TEXT:  PG 5
  Rothenian 
  Plains
  Player’s Guide to the
  Campaign Setting
  TM
  
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  TM
  Developer Adam Roy
  Editing  Amanda Hamon
  Additional Design Wolfgang Baur, Adam 
  Daigle, Brandon Hodge, Ben McFarland
  Development  Chris Harris 
  Graphic Design Marc Radle
  Cover Art Pat Loboyko
  Inhabitants of the Rothenian Plains 
     3
  Traits                                                                  9
  Feats                                                                11
  Archetypes, Bloodline, and 
  Witch Hexes                                                12
  Divine Magic                                                19
  Arcane Magic                                                21
  Magic Items and Weapons 
                 22
  Weapons and Gear 
                                25
  Rothenian Beasts of Burden 
                 27
  Contents
  Rothenian 
    Plains
  Player’s Guide to the
  Interior Art  Józef Brandt, Rick Hershey, Nikolai 
  Nevrev, Mark Smylie, Viktor Vasnetsov
  Accountant Shelly Baur
  Publisher Wolfgang Baur
  
  3
  PG5
  ife is harsh on the Rothenian Plains, where 
  the landscape is bleak and only the wind is 
  truly free. Throughout the plains’ rolling, endless 
  grasslands, bands of Kariv nomads sidle and dance near 
  their gaudy tabors—or wagons—while working their 
  mysterious wanderers’ magic. Meanwhile, bands of fierce 
  centaurs and unruly Khazzaki humans seek easy prey, 
  plunder, and glory. And in the tallest grasses lurk the 
  windrunners—the mysterious, wild steppe elves who are 
  steely-eyed archers of the deadliest sort.
   
  The region’s few cities—as well fortified as they 
  are—are hostile to the region’s numerous nomads but 
  friendly to mercenaries, as protection from the plains’ 
  many threats never comes free. Outside of the plains’ 
  settlements, robber-barons command the river-roads, 
  and the gnomes of Niemheim make bloody sacrifices to 
  please the Eleven Hells’ lords. 
   
  Similarly, the mysterious Master of Demon 
  Mountain and his debauched tiefling offspring lie coiled 
  in wait, playing long games of conspiracy. The huginn 
  raven-folk also wander these lands, trading secrets 
  for gold and more secrets. All the while, Baba Yaga 
  plays khans, kings, and tsars against one another. She 
  becomes their friend for a month or a year and then 
  becomes a bitter foe.
   
  Each spring—or war season, as these hardy folks call 
  it—hordes of humans, elves, and centaurs gallop forth 
  from the endless steppes in renewed quests to wrest gold 
  and glory from the lowlands’ cowering cities and petty 
  kings. These war bands and plundering armies fearlessly 
  assault nearly any target, from the dark covens of Morgau 
  to the archers of Perunalia to the Krakovan cavalry. Glory 
  is worth everything to the Rothenian Plains’ warriors, 
  even if it costs them their lives.
   
  For those who dare to brave this region, the 
  Rothenian Plains hold untold secrets. In the summers, 
  the scent of wild lavender and thyme wafts from the 
  steppes, and the golden grasses encourage horses to carry 
  Inhabitants of the  
    Rothenian Plains
  L
  
  Player’s Guide to The Rothenian Plains
  4
  riders to their glory—or their doom. In the dead of 
  winter, when these lands lie beneath pure-white quilts 
  of snow, few dare to venture far from their sturdy tents 
  and welcoming fires.
   
  The proud peoples of the plains wander the 
  horizon and hold tight to their freedoms with bold 
  hearts, cold steel, and hot magic close at hand. Kariv 
  mysteries, centaur magic, and the finest elvish bows 
  await characters who are strong and daring enough to 
  grasp at destiny in the Rothenian Plains.
  Centaurs of the 
  Rothenian Plains
  Rothenian centaurs are true nomads. They roam free on 
  the hills and high meadows during the summer. In the 
  winter, they return to the lower steppes, where the lure 
  of rustling, banditry, and raiding is strong. Most scholars 
  divide Rothenian centaurs into subgroups, which 
  include the barbarian tribes that live free in the eastern 
  grasslands and those who serve as well-paid shock 
  troops and cavalry in the human wars to the west.
  Centaur Alternate Racial Traits
  At the GM’s discretion, the following centaur racial 
  traits may be used instead of existing racial traits.
  Blood-Poison Use: Many centaurs are trained in 
  the use of centaur poisons. These centaurs cannot 
  accidentally poison themselves when applying 
  +2 Strength, +2 Wisdom, +2 Constitution,  
  –2 Intelligence: 
  Centaurs are strong, tough, and wise in the ways of 
  the natural world, but they are not deep thinkers, 
  builders, or planners.
  Centaur: Centaurs are humanoids with the centaur 
  subtype.
  Large: Centaurs are considered Large creatures. They 
  suffer a –1 racial penalty on AC for size, but they 
  gain a +1 racial bonus to their CMD/CMB.
  Fast Speed: Centaurs have a base speed of 40 ft.
  Darkvision: Centaurs can see in the dark up to 60 ft.
  Centaur Combat: Centaurs gain Run as a bonus feat. 
  They are considered to have Mounted Combat as a 
  bonus feat, but only as a prerequisite to advanced 
  mounted combat feats, (such as Mounted Archery, 
  Ride-By Attack and Trample). They do not gain the 
  Ride check to avoid damage to their equine half.
  Centaur Warrior: Centaurs gain a +2 racial bonus 
  to Ride checks as well as attack rolls made while 
  charging.
  Quadruped: Centaurs gain a +4 racial bonus to their 
  CMD defending against trip combat maneuvers. 
  They also suffer a –4 racial penalty to all Stealth 
  checks due to their size and indelicate hooves.
  Skilled: Centaurs gain a +2 racial bonus to all Heal 
  and Craft (bows) checks.
  Languages: Centaurs begin play speaking Centaur 
  and the Trade Tongue. Centaurs with high 
  Intelligence scores can also choose from the 
  following: Dwarven, Elven, Gnomish, or Tengu.
  Centaur Racial Traits
  centaur poisons to spears, lances, or arrows. This 
  racial trait replaces centaur warrior.
  Eat Anything: Centaur tribes must sometimes resort to 
  scavenging, and they eat weeds, vermin, and carrion. 
  Centaurs from these tribes gain a +4 racial bonus on 
  Survival checks when foraging for food and to resist 
  or recover from the sickened or nauseated conditions. 
  This racial trait replaces centaur combat.
  Hazar Breed: Despite their hoofed feet, some centaurs 
  are exceptionally fast. These centaurs gain 5 ft. to 
  their speed (making their base speed 45 ft.). This 
  racial trait replaces skilled.
  Korfesh Breed: Rather than being fast gallopers, some 
  centaurs are burly and sturdy. When determining 
  encumbrance (Pathfinder RPG Core Rulebook 
  Additional Rules), these centaurs are treated as if 
  their Strength is 4 points higher. This racial trait 
  replaces fast speed.
  One with the Plains: Some centaurs feel a particularly 
  strong connection to the plains. They gain a +2 racial 
  bonus to all Survival and Knowledge (local) checks 
  made while in the Rothenian Plains. In addition, 
  one of these is a class skill. This racial trait replaces 
  skilled.
  Son of Sky, Daughter of Earth: Some centaurs find 
  that their connection to the plains manifests itself in 
  an aptitude for nature and caregiving. These centaurs 
  gain a +2 racial bonus to Heal and Knowledge 
  (nature) checks made in the Rothenian Plains. In 
  addition, one of these is a class skill. This racial trait 
  replaces skilled.
  
  5
  PG5
  Huginn of the  
  Rothenian Plains
  The huginn, or raven-folk, are the children of Wotan, 
  God of the Runes, and they are his chosen ones—birdlike, 
  swift, and wise. Female huginn (pronounced HOO-gen) 
  are slightly larger than males; otherwise, their height and 
  build corresponds with that of most humans. Huginn 
  coloration is almost always some variation of black, from 
  dull charcoal to matte black to glossy obsidian to even a 
  rare bluish-black. Some huginn enjoy creating a personal 
  style by bleaching or dying their plumage. Huginns’ 
  pointed beaks often vary wildly in color from ivory to 
  yellow to black. Although rare, some huginn beaks are 
  black with a red or red-orange streak.
   
  Huginn are often seen on Midgard’s roads as the 
  creatures move from place to place, trading information 
  or helping to hatch plots. Huginn are widely viewed as 
  deceitful spies, informers, thieves, and troublemakers in 
  Midgard. When huginn swear a public or sacred oath, 
  though, they abide by it religiously. Many avoid the Far 
  West, but they are most honored in Nuria Natal, where 
  they serve in the temples of Horus as sworn guardians, 
  assassins, and oracles.
   
  Considered scoundrels and not entirely welcome 
  anywhere, huginn possess a homeland that is rumored to 
  be in Beldestan to the East, on a branch of Wotan’s World 
  Tree in the North, or on a high cliff of Horus’ hidden 
  temple in the South, depending on which member of the 
  raven-folk you ask and when.
  Huginn Racial Traits
  +2 Dexterity, +2 Wisdom, and –2 Constitution:
  Huginn are fast and observant, but they are 
  relatively fragile. 
  Huginn: Huginn are humanoids with the huginn 
  subtype. 
  Medium: Huginn are Medium creatures and 
  receive no bonuses or penalties due to their size. 
  Normal Speed: Huginn have a base speed of 30 ft. 
  Senses: Huginn have low-light vision. 
  Sneaky: Huginn gain a +2 racial bonus on 
  Perception and Stealth checks. 
  Gifted Linguist: Huginn gain a +4 racial bonus on 
  Linguistics checks.
  Sword-trained: Huginn are trained from birth in 
  swordplay. As a result, they are automatically 
  proficient with greatswords, longswords, and 
  short swords.
  Natural Weapon: A huginn has a bite attack that 
  deals 1d3 hp piercing damage. 
  Languages: Huginn begin play speaking Trade 
  Tongue and Huginn Speech. Huginn Speech—a 
  language of caws, keenings, and high-pitched 
  cries—is surprisingly stable, and the huginn of 
  the North can communicate easily with their 
  paler Heru cousins in Nuria Natal. In the North, 
  Huginn Speech is often used as a thieves’ cant; 
  these huginn can make a DC 15 Perform check 
  to mask their speech as a bird’s song. Huginn 
  with high Intelligence scores can choose any 
  languages they want (except for secret languages, 
  such as Druidic). 
   
  The huginn have small settlements in Trollheim, 
  Vidim, Domovogrod, Nuria Natal, and the Dragon 
  Empire—and a tiny one in the Free City of Zobeck. 
  None of these settlements are large, for the feathered 
  huginn are scattered to the winds and have accumulated 
  in the rocky corners of the world. The only significant 
  settlement of huginn in the North is in the Kingdom of 
  Vidim—or the notorious “Kingdom of Ravens”—where 
  a huginn Mistress of Whispers has the ear of the pliable 
  Tsar of Vidim, and where huginn warriors ride side-by-
  side with the boyar (cavalier-knights) of Vidim.
  Huginn Alternate Racial Traits
  At the GM’s discretion, the following huginn racial 
  traits may be used instead of existing racial traits.
  
  Player’s Guide to The Rothenian Plains
  6
  Edgeborn: While all huginn are comfortable with 
  swords, some are especially talented. These huginn 
  may pick one particular type of sword (longsword, 
  shortsword, kukri, etc.). They receive a +1 racial 
  bonus to confirm critical hits. This racial trait 
  replaces natural weapon.
  Gifted Vocalist: Some huginn are particularly nimble 
  and clever when speaking. These huginn gain a +2 to 
  Bluff and Disguise checks made to deceive someone 
  while they are in costume or unseen, as well as when 
  they make Perform (oratory) checks. In addition, 
  Disguise is always a class skill. This racial trait replaces 
  sneaky.
  Look at the Shiny: Some huginn are adept at 
  subterfuge and misdirection. These huginn gain a 
  +2 racial bonus to Bluff and Sleight of Hand checks. 
  One of these is always a class skill. This racial trait 
  replaces sneaky.
  Wotan-blessed: Some huginn seem to have an 
  instinctive sense for the flow of the fates. Once per 
  day, these huginn may choose to add +1 to a roll in 
  order to make a check or attack a success; the huginn 
  may apply this bonus after the die roll is made. In 
  addition, though, these huginn always possess one 
  eye that is a disconcerting, milky white, giving the 
  huginn a –1 penalty to all ranged attack rolls. This 
  racial trait replaces sneaky.
  The Wandering Kariv
  The Wandering Realm of the Kariv is the wide swath 
  of land where these nomadic people’s wagons roll and 
  where their sheep and ponies graze. Each year, a few 
  great Kariv stand out among the gatherings of the 
  wagons, and these celebrated few are hailed as the Kariv’s 
  kings and queens. Karivian “politics” are much like the 
  people’s famed dances: They are flashy, boisterous, loud, 
  and often involve violence and steel. Their gatherings are 
  complex and inscrutable to outsiders.
   
  When Kariv individuals vie for power, a bolder, 
  slyer, or more charismatic contender sometimes unseats 
  the current monarch. Victory by youth and strength 
  over the cunning of elders, however, is never assured. 
  Some of the most cherished Kariv tales tell of King 
  Jarek, the graybeard who outwitted his loud, strutting 
  rival, Prince Isak. For his part, Prince Isak was known 
  as a “wise fool,” but nonethless Kariv storytellers love to 
  tell tales about him.
   
  The Kariv’s famed Wander Curse, strangely, is a 
  burden these people seem to bear lightly. After all, are 
  they not beautiful dancers? Does not their laughter echo 
  loudly off the walls of lesser, settled folk? Are they not 
  the cleverest of horse-traders and the boldest of lovers? 
  To outsiders, all these things are true.
   
  Yet, when the fires die down to glowing coals and 
  the shadows crowd into the narrow corners of their 
  tabors, the Kariv show their darker sides. Kariv lads 
  and lasses drink, whore, and gamble as if they are 
  drunken soldiers expecting to fall in battle. They often 
  take chances and offer dares that seem suicidal to 
  outsiders. They cheat and lie to the gadscho (“others,” 
  also called dechas among the Eastern clans) simply 
  because they are not Kariv, or blood-kin. The Kariv 
  believe outsiders are sheep to be fleeced. 
   
  The Kariv travel because they must. Before a new 
  season turns, no matter how sweet the pastures or how 
  warm the feather beds of a friendly farmwife, they move 
  on. Some scholars say their curse is from the Green 
  Gods and is the result of a Kariv king’s betrayal of an 
  oath to Yarila and Porevit. Others claim that it is the 
  result of a bad bargain struck with Baba Yaga. Perhaps 
  it is both; Kariv storytellers disagree on the details and 
  never discuss them with outsiders. 
   
  What is known is that Kariv men and women who 
  do not pull up stakes and move at least a few days’ ride 
  every few months become infertile, and as such, their 
  lines end. The oracular matriarchs of the proud Kariv 
  cannot abide the thought of their lineage ending so 
  ignominiously. Vain, doting Kariv fathers and strict, 
  loving Kariv mothers all wish for their children’s children 
  to learn the dances, songs, and tales of their proud 
  people. So the Kariv live on the road. They dance, sing, 
  love—and despair.
  Kariv Alternate (Human) Racial Traits
  At the GM’s discretion, the following human racial traits 
  may be used for Kariv characters instead of humans’ 
  existing racial traits.
  Charm of Isak: Some Kariv are incredibly gifted 
  braggarts. These Kariv add one-half of their level 
  (minimum one) to all Bluff checks. This racial trait 
  replaces skilled.
  Cunning of Jarek: Stealing is a fact of life for many 
  Kariv. These Kariv add one-half of their level 
  (minimum one) to all Sleight of Hand checks. This 
  racial trait replaces skilled.
  Eyes of Dakat: Many Kariv can size up the worth of 
  trade goods with just a glance. These Kariv add one-
  half of their level (minimum one) to all Appraise 
  checks. This racial trait replaces skilled.
  Fire of Lovari: Some Kariv are naturally talented in 
  the trades. These Kariv add one-half of their level 
  (minimum one) to a Craft or Profession skill of their 
  
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  choice. This is always a class skill. These Kariv also 
  gain a +1 racial bonus to all saves against damage, 
  spells, and effects with the fire subtype or keyword. 
  This racial trait replaces bonus feat.
  Vision of Merceri: Many mysterious Kariv can see 
  deeper into the misty realm of the unknown than 
  others. These Kariv gain a +2 racial bonus to all 
  divination checks, and they may ask one additional 
  question, as applicable. This racial trait replaces 
  bonus feat.
  The Khazzaki Raiders
  The Rothenian Plains are filled with many other human 
  nomads that are not Kariv, and most are Khazzaki. 
  They are followers of Svarog and Perun; Svarog is their 
  patron, the Giver of Horses, but Perun leads them to war, 
  plunder, and glory. Their “cities” are built from wheels, 
  canvas, rope, and horseflesh. Their temporal master, 
  the Great Khan of the Khazzaki, rules from Misto Kolis, 
  or the “City of Wheels.” His nation’s borders stretch 
  wherever the Khazzaki roam, from the Cloudwall 
  foothills to the misty borders of Far Cathay. The riders, 
  tribes, and khans of the Khazzaki are a mixed lot.  
   
  They are adventurers and raiders, Kariv and centaur, 
  for anyone who swears fealty to the Khan is welcome 
  in Khazzaki tents. The Khazzaki, despite their meager 
  possessions—perhaps because of them—are known as 
  gracious and welcoming hosts in the depths of winter or 
  even in the midst of roaring war.
   
  The northwestern sections of the Khazzaki plains, 
  which border the Nieder Straits, are known in Khazzaki 
  as Rhos Khurgan, or the “Land of the Red Mounds.” This 
  name reflects the fact that the Khazzaki pour libations of 
  blood and wine over ancient barrows, where they honor 
  their legendary heroes and their patron-god, Svarog.
   
  The southern and easternmost sections of the 
  Rothenian Plains are a larger region where the Khazzaki 
  come to get away from the “settled” region of Rhos 
  Khurgan. The open lands of the Khanate include a few 
  small taiga forests, many rolling hills, gently sweeping 
  rivers, and an endless supply of horse grass. They end 
  at the foothills of the Dragoncoil Mountains, where the 
  Mharoti city of Kaa’nesh is the home of numerous ogres 
  and dragonkin, who both despise and fear the fierce 
  Khazzak raiders and their allies.
  Khazzaki Alternate (Human) Racial Traits
  At the GM’s discretion, the following human racial traits 
  may be used for Khazzaki characters instead of existing 
  racial traits.
  
  Player’s Guide to The Rothenian Plains
  8
  Centaur Friend: Some Khazzaki are raised among 
  centaurs, and they have gained much wisdom from 
  them. These Khazzaki add one-half of their level 
  (minimum one) to all Heal and Knowledge (nature) 
  checks. This racial trait replaces skilled.
  Demon Fighter: A fierce Khazzaki tribe is dedicated 
  to fighting the machinations of the Master of Demon 
  Mountain and Baba Yaga. Members of this tribe add 
  one-half of their level (minimum one) to all melee 
  damage made against native outsiders and creatures 
  of the infernal or abyssal subtypes. This damage is not 
  multiplied with critical hits, charges, or sneak attacks, 
  but it is added after all other bonuses and multipliers. 
  If these Khazzaki are spellcasters, they add the 
  damage to spells that inflict damage against these 
  creatures instead. They also gain a +2 trait bonus to 
  all Bluff and Sense Motive checks made against these 
  types of creatures. This racial trait replaces skilled. 
  Elf Friend: Some Khazzaki are raised among the 
  windrunner elves, who impart much of their 
  knowledge to these humans. Such Khazzaki add one-
  half of their level (minimum one) to all Survival and 
  Craft (bows) checks. This racial trait replaces skilled.
  Khazzaki Outrider: Certain Khazzaki were born to 
  sit in a saddle. These Khazzaki add one-half of their 
  level (minimum one) to all Ride checks, as well as 
  to all Survival checks made while on the Rothenian 
  Plains or steppes. Ride is always a class skill. This 
  racial trait replaces skilled.
  Soul of the Horse: Some Khazzaki have a special bond 
  with the horses and ponies that are the center of their 
  people’s culture. These Khazzaki add one-half of their 
  level (minimum one) to all Ride checks, as well as to 
  all Handle Animal checks made for horses, ponies, and 
  other common mounts (such as camels). One of these 
  is always a class skill. This racial trait replaces skilled.
  The Windrunner Elves
  The windrunner—or dry grass—elves (kiliikhi in Elvish) 
  wander the Rothenian Plains alongside large herds of 
  cattle and packs of highly intelligent, trained herding 
  dogs (gormes). Rare among the nomadic peoples and 
  almost never seen by outsiders, they are thought by 
  some to be descended from the elves of Sephaya, a 
  mighty elven city abandoned during the Great Retreat. 
  According to this theory, the windrunner elves were the 
  hunters and herdsmen of that city, never content to stay 
  in the same pastures for long.
   
  Others say the windrunner elves wandered the 
  plains long before the elven retreat, and that they are 
  of a different lineage entirely—one that originally 
  migrated west from the mountains of Beldestan or 
  points farther east. This view is supported by the fact 
  that the windrunners have little or nothing to do with 
  the remnants of the Elven Empire. Also, they pay no 
  homage to the Imperatrix of the Grand Duchy or to the 
  River Lords of the Arbonesse.
   
  The windrunner elves are organized into eight tribal 
  clans: Antelope, Dragon, Eagle, Grass, Kite, Spirit, 
  Thunder, and Wind. Each clan has many bloodlines and 
  sublineages of note that are often traced to and named 
  for mighty elven hunters and warriors. Each tribe 
  acknowledges a single chieftain, but the windrunner 
  clans have never acknowledged a great king or queen to 
  rule all the tribes.
   
  All intertribal issues and decisions are handled at the 
  Great Gathering, which is a convocation of tribal leaders 
  that takes place each spring in varying secret locations. 
  At the gathering important trials of criminals and 
  traitors are held, contests of skill and prowess are run, 
  new chieftains are named, and any vendettas against 
  outsiders are called or cancelled.
  Windrunner Alternate (Elven) Racial Traits
  At the GM’s discretion, the following elven racial traits 
  may be used for Windrunner characters instead of 
  existing racial traits.
  Aura of Leadership: Some windrunner elves are born 
  to lead. They gain a +2 racial bonus to all Diplomacy 
  and Sense Motive checks. In addition, one of these 
  is always a class skill. This racial trait replaces elven 
  magic.
  Elven Cunning: Many windrunner elves are especially 
  adept with devices and magic items. They gain a +2 
  racial bonus to all Disable Device and Use Magic 
  Device checks. In addition, one of these is always a 
  class skill. This racial trait replaces elven magic.
  Kamrusepa’s Gift: A few windrunner elves have the 
  goddesses’ gift for healing. They gain a +4 racial 
  bonus to all Heal checks, and they may reattempt 
  a failed Heal check once per day. In addition, Heal 
  is always a class skill. This racial trait replaces elven 
  magic and elven immunities. 
  Wisdom of Wind and Sky: Some windrunner elves 
  are one with the plains and sky. They gain a +2 
  racial bonus to Handle Animal, Knowledge (nature) 
  and Survival checks. In addition, one is always a 
  class skill. This racial trait replaces elven magic.The 
  following traits are available to characters who hail 
  from the Rothenian Plains.
  
  9
  PG5
  Combat Traits
  Dry Grass Fighter: You gain a +1 trait bonus to your 
  AC when fighting in tall grasses or brambles.
  Kindly Rider: You are an altruistic rider, and you gain 
  a +2 trait bonus to all Ride checks made to avoid 
  damage to your mount. Ride is a class skill for you.
  Mounted Archer: You were raised among plains 
  hunters and warriors. You gain a +1 trait bonus to all 
  archery damage rolls made while mounted. 
  Mounted Warrior: You are an unstoppable force when 
  you charge. You gain a +1 trait bonus to all attack rolls 
  made while making a mounted charge. Ride is a class 
  skill for you.
  Saddleswift: You can leap on or off the saddle with just 
  a thought. Mounting or dismounting is a swift action 
  for you rather than a move action. Ride is a class skill 
  for you.
  Faith Traits
  Kamrusepa’s Touch: You have been blessed with the 
  goddesses’ healing touch. You gain a +4 divine bonus 
  to all Heal checks made to stabilize a dying creature. 
  Heal is a class skill for you.
  Ninkash’s Joyful Spirit: The happy glow of the goddess 
  surrounds you. You gain a +1 trait bonus to all 
  Diplomacy and Profession (brewer) checks. One of 
  these is a class skill for you.
  Porevit’s Packmaster: You have a special bond with 
  canines and lupines. You gain a +2 trait bonus to all 
  Handle Animal checks made against creatures of the 
  dog or wolf subtypes. This is a class skill for you.
  Svarog’s Blessing: You have a special bond with your 
  god’s creations. You gain a +2 trait bonus to all Ride 
  and Handle Animal checks made while riding or 
  handling horses. One of these is a class skill for you.
  Tilla’s Strength: You have the fierce passion of the 
  war god. You gain a +1 trait bonus to your combat 
  maneuver bonus.
  Magic Traits
  Children of Svarog: You have an arcane bond with your 
  equine brothers. You may cast mount as a spell-like 
  ability once per day (caster level equals character level).
  Clear Sky Mind: Growing up on the wide-open plains, 
  you are not easily fooled or surprised. You gain a 
  +1 trait bonus on all Perception checks and savings 
  throws vs. illusions. Perception is a class skill for you.
  Hecate’s Touch: You were born with white hair and 
  silvery eyes, which indicates the favor of the goddess 
  of moon, monsters, and magic. You gain a +1 trait 
  bonus to all Spellcraft checks. In addition, Spellcraft is 
  a class skill for you.
  Mark of Sarastra: You were born with a birthmark 
  resembling the elven goddess of magic’s symbol. 
  This birthmark acts as your arcane bonded object 
  and does not take up a slot. It must be on a visible 
  part of your body to function. If the birthmark or 
  body part it is on is cut off, you have effectively 
  lost your arcane bonded object until the damage is 
  repaired or regenerated.
  Charioteer of the Sun: The power of light has filled 
  you since the day you were born. You can cast light 
  as a spell-like ability once per day (caster level is your 
  character level). You also gain a +1 trait bonus to all 
  saves vs. spells and effects with the darkness keyword 
  or that cause the blind condition.
  Religion Traits
  Arcane Beast (Yarila): You have a divine gift with beasts 
  and birds. Whenever you gain an animal companion 
  or an arcane bonded creature, they gain a +2 bonus to 
  a single ability score of your choice.
  Blade of Perun (Mavros/Perun): You serve the god 
  by bringing victory in war. You gain a +2 trait bonus 
  to all Diplomacy checks related to war and battle 
  (rallying troops, recruiting mercenaries, inflaming a 
  horde, etc.). Diplomacy is a class skill for you.
  Hammer of the Black God (Chernovog): You are 
  touched with the fury of the Lord of Night. You gain 
  a +1 trait bonus to all damage rolls made with a 
  hammer or axe. You are automatically proficient with 
  any martial hammer or axe, and you can use it as your 
  holy symbol.
  Mark of the Hunter (The Hunter): You have the 
  spear-mark of the Hunter on your face (as a tattoo or 
  birthmark). You may use this as your holy symbol so 
  long as it is visible, and you gain a +1 trait bonus to all 
  Intimidate checks. Intimidate is a class skill for you.
  Merchant of Mammon (Mammon): You grew up in the 
  Rothenian Traits
  
  Player’s Guide to The Rothenian Plains
  10
  shrine-stalls of Mammon. You gain a +1 trait bonus 
  to all Appraise and Bluff checks. One of these is a 
  class skill for you.
  Servant of the Black Goat (Black Goat): Choose one 
  of the following spells: bane, cause fear, curse water, 
  doom. You may cast this spell as a spell-like ability 
  once per day (caster level equals character level).
  Social Traits
  Child of the Plains: You have traveled widely on the 
  Rothenian Plains and know the ways of its many 
  peoples. You gain a +1 trait bonus to all Diplomacy 
  checks made with centaurs, elves, Kariv, and 
  Khazzaki. Diplomacy is a class skill for you.
  Equerry: You have spent your life around horses and 
  know their ways better than anyone. You gain a +2 
  trait bonus to all Handle Animal and Heal checks 
  made against horses and other common mounts 
  (such as camels). Ride is a class skill for you.
  Master Archer: You have been taught the secret ways 
  of archery by both centaurs and elves. You gain a 
  +1 trait bonus to all archery attack rolls and Craft 
  (bows) checks. 
  Minion of Demon Mountain: You were raised among 
  the tieflings of Demon Mountain. You gain a +2 trait 
  bonus to all Bluff and Sense Motive checks made 
  against native outsiders and creatures of the infernal or 
  abyssal subtypes. One of these is a class skill for you.
  Scion of the Black Goat: You are a hermaphrodite. You 
  gain a +2 trait bonus to Disguise checks. Disguise is a 
  class skill for you.
  
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  The following feats are available to those who meet the 
  prerequisites for them.
  Bleeding Shot (Combat)
  Your ranged attacks bleed your enemies white.
  Prerequisite: Dex 13, base attack bonus +5.
  Benefit: You may take a –4 penalty on your ranged 
  attack. If your attack hits and does damage, the target 
  must make a Fortitude save (DC 10 + your character 
  level) or suffer 1d4 hp bleeding damage. This damage 
  persists each round until the target successfully saves 
  (a new Fortitude save is allowed once per round on 
  the target’s turn) or is healed magically or via the Heal 
  skill. If the attack is successful against the same target 
  more than once in 24 hours, the damage stacks. You 
  may use this feat a number of times per day equal to 
  your Dexterity modifier.
  Crippling Shot (Combat)
  Your ranged attacks cripple and confound your enemies.
  Prerequisite: Dex 13, Bleeding Shot, base attack bonus +7.
  Benefit: You may take a –4 penalty on your ranged 
  attack. If you do so and your attack hits and does 
  damage, your target must make Fortitude save (DC 
  10 + your character level) or you inflict 1d4 Dexterity 
  damage. This ability score damage persists until it is 
  cured via the Heal skill or magically. If Crippling Shot 
  is successful against the same target more than once 
  in 24 hrs., the ability score damage stacks. You may 
  use this feat a number of times per day equal to your 
  Dexterity modifier.
  Deadly Shot (Combat)
  You can kill your enemies with a single, well-placed 
  ranged attack.
  Prerequisite: Dex 17, Bleeding Shot, Crippling Shot, 
  base attack bonus +20.
  Benefit: Whenever you score a critical hit with a ranged 
  attack, your opponent must make a Fortitude save (DC 
  15 + your character level). If the save fails, they die 
  instantly. They can be brought back to life through the 
  usual means, with the usual restrictions (raise dead, 
  reincarnate, etc.) Using this feat does not provoke an 
  attack of opportunity. You may use this feat a number 
  of times per day equal to your Dexterity modifier.
  Greater Overthrow (Combat)
  You are supremely skilled at unseating multiple 
  opponents and breaking the line.
  Prerequisites: Str 16, Ride 3 ranks, Mounted Combat, 
  Overthrow, Power Attack, Unseat, base attack bonus +5. 
  Benefit: If you successfully unseat an opponent, you can 
  continue to make overthrow attacks on any adjacent 
  opponent that is within reach until an attack roll fails. 
  You cannot attack an opponent more than once during 
  this attack action.
  Overthrow (Combat)
  You are skilled at unseating multiple opponents in a charge.
  Prerequisites: Str 15, Ride 2 ranks, Mounted Combat, 
  Power Attack, Unseat, base attack bonus +3. 
  Benefit: If you successfully unseat an opponent using 
  the Unseat feat, you may immediately make a charging 
  attack roll against any other adjacent mounted 
  opponent. If successful, you may immediately attempt 
  to unseat that opponent, as well. You may only make 
  one additional attack and bull rush attempt, and it 
  must be against a second, adjacent opponent. You lose 
  your Dexterity bonus to AC until your next turn.
  Pinning Shot (Combat)
  The skill and accuracy of your ranged attacks can pin 
  down and impair your enemies.
  Prerequisites: Str 13, Dex 13, Bleeding Shot, Crippling 
  Shot, base attack bonus +9.
  Benefit: Whenever you score a critical hit with a ranged 
  attack, you can pin your opponent in addition to the 
  normal damage the attack deals. If your confirmation 
  roll exceeds your opponent’s CMD, you may pin your 
  target as per the pinned condition. Using this feat does 
  not provoke an attack of opportunity. The opponent’s 
  DC to escape the condition (via a combat maneuver or 
  Escape Artist check) is equal to your CMD.
  Normal: You must perform a pin combat maneuver to 
  pin an opponent.
  Special: You may only apply one of the following feats to 
  this attack roll in addition to the pin attempt: Bleeding 
  Shot, Blinding Shot, Crippling Shot, Sickening Shot, 
  Staggering Shot, or Stunning Shot. You may choose to 
  use this feat after you make your confirmation roll.
  Rothenian Feats
  
  Player’s Guide to The Rothenian Plains
  12
  The following archetypes are available to characters 
  who are deeply connected to the Rothenian Plains. Each 
  archetype’s required race, ethnicity (if applicable), and 
  class are in parentheses after the archetype’s name. At 
  the GM’s discretion, characters of other races may have 
  access to these archetypes.
  Cloud Render  
  (Centaur Barbarian)
  The cloud renders are the berserkers of a centaur horde. 
  While many of their brethren pierce their enemies from 
  afar with yard-long arrow shafts, cloud renders smash 
  enemy lines with furious charges and devastating blows.  
  A cloud render has the following class features.
  Race: A cloud render must be a centaur.
  Cloud Warrior (Ex): Starting at 2nd level, the cloud 
  render gains Improved Initiative and Diehard 
  as bonus feats even if they do not meet the 
  prerequisites. This ability replaces uncanny dodge.
  Strength of Wind (Ex): Starting at 3rd level, while 
  raging, the cloud render immediately loses any 
  fatigued, shaken or sickened conditions. Note this 
  does not include any fatigue from a previous rage. 
  This ability replaces trap sense +1.
  Strength of Water (Ex): Starting at 6th level, while 
  raging the cloud render immediately loses any dazed, 
  frightened or staggered conditions. This ability 
  replaces trap sense +2.
  Strength of Stone (Ex): Starting at 9th level, while 
  raging the cloud render immediately loses any 
  blinded, deafened, nauseated, paralyzed or stunned 
  conditions. This ability replaces trap sense +3.
  Speed of Wind (Ex): Starting at 12th level, the cloud 
  render gains evasion, as per the ranger ability. This 
  ability replaces trap sense +4.
  Strength of Sky (Ex): Starting at 14th level, the cloud 
  render gains a +4 bonus to all saves made for poisons 
  and against spells or spell-like effects cast by fey 
  creatures and elves. If the spell or poison does not 
  normally allow a second saving throw for an ongoing 
  condition, the cloud render gains a saving throw each 
  round until he shrugs off the ongoing effect or poison, 
  or until they run their course, whichever comes first. 
  This ability replaces the indomitable will ability.
  Speed of Storm (Ex): Starting at 15th level, the cloud 
  render gains improved evasion, as per the ranger 
  ability. This ability replaces trap sense +5.
  Rage of Perun (Ex): Starting at 17th level, when the 
  cloud render rages his morale bonus to Strength and 
  Constitution increase to +8 and his morale bonus to 
  Will saves increases to +6. This ability replaces the 
  tireless rage ability.
  Stone Body (Ex): Starting at 18th level, the cloud 
  render becomes immune to all natural diseases, 
  and he gains a +4 bonus to all saves against magical 
  diseases, such as ghoul fever or mummy rot. This 
  ability replaces trap sense +6.
  Might of Perun (Ex): At 20th level, the cloud render 
  adds two to the critical threat range of any melee 
  weapon he is wielding (i.e. the threat range for a 
  falchion becomes 16-20). He also automatically 
  confirms any critical threat. Also, his damage 
  reduction increases to 6/—. This ability replaces the 
  mighty rage ability.
  Earth Mother  
  (Centaur Druid)
  The earth mothers are the tribal matriarchs of the 
  wild centaur tribes. They use their divine powers of 
  healing and their power over earth, plants, and wildlife 
  to protect their centaur families in times of peace and 
  war. An earth mother has the following class features.
  Race: An earth mother must be a centaur.
  Master Healer (Su): At 1st level, the earth mother gains 
  a +4 bonus to all Heal checks, and she may reroll a 
  failed Heal check a number of times per day equal to 
  her Wisdom modifier (minimum one). She must take 
  the result of the second roll. This replaces orisons.
  Purity of Nature (Su): At 2nd level, the earth mother 
  gains the ability to detect poison and know direction 
  at will. She also gains the ability to use purify food 
  and drink and stabilize three times a day each. This 
  replaces the woodland stride ability.
  Rothenian Archetypes,  
  Bloodline & Witch Hexes
  
  13
  PG5
  Nature’s Command (Su): Starting at 3rd level, and 
  every two levels thereafter, the earth mother gains 
  the following spells as bonus spells: soften earth and 
  stone (3rd), meld into stone (5th), stone shape (7th), 
  spike stones (9th), transmute rock to mud/mud to rock 
  (11th), find the path (13th), animate plants (15th), 
  earthquake (17th), shambler (19th). This replaces the 
  trackless step ability.
  Wild Speech (Sp): At 4th level, the earth mother gains 
  the ability to speak with animals for two minutes 
  per day per level. The minutes do not need to be 
  consecutive. If not in combat with the earth mother, 
  the animal is assumed to start as friendly. This 
  replaces the resist nature’s lure ability.
  Floral Speech (Sp): At 6th level, the earth mother 
  gains the ability to speak with plants for two minutes 
  per day per level. The minutes do not need to be 
  consecutive. If not in combat with the earth mother, 
  the plant or plant creature is assumed to start as 
  friendly. This replaces the wild shape (2/day) ability.
  One with Nature (Sp): At 9th level, the earth mother 
  gains the ability to commune with nature once per day, 
  at her effective caster level. This replaces the venom 
  immunity ability.
  Stone Speech (Sp): At 13th level, the earth mother gains 
  the ability to use stone tell, as per the spell, for two 
  minutes per day as a spell-like ability. The minutes 
  need not be consecutive. This replaces the thousand 
  faces ability.
  Wholeness of Nature (Sp): At 15th level, the earth 
  mother gains the ability to use heal once per day 
  as a spell-like ability. However, the healing can be 
  spread across a number of adjacent, touched creatures 
  
  Player’s Guide to The Rothenian Plains
  14
  equal to the earth mother’s Wisdom modifier. This 
  ability also removes a total number of negative 
  levels and drained ability score points equal to the 
  earth mother’s Wisdom modifier. (For example, an 
  earth mother with Wisdom 18, and therefore a +4 
  modifier, could heal one negative level and 3 points 
  of ability score damage total on up to four adjacent 
  creatures she touches. Or, she could heal one point 
  of ability damage on each creature.) This replaces the 
  timeless body ability.
  Wholeness of the Tribe (Su): At 18th level, the earth 
  mother gains the ability to use mass heal as a spell-
  like ability once per day. It functions as per the mass 
  heal spell, but the healing is capped at one creature 
  per level and 150 hp per creature. In addition, only 
  one negative level and one point of ability score 
  damage can be restored per creature. This replaces 
  the wild shape (8/day) ability.
  Holy Spear  
  (Centaur Paladin)
  The holy spears are the divine protectors of the centaur 
  nations, and the blessed vanguard of Perun and Svarog. 
  A holy spear has the following class features.
  Divine Mercy (Su): At 4th level, the holy spear does 
  not gain spells and instead chooses an additional 
  mercy and gains an additional use of lay on hands. 
  Every four levels, the holy spear gains an additional 
  use of lay on hands and an additional mercy (in 
  addition to their normal paladin’s lay on hands uses 
  and mercies at 8th, 12th, 16th and 20th levels).
  Divine Bond (Su): At 5th level, the holy spear gains 
  the divine bond ability as normal, and she can 
  choose the weapon bond ability. However, instead 
  of choosing a mount, the holy spear may choose a 
  “groom” (squire) to bond with. The groom is always 
  an elf, gnome, halfling, or tengu, and it begins as a 
  1st-level ranger with a minimum of two ranks each 
  in Craft (armor, bows and weapons). The groom 
  gains a level for every two levels the holy spear gains. 
  Otherwise, the groom can be summoned the same 
  as a bonded mount (but it does not gain the celestial 
  template or spell resistance).  
    
  Should the holy spear’s groom die, the holy spear 
  may not summon another groom for 30 days or 
  until she gains another level, whichever comes first. 
  New grooms always begin at 1st level. During the 
  waiting period, the paladin takes a –1 penalty on all 
  weapon attack and damage rolls. The groom may be 
  a secondary PC, an NPC or may be controlled by 
  another player at the GM’s discretion.
  Holy Circle (Sp): At 11th level, as a full-round action 
  the holy spear gains the ability to stamp and prance in 
  a circle to create a magic circle against evil effect. The 
  spell does not require any material components if it 
  is cast under the open sky. This ability is considered a 
  divine spell effect from the sun domain for purposes 
  of effects and resistances. Otherwise, it functions as 
  a standard magic circle, including the ability to take 
  10 min. to add an extra layer of protection. The holy 
  spear is able to do this a number of times per day 
  equal to her Wisdom modifier. This replaces the aura 
  of justice ability.
  Holy Prison (Sp): At 14th level, the holy spear gains 
  the ability to create a dimensional lock spell-like 
  effect as a standard action a number of times per day 
  equal to her Wisdom modifier. This effect may be 
  combined with the holy circle ability. This replaces 
  the aura of faith ability.
  Divine Expulsion (Sp): At 17th level, the holy spear 
  gains the ability to expel outsiders from her home 
  plane as a spell-like ability, as per the banishment 
  spell. She may improve the ability’s chance of success 
  by presenting at least one object or substance that 
  the target hates, fears, or otherwise opposes. For 
  each such object or substance, the holy spear gains 
  a +1 bonus on her caster level check to overcome 
  the target’s spell resistance (if any), and the saving 
  throw DC increases by 2. She may do this a number 
  of times per day equal to her Wisdom modifier. This 
  replaces the aura of righteousness ability.
  Khazzaki Hussar  
  (Khazzak Human Fighter)
  Khazzaki hussars are the famed cavalry of the Khazzak. 
  Famous for their peerless riding skills and piercing war 
  cries, they are a terror to behold when they sweep off the 
  plains toward a defenseless caravan or town. A Khazzaki 
  hussar has the following class features.
  Special: The character must be Khazzaki or have been 
  raised among the Khazzak. Bonus feats listed below 
  are gained even if the hussar does not have all the 
  prerequisites for the feats.
  Khazzaki Rider (Ex): At 1st level, the hussar gains 
  Mounted Combat as his bonus feat. He also gains a +2 
  competence bonus to all Handle Animal checks made 
  against horses, ponies, and other common mounts. 
  This replaces the standard bonus feat for fighters.
  Khazzaki Speed (Ex): At 3rd level, the hussar gains 
  Ride-By Attack as a bonus feat. He also gains a +2 
  bonus to all Survival checks made under the open sky 
  in the Rothenian Plains. This replaces armor training 1.
  Khazzaki Fierceness (Ex): At 5th level, the hussar 
  
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  PG5
  gains Trample as a bonus feat. This replaces weapon 
  training 1.
  Khazzaki Power (Ex): At 6th level, the hussar gains 
  Unseat as a bonus feat. This replaces bravery +2.
  Khazzaki Fury (Ex): At 7th level, the hussar gains 
  Spirited Charge as a bonus feat. This replaces armor 
  training 2.
  Khazzaki Precision (Ex): At 9th level, the hussar gains 
  Point-Blank Shot as a bonus feat. The bonus this feat 
  provides to ranged weapons doubles to +2 if the hussar 
  is mounted. The hussar also gains a +2 bonus to all 
  Heal checks made against horses, ponies, and other 
  common mounts. This replaces weapon training 2.
  Khazzaki Vision (Ex): At 10th level, the hussar gains 
  Far Shot as a bonus feat. The hussar also gains a +2 
  bonus to all Knowledge (local and nature) checks 
  made under the open sky and on the Rothenian 
  Plains. This replaces bravery +3.
  Khazzaki Versatility (Ex): At 17th level, while mounted 
  the hussar gains the ability to move up to his mount’s 
  speed and make a single ranged or melee attack at any 
  point during the mount’s move. This replaces weapon 
  training 4.
  Khazzaki Wind Dance (Ex): At 18th level, if the hussar 
  moves more than 10 ft. while mounted, he gains 20% 
  concealment against all ranged attacks. The hussar 
  also ignores armor penalties or arcane spell failure 
  chance when wearing medium armor or less and 
  when carrying a heavy load or less. This replaces 
  bravery +5.
  Shrive  
  (Kariv Human Oracle)
  Shrives are strange, mutable creatures that are oddly 
  prescient, especially when they have access to drops 
  of their enemies’ blood. A shrive has the following 
  class features.
  Shrive’s Curse (Ex): Shrives are always hermaphroditic 
  (but usually identify as female), and they cannot tell 
  a lie. However, they can lie by omission. They can be 
  double-cursed.
  Shrives must discover the following revelations at the 
  levels indicated:
  Truth of the Blood (Sp): This revelation must be taken 
  as the shrive’s 1st-level revelation. When the shrive puts 
  a drop or more of a target’s blood on her tongue, the 
  target is considered to be under a discern lies spell-like 
  effect for one hour. The shrive can have truth of the 
  blood effects active on a number of creatures equal to 
  her Wisdom modifier (minimum one).
  Runes of Truth (Sp): The red runes tattooed on the 
  shrive’s face give her great insight. This revelation 
  must be taken at 1st level. For a number of rounds 
  equal to her level, as a free action the shrive can see 
  invisibility as a spell-like ability. The rounds need not 
  be consecutive. At 11th level, the ability becomes 
  equivalent to true seeing. This replaces orisons.
  Blood-sworn Oath (Sp): Starting at 4th level, once 
  per day the shrive can cause two or more humanoid 
  creatures to enter into a blood-sworn oath when she 
  takes at least one drop of blood from each or from 
  a representative of a group. If the oath is broken, 
  the oath breaker(s) have star-shaped brands (small 
  blotches that look like black, star-shaped tattoos) 
  appear on their faces to mark them as oath breakers. 
  The rover’s burden does not apply to oath breakers, 
  and the Kariv are not required to aid them in any way. 
  To the contrary, the Kariv shun marked oath breakers 
  and often attack them on sight.  
    
  The mark can only be removed by the original 
  shrive as a standard action or by greater restoration, 
  limited wish, miracle, or wish. Remove curse has no 
  effect. Otherwise, treat this mark as a lesser geas. This 
  ability replaces the 4th-level mystery spell slot.
  Sky Father  
  (Centaur Shaman)
  Sky fathers are the patriarchs and protectors of the 
  centaur hordes and the spiritual advisors to their warriors. 
  With their awesome powers over sky and lighting, they 
  bring the power of Perun directly to the aid of their 
  people. A sky father has the following class features.
  Race: A sky father must be a centaur.
  Strength of Sky (Ex): At 1st level, the sky father is 
  considered to be under a constant endure elements 
  effect. At 6th level, the sky father becomes immune to 
  all non-lethal damage from cold below zero degrees 
  and heat above 90 degrees. At 11th level, the sky 
  father becomes immune to lethal damage from cold 
  below –20 degrees and heat above 110 degrees. At 
  16th level, the sky father gains resistance 5 against 
  cold and fire. At 20th level, the resistances increase to 
  10, and the sky father can survive on elemental planes 
  without damage. This replaces the nature lore and 
  wild empathy abilities.
  Strength of Mind (Su): Starting at 3rd level, the sky 
  father gains a +4 bonus on saving throws against 
  spells, spell-like abilities, and supernatural effects cast 
  by elves and other fey creatures. This does not apply to 
  the penalties while summoning strength of spirit. This 
  replaces the shaman’s touch ability.
  Sword of Perun (Sp): At 6th level, the sky father can 
  
  Player’s Guide to The Rothenian Plains
  16
  conjure a three-foot-long blade of coruscating 
  lightning from his hands as a swift action for two 
  minutes per level per day. The minutes do not need 
  to be consecutive and the blade can be dismissed as 
  a free action, but any partial minutes are lost. The 
  blade’s critical range is 18-20/x2, and the sky father is 
  always proficient with it.  
    
  Attacks with the sword of lightning are melee 
  attacks. The blade deals 2d8+1/level hp electrical 
  damage. Since the blade is immaterial, the Strength 
  modifier does not apply to any damage rolls. The 
  sword of lightning can ignite combustible materials 
  such as parchment, straw, dry sticks, and cloth.
  Spirit Purification (Sp): At 9th level, the sky father can 
  call upon the spirits to purify and hallow a particular 
  site and make it holy. Once per week, the sky father 
  can dance, wave incense, and anoint a particular 
  spot with precious holy oils (at a cost of 500 gp per 
  caster level) over a period of eight hours. This creates 
  a hallow effect, as per the spell, except where noted 
  here. This effect resists channeled energy and has 
  a radius of 80 ft. if cast under the open sky on the 
  Rothenian Plains. This ability replaces the spirit 
  dance ability.
  Spirit Sight (Sp): At 13th level, the sky father can 
  summon spirits of clarity that allow him to see the 
  truth in all things. As a free action, for two rounds 
  per caster level (the rounds need not be consecutive), 
  the sky father can see as if under the effect of a true 
  seeing spell. The following exceptions apply: When 
  under the open sky and on the Rothenian Plains, the 
  effect negates concealment caused by magical effects 
  or fog, such as obscuring mist, and it reveals all secret 
  doors hidden by mundane means. This replaces the 
  spirit step ability.
  Storm of Perun (Sp): At 17th level, the sky father 
  can summon a storm of Perun once per day as a 
  standard action. This spell-like effect functions as 
  a storm of vengeance with the following exceptions: 
  The sky father and his allies are not subject to the 
  deafening effects of the spell. The wind and rain 
  effects (concealment, concentration, and movement 
  impaired) are in effect for the entire duration, and 
  the normal damage effects (acid, hail) are replaced 
  by three lightning bolts that deal 6d6 hp damage 
  each round for the effect’s entire duration (up to 10 
  rounds maximum).
  Stormraven Bloodline 
  (Huginn Sorcerer)
  Some sorcerers claim that they are descended from gods 
  or dragons, but a few huginn sorcerers come from a 
  carefully bred line of powerful, dexterous, and cunning 
  spellcasters. These sorcerers optimize all the skills and 
  powers that make the huginn unique.
  Race: This bloodline is available to huginn 
  characters only. 
  Class Skill: Disguise.
  Bonus Spells: ventriloquism (3rd), misdirection (5th), 
  clairaudience/clairvoyance (7th), shout (9th), false 
  vision (11th), chain lightning (13th), project image 
  (15th), moment of prescience (17th), wail of the 
  banshee (19th). 
  Bonus Feats: Combat Casting, Deceitful, Defensive 
  Combat Training, Eagle Eyes, Improved Initiative, 
  Lightning Reflexes, Silent Spell.
  Bloodline Arcana: Whenever you cast a spell against 
  a creature that is denied its Dexterity bonus to AC, 
  increase that spell’s DC by +2. 
  Bloodline Powers: Like all huginn, you have a natural 
  talent for trickery, information gathering, and 
  swordplay. As your power increases, you discover 
  ever more useful ways to blend your magic with 
  these instinctive talents. 
  Arcane Bladework (Sp): At 1st level and once every 
  four levels thereafter (5th, 9th, 13th, 17th), you 
  may imbue your sword with a spell as if the sword 
  possessed the spell storing ability. The spell must be 
  one level lower (or less) than the highest-level spell 
  you can cast, and no greater than 4th level. Imbuing 
  the weapon consumes a daily use of that level spell 
  (0-level spells still consume a 1st-level spell slot), 
  but the spell is expended only on a successful attack. 
  The imbued weapon loses this property if used by 
  someone else and the use of this power is expended. 
  If a natural 1 is rolled for the imbued weapon, it 
  gains the broken condition until repaired. An attack 
  with an imbued weapon with the broken condition 
  that rolls a 1 destroys the weapon. 
  Illusory Disguise (Sp): At 3rd level, you may use 
  illusion spells to augment your disguises. By 
  sacrificing a daily use of an illusion spell, you may 
  add a bonus equal to 1 + the sacrificed spell’s level 
  to the Disguise check made to conceal your nature. 
  This benefit remains until you  actively remove 
  the disguise, or until the next sunrise or sunset—
  whichever occurs first. This benefit to disguise does 
  not radiate magic, nor can it be eliminated by any 
  effect less than a greater dispel magic spell or spell-
  like ability. 
  Know the Weave of Fate (Sp): At 9th level, you may 
  cast divination once per day at your caster level. 
  You gain an additional daily divination every three 
  levels thereafter (12th, 15th, and 18th). Expending 
  
  17
  PG5
  two daily uses of this power at one time allows you 
  to cast contact outer plane, and expending four daily 
  uses allows you to cast legend lore. These spells are not 
  considered to be on the huginn’s spell list unless the 
  sorcerer adds them by other means. 
  Stormcrow (Sp): At 15th level, you may cast wind walk 
  once per day at your caster level. This spell is not 
  considered to be on your spell list unless you add it by 
  other means. 
  Eldritch Weaponry (Sp): At 20th level, you may use 
  your arcane bladework ability to imbue your 
  weapon with a spell as if it possessed the spell 
  storing ability—however, the spell may be 
  up to one level lower (or less) than the 
  highest level spell you can cast. (This 
  means the spell used is no longer 
  capped at 4th level but at 8th level).
  Rothenian 
  Witch Hexes
  The following new witch hexes 
  are intended for human witches 
  of Kariv descent. At the GM’s 
  discretion, though, they may 
  be available to witches of other 
  ethnicities or races.
  Atrophy (Su): Any target within 
  30 ft. must make a Will save 
  or take a –4 penalty to their 
  Strength for one minute per 
  caster level. 
  Black Rot (Su): Any target within 
  30 ft. must make a Will save or 
  become blackened and foul smelling 
  for one minute per caster level. The 
  target’s effective Charisma is cut in 
  half.
  Cripple (Su): Any creature touched 
  by the witch as a melee touch 
  attack gains a –30 penalty on all 
  Acrobatics checks and their base 
  speed is halved for one round 
  per caster level.
  Dullard (Su): Any target within 
  30 ft. must make a Will save 
  or take a –4 penalty to their 
  Wisdom for one round per 
  caster level.
  Fracture (Su): Any mundane object 
  weighing less than 5 lbs. when 
  touched by the witch gains the broken condition. 
  If the object is held, or worn by another creature, it 
  gains a Fortitude save against this effect with a bonus 
  equal to the wielder’s Fortitude save bonus. Touching 
  a held object provokes an attack of opportunity. 
  Magic items are not susceptible to this hex.
  Gout (Su): Any target within 30 ft. must make a Will 
  save or have their base speed reduced to 10 ft. per 
  round for one round per caster level.
  Simpleton (Su): Any target within 30 ft. must make a 
  Will save or take a –4 penalty to their Intelligence for 
  one round per caster level.
  Sloth (Su): Any target within 30 ft. must 
  make a Will save or take a –4 penalty to their 
  Constitution for one minute per caster level. 
  Stumble (Su): Any target within 30 ft. must 
  make a Will save or take a –4 penalty to their 
  Dexterity for one minute per caster level. 
  DC is equal to 10 + the witch’s caster 
  lever + her Int modifier.
  Suppress Enchantment (Su): Any 
  weapon within 30 ft. that the witch 
  successfully touches with a ranged 
  touch attack gains a –1 penalty 
  on all attack and damage rolls 
  per each caster level the witch 
  possesses. This penalty is in 
  effect for a number of rounds 
  equal to the witch’s caster level. 
  Touched weapons receive a 
  Will save with a bonus equal to 
  their wielder’s Will save bonus. 
  The DC for this save is  10 + 
  the witch’s caster level + her Int 
  modifier.
  New Major Hexes
  The following new major hexes 
  are available to witches of 10th 
  level and higher whenever they 
  choose a new hex.
  Spellthief (Su): Any target 
  within 60 ft. must make a Will 
  save or lose a random prepared 
  spell of 3rd level or lower 
  or spell slot if the target is a 
  spontaneous caster. The spell 
  or spell slot to be lost must be 
  determined randomly.
  Ruin (Su): Any mundane 
  object within 60 ft. that weighs 
  less than 15 lbs. is reduced to 
  
  Player’s Guide to The Rothenian Plains
  18
  dust if the witch successfully touches it with a ranged 
  touch attack. If the object is magical, held, or worn 
  by another creature, it gains Fortitude save with a 
  bonus equal to the wielder’s Fortitude save bonus. 
  The DC for this save is equal to 10 + the witch’s 
  caster lever + her Int modifier.
  New Grand Hexes
  The following new grand hexes are available to 
  witches of 18th level and higher whenever they 
  choose a new hex.
  Black Cloud of Doom (Sp): This hex acts as the spell 
  storm of vengeance, but it only affects one creature 
  and it follows them as they move. The storm cannot 
  be dispelled before the end of its duration by dispel 
  magic or greater dispel magic. Only a limited wish, 
  miracle, or wish spell or effect can dispel it.
  Spellblot (Su): Any target within 90 ft. must make a 
  Will save or lose a random prepared spell of 5th level 
  or lower (or a spell slot if the target is a spontaneous 
  caster). The spell or spell slot to be lost must be 
  determined randomly.
  Doppelganger (Sp): The witch creates a clone of 
  the target from which it has obtained a sample 
  (hair, nail, flesh, bone, or even feces or urine). The 
  doppelganger has all the memories and abilities of 
  the original creature up to the moment the sample 
  was taken, but it is under the complete control of 
  the witch, and it is considered to have a permanent 
  telepathic link with her. Its alignment matches the 
  witch’s alignment. It can be killed normally, or it can 
  be destroyed by a mage’s disjunction or wish. True 
  seeing reveals it a duplicate.
  Frailty (Su): The target, which must be within 90 ft., 
  loses all damage resistance and immunities. It loses 
  any natural armor bonuses it has and takes a –4 
  penalty to its Strength, Dexterity, and Constitution 
  scores. Its speed is reduced by half (minimum 5 ft. 
  per round). This effect last for one round per the 
  witch’s caster level.
  Ravages of Time (Su): Any target within 90 ft. 
  physically ages three years per the witch’s caster level.
  Stolen Moments (Su): Any target within 90 ft. is 
  frozen in time—it is immobile and unaware—for 
  1d4 rounds + one round per the witch’s caster level. 
  Affected targets can still be attacked and damaged.
  
  19
  PG5
  There is significant overlap among the pantheons of 
  the various plains nomads. This leads to little religious 
  conflict among sects and clans (except in rare and 
  exceptional circumstances). In fact, it is not unusual 
  to see centaurs, huginn, Kariv, Khazzak, and even 
  windrunner elves giving obeisance side by side at a 
  shrine of Perun or Ninkash. The rare intiwati ( “religious 
  war or crusade” in Old Elvish) usually occurs due to 
  the desecration of some holy place or person, such as a 
  shrine or holy burial ground. On those rare occasions, 
  the call goes out by messenger and or holy vision spells to 
  all true believers that a wrong must be avenged.
  New Subdomains
  The following subdomains are available to characters 
  whose gods have the appropriate associated domains in 
  their portfolios.
  Lightning Subdomain
  Associated Domain: Weather.
  Replacement Power: The following power replaces the 
  storm burst power of the weather domain.
  Lightning Claw (Su): As a standard action, you may 
  make a touch attack that duplicates the effects of 
  shocking grasp. Note this may provoke attacks of 
  opportunity if you do not have a compensating feat 
  such as Improved Unarmed Combat. You may use 
  this ability a number of times per day equal to 3 + 
  your Wisdom modifier.
  Replacement Domain Spells: 1st—entropic (lightning) 
  shield, 2nd—sound (thunder) burst, 5th—fickle winds.
  Sky Subdomain
  Associated Domain: Air.
  Replacement Power: The following power replaces the 
  electricity resistance power of the air domain.
  Purity of Air (Su): At 6th level, you gain a +2 divine 
  bonus to all saves against gases and poisons, such as 
  gorgon breath or green dragon breath. At 12th level, 
  the bonus increases to +4. At 20th level, you become 
  immune to all gas and breath attacks as well as all 
  poisons. You also no longer require air to breathe, 
  so you can survive indefinitely in areas of poisonous 
  atmospheres or no atmosphere (you still need to 
  drink, eat, and sleep).
  Replacement Domain Spells: 1st—alter winds, 6th—
  sirocco, 9th—winds of vengeance.
  Divine Spells
  The following spells are available to divine spellcasters 
  with ties to the Rothenian Plains. At the GM’s discretion, 
  other divine spellcasters may have access to these spells.
  BLOODSWORN TASK
  School enchantment (compulsion) [language-dependent] 
  [mind-affecting]
  Level bard 4, cleric/oracle 3, sorcerer/wizard 4, witch 3
  Casting Time one round
  Components V, M (blood from each target)
  Range close (25 ft. +5 ft./level)
  Target one humanoid creature/level
  Duration until discharged or dispelled
  Saving Throw see text; Spell Resistance yes
  You bind a number of creatures to a specific task (such as 
  Divine Magic of the 
    Rothenian Plains
  Centaur Gods: The Great God Perun (the centaurs’ 
  creator and patron), Yarila and Porevit (Frey and 
  Freyja), Khors, Lada, Boreas the Hunter.
  Huginn Gods: Wotan, Loki, Yarila and Porevit, 
  Rava (Ariadne), Hecate (Sarastra), Ninkash 
  (Lada), The Hunter, Mammon, Marena.
  Kariv Gods: Svarog (the Karivs’ creator and 
  patron), Hecate, Ninkash, Perun, Yarila and 
  Porevit.
  Khazzaki Gods: Svarog (Volund, the Kazzaks’ 
  creator and patron), Loki, Perun, Yarila and 
  Porevit, and Veles.
  Windrunner Gods: Teshub the Thunderer (Perun), 
  Ellel the Wise (Wotan), Kamrusepa the Kind 
  (Lada), Tilla the Bull of War (Mavros), and Yarila 
  and Porevit.
  
  Player’s Guide to The Rothenian Plains
  20
  “protect the castle,” or “never leave the paladin’s side”) 
  by tasting their blood and speaking the task’s detail. The 
  task can be as simple or as complex and open-ended 
  as you wish, although you cannot compel a creature to 
  kill itself or perform acts that would result in certain 
  death. If the target has not given any blood (willingly 
  or unwillingly), they are allowed a Will saving throw. 
  If the targets are not in range of the spell, it simply fails 
  for that target.
   
  If the target fails to keep to the term of the binding 
  task, it loses one random ability score point per day. 
  This spell effect cannot reduce any ability score below 
  three. Any ability score losses are restored within 24 hrs. 
  if the target resumes the task.
   
  If the target blatantly disregards the task (e.g. killing 
  the person they are sworn to protect, breaking a peace 
  they swore to keep), they are immediately affected 
  by a feeblemind effect that lasts for 1d10 days. Only 
  an atonement, heal, limited wish, mage’s disjunction, 
  miracle, restoration, or wish spell can dispel this effect.
  HOLY VISION
  School enchantment (compulsion) [language-
  dependent] [mind-affecting]; 
  Level cleric/oracle 7, druid 7, witch 6
  Casting Time one minute
  Components V, S, F (DF)
  Range unlimited
  Target one living creature
  Duration see text
  Saving Throw none; 
  Spell Resistance yes
  A holy vision functions as the dream spell, but you 
  appear in the target’s dream as a holy or unholy 
  messenger (angel, demon, deva, etc.) of your choice, and 
  you can cast a geas/quest spell upon the target while in 
  their dream. Creatures who don’t sleep or don’t dream 
  cannot be affected by this spell.
   
  If you are evil aligned, this spell receives the evil 
  descriptor. If you are good aligned, this spell receive s 
  the good descriptor. If you are neutral, you may choose 
  which descriptor to assign this spell. Once you have 
  chosen the spell’s descriptor, you may not change it.
  SUMMON CELESTIAL MOUNTS
  School conjuration (summoning); Level cleric/oracle 4, 
  druid 4, witch 5
  Casting Time one round
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 caster levels)
  Duration 4 hours/level (D)
  Effect 2 celestial mounts for every 4 levels
  Saving Throw none; Spell Resistance no
  As per the summon mounts spell (see page 21), save for 
  the changes noted above. All of the summoned mounts 
  have the celestial template, as well.
  Much like their gods, there is significant overlap 
  in the religious practices of the plains tribes. Small 
  shrines to the gods litter the plains. Often, these 
  shrines are not much more than piled stones covered 
  with sacrifices that are burned or simply exposed to 
  the air. A DC 15 Knowledge (local or religion) check 
  will reveal which deity (or deities) the shrine honors.
   
  Often, there are holy grounds at grottos, small 
  valleys, secluded meadows, or nearly inaccessible 
  mountaintops. Holy ground can be where a god’s 
  avatar once set foot on the Material Plane, or where 
  a great battle was won, or the site of a great miracle. 
  These larger holy sites may contain monoliths 
  inscribed with runes that explain the holy nature 
  of the area—and warn potential despoilers against 
  disrespecting these hallowed grounds. A DC 15 
  Religious Practices of the Rothenian Plains
  Knowledge (history) or Linguistics check will allow 
  PCs to read the local runes.
   
  Most plains tribes burn their dead and scatter the 
  ashes into the fierce winds of the steppes. Some Kariv 
  and windrunner tribes, however, expose their holy 
  dead to the elements. For example, the Kariv place 
  their honored dead in elaborate, trapped wooden 
  structures (where treasures are rumored to lie, 
  prompting significant tomb raiding).  
   
   
  Some windrunner clans place their revered dead in 
  special kites that are flown from the tops of mountains 
  in the eternal holy winds. To trespass in—or worse, to 
  desecrate these holy grounds by tomb robbing—is a 
  violation punishable by torture and death, and it can 
  lead to generational vendettas and curses.
  
  21
  PG5
  The following spells are available to arcane casters with 
  ties to the Rothenian Plains. At the GM’s discretion, other 
  arcane spellcasters may have access to these spells.
  BLACK DOG CURSE
  School necromancy [evil]; Level sorcerer/wizard 4, witch 3
  Casting Time one standard action
  Components V, S, M (black dog fur or a wolf’s eye gem)
  Range 30 ft.
  Target one creature
  Duration one minute/level
  Saving Throw Will negates; Spell Resistance yes
  If the target fails a Will save, it takes a –2 penalty on all 
  attack rolls, damage rolls, saving throws, ability checks, 
  and skill checks for the duration of the spell. Note the 
  target takes a –4 penalty on these rolls if using them 
  against Black Gnash, which according to Kariv legend is 
  an immense black dog that feasts on souls.
  CHARM OF SECRETS
  School enchantment (charm) [mind-affecting]; Level 
  sorcerer/wizard 5, witch 4
  Casting Time one round
  Components V, S, M (lock of hair)
  Range touch
  Target creature touched
  Duration permanent
  Saving Throw Will negates; Spell Resistance yes
  This spell causes the target to become unable to divulge 
  one or more secrets without paying a terrible price. You 
  may name one secret for every four levels that you possess; 
  the target cannot reveal these secrets upon pain of death. 
   
  If the target willingly or unwillingly divulges the 
  secret(s) named, they take 10 hp damage per your level 
  unless they make a successful Fortitude saving throw. In 
  this case, the target takes only 4d4 hp damage +1 point 
  per your level. Even if the save is successful, the damage 
  may be lethal.
  HERD PLAGUE
  School conjuration (summoning); Level sorcerer/wizard 
  5, witch 4
  Casting Time one round
  Components V, S, F (DF)
  Range close (25 ft. + 5 ft./2 caster levels)
  Target up to two creatures per level, within the spell radius
  Area 20-ft radius
  Duration one round/level (D)
  Saving Throw Fortitude negates; Spell Resistance yes
  This spell is like a contagion spell, but it only affects herd 
  animals such as horses, cows, and centaurs. Using this 
  kind of magic against a clan or a tribe’s herds is a crime 
  punishable by severe torture and death. Only the most 
  black-hearted and ruthless of witches dare to use it.
  SUMMON BLACK GNASH
  School conjuration (summoning); Level sorcerer/wizard 
  8, witch 7
  Casting Time one round
  Components V, S, F (DF)
  Range close (25 ft. + 5 ft./ 2 caster levels)
  Effect summons Black Gnash (unique Nessian 
  warhound—CR11)
  Duration one round/level (D)
  Saving Throw none; Spell Resistance no
  This spell summons a unique Nessian warhound 
  (Pathfinder Bestiary) named Black Gnash. Treat it as a 
  Nessian warhound with the following exceptions: Black 
  Gnash is immune to fire, cold, and acid, and it is immune 
  to all spells 3rd level and below. Any creature killed by 
  Black Gnash has its soul devoured and cannot be raised, 
  resurrected, or reincarnated.
  SUMMON MOUNTS
  School conjuration (summoning); Level sorcerer/wizard 
  3, witch 4
  Casting Time one round
  Components V, S, M (tuft of horse hair)
  Range close (25 ft. + 5 per two caster levels)
  Effect three mounts for every three levels
  Duration six hrs./level (D)
  Saving Throw none; Spell Resistance no
  This functions as the mount spell, but you can summon 
  three mounts for every three levels you possess (to a 
  maximum of 18 mounts).
  Arcane Magic of the 
    Rothenian Plains
  
  Player’s Guide to The Rothenian Plains
  22
  Magic Weapons
  The following magic items have ties to the Rothenian 
  Plains and may be easier to find or purchase in the region. 
  BEAR CLOAK
  Aura moderate transmutation; CL 8th
  Slot shoulders; Price 8,250 gp; Weight 4 lbs.
  DESCRIPTION
  This thick bear-fur cloak provides cold resistance 10 
  when worn, and it allows the wearer to polymorph into 
  a brown bear once per day as a standard action. All 
  armor and equipment become part of the wearer’s new 
  form and are non-functional. The wearer may shift into 
  bear form once per day but may remain in that form 
  indefinitely. The wearer may shift back as a standard 
  action. If the wearer is killed in bear form, he or she 
  reverts back to their original shape. Whenever the 
  wearer shift forms, he or she heals 1d6 hp lethal damage 
  and all non-lethal damage. The wearer also loses any 
  fatigued condition that affects them. An exhausted 
  condition becomes fatigued.
  CONSTRUCTION
  Requirements Craft Wondrous Item, endure elements, 
  beast shape II; Cost 4,125 gp
  FIRE POWDERS
  Aura faint evocation; CL 1st
  Slot none; Price 50 gp; Weight 1/10 lb.
  DESCRIPTION
   The Kariv have been known to use special black and 
  yellow powders to create smoke and spark effects. The 
  black powder creates a large puff of smoke when it is lit 
  or thrown in a fire, similar to a puff of smoke’s effect. 
  The yellow powder creates a large shower of sparks 
  when lit or thrown in a fire, similar in effect to a daze’s 
  effect. Fire powders are typically used for dramatic effect 
  during dances, rituals, or for daring escapes.
  REQUIREMENTS
  Requirements Craft Magic Arms and Armor, puff of 
  smoke, daze; Cost 25 gp
  GHULSTONE PENDANT
  Aura faint abjuration; CL 9th
  Slot neck; Price 12,500; Weight — 
  DESCRIPTION
  Made from a black crystal found only in the darkest 
  depths of the Ghoul Imperium, this pendant grants a 
  +4 arcane bonus to all saves vs. mind-affecting spells 
  and effects, such as fear, charm, and sleep. It also grants 
  the wearer immunity to all possession effects, such as 
  ghostly possession and magic jar. The pendant must be 
  worn around the neck and near the heart to be effective.
  CONSTRUCTION
  Requirements Craft Wondrous Item, resistance, owl’s 
  wisdom; Cost 6,250 gp
  GLAMOUR RINGS
  Aura moderate illusion; CL 5th
  Slot ring; Price 9,800 gp; Weight — 
  DESCRIPTION
  Also known as “visage rings,” these distinctive rings are 
  made from twisted loops of gold and onyx. They are 
  always found in pairs (a single ring is useless magically, 
  but it is still valuable as jewelry). 
   
  When worn by two humanoid creatures, the 
  creatures can switch visages and appearances, but they 
  cannot switch clothes or equipment. Only creatures 
  within one size category of each other can use this ability 
  (e.g. a halfling cannot exchange visages with a hill giant). 
  Note that the effect is illusory (similar to a disguise self 
  spell), so the wearers do not gain any advantage of a new 
  size category or the abilities of the creature he or she is 
  emulating. If a ring is removed from either hand, the 
  glamor is removed from both creatures immediately. 
  Even if either one or both of the creatures are 
  unconscious or asleep, the effect can be started or ended 
  by putting on or removing one or both of the rings.
  CONSTRUCTION
  Requirements Craft Wondrous Item, alter self; Cost 
  4,900 gp
  KAMRUSEPA’S EVER-FULL BOWL
  Aura faint transmutation; CL 5th
  Slot —; Price 4,500 gp; Weight 2 lbs.
  DESCRIPTION
  These large stone bowls are always cool to the touch. 
  They hold up to one quart of water. When placed 
  Magic Items & Weapons
  
  23
  PG5
  upon the ground, they draw clean, fresh water from 
  the surrounding earth and air, refilling in one hour. In 
  especially arid environments, it can take up to eight 
  hours to refill a bowl, at the GM’s discretion. The bowl 
  will only fill to the top and never overflows or spills, 
  even if it is tipped over, but it creatures can drink from it 
  very easily. Any creature that drinks at least one pint of 
  the water from the bowl (this can be done as a standard 
  action) is immediately cured of any fatigued, exhausted, 
  dazed, or stunned condition.
  CONSTRUCTION
  Requirements Craft Wondrous Item, create food 
  and water; Cost 2,250 gp
  LADA’S PRAYER BEADS
  Aura faint abjuration; CL 5th
  Slot —; Price 1,500/4,500 gp (see text); Weight —
  DESCRIPTION
  These prayer beads can be made from any common 
  material (crystals, wooden beads, semi-precious 
  stones, etc.), but at least one of them must have 
  personal significance to the owner (e.g. a stone 
  taken from a parent’s or a child’s grave, a bead 
  spattered with an enemy’s blood, etc.). It must then 
  be specially blessed by a cleric of Lada. 
   
  The beads only work for the item’s original 
  owner. If it changes hands (parent to child), the 
  new owner must  add a special bead, which must 
  be re-blessed by a cleric of Lada. Such a re-blessing 
  often occurs during rites of passage among many 
  plains tribes. 
   
  If the proper owner says a prayer to Lada while 
  “tolling” (counting or fingering) the beads for one 
  minute, they gain the effects of a resistance spell for 
  2d4 minutes. These beads typically cost 1,500 gp. 
  Some especially ancient and powerful prayer beads 
  that have been passed down for generations also 
  grant a protection from evil effect simultaneously. 
  Both effects have a 2d8 minute duration. This 
  greater version of the item costs 4,500 gp.
  CONSTRUCTION
  Requirements Craft Wondrous Item, resistance 
  or bless (protection from evil); Cost 750/2,500 gp 
  (see text)
  SPIRIT STAKES
  Aura strong abjuration; CL 12th
  Slot —; Price 26,000 gp; Weight 16 lbs.
  DESCRIPTION
  These three-foot-long posts or pegs are inscribed 
  with Kariv runes and knotted with enchanted silks. 
  When the sticks are planted in the ground in a 
  pentagram-shaped pattern and when specially blessed 
  strings connect each stick, once per day they can create 
  a magic circle against evil. The circle may be created up 
  to a 100-ft. radius, and it lasts for up to 12 hrs. (sunup to 
  sundown, or vice versa). 
   
  If the string is broken or one or more sticks are pulled 
  out of the ground, the effect is dispelled. It cannot be used 
  
  Player’s Guide to The Rothenian Plains
  24
  again for 24 hrs. or until the string is repaired, whichever 
  is longer. Note that evil creatures cannot touch or 
  directly attack the sticks or string, but they can indirectly 
  damage them, by, for example, starting a cattle stampede. 
   
  These pentagrams are used by Kariv to protect 
  their wagon encampments from evil and summoned 
  creatures. The use of spirit sticks among the Kariv have 
  become especially prevalent since the rise of the Master 
  of Demon Mountain.
  CONSTRUCTION
  Requirements Craft Wondrous Item, protection from 
  evil, magic circle; Cost 13,000
  WOLF CLOAK
  Aura moderate transmutation; CL 8th
  Slot shoulders; Price 8,250 gp; Weight 4 lbs.
  DESCRIPTION
  This thick wolf-fur cloak provides resist cold 10 when 
  worn, and it allows the wearer to polymorph into a dire 
  wolf once per day as a standard action. All armor and 
  equipment become part of the wearer’s new form and 
  are non-functional. The wearer may shift into wolf form 
  once per day, but he or she may remain in that form 
  indefinitely. The wearer may shift back as a standard 
  action. If killed in wolf form, the wearer reverts back to 
  his or her original shape. Whenever the wearer shifts 
  forms, he or she heals 1d6 hp lethal damage and all 
  non-lethal damage. The wearer also loses any fatigued 
  condition that affects them. An exhausted condition 
  becomes fatigued.
  CONSTRUCTION
  Requirements Craft Wondrous Item, endure elements, 
  beast shape II; Cost 4,125 gp
  Magic Weapons
  The primary weapons on the Rothenian Plains are bows 
  and arrows, so it is no surprise that the region produces 
  a few special arrows rarely found anywhere else.
  ARROW, REEKING
  Aura faint evocation; CL 5th
  Slot none; Price 697 gp; Weight 1/10 lb.
  DESCRIPTION
  This +1 arrow is enchanted with a stinking cloud spell, 
  which is released on impact (Fortitude DC 11).
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, stinking 
  cloud; Cost 350 gp
  ARROW, SCREAMING
  Aura faint evocation; CL 3rd
  Slot none; Price 297 gp; Weight 1/10 lb.
  DESCRIPTION
  Any creature hit by this +1 arrow—or any creature 
  adjacent to the square it strikes—must make a DC 15 
  Fortitude save or be stunned for one round by the noise 
  the arrow emits.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, sound 
  burst Cost 150 gp
  ARROW, SIEGE
  Aura faint transmutation; CL 3rd
  Slot none; Price 297 gp; Weight 1/10 lb.
  DESCRIPTION
  This +1 arrow softens earth and warps wood when it 
  strikes a structure (as warp wood). If enough of
  these arrows strike a berm, wall, or barricade, they can 
  cause it to collapse.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, warp 
  wood; Cost 150 gp
  ARROW, SIGNAL
  Aura faint evocation; CL 3rd
  Slot none; Price 132 gp; Weight 1/10 lb.
  DESCRIPTION
  This +1 arrow has a flare spell cast upon it that is 
  activated after it has travelled 100 ft. It is used to 
  confound enemy lines or archers, and its light can be 
  used at night to signal a raid or location.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, warp 
  wood; Cost 70 gp
  
  25
  PG5
  Weapons
  Rothenian Plains natives have developed the following 
  weapons. At the GM’s discretion, they are available to 
  characters hailing from or adventuring in the region. 
  Bolas, Windrunner: These weighted loops of rope can 
  do 1d4 hp nonlethal damage and can be used to make 
  a ranged trip attack. If the attack succeeds, the victim 
  gains the pinned condition.
  Centaur Nets: A centaur net is a large net with rope 
  loops on the sides that are used as handles. Two 
  centaurs typically hold the net. If the centaurs charge 
  on either side of an opponent with the net between 
  them (one readies an action triggered by the second 
  one), one may make a touch attack against the 
  opponent with a +4 bonus (+2 for flanking, +2 for 
  equipment bonus). If the attack succeeds, the victim is 
  entangled. An entangled creature takes a –2 penalty on 
  attack rolls and a –4 penalty on Dexterity, it can move 
  at only half speed, and it cannot charge or run.  
    
  If the attackers control the net by succeeding 
  on an opposed Strength check while holding it, the 
  entangled creature is knocked prone and can move 
  only within the net. If the entangled creature attempts 
  to cast a spell, it must make a concentration check 
  (DC 15 + the spell’s level) or be unable to cast the 
  spell. When either net wielder takes a movement 
  action with a net that holds a creature, the caught 
  creature takes 1d6 hp bludgeoning damage each 
  round that it is dragged, and it drops any held items. 
  The centaurs may make this attack against three 
  Medium or smaller opponents in a row. The net’s 
  maximum capacity is three.
  Longbow, Taurian: These seven- or eight-ft. long 
  recurve bows are meant for use by centaurs. No other 
  creatures can make them. Centaurs that discover any 
  other creature using a Taurian bow usually attack the 
  offending creature. They are made of layered woods, 
  sinew, and horn and have a draw of at least 200 lbs. 
  For this reason, their four-foot-long arrows have 
  exceptional range and penetrating power, and they are 
  able to punch through even the thickest armor. You 
  must be over six ft. tall with Strength 16 or higher to 
  wield a Taurian longbow.
  Poniard Sword: A larger version of the rat poniard 
  found in the Crossroads region, this standard-looking 
  longsword or rapier has a concealed, spring-loaded 
  poniard in its hilt, which quickly extends when the 
  hilt is gripped in a particular way (a swift action). 
  When the poniard is revealed in a combat round, it 
  can be used for a rogue’s sneak attack in that same 
  round. The sword can be used as a one-handed double 
  Weapons & Gear  
   of the Plains
  Martial Weapon
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Weight
  Type
  Special 
  Poniard Sword+ 
  40 gp
  1d6
  1d8
  19/x2
     —
  4 lbs.
  Slashing
      —
  + Once extended, a double weapon that permits a sneak attack.
  Exotic Weapon
  Cost
  Dmg (S)
  Dmg (M)
  Critical
  Range
  Weight
  Type
  Special 
  Bolas, Windrunner
  50 gp
  1d4
  1d4
  ×2
  30 ft.
  4 lbs.
  Bludgeoning
      —
  Longbow, Taurian
  250 gp
  1d10
  2d6
  ×3
  130 ft.
  6 lbs.
  Piercing
      —
  Net, Centaur*
  60 gp
  1d6/round
  1d8/round
  ×2
  N/A
  18 lbs.
  Bludgeoning
      —
  Sundering Whip**
  701 gp
  1d4
  1d6
  ×3
  N/A
  5 lbs.
  Slashing
      —
  Table 8-1: Rothenian Weapons
  * Requires two attackers.
  ** disarm, reach (15 ft.), sunder, trip
  
  Player’s Guide to The Rothenian Plains
  26
  weapon once extended, with all the usual restrictions 
  and penalties. The poniard can be used against a 
  grappling opponent normally. Kariv of a crueler bent 
  have been known to poison the secondary blade.
  Sundering Whip: Some cunning Kariv affix diamond 
  powder along the length of their heavy bullwhips. 
  This creates a lethal weapon that affects armored 
  opponents and can sunder opponents’ weapons, 
  armor, and shields.
  Taurian Strength Bows: This masterwork recurve 
  longbow is between five-and-a-half and six-and-a-
  half feet tall when strung. It is the specialty weapon 
  of centaur and minotaur archers, and it is made with 
  a combination of bone, yew, horn, and sinew. The 
  arrows themselves can be over three feet long and 
  weigh one pound each. A wielder must be at least six 
  feet tall and have Strength 12 or higher to wield these 
  exotic weapons.  
    
  These heirloom weapons are handed down from 
  one generation of warriors to the next, and the most 
  famous have name names, histories, and magical 
  powers acquired over many years.  
    
  Each bow requires a minimum Strength score (12, 
  14, 16, 18, and so forth), called the bow’s pull, before 
  archers can wield it. When the wielder successfully 
  attacks with it, add a damage modifier equal to the 
  bow’s Strength score requirement (unlike normal 
  bows).  
    
  For example, a Rothenian centaur archer with 
  Strength 21 using an 18 pull longbow would deal +4 
  damage. If the bow had a 20 pull rating, he would 
  do +5 damage. If the archer only had Strength 16 
  he could not use the bow at all. Non-proficiency 
  penalties with this exotic weapon apply normally.  
    
  Unlike normal masterwork enhancement 
  bonuses, these damage modifiers can stack with 
  magical bonuses and can be multiplied by critical or 
  feat effects.
  Gear
  The Rothenian Plains’ inhabitants have developed the 
  following poisons, equipment, and gear, which may be 
  available to characters in that region or hailing from it.
  Poisons
  BLOODSICK POISON
  Type poison, contact; Save Fortitude DC 18
  Onset 1 min.; Frequency 1/min. for six min.
  Initial Effect 1 Con drain; Secondary Effect 1d2 Con 
  damage Cure 2 consecutive saves
  Though most think of centaur blood sickness as a 
  disease, it is a special poison made with centaur blood 
  and infusions of harmful spirits. Its ability to reduce 
  movement of a target makes it especially valuable for 
  capturing prey or prisoners.
  DRAGON’S BLOOD
  Type poison, injury; Save Fortitude DC 19
  Frequency 1/round for six rounds
  Initial Effect 1 Str drain; Secondary Effect 1d2 Str 
  damage Cure 1 save
  This poison is common among the Kariv, who infuse 
  it with foul earth and the blood of stillborn foals. Since 
  it requires a secret shrive curse known to none but the 
  Kariv, only the Kariv can create it and they rarely sell it.
  Equipment
  Kariv Climbing Cymbals: Used for rapid percussive 
  accompaniment, these finger cymbals are commonly 
  used in Kariv dances. When smeared with the gummy 
  sap of the guar tree, however, they become sticky 
  suction cups useful for climbing walls and other 
  smooth surfaces. Kariv climbing cymbals provide a +2 
  equipment bonus to all Climb rolls for 10 min.
  Kariv Sashes: The Kariv are known for wearing 
  colorful sashes, but many non-Kariv do not realize 
  these garments serve utilitarian purposes, as well. 
  In fact, they can conceal small messages and scrolls 
  as well as small, flat knives and lock-pick sets. The 
  sashes can also be knotted to make small ropes for 
  climbing or for tying up portals or prisoners. Sashes 
  can have coins sewn or knotted on them, which look 
  Item
  Weight
  Cost 
  Bloodsick Poison 
  1lb.
  300 gp
  Dragon’s Blood 
  1lb.
  1,00 gp
  Kariv Climbing Cymbals
  1lb.
  70 gp
  Kariv Sashes 
  2 lbs.
  35 gp
  Kariv Strangling Scarves
  2 lbs.
  355 gp
  Puzzle Boxes
  2 lbs.
  550 gp 
  Ridegrass
  1 lbs.
  175 gp
  Sbiten (Raven Wine)
  2 lbs.
  65 gp
  Table 8-2: Gear Costs
  
  27
  PG5
  and sound impressive when twirling and shimmying 
  during Kariv dances—and make, an effective sap for 
  silencing guards and quieting kidnap victims.
  Kariv Strangling Scarves: These innocuous-looking 
  scarves have cunning wires worked into them 
  that allow the scarves to be cast at opponents and 
  extended with a 10-ft. reach that allows grapple 
  attacks. Instead of pinning, the Kariv may choose to 
  strangle the opponent (See the suffocation rules in the 
  Pathfinder RPG Core Rulebook). The victim may break 
  this strangle the same as it would break a grapple. It is 
  not unusual for one Kariv to pin the opponent with a 
  scarf, while the other strangles. The victim can decide 
  which grapple to break first. As always, these grapple 
  attacks provoke attacks of opportunity, unless the 
  Kariv has a compensating feat. This is considered an 
  exotic weapon for proficiency.
  Puzzle Boxes: Many Kariv clans are known for their 
  woodworking, and in particular for the intricate 
  puzzle boxes and boxes with concealed compartments 
  that they make. A Perception check is required to 
  find a box’s secret panel, and a Disable Device roll 
  is required to unlock a puzzle box or a locked secret 
  panel. (DCs typically range from 15 to 30, depending 
  on the cost and intricacy of the puzzle box). These 
  boxes are popular with minotaur customers, 
  especially the sliding maze puzzle boxes.
  Ridegrass: Centaurs dose themselves with painkilling, 
  hypnotic ridegrass before long journeys without 
  pauses for food or sleep. Ridegrass has no effect 
  whatever on two-legged creatures, but equine 
  creatures such as horses, mules, oxen, griffons, 
  hippogriffs, and pegasi can also benefit from it, 
  gaining a +4 bonus to Constitution checks (required 
  for nonstop journeys, which are considered forced 
  marches) for a day after consumption. Ridegrass also 
  allows equine creations to hustle without ill effect for 
  four hours.
  Sbiten: Also called the “wine of the raven,” this potent 
  drink has a particular medicinal value. Drinking a 
  single cup of sbiten provides the drinker with a +1 
  equipment bonus on Fortitude checks against cold 
  and exposure, and it subtracts 1d4 hp nonlethal 
  damage incurred by such conditions for one hour.
  Steppe Pears: These flowering plants are rare, and they 
  have only a passing similarity to true pears. They don’t 
  taste very good but they are nourishing and contain 
  water. Two are equivalent to a day’s rations.
  Rothenian Beasts  
   of Burden
  The Plainfolk prize several unique breeds of horses, 
  ponies, and hounds. A few of these are listed below.
  Gormes
  This large, almost pony-sized steppes dog is prized by the 
  windrunner elves. It has a preternatural intelligence in its eyes.
  Gormes                                                   CR 3
  XP 800
  NG Medium magical beast
  Init +6; Senses darkvision 60 ft., scent; Perception +6
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 33 (4d10+8)
  Fort +3, Ref +6, Will +6
  OFFENSE
  Speed 40 ft.
  Melee bite +7 (2d6+4 plus trip)
  Special Attacks trip, nip
  STATISTICS
  Str 17, Dex 15, Con 15, Int 6, Wis 12, Cha 14
  Base Atk +4; CMB +7; CMD 19 (23 vs. trip)
  Feats Improved Initiative, Toughness
  Skills Acrobatics +10, Perception +6, Stealth +6, Survival +6
  Languages Elvish, Trade Tongue (cannot speak)
  ECOLOGY
  Environment any
  Organization solitary, pair, or pack (6–11)
  Treasure incidental
  SPECIAL ABILITIES
  Trip (Ex) A gormes can attempt to trip its opponent 
  as a free action without provoking an attack of 
  opportunity if it hits with the specified attack. If the 
  attempt fails, the hound is not tripped in return.
  Nip (Ex) A gormes can, instead of making a normal bite 
  
  Player’s Guide to The Rothenian Plains
  28
  a rider to use their hoof and/or bite attacks with a 
  successful DC 15 Handle Animal check. As a verbal 
  or stirrup command, this is considered a swift action 
  in combat.
  Cropper (Ex) Unlike larger lowland horses, plains 
  horses have been bred to sustain themselves on the 
  long grasses, short grains, nettles, and plain pears of 
  the steppes. Thus they are self-feeding so long as they 
  have access to grasses or other simple greens.
  Horse, Spirit
  This regal horse boasts a shimmering coat and a knowing 
  stare. Its shoulders are as tall as a full-grown man. 
  Spirit Horse                                           CR 7
  XP 1,800
  N Large magical beast
  Init +7; Senses low-light vision; Perception +9
  DEFENSE
  AC 18, touch 13, flat-footed 14 (+4 Dex, +5 natural, -1 
  size)
  hp 49 (7d10+10)
  Fort +7, Ref +9, Will +8
  Immune electricity; Resist cold 10
  OFFENSE
  Speed 60 ft.
  Melee bite +19 (1d8+6), 4 hooves +17 (1d8+3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks powerful charge (hooves, 2d8+9), 
  trample (1d8+6, DC 21)
  Spell-Like Abilities (CL 11th; concentration +9)
  At will—air walk
  STATISTICS
  Str 17, Dex 17, Con 18, Int 12, Wis 16, Cha 14
  Base Atk +10; CMB +18; CMD 28 (42 vs. trip)
  Feats Endurance, Improved Initiative, Iron Will, 
  Lightning Reflexes, Multiattack, Power Attack, Run
  Skills Acrobatics +18 (+38 when jumping), Perception 
  +9, Swim +9
  Languages Auran, Elvish, Trade Tongue (cannot 
  speak)
  ECOLOGY
  Environment cold mountains
  Organization solitary, pair, or herd (3-10)
  Treasure none
  Spirit horses are a legendary breed of magical horses. 
  Most spirit horses have shining white coats and long, 
  shining golden manes and tails, although occasionally a 
  foal is born with a jet-black coat or a shimmering silver 
  coat. Spirit horses sometimes display magical abilities—
  such as spellcasting or breath weapons—beyond those 
  Beast
  Weight
  Cost 
  Gormes (Fey Hounds)
  65 lbs.
  3,350*
  Plains Horse
  650 lbs.
  175
  Steppes Pony
  375 lbs.
  65
  Spirit Horse 
  600 lbs.
  12,500*
  Table 9-1: Rothenian Beasts
  *Not normally available for sale—see creature text for 
  details
  attack, make a nipping attack that herds its target in 
  a particular direction. The hound makes a standard 
  feint attempt, and if it succeeds, the gormes can 
  choose to move the opponent 5 ft. in any direction. 
  The hound does not take a penalty for nipping or 
  herding a creature of animal intelligence.
  Horse, Plains
  This lean but hardy looking horse looks ready for a fight 
  or for speedy flight.
  Plains Horse                                           CR 2
  XP 600
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +3
  DEFENSE
  AC 10, touch 10, flat-footed 9 (+1 Dex, –1 size)
  hp 15 (2d8+6)
  Fort +6, Ref +4, Will +1
  OFFENSE
  Speed 50 ft.
  Melee 2 hooves  (1d4+1); bite (1d4)
  Space 10 ft.; Reach 5 ft.
  STATISTICS
  Str 17, Dex 12, Con 17, Int 2, Wis 11, Cha 7
  Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
  Feats Endurance, Run
  Skills Perception +3
  SQ combat trained, cropper
  ECOLOGY
  Environment temperate plains
  Organization solitary, pair, or herd (3–30)
  Treasure incidental (NPC gear)
  SPECIAL ABILITIES
  Combat Trained (Ex) All plains horses are combat 
  trained from birth, and they can be commanded by 
  
  29
  PG5
  of their more normal kin. A typical spirit horse stands 
  over six feet tall at the shoulder, measures six to eight 
  feet long, and weighs upward of 1,100 lbs.
   
  According to various legends, spirit horses are 
  descended from the legendary Sleipner, steed of Wotan, 
  were brought to Midgard by elves, or were somehow 
  related to the dragon horses of the south. Regardless, 
  spirit horses are exceptionally rare, even on the Rothenian 
  Plains, but they can be found in any area with a wide 
  horizon as they gallop across the plains and sky at will.
   
  While spirit horses cannot actually fly, they are 
  able to walk on air as easily as on land, and they spend 
  much of their time galloping across the skies. Spirit 
  horses are highly prized as steeds. As intelligent magical 
  beasts, though, they cannot be trained using the Handle 
  Animal skill. Although they cannot speak, spirit horses 
  understand Auran, Elvish, and the Trade Tongue. Any 
  adventurer who wishes to use a spirit horse as a mount 
  must convince the creature to serve using Diplomacy, 
  Intimidate, or other means.
   
  Riding a spirit horse requires no equipment other 
  than a normal saddle, and spirit horses are capable 
  combat mounts by nature. A rider does not need to 
  make a Ride check to control a spirit horse in battle, but 
  he must make a Ride check to attack in the same round 
  that the spirit horse attacks. A spirit horse can carry 400 
  lbs. as a light load, 800 lbs. as a medium load, and 1,200 
  lbs as a heavy load.
  
  Player’s Guide to The Rothenian Plains
  30
  Pony, Steppes
  This short, sturdy pony has thick hooves and a long, 
  shaggy mane.
  Steppes Pony 
                                 CR 2
  XP 400
  N Medium animal
  Init +1; Senses low-light vision, scent; Perception +6
  DEFENSE
  AC 11, touch 11, flat-footed 10 (+1 Dex)
  hp 13 (2d8+4)
  Fort +5, Ref +5, Will +0
  OFFENSE
  Speed 40 ft.
  Melee 2 hooves (1d3)
  STATISTICS
  Str 13, Dex 14, Con 14, Int 2, Wis 11, Cha 4
  Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
  Feats Endurance, Run
  Skills Perception +6
  SQ combat trained, cropper (see plains horse, above)
  ECOLOGY
  Environment temperate plains
  Organization solitary, pair, or herd (3–30)
  Treasure incidental (NPC gear)
  Plains ponies are a smaller breed of plains horse better 
  suited to halflings, gnomes, and human children as 
  mounts. They are also trained from birth for combat 
  and can survive indefinitely on the tough grasses and 
  greens of the steppes. They stand three to four feet tall 
  and weigh about 600 lbs.
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   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.
   Sunken Empires Copyright 2010, Open Design, LLC; Authors: Brandon Hodge, David “Zeb” 
  Cook, and Stefen Styrsky. www.koboldquarterly.com
   Midgard Preview © 2012 Open Design LLC. Authors: Wolfgang Baur, Jeff Grubb, Wade 
  Rockett, and Adam Roy.
   Midgard: The Player’s Guide To The Rothenian Plains, Copyright 2013, Open Design LLC. 
  Developer: Adam Roy. All rights reserved.
  OPEN GAME LICENSE Version 1.0a
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Midgard - Player's Guide to the Rothenian Plains.pdf