TEXT: i
  
  Author: Michael Mazur
  Editors: Tom Capor, Selene Parkhurst, Lisa McKinney
  Layout Assistance: Keith Davies
  Cover and Title Art: Jessica Cohen
  Interior Art: Jeff Moore
  Compatibility with the Pathﬁnder Roleplaying Game requires the Pathﬁnder Roleplaying Game from Paizo
  Publishing, LLC. See http://paizo.com/pathﬁnderRPG for more information on the Pathﬁnder Roleplaying
  Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathﬁnder is a registered trademark of Paizo Publishing, LLC, and the Pathﬁnder Roleplaying Game and the
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte
  Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathﬁnder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  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.
  
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (”Wizards”). All Rights Reserved.
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  Artiﬁcer
  Not all spellcasters rely on their own power, or the
  power of the gods. Artiﬁcers are those who study the
  magic of item creation and enhancement, specializ-
  ing in magic of warding, physical creation, or physi-
  cal alteration. Skilled crafters and item creators, arti-
  ﬁcers also learn to use alchemical and magical gear to
  greatly expand their options. The study of this path
  leaves the artiﬁcer always building and creating, con-
  stantly seeking out new ideas and designs to perfect.
  Some adventure to test their inventions, and others,
  to ﬁnd inspiration for their creations.
  Role:
  Artiﬁcers are skilled spellcasters and item
  users, who use a variety of tricks to support their
  party.
  Their spells lack the means to attack their
  foes, but can radically alter the battleﬁeld, enhance
  the blades of their allies, or use alchemical and magi-
  cal items. Artiﬁcers can also become skilled trapﬁnd-
  ers, using their knowledge of mechanics and magic
  to easily locate and disarm obstacles.
  Alignment: Any
  Hit Die: d6
  Spells Per Day by Spell Level
  Lv
  BAB
  Fort
  Save
  Ref
  Save
  Will
  Save
  Vitriol
  Toss
  Special
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1st
  +0
  +0
  +0
  +2
  +0
  Cantrips, Item
  Familiarity, Trapﬁnding
  3
  –
  –
  –
  –
  –
  –
  –
  –
  2nd
  +1
  +0
  +0
  +3
  +1d4
  Blueprints, Gadgeteer
  4
  –
  –
  –
  –
  –
  –
  –
  3rd
  +1
  +1
  +1
  +3
  +1d4
  Bonus Feat
  5
  –
  –
  –
  –
  –
  –
  –
  –
  4th
  +2
  +1
  +1
  +4
  +2d4
  –
  6
  3
  –
  –
  –
  –
  –
  –
  –
  5th
  +2
  +1
  +1
  +4
  +2d4
  Advanced Learning,
  Bonus Feat
  6
  4
  –
  –
  –
  –
  –
  –
  –
  6th
  +3
  +2
  +2
  +5
  +3d4
  –
  6
  5
  3
  –
  –
  –
  –
  –
  –
  7th
  +3
  +2
  +2
  +5
  +3d6
  Advanced Learning
  6
  6
  4
  –
  –
  –
  –
  –
  –
  8th
  +4
  +2
  +2
  +6
  +4d6
  –
  6
  6
  5
  3
  –
  –
  –
  –
  –
  9th
  +4
  +3
  +3
  +6
  +4d6
  Advanced Learning
  6
  6
  6
  4
  –
  –
  –
  –
  –
  10th
  +5
  +3
  +3
  +7
  +5d6
  –
  6
  6
  6
  5
  3
  –
  –
  –
  –
  11th
  +5
  +3
  +3
  +7
  +5d6
  Advanced Learning,
  Gadget Mastery
  6
  6
  6
  6
  4
  –
  –
  –
  –
  12th
  +6
  +4
  +4
  +8
  +6d6
  –
  6
  6
  6
  6
  5
  3
  –
  –
  –
  13th
  +6
  +4
  +4
  +8
  +6d8
  Advanced Learning
  6
  6
  6
  6
  6
  4
  –
  –
  –
  14th
  +7
  +4
  +4
  +9
  +7d8
  –
  6
  6
  6
  6
  6
  5
  3
  –
  –
  15th
  +7
  +5
  +5
  +9
  +7d8
  Advanced Learning
  6
  6
  6
  6
  6
  6
  4
  –
  –
  16th
  +8
  +5
  +5
  +10
  +8d8
  –
  6
  6
  6
  6
  6
  6
  5
  3
  –
  17th
  +8
  +5
  +5
  +10
  +8d10
  Advanced Learning
  6
  6
  6
  6
  6
  6
  6
  4
  –
  18th
  +9
  +6
  +6
  +11
  +9d10
  –
  6
  6
  6
  6
  6
  6
  6
  5
  3
  19th
  +9
  +6
  +6
  +11
  +9d10
  Advanced Learning
  6
  6
  6
  6
  6
  6
  6
  6
  4
  20th +10
  +6
  +6
  +12
  +10d10
  –
  6
  6
  6
  6
  6
  6
  6
  6
  5
  
  Starting Wealth: 4d6 x 10 gp (average 140 gp.) In
  addition, each character begins play with an outﬁt
  worth 10 gp or less.
  Class Skills: The artiﬁcer’s class skills are Appraise
  (Int), Craft (Int), Diplomacy (Cha), Disable De-
  vice (Int), Escape Artist (Dex), Knowledge (all skills
  taken individually) (Int), Linguistics (Int), Perception
  (Wis), Profession (Wis), Sense Motive (Wis), Sleight
  of Hand (Dex), Spellcraft (Int), and Use Magical De-
  vice (Cha).
  Skill ranks per level: 4 + Int modiﬁer.
  Class Features
  All the following are class features of the artiﬁcer.
  Weapon and Armor Proﬁciency:
  The artiﬁcer is
  proﬁcient in light armor, all simple weapons, the
  hand crossbow, and the repeating crossbow. An ar-
  tiﬁcer can cast artiﬁcer spells while wearing light ar-
  mor without incurring the normal arcane spell failure
  chance. Like any other arcane spellcaster, an artiﬁ-
  cer wearing medium or heavy armor incurs a chance
  of arcane spell failure if the spell in question has a
  somatic component.
  A multiclass artiﬁcer still in-
  curs the normal arcane spell failure chance for arcane
  spells received from other classes.
  Spells: An artiﬁcer casts arcane spells, which are
  drawn from the artiﬁcer spell list. Like a sorcerer,
  they can cast any spell they know without preparing
  it ahead of time. When an artiﬁcer gains access to a
  new level of spells, they automatically know all the
  spells for that level given on the artiﬁcer’s spell list.
  Artiﬁcers also have the option of adding to their exist-
  ing spell list through their advanced learning ability
  as they increase in level (see below).
  To cast a spell, an artiﬁcer must have an Intelligence
  score of 10 + the spell’s level. The Difﬁculty Class
  for a saving throw against an artiﬁcer’s spell is 10
  + the spell’s level + the artiﬁcer’s Intelligence modi-
  ﬁer. Like other spellcasters, an artiﬁcer can cast only
  a certain number of spells of each spell level per day.
  Their base daily spell allotment is given on the ar-
  tiﬁcer’s class table. In addition, they receive bonus
  spells per day if they have a high Intelligence score.
  Cantrips:
  Artiﬁcers know all cantrips, or 0-level
  spells, as listed on their spell list. These spells are
  cast like any other spell, but they do not consume
  any slots and may be used again.
  Trapﬁnding: An artiﬁcer adds 1/2 their level to Per-
  ception skill checks made to locate traps and to Dis-
  able Device skill checks (minimum +1). An artiﬁcer
  can use Disable Device to disarm magic traps.
  Item Familiarity: Artiﬁcers automatically succeed on
  all Use Magic Device checks when using an item they
  created.
  Blueprints (Ex): An artiﬁcer of 2nd level or higher
  is able to make blueprints of spells in order to help
  make magical items. If given an hour of study and
  suitable writing materials, an artiﬁcer can create a
  blueprint from a scroll, wizard’s spellbook, or item
  that required that spell to make.
  Once created, a
  blueprint may be used to fulﬁll the requirement of
  casting a spell for the crafting of a magical item.
  Blueprints are not consumed on use, and may be
  used by any artiﬁcer of 2nd level or higher.
  Gadgeteer (Ex): At 2nd level, an artiﬁcer has be-
  come adept at the use of all sorts of alchemical and
  magical items.
  Whenever the artiﬁcer uses an al-
  chemical or magical item with a saving throw DC,
  that DC is the item’s base DC, or 10 + 1/2 the ar-
  tiﬁcer’s level + the artiﬁcer’s intelligence modiﬁer,
  whichever is higher.
  Vitriol Toss (Ex): Starting at 2nd level, an artiﬁcer’s
  attacks with damaging alchemical items, such as al-
  chemist’s ﬁre or acid, deal extra damage on a direct
  hit. This extra damage is 1d4 at 2nd level, and in-
  creases by 1d4 every two artiﬁcer levels thereafter.
  At 7th level the damage dice increase to d6s, to d8s
  at level 13, and d10s at level 17. Should the artiﬁ-
  cer score a critical hit with an alchemical item, this
  extra damage is not multiplied. Vitriol Toss only in-
  creases the damage dealt on a direct hit, and does
  not increase splash damage.
  Bonus Feat: At 3rd and 5th level, an artiﬁcer may
  take any item creation feat as a bonus feat. The arti-
  ﬁcer must still meet the prerequisites for this feat.
  Advanced Learning:
  Representing the results of
  study and experimentation, at 5th level and every 2
  artiﬁcer levels thereafter, an artiﬁcer may add a new
  spell to their spell list. The spell must be a wizard
  spell of the abjuration or transmutation school, and
  of a lower level than that of the highest-level artiﬁcer
  spell the artiﬁcer already knows. Once a new spell
  is selected, it is forever added to that artiﬁcer’s spell
  list and can be cast just like any other spell on the
  artiﬁcer’s list.
  Gadget Mastery: At 11th level, the artiﬁcer has per-
  fected the use of magical items. Whenever the ar-
  tiﬁcer uses a magical item that produces a spell or
  spell-like effect with a caster level, the caster level of
  that effect is the artiﬁcer’s level or the magical item’s
  caster level, whichever is higher.
  
  Artiﬁcer Spell List
  The artiﬁcer may cast any spell they know from their
  spell list, and automatically know all spells of levels
  they are able to cast.
  The artiﬁcer’s spell list, be-
  low, includes spells from the Pathﬁnder Roleplaying
  Game Core Rulebook, and the Pathﬁnder Roleplaying
  Game Advanced Player’s Guide (marked APG). Addi-
  tional spells from other books can be added to the
  Artiﬁcer Spell List at the GM’s discretion, but such
  spells need to be carefully considered. Unlike other
  spellcaster classes, each spell added is a boost to the
  class’s power, due to the artiﬁcer not having a limit
  on spells prepared or spells known. Instead, spells
  from other books should be added to an individual
  artiﬁcer’s spell list through their Advanced Learning
  class feature.
  0-Level Artiﬁcer Spells (Cantrips)
  Acid Splash: Orb deals 1d3 acid damage.
  Arcane Mark: Inscribes a personal rune on an object
  or creature (visible or invisible).
  Detect Magic: Detects all spells and magic items
  within 60 ft.
  Light: Object shines like a torch.
  Mage Hand: 5-pound telekinesis.
  Mending: Makes minor repairs on an object.
  Open/Close: Opens or closes small or light things.
  Read Magic: Read scrolls and spellbooks.
  SparkAPG: Ignites ﬂammable objects.
  1st-level Artiﬁcer Spells
  Alarm: Wards an area for 2 hours/level.
  Animate Rope: Makes a rope move at your com-
  mand.
  BreakAPG: Gives an object the broken condition.
  Burning Disarm: A metal object instantly becomes
  hot possibly causing the wielder to drop it or take
  damage.
  Crafter’s FortuneAPG: Subject gains +5 on next Craft
  check.
  Detect Secret Doors: Reveals hidden doors within 60
  ft.
  Erase: Mundane or magical writing vanishes.
  Floating Disk: Creates a 3-ft.-diameter horizontal
  disk that holds 10 lbs/level.
  Gravity Bow: Arrows do damage as though one size
  category larger.
  Hold Portal: Holds door shut.
  Identify: Gives +10 bonus to identify magic items.
  Magic Aura: Alters object’s magic aura.
  Magic Stone: Three stones gain +1 on attack, deal
  1d6 +1 damage.
  Magic Weapon: Weapon gains +1 bonus.
  Unseen Servant:
  Invisible force obeys your com-
  mands.
  2nd-level Artiﬁcer Spells
  Align Weapon: Weapon becomes good, evil, lawful,
  or chaotic.
  Arcane LockM: Magically locks a portal or chest.
  Chill Metal: Cold metal damages those who touch
  it.
  Continual FlameM:
  Makes a permanent, heatless
  light.
  Create PitM: Creates an extradimensional pit.
  Heat Metal: Makes metal so hot it damages those
  who touch it.
  Knock: Opens locked or magically sealed door.
  Magic MouthM: Object speaks once when triggered.
  Make Whole: Repairs an object.
  Locate Object: Senses direction toward object (spe-
  ciﬁc or type).
  Obscure Object: Masks object against scrying.
  Rope Trick: As many as eight creatures hide in ex-
  tradimensional space.
  Phantom TrapM: Makes item seem trapped.
  Shatter: Sonic energy damages objects or crystalline
  creatures.
  Stone Call: 2d6 damage to all creatures in area.
  Weapon of Awe: Weapon gets +2 on damage rolls.
  3rd-level Artiﬁcer Spells
  Arcane Sight: Magical auras become visible to you.
  Dispel Magic: Cancels one magical spell or effect.
  Explosive Runes: Deals 6d6 damage when read.
  Flame Arrow: Arrows deal +1d6 ﬁre damage.
  Glyph of WardingM: Inscription harms those who
  pass it.
  Illusory ScriptM: Only select creatures can read text.
  Keen Edge: Doubles normal weapon’s threat range.
  Magic
  Weapon,
  Greater:
  Weapon
  gains
  +1
  bonus/four levels (max +5).
  Magic Vestment: Armor or shield gains +1 enhance-
  ment bonus per four levels.
  Secret Page: Changes one page to hide its real con-
  tent.
  Sepia Snake SigilM: Create text symbol that immo-
  bilizes reader.
  Shifting SandAPG: Creates difﬁcult terrain and erases
  tracks, can carry along some creatures and objects.
  Shrink Item: Object shrinks to one-sixteenth size.
  
  Spiked PitAPG: As create pit, but ﬁlled with spikes.
  Stone Shape: Sculpts stone into any shape.
  Tiny Hut: Creates shelter for 10 creatures.
  Versatile WeaponAPG: Weapon bypasses some DR.
  Windwall: Deﬂects arrows, smaller creatures, and
  gases.
  4th-level Artiﬁcer Spells
  Acid PitF,APG: Creates a pit with a layer of acid on
  the bottom.
  Dimensional Anchor: Bars extradimensional move-
  ment.
  Illusory Wall: Wall, ﬂoor, or ceiling looks real, but
  anything can pass through.
  FirefallAPG: Causes ﬁre to burst up, dealing 2d6 ﬁre
  damage.
  Minor Creation: Creates one cloth or wood object.
  Resilient Sphere: Force globe protects but traps one
  subject.
  Secure Shelter: Creates sturdy cottage.
  StoneskinM: Grants DR 10/adamantine.
  Wall of Fire: Deals 2d4 ﬁre damage out to 10 ft.
  and 1d4 out to 20 ft. Passing through wall deals 2d6
  damage +1/level.
  Wall of Ice: Ice plane creates wall or hemisphere
  creates dome.
  5th-level Artiﬁcer Spells
  Break Enchantment: Frees subjects from enchant-
  ments, transmutations, and curses.
  Disrupting Weapon:
  Melee weapon destroys un-
  dead.
  FabricateM: Transforms raw materials into ﬁnished
  items.
  Hungry PitAPG: As create pit, but dealing 4d6 dam-
  age to those in it as it closes.
  Mage’s Faithful Hound: Phantom dog can guard a
  location and attack intruders.
  Mage’s Private Sanctum:
  Prevents anyone from
  viewing or scrying an area for 24 hours.
  Major Creation: As minor creation, plus stone and
  metal.
  Passwall:
  Create passage through wood or stone
  wall.
  PermanencyM: Makes certain spells permanent.
  Secret ChestF:
  Hides expensive chest on ethereal
  Plane; you retrieve it at will.
  Symbol of PainM: Triggered rune wracks creatures
  with pain.
  Symbol of SleepM: Triggered rune puts nearby crea-
  tures into catatonic slumber.
  Transmute Mud to Rock:
  Transforms two 10-ft.
  cubes per level.
  Transmute Rock to Mud:
  Transforms two 10-ft.
  cubes per level.
  Wall of Force: Wall is immune to damage.
  Wall of Stone:
  Creates a stone wall that can be
  shaped.
  6th-level Artiﬁcer Spells
  Analyze DwoemerF: Reveals magical aspects of sub-
  ject.
  Animate Objects: Objects attack your foes.
  Antimagic Field: Negates magic within 10 ft.
  Blade Barrier: Wall of blades deals 1d6/level dam-
  age.
  Disintegrate: Reduces one creature or object to dust.
  Dispel Magic, Greater: As dispel magic, but with
  multiple targets.
  Enemy Hammer: Allows you to telekinetically use a
  creature as a weapon.
  Glyph of Warding, GreaterM: As glyph of warding,
  but up to 10d8 damage or 6th-level spell.
  Guards and Wards: Array of magic effects protect
  area.
  Move Earth: Digs trenches and builds hills.
  Stone to Flesh: Restores petriﬁed creature.
  Wall of IronM: 30 hp/four levels; can topple onto
  foes.
  7th-level Artiﬁcer Spells
  Arcane Sight, Greater: As arcane sight, but also re-
  veals magic effects on creatures and objects.
  ForcecageM: Cube or cage of force imprisons all in-
  side.
  Instant SummonsM: Prepared object appears in your
  hand.
  Mage’s Magniﬁcent MansionF: Door leads to ex-
  tradimensional mansion.
  Mage’s SwordF: Floating magic blade strikes oppo-
  nents.
  Phase Door: Creates an invisible passage through a
  barrier.
  Rampart: Creates 5-ft.-thick earthen barrier.
  Reverse Gravity: Objects and creatures fall upward.
  Statue: Subject can become a statue at will.
  Symbol of StunningM: Triggered rune stuns crea-
  tures.
  Symbol of WeaknessM: Triggered rune weakens crea-
  tures.
  Teleport Object: As teleport, but affects a touched
  object.
  
  VisionM: As legend lore, but quicker.
  8th-level Artiﬁcer Spells
  Antipathy: Object or location affected by spell repels
  certain creatures.
  BindingM:
  Utilizes an array of techniques to im-
  prison a creature.
  Dimensional Lock:
  Teleportation and interplanar
  travel blocked for 1 day/level.
  Discern Location: Reveals exact location of creature
  or object.
  Maze: Traps subject in extradimensional maze.
  Prismatic Wall: Wall’s colors have array of effects.
  Screen: Illusion hides area from vision and scrying.
  Symbol of InsanityM: Triggered rune renders nearby
  creatures insane.
  Telekinetic Sphere: As resilient sphere, but you move
  the sphere telekinetically.
  Wall of Lava: Wall damages foes that try to enter,
  periodically launches lava at nearby targets.
  9th-level Artiﬁcer Spells
  Earthquake: Intense tremor shakes 80-ft. radius.
  Mage’s Disjunction:
  Dispels magic, disenchants
  magic items.
  Prismatic Sphere: As prismatic wall, but surrounds
  on all sides.
  RefugeM: Alters item to transport its possessor to
  your abode.
  Teleportation CircleM: Teleports creatures inside cir-
  cle.
  Wall of SuppressionM: Creates wall that disables
  magic.
  World Wave: Earth moves you across distances.
  
  Seer
  The strands of fate are subtle things, but by manipu-
  lating them, one can inﬂuence the future. Seers are
  experts at reading these strands to predict events be-
  fore they occur, and either change them or ensure
  they happen. Rather than standard magic, a seer in-
  stead uses special powers focused around divinations
  and manipulating fate. Some seers practice and train
  their crafts, while others gain their powers through a
  divine blessing, or even a curse. Guided by mysteri-
  ous, many seers travel to ensure their prophecies of
  the future do or do not not come to pass.
  Role: Seers manipulate fate and fortune, providing
  great beneﬁt to their allies, or great ruin to their ene-
  mies. They can support any group offensively or de-
  fensively, changing their strategy with the changing
  ﬂow of battle. By tugging the strings of fate, seers can
  render attacks ineffectual or devastating, or prevent
  a killing blow, at their choosing. Seers can also call
  upon visions to divine knowledge about their world
  to uncover secrets and gain advantages to guide their
  allies.
  Alignment: Any
  Hit Die: d6
  Starting Wealth: 2d6 x 10 gp (average 70 gp.) In
  addition, each character begins play with an outﬁt
  worth 10 gp or less.
  Class Skills: The seer’s class skills are Appraise (Int),
  Bluff (Cha), Craft (Int), Diplomacy (Cha), Handle
  Animal (Cha), Heal (Wis), Knowledge (Int), Lin-
  guistics (Int), Perception (Wis), Perform (Cha), Pro-
  fession (Wis), Sense Motive (Wis), Sleight of Hand
  (Dex), and Spellcraft (Int).
  Skill ranks per level: 4 + Int modiﬁer.
  Class Features
  All the following are class features of the seer.
  Weapon and Armor Proﬁciency: The seer is proﬁ-
  cient in light armor and all simple weapons.
  Prophecies (Ex): Given glimpses of the future, a seer
  can manipulate fortune and fate to their desires, sub-
  tly rewriting events to their beneﬁt. As a move action,
  a seer may place a prophecy they know upon a crea-
  ture within medium range (100 ft + 10 ft/level) that
  they have line of sight to. Each prophecy has a trig-
  ger condition and grants a beneﬁt when triggered,
  which then removes the prophecy.
  If a prophecy’s
  trigger condition occurs, even if the seer would not
  normally be aware, a seer may choose to not activate
  it, which does not consume the prophecy, but also
  does not grant any beneﬁts. A prophecy has no set
  duration, but a seer may only have a limited number
  of prophecies active at one time. If a seer attempts to
  make a new prophecy and they have already reached
  their limit, they must choose a current prophecy to
  dismiss. One target cannot be affected by the same
  prophecy more than once at a time, although there
  is no limit to the number of different prophecies that
  may affect a target. A seer begins play knowing 2
  prophecies, and gains one additional prophecy for ev-
  ery 3 levels. The list of prophecies is below:
  
  Prophecies
  Level BAB
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Known Concur-
  rent
  Visions
  1st
  +0
  +0
  +0
  +2
  Prophecies, Favor,
  Ruin, Visions
  2
  1
  Detect Magic (0)
  2nd
  +1
  +0
  +0
  +3
  Danger Sense
  2
  2
  Identify (1)
  3rd
  +1
  +1
  +1
  +3
  Enhanced Senses
  3
  2
  Augury (2)
  4th
  +2
  +1
  +1
  +4
  Prophecy Cascade
  3
  2
  Locate Object (2)
  5th
  +2
  +1
  +1
  +4
  Wrested Fate
  3
  3
  Clairaudi-
  ence/Clairvoyance
  (3)
  6th
  +3
  +2
  +2
  +5
  Image of Death
  4
  3
  Arcane Sight (3)
  7th
  +3
  +2
  +2
  +5
  Grand Reading
  4
  3
  Divination (4)
  8th
  +4
  +2
  +2
  +6
  Enhanced Senses
  4
  4
  Locate Creature (4)
  9th
  +4
  +3
  +3
  +6
  Seer’s Sight
  5
  4
  Commune (5)
  10th
  +5
  +3
  +3
  +7
  Mass Telling
  5
  4
  Scrying (5)
  11th
  +5
  +3
  +3
  +7
  Improved Favor,
  Improved Ruin
  5
  5
  Find the Path (6)
  12th
  +6/+1
  +4
  +4
  +8
  Dedicated Prophecy
  6
  5
  Legend Lore (6)
  13th
  +6/+1
  +4
  +4
  +8
  Enhanced Senses
  6
  5
  Scrying, Greater (7)
  14th
  +7/+2
  +4
  +4
  +9
  Improved Seer’s Sight
  6
  6
  Vision (7)
  15th
  +7/+2
  +5
  +5
  +9
  Seized Destiny 1/day
  7
  6
  Discern Location (8)
  16th
  +8/+3
  +5
  +5
  +10
  Greater Favor, Greater
  Ruin
  7
  6
  Prying Eyes, Greater
  (8)
  17th
  +8/+3
  +5
  +5
  +10
  Seized Destiny 2/day
  7
  7
  Foresight (9)
  18th
  +9/+4
  +6
  +6
  +11
  Enhanced Senses
  8
  7
  19th
  +9/+4
  +6
  +6
  +11
  Seized Destiny 3/day
  8
  7
  20th
  +10/+5
  +6
  +6
  +12
  Wrapped in Fate
  8
  8
  Prophecy of Death: The prophecy is triggered when
  the target of this prophecy would take damage that
  would reduce them to 0 or less hit points. All dam-
  age from the damage source is dealt as non-lethal
  damage. This prophecy cannot be used on creatures
  immune to non-lethal damage.
  Prophecy of Defense:
  This
  prophecy
  is
  triggered
  when the target has an attack roll made against them.
  When activated, the attacker must reroll the attack
  and take the new result.
  Prophecy of Gore: This prophecy is triggered when
  the target successfully makes a critical hit.
  When
  activated, the attack either deals additional damage
  equal to, or has its damage reduced by, 1d4 damage
  per the seer’s class level times one less than the at-
  tack’s critical multiplier.
  Prophecy of Misfortune: This prophecy is triggered
  when the target fails a saving throw. When activated,
  the target may reroll the saving throw and take the
  better result.
  Prophecy of Movement: This prophecy is triggered
  when the target makes a 5-foot step. When activated,
  the target may either move an additional ﬁve feet
  without provoking an attack of opportunity, or pro-
  vokes attacks of opportunity from their ﬁve foot step,
  at the seer’s choice.
  Prophecy of Offense:
  This
  prophecy
  is
  triggered
  when the target makes an attack roll.
  When acti-
  vated, the target must reroll the attack roll and take
  new result.
  Prophecy of Opening: This prophecy is triggered
  when the target either suffers damage from an attack
  of opportunity or successfully makes an attack of op-
  portunity. When activated, the target of the attack or
  opportunity is knocked prone.
  Prophecy of Weakness: This prophecy is triggered
  when the target successfully makes a critical threat.
  When activated, the critical conﬁrmation roll either
  succeeds or fails automatically, at the seer’s choosing.
  Favor (Su): A seer may tamper with fate to protect
  an ally, shielding them from harm. As a standard ac-
  tion, a seer may grant a target creature within close
  range (25 ft + 5 ft/2 levels) 1d4 temporary hit points
  per the seer’s level. These temporary hit points fade
  at the beginning of the seer’s next turn. If the tar-
  get was the target of an activated prophecy within
  the last round, they instead gain 1d6 temporary hit
  points per the seer’s level.
  
  Starting at level 11, Favor instead grants the target
  1d6 temporary hit points per the seer’s level, or 1d8
  temporary hit points per the seer’s level if the target
  was the target of an activated prophecy within the
  last round.
  Starting at level 16, Favor instead grants the target
  1d8 temporary hit points per the seer’s level, or 1d10
  temporary hit points per the seer’s level if the target
  was the target of an activated prophecy within the
  last round.
  Ruin (Su): A seer can cause a foe’s future and fate to
  unravel. As a standard action, a seer may bring ruin
  to a creature within close range (25 ft + 5 ft/2 lev-
  els), dealing 1d4 damage per the seer’s level, with a
  Fortitude save (DC 10 + 1/2 seer’s level + seer’s wis-
  dom modiﬁer) for no damage. If the target was the
  target of an activated prophecy within the last round,
  the damage is increased to 1d6 damage per the seer’s
  level.
  Starting at level 11, Ruin instead deals 1d6 damage
  per the seer’s level, or 1d8 damage per the seer’s level
  if the target was the target of an activated prophecy
  within the last round.
  Starting at level 16, Ruin instead deals 1d8 dam-
  age per the seer’s level, or 1d10 damage per the
  seer’s level if the target was the target of an activated
  prophecy within the last round.
  Visions (Sp): Through means unique to them, each
  seer has the power to call upon a variety of powerful
  divinations. Starting at ﬁrst level, and every level up
  until level 17, the seer gains one new spell to use as
  a Vision as listed on the seer class table. Spells used
  as visions count as spell-like abilities, but still have
  the casting time, material components, divine focus,
  and focus requirements of the original spell. When a
  divine focus is required, the seer may use a fortune
  telling object of their choice, such as marked sticks,
  bones, a crystal ball, dice, or tea leaves. Each Vision
  has a cost from the seer’s Vision Pool, as listed after
  the spell in parenthesis. A seer’s vision pool is equal
  to twice the sum of their class level and wisdom mod-
  iﬁer, and refreshes every day after 8 hours of rest.
  Danger Sense (Ex): Starting at 2nd level, a seer may
  add one half their class level to their initiative modi-
  ﬁer.
  Enhanced Senses (Ex): At 3rd level, and every 5 lev-
  els thereafter, a seer may choose an enhanced sense
  from the list below.
  All-Around Vision: The seer gains all-around vision,
  and cannot be ﬂanked.
  Blindsense: The range of the seer’s blindsense is in-
  creased by 20 feet. If they do not already have blind-
  sense, this ability instead grants 20 foot blindsense
  the ﬁrst time it is taken. This ability can be taken
  multiple times.
  Blindsight: The range of the seer’s blindsight is in-
  creased by 5 feet. If they do not already have blind-
  sight, this ability instead grants 5 foot blindsight the
  ﬁrst time it is taken. This ability can be taken multi-
  ple times.
  Darkvision: The range of the seer’s darkvision is in-
  crease by 60 feet. If they do not already have dark-
  vision, this ability instead grants 60 foot darkvision
  the ﬁrst time it is taken. This ability can be taken
  multiple times.
  Immunity to Gaze and Patterns: The seer gains an
  immunity to gaze abilities and pattern spells.
  Lifesense: The range of the seer’s lifesense is in-
  creased by 10 feet. If they do not already have life-
  sense, this ability instead grants 10 foot lifesense the
  ﬁrst time it is taken. This ability can be taken multi-
  ple times.
  Scent: The base range of the seer’s scent is increased
  by 30 feet. If they do not already have the scent abil-
  ity, this ability instead grants scent the ﬁrst time it is
  taken. This ability can be taken multiple times.
  See in Darkness: The seer’s darkvision can see per-
  fectly in darkness of any kind up to their darkvision
  range, including that created by deeper darkness. This
  Enhanced Sense requires the seer to have darkvision.
  Tremorsense: The range of the seer’s tremorsense
  is increased by 10 feet.
  If they do not already
  have tremorsense, this ability instead grants 10 foot
  tremorsense the ﬁrst time it is taken. This ability can
  be taken multiple times.
  Prophecy Cascade: Starting at 4th level, when a seer
  activates a prophecy, they may spend an immediate
  action to place another prophecy on the same target.
  The new prophecy cannot be the same as the one just
  activated, and the usual limit on concurrent prophe-
  cies applies.
  Wrested Fate: Starting at 5th level, as an immediate
  action, when a target of one of the seer’s prophecies
  would be reduced to 0 or less hit points due to an
  attack, spell, or special ability the seer may use their
  Favor or Ruin abilities against the creature that made
  the attack, cast the spell, or used the special ability.
  Image of Death (Su): Starting at 6th level, a seer
  may spend a standard action to cause an opponent
  within medium range (100 ft + 10 ft/level) to see a
  vision of their own death, and be overcome by fear.
  The opponent must make a will save (DC 10 + 1/2
  the seer’s class level + the seer’s wisdom modiﬁer) or
  
  be shaken for a number of rounds equal to the seer’s
  level. This ability has no effect on targets that are
  already under a fear effect. If the target was the tar-
  get of an activated prophecy within the last round,
  they suffer a -2 penalty to their saving throw against
  Image of Death. Image of Death is a fear effect.
  Grand Reading: Starting at 7th level, a seer may
  take a full round action to apply as many prophe-
  cies as they know to one target within medium range
  (100 ft + 10 ft/level). The normal limits for concur-
  rent prophecies and prophecies known still apply.
  Rapid Prophecy: Starting at 8th level, a seer may
  apply a Prophecy as a swift action.
  Seer’s Sight (Su): Starting at 9th level, the seer can
  activate Seer’s Sight as a free action, granting them
  the effects of the True Seeing spell at a caster level
  equal to their seer level.
  Seer’s Sight can be used
  for a total time of one round per seer level per day,
  and the rounds need not be consecutive. At level 14,
  the seer may use Seer’s Sight for a total time of two
  rounds per seer level per day.
  Mass Telling:
  Starting at 10th level, a seer may
  spend a full round action and apply a single prophecy
  to as many targets within close range (25 ft + 5 ft/2
  levels) as they wish. The normal limits for concurrent
  prophecies and prophecies known still apply.
  Dedicated Prophecy: Starting at 12th level, when
  a seer activates a prophecy, they may choose to not
  have it be removed. If so, the same prophecy cannot
  activate against the same target until the end of the
  seer’s next turn, and the prophecy does not count as
  having activated for any other class abilities.
  Seized Destiny: Starting at 15th level, a seer may
  take control of fate itself, manipulating events in a
  much more overt way. Once per day, when one of
  their prophecies activates that would cause a die to
  be rerolled, the seer may instead dictate any valid re-
  sult for the die to have rolled, typically a 1 or a 20.
  The seer may use this ability twice per day at level
  17, and three times per day at level 19.
  Wrapped in Fate: At 20th level, a seer is so in tune
  with the ﬂow of fate that any prophecies that they
  cast upon themselves do not count against their ac-
  tive prophecy limit.
  
  Warden
  While druids and rangers embody nature’s wisdom
  and cunning, the warden embodies nature’s pure, un-
  bridled strength. By tapping into wild forces, war-
  dens are able to control their forms and shapeshift
  at will, turning into all sorts of natural creatures -
  and unnatural chimeric or elemental beasts. Their
  connection to nature also provides them with a vari-
  ety of powers, allowing them to command elemental
  forces or heal the wounds of their allies.
  Role: Wardens are powerful combatants, able to turn
  into great beasts and enter melee with the mightiest
  of foes. Rather than depending on weapons alone,
  a warden is able to change their form to suit their
  needs, growing fangs to ﬁght, wings to ﬂy, claws
  to burrow, or even shrinking to diminutive sizes for
  stealth and secrecy.
  As wardens are at home with
  nature and the wilderness, they can lead their al-
  lies through rugged and normally difﬁcult terrain.
  Skilled wardens can even bend the elements of na-
  ture to their will to turn against their foes or to heal
  their allies.
  Alignment: Any
  Hit Die: d10
  Starting Wealth: 2d6 x 10 gp (average 70 gp.) In
  addition, each character begins play with an outﬁt
  worth 10 gp or less.
  Class Skills: The warden’s class skills are Acrobatics
  Level
  BAB
  Fort Save
  Ref Save
  Will Save
  Special
  1st
  +1
  +2
  +2
  +0
  Shapeshifting, Basic Forms, Natural Power
  2nd
  +2
  +3
  +3
  +0
  Basic Aspect
  3rd
  +3
  +3
  +3
  +1
  Natural Power
  4th
  +4
  +4
  +4
  +1
  Basic Aspect
  5th
  +5
  +4
  +4
  +1
  Natural Power
  6th
  +6/+1
  +5
  +5
  +2
  Basic Aspect
  7th
  +7/+2
  +5
  +5
  +2
  Advanced Power
  8th
  +8/+3
  +6
  +6
  +2
  Chimeric Aspect
  9th
  +9/+4
  +6
  +6
  +3
  Advanced Forms, Advanced Power
  10th
  +10/+5
  +7
  +7
  +3
  Chimeric Aspect
  11th
  +11/+6/+1
  +7
  +7
  +3
  Advanced Power
  12th
  +12/+7/+2
  +8
  +8
  +4
  Chimeric Aspect
  13th
  +13/+8/+3
  +8
  +8
  +4
  Advanced Power
  14th
  +14/+9/+4
  +9
  +9
  +4
  Elemental Aspect
  15th
  +15/+10/+5
  +9
  +9
  +5
  Greater Power
  16th
  +16/+11/+6/+1
  +10
  +10
  +5
  Greatest Forms, Elemental Aspect
  17th
  +17/+12/+7/+2
  +10
  +10
  +5
  Greater Power
  18th
  +18/+13/+8/+3
  +11
  +11
  +6
  Elemental Aspect
  19th
  +19/+14/+9/+4
  +11
  +11
  +6
  Greater Power
  20th
  +20/+15/+10/+5
  +12
  +12
  +6
  Elemental Aspect
  
  (Dex), Climb (Str), Craft (Int), Disguise (Cha), Es-
  cape Artist (Dex), Fly (Dex), Handle Animal (Cha),
  Heal (Wis), Intimidate (Cha), Knowledge (Dun-
  geoneering) (Int), Knowledge (Geography) (Int),
  Knowledge (Nature) (Int), Perception (Wis), Per-
  form (Cha), Profession (Wis), Stealth (Dex), Survival
  (Wis), and Swim (Str).
  Skill ranks per level: 4 + Int modiﬁer.
  Class Features
  All the following are class features of the warden.
  Weapon and Armor Proﬁciency: Wardens are proﬁ-
  cient with all simple weapons, martial ranged and
  throwing weapons and any natural attack granted
  from their Shapeshifting forms.
  Wardens are pro-
  ﬁcient with light and medium armor, bucklers, and
  light shields.
  Shapeshifting (Su): As a move action, a warden
  may transform into their original form or into the
  form of a beast.
  When transforming, the warden
  may choose a particular form they know to gain the
  bonuses of. The form may look like any animal, mag-
  ical beast, or dragon, so long as it visually mani-
  fests the capabilities of the form (the ﬂying form re-
  quires wings, all forms with natural attacks require
  claws, teeth, or similar), although it need not look
  like any creature that exists, and the appearance of
  the chosen form does not grant any bonuses or abili-
  ties. When a warden transforms into a Shapeshifting
  form, it does not need to look like the last time the
  warden became that form. This shapeshifting is im-
  perfect, and the warden must make a Disguise check
  with a +10 competence bonus to successfully pass as
  a particular kind of creature. The warden gains an
  insight bonus equal to their character level on this
  check. The warden may maintain a form indeﬁnitely,
  and can transform an unlimited number of times per
  day.
  When transformed, the warden retains all racial
  traits, class features, base speed, and size category
  unless otherwise noted. The warden may choose to
  have any items meld into its new form, and the war-
  den retains all beneﬁts of them, except for armor and
  shields. The warden does not gain any beneﬁt from
  a melded shield, and the warden only gains bene-
  ﬁt from a melded armor if it is made out of a non-
  metallic material, such as hides, plants, or stone. The
  warden continues to suffer the maximum dexterity
  bonus, speed penalty, armor check penalty, and ar-
  cane spell failure of any melded armor, and is treated
  as wearing it in all ways. The warden may choose to
  have some items change to properly ﬁt its new form,
  instead of melding, and still gain the full bonuses –
  the warden may continue to use metallic armor in
  this way.
  When using Shapeshifting, the warden chooses one
  of the forms they are familiar with, and gains all
  listed stat bonuses associated with this form. These
  bonuses last until the warden changes into a different
  form. In addition, the warden gains Aspects, which
  can be added to any form, and provide additional
  bonuses and abilities. In many cases, Aspects cause
  the warden’s Shapeshifting form to appear obviously
  unnatural.
  All Shapeshifting forms include a ”‘maul”’ attack. A
  maul is a natural weapon made with claws, teeth,
  talons, heavy limbs, or whatever is most appropriate
  for the creature in question. It deals 2d6 base dam-
  age for a medium creature, and is counted as a two-
  handed weapon for the purposes of strength bonus to
  damage, feats, and combat maneuvers. A maul has a
  base critical chance of x2, and deals piercing, slash-
  ing, and bludgeoning damage. When using a maul
  attack, the warden may make multiple attacks from
  high base attack bonuses as if it was a manufactured
  weapon.
  Basic Forms: At level 1, a warden starts with two
  forms known.
  Brute Form: When in Brute form, a warden gains a
  +2 bonus to their Strength and Constitution scores,
  as well as a +2 bonus to natural armor. Brute form
  is commonly manifested as a bear or boar.
  Hunter Form: When in Hunter form, a warden gains
  a +2 bonus to their Dexterity, a +4 bonus to stealth
  and perception checks, and a +10 bonus to all base
  movement speeds. Hunter form is commonly mani-
  fested as a wolf or predatory cat.
  Natural Power (Su):
  A warden has a basic un-
  derstanding of natural magic, and can call upon it
  in battle. At 1st level a warden gains one Natural
  Power, and an additional Natural Power every two
  levels thereafter. A warden cannot select an individ-
  ual power more than once.
  Deafening Roar: As a move action, the warden can
  roar so loudly that their enemies are struck deaf. All
  enemies within close range (25 ft + 5 ft/2 levels)
  must make a Fortitude save (DC 10 + 1/2 the war-
  den’s level + the warden’s wisdom modiﬁer) or be
  deafened for 2d4 rounds. This ability can be used a
  number of times per day equal to 1 + the warden’s
  wisdom modiﬁer.
  Healing Balm: As a standard action, the warden can
  heal an ally within close range (25 ft + 5 ft/2 levels)
  for 1d4 hit points per warden level. This ability can
  
  be used a number of times per day equal to 1 + the
  warden’s wisdom modiﬁer.
  Heartening Roar: As a move action, the warden can
  let out a mighty roar to bolster the courage of their
  allies. All allies within close range (25 ft + 5 ft/2
  levels) have all fear effects removed, and gain a +4
  bonus to saves against fear for a number of rounds
  equal to 3 + the warden’s wisdom modiﬁer. This abil-
  ity can be used a number of times per day equal to 1
  + the warden’s wisdom modiﬁer.
  Hibernate: When taking the full defense action, the
  warden may spend a swift action to grant themselves
  3 temporary hit points per warden level. These tem-
  porary hit points last a number of rounds equal to the
  warden’s level, and the warden gains a +2 morale
  bonus to saving throws while they last. This ability
  may be used a number of times per day equal to 1 +
  the warden’s wisdom modiﬁer.
  Lightning Blast: As a full round action, the warden
  can hurl lightning from their hands, paws, or jaws,
  as a ranged touch attack with a range increment of
  30 feet. This attack deals 1d4 electric damage per the
  warden’s level. Lightning Blast can be used a number
  of times per day equal to 3 + the warden’s wisdom
  modiﬁer.
  Overgrowth: As a standard action, the warden can
  cause all terrain within ﬁve feet of them to sprout
  thick vines and plants, causing the terrain to become
  difﬁcult terrain for all creatures except the warden.
  This ability must be used on solid ground, although
  it need not be natural. The vines wither and dissipate
  after a number of rounds equal to 3 + the warden’s
  wisdom modiﬁer.
  Basic Aspect: As a warden grows more experienced,
  they learn to shape and tailor the forms they take
  with custom traits. When a warden uses Shapeshift-
  ing, they may choose to have any number of aspects
  they know apply to the new form, including their
  base form if they so choose. The aspect must in some
  way be represented in the new form, although it need
  not take the literal effect of the name – a snake form
  that attacked by biting the target can still use the Ra-
  zor Claw power to double the maul attack’s threat
  range, for example. A warden gains a next aspect at
  every even numbered level.
  Aquatic Adaptation: The warden gains a swim speed
  of 30 feet, and can breathe underwater.
  Clamping Jaws: When the warden hits a target with a
  maul attack, they may choose to deal normal damage
  and attempt to start a grapple as a free action with-
  out provoking an attack of opportunity. The warden
  gains a +4 bonus on combat maneuvers to start and
  maintain a grapple. Clamping Jaws can only be used
  to attempt to initiate a grapple once per round.
  Keen Senses: The warden gains Darkvision to a range
  of 60 feet, Low-Light vision, and a +2 bonus on per-
  ception checks.
  Natural Stride: The warden’s base movement speed
  increases by 10 feet. The warden may move through
  any sort of undergrowth (such as natural thorns, bri-
  ars, overgrown areas, and similar terrain) at their
  normal speed and without taking damage or suffer-
  ing any other impairment. In addition, any natural
  terrain that has been magically manipulated to im-
  pede motion does not affect them.
  Razor Claws: The warden’s maul attack’s critical
  threat range is increased to 19-20/x2.
  Tracker: The warden gains the Track feat as a bonus
  feat, and gains the Scent ability in all forms. In addi-
  tion, they leave no trail in natural surroundings and
  cannot be tracked. They may choose to leave a trail
  is so desired.
  Advanced Power (Su): Starting at 7th level, a war-
  den can choose one of the following Advanced Pow-
  ers in place of a Natural Power.
  Earthen Grasp: As a standard action, the warden can
  cause a stone hand to emerge out of any natural ter-
  rain or worked stone, and grasp at a foe. One target
  within medium range (100 ft + 10 ft/level) and no
  more than 5 feet above the ground suffers a grapple
  attempt against its CMD, using a CMB equal to the
  warden’s level + the warden’s wisdom modiﬁer. If
  successful, the creature gains the grappled condition
  and cannot move without ﬁrst breaking the grapple.
  The earthen grasp receives a +5 bonus on grapple
  checks made against opponents it is already grap-
  pling, but cannot take any other actions. The CMD
  of the earthen grasp, for the purpose of escaping the
  grapple, is equal to 10 + its CMB. The stone hand
  cannot be damaged, and if the initial grapple attempt
  fails, there is no effect. This ability can be used a
  number of times per day equal to 3 + the warden’s
  wisdom modiﬁer.
  Frightful Roar: As a move action, the warden can let
  out a howl that instills fear in the hearts of their foes.
  All enemies within close range (25 ft + 5 ft/2 levels)
  must make a will save (DC 10 + 1/2 the warden’s
  level + the warden’s wisdom modiﬁer) or become
  shaken for 2d4 rounds. Frightful Roar has no effect
  on targets already under a fear effect, and regardless
  of the save’s success, the target cannot be effected
  by the same warden’s fearful roar for 24 hours. This
  ability may be used a number of times per day equal
  to 1 + the warden’s wisdom modiﬁer.
  
  Improved Healing Balm: As a standard action, the
  warden can heal an ally within close range (25 ft + 5
  ft/2 levels) for 1d6 hit points per warden level, and
  1d4 ability damage from each ability score. This abil-
  ity can be used a number of times per day equal to 1
  + the warden’s wisdom modiﬁer
  Inspiring Roar: As a move action, the warden can in-
  spire their allies to ﬁght harder. All allies within close
  range (25 feet + 5 ft/2 levels) gain a +2 morale
  bonus to attack rolls for a number of rounds equal to
  the warden’s level. The warden may use this ability
  a number of times per day equal to 1 + the warden’s
  wisdom modiﬁer.
  Lightning Strike: As a full round action, the warden
  can cause lightning to burst out of thin air, shocking
  a target within medium range (100 ft + 10 ft/ level).
  This attack deals 1d6 electric damage per the war-
  den’s level. Lightning Strike can be used a number
  of times per day equal to 3 + the warden’s wisdom
  modiﬁer.
  Shifting Winds: As a standard action, the warden can
  cause the air around creatures to be disrupted, caus-
  ing ﬂying creatures to fall from the sky. All creatures
  in a line up to long range (100 ft + 10 ft/level) must
  make a fortitude save (DC 10 + 1/2 warden’s level
  + warden’s wisdom modiﬁer) or lose the ability to ﬂy
  for a number of rounds equal to the warden’s wisdom
  modiﬁer. Affected creatures ﬂoat to the ground as if
  under the effect of a feather fall spell. This ability can
  be used a number of times per day equal to 1 + the
  warden’s wisdom modiﬁer.
  Thunderous Roar: As a move action, the warden can
  let out a roar so powerful that creatures are swept off
  their feet. All creatures within a 30 foot cone must
  make a Fortitude Save (DC 10 + 1/2 the warden’s
  level + the warden’s wisdom modiﬁer) or be knocked
  prone. This ability can be used a number of times per
  day equal to 1 + the warden’s wisdom modiﬁer
  Chimeric Aspect: Starting at 8th level, a warden can
  choose one of the following Chimeric Aspects in place
  of a Basic Aspect.
  Breath Weapon: The warden can exhale a cone of en-
  ergy as a standard action. When the warden selects
  the breath weapon power, they must choose between
  acid, cold, electricity, or ﬁre. The breath weapon is
  a 60 ft cone that deals 1d6 damage per warden level
  of the chosen energy type, and allows a Reﬂex save
  for half damage (DC 10 + 1/2 the warden’s level +
  the warden’s wis modiﬁer). After using the breath
  weapon, the warden cannot use it again until 1d4
  rounds have passed.
  Lycanthropic Hide: The warden gains damage reduc-
  tion X/silver, where X is equal to their wisdom modi-
  ﬁer.
  Magical Hide: The warden gains spell resistance
  equal to their wisdom modiﬁer plus their warden
  level, or 5 + their warden level, whichever is higher.
  Poisonous Fangs: The warden’s natural weapons ex-
  ude a dangerous poison. Once per round, after in-
  ﬂicting damage, a warden can choose to have a crea-
  ture damaged by its maul attack make a Fortitude
  save (DC 10 + 1/2 warden level + warden’s wisdom
  modiﬁer) or suffer 1d4 strength and dexterity dam-
  age.
  Pouncing Legs: When the warden charges, they may
  make a full attack with their maul attack.
  Tunneling Claws: The warden gains a 30 ft burrow
  speed. They may tunnel through dirt, but not rocks,
  and cannot charge or run while burrowing. When
  burrowing, the warden may choose to leave behind a
  tunnel other creatures can use.
  Wings: The warden gains wings with a Fly speed
  equal to their base movement speed with average
  maneuverability.
  Advanced Forms: At level 9, the warden gains an
  additional four forms known.
  Behemoth Form: When in Behemoth Form, the war-
  den’s base size increases by up to one step, to a maxi-
  mum of huge size. They do not gain any ability score
  changes associated with monsters changing size, al-
  though their face and reach change appropriately,
  and they gain the standard size bonus to rolls. In ad-
  dition, the warden gains a +4 bonus to constitution
  and a +4 bonus to natural armor. Behemoth form is
  commonly manifested as a massive bear.
  Feral Form: When in Feral Form, a warden gains a
  +6 bonus to their Strength score, a +2 bonus to will
  saves, and the base critical damage of their maul at-
  tacks increases to x3. Feral form is commonly mani-
  fested as a wolf or boar.
  Predator Form: When in Predator Form, a warden
  gains a +2 bonus to their strength, a +4 bonus to
  their Dexterity, a +4 bonus to stealth and perception
  checks, 1d6 dice of sneak attack as per the rogue class
  feature, and a +10 bonus to each base movement
  speed. Predator form is commonly manifested as a
  wolf or predatory cat.
  Stealth Form: When in Stealth form, the warden’s
  base size decreases by up to two steps, to a mini-
  mum of diminutive size. They do not gain any abil-
  ity score changes associated with monsters changing
  
  size, although their face and reach change appropri-
  ately, and they gain the standard size bonuses to rolls.
  In addition, the warden gains a +4 bonus to stealth
  checks and a +20 ft bonus to base movement speeds.
  Stealth Form is commonly manifested as a small ro-
  dent or bird.
  Elemental Aspect: Starting at 14th level, a warden
  can choose one of the following Elemental Aspects in
  place of a Basic Aspect.
  Air Aspect: The warden gains an enhancement bonus
  to all movement speeds equal to the base rate of that
  movement speed. The warden gains a +10 enhance-
  ment bonus to Fly checks, and any ﬂight speed the
  warden has gains Perfect maneuverability.
  Earthen Aspect: The warden becomes immune to bull
  rush and trip attempts, and when a critical hit or
  sneak attack is scored on the warden, there is a 50%
  chance that the critical hit or sneak attack is negated
  and damage is instead rolled normally. The warden
  suffers a -10 ft penalty to base speed when using
  Earthen Aspect. The beneﬁts of Earthen Aspect go
  away if the warden is not touching the ground, al-
  though the speed penalty remains.
  Fire Aspect: The warden is wreathed in ﬂame, and
  any natural attack made against them causes the at-
  tacker to take 1d6 ﬁre damage.
  In addition, their
  maul attack deals an additional 1d6 ﬁre damage.
  Water Aspect: The warden gains a permanent Free-
  dom of Movement effect when underwater, as per the
  spell.
  Greater Power (Su): Starting at 15th level, a war-
  den can choose one of the following Greater Powers
  in place of a Natural Power.
  Commanding Roar: As a move action, the warden
  may bark out a bestial command that is understood
  in the spirit, although not in the mind.
  All allies
  within medium range (100 ft + 10 ft/level) gain 5
  temporary hit points per the warden’s level, and a
  +4 morale bonus to attack rolls, saving throws, and
  immunity to fear effects as long as these temporary
  hit points last. These temporary hit points automati-
  cally fade after 10 rounds. This ability can be used a
  number of times per day equal to 1 + the warden’s
  level.
  Control Weather: Once per day, the warden may use
  Control Weather as a spell list ability with a caster
  level equal to their warden level.
  Hideous Growth: As a full round action action, the
  warden causes vines and ﬂowers to sprout from a
  creature’s skin, causing them intense pain. One crea-
  ture within short range (25 ft + 5 ft/2 levels) must
  make a Fortitude save (DC 10 + 1/2 the warden’s
  level + the warden’s wisdom modiﬁer) or suffer 1d4
  damage per the warden’s level and become nause-
  ated for one round and entangled for 2d4 rounds. On
  a successful save, the target is still considered entan-
  gled for one round. This ability is usable a number
  of times per day equal to 1 + the warden’s wisdom
  modiﬁer.
  Greater Healing Balm: As a standard action, the war-
  den can heal an ally within close range (25 ft + 5 ft/2
  levels) for 1d10 hit points per warden level, 2d6 abil-
  ity damage from each ability score, and 1d4 negative
  levels. This ability can be used a number of times per
  day equal to 1 + the warden’s wisdom modiﬁer.
  Nature’s Wrath: As a full round action action, the
  warden unleashes a ﬂurry of elemental forces against
  a target. One creature within medium range (100 ft
  + 10 ft / level) suffers 1d8 damage per the warden’s
  level of acid, cold, electric, or ﬁre damage, whichever
  would deal the most damage. An affected creature
  may make a Reﬂex save (DC 10 + 1/2 the warden’s
  level + the warden’s wisdom modiﬁer) for half dam-
  age. This ability is usable a number of times per day
  equal to 3 + the warden’s wisdom modiﬁer.
  Terrifying Roar: As a move action, the warden can let
  out a roar that causes pure terror within their foes.
  All enemies within close range (25 ft + 5 ft/2 levels)
  must make a Will save (DC 10 + 1/2 the warden’s
  level + the warden’s wisdom modiﬁer) or become
  frightened for 2d4 rounds.
  Terrifying Roar has no
  effect on targets already under a fear effect, and re-
  gardless of the save’s success, the target cannot be
  effected by the same warden’s terrifying roar for 24
  hours. This ability may be used a number of times
  per day equal to 1 + the warden’s wisdom modiﬁer.
  Greatest Forms: At level 16, the warden gains an
  additional four forms known.
  Tyrant Form: When in Tyrant Form, the warden’s
  base size increases by up to two steps, to a maxi-
  mum of gargantuan size. They do not gain any abil-
  ity score changes associated with monsters changing
  size, although their face and reach change appropri-
  ately, and they gain the standard size bonus to rolls.
  In addition, the warden gains a +2 bonus to strength,
  a +6 bonus to constitution and a +6 bonus to natu-
  ral armor. Tyrant form is commonly manifested as a
  massive bear or mammoth.
  Ravager Form: When in Ravager Form, a warden
  gains a +8 bonus to their Strength score, a +4 bonus
  to will saves, the base damage of their maul attack is
  treated as if they were one size larger, and the base
  critical damage of their maul attacks increases to x4.
  
  Ravager form is commonly manifested as a wolf or
  boar.
  Killer Form: When in Killer Form, a warden gains a
  +4 bonus to their strength, a +6 bonus to their Dex-
  terity, a +6 bonus to stealth and perception checks,
  3d6 dice of sneak attack as per the rogue class fea-
  ture, and a +20 bonus to all base movement speeds.
  Killer form is commonly manifested as a wolf or
  predatory cat.
  Covert Form: When in Covert form, the warden’s
  base size decreases by up to three steps, to a mini-
  mum of Fine size. They do not gain any ability score
  changes associated with monsters changing size, al-
  though their face and reach change appropriately,
  and they gain the standard size bonuses to rolls. In
  addition, the warden gains a +10 bonus to stealth
  checks and a +30 ft bonus to base movement speeds.
  Covert Form is commonly manifested as a rodent or
  insect.
  
  Feats
  The following feats are designed for the Artiﬁcer, Seer, and Warden, although many can be used by characters
  of other classes.
  Additional Aspect
  Prerequisite: Basic Aspect warden class feature
  Beneﬁt: Gain an additional warden aspect that you
  qualify for.
  Special: This feat can be chosen multiple times. Each
  time, it grants a new aspect.
  Battle Roar
  Prerequisite: Natural Power class feature
  Beneﬁt: You may use any ”‘Roar”’ warden Natural
  Power as a swift action during a charge, whenever
  you successfully score a critical hit, or whenever you
  successfully cause a foe to drop to 0 HP or less.
  Concentrated Splash
  Beneﬁt: When you throw an alchemical grenade-like
  weapon, you may choose to have it not deal splash
  damage. Instead, it ignores up to ﬁve points of ele-
  mental resistance the target has and the attack’s crit-
  ical multiplier is increased to x3.
  Continuous Ruination
  Prerequisite: Ruin class feature
  Beneﬁt: When you use your Ruin class feature on
  a character with an ongoing prophecy, you may in-
  stead have them suffer the effects of a Continuous
  Ruination.
  At the end of each of their turns, they
  must make a Fortitude save or suffer damage from
  your Ruin effect. This effect is lost if the target is no
  longer under the effect of a Prophecy, or if they make
  two successful Fortitude saves in a row.
  Favored Prophecy
  Prerequisite: Prophecy class feature
  Beneﬁt: Choose one prophecy. You may have one
  instance of this prophecy active without it counting
  against your Concurrent Prophecy limit.
  Special: You can gain this feat multiple times. Its
  effects do not stack. Each time you take the feat, it
  applies to a new prophecy.
  Fortune’s Favor
  Prerequisite: Favor class feature
  Beneﬁt: Any character who beneﬁts from temporary
  hit points from your Favor class feature gains a +2
  morale bonus to saving throws while those hit points
  last. In addition, you gain a +2 morale bonus to sav-
  ing throws whenever you beneﬁt from temporary hit
  points, no matter the source.
  Gadget Focus
  Beneﬁt: Add +1 to the Difﬁculty Class for all saving
  throws against any alchemical or magical item you
  use.
  Greater Gadget Focus
  Beneﬁt: Add +1 to the Difﬁculty Class for all saving
  throws against any alchemical or magical item you
  use. This bonus stacks with the bonus from Gadget
  Focus.
  Greater Natural Power Focus
  Prerequisite: Natural Power class feature
  Beneﬁt: Add +1 to the Difﬁculty Class for all saving
  throws against any warden natural power you use.
  This bonus stacks with the bonus from Natural Power
  Focus.
  Guiding Star
  Prerequisite: Favored Prophecy, Seer level 9
  Beneﬁt: Choose one of the prophecies you have cho-
  sen Favored Prophecy for.
  Once per round during
  your turn, you may apply this prophecy to yourself
  as a free action.
  Special: You can gain this feat multiple times. Its
  effects do not stack. Each time you take the feat, it
  applies to a new prophecy you have taken Favored
  Prophecy for.
  Natural Power Focus
  Prerequisite: Natural Power class feature
  Beneﬁt: Add +1 to the Difﬁculty Class for all saving
  throws against any warden natural powers you use.
  Practiced Diviner
  Beneﬁt: Your divination spells that have a d% based
  chance of working gain a +15% chance of working.
  For spells like Contact Other Plane that consult a ta-
  ble, or use a low result, the DM adjusts the rolled
  number by 15 in whichever direction is most helpful
  to you.
  Practiced Power
  Prerequisite: Natural Power class feature
  Beneﬁt: All of your warden Natural Powers with a
  limited number of uses per day can be used an addi-
  tional time per day.
  Speed Shifting
  Prerequisite: Shapeshifting class feature
  Beneﬁt: You may activate the warden’s shapeshifting
  class feature as a swift action.
  Normal: Shapeshifting is a move action.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Mazur's Machinations - Adventurers Addendum I.pdf