TEXT: Horror
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  CREDITS
  Lead Designer • Jason Bulmahn
  Designers • Logan Bonner, Stephen Radney-MacFarland, and Mark Seifter
  Authors • John Bennett, Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston Hillman, 
  Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, 
  F. Wesley Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer
  Cover Artist • Wayne Reynolds
  Interior Artists • Dave Allsop, David Alvarez, Hazem Ameen, Leonardo Borazio, Chris Casciano, Tomasz Chistowski, Alberto Dal Lago, 
  Mariana Fernandes, Matt Forsyth, Gintas Galvanauskas, Igor Grechanyi, Kent Hamilton, Ralph Horsley, Chris Knight, Setiawan Lie, Daniel Lopez, 
  Jaime Martinez, Nikola Matkovic, Mark Molnar, Caio Maciel Monteiro, Jose Parodi, Hugh Pindur, Maichol Quinto, Bogdan Rezunenko, Kiki Moch Rizky, 
  Riccardo Rullo, Rudy Siswanto, Firat Solhan, and Richard Suwono
  Editor-in-Chief • F. Wesley Schneider
  Creative Director • James Jacobs
  Executive Editor • James L. Sutter
  Senior Developer • Rob McCreary
  Pathfinder Society Lead Developer • John Compton
  Developers • Adam Daigle, Crystal Frasier, Amanda Hamon Kunz, Mark Moreland, Owen K.C. Stephens, and Linda Zayas-Palmer
  Senior Editors • Judy Bauer and Christopher Carey
  Editors • Thomas Call, Lillian Cohen-Moore, Garrett Guillotte, Jason Keeley, Lyz Liddell, Kate O’Connor, Rep Pickard, and Josh Vogt
  Senior Art Director • Sarah E. Robinson
  Art Director • Sonja Morris
  Senior Graphic Designer • Adam Vick
  Graphic Designer • Emily Crowell
  Publisher • Erik Mona
  Paizo CEO • Lisa Stevens
  Chief Operations Officer • Jeffrey Alvarez
  Director of Sales • Pierce Watters
  Sales Associate • Cosmo Eisele
  Marketing Director • Jenny Bendel
  Vice President of Finance • Christopher Self
  Staff Accountant • Ashley Kaprielian
  Data Entry Clerk • B. Scott Keim
  Chief Technical Officer • Vic Wertz
  Software Development Manager • Cort Odekirk
  Senior Software Developer • Gary Teter
  Project Manager • Jessica Price
  Organized Play Coordinator • Tonya Woldridge
  Adventure Card Game Designer • Tanis O’Connor
  Community Team • Liz Courts and Chris Lambertz
  Customer Service Team • Sharaya Copas, Katina Davis, Sara Marie Teter, and Diego Valdez 
  Warehouse Team • Will Chase, Mika Hawkins, Heather Payne, Jeff Strand, and Kevin Underwood
  Website Team • Christopher Anthony, William Ellis, Lissa Guillet, Julie Iaccarino, and Erik Keith
  Special Thanks • The countless players and Game Masters who have helped us refine this game over the years.
  This game is dedicated to Gary Gygax and Dave Arneson.
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game designed 
  by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison.
  This game would not be possible without the passion and dedication of the thousands of gamers who helped playtest and develop it. Thank you for all 
  of your time and effort. 
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All 
  trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously 
  been designated as Open Game Content or are in the public domain are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game Content, as defined in the Open Game 
  License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.
  Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc. All Rights Reserved. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society 
  are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder 
  Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks 
  of Paizo Inc.
  First printing July 2016.
  Printed in China.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  
  INTRODUCTION 
  4
  CHAPTER 1: HORROR CHARACTERS 
  6
  Playing a Horror Hero 
  8
  Fear 
  10
  Sanity 
  12
  Corruption 
  14
  Accursed	
  16
  Deep	One	
  18
  Ghoul	
  20
  Hellbound	
  22
  Hive	
  24
  Lich	
  26
  Lycanthropy	
  28
  Possessed	
  30
  Promethean	
  32
  Shadowbound	
  34
  Vampirism	
  36
  Race Rules 
  38
  CHAPTER 2: 
  ARCHETYPES AND CLASS OPTIONS 
  42
  Alchemist 
  44
  Barbarian 
  46
  Cleric 
  48
  Druid 
  50
  Inquisitor 
  52
  Investigator 
  54
  Kineticist 
  56
  Medium 
  58
  Mesmerist 
  60
  Occultist 
  62
  Paladin 
  64
  Slayer 
  66
  Spiritualist 
  68
  Vigilante 
  70
  Witch 
  72
  Wizard 
  74
  TABLE OF CONTENTS
  CHAPTER 3: FEATS 
  76
  Feat Descriptions 
  79
  CHAPTER 4: SPELLS AND RITUALS 
  96
  Spell Lists 
  98
  Spells 
  108
  Occult Rituals 
  132
  CHAPTER 5: HORROR RULES 
  134
  Curses 
  138
  Horrific Diseases 
  146
  Environments 
  152
  Fleshwarping 
  164
  Haunts 
  172
  Madness 
  182
  CHAPTER 6:  
  RUNNING HORROR ADVENTURES 
  188
  Rules Improvisation 
  206
  CHAPTER 7:
  HORROR GEAR AND MAGIC ITEMS 
  210
  Torture Implements 
  212
  Alchemical Items 
  213
  Magic Items 
  213
  Magic Item Possession 
  228
  CHAPTER 8: BESTIARY 
  230
  Dread Lord 
  234
  Hive 
  236
  Implacable Stalker 
  238
  Kyton, Apostle 
  240
  Trompe l’Oeil 
  242
  Unknown 
  244
  Waxwork Creature 
  246
  Simple Templates 
  248
  HORRIFIC INSPIRATIONS 
  252 
  INDEX 
  254
  
  T
  errible things lurk in the world’s dark places. Although 
  these foul horrors might shy away from sunny fields 
  and verdant forests, don’t mistake their reluctance for 
  weakness. They rule supreme in the realms of terror, and 
  those who seek to put an end to such monsters must risk it 
  all—body, mind, and soul.
  Pathfinder RPG Horror Adventures includes a wide variety of 
  rules and advice for players and GMs to amplify the horror 
  in their games. Players will have to manage their sanity; 
  avoid corruption; and select the right spells, feats, and gear 
  if they hope to have any chance of survival. Meanwhile, GMs 
  are presented with numerous new subsystems, expansions 
  to diseases and madness, horrific environments, and 
  sinister monster templates to challenge any hero. Horror 
  Adventures includes plenty of ways to transform even the 
  most innocent-seeming setting into a potential nightmare!
  NAVIGATING THIS BOOK
  This book is organized by chapter, with each one containing 
  rules grouped by type and theme for ease of reference. The 
  following overview summarizes each chapter to give you an 
  idea of what you’ll find inside. Finally, if you’re searching for 
  a specific topic, refer to the index located on page 254.
  Chapter 1—Horror Characters: Characters stand at the 
  heart of any horror adventure. Whether forced into the 
  darkness or venturing there willingly, these protagonists 
  face danger beyond their imagining. This chapter helps 
  players fully understand the risks their characters are taking 
  by confronting the terrible forces of horror.
  The first section provides a more robust fear system. 
  These additional rules help GMs build a sense of dread and 
  make states of mind ranging from nervousness to mind-
  rending terror integral to the game. Following this are rules 
  Introduction
  4
  
  ntroduction
  Introduction
  for sanity that present players with a way of gauging their 
  characters’ mental stability when confronting terrible truths 
  and monstrous foes.
  Finally, this chapter contains a brand-new system of 
  corruptions to tempt and torment characters. It includes 11 
  different corruptions that can pollute a character’s very soul, 
  each one progressing over time to offer enticing benefits 
  and inflict accursed stains. These corruptions are followed 
  by a section detailing alternate racial traits for characters 
  who are born and raised while surrounded by horror.
  Chapter 2—Archetypes and Class Options: When evil 
  forces threaten civilization, characters need the proper tools 
  to fight back. From the cult-hunting investigator who can 
  sense the madness in others to the soul sentinel paladin 
  who fights endlessly against the tide of corruption, there are 
  plenty of character ideas here that will fit seamlessly into 
  any horror adventure.
  In addition, many of the archetypes in this chapter make 
  imposing villains who can strike fear and terror into the 
  hearts of PCs, such as the sanity-draining mad scientist 
  alchemist or the serial killer vigilante!
  Chapter 3—Feats: This chapter features a variety of new 
  feats useful to players and GMs who wish to craft horror-
  themed characters and creatures, including many new 
  monster feats, such as Gruesome Shapechanger, which 
  makes a shapechanger’s transformation a sickening thing to 
  behold. Also included are an expansion on story feats, first 
  presented in Pathfinder RPG Ultimate Campaign and feats 
  that enhance spell-like abilities. 
  Chapter 4—Spells and Rituals: Spells and magic are 
  important elements of any horror game. They give villains 
  the tools needed to perform vile rituals and grant heroes 
  a chance to fight back or even undo past misdeeds. This 
  chapter contains spells powered by the caster’s sanity or by 
  the sacrifice of another living being. The forces of good aren’t 
  without hope, however. This chapter also provides many 
  spells that ward off evil and pronounce damnation on the 
  souls of the wicked.
  Chapter 5—Horror Rules: GMs armed with the proper 
  tools are well on her way to creating memorable horror games. 
  This chapter presents a selection of rules and subsystems that 
  can enhance any game by giving it a suitably horrific focus. 
  An expansion of the rules for curses gives these afflictions a 
  bigger role and makes them even deadlier. In addition to new 
  curses and cursed items, this section provides rules for cursed 
  lands—places scarred by divine retribution or befouled by 
  sinister forces. Also, diseases become significantly more 
  dangerous, with effects that change over time and templates 
  to turn existing poxes into terrifying plagues.
  This chapter next examines the environments typical to 
  a horror setting—from spooky locations to deadly hazards. 
  Fleshwarping is greatly expanded as well, giving GMs plenty 
  of new ways to twist the bodies of heroes and villains alike. 
  Haunts also make an appearance in this chapter, including 
  new examples and haunts that are immune to divine power 
  and must be dispelled using other means. Finally, this chapter 
  looks at madness and how to integrate it into games, making 
  this an invaluable section for GMs using the sanity system.
  Chapter 6—Running Horror Adventures: While many 
  games feature frightening elements, turning games into a 
  tapestry of terror takes careful planning and consideration. 
  This chapter gives GMs guidelines and suggestions on 
  running horror games, from selecting the genre of horror to 
  creating an adventure with the right pacing, and reveals how 
  to sow tension in your players as much as their characters. 
  Novice and veteran GMs alike will find a trove of tips in this 
  chapter to help improve their horror games.
  Chapter 7—Horror Gear and Magic Items: Gruesome 
  torture implements and wicked magic items make up the 
  bulk of this chapter. From the murderer’s machete to the 
  needful doll, there are plenty of foul items here to bedevil 
  heroes. Fortunately, this chapter also includes protective 
  talismans and other tools to help those fighting against evil.
  Finally, this section contains rules for possessed magic 
  items—objects that become vessels for evil forces intent upon 
  corrupting their wielders and those around them.
  Chapter 8—Bestiary: What examination of horror would 
  be complete without a look at monsters? This chapter 
  presents a number of new templates and simple templates 
  to alter any monster into a living terror. From implacable 
  stalkers to simulacra made of living wax, these creatures will 
  have characters quaking in fear!
  Book References
  This book refers to a number of other Pathfinder Roleplaying 
  Game products, yet these additional supplements are not 
  required to make use of this book. Readers who don’t have 
  the Pathfinder RPG hardcovers referred to in this book can 
  find the complete rules of these books available online 
  for free at paizo.com/prd. The following abbreviations 
  indicate rules elements such as feats, spells, and magic 
  items from other sources.
  Advanced Class Guide
  ACG
  Advanced Player’s Guide 
  APG
  Advanced Race Guide
  ARG
  Bestiary 2
  B2
  Bestiary 3
  B3
  Bestiary 4
  B4
  Bestiary 5 
  B5
  Occult Adventures
  OA
  Ultimate Combat
  UC
  Ultimatie Intrigue
  UI
  Ultimate Magic 
  UM
  5
  
  Horror Characters
  1
  
  S eelah!” Sajan
  gritted his teeth and 
  retreated as another gout 
  of lava sprayed up between 
  them, forcing him back. He 
  whirled on the devils. “What 
  are you doing to her?”
  “It’s okay, Sajan.” Hanging 
  in the air, arms outstretched, 
  Seelah opened her eyes, 
  revealing flat planes of red. 
  A blade of crimson energy 
  sprang from each hand. 
  “I understand it all now. I 
  was right to follow the law, 
  but Iomedae’s law is weak. 
  There’s only one god with 
  the vision to see things as 
  they truly are. Who’s willing 
  to do what must be done.” 
  On her forehead, an inverted 
  pentagram blazed to life.
  “And I am his sword...”
  
  T
  he life of an adventurer has never been safe or 
  comfortable. Terrible dangers lurk around every corner 
  and the threat of death is a constant companion. Despite 
  such grim realities, far more horrifying fates await those who 
  find themselves facing off against true darkness: nightmares 
  that thirst for the tears of the innocent and hunger for the 
  flesh of the living. Adventurers who find themselves in a 
  horror game must be prepared to face terror, madness, and 
  threats to their very souls.
  This chapter contains new options and advice for players 
  in a horror game. The majority of the chapter is focused on 
  corruptions, a new subsystem that allows players to take on 
  the role of a character slowly transforming into a monster 
  and gaining strange new powers and drawbacks. Additionally, 
  there are new racial abilities, more detailed and nuanced rules 
  for fear, and a sanity system that tracks the stresses that weigh 
  upon a character’s mind and the terrible scars they leave.
  PLAYING A HORROR HERO
  To run an effective horror-themed adventure, the GM has to 
  think about her game in a different light. In the same way, to 
  get the most out of their characters, players in a horror game 
  should consider their characters anew. This section is aimed 
  at the player, and provides tips on how to create suitable 
  characters for horror-themed Pathfinder RPG adventures. It 
  also touches on how you, as a player, can participate in horror-
  themed games in ways that make the story more unnerving 
  for everyone at the game table.
  Participating in Horror Adventures
  First and foremost, understand that horror games are 
  meant to be creepy. If you don’t want to risk being actually 
  frightened, you don’t have to play. If you do want to play, 
  make sure you’re familiar with the Horror Games and 
  Consent section on page 190.
  Aside from their macabre themes, many horror games 
  involve a different, intentionally darker sort of storytelling 
  than other Pathfinder games. In a horror-themed game, the 
  GM is juggling her story and the game’s rules to not just 
  tell a story, but to create an atmosphere of dread within the 
  game. Joking around out-of-character and getting distracted 
  can wreck the mood the GM works to create. Laughter 
  relieves tension, which might be exactly what the GM is 
  trying to foster. At the start of your horror game, point 
  out this section to the GM and have her answer 
  the question: How serious do you want the 
  game to be? 
  Building Horror Characters
  Characters in horror-themed campaigns 
  are usually no less skilled or powerful than 
  those in other Pathfinder RPG campaigns. 
  The GM might also have special guidelines 
  or expectations for the game’s characters—
  particularly in the cases of supposedly fearless 
  classes, like paladins—so make sure that you and she are on 
  the same page regarding character creation before 
  you get to work.
  During the process of creating your 
  character, also keep this question in 
  mind: What is my character afraid 
  of? This isn’t something that’s 
  going to come back and make your 
  character weaker; it’s a consideration 
  to help you get into your character’s 
  head. Probably the biggest difference 
  between horror adventures and other 
  games is that they encourage you to have 
  a more intimate understanding of your 
  character as an individual, not just as an assemblage 
  of numbers. Take a look at the sidebar on page 9 and 
  consider working some of those elements into 
  your thoughts about your character. These 
  story elements will help your GM involve 
  8
  
  1
  Horror Characters
  Horror Characters
  your character more deeply in the story, and help you as a 
  player understand what your character fears and how your 
  character might confront or avoid those fears.
  Plan to Be Frightened
  Characters who aren’t afraid of anything—or who are 
  incapable of emotion—are the worst characters to play in 
  a horror adventure. If the slasher bursts onto the scene and 
  no one’s startled or frightened, that’s a bad sign for a horror 
  game. Fight-or-flight responses, instant reactions, and 
  expressions of revulsion are key components of a terrifying 
  scene. In horror adventures, it is the GM’s job to set up grim 
  scenarios, and it is part of your job to consider how your 
  character would actually react to these situations.
  That doesn’t mean your character needs to be a shrieking 
  coward, though. Your character likely is skilled with weapons 
  or has the power to magically manipulate reality. By the 
  same token, your character should also be a person. In the 
  face of a terrifying encounter, consider how your character 
  would respond. If you’re not sure, think about your own 
  reactions when to being frightened or unsettled in the past.
  If you decide that your character would probably have 
  some sort of startled reaction to a scene, consider expressing 
  that. Your character’s actions might even intersect with 
  specific game rules. As such, here’s a list of reactions 
  to frightening situations common among Pathfinder 
  characters. Sometimes your reaction will be strong or 
  important enough to warrant flight or a moment of shocked 
  paralysis, but in other cases you just want it to be flavorful 
  and not impede a more strategic response.
  Cast a Protective Spell: You gird yourself with magic.
  Draw a Weapon: Usually done while taking a step back, 
  you both prepare for and distance yourself from danger.
  Gape: You hold your ground, but look on in shock.
  Guard: Moving into position between the threat and an 
  ally, you try to prevent another from seeing the scene.
  Pray/Swear: You call upon the gods or verbally express shock.
  Retreat: You seek escape if the situation is overwhelming.
  Screaming might also be an obvious reaction, but that 
  tends to be the domain of victims, not heroes (though, 
  everyone has the occasional less-than-heroic moment). 
  Retreating also seems distinctly unheroic, but in a horror 
  game, that might occasionally be the prudent choice, 
  especially if it is clear that a threat outmatches your group. 
  Remember that in horror games, combat is not always be the 
  surest path to victory.
  Roleplaying Fear 
  When your character confronts a shocking scene, ask 
  yourself what your character would do, what you would want 
  to do, and what you would really do. These questions often 
  have different answers. Let those answers influence how 
  you react. Alternatively, you might hang on to the first thing 
  that comes to mind, emulating more instinctual reactions 
  to horror. Frightened or distraught people don’t make the 
  best decisions, so don’t be afraid to make a snap judgment, 
  act rashly, or react without consulting the group. In any case, 
  your choice of action should usually be whatever you think 
  will be the most fun or interesting for the entire group.
  Conspiring with the GM
  Sometimes, your choices might mean playing along with the 
  GM. The GM is not your opponent—she’s the conductor of 
  a symphony in which you’re a star performer. If she seems 
  to be hinting hard toward a course of action, consider going 
  along with it or mentioning to the whole group why you 
  don’t want to. The GM might also use any number of “special 
  effects” during a horror game, such as providing certain 
  characters with information only they know or asking to 
  roll your dice for you in a specific situation. If that happens, 
  oblige your GM. It could mean nothing or it could portend 
  terrible things, but whatever the case, your GM isn’t trying to 
  cheat you. You’re all just trying to make the game more fun. 
  Aspects of Horror Heroes
  The GM is telling a story and wants to include you in it. 
  Consider including one or more of the following aspects and 
  let your GM know so she can work them into her stories. 
  Have a Goal: Strive to be the best at something, to create 
  something, to see a place, to get married, or to achieve 
  some other goal. Whatever it is, have something you want 
  above all other things.
  Have a Reputation: Maybe you’re a great juggler, or 
  maybe you slipped on the stairs in front of the whole town. 
  Whatever it is, it’s something locals remember about you.
  Have a Friend: Whether a friend from school, a coworker, 
  an army buddy, or someone you saved, have someone 
  you’re close to and whom you wish well.
  Have a Home: It might be a neighborhood you love, your 
  parent’s house, or a room you rent; in any case, it’s the place 
  you call home.
  Have a Signature Item: A signature item is something 
  that is recognizably yours, be it a weapon with a distinctive 
  grip, a piece of jewelry, a lucky charm, or your favorite scarf.
  Have a Problem: Maybe you don’t have any money, a 
  member of your family is sick, or you’re trying to get home. 
  Whatever the issue is, you’re doing your best to solve it.
  Have a Secret: Maybe you can’t read, left your crewmates 
  to die, or made your long-lost sister run away. This should be 
  something that would embarrass or endanger you if others 
  found out.
  Have a Reason to Be Brave: Maybe it’s to be like your 
  hero, maybe it’s to repay a debt, maybe it’s for your child, 
  but have a reason to occasionally face your fears.
  9
  
  Fear
  In a game where terrible things lurk in the darkness and 
  horrors crawl forth from nightmares to plague the living, 
  the rules for fear are an important part of play. To help bring 
  an appropriate atmosphere to the table, the following rules 
  broaden the levels of fear and allow fear to have a greater 
  impact on your character and the story.
  LEVELS OF FEAR
  The existing rules for fear offer three levels of fear, each 
  one represented by a condition: shaken, frightened, and 
  panicked. The following system expands the various states 
  of fear into seven levels, divided into two groups (lesser fear 
  and greater fear). The three levels of lesser fear—spooked, 
  shaken, and scared—cause you to take penalties, but you are 
  still ultimately in control. The four levels of greater fear—
  frightened, panicked, terrified, and horrified—cause you to 
  progressively lose control of your character.
  When you are subject to a fear effect whose level exceeds 
  your current fear level, your fear level increases to that level. If 
  you are subject to a fear effect of a level equal to or lower than 
  your current fear level, your fear level usually increases by one. 
  However, multiple lesser fear effects can’t force you to progress 
  from a lesser fear level to a greater one. If you are scared and are 
  subject to an additional lesser fear effect, you are staggered for 
  1 round, rather than becoming frightened. You can, however, 
  accept the frightened condition rather than be staggered while 
  scared if you prefer (such as if you actually want to run away).
  For example, Merisiel is exploring a haunted graveyard. 
  Her GM declares she is spooked by her surroundings. She 
  falls into a sinkhole filled with rotting corpses, which would 
  also make her spooked. If she fails her Will save, her fear 
  level increases to shaken. Later, after dealing with gruesome 
  undead, she is scared and facing off against an evil cultist who 
  casts doom, which causes the shaken condition, on her. If she 
  fails her save against the spell, she is staggered for 1 round 
  (rather than frightened), since shaken is a lesser fear effect.
  Lesser Fear
  Fear begins as a shiver down your spine, but soon grows.
  1. Spooked: The nature of your surroundings or events that 
  you have witnessed makes you uneasy. You take a –2 penalty 
  on saving throws against fear effects and on Perception 
  checks, as your mind conjures potential horrors in every 
  shadow. However, you are ready to face danger, and gain a +1 
  circumstance bonus on initiative checks.
  2. Shaken: Fear has taken hold of you and you are no
  longer thinking or acting clearly. You take a –2 penalty on 
  attack rolls, saving throws, skill checks, and ability checks.
  3. Scared: You are noticeably afraid, jumping at shadows
  and easily panicked by odd sights and unexplained noises.
  You take all of the penalties of the shaken condition, except 
  the penalty on saves against fear effects becomes –4. In 
  addition, if being subject to a lesser fear effect would increase 
  your fear level, you are staggered for 1 round instead. 
  Greater Fear
  At these levels, your fear begins to overwhelm you.
  4. Frightened: You are so afraid that you must flee from
  the source of your fear. On your turn, you must move away 
  from any source of fear you perceive. Once you can no longer 
  perceive any source of fear, you can act as normal, but you still 
  take all the penalties of the shaken condition. You can use 
  special abilities, such as spells and equipment, to flee and must 
  resort to such abilities if they seem like the only way to escape. 
  If you flee from the source of your fear and it later reappears 
  while you are still frightened, you must immediately begin 
  fleeing again. If unable to flee, you can fight.
  5. Panicked: This functions as the frightened condition,
  but you drop anything held whenever you are forced to flee 
  and you flee in a random direction. In addition, you treat all 
  sources of danger as fear sources and must flee from them as 
  well. If unable to flee, you cower in fear.
  6. Terrified: This functions as panicked, but you do not
  treat any other character as an ally and thus must attempt 
  saving throws against spells that allow them, even if the 
  spells are beneficial. If unable to flee, you cower in fear. In 
  addition, once you have fled from fear, you do not act as 
  normal. Instead, each round you roll on the following table 
  to determine your course of action. 
  d% 
  Result
  1–25 
  Continue to flee, moving away from any known source 
  of danger.
  26–50 
  Find a place nearby to hide, using Stealth as normal. You 
  do nothing until you are discovered (and forced to run 
  again) or you are no longer terrified.
  51–75 
  Lash out at the nearest creature, even an ally, attacking 
  it with whatever weapon is available.
  76–100 Do nothing. If you get this result in two consecutive 
  rounds, you no longer need to roll on this chart starting 
  on the third round and can act as normal unless you 
  encounter a source of fear or danger, in which case you 
  are still terrified and act accordingly.
  7. Horrified: You are transfixed with fear and can take no
  actions. You take a –2 penalty to your AC, are flat-footed (even 
  if you normally cannot be), and are considered helpless.
  Fear Duration
  Using this system can make the tracking of your overall fear 
  level a bit more complicated. Track each fear effect separately, 
  evaluating your current fear level whenever an effect is added 
  or removed, starting with the most severe effect and adding 
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  levels on top of that for each new effect. Remember that lesser 
  fear effects cannot add up to a greater fear effect, regardless 
  of their number, and the staggered condition that can result 
  from being scared and then suffering another lesser fear 
  effect applies at the moment when the new fear effect begins 
  (not when it expires).
  For example, Ezren becomes subject to an effect that 
  causes him to be shaken for 1 minute and another that 
  causes him to be panicked for 1 round. On the 1st round, 
  his fear increases to panicked. On the following 9 rounds, 
  he is shaken. If, on the 3rd round, he becomes spooked 
  for 1 minute, he becomes scared for 7 rounds (the overlap 
  between the spooked condition and the remaining rounds of 
  the shaken condition), then spooked for 3 rounds.
  Adding Fear
  This revised fear system is meant to work seamlessly with the 
  existing rules for fear, so GMs should use this system as an 
  opportunity to add new fear effects to their games, including 
  those derived from the environment and various situations. 
  For example, entering an abandoned asylum during a 
  moonless night might cause all the characters to gain the 
  Fear Immunity
  A number of creatures and characters are immune to fear. 
  While that is fine for most fantasy adventure campaigns, it 
  can prove problematic for horror-themed campaigns. GMs 
  running such games should consider changing fear immunity 
  to a form of resistance. Creatures and characters with fear 
  resistance track their fear levels as normal, but they take 
  the penalties of the fear level two steps lower than their 
  actual level (thus, they suffer no effect at all unless they are 
  at least scared). Furthermore, effects that normally cause a 
  character to become spooked or shaken don’t increase such a 
  character’s fear to a higher level.
  spooked condition, while discovering a cabinet filled with 
  gnawed bones might cause a character to become scared for 1 
  minute after a failing a Will save. GMs not using this system 
  should use the next-lower condition from the Core Rulebook 
  if one of the new conditions appears, so anything that would 
  normally inflict the spooked condition has no effect, scared 
  becomes shaken, and terrified or horrified become panicked.
  1111
  
  Sanity
  An abundance of horrors can scar a being. Wounds and 
  fatigue can ravage the flesh. Poisons and venoms can putrefy 
  a creature from within. Curses and hexes can assault the 
  body and soul through supernatural means. But of all the 
  horrors a hero might face, few are as debilitating or insidious 
  as those that assault her sanity.
  The Pathfinder Roleplaying Game already features many 
  threats that can erode a character’s sanity. The insanity 
  spell can cause a character to act confused until its effect 
  is removed. Insanity mist is an inhaled poison that deals 
  Wisdom damage. The allip, an undead creature created 
  when a soul is lost to madness, features several madness-
  themed abilities. 
  For some games, presenting the weakening of sanity and 
  the onset of madness as assaults on a creature’s Wisdom 
  score or the randomness of the confusion condition 
  might be enough. But running a horror-themed game 
  often necessitates a more robust and nuanced system. In 
  the following system, the mental resilience of a 
  creature is based on the totality of her mental 
  being and mental strengths, rather than her 
  weaknesses, improving her chances to 
  weather and triumph against a vast 
  array of sanity-threatening horrors. 
  Sanity Score, Edge, and 
  Thresholds
  Each creature has a sanity score, along with 
  a sanity edge and a sanity threshold. These 
  values depend on the creature’s current ability 
  scores and ability damage. Increases and 
  penalties to ability scores (even temporary 
  increases and penalties) adjust 
  these numbers. Each discrete 
  instance in which a creature takes 
  1 or more points of sanity damage 
  is called a sanity attack, regardless 
  of what caused the sanity damage. 
  Since effects that deal sanity 
  damage are always mind-affecting 
  effects, mindless creatures are 
  immune, and do not have a 
  sanity score, sanity edge, or 
  sanity threshold. 
  Sanity Score: Your sanity 
  score is equal to the sum 
  of your mental ability scores 
  (Charisma, Intelligence, and Wisdom) 
  minus any ability damage taken to 
  those ability scores. 
  Sanity Threshold: Your sanity threshold is equal to the 
  bonus of your highest mental ability score minus any ability 
  damage to that score (minimum 0). When you experience a 
  sanity attack, if the sanity damage from that attack equals or 
  exceeds your sanity threshold, you gain a madness (see page 
  182), either lesser or greater depending on the relation of your 
  current sanity damage and your sanity edge (see below). 
  If your sanity threshold is 0, you always suffer a madness 
  upon taking 1 or more points of sanity damage. 
  Sanity Edge: Your sanity edge is equal to 1/2 your sanity 
  score. When you experience a sanity attack that causes you to 
  gain a madness (see Sanity Threshold above), compare your 
  total amount of sanity damage to your edge to determine the 
  potency of the madness. If your current sanity damage is less 
  than your sanity edge, then you manifest a lesser madness. 
  If your current sanity damage is equal to or greater than 
  your sanity edge, you manifest a greater madness instead. 
  More information on madness, both greater and lesser, 
  can be found on page 182. Furthermore, when you accrue 
  total sanity damage equal to or greater than your edge, any 
  dormant lesser madnesses you have manifest again. 
  Effects of Sanity Damage
  When you experience a potential sanity attack, you 
  must typically succeed at a Will saving throw to 
  shake off or reduce the sanity attack’s damage. 
  Whether this saving throw is successful 
  or not, if the sanity damage from a single 
  sanity attack is equal to or greater than your 
  sanity threshold, you gain a madness (see page 
  182) with a potency based on the relation 
  between your total sanity damage accrued 
  and your sanity edge (lesser if the total 
  sanity damage is below your sanity edge, 
  greater otherwise). In most cases, 
  GMs should choose a madness that 
  reflects the horror faced or your 
  deep fears and potential mental 
  breaking points rather than 
  rolling on tables. For 
  instance, if you gain a 
  lesser madness due 
  to an encounter with 
  a mummy or some 
  other undead that features a 
  fear effect, it might make sense to 
  choose the phobia madness. If you 
  already suffer from delirium and gain a 
  greater madness, it might make sense 
  for that madness to be increased 
  to 
  schizophrenia. 
  However, 
  when a random madness is 
  appropriate, the GM can 
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  generate one by rolling on Table 5–1 (for a lesser madness) or 
  Table 5–2 (for a greater madness).
  You are afflicted with a madness until that madness 
  is removed by the methods described in Chapter 5. You 
  may not always manifest the madness, though. If you are 
  afflicted with madness and then are healed of all sanity 
  damage, all of your madnesses become dormant until 
  you accrue further sanity damage. Typically, a dormant 
  madness does not affect you at all, but some madnesses 
  feature an effect that occurs only while that madness is 
  dormant. A lesser madness that becomes dormant does 
  not manifest again until you take sanity damage equal to 
  or greater than your sanity edge. A greater madness stays 
  dormant only as long as your total sanity damage remains 
  at 0. Dormant madnesses, no matter the potency, can be 
  removed only by miracle or wish. 
  Lastly, if your total sanity damage equals or exceeds your 
  sanity score, you become insane as per insanity (no saving 
  throw) until all your sanity damage is healed and all your 
  madnesses are cured.
  While Pathfinder RPG Horror Adventures introduces a 
  number of spells, feats, monsters, or other effects that deal 
  sanity damage, the GM is also encouraged to create her own 
  sanity-damage-dealing effects in her horror game. The table 
  below gives a number of examples of situations that might 
  cause a character to take sanity damage.
  Reducing Sanity Damage
  Sanity damage can be reduced in a number of ways. The first 
  is with time and rest. For every 7 full days of uninterrupted 
  rest, you can reduce the sanity damage you have taken by 
  amount of equal to your Charisma modifier (minimum 
  1). Instead of relying on your own strength of personality 
  to reduce the effects of sanity damage, you can seek out 
  a single confidante, mentor, priest, or other advisor. You 
  must meet with that person regularly (at least 8 hours per 
  day) and gain guidance during the 7 days of rest. At the 
  end of the rest period, the ally can attempt a Wisdom or 
  Intelligence check (whichever score is higher) with a DC 
  of 15 if your sanity damage is below your sanity edge or 20 
  otherwise. If the ally succeeds at this check, you can add 
  the ally’s Wisdom or Intelligence modifier (whichever is 
  higher) to the amount of sanity damage you remove. 
  Sanity damage can also be reduced with magic. A single 
  casting of lesser restoration reduces sanity damage by 1d2 
  points up to once per day; restoration reduces sanity damage 
  by 2d4 points up to once per day; and heal reduces the 
  amount of sanity damage by 3d4 points up to once per day. 
  Greater restoration, psychic surgeryOA, and limited wish reduce 
  your total sanity damage to 0 if your total sanity damage 
  was already below your sanity edge; otherwise, these spells 
  reduce your total sanity damage to 1 point below your sanity 
  edge. Miracle and wish instantly reduce your sanity damage 
  to 0, regardless of whether your total sanity damage was 
  below your sanity edge. 
  Expanded Sanity
  Effects dealing sanity damage and the madnesses in Chapter 4 
  are mind-affecting effects, and as such certain creature types 
  are immune to them. In horror games, the GM may want 
  to make an exception to this, at least in the case of sanity 
  damage and madnesses, allowing undead and even some 
  kinds of plant and construct creatures to feel the effects of 
  insanity. The GM should be careful to determine whether the 
  creature’s immunity to mind-affecting effects compensates for 
  an extremely poor Will save and potentially give a bonus on 
  Will saves against sanity damage to such creatures.
  Tenacious Sanity
  In a particularly horror-themed game, the GM may consider 
  removing some or all of the magical options to reduce sanity 
  damage, relying on rest alone to recover sanity. For the most 
  terror, she could even make sanity damage irrecoverable. In 
  these cases, the GM should consider increasing the characters’ 
  sanity scores and sanity edges to ensure the heroes can make 
  it through enough of the adventure before they snap.
  Situation 
  DC 
  Failure 
  Success
  The first time a character encounters a dead body 
  10 
  1d3 sanity damage 
  0 sanity damage
  The first time a character encounters a gruesome 
  12 
  1d6 sanity damage 
  1 sanity damage
  scene of death
  The first time a character encounters a 
  10 + CR of 
  Sanity damage equal to 
  Sanity damage equal to 
  horrifying creature* 
  the creature 
  1/2 the creature’s CR 
  1/4 the creature’s CR 
  Each time a character encounters a qlippoth or other 
  10 + CR of 
  Sanity damage equal to 
  Sanity damage equal to 
  creature with a particularly horrific appearance 
  the creature 
  the creature’s CR 
  1/2 the creature’s CR
  Each time a character encounters a Great Old One 
  15 + CR of 
  Sanity damage equal to 
  Sanity damage equal to 
  the creature 
  double the creature’s CR 
  the creature’s CR
  * Horrifying creatures are typically aberrations, evil or chaotic outsiders, and undead. “Each time” could mean the first time for each
  creature type, or each time a creature encounters a new kind of specific creature of that type (for example, the first time a creature
  encounters a skeleton and then again the first time the character encounters a wraith), at the GM’s discretion.
  1313
  
  Corruption
  Even the most pure creature can succumb to tides of 
  darkness. What begins as a minor malady or errant idea can 
  grow into something malignant—a spreading corruption 
  that can obscure your morals, cloud your judgment, and 
  ultimately devour your soul. There are a number of different 
  types of corruptions, from the hunger of vampirism to the 
  horrifying transformation of the promethean. Living with 
  a corruption is often a terrifying experience, but also offers 
  the temptation of dark gifts. Hosts sometimes choose not 
  to fight the corruption, but rather accept it and allow it to 
  progress. These unfortunate folk either succumb to lust for 
  the corruption’s power or attempt to control the stain of 
  corruption and use its gifts for some greater good. 
  Each corruption detailed on the pages that follow 
  features a general description, followed by its catalysts 
  and manifestations. The catalyst section explains how a 
  creature might contract the corruption, how it progresses, 
  and how it can be cured. When a creature first contracts 
  a corruption and its manifestation level increases, the 
  corrupted creature gains manifestations. Manifestations 
  carry both beneficial gifts and detrimental stains. Also, as 
  the manifestation level increases, the stains and gifts of 
  previous manifestations might grow more powerful. Lastly, 
  as a creature’s manifestation level increases, so does the 
  possibility of the corruption taking hold entirely, defiling 
  its host forever.
  GLOSSARY
  A short list of terms related to corruptions follows.
  Catalyst: The inciting incident that corrupted you in the 
  game’s story, combined with ways you can progress toward 
  total corruption.
  Corruption: A dark manifestation of evil or alien influence 
  that changes you over time.
  Corruption Stage: A measure of how close you are to 
  falling to your corruption. Think of your corruption stage 
  as how much your soul has been altered by your corruption. 
  At corruption stage 3, you succumb and are no longer a PC. 
  Gift: A benefit granted by a manifestation of your corruption.
  Manifestation: A manifestation is a way in which 
  your corruption becomes more prominent. You gain 
  manifestations roughly every 2 character levels you live with 
  your corruption. Each manifestation has both a gift and a 
  stain, although you might not get both.
  Manifestation Level: This is a measure of how much 
  your corruption has changed your body and mind. Your 
  manifestation level equals the number of manifestations 
  you have.
  Stain: A negative effect granted by a manifestation of 
  your corruption.
  CONTRACTING A CORRUPTION
  The catalyst section of each corruption offers a number of 
  possible methods for contracting that corruption. Once you 
  contract a corruption, you immediately gain a manifestation. 
  Your manifestation level becomes 1, and your number of 
  manifestations and your manifestation level can increase as 
  described in Manifestation Level on page 15. You also draw 
  closer to losing your soul, as represented by your corruption 
  stage. This is described under The Corruption’s Progress.
  Multiple Corruptions: Typically, you can have only one 
  corruption. If some exceedingly rare condition arises that 
  would cause you to be affected by more than one, you 
  typically gain stains from both corruptions’ manifestations 
  but gifts from only the first one you contracted, and the 
  secondary corruption also grants manifestations at a slower 
  rate. When the text refers to your manifestation level, use 
  only your manifestation level for the second corruption, not 
  the sum of all your manifestation levels.
  MANIFESTATIONS
  You gain a manifestation of your curse when you first 
  contract a corruption, and gain more at later levels. Each 
  manifestation includes both a gift and a stain (though 
  campaign variants can change how you acquire these gifts 
  and stains as described in the Variants section below). 
  Many manifestations have prerequisites that limit them to 
  characters farther along in their corruptions. A prerequisite 
  marked with an asterisk (*) is another manifestation in the 
  same section.
  Unless stated otherwise, the DC for gifts that allow a saving 
  throw is equal to 10 + 1/2 your level + your manifestation level 
  (see below). You can have a maximum of nine manifestations.
  Variants
  A corruption’s gift and stain don’t have to manifest together. 
  Your GM can use the following variants to alter how gifts and 
  stains are gained.
  Useful Corruption: In this form of campaign, your 
  corruption’s gifts allow you to fight sinister forces. You select 
  which manifestation to take when you gain the corruption 
  and with each increase to your manifestation level. You 
  receive the gift, but you don’t have to take the stain. If 
  you refuse the stain, that manifestation doesn’t increase 
  your manifestation level, which could prevent you from 
  qualifying for additional manifestations. You can accept 
  the stain of your manifestations at any time, immediately 
  increasing your manifestation level. 
  Vile Corruption: In this form of campaign, corruptions are 
  terrible burdens to be purged as soon as possible. When you 
  contract a corruption or your manifestation level increases, 
  the GM decides which manifestation you gain. You always 
  acquire the stain, but you can choose not to take the gift. 
  If you refuse the gift, you gain a +1 circumstance bonus on 
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  saving throws related to the corruption progressing. For 
  each additional gift you refuse, this bonus increases by 1. 
  You can accept the gifts of your manifestations at any time, 
  but once you do, you immediately lose the corresponding 
  bonus on saving throws. 
  MANIFESTATION LEVEL
  Each creature with a corruption has a manifestation level, 
  which is normally equal to the number of manifestations 
  the corrupted creature has (see Variants for exceptions). 
  Sometimes gifts and stains become more extreme as a 
  creature’s manifestation level increases.
  You gain a new manifestation roughly every 2 levels. GMs 
  can introduce corruptions as early as your 1st character 
  level. A standard rate of corruption starts with a PC gaining 
  the first stain at 1st level, the second at 3rd level, and another 
  at 5th, 7th, 9th, and so on. Because you are limited to nine 
  manifestations, your manifestation level can’t exceed 9th. 
  This standard rate of acquisition is a guideline rather than 
  a strict rule. Many corruptions feature story considerations 
  that could speed up or slow down the process, and individual 
  GMs can alter the speed to serve the campaign’s narrative. 
  When introducing a corruption at higher levels, a GM could 
  accelerate the rate at which the first manifestations are 
  acquired or grant multiple manifestations at once. In any 
  case, the GM decides when a corruption progresses, not you 
  (though variants can alter this, as described in Variants).
  THE CORRUPTION’S PROGRESS
  Every corruption has an associated saving throw. Each time 
  you fail it, your corruption progresses to the next corruption 
  stage. Each stage causes a more significant change 
  within you, until you become completely irredeemable at 
  corruption stage 3. When you gain a corruption, you begin 
  at what is effectively stage 0, with no direct penalties. You 
  must attempt a saving throw when you are being pulled 
  toward darkness, and these saves are usually spread over 
  a long period of time (often weeks or months). As such, 
  abilities that allow or force rerolls (or rolling twice and 
  taking the higher or lower result) can never be used on these 
  saving throws, and temporary bonuses don’t apply on the 
  progression saving throw, even if they are long-lasting.
  1515
  
  Accursed
  A foul curse has a deep hold on your body and soul. Your 
  resentment toward the one who cursed you has taken on a 
  life of its own. You notice slights against you by everyone 
  around you, and can gain solace only by punishing them.
  CATALYST
  The corruption begins with a hateful curse, visitations from 
  a night hag, or another relentless magical torment. These 
  curses most often originate with hags, witches, gods, fey, 
  depraved genies, or insidious divs. Even if the curse is lifted, 
  its corruption lingers upon your soul.
  Progression
  The progression is tied to spiteful actions you take that 
  have lasting consequences. When you inflict a permanent or 
  long-lasting curse, such as bestow curse, or engage in brutal 
  retaliation (what constitutes brutal retaliation is up to the GM, 
  but usually includes disproportionate acts of violence against 
  living creatures), you must attempt a Will saving throw (DC = 
  15 + your manifestation level). You must also attempt a saving 
  throw after any month in which you have failed to perform a 
  number of spiteful retaliations equal to or greater than your 
  manifestation level. If you fail any of these saving throws, you 
  must use the most severe punishment at your disposal against 
  the next creature that wrongs you, even in a minor way.
  If you fail the save but your allies or others prevent you 
  from exacting your retribution for three consecutive slights, 
  you shake off this urge. You avoid having to exact retribution 
  for the time being, and your corruption doesn’t progress. 
  However, the DC of the Will save against your corruption 
  progressing increases by 2. These increases stack each time 
  you shake off this urge, and they last until your corruption 
  reaches the next corruption stage.
  Corruption Stage 1: The first time you engage in 
  disproportionate punishment (voluntarily or because of a 
  failed save), your alignment shifts one step toward evil and 
  your face changes, making you memorably ugly or beautiful. 
  Corruption Stage 2: The second time you engage in 
  this behavior, your alignment shifts another step toward 
  evil and you take on an inhuman appearance, increasingly 
  resembling the type of creature that cursed you. 
  Corruption Stage 3: The third time you engage in this 
  behavior, you are utterly consumed by your hatred and 
  become an NPC under the GM’s control.
  Removing the Corruption
  Lifting the corruption requires breaking the original curse 
  and either killing or earning forgiveness from the one who 
  laid the curse. If you killed or permanently impaired any 
  creatures unfairly, you must undo the harm and atone.
  MANIFESTATIONS
  The following are manifestations of the accursed corruption. 
  Baleful Glare
  You can weaken foes with a glare.
  Prerequisite: Manifestation level 6th.
  Gift: Once per day, when you successfully use Intimidate to 
  demoralize a creature within 30 feet, you can curse that target 
  as a swift action. The victim must succeed at a Will save or be 
  staggered permanently. If you use this ability on a creature 
  that is still under the effects of your baleful glare from a 
  previous day, the target must succeed at a Fortitude saving 
  throw or be paralyzed with fear for 3 days. At the end of each 
  day the target spends paralyzed with fear, it must succeed at 
  another Fortitude saving throw or die. Your effective caster 
  level for these curses is equal to your character level.
  Stain: One eye becomes bulging and bloodshot or each eye 
  turns a different color. You take a –4 penalty on Perception 
  checks. This transformation can’t be hidden by magic.
  Cold Iron Allergy
  Your skin is as hardened as your heart.
  Prerequisite: Manifestation level 4th.
  Gift: You gain an amount of damage reduction equal to 1/2 
  your manifestation level. This DR is overcome by cold iron.
  Stain: Whenever you touch cold iron, including being 
  struck by a cold iron weapon, you are sickened for 1 round. 
  Immunities don’t prevent this sickened condition, and you 
  can’t remove it early by any means. You can attempt to hide 
  this aversion from foes with a Bluff check opposed by their 
  Sense Motive checks.
  Cruel Deceiver
  You can weave magical lies to set victims up for a downfall.
  Prerequisite: Manifestation level 2nd.
  Gift: You gain a +2 bonus on Bluff and Disguise checks. You 
  can use dancing lights, disguise self, and ghost sound once per day 
  each as a spell-like ability. You can perfectly mimic the sound 
  of any animal or voice you have ever heard. At manifestation 
  level 3rd, the bonus doubles. At manifestation level 5th, you 
  can use mirage arcana once per day as a spell-like ability.
  Stain: You can never speak or otherwise communicate the 
  truth. You can still communicate by various methods, such 
  as uttering insignificant lies, obvious lies, or nonstatements.
  Grim Fate
  You can twist the strands of fate to your desires.
  Gift: Once per day as an immediate action, you can reroll 
  an ability check, attack roll, caster level check, saving throw, or 
  skill check after learning the result. At manifestation level 8th, 
  you can also lay a curse of unluck upon a creature (Pathfinder 
  RPG Core Rulebook 557) once per day. This takes a standard 
  action, and must target a creature you can see within 30 feet.
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  Stain: You can’t benefit from morale bonuses. You 
  take a –2 penalty on Perform and Sense Motive checks. At 
  manifestation level 3rd, the penalty doubles.
  Horrific Shock
  You can surprise a foe with overwhelming horror.
  Gift: When you damage a creature on the surprise round, it 
  becomes shaken for 1 round unless it succeeds at a Will save.
  Stain: You take on a horrible appearance. You take a –2 
  penalty on Diplomacy, Handle Animal, and wild empathy 
  checks against creatures who can see you. At manifestation 
  level 3rd, the penalty doubles.
  Spiteful Transformation
  You can transform foes into mere beasts.
  Prerequisite: Manifestation level 5th.
  Gift: Add 1 to the DCs of your spells and abilities that have 
  the curse descriptor (Pathfinder RPG Ultimate Magic 137). 
  Once per day as a standard action, you can use baleful 
  polymorph as a spell-like ability, with a caster level equal 
  to your character level. This counts as a curse, and the DC of 
  any caster level check to remove it increases by 5.
  Stain: You take a –2 penalty on Will saves. If you have 
  this manifestation’s gift, using your baleful polymorph curse 
  negates the penalty until the next day. 
  Undying Hatred
  You can’t rest while those you hate go unpunished.
  Gift: Once per day, if you would die from hit point 
  damage, instead your hit point total becomes –1 
  and you stabilize. This ability doesn’t work 
  against death effects. Observers believe you 
  to be dead unless they study you closely and 
  succeed at a DC 25 Heal check. After 1 minute, 
  you regain 1 hit point and regain consciousness.
  Stain: When you begin your turn with a helpless foe 
  within 5 feet of your reach, you must attempt a Will save. If 
  you fail, you must attempt a coup de grace against that foe 
  this round if possible. The DC of this Will save is equal 
  to 15 + your manifestation level.
  Weakening Claws
  Your fingernails grow into talons.
  Prerequisite: Manifestation level 3rd.
  Gift: Your nails grow into claw natural weapons 
  that deal 1d3 points of damage if you’re Medium (1d2 if 
  Small). Once per day, you can make a weakening 
  claw attack as a standard action. If you hit, you 
  inflict a permanent –4 penalty on the target’s 
  Strength score. The victim can halve the penalty and reduce 
  the duration to 24 hours with a successful Fort save.
  Stain: You take a –2 penalty on Disable Device checks, 
  Sleight of Hand checks, and attacks with manufactured 
  weapons. Your spells with somatic or emotion (Pathfinder 
  RPG Occult Adventures 144) components have a failure chance 
  of 5%. If you have a spell failure chance from other sources, 
  add the chances together.
  Wish Peddler
  Like a fey or genie, you can twist another creature’s wishes.
  Gift: Once per day as a full-round action, you can duplicate 
  the effect of a witch spell of a spell level lower than your 
  manifestation level. This spell cannot have a material or 
  focus component costing more than 1 gp or a casting time 
  longer than 1 standard action. The spell’s effect must fulfill, 
  in part or in whole, a wish verbally stated by a humanoid 
  creature you can hear (other than yourself).
  Stain: If you cast or use a harmless spell or spell-like ability 
  when you are in combat, you must succeed at a concentration 
  check (DC = 20 + double the spell level) or lose 
  the spell. This also applies to nonharmless 
  spells you cast that target only allies. 
  Additionally, you must attempt 
  saves against your allies’ 
  spells and spell-like 
  abilities, even if they 
  are harmless.
  1717
  
  Deep One
  The waves call to you, like a siren’s song echoing across 
  crashing surf.
  CATALYST
  The corruption of the deep ones typically comes in two 
  varieties. The most common source of deep one corruption is 
  having dormant deep one blood running through your veins. 
  Exposure to the magic of cults dedicated to Great Old Ones 
  like Cthulhu could awaken this dormant lineage within you, 
  beginning your transformation into a deep one. Likewise, 
  exposure to the presence of deep ones themselves can cause 
  you to heed a call to deep waters that ends with a torturous 
  transformation. Less common means of contracting a deep 
  one corruption include ritualistic transformation, curses, 
  or—in extreme cases—willing copulation with a deep one.
  Progression
  Once the deep one corruption has taken root, the summons 
  calling you to the deep ones’ cold, lightless realm becomes 
  a constant thrum in the back of your mind. Exposure to sea 
  water becomes increasingly important to you. Each day that 
  you don’t spend at least 1 hour per manifestation level fully 
  immersed in the ocean or a salt-water sea, you must succeed 
  at a Will save (DC = 15 + your manifestation level). You also 
  need to attempt such a Will save whenever you are a target 
  of (or in the area of) a divine spell or spell-like ability with 
  the evil descriptor. 
  Corruption Stage 1: The first time you fail, you lose control 
  of yourself for 24 hours. When you regain your senses, you 
  find yourself in the sea or an ocean, or at least on your way to 
  such a place if you were too far away to reach it. Either way, 
  your alignment shifts one step towards chaotic evil.
  Corruption Stage 2: The second time you fail, you lose 
  control again, and you find that you have made contact with 
  an alien entity during the missing time. Your alignment 
  shifts to chaotic evil and your race changes to deep one 
  hybrid (Pathfinder RPG Bestiary 5 70), if it wasn’t already. If 
  you are already over the venerable age for a deep one hybrid 
  (60 years), you experience the final change as per the race’s 
  ability, becoming an NPC deep one under the GM’s control.
  Corruption Stage 3: The third time you fail, you experience 
  the final change early, becoming an NPC deep one under the 
  GM’s control. 
  Removing the Corruption
  Removing the deep one corruption might require psychic 
  conditioning away from compulsions regarding water and 
  necromantic rituals to expunge the deep one blood from 
  your veins. The ritual might also require slaying the deep 
  one who sired your bloodline.
  MANIFESTATIONS
  The following are manifestations of the deep one corruption. 
  Bloodthirst
  You gain a bite attack and can taste blood in the water.
  Prerequisites: Deep adaptation*, loathsome gills*.
  Gift: You gain a bite attack as a primary natural weapon. 
  This bite attack deals 1d6 points of damage if your size is 
  Medium (1d4 if Small). Additionally, you gain the scent 
  ability when underwater and can track a creature that 
  travels underwater using a Perception check rather than a 
  Survival check, so long as it was bleeding (either suffering 
  from a bleed effect or having taken at least 1 point of 
  piercing or slashing damage that was neither healed nor 
  treated with a successful Heal check).
  Stain: Your toothy maw distorts your speech, and your 
  thoughts flit between potential prey. You take a 15% spell 
  failure chance for spells with verbal or thought (Occult 
  Adventures 144) components and a –2 penalty on all Bluff, 
  Diplomacy, Disguise, Handle Animal, and Perform checks.
  Call of the Deep
  Your slimy touch robs your victims of breath.
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  Prerequisites: Manifestation level 7th, claws of the deep*, 
  swimmer in the deep*.
  Gift: Once per day for every 2 manifestation levels you 
  possess, you can attempt a touch attack that causes your 
  opponent to suffocate. If this attack hits, the target must 
  succeed at a Fortitude save or it gains the ability to breathe 
  water, but also immediately loses the ability to breathe air 
  and begins to suffocate unless it holds its breath. This effect 
  lasts for a number of minutes equal to your manifestation 
  level, and after each minute, the victim can attempt another 
  Fortitude save to negate the effect. The DC of the save 
  increases by 2 every minute.
  Stain: You require constant submersion in salt water. 
  If you spend more than 1 day without fully submerging 
  yourself in such water, you suffer internal organ failure, 
  painful cracking of the skin, and death within 4d6 hours.
  Claws of the Deep
  Disgusting, translucent claws grow from your fingers.
  Prerequisites: Manifestation level 3rd, swimmer in the deep*.
  Gift: You gain two claw natural attacks. These claws deal 
  1d4 points of damage if your size is Medium (1d3 if Small).
  Stain: You exude a strong odor of low tide. This allows 
  creatures with the scent ability to notice you from twice 
  the usual distance, and makes it extremely difficult—and 
  sometimes outright impossible—to disguise yourself. 
  You also take a –4 penalty on your Diplomacy and Perform 
  checks against creatures without the aquatic subtype. Your 
  supernatural scent is not affected by the negate aromaAPG spell.
  Deep Adaptation
  You are acclimated to deep ocean pressures and temperatures.
  Prerequisite: Loathsome gills*.
  Gift: You gain cold resistance 5. At manifestation level 6th, 
  you can survive safely at any ocean depth.
  Stain: Your flesh peels away to reveal fine, iridescent 
  scales, and your movements become slow and awkward. You 
  take a –2 penalty to your Dexterity score while on land.
  Deepsight
  Your eyes grow accustomed to the dark places of the world.
  Gift: You gain low-light vision. At manifestation level 5th, 
  you gain darkvision with a range of 60 feet, or if you already 
  have darkvision, its range increases by 30 feet.
  Stain: Your eyes’ reflective sheen causes light sensitivity.
  Landwalker
  Your journey to the depths presaged your return to dry land.
  Prerequisites: Manifestation level 7th, loathsome gills*.
  Gift: You gain the aquatic subtype and the amphibious 
  special quality. You gain a swim speed equal to half your land 
  speed. If you have the swimmer in the deep manifestation, 
  increase your swim speed by 10 feet instead.
  Stain: Your hair falls out in patches and your skin takes on 
  a slimy sheen. You take a –2 penalty to your Charisma score.
  Loathsome Gills
  You grow gills at your jawline.
  Gift: You can hold your breath underwater for 10 minutes 
  per point of Constitution you have. At manifestation level 3rd, 
  you can breathe underwater indefinitely. At manifestation 
  level 7th, you can no longer breathe air and must hold your 
  breath when above water (though you can still hold your 
  breath for 10 minutes per point of Constitution you have).
  Stain: Your gills impose a –4 penalty on Fortitude saves 
  against inhaled poisons and poison effects (like stinking cloud).
  Siltsight
  Your senses are keener underwater.
  Gift: While underwater, you ignore concealment from silt, 
  muck, and murky water. At manifestation level 5th, you also 
  gain blindsense with a range of 10 feet while underwater.
  Stain: Your eyes grow bulbous and fishlike. You take a –2 
  penalty on Perception checks while not underwater.
  Slow Aging
  Your deep one blood runs thick and slowly, arresting aging.
  Prerequisite: Manifestation level 5th.
  Gift: You age more slowly than members of your base race. 
  It takes you twice as long to reach middle age, and three times 
  as long to reach both old age and venerable. At manifestation 
  level 8th, you gain a +2 bonus to your Constitution score.
  Stain: You dream of lost cities in ages primordial and are 
  haunted by strange aeons long since forgotten. You require 
  16 hours of sleep for a night’s rest and you are incapable of 
  deriving benefit from effects that replace the need for sleep 
  (like a ring of sustenance) or ameliorate, suppress, or remove 
  the effects of lack of sleep. 
  Swimmer in the Deep
  The cold depths of the ocean are your home now.
  Gift: You gain a +4 racial bonus on Swim checks (which 
  doesn’t stack with the +8 racial bonus from having a swim 
  speed) and can take a 10 on Swim checks even while 
  threatened. At manifestation level 3rd, you gain a swim 
  speed equal to half your land speed. At manifestation level 
  5th, your swim speed is equal to your land speed. 
  If you are a deep one hybrid (Bestiary 5 70), you instead 
  gain a +10-foot enhancement bonus to your swim speed. 
  This increases to a +20-foot enhancement bonus at 
  manifestation level 3rd and to a +30-foot enhancement 
  bonus at manifestation level 5th.
  Stain: You grow webbing between your fingers and toes 
  and become dissatisfied with life on land. You take a –2 
  penalty on Dexterity- and Strength-based skill checks and 
  ability checks while on land.
  1919
  
  Ghoul
  A hunger for the flesh of the living grows more every day, 
  until every sentient creature seems no more than a meal.
  CATALYST
  Ghoul corruption commonly stems from desperate 
  cannibalism, such as surviving a near-death experience 
  by eating friends who perished. You might contract ghoul 
  corruption after recovering from ghoul fever (Bestiary 146), 
  especially if you died from the disease but were raised from 
  the dead before rising as a ghoul.
  Progression
  Each week, you need to consume one portion of flesh from a 
  sentient creature. A creature one size category smaller than you 
  counts as one portion, a creature of your size category counts 
  as four portions, and a creature one size larger counts as 16 
  portions. The extra meat from Huge or larger creatures spoils 
  quickly enough that it can’t all be consumed within a week. 
  After a week, if you haven’t consumed enough flesh, you must 
  succeed at a Will saving throw (DC = 15 + your manifestation 
  level) each day until you’ve eaten enough. If you fail the save, 
  the next time you rest your corruption takes over and you 
  unconsciously hunt and feed, devouring a living sentient 
  creature completely. In this state, you can’t differentiate 
  between creatures and might consume an innocent; if you do 
  so, your corruption progresses to the next stage.
  If circumstances make it impossible to feed (such as if you 
  are tied down or in a locale with nothing to feed upon), you 
  start to starve as if you had not eaten in 3 days (Pathfinder 
  RPG Core Rulebook 445), and you continue to hunger for flesh 
  and struggle to escape and feed until you have received 
  five times the amount of flesh from sentient creatures you 
  normally require. If your allies are able to restrain and feed 
  you flesh from sentient creatures, your corruption doesn’t 
  progress. However, the DC of the Will save against your 
  corruption progressing increases by 2. These increases stack 
  each time this occurs, and they last until your corruption 
  reaches the next corruption stage.
  In addition to starvation, close brushes with death also 
  increase your craving for flesh. Whenever you are dropped 
  below 0 hit points, you must attempt a single saving throw 
  as if you hadn’t eaten enough flesh that week.
  Corruption Stage 1: Once you feed on an innocent 
  sentient creature—either willingly or because you failed a 
  saving throw—your alignment shifts one step toward evil 
  and spells that detect undead sense you, though the peculiar 
  result they return informs the caster that you’re still a living 
  creature. Other spells and effects don’t treat you as undead.
  Corruption Stage 2: The second time, your alignment 
  shifts another step toward evil and you are affected by spells 
  and abilities as if your creature type were undead (including 
  effects like bane and the favored enemy class feature). This 
  doesn’t grant you any of the immunities of being undead, nor 
  does it make you immune to effects that target living creatures 
  or change how negative and positive energy affect you.
  Corruption Stage 3: The third time, you become an NPC 
  ghoul under the GM’s control.
  Removing the Corruption
  Getting rid of the ghoul corruption typically requires fasting, 
  isolation from creatures that could incite your hunger, and 
  atoning (as per atonement) for the acts that led to the corruption.
  MANIFESTATIONS
  The following are manifestations of the ghoul corruption. 
  Brain Eater
  Devouring brains imparts knowledge to you.
  Prerequisites: Manifestation level 5th, gnashing bite*.
  Gift: If you eat the brain of a creature with an Intelligence 
  score of 3 or higher, you gain a +2 insight bonus on all skill 
  checks in which the creature possessed ranks for 1 hour. 
  Eating a brain is a full-round action, and the target must be 
  dead or helpless. If the target is alive, you can attempt to eat 
  its brain as a coup de grace attack with your gnashing bite, 
  but you gain the bonus only if your attempt results in the 
  victim’s death. 
  Stain: You take a –4 penalty on saves to resist ghoul 
  corruption.
  Corpse Armor
  Your flesh is unnaturally tough.
  Gift: You gain a +2 bonus to your natural armor. At 
  manifestation level 5th, this bonus increases by 1.
  Stain: Your flesh’s corpselike consistency deadens your 
  sensations and makes it harder for you to move. You take a 
  –2 penalty to your Dexterity score.
  Diseased Bite
  Your bite carries a terrible disease
  Prerequisites: Manifestation level 4th, gnashing bite*.
  Gift: Creatures damaged by your bite attack must succeed 
  at a Fortitude save or contract ghoul fever (Bestiary 146). A 
  humanoid who dies of ghoul fever rises as a ghoul at the 
  next midnight, as described in the ghoul fever entry.
  Stain: Your body has a difficult time fighting off diseases. 
  You take a –4 penalty on Fortitude saves to resist diseases.
  Gnashing Bite
  Your jaw can unhinge and your teeth grow to sharp points.
  Gift: You gain a bite attack as a primary natural weapon. 
  This bite deals 1d6 points of damage if your size is Medium 
  (1d4 if Small).
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  Stain: Your tongue grows long and serpentine. You take a 
  –2 penalty to your Charisma score.
  Greater Paralysis
  Your paralyzing touch is even stronger.
  Prerequisites: Manifestation level 7th, paralysis*, rending 
  claws*, staggering claw*.
  Gift: A creature that fails its save against your paralysis 
  manifestation is paralyzed for 1d4 rounds instead of 
  1 round. Elves are immune to this effect.
  Stain: Your connection to negative energy is so intense 
  you recoil from its anathema. Whenever you take damage 
  from a positive energy source, you are frightened for 1 round.
  Greater Stench of the Grave
  The smell surrounding you becomes overwhelming.
  Prerequisites: Manifestation level 6th, corpse armor*, 
  stench of the grave*.
  Gift: Creatures that fail their saves against your stench 
  of the grave manifestation become nauseated for 1 
  round before being sickened for 1d6 rounds. Once 
  they have become nauseated in this way, they 
  are immune to the nausea effect of your stench 
  for 1 hour. A creature that succeeds at its save 
  becomes immune to both your stench’s nausea 
  and sickened conditions for 24 hours.
  Stain: Your stench is so great that it makes 
  interacting with you almost impossible, as 
  others retch and vomit just from being 
  near you. Living creatures with a sense of 
  smell refuse to engage with you at all, 
  so you fail checks like Diplomacy and 
  Handle Animal with living creatures 
  before you can even attempt them.
  Paralysis
  A slash from your claws can render 
  a creature helpless.
  Prerequisites: Manifestation level 
  6th, rending claws*, staggering claw*.
  Gift: When you confirm a critical 
  hit against a living creature, it must 
  succeed at a Fortitude save or 
  become paralyzed for 1 round. 
  Elves are immune to this effect.
  Stain: You are inured to negative 
  energy. You are treated as an undead 
  creature when subjected to channeled 
  energy, cure spells, and inflict spells.
  Rending Claws
  You grow vicious claws, perfect for 
  stripping flesh from bone.
  Gift: You gain two claw attacks as primary natural 
  weapons. These claws deal 1d4 points of damage if your size 
  is Medium (or 1d3 if you’re Small).
  Stain: You take a –2 penalty on attacks with manufactured 
  weapons and on all ranged attacks.
  Staggering Claw
  Your touch weakens the muscles of your victims.
  Prerequisites: Manifestation level 4th, rending claws*.
  Gift: Once per day per manifestation level, you can make 
  a staggering claw attack as a standard action. If you hit, the 
  target must succeed at a Fortitude save or be staggered for 
  a number of rounds equal to 1/2 your manifestation level.
  Stain: The flesh on your hands is covered with pustules 
  and blisters, and your hunger begins to devour your 
  emotions. The penalty you take on ranged attacks and 
  attacks with manufactured weapons increases to –4. Your 
  spells with somatic or emotion (Occult Adventures 144) 
  components have a failure chance of 5%. This stacks with 
  any spell failure chances you incur from other sources. 
  (For example, if you were wearing leather armor and 
  casting arcane spells, you would have a 15% spell 
  failure chance.)
  Stench of the Grave
  Your body exudes a stench of decay.
  Prerequisite: Corpse armor*.
  Gift: You exude an aura of decay. 
  Creatures that begin their turns 
  adjacent to you are sickened 
  for 1d6 rounds unless they 
  succeed at a Fortitude 
  save. 
  A 
  creature 
  that succeeds can’t 
  be affected by your 
  stench again for 24 
  hours. At manifestation level 5th, 
  this aura extends out to 10 feet.
  Stain: The stench of decay you 
  emit allows creatures with scent to 
  notice you from twice the usual 
  distance, and makes it extremely 
  difficult to disguise yourself. Any 
  living creatures that have a sense 
  of smell have their starting 
  attitudes toward you reduced 
  by one step. Your supernatural 
  scent is not affected by the negate 
  aromaAPG spell.
  Special: Upon taking this manifestation, 
  you must take both the gift and the stain, 
  even with the useful corruption or vile 
  corruption variants (see page 14).
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  Hellbound
  The pit of Hell waits for your damned soul.
  CATALYST
  The hellbound corruption typically takes hold as the result of 
  an infernal contract with a diabolic patron or your fiendish 
  blood. Your soul goes to Hell when you die, though you can 
  be raised from the dead normally.
  Progression
  Your diabolic patron’s portfolio determines what makes 
  your corruption progress. When an opportunity to carry out 
  a significant action that matches the devil’s portfolio comes 
  up, you are tempted to take it. The action might include 
  oppressing people using your authority or tempting someone 
  closer to lawful evil. You must succeed at a Will save (DC = 
  15 + your manifestation level) or succumb to temptation and 
  perform the action. What counts as significant is up to the 
  GM. Usually, an act that wouldn’t harm anyone doesn’t count. 
  If something prevents you from performing this act, the GM 
  chooses a time over the next week when you’re compelled to 
  further the cause of lawful evil.
  Corruption Stage 1: The first time you perform a significant 
  act that matches the devil’s portfolio (either willingly or 
  because you failed your save), your alignment shifts one step 
  toward lawful evil (toward evil first, if you aren’t yet evil). Any 
  attempt to raise you from the dead requires a successful caster 
  level check (DC = 15 + double your manifestation level). 
  Corruption Stage 2: The second time you perform such an 
  act, your alignment shifts to lawful evil. 
  Corruption Stage 3: The third time you perform such 
  an act, your contract comes due or you become a thrall to 
  Hell—a living devil under the GM’s control.
  Removing the Corruption
  Gaining release requires destroying your patron, retrieving 
  the payment, and atoning.
  MANIFESTATIONS
  The following are manifestations of the hellbound corruption. 
  Darkest Desires
  Your dark patron offers to grant you wishes to tempt you.
  Prerequisite: Manifestation level 9th.
  Gift: You can use limited wish once per day as a spell-like 
  ability. It can’t duplicate a spell requiring a material component 
  costing more than 1,000 gp. Each time you get more or less 
  what you wished for (GM’s discretion), you must succeed at 
  a Will save or your corruption progresses to the next stage.
  Stain: Wishes you make from this manifestation’s gift or 
  your own spells are granted by your patron and interpreted 
  from a devil’s perspective. The patron always tries to twist 
  your wish away from your intent and to its own dark ends. 
  Special: Upon receiving this manifestation, you must take 
  both the gift and the stain, even with the useful corruption or 
  vile corruption variants.
  Devil’s Horns
  Horns grow upon your brow.
  Gift: You gain a gore attack that deals 1d4 points of damage 
  if your size is Medium (1d3 if Small). These horns appear in 
  any form you take, so you still retain this gore attack in any 
  form you assume with a polymorph effect.
  Stain: You gain horns that can’t be hidden by magic, but can 
  be hidden by mundane means. Anyone who sees the horns 
  recognizes them as unnatural. If someone leaves a loophole 
  in an agreement with you that would allow you to gain an 
  advantage, you must exploit it. This typically counts as an act 
  that might progress your corruption.
  Special: Upon receiving this manifestation, you must take 
  both the gift and the stain, even with the useful corruption or 
  vile corruption variants.
  Devil’s Mark
  You have the mark of a fiend on your body.
  Gift: You gain a 1st-level sorcerer/wizard or witch spell of 
  your choice as a spell-like ability usable a number of times 
  per day equal to your manifestation level. It must not have 
  a casting time longer than 1 standard action or a material or 
  focus component costing more than 1 gp.
  Stain: Your devil’s mark manifests on your body. It can’t 
  be hidden by magic, but can be hidden by clothing or other 
  mundane means. Anyone who sees the mark automatically 
  recognizes it as unnatural.
  Diabolical Servitor
  You fraternize with devils who answer your call for aid.
  Prerequisite: Manifestation level 2nd.
  Gift: Once per day as a spell-like ability, you can summon 
  a lawful evil outsider, as summon monster II with a duration of 
  1 minute per manifestation level. At manifestation level 4th, 
  you can use summon monster III, but summon an accuser devil 
  (Pathfinder RPG Bestiary 2 84). At manifestation level 6th, you can 
  use summon monster IV this way. At manifestation level 8th, you 
  can use summon monster V this way.
  Stain: You see lies and pain behind every exchange, even 
  when it isn’t there. You take a –4 penalty on Perception and 
  Sense Motive checks except for those made against devils.
  Fiendish Tutelage
  You learn secrets best kept from mortal minds.
  Gift: You gain Infernal as a bonus language and a +2 bonus 
  on Bluff and Diplomacy checks to interact with devils. When 
  you acquire this gift, choose two Knowledge skills. You can 
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  attempt checks with them untrained. At manifestation level 
  3rd, the bonuses double.
  Stain: Effects that vary based on your alignment treat you 
  as lawful evil or your true alignment, whichever is worse.
  Murky Futures
  You can call upon Hell for clues about how to avoid your fate.
  Gift: Once per day, you can call upon the knowledge of 
  Hell with 10 minutes of meditation. You gain the benefit of 
  guidance, with a duration of 24 hours or until discharged. At 
  higher manifestation levels, you can choose to gain the benefit 
  of a different divination spell at the end of your meditation 
  instead: augury at manifestation level 2nd, divination at 
  manifestation level 4th, or contact other plane at manifestation 
  level 6th (to consult Asmodeus or an intermediate deity).
  Stain: Increase the DCs of Constitution checks you attempt 
  to stabilize while dying, Heal checks targeting you, and caster 
  level checks required for conjuration (healing) spells to benefit 
  you by 2 (the DC increase applies on the caster level check 
  required to raise you from the dead at corruption stage 1). At 
  manifestation level 3rd, the DCs increase by 4 instead. Your 
  soul flees immediately on death, so you can’t be revived by 
  breath of life, the gift of life domain power, or any similar ability.
  Passage through the Pit
  The maw of Hell yawns wide to welcome you.
  Prerequisite: Manifestation level 3rd.
  Gift: You can step through Hell to reach other places once 
  per hour. As a full-round action, you can choose a direction, 
  then teleport 2d10 × 5 feet away in that direction (or the 
  nearest safe, unoccupied location). You can use this ability 
  once per minute at manifestation level 6th, and at will at 
  manifestation level 8th.
  Stain: You register as lawful evil as well as your 
  own alignment to effects that reveal alignments. This 
  alignment aura is strong, as if you were a lawful evil cleric. You 
  are treated as an extraplanar lawful evil outsider with the devil 
  subtype by abjurations that protect against such creatures.
  Serpent’s Tongue
  You gain the persuasive power of a master deceiver.
  Prerequisites: Manifestation level 3rd, fiendish tutelage*.
  Gift: You gain a +2 bonus on Bluff and Diplomacy 
  checks. Once per day when you succeed at a Bluff or 
  Diplomacy check against a creature, you can attempt to 
  influence it as if using suggestion with a caster level equal to 
  your character level and a duration of 1 minute per level. At 
  manifestation level 6th, the bonuses increase to +4.
  Stain: Your tongue takes on a serpentlike fork that can’t be 
  hidden by magic, though you can attempt a Disguise check 
  to conceal it. Attempt one Disguise check per interaction, 
  opposed by your opponent’s Perception. Your devil tongue 
  rebels when you work against infernal interests. When 
  you attempt to cast a spell for a chaotic or good cause (as 
  determined by the GM), you have a 20% spell failure chance if 
  it has a verbal components and a –5 penalty on concentration 
  checks if it has a thought component (Occult Adventures 144) . 
  Tenuous Soul
  Your soul feels the constant and increasing pull of Hell.
  Gift: You gain a +2 bonus on saving throws against 
  emotion (Pathfinder RPG Ultimate Magic 137) and fear spells 
  and effects. You are immune to spells and effects that would 
  trap or destroy your soul except those employed by a devil. At 
  manifestation level 3rd, the bonuses increase to +4.
  Stain: You take a –2 penalty on saving throws against spells 
  and effects that would possess you or control your actions. At 
  manifestation level 3rd, the penalty changes to –4.
  2323
  
  Hive
  Your body is a vessel for an invasive otherworldly species 
  that seek to spread across the stars and devour all other life.
  CATALYST
  You were infested with hive larvae (likely from a hive larva 
  swarm; see page 236), but your body has metabolized the 
  larvae and mutated you into something new.
  Progression
  A hive infestation increases over time as your body adapts. 
  Each month, your infestation surges at unpredictable 
  intervals a number of times equal to your manifestation 
  level. Each episode lasts about an hour, during which you’re 
  racked by pain and must attempt a Fortitude save (DC = 15 + 
  manifestation level). On a success, you weather the episode. If 
  you fail, your corruption progresses to the next stage, but you 
  don’t need to attempt any further saves until the next month.
  Corruption Stage 1: The first time you fail the Fortitude 
  save, your features shifts into an alien visage. You take a –2 
  penalty on Diplomacy, Disguise, and Handle Animal checks. 
  Your alignment shifts one step toward neutral evil.
  Corruption Stage 2: The second time you fail, your body 
  transforms. You are affected by spells and abilities as if your 
  creature type were aberration. Your mental link with the 
  hive shifts your alignment to neutral evil.
  Corruption Stage 3: The third time you fail, you succumb 
  to the link. You seek out an isolated place and wrap yourself 
  in a cocoon of resinous mucous, in which your body 
  dissolves into hive larva swarms, which erupt after 24 hours.
  Removing the Corruption
  Curing a hive corruption could require fleshwarping (see page 
  164) or even seeking out the enigmatic anunnaki (Pathfinder 
  RPG Bestiary 5 28) who created the hive in the first place.
  MANIFESTATIONS
  The following are manifestations of the hive corruption. 
  Acid Blood
  Your blood burns like acid.
  Prerequisites: Manifestation level 3rd, transformed flesh*.
  Gift: If a creature damages you with a slashing or piercing 
  manufactured weapon, it must succeed at a Reflex saving 
  throw or its weapon takes 2 points of acid damage per 
  manifestation level; this damage is not halved before it is 
  applied to the weapon’s hardness. If a creature damages you 
  with a slashing or piercing natural weapon, it must succeed 
  at the save or take that amount of acid damage itself.
  Stain: Your acidic sweat damages your equipment. After 
  using or wearing an item for 8 hours total, it gains the 
  broken condition. If you use or wear a broken item for 
  8 hours, it is destroyed. This ability doesn’t break cursed 
  items, artifacts, or similar items that are difficult or 
  impossible to destroy.
  Blindsense
  You can feel the unseen.
  Prerequisites: Manifestation level 2nd, hive mind*.
  Gift: As a move action, you can force the hive mind to use 
  its senses to assist you. You gain blindsense with a range of 
  5 feet × 1/2 your manifestation level until the beginning of 
  your next turn; during that time, you negate the penalty on 
  Perception checks from the stain and instead gain a bonus 
  on Perception checks equal to 1/2 your manifestation level. 
  Stain: You gain the light blindness universal monster 
  ability. You take a penalty on Perception checks equal to your 
  manifestation level.
  Bristling Spines
  Your body becomes covered in chitinous spines.
  Prerequisites: Manifestation level 3rd, living weapon*.
  Gift: Your spines can pierce walls, allowing you to climb 
  quickly. You gain a climb speed equal to half your base speed.
  Stain: Your spines make it difficult to move. Your armor 
  check penalty for any armor you wear increases by 2. Even 
  when not wearing armor, you take a –2 armor check penalty.
  Greater Acid Blood
  Your blood becomes even more vitriolic.
  Prerequisites: Manifestation level 5th, acid blood*, 
  transformed flesh*.
  Gift: Whenever you take slashing or piercing damage, all 
  adjacent creatures take an amount of acid damage equal to 1/2 
  your manifestation level (Reflex negates).
  Stain: Your blood is so thin it clots poorly, and its alien 
  nature stymies magical healing. You take double the normal 
  damage from bleed effects and lose double the normal 
  amount of hit points per round when dying or when you 
  act while disabled. The DC to stabilize you and stanch bleed 
  effects on you with a Heal check increases by 5. Magical 
  effects no longer stabilize you or end bleed effects—only a 
  successful Heal check can do so.
  Greater Hive Mind
  The whispers of the hive call to you when awake or asleep.
  Prerequisites: Manifestation level 5th, hive mind*.
  Gift: As a move action, you can communicate telepathically 
  with one creature within 30 feet for 1 round. The hive 
  whispers through the connection, causing a creature that 
  doesn’t have the hive subtype or hive corruption to be 
  shaken for 1 round (Will negates).
  Stain: The noise of the hive mind is strongest when you 
  are at your weakest. Whenever damage causes you to drop 
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  Horror Characters
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  below half your maximum hit points, you are also staggered 
  for 1 round. Immunities don’t prevent this staggered 
  condition, and you can’t remove it early by any means. This 
  effect doesn’t trigger if you are already below half your 
  maximum hit points before you take damage.
  Hive Mind
  You hear whispers of the hive’s collective consciousness.
  Gift: The strength of the hive mind bolsters your own, 
  granting you a +1 bonus on Will saves. At manifestation level 
  5th, this bonus increases to +2.
  Stain: Your mind is cluttered with other disparate voices. 
  You take a –2 penalty on concentration checks, as well as 
  on Intelligence- and Wisdom-based ability checks and skill 
  checks, and you can never take 10 on such checks.
  Living Armor
  You can sheathe your body in an armored carapace.
  Prerequisites: Manifestation level 2nd, living weapon*.
  Gift: As a move action, you can cause chitinous plates 
  of armor to grow out of your flesh. This armor grants 
  a natural armor bonus to your AC equal to 1/2 your 
  manifestation level and persists as long you maintain 
  concentration with a swift action each round. You must 
  succeed at a concentration check as if concentrating on 
  a 0-level spell, and your bonus to this concentration  
  check is equal to your character level + your 
  manifestation level. If you fail a concentration check, 
  the armor retracts.
  Stain: Growing living armor is painful. 
  You take 1 point of damage per manifestation 
  level when you take the action to draw 
  out your living armor and every time 
  you 
  retract 
  the 
  living 
  armor 
  (either 
  voluntarily or by failing a concentration 
  check). While your armor is retracted, you take 1 
  point of bleed damage whenever you take piercing 
  damage. 
  Special: Upon receiving this manifestation, you 
  must take both the gift and the stain, even with the 
  useful corruption or vile corruption variants (see 
  page 14).
  Living Weapon
  Your hands contort and mutate into horrible 
  rending claws.
  Gift: You gain two claw attacks as primary 
  natural weapons. These claws each deal 
  1d4 points of damage if your size is 
  Medium (1d3 if Small).
  Stain: You take a –2 penalty on 
  ranged attack rolls and attack rolls with manufactured 
  weapons because of your deformed hands.
  Resin Secretion
  Your body produces a resinous spittle.
  Prerequisites: Manifestation level 5th, living weapon*.
  Gift: As a standard action, you can expel spittle that 
  rapidly hardens into a resin. This effect is identical to the 
  web spell with a caster level equal to your manifestation 
  level, except it targets a single 5-foot space, has a hardness 
  of 1, and has 2 hit points per manifestation level you have. 
  Creatures caught in the spray can attempt a Reflex save 
  to avoid the effect. The resin lasts for 1 minute before 
  crumbling to dust.
  Stain: Whenever you use your resin secretion gift, you are 
  nauseated until the end of your next turn. Immunities don’t 
  prevent this nauseated condition, and you can’t remove it 
  early by any means.
  Special: Upon receiving this manifestation, you must take 
  both the gift and the stain, even with the useful 
  corruption or vile corruption variants (see 
  page 14).
  Transformed Flesh
  Your gain some of a hive creature’s 
  resistance to acid.
  Gift: You gain acid resistance 5. 
  At 
  manifestation 
  level 
  5th, this acid resistance 
  increases to 10.
  Stain: The entirety of 
  your flesh darkens and 
  mutates to look more like 
  that of a hive creature. You 
  take a –2 penalty to your 
  Charisma score.
  2525
  
  Lich
  Your attempt to transition into unlife has gone horribly awry 
  and your soul is trapped. Lich corruption also works for 
  becoming another sort of corporeal undead (except ghouls 
  and vampires, which have their own corruptions).
  CATALYST
  This corruption originates from an unsuccessful attempt at 
  lichdom. You might have lacked sufficient power or used a 
  flawed phylactery. If you’re not a spellcaster, you could have 
  been an innocent bystander or become corrupted upon 
  destroying a particularly powerful lich’s phylactery. 
  Progression
  Lich corruptions are rarely stable, and cause incredible mental 
  and physical strain. Whenever you fail a saving throw against 
  a necromancy effect, learn how to cast a new spell or spells, or 
  are exposed to 25 points of negative energy damage or more 
  from a single source (whether it heals or harms you), you must 
  succeed at a Fortitude save (DC = 15 + your manifestation level) 
  or become spiritually disjoined. You also need to make a saving 
  throw whenever anyone successfully casts the death ward spell 
  on you. After a failed save, your spirit and body disconnect, 
  leaving your corporeal form helpless and your mind trapped 
  within the Negative Energy Plane. This state lasts for 1 hour per 
  manifestation level; if you are killed during this time, you rise 
  24 hours later as a wraith under the GM’s control.
  Corruption Stage 1: The first time you recover from 
  this disconnected state, you return diminished, taking a 
  permanent –2 penalty to your Charisma score, and your 
  alignment shifts one step toward evil. 
  Corruption Stage 2: The second time this happens, your 
  alignment shifts another step toward evil and you take an 
  additional –2 penalty to your Charisma score.
  Corruption Stage 3: The third time this happens, you die 
  and your soul is consumed by the Negative Energy Plane. 
  You can’t be raised or resurrected except by powerful magic 
  such as miracle or wish. Even if you do get brought back, you 
  are an evil lich NPC under the GM’s control.
  Removing the Corruption
  Curing lich corruption requires great acts of purification, 
  such as being exorcised by a powerful cleric, bathing in 
  sacred springs, or creating a phylactery of your own into 
  which to expel the lich corruption.
  MANIFESTATIONS
  The following are manifestations of the lich corruption. 
  Agonizing Touch
  Your touch racks the living with pain.
  Prerequisites: Manifestation level 4th, death’s caress*.
  Gift: Once per day per manifestation level, you can make 
  an agonizing touch as a standard action. A living creature 
  hit by this touch attack must succeed at a Fortitude save 
  or be staggered for a number of rounds equal to 1/2 your 
  manifestation level. 
  Stain: Both of your hands wither to nearly skeletal 
  appendages, and your emotions dim towards the coldness of 
  undeath. You take a –2 penalty on attacks with manufactured 
  weapons. Your spells with somatic or emotion (Occult Adventures 
  144) components have a 5% failure chance. This stacks with 
  any spell failure chances you incur from other sources.
  Bleak Aura
  Entropy seeps from your body.
  Prerequisites: Manifestation level 4th, deathless*.
  Gift: Any living creature that ends its turn adjacent to 
  you takes 1 point of negative energy damage for every 2 
  manifestation levels you have.
  Stain: Animals are startled by your presence, worsening 
  their starting attitudes toward you by one step. Any animal 
  companion you have abandons you when you acquire this 
  stain. Whispering voices fill the air around you, begging for 
  release or cursing your existence. Any creature that succeeds 
  at a DC 20 Perception check can hear these whispers, which 
  might alert it to your presence if you’re using Stealth.
  Cadaver’s Countenance
  Your body takes on a deathly likeness.
  Gift: You gain a +1 natural armor bonus to your AC and a 
  +2 bonus on saves against mind-affecting effects.
  Stain: Your flesh tightens, turning corpselike and gray as 
  your body rots. You take a –2 penalty to your Constitution.
  Deathless
  You are inured to negative energy.
  Gift: You gain a +2 bonus on saving throws against spells 
  and effects that work only on living creatures.
  Stain: You are healed by negative energy and harmed by 
  positive energy as if you were an undead creature.
  Death’s Caress
  Your touch drains the warmth of life from others.
  Gift: You can make a touch attack as a standard action that 
  deals cold damage equal to 1d4 + your manifestation level.
  Stain: The flesh from one of your hands rots away, leaving 
  it a blackened, skeletal claw. Spells that detect undead sense 
  you, though the peculiar result they return informs the 
  caster that you’re still a living creature. Other spells and 
  effects don’t treat you as undead.
  Greater Cadaver’s Countenance
  You become emaciated and nearly skeletal.
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  Prerequisites: Manifestation level 4th, cadaver’s countenance*.
  Gift: You gain cold resistance 5 and DR equal to 1/2 your 
  manifestation level that is overcome by bludgeoning damage.
  Stain: You take an additional –2 penalty to your Constitution 
  score and are affected by spells and abilities (including bane 
  and favored enemy) as if your creature type were undead. This 
  doesn’t grant you the immunities of undead creatures, nor 
  does it make you immune to effects that target living creatures 
  or change how negative and positive energy affect you.
  Malevolence
  You can wrench your soul from your body to possess another.
  Prerequisites: Manifestation level 7th, bleak aura*, deathless*.
  Gift: You can touch a living creature as a standard action 
  and force your soul into its body. If hit by this touch attack, 
  the target must succeed at a Will save (DC = 15 + your 
  manifestation level) or be affected by possessionOA. You can 
  possess creatures for a number of minutes per day equal to 
  your manifestation level. These minutes don’t need to be used 
  consecutively, but must be spent in 1-minute increments. 
  A failed attempt costs 1 minute of use and renders your 
  target immune to your malevolence for 24 hours. Your body 
  is helpless while you possess another creature, and if it is 
  destroyed you die when the duration of malevolence ends. 
  You can use malevolence while in another creature’s body to 
  transfer your soul again (following the same rules for casting 
  possession while in a body that’s not your own).
  Stain: Your spirit is untethered from your body. You roll 
  twice and take the lowest result on saves against spells that 
  imprison or target your soul, such as magic jar and trap the soul, 
  as well as against positive energy effects. If you drop below 0 
  hit points, your soul leaves your body and you instantly die.
  Master of the Dead
  You can animate the dead with your necromantic power.
  Prerequisites: Manifestation level 6th, agonizing touch*, 
  death’s caress*.
  Gift: You can cast animate dead at will as a spell-like ability 
  with a caster level equal to your character level. You must 
  provide the material components, and you take 2 points of 
  Charisma drain for every creature you animate. If the drain 
  is removed or you avoid taking it, the animated creature 
  is immediately destroyed (you choose which creatures are 
  destroyed if some but not all drain is removed). Conversely, 
  the Charisma drain from animating a creature is instantly 
  removed when that creature is destroyed. You still must 
  abide by the usual Hit Die limits of animate dead.
  Stain: Your emotions are nearly a thing of the past. You 
  can’t benefit from morale bonuses or bardic performances.
  Necromantic Knowledge
  You have gained unusual insights into necromancy.
  Prerequisites: Manifestation level 2nd, ability to cast spells.
  Gift: You can add one necromancy spell from the sorcerer/
  wizard spell list to your spellbook, familiar, or list of spells 
  you can prepare or to your spells known. This spell must be 
  of a level you can cast. A spell learned in this fashion is treated 
  as though it were on your class spell list. If you normally cast 
  your spells from the sorcerer/wizard spells list, you can add a 
  necromancy spell from the cleric or witch spell list instead.
  Stain: You cast any spell from a school other than 
  necromancy as though your caster level were 1 lower, which 
  might prevent you from casting the spell altogether.
  Special: You can gain this manifestation multiple times. 
  Each time you gain the gift, you gain a different necromancy 
  spell, and each time you gain the stain, the penalties stack.
  2727
  
  Lycanthropy
  There is a sound pulsing through your blood, a call to the 
  wild and savage places of the world, where you are free to 
  hunt and to kill to satisfy your bloodlust. You are filled with 
  the desire to rend foes limb from limb with tooth and claw.
  CATALYST
  Lycanthropy is contracted from being savagely wounded by the 
  teeth or claws of a lycanthrope, typically when reduced to less 
  than 10% of your maximum hit points in a single combat with 
  one. (This can vary with the power of the creature.) When you 
  contract this corruption, note the animal associated with the 
  lycanthrope, as that is the kind if lycanthrope you will become.
  Progression
  Lycanthropy’s progress is tied to the phases of the moon. 
  Each month, the moon is considered full for three nights. At 
  the onset of the corruption, you must attempt a Will saving 
  throw during one of the nights chosen by the GM. For each 
  stage of lycanthropy corruption you have, you must attempt 
  a save on one additional night, eventually needing to save on 
  nights leading up to and possibly after the full moon. The 
  DC of this save is equal to 15 + your manifestation level. If 
  you fail a save, you don’t need to attempt more until the next 
  full moon. 
  Failing a saving throw against this corruption causes you 
  to black out, losing control of your character. During this 
  time, your form becomes that of the associated creature 
  and you give into your animalistic urges, hunting and 
  killing with abandon. The next morning, you regain control, 
  typically in the wilderness without any gear and soaked in 
  blood. If you fail the save but your inner animal is prevented 
  from running free, perhaps because you were restrained, 
  you transform and attempt to run free without a save on the 
  remaining full moon nights, and you also go out of control 
  any time you shift forms during the days of that full moon. 
  If you last through it and remain restrained, your corruption 
  doesn’t progress to the next stage. However, the DC of the 
  Will save against your corruption progressing increases 
  by 2. These increases stack each time this occurs, and they 
  last until your corruption reaches the next stage.
  Corruption Stage 1: The first time you lose control, you 
  kill defenseless small animals, such as birds, rodents, and 
  possibly even a dog.
  Corruption Stage 2: The second time this occurs, you kill 
  larger animals, such as a horse, a cow, or a pig.
  Corruption Stage 3: The third time this happens, you kill 
  a nearby sentient humanoid, at which point the corruption 
  becomes incurable and you are doomed to live a life of 
  lycanthropy, forever turning evil and becoming an NPC 
  under the GM’s control. 
  Removing the Corruption
  Removing lycanthropy requires you to slay the source of 
  your corruption and, at the height of the next full moon, 
  consume 1 dose of belladonna per 2 manifestation levels you 
  have all at once. You must choose to fail the initial saving 
  throw against the belladonna.
  MANIFESTATIONS
  The following are manifestations of the lycanthropy corruption. 
  Animalistic Health
  You are hardier in your animal form.
  Prerequisite: Shift form*.
  Gift: Whenever you shift forms, you gain a +2 bonus to 
  your Constitution score that lasts as long as you are in your 
  shifted form. Hit points gained from this bonus are lost 
  when you revert to your normal form.
  Stain: You take a –2 penalty to your Charisma score.
  Animalistic Might
  You are stronger in your animal form.
  Prerequisite: Shift form*.
  Gift: Whenever you shift forms, you gain a +2 bonus to your 
  Strength score that lasts as long as you’re in your shifted form.
  Stain: Whenever you shift form involuntarily, your body 
  spasms and changes size, causing you to drop whatever you 
  were holding and burst out of your other gear and clothing. 
  Items that can stay on throughout this size change might 
  not fall off, at the GM’s discretion.
  Feral Senses
  You gain the senses of your animalistic side.
  Gift: You gain low-light vision. At manifestation level 3rd, 
  you gain the scent special ability if your lycanthrope animal 
  type has the scent ability.
  Stain: Creatures of the animal type (except those of 
  your lycanthrope type) are unnerved by your lycanthropic 
  presence, causing you to take a –2 penalty on Handle Animal 
  and Ride skill checks. At manifestation level 3rd, these 
  penalties change to –4.
  Fur Armor
  When in your shifted form, you gain a thick coat of fur.
  Prerequisite: Shift form*.
  Gift: Whenever you shift your form, your natural armor 
  bonus increases by 1. At manifestation level 5th, your natural 
  armor bonus instead increases by 2.
  Stain: Whenever you shift form involuntarily, you shift as 
  a free action but you spend your next round confused and 
  must roll to determine your action. At manifestation level 
  5th, you are confused for 2 rounds instead. Immunities don’t 
  prevent this confusion, and you can’t remove the confusion 
  early by any means.
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  Greater Shift Form 
  You can become an animal.
  Prerequisites: Manifestation level 6th, shift form*.
  Gift: When you use shift form, you can instead take your 
  animal form, as if using polymorph. Nonmagical clothing 
  and gear don’t meld into your animal form. You don’t gain 
  any ability score adjustments (other than those gained 
  from other manifestations), but you do gain all of the other 
  abilities granted by polymorph for your new form.
  Stain: While you’re shifted, you’re treated as a lycanthrope 
  and shapeshifter for abilities, items, or spells that target 
  lycanthropes or shapeshifters. In addition, when you shift 
  involuntarily, you can’t shift back until you spend a full-
  round action and succeed at a DC 20 Constitution check. 
  If you don’t succeed, you remain in your shifted form, 
  automatically consuming a daily use of shifting each minute 
  until you have used up all of your uses for the day.
  Lunar Call
  The moon’s light affects your mind.
  Prerequisite: Shift form*.
  Gift: Whenever you are outside and the moon is visible, 
  you gain a +1 morale bonus on attack rolls and damage rolls. 
  These bonuses double during a full moon.
  Stain: Whenever you are outside and the moon is visible, 
  you take a –2 penalty on saving throws against emotion effects 
  and a –4 penalty on saving throws to resist involuntarily 
  shifting. These penalties double during a full moon.
  Lycanthropic Empathy
  You can relate to the creatures that share your type.
  Gift: You can communicate with animals related to your 
  animal type. You can use Diplomacy to alter such animals’ 
  attitudes, and you gain a +4 racial bonus on such checks. 
  This bonus also applies on your wild empathy checks.
  Stain: Your animalistic nature imposes a penalty on 
  your Bluff, Diplomacy, and Sense Motive skill checks equal 
  to your manifestation level (minimum –2) when dealing with 
  humanoids (and other civilized folk at the GM’s discretion).
  Shift Form
  You have some control over your shift to a feral nature.
  Gift: You can attempt a DC 15 Constitution check as a full-
  round action to shift into a feral form, with a bonus equal to your 
  manifestation level. This form grants you a bite natural attack 
  that deals 1d6 points of piercing damage if you’re Medium (1d4 
  if Small). You retain the use of your abilities and gear. You can 
  remain in this form for up to 1 minute, but can revert back 
  as a move action at any time. If the duration expires, 
  you can extend it by 1 minute by spending 
  another use of this ability as a free action. You 
  can use this ability a number of times per day 
  equal to your manifestation level.
  Stain: When you are struck by a confirmed critical hit and 
  aren’t in your shifted form, you must attempt a Will save (DC 
  = 15 + your manifestation level). If you fail, you automatically 
  shift form on your next turn without attempting a check. 
  This consumes one use of that ability. You must also attempt 
  this save if you take damage equal to or greater than your 
  manifestation level while not in combat or before you’ve acted 
  in combat.
  Special: Upon receiving this manifestation, you must take 
  both the gift and the stain, even with the useful corruption 
  or vile corruption variants (see page 14).
  Silver Allergy
  You’re resistant to harm, but can’t abide the touch of silver.
  Prerequisites: Manifestation level 4th, shift form*.
  Gift: When you are shifted, you gain an amount of damage 
  reduction equal to half your manifestation level. This DR is 
  overcome by silver.
  Stain: When you’re not in your shifted form and you touch 
  silver, including being struck by a silver weapon, you’re 
  sickened for 1 round. Immunities don’t prevent this sickened 
  condition, and you can’t remove it early. You can try to hide 
  this aversion with a Bluff check opposed by Sense Motive.
  2929
  
  Possessed
  Whether it’s an actual spirit or an alternate personality, 
  another mind vies with you for control of your body.
  CATALYST
  An evil spirit, soul, or personality—hereafter referred to as a 
  spirit—has taken up residence within your body.
  Progression
  The corruption progresses when you give up control to use 
  the spirit’s power. Like a medium’s spirits (Pathfinder RPG 
  Occult Adventures 30), the spirit possessing you can give you 
  more power when you give it influence (this doesn’t interact 
  with medium spirits; the influence is separate). Each day at 
  sunrise, the number of points of influence the spirit has 
  over you returns to 1. The spirit gains 1 point of influence 
  whenever you fall asleep (or perform your daily rest) or 
  become confused, dazed, frightened, panicked, or stunned. 
  You lose any immunity to confusion, daze, fear, and stun.
  When the spirit has at least 3 points of influence, you 
  have visible difficulty controlling your body, and you shift 
  back and forth between your own personality and a blend 
  with the spirit. When the spirit has 5 points of influence, 
  you must attempt a Will save (DC = 15 + your manifestation 
  level). If you succeed, influence drops to 4 points; otherwise, 
  the corruption progresses to the next stage. If you must 
  attempt this saving throw again before the next sunrise, the 
  DC increases by 2 for every previous attempt.
  Corruption Stage 1: The first time you fail, you move one 
  step closer to the spirit’s alignment (GM’s choice) and the 
  spirit controls your actions until the next sunrise. 
  Corruption Stage 2: The second time you fail, your 
  alignment changes to match the spirit’s, the spirit controls 
  your actions until the next sunrise, and you have lapses of 
  control and personality regardless of influence. 
  Corruption Stage 3: The third time you fail the saving 
  throw, the spirit steals full control of your body and you 
  become an NPC under the GM’s control. This NPC has the 
  possessed corruption with you as the possessing spirit.
  Removing the Corruption
  Ending a possession corruption usually requires you to be 
  targeted with dispel evil or cast outAPG while you stand inside 
  a magic circle against evil turned inward as a trap. The spirit 
  uses your Will save modifier without any of your penalties, 
  and its effective caster level is equal to your character level + 
  your possessed manifestation level. 
  However, since the method of possession varies from case 
  to case, a particular possession might require other means of 
  removal, such as undergoing therapy or fulfilling the spirit’s 
  unfinished business.
  MANIFESTATIONS
  The following are manifestations of the possessed corruption. 
  Blurred Soul
  The possessing spirit confounds targeted magic.
  Prerequisite: Manifestation level 5th.
  Gift: Spells that affect a limited number of targets can 
  fail when targeting you unless the caster selects you as two 
  separate targets. Against such spells that target you only once, 
  you have an amount of spell resistance equal to 11 + double 
  your manifestation level. A spellcaster who finishes casting a 
  spell that targets you only once and succeeds at a caster level 
  check against your spell resistance notices the interference 
  and can attempt a DC 25 Spellcraft check to realize she needs 
  to target you twice to circumvent it with future spells.
  Stain: You cringe from symbols of benevolent magic. Any 
  ally attempting to cast a touch spell on you must succeed at a 
  touch attack. You can spend a move action steadying yourself 
  to allow allies to touch you without a touch attack for 1 round. 
  If the spirit has 3 or more points of influence over you, you 
  must attempt saving throws against harmless spells cast by 
  allies (but not yourself), and you no longer count as willing.
  Contaminated Personality
  Your mind fractures in the struggle against the spirit.
  Prerequisite: Manifestation level 4th.
  Gift: You gain a +2 bonus to your Charisma score while the 
  possessing spirit has 4 or more points of influence over you.
  Stain: You adopt the spirit’s mannerisms, disturbing 
  others and making it harder to disguise the possession. You 
  take a –4 penalty on Diplomacy and Disguise checks.
  Hateful Voices
  Paranoid whispers constantly mingle with your own thoughts.
  Gift: You gain a +4 bonus on Perception checks and Sense 
  Motive checks to see through disguises, notice when a creature 
  is under an enchantment, and act on the surprise round.
  Stain: Whenever a character you consider an ally or friend 
  betrays or disappoints you, even if the disappointment is 
  completely innocent, you unknowingly mutter (Perception 
  DC 15 for others to hear) about how that character was an 
  enemy all along and must be made to pay. As long as the spirit 
  has 3 or more points of influence, you gain no benefit from 
  another creature’s aid another attempts.
  Temporary Clarity
  You channel all your negative emotions into the spirit.
  Gift: Once per day, without spending an action, you can 
  sublimate all of your negative thoughts into the spirit to 
  clear your mind in response to gaining one of the following 
  conditions: dazed, frightened, panicked, shaken, staggered, 
  and stunned. You ignore the effects of that particular instance 
  of that condition for a number of minutes equal to your 
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  manifestation level (if you suffer from that condition from 
  another source, it applies normally). This time still counts 
  against the condition’s duration. Once the duration expires, 
  the possessing spirit gains 1 point of influence over you.
  Stain: You make the spirit more powerful by feeding it 
  your darkest thoughts. Whenever you fall asleep (or perform 
  your daily rest), the spirit gains 2 points of influence over 
  you rather than 1 point, and at sunrise, the number of points 
  of influence the spirit has over you changes to 2.
  Traitorous Hand
  The spirit focuses on one hand.
  Gift: A number of times per day equal 
  to your manifestation level, you can use 
  traitorous hand to make a touch attack 
  that confounds foes with the spirit’s 
  influence. The target is nauseated 
  for 1 round per point of influence 
  the spirit has over you (Will 
  negates). Even if the target succeeds, 
  it can’t make attacks of opportunity for 1 
  round. A creature affected by this ability 
  becomes immune for 24 hours.
  Stain: You take a –2 penalty on attack 
  rolls and Dexterity-based checks involving 
  your hands. Whenever you become dazed 
  or stunned, if the spirit has 3 or more 
  points of influence over you after 
  adding the point, the hand attacks 
  you (or a vulnerable ally, GM’s 
  discretion) with a held item 
  or unarmed strike as if 
  proficient, dealing damage 
  equal to 1d8 + your Strength 
  modifier (regardless of the 
  held item).
  Two Minds
  The spirit suffers no rivals.
  Gift: The extra mind provides a 
  reserve of willpower against mental 
  attacks. You gain a +2 bonus on saves 
  against mind-affecting effects; if you fail, you can 
  give the spirit 1 point of influence over you to 
  reroll the save without using an action. If you 
  do, you must accept the result of the second 
  roll and can’t reroll. These benefits don’t apply 
  against this corruption.
  Stain: A cacophony of thoughts distracts 
  you. Roll twice on initiative checks and take 
  the lower result. You also take a –2 penalty on 
  concentration checks. At manifestation level 3rd, 
  the penalty changes to –4.
  Unrestrained
  The spirit resists physical restraint.
  Gift: You gain a +2 bonus on Acrobatics, Climb, Fly, and 
  Swim checks. You can give the spirit 1 point of influence as a 
  swift action to gain the benefits of freedom of movement for 1 
  round. At manifestation level 3rd, the bonuses increase to +4.
  Stain: Objects you wear and carry slip from your grasp 
  and fall from your pockets, or suddenly pelt creatures that 
  have acted in an unhelpful manner toward you. It takes you 
  a standard action to retrieve a stored item, and whenever 
  you drop or lose hold of an item, it lands 10 feet away in a 
  random direction. You take a –2 penalty on saving throws 
  and to your CMD against attacks and effects that would 
  disarm you or steal from you. At manifestation 
  level 3rd, the penalty changes to –4.
  Violent Will
  The spirit uses your body as a conduit to 
  unleash forceful energy.
  Prerequisites: Manifestation level 5th, 
  unrestrained*, weightlessness*.
  Gift: You can give the possessing 
  spirit 1 point of influence over you 
  to use telekinesis (as per the spell) 
  with a caster level equal to your 
  character level. 
  Stain: Whenever you become 
  confused, dazed, frightened, panicked, 
  or stunned, the possessing spirit 
  blames your allies for failing you. 
  It unleashes a forceful version of 
  telekinesis at your nearest ally, either 
  hurling the largest possible nearby object 
  at her or, if there are no objects to hurl, 
  hurling the ally against a hard surface.
  Weightlessness
  The possessing spirit’s influence causes you 
  to nearly float.
  Prerequisite: Unrestrained*.
  Gift: You can use feather fall and jump at 
  will as spell-like abilities. You can give the 
  possessing spirit 1 point of influence over you 
  to use levitate or spider climb as a spell-like 
  ability. In all cases, your caster level is equal 
  to your character level and the spell-like 
  ability can target only you.
  Stain: You take a –4 penalty on saving 
  throws and to your CMD against attacks 
  and effects that would move or trip you, 
  as well as on all combat maneuver checks 
  except those made to escape a grapple. At 
  manifestation level 3rd, the penalty changes to –6.
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  Promethean
  Your body is slowly wasting away. As your body decays, you 
  must gradually replace more and more of it with artificial 
  components—corpse flesh, bone, wood, metal, or other 
  exotic materials.
  CATALYST
  This corruption stems from experimentation designed to 
  create or extend life—perhaps you were a willing participant 
  in an alchemist’s research or brought back from the dead by 
  an unconventional means that robbed you of your humanity.
  Progression
  Whenever you fail a Fortitude save against any effect or fall 
  below 0 hit points, you must attempt a Fortitude save (DC = 
  15 + your manifestation level). If you fail that save, some of 
  the living components of your body begin to fail. Within the 
  next 3 days, you or someone you trust must spend 8 hours 
  replacing more of your body with construct parts. If you don’t 
  do so, you die, and even if you are brought back from the dead 
  with resurrection or true resurrection (which are necessary since 
  your body isn’t viable), you still must perform the operation 
  or you die again in 3 days. After an operation, there is a 50% 
  chance your corruption progresses to the next stage. If it 
  doesn’t, the DC of the above Fortitude save increases by 2 until 
  your corruption reaches the next stage. These increases stack.
  While your body parts are failing (after you’ve failed the 
  Fort save but before you’ve repaired your body), you don’t 
  have to attempt additional saves when you fail a Fortitude 
  save or fall below 0 hit points. Once you’ve been repaired, 
  you need to attempt saves in these circumstances again.
  Corruption Stage 1: The first time your corruption 
  progresses, you fall into routines easily, performing repetitive 
  actions. Your alignment shifts one step toward neutral.
  Corruption Stage 2: The second time your corruption 
  progresses, you find you can’t bring yourself to care about 
  things or even to love. Your alignment shifts to neutral.
  Corruption Stage 3: The third time your corruption 
  progresses, too much of your body is gone for your soul to 
  remain. You become a mindless, destructive automaton or 
  free-willed evil construct under the GM’s control.
  Removing the Corruption
  Getting rid of a corruption requires invasive surgery to 
  remove the artificial components fused to your body. Even 
  these procedures might not cure your underlying wasting, so 
  you might need to scour medical and alchemical tomes and 
  consult divine spellcasters for a safer procedure than replacing 
  your body parts in the way you were before. Powerful magic 
  like miracle or wish in conjunction with regenerate might strip 
  the components from your body and prevent the wasting.
  MANIFESTATIONS
  The following are manifestations of the promethean corruption. 
  Armored
  Your body is unnaturally hardened against attacks.
  Gift: Plates bolted to your bones or flesh like leather 
  protect your body. You gain a +1 natural armor bonus to your 
  AC. At manifestation level 5th, this bonus increases to +2.
  Stain: Your take a –1 penalty on Dexterity- and Strength-
  based skill checks. At manifestation level 5th, this penalty 
  changes to –2. 
  Special: Upon receiving this manifestation, you must take 
  both the gift and the stain, even with the useful corruption 
  or vile corruption variants (see page 14).
  Berserk Fury
  The only emotion left to you is rage.
  Gift: You can voluntarily enter an enraged state as 
  a free action for a number of rounds per day equal to 
  your manifestation level; these rounds don’t have to be 
  consecutive. Once you end this state, you can’t enter it 
  again for 1 minute. While enraged, you gain a +2 bonus on 
  attack and damage rolls, 1 temporary hit point per character 
  level, and a +2 bonus on Fortitude saves. You are in control 
  of yourself during this rage, but you must still succeed 
  at a Will save to resist losing control (as detailed in this 
  manifestation’s stain). While voluntarily enraged, you take a 
  –2 penalty on Will saves.
  Stain: When you’re hit by a critical hit or drop below half 
  your maximum hit points, you must succeed at a Will save 
  (DC = 15 + your manifestation level) or become enraged for a 
  number of rounds equal to your manifestation level. You gain 
  the benefits of this manifestation’s gift, but you’re completely 
  out of control, making melee attacks against the nearest 
  creature (roll randomly if there are multiple targets).
  Special: Upon receiving this manifestation, you must take 
  both the gift and the stain, even with the useful corruption 
  or vile corruption variants (see page 14).
  Greater Armored 
  Your body is covered in thick armored plating.
  Prerequisites: Manifestation level 5th, armored*.
  Gift: Your natural armor bonus to your AC from the 
  armored manifestation increases by 2.
  Stain: The penalty from armored changes to –3. All your 
  movement speeds decrease by 10 feet.
  Greater Shattered Body
  Nearly all your body is replaced by artificial components.
  Prerequisites: Manifestation level 5th, armored*, 
  shattered body*.
  Gift: Your body is almost entirely artificial, save for a few 
  organic components tethering you to your original life. 
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  Your bonus on saving throws against poison and diseases 
  from shattered body is equal to your manifestation level. 
  You automatically stabilize when you are below 0 hit points. 
  You no longer need to eat, drink, or sleep. You must still rest 
  for at least 8 hours to prepare spells.
  Stain: Most of your internal organs have been replaced. 
  You can no longer benefit from potions, elixirs, extracts, or 
  any other beneficial item that requires consumption. 
  Special: You can gain this manifestation only if you have 
  failed another corruption progression saving throw and 
  replaced more of your body with construct parts since the 
  time you took shattered body.
  Greater Shattered Mind
  You can understand no emotion but rage.
  Prerequisites: Manifestation level 6th, corruption stage 2, 
  shattered mind*.
  Gift: You become immune to all mind-
  affecting emotion effects, except those that 
  produce emotions of rage, hatred, or anger.
  Stain: You have lost the ability to 
  understand love or joy. You can’t benefit from 
  morale bonuses or bardic performances.
  Promethean Transfiguration
  You are more machine now than mortal.
  Prerequisites: Manifestation level 7th, 
  corruption stage 2, armored*, greater 
  shattered body*, greater shattered mind*, 
  shattered body*, shattered mind*.
  Gift: You become immune to bleed, disease, 
  paralysis, poison, sleep effects, and stunning.
  Stain: So much of your body is now gone 
  that you struggle to remain alive. You take 
  a –4 penalty to your Constitution score.
  Rampage
  When you fly into a rage, you destroy 
  everything nearby.
  Prerequisite: Berserk fury*.
  Gift: While enraged, you deal 
  double damage to objects 
  and gain a +4 bonus on 
  Strength 
  checks 
  to 
  break objects.
  Stain: 
  Returning 
  from the heights 
  of fury takes a toll 
  on your body. You are staggered for 1 minute after 
  ending a rage of any kind (including berserk fury, 
  barbarian rage, and the rage spell). Nothing can 
  remove this condition, nor does immunity to 
  being staggered prevent it.
  Replacement Limb
  One of your arms has been replaced by a prosthetic.
  Prerequisites: Armored*, shattered body*.
  Gift: You gain one slam attack as a primary natural 
  weapon. This slam deals 1d6 points of damage if your size is 
  Medium (1d4 if Small).
  Stain: You take a –2 penalty on Dexterity-based skill 
  checks and ability checks using your hands, as well as on 
  Dexterity-based attack rolls.
  Shattered Body
  The last time you added more construct parts to your body, 
  you reached a tipping point.
  Prerequisite: Armored*.
  Gift: You gain a bonus on Fortitude saves against 
  poison and disease equal to half your manifestation level. 
  Additionally, you require only half as much food and 
  water as normal, and half as much rest as normal 
  to gain a full night’s sleep. However, you must still 
  rest for at least 8 hours to prepare spells.
  Stain: You are treated as both a construct and 
  your original creature type for spells and 
  effects that target creatures by type 
  (such as the bane weapon special 
  ability or a ranger’s favored enemy 
  class feature).
  Special: You can gain this 
  manifestation only if you have 
  failed at least one corruption 
  progression saving throw and 
  replaced more of your body 
  with construct parts.
  Shattered Mind
  Your transformation damaged 
  your psyche.
  Prerequisite: 
  Corruption 
  Stage 1 or 2.
  Gift: Your dulled emotions 
  are more difficult to affect 
  with magic. You gain a +2 
  bonus on Will saves against emotion 
  effects, and if you have this 
  manifestation’s stain, you don’t 
  need to roll twice and take the 
  lower result against them. This 
  doesn’t apply to emotion effects 
  that cause rage, hatred, or anger. At 
  manifestation level 5th, this bonus 
  increases to +4.
  Stain: Now easy to manipulate, 
  you roll twice and take the lower 
  result against compulsion effects.
  3333
  
  Shadowbound
  Darkness and fear are all that guide you. As the shadow 
  consumes you, you are becoming a gaunt caricature of your 
  former self, emptied of life and color.
  CATALYST
  Shadowbound corruption occurs after a month or more of 
  exposure to the Shadow Plane or shadow magic, or contact 
  with cruel kytons, aberrations, undead, or shadowy fey. 
  Corruption sets in only if it is used to torment or disillusion 
  you at least six times in a month in a deeply personal manner.
  Progression
  The corruption progresses when you’re tortured by shadow 
  again, when you destroy a thing of beauty or joy because your 
  melancholy makes it unbearable, or when you sow fear. Every 
  month you must spend at least 2 entire days per manifestation 
  level you have away from all light and other life. If you don’t, at 
  the end of the month you must attempt a Will saving throw. 
  If you fail, sometime in the next 24 hours you go berserk and 
  destroy something precious. You also need to attempt such 
  a saving throw the first time each day you come across a 
  being or object of great beauty, or a being or object with a 
  strong or overwhelming aura of good (this includes yourself, 
  so to avoid the save, you might need to ruin or tarnish your 
  own beauty). The save DC is equal to 15 + your manifestation 
  level. If allies are able to restrain you for 24 hours or 
  otherwise prevent you from destroying anything 
  precious during that time, your corruption 
  doesn’t progress. However, the DC of the Will 
  save to prevent your corruption from progressing 
  increases by 2. These increases stack each time this 
  occurs, and they last until your corruption reaches 
  the next corruption stage.
  The precious thing you destroy when you fail 
  your save depends on your corruption stage, 
  as noted below. If you voluntarily destroy a 
  being or object related to a later corruption 
  stage, you automatically progress to 
  that stage (you might skip over 
  intervening stages in this manner). 
  For example, the 
  first time that 
  you intentionally 
  terrorize innocents 
  or destroy an important 
  object of beauty, you then 
  immediately proceed to stage 2. 
  Repeating your actions 
  doesn’t cause your 
  corruption stage to 
  progress further (if you terrorize innocents again, you don’t 
  progress to stage 3).
  Corruption Stage 1: The first time you fail the saving 
  throw, you destroy a reliable source of light, joy, or beauty, 
  such as a piece of art or bit of natural beauty.
  Corruption Stage 2: The second time you fail the saving 
  throw, you terrorize innocent people or destroy an important 
  object of beauty, light, or joy.
  Corruption Stage 3: The third time you fail the saving 
  throw, you destroy one of the pillars that has helped you 
  retain yourself in the face of the corruption, either by killing 
  someone whose support has been essential or destroying an 
  object of vital personal importance. You lose your identity 
  entirely, becoming an NPC under the GM’s control.
  Removing the Corruption
  Undoing the corruption requires destroying the creature 
  who first twisted you or restoring all the hope and joy that 
  have fallen into darkness as a result of your corruption.
  MANIFESTATIONS
  The following are manifestations of this corruption.
  Eerie Perception
  Your eyes change, adapting to a life in the shadows.
  Gift: You gain darkvision to a range of 60 feet. If you 
  already have darkvision, the range of your darkvision 
  increases by 30 feet instead. You also gain a +2 bonus on 
  Perception and Stealth checks. At manifestation level 
  3rd, the bonuses increase to +4.
  Stain: Your eye color fades to a dull gray and your 
  eyes overreact to light. You gain light sensitivity, 
  causing you to be dazzled in areas of bright light.
  Emptiness of the Void
  Friends and allies are just people you can hurt 
  more deeply.
  Gift: The darkness in your soul can draw 
  in the life force of allies. Once per day when 
  you take ability damage, ability drain, or 
  hit point damage, you can divide the 
  damage or drain evenly between 
  you and one ally within 30 feet. 
  You can do so only if 
  the damage or drain 
  would 
  reduce 
  your 
  ability score or hit points 
  to 0. The ally can 
  attempt a Will save 
  to resist the link. You 
  can activate this ability 
  as a free action, even if it 
  isn’t your turn.
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  Stain: You struggle to remember the meaning of alliance 
  and friendship. You can’t benefit from or use the aid 
  another action.
  Frightful
  Fear lingers in your mind, and you can spread it to others.
  Gift: You have a knack for guessing just how to scare 
  others. You gain a +2 bonus on Intimidate checks and the 
  DCs of fear effects you create increase by 1. At manifestation 
  level 3rd, the bonus on Intimidate checks increases to +4 and 
  the DC increases by 2 instead of 1.
  Stain: Your hair loses its color and your sleep is 
  interrupted by nightmares that never leave your mind. 
  You take a –2 penalty on saving throws against fear effects, 
  and you lose any immunities to fear you might otherwise 
  possess. You gain immunity to effects that would remove 
  your fear (such as remove fear). At manifestation level 3rd, the 
  penalty changes to –4.
  Insubstantiality
  Your body flickers occasionally into insubstantial shadow.
  Prerequisite: Manifestation level 3rd.
  Gift: Your body sometimes shifts or blurs momentarily 
  before resuming the appearance of solidity. You gain a 
  deflection bonus to your AC equal to half your manifestation 
  level. You have a 20% chance to ignore (treat as a normal hit) 
  confirmed critical hits and precision-based damage (such 
  as sneak attack damage) from any weapon unless it has the 
  ghost touch weapon special ability.
  Stain: You take a –6 penalty on saving throws and to your 
  CMD against attacks and effects that would move or trip 
  you, as well as on all combat maneuver checks except those 
  made to escape a grapple.
  Refuge in Pain
  Pain is your only solace from the emptiness of your existence.
  Prerequisites: Manifestation level 4th, eerie perception*, 
  wretched pain*.
  Gift: Pain invigorates you. Whenever you take an amount 
  of damage greater than or equal to three times your character 
  level from a single attack, you gain a +2 morale bonus on 
  attack rolls, damage rolls, saving throws, and skill checks 
  for 1 round. If you have the stain from the weaver of lies 
  manifestation, these bonuses are profane bonuses instead. 
  Stain: Whenever you take damage, increase the amount of 
  damage you take by 1/2 your manifestation level.
  Regretful Gaze
  Your gaze carries your regret for wasted potential.
  Prerequisites: Manifestation level 3rd, frightful*.
  Gift: You gain a gaze attack that causes foes within 30 feet 
  to become shaken for 1 round unless they succeed at a Will 
  save. You can suppress this ability as a free action and cause 
  it to resume as a swift action. A creature that succeeds at the 
  saving throw is immune to your regretful gaze for 24 hours. 
  Stain: You are withered as if by age. Reduce your Strength, 
  Dexterity, and Constitution scores by 1 point each, or by 
  however much they would be reduced if you were one age 
  category older, whichever is worse for you.
  Touch of Ruin
  You are infused with the ruin of the Shadow Plane.
  Prerequisites: 
  Manifestation 
  level 
  4th, 
  frightful*, 
  regretful gaze*.
  Gift: As a standard action a number of times per day equal 
  to your manifestation level, you can make a melee touch 
  attack that deals 1d10 points of damage per manifestation 
  level you have. A creature touched this way takes 1 point 
  of ability drain to the ability score of your choice unless it 
  succeeds at a Fortitude save. Creatures immune to magical 
  aging are immune to this touch attack.
  Stain: Any clothing or gear you wear or carry seems 
  strangely faded and timeworn as long as you wear or carry it. 
  Treat such items’ hardness as half the normal amount. You 
  take a –4 penalty on saving throws to protect items in your 
  possession from damage or destruction.
  Weaver of Lies
  Using shadows drawn from the Plane of Shadow, you can 
  spin falsehoods into convincing imitations of reality.
  Prerequisite: Manifestation level 2nd.
  Gift: Once per day, you can use shadow conjuration as a spell-
  like ability, but only to emulate a sorcerer/wizard spell 1 spell 
  level lower than your manifestation level. Your caster level is 
  equal to your character level. The illusion is 10% real + another 
  10% real for every manifestation level you have beyond 2nd.
  Stain: Joy and excitement have become foreign to you, 
  leaving pain the only sensation of much interest. You can’t 
  benefit from morale bonuses or bardic performances.
  Wretched Pain
  Inflicting pain is one of the few sensations that still stirs you.
  Prerequisite: Eerie perception*.
  Gift: Whenever you deal weapon damage to a creature that 
  you are flanking or a creature that is denied its Dexterity 
  bonus to its AC against you, you can inflict a painful wound as 
  an immediate action. The target must succeed at a Fortitude 
  saving throw or be nauseated by pain for 1 round. If the target 
  succeeds at the save, it is sickened for 1 round and becomes 
  immune to your further uses of this ability for 24 hours.
  Stain: Your eyes turn a milky white, utter black, or pale 
  yellow, making you appear blind although you can see 
  normally in most circumstances. You gain light blindness, 
  causing you to be blinded for 1 round whenever you are 
  exposed to daylight or another source of bright light and 
  dazzled for as long as you remain in bright light thereafter.
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  Vampirism
  You salivate when blood is spilled, and struggle against the 
  urge to sink your teeth into the necks of friends and innocents.
  CATALYST
  Being drained—but not killed—at least six times by a vampire 
  within a month or less causes this corruption. Powerful 
  vampires or curses can cause this corruption more rapidly.
  Progression
  Vampirism progresses when you feed off and kill a sentient 
  creature. Each week, you need to drink the blood of sentient 
  creatures one size category smaller than you or larger until 
  you drain enough to deal Constitution damage equal to your 
  manifestation level. If you don’t have the fangs manifestation, 
  you must feed on a helpless or willing creature. If you 
  haven’t drunk enough blood after a week, you must succeed 
  at a Will save (DC = 15 + your manifestation level) each 
  day until you have. If you fail, the next time you rest, your 
  corruption takes over and you unconsciously hunt and feed, 
  drinking a sentient creature dry. If circumstances make it 
  impossible to feed (such as if you are tied down or in a locale 
  with nothing to feed upon) you start to starve as if you had 
  not eaten in 3 days (Core Rulebook 445), and you continue to 
  thirst for blood and struggle to escape and feed until you 
  have received five times the amount of blood from sentient 
  creatures you normally require. If your allies are able to 
  restrain and feed you, your corruption doesn’t progress. 
  However, the DC of the Will save against your corruption 
  progressing increases by 2. These increases stack, and last 
  until your corruption reaches the next stage. Whenever you 
  drop below 0 hit points, you must attempt a save as if you 
  hadn’t drunk enough blood that week.
  Corruption Stage 1: Once you feed on an innocent 
  sentient creature, your alignment shifts one step toward evil 
  and spells that detect undead sense you, though the peculiar 
  result they return informs the caster that you’re still a living 
  creature. Other spells and effects don’t treat you as undead.
  Corruption Stage 2: The second time this happens, your 
  alignment shifts another step toward evil and you are affected 
  by spells and abilities as if your creature type were undead 
  (including bane and the favored enemy class feature). This 
  doesn’t grant you any of the immunities of being undead, nor 
  does it make you immune to effects that target living creatures 
  or change how negative and positive energy affect you.
  Corruption Stage 3: The third time this occurs, you 
  become an NPC vampire under the GM’s control.
  Removing the Corruption
  Ending the corruption requires eliminating the source, such 
  as by slaying your progenitor vampire or ending your curse.
  MANIFESTATIONS
  The following are manifestations of the vampirism corruption. 
  Allure
  You can influence others subtly, but lose your reflection.
  Gift: You gain a +2 racial bonus on Bluff, Diplomacy, and 
  Intimidate checks. At manifestation level 3rd, these bonuses 
  increase to +4. 
  Stain: You cast no reflection. While you’re within 10 feet 
  of a mirror or reflective surface, nearby creatures may notice 
  something amiss (Perception DC 20). If they succeed by 5 or 
  more, they notice your lack of reflection. When you reach 
  manifestation level 3rd, a creature can present a mirror to 
  you as a standard action to repel you. You must stay at least 
  5 feet away from the mirror and can’t touch or make melee 
  attacks against that creature. After 1 round, if the creature 
  continues presenting the mirror, you can attempt a DC 25 
  Will save each round to ignore the repulsion for that round. 
  Children of the Night
  You can summon foul beasts to faithfully serve you.
  Gift: Once per day, you can summon a rat swarm or a wolf, 
  as if using summon nature’s ally II with a caster level equal to 
  your character level. The creature serves you for 10 minutes 
  or until destroyed. At manifestation level 3rd and every 2 
  manifestation levels thereafter, you can use this ability an 
  additional time each day. At manifestation level 4th, you can 
  spend two daily uses of this ability to summon a bat swarm.
  Stain: You take a –3 penalty on Handle Animal and Ride 
  checks against animals (except those you summon with this 
  manifestation’s gift). At manifestation level 5th, you affect non-
  hostile animals as if you had an unnatural aura (Bestiary 281).
  Dreadful Charm
  Your powers of persuasion allow you to compel the weak.
  Prerequisite: Allure*.
  Gift: Once per day when you succeed at a Bluff, Diplomacy, 
  or Intimidate check against a creature, you can charm that 
  creature as if using charm monster with a caster level equal to 
  your character level. If the creature fails its save, it’s charmed 
  for a number of minutes equal to your character level.
  Stain: You no longer cast a shadow. Noticing this in normal 
  or bright light requires a successful DC 15 Perception check. 
  Also, if you’re in an area that smells strongly of garlic, you 
  must succeed at a DC 20 Fortitude save or be sickened for 1d4 
  minutes. Immunities don’t prevent this sickened condition.
  Fangs
  Your canines grow unnaturally long when you are angry.
  Gift: You can, as a swift action, grow fangs that grant you a 
  bite attack. This is a primary natural attack that deals 1d6 points 
  of piercing damage if your size is Medium (1d4 if Small). You 
  can dismiss the fangs as a move action. You can drain blood 
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  with your bite from a helpless creature as a standard action, or 
  a pinned creature as a free action once per round immediately 
  after succeeding at a combat maneuver check to pin the creature 
  or maintain your pin. Each time you drain blood, you deal 1 
  point of Constitution damage. This counts toward the feeding 
  you must do to avoid your corruption progressing; you needn’t 
  entirely drain and kill the creature. Draining blood changes 
  your alignment only if you feed on an unwilling innocent.
  Stain: To avoid a saving throw against your corruption 
  progressing, you must drink the requisite amount of blood 
  each day instead of each week.
  Greater Unlife
  You can recover from nearly any wound.
  Prerequisites: Manifestation level 3rd, unlife*.
  Gift: When you use the ability of the unlife manifestation, 
  you gain fast healing 3 instead of 
  fast healing 1. While the fast healing 
  lasts, you are immune to nonlethal 
  damage, ability damage, and ability 
  drain, although you retain any you 
  already had.
  Stain: Whenever you’re in direct 
  sunlight, you’re staggered instead 
  of shaken. Nothing can remove or 
  prevent this condition, but it ends 
  once you’re out of direct sunlight.
  Life Drain
  You can drain life from those you harm.
  Prerequisites: Manifestation level 2nd.
  Gift: You gain a slam attack, a primary 
  natural attack that deals 1d6 points of 
  bludgeoning damage if your size is 
  Medium (1d4 if Small). If you confirm a 
  critical hit with this attack, you inflict 1 
  temporary negative level on the target. The 
  DC to remove this negative level is equal to 
  the standard corruption ability DC.
  Stain: You are healed by negative energy 
  and harmed by positive energy as if you 
  were an undead creature.
  True Unlife 
  You can cheat death.
  Prerequisites: Manifestation level 
  3rd, greater unlife*, unlife*.
  Gift: When you’re reduced to fewer 
  than 0 hit points but not slain and you 
  have a use of fast healing remaining, 
  you immediately assume gaseous form, 
  activate your fast healing, and remain 
  conscious. Once you have more than 0 
  hit points, the effect ends. This delays the normal Will save 
  against your corruption progressing until gaseous form ends.
  Stain: If you remain in direct sunlight, at the end of your 
  second turn you burst into flame, taking 1d6 points of fire 
  damage per manifestation level you have each round. This 
  fire damage bypasses resistance or immunity and can’t be 
  prevented. The fire damage and staggered condition end as 
  soon as you get out of direct sunlight. If you are reduced to 
  fewer than 0 hit points while in direct sunlight, you are slain 
  and can’t be brought back to life without true resurrection.
  Unlife
  You heal at a phenomenal rate.
  Prerequisite: Manifestation level 3rd.
  Gift: As a standard action a number of times per day equal 
  to 1/2 your manifestation level, you can grant yourself 
  fast healing 1 for 1 minute.
  Stain: While you’re in direct sunlight, you become 
  shaken. Nothing can remove this condition, nor 
  does immunity to fear prevent it, but it ends as 
  soon as you are no longer in sunlight.
  Vampiric Grace
  You move with a predator’s grace.
  Prerequisite: Manifestation level 2nd.
  Gift: You gain Dodge as a bonus 
  feat and a +2 racial bonus on 
  Stealth checks. At manifestation 
  level 6th, you can climb walls (as 
  per spider climb) at will.
  Stain: You can enter a private 
  dwelling only if invited in 
  by someone with the 
  authority to do so, 
  unless you succeed at 
  a DC 30 Will save. 
  If you fail, you can 
  never retry the save, but 
  you can enter if you’re 
  later invited inside.
  3737
  
  Race Rules
  Horror is common to all intelligent species, but the 
  specific things they find terrifying vary from race to race. 
  Dismembered bodies that would make a halfling lose his 
  appetite might stir an ancestral bloodlust in the heart of a 
  half-orc. Yet even the most battle-hardened half-orc fears 
  horrors that transcend flesh and blood.
  Every race has its own historical or mythical fears skulking 
  just out of sight. Dwarves often dwell close to ghouls and 
  unnameable creatures haunting the depths. Gnomes know 
  that not all from the fey realm are kindly, and they also fear 
  the inhabitants of its dark reflection, the Shadow Plane.
  The greatest horror for any race, though, is the monster 
  that hides within. Unchecked greed has led many dwarves 
  astray, and not a few gnomes have been lost to their 
  obsessions. Elves fight zealously against demons because 
  they know how easily the taint of evil can transform them. 
  Humans are often surprised to discover what creatures lurk 
  in their family trees.
  Full rules for alternate racial traits and favored class 
  options are found on pages 8–9 of the Pathfinder RPG 
  Advanced Race Guide. Remember that alternate racial traits 
  are not a category of traits (those are called race traits).
  DWARF
  Dwarves might be stalwart defenders against underground 
  horrors or misers who hoard riches as jealously as any dragon.
  Alternate Racial Traits
  Dwarves can select the following racial traits.
  Barrow Scholar: Dwarves with this racial trait gain a +2 
  racial bonus on Knowledge (religion) checks to identify 
  undead and can attempt them untrained. This racial trait 
  replaces stonecunning.
  Barrow Warden: Dwarves with this racial trait gain a +1 
  bonus on attack rolls and a +1 dodge bonus to their AC against 
  undead. This racial trait replaces defensive training and hatred. 
  Healthy: Dwarves with this racial trait gain a +2 racial 
  bonus on saves against disease and poison, and they need one 
  fewer consecutive successful save (minimum 1) to be cured of 
  diseases and poisons. This racial trait replaces hardy.
  Sense Aberration: Dwarves with this trait gain a +2 racial 
  bonus on Knowledge (dungeoneering) checks and on 
  Perception checks to notice disguised or hidden aberrations. 
  This racial trait replaced stonecunning.
  Tightfisted: Dwarves with this racial trait gain a +4 racial 
  bonus to their CMD against disarm and stealAPG combat 
  maneuvers and a +2 racial bonus on Perception checks to 
  notice Sleight of Hand attempts. If a dwarf with this trait 
  notices a Sleight of Hand attempt to steal from him and the 
  dwarf is not flat-footed or has Combat Reflexes, the attempt 
  triggers an attack of opportunity from that dwarf. This racial 
  trait replaces stability and stonecunning.
  Viscous Blood: Dwarves with this trait takes 1 less point of 
  hit point damage, ability damage, or ability drain (minimum 
  1) from bleed and blood drain. They can attempt Heal checks 
  to staunch their own bleeding as a swift action each round. 
  This racial trait replaces hardy.
  Favored Class Options
  The following options are available to dwarves.
  Paladin: Choose a creature type (and subtype, if necessary) 
  from the ranger’s favored enemies list. Add a +1/2 bonus on 
  Knowledge checks to identify creatures of that type. You can 
  choose the same creature type up to six times; if you choose 
  the same creature type six times, add 1 point of damage 
  when smiting creatures of that type.
  Spiritualist: Add a +1/4 bonus on weapon damage rolls with 
  the slam attacks from ectoplasmic bonded manifestation.
  Wizard: Add 1/3 to the effective caster level of wizard 
  abjuration spells, but only to determine duration.
  ELF
  Elves’ appearances reflect the beauty of nature around them, 
  yet in realms twisted by evil, elves becomes equally distorted.
  Alternate Racial Traits
  Elves can select the following racial traits.
  Blightborn: Elves from cursed lands and domains of evil 
  develop resistance to foul influences. They gain a +2 racial 
  bonus on saving throws against necromancy spells and spell-
  like abilities and spells and spell-like abilities with the curseUM 
  descriptor, as well as on saving throws to remove temporary 
  negative levels. This racial trait replaces elven immunities.
  Creepy: For some elves, their long, slender limbs and large 
  pupils evoke not attraction, but unease in other humanoids. 
  Non-elf humanoids take a –1 penalty on saving throws against 
  spells these elves cast that cause confusion or fear. In addition, 
  elves with this trait gain a +2 racial bonus on Intimidate 
  checks to demoralize. This racial trait replaces elven magic.
  Keeper of Secrets: Some elves seek to protect younger 
  races from dangerous lore. The save DCs of enchantment 
  spells they cast against humanoids increase by 1 and they 
  receive a +2 racial bonus on Bluff and Linguistics checks to 
  omit or cover up facts. This racial trait replaces elven magic.
  Light against Darkness: Elves have fought against the 
  corruption of demons since time immemorial. Elves with this 
  trait receive a +1 bonus on attack rolls against outsiders with 
  the demon subtype. This racial trait replaces elven magic.
  Long-Limbed: Elves with this racial trait have a base move 
  speed of 35 feet. This racial trait replaces weapon familiarity.
  Perfect: The eerie beauty of some elves cannot be denied. 
  Elves with this racial trait receive a +1 racial bonus on Bluff 
  and Diplomacy checks against humanoids and a +2 racial 
  3838
  
  1
  Horror Characters
  Horror Characters
  bonus on saving throws against transmutation spells and 
  spell-like effects. This racial trait replaces elven immunities.
  Slender: Elves often appear unnaturally thin by other 
  races’ standards. Elves with this trait gain a +2 racial bonus 
  on Escape Artist checks, on combat maneuver checks to 
  escape a grapple, and to CMD against grapples. This racial 
  trait replaces elven immunities.
  Favored Class Options
  The following options are available to elves.
  Mesmerist: Add a +1/4 bonus on grapple and trip combat 
  maneuver checks.
  Sorcerer: Choose a terrain type from the ranger’s favored 
  terrain list. When casting sorcerer spells in the chosen 
  terrain, add 1/3 to the effective caster level of the spell, for 
  the purpose of determining the spells’ duration.
  Witch: Add a +1/2 bonus on Spellcraft checks to identify 
  cursed items and on Sense Motive checks to notice 
  enchantment or possession.
  GNOME
  Death is temporary in the land of the fey, so fear and despair 
  are a newer concept for gnomes than they are for other races. 
  Alternate Racial Traits
  Gnomes can select the following racial traits.
  Fairy Catcher: Some gnomes are especially sensitive to the 
  presence of fey and receive a +2 racial bonus on Perception, 
  Sense Motive, and Survival checks against fey, a +2 racial bonus 
  on saving throws against the spells, spell-like abilities, and 
  supernatural abilities of fey (this bonus stacks with the bonus 
  granted by illusion resistance), and a +2 bonus on caster level 
  checks to overcome the spell resistance of fey. The racial trait 
  replaces defensive training, hatred, and keen senses.
  Inquisitive: Gnomes have a knack for being in places they 
  shouldn’t be. Gnomes with this trait gain a +2 racial bonus 
  on Disable Device and Escape Artist checks. This racial trait 
  replaces keen senses and obsessive.
  Shadow Dodger: Gnomes with this trait gain a +4 dodge 
  bonus to their AC against incorporeal creatures and partially 
  real creatures and objects, such as those created by shadow 
  conjuration, but only if successfully disbelieved. This racial 
  trait replaces defensive training and illusion resistance.
  Shadow Foe: Gnomes with this trait receive a +1 bonus on 
  attack rolls and to their AC against humanoids of the dark 
  folk and wayang subtypes, and outsiders native to the Shadow 
  Plane. This racial trait replaces defensive training and hatred.
  Stalker: Some gnomes become obsessed with specific 
  individuals. Once per day, such a gnome can observe a 
  creature for 10 minutes. After that, she gains a +1 bonus on 
  Bluff, Knowledge, Perception, Sense Motive, and Survival 
  checks against that creature. She also gains a +1 bonus on 
  weapon attack and damage rolls against that creature. 
  These  bonuses last for 1 day. This racial trait replaces 
  defensive training, hatred, and obsessive.
  Favored Class Options
  The following options are available to gnomes.
  Druid: The druid’s animal companion gains 1/4 point 
  of DR/cold iron (maximum DR 5/cold iron). If the druid 
  replaces her companion, the new companion gains this DR.
  Kineticist: Add a +1/6 bonus on combat maneuver checks 
  attempted as part of a substance infusion.
  Magus: Add 1/2 of an illusion spell from the sorcerer/
  wizard spell list that isn’t on the magus spell list to the 
  magus’s spellbook. The magus treats this spell as if it were 
  on the magus spell list at the same level as on the sorcerer/
  wizard list. This spell must be at least 1 level below the 
  highest spell level the magus can cast.
  Rogue: Add 1/4 to the Perception and Disable Device DCs 
  of traps the rogue creates.
  HALF-ELF
  Inheriting humanity’s quick wit and elven farsightedness, 
  half-elves have their own unique way of thinking. 
  Alternate Racial Traits
  Half-elves can select the following racial traits.
  Dreamer: Half-elves with this trait gain a +2 racial saving 
  throw bonus against illusion spells and effects. In addition, 
  when entering a dreamscape in a lucid body (Pathfinder RPG 
  Occult Adventures 241), a half-elf with this racial trait treats 
  her Charisma score as 2 points higher for the purpose of 
  effects related to the Dimension of Dreams. This racial trait 
  replaces elven immunities.
  Mismatched: Rather than having bodily and facial features 
  that are a blend of elven and human, or tending towards 
  one parent or the other, a rare few half-elves have a strange 
  combination of features. They have noticeable mismatched 
  eyes and ears, as well as uneven limbs. Half-elves with this 
  trait take a –2 penalty on Reflex saves but receive a +4 racial 
  bonus on initiative checks. This racial trait replaces keen 
  senses and low-light vision.
  Multidisciplined: Born to two races, half-elves have a 
  knack for combining different magical traditions. If a half-
  elf with this racial trait has spellcasting abilities from at least 
  two different classes, the effects of spells she casts from all 
  her classes are calculated as though her caster level were 1 
  level higher, to a maximum of her character level. This racial 
  trait replaces multitalented.
  Round Ears: Sometimes half-elves are born with no 
  obvious elven features. Their parents may even be humans 
  with only faint traces of elven blood. They gain the human’s 
  skilled racial trait. In addition, they receive a +4 racial bonus 
  on Disguise checks to appear human. This racial trait 
  replaces adaptability, keen senses, and low-light vision.
  3939
  
  Starchild: Some half-elves descend from elves who are 
  not from this world, but rather visitors from another world, 
  plane, or dimension. Half-elves with this trait gain Psychic 
  Sensitivity (Occult Adventures 138) as a bonus feat at 1st level. 
  This racial trait replaces adaptability.
  Favored Class Options
  The following options are available to half-elves.
  Cleric: Add a +1/4 bonus on caster level checks to remove 
  afflictions (curses, diseases, poisons, etc.).
  Oracle: Select one revelation normally usable a number 
  of times per day equal to 3 + the oracle’s Charisma modifier. 
  Add 1/2 to the number of uses per day of that revelation.
  Ranger: The duration of the ranger’s companion bond 
  increases by 1 round.
  HALF-ORC
  Some half-orcs draw on their experience to protect others from 
  cruelty, while others inflict their own suffering on the world.
  Alternate Racial Traits
  Half-orcs can select the following racial traits.
  Inured: Half-orcs raised by orcs often become desensitized 
  to the violence around them. Half-orcs with this trait gain 
  a +4 bonus on Will saving throws to avoid sanity damage 
  (see page 12) caused by encountering monsters, extreme 
  violence, or death. This racial trait replaces orc ferocity.
  Monstrous Sympathy: Some half-orcs know how monsters 
  think. They receive a +2 racial bonus on Bluff, Diplomacy, and 
  Sense Motive checks against evil creatures. This racial trait 
  replaces intimidating and orc ferocity.
  Pain Tolerance: Some half-orcs have an increased tolerance 
  for pain. They gain DR 1/— against nonlethal damage and 
  receive a +2 racial bonus on saving throws against spells 
  and spell-like effects with the painUM descriptor. This racial 
  talent replaces intimidating and orc ferocity.
  Projection: Some half-orcs channel negative emotions 
  through magic. The DCs of any saving throws against spells 
  with the fear or painUM descriptor they cast increase by 1. 
  This racial trait replaces orc ferocity and weapon familiarity.
  Smog Sight: Half-orcs with this racial trait can see double 
  the normal range in dense fog and smoke (including magic 
  effects like obscuring mist) and ignore concealment from 
  smoke or fog for targets within 5 feet. This racial trait 
  replaces darkvision.
  Stoic: Some half-orcs learn to suppress their strong 
  emotions. They don’t usually gain morale bonuses, but 
  instead gain a +2 racial bonus on saving throws against 
  emotion and fear effects, and the DC to intimidate them 
  increases by 2. They can choose to gain morale bonuses 
  when they would normally be able to do so, but if they do, 
  they lose the benefits from this racial trait for 24 hours. This 
  racial trait replaces intimidating and orc ferocity.
  Favored Class Options
  The following options are available to half-orcs.
  Alchemist: Gain a +1/2 bonus on Strength checks to break 
  objects and on sunder combat maneuver checks when 
  under the effects of a mutagen that increases the alchemist’s 
  Strength or Constitution score.
  Bard: Gain a +1/2 bonus on Bluff checks to pass secret 
  messages, Sense Motive checks to discern secret messages, 
  and Linguistic checks to decipher unusual handwriting.
  Fighter: The fighter gains 1/2 point of DR/— against 
  nonlethal damage (maximum DR 10/—).
  HALFLING
  Halflings are surprisingly resistant to malign influence, but 
  when they do turn evil, it is all the more shocking.
  Alternate Racial Traits
  Halflings can select the following racial traits.
  Acquisitive: Halflings with this trait receive a +2 racial 
  bonus on Appraise checks. This bonus increases to +4 
  when used to determine the most valuable item visible in a 
  treasure hoard. This racial trait replaces keen senses.
  Attentive: Halflings with this trait receive a +2 racial 
  bonus on Sense Motive checks. This bonus increases to +4 to 
  notice when someone is enchanted or possessed. This racial 
  trait replaces keen senses.
  Blessed: Halflings with this trait receive a +2 racial bonus 
  on saving throws against curse effects and hexes. This bonus 
  stacks with the bonus granted by halfling luck. This racial 
  trait replaces fearless.
  Creepy Doll: Glassy eyes and porcelain skin make some 
  halflings look more like dolls than living creatures. If they 
  cease moving and pretend to be a doll while they aren’t 
  being observed, they can use the Stealth skill without cover 
  or concealment. A successful Stealth check still allows other 
  creatures to notice the halfling; they just believe the halfling 
  is a doll, similar to the freeze universal monster ability 
  (without being able to take 20). In addition, they take no size 
  penalty on Intimidate checks against larger humanoids. The 
  racial trait replaces keen senses and sure-footed.
  Deep Jungle: Some reclusive halfling tribes flourish in 
  tropical locales. These halflings begin play speaking only 
  Halfling (in addition to any additional languages gained 
  from having a high Intelligence score), rather than Common 
  and Halfling. They gain a +2 racial bonus on Survival checks 
  and are proficient with blowguns. In addition, they have the 
  poison use ability (they never risk poisoning themselves 
  accidentally). This racial trait alters halflings’ languages and 
  replaces sure-footed and weapon familiarity.
  Irrepressible: Halflings with this trait receive a +2 racial 
  bonus on saving throws against dominate and possession 
  effects. This bonus stacks with the bonus granted by halfling 
  luck. This racial trait replaces fearless.
  4040
  
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  Horror Characters
  Horror Characters
  Resourceful: Halflings with this trait do not take any 
  penalties for using improvised weapons. This trait counts 
  as the Catch Off Guard or Throw Anything feats for the 
  purpose of qualifying for feats. This racial talent replaces 
  sure-footed and weapon familiarity.
  Favored Class Options
  The following options are available to halflings.
  Barbarian: Add 1 foot to the range increment of thrown 
  weapons the barbarian wields. This option has no effect 
  unless the barbarian has selected it 5 times (or another 
  increment of 5).
  Cavalier: The cavalier’s mount gains a +1/2 bonus on 
  saving throws against fear effects. If the cavalier ever replaces 
  his mount, the new mount gains this bonus.
  Monk: Gain a +1/4 bonus to CMD against trip and on 
  damage rolls against prone targets that add the monk’s 
  Strength modifier.
  HUMAN
  The human mind is powerful enough to unlock the secrets 
  of the universe, yet too fragile to accept what it discovers. 
  Human bodies that appear out of the ordinary may bear 
  traces of inhuman ancestry. 
  Alternate Racial Traits
  Humans can select the following racial traits.
  Aquatic Ancestry: Humans with deep one or skum 
  ancestry may exhibit prominent round eyes or webbed 
  fingers and toes. They gain a racial bonus equal to half their 
  character level on Swim checks and Swim is always a class 
  skill for them. In addition, they can hold their breath for 
  twice as long as normal. When the racial bonus on Swim 
  checks from this ability becomes +8 or higher, they can 
  always take 10 on Swim checks, even when threatened or 
  distracted. This racial trait replaces skilled.
  Giant Ancestry: Humans with ogre or troll ancestry end 
  up having hulking builds and asymmetrical features. Such 
  humans gain a +1 bonus on combat maneuver checks and 
  to CMD, but a –2 penalty on Stealth checks. This racial trait 
  replaces skilled.
  Piety: Humans place great trust in the gods to protect 
  them. Humans with this trait receive a +2 racial bonus on 
  Knowledge (religion) checks and Knowledge (religion) is 
  always a class skill for them. In addition, once per day before 
  attempting an attack roll, saving throw, ability check, or skill 
  check, such a human can call out to his deity in order to 
  receive a +2 racial bonus on that roll; he can use this ability 
  only if he is able to speak. This racial trait replaces the 
  bonus feat racial trait.
  Psychic Defense: Humans from cultures steeped in 
  the occult sometimes train their minds to resist outside 
  influence. They gain a +2 racial bonus on saving throws 
  against psychic spells and spell-like abilities, including 
  those that originate from the psychic magic ability 
  (Pathfinder RPG Bestiary 5 297). This racial trait replaces the 
  bonus feat trait. 
  Rationalize: Humans have the ability to assuage their 
  own fears by convincing themselves that what they saw or 
  read is not real. Humans with this trait gain a +3 bonus on 
  saving throws against effects that cause sanity damage (see 
  page 12). This racial trait replaces the bonus feat trait.
  Reptilian Ancestry: Humans with reptoid or serpentfolk 
  ancestry sometimes have nictitating membranes or patches 
  of scaly skin. They gain a +2 racial bonus on saving throws 
  against mind-affecting effects and poisons. This racial trait 
  replaces the bonus feat trait.
  Favored Class Options
  The following options are available to all humans who have 
  the listed favored class.
  Inquisitor: Add a +1/2 bonus on Perception checks to see 
  through magical disguises or pinpoint invisible creatures.
  Occultist: Add a +1/3 bonus on any skill check 
  attempted as a part of an occult ritual (Occult 
  Adventures 208).
  Psychic: Add a +1/4 bonus to AC when flat-
  footed, to a maximum of what the psychic’s AC 
  would be if not flat-footed.
  4141
  
  Archetypes and 
  Class Options
  2
  
  E rasmus raised his 
  sword, letting the 
  spirit flow through him. 
  A voice both his and not 
  boomed from his mouth. 
  “That’s far enough!”
  The cult leader spun, staff 
  already weaving a net of red 
  energy around him. “Idiots! 
  You think your paltry spirits 
  can protect you?” Around 
  the room, fish-faced hybrids 
  chuckled and raised weapons.
  “Not really,” Mavaro said. 
  “But yours might.” Raising 
  the talisman, he began to 
  sketch a smoky sigil in the air.
  “The sign!” One by one, the 
  hybrids fell to their knees, 
  blades clattering to the floor. 
  “They wield the Elder Sign!”
  “Blasphemy!” The leader 
  snarled and leveled his staff... 
  
  I
  n this chapter, organized by class, are many new 
  archetypes both horrific and heroic, allowing you to build 
  both terrifying foes and the stubborn few who choose 
  to battle against the darkness. In a world of horror, there 
  are alchemists, druids, and kineticists who steal the lives of 
  others to increase their own power, as well as paladins who 
  sacrifice themselves to protect their companions. Crazed 
  clerics secretly worship eldritch abominations while brave 
  but daring investigators track them and foolhardy wizards 
  learn their maddening secrets in order to fight them. 
  Dark spiritualists bond to horrible undead phantoms and 
  righteous necromancers refuse to torture the dead and 
  instead turn their powers to battling undead. Serial killers 
  live a double life to avoid detection, and tireless profilers 
  attempt to discover the truth before its too late for the next 
  in a grisly string of victims.
  When a character takes levels in a class, he must decide 
  whether to take the standard class features or those 
  presented by an archetype. Each archetype replaces specific 
  class features from the parent class, and the choice to take 
  an archetype does not need to be made until a character 
  reaches the first level that includes a class feature that is 
  altered or replaced. 
  If an archetype includes multiple class features, a 
  character must take all of them. He cannot decide to stop 
  pursuing the archetype and instead take the replaced class 
  features at later levels, unless doing so is specifically allowed 
  by the archetype. All other class features of the base class 
  that are not mentioned in the archetype remain unchanged 
  and are acquired normally when the character reaches the 
  appropriate level (unless noted otherwise). A character who 
  takes an alternate class feature does not count as having the 
  class feature that was replaced for the purposes of meeting 
  any requirements or prerequisites.
  A character can take more than one archetype and 
  gain additional alternate class features, but none of the 
  archetypes can replace or alter the same class feature from 
  the base class as another alternate class feature.
  If an archetype replaces a class feature that is part of 
  a series of improvements or additions to a base ability 
  (such as a fighter’s weapon training or a rogue’s uncanny 
  dodge), the next time the character would gain that ability, 
  it counts as the lower-level ability that was replaced by the 
  archetype. In effect, all abilities in that series are delayed 
  until the next time the class improves that ability. For 
  example, if an archetype replaces a cleric’s 2d6 channel 
  energy at 3rd level, when she reaches 5th level and gains the 
  next increase to her channel energy, it doesn’t jump from 
  1d6 to 3d6—it instead improves to 2d6 just as if she finally 
  gained the increase at 3rd level. This adjustment continues 
  for every level at which her channel would improve until 
  19th level, when she finally reaches 9d6 instead of the 10d6 
  of a standard cleric.
  Alchemist
  The science of alchemy allows its practitioners to create 
  wonders beyond the imagining, but sometimes the pursuit 
  of science breaks their minds, and other times, the allure 
  of greater achievements pushes them to cross a moral line 
  from which they can never return.
  BLOOD ALCHEMIST (ARCHETYPE)
  Most alchemists can transform matter and energy into other 
  forms, but some wicked specialists realize that life itself is 
  an energy that can greatly fuel their alchemy. 
  Alignment: A blood alchemist trades the lives of others 
  for more power when using his lifeblood ability. A nonevil 
  blood alchemist can’t use the lifeblood ability, but he can use 
  his other archetype and class abilities, and he can continue 
  to advance in alchemist.
  Lifeblood (Su): When a blood alchemist performs a 
  coup de grace that kills an intelligent humanoid creature 
  (though, not a summoned intelligent humanoid creature), 
  he can gather its lifeblood into a vial; this is a death effect. 
  He can use this lifeblood any time within the next 24 hours 
  to create an extract of a spell level he can cast that is no 
  higher than 1/2 the creature’s CR, without spending a daily 
  extract slot. He can use this ability once for each spell level 
  each day (for example, a 13th-level blood alchemist can use 
  lifeblood to gain additional 1st-, 2nd-, 3rd-, 4th-, and 5th- 
  level extracts). A blood alchemist can’t take the mutagenUM 
  or cognatogenUM discoveries. 
  This ability replaces mutagen. 
  Alchemical Circles (Sp, Su): A blood alchemist gains a 
  blood pool with a number of points equal to his alchemist 
  level + his Intelligence modifier. He can spend 1 point 
  from his blood pool to draw a complex alchemical circle in 
  blood on the ground or on another permanent fixture in a 
  process that takes 1 minute. Depending on his alchemist 
  level, the alchemical circle can have one of several effects.
  At 1st level, the blood alchemist can spend an unused 
  extract slot to charge the circle with alchemical energy. He 
  chooses one of the spells listed on page 45 of equal or lower 
  level to the extract slot he spent, and until he refreshes 
  his extract slots, as long as his body is in physical contact 
  with the circle, he can produce the effect of the spell he 
  chose as a spell-like ability. If the spell normally has an 
  expensive material component, he must still provide it, 
  either grinding it up and mixing it with the blood used 
  for the circle or placing it in the circle (if the component is 
  also the target). The chosen effect can target or affect only 
  something contained within the circle, or the surface on 
  which the blood alchemist drew the circle. To learn one of 
  these effects, he must write it into his formula book, with 
  the same cost as usual for a formula (he can also use his 
  4444
  
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  Archetypes and Class Options
  Archetypes and Class Options
  free formula from leveling up to learn the chosen effect 
  instead of a normal formula).
  The blood alchemist can choose from the following spells 
  for this ability: 1st—expeditious excavationAPG, fabricate bulletsUC, 
  jury-rigUC, magic weapon, reinforce armamentsUC; 2nd—knock, 
  make whole, masterwork transformationUM, silk to steelUM, soften 
  earth and stone, warp wood; 3rd—keen edge, magic vestment, 
  greater magic weapon, obsidian flowUC, spike stones, stone shape; 
  4th—fabricate, passwall, transmute mud to rock, transmute rock 
  to mud; 5th—flesh to stone, move earth, stone to flesh, tar poolUC, 
  transmute metal to wood; 6th—polymorph any object, transmute 
  blood to acidUM.
  Starting at 8th level, the blood alchemist can also create 
  a magic circle, as per the magic circles occultist class ability 
  (Pathfinder RPG Occult Adventures 49), though it costs 1 point 
  from his blood pool instead of 1 point of mental focus.
  Starting at 12th level, he can also create a binding circle, 
  as per the occultist class ability of the same name (Occult 
  Adventures 49), though it costs 2 points from his 
  blood pool instead of 2 points of mental focus.
  Starting at 16th level, the blood 
  alchemist can draw magic circles and 
  binding circles more quickly but 
  with a shorter duration, as per the 
  occultist fast circles ability (Occult 
  Adventures 49). 
  This ability replaces bombs.
  Blood Knowledge (Sp): Starting 
  at 4th level, a blood alchemist can 
  spend an unused extract slot of 2nd 
  level while mixing a drop of blood with 
  various alchemical reagents in a process that 
  takes 1 minute. If he does so, he can drink the 
  resulting concoction as a standard action to gain 
  the information he would learn as if he had 
  cast blood biographyAPG on the blood 
  he just used. As per the spell, living 
  and undead creatures receive a 
  Will saving throw (DC = 13 + the 
  blood alchemist’s Intelligence 
  modifier) to negate the effect. 
  MAD SCIENTIST (ARCHETYPE)
  The mad scientist’s colleagues laughed at her insights, 
  mocked her theories, and hounded her from the halls 
  of academia, simply because they were too weak and 
  frightened to understand her work. They thought 
  she was finished. They were wrong.
  Mad Genius (Su): At 2nd level, a mad scientist 
  can deal 1d3 points of Wisdom damage to herself 
  (or 1d6 points of sanity damage if employing the sanity 
  rules found on page 12) to create a 
  genius extract as one of her daily 
  1st-, 2nd-, 3rd-, 4th-, or 5th-level extracts. This otherwise 
  takes the same amount of time and effort as creating a 
  normal extract of its level, but instead of her choosing a 
  formula she knows for it to grant, a genius extract has an 
  unpredictable result. When the alchemist (or an ally, if she 
  has the infusionAPG discovery) drinks the extract, it produces 
  a random effect from the list of alchemist formulae on 
  page 32 of the Advanced Player’s Guide of 1 spell level higher 
  than the extract’s spell level. For instance, if she creates a 
  genius extract using a 2nd-level extract, it would produce 
  the effect of a random 3rd-level alchemist formula. There is 
  no way to predict which effect a genius extract will produce 
  before drinking it. A genius extract’s minimum caster level 
  is equal to the minimum caster level of the extract used, 
  not the effect produced. So, for instance, a genius extract 
  that produced a fox’s cunning effect would have a minimum 
  caster level of 1 (for the 1st-level extract used) rather than 
  4 (for the 2nd-level effect). There are 29 potential 2nd-level 
  extracts, 23 potential 3rd-level extracts, 18 potential 
  4th-level extracts, 15 potential 5th-level extracts, 
  and 15 potential 6th-level extracts.
  This ability alters alchemy and replaces 
  the discovery gained at 2nd level.
  Mad Mutagen (Su): At 4th level, a mad 
  scientist can brew a mad mutagen 
  in place of a normal mutagen. If 
  she does so, she need not make 
  any decisions about the mutagen 
  (including whether to make it a 
  cognatogenUM or another variant 
  mutagen if she has the appropriate 
  discoveries) when she brews it. 
  When the mad scientist drinks her 
  mad mutagen, she makes those 
  decisions on the fly, but she 
  also takes 1d4 points of Wisdom 
  damage (or 1d8 points of sanity 
  damage if using the sanity rules 
  on page 12). If anyone else, even 
  another alchemist, drinks a 
  mad mutagen, that person 
  must succeed at a Will save 
  (with the same 
  DC as for the 
  Fortitude 
  save 
  against nausea) or 
  she becomes confused 
  for 1 hour.
  This ability alters the 
  alchemist’s mutagen 
  and 
  replaces 
  the 
  discovery gained at 
  4th level.
  4545
  
  Barbarian
  Barbarians give themselves over to an extraordinary anger, 
  which can provide the tools needed to perform deeds of 
  heroism but also has the potential to create rage-fueled 
  nightmares driven to uncontrolled slaughter. Whether 
  she’s a remorseless killing machine, a merciless thrall, or 
  an unusual type of infected lycanthrope, the sheer violence 
  within a barbarian’s heart makes her an intriguing tragic 
  villain or troubled hero.
  RAGE POWERS
  Any barbarian (or other character that gains rage powers) 
  who meets the prerequisites can take the following new rage 
  powers. A character can select from only one group of totem 
  rage powers.
  Cult Totem (Ex): The barbarian can make an attack of 
  opportunity against a creature 
  within 
  her 
  reach 
  who 
  damages an ally of the 
  barbarian with a melee 
  attack. Only the enemy, 
  not the barbarian’s ally, 
  needs to be within the 
  barbarian’s melee reach in order for the barbarian to make 
  this attack of opportunity. Once the barbarian makes an 
  attack of opportunity against a creature with this ability, she 
  can’t use this ability to make an attack of opportunity against 
  the same creature for 24 hours. A barbarian must be at least 
  6th level and have the lesser cult totem rage power to select 
  this rage power.
  Cult Totem, Greater (Su): While the barbarian is raging, 
  when she takes hit point damage that would render her 
  dying or dead, she remains conscious and raging until the 
  end of her next turn after taking that damage, though she is 
  disabled during that turn. She becomes dying or dead at the 
  end of her next turn as normal for her current hit point total. 
  This ability has no effect if the barbarian dies from a cause 
  other than hit point damage, such as from a death effect or if 
  her Constitution damage exceeds her Constitution score. A 
  barbarian must be at least 10th level and have the lesser cult 
  totem and cult totem rage powers to select this rage power.
  Cult Totem, Lesser (Ex): While the barbarian is raging, any 
  morale bonuses or bonuses for flanking she gains on attacks 
  rolls are added to her damage rolls instead of her attack 
  rolls. They are still morale bonuses, and they don’t stack with 
  other morale bonuses on damage rolls. 
  Daemon Totem (Su): While the barbarian is raging, 
  her melee attacks impose a temporary negative level on 
  her opponent on a successful critical hit. After 1 hour, 
  these temporary negative levels disappear automatically 
  (without a saving throw). A barbarian must be at least 6th 
  level and have the lesser daemon totem rage power to select 
  this rage power.
  Daemon Totem, Greater (Su): If the barbarian kills an 
  intelligent creature with a CR equal to at least half her 
  character level while raging, she heals 5 hit points. If she 
  is already at her maximum number of hit points, she 
  instead gains 5 temporary hit points, which don’t stack 
  if she kills multiple creatures. A barbarian must be at least 
  10th level and have the lesser daemon totem and daemon 
  totem rage powers to select this rage power.
  Daemon Totem, Lesser (Su): While raging, the barbarian 
  gains a +2 bonus on saving throws against acid damage, 
  death effects, disease, and poison. This bonus increases 
  by 1 for each daemon totem rage power the barbarian has, 
  excluding this one.
  Fight Response (Ex): When a barbarian with this rage 
  power attempts a saving throw against a fear effect, she can 
  enter a rage as an immediate action (as long as she would 
  normally be able to enter rage). This consumes 3 rounds 
  of the barbarian’s daily allotment of rage rounds, but the 
  barbarian can maintain the rage each round on her turn 
  normally. Any benefits from the barbarian’s rage apply 
  immediately, so she gains her bonus on Will saves against 
  the effect that required the initial saving throw. Unlike most 
  rage powers, this rage power’s effects are useful only when 
  4646
  
  2
  Archetypes and Class Options
  Archetypes and Class Options
  the barbarian is not raging, so a skald can’t grant this rage 
  power to allies with raging song. 
  DREADNOUGHT (ARCHETYPE)
  Unstoppable and fearless, the dreadnought turns the terror 
  of her enemies into violent physical power.
  Dead Calm (Ex): A dreadnought can enter a dispassionate 
  killing spree as a free action, granting her additional combat 
  prowess. The dreadnought gains only half the usual bonuses 
  from her rage but takes no penalty to her AC, can use all her 
  normal skills and effects that require concentration, and is 
  not fatigued when her rage ends. The dreadnought cannot 
  enter a rage for 1 minute after she ends her rage, and she 
  cannot charge or run while under the effects of her rage. 
  This ability alters rage.
  Steady Gait (Ex): A dreadnought advances steadily, 
  shrugging off attempts to slow her advance. The dreadnought 
  gains a +1 bonus on saving throws and to her CMD against 
  effects that would slow or immobilize her. This bonus 
  increases to +2 when she gains greater rage and +3 when she 
  gains mighty rage. 
  This ability replaces fast movement.
  Fearless Killer (Su): Starting at 14th level, a dreadnought 
  becomes implacable in her pursuit of slaughter. While in 
  rage, she is immune to fear effects. 
  This ability replaces indomitable will.
  Instant Dispassion (Ex): At 17th level, a dreadnought can 
  quickly turn her compassion on and off. She can enter a rage 
  as soon as she wants after ending a previous rage.
  This ability replaces tireless rage.
  FEARSOME DEFENDER (ARCHETYPE)
  Dark overlords frequently recruit their most bloodthirsty 
  followers to serve as brutal bodyguards. These savage slaves 
  feel little pain and exist only to rain terror down on the 
  enemies of their pitiless masters.
  Intractable (Ex): A combination of brainwashing and 
  loyalty helps a fearsome defender resist pain and torture, 
  enduring grueling combat or questioning without betraying 
  her dark lord. A fearsome defender gains a +2 bonus 
  on saving throws against painUM effects, and the DCs of 
  checks to coerce her or demoralize her with Diplomacy or 
  Intimidate increase by 2. Both the bonus and the increase to 
  DCs increase by 2 when she gains greater rage and again by 
  2 when she gains mighty rage.
  This ability replaces fast movement.
  Off the Leash (Ex): Beginning at 2nd level, a fearsome 
  defender simmers on the edge of bloody combat. Whenever 
  she begins a rage, she can also draw an unconcealed weapon 
  as part of the free action to begin raging. 
  This ability replaces uncanny dodge.
  Silent Threat (Ex): At 3rd level, a fearsome defender 
  exudes hostility, creating a threatening atmosphere in 
  her presence. The fearsome defender gains a +1 bonus on 
  Intimidate checks, and the DCs of Intimidate checks to 
  demoralize her allies within 30 feet increase by 1. Both the 
  bonus and the increase to DCs increase by 1 at 6th level and 
  every 3 barbarian levels thereafter.
  This ability replaces trap sense.
  Bloodlust (Ex): At 5th level, a fearsome defender’s eagerness 
  for bloodshed makes her quicker to act in a fight. She adds 
  her Charisma modifier to initiative checks and always acts 
  during the surprise round. If the fearsome defender is 
  surprised during the surprise round, she acts last in that 
  round and then determines initiative order normally for the 
  remainder of combat. 
  This ability replaces improved uncanny dodge.
  MOONCURSED (ARCHETYPE)
  Some barbarians exhibit an unusual form of lycanthropy 
  powered by their fury. Such a character transforms willfully but 
  can maintain her animal or hybrid forms only while raging.
  Race: A mooncursed must either be a humanoid or 
  monstrous humanoid.
  Shifting Rage (Su): A mooncursed can call upon an animal 
  totem or inner curse, transforming her into a savage beast. 
  Starting at 1st level, she chooses bear, boar, crocodile, shark, 
  tiger, or wolf. Once chosen, this animal can’t be changed. 
  When using rounds of her shifting rage, instead of the 
  usual bonuses and penalties from rage, the mooncursed 
  transforms into a Medium version of this animal’s form 
  as if under the influence of beast shape I, treating her class 
  level as her caster level whenever relevant. Other aspects of 
  rage aside from the bonuses and penalties, such as the skill 
  restrictions on skills and effects that require concentration, 
  still apply during a shifting rage. 
  This ability alters rage.
  Hybrid Rage (Su): Beginning at 5th level, a mooncursed 
  can choose to assume a hybrid of her base type and alternate 
  form instead of her usual alternate form during her shifting 
  rage. If she does, the animal’s forelimbs (or pectoral fins 
  for the shark) remain hands able to manipulate objects and 
  wield weapons as well as human hands do, she can walk on 
  two legs (the shark’s tail fins remain legs), and she can talk. 
  This ability replaces improved uncanny dodge.
  Greater Shifting Rage (Su): At 11th level, a mooncursed can 
  assume larger alternate and hybrid forms. This functions 
  like beast shape II, and it allows the mooncursed to take on a 
  Medium or Large version of her animal’s form. 
  This ability replaces greater rage.
  Mighty Shifting Rage (Su): At 20th level, a mooncursed 
  can assume even larger alternate and hybrid forms. 
  This functions like beast shape III, and it allows the 
  mooncursed to take on a Medium, Large, or Huge version 
  of her animal’s form. 
  This ability replaces mighty rage. 
  4747
  
  Cleric
  Some crazed clerics venerate otherworldly entities of 
  inconceivable power with minds and philosophies utterly 
  alien to humanity—the Outer Gods and the Great Old Ones 
  of the Elder Mythos. These beings may not even realize 
  they are worshiped by insignificant mortals, and those who 
  venerate them are often quite insane.
  ELDER MYTHOS CULTIST (ARCHETYPE) 
  Typically grasping, secretive, and thoroughly mad, Elder 
  Mythos cultists open their bodies and minds to horrifying 
  realities not meant for the sane as they strive to prepare the 
  world for the eventual return of their alien masters.
  Alignment: An Elder Mythos cultist must be chaotic evil 
  or chaotic neutral.
  This alters the cleric’s required alignment.
  Deities: An Elder Mythos cultist must worship an 
  Outer God or Great Old One.
  Domains: An Elder Mythos cultist receives 
  only a single domain, chosen from the 
  following list: Chaos, Madness, or Void. 
  He can choose any subdomain of those 
  domains offered by an Outer God or Great 
  Old One he worships. 
  This ability alters domains.
  Forbidden Knowledge (Ex): An Elder 
  Mythos cultist gains a +2 profane bonus 
  on all Knowledge (arcana), Knowledge 
  (dungeoneering), Knowledge (history), 
  Knowledge (planes), and Knowledge 
  (religion) checks, and can attempt 
  these checks untrained. This bonus 
  doubles if the check is related to the 
  Elder Mythos.
  Unhinged Mind (Ex): Bartering 
  sanity 
  for 
  unspeakable 
  knowledge, 
  an Elder Mythos cultist props up his 
  crumbling sanity with a darkly enigmatic 
  personality. An Elder Mythos cultist uses 
  Charisma instead of Wisdom as his key 
  spellcasting ability score (to determine 
  his spell DCs, bonus spells per day, 
  bonus on concentration checks, and 
  so on), to determine the effects and 
  number of uses of his domain 
  powers, and to modify 
  his Will saving throws. 
  However, 
  because 
  of 
  the fragile state of 
  his mind, the Elder 
  Mythos cultist takes a 
  –2 penalty on Will saves to resist mind-affecting effects. An
  Elder Mythos cultist automatically fails any save to resist the 
  effects of confusion, insanity, and nightmare, and other similar 
  effects so long as the effect’s caster level is higher than his 
  character level.
  Channel the Void (Su): At 1st level, when an Elder Mythos 
  cultist channels energy, he taps into the unthinkable void 
  between the stars. This is similar to channeling negative 
  energy, but instead of healing undead, this blast of energy 
  harms and devours living beings, corporeal non-skeletal 
  undead, and constructs crafted from flesh (such as flesh 
  golems). This is not negative energy damage; instead, 
  the damage manifests in the form of wounds from 
  supernatural deterioration and rot. A creature that would 
  take damage from this energy can attempt a Fortitude save 
  to halve the damage, rather than a Will save. At 8th level, 
  a creature that both fails the Fortitude save and would be 
  killed or destroyed by this effect is entirely disintegrated, 
  leaving behind only a trace of fine dust. A disintegrated 
  creature’s equipment is unaffected. This ability still 
  counts as channel energy, but it counts as neither 
  positive nor negative energy specifically (for 
  example, the Elder Mythos cultist couldn’t take 
  the Turn Undead or Command Undead feat). 
  For the purposes of feats that require channel 
  energy but refer to what happens if the character 
  channels positive or negative energy, this ability 
  alters the listed effect for negative energy. For 
  instance, an Elder Mythos cultist could use 
  Channel Smite to damage living or fleshy 
  creatures with his melee attack.
  This ability alters channel energy and 
  replaces spontaneous casting.
  Maddening Gaze (Su): At 5th level, as a 
  standard action, an Elder Mythos cultist 
  can focus his gaze on a single living 
  creature within 30 feet and inundate 
  the creature’s mind with visions of 
  alien horror. The target takes 2 
  points of Wisdom damage and 
  becomes confused and sickened 
  for 1d4 rounds. A successful 
  Will save (DC = 10 + 1/2 the 
  Elder Mythos cultist’s cleric level + 
  his Charisma modifier) negates the 
  Wisdom damage and the confusion 
  effect, though the target is sickened 
  for 1 round. This gaze attack is a 
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  2
  Archetypes and Class Options
  Archetypes and Class Options
  mind-affecting effect. An Elder Mythos cultist can use this 
  ability once per day at 5th level, plus an additional time per 
  day for every 3 cleric levels thereafter.
  At 11th level, the target takes 1d6+1 points of Wisdom 
  damage and is confused and sickened for 2d4 rounds. A 
  successful Will save reduces the Wisdom damage to 1 point, 
  and the target is instead sickened for 1d6 rounds. 
  At 19th level, the target takes 2d6 points of Wisdom 
  damage and is rendered permanently confused and 
  sickened. Only greater restoration, heal, limited wish, miracle, 
  or wish can remove the confused and sickened conditions. 
  A successful Will save halves the Wisdom damage, and the 
  target is instead sickened for 2d6 rounds.
  This ability replaces the increases to channel energy 
  gained at 5th, 11th, and 19th levels.
  NEW DOMAIN
  The following domain is available to followers of Azathoth, 
  Cthulhu, Hastur, Shub-Niggurath, and Yog-Sothoth, as well 
  as various daemon harbingers. If a domain ability calls for 
  a saving throw, the DC of the save is equal to 10 + 1/2 the 
  character’s cleric level + his Wisdom modifier.
  Void Domain
  Granted Powers: You can call upon the cold darkness 
  between the stars to gain flight, travel to other worlds, or 
  summon monsters from beyond to do your bidding.
  Guarded Mind (Ex): You gain a +2 insight bonus on saving 
  throws against all mind-affecting effects.
  Part the Veil (Su): At 8th level, you can lace spells you cast 
  with the raw madness that waits in the outer darkness. 
  Activating this ability is a swift action that you must use as 
  you cast a spell that targets a single creature and allows a 
  Will saving throw to negate or reduce the spell’s primary 
  effect. If the target fails to resist the spell, the target is also 
  confused for a number of rounds equal to the spell’s level as 
  visions of the void cause temporary insanity.
  The victim can attempt a new saving throw each round to 
  end the effect—these additional saving throws apply only 
  to the additional confusion effect and not to the original 
  spell effect. Part the veil is a mind-affecting effect. You can 
  use this ability a number of times per day equal to 1/2 your 
  class level.
  Domain Spells: 1st—feather fall, 2nd—levitate, 3rd—fly, 
  4th—lesser planar binding, 5th—overland flight, 6th—planar 
  binding, 7th—reverse gravity, 8th—greater planar binding, 9th—
  interplanetary teleportUM.
  NEW SUBDOMAINS 
  The Void domain has the following subdomains. If a 
  subdomain ability calls for a saving throw, the DC of the 
  save is equal to 10 + 1/2 the character’s cleric level + his 
  Wisdom modifier.
  Dark Tapestry
  Associated Domain: Void.
  Associated Deities: Azathoth, Cthulhu, Hastur, Shub-
  Niggurath, Yog-Sothoth.
  Replacement Power: The following granted power 
  replaces the guarded mind power of the Void domain.
  It Came from Beyond (Su): Once per day, when you cast a 
  summoning spell, any one creature you summon is more 
  powerful than normal. The creature gains the advanced 
  creature simple template. If you summon more than one 
  creature with a spell, only one of the summoned creatures 
  gains the advanced creature simple template. A summoned 
  creature that gains the advanced creature simple template 
  in this manner appears unnaturally deformed or hideous, 
  bringing with it a whiff of the emptiness of the void. This 
  ability works only on spells you cast as a cleric—it does 
  not work on spellcasting abilities gained from any other 
  spellcasting classes you might have.
  Replacement Domain Spells: 2nd—summon monster II, 
  5th—summon monster V, 7th—insanity.
  Isolation
  Associated Domain: Void.
  Associated Deities: Daemon harbingers with the Void 
  domain.
  Replacement Power: The following granted power 
  replaces the part the veil power of the Void domain.
  Aura of Isolation (Su): As a standard action, you can create a 
  20-foot aura that causes enemies within to be overcome with 
  feelings of isolation and loss. Your enemies treat the aura 
  as difficult terrain, as they become sluggish within its area 
  of effect. Furthermore, while within the aura, your enemies 
  cannot provide flanking, nor can they use or benefit from the 
  aid another action. The aura lasts for a number of rounds 
  equal to 3 + your Wisdom modifier, but the rounds need not 
  be consecutive. This is a mind-affecting emotion effect.
  Replacement Domain Spells: 4th—crushing despair, 6th—
  wall of force, 8th—prismatic wall.
  Stars
  Associated Domain: Void.
  Associated Deities: Azathoth, Cthulhu, Hastur, Shub-
  Niggurath, Yog-Sothoth.
  Replacement Power: The following granted power 
  replaces the part the veil power of the Void domain.
  The Stars are Right (Su): If you prepare cleric spells while the 
  stars are visible to you, you can spontaneously cast any of your 
  Stars subdomain spells by swapping out a spell of an equal 
  spell level. Casting a Stars subdomain spell while the stars are 
  visible to you restores an amount of hit point damage equal to 
  the spell’s level to you; this effect happens as you cast the spell.
  Replacement Domain Spells: 2nd—hypnotic pattern, 7th—
  sunbeam, 9th—meteor swarm.
  4949
  
  Druid
  The natural world is full of beauty, but it is equally a realm 
  of horror, savagery, and death. Some druids call these darker 
  places of nature home. They tend to wayward spirits and 
  venerate the cycle of life and death, as well as seek to control 
  that cycle themselves through baleful sacrifices, taking life 
  to give new life.
  DEATH DRUID (ARCHETYPE)
  Some druids believe that birth and death are the most 
  important parts of the natural cycle. They focus on 
  destroying undead and putting troubled souls to rest.
  Phantom: A death druid attracts phantoms like a 
  spiritualist (Pathfinder RPG Occult Adventures 72), though she 
  focuses her efforts on putting those phantoms to rest. A death 
  druid is continually attempting to figure out how to send her 
  phantom to the afterlife (usually by completing the phantom’s 
  unfinished business as determined by the GM). If she is able 
  to do so, she gains a new phantom with no additional effort 
  on her part, sometime during the next week. At 1st level, 
  she gains the spiritualist’s phantom and etheric tether class 
  features; at 4th level, she gains the bonded manifestation class 
  feature; and at 14th level, she gains the spiritual bond class 
  feature. She does not gain any of the other spiritualist abilities 
  related to phantoms. The death druid treats her druid level as 
  her spiritualist level for these abilities.
  This ability replaces nature bond and wild shape.
  Soul Magic: A death druid adds the following spells to 
  her druid spell list at the given spell levels: 0—grave wordsOA; 
  1st—sanctify corpseUM; 2nd—calm spiritOA, false life, ghostbane 
  dirgeAPG, spiritual weapon; 3rd—speak with dead; 4th—speak with 
  hauntACG, spiritual allyAPG; 5th—breath of life, call spiritOA, mass 
  ghostbane dirgeAPG; 6th—circle of death, undeath to death.
  This ability replaces nature sense and wild empathy.
  Resist Death’s Call (Ex): At 4th level, a death druid gains 
  a +4 bonus on saving throws against death effects, negative 
  energy, and energy drain.
  This ability replaces resist nature’s lure.
  Negative Immunity (Su): At 9th level, a death druid is 
  immune to negative energy and energy drain.
  This ability replaces venom immunity. 
  DEVOLUTIONIST (ARCHETYPE)
  Full of simmering hatred toward civilization and those 
  who dwell within it, devolutionists believe that the world 
  would be better off without any sentient life at all. They 
  transform intelligent creatures and domesticated animals 
  into throwbacks to their feral ancestors.
  Devolved Companion (Ex): A devolutionist must choose a 
  devolved humanoid as an animal companion for her nature 
  bond. Use the stats for an ape animal companion, but at 4th 
  level, the devolved humanoid doesn’t increase to size Large 
  (it still gains all the other benefits at 4th level).
  This ability alters nature bond.
  Undomesticate (Su): At 4th level, a devolutionist can spend 
  1 minute with a willing or restrained domesticated animal to 
  undo the effects of domestication, transforming it into a wild 
  animal and causing it to lose any tricks it knew. The animal 
  no longer recognizes any humanoids as friends or allies 
  and gladly tears former playmates apart for food. Handle 
  Animal checks don’t work on an undomesticated creature, 
  though wild empathy does. This ability doesn’t function on 
  animal companions, special mounts, or the like, and other 
  exceptional domesticated animals can attempt a Will save 
  (DC = 10 + 1/2 the devolutionist’s druid level + her Wisdom 
  modifier) to negate the effect and become immune to it for 24 
  hours. Though this ability is instantaneous, break enchantment, 
  limited wish, miracle, or wish can reverse the effects.
  This ability replaces resist nature’s lure.
  Devolution (Sp): At 9th level, a devolutionist can perform a 
  24-hour ritual to irrevocably transform a humanoid or animal 
  into a devolved feral state. There is no saving throw, but the 
  target must be present and stay relatively still for the entire 
  ritual, which typically requires a willing or restrained target.
  An affected humanoid’s Intelligence score is instantly 
  reduced to 2; its type changes to animal; it loses all 
  spellcasting and abilities that require intelligence; it can’t 
  wield manufactured weapons; it gains two claw attacks and 
  a bite attack (all dealing 1d4 points of damage for a Medium 
  humanoid or 1d3 for Small humanoids); and it can’t use skills 
  other than Acrobatics, Climb, Escape Artist, Fly, Intimidate, 
  Perception, Stealth, Survival, and Swim.
  An affected animal is undomesticated (see above) if 
  applicable and then either gains the advanced template, except 
  without any increases to mental ability scores, or becomes a 
  dire version of the animal (if a dire version exists and at the 
  GM’s discretion). The devolved creature starts out friendly 
  toward the devolutionist, though it typically tries to kill and 
  devour other sentient humanoids. The devolutionist has no 
  special empathy or connection with a creature she devolves, 
  and if it was her animal companion before, it ceases to be so. 
  The druid can communicate her desires to a devolved creature 
  using wild empathy. This ability counters and dispels awaken, 
  and only awaken, miracle, or wish can reverse it.
  This ability replaces venom immunity.
  LIFE CHANNELER (ARCHETYPE)
  Life channelers take the natural cycle to what they believe 
  is its logical conclusion. By sacrificing the life of a sentient 
  creature, they can generate energy that guarantees fertility 
  and prosperity for lower creatures like plants and animals. 
  These druids preach to flocks who become willing sacrifices, 
  each serving as a “king” or “queen” for a short time after 
  being chosen as the next sacrifice.
  5050
  
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  Archetypes and Class Options
  Archetypes and Class Options
  Alignment: In addition to a druid’s usual alignment 
  requirements, a life channeler must be of a nongood 
  alignment. If she becomes good, she can no longer take 
  levels in the druid class or fill her wicker talismans (see 
  below), but she otherwise keeps all her abilities.
  This alters the druid’s alignment requirements.
  Plant Preservation (Su): A life channeler must choose 
  the Plant domain with her nature bond (she can select the 
  Growth subdomain if she wishes). When she performs a 
  coup de grace that kills a sentient humanoid creature (not 
  a summoned creature), she can do so ritualistically in order 
  to affect the area centered on the body with the enrichment 
  version of plant growth. The sacrifice is a death effect. 
  This ability alters nature bond. 
  Wicker Talismans (Su): At 4th level, a life 
  channeler gains a selection of wicker 
  talismans that can store and convert the life 
  energy of sentient creatures into the growth, health, 
  and fertility of plants around her. The life channeler 
  gains one wicker talisman corresponding 
  to each level of druid spells she can cast, 
  starting with 1st-level spells. These talismans 
  are initially empty, but can hold life energy. When 
  the life channeler ritualistically kills a creature 
  with a coup de grace, she can store life energy in 
  a talisman instead of gaining the plant growth effect. 
  The creature must be of a CR equal to at least twice 
  the spell level of the corresponding talisman. For 
  instance, a CR 8 creature’s life energy could provide 
  energy for a talisman holding up to a 4th-level spell. 
  A talisman is either full or empty; it can’t hold more 
  than one creature’s life energy. A life channeler 
  can expend the energy stored in a talisman to cast 
  her domain spell of the talisman’s level without 
  expending a spell slot.
  Starting at 6th level, a life channeler gathers a 
  flock of willing sacrifices. This grants her the 
  benefits of the Leadership feat, except that using 
  a follower as a human sacrifice with this ability 
  doesn’t cause the life channeler to take a penalty to 
  her Leadership score.
  This ability replaces wild shape. 
  Rampant Growth: At 4th level, a life channeler 
  can enrich the land more than usual with her 
  sacrifices. When ritually killing a creature with 
  a coup de grace for the plant growth enrichment 
  effect or casting plant growth for the enrichment 
  effect from one of her talismans, the effect has 
  a range of 1 mile instead of a range of half a 
  mile. At 8th level, if the sacrificed creature was 
  at least CR 8, the effect lasts for 3 years instead of 
  1 year. At 12th level, if the sacrificed creature was at least 
  CR 12, the effect increases productivity to two-thirds above 
  normal, instead of one-third above normal. These effects 
  stack, assuming the creature is high enough CR.
  Stored Life: At 9th level, a life channeler gains a third 
  option when using a coup de grace on a sentient humanoid. 
  If the victim had a CR at least as high as the life channeler’s 
  class level, the life channeler can store the creature’s life 
  energy in her body. She can have the life energy from only 
  1 creature in her body at a time. While she is storing life 
  energy, if she would take damage or die from a death effect 
  or if she would gain negative levels or take energy drain, she 
  can sacrifice the stored energy to negate the effect without 
  spending an action.
  This ability replaces venom immunity.
  5151
  
  Inquisitor
  When true evil threatens the land, some inquisitors cling to 
  the words of their deities in a direct fashion, using their gods’ 
  holy books as weapons. Others give in to the temptation to 
  use their foes’ magic against them, delving into witchcraft 
  in order to combat the darkness that surrounds them and 
  threatens to extinguish the light.
  HEXENHAMMER (ARCHETYPE)
  Some inquisitors embrace the dark powers of their 
  traditional foes, turning such powers toward their own 
  ends in order to pronounce judgment on those who oppose 
  them. These inquisitors learn to use the hexes and some 
  spells of witches, but must pay the price for dealing with 
  supernatural powers, as they slip ever closer to the 
  evil they seek to destroy.
  Withering Gaze (Su): Hexenhammers 
  study the effects of a witch’s evil eye, and 
  can use this dark magic to steel their 
  gaze in a similar manner. Beginning 
  at 1st level, whenever a hexenhammer 
  successfully demoralizes a creature 
  as a standard action, instead of 
  applying the shaken condition, she 
  can apply the effects of the witch 
  evil eyeAPG hex as if she were a 1st-
  level witch (save DC = 10 + 1/2 the 
  hexenhammer’s inquisitor level + 
  her Wisdom modifier).
  This ability replaces monster 
  lore and stern gaze. 
  Pride 
  and 
  Penance 
  (Ex): 
  Hexenhammers are deeply conflicted 
  about their dealings with dark powers. 
  If a hexenhammer uses a hex or casts a 
  spell gained from the witch class spell list, 
  she temporarily loses access to her domain 
  abilities and her cunning mind bonus until 
  she undergoes a brief period of penance and 
  atonement that takes 1 minute of quiet prayer and 
  contemplation; this atonement doesn’t require 
  any additional cost, and it automatically restores 
  the lost abilities, regardless of how many times 
  the hexenhammer uses her dark powers. 
  If the hexenhammer uses her dark trade 
  ability (see below) to trade uses of judgment 
  for hexes, she loses access to her domain 
  abilities and cunning mind bonus until 
  the next time she regains her spell slots for 
  the day.
  This ability alters domain.
  Cunning Mind (Ex): At 2nd level, a hexenhammer gains 
  a +2 bonus on saving throws against hexes, curses, spells of 
  the necromancy school, and spells with the evil descriptor. 
  This ability replaces cunning initiative. 
  Hexcrafter (Su): Beginning at 3rd level, a hexenhammer 
  learns to turn some powers of witches to her own advantage. 
  She learns either the blightAPG, the misfortuneAPG, or the 
  slumberAPG hex from the witch’s hex list, and can use that hex 
  once per day as a standard action, using her inquisitor level 
  in place of a witch level. If the hex allows a saving throw, the 
  save DC to resist the hex is equal to 10 + 1/2 the inquisitor’s 
  level + the inquisitor’s Wisdom modifier.
  At 6th level, 12th, and 15th levels, the hexenhammer 
  learns an additional hex from her available hexes. At 9th 
  level and 18th level, the hexenhammer can use any one 
  of her hexes one additional time per day. At 12th level, 
  the hexenhammer adds the 
  agonyAPG, nightmaresAPG, and 
  retributionAPG major hexes to 
  her list of learnable hexes. 
  This 
  ability 
  replaces 
  teamwork feats.
  Dark 
  Trade 
  (Su): 
  At 
  3rd 
  level, 
  a 
  hexenhammer can forgo 
  the power of her judgments 
  and succumb to the temptation 
  of darker powers. She can trade a 
  daily use of judgment to instead gain an 
  additional use of one of her hexes. 
  This ability replaces solo tactics.
  Witchcraft (Ex): At 5th level and at every 3 
  inquisitor levels thereafter, a hexenhammer 
  can learn a witch spell in place of a spell 
  she already knows. In effect, she loses an 
  old spell in exchange for a new one 
  selected from the witch class spell 
  list. The new spell’s level must 
  be the same as that of the spell 
  being exchanged, and it 
  must be at least 
  1 level lower 
  than 
  the 
  highest-level 
  inquisitor spell 
  she can cast. The 
  hexenhammer can swap 
  out only a single spell at any given 
  level and must choose whether or 
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  Archetypes and Class Options
  not to swap the spell at the same time she gains new spells 
  known for the level. 
  This ability alters the inquisitor’s spellcasting. 
  LIVING GRIMOIRE (ARCHETYPE)
  The living grimoire literally wields the sacred word of his 
  deity, using his holy tome to smite the foes of his god with 
  divine might. Unlike most inquisitors, a living grimoire 
  focuses on careful study of divine scripture, valuing 
  knowledge over intuition.
  Holy Book (Su): At 1st level, a living grimoire forms a 
  supernatural bond with a large ironbound tome containing 
  the holy text of his deity and learns to use it as a weapon. 
  When wielding the holy book as a weapon, he deals base 
  damage as if it were a cold iron light mace (but see Sacred 
  Word below), is considered proficient with the book, takes no 
  improvised weapon penalty, and gains a +1 bonus on attack 
  rolls with the book. The tome serves as his holy symbol and 
  divine focus, and can be enchanted as a magic weapon. 
  He can replace his bonded tome with another book at any 
  time, though he must perform a 24-hour binding ritual to 
  attune himself to the new book. 
  This ability replaces monster lore.
  Spells: A living grimoire must prepare his spells ahead 
  of time, and can know any number of inquisitor spells. He 
  uses Intelligence instead of Wisdom as his key spellcasting 
  ability score (to determine his spell DCs, bonus spells 
  per day, modifier on concentration checks, and so on), 
  and to determine the effects and number of uses of his 
  domain powers. 
  The living grimoire receives the same number of spell 
  slots per day as a warpriest of his inquisitor level, and 
  receives bonus spells per day if he has a high Intelligence 
  score. He must choose and prepare his spells ahead 
  of time by choosing a time each day for 1 hour of quiet 
  contemplation while he studies his holy book. 
  At 1st level, the living grimoire’s holy book contains all 
  0-level inquisitor spells plus three 1st-level inquisitor spells 
  of his choice. He also selects a number of additional 1st-level 
  inquisitor spells equal to his Intelligence modifier to add to 
  his holy book. At each new inquisitor level, he gains two new 
  inquisitor spells of any spell levels he can cast (based on his 
  new inquisitor level) for his holy book. At any time, he can 
  learn inquisitor spells from scrolls or other written sources 
  and add inquisitor spells he finds to his holy book. 
  This ability alters orisons and spellcasting and replaces 
  cunning initiative.
  Sacred Word (Su): At 1st level, a living grimoire learns 
  to charge his holy book with the power of his faith. The 
  inquisitor gains the benefits of the warpriest’s sacred 
  weaponACG class ability, but the benefits apply only to 
  his bonded holy book. Like a warpriest’s sacred weapon, 
  the living grimoire’s book deals damage based on the 
  inquisitor’s level, not the book’s base damage (unless the 
  inquisitor chooses to use the book’s base damage).
  At 4th level, the living grimoire gains the ability to enhance 
  his holy book with divine power as a swift action. This ability 
  grants the holy book a +1 enhancement bonus. For every 4 
  inquisitor levels the living grimoire has beyond 4th, this 
  bonus increases by 1 (to a maximum of +5 at 20th level). 
  These bonuses stack with any existing bonuses the holy 
  book might have, to a maximum of +5. The living grimoire 
  can enhance his holy book to have any of the special abilities 
  listed in the warpriest’s sacred weapon ability, subject to the 
  same alignment restrictions, but adds bane to the general 
  special ability list. Adding any of these special abilities to 
  the holy book consumes an amount of enhancement bonus 
  equal to the special ability’s base price modifier. The holy 
  book must have at least a +1 enhancement bonus before the 
  living grimoire can add any special abilities to it. The living 
  grimoire can use this ability a number of rounds per day 
  equal to his inquisitor level, but these rounds don’t need to 
  be consecutive. As with the warpriest sacred weapon ability, 
  he determines the enhancement bonus and special abilities 
  the first time he uses the ability each day, and they cannot be 
  changed until the next day.
  This ability replaces judgment.
  Blessed Script (Su): At 5th level, a living grimoire can 
  permanently tattoo one spell of 2nd level or lower from 
  his holy book onto his body. The tattooed spell cannot 
  have an expensive material component or focus. The living 
  grimoire can prepare any tattooed spell without needing 
  his holy book, and can cast his tattooed spells as a spell-like 
  ability once per day. 
  At 8th level, the living grimoire can tattoo one additional 
  spell of 3rd level or lower upon himself. At 12th level, he 
  can tattoo one additional spell of 4th level or lower upon 
  himself, and at 16th level he can tattoo a final additional 
  spell of any level upon himself. 
  When the living grimoire uses these spell-like abilities, 
  the tattooed holy script associated with the spell-like 
  ability glows as per light for a number of rounds equal to 
  the spell’s level.
  This ability replaces bane, greater bane, second judgment, 
  and third judgment.
  Word of God (Su): At 20th level, a living grimoire can 
  smite his foes with the holy word of his deity. Up to seven 
  times per day, the inquisitor can make a single melee attack 
  with his holy book against a target. If the attack hits, it deals 
  damage normally and the target must succeed at a Fortitude 
  save or die (DC = 10 + 1/2 the living grimoire’s inquisitor 
  level + his Intelligence modifier). Regardless of whether the 
  save is successful, the target creature is immune to the living 
  grimoire’s word of god ability for 24 hours. Once the living 
  grimoire uses this ability, he can’t use it again for 1d4 rounds. 
  This ability replaces true judgment. 
  5353
  
  Investigator
  Investigators who look into abductions, murder, and strange 
  cults are often all that stands between insensate evil and the 
  fragile veneer of civilization. 
  CULT HUNTER (ARCHETYPE)
  Cult hunters seek out heretical secret societies, purging their 
  ideological taint and banishing summoned servants. 
  Sense Madness (Ex): A cult hunter adds a bonus equal to 
  1/2 his class level (minimum +1) on Sense Motive checks, or 
  double that bonus to determine whether a creature suffers 
  from natural or magical insanity. 
  This ability replaces trapfinding. 
  Purify Body and Mind (Ex): At 2nd level, a cult hunter 
  gains a +1 bonus on saving throws against compulsions and 
  poisons. This bonus increases to +2 at 5th level 
  and +3 at 8th level. At 11th level, a cult 
  hunter who fails a saving throw against 
  a compulsion or poison can expend 1 use 
  of his inspiration to reroll the saving throw 
  (and his inspiration die, if added to the 
  save). He must accept the result of this 
  second roll, even if it is worse. 
  This ability replaces poison resistance 
  and poison immunity.
  Student of the Beyond (Ex): At 2nd 
  level, a cult hunter gains a bonus equal 
  to 1/2 his class level on Knowledge and 
  Spellcraft checks made to recognize 
  any calling and summoning spells, 
  portals, rifts, and planar travel. 
  This ability replaces poison lore. 
  Ambush Defenses (Ex): At 3rd 
  level, a cult hunter gains a +1 
  insight bonus during a surprise 
  round triggered by his enemies 
  on Reflex saves and to his AC. This 
  bonus increases by 1 for every 3 
  investigator levels beyond 3rd. 
  This ability replaces trap sense.
  Cultic Study (Ex): A cult hunter can 
  spend 8 hours studying a specific deity 
  or religion to gain a +1 bonus on Bluff, 
  Intimidate, Knowledge, Perception, 
  and Sense Motive checks against 
  followers of that deity or religion 
  and against extraplanar creatures. 
  These bonuses increase by 1 for every 
  4 investigator levels beyond 4th. If he 
  studies a new deity or religion, the 
  bonuses replace the former bonuses. 
  This ability replaces swift alchemy.
  Cult Combat (Ex): A cult hunter’s bonuses on attack and 
  damage rolls when using studied combat increase by 1 
  against followers of the cult he chose with his cultic study 
  ability and decrease by 1 against other targets. 
  This ability alters studied combat. 
  Cult Strike (Ex): A cult hunter’s studied strike uses d8s 
  for the bonus damage against targets that belong to the cult 
  he’s studied. Against other targets, his studied strike uses 
  d4s for the bonus damage. 
  This ability alters studied strike. 
  Summoning Sense (Su): At 7th level, a cult hunter gains 
  the benefits of uncanny dodge and improved uncanny 
  dodge against summoned creatures. 
  This ability replaces the 7th-level investigator talent. 
  Extraplanar Expulsion (Sp): At 13th level, a cult hunter can 
  grant himself the ability to use dispel chaos, dispel evil, 
  dispel good, or dispel law as a spell-like ability (using 
  his investigator level as his caster level and his 
  Intelligence to determine the DCs) by sacrificing 
  an unused 5th- or 6th-level extract for the day. He 
  is able to use this ability as many times as he likes, 
  but only so long as he continues to have unused 5th- 
  or 6th-level extract slots to expend. 
  This replaces the 13th-level 
  investigator talent.
  GRAVEDIGGER 
  (ARCHETYPE)
  Gravediggers pursue long-
  buried mysteries, figuratively 
  and 
  literally 
  digging 
  up 
  the truth and finding answers to secrets only 
  moldering corpses and dry bones can tell. 
  Weapon and Armor Proficiency: A gravedigger 
  is proficient with simple weapons and scythes, and 
  can fight with gravediggers’ tools such as a shovel 
  or lantern as if she had the Catch Off-Guard feat. 
  A gravedigger is proficient with light armor, but not 
  with shields.
  This replaces the investigator’s weapon and 
  armor proficiencies.
  Limited Alchemy: A gravedigger prepares and 
  uses extracts as an investigator but gains no 
  other benefits of the alchemy ability. This also 
  means that a gravedigger can’t take the alchemist 
  discovery investigator talent or any discovery that 
  affects or involves alchemy.
  This alters alchemy and investigator talents.
  Grave Magic (Sp): A gravedigger can sacrifice 
  unused extract slots of the level given below 
  or higher to use the following spells as spell-
  like abilities, using her investigator level as her caster level 
  5454
  
  2
  Archetypes and Class Options
  Archetypes and Class Options
  and her Intelligence to determine DCs: 1st—expeditious 
  excavationAPG; 2nd—calm spiritOA; 3rd—speak with dead; 4th—
  rest eternalAPG; 5th—call spiritOA; 6th—undeath to death.
  Relic Focus (Su): A gravedigger can form a psychic bond 
  with a skull or bone that she has personally exhumed 
  or recovered from a burial site, using it as an occultist 
  necromancy implement (Pathfinder RPG Occult Adventures 
  47) and gaining its base focus power. The gravedigger
  cannot invest mental focus into the implement and thus 
  doesn’t receive any resonant powers. However, once per 
  day she can expend one use of inspiration to use any 
  focus power she knows that has a cost of 1 point of mental 
  focus (Occult Adventures 47). She can do this an additional 
  time each day at 3rd level and every 3 investigator levels 
  thereafter. To activate a focus power that costs more than 
  1 point of mental focus, the gravedigger can expend that 
  number of daily uses of this ability (as well as uses of 
  inspiration) at the same time. In addition, any number of 
  times per day, she can expend 1 use of inspiration to use 
  grave wordsOA as spell-like ability. 
  This ability replaces trapfinding and trap sense.
  Deny Death (Ex): At 2nd level, a gravedigger gains a +2 
  bonus on all saving throws against death effects and energy 
  drain. This increases to +4 at 5th level, to +6 at 8th level, and 
  to +8 at 11th level. 
  This ability replaces the investigator’s poison resistance 
  and poison immunity.
  Read the Bones (Su): At 2nd level, a gravedigger can 
  perform object reading as an occultist (Occult Adventures 48), 
  but only on corpses, bones, and other physical remains. 
  This ability replaces poison lore. 
  Focus Talent (Su): A gravedigger can select a focus 
  power for one of her implements as per an occultist of her 
  investigator level in place of an investigator talent. 
  This ability alters investigator talents.
  Kill the Dead (Ex): A gravedigger focuses on battling the 
  undead, and her studied combat and studied strike function 
  as if she were 2 levels lower against creatures other than 
  undead (this means she can’t use them at all against such 
  creatures until 6th level).
  This ability alters the investigator’s studied combat and 
  studied strike.
  Grave Lamp (Su): At 4th level, a gravedigger can form 
  a psychic bond with a lantern, using it as a conjuration 
  implement in much the same way as she uses her relic focus 
  as a necromancy implement. She can expend inspiration 
  to fuel her grave lamp’s focus powers the same number of 
  times each day as she can for her relic focus (for example, 
  a 6th-level gravedigger with 6 points of inspiration could 
  expend up to three uses of inspiration as mental focus for 
  her relic focus and up to three uses of inspiration as mental 
  focus for her grave lamp). 
  This ability replaces swift alchemy.
  PROFILER (ARCHETYPE)
  Profilers understand the human psyche to an intense degree, 
  allowing them to predict the criminals they hunt. 
  Expert Profiler (Ex): A profiler gains a bonus equal to 1/2 
  his class level (minimum +1) on Sense Motive checks. At 
  2nd level, he can use inspiration on any Sense Motive check 
  without expending a use of inspiration, provided he is trained 
  in the skill. 
  At 3rd level, he can attempt to predict a creature’s movements 
  using his knowledge of the creature’s psychology. He can use 
  this ability only on a creature familiar to him (for example, a 
  serial killer whose crimes the profiler has studied will suffice, 
  even if the profiler hasn’t yet identified the serial killer’s true 
  identity). To do so, he starts from a place where he knows that 
  the creature has been and why (most often the scene of a crime) 
  and attempts a Sense Motive check against a DC equal to 40 
  or to 20 + the creature’s Bluff modifier, whichever is higher, 
  which the GM rolls in secret. On a failure, the profiler’s guess 
  about the creatures movements is inaccurate. On a success, 
  the profiler is able to track the creature’s general movements 
  as if using Survival to track (though the usual modifiers on 
  Survival checks to track don’t apply, and this ability allows 
  her to track a creature using pass without trace or otherwise 
  leaving no trail). After at most 1 hour (or sooner if there are 
  many possible options for the creature to take, at the GM’s 
  discretion), if the profiler has not yet found further evidence of 
  the creature’s passing (such as footprints, fingerprints, or any 
  other indication that the creature came this way), he loses track 
  of the creature’s movements; if he does, he can try to guess 
  where the creature went next by attempting another check. 
  This ability replaces trapfinding, poison lore, and trap sense.
  Divination Analysis (Su): At 2nd level, a profiler has analyzed 
  the workings of the mind. His caster level to determine the 
  duration of his divination extracts increases by 1, and he 
  gains a +1 bonus on saving throws against divinations. The 
  increases to caster level and bonus on saving throws increase 
  by 1 at 5th level and by another 1 at 8th level. At 11th level, 
  a profiler can expend one use of inspiration to add 1d6 to 
  the result of a concentration check when using a divination 
  extract or investigator spell-like ability. 
  This ability replaces poison resistance and poison immunity. 
  Blood Sleuth (Sp): At 4th level, a profiler can expend one 
  use of his inspiration to use discern next of kinACG as a spell-like 
  ability. Alternatively, he can expend two uses of inspiration to 
  use blood biographyAPG as a spell-like ability. 
  This ability replaces swift alchemy. 
  Pack Psychology (Su): At 7th level, a profiler can understand 
  the way that groups act together, allowing him to exploit the 
  vulnerabilities in their attacks. A profiler can’t be flanked by 
  creatures with an Intelligence score and he gains a +1 bonus 
  to his AC against such creatures when they would otherwise 
  flank him, as he plays their movements against each other.
   This ability replaces the investigator talent at 7th level. 
  5555
  
  Kineticist
  Kineticists are suffused with power outside their control, 
  and these chaotic elements can lead them to horrifying 
  fates. Sometimes, the surging powers of the elements break 
  a kineticist’s mind, and other times, a kineticist chooses to 
  end the lives of the innocent in order to protect herself from 
  the consequences of her actions.
  DARK ELEMENTALIST (ARCHETYPE)
  Some kineticists who are loathe to suffer the consequences 
  of channeling their power study the darkest esoteric 
  energies of the planes and use souls to fuel their occult 
  might. The spiritual tortures these dark elementalists 
  inflict upon their victims’ souls are horrifically selfish acts 
  on par with the actions of daemons.
  Alignment: Since harming souls is a wicked act, a dark 
  elementalist must be of an evil alignment. If she becomes 
  nonevil, she can’t use any of her dark elementalist abilities 
  other than dark studies, though she can still use her other 
  kineticist class features.
  Dark Studies: A dark elementalist’s base Will save bonus 
  from the kineticist class is equal to 2 + 1/2 her kineticist level, 
  and her base Reflex and Fortitude save bonuses are equal 
  to 1/3 her kineticist level. She gains all Knowledge skills as 
  class skills. 
  A dark elementalist uses her Intelligence modifier instead 
  of her Constitution modifier to determine her damage with 
  wild talents, the DCs of Constitution-based wild talents, the 
  durations of wild talents with Constitution-based durations, 
  her bonus on concentration checks for wild talents, and any 
  other Constitution-based effects of all her wild talents. 
  This alters the kineticist’s class skills and base saving 
  throws and the key ability score of wild talents.
  Soul Power: A dark elementalist uses the souls of others 
  to protect herself from the dangers of burn. She can’t choose 
  to accept burn if doing so would raise her total number of 
  points of burn above 3. However, a number of times per day 
  equal to her Intelligence modifier, as a full-round action she 
  can gather up the soul of a sentient creature with a CR equal 
  to or higher than her character level, as long as that creature 
  died in the past minute. When she does, some of her existing 
  burn is unloaded into the departing soul, racking it with 
  unspeakable torment, but reducing her current burn total 
  by 1 point. A soul used in this way cannot be brought back 
  to life as if it died of a death effect. Using a soul like this 
  doesn’t heal the nonlethal damage from that point of burn 
  immediately, but does enable the dark elementalist to heal 
  the nonlethal damage from that point of burn normally.
  At 6th level, racking a soul in this way forces anyone trying 
  to bring the creature back to life to succeed at a caster level 
  check (DC = 10 + the dark elementalist’s kineticist level) or 
  the attempt fails. At 11th level, even if the creature returns 
  from the dead, its soul is so damaged by the agony that it 
  takes 2d6 points of Wisdom damage (or 3d10 points of sanity 
  damage if using the sanity system found on page 12). At 16th 
  level, the soul is destroyed in the process, and the creature 
  can be restored only by a miracle or wish.
  A dark elementalist gains attack and damage bonuses 
  from elemental overflow based on how many times that day 
  she has used soul power to rack a soul, rather than based 
  on her current burn total. For instance, a 9th-level dark 
  elementalist who used soul power to rack three or more 
  souls during the course of the day would add a +3 bonus 
  on attack rolls and a +6 bonus on damage rolls. A dark 
  elementalist does not gain size bonuses to physical ability 
  scores or a chance to ignore critical hits and sneak attacks 
  from elemental overflow.
  This ability alters burn and elemental overflow and 
  replaces internal buffer.
  PSYCHOKINETICIST (ARCHETYPE)
  While most kineticists channel elemental power through 
  their bodies, rare kineticists, such as elemental ascetics, 
  overwhelming souls, and psychokineticists channel such 
  power through their minds. Psychokineticists lack an 
  overwhelming soul’s strong spirit, and so this energy ravages 
  their minds but unleashes power locked in their ruptured 
  emotions. Sometimes a psychokineticist inadvertently 
  unleashes his power when he experiences an outburst of 
  strong emotion, potentially making a psychokineticist an 
  outcast or even an accidental killer.
  Emotional Intensity (Ex): A psychokineticist uses his 
  Wisdom modifier instead of his Constitution modifier 
  to determine his damage with wild talents, the DCs of 
  Constitution-based wild talents, the durations of wild 
  talents with Constitution-based durations, his bonus 
  on concentration checks for wild talents, and other 
  Constitution-based effects of all his wild talents. 
  He can’t use any of his wild talents whenever he would 
  be unable to use a spell with an emotion component (see 
  page 144 of Pathfinder RPG Occult Adventures), and if he ever 
  gains immunity to charm, compulsion, emotion effects 
  (even if such immunity extends only to a subcategory of 
  these effects like fear effects or compulsion effects from 
  creatures of certain alignments), he loses all his kineticist 
  abilities. This includes effects that he previously activated 
  that normally last until the next time his burn is removed, 
  like elemental defenses, though he still keeps all his 
  penalties from burn. He can always choose to ignore such 
  immunities when he would normally gain them, even if 
  they are granted by another class feature (such as the 
  paladin’s aura of courage), but once he decides whether 
  or not to ignore an immunity he would have gained, the 
  choice cannot be changed. 
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  Archetypes and Class Options
  A psychokineticist adds Sense Motive to his list of class 
  skills and gains Psychic SensitivityOA as a bonus feat.
  This ability alters the kineticist’s class skills and the key 
  ability score of wild talents.
  Mind Burn (Ex): A psychokineticist’s mind strains when he 
  overtaxes himself. He takes a –2 penalty on Will saves, Wisdom 
  checks, and Wisdom-based skill checks for each point of burn 
  he has accepted, rather than taking nonlethal damage from 
  burn. He can accept an amount of burn equal to his Wisdom 
  modifier (rather than 3 + his Wisdom modifier). Otherwise, 
  his burn works just like a normal kineticist’s. 
  This ability alters burn.
  Mental Overflow (Ex): A psychokineticist’s elemental 
  energy sends strange elemental humors and planar echoes 
  through his brain instead of reshaping his body with matter 
  from his element. Instead of gaining size bonuses to physical 
  ability scores from elemental overflow, he gains alchemical 
  bonuses to his mental ability scores in equal amounts (a +2 
  alchemical bonus to two mental ability scores at 6th level 
  if he has at least 3 points of burn; a +4 alchemical bonus to 
  one mental ability score and a +2 alchemical bonus to the 
  other two at 11th level if he has at least 5 points of burn; 
  and a +6 alchemical bonus to one mental ability score, a 
  +4 alchemical bonus to another, and a +2 alchemical bonus 
  to the last at 16th level if he has at least 7 points of burn). 
  A psychokineticist doesn’t gain a chance to negate 
  critical hits and sneak attacks based on his burn. 
  Otherwise, his elemental overflow works just like a 
  normal kineticist’s.
  This ability alters elemental overflow.
  UTILITY WILD TALENTS
  When most people talk to the flames, others call them 
  mad. The following utility wild talents allow the 
  elements to speak back, after a fashion.
  ELEMENTAL WHISPERS
  Element universal; Type utility (Su); Level 1; Burn 0
  You form a friendship with a fragment of your element. 
  The element speaks back to you empathically, like a 
  familiar. Pick a type of creature usually allowed as a familiar 
  when you gain this wild talent. You gain the Alertness feat 
  and the special abilities granted by a familiar of that type. As a 
  standard action, you can give the voice of the element the body 
  of such a creature, using elemental matter of the appropriate 
  element within 30 feet. As long as you concentrate, the 
  familiar can take actions as a normal animal of its type, and 
  it can move any distance away from you, though if it takes 
  any damage or you cease concentrating, it returns to your 
  mind. You lose Alertness while the familiar is manifested in 
  this way. The familiar gains abilities as usual for a familiar 
  of its type, though it never gains the ability to speak with 
  animals of its kind. 
  ELEMENTAL WHISPERS, GREATER
  Element universal; Type utility (Su); Level 3; Burn 0
  Prerequisite elemental whispers
  Your friendship with the elements has grown. You gain your 
  choice of a wyspB5 or Small elemental of your primary element 
  as an improved familiar, without needing to meet any of the 
  usual prerequisites for gaining such a familiar. Unlike with 
  elemental whispers, this improved familiar acts in all ways like 
  a familiar: it’s always manifested, it has hit points equal to 1/2 
  your own, and so on. You no longer receive the familiar benefits 
  from the original creature you selected. If your improved familiar 
  dies, you can still contact its voice in your mind and gain the 
  Alertness feat, but you can’t cause it to manifest. If you pay the 
  usual costs for replacing a familiar, you manifest a new form for 
  your elemental friend.
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  Medium
  Some mediums channel dark legendary spirits that bestow 
  sinister and malevolent abilities. 
  LEGENDARY SPIRITS
  Gaining the ability to channel one of the following legendary 
  spirits involves performing a certain deed, swearing an 
  oath, and succeeding at an ability check (DC = 10 + 1/2 the 
  medium’s level). If the medium breaks the oath, the spirit 
  will no longer answer when he calls. If the medium attempts 
  to call another spirit of the legendary spirit’s legend, the 
  legendary spirit similarly departs forever. A legendary spirit 
  grants new abilities but otherwise uses the same rules as 
  the original legend. For instance, the Butcher replaces 
  the favored locations, taboos, lesser spirit power, and 
  intermediate spirit power from the champion spirit but still 
  uses the champion’s spirit bonus, seance boon, influence 
  penalty, greater spirit power, and supreme spirit power.
  Butcher (Champion)
  The Butcher is a spirit of blood, violence, murder, and pain.
  Gaining Favor: To gain the Butcher’s favor, you must deal a 
  total number of hit points of bleed damage equal to twice your 
  medium level to two dozen non-mindless living creatures, 
  inflicting as much pain and suffering as possible. You must 
  next vow to never use the Heal skill or magical healing to heal 
  or treat another creature, then succeed at a Strength check. 
  Favored Locations: Abattoirs, battlefields, execution sites.
  Taboo: If you accept a taboo while channeling the Butcher, 
  you must not attack with bludgeoning weapons in combat and 
  must never deal nonlethal damage. You must also kill all your 
  defeated foes in combat, although you can accept surrender 
  or take prisoners for the purpose of torturing and then killing 
  those prisoners later (but before the Butcher departs).
  Bladesharp (Lesser, Ex): You gain proficiency in all 
  slashing martial weapons and the spiked chain. Any slashing 
  weapon or spiked chain you wield gains the deadly weapon 
  special quality (Pathfinder RPG Ultimate Equipment 22) and on 
  a critical hit deals an amount of bleed damage equal to the 
  weapon’s critical multiplier – 1.
  Bloodletter (Intermediate, Ex): The Butcher enhances 
  a single slashing weapon or spiked chain, allowing you to 
  add the keen, mighty cleaving, or wounding special abilities 
  to the weapon when you wield it. As a swift action, you can 
  allow the Butcher to gain 1 point of influence over you to 
  make that weapon vorpal until the end of your turn, though 
  the vorpal special ability doesn’t work with abilities that let 
  you choose the result of your d20 roll. Each time you kill a 
  creature whose CR is greater than your medium level with 
  this vorpal special ability, the butcher gains an additional 
  point of influence over you.
  Deceiver (Trickster)
  The Deceiver is the prince of prevarication. 
  Gaining Favor: To gain the Deceiver’s favor, you 
  must successfully lie to 100 different sentient creatures, 
  convincing each one of a different lie that somehow leads 
  to its death or other great misfortune. You must then vow to 
  never make a truthful statement, except to answer a question 
  whose answer is clearly already known to the asker (such as 
  the color of the sky), and succeed at a Charisma check.
  Spirit Bonus: When you channel the Deceiver, your spirit 
  bonus applies to Charisma checks, Charisma-based skill 
  checks, and Will saves against compulsions and divinations. 
  Favored Locations: Bordellos, courtrooms, gambling 
  dens, taverns.
  Skilled Deceiver (Lesser, Ex): You add 1/2 your medium 
  level (minimum 1) as a bonus on all Bluff checks.
  Shift Blame (Greater, Ex): When you provoke an attack 
  of opportunity from a given enemy, you can divert that 
  attack of opportunity to another target of your choice 
  within the attacker’s reach. Afterward, the foe whose attack 
  you diverted becomes immune to this ability for 24 hours. 
  When you target a creature with a spell, spell-like ability, or 
  supernatural ability, or when you fail a Bluff, Diplomacy, or 
  Intimidate check, you can allow the Deceiver to gain 1 point 
  of influence over you to make the target believe another 
  creature adjacent to you created the effect or attempted to 
  lie to, convince, or bully the target.
  Heretic (Hierophant)
  The Heretic warps the faith of a good deity. 
  Gaining Favor: To gain the Heretic’s favor, you must first 
  pervert the worship of a congregation of worshipers of a 
  good deity to evil. You must then vow to corrupt, debase, and 
  violate the worship of that deity and never perform a truly 
  altruistic act, and finally succeed at a Charisma check. 
  Spirit Bonus: When you channel the Heretic, your spirit 
  bonus applies to Charisma checks, Charisma-based skill 
  checks, and Will saves. 
  Seance Boon: For the purpose of spells and effects that 
  have an effect based on which deity you worship, you count as 
  worshiping the deity chosen in your vow. For the purpose of 
  divinations, your alignment is the same as the deity’s, and you 
  have an aura corresponding to that deity’s alignment as if you 
  were a cleric of that deity. This doesn’t alter other effects based 
  on alignment, like smite evil.
  Favored Locations: Hidden shrines, repositories of dark 
  knowledge, sacrificial altars, temples.
  Heresy (Lesser, Su): This functions as the divine surge 
  lesser spirit power but you gain the following inquisitor 
  spells at the indicated spell levels, instead of selecting a set 
  of cleric spells each day: 0—guidance; 1st—divine favor; 2nd—
  castigateAPG; 3rd—terrible remorseUM; 4th—reprobationUM; 5th—
  mass castigateAPG; 6th—overwhelming presenceUM. Whenever 
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  you use your spirit surge on a skill check or ability check to 
  convince or trick someone into perverting his faith in the 
  good deity you chose with your vow, the Heretic is pleased 
  and does not gain the usual point of influence over you.
  False Font (Intermediate, Su): You gain the effects of the 
  energy font intermediate spirit power, but you must match 
  the faith you chose to pervert, meaning that you always 
  channel positive energy and add cure spells.
  Stolen Grace (Greater, Su): When a member of your chosen 
  faith who believes that you are a member of that faith’s clergy 
  requests you to cast a cleric spell of a spell level you can cast, 
  you can allow the Heretic to gain 1 point of influence over you 
  and expend a spell slot of the appropriate level to cast the spell.
  Lich (Archmage)
  The Lich is a spirit of power over death and the undead.
  Gaining Favor: To gain the Lich’s favor, you must research 
  fragments of how to create a personal phylactery and then 
  outline a plan for lichdom. This requires spending 2 months 
  visiting libraries and sites of necromantic power, followed by 
  a successful Intelligence check. You must then vow to never 
  destroy an intelligent undead creature, even if it attacks you 
  first (though it is perfectly acceptable to control it with magic). 
  Seance Boon: You gain a +4 bonus on damage rolls with 
  your necromancy spells. 
  Favored Locations: Battlefields, graveyards, tombs. 
  Taboos: If you accept a taboo while channeling the Lich, 
  you must not use beneficial spells on living creatures (except 
  yourself if you are a living creature). 
  Necromantic Arcana (Lesser, Su): This functions as the 
  archmage arcana lesser spirit power, except you gain the 
  following spells at the indicated spell levels (even if they are 
  not the usual spell levels for the sorcerer/wizard spell list), 
  instead of selecting them each day: 0—bleed; 1st—chill touch; 
  2nd—command undead; 3rd—animate dead; 4th—enervation; 
  5th—magic jar; 6th—create greater undead. 
  Lesser Lichdom (Greater, Su): In order to benefit from 
  this power, you must have a proto-phylactery that costs 
  you 10,000 gp to create (if you continue with the process of 
  lichdom, you can upgrade this to a true phylactery by paying 
  the difference in cost). If you die while channeling the Lich, 
  you return from the dead in 1d10 days, reforming around 
  the proto-phylactery and gaining 1 permanent negative level 
  (as if subject to the resurrection spell). This process consumes 
  the proto-phylactery. If you are already a lich, you can 
  instead create a backup phylactery for 10,000 gp, at which 
  you reform if your normal phylactery is destroyed. This 
  consumes the backup phylactery.
  Terminator (Guardian)
  The Terminator is a stoic spirit of relentless death.
  Gaining Favor: To gain the Terminator’s favor, you 
  must engage in over 1 hour (600 combat rounds) of actual 
  life-or-death battle in the same day, refusing to cease 
  because of either fatigue or mercy. In addition to the battles 
  themselves, this requires a Constitution check. If you succeed, 
  you must swear an oath to never retreat from combat and to 
  eschew all mercy, always killing unconscious, captured, or 
  surrendered foes, regardless of extenuating circumstances. 
  Favored Locations: Arenas, fortifications under siege, 
  places of violence.
  Bloodless (Lesser, Su): You automatically stabilize when at 
  negative hit points, and you are killed only if your negative 
  hit point total exceeds double your Constitution score. In 
  addition, you can allow the Terminator to gain 1 point of 
  influence over you to automatically end any bleed or blood 
  drain effect or effect with the painUM descriptor. Doing so is 
  not an action, so you can do this even if you are unconscious. 
  Emotionless Killer (Intermediate, Su): You are immune to 
  emotionUM effects, including fear, but you can’t benefit from 
  morale bonuses or bardic performances.
  Warmonger (Marshal)
  The Warmonger is a spirit of unbridled strife, inspiring others 
  to throw their lives away in pursuit of hatred and vengeance. 
  Gaining Favor: To gain the Warmonger’s favor, you must 
  intentionally incite a war or blood feud between two groups 
  (which could be nations but don’t have to be) that results 
  in at least 36 deaths. You must then swear an oath to never 
  allow quarter or truce or to compromise with those who will 
  not meet your demands, and succeed at a Charisma check. 
  Favored Locations: Barracks, battlefields, fortresses, 
  throne rooms.
  No Mercy (Lesser, Su): You can use spirit surge on your own 
  attack rolls or those of allies within 30 feet who participated 
  in your seance, as long as you have line of sight and line 
  of effect. You can also use your spirit surge when an enemy 
  takes an action that would provoke an attack of opportunity 
  from you or such an ally who threatens that enemy. If you do 
  so, you or an ally of your choice who threatens that enemy 
  can make an attack of opportunity and add your spirit surge, 
  and that attack of opportunity does not count against your 
  normal limit for the round or your ally’s. When you use a 
  spirit surge on an attack roll and the attack hits, the spirit 
  surge benefit also applies to the damage roll.
  Warmonger’s Way (Intermediate, Su): Add the following 
  spells of spell levels you can currently cast to your list of 
  spells known of those levels: 1st—command, murderous 
  commandUM; 2nd—rage, tactical acumenUC; 3rd—confusion, fear; 
  4th—battlemind linkUM, song of discord. You can also use your 
  spirit surge on concentration and caster level checks when 
  you cast these spells. 
  Inspiring Call (Greater, Su): You gain the marshal’s 
  intermediate spirit power of the same name, but you can 
  activate it as a move action. This improves to a swift action 
  if you have the legendary marshal legendary spirit power.
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  Mesmerist
  Mesmerists delight in bending others’ minds to their whims.
  DREAMSTALKER (ARCHETYPE)
  Many mesmerists concentrate their studies on conscious, 
  rational thought, but dreamstalkers instead delve into the 
  unleashed unconscious mind that wanders free in dreams. 
  Dreams of Pain: A dreamstalker’s painful stare deals 
  nonlethal damage.
  This ability alters painful stare.
  Somnomancer: At 1st level, a dreamstalker gains the 
  slumberAPG hex. The dreamstalker’s effective witch level 
  is equal to her mesmerist level, and she can activate them 
  only by expending two daily uses of mesmerist tricks. The 
  save DCs for her hexes are Charisma-based. She can take 
  certain additional hexes in place of mesmerist tricks, 
  selecting nightmaresAPG or visionAPG at 10th level 
  and higher, or eternal slumberAPG at 18th level 
  and higher.
  When she would normally gain a 
  new mesmerist trick, she can learn 
  additional spells instead. Each 
  time she does so, she adds two 
  of the following spells of a level 
  she can currently cast to her list 
  of spells known: 1st—oneiric 
  horrorOA, sleep; 2nd—detect 
  mindscapeOA, greater oneiric 
  horrorOA, instigate psychic 
  duelOA; 
  3rd—deep 
  slumber, 
  minor dreamOA; 4th—create 
  mindscapeOA, dream, forgetful 
  slumberARG, mindscape doorOA, 
  sleepwalkARG, 
  sleepwalking 
  suggestion (see page 127); 
  5th—cloak of dreams, dream 
  councilOA, dream scanOA, symbol of sleep, waves 
  of fatigue; 6th—dream travelOA, greater create 
  mindscapeOA, waves of exhaustion.
  This alters mesmerist tricks and 
  replaces the 1st-level mesmerist trick.
  Sleepless (Ex): At 2nd level, a 
  dreamstalker gains immunity to 
  sleep effects and a bonus equal to 
  her Charisma bonus on saving throws 
  against fatigue and exhaustion. She loses 
  both benefits when under an effect that 
  would prevent her from providing an 
  emotion component (Pathfinder 
  RPG Occult Adventures 144). 
  This replaces towering ego.
  Touch of Night (Su): A dreamstalker can’t remove shaken, 
  frightened, sickened, cowering, nauseated, or panicked 
  conditions using her touch treatment. However, she can 
  remove fatigue or magical sleep (other than hard-to-remove 
  magical sleep such as the eternal slumberAPG hex) as a minor 
  condition, staggered as a moderate condition, and exhausted 
  as a greater condition. As normal, removing fatigue or 
  exhaustion only removes the condition, not the underlying 
  cause, such as lack of sleep.
  This ability alters touch treatment.
  Dreamwalker (Su): At 5th level, a dreamstalker treats 
  dreamscapes as a favored terrain, as per the ranger ability, 
  gaining a +2 bonus that increases by 2 every 4 mesmerist 
  levels after 5th. While in a dreamscape, she also treats any 
  creature from the Dimension of Dreams (including dreamed 
  figments) as her favored enemy, with a bonus equal to 1/2 her 
  favored terrain bonus. 
  This ability replaces manifold tricks.
  Traumatic Spell: At 11th level, a dreamstalker gains 
  Traumatic SpellOA as a bonus feat. 
  This ability replaces glib lie. 
  GASLIGHTER 
  (ARCHETYPE)
  A gaslighter takes joy in others’ suffering, 
  delighting in driving them to madness.
  Alignment: A gaslighter must be of an evil 
  alignment. A gaslighter who becomes nonevil 
  cannot gain new levels as a mesmerist but 
  retains all his class abilities.
  Consummate Cruelty: A gaslighter 
  gains a bonus equal to 1/2 his mesmerist 
  level (minimum 1) on Intimidate checks. A 
  gaslighter can take Improved Dirty 
  TrickAPG and Greater Dirty TrickAPG 
  without having Combat Expertise 
  or an Intelligence score of 
  13. He can also ignore those
  two prerequisites for 
  other feats that have 
  Improved Dirty Trick 
  or Greater Dirty Trick as 
  a prerequisite.
  This 
  ability 
  replaces 
  consummate liar.
  Horrid Mask (Su): At 3rd level, as 
  a standard action, a gaslighter can 
  implant a maddening phantasm in 
  the mind of the target of his hypnotic 
  stare, causing the target to perceive its own 
  reflection as corrupted in some disturbing 
  way. This is a mind-affecting fear effect, and there 
  is no saving throw. The target is simultaneously captivated 
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  and horrified by the sight of its own reflection, and in any 
  round in which the target can see itself in a mirror within 
  30 feet, the gaslighter can trigger his painful stare against the 
  target without dealing damage. This is a gaze attack, and the 
  creature can avert its eyes to attempt to avoid it. Any creature 
  holding a visible mirror that attempts to demoralize the target 
  can choose to add the gaslighter’s Charisma modifier to its 
  Intimidate check instead of its own. Horrid mask lasts until 
  that particular hypnotic stare ends (often when the target 
  moves away from a mirror). The gaslighter can use this ability 
  a number of times per day equal to 3 + his Charisma modifier.
  This ability replaces touch treatment (minor) and alters 
  painful stare.
  Phantasmal Force (Su): At 6th level, a gaslighter can force the 
  target of his horrid mask ability to recoil from its reflection. 
  Whenever the gaslighter uses horrid mask, if an affected 
  target begins its turn adjacent to a mirror, it must succeed at 
  a Will save (DC = 10 + 1/2 the gaslighter’s mesmerist level + his 
  Charisma modifier) or be compelled to either flee from the 
  mirror (or the creature holding it) to beyond 30 feet or attempt 
  to destroy the mirror (or the creature holding it). This is a gaze 
  attack, and the target can attempt to avert its eyes.
  This ability replaces touch treatment (moderate).
  Phantasmal Foes (Su): At 10th level, a gaslighter can spend 
  one use of his horrid mask ability as a standard action to 
  convince the target of his hypnotic stare that it is surrounded 
  by foes only it can see. The target is treated as flanked for any 
  melee attacks against it until the hypnotic stare ends. The 
  gaslighter can use either this ability or horrid mask during 
  a particular hypnotic stare, but not both at once. This is a 
  mind-affecting fear effect.
  This ability replaces touch treatment (greater). 
  Corrosion of Sanity (Su): At 14th level, whenever a creature 
  fails its initial saving throw against a gaslighter’s single-
  target mind-affecting effect, the target also takes 1 point of 
  Wisdom damage. This has no effect on abilities that don’t 
  allow a saving throw or affect multiple targets or an area. If 
  using the sanity system (see page 12), the target takes 2 points 
  of sanity damage instead.
  This ability replaces touch treatment (break enchantment).
  HATE-MONGER (ARCHETYPE)
  Hate-mongers are xenophobic and judgmental rabble-
  rousers who whip up mobs against enemies real or imagined. 
  Alignment: A hate-monger must be of a nongood 
  alignment. A hate-monger who becomes good cannot gain 
  new levels as a mesmerist but retains all his class abilities.
  Mental Manipulator (Ex): A hate-monger masters a broad 
  repertoire of emotional corruption. At 1st level, he adds one 
  spell from the 1st-level spells below to his spells known. When 
  he would gain a new mesmerist trick, he can learn additional 
  spells instead, adding two of the following spells of a level he 
  can currently cast to his spells known: 1st—cause fear, compel 
  hostilityUC, delusional prideUM, demand offeringOA, forbid actionUM, 
  lesser confusion, murderous commandUM, scare, sow thoughtARG; 
  2nd—aversionOA, paranoiaOA, rage, unadulterated loathingUM; 3rd—
  confusion, crushing despair, curse of disgustUM, fear, instant enemyAPG, 
  malicious spiteUM, smug narcissismUM, spiteAPG; 4th—envious urgeUM, 
  feast on fearARG, greater forbid actionUM, modify memory, utter 
  contemptUM; 5th—foe to friendAPG, foster hatredOA, song of discord, 
  repress memoryOA, unwilling shieldAPG, vengeful outrageUM; 6th—
  eyebite, insanity, overwhelming presenceUM, symbol of persuasion.
  When he casts a spell he learns in this way, he increases 
  the duration as if his caster level were 1 higher. Starting at 
  5th level, the save DC is increased by 1 for creatures of his 
  favored enemy type.
  This ability replaces consummate liar and alters 
  mesmerist tricks.
  Insidious Hatred (Su): At 3rd level, a hate-monger can sow 
  hatred and strife under the pretense of assisting others. He 
  can use his touch treatment only on others, but as part of 
  the action of using touch treatment, he can cast any targeted 
  spell from the mental manipulator list that does not have 
  a range of “personal” and has a casting time of 1 standard 
  action or less, targeting only the creature that receives his 
  touch treatment. That creature doesn’t realize the hate-
  monger has cast a spell, and considers any manifestations 
  to be part of the touch treatment. Other creatures notice as 
  normal. The target creature takes a –2 penalty on its saving 
  throw and to its spell resistance against the spell.
  This ability alters touch treatment. 
  Xenophobe (Ex): At 5th level, a hate-monger can choose 
  one favored enemy, as per the ranger class feature. His 
  favored enemy bonus begins at +2 and increases by 2 for 
  every 4 mesmerist levels after 5th, but he does not gain 
  additional favored enemies. His favored enemy bonus also 
  applies on Intimidate checks against his favored enemy. 
  This ability replaces mental potency and manifold tricks. 
  Out for Blood (Ex): At 7th level, when a creature takes extra 
  damage from the hate-monger’s painful stare, it also takes 
  1 point of bleed damage (or 1 point of bleed damage per 
  1d6 points of damage dealt by the painful stare if the hate-
  monger damages the target himself). This bleed damage 
  does not stack with itself or other sources of bleed damage. 
  This ability replaces the 7th-level bold stare. 
  Insidious Emotions (Su): At 11th level, the power of a hate-
  monger’s psychic hold becomes more difficult to detect 
  or to break. The DC of Sense Motive checks to notice if a 
  creature is under the effects of his enchantments with the 
  emotionUM descriptor increases by 5 (if he also has the Subtle 
  EnchantmentUI feat, the effects stack), as does the DC to 
  identify his emotion spells. Magical divinations can detect 
  his emotion effects only if the caster succeeds at a caster 
  level check (DC = 11 + the hate-monger’s mesmerist level) 
  as if the affected creatures were the subject of nondetection. 
  This ability replaces glib lie.
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  Occultist
  Some occultists specialize in using the belongings of the 
  restless dead or talismans that ward reality against the 
  strange geometries of the beyond.
  HAUNT COLLECTOR (ARCHETYPE)
  Haunt collectors use items haunted by their former owners 
  to create ghostly presences imbued with psychic power. 
  Possessed Possessions (Su): At 2nd level, and every 4 
  occultist levels thereafter, when the haunt collector chooses 
  an implement school he doesn’t already know, instead of 
  using implements as normal for that school, he can gain 
  access to a haunted implement—a powerful, spirit-possessed 
  item collected during his travels. When he selects a haunted 
  implement, he forsakes the resonant power from the item’s 
  implement group and instead selects a spirit from the 
  medium’s list of spirits (Pathfinder RPG Occult Adventures 33), 
  gaining that spirit’s seance boon in place of the resonant 
  power. He can also call upon the implement’s haunting entity 
  as a swift action to temporarily gain bonuses on all checks 
  associated with the selected legendary spirit’s spirit bonus for 
  1 round. This spirit bonus is equal to 1/2 the amount of mental 
  focus invested in the implement, to a maximum bonus of 1 + 1 
  for every 4 occultist levels the haunt collector has. He can call 
  upon this spirit bonus a number of times per day equal to the 
  amount of mental focus invested in the implement, though 
  invoking it doesn’t expend any mental focus. Once the spirit 
  type is selected for an implement, it cannot be changed. 
  This ability alters implements. 
  Hauntist (Su): At 5th level, a haunt collector with at 
  least one haunted implement gains the medium’s haunt 
  channeler class feature (Occult Adventures 31), with an effective 
  medium level equal to his occultist level – 2. 
  This ability replaces aura sight.
  Spirit Speaker (Sp): At 8th level, a haunt collector with at 
  least one haunted implement can commune with the spirits 
  once per day. By holding a seance for 10 minutes, he can ask 
  questions of a destroyed undead or a neutralized or destroyed 
  haunt. To use this ability on a corporeal undead, the haunt 
  collector must have the creature’s head in his possession. For 
  a haunt or incorporeal undead, this seance must be held in 
  the haunt’s location or where the incorporeal undead was 
  destroyed. Treat this ability as speak with hauntACG or as speak 
  with dead (but affecting only destroyed undead rather than 
  only corpses), using the haunt collector’s occultist level as the 
  caster level. He can perform this seance one additional time 
  per day at 12th level, and again at 16th level and 20th level. 
  This ability replaces outside contact. 
  Extricate Haunt (Su): The haunt collector can temporarily 
  exorcise his haunted implements’ possessing entities to 
  spontaneously create phenomena similar to haunts and 
  imbue them with spells the occultist knows. As a full-round 
  action that provokes attacks of opportunity, the haunt 
  collector expends 1 point of mental focus to extricate an 
  implement’s spirit and infuse an adjacent square with its 
  ghostly presence while granting it the power to deliver 
  a spell from the implement’s associated school (whose 
  range is touch or greater) on the haunt collector’s behalf. 
  This action consumes the spell just as if it had been cast, 
  but the energy is held in check by the created haunt until 
  triggered by conditions set forth by the haunt collector. The 
  conditions needed to trigger the haunt’s spell effect must be 
  clear, although they can be general, using the guidelines of 
  the magic mouth spell. The haunt is stationary, and once the 
  conditions for the trigger are met, the spell is discharged 
  normally, though it now originates from the haunt’s square. 
  The haunt itself is an invisible, incorporeal, spectral force, 
  similar to a stationary unseen servant with an undead aura for 
  the purposes of spells such as detect undead. It has a number 
  of hit points equal to the double the level of the spell used 
  to create it + the occultist’s Intelligence modifier. If triggered 
  during the same combat it is created, the haunt acts at initiative 
  count 10; otherwise, when the trigger occurs, the haunt 
  initiates combat and acts at initiative count 10 on the surprise 
  round. Other creatures must succeed at a Perception check 
  (DC = 10 + the haunt collector’s occultist level) to act in the 
  surprise round. The haunt can be damaged by positive energy 
  and anything else that can harm haunts, and if destroyed 
  before it is triggered, it dissipates harmlessly. If the haunt is 
  destroyed, it does not reform in its haunted implement until 
  the occultist next invests his implements with mental focus. 
  If the haunt doesn’t trigger before the occultist next invests 
  his implements with mental focus, the haunt dissolves at that 
  point and reforms in its haunted implement. 
  The haunt collector can use this ability a number of times 
  per day equal to 1 + his Intelligence modifier. While a haunting 
  presence is extricated from its implement, the haunt collector 
  does not receive the benefit of the implement’s seance boon, 
  nor can he call upon the implement’s spirit bonus or use its 
  focus powers, though he can still cast spells associated with 
  the implement without penalty. If the spell is discharged 
  successfully (rather than the haunt being destroyed), the 
  spirit’s presence returns to the haunt collector’s implement 
  the following round, and the seance boon and spirit bonus 
  abilities are again available to the haunt collector. 
  At 12th level, the haunt collector can create a free-roaming 
  haunt by expending an additional point of mental focus, 
  granting it a fly speed of 10 feet with good maneuverability, 
  which allows it to change locations or seek targets, under the 
  restrictions for trigger conditions as outlined above. If the 
  haunt wanders beyond medium range (measured from the 
  haunt collector’s current position), it is instantly destroyed. 
  At 16th level, the haunt collector can extricate an 
  implement’s spirit as a standard action.
  6262
  
  2
  Archetypes and Class Options
  Archetypes and Class Options
  This ability replaces magic circles, binding circles, and 
  fast circles.
  TALISMAN CRAFTER (ARCHETYPE)
  Talisman crafters specialize in the creation of seals, 
  constructing master talismans to use as implements and 
  inscribing wards with esoteric geometry. 
  Talismanic Implements (Su): The talisman crafter doesn’t 
  gain normal implements; rather, after refreshing her mental 
  focus, she spends 1 hour crafting a number of small master 
  talismans out of cast metal, parchment, wax, or wood, 
  inscribing them with esoteric seals and investing them 
  with power to serve as her implements for casting occultist 
  spells of the schools she knows. The talisman crafter selects 
  schools as normal (two at 1st level and an additional one at 
  2nd level and every 4 occultist levels thereafter). She creates 
  one master talisman for each implement school she knows, 
  unless she selected that implement school multiple times, 
  in which case she needs one master 
  talisman per time she has selected 
  that school. The talisman crafter 
  splits her mental focus among 
  the schools she knows and 
  generic focus as normal. 
  This ability alters implements.
  Spellbound Talisman (Su): At 2nd 
  level, a talisman crafter can inscribe 
  spellbound talismans in addition to her 
  master talismans, infusing small tokens 
  she crafts with psychic spells she knows 
  that normally affect one or more target 
  creatures (but not spells that target the 
  caster, spells that affect an area, spells 
  that create effects, or other such spells). 
  When the occultist infuses a talisman with one 
  of her spells, she expends the spell slot just as if 
  she had cast the spell and expends any material 
  components necessary. The talisman crafter 
  can hurl this prepared talisman as a standard 
  action that provokes an attack of opportunity 
  and that requires the same thought and 
  emotion components (Occult Adventures 144) 
  as the original spell. Even if she can normally 
  throw objects without provoking an attack 
  of opportunity, throwing a talisman still 
  provokes an attack of opportunity unless 
  she also succeeds at a concentration check 
  to cast defensively. The thrown talisman 
  has a range of 20 feet, and the occultist 
  must succeed at a ranged touch attack 
  to hit her target. If she hits the target, 
  the spell affects it normally, and the 
  creature receives the normal saving 
  throw (if any) against the spell effect. This allows the 
  talisman crafter to deliver touch spells at range through 
  the spellbound talisman. Alternatively, the talisman crafter 
  can touch the talisman to a target creature as a melee touch 
  attack (for a willing target, she automatically hits); this 
  attack doesn’t provoke an attack of opportunity as long as 
  she succeeds at a concentration check to cast defensively. If 
  an inscribed talisman’s spell would normally target more 
  than one creature, its DC increases by 2. 
  Only a talisman crafter can activate her spellbound 
  talismans. Once created, a spellbound talisman remains 
  potent until the next time the talisman crafter regains 
  spell slots before losing its magic. Inscribing a spellbound 
  talisman in this manner takes 1 minute of work.
  This ability replaces magic item skill and object reading. 
  Shared Talisman (Su): At 4th level, a talisman crafter 
  can expend 1 point of generic mental focus to create a 
  spellbound talisman that anyone can activate. As long 
  as the spellbound talisman exists, it continues to 
  occupy one of the occultist’s spell slots, but can 
  be used by another creature to trigger its effects. 
  Whoever triggers the effect, a shared talisman does 
  not require thought or emotion components, and 
  it doesn’t provoke attacks of opportunity for 
  casting a spell (though it still does so as normal 
  if thrown). 
  This ability replaces shift focus.
  Warding Seal (Su): At 5th level, a talisman crafter 
  can inscribe a warding seal, infusing an inscribed 
  glyph with psychic energy. Inscribing the seal follows 
  the rules for drawing magic circles, takes 1 minute, and 
  requires the occultist to expend 1 point of mental 
  focus (either generic focus or focus from any one 
  of her implements). As a full-round action that 
  provokes attacks of opportunity, the talisman 
  crafter expends 1 point of mental focus to 
  scribe a special seal, infusing the glyph with a 
  psychic spell she knows that affects one or more 
  creatures and expending the spell slot just as 
  if she had cast the spell. This seal holds the 
  spell energy in check until it’s triggered by 
  conditions set forth when the seal is crafted 
  or until the occultist refreshes her mental 
  focus. The seal functions as the spell glyph 
  option of the glyph of warding spell. At 
  17th level, the talisman crafter’s fast 
  circles ability applies to her warding 
  seals, and she treats the ability as the 
  greater spell glyph option of the 
  greater glyph of warding spell.
  This ability replaces aura sight 
  and the focus powers normally 
  gained at 5th and 17th levels.
  6363
  
  Paladin
  Surrounded by horror on all sides, paladins can be one 
  last shining beacon of hope in a dark world, even if that 
  beacon is in danger of being extinguished forever. Some 
  paladins sacrifice themselves to protect their allies. Others 
  struggle to save the souls of those on the brink of giving 
  into the darkness. And even in the bleakest times, battered 
  paladins continue to cling to their hopeless struggle 
  against evil out of sheer determination and an unshakable 
  faith in what is right.
  MARTYR (ARCHETYPE)
  Every paladin’s code instructs him to put the welfare of 
  others before his own, but some paladins take this farther 
  than most, shouldering the blackest suffering of the world 
  onto themselves in order to help others and inspiring their 
  allies to achieve heights of valor rather than seeking the 
  glory for themselves.
  Stigmata: As a standard action, the martyr can chant 
  hymns of faith and cause bleeding stigmata to visibly appear 
  on his body; at 7th level, he can manifest stigmata as a move 
  action, and at 13th level, he can do so as a swift action. He can 
  use this ability a number of rounds per day equal to 4 + his 
  Charisma modifier at 1st level, plus 1 additional round per 
  day for each level beyond 1st. While his stigmata are active, 
  he takes 1 point of bleed damage, which automatically ceases 
  when he ends this ability but otherwise does not relent, even 
  in the face of magical healing or Heal checks. His stigmata 
  assist his allies, duplicating the effect of the countersong, 
  distraction, or inspire courage bardic performance of a 
  bard of his paladin level, though both countersong and 
  distraction use Heal skill checks instead of Perform skill 
  checks. At 10th level, he can choose to duplicate the effects 
  of inspire greatness. At 16th level, he can choose to duplicate 
  the effects of inspire heroics.
  This ability replaces smite evil.
  See No Evil, Hear No Evil (Su): At 2nd level, the martyr 
  and all allies within 20 feet of him gain a +4 morale bonus 
  on saving throws against bardic performance, sonic effects, 
  language-dependent effects, and gaze attacks. This ability 
  functions only when the martyr is conscious.
  This ability replaces divine grace.
  Aura Mastery (Su): The martyr’s aura of courage, 
  aura of resolve, and aura of righteousness have a 
  radius of 20 feet instead of 10 feet, but the martyr 
  does not gain immunity to fear, charms, or compulsions 
  from those abilities.
  This ability alters aura of courage, aura of resolve, and 
  aura of righteousness.
  Aura of Health (Su): At 3rd level, the martyr and all allies 
  within 20 feet of him gain a +4 morale bonus on saving 
  throws against diseases. This ability functions only when the 
  martyr is conscious. 
  This ability replaces divine health.
  Martyr’s Mercy (Su): At 3rd level, a martyr can apply any 
  of the mercies for which he qualifies based on his paladin 
  level to his lay on hands, even if he didn’t select that mercy 
  (or its prerequisites). However, when he uses a mercy he 
  didn’t select, he transfers the condition to himself for the 
  remaining duration (ignoring any immunity he might have 
  to the condition), and he can’t use this ability if he already 
  has that condition. If he transfers a condition to himself in 
  this way, he can’t remove it from himself with a personal-
  only ability. The martyr can use lay on hands on any ally 
  within 30 feet, rather than needing to touch the ally, but 
  using lay on hands on himself is a standard action, not a 
  swift action.
  This ability alters lay on hands and mercy. 
  6464
  
  2
  Archetypes and Class Options
  Archetypes and Class Options
  SOUL SENTINEL (ARCHETYPE)
  In a world of horrors, some holy warriors fight to safeguard 
  the minds and spirits of those exposed to evil. Soul 
  sentinels use the strength of their resolve to stem the tide 
  of corruption and insanity, as they believe that the greatest 
  tragedy is a soul lost to evil when it was within their power 
  to save it.
  Reprieve (Su): A soul sentinel relieves manic and tortured 
  souls exposed to the harsh evil of the world. At 6th level, 
  when the soul sentinel uses her lay on hands ability to heal 
  a living creature, she can remove confusion effects in place 
  of applying one of her other mercies. If used on a creature 
  suffering from a permanent confusion effect, this removes 
  the effect for only 1 minute.
  This replaces the mercy gained at 6th level.
  Sacred Soul (Su): At 11th level, a sacred soul is immune to 
  hexes and curse spells or abilities. Each ally within 10 feet of 
  her gains a +4 morale bonus on saving throws against hexes 
  or curses. This ability functions only while the paladin is 
  conscious, not if she is unconscious or dead.
  This ability replaces aura of justice.
  Greater Reprieve (Su): The soul sentinel suppresses the 
  stain of corruption on the spirits of those she heals. At 12th 
  level, whenever she uses her lay on hands ability to heal a 
  living creature (other than herself ) or damage an undead 
  creature, in place of applying one of her other mercies, she 
  can suppress the stain from a corrupted creature’s most 
  recent manifestation for 1 minute (for more information 
  about corruption and manifestations, see page 14). Any 
  gift from that manifestation is unaffected and remains 
  available, unless the manifestation has a special note 
  requiring the gift and stain be taken together, in which case 
  greater reprieve also suppresses the gift. 
  This replaces the mercy gained at 12th level.
  TORTURED CRUSADER 
  (ARCHETYPE)
  Though tortured crusaders may be beaten and battered, 
  body, mind, and soul, they still somehow continue through 
  torment and hardship. Despite setbacks and impossible odds, 
  they shine like candles even in the darkest times. Somewhere 
  in their minds, they realize that they can’t win in the end, but 
  this only strengthens their resolve to fight for what is right, 
  rather than giving in to hopelessness.
  Torment: A tortured crusader’s great suffering in the face 
  of inevitable horror strengthens her faith and resolve, even 
  as it makes her introverted and far less personable than 
  most paladins. A tortured crusader uses Wisdom instead of 
  Charisma as her key spellcasting ability score (to determine 
  her spell DCs, bonus spells per day, bonus on concentration 
  checks, and so on), and to determine the effects of lay on hands. 
  This ability alters the paladin’s spellcasting, smite evil, and 
  lay on hands.
  Self-Sufficient: A tortured crusader adds Knowledge 
  (arcana), Knowledge (dungeoneering), Knowledge (planes), 
  Perception, Stealth, Survival, and Use Magic Device to her list 
  of class skills, instead of Diplomacy and Handle Animal. She 
  gains a number of skill ranks equal to 4 + her Intelligence 
  modifier at each level, instead of gaining a number of skill 
  ranks equal to 2 + her Intelligence modifier. 
  This ability alters the paladin’s class skills and skill ranks 
  per level.
  All Is Darkness: Everything around a tortured crusader 
  is so bleak that detecting evil only reminds her that the 
  odds are always against her. A tortured crusader doesn’t 
  gain the detect evil or divine grace class features. At 1st 
  level, a tortured crusader gains the smite evil ability, but 
  she doesn’t add her Charisma bonus to attack rolls or a 
  deflection bonus equal to her Charisma bonus to her AC 
  against the target of her smite. At 2nd level, she adds a 
  +4 bonus to attack rolls and a +4 deflection bonus to AC 
  against the target of her smite.
  This ability replaces detect evil and divine grace and alters 
  smite evil.
  Alone in the Dark: Faced with endless foes, a tortured 
  crusader can’t ask others to confront the same horrors she 
  does. She can’t use her lay on hands ability to heal others 
  or to channel energy, though starting at 4th level, she can 
  convert two uses of lay on hands into an additional use 
  of smite evil. Her aura of courage, aura of resolve, aura of 
  faith, and aura of righteousness affect only her, not her 
  allies. When she selects a divine bond, it must be with a 
  weapon, not a mount. 
  This ability alters lay on hands, channel energy, divine 
  bond, aura of courage, aura of resolve, aura of faith, and aura 
  of righteousness.
  Second Chance (Su): At 2nd level, once per day, a tortured 
  crusader can spend two uses of lay on hands and choose 
  an unambiguous trigger such as “when I am paralyzed” 
  or “when I am about to fall unconscious from hit point 
  damage,” as well as a mercy she knows starting at 3rd level. 
  When the named trigger occurs, the tortured crusader gains 
  the benefits of a lay on hands with the chosen mercy without 
  spending an action. This healing can prevent her from 
  falling unconscious or dying. If the effect doesn’t trigger, it 
  expires the next time the tortured crusader recovers uses of 
  lay on hands. 
  This ability alters lay on hands and mercy.
  Last Stand (Su): At 11th level, a tortured crusader can 
  spend an additional use of smite evil when declaring a smite 
  to make it a last stand. The duration of last stand’s benefits 
  is only 1 minute (rather than 24 hours). However, the bonus 
  damage from smite evil is doubled on every attack (this 
  doesn’t stack with the doubling if the smite’s target is an evil 
  outsider, undead, or evil dragon).
  This ability replaces aura of justice. 
  6565
  
  Slayer
  Slayers are killers by trade but are rarely random or wanton 
  in plying it. In the midst of horrors that drive others beyond 
  rationality, slayers remain calm, considerate, and cunning. 
  BLOODY JAKE (ARCHETYPE)
  Bloody jakes are cruel backwoods folk who prey upon their 
  country cousins while terrorizing civilized people who 
  venture into their rural range. 
  Alignment: A bloody jake must be of an evil alignment. A 
  bloody jake who becomes nonevil cannot gain new levels as 
  a slayer but retains all his class abilities.
  Favored Terrain (Ex): At 1st level, a bloody jake can select 
  a type of terrain from the favored terrain table for rangers 
  (Pathfinder RPG Core Rulebook 65), though he is restricted to 
  cold, desert, forest, jungle, mountains, plains, and swamp. 
  His bonuses when in this terrain increase by 2 at 5th level 
  and every 5 slayer levels thereafter, though he does not gain 
  the ability to select additional favored terrains unless he 
  takes the terrain masteryUC rogue talent. 
  This ability replaces the slayer’s proficiency in medium 
  armor and shields.
  Cruel Tricks: Bloody jakes use backwoods folk magic to 
  confuse, terrify, and weaken their prey. A bloody jake can use 
  this ability a number of times per day equal to his slayer 
  level + his Charisma modifier. He gains the cruel tricks 
  below at the indicated slayer levels.
  Distant Voices (Sp): At 1st level, a bloody jake can cause 
  his voice to seem to emanate from somewhere else, as per 
  ventriloquism. This ability doesn’t take any other action to 
  activate and can be used as part of speaking (as a free action); 
  it costs one use of cruel tricks to affect his speech for 1 round. 
  Lose Your Way (Sp): At 4th level, as a standard action, a 
  bloody jake can spend one use of cruel tricks to cause a 
  creature that is within 30 feet and within the bloody jake’s 
  favored terrain to become disoriented, taking a penalty on 
  Survival checks equal to the bloody jake’s slayer level and a 
  –2 penalty on saving throws against fear and illusions. This
  effect lasts for 1 hour per slayer level of the bloody jake or for 
  as long as the affected creature remains within the bloody 
  jake’s favored terrain, whichever is shorter. 
  Something’s Not Right (Su): At 8th level, as a move action, 
  a bloody jake can spend one use of cruel tricks to cause all 
  foes within 30 feet to become shaken for 1 round. This is a 
  fear effect that doesn’t increase in strength by applying other 
  effects that cause creatures to become shaken. At 12th level, 
  he can use this ability as a swift action. At 16th level, a bloody 
  jake can make any number of the affected foes frightened for 
  1 round, though such foes receive a Will save (DC = 10 + 1/2 the 
  bloody jake’s slayer level + his Charisma modifier) to negate 
  the frightened condition; even so, such a foe is still shaken.
  The Woods Have Eyes (Sp): At 12th level, a bloody jake in his 
  favored terrain can spend one use of cruel tricks as a swift 
  action to gain blindsense in a 30-foot radius for 1 round; this 
  blindsense is sound-based. 
  This replaces the 1st-level studied target and the slayer 
  talents gained at 4th, 8th, 12th, and 16th level.
  Poor Study (Ex): A bloody jake gains this ability at 5th 
  level rather than 1st level, beginning with a bonus of +1 
  at 5th level and increasing by 1 for every 5 slayer levels 
  thereafter. A bloody jake must be 11th level to study an 
  opponent as a move or swift action. 
  This ability alters studied target. 
  Sadistic Snare (Ex): At 6th level, a bloody jake gains Learn 
  Ranger TrapUM as a bonus feat, benefiting from it as if he 
  were a ranger. He can expend two uses of his traps ability to 
  add his sneak attack damage to the trap’s damage; any slayer 
  talents or rogue talents he has that modify sneak attack 
  damage, such as bleeding attack, also apply to sneak attack 
  damage dealt by his ranger traps. 
  This replaces the slayer talent gained at 6th level.
  Cruel Trick (Ex): At 11th level, a bloody jake can maim or 
  humiliate his target with a sneak attack, substituting 1 point 
  of Dexterity or Charisma damage per die of sneak attack 
  damage forfeited. A successful Will save negates this ability 
  damage (DC = 10 + 1/2 the bloody jake’s slayer level + his 
  Charisma modifier). 
  This ability replaces swift tracker.
  Woodland Shortcut (Sp): At 13th level, a bloody jake can 
  move with supernatural ease among the trees once per day, 
  as if using tree stride with a caster level equal to his slayer level. 
  This ability replaces slayer’s advance.
  FAMILY HUNTER (ARCHETYPE)
  Most slayers focus their efforts on single targets, but family 
  hunters try to root out every branch of a tainted tree of life. 
  Find Family (Sp): At 2nd level, a family hunter chooses 
  a particular family line of mortal creatures to cleanse (she 
  must choose an actual family line like “The Montrose 
  family,” rather than something generic that would cover all 
  creatures of a given kind like “All humans descended from 
  the first human created by the gods”). She can target any 
  creature from that family line with discern next of kinACG (with 
  a caster level equal to her slayer level) at will as a spell-like 
  ability. The save DC is Charisma-based and is modified by 
  the slayer’s studied target bonus if the creature is also her 
  studied target. A creature that successfully saves against this 
  effect is immune to this ability for 24 hours. If the family 
  hunter’s chosen family line is completely eradicated, she can 
  choose a new one after 1 month of studying.
  This ability replaces the slayer talent gained at 2nd level. 
  Kinslayer (Su): At 3rd level, a family hunter’s sneak attack 
  deals an additional 1d6 points of damage to any creature 
  with a blood relation to the family line she seeks to cleanse. 
  6666
  
  2
  Archetypes and Class Options
  Archetypes and Class Options
  This ability alters sneak attack. 
  Studied Target (Ex): At 5th level and above, a slayer can 
  maintain more than one studied target at a time only if all 
  targets are closely related to one another (even if they aren’t 
  part of the family line she seeks to cleanse). This includes 
  blood relatives; undead spawn; constructs or undead and 
  their creator; summoned creatures and their summoner; 
  creatures that are charmed, dominated, or otherwise under 
  direct magical control and their controller; and cohorts, 
  followers, animal companions, familiars, and similar 
  associates of one master. 
  This ability alters studied target. 
  Disrupt Teamwork (Ex): At 6th level, a family hunter’s 
  studied target never counts as an ally to its allies for the 
  purpose of flanking the family hunter or using teamwork 
  feats or the aid another action against the family hunter. 
  This ability replaces the slayer talent gained at 6th level. 
  WITCH KILLER (ARCHETYPE)
  Born into cultures where magic users are hated and feared, 
  witch killers devote their 
  lives to purge the arcane 
  taint from the world. 
  Class Skills: A witch 
  killer adds Knowledge 
  (arcana) and Spellcraft 
  to his list of class skills. 
  This 
  alters 
  the 
  slayer’s class skills.
  Studied 
  Witch 
  (Ex): A witch killer’s 
  studied combat bonus 
  applies on Spellcraft checks and saving 
  throws against arcane spells and spell-like 
  abilities and hexes. This bonus is reduced by 
  1 (minimum 0) if the target is not an arcane 
  spellcaster, or a being called or summoned by 
  arcane magic. He does not gain the increases 
  to the maximum number of studied targets 
  he can have at a time normally attained at 5th, 
  10th, 15th, and 20th levels, but his bonuses still 
  increase at those levels. 
  This ability alters studied target.
  Superstitious (Ex): Instead of being able to 
  select ranger combat style feats as slayer talents, 
  a witch killer can select any of the following 
  barbarian rage powers as slayer talents, treating 
  his slayer level as his barbarian level: 
  clear 
  mind, 
  disruptiveAPG, 
  eater of magicUC, spell 
  sunderUC, spellbreakerAPG, 
  sunder enchantmentUC, 
  superstition, 
  or 
  witch 
  hunterAPG. If the witch killer selects a rage power that can 
  normally be used only once per rage (eater of magic, spell 
  sunder, or sunder enchantment), he can use it once per day 
  per 5 slayer levels he possesses, though no more than once 
  per round in any event. The other rage powers affect the 
  slayer constantly, though the superstition and witch hunter 
  rage powers apply only against arcane spells and spell-like 
  abilities and the creatures that use them. 
  Lingering Thrust (Ex): At 4th level, when a witch killer’s 
  attack against an arcane spellcaster in the midst of casting 
  forces the spellcaster to attempt a concentration check, 
  the witch killer adds half his slayer level to the check’s DC. 
  When he makes a sneak attack against an arcane spellcaster, 
  up to 1 point of sneak attack damage per slayer level counts 
  as ongoing damage for the purpose of forcing the spellcaster 
  to attempt concentration checks (the witch killer does 
  not add half his slayer level to this DC). 
  This ability replaces the slayer talent gained at 
  4th level. 
  Scent Magic (Su): At 5th level, a witch killer 
  can detect arcane magic by scent. He can 
  use detect magic at will (as per a paladin’s 
  ability to detect evil), but only against 
  arcane magic, and the ability is scent-
  based and thus defeated by effects like 
  negate aromaAPG. Even when he isn’t 
  concentrating on using his magic scent, 
  when a creature within scent range 
  casts an arcane spell (including arcane 
  spell-like abilities or magic item 
  effects), the witch killer automatically 
  pinpoints the caster’s location. 
  Burn the Witch (Sp): At 10th level, 
  once per day when a witch killer 
  observes a creature within 30 feet 
  cast an arcane spell or use an 
  arcane spell-like ability, he 
  can use foster hatredOA on 
  that character, or target one 
  creature harmed by the arcane effect 
  with vengeful outrageUM, identifying 
  the caster as the enemy. He 
  can use this ability twice per 
  day at 15th level, and he 
  can use this ability three 
  times per day at 20th 
  level. The save DC is 
  Charisma-based and uses the 
  witch killer’s slayer level as 
  his caster level. 
  This ability replaces the 
  slayer talent normally 
  gained at 10th level. 
  6767
  
  Spiritualist
  Phantoms can be malevolent or benign, but none are to be 
  trifled with. Spiritualists dare to let those phantoms roam 
  free within their psyches while channeling them to unleash 
  insubstantial and ectoplasmic terrors upon their foes.
  EXCITER (ARCHETYPE)
  Psychic magic draws upon the twin and sometimes opposed 
  powers of thought and emotion, but an exciter cares little 
  for rationality. The phantom that accompanies him fills him 
  with unbridled exultation, as he lets feeling and passion rule 
  and sharpen his mind and body into a glorious fusion. 
  Merged Phantom: An exciter internalizes his phantom 
  and merges it completely within his mind. He cannot 
  fully manifest his phantom outside of his own body in 
  incorporeal or ectoplasmic form. Emotional focus abilities 
  that affect or require a manifested phantom are lost, except 
  for any aura gained by the phantom at 7th level; if the 
  phantom gains an aura at 7th level, this aura functions 
  despite the phantom not being manifested, and 
  is centered on the exciter. 
  This ability alters phantom and emotional focus and 
  replaces the 6th-level phantom recall. 
  Rapture (Su): An exciter gains the ability to enter an 
  ecstatic state in which he’s consumed and overwhelmed by 
  his passions and driven into a fighting fury. This functions 
  similarly to a bloodrager’s bloodrage (Pathfinder RPG 
  Advanced Class Guide 15), treating his spiritualist level as his 
  bloodrager level, though he doesn’t qualify for feats or other 
  elements that require rage or bloodrage. When entering a 
  rapture, the exciter loses all other benefits from having his 
  phantom confined in his consciousness (such as the Skill 
  Focus feats and bonus against mind-affecting effects), but 
  he can choose to exchange the normal +4 morale bonus 
  to his Strength and Constitution scores normally gained 
  from bloodrage for a +4 morale bonus to his Dexterity 
  and Charisma scores or a +2 morale bonus to his Strength, 
  Dexterity, Constitution, and Charisma scores. In addition to 
  the fatigue for ending a bloodrage, an exciter can’t enter a 
  rapture again for 1 minute after ending his last rapture. 
  This ability replaces a spiritualist’s ability to manifest his 
  phantom and use emotional focus abilities that require a 
  manifested phantom. 
  Fast Movement (Ex): An exciter’s land speed is faster than 
  normal for his race by 10 feet. This benefit applies only when 
  he is wearing light armor, medium armor, or no armor and 
  is not carrying a heavy load. This doesn’t stack with the 
  barbarian ability of the same name. 
  This ability replaces etheric tether. 
  Excitation (Su): At 2nd level, when an exciter is 
  in a rapture, each round he can choose to intensify 
  his emotional fury, expending 2 rounds of rapture 
  instead of 1. When he uses excitation, he chooses 
  one of the two abilities that his emotional focus 
  would normally grant to a manifested phantom, 
  such as strength focus and powerful strike for 
  an anger phantom, or power from despair and 
  miserable strike for a despair phantom. He 
  gains these abilities until the beginning of his 
  next turn. If the ability normally augments only 
  a phantom’s slam attacks, it instead applies to the 
  ectoplasmic tendrils that the spiritualist can sprout 
  using his ectoplasmic bonded manifestation.
  This ability replaces bonded senses.
  Rapturous Rage: At 10th level and every 4 spiritualist levels 
  thereafter, an exciter can select one rage power for which 
  he qualifies, treating his spiritualist level as his barbarian 
  level for all purposes relating to that particular rage power 
  (he still doesn’t qualify for the Extra Rage Power feat or any 
  similar abilities). 
  This ability replaces the 10th-, 14th-, and 18th-level 
  phantom recall and spiritual bond. 
  Perfect Passion (Su): At 4th level, an exciter can cast psychic 
  spells with an emotion component (Pathfinder RPG Occult 
  6868
  
  2
  Archetypes and Class Options
  Archetypes and Class Options
  Adventures 144) even while in his rapture. He can cast these 
  spells defensively and attempt concentration checks for 
  these spells without impairment, despite being in a rapture. 
  He also can attempt Charisma- and Intelligence-based skill 
  checks related to psychic spells with an emotion component 
  while in his rapture. He cannot cast arcane or divine spells 
  or psychic spells that have a thought component while in 
  a rapture. 
  This ability replaces spiritual interference.
  Overwhelming Excitement (Su): At 10th level, an exciter 
  can share the effects of his rapture with willing allies within 
  10 feet. He must expend 2 additional rounds of his rapture 
  each round for each ally sharing its effects. The exciter’s allies 
  share all effects of the rapture except the rage powers; each 
  ally must end its turn within 10 feet of the exciter, or the 
  effects of the rapture end for that ally and it becomes fatigued. 
  Whenever he is not sharing the effects of his rapture with 
  an ally, the exciter now retains the benefits of his phantom 
  in his consciousness even during rapture. 
  This ability replaces fused consciousness. 
  Greater Rapture (Su): At 12th level, an exciter increases the 
  morale bonus his rapture grants to each applicable ability 
  score by 2 and the morale bonus he gains on Will saves by 1. 
  In addition, upon entering a rapture, he can apply the effects 
  of a single spiritualist spell he knows with an emotion 
  component to himself. The spell must have a range of touch 
  or personal, and it must be a 1st- or 2nd-level spell. For every 
  3 spiritualist levels he has beyond 12th, the maximum spell 
  level of this spell increases by 1. If he uses this ability to 
  apply the effects of a spell again before the duration of the 
  previous spell expires, the previous spell ends immediately. 
  This replaces greater spiritual interference. 
  NECROLOGIST (ARCHETYPE)
  All spiritualists call upon residual phantoms that cling to the 
  living world through force of will and unresolved passion. The 
  vile spiritualists known as necrologists reach farther toward 
  the Negative Energy Plane, however, and for whatever evil 
  purpose, they bring back malevolent spirits whose passions 
  have turned to vengeance and hate for all life. 
  Alignment: Only an evil character can contact a malevolent 
  undead phantom and take the necrologist archetype. If 
  a necrologist becomes nonevil, she can continue to take 
  spiritualist levels, but her phantom ceases to give her 
  benefits while in her consciousness, she can’t use bonded 
  manifestation, and if she manifests the phantom, it is no 
  longer loyal to her and likely attacks her and her allies.
  This alters the spiritualist’s alignment.
  Spells: A necrologist adds the following spells to her class 
  list: 1st—hide from undead; 2nd—ghostly disguiseUM, haunting 
  mistsUM; 3rd—haunting choirUM; 4th—lesser age resistanceUM; 
  5th—age resistanceUM; 6th—greater age resistance UM, create 
  greater undead. 
  Shared Consciousness: A necrologist gains a bonus 
  on saving throws against death effects, energy drain, and 
  negative energy rather than against mind-affecting effects 
  (and can shunt such an effect onto the phantom) when her 
  undead phantom is contained within her consciousness.
  This ability alters shared consciousness.
  Undead Phantom: A necrologist’s phantom is undead, 
  rather than an outsider. It has normal undead immunities 
  and no Constitution score; uses d8 Hit Dice, each of which is 
  modified by the phantom’s Charisma modifier as normal; and 
  gains the abilities below at the levels indicated. An undead 
  phantom otherwise follows the standard phantom rules (for 
  instance, its base attack bonus and skills don’t change to 
  match undead). 
  Cling of the Grave (Su): An undead phantom can hold the 
  charge on a touch spell of the necromancy school up to a 
  maximum of 1 round per spiritualist level of the necrologist. 
  This ability alters share spells. 
  Unnatural Aura (Su): At 5th level, animals do not willingly 
  approach within 30 feet of a fully manifested undead 
  phantom unless the necrologist succeeds at a Handle 
  Animal, Ride, or wild empathy check (DC = 10 + 1/2 the 
  necrologist’s spiritualist level + the phantom’s Charisma 
  modifier). 
  This replaces the slam damage increase gained at 5th level. 
  Channel Resistance (Su): At 6th level, a necrologist’s 
  phantom gains a +4 bonus on saving throws to resist the 
  effects of channel energy. 
  This ability replaces devotion.
  Lifedrinker (Su): At 13th level, when a necrologist’s phantom 
  reduces a creature to fewer than 0 hit points with an attack 
  or spell, the necrologist can expend one use of her channel 
  energy ability as a swift action to affect the same target with 
  death knell. If the target fails its save, the necrologist can choose 
  either herself or her phantom to gain the benefit of the spell. 
  This replaces the necrologist’s slam damage increase 
  gained at 13th level.
  Bonded Manifestation: A necrologist cannot use 
  ectoplasmic bonded manifestation. 
  This ability alters bonded manifestation.
  Channel Energy (Su): At 4th level, a necrologist gains the 
  ability to channel negative energy, with an effective cleric level 
  equal to her spiritualist level – 3. She can use this ability a 
  number of times per day equal to 1 + her Charisma modifier. 
  This ability replaces spiritual interference. 
  Necropsychic Conduit: At 12th level, a necrologist can 
  cast psychic spells as if she had the Thanatopic SpellUM 
  and Threnodic SpellUM metamagic feats, using her undead 
  phantom as a conduit to pierce the defenses of undead 
  creatures. If her phantom has been banished or is not within 
  30 feet of her when she casts the spells, however, these feats 
  have no effect. 
  This ability replaces greater spiritual interference. 
  6969
  
  Vigilante
  In a world of horror, vigilantes might be society’s secret 
  guardians or the sociopathic monsters civilized folk fear.
  EXPERIMENTER (ARCHETYPE)
  Some vigilantes adopt lives of secrecy to hide their strange 
  experiments from public view.
  Class Skills: An experimenter adds all Knowledge skills to 
  his list of class skills. 
  This alters the vigilante’s class skills.
  Weapon and Armor Proficiencies: Experimenters aren’t 
  proficient with martial weapons, medium armor, or shields.
  This alters the vigilante’s weapon and armor proficiencies.
  Forbidden Science (Ex): An experimenter gains a bonus 
  equal to 1/2 his vigilante level on Craft (alchemy) checks to 
  create alchemical items and on Knowledge (engineering) 
  checks (minimum +1). He also learns how to craft a 
  mutagenAPG as if he were an alchemist of his class level. He 
  can take alchemical discoveries in place of vigilante talents, 
  but only discoveries that affect his mutagen (including 
  cognatogenUM discoveries). 
  When an experimenter is confused, dazed, frightened, 
  panicked, or stunned, he must attempt a Will save (DC 
  = 20  + his vigilante level) each round at the start of his 
  turn. If he fails, he transforms as if he had consumed his 
  mutagen (determine which ability score gets the bonus 
  randomly). This doesn’t consume his mutagen, and lasts a 
  number of rounds equal to 3 + his vigilante level, after which 
  the transformation ends and he becomes fatigued. While 
  transformed in this way, he is confused, and he rerolls any 
  result of “act normally.” Since the confusion is part of the 
  mutagenic transformation, abilities that prevent or remove 
  confusion don’t apply to this effect, though abilities that end 
  the effect of a mutagen work normally. He forgets everything 
  that happened while he was involuntarily transformed.
  This ability replaces vigilante specialization.
  Mutagenic Change (Ex): As a full-round action, an 
  experimenter can consume his mutagen (if he has one) and 
  shift from his social identity to his vigilante identity, as if he 
  had the quick change social talent. 
  This ability replaces the 1st-level social talent.
  Brew Potion: At 3rd level, an experimenter gains Brew 
  Potion as a bonus feat. He treats his vigilante level as his 
  caster level and can use Craft (alchemy) instead of Spellcraft 
  to brew potions. He can use another potion of the same spell 
  as a sample to provide the necessary spell without consuming 
  the potion, increasing the DC by 5.
  This ability replaces unshakable.
  Lore Master (Ex): At 5th level, an experimenter gains the 
  lore master bard class feature. 
  This ability replaces startling appearance.
  Craft Construct: At 11th level, an experimenter gains Craft 
  Construct as a bonus feat. He treats his vigilante level as his 
  caster level and can use Knowledge (engineering) instead of 
  Spellcraft to craft a construct. 
  This ability replaces frightening appearance. 
  Mutable Mutagen (Su): At 17th level, the duration of an 
  experimenter’s mutagen increases to 1 hour per level. 
  This ability replaces stunning appearance.
  HANGMAN (ARCHETYPE)
  Wherever the guilty walk free, the hangman brings judgment. 
  Weapon and Armor Proficiencies: A hangman is proficient 
  with nets and whips, but not shields.
  This alters the vigilante’s weapon and armor proficiencies.
  Vigilante Specialization: A hangman must choose the 
  stalker specialization. 
  This alters vigilante specialization.
  Hangman’s Noose (Ex): At 2nd level, a hangman can wield 
  a rope noose as a net or whip, and also can use it to grapple, 
  gaining the benefits of Improved Grapple with it. He takes no 
  penalty on combat maneuver checks with the noose for having 
  the noose in his hand, but he still doesn’t add any bonuses he 
  might have with a net or whip (such as weapon enhancement 
  bonuses or benefits from Weapon Focus) on the check. He can 
  spend 1 minute to weave a magical or masterwork net or whip 
  into a noose, thereafter gaining these benefits with it. 
  This ability replaces the 2nd-level vigilante talent.
  Bound to Truth (Ex, Sp): At 3rd level, a hangman adds 
  half his vigilante level to his Sense Motive checks to notice 
  lies told by a creature entangled or grappled by his noose, 
  by feeling the creature’s throat clench or changes in its 
  breathing. In addition, he can prevent a creature entangled 
  or grappled in his noose from lying by tightening the noose, 
  as per a single-target zone of truth (the caster level equals his 
  vigilante level; the save DC is Charisma-based). He can use 
  the latter ability a number of rounds per day equal to half his 
  vigilante level. These rounds don’t need to be consecutive. 
  This ability replaces unshakable.
  Twisted Rope (Su): At 4th level, a hangman can spend 1 
  hour preparing his noose, granting it temporary hit points 
  equal to his vigilante level, giving it a hardness equal to 1/2 his 
  vigilante level plus double the weapon’s enhancement bonus 
  (or its current hardness, whichever is better), and changing its 
  break DC to 23 + 1/2 his vigilante level (or its current break DC, 
  whichever is better). These benefits last for 8 hours, but end 
  immediately if the hangman prepares another noose. This 
  ability replaces the 4th-level vigilante talent. 
  Chokehold: At 5th level, a hangman gains ChokeholdUC as 
  a bonus feat. 
  This ability replaces startling appearance. 
  Tighten the Noose (Ex): At 11th level, while a hangman is 
  grappling a target with his noose, as a swift action he can deal 
  increased hidden strike damage to the target.
  7070
  
  2
  Archetypes and Class Options
  Archetypes and Class Options
  This ability replaces frightening appearance.
  Suffocation (Ex): At 17th level, the first time the hangman 
  succeeds at a check to maintain a grapple (on his next turn 
  after establishing the grapple), in place of the other options, 
  he can suffocate the target and cause her to fall unconscious. 
  A successful Fortitude save (DC = 15 + the hangman’s Strength 
  bonus) negates the suffocation. On subsequent rounds, the 
  hangman can maintain the grapple to suffocate the target 
  again. On the next failed save, the target drops to –1 hit points 
  and starts dying. On the third failed save, she dies. Even if the 
  hangman has the ability to maintain a grapple with less than 
  a standard action, he can attempt to maintain a grapple to 
  suffocate only once per round.
  This ability replaces stunning appearance.
  SERIAL KILLER (ARCHETYPE)
  Some vigilantes adopt an innocent guise to cloak their acts 
  of brutal murder. 
  Alignment: A serial killer’s vigilante identity must be evil. 
  A serial killer whose vigilante identity becomes nonevil 
  cannot gain new levels as a vigilante but retains all of her 
  class abilities.
  Vigilante Specialization: A serial killer must choose the 
  stalker specialization. Her hidden strike is considered 
  equivalent to a sneak attack with the same number of dice 
  for the purpose of meeting prerequisites or using abilities 
  that depend on sneak attack.
  This alters vigilante specialization.
  Thwart Pursuit (Ex): At 3rd level, a serial killer adds 1/2 her 
  vigilante level as a bonus on all checks in a chase (Pathfinder 
  RPG GameMastery Guide 232) and to the DCs of Diplomacy 
  checks to gather information about her and checks to track 
  her or notice her tracks (though not to the DC of the 
  profiler’s expert profiler ability; see page 55). 
  This ability replaces unshakable.
  Studied Target (Ex): At 4th level, a serial killer 
  gains the studied targetACG ability of a slayer 3 levels 
  lower, including the ability to study multiple 
  targets simultaneously at the appropriate levels. 
  The serial killer does not provoke attacks of 
  opportunity when attempting a coup de grace 
  against a studied target. 
  This ability replaces the 4th- and 14th-
  level vigilante talents and the 9th- and 19th-
  level social talents. 
  Charming (Ex): At 5th level, a serial 
  killer gains the charmAPG hex as if she 
  were a witch of her vigilante level, but she 
  can’t affect animals. The DC is based on her 
  Charisma, and the ability is nonmagical.
  This ability replaces startling appearance.
  Death Attack (Ex): At 6th level, a serial killer 
  gains the ability to make a death attack as if she 
  were an assassin (DC = 10 + 1/2 her vigilante level + her 
  Charisma modifier).
  This ability replaces the 6th-level vigilante talent.
  Calling Card (Ex): At 7th level, when a serial killer slays a 
  humanoid with a coup de grace or death attack, she can leave a 
  telltale token or clue behind identifying this death as her work. 
  The serial killer chooses her calling card when she gains this 
  ability, and the first time she uses it in an area where she has 
  renown (as per the renown social talent), it becomes associated 
  with her killings. After that, once citizens of a new settlement 
  find this calling card, the serial killer immediately establishes 
  the settlement as an area of renown for her vigilante identity 
  without spending additional time to spread tales, and the 
  Intimidate bonus from renown increases by 2. She still must 
  spend time to establish her social identity’s renown.
  This replaces the 7th-level social talent.
  Grisly Murder (Ex): At 11th level, a serial killer gains 
  Dreadful CarnageAPG as a bonus feat, and if she leaves a calling 
  card, the murder is so horrifying that creatures examining the 
  corpse are affected as per nightmare that night (DC = 10 + 1/2 
  the serial killer’s vigilante level + her Charisma modifier). The 
  nightmare affects a number of creatures equal to the 
  serial killer’s Charisma modifier, starting with the 
  first creature to examine the corpse.
  This replaces frightening appearance.
  Quiet Death (Ex): At 12th level, a serial 
  killer gains the quiet death class feature as 
  if she were an assassin.
  This ability replaces the 12th-
  level vigilante talent.
  Swift Death (Ex): At 17th level, a 
  serial killer gains the swift death 
  class feature as an assassin.
  This 
  ability 
  replaces 
  the 
  vigilante’s stunning appearance.
  7171
  
  Witch
  To a witch, even the simple things can be a tools of terror. 
  PATRON SPELLS
  Some witches have patron themes that are associated with 
  the Elder Mythos.
  Conspiracies: 2nd—lock gazeUC; 4th—disguise otherUM; 
  6th—tongues; 8th—hypercognitionOA; 10th—dominate person; 
  12th—symbol of persuasion; 14th—vision; 16th—frightful 
  aspectUC; 18th—overwhelming presenceUM.
  Decadence: 2nd—negative reactionUC; 4th—demand offeringOA; 
  6th—sepia snake sigil; 8th—charm monster; 10th—dream; 
  12th—envious urgeUM; 14th—waves of ecstasyUM; 16th—euphoric 
  tranquilityAPG; 18th—symbol of strifeUM.
  Entropy: 2nd—lesser confusion; 4th—plague carrierUM; 6th—
  babbleOA; 8th—wandering star motesAPG; 10th—feeblemind; 
  12th—antimagic field; 14th—insanity; 16th—symbol of insanity; 
  18th—interplanetary teleportUM.
  Nightmares: 2nd—sleep; 4th—detect thoughts; 6th—oneiric 
  horrorOA; 8th—phantasmal killer; 10th—nightmare; 12th—
  dream travelOA; 14th—symbol of weakness; 16th—demand; 
  18th—polar midnightUM.
  Revenge: 2nd—magic fang; 4th—slipstreamAPG; 6th—rage; 
  8th—moonstruckAPG; 10th—beast shape III; 12th—vengeful 
  outrageUM; 14th—phantasmal revengeAPG; 16th—seamantleAPG; 
  18th—storm of vengeance.
  Space: 2nd—mirror strikeUC; 4th—twisted spaceUC; 6th—
  blink; 8th—dimension door; 10th—hostile juxtapositionUC; 
  12th—repulsion; 14th—walk through spaceUC; 16th—bilocationOA; 
  18th—teleportation circle.
  GINGERBREAD WITCH (ARCHETYPE)
  A sweet tooth lures the gingerbread witch’s victims to doom.
  Gingerbread Familiar (Ex): A gingerbread witch concocts 
  her familiar out of gingerbread, sugar, and other confections. 
  It has the shape of the original animal or vermin, but its type 
  changes to construct. As a construct, it gains 60-foot darkvision 
  and construct immunities, it loses any special abilities the 
  animal or vermin has other than movement speed, and it 
  doesn’t provide the usual familiar benefit (for instance, a 
  gingerbread toad doesn’t provide 3 bonus hit points). With a 
  supply of flour and sugar at hand, the gingerbread witch can 
  spend 8 hours and use her cauldron to restore her familiar to 
  full health at no cost, unless the familiar is destroyed, in which 
  case she must follow the usual rules for replacing her familiar. 
  A gingerbread witch can never gain an improved familiar.
  This ability alters familiar. 
  Cauldron Cook (Ex): A gingerbread witch gains the 
  cauldron and child-scentUM hexes at 1st level. When brewing 
  potions with her cauldron, she can create small candies, 
  pastries, or similar edible items identical in effect and 
  application to normal potions. At 10th level, she gains the 
  cook peopleUM hex.
  This ability replaces the hexes gained at 1st and 10th levels.
  Tricky Treats Hex (Sp): At 4th level, a gingerbread witch 
  learns a unique hex that lets her create a piece of candy or 
  a similar sweet as a full-round action. If eaten by the witch 
  or a single creature she designates when she creates it, the 
  sweet functions as goodberry or a polypurpose panaceaUM (as 
  determined at creation). 
  Anyone else that eats the sweet becomes nauseated 
  (Fortitude negates); a creature nauseated by the 
  sweet can attempt a new saving throw each 
  round at the end of its turn to end this effect. 
  A creature that fails its initial save is also 
  affected as per the scarUM hex for a number 
  of days equal to the witch’s witch level, 
  except that at extended range, the witch 
  can use only harmful hexes on the creature. 
  7272
  
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  Archetypes and Class Options
  Archetypes and Class Options
  She can create a number of sweets each day equal to her 
  Intelligence modifier + her level. These sweets retain their 
  potency for 24 hours and then turn to crumbs. 
  This ability replaces the hex gained at 4th level.
  Confection Conjuring (Sp): At 8th level, a gingerbread 
  witch can use shadow conjuration as a spell-like ability. Items 
  and creatures she conjures appear to be made of fanciful 
  foodstuffs, and because of this, sentient creatures gain a +2 
  bonus on Will saves to disbelieve the illusion. However, they 
  otherwise function as described for the shadow conjuration 
  spell. For every 3 witch levels beyond 8th, the gingerbread 
  witch can duplicate conjuration (creation) and conjuration 
  (summoning) spells of 1 level higher, up to a maximum of 
  7th-level spell effects at 20th level (though they are still only 
  20% real). The witch can use this ability once per day for every 
  4 witch levels she has. 
  This ability replaces the hex gained at 8th level.
  Gruesome Gobbler (Ex): At 12th level, a gingerbread witch 
  gains a bite attack that deals 1d6 points of damage for a 
  Medium witch. As a full-round action, she can make a single 
  bite attack that deals double base damage (2d6 for a Medium 
  witch) and functions as if she had the grab and swallow whole 
  special attacks, allowing her to grab and swallow a creature 
  of her size or smaller. Her stomach doesn’t deal damage to 
  swallowed creatures, but a living creature she swallows must 
  succeed at a Fortitude save (DC = 10 + 1/2 her witch level + 
  Constitution modifier) at the beginning of each of its turns 
  or become nauseated for 1 round. 
  If a gingerbread witch successfully swallows a creature, 
  her torso distends grotesquely and she is treated as if she 
  were carrying a heavy load if the creature is the same size 
  and a medium load if it’s one size smaller; regardless, she 
  can swallow only one such creature at a time. Creatures 
  two or more sizes smaller do not distend her belly, 
  though every four creatures of a smaller size count as one 
  creature one size category larger (she can swallow 4 Tiny, 
  16 Diminutive, or 64 Fine creatures). She can regurgitate a 
  swallowed creature of her choice as a move action, leaving 
  it prone in an adjacent open square. If she is struck with a 
  confirmed critical hit while she has a creature swallowed, 
  the swallowed creatures each take half as much damage 
  as the witch does (this doesn’t reduce the damage the 
  gingerbread witch takes). 
  This ability replaces the hex gained at 12th level.
  Horrible Hunger (Sp): At 16th level, a gingerbread witch 
  can affect a target as if she had cast feast of ashesAPG on it, 
  but with her hex DC instead of the spell’s DC. This hunger 
  is so intense that any creature can offer the target food as a 
  standard action and the target is compelled to eat it, as if the 
  creature offering it had cast beguiling giftAPG (with a DC and 
  caster level equal to that of the witch’s hexes). She can use this 
  ability once per day for every 4 witch levels she has.
  This ability replaces the hex gained at 16th level.
  TATTERDEMALION (ARCHETYPE)
  Some witches can bend the warp and weft of fabric and thread. 
  Weapon Proficiency: A tatterdemalion is proficient with 
  bolas, nets, and whips. 
  This alters the witch’s weapon proficiencies.
  Cantrips: A tatterdemalion must choose mage hand, open/
  close, and prestidigitation as her prepared cantrips at 1st level, 
  and they require a piece of cloth, string, rope, or other woven 
  material (including clothing) as a focus. Any action she takes 
  with these cantrips must involve the focus. Starting at 2nd 
  level, she can choose any cantrip for her remaining cantrip.
  This alters the witch’s cantrips.
  Dancing Strings (Su): A tatterdemalion adds animate rope 
  to her class spell list and spells her familiar knows. She can 
  control her clothing and cloth, rope, or woven fabric she wears 
  in a manner otherwise identical to the prehensile hairUM hex. 
  This alters spells and replaces the hex gained at 1st level. 
  Witchweaver: A tatterdemalion gains the following 
  unique hexes, with a caster level equal to her witch level. 
  Moth-Eaten (Sp): At 4th level, a tatterdemalion can make a 
  touch attack that damages leather, rope, or cloth like rusting 
  grasp damages metal, once per day per witch level. 
  Lace Weaver (Sp): At 8th level, a tatterdemalion can create 
  cloth as per minor creation or create one 5-foot cube of tangled 
  skeins of cloth per witch level, affecting the target areas as 
  per web, once per day for every 4 witch levels she has. 
  Sinister Stitching (Su): At 12th level, once per day for every 4 
  witch levels she has, a tatterdemalion can conjure enchanted 
  threads to hinder a creature she can see (Fortitude negates).
  The tatterdemalion can choose to either sew shut the target’s 
  eyes (blinding it) or mouth (preventing speech, bite attacks, 
  breath weapons, verbal components, command words, and 
  the like). The target can end the effect with a successful 
  Strength check (DC = 15 + 1/2 the tatterdemalion’s witch level) 
  as a standard action, or by slashing the stitches with a magic 
  slashing weapon as a full-round action that provokes attacks 
  of opportunity. Either way, the victim takes 1d4 points of 
  bleed damage and either is dazzled (for stitched eyes) or 
  takes a –2 penalty on bite attack and damage rolls and a 20% 
  chance of spell failure with verbal components (for a stitched 
  mouth). Either residual effect lasts 1 minute per witch level. 
  Any creature can safely remove the enchanted threads with a 
  minute of work and a successful DC 25 Heal check. 
  Unravel (Su): At 16th level, once per day when a 
  tatterdemalion is hit by a melee or ranged attack, she can 
  unravel herself as an immediate action, causing her body 
  and gear to appear to collapse into a bundle of tattered rags 
  and strands while she teleports to any open square within 30 
  feet. She takes no damage from the triggering attack, but she 
  must have line of effect to the target square. She can use this 
  ability twice per day at 20th level. 
  These replace the hexes gained at 4th, 8th, 12th, and 
  16th levels.
  7373
  
  Wizard
  Some wizards plumb the despicable depths of the mystic 
  arts or bend reality to thwart the designs of darkness. 
  ELDER MYTHOS SCHOLAR (ARCHETYPE)
  Elder Mythos scholars risk their sanity to seek knowledge of 
  alien and awful entities from beyond the stars.
  Arcane Bond: An Elder Mythos scholar must choose to bond 
  with an object, inscribing that object with eldritch runes.
  This alters arcane bond. 
  Eldritch Knowledge (Su): An Elder Mythos scholar gains 
  two fewer daily uses of his 1st-level arcane school ability, 
  which is normally used a number of times per day equal to 3 
  + his Intelligence modifier. If he has no such ability, he can’t 
  take this archetype.
  When an Elder Mythos scholar attempts a Will save 
  against confusion, fear, insanity, or madness (see page 12), 
  whether magical or mundane, he can spend 2 daily uses of 
  that arcane school ability to apply his Intelligence modifier 
  instead of his Wisdom modifier to the save. However, 
  whenever he uses this ability, he is affected by a nightmare 
  the next time he sleeps, with no saving throw. Until he sleeps 
  and experiences the nightmare, he can’t recover the spent 
  uses of the arcane school ability by any means.
  This ability alters the 1st-level arcane school ability.
  Eldritch Grimoire: An Elder Mythos scholar keeps copious 
  notes on how to use magic against the servants of the Elder 
  Mythos in his spellbook. Every spell he adds to his spellbook 
  takes up an additional 1d6 pages and costs twice the normal 
  amount to inscribe; however, when casting spells prepared 
  from his grimoire, he gains a +2 bonus on caster level checks 
  and increases the save DCs by 1 against the creatures listed in 
  talisman of revealing below.
  This ability alters spellbook.
  Talisman of Revealing: While wearing or wielding his 
  bonded item, an Elder Mythos scholar can spontaneously 
  cast a special detect aberrationAPG spell by sacrificing a prepared 
  1st-level spell. Instead of detecting aberrations, this spell 
  detects creatures associated with the Elder Mythos, such as the 
  following (or similar creatures, at the GM’s discretion): bholeB4, 
  colour out of spaceB4, deep oneB5, deep one elderB5, denizen of 
  LengB2, elder thingB4, flying polypB4, gugB2, hound of TindalosB2, 
  Leng ghoulB5, Leng spiderB2, mi-goB4, nightgauntB4, ratlingB4, 
  shantakB2, shoggoth, spawn of Yog-SothothB4, star-spawn of 
  CthulhuB4, voonithB3, wendigoB2, and yithianB3. He gains a +2 
  circumstance bonus on Knowledge checks to identify such 
  creatures and Spellcraft checks to identify effects they create.
  At 5th level, an Elder Mythos scholar adds invisibility purge 
  and see invisibility to his spellbook and can spontaneously 
  cast either spell by sacrificing a prepared spell of the same 
  or higher level while wearing or wielding his bonded item. 
  At 10th level, he adds banish seemingAPG and true seeing to his 
  spellbook as 5th-level spells and can spontaneously cast them 
  in the same fashion. 
  This replaces Scribe Scroll and the 5th- and 10th-level 
  bonus feats.
  Eldritch Infusion (Su): At 8th level, once each day while 
  preparing spells, an Elder Mythos scholar can spend 1 extra 
  hour to brew a tincture of hallucinogens and alien trace 
  minerals. Though it has no effect for others, if he drinks it, 
  the elixir expands his mind and perceptions into transitive 
  dimensions, granting him a +4 alchemical bonus to his 
  Intelligence score and reducing his Wisdom and Constitution 
  scores by 2 for 10 minutes per wizard level he has. While 
  under the effects of this elixir, he adds 1/2 his class level to 
  his Perception checks against aberrations and creatures 
  listed in talisman of revealing, but subtracts the same 
  amount from all other Perception checks. His spells have a 
  20% failure chance, unless they summon, call, or contact a 
  creature listed in talisman of revealing or otherwise affect 
  only such creatures (for instance, a fireball aimed at 3 gugs but 
  not a fireball aimed at 3 gugs and a gnome). 
  This ability replaces the school ability gained at 8th level.
  HALLOWED NECROMANCER 
  (ARCHETYPE)
  Many wizards study necromancy to create undead, but some 
  study the same arts to purge the stain of undeath.
  Arcane School: A hallowed necromancer must specialize in 
  the school of necromancy and swear never to create undead.
  This alters arcane school and spells.
  Turn Undead (Su): A hallowed necromancer must select 
  Turn Undead as a bonus feat with her power over undead 
  arcane school ability.
  This alters power over undead. 
  Positive Touch (Su): As a standard action, a hallowed 
  necromancer can sacrifice a prepared spell of the 
  necromancy school to spontaneously cast a cure spell of the 
  same level or lower, counting the spell as a necromancy spell 
  rather than a conjuration spell. This cure spell harms only 
  undead; it doesn’t heal the living. If the spell requires an 
  attack roll, it as has a critical threat range of 19–20. A number 
  of times per day equal to 3 + her Intelligence modifier, when 
  she spontaneously casts a cure spell, she can either turn the 
  effect into a ray and increase the range to close or remove 
  the Will save but deal half the normal amount of damage. 
  This ability replaces grave touch and Scribe Scroll. 
  Deathbane (Su): At 5th level, a hallowed necromancer’s 
  cure spells are maximized when used to damage undead 
  and the save DCs of her spells cast on undead creatures are 
  1 higher. She can expend 2 uses of positive touch as a swift 
  action to imbue any weapon she wields with the undead-bane 
  or ghost touch weapon special ability for 1 round per 5 wizard 
  levels she has. These effects apply only against undead, and 
  7474
  
  2
  Archetypes and Class Options
  Archetypes and Class Options
  only while the hallowed necromancer wields the weapon. If 
  the weapon is her arcane bond item, this ability costs only 1 
  use of positive touch.
  This ability replaces the bonus feat gained at 5th level.
  Ghostbane (Su): At 10th level, a hallowed necromancer 
  can expend 3 uses of her positive touch as a swift action 
  while casting a spell to affect undead as if the spell were 
  prepared with the Ectoplasmic SpellAPG, Thanatopic SpellAPG, 
  or Threnodic SpellAPG feat. 
  This ability replaces the bonus feat gained at 10th level.
  Guarded Life (Su): At 15th level, when a hallowed 
  necromancer fails a saving throw against a death effect, energy 
  drain, a necromantic effect, or a negative energy effect, she 
  can expend 2 uses of positive touch as an immediate action 
  to reroll it. She must accept the result of the reroll even if 
  it’s worse. If she would take hit point damage 
  from such an effect, as an immediate action 
  she can instead expend 1 use of positive touch 
  and sacrifice a prepared necromancy spell of 
  4th level or higher to reduce the damage she 
  takes by an amount equal to her wizard level + 
  10 times the spell level.
  This ability replaces the 15th level 
  bonus feat.
  UNDEAD MASTER 
  (ARCHETYPE)
  Undead masters have great power over undeath. 
  Necromantic Focus: An undead master must be of an evil 
  alignment. If he becomes nonevil, he can still use his powers 
  but can’t progress any further as a wizard. Most undead 
  masters specialize in the necromancy school, and an undead 
  master can’t have necromancy as an opposition school. 
  This alters arcane school and alignment.
  Necropolitan (Ex): An undead master gains a bonus equal 
  to half his wizard level (minimum +1) on Diplomacy and 
  Knowledge checks regarding undead creatures. Because 
  of his obsessive focus on the undead, he takes a –2 penalty 
  when attempting such checks regarding living creatures. 
  Corpse Bond (Su): An undead master can forge an 
  arcane bond with an object, but that object must be made 
  at least partially of bone. Alternatively, he can animate a 
  corpse companion, as per the undead lord cleric archetype 
  (Pathfinder RPG Ultimate Magic 32). He can’t gain a familiar.
  This ability alters arcane bond. 
  Command Undead (Su): An undead master gains Command 
  Undead as a bonus feat, treating his wizard level as his cleric 
  level. If he lacks the ability to channel negative energy for the 
  purpose of Command Undead, he can expend 3 uses of any 
  1st-level arcane school ability that normally has a number of 
  uses per day equal to 3 + his Intelligence modifier, rather than 
  a use of channel energy. If he’s a necromancer with the power 
  over undead ability, he instead gains Improved Channel. 
  This ability replaces Scribe Scroll.
  Reanimator (Su): An undead master adds the following 
  spells to his spellbook at the given wizard levels: 1st—repair 
  undeadACG; 3rd—lesser animate deadUM; 5th—animate dead; 
  7th—undead anatomy IUM; 9th—create undead; 11th—undeath 
  to death; 13th—create greater undead; 15th—undead anatomy 
  IVUM; 17th—cursed earthUM. He can spontaneously cast any of 
  these spells by sacrificing a prepared spell of the same level 
  or higher. The undead master can cast lesser animate dead, 
  animate dead, create undead, and create greater undead as if they 
  were 1 level lower than their normal wizard spell level; this 
  does not alter their level for the purpose of item crafting 
  and the like. 
  This ability replaces the bonus feats gained at 5th, 10th, 
  and 15th levels. 
  Lich-Loved (Su): At 20th level, an undead master gains the 
  benefits of the undead sorcerer bloodline’s one of us ability.
  This ability replaces the bonus feat gained at 
  20th level. 
  7575
  
  Feats
  3
  
  H
  ands worn down to 
  bloody claws scrabbled 
  against ancient wood. Rotted 
  faces pressed through holes, 
  yellow teeth snapping, as the 
  gap between the doors inched 
  slowly wider.
  “It’s not working!” Alain 
  yelled. “There’s too many of 
  them!” He added, in a quieter, 
  almost thoughtful tone. “You 
  ever think about heroic last 
  stands? Just you against a 
  horde of enemies, sacrificing 
  yourself so your comrades 
  could escape? The skalds 
  would sing about it for ages.”
  “Damn it, Alain!” Amiri 
  backhanded a zombie, 
  pulping its grave-slick face. 
  “If you run away, I’ll track 
  you down and eat your flesh 
  myself! Now PUSH!”
  
  S 
  ome abilities are not tied to a character’s race, class, or 
  skills; feats represent special abilities that characters 
  acquire though training, luck, or a quirk of birth. Some 
  feats are more useful to certain types of characters than 
  others, and many of them have particular prerequisites.
  TYPES OF FEATS
  Though many of the feats presented in this chapter are 
  general and have no special rules governing them, some 
  feats belong to a type or types of feats that share special 
  rules. A feat’s types appear in parentheses after the feat’s 
  name. This chapter features the following types of feats.
  Combat Feats
  Members of some classes can select combat feats as bonus 
  feats. Members of other classes can take combat feats if they 
  meet the prerequisites.
  Item Creation Feats
  Item creation feats allow characters to create particular 
  magic items. See pages 548–549 of the Pathfinder RPG Core 
  Rulebook for more details.
  Metamagic Feats
  Metamagic feats allow spellcasters to modify and change 
  their spells, granting the spells new powers and effects. Such 
  spells generally take up a higher-level spell slot than the 
  normal spell. For complete rules on how to apply metamagic 
  feats to spells, see page 112 of the Core Rulebook.
  Monster Feats
  Monster feats were introduced in Pathfinder RPG Bestiary, 
  though without a separate tag (all feats in Bestiary are 
  monster feats except Craft Construct). Most of these feats 
  apply specifically to monsters and might grant abilities that 
  could be disruptive in the hands of PCs, although with the 
  GM’s permission PCs can take one of these feats if they meet 
  the prerequisites.
  Some monster feats allow a creature to apply metamagic 
  feat-like effects to its spell-like abilities. You can select a 
  spell-like ability duplicating a spell with a level less than or 
  equal to 1/2 the monster’s caster level (round down) – 1 or 2, 
  depending on the ability. Table 3–1: Metamagic Spell-Like 
  Abilities summarizes these feats and what spell-like abilities 
  they can affect by caster level.
  Story Feats
  Story feats were first introduced in Pathfinder RPG Ultimate 
  Campaign. A story feat reflects a goal—often an all-consuming 
  one—that shapes your life. Each story feat incorporates 
  a trigger event (which comes from either a campaign 
  occurrence or your background), an immediate benefit, a 
  goal, and a further benefit for achieving that goal.
  Most story feat bonuses are untyped and stack with 
  almost any other bonus. However, if you have multiple story 
  feats, their untyped bonuses do not stack with each other. 
  For example, if two story feats gave you a bonus on saving 
  throws, you would add only the higher bonus.
  Many story feats share similar terminology in their 
  prerequisites and completion conditions. The following 
  terms have special meanings when used in story feats.
  Appropriate Number: These are either creatures whose 
  individual CRs add up to 20, or creatures whose individual 
  CRs add up to 5 times your character level, whichever is 
  greater. For example, an appropriate number of creatures for 
  a 6th-level character have CRs that total 30. This calculation 
  is based on your current character level, not the level at 
  which you selected the story feat. Easily defeated opponents 
  (those with CRs of 3 or more below your character level) 
  don’t count unless circumstances make them much more 
  difficult to handle.
  Challenging Foe: This is a foe or group of foes with a total 
  CR of 10 or a CR of 3 plus your character level, whichever is 
  higher. If this refers to a distinct individual, the foe’s CR is 
  set when the feat is taken, but the foe advances in power as 
  you do. Otherwise, it refers to your current level, not the level 
  at which you selected the story feat. A typical challenging foe 
  advances in CR by 1 for every level you gain.
  Character’s Level: Normally, this is your actual character 
  level. If playing a creature best represented by CR rather 
  than character level (such as most monsters with more 
  than 1 HD), use your calculated CR instead of your 
  character level.
  Decisively Defeat: You overcome a foe in some way, such as 
  by killing the creature, knocking it unconscious, or causing 
  it to be taken prisoner. You must be a significant participant 
  in the conflict to defeat the opponent, even if another strikes 
  the final blow. Whether or not merely causing the enemy 
  to flee qualifies is up to the GM. Generally, driving off an 
  enemy while causing little permanent harm does not qualify 
  as a decisive defeat.
  Slay: Slaying a foe includes killing it, destroying it, turning 
  it to stone, banishing it to the Abyss (assuming it can’t easily 
  return), or otherwise eliminating it in a fashion reversible 
  only by powerful magic. Unless otherwise noted, you must 
  deal the final blow yourself to slay a creature.
  Thwart: Distinct from defeating a foe, thwarting a foe 
  involves disrupting its plans in a substantial and essentially 
  permanent fashion. Deposing a lord, bringing down a 
  priest’s temple, or disrupting a cultist’s one-time-only 
  ritual and exposing her secret cult all qualify as thwarting. 
  You keep any benefits gained by thwarting a foe even if it 
  survives defeat and returns more powerful than before. You 
  must be a significant participant in the events that lead to 
  your foe being thwarted for your actions to count toward 
  fulfilling a story requirement.
  7878
  
  3
  Feats
  Feats
  Style Feats
  Style feats were first introduced in Pathfinder RPG Ultimate 
  Combat. The style feats presented in this chapter are fitting 
  for creatures that delve into the depravities of horror. 
  As a swift action, you can enter the stance employed by 
  the fighting style that a style feat embodies. Although you 
  cannot use a style feat before combat begins, the style you 
  are in persists until you take a swift action to switch styles or 
  the end of the combat encounter, whichever occurs first. You 
  can use a feat that has a style feat as a prerequisite only while 
  you are in the stance of the associated style. 
  The styles presented in this book are listed below, along 
  with associated combat feats that require the style feat as a 
  prerequisite.
  Brute Style: Adherents to this style emulate the destructive 
  and overwhelming power of brutish creatures. This forceful 
  style focuses on knocking opponents prone and then 
  crushing them by treading heavily upon them.
  Feat Path: Brute Style, Brute Stomp, Brute Assault.
  Deadhand Style: Adherents to this style call to the 
  restless and malevolent spirits of the dead to sow fear and 
  bolster their own courage. Masters of this style learn to 
  drain the life essence of their enemies, reducing them to 
  desiccated husks.
  Feat Path: Deadhand Style, Deadhand Initiate, Deadhand 
  Master.
  Kyton Style: Adherents to this style model themselves 
  after kytons, and focus pain (and its inherent pleasures) 
  into a strict, orderly discipline through which to channel 
  their ki. They use a spiked chain as an instrument of 
  control and defense.
  Feat Path: Kyton Style, Kyton Shield, Kyton Cut.
  Maddening Style: Adherents to this style channel the 
  sanity-consuming power of the incomprehensible beings 
  that dwell in the dark places between stars, and use these 
  forces to defend against mental attacks and corrupt their 
  opponents’ bodies and minds.
  Feat Path: Maddening Style, Maddening Strike, Maddening 
  Obliteration.
  FEAT DESCRIPTIONS
  The feats in this chapter are summarized on Table 3–2: Feats 
  on pages 80–81. The prerequisites and benefits of the feats 
  listed in this table are abbreviated for ease of reference. See 
  the feats’ descriptions for full details.
  All feat descriptions use the following format.
  Feat Name: This line indicates the feat’s name as well as 
  the feat types, if any, that it belongs to, and is followed by a 
  basic description of what the feat does.
  Prerequisites: This entry lists the required minimum 
  ability score, feats, minimum base attack bonus, minimum 
  number of skill ranks, or anything else required in order to 
  take the feat. This entry is absent if a feat has no prerequisites. 
  A feat can have more than one prerequisite. Prerequisites 
  from this book, such as classes, class abilities, and feats, are 
  marked with a dagger (“†”).
  Benefit: This entry describes what a feat enables the 
  character (“you” in the feat description) to do. If a character 
  takes the same feat more than once, its benefits don’t stack 
  unless indicated otherwise in its description.
  Normal: This entry states what a character who doesn’t 
  have this feat is limited to or restricted from doing. It is 
  typically included only when a feat interacts with rules 
  systems in an unusual way.
  Special: Additional unusual facts about the feat, if any, 
  appear here.
  Absorb Spirit
  You absorb restless spirits into your body at the cost of your 
  own life force and sanity.
  Prerequisites: Con 13, must have died at least once or been 
  possessed by an undead creature.
  Benefit: When an incorporeal undead with the 
  rejuvenation special ability or a haunt is reduced to 0 or 
  fewer hit points within 30 feet of you, you can attempt to 
  absorb its spirit into your body as an immediate action. You 
  must attempt a Will save with a DC equal to 5 + twice the CR 
  of the undead creature or haunt. If you are a medium with 
  the haunt channelerOA class feature, you receive a +2 bonus 
  on this saving throw. If you succeed, you harbor the undead 
  or haunt’s essence, and it cannot continue to rejuvenate or 
  manifest until you release it. For every 24 hours that you 
  harbor the entity, you must attempt a Constitution check 
  (DC = 10 + the CR of the undead or haunt). If you are a 
  medium with the haunt channeler class feature, you receive 
  a +2 bonus on this check. If you fail the check, you take 1d4 
  points of Constitution and Wisdom damage. If you succeed, 
  you take 1 point of Constitution and Wisdom damage. No 
  effect can prevent or reduce this ability damage, nor can the 
  ability damage be healed or suppressed by any means until 
  you release the spirit. You can release the spirit at any time 
  Table 3–1: Metamagic Spell-Like Abilities
  Spell Level 
  Caster Level1 
  Caster Level2
  0	
  2nd	
  4th
  1st	
  4th	
  6th
  2nd	
  6th	
  8th
  3rd	
  8th	
  10th
  4th	
  10th	
  12th
  5th	
  12th	
  14th
  6th	
  14th	
  16th
  7th	
  16th	
  18th
  8th	
  18th	
  20th
  9th	
  20th	
  —
  1	Bouncing,	disruptive,	intensified,	lingering,	or	scarring	ability.
  2	Fearsome,	sickening,	or	traumatic	ability.
  7979
  
  Table 3–2: Feats
  Feats 
  Prerequisites 
  Benefits
  Absorb	Spirit	
  Con	13,	died	or	possessed	by	an	undead	
  Temporarily	absorb	a	spirit	to	prevent	rejuvenation
  Spirit	Speaker	
  Cha	13,	Absorb	Spirit,	Diplomacy	5	ranks	
  Talk	to	spirits	you’ve	absorbed
  Aura	Flare	
  Cha	13;	aura,	aura	of	good,	or	aura	of	evil	class	feature;		 Flare	your	alignment	aura	to	fatigue	or	stagger	
  channel	energy	4d6;	strong	or	overwhelming	good	or	
  those	who	oppose	it		
  evil	aura		
  Blood	Spurt*	
  Base	attack	bonus	+2,	susceptibility	to	bleed	
  Adjacent	foes	risk	being	blinded	when	dealing	
  you	bleed	damage
  Brutal	Coup	de	Grace*	
  Dazzling	Display,	Weapon	Focus,	base	attack	bonus	+5,		 Successful	coup	de	grace	disheartens	nearby	
  proficiency	with	the	selected	weapon	
  enemies
  Bully	Breed	
  Handle	Animal	4	ranks,	Intimidate	4	ranks,	
  Animal	companion	or	mount	gains	Intimidate	
  animal	companion	or	mount	class	feature	
  as	a	class	skill	and	can	demoralize	foes
  Clarity	of	Pain	
  Con	13,	Improved	Iron	Will,	Iron	Will	
  Damage	yourself	to	fight	off	a	charm	or	compulsion
  Exorcising	Mutilation	
  Con	15,	Clarity	of	Pain	
  Grievously	damage	yourself	to	fight	off	a	
  dominate	effect	or	possession
  Disconcerting	Knowledge	 Bardic	knowledge	class	ability	or	Knowledge	domain,	
  Demoralize	a	foe	by	proving	you	know	its	
  Knowledge	(any	two)	3	ranks	each	
  weaknesses
  Disrupting	Fist*	
  Channel	Smite,	Improved	Unarmed	Strike,	
  Destroy	an	undead	on	a	critical	unarmed	strike	
  base	attack	bonus	+9,	channel	positive	energy	4d6
  Fear	Eater	
  Cha	13,	Iron	Will,	no	immunity	to	fear	effects	
  Transfer	others’	fear	effects	to	yourself
  Incorporeal	Intuition	
  Psychic	SensitivityOA	or	the	ability	to	cast	psychic	spells,		 Notice	adjacent	incorporeal	creatures	inside	walls	
  Spirit	SenseOA	
  Lifeless	Gaze	
  Iron	Will,	Bluff	5	ranks	
  Gain	bonuses	against	emotions,	and	those	who	
  read	your	mind	or	fail	to	impress	you	gain	the		
  shaken	condition
  Mutilating	Ritualist	
  Knowledge	(arcana)	4	ranks,	Knowledge	(religion)	
  Mutilate	yourself	to	enhance	a	ritual	
  4	ranks,	Spellcraft	4	ranks
  Sacrificial	Ritualist	
  Mutilating	Ritualist	
  Kill	sentient	creatures	to	enhance	your	ritual
  Profane	Studies	
  Int	13,	Knowledge	(planes)	4	ranks,	ability	
  Gain	+5	on	Knowledge	checks	and	+2	CL	on		
  to	cast	a	summon monster	spell	
  summoning	durations	involving	evil	outsiders
  Purging	Emesis	
  Great	Fortitude	
  Vomit	an	ingested	poison
  Putrid	Summons	
  Spell	Focus	(conjuration),	ability	to	cast	a	
  Summon	a	single	weaker	creature	that	has	a	
  summon monster	or	summon nature’s ally	spell	
  horrific	stench
  Sacrificial	Adept	
  Knowledge	(arcana)	4	ranks,	Knowledge	(planes)		
  Kill	sentient	creatures	to	enhance	your	spells	
  4	ranks,	Knowledge	(religion)	4	ranks,	Spellcraft	4		
  ranks,	ability	to	cast	3rd-level	spells,	evil	alignment	
  Shatter	Control	
  Channel	positive	energy	4d6	
  Use	channel	to	cut	the	control	of	undead	creatures
  Stubborn	Curse	
  Ability	to	cast	a	spell	or	spell-like	ability	with	the		
  Creatures	roll	twice	to	remove	your	curses		
  curseUM	descriptor	or	a	special	ability	with	a	curse	effect	
  Touch	of	Evil	
  Channel	negative	energy	6d6,	evil	alignment	
  With	a	touch,	compel	other	toward	evil	acts
  Unyielding	Ferocity*	
  Con	19,	ferocity	
  Make	a	full	attack	when	reduced	to	0	or	fewer	hit	
  points,	with	restrictions
  Zealous	Mind	
  Iron	Will,	Unimpeachable	HonorUI,	lawful	alignment	
  Gain	additional	bonuses	against	enchantments
  Item Creation Feats 
  Prerequisites 
  Benefits
  Fleshwarper	
  Craft	(alchemy)	5	ranks,	Heal	5	ranks,	evil	alignment	
  Create	fleshwarped	creatures	and	items
  Metamagic Feats 
  Prerequisites 
  Benefits
  Contagious	Spell	
  —	
  Spell	spreads	to	those	who	fail	to	remove	it
  Monster Feats 
  Prerequisites 
  Benefits
  Blood	Feast*	
  Bite	attack	
  Gain	morale	bonuses	after	biting	living	creatures
  Bouncing	Spell-Like	Ability		Spell-like	ability	at	CL	4th	or	higher	
  Failed	spell-like	ability	bounces	to	another	target
  Consume	Essence*	
  Base	attack	bonus	+6;	swallow	whole	universal	
  Inflict	negative	levels	on	swallowed	creatures	
  monster	ability;	evil	alignment;	magical	beast,		
  outsider,	or	undead	type	
  Disruptive	Spell-Like	Ability	 Spell-like	ability	at	CL	4th	or	higher	
  Spell-like	ability	interferes	with	spellcasting
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  3
  Feats
  Feats
  Engulf	Revulsion*	
  Engulf	or	smother	universal	monster	ability	
  Engulfed	or	smothered	foes	are	shaken
  Engulf	Horror*	
  Engulf	Revulsion	
  Engulfed	or	smothered	foes	are	staggered
  Exsanguinate*	
  Blood	drain	universal	monster	ability,	
  Double	blood	drain	damage	once	per	round	
  grab	universal	monster	ability	
  Fearsome	Spell-Like	Ability	 Spell-like	ability	at	CL	6th	or	higher	
  Spell-like	ability	makes	damaged	foes	shaken
  Gruesome	Shapechanger	
  Shapechanger	subtype	
  Bloody	transformation	sickens	foes	and	makes	
  area	slippery
  Horrific	Gorging*	
  Bite	attack,	swallow	whole	universal	monster	ability,	
  Swallow	one	foe	to	make	its	allies	shaken	
  size	Large	or	larger	
  Intensified	Spell-Like	Ability	 Spell-like	ability	at	CL	4th	or	higher	
  Spell-like	ability	has	a	higher	damage	dice	cap
  Latching	Horror*	
  Attach	universal	monster	ability	
  A	foe	is	shaken	when	you	attach	to	it
  Lingering	Spell-Like	Ability	 Spell-like	ability	at	CL	4th	or	higher	
  Instantaneous	spell-like	ability	lasts	another	round
  Reach	Spell-Like	Ability	
  Spell-like	ability	at	CL	4th	or	higher	
  Spell-like	ability	gains	a	longer	range
  Scarring	Spell-Like	Ability	 Spell-like	ability	at	CL	4th	or	higher	
  Spell-like	ability	causes	penalties	against	
  emotionUM	effects
  Sickening	Spell-Like	Ability	 Spell-like	ability	at	CL	6th	or	higher	
  Spell-like	ability	sickens	damaged	foes
  Skin	Suit	
  Int	7,	undead	creature	that	was	originally	humanoid	
  Hide	in	false	flesh	during	the	day
  Spawnlink	
  Int	13,	create	spawn	universal	monster	ability	
  See	through	spawn’s	eyes
  Traumatic	Spell-Like	Ability	 Spell-like	ability	at	CL	6th	or	higher	
  Spell-like	ability	causes	nightmares
  Story Feats 
  Prerequisites 
  Benefits
  Enemy	Cult	
  See	text	
  Detect	the	cult’s	alignment,	and	on	completion,	
  gain	defenses	against	that	alignment
  Ghost	Guide	
  See	text	
  Gain	a	bonus	on	social	skills	against	spirits,	and	on		
  completion,	gain	benefits	with	spirit-talking	spells
  Protector	of	the	People	
  See	text	
  Gain	the	ability	to	make	a	golem	protector,	and	
  on	completion,	gain	Craft	Construct	at	a		 	
  conditional	10%	discount
  Twisted	Love	
  See	text	
  Gain	a	+2	bonus	vs.	enchantments	and	bonuses	to	
  influence	your	obsessed	foe,	and	on	completion,		
  you	can	pretend	to	be	affected	by	enchantments
  Style Feats 
  Prerequisites 
  Benefits
  Brute	Style*	
  Str	15,	Int	13,	Combat	Reflexes,	Improved	Overrun,	
  Use	Vicious	Stomp	within	10	feet	
  Improved	Trip,	Improved	Unarmed	Strike,	Vicious		
  StompUC,	base	attack	bonus	+6		
  Brute	Stomp*	
  Str	19,	Brute	Style,	base	attack	bonus	+8	
  Make	an	extra	unarmed	attack	when	starting	next	
  to	a	prone	foe
  Brute	Assault*	
  Str	23,	Brute	Stomp,	Brute	Style,	base	attack	bonus	+10	
  Weaken	tripped	foes	and	reduce	their	move	speed
  Deadhand	Style*	
  Wis	15,	Improved	Unarmed	Strike,	Knowledge	(religion)		 You	are	hard	to	scare	and	your	unarmed	strikes	
  4	ranks,	ki	pool	class	feature,	nongood	alignment	
  can	make	foes	shaken
  Deadhand	Initiate*	
  Wis	19,	Deadhand	Style,	Knowledge	(religion)	6	ranks	
  You	feast	upon	your	own	fears
  Deadhand	Master*	
  Wis	23,	Deadhand	Initiate,	Deadhand	Style,	Knowledge	
  Your	unarmed	strikes	inflict	negative	levels	
  (religion)	14	ranks
  Kyton	Style*	
  Wis	13,	Exotic	Weapon	Proficiency	(spiked	chain),		
  Use	a	spiked	chain	as	a	monk	weapon	and	deliver	
  Knowledge	(planes)	3	ranks,	ki	pool	class	feature	
  Stunning	Fist	through	it
  Kyton	Shield*	
  Wis	15,	Kyton	Style,	base	attack	bonus	+5,	
  Spiked	chain	acts	as	both	weapon	and	shield	
  Knowledge	(planes)	3	ranks	
  Kyton	Cut*	
  Wis	17,	Kyton	Shield,	Kyton	Style,	base	attack	bonus	
  Spiked	chain	attacks	can	hurt	both	you	and	the	
  +8	or	monk	level	6th	
  target,	and	hinder	concentration
  Maddening	Style*	
  Wis	15,	Cha	11,	Improved	Unarmed	Strike,	Stunning	Fist,		Gain	additional	use	of	Stunning	Fist,	increase	DC	
  Knowledge	(arcana)	4	ranks,	ki	pool	class	feature,		
  of	madness	effects,	and	deal	Wisdom/sanity	
  nongood	alignment	
  damage	with	Stunning	Fist
  Maddening	Strike*	
  Wis	17,	Cha	13,	Maddening	Style,	Knowledge	(arcana)	
  Use	ki	to	deal	substantial	Wisdom/sanity	damage	
  8	ranks	
  Maddening	
  Wis	19,	Cha	15,	Maddening	Strike,	Maddening	Style,	
  Your	unarmed	strikes	weaken	foes	against		
  Obliteration*	
  Knowledge	arcana	(10	ranks)	
  madness	and	can	disintegrate	the	fallen
  * This	is	a	combat	feat,	and	can	be	selected	as	a	brawler,	fighter,	gunslinger,	swashbuckler,	or	warpriest	bonus	feat.
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  it be healed or suppressed by any means until you release 
  the spirit.
  Aura Flare
  You are able to flare your alignment aura to debilitate 
  your foes.
  Prerequisites: Cha 13; aura, aura of good, or aura of evil 
  class feature; channel energy 4d6; strong or overwhelming 
  good or evil aura. 
  Benefit: Once per day, when you channel energy, you are 
  also able to cause your divine aura to flare in a display of 
  overwhelming force, affecting all good creatures within the 
  aura (if you channel negative energy) or all evil creatures in 
  the aura (if you channel positive energy). This effect is in 
  addition to the normal effects of channeling energy. 
  When you flare your aura, select from one of the following 
  options based on the strength of your alignment aura. You 
  can select a lower-strength effect. 
  Strong: Affected creatures must succeed at a Fortitude 
  save (DC = 10 + 1/2 your class level in the class granting you 
  the channel energy ability + your Charisma bonus) or be 
  fatigued for 1d4 rounds.
  Overwhelming: Affected creatures must succeed at a 
  Fortitude save (DC = 10 + 1/2 your class level in the class 
  granting you the channel energy ability + your Charisma 
  bonus) or be staggered for 1d4 rounds.
  Blood Feast (Combat, Monster) 
  You become more aggressive and vicious when you 
  taste living flesh and blood.
  Prerequisite: Bite attack.
  Benefit: When you damage a living creature with 
  your bite attack, you gain a +1 morale bonus on 
  attack and damage rolls with your bite attack until 
  the end of your next turn.
  Blood Spurt (Combat)
  When cut in combat, you spray your blood into the faces 
  of your foes.
  Prerequisites: Base attack bonus +2, susceptibility to 
  bleed damage.
  Benefit: Whenever a creature adjacent to you hits you 
  with a melee attack that deals bleed damage, that creature 
  must succeed at a Fortitude save (DC = 10 + 1/2 your 
  character level + your Constitution modifier) or become 
  blinded for 1d4 rounds as your blood sprays it in the face. 
  Additionally, if you have a special ability that deals bleed 
  damage (such as a rogue’s bleeding strike rogue talent), as 
  a standard action, you can deal 1 point of bleed damage to 
  yourself to spray blood in the face of an adjacent creature 
  of your choice, causing the same effect. The creature only 
  needs to attempt the saving throw for the first of its attacks 
  that deals bleed damage.
  as a standard action, at which point the spirit returns to its 
  former location and begins rejuvenating or manifesting 
  again as normal. If you die from the Constitution damage, 
  the spirit is released, and if you become comatose from the 
  Wisdom damage, the spirit gains control of your body (and 
  can release itself whenever it desires).
  Special: If you are using the sanity system (page 12) and 
  fail your Constitution check while harboring the spirit, you 
  take sanity damage equal to 1/2 the spirit’s CR (minimum 
  1) instead of 1d4 points of Wisdom damage. If you succeed
  at the Constitution check, you take sanity damage equal to 
  1/4 the spirit’s CR instead of 1 point of Wisdom damage. 
  Either way, you still take the normal amount of Constitution 
  damage. No effect can prevent or reduce the damage, nor can 
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  Feats
  Bouncing Spell-Like Ability (Monster) 
  You can retarget one of your spell-like abilities when it fails 
  to affect its original target.
  Prerequisite: Spell-like ability at caster level 4th or higher.
  Benefit: Choose one of your spell-like abilities, subject 
  to the restrictions described in this feat. You can use the 
  chosen spell-like ability as a bouncing spell-like ability three 
  times per day (or less, if the ability is normally usable only 
  once or twice per day).
  Whenever you use a bouncing spell-like ability against a 
  single target and the ability has no effect on it (whether due 
  to spell resistance or a successful saving throw), as a swift 
  action, you can redirect the spell-like ability to target another 
  eligible creature within range. The redirected spell-like ability 
  behaves as if its new target were the original target for the 
  spell-like ability. Spell-like abilities that affect a target in any 
  way (including a lesser effect from a successful saving throw) 
  can’t be redirected in this manner.
  You can only select a spell-like ability duplicating a spell 
  with a level less than or equal to 1/2 your caster level (round 
  down) – 1. For a summary, see Table 3–1.
  Special: This feat can be taken multiple times. Each time 
  it is taken, you can apply it to a different spell-like ability.
  Brutal Coup de Grace (Combat) 
  Your killing blows are so brutal that they scare other foes.
  Prerequisites: Dazzling Display, Weapon Focus, base 
  attack bonus +5, proficiency with the selected weapon.
  Benefit: When you deliver a coup de grace with the selected 
  weapon and kill the target, enemies within 30 feet of you who 
  can see or hear you must succeed at a Will saving throw (DC 
  = 10 + 1/2 your character level + your Charisma bonus) or 
  become shaken. This is a mind-affecting fear effect. 
  Brute Assault (Combat) 
  With brute force, you can bowl over and cripple opponents 
  by treading on them.
  Prerequisites: Str 23, Int 13, Brute Stomp†, Brute Style†, 
  Combat Reflexes, Improved Overrun, Improved Trip, 
  Improved Unarmed Strike, Vicious StompUC, base attack 
  bonus +10.
  Benefit: While using Brute Style, when you successfully 
  perform an overrun or trip combat maneuver against an 
  opponent that causes that opponent to fall prone, your 
  opponent takes 1d6 points of Strength damage, and its 
  base speed is halved until the Strength damage is healed. A 
  successful Fortitude save (DC = 10 + your base attack bonus) 
  reduces the Strength damage to 1 point and negates the 
  movement speed reduction.
  Brute Stomp (Combat)
  Few can avoid the brutal violence of your bone-crushing 
  kicks and stomps.
  Prerequisites: Str 19, Int 13, Brute Style†, Combat Reflexes, 
  Improved Overrun, Improved Trip, Improved Unarmed 
  Strike, Vicious StompUC, base attack bonus +8.
  Benefit: While using Brute Style, when you make a full 
  attack with a prone opponent adjacent to you that includes 
  at least one unarmed strike, you can make an additional 
  unarmed strike at your highest base attack bonus against 
  that prone creature. These additional attacks don’t stack 
  with those granted by Medusa’s Wrath, and this does not 
  allow you to make an additional attack against a creature you 
  tripped during your full attack. Additionally, you can use 
  your Vicious Stomp feat against any opponent within your 
  natural reach regardless of whether it falls prone adjacent 
  to you.
  Brute Style (Combat, Style)
  Through strength, study, and intense inner reflection, you 
  have become an expert at battering fallen opponents.
  Prerequisites: Str 15, Int 13, Combat Reflexes, Improved 
  Overrun, Improved Trip, Improved Unarmed Strike, Vicious 
  StompUC, base attack bonus +6.
  Benefit: While using this style, you can use your Vicious 
  Stomp feat against any opponent within 10 feet of you, as 
  long as it is within your natural reach. If you don’t have the 
  Vicious Stomp feat, you gain no benefit from this feat.
  Normal: The Vicious Stomp feat only works against an 
  opponent that falls prone adjacent to you.
  Bully Breed
  Your animal companion can terrify as well as fight.
  Prerequisites: Handle Animal 4 ranks, Intimidate 4 ranks, 
  animal companion or mount class feature.
  Benefit: Your animal companion or mount gains 
  Intimidate as a class skill. It can attempt to demoralize 
  an opponent using the Intimidate skill as a move action 
  on the same round that it damages an opponent with a 
  natural attack.
  Special: Your animal companion can select the 
  Dazzling Display and Shatter Defenses feats if it meets 
  the prerequisites. This feat does not allow your animal 
  companion to use Intimidate to make a target friendly or 
  gain their assistance.
  Normal: Animal companions and mounts with an 
  Intelligence score of 2 or less must select feats from a 
  limited list.
  Clarity of Pain
  You can inflict pain upon yourself to sharpen your focus.
  Prerequisites: Con 13, Improved Iron Will, Iron Will.
  Benefit: Three times per day, as an immediate action 
  when you fail a saving throw against a charm or compulsion 
  effect, you can inflict 1d6 points of slashing, piercing, or 
  bludgeoning damage to yourself in order to reroll that 
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  Prerequisites: Wis 19, Deadhand Style†, Improved 
  Unarmed Strike, Knowledge (religion) 6 ranks, ki pool class 
  feature, nongood alignment.
  Benefit: While using Deadhand Style, as long as you 
  have at least 1 point in your ki pool, your bonus on saving 
  throws against fear effects increases to +4, and the DC of 
  Intimidate checks attempted against you increases by 8. 
  Additionally, if an enemy targets you with a fear effect, you 
  can spend 1 point from your ki pool as an immediate action 
  to gain a number of temporary hit points equal to twice 
  your Hit Dice.
  Deadhand Master (Combat)
  Your death-infused punch drains life force from your foes.
  Prerequisites: Wis 23, Deadhand Initiate†, Deadhand 
  Style†, Improved Unarmed Strike, Knowledge (religion) 14 
  ranks, ki pool class feature, nongood alignment.
  Benefit: While using Deadhand Style, when you damage 
  a living creature with an unarmed strike, you can spend 
  2 points from your ki pool as a swift action to inflict 2 
  temporary negative levels on your enemy with no saving 
  throw. Effects that reduce the ki cost also reduce the 
  number of negative levels you inflict on your foe, but effects 
  that increase the ki cost do not increase the number of 
  negative levels you inflict. As long as the foe is affected 
  by the temporary negative levels, you can’t recover the ki 
  points you spent, effectively reducing the size of your ki 
  pool. The Fortitude save DC to remove the negative levels 
  and prevent them from becoming permanent is equal 
  to 10 + 1/2 your Hit Dice + your Wisdom modifier. Once 
  the negative levels become permanent or the foe removes 
  them, you can recover your spent ki points. If the foe dies 
  before either happens, you can recover the spent ki after 
  24 hours.
  Deadhand Style (Combat, Style)
  Your study of death allow you to exploit your foes’ fears.
  Prerequisites: Wis 15, Improved Unarmed Strike, 
  Knowledge (religion) 4 ranks, ki pool class feature, nongood 
  alignment.
  Benefit: While using this style, if you have at least 1 
  point in your ki pool, you gain a +2 bonus on saves against 
  fear effects, and the DC of Intimidate checks against you 
  increases by 4. As a swift action, you can spend 1 point from 
  your ki pool to empower your unarmed strikes. Creatures 
  hit with your unarmed strikes must succeed at a Will save 
  (DC = 10 + 1/2 your character level + your Wisdom modifier) 
  or become shaken for a number of rounds equal to your 
  Wisdom modifier. This is a mind-affecting fear effect.
  Disconcerting Knowledge 
  You unsettle your enemies by demonstrating that you how 
  to defeat them.
  saving throw. You can’t reroll the saving throw if you negate 
  the damage, such as by having damage reduction greater 
  than or equal to the damage you dealt to yourself; instead, 
  you spend the immediate action and daily use of this feat 
  but gain no benefit. You must take the result of the second 
  roll, even if it is worse.
  Consume Essence (Combat, Monster)
  Creatures that you swallow are quickly absorbed and soon 
  utterly annihilated. 
  Prerequisites: Base attack bonus +6; evil alignment; 
  swallow whole universal monster ability; must be of the 
  magical beast, outsider, or undead type.
  Benefit: When you start your turn having swallowed at 
  least one creature, each swallowed creature must succeed at 
  a Fortitude save (DC = 10 + 1/2 your Hit Dice + your Charisma 
  modifier) or gain a temporary negative level. Swallowed 
  creatures that die from these negative levels are consumed 
  as per disintegrate. This is a death effect. 
  Special: If you are of the undead type, each time a 
  swallowed creature gains a temporary negative level from 
  this ability, you add 5 temporary hit points to the number of 
  hit points that swallowed creatures must deal to escape, up 
  to a maximum of 15 temporary hit points. These temporary 
  hit points last for 10 minutes.
  Contagious Spell (Metamagic)
  Your spells are dangerous to dispel and likely to backfire 
  upon those who try.
  Benefit: A caster level check to dispel or remove a 
  contagious spell that fails by 5 or more causes it to spread 
  from the original target to the creature that attempted to 
  remove it. The spell spreads to the new target regardless of 
  its normal range or any special targeting requirement like a 
  melee or ranged touch attack. The spell is treated as if you 
  had just cast it on the new target. The new target receives a 
  saving throw or the benefit of spell resistance (if applicable) 
  if the spell normally allows it.
  You can apply Contagious Spell only to targeted spells 
  that are harmful to their target and don’t have a range of 
  personal; a contagious spell never spreads to someone 
  who would benefit from being the target of the spell. A 
  contagious spell uses up a spell slot 2 levels higher than 
  the spell’s actual level.
  Special: A contagious spell can be identified normally 
  as it is being cast with a successful Spellcraft check. 
  Identifying whether a spell is contagious by its effect, 
  however, requires the use of the analyze dweomer spell or 
  a similar effect.
  Deadhand Initiate (Combat) 
  Your adulation of death not only shields you from your 
  fears, it allows you to feed on them.
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  3
  Feats
  Feats
  Prerequisites: Bardic knowledge class ability or Knowledge 
  domain, Knowledge (any two) 3 ranks each.
  Benefit: You can use your knowledge to demoralize 
  an enemy. When you use a standard action to Intimidate 
  a creature with a base CR of 2 or greater, you can use a 
  Knowledge skill that could be used to identify the creature’s 
  type in place of Intimidate when attempting to demoralize 
  that creature. The target creature must be intelligent and 
  understand the language that you are using when conveying 
  the disconcerting knowledge.
  Disrupting Fist (Combat)
  Your powerful fists can reduce undead foes to dust.
  Prerequisites: Channel Smite, Improved Unarmed Strike, 
  base attack bonus +9, channel positive energy 4d6.
  Benefit: On a confirmed critical hit using an unarmed 
  strike against an undead creature, you can expend two uses 
  of your channel energy ability as a swift action to destroy 
  that undead creature. The undead creature can negate this 
  effect with a successful Will saving throw (DC = 10 + your 
  base attack bonus).
  Disruptive Spell-Like Ability (Monster)
  Your spell-like ability clings to affected targets and interferes 
  with their spellcasting.
  Prerequisite: Spell-like ability at caster level 4th or higher.
  Benefit: Choose one of your spell-like abilities, subject to 
  the restrictions described in this feat. You can use the chosen 
  spell-like ability as a disruptive spell-like ability up to three 
  times per day (or less, if the ability is normally usable only 
  once or twice per day).
  For 1 round after you use a disruptive spell-like ability, 
  affected targets attempting to cast as spell must attempt 
  concentration checks when casting spells or use spell-like 
  abilities (DC = the disruptive spell-like ability’s DC + the 
  level of the spell the target is casting or spell-like ability it’s 
  using). Targets that avoid the spell-like ability’s effects also 
  avoid this feat’s effect.
  You can only select a spell-like ability duplicating a spell 
  with a level less than or equal to 1/2 your caster level (round 
  down) – 1. For a summary, see Table 3–1.
  Special: This feat can be taken multiple times. Each time 
  you do, you can apply it to a different spell-like ability.
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  Engulf Horror (Combat, Monster)
  The repulsive horror of your smothering attack nearly 
  incapacitates most foes.
  Prerequisites: Engulf Revulsion†; engulf or smother 
  universal monster ability.
  Benefit: When you successfully engulf or smother an 
  opponent, successfully maintain a grapple combat maneuver 
  on a smothered opponent, the opponent must succeed at 
  a Will save (DC = 10 + 1/2 your Hit Dice + your Strength 
  modifier) or become staggered for 1 round. This is a mind-
  affecting fear effect.
  Engulf Revulsion (Combat, Monster)
  The stomach-churning terror of your smothering attack 
  leaves creatures sick and weakened.
  Prerequisite: Engulf or smother universal monster 
  ability.
  Benefit: When you successfully engulf or smother an 
  opponent, or successfully maintain a grapple combat 
  maneuver on an engulfed or smothered opponent, that 
  opponent must succeed at a Will save (DC = 10 + 1/2 your 
  Enemy Cult (Story)
  You have crossed paths with a cult opposed to everything in 
  which you believe.
  Prerequisite: You must have encountered a cult whose 
  general alignment is opposite to yours on at least one axis 
  or who threatened your beliefs or way of life, or you must 
  have the Angelic Encounter, the False Witness, The Omen, 
  or the Terrible Secret background (all of which are found in 
  Ultimate Campaign).
  Benefit: Choose an appropriate detect chaos/evil/good/law 
  spell that would aid you in opposing your chosen enemy cult. 
  You can cast this spell twice per day as a spell-like ability with 
  a caster level equal to your character level.
  Goal: Thwart the enemy cult, whose leader must be a 
  challenging foe. You must deal that cult leader a decisive 
  defeat, and additionally eradicate the cult or drive the cult 
  from the area.
  Completion Benefit: You gain a +2 resistance bonus on 
  saving throws against evil creatures and a +2 deflection 
  bonus to AC against evil creatures’ attacks. These bonuses 
  double against evil summoned creatures.
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  3
  Feats
  Feats
  Hit Dice + your Strength modifier) or become shaken for 1 
  round. This is a mind-affecting fear effect. 
  Exorcising Mutilation
  Malevolent entities that seek to possess or dominate you are 
  unaware of how far you will go to stop them.
  Prerequisites: Con 15, Clarity of Pain†, Improved Iron Will, 
  Iron Will.
  Benefit: When you fail a saving throw to resist possession 
  or a dominate spell, you can deal 4 points of Constitution 
  damage to yourself and reroll your saving throw as an 
  immediate action. You cannot reduce or negate this damage 
  in any way, and the only way to heal the damage is through 
  natural recovery; magical methods don’t work. You must 
  take the result of the second roll, even if it is worse. If 
  you succeed at the second saving throw, you also become 
  immune to that spell or ability from that creature for 24 
  hours. You must be wielding a lethal piercing or slashing 
  weapon, or possess a claw natural attack or some way to draw 
  such a weapon reactively without using your immediate 
  action, to use this ability.
  Exsanguinate (Combat, Monster) 
  You drink blood from the living at a furious rate, often 
  draining creatures dry in a matter of seconds.
  Prerequisites: Blood drain universal monster ability, grab 
  universal monster ability.
  Benefit: Once per round, when you successfully pin an 
  opponent, that opponent takes double the normal damage 
  from your blood drain.
  Fear Eater
  You eat the fear of others, freeing them from its effects.
  Prerequisites: Cha 13, Iron Will, have no immunity to fear 
  effects.
  Benefit: As a standard action, you can remove a fear 
  effect from another creature by touching it. The fear effect 
  is transferred from that creature to you, with the same 
  remaining duration. If the fear effect has varying effects 
  depending on the target (such as the effects of cause fear 
  depending on the target’s Hit Dice), it has the effect it 
  had on the original creature or the effect it would have on 
  you, whichever is more severe. When you choose to accept 
  another creature’s fear, you don’t receive any saving throw, 
  spell resistance, or other defenses you would normally have 
  against the fear effect.
  Fearsome Spell-Like Ability (Monster)
  Your spell-like ability induces fear in affected targets.
  Prerequisite: Spell-like ability at caster level 6th or higher.
  Benefit: Choose one of your spell-like abilities, subject 
  to the restrictions described in this feat. You can use the 
  chosen spell-like ability as a fearsome spell-like ability three 
  times per day (or less, if the ability is normally usable only 
  once or twice per day).
  When a target takes damage from a fearsome spell-
  like ability and fails its saving throw against the spell-like 
  ability, it becomes shaken for a number of rounds equal to 
  the spell-like ability’s equivalent spell level. If the spell-like 
  ability doesn’t allow a saving throw, creatures harmed by it 
  can attempt a Will save (against the DC that the spell-like 
  ability would have if it allowed a saving throw) to negate 
  the shaken effect. If the effect of the spell-like ability also 
  causes targets to become shaken and a target fails its saving 
  throw, the duration of the shaken condition caused by this 
  effect stacks with the spell-like ability’s. A fearsome spell-
  like ability can’t cause a creature to become frightened, even 
  if that creature is already shaken.
  You can only select a spell-like ability duplicating a spell 
  with a level less than or equal to 1/2 your caster level (round 
  down) – 2. For a summary, see Table 3–1.
  Special: This feat can be taken multiple times. Each time it 
  is taken, you can apply it to a different spell-like ability.
  Fleshwarper (Item Creation)
  You can create creatures through an abominable alchemical 
  process.
  Prerequisites: Craft (alchemy) 5 ranks, Heal 5 ranks, evil 
  alignment.
  Benefit: You can create fleshwarped creatures and 
  fleshcraft grafts (see page 165). A newly created fleshwarped 
  creature has average hit points for its Hit Dice.
  Ghost Guide (Story)
  You have made it your life’s work to put the dead to rest.
  Prerequisites: You have encountered a ghost or haunt, 
  or have the Bones, the Died, the Raised Among the Dead, 
  or The Dead One background (all of which are found in 
  Ultimate Campaign).
  Benefit: Whenever you communicate with a ghost or haunt, 
  whether while adventuring or through use of spells such as 
  call spiritOA, speak with hauntACG, and speak with dead, or seances 
  and talking boards, you gain a +2 bonus on Diplomacy and 
  Sense Motive checks. The GM can also extend this benefit to 
  any intelligent undead creature that has an interest in being 
  laid to rest. If you have more than 10 ranks in either these 
  skills, you instead gain a +4 bonus on the appropriate skill.
  Goal: Lay an appropriate number of ghosts, haunts, 
  and other undead creatures to rest. Laying to rest means 
  fulfilling the actions described on a haunt’s destruction line 
  or doing what is required to prevent a ghost’s rejuvenation. 
  If the GM includes other types of undead, the GM decides 
  what constitutes their final business.
  Completion Benefits: You retain the normal benefit. 
  Additionally, you increase your effective caster level by 2 
  when determining the effects of call spirit, speak with haunt, 
  8787
  
  incorporeal creature with this ability and use a readied 
  action to attack it when it attacks from inside the wall, it 
  doesn’t gain cover against your attack.
  Normal: Incorporeal creatures are silent unless they 
  choose to make a sound and are thus almost impossible to 
  detect when inside a solid wall. When readying to attack an 
  incorporeal creature in a solid wall, it gains cover against 
  your attack.
  Intensified Spell-Like Ability (Monster)
  Your spell-like ability deals more damage.
  Prerequisite: Spell-like ability at caster level 4th or higher.
  Benefit: Choose one of your spell-like abilities, subject 
  to the restrictions described in this feat. You can use the 
  chosen spell-like ability as an intensified spell-like ability 
  three times per day (or less, if the ability is normally usable 
  only once or twice per day).
  When you use an intensified spell-like ability, the 
  maximum number of the ability’s damage dice increases 
  by 5 levels. You must have sufficient caster levels to surpass 
  the normal maximum in order to benefit from this feat. 
  No other variables of the spell-like ability are affected, and 
  spell-like abilities that inflict damage that is not modified by 
  caster level are not affected by this feat.
  You can only select a spell-like ability duplicating a spell 
  with a level less than or equal to 1/2 your caster level (round 
  down) – 1. For a summary, see Table 3–1.
  Special: This feat can be taken multiple times. Each time it 
  is taken, you can apply it to a different spell-like ability.
  Kyton Cut (Combat)
  You lash yourself and share the pain with your opponent.
  Prerequisites: Wis 17, Exotic Weapon Proficiency (spiked 
  chain), Kyton Shield†, Kyton Style†, base attack bonus +8 
  or monk level 6th, Knowledge (planes) 3 ranks, ki pool 
  class feature. 
  Benefit: When using Kyton Style, your spiked chain 
  attacks can be brutal, both to yourself and your foe. Before 
  attempting an attack roll with a spiked chain attack, you can 
  choose to make a Kyton Cut. Before making the attack, you 
  take 1d6 points of nonlethal damage. This damage cannot 
  be avoided or reduced in any way. If you are immune to 
  nonlethal damage, you take normal damage instead. If 
  the attack hits, its target takes an additional 1d6 points of 
  nonlethal damage and a –4 penalty on concentration checks 
  for 1 round. The penalty is a painUM effect.
  Kyton Shield (Combat)
  Whether in your hand or draped around your body, the 
  spiked chain serves as both weapon and shield.
  Prerequisites: Wis 15, Exotic Weapon Proficiency (spiked 
  chain), Kyton Style†, base attack bonus +5, Knowledge (planes) 
  3 ranks, ki pool class feature.
  speak with dead. Finally, when a spirit lies to you, you can 
  confront the spirit about the lie and force it to roll another 
  saving throw against the spell’s DC. If the spirit fails the 
  saving throw, you receive an additional question to replace 
  the one where the spirit gave a false answer.
  Gruesome Shapechanger (Monster)
  When you change shape, it is a violent and bloody affair.
  Prerequisite: Shapechanger subtype.
  Benefit: When you change shape, your previous form 
  sloughs off your body in a spray of blood and viscera that 
  congeals into a thick, disgusting slime that dissolves within 
  24 hours. Until the slime dissolves or is cleaned in some way, 
  the space where you stood when you changed (or the space 
  below if you changed in mid-air) becomes slippery, counting 
  as difficult terrain and increasing the DC of Acrobatics 
  checks made in that area by 5. Any foe witnessing this 
  gruesome shape change must succeed at a Fortitude save 
  (DC = 10 + 1/2 your Hit Dice + your Constitution modifier) or 
  be sickened for 1 minute.
  Special: The gruesome way you change shape is tiring. 
  Once you’ve used your change shape ability, you must wait 
  1d4 rounds before you can use it again. If you take this feat, 
  it changes the way your shapechanging ability works; you 
  cannot choose to avoid this feat’s effects.
  Horrific Gorging (Combat, Monster)
  In the space of a few horrific seconds, you can chew up and 
  gulp down an entire humanoid body.
  Prerequisites: Bite attack, Large or larger, swallow whole 
  universal monster ability.
  Benefit: As a full-round action, you can completely 
  consume a dead, unconscious, paralyzed, or otherwise 
  helpless humanoid creature that you could normally 
  swallow with your swallow whole ability. When you do, you 
  deal bite damage as a critical hit and swallow the humanoid 
  as your swallow whole special ability. 
  Allies of the swallowed creature within 30 feet that can see 
  you indulge in this horrific feast must succeed at a Will save 
  (DC = 10 + 1/2 your Hit Dice + your Charisma modifier) to 
  avoid being shaken for 1d4 rounds. This part of the ability is 
  a mind-affecting fear effect.
  Incorporeal Intuition
  You notice incorporeal creatures, even those lurking in walls.
  Prerequisites: Psychic SensitivityOA or the ability to cast 
  psychic spells, Spirit SenseOA.
  Benefit: You can sense the presence and movement of 
  incorporeal creatures though solid walls, as long as that 
  incorporeal creature is adjacent to you. When you sense a 
  creature in this way, you can attempt a Knowledge (religion) 
  check to identify the creature and its special powers or 
  vulnerabilities, with a –5 penalty. When you sense an 
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  Benefit: When using Kyton Style, you gain a +1 shield 
  bonus to your Armor Class as long as you are wielding a 
  spiked chain. If the spiked chain is magical, add 1/2 its 
  enhancement bonus to this shield bonus. If the spiked 
  chain has the vicious ability, instead add its full enhancement 
  bonus to the shield bonus.
  Kyton Style (Combat, Style) 
  Your fighting style emulates the disciplined nature of the 
  kytons, with passion and pain held tightly in chains.
  Prerequisites: Wis 13, Exotic Weapon Proficiency (spiked 
  chain), Knowledge (planes) 3 ranks, ki pool class feature.
  Benefit: When using this style, you treat spiked chains as 
  if they had the monk special weapon feature. Additionally, 
  if you have Stunning Fist, you can spend 1 point from your 
  ki pool to make a Stunning Fist attack with your spiked 
  chain instead of an unarmed strike. This still costs a use of 
  Stunning Fist as normal. 
  Latching Horror (Combat, Monster)
  You induce fear and loathing when you latch onto another 
  living creature.
  Prerequisite: Attach universal monster ability.
  Benefit: When you use your attach ability, your 
  opponent must succeed at a Will save (DC = 10 + 1/2 
  your Hit Dice + your Constitution modifier) to avoid 
  becoming shaken while you remain attached. This is a 
  mind-affecting fear effect.
  Lifeless Gaze
  Your cold visage and eyes devoid of sentiment cause fear 
  in those making contact with your gaze.
  Prerequisites: Iron Will, Bluff 5 ranks.
  Benefit: Your haunting gaze grants horrifying 
  insights to the darker places of your inner psyche. You 
  gain a +2 insight bonus on Will saving throws against 
  emotionUM effects and a +2 insight bonus on Bluff 
  checks. Additionally, if a humanoid creature attempts 
  to read your mind using an ability like detect thoughts, 
  it is shaken for 2d4 rounds regardless of whether the 
  mind-reading attempt succeeds. If a humanoid fails a 
  Diplomacy check against you by 5 or more, it becomes 
  shaken for 2d4 rounds by your emotionless gaze.
  Lingering Spell-Like Ability (Monster) 
  Your spell-like ability clings to existence, slowly fading from 
  the world.
  Prerequisite: Spell-like ability at caster level 4th or higher.
  Benefit: Choose one of your spell-like abilities, subject 
  to the restrictions described in this feat. You can use the 
  chosen spell-like ability as a lingering spell-like ability three 
  times per day (or less, if the ability is normally usable only 
  once or twice per day).
  A lingering spell-like ability causes an instantaneous spell-
  like ability that affects an area to persist until the beginning of 
  its next turn. Targets already in the area suffer no additional 
  harm, but other creatures or objects entering the area are 
  subject to its effects. A lingering spell-like ability with a visual 
  manifestation obscures vision, providing concealment (20% 
  miss chance) beyond 5 feet and total concealment (50% miss 
  chance) beyond 20 feet.
  You can only select a spell-like ability duplicating a spell 
  with a level less than or equal to 1/2 your caster level (round 
  down) – 1. For a summary, see Table 3–1.
  Special: This feat can be taken multiple times. Each time it 
  is taken, you can apply it to a different spell-like ability.
  Maddening Obliteration (Combat) 
  With a mighty killing blow, your unsettling punch vaporizes 
  your foe.
  8989
  
  Benefit: As a swift action, you can spend 1 point from your 
  ki pool to imbue the next unarmed strike you make on this 
  turn with the maddening power of the spaces between the 
  stars. If that attack doesn’t hit, you take 2 points of Wisdom 
  damage. If the attack hits, your opponent takes damage from 
  your unarmed strike + 1d4+1 points of Wisdom damage. A 
  successful Will save (DC = 10 + 1/2 your character level + 
  your Wisdom modifier) reduces this to 2 points of Wisdom 
  damage.
  Special: If you are using the sanity system (page 12), when 
  you miss with a Maddening Strike, you take 4 points of 
  sanity damage. If you hit, the target takes damage from the 
  unarmed strike plus 8 points of sanity damage (or 4 points 
  of sanity damage on a successful Will save).
  Maddening Style (Combat, Style)
  When you clobber an opponent with your fists, you inundate 
  its mind with visions of madness and horror.
  Prerequisites: Wis 15, Cha 11, Improved Unarmed Strike, 
  Stunning Fist, Knowledge (arcana) 4 ranks, ki pool class 
  feature, nongood alignment.
  Prerequisites: Wis 19, Cha 15, Improved Unarmed Strike, 
  Maddening Strike†, Maddening Style†, Stunning Fist, 
  Knowledge (arcana) 10 ranks, ki pool class feature, nongood 
  alignment.
  Benefit: When you damage a living creature with an unarmed 
  strike while using Maddening Style, and you have at least 1 
  point in your ki pool, that creature suffers a –2 penalty on saving 
  throws against any confusion, madness, and insanity effects 
  (including your Maddening Strike) for 1 round. Additionally, if 
  you reduce a creature to fewer than 0 hit points with a Stunning 
  Fist attack, you can spend 2 points from your ki pool as a free 
  action to obliterate your opponent, reducing their body to fine 
  dust as per disintegrate. A living creature can attempt a Fortitude 
  save (DC = 10 + 1/2 your character level + your Wisdom modifier) 
  to negate this effect.
  Maddening Strike (Combat) 
  Your fists are weapons of mind-devouring madness.
  Prerequisites: Wis 17, Cha 13, Improved Unarmed Strike, 
  Maddening Style†, Stunning Fist, Knowledge (arcana) 8 
  ranks, ki pool class feature, nongood alignment.
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  Benefit: You gain one additional use of Stunning Fist 
  per day. When using this style, if you have at least 1 point 
  in your ki pool, you increase the DCs of your confusion, 
  madness, and insanity effects (including Maddening Strike) 
  by 1. Additionally, when you successfully stun an opponent 
  with your Stunning Fist attack, your target takes 1 point of 
  Wisdom damage.
  Special: If you are using the sanity system (page 12), when 
  you successfully stun an opponent with your Stunning Fist 
  attack, the target takes 1d4 points of sanity damage instead 
  of 1 point of Wisdom damage.
  Mutilating Ritualist
  You add a personal sacrifice to heighten the power of your 
  ritual magic.
  Prerequisites: Knowledge (arcana) 4 ranks, Knowledge 
  (religion) 4 ranks, Spellcraft 4 ranks. 
  Benefit: Once during the casting of an occult ritual 
  (Pathfinder RPG Occult Adventures 208), you can inflict 1d6 
  hit points of damage per 2 Hit Dice and 1d4 Constitution 
  damage (or Charisma damage if you’re undead) to yourself 
  as an immediate action with a piercing or slashing weapon. 
  You can’t reduce or ignore this damage in any way. This 
  damage doesn’t disrupt the ritual, and you can roll twice 
  for the next skill check made as part of a ritual casting and 
  take the better result. If the resulting ritual effect has the 
  fear descriptor or is in the phantasm subschool, increase its 
  saving throw DC by 1. Multiple characters with this feat can 
  each use it once per ritual on their skill checks, but the DC 
  increases don’t stack.
  Profane Studies 
  Your study of fiends grants you advantages when summoning 
  or fighting them.
  Prerequisites: Int 13, Knowledge (planes) 4 ranks, ability to 
  cast a summon monster spell.
  Benefit: You gain a +5 bonus on Knowledge (planes) 
  checks involving evil outsiders. Additionally, when you cast a 
  summon monster spell to summon an evil outsider, treat your 
  caster level as 2 levels higher for the purpose of determining 
  the duration. 
  Protector of the People (Story) 
  You have vowed to construct a defender for your community.
  Prerequisite: Your community has come under persecution 
  and requires considerable defense, or you have the Raiders, 
  the Righting a Wrong, The War, or The Way Things Work 
  background (all of which are found in Ultimate Campaign).
  Benefit: You temporarily gain the Craft Construct feat for 
  the purposes of building one golem to satisfy the goal of 
  this story feat. You do not need to meet Craft Construct’s 
  prerequisites, and it can’t be used as a prerequisite for any 
  other crafting endeavor.
  Goal: Craft a golem of CR 5 or greater and donate it 
  to your community for its defense against persecution. 
  You and your allies must fund the construction, not the 
  community. You must be significantly involved in the 
  golem’s construction. After completion, this golem cannot 
  be used as a personal adventuring companion; it is the 
  property of the community to which it was dedicated. The 
  donated creature must be a golem and not another type of 
  construct, such as an animated object.
  Completion Benefits: You gain Craft Construct as a 
  bonus feat without meeting its prerequisites and can use 
  it for any purpose. The cost to build any construct that 
  normally costs less than the cost of your donated golem is 
  permanently reduced by 10%; the cost of the base materials 
  is not reduced, however.
  Purging Emesis
  You learn to purge toxins by vomiting. 
  Prerequisite: Great Fortitude.
  Benefit: As a full-round action that provokes attacks of 
  opportunity, you can attempt to end an ingested poison 
  effect by making yourself vomit. If you succeed at a new 
  saving throw against the initial effect, you gain the nauseated 
  condition for 1 round but end the poison effect as if you 
  had succeeded at the requisite saving throws. Your vomiting 
  causes one adjacent square to become slippery (Core Rulebook 
  412) until your vomit is cleaned (usually taking 1 full round) 
  or dries up (usually 1 hour). Once you use this feat, you must 
  wait at least 1 hour and consume food or drink before you 
  can use it again.
  Putrid Summons
  You summon creatures whose very presence turns the 
  stomach of your foes.
  Prerequisites: Spell Focus (conjuration); ability to cast 
  summon monster or summon nature’s ally. 
  Benefit: When you cast a summon monster or summon 
  nature’s ally spell, you can choose to summon a single 
  creature that exudes a putrid odor or befouls the water 
  surrounding it, granting it the stench universal monster 
  ability. The duration of the sickened condition created 
  by this stench is a number of rounds equal to the spell’s 
  level. When performing a putrid summon, you summon 
  a creature from the next lower list than the spell you are 
  casting. For instance, if you cast summon monster IV, you 
  summon a creature from the summon monster III list.
  Reach Spell-Like Ability (Monster)
  You can use a spell-like ability at a greater range.
  Prerequisite: Spell-like ability at caster level 4th or higher.
  Benefit: Choose one of your spell-like abilities, subject 
  to the restrictions described in this feat. You can use the 
  chosen spell-like ability as a reach spell-like ability three 
  9191
  
  that spell or a +2 bonus on caster level checks to overcome 
  spell resistance with that spell for 24 hours. 
  You can perform this ritual a number of times per day 
  equal to your Charisma modifier, but you cannot affect the 
  same spell more than once at a time.
  Sacrificial Ritualist 
  Your magical power used to originate in yourself, but now 
  you draw it from others.
  Prerequisites: Mutilating Ritualist†, Knowledge (arcana) 4 
  ranks, Knowledge (religion) 4 ranks, Spellcraft 4 ranks.
  Benefit: You can improve your ability to cast an occult 
  ritual (Occult Adventures 208) by powering it with the blood of 
  creatures. When you begin the occult ritual with the death of 
  a sentient creature (or number of sentient creatures with a 
  total number of Hit Dice equal to twice the effective level of 
  the ritual), you and all secondary casters gain a +4 bonus on 
  all skill checks necessary to complete the occult ritual. This 
  feat’s sacrifices are in addition to any sacrifices normally 
  required to complete the ritual.
  Scarring Spell-Like Ability (Monster) 
  Your spell-like ability leaves mental scars.
  Prerequisite: Spell-like ability at caster level 4th or higher.
  Benefit: Choose one of your spell-like abilities, subject 
  to the restrictions described in this feat. You can use the 
  chosen spell-like ability as a scarring spell-like ability three 
  times per day (or less, if the ability is normally usable only 
  once or twice per day).
  When you use a scarring spell-like ability, a target that 
  fails its saving throw against the spell-like ability takes a –2 
  penalty on saving throws against emotion and fear effects 
  you create, and a –1 penalty on saving throws against other 
  emotion and fear effects, for the next 24 hours. If the spell-
  like ability doesn’t allow a saving throw, you can’t choose 
  to enhance it with this feat. Penalties from multiple 
  scarring spell-like abilities don’t stack. This feat can be 
  applied only to spell-like abilities with the emotionUM or 
  fear descriptor.
  times per day (or less, if the ability is normally usable only 
  once or twice per day).
  When you use a reach spell-like ability, it can alter a 
  spell-like ability with a range of touch, close, or medium 
  to increase its range to a higher range category, using the 
  following order: touch, close, medium, and long. You can 
  select a spell-like ability that duplicates a spell only if 
  its level is less than or equal to 1/2 its caster level (round 
  down) – 1 per increase in range category. For example, a 
  spell-like ability with a range of touch can be increased 
  to long range only if it duplicates a spell with a level less 
  than or equal to 1/2 your caster level (round down) – 3. 
  For a summary, see Table 3–3. Reach spell-like abilities 
  that normally require melee touch attacks instead require 
  ranged touch attacks.
  Spell-like abilities that do not have a range of touch, 
  close, or medium do not benefit from this feat.
  Special: This feat can be taken multiple times. Each time it 
  is taken, you can apply it to a different spell-like ability.
  Sacrificial Adept
  The deaths of living, sentient creatures fuel your spells and 
  heighten their potency.
  Prerequisites: Knowledge (arcana) 4 ranks, Knowledge 
  (planes) 4 ranks, Knowledge (religion) 4 ranks, Spellcraft 4 
  ranks, ability to cast 3rd-level spells, evil alignment. 
  Benefit: By partaking in a heinous ritual that takes at least 
  10 minutes to complete and which requires you to perform 
  a successful coup de grace upon a sacrifice, you can enhance 
  the power of a single spell you know or have prepared for 
  the next 24 hours, regardless of how many times you cast it 
  within that period. Your sacrifice must be a sentient creature 
  with a total number of Hit Dice greater than or equal to your 
  caster level, and it must die from your coup de grace; if it 
  doesn’t die or comes back to life, you lose all benefits related 
  to that sacrifice. 
  After successfully performing the ritual, you choose the 
  spell that the ritual enhances and gain your choice of a +2 
  bonus to any attack rolls and combat maneuvers made with 
  Table 3–3: Reach Spell-Like Ability
  Caster 
  Range Increase (by Spell Level)
  Level 
  0 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  7th 
  8th 
  9th
  2nd	
  +1	
  —	
  —	
  —	
  —	
  —	
  —	
  —	
  —	
  —
  4th	
  +2	
  +1	
  —	
  —	
  —	
  —	
  —	
  —	
  —	
  —
  6th	
  +3	
  +2	
  +1	
  —	
  —	
  —	
  —	
  —	
  —	
  —
  8th	
  +3	
  +3	
  +2	
  +1	
  —	
  —	
  —	
  —	
  —	
  —
  10th	
  +3	
  +3	
  +3	
  +2	
  +1	
  —	
  —	
  —	
  —	
  —
  12th	
  +3	
  +3	
  +3	
  +3	
  +2	
  +1	
  —	
  —	
  —	
  —
  14th	
  +3	
  +3	
  +3	
  +3	
  +3	
  +2	
  +1	
  —	
  —	
  —
  16th	
  +3	
  +3	
  +3	
  +3	
  +3	
  +3	
  +2	
  +1	
  —	
  —
  18th	
  +3	
  +3	
  +3	
  +3	
  +3	
  +3	
  +3	
  +2	
  +1	
  —
  20th	
  +3	
  +3	
  +3	
  +3	
  +3	
  +3	
  +3	
  +3	
  +2	
  +1
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  Feats
  You can only select a spell-like ability duplicating a spell 
  with a level less than or equal to 1/2 your caster level (round 
  down) – 1. For a summary, see Table 3–1.
  Special: This feat can be taken multiple times. Each time it 
  is taken, you can apply it to a different spell-like ability.
  Shatter Control (Combat)
  You can infuse your attacks with divine power capable of 
  harming the undead and shattering the bond between the 
  undead and its controller.
  Prerequisite: Channel positive energy 4d6.
  Benefit: As a special full-round action, you can make a 
  single melee attack against an undead creature or a single 
  ranged attack against an undead creature within 30 feet. 
  If the attack is successful, you deal your normal damage 
  with the melee or ranged attack to your undead target. If 
  the target undead creature is being controlled by another, 
  by way of spell, because the target undead creature is an 
  unintelligent undead controlled by that creature, or is 
  under command of another undead creature, and if the 
  controlling creature is within 120 feet of you when you 
  make the attack, the controlling creature must succeed at 
  a Will save (DC = 10 + 1/2 your level + your Cha modifier) 
  or immediately lose control of the targeted undead for 10 
  minutes. While under this effect, the targeted undead is 
  immediately compelled to seek out and attack its former 
  controller until the control is regained. 
  Sickening Spell-Like Ability (Monster) 
  Your spell-like ability sickens affected targets.
  Prerequisite: Spell-like ability at caster level 6th 
  or higher.
  Benefit: Choose one of your spell-like abilities, subject 
  to the restrictions described in this feat. You can use 
  the chosen spell-like ability as a sickening spell-
  like ability three times per day (or less, if 
  the ability is normally usable only once 
  or twice per day).
  When you use a sickening spell-
  like ability, a target that takes damage 
  from the spell-like ability becomes 
  sickened for a number of rounds equal 
  to the spell-like ability’s equivalent 
  spell level. If the spell-like ability allows a 
  saving throw, a successful save negates 
  the sickening effect. If the spell does 
  not allow a saving throw, the target can 
  attempt a Fortitude save (against the DC 
  that the spell-like ability would have if 
  it allowed a saving throw) to negate 
  the sickening effect. If the effect of 
  the spell-like ability also causes targets to 
  become sickened and targets fail their save, 
  add the duration of the sickened condition caused by this 
  effect to the duration of the sickened condition imposed by 
  the spell-like ability.
  Spell-like abilities that do not inflict damage do not 
  benefit from this feat.
  You can only select a spell-like ability duplicating a spell 
  with a level less than or equal to 1/2 your caster level (round 
  down) – 2. For a summary, see Table 3–1.
  Special: This feat can be taken multiple times. Each time it is 
  taken, you can apply it to a different spell-like ability.
  Skin Suit (Monster)
  During the daylight hours, you can cloak your unnatural 
  form beneath a veil of flesh and blood.
  Prerequisites: Int 7, undead creature that was originally 
  humanoid.
  Benefit: Once per day as a full-round action, you can cloak 
  your body in a thin, fleshy suit that gives you the appearance 
  of yourself as a young adult humanoid. Your appearance 
  changes as per alter self, but this feat doesn’t adjust your ability 
  scores or grant any new abilities. When 
  9393
  
  its rejuvenation. If it’s the spirit of an undead creature, it 
  has the same Charisma bonus it had while fully manifested. 
  If the spirit is that of a haunt, it has an effective Charisma 
  based on its CR using the following table. 
  Haunt CR 
  Effective Charisma (Modifier)
  1–4	
  12	(+1)
  5–8	
  16	(+3)
  9–12	
  20	(+5)
  13–16	
  24	(+7)
  17–20	
  28	(+9)
  21+	
  32	(+11)
  Conversing with a spirit in this manner unsettles the 
  mind. Each time you attempt a Diplomacy check using this 
  ability to influence the spirit’s attitude or make a request, 
  you take 1 point of Wisdom damage. No effect can prevent 
  or reduce the ability damage, nor can the ability damage 
  be healed or suppressed by any means until you release 
  the spirit. 
  Special: If you are using the sanity system (page 12), when 
  you attempt a Diplomacy check using this ability, you take 
  1d6 points of sanity damage instead of 1 point of Wisdom 
  damage. No effect can prevent or reduce the damage, nor can 
  the damage be healed or suppressed by any means until you 
  release the spirit. 
  Stubborn Curse 
  Your curses are particularly tenacious.
  Prerequisite: Ability to cast a spell or spell-like ability 
  with the curseUM descriptor, or a special ability with a 
  curse effect.
  Benefit: Any curse effect you create is difficult to remove. 
  When a creature makes a caster level check to remove the 
  curse, it must roll twice and take the worse result.
  Touch of Evil
  You instill unbidden thoughts and desires into another with 
  your touch.
  Prerequisites: 
  Channel 
  negative 
  energy 
  6d6, 
  evil 
  alignment.
  Benefit: As a standard action, you can expend three uses 
  of your channel negative energy and make a melee touch 
  attack against a target. You can attempt an opposed Sleight 
  of Hand check against the target’s Perception to make this 
  attack without the target noticing. If the attack hits, the 
  target gets a Will save (DC=10 + 1/2 your character level + 
  your Charisma modifier). On a failed save, you implant a 
  suggestion into the creature’s mind. This works similar 
  to the suggestion spell, however, you can suggest to the 
  creature to commit a harmful or destructive act against 
  another creature or object. If you choose the latter, the 
  creature attempts to carry out the suggestion in 1d6+1 
  so disguised, you cannot use slashing or piercing natural 
  attacks, such as bite or claw attacks, without unraveling and 
  destroying your skin suit, nor can you deliver energy drain 
  or ability damage with your undead special attacks (such as 
  a wight or vampire’s slam attacks) without destroying the 
  suit. While wearing a skin suit, your alignment is masked 
  as though by a constant undetectable alignment spell, and 
  you have the aura of a living creature instead of an undead 
  creature for the purposes of detect undead and similar effects. 
  The skin suit dissolves into a puddle of bloody slurry at 
  sundown, though you can remove it at any time as a standard 
  action. The skin suit does not protect you from the effects of 
  being exposed to direct sunlight. Finally, if you take lethal 
  damage while wearing your skin suit, you must succeed at a 
  Reflex save with a DC equal to the amount of lethal damage 
  or the skin suit is destroyed.
  Spawnlink (Monster)
  You can see through the eyes of your spawned minions.
  Prerequisites: Int 13, create spawn monster ability.
  Benefit: As a full-round action, you can create a link with 
  one of your spawn that you control on the same plane. 
  When you do so, your spawn’s eyes glow bright red. When 
  linked in this way, you can see through your spawn’s eyes 
  with either the spawn’s vision or yours, whichever is more 
  beneficial. While looking through your spawn’s eyes, your 
  body is blinded. You can also speak though your spawn (if 
  it can speak), using your own voice. You can maintain this 
  link each round as a standard action as if concentrating to 
  maintain a 3rd-level spell. If your spawn is reduced to 0 
  or fewer hit points while you use this ability, you become 
  blinded and dazed for 1d6 rounds with no saving throw.
  Spirit Speaker
  By absorbing spirits, you can learn how to set them free.
  Prerequisites: Cha 13, Con 13, Absorb Spirit†, Diplomacy 5 
  ranks, must have died at least once or been possessed by an 
  undead creature.
  Benefit: When you absorb a spirit with the Absorb Spirit 
  feat, you can converse with it through an internal dialogue 
  in your mind. While conversing with the spirit, you can 
  attempt Diplomacy checks to change its attitude toward 
  you, as a normal use of that skill. If you are a medium with 
  the haunt channelerOA class feature, you gain a +4 bonus 
  on these Diplomacy checks. Once the spirit’s attitude is 
  indifferent or better, you can request to know what must 
  be done to lay the spirit to rest, though the DC to do so is 
  the DC to change its current attitude + 15. This takes into 
  account the circumstance modifiers for the request in a 
  typical situation, though it could be higher or lower in an 
  unusual circumstance. 
  The spirit’s starting attitude is usually hostile since you 
  destroyed it and imprisoned it within you, interfering with 
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  3
  Feats
  Feats
  days as it thinks over the suggestion and plans it out. The 
  creature can attempt another Will save at the original DC 
  to resist the suggestion right before it carries it out. If it 
  fails the save, it gains a +4 circumstance bonus on one die 
  roll used in carrying out the suggestion. This relentless 
  planning causes the creature 1 point of Wisdom damage 
  (or 1d6 sanity damage, if you are using that system), until 
  the suggestion is carried out. 
  Traumatic Spell-Like Ability (Monster) 
  Your spell-like ability causes affected targets to relive their 
  torments in nightly terrors.
  Prerequisite: Spell-like ability at caster level 6th or higher.
  Benefit: Choose one of your spell-like abilities, subject to 
  the restrictions described in this feat. You can use the chosen 
  spell-like ability as a traumatic spell-like ability three times 
  per day (or less, if the ability is normally usable only once or 
  twice per day).
  When you use a traumatic spell-like ability, affected 
  targets must succeed at an additional Will saving throw the 
  next time that they sleep (DC = the spell-like ability’s DC) 
  or be affected as per nightmare. Each time the target fails its 
  save, it must save again the following night or be affected by 
  another nightmare, though the save DC decreases by 2 each 
  night after the first. This feat can be applied only to spell-
  like abilities with the emotion or fear descriptor. Targets 
  that avoid the spell-like ability’s effects avoid this feat’s effect 
  as well.
  You can only select a spell-like ability duplicating a spell 
  with a level less than or equal to 1/2 your caster level (round 
  down) – 2. For a summary, see Table 3–1.
  Special: This feat can be taken multiple times. Each time 
  it is taken, you are able to apply it to a different spell-like 
  ability.
  Twisted Love (Story)
  An evil person or entity has become obsessed with your 
  resemblance to a lost loved one.
  Prerequisites: You resemble a lost loved one of an evil 
  creature who would otherwise be a challenging foe. The 
  likeness is close enough for you to be mistaken as the 
  former loved one’s reincarnation, or you might be that loved 
  one reborn in a new life. Alternately, the creature might be 
  a former lover who has become evil and wishes to resume 
  the relationship. This unwanted relationship must be 
  contrary to your alignment or long-term goals. Thematically 
  appropriate backgrounds include Born out of Time, Current 
  Lover, Reincarnated, The Lover, and Troubled First Love (all 
  of which are found in Ultimate Campaign).
  Benefit: You gain a +2 bonus on saving throws against 
  enchantment effects and a +2 bonus on Bluff and Diplomacy 
  checks to influence your would-be love or her minions 
  and servants. 
  Goal: You must break the heart of your pursuer in a 
  dramatic and significant manner. This requires you to 
  interact closely and frequently enough with the entity 
  to cause her to become emotionally compromised or 
  vulnerable. A simple rebuff or refusal of her affections 
  is insufficient to satisfy this goal and might only further 
  drive the obsessed creature to capture you, cast charm spells 
  upon you, corrupt you, or transform you in a way that 
  would make you more sympathetic to her.
  Completion Benefit: You retain your +2 bonus on saving 
  throws against enchantment effects. If you succeed at a 
  Will save against such an effect, the caster does not learn 
  that you succeeded at your saving throw (effects such as 
  detect magic and analyze dweomer still work normally). 
  However, this benefit doesn’t inform you of the nature of 
  the effect cast upon you. The spurned entity might later 
  seek revenge for the humiliation but is no longer obsessed 
  with you. You also receive the completion benefit even if 
  the formerly obsessed entity is slain, though you never 
  receive the benefit if the entity perishes before you can 
  achieve your goal.
  Unyielding Ferocity (Combat) 
  When near the brink of death, you fight ferociously until 
  the bitter end.
  Prerequisites: Con 19, ferocity.
  Benefit: When you are reduced to 0 or fewer hit points, 
  if you remain conscious from your ferocity monster ability, 
  you can make a full attack on your next turn (or your current 
  turn if you are reduced to 0 hit points on your own turn). 
  If you do, you push your body to the point that your mind 
  becomes more primitive, and you can no longer use any 
  Charisma-, Dexterity-, or Intelligence-based skills except 
  Acrobatics, Fly, Intimidate, or Ride, or any ability that 
  requires patience or concentration (such as spellcasting) 
  until your hit points are raised above 0.
  Normal: When using the ferocity ability, you are staggered 
  while you have fewer than 0 hit points and thus can’t make 
  a full attack.
  Zealous Mind
  You are so steadfast in the principles of your alignment, 
  even magic has difficult swaying you. 
  Prerequisites: Iron Will, Unimpeachable HonorUI, lawful 
  alignment. 
  Benefit: Whenever you are under the effect of a charm 
  or compulsion effect cast by or coming from a source with 
  a chaotic alignment or an alignment on the good and evil 
  axis opposite of your alignment (evil if you are good, and 
  good if you are evil) you gain a +2 on any saving throw or 
  opposed Charisma check to break free from the effect. This 
  bonus stacks with itself and with the bonus granted by 
  Unimpeachable Honor.
  9595
  
  Spells and Rituals
  4
  
  A
  s the chanting reached 
  a crescendo, Quinn 
  stepped from the shadows. 
  Immediately the eerie song 
  ceased, cultists turning to stare.
  Behind his steel mask, Golfre 
  cackled. “You’re too late to 
  stop the ritual, Quinn. It was 
  foolish of you to come—and 
  insane to come alone.”
  “I never claimed to be wise,” 
  Quinn admitted. “But I’m 
  afraid I’m not alone.”
  “What?” Before Golfre could 
  move, someone ripped the 
  dagger from his hands. He 
  spun to find Aric grinning, 
  blood dripping from where the 
  manacles had held his wrists.
  “You did a fine job with the 
  knife,” Aric said, tapping the 
  blade against his chest. “But 
  now it’s my turn...”
  
  M
  agic has the capability of twisting reality into any 
  number of horrific forms. Vile spellcasters create 
  vicious and disgusting spells so they can spread 
  their cruelty. Warping bodies, contacting mad creatures 
  from the beyond, and paving a path to power by sacrificing 
  living creatures all become possible to those who divest 
  themselves from compassion. Many horror spells revolve 
  around the theme of corruption, from those that deal with 
  the monstrous corruptions detailed in Chapter 1 to the 
  corruption of the caster’s sanity by spells that touch on 
  unknowable things. In fact, many spells include optional 
  effects that tie into the sanity system (see page 12), though 
  they still function in a campaign that doesn’t use it.
  But the forces of good possess their own magic to struggle 
  back against the darkness. They arm themselves with holy 
  weapons and employ restorative magic to undo the harm to 
  the soul and sanity of those subjected to horrors they had 
  never imagined.
  HORROR SPELLS IN OTHER SOURCES
  Many spells from previous books can be used to great effect 
  in horror games. The following spells can instill horror in a 
  game or recreate scenes that are common in works of horror. 
  They’re ideal choices to give to your spellcasting NPCs or 
  monsters you create with spell-like abilities. A spell that has 
  greater, lesser, or mass versions lists only the main spell.
  Pathfinder RPG Core Rulebook: Animate dead, animate 
  objects, baleful polymorph, bestow curse, black tentacles, blasphemy, 
  blight, blindness/deafness, cause fear, chill touch, circle of death, clone, 
  contagion, control undead, create undead, creeping doom, crushing 
  despair, curse water, darkness, death knell, desecrate, dominate 
  person, eyebite, fear, finger of death, ghoul touch, giant vermin, 
  horrid wilting, insanity, insect plague, nightmare, phantasmal killer, 
  poison, rage, scare, shades, shadow conjuration, shadow evocation, 
  shadow walk, slay living, soul bind, speak with dead, summon 
  swarm, trap the soul, unhallow, unholy aura, unholy blight, unseen 
  servant, vampiric touch, wail of the banshee, and weird.
  Pathfinder RPG Advanced Class Guide: Banshee blast, 
  barrow haze, bloatbomb, blood sentinel, feast on fear, speak with 
  haunt, stench of prey, stricken heart, and vampiric shadow shield.
  Pathfinder RPG Advanced Player’s Guide: Bloody claws, 
  cup of dust, feast of ashes, fester, ill omen, moonstruck, pain strike, 
  phantasmal revenge, pox pustules, screech, shadow projection, 
  swarm skin, and vomit swarm.
  Pathfinder RPG Advanced Race Guide: Damnation stride, 
  enemy’s heart, ghost wolf, sentry skull, and steal breath.
  Pathfinder RPG Monster Codex: Control vermin, fleshy 
  facade, and swarm of fangs.
  Pathfinder RPG Occult Adventures: Call spirit, create 
  mindscape, entrap spirit, foster hatred, ghost whip, grave words, 
  inflict pain, microcosm, oneiric horror, paranoia, possession, 
  primal regression, psychic reading, quintessence, riding possession, 
  shadow body, spirit-bound blade, and wall of ectoplasm.
  Pathfinder RPG Ultimate Combat: Phantom chariot and 
  phantom driver.
  Pathfinder RPG Ultimate Intrigue: Conditional curse, dark 
  whispers, false resurrection, and phantasmal affliction.
  Pathfinder RPG Ultimate Magic: Aura of doom, blood 
  mist, boiling blood, cackling skull, cursed earth, disfiguring touch, 
  ear-piercing scream, epidemic, eruptive pustules, excruciating 
  deformation, fungal infestation, ghostly disguise, haunting 
  choir, haunting mists, howling agony, loathsome veil, mad 
  hallucination, major curse, malicious spite, marionette possession, 
  murderous command, overwhelming grief, piercing shriek, plague 
  storm, sands of time, skinsend, terrible remorse, vengeful outrage, 
  and vision of Hell.
  SPELL LISTS
  The following lists summarize the new spells presented 
  in this book, arranged by class and level. A superscript “F” 
  or “M” appearing at the end of a spell’s name in the spell 
  lists denotes a focus or material component not normally 
  included in a spell component pouch; any creature listed 
  as a material component must be killed as part of casting 
  the spell.
  Order of Presentation: These lists present the spells in 
  alphabetical order by name, except when a spell’s name 
  begins with “lesser,” “greater,” or “mass,” in which case it is 
  alphabetized under the second word of the spell name.
  Hit Dice: The term “Hit Dice” is used synonymously with 
  “character levels” for effects that affect a specific number of 
  Hit Dice of creatures.
  Caster Level: A spell’s power often depends on caster level, 
  which is defined as the caster’s class level for the purpose of 
  casting a particular spell. The word “level” in the short spell 
  descriptions that follow always refers to caster level.
  Creatures and Characters: “Creature” and “character” are 
  used synonymously in the short descriptions.
  Alchemist Spells
  2nd-Level Alchemist Spells
  Quick Change: Use change shape as a swift action and 
  surprise foes.
  3rd-Level Alchemist Spells
  Assume AppearanceF: Use a creature’s corpse to adopt its 
  form.
  Temporary GraftF: Graft a body part onto yourself to gain 
  one of several benefits.
  4th-Level Alchemist Spells
  Assume Appearance, GreaterF: Use a likeness to adopt a dead 
  creature’s form.
  Decollate: A target can safely remove its head.
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  4
  Spells and Rituals
  Spells and Rituals
  6th-Level Alchemist Spells
  Verminous Transformation: Partially transform into a 
  swarm.
  Antipaladin Spells
  1st-Level Antipaladin Spells
  Barbed ChainsM: Hellish chains attack and cause a target to 
  become shaken.
  BloodbathF: Cause yourself and enemies to bleed.
  BoneshakerF: Momentarily control a living or undead 
  creature’s skeleton.
  Grasping CorpseM: Cause a corpse to grab or trip a foe.
  Hedging Weapons: Floating weapons protect you and make 
  ranged attacks.
  Sense Fear: Perceive nearby creatures that are experiencing 
  fear.
  2nd-Level Antipaladin Spells
  Borrow Corruption: Temporarily gain the effects of a 
  corrupted creature’s manifestations.
  Flesh PuppetM: Control a zombie in human guise.
  3rd-Level Antipaladin Spells
  Charnel HouseM: Create an area of semi-real gore.
  Flesh Puppet HordeM: Control multiple zombies in human 
  guise.
  Hunger for Flesh: Give a creature a bite attack and a hunger 
  for its own kind’s flesh.
  Screaming Flames: Send forth a wave of flames screaming 
  with the agony of the damned.
  Vile Dog Transformation: Transform ordinary dogs into 
  fiendish minions.
  4th-Level Antipaladin Spells
  Blood Ties: When a target is harmed, so is the target’s 
  relative.
  Cruel Jaunt: Sense creatures suffering from fear, then 
  teleport close to them.
  Decollate: A target can safely remove its head.
  Profane Nimbus: Unholy energy damages good creatures 
  that attack you and protects you from good attacks.
  Torpid ReanimationM: Animate dead when a specific trigger 
  condition occurs.
  Bard Spells
  2nd-Level Bard Spells
  Absurdity: Threats seem like a ridiculous farce.
  Flickering Lights: Create an area of inconsistent  
  lighting.
  Quick Change: Use change shape as a swift action and 
  surprise foes.
  3rd-Level Bard Spells
  Assume AppearanceF: Use a creature’s corpse to adopt its form.
  Dreadscape: Surroundings and unfamiliar creatures seem 
  like something out of a nightmare.
  Mad Sultan’s MelodyF: Bizarre cacophony fascinates eldritch 
  creatures.
  4th-Level Bard Spells
  Assume Appearance, GreaterF: Use a likeness to adopt a dead 
  creature’s form.
  Horrific Doubles: Call forth disturbing mirror images.
  Pessimism: Force a creature to see the negative side of things.
  Sleepwalking SuggestionM: Cause a creature to perform a 
  suggested action while asleep.
  5th-Level Bard Spells
  Compelling Rant: People believe your ridiculous speech as 
  long as you keep talking.
  Locate Gate: Find a nearby magical portal.
  Phobia: Induce an irrational fear in a creature to the point 
  of madness.
  6th-Level Bard Spells
  Night Terrors: Disturb a creature’s rest with dark dreams.
  Bloodrager Spells
  1st-Level Bloodrager Spells
  Barbed ChainsM: Hellish chains attack and cause a target to 
  become shaken.
  BloodbathF: Cause yourself and enemies to bleed.
  Sense Fear: Perceive nearby creatures that are experiencing fear.
  2nd-Level Bloodrager Spells
  Quick Change: Use change shape as a swift action and 
  surprise foes.
  Symbol of ExsanguinationM: Triggered rune causes nearby 
  creatures to bleed.
  3rd-Level Bloodrager Spells
  Pyrotechnic Eruption: Erupting flames burn a target several 
  times.
  Temporary GraftF: Graft a body part onto yourself to gain 
  one of several benefits.
  Waves of Blood: A cone of blood pushes creatures, sickens 
  them, and makes the ground slick.
  4th-Level Bloodrager Spells
  Horrific Doubles: Call forth disturbing mirror images.
  9999
  
  Cleric Spells
  1st-Level Cleric Spells
  Barbed ChainsM: Hellish chains attack and cause a target to 
  become shaken.
  Grasping CorpseM: Cause a corpse to grab or trip a foe.
  Hedging Weapons: Floating weapons protect you and make 
  ranged attacks.
  2nd-Level Cleric Spells
  BloodbathF: Cause yourself and enemies to bleed.
  BoneshakerF: Momentarily control a living or undead 
  creature’s skeleton.
  Contact Entity IM: Ask eldritch entities to find and converse 
  with you.
  Curse Terrain, LesserM: Curse an area with three mild hazards.
  Flickering Lights: Create an area of inconsistent lighting.
  Sense Fear: Perceive nearby creatures that are experiencing 
  fear.
  Sense Madness: Determine mental disturbances in nearby 
  creatures.
  Stave Off CorruptionM: Protect against a corruption’s progression.
  3rd-Level Cleric Spells
  Appearance of LifeM: Undead appear to be alive.
  Contact Entity IIM: Ask more powerful eldritch entities to 
  find and converse with you.
  DamnationM: Punish creatures for evil spells they know or 
  that affect them.
  Flesh PuppetM: Control a zombie in human guise.
  Holy Javelin: Deal ongoing damage to evil creatures and 
  apply penalties.
  Screaming Flames: Send forth a wave of flames screaming 
  with the agony of the damned.
  Symbol of ExsanguinationM: Triggered rune causes nearby 
  creatures to bleed.
  4th-Level Cleric Spells
  Borrow Corruption: Temporarily gain the effects of a 
  corrupted creature’s manifestations.
  Curse TerrainM: Curse an area with four hazards.
  Flesh Puppet HordeM: Control multiple zombies in human 
  guise.
  Hunger for Flesh: Give a creature a bite attack and a hunger 
  for its own kind’s flesh.
  Rigor Mortis: Painfully swell a target’s joints.
  Torpid ReanimationM: Animate dead when a specific trigger 
  condition occurs.
  5th-Level Cleric Spells
  Ban CorruptionF: Eliminate the gifts of nearby corrupted 
  creatures.
  Blood Ties: When a target is harmed, so is the target’s relative.
  Charnel HouseM: Create an area of semi-real gore.
  Compelling Rant: People believe your ridiculous speech as 
  long as you keep talking.
  Contact Entity IIIM: Ask very powerful eldritch entities to find 
  and converse with you, or they may reply telepathically.
  Decollate: A target can safely remove its head.
  Locate Gate: Find a nearby magical portal.
  Profane Nimbus: Unholy energy damages good creatures 
  that attack you and protects you from good attacks.
  Sacred Nimbus: Holy energy damages evil creatures that 
  attack you and protects you from evil attacks.
  Slough: Slough off a target’s skin.
  Vile Dog Transformation: Transform ordinary dogs into 
  fiendish minions.
  6th-Level Cleric Spells
  Alleviate CorruptionM: Attempt to weaken a corruption’s 
  effect at risk to yourself.
  Cruel Jaunt: Sense creatures suffering from fear, then teleport 
  close to them.
  Curse Terrain, GreaterM: Curse an area with six dangerous 
  hazards.
  Flesh WallM: Create a wall of zombies.
  Wither Limb: Make one of the target’s limbs useless.
  7th-Level Cleric Spells
  Contact Entity IVM: Ask extraordinarily powerful eldritch 
  entities to find and converse with you, or they may reply 
  telepathically.
  Hunger for Flesh, Mass: Give creatures bite attacks and a 
  hunger for their own kind’s flesh.
  Plundered PowerM: Kill a creature and steal its strongest 
  spell-like ability.
  8th-Level Cleric Spells
  Curse of NightF: Curse an area with eternal night.
  Curse Terrain, SupremeM: Curse an area with seven deadly 
  hazards.
  Death Clutch: Rip out someone’s heart.
  Sacramental SealF: Seal a creature away inside the spell’s focus.
  9th-Level Cleric Spells
  MassacreM: Slaughter creatures in a line.
  Druid Spells
  2nd-Level Druid Spells
  Curse Terrain, LesserM: Curse an area with three mild 
  hazards.
  Quick Change: Use change shape as a swift action and 
  surprise foes.
  100
  100
  
  4
  Spells and Rituals
  Spells and Rituals
  Sense Fear: Perceive nearby creatures that are experiencing 
  fear.
  4th-Level Druid Spells
  Borrow Corruption: Temporarily gain the effects of a 
  corrupted creature’s manifestations.
  Curse TerrainM: Curse an area with four hazards.
  Life Blast: Drain life from local vegetation to launch a blast 
  of positive energy.
  5th-Level Druid Spells
  Blood Ties: When a target is harmed, so is the target’s 
  relative.
  Vile Dog Transformation: Transform ordinary dogs into 
  fiendish minions. 
  6th-Level Druid Spells
  Curse Terrain, GreaterM: Curse an area with six dangerous 
  hazards.
  Green Caress: Slowly transform a creature into an inanimate 
  plant.
  7th-Level Druid Spells
  Plundered PowerM: Kill a creature and steal its strongest 
  spell-like ability.
  8th-Level Druid Spells
  Curse of NightF: Curse an area with eternal night.
  Curse Terrain, SupremeM: Curse an area with seven deadly 
  hazards.
  9th-Level Druid Spells
  Curse of Fell SeasonsF: Curse an area’s weather.
  Death Clutch: Rip out someone’s heart.
  Inquisitor Spells
  1st-Level Inquisitor Spells
  Barbed ChainsM: Hellish chains attack and cause a target to 
  become shaken.
  Hedging Weapons: Floating weapons protect you and make 
  ranged attacks.
  2nd-Level Inquisitor Spells
  BloodbathF: Cause yourself and enemies to bleed.
  BoneshakerF: Momentarily control a living or undead 
  creature’s skeleton.
  Flickering Lights: Create an area of inconsistent lighting.
  Quick Change: Use change shape as a swift action and 
  surprise foes.
  Sense Fear: Perceive nearby creatures that are experiencing 
  fear.
  Sense Madness: Determine mental disturbances in nearby 
  creatures.
  3rd-Level Inquisitor Spells
  DamnationM: Punish creatures for evil spells they know or 
  that affect them.
  Holy Javelin: Deal ongoing damage to evil creatures and 
  apply penalties.
  4th-Level Inquisitor Spells
  Ban CorruptionF: Eliminate the gifts of nearby corrupted 
  creatures.
  Straitjacket: Restrain a creature’s arms and grant it a second 
  saving throw against certain magic.
  5th-Level Inquisitor Spells
  Blood Ties: When a target is harmed, so is the target’s relative.
  Compelling Rant: People believe your ridiculous speech as 
  long as you keep talking.
  DecapitateF: Turn a critical hit into a decapitation.
  Profane Nimbus: Unholy energy damages good creatures 
  that attack you and protects you from good attacks.
  Sacred Nimbus: Holy energy damages evil creatures that 
  attack you and protects you from evil attacks.
  6th-Level Inquisitor Spells
  Cruel Jaunt: Sense creatures suffering from fear, then teleport 
  close to them.
  Wither Limb: Make one of the target’s limbs useless.
  Magus Spells
  2nd-Level Magus Spells
  Flickering Lights: Create an area of inconsistent lighting.
  Quick Change: Use change shape as a swift action and 
  surprise foes.
  3rd-Level Magus Spells
  Waves of Blood: A cone of blood pushes creatures, sickens 
  them, and makes the ground slick.
  4th-Level Magus Spells
  Pyrotechnic Eruption: Erupting flames burn a target several 
  times.
  Rigor Mortis: Painfully swell a target’s joints.
  Temporary GraftF: Graft a body part onto yourself to gain 
  one of several benefits.
  6th-Level Magus Spells
  Cruel Jaunt: Sense creatures suffering from fear, then teleport 
  close to them.
  DecapitateF: Turn a critical hit into a decapitation.
  101101
  
  Medium Spells
  1st-Level Medium Spells
  BloodbathF: Cause yourself and enemies to bleed.
  Contact Entity IM: Ask eldritch entities to find and converse 
  with you.
  Sense Fear: Perceive nearby creatures that are experiencing 
  fear.
  2nd-Level Medium Spells
  Absurdity: Threats seem like a ridiculous farce.
  Appearance of LifeM: Undead appear to be alive.
  Borrow Corruption: Temporarily gain the effects of a 
  corrupted creature’s manifestations.
  Contact Entity IIM: Ask more powerful eldritch entities to 
  find and converse with you.
  Quick Change: Use change shape as a swift action and 
  surprise foes.
  Sense Madness: Determine mental disturbances in nearby 
  creatures. 
  3rd-Level Medium Spells
  Assume AppearanceF: Use a creature’s corpse to adopt its 
  form.
  Ban CorruptionF: Eliminate the gifts of nearby corrupted 
  creatures.
  Contact Entity IIIM: Ask very powerful eldritch entities to find 
  and converse with you, or they may reply telepathically.
  Dreadscape: Surroundings and unfamiliar creatures seem 
  like something out of a nightmare.
  Horrific Doubles: Call forth disturbing mirror images.
  Impossible Angles: Distort geometry in an area.
  Phantasmal Asphyxiation: Trick a creature into thinking it 
  can’t breathe.
  Sleepwalking SuggestionM: Cause a creature to perform a 
  suggested action while asleep.
  4th-Level Medium Spells
  Assume Appearance, GreaterF: Use a likeness to adopt a dead 
  creature’s form.
  Contact Entity IVM: Ask extraordinarily powerful eldritch 
  entities to find and converse with you, or they may reply 
  telepathically.
  Pessimism: Force a creature to see the negative side of things.
  Phantasmal Putrefaction: Trick creatures into thinking 
  their flesh is rotting.
  Mesmerist Spells
  2nd-Level Mesmerist Spells
  Absurdity: Threats seem like a ridiculous farce.
  Quick Change: Use change shape as a swift action and 
  surprise foes.
  Sense Fear: Perceive nearby creatures that are experiencing 
  fear.
  3rd-Level Mesmerist Spells
  Appearance of LifeM: Undead appear to be alive.
  Assume AppearanceF: Use a creature’s corpse to adopt its 
  form.
  Dreadscape: Surroundings and unfamiliar creatures seem 
  like something out of a nightmare.
  4th-Level Mesmerist Spells
  Assume AppearanceF, Greater: Use a likeness to adopt a dead 
  creature’s form.
  Horrific Doubles: Call forth disturbing mirror images.
  Impossible Angles: Distort geometry in an area.
  Mad Sultan’s MelodyF: Bizarre cacophony fascinates eldritch 
  creatures.
  Pessimism: Force a creature to see the negative side of things.
  Phantasmal Asphyxiation: Trick a creature into thinking it 
  can’t breathe.
  Sleepwalking SuggestionM: Cause a creature to perform a 
  suggested action while asleep.
  5th-Level Mesmerist Spells
  Charnel HouseM: Create an area of semi-real gore.
  Compelling Rant: People believe your ridiculous speech as 
  long as you keep talking.
  Phantasmal Putrefaction: Trick creatures into thinking 
  their flesh is rotting.
  Phobia: Induce an irrational fear in a creature to the point 
  of madness.
  6th-Level Mesmerist Spells
  Night Terrors: Disturb a creature’s rest with dark dreams.
  Occultist Spells
  1st-Level Occultist Spells
  Barbed ChainsM: Hellish chains attack and cause a target to 
  become shaken.
  Grasping CorpseM: Cause a corpse to grab or trip a foe.
  2nd-Level Occultist Spells
  Contact Entity IM: Ask eldritch entities to find and converse 
  with you.
  Flickering Lights: Create an area of inconsistent lighting.
  Quick Change: Use change shape as a swift action and 
  surprise foes.
  Sense Fear: Perceive nearby creatures that are experiencing 
  fear.
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  Spells and Rituals
  Spells and Rituals
  Sense Madness: Determine mental disturbances in nearby 
  creatures.
  Symbol of ExsanguinationM: Triggered rune causes nearby 
  creatures to bleed.
  3rd-Level Occultist Spells
  Assume AppearanceF: Use a creature’s corpse to adopt its 
  form.
  Borrow Corruption: Temporarily gain the effects of a 
  corrupted creature’s manifestations.
  Contact Entity IIM: Ask more powerful eldritch entities to 
  find and converse with you.
  Flesh PuppetM: Control a zombie in human guise.
  Temporary GraftF: Graft a body part onto yourself to gain 
  one of several benefits.
  4th-Level Occultist Spells
  Assume Appearance, GreaterF: Use a likeness to adopt a dead 
  creature’s form.
  Ban CorruptionF: Eliminate the gifts of nearby corrupted 
  creatures.
  Contact Entity IIIM: Ask very powerful eldritch entities to find 
  and converse with you, or they may reply telepathically.
  Flesh Puppet HordeM: Control multiple zombies in human 
  guise.
  Impossible Angles: Distort geometry in an area.
  Mad Sultan’s MelodyF: Bizarre cacophony fascinates eldritch 
  creatures.
  Pyrotechnic Eruption: Erupting flames burn a target several 
  times.
  Rigor Mortis: Painfully swell a target’s joints.
  Slough: Slough off a target’s skin.
  Straitjacket: Restrain a creature’s arms and grant it a second 
  saving throw against certain magic.
  Torpid ReanimationM: Animate dead when a specific trigger 
  condition occurs.
  5th-Level Occultist Spells
  Locate Gate: Find a nearby magical portal.
  6th-Level Occultist Spells
  Contact Entity IVM: Ask extraordinarily powerful eldritch 
  entities to find and converse with you, or they may reply 
  telepathically.
  Plundered PowerM: Kill a creature and steal its strongest 
  spell-like ability.
  Paladin Spells
  1st-Level Paladin Spells
  Hedging Weapons: Floating weapons protect you and make 
  ranged attacks.
  2nd-Level Paladin Spells
  Holy Javelin: Deal ongoing damage to evil creatures and 
  apply penalties.
  Sense Madness: Determine mental disturbances in nearby 
  creatures.
  Stave Off CorruptionM: Protect against a corruption’s 
  progression.
  3rd-Level Paladin Spells
  DamnationM: Punish creatures for evil spells they know or 
  that affect them.
  4th-Level Paladin Spells
  Ban CorruptionF: Eliminate the gifts of nearby corrupted 
  creatures.
  Sacred Nimbus: Holy energy damages evil creatures that 
  attack you and protects you from evil attacks.
  Psychic Spells
  2nd-Level Psychic Spells
  Absurdity: Threats seem like a ridiculous farce.
  BloodbathF: Cause yourself and enemies to bleed.
  Contact Entity IM: Ask eldritch entities to find and converse 
  with you.
  Sense Fear: Perceive nearby creatures that are experiencing fear.
  Sense Madness: Determine mental disturbances in nearby 
  creatures.
  3rd-Level Psychic Spells
  Appearance of LifeM: Undead appear to be alive.
  Assume AppearanceF: Use a creature’s corpse to adopt its form.
  Contact Entity IIM: Ask more powerful eldritch entities to 
  find and converse with you.
  Waves of Blood: A cone of blood pushes creatures, sickens 
  them, and makes the ground slick.
  4th-Level Psychic Spells
  Assume Appearance, GreaterF: Use a likeness to adopt a dead 
  creature’s form.
  Borrow Corruption: Temporarily gain the effects of a 
  corrupted creature’s manifestations.
  Dreadscape: Surroundings and unfamiliar creatures seem 
  like something out of a nightmare.
  Horrific Doubles: Call forth disturbing mirror images.
  Hunger for Flesh: Give a creature a bite attack and a hunger 
  for its own kind’s flesh.
  Mad Sultan’s MelodyF: Bizarre cacophony fascinates eldritch 
  creatures.
  Phantasmal Asphyxiation: Trick a creature into thinking it 
  can’t breathe.
  Rigor Mortis: Painfully swell a target’s joints.
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  5th-Level Psychic Spells
  Blood Ties: When a target is harmed, so is the target’s relative.
  Charnel HouseM: Create an area of semi-real gore.
  Compelling Rant: People believe your ridiculous speech as 
  long as you keep talking.
  Contact Entity IIIM: Ask very powerful eldritch entities to find 
  and converse with you, or they may reply telepathically.
  Impossible Angles: Distort geometry in an area.
  Locate Gate: Find a nearby magical portal.
  Pessimism: Force a creature to see the negative side of 
  things.
  Sleepwalking SuggestionM: Cause a creature to perform a 
  suggested action while asleep.
  Slough: Slough off a target’s skin.
  6th-Level Psychic Spells
  Alleviate CorruptionM: Attempt to weaken a corruption’s 
  effect at risk to yourself.
  Cruel Jaunt: Sense creatures suffering from fear, then 
  teleport close to them.
  DecapitateF: Turn a critical hit into a decapitation.
  Decollate: A target can safely remove its head.
  Night Terrors: Disturb a creature’s rest with dark dreams.
  Phobia: Induce an irrational fear in a creature to the point 
  of madness.
  7th-Level Psychic Spells
  Contact Entity IVM: Ask extraordinarily powerful eldritch 
  entities to find and converse with you, or they may reply 
  telepathically.
  Hunger for Flesh, Mass: Give creatures bite attacks and a 
  hunger for their own kind’s flesh.
  8th-Level Psychic Spells
  Death Clutch: Rip out someone’s heart.
  9th-Level Psychic Spells
  MassacreM: Slaughter creatures in a line.
  Maze of Madness and SufferingM: Send a target into a 
  dangerous extradimensional maze.
  Ranger Spells
  2nd-Level Ranger Spells
  Quick Change: Use change shape as a swift action and 
  surprise foes.
  Sense Fear: Perceive nearby creatures that are experiencing 
  fear.
  3rd-Level Ranger Spells
  Life Blast: Drain life from local vegetation to launch a blast 
  of positive energy.
  4th-Level Ranger Spells
  Green Caress: Slowly transform a creature into an inanimate 
  plant.
  Shaman Spells
  1st-Level Shaman Spells
  Barbed ChainsM: Hellish chains attack and cause a target to 
  become shaken.
  Grasping CorpseM: Cause a corpse to grab or trip a foe.
  2nd-Level Shaman Spells
  Contact Entity IM: Ask eldritch entities to find and converse 
  with you.
  Curse Terrain, LesserM: Curse an area with three mild hazards.
  Flickering Lights: Create an area of inconsistent lighting.
  Quick Change: Use change shape as a swift action and 
  surprise foes.
  Sense Fear: Perceive nearby creatures that are experiencing 
  fear.
  3rd-Level Shaman Spells
  Assume AppearanceF: Use a creature’s corpse to adopt its 
  form.
  Contact Entity IIM: Ask more powerful eldritch entities to 
  find and converse with you.
  Flesh PuppetM: Control a zombie in human guise.
  4th-Level Shaman Spells
  Assume Appearance, GreaterF: Use a likeness to adopt a dead 
  creature’s form.
  Borrow Corruption: Temporarily gain the effects of a 
  corrupted creature’s manifestations.
  Curse TerrainM: Curse an area with four hazards.
  Flesh Puppet HordeM: Control multiple zombies in human 
  guise.
  Hunger for Flesh: Give a creature a bite attack and a hunger 
  for its own kind’s flesh.
  Life Blast: Drain life from local vegetation to launch a blast 
  of positive energy.
  Rigor Mortis: Painfully swell a target’s joints.
  Torpid ReanimationM: Animate dead when a specific trigger 
  condition occurs.
  5th-Level Shaman Spells
  Ban CorruptionF: Eliminate the gifts of nearby corrupted 
  creatures.
  Blood Ties: When a target is harmed, so is the target’s 
  relative.
  Contact Entity IIIM: Ask very powerful eldritch entities 
  to find and converse with you, or they may reply 
  telepathically.
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  4
  Spells and Rituals
  Spells and Rituals
  Vile Dog Transformation: Transform ordinary dogs into 
  fiendish minions.
  6th-Level Shaman Spells
  Alleviate CorruptionM: Attempt to weaken a corruption’s 
  effect at risk to yourself.
  Cruel Jaunt: Sense creatures suffering from fear, then teleport 
  close to them.
  Curse Terrain, GreaterM: Curse an area with six dangerous 
  hazards.
  Flesh WallM: Create a wall of zombies.
  Green Caress: Slowly transform a creature into an inanimate 
  plant.
  Wither Limb: Make one of the target’s limbs useless.
  7th-Level Shaman Spells
  Contact Entity IVM: Ask extraordinarily powerful eldritch 
  entities to find and converse with you, or they may reply 
  telepathically.
  Hunger for Flesh, Mass: Give creatures bite attacks and a 
  hunger for their own kind’s flesh.
  Plundered PowerM: Kill a creature and steal its strongest 
  spell-like ability.
  Verminous Transformation: Partially transform into a swarm.
  8th-Level Shaman Spells
  Curse Terrain, SupremeM: Curse an area with seven deadly 
  hazards.
  9th-Level Shaman Spells
  Curse of Fell SeasonsF: Curse an area’s weather.
  MassacreM: Slaughter creatures in a line.
  Sorcerer/Wizard Spells
  1st-Level Sorcerer/Wizard Spells
  Grasping CorpseM: Cause a corpse to grab or trip a foe.
  2nd-Level Sorcerer/Wizard Spells
  BloodbathF: Cause yourself and enemies to bleed.
  BoneshakerF: Momentarily control a living or undead 
  creature’s skeleton.
  Contact Entity IM: Ask eldritch entities to find and converse 
  with you.
  Curse Terrain, LesserM: Curse an area with three mild hazards.
  Flickering Lights: Create an area of inconsistent lighting.
  Quick Change: Use change shape as a swift action and 
  surprise foes.
  3rd-Level Sorcerer/Wizard Spells
  Appearance of LifeM: Undead appear to be alive.
  Assume AppearanceF: Use a creature’s corpse to adopt its form.
  Contact Entity IIM: Ask more powerful eldritch entities to 
  find and converse with you.
  Symbol of ExsanguinationM: Triggered rune causes nearby 
  creatures to bleed.
  Waves of Blood: A cone of blood pushes creatures, sickens 
  them, and makes the ground slick.
  4th-Level Sorcerer/Wizard Spells
  Assume Appearance, GreaterF: Use a likeness to adopt a dead 
  creature’s form.
  Curse TerrainM: Curse an area with four hazards.
  Dreadscape: Surroundings and unfamiliar creatures seem 
  like something out of a nightmare.
  Flesh PuppetM: Control a zombie in human guise.
  Horrific Doubles: Call forth disturbing mirror images.
  Hunger for Flesh: Give a creature a bite attack and a hunger 
  for its own kind’s flesh.
  Mad Sultan’s MelodyF: Bizarre cacophony fascinates eldritch 
  creatures.
  Phantasmal Asphyxiation: Trick a creature into thinking it 
  can’t breathe.
  Pyrotechnic Eruption: Erupting flames burn a target several 
  times.
  Rigor Mortis: Painfully swell a target’s joints.
  Temporary GraftF: Graft a body part onto yourself to gain 
  one of several benefits.
  5th-Level Sorcerer/Wizard Spells
  Charnel HouseM: Create an area of semi-real gore.
  Compelling Rant: People believe your ridiculous speech as 
  long as you keep talking.
  Contact Entity IIIM: Ask very powerful eldritch entities to find 
  and converse with you, or they may reply telepathically.
  Decollate: A target can safely remove its head.
  Flesh Puppet HordeM: Control multiple zombies in human 
  guise.
  Impossible Angles: Distort geometry in an area.
  Locate Gate: Find a nearby magical portal.
  Pessimism: Force a creature to see the negative side of 
  things.
  Sleepwalking SuggestionM: Cause a creature to perform a 
  suggested action while asleep.
  Slough: Slough off a target’s skin.
  Straitjacket: Restrain a creature’s arms and grant it a second 
  saving throw against certain magic.
  Torpid ReanimationM: Animate dead when a specific trigger 
  condition occurs.
  Vile Dog Transformation: Transform ordinary dogs into 
  fiendish minions.
  6th-Level Sorcerer/Wizard Spells
  Cruel Jaunt: Sense creatures suffering from fear, then teleport 
  close to them.
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  Curse Terrain, GreaterM: Curse an area with six dangerous 
  hazards.
  DecapitateF: Turn a critical hit into a decapitation.
  Flesh WallM: Create a wall of zombies.
  Night Terrors: Disturb a creature’s rest with dark dreams.
  Phantasmal Putrefaction: Trick creatures into thinking 
  their flesh is rotting.
  Phobia: Induce an irrational fear in a creature to the point 
  of madness.
  Wither Limb: Make one of the target’s limbs useless.
  7th-Level Sorcerer/Wizard Spells
  Contact Entity IVM: Ask extraordinarily powerful eldritch 
  entities to find and converse with you, or they may reply 
  telepathically.
  Hunger for Flesh, Mass: Give creatures bite attacks and a 
  hunger for their own kind’s flesh.
  Plundered PowerM: Kill a creature and steal its strongest 
  spell-like ability.
  8th-Level Sorcerer/Wizard Spells
  Curse of NightF: Curse an area with eternal night.
  Curse Terrain, SupremeM: Curse an area with seven deadly 
  hazards.
  Death Clutch: Rip out someone’s heart.
  9th-Level Sorcerer/Wizard Spells
  Curse of Fell SeasonsF: Curse an area’s weather.
  MassacreM: Slaughter creatures in a line.
  Maze of Madness and SufferingM: Send a target into a 
  dangerous extradimensional maze.
  Spiritualist Spells
  1st-Level Spiritualist Spells
  Grasping CorpseM: Cause a corpse to grab or trip a foe.
  2nd-Level Spiritualist Spells
  Absurdity: Threats seem like a ridiculous farce.
  BloodbathF: Cause yourself and enemies to bleed.
  BoneshakerF: Momentarily control a living or undead 
  creature’s skeleton.
  Quick Change: Use change shape as a swift action and 
  surprise foes.
  Sense Fear: Perceive nearby creatures that are experiencing 
  fear.
  3rd-Level Spiritualist Spells
  Appearance of LifeM: Undead appear to be alive.
  Assume AppearanceF: Use a creature’s corpse to adopt its form.
  Flesh PuppetM: Control a zombie in human guise.
  Rigor Mortis: Painfully swell a target’s joints.
  Waves of Blood: A cone of blood pushes creatures, sickens 
  them, and makes the ground slick.
  4th-Level Spiritualist Spells
  Assume Appearance, GreaterF: Use a likeness to adopt a dead 
  creature’s form.
  Decollate: A target can safely remove its head.
  Flesh Puppet HordeM: Control multiple zombies in human 
  guise.
  Hunger for Flesh: Give a creature a bite attack and a hunger 
  for its own kind’s flesh.
  Phantasmal Asphyxiation: Trick a creature into thinking it 
  can’t breathe.
  Slough: Slough off a target’s skin.
  Torpid ReanimationM: Animate dead when a specific trigger 
  condition occurs.
  5th-Level Spiritualist Spells
  Flesh WallM: Create a wall of zombies.
  Wither Limb: Make one of the target’s limbs useless.
  6th-Level Spiritualist Spells
  Alleviate CorruptionM: Attempt to weaken a corruption’s 
  effect at risk to yourself.
  Hunger for Flesh, Mass: Give creatures bite attacks and a 
  hunger for their own kind’s flesh.
  Summoner Spells
  1st-Level Summoner Spells
  Barbed ChainsM: Hellish chains attack and cause a target to 
  become shaken.
  2nd-Level Summoner Spells
  Contact Entity IM: Ask eldritch entities to find and converse 
  with you.
  Quick Change: Use change shape as a swift action and 
  surprise foes.
  3rd-Level Summoner Spells
  Assume AppearanceF: Use a creature’s corpse to adopt its form.
  Contact Entity IIM: Ask more powerful eldritch entities to 
  find and converse with you.
  4th-Level Summoner Spells
  Assume Appearance, GreaterF: Use a likeness to adopt a dead 
  creature’s form.
  Contact Entity IIIM: Ask very powerful eldritch entities to find 
  and converse with you, or they may reply telepathically.
  5th-Level Summoner Spells
  Flesh WallM: Create a wall of zombies.
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  Spells and Rituals
  Spells and Rituals
  Locate Gate: Find a nearby magical portal.
  Straitjacket: Restrain a creature’s arms and grant it a second 
  saving throw against certain magic.
  6th-Level Summoner Spells
  Contact Entity IVM: Ask extraordinarily powerful eldritch 
  entities to find and converse with you, or they may reply 
  telepathically.
  Plundered PowerM: Kill a creature and steal its strongest 
  spell-like ability.
  Witch Spells
  1st-Level Witch Spells
  Grasping CorpseM: Cause a corpse to grab or trip a foe.
  2nd-Level Witch Spells
  BloodbathF: Cause yourself and enemies to bleed.
  BoneshakerF: Momentarily control a living or undead 
  creature’s skeleton.
  Contact Entity IM: Ask eldritch entities to find and converse 
  with you.
  Curse Terrain, LesserM: Curse an area with three mild hazards.
  Quick Change: Use change shape as a swift action and 
  surprise foes.
  Sense Fear: Perceive nearby creatures that are experiencing 
  fear.
  3rd-Level Witch Spells
  Appearance of LifeM: Undead appear to be alive.
  Assume AppearanceF: Use a creature’s corpse to adopt its form.
  Contact Entity IIM: Ask more powerful eldritch entities to 
  find and converse with you.
  Symbol of ExsanguinationM: Triggered rune causes nearby 
  creatures to bleed.
  Waves of Blood: A cone of blood pushes creatures, sickens 
  them, and makes the ground slick.
  4th-Level Witch Spells
  Assume Appearance, GreaterF: Use a likeness to adopt a 
  dead creature’s form.
  Borrow Corruption: Temporarily gain the effects of a 
  corrupted creature’s manifestations.
  Curse TerrainM: Curse an area with four hazards.
  Flesh PuppetM: Control a zombie in human guise.
  Hunger for Flesh: Give a creature a bite attack and a hunger 
  for its own kind’s flesh.
  Mad Sultan’s MelodyF: Bizarre cacophony fascinates eldritch 
  creatures.
  Phantasmal Asphyxiation: Trick a creature into thinking it 
  can’t breathe.
  Rigor Mortis: Painfully swell a target’s joints.
  5th-Level Witch Spells
  Blood Ties: When a target is harmed, so is the target’s relative.
  Charnel HouseM: Create an area of semi-real gore.
  Contact Entity IIIM: Ask very powerful eldritch entities to find 
  and converse with you, or they may reply telepathically.
  Decollate: A target can safely remove its head.
  Flesh Puppet HordeM: Control multiple zombies in human 
  guise.
  Pessimism: Force a creature to see the negative side of things.
  Sleepwalking SuggestionM: Cause a creature to perform a 
  suggested action while asleep.
  Slough: Slough off a target’s skin.
  Vile Dog Transformation: Transform ordinary dogs into 
  fiendish minions.
  6th-Level Witch Spells
  Alleviate CorruptionM: Attempt to weaken a corruption’s 
  effect at risk to yourself.
  Cruel Jaunt: Sense creatures suffering from fear, then teleport 
  near them.
  Curse Terrain, GreaterM: Curse an area with six dangerous 
  hazards.
  Flesh WallM: Create a wall of zombies.
  Green Caress: Slowly transform a creature into an inanimate 
  plant.
  Night Terrors: Disturb a creature’s rest with dark dreams.
  Phantasmal Putrefaction: Trick creatures into thinking 
  their flesh is rotting.
  Phobia: Induce an irrational fear in a creature to the point 
  of madness.
  Wither Limb: Make one of the target’s limbs useless.
  7th-Level Witch Spells
  Contact Entity IVM: Ask extraordinarily powerful eldritch 
  entities to find and converse with you, or they may reply 
  telepathically.
  Hunger for Flesh, Mass: Give creatures bite attacks and a 
  hunger for their own kind’s flesh. 
  Plundered PowerM: Kill a creature and steal its strongest 
  spell-like ability.
  Verminous Transformation: Partially transform into a swarm.
  8th-Level Witch Spells
  Curse of NightF: Curse an area with eternal night.
  Curse Terrain, SupremeM: Curse an area with seven deadly 
  hazards.
  Death Clutch: Rip out someone’s heart.
  9th-Level Witch Spells
  Curse of Fell SeasonsF: Curse an area’s weather.
  MassacreM: Slaughter creatures in a line.
  Maze of Madness and SufferingM: Send a target into a 
  dangerous extradimensional maze.
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  Spells
  ABSURDITY
  School illusion (phantasm) [emotionUM, mind-affecting]; Level 
  bard 2, medium 2, mesmerist 2, psychic 2, spiritualist 2
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target up to one creature/level, no two of which can be more 
  than 30 ft. apart
  Duration 1 minute/level (D)
  Saving Throw Will negates; Spell Resistance no
  Your targets perceive intimidation and threats as laughably absurd. 
  A character attempting to intimidate your targets is instead 
  perceived as having exaggerated facial features or babbling and 
  awkward speech. Effects that impose fear conditions become 
  objects of ridicule, with the targets making fun of the source of 
  the object as it attempts to scare them.
  Absurdity protects your targets from gaining lesser fear 
  conditions (spooked, shaken, and scared), granting them 
  immunity to spooked and a 50% chance to negate shaken or 
  scared conditions instead of gaining them from any effect, 
  including uses of the Intimidate skill to demoralize. Any other 
  effect related to a spell or ability that generates fear (such as 
  dying from a phantasmal killer) affects them normally, and effects 
  that ignore immunity to fear also ignore absurdity. 
  However, target creatures also have serious difficulty noticing 
  potential threats; they take a –10 penalty on Sense Motive checks 
  to avoid surprise or to notice that a creature is actively threatening 
  or malicious and a –2 penalty on initiative checks. The spell doesn’t 
  prevent spells or effects that provide early warning or a form of 
  danger sense (like anticipate perilUM or find traps) from alerting 
  the affected character to danger.
  ALLEVIATE CORRUPTION
  School abjuration; Level cleric 6, psychic 6, shaman 6, 
  spiritualist 6, witch 6
  Casting Time 1 minute
  Components V, S, M (rare herbs, incense, and jewels worth 500 
  gp/the target’s character level or HD)
  Range touch
  Target one creature other than yourself
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
  You combat the rising corruption (see page 14) in another creature 
  or advance the long-term process of exorcising it entirely. This 
  spell has two purposes, and you choose which application to use 
  at the time of casting.
  Combat Corruption: Each time a creature fails a saving throw 
  to prevent its corruption from progressing (as described in that 
  corruption’s Progression section), it advances to the next corruption 
  stage—at stage 3, it loses the battle against its corruption. Using 
  this spell can lower the target’s corruption stage by 1. This has no 
  effect if the target isn’t at progression stage of 1 or higher.
  Remove Corruption: You can remove 1 manifestation level 
  from the target creature, as well as the most recently acquired 
  manifestation and its corresponding gift and stain. Doing this 
  also reduces the power of gifts and stains that vary based upon 
  manifestation level. This application of alleviate corruption doesn’t 
  reduce the target’s corruption stage. If the target creature loses all 
  manifestation levels, it is cured of the corruption.
  Either application of the spell requires a caster level check. The 
  DC is equal to 10 + double the target’s manifestation level + 3 
  times the target’s corruption stage (effectively 0, 3, or 6, since 
  stage 3 removes the character from player control).
  Tampering with corruptions is dangerous, as their nature is 
  contagious. If you fail this caster level check by 5 or more, you 
  contract the corruption and gain a manifestation (the rules for the 
  useful and vile corruption variants still apply). A roll of natural 1 on 
  the caster level check is an automatic failure. If you already have 
  the same corruption, you must instead attempt an immediate 
  saving throw against it. Casting alleviate corruption on yourself 
  automatically fails, as does casting it on a target who has fully 
  succumbed to a corruption (failed three saving throws against it). 
  A creature can be the beneficiary of this spell only once per week, 
  whether it succeeds or not.
  APPEARANCE OF LIFE
  School illusion (glamer) [evil]; Level cleric 3, medium 2, 
  mesmerist 3, psychic 3, sorcerer/wizard 3, spiritualist 3, 
  witch 3
  Casting Time 1 round
  Components V, S, M (one Tiny or larger living creature)
  Range long (400 ft. + 40 ft./caster level)
  Target one or more undead creatures 
  Duration 10 minutes/level (D)
  Saving Throw Will disbelief or Will negates (see text); Spell 
  Resistance no
  The illusion makes undead creatures of Medium size or smaller 
  appear as if they were living humanoid creatures. You can target 
  a number of undead creatures whose total number of Hit Dice 
  is no greater than twice your caster level. When you create the 
  illusion, you choose the races, genders, and attire for the undead 
  creatures. Additionally, the illusion makes the undead creatures’ 
  movements appear lifelike (two shuffling zombies could be made 
  to appear as two strolling lovers). The illusion doesn’t create 
  smell, sound, texture, or temperature. Undead with Intelligence 
  scores can attempt a saving throw to negate the effect of the 
  spell, but mindless undead do not. Any creatures interacting with 
  the illusion receive a saving throw to disbelieve the illusion.
  The illusion interferes with detect undead, requiring the caster 
  to succeed at a caster check (DC = 11 + your caster level) for the 
  spell to determine the creatures are undead.
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  4
  Spells and Rituals
  Spells and Rituals
  Appearance of life can be made permanent with a permanency 
  spell by a caster of 12th level or higher for the cost of 10,000 gp.
  ASSUME APPEARANCE
  School transmutation (polymorph); Level alchemist 3, bard 3, 
  medium 3, mesmerist 3, occultist 3, psychic 3, shaman 3, 
  sorcerer/wizard 3, spiritualist 3, summoner 3, witch 3
  Casting Time 1 minute
  Components V, S, F (corpse of the deceased creature whose form 
  you plan to assume)
  Range personal
  Target you
  Duration 1 day/level (D)
  This spell functions similarly to alter self, except for the following 
  differences. You assume the exact form of a deceased Small or 
  Medium creature of the humanoid type. Your voice changes to 
  match that of the form you assume. The creature whose form you 
  assume must be dead and you must have access to its fresh corpse 
  (either dead less than 24 hours, or preserved via gentle repose or 
  similar effect). Any attempt to copy the form of a living creature 
  causes the spell to fail. You do not have access to the assumed 
  form’s abilities, memories, mannerisms, or speech patterns. The 
  spell grants a +10 bonus on Disguise checks to appear as the 
  imitated creature.
  If the assumed creature is returned to life while this spell is 
  active, assume appearance immediately ends.
  ASSUME APPEARANCE, GREATER
  School transmutation (polymorph); Level alchemist 4, bard 4, 
  medium 4, mesmerist 4, occultist 4, psychic 4, shaman 4, 
  sorcerer/wizard 4, spiritualist 4, summoner 4, witch 4
  Components V, S, F (corpse or likeness of the deceased creature 
  whose form you plan to assume)
  This spell functions similar to assume appearance, except that 
  you can imitate a creature even if you have only a likeness (such 
  as a sketch or painting) that is fairly accurate. If there is an age 
  difference between the likeness and the actual creature, you take 
  on the appearance of the creature near the end of its life. If you 
  have heard the creature whose form you plan to assume speak 
  aloud, you can also copy its voice as vocal alterationUM (speak with 
  dead can also be used to fulfill this requirement). The spell doesn’t 
  grant insight into the dead creature’s mannerisms.
  Additionally, if a likeness used as a focus for the spell is kept 
  on your person or within 30 feet at all times, the aura of greater 
  assume appearance is redirected to the likeness instead of to you, 
  similar to a reverse application of the misdirection spell.
  BAN CORRUPTION
  School abjuration [good]; Level cleric 5, inquisitor 4, medium 3, 
  occultist 4, paladin 4, shaman 5
  Casting Time 1 standard action
  Components V, S, F (a ceremonial dagger)
  Area 30-ft.-radius emanation centered on you
  Duration concentration plus 1 round/level, up to 1 hour/level
  Saving Throw Will negates; Spell Resistance yes
  You strip all creatures within the emanation of any gifts associated 
  with corruptions (see page 14). Abilities associated with 
  corruptions cease to function, as if they were magically dispelled. 
  The corruption stains still fully affect creatures. A creature that 
  enters the emanation and fails its saving throw loses its gifts until 
  the spell’s duration ends, even if it leaves the emanation, but a 
  successful saving throw renders a creature immune to the spell, 
  even if it enters and exits the emanation several times.
  BARBED CHAINS
  School conjuration (summoning) [emotionUM, fear, mind-
  affecting]; Level antipaladin 1, bloodrager 1, cleric 1, 
  inquisitor 1, occultist 1, shaman 1, summoner 1
  Casting Time 1 standard action
  109
  109
  
  Components V, S, M (a length of chain doused with fresh blood)
  Range close (25 ft. + 5 ft./level)
  Effect a chain sharpened at one end
  Duration instantaneous 
  Saving Throw Will partial (see text); Spell Resistance no
  You summon a chain from another realm, causing it to burst out 
  from the ground and strike a target within the spell’s range. You 
  can have the chain either make a melee attack (dealing 1d6 
  points of slashing damage) or attempt a trip combat maneuver 
  against the target. The chain uses your base attack bonus plus 
  your key spellcasting ability score modifier as its attack bonus 
  and combat maneuver bonus. On a successful hit or combat 
  maneuver check, the target must attempt a Will save. If it fails 
  its save, the creature is shaken for 1d4 rounds. You summon one 
  additional chain every 3 levels after 1st, for a total of two chains 
  at 4th level, three at 7th level, and a maximum of four at 10th 
  level. Multiple chains can attack the same target but the shaken 
  effect doesn’t stack.
  BLOOD TIES
  School necromancy [evil]; Level antipaladin 4, cleric 5, druid 5, 
  inquisitor 5, psychic 5, shaman 5, witch 5
  Casting Time 1 standard action
  Components V, S, F (a small length of crimson string)
  Range unlimited (see text)
  Target two living creatures
  Duration 1 day/level (D)
  Saving Throw Will negates (see text); Spell Resistance no
  One of the targets of this spell must be a hostage—a bound, 
  pinned, or helpless creature within your reach (though the spell 
  doesn’t end if the hostage later moves beyond your reach). The 
  second target must be a member of the first target’s family. If 
  neither creature successfully saves against the spell, the second 
  target also takes any damage conferred to the hostage, provided 
  both are still alive, to a maximum of 10 points of damage per 
  caster level per day (damage beyond that necessary to kill the first 
  target does not transfer). This transferred damage is typeless and 
  ignores the second creature’s damage reduction and resistances. If 
  either target succeeds at the saving throw, you can never attempt 
  to exploit the connection between these particular two creatures 
  again. The connection between your targets weakens when the 
  two are less familiar with one another. Each target gains a +2 
  bonus on its save if the two are distant relations or related by 
  marriage. Each target takes a –2 penalty on its save if the two 
  targets are parent and child or siblings.
  BLOODBATH
  School necromancy; Level antipaladin 1, bloodrager 1, cleric 2, 
  inquisitor 2, medium 1, psychic 2, sorcerer/wizard 2, 
  spiritualist 2, witch 2
  Casting Time 1 standard action
  Components V, S, F (a ceremonial dagger)
  Range close (25 ft. + 5 ft./level)
  Target up to one living creature/level, no two of which can be 
  more than 30 feet apart
  Duration 1 round/level (D)
  Saving Throw Fortitude negates; Spell Resistance yes
  You cut yourself with the dagger, dealing yourself 1d6 points of 
  bleed damage. So long as you keep taking this bleed damage, 
  your targets each bleed for 1d6 points of damage at the beginning 
  of their turns. The bleed damage on any target ends if that target 
  receives magical healing, or if your bleed damage ends for any 
  reason. This spell has no effect if you’re immune to bleed damage 
  or can otherwise reduce or ignore the bleed damage to yourself.
  BONESHAKER
  School necromancy; Level antipaladin 1, cleric 2, inquisitor 2, 
  sorcerer/wizard 2, spiritualist 2, witch 2
  Casting Time 1 standard action
  Components V, S, F (human-shaped fetish made of bones)
  Range medium (100 ft. + 10 ft./level)
  Target one living creature or undead creature with a skeleton
  Duration instantaneous
  Saving Throw Fortitude partial or negates (see text); Spell 
  Resistance yes
  By using a bone fetish like a marionette, you take control of a 
  target creature’s skeleton. This has a variety of effects depending 
  on whether the target is living or undead.
  A living creature has its skeleton rattle within its flesh, causing 
  it grievous harm. The target takes 3d6 points of damage, plus 
  1d6 additional points of damage per 2 caster levels you have. 
  Evil Spells
  This section includes a large number of evil spells. Casting an 
  evil spell is an evil act, but for most characters simply casting 
  such a spell once isn’t enough to change her alignment; this 
  only occurs if the spell is used for a truly abhorrent act, or 
  if the caster established a pattern of casting evil spells over 
  a long period. A wizard who uses animate dead to create 
  guardians for defenseless people won’t turn evil, but he will 
  if he does it over and over again. The GM decides whether 
  the character’s alignment changes, but typically casting two 
  evil spells is enough to turn a good creature nongood, and 
  three or more evils spells move the caster from nongood 
  to evil. The greater the amount of time between castings, 
  the less likely alignment will change. Some spells require 
  sacrificing a sentient creature, a major evil act that makes 
  the caster evil in almost every circumstance.
  Those who are forbidden from casting spells with an 
  opposed alignment might lose their divine abilities if 
  they circumvent that restriction (via Use Magic Device, for 
  example), depending on how strict their deities are.
  Though this advice talks about evil spells, it also applies 
  to spells with other alignment descriptors.
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  4
  Spells and Rituals
  Spells and Rituals
  In addition, you can move the target 5 feet. This movement 
  doesn’t provoke attacks of opportunity. A successful saving throw 
  halves the damage and negates the movement.
  An undead creature takes no damage. Instead, you manipulate 
  the undead, forcing it to take an immediate action to either move 
  up to its speed (provoking attacks of opportunity as normal) or 
  make a single attack against a creature of your choice in its reach. 
  Either of these is the most basic version of the action the creature 
  can take (it doesn’t activate any special abilities that it could apply 
  to the movement or attack, such as grab). A successful saving 
  throw negates this effect. A mindless undead creature doesn’t 
  receive a save against this effect.
  BORROW CORRUPTION
  School transmutation [evil]; Level antipaladin 2, cleric 4, druid 4, 
  medium 2, occultist 3, psychic 4, shaman 4, witch 4
  Casting Time 1 standard action
  Components V, S, M (a dirty scrap of a good priest’s raiment)
  Range touch
  Target creature touched
  Duration 1 minute/level (D)
  Saving Throw none; Spell Resistance no
  You touch a creature with at least one manifestation from a 
  corruption (see page 14). You temporarily gain any stains and gifts 
  that corruption grants to the creature, and the creature retains 
  them. If the gifts have limited uses, you count as having no uses 
  remaining. You take 1d3 points of Wisdom drain whenever you 
  cast this spell.
  If your campaign uses the sanity system (see page 12), your 
  sanity score decreases by 2 (and thus your sanity edge decreases 
  by 1) each time you cast this spell, instead of you taking Wisdom 
  drain. Only greater restoration, miracle, or wish can remove this 
  decrease. A single casting of greater restoration removes one 
  decrease of sanity from casting borrow corruption, while a casting 
  of miracle or wish removes them all.
  CHARNEL HOUSE
  School illusion (shadow) [evil, shadowUM]; Level antipaladin 3, 
  cleric 5, mesmerist 5, psychic 5, sorcerer/wizard 5, witch 5
  Casting Time 10 minutes
  Components V, S, M (one Tiny or larger living creature)
  Range close (25 ft. + 5 ft./2 levels)
  Area 20-ft. cube (S)
  Duration 10 minutes/level
  Saving Throw Will partial; Spell Resistance no
  By sacrificing a living creature, you create the grisly illusion of 
  viscera and gore splattered about the nearby area. When the 
  casting time is complete, the walls drip with blood and the floor 
  is slick with unidentifiable lumps of meat and other signs of a 
  massacre. Anyone entering the area must attempt a Will save or 
  be sickened for 1d6 rounds. This is a mind-affecting effect. If a 
  creature succeeds at its save, it can see the semi-real nature of 
  the illusion.
  The room itself is covered in a layer of slippery, semi-real gore. 
  Any creature attempting to walk within or through the area of gore 
  can move at half normal speed with a DC 10 Acrobatics check. 
  Failure means it can’t move that round, and failure by 5 or more 
  means it falls prone (see the Acrobatics skill for details). Creatures 
  that don’t move on their turns don’t need to attempt this check and 
  are not considered flat-footed. A creature that succeeded at its Will 
  save gains a +5 bonus on the Acrobatics check.
  COMPELLING RANT
  School enchantment (charm); Level bard 5, cleric 5, inquisitor 5, 
  mesmerist 5, psychic 5, sorcerer/wizard 5
  Casting Time 1 minute
  Components V, S, M/DF (a handwritten sheet of notes)
  Range medium (100 ft. + 10 ft./level)
  Target any number of creatures
  Duration concentration plus 1 round/level, up to 1 hour/level
  Saving Throw Will negates (see text); Spell Resistance no
  You deliver a confusing but fascinating monologue, relaying 
  conspiracies or metaphysical revelations that confound your 
  audience, throughout the spell’s casting time and as long as you 
  Contact Spells
  There are a few nuances to contact entity spells that bear 
  attention. First, not all eldritch creatures have a correlating 
  contact spell. Contact spells do not replace or supplant 
  planar ally or planar binding, so each contact spell targets 
  an eldritch creature that is not an outsider. Contact entity 
  spells might be useful for contacting other specific types of 
  creatures that aren’t listed, at the GM’s discretion, and could 
  be adapted for contacting certain outsiders.
  It’s recommended that contact entity spells should be 
  discovered in actual play rather than granted to PCs through 
  level advancement. They represent ancient knowledge lost 
  to most spellcasting traditions. Usually found in the form 
  of scrolls or spell trigger items, an individual contact entity 
  spell comes predetermined to work with a single kind of 
  entity, with the appropriate material component already 
  expended. Copying a spell to a spellbook from such a scroll 
  doesn’t let the caster know how to contact other creatures 
  with the spell. Though the class lists for these spells includes 
  spontaneous casters, this is primarily to let them use the 
  spell if found on a scroll, not to have unfettered access to 
  contact entity as a spell known.
  Some contact spells are evil, but many lower level contact 
  spells are not. This is because certain Elder Mythos creatures 
  (see page 193) are distinctly alien but not necessarily 
  morally evil. There is also a rich tradition of spellcasters who 
  traffic with dangerous creatures with the best of intentions; 
  while actively summoning them onto the Material Plane is 
  evil, merely speaking with them is not necessarily so. 
  111111
  
  concentrate. You take 1d4 points of Wisdom drain when you begin 
  the speech and can’t reduce or prevent this damage in any way. 
  Each intelligent creature in the spell’s area takes 1d6 points of 
  Wisdom damage as their perceptions of reality realign with yours 
  for the spell’s duration. Listeners with at least 5 HD can attempt 
  a Will save to negate the effects. Your targets view you with a 
  friendly attitude and respond to criticism of you with irritation. 
  Bluff, Diplomacy, or Intimidate checks to create doubt about your 
  purpose in those affected by the spell take a –4 penalty. The 
  attitude of your targets regarding any creature that criticizes you 
  or your vision automatically changes one step toward hostile; a 
  Diplomacy check that fails by 5 or more reduces their attitude 
  further. Your targets retain the same alignment and their prior 
  beliefs, in addition to the ones you force on them. You can’t force 
  beliefs on a target if such beliefs would be necessarily against the 
  nature of its alignment and prior beliefs, but targets are otherwise 
  able to hold contradictory beliefs.
  If your campaign uses the sanity system (see page 12), your 
  sanity score decreases by 2 (and thus your sanity edge decreases by 
  1) instead of taking Wisdom drain each time you cast this spell. Only
  greater restoration, miracle, or wish can remove this decrease. A 
  single casting of greater restoration removes one decrease in sanity 
  from casting compelling rant, while a casting of miracle or wish 
  removes them all. Affected targets take sanity damage equal to 
  half your caster level (maximum 10) instead of Wisdom damage. 
  The targets might actually change alignment and beliefs if their loss 
  of sanity afflicts them with an appropriate madness, in which case 
  those effects last even after the spell’s duration has ended.
  Table 4–1: Contact Entity
  Contact Entity I 
  Material Component
  Cerebric fungusB3 
  Scholarly tome
  Deep oneB5 
  Engraved stone tablet
  GriothB5 
  An eye struck blind during an eclipse [evil]
  NightgauntB4 
  Sculpture of an animal with the face filed smooth [chaotic]
  RatlingB4 
  Spell scroll of 1st level or higher [chaotic, evil]
  VoonithB3 
  Bundle of cattail plants [chaotic]
  Contact Entity II 
  Material Component
  Colour out of spaceB4 
  Shard of a meteorite
  Denizen of LengB2 
  Painting of a memory from a dream worth 1,000 gp
  Elder thingB4 
  Magic item or piece of technology worth 2,000 gp
  Hound of TindalosB2 
  Exotic, trance-inducing elixir worth 500 gp
  Leng ghoulB5 
  Skull of a dead scholar
  Mi-goB4 
  Fresh brains of an intelligent creature [evil]
  Neh-thalgguB2 
  Vial of cerebrospinal fluid from a creature that still lives [chaotic, evil]
  Rhu-chalikB5 
  Brain of a creature that had 16 Int or higher [evil]
  ShantakB2 
  A shard of rock harvested from another world [chaotic]
  YangetheB5 
  Scroll of an emotionUM spell of 4th level or higher
  Contact Entity III 
  Material Component
  AatheriexaB5 
  A swatch of flesh recently damaged by magic [evil]
  Deep one elderB5 
  Engraved stone tablet
  Flying polypB4 
  Eerie music played upon a wind instrument carved from the bone of a living creature [chaotic, evil]
  GugB2 
  Fresh flesh of a creature of 5 HD or more [chaotic, evil]
  Leng spiderB2 
  Head of a denizen of Leng [evil]
  Moon-beastB3 
  Intelligent humanoid sacrificed while dreaming [chaotic, evil]
  Spawn of Yog-SothothB4 
  All blood drained from a sacrificed intelligent humanoid [chaotic, evil]
  WendigoB2 
  Must devour the flesh of sentient creatures with 8 HD total [chaotic, evil]
  YithianB3 
  Quartz geode
  Contact Entity IV 
  Material Component
  BholeB4 
  Jar of slime created by a bhole’s breath weapon
  BodythiefB4 
  Chunks of brain from a lobotomy subject [evil]
  Neothelid 
  Ruby worth 3,000 gp [chaotic, evil]
  Shoggoth 
  Art object worth 3,000 gp recovered from the bottom of a sea [chaotic]
  Star-spawn of CthulhuB4 
  Sacrificed humanoid of 10 HD or more [chaotic, evil]
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  4
  Spells and Rituals
  Spells and Rituals
  CONTACT ENTITY I
  School evocation; Level cleric 2, medium 1, occultist 2, psychic 2, 
  shaman 2, sorcerer/wizard 2, summoner 2, witch 2
  Casting Time 1 minute
  Components V, S, M (see text)
  Range 100 miles
  Target up to 20 entities of 6 HD or fewer; see text
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You send out a magical message to any eldritch entities of a 
  particular kind within a 100-mile radius, which can be delivered 
  to up to 20 such creatures, starting with the nearest creatures 
  until the limit has been met. This spell can’t contact creatures with 
  more than 6 Hit Dice. You can’t send a specific message, but this 
  spell (and all similar contact entity spells) can be characterized as 
  an open invitation to make contact and establish communication. 
  If there is an appropriate entity within range, the spell succeeds 
  automatically. You don’t know whether the message was received, 
  nor any specific details about what creatures received it or how 
  many. Creatures that receive the message know the location and 
  distance from where the spell was cast. Because this spell doesn’t 
  call or summon the target, the target must have its own way to 
  reach the place where the spell was cast.
  How creatures respond to a contact spell is circumstantial and 
  it is possible the creatures will simply ignore the spell. Creatures 
  that come and investigate do so in their own time. They usually 
  arrive cautiously, aware of the potential for ambush. Targets of the 
  spell might inform their organization or community if they have 
  one. There are no restrictions on how the creatures react to being 
  contacted, and they might respond with hostility, parley, entertain 
  an alliance, or subjugate the caster and their related community. 
  Using this spell counts as mentally contacting the creature for the 
  purpose of any of its special abilities (such as the star-spawn’s 
  overwhelming mind). For the purpose of spells like scrying, the 
  creature has firsthand knowledge of you and a connection similar 
  to if it possessed a likeness of you.
  Each type of creature requires a different material component 
  that must be included when casting the spell, as shown on Table 
  4–1: Contact Entity on page 112. Some of these components are 
  expensive or might require quests to acquire. Contacting certain 
  types of creatures makes the spell chaotic, evil, or both, as 
  indicated on the table.
  113113
  
  CONTACT ENTITY II
  School evocation; Level cleric 3, medium 2, occultist 3, psychic 3, 
  shaman 3, sorcerer/wizard 3, summoner 3, witch 3
  Range 200 miles
  Target up to 20 entities of 12 HD or fewer
  This spell functions like contact entity I, except that you can contact 
  creatures from the contact entity II list, and as noted above. 
  CONTACT ENTITY III
  School evocation; Level cleric 5, medium 3, occultist 4, psychic 5, 
  shaman 5, sorcerer/wizard 5, summoner 4, witch 5
  Range 200 miles
  Target up to 20 entities of 18 HD or fewer
  This spell functions like contact entity II, except that you can 
  contact creatures from the contact entity III list, and as noted 
  above. Additionally, if a contacted creature has telepathy, it can 
  send a telepathic message to you of up to 10 words.
  CONTACT ENTITY IV
  School evocation; Level cleric 7, medium 4, occultist 6, psychic 7, 
  shaman 7, sorcerer/wizard 7, summoner 6, witch 7
  Range 500 miles
  Target up to 20 entities of 24 HD or fewer
  This spell functions like contact entity III, except that you can 
  contact creatures from the contact entity IV list, and as noted above.
  CRUEL JAUNT
  School conjuration (teleportation) [evil, fear, mind-affecting]; 
  Level antipaladin 4, cleric 6, inquisitor 6, magus 6, psychic 6, 
  shaman 6, sorcerer/wizard 6, witch 6
  Casting Time 1 standard action
  Components V, S, M/DF (a dilated human eyeball)
  Range medium (100 feet + 10 ft./level)
  Target you
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  You gain the ability to detect fear, as per sense fear (see page 
  127), but you sense creatures within medium range.
  Once per round as a standard action, you can teleport to a 
  creature suffering from a fear effect within the spell’s range if you 
  are aware of the creature and its rough location. You can carry 
  objects with you so long as you don’t transport more than your 
  maximum load. You arrive in a random open space within 20 feet 
  of the creature and immediately begin sensing the location of 
  creatures with a fear condition from your new location.
  Once you teleport to a new location with this spell, you can 
  take no additional actions for the round, as if casting dimension 
  door. You can’t teleport if there are no creatures suffering from a 
  fear effect in range.
  CURSE OF FELL SEASONS
  School transmutation [curseUM, darkness]; Level druid 9, 
  shaman 9, sorcerer/wizard 9, witch 9
  Casting Time 10 minutes
  Components V, S, F (darkwood carving of a tree worth 15,000 gp)
  Range touch
  Area 2-mile radius emanating from the touched point
  Duration permanent (D)
  Saving Throw none; Spell Resistance no
  By touching the ground, you drastically change the weather in 
  the area, as the unseasonable weather curse (see page 145). The 
  focus merges into the cursed area as part of the spell and can only 
  be retrieved if the curse is lifted.
  CURSE OF NIGHT
  School evocation [curseUM, darkness]; Level cleric 8, druid 8, 
  sorcerer/wizard 8, witch 8
  Casting Time 10 minutes
  Components V, S, F (jet gemstones worth a total of 10,000 gp)
  Range touch
  Area 1-mile radius emanating from the touched point
  Duration permanent (D)
  Saving Throw none (see curse text); Spell Resistance no
  By touching the ground, you curse an area to remain in bleak 
  darkness, as the endless night curse (see page 143). The focus 
  merges into the cursed area as part of the spell and can only be 
  retrieved if the curse is lifted.
  CURSE TERRAIN
  School necromancy [curseUM, evil]; Level cleric 4, druid 4, 
  shaman 4, sorcerer/wizard 4, witch 4
  Components V, S, M (the heart of a creature that dwelled in the 
  area and powdered onyx worth 700 gp)
  Range touch
  Area 1-mile radius emanating from the touched point
  By touching the ground, you curse the land with four unnatural 
  hazards. This functions as lesser curse terrain, but with the effects 
  of the major perilous demesne curse (see page 145).
  CURSE TERRAIN, GREATER
  School necromancy [curseUM, evil]; Level cleric 6, druid 6, 
  shaman 6, sorcerer/wizard 6, witch 6
  Components V, S, M (the heart of a creature that dwelled in the 
  area and powdered onyx worth 1,500 gp)
  Range touch
  Area 5-mile radius emanating from the touched point
  By touching the ground, you curse the land with six unnatural 
  hazards. This functions as lesser curse terrain, but with the effects 
  of the greater perilous demesne curse (see page 145).
  CURSE TERRAIN, LESSER
  School necromancy [curseUM, evil]; Level cleric 2, druid 2, 
  shaman 2, sorcerer/wizard 2, witch 2
  Casting Time 10 minutes
  Components V, S, M (the heart of a creature that dwelled in the 
  area and powdered onyx worth 350 gp)
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  Spells and Rituals
  Range touch
  Area 300-ft. radius emanating from the touched point
  Duration 1 day (D)
  Saving Throw none; Spell Resistance no
  By touching the ground, you curse the land with three unnatural 
  hazards, as the minor perilous demesne curse (see page 
  145). Though this makes the hazards appear frequently, their 
  manifestations are still unpredictable—you can’t control when 
  the hazards begin or end, nor where they appear within the 
  cursed terrain.
  Curse terrain spells can be made permanent with a permanency 
  spell. The minimum caster level and gp cost are shown on the 
  table. The spell is still dismissable if made permanent.
  Spell 
  Minimum Caster Level 
  GP Cost
  Lesser curse terrain 
  9th 
  2,500 gp
  Curse terrain 
  11th 
  7,500 gp
  Greater curse terrain 
  15th 
  17,500 gp
  Supreme curse terrain 
  19th 
  27,500 gp
  CURSE TERRAIN, SUPREME
  School necromancy [curseUM, evil]; Level cleric 8, druid 8, 
  shaman 8, sorcerer/wizard 8, witch 8
  Components V, S, M (the heart of a creature that dwelled in the 
  area and powdered onyx worth 4,000 gp)
  Range touch
  Area 5-mile radius emanating from the touched point
  By touching the ground, you curse the land with seven unnatural 
  hazards. This functions as lesser curse terrain, but with the effects 
  of the grand perilous demesne curse (see page 144).
  DAMNATION
  School evocation [good]; Level cleric 3, inquisitor 3, paladin 3
  Casting Time 1 standard action
  Components V, S, M/DF (a drop of holy water)
  Area 30-ft.-radius burst centered on you
  Duration instantaneous
  Saving Throw Will half; Spell Resistance yes
  You pass judgment on your enemies’ intentions and punish 
  them with holy power. Each creature in the spell’s area takes 
  1d8 points of damage per spell level, determined by the 
  most powerful effect with the evil descriptor either affecting 
  that creature or in its spell repertoire. A caster who prepares 
  spells takes this damage based on the highest-level evil 
  spell he prepared that day, even if he already cast that spell. 
  A spontaneous spellcaster takes this damage based on the 
  highest-level evil spell she knows, even if she has no remaining 
  spell slots available to cast that spell. A creature with evil spell-
  like abilities takes this damage based on the highest-level evil 
  spell-like ability it can use. A creature who doesn’t cast spells but 
  is the willing beneficiary of evil spells takes this damage based 
  on the highest-level evil spell currently affecting it, including 
  spells that affect an area such as desecrate. A creature subject 
  to the harmful effects of an evil spell are unaffected unless it 
  voluntarily accepted the spell’s effects.
  DEATH CLUTCH 
  School necromancy [death, evil]; Level cleric 8, druid 9, 
  psychic 8, sorcerer/wizard 8, witch 8
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration instantaneous
  Saving Throw Fortitude partial (see text); Spell Resistance yes
  Chanting an unholy litany, you reach out with a grasping motion 
  toward your target and cause its heart to leap out of its chest and 
  into your hand. A target with 200 or fewer hit points remaining 
  that fails its saving throw is instantly reduced to a number of 
  negative hit points equal to your caster level or its Constitution 
  score – 1, whichever is less negative. The creature is staggered 
  until the beginning of your next turn, at which point it dies. If 
  the affected creature receives a regenerate spell before the 
  beginning of your next turn, the creature gains the normal 
  benefits of that spell and, thanks to its heart’s regeneration, 
  it doesn’t immediately die when your next turn begins. If a 
  creature that dies from death clutch is brought back from the 
  dead by a breath of life or raise dead spell, it must also be 
  targeted with regenerate on the following round to restore its 
  missing heart or be unable to return to life.
  A target with 201 or more hit points that fails its saving throw 
  manages to keep its heart from leaping out of its chest, but it is 
  still staggered for 1 minute and takes 1d4 points of Constitution 
  drain and 1d4 points of Constitution bleed. 
  Regardless of its current hit points, if the target succeeds at 
  its Fortitude save, it is still staggered until the beginning of your 
  next turn as it feels its heart wrenching within its chest.
  DECAPITATE
  School evocation; Level inquisitor 5, magus 6, psychic 6, 
  sorcerer/wizard 6
  Casting Time 1 immediate action
  Components V, S, F (a sliver from a guillotine blade)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature (see text)
  Duration instantaneous
  Saving Throw Fortitude partial (see text); Spell Resistance yes
  You can cast this spell only as a response to a confirmed critical 
  hit against the target that would deal slashing damage. If the 
  target fails the saving throw and has a discernible head, the 
  attack deals an extra 4d6 points of damage and the critical 
  multiplier of the critical hit increases by 1. If the critical hit then 
  brings the target to 0 hit points or fewer, the target is instantly 
  decapitated and dies unless it can survive decapitation. Even 
  on a successful saving throw, the critical hit deals an extra 4d6 
  points of damage. 
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  DECOLLATE
  School necromancy; Level alchemist 4, antipaladin 4, cleric 5, 
  psychic 6, sorcerer/wizard 5, spiritualist 4, witch 5
  Casting Time 1 standard action
  Components V, S, F (a red wax pencil)
  Range touch
  Target one willing humanoid or monstrous humanoid creature
  Duration 24 hours
  Saving Throw none; Spell Resistance yes (harmless)
  A thin red line circles the target’s neck. The target’s head 
  becomes detachable so long as she removes it willingly. While 
  the target’s head is detached, she gains DR 2/— and immunity 
  to decapitation effects and other effects that require their target 
  to have a head or a particular facial feature. The target is blind so 
  long as she has no head, but she gains blindsense to a distance 
  of 15 feet. The target hears normally even without its head.
  While detached, the target’s head appears to be dead. The 
  target can’t see through its eyes or hear events around the 
  head. The target’s body knows the direction and distance to its 
  head. Without additional protection, the severed head has AC 7, 
  hardness 5, and 10 hit points. Destroying the head while the 
  spell is in effect kills the target of the spell. If the spell’s duration 
  expires normally without the head being reattached, the target 
  dies. If either the target or the head are removed to a different 
  plane, or if the spell is dispelled, the head teleports back to its 
  owner and reattaches without further harm.
  DREADSCAPE
  School illusion (phantasm) [emotionUM, fear, mind-affecting]; 
  Level bard 3, medium 3, mesmerist 3, psychic 4, sorcerer/
  wizard 4
  Casting Time 1 standard action
  Components V, S, M (a pinch of black sand)
  Range close (25 ft. + 5 ft./2 levels)
  Target up to one creature/level, no two of which can be more 
  than 30 feet apart
  Duration 10 minutes/level
  Saving Throw Will negates; Spell Resistance yes
  Your targets see their surroundings as a nightmarish reflection 
  of the world around them. Buildings and furnishings take on a 
  dirty, ruined appearance. Even allies appear foreign and hostile, 
  with friendly speech turning into garbled mockery and threats. 
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  Each target gains the scared condition and has a hostile attitude 
  toward any new creature it encounters (though not toward 
  creatures that were already present at the time of the casting). 
  Being hostile doesn’t necessarily mean the target will attack, 
  and creatures can attempt Diplomacy checks to gain a target’s 
  trust at the normal DC. If a creature becomes frightened or 
  panicked while under the influence of dreadscape, that creature 
  takes 1d6 points of Wisdom damage, though only once per 
  casting of dreadscape.
  If your campaign uses the sanity system (see page 12), 
  creatures that become frightened or panicked take 2d6 sanity 
  damage instead of Wisdom damage.
  FLESH PUPPET
  School necromancy [evil]; Level antipaladin 2, cleric 3, occultist 3, 
  shaman 3, sorcerer/wizard 4, spiritualist 3, witch 4
  Casting Time 1 round
  Components V, S, M (an onyx worth 25 gp and a silken string)
  Range touch
  Target one corpse touched
  Duration permanent (D)
  Saving Throw none; Spell Resistance no
  You animate one corpse that has been dead no more than 48 
  hours. It rises as a zombie (Pathfinder RPG Bestiary 288) that is 
  magically tethered to you and obeys your commands. As noted in 
  animate dead, you can’t control more than 4 HD per caster level 
  worth of undead in total, nor can a single casting create more than 
  2 HD per caster level.
  This spell disguises the zombie’s appearance and allows you 
  to control it. The zombie’s outward appearance, movement, and 
  voice appear the same as if it were still alive. The zombie’s normal 
  staggered condition doesn’t apply (though it can still be staggered 
  by other means). Successfully detecting the flesh puppet as a 
  zombie without magic requires an opposed Perception check 
  against your Disguise check, and you add your caster level as a 
  bonus on this Disguise check. 
  An ephemeral string connects you to the zombie. Through this 
  string, you have a mental link to the zombie and can command 
  it as a swift action. The zombie uses its own actions to complete 
  your commands. The zombie can speak up to 25 words in 1 round, 
  but you must mentally impart what you intend it to say as a 
  swift action. It is incapable of articulating speech on its own. The 
  zombie can be ordered to perform very simple tasks it knew in life 
  but can’t make attacks, cast spells, or perform complex or difficult 
  tasks requiring constant concentration.
  The string connecting you and the zombie is nearly invisible. 
  A DC 30 Perception check is required to detect it. It has hardness 
  0 and 1 hp. The length of string you can create is 100 feet + 10 
  feet per caster level you have. The string snaps if you and the 
  zombie move farther apart than this length, though the zombie 
  won’t move out of range unless forced to do so or unless you 
  command it to do so. If the string to the zombie is severed, the 
  spell immediately ends. The ephemeral string can pass through 
  physical barriers, but not barriers of magical force, and it can be 
  damaged as though it were a physical object.
  When this spell ends, the zombie immediately reverts back to 
  a normal corpse. The spell ends automatically if you cast flesh 
  puppet or flesh puppet horde on a new corpse.
  FLESH PUPPET HORDE
  School necromancy [evil]; Level antipaladin 3, cleric 4, 
  occultist 4, shaman 4, sorcerer/wizard 5, spiritualist 4, witch 5 
  Casting Time 10 minutes
  Components V, S, M (an onyx worth 50 gp for each zombie and 
  a silken string)
  Range touch
  Target one or more corpses touched
  This spell functions as flesh puppet, but can animate multiple 
  zombies. As noted in animate dead, you can’t control more than 4 
  HD per caster level worth of undead in total, nor can a single casting 
  create more than 2 HD per caster level. A separate string attaches to 
  each zombie in your horde. Severing a zombie’s string reverts that 
  zombie to a corpse, but doesn’t end the spell for other zombies. 
  Because commanding a flesh puppet requires a swift action, 
  you can issue commands to only one zombie per round, though 
  zombies you previously commanded continue to follow their orders. 
  Likewise, you can command only one zombie to speak per round.
  Unlike with flesh puppet, you can command a zombie to attack. 
  If you do, all your zombies immediately gain the staggered quality 
  and no longer appear to be alive.
  This spell ends automatically if you cast flesh puppet or flesh 
  puppet horde on a new corpse.
  FLESH WALL
  School necromancy [evil]; Level cleric 6, shaman 6, sorcerer/
  wizard 6, spiritualist 5, summoner 5, witch 6
  Casting Time 1 standard action
  Components V, S, M (one corpse for every 5-ft. square of the 
  wall), DF
  Range medium (100 ft. + 10 ft./level)
  Effect a wall of corpses with an area of up to one 5-ft. square/
  level (S)
  Duration concentration + 1 round/level (D)
  Saving Throw none; Spell Resistance no
  You animate corpses, forming them into a wall of joined flesh 
  and limbs. The wall inserts itself into any surrounding nonliving 
  material if its area is sufficient to do so. The wall can’t be created 
  so that it occupies the same space as a creature or another object. 
  The wall must be vertical, but can be shaped as you see fit.
  The wall is considered to be undead. It uses your Will saving 
  throw to resist channel energy.
  A flesh wall is 2 feet thick. Each 5-foot square of the wall has 
  12 hit points and DR 5/slashing. A section of wall whose hit 
  points drop to 0 is breached. As a move action, you can cause the 
  fleshwall to constrict, shrinking it by a 5-foot square to fill the hole. 
  Additionally, as a standard action, you can cause a 5-foot square of 
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  the wall to permanently detach, forming a human zombie (Bestiary 
  288) under your verbal control (this zombie doesn’t count against 
  your normal limit of commanded undead). The zombie reverts 
  back into a normal corpse when the spell’s effect ends. Each 5-foot 
  square of the wall makes a single slam attack against an adjacent 
  enemy on your turn, as a human zombie. The squares of the wall 
  threaten their adjacent squares and can even provide flanking.
  Creatures can force their way slowly through the wall by 
  making a Strength check as a full-round action. The DC to move 
  through the wall is equal to 15 + your caster level. A creature that 
  fails the check is trapped in the wall, takes 3d6 points of crushing 
  damage, and is denied its Dexterity bonus to AC against the wall’s 
  slam attack. The creature can make an attempt to escape the wall 
  on its next turn.
  You can use zombies already under your control as the material 
  components for a flesh wall. However, they and any other corpses 
  in the wall revert back to inanimate corpses when the spell ends.
  FLICKERING LIGHTS
  School evocation [darkness, light]; Level bard 2, cleric 2, 
  inquisitor 2, magus 2, occultist 2, shaman 2, sorcerer/wizard 2
  Casting Time 1 round
  Components V, S, M (a patch of white cloth and a patch of 
  black cloth)
  Range medium (100 ft. + 10 ft./level)
  Area contiguous area consisting of one 10-foot cube/level (S)
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  You cause the illumination in the area to seem to flicker erratically, 
  fluctuating between absolute darkness and blinding brightness. 
  The level of light in the area changes at the start of each creature’s 
  turn, as determined by rolling a percentile die and consulting the 
  following table.
  d% 
  Illumination level
  1–10 
  Supernatural darkness 
  11–25 
  Darkness
  26–50 
  Dim light
  51–90 
  Normal light
  91–00 
  Bright light
  Even darkvision can’t see through supernatural darkness 
  (as deeper darkness). Bright light affects creatures with light 
  blindness or light sensitivity. For the purpose of superseding its 
  effects with higher-level light or darkness spells, flickering lights 
  counts as a light spell when it increases the ambient light level 
  and a darkness spell when it decreases the ambient light level.
  GRASPING CORPSE
  School necromancy [evil]; Level antipaladin 1, cleric 1, occultist 1, 
  shaman 1, sorcerer/wizard 1, spiritualist 1, witch 1
  Casting Time 1 standard action
  Components V, S, M (pinch of powdered onyx worth 1 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Target one corpse
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  You can cause one nearby corpse to animate for a brief moment. 
  Choose a creature within 30 feet of the corpse (even if the 
  creature is outside the spell’s range). The corpse shambles toward 
  the creature and then attempts to trip or grapple it (your choice). 
  The corpse does not provoke attacks of opportunity. 
  Attempt a special combat maneuver check against the chosen 
  creature. Your CMB for this combat maneuver is equal to your 
  caster level plus your Intelligence, Wisdom, or Charisma modifier, 
  whichever is highest. If you chose to trip the creature, it falls 
  prone if you equal or exceed its CMD. If you chose to grapple, the 
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  Spells and Rituals
  creature gains the grappled condition until it breaks free from the 
  corpse. Treat your save DC for a spell of this level as the CMD of the 
  grasping corpse. Alternatively, destroying the corpse with damage 
  ends the grapple. The corpse has 12 hit points and DR 5/slashing. 
  GREEN CARESS
  School transmutation; Level druid 6, ranger 4, shaman 6, witch 6
  Casting Time 1 standard action
  Components V, S, M (pinch of moss or a kudzu leaf)
  Range touch
  Target one living creature
  Duration 7 days (see text)
  Saving Throw Fortitude partial (see text); Spell Resistance yes
  You cause the target to transform into a plant over time. You must 
  succeed at a melee touch attack to infect the target. If the target 
  succeeds at its Fortitude saving throw, it takes 1d4 points of ability 
  damage to each physical ability score (Strength, Dexterity, and 
  Constitution) and the spell ends. If the target fails its saving throw, 
  it takes 1d4 points of ability damage to each physical ability score 
  immediately and continues to take 1d4 points of ability damage to 
  each of its physical ability scores every day, until the spell expires. 
  It can’t recover this ability damage as long as the spell lasts, even 
  with magic. While the spell continues, the target takes on physical 
  plant characteristics as appropriate to the environment. It begins 
  to diminish in height and its skin turns plantlike. For example, the 
  target’s skin might turn green and its hair is slowly replaced with 
  grass or leaves or the target’s skin might become smooth, pale, 
  and flabby as the creature transforms into a large mushroom in an 
  underground environment.
  If the damage to any single ability score equals or exceeds that 
  score, the target fully transforms into a normal small tree or shrub. 
  This final transformation is instantaneous, ending green caress. 
  The target remains alive but is considered the same as a regular 
  tree, shrub, or other vegetation. Any ability damage from other 
  sources, like poison or disease, also applies toward transforming 
  the creature. If the target retains at least 1 point in all of its physical 
  ability scores at the end of 7 days, the final transformation doesn’t 
  occur and the spell ends. Any changes in appearance gradually 
  reverse themselves as the ability damage heals.
  Break enchantment, dispel magic, and remove curse can end 
  the spell before the duration expires, but the spell is contagious. 
  If a caster level check attempt to remove green caress fails by 5 
  or more, the creature who attempted to remove the effect must 
  attempt a Fortitude saving throw as if it had just been targeted 
  with the spell. If the spell’s target attempts to remove the effect 
  from itself and fails, it causes the spell to behave as if affected by 
  plant growth (as described below).
  Polymorph any object ends the spell and totally restores the 
  target without any risk to the caster, even after the target has 
  been finally transformed, as do limited wish, miracle, and wish 
  (treat polymorph any object as if it had an instantaneous duration 
  if it is used in this way). If the target is in the area of a plant growth 
  spell as it is cast, it must attempt a Fortitude save at green caress’s 
  DC or immediately take another 1d4 points of ability damage to 
  each physical ability score; this stacks with multiple castings of 
  plant growth. If the target is in the area of diminish plants as it is 
  cast, it ignores the next ability damage from green caress to one 
  of its three physical ability scores (chosen randomly); this doesn’t 
  stack with multiple castings of diminish plants.
  HEDGING WEAPONS
  School abjuration [force]; Level antipaladin 1, cleric 1, 
  inquisitor 1, paladin 1
  Casting Time 1 standard action
  Components V, S, DF 
  Range personal
  Target you 
  Duration 1 minute/level (D)
  A weapon made from divine force appears and floats near you. 
  This weapon takes the shape of your deity’s favored weapon (if 
  you have no deity, the weapon appears as a simple weapon with 
  special significance to you). You gain one additional weapon at 
  6th level and every 4 caster levels thereafter—two at 6th, three 
  at 10th, four at 14th, and a maximum of five weapons at 18th 
  level. The weapon averts and deflects attacks, granting you a +1 
  deflection bonus to AC for each weapon summoned (maximum +5 
  at 18th level). As a standard action, you can grasp a weapon and 
  throw it as a ranged attack at any target you can see within 30 feet 
  of you (even if it’s a type of weapon that can’t normally be thrown). 
  On a successful hit, the weapon deals 2d6 points of force damage 
  to the target. This force weapon has the same threat range and 
  critical multiplier as a standard weapon of its type, but no other 
  special abilities. Because it deals force damage, DR doesn’t apply. 
  Each weapon thrown lowers the total deflection bonus to your AC 
  by 1 as it disappears immediately after the attack action. The spell 
  immediately ends once you throw all the weapons.
  HOLY JAVELIN
  School conjuration (creation) [good]; Level cleric 3, inquisitor 3, 
  paladin 2
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Effect javelin of divine energy
  Duration 1 round + 1 round/4 levels
  Saving Throw none; Spell Resistance yes
  You create a shimmering javelin of holy energy to hurl at an 
  enemy as a ranged touched attack. The javelin deals 1d6 points 
  of damage to an evil creature on a successful attack; it dissipates 
  harmlessly against creatures of any other alignment. Each time 
  a creature starts its turn while impaled by the javelin, it takes 
  another 1d6 points of damage. For every 4 caster levels you have, 
  the javelin remains in the creature for an additional round (to a 
  maximum of 5 rounds at 18th level). While the creature remains 
  impaled, it takes a –2 penalty on attack rolls and skill checks. 
  As a move action, the creature (or another adjacent creature) 
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  can attempt to pull the javelin out (causing it to immediately 
  disappear) with a DC 12 Strength check.
  The holy javelin glows like a torch, and this light clearly indicates 
  the impaled creature’s location, even if it turns invisible. Since 
  this light is not a light effect, just the glow of a conjured javelin, 
  darkness spells always suppress it, even if they are lower level.
  HORRIFIC DOUBLES
  School illusion (figment); Level bard 4, bloodrager 4, medium 3, 
  mesmerist 4, psychic 4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 minute/level
  You create several illusory doubles of yourself, where you and 
  each image all seem slightly off or wrong in appearance. Treat 
  this spell as mirror image, except as noted. 
  Each creature that can see the doubles must succeed at a 
  Will save or become shaken for as long as it can see any of the 
  doubles. A successful saving throw negates the shaken condition 
  and renders the creature immune to the further effects of this 
  spell (beyond the usual effects of mirror image). In addition, the 
  first time a creature that failed its initial saving throw destroys one 
  of the images, it must succeed at a Will save or its perception of 
  the double shifts at the last second. The double takes on the face 
  of the attacker, the face of a loved one, or some other equally 
  disturbing image, causing the attacker to become frightened for 1 
  round and take 1d3 points of Wisdom damage from the traumatic 
  shock. Both additional effects are mind-affecting fear effects, and 
  spell resistance applies against them.
  If your campaign uses the sanity system (see page 12), a creature 
  takes 1d8 points of sanity damage instead of Wisdom damage.
  HUNGER FOR FLESH
  School necromancy [evil, mind-affecting]; Level antipaladin 3, 
  cleric 4, psychic 4, shaman 4, sorcerer/wizard 4, spiritualist 4, 
  witch 4
  Casting Time 1 standard action
  Components V, S, M/DF (a ghoul fang)
  Range close (25 ft. + 5 ft./2 levels)
  Target one humanoid, magical beast, or monstrous humanoid
  120
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  Spells and Rituals
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  Your target’s belly distends and its front teeth grow longer and 
  sharper. The creature ravenously craves the flesh of its own kind, 
  gaining the staggered condition as hunger pangs rack its altered 
  body. The target gains a bite attack as a primary natural attack 
  that deals damage appropriate for its size (1d6 if Medium, 1d4 
  if Small). There’s a 25% chance on each of the creature’s turns 
  that it can’t overcome its hunger. If so, it must move directly 
  toward the nearest corporeal creature of its type and subtype 
  (if applicable) and make a bite attack against it. If the target 
  lacks enough actions to attack on that turn, it moves as close 
  to the creature as it can, but on its next turn, if the percentile 
  dice indicate it overcomes its hunger, the target is not forced to 
  pursue or attack further.
  On any round after the target deals damage to another creature 
  of its own type and subtype (if applicable) with its bite attack, 
  the target loses the staggered condition. If it doesn’t continue 
  dealing bite damage to applicable creatures, the target regains 
  the staggered condition at the beginning of its next turn.
  HUNGER FOR FLESH, MASS
  School necromancy [evil, mind-affecting]; Level cleric 7, 
  psychic 7, shaman 7, sorcerer/wizard 7, spiritualist 6, witch 7
  Target one humanoid, magical beast, or monstrous humanoid/
  level, no two of which can be more than 30 feet apart
  This spell functions like hunger for flesh, except that it affects 
  multiple targets. When forced to feed by the spell, affected 
  creatures attack creatures not affected by this spell if there are 
  any such appropriate creatures nearby, but otherwise they attack 
  other affected creatures.
  IMPOSSIBLE ANGLES
  School illusion (figment); Level medium 3, mesmerist 4, 
  occultist 4, psychic 5, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (a melted prism)
  Range medium (100 ft. + 10 ft./level)
  Area contiguous area up to one 5-foot cube/caster level (S)
  Duration 1 minute/level 
  Saving Throw Will negates; Spell Resistance yes
  You cause the surrounding area to appear to distort. The angles 
  and corners of the area subtly twist and contort, creating 
  unnatural and impossible shapes. Any creature entering the area 
  must succeed at a Will save or become disoriented. Disoriented 
  characters treat the area as difficult terrain and are sickened. In 
  addition, whenever a disoriented creature uses an action to move 
  (including taking a 5-foot step if it can do so in difficult terrain), 
  roll 1d8 to see which direction it moves, in a similar manner to 
  determining where a splash weapon lands on a miss (Pathfinder 
  RPG Core Rulebook 202). On a 1, the creature moves in its 
  intended direction, with 2 through 8 rotating around the creature’s 
  starting square in a clockwise direction. Only the creature’s first 
  5 feet of movement each round are affected in this way—it can 
  move normally for any remaining movement, either from the 
  same action or from later actions, as the creature acclimatizes to 
  the distortion. An affected creature can attempt a new Will save 
  each round to end the disoriented effect. A creature that leaves 
  the area and re-enters must attempt the saving throw again, even 
  if it succeeded at its initial save.
  LIFE BLAST
  School necromancy; Level druid 4, ranger 3, shaman 4
  Casting Time 1 standard action
  Components V, S, M (a dead leaf)
  Range 150 ft.
  Area 150-ft. line
  Duration instantaneous 
  Saving Throw Will half; Spell Resistance yes
  This spell must be cast in an area with vegetation or it has no 
  effect. When you cast this spell, you draw the life force from the 
  surrounding land and hurl it at your enemies, dealing 1d6 points 
  of positive energy damage per caster level (to a maximum of 
  12d6 at 12th level) to any undead creatures in the spell’s area. 
  However, doing so blights the land around you in a spread with 
  a radius of 5 feet per caster level you have (to a maximum of 
  60 feet at 12th level). All vegetation in that area immediately 
  withers and dies. Plant creatures aren’t affected.
  The blast starts from your palm and is able to travel through 
  solid objects and obstacles. 
  LOCATE GATE
  School divination; Level bard 5, cleric 5, occultist 5, psychic 5, 
  sorcerer/wizard 5, summoner 5
  Casting Time 1 standard action
  Components V, S, F/DF (a small lodestone sphere)
  Range long (400 ft. + 40 ft./level)
  Area circle centered on you with a radius of 400 ft. + 40 ft./level
  Duration 1 minute/level
  Saving Throw none; Spell Resistance no
  You sense the direction of the nearest teleportation circle 
  (permanent or with a remaining duration), gate spell, or other 
  effect which magically connects two different locations (for 
  example, an active magic item, a creature’s special ability, or 
  unique adventure location). Locate gate detects only spells or 
  effects with a permanent or ongoing duration, not instantaneous 
  effects like dimension door or teleport.
  Locate gate can be blocked by spells like nondetection, 
  if the effect originates from a specific object or creature. 
  However, spell effects can’t likewise be warded. For example, 
  ring gates are a specific object, but a permanent teleportation 
  circle is not (the surface in which it’s inscribed doesn’t count). 
  Locate gate isn’t blocked by lead, water, or other physical 
  environmental conditions, but it is blocked by any intervening 
  area that is dimensionally warded (such as by dimensional lock 
  or forbiddance).
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  MAD SULTAN’S MELODY
  School enchantment (compulsion) [mind-affecting, sonic]; Level 
  bard 3, mesmerist 4, occultist 4, psychic 4, sorcerer/wizard 4, 
  witch 4
  Casting Time 1 standard action
  Components V, S, F (masterwork flute, pipe, or string instrument)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature/2 levels, no two of which may be more 
  than 30 ft. apart (see text)
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  You imitate the mad cacophony created by the awful beings 
  associated with the Outer God, Azathoth. This spell targets only 
  creatures with the ooze type, creatures with the amorphous special 
  ability, and non-bipedal creatures with a special association with the 
  Outer Gods. This music draws the targets’ attention to the caster, as 
  per the fascinate bardic performance. It affects mindless creatures 
  despite the mindless quality typically granting immunity to mind-
  affecting effects, though it doesn’t ignore any other immunity to 
  mind-affecting effects the creature might have. The caster doesn’t 
  have to maintain the effect each round—the music continues for the 
  duration of the spell. Creatures fascinated by mad sultan’s melody 
  become immune to any other casting of the spell for 24 hours after 
  the spell ends, and the spell ends if the fascination breaks on any of 
  its targets for any reason (such as an attack). 
  If you have the bardic performance class feature and the 
  fascinate bardic performance, you can choose to use the spell’s 
  saving throw DC or a DC equal to 10 + 1/2 your levels in the class 
  that grants you bardic performance + your Charisma modifier, 
  whichever is higher. If you choose to use the latter DC, each round 
  of the melody costs 1 round of bardic performance and it counts as 
  an active performance for determining how many performances 
  you can have active. 
  This spell takes a toll on the caster. Each time you cast it, you 
  take 1d4 points of Wisdom damage. If your campaign uses the 
  sanity system (see page 12), you instead take 2d6 points of 
  sanity damage.
  MASSACRE
  School necromancy [death]; Level cleric 9, psychic 9, shaman 9, 
  sorcerer/wizard 9, witch 9
  Casting Time 1 standard action
  Components V, S, M (a flask of ectoplasmic residue)
  Area 60-ft. line
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  You unleash a wave of necromantic energy that snuffs out the life 
  force of those in its path. This wave pulses out from you in a line 5 
  feet wide and 30 feet long. The wave visibly rips the souls from the 
  bodies of those it passes through, which manifest as screaming, 
  transparent versions of the affected creatures. The wave kills 
  every living creature of 17 or fewer HD in the line, starting with 
  the creature closest to you, to a maximum of 1d4 HD of creatures 
  per caster level. No creature of 18 or more HD can be affected. 
  If a creature succeeds at its saving throw or has too many HD, it 
  doesn’t count against the HD the spell can kill The wave continues 
  to affect creatures as it rolls away from you until you either run 
  out of HD to affect or reach the limit of the spell’s area. If the spell 
  does not kill any creatures, the unreleased necromantic energy 
  violently explodes in the final square of the 60-foot line, dealing 
  10d6 points of damage + 1 point per caster level to any creature 
  in that square with no saving throw. If several creatures occupy the 
  same square, roll randomly to determine which is affected.
  MAZE OF MADNESS AND SUFFERING
  School conjuration (teleportation) [evil, mind-affecting]; Level 
  psychic 9, sorcerer/wizard 9, witch 9
  Casting Time 1 standard action
  Components V, S, M (an ornate puzzle box worth 1,000 gp and 
  soaked in fresh blood)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration see text
  Saving Throw Will partial, see below; Spell Resistance yes
  This spell works like maze, except the DC of the Intelligence check 
  to escape is 22 and each round a creature remains in the maze a 
  different effect occurs depending on which section of the maze it 
  is in. Roll on the following table each time the creature attempts 
  an Intelligence check to escape the maze to see which part of 
  the maze it wanders through; if a creature doesn’t attempt an 
  Intelligence check, it stays in the same section and suffers that 
  section’s effects. Any conditions or damage taken persist for the 
  listed duration even if the creature exits the maze before then, but 
  conditions don’t stack with themselves.
  d% 
  Maze Section
  1–20 
  Circus
  21–40 
  Haunted forest
  41–60 
  Hellscape
  61–80 
  Oasis of respite
  81–100 
  Strange city
  Circus: The creature finds itself in a nightmarish circus of giant 
  beasts, garishly painted faces, and hideous, mocking laughter. The 
  creature must succeed at a Will save or gain a lesser madness (see 
  page 182). The save uses the madness’s normal DC.
  Haunted Forest: The creature travels through a dark forest of 
  grasping trees while shadowy beasts prowl at the edge of its vision. 
  The creature must succeed at a Will save or become frightened for 
  2d4 rounds. This is a fear effect. A frightened creature can still 
  attempt Intelligence checks to escape the maze, but it takes 3d6 
  points of slashing and piercing damage from the trees’ branches. 
  Hellscape: The creature navigates a landscape of fire and stone 
  walls carved with diabolical faces while the cries of the damned 
  echo in the air. The creature must succeed at a Will save or become 
  paralyzed by fear and potential torment for 1 round. This is a 
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  fear effect. The creature can’t attempt to escape the maze while 
  paralyzed, and if it fails three consecutive saving throws against 
  this paralysis, the hellscape delivers a coup de grace, dealing the 
  creature 4d6 points of fire damage. The creature must succeed at 
  a Fortitude save (DC = 10 + the damage dealt) or die. A creature 
  that survives the coup de grace escapes from the paralysis as well. 
  Oasis of Respite: Whether it appears as a beautiful glade, a 
  perfumed palace, or a literal desert oasis, this section of the maze 
  is supernaturally peaceful, especially in comparison to the rest of 
  the maze. The creature must succeed at a Will save or become 
  fascinated for 1 round. The creature can’t attempt to escape the 
  maze while fascinated. A creature that fails three consecutive 
  saving throws to this fascination enters a state of lethargy and 
  gives up ever escaping the maze, remaining in this area until the 
  spell ends on its own in 10 minutes (as per maze).
  Strange City: The creature journeys through a city of cyclopean 
  architecture under a sky of indescribable color and numerous stars. 
  The creature must succeed at a Will save or take 2d4 points of 
  Wisdom damage. If your campaign uses the sanity system (see 
  page 12), the creature instead takes 2d10 points of sanity damage. 
  NIGHT TERRORS
  School illusion (phantasm) [emotionUM, evil, mind-affecting]; Level 
  bard 6, mesmerist 6, psychic 6, sorcerer/wizard 6, witch 6
  Casting Time 1 standard action
  Components V, S, M/DF (a drop of black ink)
  Range touch
  Target intelligent creature touched
  Duration 1 day/level (D)
  Saving Throw Will negates; Spell Resistance yes
  The target of this spell gains no benefit from normal or magical 
  sleep, writhing in a series of nightmares that torture its psyche and 
  diminish its ability to perform strenuous tasks. The target doesn’t 
  heal ability or hit point damage naturally and can’t prepare spells 
  or regain spell slots. After one night of poor sleep, the target is 
  fatigued (or exhausted if it was fatigued before trying to rest). A 
  creature affected by this spell doesn’t recover from the fatigued 
  or exhausted condition inflicted by this spell after resting, nor do 
  spells such as lesser restoration provide any respite. Each restless 
  night, the target takes 1d4 points of Wisdom damage, which also 
  can’t be recovered by magic while night terrors is active. 
  The images from previous nightmares continue to haunt the 
  target’s mind while awake. If the target has rested at least once 
  while affected by night terrors and then becomes subjected to 
  a fear condition, the target experiences the next higher level of 
  fear than it would normally. However, per the alternate rules for 
  fear (see page 10), this spell cannot cause a lesser state of fear 
  to become a greater one. If the effect causing the fear condition 
  doesn’t usually stack with other fear effects, the target’s level of 
  fear does not increase. This aspect of the spell is a fear effect. 
  The affected creature can attempt a new saving throw once 
  per day to end night terrors, but multiple attempts to rest in a 
  given day do not afford the target multiple saves. A creature that 
  successfully saves against night terrors ends the spell and rests 
  normally that night but gains the benefits of only that night’s rest, 
  not any benefits missed on previous nights.
  If your campaign uses the sanity system (see page 12), the target 
  takes 1d8 points of sanity damage instead of Wisdom damage.
  PESSIMISM
  School enchantment (compulsion) [emotionUM, mind-affecting]; 
  Level bard 4, medium 4, mesmerist 4, psychic 5, sorcerer/
  wizard 5, witch 5
  Casting Time 1 standard action
  Components V, S, M/DF (a shard of a broken mirror)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 hour/level
  Saving Throw Will negates; Spell Resistance yes
  You erode the target’s confidence and instill a sense of despair. 
  This fear of failure manifests as a –2 penalty on attack rolls, 
  saving throws, ability checks, skill checks, and weapon damage 
  rolls. Additionally, the target can’t gain morale bonuses of any 
  kind while the spell remains in effect. No amount of achievement 
  counters the spell’s effects—the target simply explains away 
  positive events with a self-critical perspective.
  Certain events can solidify the character’s belief that it is 
  doomed. Whenever the target rolls a natural 1 on an attack roll or 
  saving throw, fails an ability or skill check by more than 5, or takes 
  additional damage as a result of a foe’s confirmed critical hit, the 
  penalty to roll imposed by pessimism becomes –3 for 1 round. 
  This increased penalty doesn’t stack, even if multiple catastrophes 
  occur on the same round.
  PHANTASMAL ASPHYXIATION
  School illusion (phantasm) [mind-affecting]; Level medium 3, 
  mesmerist 4, psychic 4, sorcerer/wizard 4, spiritualist 4, witch 4
  Casting Time 1 standard action
  Components V, S, M (an empty vial)
  Range medium (100 ft. + 10 ft./level)
  Target one living creature
  Duration 1 round/level (D)
  Saving Throw Will disbelief, then Fortitude partial (see text); 
  Spell Resistance yes
  Your target must succeed at a Will save or believe it can no 
  longer breathe. An affected target must attempt a Fortitude save 
  each round at the beginning of its turn. The first time it fails the 
  Fortitude save, it is staggered until the next time it attempts a 
  save against the spell. If the target fails a second Fortitude save in 
  a row, it falls unconscious for the spell’s remaining duration. The 
  target breathes normally while unconscious, but is shaken for 1 
  minute upon awakening. If the target succeeds at two Fortitude 
  saves in a row, it shakes off the spell’s effects entirely. Otherwise, 
  the target continues to attempt a save each round until it falls 
  unconscious or the spell ends. This spell has no effect on creatures 
  that don’t need to breathe.
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  PHANTASMAL PUTREFACTION
  School illusion (phantasm) [fear, mind-affecting]; Level 
  medium 4, mesmerist 5, sorcerer/wizard 6, witch 6
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one creature/level, no two of which can be more than 
  30 ft. apart
  Duration 1 round/level (D)
  Saving Throw Will disbelief, then Fortitude partial (see text); 
  Spell Resistance yes
  You implant within the minds of your targets the illusion that 
  their skin is rotting away, large rents are appearing all over their 
  bodies, and their internal organs are spilling out into a putrid half-
  liquid mass at their feet. Those who fail to disbelieve phantasmal 
  putrefaction immediately take 1d4 points of Wisdom damage. 
  This damage occurs only once. Each round at the beginning of its 
  turn, an affected target receives another Will save to disbelieve 
  the effect, and targets that fail must succeed at a Fortitude save 
  or faint, falling asleep as per sleep (except that it isn’t a magical 
  sleep effect). Waking up doesn’t end the spell for a target; it must 
  continue to attempt Will saves to disbelieve and Fortitude saves 
  to avoid fainting each round until the spell ends or the target 
  successfully disbelieves.
  Targets of the spell perceive everyone else around them to be 
  rotting away, but other creatures see no visible effect of the spell, 
  so they, in addition to those who disbelieve, can communicate 
  the nature of the illusion to allies, providing those allies with a +4 
  bonus on the saving throw to disbelieve.
  If your campaign uses the sanity system (see page 12), a creature 
  takes 1d8 points of sanity damage instead of Wisdom damage.
  PHOBIA
  School enchantment (compulsion) [emotionUM, fear, mind-
  affecting]; Level bard 5, mesmerist 5, psychic 6, sorcerer/
  wizard 6, witch 6
  Casting Time 1 standard action
  Components V, S, M (a single white hair)
  Range close (25 ft. + 5 ft./2 levels)
  Target one intelligent creature
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  You instill the target with an intense, instinctual fear of a 
  condition or circumstance, more powerful than the phobia lesser 
  madness (see page 182). You can name an energy type (acid, 
  cold, electricity, fire, or sonic), a hazard (such as an avalanche 
  or earthquake), or a single creature of the animal type or all 
  vermin (applying when the target sees a swarm or a single Small 
  or larger creature). Alternatively, you can name the following 
  specific environments: darkness (darker than dim light, and you 
  can’t apply this phobia to a creature with natural racial darkvision, 
  see in darkness, blindsight, or similar senses), enclosed spaces 
  (places that require the creature to squeeze),heights (10 times the 
  target’s height, and you can’t apply this phobia to creatures with a 
  natural fly speed), or water (you can’t apply this phobia to aquatic 
  creatures or creatures with a natural swim speed). 
  When the target takes damage of the energy type (for an 
  energy type phobia), or perceives the presence of the creature, 
  environment, or hazard, it must attempt a DC 20 Will save. If it 
  fails, it becomes panicked, but even if it succeeds, it becomes 
  shaken and feels intensely uncomfortable; a creature shaken in 
  this way does not need to roll further saving throws against its 
  phobia until its shaken condition ends, even if it continues to be 
  exposed to its phobia.
  A creature panicked by phobia can begin to act normally 1 
  minute after it ceases being able to perceive its phobia or after 
  taking the energy damage if the phobia is an energy type, though 
  the shaken condition ends immediately after the creature can 
  no longer perceive its phobia. Break enchantment, heal, limited 
  wish, miracle, or wish can remove a phobia spell.
  PLUNDERED POWER
  School necromancy [evil]; Level cleric 7, druid 7, occultist 6, 
  shaman 7, sorcerer/wizard 7, summoner 6, witch 7
  Casting Time 10 minutes
  Components V, S, M (crushed rubies worth 2,500 gp and a major 
  organ from the sacrificed target, see text)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 day/level
  Saving Throw Will negates; Spell Resistance no
  You must sacrifice a creature just as you finish casting this spell. 
  When the sacrifice dies, its blood or ichor pools and hardens into 
  a single red bloodstone. This bloodstone contains the essence and 
  spirit of the sacrificed creature, allowing anyone holding the stone 
  to activate the creature’s highest-level activated racial spell-like 
  ability, taking the actions necessary to activate the stored spell-
  like ability. Any creature who holds the stone can activate it, but 
  the stone can be used only once per day (or the frequency of the 
  creature’s spell-like ability, whichever is less). If a creature has 
  several racial spell-like abilities of the same spell level, choose 
  randomly from among them to determine which one is stored 
  in the bloodstone. The bloodstone can only store racial spell-
  like abilities that emulate a spell, including altered spells, like 
  invisibility (self only), but not unique spell-like abilities possessed 
  by the creature. Abilities with altered effects are still altered, so 
  a creature activating the bloodstone for greater teleport (self 
  only) would affect only itself and a bloodstone storing summon 
  monster II (Small fire elemental only) would still only be able 
  to summon a Small fire elemental. Additionally, the bloodstone 
  can’t store spell-like abilities that duplicate spells with expensive 
  components costing more than 250 gp.
  The save DC, caster level, and other attributes of this ability 
  remain the same as when the creature was still alive, though the 
  creature who activates the bloodstone can choose the targets, 
  area, or shape of the spell, and make other decisions, such as 
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  controlling the target of dominate person. The bloodstone can 
  take any actions necessary to manipulate aspects of the spell, 
  concentrating on the spell, redirecting the spell, and so on, up to 
  a full normal round’s worth of actions.
  If the sacrificed creature doesn’t die during the casting of 
  the spell (for instance if it was merely a summoned creature) 
  or is brought back to life before the spell’s duration expires, the 
  bloodstone loses its magical power. The fragment of the creature’s 
  spirit trapped in the bloodstone does not hinder attempts to 
  restore the creature to life.
  PROFANE NIMBUS
  School evocation [evil]; Level antipaladin 4, cleric 5, inquisitor 5
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you 
  Duration 1 round/level (D)
  You are surrounded by a nimbus of shadow shaped like your god’s 
  unholy symbol or a symbol of your faith. Any good creature striking 
  you with unarmed strikes, natural weapons, or a handheld weapon 
  deals normal damage, but at the same time, the attacker takes 
  1d6 points of damage + 1 point per caster level (maximum +15). 
  Creatures wielding melee weapons with reach are not subject to 
  this damage if they attack you. Spell resistance applies against this 
  damage. You also take half damage from magical attacks with 
  the good descriptor. If such an attack allows a Reflex save for half 
  damage, you take no damage on a successful saving throw.
  PYROTECHNIC ERUPTION
  School evocation [fire]; Level bloodrager 3, magus 4, occultist 4, 
  sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M (a pinch of coal)
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration see text
  Saving Throw Reflex half (see text); Spell Resistance yes
  The caster causes jets of flame to erupt from the ground and 
  surround the target. The target takes 1d6 points of damage per 
  caster level (maximum 15d6) unless it succeeds at a Reflex save 
  for half damage. The blaze surrounds the target for the duration of 
  the spell, forcing the creature to attempt a new save each round. 
  Each round, the damage dealt is reduced to half as many d6; the 
  spell expires when it would deal no damage. If the target moves, 
  the pyrotechnic eruption follows, even if the target teleports.
  Anyone attempting to touch the target takes damage, using the 
  same amount of dice as the last time the target attempted a 
  save (Reflex half). A creature can take the place of the target 
  by bull rushing or grappling it and switching places. The 
  new creature then automatically takes the current round’s 
  damage with no saving throw and can begin to attempt 
  Reflex saves starting on its next turn. 
  QUICK CHANGE
  School transmutation (polymorph); Level alchemist 2, bard 2, 
  bloodrager 2, druid 2, inquisitor 2, magus 2, medium 2, 
  mesmerist 2, occultist 2, ranger 2, shaman 2, sorcerer/
  wizard 2, spiritualist 2, summoner 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you 
  Duration 1 hour/level
  If you have the change shape special quality, you can revert to 
  your true form as a swift action. If a creature is not aware of your 
  true form, when you use this spell to revert to your true form and 
  attack that creature in the same round, the creature is denied its 
  Dexterity bonus to AC against your first attack.
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  RIGOR MORTIS
  School transmutation [painUM]; Level cleric 4, magus 4, occultist 4, 
  psychic 4, shaman 4, sorcerer/wizard 4, spiritualist 3, witch 4
  Casting Time 1 standard action
  Components V, S, M/DF (a knucklebone)
  Range medium (100 ft. + 10 ft./level)
  Target one living creature
  Duration instantaneous; see text
  Saving Throw Fortitude partial (see text); Spell Resistance yes
  The joints of a creature affected by this spell stiffen and swell, 
  making movement painful and slow. The target takes 1d6 points 
  of nonlethal damage per caster level. Additionally, the target takes 
  a –4 penalty to Dexterity and its movement speed decreases by 
  10 feet; these additional effects last for 1 minute per caster level, 
  though another creature can spend 1 minute and attempt a DC 25 
  Heal check to end them early. A successful save halves the nonlethal 
  damage and negates the penalty to Dexterity and movement.
  SACRAMENTAL SEAL
  School necromancy; Level cleric 8
  Casting Time 1 round
  Components V, S, F (an object worth at least 2,000 gp)
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  You trap the target in an object decorated with the holy symbols 
  of your god or faith. While trapped in the object, the creature can’t 
  take any actions and is immune to spells and spell-like abilities. 
  The creature remains permanently trapped in the object as long 
  the object remains in your possession. Only a freedom, miracle, 
  or wish spell can dispel the enchantment, though destroying the 
  object frees the creature.
  If you relinquish your stewardship of the object (such as giving 
  it away or leaving it in a remote location or extradimensional 
  space), the trapped creature begins to gain control over the object. 
  It immediately gains the ability to communicate telepathically 
  with any creature now in possession of the object. It still can’t 
  take any actions besides communicating but can use feats and 
  skills related to speaking (such as Bluff and Diplomacy).
  After 1 week of the object being out of your presence, the 
  creature can create a number of haunts with a total CR (that is, the 
  CR of the encounter with all of the haunts at once) equaling 1/4 
  the creature’s Hit Dice. These haunts are centered on the object. 
  The creature can also communicate telepathically up to a range of 
  100 feet at this point.
  After 1 month of the object being out of your presence, the CR 
  total of the haunts the trapped creature can create increases to 
  1/2 its Hit Dice. In addition to telepathy, it can also impart mental 
  images of its choosing into the mind of any creature holding or 
  carrying the object.
  After 1 year of being out of your presence, in addition to the 
  above abilities, the creature can attempt to possess any living 
  creature with an Intelligence score of 3 or higher that touches the 
  object, as per possessionOA. However, the creature can’t personally 
  destroy the object, even while possessing another creature.
  Because the binding magic irrevocably weakens the longer 
  you’re away from the item, returning it to your ownership doesn’t 
  reverse any of the effects. You must free the creature and impose 
  another sacramental seal if you want to restrict its abilities again.
  If the object is placed in the stewardship of creatures or a 
  location belonging to your faith, it still counts as being out of your 
  presence but it takes ten times longer for the creature to manifest 
  the above abilities (it would take 10 weeks for it to manifest the 
  ability to create haunts, for example).
  SACRED NIMBUS
  School evocation [good]; Level cleric 5, inquisitor 5, paladin 4
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you 
  Duration 1 round/level (D)
  You are surrounded by a nimbus of golden light shaped like your 
  god’s holy symbol or a symbol of your faith. Any evil creature 
  striking you with unarmed strikes, natural weapons, or a handheld 
  weapon deals normal damage, but at the same time, the attacker 
  takes 1d6 points of damage + 1 point per caster level (maximum 
  +15). Creatures wielding melee weapons with reach are not subject 
  to this damage if they attack you. Spell resistance applies against 
  this damage. You also take half damage from magical attacks with 
  the evil descriptor. If such an attack allows a Reflex save for half 
  damage, you take no damage on a successful saving throw.
  SCREAMING FLAMES
  School evocation [evil, fire, mind-affecting]; Level antipaladin 3, 
  cleric 3
  Casting Time 1 standard action
  Components V, S, M/DF (a charred animal or humanoid skull 
  fragment)
  Range close (25 ft. + 5 ft./2 levels)
  Effect a sheet of flame up to 15 ft. long and 10 ft. high that 
  moves 15 ft. in a straight line.
  Duration instantaneous 
  Saving Throw Reflex half and Will negates (see text); Spell 
  Resistance yes
  A sheer wall of flame appears and rushes away from you. 
  Tendrils of fire reach out of it, shaped into skulls screaming in 
  agony. When the wall passes through a creature’s space, that 
  creature must succeed at a Reflex save or take 1d8 points of fire 
  damage for every 2 caster levels you have (maximum 5d8). Any 
  creature taking fire damage must also succeed at a Will save or 
  take 1d3 points of Wisdom damage. Deaf creatures receive a +4 
  circumstance bonus on their Will saves.
  If your campaign uses the sanity system (see page 12), a creature 
  takes 1d6 points of sanity damage instead of Wisdom damage.
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  Spells and Rituals
  Spells and Rituals
  SENSE FEAR
  School divination; Level antipaladin 1, bloodrager 1, cleric 2, 
  druid 2, inquisitor 2, medium 1, mesmerist 2, occultist 2, 
  psychic 2, ranger 2, shaman 2, spiritualist 2, witch 2
  Casting Time 1 standard action
  Components V, S, M/DF (a patch of fur)
  Range personal
  Target you
  Duration 10 minutes/level (D)
  You sense the fear of those nearby, feeling it in the air around 
  you. You can detect spooked, shaken, scared, frightened, 
  panicked, terrified, and horrified creatures within 30 feet, and 
  you immediately know what level of fear they are experiencing. 
  You determine the creatures’ approximate direction from you, 
  though you do not sense a given creature’s identity or know which 
  squares the creatures occupy. If you’re within 5 feet of a creature 
  whose fear you sense, you pinpoint that creature’s location, as if 
  using blindsense.
  SENSE MADNESS
  School divination; Level cleric 2, inquisitor 2, medium 2, 
  occultist 2, paladin 2, psychic 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target creatures in range (see text)
  Duration concentration, up to 1 round/level (D)
  Saving Throw none; Spell Resistance no
  You can sense the presence of mental disturbance in creatures 
  within range, focusing your detection on one creature each round. 
  If the target is currently suffering from any form of madness (see 
  page 182) or addiction (GameMastery Guide 236), has total sanity 
  damage greater than or equal to its sanity edge (see page 12), 
  or is under a magical compulsion that could be detected 
  by detect magic, you can detect the presence of such a 
  disturbance on the first round of concentration.
  If you concentrate on the same creature for an additional 
  round, you learn if the creature’s total sanity damage is 
  greater than or equal to its sanity edge, and you can 
  attempt a Sense Motive check against a DC equal to 
  10 + the save DC of the target’s madness or addiction 
  to determine the exact nature of a madness or 
  addiction. Additionally, you can attempt a Spellcraft 
  check with a DC equal to 11 + the caster level of 
  the compulsion against each magical compulsion 
  currently affecting the target that could be 
  detected by detect magic. If successful, you can 
  identify the specific spell affecting the target. You 
  gain a +4 bonus on your Spellcraft check if the 
  effect is confusion, insanity, or a similar effect 
  that explicitly causes madness or insanity. 
  If you successfully identify such an effect 
  with sense madness, the insights provided 
  by this spell grant you a +1 circumstance bonus on your next caster 
  level check in the following 1 minute made to counter, dispel, or 
  remove that specific effect. After attempting a check to identify a 
  madness, addiction, or compulsion, you can’t attempt that check 
  against the same creature again, even if you concentrate on the 
  creature again. 
  SLEEPWALKING SUGGESTION
  School enchantment (compulsion) [mind-affecting]; Level bard 4, 
  medium 3, mesmerist 4, psychic 5, sorcerer/wizard 5, witch 5
  Casting Time 1 standard action
  Components V, S, M (two doses of oil of taggit worth 180 gp total)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 24 hours
  Saving Throw Will negates or none (see text); Spell Resistance yes
  127127
  
  You compel the target creature to rise from its sleep as if 
  sleepwalking and perform a course of activity (limited to a 
  sentence or two). The spell takes effect immediately if the target 
  is already asleep, or as soon as the target falls asleep if it is 
  conscious. You can specify that the creature should wait before 
  taking action when you give your instructions if you so choose. 
  A sleeping creature doesn’t get a save against this spell. The 
  suggested activity must not cause the target to directly harm itself 
  or others, but it doesn’t need to be reasonable. For example, you 
  could instruct the target to unlock doors and windows or poison 
  its ally’s rations, but not jump off a roof or perform a coup de 
  grace action against a sleeping ally. Instructions that cause direct 
  harm prompt the target to awaken just prior to performing the 
  action and the target experiences a vague memory of what it was 
  supposed to do. 
  The target moves at its speed, but isn’t capable of running or 
  moving at a higher rate of speed. It moves in dark conditions 
  as if it had darkvision and can perform most simple and skill-
  based actions, but it can’t engage in combat, spellcasting, or 
  actions that require significant cognitive awareness (like making 
  complex decisions, solving puzzles, or using complicated magic 
  items). If the creature takes any damage while sleepwalking, 
  it must attempt a new saving throw. If it succeeds, the spell 
  ends and the creature awakens. When the target completes 
  the suggested course of activity, or when the spell ends or 
  is dismissed, the target remains unconscious and returns to 
  where it was sleeping and must be awoken normally. It retains 
  no memory of what it did while unconscious (with the only 
  exception described above).
  Unlike the sleepwalkAPG spell, attempts to use sleepwalking 
  suggestion on a creature that is unconscious for any reason other 
  than sleep automatically fail. A creature affected by sleepwalking 
  suggestion is unaware it has been programmed to act in its sleep 
  (unless awoken because it was about to cause harm).
  SLOUGH
  School transmutation [evil]; Level cleric 5, occultist 4, psychic 5, 
  sorcerer/wizard 5, spiritualist 4, witch 5
  Casting Time 1 standard action
  Components V, S, M/DF (a pinch of dried skin flakes)
  Range medium (100 ft. + 10 ft./levels)
  Target one living creature
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
  The target takes 1d4 points of Constitution damage each round 
  as its skin loosens and splits. Once it has taken 5 or more points 
  of Constitution damage in this way, its skin falls off to reveal its 
  musculature. The creature ceases taking Constitution damage, but 
  takes a –4 penalty on saving throws against disease, pain effects, 
  or poison, and on Charisma-based skill checks with the exception 
  of Intimidate and Use Magic Device. The creature’s skin regrows 
  rapidly—once its Constitution damage is fully healed, its skin 
  becomes intact once again and the penalties end.
  STAVE OFF CORRUPTION
  School abjuration; Level cleric 2, paladin 2
  Casting Time 1 standard action
  Components V, S, M (see text)
  Range touch
  Target one creature
  Duration 1 day/2 caster levels
  Saving Throw Will negates (harmless) Spell Resistance yes 
  (harmless)
  You ward the target to slow the advancement of its corruption. 
  The target receives a +2 circumstance bonus on saving throws 
  against the advancement of its corruption, as described in the 
  catalyst section of each corruption. Multiple applications of this 
  spell do not stack, nor does the bonus stack with morale, profane, 
  or sacred bonuses on saving throws against the advancement of 
  the target’s corruption.
  The material components for this spell vary with the type of 
  corruption. For example, garlic is used for a vampirism corruption, 
  a sprig of wolfsbane is used for a lycanthropy corruption, and so 
  on. The GM can determine appropriate material components, but 
  the components should cost at least 25 gp.
  STRAITJACKET
  School conjuration (creation); Level inquisitor 4, occultist 4, 
  sorcerer/wizard 5, summoner 5
  Casting Time 1 standard action
  Components V, S, M (leather strap)
  Range close (25 ft. + 5 ft./2 caster levels)
  Target one creature
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance yes
  You cause a straitjacket to spring into existence to restrain the 
  target creature. You attempt a combat maneuver against the 
  target’s CMD. Your CMB for this check is equal to your caster level + 
  5 due to the straightjacket’s Strength. This combat maneuver 
  doesn’t provoke an attack of opportunity, and if it succeeds, the 
  target is restrained. This is similar to the grappled condition, except 
  the target is able to move at its normal speed, the restraint doesn’t 
  cause the target to require concentration checks to use abilities 
  that require concentration, and the target can’t take actions that 
  require one or more hands or arms to perform (including casting 
  spells that require a somatic or material component).
  Once it has been restrained for 1 round, the target can attempt 
  an additional saving throw against a magical effect that makes it 
  confused, a curse, a fear effect, or a madness. The caster chooses 
  which effect the target gets an extra save against. This extra save 
  applies to only effects with durations of 10 minutes per level or 
  less, and it doesn’t apply to instantaneous effects. This extra save 
  occurs only once per casting of straitjacket.
  A creature can attempt to escape the straitjacket with a 
  combat maneuver check or Escape Artist check, with a DC equal 
  to 10 + your caster level + your Intelligence, Wisdom, or Charisma 
  modifier, whichever is highest.
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  Spells and Rituals
  Spells and Rituals
  SYMBOL OF EXSANGUINATION
  School necromancy [evil]; Level bloodrager 2, cleric 3, occultist 
  2, sorcerer/wizard 3, witch 3
  Casting Time 10 minutes
  Components V, S, M (powdered garnet and bloodstone worth a 
  total of 500 gp)
  Range 0 ft.; see text
  Effect one symbol
  Duration 10 minutes/level
  Saving Throw Fortitude negates; Spell Resistance yes
  This spell functions like symbol of death, except that each creature 
  within the radius of symbol of exsanguination begins to bleed 
  uncontrollably and violently from their eyes, ears, nose, and 
  mouth, as well as any existing open wounds. Creatures that failed 
  their saving throws immediately take 1d6 points of bleed damage 
  and are sickened as long as they continue to take bleed damage 
  from the symbol. 
  While a DC 15 Heal check or magical healing can end the bleed 
  damage as normal, the bleed damage and sickened condition 
  begin again each round so long as the creature begins its turn still 
  within 60 feet of the symbol, including if the creature leaves the 
  area and returns. Creatures that succeed at their saving throw suffer 
  no ill effects from the symbol, even if they leave its area and return. 
  Unlike symbol of death, symbol of exsanguination 
  has no hit point limit on the creatures it can 
  affect. Once triggered, a symbol 
  of exsanguination remains active 
  for 10 minutes per caster level.
  Magic traps such as symbol 
  of exsanguination are hard 
  to detect and disable. 
  While any character 
  can use Perception 
  to find a symbol, 
  only a character 
  who has the 
  trapfinding 
  class feature 
  can 
  use 
  Disable Device to disarm it. 
  The DC in each case is equal 
  to 25 + spell level, or 28 
  (27 for a bloodrager) for 
  symbol of exsanguination.
  TEMPORARY GRAFT
  School transmutation; Level alchemist 3, bloodrager 3, magus 4, 
  occultist 3, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, F (a dismembered body part)
  Range personal
  Target you 
  Duration 1 minute/level (D)
  You temporarily graft a dismembered body part onto yourself. You 
  must have the body part in your possession or the spell has no 
  effect. The graft must come from a creature the same size category 
  as you. You can have only one graft active at a time. Grafting on a 
  new body part immediately ends the effects of the older casting 
  and causes that body part to fall off. The effect of the graft depends 
  on the type of body part you choose to graft to yourself, as follows.
  Fins: The fins grant you a 40 foot swim speed.
  Head: The head grants you all-around vision. If the head came 
  from a creature that had darkvision, low-light vision, or scent, you 
  gain the appropriate senses at half the normal range. You can 
  speak through either head, but not both simultaneously. You don’t 
  receive any additional special abilities the head might have had 
  (like a medusa’s petrifying gaze ability).
  Leg: The leg increases your base movement speed by 5 feet 
  and grants you a +2 bonus to CMD against overrun and trip combat 
  maneuvers (the usual bonus for having an extra leg).
  Wings: The wings grant you a 40-foot fly speed (poor 
  maneuverability).
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  TORPID REANIMATION
  School necromancy [evil]; Level antipaladin 4, cleric 4, 
  occultist 4, shaman 4, sorcerer/wizard 5, spiritualist 4
  Casting Time 1 standard action
  Components V, S, M (an onyx gem worth at least 25 gp per HD 
  of the undead)
  Range touch
  Targets one or more corpses touched
  Duration 1 day/caster level and instantaneous (see text)
  Saving Throw none; Spell Resistance no
  This spell works like animate dead except you set a specific 
  condition for when the animation occurs and you do not 
  immediately have control of the creatures. The condition can 
  be simple, such as being touched, a certain word spoken, or on 
  hearing a specific sound. You can also set a condition based on 
  time, but it must occur within a number of days equal to your 
  caster level. At any time, you can cause the animation to occur as 
  a standard action.
  You can gain control of any uncontrolled undead you created 
  with this spell as a free action if you are within at least 60 feet of 
  the undead creature and have line of sight to it; if you have control 
  of an undead you created with this spell and later lose control 
  of that undead, you can’t use this ability to regain control of the 
  same undead. The limit on the number of Hit Dice you can control 
  with animate dead still applies.
  VERMINOUS TRANSFORMATION
  School transmutation (polymorph); Level alchemist 6, shaman 7, 
  witch 7
  Casting Time 1 standard action
  Components V, S, M (a handful of bat wings, insects, and rat tails)
  Range personal
  Target you 
  Duration 1 round/level (D)
  You partially transform your body into a swarm of bats, insects, 
  rats, and spiders. As a standard action, you can send out a piece 
  of your body to attack up to four Medium or smaller creatures (or 
  one larger creature) within 10 feet of you. The creatures take 4d6 
  points of damage and must succeed at a Fortitude save or take 
  1d3 points of Constitution damage and 1d3 points of Strength 
  damage; the ability damage is a poison effect. Abilities that 
  protect against swarm attacks apply to this damage and spell 
  resistance applies.
  Additionally, since your body is partially a swarm, you take 
  only half damage from piercing and slashing attacks, unless 
  those attacks would deal full damage or greater to a swarm (for 
  instance, an area piercing attack would deal full damage to you). 
  You can still be targeted by single-target spells but you gain a +2 
  circumstance bonus on any saving throws against them.
  Casting spells in this form is difficult and any spells with 
  somatic components require a concentration check as if casting 
  defensively; if you are also casting the spell defensively, roll a 
  single concentration check at a –5 penalty.
  VILE DOG TRANSFORMATION
  School transmutation (polymorph) [evil]; Level antipaladin 3, 
  cleric 5, druid 5, shaman 5, sorcerer/wizard 5, witch 5
  Casting Time 10 minutes
  Components V, S, M (a strip of leather)
  Range touch
  Target one or more dogs touched
  Duration 1 hour/level
  Saving Throw Will negates (see text); Spell Resistance no
  You transform one or more dogs into evil, monstrous creatures. 
  Each dog can attempt a Will save to negate the transformation, 
  but if the dog trusts you (it has been trained by you for a purpose, 
  or has been in your care for at least 30 days and generally treated 
  well), it takes a –4 penalty on this saving throw. Each transformed 
  dog has the same stats as a hell hound (Bestiary 173) except that 
  it doesn’t have fire immunity and cold vulnerability and instead 
  has acid, cold, and fire resistance 5. Additionally, each transformed 
  dog deals an extra 1d6 points of acid damage with its bite attack 
  (instead of fire damage), and its breath weapon is replaced with 
  a vaporous cloud that spreads out in front of the creature in a 
  10-foot cone, dealing 2d4 points of acid damage. The creature 
  can’t understand Infernal but understands any languages you 
  know. The dog is normally neutral evil, but is chaotic evil if you 
  are chaotic or lawful evil if you are lawful.
  For every 3 caster levels you have, you can transform one dog 
  (to a maximum of five dogs at 15th level). At the end of the 
  spell’s duration, the dogs immediately dissolve into a stinking pile 
  of gore and bones.
  You can command the creature in the same way you would a 
  creature you summoned via a summon monster spell. If you buy 
  dogs to use with this spell, they cost 15 gp for a lap dog, 25 gp for 
  a guard dog, or 150 gp for a riding dog (Pathfinder RPG Ultimate 
  Equipment 82). Any kind of dog can be transformed by this spell 
  and has the same statistics.
  WAVES OF BLOOD
  School conjuration (creation); Level bloodrager 3, magus 3, 
  psychic 3, sorcerer/wizard 3, spiritualist 3, witch 3
  Casting Time 1 standard action
  Components V, S, M (a drop of the caster’s blood)
  Range 30 ft.
  Area cone-shaped burst
  Duration instantaneous and 1 round; see text
  Saving Throw Reflex negates, Fortitude negates (see text); Spell 
  Resistance no
  You cause torrents of roiling blood to push your opponents away 
  from you. This wave attempts a bull rush combat maneuver against 
  all creatures within its area of effect, and you bull rush creatures 
  of any size in this way. Attempt a single combat maneuver check 
  and apply the result to each creature within the area. Your CMB for 
  this bull rush is equal to your caster level plus your Intelligence, 
  Wisdom, or Charisma modifier, whichever is highest. This bull rush 
  doesn’t provoke attacks of opportunity. Any creature in the area 
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  Spells and Rituals
  Spells and Rituals
  must also succeed at a Fortitude saving throw or become sickened 
  for 1d6 rounds by the tide of blood.
  The area covered by the cone remains slick for 1 round, 
  requiring a successful DC 10 Acrobatics check from any creature 
  attempting to move within it (as if moving on uneven ground). 
  Any creature that falls prone due to failing the check must 
  succeed at a Fortitude save or become sickened until it stands 
  back up.
  WITHER LIMB
  School necromancy; Level cleric 6, inquisitor 6, shaman 6, 
  sorcerer/wizard 6, spiritualist 5, witch 6
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target living creature touched
  Duration instantaneous 
  Saving Throw Fortitude negates; Spell Resistance yes
  You cause one limb of the target to shrivel and weaken. The target 
  takes 2d6 points of damage. The points are permanently lost 
  until the target’s limb is restored by heal, limited wish, miracle, 
  regenerate, or wish. Wither limb affects only living creatures of 
  the humanoid or monstrous humanoid type, or similar bipedal 
  creatures at the GM’s discretion. You choose the limb affected. 
  This spell’s effects stack, until all a target’s arms and legs (or 
  equivalent limbs) are withered.
  Arm: The target looses the use of one arm, which might 
  affect what weapons and shields it can use. The creature must 
  immediately drop all objects held in the withered limb, though it 
  can shift a two-handed weapon it is holding in both hands to a 
  remaining arm as an immediate action. Worn objects —gauntlets, 
  rings, and magic items in the wrist slot—remain. This prevents the 
  creature from using two-weapon fighting, claw attacks from that 
  arm, and so on. If multiple castings of this spell wither all of a 
  creature’s arms, it can’t manipulate objects or cast spells requiring 
  somatic components. 
  Leg: The creature’s movement speeds are halved, except for 
  flying or other speeds that don’t involve its legs. If multiple 
  castings of this spell wither all of a creature’s legs, it can only 
  crawl at a speed of 5 feet each round.
  Wing: The creature loses access to any fly speed that depends 
  on its wings if even a single wing is withered.
  131131
  
  Occult Rituals
  First introduced in Pathfinder RPG Occult Adventures, occult 
  rituals allow any character to attempt magic at great risk. 
  Just like those in Occult Adventures, characters can learn the 
  following occult rituals only by discovering them in play.
  FUGUE OF OBLIVION
  School enchantment (compulsion); Level 6
  Casting Time 6 hours
  Components V, S, F (a receptacle urn worth at least 1,000 gp per 
  level to be stolen; see below), SC (up to 4)
  Skill Checks Bluff DC 35, 3 successes; Heal DC 35, 3 successes
  Range close (25 ft. + 5 ft./character level of the primary caster)
  Target one living creature 
  Duration instantaneous; see text
  Saving Throw Will negates; SR yes
  Backlash The primary caster can’t form short-term memories for 
  the next 24 hours.
  Failure The primary caster must succeed at a Will save or suffer 
  the effects of the amnesia greater madness (see page 182). 
  The amnesia lasts until removed, but can’t be removed, even 
  by magic, until 2d6 days have passed.
  EFFECT
  The casters weave the target’s name into a chant of nonsense rhyming 
  stories for 6 hours, as they slowly extract the target’s memories into 
  the urn as a purple mist. The target loses all but the first class level 
  she ever gained (if any; this ritual doesn’t affect racial hit dice), 
  immediately reducing or removing all level-dependent abilities as 
  if the target were a 1st-level character. In addition to the loss of 
  her class levels, the target suffers from total amnesia of the time in 
  which she accrued those levels. The target can gain experience and 
  accrue new levels, though she must adhere to all the same decisions 
  she made previously with her missing levels (class, archetype, skills, 
  feats, and so on), even if she can’t explain why she now makes 
  such decisions. In some cases, she might do so without meeting the 
  requirements, such as if her amnesia blocked an alignment change 
  and she gained levels in a class with an alignment restriction she 
  no longer met; in this case, she would gain the abilities but retain 
  only those she would have as an ex-member of the class. The rule 
  that she must adhere to all previous decisions has one exception: if 
  the target is a psychic, she can gain the amnesiac archetype (Occult 
  Adventures 104), as long as she could otherwise take it. 
  Destroying the receptacle instantly returns the lost levels to the 
  target and reverses any amnesia. If the target became an amnesiac 
  psychic, she loses the archetype as normal. 
  THE HUNGERING OF SHADOWS
  School evocation; Level 9
  Casting Time 1 day
  Components V, S, M (lavender and green ioun stone split into 6 
  shards), F (an onyx throne worth at least 40,000 gp), SC (6)
  Skill Checks Knowledge (arcana) DC 47, 4 successes; Knowledge 
  (geography) DC 47, 2 successes; Knowledge (nature) 47, 1 
  success; Spellcraft DC 47, 2 successes
  Range 10 miles/character level of primary caster
  Area 1 mile radius/character level of primary caster
  Duration instantaneous; see text
  Saving Throw none; SR no
  Backlash The primary caster gains 2 permanent negative 
  levels, and all secondary casters are permanently blinded 
  and deafened. None of these effects can be removed by any 
  means unless the ritual is reversed. 
  Failure The primary caster and all secondary casters are 
  immediately transported to different locations on the Negative 
  Energy Plane or Shadow Plane (50% for either plane, roll 
  separately for each caster). The secondary casters remain 
  catatonic for 1 hour upon arriving.
  EFFECT
  The primary caster sits upon the onyx throne, invoking ancient 
  rites blaspheming against the light of the sun. The secondary 
  casters offer up prayers to the gods of darkness. In turn, each of 
  the secondary casters consumes one of the ioun stone shards, 
  which induces a state of catatonia for 1 hour. Throughout the 
  ritual’s casting, a localized partial solar eclipse marks the location 
  of the throne with an obvious pillar of darkness from above, easily 
  noticed by creatures throughout the ritual’s area.
  If the ritual is successful, the area is draped in a curtain of 
  eternal darkness, removing sunlight from the area. Illumination in 
  the area can never be brighter than dim light, and only a miracle or 
  wish can even temporarily alleviate this restriction (though direct 
  intervention of a deity can end the ritual’s effect). Any light beyond 
  dim light that would touch the area is instead transported into the 
  ioun stone shards consumed by the secondary casters, making the 
  secondary casters’ entire bodies glow. Any object with a light spell 
  having its light thus dimmed by the ritual counts as a part of the 
  secondary casters’ bodies for the purpose of a connection for spells 
  like scrying. Collecting these ioun stone shards then piecing them 
  back together while within the affected area ends the effects of 
  this ritual.
  PAIRED SUFFERING
  School necromancy; Level 6
  Casting Time 6 hours
  Components V, S, F (an ornate ceremonial dagger worth at least 
  1,000 gp)
  Skill Checks Knowledge (planes) DC 30, 2 successes; Knowledge 
  (religion) DC 30, 4 successes
  Range touch; see text
  Target two creatures; see text
  Duration instantaneous; see text
  Saving Throw none; SR no
  Backlash The primary caster is staggered for the next 24 hours.
  Failure The primary caster is affected by slay living (using the 
  ritual’s save DC and caster level).
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  Spells and Rituals
  Horror and Ritual Failures
  The rules in Occult Adventures are extremely lenient on 
  how many skill checks a caster of an occult ritual can fail 
  and still succeed. In a game where horror and tension are 
  paramount, GMs may consider making it so that each failure 
  on a skill check results in a weaker final effect or detrimental 
  side effect. A simpler, more suspenseful solution is to have 
  an occult ritual fail if a caster fails one skill check, regardless 
  of how many checks the ritual requires.
  EFFECT
  The caster prepares a ritual site no more than 100 feet long 
  by 100 feet wide by 20 feet high, including sigils that prevent 
  souls from escaping the perimeter. At the culmination of the 
  ritual, the caster forces two spiritually close humanoid creatures 
  experiencing a transitional state of their lives into ritual combat 
  to the death. Among most humanoids, only teenage twins 
  (fraternal or identical) young enough that they haven’t gained 
  a level in a PC class can be targets of this ritual; other pairings 
  work only at the GM’s discretion. One of the targets must slay the 
  other with the ceremonial dagger focus for the ritual to succeed; 
  even if all the checks succeed, if either target leaves the area 
  while the other lives, or if someone else slays one of the targets, 
  the ritual counts as a failure, and the primary caster suffers the 
  failure effects.
  If the ritual succeeds, the soul of the creature slain by the ritual 
  dagger is trapped within the ritual site. The surviving target has 
  a choice either to allow the soul into her body, or to bar it from 
  doing so. If the surviving target allows the soul inside her, she 
  becomes a spiritualist, with the slain target as her phantom. If the 
  surviving target chooses not to allow the spirit entry, it instead 
  becomes an unfettered phantomB5 and eventually a malevolent 
  ghost, haunting the ritual site. This ghost cannot directly attack 
  the surviving target, but in order to overcome its rejuvenation, 
  someone must provide proof of the surviving target’s death (false 
  evidence is not sufficient; that target must actually be dead).
  SECOND SIGHT
  School divination; Level 4
  Casting Time 40 minutes
  Components V, S, M (an eyedropper filled with water from the 
  Elemental Plane of Water), SC (at least 2, up to 6)
  Skill Checks Heal DC 32, 1 success; Knowledge (arcana) DC 32, 1 
  success; Perception DC 32, 2 successes
  Range long (400 ft. + 40 ft./character level of the primary caster)
  Target one living humanoid of the same size as the primary caster
  Duration 10 minutes/character level of the primary caster
  Saving Throw Will negates (harmless); SR no
  Backlash The primary caster’s movement speeds are all 
  reduced by 15 feet, to a minimum of 5 feet, for the next 
  24 hours.
  Failure The target and primary caster have their vision 
  permanently reversed, so the primary caster sees only what 
  the target sees and vice versa. This effect can be removed 
  only by greater restoration, limited wish, miracle, or wish.
  EFFECT
  The primary caster carefully applies specially prepared water 
  to the target’s eyes. Following this application, one or more 
  secondary casters paint the primary caster’s closed eyes, creating 
  lifelike eyes overtop of the closed eyelids.
  When the primary caster’s eyes are closed, she sees through 
  the eyes of the target. This vision only works while the target 
  is within range of the primary caster, and only if the ritual is 
  successful. While seeing through the target’s eyes, the primary 
  caster is susceptible to gaze attacks, patterns, and other sight-
  based and visual attacks as if she were the target. 
  SEEDED DOOM
  School transmutation [evil]; Level 8
  Casting Time 8 hours
  Components V, S, M (internal organs of an aberration), F (the 
  crystallized brain of an aberration worth at least 7,500 gp and 
  a book, painting, or section of sheet music), SC (up to 12)
  Skill Checks Knowledge (arcana or history) DC 37, 2 successes; 
  Knowledge (planes or religion) DC 37, 2 successes; Spellcraft 
  DC 37, 4 successes
  Range close (25 ft. + 5 ft./2 character levels of the primary 
  caster)
  Target one object
  Duration instantaneous; see text
  Saving Throw see text; SR see text
  Backlash The primary caster is reduced to –1 hit point and is 
  exhausted, and all secondary casters are exhausted.
  Failure The ritual fails to affect the object, and all casters are 
  afflicted by the seed’s effect with no saving throw.
  EFFECT
  The casters grind the organs into paste and use it to paint their 
  lips and tongue. Anointed by madness, they chant profane 
  blasphemies into the focus brain, causing it to throb and 
  glow. The primary caster releases this energy as a foul sludge, 
  which trickles onto the other focus before seeping into the 
  paper or paint. A successful ritual corrupts the targeted piece 
  of art, planting a metaphysical seed into it, which propagates 
  itself into any copies of the work later created based on the 
  corrupted original; this includes book copies or matched painting 
  duplicates, but not art, literature, or music that is merely 
  derivative. A living creature subjected to the seeded piece of art, 
  typically by hearing or seeing it, must succeed at a Will save or 
  be afflicted by the seed (SR applies).
  By default, the seed causes insanity or a madness (see page 
  182), but numerous types of seeds exist, from different variants 
  on this ritual with slightly different components, foci, and ritual 
  DC. A few examples include becoming blind or deaf, contracting a 
  disease, or rising as a zombie after death.
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  C
  ome now, child.” Estra 
  raised a hand, ready 
  to cast a spell. “Stop this 
  nonsense at once.”
  “Nonsense?” The ghost’s 
  features contorted in rage. 
  Behind her, trees stretched 
  forth branches like claws. 
  “They burned my forest! Fed 
  my children to their mills!”
  Estra patted the air. “Yes, yes, 
  and that’s all very sad. But 
  you’re dead, child. And this 
  world... this world belongs to 
  the living. Time to move on.”
  With a scream, the dryad 
  pointed. All around, trees 
  uprooted and began marching 
  toward the intruders.
  Estra sighed and turned 
  to the phantom behind her. 
  “Honaire, be a dear and teach 
  her what it means to be dead.”
  
  T
  he elements of a horror game might be gruesome, 
  dreary, unnatural, or frightful, but they have the biggest 
  impact if the players aren’t quite expecting them. The 
  rules in this chapter support some tried-and-true elements 
  of horror that need new rules elements to be fully 
  realized for a horror campaign. Though these rules 
  are a good start for a GM running a horror campaign, 
  it is equally important to set the right tone with 
  how they’re used. Each section delves into this 
  topic some, but even more advice can be found in 
  Chapter 6: Running Horror Adventures.
  The horror rules topics sections of this book are 
  as follows.
  CURSES (PAGE 138)
  Inflicting dreadful consequences and 
  sapping away one’s abilities or sense of self, 
  curses are a reminder—often a permanent 
  one—of the horrors a character has 
  seen or the incautious mistakes he has 
  made. The curses and cursed items in 
  the Pathfinder RPG Core Rulebook cover 
  the basic circumstances for bringing curses into 
  a game through a battle or in a treasure hoard. However, a 
  horror game needs curses that work on a wider scale and 
  involve and influence the actions of the players to inspire 
  entire sessions or adventures.
  The Curses section includes a breakdown of how curse 
  spells work. This is followed by several new curses—many 
  of which are more involved than the curses found in the 
  Core Rulebook and geared toward creating a narrative within 
  the game rather than applying penalties or dealing ability 
  damage. This section also gives advice on creating new 
  curses for a game and ways to make them interesting. Types 
  of curses, novel ways to break curses, and possible conditions 
  for ending curses are all covered here. Cursed items come 
  next, with rules on deliberately crafting cursed items, as well 
  as examples of purposefully cursed items.
  Though most commonly thought of as afflicting people 
  and other creatures, curses can plague an entire region. The 
  cursed land rules present curses on this scale, allowing GMs 
  to represent places where the soil is blighted, a building takes 
  on something like sentience, or the entire land falls under 
  eternal night. The Cursed Land section describes how an 
  area can become tied to one malevolent or accursed creature, 
  and make use of the environment rules in this chapter and 
  the dread lord template on page 234. Finally, curse templates 
  provide a quick way to make curses contagious, especially 
  deadly, or handed down through generations.
  HORRIFIC DISEASES (PAGE 146)
  Slowly devastating the body or mind, a disease can be a 
  physical reminder of evil’s blight. This section includes 
  templates to empower existing diseases, increasing their 
  virulence, magic resistance, lethality, and so on.
  In addition, this section features new diseases that work 
  differently from the diseases in the Core Rulebook. 
  Rather than having a set effect that repeats, they 
  get worse over time, going through increasingly 
  severe stages: carrier, early, moderate, severe, 
  and terminal. These new diseases include 
  gruesome ailments like brain moss, gore 
  worms, and skin wastes.
  ENVIRONMENTS (PAGE 152)
  Fog-shrouded moors, dreary forests 
  of gnarled gray trees where red 
  eyes glow in the shadows, or the 
  steaming ground of haunted 
  graveyards—evocative 
  environments 
  make 
  horror games more immersive and create 
  a sense of dread. The environments section 
  describes some unique features of horrific 
  locations, like faceless statues, godless voids, and 
  twisted mansion hallways that mislead visitors 
  and reshape themselves.
  This section also features new hazards, which are 
  presented for various CRs. They range from simple bat 
  colonies and eerie echoes to rains of gore and grasping 
  graves. The Domains of Evil section gives GMs the tools to 
  create a horror realm ruled over by a dreadful dread lord (see 
  page 159). The land warps to match the lord’s tortured soul, 
  and hazards crop up throughout the land.
  Horrific traps are more involved and deadly than the basic 
  traps found in the Core Rulebook, and are perfect for estates 
  and castles where monsters dwell. Finally, the Nightmare 
  Dreamscapes section describes how both mundane and 
  supernatural nightmares work.
  FLESHWARPING (PAGE 164)
  By transforming creatures into unnatural new forms, 
  fleshwarpers create bizarre monsters unlike anything 
  else already living. The most comprehensive form of 
  fleshwarping, true fleshwarping creates new types of 
  creatures by painstakingly altering unfortunate specimens’ 
  entire biology. This process originally created driders, 
  fleshdregs, sinspawn, and other abominations.
  By contrast, fleshcrafting reshapes only a small portion of 
  a creature’s form, sometimes only temporarily. A fleshcraft 
  graft gives the creature abilities unlike other creatures of its 
  type, such as a set of gills, fangs, or a carapace.
  The third category of fleshwarping is called fleshwarp 
  mutations, and covers mutations that comes about from 
  environmental effects like radiation, pollution, or magic. 
  Tables in this section allow GMs to randomly generate 
  mutations at various levels of severity.
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  HAUNTS (PAGE 172)
  One of the most ubiquitous representations of horror in the 
  Pathfinder RPG, haunts provide a different kind of challenge 
  from monsters. To make haunts more versatile, this section 
  includes haunt elements, which function like templates to 
  change the effects of haunts.
  After that come variant haunts. Though haunts normally 
  work like undead, other forms of horror can manifest as 
  haunts. The influence of the Great Old Ones, magical scars, 
  dimensional instabilities, and psychic energy can all give 
  rise to these variants.
  The lengthiest part of this section provides a massive 
  number of new haunts stretching from CR 1/4 to CR 20. 
  Scratching behind the walls, specters of betrayal, an entire 
  haunted dungeon, and a collector of twisted wishes all 
  appear within this selection.
  MADNESS (PAGE 182)
  Witnessing supernatural horror or undergoing great trauma 
  can cause madness. These forms of insanity can be used 
  with the sanity system from Chapter 1 (see page 12), but 
  since they’re presented as afflictions, they can be used even 
  without that system. The section includes guidance on how 
  to use these madnesses in coordination with the insanity 
  rules from Pathfinder RPG GameMastery Guide.
  Madnesses come in two categories, one more severe 
  than the other. Lesser madnesses include difficult but not 
  entirely debilitating effects, such as delusion, melancholia, 
  and paranoia. Greater madnesses have a much stronger 
  impact, and include amnesia and catatonia.
  Other Horror Rules
  Horror Adventures teems with systems, tools, and guidance for running horror-themed games, but it’s not the first Pathfinder RPG 
  book to touch on that territory. The rules and systems from numerous other sources fit well in horror-themed campaigns. The list below 
  points toward relevant sections of these sources, and mentions which ones link with systems within this book when applicable. For a 
  similar listing of horror monsters, see page 232.
  Core Rulebook
  Cursed Items (page 538)
  Curses and Diseases (pages 556 and 557; related to Curses 
  and Horrific Diseases from this chapter)
  GameMastery Guide
  Planar (page 184; describes many planes suitable for 
  extraplanar horror games)
  Haunts (page 242)
  Sanity and Madness (page 250)
  Occult Adventures
  Possession (page 206)
  Occult Rituals (page 208; more occult rituals appear in 
  Chapter 4 of this book)
  New Haunt Rules and New Haunts (page 228)
  Mindscapes (page 234; related to Nightmare Dreamscapes 
  in this chapter)
  Esoteric Planes (page 238; notably includes the Dimension 
  of Dreams)
  Cursed Items (page 265)
  Ultimate Campaign
  Alignment (page 134)
  Ultimate Equipment
  Cursed Items (page 342)
  Ultimate Magic
  Binding Outsiders (page 101)
  137
  137
  
  Curses
  Curses are among the oldest and most deeply feared types of 
  magic. They linger far beyond the original malicious words 
  or grave deeds that spawned them. Although the most well-
  known and easily broken types of curses are spells, others 
  are afflictions, from the notorious curse of lycanthropy to 
  foul mummy rot and the esoteric death curse of the linnorm. 
  All the new curses presented in this section are afflictions 
  and share certain features as a result (Pathfinder RPG Core 
  Rulebook 555).
  This section includes new curses, as well as several curse 
  variants. It also provides advice for using all kinds of curses 
  in your game, including guidelines on creating them. 
  CURSES IN YOUR GAME
  Curses can afflict characters in a variety of ways, but because 
  they are perniciously difficult to remove, the tone of the 
  game can shift if they appear often. Most curses—especially 
  those that require more than a simple remove curse spell 
  to eliminate—should be used to add a significant and 
  memorable challenge or as a consequence for a momentous 
  choice. A relentless torrent of curses reduces their mystique 
  while dramatically hampering a party’s effectiveness, 
  potentially removing the PCs’ ability to deal with encounters 
  of appropriate Challenge Ratings.
  CURSE SPELLS
  Many spells can place curses on unfortunate victims. Their 
  effects are usually simple and can be ended with the right 
  spell (but never dispel magic). All curse spells have the curse 
  descriptor (Pathfinder RPG Ultimate Magic 137). The most 
  well-known is bestow curse (Pathfinder RPG Core Rulebook 
  247), which allows the caster to invent her own effect in 
  line with the listed options (no worse than a 50% chance of 
  losing actions, a –4 penalty on checks, or a –6 penalty to an 
  ability score). Effects in line with that power level include 
  the following, though ultimately they are limited only by the 
  caster’s imagination and the GM’s discretion.
  •
  When the victim is adjacent to the area of a damaging
  spell or spell-like effect (even one he created himself), the 
  area expands to include the victim.
  •
  The victim can’t heal naturally, and magical healing heals 
  the victim by only half the usual amount (minimum 1
  point). The victim’s fast healing and regeneration, if any, 
  are likewise halved.
  •
  The victim is plagued by cacophonous sounds and
  strobing lights that only she can hear and see. She is
  distracted (–5 penalty on Perception checks), cannot take
  10 on skill checks, and must succeed at a concentration
  check (DC = 20 + spell level) to successfully cast spells. Any 
  time the victim picks up or retrieves an object (including
  drawing a weapon or ammunition), there is a 50% chance 
  that she immediately drops it. If she drops ammunition 
  while attempting to make a ranged attack, that particular 
  attack is lost.
  Save DCs: The stat block for a curse lists the save DC. For 
  curses that can be created by a spell, this usually represents 
  the minimum DC. If a spell is used to create a curse in your 
  game, calculate the DC using the caster’s ability score and 
  the spell level as normal.
  NEW CURSES
  The curses below supplement those presented in the Core 
  Rulebook (pages 556–557).
  BLASTED VITALITY
  Type curse; Save Fortitude DC 19
  Effect The victim’s mind and body become unreliable, imposing 
  a –4 penalty on all ability scores. Whenever the victim enters 
  combat, he must succeed at a Fortitude save against the 
  curse’s DC or become fatigued.
  HAUNTING, MAJOR
  Type curse; Save Will DC 17
  Effect The victim is haunted by a ghost (Pathfinder RPG Bestiary 
  144) as described in minor haunting (see below).
  Cure Unlike a minor haunting, a major haunting can be ended 
  only by putting the ghost to rest, though casting remove curse 
  directly after the ghost is destroyed prevents it from reviving 
  for 2d4 days.
  HAUNTING, MINOR
  Type curse; Save Will DC 13
  Effect The victim is haunted by a poltergeist (Pathfinder RPG 
  Bestiary 2 211). Once per day, the victim must attempt a Will 
  save against the curse. If she succeeds, she takes a cumulative 
  –1 penalty on future saving throws against the curse. If she fails,
  the poltergeist manifests within 300 feet and begins stalking 
  her over the course of 2d12 hours, attempting to kill her when 
  she appears to be most vulnerable. When combat begins, the 
  victim automatically becomes shaken for 1 minute. The curse 
  revives the destroyed poltergeist to haunt the victim again the 
  next time she fails the saving throw against this curse.
  Cure In addition to the normal means for removing a curse, this 
  one can be ended by determining the poltergeist’s reason for 
  existence and setting right whatever prevents it from resting 
  in peace.
  HUNT OF THE ANKOU
  Type curse; Save Will DC 22
  Effect The victim is hunted by an ankou (Pathfinder RPG 
  Bestiary 4 10) as described in hunt of the bogeyman 
  (see page 139).
  Cure Only a miracle or wish can free the victim.
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  HUNT OF THE BOGEYMAN
  Type curse; Save Will DC 19
  Effect The victim is hunted by a bogeyman (Pathfinder RPG 
  Bestiary 3 42). Once per day, the victim must attempt a Will 
  save against the curse. If he succeeds, he takes a cumulative 
  –1 penalty on future saving throws against the curse. If he
  fails, a bogeyman is called within 1 mile and begins stalking 
  him over the course of 2d12 hours, attempting to kill him 
  when he appears to be most vulnerable. When combat begins 
  with the bogeyman, the victim automatically becomes shaken 
  for 1 minute. The curse revives the slain bogeyman to hunt 
  the victim again the next time he fails the saving throw 
  against this curse.
  Cure Only a limited wish, miracle, or wish can free the hunted.
  SEALED FATE
  Type curse; Save Will DC 23 negates, Fortitude DC 23 partial
  Effect The target is doomed to die in an appointed fashion 
  (this curse can also be an unintended consequence of an 
  attempt to prevent the target’s death by other means). 
  The victim gains a +4 luck bonus on Constitution checks to 
  stabilize when dying as long as she is not suffering from 
  injuries tied to the named cause of death. Whenever the 
  target is damaged by the named cause of death, fails a save 
  against that cause of death, or otherwise fails to withstand 
  the named cause of death in a way that doesn’t involve 
  damage or saving throws (for instance, failing a Constitution 
  check against suffocation), she must attempt a Fortitude 
  save against this curse. If she fails, she dies instantly; if she 
  succeeds, she is staggered for 1 round.
  Cure Sealed fate can be removed only by miracle or wish.
  SHATTERED SELF
  Type curse; Save Will DC 20 negates
  Frequency no more than 1/day (see text)
  Effect The victim’s mind splits into two coexisting personas, one 
  normal, the other malicious and self-destructive. When in 
  control, the self-destructive persona sabotages the victim’s 
  efforts and plots the demise of the victim’s friends and loved 
  ones. It takes care to conceal its actions and intent from 
  others. The normal persona has no sense of missing time. 
  Exactly when the alternate persona takes control is up to 
  139
  139
  
  the GM, but it does so no more than once per day. Each time 
  the alternate persona surfaces, the victim must succeed at a 
  save or the alternate persona takes control for 1d6 minutes. 
  Normally these takeovers happen when the victim is alone 
  or with just one person, but moments of extreme stress can 
  force the victim to attempt a save against this effect as well. 
  The alternate persona has full access to the normal persona’s 
  memories and abilities, and it receives a +10 bonus on Bluff 
  checks to conceal its presence. Despite the malevolent nature 
  of this affliction, the victim’s alignment remains unchanged 
  when under the curse’s effects, so for instance, the self-
  destructive persona could still use a paladin victim’s abilities.
  Cure Shattered self can be cured only by successfully casting 
  remove curse and either heal, greater restoration, or psychic 
  surgeryOA on the victim within 1 minute of each other.
  TORMENTING VISIONS
  Type curse; Save Will DC 15 negates
  Effect The target is haunted by horrible phantasmal visions that 
  distract him at critical moments. He takes a –4 penalty on 
  concentration checks and on saving throws against effects 
  that would impose any of the following conditions on him: 
  confused, dazed, nauseated, shaken, sickened, or stunned. 
  Once per day, when alone or confronted by something novel 
  and strange, he must succeed at a Will save or take 1d3 points 
  of Wisdom damage (or 1d6 points of sanity damage if using 
  the sanity system on page 12). 
  Cure The tormenting visions curse can be removed only by 
  remove curse followed by banishment, each cast within 1 
  minute of each another.
  WEEPING WOUND
  Type curse; Save Fortitude DC 14 negates
  Effect The victim has a wound that cannot heal, effectively 
  reducing her maximum hit points by an amount equal to her 
  level or 5, whichever is more. Magical healing that would raise 
  a victim’s hit points above this reduced maximum is wasted.
  CREATING NEW CURSES
  Curses needn’t be limited to the effects described above or 
  in the rules for afflictions (Pathfinder RPG Core Rulebook 555). 
  When designing a new curse, though, be careful not to go too 
  far. A devastating curse can have consequences as serious as 
  dying or being turned to stone. Certainly, horrific curses that 
  promise immediate and inescapable doom have their place, 
  but curses that can be endured for a time bring far more 
  horror to the table, as struggling under the curse can lead to 
  more tension than instant death would bring, while surviving 
  and escaping such a curse can become an adventure all its 
  own. Consider these guidelines when creating a curse.
  Make It Logical: A character generally doesn’t get cursed 
  for minding her own business. More often, the victim 
  meddled with powerful forces, disturbed an ancient grave, or 
  even wronged a vengeful fortune-teller. Try to fit the curse to 
  the act that brought it on, like a glutton being unable to eat, 
  a bigot becoming the target of his bigotry, or a tomb robber 
  burning in the light of day.
  Make It Interesting: A boring curse isn’t worth the game 
  time it consumes. A good curse should be creepy, comical, 
  embarrassing, or terrifying, and it helps to have a good story 
  behind it.
  Make It Interactive: Some curses require the players 
  and GM to roleplay effects such as an inability to lie or a 
  compulsion to steal. This sort of curse can be very rewarding 
  with a motivated group, as possible effects could extend far 
  beyond what game mechanics decree.
  Make It Simple: A good curse has easy-to-handle 
  mechanics. Most curses should have only one or two effects, 
  and should be possible to resolve during play. Avoid the need 
  to reference complicated effects during combat. Failing that, 
  prepare an index card with the curse’s details that you can 
  use as an easy reference.
  Types of Curses
  Curses can have a wide range of effects, which is something 
  to keep in mind when designing a new curse. They may 
  trigger only intermittently, apply a constant penalty, or 
  grow worse with time. In addition, curses can function 
  exclusively using game mechanics, or incorporate 
  roleplaying considerations.
  Optional Rule: Spontaneous Curses
  Although spellcasters can curse targets more easily than 
  others, in times of great emotion and the need for vengeance, 
  other creatures can channel divine or arcane energy to create a 
  spontaneous curse. A curse can be improvised only under great 
  stress, whether by the deepest indignity, seething hatred, cold 
  revenge, or as a dying act (all at the GM’s discretion), though 
  in any case, never more than once in a month. Spontaneous 
  curses are most commonly placed upon those who violate a 
  taboo or a sacred or unholy place. Sometimes gods or other 
  supernatural beings curse mortals who fail tests of character 
  or who trespass where they are not welcome.
  If the GM allows a creature to place a spontaneous curse, 
  that creature must have at least 5 ranks in Knowledge 
  (arcana) or (religion). Such a creature can attempt to use a 
  curse with a listed DC less than or equal to 10 + its number 
  of ranks in the skill. Creatures with a curse ability, as well 
  as some creatures closely associated with curses (such as 
  angels, fey, hags, and undead), can curse a target without 
  meeting this requirement. Improvising a curse reduces the 
  cursing creature’s Charisma score by 2, and this decrease 
  remains as long as the curse lasts; the cursing creature 
  cannot dismiss its improvised curse.
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  Intermittent: Some curses, such as unluck, trigger only 
  under certain conditions but otherwise stay consistent in 
  their effects.
  Mechanical: These curses rely on game mechanics for the 
  majority of their effects, such as applying penalties, ability 
  damage, or negative conditions. This sort of curse is a good 
  choice if you want a steady, consistent effect for the curse, 
  though particularly with conditions, you might have to start 
  considering interactions with other abilities triggered by 
  those conditions. 
  Progressive: A progressive curse functions much like a 
  disease, requiring periodic checks to determine whether the 
  affliction progresses. However, unlike those suffering from 
  diseases, the victims of these curses cannot recover just by 
  succeeding at saving throws. A progressive curse worsens 
  with each failed save, often ending in incapacitation 
  or death. Mummy rot is a typical progressive curse.
  Static: Curses like baleful polymorph apply an effect 
  for the entire duration of the curse, with no change in 
  their severity.
  Breaking the Curse
  The most conventional way to rid a victim of a curse is 
  the spell remove curse, occasionally with the aid of other or 
  more powerful magic. When making a new curse, especially 
  one with a strong story background, consider novel ways 
  to remove the curse beyond just casting a spell, as with 
  the spell conditional curseUI. Robbers might be cursed until 
  they return every ill-gotten coin, while a haughty aristocrat 
  might suffer until she cleans the feet of a dozen beggars. 
  In these cases, it’s best to make the victim vaguely aware of 
  how to end his torment, but let him discover the specific 
  details on his own through either research or trial 
  and error. Curses with story-based remedies are often 
  hard to break with remove curse and break enchantment. 
  Increase the DC for removal by 2, 5, or even 10 based 
  on the power of the curse. Particularly powerful curses 
  resist remove curse and break enchantment entirely, 
  requiring either specific conditions for 
  removal or the application of limited wish, 
  miracle, or wish. 
  Some curses are easier to remove than 
  normal; improvised curses, because of their 
  impromptu nature, tend to be easier to remove. A 
  simple cleansing ritual might suffice to remove them, 
  which the PCs could discover through exploration, 
  research, or a successful Knowledge (religion) check. 
  Such curses could even fade over the course of days 
  or weeks. While many NPC casters offer curse removal 
  with no questions asked, it is common knowledge that 
  curses are rarely picked up accidentally. Some of 
  these casters might want to know the circumstances 
  behind the curse (often employing Sense Motive or 
  even divination magic during the discussion). Good-aligned 
  churches might expect acts of atonement or charity as at 
  least partial payment for removing a justly gained curse.
  Alternative Means of Relief
  Should a curse seem impossible to end by either normal 
  or conditional means, the accursed might take desperate 
  measures for even temporary relief from their suffering. 
  Many such methods are dire enough that creatures may 
  consider them worse than simply being cursed.
  Death: Some curses end upon the death of the victim, 
  perhaps leading a victim to take her own life in the hope of 
  being raised from the dead free of the curse. 
  Although some find release this way, others are 
  sorely disappointed; some gods may not smile 
  upon such wanton suicide—or the victims might 
  be restored to life, only to find themselves still 
  afflicted by the curse.
  Making Amends: A curse laid as punishment 
  for a misdeed might be neutralized by rectifying the 
  misdeed. But there are no 
  guarantees. Undoing the 
  misdeed and additionally 
  offering 
  a 
  comparable 
  effort to make up for the 
  141141
  
  trouble caused might allow a new saving throw against the 
  curse to remove it. Forgiveness from the curse-layer grants 
  a +4 bonus on this saving throw. For curses that require 
  amends, remove curse generally fails unless and until such 
  amends are made.
  Symbiosis: On rare occasions, a character might allow 
  the curse to infect her very being as a desperate attempt 
  to mitigate the effects, hoping that this will give her 
  some measure of control. Symbiosis with a curse is 
  rarely successful, and it usually leads to contracting an 
  accursed corruption (see page 16), as the curse takes over 
  the creature’s personality. In rare cases, curse symbiosis 
  might transform the accursed into a monster associated 
  with curses (such as a hag) without first going through an 
  accursed corruption.
  CURSED ITEMS
  The Pathfinder RPG Core Rulebook and Pathfinder RPG 
  Ultimate Equipment describe many kinds of cursed magic 
  items. These cursed items most commonly result from 
  something going horribly wrong during the creation 
  of a normal magic item. However, it is also possible for 
  such items to carry a curse to punish a death or to be the 
  result of intentional malice. Cursed items are often most 
  pernicious and difficult to thwart when created to hurt a 
  particular foe.
  Crafting Cursed Items
  A creature can intentionally craft a cursed item—except 
  unique cursed items and items with opposite effects—in 
  the same manner as the item it resembles in most respects. 
  Crafting a cursed item has the same requirements and calls 
  for the same skill checks as for the normal item, but in 
  addition, intentionally cursed items require bestow curse or 
  major curseUM. Crafting cursed items that pervert normal 
  items usually has the same cost as for the fully functional 
  versions, though with the exceptions below. However, as 
  with all magic item price guidelines, the discounts below 
  should be used only as a starting point for determining 
  a cursed item’s final price, and the particulars of a given 
  situation will likely require ad hoc adjustments beyond the 
  advice below.
  Delusion: Items that merely delude the user into 
  thinking they function cost 90% less than normal, 
  or possibly even less (for instance, an item that 
  deludes the user into thinking it’s a mirror of life 
  trapping probably doesn’t need to cost 20,000 gp).
  Drawbacks and Requirements: Drawbacks 
  and requirements typically don’t reduce the 
  cost of a cursed item in any way (and might 
  increase it). Since the crafter of an intentionally 
  cursed item is setting these requirements, it 
  is expected that she does so with a particular 
  agenda, such as choosing a requirement that 
  doesn’t affect her very much but would make the 
  item painful for her enemies to use should they 
  steal it, or choosing a requirement that she 
  wants someone to perform anyway and then 
  offering the item as a gift. 
  That said, these curses typically affect 
  the price when selling the cursed items to a 
  merchant. The price may be reduced by 10% 
  for minor drawbacks or requirements such 
  as minimum skill ranks or the worship of 
  a specific deity; by 30% for harmful or costly 
  drawbacks or requirements such as an alignment 
  change, ability damage, sacrificing wealth, or performing 
  a quest to activate the item; or by 50% for severe drawbacks 
  or requirements such as negative levels that cannot 
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  be removed or needing to routinely sacrifice sentient 
  creatures to the item.
  Opposite Effect on Target: These items are rarely 
  appropriate for a character to intentionally craft, as they 
  might lead to weird situations where a reverse attack or a 
  dispelling of certain spells is actually beneficial when used 
  on allies, or vice versa. For effects where the opposite is not 
  a new effect (such as inflict light wounds instead of cure light 
  wounds), the crafter might as well just craft the opposite 
  item to begin with unless she plans on tricking the owner 
  of the item.
  Stained Items: A creature’s death can potentially stain 
  a magic item that’s used to kill it, that’s in close proximity 
  at the moment of death, or that’s crafted using material 
  gained by its death. A stained item is permanently 
  converted into a cursed item of the appropriate type. A 
  stained item functions as normal for a cursed item of 
  its type except that the DCs of checks for remove curse 
  or similar magic to suppress or remove the item’s curse 
  from any creature responsible for the curse-layer’s death 
  increases by 5.
  Unique Items: These items should be priced and their 
  crafting requirements assigned on a case-by-case basis as 
  new items with the effects they produce rather than the 
  items they appear to be.
  Unique Cursed Items
  These are two examples of unique cursed items.
  SCROLL OF BLOOD INK
  SLOT none
  CL varies
  WEIGHT —
  AURA varies
  This scroll can seem to contain any spell. When the wielder 
  attempts to cast the spell, the ink turns to blood and runs off 
  the page, ruining the spell automatically. The scroll’s edges turn 
  sharp and cut the wielder’s hands and wrists, dealing 4 points 
  of Constitution bleed. A successful DC 15 Reflex save halves the 
  bleed. The bleed can be stopped with any magical healing or a 
  successful DC 20 Heal check.
  INTENDED MAGIC ITEM
  any scroll
  STAFF OF MAGICAL DECLINE
  SLOT none
  CL varies
  WEIGHT 5 lbs.
  AURA varies
  This staff appears to be an ordinary staff and functions normally 
  as such until it is used in combat. The wielder’s effective caster 
  level drops to match that of the staff or the wielder’s caster 
  level – 4, whichever is lower. The wielder’s spellcasting ability 
  score drops to 10 + staff’s highest spell level, unless it is 
  already lower.
  The wielder must employ the staff rather than any other 
  melee weapon or spell trigger item. Even if the staff is fully 
  charged, the caster fails to regain spell slots for the day unless 
  she forgoes a spell slot to restore 1 charge to the staff. However, 
  she never again regains a spell slot used to charge the staff until 
  she is freed from the curse. The only way for the wielder to be 
  rid of the staff is by miracle or wish.
  INTENDED MAGIC ITEM
  any staff
  CURSED LAND
  Cursed land is a region marked by divine judgment, 
  scarred by a great tragedy, or wounded by intentional 
  malice. Common causes of such a regional curse include 
  undead hauntings in the area, a grave transgression by the 
  inhabitants that offends a powerful spirit or god, and large-
  scale killing or destruction that demands justice. They can 
  also be artificially created with spells, such as curse of night, 
  curse of fell seasons, and the curse terrain spells (see page 114). 
  A regional curse has an area in addition to the features all 
  curses have. All regional curses have a DC for the purpose 
  of removing the curse, but many of their effects allow 
  no saving throw. When casting remove curse to remove a 
  regional curse, the caster treats the land as an object and 
  typically needs to be at the center of the emanation or at 
  some other location closely tied to the curse.
  Sometimes, a creature’s punishment curse and a land’s 
  curse are the same. A cursed lord (see page 235) is a creature 
  trapped by a cursed realm. The cursed lord gains power 
  over the realm, but is incapable of leaving unless the curse 
  is somehow broken, which usually involves killing or 
  redeeming the cursed lord. Characters can accomplish this 
  only by enacting very specific circumstances, similar to the 
  restrictions placed upon the destruction of artifacts. For 
  example, a cursed realm might trap a villainous cursed lord 
  who profited by selling false maps to escaped slaves and 
  refugees, who then drowned while attempting to cross a 
  river at a nonexistent ford; the realm would be impossible to 
  free from the stain of his heinous crime until he is slain and 
  his body is placed in the river by a former slave.
  CURSED EARTH
  Type regional curse; Area 1-mile-radius emanation; Save Will DC 
  23 to remove (see spell text)
  Effect The area is cursed with famine, living death, or plague, as 
  described in cursed earth (Pathfinder RPG Ultimate Magic 215).
  ENDLESS NIGHT
  Type regional curse; Area 1-mile-radius emanation; Save Will DC 
  22 negates
  Effect Nonmagical light and magical light sources that produce 
  normal light create only dim light in the cursed area, and 
  even direct sunlight leads to only an ambient dim light in the 
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  area (similar to a full moon). Twilight and night are always 
  dark. Creatures harmed or weakened by daylight can move 
  about during the day in this area and the only impairment 
  they take from the dimmed sunlight is that they become 
  dazzled in its area. Plant growth in the area is stunted, as per 
  the stunt growth usage of diminish plants. Any spellcaster 
  attempting to cast daylight or a spell that creates true 
  daylight or bright light in the area fails unless she succeeds 
  at a Will saving throw against the curse. Success leads to 
  normal light, rather than bright light. 
  Cure An endless night can be lifted only by successfully casting 
  remove curse followed by sunburst at noon on a clear day.
  JEALOUS STRUCTURE
  Type regional curse; Area 1 structure; Save Will DC 19 
  negates effects
  Effect A building can take on a life of its own if enough 
  memories, fears, or other strong emotions become bound 
  up in it. Such a building seeks to force residents to stay 
  and either keep it company, serve it, protect it, or feed 
  its unearthly hungers. The jealous structure is similar to a 
  building-sized intelligent magic item of any evil alignment 
  with Intelligence, Wisdom, and Charisma scores of 16, fast 
  healing 5, and the ability to use the following spell-like 
  abilities at caster level 11th a minimum of the number 
  of times per day listed below: 3/day—animate objects 
  (furniture only), heightened fear (DC 19), heightened 
  telekinesis (unattended objects only; DC 19); 1/day—guards 
  and wards.
  Cure A jealous structure can be put to rest only by a casting 
  of remove curse followed by a casting of hallow over the 
  entire structure.
  PERILOUS DEMESNE, GRAND
  Type regional curse; Area 18-mile-radius emanation; Save Will 
  DC 22 to remove
  Effect As per major perilous demesne (see page 145), except 
  up to seven hazards, each of CR 14 or less, imperil creatures 
  in the area. The hazards are arranged so that if any are 
  encountered together, the encounter’s effective CR from 
  hazards must be no more than 15 (for instance, two CR 13 
  hazards could be encountered together).
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  Cure Remove curse removes a grand perilous demesne only if 
  followed by a casting of hallow at the effect’s center, and then 
  casting disintegrate on each of the hazards before the next 
  nightfall or midnight.
  PERILOUS DEMESNE, GREATER
  Type regional curse; Area 6-mile-radius emanation; Save Will 
  DC 19 to remove
  Effect As per major perilous demesne (see below), except up 
  to six hazards, each of CR 10 or less, imperil creatures in the 
  area. The hazards are arranged so that if any are encountered 
  together, the encounter’s effective CR from hazards must be 
  no more than 11 (for instance, two CR 9 hazards could be 
  encountered together). 
  Cure Remove curse removes a greater perilous demesne only if 
  followed by a casting of hallow at the effect’s center.
  PERILOUS DEMESNE, MAJOR
  Type regional curse; Area 1-mile-radius emanation; Save Will DC 
  16 to remove
  Effect As per minor perilous demesne (see below), except 
  this can involve up to four hazards, each of CR 6 or less, 
  imperil creatures in the area. If any hazards are encountered 
  together, the encounter’s effective CR from hazards must 
  be no more than 7 (for instance, two CR 5 hazards could be 
  encountered together).
  PERILOUS DEMESNE, MINOR
  Type regional curse; Area 300-foot-radius emanation; Save Will 
  DC 13 to remove
  Effect Up to three hazards (see the Environments section on 
  page 152), each of CR 3 or less, imperil creatures in the 
  area, though never with more than one hazard at a time. 
  If a creature places this curse, it can choose the hazards. 
  The hazards must be appropriate to the type of terrain (at 
  the GM’s discretion). Any of the hazards that are rendered 
  safe reset themselves and become dangerous again at 
  each midnight.
  UNSEASONABLE WEATHER
  Type regional curse; Area 2-mile-radius emanation; Save Will DC 
  23 to remove
  Effect The weather in the cursed region changes drastically, 
  even bringing snow to a blazing desert. The area is plagued 
  by your choice of cold weather conditions (Core Rulebook 
  442), very hot conditions (Core Rulebook 444), or frequent 
  powerful storms (Core Rulebook 438). The weather remains 
  unpredictable, and can change over time (as determined by 
  the GM), but the baseline weather is altered as long as the 
  curse remains.
  Cure The cursed weather can be returned to normal only by 
  casting remove curse at the center of the affected area, 
  followed by a casting of control weather.
  CURSE TEMPLATES
  Some curses function in an unusual fashion compared to 
  others. The following section presents several templates that 
  can be applied to any curse to represent variants of that curse. 
  These templates function similarly to templates that can be 
  applied to creatures, and you could potentially apply several 
  templates to the same curse to create a truly horrifying effect.
  CONTAGIOUS CURSE
  Effect In addition to the curse’s normal effect, the curse is 
  transmissible to other creatures by a particular means. This 
  could be similar to transmission methods for a disease, or it 
  could be something more esoteric, such as by song or love.
  Cure The accursed creature’s attempts to remove its own curse 
  with magic automatically fail, though other creatures can do 
  so as normal. Whatever its other means of transmission, a 
  creature attempting to cure the original creature’s curse with 
  magic is automatically exposed to the curse and must succeed 
  at a saving throw to avoid being afflicted by it.
  DEATH CURSE
  Effect A death curse usually occurs upon the deaths of linnorms, 
  some fey, or hags, but other creatures can also curse their 
  killers. The save DC is equal to 10 + 1/2 the creature’s Hit Dice 
  + the creature’s Charisma modifier, rather than the curse’s 
  normal DC. A death curse’s effect is the same as the original 
  curse, and the effect tends to vary based on the cursing 
  creature’s HD.
  Cure In addition to the standard cures, the first time that the 
  creature who placed the death curse returns to life, the 
  accursed creature receives a new saving throw to break the 
  curse. If the accursed contributes to this resurrection, she 
  receives a +4 bonus on this saving throw.
  HD 
  Death Curse
  1–5 
  Minor haunting* or weeping wound*
  6–10 
  Bestow curse, major haunting*, or tormenting visions*
  11–15 
  Doom of the hunted*, shattered self*, or unluck
  16–20 
  Greater doom of the hunted* or sealed fate*
  * New curse described in this section.
  GENERATIONAL CURSE
  Effect In addition to cursing the original target creature, this 
  curse continues to curse the target’s children, and their 
  children, and so on across multiple generations. It is possible 
  it might carry on only to certain children (such as daughters or 
  firstborn children).
  Cure Generational curses can usually be cured only by special 
  means, though the extinction of a family line also is able to 
  end its threat. Even if remove curse can cure the curse on an 
  individual target, it doesn’t stop the generational curse from 
  affecting future generations, which must deal with the curse 
  in their own manner.
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  Horrific Diseases
  Diseases hold great potential for horror. They often strike 
  at abilities or traits people value dearly but take for granted. 
  They can leave victims unable to walk or speak, radically 
  change a person’s appearance, and, of course, claim lives. 
  They are impossible to see with the naked eye, and for most 
  of human history, they were poorly understood. Perhaps 
  worst of all, for adventurers, they cannot be fought in the 
  traditional sense and are completely impervious to violence 
  or reason.
  While standard diseases in the Pathfinder Roleplaying 
  Game challenge players and make for good storytelling 
  opportunities, they are typically telegraphed days in 
  advance with the first Fortitude save and easily cured 
  with low-level spells. Further, very few diseases are 
  even capable of killing, and often they do nothing more 
  alarming than dealing ability score damage. However, 
  there are worse diseases brewing in the world. This section 
  contains new options for diseases, including a collection 
  of templates that can be applied to any disease to make it 
  more frightening in a variety of ways, and a selection of 
  new diseases that progress through a series of horrifying 
  symptoms, similar to the diseases from pages 138–141 of 
  Pathfinder RPG Pathfinder Unchained.
  DISEASE TEMPLATES
  Not all strains of the same disease are identical. Diseases 
  mutate and change over time, so the PCs may encounter 
  local strains of devil chills, filth fever, and other diseases 
  that are different from those with which they’re familiar. 
  These different strains might be particularly fast-acting, 
  easier to spread, resistant to treatment, or otherwise 
  improved over the default version of the disease. The 
  following section presents several templates that can be 
  applied to any disease to represent more dangerous strains. 
  These templates function similarly to creature templates, 
  and several templates can be applied to the same disease 
  to create a truly horrifying plague. The special properties 
  of a disease with a template are difficult to predict without 
  special training. Unless a character spends at least an hour 
  examining the disease and its victims and then succeeds at 
  a Heal check (DC = the disease’s save DC + 10), she identifies 
  the disease as its more common variant, without realizing 
  the differences. 
  INCURABLE
  An incurable disease is all but impossible to cure completely, 
  even with the aid of magic. The incurable template can be 
  added to any disease. The disease retains its base statistics 
  except as noted below.
  Save The disease’s saving throw DC is reduced by 5.
  Cure The disease cannot be cured with any number of successful 
  saving throws. Whenever the afflicted creature succeeds at a 
  saving throw to resist the disease’s effects by 5 or more, you 
  automatically succeed at your next saving throw against the 
  disease’s effects as well. Even spells that can normally cure 
  diseases only cause the disease to become dormant for 2d4 
  days, after which the affected creature must begin attempting 
  saving throws to resist the disease’s effects once more. 
  Only powerful magic like a miracle or a wish is sufficient to 
  completely cure a creature of an incurable disease.
  LETHAL
  A lethal disease attacks the host’s body with ruthless efficiency. 
  The lethal template can be added to any disease. The disease 
  retains its base statistics except as noted below.
  Save With each failed saving throw, the DC of any future saves 
  by the affected creature to resist the disease’s effects increase 
  by 1. These increases stack to a maximum of 5.
  Effect Any Constitution damage or Constitution drain dealt 
  by the disease increases by 2. Otherwise, in addition to 
  its normal effect, the disease also deals 1d4 points of 
  Constitution damage.
  LINGERING
  A lingering disease is one that tends to remain with its victims 
  for a long time and is difficult to cure completely. The lingering 
  template can be added to any disease. The disease retains its 
  base statistics except as noted below.
  Save The disease’s saving throw DC increases by 2.
  Effect Any ability score damage or drain dealt by the disease is 
  reduced by 1 (to a minimum of 1).
  Cure The number of consecutive successful saving throws 
  required for the victim to be cured of the disease increases to 
  double the normal amount.
  Special Any effect that would cause a creature suffering from the 
  disease to be cured of it (including remove disease) instead 
  counts as a single successful save for the purposes of curing 
  the disease through consecutive saving throws. No more than 
  1 successful save can be accrued in this way within a single 
  period of the disease’s frequency (1 day, for most diseases), 
  even if multiple effects would cure the creature of its disease. 
  Finally, even if a creature is completely cured of the disease, 
  small amounts of it remain within its system, and there is a 
  30% chance per day that the creature becomes reinfected, 
  and must succeed at a new saving throw or contract the 
  disease again. This chance decreases by 5% per day, until it 
  reaches 0%.
  MAGIC-RESISTANT
  A magic-resistant disease is protected against magical treatment. 
  Sometimes this is because the disease has a magical origin or 
  has been infused with magic, and sometimes it’s because the 
  organisms that cause the disease simply react differently to 
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  magic than most infectious organisms do. The magic-resistant 
  template can be added to any disease. The disease retains its 
  base statistics except as noted below.
  Save The disease can affect creatures that have Constitution 
  scores and are normally immune to disease, whether that 
  immunity comes from a racial trait, class feature, spell, 
  magic item, or other source. However, such creatures receive 
  a +4 bonus on saving throws when attempting to resist the 
  disease’s effects.
  Cure The disease is particularly difficult to remove using magic. 
  Remove disease can’t cure the disease, and even more 
  powerful spells such as heal require a successful caster level 
  check with a  –10 penalty (DC = the disease’s save DC) to 
  remove the disease. 
  Special The disease responds violently to any attempts to heal 
  it using magic. Whenever the diseased creature is subject 
  to a spell or ability that cures diseases, it must succeed at a 
  Fortitude save or suffer the disease’s effect. This does not reset 
  the disease’s frequency, and succeeding at this check does not 
  count toward the number of consecutive saves required to be 
  cured of the disease.
  PLAGUE
  A plague is a disease that spreads very effectively, and can easily 
  pass through an entire community in a short period of time. If 
  left unchecked, plagues can ravage entire cities or regions, 
  and in the case of particularly deadly or virulent plagues, can 
  potentially even bring an end to mighty civilizations. The plague 
  template can be added to any disease. The disease retains its 
  base statistics except as noted below.
  Type If the disease’s type is ingested, it instead changes to 
  inhaled. If its type is injury, it instead changes to contact. If its 
  type is contact or inhaled, it remains the same.
  Save The initial saving throw DC to resist the disease increases 
  by 5. The saving throw remains the same for all subsequent 
  saving throws to resist the disease’s effects.
  Special Simple contact with or, in the case of inhaled diseases, 
  spending time near a creature infected with a plague can 
  expose others to the disease. If the plague is an inhaled disease, 
  then a creature afflicted with the disease creates an aura of 
  disease around it. Any coughing, sneezing, and in some cases, 
  even breathing releases clouds of disease-causing organisms 
  into the air. Any creature that comes within 30 feet of the 
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  diseased creature is exposed to the plague, and must succeed 
  at a Fortitude save or begin suffering its effects. A potential 
  victim must attempt a new save each time it moves within 
  30 feet of a diseased creature, to a maximum of one saving 
  throw every 10 minutes. Any creatures that remains within 
  30 feet of the diseased creature must attempt a new saving 
  throw every 10 minutes. If the plague is a contact disease, 
  each time a creature touches the diseased creature, or touches 
  an object that was touched by the diseased creature in the 
  last 24 hours, the potential victim is exposed to the plague, and 
  must succeed at a Fortitude save or begin suffering its effects.
  RAVAGING
  A ravaging disease is one whose effects are particularly difficult 
  to heal, and that can permanently scar creatures affected by it. 
  The ravaging template can be added to any disease. The disease 
  retains its base statistics except as noted below.
  Effect If the disease deals ability damage, each time the affected 
  creature fails a saving throw to resist the disease’s effects 
  by 5 or more, 1 point of that ability score damage becomes 
  permanent ability score drain instead. If the affected creature 
  rolls a natural 1 on a saving throw to resist the disease’s 
  effects, all of the ability score damage becomes permanent 
  ability score drain.
  Cure The number of consecutive successful saves required to be 
  cured of the disease increases by 1.
  Special Ability score damage and drain dealt by the disease 
  cannot be healed as long as the affected creature is still 
  infected by the disease. This applies both to natural healing 
  and magical healing (such as lesser restoration). 
  VIRULENT
  A virulent disease is particularly fast-acting, and runs its course in 
  hours, rather than days. While this could mean the disease runs 
  its course more quickly, leaving the victim disease-free, virulent 
  diseases are particularly taxing on their victims and often end in 
  death. The virulent template can be added to any disease. The 
  disease retains its base statistics except as noted below.
  Onset If the disease’s onset is normally measured in weeks, it is 
  instead measured in days. If it is normally measured in days, it 
  is measured in hours. If it is normally measured in hours, it is 
  measured in minutes.
  Frequency If the disease’s frequency is normally measured 
  in weeks, it is instead measured in days. If it is normally 
  measured in days, it is instead measured in hours. If it is 
  normally measured in hours, it is instead measured in minutes.
  Effect If the disease doesn’t already deal Constitution damage on 
  a failed save, it deals 1 point of Constitution damage in addition 
  to its normal effect on each failed save. If it normally deals 
  Constitution damage, increase the Constitution damage by 1.
  Special If the diseased creature fails two consecutive saving 
  throws, it is sickened until the next time it succeeds at a 
  saving throw to resist the disease’s effects. If the diseased 
  creature fails four consecutive saving throws, it is nauseated 
  until the next time it succeeds at a saving throw to resist 
  the disease’s effects. These penalties are in addition to any 
  other effects of the disease, and cannot be removed as long 
  as the creature remains diseased. Even if the creature is 
  normally immune to the sickened or nauseated condition, 
  that condition still applies; only immunity to diseases protects 
  against gaining the condition from a virulent disease.
  NEW DISEASES
  The following diseases blend the traditional style of diseases 
  found in the Pathfinder RPG Core Rulebook with the disease 
  progressions found in Pathfinder Unchained. Each of these 
  diseases progresses through a series of stages, from carrier 
  to terminal, and each stage comes with its own horrifying 
  symptoms. The DC listed for each disease is a baseline for 
  the most common form of the disease, but higher-DC strains 
  of these diseases exist, especially in the vicinity of disease-
  bearing monsters and plague-worshiping cultists.
  These diseases do not have onset periods. When the 
  affected creature fails its initial save and becomes infected 
  with the disease, it immediately moves into the first stage 
  of the disease, which is carrier, though it doesn’t suffer the 
  disease’s effect. After this, the affected creature attempts 
  subsequent saving throws at regular intervals, defined by the 
  disease’s frequency, just like any other disease. Whenever the 
  affected creature fails a subsequent saving throw against the 
  disease, it suffers the disease’s listed effect and also moves 
  to the next stage of the disease (progressing from carrier to 
  early, early to moderate, and so on). As long as the affected 
  creature remains diseased, it suffers all of the effects listed 
  for its current stage, as well as the effects of any previous 
  stages. When the affected creature reaches the terminal 
  stage, it can no longer fulfill the cure condition without 
  magic; most creatures don’t survive long at this stage. 
  Whenever the affected creature fulfills the cure condition 
  listed for the disease, it moves to the previous stage of the 
  disease. If this would cause it to move to a stage prior to 
  carrier, it is completely cured of the disease. Any effect that 
  would normally completely cure the affected creature of a 
  disease (such as a remove disease spell) similarly moves the 
  affected creature to the previous stage of the disease instead.
  Several of these diseases impose certain conditions at 
  various stages. These conditions can’t be cured as long as the 
  affected creature remains at that stage or a worse stage, even 
  by effects that would normally be able to do so. These effects 
  typically end automatically once the creature is cured of the 
  disease or moves to a less severe stage. Only immunity to 
  disease can prevent these conditions; no other immunities 
  apply against these conditions. Occasionally, a disease might 
  even have an effect that is permanent, and persists once 
  the disease is cured. In these cases, the effect’s description 
  states what measures (if any) can undo the effect, but these 
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  measures are generally effective only once the disease has 
  been cured.
  BLOODY END
  This disease causes the body to produce blood filled with sanguine 
  humours and adrenaline, making the victim incredibly violent and 
  savage. It is spread by contact with the tainted blood—so while 
  it is safe to touch creatures in the early stages of the disease, 
  coming into contact with even the smallest amount of a diseased 
  creature’s blood allows the disease to spread.
  Type disease, contact; Save Fortitude DC 20, see text
  Frequency 1/hour
  Effect –2 penalty to AC and on Reflex saves and Will saves for 
  1 hour; Cure 2 consecutive saves
  STAGES
  Carrier The affected creature becomes more irritable and 
  aggressive than normal, but otherwise there are no symptoms 
  of the disease at this stage.
  Early The affected creature’s skin darkens, and the creature’s 
  attitude worsens, making it prone to violent outbursts. The 
  affected creature gains a +1 alchemical bonus on attack rolls 
  and damage rolls, and takes a –2 penalty to its Armor Class. Its 
  tainted blood is unable to clot, and rushes out of even minor 
  wounds. Whenever the affected creature takes at least 5 points 
  of piercing or slashing damage, it also takes 2 points of bleed 
  damage. This bleed damage stacks with other bleed damage, 
  including itself. Whenever the affected creature takes bleed 
  damage in this way, a thin but far-reaching spray of blood 
  erupts from the wound, exposing all creatures in a 15-foot cone 
  (pointing toward the source of the attack) to the disease unless 
  they succeed at Reflex saving throws at the disease’s DC.
  Moderate Blood begins to ooze through the affected creature’s 
  pores, coating its skin in a thin, red sheen. The alchemical 
  bonus on attack rolls and damage rolls increases to +2, 
  and the penalty to the creature’s Armor Class becomes 
  –4. Whenever the affected creature takes damage, 
  it must succeed at a Will save at the disease’s DC 
  or fly into a berserk rage, in which it is compelled 
  to attack the nearest creature each round for 
  1 minute, regardless of whether it’s a friend or 
  foe. The amount of bleed damage the affected 
  creature takes after being dealt 5 or more points of 
  piercing or slashing damage increases to 5.
  Severe The affected creature is constantly staggered. 
  Additionally, the berserker rage caused by the disease clouds 
  the mind of the affected creature, which is constantly 
  compelled to attack the nearest creature. The affected 
  creature can attempt a Will save at the disease’s DC as 
  a free action to suppress this effect for 1 minute, but if 
  it fails this save, it can’t try again for 1 hour; even if it 
  succeeds, it must continue to attempt a save whenever it 
  takes damage to avoid flying back into a berserk state.
  Terminal The affected creature can no longer attempt 
  a saving throw to suppress its rage. If it fails a saving throw 
  against the disease’s progress at this stage, it dies. Even on 
  a successful saving throw, the affected creature takes 10d10 
  points of damage and 2 points of Constitution drain. If the 
  affected creature dies at this stage, its body explodes in a 
  shower of gore, exposing all creatures within 20 feet to the 
  disease unless they succeed at Reflex saves at the disease’s DC.
  BRAIN MOSS
  This bright blue fungus grows inside the brain tissue of a living 
  creature, altering the brain’s chemistry to make the host docile, 
  and eventually consuming the host’s brain while it is still alive. In 
  severe cases of the disease, telltale blue fuzz can often be found 
  growing out of the victim’s ears and nostrils.
  Type disease, inhaled; Save Fortitude DC 16, see text
  Frequency 1/day
  Effect –2 penalty on Will saves and Wisdom-based skill checks 
  and ability checks for 1 day; Cure 2 consecutive saves
  STAGES
  Carrier At this stage, the affected creature experiences colors 
  and sounds with more intensity than it normally would, but 
  there are otherwise no effects.
  Early The affected creature’s mind is flooded 
  with calming chemicals, which put the 
  creature in a tranquil, calm state. The 
  affected creature cannot gain any 
  morale bonuses or penalties, and it 
  takes a –2 penalty on attack and 
  damage rolls. Additionally, the 
  creature takes a –4 penalty on 
  Sense Motive checks, as the 
  brain moss interferes with 
  critical thinking.
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  Moderate The affected creature becomes placid and incredibly 
  impressionable. It cannot take hostile actions, although 
  whenever another creature takes a hostile action against the 
  affected creature, it can attempt a Will save at the disease’s 
  DC to suppress this effect for 1 minute. Additionally, whenever 
  anyone makes a request of the affected creature, it must 
  succeed at a Will save at the disease’s DC or be compelled to 
  perform the request, similar to a creature that failed a saving 
  throw against the suggestion spell, except this suggestibility 
  is a nonmagical disease effect (not a spell, spell-like ability, 
  enchantment, or compulsion).
  Severe The fungus begins to cause intense hallucinations in the 
  affected creature, making it constantly confused. Additionally, 
  once every 1d4 hours, it has a hallucination that causes it to 
  be dazed for 1 minute, after which time it must succeed at a 
  Will save at the disease’s DC or be compelled to perform an 
  act chosen by the GM or determined at random, as a result of 
  the delusions (similar to the effect at the moderate stage).
  Terminal The fungus begins to consume the brain tissue of the 
  affected creature, whose brain can no longer control its body. 
  The affected creature falls unconscious and remains unconscious 
  for as long as it remains at this stage of the disease. If it fails 
  a saving throw against the disease’s progress at this stage, 
  it dies. Even if it succeeds at a saving throw at this stage, it 
  takes 4 points of Constitution and Intelligence damage.
  GHOUL DISTEMPER
  This rare, tropical disease causes living creatures to turn into feral, 
  ghoul-like entities, and when fatal, often causes the affected 
  creature to rise as a ghoul. The creature’s metabolism rises at 
  an incredible rate, forcing it to devour untenable amounts of 
  food. Eating only further fuels the disease, and all victims of this 
  affliction quickly develop an emaciated, corpselike appearance.
  Type disease, ingested, inhaled, or injury; Save Fortitude DC 18, 
  see text
  Frequency 1/day
  Effect –2 penalty on Fortitude and Will saves for 1 day; Cure 2 
  consecutive saves
  STAGES
  Carrier The affected creature becomes voraciously hungry, and 
  must consume double the normal amount of food each day it 
  remains at this stage or risk starvation.
  Early The affected creature’s skin turns a deep shade of yellow, 
  while the creature’s temperature begins to rise. Additionally, 
  the affected creature’s ravenous appetite worsens. As long as it 
  remains at this stage of the disease or worse, it treats each hour 
  as though it were a full day for the purposes of the frequency 
  and amount of food it must eat in order to avoid starvation 
  (including time spent sleeping). Finally, it develops a strong 
  craving for raw meat, and must consume at least 4 ounces of 
  uncooked meat per hour or become sickened until it does so.
  Moderate The affected creature’s body begins to quickly waste 
  away, as muscle and fat are consumed to feed its growing 
  hunger. Further, its body begins to constantly exude a stench 
  of rotting meat, which cannot be removed with any amount 
  of bathing. The affected creature is constantly sickened. 
  Additionally, whenever the creature takes nonlethal damage 
  from starvation, it takes 3d6 points of damage, rather 
  than 1d6. Finally, whenever it comes within 10 feet of any 
  amount of meat, including the bodies of slain creatures, it 
  must succeed at a Will save against the disease’s DC or be 
  compelled to spend 1 minute gorging itself on the meat.
  Severe The affected creature’s teeth begin to grow and twist 
  painfully, fusing together to form four massive fangs. The 
  creature gains a primary bite natural attack that deals 1d6 
  points of damage (1d4 if Small). Further, its hunger-addled 
  mind drives it to favor this attack over all others. It can no 
  longer cast spells or use other activated special abilities, nor 
  can it use manufactured weapons; it is able to make only 
  full attacks with its bite and other natural attacks. Finally, 
  whenever the affected creature takes nonlethal damage from 
  starvation, it takes 6d6 points of damage, rather than 1d6.
  Terminal The affected creature completely loses control. It is 
  compelled to attack any living creature it encounters in an 
  attempt to devour its victim’s flesh, preferably while still 
  alive. Player characters who reach this stage are under the 
  GM’s control until they are cured. Additionally, whenever the 
  affected creature takes nonlethal damage from starvation, it 
  also takes 2 points of Constitution damage. If it fails a saving 
  throw against the disease’s progress at this stage, it dies. A 
  creature that dies while at this stage of the disease rises as a 
  ghoul (or ghast, if it had 5 or more Hit Dice) after 24 hours.
  GORE WORMS
  These parasites derive their name from their habit of devouring 
  their hosts from the inside, leaving them as putrid sacs of blood 
  and worms. Gore worms release their microscopic eggs in sporelike 
  clouds that make their way into the bloodstream when inhaled. 
  Eventually, the eggs anchor themselves within a host’s body and 
  grow until they reach nearly 2 inches in length. Adults burrow out 
  through the host’s skin and release their eggs into the air. The 
  worms cannot survive outside of a host for more than a few hours, 
  though they can inhabit corpses as easily as living creatures.
  Type disease, inhaled; Save Fortitude DC 20
  Frequency 1/day
  Effect –2 penalty on attack rolls, damage rolls, and Fortitude 
  saves for 1 day; Cure magic only
  STAGES
  Carrier The gore worm eggs travel throughout the creature’s body 
  via its circulatory system. The affected creature doesn’t suffer 
  any particular symptoms at this stage. 
  Early The affected creature develops swelling, blisterlike growths 
  that ooze blood and are incredibly painful when touched. 
  Whenever the creature takes bludgeoning, piercing, or slashing 
  damage, it takes 1d6 additional points of nonlethal damage. 
  Additionally, if the creature is wearing armor, then whenever 
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  it takes a standard action, it takes 1d6 points of nonlethal 
  damage, or 2d6 points if wearing heavy armor.
  Moderate The gore worms hatch. The affected creature can 
  feel them writhing and moving beneath its skin, and others 
  can even see the worms moving occasionally. The affected 
  creature is constantly sickened. Furthermore, whenever it 
  takes more than a single standard or move action in a round, 
  the worms roil angrily, causing the host to become nauseated 
  for 1d4 rounds afterward. Finally, magical healing greatly 
  agitates the worms, and whenever the affected creature is the 
  target of a spell with the healing subschool, the worms whip 
  into a frenzy, dealing 2 points of Constitution damage.
  Severe The gore worms burrow holes through the affected 
  creature’s skin and extend portions of their bodies out into 
  the air, giving the appearance that the affected creature’s 
  body has been covered in dozens of tiny gaping mouths 
  with serpentine tongues. The affected creature is constantly 
  staggered and exhausted. 
  Terminal The gore worms begin devouring the affected 
  creature’s internal organs. The affected creature is constantly 
  nauseated. If it fails a saving throw against the disease’s 
  progress at this stage, it dies. Even if it succeeds, it takes 
  10d10 points of damage and 2 points of Constitution drain, in 
  addition to the disease’s normal effects.
  SKIN WASTES
  This disease brings intense itching, then hardening and cracking of 
  the skin, and eventually the transformation of all soft tissue to bone.
  Type disease, contact; Save Fortitude DC 20, see text
  Frequency 1/hour
  Effect –2 penalty to AC and on Fortitude and Reflex saves for 
  1 hour; Cure 2 consecutive saves
  STAGES
  Carrier The affected creature suffers from itchy, irritating skin, 
  and localized, splotchy rashes. At this stage, the disease has 
  no mechanical effect.
  Early The affected creature’s skin becomes gray and flaky. The 
  itchiness caused by the disease worsens, and the creature 
  must succeed at a Will save at the disease’s DC each waking 
  hour or frantically spend much of that hour scratching away 
  at its skin. For each failed Will save after the first in the same 
  day, the creature takes 1d6 points of damage, as its scratching 
  begins to break the skin and leave bloody gouges.
  Moderate The itching intensifies, and the amount of damage 
  dealt by scratching increases to 1d8. Additionally, during 
  combat and other stressful situations, the affected creature 
  must scratch its skin each round as a move action that 
  provokes attacks of opportunity. Each round, the affected 
  creature can suppress the need to scratch that round with a 
  successful Will save at the disease’s DC, but if it attempts the 
  saving throw and fails, it spends the entire round scratching.
  Severe The affected creature’s skin becomes cracked and 
  broken, and even moving is incredibly painful. As long as 
  the creature remains at this stage, the affected creature is 
  sickened and staggered. Additionally, whenever the affected 
  creature takes damage, it takes double the amount of 
  damage it normally would.
  Terminal The affected creature’s skin and organs slowly 
  transform into solid bone, until eventually the creature is 
  effectively petrified. The creature is constantly nauseated. For 
  the first 24 hours at this stage, its Dexterity score is reduced 
  by 1 each hour. During this time, its skin and organs transform 
  into a single, solid mass of bone. Once its Dexterity score 
  reaches 0 or after 24 hours have passed, it is petrified. A stone 
  to flesh spell can undo the petrification, but the creature must 
  immediately succeed at a Fortitude save against the disease’s 
  DC to survive the change. Even if it does, its Dexterity is again 
  reduced by 1 each hour, and it eventually becomes petrified 
  once more unless cured of the disease.
  151151
  
  Environments
  While many Pathfinder campaigns tend to fixate on the 
  monsters and NPCs that directly oppose the PCs, in a horror 
  game, it’s important to give the environment, atmosphere, 
  and ambience equal billing. An appropriate environment 
  can lead to a much deeper sense of horror and a more 
  memorable session, since creatures are something the PCs 
  usually fight and defeat directly, while the environment 
  is pervasive and unstoppable. Use the following horrific 
  locations, hazards, domains, and nightmare dreamscapes 
  to build the tension and increase the growing dread the 
  players feel. 
  LOCATIONS
  The following locations have particular features that fit 
  well in the context of a horror game, such as minor unusual 
  magic or creepy special effects. Though they might not be 
  directly threatening like the hazards in the next section 
  (and thus don’t possess their own CR), they nonetheless add 
  an ambience of horror and a sense of unease to the game, 
  and sometimes make the journey through the surrounding 
  area much less pleasant.
  Divining Water: Certain special bodies of water grant 
  insight into the spirits of those reflected in them. The 
  reflections of creatures that appear in divining water show 
  each creature as though it were viewed with true seeing, 
  bypassing any illusions or polymorph effects and revealing 
  the creature’s true form. However, either right away or after 
  establishing their divinatory properties, the reflections 
  sometimes shift to show images of horrific creatures 
  (generally undead and evil outsiders) instead of creatures’ 
  true forms, especially when the viewer is in a state of fear 
  or mental turmoil.
  Faceless Statue: These specially created stone statues 
  are humanoid in appearance and elegantly carved, but they 
  stand out because of their completely blank visages, which 
  appear as though the sculptor simply forgot to give them 
  faces. Whenever a character casts project image within range 
  of such a statue, she can project her image onto the statue, 
  instead of creating the spell’s normal effect. This causes 
  the statue’s blank face to transform into that of the caster, 
  and the statue mimics the caster’s actions, rather than a 
  projected image doing so. The statue has a movement 
  speed of 0 feet, but a caster projecting her image through 
  the statue can direct it to make up to two slam attacks 
  per round as a full-round action, using the caster’s base 
  attack bonus. The slam attacks each deal 1d8 points of 
  bludgeoning damage. A project image spell cast in this way 
  has a duration measured in minutes, rather than rounds, 
  and the caster isn’t required to maintain line of effect to 
  the projected image at all times. A faceless statue can also 
  be affected by enter imageAPG, causing the faceless surface to 
  transform into an image of the caster’s face for the duration 
  of the spell, instead of producing the spell’s normal effects.
  The statue’s hardness is based on the type of material 
  from which it is made. Dealing an amount of damage to 
  the statue equal to double the caster’s caster level ends 
  either of the special spell effects channeled through the 
  faceless statue.
  Godless Void: Godless voids are pockets of altered reality 
  that typically infest ruined temples, forsaken battlefields, 
  and churches that fell from grace through the blasphemous 
  deeds of corrupted worshipers. Even the divine might of 
  deities is denied influence within these voids. The radius 
  of a godless void is usually 1d6 × 100 feet. Within lesser 
  godless voids, divine spells become more difficult to cast, 
  and a divine caster must succeed at a concentration check 
  (DC = 20 + the level of the spell) for a spell to function 
  normally. If the caster fails, the spell doesn’t function, but 
  the prepared spell or spell slot is still lost. In addition, 
  the DC to resist channeled energy of all sorts is reduced 
  by 4. Greater godless voids are more troublesome, as all 
  divine magic melts away within them, so divine casters 
  must operate totally cut off from their god, as if within an 
  antimagic field.
  Selective godless voids exist, though they are rarer still 
  than their normal counterparts. Such blasphemous sites 
  affect divine casters of alignments opposed to the void’s 
  influence or who worship a deity or belong to a religion 
  opposed to the void’s influence. For instance, evil lesser 
  godless voids impede good-aligned casters’ access to 
  spells and weaken their ability to channel positive energy 
  as described above, while evil greater voids totally cut off 
  spells and class abilities from good-aligned divine casters 
  or casters who gain their powers from good-aligned 
  deities. Good-aligned godless voids, or those aligned to law 
  or chaos, are less common. Godless voids created by a great 
  blasphemy against a particular deity might affect only that 
  particular deity’s power.
  Grave: Macabre reminders of mortality, a grave could 
  be found among many more within a necropolis or alone 
  on a windswept hill. Digging a grave (4-1/2 to 6-1/2 feet 
  deep) in typical soil takes 1d4 hours, while digging a grave 
  in frozen or otherwise harder-than-average soil takes 2d6 
  hours. Without standard digging equipment, these times 
  are doubled. Climbing out of an open grave usually takes a 
  move action and a successful DC 5 Climb check (plus another 
  move action to stand if the creature started out lying down).
  Careful examination of the surrounding area can reveal 
  the presence of an unmarked grave or provide insight into 
  how long ago a grave was dug. A successful DC 15 Perception 
  check allows a character to notice an area of recently 
  disturbed earth. For every week since the soil was disturbed, 
  and for every day of rain since the soil was disturbed, the 
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  DC increases by 1. A successful DC 20 Profession (gardener, 
  gravedigger, or other similar profession) or Survival check 
  allows a character examining a patch of recently disturbed 
  earth to determine roughly how long ago it was disturbed, 
  as long as it was disturbed no more than 1 year ago.
  If a character is buried alive, perhaps by the buried alive 
  haunt (see page 175), the rules suggestions on page 206 give 
  an idea of what that character needs to do claw her way out 
  of an early grave.
  Holy Ground: When first constructed, most good-
  aligned churches, temples, and holy sites are consecrated 
  by the religion’s clergy in elaborate and expensive blessing 
  ceremonies, culminating in the casting of a hallow spell. 
  This effect permanently wards the site with a magic circle 
  against evil effect, bolsters channeled positive energy 
  while reducing the effects of channeled negative energy, 
  and protects interred bodies from turning into undead 
  abominations. The magic circle prevents intrusion by evil 
  summoned creatures, and GMs may rule that other evil 
  creatures refuse to trespass on holy ground. This hallow 
  spell also carries the protection of an additional spell for 
  the first year—most often aid, bless, death ward, dimensional 
  anchor, or zone of truth. The temple’s attendants usually renew 
  this spell in a special ceremony each year on the anniversary 
  of the blessing ceremony, but the effect isn’t in place for 
  churches that have fallen into disrepair or been abandoned 
  by their faiths. However, the remaining lingering hallow 
  effect in a ruined holy site might still provide sanctuary for 
  those seeking respite from dark forces.
  The lingering presence of evil in or near a holy site can 
  slowly undermine and eventually dispel the hallow effect. 
  This usually takes years or decades, and even a small 
  amount of resistance by pure-hearted attendants can 
  protect the site.
  Evil denominations also perform rituals to increase the 
  power of their unholy sites, but with the exact opposite 
  effects, replacing hallow with unhallow, and providing 
  similar protections against good creatures. Evil clergy are 
  more likely to utilize detrimental additional effects like 
  bane or cause fear to discourage trespassers on their unholy 
  ground or even more powerful spells like dimensional 
  anchor to ensure the trespassers will never leave.
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  Lost Halls: The corridors of some decrepit mansions 
  can mislead those who seek to discover their hidden 
  secrets. Within these lost halls, doors vanish, corridors 
  impossibly twist and turn, staircases climb endlessly, 
  and passages appear and disappear to confuse explorers. 
  Creatures caught in lost halls find themselves temporarily 
  trapped in an extradimensional labyrinth. For each round 
  spent exploring the twisting turns, an affected creature 
  can attempt a DC 20 Intelligence check as a full-round 
  action to find its way back to the point where it originally 
  became lost. During this time, others might hear it 
  calling out, but can’t see or detect the lost creature. The 
  phenomenon is short-lived, so if the creature finds itself 
  hopelessly lost, 10 minutes later it finds its way back to the 
  point where it first disappeared. This phenomenon can 
  affect multiple creatures at once, in which case they can 
  hear the disturbing echoes of other lost creatures trying 
  to extract themselves from the twisting halls, but they 
  can’t otherwise interact with or assist their allies in any 
  way. Unlike most of the other locations in this section, a 
  lost halls phenomenon is normally harmless, if extremely 
  unsettling, but when populated with creatures that target 
  the separated characters, lost halls can substantially alter 
  the threat of encounters.
  HAZARDS 
  The following hazards help build an atmosphere of horror 
  and dread when used separately, but can also be combined 
  with creatures to create truly frightening and memorable 
  encounters (for instance, consider a battle with ogres within 
  an animating fog, such that each ogre that dies rises again 
  as a zombie).
  Animating Fog (CR 6): Arising from polluted cemeteries 
  and other recesses of stagnated evil, these areas of heavy, 
  corpse-gray fog reek of rot, and seem to have a strange 
  and malevolent sentience. These fog banks act as normal 
  fog (Pathfinder RPG Core Rulebook 439), but usually have a 
  radius of 1d4 × 50 feet and creep along with the wind at a 
  rate of 10 feet per round. When the fog comes into contact 
  with a mostly intact corpse, that corpse is immediately 
  animated as a zombie and attacks nearby living creatures, 
  as if under the effect of animate dead. This animation is 
  temporary, ending 1d4 rounds after the zombie leaves the 
  fog. Corpse fogs can animate up to 30 Hit Dice of corpses 
  in this manner at any one time, and they have no limit on 
  the total number of Hit Dice of zombies they can animate 
  over time.
  Some particularly foul and virulent variations of this fog 
  (CR 7 instead of CR 6) produce plague zombies instead of 
  normal zombies. Creatures slain by the plague zombies’ 
  zombie rot who rise as zombies don’t count against the fog’s 
  limit on the number of Hit Dice it can animate, and they 
  remain zombies after the mist passes. Diseased animating 
  fog also exposes every living creature within the fog bank 
  to zombie rot each round as an inhaled disease (Fortitude 
  DC 15 negates).
  Apocalypse Fog (CR 12): An apocalypse fog is an 
  augmented and highly dangerous form of animating fog 
  often called into being by some foul deity. Its radius is 20 
  times wider than that of an animating fog and has the same 
  ability to animate the mostly intact corpses within itself, 
  but the apocalypse fog can move 10 feet in a direction of its 
  own malign choice, rather than being subject to the whims 
  of the wind. The dread energies that birth the mists bolster 
  the undead within, granting the zombies the benefit of an 
  aligned desecrate spell: a +2 profane bonus on attack rolls, 
  damage rolls, and saving throws, and +2 hit points per Hit 
  Die. Apocalypse fog can animate up to 100 Hit Dice worth 
  of corpses at any one time. 
  Bat Colony (CR 2): Bats often congregate in large 
  colonies in underground areas. Though bats are mostly 
  harmless and bat colonies generally have little interest in 
  adventurers or humans in general, if they are disturbed, 
  they can prove dangerous to inexperienced adventurers. 
  Any Small or larger creature moving within 30 feet of a 
  bat colony must succeed at a DC 15 Stealth check each 
  round or use wild empathy or a similar ability to keep 
  the bats calm, or else there is a 50% chance the bat colony 
  becomes disturbed. Additionally, each round the bat 
  colony is exposed to normal or brighter light conditions 
  or loud sudden noises, there is a 30% chance the bat colony 
  becomes disturbed.
  If the bat colony is disturbed, the bats begin to fly 
  about, shrieking and milling in an oversized swarm. When 
  disturbed, the colony takes up a 20-foot-radius area. A 
  creature that ends its turn in the area takes 1d6 points of 
  damage, and is affected by the distraction and wounding 
  special abilities of a bat swarm (Pathfinder RPG Bestiary 30). 
  The colony remains disturbed for 1d4+1 rounds (or until 
  the swarm is dispersed by damage), after which the bats 
  either return to their previous position or flee the area, 
  depending on whether they feel a threat is still present.
  Blood Moon (CR 3): Two situations give rise to the 
  infamous occurrences known as blood moons: astronomical 
  alignments that result in a calendar month having a second 
  full moon, and atmospheric phenomena when pollution 
  and toxins hang heavy in the air, distorting the rising moon 
  and giving it a blood-red cast and a seemingly larger size. 
  Both types of occurrences are considered bad omens, and 
  are revered as unholy events by worshipers of deities of 
  filth and decay. While the light of a blood moon shines, the 
  DC to resist negative channeled energy increases by 2, and 
  creatures exposed to its light take a –2 penalty on saving 
  throws against diseases, curses, corruptions (see page 14), 
  and madnesses (see page 182). Certain foul occult rituals 
  related to such magic must be performed on blood moons. 
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  Blood moons caused by astronomical alignments last as 
  long as the moon is risen, while blood moons that result 
  from atmospheric distortions last 1d4 hours, fading as 
  the moon rises higher in the night sky and casts off its 
  ruddy sheen.
  Bottomless Pit (CR 9): A bottomless pit is a yawning 
  chasm that appears to be a perfectly natural fissure in the 
  earth, other than the fact that it appears too deep to see 
  the bottom. In actuality, bottomless pits are entrances to 
  extraplanar spaces filled with nothing but endless empty 
  void. A creature that falls into such a pit (whether it is 
  pushed, runs afoul of a trap that conceals the bottomless 
  pit, willingly dives into it, or enters the pit in some other 
  fashion) falls endlessly in inky darkness at a rate of 500 feet 
  per round. Other than its depth, the extraplanar space’s 
  dimensions match those of the pit’s entrance, and the 
  falling creature can attempt to catch itself on the wall, using 
  the Climb skill (DC = 20 + the wall’s Climb DC, as normal 
  for catching yourself when falling), and can attempt to 
  climb out of the pit from there. The wall’s climb DC 
  typically matches the type of terrain the opening 
  was in, so a rocky chasm has a Climb DC of 15, 
  for example. The creature can attempt to catch 
  itself once per round. Because the creature falls 
  endlessly, it can rest and even prepare spells 
  while falling (although it must be careful not 
  to drop any possessions, since it will likely fall 
  at a different speed than the possessions do, 
  causing it to lose them forever). If a campaign 
  uses the sanity system (see page 12), for each 
  hour a creature falls in the bottomless pit, it 
  must succeed at a DC 20 Will save or take 1d4 
  points of sanity damage.
  Captivating Reflection (CR 3): Some 
  narcissistic people need little encouragement 
  to stop and admire their visage in the surface 
  of the water, but occasionally this behavior 
  comes 
  from 
  the 
  bizarre 
  supernatural 
  influence of the water itself. A creature 
  that sees its reflection in the surface of this 
  captivating water must succeed at a DC 15 
  Will saving throw or become fascinated by 
  the reflection for 1 minute, after which it can 
  attempt a new saving throw to end the effect 
  and look away. A creature that fails the second saving 
  throw is fascinated for another minute, kneeling by the 
  surface of the water and staring at its reflection, its nose 
  nearly touching the surface. At the end of this time, the 
  creature can attempt a third saving throw to end the effect. 
  If the creature fails this third and final saving throw, it is 
  compelled to plunge its head under the water, at which 
  point the fascination suddenly ends, but the creature is 
  paralyzed for 1 minute, unable to hold its breath because 
  of paralysis and therefore immediately forced to attempt 
  Constitution checks to avoid drowning (Core Rulebook 445).
  The creature’s allies can pull its head from the water, 
  but meet with surprising resistance, and must succeed at a 
  DC 20 Strength check to do so, regardless of the paralyzed 
  creature’s own Strength score. If the creature avoids 
  drowning by the end of the third minute, it can thereafter 
  act normally, and is immune to the effects of this particular 
  captivating reflection hazard for 24 hours.
  Corpsefruit Tree (CR 5): This gnarled, twisted tree 
  grows only from ground containing the corpse of an 
  intelligent creature (a creature with an Intelligence score 
  of 3 or higher), providing an insidious tether that binds 
  that creature’s spirit to the world of the living and twists it 
  toward malevolent spite. The tree is shrouded by a veil of 
  illusion, which causes intelligent creatures that see the tree 
  to believe it bears a heavy bounty of ripe, succulent fruits, 
  and such creatures are compelled to eat the tree’s fruit 
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  unless they succeed at a DC 15 Will save. In fact, the tree’s 
  fruits are brown, shriveled, and rotten, and any creature 
  that succeeds at the Will save can plainly see this. 
  Creatures that consume the fruit also consume a 
  tiny portion of the spirit of the creature whose corpse 
  nourished the tree, forging a spiritual connection between 
  the deceased and the unfortunate victim. The next time 
  the creature rests, it is affected as though by the nightmare 
  spell (DC 17). The tree is treated as having a body part of 
  the creature’s, and the tree uses the appropriate modifier 
  based on the knowledge the spirit that nourished the tree 
  has of the creature—typically none. The victim continues 
  to be affected by nightmare for 3 days, or until it succeeds 
  at a saving throw to resist the spell. Further, if the spirit of 
  the creature whose corpse nourished the tree has become 
  an incorporeal undead of any kind, the creature that 
  consumed the fruit takes a –2 penalty on saving throws 
  to resist the spells and spell-like abilities of that undead 
  creature.
  Exploding Window (CR 1): Whether from supernatural 
  influence or simply from more mundane physical forces, 
  windows can sometimes explode in a rain of glass shards. 
  When this occurs, for each 5-foot square containing an 
  exploding window, the shattered glass blasts out in a 15-
  foot cone that deals 1d6 points of slashing damage to each 
  creature in the area (Reflex DC 12 negates). A creature 
  caught in more than one of these cones (either from 
  multiple simultaneous exploding windows or one large 
  exploding window) takes a cumulative –1 penalty on its 
  saving throw for each cone beyond the first, but attempts 
  only a single saving throw and takes only 1d6 points of 
  damage if it fails, regardless of the number of cones whose 
  areas overlap on the creature’s space. Additionally, the glass 
  shards remain on the ground, functioning as caltrops until 
  they are cleared away.
  Field of Bone (CR 6): This supernatural hazard usually 
  plagues those who trespass on old battlefields still littered 
  with the bones of soldiers who have never been laid to 
  proper rest. These 30-foot-radius patches of strewn bones 
  are considered difficult terrain, and they spring to a foul 
  mockery of life 1 round after a living creature enters the 
  area, causing 1d6 skeletons (Pathfinder RPG Bestiary 250) to 
  animate and attack, as if subject to an animate dead spell. A 
  field of bone can animate up to 24 skeletons in this manner 
  from any single instance of trespassing (regardless of how 
  many living creatures trespass into the area at once), at a 
  rate of 1d6 skeletons per round. The skeletons continue 
  to animate until all are destroyed, all living creatures leave 
  the area, or the field of bone reaches its animation limit, 
  whichever of these conditions comes first.
  Gnarled Tree (CR 5): Some trees become poisoned and 
  malignant, tainted by the corrupt land around them, and 
  spring to a macabre semblance of animation to attack 
  those who trespass on their dark realms. Gnarled trees 
  animate in the presence of living creatures, and attack 
  indiscriminately for as long as creatures are within range. 
  The victims’ spilled blood seeping into the ground further 
  feeds the trees’ corruption. Gnarled trees appear as twisted, 
  or even dead, trees of great age and a variety of species, 
  and they blend in with the surrounding forests. Spotting 
  one as an anomalous growth requires a successful DC 17 
  Perception check (the DC may be higher, depending on the 
  prevalence and condition of local trees). Though a gnarled 
  tree is stationary and can’t move from its rooted spot, it 
  attacks as if it were a treant. The gnarled tree doesn’t gain 
  the treant’s animation and rock-throwing abilities, but 
  does have the treant’s vulnerability to fire. When all living 
  creatures move more than 30 feet away from the gnarled 
  tree, it immediately returns to its normal, nonanimated 
  state, until a potential target appears within range once 
  more and provokes the corrupted tree’s ire again.
  Grasping Graves (CR 4): Treading on the burial sites of 
  the unquiet dead can be treacherous, as the buried dead 
  seek to drag the living down into their restless graves. 
  These patches of shallow graves are often found near 
  sites of mass burials, such as those that follow plagues or 
  famines, and are typically 60 feet across. Once a creature 
  enters the area, rotting, grasping hands rip from the earth, 
  turning the entire patch into difficult terrain and targeting 
  each creature inside with a grapple combat maneuver 
  check each round at the end of that creature’s turn. The 
  hands don’t provoke attacks of opportunity, and have a 
  CMB of +12 (with a base attack bonus of +8 and a +4 bonus 
  due to their Strength). This check is attempted each round 
  for every creature in the hazardous area. 
  If the hands successfully grapple a creature, that 
  creature takes 1d6+4 points of bludgeoning damage, gains 
  the grappled condition, and is unable to move without 
  breaking the grapple first. The grasping claws receive 
  a +5 bonus on grapple checks against creatures they are 
  already grappling, but can’t move or pin foes. Each round 
  the grasping claws succeed at a grapple check, they deal 
  1d6+4 additional points of damage. The skeletal hands 
  have a CMD of 22, hardness 5, and 5 hit points each. The 
  hands take full damage from channeled positive energy 
  (no save). However, destroying a particular set of hands 
  doesn’t harm the overall hazard, which generates new 
  skeletal hands to grasp all creatures freed in this way on 
  the following round. The only way to evade the hazard is 
  to move out of the affected area, after which the unquiet 
  spirits that animate the grasping graves become dormant 
  once again.
  Grasping Undergrowth (CR 2): In many forests, 
  undergrowth is thick and tangled enough that it seems 
  to be attempting to hinder travelers, but in some places, 
  whether due to a malevolent spirit or the ire of nature 
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  itself, it actually is. Whenever a creature moves through an 
  area of grasping undergrowth, the grasping undergrowth 
  attempts a trip combat maneuver check (with a CMB of +5) 
  against that creature. Tripped creatures fall prone in the 
  first square of grasping undergrowth that they entered 
  that round, and lose the rest of their movement. Creatures 
  that move through the grasping undergrowth at half their 
  speed (after factoring in any reduced movement speed for 
  being in a forest) gain a +4 bonus to their CMD against trip 
  combat maneuver checks from the grasping undergrowth, 
  and creatures that move through the grasping undergrowth 
  at a quarter of their speed gain a +8 bonus. 
  If a creature begins its turn prone in a square of grasping 
  undergrowth, the grasping undergrowth attempts a 
  grapple combat maneuver check against it, dealing 1d6 
  points of damage on a successful check and preventing 
  the creature from moving from the spot until it breaks 
  free of the grapple. The undergrowth can’t move or pin 
  the grappled creature on subsequent rounds, and has a 
  CMD of 17. For their own cryptic reasons, some patches of 
  grasping undergrowth grant safe passage to characters of 
  certain alignments or races.
  Insidious Domicile (CR 4): The dwellings of some 
  powerful evil creatures impose pervasive effects on those 
  who disturb the restless hate that dwells within. These 
  areas are typically single structures—a castle, a tower, or 
  a home—infested with spite and malice. Creatures that 
  enter the structure must succeed at a DC 16 Will save or be 
  infected with overwhelming hate toward another creature, 
  as if under the effects of malicious spiteUM. For each day spent 
  within the domicile, the target takes 2 points of Wisdom 
  damage if it doesn’t act to subtly and indirectly slander, 
  abuse, blame, extort, or cause mortal violence against the 
  target of its spite. The malicious spite effect ends if the 
  creature leaves the location, but resumes if the creature 
  returns. Affected creatures get a saving throw every 24 hours 
  to negate the effect. If the effect ends, the target remembers 
  the spiteful behavior, but not the motivation for it.
  If a campaign uses the sanity system (see page 12), the 
  target takes 1d6 points of sanity damage instead of taking 
  Wisdom damage.
  Misleading Echoes (CR 2): Some places create 
  supernatural echoes that seem to come from random 
  directions, or even all directions at once. An area suffused 
  with misleading echoes imposes a –4 penalty on hearing-
  based Perception checks, and a  listener must succeed at 
  a DC 15 Wisdom check whenever she detects a noise, or 
  else she believes the noise came from a random direction 
  instead of its actual direction. Further, the misleading 
  echoes can replicate the effects of ghost sound (DC 11) once 
  per minute. Any creature that fails a Wisdom check or Will 
  save to resist the effects of the misleading echoes takes a –2 
  penalty on saving throws to resist fear effects for as long as 
  it remains in the area of the misleading echoes, and for 1 
  minute thereafter.
  Misleading Path (CR 3): When the surrounding trees 
  begin to move and change the paths when creatures aren’t 
  looking, and the towering branches above even block out 
  the sun, it can be difficult indeed to stay on track. In other 
  environments, shifting dunes or underground tunnels 
  can have the same effect. The DC for Survival checks to 
  avoid becoming lost within an area of misleading paths 
  increases by 2d6. Characters that become lost either 
  travel in random directions, as normal, or are led by a 
  strange intelligence toward a specific location, at the GM’s 
  discretion. Because travelers appear to be on a path as they 
  travel, the DC of the Survival check to identify that they are 
  lost increases to 25.
  Pervasive Gloom (CR 4): Some locations ooze dread and 
  foreboding, whether from old evils left to stagnate or the 
  presence of some lingering psychic residue from years of 
  torture or oppression. The locations can be single rooms, 
  entire structures, old cemeteries, or even decaying forest 
  groves. Trespassing creatures find the gloom nibbles away 
  at their mental defenses, and take a –2 penalty on saves 
  against fear effects, effects with the emotionUM descriptor, 
  the effects of haunts, the progression of corruptions (see 
  page 15), madnesses (see page 182), and sanity damage (see 
  page 12). 
  Plague of Flies (CR 2): Often harbingers of famine and 
  decay, these swarms of flies spread disease and pestilence 
  wherever their buzzing wings carry them. These insects 
  typically form a cloud 20 feet across, made of tens of 
  thousands of flies. This cloud moves at up to 10 feet per 
  round, and obscures all sight (including darkvision) beyond 
  5 feet. Creatures 5 feet away have concealment (20% miss 
  chance), and creatures farther away have total concealment 
  (50% miss chance, and the attacker can’t use sight to locate 
  the target). Moderate or stronger winds can temporarily 
  disperse the cloud, as per obscuring mist, but the flies reform 
  1d4+1 rounds later to continue their pursuit of carrion. 
  Spells such as fireball, flame strike, and wall of fire, as well as 
  similar area spells, destroy the cloud of flies if they deal at 
  least 10 points of damage. Creatures that spend at least 1 
  round in the cloud must succeed at a DC 13 Fortitude save 
  or contract the shakes (Core Rulebook  557). Some plagues 
  of flies carry other virulent diseases instead, which might 
  affect the CR of the hazard if the DC is significantly higher 
  or lower.
  Rain of Gore (CR 3): This unusual and unsettling 
  phenomenon results in the corpses of small animals 
  (ranging from Diminutive to Small) falling from the sky in 
  a localized area. A rain of gore generally covers a 500-foot-
  radius area, and lasts for 2d4 × 10 minutes. During this 
  time, each round that a character remains in the open, it 
  takes 2d6 points of bludgeoning damage unless it succeeds 
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  at a DC 13 Reflex save. In the wake of a rain of gore, 
  scores of animal corpses are left strewn about in the area. 
  Sometimes, a rain of gore will deposit animal corpses that 
  are infected with filth fever or another disease, in which 
  case each time characters take damage from the rain of 
  gore, they risk infection. This version of the hazard has a 
  CR of 4 or higher.
  Sanguinary Cloud (CR 6): Often found floating over 
  campsites of unfortunate travelers drained of all bodily 
  fluids, these blood-red fog banks can be mistaken for 
  colossal vampiric mists (Pathfinder RPG Bestiary 2 277). 
  A sanguinary cloud typically settles over a 60-foot-
  radius area, obscuring all sight beyond 5 feet, including 
  darkvision, granting concealment (20% miss chance) to all 
  creatures 5 feet away or farther. Creatures caught within a 
  bank of this deadly fog must succeed at a DC 18 Fortitude 
  save each round or take 1d3 points of Constitution damage 
  as their bodily fluids are forcibly extracted from their pores 
  and mucous membranes and drawn into the crimson mist. 
  A severe or greater wind disperses a sanguinary cloud, 
  leaving behind a thin sheen of bloody bile.
  Sour Ground (CR varies): These corrupted holy sites 
  usually feature long-toppled standing stones and spiraling 
  rock paths carefully arranged by a forgotten culture to 
  invoke powerful divine magic. On these grounds, divine 
  casters restored life to those who died before their time 
  and buried those whose time indeed was up. However, time, 
  overuse, and trespassers caused the ground’s life-giving 
  properties to sour, corrupting the corpses of those whose 
  loved ones are foolhardy enough to lay them to rest within 
  the necropolis’s boundaries. Any mostly intact corpse of a 
  creature buried within these ancient cemeteries animates 
  24 hours later as a juju zombie (Pathfinder RPG Bestiary 2 
  291) and seeks its revenge on those who condemned its 
  corpse to this vile existence. These terrible creatures still 
  retain a semblance of their former personalities and are 
  often barely distinguishable from the living with the 
  exception of cold flesh, slightly sunken features, distracted 
  behavior, and an increasingly foul smell. They lure in 
  mourning loved ones with comforting embraces before 
  engaging in a murderous rampage, perhaps burying the 
  resulting corpses in the same sour ground to increase 
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  their numbers and extract more revenge on the living. The 
  CR and the XP reward of sour ground are based on the 
  number of juju zombies that arise.
  Suicide Copse (CR 4): Certain forests are known for 
  attracting unusual numbers of suicides. The exact cause 
  can vary, and may be the result of mind-altering pollen, 
  strange psychic phenomena, or the work of mournful or 
  malevolent spirits. Whatever the cause, suicide copses 
  don’t so much attract suicidal creatures as inspire suicide 
  in those nearby. Each hour a creature spends within the 
  suicide copse, it must succeed at a DC 16 Will save or be 
  affected by the spell terrible remorseUM (CL 10). A creature that 
  succeeds at this saving throw three consecutive times is 
  immune to this effect for 24 hours. At the GM’s discretion, 
  some creatures affected by the suicide copse might be 
  compelled to hang themselves, drown themselves, or kill 
  themselves by other means, rather than being affected 
  by terrible remorse, but such compulsions still last only 1 
  minute. Though called a copse, this effect can potentially 
  cover entire forests spanning hundreds of square miles.
  Watchful Doll (CR 1): These porcelain dolls resemble 
  young children, and stare forward with blank, glassy 
  expressions on their stylized yet eerily lifelike faces. 
  Whenever a creature moves within 30 feet of a watchful 
  doll, the doll’s head rotates to face the creature, and emits a 
  childlike laugh that echoes as if across a great distance, and 
  can be clearly heard up to 60 feet away. Creatures within 
  30 feet that hear the laughter must succeed at a Will save 
  (DC 13) or be shaken for 1 minute. Creatures with 4 or fewer 
  Hit Dice that fail their saves are instead frightened. Once 
  triggered, the doll doesn’t laugh again for 1 minute, but its 
  head continues to move so its gaze follows the creature that 
  triggered it. The fear from the laughter is a mind-affecting 
  fear effect.
  Well of Evil (CR 5): These places are accursed morasses 
  of depravity, nexuses of lingering hate and festering evil 
  that bode ill for the pure-hearted who trespass upon them. 
  A well of evil is typically a single room, cave, or structure, 
  though it can expand to fill an area with a radius of up to 
  2d4 × 10 feet. Good-aligned creatures can feel the powerful 
  evil presence tainting a well of evil, and such creatures that 
  approach within 30 feet must succeed at a DC 15 Will save 
  or become sickened and refuse to enter the location for 
  1 hour. A successful Will save negates these unfortunate 
  effects, but if the creature actually enters the location, it 
  becomes sickened with no save. Within a well of evil, the 
  DC to resist negative channeled energy increases by 2, and 
  good-aligned creatures take a –2 penalty on saving throws 
  against curses, corruptions (see page 14), madnesses (see 
  page 182), spells with the evil descriptor, and the effects of 
  haunts. Haunts that lurk within wells of evil also gain a +4 
  bonus on their Initiative checks and to Perception check 
  DCs to notice them.
  Witch Light (CR 1): Often confused with will-o’-
  wisps, these shimmering lights also tend to lead unwary 
  passersby to their dooms. Witch lights appear as flickering 
  lights resembling lantern or torch flames, but can be seen 
  only with a successful DC 10 Perception check. A result of 
  30 or higher on the Perception check allows the viewer to 
  identify the witch light as a mirage. The witch light seems 
  to move with the viewer, retreating if the creature moves 
  toward it and following if it moves away. Some witch lights 
  have a mind of their own, or are controlled by malevolent 
  entities, and lead viewers toward specific places—often pits 
  or other hazards, but sometimes treasures or long-buried 
  secrets. Creatures actively following a witch light take a –4 
  penalty on Perception checks and a –4 penalty on Reflex 
  saves to resist the effects of traps and hazards.
  DOMAINS OF EVIL 
  Some powerful creatures are so corrupted that their 
  malignancy creeps into the land around them, establishing 
  dangerous domains of evil over which they rule. And 
  though some vile lords find themselves trapped within 
  these cursed realms, they also become capable of 
  exerting tremendous influence over the atmosphere and 
  composition of their domains, such that their lands grow 
  to reflect their dark moods and deeds. These dark rulers 
  are described in the dread lord template on page 234.
  Domains of evil are dark pockets of supernatural 
  activity embedded in a plane (often the Material Plane) 
  like boils on pockmarked flesh. Most domains are hostile 
  and uninviting at best, full of twisted forests, rough and 
  intractable terrain, and putrid rivers that reek of rot and 
  pollution. Wildlife could be similarly tainted, in which 
  case even the occasional hare or ground squirrel is bony, 
  cancerous, and infested with vermin. Packs of mangy 
  coyotes, pustule-plagued wolves, and murders of molting 
  crows might constantly harass travelers, nipping at their 
  heels, ripping the flanks of their mounts, or snatching at 
  the fingers of careless campers.
  Supernatural creatures might also plague the unwary, as 
  moaning zombies wander wind-blown mountain passes 
  and spectral dead seek to drain the life from the living at 
  every turn. Packs of ghouls roam the lowlands, devouring 
  entire villages, and the gnawed skeletons they leave in 
  their wake animate and attack travelers. Everywhere lurks 
  the foreboding presence of some foul master, who has an 
  uncanny knack for knowing the whereabouts of trespassers 
  and is capable of bending the lands to his will to make 
  them most unwelcome. 
  Such domains are not always devoid of humanoid 
  populations—they may harbor villages of fearful and 
  superstitious locals that usually serve as chattel and 
  livestock for the domain’s lord. These populations tend 
  to be incredibly insular and suspicious of outsiders and 
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  intrusions on their lifestyles, as trespassers into the 
  realm—particularly adventurers—have ways of disrupting 
  the locals’ tentative impasse with their lord.
  Domain Geography
  When created, a domain of evil warps reality around 
  it into a foul reflection of its master, with a radius of 5 
  miles for every Hit Die of its new lord (see the dread lord 
  template on page 234). This radius usually centers on an 
  ancient ancestral manse or cursed cairn that housed the 
  dread lord’s family or was the scene of a tragedy that led 
  to the domain’s creation. Though domains of evil are still 
  located on their original plane (usually the Material Plane), 
  with all the terrain, weather, flora, fauna, structures, and 
  features normal to the area where they were created, their 
  special natures cause them to have planar traits (Pathfinder 
  RPG GameMastery Guide 184) that alter their physical and 
  magical properties, as well as some features exclusive to 
  them. Domains of evil have the following features, as befits 
  the horrible creatures that preside over these realms.
  Alignment: If its master has 10 Hit Dice or fewer, a 
  domain gains the mildly aligned planar alignment 
  trait reflecting the alignment of its master. Domains 
  with masters with more than 10 Hit Dice instead become 
  strongly aligned. 
  Borders: Some domains are formed simply by the 
  foul presence of an evil that has long inhabited the land, 
  whether it’s a nosferatu lord lurking in the shadows or a 
  restless ghost bound to the soil of its unquiet grave. The 
  borders of such a domain are open; creatures can freely 
  enter and leave, and its lord can pass to and from its 
  domain without penalty, though the influence he has over 
  his lands doesn’t extend past the domain’s established 
  borders. Other domains of evil serve as torturous prisons 
  for their cursed lords (see Cursed Domains on page 161), 
  who find it impossible to leave the realms to which they are 
  bound, oftentimes hindered by a pervasive bank of dread 
  fog (see page 161) that prevents their egress. These mists 
  resist intrusion into the domain, though the strange whims 
  of dark powers might allow passage through the fog for 
  those who might further trouble or torment the land’s lord. 
  Disturbing to Animals: The overwhelming taint of 
  unnatural presences disturbs animals that are not native 
  to a domain of evil. Animals don’t willingly approach the 
  domain’s border unless their masters succeed at DC 25 
  Handle Animal, Ride, or wild empathy checks, and the 
  masters must continue to attempt checks each hour 
  within the domain to prevent their animals from trying 
  to leave the area. The DCs of all other Handle Animal, 
  Ride, and wild empathy checks to influence nonnative 
  animals increase by 5 while the animals remain 
  within the domain’s border. 
  Hazards: The domain morphs into a dark 
  and twisted reflection of its lord, with dangerous 
  landmarks and supernatural hazards (such as the ones 
  on pages 154–159) mirroring the master’s temperament 
  and personality infesting the landscape. Forests 
  might become darker and more foreboding, full of 
  misleading paths or gnarled oaks that grasp and 
  tear at trespassers. Seemingly sentient fogs 
  drift across the crags and crevices of 
  the land, animating undead in their 
  wakes, while bat colonies infest the 
  domain’s caves and ruins. These hazards can shift and 
  change over time as the land reacts to the moods and 
  whims of the dread lord (a slow process that takes at least 
  24 hours, during which no hazard functions), but the total 
  CR of all hazards found with a lord’s domain (that is, the 
  CR of a hypothetical encounter with all of the hazards at 
  once) can’t exceed double the dread lord’s Hit Dice, and 
  no individual hazard can have a CR that exceeds the dread 
  lord’s Hit Dice. If the land is the domain 
  of a cursed lord and bordered by dread 
  fog (see page 161), the fog’s CR value 
  doesn’t count against this limit. 
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  Magic: The domain can have the enhanced magic, 
  impeded magic, or wild magic planar trait, as befits the 
  personality and temperament of its lord. If the domain has 
  enhanced, impeded, or limited magic, one type of magic per 
  5 Hit Dice of its lord can be enhanced, impeded, or limited. 
  The categories of magic that are affected are relatively 
  narrow. For example, an entire school of magic would be 
  too broad, but “effects with the healing descriptor or that 
  restore hit points” or “death spells and spells granted by 
  the Death and Repose domains” would be appropriate. A 
  type of spell can’t be both enhanced and impeded by the 
  same domain.
  Time: A domain’s time passes at the normal rate by 
  default. In some cases, the lord’s powerful whims alter the 
  passage of time, whether replicating the slow churning of 
  years felt by a lich’s long existence, or the quickening felt 
  by a blood-sated vampire. This alteration can be temporary 
  or permanent, and the domain can have the erratic time, 
  flowing time (half or double normal time), or timeless trait.
  Cursed Domains
  Though many dread lords so embrace their inherent evil 
  that they slowly corrupt the lands around them, others 
  perform deeds so horrendous that gods, the universe, 
  fate, or another powerful force curses them to internal 
  imprisonment in a domain. There is no escape for a cursed 
  lord, who is continuously subject to living and spectral 
  reminders of the tragic misdeeds that trapped him (see 
  the cursed lord template on page 235). These realms have 
  all the qualities of domains of evil, with the following 
  additional traits.
  Dread Fog: This cloying mist often encapsulates the 
  boundaries of cursed domains, raised by terrible powers 
  to prevent entry into, or escape from, the cursed lands they 
  protect. Like normal fog, these pervasive banks of thick 
  mists obscure all sight, including darkvision, beyond 
  5 feet, granting concealment to all creatures at least 5 
  feet away (20% miss chance). Navigation and orientation 
  within the mists is treacherous, and creatures usually 
  find themselves easily separated from their companions 
  unless extraordinary means are taken to prevent 
  separation, which can include shackling or binding 
  adjacent creatures to one another with rope. Those within 
  the fog have little hope of navigating the mists and risk 
  becoming hopelessly lost. A creature must succeed at a DC 
  20 Intelligence check each hour after entering the mist. 
  Creatures that fail continue to wander in the fog until 
  they succeed. Creatures that succeed exit the fog 1d10 × 
  100 feet from the location where they first entered the 
  miasma. Spells and abilities that move a creature within 
  a plane, such as teleport and dimension door, don’t help a 
  creature escape this fog, although a plane shift spell allows 
  the creature to exit at the location it originally entered the 
  fog. Penetrating the fog to actually enter or exit the realm 
  it protects is subject to the GM’s discretion. Navigating 
  through might require difficult Knowledge (planes) 
  checks, random happenstance, complicated arcane rituals 
  beseeching favor, or simply the desire of the mysterious 
  entities responsible for the cursed realm’s creation to see 
  the torture of their prisoner ended or increased with the 
  intrusion of the adventurers. 
  The fog’s hopelessness is pervasive, and creatures take 
  1d6 points of nonlethal damage per hour they are within 
  the fog. The wraiths and geists of those who have perished 
  in the mists might also materialize to drain the life from 
  travelers. Those who lose their lives within this miasma 
  are forever lost, incapable of being restored to life by any 
  means short of direct divine intervention. They often turn 
  into incorporeal undead themselves, their souls feeding 
  the strange boundary’s continued existence.
  Haunted Lands: Cursed lords are plagued with the 
  spectres of the acts that led to the creation of the domain, 
  which materialize as haunts. The realm of a brutal dictator 
  might be tormented with the haunts of those he tortured 
  to death, reflecting the various violent means by which they 
  were killed. The domain of a lich cursed for sacrificing her 
  entire family to fuel her transformation into undeath may 
  contain the spirits of those she betrayed, who wander the 
  halls of a ruined manse at the core of the land. The cursed 
  lord has no control over these spectral trespassers, placed 
  to remind him of his former misdeeds. When a cursed 
  realm is created, the domain manifests a number of haunts 
  with a total CR value (that is, the CR of a hypothetical 
  encounter with all of the hazards at once) of up to double 
  the cursed lord’s Hit Dice, with no single haunt having a 
  CR that exceeds the cursed lord’s Hit Dice. These haunts 
  are chained (Pathfinder RPG Occult Adventures 229) to the 
  cursed lord and can’t be completely destroyed while the 
  cursed lord still exists. Other haunts not chained to the 
  cursed lord might manifest within the domain of evil, but 
  such haunts don’t count against the CR limit. 
  HORRIFIC TRAPS
  Complicated and elaborate death traps can easily invoke 
  horror in their victims. Trap makers with a sadistic bent 
  go out of their way to create traps that kill their victims 
  in particularly gruesome and unusual manners, sometimes 
  even at the expense of the trap’s efficacy. The following 
  section presents a handful of macabre and horrific traps.
  CRUSHING CAGE TRAP 
  CR 11
  Type mechanical; Perception DC 29; Disable Device DC 30
  EFFECTS
  Trigger location; Reset manual
  Effect A metal cage drops to seal creatures in a 10-foot-
  square area (no saving throw), and the ceiling of this cage 
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  begins to slowly lower to crush those within it, descending 
  at a rate of 1 foot per round from a height of 10 feet. 
  Creatures inside and outside the trapped area can attempt 
  to open the cage’s single locked door (Disable Device 
  DC 30), but the lock is electrified, automatically dealing 
  6d6 points of electricity damage with each attempt, and 
  imposing a –1 penalty on the check for every 5 points of 
  damage dealt in this way. Creatures inside the cage can 
  attempt to hold up the ceiling of the cage as a full-round 
  action with a successful DC 25 Strength check. Success 
  prevents the cage from lowering that round, though it 
  doesn’t reverse the progress or allow egress. Once the 
  height of the cage’s ceiling is 3 feet, Medium creatures take 
  10d10 points of bludgeoning damage each round the cage’s 
  ceiling is not successfully held up. Once the height of the 
  cage’s ceiling is 1 foot, Small creatures take 10d10 points 
  of bludgeoning damage each round that the ceiling is not 
  successfully held up. Tiny creatures can attempt a DC 30 
  Escape Artist check to flee through the holes in the cage, 
  Diminutive creatures must succeed at a DC 20 Escape Artist 
  check, and Fine creatures can leave automatically. These 
  traps are often employed in conjunction with an effect that 
  prevents dimensional travel, such as dimensional lock. This 
  addition doesn’t change the trap’s CR, but it does make the 
  trap a combination of mechanical and magical.
  FACELESS STATUE TRAP  
  CR 7
  Type magic; Perception DC 31; Disable Device DC 31
  EFFECTS
  Trigger proximity (15 feet); Reset none
  Effect The faceless statue trap targets a creature with a flesh 
  to stone effect (DC 19, single target), followed immediately 
  by a stone shape effect, which completely smooths the face 
  of the target, making it appear to be faceless. If the creature 
  is returned to flesh, this transformation persists, rendering 
  the target permanently blind, deaf, mute, and unable to 
  breathe. Unless the change is reversed via regenerate or 
  other magic capable of restoring the target’s mouth or nose, 
  or unless the target is able to survive without breathing, 
  the creature begins to suffocate immediately. Using stone 
  shape on the creature while it is still petrified can restore 
  its face, preventing this, but only if the caster succeeds at a 
  DC 25 Craft (sculpture) check. Otherwise, the spell creates 
  a grotesque parody of a face, formed entirely of flesh 
  and without function. Other variants of this trap exist that 
  perform similarly grotesque alterations to a creature via 
  stone shape.
  SINKING COFFIN TRAP  
  CR 7
  Type mechanical; Perception DC 20; Disable Device DC 25
  EFFECTS
  Trigger location; Reset repair
  Effect This trap activates similarly to a pit trap, but the pit 
  is actually a metal coffin concealed under the floor that 
  drops into a body of water under the floor once a creature 
  falls inside. The pitlike opening is 5 feet across, leading 
  into a hollow metal coffin that’s 10 feet deep. A creature 
  that steps onto the opening and fails a DC 20 Reflex 
  save falls in, taking 1d6 points of falling damage. The 
  top of the metal box then automatically shuts and locks 
  (Disable Device DC 30, accessible from either side), and the 
  fastenings holding the box to the floor release, causing it 
  and anyone still inside or standing on top of it to plummet 
  into a body of water, typically either fast-flowing or at least 
  200 feet deep. The box sinks at a rate of 60 feet per round, 
  and could be carried by the current. The box is airtight, 
  and contains enough air for a single Medium creature to 
  breathe for 10 minutes before being at risk of suffocation 
  (Core Rulebook 445). If the box is successfully opened 
  while underwater, the water takes 1 round to fill it, during 
  which time any creature inside the box must succeed at a 
  DC 15 Strength check to escape the box against the power 
  of the rushing water.
  NIGHTMARE DREAMSCAPES
  The following section provides guidelines for creating 
  nightmare dreamscapes: realms of fear and horror within 
  the Dimension of Dreams. A nightmare typically has a goal, 
  which the dreamer can complete within the nightmare 
  dreamscape to win freedom from it, and features, which 
  represent the ways in which the dreamer’s fears manifest. 
  A nightmare’s goal and features might come entirely from 
  the dreamer’s own mind or be chosen by the creator of a 
  supernatural effect.
  Naturally Occurring Nightmares
  Most commonly, nightmares come not from an outside 
  source, but solely from the dreamer’s mind. Whenever 
  a creature sleeps, if it experienced any of the following 
  events since the last time it slept, there is a 20% chance 
  it has a naturally occurring nightmare: being reduced to 
  0 or fewer hit points, being frightened or panicked, being 
  shaken for more than 1 minute, or taking 1 or more points 
  of Wisdom damage or drain. If a campaign uses the sanity 
  rules (see page 12), taking sanity damage also counts.
  A naturally occurring nightmare takes the form of a 
  frightening dream (Occult Adventures 241–243). As with other 
  dreams, the nightmare dreamscape has the flowing time, 
  highly morphic, and wild magic planar traits. The exact 
  nature of a naturally occurring nightmare dreamscape is 
  created from the dreamer’s unconscious thoughts, and is 
  not under its control. The GM can select the dreamscape’s 
  traits, or determine them randomly using the following 
  tables. It is more difficult for the dreamer to attempt 
  fantastic feats in nightmares, and the DC of Charisma 
  checks to do so increases by 10.
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  d% 
  Gravity
  1–60 
  Normal
  61–65 
  Heavy
  66–70 
  Light
  71–80 
  None
  81–90 
  Objective directional
  91–100 
  Subjective directional
  d% 
  Size and Shape
  1–30 
  Infinite 
  31–60 
  Finite shape
  61–100 
  Self-contained shape
  Supernatural Nightmares
  A supernatural nightmare is similar to a naturally 
  occurring nightmare, but is created deliberately by a 
  malevolent entity. This entity chooses the gravity, size, 
  and shape of the dreamscape, and can also determine 
  the dreamscape’s goal and features; the goal must be 
  reasonably accomplished, subject to the GM’s discretion. 
  Some supernatural nightmares impose penalties if the 
  goal of the nightmare is not completed, with the most dire 
  cases allowing for death in the dreamscape to cause death 
  in the waking world.
  Spells: Certain spells, such as nightmare or night terrors 
  (see page 123), can cause their targets to experience 
  nightmares. A caster of the nightmare spell can choose to 
  ensnare her target in a nightmare dreamscape instead 
  of allowing her target a Will save to resist the spell. If so, 
  the caster doesn’t have much control over the nightmare 
  dreamscape but can ensure the presence of one nightmare 
  feature (see below) per 5 caster levels. The caster doesn’t 
  select which nightmare features the target experiences. If 
  the target fails to accomplish the goal of the nightmare, it 
  suffers the spell’s effects.
  Goal of a Nightmare
  Each nightmare dreamscape has a particular action that 
  can be completed to allow the dreamer to escape the 
  nightmare. This goal may or may not be immediately 
  obvious. If the dreamer is unable to complete the goal in a 
  reasonable period of time (as determined by the GM), the 
  nightmare is considered to have bested the dreamer. The 
  dreamer suffers no ill effects when defeated by a naturally 
  occurring nightmare; however, there might be penalties 
  if the dreamer fails to achieve a supernatural nightmare’s 
  goal. The GM can choose a goal or determine one randomly 
  using the table below.
  d% 
  Nightmare Goal
  1–35 
  Reach a creature
  36–80 
  Reach a location
  81–100 
  Take a test
  Reach a Creature: The nightmare ends once the dreamer 
  reaches or catches a creature. The creature might actively 
  flee, or could lead the dreamer on a specific path.
  Reach a Location: The nightmare ends once the dreamer 
  reaches a particular place.
  Take a Test: The nightmare ends once the dreamer 
  completes a test. The nature of the test varies: a cleric might 
  have to endure a test of faith, while a fighter might have 
  to perform difficult combat drills. The GM chooses three 
  to five skill checks or ability checks to represent different 
  aspects of the test, of which the character must succeed at a 
  minimum of half, or devises a series of more complicated 
  encounters, if she desires.
  Nightmare Features
  Each nightmare has one or more nightmare features, which 
  complicate the nightmare in some fashion. For naturally 
  occurring nightmares, roll twice on the table below or 
  simply select which nightmare features to use.
  d% 
  Nightmare Features
  1–20 
  Being chased
  21–30 
  False awakening
  31–50 
  Incompetent
  51–65 
  No gear
  66–80 
  Unable to move
  81–95 
  Unable to speak
  96–100 
  Other disadvantage, or roll 
  again twice
  Being Chased: The dreamer is being stalked or chased 
  by something. The thing should be difficult (or impossible) 
  to defeat in combat, but possible to escape. Either employ 
  the chase rules (GameMastery Guide 232) or adjudicate the 
  stalking creature’s threat in some other way.
  False Awakening: When the nightmare ends, the 
  dreamer believes it is awake, but actually enters another 
  nightmare dreamscape. Roll one nightmare feature fewer 
  when determining the nature of this dreamscape.
  Incompetent: The dreamer is suddenly unable to do 
  something that it is normally good at. It might lose ranks 
  in an important skill, have its base attack bonus reduced by 
  half, or lose a key class feature or ability for the duration 
  of the dream.
  No Gear: The dreamer arrives in the dream naked, 
  without any gear or equipment.
  Unable to Move: The dreamer has difficulty traveling. 
  The dreamer could literally be paralyzed, or it might find 
  that no matter where it goes, it always winds up in the same 
  spot. Either way, the inability to move shouldn’t render the 
  nightmare’s goal impossible.
  Unable to Speak: The dreamer either can’t speak or can’t 
  understand anything said in the dream.
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  While the pain of physical torture and of a ghoul 
  stripping flesh from the bones of its alive-but-paralyzed 
  prey are horrible ends, few fates are as ghastly as the dire 
  transformations made by the fleshwarper. Fleshwarping 
  is the general term for two main magical and alchemical 
  practices: “true fleshwarping” and fleshcrafting. It is also 
  used to describe transformative mutations caused by 
  exposure to polluted alchemy labs, magical radiation, or 
  either cursed or corrupted magic, which are properly known 
  as fleshwarp mutations. 
  True fleshwarping is a vile and violent practice, both 
  alchemical and magical, used to transform one creature into 
  an entirely new form. It’s a horrific art practiced by the drow 
  and other depraved societies to create servants or to bind 
  creatures into twisted forms as sadistic punishment.
  Fleshcrafting uses a similar process to physically modify 
  the subject by mutating or replacing a body part with that of 
  another creature. This gruesome discipline can also be used 
  to create fleshcraft elixirs that grant creatures temporary 
  versions of fleshcraft grafts. 
  In addition to the intentional practices of true 
  fleshwarping and fleshcrafting is a transformation called a 
  fleshwarp mutation, which also involves the nightmarish 
  metamorphosis of a creature into a new form. This type 
  of fleshwarping, however, is a phenomenon rather than 
  a willful act, and typically occurs after a creature interacts 
  with a particularly strong magical or alchemical hazard. The 
  more a creature is exposed to that hazard, the greater the 
  effects of the fleshwarp mutation. 
  TRUE FLESHWARPING
  Willfully transforming one creature into another through 
  magical and alchemical processes is a terrifying technique 
  performed by the most cruel and vicious of creatures. 
  Power-hungry necromancers, heartless alchemists, demon 
  worshipers, aboleths, and the drow are some of the best-
  known practitioners of this foul art, using dark knowledge 
  and secret formulas to flay the creature’s flesh and twist 
  them into amalgamated forms. 
  Some sages theorize that other amalgamated creatures, 
  such as chimeras, owlbears, and maybe even skum and 
  bulettes, could have also been the result of an archaic form 
  of fleshwarping. Legends involving Lamashtu’s creation of 
  the chimera give a certain amount of credence to this theory, 
  but even it’s true, the secrets to these early fleshwarps are 
  long lost. 
  While fleshwarping often yields results useful to those 
  depraved enough to carry it out, the act of creating a 
  fleshwarp is always evil, as it requires unspeakable acts and 
  horrific physiological and psychological torture inflicted 
  upon the subject of the transformation. Unfortunately, this 
  has not stopped the occasional alchemist or arcanist from 
  pursuing fleshwarping for the well-meaning but ultimately 
  deluded purposes of species genesis.
  Worse still, while the rare fleshwarp formula develops 
  a truly unique race, this seems to be the exception rather 
  than the rule. In the majority of cases, the process involves 
  the utter corruption of sentient beings warped into lurching 
  monstrosities that are both intellectually stunted and 
  existentially compromised. As such, most fleshwarp creatures 
  are sterile. The most famous fleshwarp mutation, the drider, 
  is the chief exception to this rule. Still, the process of creating 
  a drider is no blessing, but rather a cruel punishment 
  perpetrated by the depraved dark elves upon their own kind. 
  If possible, the processes drow inflict on other creatures are 
  even crueler. This also points to another rule of fleshwarping: 
  creatures that are inherently evil tend to take forms that 
  are useful and powerful, while good creatures tend to 
  metamorphose into more twisted and helpless forms. Another 
  quirk of true fleshwarping is that targets of mixed race, such 
  has half-elves and half-orcs, usually transform into creatures 
  that more strongly reflect their non-human parentage. 
  Lastly, while dwarves have proven strangely resilient to drow 
  methods of fleshwarping, the methods of other races have 
  successfully warped dwarves into new creatures. 
  Fleshwarping Process: The creation of a true fleshwarp 
  is partly magical and partly alchemical. While a team of 
  alchemists, spellcasters, and torturers is often assembled to 
  perform fleshwarping, it must be led by at least one creature 
  that has the Fleshwarper feat (see page 87) and must be 
  performed on a living creature or creatures. Any attempt to 
  fleshwarp a corpse automatically fails. 
  Before the process, a fleshwarper usually restrains the 
  subject or subjects. She then must make precise cuts in a 
  subject’s flesh and insert tubes into those incisions. These 
  tubes connect to vats of bubbling alchemical substances, 
  which are pumped into the subject’s body, racking it with 
  agony. These fluids break down the subject’s corporeal 
  form, making it more malleable. Each subject undergoing 
  the fleshwarping process must succeed at a DC 15 Fortitude 
  save or instantly die from this procedure. If the fleshwarper 
  succeeds at a DC 20 Heal check during this process, she 
  grants the subject a +2 bonus on this saving throw.
  Assuming a subject survives the fluid infusion, the 
  fleshwarper then forces a breathing tube down the subject’s 
  throat. Unable to speak, the subject is at best able to make 
  strangled noises as the fleshwarper immerses it into the 
  alchemical concoction that completes its transformation. 
  Once immersed in the alchemical compound, the subject’s 
  body goes through a rapid series of transformations. During 
  this arduous process, attendants must periodically remove 
  necrotic tissue and organs, as well as flesh that has sloughed 
  off the creature’s body.
  Fleshwarping
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  The entire fleshwarping process requires 1 day per Hit 
  Die of the final fleshwarped creature. During this time, the 
  fleshwarper must succeed at a Craft (alchemy) check with a DC 
  equal to the creation DC of the fleshwarped creature (typically, 
  15 + the final fleshwarped creature’s Hit Dice) each day. Creating 
  a fleshwarped creature takes a number of days equal to 1 + the 
  final fleshwarped creature’s CR. The fleshwarper can’t gain the 
  benefit of aid another nor can she take 10 on these checks. 
  Failure indicates each subject undergoing the fleshwarping 
  process takes 1d3 points of Constitution damage, which can’t 
  be healed until the process is complete, and that day’s work 
  doesn’t count toward the creation time. If a fleshwarping 
  subject’s Constitution damage (whether from this failure or 
  the final Constitution damage at the conclusion) ever equals 
  or exceeds its Constitution score, its body collapses into 
  protoplasmic goo. Creatures slain in such a fashion can’t 
  be raised from the dead except by true resurrection or equally 
  powerful magic, and if any of the component creatures breaks 
  down in this way, the final fleshwarp fails. 
  During the entire process, the subject is racked with the 
  agony of the change. At the conclusion of the fleshwarping 
  process, the final creation takes 2d6 points of Constitution 
  damage. A successful DC 25 Heal check made by an attending 
  participant can mitigate the suffering a subject undergoes, 
  reducing the Constitution damage to 1d6 points.
  The alchemical components for fleshwarping are 
  expensive, difficult to create, and expended after a single use. 
  The ingredients for fleshwarping vary from one practitioner 
  to the next, but often include corrosive fungi, poison from 
  several breeds of giant insects, assorted pulverized oozes, 
  essences from a chaos beast, protean spittle, and other exotic 
  reagents. These reagents have a combined cost of 10,000 
  gp per subject to be fleshwarped in addition to other costs 
  associated with specific fleshwarping procedures (see the 
  Fleshwarped Creatures sidebar on page 167).
  FLESHCRAFTING
  Fleshcrafting involves the same processes and applications 
  as true fleshwarping, but is used to modify only a single 
  portion of a living creature. Fleshcrafts are living pieces of 
  tissue that can be attached to any corporeal, living creature 
  via a graft or grown by a consumed elixir. Once attached, 
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  a fleshcraft immediately begins functioning and grants its 
  listed abilities to the grafted creature. While a fleshcraft is 
  partially magical in genesis, it doesn’t radiate magic or have 
  a caster level, regardless of whether it has been grafted to the 
  subject or supplied via an elixir.
  Fleshcraft Grafts: Creating a fleshcraft graft requires the 
  Fleshwarper feat and an alchemy lab worth at least 1,000 gp 
  as well as 1 pound of living tissue per 1,000 gp value of the 
  graft to be created. Creating a fleshcraft graft is like creating 
  a magic item and requires 1 day of crafting time per 1,000 gp 
  of the graft’s value. 
  Applying a fleshcraft graft to a target requires a 1-hour 
  surgical procedure, during which time the subject must 
  be either willing or helpless. At the end of the hour, the 
  surgeon must attempt a Heal check against the graft’s 
  listed DC. Failure indicates the patient’s body 
  rejects the graft and the graft dies. Regardless 
  of the surgery’s success, the subject takes 
  1d4 points of Constitution damage and 1d4 
  points of Wisdom damage (or 1d8 points 
  of sanity damage, if employing the sanity 
  system on page 12). Although fleshcraft 
  grafts are not magical, some occupy 
  a magic item slot on the body, 
  preventing that slot from being used 
  for any magic item or other graft.
  A fleshcraft graft can be removed 
  with another hour-long surgery and 
  a successful Heal check against the 
  original DC. On a failure, either 
  the graft remains or the surgeon 
  removes the graft, destroying it 
  and killing the subject 
  (surgeon’s 
  choice). 
  Alternatively, 
  the 
  surgeon can remove 
  the graft more delicately 
  and use healing magic to 
  save the subject, attempting 
  a DC 15 Heal check and 
  applying a heal or regenerate 
  spell immediately afterward. 
  Failing this Heal check always 
  results in the destruction 
  of both graft and subject. A 
  successful surgery removes and destroys the 
  graft. Regardless of the method used and the 
  surgery’s success, the subject takes 1d4 points of Constitution 
  damage and 1d4 points of Wisdom damage (or 1d8 points of 
  sanity damage, if using the sanity system).
  Fleshcraft Elixirs: A creature with the Fleshwarper feat can 
  also create fleshcraft elixirs. Doing so requires an alchemy 
  lab worth at least 1,000 gp as well as 1 pound of living tissue 
  per 1,000 gp value of the elixir, just like creating a graft, 
  but the components are distilled into the elixir. Creating a 
  fleshcraft elixir is like creating a magic item and requires 1 
  day of crafting time per 1,000 gp of the graft’s value. These 
  potionlike concoctions can bestow the effect of an individual 
  fleshcraft graft (a creature can’t benefit from more than one at 
  a time), but for a limited period of time. Imbibing a fleshcraft 
  elixir works similarly to imbibing other potions or elixirs, 
  except that it’s slow acting, taking effect the round after it is 
  imbibed (as if the imbiber were casting a 1-round casting time 
  spell). Fleshcraft elixirs are foul and potentially dangerous. 
  A fleshcraft elixir is keyed to a specific type of 
  fleshcraft, and each elixir provides a Fortitude 
  save that the imbiber must succeed at in order to 
  gain that graft’s effect for the limited duration. 
  On a failed saving throw, the imbiber gains 
  only the graft’s penalty for its duration, 
  and if the imbiber fails the saving 
  throw by 5 or more, the imbiber also 
  takes 1d6 points of Constitution 
  damage. While not strictly 
  magical (and not applicable for 
  reuse with alchemical allocationAPG), 
  they count as both transmutation and 
  poison effects that affect only living 
  creatures for the purposes of saving 
  throws and resistances. 
  Sample Fleshcrafts 
  Below are some examples of fleshcrafts. In 
  addition to the name, slot, and effect, each 
  fleshcraft presents information for both the 
  elixir and the graft versions. Each category of 
  information is explained below. 
  Temporary Duration: This is the length 
  of time the fleshcraft lasts if the recipient 
  is merely imbibing a fleshcraft elixir for 
  its limited effects. This does not apply to a 
  permanent fleshcraft such as a graft. If the 
  graft has a limited number of uses per day, 
  a creature affected by its corresponding 
  elixir can use the ability the same number 
  of times during the elixir’s duration.
  Saving Throw: This is the DC of the 
  Fortitude saving throw the imbiber must 
  succeed at to gain the benefits rather 
  than just the penalties of the fleshcraft 
  when imbibing a fleshcraft elixir. A creature 
  imbibing a corresponding elixir that fails this saving throw 
  by 5 or more also takes 1d6 points of Constitution damage.
  Penalty: This is the penalty that a creature takes while 
  benefiting from a fleshcraft graft or elixir, or takes if it fails 
  the saving throw after imbibing a fleshcraft elixir.
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  ANTENNAE
  PRICE
  70,000 GP
  SLOT eyes
  ELIXIR PRICE 1,250 GP
  TEMPORARY DURATION 10 minutes SAVING THROW DC 20
  The subject’s eyes are replaced by antennae that sprout from its eye 
  sockets. The creature gains blindsight to a range of 30 feet.
  Penalty: The subject is blinded.
  CREATION REQUIREMENTS
  COST 35,000 GP
  Fleshwarper, Craft (alchemy) 15 ranks; Heal DC 25; Elixir Cost 
  625 gp
  BLINDING SPITTLE GLANDS
  PRICE
  2,000 GP
  SLOT head
  ELIXIR PRICE 600 GP
  TEMPORARY DURATION 1 hour 
  SAVING THROW DC 13
  The subject produces viscous black spittle that can temporarily 
  blind creatures within 30 feet. If the subject succeeds at a ranged 
  touch attack with this spittle, it blinds the target for 1d4 rounds. 
  The subject can use this ability three times per day.
  Penalty: The subject cannot speak or cast spells, use command 
  word or spell-completion magic items, or cast spells with verbal 
  components.
  CREATION REQUIREMENTS
  COST 1,000 GP
  Fleshwarper, Craft (alchemy) 8 ranks; Heal DC 18; Elixir Cost 
  300 gp
  BURROWING CLAWS
  PRICE
  22,500 GP
  SLOT hands
  ELIXIR PRICE 500 GP
  TEMPORARY DURATION 1 hour 
  SAVING THROW DC 15
  The subject’s hands are replaced with hooked, clawed appendages. 
  A Medium creature can use the claws as natural weapons that 
  deal 1d6 points of slashing damage (1d4 points if Small). The 
  claws grant the subject a burrow speed of 5 feet.
  Penalty: The subject has a hard time wielding manufactured 
  weapons and performing precision-based tasks involving hands 
  (such as opening locks). Attacks with such weapons and skill 
  checks and ability checks for such tasks take a –2 penalty. 
  CREATION REQUIREMENTS
  COST 11,250 GP
  Fleshwarper, Craft (alchemy) 10 ranks; Heal DC 20; Elixir Cost 
  250 gp
  CAMOUFLAGE FLESH
  PRICE
  30,000 GP
  SLOT body
  ELIXIR PRICE 1,000 GP
  TEMPORARY DURATION 1 hour
  SAVING THROW DC 18
  A glaze of strange, malleable skin wraps around the subject, 
  granting it the ability to use Stealth in any natural terrain, whether 
  or not it has cover or concealment. 
  Penalty: The subject takes a –4 penalty on Perception checks. 
  CREATION REQUIREMENTS
  COST 15,000 GP
  Fleshwarper, Craft (alchemy) 13 ranks; Heal DC 23; Elixir Cost 
  500 gp
  CARAPACE
  PRICE
  18,000 GP
  SLOT body
  ELIXIR PRICE 600 GP
  TEMPORARY DURATION 1 hour 
  SAVING THROW DC 19
  A chitinous carapace covers the subject’s body, attached by a 
  collection of fibrous nerves. This grants a +4 enhancement bonus 
  to the subject’s natural armor bonus. 
  Penalty: The inflexibility of the plates or the stiffness of a failed 
  transformation imposes a –4 armor check penalty, which stacks 
  with all other armor check penalties.
  CREATION REQUIREMENTS
  COST 9,000 GP
  Fleshwarper, Craft (alchemy) 14 ranks; Heal DC 24; Elixir Cost 
  300 gp
  CEREBRAL HUSK
  PRICE
  6,000 GP
  SLOT headband
  ELIXIR PRICE 500 GP
  TEMPORARY DURATION 24 hours 
  SAVING THROW DC 17
  A cerebral husk forms on the back of the subject’s head, burrowing 
  synaptic fibers into the base of the skull. Once per day, when the 
  subject fails a saving throw against a mind-affecting effect, it 
  can shunt the effect into the cerebral husk. While the subject is 
  not affected by that mind-affecting effect, it causes the husk to 
  spasm, dealing 1d6 points of Constitution damage that the subject 
  can recover from only by resting.
  Penalty: The subject takes a –2 penalty on Intelligence-based 
  checks.
  Fleshwarped Creatures
  Below is a list of creatures commonly created by fleshwarping, 
  the requirements to create them, and the sourcebooks where 
  they are detailed. The cost listed in each entry refers to the 
  cost beyond the base reagents. If you want to create a new 
  fleshwarp, you can develop a new monster using the various 
  monsters below as guidelines or choose an existing monster 
  and apply the simple fleshwarped template (see page 250).
  Drider (CR 7): Cost 1,500 gp; Creation DC 24, 8 days; 
  Creatures 1 drow with at least 6 class levels, 1 giant spider. 
  (Bestiary 113)
  Fleshdreg (CR 1): Cost 500 gp; Creation DC 17, 2 days; 
  Creatures 1 humanoid. (Bestiary 4 100)
  Ghonhatine (CR 10): Cost 4,600 gp; Creation DC 27, 11 
  days; Creatures 1 troglodyte paragon (Monster Codex 212) 
  or 1 troglodyte with at least 8 class levels. (Bestiary 4 102)
  Grothlut (CR 3): Cost 1,050 gp; Creation DC 20, 4 days; 
  Creatures 1 human. (Bestiary 4 103)
  Halsora (CR 7): Cost 1,475 gp; Creation DC 25, 8 days; 
  Creatures 1 vegepygmy chieftain. (Bestiary 4 104)
  Irnakurse (CR 9): Cost 3,500 gp; Creation DC 25, 10 days; 
  Creatures 1 elf with at least 8 class levels. (Bestiary 4 105)
  Sinspawn (CR 2): Cost 1,000 gp; Creation DC 18, 3 days; 
  Creatures 1 human. (Bestiary 2 246)
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  CREATION REQUIREMENTS
  COST 3,000 GP
  Fleshwarper, Craft (alchemy) 12 ranks; Heal DC 22; Elixir Cost 
  250 gp
  CLAW GAUNTLET
  PRICE
  32,000 GP
  SLOT hand
  ELIXIR PRICE 1,600 GP
  TEMPORARY DURATION 1 hour 
  SAVING THROW DC 20
  The subject’s hands are replaced with clawed appendages that 
  can be used as natural weapons that a Medium creature can use 
  to deal 1d8 points of slashing damage (1d6 points if Small). The 
  subject gains a +4 bonus on grapple combat maneuver checks 
  with the gauntlet.
  Penalty: The subject can’t use the clawed hand to wield 
  a weapon or manipulate objects. It takes a –4 penalty when 
  performing precision-based tasks involving hands (such as 
  opening locks) if attempting to do so with one hand.
  CREATION REQUIREMENTS
  COST 16,000 GP
  Fleshwarper, Craft (alchemy) 13 ranks; Heal DC 23; Elixir Cost 
  800 gp
  DARKSIGHT EYES
  PRICE
  6,000 GP
  SLOT eyes
  ELIXIR PRICE 300 GP
  TEMPORARY DURATION 24 hours
  SAVING THROW DC 15
  Bulging eyes cover the subject’s own, augmenting the existing 
  organs. Fibrous nerve tissue grafts to the eyes, fusing them in place 
  and linking the subject’s vision to these new, bulbous appendages. 
  The subject gains darkvision with a range of 60 feet.
  Penalty: The subject gains light blindness (Pathfinder RPG 
  Bestiary 301).
  CREATION REQUIREMENTS
  COST 3,000 GP
  Fleshwarper, Craft (alchemy) 10 ranks; Heal DC 20; Elixir Cost 
  150 gp
  GRASPING TENDRIL
  PRICE
  22,500 GP
  SLOT See below
  ELIXIR PRICE 500 GP
  TEMPORARY DURATION 1 hour
  SAVING THROW DC 16
  The subject gains a grasping tendril. If grafted as a replacement for 
  a lost arm, this tendril functions as an arm, and if it isn’t holding 
  anything, a Medium creature can use the tendril as a secondary 
  natural attack dealing 1d4 points of damage. If grafted elsewhere 
  on the body (using the chest slot), the tendril can retrieve stowed 
  objects on the subject’s person and deliver them to an empty hand 
  as a swift action, but cannot hold, use, or otherwise wield items. If 
  the subject has no empty hand when the tendril retrieves a stowed 
  item, the item harmlessly drops into the subject’s space. A fleshcraft 
  elixir granting a grasping tendril always transforms an arm, granting 
  the first benefit.
  Penalty: If the tendril replaces an arm, the subject has a hard 
  time wielding manufactured weapons and performing precision-
  based tasks involving hands (such as opening locks). Attacks with 
  such weapons and skill or ability checks for such tasks take a –2 
  penalty. There is no penalty if the tendril is grafted elsewhere.
  CREATION REQUIREMENTS
  COST 11,250 GP
  Fleshwarper, Craft (alchemy) 11 ranks; Heal DC 21; Elixir Cost 
  250 gp
  POISON FANGS
  PRICE
  12,000 GP
  SLOT head
  ELIXIR PRICE 800 GP
  TEMPORARY DURATION 10 minutes
  SAVING THROW DC 16
  The subject’s teeth are replaced by strange, crooked fangs. A 
  Medium creature gains a bite natural attack that deals 1d4 points 
  of damage (1d3 points if Small). Three times per day, the subject 
  can envenom the fangs as a free action before making the bite 
  attack; the bite deals its normal damage plus poison (Fortitude 
  DC = 15 + the subject’s Constitution modifier; frequency 1/round 
  for 3 rounds; effect 1d3 Str; cure 1 save). If the attack misses, the 
  poison is wasted. The subject is immune to its own poison, but 
  not other poisons (including the poisons of other creatures with 
  poison fangs).
  Penalty: The subject takes a –2 penalty on all Charisma-based 
  skill checks except Intimidate checks.
  CREATION REQUIREMENTS
  COST 6,000 GP
  Fleshwarper, Craft (alchemy) 11 ranks; Heal DC 21; Elixir Cost 
  400 gp
  RETRACTABLE SPINES
  PRICE
  24,000 GP
  SLOT wrists
  ELIXIR PRICE 650 GP
  TEMPORARY DURATION 1 hour
  SAVING THROW DC 15
  Serrated, reptilian spines run along portions of the subject’s arms. 
  As a standard action, the subject can extend or retract a spine in 
  one or both of its forearms. A Medium creature can use these spines 
  as natural weapons that deal 1d6 points of piercing damage (1d4 
  points if Small), though as with claws, an attack with the spines 
  uses the corresponding hand. The subject also gains a +2 bonus on 
  grapple combat maneuver checks when both spines are extended.
  Penalty: The subject has a hard time wielding manufactured 
  weapons and performing precision-based tasks involving hands 
  (such as opening locks) while the spines are extended. Attacks 
  with such weapons and skill or ability checks for such tasks take 
  a –2 penalty. If the subject gains this penalty because of a failed 
  saving throw after drinking a fleshcraft elixir, the skin of its arms 
  calcifies and it takes this penalty for the entire duration, even 
  though it does not gain the use of the spines.
  CREATION REQUIREMENTS
  COST 12,000 GP
  Fleshwarper, Craft (alchemy) 10 ranks; Heal DC 20; Elixir Cost 
  325 gp
  SHARK GILLS
  PRICE
  9,000 GP
  SLOT neck
  ELIXIR PRICE 500 GP
  TEMPORARY DURATION 1 hour
  SAVING THROW DC 20
  168
  168
  
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  The gills and some of the glands of a shark are grafted to the 
  subject’s neck and into its lungs, changing the way its respiratory 
  system works. While it benefits from this fleshcraft, the subject 
  can breathe water. 
  Penalty: The subject can no longer breathe air.
  CREATION REQUIREMENTS
  COST 4,500 GP
  Fleshwarper, Craft (alchemy) 15 ranks; Heal DC 25; Elixir Cost 
  250 gp
  STINGING TAIL
  PRICE
  12,000 GP
  SLOT belt
  ELIXIR PRICE 800 GP
  TEMPORARY DURATION 10 minutes
  SAVING THROW DC 16
  The subject gains a large scorpion-like tail that sprouts from its 
  lower back. A Medium creature can use its fleshwarped stinger 
  as a natural weapon that deals 1d6 points of piercing damage 
  (1d4 points if Small). Three times per day, the subject can 
  envenom the stinger as a free action before making the attack; 
  the stinger deals its normal damage plus poison (Fortitude DC = 
  15 + the subject’s Constitution modifier; frequency 1/round for 
  4 rounds; effect 1d4 Dex; cure 1 save). If the attack misses, the 
  poison is wasted. The subject is immune to its own poison, but 
  not other poisons (including the poisons of other creatures with 
  stinging tails).
  Penalty: The subject takes a penalty of –5 feet to its land 
  speed and a –2 penalty on Acrobatics checks. 
  CREATION REQUIREMENTS
  COST 6,000 GP
  Fleshwarper, Craft (alchemy) 11 ranks; Heal DC 21; Elixir Cost 
  400 gp
  WINGS OF DARKNESS
  PRICE
  36,000 GP
  SLOT shoulders
  ELIXIR PRICE 600 GP
  TEMPORARY DURATION 10 minutes
  SAVING THROW DC 20
  The subject gains leathery, batlike wings on its back, granting it 
  a fly speed of 60 feet (with an average maneuverability) as well 
  as a +5 competence bonus on Fly checks.
  Penalty: The subject takes a –2 penalty on all Dexterity-based 
  skill checks and ability checks except Fly checks. 
  CREATION REQUIREMENTS
  COST 18,000 GP
  Fleshwarper, Craft (alchemy) 8 ranks; Heal DC 18; Elixir Cost 
  300 gp
  169
  169
  
  FLESHWARP MUTATIONS
  Not all fleshwarping is intentional. On occasion, creatures 
  are exposed to environmental hazards that replicate 
  the adverse results of fleshwarping with less grace and 
  precision than the alchemical and magical process of 
  true fleshwarping. Areas of intense magical radiation, 
  alchemical pollution, wild magic, and corrupted ley lines 
  all might cause spontaneous fleshwarp mutations, and in 
  the presence of supremely alien creatures such as the Great 
  Old Ones (Pathfinder RPG Bestiary 4 135), the laws of reality 
  can break down and sometimes create a similar effect, 
  resulting in severe mutation and disfigurement. 
  Fleshwarp mutations come at an even higher cost to 
  the target’s health, sanity, and life span than intentional 
  fleshwarping. Fleshwarp mutations become more severe with 
  greater exposure. Early mutations are typically cosmetic and 
  act as a sign of something unnatural. Advanced fleshwarp 
  mutations are always detrimental, causing physical and 
  mental trauma to the creature. 
  Fleshwarp mutations progress similarly to corruptions (see 
  page 14), so at the GM’s discretion, spells or effects that help 
  against corruptions might also apply to them. 
  Acquiring Fleshwarp Mutations: Any long-term magical 
  hazard can potentially carry the risk of fleshwarp mutation. 
  Exposure to polluted alchemical labs, vile curses, bizarre 
  rituals, wild magic zones, and cursed magic items are all 
  good examples of fleshwarp mutations sources. A source 
  of fleshwarp mutation is a hazard and is assigned a 
  corresponding CR that reflects its relative severity.
  For every hour a living creature is exposed to a fleshwarp 
  mutation source, that creature must succeed at a Fortitude 
  save (DC = 15 + the CR of the corruptive source). Success 
  means the creature has fought off the fleshwarping effects 
  for the time being. On the first failed save, the exposed 
  creature immediate gains an early fleshwarp mutation 
  (see Table 5–1) and takes 1d3 points of Wisdom damage 
  (or 1d6 points of sanity damage, if using the sanity system 
  on page 12) due to the sudden and horrific nature of the 
  metamorphosis. The second failed saving throw while the 
  creature is within the same area increases the severity of 
  the mutation. The creature gains an advanced mutation 
  (see Table 5–2), and takes 1d6 points of Wisdom damage 
  (or 2d4 points of sanity damage). Once a creature has at 
  least one advanced mutation, further exposure within the 
  same area causes another advanced mutation on a failed 
  save. However, this level of physical deformity is extremely 
  taxing on a mutated creature, and each subsequent new 
  mutation imposes a cumulative –2 penalty to the creature’s 
  Constitution score as long as the fleshwarped creature has 
  the mutation. If the total penalties from mutations are 
  greater than or equal to a character’s normal Constitution 
  score, its body can’t support all the conflicting mutations, 
  and it either dies or spontaneously warps into a mad, 
  horrific creature. 
  Fleshwarp mutation effects are transmutation effects, 
  and may also be poison effects based on the nature of 
  the corruption causing the mutations. All mutations are 
  extraordinary abilities. Fleshwarp mutations can 
  be healed with curative magic. Lesser restoration, 
  restoration, or greater healing magic can 
  remove all early fleshwarp mutations. Greater 
  restoration, heal, or restoration can remove all advanced 
  fleshwarp mutations. 
  170
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  Table 5–1: Early Fleshwarp Mutations
  d% 
  Mutation
  1–4 
  Animal Traits: Fur or scales grow all over the 
  creature’s body.
  5–8 
  Bloated Neck: The creature’s neck becomes inflated 
  and toadlike.
  9–12 
  Bone Protrusions: Bony protrusions grow across the 
  creature’s body. 
  13–16 
  Bulbous Cranium: Misshapen lumps and nodules 
  cover the creature’s head.
  17–20 
  Elongated Tongue: The creature’s tongue elongates 
  and cannot fit inside its mouth properly.
  21–24 
  Eye Stalks: The creature’s eyes protrude from their 
  sockets on short stalks. 
  25–28 
  Forked Tongue: The creature’s tongue becomes forked 
  like a snake’s.
  29–32 
  Gnarled: The creature’s flesh takes on knotty, whorled 
  patterns all over the body. 
  33–36 
  Hair Loss: Hair falls out in clumpy patches across the 
  creature’s body.
  37–40 
  Huge Ears: The creature’s ears become large and 
  floppy, like those of an elephant.
  41–44 
  Lidless Eyes: The creature’s eyes become saucerlike 
  and lidless. 
  45–48 
  Lipless Mouth: The creature’s mouth becomes lipless, 
  with exposed teeth and gums.
  49–52 
  Long Fingers: The creature’s digits elongate and gain 
  additional joints. 
  53–56 
  Lurching: The creature grows a few inches taller, 
  becomes gaunter, and walks with a lurching and 
  ponderous gait. 
  57–60 
  Molten Flesh: The creature’s skin sags, appearing to 
  run like a melted candle. 
  61–64 
  Noseless: The creature’s nose rots away, exposing its 
  sinus cavity. 
  65–68 
  Pallid: The creature’s flesh becomes translucent, 
  revealing the veins and muscle beneath. 
  69–72 
  Ridges: Prominent ridged protrusions grow on the 
  creature’s forehead. 
  73–76 
  Sores: Painful blisters and sores erupt all over the 
  creature’s body. 
  77–80 
  Tumors: Tumorous growths appear across the 
  creature’s body.
  81–84 
  Unnatural Eyes: The creature’s pupils become 
  unnaturally shaped or colored.
  85–88 
   Vertical Eyelids: The creature’s eyelids now form 
  vertical slits that open and close from side to side.
  89–92 
  Vestigial Digits: Additional vestigial digits grow from 
  the creature’s hands and feet.
  93–96 
  Webbing: Webbing grows between the creature’s 
  fingers and toes.
  97–100 
  Wide Eyes: The creature’s eyes subtly migrate toward 
  the sides of its head. 
  Table 5–2: Advanced Fleshwarp Mutations
  d% 
  Mutation
  1–5 
  Bioluminescent: The creature’s flesh sheds an eerie 
  light, the strength of a candle’s. The creature takes a 
  –4 penalty on Stealth checks.
  6–11 
  Clogged Ears: The creature’s ears close up and 
  become useless. The creature is deafened. 
  12–17 
  Crooked Spine: Strange ridges and dislocations mar the 
  creature’s spine. Reduce its carrying capacity by half.
  18–25 
  Deformed Joints: The creature’s joints are knobby 
  and twisted. It takes a –4 penalty on Dexterity-based 
  skill checks.
  26–30 
  Deformed Legs: The creature’s legs are warped or 
  misshapen in some fashion. Reduce its land speed 
  by half.
  31–37 
  Dermal Fissures: The creature’s flesh painfully splits in 
  dry cracks and exposes tender tissue beneath. Double 
  the armor check penalty of any armor it wears and 
  increases any bleed damage it takes by 1 point.
  38–43 
  Elongated Limbs: The creature’s limbs elongate 
  slightly, causing bone aches. It takes a –2 penalty on 
  attack rolls and Strength-based skill checks.
  44–59 
  Eye Clusters: The creature’s eyes divide and cluster 
  into multiple, smaller eyes contained in each socket. It 
  takes a –4 penalty on visual Perception checks.
  60–62 
  Frail: The creature’s organs fail easily. It takes a –2 
  penalty on Fortitude saves and on Constitution checks 
  to stabilize while dying.
  63–68 
  Light Sensitivity: The creature’s eyes take on a 
  reflective sheen, and it gains the light sensitivity 
  universal monster ability (Bestiary 301).
  69–74 
  Malformed Gills: The creature gains nonfunctional 
  gills that don’t allow it to breathe water, but it also 
  has difficulty breathing air and develops a wet, 
  labored breathing. Additionally, it becomes fatigued 
  for 1 hour anytime it runs or charges on land, though 
  this condition ends if it submerges itself in water for 
  1 minute.
  75–80 
  Misshapen Mouth: The creature’s mouth is warped 
  and deformed. All spells with verbal components 
  suffer a 10% spell-failure chance and the creature 
  takes a –4 penalty on checks that require it to speak, 
  such as Diplomacy or Perform (oratory) checks.
  81–87 
  Rubbery Flesh: Thick, rubbery hide replaces the 
  creature’s skin. It takes a –2 penalty on Dexterity-
  based skill checks and Reflex saves.
  88–94 
  Tumorous Brain: Large tumors form in the creature’s 
  brain, causing its skull to deform. Anytime the creature 
  casts a spell or attempts an Intelligence-based skill 
  check, it becomes staggered for 1 round.
  95–100 
  Weeping Sores: Open sores weep strange fluids down 
  the creature’s body. The creature takes a –4 penalty on 
  Fortitude saves to resist diseases.
  171171
  
  Haunts
  Haunts are the echoes of tormented spirits that linger in 
  locations keyed to their suffering—and they have proven to 
  be a favorite challenge in many adventures. The Pathfinder 
  RPG GameMastery Guide introduced rules for haunts and 
  those rules are expanded in Pathfinder RPG Occult Adventures. 
  This section introduces new elements to add to haunts, 
  as well as variants that expand the haunt rules to apply to 
  corrupted or twisted regions that are not tied to undeath. 
  It also provides examples of variant haunts and a set of new 
  haunts for every CR from 1/4 through 20. In the haunt stat 
  blocks that follow, new rules elements presented in this 
  chapter are marked with an asterisk (*).
  HAUNT ELEMENTS
  The new haunt elements in this section are templates that 
  can be applied to any haunt.
  Elusive Haunt (CR +1 or +2)
  A typical haunt can be harmed within the area of its 
  manifestation, but an elusive haunt’s source is in a separate 
  location. An elusive haunt can be damaged only at its source, 
  and can manifest far away from that source, up to 100 feet per 
  point of CR. The elusive element typically increases a haunt’s 
  CR by 1. If the haunt is also persistent, the elusive property 
  increases the haunt’s CR by 2.
  Latent Haunt (CR +0)
  A latent haunt’s effects are subtle and come into effect only 
  if a creature who fails a save against the haunt fulfills a 
  particular condition, such as visiting a certain location or 
  performing a specific action. For example, a latent haunt 
  may rest among the graves of victims of a serial killer, and 
  only demonstrate its effects if the affected creature enters 
  the killer’s manor. Latent haunts affecting a creature treat 
  that creature as their source, and can be detected and 
  damaged by any means that would detect or damage the 
  haunt. A latent haunt works best if the DC of the skill check 
  to notice it is unusually high for its CR.
  Tenacious Haunt (CR +1)
  A tenacious haunt clings desperately to its existence. When 
  the haunt is required to attempt a saving throw, instead of 
  automatically failing, it can attempt a saving throw with a 
  bonus equal to 2 + its CR. 
  Unyielding Haunt (CR +2)
  An unyielding haunt has all of the properties of a tenacious 
  haunt, except when it succeeds at a saving throw against a 
  spell or effect that would normally deal it damage, it instead 
  takes no damage.
  VARIANT HAUNTS
  Haunts that are not tied to undeath are not vulnerable to 
  positive energy, and cannot be detected with spells such as 
  detect undead or evaded with spells such as hide from undead. 
  They have their own sets of vulnerabilities and defenses.
  Dimensional Instabilities
  Dimensional instabilities are areas where the boundary 
  between the Material Plane and another plane is thin and 
  rifts between the planes frequently open. They take damage 
  from effects that oppose the connected plane’s fundamental 
  nature. For example, a dimensional instability associated 
  with the chaotic evil Abyss takes damage from good or lawful 
  spells or effects, and an instability tied to the Elemental 
  Plane of Fire takes damage from water and cold effects. 
  Instabilities can even provide benefits to those who know 
  how to cultivate them.
  The sample haunt appeared when an ancient wizard bound 
  666 demons. Over time, the boundary between the Abyss and 
  his summoning chamber grew thin, and the plane’s influence 
  fractured the binding circle he carved into the floor, creating 
  tiny rifts that flicker into existence at irregular intervals. 
  In addition to good and lawful effects, the haunt is 
  vulnerable to other damage associated with good or law at the 
  GM’s discretion, such as the extra damage from a holy weapon.
  SPAWN OF THE ABYSS 
   
  CR 11
  XP 12,800
  CE persistent vaporousOA variant haunt (40-ft. radius)
  Aura strong conjuration
  Caster Level 13th
  Notice Perception or Knowledge (arcana) DC 25 (to notice a faint 
  shimmering or recognize the significance of the fractured circle)
  hp 49; Weakness good and lawful effects (immune to positive 
  energy); Trigger proximity; Reset 1d20 days
  Effect When a mortal creature enters the area, it’s presence 
  provokes curiosity from the other side. The instability begins 
  spewing a demon each round, and continues doing so for 1 
  minute. Use the following chart to determine what demon 
  appears. These demons are not summoned.
  d4 
  Demon
  1 
  Dretch (CR 2, Bestiary 60) 
  2 
  Babau (CR 6, Bestiary 57)
  3 
  Succubus (CR 7, Bestiary 68)
  4 
  Nabasu (CR 8, Bestiary 64)
  Benefit A character can channel the instability’s power by 
  spending 1 minute in the area while performing a ritual to focus 
  its energy, requiring a DC 30 Knowledge (arcana) or Knowledge 
  (planes) check. If she succeeds, she gains the fiendish template 
  for 24 hours, and her alignment shifts one step closer to chaotic 
  evil. If she fails, she is pulled into the Abyss.
  172172
  
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  Horror Rules
  Destruction The instability can only be permanently closed with 
  a miracle or wish spell. A hallow spell tied to a dimensional 
  anchor can temporarily prevent the instability’s effects.
  Maddening Influence
  These haunts are tied to the reality-warping influence of beings 
  beyond comprehension. The only way to hold these haunts 
  at bay is to draw upon dark knowledge, but such knowledge 
  comes at a cost. As a full-round action, any character within 
  the haunt’s area can attempt an appropriate Knowledge check 
  to perform a short rite, utter an arcane word, or otherwise 
  quell the maddening influence (DC = 15 + the haunt’s CR). If 
  successful, the haunt takes 5 points of damage plus additional 
  damage equal to the amount the character exceeded the DC.
  The whispers from beyond haunt detailed below is an 
  example of a maddening influence formed at the site of a 
  mass ritual suicide. The murmurs worm their way into the 
  minds of all who hear them and leave lasting wounds.
  WHISPER FROM BEYOND 
  CR 10
  XP 9,600
  CE free-roamingOA persistent variant haunt (30-ft. radius)
  Caster Level 9th
  Notice Perception DC 25 (to hear whispers emerging from inside 
  the skulls of all nearby creatures)
  hp 45; Weakness harmed by Knowledge (arcana, planes, 
  or religion) DC 25 (immune to positive energy); Trigger 
  proximity; Reset 1 day
  Effect The whispers drift toward sentient beings, particularly those 
  whose minds they have touched before. Each creature in the 
  area must succeed at a DC 16 Will save or take 1d8 points of 
  Wisdom damage, or 1 Wisdom damage on a successful save 
  (or if you are using the sanity system, 1d6 points of sanity 
  damage on a successful save or 2d8 points on a failed save; 
  see page 12). The DC increases by 1 for each round a creature 
  spends within the haunt’s area (these rounds need not be 
  consecutive, though a given creature’s DC resets to 16 after 
  24 hours and whenever the haunt is dispersed). Each time a 
  creature damages this haunt, it must succeed at a Will save with 
  a DC equal to its Knowledge check result or take 1d4 Wisdom 
  drain (or, if you are using the sanity system, 1d8 points of sanity 
  damage on a successful save or 2d10 points on a failed save). 
  173
  173
  
  Destruction The haunt is destroyed if the corpses of all the cultists 
  who created it are cremated and buried on consecrated ground.
  Magical Scars
  Each spell, no matter how weak, leaves its signature on the 
  world for a short time, which spellcasters can perceive as a 
  lingering magical aura. When dozens of powerful spells are 
  hurled against each other over a small area, reality itself can 
  form scars that affect all who come near them. 
  Magical scars have auras and count as ongoing spell effects 
  for the purposes of detect magic and similar spells. A successful 
  Spellcraft check to identify a scar reveals its effect and its 
  weakness, and, if it succeeds by 10 or more, the scar’s benefit. A 
  creature can’t attempt to activate a benefit it hasn’t identified. 
  Spells that automatically reveal the nature of magical effects, 
  such as greater arcane sight, automatically reveal all of these 
  properties. The destruction conditions for magical scars are 
  more obscure, and require research or exploration to uncover.
  The arcane storm haunt arose when a pair of evokers dueled 
  to the death centuries ago. An echo of the duel still rages at the 
  site of their battle, and the charred ground tells the bitter tale.
  ARCANE STORM 
   
  CR 6
  XP 2,400
  N persistent variant haunt (30-ft. radius)
  Aura faint evocation
  Caster Level 5th
  Notice Perception or Spellcraft DC 20 (to hear the sound of 
  clashing energy or deduce the effect from the charred ground)
  hp 27; Weakness energy damage (immune to positive energy); 
  Trigger proximity; Reset 1 day
  Effect Each round, the arcane storm fires a bolt of energy to hit 
  as many creatures as possible in its area (Reflex DC 15 halves). 
  This functions as per lightning bolt, except the energy type 
  cycles between acid, cold, electricity, and fire. The storm is 
  immune to the most recent type of energy damage it has dealt.
  Benefit A character who fails the save against one of the arcane 
  storm’s bolts and does not reduce the damage in any way (such 
  as energy resistance) can attempt a DC 16 Will save to harness 
  a fraction of the storm’s power. A character who harnesses the 
  storm’s power gains 5 charges. He can spend 1 charge as a free 
  action to add 1d6 points of damage of the same energy type 
  as that of the channeled bolt to either an evocation spell that 
  deals damage matching any of the storm’s four energy types 
  or to a natural attack or unarmed strike. A creature can gain 
  charges from the arcane storm only once.
  Destruction The arcane storm is destroyed if a character 
  successfully counterspells four of its bolts in a row.
  Psychic Haunts
  Sometimes, the collective emotional energy of significant or 
  traumatic events creates a lasting psychic impression, even 
  in places not associated with death. These psychic haunts are 
  mind-affecting emotion effects. A character who uses analyze 
  aura (Occult Adventures 156) or the read aura skill unlock (Occult 
  Adventures 197) on a psychic haunt’s area automatically detects 
  the haunt and receives cryptic clues about how to put it to rest.
  Every psychic haunt focuses on a specific emotion, and 
  when targeted by or within the area of effect of an emotion 
  spell or effect that is not connected to the associated emotion, 
  they take damage equal to three times the effect’s spell level 
  (each spell deals damage to the haunt once, regardless of its 
  duration). Calm emotions damages psychic haunts regardless 
  of their associated emotion, and an emotion effect without a 
  spell level deals an amount of damage equal to the HD of the 
  creature who created the effect. A character can calm a psychic 
  haunt with a Diplomacy check (DC = 15 + the haunt’s CR). If 
  successful, the haunt takes 5 points of damage plus additional 
  damage equal to the amount the character exceeded the DC.
  The psychic echo below lies in the heart of an abandoned 
  village. A group of raiders drove the villagers from their home 
  by the sword, but an echo of the villagers’ fury persists, stoking 
  hatred against all members of the raiders’ ethnic group.
  PSYCHIC ECHO (ANGER) 
  CR 10
  XP 9,600
  N persistent variant haunt (30-ft. radius)
  Caster Level 11th
  Notice Sense Motive DC 25 (to sense an internal spark of anger)
  hp 45; Weakness emotion effects and calm emotions (immune 
  to positive energy); Trigger proximity; Reset 1 day
  Effect As per foster hatred (Occult Adventures 172), except any 
  creature that fails a DC 19 Will save becomes hostile toward 
  members of the raiders’ ethnic group.
  Destruction To destroy the haunt, two people, one each of the 
  villagers’ and raiders’ ethnicity must reveal their true love for 
  one another (typically by marrying) within the haunt’s area.
  NEW HAUNTS
  The following haunts draw upon haunt elements from Occult 
  Adventures and this book.
  Bloody Handprints
  A murder or other violent death lingers as bloody marks that 
  harm any creature touching the surface on which they appear. 
  BLOODY HANDPRINTS  
   
  CR 1/4
  XP 100
  NE haunt (surface with an area up to a 5-ft. square)
  Caster Level 1st
  Notice Perception DC 5 (to see dried bloody prints on the surface)
  hp 1; Trigger touch; Reset 1 day
  Effect Bloody handprints slowly appear on the surface. Anyone 
  touching the surface takes 1d6 points of damage.
  Destruction The bloody handprints vanish if the surface is 
  thoroughly cleaned and scrubbed with holy water.
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  Scratching Behind the Wall
  A lord with a terrible secret caught a servant snooping through 
  his papers. He knocked the servant over the head and threw 
  her into a disused dumbwaiter, which he jammed between 
  floors. The servant awoke the following day, and her desperate 
  attempts to escape infuse the walls that contained her.
  SCRATCHING BEHIND THE WALL 
   
  CR 1/2
  XP 200
  CE haunt (5-ft.-by-10-ft. hallway)
  Caster Level 1st
  Notice Perception DC 15 (to hear a faint scream behind the wall)
  hp 1; Trigger proximity; Reset 1 day
  Effect The sound of claws scraping on the inside of the wall 
  echoes throughout the hallway. Creatures within its area must 
  succeed at a DC 11 Will save or be shaken for 1d4 rounds.
  Destruction A character who finds the servant’s body and 
  removes her from behind the wall destroys the haunt forever.
  Cold Spot
  Cold spots are echoes of spirits too weak to manifest as ghosts. 
  They can occur alone or cluster around significant areas. 
  COLD SPOT 
  CR 1
  XP 400
  NE haunt (5-ft. radius)
  Caster Level 1st
  Notice Perception DC 20 (to feel the temperature dropping)
  hp 2; Weakness fire (these effects can damage this haunt); 
  Trigger proximity; Reset 1 day
  Effect The temperature suddenly plummets below freezing. 
  All creatures within the radius are affected as if they had 
  been outside in cold weather for 1 hour, taking 1d6 points of 
  nonlethal damage unless they succeed at a DC 15 Fortitude 
  save. The cold temperature lingers for 10 minutes, but has no 
  additional mechanical effect.
  Destruction If the cold spot is destroyed with holy fire (such as 
  with flame strike), it never returns.
  Spectral Screams
  Some spirits take joy in terrifying the living. Spectral screams 
  are collections of lesser spirits who have banded together to 
  increase the amount of terror they can spread.
  SPECTRAL SCREAMS 
   
  CR 2
  XP 600
  NE haunt (10-ft. radius)
  Caster Level 3rd
  Notice Perception DC 10 (to hear the moaning spirits approaching)
  hp 4; Weakness Intimidate; Trigger proximity; Reset 1 hour
  Effect Spectral forms of disembodied heads emerge from the 
  floor and scream at everyone in the area, their jaws distending 
  to an impossible width. Creatures are affected by scare. The 
  spectral heads take pride in terrorizing their victims; if a 
  creature succeeds at a DC 16 Intimidate check to demonstrate 
  its own frightening nature, the spirits decide the PC is the true 
  winner of the current contest, after which they lose interest in 
  the PCs for 1 hour as if reduced to 0 hit points.
  Destruction The spectral screams haunt is destroyed if a creature 
  spends 8 consecutive hours sleeping in its area.
  Foreboding Mist
  Foreboding mists lurk in ill-kept graveyards, drawing their 
  substance from the unrest of all who are buried below. They 
  manifest regardless of the weather, and target the minds of 
  those who fail to recognize they are not entirely real.
  FOREBODING MIST 
  CR 3
  XP 800
  NE persistent haunt (15-ft. radius)
  Caster Level 3rd
  Notice Perception DC 15 (to notice a chill fog forming)
  hp 13; Weakness slow; Trigger proximity; Reset 1 hour
  Effect A chilly fog descends, twisting and condensing into claws 
  that grab and prod those within it. This fog functions as per 
  haunting mistsUM (DC 13).
  Destruction Casting consecrate on the ground underneath the 
  mist prevents it from returning.
  Buried Alive
  The spirits of those unfortunate souls who are buried alive 
  sometimes clamber to force others to share their fate.
  BURIED ALIVE  
   
  CR 4
  XP 1,200
  NE persistent haunt (15-ft. radius)
  Caster Level 5th
  Notice Perception DC 20 (to hear a shovel cleaving through dirt)
  hp 18; Trigger proximity; Reset 1 day
  Effect On the first round, spectral gravediggers create a single 
  15-foot-deep pit covering the haunt’s entire radius. Creatures 
  in the area must succeed at a DC 15 Reflex saving throw or 
  fall to the bottom of the pit, taking 2d6 points of damage. 
  Creatures who succeed leap to a square at the edge of the 
  pit. The walls of the pit are uneven (Climb DC 20). On the 
  second round, the spectral gravediggers fill the pit with loose, 
  spectral dirt, burying everyone still inside. Buried creatures 
  are pinned, but they can reduce their condition to grappled 
  with a successful DC 15 Strength check. They take 1d6 points 
  of nonlethal damage each minute, and begin to suffocate 
  after 10 minutes. Creatures outside of the pit can dig out the 
  buried creatures. Each 5-foot cube of spectral dirt weighs 
  1,000 pounds; a creature can move 5 times her maximum 
  load worth of dirt per minute, or 10 times her maximum load 
  if she has a shovel. If the haunt is dispersed, buried creatures 
  automatically rise to the surface. 
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  Destruction The haunt can be permanently destroyed if a 
  character finds the bones of the person who was buried alive, 
  exhumes them, coats them in holy water, and reburies them in 
  a temple of their patron deity.
  Belated Arrival
  The regret of those who arrived too late to spare others a 
  terrible fate can manifest as a haunt. A belated arrival haunt 
  often arises near another haunt or undead, representing the 
  fate that these regretful spirits were not fast enough to stop. 
  A belated arrival haunt is often chained to a ghost (Pathfinder 
  RPG Bestiary 144) but a necrocraft (Pathfinder RPG Bestiary 4 
  200) is a truly horrifying alternative.
  BELATED ARRIVAL  
  CR 5
  XP 1,600
  N chainedOA haunt (25-ft. radius)
  Caster Level 9th
  Notice Perception DC 20 (to hear running footsteps)
  hp 22; Weakness slow; Trigger proximity; Reset 1 day
  Effect The spectral forms of several people take faltering steps 
  before falling to their knees and wailing with grief. All 
  creatures in the area are exhausted (no save, as per waves of 
  exhaustion) and are slowed for 13 minutes as per slow unless 
  they succeed at a DC 16 Will saving throw.
  Destruction These spirits find rest only if those they could not save 
  lead them to the afterlife.
  Unsolved Murder
  After a merchant was murdered at a party being held to 
  celebrate his latest venture, his spirit was obsessed with 
  finding his killer and exacting vengeance. It has clung 
  to his body for years, hoping for a hapless grave robber to 
  inadvertently become the pawn of his unfinished business.
  UNSOLVED MURDER  
   
  CR 6
  XP 2,400
  NE latent* persistent possessingOA haunt (up to a 30-ft. radius)
  Caster Level 6th
  Notice Perception DC 25 (to notice the corpse’s hand twitching)
  hp 27; Trigger touch; Reset 1 week
  Effect The merchant’s spirit subtly possesses the creature 
  who touched his corpse (even if the creature touched 
  it with a tool), as per riding possessionOA (Will DC 17 
  negates), except he and the host can communicate 
  telepathically. He nudges his host toward investigating 
  his murder. On any day his host makes progress, 
  he is pleased and grants his host a +2 morale 
  bonus on skill checks. If his host does not make 
  progress for 1 week, he curses his host in a fit 
  of rage. This functions as per bestow curse (Will 
  DC 16 negates), except the spirit can remove it 
  whenever he chooses. He can apply one new 
  curse per week.
  Destruction The merchant’s spirit can rest only 
  if the murderer dies in an act of revenge. If the 
  murderer dies of other causes before this can 
  happen, the merchant’s spirit demands another 
  form of harsh vengeance against the murderer’s 
  memory or family.
  Betrayal
  When the sting of betrayal lingers beyond the 
  grave, it can manifest as a disjointed mass of 
  confused and paranoid spiritual energy that can 
  turn even the closest of allies against one another.
  BETRAYAL 
  CR 7
  XP 3,200
  CE persistent haunt (30-ft. radius)
  Caster Level 7th
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  Notice Perception or Sense Motive DC 20 (to see the outlines of 
  a dozen cloaked figures begin to form or feel a sudden sense 
  of suspicion)
  hp 31; Trigger proximity; Reset 1 day
  Effect As dozens of cloaked figures swarm the area, the line 
  between friend and foe blurs, and paranoia descends upon 
  everyone within the haunt’s area, as per confusion (Will 
  DC 15 negates). Furthermore, creatures within the haunt’s 
  area must attempt a DC 15 Will saving throw against the 
  haunt’s curse. Until it is removed, the curse forces its victims 
  to attempt saving throws against spells, including those 
  designated harmless. Additionally, the victims cannot benefit 
  from any effect that requires them to treat another creature 
  as an ally, such as flanking or aid another. Remove curse can 
  remove this effect.
  Destruction The betrayal haunt is destroyed if a victim falls 
  unconscious or dies because of damage it took on behalf of 
  another creature in the area. Any spell or ability that allows 
  for the transfer of damage, such as shield other or a life 
  oracle’s lifelink ability (Pathfinder RPG Advanced Player’s 
  Guide 49), satisfies this haunt’s requirement. This doesn’t 
  work if the characters in question colluded to manufacture the 
  damage transfer to destroy the haunt; it works only if it was a 
  truly selfless act of protecting another.
  Watery Grave
  Watery grave haunts typically travel aboard ghost ships, 
  protecting the ghost vessel’s passengers. When the ghost 
  ship’s captain boards an enemy vessel, the watery grave haunt 
  drifts aboard as well.
  WATERY GRAVE 
   
  CR 8
  XP 4,800
  CE chainedOA free-roamingOA persistent haunt (one ship, up to a 
  40-ft. radius)
  Caster Level 9th
  Notice Perception DC 20 (to hear bubbles rising to the surface of 
  the water)
  hp 36; Trigger proximity; Reset 1 day
  Effect A ghostly tendril of water erupts from the sea and 
  forces itself into the lungs of a living creature aboard the 
  ship, which then begins to drown. This functions as per 
  suffocationAPG (Fortitude DC 17 negates). The haunt affects 
  one additional victim each round until it is dispersed.
  Destruction The watery grave haunt is destroyed if the ghost 
  ship’s captain is permanently destroyed.
  Devouring Maws
  A pack of ravenous ghouls descended upon a once-peaceful 
  town, killing or transforming all of its denizens who were 
  not fast enough to flee. The ghouls’ unending hunger 
  blended with the townsfolk’s horrifying memories of death 
  to produce the devouring maws haunt.
  DEVOURING MAWS 
   
  CR 9
  XP 6,400
  CE persistent haunt (30-ft. radius)
  Caster Level 9th
  Notice Perception DC 20 (to hear teeth scraping against bone)
  hp 40; Trigger proximity; Reset 1 day
  Effect A swarm of disembodied mouths fills the area. Each 
  humanoid creature in the area must succeed at a DC 21 
  Fortitude save or be paralyzed, as per mass hold person. The 
  maws swarm around paralyzed creatures, dealing them 4d6 
  points of damage per round. Elves are immune to the effects 
  of this haunt.
  Destruction Living (though not necessarily sentient) creatures 
  with a combined weight of at least 10,000 pounds must be 
  left in the area to be devoured over the course of a single day.
  Living Decay
  Among the most frightening diseases are those that cause 
  their victims’ bodies to rot away. A living decay haunt arises 
  when an epidemic of such a disease devastates a population. 
  This haunt uses the optional disease rules presented on 
  pages 138–139 of Pathfinder RPG Pathfinder Unchained.
  LIVING DECAY 
   
  CR 10
  XP 9,600
  NE persistent haunt (50-ft. radius)
  Caster Level 9th
  Notice Perception DC 20 (to smell decaying flesh)
  hp 45; Weakness remove disease; Trigger proximity; Reset 1 day
  Effect The area fills with a potent miasma that reeks of decaying 
  flesh. Everyone within the radius must succeed at a DC 20 
  Fortitude save or contract the disease living rot, as detailed 
  below, except they bypass the latent/carrier state. Within the 
  haunt’s area, the disease’s frequency increases to 1 round and 
  its save DC increases to 20. Characters who succeed at this 
  saving throw are not immune; they must attempt a new saving 
  throw each round they remain in the haunt’s area. Reducing the 
  haunt to 0 hit points does not remove the disease. A character 
  who casts remove disease on the living decay haunt deals it an 
  amount of damage equal to her caster level.
  Destruction Casting heal on each remaining body in the original 
  victims’ mass grave (or a single casting of mass heal) prevents 
  this haunt from returning.
  LIVING ROT
  Type disease, contact, inhaled, or injury; Save Fortitude DC 17
  Track physical; Frequency 1/day
  Effect In the weakened state, the target also takes a –2 penalty 
  on Strength- and Dexterity-based skill checks and ability 
  checks. In the impaired state, the target takes a 50% miss 
  chance on attack rolls and the target’s speed is reduced by half 
  (minimum 5 feet). All objects touched at the impaired state 
  and beyond can transfer the disease; Cure 2 consecutive saves, 
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  penalties from the weakened state and worse are permanent 
  until the victim is the target of heal or regenerate
  Eternal Pyre
  An eternal pyre is formed from the spirits of people who 
  were burned alive during an overzealous witch trial. It hates 
  all living beings, but it has a strong bond of kinship with 
  the witchfire (Pathfinder RPG Bestiary 2 284) who arose from 
  the most powerful of those spirits. The witchfire often lurks 
  within the haunt’s area, as her witchflame intensifies the 
  power of the pyre’s strikes, which in turn heal her.
  ETERNAL PYRE 
  CR 11
  XP 12,800
  CE chainedOA fastOA free-roamingOA persistent spitefulOA tenacious* 
  haunt (30-ft. radius)
  Caster Level 11th
  Notice Perception DC 20 (to hear the crackling of a fire)
  hp 49; Weakness water spells and effects (these effects damage 
  the haunt); Trigger proximity; Reset 1 day
  Effect A pillar of black and red flames manifests within the 
  haunt’s area each round. This pillar functions as per flame 
  strike (Reflex DC 19 negates), except its damage is half fire 
  and half negative energy.
  Destruction Destroying the witchfire also destroys the eternal 
  pyre haunt.
  Dissolving Vat
  A sadistic alchemist conducted experiments on test subjects 
  within his remote laboratory. When he was finished with 
  his subjects, he threw them into a vat of harsh chemicals 
  to dissolve. His victims’ spirits have permeated the vat, and 
  they reach out with their oozing spectral forms toward any 
  who come near.
  DISSOLVING VAT 
   
  CR 12
  XP 19,200
  CE fastOA persistent haunt (60-ft. radius centered around the vat)
  Caster Level 11th
  Notice Perception DC 20 (to smell the acrid chemical tang 
  growing stronger)
  hp 54; Weakness vulnerable to acid damage (these effects 
  damage the haunt); Trigger proximity; Reset 1 day
  Effect The chemical vat boils and froths, and spits its contents at 
  everyone within its range each round as a ranged touch attack 
  (+15 to hit, 4d6+6 points of damage). This damage ignores 
  damage reduction and energy resistance. A creature hit by the 
  chemicals must succeed at a DC 18 Fortitude save or become 
  liquefied, as its bones and muscles melt into a pile of oozing 
  flesh. The DC of this saving throw increases by 1 for each 
  chemical ball that has hit the creature in the past 24 hours. A 
  liquefied creature cannot carry, use, or wear any items, and 
  its Dexterity score is reduced to 1. It loses all physical attacks, 
  and it cannot cast spells with verbal or somatic components. 
  It gains a slam attack appropriate for a creature of one size 
  category larger than its size (for example, 1d6 points of 
  damage if Medium). Additionally, it gains immunity to 
  critical hits, flanking, paralysis, poison, polymorph, sleep, 
  and stun. A liquefied creature reverts to its normal state 
  if the haunt is reduced to 0 hit points; otherwise, only a 
  limited wish, miracle, regenerate, or wish spell 
  can restore it.
  Destruction All of the alchemist’s research notes 
  must be collected and thrown into the vat.
  Heart Explosion
  The spirits responsible for this haunt were scared 
  to death, and in their attempt to force mortals to understand 
  their fear, they cause their victims’ hearts to race faster and 
  faster until they explode.
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  HEART EXPLOSION 
   
  CR 13
  XP 25,600
  CE fastOA persistent haunt (60-ft. radius)
  Caster Level 13th
  Notice Heal or Perception DC 20 (for affected characters to feel 
  pressure building around their hearts)
  hp 58; Trigger proximity; Reset 1 day
  Effect The spectral form of a giant beating heart appears, and the 
  hearts of everyone within the haunt’s area begin to accelerate 
  out of control. All creatures within the area are sickened, and 
  must succeed at a DC 21 Fortitude save each round or be 
  dazed and take 1d6+2 Constitution drain. If a creature who 
  fails this saving throw has fewer than 10 hit points or reaches 
  a Constitution score of 0, its heart forcefully explodes out of its 
  chest, killing it instantly. The pressure of the explosion throws 
  fragments of rib cage in all directions, dealing 2d6 points of 
  slashing damage to all creatures within 10 feet (Reflex DC 21 
  negates). Creatures without hearts are immune to this haunt.
  Destruction The heart explosion haunt is destroyed if a good-
  aligned creature spends 3 days motionlessly meditating in the 
  center of its area.
  Crushing Terror
  Tales of a legendary linnorm have drawn many daring 
  adventurers who wish to prove themselves by slaying the 
  dragon. The linnorm, for its part, appreciates the sport of 
  hunting those who seek it, and is particularly fond of crushing 
  its victims to death with its powerful tail. The spirits of these 
  unfortunates linger on in the form of a crushing terror haunt. 
  CRUSHING TERROR 
   
  CR 14
  XP 38,400
  NE persistent haunt (30-ft. radius)
  Caster Level 13th
  Notice Perception DC 20 (to hear the sound of bones snapping)
  hp 58; Trigger proximity; Reset 1 hour
  Effect Several copies of the same colossal dragon’s tail snake 
  through the haunt’s area. Each round, the tails attempt to grab 
  and constrict each creature in the area (+18 to hit, 2d6+6 points 
  of damage plus grab, CMB +35, constrict 2d6+18 points of 
  damage). Each round a creature takes damage from the tail’s 
  constrict ability, one of its limbs (randomly determined) snaps 
  into pieces, and it must succeed at a DC 22 Fortitude save or be 
  nauseated for 1d4 rounds. Cure spells are not sufficient to repair 
  the severely broken bones this haunt produces—only heal or 
  stronger magic can mend them. Snapped limbs cannot be used 
  for any purpose; having a snapped leg reduces a creature’s 
  movement speed by half when using its legs, and having more 
  than half a creature’s legs snapped prevents it from using any 
  form of movement that uses its legs.
  Destruction The crushing terror haunt is destroyed if the bodies 
  of the linnorm’s victims are retrieved from the cave where it 
  stores them, reassembled, and buried.
  Final Soldier
  The ancient antipaladin general responsible for this haunt 
  ruled through fear, and forbade his soldiers from accepting 
  surrender or showing mercy. His favorite way to end a battle 
  was to order his soldiers to kill everyone but the opposing 
  army’s commander, then offer a rich reward to whichever of 
  his soldiers could produce the opposing commander’s head.
  FINAL SOLDIER 
   
  CR 15
  XP 51,200
  NE belligerentOA chainedOA fastOA persistent tenacious* vaporousOA 
  haunt (60-ft. radius)
  Caster Level 15th
  Notice Perception DC 20 (to hear the muted sounds of battle)
  hp 202; Trigger proximity; Reset 1 day
  Effect A horde of armor-clad spectral soldiers rises from all sides. 
  On the haunt’s initiative count, five soldiers beset each creature 
  in the area, and each soldier makes a single incorporeal touch 
  attack with a spectral sword (+12 to hit, 2d6+9 points of 
  damage/19–20). Creatures in the haunt’s area can attack the 
  soldiers, but even if they destroy an individual soldier, five 
  soldiers continue to attack each of the creatures each round 
  until they disperse the haunt.
  Destruction The final soldier will rest only once the ancient 
  general, who has risen as a graveknight (Pathfinder RPG 
  Bestiary 3 138) antipaladin, is permanently destroyed.
  Fallen from the Sky
  A thriving metropolis on the top of a cliff customarily 
  executed criminals by throwing them off the precipice, 
  until the spirits of the condemned hurled the city’s head 
  magistrate over the edge as well. 
  FALLEN FROM THE SKY 
   
  CR 16
  XP 76,800
  NE fastOA increased areaOA persistent unyielding* haunt (160-ft.-
  radius area along the base and upper edge of a 200-ft.-tall cliff)
  Caster Level 16th
  Notice Perception DC 20 (to feel a slight tremor in the ground)
  hp 72; Trigger proximity; Reset 1 day
  Effect The haunt causes all creatures within the haunt’s area 
  along the cliff’s edge to plummet 200 feet to the ground, 
  dealing 20d6 points of damage. The haunt temporarily negates 
  spells, spell-like abilities, and supernatural abilities within its 
  area as per antimagic field, except it does not block effects 
  that deal positive energy damage. The haunt’s entire area is 
  always difficult terrain. Extraordinary abilities, such as a monk’s 
  slow fall ability, reduce falling damage as normal. The haunt 
  lifts creatures back to the top of the cliff on each subsequent 
  round, but it must then succeed at a combat maneuver check 
  to bull rush each creature off the cliff (CMB +25). Creatures 
  with natural flight can attempt a Fly check opposed by the 
  haunt’s CMB to control their descent and take no damage.
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  Destruction The current head magistrate of the city must go 
  to the cliff’s edge and issue individual pardons by name to 
  everyone who was ever thrown off the cliff, even those whose 
  names were never recorded.
  Haunted Dungeon
  When enough haunts gather in a single dungeon, they 
  can combine into a gestalt haunt that infuses the entire 
  structure with a single, malevolent will. The haunt’s source 
  typically rests in the most difficult to find or obscure 
  location within the structure, but it moves if it senses 
  creatures approaching it.
  HAUNTED DUNGEON 
   
  CR 17
  XP 102,400
  CE belligerentOA elusive* free-roamingOA increased areaOA persistent 
  tenacious* haunt (entire structure, up to a 170-ft. radius)
  Caster Level 17th
  Notice Perception DC 10 (to notice all of the dungeon’s furniture 
  and trappings approaching)
  hp 229; Trigger proximity; Reset 1 day
  Effect This dungeon directs its malevolence toward everyone 
  inside of it. Its interior is under the effects of guards and 
  wards at all times. If this ability is dispelled, the haunt 
  recreates it when it resets the following day. Once per minute, 
  the dungeon can gather a collection of furniture and other 
  items to form an animated object (Bestiary 14). It can create 
  one Colossal animated object; alternatively, it can create two 
  Gargantuan animated objects, four Huge animated objects, 
  and so on. It can control up to four times as many animated 
  objects as it can create in a minute (for a total CR of 15). For 
  the purposes of detecting creatures, the haunted dungeon 
  and its animated objects have blindsight out to a range of the 
  entire area of the haunt, even through walls.
  Destruction If the entire dungeon is simultaneously placed under 
  the effects of hallow, the haunt is destroyed.
  Flayed Suicide
  A flayed suicide haunt arises from the spirits of people 
  tortured beyond insanity, until no remnants of their former 
  essence remain. Only kytons are capable of the depths of 
  depravity required to produce this powerful, disturbing 
  vestige of suffering. 
  FLAYED SUICIDE 
   
  CR 18
  XP 153,600
  NE belligerentOA persistent unyielding* haunt (up to a 90-ft. radius)
  Caster Level 20th
  Notice Perception DC 20 (for affected characters to notice a 
  prickling sensation in their skin)
  hp 243; Trigger proximity; Reset 1 day
  Effect Hundreds of razor-sharp knives appear and carve into 
  the skin of those in the haunt’s area. An affected creature 
  can attempt a DC 25 Fortitude save to maintain the 
  connection between its skin and its body. On a successful 
  save, the creature takes 10d6 points of slashing damage. 
  Creatures that fail this saving throw take 20d6 points of 
  slashing damage as they are flayed alive. The skin of each 
  flayed creature animates into a necromantic puppet that 
  single-mindedly tries to kill its source. The skin carries all 
  of the creature’s equipment (and thus the creature loses 
  access to this equipment), has access to all of its abilities, 
  and shares its statistics, except its hit point total is equal 
  to half the original creature’s maximum hit points. If the 
  skin uses one of the creature’s limited-use abilities, it 
  counts against the creature’s total uses for the day. A flayed 
  creature is permanently sickened, and is staggered from 
  the pain unless it succeeds at a DC 25 Fortitude save at the 
  beginning of its turn. Even if she defeats her necrotic skin, 
  a flayed creature’s skin never regrows naturally, and can 
  only be restored with regenerate.
  Destruction A flayed herald of a deity must be reunited with its 
  skin and cured of its madness to give the haunt its final rest. 
  If a character manages this feat, all flayed suicide haunts in 
  existence on any plane are instantly destroyed.
  Soul Vortex
  The soul vortex is a gaping wound in the fabric of reality 
  connected to the Negative Energy Plane. One may form at the 
  site of a massive tragedy that claims hundreds of thousands 
  of lives. The soul vortex annihilates the souls of anyone 
  unfortunate enough to encounter it, and rips through the 
  protections that even the most experienced adventurers 
  consider unassailable.
  SOUL VORTEX 
   
  CR 19
  XP 204,800
  NE belligerentOA fastOA persistent unyielding* haunt (up to a 
  95-ft. radius)
  Caster Level 20th
  Notice Perception DC 20 (for affected creatures to notice a 
  fundamental feeling that something is wrong within them)
  hp 256; Trigger proximity; Reset 1 day
  Effect A black vortex appears in the center of the haunt’s radius, 
  and tugs inexorably on the souls of all creatures within its 
  reach. Each round, before it targets their souls, the vortex first 
  targets the magic protecting them, affecting each creature 
  with a greater dispel magic effect that targets death ward 
  or any other spells that would prevent level drain first. After 
  the dispelling effect, the creature must succeed at a DC 23 
  Will save to partially resist the vortex’s pull. On a success, the 
  creature takes 1d4 negative levels. On a failure, that creature’s 
  soul is wrenched out of its body and destroyed. Only miracle 
  or wish can reconstitute a soul that the vortex devours. The 
  vortex gains 5 temporary hit points for each level it drains—
  treat devouring a soul as draining as many negative levels as 
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  it would normally take to kill the creature. These temporary 
  hit points stack and last for 1 hour. The soul vortex haunt is 
  immune to the spells heal and mass heal. Creatures normally 
  immune to fear lose that immunity within this haunt’s radius.
  Destruction The soul vortex haunt can only be destroyed if 
  the phylactery of a lich of CR 20 or higher that is currently 
  destroyed and awaiting rejuvenation is cast into it. This act 
  destroys both the vortex and the phylactery.
  Twisted Wish
  A twisted wish haunt can only arise in the most extraordinary 
  circumstances, when a genie noble of considerable power 
  dies with vengeance in its heart. It rests in places like wells 
  or fountains where people go to make wishes, so it can use 
  its powers frequently.
  TWISTED WISH 
  CR 20
  XP 307,200
  LE belligerentOA free-roamingOA unyielding* haunt (up to a 
  100-ft. radius)
  Caster Level 20th
  Notice Perception DC 35 (to notice a slight stutter in time 
  originating from the center of its radius) 
  hp 120; Trigger proximity; Reset 1 day
  Effect The twisted wish haunt collects the wishes of those 
  who come near it, and stores them until it decides to grant 
  them at its leisure and in its own warped fashion. The haunt 
  understands all languages, as per tongues, and does not 
  need to manifest to hear every spoken wish and read every 
  written wish within its radius. The haunt can manifest once 
  per day to cast wish to grant any wish from its collection. 
  It does not need to wait for a creature to enter its radius to 
  manifest. The twisted wish is immune to the spells heal and 
  mass heal. Unlike the effects of a typical haunt, the wishes 
  this haunt grants do not count as fear effects. The haunt can 
  fly at a speed of 10 feet even when it is not manifested, 
  but it rarely chooses to do so unless its current region isn’t 
  providing enough victims, or it perceives someone as a 
  potential threat.
  Destruction The sheer number of wish spells this haunt can bring 
  to bear makes it nearly invincible. Only the direct intervention 
  of a deity can destroy the twisted wish haunt.
  181181
  
  Madness
  Fractures, cuts, and abrasions wound the body, but madness 
  undermines the mind, spirit, and personality. Suffering 
  from madness can be terrifying, causing those afflicted to 
  act contrary to their desires or reason. 
  Madnesses are afflictions, similar in structure to poisons, 
  diseases, and curses. They are used as part of the sanity 
  system (see page 12) as an outcome of severe assaults on a 
  character’s sanity, but GMs can use madness in other cases 
  as well. Because madnesses are presented as afflictions, 
  they can be used with the sanity and madness system found 
  on pages 250–251 of the Pathfinder RPG GameMastery Guide. 
  If you’re using the rules for sanity and madness in the 
  GameMastery Guide, when those rules call for a character 
  to gain an insanity, roll d%. The character gains a lesser 
  madness on a roll of 1–70%, and a greater madness on a 
  71–100%. Once the potency of the madness is determined, 
  roll on the appropriate table (Table 5–1 for a lesser madness 
  and Table 5–2 for a greater madness) to determine the kind 
  of madness the character gains, or select an appropriate 
  madness that fits the situation.
  The madnesses in this section are works of fantasy. None 
  are statements about or descriptions of existing maladies. 
  READING A MADNESS STAT BLOCK
  Madnesses are formatted in the same way as other 
  afflictions (Pathfinder RPG Core Rulebook 555), with the 
  following changes. 
  Save: Unless the character has gained the madness via the 
  sanity system (see page 12), this is the save necessary to avoid 
  contracting the madness. It is also the base saving throw 
  needed to cure the madness (see Curing Madness below) 
  and the saving throw the effects of the madness require. If, 
  during the course of treating a madness, the affliction’s DC 
  decreases, that new reduced saving throw also becomes the 
  DC the afflicted character must succeed at to avoid any of the 
  madness’s effects. It’s possible to suffer from multiple forms 
  of the same madness. If a character becomes afflicted with a 
  form of madness from which he is already suffering (even if 
  it takes a slightly different form, such as phobias of different 
  objects), the current DC of that madness increases by 5. All 
  madnesses are mind-affecting effects. 
  Onset: When a character suffers madness from the sanity 
  system (due to a sanity attack that deals sanity damage greater 
  than or equal to his sanity edge), this onset time does not 
  apply. Use this entry only when the character contracts the 
  madness in other ways. During the onset time, the character 
  gradually gains the madness effect, rather then suddenly 
  experiencing the full effect after a number of days.
  Effect: This is the effect of the madness. An afflicted 
  character typically suffers this effect at all times, but some 
  madnesses manifest only during certain situations. For 
  complex effects or effects that rely on roleplaying, the 
  description section of the madness contains a more detailed 
  description of the effect. If you’re using the sanity system, 
  this effect manifests as long as the madness is not dormant. 
  Dormancy Effect: If you’re using the sanity system, the 
  afflicted character suffers this effect while the madness is 
  dormant. Otherwise, ignore this entry.
  Table 5–1: Lesser Madness
  d% 
  Madness
  1–10 
  Delirium
  11–22 
  Delusion
  23–32 
  Fugue
  33–42 
  Hallucination
  43–54 
  Mania
  55–66 
  Melancholia
  67–76 
  Night terrors
  77–86 
  Paranoia
  87–100 
  Phobia
  Table 5–2: Greater Madness
  d% 
  Madness
  1–18 
  Amnesia
  19–30 
  Catatonia
  31–48 
  Cognitive block
  49–66 
  Disassociated identity
  67–78 
  Psychopathy
  79–85 
  Psychosomatic loss
  86–100 
  Schizophrenia
  CURING MADNESS
  Each madness has a DC representing its strength. Among 
  other things, that DC specifies the saving throw the afflicted 
  character must succeed at to recover from the madness. 
  Recovering from a madness without magical aid is a lengthy 
  process requiring significant rest. After 7 consecutive days of 
  uninterrupted rest, the afflicted character can attempt a Will 
  save against the madness’s current DC. If she succeeds, the DC 
  is reduced by a number of points equal to 1/2 the character’s 
  Charisma modifier (minimum 1). Instead of relying on her 
  own strength of personality to reduce the effects of madness, 
  a character can also seek out a single confidante, priest, or 
  other advisor. The recovering character must meet with that 
  person regularly (at least 8 hours each day) and gain guidance 
  during the 7 days of rest. At the end of the rest period, the 
  ally can attempt a Wisdom or Intelligence check (whichever 
  is higher) with a DC of 15 for a lesser madness or a DC of 20 
  for a greater madness. On a success, the recovering character 
  can reduce the madness’s DC by 1/2 the ally’s Wisdom or 
  Intelligence modifier (whichever is higher, minimum 1) in 
  addition to the decrease for resting. The character suffers 
  the madness’s effect until the DC is reduced to 0. 
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  Certain spells can also aid in recovery from madnesses or 
  cure them outright. Lesser restoration has no effect on greater 
  madnesses, but reduces the current DC of one lesser madness 
  afflicting the target by 2, up to once per day. Restoration and 
  heal reduce the current DC of one lesser madness afflicting 
  the target by 5 or of one greater madness afflicting the target 
  by 2, up to once per day each. Greater restoration, limited wish, 
  and psychic surgeryOA all either cure the target of all lesser 
  madnesses or reduce the DC of one greater madness by 
  the spell’s caster level (caster’s choice), while miracle or wish 
  immediately cure a target of all lesser and greater madnesses. 
  LESSER MADNESSES
  Lesser madnesses tend to have less debilitating effects.
  DELIRIUM
  Type lesser madness; Save Will DC 16
  Onset 1d4 days
  Effect –2 penalty on Wisdom- and Intelligence-based checks; 
  cannot take 10 or 20 on any check
  Dormancy Effect None
  DESCRIPTION
  A character suffering from delirium experiences decreased 
  cognition and attention. Often she has no real sense of this 
  decline, or feels extremely frustrated when she does realize 
  her concentration is impaired. Physical diseases, poisons, and 
  ailments can also cause delirium.
  DELUSION
  Type lesser madness; Save Will DC 16
  Onset 2d6 days
  Effect The afflicted character believes something that is not true, 
  and no amount of evidence can dissuade him of the belief.
  Dormancy Effect none 
  DESCRIPTION
  A delusion is the persistence of a belief that no amount of 
  evidence to the contrary can dissuade the afflicted character from 
  having. The belief is often that another specific person either 
  loves or wants to harm the afflicted character, or the afflicted 
  character may have an inflated view of his own abilities or 
  importance. Sometimes the deluded character believes he suffers 
  from an affliction or persecution that does not exist. 
  183
  183
  
  The exact nature of the delusion is decided by the GM. Delusions 
  are typically roleplayed, though a GM might apply penalties to skill 
  and ability checks having to do with the delusion, or decide that 
  such checks fail outright because of the character’s delusion. In 
  some circumstances, delusions can be debilitating, while in others 
  they are merely quirky or annoying to those around the character.
  FUGUE 
  Type lesser madness; Save Will DC 18
  Onset 1d4 days
  Effect –2 penalty on Will saving throws and skill checks, and some 
  memory loss (see below)
  Dormancy Effect –2 penalty on Will saving throws
  DESCRIPTION
  A character suffering from a fugue cannot remember things; her 
  name and her past are all equal mysteries. While the character 
  can build new memories, she has trouble accessing those gained 
  before she was inflicted with this madness. While a character in 
  a fugue state can still speak and read any languages she knows 
  and does not lose any of her skills, feats, or skill ranks, she 
  does not remember how she learned such things, and is often 
  surprised when using complex abilities.
  HALLUCINATION
  Type lesser madness; Save Will DC 14
  Onset 2d6 days
  Effect –4 penalty on any Will saving throw against or to disbelieve 
  illusions, and illusions of things that are not there (see below)
  Dormancy Effect The afflicted character takes a –2 penalty on 
  Will saving throws against or to disbelieve illusions.
  DESCRIPTION
  Hallucinations can affect all of the senses, but some of the most 
  potentially debilitating are auditory hallucinations, where the 
  afflicted character hears voices talking in his head, and visual 
  hallucinations, where the afflicted character sees things that 
  aren’t there. Most hallucinations are intermittent and produce a 
  muddling of reality. 
  MANIA
  Type lesser madness (compulsion); Save Will DC 14
  Onset 1 day
  Effect Each round when an afflicted character is within 30 feet 
  and can see the object of her mania, she must succeed at a 
  Will saving throw or rush to interact with that object. If the 
  afflicted character succeeds at the saving throw by 5 or more, 
  she can keep away from the object of the mania or resist 
  the manic activity for 1 minute before having to attempt the 
  saving throw again. After failing a saving throw and fully 
  performing the mania’s compulsion, the afflicted character 
  need not attempt another saving throw for 1 minute, as she 
  has temporarily satisfied her obsession.
  Dormancy Effect Each round when an afflicted character is 
  within 30 feet and can see the object of her mania, she must 
  attempt a Will saving throw. If she fails, she can choose to 
  either interact with the object of her mania (as above) or 
  become fascinated by the object while abstaining from the 
  activity for 1 round. If the afflicted character succeeds at this 
  saving throw by 5 or more, she can’t be fascinated by that 
  particular stimulus for 24 hours before having to attempt the 
  saving throw again (for instance, if a character obsessed with 
  swords succeeded at her save against a particular sword by 
  5 or more, she wouldn’t be fascinated by that sword for 24 
  hours, but she might be fascinated by other swords).
  DESCRIPTION
  A mania is an irrational and unhealthy obsession with an object 
  or activity. Nearly any object or activity can become the object 
  of a mania, but often the object is either dangerous (like fire or 
  deadly magic) or somewhat taboo (like the need to commit 
  small thefts or engage in risky sexual behavior). The GM 
  determines the exact nature of the mania, but it should 
  have some connection to the madness’s impetus and be 
  respectful to the narrative sensibilities and maturity of the 
  player and the group.
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  MELANCHOLIA
  Type lesser madness; Save Will DC 14
  Onset 1d4 days
  Effect –2 penalty on initiative checks, and morale bonuses are 
  halved (minimum +0)
  Dormancy Effect None
  DESCRIPTION
  A character suffering from melancholia struggles with severe 
  pessimism and can often be slow to respond to threats and events 
  going on around him. He can seem quiet and withdrawn, and 
  his sense of enthusiasm is dulled. In extreme cases, a character 
  suffering from melancholia becomes entirely introverted and 
  utterly withdrawn, even to the point of near catatonia. 
  NIGHT TERRORS
  Type lesser madness; Save Will DC 16
  Onset 1 day
  Effect Each night when the afflicted character sleeps, she must 
  succeed at a saving throw or wake up fatigued (see below).
  Dormancy Effect None
  DESCRIPTION
  A character suffering from night terrors is plagued by persistent 
  terrifying dreams, worry, or terror that impedes her from getting 
  restful sleep. Each night the afflicted character must succeed at 
  a saving throw or wake up fatigued, though multiple nights of 
  night terrors do not increase the condition to exhausted, and an 
  exhausted character with night terrors wakes up after 8 hours of 
  sleep either rested or fatigued based on the success or failure of 
  the saving throw for this affliction. Often a character suffering from 
  night terrors will bolt upright during sleep, eyes open, and scream, 
  though less-dramatic symptoms are also possible. A character 
  who awakens fatigued from night terrors doesn’t count as having 
  had a good night’s rest for the purpose of preparing new spells, 
  and she can’t remove the fatigue until she gets a good night’s 
  rest by succeeding at the Will save against night terrors.
  PARANOIA
  Type lesser madness; Save Will DC 17
  Onset 2d6 days
  Effect The afflicted character gains a +2 bonus on saving throws 
  against charm effects, but takes a –2 penalty on Bluff, Diplomacy, 
  and Sense Motive checks. When the afflicted character attempts 
  a Sense Motive check, the GM rolls the check in secret, and 
  failure gives the afflicted character the impression that those 
  whose motives he is trying to sense are plotting against him 
  in some way. Lastly, any time the afflicted character tries to 
  use or gain a benefit from the aid another action, or is the 
  target of a beneficial spell or effect from an ally, he must 
  succeed at a Will saving throw in order to take the aid another 
  action or gain the benefit from the action, spell, or effect. 
  Dormancy Effect The afflicted character gains a +2 bonus on 
  saving throws against charm effects, but takes a –2 penalty on 
  Bluff, Diplomacy, and Sense Motive checks. 
  DESCRIPTION
  A paranoid character is convinced that the world and society are 
  conspiring toward his ruin. Typically those afflicted with paranoia 
  are fidgety, argumentative, sullen, or extremely introverted. 
  PHOBIA
  Type lesser madness (fear); Save Will DC 14
  Onset 1 day
  Effect Each round an afflicted character is within 30 feet and 
  can see the object of her phobia, she must succeed at a Will 
  saving throw or become shaken. The next round, the afflicted 
  character can choose to attempt another saving throw to end 
  the effect, but if she fails, she becomes scared (see page 10) 
  instead. A scared character can choose to attempt another 
  saving throw to become shaken again, but if she fails, she 
  becomes frightened for 1d6 rounds instead. 
  Dormancy Effect Each round an afflicted character is within 30 
  feet and can see the object of her phobia, she must succeed 
  at a Will saving throw or become shaken for 1 round. If the 
  afflicted character succeeds at this saving throw by 5 or more, 
  that particular stimulus can’t cause her to become shaken for 
  24 hours before having to attempt the saving throw again (for 
  instance, if a character has a phobia of spiders and succeeds at 
  her saving throw by 5 or more after seeing the wizard’s spider 
  familiar, she doesn’t need to attempt another saving throw 
  against the familiar for 24 hours, but she would still need to 
  attempt a saving throw if she saw a different spider).
  DESCRIPTION
  A phobia is an irrational fear of an object or activity. Nearly any 
  object or activity can become the focus of a phobia, but often the 
  object is either very specific (like all spiders, no matter how big or 
  small, or clowns) or something that could be hazardous in some 
  situations (like heights or water) but could be made relativity safe 
  with magical or mundane precautions. The GM determines the 
  exact nature of the phobia, but it should have some connection 
  Horrific Madnesses
  In both the Pathfinder RPG Core Rulebook and GameMastery 
  Guide, lesser restoration has no effect on insanity, but 
  under these rules it can be used to treat lesser madnesses. 
  Conversely, greater restoration, heal, and psychic surgeryOA 
  have reduced effects against greater madnesses in this system 
  compared to in the previous books. This allows madnesses to 
  play a larger part at both higher and lower levels in horror 
  games, or any other game featuring psychological threats. 
  If you want to feature the madnesses as afflictions that are 
  simple to remove for high-level spellcasters while outside the 
  reach of anyone else —as per the more baseline Pathfinder 
  RPG experience—assume lesser madnesses are not affected by 
  lesser restoration, and greater restoration, heal, and psychic 
  surgery remove all madnesses, whether lesser or greater.
  185
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  to the madness’s impetus and be respectful to the narrative 
  sensibilities and maturity of the player and the group.
  GREATER MADNESS
  Greater madnesses can be extremely debilitating.
  AMNESIA
  Type greater madness; Save Will DC 22
  Onset immediate
  Effect –4 penalty on Will saving throws and skill checks, and loss 
  of memory (see below)
  Dormancy Effect Unlike other madnesses, the normal effect and 
  the dormancy effect of amnesia are the same. 
  DESCRIPTION
  A character suffering from amnesia cannot remember things; his 
  name, skills, and past are all equal mysteries. While the character 
  can build new memories, he has trouble accessing those gained 
  before he contracted amnesia. While a character with amnesia can 
  still speak and read any languages he knows, and doesn’t lose the 
  most basic of skills needed to care for himself and interact within 
  society, he cannot remember anything substantial about his past.
  A character with this affliction loses all class abilities, feats, 
  and skill ranks gained before contracting amnesia. He retains 
  his base attack bonus, saving throws bonuses (though he takes 
  a –4 penalty on Will saves), CMB, CMD, total XP, Hit Dice, and 
  hit points. If a character gains a character level while suffering 
  from amnesia, he can use any abilities gained via that class level 
  normally. If the class level he gained was of a class in which he 
  already had levels, he initially gains the abilities of a 1st-level 
  character of that class, even though he is technically of a higher 
  level in that class, and then progresses from there. When the 
  amnesia is cured, the character regains the full abilities of the 
  class; recalculate his level based on his total XP. 
  CATATONIA
  Type greater madness; Save Will DC 24
  Onset immediate
  Effect The afflicted character acts as if she were cowering, but 
  this is not a fear effect, unlike other forms of cowering. 
  Dormancy Effect The afflicted character is staggered.
  DESCRIPTION
  A character suffering from catatonia mentally shuts down 
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  completely, or nearly so, greatly limiting her physical capabilities 
  as well. While a catatonic character still breathes, she can eat 
  or drink without assistance only if the catatonia is dormant. If a 
  catatonic character is faced with a dangerous situation, she must 
  attempt a saving throw. If she succeeds, she acts as if panicked 
  (though this is not a fear effect) until she is out of line of sight of 
  the danger or is cornered. If she is cornered, she cowers again.
  COGNITIVE BLOCK
  Type greater madness; Save Will DC 20
  Onset immediate
  Effect The afflicted character can no longer speak or write and has 
  difficulty concentrating. He can no longer use command word 
  items, spell-trigger items, or spell-completion items. He takes a 
  –10 penalty on concentration checks. He cannot cast spells with
  a verbal or thought (Pathfinder RPG Occult Adventures 144) 
  component, and cannot prepare spells from a spellbook.
  Dormancy Effect The afflicted character takes a –4 penalty on 
  concentration checks. 
  DESCRIPTION
  This affliction deprives a character of his concentration and his 
  ability to speak, read, and write, though he can understand words 
  he hears and can react to requests and commands as normal. 
  DISSOCIATED IDENTITY 
  Type greater madness; Save Will DC 20
  Onset 2d6 days
  Effect –6 penalty on Will saving throws and Wisdom-based 
  checks, and disassociated identities (see below)
  Dormancy Effect –2 penalty on Will saving throws and Wisdom-
  based checks 
  DESCRIPTION 
  This is a complicated affliction that manifests as two or more 
  distinct and different personalities in the same mind. The 
  number of personalities is up to the GM, as is the nature of the 
  personalities. Should the affliction worsen in some way (such as 
  by gaining dissociated identity again), the number of additional 
  personalities might increase as well. 
  Each morning upon waking and each time the afflicted character 
  is revived from unconsciousness, she must succeed at a Will save, or 
  one of the character’s other personalities takes hold. If the afflicted 
  character has more than one personality because of this madness, 
  the manifested personality is either randomly chosen or chosen 
  by the GM. If the afflicted character succeeds at all her saving 
  throws against manifesting alternate personalities for 3 consecutive 
  days, there is a 10% cumulative chance each night thereafter that 
  another personality takes control during the character’s sleep, 
  returning to bed afterwards and leaving the character with less 
  sleep than expected; if the afflicted character fails a saving throw, 
  the cumulative chance resets. The afflicted character’s memories, 
  skills, and other abilities are unaffected by the personality shift, but 
  typically the various personalities have no knowledge of each other 
  and will deny, often violently, that the other personalities exist.
  MORAL INSANITY
  Type greater madness; Save Will DC 22
  Onset 3d6 days
  Effect The afflicted character’s alignment shifts to evil, and he 
  gains a +10 competence bonus on Bluff checks to hide this 
  madness. Once per day, the afflicted character can attempt a 
  Will saving throw to suppress this effect for 24 hours. 
  Dormancy Effect none
  DESCRIPTION
  This complex madness fills the afflicted character with hatred for the 
  world and a detached feeling about others, as if they were nothing 
  more than pawns for the afflicted character’s own uses. A character 
  afflicted by moral insanity might plot the demise of friends and 
  enemies alike, but always with the goal of avoiding blame or 
  consequences and enabling him to continue to feed his dark desires. 
  The impact of moral insanity must be roleplayed, although not all 
  players may find it fun or interesting to play such a character. In such 
  cases, the GM should assume control of the character whenever the 
  madness is dominant. Evil characters can’t gain this madness.
  PSYCHOSOMATIC LOSS
  Type greater madness; Save Will DC 20
  Onset immediate
  Effect The afflicted character becomes blinded or deafened, loses 
  another special sense (like scent or blindsense), loses the use 
  of limbs, or loses a special movement speed (like a fly or swim 
  speed). The GM chooses how the psychosomatic loss manifests.
  Dormancy Effect none
  DESCRIPTION
  While there is nothing physically wrong with the afflicted 
  character, some kind of mental trauma has forced her brain to 
  shut down sensory or motor systems. Furthermore, magical effects 
  that typically remove these conditions (such as remove blindness/
  deafness) have no effect on this madness; the madness must be 
  cured in order to regain the senses or motor skills.
  SCHIZOPHRENIA
  Type greater madness; Save Will DC 22
  Onset 1d6 days
  Effect –4 penalty on Wisdom- and Charisma-based checks; cannot 
  take 10 or take 20 on any check; chance of becoming confused 
  (see below)
  Dormancy Effect cannot take 10 or take 20 on any check
  DESCRIPTION
  A character afflicted with schizophrenia can no longer function 
  as he once did, dealing with sudden deficits in social skills and 
  cognition, and an influx of new, strange behaviors. The character 
  becomes erratic, chaotic, and unpredictable as his affliction and 
  symptoms continue, often hitting a peak of symptoms including 
  hallucinations and delusions. Each time a character afflicted 
  with this madness finds himself in a stressful situation (such 
  as combat), he must succeed at a Will saving throw or become 
  confused for 1d6 rounds. 
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  Running Horror 
  Adventures
  6
  
  H
  ow do we even know 
  it’s haunted?” Merisiel 
  brushed a spider web from her 
  face, grimacing. “All we have 
  to go on is that gnome’s story, 
  and you know how they are.”
  Kyra shrugged. “If it’s not, 
  then we got a nice romantic 
  walk in the woods.”
  “In the mud.”
  “In the mud,” Kyra agreed. 
  “But if it is, we have a duty—”
  In the distance, light shot 
  from the house’s windows 
  and a high-pitched keening 
  filled the air. Far above, the 
  clouds swirled, twisting into 
  a vast, demonic face. 
  Merisiel cursed and fell into 
  a crouch, daggers drawn.
  “In my experience,” Kyra 
  noted, “that’s usually a pretty 
  good indication.”
  
  G
  ame Masters don’t have to run a horror-themed 
  Pathfinder adventure differently from how they would 
  any other adventure—but they can. Before running a 
  horror adventure, though, the GM should consider a basic 
  question: Who is she trying to scare? That might seem 
  obvious, but horror adventures are about fear, so the GM 
  needs to understand the nature of that fear. 
  If a GM doesn’t want to scare anyone, she can incorporate 
  this book’s options into her game like those from any other 
  Pathfinder RPG book. The options herein might feature 
  darker themes, but that’s all that makes them different.
  But perhaps a GM decides she does want to frighten 
  someone, and naturally, she targets the player characters. In 
  this case, the game changes to incorporate elements meant 
  to shock the PCs or explore darker parts of the campaign 
  setting. Ultimately, this probably doesn’t mean much more 
  than deciding which monsters and settings the game 
  employs. An otherwise normal Pathfinder adventure 
  featuring ghosts, haunted houses, faceless murderers, 
  and similar creepiness might be all 
  a GM needs to effectively spook 
  the PCs. 
  If the GM wants to frighten her 
  players, she must do so with the 
  utmost care and thought, making 
  changes from how she would run 
  other Pathfinder adventures. This 
  doesn’t mean making the game 
  a farce to startle the participants. 
  Rather, it gives the GM the 
  opportunity to use her adventure 
  like a storyteller telling a ghost story, 
  using the medium to build tension 
  and unnerve the other participants, 
  each of whom expects to enjoy a good 
  scare. This sort of game focuses on 
  intentionally evoking feelings from 
  the players themselves, rather than 
  their characters. So long as the 
  players know what they’re in for 
  and explicitly want to be scared, 
  horror-themed games can be 
  exceptionally memorable.
  This chapter includes tips 
  on how to run any sort of 
  horror adventure, describing 
  various horror subgenres and 
  including tips on how to create 
  horror adventures, cultivate an 
  unnerving atmosphere, and use the 
  Pathfinder RPG rules to adjudicate 
  terrifying encounters. Before any of that, 
  though, the GM should understand how horror 
  adventures differ from normal Pathfinder adventures and 
  why she should take exceptional care to make sure her 
  players are willing participants.
  HORROR VERSUS HEROISM
  Especially if a GM has run frightening adventures using other 
  roleplaying games, she should understand that the Pathfinder 
  Roleplaying Game is not designed with horror in mind. The 
  Pathfinder RPG is a game of heroic adventure where the 
  characters gradually become more powerful than they were at 
  the game’s outset—by accumulating special abilities, treasure, 
  and so on. In most games designed to tell frightening tales, 
  however, the characters instead begin play on a downward 
  trajectory toward corruption, insanity, or death. Yet using 
  this chapter’s techniques doesn’t mean transforming 
  the Pathfinder RPG into an entirely different game. 
  Nor does a horror-themed Pathfinder game suggest 
  that the PCs become less heroic or that they are 
  suddenly destined for a grim fate. It might change 
  what plots, monsters, and locations are included 
  and what sorts of characters players make, 
  but the assumption remains that the 
  PCs will undertake adventures, win 
  treasure, gain power, and ultimately 
  accomplish their quests. The GM 
  might mask these assumptions a 
  bit more than usual—there’s no 
  sense of threat if success seems 
  like a foregone conclusion. In 
  the end, though, it gives the GM 
  the opportunity to pit the PCs 
  against escalating horrors and 
  levels of terror.
  HORROR GAMES 
  AND CONSENT
  If the story’s objective is to 
  unsettle the players rather 
  than their characters, the 
  GM needs something before 
  even starting to seriously 
  think about running such 
  an adventure: the players’ 
  consent. 
  Players 
  should 
  understand what it might 
  mean to participate in a 
  horror adventure. Knowing 
  that the game is intended to 
  be creepy is not enough—in the 
  same way that some filmgoers might 
  be on board to see a horror movie aimed 
  at teenage audiences but not one exclusively 
  for adults. 
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  Anyone planning on participating in a horror adventure 
  should read the following section—GMs and players alike. 
  Of all the content in this book, this section is the most 
  serious because it doesn’t deal with fictional characters, but 
  with real people and reactions.
  For Game Masters
  The Pathfinder RPG styles itself as a fantasy RPG, not as 
  a horror RPG. Horror adventures often feature unsettling 
  content, and while many players enjoy exploring macabre 
  places, that is not universally true. It is part of your 
  responsibility to make sure your players know that the game 
  will feature frightening elements and give them a sense of 
  what themes to expect. If players express discomfort or 
  concern, change or remove the objectionable aspects or, if 
  necessary, invite the player to participate in a different game. 
  You might worry that revealing your story’s themes 
  might spoil it. Don’t. This preliminary description can act 
  more as a film’s trailer, providing the players with glimpses 
  necessary to make informed decisions about whether they’ll 
  enjoy the experience. Veiling a game’s content is not worth 
  making players feel endangered or like they’ve been tricked 
  into publicly visiting dark personal places. You can’t simply 
  assume that you know what your players will be okay with. No 
  matter how long you might have been playing with someone, 
  nobody broadcasts his every phobia, secret fear, or private 
  experience. So, for the comfort of everyone, make sure your 
  players know what they’re getting into.
  Additionally, despite the fact that horror games include more 
  ominous themes than other adventures, just calling something 
  a horror game does not provide an excuse to vent your darkest 
  thoughts without further warning. While many frightening 
  games feature gore, menace, and tragedy, the inclusion of 
  such elements doesn’t in itself indicate to your players that 
  scenes of torture, sexual violence, child endangerment, or 
  other brutalities are on the table. “Grittiness” and “realism” are 
  not excuses to surprise players with this content midgame. If 
  a game might feature such elements, you remain responsible 
  for making your players aware of that beforehand and letting 
  them decide whether they want to play.
  Finally, sometimes opinions and expectations simply 
  change. Let players know that if they become uncomfortable 
  with any part of your game, it’s perfectly fine for them to leave 
  the game space. Make yourself available to discuss your game’s 
  content if a player so desires—but understand you are not owed 
  any insight into your players’ reactions. If a player expresses 
  concerns about a game’s content, he doesn’t need to explain 
  himself; either remove the sensitive element, run a different 
  game, or ask the player to participate in a different game.
  If you keep these considerations in mind and prioritize 
  your players’ enjoyment, you’ll be on your way to running an 
  adventure your group remembers for its creepiness, not its 
  unintended negative consequences.
  For Players
  The Pathfinder RPG is a storytelling game, and as with 
  stories in any medium, sometimes the tale ventures into dark 
  places. If you are a participant in a game that makes you feel 
  uncomfortable or threatened, you can stop playing at any 
  time. You don’t have to endure a game that unsettles you in 
  a way you don’t enjoy. If that occurs, it’s entirely acceptable to 
  leave the game and remove yourself to a safe space. 
  If you want to tell the group that you need a break or have 
  a private discussion with the GM, you may, but don’t feel 
  obligated to. Sometimes GMs seek to include disturbing 
  content in their games to be shocking, to be gritty, or to mimic 
  content from television or film. Unfortunately, such elements 
  often overlap with real-world truths and traumas that are 
  anything but entertaining. Just as you might avoid that content 
  in other media, you have every right to avoid it in gaming. 
  A good way to avoid a game that focuses on content that 
  you’re not comfortable with is to talk with your GM before 
  the game starts and find out what sort of adventure she 
  intends to run. Ask whether the GM expects any extreme or 
  R-rated content. As discussed above, it is part of every GM’s 
  responsibility to assure that her players have a good time, but 
  (unfortunately) you can’t trust every GM to act on this. If a 
  GM proves reticent to reveal a game’s themes or implies that 
  there will be disturbing or adult content without elaborating 
  on what, strongly consider not attending that game. 
  Just as you would want the GM and other players to respect 
  your boundaries, make sure to respect theirs. Unless the 
  other players and the GM have already agreed to a truly dark 
  game, don’t contribute to making a game uncomfortable by 
  playing a depraved character or by going into explicit detail 
  about your character’s horrid deeds. And if other players feel 
  they need to leave the game, either help change the game to 
  something everyone enjoys or support their decision to leave. 
  Everyone should be working together to create a game 
  that’s fun for the entire group, so know that it’s literally in 
  the Pathfinder game’s rules (on page 9 of the Pathfinder RPG 
  Core Rulebook) that playing the Pathfinder RPG is supposed to 
  be rewarding for everyone involved.
  HORROR SUBGENRES
  Horror stories are not all alike, and neither are all horror 
  adventures. In fiction and film, horror is divided into 
  numerous subgenres. This section introduces just a few of 
  those subgenres to help the GM choose the type of horror 
  story she wants to tell and create adventures that match. 
  While nowhere near a complete listing, the following 
  horror subgenres have been singled out either because they 
  translate easily into Pathfinder RPG adventures or they are 
  particularly challenging to translate and often need more 
  advice than usual to succeed. 
  Each of the following subgenres follows a similar format: a 
  general description, followed by four sections.
  191191
  
  Storytelling: This section features notes on themes 
  common to stories in this subgenre and elements to consider 
  including in a subgenre-based Pathfinder adventure.
  Monsters and Threats: This section includes a selection 
  of creatures and rules content that make appropriate threats 
  for this subgenre. Monsters in products other than the 
  Pathfinder RPG Bestiary include a superscript reference.
  Basic Plots: This section contains examples of plots 
  with central subgenre elements that make fine one-off 
  adventures. A GM can flesh out these ideas or use them as 
  departure points to create her own adventures.
  Advanced Plots: Advanced plots are more complex, and 
  can serve as the basis for entire campaigns. Again, they can 
  be used to inspire unique adventures.
  Body Horror
  The body is a frail, little-understood thing that might betray 
  its host-consciousness at any moment. This visceral subgenre 
  concerns itself with the organic terror of the flesh, including 
  disease, physical corruption, and transformation. At its basest 
  level, body horror is the revulsion felt upon hearing a bone 
  break or seeing a joint violently bend in the wrong direction. 
  Elaborated upon, it’s the terror of becoming physically 
  monstrous and the awfulness that might hide within.
  Storytelling: Body horror plots often concern themselves 
  with transformation. This might be in a mundane fashion, 
  such as a character racing to find a cure for a withering disease, 
  trying to escape enemy territory with a broken leg, or knowing 
  that a parasite is devouring his flesh. Unleashed from reality, 
  body horror might involve an uncontrolled transformation, a 
  disease that has gained sentience, or a monster that consumes 
  flesh or blood. Body horror plots can involve a timeline or 
  countdown, evoking a disease running its course or an 
  untreated wound turning gangrenous. The only way to stop 
  the spread of whatever fleshy terror has been unleashed is 
  to cure it medically or excise it with sword or spell before it 
  is too late. Doing so often comes with the greatest threat of 
  body horror: infection. Characters might suffer curses (see 
  page 138), contract terrible illnesses (see page 146), undergo 
  horrific corruptions (see page 14), or become host to ravenous 
  parasites. Customize body horror effects to the story’s needs, 
  pairing nauseating descriptions with game-affecting effects 
  like loss of limbs, hit point damage, ability score drain, 
  inability to naturally heal, or worse. 
  GMs running body horror adventures will likely find 
  that many players have powerful reactions to descriptions 
  of gore and disease symptoms. A GM should describe such 
  scenes in a way that’s right for her players, and remember 
  that gratuitous descriptions quickly lose their impact. 
  Uncertainty and time are also powerful factors in body 
  horror stories, with PCs often unsure whether they or those 
  they love are safe from infection—and if they don’t show 
  signs today, what about tomorrow? 
  The enemy in a body horror game can also be unclear. 
  While it might be individuals spreading a plague, a race of 
  sentient parasites, or a mad scientist transforming victims, 
  it might also be simply a disease itself. The former examples 
  lend themselves toward common Pathfinder plots. The 
  latter, though, might unfold as a scavenger hunt or series of 
  challenges that contribute toward concocting a cure. In such 
  cases, the final challenge should be the most harrowing and 
  present the greatest risk of exposure to infection. In that 
  way, the defeat of the invisible menace has a climax, but it 
  also has the extremely personal threat of another outbreak. 
  Monsters and Threats: Parasites and diseases often feature 
  in body horror stories, so consider rot grubsB3 (of the giant 
  variety or more common hazards), ear seekers (Pathfinder RPG 
  GameMastery Guide 244), intellect devourers, or visceral plagues 
  from the disease list on page 557 of the Core Rulebook (though 
  consider using the rules for diseases on page 138 of Pathfinder 
  RPG Pathfinder Unchained) or the disease section of this book 
  (see page 146). Creatures that implant their eggs or are born 
  from other creatures include lunarmasB4, vegepygmies, and 
  xills, while those who cling to or take over a host’s body 
  include incutilisesB4 and wizard’s shacklesB5. FleshwarpsB4 
  and oozes like carnivorous blobsB2 embody the horror of 
  abominable transformation, beheadedB4 and crawling handsB2 
  are unbound body parts, and drow and kytons use flesh as 
  mediums for their art or taboo experimentations. Many of 
  the corruptions on pages 14–37 and the fleshwarping rules on 
  pages 164–171 of this book also allow a PC to experience the 
  terror of transformation firsthand.
  Basic Plots: A quarantine traps the PCs in a city suffering 
  from bubonic plague. A breed of oozes infests a community’s 
  sewers, changing those they touch into melting zombies. 
  GhorazaghsB3 capture the PCs in a labyrinthine scab-hive.
  Advanced Plots: The secret of an incestuous imperial 
  dynasty reveals an undercity of vain, inbred mongrelmenB2 
  lurking beneath the capital. A mind-altering disease (to which 
  elves are mysteriously immune) becomes sentient, infects the 
  minds of hundreds, and launches a pogrom against those it 
  can’t infect. A nation’s pervasive, cowlike herd animals stave 
  off famine, but the nation turns on the PCs when they expose 
  that the creatures are semi-sentient drakainiaB4 spawn.
  Cosmic Horror
  Often called cosmicism or Lovecraftian horror, stories in 
  this subgenre involve the realization that humanity and all 
  its struggles are insignificant amid the greater workings 
  of the universe. Such plots typically involve revelations of 
  the truth that shelters the limited, shared lie society calls 
  reality. The forces beyond this veil are fundamentally 
  unfathomable, indifferent, and dangerous. Brushes with 
  these powers typically scar a character, resulting in death, 
  insanity, or understandings that make her an outcast from 
  society. Ignorance and willful delusion then become virtues, 
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  shields that protect a fragile narrative from the truth of a 
  vast, apathetic cosmos.
  Storytelling: Cosmic horror stories aren’t about tentacles—
  they’re about the truths mortals are better off not knowing. 
  Perhaps these revelations are the secrets of cosmic overlords, 
  or maybe they’re leaps of understanding—realities radically 
  different from what society thinks it knows. The pursuit 
  of greater knowledge can begin as a noble quest, gradually 
  revealing an organic conspiracy propagating truths too 
  great for the characters to influence. A GM might provide 
  bread crumbs leading toward this knowledge, but the PCs’ 
  limited perspective grants only glimpses of the terrible 
  whole. The discovery of strange cults or unsettling artifacts 
  might push characters to uncover devices and creatures not 
  native to their understanding of the world. These elements 
  are best revealed slowly, like evidence in a mystery story, and 
  they should build upon one another to suggest ever-greater 
  threats. Ultimately, the threat might be entities from beyond 
  gulfs of existence, or even be something like the arrangement 
  of the stars themselves—foes that can’t be defeated with 
  sword and spell. While the PCs might win a skirmish with 
  such forces and prevent the apocalypse du jour, their world’s 
  days are numbered. Depending on how much the PCs learn, 
  they might never again be able to share in the vision of reality 
  needed to function in society. If that wasn’t terrible enough, 
  when they glimpse the truths beyond the veil, those 
  sanity-bending forces gaze back.
  Monsters and Threats: Cosmic horror games 
  frequently feature aliens—intruders from other 
  worlds, planes, or epochs. These are not typically 
  spiritual beings, like angels or demons, but neighbors 
  in existence that prove the laws of reality 
  aren’t exactly fair. Many creatures from 
  the works of H. P. Lovecraft and other 
  authors of this subgenre exist in the 
  Pathfinder RPG and fit naturally into 
  cosmic horror adventures, such as deep 
  onesB5, denizens of LengB2, elder thingsB4, 
  Great Old Ones B4, mi-goB4, shoggoths, and 
  YithiansB3, to name just a few. Lovecraftian 
  creatures don’t have exclusive dominion over this 
  subgenre, though. Given the right backstory, any creature 
  with an aberrant form or mind makes a useful cosmic 
  horror foe, like aboleths, chokers, cloakers, hundunsB5, 
  hyakumesB4, immortal ichorsB4, and otyughs. Consider 
  casting whole races or creature types as 
  manipulators from 
  other 
  worlds 
  or 
  beings possessed of 
  enigmatic agendas, 
  such as aberrations, 
  certain 
  monstrous 
  humanoids, or fey. 
  Beyond bizarre  monsters, tools  and  artifacts  from 
  other worlds might prove to be equally dangerous. Consider 
  taking a familiar item and describing it in an otherworldly 
  fashion—a crossbow takes on an entirely different aspect if 
  it screams every time it’s fired. Magic, too, if learned from 
  otherworldly sources, might gain a dangerous cast, perhaps 
  dealing damage to the caster or eroding a character’s ability 
  scores. Shocking discoveries can also present their own 
  dangers in the form of sanity effects. See page 182 for a host 
  of reactions characters might experience when their visions 
  of reality shake and their pillars of sanity crumble.
  Basic Plots: An ally, fearing for his life, provides the PCs 
  with a secret or relic pursued by servants of a god-ocean that 
  covers a distant moon. Opening an ancient vault unleashes 
  a member of a race for which time means nothing. A town 
  forsakes its religions after a seasonally appearing comet 
  lands atop a windmill outside their community.
  Advanced Plots: A strange nightmare, swift-growing 
  plant, or spreading wound holds a means of communicating 
  with a future dominated by another species. In the wake 
  of a planetary alignment, an entire race begins fleeing the 
  planet. A musician discovers tones that allow her to reshape 
  reality, drawing the attention of otherworldly star-shrieks. 
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  Dark Fantasy
  As its name implies, dark fantasy isn’t a subgenre of horror 
  but rather a fantasy subgenre that relies on horror themes. 
  Dark fantasies typically involve the same tropes as fantasy 
  tales—swords, castles, magic, heroics—but viewed through a 
  grim lens. Deadliness, despair, and the macabre are common 
  here, elements that threaten innocents with forces beyond 
  their power to understand or overcome. 
  Storytelling: In these tales, magic and the supernatural 
  take on a darker and deadlier cast. Enchanted lands 
  become accursed places filled with ravenous predators and 
  dangerous outcasts. Magic might bear the threat of arcane 
  backlash or addiction. Monsters are fearful things, whether 
  they are born from the corpses of former neighbors, 
  demonic incarnations of temptations, or terrifying beasts 
  that city walls dubiously hold at bay. It’s a pessimistic sort 
  of fantasy where threats are many and death seems likely, yet 
  the heroes of these stories have the opportunity to defend 
  the rare places of warmth and light. Not unlike other fantasy 
  heroes, they become champions of the helpless and foes of 
  evil. However, here the odds are stacked far more heavily 
  against them.
  Monsters and Threats: Aberrations, constructs, evil 
  outsiders, and undead are common in dark fantasy 
  adventures, as are grim reimaginings of magical beasts and 
  other classic fantasy creatures. Evil spells, cursed magic 
  items, and magical environmental hazards are also typical. 
  With a properly grim twist, nearly any fantasy element could 
  find its home in a dark fantasy adventure.
  Basic Plots: Necromancers use the corpses of a plague-
  scoured village to create a gashadokuroB4. A gargoyle trophy 
  hunter is responsible for a series of baffling murders. A troll 
  uses the sewer to slip into the basement of the royal archives 
  and preys upon scholars who linger too long after dark.
  Advanced Plots: A genius arcanist seeks to recreate the 
  empire of a fallen undead tyrant by retracing his path to 
  lichdom. A rift between realities allows the hordes of the 
  Abyss to invade the world. The corpse of everyone who dies 
  returns as a ghoul within 1 day, forcing the PCs to investigate 
  why souls are not passing on to the afterlife.
  Ghost Story
  These stories feature ghosts—whether they’re actual spirits or 
  the characters simply believe in those spirits. Usually relatively 
  short tales, stories in this subgenre focus on wayward souls 
  and the tragic events that keep them from passing on. They 
  usually feature a haunted place—such as the archetypical 
  haunted house—but this might be any location, object, 
  person, or other element that is somehow tied to the spirit’s 
  unfortunate past. The protagonists of a ghost story tend to be 
  latecomers to the tragedy. By entering the zone of spiritual 
  fallout, they either embroil themselves in healing residual 
  scars or try to escape before becoming the next victims.
  Storytelling: Ghost stories make fantastic single-adventure 
  plots because they typically link an atmospheric story with 
  a specific location. The tie between a ghost and its haunting 
  grounds means that PCs can indulge in a ghost story without 
  it necessarily interfering with a wider campaign. 
  Ghosts come in an enormous variety, but for horror 
  adventures, the two most useful are ghosts that want 
  something and violent ghosts. The former might be sorrowful 
  entities that make the PCs their agents in the hopes of being 
  set free. The latter are vicious things, incarnations of madness 
  and violence that take their wrath out on any who dare trespass 
  on their haunting grounds. In neither case does a ghost need 
  to be a sympathetic character, but in both, the spirit’s origins 
  affect its appearance, abilities, and behavior. While revealing 
  the lore behind a haunting might be story enough, in a typical 
  Pathfinder ghost story, learning the spirit’s background and 
  using it to put the ghost to rest is central to the plot.
  With the wealth of ghost stories in fiction and film, a GM 
  can plunder existing works for inspiration and experiment 
  with the definitions of “ghost” and “haunting.” She might 
  also consider giving the ghost story a trigger, an event that 
  activates a dormant haunting. Perhaps the return of a family 
  member to his ancestral home or a PC gazing through an orb 
  that reveals the spirit world sparks a full-blown ghost story. 
  Monsters and Threats: Obviously, these tales focus on 
  ghosts, but in the Pathfinder RPG, “ghost” might mean a variety 
  of things, not just the monster of the same name. However, a 
  ghost is an excellent choice of monster due to its rejuvenation 
  ability, which means the spirit can only be truly defeated if the 
  PCs discover the correct means. This ability forces the PCs to 
  involve themselves in a ghost story to defeat their foe.
  A GM might use any number of ghostly spirits to create 
  specific sorts of ghost stories—for instance, bansheesB2 
  terrorize barren moors, poltergeistsB2 disturb peaceful 
  households, and yuki-onnasB3 haunt snowy vistas. Looking up 
  creatures with the incorporeal subtype in Appendix 8 of any 
  Pathfinder RPG Bestiary volume can point to strong ghost story 
  candidates. Ghosts don’t need to be incorporeal. Phantom 
  armorsB4, revenantsB2, skeletal champions, and zuvembiesB3, 
  for example, all make fine corporeal threats. A “ghost” also 
  doesn’t need to be undead, especially as the line between 
  spirit and outsider is often blurry. Consider having any of a 
  variety of fiends—such as owbsB4 or vulnudaemonsB3—haunt 
  a ghost story. For story purposes, a GM shouldn’t hesitate to 
  give non-ghosts the rejuvenation ability as well, but only so 
  long as the threat stays bound to a single plot-rich locale. 
  More so than in other subgenres, haunts make obvious 
  choices (see page 172 for haunt ideas). Spectral beings (especially 
  geistsB4) teamed with a variety of flavorful haunts can work 
  together to create a wider and more satisfying haunting.
  Basic Plots: The destruction of a local asylum releases 
  years of pent-up mental trauma as an allipB3 or caller in 
  darknessB5, the dominant personality of which wants nothing 
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  more than to visit the sea once more. The ghost of a golem-
  crafter intimidates a young trespasser into reactivating her 
  laboratory and creating a soulboundB4 body for her to inhabit. 
  A painting from a far-off land drags the ghost of the portrait’s 
  subject with it, a noble but frustrated foreign warrior who 
  speaks only his native language.
  Advanced Plots: A ghost becomes the PCs’ patron, offering 
  its treasure (or home) if they complete what it left undone. A 
  violent, mute ghost the PCs thought exorcised reappears—
  could they have mistaken its identity? The ghost of a defeated 
  villain or a fallen ally becomes linked to one of the PCs’ pieces 
  of equipment, though the connection seems to be stronger 
  than simply that between victim and murder weapon. 
  Gothic Horror
  Gothic horrors exude atmosphere and portent. This is the 
  subgenre of The Castle of Otranto, The Raven, and Dracula. 
  Lightning-illuminated castles, baroque cathedrals, tortured 
  minds, and unquiet souls fill these stories, every element 
  fostering moodiness and presaging dooms—often through 
  ornate description. While gothic horror regularly focuses on 
  darkness, decay, fallen grandeur, and the wages of sin, it can 
  also be rich with romance and bravery, making it well suited 
  to Pathfinder adventures.
  Storytelling: More than any specific monster or type of 
  fear, in the best of these stories, grim details work together 
  to create an oppressive atmosphere of perpetual fall or 
  winter, where secret transgressions exert dark prices in 
  the form decrepitude, sickness, curses, and monstrous 
  predation. Settings, characters, and plot all work together in 
  gothic tales, and a GM should strive to insinuate that dark 
  things are to come through elements of the narrative. If any 
  subgenre is going to feature sudden thunderstorms, ominous 
  coincidences, or peasant warnings, it’s gothic horror. The 
  evil force at the end of this foreboding path might have the 
  statistics of a brooding vampire or an ageless wizard, but by 
  the time the PCs meet her, what they’ve experienced should 
  have built her up as something much more.
  Gothic horror tales highlight and develop wealth, 
  extravagance, and the noble or positive qualities of characters 
  to better wring pathos from their ruination. Romances are 
  also common, whether as the spark that ignites dark passions 
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  195
  
  or as the motivation for heroics. Death, desperation, and 
  madness are frequent results of both themes, paving the 
  way for encounters with the fantastic, deals with wicked 
  forces, and passions that keep characters from a peaceful 
  death. Indulging these themes suggests not only a host of 
  settings (like crumbling manors, grim cathedrals, and misty 
  graveyards), but also stock characters (suspicious townsfolk, 
  penniless nobles, and ghostly governesses) waiting to 
  populate a gothic tale. 
  Monsters and Threats: The mainstays of gothic horror 
  include some of the most identifiable monsters in fiction 
  and folklore: fiends, ghosts, hags, lycanthropes, mummies, 
  murderous animals, skeletons, vampires, yeth hounds, 
  and the like. Almost any monster could make a fine villain 
  in a gothic horror story, though, so long as it has a tragic 
  background and intentions of menace. For example, the 
  sorrow of a lovelorn dryad might extend beyond herself, 
  transforming a wilderness into a savage nightmare.
  Insidious magic items—like monkeys’ paws and soul 
  portraits—also often appear in gothic stories, the objects 
  taking on the sins of their past owners. Bargains with fiends, 
  foul gods, or perhaps even death itself can inspire tragic 
  villains. Haunts also make useful threats for gothic horror 
  tales, their descriptive dangers providing a way to reveal 
  mournful histories—perhaps piece by piece through a series 
  of interrelated, tragic events.
  Basic Plots: Every hundred years, a graveknightB3 
  appears and challenges the high priest of the goddess of 
  valor, whose cathedral stands upon an ancient battlefield. 
  A changelingB4 begs for the PCs’ protection, fearful of the 
  crone she’s seen in her nightmares. The PCs must retrieve 
  a lost locket from a spectral house that appears only on the 
  night of the winter solstice.
  Advanced Plots: A PC is the reincarnated lover of an 
  ancient vampire baroness. A mothmanB2 follows the PCs 
  from afar, intent on creating, ending, or repeating an age-
  long curse. The entire faith of a just deity is convinced a PC 
  holds the key to a horrible prophecy and can’t be allowed 
  to live.
  Psychological Horror
  As a counterpoint to body horror, the psychological horror 
  subgenre plays upon the fears and uncertainties rooted deep 
  within the mind. The possibility of becoming detached from 
  reality, plots to drive people mad, and the menace of taboo 
  urges all fill the surreal world of psychological horror. While 
  these stories might involve supernatural elements, it’s often 
  difficult for characters to be sure whether such menaces are 
  real or entirely within their heads.
  Storytelling: Among the most challenging subgenres of 
  horror to re-create in a Pathfinder adventure, psychological 
  horror stories often deal with themes of conspiracy, doubt, 
  and paranoia. In film and fiction, these stories might focus 
  on a single individual being pushed beyond her limit as the 
  lines of reality blur around her. In a Pathfinder adventure, 
  it’s difficult to make one PC the victim of such horror—but 
  it is possible. While the rules for sanity simulate a variety 
  of psychological effects, these are most effective when a 
  player chooses to roleplay their effects, forcing the group to 
  acknowledge that the character’s grip on reality has slipped. 
  Beyond those rules, the techniques described in the Warp 
  Reality section on page 199 and in the Secrets and Suspicion 
  section on page 201 can help sow uncertainty among the 
  players, leaving them wondering what’s real and who they 
  can trust.
  Easier to create are adventures where another individual 
  has lost his grip on reality, leading him to commit monstrous 
  acts and possibly transform his home into a manifestation 
  of his delusions. Conspiracy plots might unite a cadre of 
  foes seeking to hide some shocking truth, perhaps making 
  the PCs question whether lifelong beliefs have been lies all 
  along. In more extreme cases, the PCs might become victims 
  of gaslighting (perhaps by a gaslighter mesmerist; see page 
  60), either in subtle ways or in elaborate experiments—like 
  a dungeon of shifting passages or a deadly puzzle room—
  meant to drive them insane.
  Monsters and Threats: Cunning shapechangers (like 
  araneas, doppelgangers, and rakshasas) and creatures with 
  manipulative mind powers (like aboleths, graysB5, and 
  lotus treesB5) make fantastic foes in psychological horror 
  adventures. Psychic magic is an obvious threat in these 
  tales, warping memories and outright controlling the weak 
  willed, but so are illusions, which can manipulate what a 
  victim perceives or thinks he knows. More insidious than 
  monsters in psychological horror stories are the everyday 
  people who manufacture plots to undermine someone’s 
  sanity or the individuals whose stresses and delusions 
  become uncontrollable enough to set them on deadly 
  courses—like a deranged individual who makes his home 
  a trap-filled murder pit or a zealot who believes his sins can 
  only be purified with innocent blood.
  Basic Plots: A divine emissary in animal form comes to a 
  PC and encourages her to slay a secret enemy of the faith—
  but it only speaks when the PC is alone. The PCs need to cure 
  a scholar who has gone insane by entering his hag-haunted 
  nightmares. The PCs come to a town where a teenage girl 
  can turn herself invisible, and everyone lives in fear of what 
  she does, doesn’t, or could know.
  Advanced Plots: The PCs become aware they are the 
  only true humanoids in a society that consists entirely of 
  doppelgangers. Derros kidnap the inhabitants of an entire 
  village without their knowledge, relocating them to a near-
  perfect re-creation of their community deep underground. 
  A pakalchi sahkilB5 convinces the queen that her court mages 
  have turned against her, leading her to start a bloody witch 
  hunt throughout the entire nation.
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  6
  Running Horror Adventures
  Running Horror Adventures
  Slasher Horror
  Violent stories that pit relentless murderers against 
  defenseless victims, slasher horror is the home of some of 
  film’s most brutal killers. These tales typically follow the 
  rampage of a single weapon-wielding psychopath and his 
  targets’ desperate attempts to survive. The slasher is usually 
  more than a normal person, possessing a drive or fortitude 
  that makes him more akin to a deadly force of nature. Only 
  bravery and cunning hold any hope of defeating the slasher, 
  and even then, usually only after he has spilled seas of blood.
  Storytelling: Of primary importance to a slasher story 
  is the sense of inescapability. If the would-be victims 
  can just leave an area and escape the slasher, his threat is 
  undermined. Therefore, seclusion is important. Perhaps the 
  PCs—the likely victims—are isolated by geography (on an 
  island, in the mountains), by terrible weather, or by some 
  other physical factor (a flood washed out the road, the PCs 
  are in a labyrinth that’s supposedly inescapable). Social 
  factors can also create seclusion. Perhaps the PCs don’t speak 
  the language and can’t effectively go for help, know the town 
  guard wants to shield the murderer, have a responsibility to 
  stay in a place, or are cursed and can’t leave an area. In any 
  case, the PCs are trapped with a menace they’re not likely 
  able to physically overcome.
  As monsters and combat are such fundamental parts of 
  the Pathfinder RPG, it’s easy for a slasher attack to become 
  just another fight. Elusiveness, relentlessness, and the 
  perception of invincibility are the slasher’s greatest 
  weapons. To avoid this, the slasher can’t just be an 
  opponent the PCs outmatch, making them have to 
  find ways other than combat to defeat their foe. A 
  GM should make the slasher difficult to fight, but 
  not impossible to defeat. The PCs need to be able to 
  find tools and prepare traps that give them an edge 
  over their foe. Objects meaningful to the slasher (and 
  perhaps his origins) might aid them in their fight. 
  The plot might encourage characters 
  to split up to defeat the slasher and 
  thus make them vulnerable to their 
  foe—see Splitting the Party on 
  page 203 for ways to help build 
  tension in situations like this. 
  Signature weapons are powerful 
  elements in slasher stories. A GM 
  might give the slasher a weapon that’s 
  threatening but also metaphorical—like a headsman’s axe or 
  a scythe. Tools and unique creations that tie into the slasher’s 
  history and origins also make great murder weapons—like 
  a harpoon, a daggerlike quilting needle, or a shark jaw fitted 
  onto an iron mask.
  Monsters and Threats: Slasher tales are monster stories. 
  What constitutes the monster, though, is entirely up to 
  the GM. The implacable stalker template (see page 238) 
  specifically allows for slashers to be made out of any sort of 
  creature or character. 
  Often slashers are murderous humanoids who have been 
  driven violently insane or who have become possessed 
  by brutal objectives. These sort of slashers emphasize 
  the monstrousness of everyday people, which might be a 
  concept a GM wants indulge.
  Actual monsters can also make fine slashers. Creatures 
  that bear a semblance to everyday people but obviously 
  aren’t work well for this, like apes, bugbears, goblins, 
  ogrekinB2, redcapsB2, and trolls. Finally, more monstrous 
  creatures easily become slashers, even 
  though the PCs might have a limited 
  ability to see something of themselves 
  in such foes. Rather than creatures with 
  obviously monstrous forms, certain 
  beings might pass as humanoids with 
  the right disguises or magic, like babau demons, 
  bogeymenB3, dark stalkers, denizens of LengB2, 
  or dullahansB2. Or perhaps the slasher’s 
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  form is inconsequential, and the true murderous entity is 
  the sentient weapon he bears.
  Basic Plots: The daughter of a villain the PCs slew years 
  ago catches up to them at a lonely country inn and proceeds 
  to poison everyone in the establishment, one at a time. The 
  PCs’ journey forces them to pass through the Valley of the 
  Skulleater, home to a strangely intelligent and elusive bear 
  that relentlessly stalks trespassers. A marsh giant shaman 
  begins murdering everyone associated with the village that 
  killed his son.
  Advanced Plots: The PCs find a crimson garrote that 
  belonged to a famous killer, leading to a rash of murders 
  following in their wake. Mere months after raiding a 
  crypt, a mummy lordB5 appears and attempts to slay the 
  PCs, reappearing yearly on the anniversary of the defiling. 
  Because of her remarkable lineage, the notorious serial 
  killer known only as the Queen of Razors can’t be killed 
  without infuriating the royal church, but the PCs can’t allow 
  her to kill again. 
  CREATING HORROR ADVENTURES
  Typically, when creating a Pathfinder adventure, a GM 
  begins with nothing more than the kernel of an idea—a 
  setting she wants to explore, a monster she wants to use, or 
  a scheme on which she’d like to elaborate. This basic idea 
  provides the framework upon which she hangs the other 
  elements of the story. A GM can create a horror adventure in 
  the same manner. 
  Chapter 1 of the GameMastery Guide provides extensive 
  details on creating and running adventures. As horror 
  adventures are just another type of Pathfinder RPG 
  adventure, all of that advice still pertains. The difference, 
  though, is that now the GM has an additional goal: to make 
  the story scary. The following advice supplements the advice 
  in the GameMastery Guide to help GMs do just that.
  Know the Medium
  Through the entire adventure design process, GMs should 
  keep in mind that they’re not writing a horror novel or 
  screenplay—they’re writing a horror RPG adventure. It’s 
  easy to get distracted by nuanced lore and charismatic 
  villains, but all GMs should remember that the PCs are 
  the stars of the story and ultimately the most important 
  characters. Along with this, remember that Pathfinder 
  characters have a variety of magic and other options that 
  might allow them to make things that frighten everyday 
  people meaningless or that instantly reveal any secrets. 
  Therefore, it’s important for GMs to know characters’ 
  strengths as much as their weaknesses and customize the 
  adventure to play upon what they fear most (see below for 
  more details). These powers might be daunting in their 
  effects or variety, but each ability might provide a new way 
  to reveal terrors.
  Choose the Terror
  Once a GM has decided to create a frightening adventure, 
  what sort of terror should be included? As explained in the 
  discussion of horror subgenres, there are many types of 
  horror. A GM should be able to boil her horror story down 
  to something basic, perhaps even a singular fear. This might 
  be as primal as a fear of spiders or of losing one’s teeth, or it 
  could be more sophisticated, like the fear of abandonment or 
  mechanical disasters. Once the GM has chosen a fear, then she 
  can choose an avatar or incarnation of that fear. This might be 
  a monster, person, or other threat that embodies that fear and 
  proliferates it. For example, nothing exploits a fear of spiders 
  quite like giant spiders or spider swarms, while representing 
  the fear of abandonment might require a creature like an 
  attic whispererB2 or the spirit of a bitter old man who waits 
  for death but can’t be convinced that he’s dead. This avatar can 
  be anything a GM wants. Feel free to make it more terrifying 
  or unnatural if that helps—the giant spiders could actually be 
  scheming Leng spidersB2, or the attic whisperer might control 
  an army of animated dolls. This can work as mere flavor, or 
  a GM might search out rules (or designs of her own) to back 
  it up. Remember that the chosen threat might not need to be 
  a literal embodiment; for instance, a fear of alien abductions 
  and experimentation is literally embodied by graysB5 but also 
  metaphorically embodied by derros.
  Spread the Terror
  Once the incarnation of a fear is chosen, the GM can then 
  support it with surroundings and allies that evoke the same 
  theme. Horror often takes place at night since the dark holds 
  the promise of lurking threats, but a horror tale might take 
  place anytime or anywhere with a disturbing atmosphere that 
  reinforces the chosen menace. For example, the tooth fairiesB4 
  that embody the fear of loosing teeth might have created an 
  underground hive constructed from billions of molars, and 
  a mechanical terror could unfold in a half-functioning clock 
  tower. Whatever the choice, it should provide challenges for 
  the characters to overcome, as this—or another later setting—
  will likely become a sort of dungeon to explore.
  While the horrors of fiction and film often work alone, 
  such is rarely the case in Pathfinder adventures. GMs should 
  choose lesser threats that prop up the horror’s main avatar. 
  These might be its allies, opportunistic hangers on, deranged 
  victims, the remnants of the creature’s work, or the source 
  of the creature’s monstrousness. These allies might be less 
  powerful than a primary foe, or at the very least, less actively 
  horrific. For example, the Leng spiders might surround 
  themselves with a cult of ettercaps, while the tooth faeries 
  might feed their stolen teeth to a half-slumbering, albino 
  purple worm. Traps, hazards, haunts, and other challenges 
  should provide lesser encounters that grant the PCs 
  experience but also winnow away their resources, causing 
  them to face the final threat with some vulnerabilities. 
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  Running Horror Adventures
  Running Horror Adventures
  Fear from the Unexpected
  While the Pathfinder rules present a finite number of 
  statistics and rules options, how a GM pieces them together 
  allows for infinite scenarios. In the case of horror adventures, 
  this also means infinite opportunities to shock even the 
  most jaded, rules-obsessed players. Opportunities abound 
  in adventures to surprise the characters by revealing terrible 
  secrets or presenting images that make them realize things 
  are far worse than expected. For example, perhaps the PCs 
  find a life-sized mother doll among the 
  attic whisper’s collection, one that’s 
  tending to a mewling newborn. 
  Or maybe the automatic clock-
  winder at the top of the clock 
  tower 
  is 
  rebuilding 
  the 
  interior to account for a 
  thirteenth hour that occurs 
  only once every eon.
  While startling revelations 
  in 
  a 
  narrative 
  are 
  most 
  powerful, a GM can also twist 
  the game rules specifically to unsettle the players.
  Mask Monsters: There’s no reason a GM must adhere to 
  the basic bestiary descriptions of monsters. By adjusting 
  or completely revising monster descriptions, she gains 
  not only new versatility from the bestiaries, but also the 
  adventure-perfect foe for whatever terror she’s unleashed. 
  The PCs might be horrified by the thrashing pile of snakes 
  and maggots that tangle their legs, knocking them into its 
  squirming maws, but behind the GM screen are just the 
  stats for a wolf. 
  Transform Monsters: Veteran players might immediately 
  identify a ravenous corpse as a ghoul, but if the tooth faeries 
  have stolen its teeth, perhaps its bite attack is changed to a 
  harmless, wet gnawing. While this might mean the ghoul is 
  less powerful, the shock and revulsion it evokes is far more 
  important to a horror adventure than dealing 1d6 points of 
  damage. Altering creature statistics can be easy, particularly 
  if a GM does so with the intention of creating unsettling 
  encounters, not of making a creature more powerful. Use 
  the Pathfinder RPG Bestiary appendices to swap around 
  attack types or perhaps exchange abilities with creatures of 
  similar CRs. As long as a GM doesn’t intentionally combine 
  powers that can be exploited for some lethal synergy, such a 
  unique encounter should be fine. And if a GM accidentally 
  improvises something that’s more deadly than it is narratively 
  unsettling, she can err in the PCs’ favor and keep the story 
  moving. The Rules Improvisation section (see page 206) 
  includes tips on how to make the Pathfinder RPG rules work 
  for a horror tale.
  Warp Reality: The rules are the physics of the game—the 
  laws of what can and can’t happen—and sometimes the most 
  unsettling thing a GM can do in horror adventure is plan to 
  break those rules. Maybe the PCs have a bizarre 
  group nightmare, are pursued by a reality warping 
  mothmanB2, or begin to lose their minds. Regardless, 
  a GM can convey this by having the game not 
  work the way the PCs expect. Maybe a detect 
  magic spell reveals its information as a chorus of 
  screams, an isolated character can momentarily 
  walk on walls, time reverses for an instant, or 
  when a PC tries to use an ability, he’s told it 
  doesn’t work, without explanation. These 
  tricks work best when used sparingly and 
  when the PCs’ lives aren’t in jeopardy, 
  because they signal that perhaps the 
  world isn’t as reliable (or unbiased) as 
  the characters thought.
  Horrible Success, Terrible 
  Rewards
  In most Pathfinder adventures, 
  the PCs are destined to succeed. When 
  running a horror adventure, that doesn’t 
  necessarily mean it should be more challenging, and it 
  certainly shouldn’t be a guaranteed total party kill. Most of 
  the time, a GM wants the PCs to be unsettled by the story 
  instead of their die rolls, so she should plan for the PCs’ 
  success; many adventures have horrific consequences for 
  failure, but in a horror adventure, consider the various ways 
  that success, too, could have horrific consequences. 
  During the course of the adventure, the PCs should have 
  numerous victories over lesser enemies, traps, haunts, and 
  other challenges. This is standard for Pathfinder adventures, 
  and a GM should reward the PCs as normal with experience 
  and treasure. Follow the usual rules for awarding experience, 
  but don’t save experience just for successful combat 
  encounters. Horror adventures often include investigation, 
  research, and roleplaying encounters. If a GM wants players 
  to take those elements of the game just as seriously as the 
  combat encounters, she can reward them for successes in 
  those arenas—typically with an XP reward equal to their 
  average party level. See the discussion on page 204 for more 
  details on using experience in horror adventures.
  Treasure can also be particularly useful in horror 
  adventures, both in revealing more of the plot and in 
  unnerving the PCs. A GM can customize treasure to her 
  adventure’s needs. There should rarely be just a +1 dagger 
  lying around in a horror adventure. Rather, that +1 dagger 
  could bear the symbol of the city watch and the letters “J. B.,” 
  the initials of the guard who disappeared after claiming 
  he saw spiders drag a dog into the sewers. Even when an 
  encounter just calls for a heap of coins and mundane 
  supplies, don’t hesitate to slip in letters, journals, or books 
  the PCs can research to learn more about the plot (though 
  try to avoid the adventure cliche of including a bizarrely 
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  specific letter or unnecessary journal entry that directly 
  reveals the story in an awkward and heavy-handed manner). 
  Tidbits that make sense for that NPC and that the PCs can 
  piece together contribute more to the air of mystery and 
  horror. Evidence that the PCs aren’t the first to face the 
  horror can be rattling—especially if their predecessors 
  failed—and can also serve as a reason for why magic items 
  perfect for fighting a creature are in its lair. Additionally, 
  rewards that act as a double-edged sword, such as a partially 
  cursed item that provides just what the PCs need at a cost, 
  often work better than cursed items that the PCs could just 
  avoid as if they were other hazards. This gives the PCs the 
  chance to dig their own graves and tempts them to keep the 
  rewards around. 
  Finally, a GM should know what success means for her 
  adventure. PCs often assume that violence puts an end to 
  things. For instance, they may think that killing the attic 
  whisperer or setting the clock tower on fire destroys the fear. 
  But fear and evil are notoriously resilient. Truly destroying 
  the horror might require learning its origins or discovering 
  its special weakness. If the attic whisperer continually arises 
  from the ashes, eventually—with a little guidance—the PCs 
  could discover that the creature’s father is still alive, and 
  might even be the priest who asked them to put an end to the 
  lonely creature’s menace. Of course, even then, it’s difficult 
  for the characters within a horror story to know whether an 
  evil is truly exorcised—or merely lying in wait for a sequel. 
  HORROR STORYTELLING
  The promise of fear is often obvious from the first glimpse 
  of a horror film or story, as subtly abnormal choices in the 
  ambience set the mood for terror. Horror adventures should 
  feel much the same. More so than other Pathfinder RPG 
  adventures, these rely on the creation of the atmosphere, 
  the mood that surrounds the game. Atmosphere can 
  mean the difference between a normal session and a truly 
  frightening experience. This section focuses on gameplay 
  techniques and storytelling special effects aimed at 
  creating a moodier, more disturbing atmosphere. These 
  suggestions step beyond game rules, and the advice herein 
  can help GMs deftly defy the expectations of both the 
  characters and their players. 
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  Running Horror Adventures
  Running Horror Adventures
  How to Scare Heroes
  There’s no one route to telling a good horror story, nor is 
  there just one way to run a great horror adventure. GMs can 
  take a three-pronged approach to unsettling the PCs.
  Narrative Dread: Something can be made frightening by 
  building tension. A GM wants her story to evoke a sense of 
  dread, which is the expectation of harm or terrible things. 
  Stories should be built so the characters expect horrible 
  things before they actually see anything. Situations should 
  get gradually worse and be punctuated by encounters 
  that feature terrible creatures or that provide evidence of 
  gruesome fates. Don’t give the characters all of the details, 
  though. Let them imagine that things are even worse 
  than they appear. Then, when the situation is at its most 
  tense, the monster or other shocking feature of the story is 
  revealed. For more details, see Creating Horror Adventures 
  on page 198.
  Dramatic Storytelling: The Art of GMing section on 
  page 28 of the GameMastery Guide presents numerous tips 
  to help anyone become a more engaging Game Master. 
  A GM is the window through which players experience a 
  horror story. A GM can follow the techniques of skilled 
  ghost storytellers and consider how her voice, tempo, 
  movements, and what she chooses to focus on can work to 
  build an ominous atmosphere.
  Ominous Setting: The adventure’s most fearful moments 
  transpire in the players’ imaginations, but what happens 
  in the real world can help it along. See Creating Horror 
  Atmosphere on page 204 for suggestions on how to prepare 
  a game space for terror.
  How to Scare Players
  Numerous guides, stories, and films exist that can help 
  GMs tell a better horror story. However, few explicitly 
  help a GM run better horror adventures. Telling a great 
  story is only part of a horror adventure. The GM still runs 
  a Pathfinder game, and unlike most horror stories, this 
  means the players are not just her audience but also the 
  stars of her story. While she wants to terrify the characters, 
  she wants to give the players the opportunity to dread 
  something as well—to share a sympathetic sort of fear 
  with their characters. While the game’s atmosphere can 
  contribute to players’ fear, a GM can also subtly alter the 
  roleplaying game experience to sow suspicion and dismay. 
  The following techniques are essentially GM special effects 
  and are best used sparingly.
  Secrets and Suspicion
  Players occasionally learn things at different times or find 
  themselves in cahoots with the GM regarding some larger 
  plot. Rather than trying to hide that one player has secret 
  information, consider broadcasting it. As soon as the 
  players know they don’t share an even footing, matters of 
  trust and suspicion become a choice rather than a foregone 
  conclusion. Consider the following techniques to build 
  suspicion between players.
  The Secret: The GM has one player step outside of the 
  room with her or otherwise out of earshot of the other 
  players. She then provides him with secret information he’s 
  learned during the course of play or something only he’s 
  noticed. She possibly gets a brief response, then as swiftly 
  as possible, they return to the game table. How and whether 
  that information is shared with the rest of the party is up to 
  the player—but now everyone knows that something special 
  happened to him.
  The Bluff: The GM pulls a player away from the table 
  and asks him how he thinks the game is going, or how his 
  day is, or tells him there’s nothing special to reveal. Then 
  they return to the game. Now all the other players think 
  the player has a secret. Even if the player tells the truth and 
  explains that he was pulled away for no reason, who in the 
  party’s going to believe him?
  The Observation: The GM pulls a player away and tells 
  him something inconsequential—maybe that his character 
  feels like rats are staring at him, that he never noticed the 
  hint of blond in the bard’s hair, or that all the fallen leaves 
  seem to point to the west. Now the player has to wonder 
  whether this is a meaningful secret or just a random 
  observation. Maybe he fixates on it—especially if the GM 
  encourages him to do so. Perhaps he mentions it to the 
  other players, at which point the GM can decide whether 
  to confirm the observation and have the other characters 
  notice too, or to deny it, causing the other characters to 
  mistrust the observer and causing the observer to mistrust 
  her. This works particularly well if a single character has 
  become slightly unhinged or if one character is legitimately 
  more perceptive than the others. 
  Ten Questions to Help You Design a 
  Horror Adventure
  1.
  What	is	there	to	be	afraid	of?
  2.
  What	caused	the	horrific	situation	to	develop	or	spike?
  3.
  How	does	the	adventure’s	environment	reinforce	the
  horror’s	fearsomeness	or	a	sense	of	dread?
  4.
  What	hides	the	horror	or	builds	the	tension?
  5.
  What	do	the	PCs	fear	losing?
  6.
  Do	the	PCs	have	resources	that	allow	them	to	negate
  the	horror?
  7.
  What	gives	the	PCs	hope	of	defeating	their	enemy?
  8.
  What	shocking	event	lets	the	PCs	know	that	nothing
  is	safe?
  9.
  What	scenes	or	settings	exist	to	release	tension?
  10. Are	elements	unintentionally	predictable,	cliched,	or
  similar	to	well-known	horror	tales?
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  The Shell Game: Combining the techniques above, the 
  GM calls each player away from the table one at a time. 
  She tells one character something relevant, but provides 
  the others with either nothing or pointless observations. 
  The players who got nothing now have to wonder if they 
  were the only ones, while the player who learned a secret 
  has to wonder what other players learned. This works 
  well in situations where one player has become the GM’s 
  coconspirator—perhaps via an enchantment effect on the 
  player’s character or by the PC being replaced by a monster. 
  Dice and Other Deceits
  Much of the structure of a Pathfinder game can seem like a 
  foregone conclusion. But in a horror game, nothing need be 
  sacred. Consider manipulating the fundamental activities of 
  the game to keep the players off guard. 
  The Mystery Roll: The GM asks a player to roll a d20 and 
  makes a show of noting the result. When the player asks 
  what the roll was for, the GM tells him not to worry about 
  it. She might not need this roll for anything at all, but the 
  players won’t know that. This works particularly well for 
  refocusing the attention of distracted players.
  The Stolen Check: The GM rolls a d20 and asks a player 
  what his Perception modifier is. She notes the result. Repeat 
  for the entire group—or not. This could just be a technique 
  to make the players wonder if they’ve missed something, or 
  it could be a legitimate hidden check (there are even several 
  sorts of rolls that generally dictate that they are rolled by 
  the GM). This trick works best when used in both ways 
  throughout a game, leaving the players wondering about any 
  given stolen check. As a variation, the GM might have the 
  players roll 10 Perception checks at the start of the session 
  and keep the results on hand. During the adventure, don’t 
  ask players to roll Perception checks, just reference the 
  existing bank for results. That way the players won’t know 
  whether they rolled well and noticed all there is or poorly 
  enough that they should search again.
  Reconsider Game Aides: Many Pathfinder adventures 
  feature a variety of tools that encourage strategy and 
  precision gaming. A GM could throw precision out the 
  window. When vague horrors are reduced to pawns and 
  squares, the fearfulness of the unknown withers. Instead, the 
  GM might play faster and looser with game measurements, 
  tracking player arrangements vaguely on whiteboards or 
  in the imagination alone, erring in the PCs’ favor in terms 
  of range and movement whenever possible. It takes some 
  experimentation, but GMs can find that players identify 
  more intimately with characters in their heads than with 
  miniatures on the game table. 
  Stress and Uncertainty
  The PCs should never feel like they’re entirely in control in 
  a horror game. Just as their characters should feel unsure 
  about what’s going to happen, the players should experience 
  their own uncertainty. Whether in a GM’s storytelling or 
  how she runs encounters, the following techniques can help 
  add tension to a game. 
  Accentuate the Unnatural: The GM is the game’s narrator. 
  That doesn’t mean she has to be an impartial or reliable 
  narrator. Consider having the world seem to function in 
  ways it shouldn’t—or in outright supernatural manners. A 
  creak might sound like a player’s name; the wind coming 
  through the window might cease as soon as the PCs enter 
  the room; a rat might stop in the middle of the hall, rise 
  on its back legs, look into the characters’ eyes, and whisper 
  “Beware.” These elements don’t need rules because they’re 
  not dangers or things to fight. They’re glimpses into the 
  world—a world where something is unsettlingly wrong.
  Acting with Urgency: The GM can describe a battle as 
  being as hectic as she pleases, but if the PCs have lengthy 
  strategic conversations during combat, it loses any hint of 
  urgency. The GM can make the situation’s stressfulness 
  real by demanding that PCs act swiftly. Speak quickly and 
  demand to know what a PC will do as soon as his turn comes 
  up in initiative. If he falters or reaches for a book, the GM 
  insists that he either delay his turn or make a decision in 
  6 seconds or else he loses his action—then begin counting 
  down. The purpose here isn’t to cheat players out of turns, 
  but a constrained window of action lets the players share 
  the same strain as their characters. Don’t be too much of a 
  stickler about the countdown, especially with players new 
  to the game.
  Countdown to Terror: During a stressful situation, the GM 
  starts a tally of rounds that pass, sets a timer or countdown, 
  or makes a show of accounting for the time—“This is round 
  three, right?” Ideally, this countdown leads to an occurrence 
  on a particular round, but it doesn’t have to. It could just 
  be a trick to make the PCs worry that something’s coming. 
  Alternatively, a GM can strip the mystery away and let the 
  players know something their characters couldn’t: that when 
  the countdown ends, something terrible will happen. What? 
  That’s up to the GM. But unless the PCs manage to defeat 
  the monster, activate the device, or escape, things are about 
  to get worse.
  Purposeful Misperceptions: The GM tells a PC that he 
  thinks he hears something. When he asks what, he’s told he 
  doesn’t know, and then can decide whether he investigates 
  further. Maybe the GM tells him he thinks it’s nothing—but 
  can he be sure? It could be something the character heard, a 
  shadow he thought he saw move, or even just a memory that 
  pops to mind. Regardless, by giving PCs bits of uncertain or 
  unsettlingly meaningless information, they begin to wonder 
  what’s important and what’s not, what’s real and what’s just 
  in their character’s head.
  Refuse Rest: When the PCs rest, they recover hit points, 
  spells, and other abilities or elements the adventure has 
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  Running Horror Adventures
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  worn down. But when the PCs can’t rest, the situation 
  becomes more dire. Spellcasters covet their last spells, 
  healers wait to dole out their last potions, and combatants 
  think more strategically and retreat more readily when their 
  hit points run low. How a GM denies the party rest might 
  involve the adventure needing to occur within a limited 
  span of time or there merely being no convenient safe space. 
  As an alternative, circumstances might prevent a rest from 
  recovering the PCs’ resources (for instance, the nightmare 
  spell prevents an arcane spellcaster from preparing spells). 
  While this technique is crucial for portraying dwindling 
  resources and maintaining momentum and tension, use it 
  with care. Players quickly grow frustrated if the restrictions 
  seem artificial rather than tied to the story.
  Splitting the Party: It’s relatively common in horror stories 
  for the protagonists to become separated. If this happens 
  in a game, the GM divides the group and sends those who 
  aren’t currently playing out of the room—she doesn’t want 
  them knowing their allies’ fate or distracting the players 
  currently in the limelight. Switch between groups about 
  every 10 or 15 minutes until the group meets back up, trying 
  to end each scene with a group either on a mini-cliffhanger 
  or at a point when they have something to discuss (which 
  can happen away from the table). Keep the party split for 
  as brief a period as possible; not only are divided groups 
  weaker in a fight, but players quickly lose their immersion 
  when away from the game table and forced to put the game 
  on hold.
  Death and Bargaining
  Sometimes characters die. That’s not fun for anyone, 
  though—especially if the GM has spent a considerable 
  amount of time on a story that now might never take shape. 
  While players should feel like doom looms around the next 
  corner, the threat of death and the idea of defeat are far more 
  useful than actually killing off the entire group. Few GMs are 
  above fudging a die roll, having a foe die suddenly, or having 
  villains start taking prisoners if bad rolls turn an encounter 
  against the players. Total party kills should be reserved for 
  when they make the best stories, like at the hands of a truly 
  terrible foe. 
  Still, sometimes characters die, and it’s not always 
  convenient or plausible to stop the adventure to find a cleric 
  capable of restoring them. In such cases, a GM might take it 
  on herself to make a deal with a player, trading a miraculous 
  recovery (and thus, his continued role in the game) for a price 
  she determines. Such a bargain might last for a set period: 
  until the session’s end, until it’s convenient to make a new 
  character, until the party comes up with a better solution, 
  or—most menacingly—simply until the GM says so. The 
  terms of the deal should be set outside the earshot of the 
  other players, and the PC has the right to refuse. Regardless 
  of the specifics, if the PC accepts, he works for the GM now, 
  a factor that can lend new threats to several sorts of horror 
  games. In all of these cases, the GM should take the blame 
  for the PC’s treachery because she doesn’t want to cause hurt 
  feelings between players.
  The Doppelganger: Inform the PC that he barely 
  survived—but only because he was replaced by a 
  shapeshifting creature at some point in the past. He is 
  now playing a monster with the exact same statistics as his 
  character. When he sees an opportune moment, he should 
  attack or otherwise betray the party to the villain. Once this 
  occurs and the player’s monstrous nature is revealed, it 
  raises the question of what happened to the real character—
  who might now be a prisoner somewhere, waiting to be 
  saved by the others.
  The Evil Spirit: Inform the PC that he died, but his 
  corpse has been animated by an evil spirit. He can continue 
  to play as normal, but when something in particular 
  happens in the story (or simply when the GM says “now”), 
  he should turn on the rest of the party or perform some 
  other action prescribed—like attack the paladin. The GM 
  might grant the character some fitting special ability or 
  other monstrous power. 
  The Devil: Inform the PC that he died and now stands 
  before a devil, a grim reaperB5, or something worse. This 
  godlike entity offers to return the PC to life but will come 
  to call later and demand a service. Whatever this service 
  might be, the PC is compelled to comply and also to keep 
  the terms of the bargain secret. Perhaps the GM knows what 
  the entity wants at the bargain’s outset, but even if not, this 
  kind of loose thread is perfect for future exploitation.
  Encouraging Horror Roleplaying
  Pathfinder is not a game anyone wins, but it’s not 
  uncommon for players to want to overcome challenges in 
  an exceptional fashion or with the minimum expenditure 
  of resources. That means that some players view time spent 
  indulging in terrified reactions and unheroic roleplaying 
  as a waste of time—particularly when such roleplaying 
  arises during combat encounters. If a GM wants her players 
  to care about and emphasize not just roleplaying but also 
  reacting to horror, it’s up to her to encourage it—or at least 
  not to penalize it. To incentivize her players into displaying 
  frightened reactions, she can point them toward the 
  Playing a Horror Hero discussion on page 8, and consider 
  employing the following techniques.
  Time for Terror: Many players’ first reaction to a threat, 
  no matter how overwhelming, will be to fight. Before rolling 
  initiative for a particularly terrifying scene, the GM can 
  ask the players whether any of them would like to use the 
  instant before combat for a terrified reaction. This is not a 
  surprise round or any other in-game unit of measurement, 
  but rather a special instance for characters who want to play 
  up their reaction to the scene with a free action like yelling a 
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  warning, dropping an object, falling backward, or shrieking. 
  In this way, the GM rewards players who want to express 
  their shock and gets the group’s reactions all at once, rather 
  than drawing out the first round of combat.
  Reward Terror: Whenever a player does something 
  that improves the game’s story, enhances the session’s 
  atmosphere, or just seems cool, the GM can give the party 
  an ad hoc experience award. There are few more powerful 
  ways to encourage behavior that benefits the game than 
  with immediate positive reinforcement, and the GM has 
  an endless supply of experience points to dole out. This 
  shouldn’t be much, maybe as little as 50 XP at lower levels, 
  maybe creeping up to 200 XP at higher levels—nothing 
  that feels like a game-changer. Even then, though, a little 
  reward can serve as a strong incentive to encourage good 
  roleplaying and story investment. Best of all, it encourages 
  not just one player but the entire group to prioritize 
  behavior the GM rewards.
  CREATING ATMOSPHERE
  An adventure might be a masterpiece of terror, but if it’s 
  being played on a sunny day with people laughing in the 
  background, the players still might not be able to feel the 
  mood. The surroundings can be a GM’s greatest ally in 
  telling a truly effective horror tale, but they might also work 
  against her entirely. Consider the game space as a stage. 
  This section includes ways that a GM might manipulate 
  that performance space to create an atmosphere perfect for 
  horror adventures. 
  Game Space
  Since playing Pathfinder can take up a considerable area, the 
  size of which is often limited by any number of practical 
  constraints, game space can be one of the most difficult 
  environmental factors to influence. If the GM has a choice, 
  though, she can seek a quiet place where interruptions will 
  be few—traffic and background noise can negatively impact 
  the atmosphere being created. If she has to share a space, it 
  might help for the GM to tell nonplayers that she’s running 
  a game and would appreciate not being interrupted, or she 
  might schedule a time when disturbances will be limited. 
  While a GM might consider running the game outside or in 
  creepy surroundings like a crypt or cabin in the woods, keep 
  in mind that such a venue could be distracting in itself and 
  is probably more trouble than it’s worth.
  Lighting
  Dimming the lights can go a long way in creating a moodier 
  environment. Shadows add an air of the unknown, and 
  cause everyday distractions to fade away. Make sure that the 
  players can see, though—there’s a lot of reading and page 
  referencing in Pathfinder that GMs don’t want to turn into 
  a chore. A room with lights on a dimmer switch works well, 
  as does turning off overhead lighting and moving a single-
  bulb lamp into the room. Candles and non-electric lamps 
  typically prove distracting and troublesome, if not outright 
  hazardous. While rooms with natural lighting can create 
  issues during the day, at night, the dark can make them 
  prime game spaces.
  Music
  Used well, music can be a powerful tool for creating 
  atmosphere. Handled poorly, it can be a major distraction 
  that irreparably warps, or even completely ruins, a game’s 
  mood. When a GM uses music in her horror game, the goal 
  is to create a subtle but ever-present auditory undercurrent 
  that reinforces her descriptions of settings and events. The 
  music fills in gaps in the action with content that supports 
  the story’s atmosphere. Often breaks in play get filled in 
  with distractions, but effective musical choices can counter 
  that. Consider the following tips when selecting music to 
  include in a horror adventure. 
  Going Too Far
  Some	 GMs	 make	 the	 mistake	 of	 thinking	 that	 if	 a	
  frightening	 gimmick	 works	 for	 a	 haunted	 house	
  or	 campfire	 story,	 then	 it	 will	 work	 for	 their	 horror	
  adventures.	Such	is	rarely	the	case.	At	best,	overdoing	it	
  on	artificial,	half-creepy	tricks	can	break	the	atmosphere	
  and	distract	from	the	game.	At	worst,	they	become	jokes	
  or	can	upset	players.	As	a	rule,	a	GM	should	keep	a	horror	
  game	 on	 the	 game	 table.	 Here	 are	 a	 few	 gimmicks	 to	
  absolutely	avoid.
  Don’t Fake Emergencies:	Faking	choking	or	pretending	
  the	slasher	attack	is	real	can	be	legitimately	scary	in	a	way	
  that	violates	players’	trust.	The	game	must	remain	a	game,	
  and	as	soon	as	it	breaks	the	fourth	wall	and	enters	reality,	
  things	can	go	off	the	rails	fast.	Never	risk	someone	getting	
  hurt	or	having	the	authorities	get	involved.
  Don’t Involve People Outside the Game:	Those	who	
  haven’t	joined	the	game	should	not	 have	 to	 experience	
  the	 game’s	 creepy	 elements,	 whether	 that	 be	 loud	
  music,	in-character	shrieking,	or	other	disruptive	sounds.	
  Additionally,	never	ask	outside	coconspirators	to	secretly	
  participate	in	the	game	unbeknownst	to	the	players.
  Don’t Touch the Players:	Whether	this	means	getting	
  into	 character	 and	 clamping	 a	 cold	 hand	 on	 a	 player’s	
  shoulder	 or	 physically	 dropping	 plastic	 spiders	 from	 the	
  ceiling,	never	invade	the	players’	personal	space	or	set	up	
  tricks	that	could	backfire	and	cause	physical	harm.
  Don’t Use Costumes or Makeup:	 Costumes	 and	 fake	
  blood	are	distractions.	If	a	GM	tries	to	make	herself	look	
  creepy,	it	might	work	for	a	minute,	but	most	games	run	
  longer	than	that.	After	a	while,	the	prop	or	special	effect	
  becomes	commonplace,	or	worse,	just	silly.	
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  Avoid the Familiar: Music should evoke a 
  theme, but not a specific scene or character. 
  Therefore, be wary of using immediately 
  recognizable songs. Players who identify 
  a particular theme will naturally 
  associate a game with the source’s 
  events, often to distracting ends. 
  Keep It Simple: Don’t let 
  tinkering with audio devices or 
  searching for the perfect song get 
  in the way of a game. Assemble a 
  playlist before the game. Select 
  a theme for major NPCs and 
  significant events, a few for 
  prominent locations, one or 
  two for battles, and one for a 
  final battle. If a GM can run 
  her music from a computer 
  or phone, preferably linked 
  to a wireless speaker, she can 
  readily switch between tracks 
  without leaving the game table.
  Repetition: 
  RPG 
  scenes 
  usually last longer than a 
  typical music track. Rather than 
  assembling dozens of pieces of 
  music for every event or location 
  in a game, find songs that work well 
  in repetition. Video game scores work 
  well for this as they’re often designed 
  with repeat listening in mind. Set a music 
  player to repeat a track, changing it when the 
  scene or story demands. Avoid songs that have 
  an obvious element to them, like a particularly dramatic 
  crescendo—so players don’t notice the same section every 
  time. In the best cases, players will notice the music for only 
  a few moments at a time before their attention shifts back 
  to the game.
  Steady Mood, No Lyrics: A GM shouldn’t have to compete 
  with the music for the players’ attention. When selecting 
  music for a game, instrumental music that fades into the 
  background is ideal. Avoid music with lyrics, as language 
  distracts from what’s being said and is noticed more readily 
  when it repeats. By the same token, a GM wants songs that 
  inspire a consistent mood. If a piece jumps from somber to 
  upbeat, it won’t serve when needed for one or the other.
  Volume Manipulation: Most times, a GM wants 
  background music to be low and subtle so players focus 
  on the game. That said, manipulating volume allows her 
  to create a number of special effects. Try using the music’s 
  volume to manipulate player attention. If the players’ 
  attention drifts, a GM can slowly turn up the volume until 
  their focus shifts back to her. Once they’ve noticed she’s 
  waiting or has begun speaking, she can turn 
  it back down. This is a fantastic way to end 
  breaks and signal that play is restarting. 
  Volume Matching: In action-packed 
  scenes, a GM can turn an energetic 
  track up and raise her voice over it, 
  quickening her speech’s tempo to 
  evoke a sense of urgency. If everyone 
  has to speak louder to be heard over 
  the music, it’s easier to envision 
  the hectic or dangerous nature 
  of the accompanying scene. As 
  with all narrative special effects, 
  this technique works best when 
  used infrequently.
  House-Ruling 
  Distractions
  Portable games, social media, 
  and other hobbies vie for 
  everyone’s attention. A GM, 
  though, is the arbiter of the 
  rules, both those in the game 
  books and in her own house 
  rules. Consider setting a simple 
  house rule: When at the game table, 
  the group is playing Pathfinder—
  and nothing else. Phones are away, 
  computers are off, other hobbies and 
  distractions—even 
  RPG-related 
  ones 
  like painting miniatures—are set aside. 
  The GM might expand this to most food and 
  drink as well since eating and the presence of food 
  containers undermine immersion. 
  There are a number of reasons to adopt such rules. The 
  first is simple engagement. Some players say they can do two 
  things at once, but if they’re not focused on the game, they’re 
  not imagining the story, thinking in character, or noticing 
  the atmosphere. The second is a matter of verisimilitude. The 
  characters likely don’t have electronic devices. It’s easier for 
  everyone to envision their fellow players as their characters 
  if they’re not engaged in activities that run counter to what’s 
  possible in the game world. The final reason is just a matter 
  of courtesy. A GM puts thought and time into an adventure, 
  and the other players invest a similar degree of consideration 
  in developing their characters. Just as an audience would in 
  any other storytelling medium, players should repay such 
  efforts with their respectful attention.
  If including rules for what is and isn’t allowed at a game 
  table, the GM should make them clear before the game starts, 
  possibly explaining why or showing players this section of 
  text as reasoning. The goal here is to create as atmospheric 
  and immersive an experience as possible, not to be a tyrant. 
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  Rules Improvisation
  It’s impossible to predict every character action, and Game 
  Masters often have to improvise when a party follows an 
  unanticipated plot thread. While GMs can cultivate the 
  ability to remain flexible in the face of unpredictability, 
  coming up with new plot elements on the fly is only one 
  challenge. Creating and employing new rules without 
  any preparation is another one entirely. In the context of 
  a horror adventure, such rules improvisation is not only 
  useful, but all the more critical, as interruptions and page 
  flipping can ruin a scene’s atmosphere, while a quick 
  improvised decision can keep the tension intact.
  Fortunately, as a benefit of being a well-developed 
  game system, the Pathfinder RPG offers guidelines and 
  subsystems for adjudicating hundreds of hazards and 
  encounter types. Still, the game rules can’t account for 
  everything. In such cases, it’s up to the GM to use her 
  knowledge of the rules to improvise options. Coming up 
  with quick, simple ways to support characters who find 
  themselves in unique situations or who want to attempt 
  audacious actions is usually preferable to avoiding such 
  game-defining events. Depending on the case, a GM might 
  ask players to merely roll an ability or skill check, setting 
  a DC that seems appropriate. Another option—which can 
  often be more fun—involves considering the situation and 
  adapting existing rules to work for the game’s needs. 
  The remainder of this chapter presents a variety of 
  situations that might appear in a horror adventure, but 
  for which concrete rules don’t exist. Each of the following 
  sections references existing Pathfinder RPG rules (largely 
  from the Pathfinder RPG Core Rulebook and Pathfinder RPG 
  GameMastery Guide) that GMs could retrofit to handle 
  the encounter. These aren’t definitive rules for any of the 
  situations described below. Instead, they are a primer on 
  customizing rules to meet specific needs, and they should 
  help GMs look beyond the overt purpose of certain rules 
  systems and identify precedents and components that 
  might be repurposed in unlimited ways.
  BURIED ALIVE
  A character wakes up in a claustrophobic space, walls barely 
  a hand’s breadth above his face and to either side. The air 
  is already growing sour, and his increasing heart rate and 
  frantic breathing aren’t helping the situation. There’s only 
  one thing to do: he has to escape.
  By the Rules: In a coffin, a character’s ability to move 
  is restricted by the tight confines. Even if he’s able to 
  move, the coffin itself and the earth beyond present nearly 
  insurmountable barriers to escape. Relevant to these 
  challenges are the Escape Artist skill (Core Rulebook 95), 
  rules on hardness (Core Rulebook 175), and details on 
  cave-ins and collapses (Core Rulebook 415), as well 
  as the bury alive ability of the graveboundB5, 
  which uses the aforementioned systems to 
  determine the ability’s effects, including the 
  amount of time it takes to dig up a buried 
  character, with or without a shovel.
  Extrapolation: The Escape Artist skill 
  allows a character to move through a 
  tight space by spending 1 minute and 
  succeeding at a DC 30 Escape Artist check. 
  This seems similar to the difficulty of 
  moving within a coffin. As such, the GM 
  might rule that for any action requiring 
  motion to be successful—such as 
  producing an item, making an attack, 
  casting a spell, and so on—the character 
  must spend 1 minute and succeed at this check.
  As for the coffin itself, a normal casket is probably 
  of similar quality to a good wooden door or treasure chest, 
  which would mean it has a hardness of 5 and 15 hit points. 
  As soon as the coffin is broken, though, things get much 
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  Running Horror Adventures
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  worse for the character who was buried alive. According 
  to the rules on cave-ins and collapses, characters take 1d6 
  points of nonlethal damage per minute while buried. If 
  such a character falls unconscious, he must succeed at 
  a DC 15 Constitution check each minute. If he fails this 
  check, he takes 1d6 points of lethal damage each minute 
  until freed or dead. Thus, a GM might rule that a character 
  can attempt a DC 20 Strength check every minute. If the 
  character succeeds, he manages to clear enough dirt to drag 
  himself upward 1 foot. At that rate, then, it would require six 
  successful Strength checks for a character to dig himself free 
  from a coffin buried 6 feet underground. This, of course, 
  assumes that loose dirt covers the coffin. Other substances, 
  like rocks or metal slabs, would make such a dig far more 
  difficult, at the least, if not outright impossible. 
  Horror Considerations: The experience of being buried 
  alive can be all the worse if a character isn’t alone. Tiny or 
  smaller creatures would not have their movement restricted 
  in a coffin constructed for a Medium creature. Crawling 
  handsB4, rot grubsB3, scarlet spidersB4, and vipers all make 
  particularly horrible coffinmates, particularly if they’re 
  crawling all over the character in swarms. Additionally, 
  breaking out of a coffin and finding himself underwater, 
  buried in a walled-off enclosure, or at the bottom of a tank 
  of flesh-eating beetles might make a character quickly 
  regret his escape. 
  BURNED AT THE STAKE
  Public burning tops the list of preferred ways to dispose of 
  witches, heretics, and undesirables of all sorts.
  By the Rules: This is a simple matter of reskinning an 
  existing rules set: being burned at the stake rather than 
  being trapped in a forest fire (Core Rulebook 426). With rules 
  for heat damage, catching fire, and—most realistically—
  smoke inhalation, the forest fire rules can be combined 
  with the grapple rules for tying someone up (Core Rulebook 
  200) to provide everything necessary for binding a character 
  to a stake and lighting the roaring flames.
  Extrapolation: Binding a character to a stake—and setting 
  a DC to escape said bindings—can be covered by the tie-up 
  options detailed in the grapple combat maneuver. Once 
  the character is bound, likely amid heaps of unlit kindling, 
  the process of starting the fire is relatively simple. Given 
  dry conditions and a ready flame, a GM might rule that it 
  takes 1 minute to get the fire burning to a point that smoke 
  inhalation becomes a threat to a bound victim. After some 
  initial encouragement, the fire takes over; after 1 minute, 
  the victim begins taking 1d6 points of fire damage every 
  round while facing additional Fortitude saving throws 
  as detailed in the heat damage portion of the forest fire 
  rules. Finally, 1 minute later and every minute after that, 
  the victim must succeed at a DC 15 Reflex saving throw or 
  catch fire, as per the catching fire rules on page 426 of the 
  Core Rulebook. Characters still bound to the stake take a –4 
  penalty on this saving throw.
  Horror Considerations: Don’t trust a burning wooden 
  post in an open square to hold every heretic. Cages and 
  magical paralysis are more effective at restraining victims, 
  while illusions can lure unfortunates into traps. Placing the 
  stake at the top of a spire or the bottom of a pit also makes 
  access and escape more challenging and could extend the 
  threat of smoke hazards. 
  BURNING BUILDINGS AND 
  CRUMBLING STRUCTURES
  The fire in the tavern has gotten out of control, the ancient 
  fortress is falling apart, the villain’s death causes his dark 
  castle to collapse into the darkness below, or the powers 
  holding together the alien sanctum have failed and are 
  tearing the place apart. Is there any hope of escape, or will 
  the PCs find themselves just another group of casualties in 
  this catastrophe?
  By the Rules: Few of the game’s ordinary rules operate 
  on the same timer as a self-destructing structure, least of 
  all the abstractions of combat rounds and character actions. 
  Characters counting squares to move out of a dungeon 
  as swiftly as possible hardly captures the adrenaline of 
  panicked flight, rather resembling a chess endgame. But the 
  rules for chases (GameMastery Guide 232) work more like a 
  race against the clock and thus fit the situation far better 
  than combat rounds would.
  Extrapolation: In this case, a chase isn’t that different 
  from an escape from a structure that’s collapsing around 
  the characters; all it requires is a few tweaks to represent 
  the differing circumstances. The GM can simply do away 
  with the “fleeing character” entirely (unless the PCs are also 
  chasing another character out of the collapsing structure) 
  and instead set out a slate of obstacle the PCs must overcome 
  to get out of the structure in time. 
  These might include dodging falling timbers, leaping 
  across gaps in the floor, noticing paths that circumvent 
  dangers, squeezing through narrow gaps in the rubble, 
  fighting off the effects of smoke inhalation, and so on. 
  Some challenges might allow characters to charge through 
  walls of flame, weakened barriers, or splintering banisters, 
  causing them to take hit point damage in exchange for 
  successes. Typically these barriers deal an appropriate 
  amount of damage to add to the sense of urgency for 
  characters of the PCs’ level without making the barriers 
  themselves harmful enough to kill the PCs—unless they 
  press their luck on these damaging barriers one too 
  many times. In total, the GM should establish a number 
  of challenges just like she would for a normal chase, but 
  replace the threat of a fleeing character “getting away” 
  with the threat of the PCs failing to escape the crumbling 
  structure before it’s too late. 
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  This does mean that all the PCs will have to navigate the 
  escape all the way to its end, or die trying. This means that it’s 
  more important than usual to consider each of the pairings 
  in the chase and make sure to include at least one option in 
  each pairing that the characters will be able to attempt. For 
  example, pairing a DC 15 Knowledge (engineering) check 
  with a high DC Escape Artist check might mean that the 
  paladin can’t possibly pass that chase square; for a normal 
  chase, this would put the paladin out of the action for a 
  little while, but in this modified chase, it means the paladin 
  might be guaranteed to die.
  GMs should consider whether or not players can aid 
  one another during an escape. If they’re allowed to do so, 
  perhaps any character near an adjacent obstacle can use the 
  aid another action to assist another character. Additionally, 
  the GM might want to have monsters or other 
  enemies factor into the escape, giving the PCs 
  the choice of standing their ground and 
  fighting—while the timer continues to 
  count down—or to continue fleeing, now 
  with some foe nipping at their heels.
  How long characters have to escape the 
  structure is up to the GM. This should 
  be a number of turns that exceeds 
  the number of challenges by 2 or 
  3 (or even fewer in particularly 
  harrowing 
  situations). 
  Once 
  that 
  time 
  expires, 
  the 
  GM 
  determines 
  the 
  consequences—which 
  should 
  be 
  ones 
  decided on before 
  the escape begins, 
  even though the 
  GM won’t reveal 
  her 
  decision 
  to 
  the players until 
  afterward, the better 
  to 
  build 
  tension. 
  Consider the following 
  three options.
  No Threat: Perhaps 
  the whole escape 
  might 
  simply 
  be 
  for show—dramatics 
  that heighten tension 
  but pose no actual lethal 
  threat (not that the PCs 
  should be allowed to know 
  that). Immediately after the last 
  PC escapes, the structure collapses, 
  implying that the characters escaped at 
  the last possible moment.
  Heightened Danger: Once the time limit expires, the 
  situation in the structure becomes increasingly dangerous. 
  Perhaps anyone still in the structure now takes damage 
  every round. This might begin as 1d6 points of fire damage 
  (or whatever is appropriate), but every 2 or 3 rounds the 
  amount of damage doubles, suggesting a worsening 
  situation. Or in the case of an alien sanctum falling apart 
  into an unknowable void, perhaps strange and dangerous 
  creatures crawl their way out of the nothingness with 
  increasing frequency. Either way, this makes lagging 
  behind dangerous, but not immediately fatal.
  Near-Fatal Conclusion: The GM might rule that, once the 
  timer expires, the structure collapses—a fate that probably 
  means death for anyone trapped inside. See the Cave-Ins and 
  Collapses rules on page 415 of the Core Rulebook. The GM might 
  add the threat of additional damage to those trapped within 
  (or who try to rescue those left behind) if the conditions call 
  for it—like dealing additional fire damage to those 
  caught beneath a collapsed burning ruin.
  Horror Considerations: Write a 10 on 
  a whiteboard or set a die at 10 in front 
  of the PCs. After their first turn trying 
  to escape, change the number to 
  9. Decrease the number every
  turn. A generous GM might 
  let them know that when the 
  count reaches 0, the structure 
  collapses (to whatever terrible end; 
  consider the rules for cave-ins and 
  collapses) or not. In either case, 
  few things motivate a group 
  like a ticking clock. Beyond 
  collapsing structures, PCs may 
  need to flee a burning topiary 
  garden, a tsunami-battered 
  village, the nightmare of a 
  waking dreamer, a city being 
  destroyed by kaiju (Pathfinder 
  RPG Bestiary 4 165), or a forest 
  come to life.
  GUILLOTINE
  Simple and relatively clean, 
  execution by guillotine proves 
  as humane as it is grisly. But 
  when the PCs need to prevent 
  such an execution, the rules and 
  timing become more important.
  By the Rules: Traps like the wall 
  scythe detailed on page 420 of the 
  Core Rulebook already provide rules 
  for hurtling a significant mechanical 
  blade at a hapless character. With the 
  208
  208
  
  6
  Running Horror Adventures
  Running Horror Adventures
  pillorylike restraint at the guillotine’s bottom holding a 
  character, the dropping blade essentially makes a strike 
  against its victim’s neck a coup de grace.
  Extrapolation: One can easily treat a guillotine as a special 
  kind of mechanical trap. Without the restraint, it might 
  function exactly as a wall scythe trap. With the pillory, it 
  becomes more deadly. Any creature in the pillory is considered 
  helpless and so, the guillotine, when activated, makes a coup 
  de grace attack against the victim—potentially causing 
  death. If the guillotine strikes a killing blow, the victim is 
  decapitated. If it fails, there has been some malfunction with 
  the device, catching the blade part way through the pillory. A 
  standard wooden pillory holds a character’s head and both 
  wrists. A character might slip free by spending 1 minute and 
  succeeding at a DC 40 Escape Artist check.
  Horror Considerations: A GM might use an even more 
  horrific versions of the guillotine in which the creature 
  it killed has its soul trapped within the lethal blade, 
  preventing resurrection. 
  HANGING
  Whether by the snapping of a neck or lengthy strangulation, 
  hanging is a time-tested form of execution, and stories 
  abound of heroes rescuing a victim in the nick of time.
  By the Rules: Being hanged kills by either breaking the 
  victim’s neck or strangling the victim. Breaking the neck 
  implies a quick, instant death from damage, like a coup 
  de grace. Getting into a noose (and the DC for escaping it) 
  would be covered by the tie up aspect of the grapple rules 
  (Core Rulebook 200). Strangulation suggests consulting the 
  rules for suffocation (Core Rulebook 445).
  Extrapolation: How a PC might have wound up in a 
  noose is up to the GM, but once he has, a few things might 
  occur. If the execution involves a drop, the noose could 
  deal 1d6 points of damage + 1d6 for every 5 feet he falls, 
  to a maximum of 20d6. The victim is considered helpless, 
  and this attack is treated as a coup de grace—requiring a 
  successful Fortitude save (DC = 10 + damage dealt) to avoid 
  death. If the character has his hands free and uses them to 
  hold on to the noose during the drop, he gains a +2 bonus 
  on this saving throw.
  Once a character has survived the drop (or if one never 
  occurred), his time is still limited as the noose chokes him 
  to death. As the rules for tying someone up describe, a 
  character can bind someone, creating a situation where the 
  DC to escape such bonds is equal to 20 + the rope-tying 
  character’s CMB. This seems like a good way to set a DC for 
  escaping a noose. A character can attempt to escape a noose, 
  but doing so requires that his hands be free (otherwise, he 
  must escape from those restraints first). Once they are, he 
  can attempt to break the noose’s “grapple” as detailed on 
  page 200 of the Core Rulebook. While dangling from a noose, 
  a character is helpless. 
  Horror Considerations: A noose quickly turns into 
  a lifeline when the ground is hundreds of feet below a 
  struggling victim. Nooses made of chain or metal cord 
  might also be more difficult to escape.
  THEMATIC CREEPINESS
  Be it a misbehaving reflection, a whispering taxidermy, or 
  a leering portrait, sometimes the most minor supernatural 
  effect—noticeable as the subtlest feeling of wrongness—
  proves the most unsettling.
  By the Rules: The rules for haunts allow GMs to generate 
  practically infinite terrifying effects and create creepy but 
  harmless encounters with which the players can interact.
  Extrapolation: A purely thematic or otherwise harmless 
  haunt probably shouldn’t grant experience points and so 
  shouldn’t have a CR.
  Horror Considerations: One doesn’t have to bother with 
  rules at all. GMs don’t need to explain every thematic effect 
  or unnerving embellishment, especially when these exist in 
  the space between supernatural manifestations and the PCs’ 
  own uncertain observations. If a situation doesn’t require 
  hard-and-fast rules, a GM doesn’t need to complicate things.
  Improvisation Benchmarks
  While	encyclopedic	knowledge	of	existing	rules	certainly	
  helps	 with	 improvising	 new	 ones,	 it’s	 not	 necessary	 by	
  any	means.	The	majority	of	the	time,	existing	rules	supply	
  all	the	direction	needed.	In	cases	where	they	don’t,	don’t	
  worry!	 Almost	 everything	 in	 the	 Pathfinder	 RPG	 comes	
  down	to	the	roll	of	a	d20.	So	the	main	questions	are	often	
  simply	how	high	to	set	a	DC	and	what	sort	of	bonus	the	PC	
  should	apply	to	it.	While	the	latter	is	largely	thematic	and	
  up	to	the	GM’s	judgment,	setting	DCs	can	get	a	bit	more	
  technical.	Fortunately,	the	likelihood	of	a	too-high	or	too-
  low	DC	“ruining”	an	adventure	is	infinitesimal,	especially	
  when	taking	the	following	into	account.	
  Custom DCs:	Need	to	generate	a	DC	for	a	specific	situation	
  on	the	fly?	Look	at	tables	like	those	for	the	Acrobatics,	Bluff,	
  Escape	 Artist,	 and	 other	 skills	 and	 extrapolate	 whether	
  the	challenge	should	be	harder	or	easier	based	on	the	DC	
  precedents	there.	GMs	can	find	some	great	charts	for	ad-
  hoc	DCs	for	parties	of	various	levels	in	the	sections	on	social	
  conflicts	and	influence	in	Pathfinder RPG Ultimate Intrigue.
  Monster Statistics:	Need	something	other	than	a	DC?	
  Table	 1–1	 on	 page	 291	 of	 the	 Pathfinder RPG Bestiary	
  provides	 a	 wealth	 of	 level-appropriate	 benchmarks	 for	
  creature	 hit	 points,	 Armor	 Class,	 damage,	 saving	 throw	
  DCs,	 and	 more.	 These	 aren’t	 just	 for	 monsters,	 though.	
  Consider	finding	the	party’s	level	and	using	these	statistics	
  for	 any	 challenge	 required,	 increasing	 or	 decreasing	 the	
  figures	as	necessary	to	adjust	the	difficulty.
  209
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  Horror Gear and 
  Magic Items
  7
  
  H owls split the night, 
  closer than ever. 
   Lirianne cursed. She knew 
  the pack could coordinate its 
  movements just as easily in 
  total silence, without giving 
  itself away. If they were 
  howling, it meant they were 
  confident. Having fun.
  Well, that blade could cut 
  both ways. Lirianne dropped 
  in another silvered round and 
  snapped the breech closed. 
  Taking a breath, she stepped 
  out from behind the tree. 
  They were already here. Three 
  of them, still in the tatters of 
  their military uniforms.
  Three wolves. Two bullets.
  “Well, boys,” she drawled, 
  “looks like you’ve got a choice 
  to make. Which one of you 
  wants to dance real close?”
  
  T
  his chapter details new gear ranging from implements 
  of torture to alchemical mixtures and magic items 
  to add a taste of horror to your game. The final two 
  pages discuss the horrifying possibility of trusted items 
  becoming possessed.
  TORTURE IMPLEMENTS
  These devices cause great pain, and are often used in 
  torture. Engaging in torture is ultimately nothing more 
  a sadistic means to control another person. Rather than 
  being an effective means of interrogation, torture produces 
  notoriously inaccurate information designed to tell the 
  torturer what she wants to hear and make the torture stop. 
  Each act of torture shifts the torturer’s alignment one step 
  toward evil, and it counts as a willful evil act for the purpose 
  of effects like atonement.
  HERETIC’S FORK
  PRICE 10 GP
  WEIGHT 1 lb.
  This device is a sharp, double-ended prong that is approximately 
  9 inches in length and fitted with a stout leather 
  neckband. This nefarious device is secured on a 
  helpless target’s neck so the prongs pierce 
  both the underside of the victim’s chin 
  and the victim’s chest, dealing 1d6 points 
  of nonlethal damage when the device 
  is attached and an additional 1d6 points 
  of nonlethal damage if the victim begins to fall 
  asleep, effectively keeping the victim awake 
  indefinitely and subjecting the victim to 
  fatigue and exhaustion through sleep deprivation. A successful 
  DC 22 Escape Artist check allows the victim to get free of the 
  prongs without using his arms, though the heretic’s fork remains 
  strapped to his neck.
  IRON MAIDEN
  PRICE 500 GP
  WEIGHT 300 lbs.
  These dreadful devices are large, stylized iron coffins lined with 
  sharp spikes used to torture and execute unfortunate victims. 
  When a Small or Medium creature is forced within the iron maiden 
  and the spiked doors are slammed shut, the creature is impaled 
  on all sides by the iron spikes, immediately taking 3d6 points of 
  piercing damage.
  RACK
  PRICE 300 GP
  WEIGHT 500 lbs.
  The rack is one of the most infamous and feared devices in the 
  torturer’s arsenal, capable of inflicting ruinous damage to a victim’s 
  body. Helpless victims are splayed across the device’s frame, and 
  each limb is lashed to a central windlass. Each turn of the crank 
  deals a cumulative 1d6 points of nonlethal damage, up to 4d6 
  points of nonlethal damage on the fourth turn. Each subsequent 
  turn after the fourth deals 4d6 points of nonlethal damage and 
  deals 1 point of damage each to the victim’s Strength, Dexterity, 
  and Constitution scores as it dislocates limbs, cracks cartilage, 
  and breaks bone. Some racks are fitted with spiked wheels that 
  puncture the victim’s body, dealing lethal damage rather than 
  nonlethal damage. Escaping from a rack requires a successful DC 
  30 Escape Artist check. 
  RAT CAGE
  PRICE 5 GP
  WEIGHT 15 lbs.
  This specially crafted steel cage can hold up 
  to 20 rats, and includes stout leather straps 
  around its open end and a metal crucible 
  for holding hot charcoal or other fuel on 
  its top end. Torturers tightly strap the open 
  end of the device to a helpless victim’s 
  abdomen, insert the rats into the cage, 
  and set the crucible’s fuel alight. In 1d10 
  rounds, the increasing heat causes the 
  rats to gnaw and dig their way through the victim’s abdomen to 
  escape, dealing 1 point of piercing damage per rat each round. A 
  victim can wiggle free of a rat cage with a successful DC 20 Escape 
  Artist check, though some of the voracious vermin may continue 
  their consumption in subsequent rounds.
  THUMBSCREW
  Common
  PRICE 15 GP
  WEIGHT 1 lb.
  Masterwork
  PRICE 50 GP
  WEIGHT 1 lb.
  Both a torture and restraining 
  device, this small, metal armature 
  consists of two parallel, spike-
  studded bars that close together 
  as the user tightens the frame’s 
  screws, crushing a victim’s thumbs 
  between them. A victim restrained 
  by a thumbscrew is able to move 
  but can’t effectively wield weapons, hold items, or perform 
  any actions or skill checks that require manual dexterity, taking 
  a –5 penalty on all such actions and dealing 1d6 points of 
  nonlethal damage to himself with each attempt (this doesn’t 
  include Escape Artist attempts to escape the thumbscrew). 
  Spellcasters bound by thumbscrews are unable to cast spells 
  with somatic components. 
  When using a thumbscrew as a torture device, the user can turn 
  the thumbscrew’s bolt to deal 1d6 points of nonlethal damage. 
  Escaping from a thumbscrew requires a successful DC 28 Escape 
  Artist check (DC 30 for a masterwork thumbscrew).
  TREPHINE
  PRICE 20 GP
  WEIGHT 1 lb.
  This surgical instrument has a serrated, circular blade that is used 
  to bore holes into the skulls of patients to relieve cranial swelling 
  from head trauma or, as some chirurgeons believe, release evil 
  212212
  
  7
  Horror Gear and Magic Items
  Horror Gear and Magic Items
  spirits. Use of a trephine takes 10 
  minutes, and deals 5 points of 
  piercing damage to the subject 
  creature. With a successful DC 25 Heal check, the 
  user can heal up to 1d4 points of ability damage to 
  any one mental ability score caused by physical trauma 
  to the head, such as the critical called shot or debilitating 
  blow called shot (Pathfinder RPG Ultimate Combat 196), or it can 
  cure the severe brain trauma inflicted by the debilitating blow 
  called shot. If the user fails the check, the subject still takes 5 
  points of piercing damage. If the user fails the check by 5 or 
  more, the subject instead takes 10 points of piercing damage 
  and 1 point of damage each to its Intelligence, Wisdom, and 
  Charisma scores. 
  Table 7–1: Torture Implements
  Item 
  Price 
  Weight
  Heretic’s fork 
  10 gp 
  1 lb.
  Iron maiden 
  500 gp 
  300 lbs.
  Rack 
  300 gp 
  500 lbs.
  Rat cage 
  5 gp 
  15 lbs.
  Thumbscrew 
  15 gp 
  1 lb.
  Thumbscrew, masterwork 
  50 gp 
  1 lb.
  Trephine 
  20 gp 
  1 lb.
  ALCHEMICAL ITEMS
  The following alchemical items are particularly horrific. 
  Only those in the service of evil attempt to spread suffering 
  through plague powder, while those with macabre minds 
  (or hoping to convince others that they have power over the 
  dead) may reanimate corpses with reanimating fluid.
  PLAGUE POWDER
  PRICE varies
  WEIGHT —
  This ash-gray powder is refined from the crushed bones of 
  creatures that died of virulent diseases, illegally produced by 
  nefarious alchemists, and sold on the black market to those 
  seeking to spread illness and death. The application of the powder 
  depends on the disease from which it is refined. Someone using 
  powder made from diseases contracted by ingestion must apply 
  it to food (a full-round action) for the victim to consume. Those 
  using powder made from diseases contracted by injury must apply 
  the powder to weapons (a standard action, as per the poison 
  application rules) and deal damage to victims to subject them 
  to the contagion. Diseases contracted by inhalation require the 
  user to disperse the powder by throwing it into the air. Throwing 
  a handful of plague powder is a splash attack with a range 
  increment of 5 feet. Anyone standing in the square of impact must 
  succeed at a save with a DC equal to that of the disease from 
  which the powder is made to avoid contracting the illness, while 
  those in adjacent squares must attempt the same save with a +4 
  bonus. Diseases spread through contact can use any of the three 
  manners of application.
  The most common disease refined for these powders is 
  filth fever, costing 144 gp, but refined plague powders of other 
  diseases are available, with a price equal to the base save DC of 
  the disease squared. Making a plague powder always requires 
  access to a sample of the disease and exposes the creator to 
  the disease in question each day of crafting. Crafting a dose of 
  plague powder requires a successful DC 25 Craft (alchemy) check.
  REANIMATING FLUID
  PRICE 100 GP
  WEIGHT —
  This viscous, translucent green fluid is typically stored in a large 
  syringe. When injected into a mostly intact corpse of a 
  Medium or smaller creature that has been dead for no more 
  than 1 day (time spent under effects like gentle repose 
  don’t count against this time), the fluid gives the 
  corpse a rudimentary semblance of life, reactivating 
  its nerves and muscle tissue. This causes the corpse to 
  reanimate and shamble around erratically for 1 minute. 
  The result is not an undead creature, nor is it a construct. 
  The reanimated corpse remains utterly lifeless and is 
  driven only by muscular spasms that cause it shuffle 
  20 feet in a random direction each round, gasping 
  and blinking eerily as it goes. When the corpse hits a 
  solid barrier or is attacked, it stops moving. On its next 
  turn, roll 1d8 to determine where it goes next. On a 1, 
  it continues forward in the same direction it had been 
  previously moving (or runs up against the same barrier). 
  On a 2, it turns 45º clockwise and heads in that direction; on a 3, 
  it turns 90º clockwise and heads in that direction; and so on. The 
  corpse can’t attack, doesn’t defend itself, and—as an object—has 
  AC 10 and 12 hit points. Crafting a syringe of reanimating fluid 
  requires a successful DC 25 Craft (alchemy) check.
  Table 7–2: Alchemical Items
  Item 
  Cost 
  Weight 
  Craft DC
  Plague powder 
  Varies 
  — 
  25
  Reanimating fluid 
  100 gp 
  — 
  25
  MAGIC ITEMS
  The magic items in these sections are divided into the 
  categories outlined in Pathfinder RPG Ultimate Equipment, 
  so you can use the treasure generator detailed in that book. 
  If you’re running a horror adventure or just want to insert 
  a splash of horror into your games when determining 
  treasure, consider either using items from this book before 
  rolling randomly on the treasure generator or adding these 
  items to the treasure generator.
  Specific Magic Armor
  The following section includes armor with unusual powers 
  and magical abilities. Magic armor can have either abilities 
  that need to be activated to function or powers that work 
  passively and constantly.
  213
  213
  
  LUPINE RAGESKIN 
  PRICE 
  12,160 GP
  SLOT armor
  CL 5th
  WEIGHT 15 lbs.
  AURA faint transmutation
  This +1 leather armor consists of wolf skins sewn together 
  with sinew. When the wearer rages, he automatically turns 
  into a Medium wolf, as if using change shape (beast shape I). 
  The armor melds with his new form as normal, but the armor’s 
  enhancement bonus changes into a +1 enhancement bonus to 
  her natural armor. When the rage ends, the wearer reverts to 
  his own form.
  CONSTRUCTION REQUIREMENTS
  COST 6,160 GP
  Craft Magic Arms and Armor, beast shape I
  URSINE RAGESKIN
  PRICE 
  20,165 GP
  SLOT armor
  CL 7th
  WEIGHT 25 lbs.
  AURA moderate transmutation
  This +1 hide armor is stitched together from 
  grizzly bear hides. When the wearer rages, she 
  automatically turns into a Large brown bear, 
  as if using change shape (beast shape II). 
  The armor melds with her new form as 
  normal, but the armor’s enhancement 
  bonus changes into a +1 enhancement 
  bonus to her natural armor. When the 
  rage ends, the wearer reverts to her own 
  form.
  CONSTRUCTION REQUIREMENTS
  COST 10,165 GP
  Craft Magic Arms and Armor, beast shape II
  Table 7–3: Specific Magic Armor
  Greater Medium Armor 
  Price
  Lupine rageskin armor 
  12,160 gp
  Lesser Major Armor 
  Price
  Ursine rageskin armor 
  20,165 gp
  Weapon Special Abilities
  The following are new weapon special abilities. See the 
  Weapons section starting on page 467 of the Core Rulebook 
  for the rules regarding magic weapons. Weapons with a 
  special ability must have at least a +1 enhancement bonus.
  VAMPIRIC 
  PRICE 
  +1 bonus
  AURA faint necromancy
  CL 5th
  This special ability can be placed only on piercing or slashing melee 
  weapons. The first time each round that the wielder hits a living 
  target with a vampiric weapon, the weapon restores an amount 
  of hit points to the wielder equal to 1/2 the damage dealt to the 
  target, to a maximum equal to the wielder’s number of Hit Dice. If 
  the damage was more than enough to kill the target, any excess 
  damage doesn’t count toward the amount healed. A creature 
  can regain no more than 2 hit points per Hit Die from a vampiric 
  weapon each day. A new owner gains no healing from a vampiric 
  weapon until she owns it for 24 consecutive hours, and a wielder 
  can be attuned to only one vampiric or greater vampiric weapon at 
  a time. Finally, a wielder healed by a vampiric weapon can’t exceed 
  her maximum hit point total, though excess healing also doesn’t 
  count toward the daily limit of hit points she can regain.
  Both living and undead creatures can benefit from the healing. 
  A vampiric weapon automatically converts the stolen energy into 
  positive or negative energy, as appropriate for the wielder.
  CONSTRUCTION REQUIREMENTS
  COST +1 bonus
  Craft Magic Arms and Armor, cure moderate wounds, inflict 
  moderate wounds, vampiric touch
  VAMPIRIC, GREATER
  PRICE 
  +2 bonus
  AURA moderate necromancy
  CL 8th
  This special ability functions as the vampiric special ability, except 
  that the daily limit of healing from greater vampiric weapons is 
  5 hit points per Hit Die of the owner. A wielder can be attuned to 
  only one vampiric or greater vampiric weapon at a time.
  CONSTRUCTION REQUIREMENTS
  COST +2 bonus
  Craft Magic Arms and Armor, cure serious wounds, inflict serious 
  wounds, vampiric touch
  Table 7–4: Weapon Special Abilities
  +1 Weapon Special Ability 
  Base Price*
  Vampiric 
  +1 bonus
  +2 Weapon Special Ability 
  Base Price*
  Greater vampiric 
  +2 bonus
  * Add to the enhancement bonus of the weapon to determine
  the total price.
  Specific Magic Weapons
  The following section includes weapons with unusual 
  powers and magical abilities. Magic weapons can have either 
  abilities that need to be activated to function or powers that 
  work passively and constantly.
  BONESHAKING CLEAVER 
  PRICE 
  90,320 GP
  SLOT none
  CL 15th
  WEIGHT 12 lbs.
  AURA strong necromancy [evil]
  This well-balanced, two-handed cleaver is nearly 6 feet in length. 
  Its blade protrudes from a hilt that appears to be the spine of an 
  animal, capped with a skull at its end. A boneshaking cleaver 
  functions as a +3 unholy greataxe. On a critical hit, it also rattles 
  the target’s bones, rending flesh and separating joints. This deals 
  1 point of Constitution damage and allows the wielder to apply 
  one of the following conditions to the target for 1 round: deafened, 
  shaken, or sickened. 
  214
  214
  
  7
  Horror Gear and Magic Items
  Horror Gear and Magic Items
  CONSTRUCTION REQUIREMENTS
  COST 45,320 GP
  Craft Magic Arms and Armor, bestow curse, unholy blight
  HANGMAN’S NOOSE
  PRICE 
  18,301 GP
  SLOT none
  CL 9th
  WEIGHT 2 lbs.
  AURA moderate necromancy
  This +1 whip is made from a hemp rope that once served as the 
  noose in a gallows. The countless executions committed with 
  the rope have left an indelible mark on 
  the weapon.
  As a standard action, the wielder 
  of a hangman’s noose can attempt a 
  combat maneuver check to wrap the whip 
  around a creature’s neck. If she succeeds, the 
  victim can’t move outside of the whip’s 
  reach. As a standard action, the wielder 
  can attempt a repositionAPG combat maneuver 
  check to move the victim within the whip’s reach 
  or to pull the whip tighter, strangling the victim (see the rules for 
  suffocation on page 445 of the Core Rulebook). Once the target 
  is being strangled, the wielder can attempt a combat maneuver 
  check as a standard action to squeeze the air out of the victim’s 
  lungs. This reduces the amount of time the victim can hold his 
  breath by 1d6+1 rounds.
  A victim can escape the noose with a successful Escape Artist 
  check (DC = the wielder’s CMD), or by severing the noose with an 
  attack or a successful sunder combat maneuver check. The noose 
  has AC 18, hardness 2, and 12 hp. If severed, the noose can still be 
  used as a +1 whip and repairs itself after 1 hour.
  CONSTRUCTION REQUIREMENTS
  COST 9,301 GP
  Craft Magic Arms and Armor, animate rope, suffocationAPG
  HOOKED MASSACRE 
  PRICE 
  22,325 GP
  SLOT none
  CL 13th
  WEIGHT 10 lbs.
  AURA strong transmutation
  This viciously barbed +1 spiked chain consists of a jagged hook at 
  the end of a length of rusty chain. It twitches of its own accord, 
  as if it had some semblance of cruel intelligence. As the wielder 
  swings it, the chain contracts and expands with a seemingly 
  endless supply of new links. As a free action, the wielder can cause 
  the chain to expand, giving the weapon reach for 1 round. The 
  weapon doesn’t threaten adjacent squares when it’s expanded. 
  The wielder can’t reverse this change manually; he must wait for 
  it to expire.
  If the wielder of a hooked massacre uses it for a dragAPG or 
  repositionAPG combat maneuver that brings the target adjacent to 
  him, he can make an attack against the target at his highest base 
  attack bonus as an immediate action.
  CONSTRUCTION REQUIREMENTS
  COST 11,325 GP
  Craft Magic Arms and Armor, Combat Expertise, Improved 
  DragAPG, Improved RepositionAPG, haste 
  MURDERER’S MACHETE
  PRICE 
  32,870 GP
  SLOT none
  CL 11th
  WEIGHT 3 lbs.
  AURA moderate conjuration [evil]
  This wide machete is darkly stained with blood. It is treated as a 
  +1 keen short sword that also has a vicious cutting edge, allowing 
  it to deal slashing damage in addition to piercing damage. 
  The murderer’s machete grants its wielder the ability to move 
  with unnatural grace and speed while stalking potential victims. 
  The wielder gains a +2 competence bonus on Stealth checks and 
  Survival checks to track. In addition, once per day, the wielder can 
  lick the bloodstains on the blade as a standard action to gain the 
  benefits of cruel jaunt (see page 114).
  CONSTRUCTION REQUIREMENTS
  COST 16,590 GP
  Craft Magic Arms and Armor, cruel jaunt, keen edge, creator 
  must sacrifice a sentient living creature
  MURDERER’S MACHETE, GREATER
  PRICE 
  78,310 GP
  SLOT none
  CL 13th
  WEIGHT 3 lbs.
  AURA strong conjuration [evil]
  This item functions like a murderer’s machete, but is a +2 keen 
  wounding short sword.
  CONSTRUCTION REQUIREMENTS
  COST 39,310 GP
  Craft Magic Arms and Armor, bleed, cruel jaunt (see page 114), 
  keen edge, creator must sacrifice a sentient living creature
  SACRIFICIAL DAGGER 
  PRICE 
  7,302 GP
  SLOT none
  CL 3rd
  WEIGHT 1 lb.
  AURA faint necromancy [evil]
  The serrated blade of this +1 dagger is set in a hilt made of 
  human bone carved in the shape of a scorpion’s tail. Once per 
  day when the wielder delivers a coup de grace with 
  the sacrificial dagger and the target dies as a result 
  of the attack, the dagger traps the dead creature’s life 
  energy for 10 minutes per Hit Die of the creature. A dark 
  mist visibly seeps from the dagger during this time, and 
  anyone wielding the dagger gains the benefits of death 
  knell. Determine the number of temporary hit points 
  granted when the target dies. The temporary hit points 
  stem from the dagger, so if another creature wields the 
  dagger, that creature gains the remaining temporary hit 
  points (if any) and the previous wielder loses them.
  If, while the death knell effect is active, the wielder casts 
  a spell that requires sacrificing a creature, she can expend 
  the life energy stored in the dagger. For the purpose of 
  fulfilling the spell’s requirements, the life energy counts as 
  the creature did when it was alive (including Hit Dice and 
  whether or not it was sentient). Expending the trapped life 
  energy ends the death knell effect immediately, before the 
  casting of the sacrificial spell is complete, so the death knell effect 
  doesn’t increase the wielder’s caster level for that spell. Sacrificing 
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  another creature dissipates the life energy of any previous sacrifice 
  already held in the dagger.
  CONSTRUCTION REQUIREMENTS
  COST 3,802 GP
  Craft Magic Items and Armor, death knell
  SCREAMING BLADE
  PRICE 
  25,315 GP
  SLOT none
  CL 10th
  WEIGHT 4 lbs.
  AURA moderate evocation [evil]
  This +2 longsword contains the hideous captured screams 
  of a torture victim. The blade howls these blasphemies and 
  profanities whenever it is drawn. This discordant noise grants 
  the wielder a +5 competence bonus on Intimidate checks, but 
  any creature can hear the howls with a Perception DC of –10, 
  regardless of the wielder’s Stealth. 
  The disturbing noise makes it difficult for nearby creatures to 
  concentrate. Any creature other than the wielder within 60 feet 
  attempting to cast a spell must succeed at a concentration check 
  (DC = 15 + spell level) or the spell fails. Creatures within 60 feet 
  take a –2 penalty on skill checks that require concentration and 
  are unable to take 10 (unless they have an ability that enables 
  them to take 10 while distracted or threatened). If the wielder 
  is evil and has the bardic performance ability, she can use the 
  screams as a masterwork instrument for either Perform (sing) or 
  Perform (wind) and the DCs of her bardic performances that are 
  fear effects increase by 1.
  Silence and similar effects suppress all the blade’s magical 
  abilities except its enhancement bonus.
  CONSTRUCTION REQUIREMENTS
  COST 12,815 GP
  Craft Magic Arms and Armor, sound burst, creator must be evil and 
  torture a sentient creature during creation
  Table 7–5: Specific Magic Weapons
  Lesser Medium Specific Weapon 
  Price
  Sacrificial dagger 
  7,302 gp
  Greater Medium Specific Weapons 
  Price
  Hangman’s noose 
  18,301 gp
  Hooked massacre 
  22,325 gp
  Lesser Major Specific Weapons 
  Price
  Screaming blade 
  25,315 gp
  Murderer’s machete 
  32,870 gp
  Greater Major Specific Weapons 
  Price
  Greater murderer’s machete 
  78,310 gp
  Boneshaking cleaver 
  90,320 gp
  Rings
  Rings bestow magical powers upon their wearers, some of 
  which are usable only a certain number of times per day. 
  Anyone can use a ring, but a character can gain the benefits 
  of only two magic rings at a time.
  HEAVENLY AEGIS RING 
  PRICE 
  16,000 GP
  SLOT ring
  CL 10th
  WEIGHT —
  AURA moderate evocation [good]
  The surface of this silver ring never tarnishes, but when an evil 
  creature is wearing it, its luster diminishes. Whenever the wearer 
  takes the total defense action, he can activate the ring, creating a 
  magic circle against evil effect centered on him. This effect lasts 
  10 rounds per day, though the rounds don’t need to be spent 
  consecutively. Once activated, the effect expends rounds until the 
  user ends it as a move action or the rounds run out.
  As a standard action while the magic circle is active, the wearer 
  can release the protective circle’s energy as a violent blast. This 
  functions as holy smite centered on the wearer, but the wearer can 
  exclude a 10-foot-radius area from the center of the affected area. 
  Releasing the energy expends all the ring’s remaining rounds and 
  can be done only if at least 5 rounds remain.
  The ring’s power renews each day at dawn.
  CONSTRUCTION REQUIREMENTS
  COST 8,000 GP
  Forge Ring, holy smite, magic circle against evil
  KYTON RING
  PRICE 
  1,000 GP
  SLOT ring
  CL 7th
  WEIGHT —
  AURA moderate conjuration
  This rusty iron ring looks like a twisted chain. On command, the ring 
  can produce a rusty, clanky length of iron chain (hardness 10, 5 hp, 
  break DC 26). The ring can create no more than 100 
  feet of chain in this way. This total length can 
  be split among many uses, but must be spent 
  in 10-foot increments. When the ring’s daily 
  allotment of chain is renewed, any previously 
  conjured chain rusts away. Once per day as 
  a standard action, the user can shoot a chain from the ring as 
  though it were a grappling hook, except the range increment is 
  50 feet. Whatever length of chain she shoots out counts against 
  ring’s daily allotment. 
  CONSTRUCTION REQUIREMENTS
  COST 500 GP
  Forge Ring, major creation
  RINGS OF ALIEN GEOMETRIES
  PRICE 
  30,000 GP
  SLOT none
  CL 10th
  WEIGHT —
  AURA moderate conjuration 
  A short silver chain joins these two crystal rings together. When 
  worn on two adjacent fingers of the same hand, the two rings 
  occupy a single ring slot. Once per day as a standard action, the 
  wearer of a pair of rings of alien geometries can create two 
  shimmering portals, each 5 feet in diameter and surrounded by 
  a 4-inch-thick ring of force. Only one side of each portal functions 
  as a gateway; the other side is blocked (as if by a wall of force). 
  Each portal must be oriented vertically and be within 30 feet of 
  the wearer at the time of creation.
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  Medium or smaller creatures can move 
  through either portal as easily as moving 
  to an adjacent square, stepping out 
  of the other portal. Large creatures 
  can squeeze through but can’t end 
  movement 
  halfway 
  through 
  a 
  portal. Any creature farther than 5 
  feet away from a portal has no line 
  of sight or line of effect through it 
  to the other portal, but a creature adjacent to one of the 
  portals can attack through it as though the square directly in front 
  of the other portal were adjacent to the creature.
  Both of the portals vanish after 10 rounds. Destroying a 
  portal is possible only with spells or attacks that can destroy a 
  wall of force. Destroying one portal causes the other portal to 
  immediately collapse.
  CONSTRUCTION REQUIREMENTS
  COST 15,000 GP
  Forge Ring, dimension door, wall of force
  Table 7–6: Rings
  Lesser Minor Ring 
  Price
  Kyton ring 
  1,000 gp
  Lesser Medium Ring 
  Price
  Heavenly aegis ring 
  16,000 gp
  Lesser Major Ring 
  Price
  Ring of alien geometries 
  30,000 gp
  Staves
  A staff is a long shaft that stores several spells. Staves 
  usually hold spells grouped by a theme and sometimes 
  grant other abilities to the wielder. A staff has 10 charges 
  when created but can be recharged by a spellcaster with the 
  appropriate spells.
  CEPHALOPOD STAFF 
  PRICE 
  22,800 GP
  SLOT none
  CL 11th
  WEIGHT 4 lbs.
  AURA moderate conjuration
  This dark mahogany staff is carved in the shape of a squid’s 
  tentacle and smells strongly of seawater. When grasped, the 
  staff animates, writhing momentarily until it regains its rigid, 
  wooden form. As a swift action, the wielder can transform the 
  staff into a long, flexible weapon that functions as a masterwork 
  whip. The staff reverts to its normal form at the beginning of the 
  wielder’s next turn. 
  The staff allows the use of the following spells.
  •
  Summon monster II (octopus or squid only; 1 charge)
  •
  Black tentacles (3 charges)
  •
  Summon monster VI (giant octopus only; 5 charges)
  CONSTRUCTION REQUIREMENTS
  COST 11,400 GP
  Craft Staff, black tentacles, summon monster VI
  HUNGERING STAFF
  PRICE 
  30,000 GP
  SLOT none
  CL 9th
  WEIGHT 4 lbs.
  AURA moderate conjuration
  A ring of curved fangs circles the tip of this 7-foot-long 
  bone staff. When magic mouth is cast from the staff, 
  the resulting illusory mouth is filled with countless 
  needle-like fangs. After magic mouth is cast, one 
  charge remains drained from the staff and can’t 
  be recharged until the user dismisses the spell or 
  until the spell discharges. 
  When casting beast shape I from the staff, the 
  caster can choose only creatures with bite attacks, 
  and the user’s bite attacks deal damage as if the 
  assumed shape were two sizes larger.
  The staff allows the use of the following spells.
  •
  Magic mouth (1 charge)
  •
  Beast shape I (see text; 2 charges)
  •
  Hungry pit (3 charges)
  CONSTRUCTION REQUIREMENTS
  COST 15,500 GP
  Craft Staff, beast shape I, hungry pitAPG, magic mouth
  MANY-EYED STAFF
  PRICE 
  32,000 GP
  SLOT none
  CL 9th
  WEIGHT 5 lbs.
  AURA moderate divination
  Whenever the user is holding this wooden staff, 10 bulging eyes 
  carved along the length of the staff animate, granting the user a +5 
  competence bonus on Perception checks as long as he is grasping 
  the staff. As a move action, the wielder can select a creature 
  within 100 feet and see through its eyes with no saving throw. 
  The creature selected must be either a spider summoned with the 
  staff or a creature blinded by a blindness/deafness spell cast from 
  the staff (the wielder ignores the blindness/deafness effect). The 
  connection lasts as long as the wielder and the target creature 
  remain within 100 feet of each other, though the wielder can end 
  it as a free action. The effect also ends if the target was a blinded 
  creature and regains the ability to see. The wielder is blinded while 
  maintaining this connection.
  The staff allows the use of the following spells.
  •
  Blindness/deafness (blindness only; 1 charge)
  •
  Summon monster II (giant spider only; 1 charge)
  •
  Prying eyes (3 charges)
  CONSTRUCTION REQUIREMENTS
  COST 16,000 GP
  Craft Staff, blindness/deafness, prying eyes, summon monster II
  Table 7–7: Staves
  Greater Medium Staff 
  Price
  Cephalopod staff 
  22,800 gp
  Lesser Major Staves 
  Price
  Hungering staff 
  30,000 gp
  Many-eyed staff 
  32,000 gp
  217217
  
  Wondrous Items
  Wondrous items are varied and diverse. Some must be 
  worn in a specific magic item slot in order to work, while 
  others must merely be kept on hand and used. “Wondrous 
  item” is a catchall category for anything that doesn’t fall 
  into other groups, such as armor, weapons, staves, and 
  so on. Anyone can use a wondrous item unless the item 
  specifies otherwise.
  There are two main categories of wondrous items: slotted 
  and slotless. A slotted item takes up a magic item slot and 
  must be worn by someone who wants to employ the item or 
  benefit from its abilities.
  Table 7–8: Wondrous Items
  Least Minor Slotless Item 
  Price
  Akoben talisman 
  450 gp
  Pentacle talisman 
  600 gp
  Scarab talisman 
  600 gp
  Triskelion talisman 
  600 gp
  Lesser Minor Slotless Item 
  Price
  Ankh talisman 
  1,250 gp
  Brilliant flash symbol 
  1,600 gp
  Oil of attraction 
  1,700 gp
  Channel-thieving belt 
  2,000 gp
  Silver nail 
  2,100 gp
  Hamsa talisman 
  3,000 gp
  Greater Minor Slotless Item 
  Price
  Monster almanac 
  4,000 gp
  Purifying ointment 
  4,000 gp
  Wolf caller’s horn 
  4,000 gp
  Greater akoben talisman 
  4,500 gp
  Eldritch scholar’s monocle 
  5,000 gp
  Perilous puzzle box 
  5,000 gp
  Mantle of the darkest night 
  6,000 gp
  Pain ward of the ostiarius 
  6,000 gp
  Greater pentacle talisman 
  6,000 gp
  Greater scarab talisman 
  6,000 gp
  Greater triskelion talisman 
  6,000 gp
  Witchlight lantern 
  7,500 gp
  Lesser Medium Slotless Item 
  Price
  Gloves of feasting 
  8,400 gp
  Redemptor’s blessing 
  9,000 gp
  Greater channel-thieving belt 
  9,200 gp
  Greater ankh talisman 
  12,500 gp
  Urn of smoldering shapes 
  16,000 gp
  Crimson altar 
  17,500 gp
  Greater Medium Slotless Item 
  Price
  Black heart 
  18,800 gp
  Greater monster almanac 
  20,000 gp
  Lesser Major Slotless Item 
  Price
  Greater hamsa talisman 
  30,000 gp
  Blackmarrow altar 
  32,500 gp
  Dark lens altar 
  40,000 gp
  Mantle of life 
  48,000 gp
  Necromancer’s beacon 
  48,000 gp
  Greater Major Slotless Item 
  Price
  Moonlight lantern 
  66,000 gp
  Threshold guardian 
  66,000 gp
  BLACK HEART 
  PRICE 
  18,800 GP
  SLOT none
  CL 5th
  WEIGHT 1/2 lb.
  AURA faint necromancy [evil]
  This withered, black heart is disturbingly cool to the touch. 
  It must be attuned to an evil deity in a vile ritual that 
  takes at least 1 hour and requires a living sentient 
  creature as a sacrifice before the wielder can use 
  its powers. Once attuned, it counts as an unholy 
  symbol of that deity for all purposes (such as 
  acting as a divine focus for spellcasting) and can’t 
  be attuned to another deity until at least 1 week 
  has passed since its last use. 
  By brandishing the black heart as a standard action, the wielder 
  can detect the presence of good creatures. If any good creatures 
  are within 60 feet, the withered heart begins to slowly beat. The 
  heart doesn’t show the wielder who specifically is good, but it does 
  beat faster the closer to a good creature it comes. The wielder 
  can activate this ability once per day, and it lasts as long as she 
  concentrates, to a maximum of 10 minutes.
  If the wielder brandishes the heart and concentrates, the 
  wielder can squeeze the heart as a standard action, targeting a 
  living creature within 60 feet. The target takes 3d8+5 points of 
  damage and becomes sickened for 1d4 rounds. A successful DC 
  14 Fortitude save halves the damage and negates the sickened 
  effect. This is a negative energy effect, and evil creatures are 
  immune to it.
  CONSTRUCTION REQUIREMENTS
  COST 9,400 GP
  Craft Wondrous Item, detect good, inflict serious wounds, creator 
  must be an evil worshiper of an evil deity
  BLACKMARROW ALTAR
  PRICE 
  32,500 GP
  SLOT none
  CL 17th
  WEIGHT 24 lbs.
  AURA strong necromancy [evil]
  This altar is built from skulls and bones as black as onyx. When 
  placed upright on a solid surface, the altar begins radiating 
  negative energy, as per desecrate. If the altar is knocked over, the 
  effect ends until the altar is righted as a move action. A spellcaster 
  can use a blackmarrow altar as a focus when casting animate 
  dead or create undead. The spell then doesn’t require onyx 
  gems as a material component. Instead, the altar supplies the 
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  Horror Gear and Magic Items
  Horror Gear and Magic Items
  unholy energy needed for casting the spell. The altar can sustain 
  a maximum of 20 Hit Dice of undead creatures created this way, 
  and it can’t create more than 20 HD of undead creatures in a week 
  even if previously created undead are destroyed. The undead 
  creatures can’t create spawn or use similar abilities.
  When undead creatures created with the altar as a focus move 
  farther than 100 feet away from it, dark fumes continuously pour 
  out from their eyes (or eye sockets) and mouths. Any such undead 
  creature needs to return to the altar’s vicinity within 4 hours to 
  replenish its negative energy. If unable to do so, the creature is 
  immediately destroyed after 4 hours.
  CONSTRUCTION REQUIREMENTS
  COST 16,250 GP
  Craft Wondrous Item, desecrate
  BRILLIANT FLASH SYMBOL 
  PRICE 
  1,600 GP
  SLOT none
  CL 3rd
  WEIGHT 1/2 lb.
  AURA faint evocation
  This holy (or unholy) symbol is crafted from brilliantly 
  polished clear quartz with a facet that contains a 
  small sapphire. When brandished, the symbol 
  catches and amplifies the surrounding light into a 
  blinding flare. This has several effects.
  When the bearer uses the holy symbol to 
  channel energy (whether she channels positive 
  or negative energy), any creature that takes 
  damage must succeed at a DC 10 Fortitude save 
  or be dazzled for 1 round.
  If the bearer casts a spell using a brilliant flash 
  symbol as a divine focus, she can force up to three 
  creatures affected by the spell to attempt a DC 10 
  Fortitude save; any who fail are dazzled for 1 round in 
  addition to any of the spell’s other effects. The bearer 
  can permanently expend the magic inside the small sapphire to 
  cause the creatures to instead be blinded if they fail the save or 
  dazzled if they succeed at it. This causes the sapphire to crumble 
  into fine powder.
  A brilliant flash symbol functions only in areas with some kind 
  of ambient light. It loses all of its powers in areas of total darkness.
  CONSTRUCTION REQUIREMENTS
  COST 800 GP
  Craft Wondrous Item, flare, channel energy class feature
  CHANNEL-THIEVING BELT
  PRICE 
  2,000 GP
  SLOT belt
  CL 3rd
  WEIGHT 2 lbs.
  AURA faint conjuration and necromancy
  This wide black leather belt is inlaid with spiraling copper runes. 
  If the wearer is a living creature, she heals each time she is 
  within the area of a burst of channeled positive energy used to 
  deal damage to undead creatures. If the wearer is an undead 
  creature, it heals each time it is within the area of a burst of 
  channeled negative energy used to deal damage to living 
  creatures. The wearer regains 1 hit point for each 1d6 points of 
  energy channeled. The belt has no effect if its wearer is the one 
  channeling energy.
  CONSTRUCTION REQUIREMENTS
  COST 1,000 GP
  Craft Wondrous Item, cure light wounds, inflict light wounds
  CHANNEL-THIEVING BELT, GREATER
  PRICE 
  9,200 GP
  SLOT belt
  CL 7th
  WEIGHT 2 lbs.
  AURA moderate conjuration and necromancy
  This belt functions as a normal channel-thieving belt, except the 
  amount of healing is equal to 1/2 the amount of damage healed 
  or dealt by the creature channeling energy.
  CONSTRUCTION REQUIREMENTS
  COST 4,600 GP
  Craft Wondrous Item, cure serious wounds, inflict serious wounds
  CRIMSON ALTAR 
  PRICE 
  17,500 GP
  SLOT none
  CL 8th
  WEIGHT 28 lbs.
  AURA moderate necromancy
  This red marble altar is carved in the shape of two legless humans 
  conjoined at the waist, their heads facing opposite directions. 
  The figure’s four arms are bent at the elbow, supporting the altar 
  like the legs of a table would. Each face is featureless save for a 
  gaping maw, and hollow moans occasionally escape from their 
  taut, perpetually blood-stained marble lips.
  Whenever a creature within 40 feet of the altar takes piercing 
  or slashing damage, the altar’s foul magic invades the wound and 
  forces it to stay open, automatically dealing 1d4 points of bleed 
  damage. This bleed damage doesn’t stack with any bleed damage 
  the attack would normally deal, nor does it stack with itself.
  Unholy magic beckons spilled blood to crawl toward the altar. 
  There is a shallow, round indentation on the altar; if a silver cup 
  worth 25 gp is placed within, crimson nectar trickles into the cup 
  each time a creature within 40 feet takes bleed damage. The cup 
  is filled to the brim once 30 points of bleed damage have been 
  dealt within 40 feet of the altar. As a standard action, a creature 
  can drink the nectar to regain 5d6 hit points. The nectar heals both 
  living and undead creatures. The nectar loses its potency and turns 
  into clotted blood if it is not consumed within 1 round of the cup 
  being removed from the altar. The altar can produce 3 full cups of 
  healing nectar per day.
  CONSTRUCTION REQUIREMENTS
  COST 8,750 GP
  Craft Wondrous Item, bleed, death knell
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  DARK LENS ALTAR 
  PRICE 
  40,000 GP
  SLOT none
  CL 13th
  WEIGHT 37 lbs.
  AURA strong conjuration
  Set in the center of this dark steel altar is an eye-shaped, 
  obsidian lens. Many-eyed horrors from dark spaces between the 
  stars stare back through the lens. When viewed from different 
  angles, the altar’s proportions seem to change as though space 
  were bent around the object.
  Whenever a creature within 60 feet of the altar casts a 
  summon monster or summon nature’s ally spell (or uses either 
  spell as a spell-like ability), the creature can use the altar as a 
  focus for the spell. Any creatures summoned this way emerge 
  from the dark lens, appearing adjacent to the altar. The creatures 
  are strangely mutated, gaining the benefit of lesser evolution 
  surgeAPG as though they were eidolons with no base form. They 
  still must meet all prerequisites for an evolution, including 
  having particular natural attacks, and they count as the eidolons 
  of a summoner with a summoner level equal to the level of the 
  summoning spell for the purposes of satisfying prerequisites and 
  determining how many total attacks per round they can use. 
  There is a 25% chance that any creature summoned through 
  the lens attempts to kill the summoner rather than obeying the 
  summoner’s commands. Roll once per casting for all creatures 
  summoned, and if the creatures turn on their summoner, the 
  summoner can’t dismiss the spell as normal (though it still 
  expires when the duration ends).
  When the summoned creature appears, the planar rift through 
  which it passes creates a vacuum near the altar for 1 round. Each 
  creature within 5 feet per level of the summoning spell is affected 
  by a severe blast of air (as per gust of wind) directed toward the 
  altar. A summoning spell of 4th level or higher creates a more 
  powerful vacuum; all creatures within the area are treated as 
  one size category smaller for the purpose of determining how 
  the vacuum affects them. If the summoning spell is 7th level or 
  higher, the creatures are treated as two size categories smaller. If a 
  creature summoned through the altar is ever forced into the altar’s 
  space, including by the vacuum effect, the summoning instantly 
  ends as the creature is sucked back to its home dimension. 
  CONSTRUCTION REQUIREMENTS
  COST 20,000 GP
  Craft Wondrous Item, lesser evolution surgeAPG, plane shift
  ELDRITCH SCHOLAR’S MONOCLE
  PRICE 
  5,000 GP
  SLOT eyes
  CL 3rd
  WEIGHT —
  AURA faint divination
  This lens, mounted in a round electrum frame, fits snugly over the 
  wearer’s eye. Upon donning the monocle, the user sees a swirl of 
  arcane sigils through the lens, but the sensation quickly fades. The 
  monocle allows the user to decipher magical inscriptions, as per 
  read magic.
  Once worn for 24 consecutive hours, an eldritch scholar’s 
  monocle also protects the user from anything dangerous to read 
  or view. While wearing the monocle, whenever 
  the user triggers a curse effect, an effect that 
  causes sanity loss, or a magic trap (such as 
  explosive runes or sepia snake sigil) simply 
  by reading or viewing an object, the 
  monocle’s glass starts shaking, pulling 
  the wearer’s attention away from the 
  dangerous details in the object. This 
  allows the wearer to roll any saving throw against such an 
  effect twice and take the better result. This effect functions only 
  once per day. For the remainder of the day, everything viewed 
  through the lens appears blurred and distorted, and the read 
  magic effect no longer functions.
  CONSTRUCTION REQUIREMENTS
  COST 2,500 GP
  Craft Wondrous Item, augury, read magic
  GLOVES OF FEASTING
  PRICE 
  8,400 GP
  SLOT hands
  CL 9th
  WEIGHT 1/2 lb.
  AURA moderate transmutation
  Each of these leather gloves has a large, ragged hole in the palm. 
  Upon donning the gloves, the wearer is nauseated with pain for 1 
  round as the skin on his palms rips open, revealing terrible gashes 
  that each sprout fangs, lips, and a tongue. While the wearer’s 
  hands are empty, he can breathe, eat, drink, and speak through 
  the mouths on his hands (though this doesn’t allow him to drink 
  more potions in a round, speak with more than one voice at a 
  time, or otherwise take more actions than normal). The wearer 
  retains the use of his hands; the mouths remain shut while the 
  wearer is holding items in his hands.
  The wearer receives a +2 enhancement bonus on combat 
  maneuver checks to grapple a foe with his hands. If he begins 
  his turn grappling with his hands, the wearer can make a free 
  bite attack with one of the mouths on his hands. The bite is 
  treated as a natural weapon and deals an amount of damage 
  equal to 1d4 + his Strength modifier for a Medium wearer (1d3 + 
  his Strength modifier if he’s Small).
  CONSTRUCTION REQUIREMENTS
  COST 4,200 GP
  Craft Wondrous Item, polymorph
  MANTLE OF LIFE
  PRICE 
  48,000 GP
  SLOT shoulders
  CL 10th
  WEIGHT 4 lbs.
  AURA moderate necromancy
  This short cape shimmers faintly under light. 
  The wearer is immune to the energy 
  drain attacks made by undead creatures. 
  She still suffers any other effects of 
  the attack, but ignores the energy 
  drain. If a corpse is wearing 
  the mantle, it can’t rise as an 
  undead creature for any reason. 
  This doesn’t prevent creatures 
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  Horror Gear and Magic Items
  Horror Gear and Magic Items
  that were already undead from using abilities like rejuvenation 
  to return to unlife. 
  CONSTRUCTION REQUIREMENTS
  COST 24,000 GP
  Craft Wondrous Item, death ward
  MANTLE OF THE DARKEST NIGHT
  PRICE 
  6,000 GP
  SLOT shoulders
  CL 5th
  WEIGHT —
  AURA faint evocation
  This cloak is woven from a fabric of solid darkness held together 
  by magic alone. When the wearer takes the total defense action, 
  the mantle quickly dissolves into a globe of darkness (as per 
  deeper darkness) that is centered on the wearer. The darkness 
  coalesces into a mantle on the wearer’s shoulders again at the 
  beginning of her next turn unless she immediately uses another 
  total defense action to maintain it. This effect functions up to 10 
  rounds per day.
  If any of the item’s daily uses are left, the wearer can grab 
  the mantle and toss it into a space within 30 feet as a standard 
  action. The mantle dissolves into a deeper darkness effect 
  centered where the mantle landed and lasting for a number of 
  rounds equal to the remaining daily uses. When the duration 
  ends, the mantle materializes in the square into which the 
  wearer threw it.
  CONSTRUCTION REQUIREMENTS
  COST 3,000 GP
  Craft Wondrous Item, deeper darkness
  MONSTER ALMANAC
  PRICE 
  4,000 GP
  SLOT none
  CL 3rd
  WEIGHT 1/2 lb.
  AURA faint divination
  This sketchbook has up to 100 pages 
  full of scribbled notes and hasty 
  sketches about monsters. When 
  the user focuses on a particular 
  page, the text and pictures start 
  moving, revealing more details 
  about the creature.
  The user must spend 10 
  minutes researching a particular type 
  of monster to get any benefit from the almanac. If the user is 
  trained in the appropriate Knowledge skill to identify a monster, 
  he gets a +2 circumstance bonus on his check. He can attempt a 
  Knowledge check to identify a creature despite being untrained 
  in the appropriate skill (but without the +2 bonus) as long as the 
  check’s DC is no higher than 15.
  CONSTRUCTION REQUIREMENTS
  COST 2,000 GP
  Craft Wondrous Item, augury, silent image
  MONSTER ALMANAC, GREATER 
  PRICE 
  20,000 GP
  SLOT none
  CL 11th
  WEIGHT 4 lbs
  AURA moderate divination
  The countless pages of this heavy tome bear detailed illustrations 
  and descriptions of creatures from the Material Plane and other 
  planes, including numerous Material Plane planets and the vast 
  black spaces between the stars. The book looks slim when closed, 
  but when a user turns its pages, more and more pages appear.
  The user must spend at least 10 minutes researching a 
  particular type of monster to get any benefit from the almanac. If 
  the user is trained in the appropriate Knowledge skill to identify 
  the monster, she gets a +5 circumstance bonus on her skill check. 
  She can attempt a Knowledge check to identify a creature despite 
  being untrained in the appropriate skill (without the +5 bonus) 
  regardless of the DC.
  If the user spends 24 hours instead of 10 minutes, she can treat 
  the check as though she got a result of 25. This functions much 
  like using an extensive library and doesn’t require the user to be 
  trained in the relevant Knowledge skill.
  CONSTRUCTION REQUIREMENTS
  COST 10,000 GP
  Craft Wondrous Item, legend lore, major image
  MOONLIGHT LANTERN
  PRICE 
  66,000 GP
  SLOT none
  CL 13th
  WEIGHT 3 lbs.
  AURA strong transmutation
  This intricate silver bullseye lantern filters its light through a 
  stained-glass image of a howling wolf silhouetted by 
  the moon. The pale blue light it casts does little to 
  illuminate the surrounding area, casting dim light in 
  a 60-foot cone directed by the lantern’s bearer. The 
  lantern can remain lit for 30 minutes per day. These 
  minutes don’t need to be used consecutively, 
  but must be spent in 5-minute increments.
  When the lantern’s light falls on a creature 
  that is not in its true form or that has more 
  than one form—such as a creature that has 
  been polymorphed, a doppelganger, or a 
  lycanthrope—the light shows all of that 
  creature’s forms. Anyone who can see the target 
  perceives any additional forms as semi-transparent 
  illusions superimposed over the creature’s current form. 
  This is a divination effect and otherwise works as per true seeing. 
  Once per day as a standard action, the bearer can force a 
  creature within the lantern’s light to assume another of its forms. 
  If the creature is under the effects of a spell with the polymorph 
  descriptor, the bearer can attempt to dispel the effect (as per 
  dispel magic) using the lantern’s caster level. If the creature has 
  the shapechanger subtype, it must succeed at a DC 20 Fortitude 
  save to resist this effect. If it fails this saving throw, the bearer of 
  the moonlight lantern can choose another of the target’s forms 
  and force it to transform immediately. The shapechanger doesn’t 
  need to spend an action to do so. The target must remain in the 
  chosen form for at least 1 minute before it can shift again.
  CONSTRUCTION REQUIREMENTS
  COST 33,000 GP
  Craft Wondrous Item, dispel magic, greater polymorph, true seeing
  221221
  
  NECROMANCER’S BEACON
  PRICE 
  48,000 GP
  SLOT none
  CL 13th
  WEIGHT 1 lb.
  AURA strong necromancy
  This gruesome lantern is made from bone and emerald-tinted 
  glass. When lit, it shines a disgusting green dim light in a 60-foot 
  radius. This light makes living creatures uncomfortable, but does 
  them no harm. 
  A lit necromancer’s beacon attracts undead creatures within 
  1,000 feet, whether they can see it or not. Sentient undead must 
  succeed at a DC 20 Will save to avoid this effect, and mindless 
  undead receive no saving throw. Any undead creature attracted 
  by a necromancer’s beacon must move as fast as it is able 
  toward the lantern; once it comes within 60 feet of the lantern, 
  the undead creature can act normally (unintelligent undead 
  usually attempt to destroy the lantern). This effect is blocked 
  by 1 foot of wood, 1 inch of stone, or a thin layer of lead. An 
  intelligent undead that succeeds at its saving throw against a 
  necromancer’s beacon is forever immune to the effects of that 
  particular necromancer’s beacon.
  Undead creatures take 1 point of positive energy damage 
  every round they remain within the light shed by a necromancer’s 
  beacon. If the lantern is destroyed, all undead are immediately 
  freed from the lantern’s compulsion. 
  CONSTRUCTION REQUIREMENTS
  COST 24,000 GP
  Craft Wondrous Item, control undead
  OIL OF ATTRACTION 
  PRICE 
  1,700 GP
  SLOT none
  CL 3rd
  WEIGHT 1/2 lb.
  AURA faint necromancy
  This vial of foul-smelling unguent is a great boon for trackers and 
  hunters. Each vial of oil is keyed to a particular kind of creature 
  and functions only against such creatures. The kind of creature 
  is fairly narrow. The most common kinds are demons, devils, 
  dragons, hags, lycanthropes, and vampires, but others might have 
  corresponding oils of attraction at the GM’s discretion.
  Whenever a creature throws a vial at a target (treat this as 
  a touch attack, like throwing a splash weapon without a splash 
  radius), the vial shatters, coating the target on a direct hit. The foul 
  slime drips off the coated creature, granting anyone trying to track 
  it a +10 circumstance bonus on Survival checks.
  The scent of the oil grants anyone who can smell it a +1 bonus 
  on Bluff, Knowledge, Perception, Sense Motive, and Survival 
  checks against that creature, as well as a +1 bonus on attack and 
  damage rolls against it. These bonuses stack with the favored 
  enemy class feature.
  The oil lasts for 1 hour, during which no amount of washing 
  with ordinary cleaning supplies can remove the slime from a 
  creature. Only universal solvent denatures the oil. Bonuses from 
  multiple oils of attraction don’t stack.
  CONSTRUCTION REQUIREMENTS
  COST 850 GP
  Craft Wondrous Item, bestow curse
  PAIN WARD OF THE 
  OSTIARIUS
  PRICE 
   6,000 GP
  SLOT neck
  CL 5th
  WEIGHT 1/2 lb.
  AURA faint necromancy
  This twisted and charred hunk of metal resembles a blacksmith 
  apprentice’s failed work. It bears numerous sharp hooks and 
  barbs. Rather than being suspended from a cord or chain, it grips 
  directly onto the wearer’s chest with a life of its own. When the 
  item attaches, the user permanently loses 1 hit point and gains 
  a +10 circumstance bonus to resist any attempts to steal the pain 
  ward of the ostiarius and to the DC of other attempts to remove 
  it (such as with Sleight of Hand). Once attached, this item can 
  act as an unholy symbol for any evil deity and reshapes itself 
  to match the symbol of an evil deity the wearer worships. If the 
  unholy symbol is removed from the wearer, he takes 1d8 points 
  of damage and 1 point of Constitution damage.
  The pain ward of the ostiarius grants an evil wearer a +4 
  profane bonus on any saving throws against spells and abilities 
  with the painUM descriptor. Once per day, the wearer can channel 
  his pain into negative energy and inflict it on an unwilling victim. 
  This is a touch attack that deals 1d8+5 points of negative energy 
  damage and sickens the victim for 1d4 rounds. A successful DC 
  11 Fortitude saving throw halves the damage and negates the 
  sicken effect. 
  CONSTRUCTION REQUIREMENTS
  COST 3,000 GP
  Craft Wondrous Item, inflict light wounds, resistance, creator must 
  be an evil worshiper of an evil deity
  PERILOUS PUZZLE BOX
  PRICE 
  5,000 GP
  SLOT none
  CL 9th
  WEIGHT 1 lb.
  AURA moderate conjuration
  Brass latticework decorates the faces of this cubical mahogany 
  puzzle box. While in its solved configuration, the puzzle box 
  is safe to open and close, and the user 
  can 
  access 
  an 
  extradimensional 
  compartment that can store up to 10 
  pounds of objects. The user can store a 
  single touch spell of 4th level or lower 
  in the box by casting the spell and 
  touching the box. This spell has no effect 
  until the box is changed to an unsolved 
  state and someone subsequently tries and fails 
  to solve it.
  Any creature can close the box and twist its segments, at 
  which point the puzzle box becomes unsolved and requires 
  a successful DC 20 Intelligence check to solve and open. Each 
  subsequent consecutive round spent randomly twisting the 
  segments increases the number of Intelligence checks needed 
  to solve the puzzle, to a maximum of three checks after 3 
  rounds of scrambling. As soon as the creature ceases twisting 
  the segments, it is no longer safe to change the configuration. 
  222
  222
  
  7
  Horror Gear and Magic Items
  Horror Gear and Magic Items
  Thereafter, twisting any segment triggers a 1-minute timer, 
  during which the holder can safely attempt to solve the puzzle 
  with a series of Intelligence checks. This requires two hands 
  and a full-round action for each Intelligence check. If the timer 
  runs out before the puzzle is solved or the creature pauses for 
  1 round in the middle of attempting to solve the puzzle, the 
  touch spell stored in the perilous puzzle box (if any) discharges, 
  automatically hitting any creature holding the box.
  Unless the attempt to solve the puzzle succeeds, after 
  1 minute, the box automatically reverts to the configuration it 
  had before the attempt to solve the puzzle and locks itself for 24 
  hours. If a perilous puzzle box is destroyed (hardness 10, 20 hp), 
  any contents stored in the extradimensional space are lost on 
  the Ethereal Plane.
  A found puzzle box has a 75% chance of having a touch 
  spell stored within it, usually bestow curse, contagion, or inflict 
  critical wounds.
  CONSTRUCTION REQUIREMENTS
  COST 2,500 GP
  Craft Wondrous Item, imbue with spell ability, secret chest
  PURIFYING OINTMENT 
  PRICE 
  4,000 GP
  SLOT none
  CL 5th
  WEIGHT 1/2 lb.
  AURA faint abjuration and conjuration
  Usually stored in a jar shaped like a scarab beetle, this unguent 
  is pale green and smells like thistle with a hint of the scent 
  of embalming fluids. A jar contains five 
  applications, each of which can be applied as 
  a full-round action.
  When applied to an afflicted area or 
  swallowed, the ointment removes a single 
  curse or restores ability damage caused by an 
  undead’s special attack (such as a shadow’s 
  touch). This ointment otherwise acts as 
  per lesser restoration or remove curse with 
  a +5 bonus on the check. Unlike normal applications of remove 
  curse, purifying ointment can potentially remove an affliction that 
  is both a curse and disease (such as mummy rot), though that 
  requires two successful caster level checks.
  CONSTRUCTION REQUIREMENTS
  COST 2,000 GP
  Craft Wondrous Item, lesser restoration, remove curse, 
  remove disease
  REDEMPTOR’S BLESSING 
  PRICE 
  9,000 GP
  SLOT none
  CL 3rd
  WEIGHT 1/2 lb.
  AURA faint necromancy
  This soothing holy symbol is carved from a single chunk of 
  soapstone, and its graceful curves draw the eye. When used to 
  channel positive energy to heal living creatures, it also calms 
  nearby creatures.
  Any creature healed by the positive energy channeled by a 
  user of a redemptor’s blessing must attempt a DC 13 Will save 
  or become affected by a calm emotions spell. This effect lasts 
  as long as the user continues to brandish the holy symbol and 
  maintain concentration or until anyone takes an aggressive 
  action against a calmed creature.
  CONSTRUCTION REQUIREMENTS
  COST 4,500 GP
  Craft Wondrous Item, calm emotions, ability to channel 
  positive energy
  SILVER NAIL 
  PRICE 
  2,100 GP
  SLOT none
  CL 7th
  WEIGHT—
  AURA moderate abjuration
  This silver nail is finely engraved with hundreds of tiny runes 
  that flash faintly blue under the light of the moon. The 
  nail can be used to trap evil outsiders and incorporeal 
  undead creatures to prevent their escape. To use a silver 
  nail, the bearer must take a full-round action and succeed 
  at a touch attack against a creature.
  When used against a helpless or pinned evil outsider, 
  the bearer can prevent that creature from escaping as per 
  dimensional anchor.
  The bearer can instead trap an incorporeal undead 
  creature. If he succeeds at a touch attack, the nail prevents the 
  incorporeal undead creature from moving into walls or other solid 
  objects.
  The effects of the silver nail last 1 minute, during which the nail 
  remains inside the creature. When this duration ends, the nail falls 
  out and is forever rendered powerless. If used against a creature 
  that is neither an outsider nor an incorporeal undead creature, the 
  silver nail has no effect, but is still expended. 
  CONSTRUCTION REQUIREMENTS
  COST 1,050 GP
  Craft Wondrous Item, dimensional anchor, plane shift
  TALISMAN, GREATER
  PRICE 
  varies
  Akoben
  4,500 GP
  Ankh
  12,500 GP
  Hamsa
  30,000 GP
  Pentacle
  6,000 GP
  Scarab
  6,000 GP
  Triskelion
  6,000 GP
  SLOT neck
  CL varies
  WEIGHT 1 lb.
  AURA varies
  A greater talisman functions as a lesser talisman of the same 
  type, but has much greater longevity. It can provide its benefits 
  once per day.
  CONSTRUCTION REQUIREMENTS
  COST varies
  Akoben
  2,250 GP
  Ankh
  6,250 GP
  Hamsa
  15,000 GP
  Pentacle
  3,000 GP
  Scarab
  3,000 GP
  Triskelion
  3,000 GP
  Craft Wondrous Item, additional spells (see text)
  223
  223
  
  TALISMAN, LESSER
  PRICE 
  varies
  Akoben
  450 GP
  Ankh
  1,250 GP
  Hamsa
  3,000 GP
  Pentacle
  600 GP
  Scarab
  600 GP
  Triskelion
  600 GP
  SLOT neck
  CL varies
  WEIGHT 1 lb.
  AURA varies
  Each of these amulets is imbued with magic that allows it to 
  protect its wearer against a very specific danger. A talisman 
  triggers automatically as soon as the listed condition is fulfilled. 
  Although talismans occupy the neck slot, up to three talismans 
  can be worn on one cord or chain. Wearing multiple talismans 
  in this way offers a greater variety of protection, but a wearer 
  can benefit from only one talisman’s effect at a time. If another 
  talisman would be triggered while its wearer is under the effect 
  of another talisman, that talisman is not triggered and can still 
  be used later.
  A lesser talisman carries only enough magical energy to protect 
  its wearer once, after which it crumbles to dust.
  Akoben Talisman: This ebony talisman is carved in the shape 
  of a war horn. When the wearer fails a saving throw against a spell 
  or effect that causes him to fall asleep, he immediately receives 
  a second saving throw. If he succeeds at the second saving throw, 
  the horn sounds a loud warning that only the wearer can hear. 
  The wearer becomes deafened and immune to sleep for 1 round 
  as the sound echoes in his mind. Faint abjuration; CL 3rd; alarm, 
  ear-piercing screamUM.
  Ankh Talisman: This cross has a loop at the top. When a 
  living creature wears it as a talisman, it radiates a soft, 
  golden glow. When the wearer is hit by a creature with 
  the energy drain ability, he receives a saving throw to 
  negate the energy drain, using the DC listed for the 
  ability (which usually determines whether temporary 
  negative levels become permanent). If the 
  creature’s energy drain allows an initial saving 
  throw, the talisman grants a second saving throw 
  if the wearer fails his initial saving throw. If he 
  succeeds at the saving throw granted by the talisman, the 
  talisman releases a blast of force that automatically hits the 
  attacker (as per force punchOA). Moderate necromancy; CL 7th; 
  death ward, force punchOA.
  Hamsa Talisman: A stern eye 
  adorns the palm of this hand-shaped 
  clay talisman. When the wearer fails a 
  saving throw against a witch’s hex, a spell or 
  spell-like ability with the curseUM descriptor, or 
  a hag’s supernatural ability, he can attempt a 
  second saving throw. If he succeeds at 
  the second saving throw, the creature 
  that targeted him must succeed at a 
  saving throw using the same DC or suffer the effect. The talisman 
  has no effect on spells and effects that don’t allow a saving throw. 
  Strong abjuration; CL 13th; remove curse, spell turning.
  Pentacle Talisman: The five-pointed star carved on this round 
  silver talisman glows blue whenever an evil creature targets the 
  wearer with magic jar, possessionOA, or a similar effect, or with 
  a charm or compulsion spell or effect that allows the creature 
  to exercise control over the wearer (such as suggestion, but not 
  sleep). If the spell or effect allows a saving throw and the wearer 
  fails it, he receives a second saving throw. If he succeeds at the 
  second saving throw, the wearer is also protected by protection 
  from evil for 5 rounds. Faint abjuration; CL 1st; protection from evil.
  Scarab Talisman: This amethyst necklace is carved in the shape 
  of a scarab beetle. When the wearer fails a saving throw against 
  a swarm’s poison or distraction ability, he can attempt a second 
  saving throw. If he succeeds at the second saving throw, the 
  wearer becomes immune to the poison and distraction abilities 
  of swarms for 5 rounds. Faint conjuration; CL 3rd; summon swarm.
  Triskelion Talisman: This bronze talisman is carved in the shape 
  of three interlocking spirals. When the wearer fails a 
  saving throw against an effect that would cause 
  him to become entangled, paralyzed, or 
  slowed, he receives a second saving throw. 
  If he succeeds at the second saving throw, 
  the wearer instead gains the benefits of 
  longstrider for 5 rounds. Faint transmutation; 
  CL 3rd; longstrider, remove paralysis.
  CONSTRUCTION REQUIREMENTS
  COST varies
  Akoben
  225 GP
  Ankh
  625 GP
  Hamsa
  1,500 GP
  Pentacle
  300 GP
  Scarab
  300 GP
  Triskelion
  300 GP
  Craft Wondrous Item, additional spells (see text)
  THRESHOLD GUARDIAN
  PRICE 
  66,000 GP
  SLOT none
  CL 12th
  WEIGHT 2 lbs.
  AURA strong abjuration
  This wreath weaves garlic, wolfsbane, silver, and 
  mandrake together to create a fetish capable of 
  blocking nearly any type of creature. 
  Once 
  placed 
  over 
  a 
  doorway 
  or 
  other entrance, a threshold guardian 
  prevents access by a specified type of 
  creature. The user placing the wreath 
  must spend 10 minutes concentrating on 
  one creature type (or subtype in the case 
  of humanoids and outsiders) from the list 
  o f
  ranger favored enemies. Afterward, any creature of the chosen 
  type or subtype trying to pass through the doorway (or another 
  opening within 10 feet of the wreath) must attempt a DC 19 Will 
  save. If the creature succeeds, it can move in and out without 
  224
  224
  
  7
  Horror Gear and Magic Items
  Horror Gear and Magic Items
  hindrance, but if it fails, it can’t move through the guarded 
  threshold while the threshold guardian remains.
  When a user places the threshold guardian, she can choose 
  whether to block the chosen creature type or subtype in one 
  direction or in both directions. A creature that attempts to cross 
  the threshold several times doesn’t receive additional saving 
  throws; the results of the first saving throw stand as long as the 
  threshold guardian is undisturbed, with no other limit on duration. 
  Removing or destroying the threshold guardian (hardness 5, 10 
  hp) removes the effect. Creatures other than the one that placed a 
  threshold guardian can’t touch the threshold guardian, even with 
  another held object, unless they succeed at a DC 19 Will save. 
  Creatures can still attack the wreath with ranged attacks, though 
  if placed cleverly, the wreath could have total cover from such 
  attacks. Destroying the doorway on which it hangs causes the 
  threshold guardian to cease functioning immediately.
  CONSTRUCTION REQUIREMENTS
  COST 33,000 GP
  Craft Wondrous Item, antilife shell, forbiddance
  URN OF SMOLDERING SHAPES  
  PRICE 
  16,000 GP
  SLOT none
  CL 10th
  WEIGHT 5 lbs.
  AURA moderate evocation
  This stone urn is decorated with carvings of vaguely humanoid 
  creatures, and contains ash and chunks of coal. While the lid is 
  removed, faint weeping and cries of anguish echo from within 
  the urn.
  As a standard action, a creature holding the urn can grab some 
  ash from the urn and toss it at an unoccupied space within 30 
  feet. The ash scatters in the air, but the particles quickly ignite, 
  grow into smoldering embers, and gain momentum, coalescing in 
  the target space as a vaguely humanoid shape. The urn produces 
  7 doses of ash per day. Throwing a pinch of ash uses 1 dose and 
  creates a Small shape (AC 6, 10 hp) that is reminiscent of a cluster 
  of cowering human children. The Small shape doesn’t provide 
  cover, but the square counts as difficult terrain. Throwing a small 
  handful of ash uses 2 doses and creates a Medium shape (AC 5, 
  15 hp) that resembles a cluster of crestfallen adult humans. The 
  Medium shape provides cover and prevents passage through the 
  square. Throwing a large handful of ash uses 4 doses and creates 
  a Large shape (AC 4, 25 hp) that resembles a sobbing angel. 
  The Large shape provides cover and prevents passage through a 
  10-foot-square area.
  If the smoldering shape is reduced to 0 hit points or fewer, 
  it explodes, dealing fire damage in a 10-foot-radius spread 
  depending on the size: 2d6 points for Small, 4d6 points for 
  Medium, or 8d6 points for Large. Any creature in the area that 
  succeeds at a DC 16 Reflex save takes half the normal damage. 
  For 1 round, the area of the explosion is filled with dark, acrid 
  smoke (as per obscuring mist). The smoldering shapes are 
  immune to fire and cold, but if a smoldering shape would be 
  dealt any amount of cold damage, the shape becomes inert and 
  can no longer explode.
  CONSTRUCTION REQUIREMENTS
  COST 8,000 GP
  Craft Wondrous Item, wall of fire
  WITCHLIGHT LANTERN
  PRICE 
  7,500 GP
  SLOT none
  CL 7th
  WEIGHT 1 lb.
  AURA moderate divination and evocation
  This black, skull-shaped, wrought-iron lantern 
  has no container for oil or space for a candle. 
  When held in the user’s hand, the lantern 
  automatically glows with green light when it 
  comes within 60 feet of a magic aura (not 
  including its own), providing dim light as 
  per a candle if the strongest aura in range 
  is faint, normal light as per a hooded lantern 
  if the strongest aura in range is moderate, or 
  bright light within 30 feet and dim light for the 
  next 30 feet if the strongest aura in range is 
  strong. No matter the amount of light, this counts as a 2nd-level 
  light spell for the purpose of determining interactions with light 
  and darkness magic. 
  If the lantern comes within 60 feet of an overwhelming aura, 
  the light flares up and blinds all creatures in a 30-foot radius 
  from the lantern for 1d4 rounds; a successful DC 16 Reflex save 
  reduces this condition to dazzled. This counts as a 4th-level light 
  spell. After flaring up, the witchlight lantern loses its ability to 
  shine light for 1 hour.
  CONSTRUCTION REQUIREMENTS
  COST 3,750 GP
  Craft Wondrous Item, arcane sight, daylight
  WOLF CALLER’S HORN
  PRICE 
  4,000 GP
  SLOT none
  CL 11th
  WEIGHT 1 lb.
  AURA moderate enchantment
  The user can sound this ornate silver horn as 
  a normal signal horn. Once per day as a 
  standard action, the user can make the 
  horn emit an eerie, canine howl. The 
  sound entices up to four wolves within 
  200 feet to answer the howl. This 
  includes dire wolves, winter wolves, 
  wolves, worgs, and dogs, as well as 
  any creatures capable of turning into wolves with the change 
  shape ability (such as barghests, vampires, or werewolves). If 
  there are more than four such creatures within the area, those 
  that are closest to the user are affected first. 
  The subjects can’t take any actions other than to howl, making 
  them effectively dazed for 1 round. A successful DC 17 Will save 
  negates this effect. The horn affects werewolves in any form, 
  though werewolves who are aware of their condition receive a +5 
  bonus on the saving throw while in humanoid form.
  CONSTRUCTION REQUIREMENTS
  COST 2,000 GP
  Craft Wondrous Item, mass dazeUM, mass suggestion
  225
  225
  
  Cursed Items
  The following are specific examples of cursed items. Instead of 
  prerequisites for construction, a typical cursed item is associated 
  with one or more ordinary magic items whose creation might 
  result in the cursed item. Cursed items can be sold as if they were 
  the items they appear to be, provided the curse is not known 
  to the buyer (occasionally, unscrupulous shopkeeps sell known 
  cursed items; see page 142 for more information).
  BOOK OF PERILOUS JOURNEYS
  SLOT none
  CL 13th
  WEIGHT 1/2 lb.
  AURA strong conjuration
  This leather-bound book looks like a journal partially ruined by 
  moisture. The pages that are still legible detail three violent 
  events that apparently took place while the writer was traveling 
  through an unknown land. There are several varieties of the book, 
  each describing a perilous journey through a different terrain 
  type corresponding to the encounter tables on page 324 of the 
  Pathfinder RPG Bestiary.
  Reading any of the three accounts triggers the curse, after 
  which the reader is compelled to protect the book at all costs 
  and secretly read the other two accounts over the next 2 days. 
  Each day the owner reads one of the accounts, monsters of a 
  type appropriate to the book’s terrain attack during the night. 
  Determine the specific monsters by rolling on the appropriate 
  encounter tables. If the prevailing weather is vastly different from 
  typical weather in the climate described in the journal, a sudden 
  change in weather usually heralds the arrival of the monsters (as 
  per control weather).
  Once the three attacks are over, the book mysteriously 
  vanishes, lifting the curse. The book reappears later, however, 
  at a random location.
  INTENDED MAGIC ITEM
  monster almanac (see page 221)
  NEEDFUL DOLL
  SLOT none
  CL 13th
  WEIGHT 1 lb.
  AURA strong conjuration and illusion
  When a humanoid creature picks up this ugly old 
  doll, he triggers a horrible curse. Thereafter, the 
  cursed doll considers that creature its owner. If 
  the owner leaves the doll, it appears next to him 
  the next time he sleeps.
  The doll is vindictive. If the owner repeatedly 
  tries to get rid of it or leaves it behind 
  at home, it torments him with 
  terrible 
  nightmares 
  in 
  which 
  everyone he trusts abandons him. If the 
  owner destroys the doll, he has disturbing nightmares in which 
  people he trusts murder him in gruesome ways. If the owner 
  keeps the doll in a backpack or other closed container for much 
  of the day, he has nightmares in which he slowly suffocates in a 
  dark, cramped place.
  The nightmares occur the next time the owner sleeps. This 
  functions as per nightmare (DC 22); the doll is considered to have 
  firsthand knowledge of the owner (or familiar knowledge if the 
  owner has owned the doll for more than a week) and to have a 
  body part. Regardless of how the owner abandons or destroys the 
  doll, it returns the next night in the same condition as when the 
  owner first found it. Using break enchantment or remove curse on 
  the doll makes it unable to return for 1d4+1 days, though at that 
  point, it returns as usual.
  The doll is quick to forgive, however. If the owner treats 
  it well for a day, carrying it openly and maintaining physical 
  contact, the nightmares fade away until the doll feels that it 
  has been mistreated again. The only certain way to get rid of 
  or destroy the doll (short of miracle or wish) is to find someone 
  who accepts it as a gift. If the owner dies, the curse is lifted, and 
  the doll patiently waits until a new owner finds it, though if the 
  previous owner returns from the dead before that time, the doll 
  returns to his side.
  INTENDED MAGIC ITEM
  anatomy doll (Ultimate Equipment 276), ganji dollOA, hexing doll
  Artifacts
  Unlike normal magic items, artifacts are not easily destroyed 
  and are impossible for PCs to create. Instead of construction 
  information, each artifact includes one possible means by 
  which it might be destroyed.
  Artifacts should never be purchased or found as part of 
  a random treasure hoard. When placing an artifact in your 
  game, be sure to consider its impact, but also keep in mind 
  that artifacts are fickle objects; if they become too much of a 
  nuisance, they can easily become lost once more.
  Minor Artifacts
  The artifacts presented here are all minor artifacts. Minor 
  artifacts are not necessarily unique items, but are magic items 
  that can no longer be created by common mortal means.
  CUP OF FORBIDDEN KNOWLEDGE 
  SLOT none
  CL 20th
  WEIGHT 2 lbs.
  AURA strong divination
  This ivory goblet is decorated with carvings of impossibly tall 
  towers rising above modest abodes. The goblet 
  is always filled to the brim with wine. Any drops 
  spilling from the cup vanish into nothingness 
  before they touch the ground.
  Once per day, the cup grants a permanent +1d4 
  insight bonus on all Knowledge checks to a creature 
  that drinks from it, but it permanently reduces the 
  drinker’s Wisdom score by the same amount. If your 
  campaign uses the sanity rules (see page 12), this 
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  Horror Gear and Magic Items
  Horror Gear and Magic Items
  instead reduces the drinker’s sanity score by double the amount. 
  The bonus on Knowledge checks and reduction to Wisdom stack 
  with multiple drinks from the same cup, but the bonus can never 
  exceed +10. If the insight bonus ever becomes greater than the 
  drinker’s Intelligence modifier or reaches +10, she must succeed 
  at a Will save with a DC equal to 20 + the amount by which the 
  insight bonus exceeds her Intelligence modifier (or DC 20 if the 
  bonus reaches +10 but she has an Intelligence modifier of +10 or 
  greater). If the user fails, she becomes insane (as per insanity). 
  Even if the user succeeds, the inescapable feeling of knowing 
  too much continues to vex her, and she must repeat the saving 
  throw once per day. Only spells that can remove insanity can put 
  her mind at ease. However, curing the effect (or the insanity that 
  it causes) permanently removes the insight bonus and Wisdom 
  reduction and makes the user unable to ever again be affected by 
  a cup of forbidden knowledge.
  DESTRUCTION
  A creature with an Intelligence score of 7 or lower can destroy a 
  cup of forbidden knowledge by beating it savagely with physical 
  attacks that deal a total of 100 points of damage or more within 
  1 round. The creature must not know that the item is the cup of 
  forbidden knowledge, nor can it be commanded, influenced, or 
  tricked into destroying the cup by another creature that knows of 
  the cup and its destruction condition. 
  DARK GRIMOIRE
  SLOT none
  CL 20th
  WEIGHT 6 lbs.
  AURA strong (all schools)
  This heavy grimoire is bound in leather and has wicked-looking 
  metal clasps. The dark grimoire is a substantial text, nearly 1,000 
  pages long. Its pages contain some 
  good spells and some evil spells, 
  though most aren’t tied to any 
  alignment. It also contains an 
  account of many of the beings of the 
  Elder Mythos and spells intended for 
  summoning them.
  The very act of reading the text is dangerous. Every hour a 
  reader studies the book, there is a 2% chance that the reader 
  encounters something too much for mortal minds to absorb and 
  goes insane (as per insanity). A successful DC 25 Will save negates 
  the insanity, but each time a creature succeeds at this save, the 
  DC of the next Will save against insanity from the dark grimoire 
  increases by 5, and these increases stack. Unlike normal for the 
  insanity spell, only a wish or miracle can reverse the insanity 
  inflicted by the dark grimoire. 
  Using the dark grimoire to cast spells requires no spellcasting 
  ability—merely time. Casting any spell requires studying the book 
  for a number of hours equal to the spell’s level (or 30 minutes for 
  a 0-level spell). Any spell that normally involves a costly material 
  component instead requires sacrificing humanoid creatures. Any 
  spell that normally requires a costly focus instead requires a focus 
  built from the remains of sacrificed humanoid creatures. In both 
  cases, 1 Hit Die worth of sacrifices are required for each 25 gp that 
  the component or focus normally costs.
  Summoning an entity of the Elder Mythos requires studying 
  the book for a number of hours equal to double the creature’s 
  CR and making a number of humanoid sacrifices equal to double 
  the creature’s Hit Dice. If an attempt to summon a Great Old 
  One is made in this manner, there is only a 25% chance that it 
  appears. If the Great Old One appears, there is an equal chance 
  that it attacks, ignores, or communicates with the creature that 
  summoned it.
  DESTRUCTION
  The dark grimoire can be destroyed by burning it. However, 
  many copies exist, and destroying the artifact merely transfers 
  its powers to a random copy of the book. Destroying the dark 
  grimoire permanently thus requires finding and destroying all 
  copies in existence.
  ELDER SIGN
  SLOT none
  CL 20th
  WEIGHT 10 lbs.
  AURA strong abjuration
  This stone tablet bears a carving in the shape of a twig with five 
  branches. There are only a limited number of 
  Elder Signs in existence, so each time one of 
  these artifacts is destroyed, the universe 
  loses one of the few things that can 
  reliably keep cosmic horrors at bay—and 
  inevitable doom draws closer.
  A creature holding an Elder Sign 
  can cast banishment, forbiddance, and 
  greater dispel magic at will by reciting occult 
  mantras, though all three effects work only against creatures 
  and magic related to the Elder Mythos, including any of the 
  following creatures (and other cosmic horror-related creatures, 
  at the GM’s discretion): bholeB4, colour out of spaceB4, deep 
  oneB5, deep one elderB5, denizen of LengB2, elder thingB4, flying 
  polypB4, gugB2, hound of TindalosB2, Leng ghoulB5, Leng spiderB2, 
  mi-goB4, nightgauntB4, ratlingB4, shantakB2, shoggoth, spawn of 
  Yog-SothothB4, star-spawn of CthulhuB4, voonithB3, wendigoB2, 
  and yithianB3. Casting forbiddance this way doesn’t require a 
  costly material component, but if the same Elder Sign is used 
  to cast forbiddance again, the artifact’s connection to a previous 
  location warded by the spell is severed, ending the first spell’s 
  effects immediately. Casting banishment on one of the listed 
  creatures works even if the creature isn’t extraplanar; in that 
  case, it sends the creature to the place on the Material Plane 
  from which it originated.
  An Elder Sign can also banish a Great Old One (no save), but 
  doing so causes the artifact to be consumed in a bright flame.
  DESTRUCTION
  Elder Signs are immune to damage, and the only certain way to 
  destroy one of these artifacts is to banish a Great Old One with it.
  227
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  Magic Item Possession
  The possession of people, places, and objects by spirits—
  usually malevolent—is a common trope throughout folklore, 
  mythology, and contemporary storytelling. The Pathfinder 
  Roleplaying Game already has means for creatures to 
  possess other creatures and objects, but the existing object 
  possession spells (Pathfinder RPG Occult Adventures 179) don’t 
  allow the caster to use spells and spell-like abilities through 
  the object or give the possessor access the object’s special 
  properties. This section offers a way for a creature to transfer 
  its spirit into a magic item through existing spells, turning 
  the object into something akin to an intelligent item.
  A possessed magic item is an excellent source of horror and 
  tension in a campaign. An identified non-intelligent magic 
  item becomes a known quantity to its wielder, who comes to 
  rely on it functioning in a consistent manner. A well-used and 
  trusty magic item that suddenly acts peculiarly, seemingly 
  with a will of its own, is a threat PCs rarely see coming.
  These optional rules work best with the new possession 
  and object possession spells introduced in Occult Adventures. 
  You can also assume that all creatures with access to a magic 
  jar spell-like ability can use it to possess magic items, similar 
  to what is recommended on page 181 of Occult Adventures. 
  POSSESSING A MAGIC ITEM
  Very few creatures have the ability to possess other creatures, 
  and even fewer can possess objects. Yet it is thematically 
  appropriate for a ghost or shadow demon, for example, to be 
  able to possess a magic item. Rather than requiring another 
  spell, feat, or ability, the rules that follow allow a creature 
  with possession spells or spell-like abilities to fully place its 
  mind within an object. A creature with a possession, greater 
  possession, or magic jar spell-like ability can do this, as well as 
  one with an object possession or greater object possession spell-
  like ability (at the GM’s discretion). If the GM wishes, this can 
  be expanded beyond spell-like abilities, allowing spellcasters 
  to possess magic items when casting the listed spells. When 
  a creature or spellcaster possesses an item, use the effects 
  below, rather than the effects listed in the spell description. 
  Outsiders and incorporeal undead are more likely to have 
  the ability to inhabit objects than other creatures.
  Attended and unattended magic items receive saving 
  throws as normal. An unattended magic item has a saving 
  throw bonus equal to 2 + 1/2 the item’s caster level. An 
  attended item uses the owner’s saving throw modifier or the 
  unattended save modifier, whichever is higher. Since the item 
  is the one attempting the saving throw, the owner doesn’t get a 
  sense of having succeeded at a saving throw, even if the saving 
  throw is successful. The rules described in the possession and 
  greater possession spells in regard to the possessor returning to 
  its own body or the death of the possessor’s corporeal form 
  remain unchanged. The destruction of the possessed magic 
  item is treated as if the host creature died.
   Detection: The normal properties of a possessed magic 
  item can be identified using the standard method, but 
  detecting that an item is possessed is less straightforward. 
  The Spellcraft skill combined with detect magic yields no 
  evidence of possession whatsoever, although the item does 
  have the appropriate necromancy aura if the possession came 
  from a spell or spell-like ability. Analyze aura (Occult Adventures 
  156), thoughtsense (Occult Adventures 190), and spells that detect 
  alignments work normally unless the possessor has an ability 
  such as nondetection or misdirection. Analyze dweomer reveals the 
  possession if the possessor fails its Will save.
  Intelligent Items: Intelligent magic items normally can’t 
  be possessed, unless the GM states otherwise. In the rare 
  event that a creature successfully possesses an intelligent 
  item, the possessing creature must attempt Will saves 
  against the intelligent item’s Ego score to maintain control, 
  similarly to an intelligent item’s owner. Even on a success, 
  the possessing creature doesn’t gain access to the intelligent 
  item’s spell-like abilities.
  Protection from Evil: An attended magic item that belongs 
  to a creature warded by protection from evil and similar 
  effects is immune to any new attempt at possession while 
  it remains attended. However, magic items don’t receive a 
  second saving throw if they are already possessed, nor is 
  their possession in any way suppressed if they enter the area 
  of effect of such a spell. They lack any sentience and self-
  determination to resist control once it has been established.
  POSSESSED ITEM ABILITIES
  The possessor retains its Intelligence, Wisdom, Charisma, 
  level, class, base save bonuses, alignment, and mental abilities. 
  Most possessed magic items can’t move or have very strictly 
  defined movement and attack options. The possessor can 
  use its own spells and spell-like abilities. Appropriate spell 
  components and foci are still required for spells that call for 
  them, which prevents the use of many spells, but not of most 
  spell-like abilities. The possessor can use other abilities as 
  long as they are completely mental or verbal in nature. The 
  possessor takes its turn at approximately the same time as 
  the item’s owner. Each turn, the possessor can choose to take 
  a standard action before or after the item’s wielder, and it can 
  take a swift action whenever it wants during the owner’s turn 
  (or an immediate action at any time). The possessor doesn’t 
  receive a move action unless the item has some means of 
  locomotion, and can’t take other actions that would allow 
  it to move (with the exception of magic like telekinesis). The 
  possessor can take full-round actions. Possessors can’t use 
  any of their own gear while possessing an object.
  Communication: The possessor of a magic item can 
  speak aloud and use its normal sight- and hearing-related 
  senses (including blindsense and similar abilities) in a 
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  Horror Gear and Magic Items
  Horror Gear and Magic Items
  60-foot radius of the item, provided the item isn’t sheathed 
  or put inside a container. This includes the ability to read, 
  use abilities such as a read magic spell-like ability, or cast 
  a spell from a scroll if the spell is on the possessor’s spell 
  list (provided it is possessing the scroll or the possessed 
  object’s owner is holding the scroll). The possessor can 
  communicate telepathically while possessing a magic item 
  if it could do so normally.
  Control Owner: The possessor can also try to control the 
  item’s owner, although its capacity to do so is weaker than that 
  of an intelligent item. The effect is similar to dominate monster 
  but with a duration of 1 minute. The owner can negate this 
  effect by succeeding at a Will save (DC = 10 + 1/2 the possessor’s 
  HD + the possessor’s highest mental ability score modifier). 
  Many possessing creatures use this ability only as a last resort, 
  for it reveals their presence to the item’s owner. After trying to 
  control the item’s owner, a possessing creature can’t try to do 
  so again for 1 hour, regardless of success or failure.
  Item Abilities: Finally, the possessor can activate, 
  deactivate, and otherwise manipulate the abilities of the 
  magic item it inhabits, using a full round, standard, swift, or 
  immediate action to do so as the magic item requires. The 
  possessor has an intuitive knowledge of how the host object 
  works. The possessor can also prevent the item’s owner from 
  activating an item’s ability by spending the appropriate type 
  of action before the owner does so. The owner receives no 
  special insight into how or why the item malfunctions, other 
  than the fact it doesn’t do as she expects. 
  Touch Attacks: If the possessed item is a weapon, a 
  successful melee or ranged attack by the wielder qualifies 
  as a touch attack for the purposes of the possessor’s special 
  abilities. Likewise, the possessor of an attended possessed 
  magic item automatically succeeds at any touch attack upon 
  the item’s owner unless the item is in a container.
  CURSED ITEMS
  It is possible for a creature to possess a non-intelligent cursed 
  magic item. Doing so causes no harm to the possessor. At the 
  GM’s discretion, the possessor can try to influence the cursed 
  object to perform as a non-cursed version. The possessor 
  must succeed at a caster level check as if attempting to remove 
  the curse, using the caster level of its possession effect (or its 
  HD if it has no caster level). If successful, the possessor can 
  force the cursed object to behave as the non-cursed version of 
  the magic item for 24 hours. It can allow the object to behave 
  like a cursed item again as a free action.
  229
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  Bestiary
  8
  
  17 7 
  19 4 
  Z
  adim!” The paintings 
  on the walls shrieked, 
  turning his name into an 
  accusation. “Zadim! Don’t 
  you remember us?” 
  Zadim jerked free from the 
  bird-thing’s grasp, slipping in 
  the ankle-deep gore, but not 
  before he recognized its dress. 
  “This is a dream,” he 
  whispered. “I killed you.”
  “You killed all of us,” 
  squealed the paintings behind 
  him, blood pouring from 
  their mouths. “You serve the 
  Redeemer, yet you did not 
  redeem us. You failed.”
  “I take life to save it.” Zadim 
  whispered the mantra again, 
  nails cutting into his palms.
  From the end of the hallway, 
  a familiar voice asked, “But 
  who will save yours, Zadim?”
  17 7 
  19 4 
  
  S
  inister, relentless, grotesque, and creepy, monsters define 
  the tone of a horror game. From the purely physical 
  threat of werewolves and zombies to the creeping 
  corruption of vampires and devils, horror monsters can end 
  or ruin the lives of heroes and background characters alike. 
  A campaign can reflect the presence of monsters in any 
  number of ways, whether it’s a bloodbath in a serene village, 
  a grand conspiracy crafted in the shadows, or an invasion by 
  alien and unknowable creatures. This chapter includes the 
  following entries, starting with new monsters and templates 
  and ending with simple templates.
  Dread Lord: The vile ruler of a grim and forsaken land, the 
  dread lord exercises ultimate magical power over his realm. 
  This template both changes the dread lord and corrupts the 
  land he controls with new hazards.
  Hive: The alien colonizers called the hive can infest living 
  creatures in order to spawn more of their kind.
  Implacable Stalker: Some monsters can’t be stopped. 
  They pursue their prey to the ends of the earth, instilling 
  dread with every step. This template turns a monster into an 
  undying, relentless hunter.
  Kyton, Apostle: After hearing the maddening teachings of 
  the kytons, a creature can become corrupted until it realigns 
  its beliefs to accord with their philosophy. The slow erosion of 
  its psyche can turn it into an apostle kyton with this template.
  Trompe l’Oeil: A realistic painting brought to life, the 
  trompe l’oeil comes forth from its frame to cause havoc, then 
  returns with no one being the wiser. This template can be 
  applied to a creature to represent a painted facsimile of that 
  creature animated by magic.
  Unknown: The lurking, patient fey called unknown follow 
  their victims from the shadows. As its psyche erodes, a victim 
  eventually transforms into another unknown, gaining the 
  unknown template presented here.
  Waxwork: This creature made of wax can pose as a living 
  creature because its likeness is so accurate. The template 
  here allows you to create such an impostor.
  Simple Templates: This section includes a thematic simple 
  template based on each of the corruptions appearing in 
  Chapter 1, along with other template and variants appropriate 
  to horror monsters.
  HORROR MONSTERS
  Any monster can be a dangerous threat, but what makes 
  a monster truly horrific? At the heart of the matter, a true 
  horror monster needs to take the players’ sense of humanity 
  and undermine it in some way, stripping away civilization 
  and reason. A savage lycanthrope takes away control 
  and brings forth the animal within. A doppelganger or 
  possessing spirit cuts away a sense of self, taking the victim’s 
  place among family and friends.
  The relationship between the PCs and monsters requires 
  complexity for a theme of horror to shine. When running a 
  horror game, think of monsters as more than a collection 
  of statistics, and spend time creating atmosphere before 
  a monster attack or encounter. The PCs might meet with 
  monsters they’re incapable of defeating, forcing them to 
  parley or run. A monster might subtly influence the PCs in 
  their dreams or by using magic over time before they ever 
  meet. Even figuring out what’s happening and revealing the 
  existence of the monster might take time, or cost sanity as 
  the PCs discover darker and darker secrets.
  Corruption and Monsters
  If you’re using the corruptions from Chapter 1 in your game, 
  the following related monsters are particularly thematic.
  Accursed: Hags, typically green hags, night hags, and 
  annis hagsB3.
  Deep One: Deep onesB5, deep one hybridsB5, and deep one 
  eldersB5.
  Ghoul: Ghouls, ghasts, and possibly Leng ghoulsB5.
  Hellbound: Devils, especially those focused on seduction 
  and corruption over combat.
  Hive: Hive swarms, hive warriors, and hive queens, all 
  appearing later in this chapter.
  Lich: Liches and demilichesB3, though spellcasters can be 
  susceptible even if they have no contact with liches.
  Lycanthropy: Lycanthropes and some magical beasts.
  Possessed: Shadow demons, ghosts, haunts, and other 
  creatures with possession abilities.
  Promethean: Flesh golems, alchemistsAPG, and creatures 
  that spread disease, such as mummies.
  Shadowbound: Kytons, nightshadesB2, owbsB4, shadow fey 
  (such as svartalfarB4), and various aberrations.
  Vampirism: Vampires, 
  including 
  jiang-shisB3 
  and 
  nosferatuB4.
  Horror Monsters in Other Sources
  The following lists collect monsters from the Pathfinder 
  RPG Bestiary volumes to help you locate monsters to use 
  in a horror-themed game. These lists focus on monsters of 
  horror fiction, along with ones that can help recreate classic 
  horror storylines (such as doppelgangers). Large categories 
  of monsters that contain many individuals, such as demons 
  and devils, are listed with just the name of their category.
  Pathfinder RPG Bestiary: Bat swarm, cat, centipede swarm, 
  demons, devils, dire bat, dire wolf, doppelganger, flesh golem, 
  gargoyle, ghost, ghoul, giant leech, greater barghest, greater 
  shadow, green hag, hell hound, homunculus, invisible stalker, 
  kyton, lich, lycanthropes, mummy, neothelid, night hag, 
  nightmare, rakshasa, rat swarm, raven, shadow, shoggoth, 
  skeleton, spectre, spiders, tiefling, vampire, viper, wight, will-
  o’-wisp, wolf, worg, wraith, and zombie.
  Pathfinder RPG Bestiary 2: Alchemical golem, animate 
  dream, attic whisperer, banshee, bodak, carnivorous blob, 
  carrion golem, chupacabra, cockroach swarm, crawling 
  232
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  Bestiary
  Bestiary
  hands, crypt thing, daemons, demons, denizen of Leng, devils, 
  dhampir, draugr, dullahan, faceless stalker, giant cockroach, 
  gug, hangman tree, hound of Tindalos, juju zombie, Leng 
  spider, lycanthropes, mobat, mongrelman, moonflower, 
  mothman, nightshades, poltergeist, qlippoths, revenant, 
  scarecrow, seugathi, shantak, skaveling, soulbound doll, 
  solifugids, spiders, vampiric mist, wendigo, and witchfire.
  Pathfinder RPG Bestiary 3: Annis hag, bogeyman, bone 
  golem, cerebric fungus, daemons, deathtrap ooze, demilich, 
  demodands, demons, devils, divs, dybbuk, ecorche, ghul, 
  graveknight, hellwasp swarm, hungry fog, jiang-shi, 
  jorogumo, kytons, manananggal, moon-beast, penanggalen, 
  shinigami, spiders, yithian, and voonith.
  Pathfinder RPG Bestiary 4: Beheaded, bhole, blood 
  golem, blood hag, bodythief, broken soul, colour out of 
  space, demon lords, devils, devilbound creature, elder 
  thing, festering spirit, fleshdreg, fleshwarps, flying polyp, 
  geist, Great Old Ones, jack-o’-lantern, kytons, living wall, 
  lycanthropes, mi-go, mummified creature, necrocraft, 
  nightgaunt, nightmare creature, owb, phantom armor, 
  pickled punk, nosferatu, rat king, ratling, rokurokubi, 
  sayona, shadow creature, skinstitch, soulbound mannequin, 
  soulbound shell, spawn of Yog-Sothoth, spiders, Spring-
  Heeled Jack, star-spawn of Cthulhu, svartalfar, wax golem, 
  and zombie lord.
  Pathfinder RPG Bestiary 5: Aatheriexa, caller in darkness, 
  death coach, deep ones, demodands, demons, devils, duppy, 
  emotion ooze, gravebound, grim reapers, grioth, hundun, 
  Leng ghoul, mngwa, mummy lord, mutant, plagued beast, 
  polong, rhu-chalik, sahkil, sangoi, skin walker, storm hag, 
  swamp mummy, taxidermic creature, tiyanak, trench mist, 
  unfettered phantom, vukodlak, witchcrow, and yangethe.
  CREATURE SUBTYPES
  This book introduces the hive—extraplanetary conquerors 
  who invade host bodies. The new hive subtype appears here. 
  The kyton subtype, used by the apostle kyton, is repeated 
  here for convenience.
  Hive
  The hive are an invasive species of aberrations that consume 
  worlds like locusts. Hive creatures have the following traits 
  (unless otherwise noted in a creature’s entry).
  •
  Immunity to acid.
  •
  Blind: A hive creature is blind. It is immune to gaze
  attacks, visual effects, illusions, and other attack forms
  that rely on sight. Unlike other aberrations, a hive
  creature doesn’t have darkvision.
  •
  Blindsense 60 feet.
  •
  Blindsight 10 feet.
  •
  Corrosive Blood (Ex): A hive creature’s blood is highly
  caustic. Every time the hive creature is damaged by a
  piercing or slashing weapon, the attacking creature takes 
  acid damage according to the table below (or double 
  damage if the attack is a critical hit). Using a reach 
  weapon does not endanger the attacker in this way. If the 
  hive creature has the swallow whole ability, it adds this 
  damage to its swallow whole damage.
  Size of Hive Creature 
  Points of Acid Damage
  Medium or smaller 
  1d4
  Large 
  1d6
  Huge 
  1d8
  Gargantuan 
  2d6
  Colossal 
  2d8
  •
  Death Throes (Ex): When a hive creature dies, it exudes a
  pool of its corrosive blood in the space it occupies. This
  pool deals 1d6 points of acid damage per Hit Die of the
  hive creature for 3 rounds to objects and creatures in
  those squares (Reflex half). This acid damages whatever
  surface it is on, and if it deals enough damage to destroy
  the surface, the acid falls down to any subsequent floor
  below and continues to deal damage. The save DC
  is Constitution-based.
  •
  Heat Adaptability (Ex): Hive creatures are considered to
  always be under the effect of endure elements with regard
  to hot climates.
  •
  Hive Mind (Ex): Hive creatures have no language of
  their own, instead communicating simple concepts via
  pheromone discharge and body language that other
  creatures with the hive subtype understand. This ability
  functions within line of sight. If one hive creature is able 
  to act in the surprise round of combat, all other hive
  creatures in line of sight can also act, and a hive creature
  isn’t flanked unless all hive creatures within line of sight
  are flanked.
  •
  A hive creature doesn’t need to eat, drink, or sleep.
  Kyton
  Kytons are a race of lawful evil outsiders native to the Plane 
  of Shadow who feed on fear and pain. Kytons have the 
  following traits (unless otherwise noted in a creature’s entry).
  •
  Immunity to cold.
  •
  Darkvision 60 feet.
  •
  Regeneration (Ex): The extent of a kyton’s regeneration
  varies according to type, and can be neutralized by good
  weapons, good spells, and silver weapons.
  •
  Unnerving Gaze (Su): All kytons have a gaze attack that
  manipulates the perceptions of those who look upon
  them. An unnerving gaze has a range of 30 feet, and can
  be negated by a Will save—the exact effects caused by a
  particular kyton’s unnerving gaze depend on the type of
  kyton. All kytons are immune to the unnerving gazes of
  other kytons. Unnerving gaze is always a mind-affecting
  fear effect. The save DC is Charisma-based.
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  Dread Lord
  Majestic in manner, this woman is clad in ornate plate armor and 
  has a haunted look deep in her eyes.
  DREAD LORD 
  CR 11
  XP 12,800
  Human dread lord cavalier 11 (Pathfinder RPG Advanced Player’s 
  Guide 32)
  LE Medium humanoid (human)
  Init +7; Senses darkvision 120 ft.; Perception +10
  Aura fear aura (60 ft., DC 19)
  DEFENSE
  AC 23, touch 12, flat-footed 22 (+10 armor, +1 deflection, +1 Dex, 
  +1 natural)
  hp 131 (11d10+66); fast healing 10
  Fort +14, Ref +9, Will +9
  DR 5/good or silver
  Weaknesses landlocked
  OFFENSE
  Speed 20 ft.
  Melee +1 greatsword +19/+14/+9 (2d6+10/17–20)
  Ranged mwk composite longbow +15 (1d8+6/19–20)
  Special Attacks all-seeing, banner +3/+2, cavalier’s charge, 
  challenge (+11, +3, 4/day), mighty charge, physical mastery, 
  unquestioned ruler
  Spell-Like Abilities (CL 11th; concentration +15)
  At will—charm animal (DC 15), charm person (DC 15), detect 
  thoughts (DC 16)
  3/day—clairaudience/clairvoyance, dominate animal (DC 17), 
  dominate person (DC 19), mass suggestion (DC 20), speak 
  with animals, speak with plants, stone tell
  STATISTICS
  Str 22, Dex 16, Con 18, Int 14, Wis 8, Cha 18
  Base Atk +11; CMB +17; CMD 31
  Feats Blind-Fight, Dazzling Display, Distracting ChargeACG, 
  Improved Critical (greatsword), Improved Initiative, Iron 
  Will, OutflankAPG, Power Attack, Step Up, Toughness, Weapon 
  Focus (greatsword)
  Skills Climb +9, Handle Animal +18, Intimidate +18, Knowledge 
  (history) +8, Knowledge (nobility) +8, Perception +10, Ride +12 
  (+17 on mount), Sense Motive +13, Swim +9
  Languages Common, Draconic, Infernal
  SQ expert trainer +5, greater tactician (3/day, 8 rounds, swift 
  action), mount (horse), one with the land, order of the 
  cockatrice (braggart, steal glory)
  ECOLOGY
  Environment any
  Organization solitary or troop (1 plus 2–8 fighters of 
  4th–level)
  Treasure NPC gear (+1 greatsword, +1 full plate, amulet of 
  natural armor +1, cloak of resistance +3, ring of protection +1, 
  masterwork composite longbow with 20 bolts)
  Dread lords are intrinsically tied to the territories they 
  inhabit, either through ancestry or by claiming them in 
  costly battle. Ambitious and cunning in their pursuit 
  of land and glory, once dread lords attain their goals of 
  conquest, they transition into tragic figures. They might 
  find themselves hollow once their dreams are fulfilled, 
  having nothing else to strive for, or could becoming 
  heartless toward their charges, seeing them as ungrateful 
  for all the lord sacrificed.
  Some lords come into power through vile deeds and 
  become targets of powerful curses wreaked by people 
  they wronged or powerful divine entities that demand 
  retribution. These despicable creatures are transformed into 
  brooding immortals known as cursed lords. Regardless of 
  how they rose to rule over their lands, their dark domains 
  are dangerous and haunted places, as described beginning 
  on page 159.
  CREATING A DREAD LORD
  “Dread lord” is an acquired or inherited template that can 
  be added to any creature with Intelligence and Charisma 
  scores of at least 6 (referred to hereafter as the base creature). 
  A dread lord uses the base creature’s statistics and abilities 
  except as noted here. If the creature is imprisoned within its 
  domain as the result of a powerful curse, it instead becomes 
  a cursed lord (see page 235).
  Challenge Rating: Base creature’s CR + 1.
  Alignment: Any evil.
  Senses: A dread lord gains darkvision 120 feet.
  Defensive Abilities: A dread lord gains DR 5/good or 
  silver. A dread lord gains fast healing 5 if it has fewer than 
  10 Hit Dice, or fast healing 10 if it has 10 or more Hit Dice.
  Weaknesses: A dread lord gains the following weakness.
  Landlocked (Ex): A dread lord’s power is drawn directly 
  from its domain, which has a radius of 5 miles per Hit 
  Die of the dread lord, centered on a fixed point of some 
  significance to the dread lord. The dread lord loses all 
  benefits of this template when not within its domain.
  Special Attacks: A dread lord gains several special 
  attacks. For every 3 Hit Dice the dread lord has, it chooses 
  a special attack from those listed below. Unless otherwise 
  noted, the saving throw DCs for these abilities are equal to 
  10 + 1/2 the dread lord’s Hit Dice + its Charisma modifier. 
  The dread lord’s caster level is equal to its total Hit Dice (or 
  the caster level of its existing spell-like abilities, whichever 
  is higher).
  All-Seeing (Sp): Nothing happens in the dread lord’s 
  realm without the dread lord becoming aware. It can use 
  speak with animals, speak with plants, and stone tell as spell-
  like abilities each three times per day. If it has a CR of 5 
  or higher, it can use clairaudience/clairvoyance as a spell-like 
  ability three times per day, and the spell’s range extends to 
  any place in its domain.
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  Dream Dominion (Su): The dread lord has dominion 
  over even the dreams of its subjects. It can use dream and 
  nightmare as spell-like abilities, each once per day, but 
  targeting only creatures within its domain. If it has a CR 
  of 9 or higher, then once per week it can attempt to gain 
  control of a creature whose dreams it affects in this way. If 
  the target fails a secondary Will saving throw, the dread lord 
  enslaves it, as per dominate monster, in addition to the dream 
  or nightmare spell-like ability’s normal effects.
  Fear Aura (Su): The dread lord is terrifying to behold. Any 
  creature within a 60-foot radius that sees or hears the dread 
  lord must succeed at a Will save or be shaken for as long as 
  it is within the aura, and for 1 minute thereafter. Whether or 
  not the save is successful, that creature cannot be affected 
  again by the same dread lord’s fear aura for 24 hours. This is 
  a mind-affecting fear effect.
  Magical Mastery (Su): The dread lord draws magical power 
  from its domain. It treats its caster level as 2 
  higher for the purposes of spells and spell-
  like abilities it casts, and the saving throw 
  DCs of such spells and spell-like abilities 
  increase by 1.
  Master of the Four Winds (Sp): The dread 
  lord can control the weather within its 
  domain. It can use fog cloud and gust of wind 
  as spell-like abilities each three times per day. 
  If it has a CR of 5 or higher, it can use control 
  weather as a spell-like ability once per day. If it has 
  a CR of 8 or higher, it can use control winds as a spell-like 
  ability once per day.
  Physical Mastery (Su): The dread lord draws 
  strength and deftness from its domain. It gains a 
  +4 profane bonus to its Strength, Dexterity, and 
  Constitution scores.
  Plant Affinity (Sp): The dread lord’s control 
  over its lands extends to the very plants. It 
  can use entangle as a spell-like ability at will, 
  and plant growth as a spell-like ability once per 
  day. If it has a CR of 5 or higher, it can use 
  tree stride as a spell-like ability at will. If it has 
  a CR of 10 or higher, it can use liveoak as a 
  spell-like ability once per day.
  Unquestioned Ruler (Sp): The dread lord’s 
  subjects naturally bend to its will. It can use 
  charm animal, charm person, and detect thoughts 
  as spell-like abilities at will. If it has a CR of 
  10 or higher, it can use dominate animal, dominate 
  person, and mass suggestion as spell-like abilities 
  three times per day. 
  Special Qualities: A dread lord gains the 
  following special ability.
  One with the Land (Su): A dread lord can 
  shape the hazardous landscapes formed 
  as a consequence of its domain’s creation to its will. It 
  can replace any normal or supernatural hazard present 
  in its domain with another hazard, but the process takes 
  24 hours, during which time neither hazard functions. The 
  combined CR of all hazards found within a lord’s domain 
  (that is, the CR of a hypothetical encounter with all of 
  the hazards at once) can’t exceed twice its Hit Dice, and 
  it cannot create any hazards whose CR exceeds its own. A 
  dread lord’s affinity with the land grants it a +2 bonus on 
  all Will saves.
  Ability Scores: Intelligence +4, Charisma +4.
  CURSED LORDS
  Cursed lords gain dominion over their lands through evil 
  deeds that result in powerful curses that trap them within 
  their realms. They have all the abilities of dread lords, with 
  the following additions and adjustments.
  Challenge 
  Rating: 
  Base 
  creature’s CR + 2.
  Defensive Abilities: Cursed 
  lords gain the following.
  Immortal Curse (Su): Even death 
  can’t free a cursed lord from its 
  domain, and cursed lords that are 
  killed return to life 24 hours later. 
  When a cursed lord is created, a specific 
  condition is determined by the source 
  of the cursed lord’s curse, which must 
  be performed in order for the cursed lord 
  to be permanently slain. The exact means 
  vary with each cursed lord, are difficult but 
  never impossible, and should be created 
  specifically for each cursed lord by the GM. 
  Examples include disinterring the corpse 
  of the lord’s slain lover and reburying 
  it outside the domain, stealing vast 
  treasures from the lord’s castle and 
  returning them to the poor people 
  they were stolen from, or destroying 
  a dam to set free a river the cursed lord 
  has prevented from flowing through 
  its lands.
  Weaknesses: A cursed lord gains 
  the following weakness.
  Trapped (Ex): A cursed lord is unable 
  to leave its domain by any means, 
  and effects such as plane shift, shadow 
  walk, teleport, and even wish fail. If its 
  domain is bordered by dread fog 
  (see page 161), the mists inevitably 
  guide the cursed lord back to its 
  domain after 1 hour.
  Ability Scores: Wisdom –4.
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  Hive
  The hive consume or transform everything they find. They 
  spread through hosts to conquer new worlds.
  HIVE LARVA SWARM
  This mass of writhing, maggotlike creatures secretes a caustic odor.
  HIVE LARVA SWARM 
  CR 5
  XP 1,600
  N Fine aberration (hive, swarm)
  Init +2; Senses blindsense 60 ft., blindsight 10 ft., hive mind; 
  Perception +0
  DEFENSE
  AC 20, touch 20, flat-footed 18 (+2 Dex, +8 size)
  hp 52 (7d8+21)
  Fort +5, Ref +4, Will +5
  Defensive Abilities corrosive blood (1d4), heat adaptability, swarm 
  traits; Immune acid, mind-affecting effects, weapon damage
  OFFENSE
  Speed 10 ft., climb 10 ft.
  Melee swarm (2d6 plus distraction and poison)
  Space 10 ft., Reach 0 ft.
  Special Attacks death throes (7d6, DC 16), infest, poison
  STATISTICS
  Str 1, Dex 15, Con 16, Int —, Wis 10, Cha 1
  Base Atk +5; CMB —; CMD —
  SQ blind
  ECOLOGY
  Environment any
  Organization solitary or hive (1–20 plus 1–50 hive workers and 
  warriors and 1 queen)
  Treasure incidental
  SPECIAL ABILITIES
  Infest (Ex) A hive larva swarm can enter the body of a single 
  Small or larger helpless living creature. When it does so, a 
  portion of the swarm enters a creature’s mouth and gestates for 
  1d4 minutes. The gestated larvae ravage the host for 24 hours, 
  during which time the infested creature falls unconscious and 
  can’t be woken by any means. During this period the larvae 
  are vulnerable to expulsion by remove disease (same DC as 
  death throes, typically DC 16). If successful, the hive larvae die 
  inside of the host, dealing another 1d6 points of acid damage. 
  In some cases, metabolized hive larvae corpses can infect the 
  creature with the hive corruption (see page 24).
  After 24 hours, the hive larvae achieve symbiosis. The host 
  awakens feeling healthy but hungry. Spells such as diagnose 
  diseaseUM and Heal checks used to detect disease no longer 
  detect the hive infestation, and the host creature is now 
  treated as both its original creature type and an aberration 
  for purposes of spells and effects (whichever is worse). A 
  successful DC 25 Knowledge (dungeoneering) check can 
  identify the symbiosis. If the host dies at this point, the larval 
  infestation dies as well. However, if the host is then returned 
  from the dead, the larvae are returned to life as well.
  The swarm fully matures 2d12 hours after symbiosis. By 
  this point, there is no way to save the host short of a miracle 
  or wish spell. Each round for 2d12 rounds, the host suffers 
  agonizing pain and must succeed at a Fortitude save (DC 16) or 
  be nauseated for 1 round. On each failed save, the host takes 
  4d6 points of damage as the mature hive creature forcibly 
  separates itself. At the end of the 2d12 rounds, or after the host 
  is slain by the damage, a fully formed hive creature (usually a 
  hive warrior) explodes from within, destroying the host’s body.
  Poison (Ex) Swarm—injury; save Fort DC 16; frequency 1/round 
  for 6 rounds; effect 1d4 Strength; cure 2 consecutive saves.
  Hive larvae are the first stage of the hive life cycle. These 
  tenacious creatures render suitable hosts incapacitated and 
  infest their bodies, transforming them into new hive creatures. 
  HIVE QUEEN
  Black, chitinous armor covers this enormous insectile creature. 
  Caustic saliva drips from its mandibles.
  HIVE QUEEN 
  CR 10
  XP 9,600
  NE Huge aberration (hive)
  Init +8; Senses blindsense 60 ft., blindsight 10 ft., hive mind; 
  Perception +22
  DEFENSE
  AC 26, touch 12, flat-footed 22 (+4 Dex, +14 natural, –2 size)
  hp 127 (15d8+60)
  Fort +9, Ref +9, Will +13
  Defensive Abilities corrosive blood (1d8 acid), heat adaptability; 
  Immune acid
  OFFENSE
  Speed 50 ft., climb 20 ft.
  Melee bite +18 (2d6+9/19–20), 2 claws +18 (1d10+9/19–20), 
  tail slap +16 (2d6+4)
  Space 15 ft.; Reach 15 ft. (20 ft. with tail slap)
  Special Attacks death throes (15d6, DC 21)
  STATISTICS
  Str 28, Dex 19, Con 19, Int 15, Wis 18, Cha 6
  Base Atk +11; CMB +22; CMD 36
  Feats Combat Reflexes, Improved Critical (bite), Improved Critical 
  (claw), Improved Initiative, Improved Vital Strike, Multiattack, 
  Power Attack, Vital Strike
  Skills Climb +35, Perception +22, Sleight of Hand +19, Stealth +14, 
  Survival +22, Swim +27
  Languages Aklo, Common (can’t speak); telepathy 1 mile (hive)
  SQ blind, egg layer
  ECOLOGY
  Environment any
  Organization solitary or hive (1 plus 1–20 larva swarms and 1–50 
  hive workers and warriors)
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  Treasure incidental
  SPECIAL ABILITIES
  Egg Layer (Ex) Once per week, a hive queen can lay a cluster of 
  eggs, which hatch into 2d6 hive larvae swarms after 1d4 days.
  Telepathy (Su) A hive queen can communicate telepathically 
  with any creature with the hive subtype within 1 mile. 
  This telepathy conveys empathic concepts rather than 
  true language.
  A hive queen is an engine of destruction created through 
  advanced fleshwarping procedures. Normally hive queens 
  are dormant, concerned only with the creation of eggs. 
  However, when threatened, the queen aggressively defends 
  her clutch. If she survives her colony’s destruction, she 
  rampages and destroys everything in her path until she can 
  find another suitable location in which to begin again.
  A hive queen is 17 feet tall and weighs 2,100 pounds.
  HIVE WARRIOR
  This creature is humanoid in shape, but covered with chitinous 
  plating. Its head is elongated, and it has a long, bladed tail.
  HIVE WARRIOR 
  CR 5
  XP 1,600
  NE Medium aberration (hive)
  Init +6; Senses blindsense 60 ft., blindsight 10 ft., hive 
  mind; Perception +14
  DEFENSE
  AC 20, touch 12, flat-footed 18 (+2 Dex, +8 natural)
  hp 52 (8d8+16)
  Fort +4, Ref +4, Will +9
  Defensive Abilities corrosive blood (1d4 acid), heat 
  adaptability; Immune acid
  OFFENSE
  Speed 30 ft., climb 20 ft.
  Melee bite +9 (1d6+4), 2 claws +10 (1d4+4), tail slap 
  +7 (1d6+2)
  Ranged acid spit +8 touch (7d6 acid)
  Special Attacks acid spit (DC 16), death throes (8d6, 
  DC 16)
  STATISTICS
  Str 18, Dex 15, Con 15, Int 11, Wis 16, Cha 5
  Base Atk +6; CMB +10; CMD 22
  Feats Combat Reflexes, Improved Initiative, Multiattack, 
  Vital Strike
  Skills Climb +23, Perception +14, Stealth +13, Survival +14
  Languages Aklo (can’t speak)
  SQ blind
  ECOLOGY
  Environment any
  Organization solitary or hive (1–50 hive workers and warriors 
  plus 1–20 larva swarms and 1 queen)
  Treasure incidental
  SPECIAL ABILITIES
  Acid Spit (Ex) A hive warrior can spray acid as a ranged touch 
  attack out to a maximum range of 20 feet. Creatures struck by 
  this spray take acid damage as if struck by a hive creature’s 
  death throes. Additionally, creatures damaged by a hive 
  warrior’s acid spit continue to take the same amount of acid 
  damage for the next 1d3 rounds. A successful Reflex save 
  halves the initial damage and negates the ongoing damage. 
  The save DC is Dexterity-based.
  Rending Mandibles (Ex) When a hive warrior confirms 
  a critical hit with its bite, it deals equal damage to the 
  creature’s armor.
  Hive warriors guard colonies and serve as scouts for suitable 
  hosts. Warriors sometimes range miles from their colony 
  and drag victims back to be cocooned by hive workers. Hive 
  warriors consider symbiosis with a hive creature to be both 
  inevitable and beneficial and can’t fathom why most victims 
  struggle against it. Hive workers have similar statistics, 
  though they have the ability to secrete resin and sculpt that 
  resin, rather than acid spit or rending mandibles.
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  Implacable Stalker
  Scars cover the twisted and grotesque body of this demon, its skin 
  stained the color of blood.
  IMPLACABLE STALKER 
  CR 8
  XP 4,800
  Babau implacable stalker
  CE Medium outsider (chaotic, demon, evil, extraplanar)
  Init +5; Senses darkvision 60 ft., see invisibility, sense fear 120 ft.; 
  Perception +19
  Aura fear aura (60 ft., DC 16)
  DEFENSE
  AC 25, touch 11, flat-footed 24 (+1 Dex, +14 natural)
  hp 101 (7d10+63)
  Fort +13, Ref +6, Will +5
  Defensive Abilities protective slime, terrifying inevitability, 
  DR 10/cold iron or good, 5/—; Immune electricity, poison; 
  Resist acid 10, cold 10, fire 10, sonic 10; SR 19
  OFFENSE
  Speed 20 ft.
  Melee bite +14 (1d6+7), 2 claws +14 (1d6+7) or
  longspear +14/+9 (1d8+10/×3), bite +9 (1d6+3)
  Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
  Special Attacks gory display, right behind you, sneak attack +2d6
  Spell-Like Abilities (CL 7th; concentration +10)
  Constant—see invisibility
  At will—darkness, dispel magic, greater teleport (self plus 50 
  lbs. of objects only)
  1/day—summon (level 3, 1 babau 40%)
  STATISTICS
  Str 25, Dex 13, Con 26, Int 14, Wis 13, Cha 16
  Base Atk +7; CMB +14; CMD 25
  Feats Combat Reflexes, DiehardB, EnduranceB, Improved 
  Initiative, Intimidating ProwessB, Iron Will, Skill Focus 
  (Stealth), ToughnessB
  Skills Acrobatics +11 (+7 when jumping), Climb +14, Disable 
  Device +11, Escape Artist +11, Intimidate +18, Perception +19, 
  Sense Motive +11, Sleight of Hand +11, Stealth +28, 
  Survival +1 (+7 to follow tracks); Racial Modifiers –4 
  Acrobatics when jumping, +8 Intimidate, +8 Perception, 
  +14 Stealth, +6 Survival to follow tracks
  Languages Abyssal, Celestial, Draconic; telepathy 100 ft.
  SQ nightmare resurrection
  ECOLOGY
  Environment any
  Organization solitary
  Treasure standard (longspear, other treasure)
  SPECIAL ABILITIES
  Protective Slime (Su) A layer of acidic slime coats a babau’s 
  skin. Any creature that strikes a babau with a natural attack 
  or unarmed strike takes 1d8 points of acid damage from this 
  slime if it fails a DC 21 Reflex save. A creature that strikes a 
  babau with a melee weapon must succeed at a DC 21 Reflex 
  save or the weapon takes 1d8 points of acid damage; if this 
  damage penetrates the weapon’s hardness, the weapon gains 
  the broken condition. Ammunition that strikes a babau is 
  automatically destroyed after it inflict its damage. The save DC 
  is Constitution-based.
  Implacable stalkers embody murderous predation. They 
  not only revel in hunting down and killing their victims in 
  gory, brutal fashion, but they draw supernatural strength and 
  power from their victims’ fear and terror. They look similar 
  to other creatures of their kind, but are often covered in 
  gruesome scars and exude an aura of menace.
  CREATING AN IMPLACABLE STALKER
  “Implacable stalker” is an acquired template that can be 
  added to any creature with an Intelligence score of 3 or 
  higher. Most implacable stalkers are humanoids, monstrous 
  humanoids, or outsiders. An implacable stalker uses the base 
  creature’s stats and abilities except as noted here.
  Challenge Rating: Base creature’s CR + 2.
  Alignment: Any evil.
  Senses: An implacable stalker gains the following.
  Sense Fear (Su): An implacable stalker is able to sense the 
  fear of nearby living creatures. This functions similarly to 
  blindsight, with a range of 120 feet, except it only allows 
  the implacable stalker to detect creatures that are currently 
  experiencing any level of fear ranging from spooked to 
  horrified (see page 10). Additionally, this ability allows the 
  implacable stalker to detect such creatures even through 
  solid barriers, but 1 foot of stone, 1 inch of common metal, a 
  thin sheet of lead, or 3 feet of wood or dirt blocks it.
  Armor Class: Natural armor bonus increases by 6.
  Defensive Abilities: An implacable stalker gains DR 5/—, 
  and resistance to acid, cold, electricity, fire, and sonic 10. The 
  implacable stalker also gains the following defensive ability.
  Terrifying Inevitability (Su): An implacable stalker is even 
  more difficult to kill when in the presence of fear. As long 
  as the implacable stalker is able to see or hear a creature 
  currently experiencing any level of fear ranging from 
  spooked to horrified (see page 10), it gains fast healing equal 
  to its Hit Dice, its damage reduction increases to 10/—, and 
  it gains spell resistance equal to 16 + its CR.
  Speed: An implacable stalker’s base land speed is reduced 
  by 10 feet if its base speed is 20 feet or higher.
  Special Attacks: An implacable stalker gains the following 
  special attacks.
  Fear Aura (Su): Creatures that have at least 5 fewer Hit Dice 
  than the implacable stalker must succeed at a Will save or 
  become frightened for 1 minute if they come within 60 feet 
  of it. Even if they succeed at their saves, they gain the shaken 
  condition for as long as they remain within 60 feet of the 
  implacable stalker, and for 1 round thereafter. All other 
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  creatures within this radius must succeed at a Will save or 
  become shaken for as long as they remain within 60 feet of 
  the implacable stalker, and for 1 round thereafter. A creature 
  that successfully saves cannot be affected again by the same 
  implacable stalker’s aura until the creature has left the aura 
  and reentered it. This is a mind-affecting fear effect.
  Gory Display (Ex): Whenever an implacable stalker kills a 
  sentient living creature, as a swift action, it can revel in the 
  kill, shredding its victim’s corpse in a gruesome display of 
  power. If it does, it chooses one of the following benefits: 
  gain a +4 morale bonus to Strength and Dexterity for 1 
  minute, regain a single use of a spell-like ability that it can 
  normally use three or more times per day, or immediately 
  heal a number of hit points equal to its Hit Dice. 
  Alternatively, instead of any of these benefits, the 
  implacable stalker can cause a single creature within 60 feet 
  to become more vulnerable to fear. Creatures affected in this 
  way lose any immunity to fear they may have. If the creature 
  did not possess immunity to fear, it takes a –4 penalty on 
  saving throws to resist fear effects, and all Intimidate checks 
  attempted against it receive a +4 circumstance bonus. These 
  effects last for 10 minutes. Finally, if the creature is currently 
  immune to the implacable stalker’s fear aura because it 
  succeeded at a previous saving throw, it loses that immunity. 
  Special Qualities: An implacable stalker gains the 
  following special qualities.
  Nightmare Resurrection (Su): When an implacable stalker dies, 
  it creates a psychic imprint on the mind of each intelligent 
  creature within 60 feet that witnessed its death. Each week, 
  such creatures are subject to a nightmare effect (DC = 10 + 1/2 
  the implacable stalker’s Hit Dice + the implacable stalker’s 
  Charisma modifier; the normal modifiers for nightmare 
  based on knowledge and connection do not apply). In this 
  nightmare, the creature is hunted and slain by the implacable 
  stalker (for GMs using the nightmare dreamscape rules 
  on page 162, these nightmares always have the 
  “being chased” nightmare feature). A creature that 
  succeeds at three consecutive saving throws to 
  resist the effect is freed from it. If any creature 
  fails at three consecutive saving throws 
  to resist the nightmare, the implacable 
  stalker returns to life, as per true 
  resurrection. If its corpse has been 
  completely destroyed, it returns to 
  life in a random location within 
  5  miles of the creature that failed 
  to resist the nightmare effects. Once 
  the implacable stalker is returned to 
  life, the psychic imprint fades from all 
  creatures still affected by it.
  Right Behind You (Sp): As a 
  swift action, an implacable 
  stalker can teleport to an 
  unoccupied space, which must be adjacent to a creature the 
  stalker is aware of that has the shaken, frightened, or panicked 
  condition. The implacable stalker can travel a maximum 
  distance of 480 feet with each use of this ability, and must wait 
  1d6 rounds between each use. Additionally, if the implacable 
  stalker travels at least 40 feet, any shaken, frightened, or 
  panicked creature it arrives adjacent to is denied its Dexterity 
  bonus to AC against the implacable stalker’s attacks until the 
  beginning of the implacable stalker’s next turn.
  Ability Scores: Strength +4, Constitution +6 (if the 
  implacable stalker is an undead creature, it gains Charisma 
  +6, instead).
  Skills: Implacable stalkers gain a +8 racial bonus on 
  Intimidate checks, and a +6 racial bonus on Stealth checks 
  and Survival checks to follow tracks.
  Feats: Implacable stalkers gain Diehard, Endurance, 
  Intimidating Prowess, and Toughness as bonus feats.
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  Kyton, Apostle
  Clad in black leather, this woman has pale skin and bloody holes 
  where her eyes used to be.
  APOSTLE KYTON 
  CR 12
  XP 19,200
  Female human apostle kyton slayer 11 (Pathfinder RPG 
  Advanced Class Guide 53)
  LE medium outsider (augmented humanoid, kyton, native)
  Init +11; Senses darkvision 60 ft.; Perception +17
  DEFENSE
  AC 27, touch 18, flat-footed 20 (+5 armor, +1 deflection, +6 Dex, 
  +1 dodge, +4 natural)
  hp 142 (11d10+77); regeneration 5 (good weapons, good spells, 
  silver weapons)
  Fort +15, Ref +17, Will +11
  Defensive Abilities evasion; Immune cold; SR 23
  OFFENSE
  Speed 30 ft.
  Melee +1 cold iron sickle +18/+13/+8 (1d6+5 plus 1d6 bleed), 
  +1 cold iron sickle +18/+13/+8 (1d6+5 plus 1d6 bleed)
  Special Attacks agonizing prayer (11d6, DC 20), bleeding touch 
  (1d6), seductive oration (2d6 Wisdom or 6 sanity, DC 20), 
  sneak attack +3d6, studied target +3 (3rd, swift action), 
  unnerving gaze (30 ft.; DC 20)
  Spell-Like Abilities (CL 11th; concentration +16)
  1/day—shadow walk
  STATISTICS
  Str 18, Dex 24, Con 20, Int 10, Wis 16, Cha 20
  Base Atk +11; CMB +15; CMD 33
  Feats Dodge, Double Slice, Greater Two-Weapon Fighting, 
  Improved Initiative, Improved Two-Weapon Fighting, Iron Will, 
  Toughness, Two-Weapon Fighting, Two-Weapon Rend, Weapon 
  Finesse, Weapon Focus (sickle)
  Skills Bluff +23, Heal +21, Intimidate +23, Perception +17, Sense 
  Motive +17, Stealth +21, Survival +17 (+22 when tracking); 
  Racial Modifiers +4 Bluff, +4 Heal, +4 Intimidate 
  Languages Common, Infernal
  SQ shadow traveler, slayer talents (evasionUC, finesse rogue, 
  ranger combat style [3]), stalker, swift tracker, track +5
  ECOLOGY
  Environment any land
  Organization solitary or cabal (1 plus 4 ostiarius kytonsB4)
  Treasure NPC gear (+1 mithral chain shirt, +1 cold iron sickle [2], 
  ring of protection +1, belt of incredible dexterity +2, cloak of 
  resistance +3, other treasure)
  Not all victims of a kyton’s torturous transformations perish 
  from their captors’ exacting ministrations. Some creatures 
  are transfigured into hybrids of their past selves and the 
  dark malevolence of the kytons. These apostle kytons vary 
  from being degenerate and submissive entities wholly 
  subservient to the will of the kytons that massacred their 
  sense of self, to utterly abominable creatures that take glee 
  in their transformation, rising into leadership positions 
  within kyton hierarchy. Creatures that lose themselves 
  completely to the shadowbound corruption (see page 34) 
  also sometimes become apostle kytons, as their souls are 
  twisted to match the kytons’ amoral sensibilities. Those 
  who willingly become apostle kytons tend to share a similar 
  niche with ostiarius kytons (Pathfinder RPG Bestiary 4 176), 
  and the two sorts of kytons often collude together in cabals. 
  Other apostles assist interlocutors (Pathfinder RPG Bestiary 3 
  174) in their ministrations or even serve the mighty eremites 
  (Bestiary 3 172) directly as seekers of “perfect parts.” 
  CREATING AN APOSTLE KYTON
  “Apostle kyton” is an acquired template that can be added 
  to any living creature of the humanoid or monstrous 
  humanoid type (referred to hereafter as the base creature). 
  Most apostle kytons were once humanoids. An apostle 
  kyton uses the base creature’s statistics and abilities except 
  as noted here.
  Challenge Rating: Base creature’s CR + 2.
  Alignment: Lawful evil.
  Type: The apostle kyton’s type changes to outsider (kyton, 
  native). Do not recalculate Hit Dice, BAB, or saves. It gains 
  the augmented subtype.
  Senses: An apostle kyton gains darkvision 60 feet.
  Armor Class: Natural armor bonus increases by 4.
  Defensive Abilities: An apostle kyton gains immunity 
  to cold, spell resistance equal to 11 + its total CR, and 
  regeneration equal to 1/2 its Hit Dice that is negated by good 
  weapons, good spells, and silver weapons.
  Special Attacks: An apostle kyton gains the following 
  special attacks.
  Agonizing Prayer (Su): As a full-round action that provokes 
  attacks of opportunity, an apostle kyton can orate a prayer 
  so profane that it causes any non-kyton listening to erupt 
  in bleeding wounds. Any non-kyton listener must succeed 
  at a Will save (DC = 10 + 1/2 the apostle kyton’s Hit Dice + its 
  Charisma modifier) or take 1d6 points of nonlethal damage 
  per Hit Die of the apostle kyton, take bleed damage as if 
  struck by the apostle kyton’s bleeding touch, and become 
  staggered for 1 round. Creatures that succeed on this save 
  halve the nonlethal damage and negate the staggered effect, 
  but they still take the bleed damage. A creature that has 
  taken nonlethal damage greater than or equal to its current 
  hit points is not normally rendered unconscious by this 
  ability, but such a creature is still helpless, rendering it 
  susceptible to the apostle kyton’s seductive oration ability. 
  This is a sonic painUM effect.
  Bleeding Touch (Su): An apostle kyton that touches a 
  creature deals 1 point of damage plus 1d6 points of bleed 
  damage for every 10 Hit Dice of the kyton. If an apostle 
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  Bestiary
  kyton attacks with natural or manufactured weapons, its 
  weapons also deal this bleed damage.
  Seductive Oration (Su): An apostle kyton has a unique 
  perspective due to her transition into her current form. As 
  a full-round action that provokes attacks of opportunity, 
  an apostle kyton can speak to the pleasures and wonders 
  it experienced during its transformation. Any creature that 
  listens to this speech for 1 continuous minute must succeed 
  at a Will save (DC = 10 + 1/2 the apostle kyton’s Hit Dice + 
  the apostle kyton’s Charisma modifier) or take 1d6 points 
  of Wisdom damage. This Wisdom damage increases by 1d6 
  for every 8 Hit Dice of the apostle kyton. A creature that 
  succeeds at its save can’t be affected by that apostle kyton’s 
  seductive oration ability for 24 hours.
  After failing the save to resist the apostle kyton’s seductive 
  oration, the target begins to question the definitions of 
  morality, physicality, and life. Once per week, as long as the 
  affected creature remains in communication with the apostle 
  kyton, it must attempt a saving throw against seductive oration 
  again or have its alignment shift one step toward lawful evil 
  and take 1d6 additional points of Wisdom damage. The 
  save DC increases by 1 per consecutive week of 
  contact with the apostle kyton. A successful save 
  prevents the alignment shift. A creature can’t 
  take Wisdom damage from seductive oration 
  more than once per week, even if it encounters 
  multiple apostle kytons.
  When the target’s alignment completely 
  shifts to lawful evil (or if the target is lawful evil 
  when first seduced), the target must immediately 
  succeed at a Will save (with the same DC as seductive 
  oration, including any increases from extended contact) 
  or gain a greater madness (see page 182).
  If your campaign uses the sanity system (see page 
  12), then instead of dealing Wisdom damage, seductive 
  oration deals sanity damage equal to 1/2 the apostle 
  kyton’s CR. If the target is turned lawful evil, the greater 
  madness it gains is in addition to any madness it 
  might gain from the sanity damage itself.
  Creatures that are driven insane by an apostle 
  kyton often eventually become broken souls 
  (Bestiary 4 24), but some rare individuals gain the 
  shadowbound corruption (see page 34) or even 
  transform into apostle kytons themselves.
  Unnerving Gaze (Su): An apostle kyton’s 
  unnerving gaze (see the kyton subtype) 
  causes those who fail their saving throws 
  to be fascinated by the apostle kyton. The 
  apostle kyton’s seductive oration doesn’t 
  break this fascination effect, but other 
  attacks break the effect as normal.
  Spell-Like Abilities: An apostle kyton of 
  11 Hit Dice or higher can cast shadow walk 
  once per day, with a caster level equal to her Hit Dice. An 
  apostle kyton of 20 Hit Dice or higher can use shadow walk 
  at will.
  Special Qualities: An apostle kyton gains the following.
  Shadow Traveler (Su): When an apostle kyton uses shadow 
  walk, she moves at 100 miles per hour.
  Ability Scores: Strength +6, Dexterity +4, Constitution +6, 
  Intelligence +2, Wisdom +6, Charisma +6.
  Skills: An apostle kyton gains a +4 racial bonus on Bluff, 
  Heal, and Intimidate checks.
  Languages: An apostle kyton learns Infernal as a 
  bonus language.
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  Trompe l’Oeil
  The painting depicts a well-dressed nobleman. The style is so realistic 
  it appears as if he could step out of the frame at any moment.
  TROMPE L’OEIL ARISTOCRAT 
  CR 6
  XP 2,400
  Trompe l’oeil human aristocrat 7
  LE Medium construct
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +10
  DEFENSE
  AC 19, touch 11, flat-footed 18 (+7 armor, +1 Dex, +1 shield)
  hp 79 (7d8+48)
  Fort +5, Ref +5, Will +7
  Defensive Abilities construct traits, rejuvenation
  OFFENSE
  Speed 20 ft.
  Melee +2 rapier +9 (1d6+1/18–20)
  STATISTICS
  Str 9, Dex 12, Con —, Int 10, Wis 11, Cha 16
  Base Atk +5; CMB +4; CMD 15
  Feats Improved Initiative, Iron Will, Lightning Reflexes, Weapon 
  Finesse, Weapon Focus (rapier)
  Skills Bluff +13 (+18 as aristocrat subject), Disguise +3 (+13 
  as aristocrat subject), Knowledge (history) +8, Knowledge 
  (nobility) +8, Perception +10, Sense Motive +9, Stealth +3  
  (+8 in painting); Racial Modifiers +5 Bluff as aristocrat subject, 
  +10 Disguise as aristocrat subject, +5 Stealth within painting
  Languages Common
  SQ autotelic, enter painting
  Gear paint +1 breastplate, paint mwk buckler, paint +2 rapier
  ECOLOGY
  Environment any urban
  Organization solitary
  Treasure none
  Trompe l’oeil creatures are life-sized portraits animated by 
  powerful magic or occult phenomena. Able to move and talk, 
  these constructs can also step out of their frames to become 
  three-dimensional beings. Born from artistic masterpieces, 
  trompe l’oeils can easily pass for their original models, though 
  close examination reveals that they are not flesh and blood, 
  but only layers of paint. Trompe l’oeils can be created to act as 
  guardians and spies, or on occasion, a painting will animate 
  spontaneously. Rarely, a portrait is so lifelike, a nascent spirit 
  is able to inhabit it. Believing itself to be as good as or better 
  than the original, such a trompe l’oeil seeks to eliminate and 
  replace the painting’s subject.
  CREATING A TROMPE L’OEIL
  “Trompe l’oeil” is an inherited template that can be added to 
  any corporeal creature that has an Intelligence score (referred 
  to hereafter as the base creature).
  Challenge Rating: Base creature’s CR + 1.
  Alignment: A trompe l’oeil usually has the same alignment 
  as its creator or the base creature. A trompe l’oeil that seeks 
  to destroy its original model, however, has an evil alignment 
  (but the same alignment on the chaotic/lawful axis).
  Type: The creature’s type changes to construct. Do not 
  recalculate BAB, saves, or skill ranks.
  Armor Class: A trompe l’oeil gains a bonus to AC based on 
  its HD, as noted in the following table. If it is depicted wearing 
  armor or a shield, these items are masterwork and gain an 
  enhancement bonus (or equivalent armor special abilities) 
  when worn by the trompe l’oeil, as indicated in the table. If 
  the trompe l’oeil is depicted without armor, add the armor 
  enhancement bonus to its natural armor bonus instead. 
  Armor and shields equipped by a trompe l’oeil melt into 
  puddles of nonmagical paint when the creature is destroyed.
  Trompe 
  Armor Enhancement 
  Shield Enhancement
  l’Oeil HD 
  Bonus 
  Bonus
  1–4 
  — 
  —
  5–8 
  +1 
  —
  9–12 
  +2 
  +1
  13–16 
  +3 
  +1
  17+ 
  +4 
  +2
  Hit Dice: Change all of the creature’s racial Hit Dice 
  to d10s. All Hit Dice derived from class levels remain 
  unchanged. As constructs, trompe l’oeils gain a number of 
  additional hit points as noted in the following table.
  Trompe l’Oeil Size 
  Bonus Hit Points
  Tiny or smaller 
  —
  Small 
  +10
  Medium 
  +20
  Large 
  +30
  Huge 
  +40
  Gargantuan 
  +60
  Colossal 
  +80
  Defensive Abilities: A trompe l’oeil gains the standard 
  immunities and traits of construct creatures. In addition, it 
  gains rejuvenation.
  Rejuvenation (Su): When a trompe l’oeil is destroyed, it 
  reforms 2d4 days later on its original canvas (see page 243). 
  The only way to permanently destroy a trompe l’oeil is to 
  destroy the original canvas before the creature reforms.
  Attacks: A trompe l’oeil retains all weapon proficiencies and 
  natural weapons. If it’s depicted wielding any manufactured 
  weapons, the weapons are masterwork and gain an 
  enhancement bonus (or equivalent weapon special abilities) 
  when wielded by it. The bonus is based on its HD, as noted 
  in the following table. A trompe l’oeil’s weapons melt into 
  puddles of nonmagical paint when the creature is destroyed.
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  Trompe l’Oeil HD 
  Weapon Enhancement Bonus
  1–3 
  —
  4–6 
  +1
  7–9 
  +2
  10–12 
  +3
  13–15 
  +4
  16+ 
  +5
  Abilities: A trompe l’oeil has no Constitution score.
  Skills: A trompe l’oeil gains a +10 racial bonus on Disguise 
  checks to appear as the base creature. It also receives a +5 
  bonus on Bluff checks to pretend to be the base creature and 
  a +5 bonus on Stealth checks to appear as part of a painting.
  Special Qualities: A trompe l’oeil gains the following 
  special qualities.
  Autotelic (Ex): A trompe l’oeil uses its Charisma score 
  in place of its Constitution score when calculating hit 
  points, Fortitude saves, and any special ability that relies on 
  Constitution (such as when calculating a breath weapon’s DC).
  Enter Painting (Su): As a standard action, a trompe l’oeil 
  can enter a painting it touches. When it does so, its physical 
  body disappears, and its image appears in the painting. 
  The trompe l’oeil can use its normal senses and attempt 
  Perception checks to notice anything occurring near the 
  painting. While within a painting, the trompe l’oeil can talk 
  and move anywhere within the picture or even temporarily 
  alter it (such as by picking a flower in the painting). It cannot 
  use any spells or other abilities while within an image. In 
  addition, the trompe l’oeil gains the freeze universal monster 
  ability to appear as part of the painting. The trompe l’oeil 
  can leave the painting as a move action. Once it leaves the 
  painting, the image immediately reverts to the appearance 
  it had before the trompe l’oeil entered. If someone destroys 
  or damages the painting, the trompe l’oeil is unharmed, but 
  exits the image.
  TROMPE L’OEIL CANVASES
  A trompe l’oeil remains magically connected to the surface on 
  which it was painted. Unless its canvas is destroyed, a trompe 
  l’oeil can rejuvenate after it is killed. Although most trompe 
  l’oeils are painted on large canvases, any solid surface can 
  serve as the “canvas” for a trompe l’oeil. If the trompe l’oeil is 
  painted on a wall, only the surface must be destroyed to prevent 
  the creature from rejuvenating. The canvas is enhanced by its 
  connection to the trompe l’oeil. It has a hardness equal to the 
  trompe l’oeil’s HD (maximum 20) or the material’s hardness, 
  whichever is higher. It has hit points equal to half the trompe 
  l’oeil’s maximum hit points. Its dimensions must be at least 
  as tall and wide as the trompe l’oeil itself. 
  CONSTRUCTION
  A trompe l’oeil is created from a masterwork painting of the 
  base creature, with a cost varying on the size of the subject.
  Trompe l’Oeil Size 
  Cost of Painting
  Tiny or smaller 
  500 gp
  Small 
  1,000 gp
  Medium 
  2,000 gp
  Large 
  3,000 gp
  Huge 
  4,000 gp
  Gargantuan 
  6,000 gp
  Colossal 
  8,000 gp
  TROMPE L’OEIL
  CL varies (equal to the trompe l’oeil’s HD); Price varies (100 gp 
  per HD plus cost of painting)
  CONSTRUCTION
  Requirements Craft Construct, animate objects, enter imageAPG; 
  Skill Craft (painting); Cost 500 gp per HD plus cost of painting
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  Unknown
  This gaunt and faceless figure has pallid, translucent skin.
  UNKNOWN 
  CR 11
  XP 12,800
  Unknown human mesmerist 10 (Pathfinder RPG Occult 
  Adventures 38)
  NE medium fey (augmented humanoid)
  Init +3; Senses low-light vision; Perception +14
  DEFENSE
  AC 22, touch 20, flat-footed 19 (+3 Dex, +7 insight, +2 natural)
  hp 98 (10d8+50)
  Fort +9, Ref +12, Will +17
  DR 10/cold iron
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +10 (1d6–1)
  Special Attacks bold stare (allure, disorientation), hypnotic stare 
  (–3), manifold tricks (3), mental potency (+2), mesmerist tricks 
  12/day (astounding avoidance, fearsome guise, mesmeric 
  mirror, misdirection, spectral smoke, vanish arrow), painful 
  stare (+5 or +3d6+5), psyche erosion (DC 22), victimize
  Spell-Like Abilities (CL 10th; concentration +17)
  At will—blur (self only), ghost sound (DC 17), ventriloquism 
  (DC 18), vocal alterationUM (self only)
  Mesmerist Spells Known (CL 10th; concentration +17)
  4th (2/day)—dominate person (DC 22), enervation 
  3rd (4/day)—confusion (DC 21), dispel magic, nondetection, 
  scrying (DC 20)
  2nd (5/day)—anticipate thoughtsOA (DC 19), false life, 
  glitterdust (DC 19), invisibility, silence (DC 19)
  1st (6/day)—color spray (DC 18), discern next of kinACG (DC 18), 
  ill omenAPG, obscuring mist, silent image (DC 18)
  0 (at will)—dancing lights, detect magic, mage hand, open/
  close, prestidigitation (DC 17), unwitting allyAPG (DC 18)
  STATISTICS
  Str 8, Dex 16, Con 18, Int 12, Wis 12, Cha 24
  Base Atk +7; CMB +6; CMD 26
  Feats Conceal SpellUI, Deceitful, Improved Conceal SpellUI, Skill 
  Focus (Stealth), Spell Focus (enchantment), Weapon Finesse
  Skills Bluff +29, Disguise +24, Escape Artist +16, Perception +14, 
  Sense Motive +14, Sleight of Hand +16, Stealth +22, Survival +11
  Languages Aklo, Common, Draconic (can speak only with 
  ventriloquism)
  SQ assume likeness (DC 22), consummate liar +5, dream 
  movements, hallucinatory camouflage (DC 22), touch 
  treatment 10/day (greater)
  ECOLOGY
  Environment any urban
  Organization solitary
  Treasure NPC gear (belt of mighty constitution +2, cloak of 
  resistance +2, headband of alluring charisma +2, other treasure)
  The unknown are terrifying fey creatures that feed off the 
  mental energies of other creatures. Scholars studying the 
  behavior and organization of the unknown speculate they 
  may have originally been fey creatures that somehow reached 
  the Dimension of Dreams and became trapped there, remade 
  by other minds likewise lost in ephemeral dreamscapes. 
  The unknown propagate more of their own kind by eroding 
  humanoids’ psyches until the victims transform into new 
  unknown. Unknown typically choose to victimize those who 
  are already relatively helpless, especially children, but when 
  they transform an accomplished adventurer into one of their 
  own, the result can be truly terrifying.
  CREATING AN UNKNOWN
  “Unknown” is an acquired template for any humanoid. 
  Unknown use the base creature abilities, except as noted.
  Challenge Rating: Base creature’s CR + 2.
  Alignment: Neutral evil.
  Type: The creature’s type changes to fey (augmented 
  humanoid). Do not recalculate HD, BAB, or saves.
  Senses: An unknown gains low-light vision.
  Armor Class: Natural armor bonus improves by 2.
  Defensive Abilities: An unknown gains DR 10/cold iron.
  Melee: An unknown gains two claw attacks (assuming the 
  base creature has two hands). These claws deal 1d6 points of 
  damage if the unknown is Medium (1d4 if Small).
  Special Attacks: An unknown gains the following 
  special attacks.
  Psyche Erosion (Su): Once per day, a target affected by an 
  unknown’s victimize ability that sees the unknown’s true 
  appearance must succeed at a Will save (DC = 10 + 1/2 
  the unknown’s total Hit Dice + the unknown’s Charisma 
  modifier) or take 1d6 points of Charisma damage. A 
  successful save negates the Charisma damage and also ends 
  the unknown’s victimize effect on that target. As long as 
  a creature is the target of an unknown’s victimize ability, 
  it can’t recover the ability damage from psyche erosion, 
  even through magic. If the Charisma damage from psyche 
  erosion is equal to the target’s Charisma score, that creature 
  doesn’t recover ability score damage naturally even if it 
  ceases being the target of victimize. Only magic can fully 
  heal this ability damage.
  When its Charisma damage is equal to its Charisma score, 
  the target falls into a nightmare-filled catatonia where it 
  continues to be followed by an unknown. This dream state 
  lasts for 1d4 days, and at the end, the character awakes if its 
  Charisma damage has been reduced to less than its Charisma 
  score. If not, the creature immediately loses all sense of self, 
  becoming an unknown thrall. It replaces its Charisma score 
  with the unknown’s Charisma score, and no longer takes 
  Charisma damage from exposure to the unknown. Over time, 
  typically 1 to 2 weeks, the thrall becomes a new unknown, 
  gaining this template.
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  The unknown can share its senses with any of its thralls 
  (even if it changes the target of its victimize ability), and as a 
  full-round action, it can assume control of a thrall’s body, as 
  per possessionOA. Typically, an unknown uses this ability to keep 
  the thrall close by until it becomes an unknown. Unknowns 
  often use thralls to lure new victims to its lair. 
  Psyche erosion is a mind-affecting effect. If your game uses 
  the sanity system (see page 12), the erosion deals 2d6 points of 
  sanity damage instead of Charisma damage, and triggers the 
  catatonia and the transformation into a thrall if the victim’s 
  sanity damage is equal to or exceeds the target’s sanity.
  Victimize (Su): As a swift action, an unknown can target a 
  single creature within line of sight with this ability. After 
  designating a target, the unknown can’t change the target of 
  this ability for 24 hours, or until the target dies or succeeds 
  at its save against the unknown’s psyche erosion ability. An 
  unknown always knows the exact location of a victimized 
  creature and the shortest route to reach it, even if it is on 
  another plane (similar to a combined discern location and find 
  the path); this is a divination effect and can only be prevented 
  by mind blank and similar effects. A creature can be the target 
  of only one unknown’s victimize ability at a time, and an 
  unknown can victimize only one creature at a time. 
  Spell-Like Abilities: An unknown can use blur, ghost 
  sound, ventriloquism, and vocal alterationUM (self only) as 
  spell-like abilities at will, with a caster level equal 
  to its Hit Dice.
  Languages: An unknown gains Aklo as a bonus 
  language. It can’t speak except by using its ventriloquism 
  spell-like ability.
  Special Qualities: An unknown gains 
  the following.
  Assume Likeness (Su): As a 
  standard action while using 
  hallucinatory camouflage, 
  an unknown is able 
  to disguise itself as 
  a specific creature 
  known to the target 
  of its victimize ability. If the victimized 
  creature succeeds at a Will save (at the same DC as 
  in psyche erosion) it negates this effect, and the unknown 
  can’t use this ability again for 24 hours or until it changes 
  victims, whichever comes first. Otherwise, the unknown’s 
  features and mannerisms change to match the creature known 
  to its victim, granting it a +20 circumstance bonus on Disguise 
  checks to impersonate this creature. Unlike hallucinatory 
  camouflage, this ability works against the target of victimize. 
  This is a mind-affecting illusion (glamer) effect. 
  Dream Movements (Su): To the unknown, all worlds are 
  tinted with the shades of nightmares from the Dimension of 
  Dreams, allowing them to defy the laws of physics 
  as they move as if in a dream. An unknown gains 
  an insight bonus to AC equal to its Charisma bonus. It can 
  travel as if by dimension door as a move action at will, but only 
  to enter or leave an area within line of sight of the target of 
  its victimize ability. The victimized creature and the intended 
  destination must both be within long range of the unknown.
  Hallucinatory Camouflage (Su): As long as an unknown is 
  targeting a creature with its victimize ability, it hides its 
  appearance behind a veil of illusions, appearing to be an 
  unremarkable member of the victimized creature’s race to 
  everyone except the target of victimize. A successful Will 
  save (at the same DC as psyche erosion) allows a creature that 
  interacts with the illusion to disbelieve the effect. This is a 
  mind-affecting illusion (glamer) effect.
  Ability Scores: +2 Dexterity, +2 Constitution, +2 Intelligence, 
  +4 Charisma.
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  Waxwork Creature
  The skin of this fancifully dressed human sags and drips in a 
  horrific manner as if composed of melting wax.
  WAXWORK HUMAN 
  CR 2
  XP 600
  N Medium construct
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 13, touch 11, flat-footed 12 (+1 Dex, +2 natural)
  hp 25 (1d10+20); waxen regeneration 5 (fire)
  Fort +0, Ref +1, Will +0
  Immune cold, construct traits
  Weaknesses vulnerable to fire
  OFFENSE
  Speed 30 ft.
  Melee slam +3 (1d6+3)
  STATISTICS
  Str 15, Dex 12, Con —, Int —, Wis 10, Cha 10
  Base Atk +1; CMB +3; CMD 14
  Feats Improved InitiativeB
  SQ freeze (wax sculpture)
  ECOLOGY
  Environment any
  Organization any
  Treasure none
  The practice of making sculptures from wax dates back to 
  the earliest humanoid civilizations. Only the medium of 
  wax can so closely duplicate the transparency of skin. Often, 
  creators use powerful magic to house an animating spirit 
  within the wax model. A created waxwork creature obeys the 
  commands of its creator. Rarely, a wax sculpture animates of 
  it own accord—the result of nearby magic suffusing the wax 
  or a lost spirit in search of a corporeal form. Such waxwork 
  creatures are uncontrolled.
  A waxwork creature is the same size as the creature it 
  duplicates, but weighs only half as much.
  CREATING A WAXWORK
  “Waxwork” is an inherited template that can be added to any 
  Tiny or larger corporeal creature (other than a construct or 
  ooze), referred to hereafter as the base creature.
  Challenge Rating: Depends on Hit Dice, as follows.
  Waxwork HD 
  CR
  1 
  2
  2–3 
  3
  4–5 
  4
  6–7 
  5
  8–10 
  6
  11–13 
  7
  14–16 
  8
  17–19 
  9
  20 
  10
  If the creature is larger or smaller than Medium, adjust 
  the CR according to the table below.
  Waxwork Size 
  CR
  Tiny or smaller 
  ‒2
  Small 
  ‒1
  Large 
  +1
  Huge 
  +2
  Gargantuan 
  +3
  Colossal 
  +4
  Alignment: Always neutral.
  Type: The creature’s type changes to construct. It doesn’t 
  retain any subtypes, nor does it gain the augmented subtype. 
  It uses all the base creature’s statistics and special abilities 
  except as noted here.
  Armor Class: The waxwork creature’s natural armor 
  bonus is based on its size.
  Waxwork Size 
  Natural Armor Bonus
  Tiny or smaller 
  +0
  Small 
  +1
  Medium 
  +2
  Large 
  +3
  Huge 
  +4
  Gargantuan 
  +7
  Colossal 
  +11
  Hit Dice: Remove HD gained from class levels and change 
  racial HD to d10s. Creatures without racial HD are treated 
  as if they have 1 racial HD. As constructs, waxwork creatures 
  gain additional hit points as noted in the following table.
  Waxwork Size 
  Bonus Hit Points
  Tiny or smaller 
  —
  Small 
  +10
  Medium 
  +20
  Large 
  +30
  Huge 
  +40
  Gargantuan 
  +60
  Colossal 
  +80
  Saves: The creature’s base save bonuses are Fortitude +1/3 
  HD, Reflex +1/3 HD, and Will +1/3 HD. 
  Defensive Abilities: A waxwork creature loses the base 
  creature’s defensive abilities. It gains waxen regeneration 
  5 (fire) and immunity to cold. If it has 11 or more HD, the 
  waxen regeneration increases to 10 (fire). It also gains all of 
  the standard immunities and traits possessed by constructs.
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  Bestiary
  Waxen Regeneration (Su): This ability functions like 
  regeneration, except the waxwork creature has it without 
  a Constitution score. A waxwork creature reduced to 0 hit 
  points is staggered instead of destroyed while its waxen 
  regeneration is active; it ignores all damage dealt to it that 
  would reduce its hit points below 0. Fire damage causes the 
  waxwork creature’s regeneration to stop functioning on the 
  round following the attack.
  Weaknesses: A waxwork creature is vulnerable to fire.
  Speed: A waxwork creature retains movement types, except 
  as follows: It loses burrow and magical flight speeds. Winged 
  waxwork creatures can fly, but maneuverability drops to 
  clumsy. A waxwork creature floats and must succeed at a 
  DC 20 Swim check each round to stay underwater.
  Attacks: A waxwork creature retains all the 
  natural weapons and weapon proficiencies 
  of the base creature. It also gains a slam 
  attack that deals damage based on the 
  waxwork creature’s size, but as if it were 
  one size category larger than its actual size.
  Special Attacks: A waxwork creature 
  retains none of the base creature’s 
  special attacks.
  Abilities: A waxwork creature has no 
  Constitution or Intelligence score, and 
  its Wisdom and Charisma scores change 
  to 10.
  BAB: A waxwork creature’s base attack 
  bonus is equal to its Hit Dice.
  Skills: A waxwork creature loses all of 
  the base creature’s skills and gains none 
  of its own.
  Feats: A waxwork creature loses all 
  of the base creature’s feats and gains 
  Improved Initiative as a bonus feat.
  Special 
  Qualities: 
  A 
  waxwork 
  creature loses most special qualities 
  of the base creature. It retains any 
  extraordinary 
  special 
  qualities 
  that 
  improve its melee or ranged attacks. 
  A waxwork creature gains the freeze 
  universal monster ability to appear as a 
  wax sculpture.
  VARIANT WAXWORKS
  The following variants alter the waxwork 
  creature template.
  Sentient Waxwork
  Rarely, waxworks shaped like 
  intelligent 
  creatures 
  develop 
  minds of their own and can gain 
  levels in character classes.
  Challenge Rating: Same as a normal waxwork creature’s CR.
  Abilities: A sentient waxwork creature has an Intelligence 
  score of 3d6.
  Skills: A sentient waxwork creature gains skill points based 
  on its Hit Dice and Intelligence. Disguise and Stealth are class 
  skills for it, but it has no other class skills. If it was crafted to 
  resemble a specific individual, it also gains a +10 racial bonus 
  on Disguise checks to impersonate that individual.
  Feats: A sentient waxwork gains retroactive feats based on 
  its Hit Dice.
  Languages: A sentient waxwork creature speaks Common 
  (or the language of the sculptor or animating spirit).
  Waxwork Candle
  One or more small flames burn on wicks 
  emerging from the waxwork creature’s 
  body, often its head or hands. Though real, 
  these flames don’t consume the waxwork 
  creature’s body.
  Challenge Rating: Normal waxwork creature’s 
  CR + 1.
  Melee Attacks: The waxwork creature’s 
  slam attack, or one natural attack it 
  has, gains the burn universal monster 
  ability. The additional fire damage is 
  equal to the waxwork creature’s slam 
  damage die. The waxwork creature gains 
  a +2 racial bonus to the save DC.
  Special Qualities: A waxwork candle 
  creature gains illumination.
  Illumination (Su): A waxwork candle 
  creature’s flames create normal light 
  within the creature’s reach and increases 
  the light level by one step within twice 
  that distance (minimum 5 feet). A waxwork 
  candle creature is immune to its own fire, 
  but not other flames (including those 
  ignited by its own fire). The waxwork candle 
  creature’s flames can be extinguished as normal 
  flames. It loses the burn ability when the wicks 
  are unlit, but can magically reignite the flames 
  as a move action.
  Construction: Add produce flame as a spell 
  requirement. Add 1,000 gp to the price (and 
  500 gp to the cost).
   WAXWORK CREATURE
  CL varies (equal to the waxwork creature’s 
  HD); Price 1,000 gp per HD plus cost of wax
  CONSTRUCTION
  Requirements Craft Construct, animate 
  objects, make whole; Skill Craft (sculpture); 
  Cost 500 gp per HD plus cost of wax
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  Simple Templates
  You can apply these simple templates to monsters for a quick 
  way to inject an atmosphere of horror into your game. This 
  section includes simple templates related to the corruption 
  rules in Chapter 1, along with a simple template for creating 
  fleshwarped creatures.
  SIMPLE CORRUPTION TEMPLATES
  PCs aren’t the only ones who can carry the stain of corruption 
  on their souls. However, the corruption rules were designed 
  with PCs in mind, so they include numerous choices and 
  progress over time. For a creature that appears in a single 
  encounter, it makes more sense to grant it a simple package 
  of abilities that captures the feel of the corruption. This 
  allows you to create all sorts of custom monsters on the fly, 
  inspired by the themes of the corruptions. Looking for a 
  mount for a ghoul NPC? Add the ghoulish creature simple 
  template to a horse (or other mount of your choice), and 
  you’re good to go!
  Corruption simple templates function the same way 
  as other simple templates. All simple templates have two 
  categories of changes. The quick rules present a faster way 
  to modify a creature’s abilities without actually changing 
  the creature’s ability scores and propagating those changes. 
  The rebuild rules list the exact changes to make to the base 
  creature’s abilities, including ability scores, if you have the 
  capacity to completely rebuild it. These two methods result 
  in creatures with similar abilities (though the quick rules 
  will be missing some of the more obscure interactions of 
  increasing an ability score). Some of these simple templates 
  (lich creature, lycanthropic creature, and vampiric creature) 
  are simplified versions of lengthier templates found in 
  Pathfinder RPG Bestiary. A hellbound creature has the 
  weakness of a devilbound creature (Pathfinder RPG Bestiary 
  4 56), and a hive creature has the hive subtype (see page 233). 
  Abilities from these longer templates or the hive subtype are 
  denoted with an asterisk (*). The simple template indicates 
  any differences to the original template’s abilities.
  Accursed Creature (CR +1)
  An accursed creature suffers under a powerful curse and 
  can spread a spiteful curse of its own to others. Choose a 
  thematic curse that you can convey to the players, but don’t 
  change the creature’s statistics. You can use the curses from 
  page 138 or from page 556 of the Pathfinder RPG Core Rulebook 
  as inspiration.
  Quick Rules: Two claw attacks that deal 1d4 points of 
  damage (for Medium creatures); natural attacks cause bestow 
  curse (DC = 10 + 1/2 creature’s HD + creature’s Cha modifier, 
  CL = creature’s HD) on a successful hit (this can inflict any 
  effect of bestow curse or spread the creature’s personal curse).
  Rebuild Rules: Melee two claw attacks that each deal 1d4 
  points of damage (for Medium creatures); Special Attacks 
  natural attacks cause bestow curse (DC = 10 + 1/2 creature’s 
  HD + creature’s Cha modifier, CL = creature’s HD) on a 
  successful hit (this can inflict any effect of bestow curse or 
  spread the creature’s personal curse); Special Qualities the 
  creature is under a particular curse.
  Deep Creature (CR +1)
  Deep creatures have been twisted by the deep ones, whether 
  through interbreeding or foul rituals. 
  Quick Rules: +8 on Swim checks and can always take 10 
  on Swim checks; swim speed equal to base land speed; +1 
  to AC; +1 on rolls based on Con or Wis; +1 hp/HD; two claw 
  attacks that each deal 1d4 points of damage (for Medium 
  creatures); amphibious.
  Rebuild Rules: Type gain the aquatic and deep one 
  subtypes; AC natural armor increases by 1; Speed swim speed 
  equal to base land speed; Melee two claw attacks that each 
  deal 1d4 points of damage (for Medium creatures); Special 
  Qualities amphibious; Ability Scores +2 Str, +2 Con, +2 Wis.
  Ghoulish Creature (CR +1)
  Ghoulish creatures have succumbed to ghoul fever and 
  transformed into cannibalistic undead versions of their 
  previous selves. 
  Quick Rules: Counts as undead; darkvision 60 ft.; undead 
  immunities; +1 to AC; +1 on rolls based on Str and Cha; two 
  claw attacks that deal each 1d4 points of damage (for Medium 
  creatures) plus paralysis and one bite attack that deals 1d6 
  points of damage (for Medium creatures) plus paralysis and 
  disease; disease (Ghoul Fever: Bite—injury; save Fort DC = 10 
  + 1/2 HD + Cha modifier; onset 1 day; frequency 1/day; effect 1d3 
  points of Con damage and 1d3 points of Dex damage; cure 2 
  consecutive saves); paralysis (1d4+1 rounds, DC = 10 + 1/2 HD 
  + Cha modifier, elves are immune).
  Rebuild Rules: Type change to undead; Senses darkvision 
  60 ft.; AC natural armor bonus increases by 1; Melee two 
  claw attacks that each deal 1d4 points of damage (for 
  Medium creatures) plus paralysis and one bite attack that 
  deals 1d6 points of damage (for Medium creatures) plus 
  paralysis and disease; Special Attacks disease (Ghoul Fever: 
  Bite—injury; save Fort DC = 10 + 1/2 HD + Cha modifier; 
  onset 1 day; frequency 1/day; effect 1d3 Con and 1d3 Dex 
  damage; cure 2 consecutive saves), paralysis (1d4+1 rounds, 
  DC = 10 + 1/2 HD + Cha modifier, elves are immune); Ability 
  Scores +2 Str, +2 Cha. 
  Hellbound Creature (CR +1)
  Hellbound creatures have consigned their souls to Hell in 
  exchange for infernal power. A hellbound creature’s Hit 
  Dice determine what type of devil it can summon with its 
  summon spell-like ability and the summon ability’s spell 
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  Bestiary
  Bestiary
  level. It can instead choose to summon 1d3 devils of the next 
  weaker category, or 1d4+1 devils of two categories weaker. 
  Quick Rules: Darkvision; see in darkness; +1 to AC; +1 on 
  rolls based on Str and Cha; contract bound*; gore attack that 
  deals 1d4 points of damage (for Medium creatures); summon 
  (see table; 100%).
  Rebuild Rules: Senses darkvision, see in darkness; AC 
  natural armor bonus increases by 1; Weaknesses contract 
  bound*; Melee gore attack that deals 1d4 points of damage 
  (for Medium creatures); Spell-like Abilities summon (see 
  table; 100%); Ability Scores +2 Str, +2 Cha.
  Hellbound Summon
  Hellbound Creature HD 
  Devil 
  Spell Level
  8 or fewer 
  Lemure 
  2nd
  9–10 
  Bearded devil 
  5th
  11–12 
  Erinyes 
  6th
  13–14 
  Bone devil 
  7th
  15–16 
  Barbed devil 
  8th
  17 or more 
  Ice devil 
  9th
  Hive Creature (CR +1)
  While a creature infested by a hive corruption 
  usually becomes a warrior, mutations can 
  create hive creatures that retain the capabilities 
  of the original creatures.
  Quick Rules: +3 to AC; +1 on rolls based on Str, 
  Dex, and Con; –3 on rolls based on Cha; +1 hp/
  HD; two claw attacks that each deal 1d4 points 
  of damage (for Medium creatures) and one 
  bite attack that deals 1d6 points of damage (for 
  Medium creatures); immunity to acid; blind; 
  blindsense 60 ft.; blindsight 10 ft.; corrosive 
  blood*; hive mind*.
  Rebuild Rules: Type gain the hive subtype 
  and all the corresponding abilities; AC 
  natural armor bonus increases by 2; Melee 
  two claw attacks that each deal 1d4 points 
  of damage (for Medium creatures) and 
  one bite attack that deals 1d6 points of 
  damage (for Medium creatures); Ability 
  Scores +2 Str, +2 Dex, +2 Con, –6 Cha.
  Lich Creature (CR +1)
  While it might not have followed the traditional 
  path to lichdom, which requires a strong aptitude 
  for magic, a lich creature’s connection to an object 
  allows it to survive as an undead indefinitely, returning 
  each time its foes destroy it unless they can destroy the lich 
  creature’s phylactery (Bestiary 188).
  Quick Rules: Counts as undead; darkvision 60  ft.; 
  rejuvenation*; immune to cold and electricity; undead 
  immunities; +1 on rolls based on Int, Wis, and Cha; touch 
  attack deals 1d8 + 1/2 HD points of damage plus paralyzing 
  touch*; fear aura*.
  Rebuild Rules: Type change to undead; Senses darkvision 
  60 ft.; Defensive Abilities rejuvenation*; Immune cold, 
  electricity; Melee touch attack deals 1d8 + 1/2 HD points of 
  damage plus paralyzing touch*; Special Attacks fear aura*, 
  paralyzing touch*; Ability Scores +2 Int, +2 Wis, +2 Cha. 
  Lycanthropic Creature (CR +1)
  Lycanthropic creatures can act as simpler variants of any sort 
  of lycanthrope in hybrid form, but the default is for a werewolf-
  like creature, so if the base lycanthrope has different features, 
  adjust the creature accordingly (for instance, a wereshark can 
  swim). This simple template reflects the creature’s hybrid 
  form. The creature can’t take full animal form, and when it’s 
  in its ordinary form, remove this template with the exceptions 
  of change shape, low-light vision, and scent. Lycanthropic 
  creatures don’t have to be humanoids, and at your discretion, 
  a lycanthropic creature can afflict creatures of its own 
  type with lycanthropy, in addition to humanoids.
  Quick Rules: +1 to AC; DR 5/silver; +1 on rolls 
  based on Str, Dex, and Con; +1 hp/HD; bite attack that 
  deals 1d6 points of damage (for Medium creatures) plus 
  curse of lycanthropy*; change shape (normal or hybrid 
  form; polymorph); lycanthropic empathy* (as appropriate 
  for the lycanthrope).
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  Rebuild Rules: Type gain the shapechanger subtype; DR 5/
  silver; Senses low-light vision, scent; AC natural armor bonus 
  increases by 1; Melee bite attack that deals 1d6 points of 
  damage (for Medium creatures) plus curse of lycanthropy*; 
  Special Attacks curse of lycanthropy*; Special Attacks change 
  shape (normal or hybrid form; polymorph), lycanthropic 
  empathy* (as appropriate for the lycanthrope); Ability Scores 
  +2 Str, +2 Dex, +2 Con. 
  Possessed Creature (CR +1)
  While there are rules in Pathfinder RPG Occult Adventures 
  for when a creature is possessed and totally controlled 
  by a specific spell, sometimes a creature is possessed by a 
  vague entity (hereafter called a spirit) that acts as a second 
  personality within the creature’s mind, sharing control and 
  providing the creature some symbiotic benefits.
  Quick Rules: +2 on rolls based on Cha; +4 on Will saves; 
  after failing a save against a mind-affecting effect, reroll the 
  save, but the spirit takes control if the second save succeeds; 
  always acts on the surprise round.
  Rebuild Rules: Defensive Abilities +4 on Will saves; after 
  failing a save against a mind-affecting effect, reroll the save, 
  but the spirit takes control if the second save succeeds; 
  Special Qualities always acts on the surprise round; Ability 
  Scores +4 Cha. 
  Promethean Creature (CR +1)
  A promethean creature has had some of its body replaced by 
  golem parts. 
  Quick Rules: +4 to AC; +2 on rolls based on Str; slam attack 
  that deals 1d6 points of damage (for Medium creatures); 
  +4 on saving throws vs. poison and disease; immune to 
  emotionUM effects except those that produce rage, hatred, or 
  anger; automatically stabilize when below 0 hp.
  Rebuild Rules: AC natural armor bonus increases by 4; 
  Defensive Abilities +4 on saving throws vs. poison and 
  disease, immune to emotionUM effects except those that 
  produce rage, hatred, or anger; automatically stabilize 
  when below 0 hp; Melee slam attack that deals 1d6 points 
  of damage (for Medium creatures); Special Qualities doesn’t 
  need to eat, sleep, or drink; Ability Scores +4 Str. 
  Shadowbound Creature (CR +1)
  A shadowbound creature has lost its color and capacity for 
  joy and pleasure. 
  Quick Rules: darkvision 120 ft.; +1 to AC; +2 on rolls based 
  on Con; +2 hp/HD; light blindness; can’t gain morale bonuses; 
  regretful gaze (shaken 1 round, 30 ft., Will save negates, DC = 
  10 + 1/2 HD + Cha modifier); after taking 3 points of damage 
  per HD in a single attack, gain a +2 profane bonus on attack 
  rolls, damage rolls, saving throws, and skill checks for 1 round.
  Rebuild Rules: Senses darkvision 120 ft.; AC gain a 
  deflection bonus to AC equal to 1/4 CR (minimum 1); 
  Weaknesses light blindness, can’t gain morale bonuses; 
  Special Attacks regretful gaze (shaken 1 round, 30 ft., Will 
  negates, DC = 10 + 1/2 HD + Cha modifier); after taking 
  3  points of damage per HD in a single attack, gain a +2 
  profane bonus on attack rolls, damage rolls, saving throws, 
  and skill checks for 1 round; Ability Scores +4 Con. 
  Vampiric Creature (CR +1)
  Vampiric creatures have been transformed into vampires, 
  and they don’t have to be humanoids. At your discretion, a 
  vampiric creature might have the create spawn ability and 
  could create spawn of its own creature type in addition to 
  humanoid spawn. Non-humanoid vampiric creatures likely 
  have unusual “coffins” that befit their nature.
  Quick Rules: Counts as undead; darkvision 60 ft.; +1 to AC; 
  +1 on rolls based on Str, Dex, and Cha; undead immunities; 
  fast healing 1* (this includes the ability to escape to its coffin 
  in gaseous form at 0 hp); vampire weaknesses*; slam attack 
  that deals 1d6 points of damage (for Medium creatures) plus 
  energy drain; blood drain*; energy drain (1 level, DC = 10 + 
  1/2 HD + Charisma modifier); gaseous form*, shadowless*, 
  spider climb*.
  Rebuild Rules: Type change to undead; Senses darkvision 
  60 ft.; AC natural armor bonus increases by 1; Defensive 
  Abilities fast healing 1* (this includes the ability to escape 
  to its coffin in gaseous form at 0 hp); Weaknesses vampire 
  weaknesses*; Melee slam attack that deals 1d6 points of 
  damage (for Medium creatures) plus energy drain; Special 
  Attacks blood drain*, energy drain (1 level, DC = 10 + 1/2 
  HD + Charisma modifier); Special Qualities gaseous form*, 
  shadowless*, spider climb*; Ability Scores +2 Str, +2 Dex, 
  +2 Cha. 
  FLESHWARPED CREATURE
  The process of altering creatures or creating new types of 
  monsters through fleshwarping can be very involved. To 
  quickly create a creature transformed by fleshwarping, use 
  the simple template below. The full rules for fleshwarping 
  appear on pages 164–171.
  Fleshwarped Creature (CR +1)
  These creatures are twisted by fleshwarping, grants horrific 
  abilities by perverting creatures’ original forms. This 
  template can be applied only to corporeal living creatures.
  Quick Rules: +2 to AC and CMD; +2 to attack rolls and 
  damage rolls; +2 hp/HD; +2 on rolls based on Str and Dex; 
  –2 on rolls based on Int and Cha; the creature gains a new
  movement mode (climb, burrow, fly [clumsy], or swim) with 
  a speed of 30 ft.
  Rebuild Rules: AC increase natural armor bonus by 2; 
  Movement The creature gains a movement new movement 
  mode (climb, burrow, fly [clumsy], or swim) with a speed of 30 
  ft.; Ability Scores +4 Str, +4 Con, –4 Int, –4 Cha.
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  VARIANT TEMPLATES
  The following variant templates alter previous templates, 
  similarly to the way archetypes alter character classes.
  Bestial Werewolf
  Bestial werewolves do not transform into normal wolves or 
  wolf-human hybrids, but instead transform into oversized, 
  monstrous wolves.
  In addition to the changes for the lycanthrope template, 
  make the following adjustments to the base creature.
  Challenge Rating: Normal werewolf’s CR + 1.
  Defensive Abilities: Regardless of whether it is natural or 
  afflicted, a bestial werewolf gains DR 10/silver and ferocity 
  when in animal form.
  Special Attacks: A bestial werewolf does not gain the 
  change shape special attack of the lycanthrope template, and 
  instead gains the following special attacks.
  Change Shape (Su): A bestial werewolf does not gain a 
  hybrid form, and its animal form is that of a dire wolf, rather 
  than an ordinary wolf. Otherwise, this ability functions 
  identically to the change shape ability granted by the 
  lycanthrope template.
  Feral Counter (Ex): While in animal form, the first time 
  each round that a creature damages a bestial werewolf, the 
  bestial werewolf can take an attack of opportunity against the 
  creature. The werewolf must threaten the triggering creature 
  to use this ability.
  Ability Scores: A bestial werewolf gains +4 Strength and +4 
  Constitution in animal form, instead of the normal statistic 
  adjustments granted by the lycanthrope template.
  Familial Lich
  A familial lich does not have a physical body or standard 
  phylactery. Instead, it possesses its own kin. 
  In addition to the changes for the lich template, make the 
  following adjustments to the base creature.
  Defensive Abilities: A familial lich gains DR 10/good 
  instead of DR 15/bludgeoning and magic, and loses its 
  rejuvenation ability, but gains an amount of spell resistance 
  equal to 11 + its CR, and the following defensive ability.
  Familial Possession (Su): When a familial lich is destroyed, its 
  spirit departs its body and seeks out the lich’s nearest living 
  relative, a process that takes 1d10 days. The familial lich then 
  tries to possess the relative, as per greater possessionOA (the 
  caster level is equal to the familial lich’s HD, and the save DC 
  is Charisma-based). If the relative succeeds at her save, she 
  becomes permanently immune to this ability, and the familial 
  lich must spend another 1d10 days searching for the next-
  nearest living relative, repeating the process until it succeeds 
  or until no such relatives remain and it is destroyed instead.
  If the relative fails her saving throw, the familial lich’s 
  spirit takes root in her body. The familial lich’s consciousness 
  remains within the relative even after the greater possession 
  effect ends, and it is able to share her senses. It can use greater 
  possession on her once per day thereafter. If the relative fails 
  on three consecutive saving throws to resist, the familial lich’s 
  spirit takes over, and she physically and mentally transforms 
  into the familial lich permanently. Even if the relative 
  continues succeeding, it is impossible to remove a familial 
  lich without extremely powerful magic once it has taken root.
  Only lineal ancestors or descendants of the familial lich, 
  as well as siblings, are eligible targets for possession (aunts, 
  uncles, nieces, nephews, cousins, and so forth are immune).
  Moonbound Werewolf
  A moonbound werewolf’s lycanthropy is closely linked to the 
  cycles of the moon.
  In addition to the changes for the lycanthrope template, 
  make the following adjustments to the base creature.
  Challenge Rating: Same as a normal werewolf (however, 
  depending on the cycle of the moon, the CR of an encounter 
  with a moonbound werewolf can shift up or down by 1). 
  Defensive Abilities: Regardless of whether it is a natural 
  or afflicted lycanthrope, a moonbound werewolf gains DR 
  5/silver in animal or hybrid form. When the moon is near 
  full, this increases to DR 10/silver; when the moon is full, it 
  increases to DR 10/silver and magic; and when the moon is 
  new, the moonbound werewolf loses this damage reduction.
  Special Qualities: A moonbound werewolf gains the 
  following special quality.
  Moonbound (Su): A moonbound werewolf gains benefits and 
  drawbacks based on the current phase of the moon. For the 
  purposes of this ability, the moon is in one of four phases at 
  any given time: full, nearly full, new, and other. The moon is 
  full for the 3-day period when the moon appears the largest 
  in the sky, it is nearly full for 4 days before it is full and 4 days 
  afterward, and it is new for a 3-day period when the moon 
  appears the darkest in the sky. The “other” phase encompasses 
  the rest of each month. GMs who need to randomly determine 
  the phase of the moon can use the table below.
  d8 
  Moon Phase
  1 
  New 
  2–5 
  Other
  6–7 
  Nearly full
  8 
  Full
  Ability Scores: When the moon is nearly full, the 
  moonbound werewolf gains +2 Strength and +2 Constitution 
  in human form, and the bonuses he gains in hybrid and 
  animal forms increase to +4. When the moon is full, the 
  moonbound werewolf gains +4 Strength and +4 Constitution 
  in human form, and the bonuses he gains in hybrid and 
  animal forms increase to +6. When the moon is new, the 
  moonbound werewolf has –2 Strength and –2 Constitution 
  in all forms, instead of the normal +2 bonuses.
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  Listed below are some examples of media that excel in the 
  particular subgenres of horror on which this book focuses. 
  Many of these recommendations are for mature audiences 
  only, but for fans of horror brave enough to seek them out, 
  these suggestions should be inspiring indeed!
  BODY HORROR
  Film
  28 Days Later, dir. Danny Boyle
  Dawn of the Dead, dir. George Romero
  The Fly, dir. David Cronenberg
  Freaks, dir. Tod Browning
  From Beyond, dir. Stuart Gordon
  Hellraiser, dir. Clive Barker
  It Follows, dir. David Robert Mitchell
  Night of the Living Dead, dir. George Romero
  Organ, dir. Kei Fujiwara
  Re-Animator, dir. Stuart Gordon
  [Rec], dir. Jaume Balagueró, Paco Plaza
  Splice, dir. Vincenzo Natali
  Tetsuo: The Iron Man, dir. Shinya Tsukamoto
  The Thing, dir. John Carpenter
  Videodrome, dir. David Cronenberg
  Print
  Barker, Clive: The Hellbound Heart, Books of Blood stories
  Butler, Octavia: “Bloodchild,” Xenogenesis series, etc. 
  Campbell, John W.: “Who Goes There?”
  Farmer, Nancy: House of the Scorpion 
  Ito, Junji: Uzumaki
  Kirkman, Robert: The Walking Dead
  Koja, Kathe: The Cipher
  Machen, Arthur: “The Great God Pan”
  Shea, Michael: “The Autopsy”
  COSMIC HORROR
  Film
  Absentia, dir. Mike Flanagan
  Alien, dir. Ridley Scott
  The Blob (1988), dir. Chuck Russell
  The Call of Cthulhu, dir. Andrew Leman
  Cloverfield, dir. Matt Reeves
  Event Horizon, dir. Paul W. S. Anderson
  Fire in the Sky, dir. Robert Lieberman
  In the Mouth of Madness, dir. John Carpenter
  It! The Terror from Beyond Space, dir. Edward L. Cahn
  The Last Winter, dir. Larry Fessenden
  The Mist, dir. Frank Darabont
  Picnic at Hanging Rock, dir. Peter Weir
  Prince of Darkness, dir. John Carpenter
  The Quatermass Xperiment, dir. Val Guest
  Yellowbrickroad, dir. Jesse Holland, Andy Mitton
  Print
  Blackwood, Algernon: “The Willows,” “The Wendigo,” etc.
  Campbell, Ramsey: The Hungry Moon
  Danielewski, Mark Z.: House of Leaves
  Hodgson, William Hope: The House on the Borderland
  Kafka, Franz: The Metamorphosis
  Kiernan, Caitlín R.: The Red Tree
  Klein, T. E. D.: The Ceremonies
  Laidlaw, Marc: The 37th Mandala
  Lebbon, Tim: The Nature of Balance
  Ligotti, Thomas: “The Last Feast of Harlequin”
  Lovecraft, H. P.: Cthulhu Mythos stories, etc.
  Tiptree, Jr., James: “The Screwfly Solution,” etc.
  VanderMeer, Jeff: The Southern Reach trilogy
  Wilson, Colin: The Space Vampires 
  Wilson, F. Paul: Nightworld
  Wyndham, John: The Day of the Triffids
  DARK FANTASY
  Film and Television
  The 13th Warrior, dir. John McTiernan
  Army of Darkness, dir. Sam Raimi
  Bone Tomahawk, dir. S. Craig Zahler
  Brotherhood of the Wolf, dir. Christophe Gans
  Captain Kronos, Vampire Hunter, dir. Brian Clemens
  The Devil Rides Out, dir. Terence Fisher
  Evil Dead 2, dir. Sam Raimi
  Game of Thrones, creators David Benioff, D. B. Weiss
  Pan’s Labyrinth, dir. Guillermo del Toro
  Phantasm, dir. Don Coscarelli
  Thale, dir. Aleksander Nordaas
  Trollhunter, dir. André Øvredal
  The Witch, dir. Robert Eggers
  Print
  Barker, Clive: Imagica, Weaveworld
  Bradbury, Ray: Something Wicked This Way Comes
  Gaiman, Neil: Sandman
  King, Stephen: Dark Tower series
  Hurley, Kameron: The Mirror Empire
  Long, Jeff: The Descent, Deeper
  Lovecraft, H. P.: Dreamlands tales, etc.
  Martin, George R. R.: A Song of Ice and Fire series
  Matheson, Richard: I Am Legend 
  McKinley, Robin: Sunshine
  Miéville, China: Perdido Street Station, etc.
  Smith, Clark Ashton: Averoigne and Zothique tales, etc.
  Horrific Inspirations
  252
  252
  
  Horrific Inspirations
  Horrific Inspirations
  GHOST STORY
  Film
  Below, dir. David Twohy
  The Changeling, dir. Peter Medak
  The Conjuring, dir. James Wan
  The Devil’s Backbone, dir. Guillermo del Toro
  The Eye, dir. Pang Brothers
  The Fog, dir. John Carpenter
  The Haunting, dir. Robert Wise
  The Innkeepers, dir. Ti West
  Lake Mungo, dir. Joel Anderson
  The Ring, dir. Gore Verbinski
  The Shining, dir. Stanley Kubrick
  We Are Still Here, dir. Ted Geoghegan
  Print
  Campbell, Ramsey: Nazareth Hill
  Jackson, Shirley: The Haunting of Hill House
  James, M. R.: Ghost Stories of an Antiquary
  King, Stephen: The Shining
  Miyabe, Miyuki: Apparitions: Ghosts of Old Edo
  Nesbit, E.: Man-Size in Marble
  GOTHIC HORROR
  Film and Television
  The Bride of Frankenstein, dir. James Whale
  Crimson Peak, dir. Guillermo del Toro
  Dracula, dir. Tod Browning
  From Hell, dir. Albert Hughes, Allen Hughes
  A Girl Walks Home Alone at Night, dir. Ana Lily Amirpour
  Interview with the Vampire, dir. Neil Jordan
  Let the Right One In, dir. Tomas Alfredson
  Night of the Demon, dir. Jacques Tourneur
  Nosferatu, dir. F. W. Murnau
  Penny Dreadful, creator John Logan
  Spring, dir. Justin Benson, Aaron Moorhead
  Suspiria, dir. Dario Argento
  The Wicker Man, dir. Robin Hardy
  Print
  Beukes, Lauren: Broken Monsters
  Howard, Robert E.: “Pigeons from Hell”
  King, Stephen: Salem’s Lot
  Machen, Arthur: “The White People,” etc.
  Matheson, Richard: Hell House
  Oyeyemi, Helen: White Is for Witching
  Poe, Edgar Allan: “The Fall of the House of Usher,” etc.
  Rice, Anne: The Vampire Chronicles series
  Shelley, Mary: Frankenstein
  Stoker, Bram: Dracula, The Lair of the White Worm, etc.
  Wilson, F. Paul: The Keep
  PSYCHOLOGICAL HORROR
  Film and Television
  10 Cloverfield Lane, dir. Dan Trachtenberg
  Audition, dir. Takashi Miike
  The Babadook, dir. Jennifer Kent
  Black Swan, dir. Darren Aronofsky
  The Blair Witch Project, dir. Daniel Myrick, Eduardo Sánchez
  The Exorcist, dir. William Friedkin
  Hannibal, creator Bryan Fuller
  House of the Devil, dir. Ti West
  Lovely Molly, dir. Eduardo Sánchez
  Martyrs, dir. Pascal Laugier
  Night of the Hunter, dir. Charles Laughton
  The Omen, dir. Richard Donner
  Paranormal Activity, dir. Oren Peli
  Pontypool, dir. Bruce McDonald
  Triangle, dir. Christopher Smith
  True Detective, creator Nic Pizzolatto
  Under the Skin, dir. Jonathan Glazer
  The Vanishing, dir. George Sluizer
  Print
  Andrews, V. C.: Flowers in the Attic
  Anson, Jay: The Amityville Horror
  Chambers, Robert W.: The King in Yellow
  Finney, Jack: Invasion of the Body Snatchers
  Golding, William: Lord of the Flies
  Harris, Thomas: Red Dragon, The Silence of the Lambs
  Jacobs, W. W.: “The Monkey’s Paw”
  Levin, Ira: Rosemary’s Baby
  Simmons, Dan: Drood, Song of Kali, The Terror
  SLASHER HORROR
  Film
  Candyman, dir. Bernard Rose
  Cape Fear, dir. Martin Scorsese
  The Descent, dir. Neil Marshall
  Halloween, dir. John Carpenter
  Haute Tension, dir. Alexandre Aja
  Jaws, dir. Steven Spielberg
  A Nightmare on Elm Street, dir. Wes Craven
  Peeping Tom, dir. Michael Powell
  Psycho, dir. Alfred Hitchcock
  Ravenous, dir. Antonia Bird
  Seven, dir. David Fincher
  The Texas Chainsaw Massacre, dir. Tobe Hooper
  Print
  Bloch, Robert: Psycho
  Campbell, Ramsey: The Face That Must Die
  Chupeco, Rin: The Girl from the Well
  253
  253
  
  accursed corruption 
  16–17
  accursed creature 
  248
  (simple template)
  alchemical items 
  213
  alchemist archetypes 
  44–45
  alchemist spell list 
  98–99
  antipaladin spell list 
  99
  armor, magic 
  213–214
  artifacts
  226–227
  atmosphere
  204–205
  barbarian archetypes 
  47
  barbarian rage powers 
  46–47
  bard spell list 
  99
  bestial werewolf  
  251
  (variant template)
  blood alchemist (alchemist) 
  44–45
  bloodrager spell list 
  99
  bloody jake (slayer) 
  66
  body horror 
  192
  buried alive 
  206–207
  burned at the stake 
  207
  burning buildings and 
  207–208
  crumbling structures
  butcher legendary spirit  
  58
  (medium)
  cleric archetypes 
  48–49
  cleric domain 
  49
  cleric spell list 
  100
  cleric subdomains 
  49
  conspiracies patron (witch) 
  72
  corruption
  14–37
  accursed
  16–17
  contracting
  14
  deep one 
  18–19
  ghoul
  20–21
  hellbound
  22–23
  hive
  24–25
  lich
  26–27
  lycanthropy
  28–29
  manifestations
  14–15
  possessed
  30–31
  promethean
  32–33
  shadowbound
  34–35
  vampirism
  36–37
  cosmic horror 
  192–193
  cult hunter (investigator) 
  54
  cursed items 
  226
  curses
  138–145
  creating
  140–142
  cursed items 
  142–143
  cursed land 
  143–145
  new
  138–140
  templates
  145
  dark elementalist (kineticist) 
  56
  dark fantasy 
  194
  dark tapestry subdomain 
  49
  death druid (druid) 
  50
  decadence patron (witch) 
  72
  deceiver legendary spirit  
  58
  (medium)
  deep creature  
  248
  (simple template)
  deep one corruption 
  18–19
  devolutionist (druid) 
  50
  diseases
  146–151
  new
  148–151
  templates
  146–148
  domain lord (template) 
  234–235
  domains of evil 
  159–161
  dreadnought (barbarian) 
  47
  dreamstalker (mesmerist) 
  60
  druid archetypes 
  50–51
  druid spell list 
  100–101
  dwarf favored class options 
  38
  dwarf racial traits 
  38
  elder mythos cultist (cleric) 
  48–49
  elder mythos scholar (wizard) 
  74
  elemental whispers wild talent 
  57
  elemental whispers, greater 
  57
  wild talent
  elf favored class options 
  39
  elf racial traits 
  38–39
  entropy patron (witch) 
  72
  environments
  152–163
  domains of evil 
  159–161
  hazards
  154–159
  locations
  152–154
  nightmare dreamscapes 
  162–163
  traps
  161–162
  exciter (spiritualist) 
  68–69
  experimenter (vigilante) 
  70
  familial lich (variant template) 251
  family hunter (slayer) 
  66–67
  favored class options 
  38–41
  fear
  10–11
  adding
  11
  greater
  10
  immunity
  11
  lesser
  10
  fearsome defender (barbarian) 
  47
  feats 
  78–95
  combat feats 
  78
  item creation feats 
  78
  metamagic feats 
  78
  monster feats 
  78
  story feats 
  78
  style feats 
  79
  fleshwarped creature 
  250 
  (simple template)
  fleshwarping
  164–171
  fleshcrafting
  165–166
  mutations
  170–171
  sample fleshcrafts 
  167–169
  true
  164–165
  frightened
  10
  gaslighter (mesmerist) 
  60–61
  ghost story 
  194–195
  ghoul corruption 
  20–21
  ghoulish creature  
  248
  (simple template)
  gingerbread witch (witch) 
  72–73
  gnome favored class options 
  39
  gnome racial traits 
  39
  gothic horror 
  195–196
  gravedigger (investigator) 
  54–55
  guillotine
  208–209
  half-elf favored class options 
  40
  half-elf racial traits 
  39–40
  half-orc favored class options 
  40
  half-orc racial traits 
  40
  halfling favored class options 
  41
  halfling racial traits 
  40–41
  hallowed necromancer  
  74–75
  (wizard)
  hanging
  209
  hangman (vigilante) 
  70–71
  hate-monger (mesmerist) 
  61
  haunt collector (occultist) 
  62–63
  haunts
  172–181
  elements
  172
  new
  174–181
  variants
  172–174
  hazards
  154–159
  hellbound corruption 
  22–23
  hellbound creature 
  248–249
  (simple template)
  heretic legendary spirit  
  59
  (medium)
  hexenhammer (inquisitor) 
  53
  hive corruption 
  24–25
  hive creature (simple template) 249
  hive larva swarm 
  236
  hive queen 
  236–237
  hive subtype 
  233
  hive warrior 
  237
  horrified
  10
  horror adventures,  
  198–200
  creating
  horror games and consent 190–191
  horror monsters  
  232–233
  in other sources
  horror storytelling 
  200–204
  horror subgenres 
  191–198
  body horror 
  192
  cosmic horror 
  192–193
  dark fantasy 
  194
  ghost story 
  194–195
  gothic horror 
  195–196
  psychological horror 
  196
  slasher horror 
  197–198
  horror versus heroism 
  190
  human favored class options 
  41
  human racial traits 
  41
  implacable stalker  
  238–239
  (template)
  inquisitor archetypes 
  52–53
  inquisitor spell list 
  101
  investigator archetypes 
  54–55
  isolation subdomain 
  49
  kineticist archetypes 
  56–57
  kineticist wild talents 
  57
  kyton subtype 
  233
  kyton, apostle (template) 
  240–241
  lich corruption 
  26–27
  lich creature  
  249
  (simple template)
  lich legendary spirit  
  58–59
  (medium)
  life channeler (druid) 
  50–51
  living grimoire (inquisitor) 
  52–53
  lycanthropic creature  
  249–250
  (simple template)
  lycanthropy corruption 
  28–29
  mad scientist (alchemist) 
  45
  madness
  182–187
  curing
  182–183
  greater
  186–187
  lesser
  183–186
  magic item possession 
  228–229
  magic items 
  213–227
  armor and weapons 
  213–216
  artifacts
  226–227
  cursed
  226
  rings
  216–217
  staves
  217
  wondrous items 
  218–225
  magus spell list 
  101
  manifestation level 
  15
  martyr (paladin) 
  64
  medium legendary spirits 
  58–59
  medium spell list 
  102
  mesmerist archetypes 
  60–61
  mesmerist spell list 
  102
  moonbound werewolf 
  251
  (variant template)
  mooncursed (barbarian) 
  47
  necrologist (spiritualist) 
  69
  nightmare dreamscapes 
  162–163
  nightmares patron (witch) 
  72
  occult rituals 
  132–133
  occultist archetypes 
  62–63
  occultist spell list 
  102–103
  paladin archetypes 
  64–65
  paladin spell list 
  103
  panicked
  10
  playing a horror hero 
  8–9
  possessed corruption 
  30–31
  possessed creature  
  250
  (simple template)
  profiler (investigator) 
  55
  promethean corruption 
  32–33
  promethean creature  
  250
  (simple template)
  psychic spell list 
  103–104
  psychokineticist (kineticist) 
  56–57
  psychological horror 
  196
  race rules 
  38–41
  ranger spell list 
  104
  revenge patron (witch) 
  72
  rings, magic 
  216–217
  rules improvisation 
  206–209
  sanity
  12–13
  edge
  12
  score
  12
  threshold
  12
  scared
  10
  serial killer (vigilante) 
  71
  shadowbound corruption 
  34–35
  shadowbound creature  
  250
  (simple template)
  shaken
  10
  shaman spell list 
  104–105
  simple templates 
  248–250
  slasher horror 
  197–198
  slayer archetypes 
  66–67
  sorcerer spell list 
  105–106
  soul sentinel (paladin) 
  65
  space patron (witch) 
  72
  spells
  98–131
  contact spells 
  111
  evil spells 
  110
  horror spells in other sources 
  98
  spell lists 
  98–107
  spiritualist archetypes 
  68–69
  spiritualist spell list 
  106
  spooked
  10
  stars subdomain 
  49
  staves, magic 
  217
  storytelling
  200–204
  summoner spell list 
  106–107
  talisman crafter (occultist) 
  63
  tatterdemalion (witch) 
  73
  templates, variant 
  251
  terminator legendary spirit 
  59
  (medium) 
  terrified
  10
  torture implements 
  212–213
  tortured crusader (paladin) 
  65
  traps
  161–162
  trompe l’oeil (template) 
  242–243
  undead master (wizard) 
  75
  unknown (template) 
  244–245
  vampiric creature  
  250
  (simple template)
  vampirism corruption 
  36–37
  vigilante archetypes 
  70–71
  void domain 
  49
  warmonger legendary spirit 
  59
  (medium)
  waxwork creature  
  246–247
  (template)
  weapons, magic 
  214–216
  witch archetypes 
  72–73
  witch killer (slayer) 
  67
  witch patrons 
  72
  witch spell list 
  107
  wizard archetypes 
  74–75
  wizard spell list 
  105–106
  wondrous items 
  218–225
  HORROR ADVENTURES INDEX
  254
  254
  
  originally distributed under any version of this License.
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  every copy of the Open Game Content You distribute.
  11. Use of Contributor Credits: You may not market or advertise the
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  14. Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
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  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, and 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.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron 
  Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb.
  Kobold Quarterly, Issue 7 © 2008, Open Design LLC, 
  www.koboldquarterly.com; Authors: John Baichtal, Wolfgang Baur, Ross 
  Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, 
  Phillip Larwood, Richard Pett, and Stan!
  Bat, Mobat from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Authors: Scott Greene and Clark Peterson, based on original material by 
  Gary Gygax.
  Crypt Thing 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 Roger Musson.
  Dark Stalker 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 Simon Muth.
  Demon, Nabasu 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, Shadow 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 Neville White.
  Hangman Tree 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.
  Mongrelman 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.
  Poltergeist 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 Lewis Pulsipher.
  Rot Grub from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors: 
  Scott Greene and Clark Peterson, based on original material by Gary 
  Gygax.
  Scarecrow 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 Roger Musson.
  Vegepygmy 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.
  Zombie, Juju 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.
  Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo 
  Inc.; Authors: John Bennett, Clinton J. Boomer, Logan Bonner, Robert 
  Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston 
  Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom 
  Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David 
  N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, and Linda 
  Zayas-Palmer.
  OPEN GAME LICENSE Version 1.0a
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  paizo.com
  CURSE OF THE CRIMSON THRONE
  Return to a classic Pathfinder Adventure Path with Curse of the Crimson Throne, one of 
  Paizo’s most popular campaigns! The city of Korvosa is in chaos, and its new queen may well 
  be the source—can a ragtag group of heroes stand before the might of one of Golarion’s most 
  notorious villains? This immense revised and updated hardcover has everything you need to 
  run an entire, full-length campaign covering months and months of play!
  SEPTEMBER 2016
  Long Live the Queen!
  Long Live the Queen!
  
  Printed in China  PZO1135
  paizo.com/pathfinder
  D∂n’t l∂∂k under the bed!
  T
  here are things that dwell in the dark places of the world, in long-abandoned crypts 
  or musty attics—terrible things that can destroy your body and shatter your mind. 
  Few individuals would think to seek out such nightmares, but those drawn into 
  the darkness often find it infecting them, corrupting them in ways both subtle and 
  disgusting. Some believe those who die facing such horrors are the lucky ones, for the 
  survivors are forever scarred by their experiences.
  Pathfinder RPG Horror Adventures gives you everything you need to bring these 
  nightmares to life. Within these pages, you’ll find secrets to take your game into 
  the darkest reaches of fantasy, where the dead hunger for the living, alien gods 
  brood in dreams, and madness and death lurk around every corner. Rules for 
  players and GMs alike pit brave champions against a darkness capable of 
  devouring mind, body, and soul. To prepare to face such torments, the heroes 
  can take new feats, learn powerful spells, and even acquire holy relics—for 
  they’ll need every edge possible to survive! 
  Pathfinder RPG Horror Adventures includes:
  ► Corruptions that can turn your character into a powerful monster,
  from a blood-drinking vampire to a savage werewolf. The only cost is
  your soul!
  ► Character options to help heroes oppose the forces of darkness,
  including horror-themed archetypes, feats, spells, and more!
  ► A detailed system to represent sanity and madness, giving you all the tools
  you need to drive characters to the brink and beyond.
  ► Tips and tools for running a genuinely scary game, along with an in-
  depth look at using horror’s many subgenres in a Pathfinder campaign.
  ► Expanded rules for curses, diseases, environments, fleshwarping,
  haunts, and deadly traps.
  ► New templates to turn monsters into truly terrifying foes, from creatures
  made of living wax to a stalker that can never be stopped!
  ► AND MUCH, MUCH MORE!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Core Rules/Horror Adventures.pdf