TEXT: ®
  ™
  Advanced Class 
  Origins
  Advanced Class 
  Origins
  Advanced Class 
  Origins
  
  Hybrid Classes on Golarion
  The icons on this map of the Inner Sea region correspond to 
  locations where adventurers of one of the new hybrid classes 
  presented in the Pathfinder RPG Advanced Class Guide might 
  be found. If an icon has a red circle around it, a new character trait or 
  rules option (such as an archetype, bloodline, or other class-specific 
  option) tying the class to that region can be found in this book.
  ARCANIST
  BLOODRAGER
  BRAWLER
  HUNTER
  INVESTIGATOR
  SHAMAN
  SKALD
  SLAYER
  SWASHBUCKLER
  WARPRIEST
  Other Regions
  First World
  Darklands
  
  On the Cover
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  Authors • Dennis Baker, Ross Byers, Tom Phillips, 
  Stephen Radney-MacFarland, and Owen K.C. Stephens
  Cover Artist • Igor Grechanyi
  Interior Artists • Donald Crank, Ian Llanas,  
  Fernanda Suarez, Andy Timm, and Vicky Yarova
  Creative Director • James Jacobs
  Editor-in-Chief • F. Wesley Schneider
  Managing Editor • James L. Sutter
  Lead Developers • Logan Bonner, Patrick Renie, 
  and Mark Seifter
  Senior Developer • Rob McCreary
  Developers • John Compton, Adam Daigle, 
  Mark Moreland, Patrick Renie, 
  and Owen K.C. Stephens
  Associate Editors • Judy Bauer and Christopher Carey
  Editors • Joe Homes and Ryan Macklin
  Lead Designer • Jason Bulmahn
  Designers • Logan Bonner, Stephen Radney-MacFarland, 
  and Mark Seifter
  Managing Art Director • Sarah E. Robinson
  Senior Art Director • Andrew Vallas
  Art Director • Sonja Morris
  Graphic Designers • Emily Crowell and Ben Mouch
  Publisher • Erik Mona
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  Table of Contents
  For Your Character 
  2
  Class Is in Session 
  4
  Arcanist 
  6
  Bloodrager 
  8
  Brawler 
  10
  Hunter 
  12
  Investigator 
  14
  Shaman 
  16
  Skald 
  18
  Slayer 
  20
  Swashbuckler 
  22
  Warpriest 
  24
  Feats 
  26
  Magic Items 
  28
  Spells 
  30
  Advanced Classes of the Inner Sea 
  Inside Front Cover
  Advanced Class Guide Archetypes 
  Inside Back Cover
  Igor Grechanyi’s filthy otyugh is no 
  match for the combined might of the 
  iconic slayer Zadim and the iconic 
  investigator Quinn!
  Reference
  This Pathfinder Player Companion refers to several other Pathfinder Roleplaying Game 
  products and uses the following abbreviations. These books are not required to make use of 
  this Player Companion. Readers interested in references to Pathfinder RPG hardcovers can find 
  the complete rules from these books available for free at paizo.com/prd.
  Advanced Player’s Guide 
  APG
  Bestiary 2 
  B2
  Inner Sea Gods 
  ISG
  The Inner Sea World Guide 
  ISWG
  Ultimate Combat 
  UC
  Ultimate Equipment 
  UE
  Ultimate Magic 
  UM
  
  ? Questions to 
  Ask Your GM
  Asking your Game Master the 
  following questions can help you 
  get the most out of Pathfinder Player 
  Companion: Advanced Class Origins.
  How common are adventurers 
  of the new hybrid classes in our 
  campaign? Will my character stand 
  out if I choose a hybrid class?
  As my hybrid class character 
  goes up in level, which of the 
  prestige classes listed on page 5 
  can she qualify for? 
  Would any of the new hybrid 
  classes be particularly fitting for a 
  character in our campaign?
  DID YOU KNOW? 
  Crowe, the iconic bloodrager, was originally artist Wayne Reynolds’ 
  character from his personal Curse of the Crimson Throne campaign! 
  Developer Adam Daigle then expanded the tale of Crowe’s origins into a 
  full-fledged backstory.
  Focus Characters
  This Player Companion highlights 
  the 
  10 
  new 
  “hybrid” 
  classes 
  introduced in the Pathfinder RPG 
  Advanced Class Guide, featuring new 
  rules options and additional flavor 
  to bring these exciting new classes 
  fully into the Pathfinder campaign 
  setting and inform players about 
  where their hybrid class PCs might 
  fit in the world of Golarion.
  Arcanist
  Arcanists belonging to the order of 
  the Twilight Sages in Geb are well-
  served by an archetype that grants 
  them incredible powers over life 
  and death, including the abilities to 
  sacrifice an unconscious creature to 
  save a dying ally (twilight transfer) 
  and even overcome mortality itself 
  (death’s release). New arcane exploits 
  allow these spellcasting savants 
  to cast spells while shapeshifted 
  (Lepidstadt shifter) and empower 
  their divinations (third eye).
  Bloodrager
  Whether the magic in their blood 
  can be traced back to fiendish kyton 
  ancestry or the enigmatic influence 
  of the foul Orvian substance known 
  as black blood, bloodragers can find 
  a variety of ways to connect their 
  strange powers with the mysteries of 
  Golarion. A sidebar on page 9 details 
  a bundle of Golarion-specific spells 
  from Pathfinder Campaign Setting: The 
  Inner Sea World Guide and Pathfinder 
  Campaign Setting: Inner Sea Gods that 
  are available to bloodragers.
  Brawler
  An expansive archetype for the 
  brawler enables players to inhabit 
  PCs who have mastered the physical 
  demands of the Houses of Perfection, 
  but whose restless spirit could not 
  conform to the stifling strictures 
  required by the monastic order. Now, 
  these renegades wander Golarion in 
  search of meaning —and the promise 
  of further honing their deadly skills.
  Hunter
  Two new archetypes bring the hunter 
  class to Golarion: the Uprooter 
  scouts, elven agents sworn to 
  repel the demonic scourge of the 
  Tanglebriar, and the scarab stalkers, 
  practiced desert wanderers who have 
  overcome Osirion’s environmental 
  dangers time and again while in 
  search of the lost treasures of that 
  nation’s storied pharaohs.
  Investigator
  Ustalav’s preeminent detectives and 
  monster hunters receive a bounty 
  of new class options to make sure 
  they survive their investigations into 
  that gothic land’s cryptic legends 
  and infamous horrors. From the 
  Lepidstadt inspector archetype to 
  new talents that allow investigators 
  to study their foes for extensive 
  durations (prolonged study) or 
  utterly cripple enemies (slowing 
  strike), investigators of all stripes 
  can find something to enjoy.
  Shaman
  Kellid shamans of the mammoth spirit 
  possess preternatural powers that 
  allow them to summon rampaging 
  herds of ghostly mammoths (phantom 
  stampede) or channel the might 
  of the mammoth to trample their 
  foes themselves (thunder foot). The 
  shaman also receives a sidebar of new 
  spells to add to her repertoire, which 
  can be found on page 17.
  Skald
  Half-orc 
  war 
  drummers 
  from 
  Belkzen, proud horn-blowing Ulfen 
  raiders, and Bekyar demon dancers 
  all find a home in the Pathfinder 
  campaign setting as skald archetypes.
  Slayer
  Aberration hunters from Numeria 
  and  beyond who take the Pureblade 
  archetype make formidable slayers, 
  while Varisian thugs who want 
  to make their mark need look no 
  further than the Sczarni executioner 
  archetype. New slayer talents round 
  out this class’s selection.
  Swashbuckler
  The Shackles and Qadira represent 
  their prowess on the winning end of 
  a blade with the Shackles corsair and 
  whirling dervish archetypes for the 
  swashbuckler class.
  Warpriest
  Two new archetypes give warpriests 
  from Andoran and Mediogalti Island 
  a bevy of new options, while the 
  scalykind and void blessings bring 
  these brawling zealots in line with 
  the rest of Golarion’s divine casters.
  For Your Character
  2
  1
  2
  3
  
  Rules Index
  The following new rules options can be found on the 
  indicated pages throughout Pathfinder Player Companion: 
  Advanced Class Origins.
  ARCHETYPES 
  CLASS 
  PAGE
  Bekyar demon dancer 
  Skald 
  18
  Belkzen war drummer 
  Skald 
  19
  Dragon skald 
  Skald 
  19
  Lepidstadt inspector 
  Investigator 
  15
  Liberty’s blade 
  Warpriest 
  24
  Mantis zealot 
  Warpriest 
  25
  Pureblade 
  Slayer 
  20
  Scarab stalker 
  Hunter 
  13
  Sczarni executioner 
  Slayer 
  21
  Shackles corsair 
  Swashbuckler 
  22
  Twilight sage 
  Arcanist 
  6
  Ulfen beast-wrestler 
  Brawler 
  10
  Uprooter scout 
  Hunter 
  13
  Whirling dervish 
  Swashbuckler 
  23
  Winding Path renegade 
  Brawler 
  11 
  TRAITS 
  TYPE 
  PAGE
  Absalom Bouncer 
  Basic (combat) 
  11
  Analytical 
  Regional (Ustalav) 
  15
  Bekyar Slave Maestro 
  Race (human [Bekyar]) 
  19
  Cultist Lineage 
  Regional (Mediogalti Island) 
  21
  Erutaki Sky Reader 
  Regional (Crown of the World) 
  17
  Failed Aspirant 
  Basic (combat) 
  11
  Fangwood Insurgent 
  Regional (Nirmathas) 
  13
  Greenskin Stalker 
  Regional (Isger,
   
   
  River Kingdoms, or Varisia) 
  21
  Hellknight Devotion 
  Basic (combat) 
  25
  Lastwall Defender 
  Basic (combat) 
  25
  Lepidstadt Scar 
  Regional (Ustalav) 
  15
  Lichblood 
  Regional (Hold of Belkzen) 
  9
  Lion’s Audacity 
  Regional (Taldor) 
  23
  Nexian Corpse Hunter 
  Regional (Nex) 
  7
  Scion of the Shory 
  Regional (Mwangi Expanse) 
  7
  Scourge of the Seas 
  Regional (The Shackles) 
  23
  Screaming Leap 
  Regional (Realm of the Mammoth Lords) 13
  Shadow Shaman 
  Regional (Nidal) 
  17
  Shoanti Spirit Singer 
  Race (human [Shoanti]) 
  19
  Wild Wanderer 
  Regional (Mwangi Expanse) 
  9
  OTHER RULES OPTIONS 
  CLASS 
  PAGE
  Arcane exploits 
  Arcanist 
  7
  Armor special abilities 
  — 
  28
  Blessings 
  Warpriest 
  25
  Bloodlines 
  Bloodrager 
  8–9
  Feats 
  — 
  26–27
  Investigator talents 
  Investigator 
  15
  Slayer talents 
  Slayer 
  21
  Spells 
  — 
  30–31
  Spirit 
  Shaman 
  16
  Weapon special ability 
  Swashbuckler 
  28
  Wondrous items and staves 
  — 
  28–29
  3
  
  The Pathfinder RPG Advanced Class Guide features 10 new 
  classes, as well as many new archetypes, feats, spells, and 
  other options to enhance the existing classes. Each new 
  class combines and builds upon two existing classes, 
  merging separate themes into something that is at once 
  familiar and original.
  The new classes each have niches of their own in the 
  Golarion campaign setting. Here’s a quick run-down of 
  these classes, with suggestions on how characters of each 
  class can fit into Golarion.
  Arcanist: The scholarly arcanist combines the 
  versatility of a sorcerer with the knowledge and power of 
  a wizard. Arcanists thrive in Geb, Nex, Nantambu, and 
  other lands where wizardry and magecraft are widely 
  practiced and highly regarded.
  Bloodrager: The bloodrager incorporates the bloodline 
  powers of sorcerer into the fury of a barbarian. Often 
  fierce and tempestuous, bloodragers are common in the 
  Lands of the Linnorm Kings, the Realm of the Mammoth 
  Lords, and the Mwangi Expanse, but they appear 
  sporadically in every land where strange bloodlines run 
  wild, from the aberrant bloodragers in the depths of the 
  Darklands to the draconic bloodragers in the highest 
  courts of Brevoy.
  Brawler: The brawler merges the styles of the fighter 
  and monk to form a dangerous, brutal close-quarters 
  warrior whose fists are as deadly as swords. Brawlers 
  usually eschew the monk’s ascetic surroundings and 
  gravitate to lands with a history of conflict or violent 
  struggle, like the Hold of Belkzen, the Shackles, and the 
  River Kingdoms.
  Hunter: The sly hunter ties a druid’s strong bond to 
  an animal companion with the fighting prowess and 
  wilderness skills of a ranger. These wilderness fighters 
  and spellcasters are found in the deep wilds of the Mwangi 
  Expanse, the Lands of the Linnorm Kings, the Realm of 
  the Mammoth Lords, the dense forests of Nirmathas, and 
  the remote parts of Kyonin and Varisia.
  Investigator: The troubleshooting investigator mixes 
  an alchemist’s formulae, a rogue’s skills, and his own 
  unique inspirations. As thematically versatile as a rogue, 
  investigators flourish in urban settings. The great 
  cities of Absalom, Katapesh, Oppara, Quantium, and 
  Westcrown are home to many investigators.
  Shaman: The mystical shaman melds the mysteries 
  of the oracle with the hexes of the witch. Shamans draw 
  their power by communing with the spirits of the world, 
  and they are commonly revered as spiritual leaders. In 
  addition to being common in many humanoid tribes, 
  shamans are found in rural Varisia, Qadira, and the 
  Five Kings Mountains, as well as among the tribes of the 
  Kellids, the Mwangi, and the Shoanti.
  Skald: The fierce skald blends the fury of a barbarian 
  with the inspirational talents of a bard. Skalds are most 
  Class Is in Session
  4
  
  common in the Lands of the Linnorm Kings. These 
  natural leaders are also drawn to Andoran, Cheliax, 
  Lastwall, Mendev, and Taldor, where they serve as elite 
  military officers.
  Slayer: The deadly slayer combines the stealth and 
  fighting abilities of a ranger and a rogue to form the 
  perfect bounty hunter and assassin. These skilled killers 
  can be found tracking their quarry anywhere.
  Swashbuckler: The swashbuckler ties a gunslinger’s 
  heroic flamboyance and a fighter’s martial expertise 
  together to create an audacious and spirited warrior. 
  Noble-minded swashbucklers are common in Andoran, 
  Galt, and Taldor, while swashbucklers with a penchant 
  for lawlessness are found in the Shackles, the Sodden 
  Lands, Mediogalti Island, and the River Kingdoms.
  Warpriest: The fanatical warpriest fuses the divine 
  spellcasting of a cleric with the martial ability of a fighter 
  to create a powerful battlefield combatant. Warpriests 
  are common in the war-torn lands of Belkzen, Lastwall, 
  Nirmathas, Mendev, and Molthune, as well as any region 
  where zealots with a penchant for slaying foes of their 
  faith may thrive.
  How to Use This Book
  Advanced Class Origins is designed to be a guide for players 
  and GMs interested in using any of the new classes 
  presented in the Advanced Class Guide for their Golarion-
  specific campaigns. The new classes are presented in 
  alphabetical order, and each follows a similar format. 
  After a brief paragraph or two describing the hybrid 
  class’s general place within the Pathfinder campaign 
  setting, each entry provides with a section that offers 
  specific examples of where members of that class may be 
  found around Golarion.
  Next, each entry presents brand new archetypes, 
  blessings, bloodlines, talents, and other class options for 
  the new class.
  The last part of each class entry contains traits designed 
  to thematically tie your character to Golarion. Many of 
  these traits are regional traits, so they are available only to 
  characters from the associated region of Golarion. Though 
  designed with the new classes in mind, you can easily use 
  most of these traits with other Pathfinder classes.
  Following the individual sections on hybrid classes are 
  three articles featuring new feats, magic items, and spells, 
  respectively. These new options not only support the 10 
  new classes, but also offer possibilities for many of the 
  other classes in the Pathfinder RPG.
  The rules and background material presented in the 
  following pages are fully capable of standing on their own 
  in any campaign setting, but they’re primarily intended 
  for players and GMs who want to tailor their characters 
  to fit into a campaign set in the world of Golarion. From 
  the scholarly arcanist to the zealous warpriest, you can 
  now explore a variety of innovative character options that 
  are both mechanically entertaining and strongly tied to 
  Golarion lore. 
  QUALIFYING FOR PRESTIGE CLASSES
  The following table lists prestige classes from the 
  Pathfinder RPG Core Rulebook or Pathfinder Campaign 
  Setting: Paths of Prestige (marked with an asterisk [*]) 
  that PCs can potentially gain access to by having levels 
  in one of the listed hybrid classes. Your GM may also 
  rule that the new classes’ class features can substitute 
  for similar features of existing classes for the purposes of 
  qualifying for other prestige classes.
  Prestige Class 
  Suitable Entry Classes
  Aldori swordlord* 
  Slayer, swashbuckler
  Arcane archer 
  Arcanist, bloodrager, 
  hunter, slayer
  Arcane trickster 
  Arcanist, slayer
  Arclord of Nex* 
  Arcanist
  Aspis agent* 
  Investigator, slayer
  Assassin 
  Investigator, slayer
  Bellflower tiller* 
  Slayer
  Blackfire Adept* 
  Arcanist, warpriest
  Brother of the Seal* 
  Brawler, warpriest
  Daggermark poisoner* 
  Investigator (with the 
  Daggermark Lore feat; 
  see page 26), slayer
  Dawnflower dissident* 
  Warpriest
  Dragon disciple 
  Bloodrager
  Duelist 
  Investigator, swashbuckler
  Eldritch knight 
  Arcanist, bloodrager
  Golden Legionnaire* 
  Hunter, warpriest
  Gray Gardener* 
  Warpriest
  Green Faith acolyte* 
  Hunter, shaman
  Hellknight signifer* 
  Arcanist, bloodrager, 
  warpriest
  Knight of Ozem* 
  Warpriest
  Lantern Bearer* 
  Hunter, slayer
  Loremaster 
  Arcanist, shaman, skald, 
  warpriest
  Magaambyan arcanist* 
  Arcanist
  Mammoth rider* 
  Hunter
  Mystic theurge 
  Arcanist, shaman
  Noble scion* 
  Investigator, swashbuckler
  Pathfinder chronicler 
  Arcanist, investigator, skald
  Pit fighter* 
  Bloodrager, brawler, slayer
  Prophet of Kalistrade* 
  Investigator
  Razmiran priest* 
  Arcanist
  Riftwarden* 
  Arcanist
  Shadowdancer 
  Hunter, investigator, slayer
  Shieldmarshal* 
  Investigator, slayer, 
  swashbuckler
  Skyseeker* 
  Hunter, shaman, warpriest
  Sleepless detective* 
  Investigator, slayer
  Storm Kindler* 
  Shaman
  Tattooed mystic* 
  Arcanist, bloodrager, 
  shaman, skald
  Umbral Court agent* 
  Hunter, shaman, warpriest
  Veiled illusionist* 
  Arcanist
  Winter Witch* 
  Shaman
  5
  
  Arcanists can be found nearly everywhere wizards are 
  found, but they’re far less common—few outside the 
  arcane circles even realize that there are significant 
  differences in the way they practice magic. While many of 
  Golarion’s most famous (and infamous) arcane spellcasters 
  were wizards, at least two famous Arclords of Nex from 
  millennia past were arcanists: Zalinash of the Countless 
  Eyes and Uluvar Kirn the Unweaver.
  Arcanists on Golarion
  The regions below contain significant numbers of 
  arcanists or hold them in high renown.
  Absalom: The Arcanamirium in Absalom hosts several 
  noted arcanists amidst its members, including at least one 
  professor. The current archdean, Lady Darchana of House 
  Madinani, believes that arcanists and wizards should 
  share research and compare effects in order to better 
  commoditize magic and explore its effects on society.
  Geb: Arcanists who are interested in 
  the necromantic arts often travel to 
  the undead nation of Geb to join 
  the ranks of researchers known 
  as twilight sages. Captivated by 
  the study of death, these obsessive arcanists make use of the 
  academic resources available at the colleges of Yled (and the 
  large population of local thralls) to further their knowledge.
  Mwangi Expanse: At the legendary Magaambya, arcanists 
  and wizards work together in harmony to preserve Old-
  Mage Jatembe’s legacy. Some Zenj arcanists believe that as 
  many as three of the Ten Magic Warriors were arcanists, 
  though these claims continue to be heavily disputed.
  Nex: The former kingdom of the archmage Nex holds 
  one of the largest contingents of arcanists in the Inner Sea 
  region. The magic-friendly government, abundant access 
  to wizards, and huge collections of magical resources draw 
  the innately magic-curious arcanists from all over. Some 
  come to Nex to experiment in the Mana Wastes, believing 
  that discovering the reasons magic has failed there could 
  lead to a breakthrough regarding the underlying nature 
  of magic.
  Rahadoum: With religious magic forbidden, residents 
  of Rahadoum place arcane spellcasters on an even higher 
  pedestal than do the citizens of other nations. Arcanists 
  find the libraries of Azir full of useful texts, as are those of 
  the Occularium in Manaket, though some wizards at the 
  latter look askance at arcanists’ nontraditional casting.
  New Archetype
  Many arcanists of Geb choose the following archetype.
  Twilight Sage
  The twilight sages of Geb carry out experiments to 
  solve the ultimate puzzle and unlock the secrets of 
  life and death. While the twilight sages generally 
  aren’t actively malicious, most are willing to 
  perform human experimentation in pursuit of 
  knowledge with little regard for the casualties.
  Consume Life (Su): By wresting a soul from 
  life to death, a twilight sage gains a slightly deeper 
  understanding of mortality, fueling her curiosity and 
  eldritch power. As a full-round action, she can consume 
  the life energy of a helpless living creature, killing it. 
  This creature must have 2 or more Hit Dice and be 
  below 0 hit points. The twilight sage adds 2 points 
  to her arcane reservoir if the creature’s Hit 
  Dice equaled or exceeded the sage’s character 
  level, or 1 point if the creature’s Hit Dice 
  equaled at least 1/2 her character level. 
  This ability is a death effect. This ability 
  replaces consume spells.
  Necromantic Focus (Ex): Twilight 
  sages consider their research into life and 
  death to be paramount, beyond all other 
  concerns. Each day, a twilight sage must 
  prepare at least one necromancy spell of each 
  spell level she can cast.
  Arcanist
  6
  
  Twilight Barrier (Ex): A twilight sage’s arcane barrier 
  differs from those of other arcanists, as it draws upon 
  both negative and positive energy to protect the sage. At 
  1st level, a twilight sage must choose the arcane barrier 
  exploit as her first arcanist exploit. Whenever an attack 
  removes the last temporary hit point from the twilight 
  sage’s arcane barrier, the barrier’s negative energy lashes 
  back at the attacker, dealing an amount of negative energy 
  damage equal to the barrier’s maximum temporary hit 
  point capacity. This ability alters the arcanist exploit 
  gained at 1st level.
  Twilight Transfer (Su): At 11th level, a twilight sage’s 
  mastery over life and death allows her to transfer life 
  energy into a fading vessel. Once per day, she can expend 
  1  point from her arcane reservoir while touching a 
  creature that died within the past round to affect that 
  creature as if it had received a breath of life spell, using 
  her arcanist level as the caster level. At the same time, 
  a willing or unconscious living creature within 300 feet 
  that has a number of Hit Dice equal to or greater than the 
  recipient’s instantly dies. This ability is a death effect, 
  and if the victim doesn’t actually die (such as if it was 
  summoned or is immune to death effects), the recipient 
  doesn’t receive the breath of life effect. This ability replaces 
  the arcanist exploit gained at 11th level.
  Death’s Release (Su): At 20th level, a twilight sage has 
  mastered the relationship between death and arcane 
  power, and has gained a limited ability to surpass her 
  own mortality. Whenever she dies (but not if she becomes 
  undead), if she still has points in her arcane reservoir she 
  appears as an ephemeral spirit in the air above her corpse. 
  She can still cast spells in this form, using her corpse as 
  the origin point and determining whether she can see or 
  target any creature or area as though she were alive in that 
  square. To cast a spell, she must expend a number of points 
  from her arcane reservoir equal to 1 + the spell’s level. The 
  spirit disappears if she has no points remaining in her 
  arcane reservoir or she spends a round without casting a 
  spell. The spirit can’t move, deliver touch or ranged touch 
  spells, or do anything that isn’t part of casting a spell. Her 
  spirit completes the verbal and somatic components of her 
  spells, any material components are consumed from the 
  supply on the corpse, and any focus components must be 
  on the corpse. This ability replaces magical supremacy.
  New Arcane Exploits
  Arcanists can choose from the following exploits in 
  addition to those in the Pathfinder RPG Advanced Class Guide.
  Altered Shifting (Su): When the arcanist is under the effect 
  of a spell of the polymorph subschool that she cast, she 
  can expend 1 point from her arcane reservoir to change to 
  another valid form allowed by the spell. This reduces the 
  spell’s caster level by 1, which can take the spell’s caster 
  level below the minimum caster level necessary to cast 
  the spell, and reduces the spell’s duration if applicable. 
  The arcanist must have the Lepidstadt shifter exploit to 
  select this exploit.
  First-World Face Thief (Su): The arcanist can expend 
  1  point from her arcane reservoir to assume an illusory 
  disguise as disguise self. If she expends 2 points from her 
  arcane reservoir instead of 1, the duration of the effect 
  increases to 10 minutes per level.
  First-World Illusion Catcher (Su): The arcanist gains a +2 
  bonus on saving throws against illusions. If the arcanist 
  successfully disbelieves an illusion, she can expend 1 point 
  from her arcane reservoir to try to negate or steal control 
  of the illusion. The arcanist attempts a caster level check 
  as if she were dispelling the effect with dispel magic. If 
  she succeeds, she can either end the effect or alter it 
  as if she were the spell’s caster. If the spell’s duration is 
  concentration, the arcanist must concentrate on the new 
  effect or it ends. The arcanist must have the first-world 
  face thief exploit to select this exploit.
  Lepidstadt Shifter (Su): The arcanist can expend 1 point 
  from her arcane reservoir to cast a spell while under 
  the effects of a polymorph spell. This ability works like 
  Natural Spell, except the arcanist uses the ability to cast 
  while under the effects of a spell instead of wild shape.
  Nidalese Shadow Veil (Su): By expending 1 point from her 
  arcane reservoir, an arcanist can pull a veil of shadows 
  around her, making her more difficult to spot and strike. 
  The arcanist gains concealment (20% miss chance) and a 
  +5 bonus on Stealth checks. This effect lasts a number of 
  rounds equal to 1 + the arcanist’s Charisma bonus.
  Sonic Blast (Su): The arcanist can loose a deafening blast of 
  sonic energy by expending 1 point from her arcane reservoir 
  and succeeding at a ranged touch attack against any one 
  target within 30 feet. The blast deals an amount of sonic 
  damage equal to 1d6 + the arcanist’s Charisma modifier, 
  plus an additional 1d6 points of sonic damage for every 2 
  levels beyond 1st (to a maximum of 10d6 at 19th level). The 
  target is also deafened for 1 minute. The target can attempt a 
  Fortitude save to halve the damage and negate the deafness.
  Third Eye (Su): The arcanist can open her eye of the 
  Arclord one additional time each day by expending 1 
  point from her arcane reservoir. She can gain more uses, 
  but each subsequent use costs 1 additional point from her 
  reservoir (2 points for the second additional use, 3 points 
  for the third use, and so on). The arcanist must have the 
  Eye of the Arclord feat (Pathfinder Campaign Setting: The 
  Inner Sea World Guide 286) to select this exploit.
  New Regional Traits
  The following regional traits are for spellcasters from 
  either the Mwangi Expanse or Nex.
  Scion of the Shory (Mwangi Expanse): The blood of a 
  Shory aeromancer flows through your veins. You gain a +2 
  bonus on concentration checks when casting flight spells 
  such as levitate, fly, or overland flight. Once per day, you can 
  use message as a spell-like ability.
  Nexian Corpse Hunter (Nex): After years spent fighting 
  the undead legions of Geb, you have developed a knack for 
  killing undead creatures with magic. You gain a +1 bonus 
  on damage rolls from your spells against undead.
  7
  
  For some, the arcane power of their blood doesn’t 
  whisper epiphanies of spell structure or esoteric 
  secrets from beyond the pale—it boils inside of them. 
  It rages in their veins, warps their flesh, and brings 
  forth a manifestation of the power and fury of magic 
  uncontrolled. In Golarion, bloodragers can be found in 
  lands that produce many barbarians, like the Lands of 
  the Linnorm Kings, the Realm of the Mammoth Lords, 
  and the Mwangi Expanse. Bloodragers often become 
  champions of superstitious humanoid tribes who don’t 
  fully comprehend the source of the bloodragers’ awesome 
  power. More unusual are those who appear in highly 
  civilized lands; these bloodragers must learn discipline 
  to control the magic within them, lest they 
  become outcasts and renegades.
  Bloodragers on 
  Golarion
  The 
  regions 
  below 
  either 
  have significant numbers of 
  bloodragers or hold them 
  in high renown.
  Hold 
  of 
  Belkzen: 
  Among 
  the 
  savage 
  orcs 
  of 
  Belkzen, 
  undead is the most 
  typical bloodrager 
  bloodline, with this 
  taint stretching all 
  the way back to the 
  blue dragon Kazavon 
  and his army of orcs. 
  Necromancers conducted 
  foul tests on the weakest 
  orc offspring, resulting in 
  horrid abominations and 
  in sorcerers and bloodragers 
  infused with the power 
  of 
  the 
  undead. 
  These 
  “lichbloods,” as they are 
  often called by the orcs, are 
  treated with respect and fear 
  by orc chiefs and shamans.
  Mwangi Expanse: Natives 
  of the Mwangi expanse 
  view those bloodragers 
  within the wilderness 
  as 
  lunatics 
  of 
  the 
  wild—folk who let 
  the strange magic of 
  the land seep into their 
  bones. Many bloodragers 
  live in the wildest regions of 
  the Expanse, often hunting alongside beasts as if part of 
  the pack. The arcane bloodline runs strong, though nearly 
  any bloodline can manifest among these bloodragers.
  Nidal: It’s typical for a bloodrager to first manifest his 
  power during a stressful or traumatic episode—and such 
  experiences are all too common in the pain-worshiping 
  realm of Nidal. Abyssal and infernal bloodlines are 
  common, but those whose ancestors truly pleased Zon-
  Kuthon bear the kyton bloodline; such bloodragers 
  usually discover their power during worship of the Dark 
  Prince while serving as subjects of ritualistic torture.
  Realm of the Mammoth Lords: For centuries, the 
  Kellid tribes in this land have told 
  stories of ragers who grew to great 
  sizes. For many years, such tales were 
  dismissed as exaggerations, but recently 
  Pathfinders have confirmed them and 
  revealed that bloodragers have always been 
  plentiful in the Realm of the Mammoth 
  Lords. Many of the northern tribes’ 
  bloodragers have the white draconic 
  bloodline. Near the Worldwound, the 
  tainted land breeds abyssal bloodragers. 
  Destined bloodragers can be found 
  among the other Kellid tribes.
  Varisia: The nomadic Shoanti typically 
  see bloodragers as conduits for the wrath 
  of the spirits around them. Bloodlines 
  vary between quahs, but the destined and 
  elemental bloodlines are most well-known 
  among the warlike nomads.
  New Bloodlines
  On Golarion, bloodragers 
  sometimes choose one of the 
  following bloodlines.
  Black Blood
  Contact with the black blood 
  of Orv—by you or one of your 
  ancestors—transformed 
  your 
  bloodline. 
  This 
  necromantic 
  taint 
  in 
  your blood mutates you into 
  something peculiar.
  Bonus 
  Feats: 
  Combat 
  Reflexes, Diehard, Endurance, 
  Great Fortitude, Improved Initiative, 
  Iron Will, Toughness.
  Bonus Spells: Chill touch (7th), 
  unshakable chillUM (10th), elemental 
  auraAPG (cold only) (13th), black 
  tentacles (16th).
  Bloodrager
  8
  
  Bloodline Powers: The insidious magic of black blood 
  grants you profane powers and hideous resistances.
  Black Blood (Su): At 1st level, your blood runs black with 
  the blood of Orv. You are immune to the effects (both 
  beneficial and destructive) of black blood. You have this 
  benefit constantly, even while not bloodraging. When 
  you take damage from a slashing or piercing attack while 
  bloodraging, as an immediate action you can grant your 
  melee attacks the frost weapon special ability for 2 rounds. 
  You can use this ability three times per day.
  Abnormal Reach (Su): At 4th level, the black blood 
  pumping within you twists and elongates your limbs. Your 
  reach increases by 5 feet.
  Black Blood Resistance (Su): At 8th level, you gain resistance 
  5 to cold and a +2 bonus on saving throws against ability 
  drain, death effects, disease, energy drain, paralysis, and 
  poison. At 16th level, this resistance increases to 10 and the 
  saving throw bonus increases to +4.
  Retributive Spray (Su): At 12th level, whenever you’re hit by 
  an attack or spell that deals slashing or piercing damage, 
  your black blood sprays up to 10 feet toward the opponent 
  who attacked you, striking the first creature along its path. 
  That creature takes 1d8 points of cold damage + 1 point of 
  cold damage for every 2 bloodrager levels you possess. A 
  successful Reflex save (DC = 10 + 1/2 your bloodrager level 
  + your Constitution modifier) halves the damage.
  Black Blood Transfusion (Su): At 16th level, when you 
  confirm a critical hit, some of your black blood seeps 
  into the target’s wounds. The next time the target would 
  be healed by positive energy, the healing burns away 
  the black blood and ends this effect, providing no other 
  benefit. This ability is not effective against creatures that 
  have no blood. The black blood transfusion persists until 
  it negates one positive energy healing effect, but it can be 
  removed sooner with a successful DC 25 Heal check.
  Black Blood Immunity (Su): At 20th level, you gain 
  immunity to cold, nonlethal damage, critical hits, and 
  sneak attacks. You have this benefit constantly, even when 
  not bloodraging.
  Kyton
  In the shadowy land of Nidal, the influence of Zon-Kuthon 
  and the Midnight Lord’s favored servants—the kytons—
  taints the land and its inhabitants. Just as an eclipse drives 
  animals wild, so too does the darkness unleash a madness 
  from deep within you.
  Bonus Feats: Alertness, Blind-Fight, Exotic Weapon 
  Proficiency (spiked chain), Great Fortitude, Improved 
  Dirty TrickAPG, Iron Will, Toughness.
  Bonus Spells: Persuasive goadUM (7th), pain strikeAPG (10th), 
  deeper darkness (13th), fear (16th).
  Bloodline Powers: The sadistic power of the kytons 
  flows through you, twisting you into a creature of pain and 
  darkness when you bloodrage.
  Painful Strike (Su): At 1st level, when you confirm a critical 
  hit, the target is sickened for a number of rounds equal to 
  1/2 your bloodrager level (minimum 1). During this time, 
  the creature must succeed at a concentration check (DC = 15 
  + the spell’s level) in order to cast a spell.
  Grasping Chains (Su): At 4th level, chains cover your body 
  and extend from your arms, grasping at the air around you 
  and granting you a +4 bonus on Climb skill checks. At 9th 
  level, this bonus increases to +8 and you gain a Climb speed 
  equal to 1/2 your base speed.
  Armor of Chains (Su): At 8th level, you gain resistance 5 to cold 
  and the chains covering your body provide a +4 armor bonus 
  to AC with no armor check penalty, maximum Dexterity 
  bonus, or additional weight. At 16th level, the resistance 
  increases to 10 and the armor bonus increases to +8.
  Agony’s Embrace (Su): At 12th level, whenever you’re hit 
  by a critical hit, your morale bonus to Strength from your 
  bloodrage increases by 2 for 1d6 rounds or until your rage 
  ends. The bonus to Strength instead increases by 4 at 16th 
  level and by +6 at 20th level. 
   Unnerving Gaze (Su): At 16th level, your foes begin to see 
  flashes of the faces of dead loved ones when they look at your 
  face. You gain a gaze attack with a range of 30 feet. All foes 
  who fail a Will save (DC = 10 + 1/2 your bloodrager level + 
  your Charisma modifier) become shaken for 1d3 rounds.
  Kyton Immunities (Su): At 20th level, you gain immunity 
  to cold and DR 10/good and silver. You have this benefit 
  constantly, even when not bloodraging.
  New Regional Traits
  The following regional traits are for characters from either 
  the Hold of Belkzen or the Mwangi Expanse.
  Lichblood (Hold of Belkzen): You are among the fabled 
  lichblood orcs, and so you command respect among the 
  orcs of Belkzen. You gain a +2 trait bonus on Diplomacy and 
  Intimidate checks made against orcs of Belkzen. You must 
  have the undead bloodrager bloodline to select this trait.
  Wild Wanderer (Mwangi Expanse): You’re a child of the 
  wild, living on your own without need of others. Each time 
  you attempt a Survival check to get along in the wild or resist 
  severe weather, you can choose to gain a +4 trait bonus on 
  that check. If you do so, you can’t use that check to provide 
  assistance to others, even if your result exceeds the DC.
  BLOODRAGER SPELLS
  The bloodrager spell list includes the following spells.
  1st-level Bloodrager Spells: Deadeye’s arrowISG, face 
  of the DevourerISG, firebellyISG, Gorum’s armorISWG, ice 
  armorISG, infernal healingISWG, touch of bloodlettingISG, 
  tracking markISG.
  2nd-level Bloodrager Spells: Arcane disruption (see 
  page 30), Gozreh’s tridentISG, Rovagug’s furyISG.
  3rd-level Bloodrager Spells: Blade snareISG, blood 
  salvation (see page 30), channel vigorISG, fractions of 
  heal and harmISG, monstrous extremitiesISG, sky swimISG, 
  vermin shape IISWG.
  4th-level Bloodrager Spells: Baphomet’s blessingISG, 
  caustic bloodISG, sadomasochismISG, vermin shape IIISWG.
  9
  
  Though brawlers can learn the use of weapons, they 
  specialize in bare-fisted fighting and wrestling. These 
  bare-fisted combatants train every bit as rigorously 
  as their monk counterparts, but their training is less 
  structured and lacks the focus in mental discipline that 
  monks revere so greatly. Instead, brawlers often face brutal 
  training against multiple opponents in hostile conditions. 
  In bigger cities, brawlers serve as private security, tavern 
  or brothel bouncers, or gladiators in the great arenas. In 
  the frontier regions, brawlers are found in cultures where 
  displays of prowess and friendly competitions encourage 
  training in the art of hand-to-hand combat.
  Brawlers on Golarion
  The regions below contain significant numbers 
  of brawlers or hold them in high renown.
  Absalom: Irori’s faithful are generally 
  more attracted to the way of the monk, 
  which focuses on both physical and mental 
  discipline, but worship of the Master of 
  Masters is still common among brawlers. 
  In Absalom, brawlers are drawn to the 
  Irorium. Even if they don’t worship 
  Irori, they go to learn, train, and prove 
  themselves against the greatest hand-
  to-hand fighters in the Inner Sea 
  region in the gladiatorial arena.
  Hold of Belkzen: Fighting—
  unarmed or otherwise—is part of 
  daily life for orcs, and while most 
  orcs prefer the ease of stabbing things 
  with large sharp objects, a few focus 
  exclusively on the vicious art of the 
  brawler. Among those, the very 
  best of orc brawlers come from a 
  few brutal martial schools deep 
  in Urgir. The greatest of these is 
  run by Masha the Seven-Limbed, 
  a one-eyed orc who kills as many 
  students as she passes through her 
  school. The survivors of these schools 
  hire out as bodyguards or perform in savage 
  pit fights to entertain the ruler of Urgir or 
  other powerful orc chiefs. 
  Jalmeray: The center of Vudrani martial arts in 
  the Inner Sea area is on the island of Jalmeray, which 
  is home to three schools of martial arts known as the 
  Houses of Perfection. These schools are exceedingly 
  difficult to enter and require a level of mental and 
  physical discipline that many martial artists lack. 
  The schools act as a beacon, though, attracting 
  a following of martial artists who don’t follow the more 
  spiritual elements of the monasteries, but nonetheless desire 
  Brawler
  to improve themselves and emulate the physical training 
  and mental discipline that the schools espouse. 
  Katapesh: In the markets of Katapesh is one of the 
  most notorious gladiatorial venues in Golarion: the 
  Basement of the Golden Scarab. The goblin proprietor 
  of this establishment dreams up all sorts of exotic tests 
  for pugilists, and many brawlers embrace the challenge 
  of fighting gnolls, zombies, or sometimes even more 
  monstrous combatants. Fighting in the Basement provides 
  relatively unknown brawlers a chance to gain a reputation, 
  great wealth, or an ignominious death. 
  The Shackles: In the town of Falchion Point on 
  Widowmaker Isle in the Shackles, gladiatorial gambling 
  reigns supreme. While many unscrupulous types make 
  their fortunes betting on its bloody bouts, the true 
  spoils of a good fight always go to the victors of physical 
  contests, which include bloody-knuckle boxing matches, 
  free-for-all battles royale, and close-quarters duels 
  with weapons ranging from broken glass to 
  the manacles with which the combatants 
  are attached to one another. Needless to 
  say, brawlers flourish in Falchion Point, 
  particularly shield champions, stranglers, and 
  other less traditional archetypes.
  Tian Xia: While the Tian regions are known 
  for more formal martial arts, 
  Tians revere heroic fighters of 
  all types. The most legendary 
  brawlers of the Inner Sea region 
  occasionally train and test their 
  skills against the greatest martial 
  artists of the Tian continent.
  Tymon: This tiny city-state of 
  gladiators in the River Kingdoms 
  is renowned across the Inner Sea 
  for its fearless combatants, some of 
  whom forsake armaments to become 
  living weapons.
  New Archetypes
  Some of Golarion’s brawlers have been known 
  to choose the following archetypes.
  Ulfen Beast-Wrestler
  For these mighty grapplers, wrestling 
  normal 
  opponents 
  has 
  lost 
  its 
  challenge—they seek greater targets 
  for 
  glory. 
  Ulfen 
  beast-wrestlers 
  challenge trolls to unarmed combat, 
  and the greatest seek out the great 
  linnorm their lands are known for 
  and wrestle these primeval dragons 
  into submission.
  10
  
  Beast Training (Ex): At 3rd level, an Ulfen beast-wrestler 
  selects a creature type from the Ranger Favored Enemies 
  table (Pathfinder RPG Core Rulebook 64). The only humanoid 
  subtype the beast-wrestler can select is giant. She gains a 
  +2 bonus on combat maneuver checks and to her CMD 
  against creatures of the type she selected.
  At 7th, 11th, 15th, and 19th levels, the Ulfen beast-wrestler 
  can select an additional type of creature. In addition, at 
  each such interval the bonuses against any one type of 
  creature she’s chosen (including the one just selected, if so 
  desired) increase by 2. If a specific creature falls into more 
  than one category, the beast-wrestler’s bonuses don’t stack; 
  she simply uses whichever bonus is higher. This ability 
  replaces maneuver training.
  Beast Defenses (Ex): At 4th level, when facing enemies 
  she selected with beast training, the beast-wrestler gains a 
  bonus to AC equal to 1/2 her beast training bonus against 
  that creature. This ability replaces AC bonus.
  Winding Path Renegade
  In Unbinding the Fetters, Irori teaches that the path to 
  transcendence can be straight or twisted. Winding path 
  renegades studied at the Houses of Perfection in Jalmeray, 
  but while they grasped the mechanical aspects of the forms, 
  they lacked the mental discipline required by the masters 
  of the school. Thus, they withdrew from the monasteries—
  some peacefully, some not—to find their own paths.
  School Focus (Ex): At 2nd level, a winding path 
  renegade continues the training she left behind, gaining 
  the benefits of the mystery taught at her old monastery. As 
  the winding path renegade progresses in her self-guided 
  training, she gains deeper understanding of her chosen 
  monastery’s mystery, which grants her new powers.
  Mystery of Untwisting Iron (Su): At 2nd level, metal weapons 
  and armor in the winding path renegade’s possession 
  are treated as masterwork unless they have the broken 
  condition. At 8th level, the winding path renegade gains 
  a bonus equal to 1/2 her level on Craft checks involving 
  metal, and she gains the benefits of the Master Craftsman 
  and Craft Arms and Armor feats when crafting items 
  made of metal. At 14th level, any weapon the winding path 
  renegade wields is treated as adamantine.
  Mystery of Unfolding Wind (Su): At 2nd level, the winding 
  path renegade adds 10 to the range increment of ranged 
  weapons she wields and gains Deflect Arrows as a bonus 
  feat. At 8th level, she can harness the power of the wind to 
  make enormous leaps. As a move action, she can leap without 
  attempting an Acrobatics check, jumping any distance up 
  to her move speed (upward movement counts as double, 
  as when flying). She can leap in this way once per day per 
  brawler level. At 14th level, when using the Deflect Arrows 
  feat, the winding path renegade can send one projectile 
  back at her attacker, with the same attack and damage 
  roll the attacker rolled against her. Even if the deflected 
  attack had more than one projectile (as with Manyshot), 
  the winding path renegade sends only one projectile back 
  at the attacker. The others are deflected as normal.
  Mystery of Unblinking Flame (Su): At 2nd level, the winding 
  path renegade increases her land speed by 10 feet (this is 
  treated as an enhancement bonus). If she uses her monk 
  moves class ability to gain fast movement, the abilities 
  stack with each other. At 8th level, if the winding path 
  renegade begins the round with the grappled condition, 
  she can deal 2d6 points of fire damage to all other 
  creatures in the grapple as a free action. At 14th level, the 
  winding path renegade becomes as difficult to contain 
  as a flame. Once per day as a full-round action, she can 
  transform into liquid flame, instantly escaping all bonds 
  as if under the effect of freedom of movement and moving 
  up to her speed. When moving as part of this ability, she 
  can move through creatures’ squares freely and doesn’t 
  provoke attacks of opportunity. She deals 10d6 points 
  of fire damage to any creature whose square she enters 
  during this movement. A successful Reflex saving throw 
  (DC = 10 + 1/2 her brawler level + her Dexterity bonus) 
  halves this damage. This ability replaces bonus feats 
  gained at 2nd, 8th, and 14th levels. 
  Monk Moves (Ex): At 4th level, a winding path renegade 
  can use her martial flexibility ability to gain the benefits 
  of certain monk abilities as well as combat feats. Each 
  ability counts as one combat feat for this purpose, and 
  the winding path renegade is treated as a monk of a level 
  equal to her brawler level for determining the effects of 
  these abilities. The winding path renegade gains access 
  to these abilities at the levels listed on the Monk Moves 
  table below. She does not gain a ki pool, and can’t use 
  powers that require ki. The winding path renegade must 
  be wearing light or no armor to benefit from this ability. 
  This ability replaces AC bonus.
  Monk Moves
  Monk Ability  
  Level Gained
  Evasion 
  4th
  Fast movement 
  4th
  Slow fall 
  4th
  High jump 
  5th
  Improved evasion 
  9th
  New Combat Traits
  The following combat traits are fitting for characters who 
  learned to fight in unusual circumstances.
  Absalom Bouncer: You learned to fight while serving as 
  a bodyguard in the taverns of Absalom, where keeping the 
  patrons alive through bloody bar brawls was just part of 
  your job. When you make an attack that deals nonlethal 
  damage with an unarmed strike, you gain a +1 bonus on 
  your damage roll.
  Failed Aspirant: You’ve failed the trials to gain entry 
  to one of the Houses of Perfection. Though you are 
  disappointed, you were able to pick up one trick from 
  the monks. Choose a single combat maneuver. Once per 
  day, you can perform that combat maneuver without 
  provoking an attack of opportunity, and you gain a +2 
  bonus on that attempt.
  11
  
  Hunters are wilderness warriors, known for their trusted 
  animal companions and their deep connection with the 
  natural world. Hunters are more likely encountered in 
  untamed lands like Iobaria, the Mwangi Expanse, the 
  Realm of the Mammoth Lords, and Sargava, as well as the 
  backwoods regions of more civilized realms like Andoran, 
  Kyonin, the Lands of the Linnorm Kings, and Varisia.
  Hunters on Golarion
  The following detail the most significant groups of hunters 
  in the Inner Sea region.
  Elven Hunters (Kyonin, Varisia): Though elven hunters 
  are more common in Kyonin, their numbers are growing 
  in northern Varisia, especially in the elven communities 
  of Arsmeril and Crying Leaf. Many of these hunters roam 
  the Mierani Forest and guard the approach to the ruins 
  of Celwynvian. In Kyonin, many elven hunters dedicate 
  themselves to eradicating Treerazer’s demonic taint, 
  or else belong to a variety of ancient lodges, including a 
  secret organization known as the Lantern Bearers.
  Fangwood Insurgents (Nirmathas): Hunters have 
  supported the Nirmathi insurgency since the forest nation 
  declared its independence from imperial Molthune. 
  Nirmathi hunters tend to be even more independent 
  and self-sufficient than normal for the notoriously free-
  spirited folk of Nirmathas, and most hunters prefer to act 
  as solitary scouts rather than as part of a regular martial 
  force. However, in the southernmost Fangwood, dozens of 
  hunters have recently formed a loose brotherhood called 
  the Foxclaws. These hunters operate almost exclusively 
  south of the Marideth River, carrying out costly ambushes 
  on military supply caravans.
  Garundi and Mwangi Hunters (Garund): Hunters 
  are found throughout western Garund, from Thuvia 
  to the Mwangi Expanse to the far southern reaches of 
  the continent. These hunters are masters of the deserts, 
  plains, and jungles of their native lands, and are as varied 
  as the terrains they roam. The southern Bekyar boast 
  a large number of demon-bound hunters—terrifying 
  predators who form bonds with fiendish creatures and 
  stalk humanoid quarry to deliver into slavery or even 
  worse fates. The seafaring Bonuwat usually form bonds 
  with aquatic creatures, and can be found as far west as 
  the Shackles. The taciturn Mauxi roam the barren 
  plains and deserts of Thuvia, and they typically form 
  bonds with desert creatures, especially venomous ones. 
  Lastly, the ubiquitous Zenj of the Mwangi Expanse prefer 
  different animal companions depending on where they 
  live; jungle-dwelling Zenj typically choose apes and small 
  dinosaurs, while plains-dwelling Zenj prefer baboons, 
  lions, or other creatures of the savanna.
  Kellid Tribes (Numeria, Realm of the Mammoth Lords): 
  The tribes of the fierce Kellid people inhabit the rugged 
  north, which is bordered by an empire of orcs, a land 
  overrun with demons, and an ice-bound realm ruled 
  by evil witches. These Kellid hunters and their animal 
  companions are products of their harsh environment. 
  Kellid hunters in Numeria often are at odds with the 
  Technic League, and consider the Black Sovereign’s 
  embrace of alien technology nothing short of blasphemy. 
  In the Realm of the Mammoth Lords, Kellid hunters 
  must contend with the region’s dangerous megafauna 
  in addition to the cruel and unforgiving environment.
  New Archetypes
  Hunters from Osirion and Kyonin often 
  choose the following archetypes.
  Hunter
  12
  
  Scarab Stalker
  In Osirion, the desert heat blends with the mysteries of 
  the past. The forgotten ruins in the sands have given rise 
  to a breed of hunters who call upon the powers of the 
  Osirian pantheon to protect and explore the ancient sites 
  of their people.
  Sacred Animal Focus (Su): A scarab stalker can select 
  from the bull, falcon, and snake animal foci, as well as the 
  following new animal foci.
  Bee: The creature gains a +4 competence bonus on Fly 
  checks. This bonus increases to +6 at 8th level and +8 at 
  15th level.
  Cat: The creature gains a +4 competence bonus on 
  Acrobatics checks. This bonus increases to +6 at 8th level 
  and +8 at 15th level.
  Cow: The creature gains a +1 competence bonus on 
  Fortitude saving throws. This bonus increases to +2 at 8th 
  level and +3 at 15th level.
  Crocodile: The creature gains a +4 competence bonus on 
  Swim checks. This bonus increases to +6 at 8th level and 
  +3 at 15th level.
  Ibis: The creature gains a +2 competence bonus on 
  saving throws against disease. This bonus increases to +4 
  at 8th level and +6 at 15th level.
  Jackal: The creature gains a +2 competence bonus on 
  Survival checks. This bonus increases to +4 at 8th level and 
  +6 at 15th level.
  Kite: The creature recovers 1 additional hit point 
  whenever it receives magical healing. This bonus increases 
  to 2 at 8th level and 3 at 15th level.
  Leopard: The creature gains a +4 bonus on Escape Artist 
  checks. This bonus increases to +6 at 8th level and +8 at 
  15th level.
  Lion: The creature gains a +4 competence bonus on 
  Intimidate checks. This bonus increases to +6 at 8th level 
  and +8 at 15th level.
  Ram: The creature gains a +1 bonus on damage rolls 
  with charge attacks. This bonus increases to +2 at 8th level 
  and +3 at 15th level.
  Scarab Beetle: The creature gains a +1 enhancement 
  bonus to its natural armor bonus. This bonus increases to 
  +2 at 8th level and +3 at 15th level.
  Scorpion: The creature gains a +2 competence bonus on 
  saving throws against poison. This bonus increases to +4 
  at 8th level and +6 at 15th level.
  Sha: The creature ignores the Perception penalty from 
  sandstorms, and can see twice as far in sandstorms. This 
  increases to 3 times as far at 8th level and 4 times as far 
  at 15th level.
  Uraeus: The creature gains a +2 competence bonus 
  on saving throws against breath weapons. This bonus 
  increases to +4 at 8th level and +6 at 15th level.
  This ability alters animal focus.
  Desert Walker (Ex): At 5th level, a scarab stalker and 
  her animal companion can move through desert terrain 
  at normal speed without taking damage or suffering 
  any other impairments unless that terrain has been 
  enchanted or magically manipulated. This ability replaces 
  woodland stride.
  Uprooter Scout
  The Uprooters are an elite band of Kyonin elves skilled 
  and brave enough to foray into the Tanglebriar and take 
  the offensive in the fight against Treerazer. Uprooter 
  scouts rely on their close bonds with their animal 
  companions to survive such raids. One Uprooter scout 
  who accompanied an expedition into the Worldwound to 
  put his demon-fighting skills to work there has retired to 
  Mendev to teach his techniques to others, so these skills 
  are slowly being passed on to non-elves.
  Lore of the Blight (Ex): At 6th level, an Uprooter scout 
  and her animal companion gain a +2 bonus on initiative 
  checks and on Knowledge (geography), Perception, Stealth, 
  and Survival skill checks when she’s in the Abyss or Abyss-
  tainted terrain (such as Tanglebriar or the Worldwound). 
  When she travels through this terrain, she leaves no trail 
  and can’t be tracked (though she can leave a trail if she so 
  chooses). This bonus increases to +4 at 11th level and +6 at 
  16th level. This ability replaces improved empathic link, 
  speak with master, and greater empathic link.
  Unnatural Stride (Ex): At 10th level, the Uprooter scout 
  and her animal companion learn how to move through 
  undergrowth (as woodland stride) that has been enchanted, 
  corrupted, or magically manipulated. This ability replaces 
  raise animal companion.
  Demon’s End (Ex): At 17th level, even demons must 
  respect the number of their kindred an Uprooter scout has 
  slain, and lesser demons quake before her. The Uprooter 
  scout and her companion can attempt to demoralize a 
  demon as a swift action, rolling 1d20 and adding the 
  scout’s level and her Charisma modifier to determine the 
  Intimidate check result. This ability replaces one with 
  the wild.
  New Regional Traits
  The following regional traits are for characters from either 
  Nirmathas or the Realm of the Mammoth Lords.
  Fangwood Insurgent (Nirmathas): You have spent many 
  years living under the canopy of the Southern Fangwood, 
  during which you and your comrades clashed regularly 
  with the soldiers of imperialist Molthune. After years of 
  guerrilla warfare, you’ve learned to interpret the sounds 
  of the forest to detect signs of enemies. You gain a +1 trait 
  bonus on initiative checks when in a forest. Once per day 
  when in a forest, you can designate yourself or an ally to 
  roll twice for initiative and take either result.
  Screaming Leap (Realm of the Mammoth Lords): The 
  rocky foothills of your homeland are ideal for staging 
  leaping ambushes that leave your victims battered and 
  routed. You gain a +1 trait bonus on melee damage rolls 
  when you make a charge attack from higher ground. 
  Once per day, when you make a charge attack from higher 
  ground, you can use the Intimidate skill to demoralize 
  your target as a swift action.
  13
  
  Investigators are masters of observation and analysis, 
  studying the laws of social interactions as well as the 
  natural laws of the world around them. They’re driven 
  to ask “Why?” and are as interested in questioning 
  religious dogma and the origins of local legends as in 
  experimenting with combinations of rare and potent 
  materials. Often, investigators choose not to work with 
  others of their kind—instead preferring to operate 
  alongside those whose areas of expertise complement 
  theirs—but they sometimes form guilds and societies for 
  the training and betterment of their own.
  Golarion is a world filled with unsolved mysteries. 
  While some might think that the ability of criminals to 
  magically obscure the details of their crimes might make 
  an investigator’s life challenging, investigators know that 
  even magic can be quantified, and divination spells can 
  assist in closing even the most perplexing cases. Some 
  investigators in Golarion serve as advisors to the wealthy 
  and powerful, and many learn that just because you can 
  find the answer to a mystery doesn’t mean it’s a good idea 
  to share that knowledge too freely.
  Investigators on Golarion
  The regions below contain significant numbers of 
  investigators or hold them in high renown.
  Cheliax: 
  Investigators 
  can 
  be 
  found 
  anywhere 
  information is valued, and the politics of Cheliax play to 
  their strengths. Investigators serve on both sides of the 
  law in Cheliax, whether that means among the ranks of 
  the dottari, the guards and wardens of Westcrown, or in 
  the pay of shadowy groups like the Apsis Consortium or 
  the Council of Thieves. The Thrune government also 
  relies on investigators to ferret out dangerous traitors, 
  while even ordinary nobles may hire them to uncover new 
  and devastating gossip about their rivals.
  Galt: Constantly in the throes of revolution, Galt is a 
  hotbed of accusation and suspicion, and investigators 
  are key to both the Gray Gardeners’ machinations and 
  the safety of those who would stay one step ahead of the 
  government and its final blades.
  Thuvia: Thuvia’s prominence in the Inner Sea region 
  is heavily based on the annual auctions for the sun 
  orchid elixir. Because of the auction’s policy of forcing 
  even losing bidders to forfeit their bids, every year eager 
  potential participants hire a slew of investigators to suss 
  out the competition. Since knowing the right time to 
  enter the bidding wars is so valuable, these investigators 
  command a high price. Many also offer their services to 
  protect against competitors’ cloak-and-dagger tactics 
  aimed at knocking their clients out of the auction.
  Ustalav: Although Ustalav is a land of 
  superstition, it’s also home to a great bastion 
  of  rational thought: the University of 
  Lepidstadt. Investigators among the professors, 
  deans, and senior students of the University study and 
  teach the “mortal sciences” (especially in the schools of 
  history and science), or else travel the land uncovering 
  the causes behind murder sprees, incurable plagues, 
  disappearances, or widespread ill luck and calamity. 
  In addition, Ustalav is also home to such information-
  gathering agencies and secret societies as the Sleepless 
  Agency, Conference Z, the Bureau of Criers, the 
  Anaphexia, the Esoteric Order of the Palatine Eye, and 
  many others. 
  Investigator
  14
  
  New Archetype
  Many investigators who study in Ustalav choose the 
  following archetype.
  Lepidstadt Inspector
  The ability of investigators trained at the University of 
  Lepidstadt to get to the bottom of a mystery is legendary, 
  and troubled settlements throughout the region often 
  send petitions to the university requesting the aid 
  of a formally trained inspector when some mystery 
  threatens the community as a whole. These inspectors 
  are tasked with assuming nothing and asking difficult 
  and unpopular questions as necessary to get to the truth 
  behind a problem. Inspectors are well-prepared to deal 
  with mystical threats, but they are also mindful that what 
  some claim are supernatural problems may well be just 
  the result of more mundane threats such as bandits, wild 
  beasts, or public hysteria.
  Interrogation (Ex): A Lepidstadt inspector is a 
  master of harrying others until they cooperate with his 
  investigations, and knows instinctively when the answers 
  he receives are falsehoods. He adds 1/2 his class level 
  (minimum 1) to Intimidate checks made to influence 
  a creature’s attitude and to Sense Motive checks. This 
  ability replaces trapfinding.
  Keen Mind (Ex): At 3rd level, a Lepidstadt inspector’s 
  strong, analytical mind resists attacks and hazards that 
  would muddy his clear thoughts. He gains a +1 bonus on 
  Perception checks and Will saves. These bonuses increase 
  to +2 at 9th level and +3 at 15th level. This ability replaces 
  trap sense, poison resistance, and poison immunity.
  Perceptive Tracking (Ex): At 3rd level, a Lepidstadt 
  inspector must take the perceptive tracking talent as 
  his investigator talent. He doesn’t need to be trained in 
  Perception to do so.
  Relentless Pursuit (Ex): At 5th level, a Lepidstadt 
  inspector can learn enough about a suspect through 
  observation that he can deduce the most effective way 
  to deal with the subject. Once per day, if a Lepidstadt 
  inspector finds a creature’s tracks using perceptive 
  tracking, he gains a +2 bonus on Bluff, Knowledge, 
  Perception, Sense Motive, and Survival checks against 
  or about that creature, as well as on weapon attack and 
  damage rolls against that creature. These bonuses last 
  until the Lepidstadt inspector selects a new subject for 
  relentless pursuit. This ability replaces swift alchemy 
  and the investigator talent gained at 5th level.
  New Investigator Talents
  The following talents are common among investigators 
  from Cheliax, Thuvia, and Ustalav, but can be taken by any 
  investigator who meets their prerequisites.
  Investigator talents marked with an asterisk (*) add 
  effects to an investigator’s studied combat or studied 
  strike. Only one of these talents can be applied to an 
  individual attack, but the decision can be made when the 
  damage is dealt.
  Applied Engineering (Ex): The investigator can leverage 
  his knowledge of engineering to solve tasks that normally 
  require brute strength or keen eyes. He can expend one 
  use of inspiration as a full-round action to study an object 
  or area and attempt a Knowledge (engineering) check. On 
  his next turn, he can use the result of that Knowledge 
  (engineering) check in place of a Strength check to break 
  the object or in place of a Perception check to locate 
  hidden doors or compartments in that area.
  Domino Effect* (Ex): When the investigator uses studied 
  strike, he uses his opponents against each other and sets 
  himself up for his next move. Whenever he successfully 
  deals damage to an opponent with studied strike, as 
  a free action the investigator can apply the effects of 
  studied combat to an opponent adjacent to the first. An 
  investigator must be at least 5th level to select this talent.
  Prolonged Study* (Ex): The investigator can study his 
  opponents for long periods of time. The effects of his 
  studied combat ability last for a number of rounds equal 
  to twice his Intelligence modifier (minimum 2) or until 
  he deals damage with a studied strike, whichever comes 
  first. The investigator must be at least 13th level to select 
  this talent.
  Slowing Strike* (Ex): When the investigator deals 
  damage with studied strike, the opponent must succeed 
  at a Fortitude save (DC = 10 + 1/2 the investigator’s class 
  level + his Intelligence modifier) or be slowed by the 
  crippling blow. A slowed opponent’s movement speeds 
  are each reduced by 5 feet (to a minimum of 5 feet) until 
  the creature is healed through the application of any 
  spell that cures hit point damage or with a successful 
  DC 15 Heal check. Multiple slowing strikes stack, to a 
  minimum of 5 feet. An investigator must be at least 7th 
  level to select this talent.
  Timed Strike* (Ex): The longer the investigator studies 
  his opponent, the greater the damage he ultimately deals 
  with his studied strike. When the investigator makes a 
  studied strike, he deal a number of points of additional 
  damage equal to the number of consecutive rounds he 
  studied the target with studied combat.
  New Regional Traits
  The following regional traits are for characters from 
  Lepidstadt in Ustalav.
  Analytical (Ustalav): You have been trained in the 
  analytical thought process preferred by the professors of 
  mortal sciences at Lepidstadt University, allowing you to 
  consider a question more carefully when you have time for 
  calm contemplation. When you take 10 on a Knowledge 
  check, add 1 to your result.
  Lepidstadt Scar (Ustalav): You engaged in nonlethal 
  duels at Fifthstones Hill so often that you gained a 
  visible (though minor) scar on your face. Because of this 
  experience, you’re unflinching in the heat of combat, 
  calmly analyzing how to lessen the impact of a foe’s best 
  attacks. You gain a +1 dodge bonus to AC against attack 
  rolls made to confirm a critical threat against you.
  15
  
  Shaman
  Shamans serve as religious leaders, spiritual guides, and 
  protectors for many of the tribes and nations on Golarion. 
  A shaman’s power comes from the spirits and the land her 
  people occupy, and shamans often take responsibility for 
  maintaining the health of the lands and creatures around 
  their home. Shamans use hexes and spells to protect 
  themselves and influence those around them.
  Shamans on Golarion
  The regions below contain significant numbers of 
  shamans or hold them in high renown.
  Five Kings Mountains: The tradition of dwarven shamans 
  has waxed and waned over the millennia, but recently a 
  kind of spiritual reawakening is taking hold in the nation of 
  the Five Kings Mountains. Dwarves who hear the whispers 
  of the stones are once again taking up the mantle of the 
  shaman, some of them embracing the ancient traditions of 
  the rivethun—mighty shamans who once drew power from 
  the disjunction between their bodies and souls.
  Lands of the Linnorm Kings: Shamans are respected 
  throughout the Lands of the Linnorm Kings, but nowhere as 
  much as in the kingdom of Icemark. Some Varki tribes place 
  the leadership of the entire tribe in the hands of shamans, 
  while in others, shamans are seen more as religious leaders 
  or protectors of the tribe.
  Mwangi Expanse: Shamans heavily influence and 
  often lead the Zenj tribes in the interior of the Mwangi 
  Expanse. In tribes that aren’t directly led by a shaman, 
  leaders usually have shamanic advisors, who may be 
  their parents, spouses, or lovers. In addition to spiritual 
  guidance and protection, Zenj shamans are teachers who 
  pass on knowledge of which animals the tribe should hunt 
  or fish and when they should plant. A saying among the 
  Zenj is “A tribe without a shaman is a tribe without a soul,” 
  and there are legends among the Zenj of tribes whose 
  members lost their souls to demons and jungle spirits 
  when their shamans were slain. Zenj legends speak of a 
  time long past when the Bekyar were tricked by demons 
  into slaying their shamans, after which the tribes of the 
  Bekyar plunged into slaving and demon worship. 
  Realm of the Mammoth Lords: The mighty spirits 
  of the megafauna that roam this land provide powerful 
  allies for shamans of Kellid tribes. Forming a bond with a 
  mammoth spirit is a great feat for a burgeoning shaman, 
  but she must be careful lest she be overwhelmed by the 
  spirit’s animal ferocity.
  Varisia: Shamans are well known among the Shoanti, 
  though their talents or concentrations vary depending on 
  the quah to which they belong or the region in which they 
  reside. For instance, the skull shamans of the Skoan-Quah 
  often bear mysterious powers over death and lore—useful 
  for those assigned to escort the bodies of Shoanti heroes for 
  interment in the Kallow Mounds or Life Falls. Shamans 
  spend their time presiding over the rituals necessary 
  to survive in the treacherous landscape of the Storval 
  Plateau and encouraging clan members 
  to challenge themselves. They also 
  act as the clans peacemakers, settling 
  disputes between individuals or clans. 
  New Spirit
  Shamans from northern Avistan or Tian 
  Xia often choose the following spirit.
  Mammoth Spirit
  A shaman who selects the mammoth spirit is abnormally 
  tall and stocky, with thick shaggy hair. When she uses a 
  special ability of this spirit, her muscles ripple and 
  flex, and her stature seems greater than before.
  Spirit Magic Spells: Enlarge person (1st), bull’s 
  strength (2nd), rage (3rd), stoneskin (4th), beast 
  shape III (5th), tar poolUC (6th), summon nature’s 
  ally VII (7th), frightful aspectUC (8th), polar 
  midnightUM (9th).
  Hexes: A shaman who chooses the mammoth 
  spirit can select from the following hexes. 
  Burden of the Beast (Su): This ability works as the 
  lodestone ability of the stone spirit.
  16
  
  Mammoth’s Hide (Su): The shaman can touch a willing 
  ally and cause its skin to thicken and sprout thick, shaggy 
  fur. The creature gains a +2 enhancement bonus to natural 
  armor and resistance 5 to cold for 10 minutes. At 9th level, 
  the enhancement bonus increases to +3 and the cold 
  resistance to 10. At 15th level, this enhancement bonus 
  increases to +4 and this resistance to 15. The shaman can 
  use this ability a number of times per day equal to 3 + her 
  Charisma bonus.
  Phantom Stampede (Su): The shaman summons a host 
  of ghostly herd beasts to trample a single creature. These 
  phantom beasts affect only the target creature, which is 
  buffeted and pummeled by their passing. The creature 
  takes no damage from the ability, but takes a –4 penalty 
  to its CMD versus bull rush, overrun, and trip attempts. 
  Additionally, spellcasters under the effect of this ability 
  take a –4 penalty on concentration checks. The target 
  receives no saving throw to negate this effect. This effect 
  lasts a number of rounds equal to the shaman’s level. The 
  creature can’t be the target of this hex again for 24 hours.
  Primal Speaker (Ex): The shaman can speak with 
  mammoths and any other megafauna or elephant creatures 
  as if she were under the effects of speak with animals. At 5th 
  level, the shaman gains a bonus on Handle Animal checks 
  when dealing with those animals equal to 1/2 her shaman 
  level. At 10th level, the shaman can affect one such animal 
  within 30 feet as if she’d cast charm animal. A successful 
  Will saving throw negates this effect. Whether or not the 
  save is successful, the creature can’t be the target of this 
  hex again for 24 hours.
  Thunder Foot (Ex): The shaman’s body thickens and 
  becomes more muscular. For the purpose of the overrun 
  combat maneuver, she treats her shaman level as her base 
  attack bonus when calculating her CMB and CMD. At 7th 
  level, the shaman gains Improved Overrun as a bonus 
  feat. At 11th level, the shaman gains Greater Overrun 
  as a bonus feat. The shaman doesn’t need to meet the 
  prerequisites of these feats.
  Spirit Animal: The shaman’s spirit animal appears 
  more primal and prehistoric than an ordinary animal of 
  its kind. It gains a +2 inherent bonus to its Strength score. 
  The spirit animal loses this bonus when it manifests as a 
  megafauna companion.
  Spirit Ability: A shaman who chooses the mammoth spirit 
  as her spirit or wandering spirit gains the following ability.
  Powerful Smash (Ex): As a standard action, the shaman 
  can attack with unarmed strikes as if she had the Improved 
  Unarmed Strike feat. If the shaman hits a creature in this 
  way, that creature must succeed at a Fortitude save (DC = 
  10 + 1/2 the shaman’s class level + her Charisma modifier) 
  or be dazed for 1 round. The shaman can use this ability a 
  number of times per day equal to 3 + her Charisma modifier.
  Greater Spirit Ability: A shaman who selects the mammoth 
  spirit using her greater spirit or greater wandering spirit 
  class feature gains the following special ability. 
  Strength of the Beast (Ex): The shaman gains a +2 
  enhancement bonus to her Strength score. This bonus 
  increases by 2 every 4 shaman levels thereafter (at 12th, 
  16th, and 20th levels for her spirit, and at 16th and 20th 
  levels for her wandering spirit).
  True Spirit Ability: A shaman who selects the mammoth 
  spirit using her true spirit class feature or true wandering 
  spirit class feature gains the following special ability. 
  Megafauna Companion (Su): The shaman’s spirit 
  animal transforms into a megafauna animal companion 
  (Pathfinder RPG Core Rulebook 51), using the shaman’s 
  shaman level as her effective druid level. The shaman must 
  choose an arsinoitheriumB2, a mastodon, a megalocerosB2, 
  or another mammalian megafauna that has animal 
  companion statistics. It retains its Intelligence score 
  and the special abilities it gains from the spirit animal 
  class feature, but it also has the statistics and abilities 
  of an animal companion. If the animal companion is 
  dismissed, lost, or dies, it can be replaced in the same way 
  as a normal spirit animal.
  Manifestation: At 20th level, the shaman can transform 
  into any animal listed under the megafauna or elephant 
  heading. This ability works as beast shape IV, but the 
  shaman can activate and dismiss the ability as often as she 
  likes and the duration is permanent.
  New Regional Traits
  The following regional traits are for characters from either 
  the Crown of the World or Nidal.
  Erutaki Sky Reader (Crown of the World): Born in 
  the Crown of the World, you learned to read the aurora 
  and the night sky for portents. Once per day, you gain 
  a +2 luck bonus on a single saving throw. You can apply 
  this bonus after the saving throw is rolled but before the 
  results are revealed.
  Shadow Shaman (Nidal): Shamans in the shadowy 
  kingdom of Nidal learn to speak with the spirits that live 
  in shadow. Add silent image and blur to your shaman spell 
  list as 1st- and 2nd-level spells, respectively.
  SHAMAN SPELLS
  The shaman spell list includes the following spells from 
  Pathfinder Campaign Setting: The Inner Sea World Guide 
  and Pathfinder Campaign Setting: Inner Sea Gods.
  1st-Level Shaman Spells: Aspect of the nightingaleISG, 
  dream feastISG, Gorum’s armorISWG, hairline fracturesISG, 
  haze of dreamsISG, poisoned eggISG, read weatherISG, spirit 
  call (see page 17), unbreakable heartISWG.
  2nd-Level Shaman Spells: Secret speechISG, shared 
  sacrificeISG, touch of bloodlettingISG.
  3rd-Level Shaman Spells: HarrowingISWG, lover’s 
  vengeanceISWG, sky swimISG, waters of LamashtuISWG.
  4th-Level Shaman Spells: Transplant visageISG.
  5th-Level Shaman Spells: Ancestral memoryISWG, 
  hunter’s blessingISG, imbue hex (see page 31), vengeful 
  stingerISG.
  7th-Level Shaman Spells: Vision of LamashtuISWG.
  8th-Level Shaman Spells: Symbol of dispellingISG.
  17
  
  Skalds are bards’ more violent counterparts. They tend 
  to come from cultures where life is violent and precarious. 
  They are greatly valued as lore keepers and for the songs 
  and entertainment they provide, but they’re quite willing 
  to resort to bloodshed to solve problems. Martial cultures 
  value the raging song, spells, and other supernatural 
  powers the skald offers—as well as their ability to smash 
  heads. Tribal cultures see skalds as both protectors and 
  chroniclers, and it’s not uncommon for skalds to hold 
  positions of honor nearly as high as a chieftain.
  Skalds on Golarion
  The regions below contain significant 
  numbers of skalds or hold them in 
  high renown.
  Hold of Belkzen: Orcs have their 
  own traditions of music that 
  are 
  deeply 
  intertwined 
  with fighting and 
  passion among 
  their people. 
  Belkzen battle-drummers and warchanters are respected 
  among the tribes, and it’s considered bad luck for a skald 
  to die on a raid. The orc drummers usually beat crude 
  kettles pounded out of scrap metal or hide covered barrels, 
  pounding with the same clubs they use for smashing in 
  the heads of enemies.
  Lands of the Linnorm Kings: The Linnorm Kingdoms 
  are known for the cultural importance they place on 
  skalds. Ulfen skalds prefer epic sagas retold in song and 
  accompanied by horns and pipes, but there are many skilled 
  drummers among their ranks as well. It’s considered good 
  luck to have a skald among a crew on the great dragon 
  boats. Would-be kings also seek out skalds when they go 
  questing to find and slay a linnorm. In these cases, the 
  skald serves a dual purpose: acting as the chronicler of the 
  momentous event and joining in the battle.
  Mwangi Expanse: Skalds are common among the 
  warlike Bekyar. The drummers and demon dancers of the 
  Bekyar often accompany or lead slaving raids preying on 
  their more peaceful neighbors. Their music and magic 
  often focuses on terror, fear, and degradation; warriors 
  who accept the benefits from a Bekyar demon dancer’s 
  song feel compelled to conquer their foes in the name of 
  their demonic masters.
  Varisia: The war chants of Shoanti skalds strike terror 
  into outsiders and strengthen the resolve and coordination 
  of their fellow warriors. At the same time, life in Varisian 
  caravans often revolves around music, and Varisian skalds 
  both inspire and protect their people.
  New Archetypes
  Some of Golarion’s skalds choose the following archetypes.
  Bekyar Demon Dancer
  While the twisted power of the demon-
  worshiping Bekyar’s skalds is great, it 
  comes at a terrible price.
  Skills: A Bekyar demon dancer gains 
  Perform (dance) as a class skill.
  Versatile Performance (Ex): A Bekyar 
  demon dancer can choose Perform (dance) 
  for the versatile performance class feature. Its 
  associated skills are Acrobatics and Fly. This ability alters 
  versatile performance.
  Fiendish Maw (Su): At 3rd level, whenever a Bekyar 
  demon dancer inspires rage, all who accept his rage gain 
  a bite attack dealing 1d6 points of damage (for Medium 
  allies; 1d4 points of damage if Small). This damage 
  increases to 1d8 (1d6 if Small) at 7th level, to 2d6 (1d8 if 
  Small) at 12th level, and to 3d6 (2d6 if Small) at 17th level. 
  These increases effectively treat the affected creatures as 
  though their sizes had increased by one size category, and 
  so don’t stack with any similar damage increases (such as 
  Skald
  18
  
  the increase from the strong jawAPG spell) other than those 
  due to an actual increase in size. If used as part of a full 
  attack action, the bite attack is made at the creature’s full 
  base attack bonus – 5. This ability replaces the rage power 
  gained at 3rd level.
  Abyssal Wrath (Su): At 6th level, the Bekyar demon 
  dancer gains the fiend totemAPG rage power, even if he 
  doesn’t qualify for it. At 9th level, he gains the greater 
  fiend totemAPG rage power, ignoring the prerequisites. 
  This ability alters the rage powers gained at 6th and 
  9th levels.
  Demonic Conquest (Su): At 7th level, the Bekyar demon 
  dancer’s dances warp the minds of those who accept them 
  even further. Whenever anyone affected by his inspired 
  rage makes an attack against a creature, the urge to 
  dominate this foe rises within the affected ally. The ally 
  can attempt to resist this urge with a Will save (DC = 10 + 
  1/2 the skald’s class level + his Charisma modifier). If she 
  fails the save or chooses not to attempt one, the Strength 
  and Constitution bonuses of the demon dancer’s inspire 
  rage increase by 2, and she must continue to attack the 
  same target each round. Once the target is defeated, 
  she must burn or cut the symbol of a demon the Bekyar 
  demon dancer worships into the target’s flesh, which is 
  a full-round action. The need to conquer and brand foes 
  ends after this action or after the demon dancer stops 
  performing, whichever comes first. 
  Belkzen War Drummer
  These fierce drummers are equally adept at tapping out a 
  driving rhythm and rapping enemies upside the head with 
  the same massive clubs they use to beat the crude hide-
  covered drums they carry into battle.
  Weapon Proficiency: A war drummer is proficient with 
  all simple weapons and the greatclub.
  Fearsome Mien (Ex): A war drummer adds 1/2 his class 
  level (minimum 1) to all Intimidate and Bluff skill checks. 
  This ability replaces bardic knowledge.
  Deadly Rhythm (Ex): At 1st level, during his raging song, 
  a Belkzen war drummer can draw clubs and greatclubs as a 
  free action as if he had the Quick Draw feat. At 3rd level, the 
  war drummer gains a +1 bonus on damage rolls for attacks 
  made with clubs or greatclubs. At 7th level and every 4 
  levels thereafter, this bonus increases by 1 (to a maximum 
  of +5). At 6th level, the war drummer gains Improved 
  Critical with the club or the greatclub as a bonus feat. This 
  ability replaces Scribe Scroll. 
  Weapon Master (Ex): At 7th level, a war drummer gains 
  Craft Magic Arms and Armor as a bonus feat. This ability 
  replaces lore master.
  Raging Song (Su): A war drummer gains access to the 
  following raging song.
  Siege Drums (Su): At 7th level, the Belkzen war drummer 
  can shatter massive walls, doors, and other inanimate 
  obstacles using his war drums. This ability works as the 
  shatter spell, except the drummer can increase the amount 
  of damage and size of the object damaged by playing for 
  longer periods. The siege drummer can affect objects 
  weighing up to 10 pounds per level, plus an additional 5 
  pounds per level for each additional round he plays. The 
  damage dealt increases by 2d6 per round (to a maximum of 
  20d6 after 10 rounds). The damage is dealt only after the 
  drummer ceases playing. This ability replaces the versatile 
  performance gained benefit at 7th level.
  Dragon Skald
  The Ulfen prize skalds on sea raids and linnorm hunts. 
  Dragon skald performances involve song, whistling, or 
  blowing mighty horns, and viking sailors often talk about 
  having a skald along to whistle up a wind or sing away the 
  mists on the morning of a momentous raid.
  Wind Whistler (Su): At 1st level, a dragon skald adds alter 
  windsAPG, fog cloud, and obscuring mist to his class spell list, 
  at the same levels the wizard gains them. He still must add 
  these spells to his spells known as normal. This ability 
  replaces Scribe Scroll.
  Sea Legs (Ex): A dragon skald adds 1/2 his class level 
  (minimum 1) on all Profession (sailor) checks, Survival 
  checks while at sea, Acrobatics and Climb checks made 
  while aboard a boat, and Swim checks. This ability replaces 
  bardic knowledge.
  Fearless Raider (Ex): At 2nd level, the dragon skald 
  becomes resistant to fear effects. The dragon skald gains a 
  +4 bonus on saving throws against fear effects, and DCs to 
  affect the dragon skald with the Intimidate skill increase 
  by 4. This ability replaces well-versed.
  Raging Song (Su): A dragon skald gains access to the 
  following raging song.
  Glorious Epic (Su): At 3rd level, a dragon skald learns 
  how to truly extol the virtues and prowess of the heroic 
  figures in his epic tales. By performing for 10 minutes 
  and expending 1 round of raging song, the dragon 
  skald can influence opinions positively towards a heroic 
  subject of the dragon skald’s choice. If the subject of the 
  epic attempts a Diplomacy or Intimidate check against 
  anyone who listened to the full performance, he receives 
  a circumstance bonus on that check equal to the Will save 
  bonus granted by the dragon skald’s inspired rage. This 
  ability replaces song of marching.
  New Race Traits
  The following race traits are for humans of the Bekyar 
  tribes (a Mwangi subgroup) or Shoanti clans. Only humans 
  from the appropriate cultures can select these traits.
  Bekyar Slave Maestro: You spent years using your magic 
  to bend the will of captured slaves to suit your whims. You 
  gain a +2 trait bonus on Diplomacy and Intimidate checks 
  against anyone you have held captive for at least 24 hours.
  Shoanti Spirit-singer: The spirit voices of your ancestors 
  sing to you of the world around you. Once per day, you can 
  act in the surprise round even if you aren’t aware of your 
  attackers; you can use this action only to start a bardic 
  song or raging song, and you’re still considered flat-footed 
  until you act in the first normal round of combat.
  19
  
  Dedicated to the art of death, slayers are experts at 
  pursuing sentient prey and killing them. On Golarion, 
  slayers are found in virtually every culture. Whether 
  stalking the streets and back alleys of great cities like 
  Absalom or Katapesh, hacking their way through the 
  trackless jungles of Garund, or trudging across the icy 
  plains of Avistan’s far north, slayers are relentless in the 
  pursuit of their quarry.
  Slayers on Golarion
  The regions below contain significant numbers of slayers 
  or hold them in high renown.
  Andoran: Slayers are a key part of Andoran’s covert 
  war on slavery, slipping into places the country’s 
  military can’t officially go and doing unsavory 
  deeds that need to be done. Many can be found 
  among the Twilight Talons, operating 
  throughout the Inner Sea to slit the 
  throats of slavers and 
  break the chains of the 
  oppressed. In addition 
  to 
  these 
  militant 
  abolitionists, 
  slayers 
  also operate in other 
  wings 
  of 
  Andoran’s 
  covert operations, playing 
  deadly cat-and-mouse games with 
  agents of House Thrune and making 
  sure that democracy’s flame isn’t 
  blown out by foreign powers. 
  Isger: 
  In 
  Isger 
  and 
  the 
  surrounding nations, the Goblinblood 
  Wars are all too recent a memory. 
  Despite the war’s official end, 
  passions still run high, and 
  goblinoid outbreaks are still 
  common enough that few 
  settlements rest truly easy. 
  Because of this, a loose 
  organization 
  of 
  rangers 
  and 
  slayers 
  specialized 
  in hunting and killing 
  goblins, 
  calling 
  itself 
  the Greenskin Stalkers, 
  has dedicated itself to 
  protecting the populace. 
  Originally formed in 
  Isger during the chaos 
  of 
  the 
  Goblinblood 
  Wars, the Greenskin 
  Stalkers have earned 
  a name for themselves 
  for their use of guerrilla 
  tactics and their sometimes suicidal dedication to the 
  eradication of goblinkind. Since the end of the wars, the 
  Greenskin Stalkers have continued to recruit and spread 
  throughout the Inner Sea region, moving beyond Isger 
  and its neighbors and into such goblin-infested regions as 
  the River Kingdoms and Varisia.
  Mediogalti Island: A large number of slayers who 
  specialize in hunting down and killing humanoids belong 
  to the cult of professional assassins known as the Red 
  Mantis. In fact, many of its high-ranking assassins began 
  their careers as slayers. Some believe that nearly a third 
  of the current ruling Vernai are slayers, and at least two 
  former Blood Mistresses were slayers.
  Mendev: Nowhere is the need for righteous 
  executioners greater than in Mendev, where a single 
  demon cultist or possessed victim inside a city’s 
  walls can spell doom for thousands of innocents. 
  Thus, many churches and secular organizations 
  in the crusader nation quietly recruit 
  cold-blooded slayers capable of excising 
  demonic corruption regardless of where it 
  may be found or what face it might wear.
  Numeria: 
  The 
  alien 
  technology 
  scattered across Numeria is a source 
  of fear for some, and the slayers who 
  call themselves the Pureblades 
  see it as their duty to defend 
  their 
  land 
  from 
  whatever 
  extraterrestrial aberrations 
  threaten their people.
  Varisia: While ethnic Varisians 
  are often discriminated against 
  by residents of other heritages, the rumors 
  about the deadly Sczarni aren’t without merit; 
  these secretive gangs sometimes train streetwise 
  slayers from a young age to settle scores.
  New Archetypes
  Numerian and Sczarni slayers often 
  choose the following archetypes.
  Pureblade
  First known in Numeria, these 
  aberration hunters have spread to 
  other regions of Golarion, even 
  as far as the lands bordering 
  the 
  Mana 
  Wastes. 
  In 
  Numeria, 
  Pureblades 
  are skilled at slaying 
  naturally arising 
  aberrations and 
  any creatures 
  that have been 
  Slayer
  20
  
  mutated by exposure to the bizarre alien technology 
  that pervades the land. Pureblades from Alkenstar and 
  Nex lead forays into the magic-starved Mana Wastes to 
  eliminate aberrations before the creatures can threaten 
  their lands.
  Aberration Hunter (Ex): If a Pureblade deals damage 
  to an aberration, as an immediate action he can apply his 
  studied target bonus against that target even if he didn’t 
  sneak attack it. In addition, a Pureblade can attempt 
  Knowledge (dungeoneering) skill checks untrained when 
  trying to identify aberrations. This ability replaces track.
  Alien Prescience (Sp): At 2nd level, as a standard action 
  a Pureblade can detect aberrations. This works like detect 
  undead, except it detects aberrations instead of undead. 
  This ability replaces the slayer talent received at 2nd level.
  Discern Weakness (Ex): At 7th level, a Pureblade 
  becomes an expert at locating an aberration’s weak 
  points. The Pureblade rolls twice to confirm critical 
  hits against aberrations and keeps the higher roll. This 
  ability replaces stalker.
  Steely Mind (Ex): At 8th level, a Pureblade gains a +2 
  resistance bonus on saving throws against mind-affecting 
  spells and effects. This bonus increases to +4 at 12th level 
  and +6 at 16th level. In addition, once per day as a standard 
  action, a Pureblade can shed a magical effect placed on him 
  by an aberration as break enchantment, using his slayer level 
  as his caster level. A Pureblade can use this ability twice per 
  day at 12th level and three times per day at 16th level. This 
  ability replaces the slayer talent received at 8th level.
  Aberration Slayer (Ex): At 20th level, a Pureblade can use 
  his master slayer ability on any aberration, even if it’s not 
  his studied target. This ability alters master slayer.
  Sczarni Executioner
  These professional killers are trained and used almost 
  exclusively by the various Sczarni crime families. 
  Streetwise and ruthless, they operate independently, 
  often making their talents available to the highest bidder. 
  Though a few unscrupulous Sczarni executioners exploit 
  this arrangement and force families to pay higher rates 
  for their services, most of these assassins follow a strict 
  personal code and maintain absolute transparency with 
  their employers.
  Talents marked with an asterisk (*) add effects to a 
  slayer’s sneak attack. Only one of these talents can be 
  applied to an individual attack, and the decision of which 
  to use must be made before the attack roll is made.
  Class Skills: A Sczarni executioner doesn’t receive 
  Knowledge (dungeoneering) (Int), Knowledge (geography) 
  (Int), Ride (Dex), or Survival (Wis) as class skills. Instead, he 
  receives Appraise (Int), Diplomacy (Cha), and Escape Artist 
  (Dex) in addition to the other standard slayer class skills.
  Bloodstained Hands (Ex): A Sczarni executioner must 
  be evil. If he ever becomes nonevil, he loses this archetype 
  and becomes a regular slayer.
  Focused Killer (Ex): At 1st level, a Sczarni executioner’s 
  studied target bonuses and the DCs of his slayer abilities 
  increase by 1 against humanoid opponents, but decrease 
  by 1 against non-humanoid targets. This ability alters 
  studied target.
  Painful Strike* (Ex): At 4th level, a Sczarni executioner 
  automatically gains this talent. Sczarni executioners 
  are trained to cause excruciating pain when striking 
  targets, often leaving them reeling in agony or completely 
  incapacitated as they slowly bleed out. A creature that takes 
  sneak attack damage from a Sczarni executioner must 
  make a successful a Fortitude save (DC = 10 + 1/2 the Sczarni 
  executioner’s class level + his Intelligence modifier) or 
  become sickened for 1d4 rounds. This ability alters the 
  slayer talent received at 4th level and replaces swift tracker.
  Assassinate (Ex): At 10th level, a Sczarni executioner 
  must select the assassinate advanced slayer talent.
  Swift Death (Ex): At 14th level, once per day a Sczarni 
  executioner can attempt to assassinate a foe without 
  studying his foe beforehand. He must still succeed at a 
  sneak attack against the target. At 19th level, he can make 
  two such attacks per day. This ability replaces quarry and 
  improved quarry.
  New Slayer Talents
  Slayers can select from the following new slayer talents.
  Blood Reader (Ex): While able to see a studied target, a 
  slayer with this talent knows exactly how many hit points 
  his opponent has remaining. This only works against 
  living targets.
  Studied Ally (Ex): The slayer can study an ally or friendly 
  creature he can see as a move action. The slayer gains a +1 
  bonus on checks and attack rolls to use the aid another 
  action to help with that ally’s skill checks, attacks, or AC. 
  This bonus increases at the same rate as a slayer’s studied 
  target bonus. At 7th level, a slayer can study an ally as a 
  move or swift action. A slayer’s studied ally counts against 
  the number of studied targets he can have active at once.
  New Regional Traits
  The following regional traits are for characters from 
  Mediogalti Island, Isger, the River Kingdoms, or Varisia.
  Cultist Lineage (Mediogalti Island): Your parents were 
  both Red Mantis assassins and your family has a long 
  tradition of service in the Red Mantis cult. Your strict, 
  fanatical upbringing and familiarity with murder have 
  bestowed upon you an air of confidence and menace. This 
  grants you a +1 trait bonus on Intimidate checks. If you 
  act during the surprise round, as a free action during that 
  round you can draw a light weapon (or two if you have the 
  Two-Weapon Fighting feat) .
  Greenskin Stalker (Isger, River Kingdoms, or Varisia): 
  You’re a member of the Greenskin Stalkers. Due to your 
  affiliation with this brotherhood of goblin slayers, you’ve 
  learned to think and act like a goblin, as disturbing as that 
  sounds. You receive a +1 trait bonus on Bluff, Knowledge, 
  Perception, Sense Motive, and Survival checks against or 
  concerning goblinoids. You can also attempt Knowledge 
  checks concerning goblinoids untrained.
  21
  
  Relying on speed, agility, and panache, swashbucklers are 
  lightly armored warriors who carve a place for themselves in 
  the world with an equal measure of audacity and discipline. 
  Though swashbucklers are seen more in larger cities like 
  Absalom, Westcrown, and Oppara, and in the more civilized 
  lands of Andoran, Galt, and Taldor, swashbucklers can also 
  be found in less civilized places, like the lawless islands of 
  the Shackles, the River Kingdoms, and the wilds of Brevoy.
  Swashbucklers on Golarion
  The regions below contain significant numbers of 
  swashbucklers or hold them in high renown.
  Brevoy: For those obsessed with swordplay, there are few 
  better masters with whom to study than the fabled Aldori 
  swordlords. While swashbucklers normally gravitate 
  toward rapiers and other piercing weapons, the Slashing 
  Grace feat allows them to master the Aldori dueling sword.
  Mediogalti Island: The island home of the Red Mantis 
  houses an unusually high number of swashbucklers, even 
  though few Red Mantis are swashbucklers themselves—
  the swashbuckling style doesn’t lend itself well to fighting 
  with twin saw-toothed sabers. In Ilizmagorti, several 
  prominent members of the Bloodwatch are swashbucklers, 
  as are some of the top performers at the Blood Circus. 
  Retired pirate captain and master swordsman Sardan 
  Six Steps runs a school of swordplay and swashbuckling 
  derring-do in the Mainmast District.
  Qadira: Swordplay instructors all across Golarion 
  encourage their students to think of combat as a kind of 
  dance, but the whirling dervishes of Qadira have made this 
  lesson literal. These followers of Sarenrae are graceful and 
  deadly, but still prefer to redeem 
  their foes rather than kill them.
  The Shackles: The Shackles 
  Pirates established their quasi-nation 
  as a place where the disaffected can rise 
  to glory and revel in a life of freedom and 
  wild adventure. This has made the Shackles 
  a ripe breeding ground for some of Golarion’s 
  most flamboyant swashbucklers, for these 
  lithe and spry warriors are well-suited 
  to shipboard life. Swashbucklers in the 
  Shackles use their special skills to raid 
  and plunder, and they impetuously 
  throw themselves into danger and 
  adventure for any chance at gold 
  and glory.
  Taldor: Many Taldans are decadent, 
  extremely style-conscious folk who 
  believe that a keen sense of fashion is 
  indicative of an equally keen mind. 
  The noble practice of dueling is extremely 
  popular in Taldor, which is known for its many 
  schools, guilds, and exclusive clubs devoted to the art of 
  sword fighting. Several of these institutions focus entirely 
  on training swashbucklers.
  New Archetypes
  Swashbucklers from the Shackles and Qadira often choose 
  one of the following archetypes.
  Shackles Corsair
  While it doesn’t take much more than a ship and a crew 
  in the Shackles to become a pirate, Shackles corsairs are 
  a finer breed of freebooter. A Shackles corsair’s debonair 
  Swashbuckler
  22
  
  charm and style make her a paradoxical celebrity even 
  among the nations whose ships she plunders.
  Swagger (Ex): At 3rd level, a Shackles corsair’s confident 
  swagger unnerves her foes and inspires her crew. She gains 
  a +1 bonus on Intimidate checks, and the DC of Intimidate 
  checks made against her increases by 1. She and her allies 
  gain a +1 morale bonus on Profession (sailor) checks. These 
  bonuses and her Intimidate DC increase by 1 for every 4 
  levels beyond 3rd.
  At 7th level, a Shackles corsair’s swagger gives her an 
  additional benefit when she uses charmed life. If she 
  succeeds at a saving throw against an opponent’s attack 
  or ability while using charmed life on that save, she can 
  attempt an Intimidate check to demoralize that opponent 
  without using an action. This ability replaces nimble.
  Deeds: A Shackles corsair gains the following deeds.
  Eyes of Abendego (Ex): Every true Shackles captain 
  dreams of winning the Free Captain’s Regatta, and the 
  wise begin training for it early. At 3rd level, whenever 
  she has at least 1 panache point, a Shackles corsair can 
  see three times as far as normal in nonmagical fog. In 
  magical fog, she can see normally for 10 feet; after that, 
  creatures and objects have partial concealment for the 
  next 10 feet and total concealment thereafter. This deed 
  replaces swashbuckler initiative. 
  Plunder (Ex): A Shackles corsair knows she doesn’t 
  always need to win the fight—she just needs to get what 
  she came for. At 7th level, as a full-round action she can 
  make a single attack with a light or one-handed piercing 
  melee weapon against a foe that is either shaken or denied 
  its Dexterity bonus to AC. If the attack hits, the Shackles 
  corsair also pilfers a small, loose item from her target as 
  if she had succeeded at a Sleight of Hand or steal combat 
  maneuver check. She doesn’t need to attempt a Sleight of 
  Hand check, but if she does so and surpasses the target’s 
  opposed Perception check, the target is unaware that the 
  item is stolen. This deed replaces targeted strike.
  Whirling Dervish
  In Qadira and throughout the Padishah Empire, 
  Sarenrae’s worshipers praise the Dawnflower through 
  dance. Her more warlike followers adapted these dances 
  into graceful martial forms, and their swashbuckling style 
  is feared throughout the Inner Sea region and beyond for 
  its ability to devastate foes with a scimitar through motion 
  and agility regardless of strength of arms.
  Dervish Finesse (Ex): A whirling dervish can treat a 
  scimitar as a one-handed piercing melee weapon for the 
  purposes of the swashbuckler’s finesse and all feats and 
  class abilities that refer to such a weapon. She must not be 
  carrying a weapon or shield in her off hand to gain this 
  benefit. This ability alters swashbuckler finesse.
  Dawnflower’s Mercy (Ex): While violence is sometimes 
  necessary to cleanse evil, Sarenrae’s desire for redemption 
  prevents her dervishes from reveling in a foe’s defeat. A 
  whirling dervish does not gain any panache for dropping 
  a foe below 0 hit points unless that foe is an evil outsider 
  or undead, or if the damage she dealt was nonlethal. 
  Additionally, she gains 1 panache point if she causes an 
  evildoer with a number of Hit Dice equal to at least 1/2 her 
  character level to surrender to her. She can gain this benefit 
  no more than once per round, even if multiple enemies 
  surrender. This ability alters panache.
  Dervish Dance (Ex): At 4th level, a whirling dervish 
  can use her Dexterity modifier instead of her Strength 
  modifier on melee damage rolls when using her 
  swashbuckler finesse. She counts as having the Dervish 
  DanceISWG feat for purposes of meeting feat prerequisites.
  Deeds: A whirling dervish gains the following deeds.
  Whirlwind Dance (Ex): At 7th level, a whirling dervish can 
  sweep through her opponents’ lines like a cyclone. As a full-
  round action, she can spend 1 panache point to move up to 
  her speed. She can make attacks against creatures with her 
  reach during this movement, up to the number of attacks 
  she’s entitled to with a full attack. Each attack is made at her 
  highest attack bonus, and must target a different creature. 
  This movement provokes attacks of opportunity as normal. 
  This deed replaces superior feint and targeted strike.
  Dance of Dawn (Ex): At 11th level, whenever a whirling 
  dervish is in conditions of dim light or brighter and hits 
  with a melee attack, she can spend 1 panache point to 
  reflect the light off her blade into the eyes of her target. 
  That opponent is blinded for 1 round. A successful 
  Fortitude save (DC = 10 + 1/2 the whirling dervish’s class 
  level + her Dexterity modifier) negates this effect. This 
  deed replaces bleeding wound.
  Dance of Mercy (Ex): At 19th level, when a whirling dervish 
  confirms a critical hit with a light or one-handed piercing 
  melee weapon, in addition to the normal damage, she can 
  spend 1 panache point to inflict a deadly stab. The target 
  must succeed at a Fortitude saving throw (DC = 10 + 1/2 the 
  dervish’s class level + her Dexterity modifier) or take an 
  amount of nonlethal damage equal to its current hit points 
  + 1, as well as becomes paralyzed for 1 hour. Performing 
  this deed doesn’t grant the swashbuckler a panache point. 
  This deed replaces deadly stab.
  New Regional Traits
  The following regional traits are for characters from 
  Taldor or the Shackles.
  Lion’s Audacity (Taldor): You attack life with the ferocity 
  of a charging lion and inspire others with your audacious 
  deeds. Once per day when you make a charge attack, you can 
  inspire allies within 30 feet. They gain an additional +2 trait 
  bonus on attack and damage rolls when they make a charge 
  attack before the beginning of your next turn.
  Scourge of the Seas (The Shackles): You have long 
  appreciated the flamboyance and versatility of the whip, 
  both as a weapon and a tool for enforcing discipline. When 
  you wield a whip or scourge, you gain a +1 trait bonus on 
  Intimidate checks. Additionally, once per day when you 
  use a whip or scourge to perform a successful disarm or 
  trip combat maneuver against an opponent, you regain 
  1 point of grit or panache.
  23
  
  To a warpriest, a battlefield is a chapel, and an army is 
  a humble flock. Warpriests are divine servants who take 
  an active role in reshaping the world to better fit their 
  beliefs. Where a cleric might be willing to spend her days 
  in contemplation of divine mysteries, preaching to the 
  masses, and assisting the ill, a warpriest’s purpose is to 
  enact the will of his patron deity by force. In return, the 
  warpriest is granted priestly magic and powerful blessings 
  to turn the tide of a battle.
  Deities of all varieties have warpriest followers, though the 
  proportion is highest for martial or aggressive deities such 
  as Gorum, Irori, Rovagug, Torag, and Urgathoa. Iomedae 
  is an exception; her role as goddess of paladins ensures 
  that the majority of her followers follow that knightly 
  path instead. Even gods not associated 
  with warfare at all can have 
  warpriest  followers 
  who see combat as an extension of the deity’s teachings or 
  who seek mastery of the deity’s favored weapon as a form of 
  worship. A warpriest in the service of Shelyn, for instance, 
  may find dueling with the glaive to be a form of art all its 
  own, not unlike performing a choreographed dance.
  Warpriests on Golarion
  The regions below contain significant numbers of 
  warpriests or hold them in high renown.
  Andoran: Andoren warpriests often find themselves 
  drawn toward service with the Eagle Knights. Warpriests 
  of Erastil and Torag are ideal servants for the Golden 
  Legion, while warpriests of Cayden Cailean and Desna 
  more often work with the Steel Falcons, fighting slavery 
  and tyranny abroad.
  Hold of Belkzen: Warpriests perfectly blend two of orcs’ 
  favorite things: bloodshed and the worship of fearsome 
  gods. Among some orc hordes, warpriests are even more 
  common than clerics, calling the wrath of the divine down 
  on their foes.
  Cheliax: Warpriests of lawful deities can be found 
  among the ranks of the various Hellknight 
  orders. In particular, the Order of the Godclaw 
  trains many warpriests of their unique 
  pantheon. These serve both as signifers and 
  as conventional knights. Outside of the Hellknights, 
  warpriests are less common in Cheliax, as the state-
  sponsored Asmodean church generally prefers the 
  relative subtlety of inquisitors.
  Lastwall: It’s far from surprising that Lastwall’s 
  crusaders would recruit those few warpriests of Iomedae 
  into their ranks. However, many outsiders would be 
  shocked to learn how many Pharasmin warpriests serve 
  the nation’s crusade in its vigilance against the undead. 
  Since the death of Aroden, this Pharasmin faction has 
  grown more prominent, as warpriests of more traditional 
  crusader deities depart to serve at the Worldwound.
  New Archetypes
  Warpriests from Andoran or who worship Achaekek 
  often choose the following archetypes.
  Liberty’s Blade
  There are some who find in the call to freedom 
  something primal and spiritual, even more so than 
  other Andorens. These liberty’s blades become 
  warpriests of deities who spread freedom, and 
  they head to lives of adventure as Eagle 
  Knights or adventurers, championing 
  liberty wherever they go. 
  Freedom’s Focus (Su): A liberty’s blade 
  must worship a good deity who grants 
  the Liberation blessing, and he must 
  Warpriest
  24
  
  select the Liberation blessing. He does not gain a second 
  blessing. This ability alters blessings.
  Devilslayer (Su): At 4th level, a liberty’s blade adds devil-
  bane to the list of enhancements he can add to his sacred 
  weapon. This ability alters sacred weapon.
  Channel Liberty (Su): At 4th level, when a liberty’s blade 
  channels energy to heal, the effects of his healing is halved, 
  but all creatures affected by his healing instantly benefit as 
  if from a liberating commandUC spell at the liberty’s blade’s 
  caster level. When channeling to harm, the liberty’s blade 
  harms devils as if using Alignment Channel instead of 
  harming undead, and she deals double the normal amount 
  of damage. This ability alters channel energy.
  Shield Against Hellspawn (Su): At 7th level, a liberty’s 
  blade adds devil-defiantUE to the list of enhancements 
  that he can add to his sacred armor. This ability alters 
  sacred armor.
  Mantis Zealot
  Among the Red Mantis worshipers of Achaekek, some 
  hold such strong faith in their assassin god that they gain 
  divine power. They forge themselves into perfect killers in 
  honor of He Who Walks in Blood. 
   Mantis Sworn (Ex): A mantis zealot must choose 
  Achaekek as his deity. If he ever changes his deity, he loses 
  this archetype and becomes a normal warpriest.
  Weapon and Armor Proficiency: Mantis zealots are 
  proficient with all simple and martial weapons, as well as 
  with the sawtooth sabre, and with light armor. They are 
  not proficient with shields. This replaces the warpriest’s 
  weapon and armor proficiencies.
  Sneak Attack (Ex): At 4th level, a mantis zealot can make 
  a sneak attack. This ability functions as the rogue ability 
  of the same name. At 4th level, his sneak attack damage is 
  +1d6. This damage increases by 1d6 at 8th level and ever 4 
  levels thereafter. If the zealot gets a sneak attack bonus from 
  another source, the bonuses on damage stack. This ability 
  replaces sacred weapon.
  Sacred Reflexes (Su): At 7th level, a mantis zealot can 
  emulate Achaekek’s grace. As long as he is wearing light or 
  no armor, as a swift action he can gain uncanny dodge. He 
  can use this ability for a number of minutes per day equal 
  to his warpriest level, but it must be spent in 1-minute 
  increments. If he already has the uncanny dodge ability from 
  another source, he instead gains improved uncanny dodge 
  while this ability is active. At 10th level, when he uses this 
  ability, he gains evasion (or improved evasion if he already 
  has evasion from another source). At 13th level, he gains 
  improved uncanny dodge instead of dodge. At 16th level, 
  he can activate this ability as part of making an initiative 
  check, before rolling the die. At 19th level, he gains improved 
  evasion instead of evasion. This ability replaces sacred armor.
  Aspect of the Mantis (Su): When using aspect of war, 
  instead of moving at full speed regardless of his armor or 
  encumbrance, a mantis zealot deals a number of points 
  of bleed damage equal to his Dexterity modifier on each 
  attack. This ability alters aspect of war.
  New Blessings
  The following new blessings match the additional 
  domains that appear in Pathfinder Campaign Setting: The 
  Inner Sea World Guide.
  Scalykind Blessing
  Deities: Apsu, Dahak, Ragadahn, Ydersius.
  Scaly Touch (minor): At 1st level, you can touch an ally as 
  a standard action to grant it reptilian scales. For 1 minute, 
  the ally gains a +1 enhancement bonus to its natural 
  armor. At 5th level and every 5 levels thereafter, this bonus 
  increases by 1 (to a maximum of +5 at 20th level).
  Serpent Fang (major): At 10th level, as a standard action 
  you can manifest venomous fangs for 1 minute. These 
  fangs grant a bite attack that deals 1d4 points of damage 
  (for a Medium warpriest, 1d3 if Small). A successful bite 
  also afflicts the opponent with a debilitating venom. The 
  poison’s save DC is equal to 10 + 1/2 your warpriest level + 
  your Constitution modifier.
  Serpent Venom (Ex): Bite—injury; save Fort negates; 
  frequency 1/round for 4 rounds; effect 1d2 Con; cure 1 save. 
  Void Blessing
  Deities: Great Old Ones, Groetus.
  Airless Touch (minor): At 1st level, with a successful melee 
  touch attack you can steal the breath from an opponent’s 
  lungs, leaving it unable to speak, use breath weapons, 
  cast spells with verbal components, or do anything else 
  requiring breath for 1 round. If the target fails at a Fortitude 
  saving throw, it’s also staggered for 1 round as it catches 
  its breath. If the target was attempting to hold its breath, 
  it can no longer do so: it must breathe on its turn or risk 
  suffocation and unconsciousness. Creatures that don’t need 
  to breathe are unaffected. Regardless of whether it succeeds 
  at its saving throw, the target is immune to further uses of 
  your airless touch for 24 hours.
  Deny Gravity (major): At 10th level, as a standard action 
  you can touch an ally to allow her to ignore the effects of 
  gravity for 1 minute (as fly). The ally gains a fly speed of 40 
  feet with average maneuverability. The ally is also immune 
  to dangerous environmental conditions (as life bubbleAPG) 
  for 1 minute.
  New Combat Traits
  The following combat traits are for characters who follow 
  the proud Hellknight and Lastwall defender traditions.
  Hellknight Devotion: Your family has strong ties to a 
  Hellknight order, and you harness this belief as a weapon. 
  Once per day as a swift action, you can empower the next 
  single melee attack you make to be treated as lawful-
  aligned for the purpose of overcoming damage reduction.
  Lastwall Defender: Your military service in Lastwall 
  taught you how to identify undead creatures, changing them 
  in your mind from mysterious terrors to concrete foes you 
  know how to deal with. You gain a +1 trait bonus on attack 
  and damage rolls against undead creatures that you have 
  personally identified using the Knowledge (religion) skill.
  25
  
  The following feats are common among characters in 
  Golarion that have taken levels in the classes from the 
  Pathfinder RPG Advanced Class Guide, though some can also 
  be used by members of other classes.
  Ambush Sense (Combat)
  You live in dangerous times, and are alert for betrayal or 
  unexpected attack.
  Prerequisites: Int 13, trap sense class feature.
  Benefit: You gain a bonus on Perception checks made 
  to determine awareness for the surprise round of combat, 
  and a dodge bonus to AC in any surprise round in which 
  you get to act. These bonuses are equal to the bonus you 
  gain from trap sense.
  Amplified Hex
  You have learned to augment your hexes with the 
  energy of your spells.
  Prerequisite: Hex class 
  feature.
  Benefit: 
  You 
  can 
  augment the power of a 
  hex by expending a spell 
  slot or prepared spell 
  of at least 1st level. Each 
  additional time you use 
  this ability in the same 
  day, it requires a prepared 
  spell or spell slot 1 level 
  higher (a 2nd-level spell 
  the second time, a 3rd-
  level 
  spell 
  the 
  third 
  time, and so on). When 
  you amplify a hex, you 
  can choose one: increase its 
  saving throw DC by 1, increase 
  its range by 30 feet (if it already has at 
  least a 30-foot range), or increase its 
  duration by 1 round (if it already has a 
  duration of at least 1 round).
  Daggermark Lore
  You understand the exclusive poisons brewed 
  by your guild far better than the buyers you sell 
  to, and you can deliver them so they are more 
  difficult to weather.
  Prerequisites: Craft (alchemy) 5 ranks, member 
  of the Daggermark Poisoner’s Guild, poison lore 
  or poison use class feature.
  Benefit: Choose one poison. When you deliver 
  that poison, the number of saves needed to cure 
  it increases by 1, and the DC to cure it with 
  neutralize poison increases by 5. Succeeding at the 
  initial save still negates the poison. Typical poisons used 
  by Daggermark poisoners are listed in Pathfinder Player 
  Companion: Alchemy Manual and Pathfinder Chronicles: Guide 
  to the River Kingdoms.
  Additionally, if you have the poison lore class feature, 
  you’re considered to have the poison use class feature for 
  the purpose of meeting prerequisites.
  Eldritch Aid
  You have been trained to expend your own spell energy to 
  boost the effects of an ally’s spell.
  Prerequisite: Caster level 1st.
  Benefit: As a standard action, you can expend a 1st-level 
  or higher prepared spell or spell slot to grant additional 
  magic energy to an allied spellcaster within close 
  range (25 feet + 5 feet/2 levels). If that ally casts an 
  instantaneous spell of an equal or lower level before 
  the beginning of your next turn, all level-dependent 
  calculations and caster level checks the spell requires 
  are made as if the ally’s caster level were 2 higher. If 
  the prepared spell or spell slot you expended is at 
  least twice the level of the spell your ally casts, 
  your ally’s caster level is treated as 4 higher 
  instead. If your ally is able to cast more 
  than one spell before the beginning 
  of your next turn, only the first spell 
  cast gains this bonus.
  Special: An arcanist can select 
  this feat as an exploit. A 
  wizard can select this feat 
  as a bonus feat.
  Expanded 
  Spell Kenning
  You are learned in 
  a broader range 
  of spell traditions 
  than most.
  Prerequisite: 
  Spell 
  kenning 
  class feature.
  Benefit: 
  When 
  you use your spell 
  kenning class feature, 
  you can select a spell from 
  either the druid or the witch 
  spell list.
  Expanded Studies
  You’re part of a group or organization 
  with access to greater magical mysteries 
  than you understand yourself, and you have 
  learned from your colleagues’ eldritch expertise.
  Feats
  26
  
  Prerequisites: Wis 17, hunter or warpriest level 16th.
  Benefit: You add 7th-level spells to your spell list for 
  purposes of using spell completion and spell trigger 
  magic items. If you’re a hunter, you add 7th-level druid 
  spells to your list. If you’re a warpriest, you add 7th-level 
  cleric spells to your list. This doesn’t give you the ability 
  to cast spells of this level, only to act as though your spell 
  list included them when using appropriate magic items.
  For example, a 16th-level hunter has access to druid 
  spells of only 1st to 6th levels. Thus, the hunter can’t use 
  spell completion or spell trigger magic items of druid 
  spells of 7th level or higher without succeeding at a Use 
  Magic Device check. If the hunter takes Eldritch Studies, 
  she doesn’t gain the ability to cast 7th-level druid spells, 
  but she could use a scroll of heal or a wand of summon 
  nature’s ally VII without needing to attempt a Use Magic 
  Device check. 
  Fencing Grace (Combat)
  Your dashing style and fluid rapier forms allow you to use 
  agility rather than brute force to fell your foes.
  Prerequisites: Dex 13, Weapon Finesse, Weapon Focus 
  (rapier).
  Benefit: When wielding a rapier one-handed, you can 
  add your Dexterity modifier instead of your Strength 
  modifier to that weapon’s damage. The rapier must be one 
  appropriate for your size.
  In addition, if you have the panache class feature, you 
  gain a +2 bonus to CMD against attempts to disarm you of 
  your rapier while you have at least 1 panache point.
  Fighting Frenzy (Combat, Teamwork)
  You feed off the rage of your allies.
  Prerequisites: Cha 13, rage class feature.
  Benefit: When you are in a rage and an ally with this feat 
  within 60 feet is in a rage, you don’t take the normal –2 
  penalty to AC for being in a rage. If you would take a larger 
  penalty to AC for being in a rage, reduce that penalty by 2.
  Know Weakness (Combat)
  You are well versed in the susceptibilities of your foes.
  Prerequisite: Bardic knowledge class feature.
  Benefit: When you successfully identify a creature with 
  the appropriate Knowledge check, you gain a +1 bonus on 
  attack and damage rolls against that creature for 1 round.
  Mad Magic (Combat)
  Magic is in your blood, allowing you to cast spells no 
  matter how furious you become.
  Prerequisite: Bloodrage class feature or perfect clarity 
  rage power.
  Benefit: You can cast spells from any class that grants 
  you spells while in a bloodrage, and you keep your rage 
  benefits when using moment of clarity during a rage. 
  If you have the greater bloodrage class feature, you also 
  gain a +1 bonus to the save DCs of spells you cast while 
  in a bloodrage.
  Onslaught (Combat)
  No one is prepared for how hard you strike until they see 
  it firsthand.
  Prerequisites: Str 13, Power Attack, base attack bonus +1, 
  sneak attack class feature.
  Benefit: If you use Power Attack with the first melee 
  attack you make during a surprise round, you can sneak 
  attack even if you are not flanking your target and it’s not 
  denied its Dexterity bonus to AC.
  Pack Tactics
  You have trained your animal companion to fight using 
  your tactics.
  Prerequisites: Int 13, animal companion class feature.
  Benefit: Your animal companion is treated as having 
  all the same teamwork feats that you do for the purpose 
  of determining whether you or your allies receive a 
  bonus from teamwork feats. Your animal companion 
  doesn’t receive any bonuses from these feats unless it 
  actually possesses the teamwork feats. Your and all allies’ 
  positioning and actions must still meet the prerequisites 
  listed in a teamwork feat’s description in order to receive 
  the teamwork feat’s listed bonus.
  Totem Beast
  Your animal companion becomes spiritually connected 
  to an animal totem that has a spiritual significance 
  for you or your background, such as a Shoanti clan’s 
  animal totem.
  Prerequisites: Wis 13, animal companion class feature.
  Benefit: Select one animal aspect from the list presented 
  in the hunter class’s animal focus class feature. Your 
  animal companion has natural coloration suggestive of 
  this aspect—a bear might have a dark spot in the shape 
  of a bat, or a hawk might have unusual tiger striping in its 
  feathers. Your animal companion gains the benefits of the 
  selected animal aspect, treating its Hit Dice as its effective 
  hunter level for this ability. This bonus doesn’t stack if 
  the animal companion is already under the benefit of the 
  same animal aspect because of the actual class feature.
  For example, an animal companion with Totem Beast 
  (snake) under the effect of the snake aspect from its hunter 
  owner would get a +2 bonus on attack rolls when making 
  attacks of opportunity, not a +4 bonus.
  Unfair Grip (Combat)
  You learned to fight in places that have no rules of 
  engagement, such as the back alleys of Absalom or the 
  fighting pits of the Sodden Lands, and you can grab foes 
  in ways that are difficult to escape.
  Prerequisites: Str 13, Dex 13, Improved Grapple, 
  Improved Unarmed Strike, Power Attack, base attack 
  bonus +1.
  Benefit: When you perform a grapple combat maneuver, 
  you gain a +1 bonus on checks to maintain your grapple, 
  and your grappled foes take a –1 penalty on checks to 
  escape your grapple.
  27
  
  Magic Items
  These magic items are intended primarily for members of 
  Pathfinder RPG Advanced Class Guide classes, but many are 
  useful for other classes as well.
  New Armor Special Abilities
  Whether a nimble renegade or a devout defender of 
  Iomedae’s faith, any character can find an armor ability 
  that enhances his preferred battle tactics.
  CORSAIR
  PRICE 
  +5,000 GP
  SLOT none
  CL 5th
  WEIGHT —
  AURA faint transmutation
  Armor with this special ability is designed to enhance mobility in 
  combat. The armor grants a +5 competence bonus on Acrobatics 
  checks. Any time the wearer regains a grit or panache point, the 
  armor’s bonus on Acrobatics checks doubles until the beginning 
  of her next turn. 
  CONSTRUCTION REQUIREMENTS
  COST +2,500 GP
  Craft Wondrous Item, cat’s grace
  CRUSADING
  PRICE 
  +1 BONUS
  SLOT none
  CL 5th
  WEIGHT —
  AURA faint abjuration
  Armor with this enhancement is specially designed for the 
  holy warriors of Iomedae. As a swift action, a paladin or good 
  warpriest wearing this armor can expend one use of the lay 
  on hands or fervor ability to activate the armor’s protective 
  aura for 1 minute. This protective aura grants the wearer a 
  +2 sacred bonus to AC. This bonus increases to +3 against evil 
  dragons, evil outsiders, and undead.
  CONSTRUCTION REQUIREMENTS
  COST +1 BONUS
  Craft Wondrous Item, protection from evil
  New Weapon Special Ability
  Swashbucklers prefer the following weapon special ability.
  SKEWERING
  PRICE 
  +1 BONUS
  SLOT none
  CL 5th
  WEIGHT —
  AURA faint divination
  This special ability can be placed only on light or one-handed 
  piercing melee weapons. Weapons with this enhancement 
  are particularly devastating in the hands of a swashbuckler. 
  Anytime the weapon threatens a critical hit, the wielder can 
  spend 1 panache point as an immediate action to automatically 
  confirm the critical hit. When the swashbuckler confirms 
  a critical hit in this fashion, she doesn’t regain panache for 
  confirming the critical hit, though she can regain panache 
  normally if the attack is a killing blow.
  CONSTRUCTION REQUIREMENTS
  COST +1 BONUS
  Craft Wondrous Item, true strike
  New Magic Items
  The following staves and wondrous items are well known 
  in certain areas or within specific groups around the 
  Inner Sea region.
  BEAST WRESTLER’S GAUNTLETS
  PRICE 
  7,500 GP
  SLOT hands
  CL 5th
  WEIGHT 1 lb.
  AURA faint conjuration
  These gauntlets grant a +1 enhancement 
  bonus on grapple checks. Each pair of 
  gauntlets is created to fight a specific 
  type or subtype of creature from the list 
  of creature types in the bane weapon 
  special ability. While the wearer is 
  grappling a creature of the designated 
  type, the gauntlets’ enhancement bonus increases by 2 and 
  the wearer deals an additional 2d6 points of nonlethal damage 
  when dealing damage as part of a successful grapple check.
  CONSTRUCTION REQUIREMENTS
  COST 3,750 GP
  Craft Wondrous Item, summon monster I
  DAGGERMARK BLADE
  PRICE 
  8,302 GP
  SLOT none
  CL 10th
  WEIGHT 2 lbs.
  AURA moderate divination and enchantment
  This +1 dagger is forged for Daggermark assassins by Lady 
  Smilos’s orders alone. It allows slayers, rogues, and assassins 
  who work for the Daggermark Assassins’ Guild the chance to 
  finish the job if their initial strikes prove less than successful. 
  If the wielder of this blade studies his target for 3 rounds 
  (which can be the same 3 rounds of study for a death attack) 
  either unseen or without being recognized as an enemy, he 
  can sneak attack with all attacks he makes with this dagger 
  against that target for the next 3 rounds. If his target has 
  improved uncanny dodge, the wielder of the Daggermark 
  blade must be 4 levels higher than the target in order to 
  sneak attack.
  CONSTRUCTION REQUIREMENTS
  COST 4,302 GP
  Craft Magic Arms and Armor, guidance, instant enemyAPG
  FANGWOOD CLASP
  PRICE 
  14,000 GP
  SLOT neck
  CL 5th
  WEIGHT 1 lb.
  AURA faint illusion
  This forest green clasp is engraved with a stylized version of the 
  tree and blade of Nirmathas. If the wearer has the woodland 
  stride ability, she gains the ranger’s camouflage ability in 
  forest terrain. If the wearer has an animal companion that also 
  benefits from her woodland stride ability, the companion gains 
  the camouflage ability as well.
  CONSTRUCTION REQUIREMENTS
  COST 7,000 GP
  Craft Wondrous Item, disguise self, invisibility 
  28
  
  FLAME OF BAKRAKHAN
  PRICE 
  10,000 GP
  SLOT head
  CL 3rd
  WEIGHT 1 lb.
  AURA faint evocation
  This ancient Thassilonian diadem is crafted in the shape of an 
  enraged face with an enormous ruby in the center. The gem 
  allows its wearer to channel her rage into pure flame. While 
  under the effects of rage, as a standard action the wearer can 
  expend 1 round of rage or raging song to cause the ruby to 
  release a beam of fire like a miniature hellfire flume. If the 
  wearer succeeds at a ranged touch attack against a creature or 
  object within 30 feet, the beam deals 2d6 points of fire damage 
  to that target. If the wearer instead expends 3 rounds of rage, 
  bloodrage, or raging song, the beam becomes a 60-foot line 
  instead, dealing 5d6 points of fire damage to all creatures and 
  objects along that line (Reflex DC 14 negates).
  CONSTRUCTION REQUIREMENTS
  COST 5,000 GP
  Craft Wondrous Item, scorching ray
  LEPIDSTADT INVESTIGATOR’S HAT
  PRICE 
  7,000 GP
  SLOT head
  CL 8th
  WEIGHT —
  AURA moderate divination
  This black deerstalker cap features 
  a subtle, sinister, eye-like design 
  stitched on the front flap. The hat 
  grants a +2 competence bonus on 
  all Knowledge checks to identify 
  monsters.
  If the wearer is an investigator, 
  the hat allows him to take advantage of his deductions in 
  combat. Whenever he uses inspiration to identify a non-
  humanoid creature, he can record the result of the inspiration 
  die and use it again later. Within the next minute, before rolling 
  an attack roll against that creature, a skill check against that 
  creature, or a saving throw against one of that creature’s attacks, 
  he can add the recorded inspiration die result to his roll—if he 
  does so, he can’t use inspiration to apply another inspiration 
  die to the roll. Using the recorded result doesn’t require the 
  investigator to spend a use of inspiration, and the recorded 
  result goes away once it’s used. He can have only one inspiration 
  die result recorded in this way. If he uses inspiration to identify 
  another monster before using his recorded inspiration die, he 
  must decide whether to replace the old result before rolling.
  CONSTRUCTION REQUIREMENTS
  COST 3,500 GP
  Craft Wondrous Item, know the enemyUM
  SHORY ACOLYTE’S STAFF
  PRICE 
  21,600 GP
  SLOT none
  CL 8th
  WEIGHT 1 lb.
  AURA moderate varies
  These slender crystal shafts 
  span 4 to 5 feet in length, with 
  facets covered in deeply etched 
  white runes of unknown make. 
  Since the only known examples of these staves were discovered 
  near Mount Dowama in the Mwangi Expanse, most scholars 
  conjecture that they are relics of the Shory. The staff’s holder is 
  protected by a continuous feather fall effect. Additionally, the 
  staff contains the following spells:
  • Shocking grasp (1 charge)
  • Levitate (2 charges)
  • Fly (4 charges)
  CONSTRUCTION REQUIREMENTS
  COST 10,800 GP
  Craft Staff, fly, levitate, shocking grasp
  SIGNIFER’S FIST 
  PRICE 
  10,305 GP
  SLOT none
  CL 5th
  WEIGHT 2 lbs.
  AURA faint conjuration and transmutation
  This +1 light mace is crafted of forged black iron 
  topped with what appears to be a clenched fist 
  pierced with spikes protruding from between 
  the fingers. As a standard action, the wielder 
  can expend 1 point from his arcane pool, 1 point 
  from his arcane reservoir, or one use of fervor to 
  make a single melee attack with the signifer’s 
  fist. If the attack deals damage to a creature, 
  the signifer’s fist gains the bane weapon special ability against 
  that creature’s type (or subtype if the creature is a humanoid or 
  outsider) for 1 minute. This benefit doesn’t apply if the target 
  is immune to bleed, though the attack deals damage normally.
  CONSTRUCTION REQUIREMENTS
  COST 5,305 GP
  Craft Magic Arms and Armor, haste, summon monster I
  ZENJ TOTEM STAFF
  PRICE 
  24,800 GP
  SLOT none
  CL 8th
  WEIGHT 2 lbs.
  AURA moderate varies
  A creature that willingly grasps a zenj totem staff 
  is affected as though it were in a zone of truth. 
  This effect has no saving throw, lasts as long as 
  the creature remains in contact with the staff, 
  and can simultaneously affect as many creatures 
  as can hold the staff at one time. This power is 
  always on, and doesn’t need to be activated.
  The staff also acts as a normal magical staff 
  and contains the following spells:
  • Protection from evil (1 charge)
  • Summon nature’s ally II (animals only, 2 charges)
  • Aura sight (3 charges)
  • Summon nature’s ally IV (animals only, 4 charges)
  A shaman who wields the staff can cast summon nature’s 
  ally II and summon nature’s ally IV from the staff even though 
  those spells are not on her spell list. Additionally, once per 
  day when a druid or shaman uses the staff to cast either of 
  those spells, she can instead summon the creature to perform 
  a single task for her with a duration of up to 1 hour per level. If 
  summoned in this fashion, the summoned creature refuses to 
  enter combat and is immediately dismissed if it takes damage 
  from any source.
  CONSTRUCTION REQUIREMENTS
  COST 12,400 GP
  Craft Staff, aura sight, protection from evil, summon nature’s 
  ally I, summon nature’s ally II, zone of truth
  29
  
  The following are a selection of new spells employed by 
  some of the classes discussed in this book, among others.
  ACID MAW
  School transmutation [acid]; Level druid 1, ranger 1
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 2 ft./level)
  Target your animal companion
  Duration 1 minute/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  Your animal companion’s bite attack deals an additional 1d4 
  points of acid damage, and the acid deals another 1d4 points of 
  acid damage to the target on the next round. The acid continues 
  to deal damage for 1 additional round per 4 caster levels (to a 
  maximum of 6 total rounds at caster level 20th). This ongoing 
  acid damage doesn’t stack from multiple attacks, but the 
  duration resets if a newer bite would cause the ongoing damage 
  to last longer than the duration remaining from a previous one. 
  The acid does not harm the animal companion.
  ARCANE DISRUPTION
  School enchantment (compulsion) [curse, mind-affecting]; 
  Level bard 2, bloodrager 2, magus 2, sorcerer/wizard 2, 
  witch 2
  Casting Time 1 standard action
  Components V, S, M (a pinch of pepper)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance yes
  This spell makes it difficult for the subject to cast arcane spells, 
  use spell-like abilities, and use some abilities granted by arcane 
  spellcasting classes. The subject must succeed at a concentration 
  check (DC = 10 + 1/2 its caster level) in order to cast an arcane 
  spell, use any spell-like ability (even those that come from a 
  divine source), use arcane spell completion or spell trigger magic 
  items, or use any of the following class features that come from an 
  arcane spellcasting class: arcane school powers, arcanist exploits, 
  bardic performances, magus arcana, or witch hexes. Spells, spell-
  like abilities, or class features that take a free, swift, 
  or immediate action aren’t affected by this spell, 
  nor are mythic spells or mythic powers.
  While under the effect of this spell, if the 
  subject must attempt a concentration check to cast 
  an arcane spell or use an arcane spell-like ability for any 
  reason other than the effect of this spell (such as casting 
  defensively, being injured while casting, and so on), it takes a 
  penalty on that check equal to 1/2 its caster level.
  BLOOD SALVATION
  School abjuration; Level bloodrager 3
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 round/level (D; see below)
  While under the effect of this spell, you’re immune to any 
  damaging area spells you cast. You can dismiss this spell as 
  an immediate action when you are caught within the area of 
  someone else’s damaging area spell; if you do, you’re immune 
  to that particular casting of that spell as well. If you have the 
  blood casting class feature, you can cast this spell as a swift action 
  instead of a standard action while you’re in a bloodrage.
  Spells
  30
  
  DEFENSIVE GRACE
  School transmutation; Level investigator 5
  Casting Time 1 standard action
  Components V, S, M (a living fly)
  Range personal
  Target you
  Duration 1 round/level (D; see below)
  Each round you can roll an inspiration die without expending 
  a use of inspiration and gain the result as a dodge bonus to AC 
  for that round. You are immune to precision damage (including 
  the extra damage from the precise strike deed, sneak attack, 
  studied combat, and studied strike).
  If a critical hit is confirmed against you, you can dismiss this 
  spell as an immediate action to negate the critical and make 
  the attack instead deal normal damage.
  ENERGY HACK
  School transmutation [acid, cold, electricity, or fire; see below]; 
  Level sorcerer/wizard 4
  Casting Time 1 immediate action
  Components V
  Range personal
  Target you
  Duration 1 round/level (see below)
  You can cast this spell only when you take 10 or more points of 
  acid, cold, electricity, or fire damage from a spell or spell-like 
  ability—this spell has the same energy descriptors as the damaging 
  effect. When you use a spell or spell-like ability with the acid, cold, 
  electricity, or fire descriptor or use an arcanist exploit, arcane school 
  power, bloodline power, magus arcana, or hex that deals acid, cold, 
  electricity, or fire damage, you can choose to change the energy 
  type and descriptor to match one of the descriptors of energy hack. 
  Any other effect of that spell or power remains the same.
  If you have the arcane reservoir class feature, if you take 
  another 10 points of acid, cold, electricity, or fire damage while 
  under the effect of energy hack, as a free action you can expend 
  1 point from your arcane reservoir to reset the duration of energy 
  hack to 1 round per level and add the new type of damage you 
  took to the list of energy types you can choose to substitute. You 
  can expend points in this way multiple times as long as you do so 
  before the duration expires.
  IMBUE HEX
  School evocation; Level shaman 5, witch 5
  Casting Time 10 minutes
  Components V, S, DF or M (a hag’s whisker)
  Range touch
  Target creature touched; see text
  Duration permanent or until discharged
  Saving Throw Will negates (harmless); Spell Resistance yes
  You transfer a single hex you know to the target, and give that 
  target the ability to use the hex. The transferred hex’s variable 
  characteristics function according to your level, not the level 
  of the recipient. Only a creature with Intelligence and Wisdom 
  scores of at least 9 can receive this effect. To use this hex, the 
  target must be able to speak and move freely. Once it uses the 
  hex, the spell ends (though any effects of the hex still last for 
  the full duration). You can transfer only a hex—not a major or 
  grand hex—with this ability.
  Once you cast imbue hex, you cannot use the transferred hex 
  until the spell is discharged, dispelled, or dismissed.
  PHANTOM HUNT
  School transmutation; Level druid 4, ranger 4
  Casting Time 1 standard action
  Components V, S, DF
  Range personal (see text)
  Target you and one animal companion within 30 ft.
  Duration 1 hour/level (D)
  You affect yourself and a single animal companion within 30 
  feet of you. Both you and the animal companion gain darkvision 
  to 100 feet, tremorsense to 20 feet, and a 40-foot enhancement 
  bonus to movement. Furthermore, you can track while moving 
  at full speed without taking any penalty. If you already have the 
  ability to track at full speed, you gain a +4 bonus on Survival 
  checks while tracking instead.
  The duration of this spell immediately ends if you or the 
  animal companion attack another creature or are attacked by 
  another creature.
  SPIRIT CALL
  School enchantment; Level druid 1, shaman 1
  Casting Time 1 full round
  Components V, S, DF
  Range 100 ft.
  Effect 100-ft.-radius spread centered on you
  Duration 1 minute/level
  You call out to nature spirits associated with your spirit (not your 
  wandering spirit) if you are a shaman, or your domain if you are 
  a druid, beckoning them forth to pay attention to your current 
  location. For the duration of the spell, all spells from your spirit 
  magic list or domain list that are cast within the affected area 
  have their caster level increased by 1, and all spellcasters casting 
  such spells receive a +4 insight bonus on their concentration 
  checks for those spells only.
  WRATHFUL WEAPON
  School transmutation [see text]; Level cleric 4
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target melee weapon touched (see text)
  Duration 1 minute/level
  Saving Throw Will (harmless, object); Spell Resistance yes 
  (object)
  You grant the targeted weapon one of the following weapon 
  special abilities: anarchic, axiomatic, holy, or unholy. If anarchic, 
  this spell has the chaos descriptor; if axiomatic, the law 
  descriptor; if holy, the good descriptor; and if unholy, the evil 
  descriptor. If the caster attempts to place a special ability on a 
  weapon that already has that special ability, the spell fails.
  If a warpriest casts this spell on his sacred weapon, the 
  duration doubles. Warpriests with unarmed strike as a sacred 
  weapon can cast this spell on their unarmed strike.
  31
  
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: Jonathan Tweet, Monte Cook, 
  and Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Demon Lord, Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on material by Gary Gygax.
  Pathfinder Player Companion: Advanced Class Origins © 2014, Paizo Inc.; Authors: Dennis Baker, Ross 
  Byers, Tom Phillips, Stephen Radney-MacFarland, and Owen K.C. Stephens.
  OPEN GAME LICENSE VERSION 1.0A
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, 
  Inc. (“Wizards”). All Rights Reserved.
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  grant the rights conveyed by this License.
  The parental hardcover to this very 
  volume, the Pathfinder RPG Advanced 
  Class Guide contains the rules for 
  all 10 new hybrid classes, as well as 
  archetypes and new rules options for 
  every class in the Pathfinder RPG!
  Unlock the bounty of prestige classes 
  that exemplify the adventurers of the 
  Pathfinder campaign setting in all-
  new ways using Advanced Class Origins 
  and Pathfinder Campaign Setting: Paths 
  of Prestige!
  Further 
  embed 
  your 
  shaman, 
  warpriest, or other hybrid hero into 
  the Pathfinder campaign setting with 
  the details about the deities and faiths 
  of Golarion in Pathfinder Campaign 
  Setting: Inner Sea Gods.
  Take your adventurer from the sidelines to the fray with Pathfinder Player Companion: Ranged 
  Tactics Toolbox! The fresh tips, new rules options, and never-before-
  seen adventuring gear in this volume give characters tons of new 
  toys to play with, with content to suit characters of any race, class, 
  or play style. Whether you’re looking to give your archer those last few feats to turn her into 
  the perfect sniper or you think your wizard could use some additional ranged firepower, 
  this Player Companion gives you the tools you need to gain an edge from a distance.
  Would You Like to Know More?
  Don’t want to wait for even more rules options for your Belkzen-trained brawler, Shackles-faring 
  swashbuckler, or one of the other 10 new hybrid classes? You’re in luck! The following Pathfinder 
  accessories bring your Advanced Class Origins adventurer fully into the Pathfinder campaign setting 
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  Next Month!
  32
  
  Hybrid Archetypes
  The following table lists all of the archetypes currently available 
  to the 10 hybrid classes introduced in Pathfinder RPG Advanced 
  Class Guide, the page of the Advanced Class Guide (ACG) or this 
  volume on which the archetype is described, and regions around 
  the Inner Sea where characters of that archetype might commonly 
  be found.
  Arcanist
  Archetype	
  Source	
  Regions
  Blade adept 
  ACG 76 
  Brevoy, River Kingdoms
  Blood arcanist 
  ACG 77 
  Any
  Brown-fur transmuter 
  ACG 77 
  Linnorm Kingdoms, Mwangi Expanse
  Eldritch font 
  ACG 77 
  Nex
  Elemental master 
  ACG 78 
  Osirion
  Occultist 
  ACG 78 
  Ustalav
  School savant 
  ACG 78 
  Absalom, Cheliax
  Spell specialist 
  ACG 78 
  Absalom, Nex
  Twilight sage 
  See page 6 
  Geb
  Unlettered arcanist 
  ACG 79 
  Any
  White mage 
  ACG 79 
  City of Brass (Plane of Fire)
  Bloodrager
  Archetype	
  Source	
  Regions
  Blood conduit 
  ACG 82 
  Kaer Maga (Varisia)
  Bloodrider 
  ACG 82 
  Belkzen, Storval Plateau (Varisia)
  Crossblooded rager 
  ACG 83 
  Any
  Greenrager 
  ACG 83 
  Kyonin, Mwangi Expanse
  Metamagic rager 
  ACG 83 
  Absalom, Katapesh
  Primalist 
  ACG 84 
  Mana Wastes, Sargava
  Rageshaper 
  ACG 84 
  Linnorm Kingdoms
  Spelleater 
  ACG 85 
  Mana Wastes
  Steelblood 
  ACG 85 
  Mendev
  Untouchable rager 
  ACG 85 
  Mana Wastes
  Brawler
  Archetype	
  Source	
  Regions
  Exemplar 
  ACG 86 
  Molthune, Taldor
  Mutagenic mauler 
  ACG 86 
  Absalom, Ustalav
  Shield champion 
  ACG 86 
  Lastwall, Molthune
  Snakebite striker 
  ACG 88 
  Jalmeray
  Steel-breaker 
  ACG 88 
  Jalmeray, Qadira
  Strangler 
  ACG 88 
  Galt
  Ulfen beast-wrestler 
  See page 10 
  Linnorm Kingdoms
  Wild child 
  ACG 89 
  Realm of the Mammoth Lords
  Winding path renegade 
  See page 11 
  Jalmeray
  Hunter
  Archetype	
  Source	
  Regions
  Divine hunter 
  ACG 95 
  Mendev, Worldwound
  Feral hunter 
  ACG 95 
  Linnorm Kingdoms, Mwangi Expanse
  Packmaster 
  ACG 96 
  Crown of the World, Sargava
  Primal companion hunter 
  ACG 97 
  River Kingdoms
  Scarab stalker 
  See page 13 
  Osirion
  Uprooter scout 
  See page 13 
  Kyonin
  Verminous hunter 
  ACG 98 
  Any
  Investigator
  Archetype	
  Source	
  Regions
  Empiricist 
  ACG 100 
  Absalom, Alkenstar (Mana Wastes)
  Infiltrator 
  ACG 100 
  Cheliax, Taldor
  Lepidstadt inspector 
  See page 15 
  Lepidstadt (Ustalav)
  Mastermind 
  ACG 101 
  Riddleport (Varisia)
  Sleuth 
  ACG 101 
  Varisia
  Spiritualist 
  ACG 102 
  Ustalav
  Steel hound 
  ACG 103 
  Alkenstar (Mana Wastes)
  Shaman
  Archetype	
  Source	
  Regions
  Animist 
  ACG 110 
  Mwangi Expanse
  Possessed shaman 
  ACG 111 
  Geb, Ustalav
  Speaker for the past 
  ACG 111 
  Galt, Sodden Lands, Thuvia
  Spirit warden 
  ACG 112 
  Nex, Ustalav
  Unsworn shaman 
  ACG 112 
  River Kingdoms
  Visionary 
  ACG 112 
  Hyrantum (Sodden Lands), Nex
  Witch doctor 
  ACG 113 
  Mwangi Expanse
  Skald
  Archetype	
  Source	
  Regions
  Bekyar demon dancer 
  See page 18 
  Mwangi Expanse
  Belkzen war drummer 
  See page 19 
  Belkzen
  Dragon skald 
  See page 19 
  Linnorm Kingdoms
  Fated champion 
  ACG 114 
  Linnorm Kingdoms, Osirion
  Herald of the horn 
  ACG 115 
  Linnorm Kingdoms
  Spell warrior 
  ACG 116 
  Irrisen, Nex
  Totemic skald 
  ACG 117 
  Numeria, Realm of the Mammoth Lords
  Slayer
  Archetype	
  Source	
  Regions
  Bounty hunter 
  ACG 118 
  Galt, Mediogalti Island
  Cleaner 
  ACG 118 
  Galt, Rahadoum
  Cutthroat 
  ACG 119 
  Katapesh
  Deliverer 
  ACG 119 
  Mendev, Qadira
  Grave warden 
  ACG 120 
  Ustalav
  Pureblade 
  See page 20 
  Numeria
  Sczarni executioner 
  See page 21 
  Varisia
  Sniper 
  ACG 120 
  Any
  Stygian slayer 
  ACG 120 
  Nidal
  Vanguard 
  ACG 121 
  Belkzen, Molthune
  Swashbuckler
  Archetype	
  Source	
  Regions
  Daring infiltrator 
  ACG 124 
  Any
  Flying blade 
  ACG 124 
  Jalmeray
  Inspired blade 
  ACG 125 
  Brevoy, The Shackles
  Mouser 
  ACG 125 
  Cheliax, Five Kings Mountains
  Musketeer 
  ACG 126 
  Alkenstar (Mana Wastes)
  Mysterious avenger 
  ACG 126 
  Druma, Galt
  Picaroon 
  ACG 127 
  Alkenstar (Mana Wastes)
  Shackles corsair 
  See page 22 
  The Shackles
  Whirling dervish 
  See page 23 
  Qadira
  Warpriest
  Archetype	
  Source	
  Regions
  Champion of the faith 
  ACG 128 
  Any
  Cult leader 
  ACG 128 
  Nidal, Worldwound
  Disenchanter 
  ACG 129 
  Geb, Mana Wastes
  Divine commander 
  ACG 129 
  Mendev, Molthune
  Forgepriest 
  ACG 130 
  Five Kings Mountains
  Liberty’s blade 
  See page 24 
  Andoran
  Mantis zealot 
  See page 25 
  Mediogalti Island
  Sacred fist 
  ACG 130 
  Jalmeray
  
  Unlock your character’s potential and become a master of the hybrid classes with Pathfinder Player 
  Companion: Advanced Class Origins! Featuring never-before-seen rules options for the 10 new 
  classes from the Pathfinder RPG Advanced Class Guide, this volume is the ultimate companion for 
  bringing your hybrid class adventurer into the Pathfinder campaign setting. Whether your character 
  is one of Geb’s enigmatic Twilight Sage arcanists, an investigator trained at Lepidstadt Academy in 
  gothic Ustalav, or a scimitar-wielding swashbuckler dervish from Qadira, Advanced Class Origins 
  makes sure her connection to Golarion is as powerful as her unique new skills and abilities.
  Inside this book, you’ll find:
  ► Tips and advice on how to use the new hybrid classes to qualify for prestige classes 
  and weave a path of renown through the legends and myths of the Inner Sea.
  ► New archetypes and character options that integrate each of the 10 classes detailed in the 
  Pathfinder RPG Advanced Class Guide into the world of Golarion.
  ► Details on homelands, organizations, and institutions around the Inner Sea region to 
  inform the background of your hybrid class adventurer.
  ► New traits to represent skills your adventurer acquired from locales such as the demon-
  plagued Tanglebriar, war-torn Nirmathas, and the deep fastness of the Mwangi Jungle.
  ► New feats, spells, and items to augment the hexing powers of shamans and 
  witches, empower animal companions with acidic bites, and much more!
  This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and 
  the Pathfinder campaign setting, but can easily be incorporated into any fantasy world. 
  Top of Class
  Top of Class
  Top of Class
  Printed in U.S.A. PZO9451
  paizo.com/pathfinder
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Companion/Advanced Class Origins.pdf