TEXT: i
  By Clinton J. Boomer, Jason Nelson, Carl Cramer, N. Jolly, and Julian Neale
  Corrupted 
  Classes
  
  ii
  Corrupted 
  Classes
  
  1
  CREDITS
  Author: Clinton J. Boomer, Jason Nelson, Carl Cramer, N. Jolly, and Julian Neale
  Artists: Bruno Balixa, Jesus Blones, Daniel Cotter, Frank Hessefort, Jethro Lentle, Stephen Najarian, 
  Julio Rocha, Tanyaporn Sangsnit, Bob Storrar, Bryan Syme, Steve Wood
  Editing and Development: Jason Nelson
  Design and Layout: Dain Nielsen
  Legendary Games Team Members: Alex Augunas, Clinton J. Boomer, Robert Brookes, Benjamin 
  Bruck, Paris Crenshaw, Matthew Goodall, Jim Groves, Amanda Hamon Kunz, Thurston Hillman, Tim 
  Hitchcock, Victoria Jaczko, Jenny Jarzabski, N. Jolly, Clinton J. Boomer, and Jason Nelson, Jonathan 
  H. Keith, Michael Kortes, Jeff Lee, Nicolas Logue, Will McCardell, Jason Nelson, Jen Page, Richard Pett, 
  Tom Phillips, Alistair Rigg, Alex Riggs, David N. Ross, Amber Scott, Mark Seifter, Tork Shaw, Mike Shel, 
  Loren Sieg, Neil Spicer, Todd Stewart, Russ Taylor, Greg A. Vaughan, Mike Welham, Linda Zayas-Palmer, 
  and Clark Peterson
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Special Thanks: Erik Mona, Lisa Stevens, James Jacobs, Jason Bulmahn and the Paizo staff for their 
  excellent Wrath of the Righteous Adventure Path!
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderRPG for more 
  information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks 
  of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more informa-
  tion on the compatibility license.
  Open Content: Subject to designation as Product Identity (see below), the only portion of this Legendary Games product designated as Open Game Content 
  is the rules content (names of skills, etc., taken from the Pathfinder Reference Document) as defined in the Open Game License version 1.0a Section 1(d). The 
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  Game Content is not Open Game Content. No portion of this work other than the material designated as Open Game Content may be reproduced in any form 
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  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open 
  Content: Legendary Games, the Legendary Games Logo, Occult Plug-In, Corrupted Classes, as well as all trademarks, registered trademarks, proper names 
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  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 owner-
  ship and is used under Fair Use. 
  Corrupted Classes © 2018, Legendary Games; Author Clinton 
  J. Boomer, Jason Nelson, Carl Cramer, N. Jolly, and Julian Neale
  ISBN-13: 978-1983638237 
  ISBN-10: 1983638234
  First printing January 2018.
  Printed in USA. 
  Legendary Games
  3734 SW 99th St.
  Seattle, WA 98126-4026
  makeyourgamelegendary.com
  Corrupted 
  Classes
  
  2
  In the wasted lands where ravening demon hordes and diabolic 
  legions bring wrath and ruin, heroes and villains must face 
  temptation from the dark powers and choose the path of villainy or 
  the path of light. This capacious codex contains dozens of character 
  options for the heroes and villains of the border wastes where the 
  encroaching power of the nether planes has wracked, warped, and 
  wounded the land itself. In the face of such blights on body, mind, 
  and soul, valiant crusadering grail knights and moon howlers face 
  off with nihilistic anarchists, savage gore fiends, and heretical 
  hellions, plus an entire range of cursed class alternatives for heroes 
  and villains alike. Feats like Warped Mind, Twisted Flesh, and 
  Apocalyptic Survivor mark those who have lived too long on the 
  fringe of dissolving reality, while Fiendfoes and Force-Focusing 
  Oaths empower your champions to face the malevolent minions 
  with their Fierce Fiendish Brilliance and Dark Force Adepts! You’ll 
  also find madness and mental corruptions, new magic items, and 
  more for characters of every kind! Add Corrupted Classes to your 
  Pathfinder campaign today and Make Your Game Legendary! 
  The Legendary Games tradition is to combine rich story 
  and background, innovative layout, beautiful aesthetics, and 
  excellence in design that is second to none, allowing 
  you to enliven and enrich your campaign in amazing 
  and exciting ways. This product is the latest in that 
  tradition, and we hope you enjoy using it as much as 
  we enjoyed making it. Game on!  
  What You Will Find inside Corrupted Classes
  WelCome to adventure path plug-ins
  This product is a part of our line of support materials for extended 
  Adventure Path-style campaign play for use with Paizo’s Pathfinder 
  Roleplaying Game. When you see the “Adventure Path Plug-In” 
  logo at the top of a Legendary Games product, you can expect it is 
  designed to fit directly with the themes of a particular Adventure 
  Path campaign, but at the same time are rich additions for your 
  home game regardless of what campaign you may be running. The 
  all-star team of designers here at Legendary Games is committed 
  to bringing you—the busy GM or player—the absolute best third 
  party support for your Pathfinder campaign, products that are 
  innovative in their ideas, beautiful in their appearance, bursting with 
  the creativity of the best authors in the business and developed with 
  a rich interactive layout that blends form and function, and on top of 
  all of that products that are flat-out fun to play. 
  heY, What’s With the adventure path plug-in?
  You will see us use phrases such as “Righteous Crusade Adventure 
  Path” instead of the title of the 13th adventure path published by 
  Paizo Publishing, LLC, covering issues #73 to 78. Or, you may see us 
  use names such as the “Demon Lands,” the “Crusader Stronghold,” 
  the “Goddess of Valor,” or the “God of Nature” instead of the proper 
  names of specific characters or places from those adventures or gods 
  from the world setting. While we can create compatible products 
  under the Open Game License, we still have to be respectful of 
  certain content Paizo owns. Because we want to be very respectful 
  of their content and work in partnership with them, we use these 
  “replacement phrases.” Plus, this helps the product have a more 
  general appeal to those who may be running a home campaign 
  that fits the same themes. In any event, we are 100% confident you 
  know what we are talking about and will have no problem making 
  the required connection. So, enjoy these pregenerated characters for 
  use in your “Righteous Crusade Adventure Path,” helping to tame 
  the “Demon Lands.” See, that wasn’t so hard, was it?
  This product is also part of our line of support materials for 
  campaign play for use with campaigns using a horror theme. We 
  anticipate all manner of exciting additions to the game when 
  Pathfinder Roleplaying Game Horror Adventures is released later 
  this summer, but why wait to spring something truly horrible on 
  your players? When you see these Horror Plug-Ins, you can expect 
  they are designed to fit directly with the themes of that book, 
  from mind-melting madness and sinister serial killers to most 
  bloodthirsty bastards and blackguards that ever bedeviled your 
  heroes. The all-star team of designers here at Legendary Games 
  is committed to bringing you—the busy GM or player—the 
  absolute best third party support for your Pathfinder campaign. 
  To deliver on that commitment, we’ve assembled the best of the 
  best of current gaming authors, designers and layout experts so 
  that you can feel comfortable that Legendary Games products 
  will be the most creative, rules-legal and well-designed content 
  you can find anywhere. 
  speCial eleCtroniC Features
  We’ve hyperlinked this product internally from the Table of 
  Contents and externally with links to the official Pathfinder 
  Reference Document as well as d20PFSRD. If it is in the core 
  rulebook, we generally didn’t link to it unless the rule is an 
  obscure one. The point is not to supersede the game books, 
  but rather to help support you, the player, in accessing the 
  rules, especially those from newer books or that you may not 
  have memorized.
  
  3
  Contents
  Introduction 
  4
  Corrupted Classes 
  4
  Anarchist (Inquisitor Archetype) 
  4
  Black Mage (Kineticist Archetype) 
  5
  Gore Fiend (Vigilante Archetype) 
  6
  Hellion (Vigilante Archetype) 
  7
  Order of the Blood Knight (Cavalier Order) 
  8
  Riven Medium (Medium Archetype) 
  9
  Crusader Archetypes 
  10
  Grail Knight (Paladin Archetype) 
  10
  Moon Howler (Summoner Archetype) 
  12
  Cursed Archetypes 
  13
  Feats of the Wounded Lands 
   
   
   
   
   
   
  17
  Magic Items  
   
   
   
   
   
  26
  Mental Corruptions 
  27
  ABOUT LEGENDARY GAMES
  Legendary Games is an all-star team of authors and designers, founded by Clark Peterson of Necromancer 
  Games and coordinated by Jason Nelson. Legendary Games uses a cooperative, team-based approach to bring 
  you, the Paizo fan, the best expansion material for your game. We are gamers and storytellers first, and we be-
  lieve that passion shows in our products. So check us out, and Make Your Game Legendary! 
  Visit us on Facebook, follow us on Twitter, and check out our website at www.makeyourgamelegendary.com.
  The following notations are used to indicate sources for rules outside the Pathfinder Roleplaying Game Core Rulebook.
  ACG = Pathfinder Roleplaying Game Advanced Class Guide
  APG = Pathfinder Roleplaying Game Advanced Player’s Guide
  ARG = Pathfinder Roleplaying Game Advanced Race Guide
  B1 = Pathfinder Roleplaying Game Bestiary
  B2 = Pathfinder Roleplaying Game Bestiary 2
  B3 = Pathfinder Roleplaying Game Bestiary 3
  B4 = Pathfinder Roleplaying Game Bestiary 4
  DHH = Softcover companion book for characters hunting demons
  DTT = Softcover companion toolbox for characters using dirty tricks and tactics 
  GMG = Pathfinder Roleplaying Game Gamemastery Guide
  ISI = Softcover guide to intrigue campaigns in the inland sea in the official Pathfinder campaign setting
  ISM = Softcover guide to magic in the inland sea in the official Pathfinder campaign setting 
  ISR = Softcover guide to races of the inland sea in the official Pathfinder campaign setting
  OA = Pathfinder Roleplaying Game Occult Adventures
  PU = Pathfinder Roleplaying Game Pathfinder Unchained
  UCam = Pathfinder Roleplaying Game Ultimate Campaign
  UC = Pathfinder Roleplaying Game Ultimate Combat
  UE = Pathfinder Roleplaying Game Ultimate Equipment
  UI = Pathfinder Roleplaying Game Horror Adventures
  UM = Pathfinder Roleplaying Game Ultimate Magic
  
  4
  introduCtion 
  In a traditional fantasy campaign, there is almost always 
  a happy and safe homeland somewhere that players can 
  visit when in need of rest and respite. The dangers of the 
  world, though ever present, are somewhere out there, in the 
  depths of the dark forest, in the dungeons below the fallen 
  keep, or in the lost isles across the sea. Sinister plots may 
  creep into those safe havens from time to time, only to be 
  thwarted by the cleverness and courage of the heroes, but 
  when the danger has passed home is once again safe and 
  sound.
  This is not that kind of campaign supplement.
  The options herein presuppose a world, or at least 
  a campaign, that teeters on the brink of apocalypse. 
  There are things at work, an irruption of cosmic chaos 
  and insensate evil that has pierced the veil 
  of normalcy and rent it asunder. Horrors 
  beyond imagining walk the earth in broad 
  daylight, warping and defiling the land 
  with every step. 
  Corrupted 
  Classes
  The following archetypes are uniquely well suited 
  to a campaign set within or on the borders of a 
  land of ultimate corruption. These class options 
  interact with the physical corruptions of a land 
  blighted by chaos and evil, whether battling the 
  fiendish hordes that dwell therein or taking 
  allegiance with them to drive back the defenders 
  of sanity in the mortal world. They also deal with 
  ideological and spiritual corruption, the miasmic 
  taint on the mind and soul that come from venturing 
  too close to such fundamental wrongness and having 
  it seep into their subconscious. Some heroes are 
  sufficiently pure of heart and stout of will 
  to resist such corrupting influence, but 
  many find themselves drawn away from 
  their high calling into compromise and 
  eventually out-and-out heresy. Those 
  who started in a less pious place to begin 
  with may find themselves drawn entirely into 
  sedition, wrath, murder, and mayhem. The archetypes 
  presented here are ideal for GM use for villains, but may also 
  be useful for players wishing to push their characters right up 
  to or beyond the moral event horizon. 
  For more information on using and selecting archetypes, see 
  Chapter 2 in Pathfinder Roleplaying Game Advanced Class Guide.
  anarChist (inquisitor arChetYpe) 
  An anarchist is an agent of chaos and turmoil, one who seeks to 
  upset existing power structures and set loose the power of the 
  individual over all who would attempt to establish dominion 
  over them. More common in cities, anarchists also can be found 
  as agents-provocateur trying to destroy new-founded kingdoms 
  before they can reach full flower. 
  Seditious Spells: An anarchist can select and cast spells from the 
  inquisitor list or the mesmeristOA spell list. She casts these spells as 
  divine spells but can use any holy or unholy symbol as a divine focus. 
  All spells from both class lists are considered to be on her spell list for 
  the purpose of using spell-completion and spell-trigger items. This 
  replaces monster lore and track.
  Faithless Domain: An anarchist does not gain a domain until 
  3rd-level, and his domain powers function in all respects as 
  if he were 2 levels lower. He is not beholden to any single 
  deity and can select any domain or subdomain. In 
  addition, every 3 levels after 3rd the anarchist may 
  choose to abandon her current domain and select a 
  different one in its place. This alters domain. 
  Guarded Thoughts (Su): At 2nd level, an 
  anarchist gains a +2 bonus on saving throws 
  against divinations. In addition, her alignment 
  cannot be detected by divination effects, unless 
  their caster level exceeds her inquisitor-level by at 
  least 4. This replaces detect alignment.
  Graffiti (Su): At 3rd level, an anarchist can create a 
  distinctive mark, image, or short message on any solid 
  surface at will, as the arcane mark cantrip. She can expend 
  one use of her judgment as a full-round action to create 
  a special enchanted graffiti that ridicules and defames 
  a specific named individual. As long as the graffiti 
  remains in place, that individual takes a –2 penalty on 
  Charisma checks and Charisma-related skill checks 
  when interacting with any creature that can see the 
  graffiti. This penalty increases by –1 every four-levels 
  after 3rd. The anarchist can increase the duration 
  of this graffiti to 8 hours by spending two uses of 
  her judgment, or to 24 hours by spending three 
  uses of her judgment. 
  At 6th-level, she can expend two daily 
  uses of her judgment to create insulting 
  graffiti that persists for 1 hour per 
  inquisitor-level. Alternatively, she can expend 
  one use of her judgment to create a terrifying piece 
  of threatening graffiti. The graffiti’s effect can be set to trigger 
  as if it were a glyph of warding; however, rather than holding a spell 
  effect the triggered graffiti functions as an Intimidate check, either 
  to demoralize or to alter a creature’s attitude, combined with a short 
  message of up to one word per inquisitor-level. The Intimidate check 
  is rolled at the time the graffiti is triggered; the anarchist does not 
  
  5
  know in advance how effective her intimidation will be. 
  At 9th-level, an anarchist can expend three daily uses of her 
  judgment to create insulting graffiti that persists for one day per 
  inquisitor-level. In addition, she can spend 10 minutes or more 
  creating a more elaborate graffiti image or message imbued with 
  supernatural power. This imbues the arcane mark with the effect of 
  a single mind-affecting spell she knows, identical in effect to a spell 
  glyph created with glyph of warding or greater glyph of warding. The 
  anarchist must spend 10 minutes and expend one daily use of his 
  judgment for each-level of the spell.
  This replaces solo tactics and the teamwork feats normally 
  gained at 3rd, 6th, and 9th level. Creating graffiti expends daily 
  uses of the anarchist’s judgment but does not otherwise follow 
  the rules for judgments.
  Free Your Mind (Sp): At 5th level, an anarchist can detect 
  charmASoL, as per the spell, for a number of rounds per day equal to 
  her inquisitor-level. These rounds do not need to be consecutive. 
  Activating this ability is a swift action. In addition, she adds 
  detect charmASoL and suppress charms and compulsionsASoL to her 
  spells known. This replaces discern lies. 
  Incite Riot (Su): At 12th level, an anarchist can expend 
  two uses of her judgment to incite a riot with shouted 
  polemics and inflammatory rhetoric combined with 
  salacious gossip and biting calumny. Each enemy 
  within 30 feet is affected as if by a song of discord for 
  as long as it can hear the anarchist. A successful Will 
  save (DC 10 + 1/2 the anarchist’s inquisitor-level 
  + her Charisma modifier) negates the effect, and 
  that creature is immune to this ability for 24 
  hours. Inciting a riot is considered one of the 
  anarchist’s judgments and follows the normal 
  restrictions of her judgments. 
  At 15th-level, an anarchist can expend an 
  additional daily use of her judgment to cause 
  the riot to continue even after she ceases 
  participating in the combat, whether because 
  she has been incapacitated or has simply 
  left the area. The riot continues for a number 
  of additional rounds equal to the anarchist’s 
  Charisma modifier (minimum 1 round), after 
  which all affected creatures gain a new saving 
  throw each round at the beginning of their turn to 
  end the effect, with a cumulative +1 bonus on their 
  save for each round after the first. 
  At 18th-level, an anarchist can affect 
  all enemies within 60 feet 
  with this ability. 
  This ability replaces the 
  teamwork feats normally gained at 12th, 15th, and 18th-level. 
  Free Thinker (Ex): At 17th level, an anarchist gains immunity 
  to compulsions and mind-affecting divinations. This replaces slayer. 
  BlaCk mage (kinetiCist arChetYpe)
  There are those who merely dabble in atrocity & damnation, turning 
  back from the brink of utter madness before comprehending the 
  most-potent and wicked of soul-shattering, world-rending magics. 
  Then there’s a black mage, who takes their devotion to decadence 
  and destruction to a whole new level. 
  Prerequisites: A black mage must first possess both the dark 
  elementalistHA and the elemental annihilatorOA archetypes.
  Horrid & Flexible Magics (Ex): A black mage may freely 
  choose – as she wishes – to use either her Constitution score or her 
  Intelligence score to determine her damage with wild talents, the DCs 
  of all Constitution-based wild talents, the durations of wild talents 
  with Constitution-based durations, her bonus on concentration 
  checks for all wild talents, and any other class-related effects. 
  This choice is not permanent, and may be changed at any 
  time without requiring an action: if a black mage possesses an 
  Intelligence of 18 – and a Constitution of 16 – and she is the 
  target of a feeblemind effect, for example, she automatically uses 
  her Constitution score until such time as the effect is removed.
  This alters the key ability score of wild talents.
  Enough To Sunder Universes (Su): At 1st level, a 
  black mage gains Burning Thunder of Omnikinesis and 
  Heir to Power Unstable as bonus feats.
  Relic-Staff (Su): At 1st level, a black mage gains 
  a masterwork staff without cost; if this staff is 
  lost, damaged or destroyed, it returns to her 
  – restored to full hit points – the next time 
  she wakes. She may not use any supernatural 
  kineticist class abilities unless she is in 
  possession of this staff. A black mage is 
  always considered to have her hands free for 
  purposes of kinetic blast, gather power and 
  all other kineticist class features as long as 
  she is holding only her staff.
  All of a black mage’s wild talents are 
  considered to be both arcane and divine in 
  origin just as much as they are psychic; any 
  effect or special ability that resists any form of 
  magic — such as the History of HeresyUCam trait 
  — is applied to all spells and supernatural or 
  spell-like abilities a black mage uses.
  Energies Only of Darkness: A black mage 
  always deals half damage, rounded down, to any 
  target that is undead or that is a living creature with 
  negative energy affinity, such as a dhampir. This 
  halving of her damage is applied after all damage 
  reduction and energy resistances have already 
  been calculated and applied. In addition, A black mage may never 
  gain the Kinetic Healer utility wild talent.
  Such Strength in Sacrifice: Although a black mage does not 
  gain the internal buffer class feature, she is considered to possess 
  
  6
  that ability for purposes of the Force-Focusing Oath feat.
  Immortality Within My Grasp: A black mage is always 
  considered to possess the Craft Wondrous Item feat – as well as 
  to be a caster of her character level – but only for the purpose of 
  creating a lich’s phylactery.
  gore Fiend (vigilante arChetYpe)
  While some vigilantes practice restraint in their actions, a gore 
  fiend knows only brutality, feeding on those weaker than them. 
  While some try to restrain themselves, even the most noble of 
  gore fiends are savage monsters, living to gorge themselves on the 
  flesh of others.
  Evil Vigilante (Ex): A gore fiend’s vigilante identity must be 
  evil. A gore fiend whose vigilante identity becomes non-evil cannot 
  gain new levels as a vigilante or gain viscera points until they feast 
  upon the corpse of a creature they have killed, changing their 
  alignment back to evil.
  This ability alters dual identity.
  Feasting Fangs (Ex): A gore fiend gains a bite attack 
  which deals 1d6 damage plus 1 ½ times their Strength 
  modifier. The gore fiend treats this as a manufactured 
  weapon for the purposes of how many times they can 
  attack with it, and all other natural attacks the gore fiend 
  may possess are treated as secondary natural attacks if 
  used in the same round as this bite attack. Whenever 
  a gore fiend deals at least 1 point of damage with their 
  bite attack against a living creature in combat, they gain 
  1 point of viscera. 
  A gore fiend can spend 1 viscera point as a free 
  action to rage as per the unchained barbarianPU class 
  feature for a number of rounds equal to the gore 
  fiend’s Constitution modifier. A gore fiend can only 
  gain 1 viscera point per round, and viscera points last 
  for 24 hours or until they are spent. A gore fiend can 
  only possess 1 viscera point at a time. At 6th level and 
  every 6 levels thereafter, a gore fiend can possess an 
  additional viscera point.
  Dealing damage to a helpless or unaware creature or 
  on a creature that has fewer Hit Dice than half the gore 
  fiend’s character level does not allow them to gain any 
  viscera points, as the surge of energy from combat is 
  as important as the devoured flesh to a gore fiend. A 
  construct cannot take this archetype, but an undead 
  creature can, using their Charisma modifier instead 
  of their Constitution to determine the duration of 
  their rage and how many times they can use their auto 
  cannibalization class feature, treating their rage as a 
  supernatural ability.
  This ability replaces vigilante specialization.
  Rage Power: At 2nd level, a gore fiend gains a rage 
  power as though they were an unchained barbarian. 
  They also treat themselves as an unchained barbarian of their class 
  level for the purpose of selecting rage powers and their effects. 
  All natural attacks the gore fiend gains through rage powers are 
  treated as primary natural attacks unless they would normally be 
  treated as secondary natural attacks (such as hooves). At 4th level 
  and every 2 levels thereafter, a gore fiend can select a rage power in 
  place of a vigilante talent.
  This ability replaces the 2nd level vigilante talent and alters 
  vigilante talents.
  Auto Cannibalization (Ex): At 3rd level, as a move action gore 
  fiend can eat a part of their own body, dealing an amount damage 
  to themselves equal to their character level to gain 1 viscera point. 
  A gore fiend can use this ability a number of times per day equal to 
  their Constitution modifier (minimum 1), although they cannot 
  spend viscera points gained from this ability on their visceral 
  healing class feature. This damage cannot be reduced by damage 
  reduction and ignores temporary hit points.
  This ability replaces unshakable.
  
  7
  Visceral Healing (Ex): At 5th level, a gore fiend can spend 1 
  viscera point as a move action to heal a number of hit points equal 
  to their level. This ability replaces startling appearance.
  Furious Rage (Ex): At 11th level, whenever a gore fiend 
  spends a viscera point to enter a rage, they instead enter a greater 
  rage. This ability replaces frightening appearance.
  Tyrant Fangs (Ex): At 17th level, whenever a gore fiend gains 
  a viscera point from their bite attack, their foe also takes 2 points 
  of Constitution damage. This ability replaces stunning appearance.
  Blood Rage (Ex): At 20th level, whenever a gore fiend spends a 
  viscera point to enter a rage, they instead enter a mighty rage. This 
  ability replaces vengeance strike.
  hellion (vigilante arChetYpe)
  When the souls of the damned 
  pass through this world, they don’t 
  always end up where they should. At 
  times, destiny intervenes, saving 
  the soul of those who still have 
  business in this world. Hellions 
  are those who have been saved 
  from such a fate, given a second 
  chance at life to live as they 
  choose. Some hellions take the 
  chance to redeem themselves, while 
  others use their newfound power to sow 
  suffering and pain.
  Aura of Evil (Su): The power of a hellion’s 
  aura of evil (see the detect good spell) is equal 
  to their hellion level, even if they are not 
  themselves evil, being treated as evil for the 
  purposes of spells and other abilities that are 
  dependant on their alignment.
  Damned Loyalty (Ex): When a hellion 
  is killed, their soul is instantly claimed by 
  the lower planes. In time, the hellion’s soul is 
  transformed into an evil outsider appropriate 
  to the greatest sins the hellion reveled in while 
  they lived (if any). A lawful hellion is sworn to 
  devils, a chaotic hellion is sworn to demons, 
  and a neutral hellion is sworn to daemons.
  Any character attempting to resurrect a slain 
  hellion must succeed at a caster level check 
  equal to 11 + the hellion’s level or the spell 
  fails. That character cannot attempt to 
  resurrect the hellion again until the 
  following day, though other characters 
  can attempt to do so.
  Hellfire (Su): A hellion can control one of the most 
  dangerous forms of energy in existence, hellfire. As a free 
  action, a hellion can ignite 1 weapon which they are currently 
  wielding (including natural weapons) in hellfire. A weapon 
  wreathed in hellfire deals an additional +1d6 profane damage 
  (profane damage is unable to be reduced by fire resistance). 
  At 8th level and again at 16th, the hellfire deals an additional 
  +1d6 damage. A hellion can maintain their hellfire for 
  a number of rounds per day equal to 3 + ½ their hellion 
  level, and can end this effect as a free action. If a creature’s 
  hit points are reduced to 0 or lower from this damage, it is 
  entirely disintegrated, leaving behind only a trace of fine dust. 
  A disintegrated creature’s equipment is unaffected.
  This ability replaces the 2nd, 8th, and 16th level vigilante talents.
  Consuming Hellfire (Su): At 5th level, 
  whenever the hellion successfully damages 
  a foe while their hellfire is active, they can 
  choose to spend 1 round of their hellfire as 
  a swift action to engulf the foe in flames. Treat 
  this as though the foe had caught fire, except it 
  lasts for a number of rounds equal to the hellion’s 
  Charisma modifier and the Reflex save to put it out is 
  10 + ½ the hellion’s level + their Charisma modifier. This 
  hellfire can be extinguished instantly by 
  dousing it with holy water, but not 
  normal water, instead requiring a 
  successful reflex save to put it out. 
  At 8th level and again at 16th, 
  this ability deals an additional 
  +1d6 profane damage per round.
  This ability replaces startling 
  appearance.
  Cursed Hellfire (Su): At 11th level, 
  whenever the hellion successfully attacks 
  a foe while their hellfire is active, they can 
  choose to spend 2 round of their hellfire as a swift 
  action to force the target to make a Will saving 
  throw (DC 10 + ½ the hellion’s level + their 
  Charisma modifier) or be cursed as per bestow 
  curse. If a creature dies while affected by this 
  curse, it is unable to be brought back to life 
  until the curse is removed.
  This ability replaces frightening appearance.
  Damning Hellfire (Su): At 17th level, 
  whenever the hellion uses their consuming 
  hellfire ability, they can spend an additional 
  2 rounds of their hellfire to cause their foe to 
  gain 1 negative level for each round they are 
  on fire. If a creature gains an amount of 
  negative levels equal to their hit die, the 
  hellion can decide to destroy their soul as 
  a free action; a creature whose soul has been destroyed 
  can only be brought back to life by a miracle or wish spell. 
  Destroying a creature’s soul is an evil act.
  This ability replaces stunning appearance.
  
  8
  order oF the Blood knight (Cavalier order)
  A cavalier who belongs to the order of the blood knight 
  has pledged himself to a life without mercy. He has 
  realized that in battle there is no kindness, no beauty, no 
  nobility. When the ground is watered with the blood of 
  enemies, there is naught left but to tread a path through 
  the blood of the slaughtered until the next day of battle 
  dawns. Those who live, live; those who die, die. Life is 
  not about victory but survival, and the test of battle is 
  the test of worthiness. A cavalier of this order does not 
  bother to test himself against the weak; they will perish 
  in the inevitable reaping to come. 
  Edicts: The cavalier must never show mercy to an 
  enemy that surrenders. He cannot tend the wounds 
  of the injured, and he must deliver a coup de grace 
  to helpless foes whenever possible, during battle if 
  not immediately threatened and immediately 
  afterwards if not. He despises healing magic 
  items as tools of the weak and destroys 
  them when possible, though he 
  can accept healing spells and 
  effects (but not from magic 
  items) used by comrades in 
  battle and he does not steal 
  or 
  vandalize 
  equipment 
  belonging to comrades. 
  Challenge: 
  Whenever 
  an 
  order of the blood knight cavalier 
  issues a challenge, he deals 
  1 point of bleed damage on 
  a successful hit against the 
  target of his challenge. This bleed 
  damage increases by 1 for every 
  four levels the cavalier possesses. 
  This bleed damage does not stack 
  with itself, but it is increased by 1 
  each time the cavalier confirms a 
  critical hit against the target of 
  his challenge. 
  Skills: An order of the blood 
  knight cavalier adds Perception 
  (Wis) and Spellcraft (Int) to his 
  list of class skills, and he can make 
  Spellcraft checks untrained. If he 
  has ranks in the skill, he receives a bonus on the 
  check equal to 1/2 his cavalier level (minimum +1) 
  as long as the check involves healing magic. 
  Order Abilities: A cavalier that belongs to the order 
  of the blood knight gains the following abilities as he 
  increases in level:
  Crimson Flow (Ex): At 2nd level, whenever the cavalier deals 
  bleed damage to a creature, the DC of Constitution checks or 
  Heal checks to halt that bleed damage or stabilize while dying 
  is increased by 3. This modifier increases by 1 at 6th level and 
  every 4 levels thereafter. 
  In addition, the cavalier becomes unnaturally attuned 
  to healing magic and can use a full-round action to 
  examine an item to determine if it has magical healing 
  powers. This functions as detect magic but affects only 
  a single touched item, and it only detects the magical 
  auras of items that create effects of the conjuration 
  (healing) school. 
  Rain of Blood (Su): At 8th level, whenever the cavalier 
  is within 10 feet of the target of his challenge, all injured 
  enemies within 10 feet take 1 point of bleed damage. This 
  stacks with bleed damage from other sources. In addition, 
  he can expend two daily uses of his challenge 
  to afflict a single creature within 30 feet with 
  the hemoculysis spellblightUM; a successful 
  Fortitude save (DC 10 + 1/2 the cavalier’s class 
  level + his Charisma modifier) negates this effect.
  Blood Sympathy (Su): At 15th level, whenever the 
  target of the cavalier’s challenge is taking bleed 
  damage and would benefit from a magical healing 
  effect, the cavalier can expend one daily use of 
  his challenge as an immediate action to “steal” 
  the effect of that healing from the target 
  of his challenge, allowing him to gain 
  the benefits of that healing instead. A 
  successful Fortitude save (DC 10 + 1/2 
  the cavalier’s class level + his Charisma 
  modifier) allows the target to retain 
  the healing effect for itself; however, 
  this magical healing does not halt any 
  bleed damage dealt by the cavalier. 
  The cavalier can use this ability 
  on a creature with fast healing or 
  regeneration, 
  allowing 
  him 
  to 
  similarly steal the curing effects of 
  that ability from the target for a 
  number of rounds equal to one-
  half his cavalier level. If the target 
  successfully saves, it regains 
  hit points normally with 
  its fast healing or 
  regeneration, 
  but 
  that ability does not 
  halt the bleed damage 
  dealt by the cavalier for a 
  number of rounds equal to one-half the cavalier’s level. 
  The cavalier must have line of sight to the target of his 
  challenge and the target must be within 60 feet in order to 
  use this ability. 
  
  9
  riven medium (medium arChetYpe) 
  Some scholars of the occult regard mediums as dangerous people 
  with corrupted souls, because they use their bodies as vessels for 
  other entities. While this may or may not be true for most mediums, 
  riven mediums are the most likely source of those scholars’ beliefs. 
  This is because these mediums’ minds are impure, being able to 
  unleash the personality of a dark creature as an act of will. The dark 
  personality enhances a riven medium’s magic, but also make him 
  vulnerable to evil magic.
  Riven mediums become two personalities sharing a single 
  body. Both the cruel “dark personality” and the original medium 
  think of themselves as the true form, and they must learn to 
  work together to achieve their joint goals. More often than not, 
  riven mediums eventually become their dark personality, and 
  the normal personality may only be brought forth when required 
  by social custom or a need for obscurity and stealth arises. 
  Unfortunately, the dark personality of a riven medium is often a 
  more violent, unforgiving personality (which can lead to conflict 
  between the two versions of the same character).
  Alignment: Any. A riven medium has two alignments (see the dark 
  personality ability), of which at least one must be evil. While a riven 
  medium can be of any alignment, most that are good-aligned find that 
  the actions taken and thoughts made while the dark personality is 
  manifested eventually make 
  them neutral.
  Dark Personality (Ex): A riven medium’s dark personality 
  is an alter ego that has a different personality than his own, an 
  outgrowth of the corruption within his soul. The dark personality 
  shares memories and basic goals with the riven medium’s normal 
  personality but goes about meeting those goals in a different 
  manner. The dark personality is often ugly and monstrous, and 
  may even think it has a different race or gender than the medium’s. 
  Indeed, the dark personality often has his or her own name, may 
  have different body language and facial expressions from his 
  normal personality, and may attempt to maintain independent 
  relationships and strongholds (though the alter ego’s limited time in 
  existence often makes this difficult). The dark personality even has 
  his or her own alignment (which is selected by the player, but must 
  be different from the riven medium’s normal alignment, and must 
  be evil). The change in alignment only affects the riven medium 
  while in her dark personality, as far as detect spells are concerned, 
  but he is susceptible to other alignment effects as detailed under the 
  vulnerability to corruption ability.
  Example: Daron is a neutral good riven medium. His dark 
  personality is called Zarath. Zarath is lawful evil, and more interested 
  in seeing an ordered world ruled by the powerful than promoting 
  the greatest good. Zarath is aware he exists only when called on 
  by Daron, but seeks to build his own circle of like-minded friends 
  during the hours he exists. Zarath does not dislike Daron, but feels 
  his normal personality is too soft and innocent to survive in the 
  harsh world the medium lives in. As Daron, the character detects 
  as good; as Zarath, the same character is lawful evil, is not revealed 
  by a detect good spell, but is detected as lawful and evil by a 
  detect law and detect evil spell, respectively.
  Manifest Corruption (Su): By allowing the 
  corruption inherent within a riven medium’s soul to 
  overcome him, his dark personality manifests as a swift 
  action. When using manifest corruption, the riven 
  medium increases the DCs of his medium spells by 1, 
  gains a +2 morale bonus on Will saves, and becomes 
  immune to fear effects. The increase to save DCs also 
  applies to spells granted by spellcasting spirits such as the 
  archmage, not just the medium’s base spells. Whenever 
  he casts a spell that deals damage while using manifest 
  corruption, he can cause one creature that took damage 
  from the spell to also take 1 point of bleed damage. The 
  amount of bleed damage increases to 2 points at 5th 
  level and to 1d6 points at 13th level. Bleed damage from 
  this ability does not stack with itself, and bypasses any 
  damage reduction the creature might possess.
  A riven medium can use manifest corruption once per 
  day for 10 minutes per riven medium level. The riven 
  medium’s dark personality manifests until manifest 
  corruption’s duration expires, his magic is interrupted 
  (as with an antimagic field), or he expends another use 
  of his manifest corruption ability. When a riven medium 
  is in mortal peril, such as when combat starts, he must 
  
  10
  succeed at a Will save (DC = 20 + 1/2 his medium level) or manifest 
  his dark personality (which counts as a use of manifest corruption). 
  At 8th level, a riven medium can manifest corruption two times per 
  day; this increases to three times per day at 12th level, four times per 
  day at 15th level, and five times per day at 17th level. At 9th level, 
  the duration of manifest corruption is doubled. This ability replaces 
  the spirit bonus at 1st level and shared seance. 
  Vulnerability to Corruption (Ex): Because of the corruption 
  present within a riven medium, he is more susceptible to some 
  types of magic. A riven medium suffers a -4 penalty on Will saves 
  against effects cast by evil creatures. If the riven medium’s normal 
  personality is not evil, when he is affected by an effect that varies 
  depending on the target’s alignment, he is treated as either his 
  normal alignment or as evil, suffering the worst possible effect. For 
  example, a good-aligned riven medium is subject to both smite good 
  and smite evil effects.
  Protection Aura (Su): At 8th level, when using manifest 
  corruption, a riven medium projects a field which protects him. He 
  gains DR 5, as a psychicOA with the abomination discipline, changing 
  the type of DR each time manifest corruption is used. The DC of his 
  medium spells increases by 2 (instead of by 1). This ability replaces 
  the increase to spirit bonus at 8th level and propitiation. 
  Corruption Rising (Su): At 15th level, a riven medium’s corruption 
  becomes more prominent. When using manifest corruption, the DR 
  value increases to 10 and the DC of his medium spells increases by 3 
  (instead of by 1). This ability replaces trance of three.
  Corruption Ascendant (Su): At 20th level, a riven medium’s 
  corruption becomes ascendant in his soul. When using manifest 
  corruption, the DC of his medium spells increases by 4 (instead of 
  by 1), and the DR provided by protection aura requires two types 
  to overcome instead of one; for example, cold iron and magic. This 
  ability replaces astral beacon.
  Crusader arChetYpes
  While evil often seems ascendant in the face of an eldritch 
  invasion from beyond, there are certainly those who seek to 
  stand in the breach and drive back the forces of darkness. There 
  is no shortage of cavaliers, clerics, inquisitors, paladins, and 
  rangers devoted to driving back the tide of evil outsiders. Some 
  may represent the more jaded side of a crusade, where righteous 
  certitude has given way to moral compromise, like the vindictive 
  bastardAHH archetype or the low templarISWG prestige class, but 
  many hold true to their ideals. Any class specializing in thwarting 
  foes from the lower planes may find themselves drawn to 
  adventure into the heart of darkness, to seal the ruptured gates 
  that grant their enemies access to the mortal world and to throw 
  down the earthly tyranny established by their otherworldly foes.
  grail knight (paladin arChetYpe)
  Where the land is wracked and tormented by the hosts of hell 
  and the spawn of the pit, you see the hope for its healing and 
  redemption. The infestation of the infernal is a disease, a blight, 
  and you will expunge it through fire and sword in one hand, and 
  the gentle cup of purification and restoration in the other.
  Fiendfinder (Su): A grail knight is devoted to the cleansing 
  of a wounded land and purging it from the influence of a fiendish 
  race. She must select a single subtype of evil outsiders, such as 
  demons, devils, daemons, kytons, qlippoths, demodands, or oni. 
  She can detect outsiders of that type at will, as if she had cast detect 
  demonsDHH (though affecting her chosen subtype, if not demons). 
  Much as when using her detect evil ability, she can concentrate on 
  a single item or creature within 60 feet as a move action, gaining 
  information about that item or creature as if she had concentrated 
  for three rounds with detect demons. This replaces the mercy 
  normally gained at 3rd level.
  Landwarden (Ex): At 3rd level, a grail knight becomes inured to 
  the terrors and torments of her chosen wounded land, and an expert 
  on its dangers and how to survive there. She treats that wounded 
  land as her favored terrain, as the ranger class feature. The bonus 
  granted by this ability begins at +2 and increases by 1 for every 5 
  levels after 3rd; however, she does not gain additional types of 
  favored terrain. A grail knight gains immunity to any tainted plague 
  endemic to her chosen wounded land. This replaces divine health. 
  Celestial Channeling (Su): At 4th level, a grail knight can expend 
  two uses of her lay on hands ability to channel heavenly energies in 
  a manner similar to a cleric channeling positive energy, treating her 
  paladin level as her cleric level for this purpose. However, rather than 
  healing living creatures or damaging undead, she can instead heal 
  outsiders with the good subtype or to harm outsiders with the evil 
  subtype (as the Alignment Channel feat). For the purpose of this 
  ability, creatures with an aura of good, such as paladins and good-
  aligned clerics of good-aligned deities, are treated as outsiders with the 
  good subtype, and creatures with an aura of evil, such as antipaladins 
  designer’s note: the riven medium
  Nythria’s greatest and most gruesome accomplishment 
  was the secret room in which she stored hundreds of 
  faces stolen from both the living and the dead. Nythria’s 
  Shards of Memory describes in great detail the origin of 
  her most prized masks, sometimes the faces of monarchs 
  and other powerful dignitaries, and the painstaking care 
  she took to replenish supplies of fresh blood in which to 
  soak her treasures. Nythria donned a different face for each 
  assassination or spying mission she undertook, to the point 
  that glimpsing her own face in the mirror seemed strange 
  to her. Nythria insists in her memoirs that anyone capable 
  of casting steal face can curate such a collection, but boasts 
  that none will ever be as extensive as hers. The final lines of 
  the text mourn the loss of the collection, which will surely 
  wither and decay without her care.
  
  11
  and evil-aligned clerics of evil deities, are treated as outsiders with the 
  evil subtype. This replaces channel positive energy. 
  Fiendslayer (Ex): At 4th level, a grail knight has mastered 
  the art of battling her chosen subtype of evil outsiders and 
  driving them forth from her wounded land. She gains a +1 
  competence bonus on attack rolls, caster level checks, Will saves, 
  and Intimidate, Perception, and Sense Motive checks against 
  creatures of that subtype. This bonus also applies to the save 
  DC of spells, spell-like abilities, and supernatural abilities she 
  uses against her chosen subtype. This bonus increases by 1 for 
  every 4 levels after 4th. In addition, on the first successful attack 
  each round a grail knight makes against her chosen subtype, she 
  deals an additional 1d6 points of damage; this increases by 1d6 
  for every 4 levels after 4th. This replaces the use of smite evil 
  normally gained at 4th, 10th, and 16th level. 
  Holy Grail (Su): At 5th level, as a standard action a grail 
  knight can forge a consecrated bond with a cup, goblet, or chalice 
  inscribed with her holy symbol, infusing it with power for 1 
  minute per level. As long as it is infused with divinity, the grail 
  sheds light as a light spell, and the grail knight can perform the 
  following actions with it: 
  As a swift action, fill the cup with cool, refreshing water at will. 
  As a full-round action, she can fill the cup with holy water; this 
  holy water loses its virtue 1 round after leaving the grail, so it 
  cannot be stored for later use. 
  As a full-round action, she can fill the cup with water and expend 
  one use of her lay on hands ability while giving an ally a drink. When 
  rolling to see how many hit points of damage are healed by her lay on 
  hands ability, the grail knight can reroll all 1’s. 
  In addition, she can expend 1 minute of her grail’s duration as a 
  standard action to perform one of the following feats:
  Bless weapon: She can anoint her weapon, as if she had cast bless 
  weapon. 
  Bless the land: She can pour out water upon the land and bless 
  it, granting the effect of either consecrate or sacred spaceAPG for 1 
  hour. 
  Daylight: Increase the radiance shed by her grail to equal that of 
  a daylight spell. 
  Guard the helpless: As a swift action, she can grant the benefit of 
  sanctuary to herself and one adjacent ally. This effect persists until 
  the beginning of her next turn. If her ally is helpless, this sanctuary 
  effect persists until the ally is no longer helpless or until the grail 
  knight’s consecrated bond end. The save DC is Charisma-based. 
  Heal the land: She can pour out water upon the land and purge it 
  from impurities and the influence of fiends. This functions as dispel 
  magic against a single conjuration (creation) or transmutation 
  effect affecting the ground, water, or plant life within 30 feet, as 
  long as that effect was created by a creature with the evil subtype 
  or an aura of evil. The paladin uses her class level as her caster level 
  for this caster level check. This can dispel permanent effects but 
  cannot reverse instantaneous effects. 
  Living water: She can fill the trail with pure, live-giving water 
  that slakes hunger and thirst as well as healing damage. Drinking a 
  sip of this water is a move action that has the same effect as eating 
  a goodberry, and each time she uses this ability she creates enough 
  water for 2d4 sips. 
  Neutralize poison: She can use neutralize poison on any substance 
  poured into the grail. 
  Sacred shield: She can invoke an aura of holy force around the 
  grail. This protects her like the shock shieldUC spell, but if the shield 
  is dismissed the damage dealt is celestial energy that deals 2d4 
  points of damage to evil creatures, 1d4 to neutral creatures, and 
  no damage to good-aligned creatures (Reflex half). The save DC is 
  Charisma-based.
  Transmute potion: She can convert the spell effect of any potion 
  poured into the grail into a potion of any conjuration (healing) 
  spell of the same level or lower. The potion can then be consumed 
  (a potion can be poured into the grail and then consumed in the 
  same round as a full-round action) or poured back into its original 
  container (as a move action).
  The grail must be held in at least one hand to perform any of the 
  above abilities. This replaces the use of divine bond gained at 5th level.
  
  12
  Cup of Mercy (Su): At 6th level, a grail knight gains the ability 
  to enhance her lay on hands ability when giving an ally a drink 
  as a full-round action that provokes attacks of opportunity. In 
  addition, to the hit points healed by her lay on hands ability, she 
  may select any one mercy available to a 3rd-level paladin, granting 
  her ally that benefit as well. She may select a different mercy each 
  time she administers a cup of mercy. She does not gain mercies 
  when using lay on hands as a swift or standard action.
  At 12th level, she can apply the benefits of two mercies, choosing 
  from those available to a 9th-level paladin. If either mercy has a 
  prerequisite, she must choose the prerequisite as well. 
  At 18th level, she can apply the benefits of three mercies, 
  choosing from those available to a 12th-level paladin. If either 
  mercy has a prerequisite, she must choose the prerequisite as well. 
  This replaces the mercies normally gained at 6th, 12th, and 18th level.
  Divine Bond (Su): A grail knight gains this ability at 9th level, and 
  it functions as though she were 4 levels lower than her actual level. 
  She also can expend uses of this ability to activate her holy grail ability. 
  Celestial Censure (Su): At 9th level, a grail knight’s celestial 
  channeling becomes more potent against evil outsiders of her 
  chosen subtype (see fiendslaying) when her holy grail is in hand and 
  infused with divinity. Evil outsiders of this subtype are stunned for 
  1 round on a failed save against her celestial channeling, and those 
  whose Hit Dice are less than half her paladin level are banished 
  back to their home plane on a failed save. Outsiders whose Hit 
  Dice exceed the grail knight’s paladin level are immune to this 
  effect. This replaces the mercy normally gained at 9th level. 
  Consecrated Cup (Su): At 15th level, whenever a grail knight is in 
  combat with evil outsiders of her chosen subtype (see fiendslaying) and 
  her holy grail is in hand and infused with divinity, she is surrounded 
  by a specialized holy aura. The caster level of this effect is equal to her 
  paladin level and the save DC is Charisma-based; however, its effects 
  apply only against attacks and effects created by evil outsiders of her 
  chosen subtype. If she drops the grail, the holy aura persists until the 
  end of her next turn. If she regains her grip on the grail before that 
  time, the holy aura continues uninterrupted; otherwise, the effect 
  ends. This replaces the mercy normally gained at 15th level. 
  moon hoWler (summoner arChetYpe)
  Moon dogsB5 are steadfast opponents of evil, but cannot be 
  everywhere at once. They sometimes ally with other celestials to 
  combat fiends preying on innocent mortals on the Material Plane, 
  prowling by night against insidious invaders. They also sometimes 
  befriend young summoners who seem receptive to their approach, 
  granting them special abilities; these summoners are called moon 
  howlers. In return, moon howlers are expected to act for the cause of 
  good, and occasionally perform tasks for moon dogs when they ask for 
  assistance. Because moon dogs like to work in packs, they find a way 
  to ensure that moon howlers who are close to each other know who 
  they are, thus forming associations or organizations of moon howlers.
  Alignment: Any good. A moon howler who becomes non-good 
  loses this archetype, and cannot regain it unless he returns to his 
  former alignment and atones for his deeds (see the atonement spell 
  description).
  Diminished Spellcasting: A moon howler has one fewer spell slot 
  of each level than a regular summoner. If this reduces his number of 
  spell slots of a particular level to zero, he can cast spells of that level 
  only if his Charisma allows bonus spells of that level. This ability alters 
  the summoner’s spellcasting. 
  Eidolon: A moon howler’s eidolon must have the quadruped base 
  form, and at least somewhat resemble a moon dog. This ability alters 
  eidolon.
  Summon Monster (Sp): In addition to the normal choices a moon 
  howler has when using this spell-like ability, when using summon 
  monster VII, he may summon one moon dog instead. When using 
  summon monster VIII, he may summon 1d3 moon dogs, and when 
  using summon monster IX, he may summon 1d4+1 moon dogs. This 
  ability alters the summon monster spell-like ability. 
  Lick (Su): At 4th level, as a standard action, a moon howler can 
  lick a character to provide a cure light wounds effect to the target. 
  Alternatively, a moon howler can kiss quickly (peck) the target. At 8th 
  level, a lick may instead produce one of the following effects: neutralize 
  poison or remove disease. Caster level equals the moon howler’s level. 
  The cure light wounds effect is replaced by cure moderate wounds at 8th 
  level, by cure serious wounds at 12th level, and by cure critical wounds 
  at 16th level. The cure wounds spell-like ability is usable at will by the 
  moon howler, but can affect a given recipient only once per day; it 
  can only be used to heal, not to inflict damage. A lick that provides 
  the effect of neutralize poison or remove disease expends one use of the 
  moon howler’s summon monster spell-like ability. This ability replaces 
  shield ally, greater shield ally, and merge forms. 
  Bay (Su): At 6th level, as a standard action, a moon howler can 
  produce one of the following effects when he howls or barks. Each bay 
  is a sonic effect that functions as the spell of the same name (caster 
  level equal to the moon howler’s level) except as noted below. Save DCs 
  are 10 + 1/2 the moon howler’s level + the moon howler’s Charisma 
  modifier. A creature that successfully saves against one of these effects 
  is immune to that bay effect, created by that howler, for 24 hours. 
  Using bay expends one use of the moon howler’s summon monster 
  spell-like ability. The level at which these effects are gained is indicated 
  in parenthesis. The following effects, marked with a *, affect only evil 
  creatures. This ability replaces maker’s call, transposition, aspect, and 
  greater aspect.
  Scare (at 6th): As per the spell scare*.
  Fear (at 8th): As per the spell fear*. Alternatively, it can instead be 
  used to create a 15-ft.-radius spread centered on the moon howler.
  Holy Smite (at 8th): As per the spell holy smite, except range is close 
  (25 ft. + 5 ft./2 levels) rather than medium.
  Dismissal (at 10th): This effect works as per the spell dismissal, 
  except it targets one evil extraplanar creature. 
  Greater Fear (at 18th): As per the spell fear*, and the cone range is 
  60 feet. Alternatively, it can instead be used to create a 30-ft.-radius 
  spread centered on the moon howler.
  
  13
  Cursed arChetYpes
  One way to introduce a touch of horror into a wide variety of character 
  classes is to introduce the power of a curse to their history and heritage. 
  Characters that might otherwise have simply trained and studied to hone 
  their natural gifts and acquired skills are instead burdened with a glorious 
  or terrible purpose that cumbers their destiny. Many also acquire curses as 
  a result of living near lands where curses run rampant, be they realms of 
  Gothic-style horror or demon-haunted wastelands where the essence of 
  chaos and destruction rains down and taints all the lands nearby. These 
  curses might arise naturally, as an accident of birth, or may be brought 
  back by travelers, crusaders, or questing heroes back from the wars and 
  carrying with them all unknowing the insidious and pernicious blight that 
  will one day befoul their family tree. 
  This section presents an array of simple class archetypes to help 
  facilitate making accursed characters of many kinds, granting them 
  a curse equivalent to an oracle’s curse in place of some of 
  their traditional class features. All accursed archetypes 
  presented here also gain the following class features. 
  Acquainted with Sorrow (Ex): You are a magnet for 
  misfortune, taking a -1 penalty on saving throws against 
  curses and harmful emotion effects other than fear. 
  However, you gain a +1 bonus on saving throws against 
  compulsions (other than emotion effects) and fear. In 
  addition, you are quick to recognize curses, gaining a 
  +2 bonus on Knowledge or Spellcraft checks related to 
  curses, including identifying the true nature of cursed 
  magic items. 
  If you are a spellcaster, you add the following 
  spells to your list of spells known and your 
  class spell list: 1st-doom; 2nd-oracle’s 
  burdenAPG; 3rd-bestow curse; 4th-remove 
  curse; 5th-major curseUM. If these spells 
  are already on your class spell list at 
  a different spell level, you may use 
  the lower of the two spell levels to 
  prepare or cast them. This does 
  not alter their level for the purpose of 
  crafting magic items. 
  Impoverished (Ex): An accursed or 
  doomed character’s starting wealth as a 
  1st-level character is halved. 
  doomed druid (druid 
  arChetYpe) 
  Druids use the power of nature, but not all 
  such powers are benign. A druid often falls 
  under 
  a 
  curse, either as a price of power, or as a consequence of events. The 
  druids that fall under such curses are often headstrong individuals, 
  some being the nobility of druidic society, others with fey or monster 
  blood in their veins.
  Spells: A doomed druid is a spontaneous spellcaster rather than 
  preparing spells as a normal druid does. He uses Table 1: Doomed 
  Druid and Shaman Spells Known to determine how many spells 
  he knows of each level, choosing them from the druid spell list. At 4th 
  level and every even-numbered level thereafter he can choose to learn 
  a new spell in place of one he already knows of the same level. He loses 
  access to the spell being replaced and now can cast the new spell. He 
  can swap only a single spell at each level, and must choose whether to 
  swap a spell when he learns new spells for that level.
  A doomed druid uses Table 2: Doomed Druid and Shaman 
  Spells per Day to determine how many spells of each level he can 
  cast per day. He gains additional spell slots he can use each day based 
  on his Wisdom score.
  A doomed druid’s spellcasting otherwise follows the rules for 
  spontaneous spellcasters. This alters spells. 
  Cursed Defense (Ex): When carrying a 
  light load and not wearing armor, a doomed 
  druid adds his Wisdom bonus (if positive) 
  as a dodge bonus to his Armor Class and CMD. 
  This bonus is halved if the doomed shaman uses 
  any spell or effect that grants her an armor 
  bonus to AC. A doomed druid can use a shield 
  (other than a tower shield) in conjunction with 
  this ability. 
  Doomed Druid’s Curse (Su): A doomed 
  druid suffers under a oracle’s curse. All references 
  to the oracle class, spell list, or levels instead 
  apply to the druid equivalent. This replaces venom 
  immunity and timeless body. 
  Patron (Ex): A doomed druid has a witch’s patron 
  similar to that of a witch and adds the spells granted 
  by her patron to her list of known spells. This is 
  in addition to the “spells known” from Table 1: 
  Doomed Druid and Shaman Spells Known.
  doomed shaman (shaman 
  arChetYpe) 
  Shamans use the power of nature and the 
  spirits that inhabit it, but not all such powers 
  are benign. A shaman often falls under a curse, 
  either as a price of power, or as a consequence of 
  events. Such shamans often become heroes among 
  their people, combining elan and mystical ability. 
  Spells: A doomed shaman is a spontaneous 
  spellcaster rather than preparing spells as a 
  normal shaman does. He uses Table 1: Doomed Druid and 
  Shaman Spells Known to determine how many spells he knows of 
  each level, choosing them from the shaman spell list. At 4th level and 
  every even-numbered level thereafter he can choose to learn a new 
  spell in place of one he already knows of the same level. He loses access 
  
  14
  Table 1: Doomed Druid and Shaman Spells Known 
  Class 
  Level
  Spells Known
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9 
  1st 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  5 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  6 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  6 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  7 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  7 
  5 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  8th 
  8 
  5 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  9th 
  8 
  5 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  10th 
  9 
  5 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  11th 
  9 
  5 
  5 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  12th 
  9 
  5 
  5 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  13th 
  9 
  5 
  5 
  4 
  4 
  3 
  2 
  — 
  — 
  — 
  14th 
  9 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  15th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  2 
  — 
  — 
  16th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  17th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  18th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  2 
  1 
  19th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  3 
  2 
  20th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  3 
  3
  Table 2: Doomed Druid and Shaman Spells Per Day 
  Class
  Level
  Spells Per Day
  1
  2
  3
  4
  5
  6
  7
  8
  9 
  1st 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  4 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  5 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  6 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  6 
  4 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  6 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  6 
  6 
  4 
  — 
  — 
  — 
  — 
  — 
  — 
  8th 
  6 
  6 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  9th 
  6 
  6 
  6 
  4 
  — 
  — 
  — 
  — 
  — 
  10th 
  6 
  6 
  6 
  5 
  3 
  — 
  — 
  — 
  — 
  11th 
  6 
  6 
  6 
  6 
  4 
  — 
  — 
  — 
  — 
  12th 
  6 
  6 
  6 
  6 
  5 
  3 
  — 
  — 
  — 
  13th 
  6 
  6 
  6 
  6 
  6 
  4 
  — 
  — 
  — 
  14th 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  — 
  — 
  15th 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  — 
  — 
  16th 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  — 
  17th 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  — 
  18th 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  19th 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  20th 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  
  15
  to the spell being replaced and now can cast the new spell. He can swap 
  only a single spell at each level, and must choose whether or not to 
  swap a spell when he learns new spells for that level.
  A doomed shaman uses Table 2: Doomed Druid and Shaman 
  Spells per Day to determine how many spells of each level he can 
  cast per day. He gains additional spell slots he can use each day based 
  on his Wisdom score.
  A doomed shaman’s spellcasting otherwise follows the rules for 
  spontaneous spellcasters. This alters spells. 
  Nature’s Doom (Su): A doomed shaman gains an oracle’s curse, 
  treating her shaman level as her oracle level for all purposes. 
  Spirit Magic: A shaman adds her spirit magic spells to her list 
  of spells known, and at 4th level adds the spirit magic spells of her 
  wandering spirit to her list of spells known, but only for the current 
  day. She does not gain an additional spell slot of each level with which 
  to cast her spirit magic spells; however, she can cast her spirit magic 
  spells with any spell slot she has of the appropriate level. This alters 
  spirit magic. 
  Doomed Dodge (Ex): When carrying a light load and not wearing 
  armor or wielding a shield, a doomed shaman adds his Charisma 
  bonus (if positive) as a dodge bonus to his Armor Class. This bonus is 
  halved if the doomed shaman uses any spell or effect that grants her 
  an armor or shield bonus to AC. 
  aCCursed Bloodrager (Bloodrager 
  arChetYpe) 
  A bloodrager’s furious fighting style and magical power arises 
  from her tainted bloodline, but this power comes with a terrible 
  price. The same blood that fuels a bloodrager’s strength also 
  carries a curse. 
  Blood Curse (Su): An accursed bloodrager gains an oracle’s curse, 
  treating her bloodrager level as her oracle level for all purposes. 
  Bonus Feats: An accursed bloodrager gains one bonus feat at 6th 
  level but does not gain additional bonus feats thereafter. This alters 
  bonus feats.
  aCCursed investigator (investigator 
  arChetYpe) 
  An investigator seeks out secrets of many kinds, sometimes 
  uncovering lost lore or the answers to secrets that mortals were not 
  meant to know. That forgotten doom now dogs his every step as he 
  continues seeking the truth, carrying with him the bitter knowledge 
  that truth can definitely hurt. 
  Secret Curse (Su): An accursed investigator gains an oracle’s 
  curse, treating his investigator level as his oracle level for all purposes. 
  Effects of her curse that normally would be based on Charisma are 
  instead based on Intelligence for an accursed investigator. This 
  replaces poison lore, poison resistance, and poison immunity.
  aCCursed kinetiCist (kinetiCist arChetYpe) 
  Wielding the power of the elements, a kineticist’s power often 
  springs unbidden into being with maturity, but for others these 
  powers arise in response to some terrible psychic trauma. The effects 
  of such a traumatic unfolding of psychic power linger and taint body, 
  mind, and soul with a curse. 
  Kinetic Curse (Su): An accursed kineticist gains an oracle’s 
  curse, treating her kineticist level as her oracle level for all purposes. 
  Effects of her curse that normally would be based on Charisma are 
  instead based on Constitution for an accursed kineticist. 
  Utility Wild Talent: An accursed kineticist gains her first 
  utility wild talent at 3rd level, gaining additional wild talents every 
  3 levels thereafter. She can replace one of her utility wild talents 
  with a different wild talent of the same level or lower at 9th, 12th, 
  and 18th levels, rather than the levels normally allowed. This alters 
  wild talents. 
  aCCursed medium (medium arChetYpe) 
  A medium meddling with vengeful spirits leaves him open to 
  curses and obsessions of all kinds. Most mediums are able to 
  protect themselves with the help of their channelled spirits or 
  are able to rid themselves of unwanted power through an astral 
  trance, but some are too wound up in worldly affairs to be able to 
  free themselves this way. 
  Medium’s Obsession (Su): An accursed medium gains an oracle’s 
  curse, treating her mesmerist level as her oracle level for all purposes. 
  This replaces ask the spirits, astral journey and trance of three.
  aCCursed mesmerist (mesmerist arChetYpe) 
  A mesmerist sometimes must pay a price for his power, or for 
  breaking away from the individual or power that gave him power in 
  the first place. The cursed mesmerist operates under a curse or mental 
  block. Some spend their life hiding this from the public and their own 
  followers, others make it an ideal for others to emulate. 
  Mesmeric Doom (Su): An accursed mesmerist gains an oracle’s 
  curse, treating her mesmerist level as her oracle level for all purposes. 
  This replaces mental potency and glib lie.
  aCCursed oCCultist (oCCultist arChetYpe) 
  A occultist digs around in the dregs of the past, and sometimes finds 
  all kinds of nasty curses. Others are born under an unlucky star and 
  delved into occultism to find a possible cure.  
  Occult Curse (Su): An accursed occultist gains an oracle’s curse, 
  treating her occultist level as her oracle level for all purposes. Effects of 
  her curse that normally would be based on Charisma are instead based 
  on Intelligence for an accursed occultist. This replaces outside contact.
  
  16
  aCCursed psYChiC (psYChiC arChetYpe) 
  The powers of the mind are often honed through careful study, but 
  what is a gift for some is a nightmare for others, an inescapable 
  connection with every mind around them. This connection may 
  become more than just mental, binding them to the doom and 
  destiny of those they have contacted, and leaving them open to 
  the predations of shadowy figures of the psychic plane.
  Psychic Curse (Su): An accursed psychic gains an oracle’s curse, 
  treating her psychic level as her oracle level for all purposes. Effects of 
  her curse that normally would be based on Charisma are instead based 
  on Intelligence for an accursed psychic. 
  Phrenic Amplification: An accursed psychic gains her first 
  phrenic amplification at 5th level, gaining additional amplifications 
  every 5 levels thereafter. This alters phrenic amplification. 
  aCCursed sorCerer (sorCerer arChetYpe) 
  A sorcerer gains magic from his blood, but sometimes at a high 
  cost. The same blood that fuels the sorcerer’s magic can also 
  bring a curse. 
  Blood Curse (Su): An accursed sorcerer gains 
  an oracle’s curse, treating her sorcerer level as her 
  oracle level for all purposes. 
  Bloodline Feats: An accursed sorcerer gains 
  one bloodline feat at 2nd level but does not gain 
  additional bloodline feats thereafter. This alters 
  bloodline feats.
  aCCursed spiritualist 
  (spiritualist arChetYpe) 
  A spiritualist attracts the jealousy of other spirits, and 
  in turn learns to channel some of the power of their ire. 
  Spirit Curse (Su): An accursed spiritualist gains an 
  oracle’s curse, treating his spiritualist level as his oracle 
  level for all purposes. Effects of her curse that normally 
  would be based on Charisma are instead based on 
  Wisdom for an accursed spiritualist. This replaces fused 
  consciousness and call spirit.
  aCCursed summoner (summoner 
  arChetYpe) 
  A summoner makes pacts with otherworldly creatures. 
  For some, this requires a price, in the form of a curse. 
  Planar Curse (Su): An accursed summoner gains 
  an oracle’s curse, treating his summoner level as his 
  oracle level for all purposes. This replaces aspect and 
  greater aspect.
  aCCursed WitCh (WitCh arChetYpe) 
  A witch, mistress of curses, sometimes labors under a curse or 
  hex herself. This curse is intimately woven into the source of her 
  power, her patron might be an enemy of whoever cursed her or 
  the curse might be a magical mark or condition from her patron. 
  This is a witch archetype with an oracle’s curse. 
  Witch’s Curse (Su): An accursed witch gains an oracle’s curse, 
  treating her witch level as her oracle level for all purposes. Effects 
  of her curse that normally would be based on Charisma are instead 
  based on Intelligence for an accursed witch. 
  Certain martial-focused revelations and spells impair a witch’s 
  spellcasting. If she is using any revelation or spell that grants her 
  an armor or shield bonus, she has a 10% chance of spell failure 
  when casting a spell with a somatic component. This spell failure 
  chance stacks with any spell failure chance existing armor or shield. 
  Hex: An accursed witch gains her first hex at 1st level but does 
  not gain her next hex until 3rd level, gaining additional hexes 
  every 3 levels thereafter. This alters hex. 
  
  17
  Feats oF the Wounded 
  lands
  The following feats are designed for use in campaigns on the 
  border of a wounded land, a fallen nation corrupted and blighted 
  by chaos and evil and warped almost beyond recognition. Such 
  wounded lands may be relatively small, hidden canyons, valleys, or 
  caverns where a gateway to eldritch lands beyond leaches its taint 
  into the surrounding territory. In others, however, such breaches 
  have ruptured into full-blown cataclysms, unleashing entire 
  nations of roaring fiends and their corrupted minions. At the GM’s 
  option, the feats below may be available only to creatures dwelling 
  in such a wounded land, or at least in relatively close proximity, 
  such as a bordering crusader kingdom or lawless barbarian waste, 
  where characters might have been exposed to the physical, mental, 
  and spiritual corruption of raw and elemental hate. Alternatively, 
  they could be taught or passed down in secret societies or through 
  blasphemous rites in places where corruption lies hidden but the 
  sinister secrets nevertheless endure. 
  Absorb Violent Energies
  You are a walking, smoldering battery for hyper-lethal doses of flesh-
  rending, bone-shattering and soul-scorching power; those titanic 
  forces which ripple over you – and through you! – re-charge the god 
  within … even as they tear-apart every cell of your mortal being.
  Prerequisites: You may not be a hydrokineticist with cold blast.
  Benefit: You gain supernatural vulnerability to cold. This effect 
  is a one-time penalty; this effect does not stack (see Special, below). 
  Choose any one of the following:
  • 
  Damage reduction 1/–
  • 
  Fire resistance 5
  • 
  Electricity resistance 5
  • 
  Sonic resistance 5
  You gain the ability chosen. Whenever you take damage that is 
  partially or totally negated by use of this feat, you are treated as if 
  you had used the Gather Power class ability as a move action in the 
  previous round.
  If you possess the Incredible Hidden Power feat, you gain neither 
  the benefits nor the drawbacks of this feat while in your social identity.
  Special: You may gain this feat multiple times. Each time this 
  feat is chosen, you may choose a different type of energy resistance. 
  If you choose the same type of resistance, the effects of this feat 
  stack. If you possess this feat, you may select it again in lieu of any 
  utility wild talent or in place of a Dampened Versatility feat.
  Apocalyptic Survivor 
  You are the near-feral survivor of a corrupted apocalypse, 
  staying hidden in the shadows of a wounded land or escaping 
  into the questionable safety of the borderlands beyond. 
  Prerequisites: Stealth 1 rank, Survival 1 rank, native to a 
  wounded land or bordering territory
  Benefit: You gain a +2 bonus on saving throws against 
  disease and poison, and you have natural immunity to tainted 
  plagues in your native wounded land. You can contract such 
  diseases and even infect others, though you never manifest 
  symptoms yourself. You gain a +1 bonus on attack and damage 
  rolls with improvised weapons, and you gain a +1 bonus on 
  Stealth and Survival checks; this bonus is increased to +2 
  within your native wounded land or against evil outsiders, and 
  to +4 against evil outsiders within your native wounded land.
  Special: You must select this feat as a 1st-level character.  
  Awareness on Dark Winds
  While it is assuredly true that you are ‘territorial,’ you 
  have also laid claim to hunting-grounds which extend 
  from horizon to horizon. You possess the deadliest of 
  supernatural senses, capable of hearing the whispers of 
  certain terrible secrets upon the far-away breeze and of 
  stealing visions from those whom you stalk, cripple and 
  consume. With the blasphemous gifts given over by your 
  sample tainted plague
  Type disease (supernatural), contacted, ingested, or 
  inhaled; Save see below; Onset 1 day; Frequency 1/day; 
  Effect 1d6 Con and 1d6 Wis; Cure 2 consecutive saves. 
  In a wounded land, everything from the air you 
  breathe to the ground under your feet is infused with 
  primordial chaos, evil, and corruption. The simple act 
  of living in such an environment exposes travelers to a 
  wasting sickness that rots both body and mind with a 
  supernatural disease. A creature whose Constitution 
  damage equals its Constitution score is consumed by 
  rot from the inside out, its body reduced to moldering 
  filth 24 hours later. Taking Wisdom damage equal to a 
  creature’s Wisdom score causes that creature to become 
  insane (GM’s discretion as to type of insanity) even if the 
  Wisdom damage is later healed. 
  The save DC to resist a tainted plague varies depending 
  on a creature’s exposure to the wounded land. Creatures 
  exposed by physical contact alone can resist the tainted 
  plague with a successful DC 13 Fortitude save. The DC 
  increases to 15 for those who breathe the air of the 
  wounded land, and to 20 for creatures who eat or drink 
  anything native to the wounded land (unless they use 
  purify food and drink or similar magic first). A spell such 
  as life bubbleAPG grants complete protection from a tainted 
  plague. 
  
  18
  mighty patron, you are truly the most fearsome of all 
  predators, making your prey of all those who live. None 
  who have glimpsed the hidden rites or heard uttered the 
  forbidden lore of your order shall ever sleep safely again, 
  knowing that you listen in the blackness.
  Prerequisite: Senses of the Shrike feat; Track class 
  ability
  Benefit: You can hear your 
  name, your title or the name of 
  Pazuzu spoken aloud within a 
  range of 10 miles per character 
  level; you know the immediate 
  direction to – and the rough 
  distance toward – any sentient 
  creature 
  who 
  activates 
  your 
  Senses of the Shrike ability 
  within that range. You gain a 
  +2 bonus on Bluff, Knowledge, 
  Perception, Sense Motive, and 
  Survival checks against creatures 
  who have activated your Senses 
  of the Shrike ability, as well as 
  a +2 bonus on weapon attack 
  and damage rolls against them. 
  This bonus stacks with both the 
  favored enemy class feature and 
  the studied target class feature.
  In addition, any creature who 
  has spoken your name, your title 
  or the name of Pazuzu within the 
  last 24 hours is treated as your 
  though it were a studied target or 
  a member of your favored enemy 
  type – regardless of the creature’s actual type – for purposes 
  of the Quarry class ability, and you do not need to have 
  line of sight to the creature to denote it as your quarry. 
  Immediately upon hearing your Senses of the Shrike ability 
  activate, you may choose to mark the speaker in question.
  Once per day, if you consume some portion of a creature 
  who has activated your Senses of the Shrike ability within 
  the last 24 hours, you are able to clearly “see” the first 
  time your target heard or read either your name, your 
  title or the name of Pazuzu (your choice). You perceive 
  the circumstances of the moment in question with perfect 
  clarity, as if you were actually there, although you possess 
  only the power of sight and hearing in that moment (you do 
  not smell the area, for example). If you choose to perceive a 
  moment that did not occur – for example, if you attempted 
  to see the first moment that your opponent heard your 
  chosen name, and your opponent had never actually heard 
  it – then your attempt is wasted.
  Blazing Bolts Against the Darkness
  There are some apocalyptic battles – of shining & valorous 
  good versus the bleakest & most-repugnant of evil – which 
  might best be won while clad in heavy steel plate, arrayed with 
  massive blade & shield, shouting a thunderous challenge to the 
  pure forces of wickedness. Against 
  more subtle and pernicious foes, 
  however, especially those who 
  cloak themselves in shadows & lies 
  to prey upon the unwitting, then 
  you slay from the shadows.
  Prerequisite: Gray PaladinUI 
  archetype
  Benefit: You may freely select 
  – and gain – the Divine HunterUC 
  archetype 
  despite 
  losing 
  the 
  Aura of Justice class feature to 
  both archetypes along with the 
  alterations imposed upon your 
  Aura of Resolve.
  In addition, if you take at 
  least one paladin oath (as the 
  OathboundUM archetype) and also 
  take levels in the slayer, inquisitor, 
  or ninja class, the gunslinger class 
  with the Mysterious StrangerUC 
  archetype, your levels in those 
  classes stack with your paladin 
  levels for the purpose of your 
  smite evil class feature. Against 
  a target you smite, you can deal 
  precision damage, such as sneak 
  attack damage, even if the target 
  has concealment (but not total concealment). 
  This ability may also be of use with the Comprehend the 
  Corrupted Trait.
  Burning Thunder of Omnikinesis 
  From within the blazing heart of the storm, you can fold lightning 
  into a torrent of caustic, deep-stone chemicals; you may twist 
  glittering ice into raging steam & terrible flame; you may bend 
  the fundamental forces of the universe into alien shapes as you 
  desire and back again, as you see fit.
  Benefit: You may choose, as a free action, to take a -40 penalty 
  on all Stealth checks until the beginning of your next turn; during 
  this time, you illuminate the area around you as if you were 
  carrying a sunrod. You must be using this ability to Gather power.
  If you possess the Incredible Hidden Power feat, you may not 
  use any benefits of this feat while in your social identity.
  While this ability is active, whenever you use a feat, Trait, wild 
  talent, kinetic blast or kineticist class ability that deals acid, cold, 
  
  19
  electricity, or fire damage, you may change the damage dealt to one 
  of the other three energy types as a swift action. This changes the 
  descriptor of the effect, if any, to match the new energy type. Any 
  non-damaging effects remain unchanged unless the new energy 
  type invalidates them; such effects are subject to GM discretion. 
  You can use this ability a number of times per day equal to 3 + 
  your Constitution modifier.
  Note: If you are an Overwhelming SoulOA, an Elemental AsceticOA, or 
  otherwise use an ability score other than Constitution as your key ability 
  score of wild talents, you can instead use this feat’s benefit a number of 
  times per day equal to 3 + your relevant ability score modifier.
  You may always accept a single point of Burn as a free action to 
  use the benefit of this feat an additional time per day; in addition, 
  use of any ability which reduces the Burn cost of an effect – such 
  as Gather power, Internal Buffer, expending daily uses of Lay on 
  Hands or accepting a Blood Curse – may likewise obviate this cost.
  Special: If you are a suli, you may gain this as a bonus feat in 
  lieu of any utility wild talent or in place of a Dampened Versatility 
  feat. This technique is especially popular in conjunction with the 
  Absorb Violent Energies feat. 
  By Blackest Ink 
  Your power & potential have grown exponentially, for you have 
  unlocked the art of casting from the scribbles of arcane writing.
  Prerequisite: Kineticist class, character level 5th
  Benefit: You gain the ability to read scrolls and to cast 
  arcane spells from a scroll as if you had a caster level of your 
  class level -4. You can decipher all scrolls, using your Use 
  Magic Device skill in place of Spellcraft, and you do not need 
  to cast read magic in order to decipher a scroll. Furthermore, 
  you gain a +1 bonus to your Intelligence score for purposes 
  of determining the level of spell you can cast from a scroll; 
  this bonus increases by +1 at 10th level and every 5 levels 
  thereafter (to a maximum of +4 at 20th level).
  Special: This ability may always be selected in place of any 
  Dampened Versatility feat, and is thus is very popular with 
  those who possess the Black Mage archetype.
  Comprehend the Corrupted 
  You possess wisdom of such incredible & unerring acuity that you may 
  sense the bright spark of goodness – though buried deep, dormant & 
  perhaps long-silenced – hidden within the cold, stony heart of even 
  the most corrupt, vile and seemingly-irredeemable of villains.
  Prerequisite: Non-evil alignment, Sense Motive 3 ranks
  Benefit: Whenever a creature within 60 feet attacks you or an 
  ally, as a free action you can make a Sense Motive check, opposed 
  by that creature’s Bluff check. If your Sense Motive check succeeds, 
  you can determine whether the creature has the potential to be 
  swayed to your side by your actions, by your words, by outside 
  circumstance beyond your control or by some combination of 
  those factors. Creatures that are innately evil, such as evil undead, 
  antipaladins, evil clerics of evil deities, and creatures with the evil 
  subtype, are instantly revealed as such unless their alignment 
  aura is disguised by magic. You also can determine if a creature is 
  not evil but is under a charm or compulsion effect, or if a creature 
  is entirely mindless and driven only by instinctual urges.
  For creatures that do not fit into any of the above categories, 
  a successful check gives you a useful hunch or clue about the 
  creature’s motivations in attacking you, including a misguided 
  good-aligned creature, a lawful soldier simply following orders, 
  a case of mistaken identity, or even a case of the creature being 
  forced to attack under duress or blackmail. The specifics of what 
  is learned are up to the GM, but a successful check should provide 
  some useful insight. A failed check may mark the target as 
  suspicious but gives relatively little information. 
  You must have line of sight to the creature and be able to clearly 
  specify that creature, even if it is disguised, polymorphed, has 
  partial concealment, or otherwise is hiding its identity. You can 
  use this feat once per round as a free action. You also can use this 
  feat as a move action to reflect on the motivations of a creature 
  who attacked you or an ally within the past minute. 
  At the GM’s option, you also can use this feat to gain insight into 
  the motivations of a creature performing other types of actions 
  besides attacking, such as theft or breaking into a building. 
  Cruel Kiss of Thunder
  You are the violent tempest, the crackling whirlwind, the blistering 
  scream of the storm.
  Prerequisite: Antipaladin level 1st; Druid or Cityskin Warlock 
  with the Air or Weather Domain; Soul of Bloody Streets or Tidalwave 
  of Rot feat
  Benefit: You gain the rare cantrips of breeze and jolt as at-will 
  spell-like abilities. Your character level is the caster level for these 
  abilities; you may use Intelligence, Wisdom or Charisma (your 
  choice) to determine your concentration check bonus. You may 
  include both your antipaladin levels and your druid levels when 
  determining your caster level whenever you cast any divine spell 
  with the [air] or [electricity] descriptor; if you do so, the spell also 
  gains the [evil] descriptor.
  When using your touch of corruption, you may choose for half 
  of the damage to be dealt as electricity damage, similar to the effect 
  of a flame strike spell. If you do, a creature that fails a saving throw 
  against your cruelty is also blinded or deafened — your choice, as 
  per the spell blindness/deafness — for 1 round. At 11th level, the 
  duration increases to 1d4 rounds.
  All spells from the Djinni, Elemental (Air) and Stormborn 
  bloodlines are considered bloodline spells for purposes of Sorcerous 
  Damnation. You are also considered to have the Wind Mystery and 
  the Revelation class feature, and to be an Oracle of your class level, 
  for purposes of the Extra Revelation feat.
  Special: If you are a cityskin warlock with this feat, you may 
  choose the Empty Skies Over Bustling Streets feat in place of any 
  of the following antipaladin class abilities: channel negative energy 
  
  20
  (4th level), fiendish boon (5th level), aura of despair (8th level), aura 
  of vengeance/domination (11th level), aura of sin (14th level), aura 
  of depravity (17th level).
  Dark Force Adept
  Fear is the path to anger, to hate, to suffering... and to power. 
  Prerequisite: Non-good alignment; arcane pool, grit, ki, 
  panache, or touch of corruption class feature
  Benefit: You may freely spend ki points, arcane pool, grit, 
  panache, and daily uses of touch of corruption interchangeably, 
  using any of them in any combination to activate any power 
  which may be activated by any of the others.
  You gain access to the spell-like abilities below, similar to 
  those gained from the Sorcerous Damnation feat, which you 
  may activate by expending the listed amount of ki, arcane 
  pool, grit, or daily uses of touch of corruption. 
  Your character level is the caster level for these spell-
  like abilities, and you use Charisma to determine your 
  concentration check bonus. The saving throw against these 
  special spell-like abilities, if any, is equal to 10 + ½ your 
  character level + Charisma bonus.
  feather fall (self only), jump (self only) – 1 point
  telekinetic charge (self only) – 2 points
  haste (self only) – 3 points
  telekinesis – 4 points
  mythic hasteMA (self only) – 5 points
  Special: If you are a time thief, you may freely spend motes 
  of time interchangeably with the class feature pools normally 
  allowed for this feat. 
  Fiendfoe
  You are a practiced hunter of demons, devils, and all their unholy ilk. 
  Prerequisite: Knowledge (planes) 5 ranks
  Benefit: You gain a +2 bonus on Knowledge (planes) checks to 
  identify evil outsiders and their abilities, and on Spellcraft checks 
  to identify spells or spell-like abilities they cast (and at the GM’s 
  discretion, magic items they have created). This bonus also applies on 
  Sense Motive checks to sense enchantments created by evil outsiders 
  and on caster level checks you make against evil outsiders (including 
  checks to overcome spell resistance). You gain a +1 bonus on weapon 
  damage rolls, and this bonus is doubled if the evil outsider has damage 
  reduction that is not normally penetrated by whatever weapon you 
  are wielding. 
  Special: You may select this feat more than once. Its effects stack. 
  
  21
  Fierce Fiendish Brilliance
  Your fierce brilliance hides blasphemous secrets, profane 
  studies and the cruel heart of a stone-cold killer: by the power 
  of unspeakable blessings and grotesque sacrifices without 
  number, you have forged yourself into the most terrifying of 
  unarmed combatants: capable of breaking the body of your 
  opponent utterly with fist, claw & occult thunder … and then 
  of rending their tortured soul apart to feed.
  Prerequisite: Elemental AsceticOA archetype, see Special, below
  Benefit: You may freely gain the Dark ElementalistHA 
  archetype despite losing the Elemental Overflow class feature 
  to both archetypes.
  You may choose to use either your Intelligence score or your 
  Wisdom score, as you desire, to determine your damage with 
  wild talents, the DCs of all Constitution-based wild talents, 
  the durations of your wild talents with Constitution-based 
  durations, your bonus on concentration checks for all wild 
  talents, and any other class-related effects. 
  This choice is not set in stone, and may be changed at any 
  time without requiring an action: if you possess an Intelligence 
  of 18 – and a Wisdom of 16 – and you are the target of an 
  effect that increases you Wisdom by +4, for example, you 
  automatically use your Wisdom score until such time as the 
  effect is removed.
  Special: If you are the worshiper of an evil deity, you may 
  gain this ability as a Faith Trait rather than as a Feat. If you 
  do so, all abilities granted this feat and all of your wild talents 
  become divine in origin just as much as they are psychic; any 
  effect or special ability that resists either form of magic — such 
  as History of Heresy — is applied to all supernatural, spell or 
  spell-like effects that you create. In addition, you cannot use 
  any divine or psychic abilities unless you are in direct possession 
  of your deity’s favored weapon or an unholy symbol specific to 
  your dark faith. You are always considered to have your hands 
  free for purposes of Kinetic Blast, Gather Power and all other 
  kineticist class abilities as long as you are only holding the 
  favored weapon of your deity or an unholy symbol of your deity.
  In addition, you may never refuse any direct order from any 
  higher-level divine caster in service to your evil deity, up-to and 
  including such suicidal orders as performing a coup de grace 
  upon yourself and then voluntarily failing the Fortitude save. 
  You may not directly harm any divine caster who serves 
  the will of your dark god; if ordered to do so by a higher-level 
  divine caster in service to the faith, you may instead take 
  your own life. In addition, you may not deliberately speak 
  any lie to a higher-ranking divine caster in service to your 
  god, including bluffing, stating half-truths with the intent 
  to deceive, exaggerating, telling white lies or practicing 
  any other type of intentional misdirection; this restriction 
  applies to all forms of verbal, non-verbal, magical and 
  written communication.
  If you knowingly and willingly break this restriction, you 
  lose access to this Trait and your antipaladin abilities until 
  such time as you receive the benefits of an atonement spell 
  cast by a worshiper of your deity.
  Flesh of Many Skins
  When you gleefully abandon the form of your birth and dive 
  deep into the dark possibilities of other life, you can choose 
  to take the shape not of any rational form, but instead of that 
  strange, adaptive and incomplete proto-beast lurking beneath 
  sanity and echoing out of ages best buried and long forgotten. 
  You can, as you desire, become a tangled and incomplete mass 
  of interlocking organic parts: feathers, claws, jaws, membranes, 
  tentacles, half-formed serpents, strands of muscle-tissue, 
  flexible bones, exposed organs, coiled worms, oozing branches 
  and a myriad of other slick, incomplete components comprise 
  the slithering totality of your fluid form.
  Prerequisite: Wild shape class feature; non-good alignment
  Benefit: Whenever you use the wild shape ability, you may 
  choose to manifest your transformation not as any single 
  natural creature but rather as a “all/none.” This ability lasts 
  for 10 minutes per druid level, rather than 1 hour, as normal.
  When you enter this state, you initially choose one specific 
  form that you can otherwise adopt; thus, if you were a 4th level 
  druid, you could choose any one Small or Medium animal, as 
  per the beast shape I spell. For the remaining duration of this 
  wild shape ability, you may freely choose to spend one full-
  round action reshaping your body; upon doing so, you may 
  adopt any other form that is normally available to you via use of 
  your wild shape ability: thus, you could change from a Medium 
  size wolf into a Small-size horned owl as a full round action. 
  Thereafter, you could take the shape of a Small-size hunting 
  cat as another full round action, return to your wolf shape, or 
  choose any other form available to you. If you ever shift back to 
  your true form, your use of wild shape ends as normal.
  While in this form, you gain some of the benefits of a swarm 
  made up of Tiny creatures, and take only half damage from 
  slashing and piercing weapons. You are also immune to any spell 
  or effect that targets a specific number of creatures – including 
  single target spells such as disintegrate – although you gain no 
  immunity to mind-affecting spells. You can still be grappled 
  or bull rushed, and you may still enter a grapple or perform 
  grapple actions, but you cannot be tripped. In addition, you 
  do not deal swarm damage but instead attack and deal damage 
  with the normal attacks of your temporarily chosen form. 
  You also suffer a –10 penalty on saving throws against spells 
  or effects that affect an area, such as many evocation spells or 
  grenade-like weapons. If the area attack does not allow a saving 
  throw, you instead take double damage.
  In addition, while in this form normal animals and vermin do 
  not willingly approach within 30 ft. of you unless the animal’s 
  master makes a Handle Animal, Ride, or wild empathy check (DC 
  10 + your class level + your Wisdom score). Normal animals and 
  
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  vermin without a master — or without a master present — will 
  not willingly approach within 10 feet of you, becoming frightened 
  for 1 round (no save) if they begin their turn within this radius if 
  their Hit Dice are less than one-half your character level.
  Force-Focusing Oath 
  Those tempestuous, furious occult energies which you wield 
  are strange, untamed and fiendishly complex in their inhuman 
  obediences; such elemental spirits dance wordlessly to the 
  screams of your subconscious fears, regrets and unspoken 
  desires far more than they obey any sane or logical “rules”.
  Thus … as you live by a self-imposed code of honor, so your 
  depth of power grows.
  Benefit: You may take vows, much like a monk. Adherence 
  to these vows adds to your buffer rather than to your ki pool, 
  but the ability otherwise functions identically. Thus, if you 
  were a 12th level kineticist with a Vow of Silence, you would 
  possess a total buffer of four: two for being a kineticist of 11th 
  level or higher, plus two for your Vow.
  NOTE: Additional vows, especially those appropriate for 
  use with this feat, can be found in Gothic Grimoires: To Serve 
  a Prince Undying and the Gothic Campaign Compendium 
  from Legendary Games.
  Special: You may select this as a Dampened Versatility feat. 
  Heir to Power Unstable 
  Breathe in, flex. Hold. 
  The universe shudders.
  And then the crash.
  Even the still, eerie silence in the half-second before your 
  strike is made deadly, for you were born into a legacy of 
  madness, agony and vast occult thunder, gifted by blood and 
  brutal training alike with the raw potency to wrench-open 
  gaping holes in reality itself. Only those who share your name, 
  lineage and title may stand by your side with any safety: all 
  others who approach the eye of your storm are thrown down, 
  torn to jagged & smoldering shreds.
  Prerequisite: Kineticist 1st level, or rage or bloodrage class feature. 
  Benefit: Whenever you use the Gather Power class ability, 
  all Tiny or smaller unattended objects within 30 feet of you 
  – including all items weighing less than a pound such as 
  pebbles, coins, dried leaves, stray bits of litter, shreds of cloth 
  and individual sheets of paper – automatically roll or slide 10 
  feet toward you as if gently pulled. Ambient dust particles, 
  along with all airborne vapors, fogs and gases within the area 
  (30 ft.) are all likewise drawn 10 feet closer to you.
  Objects that enter your square in this way stop upon moving 
  just before contacting you and do not enter your space, though 
  effects that move on their own (such as a cloudkill spell) may 
  move into your space and harm you. 
  Held, wielded and attended objects are not affected in 
  this way, although a creature holding an item that otherwise 
  would be affected by your Gather Power may feel a slight tug.
  Depending on your Elemental Focus, your Expanded 
  Element and your choice of simple blast(s), the results of 
  your Gather Power ability may have additional effects, as 
  described here. Unless otherwise noted, these effects last as 
  long as you continue using Gather Power and continue until 
  the beginning of your next turn:
  – aether (telekinesis) and blood focus (hydrokinesis): Living 
  creatures within 30 feet feel pain and may bleed slightly from 
  eyes, ears, and nose. This deals no damage, but untrained 
  animals or similar non-sentient creatures with Intelligence 2 
  or less seek to leave the area unless controlled. Tiny droplets of 
  blood in the area flow or even drift through the air towards you. 
  – air blast (aerokinesis) and gravity blast (chaokinesis): Air 
  rushes towards you and flying creatures and objects within 30 
  ft. of you take a -4 penalty on Fly checks, and a -4 penalty to 
  CMD against combat maneuvers that would push them closer 
  to you, such as bull rush, drag, or reposition. Ambient dust 
  particles, airborne vapors and gases within the area are drawn 
  20 feet toward you instead of 10 feet.
  – cold blast (hydrokinesis) and negative blast (chaokinesis): 
  Small non-magical flames within 30 ft. of you are instantly 
  extinguished. An attended or held flame may be shielded from 
  this effect as an immediate action; otherwise, it is likewise 
  automatically extinguished. The ambient temperature within 
  30 ft. drops by one category (see Cold Dangers in Chapter 13 
  of the Pathfinder Roleplaying Game Core Rulebook) and a thin 
  but harmless layer of frost appears on all objects and creatures 
  within 10 feet of you.
  – earth blast (geokinesis): Unattended stone, brick, clay 
  and metal objects within 30 feet move 10 feet towards you; 
  objects weighing more than 5 pounds are unaffected, though 
  they may bend, warp, chip, inch or edge toward you slightly. 
  Unattended, non-magical glass sheets less than one inch thick 
  within the area crack; if contained in a light metal frame, such 
  glass objects may instead shatter completely as their frame 
  bends. Tiny or smaller unattended objects weighing less than 
  a pound that are composed primarily of stone, brick, clay or 
  metal are drawn 20 feet toward you instead of 10 feet.
  – electric blast (aerokinesis): All unattended metal objects 
  of up to 5 lbs. within the area move 20 ft. toward you; heavier 
  objects made primarily of metal or other conductive materials 
  may char, warp, melt or edge toward you slightly. Tiny or smaller 
  unattended objects weighing less than a pound that are composed 
  primarily of metal or other conductive materials are drawn a full 
  30 feet toward you instead of 10 feet. If you are in a modern or 
  sci-fi setting, all electrical lighting – including light-bulbs and 
  flashlights – flickers erratically within a 30-ft. radius; objects 
  such as cars, cellphones, computers and other more complex 
  objects with an electrical power source or electrical components 
  cease to function until the beginning of your next turn.
  
  23
  – fire blast (pyrokinesis): All non-magical flames within 30 feet 
  flare brightly for a moment, raising the level of illumination 
  by one step (see Vision and Light in the Pathfinder Roleplaying 
  Game Core Rulebook), then pull toward you before they are 
  extinguished when you stop using Gather Power. An attended 
  flame may be protected in some way as an immediate action; 
  otherwise, it is likewise extinguished. If all sources of light in 
  the area are extinguished in this way, you can be seen to shed 
  dim illumination in a 5-ft. radius until the beginning of your 
  next turn. The ambient temperature within 30 ft. rises by one 
  category (see Heat in Chapter 13 of the Pathfinder Roleplaying 
  Game Core Rulebook).
  – water blast (hydrokinesis; see also blood focus, above): All 
  standing liquids in a 30-ft. radius bulge, swell, and trickle 
  towards you as if flowing downhill. All unattended objects 
  in the area weighing less than 5 lbs. that contain, hold or 
  bear a total weight of liquid exceeding the empty mass of the 
  container move 10 feet toward you. Heavier objects holding 
  large masses of liquid may bend, warp, bulge or edge toward 
  you, as well. If you are outdoors and standing on dry ground 
  – unless you are in a desert or another unusually dry area – 
  one quarter-inch of standing water pools around your feet in a 
  10-ft. radius, drawn up from the soil; this dissipates naturally 
  with time, like rainwater.
  – wood blast (phytokinesis): All living plants in the area 
  bulge, growing by a fraction of a centimeter, all-but-
  imperceptibly. All unattended wooden objects of up to 5 lbs. 
  within the 30-ft. area move 10 ft. toward you. Living plants 
  in this area creak and bend towards you, while heavier loose 
  objects made primarily of wood may bend, warp, inch, or 
  edge toward you slightly. Tiny seeds, petals, twigs, leaves, or 
  smaller unattended objects weighing less than a pound that 
  are composed primarily of wood or living plant material are 
  drawn 20 feet toward you instead of 10 feet.
  Special: Any creature that is a member of your family 
  automatically succeeds on all saving throws against all kineticist 
  class abilities you use. Such a creature is likewise immune to 
  any energy damage you deal with kineticist class abilities and 
  receives damage reduction (/–) equal to twice its HD against 
  any physical damage you deal with kineticist class abilities.
  Incredible Hidden Power 
  By day, you walk streets and fields as an ordinary, mild-
  mannered mortal seemingly of no account, yet those walking 
  beside you do not guess at the grand miracles to which you 
  are heir. You seem innocuous and beneath notice, yet with the 
  merest twist of your will, reality bends unseen, and when you 
  call upon it, YOU HAVE THE POWER.
  Prerequisite: Kineticist 1st level, or rage or bloodrage class feature. 
  Benefit: You gain both the Dual Identity and Seamless Guise 
  class features of the VigilanteUI as well as the Transformation 
  Sequence ability of the Magical Child archetype. At 7th level, 
  you gain the Quick Change Social Talent; at 13th level, you 
  also gain the Immediate Change Social Talent.
  While in your social identity, you take a -4 penalty to your 
  Strength modifier for the purpose of Strength checks and 
  combat maneuver bonus, but gain a +2 bonus to Escape Artist 
  and Stealth checks. 
  If you possess the Elemental Overflow class feature, you are 
  always considered to be suppressing your Overflow while in your 
  social identity; the visual effects – and benefits – of your Overflow 
  do not automatically return when you use utility wild talents, 
  although you may not accept Burn while in your social identity.
  If you have the rage or bloodrage class feature, you lose 
  that class feature while in your social identity. However, 
  while in your social identity, you may spend rounds of rage or 
  bloodrage to trigger a special hidden rage that does not affect 
  your physical ability scores or Armor Class but allows you to 
  gain the benefits of any rage powers you possess as if you were 
  raging, as well as the bonus on saves vs. mind-affecting effects 
  normally gained from rage. If you have the ability to cast spells, 
  you also can expend 2 rounds of rage and increase the casting 
  time of a spell to a full-round action (or double the casting time, 
  if 1 round or greater) in order to conceal your spellcasting. By 
  taking your time and focusing in this way, you may attempt a 
  Bluff check with a +5 bonus against the Sense Motive of any 
  observer to convince them that you were just fidgeting and not 
  casting a spell. The DC of any concentration checks you make 
  while casting a spell in this way is increased by 5. 
  Special: This feat may be selected as a bonus feat for the 
  Dampened Versatility class feature.
  Initiate of Thanatokinesis 
  Power over the very energies of death and unlife, dancing like flickers 
  of cinder & ash upon your pale fingertips. There are more ways – 
  unnatural though they may be – to access the dark gifts of the corpse-
  born than mere heredity; by your deep scholarly studies, the fabled 
  Necromancy of Blood’s Path now lies within your living grasp.
  Prerequisite: By Blackest Ink; kineticist class; character level 5th
  Benefit: Choose any one necromancy spell whose spell level is no 
  higher than one-half your character level; this spell must have a total 
  casting time of one standard action or less. For example, if you were 
  a character of 12th level or higher, you could choose circle of death but 
  not create undead.
  You may, as a standard action, use this chosen spell as a spell-like 
  ability; you must accept one point of burn for every two levels of this 
  spell (rounded up). Thus, if you were a character of 6th level or higher, 
  you could gain use of animate dead as a spell-like ability; you would 
  need to accept two points of burn to activate this ability. 
  You cannot activate abilities granted by this feat while in 
  direct sunlight. 
  The DC for saving throws against all spell-like abilities granted by 
  this feat is equal to 10 + ½ your character level + your Constitution 
  modifier or your Intelligence modifier (your choice). You use your 
  
  24
  chosen modifier on concentration checks when using these abilities 
  and your character level as your caster level. All abilities gained from 
  this feat are subject to the limitations above; thus, abilities activated 
  in this way instantly cease their duration if you enter direct sunlight.
  Special: You may gain this feat multiple times. Each time you gain 
  this feat, you choose another necromancy spell of a level no higher than 
  one half your character level with a total casting time of one standard 
  action or less; you may also use this spell ability as described above.
  You may gain this ability in place of a Dampened Versatility feat, in 
  place of a Utility Wild Talent or in place of any Limited Versatility feat 
  of any type.
  Designer’s Note: This ability is particularly well-known amongst 
  Black Mages, and among those who serve the Horseman of the 
  Apocalypse, particularly the Horseman of War. 
  Redeemed Scoundrel 
  Battered and bruised by the worst excesses of your old life, 
  you possess no lack of sympathy for those souls still trapped 
  in a vicious circle of violence, debt, addiction and rage. 
  Prerequisite: Good alignment. 
  Benefit: You gain a +1 bonus on Bluff, Diplomacy, 
  Intimidate, and Sense Motive checks when dealing creatures 
  with a chaotic or evil alignment. This bonus is doubled to +2 
  when interacting with brigands, thieves, bandits, con artists, 
  criminals, and their ilk.
  In addition, you may select any two rogue class skills; 
  these are always class skills for you. In lieu of these class 
  skills, you may select a single rogue talent of your choice. 
  You must meet any prerequisites for that rogue talent, 
  and it cannot be a rogue talent that grants a bonus on 
  attack rolls, damage rolls, or Armor Class, nor one that 
  grants a combat feat, modifies sneak attack, or involves 
  using a weapon or unarmed strike.
  Rot Fiend
  You exult in burying your fangs in the living and the dead alike. 
  Prerequisite: Feasting fangs class feature.
  Benefit: You can gain viscera points from dealing damage 
  to a corporeal undead with your bite attack. If you are 
  incorporeal, you can gain viscera points from dealing damage 
  to an incorporeal undead with your bite attack.
  Normal: You only gain viscera points from dealing damage 
  to living creatures with your bite attack.
  Senses of the Shrike
  You have an unnerving power, much like your dark patron, to seek out 
  certain vile utterances upon the wind; you know who speaks your title 
  in vain or dares to whisper the blasphemous name of your master.
  Prerequisite: Divine caster with Pazuzu as a patron; this includes 
  clerics, druids, warpriests and other classes such as the Falconer of 
  Pazuzu, Mountebank, Singer of Praise or even a Roar of Rovagug 
  devoted to the King of Wind Demons
  Benefit: Choose a specific name and a specific title for yourself. 
  You gain the scent ability, but only with respect to sentient creatures 
  who have spoken this name, title or the name of Pazuzu aloud within 
  the last 24 hours. For each additional time a creature has spoken one 
  of those specific words aloud within the past 24 hours, their scent is 
  increased by one step: if your name, title or the name of Pazuzu is 
  spoken a second time, they have a strong scent; if it is uttered a third 
  time, they possess an overpowering scent. If you have line of effect 
  to a creature who possesses an overwhelming scent because of this 
  feat and are within 30 ft. of them, you are also considered to have 
  blindsight for that creature.
  Special: You may choose to alter this feat for a specific setting, 
  substituting a different evil deity or major background villain for Pazuzu.
  Sorcerous Damnation
  Your inherent magical abilities, drawn from a mysterious 
  legacy, are enhanced greatly by the pacts and sacrifices you 
  have made to the darkest of powers.
  Prerequisite: Antipaladin level 2nd, Eldritch Heritage
  Benefit: Add the first four bonus spells from your chosen 
  bloodline to your antipaladin spell list at the appropriate spell 
  levels.
  Thus, if you had the Shadow bloodline, you would add ray 
  of enfeeblement as a 1st level antipaladin spell and shadow 
  conjuration as a 4th level antipaladin spell; if you instead had 
  the Efreeti bloodline, you would add enlarge person as a 1st 
  level antipaladin spell, scorching ray as a 2nd level antipaladin 
  spell, fireball as a 3rd level antipaladin spell and wall of fire as a 
  4th level antipaladin spell.
  In addition, you may select a special sorcerous damnation 
  ability — see below — in place of any of the following 
  antipaladin class abilities: channel negative energy (4th 
  level), fiendish boon (5th level), aura of despair (8th level), 
  aura of vengeance (11th level), aura of sin (14th level), aura 
  of depravity (17th level). This special sorcerous damnation 
  replaces the appropriate antipaladin class ability.
  Sorcerous damnation abilities draw on the power of an 
  antipaladin’s touch of corruption. These abilities always 
  duplicate the effects of a single specific spell, chosen when the 
  sorcerous damnation is selected, and are spell-like abilities. 
  An antipaladin’s class level is the caster level for these 
  spell-like abilities, and she uses Charisma to determine her 
  concentration check bonus.
  All sorcerous damnation abilities have a minimum level 
  requirement to select them; an antipaladin who does not meet 
  this requirement cannot select that sorcerous damnation 
  ability. All sorcerous damnation abilities require the 
  antipaladin to expend daily uses of her touch of corruption to 
  activate the spell-like ability; the exact amount is listed after 
  the sorcerous damnation ability. The saving throw against an 
  
  25
  antipaladin’s sorcerous damnation spell-like ability, if any, is 
  equal to 10 + 1/2 the antipaladin’s class level + the antipaladin’s 
  Charisma bonus.
  Whenever 
  you 
  gain a new level 
  of 
  antipaladin, 
  you may chose to 
  keep 
  your 
  normal 
  antipaladin class ability 
  or to gain an appropriate 
  sorcerous damnation of 
  that level. For example, 
  upon reaching 5th 
  level, 
  you 
  might 
  choose to keep your 
  fiendish boon or to select 
  a spell such as scorching 
  ray or blur as your 
  sorcerous 
  damnation 
  ability; using this spell-
  like ability would cost 
  two uses of touch of 
  corruption. If you had the 
  Efreeti bloodline, as noted above, 
  you could instead select fireball as 
  your sorcerous damnation.
  You may always select a lower 
  level spell than the spell level 
  listed 
  for 
  your 
  sorcerous 
  damnation, if you desire; in 
  addition, you may always 
  select a sorcerous damnation 
  of a lower level. Once a 
  specific spell is chosen as 
  a sorcerous damnation 
  ability, it cannot be 
  changed from that slot.
  4th level Sorcerous Damnation
  - 1st level spell from your bloodline (1 touch)
  - any 1st-level sorcerer/wizard spell (2 touches)
  - 2nd level spell from your bloodline (2 touches)
  5th level Sorcerous Damnation
  - any 2nd level sorcerer/wizard spell (2 touches)
  - 3rd level spell from your bloodline (2 touches)
  8th level Sorcerous Damnation
  - any 3rd level sorcerer/wizard spell (2 touches)
  - 4th level spell from your bloodline (2 touches)
  - any spell from any class of 2rd level or lower (3 touches)
  11th level Sorcerous Damnation
  - any 4th level sorcerer/wizard spell (2 touches)
  - 4th level spell from your bloodline (1 touch)
  14th level Sorcerous Damnation
  - any 5th level sorcerer/wizard spell (2 touches)
  - 5th level spell from your bloodline (1 touch)
  - 6th level spell from your bloodline (3 touches)
  - any spell from any class of 3rd level or lower (2 
  touches)
  17th level Sorcerous Damnation
  - any 6th level sorcerer/wizard spell (3 touches)
  - 7th level spell from your bloodline (3 touches)
  Thrallborn
  You and your ancestors were enslaved by horrific 
  invaders from the lowest pits of the outer planes 
  and forced into servitude, yet you endured it all 
  despite their attempts to work you to death.
  Prerequities: Native to a wounded land or 
  bordering territory. 
  Benefit: You gain a +2 bonus on checks for any 
  one Craft, Perform, or Profession skill of your choice. 
  In addition, you are naturally immune to tainted 
  plague effects from your native wounded land, and 
  you gain a +2 bonus on saving throws against effects 
  that would cause you to become exhausted, fatigued, 
  nauseated, or sickened. However, you take a -2 penalty 
  on saving throws against mind-affecting effects used by evil 
  outsiders. 
  Special: You must select this feat as a 1st-level character. 
  Thrashing Heart of the Shockwave
  You hold true power, channeling raw and untamed energies that 
  cannot be constrained by mere flesh and blood.
  Prerequities: Antipaladin level 1st; Druid or Cityskin 
  Warlock with the Cruel Kiss of Thunder feat.
  Benefit: You gain all the benefits of the Dark 
  Force Adept feat. In addition, any creature blinded 
  or deafened by your touch of corruption also gains 
  vulnerability to electricity for as long as they remain blinded 
  or deafened. You likewise gain immunity to electricity effects 
  used by that creature for the same duration.
  In addition, you may freely deal one or more points of 
  Constitution damage to yourself, at any time, to add 2 uses 
  of touch of corruption to your daily allotment for each point 
  of damage you deal. This damage may not be reduced or 
  avoided in any way.
  Twisted Flesh
  You were once afflicted by a tainted plague, but rather than 
  bringing death you recovered with a strange alteration to your 
  physical form. 
  Prerequities: Con 13, native to a wounded land or 
  bordering territory. 
  
  26
  Benefit: You gain a +1 natural armor bonus to AC and also 
  gain energy resistance 2 against cold, electricity, and fire. 
  The hideous appearance of your corrupted and scarred flesh 
  also grants you a +2 bonus on Intimidate checks. However, 
  you take a -1 penalty on all other Charisma checks and 
  Charisma-based skill checks, and a -1 penalty on Fortitude 
  saves. You have natural immunity to any tainted plague 
  from your native wounded land. 
  Special: You must select this feat as a 1st-level character. 
  Warp Sense 
  You have trained in readiness against fiendish creatures who walk 
  between worlds to unleash their evil. 
  Prerequities: Knowledge (planes) 5 ranks, Sense Motive 5 ranks, 
  Spellcraft 5 ranks
  Benefit: Whenever a creature uses a spell or effect from the 
  conjuration (teleportation) subschool to appear within 60 feet of you, 
  you can attempt a Sense Motive check (DC 10 + the caster level of 
  the effect) as a free action to detect that teleportation. If successful, 
  you are not surprised by teleporting creature, you can always act in 
  the surprise round if there is one, and you gain a +4 bonus on your 
  initiative check if combat with the teleporting creature(s) begins 
  within 1 minute of noticing the teleportation.
  You can select one specific subtype of chaotic or evil outsider, such 
  as devils, demons, qlippoths, demodands, kytons, proteans, azatas, 
  or daemons. You are especially sensitive to teleportation used by 
  creatures of that subtype, gaining a +5 bonus on your Sense Motive 
  check to detect them.
  The DC to detect such teleportation is increased by 5 if the 
  teleporting creature is using nondetection, or by 10 if using mind blank 
  or a similar effect. 
  Warped Mind 
  Rather than being overwhelmed by mind-blasting distortions of 
  reality, you gain perverse clarity bordering on mad certainty from your 
  exposure to inhuman sights and impossible distortions of reality. 
  Prerequities: Wis 13, native to wounded land or a 
  bordering territory. 
  Benefit: You must use your Wisdom modifier instead of 
  your Dexterity modifier on initiative checks. You also gain a +1 
  bonus on Will saves, except those related to confusion or insanity; 
  you instead take a -1 penalty on such saving throws. A creature 
  attempting to read your mind or communicate with you by 
  telepathy becomes dazzled for 1d4 rounds unless it succeeds 
  on a Will save (DC 10 + 1/2 your character level + your Wisdom 
  modifier) as its perceptions are warped and distorted by the 
  strangeness of your subconscious thoughts. A creature failing 
  its saving throw by 5 or more is also confused (as the confusion 
  spell) for 1 round in addition to being dazzled for 1d4 rounds. 
  Creatures with the chaotic subtype are immune to this effect.
  Special: You must select this feat as a 1st-level character. 
   horror magiC items
  The following magic items are of particular use to characters 
  in horror campaigns, although they may prove valuable to 
  those who simply wish to emulate their powers.
  Razor Claw Guards  
  Aura faint conjuration; CL 5th
  Slot hands; Price 3,000 gp (normal), 5,000 gp (cold iron or 
  silver), 8,000 gp (adamantine);Weight 3 lbs.
  DESCRIPTION
  These simple black metal claws seem as though they were 
  design to fit onto the limbs of a humanoid. Any creature who 
  wears these on their hands gains a pair of claw attacks as primary 
  natural weapons. These claws deal 1d4 damage (1d3 damage 
  for small wearers) with a 19-20 critical threat range and a x2 
  critical multiplier. A creature can only wear one set of these on 
  their hands at a time, and razor claw guards can be enhanced as 
  though they were manufactured weapons, being treated as both 
  manufactured and natural weapons for the purpose of spells and 
  effects. A creature wearing a set of razor claw guards and a razor 
  mouthguard that have not already been enhanced can choose to 
  bond them, being able to enhance both sets as though they were 
  1 weapon. Doing so increases the cost of enhancing them by 50%, 
  and enhancements do not work if both sets are not worn together. 
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item, beast shape I; Cost 1,500 gp (normal), 
  2,500 gp (cold iron or silver), 4,000 gp (adamantine)
  Razor Mouthguard  
  Aura faint conjuration; CL 5th
  Slot face; Price 3,000 GP (normal), 5,000 GP (cold iron or 
  silver), 8,000 GP (adamantine); Weight 3 lbs.
  DESCRIPTION
  This black metal mouth guard fits easily into the mouth of a 
  humanoid. Any creature who wears this mouthguard gains a bite 
  attack as a primary natural weapon that deals 1d6 damage (1d4 
  damage for small wearers) with a 19-20 critical threat range and a 
  x2 critical multiplier. A creature can only wear one mouthguard at 
  a time, and a razor mouthguard can be enhanced as though it was a 
  manufactured weapon, being treated as both a manufactured and 
  natural weapon for the purpose of spells and effects. A creature 
  wearing a set of razor claw guards and a razor mouthguard that 
  haven’t already been enhanced can choose to bond them, being 
  able to enhance both sets as though they were 1 weapon. Doing so 
  increases the cost of enhancing them by 50%, and enhancements 
  do not work if both sets are not worn together.
  CONSTRUCTION REQUIREMENTS
  Craft Wondrous Item, beast shape I; Cost 1,500 gp (normal), 
  2,500 gp (cold iron or silver), 4,000 gp (adamantine)
  
  27
  mental 
  Corruptions 
  Insanity and madness are often featured in fantasy, 
  but in a campaign where corruption infuses all around 
  it, the idea of insanity takes a more central place. 
  However, the insanity described here is not the painful 
  real-world type of mental illness that can destroy lives 
  and families. Instead, the feats presented here are 
  intended to mirror the kind of fantastic madness that 
  one might see in fantasy fiction and film, representing 
  the seed of corruption springing into the mind of the 
  incautious or weak-willed who delves too deeply into 
  secrets man was not meant to know, or who has beheld 
  signs too awful and mind-shattering 
  to be comprehended. Someone with 
  this type of madness might believe 
  themselves the only sane person in 
  an insane world, now burdened with 
  a glorious purpose to give themselves 
  over to absolute obsession. 
  Bright-Burning Super-Sanity 
  They say that a mind is a terrible 
  thing to waste, but when the chips are 
  down and the darkness is closing-in 
  all around you, it can make a most-
  excellent rocket fuel. And honestly, 
  what has sanity ever done for you, 
  anyway?
  Prerequisites: 
  Class 
  ability 
  to 
  accept Burn; see Special, below
  Benefit: You may choose to reduce 
  the Burn cost of any ability you use by 
  one or more points. To do so, you must 
  choose – when activating your ability 
  – to willingly accept an additional 
  randomly-determined Bright-Burning 
  Super-Sanity effect, detailed on the 
  table below. If you choose to accept an 
  additional effect or additional effects 
  while activating an ability, the final 
  cost of your ability is reduced by one 
  point of Burn for each roll on the chart 
  below that you choose to make. 
  If you have the Heir to Power 
  Unstable feat, this is treated as 
  negating a point of Burn via the Gather 
  Power class ability for purposes of 
  that feat. In addition, you always add 
  the number of Bright-Burning Super-Sanity effects 
  (see below) currently affecting you to your Combat 
  Maneuver Bonus for any ability granted by that feat in 
  addition to adding your Burn total.
  This decision to reduce Burn cost in this way must be 
  made at the time your ability is activated, before the 
  result of your roll is known. Any effect gained in this 
  way lasts until your Burn is removed normally. 
  Special: You may select this feat in place of a 
  Dampened Versatility feat, in place of a Utility Wild 
  Talent or in place of any Limited Versatility feat of 
  any type. 
  This ability is often selected in conjunction with 
  the the Sharp-Edged Semi-Sanity feat and the 
  Narcokineticist Family Trait.
  
  28
  Table 3: Bright-Burning Super-Sanity chart (roll 1d20):
  d20
  Effect
  1
  You gain a random phobia (roll on the Random Phobia chart, below; you may gain this effect multiple 
  times but may not gain a single phobia more than once)
  2
  You lose all ability to speak any language except Protean
  3
  You become easily frustrated, bitter and irritable; any time you suffer more than your HD in hit points of 
  nonlethal damage, fail a Fortitude save, fail an attack roll or fail an unopposed check, you fly into a rage 
  – as per the spell, no save – for one minute. 
  4
  You can no longer recognize or distinguish between faces, voices, species or body-types, including those 
  of friends, family and enemies. 
  5
  You lose any immunity to fear you might possess and suffer an additional -4 penalty on all saves vs. fear.
  6
  You begin talking, laughing or singing to yourself. Loudly. You suffer a -10 penalty on all Stealth checks 
  (you may gain this effect multiple times; the effects stack as you quickly become louder and louder).
  7
  You become brutally honest. You suffer a -20 penalty on all Bluff checks and a -10 penalty on all Diplomacy 
  checks.
  8
  You are overwhelmed with crippling paranoia: you cannot receive the benefit from – nor attempt – the 
  Aid Another action, you are not considered to be an ally for purposes of flanking and you cannot willingly 
  accept assistance (including healing) from another creature.  
  9
  You must use a move action to Gather Power every round unless you are using a full-round action to Gather 
  Power. 
  10
  You gain a random obsession (roll on the Random Obsession chart, below; you may gain this effect 
  multiple times but may not gain a single obsession more than once)
  11-12
  You gain one point of Mind Burn (you may gain this effect multiple times)
  13
  Your alignment shifts by one step toward Chaotic Neutral for 24 hours (you may gain this effect multiple 
  times; if you are already Chaotic Neutral, re-roll)
  14
  You become easily overwhelmed, getting lost in flights of feedback-fueled panic; any time you suffer more 
  than your HD in hit points of lethal damage, fail a Reflex save or lose an opposed check, you are stunned (no 
  save) for 1d4 rounds. 
  15
  If you fail a saving throw against any mind-affecting effect, you can attempt a new saving throw at the 
  beginning of your next turn. If the save succeeds, that effect ends and you instead become confused – as 
  per the confusion spell – for a number of rounds equal to your hit dice. 
  16
  Your behavior becomes hideously and markedly inhuman; this affects your appearance, your posture, your 
  voice, your scent (due to sweat, drool and other bodily secretions & scents) and even the non-verbal sounds 
  and movements you make. At your choice, you become bestial, robotic & corpse-like, eerily elegant or in some 
  other way easily distinguishable as dangerous and unnatural; you cannot pass as a sane human, even with 
  magical effects such as veil. You suffer a penalty equal to twice your hit dice on all Charisma-based skill checks 
  and ability checks except Intimidate.
  17
  Your madness bleeds into the reality around you and becomes infectious: re-roll, and the nearest living 
  & sentient creature suffers the result. You may gain this effect multiple times.
  18
  You gain a +1 bonus on all Intimidate, Knowledge (arcana), Perception, and Use Magic Device skill 
  checks. You may gain the benefit of this effect more than once per day; this effect stacks, to a 
  maximum skill check bonus equal to your hit dice.
  19
  You gain use of the Madness Mantra feat.
  20
  Roll twice, taking both results
  No effect may be gained more than once per day, except as noted above; if you would otherwise gain the same effect a second 
  time, you instead take the closest available result, rounding down if your roll was 9 or lower & rounding up if your roll was 14 or 
  higher.
  
  29
  Table 5: Random Obsession (roll 1d20):
  d20 
  Type of Phobia
  1
  Gambling
  2
  Food
  3
  Alcohol
  4
  History, including anything over 50 years 
  old
  5
  Religious iconography
  6
  Attractive members of your own race/
  species
  7
  Puzzles, riddles and mazes
  8
  Personal hygiene
  9
  Art, including paintings and sculpture
  10
  Mechanically-complex objects, including 
  constructs
  11
  Your own reflection, including the sound of 
  your own voice
  12
  Lies, especially questions of self, truth & 
  identity
  13
  Cute animals
  14
  Architecture & plants
  15
  Novel tactile experiences, such as the feel 
  of silk
  16
  Counting, such as determining the number 
  of grains of rice poured in front of you
  17
  National pride & patriotism; usually 
  including majestic animals, such as lions 
  and eagles
  18
  Bad jokes
  19
  Exotic scents & smells
  20
  Roll twice, taking both results
  Obsession Note: If you observe or otherwise sense the 
  subject of your obsession, you must move closer to such 
  an object or substance if you are able, attempting to 
  hold and caress it; you may not make attacks against 
  a creature holding – or representing – such an object 
  or substance except to initiate an attempt to disarm or 
  hold them still. 
  You are automatically fascinated by the object of your 
  obsession, although this effect may be broken in any of 
  the normal ways.
  If left alone and to your own devices, you will indulge 
  in your obsession exclusively. For example, if you 
  possessed an obsession with religious iconography, you 
  might begin drawing holy symbols upon every available 
  surface – including your own bare skin – if given the 
  time and opportunity.
  Table 4: Random Phobias (roll 1d20):
  d20 
  Type of Phobia
  1
  GM’s choice of any object within 60 ft.
  2
  Fire
  3
  Cold (includes temperatures below 50 
  degrees Fahrenheit and all creatures with 
  the [cold] subtype) 
  4
  Electricity
  5
  Acid
  6
  Loud noise (including firearms, modern-era 
  equipment, the sound of thunder, music, 
  musical instruments and any creature 
  capable of dealing sonic damage)
  7
  Authority figures, including judges & city 
  watch
  8
  Darkness
  9
  Bright light
  10
  Solitude
  11
  One item from the Random Obsession 
  chart, below; you may not thereafter gain 
  it as an obsession. You may gain this effect 
  multiple times, re-rolling on the chart below 
  each time.
  12-13
  Dead things (includes undead)
  14-15
  Sharp objects (includes anything capable of 
  dealing slashing or piercing damage)
  16
  All living, sentient members of a different 
  race/species 
  17
  Snakes (includes anything with serpentine 
  features)
  18
  Bugs (includes anything with insect-like or 
  arachnid features)
  19
  Clowns, toys and similar objects
  20
  Roll twice, taking both results
  Phobia Note: You must stay at least 5 feet away from the 
  source of your terror; you may not choose to move closer 
  to such an object, creature or substance if it is within 20 ft. 
  If you come into physical contact with the object of your 
  horror, you are nauseated (no save).
  
  30
  Narcokineticist 
  Better living through psycho-chemistry? With a mere 
  twist of will, you can knock the doors of perception 
  clear off their rusty hinges and scrub your third eye to a 
  crystal-shining gleam. Only when you need plenty of raw 
  power – and fast! – and don’t care too much about the 
  side-effects, of course. It’s not habit-forming.
  Benefit: Whenever you roll for a random Bright-
  Burning Super-Sanity effect, you may additionally 
  choose to roll 1d8 on the following chart:
  Blood Sap: You gain a +1d4 alchemical bonus to 
  Strength and a +1d3 alchemical bonus Dexterity for 30 
  minutes; after, you are slowed (as per the spell slow) for 
  1d3 hours
  Daemon Seed: You gain a +1d4 profane bonus to saves 
  and skill checks and a +1d6 profane bonus to one skill 
  for one hour; in addition, there is a 15% chance – at the 
  end of that hour – that you suffer from both blindness 
  and deafness for the next hour
  Opium: You gain +1d8 temporary hit points and a +2 
  alchemical bonus on all Fortitude saves; you also suffer 
  from fatigue for the duration of this hour
  Silvertongue: You gain a +1d2 alchemical bonus to 
  Charisma for one hour and a +2 alchemical bonus on all 
  saves against mind-affecting effects for 1d4 hours
  Starspore: You gain darkvision with a range of 60 
  feet, the ability to see invisible creatures – as the see 
  invisibility spell – and vulnerability to sonic damage for 
  one hour
  Zerk: You gain a +1 alchemical bonus to initiative and 
  a +1d4 alchemical bonus to Strength for one hour, and 
  You are treated as if you had just consumed a single 
  dose of Strange FluidsNLFS
  Roll 1d6 twice, taking both results
  Special: You may select this feat in place of a Dampened 
  Versatility feat, in place of a Utility Wild Talent or in 
  place of any Limited Versatility feat of any type. 
  Sharp-Edged Semi-Sanity 
  You have a little more control over your dive into 
  madness than most. Of course, just a little control can 
  be a very, very dangerous thing.
  Benefit: Any time that you roll for a random Bright-
  Burning Super-Sanity effect, you roll twice; after the 
  results are seen, you may freely select either roll. Once 
  per day, you may discard both such results and instead 
  choose a 16.
  Special: You may select this feat in place of a 
  Dampened Versatility feat, in place of a Utility Wild 
  Talent or in place of any Limited Versatility feat of 
  any type.
  
  31
  OPEN GAME LICENSE Version 1.0a
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  terms herein and fail to cure such breach within 30 days of becoming aware of the breach. 
  All sublicenses shall survive the termination of this License.
  14. Reformation: If any provision of this License is held to be unenforceable, such provision 
  shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a  © 2000, Wizards of the Coast, Inc.
  Corrupted Classes © 2016, Legendary Games; Author Clinton J. Boomer, Jason Nelson, Carl 
  Cramer, N. Jolly, and Julian Neale.  
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  The Hypertext d20 SRD. © 2004, Jans W Carton.
  Pathfinder Player Companion: Demon Hunter’s Handbook © 2013, Paizo Publishing, LLC; 
  Authors: Philip Minchin, F. Wesley Schneider, and Jerome Virnich.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, James Jacobs, Steve Kenson, Hal Maclean, Rob McCreary, Erik 
  Mona, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, 
  James L. Sutter, Owen Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, Brian Cortijo, Adam Daigle, Mike Ferguson, Joshua J. Frost, James Jacobs, Rob 
  McCreary, Erik Mona, Sean K Reynolds, F. Wesley Schneider, Lisa Stevens, James L. Sutter, 
  and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Author: Wolfgang 
  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal Maclean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, Jesse Benner, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, 
  Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy 
  Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 5 © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse 
  Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin 
  Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James 
  Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen 
  Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwartz, 
  Mark Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Game Mastery Guide. © 2010, Paizo Publishing, LLC; Authors: 
  Cam Banks, Wolfgang Baur, 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 Scot, Doug Seacat, Mike Seliker, Lisa 
  Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game NPC Codex. © 2014, Paizo Publishing, LLC; Authors: Jesse 
  Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, 
  Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Publishing, LLC; Lead 
  Designer: Jason Bulmahn; Authors: John  Bennett, Logan Bonner, Robert Brookes, Jason 
  Bulmahn, Ross Byers, Adam Daigle, John Compton, Jim Groves, Thurston Hillman, Eric 
  Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Thomas M. Reid, Alex Riggs, F. Wesley Schneider, Robert Schwalb, 
  Mark Seifter, Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.; Authors: Dennis 
  Baker, Jesse Benner, Ross Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim 
  Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, 
  Robert Schwalb, Mark Seifter, and Russ Taylor.
  Pathfinder Roleplaying Game: Ultimate Campaign. © 2013, Paizo Publishing, LLC; Authors: 
  Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, 
  Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, 
  Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. 
  Sutter, Russ Taylor, and Stephen Townshend.
  Pathfinder Roleplaying Game Ultimate Combat © 2011, Paizo Publishing, LLC; Lead 
  Designer: Jason Bulmahn; Designers: Dennis Baker, Jesse Benner, Benjamin Bruck, Brian 
  J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom 
  Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic © 2011, Paizo Publishing, LLC; Lead Designer: 
  Jason Bulmahn; Designers: Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, 
  Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with 
  Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR.
  
  32
  valor 
  or villainY? 
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SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Righteous Crusade/Corrupted Classes.pdf