TEXT: 1
  Supplement for Ina'oth
  
  2
  Shadows over Vathak
  Shadows over Vathak
  Ina’oth
  Player’s Guide
  Author: John Bennett
  Artist: Rick Hershey
  Design and Layout: Rick Hershey
  Fat Goblin Games Team Members: Chris Bayes, Eric Hindley, Jeff Swank, John Bennett, Justice 
  Mora, Kalyna Conrad, Kiel Howell, Lucus Palosaari, Nick Esposito, Rick Hershey, Richard Ben-
  nett, Troy Daniels, Tyler Beck  
  Line Developer: John Bennett
  Publisher: Fat Goblin Games
  Shadows over Vathak: Ina’oth- Player’s Guide © 2015 Fat Goblin Games 
  Compatibility with the Pathfinder® Roleplaying Game requires the Pathfinder® 
  Roleplaying Game from Paizo Publishing, LLC. See http://paizo. com/path-
  finderRPG for more information on the Pathfinder® Roleplaying Game. Paizo, 
  Publishing, LLC does not guarantee compatibility, and does not endorse the 
  product. 
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Path-
  finder® Roleplaying Game and the Pathfinder® Roleplaying Game Compat-
  ibility Logo are trademarks of Paizo Publishing, LLC, and are used under the 
  Pathfinder® Roleplaying Game Compatibility License. See http:// paizo.com/pathfinderRPG/compatibility for more information on the 
  com¬patibility license. 
  Open Game Content: All material — including but not limited to art, place and character names, character and setting descriptions, 
  background, and new class descriptions—is Product Identity. All other content is consid¬ered Open Game Content. 
  Reference in non-Open Game Content (thus not covered by the Open Game License) in this work to content owned by others is not a 
  challenge to their ownership and is used under Fair Use. 
  About Fat Goblin Games
  Based in South Carolina, USA, Fat Goblin Games was founded in 
  2011 to create Pathfinder Roleplaying Game compatible products. With 
  a focus on high quality production values and providing a creative 
  environment for our writers, Fat Goblin Games has quickly become a 
  recognized force in the world of third party publishers.
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  website at fatgoblingames.com.
  
  3
  Supplement for Ina'oth
  Contents
  Introduction 
  5
  Playing a Character in Shadows over Vathak 
  6
  Ina’oth:  A Historical Overview 
  7
  Creating a Character Born in Ina’oth 
  8
  Creating a Character Not Originally Born in Ina’oth 
  8
  The Dead and Disease in Ina’oth 
  9
  Ina’oth: Places of  Importance 
  9
  Whispers  and Rumors 
  12
  Ina’oth: Regional Traits 
  12
  Combat 
  12
  Faith 
  13
  Magic 
  13
  Social 
  14
  Ina’oth: Feats 
  16
  Lineage Feats 
  17
  Ina’oth: Items 
  20
  Incense 
  20
  Magic Items 
  21
  Ina’oth: Spells 
  24
  Ina’oth: Incantations 
  26
  Ina’oth:  Archetypes 
  28
  Hellfire Evangelist (Cleric) 
  28
  Ina’oth Prestige Classes 
  30
  Plague Mage 
  30
  
  4
  Shadows over Vathak
  From the journal of  Yarick Estermann
  It was the smell of Shaireen’s cooking that woke me from the cold, black 
  slumber I found myself in. Sleep held me like a prisoner as if I had done 
  something wrong or offended it. Each exacerbated second screeched in-
  definitely in that dark realm, my thoughts chewing their own tails as they 
  spun in circles. No, sleep was not a restful reprieve and I was glad to shed 
  it like dirty clothes whose stains I could never get out.
  I stumbled absentmindedly down the stairs, the last vestiges of my 
  dreams sloughing off me like a second skin. The smell of fresh butter on 
  hot toast with the smoky tang of bacon on the side guided me towards the 
  kitchen and Shaireen. Ah, my beautiful wife…brown locks untouched by 
  the grey hand of death tumbled to frame her slightly plump face. Her eyes 
  spoke to my soul of warmth and laughter, intimate times together and 
  tears shed in joy as well as pain. Those eyes held the frayed, unraveling 
  edges of my soul together before it spilled into the darkness of my haunted 
  sleep.
  After breakfast, we visited the graves of my recently departed parents. 
  Shaireen picked the flowers we laid on their graves. So odd to pick flowers, 
  such beautiful things instilled with bright colors and intoxicating smells, 
  and leave them on a grave to wither and die, their beauty curling into rot-
  ted brown desiccation. Piling death on top of death. It makes no sense…
  At night, I curled up with Shaireen, pulling her into me as if I could 
  meld our bodies together. This close, I felt as one with her, brandishing her 
  as a torch to stave of the empty promise of sleep and the eternity of repeat-
  ing nothingness it brought stretching on and on and on…
  Shaireen is still with me now. Even as I sit, surrounded by blank stone 
  walls in a lightless room, I hold her hand as she sits next to me. There 
  is nothing to see in this room but her eyes, the eyes that hold the frayed, 
  unraveling edges of my soul together…Our love sets me free.
  
  5
  Supplement for Ina'oth
  From the medical report of  Dr. Sebastian Stucher
  Despite repeated procedures, the SUBJECT (formerly known as one 
  Yarick Estermann) still shows no signs of awakening from the cata-
  tonic state he was brought here to the asylum in. The SUBJECT was 
  discovered by a local gravedigger lying in the coffin of his deceased 
  wife who died 6 months before under mysterious circumstances 
  though foul play is suspected. Constable Ernest Karlton is anxious 
  to question the SUBJECT in regards to a string of murders that first 
  began 7 months ago, starting with the SUBJECT’s own parents. 
  Though the SUBJECT is the primary suspect in the murders, what 
  concerns me is reports of a murder just last night that matches the 
  others, all while the SUBJECT remains imprisoned here for observa-
  tion. He sits in his room where we have him under constant observa-
  tion, staring as if observing someone who is not there. Unless we can 
  awaken him, I am concerned there will be additional murders though 
  I know not how they are perpetrated.
  Introduction
  Welcome to the world of Shadows over Vathak, a realm where the abomina-
  tions known as the Old Ones seek to destroy humanity. It is a world of dark-
  ness and despair, where even the light of the One True God is often corrupted 
  and twisted to serve sinister ends. As players, you may be heroes representing 
  a bright point of light in the encroaching shadows of evil or you might just be 
  survivors, living day by day however you can, survival your only goal. In Vathak, 
  even joy is mingled with the bitter ashes of despair and hopelessness.
  What you have here are additional player options to augment the material 
  presented in the Shadows over Vathak Campaign Guide. New feats, spells, traits, 
  and more are detailed in the pages of this book, tied to one of the specific 
  regions of Vathak. That is not to say just because your character hails from 
  elsewhere or you are campaigning in a different part of Vathak, that you cannot 
  use the material in this book. While the material here in is based on a specific 
  region, it is also designed to fit the overall themes of Shadows over Vathak as a 
  whole. As always, check with your GM before using any of the options in this 
  book to make sure they are comfortable with it and it fits the flavor of the cam-
  paign.
  
  6
  Shadows over Vathak
  Playing a Character in   
  Shadows over Vathak
  When starting a new Shadows over Vathak 
  campaign, you should discuss with your GM 
  the type of Vathak campaign they plan on 
  running. Shadows over Vathak caters to many 
  different styles of horror genres as detailed in 
  the Shadows over Vathak Campaign Guide and 
  knowing the tone of the campaign will help 
  you create a suitable and fun character for 
  that particular campaign. Regardless of the 
  campaign style, it is important to note Shad-
  ows over Vathak is a setting best suited to see-
  ing human nature and alignment in shades 
  of gray. The evil of the Old Ones and the 
  remnants of the former vampire rulers are 
  not the only villainy to be contested. While 
  paladins and other holy warriors of the One 
  True God fervently strive to stem the rising 
  tide of evil, many who espouse the One True 
  God’s edicts are not truly virtuous. Neither 
  are members of the nobility, town guard, and 
  any of the other NPCs you encounter. While 
  Shadows over Vathak does not modify spells 
  like detect evil and their like, these spells are 
  not always entirely useful and just because a 
  NPC detects as evil does not mean they are 
  walking XP nor does it mean they mean you 
  ill will. One of the main themes in Shadows 
  over Vathak is survival horror and exploring 
  how humanity either comes together or falls 
  apart when confronted with the threat of ex-
  tinction. Most of the NPCs you meet are just 
  trying to survive day by day like your charac-
  ter and at some point in the past most likely 
  suffered a tragedy coloring their perspective 
  on life. At some point you may find yourself 
  assisting the lesser of two evils or you may 
  even be that lesser evil yourself. Again, dis-
  cuss with your GM the type of Vathak cam-
  paign they are planning to run.
  Additionally, the Shadows over Vathak 
  Campaign Guide provides useful information 
  on how the various races and classes interact 
  in Vathak and will assist you in creating a 
  character from a particular race and class to 
  fit the theme of a Vathak adventure.
  
  7
  Supplement for Ina'oth
  Ina'oth:             
  A Historical    
  Overview
  Ina’oth lies in the southwestern corner of 
  Vathak, bordered on its eastern side by the 
  Black Sky Mountains. The bhriota tribes 
  originating in the mountains eventually 
  migrated and settled the more fertile lands 
  of Ina’oth before descending into madness 
  and savagery. These settlers farmed the rich 
  land and fished the abundant lake, using the 
  coastline and rivers to engage in trade. Small 
  villages formed from a mixed bhriota and 
  romni stock. Ina’oth, unlike other parts of 
  horror haunted Vathak, seemed almost like a 
  paradise.
  As villages grew into cities, they became 
  increasingly targeted by the bhriota living in 
  the mountains arriving year after year to raid, 
  plunder, and kill. Whole villages disappeared 
  overnight to the fury of the bhriota. Finally, 
  King Otelallo, hearing the anguished cries of 
  his people, rallied an army and smashed the 
  bhriota during one of their yearly raids. Many 
  bhriota prisoners from this expedition served 
  to rebuild the Ina’oth they had nearly brought 
  to extinction. Mining resumed in the moun-
  tains, pulling rich ores sent down newly con-
  structed roads. Foodstuff once again flowed 
  on full barges along the rivers.
  With the bhriota threat pacified and recon-
  struction underway, it seemed Ina’oth would 
  return once again to its idyllic state, a rar-
  ity in Vathak. Then the vindari arrived from 
  across the sea in their warships. Armed with 
  the power of the One True God and backed 
  by cannon fire, the vindari swept through 
  Vathak with zealous fury, breaking the un-
  stable hold of the dreaded Vampire Lords 
  who controlled much of the land. The vindari 
  engaged in the genocidal atrocity known as 
  “The Great Cleansing” whereby it was convert 
  to the One True God or die. Many native 
  inhabitants of Vathak burned in the “purify-
  ing” fires of the One True God. The rulers 
  of Ina’oth huddled in their castles, unsure of 
  how to stave of the vindari threat.
  What happened next may have been far 
  worse than a vindari conquest. Known as the 
  “Plague of Shadows,” this virulent disease 
  spread through Ina’oth like a bloodstained 
  wave, claiming one-third of its population 
  within 2 years. It caused enough fear for the 
  conquering vindari to seal their borders 
  against Ina’oth. The Plague of Shadows left 
  behind nothing but ghost towns and cem-
  eteries overfilled with rotting, disease ridden 
  corpses. Weeds choked the virility out of once 
  fertile fields and cracked the flagstones of 
  untrodden roads and abandoned villages.
  The Plague of Shadows released its death 
  grip only thirteen years ago, leaving Ina’oth a 
  shadow of its former self. Today, the weak-
  ened region suffers anew. The bhriota, re-
  plenished in numbers, again assail what little 
  remains in Ina’oth. The vindari seek to spread 
  their influence, already in control of the re-
  gion’s new capital at Auld. The Old Ones have 
  awoken, their taint spreading throughout 
  Ina’oth as dark things having long slumbered 
  begin to stir again and rise. Above all this, the 
  fear of another reemergence of the Plague of 
  Shadows troubles the citizens of Ina’oth the 
  most. Many settlements live in almost total 
  isolation from one another as a necessity for 
  survival. Strangers arriving into town are seen 
  with fear if not outright hostility for worry 
  they could be carrying the plague. Rumors 
  abound of ghost haunted towns and villages 
  populated by nothing but ghouls and zom-
  bies. It truly is said that Ina’oth is “The Land 
  of Plague.”
  
  8
  Shadows over Vathak
  Creating a Character       
  Born in Ina’oth
  A character born in Ina’oth lives under the 
  specter of death- either through disease, fam-
  ine, or war. More than likely, someone close 
  to you has passed away. Life in Ina’oth can be 
  short and brutal, therefore, each minute you 
  are alive is considered precious. Your charac-
  ter may be a native romni or bhriota whose 
  family has burdened generations of hardship 
  within Ina’oth. Additionally, you may have 
  arrived as a child with your vindari parents to 
  seek new ventures in Ina’oth since the abate-
  ment of the plague.
  To develop a character raised in Ina’oth it is 
  helpful to ask yourself the following ques-
  tions-
  Does your character come from a long line 
  of original inhabitants of Ina’oth or is your 
  family relatively new arrivals. If the latter, 
  what lead them to brave disease haunted 
  Ina’oth?
  How does your character view people from 
  other cultures such as the bhriota, romni 
  and vindari?
  What does your character know about the 
  Old Ones? Reality or myths to scare chil-
  dren?
  What religion does your character adhere to? 
  What losses has your character suffered 
  growing up and to what were these losses 
  attributed to?
  What or who is it your character afraid to 
  lose?
  Does your character believe ghosts and 
  worse haunt Ina’oth?
  Who does your character think is behind the 
  Plague of Shadows?
  Creating a Character Not 
  Originally Born in Ina’oth
  Your character has lived long enough in 
  Ina’oth to call it home but was not born here 
  originally. There may be a number of reasons 
  why your character left his or her homeland. 
  In addition to the questions under “Creating 
  a Character Born in Ina’oth,” consider these 
  additional questions-
  Why did your character leave his or her 
  homeland?
  Why did your character brave such a disease 
  ridden place?
  What is your character looking to accom-
  plish in Ina’oth?
  How does your character feel about Ina’oth?
  
  9
  Supplement for Ina'oth
  The Dead and                 
  Disease in Ina’oth
  Ina’oth is different than other regions in 
  Vathak- no other place has suffered as much 
  loss as quickly as Ina’oth due to the ravages 
  of the Plague of Shadows, a name that all 
  Ina’oth’s citizens fear. Such large scale death 
  has greatly altered the daily attitudes and 
  beliefs of the average citizen. Adventurers are 
  generally the ones who eschew and challenge 
  these beliefs much to the consternation of 
  many.
  First, the various human cultures view 
  death, and particularly spirits, differently 
  which is important in a land where the dead 
  do not rest easy. Both the bhriota and romni 
  cultures revere their dead ancestors. Spirits 
  within the home are a common occurrence 
  so both cultures perform regular rituals and 
  offerings to placate the spirits and prevent 
  them from causing mischief. This often 
  means that a house sees successive genera-
  tions living and dying under its roof- moving 
  into someone else’s house just invites trouble 
  from the angry spirits. The vindari, on the 
  other hand, believe themselves to be above 
  the spirits and frequently perform exor-
  cisms to remove spirits from within a home. 
  The vindari have a strong belief that spirits 
  should go and reside with the One True God 
  and not remain in the mortal world. 
  Second, disease is the greatest fear in 
  Ina’oth, the mere mention of it is enough 
  to cause a general panic. Larger settlements 
  have their own safeguards (often times 
  brutally enforced) to prevent the spread of 
  disease. Smaller settlements, unable to deal as 
  readily with an outbreak of disease, therefore 
  greatly distrust strangers and travelers, fear-
  ing that they could be harbingers of some 
  foul plague. Some villages ask visitors to 
  submit to rigorous and unorthodox (usually 
  superstitious) exams before allowing them to 
  conduct business within their walls. Such fear 
  greatly hampers Ina’oth’s recovery through 
  economic means.
  As a player, consider how your character 
  views the dead and disease- whether you ad-
  here closely to your cultural norms or if you 
  defy them. Also consider how you react when 
  encountered with those who do not share the 
  same beliefs as you.
  Ina'oth: Places of        
  Importance
  Auld
  Population approximately 12,000 souls
  The third oldest city in Ina’oth, Auld re-
  cently became the capital of Ina’oth due to its 
  relative social and political stability after the 
  Plague of Shadows. A vindari stronghold in 
  the region, Lord Kanaras strives to make Auld 
  the center of trade in the region. Rumors 
  abound of Lord Kanaras’s greed and decadent 
  excesses but whatever methods he is employ-
  ing, ruthless as some of them may be, seem 
  to be working as trade has once again started 
  flowing into Auld from other parts of Vathak 
  via the many nearby waterways. 
  So far, Auld remains a relatively safe haven 
  from the rampant pestilences and bhriota 
  raids afflicting the rest of Ina’oth. Its citizens 
  hide themselves within stone, brick, and 
  wooden walls, maintaining both a cautious 
  optimism and a caged wariness. “Purges” are 
  
  10
  Shadows over Vathak
  not uncommon in the city when the threat 
  of disease looms, those afflicted burned alive 
  by squads of specially trained and equipped 
  guards. The mere sight of these black clad 
  death squads sends terror down people’s 
  spines as the methods they employ in con-
  taining disease are often brutal but neces-
  sary, though many innocents are sometimes 
  accidently lost in the suppressions.
  EdhElion
  Population approximately 15,000 souls
  Situated on the coast, Edhelion suffered the 
  least from both bhriota raids and the Plague 
  of Shadows. Some claim this was due in no 
  small part to the city shuttering its gates to 
  refugees fleeing the devastation in Ina’oth 
  and elsewhere, leaving them to starve to 
  death or be slaughtered in front of the city 
  walls. Travelers often tell tales of the number 
  of bones they see half buried in the ground 
  on the road to Edhelion. Whatever the rea-
  son, this safety breeds a haughty arrogance 
  amongst the city’s leaders, and though it is 
  part of Ina’oth, it rarely takes orders from the 
  capital city of Auld. Instead, with the abate-
  ment of the plague in Ina’oth, city leaders 
  began overtures to the vindari occupying 
  Sileasia to engage in colonization efforts. 
  Edhelion sees themselves as a major player 
  in these efforts as a point of commerce and 
  trade.
  ursAtur
  Population approximately 10,000 souls
  The oldest of Ina’oth’s three largest cities, 
  Ursatur once served as the capital of Ina’oth. 
  As the northern most city, Ursatur received 
  the bulk of romni refugees fleeing south 
  from Sileasia to escape the Great Cleansing. 
  Unfortunately, when the Plague of Shadows 
  began, Ursatur could not support the influx 
  of refugees and soon poverty and famine lead 
  to lawlessness. This criminal sickness grew in 
  Ursatur, eating away at it from the inside like 
  cancer until it left nothing but a rotted, dead 
  husk behind. However, since the plague has 
  apparently ended and trade has begun to flow 
  back in, the city is seeing a rebirth. A number 
  of prominent city leaders have arisen to com-
  bat the anarchy engulfing the city, their suc-
  cesses restoring order and making the streets 
  safer from the base criminal elements.
  dorhAll
  Population approximately 3,600 souls
  A northern town in Ina’oth, it boasts a large 
  vindari population. However, it is notori-
  ous for the assassination of the local vindari 
  baron, blamed on the native bhriota inhabit-
  ants. In reprisal, the vindari massacred the 
  bhriota in Dorhall. It is believed those slain 
  in the violence haunt Dorhall, adding to its 
  already loathsome reputation.
  BlAck sky MountAins
  The looming heights of the Black Sky 
  Mountains are aptly named- never-ending 
  storms constantly blast their rocky crowns. 
  The mountains separate Ina’oth from vindari 
  controlled Khrota; however, they are infested 
  with tribes of bhriota. Finally recovering after 
  a defeat generations ago, the bhriota once 
  again pour down out of the mountains to 
  pick clean the skeleton that is Ina’oth. Ru-
  mors claim a hidden temple to ancient gods 
  lies within the mountains whispering mad-
  ness and compelling seekers to climb ever 
  higher and deeper into the mountains.
  
  11
  Supplement for Ina'oth
  krovEn BArrEns
  A dark story haunts this wooded expanse to 
  which no one now travels to. At the height of 
  the Plague of Shadows, refugees fleeing the 
  sickness sought shelter within the crowded 
  pine trees. According to the tales, a light ap-
  peared in the sky accompanied by strange, 
  unearthly noises carried by a searing hot 
  wind. Waves of flame arose and 
  in a tidal wave of fire, consumed 
  those who sought shelter. Since 
  that incident, the forest has been 
  avoided.
  BlAck FiEld hAllows
  It is believed something sinister 
  dwells within the pined depths 
  of the forest. Insects and other 
  creatures that squirm and 
  crawl through the soil can be 
  found in abundance but the 
  forest is strangely absent of 
  other animals. The last tale 
  told is of a vindari explora-
  tion group whose sole survivor 
  claimed something arose out 
  of the ground to devour them. 
  When others followed up on the 
  man’s ravings, all they discovered 
  was a single corpse, almost frozen 
  to the touch and his eyes and mouth 
  filled with squirming worms.
  ruins oF rEdFort
  In the early days of 
  the vindari arrival, they, 
  perhaps unwisely, built 
  an outpost on top of an ancient bhriota 
  burial ground believed dedicated to the 
  Old Ones. The fort’s most recent inhabitant 
  was a romni mystic who wanted to study the 
  strange structures found at the fort. Rumors 
  abound of strange creatures roaming about 
  and terrible secrets locked away inside.
  
  12
  Shadows over Vathak
  Whispers  and Rumors
  Living in Ina’oth, you have heard all kinds 
  of stories. It is up to you to believe whether 
  they are true or not.
  Not a few people whisper that the Plague 
  of Shadows was a disease the vindari brought 
  with them from across the sea.
  The increased number of purges conduct-
  ed by the guards in Auld has many worried 
  another large plague is brewing. Still others 
  say it is nothing more than a fear tactic by the 
  city leaders to cement total control over the 
  city.
  A thin, cloaked man nicknamed “The Stick 
  Man,” stalks Ina’oth, bringing disease and 
  death with him. It’s been reported that lone 
  travelers have been attacked by xenophobic 
  villagers fearing the arrival of this mysterious 
  stranger.
  A traveling merchant reports a tale about a 
  small, remote mountain village where there 
  lives a woman with miraculous healing pow-
  ers, able to cure any disease with just a touch 
  of her hand.
  Everyone knows dwarves once lived in the 
  Black Sky Mountains before the awakening 
  of the Old Ones destroyed them. Their old 
  strongholds must then be full of gold and 
  treasure for the taking, right?
  Merchants in Edhelion pay good gold for 
  any of the strange artifacts recently uncov-
  ered by the erosion caused by the Agone and 
  Lochlyn Rivers.
  The Church of the One True Gods seeks 
  volunteers to recover important relics within 
  the haunted demesne of Redfort.
  Ursatur is safer than it once was; however, 
  new rumors speak of an organized criminal 
  element slowly taking back control. Prob-
  ably romni refugees from Sileasia looking for 
  another handout.
  Don’t trust any of the bhriota living here. 
  Their just bidding their time until their 
  mountain dwelling kin liberate them.
  Stories of boogeymen who steal people 
  away in the night used to be tales to frighten 
  children. However, those stories have been 
  growing more numerous, depicting them as 
  blue-skinned devils.
  Ina'oth: Regional 
  Traits
  Regional traits are keyed to specific re-
  gions. In order to select an Ina’oth regional 
  trait, your character must have been born in 
  Ina’oth or lived in the region long enough to 
  call it his homeland.
  Ally traits indicate an NPC ally of yours. 
  You and your GM should work together to 
  develop who this ally is. If your ally is killed, 
  you lose the benefits of the trait unless your 
  GM allows another NPC to take the place of 
  your ally.
  Combat
  These traits are associated with combat, 
  battle, and physical prowess. They give char-
  acters minor bonuses in battle and represent 
  conflicts and physical struggles in the charac-
  ter’s backstory.
  
  13
  Supplement for Ina'oth
  shAnk
  You have lived a hard life in Ina’oth, often 
  fighting against those who would do your 
  harm, whether outlaws or bhriota raiders. 
  Many times, you fought with whatever came 
  to hand. You gain a +1 trait bonus on attack 
  rolls and damage when using an improvised 
  weapon.
  spirit (Ally)
  When you were young, someone close to 
  you who you relied on to protect you died. 
  You swear you still see this person, whether 
  in dreams or in the corner of your vision. 
  You know you are not crazy as the spirit has 
  warned you of danger many times. Once a 
  week as, if you are caught by surprise, you 
  may act on the surprised round as if you had 
  not been caught by surprise.
  survivAl instinct
  A plague outbreak or other catastrophe 
  shattered your idyllic life and in the ensuing 
  chaos when the law broke down you learned 
  to defend yourself and fight to survive. Never 
  one to be taken advantage of in a fight, you 
  gain a +1 trait bonus on combat maneuver 
  rolls made to use dirty trick and steal.
  Faith
  These traits rely upon conviction of spirit, 
  perception, and religion, but are not directly 
  tied to the worship of a specific deity. You do 
  not need a patron deity to gain a Faith Trait, 
  as these traits can represent conviction in 
  yourself or your philosophy just as easily as 
  they can represent dedication to a deity.
  ExpErt hEAlEr
  You spent much of your life taking care of 
  those ravaged by disease and other ailments 
  in the name of the One True God. A patient 
  under your long term care recovers at three 
  times the normal rate.
  FAith hEAlEr
  You trust in the One True God to treat even 
  the most grievous of wounds and ailments. 
  Once a day, when performing a heal check, 
  you may reroll the dice but you must take the 
  result of the second roll.
  FErvEnt prAyEr
  A harsh life living in Ina’oth strengthened 
  your belief in the One True God who you 
  pray to fervently. When using the apostle’s 
  prayer ability, you are treated as if 1 levels 
  higher.
  sElF-hEAling
  Your faith in the One True God empowers 
  you and your healing magic. Whenever you 
  cast a spell 1st level or higher with the heal-
  ing descriptor, you immediately gain 1 hp for 
  every 3 levels you possess.
  Magic
  These traits are associated with magic 
  and focus on spellcasting and manipulating 
  magic. You need not be a spellcaster to take 
  a Magic Trait (although some of these traits 
  aren’t as useful to non spellcasters). Magic 
  Traits can represent a character’s early expo-
  
  14
  Shadows over Vathak
  sure to magical effects or childhood studies 
  of magic.
  touchEd By MAdnEss
  Your mind brushed only briefly with the 
  horrors of the Old Ones, either through a for-
  bidden tome or captivity by the bhriota which 
  you later escaped. However, the taint of those 
  abominations still lingers with you, increas-
  ing by 1 the DC of any spell you cast with the 
  mind-effecting descriptor.
  dEAd cold hAnds
  A near death experience physically marked 
  you as a reminder of your own mortality. 
  Your hands feel as cold and lifeless as that 
  of a corpse except when the power of magic 
  flows through them, granting you a +1 trait 
  bonus on melee touch attacks and dealing 1 
  hit point of negative energy damage when-
  ever you cast a touch spell 1st level or higher 
  from the necromancy school or with the cold 
  descriptor.
  lovE’s rEsistAncE
  A wasting disease almost claimed you. 
  However, you survived due to strong heal-
  ing magic from someone close to you who 
  has now passed on. This person’s love still 
  remains in the form of a magical bond. Once 
  per day, whenever you are the target of dis-
  ease due to a spell, spell-like, or supernatural 
  ability, you can roll twice and take the higher 
  roll.
  visions FroM thE othEr sidE
  You died but though death claimed you, 
  for whatever inscrutable reason, it released 
  you back into the world of the living. Un-
  fortunately, you have developed ties to that 
  other world. Whenever you cast a spell of 1st 
  level or higher from the necromancy school, 
  you automatically generate a detect undead 
  field in a 30 ft. radius centered on you that 
  lasts a number of rounds equal to the level of 
  the spell you cast. However, while you detect 
  undead,  any undead in the area of effect be-
  come aware of your presence (even mindless 
  undead) for the duration.
  Social
  Social Traits are a sort of catch-all category. 
  These traits reflect the social upbringing 
  of your character, your background in high 
  society or lack thereof, and your history with 
  parents, siblings, friends, competitors, and 
  enemies.
  scAvEngEr
  In a land ravaged by disease and bhriota 
  raids, you learned quickly to be resilient and 
  rely on yourself, granting you a +1 trait bonus 
  on Survival skill checks and Fortitude saving 
  throws.
  rAisEd By thE church
  An orphan, the Church took you in and 
  raised you, providing you with an education. 
  Despite however you feel about the Church 
  now, your education still remains, gifting you 
  a +1 trait bonus to Knowledge (religion) and a 
  +1trait bonus to one of your class skills (rep-
  resenting the education you received).
  
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  Supplement for Ina'oth
  priEst FriEnd (Ally)
  Someone close to you (a relative, mentor, or 
  childhood friend) is a priest in good standing 
  within the Church. You can call on this friend 
  one time to perform free spellcasting of a 
  divine spell 5th level or below. 
  no rEMorsE
  Your fight for survival serves as your moral 
  compass; therefore you feel no guilt for your 
  past transgressions, granting you a +2 trait 
  bonus on Will saves against enchantment 
  spells and spell-like abilities.
  
  16
  Shadows over Vathak
  Ina'oth: Feats
  These feats originated Ina’oth but may be 
  taken by other characters in Vathak at the 
  GM’s discretion, particularly those who have 
  spent any time in Ina’oth.
  disEAsE iMMunity
  You have built up immunity to a particular 
  disease.
  Prerequisite: You must have been exposed 
  to the particular disease you are taking the 
  immunity to.
  Benefit: You are immune to all effects of a 
  disease that you have been exposed to, includ-
  ing spells and spell-like abilities replicating 
  the chosen disease. Magical diseases, such as 
  mummy rot, cannot be selected.
  FortiFying chAnnEl
  Your channel fortifies your allies.
  Prerequisite: Channel energy 7d6
  Whenever you channel positive energy to 
  heal living creatures, you can grant healed 
  creatures a bonus on their Fortitude saves 
  equal to the 1/2 the dice (minimum 1) rolled 
  for your channel ability. This effect lasts a 
  number of rounds equal to your Charisma 
  modifier (minimum 1 round).
  spirit tAlkEr
  You communicate with spirits in ways that 
  others cannot.
  Prerequisite: Must have previously been 
  reduced to less than 0 hit points.
  Benefit: Having come close or passed 
  through the gates of death and returned 
  gifted you an affinity with spirits. You add 1/2 
  your character level on Diplomacy checks as 
  a circumstance bonus when conversing with 
  undead creatures who have the incorporeal 
  subtype. Additionally, when confronting 
  haunts (Pathfinder Roleplaying Game: Game 
  Mastery Guide) you may attempt a Diplomacy 
  check to prevent the haunt from manifest-
  ing if it has not already done so and you 
  have noticed it. The DC is equal to 10 + twice 
  the haunt’s CR. If you beat the check by 5 or 
  more, you also learn how to permanently 
  destroy it.
  tEthErEd soul
  You feel a strong bond to life and will not 
  give into death easily.
  Prerequisites: Diehard, Endurance
  Benefit: You do not die until your negative 
  hit point total is equal to 1-1/2 times your 
  Constitution score (rounded down). Addi-
  tionally, you receive a +4 morale bonus on 
  saving throws to resist death effects.
  Normal: When your negative hit point total 
  is equal to your Constitution, you are dead.
  FrightEning spEll (MEtA-
  MAgic)
  Your magic takes on a frightening appear-
  ance when cast, demoralizing your enemies.
  Benefit: You can modify a spell to 
  demoralize a creature damaged by the spell. 
  When a creature takes hit point damage from 
  a frightening spell, the creature becomes 
  shaken for a number of rounds equal to the 
  original level of the spell. If the spell allows 
  
  17
  Supplement for Ina'oth
  a saving throw, a successful save negates the 
  shaken effect. If the spell does not allow a 
  save, the target can make a Will saving throw 
  (DC = 10 + the spell’s level + the caster’s 
  casting ability score modifier) to negate the 
  shaken effect. A frightening spell uses up a 
  spell slot two levels higher than the spell’s 
  actual level.
  Spells that do not inflict hit point damage 
  do not benefit from this feat.
  plAguE BEArEr (MEtAMAgic)
  You imbue the reanimated dead with dis-
  ease
  Prerequisite: Must be able to cast animate 
  dead.
  Benefit: When you cast animate dead or cre-
  ate undead, the spell imbues the undead with 
  one of the following diseases of your choice- 
  blinding sickness, bubonic plague, cackle 
  fever, filth fever, leprosy, mindfire, red 
  ache, or shakes. The undead transfer the dis-
  ease whenever they deal hit point damage. A 
  plague bearer spell uses up a spell slot three 
  levels higher than the spell’s actual level.
  Lineage Feats
  Mortals have long had dalliances with 
  ancient powers and elder beings, resulting 
  in offspring not quite human but some-
  thing more. Sometimes it is nothing more 
  than an unusual birthmark or it could even 
  be greater such as the emerging powers of 
  a sorcerer. Many times it is tragic like the 
  twisted and ill-loved cambions, warped by 
  the growing power of the Old Ones. Some 
  offspring, however, bear no indication of an 
  unusual ancestor at birth, but only later does 
  the monstrous blood begin to manifest itself, 
  slowly changing them into something similar 
  but not quite like their progenitor.
  Unlike a starting race, Lineage feats repre-
  sent an evolution of a character into some-
  thing more monstrous over time. As the char-
  acter takes more Lineage feats in a particular 
  chain, they gradually take on the character-
  istics of the ancestor of that feat chain, never 
  truly becoming that creature but losing much 
  of their humanity in the process. 
  A character may select only one Lineage 
  feat chain to follow. Players can choose how 
  far along the feat chain they desire to go. 
  However, players and GMs are encouraged 
  to work together to tie Lineage feats into 
  the character’s story arc. For example, the 
  GM may decree that a player’s character ac-
  complish a story element in the campaign 
  before the next Lineage feat can be taken. 
  Ideally, while humans work as the best race 
  for selecting Lineage feats, any race can select 
  a Lineage feat with approval from the GM. 
  While Lineage feats provide mechanical bo-
  nuses and unique abilities, they are designed 
  as much to drive a character’s story as to add 
  to the character’s power.
  Lineage feats have drawbacks and Lineage 
  Points (LP). The further a character goes 
  along the feat chain, the more the drawbacks 
  and LPs increase to represent the character 
  losing touch with their own humanity. LP 
  accumulates and determines a characters 
  total LP for the purposes of a particular Lin-
  eage’s effects. Because the ancestors forming 
  a Lineage feat chain are different from one 
  another, the drawbacks and the effects of the 
  LP will differ from feat chain to feat chain. 
  It always a Will save equal to DC 10 + the 
  total number of LP to resist the influence of 
  a character’s lineage as detailed below. The 
  drawbacks of each Lineage feat stack with one 
  another.
  
  18
  Shadows over Vathak
  Spirit
  Ina’oth sees certain children born with a 
  strong bond to spirits and the afterlife. The 
  children manifest spectral powers with some 
  becoming living ghosts. Sages speculate the 
  enormous death toll due to centuries of 
  warfare and disease creates malevolent spirits 
  bound to Vathak. The psychic energy of these 
  spirits spills out into the material world, like 
  a pollution, infecting it much the same way 
  the Old Ones presence are to be blamed for 
  the cambions. 
  spirit linEAgE EFFEcts
  The saving throw DC to resist the effect of 
  an influence is a Will DC equal to 10 + the 
  total number of LP you possess.
  Minor Influence (1-3 Total LP)- You at-
  tract minor, troublesome spirits. Once a day, 
  at the GM’s discretion, when you roll for a 
  skill check, these spirits act up with minor 
  rapping noises, lights, or similar effect. On 
  a failed Will saving throw, the spirits suf-
  ficiently distract you and the result is as if 
  you rolled a natural 1 on the skill check. This 
  effect does not occur if you are taking 10 or 
  20 on the skill check.
  Intermediate Influence (4-9 Total LP)- On 
  a failed Will saving throw, whenever you at-
  tempt to sleep, you find yourself attracted to 
  places where spirits are more likely to roam- 
  drawing you towards cemeteries, ruins, or a 
  place where there has been a battle, murder, 
  or a similar tragedy. If a suitable place cannot 
  be found, you gain the fatigued condition 
  until you either make a successful Will saving 
  throw the next time you attempt to sleep or 
  spend at least eight hours resting in one of 
  the aforementioned locations.
  Major Influence (10+  Total LP)- As you 
  stand on the border between the living and 
  the dead, spirits exhibit a strong influence 
  on you and attempt to inhabit your body. 
  Whenever you are reduced to 0 or fewer hit 
  points, on a failed Will saving throw, a nearby 
  spirit temporarily inhabits your body for 24 
  hours. The spirit has full access your charac-
  ter class abilities, feats, skills, and any spells 
  or spell-like abilities as well as assumes your 
  ability scores and hit points. It pursues its 
  own agenda for the allotted time before relin-
  quishing your body.
  spirit linEAgE   
      lp: 1
  The unsettled rage of the dead flows in 
  your veins.
  Benefit: The influence of the spirit world 
  runs in your blood. You gain +2 racial bonus 
  on saving throws made against mind-affect-
  ing effects (charms, compulsions, morale ef-
  fects, patterns, and phantasms) and a +2 racial 
  bonus on saving throws made against death 
  effects, disease, paralysis, poison, sleep effects, 
  and stunning.
  Drawback: Your skin becomes pale- un-
  naturally white in color.
  spirit sEnsEs   
     lp: 2
  You gain a sort of spirit sight.
  Prerequisite: Spirit Lineage
  Benefit: Your spirit blood begins affecting 
  your senses granting you darkvision 30 ft. 
  and a +4 racial bonus on Perception checks to 
  notice haunts (Pathfinder Game Mastery Guide).
  Drawback: Your eyes become pale and 
  almost cloudy. You are dazzled as long as you 
  remain in areas of bright light.
  
  19
  Supplement for Ina'oth
  spirit rEsistAncEs       lp: 2
  Your body continues to become more dead 
  than alive.
  Prerequisite: Spirit Lineage
  Benefit: The resistances of the otherworld 
  manifest strongly in you gifting you a +2 
  racial bonus on saving throws against abil-
  ity and energy drain effects. Additionally, 
  you only take half bleed damage (minimum 
  1) from attacks that deal bleed damage. This 
  only applies to bleed damage from attacks 
  and not self-inflicted bleed damage by use of 
  class abilities.
  Drawback: A faint cloying odor of death 
  lingers about you, incurring a –2 penalty on 
  Diplomacy checks.
  spirit powEr             lp: 2
  You can affect minor objects around you 
  with a thought.
  Prerequisite: Spirit Lineage
  Benefit: Your spirit blood begins manifest-
  ing psychokinetic powers allowing you to use 
  mage hand once a day for every 3 levels you 
  possess as a spell-like ability. You use your 
  character level as your caster level.
  Drawback: Animals display a natural aver-
  sion to your presence and you suffer a –2 pen-
  alty on Handle Animal and Diplomacy checks 
  towards them (if you have a class ability that 
  allows for this such as the wild empathy).
  grEAtEr spirit sEnsEs   lp: 3
  Your spirit sight becomes more powerful.
  Prerequisite: Spirit Lineage, Spirit Senses 
  and either Spirit Power or Spirit Resistances
  Benefit: Your senses have become even 
  more attuned with the spirit world increas-
  ing your darkvision to 60 feet. Additionally, 
  you can cast detect undead and hide from undead 
  once a day for every 3 character levels you 
  possess as a spell-like ability. You use your 
  character level as your caster level.
  Drawback: Your hair becomes significantly 
  lighter and your eyes turn so pale they are al-
  most white. Your unusual appearance causes 
  you to suffer a –2 penalty on Diplomacy 
  checks.
  spirit EthErEAlnEss     lp: 3
  Your body becomes more like a spirit as 
  you become less real.
  Prerequisite: Spirit Lineage , two of the fol-
  lowing- Spirit Power, Spirit Resistances, Spirit 
  Senses
  Benefit: Your spirit blood of claims more of 
  your living body, making it seem less real and 
  imparting a +4 racial bonus to Stealth checks. 
  Additionally, you gain a deflection bonus to 
  your AC equal to 1/2 your Charisma modifier 
  (minimum 1).
  Drawback: As your body becomes less 
  substantial, it makes natural healing methods 
  more difficult to apply, increasing the DC of 
  any Heal check made on you by 4.
  
  20
  Shadows over Vathak
  spirit touch             lp: 3
  You briefly shift into the spirit world for an 
  attack.
  Prerequisites: Spirit Lineage, two of the fol-
  lowing- Spirit Power, Spirit Resistances, Spirit 
  Senses
  Benefit: As an immediate action, you briefly 
  enter the spirit world, temporarily becoming 
  incorporeal and allowing you to resolve one 
  melee attack as a melee touch attack with the 
  ghost touch weapon ability. You can use this 
  ability a number of times per day equal to 3 
  plus your Charisma modifier (minimum 1). 
  You are only incorporeal during the duration 
  of the specific attack.
  Drawback: As your body drifts closer to the 
  spirit world, you find its strength draining 
  away and you suffer a permanent –2 loss to 
  your Strength score.
  spirit incorporEAlnEss  lp: 4
  You can become incorporeal.
  Prerequisites: Spirit Lineage, two of the fol-
  lowing- Spirit Power, Spirit Resistances, Spirit 
  Senses and Spirit Etherealness.
  Benefit: Your strong connection to the spir-
  it world allows you to as an immediate action 
  become incorporeal (as per the Universal 
  Monster ability) to one attack whenever you 
  are aware of that attack. You can become in-
  corporeal in this manner a number of times 
  per day equal to 1/2 your character level. You 
  are only incorporeal for the duration of the 
  one attack against you.
  Drawback: Your continuing loss of a con-
  nection to world of the living results in a 
  permanent –2 loss to your Constitution score.
  Ina'oth: Items
  Incense
  Specially prepared incense can found 
  throughout the lands of Vathak, particu-
  larly in Ina’oth where it is used to help fight 
  disease and ward off evil spirits. Typically, 
  the incense, in the form of dried pellets, is 
  burned in a censer or thurible by priests of 
  the One True God. One unit of incense lasts 
  four hours. The hours do not have to be con-
  secutive but are used in one hour increments. 
  Incense can be created with a Craft (alchemy) 
  skill.
  Incense
  Price
  Weight
  Craft 
  DC
  Coradon
  50 gp
  —
  DC 25
  Gaelsroot
  40 gp
  —
  DC 22
  Spiritweed
  35 gp
  —
  DC 20
  Taelwood
  60 gp
  —
  DC 25
  Coradon: Coradon is created from a com-
  plex blend of plants and oils suffused with 
  holy water before being dried. It gives off a 
  slightly purple tinged smoke and is nearly 
  odorless when burned. Incorporeal creatures 
  cannot move within 30 ft. from where the in-
  cense is burning unless they succeed on a DC 
  15 Will saving throw. Vathakians frequently 
  employ it during funeral rites to prevent an 
  evil spirit from inhabiting the body. 
  Gaelsroot: This rare herb is smashed into 
  a paste and mixed with various oils. When 
  burned, its light, yet pungent smelling, 
  smoke draws the disease out of an infected 
  creature’s body, granting one creature an 
  additional +2 circumstance bonus on saving 
  
  21
  Supplement for Ina'oth
  throws against disease. One unit of gaelsroot 
  must be burned to gain the bonus. A patient 
  only gains the bonus once a check regardless 
  of the number of gaelsroot burned.
  Spiritweed: Cultivated from dead, dried 
  assassin vines that have consumed a living 
  creature and mixed with various other agents, 
  this incense gives of a thick cloying smoke 
  that turns red when incorporeal creatures 
  come within a 60 ft. radius of the incense. It 
  does not outline or pinpoint the location of 
  incorporeal creatures.
  Taelwood: Bhriota frequently cull the bark 
  from these trees growing on the slopes of 
  the Black Sky Mountains. Mixed with oils 
  and blood, when burned, Taelwood releases 
  a heavy, black, overly sweet smelling smoke, 
  attuning the senses to the spirit world. A 
  creature must spend one hour inhaling the 
  smoke of the taelwood but afterwards, for 
  the next 12 hours, gains a +20 morale bonus 
  on Perception checks to perceive invisible 
  creatures as well as incorporeal creatures 
  that normally cannot be sensed. Perceived 
  creatures appear as ghostly forms. Bhriota 
  use taelwood in the belief they can commune 
  with their ancestors.
  Magic Items
  Corpse Hair NeCklaCe
  Aura moderate conjuration; CL 9th;
  Slot neck; Price 3,250 gp; Weight –
  Dry, brittle hair taken from a humanoid 
  corpse forms a braided necklace protecting 
  the wearer from the incorporeal touch attacks 
  of undead creatures. Once a day whenever 
  the wearer is subject to a melee touch attack 
  from an undead creature with the incorporeal 
  subtype, the wearer can cause the necklace to 
  unwind and attempt to grapple the undead 
  creature as an immediate action. The neck-
  lace has a +9 CMB and a 19 CMD. The neck-
  lace cannot pin or move the undead crea-
  ture; instead the undead creature remains 
  anchored in its square each round but can 
  still attempt to break the grapple normally. 
  The effect ends if the undead creature breaks 
  the grapple. The wearer does not receive the 
  grappled condition. 
  CoNstruCtioN 
  Requirements Craft Wondrous Item, black 
  tentacles, plane shift, hair from a corpse; Cost 
  1,625
  GHoul teetH
  Aura faint conjuration; CL 5th
  Slot none; Price 200 gp; Weight –
  Collected from defeated ghouls and sancti-
  fied in holy water, the rotted teeth come in 
  a small pouch and are used to combat ghoul 
  fever. If crushed and then swallowed as a full 
  round action by a creature infected by ghoul 
  fever, the teeth slow the spread of ghoul 
  
  22
  Shadows over Vathak
  fever changing the disease’s frequency to 2 
  days and allows the infected creature a +2 
  circumstance bonus on Fortitude checks to 
  resist further effects of ghoul fever. The teeth 
  no longer have any effect once the infected 
  creature succumbs to ghoul fever or is cured 
  of the disease.
  CoNstruCtioN 
  Requirements Craft Wondrous Item, remove 
  disease, teeth of a ghoul, vial of holy water; 
  Cost 100 gp
  Murderer HaNd
  Aura moderate necromancy; CL 6th
  Slot none; Price 4,750 gp; Weight 1 lb.
  This purpled, preserved, stump of a hu-
  manoid hand comes from a convicted and 
  executed murderer. Once a day for up to six 
  rounds, the bearer of a the hand, if holding it 
  in at least one free hand can, as an immediate 
  action, deal 1d4 points of bleed damage to a 
  living creature that the bearer has just dealt 
  damage to. A thin tendril of blood connects 
  from the wounded creature to the hand. 
  If the hand is then placed for eight hours 
  over the heart of a resting creature, it grants 
  temporary hit points equal to the bleed dam-
  age it dealt the last time it was activated. The 
  temporary hit points last for 24 hours. Each 
  time the hand is used, one of its fingers falls 
  off. Once all five fingers have fallen off, the 
  hand becomes useless.
  A Spellcraft check to create a murderer 
  hand failing by five or more results in the 
  hand transforming into a crawling hand 
  (Pathfinder Roleplaying Game: Bestiary 2).
  CoNstruCtioN 
  Requirements Craft Wondrous Item, bleed, 
  vampiric touch, hand of a condemned and 
  executed murderer; Cost 2,375 gp
  skiN Mask
  Aura moderate necromancy; CL 7th; 
  Slot head; Price 15,550 gp; Weight –
  A single silver band secures a hideous mask 
  made from human skin and imbued with 
  necromancy. The mask allows the viewer to 
  appear as undead by other undead creatures, 
  though intelligent undead can make a DC 15 
  Will saving throw to recognize the creature as 
  
  23
  Supplement for Ina'oth
  living. Three times per the day, as a full round 
  action while breathing in the target’s life 
  essence, the wearer can cast death knell (DC 
  13 Will negates). Once a day, the wearer, as a 
  full round action, can breathe into a corpse’s 
  mouth, revivify the corpse as a zombie per the 
  animate dead spell. However, after using this 
  ability, the mask ceases to function until 24 
  hours after it has been bathed in 5 hp worth 
  of humanoid blood.
  CoNstruCtioN 
  Requirements Craft Wondrous Item, animate 
  dead, death knell, detect undead; Cost 7,750 gp
  tHief CaNdle
  Aura faint divination and necromancy;      
  CL 5th
  Slot none; Price 400 gp; Weight –
  This rank looking brown candle contains the 
  toe nail clippings of a hanged thief. When 
  lit indoors as a standard action, the candle 
  fills the room with an unpleasant, pungent 
  smoke, outlining any nonmagical secret 
  door, compartment, cache, etc. in the room. 
  Additionally, all living creatures in the room 
  of the lit candle exposed to its smoke hear 
  faint, sibilant whisperings informing them if 
  there are any art objects, coins, gems or other 
  objects of monetary value in the room or area 
  beyond the secret door, compartment, cache, 
  etc., though the exact value is not known. 
  This last ability still works if the any rooms 
  revealed by secret doors are connected by a 
  hallway. The candle does not function if lit 
  outdoors. The candle can be light five times 
  before it expires.
  CoNstruCtioN
  Requirements Craft Wondrous Item, detect 
  secret doors, speak with dead, the toe nail clip-
  pings of a humanoid hung as a thief; Cost 
  200 gp
  Magic Weapon Special 
  Abilities Description
  MaddeNiNG
  Price +2 bonus; Aura strong enchantment; 
  CL 12th; Weight –
  Infused with power of the Old Ones, on a 
  critical hit, a maddening weapon fill the target’s 
  head with insane visions of horrible creatures 
  and impossible vistas, affecting the target as 
  per the confusion spell for one round. Mind-
  less creatures and aberrations are immune to 
  this effect. 
  CoNstruCtioN 
  Cost +2 bonus
  Craft Magic Arms and Armor, confusion
  peNetratiNG
  Price +2 bonus; Aura faint transmutation; 
  CL 5th; Weight –
  A penetrating weapon ignores up to 5 points 
  of damage reduction except damage reduc-
  tion without a type (such as DR 10/–).
  CoNstruCtioN 
  Cost +2 bonus
  Craft Magic Arms and Armor, keen edge, true 
  strike
  
  24
  Shadows over Vathak
  Ina'oth: Spells
  draGGed to Hell
  School necromancy; Level sorcerer/wizard 7, 
  witch 7
  Casting Time 1 full round action
  Components V, S, M (a pinch of ash)
  Range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius spread
  Duration 1 round/level (D)
  Saving Throw: none; Spell Resistance: no
  Dozens of spectral hands rise up from the 
  ground to grasp any creature in the area in 
  their cold, lifeless hands.
  Every creature within the area of the spell is 
  the target of a combat maneuver check made 
  to grapple each round at the beginning of 
  your turn, including the round dragged to hell 
  is cast. Creatures entering the area of effect 
  are also automatically attacked. The hands 
  do not provoke attacks of opportunity. When 
  determining the hands’ CMB, the hands use 
  your caster level as their base attack bonus 
  and receive a +4 bonus due to their Strength. 
  Roll only once for the entire spell effect each 
  round and apply the result to all creatures in 
  the area of effect.
  If the hands succeed in grappling a foe, that 
  foe takes 1d4 points of Constitution damage 
  and gains the grappled condition. Grappled 
  opponents cannot move without first break-
  ing the grapple. All other movement is pro-
  hibited unless the creature breaks the grapple 
  first. The hands receives a +5 bonus on grap-
  ple checks made against opponents they are 
  already grappling, but cannot move foes or 
  pin foes. Each round dragged to hell succeeds 
  on a grapple check, it deals an additional 1d4 
  points of Constitution damage. The CMD 
  of dragged to hell, for the purposes of escap-
  ing the grapple, is equal to 10 + its CMB. Any 
  creature whose Constitution reaches 0 dies 
  and its body and soul is dragged to Hell. Only 
  a miracle, resurrection, true resurrection, or wish 
  spell can bring back a creature that has been 
  dragged away.
  The hands created by this spell cannot be 
  damaged, but they can be dispelled as nor-
  mal. 
  forest fire
  School evocation (fire); Level druid 9
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area two 10-ft. cubes per level (S)
  Duration instantaneous (1 round/level) (D); 
  see text 
  Saving Throw Fortitude (negates, see below) 
  and Reflex (partial); Spell Resistance yes
  You cause the whole area to explode with 
  a sudden burst of flame in its area of effect 
  as well as any natural vegetation in the area. 
  Within the area of effect, the spell deals 1d6 
  points of fire damage per caster level (maxi-
  mum 20d6) and the spell ignores the hard-
  ness any vegetation might have. Creatures 
  failing their Reflex save catch on fire, taking 
  4d6 points of fire damage each round until 
  the flames are extinguished. Extinguishing 
  the flames is a full round action requiring a 
  DC 22 Reflex save. Natural vegetation does 
  not make a Reflex save or continue to burn. 
  Additionally, the area fills with a thick smoke 
  
  25
  Supplement for Ina'oth
  filling the spell’s area of effect, persisting for 
  one round per level. Living creatures in the 
  area are wracked by coughing, becoming stag-
  gered unless they succeed on a Fortitude sav-
  ing throw. This condition lasts as long as the 
  creature is in the cloud and for 1d4+1 rounds 
  after it leaves. Any creature succeeding on 
  its saving throw but remaining in the cloud 
  must continue to make a saving throw each 
  round on its turn.
  Holy Word
  School evocation (good); Level apostle 3, 
  cleric 3, inquisitor 3
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area 20-ft.-radius burst
  Duration 1 round/level; see text
  Saving Throw Will partial; see text; Spell 
  Resistance yes
  You utter the name of the One True God to 
  condemn your enemies. Only evil and neutral 
  creatures are harmed by the spell; good crea-
  tures are unaffected.
  When this spell is cast, blood flows out 
  from the eyes, ears, nose, and mouth of evil 
  and neutral creatures in the spell’s area of 
  effect, dealing one point of bleed damage 
  for every two caster levels you possess to a 
  maximum of five points of bleed damage and 
  causing them to suffer a –4 penalty on attack 
  rolls and Skill checks. A successful skill check 
  negates the –4 penalty on attack rolls and skill 
  checks.
  resilieNCy
  School conjuration (healing); Level apostle 2, 
  cleric 2, druid 2, paladin 2, witch 2
  Casting Time 1 standard action
  Components V,S
  Range touch
  Target creature touched
  Duration 1 min./lvl
  Saving Throw Will negates (harmless); Spell 
  Resistance yes (harmless)
  The subject possesses greater fortitude. 
  Whenever the subject makes a Fortitude sav-
  ing throw, it rolls twice and takes the higher 
  result.
  resilieNCy, Mass
  School conjuration (healing); Level apostle 6, 
  cleric 6, druid 6, paladin 6, witch 6
  Range close (25 ft. + 5 ft./2 levels)
  Targets one creature/level, no two of which 
  can be more than 30 ft. apart
  This spell functions like resiliency, except it 
  affects multiple creatures.
  ruiN
  School necromancy; Level sorcerer/wizard 5, 
  witch 5
  Casting Time 1 standard action
  Components V, S, M (a handful of sand)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature or a 10 ft. radius if cast 
  on an object; see text
  
  26
  Shadows over Vathak
  Duration instantaneous
  Saving Throw Fortitude (negates); Will ne-
  gates (object); Spell Resistance yes
  You cause the subject to age. If cast upon a 
  living creature, the creature ages 1d6 years for 
  every 4 caster levels you possess to a maxi-
  mum of 4d6. If the creature reaches its vener-
  able age category, the GM will secretly roll 
  for its maximum age. If the creature is aged 
  past its maximum age, it immediately dies. If 
  cast upon an object, such as a door, or wall, 
  it hastens that object’s deterioration, deal-
  ing 1d8 points of damage for every 2 caster 
  levels to a maximum of  8d8. The damage 
  ignores the object’s hardness. The aging effect 
  is permanent unless removed by a miracle or 
  wish spell.
  Water sNake
  School conjuration (creation); Level druid 3
  Casting Time 1 round
  Components V, S, M (a few drops of water)
  Range personal
  Effect a snakelike column of water
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  A twisting column of water twines about 
  you like a snake. Any bludgeoning, piercing, 
  or slashing attack against you is treated as if 
  the attacker were underwater (–2 to attack, 
  half damage) though you can act normally. 
  Additionally, as a move action, you can direct 
  the water snake to strike at one creature 
  within 10 ft. of you using your base attack bo-
  nus plus your Wisdom modifier as its attack 
  modifier, dealing 2d8 points of bludgeoning 
  damage. If successful, the attack douses any 
  nonmagical fire held by the creature that is 
  small sized or smaller (such as a torch).
  Ina’oth: Incantations
  Incantations are specialized rituals drawing 
  forth tremendous magic power, often with 
  risk to the performer or performers. 
  The ancestral armaments incantation origi-
  nated amongst the bhriota in the Black Sky 
  Mountains as a way to summon the strength 
  of their ancestors before battle by channeling 
  legendary champions. After their defeat and 
  enslavement by King Otelallo, the incanta-
  tion made its way into the general populace, 
  particularly within warrior fraternities. The 
  vindari view the incantation as a disgusting 
  bhriota ritual and have attempted to eradicate 
  all knowledge of it. However, the incantation 
  still survives amongst the native bhriota pop-
  ulation as well as secretive warrior societies.
  aNCestral arMaMeNts
  School conjuration (summoning) Effective 
  Level 6th
  Skill Checks in order—Knowledge (history) 
  DC 27; Perform (oratory) DC 27, Diplomacy 
  DC 27
  Components M, S, V
  Material Components—each creature to be 
  affected by the spell must hold dirt taken 
  from a grave site and a broken weapon.
  Casting Time 1 hour
  Range close (40 ft.)
  Target Six creatures, no two of which can be 
  more than 30 ft. apart
  Duration 1 hour
  Saving Throw none; Spell Resistance yes
  
  27
  Supplement for Ina'oth
  desCriptioN
  When this incantation is properly conduct-
  ed, you call upon ancient spirits who died 
  in battle, binding them into the form of a 
  ghostly, floating weapon that can both attack 
  and defend you.
  Each target of the spell receives a spirit who 
  takes a form of a weapon the spirit died with 
  while fighting. This spirit weapon occupies 
  the same square of the target creature at all 
  times. As a free action, the spirit weapon can 
  be directed to attack an adjacent creature 
  using the target creature’s base attack bonus. 
  The weapon is considered to be a 
  +1 magical weapon for overcom-
  ing damage reduction with 
  the ghost touch magic weapon 
  ability and deals 1d8+6 points 
  of bludgeoning, piercing or 
  slashing damage depending on 
  the form of the spirit weapon.
  As a free action at the start 
  of the target creature’s turn, the 
  spirit weapon can switch into a 
  defensive mode. It does not attack 
  this turn, instead granting a +4 
  sacred bonus to the target crea-
  ture’s AC until the start of the 
  target creature’s next turn. It is 
  another free action to change the 
  spirit weapon back into attack 
  mode.
  BaCklasH
  Summoning the bloodthirsty 
  spirits and binding them into 
  weapons is a dangerous propo-
  sition. The performers must 
  sacrifice a part of their own life 
  energy to draw forth the spirits 
  and hold them into the weap-
  ons at a cost of gaining 1 negative 
  level. The negative level can be restored with 
  a restoration spell.
  failure
  If the failure occurs during before the 
  Knowledge (history) check, you are unable to 
  recall the names of suitable bygone cham-
  pions and the incantation fails. If the fail-
  ure takes place before the Perform (oratory) 
  check, you fail to impress the spirits with 
  tales of their great deeds and unleash their 
  wrath which results in the primary performer 
  suffering 1d6 points of Constitution damage. 
  If the failure occurs before the Diplomacy 
  check, you do not suc-
  
  28
  Shadows over Vathak
  ceed in convincing the spirits to bind them-
  selves into the broken weapons and trans-
  form. Their fury at being disturbed for such 
  foolishness results in all performers suffering 
  2d6 points of Constitution damage.
  Ina'oth:          
  Archetypes
  Hellfire Evangelist (Cleric)
  Hellfire Evangelists do not just speak the 
  word of the One True God, they scream it, 
  yell it, their fists pounding the pulpit, and 
  spittle flying from their mouth. These priests 
  possess a narrow limited view of the actual 
  message of the One True God, making it their 
  mission to convert others to their faith with 
  their fiery words. Hellfire evangelists seek 
  out sinners to force them to repent their sins 
  and accept the redeeming light of the One 
  True God. They possess no order of their own 
  within the Church, instead, their overzealous 
  nature sends them far afield all over Vathak 
  to seek souls needing to be saved (whether 
  those souls see it that way or not).
  Ina’oth sees a large number of hellfire evan-
  gelists flocking to its region. The decimation 
  from rampant disease and bhriota raids cre-
  ates conditions of despair and hopelessness, 
  attracting hellfire evangelists like moths to 
  a flame. Unlike other evangelists who draw 
  large crowds with their message of doom and 
  gloom, hellfire evangelists seek to combat 
  sinners head on and proselytizing with 
  violence, preferring battlefields over street 
  corners. Hellfire evangelists channel their 
  faith into defeated enemies, searing their soul 
  of all sin so that they may repent and receive 
  the light of the One True God. What troubles 
  critics of hellfire evangelists are how often 
  these priests’ purported powers actually work.
  Domains: A hellfire evangelist gains only 
  a single domain, however, she may select the 
  fire domain in addition to the normal do-
  mains associated with the One True God.
  
  29
  Supplement for Ina'oth
  Conversion (Su): As a full round action, a 
  hellfire evangelist can expend one use of 
  channel energy to attempt to convert a 
  defeated opponent to the light and under-
  standing of the One True God. To convert 
  a defeated opponent, a hellfire evangelist 
  makes a Diplomacy check, adding her 
  channel energy dice to the result (example- 
  a 5th level hellfire evangelist would make 
  a Diplomacy check, roll as normal, and 
  then roll 3d6 for her channel energy ability 
  to add to the result) against a DC 25 + the 
  defeated opponent’s hit dice + the defeated 
  opponent’s Charisma modifier. For every 
  5 by which the hellfire evangelist’s check 
  result exceeds the DC, the defeated op-
  ponent’s acceptance of the One True God 
  shifts one step per the chart below.
  A defeated opponent is considered some-
  one who came into a conflict (usually by 
  combat) with the hellfire evangelist and 
  has been beaten (reduced to 0 hit points or 
  less, pinned, paralyzed, or in any similar 
  fashion in which the battle has been won 
  on the hellfire evangelist’s side). A defeated 
  opponent who was not converted per the 
  Conversion chart cannot be the subject 
  of another conversion by the same hell-
  fire evangelist. A defeated opponent who 
  has been converted does not immediately 
  change alignment nor is the defeated op-
  ponent under the command of the hellfire 
  evangelist. Creatures possessing religious 
  based classes (apostle, clerics, inquisitors, 
  paladins, etc.) that follow the One True 
  God are immune to a hellfire evangelist’s 
  conversion ability unless the GM sees a 
  reason why that opponent would be able to 
  be converted (such as a fallen paladin or a 
  cruel and vicious cleric).
  Playing Tips: A hellfire evangelist is a cleric 
  archetype with a strong emphasis on role-
  playing and creating additional storytelling 
  moments. By converting former enemies, 
  you create potential allies and new adventure 
  seeds. The GM really has final say in whom 
  and what can possibly be converted and also 
  how that converted opponent ultimately 
  treats and reacts to the hellfire evangelist. 
  convErsion chArt
  New Attitude
  Conversion Check 
  Result
  Defeated Opponent’s Conversion Success
  Hostile
  Did not meet mini-
  mum DC
  Not converted to the One True God. Hostile 
  to the idea of the One True God.
  Unfriendly
  DC meet but not ex-
  ceeded by 5
  Not converted to the One True God. Not 
  overtly hostile but possessing a strong dis-
  like towards the One True God.
  Indifferent
  DC exceeded by 5 but 
  less than 10
  Not converted and apathetic to the notion 
  of the One True God.
  Friendly
  DC exceeded by 10 but 
  less than 15
  Converted. Feels that sins are washed away 
  and acceptance into the arms of the One 
  True God.
  Helpful
  DC exceeded by 15 or 
  more
  Converted. As “Friendly” except the oppo-
  nent wishes to help spread the word of the 
  One True God and bring others into His 
  fold.
  
  30
  Shadows over Vathak
  Ina'oth Prestige 
  Classes
  Plague Mage
  Disease is the great equalizer, felling 
  mighty kings as easily as lowly commoners. 
  Healers seek to stamp out disease or at least 
  ease the suffering of the afflicted. Few, how-
  ever, seek to harness the power of disease for 
  their own ends. Some arcane scholars seek 
  out disease to augment their own magical 
  power, inflicting plagues on their enemies. 
  Still others act as martyrs, taking on the 
  disease and thus sparing others from its crip-
  pling effects.
  In Vathak, these arcanists are known as 
  “plague mages”- feared as much as they 
  are reviled. In disease laden Ina’oth, plague 
  mages thrive. Some few seek benevolent 
  ways to use their power, actively combating 
  diseases in infected towns and seeking a cure 
  for the Plague of Shadows. Unfortunately, 
  most plague mages use their power to control 
  the local populace, setting themselves up as 
  demagogues who determine who lives and 
  who dies.
  Role: Plague mages use disease to augment 
  their spells.
  Alignment: Plague mages can be of any 
  alignment. Good plague mages seek to assist 
  those suffering from disease, inflicting it only 
  on truly evil creatures. Evil plague mages 
  enjoy spreading disease, relishing the pain it 
  causes. Neutral plague mages see disease as 
  something natural, a necessary mechanism 
  maintaining the balance by killing the weak 
  and expunging the lands of extraneous popu-
  lations.
  Hit Die: d6
  requireMeNts
  To qualify to become a plague mage, a char-
  acter must fulfill all the following criteria.
  Skills: Heal 5 ranks
  
  31
  Supplement for Ina'oth
  Spellcasting: Ability to cast 3rd level arcane 
  spells.
  Class Skills
  The plague mage’s class skills are Appraise 
  (Int), Craft (Int), Heal (Wis), Knowledge (all) 
  (Int), Linguistics (Int), Profession (Wis), and 
  Spellcraft (Int).
  Skill Ranks per Level: 2 + Int modifier
  All of the following are class features of the 
  plague mage prestige class.
   
  Weapon and Armor Proficiency: Plague 
  mages gain no proficiency with any weapon 
  or armor.
  Spells per Day/Spells Known: When a new 
  plague mage level is gained, the character 
  gains new spells as if he had also gained a lev-
  el in an arcane spellcasting class he belonged 
  to before adding the prestige class. He does 
  not, however, gain other benefits a character 
  of that class would have gained, except for ad-
  ditional spells per day, spells known (if he is 
  a spontaneous spellcaster), and an increased 
  effective level of spellcasting. If the character 
  had more than one arcane spellcasting class 
  before becoming a plague mage, he must de-
  cide which class he adds the new level to for 
  the purpose of determining spells per day.
  Carrier (Sp): Starting at 1st level, a plague 
  mage can sacrifice one spell slot of 3rd 
  level or higher to spontaneously cast remove 
  disease as an arcane spell on a humanoid 
  target. Additionally, a plague mage can 
  prepare remove disease as a 3rd level spell 
  without the use of a spellbook. The spell 
  works as normal, except it instead transfers 
  the disease from the creature to the plague 
  mage. If the plague mage makes a success-
  Level
  BAB
  Fort
  Ref
  Will
  Abilities
  Spells per Day
  1
  +0
  +1
  +0
  +0
  carrier
  +1 level of existing arcane 
  spellcasting class
  2
  +1
  +1
  +1
  +1
  +1 level of existing arcane 
  spellcasting class
  3
  +1
  +2
  +1
  +1
  virulence +2
  +1 level of existing arcane 
  spellcasting class
  4
  +2
  +2
  +1
  +1
  carrier spell
  +1 level of existing arcane 
  spellcasting class
  5
  +2
  +3
  +2
  +2
  +1 level of existing arcane 
  spellcasting class
  6
  +3
  +3
  +2
  +2
  +1 level of existing arcane 
  spellcasting class
  7
  +3
  +4
  +2
  +2
  virulence +4
  +1 level of existing arcane 
  spellcasting class
  8
  +4
  +4
  +3
  +3
  plague touch
  +1 level of existing arcane 
  spellcasting class
  9
  +4
  +5
  +3
  +3
  +1 level of existing arcane 
  spellcasting class
  10
  +5
  +5
  +3
  +3
  dispersal
  +1 level of existing arcane 
  spellcasting class
  
  32
  Shadows over Vathak
  ful Fortitude saving throw against the dis-
  ease’s DC, the plague mage becomes a car-
  rier of the now dormant disease otherwise 
  the disease is removed as normal. A plague 
  mage can be a carrier for only one disease 
  at a time and only for a number of days 
  equal to 1/2 his character level before the 
  disease is lost (with no effect). At any time, 
  the plague mage can transfer the disease to 
  another creature with a successful melee 
  touch attack. The disease is contracted im-
  mediately (the onset period does not apply). 
  Use the disease’s listed frequency and save 
  DC to determine further effects. You cannot 
  use this ability to remove a disease from a 
  creature you have transferred a disease to.
  Virulence (Ex): At 2nd level, the plague mage 
  increases the DCs of all his spells or class 
  abilities that inflict disease by +2. At 7th 
  level, this bonus increases to +4.
  Carrier Spell (Su): At 3rd level, whenever a 
  plague mage is carrying a disease via his 
  carrier class ability, he can transfer the 
  disease when casting a ranged touch attack 
  spell. In addition to the spell’s normal 
  effects, the disease functions as described 
  under the carrier class ability.
  Plague Touch (Su): When a plague mage 
  reaches 8th level, he can expend magical 
  energy to bestow arcane fueled diseases on 
  his enemies. While making a melee touch 
  attack, as a standard action, a plague mage 
  may expend a spell of 1st level or higher to 
  deal ability damage to one physical ability 
  scores (Strength, Dexterity, or Constitution) 
  equal to 1/2 the level of the spell expended 
  (minimum 1). The affected creature re-
  ceives a Fortitude saving throw equal to 10 
  + 1/2 the plague mage’s level + Intelligence 
  modifier to resist the effect. Whether or not 
  the saving throw is successful, a creature 
  cannot be a target of the plague touch for 
  1 day.
  Dispersal (Su): Upon reaching 10th level, 
  a plague mage perfects weaponizing the 
  diseases he wields. A plague mage carry-
  ing a disease via his carrier class ability can 
  transfer the disease when casting a cone, 
  line, or radius effect spell that deals dam-
  age. The disease affects 1 additional crea-
  ture of his choice, no two of which can be 
  more than 10 ft. apart, for every 4 character 
  levels he possesses.
  Playing Tips: A plague mage’s abilities rely 
  heavily on finding diseased humanoid crea-
  tures. This should not be too difficult in the 
  Ina’oth region. A good-aligned plague mage 
  seeks to take others’ suffering upon himself. 
  Neutral and evil creatures have an easier time 
  being plague mages as they have less moral 
  compunction in effecting others with a dis-
  ease, then removing it to use against enemies 
  at a later date. A plague mage will either be 
  seen as a blessing or a curse depending on 
  your actions.
  
  33
  Supplement for Ina'oth
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  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
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  original content from TSR. 
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo 
  Publishing, LLC; Author: Jason Bulmahn.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, 
  LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric 
  Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, 
  Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin 
  McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K 
  reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa 
  Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn 
  Woodruff.
  Shadows over Vathak. © 2012 Fat Goblin Games; Authors; Jason Stoffa and 
  Rick Hershey.
  Shadows over Vathak: Ina’oth- Player’s Guide. © 2015 Fat Goblin Games; 
  Authors; John Bennett
  
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  Shadows over Vathak
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/Shadows over Vathak/Shadows over Vathak - Players Guide to Ina'oth.pdf