TEXT: Alex Riggs, Joshua Zaback
  
  A Necromancer’s Almanac
  2016
  Alex Riggs, Joshua Zaback
  
  Product Identity: The following terms are hereby defined as product identity, as defined in the Open Gaming License 
  version 1.0a, Section 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deities, etc) dialogue, plot, storylines, location, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo and the images of the cultist, the 
  brotherhood of blissful slaughter cultist, and the hermetic order of the infernal crown cultist, are either part of the public 
  domain, or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special 
  rights or privileges to any art presented herein, besides the aforementioned pieces.
  Open Game Content: Except for material designated as Product Identity or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest 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 Open Game Content may be reproduced in any form 
  without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, 
  LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder 
  Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.
  Designers
  Alex Riggs, Joshua Zaback
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Editor
  Rosa Gibbons
  
  3
   Table of Contents
  Introduction...........................................................................................................................................................4
  Chapter 1: Races.....................................................................................................................................................5
  Chapter 2: Best in Class.....................................................................................................................................28
   
  Archetypes and Class Features....................................................................................................................29
   
  New Classes.................................................................................................................................................63
  Chapter 3: Magic Market..................................................................................................................................76
   
  Specific Armors...........................................................................................................................................77
   
  Specific Shields............................................................................................................................................82
   
  Specific Weapons........................................................................................................................................89
   
  Rings.............................................................................................................................................................95
   
  Rods..............................................................................................................................................................97
   
  Wondrous Items.........................................................................................................................................100
  Chapter 4: Exotic Encounters.............................................................................................................................111
   
  Monsters......................................................................................................................................................112
   
  Monster Demographics...............................................................................................................................137
   
  Templates....................................................................................................................................................138
   
  Feats.............................................................................................................................................................145
  Chapter 5: Top Ten..............................................................................................................................................150
   
  People...........................................................................................................................................................151
   
  Places...........................................................................................................................................................159
   
  Objects........................................................................................................................................................167
   
  Player Characters.......................................................................................................................................175
   
  Miscellaneous.............................................................................................................................................183
  Appendix 1: Fire Feats..........................................................................................................................................191
  OGL.......................................................................................................................................................................194
  References to Other Products
   
  Several places in this book refer to one or more classes, feats, spells, items, or other content found in other books, either other books published 
  by Necromancers of the Northwest, or, more commonly, books published by Paizo. Any content that can be found in  the Pathfinder Roleplaying Game Core 
  Rulebook or Pathfinder Roleplaying Game Bestiary are not specially noted as such. Any content that cannot be found in either this book or one of those two 
  books will have a superscript denotation, indicating what book it can be found in. These notations are abbreviated. The following list explains what book
  each abbreviation is associated with.
  ACG: Pathfinder Roleplaying Game: Advanced Class 
  Guide
  APG: Pathfinder Roleplaying Game: Advanced 
  Player’s Guide
  ARG: Pathfinder Roleplaying Game: Advanced Race 
  Guide
  B2: Pathfinder Roleplaying Game: Bestiary 2
  B3: Pathfinder Roleplaying Game: Bestiary 3
  B4: Pathfinder Roleplaying Game: Bestiary 4
  B5: Pathfinder Roleplaying Game: Bestiary 5
  LV: Liber Vampyr: Secrets of the Blood
  NA12: Necromancer’s Almanac 2012
  NA13: Necromancer’s Almanac 2013
  NA14: Necomancer’s Almanac 2014
  NA15: Necromancer’s Almanac 2015
  OA: Pathfinder Roleplaying Game: 
  Occult Adventures
  UC: Pathfinder Roleplaying Game: Ultimate Combat
  UI: Pathfinder Roleplaying Game: Ultimate Intrigue
  UM: Pathfinder Roleplaying Game: Ultimate Magic
  
  Introduction
   
  Thank you for purchasing this book. Whether you are a longtime fan of Necromancers of the Northwest, or this is 
  your first time hearing of us, and you’re still not quite sure why this book is called “A Necromancer’s Almanac,” we are 
  confident that you will not be disappointed by what we have assembled in this tome.
   
  If you aren’t familiar with Necromancers of the Northwest, the content in this book is a compilation of material from 
  articles that we have produced on our website over the course of 2016. Since the very beginning of our company about seven 
  years ago, we have been producing free content on our website just about every week. The nature of the articles may have 
  changed a few times, and we’ve certainly grown as designers since those first, early days, but we’ve been pretty steady about 
  producing material.
   
  The only problem was that it wasn’t very organized, and digging through years worth of articles to find that one spell 
  or magic item could be a real pain. Plus, some people don’t have access to the internet while they’re gaming (or just don’t want 
  to be tempted). We want people to use our content (even the free stuff), and so we wondered what we could do to try to solve 
  this problem, and make things more accessible for everyone. The result was A Necromancer’s Almanac 2012, a book very much 
  like this one, but which compiled all of our content from the year 2012. The book was a huge success, and we knew right away 
  that when the time came, we’d be doing the same thing again in following years.
   
  If there’s one thing that we learned in the course of compiling these products, it’s that we write a lot of stuff in one 
  year. For those of you who don’t know, we put out a weekly product with about 4-5 pages of content, larger books of about 20-
  40 pages every other month or so, and an annual edition of our Advanced Arcana series, which are among our largest 
  products, and tend to clock in at around 100 pages, which is quite large for us. This book is almost 200 pages long! And it’s just 
  the content from the articles for the last year! 
   
  Needless to say, we’re confident that with the massive amounts of archetypes, alternate class features, magic items, 
  monsters from CR 1 to 25, new player character races, monster feats, templates, and all the varied and flavorful wonders of our 
  Top Ten series, that no player should have any problem finding something that interests them here, and GMs will have more 
  than enough ammunition to throw at their players, whether using monsters and plot ideas directly from the book, or giving 
  the treats and goodies from the player-oriented sections to their own monsters and NPCs.
   
  The book is divided into five sections, with the first section covering the new player races and their associated classes 
  and archetypes, and the other four containing content from each of the four lines of articles that we supported throughout 
  the year. The first of these, Best in Class, handles alternate class features and archetypes. The second, Magic Market, contains 
  a warehouse worth of exciting new magic items. Next is Exotic Encounters, featuring new monsters from CR 1 to 25, new 
  templates, and new monster feats. After that is Top Ten, featuring lists of flavorful and thematic content on a wide variety 
  of subjects. Finally, a brief appendix provides some feats for the magmin and mephit races, from The Traveler’s Guide to the 
  Elemental Plane of Fire.
   
  A lot of time and effort went into gathering all the content from the website and putting it all together in one nice, 
  neat, easy-to-use place. More time and effort than it takes us to write some of those 20-40 page books. But now that it’s done, 
  and it’s all put together, we’re confident that it was worth it, and hope that you’ll feel the same way.
   
  So please, don’t waste any more time reading an introduction. Jump into the book. Find something you like, 
  something you can use in your game. Go play. And when you have, if you remember, consider visiting our website, 
  www.necromancers-online.com. Not only will you get to see all the content that will be in next year’s almanac, and be able to 
  play with it right away, but you can also contact us, either by e-mail or in our forum. Let us know what you’ve been playing, 
  and how it’s been working out for you. What monsters you like, what archetypes you plan to use, what magic items you’re sav-
  ing up for. We’d love to hear all about it.
   
  4
  
  Among other content, our article Exotic Encounters 
  provides new player character races, and our article Best in 
  Class provides archetypes specifically made for members of 
  those races. In 2016, we produced five new player character 
  races, each with an archetype or base class made specifically 
  for them.
  The following chapter presents these races and the classes 
  and archetypes associated with them. The races are presented 
  in alphabetical order, and each race features a flavorful 
  background and ecology, followed by racial traits, optional 
  favored class bonuses, and the class or archetype associated 
  with that race.
  Before the races, a collection of tables summarizes vital 
  statistics for each race. Some of the races’ ecology and back-
  ground information has been expanded, reduced, or other-
  wise modified to allow it to better fit onto the allotted space.
  Chapter 1: Player Races
  5
  
  6
  Races
  The following section presents five new races for player 
  characters. In addition to their racial abilities, each race has 
  extensive descriptions of their physical appearance, society, 
  relations, alignment and religion, and the sorts of 
  adventurers that they produce. Each new race also has ten 
  alternate favored class abilities for a variety of favored classes. 
  Each of the races is summarized below.
  Caori: This race of savage birds are intelligent, but not 
  humanoid. They specialize in ripping and tearing flesh with 
  razor talons and beaks.
  Corite: A race of sentient, humanoid crystals, corites have 
  hard but brittle bodies and strange, alien outlooks.
  Magmin: This race of Small outsiders is native to the 
  Elemental Plane of Fire, and their bodies produce vast 
  amounts of heat, allowing them to easily turn opponents 
  weapons and armor to slag.
  Mephit: Another Small race from the elemental planes, the 
  mephit race presented here is not linked to any specific 
  element. They can either be played as unaligned mephits, or, 
  with levels in the mephit paragon class, can gain an 
  elemental subtype.
  Returned: This “race” of skeletal humanoids is created from 
  the bones of someone who died with unfulfilled desires that 
  cause them to rise as a new, free-willed undead entity to 
  pursue that unfinished business.
  The tables below contain all of the standard information 
  for how each race ages, as well as determining their random 
  height and weight.
  The races are presented in alphabetical order.
  Table 1‐1: Starting Ages
  Race
  Adulthood
  Intuitive1
  Self‐Taught2
  Trained3
  Caori
  15 years
  +1d4
  +1d6
  +2d6
  Corite
  125 years
  +4d6
  +6d6
  +10d6
  Magmin
  50 years
  +2d6
  +3d6
  +4d6
  Mephit
  75 years
  +3d6
  +4d6
  +6d6
  Returned
  N/A
  N/A
  N/A
  N/A
  1 This category includes barbarians, oracles, rogues, and sorcerers.
  2 This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
  3 This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
  Table 1‐2: Aging Effects
  Race
  Middle‐Age
  Old
  Venerable
  Maximum Age
  Cumulative Effects
  ‐1 to Str, Dex, and Con, +1 to 
  Int, Wis, and Cha
  ‐2 to Str, Dex, and Con, +1 to 
  Int, Wis, and Cha
  ‐3 to Str, Dex, and Con, +1 to 
  Int, Wis, and Cha
  GM secretly determines 
  Maximum
  Caori
  33 years
  50 years
  65 years
  65 + 2d12 years
  Corite
  190 years
  280 years
  370 years
  370 + 5d% years
  Magmin
  100 years
  150 years
  200 years
  200 + 2d% years
  Mephit
  150 years
  230 years
  310 years
  310 + 3d% years
  Returned
  N/A
  N/A
  N/A
  N/A
  Table 1‐3: Random Height and Weight
  Race
  Base Height
  Base Weight
  Modifier
  Weight Multiplier
  Caori, female
  4 ft. 0 in.
  105 lbs.
  +2d8
  x4 lbs.
  Caori, male
  3 ft. 10 in.
  95 lbs.
  +2d8
  x4 lbs.
  Corite
  4 ft. 6 in.
  200 lbs.
  +2d8
  x 7 lbs.
  Magmin, female
  3 ft. 6 in.
  260 lbs.
  +2d4
  x 10 lbs.
  Magmin, male
  3 ft. 8 in.
  270 lbs.
  +2d4
  x 10 lbs.
  Mephit, female
  2 ft. 4 in.
  20 lbs.
  +2d4
  x 1 lbs.
  Mephit, male
  2 ft. 6 in.
  25 lbs.
  +2d4
  x 1 lbs.
  Returned, female
  4 ft. 5 in.
  13 lbs.
  +2d10
  x 1 lbs.
  Returned, male
  4 ft. 10 in.
  18 lbs.
  +2d10
  x 1 lbs.
  
  7
  Caori
  Caoris are different from most intelligent races in that they 
  are not humanoid, but are rather a species of large bird 
  that has grown to intelligence. They are a nomadic, plains-
  dwelling people who do surprisingly well for themselves 
  considering their lack of arms and hands. They are a fierce 
  and territorial race that values strength, bravery, and 
  cunning.
  Physical Description: Caoris are a race of intelligent, mostly 
  flightless birds, roughly the size of a man. In most respects, 
  they closely resemble ostriches or emus, but they are easily 
  distinguished from these less intelligent birds by the shape 
  of their heads and beaks, which closely resembles that of 
  an oversized parrot. They also sport notably shorter, thicker 
  necks than most other similarly-sized flightless birds.
  Caori feathers come in a wide variety of colors, including 
  bright blues, reds, greens, and yellows, as well as black, 
  white, and occasionally orange and purple. Most caoris have 
  a primary feather color, which covers most of their body and 
  the back of their neck and head, and 1-3 secondary feather 
  colors, which form various patterns along the underside of 
  their neck and their belly. A caori’s legs are covered in scales, 
  rather than feathers, which are typically either a dull yellow, 
  black, or white color. A caori’s talons each possess a single 
  curved, razor-sharp blade which they use to disembowel 
  enemies and meals, though their talons are incredibly flexible 
  and can be used to manipulate objects nearly as well as 
  human hands. A caori’s beak is large, hard, and quite sharp as 
  well, and comes in the same colors as their legs.
  Society: Most humanoid races would describe caori society 
  as primitive. They tend to be nomadic, gathering together in 
  loose clans consisting of between three and six large extended 
  families. They make little use of structures, preferring to 
  sleep and live out on the open plains, though they often carry 
  collapsible canvas tents with them for protection against 
  wind and rain, during seasons when those are a threat. Caoris 
  are generally hunter-gatherers, and so spend most of their 
  time searching for food. Young caoris travel in hunting packs 
  of 3–6 and work together to take down larger prey, while 
  older caoris, and those not fit for hunting, seek out various 
  herbs and berries.
  Despite their lack of proper hands and their disdain for 
  structures, caoris are quite familiar with tools and adept 
  at their use and creation. At several times throughout the 
  year, where game is plentiful, or when they have stored up 
  enough to last them a short while, caoris will settle down for 
  a few months at a time, and it is during this time that they 
  practice various arts of creation, including leathermaking, 
  blacksmithing, and jewelrymaking. Their jewelry, in 
  particular, is very beautiful and highly prized among other 
  races.
  Relations: Most humanoid races have strained relations with 
  caoris, and often make the mistake of assuming that they are 
  savages, or, in the case of the particularly unobservant, that 
  they aren’t even sentient creatures at all, but rather just large 
  birds. They get along best with halflings, in part because they 
  both share a love of open spaces and travel, and in some cases 
  caoris have even been known to allow halflings to ride them, 
  though the caoris do not see this as an act of subservience, 
  and, indeed, consider the position of rider to be more 
  embarrassing than mount, because the rider is not able to 
  control where he goes.
  In truth, caoris as a whole often get along better with more 
  “savage” and “uncivilized” races, such as gnolls, orcs, and 
  goblins, than they do with humans, elves, and dwarves, 
  although the caoris tend not to be quick to judge any group of 
  humanoids as being terribly different from any other group. 
  Caoris who leave their tribes and immerse themselves in 
  humanoid society generally adapt quickly and well, provided 
  they are able to handle all of the curiosity and attention that 
  comes from sticking out as much as they do.
  Alignment and Religion: Caoris have a strong tendency 
  towards chaotic alignments, although lawful caoris do 
  exist. They have a slight tendency towards evil, although 
  most caoris are neutral on the good-evil axis. In their own 
  society, caoris worship the spirits of various locations, 
  geographical features, animals, and their own ancestors. 
  Caoris that join humanoid societies often become quite 
  fascinated with humanoid religion, though they are as likely 
  to find it hilariously incorrect as they are to become devout 
  worshippers.
  Adventurers: Simple day-to-day life in caori society is much 
  more of an adventure than the lives of most humanoid 
  creatures, but for some caoris that is simply not enough. 
  Most caoris that become adventurers do so to sate a powerful 
  curiosity about the places and peoples with whom their clan 
  does not interact. Others set off on self-imposed “wandering 
  quests” when they reach adulthood, during which they 
  leave the tribe and set out on their own for several years, to 
  prove their worth and value to the clan by demonstrating 
  their ability to survive on their own. Caoris who come back 
  after having accomplished many great feats of adventuring 
  prowess can expect positions of honor and privilege in the 
  clan, while those who return early or with little to show for 
  their efforts are barely tolerated, and sometimes even chased 
  away.
  Caori adventurers are most often rangers, monks, or powerful 
  fighters called caori razorclaws, who utilize their natural gifts 
  in combat. Lacking hands to wield manufactured weapons, 
  some caori turn to spellcasting preferring cleric, shaman, and 
  sorcerer to other choices. Finally many caori become bards, 
  utilizing their natural singing skills. 
  
  8
  Male Names: Aki-taka, Askata, Atoka, C’toka, Cacoa, Cassik, 
  Sikita, Sok-sok, T’chaka, Tossak. 
  Female Names: Ika’ki, Iskat, Isiit, Itaki, Itsiki, Siit-siit, Soki, 
  Sossat, Sotaki, Sotik.
  Standard Racial Traits
  Ability Score Racial Traits: Caoris are fast and hardy, 
  and have a natural cunning, but they lack the patience for 
  classical, academic learning. They gain +2 Dexterity, +2 
  Constitution, +2 Wisdom, and –2 Intelligence. 
                   
  Type: Caoris are magical beasts. However, their Hit Dice, 
  base attack bonus, saving throws, and skills are determined 
  by their class, instead of their creature type.
  Size: Caoris are Medium creatures, and thus receive no 
  bonuses or penalties due to their size.
  Base Speed: Caoris have a base speed of 40 feet.
  Languages: Caoris begin play speaking Common and 
  Caori. Caoris with high Intelligence scores can choose from 
  the following: Abyssal, Aklo, Auran, Elven, Gnoll, Goblin, 
  Halfling, Orc, Sylvan, or Tengu.
  Offensive Racial Traits
  Natural Attacks: A caori has two primary talon attacks 
  that deal 1d4 points of slashing damage on a successful hit, 
  and a secondary bite attack that deals 1d3 points of piercing 
  damage on a successful hit. The talon attacks have a critical 
  threat range of 18–20.
  Magical Racial Traits
  Caori Song: All caori are gifted with musical talent, and can 
  replicate the effects of a bard’s countersong and fascinate 
  bardic performances. The caori can use these performances 
  for a number of rounds per day equal to 2 + his Hit Dice, 
  and treats his bard level as being equal to his Hit Dice for 
  this purpose. If the caori gains the countersong and bardic 
  performances abilities from another source (such as by 
  becoming a bard), it can use these additional rounds only to 
  perform these two performances.
  Senses Racial Traits
  Darkvision: Caoris can see perfectly in the dark up to 60 
  feet.
  Low-Light Vision: Caoris can see twice as far as humans in 
  conditions of dim light.
  Skill Racial Traits
  Powerful Voice: Caoris have powerful vocal chords and are 
  capable of making incredible noise when they want to. They 
  gain a +2 bonus on Intimidate checks, Perform (oratory) 
  checks, and Perform (sing) checks.
  Other Racial Traits
  Avian Body: Caoris are not humanoid in appearance, and 
  lack humanoid arms and hands. Though a caori’s talons 
  are very dexterous, and it can use them (one at a time) to 
  manipulate objects, such as opening a door, unfurling a 
  scroll, or attempting to pick a lock, they cannot effectively 
  wield weapons or shields with their talons, as to do so would 
  require balancing on one leg. Additionally, caoris do not 
  possess magic item slots for belt, feet or hands. They can 
  wear magic items that occupy the belt slot on their neck, 
  occupying the neck slot. They can wear items that occupy the 
  wrist slot; these go on their ankles. Finally, because they are 
  nonhumanoid, armor made for caoris costs twice as much as 
  similar armor made for humanoid creatures.
  Flight: Caoris are capable of limited flight. A caori can 
  flap its wings as a move action to lift its body up to three 
  inches off the ground and move up to 5 feet horizontally in 
  any direction. The caori can remain aloft in this fashion by 
  continuing to spend a move action each round to remain 
  aloft, though each round after the first it must succeed on a 
  Strength check (DC 10 + 1 per previous check) or fall to the 
  ground at the end of its turn. This can also protect the caori 
  from falling great heights, and a caori that succeeds on a DC 
  15 Acrobatics check to soften its fall never takes more than 
  1d6 points of fall damage, no matter how far it fell.
  At 5th level, caoris gain a fly speed of 40 feet with poor 
  maneuverability. Each round that they make use of this fly 
  speed, they must succeed on a Constitution check (DC 10 +1 
  per previous consecutive round of flight) or become fatigued. 
  If the caori is already fatigued, it becomes exhausted, instead. 
  A caori cannot fly in this way if it is wearing medium or heavy 
  armor, if it is carrying a medium or heavy load, or if it is 
  exhausted.
  Favored Class Options
  The following favored class options are available to all 
  characters of this race who have the listed favored class, and 
  unless otherwise stated, the bonus applies each time you 
  select the favored class reward.
  Alchemist: Add +1/6 to the enhancement bonus granted by 
  any mutagen the alchemist creates.
  Bard: Add +1 round of bardic performance per day.
  Barbarian: Gain +1/3 bonus to AC and Reflex saves made 
  against traps.
  Fighter: Add +1/5 to weapon training with the natural 
  weapons group. 
  
  9
  Medium: Add +1/6 to the medium’s spirit bonus for any two 
  specific spirits.
  Monk: Add +1 foot to the monk’s movement speeds, 
  resulting in a +5-foot increase to all of the monk’s movement 
  speeds every 5 times the monk selects this favored class 
  bonus.
  Ranger: Add +1 to wild empathy checks when dealing with 
  birds and avian magical beasts. 
  Shaman: Gain 1/6 of a hex.
  Skald: Add +1/10 to the morale bonus to Strength and 
  Constitution granted by raging song. 
  Sorcerer: Gain 1 spell known. The spell selected in this way 
  must be at least 1 level lower than the highest-level spell the 
  sorcerer can cast. 
  New Fighter Archetype
  Caori Razorclaw
  The caoris are a fierce and combative people with an 
  abundance of natural talent. Their greatest warriors, called 
  razorclaws, are masters of using these gifts to achieve their 
  ends. They have honed their bodies into the perfect weapon, 
  and use their unusual appearance and killer instincts to 
  terrify and demoralize their foes. 
  These clawed warriors are found as both scouts and frontline 
  troops in caori warbands, and are often found in the thick 
  of the fighting. They use their naturally frightful appearance 
  and terrifying warrior instincts to soften their foes before 
  engaging with razor sharp talons. In addition to natural 
  armaments, caori razorclaws have a gift for employing certain 
  monstrous combat traits, and will often use such attacks to 
  gain the upper hand in battle. 
  Caori Battle Skills (Ex): Caori razorclaws are unusual for 
  fighters and employ many different techniques which depend 
  on their natural gifts. A caori razorclaw can select certain 
  universal monster abilities in place of fighter bonus feats. A 
  caori can instead choose one of the following abilities when 
  he would normally gain a fighter bonus feat: grab (applies to 
  the caori razorclaw’s bite only), rake (2 talons, with damage 
  equal to the caori razorclaw’s talon natural attack), or rend 
  (2 talons, with damage equal to the damage of 1 talon attack 
  plus 1-1/2 times the caori razorclaw’s Strength modifier). 
  A caori razorclaw of 5th level or higher may instead select one 
  of the following monster feats when he would normally gain 
  a fighter bonus feat: Flyby Attack, Hover, or Wingover.
  This ability modifies the bonus feats class feature.
  Eye of the Caori (Ex): Starting at 2nd level, the caori 
  razorclaw’s intense fighting spirit emanates from him, 
  obvious to all. He gains a +2 bonus on all Intimidate skill 
  checks, and whenever he uses Intimidate to demoralize an 
  opponent, the target suffers a -2 penalty to her AC for as long 
  as she remains shaken as a result of being intimidated.
  This ability replaces the bravery class feature.
  Razorclaw Dodge (Ex): Starting at 3rd level, a caori 
  razorclaw’s intense efforts at retaining his own natural 
  defenses allows him to use his attacks to keep his foes off 
  balance. Whenever the caori razorclaw successfully deals 
  damage to a creature using one of his natural attacks, 
  that target suffers a -1 penalty to attack rolls made against 
  the caori razorclaw for 1 round. These penalties are not 
  cumulative. At 7th level, and every 4 levels thereafter, these 
  penalties increase by a further -1.
  This ability replaces the armor training class feature.
  Fierce Strike (Ex): Starting at 4th level, a caori razorclaw is 
  able to make precise strikes against foes who are terrified. A 
  caori razorclaw gains a +1 bonus to attack rolls against shaken 
  characters. At 8th level, this bonus increases to +2.
  This ability replaces the bonus feats gained at 4th and 8th 
  level. 
  Razorclaw Fury (Ex): Starting at 5th level, a caori 
  razorclaw’s focus on natural attacks allows him to strike 
  with exceptional speed. The caori razorclaw chooses a single 
  natural attack; whenever he makes a full attack, he may make 
  an additional attack at a -5 penalty with the chosen attack. 
  At 10th level, and every 5 levels thereafter, he may make an 
  additional natural attack, at a further -5 penalty (for example, 
  at 10th level, he can make one additional attack with the 
  chosen natural attack at a -5 penalty, and a second additional 
  attack at a -10 penalty).
  This ability replaces the weapon training class feature.
  Terror Strike (Ex): At 6th level, a caori razorclaw is able to 
  make a strike that capitalizes on the fear that he puts into 
  his foes. A caori razorclaw gains a +2 bonus on damage rolls 
  against shaken opponents. At 12th level, and again at 18th 
  level, this damage bonus increases by a further +2.
  This ability replaces the bonus feats gained at 6th, 12th, and 
  18th levels.
  Caori Fleet Feather Dance (Ex): At 19th level, the caori 
  razorclaw learns to easily dodge his demoralized foes. The 
  first time a shaken character attacks the caori razorclaw each 
  round, the attack automatically misses.
  This ability replaces the armor mastery class feature.
  Caori Claw Razor (Ex): At 20th level, the caori razorclaw 
  can use his potent natural attacks to seriously cripple his 
  enemies. The first time a caori razorclaw makes an attack 
  against a shaken, frightened, or panicked opponent each 
  round, if the attack is successful, it is automatically a critical 
  threat. If the critical threat is confirmed, the target suffers an 
  additional 2d10 points of bleed damage.
  This ability replaces the weapon mastery class feature.
  
  10
  Corite
  Corites are an unusual race of crystalline life forms, which 
  dwell in large, secluded colonies deep underground. 
  Isolationist by nature, they nonetheless send humanoid 
  members of their race out to serve as ambassadors to other 
  races.
  Physical Description: A corite’s body is comprised of a 
  single, living crystal, and is faintly luminous. Most corites 
  have no color, and are only semi-transparent, making them 
  appear to be a sort of pale white color, but they vary in both 
  hue and clarity, with colors including reds, greens, blues, and 
  yellows, and some being as transparent as a window, while 
  others are almost completely opaque. In general, corites 
  consider vibrant colors and greater amounts of clarity to be 
  signs of beauty.
  Corites do not have genders. Any two corites can produce an 
  offspring: doing so requires a strange process by which the 
  two “parent” corites maintain physical contact while vibrating 
  slightly, until their vibrations allow them to synchronize the 
  touching portions of the bodies, which break off to form 
  the “child.” All corites are “born” with the same basic shape, 
  which is a polyhedron with between eight and twenty sides, 
  no more than 1 foot in diameter. Very early in the corite’s life 
  (at age 1-2), the corite’s body transforms, taking the shape 
  of another living thing. This occurs through an imprinting 
  process that is not very well understood by outsiders, and 
  may not even be understood by the corites themselves. Once 
  a corite completes this transformation, it is locked in its new 
  shape permanently.
  The shape a corite takes once it imprints can be practically 
  any living creature, including plants and fungi; however it 
  is very rare for any corites with non-humanoid shapes to be 
  found outside of their colonies, and the statistics presented 
  here apply only to those of humanoid form. Though all 
  corites have a shape that resembles a living creature, they are 
  not exact, and are instead close approximations, made up of 
  smooth, flat surfaces and well-defined edges. Corites sustain 
  themselves on energy: either magical energy or radiation is 
  preferred, although thermal energy can be used in a pinch.
  Society: Corites are found in large underground colonies in 
  secluded locations, almost always near sources of magical 
  energy or radiation. Their time is largely spent tending large 
  “groves” of crystals which they foster in the heart of their 
  settlements. Corites are very protective of these crystals, and 
  do not allow outsiders near them, so little is known about 
  them. 
  Most corites view differences of shape as secondary to ones 
  of color and clarity. A bright red, transparent corite in the 
  shape of a tree would consider itself to have much more in 
  common with a bright red, transparent corite in the shape 
  of a dog than it would a green or white corite, or one that is 
  nearly opaque, even if they were almost identical in shape. 
  Humanoid corites are something of an exception in this 
  regard, as they are often tasked with leaving their colonies, 
  and so tend to absorb much of outside cultures, distancing 
  them from others of their race.
  Relations: Corites are very distrustful of most humanoid 
  races, and many humanoid races are puzzled by corites, at 
  best, and frequently they look at the corites with a mix of 
  fear, disgust, and greed. Corites and dwarves have a long and 
  antagonistic relationship built on misunderstandings that 
  led to tragedy: many corites believe that all dwarves would 
  as soon shatter them and sell the pieces as look at them, 
  while dwarves paint corites out to be malicious tricksters 
  who spoil mines and make false deals. Corites have difficulty 
  distinguishing humans, elves, and halflings, believing all 
  three to be of the same race (the halflings’ notably reduced 
  height doesn’t seem to factor into their considerations). 
  Corites often have difficulty understanding gnomes’ 
  eccentricities, but take a philosophical view to such things, 
  and in fact, prefer the company of gnomes over most other 
  humanoid races.
  Alignment and Religion: Corites have a strong tendency 
  towards neutral alignments, and tend to be very even-minded 
  and patient in their outlooks. They have great difficulty 
  understanding concepts like deities and afterlife, but they 
  seem to have a good grasp of organized religion, drawing 
  similarities between structured, hierarchical, and faithfully 
  obedient religions and their own societies. 
  Adventurers: It is rare for corites to become adventurers, 
  and of those who do, nearly all are humanoid in shape. 
  Humanoid corites (who make up less than 10% of the race’s 
  population) are by far the most commonly called upon to 
  venture outside of their colonies, either to actively spend 
  time with members of humanoid races, or else to go in 
  search of sources of energy (the latter generally only occurs 
  if the colony’s current source of energy is in danger of being 
  expended in the next hundred years or so, which, depending 
  on the colony and the energy source, may be an almost 
  constant occurrence, or may be only once in a thousand years 
  or more).
  Corite Names: Corites communicate with a series of 
  single tones and pulsing the glow within their bodies. The 
  names that they possess in these languages do not readily 
  translate into most humanoid languages. As a result, most 
  corites that spend any extended amount of time with 
  humanoid creatures tend to choose their own names, often 
  a combination of a color and an abstract concept, such as 
  Emerald Inspiration, Azure Thirst, or Crimson Memorial.
  
  11
  Standard Racial Traits
  Ability Score Racial Traits: Corites have a strong sense 
  of self and great patience and empathy, but they move 
  somewhat awkwardly. They gain +2 Wisdom, +2 Charisma, 
  and –2 Dexterity. 
                   
  Type: Corites are humanoids with the corite subtype. 
  Size: Corites are Medium creatures, and they have no 
  bonuses or penalties due to their size.
  Base Speed: Corites have a base speed of 30 feet.
  Languages: Corites begin play speaking Common and 
  Corite. Corites with high Intelligence scores can choose any 
  languages they want (except for secret languages, such as 
  Druidic).
  Defensive Racial Traits
  Brittle (Ex): Although their bodies are tough, they are also 
  fragile, and a well-placed blow can deal devastating damage 
  to a corite’s crystalline body. All critical threats made against 
  a corite are automatically confirmed. Additionally, weapons 
  with a critical multiplier of x2 are treated as though their 
  critical multiplier were 1 higher for the purposes of critical 
  hits made against a corite, while weapons with a critical 
  multiplier of x3 or greater are treated as though their critical 
  multiplier were 2 higher.
  Damage Reduction (Ex): Corites have DR 2/adamantine. At 
  6th, 12th, and 18th levels, this damage reduction increases by 
  1 (to a maximum of 5/adamantine at 18th level).
  Sonic Vulnerability (Ex): Corites suffer half again as much 
  damage (+50%) from sources that deal sonic damage, and 
  they suffer a –2 penalty on saving throws made to resist sonic 
  effects. Additionally, whenever a corite suffers sonic damage, 
  it loses its racial damage reduction for 1 minute.
  Magical Racial Traits
  Light (Sp): Corites are constantly affected as though by the 
  spell light. They can resume or suppress this ability as a free 
  action, and even convey messages through simple codes by 
  causing the light to blink on and off.
  Sonic Resonance (Ex): Corites are naturally adept at 
  manipulating sonic vibrations, and treat their caster level as 
  2 higher for the purposes of spells they cast with the sonic 
  descriptor.
  Senses Racial Traits
  Darkvision: Corites can see perfectly in the dark up to 60 
  feet.
  Low-Light Vision: Corites can see twice as far as humans in 
  conditions of dim light.
  Skill Racial Traits
  Alien Outlook: Corites suffer a –4 penalty on Bluff, 
  Diplomacy, Intimidate, and Sense Motive checks, due to their 
  lack of familiarity with humanoid culture.
  Other Racial Traits
  Crystalline: For the purposes of effects targeting creatures 
  by type (such as a ranger’s favored enemy and bane weapons), 
  corites count as both humanoids and constructs. Corites 
  gain a +2 racial bonus on all saving throws against mind-
  affecting effects and stun effects, are not subject to fatigue or 
  exhaustion, and are immune to poison and disease. For the 
  purposes of spells and effects that affect crystalline objects 
  and creatures differently than others, a corite is treated as a 
  crystalline creature. Corites do not need to breathe. While 
  a corite can starve if it goes too long without being in close 
  proximity to a magic aura, radiation source, or source of 
  thermal energy, this process takes weeks to occur, and for all 
  intents and purposes, corites do not need to eat.
  Sleepless: Corites do not sleep. Instead, they must spend 
  eight hours each day in a trance-like state, during which they 
  are fully aware, but completely paralyzed. It takes roughly 
  10 minutes to enter this state, and although they can choose 
  to exit the state at will, it takes them 10 minutes to do so. 
  If a corite would be affected by a sleep effect, it becomes 
  paralyzed for 10 minutes instead.
  Favored Class Options
  The following favored class options are available to all 
  characters of this race who have the listed favored class, and 
  unless otherwise stated, the bonus applies each time you 
  select the favored class reward.
  Barbarian: Add +1/10 to the amount of DR/— granted by the 
  barbarian class.
  Bard: Add a +1/2 competence bonus on all Knowledge skill 
  checks. 
  Cleric: Add +1/5 to cleric level for the purposes of 
  determining the effects of domain powers.
  Fighter: Gain 1/4 of a bonus feat.
  Kineticist: Gain 1/4 of a utility wild talent.
  
  12
  Monk: Add +1/2 to number of stunning fist attempts per day.
  Psychic: Add +1/3 of a point to the psychic’s phrenic pool.
  Occultist: Add +1/3 of a point of mental focus to the 
  occultist’s daily number of mental focus points.
  Rogue: Gain 1/4 of a rogue talent. 
  Sorcerer: Gain 1/4 of a bloodline feat. 
  New Monk Archetype
  Corite Harmonicist
  Sonic vibrations are very important to members of the corite 
  race: to the corite, sound is both a deadly weapon, and a 
  means of communication, in ways that other races still don’t 
  fully understand. Some corites set out to master the power 
  of harmonic frequency, starting within themselves. These 
  corites focus on the harmonic arts in much the same way 
  that a human monk might focus on martial arts, and they are 
  known as corite harmonicists.
  The following archetype is only available to monks of the 
  corite race.
  Harmonic Resonance (Ex): As long as a corite harmonicist 
  is unarmored, he gains a deflection bonus to AC equal to 
  his Wisdom bonus (as normal for deflection bonuses, this 
  applies to his CMD as well). At 4th level, and every four 
  levels thereafter, this deflection bonus increases by +1 (to a 
  maximum equal to his Wisdom bonus + 5 at 20th level).
  Unlike a normal monk’s AC bonus, this bonus applies even if 
  the corite harmonicist is immobilized or helpless, and even 
  if he carries a medium or heavy load, but not if he wears any 
  armor or wields a shield.
  This ability modifies the AC bonus class feature.
  Sonic Strike (Su): Beginning at 1st level, a corite harmonicist 
  can deliver a sonic strike as a full-round action. If he does, 
  he may make a single melee attack at his full base attack 
  bonus. If the attack hits, it deals an additional amount of 
  sonic damage equal to his unarmed strike damage. At 6th 
  level, this bonus damage increases to twice his unarmed 
  strike damage. At 11th level, it increases further to be equal 
  to three times his unarmed strike damage, and at 16th level, 
  it increases to be equal to four times his unarmed strike 
  damage. When calculating the bonus sonic damage applied 
  in this way, only the corite harmonicist’s base unarmed 
  damage is counted: any bonuses due to a high Strength score, 
  amulet of mighty fists, or other sources do not apply. The 
  corite harmonicist cannot use this ability in conjunction 
  with damage-increasing feats, such as Vital Strike, nor is this 
  bonus damage multiplied in the result of a critical hit.
  This ability replaces the flurry of blows class feature.
  Ki Pool (Su): When he gains a ki pool at 4th level, a corite 
  harmonicist cannot spend points from his ki pool to make 
  additional attacks when making a flurry of blows attack, 
  increase his speed, or gain a dodge bonus to AC. Instead, by 
  spending 1 point from his ki pool as a swift action, a corite 
  harmonicist can do any of the following:
  •	
  Infuse a held weapon (or his own unarmed strike) 
  with sonic energy, causing it to deal an additional 
  amount of sonic damage equal to his unarmed strike 
  damage on the first successful hit made with it this 
  round (this stacks with the sonic strike class feature).
  •	
  Increase his racial damage reduction by an amount 
  equal to his Wisdom modifier for 1 round.
  •	
  Increase the deflection bonus to AC granted by this 
  class by +4 for 1 round.
  This ability modifies the ki pool class feature.
  Intense Glow (Sp): Beginning at 5th level, a corite 
  harmonicist gains better control of his inner light. By 
  spending 1 point from his ki pool as a swift action, the corite 
  harmonicist can affect himself as though with the spell 
  daylight, except that it is treated as though its spell level were 
  equal to 1/2 his monk level (rounded down) for the purposes 
  of determining which darkness spells can counter or dispel 
  it. The caster level for this effect is equal to the corite 
  harmonicist’s monk level.
  This ability replaces the high jump class feature.
  Ranged Pulse (Su): Beginning at 5th level, a corite 
  harmonicist can deliver a sonic pulse at a range. Doing so is 
  a full-round action and requires that the corite harmonicist 
  make a ranged attack, which has a maximum range of 60 feet. 
  If the attack hits, it deals an amount of sonic damage equal to 
  the bonus damage granted by the corite harmonicist’s sonic 
  strike class feature.
  This ability replaces the purity of body class feature.
  Widened Pulse (Su): Beginning at 11th level, by spending 
  2 ki points, as a full-round action, a corite harmonicist 
  can direct a wave of sonic energy from his body. The corite 
  harmonicist may choose whether this takes the form of 
  a 20-foot-radius burst, a 30-foot cone, or a 60-foot line. 
  Each other creature in the area suffers an amount of sonic 
  damage equal to the bonus damage granted by the corite 
  harmonicist’s sonic strike class feature. A successful Reflex 
  save (DC 10 + 1/2 the corite harmonicist’s monk level + the 
  corite harmonicist’s Wisdom modifier) halves this damage.
  This ability replaces the diamond body class feature.
  Synchronous Step (Sp): At 12th level, a corite harmonicist 
  can match his own harmonic resonations (or those of a 
  touched creature) with those of objects in order to pass 
  through them, or temporarily create openings in them. By 
  spending 2 points from his ki pool as a standard action, he 
  can replicate the effects of earthglideARG or passwall.
  This ability replaces the abundant step class feature.
  
  13
  Magmin
  Among the most feral and savage of the intelligent races on 
  the Elemental Plane of Fire, the mysterious and isolationist 
  magmins rarely wander far from their beloved magma pools, 
  which form the center of magmin life and culture. Curious 
  and innocent in their own strange pyromaniac way, magmins 
  radiate heat with a strength that is rivaled only by fire 
  elementals themselves.
  Physical Description: Short and stout, magmins could 
  almost be said to resemble cherubic, hairless gnomes, if 
  not for the fact that their orange-red skin glows with an 
  inner heat, giving their entire body the appearance of being 
  sculpted from molten metal. An adult magmin stands 
  roughly 4 feet tall, and weighs around 300 pounds, and 
  while some of this is due to the somewhat portly build that 
  most magmins take on, most of it is due to the fact that their 
  molten bodies are actually incredibly dense and heavy.
  Magmins’ searing skin ranges in color from intense white 
  with just a hint of red through a variety of oranges, yellows, 
  and reds. Some magmins have skin that is slightly metallic in 
  shade, generally golds, coppers, and bronzes. Magmins’ eyes 
  are bright yellow pinpricks of flame set in their heads.
  Their pudgy builds, high-pitched voices, and mischievous 
  natures give them an almost childlike appearance, with 
  the illusion ruined primarily by the molten nature of their 
  bodies, which gives them an almost demonic quality in 
  the eyes of many races from the Material Plane. Many find 
  this contrast unsettling, even without the dangers that the 
  magmins’ incredible body temperature provides.
  Society: Magmins tend to congregate into tribes and clans, 
  generally consisting of between 3–12 extended families. They 
  live fairly primitive lives by the standards of most other races 
  on the Elemental Plane of Fire, and their settlements lack 
  anything resembling structures in the traditional sense, 
  instead featuring an assortment of magma pools of varying 
  shapes, sizes, and consistencies. The magmins use each of 
  these pools for one of a number of different purposes, such as 
  bathing for pleasure, bathing for hygiene, cooking, religious 
  rituals, storage (of those rare items that can withstand 
  extended contact with lava, or the magmins themselves, for 
  that matter), romantic liaisons, and more. Magmins divide 
  their time fairly evenly between hunting and gathering, 
  sleeping, and leisure time, which is mostly spent bathing 
  in molten lava, either in large communal pools, where they 
  splash and frolic with one another amongst the scalding 
  liquid rock and metal, or in individual pools, which they 
  guard with a vicious territorialism.
  Magmins typically wear little, if anything, in the way of 
  clothing, in part because there are few materials that could 
  withstand physical contact with a magmin’s searing body 
  for very long. As a result, magmins have little concept of 
  modesty, or, for that matter, privacy.
  Relations: A small and relatively unassuming race on their 
  home plane, the Elemental Plane of Fire, magmins have 
  learned the hard way that in order to survive in that harsh 
  landscape they must be very wary of outsiders. Highly 
  territorial and protective of their precious magma pools, 
  magmins regard any visitors to their tribes with great 
  suspicion, always wary for signs that a stranger might be an 
  agent of the efreet or salamanders, or simply a mortal wizard 
  come to enslave them into servitude on the frigid (by their 
  standards) and primitive (on account of the relative lack of 
  magma pools) Material Plane. Outsiders that seem likely 
  to be up to no good are generally burned alive in one of the 
  magmins’ magma pools (typically either ones for cooking 
  or for religious sacrifices), or drowned in the pool, if the 
  creature is immune to fire. Some magmin tribes lean more 
  towards evil alignment, and have developed a taste for the 
  flesh of humanoid creatures, actively hunting such visitors to 
  the Elemental Plane of Fire in order to consume them.
  The rare magmins that venture out of magmin society and 
  into the societies of other races tend to be incredibly curious 
  about each new race and culture they encounter, viewing 
  such novelties as cities, buildings, water, and so forth with 
  a childlike wonder and amazement, albeit one tempered 
  with a certain amount of mischief. Travelling magmins often 
  bemoan the lack of magma pools, and take every opportunity 
  to make use of any that they encounter in their travels.
  Alignment and Religion: Magmins are said to be as 
  untrustworthy and fickle as the flames that they embody, and 
  it is certainly true that most magmins lean towards chaotic 
  alignments. Although the mere presence of magmins can 
  be harmful to many creatures from the Material Plane and 
  elsewhere, due to their extreme body temperatures, most 
  magmins are not inherently evil. The majority of magmins 
  practice a simplistic and primitive worship of elemental 
  spirits, and believe in a complex pantheon of quasi-deities 
  associated with different aspects of fire and magma, such 
  as He-Who-Makes-Coals-Glow, Liquefier-of-Metals, and 
  Crackle-of-Burning-Paper.
  That said, many efreet don’t approve of the magmins’ lack 
  of devotion to mighty Issum, whom they worship above 
  all else. While the magmins are generally so far below the 
  efreet’s notice that they rarely bother to involve themselves 
  with the magmins’ practices, they are sometimes driven by a 
  zealous religious leader to try to force the magmins to change 
  their ways. Generally, magmins are happy to acquiesce to 
  the efreet’s demands, at least for a little while. Even so, their 
  tendency toward only lukewarm devotion and failure to build 
  consecrated temples ensures that the magmins will find 
  themselves again at risk of angering the Plane of Fire’s most 
  influential and mighty denizens. 
  Adventurers: Few magmins choose to become adventurers, 
  and the most common reason for a magmin to do so is 
  because she has been displaced from her community, 
  typically because she was enslaved and later broke free or 
  otherwise earned her freedom. Since most magmins rarely 
  wander more than a day’s travel from their beloved magma 
  pools, it can be difficult for a magmin to find her way back 
  to her home, and she may wind up embarking on many 
  adventures simply trying to get back to where she came 
  from. Others are curious about the wide world around them, 
  especially all of the different lovely things that they can 
  burn and melt, and the different consistencies, tastes, and 
  properties of lava on other planes, and set out specifically to 
  experience such things.
  
  14
  Magmin adventurers prefer to rely on their natural talents 
  to see themselves through their ordeals, and as such are 
  most commonly encountered either as magmin paragons 
  or as another class that allows them to make greatest use of 
  their natural body heat. Often, magmins find themselves 
  as fighters, monks, brawlers, or even rogues, attempting to 
  get the best use out of their hot skin and ability to set things 
  on fire. Magmins who practice spellcasting almost always 
  do so because of some inborn magical talent, rather than 
  as the result of arcane study, and magmin sorcerers are not 
  especially uncommon. These usually have the elemental fire 
  bloodline and overwhelmingly prefer the casting of fire spells 
  whenever possible. Magmin wizards are exceedingly rare, 
  owing to the fact that they keep burning their spellbooks. 
  Male Names: Burazor, Chaaxor, Daronach, Duebal, 
  Famobahn, Kohsbun, Madal, Pazrolahr, Spaasihr, Vasural.
  Female Names: Caelur, Chausar, Draamohra, Fhamlach, 
  Fruebara, Fuaxal, Maruza, Molxihr, Perezal, Sceelar.
  Standard Racial Traits
  Ability Score Racial Traits: Magmins are surprisingly strong 
  and sturdy for their size, but are slow learners. They gain +2 
  Strength, +2 Constitution, and –2 Intelligence.
  Type: Magmins are outsiders. However, their Hit Dice, base 
  attack bonus, saving throws, and skills are determined by 
  their class, instead of their creature type.
  Size: Magmins are Small creatures and gain a +1 size bonus to 
  their AC, a +1 size bonus on attack rolls, a −1 penalty to their 
  CMB and CMD, and a +4 size bonus on Stealth checks.
  Base Speed: Magmins are fast for their size, and have a base 
  speed of 30 feet.
  Languages: Magmins begin play speaking Common and 
  Ignan. Magmins with high Intelligence scores can choose 
  from the following: Abyssal, Aquan, Auran, Celestial, 
  Infernal, or Terran.
  Offensive Racial Traits
  Lesser Burning Body: Magmins gain the Lesser Burning 
  Body feat as a bonus feat. See Appendix 1: Fire Feats. 
  Pyromania: Fire damage inflicted by a magmin is never 
  halved before applying the hardness of objects.
  Defensive Racial Traits
  Fire Subtype: Magmins have the fire subtype. They are 
  immune to fire damage, but suffer half again as much damage 
  (+50%) from sources that deal cold damage.
  Heated Flesh: Once per day, when a magmin is damaged 
  by a melee attack made with a manufactured weapon, the 
  magmin can attempt to use its body heat to reduce the 
  weapon to slag. The weapon must succeed on a Fortitude 
  save (DC = 10 + 1/2 the magmin’s Hit Dice + the magmin’s 
  Constitution modifier) or gain the broken condition. If 
  the weapon already has the broken condition, or is made 
  primarily of wood, it is destroyed, instead.
  Senses Racial Traits
  Darkvision: Magmins see perfectly in the dark up to 60 feet.
  Other Racial Traits
  Lava Swimmer: Magmins gain a +4 racial bonus on Swim 
  checks made to swim in lava, magma, or similar conditions, 
  and can see through such substances as though they were 
  water.
  Mortal Body: Unlike most outsiders, magmins need to eat 
  and sleep, and can be resurrected as though they were not 
  outsiders.
  Favored Class Options
  The following favored class options are available to all 
  characters of this race who have the listed favored class, and 
  unless otherwise stated, the bonus applies each time you 
  select the favored class reward.
  Alchemist: Add +1/4 fire damage to the alchemist’s bombs. 
  Barbarian: Increase the barbarian’s total number of rage 
  rounds per day by 1.
  Bloodrager: Increase the bloodrager’s total number of 
  bloodrage rounds pe day by 1.
  Brawler: Add +1/4 fire damage to the brawler’s unarmed 
  strikes. 
  Fighter: Gain 1/4 of a fighter bonus feat.
  Kineticist: Add +1/2 to damage rolls with blasts that use the 
  fire element. 
  Magmin Paragon: Gain 1/6 of a pool enhancement. 
  Monk: Add +1 fire damage on melee attacks made against 
  objects.
  Sorcerer: Add +1/3 to caster level for spells with the fire 
  descriptor.
  Wizard: Add +1/4 to the saving throw DCs of spells with the 
  fire descriptor. 
  
  15
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  Pool enhancement  stony body hardness 5
  2d8
  4
  3
  3
  2
  Table 1‐4: Magmin Paragon
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Unarmed 
  Damage
  Level
  Special
  1st 2nd 3rd 4th
  1st
  +1
  +2
  +2
  +0
  Searing aura 2d6, stony body
  1d6
  ‐
  ‐
  ‐
  ‐
  2nd
  +2
  +3
  +3
  +0
  Bonus feat
  1d6
  ‐
  ‐
  ‐
  ‐
  3rd
  +3
  +3
  +3
  +1
  Elemental body +1, magma pool, pool 
  enhancement
  1d6
  ‐
  ‐
  ‐
  ‐
  4th
  +4
  +4
  +4
  +1
  Bonus feat, stony body +5 AC
  1d8
  1
  ‐
  ‐
  ‐
  5th
  +5
  +4
  +4
  +1
  Aura control, searing aura 3d6
  1d8
  1
  ‐
  ‐
  ‐
  6th
  +6/+1
  +5
  +5
  +2
  Bonus feat, elemental body +2
  1d8
  1
  ‐
  ‐
  ‐
  7th
  +7/+2
  +5
  +5
  +2
  Pool enhancement, stony body hardness 3
  1d8
  1
  1
  ‐
  ‐
  8th
  +8/+3
  +6
  +6
  +2
  Bonus feat, tiring aura
  1d10
  1
  1
  ‐
  ‐
  9th
  +9/+4
  +6
  +6
  +3
  Elemental body +3, searing aura 4d6
  1d10
  2
  1
  ‐
  ‐
  10th
  +10/+5
  +7
  +7
  +3
  Bonus feat, stony body +6 AC
  1d10
  2
  1
  1
  ‐
  11th
  +11/+6/+1
  +7
  +7
  +3
  Pool enhancement
  1d10
  2
  1
  1
  ‐
  12th
  +12/+7/+2
  +8
  +8
  +4
  Bonus feat, elemental body +4
  2d6
  2
  2
  1
  ‐
  13th
  +13/+8/+3
  +8
  +8
  +4
  Searing aura 5d6, stony body hardness 4
  2d6
  3
  2
  1
  1
  14th
  +14/+9/+4
  +9
  +9
  +4
  Bonus feat, heated stone
  2d6
  3
  2
  1
  1
  15th
  +15/+10/+5
  +9
  +9
  +5
  Elemental body +5, pool enhancement
  2d6
  3
  2
  2
  1
  16th
  +16/+11/+6/+1
  +10
  +10
  +5
  Bonus feat, stony body +7 AC
  2d8
  3
  3
  2
  1
  17th
  +17/+12/+7/+2
  +10
  +10
  +5
  Searing aura 6d6
  2d8
  4
  3
  2
  1
  18th
  +18/+13/+8/+3
  +11
  +11
  +6
  Bonus feat, elemental body +6
  2d8
  4
  3
  2
  2
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  Pool enhancement, stony body hardness 5
  ,
  2d8
  4
  3
  3
  2
  20th
  +20/+15/+10/+5
  +12
  +12
  +6
  Bonus feat, magma geyser
  2d10
  4
  4
  3
  2
  New Base Class
  Magmin Paragon
  While many magmins are content to simply frolic and play in 
  their beloved magma pools, other magmins seek something 
  greater. These magmins, whether through fate, genetics, 
  or their own choices, unlock greater powers in themselves, 
  granting them better control over their fiery nature, and the 
  ability to conjure up pools of molten rock anywhere and any 
  time.
  Role: Magmin paragons are powerful melee fighters that 
  are not only capable of dealing out terrifying damage to 
  their foes directly, but can surround themselves with intense 
  heat auras and conjure pools of magma beneath their foes, 
  allowing them to affect an entire battlefield at once. Although 
  their tactics can sometimes be dangerous to their allies, 
  their fearsome mastery of the power of magma makes them 
  valuable, if reckless, combatants.
  Alignment: Magmin paragons can be any alignment, 
  although like most magmin, they tend strongly towards 
  chaotic alignments.
  Prerequisite: Only characters of the magmin race can take 
  levels in the magmin paragon class.
  Hit Die: d10.
  Starting Wealth: 4d6 x 10 (average 140 gp).
  Class Skills
  A magmin paragon’s class skills are Acrobatics (Dex), Bluff 
  (Cha), Climb (Str), Intimidate (Cha), Knowledge (planes) 
  (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), 
  Stealth (Dex), Survival (Wis), and Swim (Str).
  Skill Ranks per Level: 2 + Int modifier.
  Class Features
  The following are the class features of the magmin paragon.
  Weapon and Armor Proficiency: A magmin paragon does 
  not gain any proficiencies with any weapons, armors, or 
  shields.
   
  Unarmed Strike (Ex): At 1st level, a magmin paragon 
  gains Improved Unarmed Strike as a bonus feat. A magmin 
  paragon may attack with fists, elbows, knees, and feet. This 
  means that a magmin paragon may make unarmed strikes 
  with her hands full. A magmin paragon applies her full 
  Strength modifier (not half) on damage rolls for her all her 
  unarmed strikes.
  Usually, a magmin paragon’s unarmed strikes deal lethal 
  damage, but she can choose to deal nonlethal damage instead 
  with no penalty on her attack roll. She has the same choice to 
  deal lethal or nonlethal damage while grappling.
  A magmin paragon’s unarmed strike is treated as both 
  a manufactured weapon and a natural weapon for the 
  purposes of spells and effects that enhance or improve either 
  manufactured weapons or natural weapons.
  
  16
  A magmin paragon also deals more damage with her 
  unarmed strikes than a normal person would, as shown above 
  on Table: Magmin Paragon.
  Searing Aura (Su): As a swift action, a magmin paragon can 
  create a searing aura, radiating intense heat to a range of 20 
  feet. Each round that the magmin paragon maintains the 
  aura, each creature and unattended object within this radius 
  suffers 2d6 points of fire damage. A successful Fortitude save 
  (DC = 10 + 1/2 the magmin paragon’s class level + the magmin 
  paragon’s Constitution modifier) halves this damage. At 5th 
  level, and every four levels thereafter, the damage inflicted by 
  a magmin paragon’s searing aura increases by 1d6.
  At 1st level, a magmin paragon can maintain her searing aura 
  for a number of rounds per day equal to 4 + her Constitution 
  modifier. At each level after 1st, she can use her searing aura 
  for 2 additional rounds per day. Temporary increases to 
  Constitution (such as from the spell bear’s endurance) don’t 
  increase the total number of rounds that a magmin paragon 
  can use her searing aura per day. The magmin paragon can 
  end her searing aura with another swift action. The rounds of 
  searing aura do not need to be spent consecutively.
  Stony Body (Su): As a swift action, a magmin paragon can 
  deliberately cool her body, causing cooling magma to cover 
  her body in rock-like armor. This grants her a +4 armor bonus 
  to AC, and also grants her hardness 2, reducing all damage 
  she suffers (including energy damage) by 2. Unlike objects 
  with hardness, energy damage is not halved before applying 
  this hardness. While using stony body, a magmin paragon 
  cannot activate her searing aura class feature, and she loses 
  the benefits of any feats she possesses with the fire descriptor.
  At 4th level, and every six levels thereafter, the armor bonus 
  to AC granted by this ability increases by +1 (to a maximum of 
  +7 at 16th level). At 7th level, and every six levels thereafter, 
  the hardness granted by this ability increases by 1 (to a 
  maximum hardness of 5 at 19th level).
  Bonus Feat: At 2nd level, and every even-numbered level 
  thereafter, a magmin paragon gains a bonus feat with the 
  fire descriptor for which she meets the prerequisites. For 
  more information on feats with the fire descriptor, see The 
  Traveler’s Guide to the Elemental Plane of Fire.
  Elemental Body (Ex): Magmin paragons’ bodies are 
  comprised of molten lava, rendering them highly resistant 
  to things that affect most living creatures. Beginning at 
  3rd level, a magmin paragon gains a +1 bonus on saving 
  throws made to resist paralysis, poison, sleep effects, and 
  stunning. Additionally, whenever a magmin paragon suffers 
  bleed damage, that damage is reduced by 1, and whenever 
  a magmin paragon is subject to a critical hit or precision-
  based damage, there is a 10% chance that the critical hit or 
  precision-based damage is negated.
  At 6th level, and every three levels thereafter, the bonuses 
  on saving throws increase by 1, the amount by which bleed 
  damage is reduced increases by 1, and the chance of ignoring 
  a critical hit or precision-based damage is increased by 10%.
  Additionally, at 6th level, a magmin paragon no longer needs 
  to sleep. At 9th level, she no longer needs to eat. At 12th level, 
  she can no longer be flanked. At 15th level, she no longer 
  needs to breathe. Finally, at 18th level, she becomes immune 
  to critical hits and precision-based damage.
  Magma Pool (Su): Beginning at 3rd level, as a standard 
  action, a magmin paragon can conjure a 10-foot-radius pool 
  of magma, centered on any location she desires within 30 
  feet. The pool fills an extradimensional space, similar to that 
  created by a create pitAPG spell, except that it is only a few 
  inches deep. Any creature that begins its turn within the 
  magma pool, or enters the magma pool’s area, suffers 2d6 
  points of fire damage. Even if the creature leaves the magma 
  pool, it still suffers 1d6 points of fire damage each round for 
  an additional 1d3 rounds thereafter, as lava from the pool 
  clings to the creature’s body. This lava can be scraped off 
  as a full-round action that provokes attacks of opportunity, 
  to prevent further damage. Once conjured, a magma pool 
  remains for 1 minute. A magmin paragon can use this ability 3 
  times per day.
  Pool Enhancement (Su): At 3rd level, and every four levels 
  thereafter, a magmin paragon masters the techniques of 
  creating more potent and specialized pools of magma. At 
  each of these levels, she gains a single pool enhancement 
  from the list below, which she can choose to apply each time 
  she creates a magma pool with her magma pool class feature.
  Clinging Pool: The magma in the magmin paragon’s 
  magma pool sticks to creatures as it hardens. A creature 
  that suffers fire damage from the magma pool must 
  succeed on a Reflex save (DC = 10 + 1/2 the magmin 
  paragon’s class level + the magmin paragon’s Charisma 
  modifier) or gain the entangled condition until the 
  magma is removed. Additionally, removing the clinging 
  magma now requires a successful Escape Artist check or 
  Reflex save (at the same DC), in addition to being a full-
  round action that provokes attacks of opportunity. If the 
  magma on the creature’s body is not removed before it 
  has cooled (i.e., once it has stopped dealing fire damage), 
  it must be chiseled off, a process requiring either a 
  successful DC 20 Strength check or 1 hour of work. 
  Communal Pool: The magmin paragon’s magma pool is 
  much wider, and its radius increases by 5 feet. This pool 
  enhancement can be taken multiple times. Its effects 
  stack.
  Deep Pool: The magma pool’s depth increases to 2 
  feet, causing it to count as difficult terrain. This pool 
  enhancement can be taken multiple times. If the magmin 
  paragon takes it a second time, the pool’s depth increases 
  to 4 feet, and it functions as a deep bog, in addition to 
  dealing fire damage each round. If the magmin paragon 
  takes this pool enhancement a third time, the pool’s 
  depth increases to 10 feet, and it functions as quicksand, 
  in addition to dealing fire damage each round. Being 
  fully immersed in the pool does not increase the amount 
  of fire damage it deals. For more information on deep 
  bogs and quicksand, see the environment section of the 
  Pathfinder Roleplaying Game Core Rulebook. 
  Enduring Pool: The magmin paragon’s magma pool lasts 
  much longer. Once conjured, the pool remains for an 
  additional minute, and the number of rounds that a 
  creature continues to suffer fire damage after leaving the 
  pool increases by an additional 1d3. This can be taken 
  multiple times. Its effect stack.
  
  17
  Healing Pool: The magmin paragon’s magma pool 
  cleanses and revitalizes fiery creatures. Any creature with 
  the fire subtype that begins its turn within the pool heals 
  2d6 points of damage. This pool enhancement can be 
  taken multiple times. Each time it is taken, it increases 
  the amount of damage healed per round by 2d6.
  Intense Pool: The magmin paragon’s magma pool is 
  particularly hot, dealing an additional 2d6 points of fire 
  damage each round. Additionally, creatures suffering 
  ongoing fire damage after leaving the magmin paragon’s 
  magma pool suffer an additional 1d6 points of fire 
  damage per round. This pool enhancement can be taken 
  multiple times. Its effects stack.
  Shapeable Pool: The magmin paragon has better control 
  over the shape of the pool. She can determine the pool’s 
  shape as she sees fit, provided it is a single contiguous 
  shape and uses up no more squares than it ordinarily 
  would (for example, a standard magma pool with a 10-
  foot radius consists of twelve 5-foot squares, which the 
  magmin paragon could cause to take the form of a line 
  5 feet wide and 60 feet long, or a rectangle 20 feet by 15 
  feet, and so on).
  Spells: A magmin paragon casts arcane spells drawn from the 
  cleric, druid, and sorcerer/wizard spell lists. She can cast any 
  spell she knows without preparing it ahead of time, assuming 
  she has not yet used up her allotment of spells per day for the 
  spell’s level.
  A magmin paragon’s highest level of spells is 4th, and she 
  can only learn and cast spells that have either the earth or 
  fire descriptors. Spells of 5th level and above, or which have 
  neither the earth or fire descriptor, are not on the magmin 
  paragon’s spell list, and she cannot use spell completion or 
  spell trigger magic items that replicate such spells without a 
  successful Use Magic Device check.
  To learn or cast a spell, a magmin paragon must have a 
  Charisma score equal to at least 10 + the spell level. The 
  Difficulty Class for a saving throw against a magmin paragon’s 
  spell is 10 + the spell level + the magmin paragon’s Charisma 
  modifier.
  A magmin paragon can cast only a certain number of spells 
  of each spell level each day. Her base daily allotment is given 
  on Table: Magmin Paragon. In addition, she receives bonus 
  spells per day if she has a high Charisma score.
  A magmin paragon’s selection of spells is extremely limited. 
  At 4th level, a magmin paragon knows two 1st-level spells of 
  her choice. She gains more spells known as she increases in 
  level, as indicated on Table: Magmin Paragon Spells Known. 
  Unlike spells per day, the number of spells a magmin paragon 
  knows is not affected by her Charisma score. The numbers on 
  Table: Magmin Paragon Spells Known are fixed. At 8th level, 
  and every 3 levels thereafter, a magmin paragon can choose to 
  learn a new spell in place of one she already knows. This swap 
  follows all the same rules as for a sorcerer.
  When learning a new spell, if the spell appears on more 
  than one of the cleric, druid, or sorcerer/wizard spell lists at 
  different spell levels, the magmin paragon may choose which 
  of those spell levels to treat it as. She can only learn a spell at 
  Table 1‐5: Magmin Paragon Spells Known
  Spells Known
  Level
  1st
  2nd
  3rd
  4th
  1st
  ‐
  ‐
  ‐
  ‐
  2nd
  ‐
  ‐
  ‐
  ‐
  3rd
  ‐
  ‐
  ‐
  ‐
  4th
  2
  ‐
  ‐
  ‐
  5th
  3
  ‐
  ‐
  ‐
  6th
  4
  ‐
  ‐
  ‐
  7th
  4
  2
  ‐
  ‐
  8th
  4
  3
  ‐
  ‐
  9th
  5
  4
  ‐
  ‐
  10th
  5
  4
  2
  ‐
  11th
  5
  4
  3
  ‐
  12th
  6
  5
  4
  ‐
  13th
  6
  5
  4
  2
  14th
  6
  5
  4
  3
  15th
  6
  6
  5
  4
  16th
  6
  6
  5
  4
  17th
  6
  6
  5
  4
  18th
  6
  6
  6
  5
  19th
  6
  6
  6
  5
  20th
  6
  6
  6
  5
  a given spell level if she would otherwise be able to learn an 
  additional spell of that spell level. She always treats that spell 
  as being that spell level whenever she casts it, and cannot 
  choose to cast it as though it were the other spell level.
  Aura Control (Su): Beginning at 5th level, a magmin 
  paragon gains greater control over her searing aura, allowing 
  her to shield individual creatures or objects from its effects. 
  Each round, the magmin paragon can choose a number of 
  creatures or unattended objects within range of her searing 
  aura equal to her Constitution modifier. The chosen creatures 
  and objects do not suffer damage from her searing aura that 
  round.
  Tiring Aura (Ex): At 8th level, a magmin paragon’s searing 
  aura quickly fatigues those exposed to its heat. Any time a 
  creature fails its saving throw to resist the magmin paragon’s 
  searing aura by 5 or more, he becomes fatigued until all fire 
  damage inflicted by the searing aura is healed. This cannot 
  cause a creature that is already fatigued to become exhausted.
  Heated Stone (Su): At 14th level, a magmin paragon can 
  maintain her stony body even when radiating intense heat. 
  Using her stony body class feature no longer prevents her 
  from using her searing aura class feature, and she does not 
  lose the benefits of her feats with the fire descriptor while 
  using stony body.
  Magma Geyser (Su): At 20th level, whenever a magmin 
  paragon creates a magma pool, she can cause it to appear in 
  a violent eruption of lava, which sprays up from the pool as it 
  is created, to a height of 40 feet. Each creature in the magma 
  pool’s area suffers 20d6 points of fire damage. A successful 
  Reflex save (DC = 10 + 1/2 the magmin paragon’s class level 
  + the magmin paragon’s Charisma modifier) halves this 
  damage. After the initial eruption, the magma pool otherwise 
  functions normally.
  
  18
  Mephit
  Commonly found serving more powerful outsiders, mephits 
  are the underdogs of the inner planes, and can most often 
  be found performing various tasks on behalf of strange and 
  uncaring masters. Known for their close association with 
  certain elements, in fact, not all mephits are elementally 
  aligned, and only those that are infused with elemental power 
  bear the trademarks that their race as a whole is best known 
  for.
  Physical Description: Mephits are largely humanoid in 
  shape, although they each have a pair of leathery, bat-like 
  wings. Often mistaken for creatures like imps and quasits by 
  those not familiar with the inhabitants of the outer planes, 
  most mephits are best distinguished from similar small 
  winged outsiders by the fact that their bodies typically reflect 
  and resemble a particular element: magma mephits glow 
  with an inner heat that seems to shift and move like liquid, 
  while an ice mephit’s body is constantly coated in a layer of 
  frost, and ooze mephits exude a pungent slime.
  Surprisingly, however, mephits are not naturally infused 
  with these elemental essences, and when they are born 
  naturally, rather than created by powerful spellcasters, they 
  lack these traits, and possess grey, leathery skin. When a 
  mephit is created magically, its creator can infuse it with a 
  single elemental essence, however, and since this is the way 
  that most mephits are created, it is very rare to see a mephit 
  who lacks an elemental essence. Even those mephits that are 
  created naturally, without being infused with an element, 
  can later infuse themselves with a special ritual, although 
  this decision is not one that a mephit makes lightly, as it is 
  difficult, if not impossible to reverse the effect. Some scholars 
  believe that a mephit who spends long enough in areas of 
  intense elemental energy can eventually adapt that energy 
  even if it is already infused with a different element, but 
  verifiable instances of this are hard to come by.
  Most mephits have prominent hooked noses and long, 
  narrow chins. Their bodies are completely devoid of hair, 
  although in some cases they may have elemental outgrowths 
  that resemble hair, such as a fire mephit with a mane of fire 
  wreathing its head, or an ice mephit with icicles on its scalp 
  that resemble a mohawk.
  Society: The majority of mephits do not live in a mephit 
  society, but rather live as indentured servants in the society 
  of another race. Many of these mephits were created by the 
  magic of more powerful denizens of the planes specifically 
  to serve in this fashion, through the use of potent spells and 
  rituals that are a jealously-guarded secret amongst those that 
  know them. These mephits serve as general minions to their 
  creator-masters, who are most commonly genies of various 
  sorts, acting as messengers, spies, and laborers, amongst 
  other tasks. Frequently, these mephits are even loaned out 
  to serve other masters, and this is most commonly how they 
  come to serve as familiars to mortal spellcasters (although 
  a handful of powerful mages are said to have mastered the 
  spells that create new mephits).
  Like most intelligent creatures, mephits eventually chafe 
  under the yolk of servitude, and while many are willing 
  to content themselves with shirking their duties in favor 
  of lazing about, or amusing themselves by making dry 
  and sarcastic comments to their masters, many eventually 
  rebel or flee, setting out on their own. Of these, some band 
  together, forming their own enclaves, cities, or, in rare cases, 
  even nations out in the vast reaches of the elemental planes, 
  jealously defending their freedom from those who would 
  control them. Ironically, many of these communities are 
  ruled with an iron fist by whichever mephit happens to beat, 
  cheat, or cajole her way into power.
  Of course, not all mephits are created into servitude in 
  this way. Some mephits are born through the union of two 
  parents, in a manner similar to humanoid creatures, but 
  others seem to coalesce from the churning mists of the 
  Ethereal Plane, fully-formed. These mephits are not naturally 
  imbued with elemental power and largely keep their own 
  company, separate from that of other mephits.
  Most mephits do not have surnames, but many free mephits 
  choose to take titles for themselves, which are often 
  grandiose and exaggerate their importance. For this reason it 
  is generally advised to ignore a mephit’s titles and nicknames, 
  which is common practice among mephits themselves. These 
  titles, however, serve another purpose. Free mephits despise 
  being summoned to the service of some mortal wizard, a 
  common danger faced by all smaller outsiders. By employing 
  a large number of complex titles, these mephits make it more 
  difficult to call them, or so goes the popular theory. 
  Relations: It’s not quite right to say that mephits get along 
  well with other races, but at the same time, they don’t exactly 
  get along poorly with them, either. In general, mephits are 
  deferential to members of larger races, preferring to avoid 
  confrontation and resolve conflicts with such creatures by 
  outwitting or outmaneuvering them, rather than by using 
  brute force. Mephit legends feature heroes who cleverly 
  subvert the orders of their masters, and mephits in general 
  view those who do things the easy way as being particularly 
  intelligent, though this leads members of other races to see 
  them more as lazy, instead.
  Many humanoid races view mephits as a “monstrous” 
  race, and many mistake them for imps or similar fiendish 
  creatures. It is only those with a background in arcane lore, 
  or who otherwise take the time to get to know a mephit, that 
  are likely to respond to them with anything besides naked 
  blades. Similarly, mephits tend to have the same dismissive 
  attitude towards creatures of the Material Plane that many 
  other denizens of the elemental planes possess, although 
  rather than pushing their weight around like efreet and other 
  powerful outsiders are wont to do, in mephits, this sense of 
  superiority tends to manifest in the form of snarky comments 
  and other minor manifestations of disrespect.
  Alignment and Religion: A fractured race, largely absorbed 
  into the cultures of the outsider races that have enslaved 
  them, and with their own nations and enclaves disparate 
  and unconnected, each developing their own culture and 
  social mores, mephits come in a wide variety of alignments, 
  depending on where they are from. Similarly, many mephits 
  adopt the religions of their masters, or other races they live 
  with, although a disproportionate number of them worship 
  elemental deities and quasi-deities, particularly those that 
  
  19
  are linked with the same element that the mephit itself is 
  infused with.
  Adventurers: There are many reasons why a mephit might 
  become an adventurer, chief among them being that it is 
  fleeing servitude to some more powerful creature. Other 
  mephits become adventurers to seek out new and fantastic 
  sights, which the elemental planes are known to be full of. 
  Some mephits seek out sources of magical power, attempting 
  to glean the secrets by which other races are able to create 
  members of their own. 
  Most commonly, mephits find adventuring careers as 
  stealthy and charismatic freebooters. Rogues, sorcerers, and 
  bards are common choices for mephit adventurers, taking 
  advantage of their natural mobility and inner power. Those 
  mephits looking to maximize their innate talents or claim an 
  elemental heritage often follow the path of mephit paragon, 
  learning to harness their own inherent strength. 
  Male Names: Bolamohr, Cartiodal, Froeboch, Hababiolon, 
  Keosum, Leresohm, Marzuhn, Searnach, Sidmuhm, Xeuluhn.
  Female Names: Aaqiemuhr, Craobohra, Feir, Ieneilohr, 
  Marmihr, Naparoanahr, Pulubahla, Smoasohru, Zair, 
  Zarusoixar.
  Titles: the Cinder Countess, the Fearsome, the Granitebelly, 
  the Mighty, the Prince of the Southern Gale, the Queen of 
  Oozing Filth, the Stormlord, the Swift, the Unsummoned, 
  the Wavecaller.
  Standard Racial Traits
  Ability Score Racial Traits: Mephits are swift and elusive, 
  and possess boundless self-confidence, but are impatient 
  and slow learners. They gain +2 Dexterity, +2 Charisma, −2 
  Intelligence, and −2 Wisdom.
  Type: Mephits are outsiders. However, their Hit Dice, base 
  attack bonus, saving throws, and skills are determined by 
  their class, instead of their creature type.
  Size: Mephits are Small creatures and gain a +1 size bonus to 
  their AC, a +1 size bonus on attack rolls, a −1 penalty to their 
  CMB and CMD, and a +4 size bonus on Stealth checks.
  Base Speed: Mephits are fast for their size, and have a 
  base speed of 30 feet. They also have a fly speed of 40 feet 
  (average).
  Languages: Mephits begin play speaking Common and one 
  of the following: Aquan, Auran, Ignan, or Terran. Mephits 
  with high Intelligence scores can choose from the following: 
  Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, or Terran.
  Offensive Racial Traits
  Claws: Mephits have two primary claw natural attacks, which 
  deal 1d3 points of damage on a successful hit.
  Defensive Racial Traits
  Damage Reduction: Mephits have DR 5/magic.
  Magical Racial Traits
  Skillful Summoner: Mephits are natural summoners, and 
  treat their caster level as 2 higher for the purposes of all spells 
  they cast with the summoning subschool.
  Senses Racial Traits
  Darkvision: Mephits see perfectly in the dark up to 60 feet.
  Other Racial Traits
  Mortal Body: Unlike most outsiders, mephits need to eat 
  and sleep. Mephits can also be resurrected as though they 
  were not outsiders.
  Favored Class Options
  The following favored class options are available to all 
  characters of this race who have the listed favored class, and 
  unless otherwise stated, the bonus applies each time you 
  select the favored class reward.
  Bard: Add +1 round of bardic performance each day. 
  Bloodrager: Add +1/3 to the bloodrager’s level for the 
  purposes of determining the effects of his bloodline abilities, 
  or add +1/2 to the bloodrager’s level for this purpose if he has 
  the elemental bloodline.
  Fighter: Gain 1/4 of a fighter bonus feat, or 1/4 of a feat with 
  an elemental descriptor (such as fire).
  Mephit Paragon: Add +1 to the damage dealt by the mephit 
  paragon’s breath weapon. 
  Monk: Add +1 foot to the monk’s movement speeds, 
  resulting in a +5-foot increase to all of the monk’s movement 
  speeds every 5 times the monk selects this favored class 
  bonus.
  Rogue: Gain 1/4 of a rogue talent.
  Sorcerer: Add one spell known from the sorcerer spell list. 
  This spell can be any spell level the sorcerer can cast, but 
  must have a descriptor that matches the sorcerer’s subtype.
  Warpriest: Add +1/3 to the warpriest’s level for the purposes 
  of determining the power of blessings and domain powers. 
  Wizard: Add +1/10 points of damage per damage die to spells 
  of the evocation school, or +1/5 damage per dice of spells he 
  casts with the elemental descriptor that matches his subtype. 
  Witch: Add +2 to the maximum hit points of the witch’s 
  familiar.
  
  20
  20th
  +15/+10/+5
  +6
  +12
  +12
  Elemental power  elemental summons 4/day
  5
  5
  5
  5
  5
  5
  5
  Table 1‐6: The Mephit Paragon
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Level
  Special
  0
  1st 2nd 3rd 4th 5th 6th
  1st
  +0
  +0
  +2
  +2
  Breath weapon 1d6, elemental power
  3
  1
  ‐
  ‐
  ‐
  ‐
  ‐
  2nd
  +1
  +0
  +3
  +3
  Elemental summons 1/day
  4
  2
  ‐
  ‐
  ‐
  ‐
  ‐
  3rd
  +2
  +1
  +3
  +3
  Bonus feat, breath weapon 2d6
  4
  3
  ‐
  ‐
  ‐
  ‐
  ‐
  4th
  +3
  +1
  +4
  +4
  Breath enhancement, elemental power
  4
  3
  1
  ‐
  ‐
  ‐
  ‐
  5th
  +3
  +1
  +4
  +4
  Breath weapon 3d6
  4
  4
  2
  ‐
  ‐
  ‐
  ‐
  6th
  +4
  +2
  +5
  +5
  Bonus feat
  5
  4
  3
  ‐
  ‐
  ‐
  ‐
  7th
  +5
  +2
  +5
  +5
  Breath weapon 4d6
  5
  4
  3
  1
  ‐
  ‐
  ‐
  8th
  +6/+1
  +2
  +6
  +6
  Elemental power, elemental summons 2/day
  5
  4
  4
  2
  ‐
  ‐
  ‐
  9th
  +6/+1
  +3
  +6
  +6
  Bonus feat, breath weapon 5d6
  5
  5
  4
  3
  ‐
  ‐
  ‐
  10th
  +7/+2
  +3
  +7
  +7
  Breath enhancement
  5
  5
  4
  3
  1
  ‐
  ‐
  11th
  +8/+3
  +3
  +7
  +7
  Breath weapon 6d6
  5
  5
  4
  4
  2
  ‐
  ‐
  12th
  +9/+4
  +4
  +8
  +8
  Bonus feat, elemental power
  5
  5
  5
  4
  3
  ‐
  ‐
  13th
  +9/+4
  +4
  +8
  +8
  Breath weapon 7d6
  5
  5
  5
  4
  3
  1
  ‐
  14th
  +10/+5
  +4
  +9
  +9
  Dual breath, elemental summons 3/day
  5
  5
  5
  4
  4
  2
  ‐
  15th
  +11/+6/+1
  +5
  +9
  +9
  Bonus feat, breath weapon 8d6
  5
  5
  5
  5
  4
  3
  ‐
  16th
  +12/+7/+2
  +5
  +10
  +10
  Breath enhancement, elemental power
  5
  5
  5
  5
  4
  3
  1
  17th
  +12/+7/+2
  +5
  +10
  +10
  Breath weapon 9d6
  5
  5
  5
  5
  4
  4
  2
  18th
  +13/+8/+3
  +6
  +11
  +11
  Bonus feat
  5
  5
  5
  5
  5
  4
  3
  19th
  +14/+9/+4
  +6
  +11
  +11
  Breath weapon 10d6
  5
  5
  5
  5
  5
  5
  4
  20th
  +15/+10/+5
  +6
  +12
  +12
  Elemental power  elemental summons 4/day
  ,
  5
  5
  5
  5
  5
  5
  5
  New Base Class
  Mephit Paragon
  Unlocking the powers of the elements, mephit paragons 
  possess potent magical abilities, and are infused with raw 
  elemental energy. In addition to being able to expel their 
  element as a breath weapon, and being able to summon 
  creatures associated with their element, mephit paragons 
  gain access to a wide variety of elemental powers and are 
  competent spellcasters in their own right.
  Role: Mephit paragons are able to provide much of the same 
  utility provided by dedicated spellcasters, while still focusing 
  on dealing damage. Elementally-aligned, mephit paragons 
  excel against those who are weak to their element, and while 
  they face an upward battle against those who are resistant 
  or immune to their chosen element, they possess enough 
  flexibility to meaningfully combat such opponents.
  Prerequisite: Only characters of the mephit race can gain 
  levels in the mephit paragon class.
  Alignment: Any.
  Hit Die: d8.
  Starting Wealth: 4d6 x 10 (average 140 gp).
  Class Skills
  A mephit paragon’s class skills are Acrobatics (Dex), Bluff 
  (Cha), Craft (Int), Fly (Dex), Knowledge (arcana) (Int), 
  Knowledge (planes) (Int), Profession (Wis), Sleight of Hand 
  (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device.
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  The following are the class features of the mephit paragon.
  Weapon and Armor Proficiency: Mephit paragons are 
  proficient with all simple and martial weapons, and with 
  light armor. A mephit paragon can cast mephit paragon spells 
  while wearing light armor without incurring the normal 
  arcane spell failure chance. Like any other spellcaster, a 
  mephit paragon wearing medium armor, heavy armor, or a 
  shield incurs a chance of arcane spell failure if the spell in 
  question has a somatic component. A multiclass mephit 
  paragon still incurs the normal arcane spell failure chance for 
  arcane spells received from other classes.
  Spells: A mephit paragon casts arcane spells drawn from 
  the sorcerer/wizard spell list. He can cast any spell he knows 
  without preparing it ahead of time, assuming he has not yet 
  used up his allotment of spells per day for the spell’s level. 
  A mephit paragon’s highest level of spells is 6th. Spells from 
  the sorcerer/wizard list of 7th level and above are not on the 
  mephit paragon class spell list, and a mephit paragon cannot 
  use spell completion or spell trigger magic items of such 
  spells (without making a successful Use Magic Device check).
  To learn or cast a spell, a mephit paragon must have a 
  Charisma score equal to at least 10 + the spell level. The 
  Difficulty Class for a saving throw against a mephit paragon’s 
  spell is 10 + the spell level + the mephit paragon’s Charisma 
  modifier.
  A mephit paragon can cast only a certain number of spells of 
  each spell level each day. His base daily allotment is given on 
  Table: Mephit Paragon. In addition, he receives bonus spells 
  per day if he has a high Charisma score.
  
  21
  A mephit paragon’s selection of spells is extremely limited. A 
  mephit paragon begins play knowing four 0-level spells and 
  two 1st-level spells of the mephit paragon’s choice. At each 
  new mephit paragon level, he gains one or more new spells 
  as indicated on Table: Mephit Paragon Spells Known. Unlike 
  spells per day, the number of spells a mephit paragon knows 
  is not affected by his Charisma score. The numbers on Table: 
  Mephit Paragon Spells Known are fixed.
  Upon reaching 5th level, and at every third mephit paragon 
  level thereafter, a mephit paragon can choose to learn a new 
  spell in place of one he already knows. In effect, the mephit 
  paragon “loses” the old spell in exchange for the new one. 
  The new spell’s level must be the same as that of the spell 
  being exchanged, and it must be at least one level lower than 
  the highest-level mephit paragon spell he can cast. A mephit 
  paragon may swap out a single spell at any given level and 
  must choose whether or not to swap the spell at the same 
  time he gains new spells known for the level.
  Spells with certain elemental descriptors are more difficult 
  for a mephit paragon to cast, based on his elemental infusion.
  Cantrips: A mephit paragon learns a number of cantrips, 
  or 0-level spells, as noted on Table: Mephit Paragon Spells 
  Known. These spells are cast like any other spell, but they 
  may be cast any number of times per day. Cantrips prepared 
  using other spell slots, due to metamagic feats, for example, 
  consume spell slots as normal.
  Elemental Infusion: Each mephit paragon is infused with 
  the power of a single elemental or quasi-elemental force, such 
  as air, dust, earth, fire, ice, magma, ooze, salt, steam, or water. 
  This elemental infusion grants the mephit paragon additional 
  spells known and powers, as well as determining the type of 
  damage inflicted by its breath weapon, the type of creatures 
  it can summon, and the types of feats it can take as bonus 
  feats.
  At 1st level, a mephit paragon gains a special ability 
  determined by his elemental infusion. At 4th level, and every 
  four levels thereafter, he gains an additional special ability 
  determined by his elemental infusion.
  At 4th level, and every three levels thereafter, the mephit 
  paragon learns an additional spell, derived from his 
  elemental infusion. These spells are in addition to the 
  number of spells given on Table: Mephit Paragon Spells 
  Known. These spells cannot be exchanged for different spells 
  at higher levels.
  Breath Weapon (Ex): As a standard action, a mephit 
  paragon can unleash a torrent of elemental energy from 
  his mouth, inflicting 1d6 points of damage to each creature 
  in a 15-foot cone. The type of damage is determined by 
  the mephit’s elemental infusion, as well as any additional 
  effects that may apply to creatures affected by the breath 
  weapon. A successful Reflex save (DC = 10 + 1/2 the mephit 
  paragon’s class level + the mephit paragon’s Constitution 
  modifier) halves this damage. A mephit paragon can use his 
  breath weapon a number of times per day equal to 3 + his 
  Constitution modifier.
  At 3rd level, and every two levels thereafter, the damage 
  inflicted by the mephit paragon’s breath weapon increases by 
  1d6 (to a maximum of 10d6 at 19th level).
  Elemental Summons (Sp): Beginning at 2nd level, as a 
  standard action, a mephit paragon can summon one or more 
  creatures based on its elemental infusion. The exact type of 
  creature summoned depends on the mephit paragon’s level 
  and infused element, and each elemental infusion has a 
  table detailing what is available. This summons is more of a 
  request than a command, and the mephit paragon can never 
  be certain whether anything will answer the summons: each 
  time the ability is used, the chance that one or more creatures 
  are summoned is equal to 50% + 1% per class level. If the 
  mephit paragon prefers, he can choose to summon a creature 
  from a lower-level entry on his elemental infusion’s table. 
  If he does so, the chance of successfully summoning the 
  creature increases by 20%. Creatures summoned in this way 
  remain for 1 minute, and serve the mephit paragon as though 
  they had been summoned with summon monster I. At 2nd 
  level, a mephit paragon can use this ability once per day. At 
  8th level, and every six levels thereafter, the mephit paragon 
  can use this ability one additional time per day.
  Bonus Feat: At 3rd level, a mephit paragon gains a single 
  bonus feat of his choice for which he qualifies. These bonus 
  feats are restricted by the mephit paragon’s infused element. 
  At 6th level, and every 3 levels thereafter, the mephit paragon 
  gains an additional bonus feat in this manner.
  Breath Enhancement (Ex): At 4th level, and every six 
  levels thereafter, a mephit paragon’s breath weapon becomes 
  more potent. The mephit paragon can choose a breath 
  enhancement from the following list. Each time he uses his 
  breath weapon, the mephit paragon may choose to apply a 
  single breath enhancement he possesses.
  Table 1‐7: Mephit Paragon Spells Known
  Level
  0th
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  4
  2
  —
  —
  —
  —
  —
  2nd
  5
  3
  —
  —
  —
  —
  —
  3rd
  6
  4
  —
  —
  —
  —
  —
  4th
  6
  4
  2
  —
  —
  —
  —
  5th
  6
  4
  3
  —
  —
  —
  —
  6th
  6
  4
  4
  —
  —
  —
  —
  7th
  6
  5
  4
  2
  —
  —
  —
  8th
  6
  5
  4
  3
  —
  —
  —
  9th
  6
  5
  4
  4
  —
  —
  —
  10th
  6
  5
  5
  4
  2
  —
  —
  11th
  6
  6
  5
  4
  3
  —
  —
  12th
  6
  6
  5
  4
  4
  —
  —
  13th
  6
  6
  5
  5
  4
  2
  —
  14th
  6
  6
  6
  5
  4
  3
  —
  15th
  6
  6
  6
  5
  4
  4
  —
  16th
  6
  6
  6
  5
  5
  4
  2
  17th
  6
  6
  6
  6
  5
  4
  3
  18th
  6
  6
  6
  6
  5
  4
  4
  19th
  6
  6
  6
  6
  5
  5
  4
  20th
  6
  6
  6
  6
  6
  5
  5
  
  22
  Focused Breath: The mephit paragon spits a ball of 
  elemental energy at a single target, rather than breathing 
  it out as a cone. The mephit paragon must make a 
  ranged touch attack to hit the target, which has a range 
  increment of 10 feet and a maximum range of 60 feet. 
  If the attack hits, the target takes full damage from the 
  breath weapon (no save). If the breath weapon has a 
  secondary effect that depends on the result of a saving 
  throw (such as causing the target to catch on fire if she 
  fails her saving throw), the target is still entitled to a 
  saving throw to resist that effect.
  Intense Breath: The mephit paragon’s breath weapon 
  deals 1 additional point of damage per damage die.
  Linear Breath: The mephit paragon’s breath weapon takes 
  the form of a 60-foot line, instead of a 15-foot cone.
  Potent Breath: The saving throw DC to resist the mephit 
  paragon’s breath weapon increases by +2.
  Shaped Breath: The mephit paragon can choose any 
  number of creatures within the area of its breath weapon 
  and exclude them from the effect.
  Widened Breath: The mephit paragon’s breath weapon 
  takes the form of a 30-foot cone, instead of a 15-foot cone.
  Dual Breath (Ex): Beginning at 14th level, whenever a 
  mephit paragon uses his breath weapon, he can apply the 
  effects of two breath enhancements he possesses, rather than 
  applying one. The mephit paragon cannot apply more than 
  one of the following breath enhancements to a single breath 
  weapon: focused breath, linear breath, and widened breath.
  Elemental Infusions
  The following are two elemental infusions for the mephit 
  paragon class.
  Fire
  Some mephits embody fickle flames, which are both a source 
  of light and warmth, and also a potent force of destruction. 
  These mephits are capricious and mischievous, and love little 
  more than to watch the sparkling dance of a fresh-set fire, 
  regardless of exactly what it is that they burn.
  Bonus Spells: snapdragon fireworksUM (4th), scorching ray 
  (7th), fireball (10th), fire shield (13th), wall of fire (16th), fire 
  storm (19th).
  Spellcasting Modifiers: Fire mephit paragons cannot 
  cast spells with the cold or water descriptors. A fire mephit 
  paragon can cast spells with the acid, air, earth, and 
  electricity descriptors, but must use two spell slots of the 
  appropriate spell level to cast that spell, similar to a wizard 
  casting a spell from an opposed school.
  Bonus Feats: Fire mephit paragons can select any feat with 
  the fire descriptor for which they meet the prerequisites. For 
  more information about the fire descriptor, see The Traveler’s 
  Guide to the Elemental Plane of Fire.
  Breath Weapon: A fire mephit paragon’s breath weapon 
  deals fire damage. Any creature that fails its saving throw to 
  resist a fire mephit paragon’s breath weapon catches on fire, 
  suffering 1d6 points of fire damage per round until the flames 
  are put out. At 7th level, and every six levels thereafter, this 
  damage increases by 1d6.
  Elemental Summons: A fire mephit paragon can summon 
  the following creatures.
  Table 1‐8: Elemental Summons (Fire)
  Level
  Summoned Creatures
  2 ‐ 4
  1 fire mephit or 1 medium fire elemental
  5 ‐ 8
  1 flame drake or 1d4 fire mephits
  9 ‐ 12
  1 huge fire elemental or 1d3 flame drakes
  13 ‐ 16
  1 efreeti or 1d3 huge fire elementals
  17 ‐ 20
  1 fire giant or 2d6 advanced fire mephits
  Elemental Powers: Fire mephit paragons harness the power 
  of fire, consuming all they come into contact with a voracious 
  hunger.
  Ignition Bolt (Su): As a standard action, a fire mephit 
  paragon can fire a ray of flame at a single creature or 
  object within 60 feet. Treat this as a ranged touch attack. 
  If the attack hits, it deals an amount of fire damage equal 
  to 1d6 + 1 per two class levels the fire mephit paragon 
  possesses. Additionally, if the ray strikes an object whose 
  hardness is less than the fire mephit paragon’s class 
  level, the object lights on fire, suffering 1d6 points of fire 
  damage per round, which ignores hardness, until the 
  flames are put out (through normal methods), or until 
  1 minute has passed, at which point the flames die on 
  their own. Objects which catch fire in this way deal fire 
  damage to creatures and objects they come into contact 
  with, and may potentially start new fires, which persist 
  after a minute has passed. The fire mephit paragon can 
  use this ability 3 times per day.
  Flametouched (Ex): Fire mephit paragons are at one with 
  flames, and immune to the ravages of heat. Beginning 
  at 4th level, a fire mephit paragon gains the fire subtype, 
  rendering him immune to fire damage, but vulnerable 
  to cold damage,suffering half again as much damage 
  (+50%) from sources that deal cold damage.
  Smokefriend (Ex): At 8th level, a fire mephit paragon can 
  see through smoke and ash as though it were not there, 
  and such things do not impede his vision. Similarly, the 
  fire mephit paragon can breathe smoke as though it were 
  clean air, and is unaffected by the normal consequences 
  of breathing smoke. 
  Healed by the Hearth (Ex): Beginning at 12th level, a fire 
  mephit paragon is healed by flames. At the end of the 
  fire mephit paragon’s turn each round, if he came into 
  contact with any flame since the end of his last turn, 
  he regains 2 hit points. Any healing in excess of his 
  maximum hit points is wasted.
  Burn (Ex): At 16th level, a fire mephit paragon’s body 
  becomes so hot that creatures and objects he touches are 
  damaged by the heat. He gains the burn universal
  
  23
  Heat Metal (Sp): A magma mephit paragon can cause 
  metal objects to become incredibly hot. This functions 
  as the spell heat metal, except that it targets only a single 
  object, and the duration depends on the magma mephit 
  paragon’s level. The number of rounds that the object 
  remains hot or warm is the same as the spell, but the 
  number of rounds that the object is searing is equal to 1/2 
  the magma mephit paragon’s class level, rounded down 
  (minimum 0). Additionally, while the object is searing, 
  its hardness is reduced by an amount equal to the magma 
  mephit paragon’s Charisma modifier, as it nears the point 
  of melting. The magma mephit paragon can use this 
  ability 3 times per day.
  Flametouched (Ex): Magma mephit paragons are at 
  one with flames, and immune to the ravages of heat. 
  Beginning at 4th level, a magma mephit paragon gains 
  the fire subtype, rendering him immune to fire damage, 
  but vulnerable to cold damage, suffering half again 
  as much damage (+50%) from sources that deal cold 
  damage.
  Lava Lungs (Ex): Beginning at 8th level, a magma mephit 
  paragon is able to swim through lava and magma as easily 
  as a fish through water. He gains a swim speed of 60 feet, 
  but only in magma or lava, and he can breathe and see 
  through magma and lava as though they were air. 
  Magmatic Healing (Ex): Beginning at 12th level, a magma 
  mephit paragon is healed by magma. At the end of the 
  magma mephit’s turn each round, if he came into contact 
  with any source of lava or magma since the end of his last 
  turn, he regains 2 hit points. Any healing in excess of his 
  maximum hit points is wasted.
  Magma Form (Sp): At 16th level, a magma mephit 
  paragon can transform himself into a pool of magma. 
  This functions as the spell fluid formAPG, except that 
  the magma mephit paragon also gains a slam attack 
  that deals 5d6 points of fire damage. Additionally, any 
  creature that strikes the magma mephit paragon with a 
  natural attack or unarmed strike while he is affected in 
  this way suffers 5d6 points of fire damage. The magma 
  mephit paragon’s caster level for this effect is equal to 
  his class level. The magma mephit paragon can use this 
  ability 3 times per day.
  Eruption (Sp): At 20th level, a magma mephit paragon 
  can cause a violent eruption of lava, forming a pillar of 
  lava with a 20-foot radius that is 40 feet high. Creatures 
  within the pillar suffer 20d6 points of fire damage and 
  fall prone. A successful Reflex save (DC = 10 + 1/2 the 
  magma mephit paragon’s class level + the magma mephit 
  paragon’s Charisma modifier) halves the damage and 
  negates the prone condition. Lava remains in the affected 
  area for 2d4 rounds before cooling, dealing 2d6 points of 
  fire damage to any creature that enters the area or begins 
  its turn within it, and rendering the area difficult terrain.
  Table 1‐9: Elemental Summons (Magma)
  Level
  Summoned Creatures
  2 ‐ 4
  1 magma mephit or 1 medium magma elemental
  5 ‐ 8
  1 salamander or 1d4 magma mephits
  9 ‐ 12
  1 huge magma elemental or 1d3 salamanders
  13 ‐ 16
  1 magma ooze or 1d3 huge magma elementals
  17 ‐ 20
  1 lava drake or 2d6 advanced magma mephits
  monster ability, inflicting 1d6 points of fire damage. If he 
  already has burn from another source (such as the Lesser 
  Burning Body feat, from The Traveler’s Guide to the 
  Elemental Plane of Fire), the damage inflicted by his burn 
  ability instead increases by 1d6. The fire mephit paragon 
  can suppress or resume this ability as a standard action.
  Inferno (Sp): At 20th level, a fire mephit paragon can 
  create a raging inferno, surrounding itself with flames 
  to a distance of 30 feet. Each creature that enters this 
  area or begins its turn within it suffers 10d6 points of fire 
  damage. A successful Reflex save (DC = 10 + 1/2 the fire 
  mephit paragon’s class level + the fire mephit paragon’s 
  Charisma modifier) halves this damage. The flames move 
  with the fire mephit paragon.
  Magma
  Some mephits are attuned to the power of molten rock, and 
  the intense heat and flame that can melt anything. Strong 
  as surging floes of lava, and unpredictable as erupting 
  volcanoes, these mephits are a force to be reckoned with.
  Bonus Spells: firebellyISG (4th), flaming sphere (7th), fireball 
  (10th), fire shield (13th), fire snakeAPG (16th), contagious 
  flameAPG (19th).
  Spellcasting Modifiers: Magma mephit paragons cannot 
  cast spells with the cold or water descriptors. A magma 
  mephit paragon can cast spells with the air or electricity 
  descriptor, but must use two spell slots of the appropriate 
  spell level to cast that spell, similar to a wizard casting a spell 
  from an opposed school.
  Bonus Feats: Magma mephit paragons can select any feat 
  with the fire descriptor for which they meet the prerequisites. 
  For more information about the fire descriptor, see The 
  Traveler’s Guide to the Elemental Plane of Fire.
  Breath Weapon: The area of a magma mephit paragon’s 
  breath weapon is filled with a pool of lava. Entering a square 
  filled with this lava inflicts a number of points of fire damage 
  equal to 1/2 the magma mephit paragon’s class level, and any 
  creature that ends its turn in the lava suffers this damage 
  as well. Finally, the lava imposes a –4 penalty on Acrobatics 
  checks made within its area. The lava cools and hardens to 
  stone after 1d4 rounds.
  Elemental Summons: A fire mephit paragon can summon 
  the following creatures.
  Elemental Powers: Magma mephit paragons harness 
  the power of magma, prone to long periods of dormancy 
  punctuated by explosive bursts of incredible force.
  
  24
  Returned
  The returned are not a race in the traditional sense, 
  but rather a form of skeletal undead which arises when 
  individuals with a strong desire for life die with that vision 
  unreached. The desire to achieve the dreams they were 
  denied in life causes the will of the deceased to inhabit their 
  bones, which move like a skeleton animated through typical 
  necromantic processes. The resulting entity is a returned. 
  While these creatures are driven by the will of a deceased 
  humanoid, they are actually separate and distinct individuals, 
  unlike ghosts or other undead. Returned are animated by 
  a desire to fulfill some unfinished business. Though driven 
  by an individual’s desires and wants, they actually lack any 
  connection to their bones’ previous owner’s former life, 
  and that individual’s spirit still passes on to the afterlife as 
  normal, with the returned living on as a sort of echo of the 
  deceased.
  Physical Description: Returned appear as humanoid 
  skeletons, with exact details being determined somewhat by 
  the life of the individual that gave rise to them. For instance, 
  taller individuals create taller returned, while those that 
  spent a large amount of time in combat might have obvious 
  injuries to their bone structure (scars, bruises, fractures, 
  or the like). While returned lack muscules or organs of 
  any kind, they can speak perfectly well and have voices, 
  which, like the voices of living creaures, are unique to the 
  individual returned. Most returned have raspy, gravelly voices 
  reminiscent of the grave, but some, especially those animated 
  by a desire related to speech or singing, have perfectly clear 
  voices. They also see with perfect clarity, despite a lack of 
  eyes. Instead, they possess tiny pinpricks of light which seem 
  to inhabit the interior of their eye sockets without really 
  providing any illumination. These pale ghostly flames range 
  in color, with blues, greens, reds, purples, and yellows all 
  being common. 
  Returned move with grace and surprising speed, and possess 
  a great deal of strength—considering they have no muscle 
  mass to drive their arms and legs. Differences between male 
  and female returned are difficult to determine by those 
  unfamiliar with bone structures, but are readily apparent to 
  others and to the returned themselves. While most returned 
  are born from humans, occasionally other humanoid races 
  give rise to a returned. Returned are effectively immortal, 
  enjoying eternal life so long as they are not destroyed.
  Society: While the returned have no society of their own, 
  with each being given rise in disparate geographical areas, 
  general attitudes and tendencies of the returned are largely 
  common from one member of the group to another, and 
  each shares certain traits and common behaviors, though 
  in general returned do their best to fit into whatever society 
  they emerge in. This in itself can be extremely difficult and 
  is a common challenge shared by nearly all new returned, 
  just to survive in the infancy of their existence. With their 
  obviously undead appearance, all manner of people believe 
  the returned to be monsters that must be put down. A 
  lucky quirk of their supernatural power allows the returned 
  to survive these processes, at least in the short run.  Even 
  so, without friendship and understanding, a newly risen 
  returned has to fight for her very survival right after her 
  genesis, a struggle that tends to shape her future behavior 
  and color her attitude and approach to life in general. While 
  many returned quickly learn to either use their form to their 
  advantage, frightening others into the respect that is owed to 
  every living creature, or terrorizing the world in order to get 
  what they want, most learn to hide their form and disguise 
  their appearance to escape violence. 
  Beyond the need to merely survive, most returned are faced 
  with other problems. They are imbued with a strong guiding 
  principle that they must strive towards, which prevents them 
  from living quiet lives. Because they are given life by a desire 
  to live life to its fullest, no returned is ever content with the 
  ordinary, and they are driven to explore the world and live life 
  on the edge. Some returned have such specific desires leftover 
  from their former lives that they are forced into a certain 
  path, but they typically make the most of their path to live 
  fulfilling, exciting lives. 
  The returned’s other common problem is immortality. A 
  returned is extremely difficult to destroy, and the desire for 
  life keeps them from every being able to find rest or comfort 
  in oblivion. Over time, this makes the returned long for 
  simpler life, free from desire, and causes some who are unable 
  to find rest to go mad, becoming the very monsters they are 
  thought to be.
  Relations: Returned are almost universally ill-received by 
  other races; after all, as living skeletons, it is hard not to think 
  of the returned as anything other than a monster. Beyond 
  that, their unique abilities and lust for life sows envy in most 
  living creatures, and making friends with other members 
  of the civilized races is difficult, but nevertheless worth it 
  to many returned, who find that anyone who accepts them 
  and treats them as other than a monster is a rare treasure 
  that makes life more worth living. For the returned’s part, 
  they tend to view other races as exciting challenges: enemies 
  to be fought, allies to be won, or obstacles to be overcome. 
  Most commonly, returned fall in with more savage or evil 
  humanoid races, as they are rejected by the rest of the 
  world. Those that can disguise themselves with magic most 
  commonly make friends with humans and halflings, as they 
  tend to be more sociable races. They are also known to find 
  a natural alliance with gnomes, who share their natural 
  disposition towards living a full life.
  Alignment and Religion: While for many races, alignment 
  can be a murky issue, bound up in local philosophy, for 
  the returned it is a matter of course, a gift from her bones’ 
  former owner, whose will power animates her. While a 
  returned doesn’t share her predecessor’s intellect or past, 
  her predecessor’s general attitudes and personality, as well 
  as ambitions, fill the returned from inception, causing her to 
  adopt the alignment of the creature that gave rise to her. Over 
  time, some returned go mad or are forced to crime, and so 
  some returned become chaotic or evil due to circumstance, 
  while others eventually find acceptance and some measure 
  of peace in their life, abandoning evil ways and seeking 
  atonement. Returned have no religion of their own, but 
  typically worship gods of life or death, and especially gods of 
  undeath.
  Adventurers: Because of their unique circumstances, nearly 
  all returned either become adventurers from the outset, 
  as they strive for a rich, fulfilling life, or because they are 
  forced by a violent set of circumstances to pursue a more 
  
  25
  dangerous lifestyle than they would otherwise like. Returned 
  adventurers are most often bards, rogues, or sorcerers, taking 
  advantage of their natural talents. In adventuring bands, 
  returned tend to gravitate towards leadership positions and 
  like to be the center of attention.
  Returned names: Returned tend to take on exciting 
  nicknames, sometimes reflecting their profession, skill-set, 
  or desires. Examples include Bloodaxe, Fade, Ivory Skull, 
  Killingblow, Rattle Box, The Living Drum, or White Orchid. 
  Other returned use names common to their region. Returned 
  almost never choose the names they had in life.
  Standard Racial Traits
  Ability Score Racial Traits: Returned are graceful, but lack 
  strong intellects. They gain +2 Dexterity and -2 Intelligence.
  Size: Most returned are Medium creatures and thus receive 
  no bonuses or penalties due to their size. Some returned 
  are formed from Small humanoid races; in such cases, the 
  returned suffers a -2 size penalty to Strength and is a Small 
  creature, thus gaining a +1 size bonus to her AC, a +1 size 
  bonus on attack rolls, a –1 penalty on her CMB and to CMD, 
  and a +4 size bonus on Stealth checks. 
  Type: Returned are undead creatures and gain all the 
  benefits and drawbacks of being undead, with the following 
  exceptions: a returned is not immune to mind-affecting 
  effects, and does not gain complete immunity to any effect 
  which requires a Fortitude save. Returned are also subject 
  to ability drain, energy drain, and damage to physical ability 
  scores. 
  Base Speed: A Medium returned has a base speed of 30 feet; 
  a Small returned has a base speed of 20 feet.
  Languages: Returned begin play speaking Common. A 
  returned with a high Intelligence score from among the 
  languages that could be chosen by members of the race of her 
  original body.
  Defensive Racial Traits
  Undead Traits: A returned possesses the following traits due 
  to its undead nature:  
  •	
  No Constitution score. Undead use their Charisma 
  score in place of their 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). 
  •	
  Immunity to bleed, death effects, disease, paralysis, 
  poison, sleep effects, and stunning.  
  •	
  Not subject to nonlethal damage, as well as to 
  exhaustion and fatigue effects.  
  •	
  The fast healing special quality always works for a 
  returned.  
  •	
  Not at risk of death from massive damage. 
  •	
  Not affected by raise dead and reincarnate spells 
  or abilities. Resurrection and true resurrection can 
  affect undead creatures. These spells turn undead 
  creatures back into the living creatures they were 
  before becoming undead.
  Strong Mind: Returned have a+2 bonus on saving throw 
  made to resist mind-affecting effects.
  Returned Healing: Returned do not regain hit points 
  naturally as a result of resting, but do recover hit points 
  from magical healing. An evil returned is healed by negative 
  energy, while a good returned is healed by positive energy. 
  A neutral returned must choose whether to be healed by 
  positive or negative energy at character creation, and this 
  choice cannot later be changed.
  Fragile: A returned is very fragile and is prone to becoming 
  disassembled. A returned suffers a -4 
  penalty on saving throws made to resist effects which 
  specifically affect objects. Additionally, whenever a 
  character confirms a critical hit on a returned, the returned 
  disassembles, falling prone in her square and being unable to 
  take any actions until she reassembles.
  Reassemble: A returned that is disassembled, either as 
  a result of being reduced to 0 or fewer hit points or being 
  struck by a critical hit, can reassemble. If the returned later 
  regains hit points to bring her current hit point total to 1 or 
  higher, she reassembles 1d4 rounds later. When the returned 
  reassembles, she returns to standing as a free action which 
  does not provoke attacks of opportunity.
  Difficult to Destroy: A returned is not destroyed when she 
  is reduced to 0 or fewer hit points; instead, she disassembles, 
  falling prone and being unable to take any actions until 
  she reassembles. A returned cannot reassemble until she 
  has received healing which brings her above 1 hit point. 
  Whenever a returned is reduced to -100 hit points or fewer, 
  she is destroyed. 
  Feat and Skill Racial Traits
  Fearsome Appearance: A returned gains a +2 racial bonus 
  on Intimidate checks against humanoid creatures and suffers 
  a -2 penalty on Diplomacy checks made to interact with 
  humanoid creatures. 
  Senses Racial Trait
  Darkvision: Returned can see perfectly in the dark up to 60 
  feet.
  
  26
  Favored Class Options
  The following favored class options are available to all 
  characters of this race who have the listed favored class, and 
  unless otherwise stated, the bonus applies each time you 
  select the favored class reward.
  Cavalier: Gain 1/5 of a teamwork feat.
  Cleric: Add +1 to the amount of damage the cleric heals from 
  her own channeled energy.
  Fighter: Add +1/3 to the fighter’s CMD when resisting all 
  forms of combat maneuvers.
  Gunslinger: Add +1/4 point to the gunslinger’s grit points.
  Magus: Add +1/2 point of negative energy damage to spells 
  that deal negative energy damage cast by the magus.
  Monk: Add +1/4 point to the monk’s ki pool.
  Paladin: Add +1/2 hit point to the paladin’s lay on hands 
  ability (whether using it to heal or harm).
  Spiritualist: Add +1 round per day of bonded manifestation.
  Swashbuckler: Increase the total number of points in the 
  swashbuckler’s panache pool by 1/4.
  Vigilante: Add +1 on Disguise checks made to pass as a living 
  creature.
  New Paladin Archetype
  Returned Champion
  Though it seems unintuitive to some, the undead known 
  as the returned are often drawn to the paladin class, as they 
  feel a responsibility or call to duty which is so strong that it 
  can cause them to rise even from the grave. These deathless 
  champions are paragons of virtue, and though they may have 
  frightening visages, all who know them are glad to fight by 
  their side.
  The following archetype is available only to paladins of the 
  returned race.
  Divine Purpose: A returned champion has a specific 
  purpose for which she has risen from the dead, and this 
  purpose is the guiding force of her existence. Choose a 
  specific task, such as recovering or destroying an artifact, or 
  bringing justice to a specific villain for a specific deed. The 
  task must not be one that would conflict with a paladin’s 
  code of ethics. If the returned champion completes her 
  chosen task, or if circumstances align themselves so that it 
  is impossible for her task to be completed, then she must 
  make a Will saving throw (DC 10 + 1/2 her class level + her 
  Charisma modifier + 1 for each previous time she has been 
  forced to make a saving throw of this kind). If she succeeds, 
  she may select a new task, which should be related in some 
  way to her previous task. If she fails, she is destroyed. If the 
  task is open-ended (such as protecting a person or place 
  from harm, or slaying evil outsiders), the returned champion 
  must make a Will save in this way periodically: a new save 
  
  27
  must be made after a number of weeks equal to her Hit Dice 
  have passed since her last save (1 week for a 1-HD returned 
  champion, 2 weeks for a 2-HD returned champion, and so 
  on).
  If the returned champion goes for a full week without making 
  any progress towards completing her divine purpose, her 
  Charisma score is reduced by 1. This penalty increases by 1 for 
  each subsequent week that she fails to make progress on her 
  divine purpose, but the penalties are removed automatically 
  as soon as she makes progress towards her purpose. If the 
  returned champion takes any action that actively works 
  against her divine purpose, she loses all benefits from the 
  paladin class, as though she had violated her paladin code of 
  conduct, until she receives the benefits of an atonement spell, 
  or makes enough progress towards her divine purpose as to 
  undo whatever she did.
  Strength of Conviction (Su): Beginning at 2nd level, as 
  an immediate action, a returned champion can add her 
  Charisma modifier to any single roll she makes, provided 
  that that roll is for an action that in some way, either directly 
  or indirectly, relates to her divine purpose. She may choose 
  to use this ability after seeing the result of her die roll, but 
  must do so before learning the result, if applicable (so, in the 
  case of an attack roll, she could use the ability after learning 
  that she rolled a 3, but would need to do so before learning 
  if that resulted in a hit or miss, while in the case of a damage 
  roll, she could do so after learning that she rolled a 7, but 
  before learning if the resulting damage was enough to kill her 
  target, etc.). This bonus stacks with all other bonuses on the 
  roll. The returned champion can use this ability a number of 
  times per day equal to 1 + 1/2 her class level.
  This ability replaces the divine grave class feature.
  Soothing Aura (Su): At 3rd level, when a returned champion 
  gains the aura of courage class feature, the range of her aura 
  is 60 feet, not 10 feet. Additionally, the aura radiates calm and 
  serenity, naturally reassuring all good creatures within range 
  of the returned champion’s benevolence. Such creatures 
  never mistake the returned champion for any kind of evil 
  undead, and the returned champion gains a +4 bonus on 
  Diplomacy checks made against such creatures.
  This ability modifies the aura of courage class feature.
  Divine Protection (Su): At 3rd level, a returned champion 
  adds her Charisma modifier on saving throws made to resist 
  channeled energy, as well as any other effect that specifically 
  targets undead, or affects them differently, such as command 
  undead. Additionally, whenever she would suffer damage 
  from positive or negative energy, she suffers 5 less damage 
  than she otherwise would. At 10th level, she suffers 10 less 
  damage than she otherwise would, and at 17th level she 
  suffers 20 less damage than she otherwise would.
  This ability replaces the divine health class feature.
  Return from the Grave (Su): Beginning at 5th level, a 
  returned champion is all but impossible to permanently 
  destroy. Whenever she is destroyed for any reason other than 
  having her Charisma score reduced to 0 or failing a Will save 
  after completing or failing to complete her divine purpose, 
  she automatically returns to life as a returned champion 
  1d4 days later, with full hit points. If any of the returned 
  champion’s bones are removed from her body, she cannot 
  return to life until those bones are returned (any bones 
  within roughly 20 feet of each other count as being together 
  for this purpose). Destroying one of her bones completely 
  can also prevent this rejuvenation, but doing so requires 
  concentrated effort beyond simply breaking them, and either 
  requires special magic (such as a disintegrate spell), or one 
  full hour of effort.
  At 11th level, the returned champion rejuvenates after only 24 
  hours, and can rejuvenate even if a number of bones equal 
  to or less than her Charisma modifier have been removed or 
  destroyed, provided that none of those bones are her skull.
  At 17th level, the returned champion rejuvenates after only 
  1d4 hours, and she needs only her skull to rejuvenate.
  This ability replaces the divine bond class feature.
  Fast Healing (Su): Beginning at 8th level, a returned 
  champion gains fast healing 1. At 14th level, and again at 20th 
  level, this fast healing increases by 1 (to a maximum of fast 
  healing 3 at 20th level).
  Sanctified Dead (Su): Beginning at 8th level, a returned 
  champion is immune to all effects that control or compel 
  undead specifically, such as command undead, the Command 
  Undead and Turn Undead feats, and so on. As a standard 
  action, she can touch any creature affected by such an ability 
  to grant them a new saving throw to resist the effect (even 
  if they were not entitled to a saving throw initially). The 
  creature adds the returned champion’s Charisma modifier 
  as a bonus on this check. If the touched creature succeeds 
  on its saving throw, is mindless, and is of evil alignment, its 
  alignment shifts to neutral. At the GM’s discretion, mindless 
  undead who are freed of control in this way may go to rest 
  (effectively destroying them), may turn on their previous 
  controller, or may follow the returned champion and do 
  their best to aid her. Intelligent undead freed from control in 
  this fashion act normally, and cannot have their alignment 
  changed in this way.
  This ability replaces the aura of resolve class feature.
  
  Best in Class is our weekly article devoted to providing class 
  options for a variety of characters. In 2016, we created 35 new 
  archetypes and similar content (such as bloodlines, spirits, 
  etc.) covering every class from the Pathfinder Roleplaying 
  Game Core Rulebook, Pathfinder Roleplaying Game: Advanced 
  Class Guide, and Pathfinder Roleplaying Game: Occult 
  Adventures, as well as four archetypes for the vigilante from 
  Pathfinder Roleplaying Game: Ultimate Intrigue, and several 
  new cults for our cultist class from Esoteric Orders: The 
  Cultist.
  Finally, we created a total of 5 new base classes, three 
  expanding on the rules for revenants in our free product Liber 
  Vampyr: Secrets of the Blood, and two of which are for 
  members of races from the elemental plane of fire.
  This chapter contains all the content from Best in Class over 
  the course of 2016, with the exception of archetypes and 
  classes that are tied specifically to the new races produced 
  this year, which can be found with their accompanying race 
  in Chapter 1. The class options are arranged in alphabetical 
  order by the class that they are associated with. 
  CHapter 2: Best in Class
  28
  
  New Arcanist Archetype
  Urban Arcanist
   
  Urban arcanists are gifted users of arcane magic 
  that specialize in utilizing their talents in cities. They have 
  the ability to draw upon the big city for their power, as well 
  as knowledge of several unique tricks and talents that allow 
  them to easily navigate the largest of cities. Of course, relying 
  on the energy of cities for their power and focusing on urban 
  exploits means that they have less energy and time to focus 
  on other magical talents.
  Urban Exploits: An urban arcanist is able to draw upon 
  the inherent magical energy of connection between people 
  and the integration of places to more easily perform exploits 
  while in an urban environment. An urban arcanist only has a 
  maximum number of points in her arcane reservoir equal to 
  1/2 her level (minimum 1). While in an urban environment, 
  she can draw upon the potential of the urban landscape. 
  Effectively, this allows her to draw upon an urban reservoir 
  that is inherent to a settlement in order to use her exploits. 
  Settlements smaller than a small city have 3 points in an 
  urban reservoir that the urban arcanist can draw upon; small 
  cities have 10 points in an urban reservoir that can be drawn 
  upon; large cities have 15 points in an urban reservoirs; and 
  metropolises have 25 points in an urban reservoir. These 
  points can be drawn upon as though they were part of the 
  urban arcanist’s arcane reservoir to allow her to use her 
  exploits. She cannot draw upon a number of points from 
  an urban reservoir that exceeds her level + her Intelligence 
  modifier each day. An urban arcanist’s urban reservoir 
  refreshes each day at the same time her arcane reservoir does.
  This ability modifies the arcane reservoir class feature.
  Find the Way (Su): At 3rd level, while in an urban 
  environment, the urban arcanist can draw upon her arcane 
  might to find a specific place within the urban environment. 
  By spending 1 point from her arcane reservoir, the urban 
  arcanist can instantly discern the shortest route to any 
  location she can name within the urban environment. 
  She can name a specific location, such as an individual’s 
  residence, or a general location, such as a bakery. If she 
  names a specific location, she learns the most direct route to 
  that location; if she names a generic destination, she learns 
  the route to the nearest such place.
  This ability replaces the arcanist exploit gained at 3rd level.
  Urban Energies (Su): At 7th level, while in an urban 
  environment, the urban arcanist can call upon her 
  connection to a city to unleash more powerful spells. The 
  urban arcanist can expend 1 point from her arcane reservoir; 
  if she does, she treats the caster level of all spells she casts 
  in the next 1 minute as 1 higher than it actually is. If she 
  spends this point from her urban reservoir, her caster level is 
  increased by 2, instead. 
  This ability replaces the arcanist exploit gained at 7th level.
  Urban Tracking (Su): At 11th level, the urban arcanist can 
  attempt to locate and follow the movements of an individual 
  within an urban environment. By spending 2 points from 
  her arcane reservoir, the urban arcanist can name a single 
  individual. If that individual is within the same urban 
  environment as the urban arcanist, he must succeed on a 
  Will save (DC = 10 + 1/2 the urban arcanist’s level + the urban 
  arcanist’s Charisma modifier), or the urban arcanist learns his 
  location and can view him as though with the spell scrying. 
  This effect lasts so long as the target remains within the 
  same urban environment as the urban arcanist, for up to 10 
  minutes per level. She can suppress or resume this ability as a 
  swift action. 
  This ability replaces the exploit gained at 11th level.
  Animate Buildings (Ex): At 19th level, the urban arcanist 
  can use her magic to command the very city to fight for her. 
  By spending 4 or more points from her arcane reservoir, she 
  can animate a number of buildings equal to her Charisma 
  modifier. For each building animated in this way, she must 
  expend an additional 4 points from her arcane reservoir. 
  Buildings animated in this way become Colossal animated 
  objects with an additional number of construction points 
  equal to the arcanist’s Charisma modifier for 1 minute. 
  The animated buildings obey the urban arcanist’s spoken 
  commands. The buildings are allowed a Fortitude save (DC 
  = 10 + 1/2 the urban arcanist’s level + the urban arcanist’s 
  Charisma modifier) to avoid being animated. Buildings with 
  people in them make this save with the highest saving throw 
  bonus among occupants.
  This ability replaces the arcanist exploit gained at 19th level.
  New Barbarian Archetype
  Stone Warrior
   
  Some barbarians form close bonds with the earth, 
  either through ancient shamanistic rites, binding their spirit 
  to the harsh lands that they roam, or simply by hardening 
  their bodies through intense training in high mountain peaks 
  until they themselves are as hard and disciplined as stone. 
  These individuals are known as stone warriors, and they are 
  fearsome and implacable foes.
  Stone Body (Ex): A stone warrior’s body is incredibly tough, 
  and has both the hardness and consistency of stone. Some 
  stone warriors have grey, granite-like skin, while others’ skin 
  resembles more of a tan sandstone, or even a glossy black 
  obsidian. A stone warrior’s base movement speed is reduced 
  by 10 feet or halved, whichever results in a higher movement 
  speed. Additionally, she gains DR 3/adamantine. At 4th 
  level, and every 3 levels thereafter, this DR increases by 1, to a 
  maximum of 9/adamantine at 19th level.
  29
  
  This ability replaces the fast movement and damage 
  reduction class features.
  Stone Fists (Ex):  A stone warrior’s fists are as hard as rock. 
  At 2nd level, a stone warrior gains the Improved Unarmed 
  Strike feat as a bonus feat, even if she does not meet the 
  prerequisites. Additionally, if she makes an unarmed 
  strike against an object, she treats that object as though 
  its hardness were 1 point lower than it actually is for each 
  point of DR/adamantine the stone warrior’s stone body class 
  feature grants her.
  This ability replaces the uncanny dodge class feature.
  Stony Mind (Ex): A stone warrior’s mind is as implacable 
  and unmoving as a boulder. At 3rd level, she gains a +1 bonus 
  on Will saves made to resist charm, compulsion, and emotion 
  effects. At 6th level, and every 3 levels thereafter, this bonus 
  increases by 1 (to a maximum of +6 at 18th level).
  This ability replaces the trap sense class feature.
  Stone Shower (Sp): Beginning at 5th level, whenever a stone 
  warrior enters a rage, she may choose to cast stone callAPG 
  as a spell-like ability. Doing so is a free action that does not 
  provoke attacks of opportunity. The spell’s area must be 
  centered on the stone warrior’s location at the time that she 
  casts the spell, but she is not damaged by the rain of dirt, 
  gravel, and pebbles (she is affected by the difficult terrain 
  normally). Her caster level for this effect is equal to her 
  barbarian level.
  At 10th level, and every 5 levels thereafter, the damage 
  inflicted by the spell increases by 1d6 (to a maximum of 5d6 
  points of bludgeoning damage at 20th level).
  This ability replaces the improved uncanny dodge class 
  feature.
  Speak with the Earth (Sp): Beginning at 14th level, a stone 
  warrior can cast stone tell as a spell-like ability a number of 
  times per day equal to her Wisdom modifier (minimum 1).
  This ability replaces the indomitable will class feature.
  Rage Powers: The following rage powers complement the 
  stone warrior archetype: greater ground breaker, greater 
  hurling, ground breaker, hurling, and lesser hurling.
  New Bard Archetype
  Dream Singer
   
  Dream singers are bards who specialize in inspiring 
  the very dreams of others. Unlike a normal bard who focuses 
  on inspiring his allies while they are awake, the dream singer 
  prefers to affect the dreams of others while they sleep, for 
  good or ill. Masters of lullabies and skilled in the art of 
  magical songcraft that can empower others or ensnare their 
  minds, the dream singer reigns supreme over his sleeping 
  friends and foes.
  Lullaby (Su): A dream singer can use his bardic performance 
  to sing others to sleep. As a standard action, a dream singer 
  can expend 1 round of bardic performance in order to put a 
  single creature within 60 feet to sleep. The target is entitled 
  to a Will save (DC = 10 + 1/2 the dream singer’s level + the 
  dream singer’s Charisma modifier) to negate the effect. If 
  there is a difference between the target’s Hit Dice and the 
  dream singer’s level, the target receives a bonus or penalty 
  equal to that difference (up to a +5 bonus or –5 penalty). If 
  the target succeeds on her saving throw, she is immune to 
  this ability for 24 hours. If the target fails, she falls asleep for 1 
  round. Each round thereafter, the dream singer can continue 
  to expend 1 round of bardic performance as a move action 
  to keep the target asleep, though each time he does so, the 
  target receives a new saving throw to resist the effect. This is a 
  sonic mind-affecting sleep effect.
  This ability replaces the inspire courage bardic performance.
  Inspiring Dream (Su): At 3rd level, a dream singer can sing 
  a special tune to grant a sleeping creature a benefit of the 
  dream singer’s choosing upon waking. As a standard action, 
  a dream singer can expend 1 round of bardic performance 
  in order to cause a sleeping creature to become inspired 
  upon waking, granting her a +1 bonus to attack rolls, saving 
  throws, or skill and ability checks upon waking for 1 minute 
  per level. At 7th level, and every 4 levels thereafter, the bonus 
  granted by this ability increases by an additional +1. Starting 
  at 10th level, a dream singer can affect a number of sleeping 
  creatures equal to his Charisma modifier with this ability. 
  This is a sonic mind-affecting effect.
  This ability replaces the inspire competence bardic 
  performance.
  Lustful Dream (Su): At 8th level, a dream singer can sing 
  a special tune that causes a sleeping character to fall madly 
  in love with the dream singer in her dreams, and some 
  of that affection carries over into the waking world. As a 
  standard action, a dream singer can expend 1 round of bardic 
  performance in order to force a sleeping character to succeed 
  on a Will save (DC = 10 + 1/2 the dream singer’s level + the 
  dream singer’s Charisma modifier) or be affected as though 
  by a charm monster spell cast by the dream singer. Upon 
  waking, this effect lasts for a number of minutes equal to the 
  dream singer’s level. Starting at 10th level, a dream singer can 
  affect a number of sleeping characters equal to his Charisma 
  modifier with this ability. This is a sonic mind-affecting 
  effect.
  This ability replaces the dirge of doom bardic performance.
  Restful Dream (Su): At 12th level, a dream singer can sing 
  a tune of restfulness, granting additional healing to sleeping 
  creatures. As a standard action, the dream singer can expend 
  1 use of bardic performance in order to cause a number of 
  30
  
  sleeping creatures equal to his Charisma modifier to regain a 
  number of hit points equal to his level. This is a sonic mind-
  affecting effect.
  This ability replaces the soothing performance bardic 
  performance. 
  Nightmare (Su): At 14th level, a dream singer can cause 
  a sleeping creature to suffer from horrible nightmares. As 
  a standard action, the dream singer can expend 1 round of 
  bardic performance in order to cause a number of sleeping 
  creatures equal to his Charisma modifier to be affected as 
  though by the spell nightmare. At 20th level, this functions 
  like the spell phantasmal killer, instead. This is a sonic mind-
  affecting effect.
  This replaces the frightening tune and deadly performance 
  bardic performances. 
  New Bloodrager Archetype
  War Rager
  Most bloodragers are bloodthirsty warriors eager to prove 
  themselves on the field of battle, but some bloodragers take 
  this desire to new heights, yearning for nothing so much as 
  the glory that comes from facing incredible odds, defeating 
  impossible foes, and performing superhuman feats. These 
  bloodragers are known as war ragers, and the more they 
  succeed, the more formidable they become.
  Eager for Battle (Ex): Beginning at 3rd level, a war rager 
  gains a bonus on initiative checks equal to his Charisma 
  modifier.
  This ability replaces the blood sanctuary class feature.
  Glory (Ex): Beginning at 6th level, a war rager earns and 
  loses glory whenever he performs particularly well or poorly 
  in combat. At the start of each day, a war rager gains 1 glory 
  point. His glory points go up and down throughout the 
  day, but he cannot have more glory points at any given 
  time than his Charisma modifier (or a maximum of 1, if his 
  Charisma modifier is 0 or lower), nor can he have less than 0 
  glory points at any given time. Glory is a morale effect, and 
  creatures that are immune to morale bonuses are unable to 
  gain glory points (although they retain any they may have 
  had previously, if the immunity is from a spell or other 
  temporary effect, and they can still lose glory points). A war 
  rager gains and loses glory in the following ways:
  Critical Hit with a Melee Weapon with a High Critical 
  Multiplier: Each time the war rager confirms a critical hit 
  with a melee weapon with a critical multiplier of x3 or 
  more, he gains 1 glory point. Confirming a critical hit on a 
  helpless or unaware creature, or a creature that has fewer 
  Hit Dice than half the war rager’s character level, doesn’t 
  grant glory points.
  Critical Failures: Each time the war rager rolls a natural 
  1 on an attack roll, Acrobatics check, Climb check, Fly 
  check, Intimidate check, Ride check, or Swim check, he 
  loses 1 glory point.
  Critical Successes: Each time the war rager rolls a natural 
  20 on an Acrobatics check, Climb check, Fly check, 
  Intimidate check, Ride check, or Swim check, he gains 
  1 glory point. In situations where success or failure is 
  unimportant (such as if there are no consequences for 
  failure), no glory is gained. 
  Death or Unconsciousness: If a war rager dies or falls 
  unconscious, he loses all glory points he had in his pool.
  Kill an Opponent Single-Handed: Each time the war 
  rager kills an opponent without any aid from his allies 
  (including casting beneficial spells on the war rager, 
  casting harmful or weakening spells on the opponent, 
  damaging the opponent, making combat maneuvers 
  against the opponent, using the aid another action, and 
  so on), the war rager gains 1 glory point. If the opponent 
  is helpless or unaware, or has fewer Hit Dice than half 
  the war rager’s character level, no glory is gained.
  Deeds: A war rager gains the following deeds. These deeds 
  replace the bloodline feats gained at 6th, 9th, 12th, 15th, and 
  18th levels.
  Burst of Speed (Ex): At 6th level, a war rager can expend 
  1 glory point in order to increase his movement speed by 
  30 feet for 1 minute.
  Warrior Prowess (Ex): At 6th level, a war rager can 
  expend 1 glory point when he makes an Acrobatics, 
  Climb, Fly, Intimidate, Ride, or Swim check to roll 1d6 
  and add the result to the check. He can do this after he 
  makes the check, but before the result is revealed. If the 
  result of the d6 roll is a natural 6, the glory point is not 
  expended. The war rager can use this ability only once per 
  skill check.
  War Rager’s Fury (Su): Beginning at 9th level, the war 
  rager can spend one glory point as a swift action in 
  order to grant himself a competence bonus equal to his 
  Charisma modifier on melee damage rolls for 1 minute. 
  This bonus is multiplied by 1.5 if the war rager wields a 
  two-handed weapon, and is halved if he wields a light 
  weapon.
  Glorious Spell (Sp): Beginning at 12th level, a war rager 
  can spend 2 or more glory points in order to cast a single 
  spell he knows without expending a spell slot to do so. 
  He can apply metamagic feats to the spell, if desired, 
  using the normal rules for doing so. The number of glory 
  points he must spend is equal to twice the level of the 
  spell slot he would normally expend.
  31
  
  Glory’s Shield (Su): Beginning at 15th level, a war rager 
  can spend 1 glory point as a swift action in order to gain 
  a deflection bonus to AC equal to his Charisma modifier, 
  as well as an equal resistance bonus on all saving throws. 
  These benefits last for 1 minute.
  Witness My Power (Su): Beginning at 18th level, a war 
  rager can spend 1 glory point when making a Strength, 
  Dexterity, or Constitution check, or an Acrobatics, Climb, 
  Fly, Intimidate, Ride, or Swim skill check in order to gain 
  a +20 bonus on that check.
  Live Again (Su): Beginning at 17th level, once per day, when 
  a war rager would die (whether due to hit point damage, 
  death effects, or some other reason), he is instead reduced to 
  1 hit point, and loses all remaining glory points in his pool.
  This ability replaces the tireless bloodrage class feature.
  New Brawler Archetype
  Mage Masher
  Mage mashers are brawlers who specialize in fighting 
  spellcasters. Through rigorous and mysterious methods, they 
  have honed their bodies into weapons that can cut through 
  spells in the same way that a sword slices through a body, 
  severing the magic clean from the flesh.
  Dispelling Strike (Su): A mage masher’s unarmed strikes 
  are able to break not only her opponent’s bones, but also 
  their spells. Whenever a mage masher makes an unarmed 
  strike, she may choose to make it a dispelling strike. She must 
  declare that she is using this ability before the attack is made, 
  and if the attack misses, the use is wasted. If the attack hits, 
  the target suffers damage as normal, and the mage masher 
  may attempt to dispel a single spell effect that the target is 
  currently affected by. The mage masher can specify which 
  spell effect to target, if she is aware of them. Otherwise, the 
  attempt affects the spell with the highest spell level. If two 
  or more effects are tied for spell level, determine randomly 
  between them. The mage masher makes a dispel check (1d20 
  + the mage masher’s class level vs. DC 11 + the spell’s caster 
  level). If the check is successful, the spell effect is dispelled, 
  as though with dispel magic.
  At 6th level, the mage masher can select a second spell effect 
  to dispel each time she uses this ability. She makes only a 
  single dispel check and compares the result to the DC for 
  each of the two spell effects.
  At 10th level, the mage masher gains a +4 bonus on all dispel 
  checks made with this ability.
  At 12th level, the mage masher can select a third spell effect 
  to dispel each time she uses this ability.
  The mage masher can use this ability a number of times each 
  day equal to 3 + 1/2 her class level. At 20th level, she can use 
  this ability at will, and all unarmed strikes that she makes are 
  automatically affected by this ability, unless she chooses not 
  to use it.
  This ability replaces the martial flexibility class feature.
  Shattering Strike (Su): Beginning at 16th level, the mage 
  masher gains the ability to deliver a special shattering strike, 
  which temporarily destroys magical protections the target 
  may be benefitting from. As a standard action, the mage 
  masher makes a single melee attack with her unarmed strike 
  at her full base attack bonus. If the attack hits, the target 
  loses any deflection bonus to AC he may possess for one 
  minute. Additionally, if the target is currently benefitting 
  from an armor, natural armor, profane, sacred, or shield 
  bonus to AC that is the result of a spell, spell-like ability, 
  supernatural ability, or magic item, he loses the benefit of 
  that bonus for one minute as well. This does not apply to the 
  armor bonus granted by a suit of magic armor, or the shield 
  bonus granted by a magic shield, but does apply to other 
  magic items that grant such bonuses, such as a pair of bracers 
  of armor. 
  This ability replaces the awesome blow class feature.
  Improved Shattering Strike (Su): At 20th level, whenever 
  a mage masher successfully uses her shattering strike class 
  feature, the target suffers an amount of additional damage 
  equal to 2d6 per point of AC bonus suppressed by the ability 
  (to a maximum of 10d6 additional damage, for 5 points of 
  armor, deflection, natural armor, profane, sacred, or shield 
  bonus to AC negated by the attack).
  This ability replaces the improved awesome blow class 
  feature.
  New Cleric Archetype
  Devout Idealist
   
  Devout idealists are clerics devoted absolutely 
  to a single alignment ideal and the perpetuation of the 
  values closely tied to that ability. They aren’t champions of 
  a deity or even a complex doctrine, but rather servants of a 
  primal focus, a lifestyle, and a fundamental component of 
  being. Viewing themselves as purists and devotees to a true 
  path, they are often zealots, missionaries, crusaders, and 
  philosophers looking to change the world with their ideas. 
  They draw their power from the very fabric of what it means 
  to be good or evil, and their divine powers are a result of the 
  collective belief in these values, common to all things. 
  Ideal Devotion: At 1st level, a devout idealist commits 
  utterly to a single alignment component, to which she 
  adheres strictly. The chosen component must be at least 
  one component of her alignment, and once selected, 
  32
  
  cannot be changed (for example, a devout idealist of lawful 
  good alignment could choose either lawful or good, while 
  a true neutral devout idealist must choose neutral). She 
  gains a special benefit based on the chosen alignment, as 
  outlined below. If her alignment ever ceases to contain that 
  component, she loses access to the ability granted by this 
  class feature, as well as to her channel devotion abilities (see 
  below) until she receives the benefits if an atonement spell 
  and her alignment returns to the selected alignment. 
  Chaotic – Temporary Insanity (Su): As a standard 
  action, the devout idealist can enter a state of temporary 
  insanity. While in this state, she gains the confused 
  condition and a +2 bonus on attack rolls, damage rolls, 
  saving throws, and to her caster level. This effect lasts for 
  a number of rounds equal to 1d6 + the devout idealist’s 
  Wisdom modifier and can be used a number of times per 
  day equal to her level.
  Evil – Unholy Power (Su): As a standard action, the 
  devout idealist can gain a profane bonus to the ability 
  score of her choice. The bonus granted by this effect can 
  be of any amount not exceeding 1/2 her level (minimum 
  1). For every point of bonus she gains, she must suffer an 
  equal profane penalty to another ability score (she may 
  choose to spread these penalties over multiple ability 
  scores). These benefits and penalties last for 1 minute, 
  and she can use this ability a number of times per day 
  equal to her Wisdom modifier. 
  Good – Holy Touch (Su): As a standard action, the devout 
  idealist can touch a good creature to restore his health, 
  healing 1d6 hit points per level. A devout idealist can 
  use this ability a number of times per day equal to her 
  Wisdom modifier.
  Lawful – Impose Will (Sp): As a standard action, the 
  devout idealist can command another  
  creature to 
  obey her. This functions as the spell command; however, 
  the devout idealist may give more complex commands as 
  she gains experience. At 5th level, this ability replicates 
  the effects of suggestion, instead. At 10th level, she 
  may choose to replicate greater command, instead. At 
  15th level, she can choose to replicate mass suggestion, 
  instead. The target receives a Will save (DC = 10 + 1/2 
  the devout idealist’s level + the devout idealist’s Wisdom 
  modifier) to negate this effect. She may use this ability 
  a number of times per day equal to 3 + her Wisdom 
  modifier.
  Neutral – Restore Balance (Su): As a free action, the 
  devout idealist can attempt to restore balance to herself, 
  returning to her natural state. She may make a new 
  saving throw against any effect that is affecting her, 
  gaining a bonus equal to 1/4 her level (minimum 1). She 
  can use this ability a number of times each day equal to 
  her Wisdom modifier. 
  This ability replaces the domains class feature.
  Channel Devotion (Su): At 1st level, the devout idealist 
  gains the channel energy ability as normal, except that the 
  channeled energy always restores hit points to creatures of 
  the devout idealist’s chosen alignment or deals damage to 
  creatures of other alignments. A successful Will save halves 
  the damage.
  This ability modifies the channel energy class feature.
  Improved Channel Devotion (Su): At 10th level, the devout 
  idealist gains the ability to cast spells of her chosen alignment 
  component. As a standard action, the devout idealist can 
  expend 2 uses of her channel devotion ability in order to 
  cast a spell she has prepared with an alignment descriptor 
  matching her chosen alignment without expending the spell 
  slot. 
  If the devout idealist chose neutral as her alignment 
  devotion, she must choose which alignment this ability 
  applies to at the start of each day. She cannot select the 
  same alignment in this way until she has selected each other 
  alignment once.
  Master Channel Devotion (Su): At 20th level, the devout 
  idealist can channel her devotion to overcome the spell 
  resistance of her enemies. As a free action made as a part of 
  casting a spell, the devout idealist can expend 3 uses of her 
  channel devotion ability. If she does, the spell she is casting 
  automatically overcomes the target’s spell resistance (if any), 
  so long as the target does not share an alignment component 
  with the devout idealist’s chosen alignment.
  New Cultist Cults
  The following section presents new cults for the cultist class, 
  available at www.necromancers-online.com, or in the book 
  Esoteric Orders: The Cultist.
  Cult of the Bat
  Run by a trio of vampiric “sisters,” the Cult of the Bat could 
  almost be considered a crime syndicate, if not for the 
  fanatical devotion and dogmatic loyalty that they instill in 
  their members. Members of the cult are trained in stealth, 
  infiltration, and assassination techniques, and sent on 
  dangerous missions for the benefit of the cult. Sometimes 
  these missions are to eliminate the cult’s enemies, or capture 
  relics that catch the fancy of the cult’s vampiric masters, but 
  more often they are simply contracts that the cult has taken 
  on. Cultists that perform well are allowed to advance in the 
  cult, with the promise of eternal life and ascension to a true 
  vampire dangled as the final reward at the end of decades of 
  valued service, although, to date, no one has yet earned that 
  particular honor. Members of the cult who fail or disappoint 
  their mistresses meet a grisly end as blood stock.
  33
  
  Their ceremonial garb is a loose-fitting cloth shirt and pants, 
  all black, with a black mask shaped like a grinning, demonic 
  bat. Their symbol is a black bat, its wings outstretched, on a 
  red background.
  Alignment: Members of the Cult of the Bat cannot be good.
  Restricted Spells: Members of the Cult of the Bat cannot 
  cast spells of the healing subschool, or which have the light 
  descriptor.
  Channeled Energy: Negative.
  Familiar: Fiendish bat or stirge.
  Sacrifice: Animal, Blood, Profane.
  Hexes: Members of the Cult of the Bat can select from the 
  following hexes.
  Children of the Night (Su): As a standard action, the 
  cultist can conjure bats to aid him. At 1st level, he can 
  conjure 1d3 bats. At 3rd level, he can instead choose to 
  conjure a single dire bat. At 5th level, he can instead 
  choose to conjure a bat swarm. At 7th level, and every 
  two levels thereafter, he may summon one additional dire 
  bat or bat swarm, or 1d3 additional bats.
  Regardless of the type and number of summoned 
  creatures, they arrive after 1d4 rounds, and serve the 
  cultist faithfully for 1 minute per class level. The cultist 
  can use this ability once per day.
  Mental Control (Su): The cultist can issue hypnotic 
  commands to a creature he has already affected with the 
  charm hex. This functions as the spell suggestion, except 
  that the cultist can choose for the creature to forget being 
  instructed to perform whatever tasks the cultist asks. 
  This memory loss applies both after the task is complete, 
  and, if the cultist specifies conditions that trigger the 
  instructions, also applies before the task is carried out, 
  as well, but does not prevent the target from following 
  the instructions. The target still remembers completing 
  the task, he simply does not recall why. The cultist can 
  use this ability at will, but only on creatures currently 
  affected by his charm hex. The cultist must have the 
  charm hex in order to take this hex.
  Necrotic Existence (Ex): The cultist becomes partially 
  undead. He is healed by negative energy and harmed by 
  positive energy, like an undead creature. However, he 
  is resistant to positive energy, and whenever he would 
  suffer damage as a result of positive energy (such as a 
  cure light wounds spell, or a cleric’s channel energy class 
  feature), the amount of damage he suffers is reduced by 
  an amount equal to his class level (to a minimum of 0).
  Vampiric Defenses (Ex): The cultist gains an amount of 
  damage reduction equal to 1/4 his class level (rounded 
  down, minimum 1) which can only be overcome by 
  weapons that are both magic and silver. Additionally, he 
  34
  
  gains an amount of cold and electricity resistance equal 
  to 1/2 his class level (rounded down, minimum 1). These 
  abilities cease to function as long as the cultist is exposed 
  to bright light, or sunlight of any kind.
  Vampiric Reflexes (Ex): The cultist is infused with the 
  speed and grace of a vampire. He gains any two of the 
  following feats, of his choice, and may even gain ones 
  for which he does not meet the requirements: Combat 
  Reflexes, Dodge, Improved Initiative, Fleet, or Lighting 
  Reflexes.
  Cloak of the Night (Secret of the First Circle): A member 
  of the Cult of the Bat is blessed by the spirits of the night, 
  and finds succor in the darkness. The cultist gains darkvision 
  60 feet. If the cultist already had darkvision, or later gains 
  it from another source, he instead gains the ability to see in 
  darkness of all kinds, including magical darkness, to a range 
  of 60 feet. Additionally, the cultist gains an unholy bonus 
  equal to 1/2 his class level on all Stealth checks made in dim 
  light or darkness. At 12th level, the cultist’s supernaturally 
  sharp ears grant him blindsight to a range of 60 feet.
  Blood Drinker (Secret of the Second Circle): Beginning 
  at 9th level, a member of the Cult of the Bat can drain blood 
  from his victims. If the cultist establishes or maintains 
  a pin against a living creature, it can drain the victim’s 
  blood instead of dealing damage, inflicting 1d4 points of 
  Constitution damage and gaining a single blood point. At 
  any time, as a swift action, the cultist can expend one blood 
  point gained in this way in order to gain a +4 morale bonus 
  on attack rolls, damage rolls, ability checks, skill checks, and 
  saving throws for one round. The cultist cannot have more 
  blood points at any one time than 1/4 his class level (rounded 
  down).
  Wings of the Bat (Secret of the Third Circle): Beginning 
  at 17th level, a member of the Cult of the Bat can physically 
  transform himself to more closely resemble the idol of his 
  cult. As a move action, he can cause a pair of leathery bat 
  wings to sprout from his back, granting him a fly speed of 
  60 feet with good maneuverability. Additionally, he can cast 
  beast shape III at will, but only to transform into a bat.
  Ascension: At 20th level, the cultist fully transforms into 
  a vampiric undead. Instead of becoming an outsider, he 
  becomes an undead, gaining all the benefits of being an 
  undead creature.
  The Sweet Circle 
  The Sweet Circle is a vast conspiracy that operates in small 
  cells, giving members little to no contact with one another. 
  The cult seems to exist to influence the world through the 
  creation and distribution of magical candy, a slow and 
  nefarious process aimed at eventual world domination. 
  They operate quietly, often out of sight of even each other, 
  using their sweets to spread the agendas of the cult’s 
  mysterious leaders, which include separating people, growing 
  dependence on sweets, and fattening up the young. The cult 
  is led by a network of hags and serves essentially to create 
  superior feeding stock for its monstrous matrons. 
  The Sweet Circle’s ceremonial garb is a light pink robe with 
  a white and red striped apron worn over it. Members wear 
  special red and black gloves and orange hats while preparing 
  their candies.
  Alignment: Members of the Sweet Circle cannot be good or 
  lawful.
  Restricted Spells: Members of the Sweet Circle cannot cast 
  spells with good descriptor or the lawful descriptor.
  Channeled Energy: Negative.
  Familiar: nuglub gremlinB2 or ratlingB4.
  Sacrifice: Blood or wealth.
  Hexes: Members of the Sweet Circle can select from the 
  following hexes.
  Create Candies (Su): A cultist of the Sweet Circle can 
  create 1 pound of candy per day, which can take the form 
  of any candy the cultist chooses. Candy produced in this 
  way is magical in nature and lasts for 24 hours before 
  fading to nothingness. A creature that consumes at least 
  1 oz. of this candy suffers a –4 penalty on saving throws 
  made to resist the cultist’s spells and hexes for one week.
  Healing Candy (Su): Once per day, a cultist of the Sweet 
  Circle can create 2d4 bright blue spheres of juicy gummy 
  candy. Any creature that consumes one of these candies 
  recovers a number of hit points up to the cultist of the 
  Sweet Circle’s class level. A single creature can benefit 
  from a healing candy only once each day. 
  Poison Food (Su): The cultist can touch a single piece of 
  food in order to infuse it with a sweet-tasting poison that 
  sickens the consumer and causes dangerous convulsions. 
  A cultist can only affect a single piece of food in this way 
  at a time, and the touched food remains affected until it 
  is consumed, or until another piece of food is selected. 
  The affected food causes any creature that consumes it to 
  become nauseated for 1 round, and also become exposed 
  to the sweet poison.
  Sweet Poison (Sp) ingested; save Fort varies (DC = 10 + 
  1/2 the cultist’s level + the cultist’s Intelligence modifier); 
  frequency 1/hour for 8 hours; effect 1d4 Wis damage and 
  –1 penalty on all Fort saves for 8 hours; cure 1 save.
   
  At 10th level, the sweet poison requires 2 saves to cure.
  Sustaining Sweets (Su): The cultist can affect a number 
  of pieces of candy each day equal to his Intelligence 
  modifier in order to make them as satisfying as a full 
  meal. This requires a special ritual, which takes 1 minute 
  35
  
  to complete. At 10th level, these candies also provide a +2 
  morale bonus on saving throws for 24 hours.
  Tasty Candy (Su): The cultist can instill a strong desire to 
  eat candy in another. As a standard action, the cultist can 
  look at a creature within 30 feet and attempt to compel 
  her to eat candy. The target must succeed on a Will save 
  or be compelled to seek out and consume the nearest 
  piece of candy. This effect lasts a number of rounds equal 
  to the cultist’s Charisma modifier, or until the target 
  consumes at least 1 piece of candy. 
  Candy of Influence (Secret of the First Circle) (Ex): At 1st 
  level, a cultist of the Sweet Circle learns how to create candy 
  that makes those who eat it friendly to him. The cultist of the 
  Sweet Circle can create 10 pieces of such candy with an hour’s 
  work. Any creature that eats this candy must make a Will 
  save (DC= 10 + 1/2 the cultist’s level + the cultist’s Charisma 
  modifier) or become helpful towards the cultist as though 
  affected by the spell charm person, except that the duration 
  is 24 hours. A creature that eats a second piece of this special 
  candy within that period receives no saving throw to resist its 
  effects, and the duration resets to 24 hours from the time the 
  second piece was eaten.
  Candy of Magic (Secret of the Second Circle) (Sp): At 9th 
  level, a cultist of the Sweet Circle learns how to imbue a piece 
  of candy with a spell he knows. To do so, he must spend an 
  hour and 15 gp per spell level of the spell he wishes to imbue 
  in the candy, and he must cast the chosen spell on the candy. 
  This magical candy remains potent for 1 week. Any creature 
  that eats it in that time becomes affected by that spell. The 
  creature must be a valid target for the spell, or it has no effect.
  Candy of Slaying (Secret of the Third Circle) (Ex): At 17th 
  level, a cultist of the Sweet Circle learns to create candy that 
  can kill those that eat it. By spending an hour and expending 
  1,000 gp worth of rare components, she can create a single 
  piece of jet black candy that kills whoever eats it, unless the 
  target succeeds on a Fortitude save (DC = 10 + 1/2 the cultist’s 
  level + the cultist’s Charisma modifier). Even a creature who 
  succeeds on this saving throw suffers 1d4 points of damage 
  per cultist level.
  Ascension: At 20th level, when the cultist becomes an 
  outsider, she gains the chaos and evil subtypes, as well as 
  immunity to charm effects, curses, diseases, and poisons. 
  Additionally, any creature that eats her candy of influence 
  becomes affected as though by the spell dominate person, 
  instead of charm person.
  Cult of the Wendigo
  Wendigos are ancient and primordial evils that stalk the 
  frozen places of the earth. Spirits of primordial hunger and 
  greed, they consume endlessly, and are never satiated, always 
  hunting for more flesh, even though they know it will never 
  fill the void within them that constantly drives them forward. 
  Although most fear and loathe these dreaded hunters of the 
  icy tundras, there are those who see them as the ultimate 
  hunter and predator spirits. They wrap themselves in the cold 
  much as the wendigos do, and engage in horrific cannibalistic 
  blood orgies.
  Alignment: Members of the Cult of the Wendigo cannot be 
  lawful or good.
  Restricted Spells: Members of the Cult of the Wendigo 
  cannot cast spells with the fire descriptor.
  Channeled Energy: Members of the Cult of the Wendigo 
  do not channel positive or negative energy, but channel 
  arctic gales, instead. The cultist’s channel energy inflicts cold 
  damage to all creatures, living or undead, in the affected area. 
  Creatures are entitled to a Fortitude save, rather than a Will 
  save, for half damage.
  Familiar: Ice elementalB2 or ice mephit.
  Sacrifice: Blood or Profane.
  Hexes: Members of the Cult of the Wendigo can select from 
  the following hexes.
  Cannibalistic Desire (Sp): As a standard action, the cultist 
  can point at a single intelligent creature within 60 feet 
  and instill in that creature cannibalistic desires. The 
  creature must succeed on a Will save (DC = 10 + 1/2 the 
  cultist’s class level + the cultist’s Charisma modifier) or 
  be overcome with a desire to consume the flesh of his 
  own race. For a number of days equal to the cultist’s class 
  level, whenever the target has a reasonable chance to 
  consume the flesh of another creature of his race (such 
  as encountering the corpse of a member of his race, or 
  being alone with a member of his race that he could 
  easily overpower and kill), the target must succeed on a 
  secondary Will save (at the same DC; the target gains a 
  +4 bonus on the saving throw if pursuing the opportunity 
  is risky or dangerous, including attempting to consume 
  flesh from a corpse during combat) or be compelled to do 
  its best to consume the meat in question. If the creature 
  succeeds on one of these secondary saving throws, he is 
  immune to this effect for one hour, and if he succeeds 
  on three consecutive secondary saving throws, he is 
  completely freed of all cannibalistic desires. A creature 
  that succeeds on its initial saving throw to resist this 
  effect is immune to this hex for one week.
  Frostbringer (Su): As a standard action, the cultist can 
  create an aura of wintry chill that emanates out from 
  his body, cooling the area around him. He reduces the 
  temperature within 60 feet of him by 2° F per class level. 
  Additionally, at any time while this ability is active, he 
  can increase or decrease the wind speed in this area by 
  10 miles per hour, to a maximum adjustment of 20 miles 
  per hour from what the wind speed in the area would 
  otherwise be.
  Heart of Ice (Su): The cultist gains an amount of cold 
  36
  
  resistance equal to 1/2 his cultist level. Additionally, he 
  is immune to nonlethal damage caused by starvation or 
  thirst.
  Snowstalker (Su): The cultist can see perfectly through 
  fog, hail, mists, snow, and similar impediments to vision. 
  Additionally, as a full-round action, he can cause the 
  color to drain from his body, leaving him an incredibly 
  pale white, and granting him a +8 racial bonus on Stealth 
  checks made in areas of ice or snow. 
  Wendigo Howl (Su): Three times per day, as a standard 
  action, the cultist can unleash a spine-tingling howl. All 
  foes within 60 feet must succeed on a Will save (DC = 
  10 + 1/2 the cultist’s class level + the cultist’s Charisma 
  modifier) or be shaken for 1 minute. Creatures that fail 
  their saving throw by 10 or more are frightened, instead. 
  The howl is audible up to one mile away with a DC 0 
  Perception check. This is a mind-affecting sonic emotion 
  and fear effect.
  Wendigo Step (Secret of the First Circle) (Su): At 1st 
  level, the cultist learns to move with great speed over ice and 
  snow. The cultist ignores difficult terrain caused by ice and 
  snow, and suffers no ill effects for moving over such terrain. 
  Additionally, up to three times per day, the cultist can cast 
  expeditious retreat as a spell-like ability. If the cultist uses this 
  ability while in an environment of cold temperatures (less 
  than 40° F), he can cast this spell-like ability as a swift action, 
  rather than a standard action.
  Hunger of the Wendigo (Secret of the Second Circle) 
  (Su): Beginning at 9th level, the cultist learns how to gain 
  power from consuming the body parts of his enemies. By 
  devouring the heart, eyes, or tongue of an Intelligent creature 
  (a full-round action), the cultist gains a +4 enhancement 
  bonus to whichever ability score was that creature’s highest. 
  This bonus lasts for 1 hour. The consumed body part must be 
  relatively fresh: if taken from a living creature, it must have 
  been no more than 1 day per cultist level since the organ was 
  harvested, and if taken from a corpse, it must have been no 
  more than 1 day per cultist level since the creature died.
  Ride the Wind (Secret of the Third Circle) (Sp): 
  Beginning at 17th level, the cultist learns how to walk on the 
  arctic winds, like the wendigo. He can activate this ability as 
  a standard action, and it functions as wind walk, except that 
  only the cultist is affected. He can use this ability for a total 
  of 10 minutes per class level each day, which must be spent in 
  10-minute increments.
  Ascension (Su): At 20th level, when the cultist becomes an 
  outsider, he gains the cold subtype. Additionally, he becomes 
  immune to fear and gains regeneration 5, which can only be 
  overcome by fire damage. Finally, he gains a fly speed of 60 
  feet with perfect maneuverability.
  Cult of the Yellow King
  While most secret societies count the disenfranchised 
  amongst their number, recruiting mainly from the fringes of 
  society, few cults speak to the truly nihilistic and distraught 
  as well as the cult of the yellow king. Devoted to the Great 
  Old One Hastur, also referred to as the King in Yellow, 
  these cultists seek to spread their hopelessness and utter 
  despair, ultimately calling forth Hastur himself to bring an 
  end to everything. Some believe that it was members of this 
  cult who first penned the famous play The King in Yellow, 
  but while these claims are difficult, at best, to verify, it can 
  certainly be said that members of the cult have replicated and 
  spread the play numerous times.
  Alignment: Members of the Cult of the Yellow King cannot 
  be good or lawful.
  Restricted Spells: Members of the Cult of the Yellow King 
  cannot cast spells that grant a morale bonus of any kind.
  Channeled Energy: Negative.
  Familiar: cacodaemonB2, ratlingB4, or zoogB3.
  Sacrifice: Blood, life, profane, or soul.
  Hexes: Members of the Cult of the Yellow King can select 
  from the following hexes.
  Channel Misery (Su): Whenever the cultist channels 
  negative energy, he can expend two uses of that ability 
  in order to suffuse the energy with psychic anguish and 
  nihilistic despair. If he does, each creature that fails 
  its saving throw to halve the damage inflicted by the 
  channeled energy also suffers a –2 penalty on attack 
  rolls, saving throws, ability checks, skill checks, and 
  weapon damage rolls for 1 minute. This does not stack 
  with penalties inflicted by the cultist’s create yellow sign 
  class feature, or a crushing despair spell. This is a mind-
  affecting emotion effect.
  Enter the Empty City (Sp): The cultist can temporarily 
  escape this reality, visiting an eerie, ochre-shaded 
  reflection of the Material Plane devoid of most life. 
  This functions as etherealness, except that each time 
  the cultist uses the ability, he must succeed on a Will 
  save (DC = 10 + 1/2 the cultist’s class level + the cultist’s 
  Charisma modifier) or suffer 2d3 points of Wisdom 
  damage (or 2d6 points of sanity damage, if using the 
  sanity rules from Pathfinder Roleplaying Game: Horror 
  Adventures). The cultist can use this ability up to three 
  times per day. The cultist must be at least 6th level to 
  select this hex.
  Forbidden Name (Su): The cultist’s name carries power, 
  and anyone who speaks it risks attracting his attention. 
  Whenever a creature speaks the cultist’s name, she 
  must succeed on a Will save (DC = 10 + 1/2 the cultist’s 
  class level + the cultist’s Charisma modifier) or the 
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  cultist becomes aware of the fact that his name has been 
  spoken. If the creature is within 10 miles per cultist level 
  of the cultist when she speaks the cultist’s name, if the 
  speaker fails this Will save, the cultist can cast scrying 
  on her as a spell-like ability as a standard action on 
  the cultist’s next turn. The cultist is treated as having 
  firsthand knowledge of the target for this ability, and 
  the saving throw DC is otherwise equal to 10 + 1/2 the 
  cultist’s class level + the cultist’s Charisma modifier.
  Mystery Shroud (Su): The cultist is shrouded in an aura 
  of mystery. The DC of Sense Motive checks made against 
  the cultist increases by 5. At 5th level, the cultist is 
  constantly affected as though by the spell nondetection. 
  At 15th level, the cultist is constantly affected as though 
  by the spell mind blank.
  Nihilistic Aura (Su): The cultist radiates an aura of 
  tragedy, in which great victories are rendered as 
  disappointing defeats. Any creature (including allies) 
  within 30 feet of the cultist treats all d20 rolls that result 
  in a natural 20 as though they were a natural 1, instead. 
  The cultist can suppress or resume this ability as a 
  standard action.
  Create Yellow Sign (Secret of the First Circle) (Sp): 
  Once per day, as a full-round action, the cultist can touch a 
  surface in order to inscribe a lesser yellow sign upon it. This 
  functions similarly to a symbol of death spell, except that 
  affected creatures suffer a −2 penalty on attack rolls, saving 
  throws, ability checks, skill checks, and weapon damage rolls 
  for 1 minute, instead of dying. Unlike symbol of death, the 
  lesser yellow sign can affect any number of hit points’ worth 
  of creatures, but can affect only a number of Hit Dice worth 
  of creatures equal to twice the cultist’s cultist level before 
  the magic is discharged, after which the yellow sign becomes 
  nothing more than a mundane marking. This is a mind-
  affecting emotion effect. The cultist is always immune to his 
  own yellow signs.
  Tattered Robe (Secret of the Second Circle) (Su): 
  Beginning at 9th level, three times per day, the cultist can 
  transform any mundane garment he wears into a tattered 
  yellow robe as a move action. The robe’s tattered and frayed 
  lengths wave about him like tendrils, increasing his natural 
  armor bonus to AC by an amount equal to 1/4 his cultist 
  level. Additionally, while the cultist cannot attack with these 
  tendrils directly, they automatically lash out against nearby 
  creatures that leave themselves open. Treat this as a primary 
  tentacle natural attack with a reach of 10 feet, which deals 1d6 
  points of damage on a successful hit for a Medium creature 
  (1d4 for a Small creature), and which can make any number 
  of attacks of opportunity per round, but cannot be used 
  to make other attacks. The tentacle uses the cultist’s base 
  attack bonus and ability scores, and benefits from any class 
  features, feats, or other bonuses the cultist benefits from. The 
  tendrils attack any creature within range besides the cultist 
  that provokes attacks of opportunity, even the cultist’s allies. 
  Each time this ability is used, the cultist’s garment remains 
  transformed for 1 minute.
  Greater Yellow Sign (Secret of the Third Circle): 
  Beginning at 17th level, the cultist can inscribe up to three 
  yellow signs per day. Additionally, a creature affected by the 
  cultist’s yellow sign must succeed on a secondary Will save 
  at the end of the initial effect, or gain a permanent madness. 
  The madness is chosen by the cultist when the yellow sign is 
  inscribed, and cannot later be changed. For more information 
  on madness, see Pathfinder Roleplaying Game: GameMastery 
  Guide and Pathfinder Roleplaying Game: Horror Adventures.
  Ascension: At 20th level, when the cultist becomes an 
  outsider, he gains the chaos and evil subtypes, and all 
  traits associated with those types. Additionally, he takes on 
  some aspects of the Great Old One Hastur, and becomes 
  immune to aging, cold, death effects, disease, mind-affecting 
  effects, paralysis, and petrification. Further, any creature 
  that attempts to interact directly with the cultist’s thoughts 
  (such as via detect thoughts or telepathy) must succeed on a 
  Will save (DC = 10 + 1/2 the cultist’s class level + the cultist’s 
  Charisma modifier) or be rendered permanently confused, as 
  the insanity spell. 
  New Druid Archetype
  Faerie Follower
  As their name implies, faerie followers are druids who 
  have devoted their time and attention to the worship of fey 
  creatures, believing them to be the ultimate incarnation of 
  nature. Because of their close association with fey, faerie 
  followers have learned to unlock magical abilities not 
  normally available to other druids. In addition, their practices 
  have granted them a number of unique abilities, and 
  accomplished faerie followers can even transform into fey for 
  short periods of time. 
  Faerie Speech (Ex): Faerie followers learn ancient secrets to 
  communicate with fey and can use their knowledge of such 
  creatures to easily express their ideas. The faerie follower 
  can speak with and understand any fey creature, regardless 
  of what actual language that creature actually speaks. 
  Additionally, the faerie follower can attempt to influence the 
  attitudes of fey creatures she spends at least 1 minute talking 
  to. This functions as the Diplomacy skill, except that the 
  faerie follower rolls 1d20 and adds her level + her Wisdom 
  modifier to the check. Additionally, the faerie follower may 
  substitute her Wisdom modifier for her Charisma modifier 
  on Diplomacy checks made with fey creatures. 
  This ability replaces the wild empathy class feature.
  Fey Magic (Ex): A faerie follower learns secret magic from 
  her communion with fey creatures and through her studies 
  of the fair folk. At 1st level, the faerie follower can choose 
  2 spells from the bard or sorcerer/wizard spell list, which 
  cannot be of a level greater than the highest-level druid spell 
  she can cast. She treats the chosen spells as though they were 
  on the druid list and can prepare them as druid spells. At 
  38
  
  each level beyond 1st, she can choose another spell from the 
  bard or sorcerer/wizard spell list, using the same guidelines, 
  to add to the spells she can prepare and cast.
  This ability replaces the nature bond class feature.
  Fey Resistances (Ex): At 4th level, the faerie follower begins 
  a slow transformation into a fey creature, gaining some 
  of their protective powers. The faerie follower gains DR 1/
  cold iron and a +1 bonus on Will saves to resist charm and 
  compulsion effects. At 8th level, and every 4 levels thereafter, 
  the DR granted by this ability is increased by 1, and the bonus 
  to saving throws is increased by 1.
  This ability replaces the resist nature’s lure class feature.
  Wild Shape: At 4th level, the faerie follower gains the wild 
  shape ability, as normal; however, she can use it to assume 
  the forms of fey creatures in addition to animal forms. When 
  the faerie follower alters her form using the wild shape ability, 
  she can choose to assume the form of a Small or Medium fey. 
  At 8th level, she can instead assume the form of a Tiny or 
  Large fey. 
  When she assumes the form of a fey creature, she gains 
  certain bonuses and penalties based on the size of the form 
  she assumes, as follows.
  Tiny Fey: The faerie follower gains a –4 size penalty to 
  Strength and a +8 size bonus to Dexterity. 
  Small Fey: The faerie follower gains a –2 size penalty to 
  Strength and a +4 size bonus to Dexterity.
  Medium Fey: The faerie follower gains a +2 size bonus to 
  Dexterity. 
  Large Fey: The faerie follower gains a +2 size bonus to 
  Strength and Dexterity.
  Additionally, the faerie follower gains any of the following 
  abilities if the form she assumes possesses them: burrow 
  30 feet, fly 30 feet (average maneuverability), swim 30 feet, 
  darkvision, low-light vision, and DR 6/cold iron. 
  At 8th level, she adds the following to the list of abilities she 
  can gain: special arrows (memory loss or sleep only), and 
  unearthly grace. 
  At 12th level, she adds the following to the list of abilities she 
  can gain: fly 60 feet (good maneuverability), DR 10/cold iron, 
  and all extraordinary abilities. 
  At 16th level, the faerie follower gains all supernatural 
  abilities of the chosen form. 
  At 20th level, the faerie follower gains all of the abilities of 
  the chosen form, including spell-like abilities, though she 
  may only use a spell-like ability gained in this way once per 
  day, even if she would gain the same spell-like ability from 
  another source. The saving throw DC for a spell-like ability 
  gained in this way is Wisdom-based, and uses the faerie 
  follower’s caster level. 
  The saving throw DC for any ability gained in this way 
  is equal to 10 + 1/2 the faerie follower’s level + the faerie 
  follower’s Wisdom modifier.
  A faerie follower does not gain the ability to use wild shape to 
  take the form of an elemental or plant creature using the wild 
  shape ability.
   
  This ability modifies the wild shape class feature.
  Spell Resistance: A faerie follower eventually becomes 
  resistant to spells and magic of all kinds. At 9th level, the 
  faerie follower gains spell resistance equal to 5 + her class 
  level.
  This ability replaces the venom immunity class feature.
  39
  
  New Hunter Archetype
  Horse Master
  Skilled riders and stalwart friends to their horse companions, 
  a horse master is a hunter who has formed an intense 
  bond with a single horse, who serves as her closest ally and 
  trusted friend. A master of trick horsemanship and a skilled 
  motivator, horse masters lead their equine combatants to 
  perform amazing acts of derring-do that few others can even 
  dream of. In battle, they combine the skills of a knight with 
  the flashy arts of a circus performer to outmaneuver and 
  ultimately defeat their foes.
  Horse Companion (Ex): At 1st level, a horse master forms 
  a powerful bond with a horse. This functions identically to 
  the hunter’s animal companion class feature, except that 
  the horse master must choose a light horse, heavy horse, or 
  pony for her animal companion. Additionally, her animal 
  companion gains the entertain, exclusive, and heel tricks as 
  bonus tricks. 
  This ability modifies the animal companion class feature.
  Horsemanship (Ex): Beginning at 2nd level, a horse master 
  adds 1/2 her level (rounded down) to all Ride skill checks.
  This ability replaces the track class feature.
  Horse Tricks (Ex): Beginning at 4th level, a horse master’s 
  skill at horsemanship allows her to perfect several master 
  feats of horsemanship. A horse master can perform a number 
  of horse tricks equal to 1/2 her level + her Wisdom modifier 
  each day. 
  At 4th level, a horse master has access to the following horse 
  tricks:
  10-foot Canter (Ex): Once per turn, as a free action, the 
  horse master can command her animal companion to 
  move up to 10 feet with a DC 20 Handle Animal skill 
  check. If successful, the animal companion moves in the 
  direction of the horse master’s choice. This movement 
  is treated as a 5-foot step and never provokes attacks of 
  opportunity. 
  Fling from Saddle (Ex): As a standard action, the horse 
  master can attempt a Handle Animal check (DC 20) 
  to have her horse hurl her from her saddle, landing 10 
  feet away in the direction of her choosing. For every 5 
  points by which the horse master exceeds the DC, she 
  may travel up to an additional 5 feet. The horse master 
  ends this movement standing. If the horse master would 
  encounter any obstacles in the course of this movement, 
  her movement instead ends in the nearest adjacent 
  unoccupied square to the obstacle and she may make a 
  single melee attack against that obstacle with a +4 bonus 
  on the attack roll. If the attack is successful, it deals 
  damage as normal and knocks the target prone, provided 
  the target creature or object is at least 1 size category 
  smaller than the horse master’s mount.
  Side Riding (Ex): The horse master can command her 
  mount to move and attack, while using her mount for 
  cover. In order to perform this trick, the horse master 
  must be gaining cover from her mount while remaining 
  mounted (such as by using the Ride skill to gain cover). 
  As a swift action, the horse master can attempt a Ride 
  check (DC 25) in order to guide her mount while using 
  it for cover. If successful, the horse master can move her 
  mount, handle it as normal, and make any actions that 
  could be performed one-handed, while retaining the 
  benefits of cover for 1 round. 
  At 14th level, the horse master gains access to the following 
  additional tricks. 
  Deadly Whirl (Ex): As a full-round action, the horse 
  master can attempt a DC 30 Ride check in order to whirl 
  her mount around in a tight circle, striking out with 
  her weapons and her horse’s hooves in tandem. If the 
  check is successful, both the horse master and the horse 
  master’s animal companion may make a single melee 
  attack at their highest base attack bonus against each 
  adjacent target. 
  Plow Charge (Ex): As a part of a charge action, the horse 
  master can attempt a Ride check in order to cause her 
  mount to take a skidding strike at the legs of her foe. The 
  DC is equal to the CMD of the target of the charge attack. 
  If successful, the target suffers 1d6 points of damage and 
  falls prone before the attack is made.
  Magnificent Leap (Ex): Whenever the horse master’s 
  mount jumps, the horse master may attempt a Ride 
  check as a free action, and add the result of that check to 
  the result of the Acrobatics check made to jump.
  This ability replaces the improved empathic link and the 
  greater empathic link class features.
  Greater Horsemanship (Ex): At 8th level, a horse master 
  can take 10 on all Handle Animal checks and animal empathy 
  checks made with horses. 
  This ability replaces the swift tracker class feature. 
  40
  
  New Investigator Archetype
  Seeker of the Divine
  Not all investigators turn their talents to the empirical and 
  observable world. Others concern themselves more with 
  mysteries concerning faith, miracles, and the spirit. Known as 
  seekers of the divine, they range from fierce inquisitors who 
  hunt down heretics, to true believers who hunt down and 
  reveal frauds and charlatans on their quest for the ultimate 
  truth.
  Divine Inspiration: A seeker of the divine uses his Wisdom 
  modifier, rather than his Intelligence modifier, to determine 
  the size of his inspiration pool.
  This ability modifies the inspiration class feature.
  Spellcasting: A seeker of the divine casts divine spells and 
  orisons as an inquisitor and uses the inquisitor’s spell list.
  Chaotic, Evil, Good, and Lawful Spells: A seeker of the 
  divine can’t cast spells of an alignment opposed to his 
  own alignment, or that of his deity. Spells associated with 
  particular alignments are indicated by the chaotic, evil, good, 
  and lawful descriptors in their spell descriptions.
  This ability replaces the alchemy class feature. A seeker of 
  the divine cannot take the alchemist discovery talent or any 
  investigator talent that affects alchemy.
  Interrogation (Ex): A seeker of the divine is a master of 
  harrying others until they cooperate with his investigations, 
  and knows instinctively when the answers he receives are 
  falsehoods. He adds 1/2 his class level (minimum 1) to 
  Intimidate checks made to influence a creature’s attitude, and 
  to Sense Motive checks.
  This ability replaces the trapfinding class feature.
  Sense Faith (Su): A seeker of the divine makes it his 
  business to know the faiths of others. At 2nd level, by 
  studying a creature within 30 feet as a move action, he can 
  determine that creature’s alignment. Any effect that fools or 
  blocks detect evil, and the similar spells for other alignments, 
  similarly affects this ability. If he spends a full-round action 
  studying the creature, the seeker of the divine can search 
  for any traces of particular deities in the character’s aura, 
  effectively allowing him to identify what deity the creature 
  worships. If the creature does not worship a deity, the seeker 
  of the divine knows that instead, but this ability does not 
  allow him to differentiate between atheists and those with 
  spiritual beliefs that simply do not involve deities (such as 
  some nature-focused versions of druidism). At the GM’s 
  discretion, characters that have earned the favor or disfavor 
  of a particular deity may have that deity’s mark upon their 
  aura, causing this ability to show them as a worshipper of that 
  deity, even if that is not actually the case. It is possible for 
  more than one deity to appear in a creature’s aura.
  This ability replaces the poison lore class feature.
  Truthseeker (Ex): At 2nd level, a seeker of the divine gains a 
  +1 bonus on saving throws made to resist illusion effects. This 
  bonus increases to +2 at 5th level, +3 at 8th level, and +4 at 
  11th level.
  This ability replaces the poison resistance class feature, 
  including the poison immunity normally gained at 11th level.
  Divine Guidance (Sp): Beginning at 3rd level, a seeker of the 
  divine can cast augury as a spell-like ability once per day, with 
  a 100% chance of receiving a meaningful reply. At 6th level, 
  and every three levels thereafter, he can use this ability one 
  additional time per day.
  This ability replaces the trap sense class feature.
  Cynical Believer (Su): By 4th level, a seeker of the divine’s 
  experience with charlatans and false prophets has given him a 
  knack for detecting falsehood. He is entitled to a Will save to 
  disbelieve illusions even if he does not directly interact with 
  them.
  This ability replaces the swift alchemy class feature.
  New Kineticist Archetype
  Elemental Blademaster
  Even when one can wield the very elements themselves, there 
  are few things as comforting as a good weapon in hand, and 
  some kineticists choose to focus on shaping the elements 
  into shapes and forms that are familiar to them. Elemental 
  blademasters focus on channeling energy into powerful 
  melee weapons, using the elements to devastate their foes in 
  ways that mimic traditional combat.
  Kinetic Blade (Su): At 1st level, when selecting her infusion, 
  an elemental blademaster must choose the kinetic blade 
  infusion. At 5th, 11th, and 17th levels, when she gains the 
  ability to replace one of her infusions with another infusion 
  of the same effective spell level or lower, she may not choose 
  to replace the kinetic blade infusion.
  Superior Blade (Su): Beginning at 3rd level, whenever an 
  elemental blademaster uses the kinetic blade infusion, the 
  shape she gives the blade makes it more useful in combat. 
  Each time she uses this infusion, she can choose one or more 
  of the following properties to apply to her kinetic blade. 
  Each property costs 1 or more modification points. At 3rd 
  level, she has 1 modification point to apply, but this number 
  increases by 1 at 6th level, and again at 11th and 16th levels (to 
  a maximum of 4 points at 16th level).
  Brace (1 point): If the elemental blademaster uses a 
  readied action to set the weapon against a charge, 
  she deals double damage on a successful hit against a 
  41
  
  charging creature (note that, in order to effectively use 
  this property, the elemental blademaster must have a 
  way to brace the weapon against a charge, such as the 
  enduring blade class feature gained at 9th level).
  Defensive (2 points): The weapon grants a +1 shield bonus 
  to AC while wielded.
  Disarm (1 point): The weapon grants a +2 bonus on 
  Combat Maneuver check to disarm an opponent. This 
  bonus increases by 1 at 7th level and every four levels 
  thereafter.
  Greater Critical Multiplier (2 points): The weapon’s 
  critical multiplier increases to x4. The weapon must 
  already have the improved critical multiplier property in 
  order to select this property.
  Greater Critical Threat Range (2 points): The weapon 
  threatens a critical hit on a roll of 18-20. The weapon 
  must already have the improved critical threat range 
  property in order to select this property.
  Improved Critical Multiplier (2 points): The weapon’s 
  critical multiplier increases to x3.
  Improved Critical Threat Range (2 points): The weapon 
  threatens a critical hit on a roll of 19-20.
  Reach (1 point): The weapon can be used to strike 
  opponents 10 feet away, but can’t be used against an 
  adjacent foe.
  Trip (1 point): The weapon can be used to make trip 
  combat maneuvers. If the elemental blademaster is 
  tripped during her own trip attempt, she can drop the 
  weapon to avoid being tripped.
  Two-Handed (1 point): The elemental blademaster must 
  use both hands to wield the weapon, preventing her 
  from holding anything in her off-hand or using it for 
  other purposes (such as her gather power class feature). 
  However, attacks made with the weapon deal 1 additional 
  point of damage per damage dice rolled as part of her 
  blast.
  This ability replaces the elemental overflow class feature.
  Biting Blade (Su): At 5th level, an elemental blademaster 
  learns to better bypass defenses with her kinetic blade. 
  When she uses the kinetic blade infusion on physical blasts, 
  they count as both cold iron and silver for the purposes of 
  overcoming damage reduction. When she uses the kinetic 
  blade infusion on an energy blast, if the target has a relevant 
  energy resistance, she treats that resistance as though it 
  were 5 lower than it actually is, and if the target is immune 
  to the relevant energy type, it still suffers 1/4 the damage, 
  regardless.
  At 13th level, her ability to bypass defenses improves still 
  further. When she uses the kinetic blade infusion on 
  physical blasts, they count as adamantine for the purposes 
  of overcoming damage reduction (in addition to counting 
  as cold iron and silver). When she uses the kinetic blade 
  infusion on an energy blast, if the target has a relevant energy 
  resistance, she treats that resistance as though it were half of 
  what it actually is, and if the target is immune to the relevant 
  energy type, it still suffers 1/2 the damage, regardless.
  This ability replaces the metakinesis class feature.
  Enduring Blade (Su): At 9th level, an elemental 
  blademaster is able to maintain her kinetic blade for longer 
  periods of time. When she uses the kinetic blade infusion, 
  the blade remains until the beginning of her next turn, 
  allowing her to make attacks of opportunity, ready actions to 
  attack with it, and so on.
  Twin Blades (Su): At 17th level, when an elemental 
  blademaster uses the kinetic blade infusion, she can choose 
  to create two blades, instead of one. For each blade, the 
  damage dice are reduced by 1 step (1d4+1 + her Constitution 
  modifier, plus 1d4+1 per 2 kineticist levels beyond 1st, for 
  physical blasts, and 1d4 + 1/2 her Constitution modifier, plus 
  1d4 per 2 kineticist levels beyond 1st, for energy blasts). When 
  applying the effects of the elemental blademaster’s superior 
  blade class feature, she must distribute her modification 
  points among the two blades. This ability does not grant the 
  Two-Weapon Fighting feat or any special ability to fight with 
  two weapons.
  Kinetic Parry (Su): Beginning at 19th level, as an immediate 
  action, when an elemental blademaster is the target of 
  a melee attack, she can accept 1 point of burn in order to 
  conjure an elemental blade to parry the blow with. She 
  must make an attack roll, as though with a kinetic blade. 
  If the result of her attack roll is greater than the attacker’s 
  result, the attack misses, and the weapon used to make the 
  attack (or the attacker, if the attack was made with a natural 
  weapon) suffers a number of points of damage equal to the 
  elemental blademaster’s class level, which is of the same type 
  (and subject to the same damage reduction and resistances) 
  as any blast she has access to, of her choice.
  This ability replaces the metakinetic master class feature.
  42
  
  New Medium Spirit
  Portenta
  Portenta is a spirit of knowledge, taking the form of a great 
  winged sphinx. While her legend is considerable, she is most 
  commonly remembered for having traveled to the distant 
  future to learn of events that will occur there. The prophecies 
  of Portenta supposedly chronicle these events, and speak of 
  strange and troubling things including wars, famine, and 
  the emergence of powerful evil overlords that will lead more 
  than one world to ruin. The veracity of these tales is difficult 
  to prove, as their subject matter is far in the distant future, 
  with the earliest predictions not coming for a thousand years. 
  Many believe them to be a politically motivated. Even so, 
  those who channel Portenta gain some limited insight into 
  the future and the power to divine their own fate.
  Spirit Bonus: When you channel Portenta, your spirit bonus 
  applies on initiative checks, attack rolls, and AC. 
  Séance Boon: You gain a +2 bonus on initiative checks.
  Favored Locations: Basements, high towers, hot deserts, 
  libraries, mansions, ruins, the site of a casting of a divination 
  spell of 4th level or higher. 
  Influence Penalty: You are wracked with visions of a terrible 
  and dystopian future, and have difficulty telling this future 
  from the present. You begin all combats with the confused 
  condition, which lasts for a number of rounds equal to 
  your spirit bonus. Additionally, you suffer a penalty on all 
  concentration checks and Intelligence-based skill checks 
  equal to your spirit bonus.
  Taboos: Choose one: you must not take a hostile action 
  without spending a move action to divine the outcome 
  through signs and omens or the consultation of cards, bones, 
  entrails or similar, which allows you to perform hostile 
  actions for 1 minute; you must not ignore or go against any 
  advice gained from a divination spell, prophecy, or omen you 
  have read, or willingly engage in activities such sources have 
  indicated will be harmful; you must do your best to hide any 
  information about what you believe will happen in the near 
  future. 
  Divine the Outcome (Lesser, Su): You gain the ability to 
  cast a number of divination spells as spell-like abilities. At 
  1st level, you can cast augury as a spell-like ability once per 
  day. At 5th level, you can cast divination once per day and 
  augury 3 times per day. At 10th level, you can additionally 
  cast commune once per day and augury at will. At 15th level, 
  you can additionally cast contact other plane once per day 
  and commune 3 times per day. At 20th level, you can cast any 
  spell-like ability gained by this spirit power at will. 
  Foretell the Future (Intermediate, Su): You gain the 
  ability to determine if a course of action is likely to succeed, 
  and bend reality accordingly. Three times per day, you may 
  force a single character within 30 feet (including yourself) to 
  reroll any d20 roll she just made, and you may choose which 
  result is used. You may use this ability after you know the 
  results of the roll (such as whether an attack hits), but before 
  the consequences of that roll are determined (such as how 
  much damage the attack does). 
  Certain Future (Greater, Su): You can see a brief glimpse 
  of the future with perfect clarity, guaranteeing the outcome 
  of a single event. You may allow Portenta to gain 1 point of 
  influence over you; if you do, you may add +20 to any single 
  attack roll, saving throw, skill check, or ability check made by 
  a creature within 30 feet of you. Additionally, by expending 2 
  uses of your spirit surge ability, you may add or subtract your 
  spirit surge dice from any applicable roll made by a creature 
  within 30 feet.
  Future Sense (Supreme, Su): You are constantly aware 
  of the near future, gaining brief glimpses of the next few 
  moments. You are constantly affected as though by the spell 
  foresight, except that the effect cannot be dispelled.
  New Mesmerist Tricks
  The following section presents new tricks available to all 
  mesmerists.
  After You: The mesmerist makes the subject appear 
  to be in a slightly different place than she actually is, 
  allowing her to easily avoid and counter certain combat 
  maneuvers. The mesmerist can trigger this trick when 
  the subject is the target of a bull rush, drag, overrun, or 
  trip combat maneuver. The combat maneuver suffers a 
  –10 penalty. Additionally, if the combat maneuver fails, 
  the subject can immediately make a dirty trick, drag, 
  reposition, or trip combat maneuver against the attacker. 
  This combat maneuver does not provoke attacks of 
  opportunity, and is made with a +2 bonus.
  Be My Eyes: The mesmerist sends sensory input to the 
  subject in the event that she is blinded or deafened, 
  allowing her to largely ignore those conditions. The 
  mesmerist can trigger this trick if the subject begins 
  her turn with the blinded or deafened condition. If the 
  subject is blinded, she no longer suffers the –4 penalty on 
  Strength- and Dexterity-based skill checks, she is able to 
  pinpoint the locations of creatures and objects as though 
  she could see, and creatures only have concealment (20% 
  miss chance) against her, instead of total concealment. 
  She still suffers a –2 penalty to Armor Class, loses her 
  Dexterity bonus to AC, and suffers a –4 penalty on 
  Perception checks, and she must still succeed on a DC 10 
  Acrobatics check to move faster than half speed. If the 
  subject is deafened, she no longer suffers a spell failure 
  chance when casting spells with verbal components. 
  If the subject is suffering from both conditions, both 
  43
  
  effects apply. This effect lasts for 1 minute, or until the 
  mesmerist moves more than 60 feet away from the 
  subject, at which point the effect ends.
  Flick of the Wrist: The mesmerist makes the subject 
  appear to be wielding her weapon differently than she 
  actually is, allowing her to easily avoid and counter 
  certain combat maneuvers. The mesmerist can trigger 
  this trick when the subject is the target of a disarm or 
  steal combat maneuver, or an item she is holding is 
  the target of a sunder combat maneuver. The combat 
  maneuver suffers a –10 penalty. Additionally, if the 
  combat maneuver fails, the subject can immediately 
  make a dirty trick, disarm, or steal combat maneuver 
  against the attacker. This combat maneuver does not 
  provoke attacks of opportunity, and is made with a +2 
  bonus.
  Impenetrable Façade: The subject magically seems like a 
  difficult target, encouraging enemies to attack elsewhere. 
  The mesmerist can trigger this trick when a creature 
  misses the subject with an attack (even if the attack is 
  part of a full attack in which the creature hits the subject 
  with another attack). The enemy must succeed on a 
  Will save (DC = 10 + 1/2 the mesmerist’s class level + the 
  mesmerist’s Charisma modifier) or be unable to take 
  any hostile action against the subject on its next turn. 
  Additionally, the subject gains a +2 circumstance bonus 
  to AC against attacks made by the creature that missed 
  it. Both of these effects last until the end of the attacker’s 
  next turn. The bonus to AC increases by 1 for every 5 
  levels the mesmerist possesses. This is a mind-affecting 
  compulsion effect.
  Soften Blow: What appears to be a deadly blow in fact 
  turns out to be little more than a scratch. The mesmerist 
  can trigger this trick when a critical threat is made 
  against the subject, before the confirmation roll is made. 
  The attacker’s roll to confirm the critical threat suffers 
  a penalty equal to the mesmerist’s Charisma modifier. 
  Additionally, whether the critical threat is confirmed or 
  not, all damage dice for the attack are treated as though 
  the attacker had rolled a 1.
  New Occultist Archetype
  Necrognostic
  Just as most occultists focus on the hidden psychic energy 
  in objects, necrognostics focus on the way that the spirits 
  and souls of intelligent creatures imprint on objects. They 
  can learn a great deal about a creature from its corpse, can 
  learn the nature of a creature’s death and ward them against 
  it, and can even conjure spirits using people or items with a 
  connection to them.
  Necromancy Adept: At 1st level, a necrognostic must select 
  necromancy as one of his implement schools. He may select 
  his other 1st-level implement school, and all implement 
  schools thereafter, normally.
  This ability modifies the implements class feature.
  Read Corpse (Su): At 2nd level, a necrognostic learns 
  how to read information from a corpse he examines. 
  Examining a corpse in this way requires him to spend 1 
  minute closely scrutinizing it (including touching it). If he 
  does, he learns the race, age, alignment, and gender of the 
  creature the corpse was, as though he had successfully used 
  the phrenology occult skill unlock on that creature. If the 
  necrognostic’s class level is at least 2 higher than the number 
  of Hit Dice the corpse possessed in life, he also learns the 
  creature’s class, as well as its name. If his class level is at least 
  5 higher than the number of Hit Dice the corpse possessed 
  in life, he also learns the level or Hit Dice the corpse 
  possessed, as well as gaining a brief vision (up to 1 minute in 
  length) of how the creature died, viewed from the creature’s 
  perspective.
  This ability replaces the object reading class feature.
  Ward Against Death (Su): At 8th level, a necrognostic 
  learns how to peer into a creature’s future and predict the 
  greatest threats to its life, as well as safeguard against them. 
  By concentrating on an adjacent creature for 1 minute, the 
  necrognostic can learn which of the following is most likely 
  to serve as the greatest threat to the creature over the course 
  44
  
  of the next day: death by affliction, death by misadventure, 
  or death by violence (this information is determined and 
  revealed by the GM). The information provided in this way 
  is simply a prediction based on what is most likely at the 
  time the ability is used, and, if circumstances change, may 
  prove inaccurate (for example, if the party had previously 
  determined to enter a room with a deadly trap, this ability 
  might return a result of misadventure. If the group then 
  decided not to go into that room, however, they might wind 
  up facing a deadly poison, instead).
  The necrognostic also grants the creature a magical 
  protection, warding them from the type of harm that he 
  determined was the greatest danger to that creature today. 
  The benefits are outlined below.
  Affliction: The creature gains a +2 bonus on saving throws 
  made to resist curses, diseases, and poisons.
  Misadventure: The creature gains a +2 bonus on 
  Acrobatics checks and Reflex saves, as well as a +1 luck 
  bonus to AC against attacks made by traps.
  Violence: The creature gains a +1 luck bonus to AC.
  The benefit granted by this ability lasts for 24 hours. The 
  necrognostic can use this ability any number of times per day, 
  but only once on any given creature per day.
  This ability replaces the magic circles class feature.
  Séance (Sp): Beginning at 8th level, the necrognostic 
  gains the ability to conjure the spirits of the deceased. 
  He can cast call spirit as a spell-like ability once per day. 
  If the target would gain a bonus on its Will save to resist 
  the spell based on the necrognostic’s knowledge of and 
  connection to it, that bonus is reduced by an amount equal 
  to 1/2 the necrognostic’s occultist level (to a minimum of 
  +0). Additionally, if the spirit would suffer a penalty to its 
  saving throw because the necrognostic has a connection 
  to the spirit, that penalty is increased by 1 per four class 
  levels the necrognostic possesses (to a maximum of +5 at 
  20th level). This does not apply if the necrognostic does not 
  have a connection to the spirit. At 12th level, and every four 
  levels thereafter, the necrognostic can use this ability one 
  additional time per day (to a maximum of four times per day 
  at 20th level).
  This ability replaces the outside contact class feature.
  Channel Connection (Su): Beginning at 12th level, 
  whenever the necrognostic uses his séance class feature, 
  he can invite one other creature to join in on the séance. If 
  he does, he uses that creature’s knowledge of the spirit to 
  determine the bonus to the spirit’s Will save modifier, rather 
  than his own knowledge of the spirit. Additionally, if the 
  necrognostic and the additional creature invited into the 
  séance have different alignments, the necrognostic can use 
  either his own alignment or the other creature’s to determine 
  the bonus the spirit receives to its Will save modifier.
   
  This ability replaces the binding circles class feature.
  Fast Séance (Su): Beginning at 16th level, whenever the 
  necrognostic uses his séance class feature, he can do so as a 
  full-round action, rather than taking 10 minutes. If he does, 
  the spirit gains a +10 bonus on its Will save to resist the spell, 
  in addition to any other bonuses it would receive (this bonus 
  is still subject to the reduction described in the séance class 
  feature).
  This ability replaces the fast circles class feature.
  New Psychic Discipline
  Near-Death Experience
  You suffered a traumatic experience that brought you close 
  to death, or may even have died at some point and later been 
  resurrected. Upon returning to life, you found that you could 
  sense things that you could not before, as though a veil had 
  been lifted, allowing you to see beyond reality as most living 
  creatures understand it.
  Phrenic Pool Ability: Wisdom.
  Bonus Spells: detect undead (1st), calm spiritOA, (4th), purge 
  spiritOA (6th), deadman’s contingencyUI (8th), call spiritOA 
  (10th), create undead (12th), phantasmal revengeAPG (14th), 
  orb of the voidUM (16th), power word kill (18th).
  Discipline Powers: Your brush with death and the afterlife 
  has opened your mind to the occult realm.
  Death is But a Doorway (Su): After having survived a 
  near-death experience once, you have experience keeping 
  your spirit from departing your body, no matter how bad 
  things might get. You do not die from hit point damage 
  until your negative hit point total equals or exceeds twice 
  your Constitution score, instead of the normal amount, 
  and you automatically stabilize if reduced to less than 0 
  hit points. Additionally, you gain a bonus equal to your 
  Wisdom modifier on saving throws made to resist death 
  effects. 
  Whenever you stabilize while dying, or succeed on a 
  saving throw to resist a death effect, you regain 1 point 
  in your phrenic pool. You cannot regain more points in 
  this way in any one day than 1 + 1 per four class levels you 
  possess.
  Language of the Dead (Su): Your connection to death 
  and the afterlife allows you greater control over undead 
  creatures. You gain the will of the dead phrenic 
  amplification, and can activate it by spending only 1 point 
  45
  
  from your phrenic pool, instead of 2 points. Additionally, 
  you can activate it without expending any points from 
  your phrenic pool a number of times each day equal to 1 
  + 1 per four class levels you possess.
  Spirit Speaker (Sp): Beginning at 5th level, you gain 
  the ability to speak with the recently deceased. This 
  functions similarly to speak with dead, except that you 
  speak to the spirit of the deceased creature before it 
  departs to the afterlife, rather than causing its corpse to 
  speak. This causes the ability to function differently from 
  the spell in a few ways. First, you can speak only with 
  creatures that have been dead for no more than 1 hour 
  per class level. Second, the corpse does not need to be 
  mostly intact or have a mouth, and the corpse itself does 
  not actually speak: only you can see, hear, or interact 
  with the spirit of the deceased, which you perceive as 
  hovering near its body. Finally, the creature is always 
  entitled to refuse to answer your questions or attempt 
  to deceive you. You can use Diplomacy or Intimidate to 
  improve the creature’s attitude towards you, however. 
  Death changes a creature’s priorities, and if the creature’s 
  attitude towards you was hostile or unfriendly in life, its 
  attitude is increased to indifferent in death. You may use 
  this ability to speak to up to 3 spirits per day, asking each 
  spirit up to one question per class level.
  Astral Projection (Su): Beginning at 13th level, you can 
  free your mind from your body, allowing you to travel to 
  other realms and worlds. You can cast astral projection 
  as a spell-like ability once per day. By default, you can 
  affect only yourself, although for each point you expend 
  from your phrenic pool when you activate this ability, 
  you can include one additional willing creature touched 
  (the normal restriction on how many touched creatures 
  you can include does not apply; you can affect as many 
  creatures as you have points in your phrenic pool to 
  expend). The maximum duration for your astral journey 
  is one hour, at which point the effect ends automatically 
  and your mind returns immediately to your body, 
  regardless of what plane it was on at the time (the normal 
  risks of having your silver cord severed or your physical 
  body killed while you are away still apply). 
  New Ranger Archetype
  Guardian of the Tropics 
   
  A guardian of the tropics is a ranger who hails from 
  warm and wet climates and has dedicated his life to the 
  defense and prosperity of his homeland, embracing with his 
  whole heart the land he comes from. Unlike other rangers, a 
  guardian of the tropics does not hunt down specific enemies 
  or travel varied terrain, believing the hate other rangers feel 
  towards one type of creature is a waste, and that leaving 
  tropical paradise would be foolish. Guardians of the tropics 
  instead channel nature more strongly than other rangers, 
  drawing upon powerful magic fueled by their tropical home.
  Weapon and Armor Proficiency: A guardian of the tropics 
  is proficient with all simple and martial weapons, but is not 
  proficient with any form of armor or shields.
  This ability modifies the weapon and armor proficiency class 
  feature.
  Tropical Defense: A guardian of the tropics adds his 
  Wisdom modifier to AC when he wears no armor and does 
  not use a shield. He loses this bonus to AC while flat-footed.
  Tropical Offence (Su): At 1st level, the guardian of the 
  tropics’ intense bond with his tropical home fills his body, 
  granting him additional combat abilities while fighting in 
  friendly terrain. As long as the guardian of the tropics is in a 
  warm or coastal environment, he gains a +1 bonus to attack 
  and damage rolls. This bonus is doubled against creatures 
  not native to or born in those areas. At 5th level, and every 5 
  levels thereafter, this bonus increases by a further +1.
  This ability replaces the favored enemy class feature.
  Spells of the Tropics (Su): At 2nd level, the guardian of 
  the tropics begins to gain a greater mastery of spells. At 2nd 
  level, the guardian of the tropics gains the ability to cast 
  flare at will, with a caster level equal to his ranger level and 
  saving throw DC equal 10 + 1/2 his ranger level + his Wisdom 
  modifier. At 4th level, the guardian of the tropics gains the 
  ability to cast heat metal as a 1st-level ranger spell. At 8th 
  level, the guardian of the tropics can cast daylight as a 2nd-
  level ranger spell. At 12th level, the guardian of the tropics 
  can cast fire shield as a 3rd-level ranger spell. At 16th level, 
  the guardian of the tropics can cast tree stride as a 4th-level 
  ranger spell.
  Tropical Guardian: At 3rd level, the guardian of the tropics 
  gains additional strength while within his tropical home. 
  As long he remains in a warm or coastal environment, the 
  guardian of the tropics gains DR 1/—, as well as a +2 bonus 
  on initiative checks and on Perception, Knowledge (nature), 
  Sense Motive, and Survival checks. At 8th level, and every 
  5 levels thereafter, the bonus to initiative checks and skill 
  checks increases by a further +2, and the DR is increased by a 
  further +1.
  This ability replaces the favored terrain class feature.
  Familiar: At 4th level, a guardian of the tropics gains a 
  familiar in much the same way a wizard does, though he 
  must choose an animal that is native to a warm or coastal 
  environment. His effective wizard level is equal to his ranger 
  level for the purposes of determining what kind of abilities 
  his familiar gains.
  This ability replaces the hunter’s bond class feature.
  Call the Sun (Sp): At 9th level, a guardian of the tropics 
  can call upon his deep connection to the tropics in order to 
  cause a small area to be filled with warm tropical sunlight. By 
  spending 3 full rounds chanting, the guardian of the tropics 
  46
  
  can create warm natural sunlight in the 100-foot-radius 
  spread surrounding him. The sunlight remains for 10 minutes 
  per level.
  This ability replaces the evasion class feature. 
  Call the Rain (Sp): At 16th level, a guardian of the tropics 
  can chant to summon a torrential downpour of rain. As long 
  he remains outside within a warm or coastal environment, 
  a guardian of the tropics can chant for 1 full round in order 
  to cause the 100-foot-radius spread around him to fill with 
  torrential rain, obscuring vision beyond 10 feet, and granting 
  concealment to characters within 10 feet. The rain also 
  reduces movement speed by half, though characters with 
  woodland stride are immune to this effect.
  This ability replaces the improved evasion class feature.
  Monsoon Warrior (Su): A guardian of the tropics is the 
  ultimate champion of his homeland and is an engine of 
  destruction in defense of his tropical home. At 20th level, 
  the guardian of the tropics adds his Wisdom modifier to 
  attack and damage rolls made while in warm or coastal 
  environments. Additionally, while in a warm or coastal 
  environment, whenever the guardian of the tropics 
  successfully confirms a critical hit against a creature which 
  is not native to a warm or coastal environment, that creature 
  must succeed on a Fortitude save or die.
  This ability replaces the master hunter class feature.
  New Rogue Archetype
  Gold Guru
  Gold gurus are special individuals who are obsessed with the 
  acquisition of gold and the increase of wealth. Not only do 
  they have a natural longing for gold that most individuals 
  can’t hope to match, they have a number of special talents 
  that enable them to find more gold than most, easily carry 
  vast sums of wealth on their person, and make the most 
  out of the gold they have. Gold gurus aren’t just shrewd 
  merchants and clever thieves, however; these rogues have a 
  number of quasi-magical skills, stemming from their faith 
  and love of all that glitters.
  Gold Sense (Ex): A gold guru possesses a sixth sense when 
  it come to gold, allowing her to easily detect when large piles 
  of gold are nearby, as well as alerting her to the approximate 
  value of items with a mere glance. The gold guru adds twice 
  her level as a bonus on Appraise checks. Additionally, gold 
  gurus are constantly alert for gold, and are immediately 
  aware when they pass within 5 feet of at least 50 gp worth 
  of unattended gold coins, or an object made mostly of gold 
  worth at least 50 gp. Additionally, the gold guru adds half her 
  level on Perception checks made to locate creatures carrying 
  at least 25 gp per level in gold, either in coins of objects made 
  mostly of gold.
  This ability replaces the trapfinding class feature.
  Gold Sack (Ex): At 2nd level, a gold guru learns special 
  weaving techniques and secrets of leverage that allow her 
  to create a special pseudo-magical sack capable of holding 
  great quantities of gold. Any gold placed in these massive 
  sacks does not count against the gold guru’s carrying capacity 
  when determining encumbrance. Each of these sacks has the 
  capacity to hold 100,000 gold coins, but must be carried in 
  two hands. Since part of the power of these sacks comes from 
  the gold guru’s faith in gold, the sack has no effect on other 
  objects placed within it.
  This ability replaces the rogue talent gained at 2nd level.
  Uncanny Knack (Ex): Beginning at 2nd level, a gold guru 
  learns how to effectively pinch pennies when buying objects. 
  Whenever the gold guru attempts to purchase an item, 
  she may make a special Diplomacy check; the DC for this 
  check is either 20, or 1 for every 2,000 gp in the item’s value 
  (whichever is higher). If the check is successful, the gold 
  guru can purchase the item for 10% less than the price the 
  merchant would ordinarily sell it for.
  This ability replaces the evasion class feature.
  Lucky Coin (Ex): At 3rd level, a gold guru invests a 
  significant portion of her faith in a single golden coin, which 
  grants her good luck so long as she never parts from it. She 
  must designate a single gold coin to be her lucky coin. So 
  long as she keeps the coin in her possession, she gains a +1 
  luck bonus to AC and saving throws. At 6th level, and every 
  3 levels thereafter, these bonuses increase by a further +1. If 
  the gold guru ever loses possession of the coin, she suffers 
  a penalty to her AC and saving throws equal to the bonus 
  she normally receives. These penalties last until the coin is 
  recovered, or she designates a new coin as her lucky coin (a 
  process which takes 1 week).
  This ability replaces the trap sense class feature.
  Greater Uncanny Knack (ex): At 8th level, a gold guru 
  can turn her exceptional mercantile talents to selling items 
  as well as buying them. Whenever she attempts to sell an 
  item to another character, the gold guru can make a special 
  Diplomacy check. The DC for this check is either 20, or 1 for 
  every 1,000 gp in the item’s cost (whichever is higher). If the 
  check is successful, she can sell the item for 10% more than 
  the buyer would typically pay for it.
  This ability replaces the improved uncanny dodge class 
  feature.
  Gold Sack Strike (Ex): At 10th level, the gold guru learns 
  how to attack his foes with his large bag of gold. The gold 
  guru can make attacks with his gold sack; treat this as an 
  improvised weapon attack for the purposes of feats and 
  abilities that affect weapons. Unlike a normal improvised 
  weapon, however, attacks made with the gold sack do not 
  47
  
  provoke attacks of opportunity and deal a number of points 
  of damage equal to 1d10 + the gold guru’s Strength modifier + 
  1 for every 10,000 gold coins contained in the gold sack.
  This ability replaces the advanced rogue talent gained at 10th 
  level.
  New Shaman Spirit 
  Smoke
  A shaman who selects the smoke spirit has supernaturally 
  dark skin and smoky eyes that are difficult to discern, and 
  some individuals’ hair even transforms into a plume of 
  smoke. When she speaks, small wisps of smoke pour from 
  her mouth, and when she calls upon one of this spirit’s 
  abilities, plumes of smoke stream forth from her eyes, ears, 
  and mouth.
  Spirit Magic Spells: Obscuring mist (1st), obscure object 
  (2nd), stinking cloud (3rd), gaseous form (4th), cloudkill 
  (5th), wind walk (6th), project image (7th), incendiary cloud 
  (8th), etherealness (9th).
  Hexes: A shaman who chooses the smoke spirit can select 
  from the following hexes.
  Choking Smoke (Su): As a standard action, the shaman 
  can project a ray of smoke from her outstretched hand. 
  Treat this as a ranged touch attack with a range of 100 
  feet. If the attack is successful, the target must succeed 
  on a Fortitude save (DC = 10 + 1/2 the shaman’s level + 
  the shaman’s Charisma modifier) or be nauseated for 1 
  round. 
  Smoke Augury (Su): As a full-round action, the shaman 
  can attempt to divine the future in smoke. The shaman 
  must be able to look into a plume of smoke at least 1 foot 
  in diameter in order to use this hex. The shaman may 
  then inquire about whether a course of action will be 
  successful, learning the answer from the movements of 
  the smoke. This functions like the spell augury. At 7th 
  level, the shaman can attempt to use this hex to find the 
  most direct path to her goal by questioning the smoke as 
  to which direction she should take to reach a creature she 
  names and has previously interacted with, or an object 
  she has previously touched. The smoke then moves to 
  form an arrow in the direction of the most direct path to 
  reach that creature or object, so long as it is within 500 
  feet per shaman level. If the creature or object is outside 
  that range, the ability fails. The shaman can use this 
  ability a number of times per day equal to her shaman 
  level.
  Smoke Cloud (Su): As a standard action, the shaman can 
  create a cloud of thick black smoke, which fills a 20-foot-
  radius spread. The smoke obscures all vision beyond 5 
  feet and is mildly toxic, forcing creatures who begin their 
  round within the cloud to succeed on a Fortitude save 
  (DC = 10 + 1/2 the shaman’s level + the shaman’s Wisdom 
  modifier) or become sickened for 1 minute. This smoke 
  cloud remains in place for 1 round per shaman level, 
  though a wind blowing at 15 mph is sufficient to disperse 
  the cloud. The shaman may use this ability at will, but 
  can only create 1 smoke cloud at a time in this way. 
  Smoke Friend (Su): The shaman can clearly see within 
  smoke, clouds, and mists that normally impair vision. 
  She also suffers no miss chance from concealment due to 
  such conditions. Additionally, she may breathe smoke as 
  though it were clean air.
  Smoke Veil (Su): As an immediate action, the shaman 
  can surround herself in a globe of choking smoke, 
  granting her concealment (20% miss chance) for 1 round. 
  Additionally, all creatures adjacent to the shaman must 
  succeed on a Fortitude save (DC = 10 + 1/2 the shaman’s 
  level + the shaman’s Wisdom modifier) or hack and 
  cough, causing them to suffer a -4 penalty to attack rolls 
  and AC for 1 round. The shaman can use this ability 
  a number of times per day equal to 3 + her Wisdom 
  modifier.
  Spirit Animal: The shaman’s spirit animal becomes wispy 
  and smoke-like, and gains constant concealment (20% miss 
  chance).
  Spirit Ability: A shaman who chooses the smoke spirit as her 
  spirit or as a wandering spirit gains the following ability.
  Touch of Smoke (Su): As a standard action, the shaman 
  can make a melee touch attack, which, if successful, fills 
  the target’s lungs with smoke. A creature affected by this 
  ability suffers a number of points of damage equal to 1d4 
  + 1/2 the shaman’s level, plus an additional number of 
  points of damage equal to 1d4 + 1/2 the shaman’s level 
  on the following round. This damage is untyped, but 
  creatures immune to poison, or which either do not 
  breathe or can breathe smoke, are immune to damage 
  from this ability. The shaman can use this ability a 
  number of times per day equal to 3 + her Wisdom 
  modifier.
  Greater Spirit Ability: A shaman who chooses the smoke 
  spirit as her spirit or as her wandering spirit gains access to 
  the following ability upon having access to the greater version 
  of that spirit. 
  Smoke Wall (Su): As a standard action, the shaman can 
  create a wall of smoke 5 feet thick, 10 feet high, and 100 
  feet long. This smoke wall obscures vision and grants 
  creatures on either side total concealment from creatures 
  on the opposite side. A creature passing through the 
  wall must succeed on a Fortitude save (DC = 10 + 1/2 
  the shaman’s level + the shaman’s Wisdom modifier) 
  or suffer a -4 penalty to his Constitution score for 1 
  minute. A creature that succeeds on this saving throw is 
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  immune to the effect for 24 hours. The smoke wall lasts 
  for a number of rounds equal to the shaman’s level. The 
  shaman can use this ability once per day.
  True Spirit Ability: A shaman who chooses the smoke spirit 
  as her spirit or as her wandering spirit gains the following 
  ability upon having access to the true version of that spirit.
  Poisonous Smoke (Ex): Whenever a creature is affected 
  by smoke created by one of the shaman’s abilities, or 
  by smoke produced by any spell cast by the shaman, he 
  must succeed on an additional Fortitude save (DC = 10 + 
  1/2 the shaman’s level + the shaman’s Wisdom modifier) 
  or suffer 1d4 points of Constitution damage. 
  Manifestation: Upon reaching 20th level, the shaman 
  becomes a spirit of living smoke. She gains constant 
  concealment (20% miss chance), a fly speed equal to her land 
  speed (perfect maneuverability), and immunity to critical 
  hits. 
  New Skald Archetype
  Voice of the Mountain
  Only those skalds who journey away from the comforts of 
  civilization and embrace the primal might and beautiful 
  isolation of the highest peaks can call themselves a voice 
  of the mountain. These chosen few shun a life of revelry 
  and personal glory, instead embracing the wonder and 
  danger of mountain living and thriving in harshly beautiful 
  environments. They learn special skills through their bond 
  with mountain and know how to survive its dangers. They 
  also learn to harness its power and authority, weaving song 
  and poetry worthy of their mountain homes in order to 
  inspire others to utilize the power of the great mountains. 
  The most powerful of these skalds can use their voices to 
  cause the very mountains to come to their aid, shaking with 
  their pent-up fury and striking the unworthy from their 
  majestic sides.
  Mountain Lore (Ex): A voice of the mountain is as one with 
  his home, and though he knows less of the lore of civilized 
  peoples, he is an expert in the lore of the land. He adds half 
  his level to all Perception and Survival checks. This bonus is 
  doubled while in a mountain or hill environment.
  This ability replaces the bardic knowledge class feature.
  Mountaineering (Ex): At 2nd level, a voice of the mountain 
  learns how to apply his lore to the practical skills of 
  navigation and combat while in his mountain home. The 
  voice of the mountain is not slowed by natural difficult 
  terrain, gains a bonus on all Climb checks equal to 1/2 his 
  level, and gains an additional +1 bonus to attack rolls he 
  makes from higher ground (in addition to the normal +1 
  bonus gained from attacking from higher ground). 
  This ability replaces the versatile performance class feature.
  Yodeling (Ex): At 2nd level, the voice of the mountain learns 
  special techniques for using echoes to strengthen the effects 
  of his raging songs and allow them to last longer. The voice of 
  the mountain gains a number of bonus rounds of raging song 
  per day equal to his level; these rounds of raging song can 
  only be used while in a mountainous environment. 
  This ability replaces the well-versed class feature.
  Mountain Song (Su): The voice of the mountain learns a 
  special chant that he can sing to fill those that hear it with 
  respect for the land and knowledge of its power. At 6th level, 
  the voice of the mountain can use his raging song to grant 
  all creatures who can hear it (including the voice of the 
  mountain) a +2 natural armor bonus to AC, as well as a +2 
  bonus on melee damage rolls made when they attack from 
  higher ground. At 12th level, and again at 18th level, these 
  bonuses increase by a further +1. Additionally, creatures who 
  hear this song gain the benefits of the voice of the mountain’s 
  mountaineering class feature. This ability can only be used 
  while in a mountainous environment.
  This ability replaces the song of strength raging song. 
  Mountain Man (Ex): At 7th level, the voice of the 
  mountain’s mountain craft has reached a legendary level, 
  allowing him to easily get along in areas where even seasoned 
  explores struggle. The voice of the mountain can use Survival 
  to follow tracks and forage for food while moving at full 
  speed. While in a mountainous environment, the voice of the 
  mountain can take 10 on all Survival and Perception checks.
  This ability replaces the lore master class feature.
  Shake the Mountain (Su): At 20th level, the voice of the 
  mountain can use his very words to cause the mountains 
  to unleash their primal fury on his enemies. He can use his 
  raging song while in a mountainous environment in order to 
  cause the ground to shake and rumble, dealing 10d6 points of 
  damage to any number of creatures within a 100-foot-radius 
  spread, centered on the voice of the mountain. Creatures 
  that suffer damage must also succeed on a Reflex save or be 
  knocked prone.
  This ability replaces the master skald class feature.  
  New Slayer Archetype
  Shadow Commando
  Shadow commandos are slayers (though they despise the 
  term) who have dedicated their skills to accomplishing their 
  goals with as few casualties as possible. Extremely gifted 
  in stealth, coordination, and evasion, when all goes well, 
  a shadow commando’s presence goes entirely unnoticed. 
  That’s not to say shadow commandos are not exceptional 
  49
  
  combatants, and each is trained in special skills to subdue 
  their foes, killing only when absolutely necessary. 
  Infiltration Specialist (Ex): A shadow commando adds 
  1/2 his level (minimum 1) to Stealth checks made while he is 
  being observed. 
  This ability replaces the track class feature.
   Stealth Coordination (Ex): At 2nd level, a shadow 
  commando is able to direct his allies to follow his lead while 
  attempting to go unseen. Allies within 30 feet of the shadow 
  commando gain the benefit of the shadow commando’s 
  infiltration specialist class feature. 
   
  This ability replaces the slayer talent gained at 2nd level. 
  Nonlethal Takedown (Ex): At 3rd level, a shadow 
  commando can strike unseen in order to cripple or take 
  down his foes. If the shadow commando attacks the target 
  of his studied combat while unobserved by that target, he 
  may choose to have the attack deal nonlethal damage. If he 
  does, the target must succeed on a Fortitude save (DC = 10 + 
  1/2 the shadow commando’s level + the shadow commando’s 
  Intelligence modifier) or be staggered for 1d6 rounds. At 6th 
  level, the shadow commando may choose to have the target 
  become dazed for 1d6 rounds, instead. At 9th level, the 
  shadow commando may choose to have the target become 
  stunned for 1d4 rounds, instead. At 12th level, the shadow 
  commando may choose to have the target become paralyzed 
  for 1 round, instead. At 15th level, the shadow commando 
  may choose to have the target fall unconscious until 
  awakened, instead. At 18th level, the shadow commando 
  may choose to have the target suffer an additional amount of 
  nonlethal damage equal to her maximum hit points, instead. 
  Additionally, the shadow commando never suffers a penalty 
  to attack rolls for choosing to deal nonlethal damage. 
  At 5th level, the shadow commando can attempt a nonlethal 
  takedown against the target of his studied combat if the 
  target is denied her Dexterity bonus to AC. He may only 
  make one such attack against that creature each day. At 10th 
  level, and every 5 levels thereafter, he may make an additional 
  nonlethal take down against each target of his studied 
  combat. 
  This ability replaces the sneak attack class feature.
  Stealthy Armor (Ex): At 10th level, a shadow commando 
  has mastered the art of altering armor to be less cumbersome 
  for stealth. By spending 1 hour and 100 gp per point of armor 
  check penalty a suit of armor possesses, a shadow commando 
  can modify a suit of armor to be stealthier, eliminating its 
  armor check penalty to Stealth checks. The armor’s armor 
  check penalty still applies normally for all other skills. The 
  armor loses this benefit if it ever gains the broken condition.
  This ability replaces the slayer talent gained at 10th level.
  Fast Stealth (Ex): At 11th level, a shadow commando suffers 
  no penalty for moving at full speed while using the Stealth 
  skill, and suffers only 1/2 the normal penalty for using Stealth 
  while running (this effect is cumulative with other effects that 
  reduce the penalty of Stealth for running, and is applied after 
  any other effects, rounding down). 
  This ability replaces the swift tracker class feature.
  Quarry (Ex): At 14th level, a shadow commando gains the 
  quarry ability as normal; however, if his quarry is knocked 
  unconscious or otherwise eliminated from an encounter, he 
  may select a new quarry after a period of 1 minute has passed. 
  At 17th level, he can immediately designate a new quarry if 
  his quarry is knocked unconscious or otherwise taken out of 
  an encounter.
  This ability modifies the quarry class feature.
  Shadow Striker (Ex): At 20th level, a shadow commando 
  can dispatch his foes with the greatest of ease, rendering 
  them unconscious and helpless before his fury. Any attack a 
  shadow commando makes against the target of his studied 
  combat is considered a nonlethal takedown, even if the target 
  is aware of him. 
  This ability replaces the master slayer class feature. 
  New Sorcerer Bloodline
  Deep One
  Salt water surges through your veins, and in your pulse, you 
  can hear the call of the primordial depths, from which your 
  ancestors emerged, and where some of your kin still dwell. 
  At night, you are visited by dreams of dark places far below 
  the surface of the water, where strange creatures perform 
  unspeakable rites, and with each such ritual you witness, you 
  feel your magical power growing.
  Class Skill: Swim.
  Bonus Spells: touch of the seaAPG (3rd), alter self (5th), 
  monstrous physique IUM (7th), black tentacles (9th), geyserAPG 
  (11th), veil (13th), insanity (15th), horrid wilting (17th), 
  tsunamiAPG (19th).
  Bonus Feats: Craft Wand, Deceitful, Great Fortitude, 
  Improved Initiative, Persistent SpellAPG, Sickening SpellAPG, 
  Skill Focus (Swim), Spell Focus.
  Bloodline Arcana: As long as you are within 5 miles of the 
  sea, you treat your caster level as 2 higher for the purposes 
  of all spells that you cast. If you are actually in the sea 
  (including wading only a few inches deep, but not including 
  if you are on a boat or similar vessel on the sea), the saving 
  throw DC of your spells increases by +1, as well.
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  Bloodline Powers: You can draw on your deep one heritage 
  to tap into their ancient, alien magic, drawing up arcane 
  potential from the very depths of the ocean.
  Claws (Su): At 1st level, you can grow claws as a free 
  action. These claws are treated as natural weapons, 
  allowing you to make two claw attacks as a full-attack 
  action using your full base attack bonus. These attacks 
  deal 1d4 points of damage each (1d3 if you are Small) 
  plus your Strength modifier. At 5th level, these claws 
  are considered magic weapons for the purpose of 
  overcoming DR. At 7th level, the damage increases by 
  one step to 1d6 points of damage (1d4 if you are Small). 
  At 11th level, these claws drip a strange acid which does 
  not harm you, but causes each claw to deal an additional 
  1d6 points of acid damage on a successful hit. You can use 
  your claws for a number of rounds per day equal to 3 + 
  your Charisma modifier. These rounds do not need to be 
  consecutive.
  Deep Dweller (Su): Beginning at 3rd level, you can 
  breathe underwater as well as you can breathe air, and 
  you gain a swim speed equal to your base land speed. 
  Additionally, you are immune to damage from water 
  pressure; your body is capable of instantly adjusting to 
  different water depths or even the surface with ease.
  Item Use (Su): Beginning at 9th level, you gain a deep 
  one’s ability to use magic items intuitively. Choose a 
  single spell list other than sorcerer/wizard. You can 
  activate spell-trigger items like staves and wands as 
  though you had access to the chosen spell list. At 
  13th level, and again at 17th level, you may choose an 
  additional spell list to gain access to in this way.
  Elder Transformation (Su): Beginning at 15th level, you 
  gain the ability to transform into a titanic elder deep 
  one once per day. This functions as monstrous physique 
  IV, except that it can only be used to transform into an 
  elder deep one (Pathfinder Roleplaying Game Bestiary 5), 
  and you gain the elder deep one’s devastating strike and 
  staggering presence abilities. At 18th level, you can use 
  this ability an additional time each day.
  Final Change (Su): At 20th level, your body changes, 
  and you become a deep one. You gain a permanent +2 
  bonus to Strength and Constitution, and gain the aquatic 
  subtype, darkvision 60 feet, and the amphibious special 
  ability. You gain 2 primary claw natural attacks, which 
  deal 1d4 points of damage on a successful hit (1d3 if 
  you are Small). You also gain cold resistance 5, and are 
  immune to both natural and supernatural aging.
  New Spiritualist Archetype
  Genie Binder
  Genie binders are spiritualists who use their gifts to 
  commune with the spirits of the elemental planes, commonly 
  referred to as genies, rather than with the spirits of the dead. 
  Though sharing their consciousness with these entities 
  is beyond even the greatest of genie binders, they have 
  mastered the art of binding these creatures to a material 
  object and enlisting their aid and expertise in whatever 
  challenges they encounter. More than a mere caster of planar 
  binding, a genie binder learns how to gain the services of 
  her genie ally, and in return uses her own psychic energies 
  and experiences to make the genie more and more powerful, 
  allowing the minor genies bound by novice genie binders to 
  eventually outstrip even nobles of their own kind. The genies 
  who enter into these pacts can look forward to a triumphant 
  return to their home plane upon the death of the genie 
  binder.
  Genie Servant: A genie binder binds a single genie into 
  her service. This genie is normally confined to a small 
  vessel (such as a bottle or oil lamp), but she can summon it 
  forth by performing a special ritual. In many ways, a genie 
  servant functions identically to the phantom of a typical 
  spiritualist, but it has several distinct differences that set it 
  apart. Notably, a genie servant manifests as a purely physical 
  entity and does not have an emotional focus. A genie servant 
  has base statistics identical to a phantom, and has the same 
  starting statistics. A genie servant also obeys all the same 
  rules as a phantom regarding summoning, healing, and spells 
  that affect it, except that a genie servant affected by dismissal 
  or a similar spell is sent to its native elemental plane for 24 
  hours, after which time it returns to the vessel (see the vessel 
  bound class feature). 
  The following spiritualist class features apply to the genie 
  binder’s genie servant instead of a phantom: bonded senses, 
  fused consciousness, and spiritual bond.
  As genie servants do not have emotional focuses, their good 
  saves and the skill bonuses they provide to the genie binder, 
  as well as their special abilities, are determined by the type of 
  genie they are, as described below.
  This ability modifies the phantom class feature.
  Vessel Bound: At 1st level, a genie binder gains the ability 
  to bind one genie to a special vessel, typically a bottle, lamp, 
  ring, or some other container. She chooses what kind of genie 
  to bind at 1st level, and the choice cannot later be changed. 
  A genie servant cannot travel more than 120 feet from the 
  vessel. While within the vessel, the genie is safe from external 
  harm and effectively does not exist, though a character in 
  possession of the vessel can feel the genie’s presence. A 
  character in possession of the vessel gains the ability to 
  speak with and understand characters with the elemental 
  subtype or from the elemental plane from which the genie 
  51
  
  hails. Additionally, the genie binder gains a bonus on two 
  skills associated with the genie equal to 1/2 her class level. A 
  genie binder can summon her genie by spending 3 standard 
  actions in consecutive rounds rubbing the vessel. A genie 
  binder can return her genie to the vessel as a standard action. 
  Additionally, if the genie servant is reduced below 0 hit 
  points, it is automatically returned to the vessel. Finally, if the 
  vessel is destroyed, the genie returns to its home plane until a 
  new vessel can be procured. Procuring a new vessel requires a 
  ritual which takes 1 hour and requires the expenditure of 100 
  gp. 
  This ability replaces the etheric tether and shared 
  consciousness class features.
  Weapons of the Genie: At 3rd level, the genie binder learns 
  to train her genie companion in the use of weapons. The 
  genie gains proficiency with simple and martial weapons, 
  and when making attacks with such weapons, it may use 
  the weapon’s actual base damage dice instead of the normal 
  slam damage for a phantom. Additionally, for a number of 
  rounds equal to her genie binder level, the genie binder can 
  infuse the genie’s weapons with psychic magic, increasing 
  its enhancement bonus by +1, or, if the item already has 
  an enhancement bonus of +1 or higher, imbuing it with a 
  +1-equivalent weapon special ability. 
  This ability replaces the bonded manifestation class feature.
  Elemental Interference (Su): At 4th level, while the genie 
  binder’s genie is manifested, the genie binder gains a +1 
  dodge bonus to AC and a +1 bonus on saving throws against 
  mind-affecting spells. 
  This ability replaces the spiritual interference class feature.
  Elemental Domain (Su): At 5th level, the genie binder 
  gains access to a domain based on the kind of genie she can 
  summon. If she bound a djinni, she gains the air domain; if 
  she bound an efreeti, she gains the fire domain; if she bound 
  a marid, she gains the water domain; and if she bound a 
  shaitan, she gains the earth domain. She is considered a cleric 
  of her level for the purposes of determining what domain 
  powers she gets and how powerful they are, and treats the 
  domain spells up to 6th level as though they were on her list 
  of spells known, and casts them as psychic spells.
  This ability replaces the detect undead, calm spirit, see 
  invisibility, and call spirit class features.
  Genie Recall (Su): At 6th level, the genie binder gains the 
  phantom recall feature, which functions on her genie as 
  though it was a manifested phantom, but only so long as the 
  genie binder is within 120 feet of the genie servant’s vessel.
  This ability modifies the phantom recall class feature.
  Genie Combat Training: At 8th level, the genie binder can 
  train her genie servant in combat, granting it a bonus combat 
  feat. 
  Greater Elemental Interference (Su): At 12th level, 
  whenever the genie binder’s genie is summoned and within 
  30 feet, the AC and saving throw bonus from elemental 
  interference increases to +2.
  This ability replaces the greater spiritual interference class 
  feature.
  Genie Magic (Sp): At 13th level, the genie binder can teach 
  her genie to use psychic magic. At the start of each day, the 
  genie binder chooses 3 spells she can cast. Her genie gains the 
  ability to cast each of these spells once that day as a spell-like 
  ability.
  Quick Summons (Sp): At 17th level, the genie binder can 
  summon her genie as a single swift action.
  This ability replaces the dual bond class feature. 
  Wish Granter (Sp): At 20th level, the genie binder learns 
  how to coax her genie companion to grant her wishes. The 
  genie binder’s genie gains the ability to cast wish as a spell-
  like ability 3 times. Once these 3 wishes are used up, the genie 
  can grant an additional wish once each month.
  This ability replaces the empowered consciousness class 
  feature.
  Djinni
  Djinn hail from the Plane of Air and are the most common 
  type of genie bound by genie binders. Djinn tend to appear 
  as idealized humans and are relatively easy to get along with, 
  despite an arrogant temperament.
  Skills: The djinni gains a number of ranks in Fly and 
  Knowledge (planes) equal to its Hit Dice. While confined in 
  its vessel, the djinni grants the genie binder a bonus on those 
  skills.
  Good Saves: Reflex and Will.
  Fly: A djinni has a 30-foot fly speed, with perfect 
  maneuverability. At 5th level, and every 5 levels thereafter, its 
  fly speed increases by a further 10 feet.
  Air Mastery (Ex): Airborne creatures suffer a –1 penalty to 
  attack rolls and AC against the djinni, and the djinni gains 
  Flyby Attack as a bonus feat.
  Create Wine (Ex): At 7th level, the djinni can create magical 
  wine at will. The djinni can create 1 gallon of wine as a 
  standard action. Any creature that drinks the wine gains a +1 
  morale bonus to attack rolls, saving throws, and skill checks, 
  but suffers a –4 penalty on saving throws against mind-
  affecting effects. These effects last for 10 minutes.
  52
  
  Invisibility (Sp): At 12th level, the djinni gains the ability 
  to cast invisibility as a spell-like ability at will. It can only use 
  this ability to cast invisibility on itself, and cannot affect other 
  creatures with this ability.
  Nobility (Sp): At 17th level, the djinn becomes a vizier, 
  gaining a +2 bonus to each of its ability scores and the ability 
  to cast heroes’ feast and major creation each once per day as 
  spell-like abilities.
  Efreeti
  Efreet are evil and powerful genies that hail from the Plane 
  of Fire. Though generally uncooperative, cruel, and miserly, 
  they make powerful servants for those who can control them.
  Skills: The efreeti gains a number of ranks in Appraise and 
  Intimidate equal to its Hit Dice. While confined in its vessel, 
  the efreeti grants the genie binder a bonus on those skills.
  Good Saves: Reflex and Will.
  Fire Subtype: The efreeti has the fire subtype, gaining 
  immunity to fire damage and vulnerability to cold damage. At 
  10th level, such is the fire of the efreeti that it is able to dull 
  the effects of the cold, losing cold vulnerability. At 20th level, 
  the efreeti becomes so hot as to cause cold energy to warm to 
  worthlessness, gaining immunity to cold damage.
  Burn: The efreeti’s slam attacks deal an additional 1d6 points 
  of fire damage on a successful hit. At 10th level, and again at 
  20th level, this fire damage increases by an additional 1d6.
  Change Size (Sp): At 7th level, the efreeti can alter its size 
  twice per day, as a standard action. This functions as either 
  enlarge person or reduce person, except that the ability can 
  work on the efreeti. A Fortitude save (DC = 10 + 1/2 the 
  efreeti’s Hit Dice + the efreeti’s Charisma modifier) negates 
  the effect.
  Heat Shield (Ex): At 12th level, the efreeti becomes so hot 
  as to burn those that touch it. Whenever it is struck by an 
  adjacent creature with a melee weapon, or whenever it begins 
  its turn in a grapple, the creature that hit the efreeti or that 
  is in a grapple with the efreeti suffers damage equal to the 
  efreeti’s burn damage.
  Nobility (Ex): At 17th level, the efreeti becomes a malik and 
  grows one size category larger. It gains the giant creature 
  simple template, as well as the ability to fly 30 feet with 
  perfect maneuverability.
  Marid
  Hailing from the Plane of Water, marids are fickle and 
  capricious, making for unpredictable partners. Though they 
  have the potential to be useful allies, whether a marid is 
  willing to help or happy to hinder is anyone’s guess.
  Skills: The marid gains a number of ranks in Swim and Bluff 
  equal to its Hit Dice. While confined in its vessel, the marid 
  grants the genie binder a bonus on those skills.
  Good Saves: Fortitude and Reflex.
  Swim: The marid has a 60-foot swim speed and can take 10 
  on all Swim checks. At 10th level, and again at 20th level, this 
  swim speed increases by an additional 20 feet.
  Water Mastery (Ex): The marid gains a +1 bonus on attack 
  and damage rolls if both it and its opponent are touching 
  water. In addition, the marid can breathe underwater.
  Water’s Fury (Su): As a standard action, the marid can 
  release a jet of water in a 60-foot line that deals 1d6 points 
  of damage and blinds the target struck for 1d6 rounds. A 
  Reflex save (DC = 10 + 1/2 the marid’s Hit Dice + the marid’s 
  Constitution modifier) reduces the damage by half and 
  negates the blinding effect. The save DC is Constitution-
  based.
  Vortex (Su): At 12th level, the marid can transform into a 
  vortex of swirling, churning water once every 10 minutes. This 
  ability functions identically to the whirlwind ability, save that 
  it can only be used while the marid is underwater; a marid 
  cannot leave a body of water while in vortex form.
  53
  
  Nobility (Su): At 17th level, the marid becomes a shahzada, 
  gaining a +4 bonus to its Charisma score and gaining the 
  ability to cast cone of cold and ice storm each 3 times per day. 
  Its caster level for this ability is equal to its Hit Dice, and the 
  saving throw DC for these abilities is Charisma-based.
  Shaitan 
  Shaitans are mighty genies hailing from the Plane of Earth. 
  Though proud and boastful, the shaitans are not evil beings, 
  though they often see themselves above their mortal masters. 
  Skills: The shaitan gains a number of ranks in Climb and 
  Perception equal to its Hit Dice. While confined in its vessel, 
  the shaitan grants the genie binder a bonus on those skills.
  Good Saves; Fortitude and Will.
  Stone Glide (Su): The shaitan gains the earth glide ability 
  of the earth elemental, except that the shaitan can move 
  through stone, dirt, crystal, or metal.
  Earth Mastery (Ex): The shaitan gains a +1 bonus on attack 
  rolls and damage rolls if both it and its foe are touching the 
  ground. At 10th level, and again at 15th level, this bonus to 
  attack and damage increases by a further +1.
  Stone Curse (Su): If the shaitan wins a bull rush check 
  by 5 or more and pushes its target into a stone barrier, the 
  target must make a Reflex save (DC = 10 + 1/2 the shaitan’s 
  Hit Dice + the shaitan’s Strength modifier) or be forced into 
  the barrier as if the target had cast meld into stone. The 
  target is trapped in the barrier until she makes a successful 
  Fortitude save (DC = 10 + 1/2 the shaitan’s Hit Dice + the 
  shaitan’s Strength modifier) as a full-round action to exit the 
  stone. 
  Metalmorph (Su): Beginning at 12th level, once per day, the 
  shaitan can touch a metal object and change it into another 
  metal object of the same size and weight. It can also change 
  the type of metal the object is made of; for example, the 
  shaitan could touch a Medium steel shield and transform it 
  into a Medium golden platter. Attended magical items may 
  make a Will save to avoid this effect. This transformation 
  lasts for an hour.
  Nobility (Sp): At 17th level, a shaitan becomes a pasha and 
  gains the ability to create an earthquake once per day. This 
  functions as the earthquake spell, except that the saving 
  throw DC is equal to 10 + 1/2 the shaitan’s Hit Dice + the 
  shaitan’s Charisma modifier.
  New Swashbuckler Archetype
  Mako 
  Makos are amphibious warriors, at home on land and in sea. 
  They spend about as much of their time below the waves 
  as above them, and are the next best thing to aquatic. As 
  such, makos are superb swimmers who specialize in fighting 
  underwater, employing a number of specialized techniques. 
  Deeds: A mako gains the following deeds, each of which 
  replaces an existing deed.
  Swift Swim (Ex): The mako is an exceptional swimmer, 
  able to cross great distances of water quickly. As long 
  as she has at least 1 point of panache remaining, she 
  can move up to her full speed as a move action while 
  swimming, or twice her speed as a full-round action, 
  instead of the normal rate of movement when using 
  the Swim skill. Additionally, whenever she moves 
  while underwater, she may spend 1 point of panache. 
  If she does, her movement does not provoke attacks of 
  opportunity for that action.
  This ability replaces the derring-do deed.
  Underwater Action (Ex): At 3rd level, the mako can 
  effectively deliver deadly and precise strikes while 
  underwater. As long as she has at least 1 point of panache 
  remaining, a mako never suffers a penalty to attack or 
  damage for being underwater, regardless of what type of 
  weapon she is wielding, and even if she fails her Swim 
  check.
  This ability replaces the menacing swordplay deed.
  Drowning Blow (Ex): At 7th level, the mako is able to 
  inflict a rapid strike to her opponents that makes it 
  extremely difficult to hold their breath. By spending 1 
  point of panache, the mako can make a single melee 
  attack with a light or one-handed piercing weapon 
  against a creature that is holding its breath underwater. 
  If the attack is successful, the target suffers damage 
  as normal and the number of rounds that the target 
  can continue to hold its breath before being forced to 
  make checks to avoid drowning is decreased to 0. If the 
  creature is already making checks to avoid drowning, the 
  DC of all such checks increases by +4 until the creature 
  stops holding its breath.
  This ability replaces the targeted strike deed.
  Underwater Acrobatics (Ex): At 11th level, the mako is 
  able to perform amazing feats of dodging and weaving 
  while underwater. As long as she has at least 1 point of 
  panache remaining, the mako adds 1/2 her swashbuckler 
  level to all Swim checks, and can take 5-foot steps while 
  underwater. Additionally, whenever the mako is attacked 
  underwater, she my expend 1 point of panache to gain a 
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  circumstance bonus against that attack equal to 1/3 the 
  number of ranks she has in Swim. She must declare she 
  is using this ability before she knows the result of the 
  attack roll.
  This ability replaces the evasive deed.
  Mako Strike (Ex): The mako can swim through the water 
  in a brutal charge, delivering death with her weapon. At 
  15th level, as long as she has at least 1 point of panache, 
  she can use the charge action while underwater. When 
  she does, she gains a +4 bonus to attack rolls, rather 
  than the normal +2, and if she hits, she may expend 
  an additional point of panache in order to deal double 
  damage with the charge attack.
  This ability replaces the dizzying defense deed.
  As the Waves (Ex): At 19th level, as long as she has at 
  least 1 point of panache, the mako gains a swim speed 
  equal to three times her land speed. Additionally, by 
  spending 1 point of panache while underwater, the 
  mako can act with such speed that she can make an 
  additional move action each round, or alternatively make 
  an additional attack at her highest base attack bonus 
  whenever she makes a full-attack action. This effect lasts 
  for a number of rounds equal to her Charisma modifier.
  This ability replaces the stunning stab deed.
  Breath Reservoir (Ex): A mako is a practiced free diver and 
  is rarely caught short of breath. At 2nd level, she adds her 
  Charisma score to her Constitution score for the purposes 
  of determining how many rounds she can hold her breath. 
  She can also perform actions other than moving while 
  underwater without having to consume 2 rounds’ worth of 
  held breath.
  This ability replaces the charmed life class feature.
  Aquatic Defense (Ex): A mako is most at home in the water 
  and knows how to use the ocean to defend herself from 
  attack. Beginning at 3rd level, the mako suffers no armor 
  check penalty on Swim checks. Additionally, while in at least 
  5 feet of water, she gains a +2 dodge bonus to AC. At 7th level, 
  and every 4 levels thereafter, this bonus increases by a further 
  +2 (to a maximum of +10 at 19th level).
  This ability replaces the nimble class feature.
  New Vigilante Archetypes
  Distiller of Identities
  For some vigilantes, simply putting on a mask is not 
  enough to unlock their secret identities. They must instead 
  use alchemical means to unlock their hidden potential, 
  transforming themselves into someone else entirely.
  Alchemy: A distiller of identities is highly trained in the 
  creation of mundane alchemical substances and magical 
  potion-like extracts. When using Craft (alchemy) to create an 
  alchemical item, a distiller of identities gains a competence 
  bonus equal to his class level on the skill check. In addition, 
  he can use Craft (alchemy) to identify potions as if 
  using detect magic. He must hold the potion for 1 round to 
  attempt such a check.
  Like an alchemist, a distiller of identities prepares his spells 
  by mixing ingredients and a tiny fraction of his own magical 
  power into a number of extracts, and then effectively casts the 
  spell by drinking the extract. These extracts have powerful 
  effects, but they are also bound to their creator. Extracts 
  behave like spells in potion form, and as such their effects 
  can be dispelled by dispel magic and similar effects, using the 
  vigilante’s level as the caster level.
  A distiller of identities can create only a certain number of 
  extracts of each level per day. His base daily allotment of 
  extracts per day is identical to an alchemist of his class level. 
  Like an alchemist, he receives bonus extracts per day if he has 
  a high Intelligence score.
  When a distiller of identities mixes an extract, he infuses the 
  chemicals and reagents in the extract with magic siphoned 
  from his own magical aura. An extract immediately become 
  inert if it leaves the distiller of identities’ possession, 
  reactivating as soon as it returns to his keeping—a distiller of 
  identities cannot normally pass out his extracts for allies to 
  use. An extract, once created, remains potent for 1 day before 
  losing its magic, so a distiller of identities must reprepare his 
  extracts every day. Mixing an extract takes 1 minute of work.
  Creating extracts consumes raw material, but the cost of 
  those materials is insignificant—comparable to the valueless 
  material components of most spells. If a spell normally has 
  a costly material component, that component is expended 
  during the consumption of that particular extract. Extracts 
  cannot be made from spells that have focus requirements; 
  extracts that duplicate divine spells never have a divine focus 
  requirement.
  A distiller of identities uses the alchemist formula list to 
  determine the extracts he can know. He can prepare an 
  extract of any formula he knows. To learn or use an extract, a 
  distiller of identities must have at least an Intelligence score 
  equal to 10 + the extract’s level. The saving throw DC for a 
  distiller of identities’ extract is equal to 10 + the extract’s level 
  + the distiller of identities’ Intelligence modifier.
  55
  
  A distiller of identities may know any number of formulae. 
  He stores his formulae in a special tome called a formula 
  book. He must refer to this book whenever he prepares an 
  extract. At 1st level, a distiller of identities starts with two 
  1st-level formulae of his choice, plus a number of additional 
  formulae equal to his Intelligence modifier. At each new 
  vigilante level, he gains one new formula for any level that 
  he can create. He can also add formulae to his book just like 
  a wizard adds spells to his spellbook, using the same costs, 
  pages, and time requirements. A formula book costs as much 
  as a spellbook. A distiller of identities can study a wizard’s 
  spellbook to learn any formula that is equivalent to a spell the 
  spellbook contains. A wizard, however, cannot learn spells 
  from a formula book. A distiller of identities can also learn 
  formulae from an investigator’s or an alchemist’s formula 
  book (and vice versa). A distiller of identities does not need 
  to decipher arcane writing before copying that formulae.
  This replaces the 4th–, 8th–, 10th–, 14th–, and 16th–level 
  vigilante talents.
  Alchemical Transformation (Su): A distiller of identities 
  is capable of brewing a special elixir that unlocks a hidden 
  aspect of his personality, transforming him both physically 
  and mentally into a separate identity. Similar to a standard 
  vigilante, the distiller of identities has two identities: a polite 
  member of society, and a wild and ruthless maniac. Each 
  identity has its own name and physical appearance, and those 
  that are familiar with one cannot necessarily recognize the 
  other, even if he does not strictly disguise himself. Knowledge 
  checks about one identity also do not reveal information 
  about the other, unless the distiller of identities’ true identity 
  is revealed to the world at large. These identities are referred 
  to in short as social and maniac.
  The distiller of identities’ maniac identity must be either 
  chaotic or evil, and cannot be lawful. Unlike a standard 
  vigilante, the distiller of identities’ alignments do not need to 
  be within one step of each other on either alignment axis, and 
  for the purposes of meeting qualifications for feats, classes, 
  or any other abilities, he is eligible if either of his alignments 
  meet the requirements, but if one of his alignments is not 
  eligible, he loses any benefits of things he no longer qualifies 
  for while in that identity, exactly as though his alignment 
  had changed to no longer be eligible. Also unlike a standard 
  vigilante, if he is the target of an effect that would change 
  his alignment, it changes only the alignment of his current 
  identity.
  The distiller of identities begins each day in his social 
  identity. In order to transform to his maniac identity, he 
  must drink a special elixir (a standard action). Once the 
  elixir is consumed, he undergoes a painful and debilitating 
  transformation process, which leaves him nauseated on his 
  next turn. At the beginning of his next turn after that, he 
  finishes his transformation, shifting into his maniac identity, 
  and is able to act normally. While in his maniac identity, the 
  distiller of identities gains a +4 alchemical bonus to a single 
  physical ability score of his choice (Strength, Dexterity, or 
  Constitution), and suffers a –4 penalty to two mental ability 
  scores of his choice (Intelligence, Wisdom, or Charisma). 
  He must choose which three ability scores are affected when 
  he first gains this ability, and it cannot later be changed. His 
  natural armor bonus to AC also increases by +1 while in his 
  maniac identity, and this bonus increases by an additional 
  +1 at 6th level, and every 6 levels thereafter (to a maximum 
  of +4 at 18th level). Finally, while in his maniac identity, the 
  distiller of identities gains the sneak attack class feature of 
  the rogue. He deals 1d6 points of sneak attack damage at 1st 
  level, and this damage increases by 1d6 at 4th level and every 
  three levels thereafter (to a maximum of 7d6 at 19th level).
  The distiller of identities remains in maniac form for 1 hour 
  after drinking his elixir. He can create a number of these 
  elixirs each day equal to 1/2 his class level + his Intelligence 
  modifier (minimum of 1 per day). No matter how many he 
  creates, they take 10 minutes to create, and become inert after 
  24 hours. A distiller of identities’ elixir is attuned specially 
  to his mental and physical particulars, and has no effect on 
  other creatures (but see the shared transformation social 
  talent).
  A distiller of identities’ maniac identity is treated as a 
  standard vigilante’s vigilante identity for the purposes of 
  using vigilante talents, and the seamless guise class feature 
  applies to his maniac identity instead of his vigilante identity. 
  A distiller of identities cannot take the quick change or 
  immediate change social talents.
  56
  
  This ability modifies the dual identity class feature, and 
  replaces the vigilante specialization class feature.
  Social Talents: A distiller of identities can select from the 
  following social talents, in addition to general social talents.
  Shared Transformation (Su): The distiller of identities 
  can create versions of his transformative elixir that 
  function for other characters. Each elixir created in this 
  way counts against his daily number of elixirs he can 
  create, and only works for a single creature, which the 
  distiller of identities must declare at the time the elixir 
  is created, and cannot later be changed. The distiller of 
  identities must either have intimate knowledge of the 
  creature’s physical and mental specifics (which he can 
  gain by interacting with the individual for at least 10 
  minutes), or he must have a physical piece of the creature 
  (such as a lock of hair, a fingernail, etc.).
  If the creature consumes the elixir, he undergoes a 
  transformation into a maniac identity, similar to the 
  one the distiller of identities can change into. The 
  creature can make a Will save (DC = 10 + 1/2 the distiller 
  of identities’ class level + the distiller of identities’ 
  Intelligence modifier) to negate this effect. The 
  transformation process is the same, but the creature 
  does not gain the ability score adjustments, natural 
  armor bonus, or sneak attack that the distiller of 
  identities gains. The creature’s maniac identity has an 
  alignment that is the opposite of the creature’s normal 
  alignment. If the creature already has a maniac identity 
  (whether because he is a distiller of identities himself, 
  or because he has been the target of this ability before), 
  he transforms into that maniac identity, instead (if he is 
  a distiller of identities, he gains his normal ability score 
  adjustments, natural armor, and sneak attack). The 
  distiller of identities must be at least 5th level to select 
  this talent.
  Targeted Transformation (Su): The distiller of identities 
  can incorporate a piece of an individual (such as a lock of 
  hair, a fingernail, or a few drops of blood) into one of his 
  elixirs, allowing him to transform into that person, rather 
  than his maniac identity. Other than requiring that he 
  have a physical piece of the person whose identity he 
  wants to adopt, this functions identically to the any guise 
  vigilante talent, although it does not have that talent’s 
  prerequisites. The distiller of identities must be at least 
  9th level to select this talent.
  Versatile Brewmaster (Ex): The distiller of identities 
  gains Brew Potion as a bonus feat. Additionally, he 
  can brew potions without meeting the prerequisites 
  for their creation, but the DC increases by +10 for each 
  prerequisite he does not meet, rather than the normal +5.
  Vigilante Talents: A distiller of identities can select from 
  the following vigilante talents, in addition to general vigilante 
  talents.
  Alchemist Discovery (Ex): The distiller of identities can 
  select one of the following alchemist discoveries as a 
  vigilante talent: alchemical simulacrumUM, alchemical 
  zombieUM, combine extracts, concentrate poison, 
  dilution, doppelganger simulacrumUM, enhance potion, 
  extend potion, greater alchemical simulacrumUM, 
  infusion, poison conversionUC, tentacleUM, or vestigial 
  armUM. In the case of the tentacle and vestigial arm 
  discoveries, these function only when the distiller of 
  identities is in his maniac identity. The distiller of 
  identities can use alchemical simulacrum (and other 
  discoveries that require it) and alchemical zombie 
  in his social identity, but doing so risks revealing his 
  secret identity, like a normal vigilante talent. All other 
  alchemist discoveries gained in this way can be used 
  safely in either identity.
  Investigator Talent (Ex): The distiller of identities can 
  select either of the following investigator talents as a 
  vigilante talent: item lore or perceptive tracking. Either of 
  these talents can be used safely in either identity without 
  risk of revealing his secret identity.
  Versatile Elixir (Su): Whenever the distiller of identities 
  changes into his maniac identity, he can choose which 
  physical ability score he gains a bonus to, and which 
  two mental ability scores he suffers penalties to. He can 
  choose different ability scores each time.
  Poison Lore (Ex): Beginning at 3rd level, a distiller of 
  identities gains a deep understanding and appreciation 
  for poisons. He cannot accidentally poison himself 
  when applying poison to a weapon. If he spends 1 
  minute physically examining the poison, he can attempt 
  a Knowledge (nature) check to identify any natural 
  poison or Knowledge (arcana) check to identify any 
  magical poison (DC = the poison’s saving throw DC). Lastly, 
  once a poison is identified, he can spend 1 minute and 
  attempt a Craft (alchemy) check (DC = the poison’s saving 
  throw DC) to neutralize 1 dose of the poison. Success renders 
  the dose harmless. The distiller of identities has no chance 
  of accidentally poisoning himself when examining or 
  attempting to neutralize a poison. 
  This ability replaces the unshakable class feature.
  Master of Subdual
  Many vigilantes operate with some sort of code, which 
  governs their vigilante activities and separates them from 
  those they fight. A common vigilante code is to refrain from 
  killing their foes, and the vigilantes who are the best at taking 
  down their opponents nonlethally are known as masters of 
  subdual.
  Nonlethal Takedown (Ex): At 1st level, a master of subdual 
  becomes an expert in nonlethal takedowns. He does not 
  suffer the normal −4 penalty on attack rolls made to deal 
  nonlethal damage with weapons that normally deal lethal 
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  damage. Additionally, whenever the master of subdual 
  successfully deals nonlethal damage to a creature, he deals 
  an additional amount of precision-based nonlethal damage 
  equal to his class level.
  This ability replaces the vigilante specialization class feature.
  Social Talents: A master of subdual can select from any 
  of the following social talents, in addition to general social 
  talents.
  Parley (Ex): The master of subdual is an expert at using 
  his words to defuse a tense situation. While in his social 
  identity, as a full-round action, the master of subdual 
  can call for a parley during combat. To do this, he makes 
  a Diplomacy check with a DC equal to 15 + the Hit Dice 
  of the opponent with the most Hit Dice + the Charisma 
  modifier of the opponent with the highest Charisma 
  modifier. Creatures with an Intelligence score of 2 or 
  less are not affected by this ability (and are not included 
  when determining which foe has the highest Hit Dice 
  or Charisma modifier). If any of the opponents are a 
  different creature type than the master of subdual, the 
  master of subdual suffers a −4 penalty on this check, 
  and if any of the opponents do not speak the master of 
  subdual’s language, he suffers an additional −8 penalty 
  on this check. If the master of subdual already failed a 
  Diplomacy check to influence the attitude of one or more 
  of these opponents in the last 24 hours, this attempt 
  automatically fails.
  If the check succeeds, the opponents agree to cease 
  hostilities long enough for the master of subdual 
  to parley with them, allowing him to make further 
  Diplomacy checks to improve their attitude, ask favors, 
  negotiate some non-violent resolution to their conflict, 
  etc. If the master of subdual or any of his allies makes 
  any hostile actions during this time, or appear to be using 
  the time to prepare for further combat (casting beneficial 
  spells on themselves, drawing weapons, moving into 
  better position, etc.), the opponents immediately resume 
  combat, and gain a +2 morale bonus on attack and 
  damage rolls against the master of subdual and his allies 
  for 1 minute. At the GM’s discretion, certain creatures 
  may simply be completely unwilling to parley, or, during 
  a parley, it may become clear that there is no possible 
  non-violent resolution.
  Rehabilitation (Ex): The master of subdual understands 
  that everyone has a chance at redemption, and is 
  potentially able to bring around even black-hearted 
  villains to his way of thinking. In order to do so, he 
  must spend at least two hours per day for an entire 
  week in his social identity speaking with the person in 
  question about moral and ethical issues, the reasons 
  why they act the way that they do, and what other 
  ways they could solve their problems, instead. At the 
  end of this time, the master of subdual must make a 
  Diplomacy check (calculate the DC as though asking 
  the target to give aid that could result in punishment, 
  so 40 + Charisma modifier for a hostile character). If 
  the check succeeds, the target’s attitude towards the 
  master of subdual permanently increases by one step. 
  If this increases the target’s attitude towards the master 
  of subdual to indifferent or higher, the target must 
  succeed on a Will save (DC = 10 + the master of subdual’s 
  Charisma modifier + 1 per previous saving throw) or 
  have his alignment shift one step closer to the master of 
  subdual’s alignment. The target chooses whether this 
  shift occurs on the good/evil axis or the chaos/law axis. 
  Otherwise, the alignment shift functions similarly to 
  the redemption/temptation option of atonement. The 
  master of subdual can continue trying to rehabilitate the 
  individual indefinitely, as long as the individual is still 
  willing to do so (or is imprisoned or otherwise accessible 
  to the master of subdual). The GM may determine that 
  certain individuals with strong convictions or particularly 
  broken minds may have a higher than normal Diplomacy 
  DC, gain a bonus on Will saves to resist having their 
  alignment changed in this way, or simply be unable to be 
  rehabilitated.
  Soft Target (Ex): While in his social identity, the master 
  of subdual can deliberately make himself appear to 
  be harmless in order to influence the likelihood of 
  creatures attacking him, instead of other targets. This 
  is a subtle change in body posture, word choice, and 
  other minor cues, which he can activate or deactivate 
  as a swift action. Whenever he does so, the GM should 
  make a Bluff check for the master of subdual in secret. 
  Creatures that encounter the master of subdual while he 
  is using this ability may make a Sense Motive check to 
  see through this ruse, in which case they realize that he is 
  far more dangerous than he appears, and is deliberately 
  attempting to appear harmless, which may influence 
  their likelihood of attacking him, anyway. This ability 
  cannot force any creature to attack or ignore the master 
  of subdual, but affected creatures view him as the least 
  threatening individual present, and act accordingly, 
  based on their normal tactics and preferences. If the 
  master of subdual deals damage to a creature while using 
  this ability, all creatures that witness him do so are no 
  longer affected by this ability.
  New Vigilante Talents: A master of subdual can select from 
  any of the following vigilante talents, in addition to general 
  vigilante talents.
  Drop Your Weapons (Ex): As a full-round action, a master 
  of subdual can call out for a foe within 30 feet to drop 
  his weapons in an authoritative voice, a command which 
  works surprisingly often. The opponent must be able to 
  hear and understand the master of subdual, and must 
  have an Intelligence score of at least 3, or the attempt has 
  no effect. The master of subdual makes an Intimidate 
  check (DC = 15 + the target’s Hit Dice + the higher of the 
  target’s Wisdom or Charisma modifiers). If the check 
  succeeds, the target drops any weapons or objects he is 
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  currently holding. The master of subdual cannot use this 
  ability on the same creature more than once in a 24-hour 
  period.
  Make Them Talk (Ex): The master of subdual is an 
  expert at pressuring captured prisoners into revealing 
  information. The master of subdual gains a +5 bonus 
  on Intimidate checks made to convince a helpless or 
  disabled foe to provide him with information. At 10th 
  level, this bonus increases to +10. This bonus does not 
  stack with the Skill Focus feat.
  Superior Intimidation (Ex): The master of subdual can 
  truly strike fear into the hearts of his foes. The first 
  time each day that he uses Intimidate to demoralize a 
  particular opponent, if the result of his Intimidate check 
  exceeds the DC by 5 or more, the target is frightened, 
  rather than shaken, for the duration of the effect.
  Persuasive (Ex): Whether it’s gentle, calming words in 
  his social identity, or harsh threats in his vigilante identity, 
  the master of subdual is intensely persuasive. Beginning 
  at 3rd level, he gains a bonus equal to 1/2 his vigilante level 
  on Diplomacy checks while in his social identity, and on 
  Intimidate checks while in his vigilante identity. This bonus 
  does not stack with the Persuasive feat.
  This ability replaces the unshakeable class feature.
  Lasting Bruises (Ex): Beginning at 5th level, a master of 
  subdual learns how to inflict nonlethal wounds that have 
  a more lasting effect. When a character that has suffered 
  nonlethal damage from a master of subdual receives magical 
  healing, the healing does not also remove an equal amount 
  of nonlethal damage. Instead, the target can choose whether 
  to heal lethal or nonlethal damage first, and any nonlethal 
  damage healed counts against the amount of healing 
  provided by the magical effect. Additionally, nonlethal 
  damage inflicted by the master of subdual heals naturally at 
  the same rate as lethal damage, rather than healing at a rate 
  of 1 hit point per hour per character level.
  This ability replaces the startling appearance class feature.
  Fair Fighting (Ex): Beginning at 11th level, the master of 
  subdual’s nonlethal fighting style allows him to more easily 
  dodge the lethal attacks of his opponents. He gains a +1 
  dodge bonus to AC as long as he is wearing medium armor, 
  light armor, or no armor. This bonus does not apply to attacks 
  made to deal nonlethal damage, and is lost if the master of 
  subdual has dealt lethal damage to a living creature in the 
  last hour. At 15th level, this bonus increases to +2, and at 19th 
  level, it increases to +3.
  This ability replaces the frightening appearance class feature.
  Knockout Blow (Ex): Beginning at 17th level, when the 
  master of subdual confirms a critical hit on an attack that 
  deals nonlethal damage, the damaged creature must succeed 
  on a Fortitude save (DC = 10 + 1/2 the master of subdual’s 
  vigilante level + the master of subdual’s Strength modifier) or 
  fall unconscious for 1 minute. The master of subdual can use 
  this ability up to 3 times per day.
  This ability replaces the stunning appearance class feature.
  Slasher
  Just like other vigilantes, a slasher dons his vigilante identity 
  in order to allow him to lash out at those he perceives 
  as corrupt, and who he feels deserve a punishment that 
  society has spared them from. But whereas most vigilantes 
  turn against oppressive tyrants or unscrupulous criminals, 
  slashers often focus on more personal slights, and the 
  bloody vengeance they wreak is often considered, by the 
  complacent sheep that make up society at large, to be too 
  violent a response to the often petty failings of their victims. 
  To slashers, however, their victims are at least as deserving of 
  their particular brand of bloody retribution as anyone else.
  Malice (Ex): More than just donning a mask, a slasher in his 
  vigilante identity is an instrument of malice and vengeance, 
  which he uses to fuel his brutal and deadly attacks. At the 
  start of each day, a slasher gains a number of malice points 
  equal to his Charisma modifier (minimum 1). His malice 
  goes up or down throughout the day, but usually cannot go 
  higher than his Charisma modifier (minimum 1). A slasher 
  can spend malice to use a variety of class features, and regains 
  malice in the following ways.
  Killing Blow with a Light Piercing or Slashing Melee 
  Weapon: When the slasher reduces an intelligent 
  creature (one with an Intelligence score of 3 or higher) 
  to 0 or fewer hit points with a light piercing or slashing 
  melee weapon attack while in combat, he regains 1 malice 
  point. Reducing a helpless or unaware creature to 0 or 
  fewer hit points, or reducing a creature that has fewer Hit 
  Dice than half the slasher’s character level to 0 or fewer 
  hit points doesn’t restore any malice.
  Panic an Intelligent Creature: When the slasher causes 
  an intelligent creature (one with an Intelligence score of 
  3 or higher) to become panicked, or suffer a more severe 
  fear effect, he regains 1 malice point. If the creature has 
  fewer Hit Dice than half the slasher’s character level, or 
  is a willing accomplice in being frightened in this way, no 
  malice is restored.
  Beginning at 1st level, a slasher can accomplish any of the 
  following effects by spending malice points.
  Slasher’s Grace: As an immediate action, a slasher can 
  spend one malice point in order to gain his choice of a 
  dodge bonus to AC or a competence bonus on saving 
  throws. In either case, the bonus is equal to his Charisma 
  modifier, and lasts until the beginning of his next turn.
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  Slasher’s Speed: As a swift action, a slasher can spend one 
  malice point in order to increase his movement speed by 
  30 feet until the beginning of his next turn.
  Slasher’s Strike: As a swift action, a slasher can spend 
  one malice point in order to cause all melee attacks he 
  makes against foes who are unaware of his presence, who 
  consider him an ally, or who are made flat-footed by his 
  startling appearance class feature to deal an extra 1d8 
  points of precision damage. This extra damage increases 
  by 1d8 at 3rd level and every 2 vigilante levels thereafter. 
  This damage also applies to targets that the slasher is 
  flanking, or that are denied their Dexterity bonus to 
  AC, but in these cases, the damage dice are reduced to 
  d6s. This bonus damage applies to all attacks the slasher 
  makes until the beginning of his next turn.
  This ability replaces the vigilante specialization class feature. 
  However, a slasher counts as having the stalker specialization 
  for the purposes of qualifying for vigilante talents and 
  feats. A character can have both the slasher and serial killer 
  archetypes, even though the serial killer archetype alters 
  the vigilante specialization class feature. In this case, the 
  alterations to that class feature granted by the serial killer 
  archetype are also replaced by this ability.
  Social Talents: A slasher can select from any of the following 
  social talents, in addition to general social talents.
  Bestow Identity: By performing a 10 minute ritual, the 
  slasher can bestow his vigilante identity on another 
  creature. That creature then gains the slasher’s vigilante 
  identity, and can change between her normal identity 
  and the slasher’s vigilante identity as though she had 
  the dual identity class feature. The slasher can revoke 
  his identity from that creature as a full-round action, 
  regardless of range, and cannot switch to his vigilante 
  identity until he has done so. Note that if the vigilante 
  identity requires a particular appearance (such as a mask, 
  hood, or other identifying or face-concealing feature), 
  an appropriate copy of the necessary clothing must be 
  provided to the creature gaining the identity, and that 
  creature may still be able to pose as the slasher’s vigilante 
  identity using those items even after the identity has 
  been revoked (however, the creature will not gain the 
  benefits of the dual identity class feature, such as the 
  protections against scrying).
  Confidant (Ex): The slasher can use his social identity 
  to learn important facts about a potential victim before 
  returning later in his vigilante identity. If he spends 
  at least 1 hour interacting with a character in a social 
  setting, he can attempt a DC 20 Sense Motive check. If 
  he succeeds, he gains the ability to later reroll any one 
  failed skill check made against the target (including, but 
  not limited to, a Bluff check to deceive or feint the target, 
  an Intimidate check to demoralize them, a Sleight of 
  Hand or Stealth check to avoid their notice, and so on), 
  or a failed attack roll made against the target. For every 
  10 by which the check exceeds 20, the slasher gains an 
  additional reroll. If the slasher fails to use these rerolls 
  before 1 week has passed, the rerolls are lost and he must 
  make a new Sense Motive check to gain a new set of 
  rerolls. A slasher can’t gain information about a person in 
  this way more than once per week.
  Lethal Weapon (Ex): Beginning at 2nd level, a slasher is an 
  expert at wielding light slashing and piercing melee weapons. 
  While wielding such a weapon, he may choose to have it deal 
  1d6 points of damage, instead of the normal damage dice for 
  a weapon of its type (he still adds his Strength bonus, and any 
  other bonuses to his damage roll, as normal). At 5th level, he 
  may choose to have it deal 1d8 points of damage; at 10th level, 
  he may choose to have it deal 1d10 points of damage; at 15th 
  level, he may choose to have it deal 2d6 points of damage; 
  and at 20th level, he may choose to have it deal 2d8 points of 
  damage.
  This ability replaces the vigilante talent gained at 2nd level.
  Slasher Talents: A slasher can select from any of the 
  following vigilante talents, in addition to general vigilante 
  talents.
  Right Behind You (Sp): As a swift action, the slasher 
  can expend 1 malice point to teleport to an unoccupied 
  square within 200 feet. The slasher must have line 
  of sight and line of effect to the destination, and the 
  destination must be adjacent to an intelligent creature 
  that has the shaken, frightened, or panicked condition, 
  or is under the effects of another fear effect. Additionally, 
  if the slasher travels at least 40 feet when using this 
  ability, if he also uses his slasher’s strike against the 
  shaken, frightened, or panicked creature he arrived next 
  to on the same turn, that creature is considered to be 
  unaware of the slasher for the purposes of determining 
  the damage dealt by the slasher’s strike ability.
  True Death (Su): Whenever the slasher kills a creature, 
  he can spend 3 rounds violently stabbing and slashing 
  that creature’s corpse. This not only renders the body 
  unsuitable for spells such as raise dead and speak with 
  dead, but also damages the creature’s soul, and makes it 
  difficult for them to be returned to life by other means. 
  Any attempt to resurrect the slain creature (including 
  reincarnate) fails unless the caster succeeds on a caster 
  level check (DC = 15 + the slasher’s vigilante level). 
  Bleeding Slash (Ex): Beginning at 8th level, whenever 
  a slasher hits a creature with a melee attack made with a 
  light piercing or slashing weapon, he can spend 1 malice 
  point in order to inflict 1d6 points of bleed damage to the 
  target. Additionally, the target suffers a −4 penalty on saving 
  throws made to resist fear effects (and the DC to demoralize 
  the creature with Intimidate is reduced by 4) for as long as 
  she continues to bleed. At 12th level, and every four levels 
  thereafter, the amount of bleed damage increases by 1d6 (to a 
  maximum of 4d6 at 20th level). 
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  This ability replaces the vigilante talent gained at 8th level.
  Voice of Dissension
  There are many sorts of people that become a voice of 
  dissension, but all share a commitment to the health and 
  prosperity of their communities, a strong desire for equal 
  treatment of all peoples, and a gift for bringing people 
  around to their viewpoints. In their social identities, they 
  use whatever platform is available to them to spread their 
  word peaceably. In their vigilante identities, they incite riots, 
  protect peaceful protests, and marshal the seething mobs 
  towards productive goals, ensuring that their message gets 
  across. These are the heroes who forsake their name to begin 
  a movement, and give every enraged soul a voice to cry out 
  that the injustice stops here.
  Social Talents: A voice of dissension can select from any 
  of the following social talents, in addition to general social 
  talents.
  Face of the Crowd: A voice of dissension has a gift for 
  making the news, and is able to effectively communicate 
  with rumormongers, town criers, and even legitimate 
  reporters to get his message across. The voice of 
  dissension gains a +4 competence bonus on all Bluff, 
  Diplomacy, and Intimidate checks when speaking to 
  members of the press and similar characters likely to 
  massively distribute information (at the GM’s discretion). 
  This bonus increases to +8 at 10th level. 
  Platform of Protest (Ex): A voice of dissension is able to 
  use his social identity’s high status in order to generate 
  great awareness in his area of renown. By spending 
  at least an hour speaking in public about a particular 
  topic, he can choose to champion that issue, spreading 
  wide awareness of the issue within his area of renown. 
  Permanent residents of his area of renown become aware 
  of the issue, and visitors to the area become aware of 
  the issue with a DC 10 Knowledge (local) check. As long 
  as he continues to champion the issue, he gains a +2 
  circumstance bonus on all Bluff, Diplomacy, Intimidate, 
  and Sense Motive checks he makes with people who are 
  aware of the issue. He counts as continuing to champion 
  this issue indefinitely, until he uses this ability to raise 
  awareness for a different issue. The voice of dissension 
  must have the renown social talent to choose this social 
  talent. 
  Incite Protest (Ex): At 5th level, a voice of dissension can 
  incite a protest while in his vigilante identity. By speaking 
  for 1 minute to a group of at least 10 characters who are not 
  hostile to the vigilante, he can influence their behavior. He 
  makes a special Diplomacy check to influence the attitude 
  of the crowd. Any character whose attitude is improved to 
  helpful must succeed on a Will save (DC = 10 + 1/2 the voice 
  of dissension’s level + the voice of dissension’s Charisma 
  modifier) or be affected as though by a suggestion spell. 
  For the purposes of this effect, any action that involves 
  damaging property or committing violence is considered 
  to be reasonable, though any suggestion which is obviously 
  harmful to the recipients of the suggestion still negates the 
  effect. Characters remember what they did while under the 
  influence of this effect and may react differently to the voice 
  of dissension after the effect ends. A character cannot be 
  affected by this ability more than once in a 24-hour period. 
  The caster level for this suggestion effect is equal to the voice 
  of dissension’s class level.
  This ability replaces the startling appearance class feature. 
  Incite Riot (Ex): At 11th level, a voice of dissension can whip 
  a crowd into a violent frenzy against his foes. As a standard 
  action while in his vigilante identity, the voice of dissension 
  can attempt to inspire 1 or more characters who can clearly 
  see and hear him to engage in enraged violence. If he does, 
  affected characters must succeed on a Will save (DC = 10 + 
  1/2 the voice of dissension’s level + the voice of dissension’s 
  Charisma modifier) or be whipped into a violent rage, gaining 
  a +4 morale bonus to Strength and Constitution for a number 
  of rounds equal to the vigilante’s level. Characters affected 
  in this way can’t use Intelligence- or Charisma-based skills 
  (except for Intimidate), nor can they use any ability that 
  requires concentration.
  This ability replaces the frightening appearance class feature.
  Incite Rebellion (Ex): At 17th level, while in his vigilante 
  identity, a voice of dissension can inspire people to rise up 
  against oppressive authority and fight for justice. As a full-
  round action, the voice of dissension can deliver a rousing 
  call to arms to all characters that can clearly see and hear 
  him. He specifies either a specific individual or a group of 
  identifiable individuals, such as elves or everyone in a specific 
  organization. The crowd gains a +2 circumstance bonus on all 
  attack and damage rolls made against the specific individual 
  or the named group.
  This ability replaces the stunning appearance class feature.
  New Warpriest Archetype
  Dunelord
  There are few warpriests who cannot be said to be battle-
  hardened and tough, but there are some that are particularly 
  hardy warriors of their faith. One such group, the dunelords, 
  endure grueling tests of faith in the desert, subjecting 
  themselves to the harshness of the scorching sun and shifting 
  sands, the endless hunger of the barren wasteland, and 
  the solitude of the desert wanderer. They emerge from the 
  experience changed, and carry the power of the desert with 
  them always.
  Beloved of the Desert: A dunelord gains a pair of spell-
  like abilities that reflect his close connection to the desert. 
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  These abilities are effectively a minor and major power for a 
  blessing, and uses of these abilities count against the number 
  of times that the dunelord can use his blessings that day. 
  Similarly, the saving throw DCs for these abilities is equal 
  to 10 + 1/2 the dunelord’s warpriest level + the dunelord’s 
  Wisdom modifier.
  Heatstroke (Su): At 1st level, a dunelord can infuse a 
  single weapon he wields with the heat of a malevolent 
  desert sun. For 1 minute, whenever he damages a creature 
  with the weapon, the target must succeed on a Fortitude 
  save or suffer an additional 1d10 points of nonlethal fire 
  damage. Creatures that suffer any amount of nonlethal 
  damage from this ability are fatigued for as long as that 
  nonlethal damage remains.
  Sand Blast (Su): At 10th level, a dunelord can conjure 
  sand from thin air, creating a blast of sand that explodes 
  outwards from him in a 30-foot cone. Each creature in 
  the blast suffers 1d4 points of bludgeoning damage per 
  two warpriest levels the dunelord possesses. A successful 
  Reflex save halves this damage. Creatures that fail their 
  Reflex save by 5 or more are also blinded for 1d3 rounds. 
  The sand created by this ability remains, covering the 
  ground in the area to a depth of six inches (for a total of 
  300 cubic feet of sand). The sand itself is non-magical, 
  and does not create difficult terrain, but can be moved 
  and used like any other sand.
  Sworn to the Desert: A dunelord may select only a single 
  blessing, and must select it from among the following: 
  air, animal, death, earth, fire, sun, or travel. The normal 
  restrictions for choosing blessings still apply.
  This ability modifies the blessings class feature.
  Shape Sand (Sp): Beginning at 3rd level, by touching a mass 
  of loose sand, a dunelord can supernaturally cause that sand 
  to take the shape of a small object, and harden instantly. 
  This functions as the spell fabricate, except that only sand 
  can be converted, and only 1 cubic foot per two warpriest 
  levels can be affected. Additionally, once the item takes its 
  desired shape, it instantly hardens, gaining hardness 10 and 
  losing the fragility of objects made of sand. For example, a 
  longsword made of sand could be used in the same fashion 
  as a longsword made of metal, without worry that it would 
  crumble as a result of being made of sand. The sand remains 
  in this shape for 24 hours, or until the dunelord chooses 
  to end the effect (a swift action). The dunelord can use 
  this ability a number of times per day equal to his Wisdom 
  modifier. He can use it additional times beyond that, but 
  each time he does so he must expend one daily use of his 
  fervor class feature.
  This ability replaces the bonus feat gained at 3rd level.
  Sand Storm (Su): At 9th level, a dunelord gains the ability 
  to whip up a sandy whirlwind around himself. This fills a 
  20-foot-radius area centered on him with swirling sand, 
  which obscures all sight, including darkvision, beyond 5 feet. 
  A creature within 5 feet has concealment (attacks have a 20% 
  miss chance). Creatures farther away have total concealment 
  (50% miss chance, and the attacker can’t use sight to locate 
  the target). Additionally, each creature in the area suffers 
  1d3 points of bludgeoning damage per round. At 12th level, 
  and every three levels thereafter, this damage increases by an 
  additional 1d3. The sand storm remains for 1 minute. It moves 
  with the dunelord, and does not affect his space. A strong 
  wind (21+ mph) disperses the sand in 4 rounds.
  The dunelord can use this ability once per day. In order to 
  use this ability, the dunelord must be in an area with at least 
  one inch of sand on the ground. If the sand he is on does not 
  cover the entire area affected by this ability, only the portion 
  of the area which has a layer of sand is affected.
  This ability replaces the bonus feat gained at 9th level.
  Hands of the Desert (Su): Beginning at 15th level, three 
  times per day, a dunelord can shape sand into giant, floating 
  hands which respond to his will. In order to use this ability, 
  there must be at least 300 cubic feet of sand within 60 feet 
  of the dunelord, which he magically shapes into the form of 
  a giant hand. The hand functions as a grasping hand spell, 
  with the dunelord’s warpriest level as the caster level. The 
  dunelord must concentrate on this effect (a move action for 
  each active grasping hand), or the hands crumble into loose 
  sand.
  This ability replaces the bonus feat gained at 15th level.
  New Wizard Archetype
  Clockwork Mechanist 
  Clockwork mechanists are wizards who specialize in the 
  creation and operation of a mechanized companion which 
  aids them in their travels. Fully trained in a wizard’s arts, the 
  clockwork mechanist spurns more common magical bonds 
  for a potent bond between man and clockwork machine, 
  representing the power of man’s intellect and his ability to 
  control the natural world. These clockwork mechanists can 
  create a powerful mechanical servant and learn to upgrade it 
  using both technology and magic. 
  Clockwork Servant (Su): At 1st level, a clockwork mechanist 
  creates a special clockwork servant that serves as his loyal 
  companion and aids him in all things. He gains the arcane 
  bond class feature, as normal, except that he must choose 
  a familiar, and this familiar’s type changes to construct and 
  it gains the clockwork subtype. Unlike other clockwork 
  creatures, this clockwork servant retains its normal 
  intelligence. 
  This ability modifies the arcane bond class feature.
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  Upgrade (Su): At 5th level, and every 5 levels thereafter, the 
  clockwork mechanist can upgrade his clockwork servant, 
  improving it in some way. Most upgrades can be selected 
  more than once, providing bonuses as specified in the 
  individual upgrade. The upgrades and their effects are as 
  follows.
  Combat: The clockwork servant gains a +2 bonus to 
  attack and damage rolls with its natural attacks, and its 
  natural attacks overcome damage reduction as though 
  they were magical. Each additional time this upgrade is 
  selected, the clockwork servant gains an additional +1 
  bonus to attack and damage rolls.
  Defense: The clockwork servant gains a +2 natural armor 
  bonus to AC and a +2 bonus on all saving throws. Each 
  additional time this upgrade is selected, the clockwork 
  servant gains an additional +1 natural armor bonus and 
  an additional +1 bonus on saving throws.
  Incorporate Materials: Choose one special material such 
  as adamantine, cold iron, or silver; the clockwork servant 
  gains 5 points of damage reduction, which can only be 
  overcome by weapons made of the chosen material, and 
  its natural attacks overcome damage reduction as though 
  they were that material type. This upgrade cannot be 
  selected more than once.
  Intellect Upgrade: The clockwork servant gains a +2 
  bonus to all skills. Each additional time this upgrade is 
  selected, the bonus to skills increases by +1.
  Magical Upgrade: The clockwork servant learns a single 
  1st-level spell the clockwork mechanist knows, which 
  it can cast as a spell-like ability once per day. The caster 
  level of the spell is equal to the clockwork mechanist’s 
  caster level and the saving throw DC is Intelligence-
  based. Each additional time this ability is selected, the 
  clockwork servant either gains an additional 1st-level 
  spell it can cast as a spell-like ability once per day, or 
  gains the ability to cast a previously selected spell an 
  additional time each day.
  Modular Upgrade: The clockwork servant gains a single 
  bonus feat for which it qualifies. Each time this upgrade 
  is selected, a new feat may be selected.
  Self-Repair: The clockwork servant can repair itself, 
  regaining 1 hit point every minute. A clockwork servant 
  stops self-repairing if reduced to –10 or fewer hit points. 
  Each additional time this upgrade is selected, the 
  clockwork servant recovers an additional 1 hit point each 
  minute. Additionally, if this upgrade is selected more 
  than once, the clockwork servant continues repairing 
  even if it has –10 or fewer hit points.
  Speed: The clockwork servant gains a +1 bonus on 
  initiative checks and each of its movement speeds 
  increase by +10 feet. Each additional time this ability 
  is selected, each of the clockwork servant’s movement 
  speeds increases by an additional +5 feet. 
  Spell Defense: The clockwork servant gains an additional 
  5 points of spell resistance. Each time this ability is 
  selected, the amount of bonus spell resistance increases 
  by an additional 2 points.
  This ability replaces the bonus feats gained at 5th, 10th, 15th, 
  and 20th levels.
  New Base Classes
  The following section presents three new base classes, each 
  of which make use of the rules in Liber Vampyr: Secrets of the 
  Blood, available for free at www.necromancers-online.com.
  Feral Revenant
  While most revenants attempt to maintain at least a thin 
  veneer of civility and humanity, even if it is little more 
  than a disguise to cover their predatory nature, some give 
  themselves over entirely to the raging bloodlust that fills their 
  every waking moment. Living more like wild animals than 
  the humans they once were, their maddening hunger drives 
  them into a crazed state, where all they know is the hunt. 
  These revenants, more bestial than human, are known as 
  feral revenants.
  Role: Maddened berserkers, feral revenants are monsters 
  on the battlefield, and pose only marginally greater threat to 
  their enemies than their allies. They serve best on the front 
  lines of combat, where they can do the most damage to their 
  foes.
  Alignment: Any non-lawful. While the vast majority of feral 
  revenants are evil, good characters can be feral revenants. 
  However, the animalistic and uncivilized life of a feral 
  revenant ensures that lawful revenants take levels in other 
  revenant classes more suited to their sensibilities.
  Hit Die: d10.
  Starting Wealth: 5d6 x 10 (average 175 gp).
  Class Skills
  A feral revenant’s class skills are Acrobatics (Dex), Climb 
  (Str), Intimidate (Cha), Knowledge (nature) (Int), Knowledge 
  (religion) (Int), Perception (Wis), Spellcraft (Int), Stealth 
  (Dex), Survival (Wis), and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  The following are the class features of the feral revenant.
  63
  
  Weapon and Armor Proficiency: Feral revenants are 
  proficient with all simple weapons, as well as with light 
  armor.
  Cruomancy (Su): At 1st level, a feral revenant gains the 
  revenant template. If the feral revenant was already a 
  revenant, this has no effect. Characters that cannot gain the 
  revenant template cannot gain levels in feral revenant.
  For each level of feral revenant that a character gains, its 
  cruomancer level increases by 1. Additionally, as it gains 
  additional levels of feral revenant, the maximum number 
  of blood points that it can have in its blood point pool 
  increases, as indicated on Table: The Feral Revenant.
  For more information on revenants and cruomancy, see Liber 
  Vampyr: Secrets of the Blood.
  Dormancy (Ex): When a feral revenant is reduced to 0 hit 
  points, it is not destroyed, but enters a state of dormancy, 
  as any other revenant. In addition to the normal means of 
  restoring a feral revenant from this state of dormancy, it can 
  also be revived if it is fed blood. Each blood point’s worth 
  of blood that the feral revenant consumes while its current 
  hit point total is 0 or less causes it to regain 5 hit points. 
  The feral revenant’s hit point total cannot be increased 
  beyond 1 hit point in this way. If this healing increases the 
  feral revenant’s hit point total to 1 or higher, it immediately 
  awakens from its torpor.
  Additionally, after 2d4 days, the feral revenant’s hunger is 
  able to potentially rouse it from dormancy even without 
  healing or blood. After this time, if any living creature from 
  which the feral revenant could potentially gain blood points 
  comes within 60 feet of the dormant feral revenant, the feral 
  revenant may make a DC 20 Wisdom check to awaken from 
  its dormancy. It can continue to make such Wisdom checks 
  once per hour as long as a potential source of blood points 
  remains within 60 feet. If awakened in this way, the feral 
  revenant’s hit point total does not change, and it is staggered 
  until its hit point total is restored to 1 or higher.  While 
  staggered in this way, the feral revenant is not disabled, and 
  does not suffer damage for taking actions. It still regains hit 
  points from consuming blood points, as outlined above. For 
  each hour the feral revenant remains conscious at 0 or fewer 
  hit points in this way, it must succeed on a DC 20 Wisdom 
  check or fall into dormancy again.
  Feral Rage (Ex): Feral revenants can enter a terrible frenzy 
  in which their predatory instincts take over, giving them 
  greater power at the cost of self-control. At 1st level, a feral 
  revenant can rage for a number of rounds per day equal to 
  4 + its Constitution modifier. At each level after 1st, it can 
  rage for 2 additional rounds per day. Temporary increases to 
  Constitution (such as those gained from raging or spells like 
  bear’s endurance) don’t increase the total number of rounds 
  that a feral revenant can rage per day. The total number of 
  rounds of rage per day is renewed after resting for 8 hours, 
  although these hours need not be consecutive.
  A feral revenant can enter a rage as a free action. While in a 
  rage, a feral revenant gains a +4 morale bonus to its Strength 
  and Constitution, as well as a +2 morale bonus on Will saves. 
  In addition, it takes a −2 penalty to Armor Class. The increase 
  to Constitution grants the feral revenant 2 hit points per Hit 
  Die, but these disappear when the rage ends and are not lost 
  first like temporary hit points. Further, while in a feral rage, a 
  20th
  +12
  +12
  +6
  20
  Bonus 
   
   feral 
  4
  4
  3
  2
  Table 2‐1: The Feral Revenant
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Bonus Blood 
  Points
  Level
  Special
  1st 2nd 3rd 4th
  1st
  +1
  +2
  +2
  +0
  1
  Cruomancy, dormancy, feral rage
  ‐
  ‐
  ‐
  ‐
  2nd
  +2
  +3
  +3
  +0
  2
  Bonus feat, feral stalker
  ‐
  ‐
  ‐
  ‐
  3rd
  +3
  +3
  +3
  +1
  3
  Fast movement 10 ft.
  ‐
  ‐
  ‐
  ‐
  4th
  +4
  +4
  +4
  +1
  4
  Animal influence, woodland stride
  1
  ‐
  ‐
  ‐
  5th
  +5
  +4
  +4
  +1
  5
  Bonus feat
  1
  ‐
  ‐
  ‐
  6th
  +6/+1
  +5
  +5
  +2
  6
  Scent, shattered mind
  1
  ‐
  ‐
  ‐
  7th
  +7/+2
  +5
  +5
  +2
  7
  Trackless step
  1
  1
  ‐
  ‐
  8th
  +8/+3
  +6
  +6
  +2
  8
  Bonus feat
  1
  1
  ‐
  ‐
  9th
  +9/+4
  +6
  +6
  +3
  9
  Camouflage, fast movement 20 ft.
  2
  1
  ‐
  ‐
  10th
  +10/+5
  +7
  +7
  +3
  10
  Bloodscent
  2
  1
  1
  ‐
  11th
  +11/+6/+1
  +7
  +7
  +3
  11
  Bonus feat, greater feral rage
  2
  1
  1
  ‐
  12th
  +12/+7/+2
  +8
  +8
  +4
  12
  Hide in plain sight
  2
  2
  1
  ‐
  13th
  +13/+8/+3
  +8
  +8
  +4
  13
  Earthen revival
  3
  2
  1
  1
  14th
  +14/+9/+4
  +9
  +9
  +4
  14
  Bonus feat
  3
  2
  1
  1
  15th
  +15/+10/+5
  +9
  +9
  +5
  15
  Fast movement 30 ft.
  3
  2
  2
  1
  16th
  +16/+11/+6/+1
  +10
  +10
  +5
  16
  Feral stench
  3
  3
  2
  1
  17th
  +17/+12/+7/+2
  +10
  +10
  +5
  17
  Bonus feat
  4
  3
  2
  1
  18th
  +18/+13/+8/+3
  +11
  +11
  +6
  18
  Spider climb
  4
  3
  2
  2
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  19
  Fast revival
  4
  3
  3
  2
  20th
  +20/+15/+10/+5
  +20/+15/+10/+5
  +12
  +12
  +6
  20
  Bonus feat, mighty feral rage
  feat, mighty
  rage
  4
  4
  3
  2
  64
  
  feral revenant gains two primary claw natural attacks which 
  deal 1d4 points of slashing damage if it is Medium (1d3 if it is 
  Small), and it is unable to wield manufactured weapons.
  Bonus Feats: At 2nd level, and every three levels thereafter, a 
  feral revenant gains any one vampire feat of its choice. It must 
  still meet the feat’s prerequisites.
  Feral Stalker: Beginning at 2nd level, a feral revenant gains a 
  competence bonus equal to 1/2 its class level on Survival skill 
  checks made to follow tracks.
  Fast Movement (Ex): At 3rd level, a feral revenant gains a 
  10-foot enhancement bonus to its land speed. At 9th level, 
  and again at 15th level, this enhancement bonus increases by 
  an additional 10 feet (to a maximum of 30 feet at 15th level). 
  A feral revenant in medium or heavy armor or carrying a 
  medium or heavy load loses this extra speed.
  Animal Influence (Ex): Beginning at 4th level, a feral 
  revenant can temporarily impose its will on animals. This 
  ability functions similarly to an Intimidate check to influence 
  an opponent’s attitude. The feral revenant rolls 1d20 and adds 
  its feral revenant level and its Charisma bonus to determine 
  the animal influence check result. Success indicates that 
  the feral revenant is able to force the animal to perform an 
  action, which must be one that does not obviously present a 
  great danger to the animal, and must be one that the animal 
  is capable of comprehending (thus, the feral revenant could 
  instruct a wolf to attack a person it can currently see, or one 
  whose scent matches an item the feral revenant is holding, 
  but it could not direct the wolf to attack “the mayor,” because 
  the wolf has no way of identifying “the mayor”).
  To use animal influence, the feral revenant and the animal 
  must be within 30 feet of one another under normal visibility 
  conditions. Generally, influencing an animal in this way takes 
  1 minute, but, as with influencing people, it might take more 
  or less time. The feral revenant can also use this ability to 
  influence vermin, but it takes a −4 penalty on the check.
  Spellcasting: Beginning at 4th level, a feral revenant gains 
  the ability to cast a small number of divine spells, which are 
  drawn from the ranger spell list. To learn or cast a spell, a 
  feral revenant must have a Wisdom score equal to at least 
  10 + the spell level. The Difficulty Class for a saving throw 
  against a feral revenant’s spell is 10 + the spell level + the feral 
  revenant’s Wisdom modifier.
  Like other spellcasters, a feral revenant can cast only a certain 
  number of spells of each spell level per day. Its base daily spell 
  allotment is given on Table: Feral Revenant. In addition, it 
  receives bonus spells per day if it has a high Wisdom score. 
  The feral revenant does not need to prepare these spells in 
  advance; it can cast any spell it knows at any time, assuming 
  it hasn’t yet used up its allotment of spells per day for the 
  spell’s level.
  The feral revenant’s selection of spells is limited. At 4th level, 
  a feral revenant knows two 1st-level spells of its choice. A feral 
  revenant gains more spells as it increases in level, as indicated 
  on Table: Feral Revenant Spells Known. Unlike spells per day, 
  the number of spells a feral revenant knows is not affected by 
  its Wisdom score. At 8th level and every 3 levels thereafter, a 
  Table 2‐2: Feral Rage
  d%
  Behavior
  01 ‐ 20
  Attack strongest enemy
  21 ‐ 40
  Attack nearest enemy
  41 ‐ 50
  Attack nearest creature
  51 ‐ 70
  Act normally
  71 ‐ 90
  Attack vulnerable enemy
  91 ‐ 100
  Defend or flee
  While raging, a feral revenant is not completely in control 
  of its actions. Each round, it must roll a d% and consult the 
  table below to determine how it acts.
  Attack Strongest Enemy: The feral revenant is compelled 
  to attack the enemy that appears to be the greatest 
  physical threat from among those it can reach. This 
  might be the enemy that is most heavily armored, the 
  largest, or the one with the most impressive weapon.
  Attack Nearest Enemy: The feral revenant is compelled to 
  attack the enemy that is closest to it. 
  Attack Nearest Creature: The feral revenant is compelled 
  to attack the creature that is closest to it.
  Act Normally: The feral revenant is free to act as it 
  chooses.
  Attack Vulnerable Enemy: The feral revenant is compelled 
  to attack the enemy that appears to be the easiest target. 
  This might be the smallest enemy, the most lightly 
  armored enemy, or the one that seems to be the sickliest.
  Defend or Flee: The feral revenant is compelled to ensure 
  its own survival, by either taking a total defense action or 
  fleeing the combat.
  If the feral revenant must move in order to attack the 
  creature indicated by the result, it is required to do so, even 
  if this results in an attack of opportunity or passing through 
  a hazardous area, although it is free to choose the most 
  opportune path. The GM may determine which creature 
  is the most appropriate target based on the result of the 
  roll, or may leave it to the feral revenant’s player to do so. If 
  multiple enemies are tied for being the best target, the feral 
  revenant may choose which of them to attack. For results 
  indicating that the feral revenant must attack a creature, it 
  must perform some action that is explicitly harmful to the 
  creature, whether that be inflicting hit point damage, ability 
  score damage, imposing penalties or negative conditions, or 
  otherwise harming the creature. A feral revenant cannot deal 
  nonlethal damage while in a rage.
  65
  
  feral revenant can choose to learn a new spell in place of one 
  it already knows. This swap follows all the same rules as for a 
  sorcerer.
  Woodland Stride (Ex): Starting at 4th level, a feral revenant 
  may move through any sort of undergrowth (such as natural 
  thorns, briars, overgrown areas, and similar terrain) at its 
  normal speed without taking damage or suffering any other 
  impairment. Thorns, briars, and overgrown areas that are 
  enchanted or magically manipulated to impede motion, 
  however, still affect it.
  Scent (Ex): At 6th level, a feral revenant gains the scent 
  universal monster ability, allowing it to detect approaching 
  enemies, sniff out hidden foes, and track by sense of smell. 
  The feral revenant can detect opponents within 30 feet by 
  sense of smell. If the opponent is upwind, the range increases 
  to 60 feet; if downwind, it drops to 15 feet. Strong scents can 
  be detected at twice these ranges, and overpowering scents 
  can be detected at three times those ranges.
  When the feral revenant detects a scent, the exact location 
  of the source is not revealed, only its presence somewhere 
  within range. The feral revenant can take a move action to 
  note the direction of the scent. When the feral revenant is 
  within 5 feet of the scent’s source, it pinpoints its location.
  Table 2‐3: Feral Revenant Spells Known
  Spells Known
  Level
  1st
  2nd
  3rd
  4th
  1st
  ‐
  ‐
  ‐
  ‐
  2nd
  ‐
  ‐
  ‐
  ‐
  3rd
  ‐
  ‐
  ‐
  ‐
  4th
  2
  ‐
  ‐
  ‐
  5th
  3
  ‐
  ‐
  ‐
  6th
  4
  ‐
  ‐
  ‐
  7th
  4
  2
  ‐
  ‐
  8th
  4
  3
  ‐
  ‐
  9th
  5
  4
  ‐
  ‐
  10th
  5
  4
  2
  ‐
  11th
  5
  4
  3
  ‐
  12th
  6
  5
  4
  ‐
  13th
  6
  5
  4
  2
  14th
  6
  5
  4
  3
  15th
  6
  6
  5
  4
  16th
  6
  6
  5
  4
  17th
  6
  6
  5
  4
  18th
  6
  6
  6
  5
  19th
  6
  6
  6
  5
  20th
  6
  6
  6
  5
  66
  
  The feral revenant can also follow tracks by smell, using 
  Wisdom or Survival to find and follow tracks. The typical DC 
  for a fresh trail is 10 (no matter what kind of surface holds 
  the scent). This DC increases or decreases depending on how 
  strong the quarry’s odor is, the number of creatures, and the 
  age of the trail. For each hour since the trail was made, the 
  DC increases by 2. While tracking by scent, the feral revenant 
  can ignore the effects of surface conditions and poor visibility.
  Shattered Mind (Ex): A feral revenant’s mind is inhuman 
  and shattered from its uncivilized and animalistic lifestyle. 
  Beginning at 6th level, the feral revenant gains a +4 bonus on 
  Will saves made to resist charm and compulsion effects.
  Trackless Step (Ex): Beginning at 7th level, a feral revenant 
  leaves no trail in natural surroundings and cannot be tracked. 
  It may choose to leave a trail if so desired.
  Camouflage (Ex): At 9th level, a feral revenant learns to 
  blend in with natural terrains. It can use the Stealth skill to 
  hide in any natural environment, even if the terrain doesn’t 
  grant cover or concealment.
  Bloodscent (Ex): At 10th level, a feral revenant’s sense of 
  smell becomes particularly adept at finding and tracking 
  blood. It can detect the scent of spilled blood at a range of up 
  to 1 mile (or two miles if the blood is upwind, or a half mile 
  if the blood is downwind). Additionally, when using scent to 
  follow tracks, if those tracks were made by a creature that was 
  injured or otherwise bloody at the time the tracks were made, 
  the feral revenant gains a +20 competence bonus on checks 
  made to follow the tracks.
  Greater Feral Rage (Ex): At 11th level, when a feral revenant 
  enters a feral rage, the morale bonus to its Strength and 
  Constitution scores increases to +6 and the morale bonus on 
  its Will saves increases to +3. In addition, each round, after 
  the feral revenant rolls a d% to determine how it will act that 
  round, it may choose to expend one round of rage in order 
  to reroll the result. The feral revenant uses whichever of the 
  two rolls it prefers. The feral revenant can use this ability only 
  once per round.
  Greater feral rage counts as the barbarian’s greater rage ability 
  for the purposes of feat prerequisites, feat abilities, magic 
  item abilities, and spell effects.
  Hide in Plain Sight (Ex): Beginning at 12th level, as long as 
  the feral revenant is in a natural environment, it can use the 
  Stealth skill to hide even while being observed.
  Earthen Revival (Su): Beginning at 13th level, the feral 
  revenant’s undead perversion of natural order allows it 
  to return even from total destruction, provided that it is 
  buried in the womb of the earth. If the feral revenant is 
  buried directly in earth or soil (without a coffin or casket) 
  while it is in its dormant state, it awakens 4d6 hours later, 
  at full hit points, and with full uses of its daily spells and 
  other class features, as though it had just rested. If the feral 
  revenant’s remains are buried in this way after it is completely 
  destroyed, it returns to life in a similar fashion, but it takes 
  1d10 days for it to do so, and it gains 1d4 negative levels, which 
  cannot be removed by any means, but which fade on their 
  own at a rate of 1 per week. The feral revenant cannot be 
  restored to life in this manner if it died while suffering from 
  one or more negative levels inflicted by this ability. 
  Feral Stench (Ex): By 16th level, a feral revenant is capable 
  of cultivating a horrific feral stench. To do so, it must bathe 
  itself in gore, muck, or a similarly terrible substance, in a 
  process that takes 1 hour. Afterwards, it gains the stench 
  universal monster ability. All living creatures (except those 
  with the stench special ability) within 30 feet must succeed 
  on a Fortitude save (DC = 10 + 1/2 the feral revenant’s class 
  level + the feral revenant’s Constitution modifier) or be 
  sickened for 1 minute. Creatures that succeed on their saving 
  throw are immune to the feral revenant’s stench for 24 hours. 
  This is a poison effect.
  The stench remains until the feral revenant removes it 
  through thorough cleaning and bathing, a process which 
  takes 1d4 hours and requires access to enough fresh water to 
  immerse the feral revenant.
  Spider Climb (Sp): At 18th level, a feral revenant is 
  constantly affected as though by the spell spider climb. If 
  this effect is dispelled, the feral revenant can resume it as a 
  standard action.
  Fast Revival (Su): At 19th level, a feral revenant’s profane 
  revival in the womb of the earth takes notably less time. 
  If buried while dormant, the feral revenant is restored to 
  full health after only 2d6 hours, and if buried after being 
  completely destroyed, it is restored to undeath after only 1d4 
  days. Further, the negative levels imposed by this ability fade 
  at a rate of 1 per day, rather than 1 per week.
  Mighty Feral Rage (Ex): At 20th level, when a feral revenant 
  enters a feral rage, the morale bonus to its Strength and 
  Constitution increases to +8, and the morale bonus on its 
  Will saves increases to +4. Further, each round, when it rolls 
  a d% to determine how it will act, it can roll twice and take 
  whichever result it prefers. If it uses the ability to reroll one 
  of these rolls gained from the superior feral rage class feature, 
  the reroll is only a single die, but the feral revenant can 
  choose from any of the three results.
  67
  
  Mighty feral rage counts as the barbarian’s mighty rage ability 
  for the purposes of feat prerequisites, feat abilities, magic 
  item abilities, and spell effects.
  Night Stalker
  Most assume that once one becomes a vampire, the 
  transformation is instantaneous and permanent. But for 
  some, vampirism is a recurring curse, which visits them each 
  night, even though during the day they can walk amongst 
  us, completely undetectable as any form of undead. These 
  fiends live out dual lives, and may be active members of a 
  community during the day, but drain the blood of the living 
  at night. Some fight against the vampiric curse, while others 
  embrace it, and others still attempt to harness it to do good 
  in the world, aiming their nighttime predations towards 
  monsters whose loss can only strengthen the community. 
  However they handle the vampiric curse that has been 
  afflicted on them, they are known as night stalkers.
  Role: Night stalkers are versatile combatants who gain access 
  to a large number of vampiric powers and abilities, but also 
  gain the ability to circumvent many vampiric weaknesses by 
  transitioning between mortal and vampiric forms. 
  Alignment: Any.
  Hit Die: d8.
  Starting Wealth: 5d6 x 10 (average 175 gp).
  Class Skills
  A night stalker’s class skills are Acrobatics (Dex), Appraise 
  (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy 
  (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist 
  (Dex), Fly (Dex), Intimidate (Cha), Knowledge (local) (Int), 
  Knowledge (nobility) (Int), Knowledge (religion) (Int), 
  Perception (Wis), Perform (Cha), Profession (Wis), Ride 
  (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth 
  (Dex), Swim (Str), and Use Magic Device (Cha).
  Skill Ranks per Level: 6 + Int modifier.
  Class Features
  The following are the class features of the night stalker.
  Weapon and Armor Proficiency: Night stalkers are 
  proficient with all simple and martial weapons, light armor, 
  medium armor, and shields (except tower shields). Each 
  night stalker is also proficient with a single exotic weapon of 
  her choice (this choice is made at 1st level, and cannot later 
  be changed).
  Cruomancy (Su): For each level of night stalker that 
  a character gains, her cruomancer level increases by 1. 
  Additionally, as she gains additional levels of night stalker, 
  the maximum number of blood points that she can have in 
  her blood point pool increases, as indicated on Table: The 
  Night Stalker.
  For more information on revenants and cruomancy, see Liber 
  Vampyr: Secrets of the Blood.
  Social Talent: Starting at 1st level, and every 2 levels 
  thereafter, a night stalker gains a social talent. This functions 
  identically to the vigilante class feature of the same name, 
  and the night stalker has access to all of the vigilante class’s 
  social talents, except for those that affect how he changes 
  identities, or which give him new identities to change into 
  (such as many guises or quick change). Additionally, the 
  night stalker gains access to the following special social 
  talents:
  Blend Identities (Su): As an immediate action, by 
  spending 1 blood point, the night stalker can choose to 
  alter the way she is perceived by certain divination spells. 
  She can cause any aspect of herself that changes from 
  one identity to the other, which can be detected with 
  divination spells, to reflect her other identity, instead 
  of her current one (for example, a night stalker whose 
  vampiric identity was lawful evil and whose mortal 
  identity was lawful good could use this ability to appear to 
  be undead to detect undead while in her mortal identity, 
  or to appear to be good to detect good while in her 
  vampiric identity).
  Free Drinks (Ex): The night stalker’s celebrity grants her a 
  +5 bonus on Diplomacy checks made to convince others 
  to allow her to feed on them. If she has the great renown 
  social talent, she can arrange to have 1 blood point’s 
  worth of blood delivered to her discretely each day. If she 
  has the incredible renown social talent, she can arrange 
  to have 2 blood points’ worth of blood delivered to her 
  discretely each day. A night stalker must be at least 5th 
  level and have the celebrity perks social talent to select 
  this talent.
  Unrecognizable (Su): Despite the fact that the physical 
  changes from the night stalker’s mortal form to her vampiric 
  form are slight, it is supernaturally difficult to identify that 
  the two are nearly identical. A creature that has seen the 
  night stalker in each of her identities does not notice any 
  similarities between them unless he succeeds on a Perception 
  check (DC = 25 + the night stalker’s class level + the night 
  stalker’s Charisma modifier). The night stalker does not need 
  to take any action to prevent herself from being recognized 
  in this way. However, if a creature is presented with a reason 
  to suspect that the two identities are both the same person, 
  that creature gains a +10 bonus on Perception checks made to 
  make this realization.
  Vampiric Curse (Su): Each night stalker is afflicted with 
  a vampiric curse, although some would consider it a gift. 
  68
  
  During the day, the night stalker is a fully normal, living, 
  breathing member of her race, but once the sun goes down, 
  she transforms into a horrific revenant. These two identities 
  are referred to as her mortal and vampiric identities.
  The night stalker begins each day at dawn in her mortal 
  identity, and remains in that identity until nightfall. As 
  nightfall occurs, the night stalker physically and mentally 
  transforms into her vampiric identity over the course of 1 
  minute. This transformation costs the night stalker one blood 
  point, and if she does not have any blood points in her blood 
  point pool, she falls into a coma-like state until sunrise, gains 
  no benefits for resting that day, and suffers 1 point of damage 
  per class level she possesses. A night stalker who wishes to 
  hide her vampiric curse must take pains to avoid scrutiny 
  during the minute after night falls, when this transformation 
  takes place.
  While in her vampiric identity, the night stalker gains the 
  revenant template (see Liber Vampyr: Secrets of the Blood, 
  available for free in our downloads page). Because her 
  revenant status is only temporary, she does not gain the 
  blood dependence weakness, and because she transforms 
  into her vampiric identity only at night, she effectively 
  does not gain the sunlight vulnerability weakness, either. 
  She determines her revenant weaknesses the first time 
  she transforms, and retains the same weaknesses for each 
  subsequent transformation. She may not choose grave dirt or 
  greater sunlight vulnerability when determining her revenant 
  weaknesses.
  The transformation to her vampiric identity lasts until 
  sunrise, at which point she returns to her mortal form over 
  the course of one minute (and must again be careful to avoid 
  being observed, if she wishes to maintain her secret). The 
  transformation can also be interrupted prematurely if the 
  night stalker is the subject of a remove curse spell (the caster 
  level of the effect is equal to the night stalker’s class level + 5). 
  Effects that could normally remove a curse without a caster 
  level check fail to affect the night stalker’s transformation 
  unless the caster succeeds on a caster level check. If the night 
  stalker’s curse is successfully dispelled, she instantaneously 
  reverts to her mortal identity, and does not return to her 
  vampiric identity until the next sunset.
  While in her mortal identity, the night stalker loses the 
  revenant template, but still has access to her blood point pool 
  and any cruomancy abilities she may possess, other than the 
  bonus feats granted by the revenant template. However, any 
  time she spends one or more blood points while in her mortal 
  identity, she must spend one additional blood point, as her 
  powers are more difficult to access in mortal form.
  If the night stalker is reduced to 0 or fewer hit points while in 
  her vampiric identity, she enters a deathlike state, as normal 
  for a revenant. If she is not returned to consciousness before 
  she returns to her mortal identity, then when she returns 
  to her mortal identity she is unconscious but stable. If the 
  night stalker dies in either identity and is later resurrected, 
  she returns in her mortal identity, and resumes her normal 
  schedule of transforming at the next sunset.
  Despite being a single person, a night stalker’s dual nature 
  allows her to have two alignments, one for each of her 
  identities. When in an identity, she is treated as having 
  that identity’s alignment for all spells, magic items, and 
  abilities that rely on alignment. For the purpose of meeting 
  a qualification for a feat, class, or any ability, she is eligible if 
  20th
  +6
  +12
  +12
  20
  Bonus feat, willful transformation
  Table 2‐4: The Night Stalker
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Bonus Blood 
  Points
  Level
  Special
  1st
  +0
  +0
  +2
  +2
  1
  Cruomancy, social talent, unrecognizable, vampiric curse
  2nd
  +1
  +0
  +3
  +3
  2
  Accomplished grappler, bonus feat
  3rd
  +2
  +1
  +3
  +3
  3
  Social talent, sleepless
  4th
  +3
  +1
  +4
  +4
  4
  Bonus feat
  5th
  +3
  +1
  +4
  +4
  5
  Blood bond, social talent
  6th
  +4
  +2
  +5
  +5
  6
  Bonus feat, force transformation 1/day
  7th
  +5
  +2
  +5
  +5
  7
  Social talent, vampiric power
  8th
  +6/+1
  +2
  +6
  +6
  8
  Bonus feat
  9th
  +6/+1
  +3
  +6
  +6
  9
  Social talent
  10th
  +7/+2
  +3
  +7
  +7
  10
  Bonus feat
  11th
  +8/+3
  +3
  +7
  +7
  11
  Bloody possession, social talent
  12th
  +9/+4
  +4
  +8
  +8
  12
  Bonus feat, force transformation 2/day
  13th
  +9/+4
  +4
  +8
  +8
  13
  Social talent
  14th
  +10/+5
  +4
  +9
  +9
  14
  Bonus feat
  15th
  +11/+6/+1
  +5
  +9
  +9
  15
  Greater vampiric power, social talent
  16th
  +12/+7/+2
  +5
  +10
  +10
  16
  Bonus feat
  17th
  +12/+7/+2
  +5
  +10
  +10
  17
  Bloody revival, social talent
  18th
  +13/+8/+3
  +6
  +11
  +11
  18
  Bonus feat, force transformation 3/day
  19th
  +14/+9/+4
  +6
  +11
  +11
  19
  Social talent
  20th
  +15/+10/+5
  +15/+10/+5
  +6
  +12
  +12
  20
  Bonus feat, willful transformation
  69
  
  either of her alignments meet the prerequisites, but if one 
  of her identities does not qualify, she loses the benefits of 
  that feat, class, or ability as long as she is in that identity. 
  A night stalker’s vampiric identity usually has an evil 
  alignment, although each identity can be any alignment. If 
  a night stalker is the target of an effect that would change 
  her alignment, it changes only the alignment of her current 
  identity.
  Any attempts to scry on or otherwise locate the night stalker 
  work only if the night stalker is currently in the identity the 
  creature is attempting to locate (or if the creature knows that 
  the two identities are the same individual). Otherwise, the 
  spell or effect has no effect, revealing nothing but darkness, 
  as if the target were invalid or did not exist. Knowledge 
  checks about one of the night stalker’s identities do not 
  reveal information about the other, unless her true identity is 
  revealed to the world at large. 
  Accomplished Grappler (Ex): Beginning at 2nd level, a 
  night stalker treats her base attack bonus as being equal to 
  her night stalker level for the purposes of determining her 
  CMB and CMD during a grapple. Additionally, she never 
  provokes attacks of opportunity for initiating a grapple.
  Bonus Feats: At 2nd level, and every even-numbered level 
  thereafter, a night stalker gains any one vampire feat of her 
  choice. If she qualifies for the feat in one of her identities 
  (typically her vampiric identity) but not the other, she can 
  still take the feat, but only gains the benefits while in the 
  identity that qualifies for it.
  Sleepless (Ex): Beginning at 3rd level, a night stalker adapts 
  to getting little, if any, sleep. The night stalker needs to sleep 
  for only two hours each day in order to be fully rested, and 
  gains a +4 racial bonus on saving throws made to resist sleep 
  effects.
  Blood Bond (Su): At 5th level, a night stalker learns to use 
  the mystical link between a creature and its blood to gain 
  greater power over creatures that she has fed upon recently, 
  whose blood still flows in her veins. The night stalker gains 
  a +4 bonus on Bluff, Intimidate, and Diplomacy checks 
  made against any creature from whom she has gained at 
  least 1 blood point in the last 24 hours. This bonus applies 
  regardless of which identity the night stalker is currently 
  in, and increases by 1 for each blood point she consumed 
  from that creature beyond the first, to a maximum bonus 
  of +8. This bonus is lost if the blood points gained from the 
  creature are spent.
  Force Transformation (Su): Beginning at 6th level, a 
  night stalker can force herself to transform briefly from one 
  identity to the other. As a swift action, by expending 1 blood 
  point, she can transform from either her mortal identity to 
  her vampiric identity, or vice versa. She can remain in the 
  other identity for up to 10 minutes, but can end the effect at 
  any time as a swift action. Note that if she is in her vampiric 
  identity during the day, she is subject to the revenant’s 
  sunlight weakness, as normal. The night stalker can use this 
  ability once per day at 6th level, plus one additional time per 
  day at 12th level and 18th level.
  Vampiric Power (Su): Beginning at 7th level, the night 
  stalker is more powerful while in her vampiric identity. 
  She must choose a single physical ability score (Strength, 
  Dexterity, or Constitution). Once this choice is made, it 
  cannot be changed. As long as she is in her vampiric identity, 
  the chosen ability score increases by +2.
  Bloody Possession (Su): At 11th level, a night stalker can 
  use the bond of blood between herself and a creature she 
  has recently fed upon in order to transfer her consciousness 
  to that creature for a night. Whenever she changes to her 
  vampiric identity, she may spend 5 blood points and mentally 
  visualize a single humanoid creature that she gained at least 
  1 blood point from in the past 24 hours. If she does, her 
  vampiric consciousness seeks out that individual, attempting 
  to transform and control that creature’s body for that night, 
  rather than the night stalker’s own body. This functions as 
  possessionOA, except that its range increases to 1 mile per 
  night stalker level, the duration lasts until the next time the 
  night stalker leaves her vampiric identity, and the saving 
  throw DC is equal to 10 + 1/2 the night stalker’s class level + 
  the night stalker’s Charisma modifier. Unlike possession, the 
  night stalker cannot dismiss this effect. A dispel magic spell 
  cast on the target can end this effect, as can any effect that 
  would forcibly return the night stalker to her mortal identity. 
  If the effect ends early, the night stalker awakens in her own 
  body immediately, in her vampiric identity.
  70
  
  While affected by this ability, the target gains the revenant 
  template and all the relevant powers and weaknesses, as 
  though the target’s body were the night stalker’s normal 
  body undergoing a transformation into her vampiric identity. 
  Meanwhile, the night stalker’s actual body remains unaltered, 
  although unconscious. While possessing a creature in this 
  way, the night stalker does not have access to any blood in 
  her body’s blood point pool, and must gain blood points in 
  the target’s body if she wishes to spend any blood points. 
  The maximum number of blood points she can have at any 
  one time while in the target’s body is not changed from the 
  amount she can have in her normal body. Any blood points 
  remaining in her blood point pool when she returns to her 
  normal body are lost, but she then regains access to the blood 
  points in her body’s blood point pool.
  The night stalker can use her force transformation class 
  feature while using this ability. If she does, she remains 
  in control of the target, but the target loses the revenant 
  template for the duration of the ability.
  Greater Vampiric Power (Su): At 15th level, the night 
  stalker’s vampiric power grows. The bonus granted by her 
  vampiric power class feature increases to +4. Additionally, she 
  must choose one of the two remaining physical ability scores, 
  which is increased by +2 as long as she is in her vampiric 
  identity.
  Bloody Revival (Su): Beginning at 17th level, if the night 
  stalker dies, her consciousness can attempt to inhabit the 
  body of a creature whose blood she recently consumed. The 
  following sunset, she can choose a single creature whose 
  blood she consumed in the past 24 hours, and attempt to 
  possess that creature, as the bloody possession class feature, 
  but without needing to spend blood points. If the possession 
  is successful, it does not necessarily end at the next sunrise. 
  Instead, the target is entitled to a secondary Will save at 
  sunrise to attempt to end the effect. If he fails, the night 
  stalker transforms into her mortal identity, but remains in 
  the body of the possessed creature. Each sunrise and sunset, 
  the target is entitled to a new Will save to end the effect. If 
  the creature fails this saving throw a total of six times (three 
  sunsets and three sunrises, including the initial save), his 
  mind is completely subsumed by the night stalker, and his 
  body physically transforms into a perfect replica of the night 
  stalker’s. Effectively, the target dies and is replaced by the 
  night stalker.
  If the target succeeds on any of the Will saves to resist this 
  effect, the night stalker’s spirit is cast out into the ether, 
  moving on to the afterlife. The night stalker’s body can be 
  returned to life while she is using this ability, but in order 
  for the resurrection to function, she must willingly choose to 
  abandon the target’s body and return to her own (in the same 
  way that any target of a raise dead or similar spell must be 
  willing to return).
  Willful Transformation (Su): At 20th level, the night 
  stalker can transform between her mortal and vampiric 
  identities at will. She must spend 1 blood point each 
  time she transforms, but can remain in each identity 
  indefinitely. If she remains in her vampiric identity for 24 
  hours consecutively, she is subject to the revenant’s blood 
  dependency weakness.
  Revenant Manipulator
  Many vampires are skilled deceivers and seducers, able to 
  convince their prey to give up their life’s blood willingly. But 
  only a few can be called true manipulators, and they are the 
  ones that follow the path of the revenant manipulator. These 
  vampires draw upon psychic powers, and their own undead 
  nature, to confuse and befuddle their prey. Very rarely must a 
  revenant manipulator drain blood by force. Often, they even 
  cultivate followings from impressionable individuals, who 
  allow themselves to be fed upon in order to stay close to the 
  revenant manipulator.
  Role: Revenant manipulators are a vampiric approach to the 
  mesmerist, and fulfill a similar role. Although they cannot 
  use mesmerist tricks to aid their allies in combat, and cannot 
  remove harmful conditions, they can grant those allies that 
  allow the revenant manipulator to feed on them morale 
  bonuses in combat, and also have access to a wide variety of 
  vampiric powers.
  Alignment: Any, although most are evil and very few are 
  good.
  Hit Die: d8.
  Starting Wealth: 3d6 x 10 gp (average 105 gp).
  Class Skills
  The revenant manipulator’s class skills are Appraise (Int), 
  Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), 
  Escape Artist (Dex), Intimidate (Cha), Knowledge (arcana) 
  (Int), Knowledge (dungeoneering) (Int), Knowledge (history) 
  (Int), Knowledge (local) (Int), Knowledge (nobility) (Int), 
  Knowledge (religion) (Int), Linguistics (Int), Perception 
  (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), 
  Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use 
  Magic Device (Cha).
  Skill Ranks per Level: 6 + Int modifier.
  Class Features
  The following are the class features of the revenant 
  manipulator.
  Weapon and Armor Proficiency: A revenant manipulator is 
  proficient with all simple weapons, plus the hand crossbow, 
  sap, sword cane, and whip. He is proficient with light armor, 
  but not with shields.
  71
  
  d
   
   
  Table 2‐5: The Revenant Manipulator
  Base Attack
  Bonus
  Fort
  Save
  Ref 
  Save
  Will 
  Save
  Bonus Blood 
  Points
  Spells per day
  Level
  Special
  1st 2n 3rd 4th 5th 6th
  1st
  +0
  +0
  +0
  +2
  Cruomancy, hypnotic stare,  insidious, 
  knacks, manipulation, weakening stare
  1
  1
  ‐
  ‐
  ‐
  ‐
  ‐
  2nd
  +1
  +0
  +0
  +3
  Manipulation, unnatural reflexes
  2
  2
  ‐
  ‐
  ‐
  ‐
  ‐
  3rd
  +2
  +1
  +1
  +3
  Aura of contentment, commanding stare
  3
  3
  ‐
  ‐
  ‐
  ‐
  ‐
  4th
  +3
  +1
  +1
  +4
  Manipulation
  4
  3
  1
  ‐
  ‐
  ‐
  ‐
  5th
  +4
  +1
  +1
  +4
  Mental potency, thinned blood (1/day)
  5
  4
  2
  ‐
  ‐
  ‐
  ‐
  6th
  +4
  +2
  +2
  +5
  Manipulation, swift contentment
  6
  4
  3
  ‐
  ‐
  ‐
  ‐
  7th
  +5
  +2
  +2
  +5
  Fascinating stare
  7
  4
  3
  1
  ‐
  ‐
  ‐
  8th
  +6/+1
  +2
  +2
  +6
  Manipulation
  8
  4
  4
  2
  ‐
  ‐
  ‐
  9th
  +6/+1
  +3
  +3
  +6
  Thinned blood (2/day)
  9
  5
  4
  3
  ‐
  ‐
  ‐
  10th
  +7/+2
  +3
  +3
  +7
  Manipulation
  10
  5
  4
  3
  1
  ‐
  ‐
  11th
  +8/+3
  +3
  +3
  +7
  Charming stare, glib lie
  11
  5
  4
  4
  2
  ‐
  ‐
  12th
  +9/+4
  +4
  +4
  +8
  Manipulation
  12
  5
  5
  4
  3
  ‐
  ‐
  13th
  +9/+4
  +4
  +4
  +8
  Thinned blood (3/day)
  13
  5
  5
  4
  3
  1
  ‐
  14th
  +10/+5
  +4
  +4
  +9
  Endless contentment, manipulation
  14
  5
  5
  4
  4
  2
  ‐
  15th
  +11/+6/+1
  +5
  +5
  +9
  Suggestive stare
  15
  5
  5
  5
  4
  3
  ‐
  16th
  +12/+7/+2
  +5
  +5
  +10 Manipulation
  16
  5
  5
  5
  4
  3
  1
  17th
  +12/+7/+2
  +5
  +5
  +10 Thinned blood (4/day)
  17
  5
  5
  5
  4
  4
  2
  18th
  +13/+18/+3
  +6
  +6
  +11
  Manipulation
  18
  5
  5
  5
  5
  4
  3
  19th
  +14/+9/+4
  +6
  +6
  +11
  Domineering stare
  19
  5
  5
  5
  5
  5
  4
  20th
  +15/+10/+5
  +6
  +6
  +12 Hypnotic resurrection, manipulation
  20
  5
  5
  5
  5
  5
  5
  Cruomancy: At 1st level, a revenant manipulator gains 
  the revenant template. If the revenant manipulator was 
  already a revenant, this has no effect. Characters that cannot 
  gain the revenant template cannot take levels in revenant 
  manipulator.
  For each level of revenant manipulator that a character gains, 
  his cruomancer level increases by 1. Additionally, as he gains 
  additional levels of revenant manipulator, the maximum 
  number of blood points that he can have in his blood point 
  pool increases, as indicated on Table: Revenant Manipulator.
  For more information on revenants and cruomancy, see Liber 
  Vampyr: Secrets of the Blood.
  Spell Casting: A revenant manipulator casts psychic spells 
  drawn from the mesmerist spell list. He can cast any spell he 
  knows without preparing it ahead of time. To learn or cast 
  a spell, a revenant manipulator must have a Charisma score 
  equal to at least 10 + the spell’s level. The saving throw DC 
  against a revenant manipulator’s spell is 10 + the spell’s level 
  + the revenant manipulator’s Charisma modifier.
  Like other spellcasters, a revenant manipulator can cast only 
  a certain number of spells of each spell level per day. His base 
  daily spell allotment is given on Table: Revenant Manipulator. 
  In addition, he receives bonus spells per day if he has a 
  high Charisma score.
  Table 2‐6: Rev. Manipulator Spells Known
  Spells Known
  Level
  0th
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  4
  2
  ‐
  ‐
  ‐
  ‐
  ‐
  2nd
  5
  3
  ‐
  ‐
  ‐
  ‐
  ‐
  3rd
  6
  4
  ‐
  ‐
  ‐
  ‐
  ‐
  4th
  6
  4
  2
  ‐
  ‐
  ‐
  ‐
  5th
  6
  4
  3
  ‐
  ‐
  ‐
  ‐
  6th
  6
  4
  4
  ‐
  ‐
  ‐
  ‐
  7th
  6
  5
  4
  2
  ‐
  ‐
  ‐
  8th
  6
  5
  4
  3
  ‐
  ‐
  ‐
  9th
  6
  5
  4
  4
  ‐
  ‐
  ‐
  10th
  6
  5
  5
  4
  2
  ‐
  ‐
  11th
  6
  6
  5
  4
  3
  ‐
  ‐
  12th
  6
  6
  5
  4
  4
  ‐
  ‐
  13th
  6
  6
  5
  5
  4
  2
  ‐
  14th
  6
  6
  6
  5
  4
  3
  ‐
  15th
  6
  6
  6
  5
  4
  4
  ‐
  16th
  6
  6
  6
  5
  5
  4
  2
  17th
  6
  6
  6
  6
  5
  4
  3
  18th
  6
  6
  6
  6
  5
  4
  4
  19th
  6
  6
  6
  6
  5
  5
  4
  20th
  6
  6
  6
  6
  6
  5
  5
  The revenant manipulator’s selection of spells is limited. 
  A revenant manipulator begins play knowing four 0-level 
  spells and two 1st-level spells of the revenant manipulator’s 
  choice. At each new revenant manipulator level, he learns 
  one or more new spells, as indicated on Table: Revenant 
  Manipulator Spells Known.
  72
  
  Unlike a revenant manipulator’s spells per day, the number 
  of spells a revenant manipulator knows isn’t affected by 
  his Charisma score; the numbers on the table are fixed.
  At 5th level, and every 3 levels thereafter, a revenant 
  manipulator can choose to learn a new spell in place of one 
  he already knows. In effect, the revenant manipulator loses 
  the old spell in exchange for the new one. The new spell’s 
  level must be the same as that of the spell being exchanged, 
  and it must be at least 1 level lower than the highest-level 
  mesmerist spell the revenant manipulator can cast. A 
  revenant manipulator can swap only a single spell at any 
  given level, and must choose whether or not to swap the spell 
  at the same time that he gains new spells known for the level.
  A revenant manipulator need not prepare his spells in 
  advance. He can cast any mesmerist spell he knows at any 
  time, assuming he has not yet used up his allotment of spells 
  per day for the spell’s level.
  Knacks: Revenant manipulators learn a number of knacks, 
  or 0-level spells. These spells are cast like any other spells, 
  but they do not consume any slots and can be used again. 
  Knacks cast using other spell slots, due to metamagic feats, 
  for example, consume spell slots as normal.
  Insidious (Ex): A revenant manipulator adds 1/2 his class 
  level (minimum 1) on all Bluff checks. In addition, whenever 
  he initiates a grapple, he may first make a Bluff check against 
  the target as a free action. Treat this as a Bluff check made 
  to feint the opponent, but if the check succeeds, he does not 
  provoke an attack of opportunity for initiating the grapple, 
  and gains a bonus to CMB for the initial grapple check (but 
  not any subsequent checks to maintain the grapple) equal to 
  his Charisma modifier.
  Hypnotic Stare (Su): A revenant manipulator can focus 
  his stare on one creature within 30 feet as a swift action. 
  That creature takes a –2 penalty on Will saving throws. This 
  penalty changes to –3 at 8th level. A revenant manipulator 
  can maintain his stare against only one opponent at a time; 
  it remains in effect until the revenant manipulator stares 
  at a new target, the opponent dies, the opponent moves 
  farther than 30 feet away, or the revenant manipulator 
  falls unconscious or dies. The revenant manipulator can 
  remove the memory of his stare from the target’s mind; the 
  creature doesn’t remember that it was affected (nor does it 
  realize that it is currently being affected) unless the revenant 
  manipulator allows it. The hypnotic stare is a psychic effect, 
  and relies more on the revenant manipulator’s focus than 
  the target’s perception of his stare. It can’t be avoided in the 
  same ways a gaze attack can. The revenant manipulator can 
  use this ability even while blinded, but must succeed at a DC 
  20 concentration check to do so. Staring at a creature requires 
  the revenant manipulator’s focus, so if he uses a gaze attack 
  or similar ability, he must either target the subject of his 
  hypnotic stare or voluntarily end the stare. The penalties 
  from multiple revenant manipulators’ stares don’t stack, 
  nor do they stack with penalties from mesmerists’ stares or 
  witches’ evil eye hexes. This is a mind-affecting effect.
  Manipulation: As a revenant manipulator increases in level, 
  he gains a number of tricks that allow him to use his vampiric 
  potential to the fullest. At 1st level, he can choose to gain a 
  single vampire feat of his choice for which he qualifies, or 
  one of the abilities listed below. At 2nd level, and every even-
  numbered level thereafter, he gains an additional vampire 
  feat as a bonus feat, or an additional ability chosen from the 
  list below. Unless otherwise noted, each of the abilities listed 
  here can only be chosen once.
  Combat Trick (Ex): The revenant manipulator gains one 
  of the following feats as a bonus feat, even if he does not 
  meet the prerequisites: Improved Dirty Trick, Improved 
  Disarm, Improved Feint, or Improved Grapple. If he is 
  11th level or higher, he can also select from the following, 
  but only if he has the improved version of the listed feat: 
  Greater Dirty Trick, Greater Disarm, Greater Feint, or 
  Greater Grapple. The revenant manipulator can choose 
  this manipulation multiple times. Its effects do not stack. 
  Each time, he must select a different feat.
  Lifelike Disguise (Ex): The revenant manipulator gains 
  a bonus equal to 1/2 his class level on Disguise checks 
  made to appear as a living creature.
  Lose Weakness: The revenant manipulator chooses 
  a single lesser weakness that she gained as a result of 
  gaining the revenant template, and loses it, forever 
  freeing herself of that particular weakness. The revenant 
  manipulator cannot lose the blood dependency or 
  sunlight vulnerability weaknesses, nor any greater 
  weaknesses, in this way.
  Mesmerist Trick (Su): The revenant manipulator learns 
  a single mesmerist trick, from the class feature of the 
  same name. He can use this trick a number of times 
  per day equal to his Charisma bonus (minimum 1). It 
  otherwise functions as normal for a mesmerist trick. This 
  manipulation can be selected multiple times; however, 
  it cannot be taken more than once per six class levels the 
  revenant manipulator possesses. All mesmerist tricks 
  gained in this way share the same number of daily uses, 
  but for each time this ability is selected after the first, the 
  number of daily uses increases by 2.
  Undead Empathy (Su): The revenant manipulator’s 
  undead nature makes him able to affect undead creatures 
  with mind-affecting effects, although such creatures gain 
  a +4 bonus on their saving throws. As a swift action, the 
  revenant manipulator can expend 2 blood points to focus 
  on a single undead creature in order to negate this bonus 
  for 1 minute.
  Weakening Stare (Su): Once per round, as an immediate 
  action, the revenant manipulator can focus intensely on 
  the target of his hypnotic stare, interfering with her course 
  of action. Each time the revenant manipulator uses this 
  ability, he can choose to impose one of the following negative 
  effects: a penalty equal to  his hypnotic stare penalty on 
  attack and damage rolls for the next attack the target makes, 
  73
  
  increasing the arcane spell failure chance on the next spell 
  the target casts by an amount equal to 5 times his hypnotic 
  stare penalty (even if she would not normally be subject to 
  arcane spell failure), or reducing her movement speed by 5 
  feet per point of hypnotic stare penalty (minimum 5 feet). 
  Whichever penalty is chosen, if it has not been expended by 
  the beginning of the revenant manipulator’s next turn, it has 
  no effect.
  Unnatural Reflexes (Su): At 2nd level, a revenant 
  manipulator gains unnatural reflexes. He adds his Charisma 
  bonus (minimum 0) on Reflex saving throws, and as a bonus 
  on Initiative checks. If the revenant manipulator is flat-footed 
  or otherwise denied his Dexterity bonus to AC, he loses the 
  bonus to his Reflex saves, but not the bonus to Initiative 
  checks.
  Aura of Contentment (Su): Beginning at 3rd level, as a 
  move action, a revenant manipulator can project an aura 
  of contentment, which affects all creatures within 60 feet 
  that the revenant manipulator has consumed at least 1 
  blood point’s worth of blood from in the last week. Each 
  such creature gains a +2 morale bonus on attack rolls, 
  damage rolls, ability checks, skill checks, and saving throws 
  for as long as they remain within 60 feet of the revenant 
  manipulator, and as long as he continues to maintain this 
  effect. He can use this ability for a total number of rounds 
  per day equal to twice his class level. Additionally, the DC 
  of Diplomacy checks made to convince a creature under the 
  effects of the revenant manipulator’s aura of contentment to 
  allow him to feed on them an additional time is decreased by 
  –5. This is a mind-affecting emotion effect.
  At 10th level, the morale bonus granted by this ability 
  increases to +4, and the penalty to the DC of Diplomacy 
  checks made to convince affected creatures to allow the 
  revenant manipulator to feed on them increases to –10.
  Commanding Stare (Sp): Beginning at 3rd level, as a swift 
  action, by expending 1 blood point, a revenant manipulator 
  can affect the target of his hypnotic stare as though with the 
  spell command, except that the saving throw DC is equal to 
  10 + 1/2 the revenant manipulator’s class level + the revenant 
  manipulator’s Charisma modifier. Additionally, the revenant 
  manipulator can force the target to forget performing the 
  commanded action in the same way that he forces a target 
  to forget the effects of his hypnotic stare. The revenant 
  manipulator’s caster level for this effect is equal to his class 
  level.
  Mental Potency (Ex): At 5th level, the revenant manipulator 
  can affect more powerful creatures or a greater number 
  of creatures than normal with his mental effects. Both 
  the HD limit and the total number of HD affected with 
  each enchantment or illusion spell he casts increase by 1. 
  For enchantment and illusion spells he casts that target 
  a number of creatures greater than one, the number of 
  creatures affected also increases by one (so a spell that 
  targets one creature per level would be affected, but a spell 
  that targets only one creature would not be). For example, a 
  5th-level revenant manipulator could affect 5 HD worth of 
  creatures with sleep, affect 2d4+1 HD worth of creatures with 
  hypnotism, and change the categories for color spray to “3 
  HD or fewer,” “4 or 5 HD,” and “6 or more HD.” The number 
  of additional HD or creatures increases by an additional 1 for 
  every 5 levels beyond 5th, to a maximum increase of 4 at 20th 
  level.
  Thinned Blood (Ex): At 5th level, a revenant manipulator 
  gains the ability to drain blood from a willing or helpless 
  creature without harming the donor in any way. Doing so 
  requires a full minute, and grants the revenant manipulator 
  1 blood point. The donor must be a creature that could 
  otherwise provide blood points through the Vampire’s Bite 
  feat, or other means. The revenant manipulator can use this 
  ability once per day at 5th level. At 9th level, and every four 
  levels thereafter, he can use this ability one additional time 
  per day.
  Swift Contentment (Su): At 6th level, a revenant 
  manipulator can activate his aura of contentment as a swift 
  action, rather than as a move action.
  Fascinating Stare (Sp): Beginning at 7th level, as a swift 
  action, by expending 1 blood point, a revenant manipulator 
  can cause the target of his hypnotic stare to be forced 
  to succeed on a Will save (DC = 10 + 1/2 the revenant 
  manipulator’s class level + the revenant manipulator’s 
  Charisma modifier) or become fascinated by the revenant 
  manipulator. If he successfully fascinates the creature, that 
  creature suffers a –4 penalty on all Will saves made to resist 
  mind-affecting effects from the revenant manipulator for as 
  long as she remains fascinated. Additionally, the revenant 
  manipulator can force the target to forget being fascinated 
  in this way in the same way that he forces a target to forget 
  the effects of his hypnotic stare. This is a mind-affecting 
  compulsion effect.
  Charming Stare (Sp): Beginning at 11th level, as a swift 
  action, by expending 2 blood points, a revenant manipulator 
  can affect the target of his hypnotic stare as though with 
  the spell charm monster, except that the saving throw DC is 
  equal to 10 + 1/2 the revenant manipulator’s class level + the 
  revenant manipulator’s Charisma modifier. The effect persists 
  even after the target ceases to be the target of his hypnotic 
  stare. Additionally, even after the effect ends, the target’s 
  attitude is permanently increased by one step (to a maximum 
  of helpful). The revenant manipulator’s caster level for this 
  effect is equal to his class level.
  Glib Lie (Su): At 11th level, a revenant manipulator can 
  deceive truth-detecting magic. A creature using this sort 
  of magic against the revenant manipulator must succeed 
  at a caster level check against a DC of 15 + the revenant 
  manipulator’s class level to succeed (as if the revenant 
  manipulator were under the effect of a glibness spell). Failure 
  means the magic doesn’t detect the revenant manipulator’s 
  74
  
  lies or force him to speak only the truth. This ability does 
  not give the revenant manipulator the glibness spell’s bonus 
  on Bluff checks.
  Endless Contentment (Su): At 14th level, as a swift action, 
  the revenant manipulator can expend 1 blood point in order 
  to increase the daily number of rounds he can use his aura 
  of contentment ability by an amount equal to his Charisma 
  modifier.
  Suggestive Stare (Sp): Beginning at 15th level, as a swift 
  action, by expending 2 blood points, a revenant manipulator 
  can affect the target of his hypnotic stare as though with the 
  spell suggestion, except that the saving throw DC is equal to 
  10 + 1/2 the revenant manipulator’s class level + the revenant 
  manipulator’s Charisma modifier. The effect persists even 
  after the target ceases to be the target of his hypnotic stare. 
  Additionally, the revenant manipulator can force the target to 
  forget performing the suggested action in the same way that 
  he forces a target to forget the effects of his hypnotic stare. 
  The revenant manipulator’s caster level for this effect is equal 
  to his class level.
  Domineering Stare (Sp): Beginning at 19th level, by 
  expending 3 blood points, a revenant manipulator can 
  affect the target of his hypnotic stare as though with the 
  spell dominate person, except that the saving throw DC is 
  equal to 10 + 1/2 the revenant manipulator’s class level + the 
  revenant manipulator’s Charisma modifier. Creatures of the 
  fey, magical beast, monstrous humanoid, and outsider types 
  can be affected by this ability, but gain a +4 bonus on their 
  saving throws. Creatures of the animal type can be affected 
  as though they were humanoids. The effect persists even 
  after the target ceases to be the target of his hypnotic stare. 
  Additionally, the revenant manipulator can force the target 
  to forget some or all of the time it was dominated in the same 
  way that he forces a target to forget the effects of his hypnotic 
  stare. The revenant manipulator’s caster level for this effect is 
  equal to his class level.
  Hypnotic Resurrection (Su): At 20th level, when a revenant 
  manipulator is reduced to 0 or fewer hit points, he can 
  attempt to implant his psyche into a living creature within 
  30 feet. That creature must succeed on a Will save (DC = 10 
  + 1/2 the revenant manipulator’s class level + the revenant 
  manipulator’s Charisma modifier) or be affected as though 
  by the spell riding possessionOA, with an indefinite duration. 
  Once per day, while riding in the target’s psyche, the revenant 
  manipulator can attempt to take control, changing the effect 
  to function as possessionOA until the next dawn. The target 
  is entitled to a Will save (same DC) to remain in control. If 
  the revenant manipulator successfully gains control for three 
  consecutive days, the target’s mind is permanently erased, 
  and the creature’s body transmutes into an exact copy of the 
  revenant manipultor’s over the course of 24 hours, leaving 
  him with statistics identical to those he had when he was 
  reduced to 0 hit points and first used this ability. Any effect 
  that ends the riding possession or possession effect before this 
  occurs erases his psyche from the target’s mind, causing him 
  to truly die.
  75
  
  CHapter 3: Magic Market
  76
  Magic Market is our weekly article that contains all the tools, 
  toys, and treasure that players (or GMs) could want in their 
  game. In 2016, we created 21 suits of magic armor, 21 magic 
  shields, 21 magic weapons, 10 magic rings, 10 magic rods, and 
  40 wondrous items.
  This chapter contains all the content from Magic Market 
  produced over the course of 2016. The magic items are 
  presented in groups, beginning with specific armors, then 
  specific shields, and so on, in the order presented above. 
  Within each category, the magic items are presented in 
  alphabetical order, and a convenient table near the beginning 
  of each such section lists each magic item by price.
  
  77
  Specific Armors
  The following section provides a number of specific magic 
  armors. They are presented in alphabetical order.
  ARMOR OF ANIMAL DEFENSE  
        PRICE 19,150 gp
  Slot armor; CL 3rd; Weight 100 lbs. 
  Aura faint transmutation 
  This fine suit of polished steel barding floats a few inches 
  above a leather harness that can be adjusted for any animal, 
  and the plates rearrange themselves accordingly, while any 
  excess armor simply folds itself into the suit, affording a 
  comfortable fit for creatures of any dimension.
  In addition to functioning as +3 full plate barding, these suits 
  of armor have no maximum Dexterity bonus. They are also 
  able to spring into action in moments of danger, propelling 
  the wearer away from potential hazards. As an immediate 
  action, the wearer may choose to gain a bonus of any amount 
  up to the armor’s enhancement bonus on Reflex saves. This 
  bonus lasts for 1 round. For each point of bonus to Reflex 
  saves gained in this way, the armor’s enhancement bonus to 
  AC is also reduced by 1 for 1 round.
  Some of an armor of animal defenses’ unique abilities count 
  as an enhancement bonus equivalent, and it is treated as a 
  +4-equivalent suit of armor for the purposes of the cost of 
  further improving its magical abilities. 
  Construction Requirements 
                          Cost 12,650 gp
  Craft Magical Arms and Armor, cat’s grace  
  ARMOR OF MOLTEN LASHES  
      PRICE 80,300 gp
  Slot armor; CL 7th; Weight 40 lbs. 
  Aura moderate evocation
  While these suits of armor appear to be nothing more than 
  a suit of black chainmail, often decorated with fire motifs, 
  they are extremely hot to the touch and uncomfortable to 
  handle. As a convenient side effect to the armor’s magical 
  effects, a character who dons this armor is protected from this 
  uncomfortable heat.
  In addition to functioning as a suit of +4 greater fire 
  resistance chainmail, the wearer of this armor can speak a 
  command word to cause it to become a molten mass of lava, 
  which damages weapons and creatures that strike the wearer. 
  Up to 3 times per day, the wearer of a suit of armor of molten 
  lashes can command the armor to assume this molten form 
  for 1 minute. During this time, the armor offers no armor 
  bonus to AC, but deals 2d6 points of fire damage to any 
  creature that hits the wearer with a natural attack or a melee 
  weapon without reach. Manufactured melee weapons also 
  suffer this fire damage, which is not reduced by hardness of 
  less than 20.
  None of an armor of molten lashes’s unique abilities count 
  as an enhancement bonus equivalent, and it is treated as a 
  +4-equivalent suit of armor for the purposes of the cost of 
  further improving its magical abilities.
  Construction Requirements 
                         Cost 40,300 gp
  Craft Wondrous Item, fire shield, heat metal
  Table 3‐1: Specific Armors
  d%
  Armor Name
  Cost
  01 ‐ 08
  Shroud of undeath
  3,175 gp
  09 ‐ 16
  Garbage mail
  3,200 gp
  17 ‐ 24
  Cage of ribs
  3,950 gp
  25 ‐ 30
  Jester's suit
  8,155 gp
  31 ‐ 36
  Electric eel skin
  8,910 gp
  37 ‐ 42
  Dirtmail
  9,250 gp
  43 ‐ 48
  Mephit scale armor
  10,200 gp
  49 ‐ 54
  Leechmail
  14,165 gp
  55 ‐ 60
  Armor of animal defense
  19,150 gp
  61 ‐ 66
  Flourite armor
  21,650 gp
  67 ‐ 72
  Parade plate
  24,300 gp
  73 ‐ 78
  Butterscotch bulwark
  25,160 gp
  79 ‐ 82
  Water skins
  35,170 gp
  83 ‐ 86
  Fire plate
  36,650 gp
  87 ‐ 89
  Wind chainmail
  50,250 gp
  90 ‐ 92
  Sewer rat skin
  53,325 gp
  93 ‐ 95
  Lich lord's plate
  74,200 gp
  96 ‐ 97
  Armor of molten lashes
  80,300 gp
  98
  Suit of sand
  100,155 gp
  99
  Armor of the arctic
  101,650 gp
  100
  Street armor
  125,305 gp
  ARMOR OF THE ARCTIC  
                    PRICE 101,650 gp
  Slot armor; CL 9th; Weight 50 lbs. 
  Aura moderate evocation
  This armor is made from super-hard ice that has been buried 
  under at least 10 feet of snow for a minimum of a year and a 
  day. The armor itself freezes the air around it, causing a mist 
  to collect about the wearer. 
  In addition to functioning as +3 full plate, a suit of armor of 
  the arctic possesses an extreme cold which provides proof 
  against freezing attacks, and also chills those who would dare 
  strike the wearer. The wearer of a suit of armor of the arctic is 
  immune to cold damage and the effects of spells with the cold 
  descriptor. Additionally, the armor has a frosty aura, which 
  deals 2d6 points of cold damage to any creature that hits 
  the wearer with a natural attack or a melee weapon without 
  reach. This damage also applies to any creature that grapples 
  the wearer. Further, any metal weapon that strikes the armor 
  of the arctic is affected by the spell chill metal (no save). 
  However, if any amount of fire damage is dealt to armor of the 
  arctic, it instantly gains the broken condition. 
  None of an armor of the arctic’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +3-equivalent armor for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                          Cost 51,650 gp
  Craft Magic Arms and Armor, chill metal, endure elements 
  BUTTERSCOTCH BULWARK   
       PRICE 25,160 gp
  Slot armor; CL 9th; Weight 15 lbs. 
  Aura moderate transmutation
  This armor was created by a gentle wizard when his best 
  customer was conscripted. The wizard was the owner of a 
  magical confectionery, and the suit is made from enchanted 
  butterscotch which constantly replenishes itself and 
  
  78
  remains sticky and melted, ready to eat and able to adhere to 
  various weapons, with the aim of keeping the wearer safe by 
  disarming his foes.
  This curious armor functions as a suit of +1 leather armor and 
  additionally produces up to 10 lbs. of delicious butterscotch 
  each day. This butterscotch is magical in nature and provides 
  no calories, both preventing those that eat it from gaining 
  weight and failing to provide any real sustenance to the eater. 
  In addition to these effects, the armor attempts to grab any 
  weapon that attacks its wearer. The first time each day that 
  any given creature makes an attack against the wearer of a 
  butterscotch bulwark with a melee weapon, the wearer may 
  attempt a free disarm combat maneuver to attempt to disarm 
  that weapon. If the attack is successful, the attacker’s weapon 
  becomes stuck to the wearer’s armor and cannot be pried free 
  without a DC 25 Strength check. 
  Some of a butterscotch bulwark’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +4-equivalent armor for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                         Cost 12,660 gp
  Craft Magical Arms and Armor, telekinesis 
  CAGE OF RIBS  
   
   
        PRICE 3,950 gp
  Slot armor; CL 1st; Weight 25 lbs. 
  Aura faint abjuration
  This unusual suit of armor is made from steel wrapped in 
  bone meal, which has been sewn with abjurative magic to 
  ward off undead creatures. Typically these suits of armor 
  resemble a human rib cage, and are worn over the chest, 
  though other styles and exotic patterns are known to exist.
  In addition to functioning as a +1 chain shirt, the cage of ribs 
  protects the wearer from undead, warding her against their 
  attacks and shielding her from their senses. The wearer of 
  this armor is invisible to unintelligent undead, as though 
  warded by a hide from undead spell. Anything that would 
  end this effect instead suppresses it for 1 hour. Regardless of 
  whether the hide from undead effect is broken, the wearer of 
  this armor gains a +2 dodge bonus to AC against the natural 
  attacks of undead creatures, and a +1 bonus on saving throws 
  made to resist the extraordinary and supernatural abilities of 
  undead creatures.
  Some of a cage of ribs’ unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +2-equivalent suit of armor for the purposes of the cost of 
  further improving its magical abilities.
  Construction Requirements 
                            Cost 2,150 gp
  Craft Magic Arms and Armor, hide from undead 
  DIRTMAIL  
   
   
                       PRICE 9,250 gp
  Slot armor; CL 15th Weight 25 lbs. 
  Aura strong transmutation
  This suit of hideous armor appears to be made of dry, loose 
  dirt, and fits over the wearer’s head like a mail shirt. The 
  armor is tough without being rigid, and is generally as 
  effective as a shirt of steel links. 
  This suit of magic armor functions as a +1 chain shirt, except 
  that it also grants the wearer some control over dust and 
  dirt. First, the wearer ignores the effects of difficult terrain 
  caused by sand, mud, rubble, or magically altered earth. 
  Additionally, whenever the wearer is reduced to 0 or fewer hit 
  points, he is placed into a state of suspended animation, as 
  temporal stasis, and buried at a depth of 5 feet. The wearer 
  exits this state when he is returned to the surface. The wearer 
  can be dug up by other characters; otherwise, after 1 minute, 
  the wearer is magically transported back to the location he 
  was in when the temporal stasis effect was triggered.
  Some of a suit of dirtmail’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +2-equivalent suit of armor for the purposes of the cost of 
  further improving its magical abilities.
  Construction Requirements 
                           Cost 4,750 gp
  Craft Magic Arms and Armor, temporal stasis
  ELECTRIC EEL SKIN 
   
                        PRICE 8,910 gp
  Slot armor; CL 1st; Weight 15 lbs. 
  Aura faint evocation
  These suits of +1 leather armor are made from the skin 
  of electric eels, which have been magically enhanced to 
  grant the wearer many eel-like traits. The wearer gains a +5 
  circumstance bonus to CMD to resist attempts to grapple 
  him, as well as a +5 bonus on combat maneuver checks and 
  Escape Artist checks made to escape a grapple. Additionally, 
  the wearer can move through areas as small as one-quarter 
  his space without squeezing, or one-eighth his space when 
  squeezing.
  Finally, once per day, the wearer of a suit of electric eel skin 
  can unleash a blast of electrical energy in a 20-foot radius, 
  forcing each other creature within the area to succeed on a 
  Reflex save (DC 13 + 1 per point of enhancement bonus the 
  armor possesses) or suffer 2d6 points of electricity damage 
  per point of enhancement bonus the armor possesses. 
  Creatures that fail their saving throw by 5 or more are also 
  stunned for 1 round.
  Some of an electric eel skin’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +2-equivalent suit of armor for the purposes of the cost of 
  further improving its magical abilities.
  Construction Requirements 
                            Cost 4,535 gp
  Craft Magic Arms and Armor, grease, reduce person, shocking 
  grasp
  FIRE PLATE  
   
   
                     PRICE 36,650 gp
  Slot armor; CL 9th Weight 5 lbs. 
  Aura moderate evocation
  This fantastic suit of plate mail is made of solid flames from 
  the Elemental Plane of Fire, which burns hot on the outside, 
  but remains cool and comfortable for the wearer. The flame is 
  super hard, stronger than steel, and gives off heat which can 
  damage those that get too close. 
  In addition to functioning as +2 full plate, fire plate armor 
  burns super-hot, damaging those that touch the armor. 
  Whenever a creature ends his turn adjacent to the armor’s 
  wearer, that creature suffers 1d6 points of fire damage. 
  
  79
  Additionally, whenever a creature adjacent to the wearer 
  deals damage to her with a natural attack or a manufactured 
  weapon without reach, it suffers 1d6 points of fire damage. A 
  command word, spoken as a standard action, can suppress or 
  resume these effects.  A suit of fire plate is immune to damage 
  and the broken condition.
  Some of a suit of fire plate’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +5-equivalent suit of armor for the purposes of the cost of 
  further improving its magical abilities.
  Construction Requirements 
  Cost 19,150 gp
  Craft Magic Arms and Armor, fire shield
  FLUORITE ARMOR 
   
                      PRICE 21,650 gp
  Slot armor; CL 15th; Weight 60 lbs. 
  Aura strong illusion
  Made from magically-toughened fluorite, these suits of 
  armor are made to an individual’s measurements and fit 
  like a suit of full plate, but because they are made of natural 
  materials, they can be worn by druids. The suits are normally 
  translucent and colorless, though some wearers are able to 
  focus their will and cause the armor to change color.
  In addition to functioning as a suit of +1 full plate, fluorite 
  armor can be commanded to take on extremely bright and 
  vibrant colors. This can produce two effects. The first effect 
  can be used to continually cause characters within 5 feet 
  of the armor, including the wearer, to become sickened 
  for 1d4 rounds unless they succeed on a Will save (DC 22). 
  Regardless of whether or not the save is successful, characters 
  that are subjected to this effect are immune to the effect for 1 
  minute thereafter. The second effect, which can be activated 
  once per day, causes a burst of sickening colors to radiate out 
  from the armor, causing the wearer and all characters within 
  a 10-foot-radius spread centered on the wearer to become 
  confused for 1 round, with no saving throw to resist the effect. 
  None of a suit of fluorite armor’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +1-equivalent suit of armor for the purposes of the cost of 
  further improving its magical abilities.
  Construction Requirements 
  Cost 11,650 gp
  Craft Wondrous Item, scintillating pattern 
  GARBAGE MAIL 
   
                       PRICE 3,200 gp
  Slot armor; CL 5th; Weight 30 lbs. 
  Aura faint conjuration
  This unusual suit of armor is made from cobbled-together 
  parts of various other metal items, salvaged from a scrap heap 
  and held together by strained and overworked magic, which 
  isn’t quite able to rid the armor of the reeking foul smell of 
  the rubbish heap. No two of these suits look quite the same, 
  though all tend to look somewhat ridiculous, with odd 
  angles and recognizable pieces of trash forming most of the 
  protective value.
  These unconventional suits of armor function as a suit of +1 
  scale mail, but additionally issue forth a constant reeking 
  stench, which is difficult to ignore and can cause those who 
  breathe it in to become sick. Any character within 30 feet of 
  the armor, other than the wearer, must succeed on a DC 14 
  Fortitude save or be sickened. Characters suffer a cumulative 
  –1 penalty to this saving throw for each round they are 
  exposed to the armor’s stench. A character which spends at 
  least 5 minutes within the stench’s area of effect is immune to 
  the stench for 24 hours. The horrible reeking stench created 
  by this armor is supernatural in origin and can be suppressed 
  or resumed as a swift action.
  None of a suit of garbage mail’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +1-equivalent suit of armor for the purposes of the cost of 
  further improving its magical abilities.
  Construction Requirements 
                            Cost 1,700 gp
  Craft Magic Arms and Armor, stinking cloud
  JESTER’S SUIT                                                     PRICE 8,155 gp
  Slot armor; CL 7th; Weight 10 lbs. 
  Aura moderate illusion
  These suits of armor were created for the court jesters of a 
  mad king who insisted he have entertainment while on the 
  battlefield. The armor itself is a twist of bright and vibrant 
  yellows, reds, blues, and violets.
  This suit of +1 padded armor can be activated with a 
  command word, causing it to swim with colors and project 
  them outward in a dazzling light show, which can fascinate 
  onlookers. When activated, the armor unleashes a 10-foot-
  radius spread of color centered on the wielder, which causes 
  those within the area to succeed on a Will save (DC 22) or be 
  fascinated for 1d4 rounds. Creatures who succeed on their 
  saving throw are dazzled, instead. This ability can be used 
  a number of times each day equal to the wearer’s Charisma 
  modifier (minimum 1). A jester’s suit must be worn 24 before 
  it has any effect.
  None of a jester’s suit’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +1-equivalent suit of armor for the purposes of the cost of 
  further improving its magical abilities.
  Construction Requirements 
                            Cost 4,155 gp
  Craft Magic Arms and Armor, rainbow pattern
  LEECHMAIL 
   
                                      PRICE 14,165 gp
  Slot armor; CL 5th; Weight 25 lbs. 
  Aura faint conjuration
  This suit of +2 slick shadow hide armor is dark and rubbery, 
  and somehow always faintly damp and greasy, no matter what 
  steps are taken to clean it. Many have difficulty identifying 
  the type of animal that the hide came from, and in fact, 
  the armor is made from the hide of a giant leech, or, more 
  commonly, from several. Horrifyingly, the leech’s giant 
  sucker mouth remains intact, and is actually on the inside 
  of the armor, positioned over the wearer’s stomach. When 
  the armor is donned, the mouth attaches to the wearer and 
  slowly begins to drain his blood.
  Each hour that the armor is worn, it inflicts 1d8 points of 
  damage. This damage is spread out over the course of the 
  hour, and does not interfere with spellcasting, concentration, 
  or even the wearer’s ability to sleep, should he attempt to 
  do so while wearing the armor. This draining process helps 
  protect the wearer against diseases and poisons, and the 
  
  80
  wearer gains a circumstance bonus equal to twice the armor’s 
  enhancement bonus on saving throws made to resist diseases 
  and poisons.
  Some of a suit of leechmail’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +3-equivalent suit of armor for the purposes of the cost of 
  further improving its magical abilities.
  Construction Requirements 
                            Cost 7,165 gp
  Craft Magic Arms and Armor, bleed, neutralize poison, 
  remove disease
  LICH LORD’S PLATE 
   
                     PRICE 74,200 gp
  Slot armor; CL 9th; Weight 15 lbs. 
  Aura moderate necromancy
  These +5 mithral breastplates are plated with a dull black 
  metal, which reflects no light, and almost appears as though 
  it were made of pure darkness. Each bears a large engraved 
  skull on the front of the breastplate, as well as engraved skulls 
  on each shoulder. Specifically designed for necromancers, the 
  arcane spell failure chance for a lich lord’s plate is only 10%, 
  and this is reduced to 0% for necromancy spells. Additionally, 
  if the wearer is undead, he gains channel resistance equal 
  to the armor’s enhancement bonus, and suffers only half 
  damage from any sources of positive energy. If the wearer 
  is not undead, he instead gains immunity to death effects, 
  diseases, paralysis, poison, sleep, and stun, as well as ability 
  drain and energy drain.
  Some of a lich lord’s plate’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +8-equivalent suit of armor for the purposes of the cost of 
  further improving its magical abilities.
  Construction Requirements 
                         Cost 39,200 gp
  Craft Magic Arms and Armor, undead anatomy II
  MEPHIT SCALE ARMOR 
      
       PRICE 10,200 gp
  Slot armor; CL 3rd; Weight 15 lbs. 
  Aura faint abjuration
  These dark red suits of scales are typically created for Small 
  creatures, as they are the favored armor of fire mephit 
  irregular soldiers and scouts recruited into various Plane of 
  Fire armies. These suits feature numerous comfort features, 
  including slots for the wings, and are often decorated with 
  some emblem or marking significant to the individual 
  wearing the armor.
  In addition to functioning as a +1 suit of fire resistance 
  scale mail, these suits of armor can cure the wearer of some 
  damage when exposed to fire. Whenever the wearer of one 
  of these suits suffers at least 1 point of fire damage, she gains 
  fast healing 2 for 1d6 rounds. When worn by a fire mephit or a 
  mephit paragon with the fire or magma elemental infusions, 
  these armors offer a number of additional benefits. The 
  mephit’s fast healing increases to 5 when in contact with fire. 
  Additionally, the wearer does not suffer the normal armor 
  check penalty to Fly checks. Finally, the armor has no chance 
  of spell failure for the purposes of casting mephit paragon 
  spells.
  None of a mephit scale armor’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +1-equivalent suit of armor for the purposes of the cost of 
  further improving its magical abilities.
  Construction Requirements 
                           Cost 5,200 gp
  Craft Magical Arms and Armor, resist energy 
  PARADE PLATE 
   
                     PRICE 24,300 gp
  Slot armor; CL 7th; Weight 15 lbs. 
  Aura moderate enchantment
  These suits of +2 mirrored mithral breastplate are always 
  impeccably clean, and gleam brilliantly in any light source. 
  Always ostentatious, with intricate designs and engravings 
  designed to enhance the viewer’s sense of the wearer’s 
  importance, they are often decorated with gold, platinum, or 
  other precious metals, and may even bear a number of jewels 
  embedded in the chest piece. As long as a suit of parade 
  plate is worn for at least 4 days per week, its wearer adds its 
  enhancement bonus to her Leadership score. If the wearer 
  does not have the Leadership feat, she can instead attract a 
  number of 1st-level followers equal to her Charisma modifier 
  + the parade plate’s enhancement bonus.
  Once per day, as a move action, the wearer can cause each 
  of her allies within 60 feet that can see her gain a +2 morale 
  bonus on attack rolls, ability checks, saving throws, and skill 
  checks. If any of the affected creatures are her followers, the 
  bonus is doubled for those creatures (her cohort, if she has 
  one, still receives only a +2 bonus). This bonus lasts for one 
  minute.
  
  81
  None of a parade plate’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +3-equivalent suit of armor for the purposes of the cost of 
  further improving its magical abilities.
  Construction Requirements 
                          Cost 14,300 gp
  Craft Magic Arms and Armor, good hope, creator must have 
  the Leadership feat
  SEWER RAT SKIN 
   
                      PRICE 53,325 gp
  Slot armor; CL 7th; Weight 20 lbs. 
  Aura moderate transmutation
  These suits of +5 studded leather armor are made from 
  the hides of hundreds of sewer rats, or, in rare cases, from 
  one or two wererat skins. In either case, the wearer gains 
  both a climb speed of 10 feet and a swim speed of 10 feet, 
  and adds the armor’s enhancement bonus as a resistance 
  bonus on saving throws made to resist diseases and poisons. 
  Additionally, the wearer can cast dominate animal (DC 15) as 
  a spell-like ability at will, but only on rats or rat-like creatures. 
  He can use this ability on swarms of creatures as though the 
  swarm were a single creature. Finally, once per day, the wearer 
  can cast beast shape II, but only to transform into a rat or rat-
  like creature. 
  None of a sewer rat skin’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +5-equivalent suit of armor for the purposes of the cost of 
  further improving its magical abilities.
  Construction Requirements 
                         Cost 26,825 gp
  Craft Magic Arms and Armor, beast shape II, dominate 
  animal, monkey fishACG, remove disease
  SHROUD OF UNDEATH 
                         PRICE 3,175 gp
  Slot armor; CL 3rd; Weight 20 lbs. 
  Aura faint abjuration
  This +1 studded leather armor uses human finger bones for its 
  studs. As long as the armor is worn, the wearer suffers only 
  half damage, rounded up, from any effects that use positive 
  or negative energy (such as a cleric’s channel energy class 
  feature, cure light wounds, inflict light wounds, and so on). 
  This applies only to hit point damage, not effects such as 
  energy drain, even if they are related to negative energy in 
  some way. The armor interferes with healing caused by such 
  effects exactly the same way that it interferes with damaging 
  effects.
  None of a shroud of undeath’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +1-equivalent suit of armor for the purposes of the cost of 
  further improving its magical abilities.
  Construction Requirements 
                            Cost 1,675 gp
  Craft Magic Arms and Armor, resist energy
  STREET ARMOR 
   
                    PRICE 125,305 gp
  Slot armor; CL 13th; Weight 10 lbs. 
  Aura strong abjuration
  These suits of +5 heavy fortification padded armor are 
  exceptionally comfortable, imposing no arcane spell failure 
  chance and allowing a maximum Dexterity bonus of +10. 
  They were originally designed to be worn by nobility and 
  other important dignitaries when they ventured out in 
  public, to protect them from cutpurses and assassins. As it 
  turns out, however, the same magic that protects against such 
  ne’er-do-wells also serves them quite handily, and the armor 
  has become popular amongst smugglers and backstabbers, as 
  well as the social elite.
  In addition to providing significant protection against sneak 
  attacks, a suit of street armor contains a total of six small 
  pockets, each of which functions similarly to a bag of holding, 
  and can hold up to 2 cubic feet or 20 pounds of material. 
  The pockets can be made to meld into the street armor with 
  a command word from the wearer, at which point they are 
  indistinguishable from the rest of the suit and completely 
  inaccessible and undetectable until another command word 
  (which also must be spoken by the wearer to function) causes 
  them to return. Finally, as a feature added to protect against 
  kidnapping attempts, once per day, the wearer can cast 
  whispering wind as a spell-like ability. 
  None of a suit of street armor’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +10-equivalent suit of armor for the purposes of the cost of 
  further improving its magical abilities.
  Construction Requirements 
                         Cost 62,805 gp
  Craft Magic Arms and Armor, limited wish, secret chest, 
  whispering wind
  SUIT OF SAND  
                                    PRICE 100,155 gp
  Slot armor; CL 5th; Weight 10 lbs. 
  Aura faint transmutation
  Though it appears to be an unassuming robe of padded 
  brown cloth and seems perpetually dirty, these suits of armor 
  provide protection that exceeds even that of many traditional 
  metal armors. While worn, the sands of the world’s deserts 
  swirl around the wearer and defend him from harm, blocking 
  attacks and warding off attackers.
  In addition to functioning as a suit of +3 padded armor, a suit 
  of sand calls the very desert to fight on behalf of the wearer. 
  While in a desert environment, the wearer of this suit can 
  command the sands to defend him as a move action. If he 
  does, the desert rises up and envelops him, granting him 20% 
  miss chance against melee attacks, and deflecting the first 
  projectile fired at the wearer, causing it to miss automatically 
  (this effect does not stack with the Deflect Arrows feat or 
  similar abilities). Finally, if a creature tries to grapple the 
  wearer of the suit of sand, the sand flies to her eyes and 
  mouth, choking and distracting her. This grants a +4 bonus 
  on attacks of opportunity made against creatures attempting 
  to grapple the wearer of a suit of sand, as well as giving the 
  wearer a +4 bonus on Escape Artist and CMB checks made to 
  escape the grapple.
  None of a suit of sand’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +3-equivalent suit of armor for the purposes of the cost of 
  further improving its magical abilities.
  Construction Requirements 
                          Cost 50,155 gp
  Craft Magic Arms and Armor, shifting sandAPG
  
  82
  WATER SKIN   
   
                      PRICE 35,170 gp
  Slot armor; CL 9th Weight 15 lbs. 
  Aura moderate transmutation
  This suit of armor is made entirely of magically-animated 
  water, which forms a suit around the wearer. While the armor 
  is completely opaque and covers the wearer from head to toe 
  like a second skin, it neither impairs the wearer’s ability to 
  speak or breath, nor hampers his ability to see. 
  In addition to functioning as a suit of +2 leather armor, a 
  water skin’s wearer can breathe water, and gains a swim 
  speed equal to his land speed. Further, the armor allows the 
  wearer to fight underwater as though he were affected by 
  freedom of movement. Additionally, once per day, the wearer 
  can transform into living water; this functions like the spell 
  elemental body II, except that the wearer can only transform 
  into a water elemental, and he can squeeze through any 
  space which isn’t watertight while so transformed. The 
  transformation lasts for 1 minute. 
  None of a water skin’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +2-equivalent suit of armor for the purposes of the cost of 
  further improving its magical abilities.
  Construction Requirements 
                          Cost 19,650 gp
  Craft Magic Arms and Armor, elemental body II
  WIND CHAINMAIL  
   
                     PRICE 50,250 gp
  Slot armor; CL 3rd Weight — 
  Aura faint evocation
  This suit of magical armor is almost completely invisible and 
  weightless, but uses magical winds which stop attacks and 
  redirect arrows. The armor functionally works like a suit of 
  chainmail, but owing to its invisibility, they are typically worn 
  with a mesh undercoat to protect the wearer’s modesty.
  This magical armor functions like a suit of +2 chainmail, 
  except that it is completely weightless and has no armor 
  check penalty or arcane spell failure; for this reason, it is 
  considered light armor. Additionally, the armor causes 10% 
  of incoming ranged attacks to automatically miss the wearer. 
  Finally, once per day, as a swift action, the armor’s wearer 
  can cause the winds that comprise the wind chainmail to 
  intensify, causing the first ranged attack made against the 
  wearer each round to be fired back at the attacker. If this 
  happens, the attack made against the wearer is redirected at 
  the attacker, with a –5 penalty on the attack roll. This intense 
  wind lasts for 1 minute.
  Some of a wind chainmail’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +4-equivalent suit of armor for the purposes of the cost of 
  further improving its magical abilities.
  Construction Requirements 
                         Cost 25,250 gp
  Craft Magic Arms and Armor, gust of wind
  Specific Shields
  The following section provides a number of specific magic 
  shields. They are presented in alphabetical order.
  CHOCOLATE SHIELD   
   
       PRICE 70,157 gp
  Slot shield; CL 11th; Weight 10 lbs. 
  Aura moderate conjuration
  A traditional armament for a remote jungle tribe, these 
  shields are little more than wooden frames filled with magical 
  blocks of sweetened milk chocolate. However, they provide 
  substantial defensive benefits due to the fact that the cocoa 
  used in the shields’ production is grown in a field laced with 
  abjurative magic.
  These +1 heavy wooden shields each hold 6 blocks of 
  magically-strengthened milk chocolate, which replenish 
  each day at dawn. Each of these blocks of chocolate provides 
  an additional +1 shield bonus to AC. Each of these chocolate 
  blocks can also be eaten to provide additional defensive 
  powers; when consumed as a standard action, the consumer 
  gains a +2 luck bonus to AC and on all saving throws for 1 
  minute. The effects of the chocolate are not cumulative, and 
  in fact, a creature consuming two doses of the chocolate 
  becomes sickened for 1d4 rounds. Each time a block of 
  chocolate is removed from the shield, however, the shield 
  loses the +1 shield bonus granted by that block (the bonus is 
  regained the next dawn when the chocolate is replenished).
  Some of a chocolate shield’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +7-equivalent shield for the purposes of the cost of further 
  improving its magical abilities. 
  Construction Requirements 
                          Cost 35,157 gp
  Craft Wondrous Item, heroes’ feast
  DRONE SHIELD 
   
                     PRICE 45,320 gp
  Slot shield; CL 11th; Weight 10 lbs. 
  Aura moderate transmutation
  These +3 heavy steel shields are made of an incredibly 
  lightweight metal, and have a curiously curved and 
  aerodynamic design, which, in conjunction with the four 
  propellers that are cleverly hidden in the corners of the 
  shield’s back, give it a very odd appearance. 
  As a standard action, the shield’s bearer can release the shield 
  and cause it to become an animated drone, with statistics for 
  a Tiny animated object, except that it also has a fly speed of 
  30 feet with perfect maneuverability. As a move action, the 
  creature that released the drone shield in this way can issue 
  it mental commands from up to 1,100 feet away, allowing 
  the drone shield to take up to a full round’s worth of actions. 
  On any round in which the drone shield does not receive 
  instructions, it simply hovers in place. As a standard action, 
  the creature that released the drone shield can transfer her 
  senses to the drone shield, allowing her to see and hear 
  what it does. While doing so, her body is considered blind 
  and deaf. She can transfer her senses back to her body with 
  another standard action.
  
  83
  None of a drone shield’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +3-equivalent shield for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                         Cost 22,820 gp
  Craft Magic Arms and Armor, animate objects, clairaudience/
  clairvoyance
  GONG SHIELD  
   
                        PRICE 4,170 gp
  Slot shield; CL 3rd; Weight 15 lbs. 
  Aura faint evocation
  This thick disk of brass has been strengthened with magic to 
  make it stronger than even tempered steel, and the front is 
  carved with arcane script and musical notes. When struck, 
  the shield makes a loud crashing sound and causes the air to 
  quiver and vibrate with sonic energy.
  In addition to functioning as a +1 heavy steel shield, the 
  gong shield can be struck as a standard action to produce a 
  localized deafening crash that deals sonic damage equal to 
  the weapon’s damage dice x the wielder’s Strength modifier 
  to all characters within a  10-foot radius (except the wielder of 
  the gong shield). Characters who suffer sonic damage in this 
  way must additionally succeed on a Fortitude save (DC 13) or 
  be deafened for 1d4 rounds. This ability can be used once per 
  day. A character with at least 5 ranks in Perform (percussion 
  instruments) can use this ability an additional number of 
  times each day equal to the shield’s enhancement bonus.
  None of a gong shield’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +1-equivalent shield for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
  Cost 2,170 gp
  Craft Magic Arms and Armor, sound burst
  Table 3‐2: Specific Shields
  d%
  Armor Shield
  Cost
  01 ‐ 08
  Shield of the guardian star
  2,159 gp
  09 ‐ 16
  Sacrificial shield
  4,170 gp
  17 ‐ 24
  Gong shield
  4,170 gp
  25 ‐ 32
  Sun shield
  4,670 gp
  33 ‐ 40
  Shield of the dove
  4,970 gp
  41 ‐ 45
  Shield of fire
  11,180 gp
  46 ‐ 50
  Octopus shield
  12,170 gp
  51 ‐ 55
  Shield of illumination
  16,170 gp
  56 ‐ 60
  Shield of falling stars
  19,170 gp
  61 ‐ 64
  Shield of the skull saint
  25,154 gp
  65 ‐ 68
  Wasp's nest shield
  25,157 gp
  69 ‐ 72
  Shield of the traveling moon
  26,155 gp
  73 ‐ 76
  Shield of the captured mind
  30,180 gp
  77 ‐ 80
  Watcher's shield
  40,170 gp
  81 ‐ 84
  Drone shield
  45,320 gp
  85 ‐ 88
  Snowflake shield
  50,170 gp
  89 ‐ 92
  Umbrella shield
  52,170 gp
  93 ‐ 96
  Chocolate shield
  70,157 gp
  97 ‐ 98
  Shield of the saints
  100,170 gp
  99
  Shield of the soothing voice
  120,170 gp
  100
  Shield of genie proofing
  125,000 gp
  OCTOPUS SHIELD 
   
                       PRICE 12,170 gp
  Slot shield; CL 9th; Weight 17 lbs. 
  Aura moderate transmutation
  These +1 heavy steel shields have several living tentacles 
  grafted to their edges, forming a ring of tentacles around the 
  shield, which occasionally wave about, curling and uncurling 
  in the air, when the shield is not in use, and become more 
  active during combat. The center of the shield bears a beak-
  like opening, crafted of steel.
  A creature attempting to grapple a foe while wielding this 
  shield does not suffer any penalty for not having his shield 
  hand free (although he still suffers a −4 penalty if his other 
  hand is not free), and the shield grants a +4 bonus on grapple 
  checks. Additionally, once per round, as an immediate action, 
  when a melee attack against the shield’s wielder misses by 5 
  or more, the shield’s wielder can have the shield’s tentacles 
  attempt to grab the attacking weapon, making a disarm 
  combat maneuver with a +4 bonus. Disarm attempts made 
  in this way do not provoke attacks of opportunity, and, if 
  successful, the disarmed weapon is gripped by the shield, 
  which refuses to release it to anyone but the wielder (who 
  can take it as a move action). Attempts by others to grab the 
  disarmed weapon require a disarm combat maneuver check 
  against the shield’s wielder, with the shield granting a +4 
  circumstance bonus to the wielder’s CMD. 
  Finally, once per day, as a standard action, the shield’s wielder 
  can have it spray viscous black ink, similar to that produced 
  by an octopus or squid. If used underwater, this creates a 30-
  foot cone of inky water. In this water, creatures within 5 feet 
  have concealment from one another, and any vision beyond 
  5 feet is completely obscured. If used outside of water, this 
  creates a 30-foot line that causes each creature in the area to 
  succeed on a Reflex save (DC 16) or be blinded for 1 minute. 
  A creature can attempt to wipe the ink from its eyes as a 
  standard action, allowing a new Reflex save. Success ends the 
  blinding effect. At the GM’s discretion, certain measures may 
  remove the ink automatically, such as washing one’s face with 
  a damp cloth.
                 
  None of an octopus shield’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +1-equivalent shield for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                            Cost 6,170 gp
  Craft Magic Arms and Armor, animate objects or black 
  tentacles, darkness
  SACRFICIAL SHIELD 
   
                        PRICE 4,170 gp
  Slot shield; CL 1st; Weight 15 lbs. 
  Aura faint abjuration
  These +1 heavy steel shields are made of a transparent 
  material that can be seen through as though it were glass, but 
  is as hard as steel. Most are engraved with images of guardian 
  angels or other protectors standing ready to take a blow for 
  the wielder. Whenever the wielder of a sacrificial shield would 
  have a critical hit confirmed on her, that hit deals no damage, 
  and the sacrificial shield shatters harmlessly in a shower of 
  useless shards. Once destroyed in this way, a sacrificial shield 
  loses all magical properties, even if it is put back together via 
  make whole or similar magic.
  
  84
  None of a sacrificial shield’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +1-equivalent shield for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                            Cost 2,170 gp
  Craft Magic Arms and Armor, shield
  SHIELD OF FALLING STARS 
   
        PRICE 19,170 gp
  Slot shield; CL 5th; Weight 15 lbs. 
  Aura faint evocation
  These magnificent heavy shields are round in shape, 
  composed of cobalt and iron, and emblazoned with the 
  image of a comet in brilliant blue and silver streaking 
  across the surface of the shield. Originally crafted to give 
  the mercenary Knights of the Black Meteor an extra edge 
  in battle, since the Knights’ disbanding, these shields have 
  found their way into all sorts of strange hands.
  In addition to functioning as a +1 heavy steel shield, a shield 
  of falling stars can be commanded up to 3 times each day 
  to unleash a mighty comet-like projectile up to 500 feet as 
  a standard action. Upon impact, the projectile explodes 
  in a blast of cold and rocky ice in a 20-foot-radius spread, 
  dealing 10d6 points of damage to each creature in the area. 
  Half of this damage is cold damage, and the other half is 
  bludgeoning. A successful DC 15 Reflex save halves this 
  damage. If the shield is activated outside at night, the comet 
  that is produced is exceptionally more powerful, able to travel 
  up to 1,000 feet, and exploding in a 40-foot-radius spread. 
  The damage inflicted by this enhanced meteor is the same, 
  but the saving throw DC is increased by +2.
   None of a shield of falling stars’ unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +1-equivalent shield for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                           Cost 9,670 gp
  Craft Magic Arms and Armor, fireball
  SHIELD OF FIRE  
   
   
        PRICE 11,180 gp
  Slot shield; CL 7th; Weight — 
  Aura moderate evocation
  These impressive shields are favored by magmin because 
  they have no physical component, as they are made from a 
  wall of fire spell that has been made permanent and then 
  disassembled for use in these shields. 
  In addition to functioning as a +1 tower shield, a shield of 
  fire is weightless and imposes only half the normal armor 
  check penalty and arcane spell failure chance of a traditional 
  tower shield. Additionally, whenever the wearer of one of 
  these shields uses it to gain cover, he is protected against 
  missile attacks by the intense flames of the shield. The shield 
  instantly destroys nonmagical arrows and bolts fired at the 
  wearer before they can make contact, and has a 50% chance 
  of destroying magical arrows or bolts fired at the wielder. 
  Ammunition made primarily from stone or metal, such as 
  sling bullets or the bullets fired from a firearm, as well as 
  giant rocks and siege ammunition, are unaffected by this 
  ability.
  Some of a shield of fire’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +3-equivalent shield for the purposes of the cost of further 
  improving its magical abilities. 
  Construction Requirements 
                           Cost 5,680 gp
  Craft Wondrous Item, wall of fire
  SHIELD OF GENIE PROOFING  
      PRICE 125,170 gp
  Slot shield; CL 13th; Weight 10 lbs. 
  Aura strong abjuration
  These shields were originally created by the Planar Knights, 
  a group devoted to waging war on the elemental planes. The 
  shields themselves are extremely potent defensive devices, 
  which can be used to repel genies, perhaps the mightiest foes 
  dwelling on the elemental planes.
  In addition to functioning as a +5 minor acid cold electricity 
  and fire resistance heavy steel shield, the wearers of these 
  shields are protected from various elemental creatures. The 
  wearer is unaffected by the air mastery, earth mastery, heat, 
  or water mastery monster abilities. Additionally, he gains a +4 
  bonus on all saving throws made to resist the spells, spell-like 
  abilities, and special attacks of outsiders with the air, earth, 
  fire, or water subtypes. Finally, whenever the wearer of a 
  shield of genie proofing uses it to damage an outsider with the 
  air, earth, fire, or water subtypes, that creature must succeed 
  on a Will save (DC 10 + the damage dealt) or be banished 
  back to its home plane, as the spell banishment.
  None of a shield of genie proofing’s unique abilities count 
  as an enhancement bonus equivalent, and it is treated as a 
  +5-equivalent shield for the purposes of the cost of further 
  improving its magical abilities. 
  Construction Requirements 
                         Cost 62,670 gp
  Craft Wondrous Item, banishment, resist energy
  SHIELD OF ILLUMINATION 
   
        PRICE 16,170 gp
  Slot shield; CL 9th; Weight 15 lbs. 
  Aura moderate divination
  These +1 heavy steel shields not only protect their wielders 
  by allowing them to detect hidden threats in their midst, 
  but can also shield them from mental harm. At its bearer’s 
  command, a shield of illumination can be made to create a 
  beam of normal light in a 60-foot line. By speaking alternate 
  command words, the shield’s bearer can cause this light to 
  reveal hidden things, functioning as any of the following 
  spells, except with an area of a 60-foot line, and a duration 
  of 5 minutes: detect chaos, detect evil, detect good, detect 
  law, detect magic, detect mindscapeOA, detect poison, detect 
  psychic significanceOA, detect secret doors, detect snares and 
  pits, detect undead, or see invisibility. The shield’s bearer 
  does not need to concentrate on this effect to maintain it, 
  but in the case of effects that require multiple rounds of 
  concentration to reveal information, the shield’s light must 
  remain on the creature or object in question for that many 
  consecutive rounds. Creatures or objects “detected” by such 
  an effect glow with a faint silvery light, and this is visible to 
  anyone observing them, not just the shield’s bearer. In the 
  case of see invisibility, invisible creatures or objects in the 
  area become visible as silvery glowing silhouettes. The shield 
  
  85
  can produce normal light at will, but can only replicate one of 
  the spell effects listed above a total of three times per day, and 
  it cannot replicate more than one such spell at a time.
  Additionally, if the shield’s bearer would suffer Intelligence, 
  Wisdom, or Charisma damage, that damage is redirected to 
  the shield, instead. As the shield suffers this ability damage, 
  its light begins to fade. For each point of ability score damage 
  redirected to the shield of illumination, the length of the 
  line of light that it creates (including when it replicates spell 
  effects) is decreased by 10 feet. The shield “heals” one point 
  of ability damage per day, increasing the length of its beam of 
  light by 10 feet (to a maximum of 60 feet). If ability damage 
  reduces the length of the shield’s light to 0 feet, the shield 
  loses all magical properties for one week (any ability score 
  damage that would reduce the length of the shield’s light to 
  less than 0 feet affects the bearer normally).
  Some of a shield of illumination’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +2-equivalent shield for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                            Cost 8,170 gp
  Craft Magic Arms and Armor, detect chaos, detect evil, 
  detect good, detect law, detect magic, detect mindscapeOA, 
  detect poison, detect psychic significanceOA, detect secret 
  doors, detect snares and pits, detect undead, light, and see 
  invisibility.
  SHIELD OF THE CAPTURED MIND 
      PRICE 30,180 gp
  Slot shield; CL 1st; Weight 45 lbs. 
  Aura faint abjuration
  These kite-shaped iron tower shields have a human head 
  encapsulated in a golden cage emblazoned upon the front, 
  and sometimes feature decorations of arrows and lightning 
  bolts breaking against the cage. Originally created by a 
  merciful wizard who saw dominated soldiers dying for causes 
  not their own, these shields offer additional protection to 
  those forced to fight against their will.
  In addition to having all the normal benefits of a +1 tower 
  shield, a shield of the captured mind’s defensive abilities 
  are greatly enhanced when the wearer has his will stripped 
  from him. Whenever the wearer is affected by a charm or 
  compulsion spell or spell-like ability with a saving throw not 
  denoted as harmless, he gains a dodge bonus to AC equal to 
  the level of the spell which has affected him. This effect lasts 
  for the duration of the charm or compulsion effect.
  Some of a shield of the captured mind’s unique abilities count 
  as an enhancement bonus equivalent, and it is treated as a 
  +5-equivalent shield for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                           Cost 15,180 gp
  Craft Magic Arms and Armor, shield of faith
  SHIELD OF THE DOVE  
                       PRICE 4,970 gp
  Slot shield; CL 15th; Weight 15 lbs. 
  Aura strong transmutation
  These large round shields are a soothing blue in color and 
  feature the image of a ring of small white birds arranged 
  around the shield’s edge. Designed to prevent combat, these 
  shields have the power to destroy weapons that they come 
  into contact with, in the hopes that taking away the means to 
  fight will reduce violence.
  In addition to functioning as a +1 heavy steel shield, a shield 
  of the dove can convert deadly weapons into far less harmful 
  beautiful doves. Once per day, when an attack misses the 
  wearer of this shield, she may activate the shield’s magic as 
  an immediate action. If she does, the weapon which made 
  the attack must succeed on a Fortitude save (DC 22) or be 
  transformed into a harmless dove for 24 hours, as though 
  with the spell polymorph any object. Typically, the behavior 
  of a dove created in this way will reflect the actions of the 
  transformed weapon’s owner: if the owner takes good care 
  of their weapon, the dove remains near the owner and is 
  affectionate, but owners who abuse their weapons may 
  experience the dove flying away. If the dove is attacked, it will 
  try to flee. If the dove is slain, the effect immediately ends, 
  and the weapon gains the broken condition. Magical weapons 
  can only be affected by this effect if their enhancement bonus 
  is less than the enhancement bonus of a shield of the dove.
  None of a shield of the dove’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +1-equivalent shield for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                           Cost 2,570 gp
  Craft Magic Arms and Armor, polymorph any object 
  
  86
  SHIELD OF THE GUARDIAN STAR 
         PRICE 2,159 gp
  Slot shield; CL 1st; Weight 6 lbs. 
  Aura faint divination 
  A gorgeously well-made small shield, these magic shields are 
  constructed of gold and silver and adorned with a star burst 
  comprised of hundreds of small pearls, making them nearly 
  as valuable for their materials as for their powers. Under 
  starlight, the word “guardian” appears in Elven across the 
  surface of shield, written in white fire. 
  In addition to functioning as a +1 light steel shield, a shield of 
  the guardian star can be commanded up to 5 times per day to 
  cause an attack to be oriented against the bearer of the shield 
  instead of against its original target. This is a free action 
  which can be made during another creature’s turn, and can 
  be used to affect any melee attack made by a creature that 
  threatens the bearer of a shield of the guardian star, or against 
  any ranged attack made against a creature within one range 
  increment of the shield’s bearer. The shield can only affect 
  weapon attacks, and has no influence on spells, including 
  those requiring a touch attack. Attacks redirected in this 
  way always hit the bearer of shield, regardless of whether 
  or not the attack roll meets or exceeds her AC. This ability 
  may be used after an attack is made, but the wielder must be 
  declared she is using it before it has been determined if the 
  attack hits or missess.
  None of a shield of the guardian star’s unique abilities count 
  as an enhancement bonus equivalent, and it is treated as a 
  +1-equivalent shield for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                             Cost 1,159 gp
  Craft Magic Arms and Armor, true strike
  SHIELD OF THE SAINTS 
   
     PRICE 100,170 gp
  Slot shield; CL 20th; Weight 15 lbs. 
  Aura strong transmutation
  This kite-like shield was originally said to have been gifted 
  to a great saint by his god, though the identities of both are 
  long since lost to time. According to legends, the saint stood 
  against the armies of a great and violent horde of barbarian 
  warriors, and though they each attacked him, he did not 
  strike back. Instead, he spoke with such conviction that the 
  horde cast down their arms and joined the saint in prayer.
  A +5 heavy steel shield, a shield of the saint is considered 
  cursed by some, for so long as it is worn, the wearer cannot 
  make attacks or cast spells with a saving throw denoted as 
  other than harmless. He does, however, gain an additional 
  +5 dodge bonus to AC while wielding the shield, and a +20 
  bonus on all Bluff, Diplomacy, and Intimidate checks made 
  against hostile creatures. 
  Some of a shield of the saint’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +10-equivalent shield for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                          Cost 50,170 gp
  Craft Magic Arms and Armor, eagle’s splendor, sanctuary
  SHIELD OF THE SKULL SAINT  
       PRICE 25,154 gp
  Slot shield; CL 7th; Weight 10 lbs. 
  Aura moderate necromancy
  This +2 animated heavy boneUC shield is made from a lattice 
  of human bones, in the center of which sits a single human 
  skull. All of the bones come from the same deceased 
  individual, and a portion of that person’s spirit remains 
  within the shield and allows it to animate. The shield can 
  be affected by the command undead spell, as well as the 
  Command Undead feat, and other effects that control 
  undead, and any such effect causes it to become animated, as 
  per the animated magic shield special ability. The shield of the 
  skull saint can remain animated indefinitely while affected 
  by such an ability. The character that used the ability to gain 
  control of the shield is treated as the character that activated 
  the animated ability, even if that is not the wielder. The shield 
  is treated as though it had a number of Hit Dice equal to its 
  enhancement bonus equivalent (typically 4) for the purposes 
  of this ability. If the wielder is undead, and would be affected 
  by such an ability, he can transfer the effect to the shield 
  as an immediate action, provided the shield is not already 
  under the effects of such an ability, and is currently in his 
  possession.
  None of a shield of the skull saint’s unique abilities count 
  as an enhancement bonus equivalent, and it is treated as a 
  +4-equivalent shield for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                          Cost 12,654 gp
  Craft Magic Arms and Armor, animate objects, command 
  undead
  SHIELD OF THE SOOTHING VOICE 
      PRICE 120,170 gp
  Slot shield; CL 17th; Weight 45 lbs. 
  Aura strong necromancy
  A tower shield made of a composite of gold and silver, these 
  beautiful shields were rumored to have been crafted by 
  angels, who worried that the struggles on the mortal realm 
  would be the undoing of all the gods’ work. Though the 
  shields ended many primordial conflicts, eventually they 
  were all stolen away by a stone demon who could not hear the 
  shield’s sweet music. 
  In addition to functioning as a +1 tower shield, a shield of the 
  soothing voice can be commanded to emit a soothing song 
  that cools hot heads and causes all those who hear it to lay 
  down their arms and come to heel. As a full-round action, the 
  wearer of one of these shields can cause the shield to begin 
  singing. Any character that hears the song must succeed 
  on a Will save (DC 22 + the shield’s enhancement bonus, 
  typically DC 23), or succumb to the song, causing him to lose 
  all violent thoughts, drop any held weapons, and approach 
  the wearer of the shield as though lured by a sympathy effect. 
  Upon reaching the shield’s wearer, he remains under the 
  song’s effects for 1 minute, allowing for negotiations to take 
  place. The wearer of this shield can use this ability a number 
  of times each day equal to 3 + the shields enhancement 
  bonus.
  If the wearer of this shield or his allies attack a character that 
  has been affected by this ability, the shield’s soothing song 
  turns to a horrible shriek, and affects the wielder and his 
  allies as though with the spell wail of the banshee (Fortitude 
  
  87
  save DC 23 + the shield’s enhancement bonus, typically 24) 
  for each attack made while the target is so affected. 
  None of a shield of the soothing voice’s unique abilities count 
  as an enhancement bonus equivalent, and it is treated as a 
  +1-equivalent shield for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                          Cost 60,170 gp
  Craft Magic Arms and Armor, sympathy, wail of the banshee 
  SHIELD OF THE TRAVELING MOON      PRICE 26,155 gp
  Slot shield; CL 11th; Weight 5 lbs. 
  Aura moderate transmutation
  These tiny silver bucklers each bear symbols representing all 
  of the moon’s phases meticulously etched in a ring around 
  the edge of the shield’s face and labeled in Elven. At any 
  given time, the image corresponding to the moon’s current 
  phase glows with a faint inner light. Though always sturdy, 
  these shields are somewhat fickle, having more power under 
  certain conditions. 
  The strength of a shield of the traveling moon’s enhancement 
  bonus depends on the phase of the moon. On a new moon, 
  or in an environment with no moon, the shield has a +1 
  enhancement bonus. When the moon is normal, the shield 
  has a +2 enhancement bonus. When the moon is near full, 
  the shield has a +3 enhancement bonus, and when the moon 
  is full, it has a +4 enhancement bonus. In addition to these 
  benefits, the shield grants its bearer a +2 luck bonus to AC as 
  long as the wielder is outside at night (between sunset and 
  the following sunrise). 
  Finally, once per week, the bearer of this shield can speak 
  a command word in order to project the shield’s magic in a 
  shining light in a 1-mile radius, causing that area to be treated 
  as though it were under the influence of the full moon, both 
  for the effects of this shield’s power, as well as for the effects 
  of other abilities which are influenced by the moon. This 
  effect lasts until daybreak. 
  For the purposes of this shield’s abilities, the moon is in one 
  of four statuses at any given time: full, near full, new, and 
  normal. The moon is full for the three-day period when the 
  moon appears the largest in the sky, it is near full for four 
  days before it is full, and four days after, and it is new for a 
  three-day period when the moon appears the darkest in the 
  sky. It is considered normal at all other times.
  Some of a shield of the traveling moon’s unique abilities count 
  as an enhancement bonus equivalent, and it is treated as a 
  +4-equivalent shield for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                           Cost 13,155 gp
  Craft Magic Arms and Armor, must be crafted outside under 
  the light of a full moon
  SNOWFLAKE SHIELD                                     PRICE 50,170 gp
  Slot shield; CL 15th; Weight 15 lbs. 
  Aura strong abjuration
  A disk about the size of man’s chest, a snowflake shield is so 
  named for the snowflake painted on its front. The delicate 
  design of these shields, with no two exactly alike, belies their 
  defensive potential. 
  In addition to functioning as a +5 heavy steel shield, a 
  snowflake shield provides its wielder with a number of potent 
  defenses against the harsh and frozen wastes. The wielder 
  of a snowflake shield gains the benefits of the evasion class 
  feature of the rogue against any effect which deals cold 
  damage. Additionally, the wielder’s vision is never hampered 
  by snow, sleet, hail, or similar weather conditions. Finally, 
  a snowflake shield provides its wielder with an additional 
  +2 dodge bonus to AC against any creature native to a cold 
  environment. 
  Some of a snowflake shield’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +7-equivalent shield for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                          Cost 25,170 gp
  Craft Magic Arms and Armor, endure elements, creator must 
  have the evasion class feature 
  SUN SHIELD 
   
                                      PRICE 4,670 gp
  Slot shield; CL 3rd; Weight 15 lbs. 
  Aura faint evocation
  A single piece of highly polished mirrored steel, these 
  beautiful shields are popular among crusaders who venture 
  deep into deserts, tundra, and other lands where the sun is 
  always a factor. The shield always remains cool to the touch, 
  and is frequently used as a sleeping surface in sun-scorched 
  deserts.
  In addition to serving as a +1 heavy steel shield, a sun shield 
  can be used to direct the light of the sun forward as a 
  powerful burst of fire energy. While outside and exposed to 
  natural sunlight, the wielder of one of these shields can make 
  a single ranged touch attack as a standard action against a 
  target within 30 feet. She gains a bonus on this attack roll 
  equal to the shield’s enhancement bonus, and if the attack 
  hits, it deals 3d6 points of fire damage plus 1d6 points of 
  fire damage per point of enhancement bonus the sun shield 
  possesses (typically 4d6). This ability can be used once per 
  hour. 
  None of a sun shield’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +1-equivalent shield for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                           Cost 2,420 gp
  Craft Magic Arms and Armor, scorching ray
  
  88
  UMBRELLA SHIELD 
   
                      PRICE 52,170 gp
  Slot shield; CL 3rd; Weight 15 lbs. 
  Aura faint abjuration
  These small hand-held umbrellas are made of cloth, and 
  appear for all purposes to be standard umbrellas or parasols, 
  but function identically to +3 heavy steel shields, when 
  intentionally wielded as a shield. Additionally, the shield 
  protects its wielder from the effects of light and heat. It 
  absorbs the first 10 points of fire damage per attack that the 
  wielder would usually suffer (similar to the resist energy 
  spell), and it grants the wielder spell resistance 25 against any 
  spell with the light descriptor. Additionally, the wearer can 
  hold the umbrella shield over his head in order set the light 
  level in his space to dim light, regardless of the current light 
  condition, and reduce the wind speed in his space by 40 mph 
  (to a minimum of 0 mph). This can protect the wielder from 
  any and all harmful effects that he may suffer from sunlight 
  (such as a vampire’s sunlight weakness, for example), but as 
  long as the umbrella shield is held aloft in this way, it does not 
  grant its shield bonus to AC.
  None of an umbrella shield’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +3-equivalent shield for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                          Cost 26,170 gp
  Craft Magic Arms and Armor, darkness, resist energy
  WASP’S NEST SHIELD  
                       PRICE 25,157 gp
  Slot shield; CL 3rd; Weight 10 lbs. 
  Aura faint conjuration
  This +2 heavy wooden shield is riddled with small holes, and 
  emits a very faint but persistent buzzing sound when held. 
  Three times per day, as a full-round action, the wielder can 
  conjure a wasp swarm, which begins attacking his enemies 
  and remains for 1 minute or until dispersed. The wasp swarm 
  never harms the wielder, but it has no regard for the wielder’s 
  allies, who may suffer its swarm damage if they are near the 
  wasp swarm’s chosen targets. The wielder does not have 
  direct control over the wasp swarm’s actions.
  Additionally, whenever a creature deals at least 5 points of 
  damage to the wasp’s nest shield, a wasp swarm is conjured 
  and attacks the creature that dealt the damage, or, if the 
  damage was caused by an environmental hazard, trap, or 
  otherwise not caused by a creature, the wasp swarm attacks 
  the nearest creature or creatures. When conjured in this way, 
  the wasp swarm does not spare the wielder damage (and 
  may actively attack him, if he was the one who damaged the 
  shield). 
  None of a wasp’s nest shield’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +2-equivalent shield for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                          Cost 12,657 gp
  Craft Magic Arms and Armor, summon swarm
  WATCHER’S SHIELD 
   
                      PRICE 40,170 gp
  Slot shield; CL 7th; Weight 15 lbs. 
  Aura moderate divination
  This +5 heavy steel shield is crafted in a perfect circle, with a 
  single large green gemstone set in the center, and typically 
  no other features. Originally crafted by an order of knights 
  dedicated to complete and total honesty, these shields 
  grant the wielder a number of powers to aid in identifying 
  falsehood. First, the wielder gains a competence bonus 
  on Sense Motive checks equal to the watcher’s shield’s 
  enhancement bonus. Additionally, the gem in the center 
  of the shield flashes with a bright light whenever someone 
  within 60 feet of it speaks a deliberate falsehood, and is 
  constantly lit with a dim light as long as there are any illusion 
  spells or effects active within 60 feet of the shield. The 
  wielder is able to see the gem’s light even if he is holding the 
  shield so that it faces away from him.
  None of a watcher’s shield’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +5-equivalent shield for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                          Cost 20,170 gp
  Craft Magic Arms and Armor, detect magic, discern lies
  
  89
  Specific Weapons
  The following section provides a number of specific magic 
  weapons. They are presented in alphabetical order.
  BATTLEAXE OF BLIZZARDS  
                     PRICE 110,310 gp
  Slot none; CL 13th; Weight 6 lbs. 
  Aura strong transmutation
  This 2-foot-long shaft of deep-blue iron, freezing to the 
  touch, is capped by an ornate crescent-shaped blade, 
  apparently made from ice, though hard as steel, unmelting, 
  and engraved with finely detailed images of snowflakes 
  floating on the wind. When swung in the air, this weapon 
  shimmers with frost. 
  In addition to functioning as a +1 frost battleaxe, a battleaxe 
  of blizzards has a number of powers relating to the frozen 
  energy it produces. First, the blade instantly freezes water 
  when it comes into contact with it, much like a freezing 
  sphere spell. Additionally, any attack the blade makes against 
  a creature that is made primarily of liquid (such as a water 
  elemental or most oozes) instantly petrifies the target, 
  unless the target succeeds on a Fortitude save (DC equals the 
  damage dealt by the attack). 
  Further, when the battleaxe of blizzards makes especially 
  powerful impacts, it summons the fury of winter, raining 
  snow and ice upon its victim. Whenever the battleaxe of 
  blizzards confirms a critical hit, it creates an ice storm effect 
  centered on the target, with a duration of 1d4 rounds. The 
  wielder of a battleaxe of blizzards is immune to the effects of 
  this ice storm. 
  Finally, once per day, while in a cold environment, the wielder 
  of a battleaxe of blizzards can wave it through the air for 
  one full round in order to use control weather as a spell-like 
  ability in order to produce a blizzard. 
  None of a battleaxe of blizzards’ unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +2-equivalent weapon for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                          Cost 55,310 gp
  Craft Magic Arms and Armor, control weather, freezing 
  sphere, ice storm 
  BOW OF THE SNIPER                                   PRICE 125,400 gp
  Slot none; CL 7th; Weight 3 lbs. 
  Aura moderate illusion
  These odd bows are made from glass, though they stretch 
  more supplely than yew wood and appear to be as hard as 
  steel. Within the bow’s clear shape, a pulsing darkness swims 
  about, shifting constantly.
  In addition to serving as a +1 distance composite longbow 
  (+0 Str), these weapons have several potent abilities relating 
  to sneak attacks. First, the bow of the sniper can be used to 
  make ranged sneak attacks at any range, rather than just 
  within 30 feet. Second, whenever the bow of the sniper is used 
  to confirm a critical hit, if the critical hit was also a sneak 
  attack, then the sneak attack dice for that attack is doubled 
  (regardless of what the weapon’s critical multiplier actually 
  is). Finally, once per day, the wielder of one of these bows can 
  Table 3‐3: Specific Weapons
  d%
  Weapon Name
  Cost
  01 ‐ 08
  Shadow shuriken
  950 gp
  09 ‐ 16
  Ghost hunter's axe
  2,310 gp
  17 ‐ 24
  Swift spike
  3,320 gp
  25 ‐ 32
  Sickle of the servant slayer
  4,306 gp
  33 ‐ 40
  Penny candy lance
  6,310 gp
  41 ‐ 48
  Detonation dagger
  7,702 gp
  49 ‐ 56
  Dagger of the dead
  9,301 gp
  57 ‐ 60
  Shark net
  18,400 gp
  61 ‐ 64
  Phase sai
  21,301 gp
  65 ‐ 68
  Smithy's hammer
  22,312 gp
  69 ‐ 72
  Sling of the hunter
  24,300 gp
  73 ‐ 76
  Sword of the realm
  35,315 gp
  77 ‐ 80
  Woodsman's axe
  38,310 gp
  81 ‐ 84
  Wild nunchaku
  42,302 gp
  85 ‐ 88
  Magmin hatchet
  50,306 gp
  89 ‐ 92
  Pick of the merry miner
  53,308 gp
  93 ‐ 96
  Spear of spit‐roasting
  56,305 gp
  97
  Crossbow of increasing returns
  108,350 gp
  98
  Battleaxe of blizzards
  110,310 gp
  99
  Bow of the sniper
  125,400 gp
  100
  Thirsty club
  130,300 gp
  make a special precise attack, which, if successful, counts as a 
  sneak attack, even if conditions would not otherwise allow a 
  sneak attack to be made. The wielder must decide to use this 
  ability before the attack roll is made, and if the attack misses, 
  then the attempt is wasted. 
  Some of a bow of the sniper’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +3-equivalent weapon for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                         Cost 62,900 gp
  Craft Magic Arms and Armor, greater invisibility
  CROSSBOW OF INCREASING RETURNS  
  PRICE 108,350 gp
  Slot none; CL 1st; Weight 8 lbs. 
  Aura faint transmutation
  Though intricate and heavily decorated with engraved 
  scrollwork, gold filigree, and other fanciful touches, there 
  is no outward sign of magic on these heavy crossbows. The 
  first clue that these weapons are something special typically 
  comes when one pulls back the lever to reload the weapon, 
  which causes light to pulse throughout the weapon.
  In addition to functioning as a +2 heavy crossbow, these 
  weapons become more powerful the more they are used. 
  Whenever the wielder makes an attack with the crossbow 
  of increasing returns, the bolt fired deals an additional 1d10 
  points of piercing damage, plus an additional 1d10 points of 
  piercing damage for each round in the last minute during 
  which an attack was made with the crossbow of increasing 
  returns (to a maximum bonus of 5d10 additional damage).
  
  90
  Some of a crossbow of increasing return’s unique abilities 
  count as an enhancement bonus equivalent, and it is treated 
  as a +7-equivalent weapon for the purposes of the cost of 
  further improving its magical abilities. 
  Construction Requirements 
                         Cost 54,350 gp
  Craft Magic Arms and Armor, gravity bowAPG
  DAGGER OF THE DEAD 
   
         PRICE 9,301 gp
  Slot none; CL 7th; Weight 1 lb. 
  Aura moderate necromancy
  This +1 boneUC dagger can only be crafted from a single bone 
  from a humanoid creature. Any creature slain by the blade 
  has a 30% chance of rising as a skeleton or zombie (equal 
  chance of either) after 24 hours. Otherwise, at that time, the 
  body quickly begins to rot and decay, leaving only bleached 
  bones in its wake.
  None of a dagger of the dead’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +1-equivalent weapon for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                            Cost 4,801 gp
  Craft Magic Arms and Armor, animate dead
  DETONATION DAGGER 
                        PRICE 7,702 gp
  Slot none; CL 5th; Weight 1 lb. 
  Aura faint evocation
  These obviously magical daggers feature bright red blades, 
  forged to resemble a stylized fire, and thrum slightly when 
  held. Typically, these daggers bear a rune or other mark 
  indicating their dangerous nature.
  In addition to functioning as a +1 dagger, once per day, 
  when the wielder of one of these daggers successfully hits 
  a target, he can scream a command word to unleash a 
  wave of explosive energy in a small area. If he does, a blast 
  of raw force energy expands in a 20-foot-radius spread, 
  dealing 5d6 points of fire damage to all characters in the 
  area. A successful Reflex save (DC 14) halves this damage. A 
  detonation dagger is never harmed by this explosion, even if 
  its wielder rolls a natural 1 on his saving throw.
  None of a detonation dagger’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +1-equivalent weapon for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                           Cost 4,002 gp
  Craft Magical Arms and Armor, fireball 
  GHOST HUNTER’S AXE 
                        PRICE 2,310 gp
  Slot none; CL 9th; Weight 6 lbs. 
  Aura moderate conjuration
  These curious weapons were originally created by Dreath the 
  Vengeful, a ghost hunter in life who rose as a ghost upon his 
  death. Though he hated what he had become, he thought 
  he would make the best use out of his newfound change of 
  state, and devoted his afterlife to crafting weapons to combat 
  the dead. These axes have solid oak handles but blades made 
  of ghostly steel, which can harm no mortal, but is lethal to 
  ghosts and other incorporeal creatures.
  While a ghost hunter’s axe is considered a +1 battleaxe, 
  because of the unique way it was crafted, the blade cannot 
  harm corporeal creatures or objects and passes clean through 
  them. It does however, do full damage to incorporeal 
  creatures. The handle of the axe can be used to make 
  improvised weapon attacks against corporeal creatures, but 
  such attacks never provoke an attack of opportunity.
  None of a ghost hunter’s axe’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +1-equivalent weapon for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                             Cost 1,310 gp
  Craft Magical Arms and Armor, plane shift
  MAGMIN HATCHET  
   
   
      PRICE 50,306 gp
  Slot none; CL 5th; Weight 3 lbs. 
  Aura faint evocation
  These stout weapons bear the hallmarks of magmin 
  construction, being made from the melted amalgamation 
  of various metals and boasting a blade made of blazing lava. 
  About the size of a common woodcutter’s tool, these weapons 
  have a destructive potential far more than their size.
  In addition to functioning as a +2-flaming burst handaxe, 
  these weapons are exceptionally effective at destroying 
  objects. A magmin hatchet ignores hardness of less than 20 
  (including its fire damage, which is not reduced by objects 
  with a hardness of less than 20). Additionally, whenever 
  the magmin hatchet causes an object to gain the broken 
  condition, that object explodes in a wave of fiery energy, 
  dealing 5d6 points of fire damage to the object and all 
  creatures within a 10-foot radius A successful Reflex save (DC 
  14) halves this damage.
  Some of a magmin’s hatchet’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +5-equivalent weapon for the purposes of the cost of further 
  improving its magical abilities. 
  Construction Requirements 
                         Cost 25,306 gp
  Craft Wondrous Item, fireball
  PENNY CANDY LANCE   
                             PRICE 6,310
  Slot none; CL 3rd; Weight 10 lbs. 
  Aura faint enchantment
  These colorful weapons were originally created by a mad 
  court mage for the entertainment of a child king, who 
  demanded candy and jousting. The lances are made to 
  traditional lance specifications, but are made from sweet 
  sugar and magic, often having spirals of brilliant colors and 
  fruit flavors that wind the length of the lance. 
  Though somewhat more brittle than a typical lance (half 
  the normal hardness and hit points), the nature of magical 
  construction makes these serviceable weapons. Each penny 
  candy lance functions as a +1 lance, which, through magical 
  accident, transmits some of its sweetness to those it hits. Any 
  creature that suffers damage from a charge attack made with 
  the penny candy lance must succeed on a Will save (DC 11) or 
  have their attitude towards the wielder of the lance improved 
  to friendly for 1 minute. Subsequent attacks against the 
  affected creature end this effect. Additionally, the lance has 
  
  91
  a calming effect when licked, and any creature that licks the 
  lance is affected by a calm emotions spell. 
  Some of a penny candy lance’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +2-equivalent weapon for the purposes of the cost of further 
  improving its magical abilities. 
  Construction Requirements 
                            Cost 3,310 gp
  Craft Wondrous Item, calm emotions, charm person
  PHASE SAI 
   
                                      PRICE 21,301 gp
  Slot none; CL 9th; Weight 1 lb. 
  Aura moderate conjuration
  These sai are made of a strange metal that is difficult to 
  identify, which has a faintly blue-green hue to its sheen. 
  Often, the two prongs on either side of the sai’s main spike 
  are engraved so that they appear to resemble wispy trails of 
  energy, or possibly ghosts with outstretched arms.
  These +1 ghost touch sai have blades that can phase in and 
  out of material reality, allowing them to pass incorporeally 
  into the blade of an opponent’s weapon, then become 
  corporeal again inside the weapon, effectively fusing the 
  phase sai and the enemy’s weapon together. The wielder can 
  choose to use this ability any time he makes a disarm attempt 
  with the phase sai. If he does, and he either succeeds on 
  the disarm attempt or fails by less than 5, the two weapons 
  become fused. While fused, neither the phase sai’s wielder 
  nor the creature holding the other weapon can move further 
  away from the other unless they succeed on an opposed 
  Strength check, in which case they can drag the other at 
  half their normal movement speed (this doesn’t count as 
  movement for the dragged character, and that character 
  doesn’t provoke attacks of opportunity). 
  While fused together, neither the phase sai nor the other 
  weapon can be used to make attacks or combat maneuvers, 
  except for attempts to disarm the weapon they are fused to. 
  If either the phase sai or the other weapon is disarmed or let 
  go while the two are still fused, anyone attempting to wield 
  either weapon suffers a –4 penalty on attack and damage rolls 
  for as long as they are fused. The phase sai’s wielder can end 
  the fusing effect as a swift action.
  None of a phase sai’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +2-equivalent weapon for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                          Cost 10,801 gp
  Craft Magic Arms and Armor, plane shift
  PICK OF THE MERRY MINER  
      PRICE 53,308 gp
  Slot none; CL 10th; Weight 6 lbs. 
  Aura moderate transmutation
  These +3 keen adamantine heavy picks also function as a rod 
  of metal and mineral detection, except that the range at which 
  they can find minerals increases to 120 feet. Additionally, 
  they are capable of confirming critical hits against objects 
  and against any creature of the construct type, or which 
  is primarily made of earth, rock, stone, metal, or a similar 
  substance, even if that creature would normally be immune 
  to critical hits or precision-based damage.
  Finally, once per day, the wielder of a pick of the merry miner 
  can touch the weapon to a natural stone or earthen surface 
  (but not worked stone) and affect it as though by the spell 
  passwall, except that the length of the passage created is up 
  to 30 feet.
  None of a pick of the merry miner’s unique abilities count 
  as an enhancement bonus equivalent, and it is treated as a 
  +4-equivalent weapon for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                         Cost 28,308 gp
  Craft Magic Arms and Armor, keen edge, locate object, 
  passwall
  SHADOW SHURIKEN  
                          PRICE 950 gp
  Slot none; CL 8th; Weight 1/2 lbs. 
  Aura moderate evocation
  Made of a dull black cast iron, these +1 frost shuriken reflect 
  no light. When thrown, a shadow shuriken causes all squares 
  through which it travels, as well as all squares adjacent to 
  those squares, to be filled with a deeper darkness effect, which 
  lasts for 3d6 rounds.
  None of a shadow shuriken’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +2-equivalent weapon for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                               Cost 475 gp
  Craft Magic Arms and Armor, deeper darkness and chill metal 
  or ice storm
  SHARK NET 
   
                                     PRICE 18,400 gp
  Slot none; CL 7th; Weight 6 lbs. 
  Aura moderate conjuration
  These masterwork nets are made of kelp and seaweed, with 
  a single shark’s tooth entwined at each intersection of the 
  lines that comprise the net. An invention of the sahuagin, 
  these nets are nonetheless popular amongst underwater 
  combatants that are able to get their hands on them, and can 
  be used as effectively underwater as above water. A creature 
  entangled in the net suffers 1d6 points of slashing damage 
  at the end of each of its turns, unless it spends a full-round 
  action that turn holding perfectly still. The net also inflicts 
  1d6 points of slashing damage on each failed Escape Artist 
  or Strength check made to escape from the net. Finally, once 
  per day as a full-round action, while holding the net, the 
  wielder can summon a great white shark. Other than the type 
  of creature summoned, this functions identically to summon 
  nature’s ally IV. 
  Some of a shark net’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +2-equivalent weapon for the purposes of the cost of 
  further improving its magical abilities. It is also treated as 
  a +2-equivalent weapon for the purposes of determining its 
  hardness and hit points.
  Construction Requirements 
                           Cost 9,360 gp
  Craft Magic Arms and Armor, magic weapon, summon 
  nature’s ally IV
  
  92
  SICKLE OF THE SERVANT SLAYER 
        PRICE 4,306 gp
  Slot none; CL 13th; Weight 2 lbs. 
  Aura strong abjuration
  These sickles all have black handles made from bone, said to 
  be the bone of a human servant who died at the hands of his 
  master, and studded with tiny metal nails for grip. The blades 
  are serviceable and glow with a faint red light.
  In addition to functioning as a +1 sickle, these magic weapons 
  carry a powerful enchantment that severs the connection 
  between summoned servitors, familiars, and even animal 
  companions and master. The sickle of the servant slayer 
  deals an additional 1d6 points of damage against animal 
  companions, eidolons, familiars, phantoms, and summoned 
  creatures. Additionally, summoned creatures that are the 
  subject of a critical hit from the sickle of the servant slayer 
  must succeed on a Fortitude save (DC equals the damage 
  dealt) or be instantly slain.
  None of a sickle of the servant slayer’s unique abilities count 
  as an enhancement bonus equivalent, and it is treated as a 
  +1-equivalent weapon for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                           Cost 2,306 gp
  Craft Magic Arms and Armor, banishment
  SLING OF THE HUNTER  
                     PRICE 24,300 gp
  Slot none; CL 9th; Weight — 
  Aura moderate necromancy
  Made from leopard skin and deer sinew, these slings cause 
  the air to fill with a musky scent when whirled. Bullets fired 
  from the sling seem to stream towards their foes.
  A sling of the hunter always functions as a +1 animal bane 
  sling, and additionally provides its wielder with a +5 
  competence bonus on all Knowledge skill checks made 
  to identify animals, dragons, magical beasts, and vermin. 
  Finally, up to three times per day, the wielder of one of these 
  slings can speak the name of a species of animal, dragon, 
  magical beast, or monstrous humanoid to the sling. If he 
  does, then all attacks made by the sling against such a 
  creature in the next minute do an additional 1d6 points of 
  damage and automatically confirm critical hits 
  Some of a sling of the hunter’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +3-equivalent weapon for the purposes of the cost of further 
  improving its magical abilities. 
  Construction Requirements 
                          Cost 12,300 gp
  Craft Magic Arms and Armor, slay living
  SMITHY’S HAMMER 
   
                      PRICE 22,312 gp
  Slot none; CL 10th; Weight 5 lbs. 
  Aura moderate evocation
  These heavy black hammers are prized as much for their 
  ability to mend and protect as their capacity for destruction. 
  Each smithy’s hammer functions as a +1 flaming warhammer. 
  Additionally, by lightly banging the hammer on any metal 
  object for 10 minutes, the smithy’s hammer can affect it as 
  though by the spell mending, even repairing objects that have 
  been broken into multiple pieces into a single, cohesive whole 
  that is as good as when it was first forged. If the smithy’s 
  hammer is used in this way on a weapon, shield, or suit of 
  armor that is not damaged and is not of masterwork quality, 
  it becomes masterwork for 1 hour.
  Additionally, three times per day, the wielder of a smithy’s 
  hammer can touch it to a single shield or suit of armor and 
  speak a command word. If she does, she can transfer any 
  amount of the smithy’s hammer’s enhancement bonus to the 
  touched shield or suit of armor. This enhancement bonus 
  does not stack with any existing enhancement bonus the 
  shield or suit of armor may possess. The benefits last for 1 
  hour, or until the wielder touches the smithy’s hammer to the 
  shield or suit of armor and speaks the command word again 
  to end the effect.
  Some of a smithy’s hammer’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +3-equivalent weapon for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                            Cost 11,312 gp
  Craft Magic Arms and Armor, flame blade, flame strike, or 
  fireball, and magic weapon, mending
  SPEAR OF SPIT-ROASTING 
   
      PRICE 56,305 gp
  Slot none; CL 12th; Weight 9 lbs. 
  Aura strong evocation
  These +2 flaming burst longspears are made of blackened 
  wood with long, tapered spearheads. In addition to the 
  spear of spit-roasting’s other abilities, whenever its wielder 
  successfully damages a creature with it, he can choose to leave 
  the spear embedded in the target’s body. If he does, the target 
  suffers damage from the spear automatically at the beginning 
  of its turn each round (including the extra fire damage and 
  the damage from its enhancement bonus, but not including 
  any Strength bonus or other bonuses the wielder might have 
  granted). The spear of spit-roasting can be removed as a 
  standard action with a successful Strength check (DC 15 + 2 
  per point of enhancement bonus the spear of spit-roasting 
  possesses, or 19 for most spears of spit-roasting). Failure 
  on this check causes the spear to inflict damage again. The 
  spear’s wielder can remove it without the Strength check, 
  but must succeed on a Steal combat maneuver to do so, if the 
  creature it is embedded in is unwilling to relinquish it.
  If the impaled creature is adjacent to an object when the 
  wielder embeds the spear in it, he can make a combat 
  maneuver check to attempt to use the spear to pin the 
  creature to that object. If he succeeds, the creature cannot 
  move for as long as the spear remains embedded (unless he 
  can carry or drag the object he is pinned to), and the DC to 
  remove the spear increases by +4.
  Finally, if the spear of spit-roasting is used as an actual spit to 
  cook meat, it can do so without a fire, and always cooks the 
  meat evenly and to the wielder’s exact specifications.
  
  93
  Some of a spear of spit-roasting’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +5-equivalent weapon for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                         Cost 28,305 gp
  Craft Magic Arms and Armor, fireball, flame blade, or flame 
  strike
  SWIFT SPIKE  
   
   
         PRICE 3,320 gp
  Slot none; CL 5th; Weight 2 lbs. 
  Aura faint transmutation
  Rumor has it that the first of these silvery rapiers was created 
  by the legendary wizard swashbuckler Mary Lee, to aid her in 
  defending her ship crewed entirely by unseen servants. The 
  rapier is weighted more heavily toward the point than normal 
  for weapons of its sort, and is unusually rigid, making it feel 
  more like a short metal spear rather than a delicate sword. 
  In addition to functioning as a +1 rapier, these beautiful 
  weapons allow the wielder to move an additional 20 feet 
  whenever she uses the charge action. The bonus movement 
  speed is considered an enhancement bonus. Additionally, the 
  swift spike’s critical multiplier is increased by 1 for any critical 
  hits confirmed as part of a charge. 
  None of a swift spike’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +1-equivalent weapon for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                            Cost 1,820 gp
  Craft Magical Arms and Armor, haste
  SWORD OF THE REALM 
   
        PRICE 35,315 gp
  Slot none; CL 9th; Weight 4 lbs. 
  Aura moderate evocation
  These +2 longswords are always ornately engraved and 
  decorated with gold filigree and fanciful designs, and are 
  almost exclusively found in the hands of knights, lords, 
  and other nobility. Their designs often bear crowns or other 
  symbols of rulership, or display gallant knights astride 
  armored steeds. Each sword of the realm is magically linked 
  to a single domain. The exact size of the domain varies from 
  weapon to weapon, but they tend to adhere to political 
  boundaries, and most commonly match the borders of a 
  particular barony or county, although in some cases it might 
  instead be a large city and its immediate environs, or possibly 
  even an entire country, if that country was fairly small.
  Within the sword of the realm’s domain, it is treated as 
  though its enhancement bonus were two higher than it 
  actually is, and it deals an additional 1d6 points of damage 
  with each successful hit. Additionally, as long as the blade 
  is held or visibly worn, its wielder gains a +4 bonus on all 
  Charisma-based ability checks and skill checks made within 
  the sword of the realm’s domain.
  By performing a special ritual that requires one week and 
  5,000 gp in special incense and oils, the wielder of a sword 
  of the realm can attune it to a new domain. This ritual must 
  be performed in the new domain, and the wielder must be 
  empowered as a ruler or protector of the entirety of that 
  domain, or the ritual fails.
  
  94
  Some of a sword of the realm’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +4-equivalent weapon for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                           Cost 17,815 gp
  Craft Magic Arms and Armor, charm person, hallow
  THIRSTY CLUB  
                                   PRICE 130,300 gp
  Slot none; CL 5th; Weight 10 lbs. 
  Aura faint necromancy
  Made from a single piece of desert rock, shaped by the hot, 
  wild winds and hardened by endless ages in the sun, this 
  terrible weapon carries all the thirsts and hunger of the 
  desert. Those that hold this terrible club wield the very wrath 
  of the desert and can sustain themselves by draining the 
  vitality of their victims.
  In addition to functioning as a +5 flaming vicious club, a 
  thirsty club has the power to drain away the essence of those 
  it strikes, exacting the desert’s price from them. Whenever 
  the thirsty club deals damage to a living creature, she suffers 
  an additional 1d6 points of nonlethal damage. When a 
  creature has suffered at least 15 nonlethal damage dealt by 
  this club, she gains the fatigued condition, and if the wielder 
  had the fatigued condition, he is cured of it. If the target 
  suffers at least 30 points of nonlethal damage from the club, 
  she gains the exhausted condition, and if the wielder had the 
  exhausted condition, he is cured of it.
  Some of a thirsty club’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +8-equivalent weapon for the purposes of the cost of further 
  improving its magical abilities. 
  Construction Requirements 
                         Cost 65,300 gp
  Craft Magic Arms and Armor, ray of exhaustion
  WILD NUNCHAKU 
   
                     PRICE 42,302 gp
  Slot none; CL 7th; Weight 2 lbs. 
  Aura moderate transmutation
  These nunchaku are bound in red leather, and often bear 
  images of many-headed hydras, typically with one or more 
  of the hydra’s own heads attacking the others. They have 
  a curious balance to their weight, and the sound that they 
  make as they whoosh through the air seems to oscillate 
  slightly, as though they were speeding up and slowing down, 
  even when they are not.
  In addition to functioning as a pair of +1 speed nunchaku, 
  the wielder of a pair of wild nunchaku gains a cumulative 
  +1 bonus on damage rolls made with the weapon for each 
  consecutive successful attack he makes with them since 
  the last time an attack he made with them missed (to a 
  maximum bonus of +5). This bonus fades after 1 minute. 
  However, any time the wielder makes an attack with the wild 
  nunchaku that misses by 5 or more, he damages himself, 
  suffering damage as though he had struck himself with the 
  weapon.
  Finally, whenever the wielder of a pair of wild nunchaku 
  makes a full-attack action, he may choose to suffer a –2 
  penalty on all attack rolls he makes that round in order to 
  make one additional attack with the wild nunchaku at his full 
  base attack bonus. The wielder must declare that he is using 
  this ability before making his first attack roll as part of the 
  full-attack action.
  Some of a pair of wild nunchaku’s unique abilities count as 
  an enhancement bonus equivalent, and it is treated as a 
  +5-equivalent weapon for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                          Cost 21,302 gp
  Craft Magic Arms and Armor, haste
  WOODSMAN’S AXE 
   
                      PRICE 38,310 gp
  Slot none; CL 9th; Weight 6 lbs. 
  Aura moderate transmutation
  These +2 keen plant-bane battleaxes have handles carved 
  from great and majestic redwood trees, with rustic and hand-
  crafted leather grips. Though they are often found in the 
  hands of giant slayers and others who routinely fight large 
  opponents, they were originally created to aid lumberjacks in 
  their daily work.
  A woodsman’s axe ignores the hardness of wooden objects. 
  Additionally, while it is held, its wielder suffers no penalty 
  on Climb checks for climbing with one hand, and gains a 
  competence bonus on Climb checks equal to the weapon’s 
  enhancement bonus. Finally, whenever the wielder of a 
  woodsman’s axe confirms a critical hit with it against a 
  creature at least one size category larger than herself, she may 
  make a trip combat maneuver against that creature as a free 
  action, with a bonus on the check equal to 1 per 5 points of 
  damaged inflicted by the critical hit. When performing a trip 
  combat maneuver in this way, the wielder never provokes an 
  attack of opportunity, and can trip creatures of up to any size 
  category.
  None of a woodsman’s axe’s unique abilities count as an 
  enhancement bonus equivalent, and it is treated as a 
  +4-equivalent weapon for the purposes of the cost of further 
  improving its magical abilities.
  Construction Requirements 
                           Cost 19,310 gp
  Craft Magic Arms and Armor, creator must have 5 ranks in 
  the Climb skill, keen edge, summon monster I, telekinesis.
  
  95
  Table 3‐4: Rings
  d%
  Ring Name
  Cost
  01 ‐ 12
  Ranger's ring
  1,500 gp
  13 ‐ 24
  Ring of spell strikes
  2,000 gp
  25 ‐ 36
  Ring of animal speech
  5,000 gp
  37 ‐ 48
  Ring of circles
  5,000 gp
  49 ‐ 60
  Survivalist's ring
  7,500 gp
  61 ‐ 72
  Ring of sure faith
  10,000 gp
  73 ‐ 84
  Ring of diamonds
  20,000 gp
  85 ‐ 95
  Faerie ring
  40,000 gp
  96 ‐ 99
  Genie ring
  70,000 gp
  100
  Ring of the lich lord
  200,000 gp
  Rings
  The following section provides a number of magic rings. They 
  are presented in alphabetical order.
  FAERIE RING                                                  PRICE 40,000 gp
  Slot ring; CL 15th; Weight — 
  Aura strong conjuration
  This magical ring is comprised of tiny flowers or mushroom 
  caps woven together and kissed by a fey. The plant matter 
  used in construction of these rings never rots and is resistant 
  to physical destruction from day-to-day wear, though the ring 
  can still be destroyed by damage, as normal. These rings are 
  often gifted to mortals by powerful fey.
  The wearer of a faerie ring gains a +3 bonus on all Charisma-
  based skill checks made to interact with creatures of the fey 
  type. Additionally, once per day the wearer of a faerie ring 
  can attempt to call a fey to his service. To do so, the wearer 
  must chant the name of the type of fey to be summoned for 
  a full minute without interruption. If the wearer wishes to 
  summon a specific fey, he must use that character’s name 
  when chanting, instead. A specific fey may choose to ignore 
  the summons, or it may choose send another fey of equal or 
  lesser Hit Dice in its stead. Unless attempting to summon a 
  specific fey, the wearer can only summon fey with a CR less 
  than or equal to his own. 
  Once summoned, the wearer can negotiate with the fey to 
  enter his service for a time. The wearer has 10 minutes to 
  complete his negotiations, and if no agreement is reached 
  in this time, the fey simply returns from whence it came. 
  Typically a fey will accept an offer of gold, usually requiring 
  50 gp per CR it possesses for 24 hours of service, during 
  which time it will attempt to complete tasks and perform 
  services which you request of it (though it may limit some 
  of these tasks during negotiations). Fey creatures may also 
  refuse gold as payment, but must offer some alternative 
  payment which can be provided instead. Often a fey who 
  employs this tactic finds some way to get more out of the 
  wearer than he was expecting. In any case, the wearer cannot 
  negotiate for more than 24 hours of service at a time, though 
  a fey who gives its name could demand an extended contract 
  during negotiations.
  Construction Requirements 
                         Cost 20,000 gp
  Forge Ring, creator must be a fey, greater planar binding, 
  summon nature’s ally VIII
  GENIE RING   
   
   
      PRICE 70,000 gp
  Slot ring; CL 9th; Weight — 
  Aura moderate transmutation
  Crafted by the jann as a means to access the greater powers 
  and unique abilities of their more esteemed cousins, these 
  rings grant the wear the power of the genie in a limited form. 
  Typically forged from cheap iron, the wearers of these rings 
  usually use their newfound powers to alter the metal into 
  something more exotic and valuable.
  The wearer of a genie ring gains a number of abilities. First, 
  once each day, she can create 1 gallon of extremely flavorful 
  wine. Second, she can grow or shrink at will, as with the spells 
  enlarge person or reduce person, except that the effect last 
  until the ring’s wearer chooses to end it, and it can affect her 
  regardless of her creature type. Third, the wearer of the genie 
  ring can breathe underwater, and can touch another creature 
  to grant it the ability to breath underwater for 1d6 rounds. 
  Finally, once per day, the wearer of this ring may touch a 
  single metal object of no more than 1 pounds and transform 
  it into any other metal for 1 day (for example, he could turn a 
  gold coin into a silver coin).
  Construction Requirements 
  Cost 35,000 gp
  Craft Wondrous Item, creator must be a genie
  RANGER’S RING 
                                       PRICE 1,500 gp
  Slot ring; CL 5th; Weight — 
  Aura faint divination
  These simple rings are forged from a single band of 
  unadorned silver and appear to be nothing other than 
  mundane jewelry, and a cheap example at that. In fact, these 
  rings, commonly worn by rangers and other wary travelers, 
  carry a potent magical charm that warns the wearer of 
  impending danger. 
  When created, each ranger’s ring is attuned to a certain 
  creature type (or in the case of humanoids and outsiders, a 
  subtype). Whenever a creature with the chosen creature type 
  or subtype comes within 100 feet of the wearer of one of these 
  rings, the ranger’s ring warms the wearer’s finger and glows 
  with a bright blue radiance, alerting the wearer to potential 
  danger. Additionally, the wearer of one of these rings gains 
  a heightened sense of the creature, increasing the wearer’s 
  favored enemy bonus against the chosen creature type, by +1 
  (if the creature does not have the favored enemy class feature, 
  they are treated as having a +0 bonus).
  Construction Requirements 
                              Cost 750 gp
  Forge Ring, locate creature 
  RING OF ANIMAL SPEECH 
   
        PRICE 5,000 gp
  Slot ring; CL 1st; Weight — 
  Aura faint divination
  These rings come in a wide variety of sizes, some designed 
  for the tiny feet of toads and rats, with others suitable for 
  tigers and mastiffs. All are green and feature tiny pictures of 
  humans wearing pointy hats on them.
  When worn by a creature that is an animal companion 
  or familiar, these rings grant a +2 enhancement bonus to 
  
  96
  Intelligence and allow the animal companion or familiar to 
  speak and understand any language his master speaks and 
  understands.
  Construction Requirements 
                           Cost 2,500 gp
  Forge Ring, speak with animals
  RING OF CIRCLES 
                                      PRICE 5,000 gp
  Slot ring; CL 5th; Weight — 
  Aura faint abjuration
  A ring of circles is a silver ring made from the magical dust 
  that once served as the material component for a magic circle 
  spell. The ring is also carved with dozens of tiny and intricate 
  magical circles which glow faintly when worn by a creature 
  capable of casting of a magic circle spell of the same kind 
  used in creation of the ring.
  Regardless of the origin of the silver used to construct the 
  ring, a ring of circles has a number of potent properties 
  relating to the spell magic circle against evil, and its 
  counterparts for other alignments. First, the wearer is not 
  subject to any aspect of a magic circle spell he did not cast; 
  the wearer may choose to suppress or resume this benefit as 
  a free action. Second, the wearer can use the ring of circles as 
  an additional focus whenever he casts such a spell; if he does, 
  the ring conjures enough powdered silver to supply the spell 
  components for the spell. Finally, if the wearer is an occultist 
  with the magic circles class feature, he can draw upon the 
  ring’s power in order to create his magic circles in half the 
  usual amount of time, and an occultist with the fast circles 
  class feature can create magic circles as a swift action. 
  Construction Requirements 
                           Cost 2,500 gp
  Forge Ring, magic circle against chaos, or magic circle against 
  evil, or magic circle against good, or magic circle against law.
  RING OF DIAMONDS  
                     PRICE 20,000 gp
  Slot ring; CL 13th Weight — 
  Aura strong conjuration
  This subtle magic item is a plain golden band with a prayer of 
  salvation inscribed in the common tongue along the inside 
  of the band. Set into the ring are three 5,000 gp diamonds, 
  which can be detached from the ring and sold separately, 
  though doing so diminishes the magical potential of the ring.
  Whenever the wearer of this ring casts a spell which returns 
  a character to life, as a free action, the wearer may speak 
  the prayer written on the ring and wish for the health of the 
  returned, if he does, one of the diamonds crumbles to dust 
  and when the target is returned to life, she suffers no negative 
  levels or Constitution drain as a result of returned to life by 
  that spell. When this ring no longer has any diamonds, it 
  ceases to function.
  Construction Requirements 
                         Cost 10,000 gp
  Forge Ring, greater restoration
  RING OF SPELL STRIKES 
                       PRICE 2,000 gp
  Slot ring; CL 1st; Weight — 
  Aura faint divination
  These elegant rings are usually made from gold, and are 
  set with a half dozen tiny rubies, making the ring valuable 
  regardless of its enchantment. To anyone who dons the ring, 
  however, it quickly becomes clear it is more than a simple 
  piece of jewelry, as it hums on the wearer’s finger with 
  magical power.
  These rings focus and direct magical energies which are 
  held in the hand, allowing them to be delivered both more 
  potently and more accurately than normal. The wearer gains 
  a +1 bonus on attack rolls with a range of touch. Additionally, 
  the ring increases the wearer’s caster level by +1 for the 
  purposes of determining the damage of spells with a range of 
  touch (this has no effect on spells which do not deal damage, 
  and the bonus to the wearer’s caster level does not apply to 
  other effects, such as overcoming spell resistance). 
  Construction Requirements 
                            Cost 1,000 gp
  Forge Ring, true strike
  RING OF SURE FAITH  
                     PRICE 10,000 gp
  Slot ring; CL 8th; Weight — 
  Aura moderate abjuration
  These rings can be made of either gold or silver, and bear 
  a single, large gem, often a ruby or emerald. In addition to 
  its other properties, the ring’s gem glows brightly whenever 
  its wearer is about to take an action that is at odds with his 
  current alignment, allowing the wearer to reconsider his 
  chosen course of action. Unlike a phylactery of faithfulness, 
  this happens automatically, without the wearer needing to 
  stop and consider.
  Additionally, the wearer is immune to any effect that would 
  directly alter his alignment through magical or supernatural 
  means, and if he would be forced to perform an act that runs 
  counter to his alignment because of a charm or compulsion 
  effect, he is entitled to a new saving throw to resist that effect, 
  with a +4 bonus (even if the effect did not offer an initial 
  saving throw). Finally, the DC of any Bluff, Diplomacy, or 
  Intimidate check made to convince the wearer to act in a way 
  that is at odds with his current alignment is increased by +4.
  Construction Requirements 
                           Cost 5,000 gp
  Forge Ring, light, protection from chaos, protection from evil, 
  protection from good, protection from law
  RING OF THE LICH LORD 
   
   PRICE 200,000 gp
  Slot ring; CL 16th; Weight — 
  Aura strong necromancy
  These potent rings are made of a dull black metal that reflects 
  no light, and are engraved with the image of a skull, with tiny 
  sapphires set in its eyes. In addition to serving as a ring of 
  protection +5, each ring of the lich lord grants its bearer a +1 
  insight bonus to Intelligence, Wisdom, and Charisma. But 
  the most prized ability of a ring of the lich lord is its ability 
  to store the wearer’s soul in a manner somewhat similar to a 
  lich’s phylactery.
  
  97
  If the ring’s wearer dies, his soul is held by the ring, as though 
  he were affected by a magic jar spell, with the ring serving as 
  the spell’s focus. This effect lasts indefinitely. As long as a soul 
  is held in the ring in this way, the sapphire that serves as its 
  right eye glows with a faint inner light. As with magic jar, any 
  soul held in the ring in this way can sense nearby life forces 
  and attempt to possess them. Any creature possessed in 
  this way has its soul stored in the sapphire that serves as the 
  ring’s left eye, which glows for the duration of the possession. 
  While the magic jar spell that allows the soul to remain in 
  the ring lasts indefinitely, each time it uses the magic jar 
  effect to possess a creature, the possession ends automatically 
  after 8 hours, at which point the spirit returns to the gem in 
  the ring’s right eye. The spirit stored in the ring can attempt 
  to possess creatures at will, but if a creature succeeds on its 
  saving throw to resist being possessed, it is immune to this 
  ability for 24 hours.
  A dispel magic spell cast on the ring of the lich lord releases 
  the spirit held within it, sending them to their normal 
  afterlife. If the ring is worn while a spirit is stored within 
  it, then if the wearer dies, her soul is not stored, and the 
  previous soul remains in the ring.
  Construction Requirements 
                       Cost 100,000 gp
  Forge Ring, eagle’s splendor, fox’s cunning, magic jar, owl’s 
  wisdom, shield of faith
  SURVIVALIST’S RING  
                       PRICE 7,500 gp
  Slot ring; CL 3rd; Weight — 
  Aura faint divination
  These rings are often made of copper or iron. They always 
  feature three gemstones, with the central stone being much 
  larger than the others, although all three tend to be from 
  among less precious stones, such as tiger’s eye quartz, 
  amethyst, malachite, or similar. The ring is of great value to 
  those who must survive alone in the wilderness, and each 
  gem has a different purpose.
  The leftmost gem glows faintly when the wearer is facing 
  north, and functions as a simple compass. This even 
  functions on other planes or locations where north has 
  no meaning, instead attuning itself to a similar cardinal 
  direction (if one exists on the plane), or towards the spot that 
  it first entered the plane, if no such equivalent exists.
  As a move action, the wearer can concentrate on any of the 
  following: food, fresh water, or shelter. If she does, the central 
  gem on the ring will glow as long as she is facing in the 
  direction of the nearest source of the visualized thing within 1 
  mile. The intensity of the glow indicates the relative distance, 
  with it being brighter the closer the wearer is to the desired 
  object.
  The rightmost gem glows faintly whenever the wearer is 
  facing towards a source of disease or poison within 60 feet, 
  including venomous or diseased creatures.
  Construction Requirements 
                           Cost 3,750 gp
  Forge Ring, locate object, detect poison
  Rods
  The following section provides a number of magic rods. They 
  are presented in alphabetical order.
  CRYSTAL ROD  
                                     PRICE 12,000 gp
  Slot none; CL 5th; Weight 3 lbs. 
  Aura faint evocation
  This rod is about 3 feet in length and formed out of three 
  varieties of quartz crystal. The upper section is purple quartz, 
  the center section is made of rose quartz, and the base is 
  made of plain, clear quartz crystal. Being hollow, the rod is 
  unusually light, and it uses the natural properties of quartz to 
  create distinct magical effects when exposed to electricity. 
  A crystal rod normally has no properties of its own, though it 
  makes a serviceable bludgeon, functioning as a masterwork 
  club. Whenever the wielder suffers 1 or more points of 
  electricity damage, howver, the rod can produce one of the 
  following effects; each effect can be produced once per day. 
  The wielder may choose to have the rod hold that electricity 
  within it, allowing it to deal 2d6 points of electricity damage 
  the next time the wielder touches it to another character or 
  object. The rod retains this electrical charge for 1 minute and 
  can deliver this damage either as a standard action, requiring 
  either a melee touch attack (for just the electricity damage) 
  or a normal melee attack (for the electricity damage and 
  damage for hitting with the crystal rod as a masterwork club.
  The rod can also be made to attune itself to electricity, 
  causing it to draw electricity in the area to itself. This ability 
  grants an additional 10 points of electricity resistance to all 
  characters within 30 feet of the rod.
  Finally, the rod can immediately unleash a bolt of electrical 
  damage as a ranged touch attack with a range of 100 feet, 
  dealing 10d6 points of electricity damage on a successful hit. 
  Construction Requirements 
                           Cost 6,000 gp
  Craft Rod, lightning bolt
  ROD OF FAMILIAR TRANSPORT 
        PRICE 7,500 gp
  Slot none; CL 7th; Weight 5 lbs. 
  Aura moderate conjuration
  These short rods are typically black, with a white cap on one 
  end and a stuffed animal, usually a rabbit or dove, sitting 
  majestically atop the crown of the rod. When the command 
  word is spoken, the stuffed animal springs to life and lets out 
  a tiny cry.
  As a standard action, the wielder of one of these rods can 
  speak a command word and teleport his familiar up to 400 
  feet in the direction of his choosing. If this would result in 
  the familiar being transported into a solid object, it is moved 
  to the nearest unoccupied space instead. The wielder must 
  have line of sight and line of effect to his familiar when he 
  uses the rod but need not have line of sight or line of effect 
  to the destination. Additionally, the familiar must be within 
  100 feet at the time he speaks the command word for this to 
  ability to function.
  Construction Requirements 
                           Cost 3,750 gp
  Craft Rod, dimension door
  
  98
  Table 3‐5: Rods
  d%
  Rod Name
  Cost
  01 ‐ 15
  Rod of mephit fire
  3,000 gp
  16 ‐ 30
  Rod of familiar transport
  7,500 gp
  31 ‐ 45
  Rod of ioun assault
  9,500 gp
  46 ‐ 60
  Crystal rod
  12,000 gp
  61 ‐ 70
  Rod of mephit control and conjuring
  25,000 gp
  71 ‐ 80
  Rod of frozen fire
  60,000 gp
  81 ‐ 89
  Rod of lordly command
  75,000 gp
  90 ‐ 93
  Rod of returns
  100,000 gp
  94 ‐ 97
  Rod of the lich lord
  110,000 gp
  98 ‐ 100
  Rod of monster calling
  150,000 gp
  ROD OF FROZEN FIRE  
                     PRICE 60,000 gp
  Slot none; CL 15th; Weight 5 lbs. 
  Aura strong evocation
  About 1 foot in length, this silver rod is engraved with images 
  of snowflakes encased in crowns of fire. The rods are icy to 
  the touch, but blaze hot when the user speaks the magic 
  words to activate the rod’s powers.
  A rod of frozen fire can be used to create a beam of bright 
  blue fire which burns, and possibly freezes, its victims. By 
  speaking a command word and pointing the rod at a creature 
  or object within 100 feet, the wielder of a rod of frozen fire 
  may make a ranged touch attack which deals 7d6 points of 
  damage, half of which is cold damage, and half fire damage. 
  If the attack results in a critical hit, in addition to dealing 
  twice the normal amount of damage, the rod of frozen fire 
  freezes the target, entrapping the target creature or object in 
  a prison of fire-filled ice. The target is petrified for 1d4 rounds 
  and suffers 1d6 points of fire damage each round while 
  petrified in this way. Any bludgeoning damage dealt to the 
  petrified creature or object causes it to be freed of this effect.
  Construction Requirements 
                         Cost 30,000 gp
  Craft Rod, polar ray 
  ROD OF IOUN ASSAULT 
   
        PRICE 9,500 gp
  Slot none; CL 9th; Weight 5 lbs. 
  Aura moderate transmutation
  These unusual rods are made from several spent ioun stones 
  of various sorts, each of which is fastened together through 
  magical means to form a single rod of many colors and a very 
  rough, unusual shape. When wielded by someone who is 
  currently benefitting from one or more ioun stones, the rod 
  gives a faint hum.
  As a standard action, the wielder of a rod of ioun assault 
  can point it at a single creature within 60 feet, directing up 
  to three ioun stones currently affecting the wielder to fly 
  through the air like missiles and strike the target. Make a 
  separate ranged attack for each ioun stone, each with a range 
  increment of 20 feet. Each stone that hits deals 1d4 points 
  of damage, plus 1 additional point of damage for every 5,000 
  gp the ioun stone is worth (up to a maximum bonus of +5). 
  Whether an ioun stone hits or misses, it returns to the rod’s 
  wielder at the beginning of the wielder’s next turn, and until 
  that time, the wielder does not gain the ioun stone’s benefits.
  Construction Requirements 
                           Cost 4,750 gp
  Craft Rod, telekinesis
  ROD OF LORDLY COMMAND  
      PRICE 75,000 gp
  Slot none; CL 11th; Weight 5 lbs. 
  Aura moderate enchantment
  These rods are capped in gold, with a beautiful stained-oak 
  handle, and bear a dazzling assortment of rubies, sapphires, 
  and emeralds in its cap. As long as the rod is held in hand, 
  the wielder can activate it to cause any spoken command 
  he issues to carry the weight of magical enforcement, as the 
  spell suggestion (DC 15). If the target of the effect has sworn 
  an oath of fealty to the wielder, or is otherwise the wielder’s 
  subject, vassal, or ward, they suffer a −4 penalty on saving 
  throws made to resist this effect, even if the oath was coerced 
  from the target (such as if they were made to give the oath by 
  a suggestion issued by the rod). 
  Three times per week, the rod’s wielder can touch it to 
  a creature as a standard action (requiring a melee touch 
  attack), and demand that the target perform a task, which 
  must be able to be summarized in 25 words or less. The 
  creature is not compelled to perform the task, but if she 
  fails to actively work towards completing it for 24 hours, 
  she suffers a −2 penalty to each of her ability scores. Each 
  day, another −2 penalty accumulates, up to a total of −10. No 
  ability score can be reduced to less than 1 by this effect. The 
  ability score penalties are removed 24 hours after the target 
  resumes attempting to fulfill the command. This effect lasts 
  14 days, or until the command is fulfilled.
  Construction Requirements 
                         Cost 37,500 gp
  Craft Rod, geas/quest, suggestion
  ROD OF MEPHIT CONTROL AND CONJURING 
  PRICE 25,000 gp
  Slot none; CL 5th; Weight 5 lbs. 
  Aura faint conjuration
  These sleek rods are made from highly polished copper 
  and capped with brass spheres, each of which is engraved 
  with tiny mephits exhaling fire, wind, dust, or some other 
  appropriate element. The rod is warm to the touch, though it 
  can be safely handled without gloves. 
  These rods are each attuned to a specific type of mephit (such 
  as air, dust, earth, etc.). The wielder can attempt to control 
  any mephit of the type the rod is attuned to within 100 feet 
  by issuing a command and displaying the rod as a standard 
  action. If he does, the wielder and the target mephit make 
  opposed Charisma checks; if the wielder succeeds on the 
  check, the mephit follows the command to the best of its 
  ability, as the spell geas/quest, but if the mephit succeeds on 
  the check, it is immune to this effect for 24 hours. Mephits 
  commanded in this way continue to obey the orders they 
  were given even if they move beyond 100 feet. The wielder of 
  the rod can use this ability 3 times per day.
  Additionally, if the wielder of one of these rods is a mephit, 
  the chance that its summon ability functions successfully 
  increases to 100%, and it can use that ability an additional 
  time per day by expending one of the rod’s daily uses. This 
  effect also applies to the elemental summons class feature 
  of a mephit with levels in the mephit paragon class. This 
  
  99
  ability only functions if the mephit wielding the rod is of the 
  same type (or has the same elemental infusion) as the type of 
  mephit the rod is associated with.
  Construction Requirements 
                          Cost 12,500 gp
  Craft Rod, summon monster III
  ROD OF MEPHIT FIRE   
   
        PRICE 3,000 gp
  Slot none; CL 1st; Weight 5 lbs. 
  Aura moderate evocation
  These impressive looking rods are typically made from gold 
  and encrusted with rubies; they are considered by many to 
  be more valuable for the bullion than the rods’ relatively 
  unimpressive magic. However, to the fire mephit, these rods 
  are considered both useful and a source of pride.
  Once every 4 rounds, the wielder of one of these rods can 
  breathe fire just like a fire mephit, creating a 15-foot cone 
  of fire that deals 1d8 points of damage. A DC 11 Reflex save 
  halves this damage. In the hands of a fire mephit, the rod 
  greatly increases the power of the mephit’s breath weapon, 
  allowing it to use it once every 1d4 rounds, increasing the 
  Reflex save DC by 2, and increasing the damage by 1d8 for 
  every 5 Hit Dice the mephit possesses.
  Construction Requirements 
                            Cost 1,500 gp
  Craft Rod, burning hands
  ROD OF MONSTER CALLING                    PRICE 150,000 gp
  Slot none; CL 17th; Weight 5 lbs. 
  Aura strong conjuration
  This stout jade rod is engraved with various inscriptions in 
  extraplanar languages, describing powerful outsiders, and 
  it hums with power when held. When in the hands of a 
  character capable of casting the gate spell, the rod whistles 
  softly.
  Three times per day, as a standard action, the wielder of a 
  rod of monster calling can swing it about her head in order 
  to summon monsters to her side. Normally this functions 
  similarly to the spell summon monster IX, except that the 
  creature summoned in this way attacks the wielder of the rod 
  and her allies unless she succeeds on an opposed Charisma 
  check. Additionally, the summoned creature remains for 24 
  hours, or until it is slain. 
  If the wielder of the rod of monster calling can cast a spell of 
  the calling subschool, she can use the rod as an additional 
  focus when casting such a spell; if she does, she treats her 
  caster level as 4 higher than it actually is for the purposes of 
  determining what type of outsider can be summoned. She 
  also gains a +4 bonus on Charisma checks and Charisma-
  based skill checks made in negotiating with the summoned 
  outsider. 
  If the wielder can cast gate, then once per day, when she uses 
  the rod of monster calling to summon monsters, she can 
  instead summon any outsider with a CR of 20 or less. As with 
  the creatures summoned by replicating the summon monster 
  IX spell, the outsider summoned in this way attacks the user 
  and her allies unless she succeeds on an opposed Charisma 
  check.
  Construction Requirements 
                         Cost 75,000 gp
  Craft Rod, summon monster IX 
  ROD OF RETURNS  
   
                   PRICE 100,000 gp
  Slot none; CL 15th; Weight 5 lbs. 
  Aura strong necromancy
  Taking the shape of a golden rod, about 3 feet in length and 
  carved in the shape of snake with 6 feathered wings wrapping 
  around its head in a beautiful cage, these distinctive 
  rods were created by a powerful mage to return his fallen 
  companions to life. Unfortunately, the rods can have some 
  unfortunate side effects. 
  As a full-round action, the wielder of this rod can restore 
  a dead character to life. When he does, he rolls 1d4 to 
  determine the manner in which the target is returned to life, 
  as detailed below. 
  Reincarnate: On a result of 1, the target is returned to life 
  as with the spell reincarnate, except that he does not gain 
  any negative levels; instead, he must succeed on a Will save 
  (DC 20) or lose all memory of his life. 
  Draining Rejuvenation: On a result of 2, the target is 
  returned to life as with raise dead, except that the target 
  gains no negative levels; instead, a random ability score 
  suffers 1 point of permanent ability drain.
  
  100
  Insane Return: On a result of 3, the target is returned to life 
  as though with the spell raise dead, except that he suffers 
  no negative levels; instead, he is affected as though by 
  the spell insanity, except that each hour he can attempt a 
  new Will save (DC 20) in order to end the effect. Once the 
  effect ends, the target gains 1 random madness. For more 
  information on madnesses, see Pathfinder Roleplaying 
  Game: GameMastery Guide.
  Skeletal Animation: On a result of 4, the target is animated 
  by necromantic magics and rises as a skeletal champion, 
  and his alignment changes to chaotic evil until he receives 
  the benefits of an atonement spell. A character which 
  becomes a skeletal champions in this way can never be 
  returned to life by this rod again.
  Construction Requirements 
                         Cost 50,000 gp
  Craft Rod, create greater undead, raise dead, reincarnate
  ROD OF THE LICH LORD 
   
     PRICE 110,000 gp
  Slot none; CL 11th; Weight 5 lbs. 
  Aura moderate necromancy
  These rods are made of wrought iron, which has been 
  blackened until it seems that they are made of pure darkness. 
  Their heads are engraved in the shape of laughing black 
  skulls, with emeralds set in the eye sockets, and their handles 
  are covered in twisting runic patterns which glow with eerie 
  green light when the rod is used. 
  A rod of the lich lord functions as a +2 vicious mace, and 
  once per day, as a swift action, the wielder can infuse the rod 
  with necromantic energy. If he does, then the next time the 
  rod hits a living creature, that creature must succeed on a 
  Fortitude save (DC 17) or be paralyzed for 1d10 minutes. If the 
  rod does not successfully hit a creature before the wielder’s 
  next turn, this ability is wasted.
  Additionally, the wielder can cast animate dead as a spell-like 
  ability three times per day, and create undead as a spell-like 
  ability once per day. Further, the wielder gains the Command 
  Undead feat for as long as the rod remains in his possession, 
  and the rod’s wielder can channel negative energy three times 
  per day, using his Hit Dice or CR (whichever is lower) as his 
  cleric level, and using his own Charisma modifier.
  Construction Requirements 
                         Cost 55,000 gp
  Craft Rod, animate dead, create undead, ghoul touch
  Wondrous Items
  The following section provides a number of wondrous items. 
  They are presented in alphabetical order.
  g
  gp
  Table 3‐6: Wondrous Items
  d%
  Item Name
  Cost
  01 ‐ 04
  Rope tangle trick
  50 gp
  05 ‐ 08
  Saddle of stability
  500 gp
  09 ‐ 12
  Sunrod sword
  602 gp
  13 ‐ 16
  Summoner's coin (lesser)
  850 gp
  17 ‐ 20
  Instant elephant
  1,000 gp
  21 ‐ 24
  Traceable trade bar
  1,200 gp
  25 ‐ 28
  Traveller's journal
  1,500 gp
  29 ‐ 32
  Elixir of the beast
  1,500 gp
  33 ‐ 35
  Pen of truth
  2,500 gp
  36 ‐ 38
  Saddle of the discerning rider
  2,500 gp
  39 ‐ 41
  Library book
  3,000 gp
  42 ‐ 44
  Summoner's coin (standard)
  3,400 gp
  45 ‐ 47
  Black candle of focused power
  5,000 gp
  48 ‐ 50
  Everticking clock of alerts
  5,000 gp
  51 ‐ 53
  Elixir of insight
  5,000 gp
  54 ‐ 56
  Elixir of power
  5,000 gp
  57 ‐ 59
  Saddle of the ghost rider
  7,200 gp
  60 ‐ 62
  Astral bomb
  7,500 gp
  63 ‐ 65
  Summoner's coin (greater)
  7,750 gp
  66 ‐ 68
  Golden caori transformation feather
  8,000 gp
  69 ‐ 71
  Hat of the high mountain
  10,000 gp
  72 ‐ 74
  Faerie rose
  15,000 gp
  75 ‐ 77
  Dreamstone
  18,000 gp
  78 ‐ 80
  White candle of heavenly light
  18,000 gp
  81 ‐ 82
  Pixie dust
  18,750 gp
  83 ‐ 84
  Font of visions
  20,000 gp
  85 ‐ 86
  Red candle of everburning war
  20,000 gp
  877
  Caori songbird
  25,000 gp
  5,
  88
  Gloves of the glacial peak
  30,000 gp
  89
  Dream powder
  35,000 gp
  90
  Skis of the mountain climber
  45,200 gp
  91
  Healing font
  54,000 gp
  92
  Mask of night terrors
  60,000 gp
  93
  Caori rejuvenation egg
  65,000 gp
  94
  Clock of progressive enchantments
  100,000 gp
  95
  Dragon scale saddle
  102,000 gp
  96
  Apparatus of the toad
  110,000 gp
  97
  Fountain of youth
  132,000 gp
  98
  Genie lamp
  160,000 gp
  99
  Clock of subjective time
  200,000 gp
  100
  Gilded doom
  306,000 gp
  
  101
  APPARATUS OF THE TOAD 
                    PRICE 110,000 gp
  Slot none; CL 19th; Weight 500 lbs. 
  Aura strong transmutation
  Presumably invented by the same mad wizard that created 
  the apparatus of the crab, the apparatus of the toad is a 
  similar metallic magical vehicle, although these are typically 
  made of copper and allowed to oxidize to give them a 
  beautiful green patina. When unoccupied, it appears to be 
  a large metal barrel big enough to hold up to four Medium 
  creatures. Close examination, and a DC 20 Perception check, 
  reveals a secret catch that opens a hatch at one end. Anyone 
  who crawls inside finds 8 (unlabeled) levers, a single red 
  button, and seating for two Medium or Small occupants. The 
  ceiling of the interior contains a small cage with five sides, 
  the open side being pressed against the front wall of the 
  apparatus. Mounted to the ceiling at the top of the cage is a 
  winch with a long coil of cable, and some sort of launching 
  mechanism. The levers and button allow those inside to 
  activate and control the apparatus’s movements and actions.
  Table 3‐7: Apparatus Controls
  Control
  Lever Function
  Lever 1
  Extend/retract legs
  Lever 2
  Uncover/cover forward view window
  Lever 3
  Uncover/cover side view windows
  Lever 4
  Open/close mouth
  Lever 5
  Fire/retract grappling cable
  Lever 6
  Move forward/backward
  Lever 7
  Turn left/right
  Lever 8
  Open/close "eyes" with continual flame
  Lever 9
  Open/close rear hatch
  Lever 10
  Activate horn
  Button
  Leap
  Operating a lever (or the button) is a full-round action, and 
  neither the button nor a particular lever may be operated 
  more than once per round. The more complex operations of 
  the apparatus are outlined below.
  Grappling Cable: The mechanism on the roof of the 
  apparatus’s interior is designed to fire a grappling cable. 
  Treat this as a ranged touch attack with a range increment 
  of 30 feet and a maximum range of 300 feet. If the attack 
  hits, the grappling cable latches on to its target, allowing 
  the apparatus to attempt to initiate a grapple combat 
  maneuver as a free action. The cable has hardness 10 and 20 
  hit points, and can support up to 2,000 lbs. of weight. If the 
  grappling cable is not currently attached to anything, using 
  the lever to retract the cable retracts the entire length. 
  If it is attached to a creature or object, treat this as a pull 
  combat maneuver, except that the apparatus of the toad 
  does not need to move with the target. A creature pulled all 
  the way to the apparatus of the toad’s space is deposited in 
  the cage, which is large enough for two Medium creatures 
  or one Large creature, although it is easily escaped if the 
  apparatus’s mouth is not closed. This lever does nothing if 
  the mouth is not open, and the mouth cannot close while 
  the grappling cable is not fully retracted.
  Horn: Pulling this lever causes a loud, ribbit-like noise to 
  issue forth from the apparatus. The sound can be clearly 
  heard up to 1 mile away (DC 0 Perception check).
  Leap: Pressing this button while the apparatus’s legs are 
  retracted has no effect. If the legs are extended, however, 
  it causes them to perform a mighty leap, propelling the 
  apparatus 100 feet vertically and 200 feet horizontally. The 
  landing is very jarring, inflicting 1d6 points of nonlethal 
  damage for every 20 feet of vertical drop (typically 5d6, 
  unless the apparatus lands on a location higher than where 
  it leaped from) to each creature within the apparatus, and 
  inflicting half that much damage to the apparatus itself 
  (this damage ignores hardness).
  Unlike an apparatus of the crab, an apparatus of the toad 
  is not air-tight, and if completely submerged, begins to 
  flood. However, it can safely swim and float on top of water. 
  When active, an apparatus of the toad has the following 
  characteristics:
  hp 150; hardness 10; speed 20 ft., swim 20 ft.; AC 20 (−1 
  size, +11 natural); ranged grappling cable +8 touch (grab); 
  CMB +14; CMD 24.
  Construction Requirements 
                         Cost 55,000 gp
  Craft Wondrous Item, animate objects, continual flame, 
  jump, creator must have 8 ranks in Knowledge (engineering).
  ASTRAL BOMB  
                                      PRICE 7,500 gp
  Slot none; CL 12th; Weight 3 lbs. 
  Aura strong conjuration
  These unusual leather bundles are small enough to fit in the 
  palm of the hand, and are designed to be able to be easily 
  thrown (range increment 10 feet). Consisting of a scrap from 
  a portable hole and leather from a bag of holding, the bundle 
  collapses in on itself on impact, creating an astral rift in 
  much the same fashion that occurs when those two items are 
  combined. Alternatively, an astral bomb can also be triggered 
  by a command word, from up to 60 feet away.
  When triggered (whether by impact or by a command word), 
  an astral bomb creates a rip in space, opening a portal to the 
  Astral Plane. Each creature within 10 feet of the astral bomb 
  suffers 5d6 points of damage, and must succeed on a DC 18 
  Reflex save or be sucked into the vortex, being transported to 
  a random location on the Astral Plane. Once used in this way, 
  an astral bomb is destroyed.
  Construction Requirements 
                            Cost 3,750 gp
  Craft Wondrous Item, plane shift, secret chest
  BLACK CANDLE OF FOCUSED POWER      PRICE 5,000 gp
  Slot none; CL 5th; Weight 1 lb. 
  Aura faint abjuration
  This tall, thick black candle is set in a golden base inscribed 
  with stars, moons, suns and other astrological bodies. A black 
  candle of focused power has no magic of its own, but can 
  be used to greatly empower magic circle spells and similar 
  effects, making these candles prized by many spellcasters 
  and occultists. When burned, these candles produce not even 
  a wisp of smoke, but do produce a steady, soft light which 
  increases the light level by one step within a 10-foot-radius 
  spread.
  These candles can be used in conjunction with any magic 
  circle spell (or an effect which replicates a magic circle spell, 
  such as the occultist’s magic circles class feature). The candle 
  
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  can be combined with the magic circle in one of two ways. 
  First, it can be burned within the magic circle in order to 
  focus magical power for those within the circle. When used 
  in this way, the caster level of all spells cast in the circle which 
  target creatures of the alignment which the circle protects 
  against are increased by 2, and the saving throw DCs are 
  increased by 1. 
  Second, the black candle of focused power can be placed on 
  the border of a magic circle which has had its power focused 
  inward; if it is, then the circle acts as a trap which can cause 
  any creature of the alignment the circle is opposed to become 
  trapped inside for as long as the candle burns. A creature 
  trapped inside the circle cannot leave the circle, and cannot 
  cast spells or use abilities against any creature outside of the 
  circle (unless it specifically has some ability that allows it to 
  do so, such as those possessed by some outsiders when they 
  are called into a magical circle). Additionally, so long as the 
  candle continues to burn, the circle cannot be broken by 
  any means, though performing any hostile action against 
  the trapped creature immediately causes the candle to 
  extinguish. 
  A black candle of focused power can burn for a total of 10 
  hours before it is exhausted; this time need not be spent all 
  at once. Lighting or extinguishing the candle is a move action 
  which does not provoke attacks of opportunity. 
  Construction Requirements 
                           Cost 2,500 gp
  Craft Magic Wondrous Item, magic circle
  CAORI REJUVENATION EGG      
      PRICE 65,000 gp
  Slot none; CL 15th; Weight 125 lbs.  
  Aura strong transmutation
  This unusual item was created by the Order of Tranquil 
  Renewal, a radical group of caori monks who believe in quiet 
  meditation and constant renewal as a path to enlightenment. 
  Designed as a portable meditation chamber, these large 
  alabaster structures are shaped like massive caori eggs and 
  can be entered by a small door in the front of the structure. 
  While the monks mass-produced several mundane versions 
  of these chambers, magical variations feature shining runes 
  on the inside of the egg-like structure, which help to focus 
  the mind and renew the body.
  A creature who steps inside the caori rejuvenation egg and 
  seals it is completely closed off from the outside world, and 
  is not subject to its hardships. A creature inside one of these 
  eggs is treated as though they were in a state of suspended 
  animation, as the spell temporal stasis, except that they are 
  free to act as they normally would while they remain within 
  the egg. Additionally, the renewing magic of the egg can help 
  to reverse the adverse effects of unnatural or magical aging. 
  For every 8 hours spent within the egg, 1 year of magical or 
  supernatural aging is reversed. Finally, a creature who rests 
  within a caori rejuvenation egg gains a +2 morale bonus on 
  attack rolls, saving throws, and skill checks. Upon exiting the 
  chamber, these bonuses last for 1 hour per 8 hours spent in 
  the caori rejuvenation egg, up to a maximum of 24 hours. 
  The egg normally does not feature a locking mechanism, 
  though a locking mechanism can be added by security-
  conscious individuals. However, the caori rejuvenation egg 
  can be destroyed by external attacks; the egg has hardness 10 
  and 50 hit points.
  Construction Requirements 
                         Cost 32,500 gp
  Craft Wondrous Item, hero’s feast, temporal stasis, tiny hut
  CAORI SONGBIRD 
   
   
      PRICE 25,000 gp
  Slot none; CL 5th; Weight 5 lbs. 
  Aura faint enchantment
  A strange curiosity among the caoris, these fine bird figures 
  are made from gold or silver and enchanted to produce 
  wondrous songs upon demand. Though these birds take 
  many shapes, they very rarely resemble caoris or other large 
  flightless birds, and usually take the shapes of very exotic 
  birds, typically with exaggerated plumage, strange crests, and 
  similar distinguishing features.
  These enchanted birds can be commanded to sing with a 
  simple word, allowing them to be activated as a swift action. 
  While singing, the bird produces a magical song which grants 
  those within 30 feet a +2 bonus to attack rolls, saving throws, 
  and skill checks; caori in the area receive a +4 bonus, instead. 
  The bird can be commanded to sing its magical song for up 
  to 10 minutes each day; while this time need not be spent 
  consecutively, it must be spent in 1-minute increments. 
  Construction Requirements 
                          Cost 12,500 gp
  Craft Wondrous Item, heroism
  CLOCK OF PROGRESSIVE ENCHANTMENTS  
  PRICE 100,000 gp
  Slot none; CL 7th; Weight 10 lbs. 
  |Aura moderate abjuration
  These magical clocks are housed in highly polished ironwood 
  carved with runes in Elven script, proclaiming mighty 
  phrases which must be uttered as the clock is wound to 
  activate its magic. The clock’s face is made of pearl inlaid 
  with golden numbers, again in Elven script, and the hands 
  are miniature arrows made from silver. Once wound, the 
  clock keeps accurate time for 12 hours. 
  Once per day, when winding the clock, the phrases on the 
  clock’s housing can be uttered. If this is done, then when the 
  clock chimes each hour, it releases a wave of magic which 
  empowers those within 30 feet for 1 hour. All creatures in the 
  area are affected by one of the following spells, determined 
  at random: freedom of movement, good hope, heroism, and 
  protection from evil (some clocks of progressive enchantments 
  instead protect against other alignments). These spells always 
  have a duration of 1 hour, regardless of their normal duration.
  Construction Requirements 
                         Cost 50,000 gp
  Craft Wondrous Item, freedom of movement, good hope, 
  heroism, protection from evil (or other appropriate protection 
  spell, if the clock is to protection against a different 
  alignment)
  
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  CLOCK OF SUBJECTIVE TIME  
   PRICE 200,000 gp
  Slot none; CL 17th; Weight 10 lbs. 
  Aura strong transmutation
  This magnificent clock is crafted from strange and alien 
  metals, and gleams with supernatural luster. It never requires 
  winding and it emits a loud tick-tock as its hands move 
  steadily around a featureless circle, mimicking a standard 12-
  hour clock.
  These powerful devices can be used slow, speed up, or stop 
  time within a small area. For up to 10 minutes each day, a 
  creature touching the clock can speak a command word 
  which either causes the hands to slow or speed up. If the 
  hands are sped up, then all creatures within the 30-foot-
  radius area around the clock are affected as though by slow, 
  as time moves faster around them. If the hands are slowed 
  down, then creatures are affected as by haste. These 10 
  minutes need not be spent consecutively, but must be spent 
  in 1-minute increments. Additionally, once per day a creature 
  can use the clock to stop time, as per the spell time stop.
  Construction Requirements 
                       Cost 100,000 gp
  Craft Wondrous Item, time stop 
  DRAGON SCALE SADDLE  
   
    PRICE 102,000 gp
  Slot none; CL 15th; Weight 15 lbs. 
  Aura strong transmutation
  This exceptional saddle is crafted from the scales of 7 dragons 
  of differing types, and is enhanced with silken cushions and 
  silver and gold chains. The saddle is extremely comfortable 
  and smells strongly and simultaneously of brimstone, smoke, 
  ozone, and mercury.
  This saddle provides the mount with 5 points of energy 
  resistance against acid, cold, fire, and electricity damage. 
  Additionally, when seated in this saddle, the rider can speak 
  a command word in order to transform his mount into a 
  mighty dragon for 10 minutes. The mount is affected as 
  though by the spell form of the dragon III, except that the 
  transfigured creature gains a +4 morale bonus to attack and 
  damage rolls and 100 temporary hit points while transformed.
  Construction Requirements 
                         Cost 51,000 gp
  Craft Wondrous Item, form of the dragon III, greater heroism
  DREAMSTONE  
                                     PRICE 18,000 gp
  Slot none; CL 13th; Weight 1 lb. 
  Aura strong illusion
  This stone is small enough to fit in the palm of the hand, and 
  is very smooth. It is engraved with numerous shallow loops 
  and whorls, which criss-cross each other all over the stone’s 
  surface like ripples on a pond in the rain. 
  If held in the hand while sleeping, a dreamstone allows its 
  user to communicate through dreams to the holders of other 
  dreamstones. Once per day, while asleep, the dreamstone’s 
  user can attempt to create a shared dreamscape including 
  herself and up to 13 other creatures, each of which must 
  possess his own dreamstone. The user can create an open 
  invitation, allowing any dreamstone user to appear within 
  her shared dreamscape, or she can specifically invite known 
  individuals (in which case she must be able to provide 
  enough information to make it clear exactly who it is she is 
  inviting). A creature with the Lucid Dreamer feat counts as 
  having a dreamstone in his possession for this purpose. Once 
  the shared dreamscape is created, it persists for 130 minutes.
  Construction Requirements 
                           Cost 9,000 gp
  Craft Wondrous Item, dream councilOA
  DREAM POWDER 
   
                     PRICE 35,000 gp
  Slot none; CL 9th; Weight 3 lbs. 
  Aura moderate illusion
  This powder sparkles in the light, and seems to shimmer and 
  shift from cobalt blue to turquoise. It is very fine, and smells 
  faintly of vanilla. A single bag of dream powder contains 50 
  charges’ worth of the powder. A character can draw up to 3 
  doses of powder from the bag as a single standard action, 
  and can apply up to 3 doses to a single adjacent creature 
  with another standard action. If the target is unwilling, a 
  melee touch attack is required. Alternatively, the character 
  can apply up to 3 doses to a character that is further away 
  by making a ranged touch attack against that character. The 
  range increment for the dust is 5 feet, and it has a maximum 
  range of 30 feet. Throwing the dust in this way is also a 
  standard action.
  A single dose of dream powder allows a creature that is not 
  normally capable of dreaming (such as those that don’t sleep) 
  to do so for 24 hours. The dream powder does not force the 
  target to fall asleep, but allows him to do so if he concentrates 
  for 1 minute. This allows the target to be the recipient of 
  spells such as dream.
  Two doses of dream powder can be used to replicate the spell 
  dream. The creature that the powder is used on becomes the 
  messenger for the dream spell.
  Five doses of dream powder can be used to replicate the 
  spell dream travel. The dream travel effect is delayed until 1 
  minute after the dream powder is used. During this time, any 
  creature that is affected by a dose of dream powder from the 
  same bag of dream powder will be affected as though she were 
  an additional target of the dream travel spell. When using 
  dream travel in this way, the creature on which the five doses 
  of dream powder were used rolls twice to determine how 
  accurate her arrival is, and takes whichever result she prefers.
  Construction Requirements 
                          Cost 17,500 gp
  Craft Wondrous Item, dream
  ELIXIR OF INSIGHT 
                                      PRICE 5,000 gp
  Slot none; CL 17th; Weight — 
  Aura strong divination 
  This pure white elixir is contained in an ornate golden bottle, 
  with a crystal stopper. The substance smells like fresh mint 
  and is cool and refreshing when consumed.
  When consumed, this magical elixir fills the imbiber’s mind 
  with a glimpse of all possible futures for the next hour. The 
  flash of insight is difficult to retain and the user soon forgets 
  the details of what he see, but retains a sense of what’s 
  going to happen, allowing him to be better prepared for 
  the upcoming challenges. This grants him a +2 bonus on 
  initiative checks, ability checks, attack rolls, saving throws, 
  and skill checks for 1 hour. Additionally, the user retains 
  
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  absolute clarity about one action that is to occur, allowing 
  him to gain a +10 insight bonus on a single attack roll, saving 
  throw, or skill check during this time. 
  Consuming these elixirs can have a dangerous side effect, 
  possibly driving the user insane. Whenever one of these 
  elixirs is consumed, the imbiber must succeed on a Will save 
  (DC 20) or become horribly panicked and confused, suffering 
  1 point of Wisdom drain. 
  Construction Requirements 
                           Cost 2,500 gp
  Craft Wondrous Item, foresight
  ELIXIR OF THE BEAST  
                        PRICE 1,500 gp
  Slot none; CL 7th; Weight — 
  Aura moderate transmutation
  When consumed, this elixir transforms the consumer into 
  a mighty dire wolf, as with the spell beast shape II, except 
  that the effect lasts until the next sunrise after the elixir 
  was consumed, and the imbiber retains the ability to speak. 
  Additionally, if the elixir was consumed while the imbiber 
  was in direct moonlight, the size bonus to Strength and 
  Dexterity increases by a further +4. 
  Finally, when the imbiber consumes this elixir, he must 
  succeed on a Will save (DC 20) or have his mind corrupted 
  by the transformation which effects the body. If he fails, he 
  suffers 10 points of Intelligence and Charisma damage, which 
  cannot be healed magically, but which does recover naturally 
  at the normal rate. If this would reduce the imbiber’s 
  Intelligence or Charisma below 1, it is instead reduced to 
  1, but the imbiber loses control of his faculties and acts 
  as though he were a real dire wolf for the duration of the 
  transformation.
  Construction Requirements 
                              Cost 750 gp
  Craft Wondrous Item, beast shape II
  ELIXIR OF POWER 
                                      PRICE 5,000 gp
  Slot none; CL 13th; Weight — 
  Aura strong transmutation
  A deep black elixir contained in a bone jar inscribed with 
  eldritch runes, these magical liquids grant the consumer 
  terrible power, but at great risk. The substance contained 
  within is flavorless and odorless and has the consistency of 
  water.
  When consumed, this black potion grants the user great 
  power, increasing each of his ability scores by 6, granting 
  him an additional attack per round at his highest base 
  attack bonus and rendering him immune to critical hits for 1 
  minute.
  Each round that he benefits from the elixir’s effects, the user 
  suffers 10 points of damage and must succeed on a Fortitude 
  save (DC 20) or gain a permanent negative level.
  Construction Requirements 
                           Cost 2,500 gp
  Craft Wondrous Item, transformation
  EVERTICKING CLOCK OF ALERTS 
        PRICE 5,000 gp
  Slot none; CL 17th; Weight 10 lbs. 
  Aura strong divination
  Made of polished wood and inlaid with bronze and silver 
  swirls, these gorgeous clocks never require winding, making 
  them popular even among those who are not interested 
  in their other magical properties. These clocks have dark 
  wood faces with ivory numbers for a 24-hour day and feature 
  three very fine hands, made from gold, silver, and copper, to 
  represent hours, minutes and seconds, respectively.
  These clocks constantly tick and never require winding, 
  keeping accurate time indefinitely. They can also be used to 
  alert the owner of the clock to various points of interest. By 
  speaking a command word, a creature can specify a set of 
  conditions which cause the clock to chime. Taking advantage 
  of the clock’s perfect sense of time, such conditions are 
  usually “when 8 hours have passed,” or similar, but the 
  everticking clock of alerts also has a limited divination magic 
  which alerts it to the presence of specified creatures or 
  objects within 120 feet and can chime in response to these 
  triggers. Adventurers commonly use these clocks to alert 
  them to the presence of monsters or gems. The clock can 
  sense objects and creatures through 1 foot of stone, 3 feet of 
  wood, or 5 feet of dirt. Metal of any kind blocks the clock’s 
  senses, and it is fooled by illusion spells such as invisibility. 
  The clock cannot detect alignments or thoughts.
  Construction Requirements 
                           Cost 2,500 gp
  Craft Wondrous Item, foresight
  FAERIE ROSE  
                                     PRICE 15,000 gp
  Slot neck; CL 9th; Weight — 
  Aura moderate abjuration
  A faerie rose is a naturally occurring magical phenomenon 
  sometimes found in faerie circles which have been graced 
  by fey nobility. Once plucked, the rose continues to live on, 
  providing a sweet smell and a number of useful defensive 
  benefits. Caution should be taken, however, as those who 
  take these roses without permission from the fey noble who 
  created the item often incur the wrath of that powerful 
  individual. 
                               
  A faerie rose projects a sweet scent which renders the wearer 
  immune to stinking cloud and cloud kill spells, as well as any 
  scent-based abilities (such as the troglodyte’s stench special 
  ability). Additionally, a faerie rose has 10 petals which can be 
  plucked to provide a potent defense. When the wearer plucks 
  a petal, she chooses either to gain damage reduction or spell 
  resistance for 1 minute. The amount of damage reduction the 
  wearer gains depends on the wearer’s Hit Dice. If the wearer 
  has 10 or fewer Hit Dice, she gains DR 5/cold iron; if she has 
  11 to 15 Hit Dice, she gains DR 10/cold iron; and if she has 16 
  or more Hit Dice, she gains DR 15/cold iron. If the wearer 
  chooses to gain spell resistance, she gains spell resistance 
  equal to 11 + her Hit Dice. A faerie rose regrows all of its 
  petals once each month on the night of the new moon. 
  Construction Requirements 
                           Cost 7,500 gp
  Create Wondrous Item, creator must be a fey, stone skin, spell 
  resistance 
  
  105
  FONT OF VISIONS 
   
                     PRICE 20,000 gp
  Slot none; CL 7th; Weight 300 lbs. 
  Aura moderate divination
  These fountains are often made of marble, and always have 
  crystal-clear water, regardless of where they are kept. Once 
  per day, a font of visions can be used to cast scry as a spell-
  like ability (DC 16), and anyone using it as the pool of water 
  required to cast a scry spell on their own does not need to 
  provide the normal costly focus for the scry spell. Further, 
  when used as the focus for a scry spell (whether with the 
  font’s special ability or simply by casting it normally), the 
  caster can use analyze auraOA through the sensor with a 100% 
  chance of success.
  Additionally, the first time each week that a character drinks 
  from the font of visions, that character receives a vision of 
  a moment of relative importance to that character which is 
  likely to occur within the next week. The vision lasts up to 
  one minute, and its exact nature is determined by the GM. It 
  is possible, but rare, for such visions to be out of context, or 
  otherwise misleading, and due to the ever-changing nature of 
  the future, it is always possible that the vision will not occur 
  at all, but all visions shown in this way are likely to occur, at 
  least as of the time that the vision is shown.
  Construction Requirements 
                         Cost 10,000 gp
  Craft Wondrous Item, analyze auraOA, augury, scrying
  FOUNTAIN OF YOUTH  
                    PRICE 132,000 gp
  Slot none; CL 13th; Weight 200 lbs. 
  Aura strong transmutation
  These fountains take a variety of forms, but are almost always 
  ostentatious and gaudy affairs, typically made of pure gold—
  or at least gold-plated—and bearing statues and engravings 
  of cherub-like angels frolicking and playing in the fountain. 
  The first five people each day who drink from the fountain (a 
  standard action) are affected as though by the spell greater 
  age resistance. Additionally, affected creatures do not age that 
  day, meaning that a creature who drinks from the fountain in 
  this fashion every day effectively ceases aging for as long as 
  she continues to do so, possibly extending her lifespan well 
  beyond her maximum age. Water removed from the fountain 
  and consumed later does not bestow any particular benefit.
  Construction Requirements 
                        Cost 66,000 gp
  Craft Wondrous Item, greater age resistanceUM
  GENIE LAMP   
   
   
    PRICE 160,000 gp
  Slot none; CL 17th; Weight 1 lb.  
  Aura strong universal
  This gorgeous oil lamp is crafted chiefly from a glossy black 
  metal, with gold filigree forming exotic patterns suggesting 
  clouds, waves, fires and mountains. Though the lamp is 
  clearly metal, it remains cool to the touch, even in very warm 
  environments.
  By rubbing this lamp, one can summon forth a noble genie 
  from one of the four elemental planes to serve the bearer 
  of the lamp. The type of genie summoned is determined 
  randomly by a roll of a d%, as indicated below.
  Djinni: On a result of 1 – 25, a noble djinni is summoned, 
  who will serve the caster for 1 hour before departing for its 
  home plane.
  Efreeti: On a result of 25 – 50, a noble efreeti is summoned, 
  who will serve the summoner for 1d10 rounds, after which it 
  may act as it pleases for 1d10 minutes before being returned 
  to its home plane.
  Marid: On a result of 51 – 75, a noble marid is summoned, 
  who will either serve the summoner for 1 hour, or attack the 
  summoner for 1 hour or until slain (50% chance of either).
  Shaitan: On a result of 76 – 100, a shaitan is summoned, 
  who will serve the summoner for 1 hour if provided with a 
  gem worth at least 100 gp; otherwise, it departs. 
  The lamp can be used in this way once per day. Genies 
  summoned in this way can provide the summoner with 
  a wish, but such wishes always come with unintended 
  consequences unless the summoner bribes with genie with at 
  least 20,000 gp worth of treasure. 
  In addition to this function, the lamp can be used to entrap a 
  genie. By presenting the lamp towards a genie within 30 feet, 
  that genie must make a DC 25 Will save or be imprisoned 
  within the lamp. A genie imprisoned in this way can be 
  summoned at any time from the lamp and must provide 
  at least 24 hours of service, which need not be all at once, 
  before it is free to act on its own. A genie that has been 
  affected by this ability becomes immune to it in the future, 
  and genies summoned by the lamp cannot be trapped in this 
  way while summoned.
  Construction Requirements 
                        Cost 80,000 gp
  Craft Wondrous Item, gate, wish
  GILDED DOOM  
   
                   PRICE 306,000 gp
  Slot none; CL 17th; Weight 5 lbs. 
  Aura strong universal
  This hideous and hateful trap appears as a golden nugget, 
  about the size of a human fist. Upon initial examination, 
  it appears to be rough and featureless; close inspection, 
  however, reveals the presence of a tiny eldritch rune that 
  triggers the nugget’s dangerous magic.
  Any creature who touches the gilded doom without first 
  speaking a command word must succeed on a Fortitude 
  save (DC 23) or be transformed into pure gold. A creature 
  transformed in this way is effectively petrified, except that he 
  is turned into gold rather than stone, giving him hardness 5. 
  Additionally, because the transformed creature is not actually 
  made of stone, he cannot be freed from this petrification by 
  a stone to flesh spell, but must be freed either with a special 
  command word, or by use of a freedom spell. Destroying 
  the gilded doom ends this effect on all creatures that it has 
  transformed into gold. A creature that has been turned 
  into gold in this way can be identified as not being a true 
  statue with a DC 25 Appraise or Perception check, and can 
  generally be sold for market value. A Medium-sized creature 
  has a market value of 1,000 gp, and the value doubles for 
  every size category larger than Medium the transformed 
  creature is, and is reduced by half for every size category 
  smaller than Medium. Most buyers that know the nature of 
  
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  the statues, however, will balk at buying them, whether for 
  moral concerns or simply for fear that the gilded doom will be 
  destroyed and render them worthless.
  Construction Requirements 
                        Cost 153,000 gp
  Create Wondrous Item, wish
  GLOVES OF THE GLACIAL PEAK  
      PRICE 30,000 gp
  Slot hands; CL 15th; Weight — 
  Aura strong evocation
  These comfortable and warm gloves were designed for 
  mountaineers scaling the heights of snowcapped mountains. 
  They allow those undertaking such endeavors to be protected 
  from the dangers that dwell in those remote reaches of ice 
  and snow. 
  The wearer of a pair of gloves of the glacial peak gains a +5 
  competence bonus on all Climb checks, and can climb sheets 
  of ice with ease, allowing him to traverse such surfaces as 
  though under the effects of a spider climb spell. Additionally, 
  a character who wears these gloves can gather snow and 
  imbue it with magical power, allowing him to throw 
  snowballs with lethal force. Characters with these gloves 
  are considered to be proficient with snowballs as thrown 
  weapons. As a standard action, a character wearing these 
  gloves can gather snow and throw it as a ranged touch attack 
  that deals 5d6 points of cold damage on a successful hit. If 
  the snow was gathered on a mountain, then the snowball 
  deals 7d6 points of cold damage on a successful hit, instead. 
  There must be snow at hand in order for the wearer to make a 
  snowball.
  Construction Requirements 
                          Cost 15,000 gp
  Craft Magic Arms and Armor, spider climb, polar ray
  GOLDEN CAORI TRANSFORMATION FEATHER  
  PRICE 8,000 gp
  Slot none; CL 9th; Weight 1 lb. 
  Aura moderate transmutation
  These rare golden feathers are created by enchanting a 
  feather plucked from a great caori warrior. The magical 
  processes used in the ritual enchantment turn the feather 
  gold and allow a creature who blows on the feather for 6 
  full seconds to transform herself into a mighty golden caori 
  warrior.
  Activating a golden caori transformation feather is a full-
  round action that does not provoke attacks of opportunity. 
  Once the feather’s magic has been activated, the user is 
  transformed into a Medium-sized golden caori, as with the 
  spell alter self, except that the bonus to Strength is increased 
  to +6. The transformative effects of the feather last for 10 
  minutes per Hit Dice of the user.
  If the feather is used by a caori, it instead causes her natural 
  attacks to deal damage as though she were one size category 
  larger than she actually is, and she gains a fly speed of 20 
  feet with clumsy maneuverability (or, if she already has a fly 
  speed, it is increased by 20 feet).
  Construction Requirements 
                           Cost 4,000 gp
  Craft Wondrous Item, alter self
  HAT OF THE HIGH MOUNTAIN  
      PRICE 10,000 gp
  Slot head; CL 1st; Weight — 
  Aura faint abjuration
  These hats come in a wide number of styles, though close 
  fitting woolen caps and short brimmed felt hats tend to 
  be the most popular. Each bears a similar enchantment 
  protecting those that climb to great altitudes from the cold, 
  thin air, and strong winds that are prone to haunt such 
  reaches. 
  The wearer of one of these hats is protected against 
  cold weather as though with the endure elements spell. 
  Additionally, the wearer of a hat of the high mountain 
  ignores the effects of winds of 50 miles per hour or less. 
  Finally, the wearer ignores the effects of altitude zones while 
  in mountainous terrain. For more information on altitude 
  zones and other environmental hazards, see the Pathfinder 
  Roleplaying Game Core Rulebook. 
  Construction Requirements 
                           Cost 5,000 gp
  Craft Wondrous Item, endure elements
  
  107
  HEALING FONT 
   
                     PRICE 54,000 gp
  Slot none; CL 7th; Weight 500 lbs. 
  Aura moderate conjuration
  These large fountains could easily be described as pools, 
  and are large enough to accommodate up to two Medium 
  creatures at a time, or one Large creature (although not 
  comfortably). The fountain’s waters have remarkable healing 
  powers: the first time each day that a creature drinks from the 
  fountain, he heals 4d8+7 points of damage. Additionally, for 
  each hour that a creature spends bathing in the fountain, he 
  heals 1 hit point per Hit Dice, and recovers 1 point of ability 
  score damage. A fatigued character that spends one hour 
  bathing in the fountain is also cured of fatigue.
  Construction Requirements 
                         Cost 27,000 gp
  Craft Wondrous Item, cure critical wounds, lesser restoration
  INSTANT ELEPHANT 
   
                        PRICE 1,000 gp
  Slot none; CL 11th; Weight 3 lbs. 
  Aura moderate conjuration 
  This self-described magic trick is typically sold in a 
  bright pink box with colorful lettering proclaiming that, 
  by following a few simple steps, you can grow your own 
  elephant. Inside the box is a paper replica of an elephant, a 
  small piece of blue oil pastel, and instructions for the use of 
  the trick. 
  By writing the words “grow big” in the common tongue on 
  the paper elephant with an oil pastel, wax crayon, or piece of 
  colored chalk (a full-round action), one can cause the paper 
  elephant to vanish, replaced by a real elephant which appears 
  in an unoccupied space adjacent to the trick’s user. The 
  elephant obeys the user’s spoken commands and will perform 
  any action the user requests, though it is limited to what can 
  be physically accomplished by an elephant. The elephant 
  remains for 2d6 rounds, or until slain. 
  Construction Requirements 
                              Cost 500 gp
  Craft Wondrous Item, summon nature’s ally VI 
  LIBRARY BOOK 
   
                       PRICE 3,000 gp
  Slot none; CL 5th; Weight 2 lbs. 
  Aura faint divination
  These large tomes are bound in leather, and often have 
  engraved metal decorations on their covers, though they 
  never bear a title or an author. These books are linked to the 
  contents of vast magical libraries, and copy the contents of 
  the pages of various books within. By consulting the book 
  for 1 minute, a character can gain a +5 bonus on a single 
  Knowledge check of the type the book is associated with 
  (arcana, dungeoneering, engineering, etc.). The character is 
  treated as having access to a library for the purposes of this 
  check (allowing the user to make untrained checks with a DC 
  higher than 10).
  However, the book’s contents change each day at dawn, 
  taking completely different information from a new selection 
  of books in the library it is linked to. Each day, when this 
  happens, the book becomes associated with two of the 
  following Knowledge skills, chosen at random: arcana, 
  dungeoneering, engineering, geography, history, local, 
  nature, nobility, planes, or religion.
  Construction Requirements 
                            Cost 1,500 gp
  Craft Wondrous Item, creator must have at least 5 ranks in at 
  least 3 different Knowledge skills.
  MASK OF NIGHT TERRORS 
   
     PRICE 60,000 gp
  Slot head; CL 9th; Weight 8 lbs. 
  Aura moderate illusion
  These wooden masks are far heavier than they seem like 
  they should be, and are carved into fearsome and terrifying 
  visages, typically of highly stylized monsters that one might 
  expect to find in a terrifying nightmare, although sometimes 
  they take the guise of particular individuals, instead. 
  A mask of night terrors functions only while its wearer 
  is asleep. If the mask is worn while sleeping, the wearer 
  is plagued by horrific nightmares that draw from his 
  subconscious fears, making each nightmare personalized to 
  his own anxieties and traumas. This functions as the spell 
  nightmare, except that the DC to resist this effect is equal 
  to 10 + 1/2 the wearer’s Hit Dice + the wearer’s Charisma 
  modifier, to a maximum DC of 20.
  If the wearer successfully resists the nightmare effect, he 
  confronts his fears, and awakens invigorated and ready for 
  anything. He is affected as though by the spell good hope 
  until the next time that he rests, or until he becomes affected 
  by a fear effect, whichever comes first.
  Construction Requirements 
                         Cost 30,000 gp
  Craft Wondrous Item, good hope, nightmare
  PEN OF TRUTH 
   
                       PRICE 2,500 gp
  Slot none; CL 5th; Weight — 
  Aura faint divination
  These quill pens are often made with brightly colored and 
  beautiful feathers, with peacock feathers being the most 
  common. These pens cannot be used to write deliberate 
  falsehoods, no matter how hard the author tries. Instead, 
  whatever lie the author intended to write, he winds up 
  writing the truth, instead. This does not prevent the pen 
  from being used to write inaccurate information, as long as 
  it is what the author truly believes. If the author is magically 
  compelled to write a particular phrase, or is writing an 
  obvious and clear work of fiction, this ability does not apply.
  Construction Requirements 
                            Cost 1,250 gp
  Craft Wondrous Item, zone of truth
  PIXIE DUST 
                                                    PRICE 18,750 gp
  Slot none; CL 5th; Weight — 
  Aura faint transmutation
  This special dust is manufactured by pixies, using secret 
  techniques known only to their race, and allows those 
  who coat themselves in it to use some of their most potent 
  abilities.  Most prized for its ability to be split among 
  multiple individuals, pixie dust makes an effective tool for 
  infiltration squads.
  
  108
  A pouch of pixie dust contains a large amount of magical dust 
  which can make its user invisible, as the spell invisibility, and 
  grants the user a fly speed equal to twice their land speed 
  with good maneuverability. A character made invisible by 
  pixie dust cannot be detected by see invisibility or similar 
  spells, though a true seeing spell reveals the user’s presence. 
  Any action which would end the invisibility also ends the fly 
  effect. A pouch of pixie dust contains enough dust for 250 
  minutes of invisible flight. These minutes need not be used 
  all at once, but must be used in 1-minute increments.
  Construction Requirements 
                           Cost 9,375 gp
  Create Wondrous Item, Creator must be a fey, fly, invisibility 
  RED CANDLE OF EVERBURNING WAR   PRICE 20,000 gp
  Slot none; CL 7th; Weight 1 lb. 
  Aura moderate enchantment
  This magical candle is a deep crimson color, at once vibrant 
  like fresh blood and dull like a fading ember. The candle is 
  set in a brass stand with various words of war, battle, and 
  death inscribed in a thousand different languages and scripts, 
  which shift and change constantly. When burned, the red 
  candle of everburning war raises the light level to normal 
  in the area within a 30-foot radius and emits a deafening 
  cacophony of battle sounds, as loud as an actual battle.
  Creatures within 30 feet of a red candle of everburning war 
  gain a +2 morale bonus on attack rolls and weapon damage 
  rolls so long as the candle is burning. Additionally, morale 
  bonuses which originate within the 30-foot-radius area 
  are increased by +1 so long as the candle remains burning 
  (multiple morale bonuses of the same type do not stack). 
  Lighting or extinguishing a red candle of everburning war is 
  a move action that does not provoke attacks of opportunity. 
  A red candle of ever burning war can never be exhausted and 
  burns indefinitely, so long as a creature dies within its light 
  every minute. If a minute passes without a creature being 
  reduced to 0 or fewer hit points, the candle extinguishes itself 
  and cannot be used again for 24 hours.
  Construction Requirements 
                         Cost 10,000 gp
  Craft Magic Wondrous Item, good hope
  ROPE TANGLE TRICK   
                             PRICE 50 gp
  Slot none; CL 1st; Weight 5 lbs. 
  Aura faint transmutation 
  This jet black coil of silk rope constantly twitches and 
  shakes on its spool, eager to get out in the world. The rope 
  has a small amount of stored animating force that can be 
  unleashed in a single burst of violent energy. 
  These fine, 50-foot lengths of silk rope constantly twitch 
  and move about, making them somewhat difficult to climb, 
  imposing a –2 penalty on all Climb checks made to scale 
  such ropes. A rope tangle trick cannot be knotted, and if it is 
  cut, only the longest length of rope retains any magic. Upon 
  command, the rope can be made to lie dormant for 1 minute, 
  allowing the rope to be climbed without penalty.
  Additionally, by uttering a special command word while 
  grasping the rope firmly in one hand, the rope can be 
  commanded to expend all of its energy to entangle the 
  next creature who attempts to climb it. The next time a 
  creature touches the rope, it springs to life, wrapping around 
  the creature and binding itself around them, causing the 
  creature touching the rope to gain the entangled condition 
  for 1 minute unless he succeeds on a Reflex save (DC 20).The 
  rope can be cut off the target (AC 5, 4 hit points), escaped 
  with a successful Escape Artist check (DC 30), or burst with 
  a successful Strength check (DC 24). Note that the creature 
  is merely entangled by this effect, and unless the rope is 
  anchored (such as with a piton, grappling hook, or similar 
  anchor), the target can still move about. After this ability has 
  been used once, it cannot be used again, though the rope 
  tangle trick continues to function as a silk rope. 
  Construction Requirements 
                                 Cost 25 gp
  Craft Wondrous Item, animate rope 
  SADDLE OF STABILITY  
   
           PRICE 500 gp
  Slot none; CL 1st; Weight 20 lbs. 
  Aura faint abjuration 
  These hand-crafted saddles are usually made of light colored 
  leather and feature extensive, if somewhat homely, tooling. 
  Despite its somewhat cheeky appearance, these magic 
  saddles possess a useful enchantment that makes them 
  banned in most professional jousts.
  Once seated, these magic saddles make it nearly impossible 
  for the rider to become unseated. The rider cannot fall out 
  of his saddle, even if he falls unconscious or is victim to an 
  outside influence. The saddle’s magic only functions so long 
  as the mount still lives. The subtle magic of the saddle makes 
  it somewhat more difficult to get in and out of the saddle, 
  though, as its magic tries to keep the rider in place. Because 
  of this the rider, suffers a –4 penalty on Ride checks made to 
  make a fast mount or dismount.
  Construction Requirements 
                              Cost 250 gp
  Craft Wondrous Item, creator must have at least 1 rank in 
  Ride.
  SADDLE OF THE DISCERNING RIDER       PRICE 2,500 gp
  Slot none; CL 3rd; Weight 10 lbs. 
  Aura faint evocation 
  This lovely black leather saddle is tooled with gold and silver 
  scrollwork in a pseudo-Elven script. While the majority of the 
  scrollwork is just beautifully crafted but meaningless designs, 
  a single section near the pommel grip contains the owner’s 
  name in particularly bright gold.
  Each of these saddles is tied to a specific owner by a special 
  ritual which requires 1 full minute of contact with the saddle’s 
  pommel grip. Once bound to a specific owner, the saddle 
  the saddle will not allow anyone else to sit in it. If anyone 
  other than the bonded owner attempts to sit in the saddle, 
  the saddle throws that creature 10 feet into the air and 10 feet 
  in a random direction, and the thrown creature suffers 2d6 
  points of damage upon landing and is knocked prone. If the 
  creature is thrown into an obstacle, its movement is stopped 
  short, causing him to land in the nearest adjacent square 
  to the obstacle instead. If the thrown creature hits another 
  creature, both creatures suffer the fall damage.
  Construction Requirements 
                            Cost 1,250 gp
  Craft Wondrous Item, gust of wind 
  
  109
  SADDLE OF THE GHOST RIDER  
        PRICE 7,200 gp
  Slot none; CL 3rd; Weight 10 lbs. 
  Aura faint illusion 
  This strange saddle appears to be made of clear glass, though 
  it is extremely durable and exceedingly comfortable for the 
  rider. Very close inspection reveals simple runes inlaid upon 
  the saddle indicating an illusion aura.
  When seated in this saddle, the rider can speak a command 
  word up to three times a day in order to render both himself 
  and any equipment the mount is wearing completely 
  invisible, as the spell invisibility, except that the effect lasts 
  only so long as the mount moves at least 20 feet each round, 
  and for 1d4 rounds thereafter.
  Construction Requirements 
                           Cost 3,600 gp
  Craft Wondrous Item, invisibility
  SKIS OF THE MOUNTAIN CLIMBER      PRICE 45,200 gp
  Slot feet; CL 5th; Weight 20 lbs. 
  Aura faint transmutation
  Created by a ski enthusiast who very much disliked mountain 
  climbing, these enchanted skis are a little short for a man 
  of average height, but fit comfortably and seem to weigh 
  nothing when worn, allowing the wearer to forget about 
  their presence until they are needed, which also makes them 
  popular among skiing enthusiasts who would rather not deal 
  with the clunky issues of wearing skis.
  The skis of the mountain climber allow the user to move 
  swiftly along snowy or icy surfaces of varying inclines without 
  ever having to lift their feet. The wearer can spend a swift 
  action each round to cause the skis propel him forward at a 
  rate of 40 feet per round. The skis can go up or down slopes, 
  though they cannot be used to scale wholly vertical planes.
  Construction Requirements 
                         Cost 22,600 gp
  Craft Wondrous Item, haste, spider climb
  SUMMONER’S COIN   
  PRICE 850 gp (lesser), 3,400 gp (standard), 7,750 gp (greater)
  Slot none; CL 5th (lesser), 11th (standard), 17th (greater); 
  Weight —  
  Aura faint (lesser), moderate (standard), or strong (greater) 
  transmutation
  These large golden coins are perfectly round and shine with 
  a supernatural light, clearly marking them as magical. While 
  accepted as legal tender in most places, the coins are far more 
  valuable for their magical natures or as collection items. Each 
  coin comes with a monster minted on the “heads” side and an 
  arcane rune on the “tails” side.
  When thrown into the air, these magical coins bang and 
  pop before vanishing in a flash of golden light, producing 
  a powerful monster made of pure gold to serve the coin-
  tosser for 1 minute. A lesser summoner’s coin produces 
  any creature that could be produced by summon monster 
  III; a standard summoner’s coin produces any monster 
  which could be summoned with summon monster VI; and 
  a greater summoner’s coin summons any monster which 
  could be summoned with summon monster XI. The creatures 
  summoned by this spell appear as perfect replicas of the 
  actual creature, but are made of solid gold, which has some 
  effects on the summoned creature. A creature summoned 
  by one of these coins gains DR 5/—, and its natural attacks 
  are treated as one size category larger for the purposes of 
  determining damage. However, these golden creatures are 
  incapable of speech, and therefore are unable to cast spells 
  with verbal components (though they may still use spell-like 
  abilities).
  Construction Requirements 
   
  Cost 425 (lesser), 1,700 (standard), 3,875 (greater)
  Create Wondrous Item, summon monster III (lesser), 
  summon monster VI (standard), summon monster IX 
  (greater)
  SUNROD SWORD 
   
                          PRICE 602 gp
  Slot none; CL 5th; Weight 1 lb. 
  Aura faint evocation 
  Marketed as Zelod’s Magnificent Sunrods, these magical 
  versions of the alchemical illumination device were created 
  by master magician and cane sword enthusiast Zelod Crane 
  as the ultimate surprise defense. While outwardly resembling 
  a typical sunrod, these items have a pair of buttons on the 
  side for easy operation and typically bear Zelod’s name in 
  gold lettering along one edge of the rod.
  A sunrod sword functions like a typical sunrod, except that it 
  is operated by a convenient button on the side, rather than by 
  striking, which allows the rod to be activated and deactivated 
  as a swift action. This makes it possible for the wielder to 
  spread out the sunrod’s six hours of light over the course of 
  one or more days. Additionally, by pressing the second button 
  (also a swift action), the wielder of the sunrod sword can 
  cause a long flat blade of light to project from the golden tip 
  of the rod, allowing the rod to be wielded as a brilliant energy 
  longsword for a short time. The blade lasts for 2 rounds per 
  full hour of light remaining in the sunrod sword. The sword 
  has no enhancement bonus to attack and damage but is 
  considered a magical weapon for the purposes of overcoming 
  damage reduction. The sword feature of a sunrod sword can 
  also be dismissed as a swift action, but every round that the 
  effect is active reduces the amount of light left to the rod by 
  30 minutes. 
  Construction Requirements 
                               Cost 302 gp
  Craft Wondrous Item, daylight 
  TRACEABLE TRADE BAR 
                        PRICE 1,200 gp
  Slot none; CL 9th; Weight 10 lbs. 
  Aura moderate divination
  This weighty bar of high purity gold is exceptionally valuable, 
  and comes marked with appropriate trade stamps and 
  indications of quality, such that it can be redeemed in almost 
  any market for a price of 1,000 gp. The gold bar, however, is 
  laced with powerful magic which allows it to be traced. 
  Each of these golden bars is magically paired with a small 
  glass lens. As a standard action, a creature can whisper a 
  command word to the lens in order to conjure a map of the 
  1,000 square mile radius surrounding the bar, which appears 
  when you look through the lens, with a flashing red dot 
  indicating the bar’s location on the map. A second command 
  word causes the lens to fill with a vision of the area in a 10-
  foot radius around the gold bar, as though with the spell 
  clairvoyance. The traceable trade bar allows the lens holder 
  
  110
  to see, but not hear, the goings on in the immediate area 
  surrounding the golden bar. This tracking magic ceases to 
  function if the bar and the lens are ever on different planes of 
  existence.
  Construction Requirements 
                              Cost 600 gp
  Create Wondrous Item, scrying 
  TRAVELLER’S JOURNAL 
   
        PRICE 1,500 gp
  Slot none; CL 5th; Weight 2 lbs. 
  Aura faint divination
  These books are bound in plain brown or black leather, and 
  are typically unlabeled, although some possess a blank space 
  deliberately set aside for the owner to write in their name, 
  and a few that are specially made for a certain individual will 
  have that person’s name inscribed upon them.
  As long as the book is in the possession of a creature, it 
  automatically fills with narrative writing about everything 
  that happens to that creature, updating magically as it 
  occurs. In addition to providing a written transcription of all 
  conversations the creature has, it provides a brief summary of 
  any actions she takes, places she goes, or things she notices. 
  The writing is written from a first-person perspective, 
  although the owner does not actually dictate the exact 
  writing, and cannot edit the book’s contents (other than 
  through the normal means). The book does not record any 
  actions that the owner takes that involve it (so it will not 
  mention when the owner consults or reads it, for example), 
  although it does clearly mark any time the book changes 
  hands, and it includes the name of its new owner, beginning 
  from the top of a fresh page. If the book is left unattended, 
  it continues to function as long as it is within 60 feet of its 
  owner, which it considers to be the last person that touched 
  it.
  The book has 500 pages, which is typically enough space to 
  be used for about a month before its pages are filled, although 
  depending on the person and the events that they undertake, 
  the book may last for a longer or shorter period of time.
  Construction Requirements 
                              Cost 750 gp
  Craft Wondrous Item, clairaudience/clairvoyance, unseen 
  servant
  WHITE CANDLE OF HEAVENLY LIGHT   PRICE 18,000 gp
  Slot none; CL 11th; Weight 1 lb. 
  Aura moderate conjuration
  A tall, thin white candle set in a copper stand and etched with 
  holy symbols from a dozen faiths, a white candle of heavenly 
  light is a gorgeous work of the chandler’s craft and smells 
  faintly of succulent fruits. When burned, brilliant bright light 
  radiates from the candle, increasing the light level within a 
  50-foot-radius to bright light and dispelling darkness effects 
  of 6th level or lower within the area. 
  In addition to providing a brilliant source of light, a white 
  candle of heavenly light also produces waves of calming 
  and healing magic within the area. All creatures within the 
  candle’s light are affected as though by a calm emotions spell 
  so long as the candle burns. Additionally, the candle restores 
  10 hit points each round to all living creatures who remain 
  within the light. Undead creatures instead suffer 10 points of 
  damage each round. A successful Will save (DC 15) negates 
  these effects, and a creature who succeeds on his saving throw 
  is immune to the effects of the candle for 24 hours. 
  A white candle of heavenly light can be burned for 1 hour 
  before being reduced to nothingness. Additionally, at any 
  time while it is burning, the user can cry out a special prayer 
  in Celestial as a standard action, causing the candle to 
  explode in beautiful radiance. All living creatures within a 
  50-foot-radius are affected by a heal spell (this use has no 
  effect on undead creatures). Activating this ability uses up 
  the rest of the white candle of heavenly light and it does not 
  burn any longer. If this ability is not activated, it instead goes 
  off automatically when the candle burns out after 1 hour. 
  Lighting a candle is a move action that does not provoke 
  attacks of opportunity.
  Construction Requirements 
                           Cost 9,000 gp
  Craft Magic Wondrous Item, calm emotions, heal
  
  Exotic Encounters is our weekly article devoted to 
  providing terrifying and wondrous new monsters for players 
  to face. Originally a series of products that provided alternate 
  versions of existing monsters, Exotic Encounters became a 
  weekly article at the beginning of 2014, during which time it 
  transitioned to mainly providing entirely new monsters. In 
  2016, we created 25 new monsters, from CR 1 to 25. 
  This chapter contains all the content from Exotic Encounters 
  produced over the course of 2016, with the exception of the 
  player races found in chapter 1. First, the 25 monsters are 
  listed in alphabetical order, with one monster appearing on 
  each page.
  After all of the monsters, there is a page that provides a 
  variety of helpful tables and demographic information for 
  finding a specific monster, including Table 4-1: Monsters by 
  CR. Next, six new monster template are listed in alphabetical 
  order. Finally, there is a collection of 25 new monster feats.
  Some of the monsters, templates, and feats have been 
  expanded, reduced, or otherwise altered from the original 
  article in which they debuted, to allow them to fit into their 
  allotted page count.
  CHapter 4: Exotic Encounters
  111
  
  112
  Aeon, Mesolavitar
  At first glance, this creature could almost pass for some kind 
  of abstract representation of an angel, with a humanoid torso 
  and two large wings, but its head has no face, and instead of 
  legs it has two long, writhing tendrils of flesh, and its wings, 
  although shaped in a way that resembles feathers, are simply 
  smooth, unnaturally pale-white flesh, and do not seem to 
  move as the creature glides through the air.
  MESOLAVITAR  
                                                        CR 14
  XP 38,400
  N Large outsider (aeon, extraplanar)
  Init +6; Senses blindsight 60 ft.; Perception +25
  Aura enforced peace (120 ft., DC 25) 
  DEFENSE
  AC 27, touch 15, flat-footed 25 (+4 deflection, +2 Dex, +12 
  natural, −1 size)
  hp 189 (18d10+90)
  Fort +16, Ref +10, Will +15
  Defensive Abilities militant pacifism; Immune cold, 
  critical hits, poison; Resist electricity 10, fire 10; SR 25
  OFFENSE
  Speed 30 ft., fly 40 ft. (average)
  Melee 2 tentacles +22 (2d6+5 plus paralyzing touch)
  Special Attacks emotion drain, mental communion
  Spell-Like Abilities (CL 18th; concentration +23)
       At Will—calm emotions (DC 17), deep slumber (DC 18), 
  sanctuary (other creatures only) (DC 16)
       1/day—temporal stasis (DC 23)
  STATISTICS
  Str 20, Dex 14, Con 20, Int 13, Wis 19, Cha 21
  Base Atk +18; CMB +24; CMD 36
  Feats Ability Focus (enforced peace aura), Greater Vital 
  Strike, Improved Initiative, Improved Vital Strike, Lightning 
  Reflexes, Persuasive, Power Attack, Skill Focus (Intimidate), 
  Vital Strike
  Skills Acrobatics +23, Diplomacy +30, Fly +18, Intimidate 
  +36, Perception +25, Sense Motive +25, Stealth +16
  Languages envisaging
  SQ extension of all, void form
  ECOLOGY
  Environment any (Outer Planes)
  Organization solitary, pair, or delegation (3−8)
  Treasure standard
  SPECIAL ABILITIES
  Emotion Drain (Sp): As a standard action, a mesolavitar can 
  touch a creature with one of its tentacles in order to forcibly 
  drain that creature of emotion. This functions as calm 
  emotions, except that the duration is permanent. If hostile 
  actions are taken against the creature, the effect is suppressed 
  for 10 minutes, after which it resumes. This effect can be 
  removed with break enchantment, dispel magic, remove 
  curse, and similar effects. Each time it uses this ability, the 
  mesolavitar is temporarily disturbed by the emotions it 
  absorbs, rendering it sickened for 1d4 hours. 
  Enforced Peace Aura (Su): Creatures within 120 feet of 
  a mesolavitar must succeed on a DC 25 Will save each 
  time they attempt a hostile action, or they are unable to 
  follow through, wasting the action (but not expending any 
  resources, such as spell slots, magic item charges, and so 
  on). Once a creature has succeeded on this saving throw 
  at least once, it is immune to this effect for 24 hours. The 
  mesolavitar is not affected by this ability, but if it takes any 
  hostile actions, this aura is suppressed for 1 hour. This is a 
  mind-affecting compulsion effect, and the saving throw DC is 
  Wisdom-based and contains a +2 bonus from Ability Focus.
  Mental Communion (Su): A mesolavitar can act as a 
  psychic conduit between two individuals, forcing them 
  to see and comprehend the world from the viewpoint of 
  another. As a standard action, the mesolavitar can touch two 
  creatures, each of which must have an Intelligence score of 
  3 or higher. If either creature is not willing, the mesolavitar 
  must make a melee touch attack to touch that creature. 
  Each creature is entitled to a Will save (DC 23) to resist the 
  effect. If either creature succeeds on its Will save or is not 
  touched, the attempt fails. Otherwise, the mesolavitar affects 
  each creature as though with the spell share memoriesUM, 
  except that each target experiences some of the other target’s 
  memories (of the mesolavitar’s choosing), and multiple 
  memories can be shown with each use, up to a total of one 
  hour of memory per use of this ability.
  Each target must then succeed on a secondary Will save (DC 
  23) or have their attitude toward the other target increase by 
  one step (to a maximum of helpful). This is a mind-affecting 
  compulsion effect, and unlike the initial Will save, if one 
  creature succeeds on the save and the other does not, the one 
  that failed is still affected. The saving throw DC is Wisdom-
  based.
  Militant Pacifism (Ex): A mesolavitar is immune to any 
  compulsion effect which would specifically prohibit it from 
  performing hostile actions, such as sanctuary, or a forbid 
  actionUM spell for which “attack” was selected.
  Paralyzing Touch (Su): A creature damaged by one of the 
  mesolavitar’s tentacle attacks must succeed on a Fortitude 
  save (DC 24) or have their Strength score reduced by 1d3 for 
  1 hour. A creature whose Strength is reduced to 0 in this way 
  is paralyzed for as long as her Strength score remains 0. The 
  saving throw DC is Constitution-based.
  Ecology
  Mesolavitars represent the dichotomy of peace through force, 
  where the only way to ensure peace and avoid conflict is to 
  use overwhelming force to oppress those who would disturb 
  such peace. They travel the planes, acting as mediators and 
  arbiters of conflict. These enigmatic beings seem to prefer 
  to bring about peace in gentle, unobtrusive ways, but if 
  negotiations fail, they will not hesitate to impose their will, 
  psychically exposing the combatants to the opposition’s point 
  of view, and, in dire cases, even draining the very will to fight 
  from them. In rare cases, where even these dramatic attempts 
  failed, mesolavitars have been known to simply kill all of the 
  combatants on both sides, just to bring the conflict to an end.
  There seems to be little rhyme or reason to which conflicts 
  attract a mesolavitar’s attention, and while they certainly do 
  not shy away from large military conflicts, on occasion they 
  have been known to pass by raging war zones in order to 
  intervene in family feuds, local politics, or even something as 
  small as a personal one-on-one quarrel.
  
  113
  Clockwork Manticore
  This steel monstrosity resembles some mad engineer’s attempt 
  to create a mechanical horror, with a lion-like body, bat-like 
  wings with folding flaps of black leather, and a dagger-studded 
  tail.
  CLOCKWORK MANTICORE 
                                           CR 8
  XP 4,800
  N Large construct (clockwork)
  Init +2; Senses darkvision 60 ft., low-light vision; Perception 
  +1
  DEFENSE
  AC 21, touch 13, flat-footed 17 (+2 Dex, +2 dodge, +8 natural, 
  -1 size)
  hp 85 (10d10+30)
  Fort +3, Ref +5, Will +4
  DR 10/adamantine; Immune construct traits; Weaknesses 
  vulnerable to electricity
  OFFENSE
  Speed 30 ft., fly 50 ft. (clumsy)
  Melee bite +14 (1d8+5), 2 claws +14 (1d4+5), tail slap +9 
  (2d6+8)
  Space 10 ft.; Reach 5 ft.
  Special Attacks blade volley, bladed tail
  STATISTICS
  Str 20, Dex 15, Con —, Int —, Wis 12, Cha 1
  Base Atk +10; CMB +16; CMD 28 (32 vs. trip)
  Feats Improved InitiativeB, Lightning ReflexesB
  SQ swift reactions, winding
  ECOLOGY
  Environment any
  Organization solitary, pair, or pride (3–6)
  Treasure none
  SPECIAL ABILITIES
  Blade Volley (Ex): As a standard action, a clockwork 
  manticore can snap its tail, unleashing a volley of daggers 
  from its tail. Each use of this ability unleashes 1d8 daggers 
  against a single target. Make a separate attack roll for each 
  dagger. They are treated as having a range increment of 20 
  feet when launched in this way. Each dagger inflicts 1d4 
  points of piercing damage, plus the clockwork manticore’s 
  Strength modifier (typically 1d4+5). A clockwork manticore 
  cannot fire more daggers with this ability than it has 
  remaining on its tail (see the bladed tail ability, below). 
  Bladed Tail (Ex): A clockwork manticore’s tail is studded 
  with 20 detachable daggers, which can be thrown with 
  its blade volley special attack. Its tail slap deals slashing 
  damage, instead of bludgeoning. Additionally, it deals an 
  additional 6 points of slashing damage with its tail (this is 
  already factored into its statistics, above). Each time it uses 
  its blade volley ability, for each dagger that is launched, it 
  suffers a permanent –1 penalty on damage rolls made for its 
  tail slap attack, until the next time its tail is restocked with 
  blades (to a maximum damage penalty of –20; this cannot 
  reduce the damage inflicted by any given attack to less than 
  0). The clockwork manticore cannot restock its own tail, 
  but any creature with humanoid hands and access to 20 
  daggers can do so. Restocking the clockwork manticore’s 
  tail with masterwork, poisoned, or even magical daggers 
  does not impact its attack or damage bonuses for its tail slap 
  attack, unless all of the daggers stored in the tail have the 
  same  masterwork quality, poison, or magical enhancement. 
  Individual daggers can be removed from the clockwork 
  manticore’s tail with a disarm or steal combat maneuver (or 
  simply as a move action, if it is willing).
  Ecology
  While there is some doubt as to the origins of living 
  manticores, and whether or not they may have been magical 
  creations, there can be no doubt that these clockwork 
  terrors are entirely man-made. Created most often to serve 
  as bodyguards or to protect important locations, some 
  clockwork manticores are created simply because their 
  creator wishes to test his abilities, for they are particularly 
  difficult pieces of clockwork to craft, especially as far as 
  making them able to fly.
  Clockwork manticores are usually something of a jewel in 
  their creator’s crown and often see a place of prominence 
  among their creator’s possessions. Given the cost and 
  difficulty of constructing these creatures, as well as the pride 
  their owners show in them, a clockwork manticore is usually 
  stationed in a place of honor, but far away from danger, 
  typically as a guardian of an out-of-the-way vault or similar 
  pile of treasure. Masters of the clockwork craft sometimes 
  like to show off by employing several clockwork manticores, 
  often as gate guards or, very rarely, as scouts, sentries, or even 
  as preprogrammed assassins. Though eminently qualified to 
  serve in any of these roles, even powerful mages and well-to-
  do artisans find that the cost of employing such works of art 
  in this way is an excessively costly and time-consuming affair, 
  available only to the very wealthy. 
  Each part for a clockwork manticore must be hand-crafted 
  from a composite of strong metals, such as bronze, together 
  with lightweight materials, such as tin or copper. Often, each 
  of these creatures is accentuated with purely artistic elements 
  of gold and silver, designed to suit the tastes of each specific 
  creator. The wings are typically made from leather or canvas, 
  stretched over thin frames of hollow brass or joined wires 
  of gold. Very rare examples have wings made from glass or 
  gems; however, these constructs are either flightless or fly 
  only through the aid of magic spells; in such cases, a fly spell 
  is added to the construction requirements.  Depending on 
  exactly what elements are used in construction, a clockwork 
  manticore typically weighs anywhere between 5,000 lbs. to 
  18,000 lbs. 
  Clockwork Manticore Construction
  The clockwork manticore is a masterpiece of clockwork 
  construction and is exceptionally difficult to create. The 
  creator must begin with crafted clockwork pieces worth 
  10,000 gp. The cost of the daggers kept in the clockwork 
  manticore’s tail is not included in this price.
  CL 10th; Price 70,000 gp
  CONSTRUCTION REQUIREMENTS
  Craft Construct, geas/quest, telekinesis, creator must be at 
  least caster level 14th; Skill Craft (clockwork) DC 22; Cost 
  35,000 gp
  
  114
  Daemon, Toegedaemon
  This grotesquely obese creature is covered in small black 
  scales, which lighten to a pale and fine iridescence across its 
  enormous belly, and its two black leathery wings seem almost 
  comically undersized. The palms of each of the creature’s 
  hands bear a small, fanged mouth, and yet another mouth is 
  located in the middle of its belly, appearing at a glance almost 
  as though the creature had been cut in twain, and increasing 
  its total number of mouths to four.
  TOEGEDAEMON 
                                                        CR 18
  XP 153,600
  NE Large outsider (daemon, evil, extraplanar)
  Init +1; Senses darkvision 60 ft.; Perception +30
  DEFENSE
  AC 33, touch 11, flat-footed 31 (+1 Dex, +1 dodge, +22 natural, 
  −1 size)
  hp 319 (22d10+198)
  Fort +21, Ref +10, Will +20
  DR 10/good and silver; Immune acid, death effects, disease, 
  poison; Resist cold 10, electricity 10, fire 10
  OFFENSE
  Speed 20 ft., fly 40 ft. (clumsy)
  Melee 2 claws +29 (1d8+1d4+7), bite +29 (1d6+7), bite +29 
  (2d10+7 plus grab)
  Space 10 ft.; Reach 10 ft.
  Special Attacks flesh to candy, reckless indulgence, swallow 
  whole (7d6 acid damage plus 7d6 bludgeoning damage, AC 
  21, 62 hp)
  Spell-Like Abilities (CL 18th; concentration +23)
       At Will—beguiling giftAPG (DC 16), suggestion (DC 17)
       3/day—shrink item (DC 18)
       1/day—feeblemind (DC 20), summon (level 9, 1d4 
  meladaemons, 60%)
  STATISTICS
  Str 25, Dex 13, Con 26, Int 13, Wis 20, Cha 21
  Base Atk +22; CMB +30; CMD 42
  Feats Dodge, Following Step, Iron Will, Lightning Reflexes, 
  Power Attack, Skill Focus (Fly), Step Up, Tough Inner Wall*, 
  Toughness, Weapon Focus (bite), Weapon Focus (claw)
  Skills Bluff +30, Fly +22, Intimidate +30, Perception +30, 
  Sense Motive +30, Spellcraft +26, Stealth +22
  Languages Abyssal, Infernal; telepathy 100 ft.
  SQ change shape (Medium or Small humanoid creatures, 
  alter self), consumptive glee
  ECOLOGY
  Environment any (Abaddon)
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Consumptive Glee (Ex): Whenever a toegedaemon 
  consumes a candy, baked good, or similar treat, it heals a 
  number of hit points equal to its Hit Dice. The toegedaemon 
  also gains this benefit whenever it successfully makes a bite or 
  claw attack against a creature affected with its flesh to candy 
  special attack.
  Flesh to Candy (Sp): As a standard action, a toegedaemon 
  can force a single living creature within 120 feet to succeed 
  on a Fortitude save (DC 26) or be instantly transformed 
  into a delicious candy, baked good, or similar treat. Affected 
  creatures are effectively petrified, but transformed into 
  food instead of stone, and as a result, do not gain hardness 
  of any kind. This transformation is permanent, but can be 
  undone by any effect that can cure petrification. A creature 
  that succeeds on its saving throw is immune to this effect for 
  24 hours. All toegedaemons are immune to this effect. The 
  saving throw DC is Charisma-based.
  Reckless Indulgence (Su): As a standard action, a 
  toegedaemon can force a single creature within 60 feet 
  to succeed on a Will save (DC 26) or be compelled to 
  immediately act out their most self-indulgent desires. The 
  exact nature of the compulsion varies from creature to 
  creature, and depends on that creature’s particular hedonistic 
  pleasures of choice. If no particular action seems appropriate, 
  the creature immediately begins pursuing candy, baked 
  goods, and other treats, consuming such items at all costs 
  and with no regard to the consequences. Creatures compelled 
  in this way do not engage in combat willingly, except to 
  pursue their compulsion, but can still defend themselves if 
  they are attacked. This is a mind-affecting compulsion effect. 
  The saving throw DC is Charisma-based.
  Ecology
  These insidious daemons are spawned from the souls of those 
  who died from overindulgence, whether choking on some 
  hedonistic treat, or dying from health complications caused 
  by a lifetime of such indulgence. Although the majority 
  of these souls died from indulgences relating to food and 
  overconsumption, this is not universally the case, and deaths 
  caused in the pursuits of other, darker pleasures can result in 
  the creation of a toegedaemon as well. 
  Toegedaemons value quality deaths over quantity of deaths, 
  and like to create convoluted and elaborate situations leading 
  to unusual and particularly tragic deaths, and can often 
  barely contain their giggling laughter as they watch the 
  events unfold. They are particularly fond of transforming 
  creatures into candy, shrinking them with shrink item, and 
  then arranging for their friends or loved ones to consume 
  them, either unwittingly or with beguiling gift.
  While these creatures rarely attempt to commit some 
  kind of massacre, preferring instead the slow, torturous 
  deaths relating to the desire to consume, on occasion, 
  irresistible circumstances arise that are far too tempting for 
  a toegedaemon to pass up. Festivals and celebrations which 
  heavily rely on the consumption of candies and baked goods 
  have the potential to attract a toegedaemon to prey on those 
  innocent festival-goers, sometimes massacring a small, out 
  of the way community, then using candy created from the 
  remains of that town to feed another.
  Some prefer instead to infiltrate a large community and use 
  their change shape ability to pose as a humanoid and assume 
  the role of a chief maker of baked goods or candies, forcing 
  people to indulge in their insidious candies, or to devour 
  missing street urchins, all while merrily singing and enjoying 
  their day. Such toegedaemons are often found as leaders of a 
  cell of the cult of the Sweet Circle, often perpetuating grand 
  secret schemes of death and domination through the heinous 
  device of a beloved succulent diversion. 
  
  115
  Darouga
  Though largely obscured by thick pale mists, the monster 
  lurking just beyond the clarity of your vision seems to 
  resemble nothing so much as a giant bear, though its six 
  glowing eyes, each a different color, make it clear that this is 
  something else, and its high-pitched shriek doesn’t belong on a 
  creature so large and hulking.
  DAROUGA 
                                                                        CR 13 
  XP 25,600
  CN Huge magical beast
  Init +3; Senses low-light vision, mist sight; Perception +22
  DEFENSE
  AC 26, touch 7, flat-footed 26 (-1 Dex, +19 natural, -2 size)
  hp 161 (17d10+68) 
  Fort +13, Ref +9, Will +9
  Defensive Abilities mist dodge
  OFFENSE
  Speed 40 ft.
  Melee 2 claws +20 (2d6+5) and 1 bite +20 (3d6+7)  
  Space 15 ft.; Reach 10 ft. 
  Special Attacks beguiling mist, mighty mist, rage mist
  STATISTICS
  Str 20, Dex 8, Con 16, Int 10, Wis 14, Cha 4 
  Base Atk +17; CMB +24; CMD 33 
  Feats Ability Focus (beguiling mist, rage mist), Blind-Fight, 
  Cleave, Improved Initiative, Improved Natural Armor, Iron 
  Will, Power Attack, Toughness  
  Skills Perception +22, Stealth +11 
  Languages Aklo
  ECOLOGY
  Environment cold forest, hills, marshes, and plains
  Organization solitary
  Treasure standard 
  SPECIAL ABILITIES
  Beguiling Mists (Ex): A darouga can choose to generate a 
  mist which confuses and baffles those within the fog. As a 
  standard action, the darouga can create this mist in a 30-foot-
  radius spread centered on itself that moves with it. This 
  mist functions like the spell obscuring mist, except that each 
  character other than the darouga which begins its turn within 
  the mist succeed on a Will save (DC 22) or become confused 
  for 1 round. The save DC is Wisdom-based. The mist remains 
  until the darouga chooses to dismiss it, which requires 
  another standard action. The darouga can only generate one 
  form of mist at a time.
  Mighty Mist (Ex): As a standard action, a darouga can 
  enshroud itself in a thick mist, filling a 30-foot-radius spread 
  centered on it. This mist functions like the spell obscuring 
  mist, except that the darouga gains a +4 bonus to its Strength 
  score while within this mist. The mist remains until the 
  darouga chooses to dismiss it, which requires another 
  standard action. The darouga can only generate one form of 
  mist at a time.
  Mist Dodge (Ex): A darouga is easily able to evade danger 
  while sheltering within mists and fog. Whenever a creature 
  makes an attack against the darouga that would be affected 
  by concealment, the attacker must roll the miss chance twice 
  and take the less favorable result. Characters with the Blind-
  Fight feat ignore this effect.
  Mist Sight (Ex): A darouga can see normally in fogs, mists, 
  rain and similar effects that obscure its vision, and ignores 
  miss chance granted to other creatures by concealment 
  generated by such effects.
   Rage Mist (Ex): A darouga can create a thick red mist 
  that drives those within it insane with a powerful anger. As 
  a standard action, the darouga can create a 30-foot-radius 
  spread of thick mist, centered on itself, that moves with the 
  darouga. This mist functions like the spell obscuring mist, 
  except that each creature within the mist gains a+2 bonus to 
  Strength and Constitution while within the mist, and each 
  creature other than the darouga must succeed on a Will save 
  (DC 22) or be overcome with rage, being forced to make at 
  least 1 melee attack against the nearest creature on their turn.
  Ecology
  A darouga is a massive bear-like creature with six glowing 
  eyes, and it dwells in areas where mists and fogs are common. 
  Said to have been spawned by an ancient mist, which still 
  held a small spark of magic left over from primeval times, the 
  darouga thrives in thick fog clouds and never strays far from 
  areas where it can easily hide in the mist, despite being able 
  to generate fog on its own. Darougas are highly unpredictable 
  creatures, and, because of their size and power, they are 
  difficult to study.
  Many believe the darouga to be a myth, owing to the fact that 
  they wrap themselves in mist and resemble a dire bear or 
  other large animal, and accounts from rare survivors are often 
  written off as exaggerations. Because the creatures are only 
  active at night, the darouga is sometimes considered to be 
  a dream or result of fatigued imaginations. Though difficult 
  to confirm, the darouga is reported to be violently territorial 
  and a vicious predator. Whether these characterizations are 
  accurate, or merely the fancy of the frightened, are a matter 
  of debate among scholars.
  Legends of the darouga are common in mountain forests 
  and river valleys. Though usually described as a creature of 
  nightmare, sent to punish those who stray into the mists, 
  they are sometimes described as guardians meant to protect 
  these sacred and ancient places. Some cryptozoologists 
  believe that these stories are actually thickly veiled references 
  to the spawning grounds of the terrible darouga. These same 
  scholars believe that darouga are a natural evolution of the 
  bear, or perhaps a result of magical experimentation on large 
  bear-like creatures. Some among the fey claim that these 
  terrors are more than merely cunning, but quite intelligent, 
  capable of both language and culture, and obsessed with 
  some secret only they know and will give their lives to keep. 
  
  116
  Demon, Falmoro
  This lumbering giant appears to be a massive sphere of 
  orange-brown flesh, sprouting six muscular clawed limbs. It 
  stands upon two of these limbs at a time, and has six eyes, 
  each positioned between its huge arms, and its spherical body 
  is split by a large toothy mouth which opens in a ring, with 
  dozens of tendrils which writhe and undulate inside, somehow 
  producing a sort of terrible music. As you watch, its horrible 
  mouth is filled with hellish light, filling you with a sense of 
  foreboding.
  FALMORO                                                                               CR 17
  XP 102,400
  CE Huge outsider (chaotic, demon, evil, extraplanar) 
  Init +3; Senses darkvision 120 ft.; Perception +20
  DEFENSE
  AC 33, touch 7, flat-footed 33 (-2 size, -1 Dex, +25 natural 
  armor)
  hp 247 (15d10 +165)
  Fort +17, Ref +10, Will +13
  Defensive Abilities DR 10/cold iron and good; Immune 
  electricity, poison; Resist acid 10, cold 10, fire 10; SR 28
  OFFENSE
  Speed 60 ft., climb 30 ft. 
  Melee 4 claws +25 (2d6 +12 plus grab) and bite +25 (3d6 +18)
  Space 15 ft.; Reach 10 ft.
  Special Attacks abyssal portal, send through 
  STATISTICS
  Str 34, Dex 8, Con 30, Int 6, Wis 14, Cha 6
  Base Atk +15; CMB +29; CMD 38
  Feats Great Fortitude, Improved Natural Attack (bite, claw), 
  Improved Initiative, Iron Will, Lightning Reflexes, Power 
  Attack, Toughness
  Skills Acrobatics +17, Intimidate +16, Perception +20, Sense 
  Motive +20
  Languages  Abyssal, Celestial, and Draconic; telepathy 100 
  ft.
  ENCOUNTERS
  Environment any (Abyss)
  Organization solitary
  Treasure standard 
  SPECIAL ABILITIES
  Abyssal Portal (Su): A falmoro can create a portal to the 
  Abyss within its open maw as a standard action. Once 
  open, the falmoro can maintain the open portal as a free 
  action. Each round, there is 50% chance that one or more 
  demons crawls through the portal to attack the falmoro’s 
  enemies. The type of demon which comes through the 
  portal is determined randomly, with a 25% chance that 1d10 
  vrocks are summoned, a 25% chance that 1d4 hezrous are 
  summoned, a 25% chance that 1d3 glabrezus are summoned, 
  and a 25% chance that 1d2 nalfeshnees are summoned. The 
  demons summoned by this ability are obligated to obey the 
  falmoro’s telepathic commands for 1 minute, after which time 
  the summoned demons are free to act as they will. Unlike 
  demons summoned in the normal way, demons summoned 
  through the portal can use their summon abilities after the 1 
  minute has expired. Once free to act as they please, demons 
  summoned by this ability typically attack the falmoro in 
  order to prevent rival demons from coming through the 
  portal, and to prevent the falmoro from dragging them back 
  into the Abyss, a practice the capricious demon often employs 
  simply for the fun of watching its fellows be denied hope of 
  freedom. A falmoro can keep this portal open for up to 10 
  minutes per day, which need not be spent consecutively, but 
  must be spent in 1-minute increments. 
  Send Through (Ex): A falmoro can hurl grappled creatures 
  into its mouth in order to send them to the Abyss while its 
  portal is open. Whenever the falmoro successfully maintains 
  a grapple while the portal is open, he can hurl the grappled 
  creature into the portal to the Abyss. A creature hurled into 
  the portal can attempt a Will save (DC 15) to resist the effect; 
  otherwise, she is transported to a random location on the 
  Abyss. 
  As long as the portal remains open, a creature can leap into 
  the falmoro’s mouth in order to follow a character which has 
  been transported in this way. Leaping through an open portal 
  is a standard action which provokes attacks of opportunity. 
  Ecology
  A falmoro is a terrible demonic entity that first formed 
  within a rift in the Abyss, which bordered a portion of Hell. 
  The strange entity seems to be eternally connected to the 
  Abyss, and is capable of creating a magical field that allows 
  travel between the Abyss and other realms. Some scholars 
  claim the falmoro was created as a weapon for the demonic 
  forces in their eternal wars with devilkind. Indeed, many 
  falmoros wander the parts of Hell which closely border the 
  Abyss, summoning forth demonic armies that constantly 
  pour through. As a result, these creatures are hated by devils 
  of all kinds, and are often attacked by them as top priorities, 
  limiting their effectiveness. 
  A typical falmoro is an engine of both malice and confusion, 
  summoning demonic beasts to devastate and slay their foes 
  and wreak havoc upon the worlds they invade. Falmoros also 
  take great delight in commanding those demons, and then 
  killing them or hurling them back into the pit from whence 
  they came in order to display dominance. On the other hand, 
  they also revel in those that escape, knowing such creatures 
  go on to perpetuate mayhem.
  These living portals are oftentimes killed by those that they 
  summon, limiting their danger when they escape to other 
  planes, or are hunted down and slain by other outsiders 
  who fear for the trouble they could cause, both to their 
  home plane and on the Material Plane. The appearance, or 
  suspected appearance, of a falmoro often elicits the alliance 
  and attention of various outsiders and adventuring groups. 
  Typically, these groups are spear-headed by devils, who 
  specifically hate the falmoro and, through infernal means, 
  are capable of discerning their whereabouts and learning 
  of individuals who may be attempting to summon one of 
  these terrors. Such groups often contain inevitables, celestial 
  entities, and mortal heroes recruited to contain the danger 
  one of these creatures represents, or to dismantle the various 
  cults of demoniacs which are both insane and well-informed 
  enough to accomplish summoning a falmoro. 
  Rituals to summon a falmoro demon are complex, and 
  typically involve a wide use of doors, as well as human 
  and animal sacrifice. Falmoro summoning is most easily 
  accomplished on the night of the new moon. 
  
  117
  Devil, Iraxtar (Tax Devil)
  As this red-skinned fiend removes its half-moon spectacles 
  with its clawed hands, it spreads its red bat-like wings, and a 
  scorpion-like tail emerges from under its plain black robe.
  TAX DEVIL (IRAXTAR)                                                        CR 15
  XP 51,200
  LE Medium outsider (devil, evil, extraplanar, lawful)
  Init +7; Senses darkvision 60 ft., debtsight, see in darkness; 
  Perception +27
  DEFENSE
  AC 30, touch 20, flat-footed 23 (+7 Dex, +10 natural, +3 
  profane)
  hp 225 (18d10+126)
  Fort +17, Ref +15, Will +17
  DR 10/good and silver; Defensive Abilities armor of infernal 
  authority; Immune fire, poison; Resist acid 10, cold 10; SR 
  26
  OFFENSE
  Speed 30 ft., fly 30 ft. (average)
  Melee 2 claws +25 (2d6+6), sting +20 (1d10+3 plus poison)
  Special Attacks claim wealth, confiscate
  Spell-Like Abilities (CL 18; concentration +21)
       Constant—glibness, nondetection
       At Will—demand offeringOA (DC 15), greater teleport (self 
  plus 250 lbs. of objects only), soul bind (DC 22)
       3/day—blur, greater dispel magic, lightning bolt (DC 16), 
  mirror image
       1/day—demand (DC 21), summon (level 6, 1d3 bone devils, 
  60%), trap the soul (DC 21)
  STATISTICS
  Str 22, Dex 25, Con 22, Int 22, Wis 23, Cha 17
  Base Atk +18; CMB +24 (+28 disarm or steal); CMD 44 (46 
  vs. disarm or steal)
  Feats Combat Expertise, Greater Disarm, Greater Steal, 
  Improved Disarm, Improved Steal, Lightning Reflexes, Power 
  Attack, Toughness, Weapon Finesse
  Skills Appraise +27, Bluff +24, Diplomacy +24, Fly +25, 
  Knowledge (planes) +27, Knowledge (local) +24, Knowledge 
  (nobility) +24, Perception +27, Profession (clerk) +27, Sense 
  Motive +27, Sleight of Hand +28, Stealth +28
  Languages Celestial, Draconic, Infernal; telepathy 100 ft.
  ECOLOGY
  Environment any
  Organization solitary
  Treasure double
  SPECIAL ABILITIES
  Armor of Infernal Authority (Su): A tax devil gains a 
  profane bonus to AC equal to its Charisma bonus.
  Claim Wealth (Sp): As a full-round action, a tax devil 
  can touch a helpless or willing creature, or the corpse of a 
  creature that was killed in the last hour, in order to forge an 
  arcane link between the creature and its possessions, and use 
  that link to transport the victim’s valuables to the vaults of 
  Hell. The creature is entitled to a Will save (DC 22) to resist 
  this effect (if a corpse is touched, use its saving throw bonus 
  from the moment of its death).  All of the creature’s worldly 
  possessions of any value, beginning with those on its person, 
  and then continuing to the nearest objects it owns that aren’t 
  on its person, are teleported to a vault in Hell. This ability 
  can affect only a total gp value’s worth of items up to the gp 
  value of debt that the touched creature owed. In the event 
  that the creature’s nearest possessions do not evenly add up 
  to the exact gp value of its debt, this ability “rounds up” to 
  include the next item, even if this causes the total gp value to 
  exceed the value of the debt, but no further items after that 
  are affected. 
  This debt need not be owed to the tax devil or even to an 
  individual or organization for which the tax devil works. 
  Once this maximum gp value limit is reached, any further 
  possessions of the target are unaffected, and any further 
  uses of this ability on that creature have no effect, unless he 
  accrues new debt. This clears the creature of debt according 
  to the tax devil’s debtsight ability, but may or may not legally 
  clear the creature of debt.
  Confiscate (Su): Whenever a tax devil successfully damages 
  the same creature with both of its claw attacks in one round, 
  it can make a disarm or steal combat maneuver against that 
  creature as a free action. If it successfully disarms or steals an 
  object, it can choose to have that object be teleported to its 
  vaults in Hell, instead of holding the item or having it fall in a 
  nearby square. 
  Debtsight (Su): Tax devils have a sixth sense that allows 
  them to sense any debts that a creature may currently owe 
  or be owed. As a standard action, the tax devil can identify 
  whether a specific creature within 60 feet owes any major 
  debts or is owed any major debts (and it can distinguish 
  between the two). If it spends another standard action on the 
  following round, it can learn several details about the debt, 
  including its value in gp, or estimated value in the case of 
  debts that are more difficult to quantify, as well as whether 
  it is a formal debt with a contract and recognized by a legal 
  authority, or an informal debt backed only by the individual’s 
  reputation, and who the debt is owed to (or from). If it 
  continues to concentrate for a third round, it learns when the 
  debt is due, and any agreed penalties for default.
  Ecology
  The overlords of Hell take matters of debt quite seriously, 
  maintaining legions of tax devils who consider it their sworn 
  duty to oversee each and every debt in the multiverse, even 
  (perhaps especially) those that do not involve Hell directly at 
  all. These devils spend most of their time cataloguing debts 
  and payments, but often must travel to the Material Plane in 
  order to collect on debts, both infernal and otherwise.
  While these devils are adept at collecting bargained 
  souls, they spend most of their time focusing on debts for 
  material goods. If a tax devil identifies an individual with 
  an outstanding debt, it disables or slays them, and then 
  transports the owed wealth to vaults in Hell, where they are 
  catalogued, sorted, and stored until the rightful owner comes 
  to claim them. Of course, this wealth has a way of sitting in 
  holding for decades, or even centuries, as it awaits processing, 
  and by the time it finally is sorted, the owed individual has 
  frequently already passed on, at which point the wealth 
  conveniently defaults back to Hell. Those in the know can 
  bribe the infernal hierarchy in order to expedite the process, 
  and sometimes even avoid having to travel to Hell to pick up 
  the goods in person.
  
  118
  Dread Flower
  This monster before you looks like a cord of leafy vines, 
  with beautiful star-shaped flowers blooming all over it. The 
  creature’s chief feature, however, is the powerful and pleasant 
  scent that wafts out from the many brilliantly colored flowers.
   
  DREAD FLOWER 
                                                          CR 4
  XP 1,200
  NE Medium plant 
  Init +0; Senses darkvision 60 ft.; Perception +10
  DEFENSE
  AC 15, touch 14, flat-footed 10 (+4 Dex) 
  Hp 42 (5d8+20)
  Fort +7, Ref +1, Will +3 
  Defensive Abilities plant traits
  OFFENSE
  Speed 10 ft.
  Melee 4 tentacles +6 (1d3+2) 
  Special Attacks life drain, sweet scent, weakening aroma 
  STATISTICS
  Str 14, Dex 10, Con 16, Int 5, Wis 14, Cha 2
  Base Atk +3; CMB +5; CMD 15
  Feats Ability Focus (sweet scent), Toughness, Weapon Focus 
  (tentacle)
  Skills Perception +10, Stealth +0 (+20 in deep undergrowth); 
  Racial Modifiers +20 Stealth in deep undergrowth
  Languages Aklo 
  ECOLOGY
  Environment temperate forests, swamps
  Organization solitary or pair
  Treasure incidental  
  SPECIAL ABILITIES
  Life Drain (Ex): Whenever a dread flower hits with its 
  tentacle attack, the target must succeed on a Fortitude save 
  (DC 15) or become fatigued for 1d4 rounds. If the target 
  becomes fatigued as a result of this ability, the dread flower 
  regains 1d4 hit points and gains a +2 enhancement bonus to 
  its Strength and Dexterity scores for 1d4 rounds.
  Sweet Scent (Ex): A dread flower emits a sweet smelling 
  scent from its colorful flowers, which can be clearly smelled 
  at a distance of up to 120 feet. A creature who breathes in the 
  scent must succeed on a Will save (DC 15) or be compelled 
  to move closer to the dread flower on its turn. An affected 
  creature must use a move action to move closer to the dread 
  flower on its turn and cannot move farther away from the 
  dread flower, but is otherwise free to act normally. A creature 
  already adjacent to the dread flower is unaffected by this 
  ability.
  This is a mind-affecting effect. Creatures immune to 
  scent-based attacks or to poison are immune to this effect. 
  Creatures who gain a saving throw bonus vs. poison apply 
  that bonus against this effect, as well. The saving throw DC is 
  Constitution-based. 
  Weakening Aura (Ex): Up close, the sweet scent of the dread 
  flower is far more potent, sapping the strength and vitality of 
  those who breathe in its perfume. A creature which begins its 
  turn adjacent to the dead flower must succeed on a Fortitude 
  save (DC 15) or suffer 1 point of Strength damage. Strength 
  damage dealt this way is very temporary and recovers at a 
  rate of 1 point per hour, once the victim stops being exposed 
  to either the dread flower’s sweet scent or weakening aura 
  abilities.
  Ecology
  Known by some as the siren flower, these terrible flowering 
  plant monsters use their sweet scents to lure prey to its doom. 
  Not quite mindless, these hunters have a malicious streak 
  and will happily kill and maim anything that wanders too 
  close to them, luring in the unwary, and then crushing them 
  to death with their powerful tentacles, even as the victim 
  is lost in the flowers’ beautiful scent. Cunning and violent 
  predators, these wicked plant monsters prefer to attack the 
  weak, injured, and very young, not simply because they make 
  easier prey, but because the dread flower enjoys dominating 
  the helpless and reveling in its relative strength.
  Though the dread flower is not especially social or intelligent, 
  these creatures possess some limited intellect that makes 
  them very dangerous as ambush predators, and they speak 
  a primitive version of Aklo which they use to torment their 
  victims. Their primitive understanding of Aklo leads some to 
  believe that they were created by evil-aligned fey creatures, 
  a theory corroborated by the monster’s almost otherworldly 
  beauty, and pleasant yet lethal means of attack. 
  A dread flower blooms all year round and produces new 
  seeds whenever it kills a creature, which detach and blow 
  in the wind. Thankfully, these seeds can only find purchase 
  in ground that was soaked with blood within the last hour, 
  making the plants relatively rare. Still, their hardy resistance 
  to cold and heat make them viable throughout the year, and 
  their lifespan far outstrips that of most mortal creatures, 
  capable of living for  hundreds of years, provided that they 
  are well fed. Though they enjoy killing and maiming weak 
  prey, they are not particularly selective in their hunting 
  habits, and rely on their natural scents to weaken bears and 
  other large would-be prey animals that might come close 
  enough to the plant to pose a threat. The most common 
  cause of death for dread flowers are well informed rangers 
  and good-aligned druids who recognise the plants from afar, 
  and are able to deal with them at a distance without worry for 
  the plant’s sweet smell.
  Since many of these potential threats to the dread flower 
  view the plant, incorrectly, as an incidental hazard of 
  nature, methods for counteracting the dread flower are often 
  employed, rather than terminating such a plant. As a result, 
  these flowers are often found surrounded by other pungent 
  plants, most typically stink weed, which are used to mask the 
  scent of the dread flower and to minimize their danger. 
  Being native to swamps, dread flowers are often encountered 
  by savage reptilian peoples, who, after losing some of their 
  tribe, sometimes begin to worship the plants as gods. Though 
  dread flowers lack the mental capacity to revel in such 
  treatment, they enjoy the regular sacrifices provided by such 
  creatures and, fearing the consequences of a concerted effort 
  by a tribe to eliminate them, accept such roles gleefully. They 
  often attempt to communicate with such creatures, though 
  with little success. In the rare instances when they can 
  communicate, they limit themselves to one word commands 
  and answers. 
  
  119
  Emperor Colossus
  This giant construction appears to be made from copper and 
  its form resembles that of some twisted humanoid, perhaps an 
  orc, bearing a crimson crown upon its massive head. It towers 
  above its surroundings and its footfalls shake the earth.
  EMPEROR COLOSSUS  
                                         CR 24
  XP 1,228,800
  N Colossal construct 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception 
  +30
  DEFENSE
  AC 44, touch 0, flat-footed 44 (–2 Dex, –8 size, +54 natural)
  hp 275 (30d10+110)
  Fort +10, Ref +8, Will +10
  Defensive Abilities armor of the colossus, dread return; DR 
  20/adamantine; SR 35;
  Immune construct traits, polymorph
  OFFENSE
  Speed 60 ft., fly 200 ft. (clumsy) 
  Melee 2 slams +41 (4d8+28/19-20)
  Special Attacks boot of the colossus, breath of the colossus, 
  crown of the colossus, fist of the colossus
  STATISTICS
  Str 48, Dex 6, Con —, Int 16, Wis 10, Cha 10
  Base Atk +30; CMB +57; CMD 65
  Feats Blinding Critical, Cleave, Craft Magical Arms and 
  Armor, Craft ConstructB, Critical Focus, Great Cleave, Greater 
  Vital Strike, Improved Initiative, Improved Critical (slam), 
  Improved Vital Strike, Master Craftsman, Power Attack, Skill 
  Focus (Craft [armor], Craft [constructs]), Toughness, Vital 
  Strike 
  Skills Craft (armor) +39, Craft (constructs) +39, Fly +12, 
  Perception +30, Swim +49
  ECOLOGY
  Environment any
  Organization solitary
  Treasure incidental  
  SPECIAL ABILITIES
  Armor of the Colossus (Su): Whenever an emperor colossus 
  successfully resists a spell with its spell resistance, its body 
  becomes supernaturally charged, granting it an armor bonus 
  to AC equal to the level of the spell resisted for 1d4 rounds. 
  Boot of the Colossus (Ex): As a standard action, the 
  emperor colossus can stomp on a Medium-sized or smaller 
  creature, dealing 20d6 points of bludgeoning damage and 
  allowing the emperor colossus to make a combat maneuver 
  check to grapple the target as a free action which does not 
  provoke attacks of opportunity. If the check is successful, the 
  target is automatically pinned.
  Breath of the Colossus (Ex): An emperor colossus 
  manufactures a deadly poisonous acidic gas within its body, 
  which it can expel as a full-round action. Once per day, as a 
  full-round action, the emperor colossus can expel a cloud of 
  acidic gas in a 30 foot-radius spread. Any creature that begins 
  her turn within the cloud suffers 10d6 points of acid and 
  must succeed on a Fortitude save (DC 25) or suffer 1d4 points 
  of Constitution damage. The cloud persists for 1 minute or 
  until dispersed by winds of at least 20 mph.
  Crown of the Colossus (Su): An emperor colossus is 
  capable of controlling other constructs with its magic crown. 
  Mindless constructs within 120 feet of an emperor colossus 
  fall under its control, as though with the spell dominate 
  monster, so long as they remain within 1 mile. Constructs 
  with an Intelligence score are allowed a Will save (DC 25) to 
  ignore this effect.
  Dread Return (Ex): An emperor colossus is extremely 
  resilient and, if destroyed, automatically reassembles. The 
  first time an emperor colossus is reduced to 0 or fewer hit 
  points, it is automatically restored to full hit points in 1d4 
  rounds. Additionally, it gains a +4 bonus on attack rolls and 
  deals an additional 1d8 points of damage with its slam attack 
  for 24 hours. After the emperor colossus uses this dread 
  return ability, it is unable to use it again for 24 hours. If he is 
  destroyed within this period, he is permanently destroyed. 
  Fist of the Colossus (Ex): An emperor colossus is extremely 
  adept at destroying walls and other fortifications, and its slam 
  attacks deal an additional 100 points of damage to objects 
  and bypass any hardness the object possessed. 
  Ecology 
  These dread automatons were first created on a remote planet 
  in the depths of the void for the purpose of glorifying a long-
  forgotten and terrible king. Made in his twisted image, the 
  colossus stood as the king’s sentry, ensuring that his will 
  would be carried out, even if he were not around. Eventually 
  the king vanished, perhaps to another plane of existence, and 
  the colossus was left in his stead. After some time had passed, 
  the colossus gained some degree of sentience and, like the 
  king that created it, began to conquer and mold the world 
  around its personal vision. It slaughtered the people of its 
  world and destroyed their buildings, before creating another 
  colossus in its image to stand guardian over its conquered 
  world, then departing to find more worlds to demolish. 
  Now, hundreds of planets have fallen to these terrors, which 
  have grown ever more sophisticated, creating civilizations 
  of constructs and grand palaces to serve their vanity. Their 
  empire stretches across the distant reaches of the stars on 
  planets now devoid of all life, their cultures just a distant 
  memory. The few scholars who hold any knowledge of these 
  dread beasts feel that the end of the universe is inevitable at 
  their hands, unless some great force can intervene before it is 
  too late. 
  A typical emperor colossus stands 80 feet tall and weighs 
  several thousand tons, though rumors persist of even larger, 
  more magnificent versions of the creature, which stretch 
  miles into the air and whose very weight crushes planets.  
  The secrets of creating an emperor colossus are long lost 
  to time, known only to the original creator of these cosmic 
  terrors, and to the emperor colossuses themselves. However, 
  constructing one of these creatures seems to consume a vast 
  amount of natural resources, as well as the natural magic of 
  planets, draining worlds of their very life-force. Though most 
  emperor colossuses find little need for such devices, some 
  occasionally forge for themselves giant weapons to increase 
  their power. These weapons are typically magical and usually 
  have 2-3 weapon special abilities. Emperor colossuses that 
  create weapons always train in their use. 
  
  120
  Erling
  The first sign of this acid green goblin is the wicked sound of 
  its axe as it appears from thin air. It stands the height of a tall 
  man, but lacks the muscle mass of a hobgoblin, instead being 
  thinly built and graceful. Its head is almost comically large, 
  being mostly taken up by its mouth full of yellow teeth. Its ears 
  are uncommonly small for a goblin, and its eyes gleam yellow 
  with malice. 
  ERLING 
   
                                                          CR 6
  XP 2,400
  NE Medium humanoid (goblinoid)
  Init +7; Senses darkvision 60 ft. Perception +1
  DEFENSE
  AC 19, touch 18, flat-footed 11 (+1 armor, +7 Dex, +1 dodge)
  hp 68 (8d8+32)
  Fort +5, Ref +13, Will +7
  OFFENSE
  Speed 30 ft.
  Melee mwk greataxe +11/+6 (1d12+6/x3) 
  Ranged repeating heavy crossbow +13/+8 (1d10)
  Special Attacks consume luck, lucky strike
  Spell-Like Abilities (CL 6th)
  At will—ghost sound (DC 8), invisibility (self only) 
  STATISTICS
  Str 18, Dex 24, Con 16, Int 12, Wis 12, Cha 6
  Base Atk +6; CMB +10; CMD 28
  Feats Dodge, Mobility, Spring Attack, Toughness
  Skills Bluff +6, Handle Animal +5, Ride +14 Stealth +22; 
  Racial Bonus Stealth +4
  Languages Common, Giant, Goblin 
  ECOLOGY
  Environment any
  Organization solitary, pair, or band (3-5 plus 1 leader [3rd-
  level rogue])
  Treasure standard (mwk greataxe, padded armor, repeating 
  heavy crossbow [20 bolts], and other treasure)
  SPECIAL ABILITIES
  Consume Luck (Su): An erling can consume energy caused 
  by exceptional luck or unluck. Whenever a character within 
  30 feet (including the erling) rolls a natural 1 or a natural 
  20 on an attack roll, the erling can gain 1 luck point as an 
  immediate action. For every luck point the erling has, it gains 
  a +1 luck bonus to AC and saving throws. These luck points 
  last for 1 minute or until expended.
  Lucky Strike (Su): An erling can expend 1 luck point as a 
  free action as part of making an attack roll. If he does, he rolls 
  twice and takes whichever result he chooses.
  Ecology
  Erlings are an elusive and exotic race of goblinoids, thought 
  to be closely related to hobgoblins, owing to their similar 
  physical stature. Malicious and hateful creatures, erlings 
  delight in the misfortune of others and enjoy watching 
  others suffer in unfortunate accidents. They share many 
  of the appetites typical to goblins, enjoying excessive food, 
  destruction, mayhem, and wild revels. They also share their 
  smaller cousins’ love of song, something they frequently 
  indulge in while invisible and just on the edge of a potential 
  victim’s hearing, aiming to unnerve their foes so that they 
  might enjoy watching them squirm before coming in for 
  the kill. Erlings have little love for the castoffs of others, and 
  unlike their lesser kin, never reuse found weapons or armor; 
  instead, they each carry a personal armory consisting of a 
  well-crafted greataxe and a repeating heavy crossbow.
  Little is known of the erling culture, as they spend most of 
  their time invisible to the rest of the world, roaming about 
  unseen in small groups, looking to start up trouble. Their 
  natural stealth, combined with potent illusion, make it 
  almost impossible to prepare for the coming of an erling 
  band, and usually their presence remains undetected until 
  it is too late. These erling bands consist of several men and 
  women of fighting age, who form what appears to be a close 
  bond, founded on a mutual desire for mischief and good 
  chemistry. While erling bands are exceptional at coordinating 
  clever ambushes and working well with each other, they 
  aren’t generally any better organized than other goblins, and 
  lack the ambition for large-scale attacks, instead plotting 
  out violent but ultimately minor raids for food and other 
  provisions. 
  Among the most arrogant of goblinoids, erlings are known 
  to mock their victims and torment them mentally before 
  striking. They lack patience, however, and such attempts at 
  drawing out the suffering of those they wish to kill or rob 
  usually end prematurely, as the erlings’ violent impulses take 
  over. Erlings are particularly fond of composing simple songs 
  or rhymes about their latest kills, but rarely remember them 
  for long.
  Erlings have trouble separating the simple desire for comic 
  mischief from violence, and rarely find much humor in 
  anything unless someone ends up dead. Even so, they are 
  ever so slightly more sophisticated than simple goblins, 
  and often go to great lengths to employ some form of 
  primitive showmanship when perpetuating an act of comic 
  destruction, ideally creating some kind of terrible, lethal 
  “accident.” However, these actions are difficult for the erlings 
  to accomplish, as they lack real creativity and patience. 
  Despite their relative safety due to their invisibility, they tend 
  to simply start fires or set loose horses (in the errant hope 
  that horses will be as dangerous to other humanoids as they 
  believe them to be towards goblins). They are also fond of 
  simply slaughtering their victims and then telling people they 
  died in some comic way, even staging the scene to make it 
  look like they were killed in some more amusing fashion. 
  To these goblinoids, the accidental death is considered to 
  the height of cosmic perfection, when fates cruelly line up to 
  snuff out a life without need of axe or bolt. As such, erlings 
  that can arrange an accidental death are awarded places of 
  great prestige among other erlings. Almost equally revered, 
  however, are erlings that die as the result of some tragic 
  accident, and these are among their most honored members, 
  with individual erling bands remembering these fallen 
  comrades more so than those that die honorably in battle. 
  As a result, erling heroes often have names like Footslipped, 
  Trapeater, and He Who Swallows Acid. Even more respected 
  are those erlings that almost die as a result of a twist of fate, 
  and these seem to be the de facto leaders of many erling 
  bands. 
  
  121
  Faceless Dreamer
  For the briefest of moments, you spot a truly alien creature, 
  extremely gaunt, with wood-colored skin, lanky hair, and 
  worst of all, no face. Then the being is simply gone, and in its 
  place stands a beautiful elf gripping a staff, but in a moment, 
  that too vanishes, as the elf’s features twist and warp into 
  some new horror.
  FACELESS DREAMER   
   
   
           CR 10
  XP 9,600
  N Medium outsider (extraplanar)
  Init +4; Senses darkvision 60 ft., low-light vision; Perception 
  +15
  DEFENSE
  AC 24, touch 14, flat-footed 20 (+4 Dex, +10 natural)
  hp 95 (10d10+40)
  Fort +8, Ref +11, Will +11
  OFFENSE
  Speed 30 ft.
  Melee mwk quarterstaff +15/+10 (1d6+6 plus sleep), or 2 
  claws (nightmare form only) +17 (2d6+6 plus sleep plus 1 Wis 
  damage) 
  Special Attacks dream form, manipulate dreams, nightmare 
  form, sleep strike 
  Spell Like Abilities (CL 20; concentration +24)
       At will—dream, nightmare (DC 19)
  STATISTICS
  Str 18, Dex 18, Con 16, Int 10, Wis 14, Cha 18
  Base Atk +10; CMB +14; CMD 28
  Feats Cleave, Great Fortitude, Iron Will, Power Attack, 
  Toughness
  Skills Bluff +17, Diplomacy +17, Knowledge (planes) +13, 
  Perception +15, Sense Motive +15, Survival +15
  Languages Common; truespeech 
  ENCOUNTERS
  Environment any
  Organization solitary
  Treasure standard (mwk quarterstaff, other treasure)
  SPECIAL ABILITIES
  Dream Form (Su): A faceless dreamer has the ability to 
  assume a pleasant and striking form, the exact details of 
  which are determined by the viewer. Assuming dream form 
  requires a standard action and the transformation lasts for 
  1 hour. While in dream form, the faceless dreamer gains a 
  +4 bonus to Wisdom and Charisma and radiates an aura of 
  peace and calm within 10 feet. Characters within the aura 
  are affected as though by calm emotions for as long as the 
  faceless dreamer remains in dream form; a successful Will 
  save (DC 21) negates this effect. This ability can be used at 
  will, but the faceless dreamer must enter a nightmare form 
  for at least 10 minutes before it can use this ability again in 
  the same day.  The saving throw DC is Charisma-based.
  Manipulate Dreams (Su): A faceless dreamer has the 
  ability to force a sleeping character within 30 feet to dream of 
  whatever it wishes, so long as she remains asleep. Activating 
  this ability is a swift action and causes a sleeping character 
  to have a vivid dream of the faceless dreamer’s choosing. The 
  nature of the dream is determined when the faceless dreamer 
  uses this ability, but then develops naturally unless the 
  faceless dreamer continues to use a swift action each round 
  to alter the character’s dreams. Most often, faceless dreamers 
  use this ability either to torment their foes or to communicate 
  with their friends. 
  Nightmare Form (Su): A faceless dreamer can assume 
  the form of a terrible nightmare, the exact details of which 
  vary depending on the viewer. Assuming nightmare form 
  requires a standard action and the transformation lasts for 
  1 hour. While in nightmare form, a faceless dreamer gains 
  a +4 bonus to its Strength and Dexterity scores and gains 
  2 primary claw natural attacks, which it may use in place 
  of its staff (this attack’s listing in the stat block already has 
  taken into account the bonus to Strength). These claws deal 
  2d6 points of damage plus 1 point of Wisdom damage on a 
  successful hit unless the target succeeds on a (DC 19) Will 
  save. This ability can be used at will, but the faceless dreamer 
  must enter a dream form for at least 10 minutes before it can 
  use this ability again in the same day.  The saving throw DC is 
  Charisma-based.
  Sleep Strike (Su): Whenever a faceless dreamer hits a living 
  creature with a melee attack, she must succeed on a Will save 
  (DC 19) or fall asleep for 1d10 rounds. A character with more 
  total Hit Dice than the faceless dreamer gains a +2 bonus on 
  her save to resist this effect. 
  Ecology 
  Faceless dreamers are unusual outsiders with an ephemeral 
  appearance and temperament. They are spawned initially by 
  rare, once-in-a-lifetime dreams, which cause them to spring 
  into existence on the Ethereal Plane. A faceless dreamer has 
  a special connection to the dreamer that spawned it, and 
  many leave the Ethereal Plane to seek out their progenitors, 
  wishing to engage them in conversation and seek to 
  understand their minds. Out of a misguided desire to please 
  their creators, faceless dreamers will often seek out and 
  torment their creator’s enemies, or rather, the enemies they 
  see in their creator’s dreams, manipulating these enemies’ 
  dreams or even outright attacking them.
  Faceless dreamers seem alien to many observers, causing 
  them to believe that they are undead horrors or aberrations, 
  rather than outsiders. Because of this, often faceless dreamers 
  will assume dream form in order to confront peaceful 
  individuals in a physical manner. Despite this adequate 
  camouflage, faceless dreamers prefer to communicate with 
  others in their dreams, assuming their disguise only when the 
  dreamer is awakened. While faceless dreamers are intelligent, 
  they are highly irrational individuals and will often behave 
  erratically, turning from friendly to violent with the least 
  provocation. 
  Because of their physical similarities, both in body type and 
  lack of facial features in their natural form, some believe the 
  faceless dreamer and the faceless lord to be related creatures; 
  however, the two have little to nothing in common, with one 
  being a creature of the fey and the other being an outsider 
  given life by dreams. Even so, some scholars refuse to let the 
  point go, stressing that the faceless lords seem to have no 
  visible place in fey society, and believe that if they are not 
  descended directly from the faceless dreamer, they must at 
  least be a sort of offshoot of their branch, perhaps created by 
  the primal dreams of fey. Faceless dreamers themselves hold 
  little interest in deciphering any potential connection. 
  
  122
  Faceless Lord
  This tall, slender figure has pale skin. It has no eyes, ears, or 
  nose, and its mouth is almost lipless, with oversized, gleaming 
  white teeth. Dozens of masks of all shapes and sizes spin 
  around it in the air, while even more hang from its belt.
  FACELESS LORD 
                                                        CR 21
  XP 409,600
  CE Medium fey
  Init +14; Senses blindsight 60 ft., low-light vision; Perception 
  +48
  DEFENSE
  AC 31, touch 21, flat-footed 20 (+10 Dex, +1 dodge, +10 shield)
  hp 409 (39d6+273)
  Fort +21, Ref +31, Will +27
  Defensive Abilities ring of masks; DR 15/cold iron and 
  lawful; Immune cold, fire; Resist acid 10, electricity 10; SR 
  32
  OFFENSE
  Speed 30 ft.
  Melee +1 keen shocking rapier +30/+25/+20/+15 (1d6+9 plus 
  1d6 electricity/15-20)
  Ranged +1 shocking longbow +30/+25/+20/+15 (1d8+1 plus 
  1d6 electricity)
  Special Attacks steal face
  Spell-Like Abilities (CL 20, concentration +20)
       Constant—nondetection
       At Will—aura alterationOA, blur, disguise self, invisibility 
  (self only), mirror image
       3/day—greater shadow conjuration (DC 22), greater 
  shadow evocation (DC 23), veil (DC 21)
  STATISTICS
  Str 26, Dex 30, Con 22, Int 24, Wis 22, Cha 10
  Base Atk +19; CMB +27; CMD 47
  Feats Combat Expertise, Combat Reflexes, Deadly Aim, 
  Dodge, Great Fortitude, Greater Dirty Trick, Greater Disarm, 
  Greater Vital Strike, Improved Dirty Trick, Improved Disarm, 
  Improved Initiative, Improved Vital Strike, Point-Blank 
  Shot, Precise Shot, Rapid Shot, Skill Focus (Craft [clothing], 
  Disguise), Toughness, Vital Strike, Weapon Finesse
  Skills Acrobatics +52, Bluff +42, Craft (clothing) +55, 
  Diplomacy +42, Disguise +58, Escape Artist +52, Knowledge 
  (arcana) +46, Knowledge (local) + 49, Perception +48, Sense 
  Motive +48, Sleight of Hand +52, Stealth +52, Use Magic 
  Device +42; Racial Bonus +10 Disguise
  Languages Aklo, Common, Elven
  SQ animal masks, convincing illusions
  ECOLOGY
  Environment any
  Organization solitary
  Treasure double (+1 shocking longbow with 40 arrows, +1 
  keen shocking rapier, other treasure)
  SPECIAL ABILITIES
  Animal Masks (Sp): With 10 minutes of work and a 
  successful DC 30 Craft (clothing) check, a faceless lord can 
  create a special animal mask. When the mask is created, the 
  faceless lord must choose one of the following spell effects: 
  animal aspect, bear’s endurance, beast shape I, beast shape 
  II (tiny animals only), bull’s strength, cat’s grace, eagle’s 
  splendor, fox’s cunning, or owl’s wisdom (in the case of animal 
  aspect, beast shape I, and beast shape II, the animal must be 
  chosen at the time the mask is created, and cannot later be 
  changed). As long as the mask is worn, the wearer is affected 
  by the chosen spell. The faceless lord can maintain a number 
  of animal masks at any one time equal to 1/4 its Hit Dice 
  (typically 9). If an additional mask would be created beyond 
  that amount, the faceless lord must choose an existing 
  mask that loses its power. Donning or removing a mask is a 
  standard action.
  Convincing Illusions (Sp): A faceless lord’s illusions are 
  particularly convincing. The DCs of its spell-like abilities of 
  the illusion school are increased by +5.
  Puppetmaster (Sp): A faceless lord can cast dominate 
  monster on any creature wearing one of its masks. It can use 
  this ability once per creature per day. Regardless of whether 
  or not the creature succeeds on its saving throw, it is not 
  aware of the attempt, and if it fails on its saving throw, the 
  faceless lord can choose to have the creature remember 
  nothing of the time it was dominated.
  Ring of Masks (Su): A faceless lord is constantly surrounded 
  by a ring of floating masks, which swirl around it and block 
  attacks made against it, granting it a +10 shield bonus to AC. 
  Each time an attack made against the faceless lord misses by 
  an amount equal to or less than the shield bonus granted by 
  this ability, the shield bonus is reduced by 2 (to a minimum 
  of +0). As a full-round action, the faceless lord can restore the 
  bonus to +10 by conjuring additional masks.
  Steal Face (Su): As a standard action, a faceless lord can 
  touch a creature and attempt to steal their face. This requires 
  a melee touch attack, and the target is entitled to a Will save 
  (DC 29) to resist. If the saving throw fails, the target’s face 
  disappears from his head and his likeness appears on an 
  empty mask in the faceless lord’s possession. The creature 
  whose face was stolen is blinded, deafened, and unable to 
  speak (including casting spells with verbal components). 
  These effects last indefinitely, but the creature can be cured 
  with a break enchantment spell. Anyone that puts on the 
  mask bearing the creature’s face is physically transformed 
  to appear identical to that person at the time the mask was 
  used (as disguise self, except it applies to auditory, tactile, 
  and olfactory senses, as well), for as long as the mask is worn. 
  The faceless lord can maintain a number of masks in this way 
  equal to 1/4 its Hit Dice (typically 9). If an additional mask 
  would be created beyond that amount, the faceless lord must 
  choose an existing mask that loses its power (this does not 
  restore the face to the creature it was stolen from). A creature 
  that succeeds on his saving throw to resist this effect is 
  immune to it for 24 hours. The saving throw DC is Charisma-
  based.
  Ecology
  Rumored to be fey nobles who have been cast out or 
  disgraced so profoundly that their very names and faces have 
  been stricken, not just from court records, but from their 
  very selves, faceless lords are wandering troublemakers. They 
  often visit quiet and isolated villages and begin selling their 
  masks as mundane curiosities, or even giving them away for 
  free, then use their powers to make mischief.
  
  123
  Fyrskygge
  What at first appeared to be a shadow in the ice clearly 
  becomes something more, as a seemingly endless wave of 
  impossibly black shadow energy pours from the ice in a 
  horrifying torrent. Dozens of red and white eyes blink from the 
  inky substance, somehow as immaterial as the rest of it, with 
  whispers of hatred and hunger resounding from within the 
  creature’s horrible form without clear source. 
  FYRSKYGGE 
   
   
                                         CR 23 
  XP 819,200
  CE Colossal undead (incorporeal)
  Init +13; Senses darkvision 60 ft.; Perception +39
  DEFENSE
  AC 17, touch 17, flat-footed 8 (+6 deflection, +9 Dex, -8 size)
  hp 345 (30d8+210) 
  Fort +18, Ref +21, Will +21
  Defensive Abilities incorporeal, meld into ice, undead 
  traits; Immune cold; Weaknesses ice bound
  OFFENSE
  Speed fly 40 ft. (perfect) 
  Melee incorporeal touch +31 (1d6 Strength, Dexterity, and 
  Constitution damage plus freezing touch)  
  Space 30 ft.; Reach 30 ft. 
  Special Attacks black ice, create spawn, freezing touch, 
  surge of darkness
  Spell-Like Abilities (CL 20th; concentration +26)
       At Will—control weather, snow shape, wall of ice
  STATISTICS
  Str —, Dex 28, Con —, Int 10, Wis 14, Cha 22 
  Base Atk +22; CMB +39; CMD 49 
  Feats Ability Focus (freezing touch), Alertness, Blind Fight, 
  Combat Reflexes, Critical Focus, Dodge, Great Fortitude, 
  Improved Critical, Improved Initiative, Iron Will, Lightning 
  Reflexes, Mobility, Skill Focus (Stealth), Spring Attack, 
  Toughness 
  Skills Bluff +36, Intimidate +39, Perception +39, Sense 
  Motive +4, Stealth +32 
  Languages Aklo
  ECOLOGY
  Environment cold deserts 
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Black Ice (Su): As a full-round action, the fyrskygge can 
  infuse a patch of ice with negative energy turning it jet black. 
  The targeted ice must be within 500 feet, and can be up to 
  30 feet in radius. Living creatures that begin their turn in 
  contact with ice affected in this way suffer 5d6 points of 
  negative energy damage. The target patch of ice also becomes 
  extremely difficult to move across, with each 5-foot square 
  of ice requiring 20 feet of movement. These effects last for 1 
  minute. The fyrskygge can use this ability at will, though it 
  can only affect one patch of ice at a time.
  Create Spawn (Ex): A creature whose Strength, Dexterity, 
  or Constitution is reduced to 0 by the fyrskygge’s incorporeal 
  touch attack dies and rises as a fyrskygge 1d2 minutes 
  thereafter. Fyrskygges created in this way are under the 
  control of the fyrskygge that killed them, and are destroyed if 
  that fyrskygge is destroyed.
  Freezing Touch (Ex): A creature that comes into direct 
  physical contact with the fyrskygge, either by dealing damage 
  with a natural attack, attempting to grapple the fyrskygge, or 
  being touched by the fyrskygge, must succeed on a Fortitude 
  save (DC 33) or slowly start to freeze. The first time a creature 
  is affected by this ability, she is slowed for 1d6 rounds 
  and suffers 1d4 points of Strength damage. If the creature 
  is affected by this ability a second time while under the 
  influence of its initial effects instead becomes stunned for 1 
  round, and suffers 1d4 points of Dexterity damage. A creature 
  affected a third time (while stunned) becomes paralyzed 
  instead.
  Ice Bound (Ex): A fyrskygge must remain within the ice at 
  all times, able to emerge to the surface only for short periods, 
  limiting its influence on the outside world. Normally, a 
  fyrskygge must remain melded into ice (see the meld into ice 
  ability), but it can make short forays into the world beyond 
  the ice. As a full-round action once each day, the fyrskygge 
  can exit the ice for a period of up to 1 minute. After this time, 
  each round the fyrskygge remains outside the ice, it suffers 
  10d6 points of damage; this damage cannot be healed by any 
  means until it returns to the ice. 
  Meld into Ice (Ex): A fyrskygge can meld into ice, not 
  merely passing through it, but joining with it and infecting 
  it with his dark presence. As a free action, a fyrskygge can 
  choose to meld into ice. This works like the spell meld 
  into stone, except that the fyrskygge melds into ice rather 
  than stone, and the duration of the effect is permanent. 
  Additionally, the fyrskygge cannot take actions to affect the 
  outside world while melded in this way, nor can it be harmed 
  directly. Destroying the ice that the fyrskygge is melded into, 
  such as with a disintegrate spell or similar effect, deals 100 
  points of damage to the fyrskygge and forces it out of the ice, 
  where it must either find a new piece of ice to rest in or suffer 
  damage from its ice bound ability. Finally, while melded into 
  the ice, the fyrskygge recovers 5 hit points per round.
  Surge of Darkness (Su): A fyrskygge can lash out in a wild 
  surge of dark energy, attacking multiple creatures within its 
  reach. As a full-round action, the fyrskygge may make a single 
  incorporeal touch attack against any number of foes within 
  its reach. For each foe beyond the first, the fyrskygge suffers a 
  -4 penalty on the attack roll. 
  Ecology 
  A fyrskygge is remnant of a terror which was once known 
  when the land was covered with ice, food was scarce, and 
  death was common. In those days, death and malice began 
  to take form, a howling doom that reigned in the coldest and 
  remotest places. This roving malice was bound to the ice, 
  laying claim to all in its path. As the world warmed, their 
  habitat was destroyed and the hateful plague was stopped. 
  Eventually, only a handful of fyrskygges remained, hiding 
  away in the most isolated and frozen lands.
  Fyrskygges are extremely mysterious creatures, embodying 
  those who succumbed to frigid and frozen deaths. They 
  display intelligence and seem to speak a primal form of Aklo; 
  where they learned such a language or what use they have 
  for it are questions currently left unanswered, as the terrors 
  confine themselves to the icy shelves, emerging only briefly to 
  feed and spread their horrible curse.
  
  124
  Gem Haunt
  What at first seemed to be large gleaming gem suddenly 
  shimmers and seems to melt, becoming a gel-like substance 
  filled with needle-sharp stingers that swirl in the brilliantly 
  colored goo. Completing the transformation is a large, oddly 
  humanoid eye which opens in the middle of the goo. 
  GEM HAUNT 
   
                                                         CR  3
  XP 800
  CE Diminutive aberration
  Init +9; Senses all-around vision, darkvision 60 ft.; 
  Perception +2
  DEFENSE
  AC 19, touch 19, flat-footed 14 (+4 size, +5 Dex)
  hp 30 (4d8+12)
  Fort +4, Ref +6, Will +6
  Defensive Abilities amorphous; Immune critical hits, 
  precision damage 
  OFFENSE
  Speed 10 ft.
  Melee sting +12 (1d2-2 plus poison) 
  Space 1 ft.; Reach 0 ft.
  Special Attacks lithovore  
  STATISTICS
  Str 6, Dex 20, Con 16, Int 6, Wis 14, Cha 6
  Base Atk +3; CMB –3; CMD 12
  Feats Improved Initiative, Weapon Finesse
  Skills Disguise +5 (+25 when mimicking a gem), Stealth +24; 
  Racial Modifiers +20 Disguise when mimicking a gem.
  Languages Aklo 
  SQ mimic gem
  ENCOUNTERS
  Environment any
  Organization solitary
  Treasure standard 
  SPECIAL ABILITIES
   
  All-Around Vision (Ex): A gem haunt sees in all directions 
  at once. It cannot be flanked.
  Amorphous (Ex): When not mimicking a gem, a gem 
  haunt has an amorphous and unstable shape. It is immune 
  to critical hits and precision damage and can squeeze itself 
  through any space that is not watertight. 
   
  Lithovore (Ex): A gem haunt gains its nutrition by 
  devouring petrified creatures. This process requires a full-
  round action, during which the gem haunt deals 1 point of 
  Constitution drain to the petrified creature each round. For 
  every point of Constitution drained, the gem haunt regains 5 
  hit points and absorbs enough nutrition to sustain itself for 1 
  week. If a character is reduced to 0 Constitution in this way, it 
  dies. Its petrified body crumbles to dust, leaving a single gem 
  worth 500 gp per Hit Dice in the dust pile, in the place where 
  its heart used to be.  
  Mimic Gem (Ex): A gem haunt has the ability to alter 
  itself to become any gem of Diminutive size or smaller. An 
  Appraise check reveals that the gem has a value of 2,000 gp. 
  A successful Perception check opposed by the gem haunt’s 
  Disguise check is required to discern that the gem haunt is 
  something other than it is. A gem haunt gains a +20 racial 
  bonus on Disguise checks made to mimic a gem, and always 
  treats Disguise as a class skill. While mimicking a gem, a gem 
  haunt’s senses are reduced to the 5-foot area immediately 
  around it.
  Poison (Ex): Sting—injury; save Fortitude DC 15; frequency 
  1/round for 6 rounds; effect 1 Dexterity damage; if the target’s 
  Dexterity is reduced to 0 by this poison, he is petrified for 
  1 minute, taking on the appearance of the last gem that the 
  gem haunt mimicked with its mimic gem ability; cure 1 save.
  Ecology 
  Gem haunts are believed by some to be the result of yhe 
  magical energies latent in discarded material components 
  for spells. Other schools of thought claim that they are born 
  from the mangled remains of souls left in gems used for soul 
  traps. Whatever the case, these aberrant creatures born from 
  magic are twisted monstrosities with limited intelligence 
  and intense carnivorous appetites that drive it to kill. Their 
  strange powers allow them to change shape from that of a 
  gem, theorized to be the gem that spawned them, to the 
  strange semi-liquid creature that scholars consider to be 
  their natural form. While there was some early debate about 
  whether these strange creatures were oozes or something 
  else, modern scholars cite their solid and complex structures, 
  along with their surprising intelligence, to favor the latter 
  argument.
  Whatever their origins, gem haunts are cunning and ruthless 
  predators who lie in wait to poison and ultimately devour 
  their prey. While gem haunts prefer to hunt small, weak 
  animals and semi-intelligent humanoids attracted to shiny 
  objects, they won’t hesitate to attack larger, more intelligent 
  prey, especially when hungry. In combat, gem haunts tend to 
  be fairly pragmatic, preferring to attack when their target is 
  at its weakest and remaining in the battle only long enough 
  to get what they need before fleeing to safety. Despite their 
  intelligence, gem haunts have no discernible culture or 
  society.
  Even so, gem haunts seem to have a few common traits with 
  each other and tend to prefer a careful hunting style. They 
  almost always appear as extremely valuable gems, such as 
  rubies, sapphires, and diamonds, despite the ability to mimic 
  other shapes. While some cite the likelihood of their origins 
  relating to spell components and magical foci, as well as a 
  limited knowledge of geology and gemology, as the reason 
  for this, some postulate that the gem haunt actually knows 
  the desires of creatures that might pick it up. Long-term 
  studies note that the gems the gem haunt mimics have been 
  known to change. This has been seen when the gem haunt 
  has spent some time within the gem bags and treasure chests 
  of creatures it feels it cannot successfully attack, or after 
  enemies have repelled the gem haunt’s attack and decided 
  to set it free. Whether this reflects some desire for the gem 
  haunt to be a more successful hunter, or is an aesthetic 
  choice, is unknown. 
  Though gem haunts speak and understand Aklo, they rarely 
  choose to do so. Those who do begin to correspond with a 
  gem haunt will note they create the sounds of their speech by 
  maneuvering their sharp rocky shards together to produce a 
  harmonic resonance,and that the creatures are quite simple 
  and single-minded individuals. 
  
  125
  Hoi-oi
  This small lemur has black fur and huge, glowing yellow eyes. 
  Its body is emaciated and wizened, and each of its hands bears 
  a single long, crooked pointer finger, easily three times the 
  length of its other fingers.
  HOI-OI 
   
                                                        CR 22
  XP 614,400
  NE Tiny magical beast
  Init +12; Senses darkvision 60 ft., low-light vision, scent, see 
  in darkness; Perception +27
  DEFENSE
  AC 39, touch 29, flat-footed 30 (+8 Dex, +1 dodge, +10 
  natural, +8 profane, +2 size)
  hp 379 (33d10+198)
  Fort +24, Ref +26, Will +18 
  Defensive Abilities armor of night; DR 10/epic; Immune 
  ability damage, ability drain, curses, diseases, energy drain, 
  fear, paralysis, petrification, poison, sleep; SR 33
  OFFENSE
  Speed 40 ft.; climb 40 ft.
  Melee 2 claws +43 (1d8+4 plus 4d6 negative energy)
  Space 2-1/2 ft.; Reach 5 ft.
  Special Attacks claws of death, evil eye, gaze of death, rend 
  (2 claws, 1d6+6 plus 6d6 negative energy), slaying gesture
  Spell-Like Abilities (CL 20th; concentration +28)
       At Will—bestow curse (DC 22), deeper darkness (self 
  only), finger of death (DC 25), insanity (DC 25)
       3/day—soul bind (DC 27)
  STATISTICS
  Str 18, Dex 27, Con 22, Int 13, Wis 21, Cha 26
  Base Atk +33; CMB +35; CMD 62
  Feats Ability Focus (gaze of death), Combat Reflexes, Dodge, 
  Greater Vital Strike, Improved Initiative, Improved Iron Will, 
  Improved Natural Attack (claw), Improved Vital Strike, Iron 
  Will, Mobility, Power Attack, Skill Focus (Intimidate), Skill 
  Focus (Perception), Skill Focus (Stealth), Spring Attack, 
  Weapon Finesse, Vital Strike
  Skills Acrobatics +24, Intimidate +34, Perception +47, 
  Stealth +58
  Languages Aklo
  ECOLOGY
  Environment temperate and warm forests and jungles
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Armor of Night (Su): In areas of dim light or darkness, a 
  hoi-oi gains a +8 profane bonus to AC, as it surrounds itself 
  in semi-real shadows that protect it from attacks. This bonus 
  is already included in the creature’s statistics.
  Claws of Death (Su): As a swift action, a hoi-oi can cause 
  its claws to become wreathed in negative energy, causing it 
  to inflict an additional 4d6 points of negative energy damage 
  with each successful hit, and causes its rend to deal an 
  additional 6d6 points of negative energy damage. This effect 
  lasts until the hoi-oi uses another swift action to end it. This 
  damage is already included in the creature’s statistics.
  Evil Eye (Su): As a move action, a hoi-oi can turn its baleful 
  glare on a single creature within 30 feet, forcing that creature 
  to suffer a –4 penalty to one of the following (hoi-oi’s choice): 
  AC, ability checks, attack rolls, saving throws, or skill checks. 
  This effect lasts for 1 minute, or 1 round, if the target succeeds 
  on a Will save (DC 34). A creature can only suffer one penalty 
  from this ability at any given time. This is a mind-affecting 
  curse effect. The saving throw DC is Charisma-based.
  Gaze of Death (Su): Any creature within 30 feet of a hoi-
  oi that makes eye contact with it must succeed on .a Will 
  save (DC 33) or suffer a terrible curse. Such creatures do not 
  heal naturally, and any attempt to heal them magically fails 
  unless the caster succeeds on a DC 31 caster level check. 
  Additionally, each night, while the affected creature sleeps, it 
  is affected as though by the spell nightmare. The curse cannot 
  be removed by anything less than a miracle or wish spell, 
  although slaying the hoi-oi ends the effect automatically. 
  Treat this as a gaze attack. The saving throw DC is Wisdom-
  based.
  Slaying Gesture (Sp): As a full-round action, a hoi-oi can 
  point the long, narrow index finger of each of its hands at two 
  different creatures, affecting each of those creatures with its 
  finger of death spell-like ability. If it does so, the DC for that 
  ability is reduced by 2.
  Ecology
  A strange creature said to have been birthed by dark fey, the 
  hoi-oi is a malicious harbinger of death and destruction, 
  although it seems to reserve all of its hatred and evil for 
  intelligent species. Left to its own devices, in the wilderness, 
  far from humanoids and other sentient creatures, the hoi-
  oi behaves much like any other animal, spending its time 
  searching for small grubs and insects inside dead trees and 
  logs. Their intense hatred of intelligent creatures, especially 
  humanoids, leads them to stalk and murder such creatures 
  when they find them, however, often toying with their prey 
  for some time, using their incredible stealth and deeper 
  darkness ability to appear before them and afflict them with 
  its gaze of death before disappearing to a safe distance. By 
  using similar tactics to deliver bestow curse, the hoi-oi can 
  torment and weaken its prey for days before they eventually 
  succumb. It is only when they encounter foes powerful 
  enough to threaten them that they make use of their more 
  potent spell-like abilities, although they always use soul bind 
  to steal the souls of those they slay, trapping them in small 
  stones which they use to decorate their lairs. 
  Hoi-oi lairs are often very remote, hidden in caves atop jungle 
  mountains, or in burrows deep in the marshes and swamps 
  that hug muddy rivers. Though hoi-oi will keep very little 
  in terms of the provisions of humanoids and other sentient 
  creatures, they will often stock pile gems and other natural 
  valuables in their lairs. Occasionally, these lairs are decorated 
  with artfully arranged piles of skulls, or several humanoid 
  prisoners kept in cages of bone or twisted roots. These poor 
  souls are often those who proved most successful at eluding 
  the hoi-oi or that wronged it in some way, most likely by 
  stealing one of its gems. They can look forward to months 
  or even years of torment before the hoi-oi finally kills them, 
  often after destroying their minds and breaking their hearts 
  with false hope and false promises. 
  
  126
  Leidkolti
  As this ragged and yellowed scroll unfurls on its own, it 
  becomes clear that it is made not from vellum or some other 
  tanned hide, but is in fact a living, membranous creature, its 
  two beady black eyes staring with unblinking hatred, a tiny 
  mouth ringed with needle-like fangs hissing menacingly.
  LEIDKOLTI 
                                                                         CR 5
  XP 1,600
  CN Tiny aberration
  Init +5; Senses darkvision 60 ft.; Perception +12
  DEFENSE
  AC 20, touch 17, flat-footed 15 (+5 Dex, +3 natural, +2 size)
  hp 55 (7d8+24)
  Fort +7, Ref +9, Will +7
  Defensive Abilities evasion
  Weaknesses vulnerability to fire
  OFFENSE
  Speed 5 ft.; fly 30 ft. (average)
  Melee bite +12 (1d4–1 plus attach)
  Special Attacks absorb scroll, smothering grapple
  Spell-Like Abilities (CL 7th; concentration +10)
       At Will—erase, read magic, secret page
       1/day—sepia snake sigil (DC 16)
  STATISTICS
  Str 9, Dex 20, Con 16, Int 14, Wis 15, Cha 17
  Base Atk +5; CMB +2 (+12 grapple when attached); CMD 17 
  (can’t be tripped)
  Feats Great Fortitude, Lightning Reflexes, Skill Focus 
  (Disguise), Weapon Finesse
  Skills Disguise +6 (+14 to appear as a scroll), Escape Artist 
  +15, Fly +9, Knowledge (arcana) +12, Perception +12, Spellcraft 
  +12, Stealth +23, Use Magic Device +10 (+18 to activate a 
  scroll); Racial Modifiers +8 Disguise to appear as a scroll, +8 
  Use Magic Device to activate a scroll
  Languages Aklo, Undercommon
  SQ compression
  ECOLOGY
  Environment any
  Organization solitary, pair, sheaf (3–12), or library (13–40)
  Treasure incidental
  SPECIAL ABILITIES
  Absorb Scroll (Su): Whenever a leidkolti successfully uses 
  its erase spell-like ability on a scroll, it can choose to absorb 
  the magical writing the scroll held. If it does, the writing 
  appears on the leidkolti’s body, and can be cast from it as 
  though it were a scroll. The leidkolti can use its own body as 
  a scroll in this way, or another creature can do so, although in 
  the latter case the leidkolti must be either willing or helpless.
  Smothering Grapple (Ex): Whenever a leidkolti 
  successfully maintains a grapple, in addition to any other 
  actions it takes as part of maintaining the grapple, it can 
  attach itself to the target’s face, covering their mouth and 
  nose and preventing them from breathing. If the leidkolti is 
  already attached to the creature’s face, it can instead reduce 
  the number of rounds that the creature can continue holding 
  its breath by 1d6. Attacks that hit a leidkolti while it is using 
  this ability also inflict damage to the smothered creature, 
  equal to 1/2 the damage inflicted to the leidkolti.
  Ecology
  Despised by adventurers everywhere, often compared to the 
  likes of mimics and rust monsters, and sometimes referred 
  to as “scroll-mimics” or “scrollers,” leidkolti are thought to be 
  distant relatives of the cloaker, as they share many features 
  of anatomy. When rolled up, or seen from above, a leidkolti 
  bears a striking resemblance to a piece of vellum parchment, 
  allowing them to easily pass for scrolls. This is a mistake that 
  the leidkolti have adapted to take advantage of, and many 
  leidkolti actively seek out collections of scrolls (magical or 
  otherwise) in which to make their nests. They have even 
  learned how to manipulate writing and steal the magical 
  abilities of scrolls, which they use to defend their homes, 
  along with placing sepia snake sigils on any other scrolls 
  around them, counting on these booby traps to immobilize 
  potential foes, allowing the leidkolti to prey on them at its 
  leisure. 
  In addition to employing advanced hunting tactics, leidkolti 
  often form crude alliances with other creatures who might 
  be easily manipulated into luring prey to their lairs, so that 
  they might more easily feast. Such alliances are fairly one-
  sided, and usually involve the leidkolti making overtures 
  to the fledgling wizards, bards, and similar magicians who 
  occasionally crop up in the tribes of less civilized humanoids, 
  with whom they occasionally share ruins or other spaces. 
  They provide some access to magical spells, taken from scroll 
  collections, to the primitive spellcasters, who in turn lure 
  rival clan members and adventurers to where the leidkolti is 
  holed up. Such bargains only last so long as it is convenient 
  for the leidkolti, who often end such schemes with a promise 
  of further power, only to envelop and ultimately devour those 
  foolish enough to take them into their confidence. 
  Leidkolti are typically solitary, or live in small groups of 
  perhaps 2 or 3. However, larger groups of leidkolti, sometimes 
  called sheaves (or libraries, for particularly large groups), 
  have been known to congregate in areas where scrolls and 
  paper are exceedingly common. Most often, they take up 
  residence in abandoned libraries of ancient knowledge in 
  underground vaults, or in rarely used sections of law libraries 
  and the like, where they can fester for years, eating squatters 
  and students, who are presumed to have run off.  It is not 
  unheard of, however for these creatures to be cultivated as 
  guardians for valuable collections, and are known to take 
  up residence in the restricted areas of more than one arcane 
  university, intended to prevent those not ready for such 
  things from gaining knowledge they shouldn’t. 
  Though most often compared with cloakers, who share many 
  physical and mental characteristics with the leidkolti some 
  are quick to point out similarities to gem haunts, mimics, 
  and even potion beasts. These ludicrous rumors are often 
  formulated by traveling adventurers and other treasure 
  seekers who face similar problems with all these creatures. 
  Lately, there has been a growing concern of the scholarly 
  community due to a theory that all of these creatures share 
  a similar origin. This wild and unfounded claim states that 
  leidkolti, gem haunts, potion beasts, and indeed some other 
  monsters are actually the creations of one or more bitter 
  wizards, meant to cheat them out of their loot. How such a 
  grand conspiracy could fester unnoticed for so long, and leave 
  a legacy of so many distinct creatures, are just a few of the 
  problems with this theory. 
  
  127
  Mountain Spirit
  This massive creature rises up from the side of the mountain 
  like a tumorous growth. It is made entirely of rock and 
  sediment, yet vaguely humanoid in shape, with two arms, a 
  head, and a torso, but instead of legs, its body simply extends 
  into the ground where it seems to merge cleanly with the 
  surface.
  MOUNTAIN SPIRIT 
                                                        CR 25
  XP 1,638,400
  N Colossal outsider (earth, elemental, native)
  Init +4; Senses darkvision 60 ft., tremorsense 120 ft.; 
  Perception +49
  DEFENSE
  AC 40, touch 2, flat-footed 40 (+38 natural, −8 size)
  hp 620 (40d10+400); fast healing 20 (only works while earth 
  gliding)
  Fort +31, Ref +15, Will +30
  DR 15/—; Defensive Abilities rock catching; Immune 
  electricity, elemental traits; Resist acid 20, cold 20, fire 20 
  OFFENSE
  Speed 30 ft., burrow 60 ft.; earth glide
  Melee 2 slams +48 (6d10+15)
  Ranged rock +32/+27/+22/+17 (3d10+15)
  Space 30 ft.; Reach 30 ft.
  Special Attacks earth mastery, entomb, rock throwing (180 
  ft.)
  Spell-Like Abilities (CL 20th; concentration +22)
       At Will—soften earth and stone, spike stones (DC 16), 
  stone shape
       3/day—earthquake, stone callAPG (DC 21)
  STATISTICS
  Str 40, Dex 10, Con 28, Int 8, Wis 22, Cha 14
  Base Atk +40; CMB +63 (+67 bull rush or sunder); CMD 63 
  (+65 vs. bull rush or sunder, can’t be tripped)
  Feats Awesome Blow, Blind-Fight, Cleave, Dazzling Display, 
  Great Cleave, Greater Bull Rush, Greater Sunder, Greater 
  Vital Strike, Improved Bull Rush, Improved Initiative, 
  Improved Natural Attack (slam), Improved Sunder, Improved 
  Vital Strike, Intimidating Prowess, Iron Will, Lightning 
  Reflexes, Power Attack, Toughness, Vital Strike, Weapon 
  Focus (slam)
  Skills Intimidate +60, Knowledge (geography) +22, 
  Knowledge (nature) +22, Perception +49, Sense Motive +49, 
  Stealth +27
  Languages Terran
  SQ mountain bond
  ECOLOGY
  Environment any mountains
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Earth Mastery (Ex): A mountain spirit gains a +1 
  bonus on attack and damage rolls if both it and its foe 
  are touching the ground. If an opponent is airborne or 
  waterborne, the mountain spirit takes a –4 penalty on 
  attack and damage rolls. These modifiers apply to bull 
  rush and overrun maneuvers, whether the mountain spirit is 
  initiating or resisting these kinds of attacks. (These modifiers 
  are not included in the statistics block.)
  Entomb (Ex): Whenever a mountain spirit begins its turn in 
  control of a grapple with a creature at least one size category 
  smaller than itself, it can attempt to entomb the creature 
  as a standard action, plunging the creature deep within the 
  mountain spirit’s own earthy body, where the creature is 
  effectively buried alive. While buried in this way, the creature 
  is unable to breathe, and suffers 6d10 points of bludgeoning 
  damage each round (the mountain spirit can suppress or 
  resume the bludgeoning damage as a swift action, if desired). 
  The entombed creature is effectively paralyzed, and cannot 
  move, except to attempt DC 30 Strength checks as a standard 
  action to attempt to escape. Creatures with a burrow speed 
  gain a +10 bonus on this check, while creatures with the 
  earth glide special ability succeed automatically. Success on 
  this check allows the entombed creature to dig through the 
  mountain spirit’s body and emerge in the nearest unoccupied 
  square. If there is no suitable square for the character to 
  emerge into (such as if the mountain spirit is currently 
  burrowing), the attempt automatically fails. Entombed 
  creatures can still take purely mental actions. Entombed 
  creatures are considered to have total cover from all creatures 
  other than the mountain spirit.
  Mountain Bond (Su): Each mountain spirit is bonded 
  to a particular mountain, and serves as a metaphysical 
  extension of the mountain itself. Mountain spirits cannot 
  leave the boundaries of the mountain to which they are 
  bonded. By concentrating as a full-round action, a mountain 
  spirit can create a scrying sensor located anywhere on the 
  mountain to which it is bonded, which otherwise functions 
  as clairaudience/clairvoyance. The mountain spirit can have 
  only a single scrying sensor created in this way at any given 
  time. 
  Ecology
  Primordial creatures of earth that are closely linked with 
  mountains, these massive earthen guardians are often 
  mistaken for earth elementals, and in fact have much in 
  common with them. However, while earth elementals 
  hail from the Elemental Plane of Earth, mountain spirits 
  can be found on any plane that holds mountains. Some 
  scholars have theorized that the most ancient of the elder 
  earth elementals undergo a mysterious process by which 
  they leave the Elemental Plane of Earth and seek out a 
  suitable mountain on another plane, then undergo a slow 
  transformation into a mountain spirit, growing considerably 
  as their bond with the land empowers them, but the process 
  is believed to be far too slow to be observable. Others, 
  especially of shamanistic traditions, believe mountain spirits 
  to be a natural growth of the land and a manifestation of the 
  mountain’s power and majesty. 
  Mountain spirits spend most of their time in the heart of 
  the mountain to which they are bonded, and in fact most 
  mountains harbor a mountain spirit, even though few 
  travelers ever encounter any of them. Only creatures that 
  threaten the mountain itself can earn a mountain spirit’s 
  ire, such as those who attempt to alter the mountain in 
  significant ways, deforesting it, digging massive holes 
  through it, or even attempting to demolish it entirely. When 
  a mountain spirit is roused to action, it will not rest until 
  whatever threat it perceives to its home has been driven off, 
  or completely destroyed.
  
  128
  Nyokhara
  This horse-sized serpent hangs patiently from a tree branch, 
  its massive, muscular coils covered in black scales mottled 
  with bright reds and yellows. Its reptilian eyes glow with an 
  unnerving green light.
  NYOKHARA 
   
                                                          CR 7
  XP 3,200
  NE Large magical beast
  Init +3; Senses darkvision 60 ft., low-light vision, scent, 
  tremorsense 60 ft.; Perception +16
  DEFENSE
  AC 20, touch 12, flat-footed 17 (+3 Dex, +8 natural, −1 size)
  hp 94 (9d10+45)
  Fort +10, Ref +9, Will +7
  OFFENSE
  Speed 30 ft., climb 30 ft., swim 30 ft.
  Melee bite +16 (1d8+12 plus poison and grab)
  Special Attacks careful constriction, constrict (1d8+12), 
  hypnotic gaze, swallow whole (3d6 acid damage and 3d6 
  bludgeoning damage, AC 14, 9 hp)
  Spell-Like Abilities (CL 9; concentration +13)
       At Will—speak with animals (snakes only)
       3/day—charm animal (DC 14; snakes only), entangle (DC 
  14)
       1/day—suggestion (DC 16), tree shape
  STATISTICS
  Str 27, Dex 17, Con 18, Int 7, Wis 14, Cha 19
  Base Atk +9; CMB +18; CMD 31
  Feats Ability Focus (hypnotic gaze), Improved Natural 
  Attack (bite), Iron Will, Power Attack, Toughness
  Skills Acrobatics +15,Perception +16, Stealth +4; Racial 
  Modifiers +4 Perception, +4 Stealth, +8 Acrobatics
  Languages Aklo
  ECOLOGY
  Environment warm forests, swamps
  Organization solitary or nest (2−6 plus 3−12 giant 
  constrictor snakes)
  Treasure standard
  SPECIAL ABILITIES
  Careful Constriction (Ex): A nyokhara is a master of 
  delicately squeezing the life out of a creature without the 
  creature even realizing it is in danger. It can safely make 
  combat maneuver checks against fascinated creatures 
  (including initiating a grapple) without ending the 
  fascination or even granting a new saving throw to end 
  the fascination effect. The first time each round that 
  the nyokhara deals damage to a fascinated creature it is 
  grappling, and any time a nyokhara swallows a creature 
  whole, that creature is entitled to a new Will save to end the 
  fascination effect, but even this does not automatically end 
  the fascination effect. Other hostile actions made by the 
  nyokhara, such as using its bite attack, end fascination effects 
  normally.
  Hypnotic Gaze (Su): Any creature that meets a nyokhara’s 
  gaze must succeed on a DC 20 Will save or be fascinated 
  by the nyokhara for as long as it continues to be able to see 
  the nyokhara, and for 1d4 rounds thereafter. A creature 
  that succeeds on a saving throw to resist the nyokhara’s 
  gaze (including new saving throws to end the fascination 
  effect due to potential threats) is immune to the nyokhara’s 
  hypnotic gaze for 10 minutes. A nyokhara can suppress or 
  resume this effect as a swift action.
  Poison (Ex): Bite—injury; save Fort DC 18; frequency 1/
  round for 6 rounds; effect 1d3 Wis; cure 2 consecutive saves. 
  The save DC is Constitution-based.
  Ecology
  Sometimes referred to as serpent fathers or snake kings, 
  nyokharas are deadly and dangerous predators who possess 
  just enough intelligence for their predations to be sadistic 
  and malevolent, rather than being motivated purely by 
  hunger. Possessing both venom and powerful constrictive 
  abilities, as well as potent magical powers, nyokharas are 
  sometimes the subject of worship by primitive humanoids, 
  who sacrifice live animals to these false deities. Rarely 
  satisfied with food that possesses only animal intelligence, 
  however, nyokharas lucky enough to gain such worship 
  invariably demand humanoid sacrifices sooner or later, 
  manipulating these dark cults to supply them with an endless 
  stream of victims whose last struggles, pleas, and cries the 
  nyokhara can savor as much as their flesh.
  Because of the power that nyokharas wield over other 
  serpents, and because they possess both venom and the 
  ability to constrict their prey (whereas most snakes possess 
  only one or the other), some scholars believe that nyokharas 
  are the last of an ancient race of primordial snakes, from 
  which all “normal” snakes are descended. Others believe that 
  nyokharas are snakes that have been blessed by dark powers, 
  or were born under auspicious signs, and gained their powers 
  through supernatural means. To date, the exact mating habits 
  of nyokharas is unknown, so this theory remains a possibility, 
  albeit one that does not enjoy many supporters.
  Nyokharas bear an intense hatred of couatls, and take great 
  delight in the death of these good-aligned outsiders. For their 
  part, couatls are also eager to root out and slay any nyokharas 
  they may encounter, but don’t seem to bear nyokharas 
  any more ill-will than they would any other evil creature. 
  Because most nyokharas are too weak to fight a couatl on an 
  even playing field, a nyokhara who learns of the existence 
  of a nearby couatl will immediately begin scheming ways to 
  defeat it though treachery and manipulation. 
  Given their unnatural hatred of couatls and their mysterious 
  origins, some have proposed the radical theory that 
  nyokharas are descended from couatls who performed 
  some evil act, which caused them to be stripped of their 
  wings and many of their magical abilities by a divine force. 
  The proponents of this theory posit that the evil action 
  committed by the earliest nyokharas forever stained the 
  creatures, dooming them to a wicked existence. Whether 
  or not this is the case, nyokharas have little room in their 
  hearts for anything other than self-serving evil, quashing 
  theories that they might be closely related to other powerful 
  serpentine creatures, such as the wyrmsnake or sea serpents. 
  Some point to their selfish natures as being draconic, and 
  try to connect them to the mighty skyhunter, which also has 
  some serpentine features and is often compared with the 
  couatl, though the similarities end there.
  
  129
  Ocean Hunger
  Lurking beneath the sea is a true horror, a massive, armor-
  plated monstrosity bigger than any whale. Its sleek body is 
  covered with a dull grey bony plates, and it has a long row of 
  red eyes filled with black smoke running down either side of its 
  body. Though it has no visible fins or tentacles, it swims with 
  incredible speed, and its mouth, large enough to swallow a 
  ship, is filled with angry red spikes like massive spears. 
  OCEAN HUNGER 
                                                        CR 20
  XP 307.200
  N Colossal magical beast (aquatic) 
  Init +3; Senses darkvision 120 ft.; Perception +40
  DEFENSE
  AC 36, touch 1, flat-footed 36 (-1 Dex, +35 natural, -8 size)
  hp 480 (31d10+310)
  Fort +26, Ref +16, Will +15
  Defensive Abilities all-around vision
  OFFENSE
  Speed swim 100 ft., fly 20 ft. 
  Melee bite +39 (4d6+22/19-20 plus grab) 
  Special Attacks capsize, death jet, swallow whole (10d10 
  piercing damage, AC 27, hp 48), tsunami wave, waters of 
  death
  STATISTICS
  Str 40, Dex 8, Con 28, Int 10, Wis 16, Cha 2
  Base Atk +31; CMB +54 (+56 overrun); CMD 63
  Feats Critical Focus, Great Fortitude, Greater Vital Strike, 
  Improved Critical (bite), Improved Initiative, Improved 
  Natural Attack (bite), Improved Vital Strike, Improved 
  Overrun, Iron Will, Lightning Reflexes, Power Attack, Skill 
  Focus (Perception, Swim), Toughness, Vital Strike, Weapon 
  Focus (bite)
  Skills Perception +43, Swim +63; Racial Modifiers Swim +8
  Languages Aklo
  ECOLOGY
  Environment cold oceans 
  Organization solitary
  Treasure incidental  
  SPECIAL ABILITIES
  Death Jet (Ex): An ocean hunger can move with great speed, 
  opening its wrathful maw and devouring all those in his path. 
  An ocean hunger suffers no penalty to CMB for attempting 
  to overrun multiple targets while underwater. Additionally, 
  whenever it successfully overruns an opponent while 
  underwater, the ocean hunger may choose to use its swallow 
  whole ability to swallow that creature.
  Drain Life (Ex): Whenever a creature suffers damage from 
  the ocean hunger’s swallow whole ability, the ocean hunger 
  regains a number of lost hit points equal to 1/2 the amount of 
  damage dealt in this way. 
  Tsunami Wave (Ex): An ocean hunger can create a massive 
  100-foot radius wave as full-round action by surfacing above 
  the water, then crashing back down. The wave created by this 
  effect deals 10d6 points of bludgeoning damage to creatures 
  within its radius who are on the surface of the water, and 
  those creatures also sink 1d10 x 10 feet under the water. 
  Creatures in the area can attempt a Reflex save (DC 34) for 
  half damage. The save DC is Constitution-based. 
  Waters of Death (Su): As a standard action, the ocean 
  hunger can suffuse the water within 100 feet of it with 
  dark energies, causing the water to turn red. Any creature 
  (excluding the ocean hunger) which begins its turn within 
  the area suffers 5d6 points of damage and must succeed 
  on Fortitude save DC 28 or be slowed so long as it remains 
  within the area.
  Ecology
  Very little is known about the ocean hunger, a massive 
  aquatic monster that generally dwells at the ocean’s depths, 
  buried dormant under the sea floor, waiting for its time to 
  awaken. These periods of hibernation typically last up to 100 
  years, and are usually followed by the massive cataclysm that 
  is the ocean hunger’s feeding frenzy, as the beast attempts 
  to sate its hunger before returning to hibernation. The 
  ocean hunger’s appetite is legendary, and stories tell of it 
  depleting large swaths of the ocean’s population, as well as 
  attacking ships, port cities, and even devouring small islands 
  whole. After eating, the beast returns to its long slumber. 
  The regularity of the creature’s sleep cycle, as well as the 
  obvious power of the monster, lead some scholars to question 
  whether the beast has some greater purpose than merely 
  feeding. Some scholars also point out its seemingly unnatural 
  flight, questioning if it may have been deliberately created 
  with some kind of purpose.
  Due to the long periods of hibernation, it is difficult to gauge 
  if there is more than one ocean hunger in existence, with 
  some scholars claiming that there is only one such creature. 
  While others believe this to be wishful thinking, the mating 
  habits and social habits of the ocean hunger have not been 
  observed by any living creature, and information about its 
  general behavior—apart from a voracious and destructive 
  appetite—is difficult to determine. 
  Where ocean hungers do appear, destruction and death 
  surely follow, and creatures of the sea take care to consider 
  the ramifications of such a creature’s appearance. Even 
  relatively powerful denizens of the deep, such as krakens and 
  rouge marids, fear the coming of an ocean hunger, which will 
  surely speak doom for them. Because their sleep cycles are 
  blessedly regular, communities tracking an ocean hunger’s 
  sleep often have ample time to prepare. Still, migrations 
  relating to an ocean hunger cause nearly as much destruction 
  as the creature itself, with entire populations of sea-dwelling 
  peoples cutting a path of blood in an effort to get as far 
  away from the monstrosity as possible. Others try to create 
  massive sacrifices for the ocean hunger, attempting to launch 
  crusades against the surface world to feed the great terror, 
  but all such plans invariably fail. 
  While sleeping, an ocean hunger is nearly impossible to 
  notice, and is effectively indestructible. Some creatures make 
  the sites of its supposed hibernation a place of worship, 
  constructing elaborate temples and shrines to venerate the 
  great lurking beast. Whether the ocean hunger notices the 
  homages to its power or cares for them is a matter of some 
  debate, as its hunger leaves all remnants of such places in 
  ruin, and the worshipers are often its first meal, a fact some 
  consider to be a great honor worth dying for. 
  
  130
  Potion Beast
  Barely visible swimming in the potion bottle is a scaled 
  quadruped, about the size of a frog, with a pair of forward-
  facing jet-black horns and sparking yellow eyes.
   
  POTION BEAST  
                                                          CR 1
  XP 300
  CN Fine magical beast
  Init +4; Senses darkvision 60 ft.; Perception +6
  DEFENSE
  AC 22, touch 22, flat-footed 18 (+4 Dex, +8 size) 
  hp 6 (1d10+1)
  Fort +3, Ref +6, Will +2 
  Defensive Abilities nauseating skin
  OFFENSE
  Speed 10 ft., swim 20 ft.
  Melee gore +13 (1d4-3)
  Space 1/2 ft.; Reach 0 ft.
  Special Attacks assimilate potion, poison potion, sickening 
  horns
  STATISTICS
  Str 5, Dex 18, Con 12, Int 12, Wis 14, Cha 10
  Base Atk +1; CMB -10; CMD 4
  Feats Weapon Finesse
  Skills Knowledge (arcana) +2, Perception +6, Swim +9; 
  Racial Modifiers Swim +8
  Languages none
  SQ potion habitat 
  ECOLOGY
  Environment any underground or urban
  Organization solitary
  Treasure incidental  
  SPECIAL ABILITIES
  Assimilate Potion (Sp): Over time, a potion beast living 
  inside a potion can absorb some of that liquid’s magic, 
  allowing it to access the potion’s power without need to 
  consume it. If a potion beast has remained in physical 
  contact with the liquid of a potion for at least 1 hour, it can 
  cast the spell that potion replicates as a spell-like ability 3 
  times per day. The caster level for this spell-like ability is 
  equal to the caster level of the potion, and the potion beast 
  has a concentration modifier of +0.
  Nauseating Skin (Ex): Any creature that consumes a potion 
  containing a potion beast also consumes the potion beast, 
  and may become ill due to its nauseating skin. When the 
  creature first swallows the potion beast, she must succeed 
  on Fortitude save (DC 15) or become nauseated for 1 round 
  and expel the potion beast into an adjacent square. If the 
  save is successful, the potion beast suffers 1 point of damage 
  or damage equal to the swallowing creature’s swallow whole 
  damage, but the creature must continue to make Fortitude 
  saves each round until the potion beast dies, or until it is 
  expelled.  The saving throw DC is Constitution-based and 
  includes a +4 racial bonus.
  Poison Potion (Ex): A potion beast has the ability to 
  transmute any potion it touches into a poisonous substance 
  that is harmful to all non-potion beasts. As a standard action, 
  the potion beast can touch a potion in order to poison it. A 
  creature who drinks the poisoned potion must succeed on 
  a DC 11 Fortitude save or suffer 1d2 points of Constitution 
  damage. The saving throw DC is Constitution-based. 
  Creatures immune to poison are immune to this effect, and 
  creatures add any saving throw bonus against poison as a 
  bonus to resist this effect.
  Potion Habitat (Ex): Potion beasts are born to magical 
  potions and can live indefinitely in magical potions without 
  need to eat, sleep, or breathe.
  Sickening Horns (Ex): Whenever a potion beast deals 
  at least 1 point of lethal damage to a creature with its gore 
  attack, that creature must succeed on Fortitude save (DC 11) 
  or become sickened for 1 round.
  Ecology
  Potion beasts are strange little creatures whose existence can 
  be traced back to improperly created potions. When a potion 
  is not created correctly, there is a chance that the magical 
  energies, left unrestrained, create life in the form of one of 
  these intelligent, if somewhat dangerous, beasts. Perfectly at 
  home in potions, potion beasts live for long periods of time 
  by simply feeding off the energies which gave it life, allowing 
  it to live comfortably so long as it is undisturbed. Typically, 
  potion beasts can be found going about their simple lives 
  in the bottles of discount potion sellers, merely enjoying 
  existence until someone pops the cork and forces the creature 
  to action. Not especially malicious by nature, potion beasts 
  will use whatever means are available to them to defend their 
  homes and return to normalcy. 
  Potion beasts have been noted to be extremely bright and 
  possess strong survival instincts, often looking for the easiest 
  way out of problems. Though intelligent, potion beasts are 
  not naturally gifted with language, and special care must be 
  taken to teach them to speak. For those that do convince a 
  potion beast to talk, they find them to be surprisingly curious 
  and cunning individuals who want to see the world, but only 
  if it doesn’t mean leaving the comfort of their potion homes. 
  As such, potion beasts are sometimes kept as loyal and exotic 
  pets for wizards and alchemists.
  Though difficult, some potion beasts can be convinced to 
  take up residence in a new potion if their old home is lost, 
  usually due to reckless consumption on behalf of some 
  humanoid. Potion beasts are typically quite angry after such 
  a disturbance, but if subdued, begin searching for a new 
  home immediately. As they are capable of living in nearly 
  any kind of potion, they will seek out the nearest potion to 
  inhabit, but prefer to choose a potion carried by the person 
  who expelled it from its home, believing it to be that person’s 
  sacred duty to replace the potion beast’s home. Though they 
  lack language skills, they may try to communicate this desire 
  to curious individuals. Otherwise, they use their exceptional 
  natural stealth to safely find a new home. When choosing 
  such a home, potion beasts are not especially picky, and 
  despite their ability to absorb the magics of the potions 
  they inhabit, they seem to possess no desire to choose more 
  powerful potions over others, and as their chief concern is 
  comfort they tend to choose those with the roomiest bottles. 
  Potion beasts occasionally try to inhabit elixirs of alchemist 
  extracts, but find such environments to be unsuitable for 
  their lifestyle. They usually attempt to destroy such places 
  when they discover them, thinking them to be terrible tricks. 
  
  131
  Qlippoth, Gorligost
  This abomination resembles a giant, slime-covered caterpillar, 
  except for the twelve pairs of undersized, leathery wings which 
  sprout from its back, the massive, mosquito-like proboscis 
  that extends from its fang-rimmed maw, and the two 
  undulating tentacles placed on either side of its head.
  GORLIGOST 
                                                                       CR 16
  XP 76,800
  CE Gargantuan outsider (chaotic, extraplanar, evil, qlippoth)
  Init +2; Senses darkvision 60 ft.; Perception +25
  DEFENSE
  AC 28, touch 4, flat-footed 28 (–2 Dex, +24 natural, –4 size)
  hp 262 (21d10+147)
  Fort +18, Ref +12, Will +10
  Defensive Abilities acidic slime; Immune cold, mind-
  affecting effects, poison; Resist acid 10, electricity 10, fire 10
  OFFENSE
  Speed 20 ft., fly 20 ft. (clumsy)
  Melee bite +31 (6d6+19 plus impale and poison/19-20), 2 
  tentacles +25 (2d8+6)
  Ranged acid spit +15 touch (8d6 acid damage)
  Space 20 ft.; Reach 20 ft. (30 ft. with bite)
  Special Attacks horrific appearance (DC 26)
  STATISTICS
  Str 36, Dex 6, Con 23, Int 7, Wis 12, Cha 19
  Base Atk +21; CMB +38; CMD 46 (can’t be tripped)
  Feats Ability Focus (horrific appearance), Ability Focus 
  (poison), Bleeding Critical, Critical Focus, Improved Critical 
  (bite), Improved Initiative, Iron Will, Lightning Reflexes, 
  Power Attack, Toughness, Weapon Focus (bite)
  Skills Fly +8, Intimidate +28, Knowledge (planes) +22, 
  Perception +25
  Languages Abyssal; telepathy 200 ft. 
  ECOLOGY
  Environment any (Abyss)
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
  Acid Spit (Ex): A gorligost can spit a glob of acidic spit as a 
  standard action. Treat this as a ranged touch attack with a 
  range increment of 30 feet and a maximum range of 150 feet. 
  On a successful hit, this acidic spit deals 8d6 points of acid 
  damage.
  Acidic Slime (Ex): A gorligost constantly sweats an acidic 
  mucus, which covers its body and is particularly effective at 
  eating through metals. Whenever a creature hits the gorligost 
  with a melee attack, the weapon (or the attacker, if the attack 
  was made with an unarmed strike or natural attack) suffers 
  1d6 points of acid damage. This damage ignores hardness.
  Horrific Appearance (Su): Creatures that succumb to a 
  gorligost’s horrific appearance are permanently confused, as 
  the spell insanity.
  Impale (Ex): Whenever a gorligost hits a creature of Large 
  size or smaller with its bite attack, if the result of its attack 
  roll exceeded the target’s AC by 5 or more, the gorligost can 
  choose to impale the target on its proboscis. The target is 
  entangled (and treated as anchored to the gorligost). If the 
  gorligost moves while it has a creature impaled in this way, 
  the creature moves with it, and this movement does not 
  provoke attacks of opportunity against the target. At the 
  beginning of the gorligost’s turn each round, if a creature 
  is currently impaled on its proboscis, that creature suffers 
  4d6 points of damage, and the gorligost heals that many 
  hit points. The gorligost cannot make bite attacks while 
  a creature is impaled with this ability. It can release the 
  impaled creature as a move action.
  Poison (Ex): Bite—injury; save Fort DC 28; frequency 1/
  round for 6 rounds; effect 1d3 Dex damage. A creature that 
  suffers 3 Dexterity damage in this way in a single round is 
  paralyzed for 1 round; cure 2 consecutive saves.
  Ecology
  Like all qlippoths, these massive creatures defy description, 
  at least in the terms of anatomy and physiology that mortal 
  creatures are familiar with. Despite their great physical 
  power, and nearly humanoid intelligence, gorligosts are 
  relatively simple creatures and spend the majority of their 
  time seeking out living prey to devour. They feed by impaling 
  their victims and draining out their vital organs with their 
  powerful, sucking proboscises, leaving shriveled sacs of dried 
  skin and bleached bone in their wake. They have a particular 
  fondness for demonic flesh, and those summoners powerful 
  and foolish enough to summon them are sometimes able to 
  earn their goodwill (to whatever extent these creatures can 
  be said to have goodwill) by feeding them a steady supply of 
  lesser demons.
  Because of their great size, a gorligost requires a substantial 
  diet, which instinctively drives it to seek out very large prey 
  in order to subsist. Even a steady diet of such creatures, 
  however, does nothing to curb the gorligost’s hunger, which 
  seems at least to be its chief motivator. The desire to eat, 
  coupled with an overwhelming and uncaring malice, drive 
  these demonic entities more than mere survival, leaving 
  onlookers wondering why they leave  such paths of misery 
  and destruction in their wake, when they could so easily 
  sustain themselves on herd animals and other large game. 
  The answer, it seems, lies in their diverse and uncaring 
  hunger, as well as a perverse desire to inflict suffering on 
  those they devour, reveling in the accident of their wicked 
  feeding mechanism. In addition to hungering for demonic 
  flesh, a desire some scholars believe arises from the sick 
  pleasure of eating would-be allies, gorligosts hunger for 
  sapient creatures, enjoying the look of suffering as they kill 
  countless humanoids to satisfy their hunger. They also enjoy 
  eating objects, destroying metal and wood creations with 
  their acidic slime, and will often pause to devour homes, 
  wagons and other large objects, either out of a mistaken 
  belief that they are prey animals, or out of an instinctive 
  desire to cause suffering. 
  So great is their hunger that, if deprived of their proboscis, 
  which is required to suck the organs out of their victims, a 
  gorligost becomes immediately suicidal, attempting to do as 
  much worldly damage as it can in its death throes, but rarely 
  living on for more than a few minutes, even if the individual 
  who claimed such a grim trophy is dispatched. 
  
  132
  Skyhunter 
  This humongous draconic creature is covered in bright 
  plumage in a variety of startling colors, ranging from ghostly 
  white to shining coppery hues. Its claws are short and stunted, 
  though it has a pair of wicked talons on its powerful hind legs. 
  Its tail gracefully supports it in flight, and its toothy maw is 
  filled with dark lightning.
  SKYHUNTER                                                                          CR 19
  XP 204,800
  N Gargantuan dragon
  Init +12; Senses darkvision 120 ft., low-light vision; 
  Perception +30
  DEFENSE
  AC 34, touch 15, flat-footed 25 (+8 Dex, +1 dodge, +19 natural, 
  –4 size)
  hp 362 (25d12+200) 
  Fort +24, Ref +24, Will +18
  DR 15/magic; Immune poison, sleep, petrification, stunning, 
  lightning, SR 30
  OFFENSE
  Speed 30 ft., fly 200 ft. (average) 
  Melee bite +30 (3d6+13), 2 talons +30 (2d6+9 plus grab) and 
  2 wings +30 (2d8+9) 
  Space 20 ft.; Reach 15 ft. 
  Special Attacks lightning cloud, razor wings, magical 
  feathers 
  STATISTICS
  Str 28, Dex 26, Con 26, Int 8, Wis 14, Cha 19 
  Base Atk +25; CMB +38; CMD 57 
  Feats Ability Focus (lightning cloud, razor wing), Dodge, 
  Flyby Attack, Great Fortitude, Iron Will, Improved Initiative, 
  Improved Natural Attack (bite, wing), Lightning Reflexes, 
  Power Attack, Skill Focus (Fly, Perception)
  Skills Appraise +27, Fly +36, Knowledge (arcana) +27, 
  Perception +36, Survival +30 
  Languages Celestial, Common,  Draconic
  ECOLOGY
  Environment deserts
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Lightning Cloud (Su): The skyhunter can spit a roiling, 
  lightning-filled cloud at a distance of up to 100 feet. The 
  cloud fills the area in a 20-foot-radius spread. Any character 
  that starts its turn within the cloud must succeed on a DC 32 
  Reflex save or suffer 10d10 points of electricity damage and 
  be staggered for 1 round. A successful save halves the damage 
  and negates the staggered effect. The cloud persists for 1d4 
  rounds, which is the same amount of time the skyhunter 
  must wait between uses of this ability.
  Magic Feathers (Sp): A skyhunter’s feathers carry the 
  potent arcane magic that lies within all dragons, but in a 
  more unstable, readily mutable form. These feathers can be 
  manipulated by the skyhunter to use spells at its discretion. 
  Up to 3 times per day, a skyhunter can pluck a single feather 
  from its body as a standard action and imbue it with spell 
  power. Doing so allows the skyhunter, or another character in 
  possession of the feather, to draw on the power of the feather 
  to cast a single spell from the sorcerer/wizard list as a spell-
  like ability. The spell must be chosen when the skyhunter 
  plucks the feather, and may not later be changed. This ability 
  can only be used once, and the feather immediately loses its 
  potency after the spell is cast. 
  Once imbued with spell power, these feathers retain their 
  magical potency for 24 hours, after which time they become 
  mundane, though beautiful, feathers. The caster level for any 
  spell cast in this way is 25th and uses the Charisma modifier 
  of the creature casting the spell to determine its saving throw 
  DC. 
  When a skyhunter dies, its magic is collected in a handful 
  of its feathers, which begin to glow within 1d4 rounds of its 
  death. 1d3 of these feathers function like the skyhunter’s 
  normal magical feathers, with a random spell of at least 6th 
  level being imbued within them. However, these feathers 
  these do not lose potency until the feather is used to cast the 
  spell stored within it. Another 1d20 feathers become imbued 
  with magical power and function as feather tokens of a 
  random type.
  Razor Wings (Ex): A skyhunter’s wings are razor sharp 
  and it treats its wing attacks as primary natural attacks. 
  Additionally, whenever it confirms a critical hit with its wing 
  attacks, the target must make a DC 32 Fortitude save or suffer 
  an additional 2d8+9 points of bleed damage.
  Ecology 
  The feathered skyhunter is a primeval ancestor of modern 
  dragons and is thought by some to be the progenitor of 
  draconic sorcerous power. Others claim the multihued 
  creatures are common ancestors to all dragons. Massive aerial 
  predators, skyhunters lack much of the subtlety and cunning 
  of their modern descendants, instead driven by animalistic 
  survival instincts. They are more likely to attack a creature to 
  sate their hunger or defend their territory than for some more 
  personal reason. 
  In antiquity, skyhunters were hunted almost to the brink 
  of extinction by early mages looking to harvest their power. 
  Some scholars believe that the modern scaled dragons 
  emerged around this time as a mutation that denied poachers 
  their prize and secured the dragons’ place in the future, 
  but evidence to support this theory is somewhat lacking. 
  Other scholars note some superficial similarities between 
  skyhunters and couatls, although, with the latter being an 
  outsider and the former a mortal creature, most dismiss the 
  idea out of hand. For the rest, the exact relation between 
  the creatures is cause for some debate, with many believing 
  that the couatls actually begat the much more powerful 
  skyhunter. 
  This theory is often touted by scholars who also believe that 
  the nyokhara is in some way related to couatls, theorizing 
  that wicked couatls became serpent fathers, and especially 
  righteous ones ascended to become mighty skyhunters. 
  Whatever the case, skyhunters have no particular care for 
  either creature, and seem only to get along with true dragons, 
  behirs, and other dragonlike creatures which inhabit the 
  remote deserts where skyhunters can still be found. Even 
  so, skyhunters make their nests far from such creatures, 
  believing that they, too, might try to steal their magical 
  feathers or harvest their eggs for nefarious ends. 
  
  133
  Sphinx, House
  This creature could almost be mistaken for a house cat, if not 
  for the 18-inch-long, white, feather wings which extend from 
  its back, and its deep, soulful eyes, which betray a greater 
  intelligence.
  HOUSE SPHINX 
                                                          CR 2
  XP 600
  N Tiny magical beast
  Init +2; Senses darkvision 60 ft., low-light vision; Perception 
  +2
  DEFENSE
  AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
  hp 19 (3d10+3)
  Fort +4, Ref +5, Will +5
  OFFENSE
  Speed 30 ft., fly 40 ft. (poor)
  Melee 2 claws +7 (1d2+1), bite +7 (1d3+1)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks diving strike, pounce
  Spell-Like Abilities (CL 6th; concentration +7)
       At will—detect magic, read magic
       3/day—augury
       1/week—divination, remove curse
  STATISTICS
  Str 13, Dex 15, Con 12, Int 14, Wis 15, Cha 12
  Base Atk +3; CMB +2; CMD 14
  Feats Iron Will, Weapon Finesse
  Skills Fly +8, Knowledge (history) +5, Knowledge (religion) 
  +5, Stealth +20; Racial Modifiers +4 Fly, +4 Stealth
  Languages Common, Sphinx
  SQ sphinx’s knowledge
  ECOLOGY
  Environment warm deserts and hills
  Organization solitary, pair, circle (3–12), or colony (13–32)
  Treasure standard
  SPECIAL ABILITIES
  Diving Strike (Ex): Whenever a house sphinx makes a 
  charge attack while flying, if it descends at least 10 feet as part 
  of its movement, it gains a +2 bonus on all damage rolls made 
  as part of the charge.
  Sphinx’s Knowledge (Ex): House sphinxes make excellent 
  advisors, and can often provide useful facts and insights. The 
  house sphinx is treated as trained in all Knowledge skills, 
  and whenever a non-sphinx within 30 feet of a house sphinx 
  makes a Knowledge check, the house sphinx can use the aid 
  another action to assist them. Additionally, if both the house 
  sphinx and the creature it is aiding get an odd result on their 
  die rolls, the bonus the house sphinx grants on the check if 
  its aid another attempt is successful increases to +5, whereas 
  if both the house sphinx and the creature it is aiding get an 
  even result on their die rolls, the aided creature is treated as 
  trained in that skill for the purposes of determining whether 
  or not it can achieve results higher than 10.
  Ecology
  These small creatures are deceptively adorable, and combine 
  the appeal of house cats with the beauty and wonder of 
  angels. Curious and inquisitive to a fault, house sphinxes are 
  bundles of constant energy, always poking their noses into 
  every new and exciting mystery they can find. This curiosity 
  often leads them into companionship with wizards and 
  other spellcasters as familiars, and house sphinxes are highly 
  sought as such. The majority of house sphinxes live in the 
  wild, however, in large colonies that roam the deserts, plains, 
  and hills, seeking out new and exciting locations to explore in 
  a roiling mob of excited, childlike creatures.
  The exact nature of the house sphinx is a matter of some 
  controversy, as other species of sphinx see their existence as 
  a terrible embarrassment. Criosphinxes and hieracosphinxes 
  view them as abominations, and go out of their way to attack 
  any house sphinxes that they become aware of, making 
  sure to gruesomely dismember the bodies and spread the 
  remains. Androsphinxes and gynosphinxes take a somewhat 
  less hostile approach to their smaller kin, but still have 
  little patience for them, and will generally not tolerate their 
  presence. The desert-dwelling owl sphinxes claim to largely 
  be unaware of such creatures, insisting that they must be 
  some kind of new phenomenon. Owl sphinxes show some 
  sympathy with their smaller kin and envy their free spirit, 
  however they will not discuss the topic any further. In fact, 
  the mere mention of house sphinxes is a great source of 
  annoyance to many sphinxes, which has prevented many 
  scholars from gaining much of an insight into the sphinxes’ 
  perspective on their smaller cousins. What few sphinxes are 
  willing to speak about house sphinxes universally claim that 
  there is no actual relation, and that only humanoids could 
  possibly be confused or short-sighted enough to see any kind 
  of resemblance.
  That some scholars even claim the house sphinx may have 
  been a common ancestor to larger more powerful sphinxes, is 
  usually enough of an insult to get inquiring parties killed by 
  angry sphinxes. This theory seems to have little supporting 
  evidence at any rate especially given the wide range of exotic 
  appearances possessed by many larger sphinxes.
  House sphinxes have a great love of puzzles, stemming from a 
  broader love of all things mysterious, and demonstrate a great 
  skill for solving complex riddles, opening trick boxes, and 
  generally finding things out. This some times gets them into 
  trouble as they discover things they were not meant to know. 
  Despite their love of puzzles, house sphinxes lack their larger 
  cousins affinity for creating them and seem to have no desire 
  to create riddles or traps of their own, instead preferring to 
  find ways around such things. To accomplish this, house 
  sphinxes often work as a team to relentlessly attack problems. 
  A spellcaster of at least 7th level, who has the Improved 
  Familiar feat, and whose alignment is within one step of 
  neutral, may select a house sphinx as a familiar. 
  
  134
  Sphinx, Owl
  Emerging from the sand is a creature with the body of a lion, 
  but the face of a wise, aged woman with large round eyes. 
  Her strong legs end in the talons of a bird of prey, and a pair 
  of wings extend from her back blowing the sand around in a 
  majestic torrent.
  OWL SPHINX  
   
   
   
             CR 9
  XP 6,400
  LN Medium magical best
  Init +7; Senses darkvision 60 ft., low-light vision, see 
  invisibility, x-ray vision; Perception +20 (+22 to listen)
  DEFENSE
  AC 23, touch 14, flat-footed 19 (+3 Dex, +1 dodge, +9 natural)
  hp 126 (12d10+60) 
  Fort +12, Ref +13, Will +11 
  OFFENSE
  Speed 30 ft., burrow 40 ft., fly 40 ft. (average) 
  Melee 2 claws +16 (1d8+4 plus grab) and bite +16 (2d6+4)  
  Special Attacks eye of enchantment, eye of fear, sandstorm 
  Spell-Like Abilities (CL 12th, concentration +17)
  Constant—see invisibility
  3/day—divination, discern location
  1/day—control wind
  STATISTICS
  Str 18, Dex 16, Con 18, Int 14, Wis 20, Cha 14 
  Base Atk +12; CMB +16; CMD 29 
  Feats Dodge, Flyby Attack, Improved Initiative, Iron Will, 
  Power Attack, Toughness
  Skills Diplomacy +14, Fly +18, Perception +20 (+22 to listen), 
  Sense Motive +17; Racial Modifier +2 Perception to listen 
  Languages Celestial, Common, Draconic
  ECOLOGY
  Environment deserts
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
   Eye of Enchantment (Su): As a standard action, the owl 
  sphinx can glare at a single living creature within 30 feet. If 
  she does, the target must succeed on a Will save (DC 21) or 
  fall under the owl sphinx’s influence, which can take one of 
  three forms. 
  Charm: The owl sphinx may choose to charm the target 
  as with the spell charm monster for 1 minute. 
  Suggestion: The owl sphinx may force the target to 
  perform one specific action, as with the spell suggestion.
  Fascinate: The owl sphinx may cause the target to 
  become fascinated, compelling him to move closer to the 
  owl sphinx on his turn.
  The chosen effect persists for as long as the owl sphinx 
  continues to concentrate on it. This is a mind-affecting 
  compulsion effect, and the saving throw is Wisdom-based.
  Eye of Fear (Su): As a standard action, the owl sphinx 
  can glare at a single living creature within 30 feet. If she 
  does, the target must succeed on a Will save (DC 21) or be 
  overwhelmed by fear, becoming panicked for 1d4 rounds. If 
  the target succeeds on his saving throw, he is shaken for 1d4 
  rounds, instead. A creature can only be affected by this ability 
  once in a 24-hour period. This is a mind-affecting fear effect 
  and the saving throw DC is Wisdom-based.
  Sandstorm (Su): While burrowing, an owl sphinx can cause 
  the sand within a 30-foot-radius spread to twist and swirl, 
  forming a deadly sandstorm. In the affected area, vision is 
  reduced to 5 feet, and creatures that begin their turn within 
  the area must succeed on a Reflex save (DC 21) or suffer 2d6 
  points of damage. The owl sphinx cannot use this ability in 
  areas without any sand.
   
  Ecology
  An owl sphinx is a curious creature that dwells under the 
  sands of hot deserts, guarding ancient secrets, the knowledge 
  of the gods, or some treasure. They often appear to challenge 
  desert travelers, offering knowledge, aid, or even treasure to 
  those that can beat the owl sphinx either in combat, or in a 
  contest of philosophy (of which the owl sphinx is quite fond). 
  Exceedingly wise creatures, owl sphinxes have little patience 
  for their kin’s tricks and riddles, preferring to take a more 
  straightforward, if somewhat more long-winded, approach to 
  things. 
  Bound by ancient deals with long forgotten gods, each owl 
  sphinx takes her duty very seriously and never drifts too far 
  from her charge. They are known to spend their spare time 
  hunting for food, advising kings, and, above all, reading. The 
  quest for new books often drives owl sphinxes to make deals 
  with more mobile mortals, and those that offer a book as 
  tribute are sure to find themselves in the owl sphinx’s good 
  graces. 
  Owl sphinxes have very little respect for most other sphinxes, 
  at least in a general professional sense, believing their kin 
  to be lazy, flighty, self-obsessed, and entirely too focused on 
  riddles and mind games. As such, they are eager to prove that 
  they are different from their kin, eschewing the traditional 
  elusiveness, evasiveness, and riddles, and employing a direct 
  approach to dealing with those that come by. They will often 
  inform visitors of exactly what their business is and how 
  to get at what ever it is they are guarding. Though they will 
  often have something in mind at the start, a character that 
  discusses dealings with other sphinxes can frustrate the owl 
  sphinx into changing its behavior. Similarly, a character with 
  a house sphinx familiar or sphinx companion of any sort is 
  far more likely to see an extremely formal version of the owl 
  sphinx, eager to prove to the sphinx how things should be 
  done. In such cases, the owl sphinx speaks slowly, uses titles, 
  and fights without mercy or abandon, sparing the sphinx and 
  all the while explaining how and why it is doing what it is 
  doing, so that the sphinx can carry out what the owl sphinx 
  believes to be its sacred duties more effectively. 
  More powerful owl sphinxes are usually wizards or clerics 
  who learn their magic from tomes of magic brought to them 
  as tribute. Such characters prefer to focus on divination spells 
  and powerful illusions and enchantments, which they can 
  use to supplement their natural magical abilities to quickly 
  subdue their foes. 
  
  135
  Thing Under the Bed
  This horrible abomination appears as a naked, 6-armed 
  humanoid of indeterminate gender. It has a pair of horns 
  that extend from the sides of its bald, egg shaped head, with 
  a cluster of eyes like those of a spider dominating the top half 
  of a nose-less face. Its wide mouth reveals hundreds of needle-
  sharp teeth of wildly varying lengths, and it seems to smell 
  faintly of sugar.
  THING UNDER THE BED 
   
   
            CR 11
  XP 12,800
  NE Medium undead 
  Init +7; Senses darkvision 60 ft., low-light vision, true 
  seeing; Perception +21
  DEFENSE
  AC 23, touch 14, flat-footed 19 (+3 Dex, +1 dodge, +9 natural)
  hp 136 (16d8+64) 
  Fort +9, Ref +8, Will +14 
  Defensive Abilities unseen; Immune undead traits
  Weaknesses light powerlessness 
  OFFENSE
  Speed 30 ft., burrow 40 ft., fly 40 ft. (average) 
  Melee 6 claws +16 (1d6+3 plus grab) 
  Special Attacks face of fear, nightmare feast, power of night, 
  rake (5 claws +16, 1d6+3) 
  Spell-Like Abilities (CL 12th, concentration +16)
  Constant—true seeing
  At will—detect thoughts (DC 16)
  3/day—dimension door (self plus up to 50 lbs of objects only)
  1/day—nightmare (DC 19) 
  STATISTICS
  Str 16, Dex 16, Con —, Int 10, Wis 14, Cha 18 
  Base Atk +12; CMB +15; CMD 29 
  Feats Dodge, Improved Critical (claw), Improved Initiative, 
  Improved Natural Attack (claw), Iron Will, Mobility, Power 
  Attack, Weapon Focus (claw)
  Skills Intimidate +23, Perception +21, Sense Motive +21, 
  Stealth +22 
  Languages Celestial, Common, Draconic
  ECOLOGY
  Environment urban
  Organization solitary
  Treasure standard 
  SPECIAL ABILITIES
  Face of Fear (Ex): Any creature that can clearly see a thing 
  under the bed must make a Will save (DC 22) or become 
  shaken for 1d6 rounds. A creature that fails this Will save by 
  5 or more instead becomes frightened for 1d6 rounds, then 
  shaken for 1d6 rounds after that. A creature that fails this Will 
  save by 10 or more instead becomes paralyzed for 1d6 rounds. 
  This is a mind-affecting fear effect that relies on visual 
  components.
  Light Powerlessness (Su): While in conditions of normal 
  light, a thing under the bed becomes incorporeal, unable 
  to affect the physical world. While in such conditions, a 
  thing under the bed loses its Strength score and gains the 
  incorporeal subtype. It gains a fly speed of 5 feet with perfect 
  maneuverability while in such a state (replacing its normal 
  fly speed of 40 feet with average maneuverability). While in 
  conditions of bright light, a thing under the bed is paralyzed, 
  unable to move or act, though it remains incorporeal.
  Nightmare Feast (Su): A thing under the bed feasts on 
  the nightmares of humanoids, especially humans, and can 
  both manipulate their dreams and gain sustenance from 
  them. Whenever a creature fails a saving throw against a 
  thing under the bed’s nightmare spell-like ability, the thing 
  under the bed can choose how much damage the nightmare 
  inflicts, and gains 5 temporary hit points for every point of 
  damage inflicted this way. If the thing under the bed goes 
  24 hours without causing a creature to suffer a nightmare, it 
  suffers 1 point of permanent Charisma drain, which can only 
  be restored by using its nightmare spell-like ability to kill a 
  creature with a number of Hit Dice equal to or greater than 
  the amount of Charisma drain it has suffered in this way. 
  Power of Night (Su): While in an area of darkness, a thing 
  under the bed gains a +4 enhancement bonus to its Strength 
  and Charisma scores. 
  Unseen (Su): When in an area of normal light or bright 
  light, a thing under the bed is invisible. This is a supernatural 
  effect and cannot be dispelled.
  Ecology 
  A thing under the bed is a very unusual form of undead, 
  created when a child of 12 or 13 years dies as a result of a 
  nightmare so terrible it scared them to death. The first 
  of these creatures was said to have been created by night 
  hags, though as time progresses, they are far more likely 
  to arise as a result of another thing under the bed. Hateful 
  and malicious creatures that thrive on fright and derive 
  enjoyment from the fears of the living, they often seek out 
  homes where they can torment their victims and find easy 
  food. Since they find themselves starving if they cannot 
  regularly devour nightmares, they often select easy targets 
  with ample hiding spaces to haunt, feasting on their dreams 
  for a long time and reveling in the torment they cause. 
  As a result, these creatures almost always haunt the beds 
  and closets of small children, who are more vulnerable to 
  their powers and less likely to be believed by their elders. 
  Their natural camouflage allows them to hide even when 
  older, more capable sorts come looking, a fact that amuses 
  them greatly so long as they never bring bright light. Though 
  predators, they rarely outright kill their prey, preferring to 
  slowly torment them until they become hardened to their 
  attacks, or bold in the face of their nightmares, at which 
  point they move on to another target. Though all are able to 
  manipulate nightmares, the most powerful of these creatures 
  are said to create persistent nightmare-like dreamscapes and 
  imprison their victims within for years, feasting off of their 
  energy.
  Because of their natural defensive abilities and extreme 
  camouflage, it is difficult to locate and kill a thing under the 
  bed, and it is unknown exactly how many of these creatures 
  exist, haunting the beds of children throughout the world. 
  Though occasionally these creatures starve to death, they are 
  undead and do not perish over time unless killed by violence, 
  leading to the potential that these creatures might some day 
  overtake mortals in raw numbers, endlessly feasting on the 
  perpetual nightmares of humanoids. 
  
  136
  Trihorn Terror
  This hulking mound of fur-covered muscle walks upright like 
  a man and has humanoid proportions, with well-muscled 
  limbs ending in huge curving claws. Its head is dominated by 
  an oversized mouth, filled with triangular teeth and topped by 
  three arrow-straight spiky horns.
  TRIHORN TERROR 
   
   
   
           CR 12
  XP 19,200
  CE Large monstrous humanoid 
  Init +6; Senses darkvision 60 ft.; Perception +19
  DEFENSE
  AC 23, touch 12, flat-footed 20 (+2 Dex, +1 dodge, +11 natural, 
  -1 size)
  hp 175 (14d10+98)  
  Fort +10, Ref +11, Will +13
  Defensive Abilities absorb magic; SR 23
  OFFENSE
  Speed 60 ft., climb 30 ft. 
  Melee bite +20 (1d8+7), 2 claws +20 (1d8+7), gore +15 (2d6+3) 
  Space 10 ft.; Reach 10 ft. 
  Special Attacks impale, powerful charge (gore, 4d6+10), 
  rend (2 claws, 2d8 +10), shred magic, sickening saliva 
  STATISTICS
  Str 24, Dex 14, Con 22, Int 8, Wis 14, Cha 8 
  Base Atk +14; CMB +22; CMD 35 
  Feats Cleave, Deflect ArrowsB, Dodge, Improved Critical 
  (gore), Improved Initiative, Iron Will, Mobility, Toughness
  Skills Climb +24, Perception +19, Swim +24 
  Languages Sylvan
  ECOLOGY
  Environment forest
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Absorb Magic (Ex): A trihorn terror’s fur absorbs magical 
  energy. Whenever the trihorn terror resists a spell with its 
  spell resistance, it gains a +2 bonus to its natural armor for 1 
  minute.
  Impale (Ex): A trihorn terror can impale a creature with 
  its horns, causing terrible wounds. Whenever the trihorn 
  terror confirms a critical hit with its gore attack, it deals an 
  additional 2d6 points of bleed damage to the target.
  Shred Magic (Su): A trihorn terror’s claws have the ability 
  to dispel magical effects. Whenever a trihorn terror deals 
  damage with its claw attack, it automatically dispels the 
  magical effect affecting the target with the highest caster 
  level. If multiple effects are tied for the highest caster level, 
  one is dispelled at random. 
  Sickening Saliva (Ex): A trihorn terror’s saliva causing can 
  cause horribly illness. Any creature that takes damage from 
  the trihorn terror’s bite attack must succeed on a Fortitude 
  save (DC 22) or become nauseated for 1 round. Even a 
  creature that succeeds on this saving throw is sickened for 1 
  round. 
  Ecology
  Named for the obvious three horns atop its head, the trihorn 
  terror is a massive monster that lurks in the woods and 
  viciously attacks anything that enters its territory. These 
  fearsome monsters are born with numerous natural gifts that 
  enable it to quickly overwhelm and kill most creatures with 
  ease, and are apex predators in the areas they inhabit. Their 
  bad habit of killing and eating their mates and children is the 
  only thing that keeps these terrors from overwhelming their 
  ecosystems. 
  Highly antisocial, each trihorn terror takes a large swath 
  of woodland to be its territory, mercilessly seeking out and 
  destroying any creature it deems a threat, while carefully 
  preserving and even cultivating a large supply of prey animals 
  to sate its endless hunger. Typically, these monsters stick 
  close to home, never venturing far from their territory, but 
  rather keeping anything that travels too close far at bay. These 
  creatures only leave their territories to mate, something they 
  do about once every 3 years. During this time, trihorn terrors 
  exude a potent pheromone that attracts others of their kind 
  and lessens their natural aggressive tendencies enough to 
  allow them to mate. Still, such affairs are short-lived, as the 
  creatures’ aggression soon takes over, leading to new trihorn 
  terrors being born only when the pregnant beast survives 
  the conflict. Trihorn terror litters tend to be about 8 to 10, 
  and only a few of these are likely to survive, as the mother’s 
  hunger often overwhelms her maternal instinct. Those that 
  do survive mature supernaturally quickly (assuming they are 
  well fed), reaching adulthood within a few months of birth. 
  Again, conflicts with nearby trihorn terrors tend to result in 
  bloody encounters, keeping the population small. A typical 
  trihorn terror reaches 15 feet tall and weighs 900 lbs., and 
  they can live 10 years, though few reach such advanced age.
  Oftentimes, very few creatures within an area can effectively 
  compete with a newly arrived trihorn terror, with owlbears, 
  dire bears, and other large vicious animals being the 
  most likely to provide a direct challenge. All of these find 
  themselves to be little match for a trihorn terror, and only 
  the largest of predators (dinosaurs, dragons, and the like) 
  can long coexist with these terrible creatures. Even in such 
  cases, they are soon forced to kill the highly aggressive 
  monster. Occasionally, these beasts are enslaved by powerful 
  fey or ensnared by the plant monsters they have no interest 
  in eating. They are particularly vulnerable to dread flowers, 
  often attracted to such creatures during a time of feeding, 
  looking to score an easy meal only to become fodder for the 
  carnivorous plants.
  Though they possess a human-like intellect, a trihorn terror 
  speaks only a rudimentary dialect of Sylvan and has a sharply 
  limited vocabulary, which consists mainly of threats, and 
  various words for “food,” “hunt,” and “take.” Due to their 
  habit of killing one another, it is unknown where this facility 
  for language comes from, with some scholars believing it 
  to be an inborn part of their monstrous nature, and others 
  believing it is taught to them by fey creatures in their very 
  early stages of life (perhaps invisible fey, such as pixies). This 
  is supported by the fact that these beasts are occasionally 
  found serving as bodyguards or soldiers of fey, and other 
  more powerful and cunning creatures of the woodlands. 
  
  137
  Monster Demographics
  The following section provides a breakdown of the monsters 
  in this book, organizing them by CR, name, terrain, and type.
  Monsters by Terrain
  The following section lists the monsters in this book by the 
  terrain in which they appear. Within each terrain type, the 
  monsters are presented in alphabetical order.
  Any: clockwork manticore, emperor colossus, erling, 
  faceless dreamer, faceless lord, gem haunt, leidkolti, tax 
  devil.
  Deserts: fyrskygge, house sphinx, owl sphinx, skyhunter.
  Extraplanar: gorligost qlippoth, falmoro demon, 
  mesolavitar aeon, toegedaemon.
  Forests: darouga, dread flower, hoi-oi, nyokhara, trihorn 
  terror.
  Hills: darouga, house sphinx.
  Mountains: darouga, mountain spirit.
  Ocean: ocean hunger.
  Plains: darouga.
  Swamp: dread flower, nyokhara.
  Underground: potion beast.
  Urban: potion beast, thing under the bed.
  Monsters by Type
  The following section lists the monsters in this book by their 
  creature type. Within each creature type, the monsters are 
  presented in alphabetical order.
  Aberration: gem haunt, leidkolti.
  Construct: clockwork manticore, emperor colossus. 
  Dragon: skyhunter.
  Fey: faceless lord.
  Humanoid: erling.
  Magical Beast: darouga, hoi-oi, nyokhara, ocean 
  hunger, owl sphinx, potion beast.
  Monstrous Humanoid: trihorn terror.
  Outsider: faceless dreamer, falmoro demon, gorligost 
  qlippoth, mesolavitar aeon, mountain spirit, tax devil, 
  toegedaemon.
  Plant: dread flower.
  Undead: fyrskygge, thing under the bed.
  Monsters by CR
   
  The following table lists the monsters in this section 
  by CR, from lowest to highest, and also lists the page number 
  for each monster.
  Templates
  The following pages present a series of templates that can be 
  applied to a wide range of creatures. Each template lists all 
  mechanical changes to be made to the base creature, as well 
  as a brief ecology. The templates are presented in 
  alphabetical order.
  Table 4‐1: Monsters by CR
  CR
  Monster
  Page
  1
  Potion beast
  130
  2
  House sphinx
  133
  3
  Gem haunt
  124
  4
  Dread flower
  118
  5
  Leidkolti (scroller)
  126
  6
  Erling
  120
  7
  Nyokhara
  128
  8
  Clockwork manticore
  113
  9
  Owl sphinx
  134
  10
  Faceless dreamer
  121
  11
  Thing under the bed
  135
  12
  Trihorn terror
  136
  13
  Daruga
  115
  14
  Aeon, mesolavitar
  112
  15
  Devil, tax
  117
  16
  Qlippoth, gorligost
  131
  17
  Demon, falmoro
  116
  18
  Daemon, toegedaemon
  114
  19
  Skyhunter
  132
  20
  Ocean hunger
  129
  21
  Faceless lord
  122
  22
  Hoi‐oi
  125
  23
  Fyrskygge
  123
  24
  Emperor colossus
  119
  25
  Mountain spirit
  127
  Table 4‐2: Templates by CR
  Template
  CR
  Page
  Origami creature
  –2
  141
  Berserk creature
  +1
  138
  Flesh‐eating beast
  +1
  139
  Qarin
  +1
  142
  Morphic
  +2
  140
  Slime
  +2
  144
  
  138
  Berserk Creature
  Berserk creatures are driven by a primal rage and fury, and 
  live with a constant need to inflict violence on others. They 
  look much like other creatures of their kind, although 
  sometimes their berserk nature is given away by bloodshot or 
  maddened eyes.
  Creating a Berserk Creature
  “Berserk” is an acquired template that can be added to 
  any living creature with an Intelligence score (referred to 
  hereafter as the base creature). A berserk creature uses the 
  base creature’s stats and abilities, except as noted here.
  Challenge Rating: Same as the base creature +1.
  Armor Class: The creature suffers a –2 penalty to AC.
  Defensive Abilities: A berserk creature gains a +4 bonus 
  on saving throws made to resist pain effects. Additionally, 
  it gains an amount of damage reduction equal to 1 per 3 Hit 
  Dice it possesses, which cannot be overcome by any means 
  (similar to a barbarian’s damage reduction).
  Speed: The base creature’s speed increases by 10 feet for each 
  of its forms of movement.
  Melee: If the base creature does not have any natural attacks, 
  it gains its choice of a bite attack or a slam attack. Either way, 
  this is a primary natural attack, which deals damage based 
  on the berserk creature’s size (see the Pathfinder Roleplaying 
  Game Bestiary for more information on the appropriate 
  damage amount for these attacks for creatures of various size 
  categories).
  Special Attacks: A berserk creature gains several special 
  attacks.
  Aggressive Compulsion (Ex): A berserk creature must 
  attack another living creature each round if able, and 
  cannot choose to deal nonlethal damage with any attack 
  it makes. Certain creatures to which the berserk creature 
  is particularly close (such as immediate family, loved 
  ones, or an animal’s trainer), may, at the GM’s discretion, 
  be able to calm the berserk creature. In order to do so, he 
  or she must be within 60 feet of the berserk creature, and 
  must succeed on a Diplomacy check (DC 10 + the berserk 
  creature’s Hit Dice + the berserk creature’s Charisma 
  modifier). Success allows the berserk creature to ignore 
  this restriction for up to 1 hour, but does not in any way 
  prevent the berserk creature from attacking.
  Erratic Combatant (Ex): A berserk creature makes wild 
  and unpredictable swings that carry great strength. It 
  suffers a penalty on melee attack rolls equal to 1 + 1 per 
  4 Hit Dice it possesses, but gains a bonus on damage 
  rolls equal to twice this penalty. This bonus to damage 
  is increased by half (+50%) if the berserk creature is 
  making an attack with a two-handed weapon, a one-
  handed weapon using two hands, or a primary natural 
  weapon that adds 1-1/2 times its Strength modifier on 
  damage rolls. This bonus to damage is halved (–50%) 
  if the berserk creature is making an attack with an off-
  hand weapon or secondary natural weapon. The berserk 
  creature counts as possessing the Power Attack feat for 
  the purposes of meeting prerequisites that require it, and 
  if the berserk creature has the Power Attack feat, it can 
  use it in conjunction with this ability (the penalties and 
  bonuses stack).
  Strike Back (Ex): The first time each round that the 
  berserk creature is damaged by a melee attack, it can 
  immediately make a single melee attack against the 
  creature that damaged it, using its full base attack bonus. 
  If the triggering attack was part of a full-attack action, 
  the strike back attack is resolved before any further 
  attacks made as part of that action.
  Ability Scores: Str +6, Dex +2, Con +4, Int –2 (minimum 1).
  Skills: A berserk creature gains a +8 racial modifier on 
  Intimidate checks, but suffers a –4 penalty on all other 
  Intelligence-, Wisdom-, and Charisma-based skills.
  Feats: A berserk creature gains Diehard, Endurance, and 
  Toughness as bonus feats.
  Ecology
  Many things can lead a creature to become berserk. For 
  intelligent creatures, it is often a response to a particularly 
  painful emotional experience, such as the death of a loved 
  one. Creatures with animal intelligence may become 
  berserk if they are mistreated or abused, or even simply if 
  they have offspring they feel the need to protect. Unlike 
  most templates, the berserk template is often a temporary 
  one, lasting anywhere from a few days to a few months, 
  depending on the cause. Of course, certain traumas cause 
  more permanent emotional scarring, and so sometimes, once 
  a creature becomes berserk, it can never be brought back to 
  the way it once was.
  Berserk creatures are predictably violent, lashing out at 
  anyone and anything in their path with maximum destructive 
  potential. Using enhanced physical strength and the sudden 
  rush of combat ability granted by this overwhelming fury, 
  berserk creatures are manic, aggressive combatants without 
  any compulsion for self-preservation, striking out as hard 
  and as fast as possible. Because they are driven in part by 
  violent madness, they will not necessarily continue to 
  attack the same creature until it is dead, even if it would be 
  advantageous to do so, and so their actions in combat can be 
  wild and unpredictable. 
  Berserk creatures are known to shout and rage during battle, 
  connecting an emotional or traumatic experience to what is 
  happening around them, even if it is not related to the events 
  at hand. Perhaps they blame their enemies for the death of a 
  loved one who was mauled by a bear, or, in the case of berserk 
  animals, they may bark or wail with pain or anger that is 
  strongly remembered, but in the distant past. Often these 
  screams of twisted fury and animalistic rage can be used to 
  find clues as to the source of the berserk creature’s anger, and 
  possibly allow characters to help them calm down and move 
  on from their rage. Such a thing is a tricky prospect, however, 
  as berserk creatures are unlikely to simply sit back and wait 
  for well-meaning characters to try to sort things out.
  
  139
  Flesh-Eating Beast
  Flesh-eating beasts are animals and magical beasts which 
  normally eschew meat, but have taken up a carnivorous 
  diet, especially one including intelligent creatures. This 
  drives them to unnatural bouts of bloodlust, making them 
  dangerous, but potentially useful.
  Creating a Flesh-Eating Beast
  “Flesh-Eating Beast” is an acquired template that can be 
  added to living creatures of the animal or magical beast type 
  that are normally herbivorous (referred to hereafter as the 
  base creature). A flesh-eating beast uses the base creature’s 
  stats and abilities, except as noted here. 
  Challenge Rating: Same as the base creature +1.
  Senses: A flesh-eating beast gains the scent special quality.
  Defensive Abilities: A flesh-eating beast gains DR 5/good or 
  lawful.
  Speed: The base creature’s land speed is increased by 50% 
  (rounded down, minimum increase of 5 feet).
  Melee: A flesh-eating beast gains a primary bite natural 
  attack if the base creature didn’t have one already. Damage 
  for the bite attack depends on the flesh-eating beast’s size, 
  but it deals damage as though the flesh-eating beast were one 
  size category larger than it actually is. If the base creature 
  already had a primary bite natural attack, the flesh eating 
  beast’s bite attack deals damage as though it were one size 
  category larger than it actually is.
  Special Attacks: A flesh-eating beast gains several special 
  attacks.
  Feeding Frenzy (Ex): Whenever a flesh-eating beast is 
  within 60 feet of a creature that currently has less than 
  1/2 its maximum hit points (potentially including itself), 
  the scent of the wounds and fresh blood drives it into a 
  feeding frenzy. The flesh-eating beast gains a +4 morale 
  bonus to its Strength and Constitution scores, suffers a –2 
  penalty to AC, and must either make a bite attack against 
  a living, corporeal creature that is not of the ooze or plant 
  types each round, or spend a move action consuming the 
  flesh of such a creature (which must either be helpless, 
  willing, or dead for less than 1 hour). If there are no other 
  creatures to attack or consume, the flesh-eating beast 
  must bite itself, automatically succeeding on the attack 
  roll and dealing damage as normal.
  The feeding frenzy lasts for as long as there is a creature 
  within 60 feet of the flesh-eating beast that has less 
  than 1/2 its maximum hit points, and for 1d6 rounds 
  thereafter. Oozes, plants, incorporeal creatures, and 
  non-living creatures do not trigger a flesh-eating beast’s 
  feeding frenzy.
  Naturally Intimidating (Ex): The first time that a flesh-
  eating beast hits a given creature with its bite attack each 
  day, it can make an Intimidate check to demoralize that 
  creature as a free action.
  Rip and Tear (Ex): Whenever a flesh-eating beast 
  confirms a critical hit with its bite attack against a living 
  corporeal creature that is not an ooze or plant, it rips off 
  a chunk of flesh, inflicting an amount of bleed damage 
  equal to the flesh-eating beast’s Hit Dice. 
  Special Qualities: A flesh-eating beast gains the following 
  special quality.
  Wild Nature (Ex): The DC of all Handle Animal checks 
  involving the flesh-eating beast increase by +4. This 
  also applies to other skill checks made to influence the 
  flesh-eating beast, such as those made for a druid’s 
  wild empathy class feature. Finally, the flesh-eating 
  beast gains a +2 bonus on saving throws made to resist 
  compulsion effects.
  Ability Scores: Str +4, Con +4, Wis –4 (minimum 1). 
  Additionally, the base creature’s Intelligence score is halved 
  (rounded down, minimum 1).
  Skills: A flesh-eating beast gains a number of ranks in 
  Intimidate equal to its Hit Dice, and treats Intimidate as a 
  class skill.
  Ecology
  While there is nothing unusual about animals that eat meat, 
  flesh-eating beasts are animals that would naturally eat only 
  plants, but which have been driven to a carnivorous diet, 
  whether by the will of cruel masters, or the whims of the 
  fates. Creating a flesh-eating beast is generally as simple as 
  capturing an herbivorous creature and forcing it to consume 
  nothing but meat, generally for a period of at least 1 week 
  per Hit Dice it possesses. The process is not foolproof, and 
  some creatures seem to resist the condition, but overall, this 
  method has roughly a 70% chance of success, although these 
  odds are lowered to 50% in the case of intelligent creatures, 
  which are much harder to transform. If the creatures are fed 
  exclusively the flesh of intelligent humanoids, these odds are 
  increased by 20%.
  Generally, though, a topic of much more interest is how to 
  revert a creature from a flesh-eating beast back to its natural 
  state. This, too, can be done, but it requires twice as long, 
  and the success rate is much lower: generally only about 
  30%, although this can be increased to 50% if the creature is 
  attended by a skilled animal handler who can calm its wild 
  temper and urges.
  Flesh-eating beasts tend to have far greater hunger than 
  other animals of their kind, and in addition to entering a 
  frenzied state at the scent of fresh blood, they tend to be far 
  more aggressive hunters than is really necessary to sustain 
  an animal of their size. This is thought to be due, in part, 
  to the change in diet, and the inefficiency of the creature’s 
  digestive system in handling the new types of proteins, 
  minerals, and vitamins to sustain itself. Oftentimes, the 
  process used to transform such creatures leads them to be 
  more aggressive, particularly towards humanoids, whom they 
  grow to resent. Flesh-eating beasts fed exclusively meat from 
  intelligent creatures tend to crave the same kind of meat, and 
  will actively seek it out, despite being able to survive on less 
  intelligent prey. 
  
  140
  Morphic 
  Morphic oozes are unusual in that they have more control 
  over their amorphous form than other oozes, allowing them 
  to twist their gel-like bodies into a variety of shapes, and even 
  mimic the forms of other creatures. Because they can assume 
  the forms of more terrifying creatures, these oozes are often 
  mistaken for magical beasts or aberrations.
  Creating a Morphic Creature
  “Morphic” is an inherited template that can be applied to any 
  creature of the ooze type. A morphic creature retains all the 
  base creature’s statistics and special abilities, except as noted 
  here.
  Challenge Rating: Same as base creature +2.
  Type: A morphic creature gains the shapechanger subtype.
  Defensive Abilities: A morphic creature retains all the 
  defensive abilities of the base creature and gains the morphic 
  defense ability.
  Morphic Defense (Sp): Whenever the morphic creature 
  uses its change form or mimic special attacks, it gains an 
  additional +4 dodge bonus to AC for as long as the ability 
  is active.
  Weaknesses: A morphic creature gains the unstable form 
  weakness.
  Unstable Form: A morphic creature’s transformations are 
  especially unstable and can be disrupted with physical 
  trauma. Whenever a morphic creature suffers an amount 
  of damage equal to or greater than 1/10 its maximum hit 
  points, if it has assumed another form using its change 
  form or mimic abilities, it is forced back into its natural 
  form.
  Special Attacks: A morphic creature retains all of the special 
  attacks of the base creature and gains the following special 
  attacks.
  Change Form (Sp): A morphic creature can shift its ooze 
  body into the shape of another creature, gaining some of 
  its abilities as a standard action. This functions like the 
  spell beast shape IV, except that the morphic creature 
  does not gain any supernatural or spell-like abilities that 
  the assumed form might have possessed, and assuming 
  a new form does not allow the morphic creature to speak 
  unless it already had the ability to do so. Additionally, 
  the morphic creature retains the gel-like qualities of 
  its body, and so does not gain the normal +10 bonus 
  on Disguise checks to pass as the selected creature. A 
  morphic creature can use this ability at will, but each 
  transformation lasts for only 1d10 rounds.
  Mimic (Sp): A morphic creature can mimic the form 
  of another creature it observes for at least 3 rounds. As 
  a standard action, a morphic creature can assume the 
  form of another creature it has witnessed for at least 
  3 full rounds, as though using the spells giant form II, 
  monstrous physique IV, shapechange, or vermin shape 
  II, except that the morphic creature retains the gel-like 
  qualities of its body, and so does not gain the normal 
  +10 bonus on Disguise checks to pass as the selected 
  creature. This transformation lasts for 1 minute, or 
  until the morphic creature returns to its base form. The 
  morphic creature does not gain any of the supernatural 
  or spell-like special abilities of the assumed form.
  Ability Scores: Increase from the base creature as follows: 
  Dex +4, Con +4.
  Ecology
  A morphic ooze is either magically or chemically different 
  from a typical member of its species, in such a way that 
  gives it greater control of its amorphous body, allowing it 
  to assume the forms of other creatures. This provides it a 
  distinct advantage in hunting for food, allowing the ooze 
  to gain more offensive power while it devours its prey. 
  Occasionally, a morphic creature will try to blend into a 
  group of its prospective victims, before attacking when they 
  seem most vulnerable. Because a morphic creature retains its 
  gel-like body, color, and consistency when it transforms, they 
  are rarely mistaken for members of other species.
  Morphic oozes prefer to use their abilities as often as possible, 
  both to utilize additional offensive and defensive abilities 
  gained by changing shape, and because of some instinctual 
  enjoyment the creature receives from shifting its form. For 
  intelligent oozes, this feeling of happiness is tied into not just 
  the act of shifting, but also in the challenge of assuming new 
  and ever more interesting forms. Oftentimes, they will seek 
  out other creatures in order to more effectively copy their 
  forms, trying to get the details just right. For non-intelligent 
  oozes, the feeling is purely a chemical rush, causing them to 
  frequently change into various strange shapes purely for the 
  sensation of it, a process which can be comical to watch, but 
  which is deadly to disturb.
  Because morphic creatures’ transformations are so short-
  lived, some intelligent morphic creatures attempt to seek a 
  means to achieve a more permanent transformation. They 
  have been known to mimic the forms of creatures with 
  voices in order to conduct interviews with wizards and 
  others knowledgeable about such things. Of course, due to 
  their monstrous natures, most morphic oozes who attempt 
  such a plot find themselves in danger of being destroyed. 
  Unfortunately, outside of a polymorph any object spell, 
  the morphic creature has no known way to assume one 
  permanent shape, a fact that some find maddening. 
  
  141
  Origami Creature
  Origami is an ancient art of folding paper in order to make 
  it take on beautiful shapes, and practiced origami artists can 
  make paper take on the forms of familiar creatures. Some 
  spellcasters have learned how to imbue origami creatures 
  with animating spirits, and use such creatures as messengers, 
  spies, guardians, or for other, stranger purposes. Although 
  origami creatures are typically much more fragile than their 
  living counterparts, they are often nearly as deadly.
  Creating an Origami Creature
  “Origami creature” is an inherited template that can be added 
  to any corporeal creature. An origami creature uses all the 
  base creature’s statistics and special abilities, except as noted 
  here.
  CR: Same as the base creature –2.
  Type: The creature’s type changes to construct (augmented). 
  Do not recalculate class Hit Dice, base attack bonus, saves, or 
  skill points.
  Senses: An origami creature gains blindsight 60 feet, and 
  loses all other senses.
  Armor Class: The origami creature’s natural armor bonus to 
  AC is reduced by –4 (to a minimum of 0).
  Hit Dice: Change all racial Hit Dice to d10s. Class Hit Dice 
  are unaffected. As constructs, origami creatures do not have a 
  Constitution score. Unlike most constructs, origami creatures 
  do not gain bonus hit points based on size.
  Defensive Abilities: The origami creature loses any 
  damage reduction the base creature possesses, as well as 
  any resistances or immunities to various damage types. As 
  a construct, it gains the standard construct immunities. 
  Origami creatures also gain spell resistance equal to their 
  new CR +11. An origami creature loses all spell-like and 
  supernatural defensive abilities the base creature possessed, 
  but retains extraordinary defensive abilities.
  Weaknesses: Origami creatures gain fire vulnerability. 
  Additionally, they gain the following weaknesses.
  Fragile Construction (Ex): Whenever a creature 
  confirms a critical hit against an origami creature with 
  a bludgeoning weapon, the origami creature’s Strength 
  and Dexterity scores are permanently reduced by 6 as 
  its body is crumpled. If this reduces either score to 0, 
  the origami creature is destroyed. Whenever a creature 
  confirms a critical hit against an origami creature with a 
  slashing weapon, the origami creature must succeed on a 
  Fortitude save (DC 10 + damage dealt) or be destroyed, as 
  it is cut in two.
  Highly Flammable (Ex): An origami creature that suffers 
  any amount of fire damage must succeed on a DC 20 
  Fortitude save or catch on fire, suffering 1d6 points of 
  fire damage each round until the flames are put out (for 
  more information on catching on fire, see the Pathfinder 
  Roleplaying Game Core Rulebook).
  Water Vulnerability (Ex): Splashing an origami creature 
  with at least 1 gallon of water or similar liquids inflicts 
  1d3 points of damage to it, and reduces its natural 
  armor bonus to AC by 1. Immersion in water inflicts 10 
  points of damage per round to the origami creature, and 
  reduces its natural armor bonus to AC by 2 per round 
  of immersion. These effects stack, but cannot reduce 
  the origami creature’s natural armor bonus to AC to less 
  than 0. The origami creature’s natural armor bonus to AC 
  restores itself naturally at a rate of 1 point per 10 minutes 
  until it is fully dry, but damage inflicted in this way 
  remains until healed.
  Speed: Same as the base creature. If the base creature had 
  a fly speed, its maneuverability increases by two steps (to a 
  maximum of perfect).
  Melee: Same as the base creature, but all natural attacks 
  deal slashing damage. If the base creature did not possess 
  any natural attacks, it gains a primary slam attack. If the 
  base creature typically wielded a manufactured weapon, a 
  paper version of the weapon is incorporated into the origami 
  creature’s form for the purposes of serving as this slam 
  attack, and the attack’s damage dice are equal to the base 
  damage dice of that weapon (for example, if the base creature 
  was Medium-sized and typically wielded a dagger, its slam 
  would deal 1d4 points of damage, but if it typically wielded a 
  greataxe, the slam would deal 1d12 points of damage). If there 
  is no appropriate weapon for the slam attack to emulate, it 
  instead deals damage appropriate for the origami creature’s 
  size. Whether patterned after a weapon or not, the slam 
  attack deals slashing damage, and its critical threat range and 
  critical multiplier are unaltered.
  Special Attacks: An origami creature loses all spell-like and 
  supernatural special attacks the base creature possesses, but 
  retains all of its extraordinary special attacks, and gains the 
  following special attack.
  Paper Cut (Ex): Whenever an origami creature confirms 
  a critical hit with one of its natural attacks, it also inflicts 
  an amount of bleed damage equal to 1/2 its Hit Dice 
  (rounded down). This bleed damage can be healed with a 
  DC 15 Heal check.
  Special Qualities: An origami creature loses all spell-
  like and supernatural special qualities the base creature 
  possesses, but retains all of its extraordinary special qualities, 
  and gains the compression and freeze universal monster 
  abilities.
  Ability Scores: Str –2, Dex +4, Int –2 (unless the base 
  creature’s Intelligence is already less than 7). As a construct, 
  an origami creature has no Constitution score.
  Ecology
  While origami creatures share a lot in common with 
  animated objects, the magic that brings them to life causes 
  them to behave in all ways as the creature that they appear to 
  be, rather than as an animated piece of paper. Thus, origami 
  creatures tend to have behaviors strongly associated with the 
  base creature, though they are somewhat less intelligent, and 
  are often bound to those that create them. 
  
  142
  Qarin
  Qarins are a special type of genie who devote themselves to 
  testing (some would say tormenting) mortals, challenging 
  their moral and ethical beliefs, and attempting to convert 
  them away from their current path in life. Rather than do so 
  simply by talking, most qarins prefer to meddle in the affairs 
  of their chosen ward from the shadows, complicating their 
  lives and creating difficult (and sometimes contrived) moral 
  quandaries.
  Creating a Qarin
  “Qarin” is an inherited template that can be added to any 
  genie (including djinni, efreeti, janni, marids, and shaitans), 
  referred to hereafter as the base creature. A qarin retains all 
  the base creature’s statistics and special abilities except as 
  noted here.
  Challenge Rating: Same as the base creature +1.
  Alignment: A qarin’s alignment is closely linked to that of 
  his ward (see the ward special quality, below). By default, 
  a qarin’s alignment is diametrically opposed to that of his 
  ward (if the ward’s alignment is neutral good, the qarin’s is 
  neutral evil; if the ward is lawful evil, the qarin is chaotic 
  good, and so on). If the ward is neutral, the qarin’s alignment 
  is whichever of the following is closest to the base creature’s 
  alignment (choose randomly in the event of a tie): chaotic 
  evil, chaotic good, lawful evil, or lawful good.
  If either the qarin or the qarin’s ward has their alignment 
  changed for any reason other than one of the pair causing the 
  change in the other (whether through magical compulsion 
  or simply through conversation), the other party must 
  succeed on a DC 20 Will save or have their alignment shift 
  in the opposite fashion (for example, if a lawful evil qarin 
  had his alignment shift to lawful neutral, his chaotic good 
  ward would have her alignment change to chaotic neutral; 
  alternatively, if both were neutral good, because one had 
  converted the other, then if one changed to become lawful 
  good, the other would shift to chaotic good, if she failed her 
  save). The redemption or temptation option of an atonement 
  spell can reverse this effect, but this forces the other party 
  to make a saving throw or have her alignment changed, as 
  normal. 
  Type: As the base creature. However, a chaotic qarin gains 
  the chaotic subtype, and similarly, evil, good, and lawful 
  qarins gain the corresponding subtypes. Note that qarins 
  change alignment often, and if a qarin stops being chaotic, 
  evil, good, or lawful, he loses the corresponding subtype.
  Armor Class: The creature gains a deflection bonus to AC 
  equal to the lower of his Charisma modifier or his ward’s 
  Charisma modifier (minimum +0).
  Defensive Abilities: The qarin retains all the defensive 
  abilities of the base creature, and gains the following 
  defensive abilities.
  Defensive Bond (Su): A qarin gains a +2 morale bonus to 
  AC against attacks made by his ward, and he gains a +2 
  morale bonus on saving throws made against his ward’s 
  spells and abilities.
  Rejuvenation (Su): It is all but impossible to permanently 
  destroy a qarin as long as his ward still draws breath. 
  As long as the qarin’s ward is still alive, the slain qarin 
  restores himself in 2d4 days. Even the most powerful 
  spells are usually only temporary solutions. The only way 
  to permanently destroy a qarin is to first slay his ward. 
  Even if the qarin is killed after his ward has died, if the 
  ward is later returned to life, there is a 10% chance that 
  the qarin rejuvenates 2d4 days later.
  Special Attacks: The qarin retains all the special attacks of 
  the base creature, and gains the following special attacks.
  Constant Companion (Sp): A qarin gains a number of 
  abilities that allow him to keep tabs on his ward, and 
  better meddle in her affairs. The qarin can cast scrying 
  once per day, but only to view his ward (he is treated 
  as being familiar with his ward for the purposes of 
  determining the spell’s Will save modifier). Additionally, 
  as long as he is on the same plane as his ward, he can 
  concentrate on her as a standard action in order to 
  listen to her surface thoughts, as though with detect 
  thoughts (the saving throw DC is equal to 10 + 1/2 the 
  qarin’s Hit Dice + the qarin’s Charisma modifier). If his 
  ward succeeds on her saving throw, he can’t use this 
  ability again for 1 hour. The qarin can also communicate 
  telepathically with his ward over any distance, as long as 
  they are on the same plane (this does not grant the ward 
  any particular ability to respond).
  If the qarin has at least 5 Hit Dice, he can cast suggestion 
  on his ward as a spell-like ability three times per day 
  (the DC and range are the same as his ability to read her 
  surface thoughts), and whenever he successfully reads 
  his ward’s surface thoughts, he may choose to see and 
  hear what she does for as long as he continues to monitor 
  her thoughts (if he does so, he no longer sees or hears 
  through his own body, and is considered blind and deaf).
  Interfere (Su): Once per day, while monitoring his ward’s 
  thoughts, as an immediate action, a qarin can meddle 
  with the destiny of his ward, causing her to roll twice on 
  her next attack roll, ability check, skill check, or saving 
  throw, and take either the better or worse result (the 
  qarin chooses what type of roll and whether the ward will 
  take the higher or lower result when he uses the ability). 
  Most qarins threaten to use this ability at an inopportune 
  time if their ward takes an action they disapprove of, 
  or offer to use it to their ward’s benefit if the ward will 
  perform actions she otherwise wouldn’t. For every 5 
  Hit Dice the qarin possesses, he can use this ability one 
  additional time per day.
  Special Qualities: The qarin retains all the special qualities 
  of the base creature, and gains the following special quality.
  Ward (Su): Each qarin is mystically linked to a specific 
  humanoid creature, referred to as his ward. Many of the 
  qarin’s abilities are related to his ward. The qarin always 
  
  143
  knows the direction and relative distance to his ward, and 
  if the two are on different planes of existence, he knows 
  what plane she is on. The ward cannot sense the qarin in 
  the same fashion, but if she has met the qarin and has 
  been made aware of the special link between them, then 
  she automatically senses whenever the qarin is within 
  one mile of her, and can empathically sense his emotions 
  within this range, similar to the empathic link between a 
  wizard and his familiar.
  If the qarin’s ward dies, the qarin loses all benefits of this 
  template (other than his alignment subtypes) until his 
  ward is returned to life, or until he finds a new ward. This 
  does not cause his alignment to change. He cannot find 
  a new ward until a year and a day has passed, at which 
  point he may perform a 24-hour ritual to become bonded 
  to a new ward. The qarin has no control over who the 
  new ward is, and it is determined randomly from among 
  all humanoids. When a qarin gains a new ward, his 
  alignment automatically changes to become the opposite 
  of the new ward’s (or, if the ward is neutral, the qarin’s 
  alignment is selected randomly from among chaotic evil, 
  chaotic good, lawful evil, and lawful good).
  Abilities: Cha +4
  Skills: Qarins have a racial bonus on Diplomacy checks equal 
  to +8 or their Hit Dice, whichever is higher.
  Ecology
  While most genies are more than happy to leave the Material 
  Plane and all of its (in their eyes) backwards inhabitants to 
  do as they please, there is a certain group of genies, known 
  as qarins, who devote themselves entirely to meddling with 
  the hearts and minds of mortals. Each qarin is assigned 
  to a specific mortal, who they focus all of their efforts on, 
  obsessively watching and interfering with that individual’s 
  life, and attempting to challenge their moral and ethical 
  views, to push them from their current path—whatever that 
  path might be. They do so not because they have adopted 
  any particular moral viewpoint themselves, nor because they 
  oppose a specific one, either, but simply to test the strength 
  and conviction of the beliefs of the one whom they focus on.
  Qarins move from one mortal to the next, usually after the 
  mortal’s death, or on rare occasions, when a mortal clearly 
  passes or fails the qarin’s test, the qarin can sever the link 
  and move on. Because they always oppose and question the 
  beliefs and views of their current ward, a qarin might go 
  straight from attempting to corrupt a paladin to attempting 
  to redeem an evil tyrant, and they make such transitions 
  flawlessly. For this reason, some scholars theorize that the 
  qarins are truly neutral in alignment, although if this is the 
  case, the magic of their bond obscures it from even the most 
  powerful of magical effects that have been turned upon 
  qarins in the past.
  Little is known about why the qarins set themselves to 
  this task, or how they determine their wards. The qarins 
  themselves, when asked, state that they have been given this 
  task by the divine, but they refuse to elaborate. It is known 
  that qarins do associate with one another, forming a sort of 
  secret society, but beyond this, details are unclear.
  The tests that qarins set for the mortals they are bound to 
  come in many different forms, and are frequent, as the qarin 
  seeks to determine the mortal’s character. Typically, they 
  begin by meddle in small things on a day-to-day basis, just to 
  ensure that the mortal is living the life they claim to be living, 
  and to establish a baseline for determining the difficulty of 
  future tests of faith and the likelihood of the mortal giving 
  in. These tests are small things, arranged by the qarin either 
  by magical or mundane means, and are usually provided 
  without direct interaction between the qarin and his ward. 
  Usually, these little tests consist of giving the mortal the 
  opportunity to act on the beliefs they profess. This might 
  mean showing a beggar in need of assistance to a mortal who 
  claims to be charitable, or a showing the same beggar to a 
  mortal who claims to be merciless, but this time injured and 
  clutching his last coins. A charitable character who gives the 
  beggar a coin or two establishes that he means what he says, 
  but is not a slave to his ideal, while one that takes the beggar 
  under his wing, helping him to find work and making sure 
  that he is on the road to success, demonstrates that changing 
  his viewpoint will be considerably harder, and may require 
  more effort on behalf of the qarin. 
  Qarins usually prefer to use the minimum effort to convince 
  their ward to change their ways, using their interfere 
  ability whenever she is doing something the qarin does not 
  approve of, and contacting their ward with whatever lessons, 
  temptations, and wisdom they feel will most easily sway 
  her. However, in the case of especially devout wards, their 
  tests tend to be more extreme, offering the ward what they 
  need in times of great peril, if only they will change their 
  ways, or tempting them with wishes  and magical treasure 
  acquired on their planar trips and journeys, if only they will 
  see the other point of view. Typically, a qarin offers ever more 
  impressive gifts each time the mortal ward refuses his aid, 
  all the while increasing the hardships she will face, raising 
  up her enemies with the same favors he is offering to the 
  ward, and using his talents to weaken the mortal. Meanwhile, 
  mortals who do begin to give in can expect less and less from 
  the qarin, who eventually loses interest in the mortal ward. 
  Qarins usually offer a singular test of faith to mortals who 
  repeatedly rebuke them and turn away from their aid, no 
  matter how much it has cost them. This will take the form 
  of a high-risk situation, often one which will cost the life of 
  one who is held dear to the mortal ward. Typically, the mortal 
  will be able to save his loved one’s life, but only with the aid 
  of the qarin. If passed, such tests usually satisfy the qarin, 
  who moves on to some other mortal in order to continue his 
  work. Mortals who fail this test might also satisfy the qarin 
  as not worthy of their faith, but are also likely to require 
  further testing. In such cases, the qarin usually attempts to 
  persuade the individual after such an ordeal that their faith 
  is not worth it, and that they should strive to live a different 
  lifestyle. 
  
  144
  Slime
  Slime creatures are powerful oozes that represent living 
  embodiments of deadly chemicals. Though slime creatures 
  are not as caustic as most oozes, they make up for it by having 
  more fluid bodies, as well as poisonous flesh that infects 
  those who come into contact with them.
  Creating a Slime Creature
  “Slime” is an inherited template that can be applied to any 
  ooze creature. A slime creature retains all the base creature’s 
  statistics and special abilities, except as noted here.
  Challenge Rating: Same as the base creature +2.
  AC: A slime creature never receives a natural armor bonus to 
  AC, as its body is almost entirely liquid.
  Defensive Abilities: A slime creature retains all the 
  defensive abilities of the base creature and gains the poison 
  body ability.
  Poison Body (Ex): An adjacent creature which hits a 
  slime creature with a natural attack or melee weapon is 
  exposed to slime poison (see special attacks, below).
  Special Attacks: A slime creature retains all the special 
  attacks of the base creature and gains the following special 
  attacks.
  Natural Attack (Ex): A slime creature does not deal acid 
  damage with its natural attacks or during a grapple; 
  instead, whenever a slime creature hits another creature 
  with one of its natural attacks, and each round it is in a 
  grapple with another creature, that creature is exposed to 
  slime poison.
  Slime Poison: Type poison (contact); Save Fortitude 
  DC 20 + 1/2 the slime creature’s Hit Dice + the slime 
  creature’s Con modifier
  Frequency 1/ round for 6 rounds
  Effect 1 Con damage, and a creature that is reduced to 
  0 Con in this way is completely dissolved into animate 
  slime. One minute after its death, it is returned to life as 
  a slime creature of the same type that killed it. Dealing 
  at least 1 point of cold damage to the resulting slime 
  creature halts this process; Cure 1 save.
  Slime Puddle (Ex): When a slime creature is reduced to 
  0 hit points, it immediately dies, filling an area equal to 
  its space with a puddle of slime poison, which lasts for 
  1 hour before becoming inert. Dealing at least 1 point 
  of cold damage to the puddle causes it to immediately 
  become inert.
  Ecology
  No one knows where the original slime creatures came from, 
  as most are created by exposure to slime poison. Most slime 
  creatures share little in common with the creatures they 
  were before, instead being driven almost entirely by hunger. 
  Because of their poisonous bodies, they are occasionally 
  sought out by alchemists looking to make particularly 
  virulent poisons. 
  Slime creatures are often driven by nothing so much as a 
  blind hunger, which infuses every aspect of their being. Slime 
  creatures will often seek out the nearest source of devourable 
  material to kill and eat, after the manner of the type of 
  ooze they are. Because killing another creature also allows 
  the slime to reproduce, they are vicious creatures, bent on 
  attacking anything that strays too close, as well as actively 
  hunting out both their next meal and their next chance to 
  create more of their kind. 
  Intelligent slime creatures tend to pursue these tasks with 
  greater drive than those merely driven by instinct, seeking 
  out large vulnerable communities and attacking with reckless 
  abandon to further their own influence. Such slime attacks 
  are thankfully rare, and are usually put to a stop before they 
  can do too much harm to a large community. Slime creatures 
  are extremely averse to cold temperatures, and thus are 
  driven deep underground when in cold environments, where 
  they lay in wait for a break in the weather. Intelligent slime 
  creatures typically use such a break to flee their current 
  environment for somewhere warmer. 
  Antidotes, and other magic which can affect poisons, have 
  no specific effect on a slime creature, though exposure to 
  such things is highly uncomfortable for slimes and causes 
  them to become agitated and fearful. They also instinctively 
  avoid creatures with the cold subtype, despite only having a 
  minor vulnerability to cold energy. Some scholars claim that 
  creatures of the cold subtype are immune to slime poison, a 
  claim which has no basis in fact. 
  Slime creatures are occasionally bottled by daring alchemists. 
  Sometimes bits of the creatures are collected piecemeal, to 
  be combined with special reagents to deliver deadly poisons 
  at a later time, whereas others capture a whole slime creature 
  in large glass container, which is then kept cold. In the latter 
  case, the container can be thrown to unleash the slime. These 
  thrown weapons are highly dangerous, both for the target and 
  the user, who should escape the attack as soon as possible. 
  A slime grenade, as such items are called, has a range 
  increment of 10 feet, and costs 150 gp per Hit Dice of the 
  slime creature inside the container. It requires 2 hands to 
  throw. Once bottled, slime poison can be treated using Craft 
  (alchemy), with a DC of 10 +the CR of the slime creature to 
  become a stable poison, and sells for 2,500 gp + 100 gp per Hit 
  Dice of the slime creature per dose. 
  
  145
  Monster Feats
  The following section presents a number of feats that apply 
  specifically to monsters, although at the GM’s discretion, 
  some of them may be made available to player characters who 
  qualify for them. They are presented in alphabetical order.
  Acid Spray (Monster)
  When a victim cuts its way out of your stomach, you unleash 
  a torrent of caustic acid. 
  Prerequisite: Swallow whole monster special ability.
  Benefit: Whenever a creature you have swallowed 
  successfully cuts her way out, you project a 15-foot cone of 
  acid which burns the escaping creature and anyone caught in 
  the cone, dealing an amount of acid damage equal to 2d6 + 
  the acid damage dealt by your swallow whole ability (if any). 
  A successful Reflex save (DC 10 + 1/2 your Hit Dice + your 
  Constitution modifier) halves this damage. 
  Adjustable Breath (Monster)
  You can adjust the shape of your breath weapon.
  Prerequisite: Breath weapon.
  Benefit: Whenever you use your breath weapon, you can 
  choose whether it takes the form of a cone or a line. When 
  taking the form of a line, its length is twice as long as when 
  it takes the form of a cone (so, if it is normally a line, and 
  you use it as a cone, it is half the normal length, but if it is 
  normally a cone, and you use it as a line, it is twice the normal 
  length). No other aspect of your breath weapon is changed.
  Breath of Frost (Monster)
  Your cold breath freezes foes in their steps.
  Prerequisite: Breath weapon that deals cold damage.
  Benefit: Whenever you use your breath weapon, you can 
  choose to make it a breath of frost. If you do, any creature 
  that fails its Reflex save to reduce the damage from the breath 
  weapon and suffers at least 1 point of cold damage from your 
  breath weapon has its legs covered in a thin layer of frost, 
  rooting it in place. The creature is unable to leave its current 
  square unless it succeeds on a Strength check (DC 12 + your 
  Constitution modifier) as a move action. If your breath 
  weapon can only be used a certain number of times per day, 
  a breath of frost counts as two uses. If your breath weapon 
  takes a certain amount of time to recharge, it takes twice as 
  long after a breath of frost.
  Breath of Ignition (Monster)
  Your flaming breath causes creatures caught in it to catch on 
  fire.
  Prerequisite: Breath weapon that deals fire damage.
  Benefit: Whenever you use your breath weapon, you can 
  choose to make it a breath of ignition. If you do, any creature 
  that fails its Reflex save to reduce the damage from the breath 
  weapon and suffers at least 1 point of fire damage from your 
  breath weapon catches on fire, suffering an amount of fire 
  damage each round equal to 1d6 per 5 Hit Dice you possess 
  (minimum 1d6) or your normal breath weapon damage, 
  whichever is lower. Other than the damage dealt, and the 
  Reflex DC to put out the flames (which is equal to the breath 
  weapon’s DC), this functions identically to catching on fire 
  through other means. If your breath weapon can only be used 
  a certain number of times per day, a breath of ignition counts 
  as two uses. If your breath weapon takes a certain amount 
  of time to recharge, it takes twice as long after a breath of 
  ignition.
  Caster of Shadows (Monster)
  So great is your size that you block out the very sun for those 
  below, shrouding them in darkness.
  Prerequisite: Gargantuan size or larger.
  Benefit: The light level in areas adjacent to you is reduced by 
  2 steps. The affected area extends 20 feet out from your space, 
  or 30 feet out if you are Colossal. This ability has no effect 
  on light sources which originate below the vertical limit of 
  your space; thus, sunlight, moonlight and the like are easily 
  blocked, but light from torches or light spells on the ground 
  are not. Note that unless you have darkvision or some other 
  way to perceive creatures in darkness, you may be blind to 
  threats adjacent to you. 
  Deadly Swallow (Monster)
  Through practiced muscle contraction, you can quickly crush 
  your still-living prey to death in order to facilitate easier 
  digestion.
  Prerequisite: Swallow whole monster special ability.
  Benefit: Whenever a creature you have swallowed suffers 
  damage from your swallow whole ability, she suffers an 
  additional 1d6 points of bludgeoning damage per size 
  category you are larger than the swallowed creature. 
  Deep Lungs (Monster)
  You can use your breath weapon more often.
  Prerequisite: Breath weapon that requires you wait 1 or 
  more rounds between uses.
  Benefit: When determining how long you must wait before 
  using your breath weapon again, reduce the number of 
  rounds, minutes, or hours by 1 (so if you would normally 
  need to wait 1d4+1 rounds, you wait 1d4 rounds instead, 
  whereas if you would normally need to wait 1d4 hours, you 
  wait 1d4–1 hours, and so on). This cannot reduce the wait 
  time to less than 1 round.
  Drop (Monster)
  From your maximum reach, you hurl your foe to the ground, 
  crushing the puny creature who dared stand against you.
  Prerequisites: Str 27, grab monster special attack or 
  Improved Grapple, Huge size or larger.
  Benefit: When grappling a creature at least 3 size categories 
  smaller than you, if you begin your turn in control of the 
  grapple, as a free action you may choose to end the grapple by 
  dropping your foe from a great height. The target is knocked 
  prone in a square adjacent to you and suffers damage 
  determined by your size: if you are Huge, the target suffers 
  3d6 + your Strength modifier points of damage; if you are 
  Gargantuan, the target suffers 5d6 + your Strength modifier 
  
  146
  points of damage; and if you are Colossal, the target suffers 
  10d6 + your Strength modifier points of damage. The target 
  may attempt an Acrobatics check, opposed by your CMD, 
  to negate the prone affect and halve the damage from this 
  ability. 
  Ectoplasmic Manifestation (Monster)
  You can create a solid body for yourself out of ectoplasm, 
  although it doesn’t last long.
  Prerequisite: Incorporeal undead.
  Benefit: As a full-round action, you can manifest a corporeal 
  body for yourself out of ectoplasm. While manifested in 
  this way, you effectively lose the incorporeal subtype and 
  all incorporeal traits. While corporeal in this fashion, your 
  Strength score is equal to the lower of your Dexterity or 
  Charisma scores. Your body, while solid, is translucent, and 
  obviously unnatural. If you are partially or completely inside 
  a solid object when you use this ability, you suffer 1d6 points 
  of damage and are shunted to the nearest unoccupied space. 
  You can remain corporeal in this fashion for a number of 
  minutes equal to your Charisma modifier, after which you 
  must succeed on a Fortitude save (DC 10 + 1/2 your Hit Dice + 
  1 per previous save) at the beginning of your turn each round, 
  or be forced to spend a full-round action returning to your 
  incorporeal state. Each time you use this ability, you must 
  wait 1d4 hours before you can use it again.
  Expansive Stomach (Monster)
  Eating larger and larger meals has caused your insides to 
  expand, allowing you to accommodate bigger creatures. 
  Prerequisites: Grab monster special ability, swallow whole 
  monster special ability.
  Benefit: You may swallow creatures of your size category or 
  smaller.
  Normal: Unless otherwise stated, a creature with swallow 
  whole can swallow creatures up to one size category smaller 
  than it.
  y
   d
  d 
   your worms may 
   
  Table 4‐3: Feats
  Feats
  Prerequisites
  Benefits
  Acid Spray
  Swallow whole.
  Create a cone of acid when cut open.
  Adjustable Breath
  Breath weapon.
  You can adjust your breath weapon's shape.
  Breath of Frost
  Breath weapon that deals cold damage.
  Your breath weapon can freeze foes in place.
  Breath of Ignition
  Breath weapon that deals fire damage.
  Your breath weapon can set foes on fire.
  Caster of Shadows
  Gargantuan or larger.
  The light level near you is reduced.
  Deadly Swallow
  Swallow whole.
  Your swallow whole ability does more damage.
       Strong Swallow
  Deadly Swallow.
  Your swallow whole does more damage and is 
  harder to escape.
  Deep Lungs
  Breath weapon.
  You can use your breath weapon more often.
  Drop
  Str 27, grab or Improved Grapple, Huge or 
  larger.
  You can drop grappled foes from a great height 
  to damage them.
  Ectoplasmic 
  Manifestation
  Incorporeal undead.
  You can temporarily form a corporeal body out 
  of ectoplasm.
  Expansive Stomach
  Grab, swallow whole.
  You can swallow creatures your own size.
  Fatal Felling
  Acrobatics 1 rank, Huge or larger.
  You can move when falling prone, and crush 
  creatures you land on.
  Living Wall
  Combat Expertise, Huge or larger.
  You provide total cover to smaller creatures.
  Nauseating Breath
  Breath weapon that deals acid damage.
  Your breath weapon creates nauseating fumes.
  Numbing Breath
  Breath weapon that deals electricity damage.
  Your breath weapon numbs your foes.
  Plague Carrier
  Disease.
  Your disease gains the plague template.
  Reassembling Flesh
  Corporeal undead.
  Control your limbs independently of your body.
       Independent Limbs
  Reassembling Flesh.
  Metal items you create are more durable.
  Reduce to Rubble
  Str 25, Power Attack and either Improved Bull 
  Rush or Improved Overrun, Large or larger.
  You can knock down buildings.
  Sewer Stench
  Stench
  Your stench is more profound.
  Stride Over
  Huge or larger.
  You can move through small creatures' spaces.
  Tough Inner Wall
  Con 15, swallow whole.
  Your stomach has more hit points.
  Through the Cracks
  Amorphous and compression.
  You can squeeze through tiny cracks.
  Urban Ambusher
  Freeze.
  You gain benefits on the surprise round of 
  combat after hiding with freeze.
  Violent Expulsion
  60 hit points, grab, swallow whole.
  You can violently fling a creature from your 
  insides when it damages you.
  Worm‐Ridden
  Undead, must have flesh of some kind.
  Your corpse is host to dozens of parasitic worms 
  that bite foes you grapple.
       Spawning Worms
  Worm‐Ridden.
  Creatures damaged by your worms may become 
  Creatures
  amage
  by
  become
  infested themselves.
  
  147
  Fatal Felling (Monster)
  Even when all seems lost, you maintain control of your 
  considerable bulk, and you make the most of a bad situation 
  by controlling the direction you fall, if fall you must. 
  Prerequisites: Acrobatics 1 rank, Huge size or larger.
  Benefit: Whenever you become prone, such as when you 
  are tripped, fall asleep, or are slain, you may choose which 
  direction you fall. You then fall prone in that direction, 
  landing in a space adjacent to the space you were standing 
  in, instead of simply being prone in the same space you were 
  standing in (you still take up your normal space when you 
  fall prone in this way). If any of the squares you fall into are 
  occupied by creatures smaller than yourself, each of those 
  creatures must succeed on a Reflex save (DC 10 + 1/2 your 
  racial Hit Dice + your Strength modifier) or suffer 1d6 points 
  of damage for each size category he is smaller than you, and 
  becomes pinned under your bulk (though you do not gain the 
  grappled condition). The pinned condition immediately ends 
  when you cease to be prone. 
  Independent Limbs (Monster)
  When your limbs are severed, you can control them as easily 
  as if they were still attached.
  Prerequisite: Reassembling Flesh.
  Benefit: When your limbs are separated from your body, you 
  can control them just as easily as if they were still attached. 
  You can rip off one of your own arms or legs as a full-round 
  action, inflicting 4d6 points of damage to yourself, to which 
  damage reduction does not apply, although if your limbs are 
  severed by other means, this ability functions just as well.
  A severed limb uses your statistics, modified for its current 
  form. A severed arm is treated as two size categories smaller 
  than you, and a severed leg is treated as one size category 
  smaller than you. Both severed arms and severed legs are 
  treated as having a Strength score equal to half your Strength 
  score (rounded down, minimum 1). Similarly, they benefit 
  from only half your natural armor bonus to AC. Severed arms 
  have a speed of 10 feet and a climb speed of 10 feet, while 
  severed legs have a speed of 15 feet. If severed yourself using 
  the method described above, each limb has a number of hit 
  points equal to the damage you suffered severing it. If severed 
  any other way, the limb has hit points equal to 1/4 your hit 
  point total.
  Each of your limbs acts on your initiative, and can take a full 
  round’s worth of actions. A limb that moves more than 60 
  feet away from you can no longer be controlled until it is once 
  again within this range. A limb that is reduced to 0 hit points 
  can no longer act, but can still be reattached to your body.
  Living Wall (Monster)
  You are an expert at interjecting your sheer bulk between 
  those you would protect and their attackers, rendering their 
  frail efforts in vain. 
  Prerequisites: Combat Expertise, Huge size or larger.
  Benefit: Whenever you use Combat Expertise, fight 
  defensively, or take a total defense action, you provide total 
  cover to creatures and objects on one side of you against 
  attacks made or spells cast by creatures at least 2 size 
  categories smaller than you that originate from the opposite 
  side of you. Siege weapons and other exceptional attack forms 
  are not affected by this ability, at the GM’s discretion. 
  Nauseating Breath (Monster)
  Your acidic breath creates noxious fumes.
  Prerequisite: Breath weapon that deals acid damage.
  Benefit: Whenever you use your breath weapon, you can 
  choose to make it a noxious breath. If you do, any creature 
  in the breath weapon’s area must succeed on a Fortitude save 
  (at the same DC as the breath weapon’s Reflex save) or be 
  nauseated for 1 round, and then sickened for 1 round per 5 
  Hit Dice you possess. If your breath weapon can only be used 
  a certain number of times per day, a nauseating breath counts 
  as two uses. If your breath weapon takes a certain amount 
  of time to recharge, it takes twice as long after a nauseating 
  breath.
  Numbing Breath (Monster)
  Your electric breath numbs your victims’ muscles, weakening 
  them.
  Prerequisite: Breath weapon that deals electricity damage.
  Benefit: Whenever you use your breath weapon, you can 
  choose to make it a numbing breath. If you do, any creature 
  that fails its Reflex save to reduce the damage from the breath 
  weapon and suffers at least 1 point of electricity damage 
  from your breath weapon becomes fatigued (or exhausted, 
  if already fatigued). If your breath weapon can only be used 
  a certain number of times per day, a numbing breath counts 
  as two uses. If your breath weapon takes a certain amount 
  of time to recharge, it takes twice as long after a numbing 
  breath.
  Plague Carrier (Monster)
  The diseases you carry are especially contagious, and ripe for 
  spreading a plague through an entire city.
  Prerequisite: Disease universal monster ability.
  Benefit: The disease that you carry gains the plague 
  template (Pathfinder Roleplaying Game: Horror Adventures). 
  Additionally, you gain a +2 racial bonus on saving throws 
  made to resist diseases.
  Reassembling Flesh (Monster)
  The same forces that animate your corpse can also restore it 
  from severe damage.
  Prerequisite: Corporeal undead.
  Benefit: You are not destroyed when reduced to 0 hit points, 
  although you do immediately go into a death-like state during 
  which you are unaware and cannot act. Each hour, you heal 
  1 hit point, until you reach 1 hit point, at which point you 
  awaken from this death-like state. You are still destroyed if 
  your negative hit point total equals or exceeds your Charisma 
  score. Additionally, if any of your limbs are severed, you can 
  reattach the limb by holding it in place for 3 rounds. You 
  can even reattach your head to your body in this fashion, 
  although typically this requires outside assistance, unless you 
  have some other means of controlling your body while your 
  head is detached.
  
  148
  Reduce to Rubble (Monster)
  You can crush entire buildings.
  Prerequisite: Str 25, Power Attack and either Improved Bull 
  Rush or Improved Overrun, size Large or larger.
  Benefit: You can attempt to destroy a building by ramming it 
  as a charge attack and making a combat maneuver check. The 
  DC of this check depends on the size of the structure, as well 
  as the material it is made of. The base DC is 20 unless the 
  building was specifically designed to resist assault, in which 
  case the DC is equal to 20 + the Knowledge (engineering) 
  modifier of the architect or designer that created it. The DC 
  increases by 10 for each size category larger than you the 
  building is. If the building is made of stone, the DC increases 
  by 5, and if it is made of metal, the DC increases by 10. If 
  the structure is made of a material less sturdy than standard 
  wood construction, the DC may be lower, at the GM’s 
  discretion. Similarly, certain engineering features (such as 
  being built into the side of a mountain, being built on narrow 
  support struts, etc.) may increase or decrease the DC as well. 
  If the combat maneuver check is a success, the building 
  collapses, dealing 8d6 points of bludgeoning damage and 
  burying everyone inside. A successful DC 15 Reflex save 
  halves this damage, and negates being buried. Characters 
  take 1d6 points of nonlethal damage per minute while buried. 
  If such a character falls unconscious, he must make a DC 15 
  Constitution check each minute. If it fails, he takes 1d6 points 
  of lethal damage each minute until freed or dead. Characters 
  who aren’t buried can dig out their friends. In 1 minute, using 
  only her hands, a character can clear rocks and debris equal 
  to five times her heavy load limit. The amount of loose stone 
  that fills a 5-foot-by-5-foot area weighs 1 ton (2,000 pounds). 
  Armed with an appropriate tool, such as a pick, crowbar, or 
  shovel, a digger can clear loose stone twice as quickly as by 
  hand. A buried character can attempt to free himself with a 
  DC 25 Strength check.
  Sewer Stench (Monster)
  Your stench is particularly pungent, and mixed with aromas of 
  filth and waste.
  Prerequisite: Stench universal monster ability.
  Benefit: Any creature that fails the Fortitude save to resist 
  your stench ability by 5 or more is nauseated, rather than 
  sickened, for the first 1d4 rounds of the effect. Additionally, 
  the range of your stench special ability extends to 60 feet, and 
  the duration is increased to 1.5 times the normal amount.
  Spawning Worms (Monster)
  The worms in your body can lay eggs in those that they bite, 
  spreading the infection.
  Prerequisite: Worm-Ridden.
  Benefit: Any creature damaged by your worms is exposed to 
  the wormpox disease. The saving throw DC for the disease is 
  equal to 10 + 1/2 your Hit Dice + your Charisma modifier.
  WORMPOX
  Type disease, injury; Save Fortitude varies
  Onset 1 day; Frequency 1/day
  Effect 1 Con damage; Cure 2 consecutive saves.
  
  149
  Stride Over (Monster)
  You walk over the rabble, neither trampling them underfoot 
  nor knocking them over, but rather striding wholly above their 
  heads. 
  Prerequisite: Huge size or larger.
  Benefit: You may move through the spaces of creatures of 
  at least 3 size categories smaller than yourself at full speed, 
  without need of an Acrobatics check, and you do not provoke 
  attacks of opportunity from such creatures. You cannot end 
  your movement in a square occupied by another creature, 
  unless it is helpless.
  Strong Swallow (Monster)
  Your powerful muscles allow you to squeeze the life out of 
  those you have swallowed with even greater efficiency. 
  Prerequisite: Deadly Swallow.
  Benefit: You add your strength modifier to the additional 
  bludgeoning damage dealt by the Deadly Swallow feat. 
  Additionally, a creature who Strength score is lower than 
  yours suffers a -2 penalty on combat maneuver checks (but 
  not Escape Artist checks) made to escape a grapple while 
  swallowed whole. 
  Tough Inner Wall (Monster)
  You have a hearty physique and it is particularly difficult to 
  cut through your flesh. 
  Prerequisites: Con 15, swallow whole monster special ability.
  Benefit: You add an additional 1/10 your maximum hit points 
  to the amount of cutting damage required for a swallowed 
  creature to cut free .
  Special: This feat can be taken multiple times. Each time it 
  is taken, the Constitution prerequisite increases by +5; thus, 
  in order to select this feat a second time, you must have a 
  Constitution of 20, while selecting the feat a third time would 
  require a Constitution of 25, as so on. You can gain this feat 
  up to 9 times. 
  Through the Cracks (Monster)
  You can squeeze through even the narrowest of spaces, 
  including cracks in the walls or floor.
  Prerequisite: Amorphous and compression universal 
  monster abilities.
  Benefit: You can squeeze through any space that water can 
  pass through. If this is a narrower space than you would 
  normally be able to squeeze through with your compression 
  ability, each square you enter counts as if it were 4 squares, 
  rather than 2, and you are denied your Dexterity bonus to AC 
  for as long as you are squeezing in this way.
  Urban Ambusher (Monster)
  You have grown adept at hiding in plain sight and attacking 
  victims who discount you as nothing more than part of the 
  scenery.
  Prerequisite: Freeze universal monster special ability.
  Benefit: If you participate in a surprise round in combat 
  after successfully hiding yourself with your freeze universal 
  monster ability, you may take a full round’s worth of actions 
  during the surprise round, and you gain a +2 morale bonus 
  on attack and damage rolls made during that surprise 
  round. Additionally, when you ambush an enemy or enemies 
  unaware of your presence, you can attempt a Stealth check 
  at a –10 penalty. The result indicates the DC of Perception 
  checks to hear your attacks until an opponent’s first action, 
  when the DC returns to the normal –10 for hearing battle. 
  Other enemies present can still see the attack; this feat only 
  prevents the sounds of battle from alerting others.
  Violent Expulsion (Monster)
  Rather than suffer a creature to cut its way out of you, you 
  have trained your body to expel unwanted visitors in a deadly 
  rush.
  Prerequisites: 60 hit points, grab monster special ability, 
  swallow whole monster special ability, 
  Benefit: Whenever a creature deals at least 5 points of 
  damage to you while it is swallowed whole, as an immediate 
  action you may choose to end your grapple with that creature 
  and violently expel it from your insides, causing the target 
  to be flung 10 feet in a straight line, in the direction of your 
  choice. If the target encounters an obstacle, both the target 
  and the obstacle suffer 1d6 points of damage and the target 
  lands prone in a square adjacent to the obstacle; otherwise, 
  the target is flung forward 10 feet and lands prone. 
  Worm-Ridden (Monster)
  Your undead flesh is riddled with parasitic worms, which 
  provide a variety of benefits.
  Prerequisite: Undead, must have flesh of some kind.
  Benefit: Your corpse is host to dozens of parasitic worms, 
  which bore their way through your body and slowly consume 
  your dead flesh, but which grant you a number of benefits. 
  Whenever you grapple a creature with flesh on their body 
  (whether alive or not), the worms on your body eagerly seek 
  out this fresh meat, and whenever you end a turn grappling 
  or grappled by such a creature, that creature automatically 
  suffers 2d6 points of damage, and must succeed on a 
  Fortitude save (DC 10 + 1/2 your Hit Dice + your Charisma 
  modifier) or be nauseated for 1 round, similar to a swarm’s 
  distraction ability.
  The worms do take a toll on your own body, however, as they 
  eat and gnaw through your flesh, and each day you suffer 1d8 
  points of damage per three Hit Dice you possess.
  
  CHapter 5: Top Ten
  Top Ten is our weekly article devoted to injecting flavor 
  into your game, with a focus on adding exciting details and 
  interesting quirks to your game. These articles each have a 
  very specific theme, and provide 10 flavorful entries on that 
  theme, designed to be able to be readily inserted into your 
  game, or to inspire even further ideas in players and GMs.
  Each article falls into one of five different categories: articles 
  relating to people, articles relating to places, articles relating 
  to objects, articles that specifically relate to player charac-
  ters in some way, and miscellaneous articles. The articles are 
  grouped alphabetically by title within these categories.
  Some articles have been extended, shortened, or otherwise 
  altered from their original content in order to allow them to 
  better fit on the page.
  150
  
  151
  Art Dealers
  During the course of play, you or your players will 
  undoubtedly load up on all kinds of really cool art objects, 
  gems and magic gear – the sort of neat knickknacks that 
  players undoubtedly gravitate towards, but don’t have any 
  real use for and will likely end up selling at some point. The 
  following list provides 10 flavorful faces who want to buy 
  those goods, adding a little something extra that keeps a cool 
  golden griffon statue from becoming just another shape for 
  150 gp to take.
  1. Norman Welterfroth. A tall man with impeccable dress 
  and a well-respected dealer in classical art. Though he prefers 
  to deal in paintings and sculpture from established artists, 
  he has been known to make exceptions for particularly fine 
  pieces. Well known to noblemen around the world as the go-
  to source for fine art, Norman often finds himself needing to 
  restock his wares or find specific pieces to meet the demands 
  of his clients, and is known to pay adventurers handsomely 
  for their plunder,
  2. Herita Veloris. A comely young human woman with a 
  truly bizarre method of dress, featuring a large number of 
  white and pink spikes on her dress which could serve as 
  some form of armor. Herita is a planar traveler and quite an 
  accomplished adventurer who travels between the Material 
  Plane and mysterious outer realms, trading in various arts 
  and curiosities between the two places. Due to what she 
  claims is a great demand for Material Plane artwork in 
  far places, she is known to pay extremely well for things 
  normal dealers find pedestrian or lame. She also sells exotic 
  and magical items from her other journeys to discerning 
  customers and is happy to trade such goods for new 
  merchandise. 
  3. Gershrrixiana the Terrible. The offspring of a truly 
  mighty bronze dragon, Gershrrixiana is surrounded on 
  all sides in her coastal home by enemies and is kept alive 
  only through displays of power and the ability to bluff 
  her status as greater than it is. Being only a young dragon 
  herself,Gershrrixiana relies upon goods procured by heroic 
  individuals who come to her lands in order to fill her horde. 
  Though she doesn’t pay for her goods with gold, her offers 
  of service are a temptation for many mighty heroes eager to 
  have  a dragon owe them a favor.
  4. Max Hormis. A strange portly dwarf who makes his 
  progress through civilized lands on an overladen pack horse, 
  the keen-eyed Max Hormis is always on the lookout for goods 
  to fill his store. Max doesn’t wait for goods to be brought to 
  him, but rather travels the world in search of adventurers, 
  nobles, and those who don’t know the value of their family 
  heirlooms in order to convince them to part with something 
  shiny. Most find Max greedy, if enthusiastic, and would only 
  deal with him if desperate. His store, to which he eventually 
  returns all he finds, is located deep in the heart of his remote 
  mountain home, and is said to be stocked with one of the 
  most varied and extraordinary collections in all the land.
  5. Homer Blackraven. A brilliant and renownedoccultist, 
  Homer makes his home in a dreary swamp, which he claims 
  is excellently positioned to make use of nearby ley lines. 
  Homer might not receive any visitors at all, were it not for 
  a publication he made on the study of the latent energies 
  inherent in magical objects, which is noted to be insightful 
  and well-researched. The article also contains a call for 
  anyone to bring their objects to him and states a standard 
  bounty of 20 lbs. of gold for any item that catches his interest. 
  Homer is chiefly concerned with items of an occult nature, 
  but is well known to be fond of any odd curiosity. 
  6. Cadence Ca’Alad. A traveling half-elf merchant Cadence 
  is well known to be an accomplished scholar and a shrewd 
  trader. Strangely, though she calls herself a merchant and 
  carries her store with her at all times, she is extremely 
  reluctant to sell anything, and convincing her to part with her 
  goods is noted to be akin to driving mules. Still, many find 
  her services useful and she always has a large store of gold 
  and silver to purchase new goods, the source of which is of 
  great interest to those who have bargained with her in the 
  past.
  7. Tavor Saren. A once renowned seller of magical items, 
  known far and wide for his exceptional collection, after 
  growing tired of the ever-increasing demand of adventurers 
  for ever more specific magical gear, Tavor got out of the 
  magic item game and decided to deal in less demanding 
  merchandise. As the majority of his contacts were still 
  adventurers, he ended up dealing in rare works of art 
  or curiosities of the type common to those found in the 
  adventuring profession. His business is now as popular 
  as ever, and his trade in curiosities is second to none. 
  Further driving his reputation are the rumors that he has 
  severalexceptional magic items left over in storage, waiting to 
  be pried away for the right price. 
  8. Gibor Gibberlit. A quirky gnome merchant with a 
  fascination for statuary, Gibor is a great disappointment to 
  his family, all of whom are gem merchants. Gibor doesn’t 
  lament this estrangement, however,but rather revels in it, 
  and recently has resolved to stop purchasing items that 
  incorporate gemstones of any kind, finding it a great joke. His 
  brother Hible is committed to avenging himself against his 
  brother by ruining his business.
  9. Nephirm the Wicked. A mighty pit fiend, Nephirm is 
  supposedly undersecretary to one of the great treasurers of 
  hell and demands that all his transactions are secured by iron 
  clad contracts. He is renowned for dealing almost exclusively 
  in material goods rather than in mortal souls like his kin, and 
  is considered one of the safer devils to deal with. Nephirm is 
  normally very businesslike, but can occasionally be very keen 
  to acquire some rare item, without clear purpose.
  10. The White Cat. A very difficult merchant to find, the 
  White Cat is a strange figure, always cloaked in illusion which 
  disguises his or her features. The White Cat approaches its 
  clients—usually those who have a habit of acquiring very 
  fine objects of art—and offering great treasures of gold and 
  silver in return for their goods. The White Cat explains that 
  it has a great fondness for art, akin to the greatest of thieves, 
  but having no patience for stealing, has turned to mercantile 
  diversions. 
  People Topics
  
  152
  Bartenders
  At some point, your PCs need to eat and rest up, and 
  will inevitably stop into a tavern or an inn. These places 
  of rest are often the only respite players get in a world of 
  nonstop adventure, so it’s important that this little glimpse 
  of downtime be special. One way to do that is to have a 
  strong face of the establishment that sets the tone for their 
  experience and gives them someone fun to interact with, 
  without having to worry about crossing blades.
  1. Graham Fisher, Fat Innkeeper. The jovial and honest 
  face of the Harbor Inn, Graham Fisher is a rotund man with 
  a clean and well cared for set of simple clothes. A warm man 
  with a lot of practical advice for living the good life, Graham 
  spends much of his time chatting with patrons while they 
  wait on his wife’s famous potato stew. He picks up a lot of 
  rumors, which he is always happy to share with adventuring 
  folks he thinks can handle it. Having a good eye for people, 
  Graham can often spot trouble long before it comes to 
  fruition, and uses his friendly demeanor to diffuse potential 
  problems early on.
  2. Kind Kwan, Motherly Café Owner. An elderly half-elven 
  woman and owner-operator of Kwan’s Seaside Café, Kwan 
  Eristil appears far more fragile than she actually is, being 
  both tall and thin with silvery hair done in a tight bun. She 
  wears a heavy robe which makes her appear even gaunter, 
  and a pair of large, round spectacles makes her emerald 
  eyes appear unusually large. Kind Kwan has a protective 
  and motherly personality, and she looks after everyone who 
  comes to her café as though she had a personal stake in their 
  successes and failures. She is especially revered by her regular 
  customers, who count on her kind words and experience to 
  get them through the day.
  3. Jon Smite, Skinny Innkeeper. The owner and face of 
  the Lonely Tree Inn and Public House, Jon Smite is a short, 
  thin, sour-faced man who owns a profitable establishment on 
  an isolated stretch of road. His success has a lot more to do 
  with his inn’s location than with the level of service people 
  receive there, and Jon is known along the road as someone 
  best not interacted with. A bitter and angry man, Jon is prone 
  to flashes of an angry temper, especially in the presence of 
  dwarves.
  4. A’shari Al’Shar, Enslaved Genie. The proprietor of 
  the Desert Oasis is anything but normal. A genuine djinni, 
  A’shari was deceived by a mortal wizard and forced to run 
  his establishment for 1,000 years. She is currently in year 
  230 of her service, and tries to make the remote desert inn 
  something special, but frankly she would rather be doing 
  almost anything else. She serves magical food and beverages 
  that excite customers, and is happy to exchange her extensive 
  lore on the inner planes with anyone who has a good story 
  to tell. Still, she is most interested in finding and destroying 
  the wizard’s ring, which is binding her to his service, and has 
  promised a wish to anyone who can free her.
  5. Sir Roderick the Slayer, Retired Adventurer. Once a 
  great knight who roamed the world righting wrongs and 
  battling dragons, Sir Roderick the Slayer is a towering half-
  orc who strongly favors his human heritage and is very intent 
  upon his retirement. He runs a large and well-kept tavern 
  known as the Slayer’s Hub, where he has cultivated a clientele 
  of skilled adventurers interested in work. He regularly posts 
  jobs that need doing from around the local environs, and 
  offers discounts to those who come back with the quest 
  completed. Despite his denials, rumors persist that Sir 
  Roderick is planning a single expedition before his death, and 
  that he will only take the most accomplished of adventurers 
  with him on this last greatest adventure.
  6. Grog, Og, and Log, Shady Goblins. At the entrance to a 
  particularly dark forest stands a squat, round tavern built of 
  wood. The Black Tree Tavern’s unlikely hosts are the goblin 
  brothers Grog, Og, and Log, who, though far from polite, are 
  quite civilized, by goblin standards. The goblin brothers bob 
  around seeing to the needs of guests, peddling dog and horse 
  meat to unsuspecting patrons who are grateful for the low 
  prices. The truth is that three goblins have been charmed by 
  a mischievous fey and do his bidding, whatever that may be, 
  using the tavern for cover.
  7. Ox, Wizard’s Golem. The mighty wizard Xui Challer 
  inherited her father’s tavern immediately following his 
  death, but was far too busy to run it herself. Not wanting to 
  sell his legacy or see it fall into squalor, Xui left her mighty 
  clay golem companion, Ox, to see to the tavern’s operation. 
  Imbued with a limited sentience, Ox makes for a comical, 
  though efficient, bartender, capable of processing most 
  orders and handling security concerns. He has even been 
  programmed with a limited amount of friendly advice, which 
  he tries his best to use appropriately, but often simply lacks 
  the means to be helpful.
  8. Kylieh Morgan, Nymph Barkeeper. At the edge of a 
  mighty old growth forest is an exotic-looking tavern which 
  features a constantly raging party at all hours of the day 
  and night. The owner, Kylieh Morgan, is a wonderfully 
  passionate creature imbued with her kind’s natural beauty 
  and charisma. Kylieh is a wild girl who encourages her guests 
  to let go. Though hardly a place to rest, Kylieh makes sure 
  that those who come to her tavern have a good time and 
  won’t brook any sourpusses, using her magic skills to force 
  the boring and downcast to participate in her brand of wild 
  debauchery.
  9. Palio Hairfoot, Proud Halfling. A graying halfling man, 
  Palio Hairfoot once lived a life that, to hear him tell it, was 
  far too full of adventure and excitement for his taste. Still, 
  he is happy to hear tales of others’ adventures, and offers 
  bounties for the best verifiable stories. The food and drink at 
  his establishment is top-notch, a fact Palio takes great pride 
  in, more so than any of his past feats of derring-do, which 
  include battles with hobgoblins, werewolves, and even a 
  close encounter with a dragon turtle. Palio will happily regale 
  listeners with tales of his adventurers, but listeners should be 
  prepared for a very long story.
  10. Chesa Markesh, the Devil Behind the Bar. At the 
  Crosswinds Tavern, which stands alone in the middle of 
  nowhere, the beautiful barkeep Chesa Markesh awaits fools, 
  transients, and dreamers who stumble into her tavern and 
  treat with her. Chesa sells more than fine drink and excellent 
  food: she sells dreams, wishes, and desire. Chesa is a devil of 
  some kind, a fact she makes no effort to hide from those who 
  are interested, and has a great deal of power to make things 
  happen in exchange for certain favors from mortals.
  People Topics
  
  153
  Desert Wanderers
  In some ways, deserts are easy on a GM. If the party wants 
  to know what there is around them, no one’s surprised if 
  there isn’t much. “Sand, sand, and more sand,” might be 
  one response, or, if you’re feeling more generous, you might 
  describe the bright blue sky above, the beating heat from a 
  malevolent sun, the slight breeze that brings no relief, for it 
  is somehow even hotter than the still air. However, eventually 
  the PCs have to find something… or someone. Below is a list 
  of unusual characters that your party might encounter when 
  wandering in the desert.
  1. Amira Shazi, Hermit in Training. This young woman is 
  currently in the desert undergoing a religious trial, or similar, 
  in which she must survive on her own in the desert for a year 
  and a day, in emulation of a particular saint, or the founding 
  member of a mystic school she wishes to join, or something 
  similar. She is eager for company, and happy to trade tales 
  and information, but has no supplies to give, and is honor-
  bound to refuse any that the PCs might offer.
  2. Yasir Hadir, Befuddled Merchant. This man is the owner 
  of a merchant caravan, made up of brightly-colored wagons 
  and pulled by mules. A merchant who excels at ensuring that 
  his customers’ buying experience is as much a show as it is 
  a deal, Yasir dresses and acts flamboyantly. He is currently 
  on his way to a prominent desert city, and, much to the 
  consternation of those in his caravan, is completely lost, and 
  refuses to admit it. The caravan has been wandering in the 
  desert for weeks, and is beginning to grow low on supplies, 
  making tensions high in the camp.
  3. Hanifa Malika, Cursed Warlord. This ancient warrior 
  still appears to be in the prime of her youth, although there is 
  a subtle sense of weariness about her that is difficult to place 
  at first. Once a powerful warlord, she was cursed centuries 
  ago to wander this desert eternally, forever patrolling the 
  lands that she conquered, even though they are now blasted 
  and desolate. Talking is difficult for her, and her ancient 
  dialect makes her even harder to understand, but she is 
  peaceable enough, as long as the PCs don’t lay claim to her 
  section of desert, or anything in it.
  4. Anwar El-Amin, Destined Mentor. Whether he is 
  the recipient of prophetic visions, as he claims, or simply 
  suffering from heat stroke, this middle-aged man of 
  unimpressive stature is convinced that one (or more) of the 
  PCs are the reason that he is in the desert. Fashioning himself 
  as a mentor of heroes, he set out into the desert in search of 
  one that he was destined to train. He is insistent on following 
  the party and providing his wisdom, although frankly he isn’t 
  very good as a mentor, raising the question of whether this 
  may just be an elaborate ruse to follow the PCs out of the 
  desert.
  5. Zakkiyah Siddeh, Belligerent Scholar. A devoted 
  archaeologist, she remained at the ancient ruin she is 
  studying long after her guide and the rest of her party 
  abandoned her, due to what she describes as “infantile 
  superstitions.” She is wary of the PCs, assuming that they 
  are there to loot the ruins or otherwise interfere with her 
  research. If the PCs can prove their good intentions, however, 
  she opens up to them… at least a little bit. While happy to 
  show them around, she is harshly critical and dismissive, 
  especially if the PCs conclude that the strange happenings 
  that keep occurring throughout the ruin are the result of a 
  haunting or burial curse.
  6. Salil Faruq, Magical Mirage. Appearing as a handsome 
  man with a well-trimmed goatee and resplendent robes, Salil 
  is actually a permanent image that has, over the centuries, 
  developed sentience and a will of its own. He wanders the 
  desert, knowing deep down that he is not real, but unable to 
  truly come to grips with that fact. When he encounters the 
  PCs, he does his best to hide his illusory nature, and attempts 
  to join up with them, explaining that he can provide his own 
  supplies, and is “just in search of company.”
  7. Lamya Hosni, Charming Bandit. Referred to 
  affectionately as “the lamia” by the bandits under her 
  command, the beautiful and deadly Lamya Hosni ambushes 
  travelers making their way along trade routes through the 
  desert. While she is certainly in it for the money, those who 
  can give her a good story or other pleasant experience, or 
  who match her wit and charm in flirting, can expect to get 
  away at the cost of only a few trinkets and baubles, whereas 
  those who insist on “doing things the hard way” will find 
  themselves buried to their necks with no supplies at all.
  8. Ebrahim Anjahd, Father in Need. This swarthy man is at 
  home in the desert, and it shows, from his gear and attire to 
  the effortless way he travels across the dunes. However, when 
  the PCs encounter him, he is bedraggled and out of sorts, 
  for his son, Rahat, wandered off into the desert on his own, 
  and Ebrahim fears the worst. He promises that anyone who 
  helps him find his son will be greatly rewarded, and while he 
  has little in the way of wealth, his skill and knowledge of the 
  desert are nothing to sneeze at.
  9. Parvana Zaman, Polymorphed Cactus. This cactus calls 
  out to any who pass by, crying desperately for aid. Unable 
  to move, and without so much as a mouth, it’s unclear how 
  the plant sees, hears, or speaks, but it clearly does so all 
  the same. She claims to have once been a woman named 
  Parvana Zaman, who was cursed into this form by a cruel 
  and capricious wizard when she spurned his advances, and 
  begs for aid in being restored to her form. Of course, while 
  her claims might be true, she could just as easily have done 
  something to earn her unusual imprisonment, or she could 
  even be an awakened cactus with delusions.
  10. Baqir, Runaway Slave. This haggard-looking man was 
  clearly a slave, as evidenced by the manacles that still adorn 
  his wrists and ankles, although the chains connecting them 
  have been severed. He has difficulty communicating, for his 
  tongue has been severed, and he never learned to read or 
  write. Initially mistrustful of the PCs, assuming they have 
  come to bring him back to slavery, he hides, and even attacks 
  if found, screaming incoherently. If spared, and a means of 
  communication is established, however, Baqir can provide 
  useful information about the manor from which he escaped, 
  and how to access its treasures, or he may have witnessed 
  something in the desert that is of import to the PCs.
  People Topics
  
  154
  Genies
  With all their phenomenal cosmic power, and ability to bend 
  reality in order to grant the wishes of mortals, it’s easy to 
  think of genies as cosmic forces, rather than as individual 
  people. This is even more the case when you consider the 
  ways that the different genie races line up on various opposed 
  elemental and alignment axes. But the fact of the matter is 
  that genies have hopes, dreams, fears, desires, foibles, and 
  quirks just like the rest of us. The following list provides 
  descriptions of 10 genies with a lot of character.
  1. Hasib Azad, Efreeti Ambassador. This efreeti is haughty 
  and arrogant even by comparison to others of his race, 
  and is sure to let everyone know at every opportunity that 
  he directly serves the Grand Sultan of the Efreeti Empire. 
  Though he relishes the importance of his position as 
  ambassador, he bitterly complains about having to endure 
  the “frigid climes” outside of the Plane of Fire, and bemoans 
  the lack of intelligent conversation. He takes grave offense 
  to any slights against himself or his people, and threatens to 
  bring down retribution with “the full force of the Everlasting 
  Efreeti Empire.”
  2. Najwa Peynirci, Marid Dancer. This marid entertainer is 
  said to be the most graceful dancer in the inner planes, and 
  enjoys a certain celebrity as a result. She regularly engages 
  in tours across the inner planes, and recently began a tour 
  of the Material Plane, performing dazzling shows of grace 
  and delicate beauty, dancing both in the water, and atop its 
  surface. She travels with a large retinue of musicians, back-up 
  dancers, stagehands, and bodyguards, as well as her special 
  “stage,” a large glass tank that she fills with water, allowing 
  viewers to get a good view of the underwater portions of her 
  performance.
  3. Emirhan El-Amin, Shaitan Mercenary. This practical-
  minded shaitan warrior is a travelling sell-sword, making 
  his way through the inner planes and the Material Plane 
  in search of steady work. He has a very high opinion of his 
  own abilities, but there is something about the passionless, 
  matter-of-fact way that he talks about what he can do that 
  makes his claims seem less boastful than they really are. He is 
  sometimes referred to as the Iron Knight, because his body is 
  made primarily of iron.
  4. Tahira Rasaid, Djinni Stormchaser. This bright and 
  inquisitive djinni has a passion for weather, particularly 
  storms, and is currently travelling the planes in search of 
  strange and exotic storms to investigate. She is particularly 
  interested in weather patterns on the Material Plane, and will 
  talk at length about the ways that trace amounts of all four 
  elements mix within Material Plane storms, making them far 
  more interesting, to her perspective, than those on her own 
  plane. She is prone to rapid, stream-of-consciousness speech.
  5. Ardeshir Demirci, Janni Assassin. This smiling and 
  affable janni doesn’t go out of his way to advertise his 
  profession as a hired killer, but he does not go to great lengths 
  to hide it, either, and will not deny it if asked. His natural 
  abilities as a janni allow him to easily slip past most defenses, 
  and he often disposes of his victims by planeshifting them to 
  the Plane of Fire, where he waits long enough to ensure that 
  they burn to death, leaving no trace of them on the Material 
  Plane, which is where he primarily operates.
  6. Isra Zaman, Marid Prisoner. This unfortunate marid 
  has been imprisoned at the bottom of a well in a small 
  village situated in a vast desert. The oasis that served as the 
  town’s source of water dried up long ago, and although the 
  townspeople maintain to visitors that their well is blessed by 
  the gods to produce limitless water, in truth they all know 
  that the water in the well comes from Isra’s create water spell-
  like ability, which she is forced to use constantly to provide 
  the town with a steady water supply. If freed from captivity, 
  Isra gladly bestows a wish upon the one who freed her, before 
  departing.
  7. Yavuz Nagi, Shaitan Sculptor. Unusually passionate 
  and creative for his kind, this shaitan is an artist, whose 
  sculptures, whether in stone, metal, or sometimes even 
  precious gems, are highly acclaimed throughout the inner 
  planes. Somewhat self-absorbed, Yavuz has a habit of talking 
  to himself, and even when speaking to others he sometimes 
  ventures off on minor musings only he understands, and 
  doesn’t bother to explain them. He is currently travelling the 
  planes in search of suitable models and muses to spark his 
  creative process.
  8. Ulvi Bardacki, Djinni Messenger. A professional courier 
  of the highest order, this djinni carries messages across the 
  planes, and can be seen flying high above, racing to deliver a 
  message to its recipient. Though exceptionally skilled at her 
  job, even a master courier can get a bit lost when responsible 
  for travelling across numerous planes and innumerable 
  Material Plane worlds, and Ulvi may stop down to ask the PCs 
  for directions, or may have a message for one of them. She is 
  very impatient, however, and will brook no delays while she is 
  on duty, although in her free time, she is more likely to want 
  to relax and engage in some drunken debauchery.
  9. Mehrdad Bulut, Efreeti Circus Master. Owner and 
  ringmaster of Bulut’s Fantastical Circus, this efreeti is always 
  putting on a show. Garrulous and personable, Mehrdad does 
  his best to ensure that everybody likes him, although in 
  private, when he has no one to impress, he does not bother 
  pretending to be friendly, and takes out his short temper 
  and cruel tendencies on the members of his circus, the vast 
  majority of which are mistreated slaves. In fact, many of the 
  “death-defying” stunts in the circus are not safe at all, and he 
  is often in need of replacements for one or more of his acts.
  10. Fadia Husnu, Janni Merchant. This janni 
  businesswoman manages a planar caravan that travels 
  throughout the inner planes and to the Material Plane, 
  carrying a wide variety of exotic goods. As she explains to 
  those who inquire, while the risks and difficulties involved 
  in a trans-planar caravan are great, the profits are even 
  greater, and as a janni, she is well-suited for travelling the 
  inner planes. Although most of her caravan are janni (for 
  that reason), she is always happy to hire on new bodyguards, 
  provided that they have ways of protecting themselves from 
  the hazards of the planes she’s visiting (she has no need for 
  bodyguards she has to babysit, after all).
  People Topics
  
  155
  Henchmen
  Henchmen are a great way to give your villains some extra 
  clout and make them into more interesting characters. 
  Able to provide a little color, build your villain’s reputation, 
  and even pose a potential threat to meddling heroes, these 
  characters are clearly an important part of any evil ecosystem. 
  The following list features 10 henchmen any villain might 
  have in his or her employ.
  1. Nessoria, Exceptionally Lazy Imp. Nessoria is actually 
  the familiar to a particularly evil wizard who is lacking in 
  minion-management skills. With limited resources, Nessoria 
  gets stuck with all sorts of henchman-like tasks, such as 
  guarding the lair, mocking invaders, and even kidnapping 
  locals for her boss’s terrible experiments. Nessoria, however, 
  is exceptionally lazy, even by imp standards, and would rather 
  sleep than work. Thus, she makes little effort to guard the lair 
  (posting a sign that warns of a terrible devil which guards the 
  place and relaxing elsewhere), gives only hastily thought up 
  insults, and rarely kidnaps a satisfactory victim.
  2. Jonath, Excited Newcomer. Recruited by a wicked 
  coven of witches, Jonath is a very enthusiastic, if somewhat 
  incompetent, henchman. Hopelessly in love with one of his 
  villainous bosses, Jonath does whatever he can to impress his 
  paramour, leading him to plunge headlong into danger and 
  take on tasks far outside of his ability. A clean-cut villager, 
  Jonath doesn’t really look the part of villainous henchman 
  and often has to convince people of his evil intent. 
  3. Og the Strong. A massive human male, Og seems like 
  the traditional muscle of any evil operation, a role he plays 
  quite well, dressing in an imposing suit of spiked bone and 
  carrying a massive axe. He even talks a big game about how 
  his masters payed for his sword and that it belongs to them. 
  In actuality, Og, whose real name is Ogmilliandorius, is a 
  cunning bard and not much of a fighter, despite his great 
  size. He cuts a very intimidating figure, but prefers to deal 
  with foes who call his bluff with a mixture of enchantment, 
  magic, and terrifying songs.
  4. The Dog Pack. This group of six goblins is completely 
  insane, even by goblin standards. After witnessing their 
  chief being torn apart by wild dogs, this band decided to 
  abandon goblin ways in order to become dogs. They speak 
  with confident barks, chase after squirrels and rabbits, fight 
  by biting and tripping their foes, and even permit their 
  villainous master’s small children to pet and play with them. 
  For all their ridiculous behavior, the six are an excellent team 
  and are far more coordinated than the average goblin band. 
  They are also fiercely loyal to their master, and immune to the 
  goblin’s normal fear of dogs.
  5. Brenda. Brenda isn’t really much of henchman, being a 
  rock with a crude face painted upon it. Nonetheless Brenda 
  is the top advisor of a powerful, if quite mad, warlock, who 
  treats the stone as if it was a close friend and confidant. 
  The warlock speaks to Brenda constantly, consulting it for 
  every little decision and listening for advice, which he heeds 
  without hesitation. Some question whether the warlock truly 
  believes that Brenda is speaking to him, or is merely using it 
  as a convenient excuse to justify terrible actions.
  6. Roarnthrax the Mighty. A wyrm red dragon, Roarnthrax 
  is far more powerful than his villainous employer, who 
  originally contracted Roarnthrax to help her destroy a 
  kingdom, bribing him with a great store of gold. In order 
  to keep Roarnthrax from destroying her, his employer 
  is forced to continue to keep him on the payroll at ever 
  more extravagant rates, forcing her to rob and pillage with 
  reckless abandon. For his part, the dragon makes a mockery 
  of the villain-henchman relationship, though despite his 
  subservience being sarcastic, his mere presence keeps many 
  foes from his mistress’s throat, which is lucky for her, as 
  Roarnthrax won’t lift a claw to aid his mistress.
  7. Joira the Good. Joira is actually a really good and nice 
  person, who signed on as henchman for an evil druid her 
  father greatly respected. She tries her best to persuade her 
  villainous master from doing anything evil, and actively seeks 
  good and helpful ways to carry out his villainous commands, 
  which are often wicked for their own sake. Even so, she 
  stays on in the hopes that she can redeem her increasingly 
  frustrated master.
  8. Arilee, the Iron Hand. A charming halfling girl, Arilee 
  is a confident fighter and rightly so: her skills are more 
  than sufficient to allow her to serve as a bodyguard for 
  her villainous boss. She takes on the r0le enthusiastically, 
  claiming that no one else appreciates her talents and that by 
  being a henchman she gets the unique opportunity to face 
  down many unusual challenges. Many don’t expect such a 
  small and sweet-looking girl to pack such a punch, a fact she 
  constantly uses to her advantage.
  9. Boris the Kobold. A sniveling kobold in service to 
  a human sorcerer, Boris speaks in an excited shriek and 
  constantly jitters as though afraid for his life, which he is 
  nearly constantly. He joined his mistress’s service as a way to 
  get away from his tribe, and is deathly afraid that they will 
  find him and kill him without his mistress’s protection. As 
  such, he shows exceptional, almost comic, deference to his 
  mistress, whom he believes can protect him. A useful servant, 
  Boris makes for a skilled scout, an effective messenger, and 
  even a decent fighter, though he never receives praise for any 
  of these things and believes he is far worse at them than he 
  actually is.
  10. Brorock, Personal Assistant. He despises the term 
  henchman and is very insistent that he isn’t a henchman, 
  minion, thrall, or any other such thing. He insists on being 
  called by his proper title of personal assistant, and is always 
  quick to explain his many duties, whether those who meet 
  him want to hear them or not. This handsome human man 
  is always impeccably dressed, is highly competent, and is 
  happy to do his master’s bidding. In truth, however, Brorack 
  is actually a powerful demon in disguise, using his role as 
  henchman to witness the rise of great evil.
  People Topics
  
  156
  Jousting Knights
  Tournaments can be fun events for roleplaying games, 
  and major parts of any fantasy story. While a tournament 
  will usually include the PCs and at least 1-2 of their sworn 
  opponents, filling out the rest of the roster may prove a bit 
  tedious. Use the knights included in the following list to flesh 
  out your joust with characters who are just as colorful as the 
  heraldry that they sport.
  1. Sir Owen Pentad. A local knight of relatively humble 
  background, this dark-haired young man has quickly risen 
  to prominence due to his skill in combat, and has won some 
  unexpected victories against well-established knights in 
  previous tournaments. He prefers to fight with a mace, but 
  is also skilled with a lance, and at archery. His coat of arms is 
  a green stag on a black background, with a silver border. He 
  remains quite awed with the jousting process and the other 
  combatants, and often shyly confesses to opponents, just 
  before or after a battle, how much he looks up to them.
  2. Lady Serena Tybolt. A seasoned veteran of several 
  campaigns along the border in the last two decades, Serena 
  is a tough and battle-scarred opponent who, it is whispered, 
  simply refuses to die. She married her squire several years 
  back, which caused a minor scandal, but her extensive service 
  to the crown and her ability to win tournaments helped her 
  weather that particular storm. Taciturn and cynical, she 
  spends most of her time between bouts deep in her cups, and 
  generally scorns company, although anyone who manages to 
  impress her with a feat of martial prowess may be able to get 
  her to warm up long enough for a drink or two. She prefers 
  to fight with a warhammer. Her coat of arms is a blue jay on a 
  red background, surrounded by three towers.
  3. Sir Simon Moore. Freshly knighted from service as 
  a squire only a few weeks ago, this is Sir Simon’s first 
  tournament. He is a mousy lad, not yet a full-grown man. It 
  is well-known that given the choice, he would have preferred 
  the life of a scholar, but his father would not hear of it. He 
  prefers to fight with a longsword, and heavily favors his shield 
  arm. He is a poor rider. His coat of arms is an acorn on a 
  yellow and black checkered field.
  4. Sir Garman Hoyt. A foreign knight, he is easily identified 
  by the ostentatious red plume atop his helmet, something 
  which he claims is in fashion where he comes from. He is 
  slightly past his prime, with thick moustaches, but is still 
  a force to be reckoned with. He does not speak the local 
  tongue, and must have his squire translate everything he says. 
  He prefers to fight with two weapons, typically scimitars. His 
  coat of arms is a black sailing ship atop red waves, with a blue 
  background.
  5. Lady Elizabeth Blake. The niece of a duke, she has 
  much higher social standing and nobility than any of the 
  other knights here. She became a knight very much against 
  her family’s wishes, and as scandalized as they are by her 
  insistence on participating in jousts (which should be far 
  beneath her), they nonetheless provided her with the best 
  weapons, armor, and training that money can buy. She 
  prefers to fight with a rapier or longsword, and is an excellent 
  horseman. Her coat of arms is a gold griffon on a black 
  background.
  6. Sir Regis Ulbricht. A stern and no-nonsense man, 
  he has been a knight for over forty years, and, according 
  to his claims, his family have been knights for over forty 
  generations. He is an imposing sight, standing nearly seven 
  feet tall, his broad shoulders a full three feet wide. He frowns 
  on all of the festivities involved in the tournament, feeling 
  that they are insults to the brave knights that fight in the 
  tournaments. He prefers to fight with a warhammer. His coat 
  of arms is a rising sun behind a craggy mountain peak, on a 
  red background.
  7. Sir Samuel Wendt. A blonde-haired, blue-eyed young 
  man, Samuel is an unknown entity at the joust, and the 
  subject of some rumors and gossip, as no one is quite 
  sure where he came from, although he was able to submit 
  sufficient proof of knighthood to the tournament authorities. 
  In fact, the papers he submitted were forged, and he is no 
  knight at all, but a peasant who hopes to become a knight, or 
  at least earn enough in prize money to retire from farming. 
  He prefers to fight with a spear. His coat of arms is a black 
  field with three green chevrons and a single green star.
  8. Lady Gertrude Silva. A young, dark-haired woman known 
  for her temper, as well as her battle prowess. She has recently 
  returned from a successful campaign far to the south, and 
  is one of the favorites to do well in the tournament. Despite 
  her fearsome reputation on the battlefield, and the fact that 
  everyone seems too in awe of her to get very close, Gertrude is 
  actually quite a kind soul, if a bit shy socially, and is secretly 
  quite pleased whenever anyone works up the courage to 
  approach her for some conversation. She excels at archery, 
  and is known for her preference for the greatsword in melee, 
  foregoing the protection of a shield. Her coat of arms is a 
  rearing gold horse on a field of black and red vertical stripes.
  9. Sir Jacques Renovar. A foreign knight, his armor is carved 
  ostentatiously, and his faceplate resembles a grinning fish. He 
  seems to be here more for the festivities than anything else, 
  and has been more or less constantly drunk since arriving 
  at the tournament. The behavior that has gotten him into 
  the most trouble, however, is his insatiable carnal desires, 
  and in fact he has been chased out of more than one tent, 
  accompanied by angry and indignant shouts. He prefers to 
  fight with a battleaxe. His coat of arms is a fat green fish on a 
  background of blue and black horizontal bars.
  10. The Blue Knight. An unknown entity, this figure’s 
  faceplate completely obscures his or her face, and he has not 
  spoken since arriving at the tournament. It is unclear exactly 
  what he did to convince the tournament authorities to allow 
  him to compete, and this is a matter of much speculation, 
  for under normal circumstances, he would have needed 
  to reveal his name and place of birth upon registering. He 
  remains silent, responding to inquiries with nothing more 
  than a silent nod or shake of his head, or simply ignoring 
  them entirely. His combat preferences are unknown, but once 
  the tournament begins, it will become clear that he favors 
  a trident, but is quite accomplished with all weapons. His 
  coat of arms, for the purposes of the tournament, at least, is 
  simply a blue field.
  People Topics
  
  157
  Street Performers
  One thing that you are likely to find if you spend enough 
  time on foot in a modern city is street performers: the sax 
  player, the paint bucket drummers, the juggler, all of these 
  bring passersby some measure of delight as they hustle and 
  bustle down the crowded city streets. Even the angry zealots 
  shouting about how the world is ending serve as a source 
  of entertainment, or at least a diversion, for some. Just as 
  street performers can make for an interesting encounter in 
  the real world, they can also add color and flavor to a game, 
  and may even lead to more involved plots. What might street 
  performers look like in a magical world? The following list 
  contains 10 street performers ready for use in your game.
  1. Byran Callimon and his Amazing Rat Circus. Byran is 
  a withered old toothless fellow with a bald head and round 
  eyes. He is known for his loud voice, which booms with 
  a volume and depth unfathomable for a man his size. He 
  travels with a troupe of trained dire rats that perform in his 
  circus, which consists of a large array of miniature obstacles, 
  tight ropes, rings, and the like. While most rat circuses are 
  entertaining, Byran’s squad of wererats perform feats that 
  most circus performers couldn’t; they also tend to rob the 
  patrons when the tips aren’t any good.
  2. Helina Hanini, Halfling Magician. A trained wizard, 
  Helina refrains from doing actual magic during her shows, 
  preferring the close-up tricks that caused her to fall in love 
  with magic in the first place. Gifted with card tricks and coin 
  tricks, she only uses her real magic when someone decides to 
  heckle her or proclaim her a fake, demonstrating impressive 
  skills by transforming into a mighty blue dragon, turning the 
  heckler to stone (only for a moment or two), or raising a wall 
  of fire, depending on what strikes her fancy.
  3. Nog the Goblin Singer. A curious fellow, Nog travels from 
  city to city, appearing without any real explanation and often 
  in rather poorly crafted disguises, singing the goblin songs he 
  learned in his youth. Nog claims to be a disfigured gnome, 
  a belief no one takes seriously. Though a poor singer, Nog 
  nevertheless manages good tips with his catchy tunes about 
  death and destruction. In fact, Nog is wandering the world 
  trying to improve his skills, which he is ruthlessly mocked for 
  at home.
  4. Elysian Dance Experience. A trio of gorgeous ghaeles, 
  these azata dancers roam the mortal world performing for 
  free outside of sporting events and other venues where people 
  gather in peaceful celebration of athletic competitions. The 
  dancers’ beauty and the complexity of their dances are said to 
  be beyond anything in the mortal world. Their performances 
  often cause a great stir, and occasionally cause an outcry from 
  the competitors, who feel the ghaeles’ performance is meant 
  to distract from their accomplishments.
  5. Hira the Harpist. Though a poor woman living in a poorer 
  town, Hira is perhaps the most gifted artist in all the world, 
  though throughout her life various patrons have called her 
  crass, uncouth, and otherwise disparaged her performance 
  as a means to keep her from realizing the worth of her skill. 
  Even so, her street corner harping often attracts extraplanar 
  attention, and occasionally her audiences have mighty 
  outsiders lurking among them.
  6. Noldorna and Brixi. Noldorna is an elf with an 
  exceptional gift for convincing animals to do as she says, a 
  fact she regularly proves with her street-side lion-taming 
  act. She coaxes the beast, named Brixi, to perform all sorts 
  of unusual and improbable feats, including somersaults, 
  dancing on its hind legs, and hulking on its forepaws. 
  Though insistent she has nothing to do with it, some of the 
  towns she travels to have reported several deaths of street 
  people, apparently killed by a large and vicious animal, casing 
  Noldorna to worry she might not be able to perform in the 
  future.
  7. Kedric the Aerialist. In his mid-forties, the now retired 
  treasure hunter Kedric likes to pick up a little extra coin and 
  amaze onlookers with displays of the use of his most prized 
  possession: a magic carpet. Kedric is an exceptional pilot 
  of the carpet and can use it to perform all manner of feats, 
  of aerial derring-do, though he prefers loop-the-loops and 
  somersaults.
  8. Minos the Beast Juggler. Minos, a gigantic minotaur 
  standing well over 10 feet tall, calls himself the greatest show 
  in all the land, and no one is keen to argue with the brute. 
  Unwelcome in most communities, Minos is forced to perform 
  in slums and dockyards after hours to earn his pay with his 
  astounding show. Minos the beast juggler came by his name 
  honestly, as he juggles various dangerous creatures, including 
  wild boars, rabid dogs, and even small bears.
  9. Ivona’s Real Magic Show. A cleric of a goddess of 
  entertainment, Ivona performs all of the magician’s classics: 
  sawing her assistant in half, trapping him in a mystery box 
  and filling it with swords, and locking him in chains and then 
  drowning him. Unlike your traditional magic show, none 
  of this is an illusion, and she kills and resurrects her lovely 
  assistant at least 4 or 5 times a performance.
  10. Ilox Glen, the Lazy Orchestra. A powerful magician, 
  Ilox claims to be the finest musician around, though he 
  doesn’t play any instruments, instead using illusory sounds 
  of roaring tigers, heated battle, fiery explosions, and the like 
  to weave a symphony of chaos. Though most think he is more 
  disruption than performer, a few have paid into his noisy act 
  and left satisfied.
  People Topics
  
  158
  Tricksters
  Everyone loves a good trickster. There’s something about 
  clever characters that solve their problems by outwitting 
  their foes, as well as the dramatic revelation when the trick 
  is finally unveild, that makes them the sort of characters that 
  are easy to love...or love to hate. While folklore and media 
  are full of trickster characters, the following list presents 10 
  tricksters designed for use in your game.
  1. The Devil Comes as a Child. A malicious spirit known 
  to some plains-dwelling humans, the devil that comes as a 
  child is used to teach tales of never underestimating your 
  opponent and not making foolhardy deals. The child always 
  appears the same way: as a young, blonde human with a 
  round face and blue eyes, who appears at fairs and festivals 
  making absurd wagers with townspeople. The child often 
  asks for seemingly small stakes that turn out to be critical in 
  preserving the life of the individual later. Though the child 
  seems to have no powers of its own, it never loses a wager, 
  and its wagers always prove fatal.
  2. The Human Alone. A tricky spirit known to the elven 
  peoples, the human alone appears as a nondescript male 
  human in his middle years, who comes to elven villages 
  alone seeking shelter. The human alone largely serves as a 
  cautionary tale about keeping secrets from your neighbors. 
  He visits communities and spends time with the residences 
  to learn about them and their town. When he visits, he 
  always convinces the elven folk to drink with him to great 
  excess until their tongues loosen, and he later spreads their 
  secrets through the community, causing the residents to turn 
  on each other. As the chaos reaches its height, the human 
  departs, never to be seen again.
  3. The Old Owlbear. A powerful spirit thought to dwell in 
  the woods of a remote village, when he first appears, the old 
  owlbear seems to be injured and looks upon travelers for 
  mercy. To those that stop to aid him, he rewards them with 
  a gem, or, in some versions of the story, provices them with 
  safe passage and guidance through the woods, warding them 
  against the fey and other creatures that prey upon travelers. 
  To those that fail the old owlbear’s test of compassion, 
  however, the spirit uses his magic to make them appear as 
  owlbears themselves, so that when they arrive in the village, 
  the villagers will seek to kill them and force them to flee into 
  the woods.
  4. The Hound. A trickster spirit with a very specific niche, 
  the hound is a shapeshifter which appears to goblins in the 
  shape of a great worg or barghest and leads them secretly 
  to ruin. Preferring to appear before a single lone goblin, 
  preferably one that is relatively low in status in his tribe, who 
  he informs is the “chosen one.” The hound builds the goblin’s 
  confidence and offers to serve as his mount, stating that it 
  is his sworn duty to protect and aid the chosen one in his 
  quest to spread chaos and destruction. The hound then urges 
  the goblin to take advantage of the fearsome mount to seze 
  control over his tribe, helping the witless sap come to power, 
  and then, when his subject is drunk on his new power, feeds 
  him with poor advice, directing him to send his goblin hordes 
  against overwhelming foes, ensuring their slaughter. 
  5. The Green Maiden. A spirit of the sea, the green maiden 
  appears as a gorgeous mermaid in the middle of open oceans. 
  She sings to attract the attentions of sailors and lure them to 
  her, offering to guide them to great treasures if they will give 
  her something of theirs. Regardless of what the sailors give to 
  the green maiden, however, she never leads them to treasure, 
  instead bringing them to islands featuring great perils, as 
  well as horrible monsters, to which she is beholden.
  6. The White Crow. Appearing as a particularly tall, ghost-
  white tengu, the white crow is an odd spirit that who desires 
  only chaos, but lacks the power to affect the physical world. 
  However, the white crow can perfectly mimic the voice of 
  any human being, and he uses this power to shout heckling 
  remarks in crowds and stir up riots by instigating ideas no 
  one remembers ever having.
  7. The Wish Granter. This spirit appears as a noble 
  djinni dressed in a golden robes and a silken turban, and 
  is encountered in places where people experience strong 
  desires, but with little hope of achieving them. The wish 
  granter appears and demonstrates great power, then offers 
  to grant the wishes of the three people who can prove their 
  worth to him. Typically, the people destroy themselves as they 
  all look to have their selfish desires fulfilled, and as the town 
  collapses in on itself, the wish granter pretends disgust and 
  leaves. The wish granter has vowed to grant the wishes of any 
  town whose residents do not turn on each other and compete 
  with each other, but he has yet to deal with this outcome.
  8. The Roc. The roc prefers to challenge its victims to 
  impossible tasks that seem easy on the surface, and then 
  enjoy watching the mortal undertake the challenge. Common 
  examples include slaying creatures that are extinct, or 
  performing actions that can only be performed by members 
  of another race or class. The roc is known to grant exceptional 
  favors to those who somehow satisfy its extraordinary tasks.
  9. The Serpent of Deceptions. Allegedly a lillend with a 
  cruel streak, the serpent of deception appears as a beautiful 
  winged serpent woman. The serpent of deception is a fairly 
  unkind spirit, known to tell lies in order to convince people 
  to do things that will have dire consequences. For many, the 
  serpent of deception lacks subtlety and seems petty and 
  cruel, doing things like poisoning food and then convincing 
  mortals to eat it, or starting blatantly false rumors to ruin a 
  person’s life before the truth can be sorted out. No one knows 
  why the serpent of deception does these things, but she is 
  relentless in these petty antics.
  10. The Cockatrice and the Basilisk. These two trickster 
  sprits from the same mythos constantly compete with each 
  other at the expense of their mortal victims. Typically, one 
  of the pair will play various practical jokes against a single 
  mortal target, and then the other will step in with an offer to 
  save the target from the first, but always at great expense. The 
  two can never agree on anything except a dislike for another 
  spirit from their pantheon, the weasel, who seems immune to 
  their tricks.
  People Topics
  
  159
  Beaches
  Who doesn’t love a nice relaxing trip to the beach? Even 
  adventurers deserve a chance to rest and relax on a tropical 
  beach vacation now and again. And even at some place as 
  peaceful and relaxing as a beach, there are plenty of chances 
  for adventure and excitement. Whether it’s raiders from 
  beneath the waves, mysterious salvage washed ashore, 
  hidden grottoes, or something even more unusual, there’s 
  plenty of adventure to be had on the ocean sands. The 
  following list presents 10 beaches that might make a good 
  spot for adventure.
  1. Dragon Turtle Cove. A beautiful white sand beach tucked 
  away in a remote part of the world, this beach normally serves 
  as a destination for travelers looking to unwind, as turbulent 
  waters caused by a nearby reef make it inconvenient for 
  maritime travel. Once every 2 years, however, the normally 
  peaceful beach receives some extraordinary visitors in the 
  form of the rare rainbow-back dragon turtles, fierce and 
  beautiful examples of their species. They return to the beach 
  to mate and lay eggs, and remain only for a week or so, during 
  which time it is advised that lesser creatures stay far away 
  from the beach lest they be crushed by the territorial dragon 
  turtles. When the eggs hatch, local adventurers gather to 
  defend the fledgling dragon turtles from mighty magical 
  predators.
  2. Lady Melidia’s Getaway. This gorgeous tropical beach is 
  out of the way and not on any map, and that’s just the way 
  the beach’s chief inhabitant, Lady Melidia Rosway, prefers 
  it. After a quarter of a century, the half elf adventurer choose 
  to retire where it was warm and quiet, allowing her plenty 
  of time to spend with the colorful companions she met on 
  her journeys. Though the beach is hard to reach, that hasn’t 
  stopped countless heroes from searching for it, looking to 
  meet Lady Melinda or seeking to claim some of her treasures. 
  For her part, the lady is very short with visitors trying to 
  ruin her retirement or stopping anyone else from enjoying 
  themselves.
  3. The Ice Bar. Created by a mighty wizard now long since 
  dead, the Ice Bar was once just one of hundreds of other 
  sandbars in a warm turquoise sea, prior to being transformed 
  into cool ice. The Ice Bar, as it has come to be known, is a 
  popular destination for those looking to stay cool on a hot 
  summer day in paradise, or  by wizards looking to perfect 
  their own mighty transmutations. This lonely bar is usually 
  playing host to a few dozen visitors all year around.
  4. The Sands of Prophecy. This incredible beach is nothing 
  much to look at, with a short stretch of sand and scraggly 
  weeds being completely dominated by a massive tower of 
  bronze, which overlooks the sand. However, every month 
  on the new moon, the sands shift and roil as an unknown 
  hand writes prophecies of a time far away. The monsters that 
  inhabit the tower guard the shore fiercely, and are said to 
  worship the beach as the voice of an undiscovered god. The 
  events predicted are always distant in the future, and so the 
  veracity of the prophecies is difficult to prove.
  5. The Sparkling Cove. At the edge on an underground sea, 
  this fine beach is a rare and nearly undiscovered treasure; 
  though it is known among many subterranean creatures, few 
  find the briny water to be worth their time. The beach itself 
  features soft silvery sand that gleams and sparkles, casting 
  multifaceted light refracted from bioluminescent fungi over 
  the sea. While the beach is quite peaceful, the sea is rumored 
  to be home to aboleths, and worse.
  6. The Wizard’s Castle Resort. A massive destination for 
  those with disposable income and a flair for the dramatic, this 
  sunny and gorgeous black sand beach has been transformed 
  into a massive resort by eccentric wizard Aaida Nuvero, 
  who has added a number of exotic magical upgrades. In 
  addition to massive castles made from sand that serve to 
  accommodate the guests and hold many fine restaurants 
  and taverns, the beach features color shifting sands, tide 
  on demand and a never-ending supply of exotic seashells. 
  Rooms start at 25 gp per night.
  7. The Bone Beach. Where once there was no beach, now 
  a vast expanse of bone, both humanoid and monstrous, 
  surrounds the cyclopean black tower of Kairig the Cruel, 
  a powerful storm giant wizard and ruler of a bleak stretch 
  of ocean. The bones are those of his enemies and serve as 
  warning to any who would challenge him. Kairig gets few 
  visitors, but his beach is a destination for many necromancers 
  looking for something terrible and specific to harvest from 
  among the remains.
  8. An Otherworldly Beach. Those who manage to find these 
  shores find themselves in a world different from the one they 
  left. The beach itself is nice, comprising a small island shaded 
  by fruit-bearing trees, but the seas which surround it seem 
  to stretch on forever and all careen towards the island. Rare 
  treasures lie beneath the sand, but a terrible demon which 
  dwells in the sea covets the items here and demands them in 
  exchange for knowledge of the way home. Why the demon 
  cannot travel to the island is a mystery.
  9. The Goblin Preserve. Originally created as an experiment 
  by a mad druid, the goblin preserve is one nonstop party. A 
  30-mile stretch of beach inhabited by a dozen different tribes 
  of goblins affected by magic which makes them less prone 
  to violence, the beach is one constant wave of debauchery 
  and madness. Goblin games and songs scream at all hours 
  across the beach. While there are still a few occasional 
  casualties, caused by party games that get just a bit too rowdy, 
  the goblins are generally friendly, if no less wild than their 
  counterparts found outside the reserve, and happily welcome 
  visitors, even non-goblins.
  10. Ishroch’s Horde. While not truly a beach, the horde 
  of the bronze dragon Ishroch resembles nothing more 
  than a beach made of gold coins, at the mouth of the sea 
  caves where Ishroch himself dwells. While Ishroch enjoys 
  receiving visitors to his beach and showing off the wondrous 
  treasure and magical items, which fill the horde he is quick 
  to grow wrathful should someone steal from him. While 
  most creatures living in the area are well aware of the strange 
  golden beach, and know not to take anything from its shores, 
  foreigners often respond to stumbling upon the horde by 
  gleefully stuffing as much of it as they can into their pockets. 
  Tired of chasing off ignorant thieves, Ishroch eventually 
  posted signs near the edges of his horde to warn those who 
  did not know that the coins were his, but occasionally these 
  signs are blown down by tropical storms, or deliberately 
  stolen, which can make the place very dangerous for ignorant 
  travelers.
  Places Topics
  
  160
  Grave Markers
  Picture this: you’re on a lovely evening stroll in a dark and 
  spooky graveyard. All around you are tombstones, each 
  one an identical slab of rounded grey stone, all of them 
  completely blank, devoid of any names, dates, or other 
  writing. Is it a horrible nightmare? If you’re an unprepared 
  GM, the answer is yes! The following list provides gravestone 
  descriptions, which should help to ensure that the next 
  graveyard your party encounters is full of grave markers that 
  will stick in their memory until the day they die.
  1.  Grieving Angels. This granite gravestone is carved in 
  such a way that it appears to be being held aloft by a pair 
  of angels, one male and one female, who openly weep, 
  seeming to lament the death of the person buried beneath 
  them. The tombstone itself features some decorative 
  engravings depicting feathery wings and a ringing bell. On 
  the tombstone, it reads “Murdoch Sullivan, beloved father, 
  husband, and friend.” Based on the dates on the tombstone, 
  he died about 25 years ago, at age 38.
  2. Stone Cross with Strange Slot. This granite gravestone 
  takes the shape of a cross. A circular hole, perhaps three 
  inches in diameter, sits in the center of where the cross’s two 
  lines intersect, and a series of grooves make it look as though 
  something was designed to fit there. On one side, across the 
  horizontal section, the tombstone reads, “Kerstin Kroger, a 
  diamond in the rough.” Based on the dates on the tombstone, 
  she died about 5 years ago, at age 27. In truth, there is a stone, 
  capped with a rather large ruby, that can be slotted into the 
  hole on the cross, and if one does so, and turns the stone left 
  and right in just the right combination of movements, a stone 
  slab beneath the grave descends into the ground, granting 
  access to a secret chamber.
  3. Ring of Colored Flowers. This grave bears a single 
  unmarked and unworked stone at one end. The plot of land 
  itself is bare dirt, but the area immediately around it is ringed 
  on all sides with a line of bright blue wildflowers, perhaps six 
  inches wide. The flowers are all in full bloom, and, judging 
  by the dirt on the grave, the entire patch was freshly planted, 
  the grave newly dug. Frequent visitors will discover, however, 
  that the flowers seem to remain in full bloom no matter the 
  season, and the dirt always seems freshly disturbed, for some 
  reason.
  4. Squatting Imp. This marble tombstone is carved to 
  resemble an imp, squatting lewdly over the head of the grave, 
  holding the stone in front of it. The stone reads, in carefully 
  engraved words, “Ianko Katriev, not forgotten, not forgiven. 
  His crimes are too many to list, and his soul shall rot in Hell 
  for his transgressions.” No dates are listed on the tombstone. 
  Close examination reveals that the ground before the grave 
  looks disturbed, as though it had been stomped upon heavily.
  5. Marble Tile. This grave is covered with a massive slab of 
  marble, six feet long and four feet wide. Though it is partially 
  buried, and so difficult to tell, it seems to be only a few inches 
  deep. The edge of the slab is engraved with a decorative 
  pattern, which has been inlaid with gold, as has the text on 
  the slab. It bears the name “Patricie Holub,” followed by a 
  poem describing falling leaves in autumn, and blooming 
  flowers in spring. Based on the dates on the tombstone, she 
  died 43 years ago, at the age of 61.
  6. Talking Gravestone. Atop this grave stands a life-sized 
  statue of an older man with noble, strong features, dressed 
  in heavy armor, holding a shield in one hand, a lit lantern in 
  the other, with a sword at his waist. An engraving at the base 
  of the statue reads “Julian Richard, noble knight, defender 
  of valor, wise and true. Even beyond the grave, he lights the 
  way. Ask, and you shall receive.” The statue has actually been 
  endowed with minor magic that allows it to speak in response 
  to questions or statements made to it. It is not actually 
  intelligent, but contains a huge number of stock sayings and 
  aphorisms, and enough understanding to usually be able 
  to select appropriate responses to most questions. When 
  speaking, the statue partially animates, moving its face and 
  sometimes arms.
  7. Solid Gold Gravestone. This gravestone appears to be 
  made of solid gold, with its writing comprised entirely of 
  gems that have been embedded in its surface. In actuality, 
  however, the gravestone is made of cheap wood, and the 
  appearance is simply an illusion. If the tombstone is removed 
  from the ground, the illusion ends automatically, until it is 
  put back in place. The illusory tombstone reads “Gwenneg 
  Rosen, beloved by all, accomplished doer of deeds, respected 
  hero.” The actual wooden tombstone reads “Enchanted by 
  Eda Katirci.”
  8. Doors to the Underworld. This resting place can only 
  loosely be called a grave, as the coffin it holds has not been 
  completely buried. Instead, the lid remains exposed to 
  the elements. It is made of solid and sturdy oak, magically 
  reinforced, and has been carved to resemble a pair of doors. 
  There is no handle from the outside, and those who attempt 
  to open it find it stuck tight, though a handle on the inside 
  allows it to open. No name or inscription is on the doors, but 
  they do contain images of suns, moons, and stars.
  9. Draconic Gargoyle. This obsidian gravestone is topped by 
  the image of a dragon’s head, mouth open in a snarl. When it 
  is dark, the dragon’s eyes glow with a ruby-red light, each of 
  which have the strength of a candle. If the grave is disturbed, 
  the dragon head spits forth a blast of flame, accompanied 
  by a mighty roar. The tombstone is engraved on one side, 
  “Severiano Moretti, a dragon in life and death.” Based on 
  the dates on the tombstone, he died 107 years ago, at age 74. 
  Rumors persist that the grave houses its owner’s horde of ill-
  gotten treasure, much like a dragon’s cache.
  10. Trio of Ravens. This black marble gravestone is carved 
  so that it appears that three ravens are perched atop it. The 
  gravestone itself is blank, but the ravens are imbued with 
  magic, and touching one causes it to speak a short phrase. 
  The first states the deceased’s name, Ragna Olversson; the 
  second says, “A true warrior, he died in battle. The ravens 
  have him now”; and the third states the years of his birth and 
  death, indicating that he died 225 years ago, at age 21. The 
  raven’s eyes gleam ominously, and rumor has it that if anyone 
  disturbs the grave, the birds come alive and attack the one 
  responsible.
  Places Topics
  
  161
  Light Sources
  Sure, a lot of the time, players provide their own light when 
  they plumb the depths of various dungeons, caves, and 
  other areas cut off from the light of the sun. And that’s fine 
  sometimes; after all, oozes and skeletons don’t care about 
  how bright their living space is. But what about dungeons 
  containing creatures that actually need to see? The evil 
  wizard, black knights, and cunning thieves all need light in 
  order to see their minions and treasures. The following list 
  features 10 flavorful ways to light up your dark castles, dread 
  vaults, and lonely towers.
  1. Chandelier of Orc Skulls. This all-bone chandelier hangs 
  suspended by a quintet of black barbed chains and features 
  over 20 orc skulls, which have been pieced by the chains 
  through either the mouth or nose, giving the appearance 
  that each of the skulls was impaled by the chains that run 
  through them. The skulls’ other cavities are filled with 
  tiny everburning candles, casting a dim, heatless light over 
  the room in which this morbid fixture is hung. In windy 
  environments, the skulls rattle and make hollow whistling 
  noises, without disturbing the lights.
  2. Luminescent Fungi. Found growing naturally in many 
  underground caves and chambers, this unique fungus is 
  shaped roughly like a bell attached to a long, thin stem, and 
  sheds an eerie crimson light in all directions. The fungi are 
  surprisingly bright, and the light they shed can bathe vast 
  areas in crimson shades. Creatures which eat the fungi glow 
  red as well. The fungi can be easily transplanted and thrive in 
  wet, dark environments.
  3. Witch Lights. These floating fires burn in bright blues and 
  eerie greens, and move about an area, casting their clearly 
  supernatural light through the darkness. Because the lights 
  move about, they often are used to illuminate passageways 
  or secret paths, and can be manipulated to light up a specific 
  road or path, making it more obvious to passersby, who are 
  therefore more likely to take it. While these fires typically 
  give off no heat, occasionally they can burn and sear the 
  flesh. Some who make use of these lights cause them to glow 
  in different colors, sorting them so that ones of a given color 
  all lead to the same destination, allowing them to easily 
  direct visitors to any chamber simply by telling them to 
  follow a light of the corresponding color.
  4. Orb of Light. This large glass sphere is roughly the size 
  of a warhorse and affixed to a pedestal. It is filled with 
  magically-captured sunlight, lighting up a 500-foot-radius 
  area when exposed, filling the area with real sunlight. An iron 
  covering is affixed to the outside of the sphere, allowing it 
  to be shut off or turned on by the operation of a lever, which 
  opens and closes the iron shutter. Should the orb ever be 
  broken, the stored sunlight escapes in a brilliant blast, which 
  sears those nearby, and creates a blinding light that is visible 
  at extreme distances.
  5. Self-Lighting Torches. Used by magicians who only want 
  light some of the time, these lovingly crafted everburning 
  torches are designed to light or extinguish themselves in 
  response to some stimuli. This trigger is usually a door being 
  opened or shut, but other possibilities exist, including only 
  lighting themselves while in the presence of a member of a 
  particular race, lighting themselves when a living creature 
  enters, or in response to a command word. These clever 
  torches are often used by those who want to conceal a 
  path from certain eyes or leave rooms lit only while in use, 
  eliminating the inconvenience of light bleeding from one 
  room to another.
  6. Ray Stones. About the size of a brick, these magical stones 
  contain minuscule crystals which emit a bright light in a 
  variety of colors. The crystals are usually encased in a clay 
  brick which has tiny holes drilled into it, allowing thin rays of 
  exotically colored light to protrude. Though a single ray stone 
  does not produce a lot of light on its own, an entire chamber 
  constructed of them provides a clear, if disorienting, view of 
  what lies within.
  7. Enslaved Sprites. Contained within bottles or glass tubes, 
  captive fairies are forced to provide light to their masters. 
  Either coerced to use magic to illuminate themselves, or 
  forced to carry miniature torches, these tiny fairies are able 
  to provide about as much light as a common torch. They are 
  most often owned by evil witches, cruel druids, and the very 
  wealthy. Typically, these enslaved fairies provide favors to 
  those who free them from service, although sometimes the 
  sprites are not truly enslaved at all, and instead visit mischief 
  and mayhem on anyone that proves they are trespassers by 
  attempting to “free” them.
  8. Walking Braziers. A popular sale among spelunkers, 
  these animated iron braziers typically carry ample fuel for 10 
  hours of light or longer, and have the ability to move about 
  on their own, typically at the direction of their creator, and 
  follow a person, providing them with light when and where 
  they need it. Some of these walking braziers, particularly 
  those with continual flame enchantments or similar, go 
  rogue, roaming the world looking for people to follow and 
  provide light for.
  9. Darkness Eater. These strange and otherworldly statues 
  are shaped like the face of a horned demon, with eyes made 
  of emeralds or rubies. These odd devices don’t shed light, 
  but rather remove darkness from an area, devouring it like 
  it wasn’t there. The resulting absence of darkness allows 
  a person  to preview the world around them, but without 
  any sense of color or shade, providing a truly unique visual 
  experience. The origin of these masks is unknown, as is what 
  happens to the darkness they devour.
  10. Stolen Sun. A piece of a bright yellow star acquired by 
  magic, these tiny orbs shine with bright light intense enough 
  to blind those without visual protection, and giving off heat 
  sufficient to deal 3d6 point of fire damage each round a 
  creature spends within 100 feet of it. The damage increases 
  by 1d6 for every 10 feet closer than 1oo feet one stands, and 
  the damage is doubled for creatures who touch the star 
  fragment. These objects are typically used to light vast areas 
  of perpetual darkness, and the secrets of their acquisition 
  have been long lost to time.
  Places Topics
  
  162
  Mountain Features
  For those who live within close distance of seveal impressive 
  mountains, it can be easy to take for granted the mystery and 
  majesty that mountains can inspire. The scale and grandeur 
  of these massive landmarks is difficult to overstate, and 
  beyond simply looking at mountains, actually going out and 
  getting on one can provide some truly breathtaking views. 
  There’s a lot more to mountains than just being big, pointy 
  hills, and the following list provides 10 features a mountain 
  might have to draw your players onto it.
  1. Treacherous Pass. The mountain holds a very convenient 
  pass, which cuts across the terrain and allows access across 
  a mountain range that is otherwise all but impassable, 
  requiring a great deal of time to go around. Unfortunately, 
  while the pass is crossable, it is very dangerous, leading many 
  to think twice before using it. The pass may be plagued by 
  monsters, bandits, or some other foes, or may simply be 
  prone to dangerous and sudden weather. The pass may also 
  have recently been blocked by a collapse or avalanche of some 
  kind, or may be involved in ongoing military conflicts.
  2. Contested Mines. The mountain holds rich deposits of 
  one or more precious metals, such as gold or silver. One or 
  more mines have been dug into the mountain in order to 
  liberate these buried treasures, but with this much wealth 
  on the line, there are many who would like the mines for 
  themselves, and at least two different groups claim the land 
  for their own. The dispute has broken out into bloodshed 
  more than once in the past, and is likely to do so again at any 
  time.
  3. Famous Sage. A well-known spiritual figure has made 
  a small home for herself near the top of the mountain, 
  retreating into a quiet life away from the world. This sage may 
  run a school, monastery, or similar place of teaching, and 
  actively encourage growth and learning in those willing to 
  overcome the necessary trials to reach her, or she may simply 
  live as a hermit, alone in a cave, and require coaxing in order 
  to share her knowledge with visitors. It is also possible that 
  there may be more to the sage than his or her reputation 
  would lead one to believe, and the sage may in fact be a 
  charlatan, or deliberately drawing out those interested in a 
  certain topic in order to prey upon them, for whatever reason.
  4. Exotic Wildlife. The mountain’s heights include rare 
  plant or animal life that cannot be found anywhere else in the 
  region. This could be desirable wildlife, such as herbs with 
  useful and unusual alchemical or magical properties, or rare 
  animals prized as pets, or for other purposes. Alternatively, 
  this exotic wildlife could be a dangerous threat, such as an 
  ancient red dragon that is highly territorial of its mountain 
  lair. Whatever the case, where there is exotic wildlife, it 
  brings out those interested in such things, from poachers to 
  naturalists to exteriminators, in the case of dangerouns and 
  threatening wildlife.
  5. Ancient Watchtower. Built high on the mountain peak is 
  a simple stone tower, which has stood there for hundreds, or 
  perhaps even thousands, of years. Although weather-worn, it 
  is sturdy, and still quite serviceable. In addition to providing 
  an impressive view (including a view of at least one other 
  such ancient watchtower, although some in the chain may 
  not have fared as well throughout the years), the watchtower 
  also boasts a large brazier, designed to be lit as a warning 
  signal to the other watchtowers on the line.
  6. Isolated Fort. This mountain sits on an important 
  strategic location, and bears a fort in order to protect that 
  location. While the fort is sturdy, its remoteness, and the 
  relative stability of the region, means that there aren’t very 
  many troops garrisoned there at any given time, leaving the 
  place potentially vulnerable to a surprise attack.
  7. Holy Site. The mountain is home to a site or location of 
  some religious significance, such as the place where a deity, 
  saint, or other important religious figure performed an action 
  of significance, or a particularly special shrine or temple. 
  Pilgrims of the faith in question travel from great distances 
  in order to visit this holy site, leading to a regular stream of 
  individuals up and down the mountain. Depending on the 
  nature of the holy site, there may be rumors and legends of 
  special gifts that are bestowed upon those who pray there.
  8. Unusual Stone Formation. The mountain bears a 
  remarkable rock structure, noteworthy for its size and its 
  resemblance to something in particular. The rock structure 
  may be man-made, such as carving a massive bust or statue 
  of an important figure into the side of the mountain, or 
  it may be completely natural. Besides serving as a useful 
  landmark (and possibly a tourist attraction), the unusual 
  stone formation may also have mystical properties, or even be 
  a dungeon in and of itself.
  9. Hot Springs. The mountain has one or more hot springs, 
  which, in addition to being soothing and relaxing, are also 
  rumored to have special properties. Most magical hot springs 
  are known for their healing powers, but these particular hot 
  springs could have different properties, such as strengthening 
  those who bathe in them, rendering them resistant to cold 
  and fire, or even restoring them to their youth. Such valuable 
  waters will not be left unattended, however, and while it may 
  simply be a matter of paying a small fee to the owner of a 
  bathhouse built around them, accessing the springs might 
  just as easily involve fighting one’s way through a clan of cave-
  dwelling monstrous humanoids.
  10. Beautiful View. Sometimes, the simplest answer is the 
  best, and a mountain’s most important feature might simply 
  be a breathtaking view. While simply being able to see a 
  great distance from a mountain’s peak is rarely something to 
  dismiss, there may be particular features near the mountain 
  that make the view even more spectacular, such as crystal-
  clear lakes, particularly gorgeous sunsets, or even more 
  exotic, fantastic features. It’s also possible that certain 
  man- or gods-made structures may be designed to be viewed 
  specifically from above, or even from a specific spot on the 
  mountain, with unusual hills and valleys, rock patterns, or 
  similar phenomenon that seem meaningless on the ground 
  suddenly forming a shape with undeiable meaning when 
  viewed from above.
  Places Topics
  
  163
  Shipwrecks
  Rumors tell of great treasures and adventure to be found 
  in shipwrecks at the bottom of the sea. But what sets one 
  promising shipwreck apart from another? If you’re an 
  unprepared GM, that grizzled ex-captain telling tales of a 
  mysterious shipwreck may be hard-pressed to give the party 
  the details that will get them excited, but this graveyard of 
  sunken ships is ripe for dropping into your game!
  1. The Mystic Lady. This famous sunken ship was the 
  pleasure barge of Euthias Dold, a conjurer of great fame and 
  renown. He would take the Mystic Lady on voyages up and 
  down the coast, stopping at each major port for a few days in 
  order to hire himself out to the local merchants and nobility. 
  The exact circumstances that led to the sinking of the Mystic 
  Lady are unclear, although Euthias, the only survivor, claims 
  it was simply bad weather. Rumor has it that the ship was 
  crewed by bound creatures from other planes, and that some 
  of them might still be confined to the wreck, forced by their 
  contracts to guard, clean, or otherwise perform their duties.
  2. The Grim Lance. This massive galleon is still spoken of 
  only in whispers by members of the pirate community, and 
  is responsible for sinking or capturing nearly thirty pirate 
  vessels over its ten-year career. In its heyday, it was all but 
  undefeatable on the open waves, and any unlawful vessel 
  unfortunate enough to be caught within range of its cannons 
  had little hope. Captained by Admiral Regina Star, the Grim 
  Lance finally sank after several pirate groups worked together 
  to set an ambush for the ship, which generally sailed alone. 
  It took the combined might of seventeen pirate vessels to do 
  the deed, and half their number were destroyed, all the same. 
  While the numerous cannons aboard the ship are likely too 
  heavy to be scavenged, Regina was known to carry a powerful 
  sabre that she used when dueling pirates, which is believed to 
  still be aboard.
  3. The Descent. This grim vessel served as the last home 
  of hundreds of thousands of the terminally ill. A plague 
  ship, it travelled from port to port, collecting those with 
  contagious and life-threatening diseases, and essentially 
  imprisoning them aboard, to protect the rest of the world 
  from them. Although the ship did have alchemists and priests 
  who did their best to ease the suffering of their patients, life 
  aboard the Descent was as dismal as the ship’s name implies. 
  According to his correspondence, one of the ship’s doctors, 
  an alchemist by the name of Theobald Fent, had been on 
  the verge of discovering a cure for leprosy when an uprising 
  by the patients resulted in the ship’s destruction, and 
  some believe that there may still be some clues to his work 
  concealed in the wreck.
  4. The Adventurer. This practically-named ship was owned 
  and operated by the famous treasure-hunter and explorer, 
  Francesca d’Artiz. Built for a mix of speed and firepower, 
  the ship served her well in her various run-ins with pirates, 
  underwater foes, and occasionally the forces of the crown. 
  The ship sank under mysterious circumstances not far from 
  a group of islands that, decades later, were discovered to 
  contain some very ancient ruins. The ruins had clearly been 
  looted when they were discovered, and many believe that 
  Francesca was the one to do so, and that numerous treasures 
  from these ruins may still be on the ship.
  5. The Lucky Lamprey. A famous smuggler’s ship, which was 
  said to be as slippery and difficult to catch as its namesake, 
  the Lucky Lamprey was small and fast. Unfortunately for 
  its captain, James Drouillard, the ship’s luck eventually ran 
  out, when he made the mistake of cutting too close to some 
  rather hazardous reefs while trying to avoid pursuit, sinking 
  the vessel. It is unknown exactly what cargo the ship was 
  carrying at the time that it went down, but an anonymous—
  and well-funded—party is very interested in recovering the 
  ship’s contents, and has been actively recruiting for a salvage 
  expedition.
  6. The Abbot’s Miter. This merchant vessel, one of many 
  in the fleet of vessels owned by the Doreda family, was 
  captained by Selena Doreda, a black sheep of the family 
  more interested in sailing than in social climbing. Although 
  the Abbot’s Miter was not a particularly exciting vessel to 
  captain, it still sated Selena’s love of the sea. According to 
  the manifests in the hands of the Doredas, the ship was not 
  carrying anything particularly exciting when it sank (tea and 
  spices, mostly). However, the wreck is of note because the 
  few survivors insist that no less than two pirate ships went 
  down with it, despite a complete lack of weaponry on the 
  Abbot’s Miter. 
  7. The Seahound. A massive prison ship, this boat contained 
  numerous prisoners deemed too dangerous to be kept in 
  any land prison, and were instead imprisoned on a moving 
  ship in the middle of the ocean, where even if an escape 
  occurred, only a cold death in the ocean awaited the escapee. 
  The ship sank due to poor weather, claiming the lives of crew 
  and prisoners alike. Interested parties are actively looking to 
  find the wreck and recover the corpse of one or more of the 
  prisoners, for unknown reasons.
  8. The Devil’s Barb. A sleek, fast vessel heavily loaded with 
  harpoons and ballistae, The Devil’s Barb was captained by 
  Gisela Moremont, who specialized in hunting sahuagin and 
  similar undersea menaces, selling their hides for bounties. 
  Gisela had a small fleet of four or six ships under her 
  command, and would travel the coasts in search of these 
  monsters. The ship went under when, during a battle with a 
  particularly savage group of sahuagin, an enormous shark the 
  size of a whale or larger bit the boat in half. 
  9. The Cunning Scorpion. This pirate vessel, led by the 
  dread pirate Francois Rivero, was the last sight that many 
  sailors saw, as it bore down upon their ship. Famous for its 
  flag, which depicted a red scorpion on a black sail, tearing 
  a ship apart with its claws, the ship had a reputation for its 
  vicious and ruthless crew. The ship disappeared several years 
  ago, and is presumed to have been wrecked, but no one 
  knows exactly where, or what circumstances led to its current 
  fate.
  10. Marid’s Joy. This unusual ship is not actually wrecked, 
  although its supernatural and magical abilities sometimes 
  cause it to be mistaken for a wrecked ship. Bearing strange 
  magic, the ship is actually capable of sailing beneath the 
  waves, and grants those in contact with it or its rigging the 
  ability to breathe water as easily as air. The ship often sails 
  below the water, rising to the surface only to interact with 
  other ships, or to come to port. In the past, the ship was 
  crewed by a gang of unscrupulous pirates, but its previous 
  owner, Tricia Blackblade, met an ignominious end in a duel.
  Places Topics
  
  164
  Stairways
  Stairs are not super exciting, even as far as architecture goes. 
  Why spend time making exotic stairways when you could be 
  making exciting statues, or looming doorways with strange 
  inscriptions, or chandeliers? The answer, of course, is that 
  stairs are only boring because we make them boring. By 
  adding some detail and flair to your stairs, you can make 
  them just as exciting as any other dungeon feature, and 
  ensure your players never look at a stairwell as just another 
  means of getting to the next floor. The following list provides 
  10 flavoful stairways for inclusion in dungeons.
  1. Snaking Stairwell. This winding, circular stairwell is 
  designed to resemble a massive, coiled serpent. The entire 
  stairway is enclosed in a slightly claustrophobic stone 
  passageway, and the doorways which access it are carved 
  to resemble the gaping maws of snakes. The outside of the 
  stairway is covered with glossy green tiles, patterned to 
  resemble a snake’s scales, while the inside of the stairway is 
  painted a matte red, and completely unlit.
  2. Animal Staircase. This grand staircase is much wider 
  at the bottom than it is at the top, and leads upward to an 
  altar or place of importance. Each step is covered in dozens 
  of small carvings or tiles which depict an animal, and each 
  stair shows a different animal. The bottom-most stairs show 
  small carrion-scavenging insects, and as the stairs ascend, 
  the animals become larger and more complex, with each 
  animal being one that preys upon the last. The second-to-last 
  stair shows an undisputed apex predator (either humans or 
  dragons, depending on the setting), with the topmost stair 
  depicting the same carrion-scavenging insect as the bottom-
  most stair.
  3. Cloud Stairs. This enchanted stairway can only be 
  called “stairs” in the loosest sense of the word. Appearing 
  to be an oddly diagonally-shaped patch of thick fog, this 
  magical effect has a single puffy white cloud, roughly 5 feet 
  in diameter, at its base. If a creature steps on this cloud, he 
  finds that his feet do not fall through, and the cloud suddenly 
  comes to life, floating gently up the “stair case” and coming to 
  a stop at the far end, disappearing once the creature steps off. 
  As soon as the first cloud departs, another takes its place.
  4. Musical Stairs. This amusing stairway is rigged, either 
  by magic or clever mechanics, to create a musical tone 
  whenever one of its stairs is stepped on. Each stair produces 
  a slightly different tone, with the result being that the stairs 
  function somewhat like the keys on a piano. Sometimes, 
  these stairwells are linked to puzzles or traps, but they can 
  just as easily be used by those with a sharp ear to allow those 
  walking up the stairs to provide a sort of “password” by 
  skipping or doubling back on certain steps, and, if the correct 
  password is not given, it can also give an estimate of how 
  many intruders are on the stairs, and how close together they 
  are.
  5. Water Stairs. This unusual staircase is formed from 
  powerful jets of water. Whether they are formed by magic or 
  by impressive plumbing, they provide blasts of water that are 
  strong enough to support the weight of a Medium creature, 
  and are calibrated to different heights. If necessary, a large 
  grate in the floor provides a place for the water to escape, and 
  avoid flooding the room. The stairs may need to be activated 
  manually by some means, or they may be difficult to ascend, 
  requiring Acrobatics checks to avoid falling off the slippery 
  and shifting water jets.
  6. Rainbow Stairs. Each stair in this whimsical stairway 
  is painted in a bright color. Sometimes these stairways are 
  quite short, as the creators quickly run out of colors to use, 
  and 7 steps is not uncommon for these: one for each color in 
  the rainbow. More often, though the stairs either repeat the 
  rainbow pattern, or simply have several shades of the same 
  color. Occasionally these stairways bear numerous traps, 
  typically patterned off of the effects of prismatic spray, or 
  similar spells, but more often they are completely untrapped, 
  and simply designed to make paranoid interlopers search 
  each and every step for traps.
  7. Burning Stairs. This stairway is made of brass. It is hollow 
  underneath, and a powerful furnace heats it from within, 
  such that the entire stairway glows with inner heat. Near the 
  bottom the stairway, the steps glow a dull red, and are painful 
  to the touch, but does no lasting damage. The higher one 
  ascends, the hotter the stairs get, and the brighter they glow. 
  The topmost stair is white-hot, and threatens to melt through 
  whatever a climber has left of his shoes.
  8. Teleportation Stairs. Exactly who thought these stairs 
  were useful or desirable is unclear, but they nonetheless 
  have a lot to offer to an eccentric. Each step on the stair bears 
  a rune which teleports anyone who steps on it to another 
  stair on the stairwell. These teleportation effects do not 
  cause a climber to ascend or descend the stairs in order, 
  and the pattern is seemingly random: the first step might 
  jump a person to the third from the top, but taking another 
  step from there might take them to the middle, and so on. 
  Ultimately, the stairs can still be climbed with the same 
  number of steps, although the experience may be a more 
  unsettling or frustrating one.
  9. Goblin Game Stairs. This rather plain set of stone stairs 
  has been drawn on quite extensively with some kind of crude 
  colored chalk. Various circles and squares seem to form 
  spaces on a game board, with lines connecting each one to 
  the next, and instructions written crudely in Goblin in certain 
  spaces, such as “yummy food, move 2 squares ahead,” or “stop 
  to beat up kronk, lose a turn.” The spaces wind their way back 
  and forth across each step, creating a sort of switchback as 
  one follows the path.
  10. Stairs of Swords. This stairway is made entirely of 
  repurposed weapons, which have been forged together to 
  form a cohesive set of steel steps. Although the stairs are 
  made of numerous blades, they are all positioned with the 
  flat of the blade pointing up, so that they can be walked on 
  with relative safety, although those foolish enough to walk 
  them barefoot do still risk cutting themselves.
  Places Topics
  
  165
  Sweets Shops
  There are few places that can bring quite as much joy as a 
  candy store, or a bakery full of delicious sweet confections. 
  While your players may not be able to enjoy the delicious 
  foods that they find there (unless you decide to bring some 
  as game day snacks), a quaint, homey little bakery or candy 
  shop can set the tone for a peaceful, idyllic little village or 
  town. On the other hand, when it comes time to deliver a 
  dose of horror and dread, a these places are easily perverted 
  into dark and terrible bastions of evil, made all the more 
  disturbing by the cheery facade that hides the rot within. The 
  following list provides 10 sweets shops, both naughty and 
  nice, for use in your game.
  1. Sweet Embrace. This candy shop produces a variety of 
  chocolates and hard candies, and its owner, Ted Hambleton, 
  is a very devoted member of a local church community. So 
  much so, in fact, that not only is the sign for his shop a clever 
  combination of his deity’s holy symbol with various candies, 
  but he regularly gives out free candy, in small quantities, to all 
  active church members, and occasionally rewards good deeds 
  with a whole bar of chocolate.
  2. Gingerbread Menagerie. This bakery is, in actuality, 
  a front for a rather insidious thieves’ guild. The bakery’s 
  claim to fame is their gingerbread cookies, which come in 
  a staggering variety of different shapes and sizes, most of 
  which resemble fantastic and exciting creatures. Some of 
  these cookies contain secret magic, however, which is placed 
  in gumdrops that can then be added to any cookie just before 
  it is taken by a rich customer. These cookies animate in the 
  night (presuming they survive that long) and unlock the 
  front door of whatever house they are in, allowing the thieves 
  to get inside.
  3. Edmee Bouchard. This little old lady lives in a small hut 
  just outside of town. Each day, she bakes an assortment of 
  pies, which she sells for a modest price of 2 cp, in order to 
  sustain herself. She is very kind to visitors, and will often 
  give a slice of pie to children who come to visit. Every once 
  in a while, however, she gets the urge to make a very special 
  pie, and she lures a child into her hut and bakes him into a 
  massive meat pie, which she keeps for herself.
  4. Bertha’s Famous Candies. This quaint little candy store 
  is owned by a robust and garrulous woman named Bertha 
  Heinrich. She offers only hard candies in spherical shape, 
  but prides herself on the wide assortment of flavors she has 
  available, and many of her candies have several different 
  flavor layers. A canny businesswoman, Bertha often names 
  particular flavor combinations of candies after local heroes 
  and adventurers, and generally offers such characters their 
  namesake candies for free, in the hopes that they will 
  become frequent visitors, and, as a result, serve as a sort of 
  endorsement, attracting others to the store.
  5. The Stolen Doughnut. This bakery’s sign features a 
  caricature of a greedy goblin hastily feasting on a doughnut. 
  The shop, run by Bosko Ilic, specializes in doughnuts, 
  although it has plenty of other confections available, as well. 
  Bosko’s hatred of goblins runs deep, and traces back to tragic 
  events in his childhood, and he has a standing offer of one 
  free doughnut (any kind you like) for each goblin ear traded 
  in to him. During times when the local government also 
  offers such bounties, he’s happy to provide the doughnuts in 
  addition to any other reward.
  6. Wattana Somsak. A reformed annis hag, Wattana is 
  forced to live far out in the swampy wilderness, as few can 
  bring themselves to trust a hag such as herself. Despite her 
  appearance, however, she is earnestly good-hearted and 
  always eager for company, and quick to make a batch of 
  cookies (chocolate chip is her specialty, but she makes sure 
  she has supplies for a variety, to suit her guests’ tastes).
  7. Chocolate Bomber. Run as a side project by Corrinna 
  Quincy, an alchemist with a slight weakness for sweets, this 
  candy store specializes in “chocolate bombs,” which consist 
  of a chocolate-covered cherry infused with a variety of sweet 
  flavors. Unfortunately, however, one of the assistant cooks, 
  Hector Lund, is secretly a cultist devoted to a dark god of 
  poison and murder, and he regularly injects deadly, but 
  slow-acting, poisons into candies sold in the store. Corrinna 
  is quite scandalized by the entire affair, but doesn’t believe 
  that any of her staff could possibly have been involved. She 
  is offering a substantial reward to anyone who can find out 
  what the source of the sabotage (as she believes it to be) is, 
  and put a stop to it.
  8. Delicious Dreams. This bakery specializes in cakes, 
  and its wedding cakes are ordered by the noble and wealthy 
  from great distances away, because in addition to making 
  exceptional cakes, the bakery is known for its beautifully-
  crafted wedding toppers, with extremely lifelike and delicious 
  depictions of brides and grooms. In truth, the bakery is 
  operated by a disguised toegedaemon, who transforms past 
  loves of the married couple into candy to make these dark 
  decorations.
  9. The Langenbergs. The honeymoon never really ended for 
  this married couple, which live on a small farm just outside 
  of town, and their property is always lively with over a dozen 
  children running this way and that, playing in the fields. The 
  couple enjoys visitors, and makes fresh toffee each day to give 
  out to passersby, but you have to get there early to make sure 
  that you get some before it runs out, especially because their 
  litter of children are quite fond of the stuff themselves, and 
  often help themselves to huge handfuls.
  10. Sweet Solutions. This ice cream shop offers a variety 
  of magically-infused flavors, and is especially prided for its 
  famous potion-infused ice cream, which, in addition to being 
  delicious, grants a variety of magical benefits to anyone who 
  eats it. The process is surprisingly cost-effective, although 
  admittedly not very portable. The owner has come under 
  some criticism recently for her “Adventurous Wednesdays” 
  promotion, whereby a potion-infused ice cream can be 
  purchased for half the normal price...but the effect of the 
  potion is random, leading to some awkward results.
  Places Topics
  
  166
  Tranquil Locales
  There’s no reason why adventuring has to be all about death 
  and destruction. Every once in a while, adventurers need a 
  break, too. This list contains 10 peaceful locations for your 
  game.
  1. The Pale Posey Patch. A vast field of pastel-colored 
  flowers sprang up upon the site of an ancient battle, so 
  terrible that the peoples who fought it vowed never again to 
  engage in violence. It is said that the field of flowers appeared 
  as a gift to them from the gods. The flowers themselves are 
  among the most beautiful in all the land, with a sweet smell. 
  Their scents carry a hint of magic with them, causing those 
  who stay within the area to be overwhelmed by thoughts of 
  peace and a desire to simply lie among the flowers. Those 
  that do often report dreams filled with talking flowers that 
  encourage a peaceful and content lifestyle, and often report 
  awakening quite refreshed.
  2. Lake of Wine. The “water” in this lake ranges in color 
  from a pale white gold to a deep burgundy, and it is filled 
  with wine which springs from an endless well located at 
  the bottom of the fathoms deep lake. Those who visit can 
  find any kind of wine they desire. In addition to the normal 
  effects of the wine, anyone who drinks from the lake finds 
  only a pleasant experience in their intoxication, with 
  great merriment and a feeling of warmth and unity, never 
  becoming angry or frustrated in their drink. Several fey have 
  established homesteads near to the lake and provide food 
  and lodging for visitors, and the lake is protected by powerful 
  spirits which defend it from vile influence.
  3. Endless Falls. These falls are the creation of a wizard 
  who simply loved waterfalls and desired to create the finest 
  in the world. The falls were created by over 100 decanters of 
  endless water, which spill into an extradimensional space. 
  That space is an endless pit of darkness lit by floating balls of 
  multicolored light, which cause the water to take on all sorts 
  of interesting colors. Floating stone benches rise and descend 
  from the pit at regular intervals, allowing visitors to relax for 
  as long as they wish.
  4. Oric’s Bubbles. The origin of these bubbles is unknown, 
  though they were first discovered by an explorer named Oric, 
  who witnessed them drifting across a dessert. The bubbles 
  slow down when a living creature approaches, and those 
  that touch them are transported inside the clear spheres 
  of magical energy, floating within as though suspended in 
  water, though the air inside the bubbles is quite breathable 
  and even sweet smelling. The bubbles never hold anyone 
  against their will, and always seem to travel wherever the 
  rider was heading, albeit at a very slow pace. 
  5. Warm Cloud Peak. Among a range of high and misty 
  mountains lies the famed Warm Cloud Peak, a mountain 
  nearly indistinguishable from its fellows, though far easier 
  to climb, with plenty of good food growing naturally on its 
  slopes, and free from angry animals or cunning monsters. 
  At the mountain’s summit, a large grouping of pale white 
  clouds fills the area. The clouds are warm to the touch and 
  almost massage those that walk through them. Though many 
  claim the warm mists have special properties, they are known 
  to corrode steel very quickly, and it is not advised to bring 
  weapons or armor to the peaks.
  6. Long Leaf Caravan. This traveling caravan is filled with 
  brightly colored wagons that slowly make their way through 
  the world, with exotic music and the smell of fresh baking 
  goods following this long train. The Long Leaf Caravan is 
  a massive colony of peace-committed individuals who rove 
  through the world spreading goodwill and cheer, preaching 
  a philosophy of peace and looking to end the suffering of 
  others. 
  7. Yellow Lady’s Castle. This great castle made of glass is 
  inhabited by the Yellow Lady, a mysterious sorceress from 
  lands unknown. Those that enter the castle are immediately 
  greeted with wonderful, enticing visions of relaxation and 
  pleasantry, courtesy of the Lady’s powerful illusions. Those 
  who enter the castle each see something different as they 
  walk its halls. Most eventually wander out of the castle 
  through some other exit, but a few worthy individuals are 
  rewarded with meeting the Yellow Lady herself.
  8. Oasis of the Alliance. A djinni, an efreeti, a marid, and a 
  shaitan all came together to create this relaxing safe haven for 
  travelers. Though each has a different tale of how they came 
  to work together, all are committed to overcoming the bitter 
  hatred and division which has long separated their peoples, 
  instead establishing a great place for visitors to unwind and 
  find sanctuary in the depths of the desert. The oasis features 
  the finest of the four elemental planes, with clean air, warm 
  fires, cool water, and a place made of rare and beautiful gems 
  awaiting visitors. No violence is permitted within the oasis, 
  but visitors are trusted to keep the peace on their own, with 
  the knowledge that coming to the oasis is a privilege and that 
  it would not be wise to anger their hosts.
  9. Court of the Angelic Arbiter. This castle made from silver 
  and brilliant rubies occasionally appears to those in need of 
  a safe space to mediate. A powerful solar serves as judge for 
  those who would rather discuss their problems that come 
  to blows, and ensures a safe and peaceful space to conduct 
  negotiations within his presence. Once the arbitration 
  has been agreed to, the court lasts until negotiations are 
  complete, and provides adequate accommodation for those 
  involved in the negotiations. Parties must agree to abide by 
  the solar’s decisions, with dire consequences for those who do 
  not.
  10. Starlight River. Hidden away in a great temple of 
  bleached stone is a rather strange feature: a great stretch 
  of the night sky, complete with twinkling stars flows by as 
  a river, reflecting no known celestial bodies. Those who 
  gaze into the flowing Starlight River report a sense of calm. 
  Legends say that those who go into the river go to a place 
  where they will know peace for all time. Indeed, those that 
  enter the Starlight River disappear, never to be seen again. 
  Places Topics
  
  167
  Arcane Books
  The party walks into the wizard’s study, and begins perusing 
  the books on the shelf. Obviously, there should be some 
  exciting titles on strange and eldritch subjects here, but... 
  what, exactly? Specfic details of authors, subjects, and 
  titles can be hard to come by, especially on topics that are, 
  themselves, pretty much entirely made up. The following list 
  contains ten detailed books to help you flesh out any library 
  in your game.
  1. The Written Ward: The Role of Runes in Protective 
  Magic. This moderately-sized tome, written by Sorlis 
  Hallistone, is bound in blue leather, with the title and author 
  embossed on the cover and spine in gold. As its title states, it 
  explores the role of runes in protective magic, and the author 
  argues that runes are particularly common in abjuration 
  spells because their physical presence anchors the magic of 
  the spell to the target, and makes it harder to overcome.
  2. Outer Contacts: An Apprentice’s Reference. The 
  original author of this slim volume bound in black leather 
  is unknown, but several different versions have been 
  produced by a variety of different scribes. Each page details 
  a different unique outsider of CR 4 or less, with information 
  on what sorts of offerings it prefers from summoners, what 
  sorts of tasks it can perform, and what topics it is likely 
  to have particularly useful information on. The different 
  versions have slight variations, and the number of unique 
  outsiders included ranges from 54 to 96. A few editions are 
  rumored to include false information that, if used, can make 
  summonings go horribly awry.
  3. Know Thyself: A Diviner’s Guide to Discerning the 
  Truth. Written by Reuben Drestatos (who refers to himself 
  in the book as “Reuben of the Third Eye”), this tall but very 
  thin book is bound in reflective metal plates, and has gold-
  leaf on the edges of its pages. A quick, if occasionally tedious, 
  read, it explains the importance of identifying one’s own 
  wishes and desires and setting them aside before performing 
  any divinations, so that the caster does not misinterpret 
  the answers he receives, or, worse, subconsciously alter the 
  divination spell entirely to provide misinformation.
  4. Master of None: The Art of Subtlety in Enchantment. 
  Written by Ms. Combus B. Senpff, this moderately-sized 
  book is bound in plain brown leather, with the title on the 
  spine, but not the cover. Over the course of 17 chapters, the 
  author first outlines the reasons why it is desirable to rely as 
  little on magic as possible when using spells to control the 
  actions of others, and then goes on to explore some of the 
  ways that skilled manipulators can get others to do what they 
  want by making them think that it is what they, themselves, 
  want, rather than through the magical equivalent of brute 
  force, through spells like dominate person.
  5. The Fifth Element: Harnessing the Power of Aether. 
  This book, written by an unknown author, is bound in wood, 
  with a thin covering of grey felt. It proposes that, in addition 
  to the four traditional elements, a fifth element, known as 
  aether, exists, and also falls into the domain of evocation. The 
  author makes an impassioned argument for how force spells 
  and spells such as telekinesis and fly are both harnessing this 
  same power, and that the latter spells should be reclassified 
  as evocation.
  6. Deep Within the Maze. More a puzzle than a book, really, 
  this unusual tome is written on 22 pieces of loose parchment, 
  which are contained in a reversible leather folder that is red 
  on one side and yellow on the other. The pages of the book 
  can be arranged in numerous different orders, and due to 
  clever wording (and, in some cases, special codes, such as 
  only reading every third word), different arrangements cause 
  the book to discuss very different topics, including creative 
  writing, stagecraft, a treatise on painting light and shadows, 
  and more. Seventeen different configurations are known to 
  produce intelligible results, and of those seventeen, eleven 
  describe various topics directly related to illusion, with the 
  remaining six being tangentially related. Many scholars 
  believe other configurations may exist, as well.
  7. Advanced Corpse Preparation. This small black book 
  has no listed author, and is completely unlabeled on the 
  outside. Within are numerous treatises on preparing corpses 
  for use as undead creatures, complete with incredibly 
  detailed (and often stomach-turning) diagrams. As the title 
  implies, the volume assumes the reader has a basic familiarity 
  with preparing corpses for necromantic use, and focuses 
  on techniques required for more exotic undead creatures, 
  or more difficult techniques, such as conditioning the body 
  while it’s still alive in order to create a better zombie or 
  skeleton.
  8. The Shapeshifter’s Dilemma. Bound in purple leather 
  with gold writing, this thick book contains not only an 
  extensive treatise on the impact of regular use of polymorph 
  magic on the caster’s sense of self and identity, but also 
  several recorded statements on the topic, supposedly 
  from other polymorph specialists, as well as a collection of 
  poetry. The author makes the argument that regular self-
  polymorphing can lead to a severe mental confusion, the 
  creaton of multiple personalities, and other forms of mental 
  illness, but the book also presents several helpful mental 
  exercizes said to be helpful at combatting these side effects.
  9. Spells Within Spells: Mastering Metamagic. Written 
  by Pietro Nostrali, this fat volume is bound in red leather, 
  and serves as a beginner’s guide to metamagic. Despite its 
  age, it is still on the curriculum at many arcane universities. 
  In addition to a discussion of metamagic in general, the book 
  contains enough information to learn both the Silent Spell 
  and Still Spell feats, albeit with significant study.
  10. The Many Forms of Magic. Written by Kabaz M. Anvitz, 
  this rather plain-looking book serves as a first introduction 
  to the world of magic, and is written for the completely 
  uninitiated. It discusses many of the different magical 
  disciplines, and the differences between them, illuminating 
  why one might choose to become a wizard instead of a magus 
  or witch, or vice versa.
  Object Topics
  
  168
  Clockwork Objects
  Although not magic items in the strictest sense, clockwork 
  objects have the power to invoke a sense of wonder and 
  excitement that few other crafts possess. Of course, 
  there’s a whole lot of things that can potentially be made 
  of clockwork. The following list presents 10 exciting and 
  wondrous items made from clockwork, perfect for dropping 
  in any curio shop, wizard’s laboratory, or workshop in your 
  game.
  1. Clockwork Writing Machine. This brass box is two 
  feet square and eighteen inches tall, and contains a single, 
  spindly mechanical arm, which ends in an ink pen. A small 
  detachable inkwell is affixed to one side, and on the adjacent 
  side is a shallow brass tray, for holding paper. On the top of 
  the box are a series of wheels, each marked with the entire 
  alphabet and the numbers o through 9. By adjusting the 
  dials, words, sentences, and even paragraphs can be formed 
  (up to 300 characters at a time). Another dial allows the 
  writing style to be adjusted from amongst several preset 
  handwriting types. When a button is pressed, the arm whirs 
  to life and writes out the desired phrases.
  2. Clockwork Chef. These odd contraptions can take a 
  variety of forms, as each one is made to cook a single, specific 
  dish. As a general rule, they tend to be box-shaped, and most 
  contain an oven, in addition to numerous kitchen utensils, 
  each on separate mechanical arms. They typically have glass 
  cylinders or similar compartments in which ingredients can 
  be added, after which they must simply be activated to begin 
  performing their programmed recipe. The most impressive of 
  these are able to clean themselves after their job is done.
  3. Clockwork Bird. These life-size songbirds might almost 
  be mistaken for the real thing, if they were not made of 
  gleaming brass and steel. Their bobbing movements are quite 
  lifelike, and they even make little tweeting noises. Perhaps 
  most impressive of all, their bodies are covered in hundreds 
  of tiny metal feathers, making them appear almost as soft 
  as a real bird. Most have their winding mechanism cleverly 
  integrated into one of their feet, making them even more 
  lifelike, and the best of them are even capable of flight for 
  short periods of time.
  4. Clockwork Door. While many would be confused by the 
  idea of a clockwork door, this contraption is built not for 
  convenience, but for security. This massive door weighs over 
  1,000 lbs., and is far too heavy for all but the most horrific 
  monsters and determined adventurers to open, unless they 
  use the winding mechanism on the inside of the door, and 
  allow the clockwork to open it for them. As ingenious as the 
  idea is, to secure the door without a lock and thereby make 
  it unpickable, the clockwork mechanism is, sadly, just as 
  vulnerable to thieves using Disable Device as any lock would 
  be, and because the clockwork is slightly temperamental, 
  there is a possibility of becoming trapped behind the door, 
  unable to get out.
  5. Clockwork Card Dealer. This contraption appears to be 
  a mechanical man, made of brass, copper, and steel, except 
  that he has no legs. Designed to be placed on a stool or just 
  on top of a table, if a pack of cards is placed in its hands, it 
  will shuffle them and deal them out. Bearing some magical 
  enhancements to augment its clockwork, it responds to very 
  specific voice commands, allowing you to specify a card game 
  and the number of players. Some are coin-operated and 
  dispense coins to winners, while others are for entertainment 
  purposes only.
  6. Clockwork Carriage. Exactly as it sounds, this is a full-
  sized carriage filled with cogs and gears that allow it to move 
  without horses. Unfortunately, being clockwork, it must still 
  be wound up, and it can go for about a mile before it comes 
  to a stop, and needs to be wound again, making it less than 
  useful for all but short trips. Of course, for those who are 
  willing to constantly wind it as it goes (or employ someone 
  else to do so), it becomes somewhat more manageable for 
  long trips, and those concerned with making sure that they 
  make a statement upon arriving favor using these as normal 
  carriages most of the way, then unharnessing the horses and 
  traveling the last leg of the journey on clockwork power.
  7. Clockwork Alarm Clock. There would be nothing 
  particularly interesting about a clock using clockwork, but 
  this particular clock is equipped with one or more additional 
  clockwork devices to serve as an awakening alarm. Rather 
  than making a noise to do so, some of the more exotic ones 
  have a pail of water that they fling in the face of the sleeper, 
  while others may prod the sleeper with a mechanical arm 
  (gently at first, but with more insistence until stopped), or 
  the contraption may even include the bed itself, physically 
  tilting to dump the sleeper on the ground.
  8. Clockwork Book. Bound in brass and copper, with a few 
  visible gears, the most obvious sign that this is more than a 
  simple book is the spindly mechanical arm which extends 
  from the top of the spine. When it is opened, the arm 
  automatically turns the pages, at a rate of 1 page per minute, 
  or when a small switch on the back cover is pressed. Luxury 
  models also serve as music boxes, with the music changing 
  as the book is progressed through, to match the mood of the 
  current section of the book.
  9. Clockwork Stag’s Head. A delight at certain social 
  gatherings, this is a blending of clockwork and taxidermy, 
  as the inside of a stag’s head, mounted on the wall, is filled 
  with delicate clockwork that allows it to nod, shake its head, 
  move its eyes, and even open and close its mouth, following 
  various pre-set patterns. The winding mechanism is typically 
  accessible from the other side of the wall, in order to 
  maintain the illusion of the piece. Though stags are the most 
  common, the clockwork can be adapted for a wide variety of 
  animal heads.
  10. Clockwork Circus. A favorite of small children, and 
  often included as a curiosity to draw in crowds at clockwork 
  shops and similar places, this is a small diorama of a circus 
  or similarly exciting locale, contained in a brightly painted 
  wooden box with a glass window on one side, allowing the 
  scene to be viewed. All of the figures in the scene are attached 
  to clockwork hidden in the box’s floor or walls, and when 
  active, they seem to move about within the box, following a 
  pre-set pattern.
  Object Topics
  
  169
  Coins
  In most roleplaying games, players come across a lot of 
  coins. Big old heaping piles of coins. So many coins that you 
  don’t know what to do with them, until they become just a 
  number on your sheet. But coins don’t have to be that way. 
  Coins can be interesting and exciting, and full of mystery and 
  wonder. Of course, it’s not easy coming up with cool designs, 
  stories, and mottos for coins on the spot, so your GM may not 
  appreciate being asked to describe a coin hoard in detail. But 
  then again, if he’s seen some of the coins below, maybe he’s 
  just waiting for a chance to show off.
  1. Dragonslayer’s Mark. These platinum coins could 
  originally be obtained only as a bounty for slaying dragons, 
  in a time when dragons were more common, and platinum 
  bought slightly more. Traditionally, a single coin would be 
  paid per dragon egg destroyed, with increasing numbers of 
  coins for more impressive feats of dragonslaying, with the 
  most impressive great wyrms fetching 100 such coins. On one 
  side they feature an image of a dragon’s head, its neck severed 
  from its body, and on the other side, it shows a daring knight 
  with a sword held high and one foot planted on the neck of a 
  defeated dragon.
  2. Devil’s Gold. These gold coins have a slightly reddish tint 
  to them, and are said to have been minted in the depths of 
  Hell itself, though in truth, their origin is something of a 
  mystery. On one side, they bear the image of a goblet burning 
  with flame, and the words “With this coin, I thee take” 
  written in Infernal, while on the other side, a leering imp or 
  gargoyle squats and grins, with the words “Doom to he who 
  cheats me” forming a ring around the outside of the coin.
  3. Imperial Sovereign. These gold coins, commissioned by 
  an eccentric emperor centuries ago, actually cost much more 
  to create than they are worth. The emperor was frustrated 
  that so many coins in circulation bore the images of his 
  predecessors, and so decided to mint coins that would be 
  magically enhanced to change their appearance to match 
  whoever currently held the throne. As that empire has now 
  fallen, and no one rules it, the coins now show an empty, 
  broken throne on one side, and bear no image at all upon the 
  other, although on the blank side, they bear the words “The 
  Emperor Rules Supreme, the Empire is Forever.”
  4. Imperial Citizen. Another idea from the same eccentric 
  emperor, these copper coins are affected with a similar, albeit 
  slightly different magic, which made them ridiculously 
  expensive to produce, considering their value. One side of the 
  copper coin is magically altered to show the face of whoever 
  it is currently possessed by, surrounded by the words duty, 
  honor, virtue, and diligence, forming a ring around the 
  outside. The other side shows a legion of faceless spearmen 
  standing at attention, above the words “Each has a part to 
  play.”
  5. Mage’s Mark. These silver coins were minted by a mage’s 
  guild which, for the period of a couple of centuries, enjoyed 
  a special privilege that granted them the right to print their 
  own coinage, until they joined the wrong side of a civil war 
  and had that right stripped from them in the aftermath. 
  One side of the coin features an open book and the words 
  “Knowledge is Power,” in Draconic, while the other side 
  shows an owl perched on a branch, surrounded by the words 
  “Excellence at any Cost.”
  6. Efreeti Brass Sovereign. These coins are made from 
  brass, but are generally valued as gold coins everywhere 
  except for the City of Brass on the Plane of Fire, where they 
  are worth twice as much as gold. A wide variety of efreeti 
  brass sovereigns have been printed over the centuries, and 
  the faces of many different efreeti sultans and caliphs can be 
  found on these coins, often surrounded by that particular 
  efreeti royal’s personal motto. The other side shows the 
  famous and unmistakable skyline of the city itself, with its 
  many grand domes and delicate spires.
  7. Aboleth Silver. These silver coins serve as gold pieces to 
  the aboleths and those who trade primarily with them, as 
  they consider the metal to be more valuable than gold. One 
  side of the coin shows a swimming aboleth, above the words 
  (written in Aboleth glyphs) “All Hail the Empire Unending,” 
  while the other side shows an army of skum building an 
  underwater pyramid under the watchful eyes of aboleth 
  masters.
  8. Rogue’s Coin. These gold coins are neither legal currency 
  nor truly counterfeits, for they were never actually intended 
  to be circulated in the general population or used by anyone 
  who didn’t know what they were. Instead, they were used as 
  a means to prove membership in a thieves’ guild, long ago. 
  That guild was ultimately destroyed by its own success, as it 
  became too large and popular to continue to evade the forces 
  of law, and since, the coins have come to be used as markers 
  to trade favors or services amongst outlaws, as a sort of I.O.U. 
  One side features a cloaked and hooded figure drawing a 
  short, curved dagger, while the other side shows a pair of 
  crossed keys. There are no words on the coin.
  9. Four Elements Coin. These copper coins are elegantly 
  engraved with images of the four elements: on one side, a 
  fireball emerges from a roaring wall of flame that encircles 
  half of the coin’s edge, meeting a jet of water in the middle 
  that comes from ocean waves covering the other half of 
  the coin’s circumference. The opposite side features jagged 
  mountain peaks being buffeted by fierce winds and gales. 
  Only four words appear on the coin: etched into the center of 
  each elemental depiction is the word “I” in the appropriate 
  language (Aquan, Auran, Ignan, and Terran). It is widely 
  believed these coins are used by outsiders on the inner 
  planes, but this is false, as the coins were actually minted by 
  an independent mage’s guild.
  10. Crystal Coin. Carved laboriously from a single piece of 
  crystal, these commemorative coins are valued as platinum 
  pieces (or sometimes even more highly), and mark the 
  1,000th anniversary of an ancient empire. They bear the 
  image of the emperor who commissioned them on one side, 
  along with both the year of the empire’s founding and the 
  year of the minting, exactly 1,000 years later, and the words 
  “May peace reign another thousand years.” The back side 
  shows a lightning bolt crossed with a longsword.
  Object Topics
  
  170
  Food
  One of the best ways to help players get immersed in the 
  game world is through the senses: while most of us tend to 
  focus on sights and sounds, there are lots of other senses 
  to appeal to, and food is one of the few excuses to delve 
  into the realm of taste, as well as also being a great source 
  of wonderful and evocative smells. Like any attempt at 
  immersion, a few very specific details can go a very long way, 
  and if you put the effort into making fun and interesting 
  foods available, you may be surprised at just how much 
  interest your players suddenly take in what their characters 
  are eating. The following list of 10 dishes are piping hot and 
  ready to serve up in your game.
  1. A Rich Stew of Owlbear Meat, Potatoes, and a Variety 
  of Small Vegetables. The stew is served hot, almost boiling, 
  and has a deep, complex flavor. Because the owlbear has 
  had time to break down in the stew. the large chunks of 
  protein-rich meat have become quite tender, falling apart 
  with minimal prodding. That said, owlbear meat is very lean, 
  and that remains the case even when stewed. The stew is 
  incredibly hearty and the vegetables well-seasoned. 
  2. A Simple Dish of Rice, Seasoned with Small Green 
  Herbs of an Unknown Origin. Served in a bowl, steam 
  rises gently from this freshly prepared dish. Despite the rice’s 
  humble appearance, the chef’s small talent for magic, or 
  perhaps cunning selection of herbs, has made this apparently 
  plain dish incredibly rich in bright flavors. Both spicy and 
  citrusy, the rice is almost supernaturally filling and is a meal 
  unto itself, although it is served with a variety of small green 
  herbs, which add some additional crunch to the dish, and 
  also help provide a little color.
  3. The Vershal Trambolio. This massive sandwich is named 
  after a semi-famous explorer, rumored to have greatly enjoyed 
  the local cuisine of his homeland, and insisting on having 
  it prepared for him wherever he went. While every inn, 
  tavern, and restaurant has the Vershal Trambolio on their 
  menu, each place seems to have a slightly different take on 
  exactly what makes the sandwich, but it always contains a 
  combination of pork and lamb, spicy cheese, and a variety of 
  mild peppers. In some regions, a sandwich only qualifies if it 
  is served on a particular type of bread, while in other places it  
  must be served hot.
  4. The Mortal Enemy Plate. This is a mixed meat plate, 
  containing heavily seasoned weasel meat and a whole charred 
  cockatrice, served alongside a bed of mixed vegetables and 
  grains (typically rice or quinoa). The combination of meats 
  is extremely pleasing in a strange way, providing a nice mix 
  of gamey and earthy flavors. While the dish is exceedingly 
  popular, acquiring a reliable source of cockatrices is a 
  dangerous and expensive process. Some local eateries have 
  begun to substitute basilisk meat for the cockatrice, but the 
  ingredients are somewhat harder to come by, and those with 
  a taste for fine cuisine can easly tell the difference between 
  the flavors and textures of the two meats. Rumors persist 
  that the cockatrice (or basilisk) meat is unsafe to eat unless 
  prepared exactly right, and may cause those who consume it 
  to turn to stone, but there is no actual truth to these rumors.
  5. Electrified Eel. This strangely prepared seafood features 
  a giant eel cooked without fire, but instead exclusively by 
  magical electricity. The result, some claim, is a meat with 
  a salty flavor, but without the unpleasant fish taste that 
  people normally associate with eels. Further, the process is 
  supposed to render the finshed result far healthier than more 
  traditional cooking methods, although the exact mechanics 
  of this are somewhat debated amongst scholars and chefs 
  alike. Others claim that the high heat produced by the 
  electricity makes the eel all but inedible, and that the added 
  expense of the magic used to cook the eel makes this dish a 
  waste of money.
  6. Zombie Beef. This necromantic achievement is a freshly 
  killed and cooked whole cow, which is then animated by 
  dark magics and paraded around for hungry observers who 
  revel in the experience of eating something aware of what’s 
  happening to it. Ever more skilled necromancers create more 
  pained and expressive cows for ever more depraved patrons.
  7. Faerie Sugar Flowers. These delicate concoctions appear 
  to be beautiful wild flowers, and even smell like the real 
  thing. The flowers are, of course, meant to be eaten, and 
  have a delightfully sweet taste that makes them popular 
  confections around the world. Those produced by the fey 
  themselves often have potent hallucinogenic properties or 
  other magical effects that make them somewhat more exotic.
  8. Pudding Pudding. A strange entrée created from the 
  cooked and seasoned bodies of local oozes, jellies, and 
  puddings. The first of these exotic dishes was created from 
  the many bodies of a slain black pudding (hence the name) 
  and was flavored with sugar and cocoa. The paste-like food 
  has an extremely juicy consistency. Often these dishes 
  are served with bread, crackers, or similar foods used to 
  scoop the substance up for further enjoyment. The dish 
  is considered something of a delicacy, and as obtaining 
  ingredients can be a challenge, discerning chefs often post 
  excellent bounties for skilled adventurers.
  9. Fried Chimera Eggs. These are marketed chiefly as an 
  alternative to dragon eggs, which are truly beyond the means 
  of most chefs to acquire. The alternative chimera eggs are 
  well received, however, for their remarkably complex flavor. 
  Far richer in protein than other eggs, chimera eggs have a 
  hearty flavor that is usually coupled with overpowering spice. 
  Typically, fried chimera eggs are served with a mild sauce to 
  help balance their intense flavor.
  10. Jonia’s Food Potion. This miracle potion is a green, thin 
  liquid contained in a small vial with a cork stopper. The liquid 
  itself has a strong acrid smell, like boiled cabbage or sprouts, 
  and it tastes even worse, not unlike rotting vegetables. The 
  consistency also leaves a lot to be desired, being thin and 
  runny. Though the nutritional value cannot be denied, the 
  potion is prohibitively expensive. All of these are issues the 
  creator, a wizard named Jonia, claims to be working on, 
  though with little success. One day, Jonia hopes to distribute 
  the potion worldwide as a easy alternative to traditional food.
  Object Topics
  
  171
  Gems
  Gems have long held humanity’s imagination and been 
  objects of our desire, chiefly through the power of their 
  natural aesthetics. These amazing natural objects are often 
  the subjects of human tinkering, elevating the beauty of 
  nature from natural wonder to inspired art. This list contains 
  10 special gems that stir the hearts and minds of the public 
  and set a frenzy in the souls of thieves and misers the world 
  over.
  1. The Eye of the Sidhe. About the size of quail’s egg, this 
  lustrous star emerald is a bright and vibrant green, with a 
  highly unusual dark pattern in the center, taking the shape of 
  a circle with a single vertical line bisecting it. The strange star 
  coloration is thought to be a natural marvel, though human 
  hands shaped the once rough stone into a perfect sphere. 
  At one time, this gem was actually used as a temporary 
  replacement by a fey noble who had lost an eye. Eventually, 
  the noblewoman lost the eye in a wager to a devil, who in turn 
  traded his prize to a blind prince in exchange for his soul. The 
  Eye of the Sidhe now rests in a remote castle’s vault, brought 
  out only at banquets and other occasions of honor.
  2. The Opal Rose. A truly wondrous gem, the Opal Rose is 
  actually a combination of a vibrant fire opal and a gem quality 
  pink opal. Magic worked the gemstones into a single piece 
  resembling a rose, with the high quality pink opal forming 
  the outer petals while the vibrant fire opal forms the center 
  petals. The gem is mounted on a stem of thick gold, in replica 
  of a flower. Originally crafted as a gift from the great gnomish 
  gem cutter Giorpio Neittia to a human princess on her first 
  birthday, she in turn gifted the gem to her lover on her 19th 
  birthday. Today, the gem rests in a vase on the large oak table 
  in their summer home.
  3. The Efreeti Heart. One of the largest, most coveted of all 
  rubies, the Efreeti Heart was mined on the Plane of Fire by 
  salamanders, found deep in a cavernous mine that is rumored 
  to serve as a portal to the Plane of Earth. The ruby is about 
  the size of a human head, and of such perfect gem quality as 
  to astonish onlookers. The gem was originally seized by an 
  efreeti noble, but was stolen by an enterprising wizard thief 
  who removed it to the Material Plane. The wizard allegedly 
  hid the gem in a chest only he could open, and indeed he 
  seems capable of producing the gem at will. The wizard 
  rarely chooses to show the gem, however, as the efreet seem 
  endlessly resolved to recover the gem, and fire denizens 
  almost always arrive shortly after the gem has been shown, 
  intent on bring it home.
  4. The Pink Pearl of the Lost Lake. The gorgeous pearl 
  is about the size a human fist, perfectly spherical, and 
  light pink in color; notably, the pearl shines with a bright, 
  supernatural light that frightens goblins and sends them into 
  a fury. Though the pearl’s origins remain a mystery, legend 
  claims that it was discovered at the bottom of a remote lake 
  which shone with the gem’s radiance, and when an explorer 
  removed the pearl from the bottom of the lake, the lake later 
  vanished. According to the legend, the explorer traded the 
  pearl to the city-state of Forma in exchange for great wealth. 
  Today, the gem is on display in the city’s town hall, where it is 
  said it will one day defend the town from a goblin raid.
  5. The Golden Hearts. This exceptional pendant is made 
  from a golden heart and a heart made from a fine yellow 
  topaz, and hangs from a silver chain whose links are actually 
  miniature hearts. The golden hearts were created to celebrate 
  a great love between two thieves, one having a love of gold 
  and the other having a love of gems. The necklace was made 
  from the greatest things they both ever stole. The topaz 
  itself holds the most of the value of the piece. Originally, the 
  topaz was a great prize of a wealthy priest-king, and after the 
  gem was stolen, he sought it back at all costs. In the end, he 
  killed the two thieves and retrieved the amulet; however, the 
  gem having been already cut and the symbolism of the piece 
  eventually being made clear to him, he choose to keep the 
  piece as it was, a memorial to a love he tragically cut short.
  6. The Angel’s Tear. Among the finest of the known 
  diamonds, the Angel’s Tear is about 90 carats, perfectly clear 
  and gleaming like glass. The gem is set in a perfect circle of 
  gold, and over time has been placed upon various chains, 
  and once was inlaid in a crown. The gem itself is said to have 
  fallen from heaven, the result of a real angel crying. While 
  many enjoy this story, in fact, the gem was created by a very 
  powerful kobold sorcerer, meant as a gift for the dragon he 
  worshipped.  
  7. The Purple Cloud. This fine alexandrite is shaped into the 
  form of a cloud with round edges. Like a typical alexandrite, 
  the gem appears as different hues depending on the lighting, 
  appearing as a reddish-purple color in candlelight but as a 
  deep green sunlight. Unlike other alexandrites, it changes 
  further in magical light, becoming a beautiful shade of 
  orange. No one knows why the gem changes in magical light, 
  though some have exotic theories ranging from magical 
  origins to strange chemical composition. Currently, the gem 
  can be found in the possession of the eccentric mage Hamel 
  Jorin, who keeps the gem in a gilded lockbox in his famed 
  Tower of Mirrors.
  8. The Song of the Sea. Mined from an underwater mine 
  by tritons, this gorgeous aquamarine has been cut into a 
  triangular pyramid and has a great depth of color. When 
  viewed in sunlight, the gem seems to swim and move like 
  waves upon the ocean. When immersed in water, the gem 
  seems to whisper in an unknown tongue; though the words 
  are unclear, the tone of voice is seductive and longing. While 
  the gem is a cultural treasure among the triton people, 
  they have been known to lend it to surface dwelling-mages, 
  particularly to elves, for study.
  9. The Soul of Harrilima. This black sapphire contains the 
  soul of the vilest witch ever to walk the world. Some claim 
  that Harrilima can whisper to those who possess the gem and 
  force them to commit evil deeds in her name. Claimed by a 
  heroic knight, he gifted it to a fair princess, who had it set in 
  platinum and made into a diadem which was passed on in the 
  royal family for several generations. 
  10. The Stone of Glory. When this glorious jewel was first 
  unearthed outside a remote village only 10 years ago, the 
  people thought the gem would bring prosperity to their 
  community, but when the gem cutter absconded with the 
  gem, it was sad to become cursed, and since then, the gem 
  has passed hands a dozen times, and each time the owner 
  has died of an apparent accident or ordinary causes soon 
  afterwards.
  Object Topics
  
  172
  Maps
  Maps are the beginning of many an exciting adventure, 
  and even serve as a sort of rough outline for many of the 
  simplest and most straightforward adventures. But while 
  some maps are integral to the plot, or to the players’ ability 
  to understand their immediate surroundings, other maps are 
  simply another souce of flavorful information: a treasure all 
  their own, to be sold as an art object, or just another detail in 
  the eccentric wizard’s study. Whether a map is a major plot 
  point or just a dash of extra flavor, you can always make it a 
  bit more interesting than just some lines on paper, and the 
  following list contains 10 exciting and unique maps for use in 
  your game.
  1. A Timeworn Piece of Soiled Parchment with Crude 
  Sketches. This crude map features a poor, child-like sketch 
  of a large house with an arrow pointing towards a series of 
  wavy lines, possibly meant to represent a river, in the middle 
  of which is a large, diamond-shaped object. The map has no 
  frame of reference and the objects depicted in it could be 
  anywhere. Given the apparent age of the sketched map, it is 
  likely that whatever treasure it leads to has long since been 
  plundered, leading to questions about why the map still 
  survives.
  2. A Detailed Map Etched into a Sheet of Steel. A finely 
  crafted map hand-chiseled into a thin 4-foot-by-4-foot 
  sheet of steel. The map features meticulous details of a 
  strange, possibly alien or undiscovered continent, and the 
  tiny chiseled letters are in a unknown script. A comprehend 
  languages spell allows the script to be read, but yields only 
  more confusion as the lettering refers to unfamiliar places. 
  The artistry and level of detail accomplished in this map is 
  impossible with contemporary tools, leading to the belief 
  that it was created by magic.
  3. A Fine Tile Fresco Made from Multicolored Tiles. 
  The map features large, beautifully detailed illustrations 
  of important landmarks in full color. These images are 
  highly stylized, making the map less useful for determining 
  exact distances, and the specific landmarks featured raise 
  certain questons, as some much larger and more prominent 
  landmarks are passed over in favor of unexpected inclusions. 
  Though the map is beautiful and quite accurate, it is also 
  curious that the tiles can be easily removed from their place 
  in the wall, revealing a hidden map beneath, which, though 
  lacking in artistry, features a single cave not seen on the tile 
  map.
  4. An Apparently Simple Map of the Surrounding Area 
  in a Plain Hand. This map appears to be quite ordinary, 
  reflecting the local area and written with a plain hand and 
  a simple, functional set of symbols. When viewed under 
  starlight, however, the map changes dramatically, revealing 
  a path in bright silver running through three mountains 
  featured on it. Starlight also reveals a line of text in Elven 
  script that circles around the edge of the map, which recounts 
  a popular elven poem about the changing of the seasons. 
  What this poem could b e a clue to, if anything, remains 
  unknown to all but the map’s creator.
  5. A Full-Color Map of the Known World. This vast sheet 
  is over 12 feet long and 4 feet high, designed to be hung upon 
  a wall. It features a detailed, full-color map of the world as it 
  was 1,000 years ago. Though somewhat dated, the map still 
  provides a useful reference to would-be explorers. On the 
  back of the map is a list of famous places, some of which have 
  a check mark next to their name.
  6. A Small but Finely-Carved Treasure Map on a Bronze 
  Statue. This map is easy to miss, having been carved on 
  the inside thigh of a statue of a famous warrior. Though 
  speculators have long claimed that the map, which depicts 
  the city in which the statue is housed, is somehow a 
  treasure map, unless viewed in the light of a magical fire it is 
  impossible to decipher where the map leads. Those viewing it 
  under such a light note a very thin blue line which connects 
  the statue to the central fountain.
  7. An Apparently Blank Page. This atypical map was clearly 
  created by wizards, and a detect magic spell or similar reveals 
  a faint divination aura. When burned, those who carefully 
  observe the smoke note that it depicts a map, with glowing 
  green dots indicating apparently random places in the 
  wilderness. The smoke map lasts only a few seconds, though 
  searching the ashes reveals the original blank page, whole 
  and undamaged by the fire.
  8. A Detailed Map of a City or Town Written by the Cat. 
  These fine maps are quite rare, and were purportedly written 
  by the famous burglar known only as the “Cat.” Each map 
  features a city or town which at some point was victimized 
  by the criminal, and it is accurate and highly detailed, 
  with places that were robbed by the Cat circled in red ink. 
  Occasionally, these maps also feature red ink circles around 
  places the Cat was not known to have visited; whether these 
  were future targets or the sites of crimes not made public is 
  a subject of much debate, and the Cat, now long dead, is not 
  talking.
  9. The Atlas of Otherworld. This exquisite red-bound 
  volume contains hundreds of pages of detailed maps and 
  lengthy details about the author’s explorations to a place 
  called Otherworld. Though the author’s name is not listed, 
  the maps are exceedingly well-crafted, and the text plain 
  and scientific in nature. Though most scholars claim the 
  atlas, which has been republished and translated from the 
  original Gnome, is a work of fiction, a small minority claim 
  that the work is genuine and that by following the detailed, 
  dangerous, and arduous steps contained in the early sections 
  of the atlas, one could reach this Otherworld and visit the 
  fantastic places detailed in the atlas.
  10. A Map of the World by Oliver Drake. This exceptionally 
  crafted map is something of an oddity, found on the body 
  of a man in strange clothes presumed to be Oliver Drake. 
  The map, which proclaims a date nearly 400 years before 
  the present, shows the world in striking and seemingly 
  impossible detail, given the thoroughly mundane nature 
  of the map. The details of the map are slightly off, however, 
  showing several rearranged borders, new nations, and a 
  massive landmark called “The New Rift,” which seems to 
  bisect the world. The map features beautiful symbols, though 
  those for cities are strange, as is the analog for boats which 
  sail the seas, though both of these are adequately explained 
  in the map’s extensive legend.
  Object Topics
  
  173
  Potion Descriptions
  When you think about it, most players take potions very 
  much for granted. These are raw magical spells that have 
  somehow been distilled down into an easy-to-consume 
  liquid that anyone can make use of, at (relatively) affordable 
  prices. But to most adventurers (and their players), potions 
  are nothing more than just an expendable effect. Perhaps 
  this is the most obvious in the way that potions are so rarely 
  described in any kind of detail: healing potions are red, 
  antidotes are green, and they’re all immediately identifiable 
  at a glance. The following list presents 10 descriptions of 
  potions that can easily apply to a wide variety of elixirs.
  1. Green with Gold Flecks. The liquid in this potion is 
  still and tranquil, not bubbling or smoking. It smells faintly 
  of black licorice, but when consumed, the taste is much 
  stronger, nearly overpowering, and there is an aftertaste of 
  banana. It is contained in a thin, straight glass vial with a 
  brass stopper that has been carved with a leering gargoyle 
  perched atop it.
  2. Bright Pulsating Orange. As long as this potion is stored 
  in something airtight, it remains still, although its color does 
  periodically shift from a dull orange to a very bright orange 
  every five seconds or so. However, when exposed to air, a 
  chemical reaction causes the potion to fizz audibly, with 
  dozens of tiny bubbles rushing to the surface, a process it 
  continues indefinitely. While fizzing, the potion remains a 
  much brighter shade. It is contained in a glass sphere perhaps 
  an inch in diameter, which is encased in a perfectly-fitted 
  silver lattice cage.
  3. Yellow and Red Layers. When shaken or jostled, this 
  potion forms a sort of creamy light-red color, but if allowed 
  to sit for a few minutes, the two main components separate, 
  with a runny layer of yellow liquid on top, and a slightly 
  thicker layer of red liquid below. Traditionally, these potions 
  taste strongly of raspberries, but this flavor is added, and 
  utilitarian alchemists are unlikely to bother with it. Without 
  the artificial flavor, it tastes chalky. It is contained in an iron 
  flask, which has a round glass window set in its center, which 
  occupies about a third of the surface of the flask.
  4. Milky White. This potion smells like mint and honey, 
  but tastes incredibly foul. Some have likened the taste to 
  ash, others to zombified flesh, and some insist that it is best 
  described as tasting “like a burnt zombie.” A small, visible 
  cloud of thin white mist escapes from the bottle whenever it 
  is opened, but quickly dissipates. It is contained in a bright 
  orange gourd which has been hollowed out and cured to 
  prevent rotting, which is stoppered with a cork on a leather 
  thong.
  5. Blue and Purple Swirls. This potion must be handled 
  carefully before it is opened, because if it is particularly 
  jostled or shaken, it will erupt upon contact with the air, 
  overflowing out of the vial in a hissing, bubbling mess. 
  Although the liquid is completely safe to consume, a 
  chemical reaction causes it to create instant rust (if only 
  in very small quantities) when it comes into contact with 
  certain metals, which makes some wary of consuming it. It 
  is contained in a miniature waterskin, roughly the size of a 
  man’s fist.
  6. Black with Red Blotches. This potion is so thick that it 
  is nearly gelatinous, and vials of it often contain a spoon, in 
  case it proves difficult to get out of the vial. Occasionally, a 
  single large bubble will rise to the surface of the goo, but for 
  the most part it is still. The majority of the potion is black, 
  and tastes like grape jam, while the red blotches taste like 
  raw poultry, for an overall less-than-appetizing effect. It is 
  stored in a bronze sphere, which comes apart at the middle 
  if a simple latch is unhooked, leaving a mound of quivering 
  poton-jelly sitting in a dish ready for consumption.
  7. Prismatic Special. This potion is comprised of no less 
  than seven different layers, each one of the colors from 
  prismatic effects, although if it is shaken thoroughly, they all 
  mix together into a sort of dark brown color, but eventually 
  they separate again. The coloration is purely for cosmetic 
  effect, and nearly any potion can be made as a prismatic 
  special, although it costs nominally more to do so, and they 
  are generally sold for substantially more than other potions, 
  because of the artistry inherent in their creation. It is stored 
  in a miniature crystal decanter, five inches tall and three 
  inches wide at its widest point, which has a beautiful art-deco 
  shape.
  8. Lifeless Gray. Slightly soupy, this dull grey liquid begins to 
  smoke intensely when exposed to oxygen, with great plumes 
  of the stuff rising up from the mouth of the vial. The smoke is 
  thick and black, but smells of peaches and caramel. Sadly, the 
  potion itself is all but tasteless. Some who use these potions 
  prefer to let them smoke for a bit before consuming them, 
  in order to enjoy their scent, while others prefer to open the 
  vial with their teeth and trap as much of the smoke in their 
  mouths as possible. It is stored in a clay container that has 
  been shaped and painted to resemble a skull, with a cork 
  stopper protruding from the back of the skull, and small 
  panes of glass placed in the eye sockets, allowing the potion 
  inside to be seen.
  9. Luminescent Green. This potion glows with faint green 
  light which is otherwise like that of a candle, but only when 
  it is exposed to air. It also creates constant streams of tiny 
  bubbles, which cause it to make a constant, low hissing 
  sound once opened. By default, it tastes of cabbage, but some 
  enterprising alchemists mask the taste with other flavors, 
  most commonly beer. It is contained in a pewter stein, whose 
  lid has a locking clasp and can be opened with the press of 
  a button on the handle. The outside of the stein features 
  engravings of wolves running through a pine forest.
  10. Translucent Blue, with Things Inside. This potion 
  is a nearly-clear liquid that can be seen through, and has a 
  pleasant sky-blue hue. Floating in the potion are two or three 
  different ingredients, which can vary depending on the exact 
  nature of the potion, but typically include a cinnamon stick 
  or similar, for flavoring, the eyeball of a newt or small lizard, 
  and two or three crushed rose petals. It is contained in a 
  small crystal container which has been carved to resemble a 
  beautiful woman.
  Object Topics
  
  174
  Treasure Chests
  Finding a treasure chest is a magical moment that most of 
  us, as players, look forward to with great anticipation and 
  extreme excitement—but we tend to gloss over the chest 
  itself in our rush get at what is inside. That’s a shame, because 
  the chest is an important part of the treasure equation: it is 
  the last obstacle to enjoying your hard-earned stuff, andthey 
  can also make beautiful and interesting art objects, too. This 
  list features 10 treasure chests that not only provide creative 
  ways of storing hard-earned loot, but can also make for fun 
  nd interesting treasures all their own.
  1. A Solid Block of Translucent Quartz. This unusual 
  treasure chest is about 3 feet to a side and comprised of 
  a single solid block of quartz crystal, with no apparent 
  opening. The chest is translucent, allowing a hazy view of 
  the glittering pile of gold coins and gemstones that appear 
  to be trapped inside the chest. Created by xorns to hide their 
  goods from other greedy earth-dwellers, the contents of these 
  chests are theoretically only accessible to those who can 
  move through solid stone, though a determined miner could 
  shatter the chest with a conventional pick.
  2. A Black Iron Sphere Suspended by Chains from the 
  Ceiling. While appearing to be merely another grim piece of 
  dungeon art, these black iron spheres are actually designed to 
  contain the wealth of mad necromancers, deviant rogues and 
  other dwellers in dark and spooky places. Offering a discreet 
  place to keep one’s treasure out of the hands of novice 
  adventurers, these spherical chests feature hidden latches 
  and often employ complex locks, allowing the paranoid and 
  dramatic to hide their valuables with confidence.
  3. A Massive Frog with Gems for Eyes. The invention of 
  a mad planes-traveling wizard who swears he encountered 
  something like this in his adventuring days, these unique 
  chests take the form of giant frogs which have been magically 
  stiffened and can be filled with gems, coins, and other loot. 
  The wizard even built in a special command word which, 
  when spoken, causes the frog to vomit up all that is stored 
  within it, negating the need to cut open the adorable chest.
  4. A Large Iron Box Wrapped in Chains, with a False 
  Bottom. These formidable looking chests clearly indicate 
  that they keep something precious stored inside: the massive 
  iron chests, about 3 feet tall, two feet wide, and six feet 
  long, can hold an impressive array of goods, from the usual 
  valuables to even whole suits of armor. The heavy chains and 
  high quality locks are enough to deter most would-be thieves, 
  but the chests further come with a false bottom, sealed by 
  a very good quality lock, to ensure that the things most 
  precious to the owner will stay safe from snatching hands.
  5. The Useful Mimic. This deceptively named magical chest 
  is not actually a mimic, though the differences are largely 
  immaterial. Appearing as a giant silver chest with spikes, 
  wings, and similar decorations, the useful mimic possesses 
  a potent magic which causes it to animate as a medium 
  animated object and attack anyone which attempts to open 
  it without the proper key. Similar chests, sold at a slight 
  premium, are also programmed to destroy the contents of the 
  chest before attacking invaders.
  6. The Empty Box. This large crate of plain wood appears 
  completely empty, not because it isn’t filled with fantastic 
  treasure, but because a powerful invisibility effect causes 
  anything placed within the chest to be impossible to see, 
  though the items can still be felt and still make noise 
  when jostled. These crates are particularly useful for those 
  concerned that their storehouses or business are about to be 
  robbed, or by those who figure to hide their treasure in plain 
  sight, hoping that potential thieves simply ignore it.
  7. The Arcane Vault of Kernessor. While these treasure 
  containers don’t appear to be much, taking the form of desk 
  drawers, foot lockers, or other innocuous containers, and 
  often protected by innocent-looking illusion, each leads 
  those who step within the object to a great extradimensional 
  vault. The location of the vault is unknown, as is who 
  originally built it, though it has long been used by the 
  wizards of Kernessor, a secret organization devoted to the 
  amassing of arcane and material wealth. Each container leads 
  to a sealed room, 100 feet by 100 feet by 100 feet, with a door 
  standing in the middle of the floor which can be used to 
  return from whence you came. The contents of these rooms 
  vary, but usually contain extreme wealth or ancient secrets 
  amassed by their former owners. 
  8. Thervor Marlin’s Chest. A plain enough wooden treasure 
  chest, this box once belonged to Thervor Marlin, a mighty 
  adventurer cursed by a witch, who was enraged that he 
  chose his wealth over her. She caused his collected wealth, 
  contained within the large chest, to vanish, transporting it far 
  away from Thervor where he would never find it. She placed 
  further magic to prevent him from reacquiring his horde, a 
  goal that Thervor has devoted the last 40 years to pursuing. 
  Each time a piece of treasure is removed from the chest, it 
  vanishes and appears somewhere else in the world.
  9. Treasure Isle. This chest is often thought to be more 
  of a rumor than anything else, a legend told by sailors of a 
  treasure so great that it is contained in a chest the size of 
  an island that floats out at sea. Though typically dismissed 
  as a tall tale, if true, the treasure mentioned in the legend 
  would be great beyond imagining. A determined party might 
  even find the floating island overgrown with vegetation and 
  playing home to dragon turtles and other marine life. Then 
  they might have to try to open a chest approximately a mile to 
  a side in order to get at the immense wealth that must surely 
  be kept inside. They might even be forced to wonder who 
  built such a large chest, and for what purpose...
  10. The Black Chest of Wonder. This heavy chest is made 
  from dark wood carved with Sylvan scripts which read, “A 
  gift is given, a gift is accepted, and a price is paid.” The chest 
  always arrives in the night at the food of the bed of a mortal 
  while he is sleeping. The chest appears without explanation, 
  but always contains a fantastic gift, said to be what the 
  receiver desires most. Even so, rumors about the chest and its 
  ominous script often leads those that come across it to leave 
  it closed. The chest disappears again without explanation if 
  it is not opened within 24 hours. While no one is sure what 
  happens to those who accept the gift, they are rarely seen 
  long after having opened the chest.
  Object Topics
  
  175
  Adventure Hooks on the Plane of Fire
  The Elemental Plane of Fire is an exciting place, as anyone 
  with our sourcebook The Traveler’s Guide to the Elemental 
  Plane of Fire is sure to know. But if you’re paralyzed by 
  options, or unlucky enough not to have a copy of the book, 
  you might not be sure what adventures there are to have on 
  the plane. The following list provides 10 places to get started.
  1. Explore an Azer Ruin. Dotted across the Plane of Fire 
  are the remnants of the azer’s once mighty and ancient 
  civilization. These dread ruins, haunted by old ghosts and 
  crumbling golems, are often as much trouble to reach as to 
  explore, most being located in remote, hostile environs that 
  make the rest of the Plane of Fire look downright hospitable. 
  Despite the challenge in reaching the ruins and the dangers 
  that lie within, these ancient towers and fortresses offer the 
  treasures of lost glory and ancient knowledge to tempt even 
  the most cautious of heroes.
  2. Grand Crusade. The planes are often a place of intense 
  conflicts of ideas, and religion is no exception. On the 
  Plane of Fire, the efreeti religion stands strong and proud, 
  dominating many aspects of life and culture on the plane, but 
  recently invading forces from the Material Plane, supported 
  by powerful outsiders, have begun to chart a brutal war of 
  conquest and conversion against the efreeti and the faithful 
  of Issum. This tense atmosphere provides plenty of potential 
  for conflict and excitement as PCs aligned with one faction 
  or the other desperately engage in battle after battle for the 
  moral future of the Plane of Fire.
  3. Salamander Slave Rebellion. The Plane of Fire is no 
  stranger to slavery, especially where the salamanders are 
  concerned, as they have long been used as labor or forcibly 
  conscripted into efreeti armies. Recently, an ex-slave named 
  Erumslur has decided to orchestrate the release of every 
  salamander in the City of Brass, but he needs your PCs’ help 
  to do it. Armed with a bare-bones organization of ex-slaves, 
  idealists, and xenophobic salamander patriots, Erumslur has 
  enough trouble keeping his contingent from killing each 
  other, let alone mounting a successful resistance.
  4. What Lies Beneath the Waves? Much of the Plane 
  of Fire is given over to a great lava seas, difficult for many 
  of the plane’s denizens to brave—not just because of the 
  obvious destructive nature of lava, but also because of 
  the terrible monsters that make the lava seas their home, 
  including dragons and the famed lava serpents. However, 
  some claim that if one were to descend far enough into 
  the endless depths of the lava seas, they could find several 
  wonders, including sunken treasure from countless destroyed 
  merchant ships, under-lava kingdoms populated by lava 
  mephits and magmin, and a border with the Plane of Earth 
  where one could travel directly between the two planes 
  without need of magic. 
  5. Spear of Karthak. A mighty artifact once belonging to 
  the azer clan of Karthak has been found in the keeping of a 
  mighty red dragon in a remote cave of the Teeth of Soraak. 
  This spear was said to be capable of slaying elementals in a 
  single mighty blow, a fact the clan once used to subjugate 
  the fire elementals that now ruthlessly ravage their lands. 
  Both the elementals and the azer of Clan Karthak are willing 
  to pay handsomely for the spear, which will surely provide 
  ultimate victory to the side that possesses such a weapon. 
  Acquiring the spear won’t be easy, though, as the mountains 
  are treacherous, and even if the cave can be found, the heroes 
  will still have a dragon to contend with.
  6. Hollow Sun. Where it is not obscured by thick clouds 
  of smoke, much of the sky of the Plane of Fire is filled 
  with roiling balls of fire, resembling countless tiny suns. 
  Among visitors to the planes, a rumor persists that one of 
  the blazes, out of the tens of thousands that must exist, is a 
  hollow ruby sphere filled with wondrous arcane treasures. 
  The latest to obsess over this wild claim is a gnome called 
  Elmswater Tarnriver, who has set up a heat-warded outpost 
  to study the sky fires and find her treasure. She is eager to 
  pay for surveyors to explore the plane and report on weather 
  patterns.
  7. Going Shopping. The City of Brass is one of the largest 
  and most spectacular cities in all the multiverse, and boasts 
  the finest shopping anywhere. A simple trip through the 
  bazaar could prove an adventure in and of itself, as the PCs 
  are faced with choosing between exotic magic weapons, 
  massive automatons, lava-ready boats, and other wonders. 
  They may even be employed to purchase dangerous goods 
  from unsavory characters by those unable or unwilling to do 
  so on their own.
  8. Prince of Fire. Also known as the Lord of Fire, this entity 
  is said to be a fire elemental so elder and powerful that he 
  could easily overthrow the efreet and their church, ushering 
  in what some refer to as a purer age. He is something of a 
  legend, said to be the rightful ruler of the Plane of Fire and 
  a source of balance necessary to ensure that nature operates 
  correctly. However, this Prince of Fire has been mysteriously 
  missing, according to those who believe the tales. 
  9. Pretender to the Throne. Sometime after the PCs 
  arrive on the Plane of Fire, they find it thrown into a state 
  of turmoil. The efreeti sultan’s cousin has proclaimed him 
  a pretender to the throne, claiming he can prove that, with 
  a stricter reading of the family tree, it should be him and 
  not his cousin who is sultan. The claim, though officially 
  denounced as ludicrous, seems credible enough that it just 
  might be true, and tensions are running high. In fact, the 
  sultan’s cousin was murdered by a powerful djinni noble who 
  has been impersonating him ever since, seeking to stir up 
  trouble on the Plane of Fire.
  10. Lost Mephit. The PCs have been sent to the Plane of Fire 
  to fine a mephit for extremely powerful, extremely insistent, 
  and somewhat mad wizard, Ignatius Propan, who has forced 
  them to track down his mephit who escaped to the Plane of 
  Fire. Try as they might, however, the mephit is always one 
  step ahead of them, and leads them into ever more dangerous 
  and improbable adventures as they try to find her. 
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  176
  Adventurous Tales
  “So, tell me about some of your heroic exploits,” says the 
  cute wench or hunky stableboy as you settle down for a few 
  drinks at the local tavern. “I’m sure a mighty adventurer like 
  you has lots of stories to tell.” Unfortunately, if you didn’t 
  start at first level (or even if you did), you might find yourself 
  chatting with NPCs who expect you to regale them with tales 
  of your past heroics… which you may not actually have played 
  through, and it can be hard to come up with good stories on 
  the spot. And, honestly, even if you do have stories of your 
  adventures with that character, most likely everyone else at 
  the table was there, and already knows them, anyway. The 
  following list contains some ready-made adventuring tales.
  1. The Kobolds and the Ambush. The character was hired 
  to clear out a warren of kobolds that had been plaguing a 
  stretch of road between two villages. The character, badly 
  outnumbered, laid a clever ambush for the kobolds, rigging 
  up several crossbows in hidden tree perches to be fired into a 
  clearing with the pull of a wire, leading the kobolds to believe 
  that they were outnumbered and surrounded, when in fact it 
  was only himself and maybe one or two companions against 
  over twenty kobolds. He made use of the confusion to pick off 
  nearly half their number as they panicked, and hunted down 
  the rest over the course of a few days.
  2. The Rats in the Cellar. The character was hired to deal 
  with an infestation of “very big” rats that had taken up 
  residence in the basement of a seedy tavern which, ironically 
  enough, was named “The Rat Hole.” The character killed a 
  half-dozen rats which seemed at the time to be big, but just 
  as she was collecting their bodies to show off to the owner, 
  she was attacked from behind by a rat that was bigger than 
  she was, which pounced on her and tried to drag her into a 
  small hole in the corner, before she narrowly defeated it by 
  the skin of her teeth.
  3. The Skeletons and the Ladder. The character was 
  exploring an old tomb and ran afoul of a pit trap that dropped 
  him down a twenty foot shaft into a room full of reassembling 
  skeletons. He fought the skeletons for hours, but they just 
  kept getting back up again, and he wasn’t having any luck 
  getting out. Finally, he had an idea, and used lengths of 
  rope and twine he had in his pack to tie the bones from the 
  skeletons into a makeshift ladder, which both kept them from 
  reassembling and let him climb out of the pit.
  4. The Goblins and the Stew. The character was attacked in 
  her sleep and captured by a group of goblins. Upon waking, 
  she found herself bound and hanging over a stewpot, as the 
  goblins discussed how to cook her. Thinking quickly, she 
  convinced the goblins that their stew wouldn’t be complete 
  without a certain local mushroom, describing it so the 
  goblins could find it. They were skeptical, though, accusing 
  her of trying to poison the stew, so she advised them to try 
  eating a few to prove they wouldn’t ruin it: naturally, they 
  were, in fact, poison, and the goblins died, leaving her to free 
  herself.
  5. The Lemure and the Candlestick. The character was 
  hired by the local mage guild to check on one of their 
  students who had not been in for some time. Arriving at her 
  home, he heard a commotion inside, and rushed to find that 
  the student had summoned several lemures, who turned out 
  to be too powerful for her to control, and that she had locked 
  herself in a closet to stay safe from the fiends. When attacks 
  against the blobby things proved useless, the character 
  fell back on knowledge of the devils and grabbed a silver 
  candlestick to overcome their damage reduction, beating the 
  things to death with it.
  6. The Zombies and the Dare. The character was 
  attempting to put a stop to a rogue necromancer who had 
  been terrorizing a small town by raising zombies from the 
  local graveyard and having them drag innocent folk from 
  their beds. The clever character tricked the necromancer 
  during their fight, daring him to animate the corpse of a 
  giant whose burial cairn the town was built around. The giant 
  zombie proved too powerful for the necromancer to control, 
  and it killed him. With the necromancer dead, the magic 
  ended, and the zombies all returned to corpses.
  7. The Orcs and the Contest. The character got involved 
  after a group of orcs attacked a small village and captured 
  several innocents as slaves. After killing a few guards on 
  the perimeter of their encampment, the character was 
  surrounded in the camp, having to fight off several of the 
  brutes at a time. Just when it seemed that all hope was 
  lost, the orc chieftain made his way through the crowd and 
  began speaking in orcish. The character had some trouble 
  understanding, and some details were lost in translation, so 
  while he learned correctly that the orc chief was impressed, 
  and wanted him to undergo a series of trials to claim the 
  slaves and take them home, what he didn’t realize was that 
  he would also become an honorary clan member, and that he 
  would need to accept a tribal tattoo in order for the chieftain 
  to honor their arrangement.
  8. The Flumph and the Mob. The character was hired to 
  deal with a horrible tentacled monstrosity that had been 
  seen flying through a small town in the evenings, making odd 
  noises and menacing the local populace. When she tracked 
  the creature down, she was confused by its unwillingness 
  to fight her, and eventually discovered that it was a kindly 
  creature that simply was unable to communicate in Common. 
  By the time she determined this, the rest of the town was in 
  an uproar, and she had to shield the flumph from a mob until 
  she could get to the local hedgewizard, who granted the thing 
  the ability to communicate.
  9. The Bugbear Lumberjack. The character was hired 
  to deal with a bugbear that was menacing a group of local 
  lumberjacks, attacking them and their camp. He barely 
  survived his first battle with the creature, which proved 
  stronger than he’d anticipated, and nearly killed him, so he 
  prepared for their second meeting, fighting defensively and 
  luring the axe-wielding brute to a certain tree. When his back 
  was to the tree’s trunk and the bugbear swung, it looked like 
  it was all over, until the character fell to the ground, dodging 
  the blow and letting the axe hit the tree, which had already 
  been weakened, and tumbled down on the bugbear, crushing 
  him but sparing the character.
  10. The Exploding Toad. The character was attacked by 
  a giant frog while travelling through a swamp. The frog 
  grabbed her with its long, sticky tongue and was reeling her 
  in to swallow her, but before it could, she pulled four vials 
  of alchemist’s fire from her pack and threw the lot of them 
  down the creature’s gullet, causing it to explode with flames 
  from the inside.
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  177
  Animal Companion Origins
  That’s a real nice animal companion you got there. Soft, 
  sleek fur… or, now that it’s in the light, are those feathers, 
  instead? Where’d you get your hands on a nice animal like 
  that? No, not “from being a druid.” That hardly answers the 
  question. I mean, it’s not like your animal companion just 
  magically appeared at your side one day… right? Quick! If you 
  don’t want your animal companion to have spontaneously 
  generated from nothingness, find an origin on the list below.
  1. Freed from a Hunter’s Trap. One day, while traveling 
  alone in the wilderness, you found your animal companion 
  caught in a hunter’s trap, trying to free itself. Whether the 
  trap was a simple snare or pit, or a more complicated net or 
  vise, your animal companion was unable to get free without 
  seriously injuring itself, and may even have already been 
  injured by the trap. You freed your companion, possibly 
  nursing it back to health in the bargain, and earned its 
  eternal gratitude.
  2. Childhood Pet. Your animal companion has been with 
  you for as long as you can remember, since you were a young 
  child. It was a gift, bestowed on you by your parents, or 
  perhaps an aunt, uncle, or friend of the family, especially if 
  there is one who is an adventurer herself. When you were 
  young, it served as your guardian and protector, keeping 
  you out of trouble as you explored the lands around your 
  home. Now that you’re grown, it’s possible that your roles 
  may have reversed, or its possible that even now your animal 
  companion is still the one that keeps you safe on all your 
  misadventures. You and your animal companion grew up 
  together, and are as close to one another as human siblings.
  3. Spirit of a Deceased Loved One. Something about 
  your animal companion leads you to believe that it harbors 
  the spirit of a deceased loved one. The animal companion 
  came into your life shortly after the loved one died, and 
  something about the animal—such as a peculiar marking in 
  its fur, feathers, or scales, or an odd mannerism in its barks 
  or hisses—is so close to some memorable aspect of your 
  lost loved one that you are sure it cannot be a coincidence. 
  Whether this is merely a flight of fancy on your part, or 
  whether your lost loved one truly did reincarnate in the form 
  of an animal specifically to watch over and protect you, its 
  attitude and demeanor definitely reflect that of the person 
  whose spirit you believe it may harbor.
  4. Rivals Turned Friends. Before your animal companion 
  took on that role, it was a wild animal that stalked the same 
  lands that you frequented. The two of you met on several 
  occasions, and one of you tried to hunt the other—or perhaps 
  each of you served in turn as both hunter and prey. Neither 
  of you was able to triumph over the other, however, and 
  eventually your rivalry transformed into grudging respect, 
  and then a bond of friendship. It’s possible that a specific 
  dramatic event (perhaps one of the others on the list) 
  triggered this change in attitude.
  5. Rescued from Peril. One day, while traveling alone in 
  the wilderness, you found yourself in a life-threatening 
  situation, whether being cornered by a dangerous predator, 
  bit by a venomous serpent far from any kind of aid, falling 
  into a pit or cavern and breaking a limb, or simply getting lost 
  or running out of food. Your animal companion came upon 
  you and, in a show of kindness that betrayed its exceptional 
  nature, rescued you: chasing off the predator, carrying you to 
  safety, or so on. It has remained with you ever since.
  6. Circus Performer. Your animal companion was once part 
  of a traveling circus, until you helped it escape from its cruel 
  and abusive masters. You yourself may have been part of the 
  circus, as well, and perhaps even worked with your animal 
  companion in a shared act. Alternatively, you may simply 
  have gone to visit the circus and seen the animal in action. 
  Either way, you saw in its eyes that it wanted to be free, rather 
  than caged, and so you helped it escape, and have been on 
  the run with it ever since.
  7. Mentor’s Companion. Your animal companion previously 
  served as an animal companion to your mentor. Eventually, 
  it came time for your mentor to retire, or perhaps she died, 
  or simply determined that you were ready to step into her 
  role and take over. Whichever the case, she asked her animal 
  companion to watch over and guide you, and so it has 
  traveled with you ever since. One day, in theory, your animal 
  companion will eventually need to pass on the torch, as well, 
  but that day may yet be far off.
  8. Prominent Parentage. Your animal companion comes 
  from a proud lineage and pedigree of exceptional animals. 
  When it was born, you were invited to take the young animal 
  and raise it, due to your connections. The animal may have 
  been kept by a temple whose community you were active in, 
  or it may have belonged to a friend of the family, or so on. 
  Though being gifted with the animal companion was a great 
  honor, it was also a responsibility to protect the lineage, and 
  your benefactors may be upset if your animal companion 
  comes to serious harm.
  9. Abandoned Young. You found your animal companion 
  when it was very young, just after its mother was slain. You 
  may have been the one who killed its mother, in which case 
  you may not have known about the young, or you may not 
  have had any choice. Alternatively, its mother may have been 
  killed by poachers, or by a monster of some sort. Whatever 
  the case, the young animal companion was sure to die on its 
  own, so you raised it yourself, and it has stayed with you ever 
  since. The animal may even have come to believe that you 
  are its mother, and treat you accordingly. Depending on the 
  nature of its mother’s death, it may long for vengeance, or its 
  mother’s killers may actively be on the hunt for your animal 
  companion, as well.
  10.  Caught and Trained. You caught your animal 
  companion yourself, in the wild, specifically for the purpose 
  of training it and gaining its help, and then spent countless 
  weeks teaching it to obey your commands. Your animal 
  companion may once have resented you for this, but now, 
  through care and training, has grown to accept you. It isn’t 
  quite domesticated, per se, and is still a bit rough around the 
  edges: now and then, it might snap at you when stressed, or it 
  may gaze longingly off into the wilderness, but ultimately, it 
  is loyal to you, a testament to your animal handling skills.
  Player Character Topics
  
  178
  Bloodline Progenitors
  It’s all well and good to know that somewhere in your family 
  history is a dragon, demon, or similar, but knowing exactly 
  who it was, and why, can bring so much more depth to a 
  character, as well as plot hooks, goals, and so much more. 
  Plus, in some cases, the how of a character’s unusual ancestor 
  is at least as interesting and pressing a question as the who 
  and the why. The following list provides 10 different ancestors 
  (patterned off the core bloodlines, but easily applicable to 
  characters beyond sorcerers and bloodragers) that might just 
  be relatives of your character.
  1. Uybux the Inscrutable (Aberrant Bloodline). This 
  infamous aboleth has devoted itself to the study of humanoid 
  genetics, and labors to find mutations and alterations that 
  would allow the aboleths to create a superior servant race to 
  skum and gillmen. For decades, Uybux would travel from one 
  port city to another, creating horrific laboratories and using 
  its minions to kidnap locals and inject them with strange and 
  terrible aboleth chemicals, many of which either altered the 
  subject’s anatomy immediately, or, more insidiously, had no 
  effect until the subject procreated, passing the effects down 
  to the offspring. Uybux was eventually discovered by a band 
  of adventurers, who failed to slay the creature, but did drive it 
  away… at least for the time being.
  2. Thumaax the Defiler (Abyssal Bloodline). This 
  particularly vile hezrou is known for his rapacious carnal 
  appetites, and while he engages in many of the same delights 
  as others of his kind, there is little that attracts his attention 
  as much as a young humanoid woman to impregnate. The 
  victims of Thumaax’s lusts are often allowed to live in order 
  to bear his demonic child, although this does not necessarily 
  render them any luckier than the victims he slays and eats, 
  as these children often have particularly violent births, or 
  poison their mothers’ bodies while in the womb.
  3. Fiona Doirend (Arcane Bloodline). An adventurer-
  mage in her youth, whose many thrilling adventures are 
  detailed at length in a series of memoirs that have proven 
  vastly more popular than her numerous books about magical 
  theory and practice, Fiona eventually settled down and 
  founded the Doirend Arcane Academy when she grew weary 
  of adventuring. How she made time for everything in her 
  busy life is anyone’s guess, but her one flaw was a somewhat 
  insatiable appetite for passionate encounters, and she is 
  believed to have had several children by a variety of different 
  fathers, many of which inherited her knack for spellcasting.
  4. Zethaniah (Celestial Bloodline). This ghaele azata is a 
  strong believer in courtly love, and spends much of his time 
  on one quest or another in order to win the affections of some 
  beautiful creature that has caught his eye. While Zethaniah’s 
  passions are strong, they are short-lived, and he rarely has the 
  chance to express his feelings physically (nor does he restrict 
  his passions to women, for that matter), and so despite his 
  many love interests, he has relatively few children. That said, 
  when one is as long-lived as a ghaele, even one child every 
  twenty years can quickly add up, and Zethaniah long ago lost 
  count of his many progeny, although those that track him 
  down find that he is happy to bond with them—for a time, at 
  least.
  5. Aloric the Conqueror (Destined Bloodline). This 
  legendary barbarian is infamous for having united several 
  different warring states under his banner, and leading a grand 
  conquest that redefined the map for generations to come. 
  He is widely believed to have fathered a great many children 
  during his exploits, although most scholars believe that only 
  a small fraction of those who claim to be his descendants 
  truly are. Still, some estimate that by now, he likely has in 
  excess of 5,000 descendants, many of which might hold some 
  small spark of his glorious destiny within their veins.
  6. Llewellarenitrys (Draconic Bloodline). This fearsome 
  dragon has lived for millennia, and her schemes are known 
  for spanning thousands of years, or sometimes even longer. 
  Some of these schemes, for reasons that likely remain a 
  mystery to all but Llewellarenitrys herself, involve birthing 
  humanoid offspring, who then go on to serve as her pawns. 
  She rarely raises these children herself, instead leaving them 
  in the care of some carefully selected foster parents, and only 
  arriving to claim the child when she has need of him.
  7. Husniya Alis (Elemental Bloodline). This efreeti 
  matriarch restored her family from relative obscurity in a 
  remote outpost on the hinterlands of the Elemental Plane 
  of Fire, bringing House Alis into prominence. For a brief 
  time, many in the City of Brass believed that she would make 
  a bid for becoming the next Grand Sultan, but instead she 
  decided to retire, passing on her various political duties to 
  her children. Now, she spe1nds her time pursuing whatever 
  diversions most suit her interests, and one of her most 
  frequent distractions is a trip to the local slave markets to 
  find paramours of every type and description.
  8. Lady Neasa (Fey Bloodline). This powerful fey lord 
  is known for her delight in taking humanoid children as 
  servants to attend her in her fey court. Once the children 
  come of age, they are no longer of use to her, and are returned 
  to the mortal world, although they are invariably changed by 
  the experience, and carry some small bit of fey magic with 
  them for the rest of their lives, and often pass such traits 
  down to their children.
  9. Dzuuqak the Tiller (Infernal Bloodline). This contract 
  devil (Pathfinder Roleplaying Game Bestiary 3) specializes in 
  offering barren men and women the chance to have children, 
  typically in exchange for the soul of one or both parents. 
  While the children of these unions are generally born more-
  or-less normal, and almost always devoid of major physical 
  signs of infernal taint, some lingering devilish magic remains 
  in the child, and continues to pass on through them to their 
  offspring.
  10. Bernardo Rosaire (Undead Bloodline). This vampire 
  was a notorious ladies’ man in life, and saw no reason to 
  allow his death to change that. Done in when the tables were 
  turned on him and he was seduced, and later killed, by a 
  vampiress, Bernardo eventually broke out of his mistress’s 
  shadow when she was slain by vampire hunters. Bernardo’s 
  limited magical talent is sufficient to allow him to restore 
  enough life to his body to father children, something that he 
  does nearly as often as he feeds. In a bizarre twist, Bernardo 
  has acquired a strong taste for his own blood, and so prefers 
  to hunt down and feed off his own children, once they have 
  reached adulthood.
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  179
  Death Experiences
  Player characters die. A lot. Luckily, they often have ways to 
  come back to life, which can sometimes result in a sort of 
  revolving door of death, where characters are returned to life 
  every other week. In order to keep death special and mystical, 
  the GM might consider giving players that die and return a 
  taste of what they experienced on the other side. This might 
  take the form of a quick recap from the GM describing the 
  experience, or it might be fully roleplayed. In fact, in some 
  cases, it might even take the form of a solo adventure, with 
  the PC having to make his or her way through their “near 
  death experience” in order to return to life—perhaps allowing 
  the PC to return to life for less than the normal expenditure, 
  or without the normal negative levels, or, alternatively, 
  even causing resurrection attempts to fail unless the solo 
  adventure is successful.
  The following list includes 10 different experiences a 
  character that died might recall upon being returned to life. 
  Of course, whether the vague recollections the character 
  brings back were a true recollection of what happened to his 
  or her spirit, or if they’re merely the fever dreams of someone 
  who died and came back, is impossible to say for certain.
  1. Meet a Departed Enemy. The PC finds himself in some 
  afterlife scenario, possibly including one of the other entries, 
  but he encounters the spirit of a deceased foe or enemy of 
  some significance to them. This may be a character that 
  they slew personally, or one that died of other means. In 
  some cases, the deceased rival lashes out at the PC, blaming 
  them and taking the opportunity to torment them. In other 
  cases, death has dulled the enemy’s hatred of the PC, and his 
  rival may even provide information or help him find inner 
  strength that helps him return to life.
  2. Tunnel of Light. The PC finds herself in a void of 
  darkness, broken only by a single light far off in the distance. 
  She may find herself drawn towards the light, or fleeing 
  to escape it. As she makes her way through the darkness, 
  she may encounter a variety of visions, spirits, or creatures, 
  possibly including other entries on this list. Only if she can 
  reach her destination can her spirit find its way back.
  3. Vision of Peril. The PC experiences a horrible vision in 
  which he watches, helplessly, as terrible and tragic events 
  unfold, beginning with the immediate consequences of his 
  death, and spiraling outward as his allies, loved ones, and all 
  he holds dear fall to one dark fate after another. His absence 
  may or may not be the direct cause of all this, and once he 
  returns to life his memories of events become veiled and 
  indistinct, but he retains certain flashes of insight into crucial 
  moments, and may gain the resolve to try to stop this future 
  from coming to pass.
  4. Reliving your Life. The PC watches as her entire life 
  passes before her eyes, from her tender childhood all the 
  way to her most recent demise. She may discover that some 
  events from her past seem to play out a bit differently than 
  she remembered, and from her current perspective may 
  find that she feels differently about which events were most 
  important than she used to. Upon returning to life, she may 
  have a different outlook on life as a result, or perhaps even 
  have retrained some skills, feats, or class features.
  5. Meet a Departed Loved One. Similar to meeting a 
  departed enemy, the PC finds himself in some version of the 
  afterlife, which may or may not resemble some of the other 
  entries on this list, and is confronted with a friend, family 
  member, or other loved one who has died. Depending on 
  the person and their relationship, they might provide gentle 
  words of encouragement, berate the PC for not trying harder 
  in life, or pass on an important message from beyond the 
  grave, which the PC might remember upon returning to life.
  6. Trapped in Limbo. The PC finds herself wandering a 
  relatively small place, similar to a dreamscape, from which 
  she cannot escape. She might encounter other souls here, 
  who may or may not be aware that they are dead. The place 
  may be an incredibly familiar one from her life, or it may be 
  exceptionally plain and nondescript, or weird and alien, but 
  whatever the case, it is both quiet and oppressive, and she 
  quickly begins to feel restless as she watches some of these 
  souls slowly leave, one at a time, as they pass on to their fates, 
  and sees new souls arrive.
  7. Divine Judgment. The PC finds himself facing an agent of 
  the divine, who expects him to account for each of his deeds, 
  the good and the bad, throughout his life. This judge may be 
  the PC’s actual deity, taking a direct interest in things, but 
  most likely the judgment is performed by a lesser servant 
  of the deity, instead, or some impartial figure not beholden 
  to the PC’s deity of choice at all. Various moral and ethical 
  choices the PC made are called up and replayed, and the 
  PC is forced to account for each one in turn, to determine 
  the quality of his soul and direct it to its final resting place. 
  Before the judgment is complete, the character is returned to 
  life.
  8. Out of Body Experience. The PC’s spirit leaves her body, 
  but rather than passing on to some version of the afterlife, 
  it remains on the Material Plane. She is able to watch as 
  events unfold after her death, but is incredibly limited in 
  her ability to interact with the world around her, and is 
  completely imperceptible to all but those with special magic 
  that allows them to see and communicate with spirits. At 
  the GM’s discretion, the PC may be able to manifest in 
  a manner similar to a haunt, allowing extremely limited 
  communication. In either case, the PC’s spirit has limited 
  mobility, forced to remain near people, places, and things 
  that were important to her in life, and eventually must either 
  move on or be returned to life.
  9. Meet a Personification of Death. The PC encounters 
  a manifestation of the grim reaper. This may be in an out of 
  body experience, or in some interpretation of the afterlife 
  (including a variety of results from this list). The PC may 
  get a chance to talk with death, though most questions are 
  answered with little more than a slow shake of the head, 
  indicating a refusal to answer the question. The PC might 
  also be allowed a game against death to be returned to his 
  body.
  10. True Afterlife. If the time it takes to return the PC to life 
  is particularly long, or if the PC’s spirit is particularly quick 
  to find its destination in the afterlife, she may find herself in 
  her proper afterlife before she is returned to life. Depending 
  on the character’s religious beliefs and alignment, and the 
  nature of the setting, this could vary wildly, from idyllic 
  heavenly peace to horrible infernal torture.
  Player Character Topics
  
  180
  Familiars
  Familiars are valuable additions to any character, both from a 
  mechanical perspective and from a flavorful one. Having an 
  extra character who can scout things out and provide a little 
  color for your serious wizard is a great thing. That said, there 
  are plenty of characters whose familiar was best described 
  as a hawk, a cat, a toad, or whatever, who just stayed in their 
  master’s backpack and made no noise, forgotten about 
  until a fireball went off. The following list includes  ten new 
  descriptions of familiars for use in your game, or to inspire 
  you to create your own flavorful familiar personality.
  1. Kinsington the Cat. Kinsington is a rather unusual 
  familiar who believes himself to be a cat, though he is in 
  fact something else entirely. Regardless of whatever form 
  Kinsington actually takes, he never actually assumes the form 
  of cat, though that has never stopped him from believing 
  himself to be one. He walks in a stalking manner like a cat, 
  chases mice, and regularly cleans himself in a cat-like fashion. 
  He has a great hatred for actual cats, which he believes to be 
  pretenders or usurpers. Like many cats, Kinsington’s loyalty 
  is somewhat questionable, and he is a fickle fellow, likely 
  to do what he is told only if closely watched or generously 
  rewarded. Kinsington makes cat-like meowing sounds when 
  giving his animal call or when speaking.
  2. Sir Hawking Brightwing. This impeccably groomed 
  familiar has terrific posture and moves with an almost 
  unearthly grace and confidence. The stately Sir Hawking 
  is a knight among familiars and prides himself on virtue 
  and righteousness, expressing distress and anger whenever 
  someone commits an evil act in his presence. A preachy 
  fellow, Sir Hawking is not shy about sharing his thoughts on 
  various subjects, seeking to hold others to his impossibly 
  high standards. Unable to abide evil characters, Sir Hawking 
  will never serve an evil master, and he prefers to spend his 
  company with good-aligned characters, perhaps forsaking his 
  master to spend more time with more virtuous heroes.
  3. Braxy. Though insistent that his name is actually Lord 
  Braxbalraxious the Infernal, at some point in the distant 
  past this fiend lord angered his betters, who made him into 
  a somewhat less intimidating familiar. Indeed, Braxy as the 
  collar he always wears names him, is even smaller and less 
  intimidating than other familiars. Not a particularly clever 
  creature, Braxy does not make up for his small stature with 
  cunning or cleverness, and instead spends the majority of 
  his time engaged in petty cruelty and reminiscencing about 
  his past. Braxy speaks with a high-pitched voice and is always 
  quick to offer an insult to those he believes do not give him 
  his due difference—which is pretty much everyone.
  4. Wocca the Old. Don’t use her title in front of this wizened 
  familiar, who is quick to reprimand those who don’t give her 
  the respect she is due. Wocca is a very experienced creature, 
  and has been doing the familiar thing for quite a while. She 
  takes her job very seriously and views herself as a mentor to 
  the witch or wizard to which she is bound. She has strong 
  views on ethics and the treatment of others, but is more 
  inclined to create situations where her master can learn, 
  rather than lecture her betters.
  5. Merioci the Lover. This attractive familiar is a sleek 
  and good-looking example of its species, and she knows it, 
  strutting about and preening in front of anything which 
  breathes. A lustful familiar, Merioci always seeks romantic 
  encounters with virtually any being she encounters, looking 
  to flirt and establish a romantic relationship with pretty 
  much anyone and anything, though she finds members of 
  her own species most attractive. She is a haphazard flirt and 
  not very gifted with romance, leading her to near-constant 
  heartbreak. Her most common feeling is desire.
  6. Maximus the Daring. A rather foolish familiar, Maximus 
  is a violent and brutish individual, constantly on the lookout 
  for more excitement. Bolstered by the knowledge that the 
  arcane bond grants him additional toughness compared to 
  other creatures of the same kind, Maximus constantly throws 
  himself into dangerous situations where his life is at risk. 
  Worse still, he has a terrible habit of drawing his companions 
  into similar situations. He also enjoys taking the lion share 
  of the credit when things go well, and blaming others when 
  things go poorly.
  7. Oli the Loyal. Typically, Oli appears as a dog or similar 
  creature that is known to be very loyal. Oli is a steadfast and 
  helpful familiar, always eager to please his master; however, 
  he behaves more as a pet than a servant, enjoying being 
  pampered and spending as much time as possible at his 
  master’s side, so that he can revel in his company. He also 
  does not relish any task that takes him away from his master 
  and pouts endlessly if he isn’t allowed to tag along. He is most 
  easily controlled with affection and a healthy dose of treats.
  8. Gwendel the Magnificent. Gwendel takes great pride 
  in everything she does, believing with good reason that she 
  is the very best at whatever she strikes out to do. A highly 
  capable individual, Gwendel performs every task with 
  efficiency and style. Though a magnificent familiar, she 
  demands praise from her master and attention from others, 
  or she becomes sullen and bitter and consequently sloppy in 
  her work. Merely hearing the words, “Good work!” gets her 
  right back into high spirits, however, much to the happiness 
  of all involved.
  9. Cassovir his Royal Highness. Cassovir was once a prince, 
  who was cursed by a witch and transformed into a frog until a 
  princess would kiss him. Being a very young prince and afraid 
  of girls, Cassovir instead begged the witch to take him on 
  as her familiar, which she did. He had spent several decades 
  doing the witch’s bidding when she offered to lift the curse. 
  Still, Cassovir found he preferred being a familiar to a prince, 
  and so the witch’s patron, taking pity on him, took him into 
  her fold, allowing him to continue his career. Cassovir is a 
  great familiar, competent and respectful of most, though 
  he remains terrified of young women and secretly lives in 
  fear that someday, someone will kiss him, and his days as a 
  familiar will be over.
  10. Gisseella the Hoarder. A normally charming familiar, 
  Gisseella is smart and action-oriented, always looking for 
  good ways to solve problems. While generally serious, she 
  has an appreciation for humor and a quick wit. She also 
  has a terrible flaw: she keeps stealing things. Though she 
  never takes anything of real material value, she steals things 
  constantly, and from nearly everyone, and is incredibly 
  protective of her “treasures,” as she calls them. She watches 
  over these trinkets as though they really were precious, and 
  insists that she needs them, but that she does know what for.
  Player Character Topics
  
  181
  Ways for your Family to Die
  It’s a tired old cliché, but let’s face it: from time to time, 
  everyone is going to make a character with no living relatives 
  and no ties to anyone or anything. While some GMs will 
  frown on deliberately distancing oneself from society in this 
  fashion (not to mention all the plot hooks that a family could 
  potentially provide), it’s entirely possible to make a detailed 
  and nuanced backstory that happens to involve a lot of dead 
  relatives. The following list contains 10  starting points for 
  determining how and why your character’s family met an 
  untimely demise, many of which include some plot hooks of 
  their own.
  1.  A Terrible Curse. When you were still a child, one of 
  your parents did something to attract the wrath of an evil 
  witch or warlock, who cursed not just the offending parent, 
  but your entire family. Every three years to the day since this 
  occurred, the oldest member of your family is struck dead 
  under unusual circumstances, and you are next in line. You 
  adventure in search of a way to lift the curse, or perhaps to 
  slay the one who laid it upon you, which may or may not be 
  enough to break its hold.
  2. Executed by the State. Your parents were members 
  of a rebellion, and when you were still just a few years too 
  young to participate, they were captured during a mission, 
  after which they were labeled as traitors against the state, 
  tried, and, ultimately, executed. Any siblings you may have 
  had gave their lives for the rebellion as well, though not 
  necessarily at the same time. You may or may not have been 
  taken in by a family friend and member of the rebellion, who 
  may also, ultimately, have met the headsman, or may simply 
  have died of old age. If the rebellion still fights on, you may 
  be moved to join them, or may blame them for your family’s 
  demise. Another possibility is that your family is alive, but 
  imprisoned.
  3. Disowned. Your family isn’t actually dead, but as far as 
  they’re concerned, you are. There are all sorts of reasons why 
  you might have been disowned by your family: you could 
  have committed a crime or heresy they could not forgive, 
  you could have married someone they did not approve of, or 
  you may simply have failed to live up to their standards and 
  proven to be an embarrassment in their eyes. Perhaps part of 
  why you adventure is to redeem yourself in the eyes of your 
  family.
  4. Adopted Immortal. Elves, dwarves, and the like aren’t 
  actually immortal, but as far as their lifespans compare to 
  those of humans, they may as well be. You were adopted by 
  a human family under mysterious circumstances, and lived a 
  full and happy life with them, perhaps even taking a spouse 
  and having children. After 100 years, all of these people have 
  died of old age, but you’re still in the prime of your life, and, 
  unable to bear living in the same place now that everyone 
  you truly cared about has moved on, you have turned to 
  adventure. Whether or not you actively seek your birth 
  parents, and the reason for your adoption, is up to you.
  5. Shipwreck. Your family was on a sailing ship that was 
  struck with bad weather and wrecked in the ocean. You 
  were lucky (or skilled) enough to make it to shore, but it 
  seems that the rest of your family wasn’t so lucky. The ship 
  carried everything that your family had to its name, and so, 
  penniless and alone, you turn to a life of adventure to make 
  ends meet. Of course, without any corpses, there’s no saying 
  for sure whether some of your family may still be out there, 
  somewhere.
  6. Disease. Plague was a real threat in medieval times, and 
  it’s estimated that the Black Death killed between one third 
  and one half of the population of Western Europe when it 
  hit. A similar plague struck the area from which you hail, 
  and your family was particularly unfortunate, with only you 
  managing to survive. It’s possible that you blame the local 
  authorities for improperly handling the plague, or the loss 
  may have caused you to seek solace in religion—or else in 
  bitterness and drink.
  7. Death by Mob. This option works best for unusual 
  races, but can potentially apply to humans as well. You were 
  brought up by only a single parent, who was always shunned 
  by the locals, and forced to live on the edge of town, either 
  due to his or her own unusual appearance, or because of 
  yours, and whispered rumors about who your other parent 
  might have been. When you were nearing adulthood, a 
  series of bad crop yields led to a witch hunt, for which your 
  parent was ultimately blamed and killed by ignorant and 
  superstitious townsfolk, leaving you with little choice but to 
  flee for your life.
  8. Summoning Mishap. You were raised by a single parent, 
  and never knew the other. Your parent was an accomplished 
  spellcaster, and when you were nearly of age, a summoning 
  ritual involving a fiendish entity went awry, resulting in 
  your parent’s death (or perhaps imprisonment on the lower 
  planes). You barely escaped with your life, and made a 
  lifelong enemy of the fiend in question. The experience may 
  have drawn you to master what your parent could not, taking 
  up arcane magic, or it may have turned you off the stuff 
  entirely.
  9. Assassination. You lived a normal, quiet, happy life with 
  a seemingly normal family, until one day, when you were 
  almost an adult, assassins struck your quiet home, killing 
  everyone there. You escaped through happenstance, either 
  because you were away at the time for some unexpected 
  reason, or because you just happened to get a glimpse of 
  them in time to find a good hiding spot. You have no idea 
  why anyone would want to kill your family, but you’re sure 
  going to try and find out.
  10. You Killed Them Yourself. As an adventurer, you 
  don’t necessarily think much before running something 
  through, and that kind of instinct may very well have been 
  in place well before you took to your current career. Whether 
  your character is just so evil he would literally kill his own 
  mother for a few gold pieces, or if the deed was done in self 
  defense against an abusive parent, or due to even more tragic 
  circumstances, the blood of your family is on no one’s hands 
  but your own.
  Player Character Topics
  
  182
  Ways to Spend Gold
  There are lots of reasons to become an adventurer, but like 
  all jobs, at the end of the day, many adventurers are in it 
  for the money. But there are much safer jobs, and, frankly, 
  they probably involve much nicer working conditions than 
  plumbing dusty mold-laden tombs, dark and twisting caves, 
  and, of course, the sewers. Why do they want money so 
  bad that they’re willing to risk life and limb just to get a big 
  payday? Where does all that money go? Of course, we know 
  that realistically, it’s all going into magic items that keep 
  you competitive as you advance in level, but that’s generally 
  not how real people with similar professions operate. The 
  following list features 10 suggestions on what adventurers 
  might be doing with (at least part of) their paycheck.
  1. Sending it Home to the Family. Whether your character’s 
  family is a loving wife (or husband) and children, elderly 
  parents who don’t quite have the strength to work their own 
  fields anymore, or an ungrateful sibling who fritters it all 
  away on liquor and company, but who your character just 
  can’t seem to find it in his or her heart to cut off, a portion of 
  every big score goes back home to keep the character’s family 
  in comfort.
  2. Saving Up to Start a Business. It seems that every 
  adventurer wants to retire someday and open up an inn, 
  where they can occasionally be “reluctantly” coaxed into 
  telling tales of their glory days to the tavern regulars, who 
  soak up the tales much as they do the beer. Of course, not 
  every ex-adventurer dreams of opening a tavern, and there 
  are many businesses that one might want to open that would 
  require a good deal of seed money, from a smithy to a farm to 
  a bookstore to so many more.
  3. Donating to Charity. Whether your character gives 
  money directly to those in need, buys them supplies, or 
  gives to a charitable organization, there can be little doubt 
  that his or her heart is in the right place. Your character may 
  have a favorite charity or cause that they champion, such as 
  a widows and orphans fund, or taking care of refugees from 
  a particular nation, or they may spread the love around, 
  donating to a wide variety of charities in order to help as 
  many as possible.
  4. Funding Worthy Endeavors. While similar to charities, 
  in that they often ask for funding that may or may not have 
  any real return on the investment, there are many with grand 
  plans that could easily advance humanoid civilization… if 
  only someone would fund them. Wizards researching new 
  spells that could revolutionize the world, if they had the 
  money to perform their experiments; explorers off in search 
  of new lands sure to be rich with opportunity, but such trips 
  don’t come cheap; archaeologists delving into ancient ruins, 
  if only someone will help them put together an expedition. 
  These are the plights to which your character is drawn.
  5. Paying off a Debt. Your character ran into some monetary 
  problems at some point in the past, and has amassed a rather 
  large debt. Whether your character needed powerful magic to 
  restore a lost loved one, and is still paying off the bill, is being 
  taken advantage of by predatory loansharks, or truly owes 
  some important life-debt that can never be repaid, a portion 
  of each big score goes to pay off this debt.
  6. Buying Ridiculous Luxury Items. Someone has to 
  buy all the ridiculous gem-studded eyepatches and twelve-
  foot-tall golden statues that adventurers are always selling, 
  and why shouldn’t it be you? You buy magic items, just like 
  the rest of the party, and whose business is it but yours if 
  the magic item you want happens to be a plush naga-skin 
  armchair stuffed with griffon feathers, which floats through 
  the air, can warm your behind, and magically blocks rain 
  from falling on it? At the end of the day, the bottom line is 
  that you want nice things. 
  7. Saving Up to Join the Nobility. Similar in many ways 
  to saving up to start a business, joining the nobility is still a 
  slightly different goal. Not everywhere will allow you to just 
  buy your way into the aristocracy, which may explain why you 
  chose adventuring to earn your money, instead of another 
  profession, hoping to perform great deeds or otherwise 
  earn enough esteem to let your money do the rest. Even if 
  aristocracy is just a certain amount of money away, buying a 
  castle and surrounding lands and all the necessary bribes to 
  get your title is a whole order of magnitude more expensive 
  than simply opening a tavern.
  8. Restoring the Family Fortune. Your family was once 
  wealthy, and probably already is aristocratic, but your lineage 
  has fallen on hard times, and you struggle just to keep up 
  the estate, let alone actually pass for wealthy or successful. A 
  very specific mix of sending money home to family, saving 
  up for nobility, and just plain hoarding money, your goal is to 
  restore your family’s fortunes and ensure that your ancestral 
  lands will not only not need to be sold, but can be restored 
  to their former glory, and perhaps you can even put away 
  enough gold to ensure that the next few generations won’t 
  have to worry about this sort of thing, either.
  9. Hoarding It. For some, money in all its various forms is 
  just a way to keep track of the score. Those with more money 
  are “winning,” and those with less money are “losing.” This 
  attitude is just as popular in many fantasy settings as it is in 
  the real world, and so for some characters, accumulation of 
  wealth is truly its own reward. Whether or not your character 
  likes to pile up the coins and gems into a giant pile and swim 
  around in it, Scrooge McDuck-style, is, of course, up to you.
  10. Squandered on Liquor and Company. Most 
  adventurers—and others with similar professions of 
  big paydays separated by long dry spells—don’t set out 
  deliberately to squander their hard-earned coin in barrooms 
  and brothels, but whether they intend to or not, many wind 
  up losing nearly everything by celebrating big after each 
  score, quickly finding that even the largest treasures don’t last 
  long if your parties keep getting more extravagant to match 
  your earnings.
  Player Character Topics
  
  183
  Birds
  To some, a bird is a bird is a bird. If you say that the birds are 
  singing as the PCs stroll down the forest path, and they ask 
  you what kind of bird, then unless you’re an ornithologist, 
  you’re probably going to struggle a bit for an answer. And 
  some birds are more than just background, but an encounter 
  or even a character in and of themselves. The following list 
  presents 10 birds wth a surprising amount of personality.
  1. A Foul-Mouthed Parrot. Previously the pet of a sailor, this 
  parrot has absorbed all of its former owner’s salty language, 
  and most of the phrases it speaks are strong enough to curdle 
  milk. When its previous owner fell on some hard times, he 
  sold the parrot, but the bird freed itself and now roams free. 
  Sometimes, it almost seems to take a perverse pleasure in the 
  reactions humans have to its cheery repetition of words unfit 
  for any ears, as though it understood what it was saying, but 
  it gives no real indication that it can understand any speech, 
  let alone the meaning of what it says.
  2. A Hungry Blue Jay. This blue jay is a particularly daring 
  specimen of its kind, and does not fear humans, due to 
  years of living outside the cabin of a kindly elderly couple 
  who fed it regularly. In fact, the blue jay acts rather entitled, 
  flying up to travelers and passersby, landing on their packs, 
  and beginning to pick through them for food without delay. 
  Although it is canny enough to recognize that some humans 
  do pose it a threat, and is always ready to fly away in case an 
  attack comes, it nonetheless continues to rob from all who 
  pass through its territory, even more effectively than some 
  human bandits.
  3. An Affectionate Hawk. For whatever reason, this hawk 
  takes a shining to a particular party member, and begins 
  to follow the party as they travel. It watches the object of 
  its fascination from above, landing on a nearby tree when 
  the party stops to rest, and simply sitting and staring. 
  Occasionally, it will give the party member gifts in the form 
  of small rodents it has hunted, dropping them in the PC’s lap 
  while they are eating.
  4. An Inquisitive Raven. Once a wizard’s familiar, this 
  raven’s former master died in a tragic accident, severing the 
  arcane bond between them and dulling the raven’s mind 
  nearly back to that of a regular animal. The raven still retains 
  just a tiny sliver of its former intelligence, however, and has a 
  strong sense of loss, knowing that it used to be much greater, 
  though it no longer can understand exactly how. It attempts 
  to fill this void by spending time around humanoids, 
  especially spellcasters. It makes a habit of repeating phrases 
  spoken by others and turning them into questions, as though 
  it were trying to understand their meaning, although there is 
  little indication it really knows what it is saying.
  5. A Territorial Sparrow. This small bundle of brown 
  feathers has staked out a small area as its own, and is quite 
  prepared to defend that area to the death against any creature 
  that might threaten its sovereignty, no matter how big. The 
  sparrow’s territory could be anywhere, although bushes or 
  a tree just outside of a building that the PCs frequent often 
  would be ideal. Whenever they pass by, the sparrow rushes 
  out, chirping angrily and flying in their faces, harassing them 
  until they leave its territory.
  6. An Uncommon Owl. This owl’s feathers are as black as 
  pitch, and it is quite large, making it stand out considerably 
  from others of its species. Even more striking is the fact 
  that it is encountered during the day, and though it does 
  not speak, its eyes seem to hold a surprising intelligence. 
  Some might take this unusually colored owl to be a spirit 
  creature, and it will lead the party if they are willing to follow 
  it, though whether it leads them to an important spiritual 
  discovery, or into some kind of nefarious trap, is best left to 
  the GM’s discretion.
  7. A Gossipy Canary. This canary was granted human 
  intelligence by an awaken spell, at the behest of a noble who 
  desired to have a canary that could sing operatic scores. 
  The now-clever bird arranged an escape, however, and has 
  been struggling to make its way in the world ever since. 
  It gravitates towards human settlements, which it finds 
  fascinating, and is an incorrigible gossip, always eager to 
  trade secrets. Though it doesn’t give them away for free, it 
  is happy to trade for equally juicy information, and can also 
  typically be bought for the low price of a few coins’ worth of 
  food.
  8.  A Skillful Peacock. This peacock is the partner of an 
  eccentric and grandiose entertainer who travels from town to 
  town performing shows with the animal, which include acts 
  of juggling, balance, fire eating, and more. The peacock has 
  been taught a variety of acrobatic stunts, and is well-trained 
  in this regard, but its master allows it to roam freely, and it 
  has a tendency to wander off on its own and get into all kinds 
  of trouble that only an entitled and curious peacock with 
  first-rate tumbling skills could possibly get into.
  9. A Well-Traveled Penguin. A bird out of water, this 
  penguin is found far from the icy regions such creatures 
  normally inhabit. Originally transported from its home when 
  it accidentally stumbled across an ancient teleportation rune 
  long-buried in the ice, the penguin now roams far and wide, 
  waddling slowly but surely towards an unknown destination. 
  The PCs may encounter the penguin numerous times in 
  their travels, always in improbable locations, leaving them to 
  wonder just how the bird managed to get there.
  10. A Manipulative Chicken. This hen was granted 
  intelligence by a druid with an awaken spell, who hoped 
  to free her from captivity, and then have her speak to 
  townsfolk about the indignities and suffering imposed by 
  domestication. Instead, however, the chicken decided it 
  preferred a farm life, and it has moved in with a particularly 
  thick family of farmers, keeping its intelligence a secret, 
  and fooling the humans into believing it speaks with the 
  disembodied voice of a deity. It now runs their lives through 
  its commands, effectively managing the farm.
  Miscellaneous Topics
  
  184
  Curses
  From cursed items to dire pronouncements and omens of 
  doom, curses can have very unique and powerful effects, 
  which can drive stories all on their own. Perhaps because 
  curses are capable of so much more than just imposing 
  ability score penalties, they tend to be the most overlooked of 
  afflictions. In fact, curses can be so open-ended, and have the 
  potential to be so many different things, that sometimes it 
  can be hard to figure out where to start. While the following 
  list doesn’t contain full stat-blocks for curses, with DCs and 
  frequencies, it does provide 10 ideas for curses which can 
  relatively easily be converted into more complex rules, or 
  simply handled in a freeform fashion, as appropriate for your 
  game.
  1. Memory Loss. This classic curse can make for some very 
  interesting plots when one or more characters suddenly 
  forget several important details. The key to this curse is that 
  something dramatic needs to have happened that affects 
  one or more of the cursed this plot. A good time to use this 
  curse is at the beginning of a game, or just after a character 
  sat out an adventure. Make sure that the characters are able 
  to piece together that something important has happened, 
  though they cannot remember the details. Allow the mystery 
  to drive the plot line, and make recovering their memory a 
  top priority. Typically, lifting this curse requires remembering 
  a specific forgotten event. This can also be a good way to 
  introduce a new NPC in an important role.
  2. Transfiguration. Another classic curse is when one or 
  more characters has been transformed into an animal. The 
  interesting thing about this curse is the unique perspective 
  it offers to a civilized character who must adapt to new 
  challenges. Typically, recipients of this curse know who 
  cursed them and why, but it is most commonly broken when 
  the cursed character learns the meaning of being human (at 
  least, according to the curser). This curse could make a good 
  way to introduce a cursed noncombative NPC that you want 
  to later reveal as someone interesting.
  3. Honesty. The curse of honesty carries with it a lot of 
  opportunities for unusual and soul-searching roleplaying. 
  This curse also works well in reverse, when a character is 
  cursed to never speak the truth; this can be fun when the PCs 
  return to speak with a trusted NPC’s ally they haven’t seen in 
  a while. These kinds of curses are often broken by telling a 
  profound truth.
  4. Childishness/Idiocy. With this curse, the victim is 
  transformed into a childlike or buffoon state, bereft of 
  all their senses, and can be a fun curse that offers some 
  roleplaying opportunities to otherwise mighty heroes. These 
  curses typically are delivered en masse as a way to subdue 
  potential threats. It can be difficult to break this type of 
  curse, often requiring the victim to perform some action 
  normally considered too complex for characters in that 
  condition.
  5. Size Alteration. As its name implies, this curse changes 
  the target’s size, often dramatically. Sometimes this change 
  represents the character’s true nature; for instance, a mighty 
  warrior who is greedy might be transformed to a very small 
  size to represent his small-mindedness. Other times, it is 
  meant to humiliate or cripple the victim, possibly with a 
  princess being transformed into the size of giant just before 
  the ball, or to serve as a better bride to a dragon. Usually 
  these curses are overcome through acceptance and prowess 
  in their new size; unfortunately, such endings typically come 
  just as the curse is getting useful.
  6. Silence. Similar to the curse of honesty, silence offers a 
  very unique roleplaying opportunity. When cursing a PC 
  with silence, make sure that you aren’t simply writing a death 
  sentence for the party wizard. In general, unless a player is 
  very comfortable roleplaying a character that cannot talk, 
  you should use this curse mostly on NPCs. It can make for 
  an interesting plot if everyone the PCs need to speak to is 
  unable to speak, or perhaps unable to hear them. This curse 
  is typically broken when one has a need to speak something 
  so true and important that it overwhelms the curse’s magic.
  7. Eternal Sleep/Stone/Tree. These curses are all essentially 
  the same, placing the victim in a state of apparently 
  permanent inaction, while preserving their lives. This curse 
  might not seem that different from death, but the devil is in 
  the details. An ideal way to hold a victim hostage (as well as 
  a good way to set aside a character whose player is going to 
  miss a few sessions in a row), this curse is typically placed 
  on a character in order to force another individual to do 
  something, or sometimes, as a punishment for the target. 
  These curses usually have to be lifted by the one who placed 
  them, but can also be broken by some other means.
  8. Attraction/Repulsion. Typically, this curse, which 
  causes everyone who sees the victim to be overwhelmed 
  with feelings of either attraction or disgust, is best used on a 
  character used to getting the opposite sort of reaction. While 
  this curse can certainly be laid upon a player character to 
  offer interesting roleplaying encounters, it is also excellent for 
  using on an NPC who doesn’t necessarily want the attention, 
  and watching the PCs vie for his or her affection. These curses 
  are typically broken by a true expression of love.
  9. Time Loop. Though this can get old quickly, trapping 
  a character into a loop of a short period of time can be an 
  interesting roleplaying activity. A good way to keep this 
  fresh is to have the loop start out very stable, but to become 
  less stable as time progresses, perhaps by people vanishing 
  or having the loop start over more quickly. These curses 
  are usually ended by figuring out who cursed them and 
  confronting them, or by noticing an exploitable escape from 
  the loop.
  10. Personality Swap. Typically used to turn the pure of 
  heart to evil, this curse causes a character to begin behaving 
  in a way that is very different from how they usually behave. 
  This curse can actually be a fun way to let a player cut loose 
  and do some of the depraved stuff they always want to do, 
  but never seem to get the chance for. Over the course of 
  time, however this curse should place the PCs in a dangerous 
  situation that motivates them to end the curse. Breaking 
  these curses typically requires displaying proof of who the 
  person was before their change.
  Miscellaneous Topics
  
  185
  Fire Mephit Messengers
  In certain games and settings, the use of mephits as 
  messengers is not only common, but sometimes the very 
  mephit that was sent (a fire mephit as opposed to a smoke 
  mephit, and so on) conveyed more meaning than the 
  actual message that they delivered. With the release of The 
  Traveler’s Guide to the Elemental Plane of Fire, you may find 
  fire mephits taking a larger role in your game, and, as any 
  planar traveler knows, a fire mephit message typically means 
  anger, displeasure, or just a desire to see a house burn down, 
  but as with all things  related to mephits, the results of such 
  messages tend to be less cut and dry. The following list details 
  10 fire mephits sent as messages, and how they were received.
  1. Klythos the Red. While generally, a gift of a fire mephit 
  is meant to display displeasure or anger, when actually 
  delivered on the Plane of Fire, the meaning tends to be 
  somewhat different, and instead sends the message that the 
  recipient is commonplace, boring, or not worth thinking 
  about. Klythos was one such message sent by one efreeti 
  noble to another. Of course, Klythos having been in the 
  message game a long time, promptly told his efreeti recipient 
  that he was sent as a sign of displeasure, being unfamiliar 
  with the plane’s customs. The noble was so incensed that he 
  rallied his retainers for a surprise attack, and was never again 
  considered boring by his peers.
  2. Amid Hazad’s Dozen. These 12 fire mephits were rounded 
  up and placed in a box by the efreeti Amid Hazad, who 
  had recently been the subject of a planar binding spell cast 
  by a human sorcerer whom he fell madly in love with. The 
  mephits were meant to be an invitation to come visit him 
  on the Plane of Fire and came with a note bearing his name, 
  family crest, and a poorly drawn heart. Upon being released 
  from their box, however, the mephits torched the human 
  paramour’s estate in a frenzied panic, infuriating Hazad’s 
  lover. To their credit, the mephits were successful in getting 
  his paramour to the Plane of Fire to pay a visit to Hazad, just 
  not in the way he had hoped. For his part, Amid Hazard is 
  currently in hiding.
  3. Ignid High Heat. Sent as a typical mephit message from 
  one powerful wizard to another, Ignid was surprisingly well 
  received and just didn’t have it in her to cause the kinds of 
  mayhem people look for in fire mephit messages. Instead, 
  Ignid took a job with the wizard as a sort of personal lab 
  assistant, leading to frequent feuding between her and the 
  wizard’s extremely jealous familiar.
  4. Bright Burn the Dim. One of several mephits sent out 
  to the ungracious guests of an efreeti’s holiday party, Bright 
  Burn the Dim was foolishly required to find his assigned 
  guest on his own. Naturally, he got lazy and eventually just 
  invaded the nice-looking house of a fat wizard dwelling on 
  the Plane of Fire. Despite the wizard’s best efforts to convince 
  the mephit he had the wrong man, and despite his best 
  efforts to use his power to remove the creature, he has not 
  been able to rid himself of Bright Burn, who now haunts his 
  downstairs and steals food from the kitchen.
  5. Klinhot the Professional. A singing mephit who hires 
  herself out to be delivered to the doors of his enemies and 
  sing a hateful tune of wrath and fury upon, Klinhot charges 5 
  gold per fare, plus the cost of transportation, though swears 
  she is worth every penny. Her songs are quick and punchy, 
  with the tendency to get stuck in the heads of those who hear 
  them, bringing all the greater shame for those she is sent to 
  ridicule.
  6. Noflam the Scurry. A particularly undersized mephit, 
  Noflam is something of a rarity for a fire mephit, as he is 
  terrified of fire. As such, he leapt at the chance to be sent 
  to the Plane of Water to serve as a message to one of the 
  marids there. Upon arriving, he talked a big game about 
  causing mischief, but didn’t actually do anything of the kind, 
  not wanting to get sent away from such a comfortable post. 
  Currently, he is engaged to a fine young water mephit, who 
  occasionally does some gardening.
  7. Igthos the Almighty. A well-muscled mephit, Igthos 
  came to notoriety when, while being transported by crate 
  in a great ship, a storm destroyed the vessel and caused him 
  to wash up on a savage shore. Having never seen any kind 
  of magical creature, the native people believed Igthos to be 
  an incarnation of their fire god and took to worshiping the 
  little fella. For his part, Igthos long ago forgot what he was 
  supposed to be doing and enjoys the good life, occasionally 
  lighting someone on fire to serve as a sacrifice to keep the 
  locals in line.
  8. Pyriam, the Flame that Burns Alone in the Night. A 
  popular mephit to send as a message, Pyriam, whose name is 
  listed in short form above, is well known to be the fire mephit 
  with the longest name and a gift for adding more things to 
  her name as she recounts it. Often, when sent as a messenger, 
  she spends days or weeks on end merely introducing herself, 
  rarely having time to do anything more annoying, before the 
  recipient grows so frustrated as to banish her back to her 
  home.
  9. The Spark. The spark is actually a high-priced assassin 
  whose humble appearance belies her skills and abilities, 
  allowing her to strike decisively and with little regard for her 
  foe’s life. Indistinguishable from other mephits, the Spark 
  typically does her work when the recipient of her messages is 
  least aware, striking when they are sleeping or distracted by 
  small fires she has caused.
  10. Flicker. Flicker is actually an imp who angered an 
  archduke of Hell and was cursed into the form of a fire 
  mephit, a distinction Flicker is quick to point out is both 
  obvious and extremely demeaning. Forced to serve a life of a 
  mephit messenger, Flicker has been sent to countless planes, 
  residences, and events over the years. Flicker loathes these 
  tasks and does everything he can undermine the message 
  he was meant to convey. Little does he suspect that such 
  behavior further angers the devils in charge of him, and that 
  he is only earning himself an ever-longer sentence.
  Miscellaneous Topics
  
  186
  Goblin Tribes
  Goblins are a pretty iconic fantasy race, and they are 
  particularly iconic in the Pathfinder Roleplaying Game, as 
  Paizo has a very particular take on goblins, who serve as a sort 
  of beloved mascot, as well as a common low-level enemy. We 
  love these adorable killing machines as much as anyone else, 
  and so the following list features 10 exciting tribes of goblins.
  1. Bonehunter Tribe. Goblins in this tribe collect bones 
  from their victims, which they then lovingly carve and polish 
  before adding to elaborate bone sculptures, which they keep 
  in their homes. The best bones are collected by the clan chief 
  to be added to the massive bone sculpture that is located in 
  the center of the tribe. The Bonehunters believe that these 
  sculptures have magic powers, and can ward off enemies of 
  the clan.
  2. Droolghost Tribe. This clan of goblins was once ruled 
  over by the ghost of one of their slain goblin chieftains, a 
  powerful shaman named Mzanet. As a ghost, Mzanet had a 
  unique ability to coat living creatures in ectoplasm to allow 
  them to briefly become incorporeal, and with this ability the 
  goblins of the Droolghost tribe quickly became the dominant 
  tribe in the region, sneaking into human settlements to steal 
  their best treasures while remaining untouchable. Mzanet 
  was later destroyed by a group of adventurers, but the goblins 
  continue to coat themselves in snot, pond-scum, and other 
  transparent slime, in an attempt to recapture their glory days.
  3. Screamfury Tribe. While many goblins are known for 
  the chilling songs they sing about murder and mayhem, 
  members of the Screamfury tribe simply don’t have the 
  patience for that sort of thing, and prefer to just scream at the 
  top of their lungs in wordless hatred, instead. They practice 
  these screams around their campfires, and have trained 
  themselves to be able to scream both incredibly loud and 
  for incredibly long periods of time without having to draw 
  breath. They believe their screams give them extra strength 
  in battle, and while many members of the tribe do seem to 
  be able to enter barbarian-like rages, it is uncommon for 
  a raid by Screamfury goblins not to end with at least one 
  goblin passing out from lack of oxygen as she tries to hold her 
  scream too long.
  4. Bigtongue Tribe. The goblins in this tribe are known 
  for their freakishly long tongues. The goblins deliberately 
  elongate their tongues through a variety of methods, the 
  most common of which is to tie rocks to the end of their 
  tongues starting at very young ages. The goblins believe that 
  the larger their tongues are, the faster they will be able to eat, 
  and tribal legends tell of certain goblin heroes whose tongues 
  got so long and so strong that they could use them like a 
  frog’s tongue to grab food and pull it closer.
  5. Manyeyes Tribe. These goblins collect the eyes of the 
  creatures that they slay, and string them together into grisly 
  crowns, with eyes facing in every direction. They believe that 
  doing so gives them a mystical sixth sense for danger from 
  unexpected directions, and some even claim to actually be 
  able to see directly out of these eyes. Members of nearby 
  tribes do brisk business trading unusual eyes to the Manyeyes 
  tribe, as these are believed to possess extra magical power.
  6. Pitshade Tribe. Located in the middle of a harsh desert, 
  the Pitshade tribe jealously guards their home, which has 
  been dug into the base and walls of a massive pit, roughly 
  120 feet in diameter, over 200 feet deep, and almost perfectly 
  circular in shape. The exact origins of the strange pit are 
  unknown, but the goblins claim that it was created by a giant 
  goblin who ate his way through the sand and rock to the 
  pit’s bottom, then buried himself and, tired from all that he 
  ate, took a nap. They believe he will one day rise up from the 
  bottom of the pit and lead them on a glorious conquest of the 
  desert.
  7. Tombburner Tribe. This tribe of goblins, located in a 
  particularly dark and gloomy region prone to hauntings, long 
  lived in fear of the various ghosts and ghouls that stalked the 
  night, until they eventually realized that while the undead 
  were too powerful for them to fight directly at night, burning 
  their bodies during the day was even easier than fighting their 
  usual enemies. The Tombburners took it among themselves 
  to dig up and destroy every buried corpse in the region, and 
  have been collecting tribute from other goblin tribes in the 
  area (and a few non-goblin races, as well) for their services 
  for some time now, claiming responsibility for the recent 
  decrease in undead activity.
  8. Bloodbath Tribe. Goblins in this tribe believe that 
  bathing in blood allows them to absorb the strength and 
  warrior spirit of the creature whose blood they soak in, and 
  so these goblins take every opportunity they can to immerse 
  themselves in the stuff. For some time, this made them a very 
  fierce and warlike tribe, even among goblins, but then one 
  goblin had the bright idea of using chicken blood instead, 
  reasoning that even if chickens only have a very little amount 
  of warrior spirit, they could easily bathe in the blood of 
  dozens or hundreds of chickens, and far more safely. The 
  craze caught on, and now the Bloodbath tribe spends most 
  of their time securing their disgusting “bathwater” and 
  luxurious and exotic tubs to bathe in, and largely leave other 
  communities alone.
  9. Yellowrot Tribe. This unfortunate tribe of goblins 
  live in a warren that suffered from a violent outburst of 
  yellow mold, which nearly wiped the tribe out. Those that 
  survived developed an immunity to the mold, but were 
  horribly scarred and deformed by the experience, as were 
  their descendants. Now, the Yellowrot tribe cultivates great 
  amounts of yellow mold, which they use as devastating 
  weapons in their raids on other tribes and human 
  settlements.
  10. Footstalker Tribe. Obsessed with obtaining the power 
  of the “long-legged” humans, this tribe was set on its current 
  dark path generations ago by Chief Tnor Runtstomper. Tnor 
  was convinced that in order to overcome the larger humanoid 
  races, the goblins would need to become taller. After several 
  failed experiments, Tnor eventually devised a plan to remove 
  the legs of their human victims and then fashion them 
  into macabre stilts. To this day, members of the tribe still 
  attempt to use this method to create disguises and infiltrate 
  humanoid societies, though these plans rarely have much 
  hope of success.
  Miscellaneous Topics
  
  187
  Horses
  Your party decides it’s time to buy horses. A quick look at the 
  price list in the Pathfinder Roleplaying Game Core Rulebook 
  later, they settle on whether they want a heavy or light 
  warhorse, put down the appropriate number of gp, and go on 
  their way, right?
  Maybe if you hate fun. Anyone who knows anything about 
  horses (and plenty of people who don’t), can tell you that 
  horses have tons of personality, and deserve more than to be 
  treated as medieval used cars. We even wrote a book about 
  horses, A Necromancer’s Grimoire: Steeds and Stallions, 
  which includes, among other things, tables for randomly 
  creating horses of varying qualities and with several quirks. 
  The following list provides 10 horses with personality that 
  were made, at least in part, using that system, nd are ready 
  for use in your game.
  1. Quail. This chestnut-colored horse was once an impressive 
  racer, but is now past her prime. She has a white marking 
  on her face that vaguely resembles the bird after which 
  she is named. Although she is well-trained overall, and 
  quite healthy and fit for a horse of her age, she refuses to 
  gallop, and is difficult to coax into even a swift trot. She has 
  a particular fondness for treats, though, and bribing her 
  with sugar or candied chestnuts can sometimes result in 
  surprising bursts of speed.
  2. Daughter of the Sun. This grey roan horse has no 
  particular markings or spots, but stands out from the crowd 
  nonetheless, as she is a born and bred racing horse, blessed 
  with great speed and endurance. Though by no means 
  docile, she is broken and will take a rider without overly 
  much trouble. She seems to take an almost perverse delight 
  in kicking, however, and will do so whenever she gets the 
  chance, almost as though it were an act of rebellion. She is 
  terrified of rodents, and panics at the sight of them, causing a 
  great ruckus.
  3. Leprechaun’s Treasure. This horse has a white face and 
  white-spotted hindquarters, with a straw-yellow coat on the 
  rest of its body. It has poor musculature, and is ill suited for 
  either heavy field work or fast racing, but is strong enough to 
  carry a rider at a slow, comfortable pace (provided that that 
  rider isn’t wearing heavy armor). He has a tendency to shift 
  his feet nervously when he is being saddled, and often steps 
  on his rider’s feet.
  4. Felix. This horse has a rich red-gold coat, with a slightly 
  darker mahogany mane and tail. Powerfully-built and full 
  of energy, it is obvious even to those who know nothing 
  of horses that Felix is an impressive horse. Previously, he 
  was the favored mount of Sir Leonard Gilroy, a courageous 
  knight, who supposedly chose Felix because he wanted a 
  horse who was as fearless as he was. Indeed, Felix seems to be 
  completely immune to fear, doubt, or hesitation. Though Sir 
  Leonard died in battle, Felix survived, and eventually made 
  his way into the hands of a horse merchant. He has a distinct 
  dislike for baths.
  5. Windjammer. This white-and-brown spotted horse does 
  not live up to its name, and is better suited for farm work 
  than for racing or combat. Still, she is strong enough to bear 
  a rider, and can reach good speeds, albeit not for very long 
  at a time. The main reason she isn’t suited to combat is less 
  her physical prowess than the fact that she frightens easily, 
  and, once frightened, is very difficult to calm down or regain 
  control of. She responds positively to singing and lullabies, 
  for some reason.
  6. Fizz. This cream-colored horse is covered with a profusion 
  of very small spots, a coloration pattern sometimes referred 
  to as “flea-bitten.” He is fairly average as horses go, except 
  that he has a particularly strong back, and is capable of 
  carrying a much heavier load than most other horses of his 
  quality, making him a good draft or work horse. This benefit 
  is somewhat lessened by the fact that he has a lazy streak, but 
  that’s nothing that a good trainer—or just close attention and 
  a whip—can’t solve.
  7. Victor. This brown horse has a black mane and tail, and 
  a vertical stripe of white running down the center of its 
  face. Trained to be a warhorse, his previous owners were 
  disappointed to find that he was particularly stubborn, 
  especially when it came to trampling down foes. It seems 
  that Victor has a particularly gentle streak, which made him 
  ill-suited for use as a war mount, but he still has quite a bit of 
  potential as a steed for someone who doesn’t intend to ride 
  him into battle.
  8. Marisa. This horse has a solid white face, and a chestnut 
  body with white hairs, giving the horse a pinkish look 
  (sometimes known as “strawberry roan”). Previously owned 
  by a circus and used for entertaining, she has picked up more 
  than a few bad habits, the worst of which is her tendency 
  to chew on fences, gates, and other wood. This deficit is 
  somewhat made up for by the unusual tricks she knows, 
  including walking on two legs and counting with her hoof. 
  She is a very finicky eater, and has adopted a taste for some 
  rather unusual foods.
  9. Duran. This horse is quite old, and well past its prime. It is 
  brown, with large, irregular patches of white all over its body. 
  Old and feeble, it is no longer suited for carrying an armored 
  rider, but can manage as a mount for unarmored characters, 
  or Small ones. Even if its rider is light enough, however, 
  they will find no end of frustration as Duran has a tendency 
  to stop suddenly, and without warning, for no apparent 
  reason, and refuse to be coaxed into moving again for several 
  minutes. On a bad day, this can occur several times per hour.
  10. Kossaka. This horse is young, energetic, and fiery, but 
  may be too much for the average rider to handle. She is dun 
  colored—a sandy coat with a black mane and tail, with a dark 
  stripe extending down her back. Too wild to be completely 
  tamed, she has a tendency to buck, especially with new 
  riders, as though she were testing them for weakness. Those 
  who are able to rein her in find that she has incredible speed 
  and power, and is particularly fond of leaping: her powerful 
  legs allowing her to jump better than most horses her size.
  Miscellaneous Topics
  
  188
  Nightmares
  You can’t fight nightmares, because they aren’t real. They 
  can’t be hacked up with a sword, or burnt to a crisp with a 
  spell. They are one of the few things that powerful player 
  characters can’t simply destroy on a whim. And so they are 
  one of the best places to strike a little bit of fear into the 
  hearts of your players. The following list includes 10 potential 
  nightmares.
  1. Walking Through a Thick Fog. You are walking through 
  an incredibly thick fog. You pass dim shapes, which are 
  barely visible just a few feet away from you. At first, you are 
  confident that these shapes are trees, and that you are in a 
  forest, but as you continue walking, you start to notice that 
  some of the shapes appear to be moving, out of the corner 
  of your eye. You begin walking towards one, only to discover 
  that it moves away as you approach, so that you never quite 
  get close enough to see it. Suddenly, you feel the hair on the 
  back of your neck rise, and are certain that you are about to 
  be struck from behind, and then you awaken.
  2. Navigating a Shrinking Maze. You are wandering 
  through a stone maze, surrounded on all sides by worked 
  stone. There is no sign of an exit, and you’re unsure how long 
  you have been here. You feel an ominous grinding beneath 
  your feet, and a rumbling sound seems to come from all 
  around you. Though the movement is too slow for you to see 
  it, you are certain that with each step you take, the walls and 
  ceiling of the maze are slowly compressing, leaving you with 
  less and less space. Eventually you are forced to crawl through 
  the maze as the passageways are reduced to tiny, cramped 
  tunnels. Finally, you realize that you are stuck, and cannot 
  move forward, and then you awaken.
  3. Confronted with Your Double. You notice another 
  figure befoe you. As it approaches, you realize that it is you, 
  or, rather, some other version of yourself. You note minor 
  differences: its hair is nicer than yours, it’s in better shape, 
  and its teeth are even whiter than yours. As it gets close, you 
  become certain, though you’re not sure how, that it is also 
  smarter than you are, and perhaps even kinder, as well. You 
  are certain that this is no imposter, but rather this is the real 
  you, and that you are a usurper in your own reality, somehow 
  making the world a worse place by merely existing, instead of 
  this other version of yourself, and then you awaken.
  4. Standing Before an Ominous Door. You are standing 
  in a dark room, lit only by two large torches that rest on 
  either side of a massive iron door. The door is engraved with 
  a depiction, larger than you are, of a strange animal that you 
  have never seen before. You aren’t quite sure how to describe 
  it, and each time you look back at it you seem sure it has 
  subtly changed, though you’re not sure how. You hear noises 
  behind the door. You reach out to touch the door, and then 
  you awaken.
  5: Brimming with Spiders. You feel an uncomfortable itch 
  on your chest and stomach, coming from your armor or robes. 
  You scratch at it, but your apparel is thick and sturdy, and 
  doesn’t allow you to relieve your itch. It only grows worse, and 
  so you begin to undress. It is difficult and time consuming, as 
  there are many layers. The itching only continues to worsen. 
  When you finally remove your garment, you look down at 
  your chest, and see that it is open, and hollow, and that your 
  body has been filled with hundreds of thousands of tiny 
  spiders, which begin to rush out of you, and you see yourself 
  collapsing, nothing more than an empty skin freed of its 
  spiders. And then you awaken.
  6: Searching a Library. You are wandering through a library. 
  You seem to be alone. You know that you are searching for 
  something specific, but you aren’t sure what it is. You reach a 
  dark and forgotten corner of the library, shrouded in gloom. 
  A hooded figure—the librarian?—nods to you, and you nod 
  back. You reach out to the nearest shelf, and pull out the first 
  book your hand touches. It has your name emblazoned on 
  the spine with gold leaf. You open it to a random page, but 
  it simply has the phrase “nothing can be done,” written over 
  and over. All of the pages do. You close the book, and then 
  you awaken.
  7: Slaughtering an Animal. You are on a farmstead. It is 
  familiar to you, even though you have never seen it before, 
  that you can recall. A herd of cows stands before you, silent 
  and attentive, all lined up in a row and looking to you 
  expectantly, waiting. You point to one. If asked, you couldn’t 
  say why that one in particular; it just feels right. The cow 
  walks over to you, and you heft a large axe that was resting 
  nearby for this purpose. The cow nods its head, and speaks. 
  “Thank you for choosing me,” it says. You lift the axe and 
  swing downwards, and then you awaken.
  8: Trapped in a Burning Building. You are in your 
  childhood home. It is on fire. Flames roar at you from all 
  sides. The exits are blocked. You look this way and that, 
  trying to find a way out, as you feel the heat rolling over you, 
  wave after wave, like a hot, dry tide. Everywhere you look, 
  the flames curl and twist, taking the shapes of men and 
  women. You recognize them distantly, and know that you 
  should recognize them, but you do not. The fire people glare 
  at you malevolently, and reach out to touch you. In the hiss 
  of the flames, you hear their voices, sibilant and whispering. 
  They are blaming you for something. Something you did. 
  Something you can never undo. And then you awaken.
  9: Eaten by Puppies. You sit on the grass on a beautiful day. 
  A swarm of puppies appears, each more adorable than the 
  last, and they rush up to greet you, licking you with their 
  long, wagging tongues, and pressing their cold, wet noses 
  against you. You laugh, as they tickle you, and begin to pet 
  them. They pile over you, and you are pushed playfully onto 
  your back. You continue laughing, the tickling sensation 
  growing more intense. Finally, the puppies move on, and you 
  look down at yourself, to find that wherever their tongues 
  or noses touched you, your flesh is gone, and only bare bone 
  remains. And then you awaken.
  10: Reviewing Your Day. You see yourself, viewing in third 
  person. You watch as you go through the day’s activities in 
  reverse, beginning with when you went to sleep just moments 
  ago, and working backwards, through every single moment 
  of the day. As each event unfolds, you hear voices discussing 
  it, questioning the wisdom of your decisions, deriding your 
  physical and mental limitations whenever you fail, and 
  questioning if you’re really doing enough even when you 
  succeed. Finally, after what seems like an entire day or longer, 
  you reach the morning, watch yourself crawl out of bed in 
  reverse, and shut your eyes, and then you awaken.
  Miscellaneous Topics
  
  189
  Skeletons
  Adventurers encounter a lot of skeletons. While staring 
  death in the face is never exactly unsettling, most players 
  would probably rather be facing down a squad of anmated, 
  undead skeletons than stumble across even one of the more 
  traditionally, fully-dead variety. There is something about a 
  fleshless corpse that really causes a person to sit up and take 
  notice, and a good skeleton is a great way to send the message 
  that something bad happened here...and it may just happen 
  again. Whether looking for an interesting diversion to flesh 
  out an otherwise barren 10-foot-room, or the prelude to a dire 
  encounter, the following list contains 10 skeletons are just too 
  exciting to keep in the closet.
  1. Blackened Skeleton Hanging from a Tree. Found in the 
  depths of a secluded wood on an unusually cold summer’s 
  day, the disappearing and reappearing skeleton of a small 
  humanoid with fire blackened bones has long been a 
  unsolved mystery. The skeleton appears to be that of a Small 
  humanoid, either a gnome or halfling, or perhaps a child 
  from a larger humanoid species, with jet black bones that 
  gleam eerily in the sunlight. The skeleton hangs suspended 
  by a noose from a nondescript tree and seems to vanish 
  and appear in different locations for no reason at all. The 
  skeleton’s sighting is usually heralded as an ill omen.
  2. Prehistoric Sea Dragon. Encased in a 500-foot-diameter 
  glass cylinder filled with deep blue water is the clear form 
  of a sea dragon’s segmented skeleton. Over 70 feet long 
  and featuring an unusual skull with lamprey-like teeth, 
  this primitive skeleton is thought to have been one of the 
  earliest examples of a sea dragon.  Various small plaques 
  located around the base of he cylinder explain the history of 
  how the skeleton was found and recovered in the floor of a 
  valley that was once submerged beneath the ocean, as well 
  as information about the creature’s ecology, gleaned from 
  extensive divinations. Once per year, in late spring, a group 
  of necromancers who curate the skeletal display animate the 
  bones and cause it to swim about in the tank.
  3. Tengu Pirate. This surprisingly well-preserved skeleton 
  lays in the cabin of a sunken ship, the other crew long since 
  devoured by sea creatures. Like a giant crow with humanoid 
  characteristics, the tengu skeleton wears a black and red 
  hat bearing a grinning skull, marking him as a pirate. The 
  creature’s skeletal beak is chipped and broken, giving it an 
  even ghastlier visage than it might otherwise possess. A saber 
  extends from between its ribs, giving a clue as to how the 
  figure may have met its end. When approached, the skeleton 
  stirs from its rest, grasping a rough iron scimitar and waving 
  it about in an effort to defend the ship’s long plundered 
  treasure.
  4. Unidentified Creature. This very unusual, large skeleton 
  has 13 legs, 13 arms, and 13 heads. Each head bears six horns 
  and holes for three eyes. The center of the body features a 
  single massive sphere of translucent bone, encasing more 
  complex skeletal structures. While the creature is unknown, 
  it is thought to be the remains of some kind of ancient 
  demon or other monstrous fiend. Others maintain that the 
  entire creature is a hoax, the bones fabricated magically, 
  pointing out the lack of similarity with nearly any known 
  living creature, demon or otherwise.
  5. The Cursed Golden Bones of Lynd Fyr. Lynd Fyr was 
  an obscure demi-god whose bones were made of solid gold 
  of purity unmatched in nature. Following his death, his 
  skeleton was seized by an evil king who put it on display as a 
  symbol of his great power and wealth. Eventually, however, 
  the king’s descendants, finding themselves in debt to a group 
  of adventurers, separated the skeleton and divided it among 
  the adventurers. Each of the bones now carries a potent curse 
  of evil luck on any who carries it, and it is said the curse can 
  only be broken when the skeleton is reunited and joined.
  6. Frozen Bones. Encased in ice at the very pole of the world 
  are the bones of a pair of humanoids. Separated by about 90 
  feet, the skeletal faces stare at each other, eternally locked 
  in a grim staring contest. While the bones themselves seem 
  unremarkable, long observation by interested scholars has 
  revealed that the bones appear to move over the course of 
  centuries, with the hands and arms forming unusual and 
  arcane gestures. How the bones move, or for what purpose, 
  remains a mystery.
  7. Voice of the Desert. These bones are reportedly 
  encountered by desert travelers at the limits of their thirst. 
  The skeleton appears in the sand, unmoving except for the 
  skull, which speaks clearly in the listener’s native tongue. 
  Reports on what the skeleton says vary, with some claiming 
  that it offers riddles, while others say it attempts to strike a 
  bargain with the listener. In all versions, however, those who 
  comply with the skeleton’s demands are rewarded not only 
  with water, but also with fantastic supernatural power.
  8. Bone Carousel. Originally created as the gift of a mighty 
  necromancers’ guild to a king who chose to shelter them, 
  this massive structure of pearl features the animated bones 
  of 14 horses and other quadrupeds, which march slowly in 
  an eternal circle about the pavilion. With the necromancers’ 
  guild long disbanded and the king long dead, the horses are 
  now a longstanding attraction for visitors, and the public can 
  ride for 1 hour for the cost of a copper piece.
  9. Rattler. A strange creation of an eccentric and 
  mischievous necromancer, the rattler is a human skeleton 
  once belonging to the necromancer’s worst enemy. Now the 
  walking bones have been commanded to wear a costume 
  of pink and purple ruffles and travel the world, stopping 
  whenever it encounters 4 or more people and dancing a jig.
  10. Pointing King. Locked deep in a forgotten dungeon 
  which lies several miles underground are the bones of the 
  pointing king. Within the dungeon is a great vault with 
  a ceiling many hundreds of feet high, containing a single 
  throne upon a dais raised 100 feet into the air. Upon the dais 
  sits an ancient stone throne, holding the primitive form of an 
  early human skeleton which points with an extended hand 
  towards the surface world. Those who touch the skeleton are 
  slain instantly by foul magics, leaving one to wonder who 
  the skeleton is, how it reached its current location, for what 
  purpose it has been left here, and what exactly it is pointing 
  at. 
  Miscellaneous Topics
  
  190
  Things Frozen in the Ice
  There is a reason why things frozen in the ice is a common 
  horror trope. But it’s not always easy coming up with cool and 
  scary things for players to find frozen, for you to inflict upon 
  them. The following list presents 10 unsettling things that 
  might be found frozen in the ice. How many of them will still 
  be alive once the ice thaws? How did they get frozen in the 
  first place?
  1. Pirate Ship, Complete With Crew. Just barely visible 
  inside a massive glacier, this ship appears as little more than 
  a hazy shadow set some ways into the ice, but even though 
  the image of the ship appears murky, several details can still 
  be identified, including the shadowy forms of several figures 
  that are frozen in the act of climbing up or down the rigging, 
  or standing on the decks. Some even claim that it appears a 
  few of these figures are carrying what seem to be large chests, 
  which are speculated to contain gold and other treasures. 
  How the ship wound up frozen in a glacier in the first place is 
  unknown.
  2. Ancient Dragon. It’s impossible to tell for certain exactly 
  what type of dragon it is, as its color is difficult to make out, 
  and its shape slightly indistinct. It could easily be a blue, 
  green, or even black dragon, or any other type of dragon with 
  a similar coloration. It stands encased in a perfectly smooth 
  obelisk of ice, forty feet across at the base, which rises from 
  the middle of a frozen field. It stands in a battle pose, its 
  wings furled around its body protectively.
  3. Mystic Archway. This stone archway is twenty feet tall, 
  and thirty feet from one end to the other. It is made of stone 
  blocks that fit together perfectly, without any sign of mortar 
  or other means of holding it together. Each block is engraved 
  with a single rune, and every once in a while, one of the 
  runes will light up, glowing bright blue for anywhere from a 
  few minutes to a few hours. The archway stands on a stone 
  platform that appears to have once been part of a larger ruin, 
  although nothing else of the structure remains. The archway, 
  and only the archway, is encased in a thin layer of ice, perhaps 
  six inches thick.
  4. Severed Human Hand. This hand is unquestionably 
  humanoid, although the exact race is difficult to determine 
  for certain. The skin is pitch black, and appears shriveled, 
  though whether this is because of the donor’s original race, or 
  simply due to frost exposure is impossible to say. It sits within 
  a cube of ice, precisely one foot to any given side, which rests 
  on a stone pedestal.
  5. Wizard Casting a Spell. Trapped within a rough and 
  jagged block of ice that forms an uneven and craggy stalactite 
  on the floor of a huge ice cave, this figure appears to be an 
  archetypal wizard, with long pointy hat, blue star-studded 
  robes, and a long white beard. In one hand, he holds an 
  open tome, and the other forms a strange arcane gesture. His 
  mouth is open, and his gaze shows intense concentration, 
  leaving little doubt that he was frozen while in the middle of 
  casting a spell. The ice is so clear that one could almost read 
  the text on the page, but not quite.
  6. Massive Tentacle. Erupting up from the middle of a flat 
  plane of ice over a frozen lake or section of ocean, this black-
  purple tentacle is reminiscent of that of a squid or octopus, 
  except for the fact that the visible portion of the tentacle is 
  nearly a full mile in length. The entire tentacle is covered in 
  a thin layer of ice, and much of it is further covered by recent 
  snows, allowing one to travel beside it for some ways without 
  realizing it is anything more than an odd terrain feature, 
  until stumbling across an uncovered portion. Without 
  breaking into the ice near where it emerges, it’s impossible to 
  say if the tentacle is still attached to its original owner.
  7. Black Stone Monolith. Barely visible in the side of a 
  massive glacier, this black stone has been carved in the shape 
  of a pyramid, nearly thirty feet high. On the visible side of 
  the pyramid, huge bas-reliefs have been engraved into the 
  stone, depicting strange and alien creatures. The details of 
  the creatures are difficult to make out, and no two observers 
  seem to be able to agree on their features, although all agree 
  that they are strange and unsettling. Some of those who get 
  close to the glacier report feeling a strange sense that they are 
  being watched.
  8. Ancient Man Battling a Saber-Toothed Tiger. This 
  block of ice contains an ancient tableau, captured through 
  some freak cold snap. A primitive human, dressed in animal 
  furs and wielding a crude spear, is locked in mid-battle with 
  a vicious saber-toothed tiger, which snarls and appears to 
  be mid-leap, claws and teeth extended. Many of those who 
  have viewed the scene up close report feeling as though the 
  eyes of the primitive man followed them wherever they went, 
  although it never seemed to move.
  9. Dubious Mermaid. This block of ice can be found in 
  museums, freak shows, carnivals, and similar places, as it 
  makes a slow tour in search of new customers interested in 
  oddities and curios. Preserved with the help of magic, the 
  unusually cloudy block of ice clearly contains a figure that 
  resembles a mermaid, with the upper body of a humanoid 
  woman, and a finned tail for a lower body. However, the 
  details are all but impossible to make out, and many have 
  claimed that the entire thing is a hoax, with a carefully 
  constructed doll or puppet preserved in the ice, rather than 
  a real mermaid. Curiously, many of those who touch the 
  ice report hearing the sound of a woman singing in the 
  back of their minds, an experience that sometimes persists 
  intermittently for weeks after the encounter.
  10. Clutch of Unusual Eggs. Found beneath a thin layer of 
  ice on the interior wall of an unusually long and winding ice 
  cavern, the origin of these eggs is difficult to determine. They 
  are a bright orange color, and seem to glow with a faint light 
  from within. There are six eggs in the clutch, and they appear 
  as though, if they were not frozen solid, they would be gooey 
  and gelatinous, rather than covered in a hard shell. All of the 
  eggs seem to be stuck together by some sort of mucus, which 
  is also frozen. Every now and then, the light in one of the 
  eggs flickers.
  Miscellaneous Topics
  
  Appendix 1: Fire Feats
  The following section provides a sample of the fire feats 
  available in The Traveler’s Guide to the Elemental Plane of 
  Fire, and are intended for use with the magmin and mephit 
  races and classes presented in chapter 1 of this book.
  Types of Feats
  Though many of the feats presented in this appendix 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 
  section features the following types of feats.
  Azer Feats
  Azer feats are thematically linked to azers in some way, 
  shape, or form. Members of the azer craftslord class can 
  select azer feats as bonus feats. Characters that are not 
  members of that class, including non-azer characters, 
  can still take azer feats, provided that they meet all of the 
  relevant prerequisites.
  Burn Feats
  Burn feats are feats that apply an additional special effect 
  to any creature damaged by the character’s Lesser Burning 
  Body feat (or similar effects, such as the burn universal 
  monster ability). Only one burn feat can be applied to any 
  given attack, although a character with multiple burn feats 
  can choose which one to apply for each attack. In general, 
  the effects of burn feats are long-lasting, and each burn feat 
  provides details on what needs to be done to cure its effects.
  Efreet Feats
  Efreet feats are thematically linked to efreet in some way, 
  shape, or form. Members of the efreeti master class can select 
  efreet feats as bonus feats. Characters that are not members 
  of that class, including non-efreeti characters, can still 
  take efreet feats, provided that they meet all of the relevant 
  prerequisites.
  Fire Feats
  Fire feats are thematically linked to the powers of elemental 
  fire. Members of certain classes, including the azer craftslord, 
  efreeti master, fire elemental paragon, and salamander 
  champion, can select fire feats for the bonus feats granted by 
  those classes. Most fire feats, but not necessarily all of them, 
  have prerequisites including the fire subtype, or another fire 
  feat with that prerequisite.
  Feat Descriptions
  Alter Flames (Fire)
  You are able to manipulate the size and strength of existing 
  fires.
  Prerequisite: Fire subtype, ability to cast 1st-level spells or 
  any mental ability score 13+.
  Benefit: You can mentally increase or decrease the size 
  or intensity of naturally-occurring flames. As a standard 
  action, you can select a single non-magical fire source within 
  60 feet of you, and cause it to either increase or decrease 
  its size or intensity by one step. The change lasts until the 
  fire is extinguished, or until a full round passes without 
  you concentrating in order to maintain the effect (a move 
  action). For every three Hit Dice you possess, you can make 
  one additional adjustment whenever you use this ability (for 
  example, a character with seven Hit Dice could cause a fire to 
  increase its size by two steps, or increase its intensity by two 
  steps, or increase its size by one step and decrease its intensity 
  by one step, etc.). You can only affect fire sources that fill a 
  total number of 5-foot-cubes equal to or less than twice your 
  Hit Dice. You can use this ability on multiple sources of fire 
  at once, but must concentrate on each of them as separate 
  actions.
  Animate Flames (Fire)
  You are able to cause flames to come alive, and dance 
  according to your whims.
  Prerequisite: Alter Flames, character level 5th.
  Benefit: You can cause a flame that you alter to move about 
  as though it were a living creature, and act in accordance with 
  your desires. As a standard action, you can animate any fire 
  source that you are currently altering with your Alter Flames 
  feat, causing the flames to move up to 30 feet. Any creatures 
  or objects that were previously being burned by the flames 
  remain in place, and are no longer on fire. An animated flame 
  can enter any square, even squares occupied by creatures. 
  When an animated flame enters a square occupied by a 
  creature, that creature suffers damage based on the flame’s 
  intensity. A successful Reflex save (DC based on the intensity 
  of the flame) halves this damage.
  At the beginning of your turn each round, the animated 
  flame deals damage (based on its intensity) to each creature 
  whose space it occupies. A successful Reflex save halves this 
  damage, as described above. If multiple animated flames 
  occupy the same space, their effects do not stack. Only the 
  flame with the higher intensity deals damage.
  You must concentrate to maintain the animation effect. This 
  is a move action that is separate from the one required to 
  maintain the alteration effect (essentially requiring two move 
  actions each turn to maintain the animation), and you can 
  move the fire up to 30 feet each round that you continue to 
  concentrate on it. If you choose not to concentrate on the 
  animation effect, the fire remains in the space it is currently 
  191
  
  in, unless there is no source of fuel (such as wood, grass, 
  or creatures) in that space for it to burn, in which case it is 
  immediately extinguished.
  Brand (Burn, Fire)
  You can burn the target with an arcane brand, allowing them 
  to more easily be affected by fire spells you cast.
  Prerequisite: Lesser Burning Body, ability to cast arcane 
  mark.    
  Benefit: Whenever you deal damage to a creature with your 
  Lesser Burning Body feat, you may choose to have the target 
  be burned in such a way as to leave a brand in the shape of 
  a personalized arcane mark.  If you do, then for as long as 
  the target remains branded, he suffers a –1 penalty on saving 
  throws made to resist the effects of any spell that you cast. 
  A creature branded in this way heals naturally after an 
  amount of time equal to 8 hours per fire feat that you possess. 
  The brand can also be removed prematurely with a successful 
  Heal check (DC 15 + twice the number of fire feats you 
  possess), or with a lesser restoration spell.  
  Bright Body (Fire)
  You can increase the light given off by your body to magical 
  levels dispelling darkness and potentially negating other 
  magical light conditions.
  Prerequisite: Lesser Burning Body, character level 5th. 
  Benefit: As a swift action, you can increase the intensity of 
  the light given off by your body dramatically.  This causes you 
  to shed bright light in a 60-ft.-radius area, and to increase 
  the effective level of light by one step for an additional 60-ft.-
  radius area beyond that. Additionally, the bright light created 
  by this feat causes any magical darkness whose effective 
  spell level is less than or equal to your Constitution modifier 
  to become suppressed anywhere that it overlaps with any 
  bright light created by this effect. Creatures who are adversely 
  affected by bright light (such as orcs and kobolds) suffer 
  these penalties while within the bright light created by this 
  effect. The light created by this effect has no adverse affect on 
  creatures specifically affected by daylight or by sunlight.  You 
  can maintain this aura of light for a number of rounds equal 
  to your Constitution score each day. You need not use these 
  rounds consecutively, and you can suppress or resume this 
  effect as a swift action.
  Burning Body (Fire)
  Your body’s heat is unnaturally strong, allowing you to burn 
  with more intensity.
  Prerequisite: Lesser Burning Body, character level 3rd.
  Benefit: The amount of fire damage dealt by your Lesser 
  Burning Body feat increases to 1d6.
  Special: Any creature with the burn universal monster ability 
  counts as having Burning Body for the purposes of meeting 
  prerequisites, provided that its burn ability inflicts at least 
  1d6 points of fire damage.
  Ethereal Flames (Fire)
  Your flames burn even those without bodies.
  Prerequisite: Lesser Burning Body.
  Benefit: The damage inflicted by your Lesser Burning Body 
  deals full damage to incorporeal creatures.
  Normal: As a non-magical source of damage, your Lesser 
  Burning Body feat normally deals no damage to incorporeal 
  creatures.
  Extraordinary Heat (Fire)
  Your body’s natural heat extends further than others’, 
  damaging even foes who don’t touch you directly.
  Prerequisite: Burning Body, character level 7th.
  Benefit: You deal damage to creatures with your Lesser 
  Burning Body feat even if they hit you with a manufactured 
  weapon, instead of a natural attack or unarmed strike. 
  Creatures that hit you with manufactured weapons that have 
  reach are still unaffected by your Lesser Burning Body feat. 
  Fiery Vortex (Efreet, Fire)
  You can transform the lower portion of your body into a fiery 
  vortex which can propel you at extreme speeds and through 
  the air.
  Prerequisite: Efreet or fire elemental, any two fire feats, 
  character level 5th.    
  Benefit: As a swift action, you can transform the lower 
  half of your body into a vortex of swirling flame. While so 
  transformed, you lose your land speed and gain a fly speed of 
  60 feet with perfect maneuverability. Any gear worn on your 
  feet or legs melds into your body (they continue to provide 
  any continuous effects, but cannot be activated, even if they 
  have activated abilities). You can remain transformed in this 
  way for a number of rounds equal to your Hit Dice + your 
  Constitution modifier, after which you must succeed on a 
  Constitution check (DC 10 + 2 per previous attempt) each 
  round or revert to your normal form. Alternatively, you can 
  end the effect at any time as a swift action. You must wait 
  at least 10 minutes between uses of this ability. This is a 
  supernatural effect and does not function inside of an anti-
  magic field.
  Fire Teleport (Fire)
  You can magically transport yourself through flames.
  Prerequisite: Fire Walker, character level 9th.
  Benefit: Once per round, when you enter a flame whose 
  space is equal to or greater than your own, you can choose 
  to magically pass through the flames into another, nearby 
  flame whose space is also equal to or greater than your 
  own. This functions as dimension door, except that the 
  maximum distance traveled cannot exceed 10 feet per Hit 
  Dice you possess, and using this ability does not end your 
  turn. Regardless of the distance moved in this way, the 
  teleportation effect counts as five feet of movement (for 
  example, a character with a speed of 20 feet could move 10 feet 
  to reach a square with a suitable flame, then use this ability 
  to travel to another flame 50 feet away, and then move 5 
  additional feet, all with a single move action).
  192
  
  Fire Walker (Fire)
  You move through fire like a bird moves through air.
  Prerequisite: Lesser Burning Body, character level 7th.
  Benefit: You can move through fire effortlessly. This 
  functions as the spell air walk, except that it is a supernatural 
  ability that does not require any activation, and it only 
  functions on areas of open flame (allowing you to walk up the 
  flames on the side of a burning building, for example). This 
  also allows you to walk over the surface of lava, and other 
  burning liquids, as though with the spell water walk, or swim 
  through them as though you had a swim speed of 60 feet. 
  This has no effect in areas that are devoid of fire or lava or 
  another sufficient source of heat. You can suppress or resume 
  this ability as a free action, if desired.
  Flame Form (Fire)
  You can take the form of pure flame, losing your physical 
  nature and becoming partially insubstantial.
  Prerequisite: Burning Body, efreet or fire elemental, 
  character level 11th.
  Benefit: You can transform your body into truly living flame, 
  becoming more like an incorporeal creature than a solid one. 
  You can switch between this form and your normal one as a 
  standard action. While in this form, you can only be harmed 
  by things that can harm incorporeal creatures, as well as by 
  any source of cold damage (regardless of whether it could 
  normally harm incorporeal creatures). In this form, you 
  lose your natural armor bonus (if any), but gain a deflection 
  bonus equal to your Charisma bonus (minimum 0).
  Though you retain your overall shape while in flame 
  form (and remain perfectly visible), you cannot touch 
  or manipulate solid objects. Any items you are wearing 
  or holding fall, and you cannot pick up or handle objects 
  while in this state (the exception to this is objects that can 
  specifically be manipulated by incorporeal creatures, such 
  as ghost touch armor). You have no Strength score, and use 
  your Dexterity modifier for melee attack rolls and CMB. You 
  also lose any natural attacks that you may possess. Unlike 
  a truly incorporeal creature, you cannot enter solid objects 
  (effectively, objects smaller than you pass through you, but 
  you cannot move into objects larger than yourself, or gain 
  cover or concealment by entering objects in any way).
  Any creature or object that you touch (as a melee touch 
  attack) suffers damage appropriate for your Lesser Burning 
  Body feat. While you cannot be bull rushed, grappled, 
  tripped, or similarly interacted with, and you cannot take 
  fall damage, you do not gain the ability to fly, and can fall 
  (although you retain any movement types and speeds 
  that you already possessed). Despite this, your weight is 
  negligible, and you do not set off traps that are triggered by 
  weight. You also move silently and cannot be heard with 
  Perception checks, unless you wish to be.
  Heat Aura (Fire)
  Your body exudes waves of heat, burning creatures that simply 
  come near you.
  Prerequisite: Extraordinary Heat, character level 10th.
  Benefit: Any creature that begins its turn within 5 feet 
  of you, or moves within 5 feet of you, must succeed on a 
  Fortitude save (DC 10 + 1/2 your Hit Dice + your Constitution 
  modifier) or suffer damage from your Lesser Burning Body 
  feat. Damage dealt this way is both nonlethal damage and 
  fire damage. Creatures that suffer an amount of nonlethal 
  damage in this way equal to 1/2 their maximum hit points 
  become fatigued until the amount of nonlethal damage they 
  are suffering from is less than 1/2 their maximum hit points. 
  You can suppress or resume this ability as a move action.
  Lesser Burning Body (Fire)
  Your body’s natural heat burns those that you touch.
  Prerequisite: Fire subtype.
  Benefit: Your natural attacks and unarmed strikes deal an 
  additional 1d4 points of fire damage with each successful 
  hit. This damage is multiplied in the event of a critical hit. 
  Additionally, any creature that successfully hits you with a 
  natural attack or unarmed strike suffers 1d4 points of fire 
  damage, and if you end your turn in a grapple (whether you 
  are in control of the grapple or not) each creature grappling 
  you suffers this damage, as well. This damage also applies to 
  any objects that you touch, potentially burning cloth, paper, 
  rope, or wood objects you come into contact with. If you 
  remain in contact with such an object for at least 1 minute, 
  it automatically ignites, suffering 1d4 points of fire damage 
  per round, which ignores hardness, until the flames are 
  extinguished or the object is destroyed.
  You can attempt to suppress the effects of this feat as a swift 
  action with your choice of either a Charisma check or a 
  Constitution check (DC 10). The DC for this check increases 
  by 1 for each of the following feats you possess: Burning 
  Body, Greater Burning Body, Improved Burning Body, Master 
  Burning Body, or Supreme Burning Body. If you succeed 
  on the check, you suppress this feat’s effects for 10 minutes. 
  You must continue making checks each round in order to 
  continue suppressing the effect, and the DC increases by 1 for 
  each consecutive 10-minute period that you do so.
  Special: Any creature with the burn universal monster ability 
  counts as having Lesser Burning Body for the purposes of 
  meeting prerequisites, provided that its burn ability inflicts at 
  least 1d4 points of fire damage.
  Smoke Vision (Fire)
  You can see through smoke as though it weren’t there.
  Prerequisite: Fire subtype.
  Benefit: You can see perfectly in smoky conditions (such as 
  those created by pyrotechnics, or by the Smoking Body feat).
  193
  
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  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to 
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  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan 
  Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. 
  Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
  Publishing, LLC.Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, 
  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, 
  Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris 
  Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James 
  Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K 
  Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 5. © 2015, Paizo Publishing, LLC; Authors: Dennis Baker, 
  Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, 
  Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda 
  Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair 
  Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, Mark Seifter, Mike Shel, James L. 
  Sutter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua 
  J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal 
  Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, 
  F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ 
  Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
  Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy 
  Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim 
  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd 
  Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse 
  Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan 
  H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K 
  Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, 
  and Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, 
  Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan 
  Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, 
  Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, 
  Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, 
  James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-
  MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and 
  Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, 
  Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt 
  Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, 
  Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark 
  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
  A Necromancer’s Almanac: 2016 Copyright 2016 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs, Joshua Zaback 
   
  END OF LICENSE 
  
  Animate Your Game Today!
   
  And what’s more, you don’t have to search through dozens of articles 
  to find it. Everything has been collected, archived, and gathered in an 
  organized fashion. Even better, the digital version boasts not only 
  extensive bookmarking, but also hyperlinked tables and spell lists, 
  allowing you to jump straight to an item, monster, or spell with a 
  single click.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/A Necromancer's Almanac 2016.pdf