TEXT: A
  Heroes of Azag-Ithiel
  Treyson Sanders
  
  1
  Compatibility with the Pathfi nder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Pub-
  lishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfi nder Roleplaying Game. 
  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Heroes of the Azag-Ithiel is copyright 2015; Purple Duck Games.
  Credits
  Author: Treyson Sanders
  Additional Writing: Mark Gedak
  Editing: Perry Fehr, Mark Gedak
  Cover Design: Mark Gedak
  Cover Art: Gary Dupuis
  Porphyra Logo: Rick Hershey
  Interior Art: Gary Dupuis
  Map of the Azag-Ithiel: Gary Dupuis
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  Table of Contents
  A Day in Azag-Ithiel
  2
  Races of the Newlands
  3
  Government of Azag-Ithiel
  11
     Map of Azag-Ithiel
  12
  Settlements of Azag-Ithiel
  13
  Class Options
  17
  Feats
  32
  Spells
  35
  Lithic Creature
  42
  Wondrous Items
  43
  Common Equipment Available
  43
  OGL
  52
  Heroes of Azag-Ithiel
  
  2
  A Day in Azag-Ithiel, The Newlands
  Trissvylldia clambered upright as she landed at the bottom 
  of the slope. Scrambling for purchase, her boots slid through 
  clattering scree, leather boots digging into the rocky soil. The 
  midday sun beat down on her dark skin, and Trisvylldia’s 
  chest burned like the Runeforges themselves as she drew 
  ragged, shuddering breaths.
  She dared not look back at the jagged mountain peaks, 
  fearing she would see only the scattered corpses of the wizard 
  and his guards, torn apart by some monstrous beast. The ko-
  bolds’ screams echoed from within the dig site, high-pitched 
  and keening. One by one, their howling cut off sharply, and 
  then, silence. She had run, then, blind panic taking hold of 
  her legs.
  That fool Valdiirn had promised her the opportunity of 
  a lifetime: a mountain full of fire gems. A mountain far 
  away enough from the half-ogre holds, from any settlement, 
  to avoid any watching eyes. She was the fool; fool enough 
  to follow Valdiirn on his mad quest. The image of his face 
  forced itself into her mind’s eye, his eyes wide and haunted 
  as he gurgled incoherently, blood oozing from his ruined 
  throat.
  Focus. Trissvylldia grasped that word in her mind. Fo-
  cus, or you’re dead.
  Drawing her longsword from its sheath, Trissvylldia crept 
  forward, moving from boulder to boulder. Light glinted 
  off the polished steel, and she thought of Valdiirn’s lower 
  jaw—what remained of it at least—lying at his feet, bone 
  slick and glistening in the light. Trissvylldia felt her stomach 
  lurch, and she was on her knees, heaving violently.
  A heavy impact behind her shook Trissvylldia out of her 
  retching. She wiped a trail of sick from her lips, grabbing 
  her sword from where it had fallen in her panic.
  Trissvylldia slid around the boulder, sword held at the 
  ready. She could see where she had tumbled to the ground, 
  scree disturbed in thick furrows. A second impact, as if some 
  monstrous creature were lumbering towards her. Whirling to 
  face the sound, Trissvylldia found…nothing. Bloodshot eyes 
  darted across the boulder-strewn mountainside.
  Fear bubbled to the surface, threatening to take control 
  once more, but she forced it back down. She would not suf-
  fer the same fate as Valdiirn.
  Trissvylldia reached out with her free hand to steady 
  herself against a boulder, preparing to run. She had always 
  been fast, even as a child. Once she got into open land, 
  nothing could catch her. She had to believe that.
  A crack opened in the boulder, revealing a jet-black 
  eye. The eye wheeled madly, then focused on her, hand still 
  braced against the rough stone. And then, to Trissvylldia’s 
  growing horror, the boulder moved.
  Trissvylldia watched in stunned silence as the boulder 
  unfurled, rising up on four squat legs as thick as tree trunks. 
  When she saw the obsidian claws, she knew at last what 
  had torn the campsite—and Valdiirn—apart. Trissvylldia 
  thrust her sword at that terrible eye. The blade sunk into 
  its depths, and Trissvylldia felt a moment of victory. The 
  monstrosity bellowed in pain—and dare she hope, fear?—as 
  blood, the color of molten iron, oozed from its ruined eye.
  She slashed at the creature a second time, but her sword 
  glanced off its rocky hide. The impact of steel on stone rever-
  berated up the length of her arm, and the world slowed. The 
  creature whirled to face her, and she saw a cold fury in its 
  remaining eye. Yet it did not attack her.
  A taddol stepped out from behind the stony-hided 
  monstrosity, drab hides covering its massive frame. “This is 
  a sacred place.” The voice was calm, quiet, water running 
  over smooth stone. It spoke again, and this time its voice was 
  thunder in the hills. “This is our home.”
  The strange creature’s voice alternated from one throat to 
  the other without a discernible pause, rising only with anger 
  in the measured words. “You who come to plunder, to con-
  quer, to take by means of right in the name of your precious 
  empires, your petty gods, or your ancient traditions of ‘The 
  Four Elements!’  You think you can use wizardry against 
  a backward, remote folk who are ignorant of such things.  
  What know you of our knowledge?  Of our own power- the 
  power Primordial…”
  Trissvylldia started at that, in spite of herself.  What 
  was that?  She thought she knew all the schools of magic, 
  could deal with bookish wizards of any type.  “What is-“she 
  started to say, but with a gesture from the taddol her chest 
  felt heavy and she could not move.
  “It is not for the likes of you to even know what The 
  Power Primordial even is, and I would not sully it with de-
  scription to your base self.  Prepare to meet whatever greedy 
  godling or dirty ‘Elemental Lord’ you pray to, robber-of-the-
  earth.”
  The taddol gestured with a leathery hand, and Triss-
  vylldia fell to her knees once more. She could feel the fear 
  bubbling again, she opened her mouth to scream. Water 
  torrented from her mouth even as she felt it filling her lungs. 
  She was drowning; drowning on the side of a mountain, her 
  hands clawing at her throat, yet all she could see were the 
  taddol’s eyes, cold and full of righteous fury.
  
  3
  Races of the Newlands
  The following is a description of the major racial popu-
  lations with Azag-Ithiel, the Newlands. Traits are listed 
  alongside each race appropriate for the race and region.
  Purple Duck Note:The Lands of Porphyra are fraught 
  with terrible danger and menace. Likewise those adventur-
  ing races seen tend to be made of sturdier stuff. All playable 
  races are built from 10-12 race points. This cause some races 
  seen within this tome to be hardier than their more generic 
  form.
  Furnace Elf (Forgeborn)
  Dedicated and intelligent, forgeborn are an offshoot of 
  the main elven race. In the wake of the New-God Wars, 
  the forgeborn have clung to their traditional schools of 
  learning, striving to perfect their techniques and spread 
  their influence throughout the world.
  Though often gruff and distant—especially in regard 
  to outsiders—forgeborn place a great deal of importance 
  on loyalty, tradition, and societal order. Even so, many 
  forgeborn seek to advance their own position at the cost 
  of others, though typically through legal means. As such, 
  more forgeborn are lawful neutral or lawful evil.
  As with other elven races, forgeborn are typically 
  taller than humans. Though they share the facial struc-
  ture of other elves, forgeborn are far more robust. Dark 
  of skin and hair, with distinctive golden or bronze eyes, 
  they often appear to be as hard as the ore over which 
  they toil.
  The majority of forgebon make their home in 
  Low’Enath, where they live in close proximity to the 
  kobolds and tengu of Low’Enath, with whom they have 
  formed close business dealings. Forgeborn hold great 
  skepticism toward half-ogres and taddol, whom they 
  find to be only too recently removed from their mon-
  strous forbears. Despite any misgivings they may hold, 
  forgeborn recognize hard work and natural talent, both 
  of which go a long way toward earning a great deal of 
  respect.
  Innate manufacturers and tinkerers, forgeborn are 
  drawn to a variety of professions. Both genders are en-
  couraged to dedicate themselves to a craft, be it as black-
  smithing, trapmaking, alchemy or the crafting of magical 
  items. Even those who labor at the ancestral forges have 
  managed to approach their work from both arcane and 
  martial backgrounds, and are prone to venture outside, 
  seeking new and varied techniques in order to hone their 
  craft. As such, forgeborn are naturally inclined towards 
  a variety of classes, notably alchemists, fighters, magi, 
  monks, and wizards. Their somewhat encapsulated soci-
  ety has instilled in many forgeborn a longing to explore 
  the outside world. Even those who do not work the 
  forges themselves tend to prefer metal weapons, passing 
  down powerful weapons and armor from one generation 
  to the next.
  Furnace Elf Racial Characteristics
  Furnace elf player characters are defined by class levels—
  they do not possess racial hit dice. All furnace elf charac-
  ters possess the following racial characteristics.
  • 
  +2 Constitution, +2 Intelligence, -2 Charisma: 
  Furnace elves are hardy and bright, but often 
  lack tact.
  • 
  Medium: Furnace elves are Medium creatures 
  and receive no bonuses or penalties due to their 
  size.
  • 
  Normal Speed: Furnace elves have a base speed 
  of 30 feet.
  • 
  Low-Light Vision: In dim light, a furnace elf 
  can see twice as far as a human.
  • 
  Elven Immunities: Furnace elves are immune 
  to magic sleep effects and gain a +2 racial sav-
  ing throw bonus against enchantment spells and 
  effects.
  • 
  Elven Magic: Furnace elves gain a +2 bonus on 
  caster level checks made to overcome spell resis-
  tance. In addition, they also receive a +2 racial 
  bonus on Spellcraft checks made to identify the 
  properties of magic items.
  • 
  Envoy: Furnace elves with an Intelligence score 
  of 11 or higher gain the following spell-like abili-
  ties: 1/day—comprehend languages, detect magic, 
  detect poison, read magic. The caster level for these 
  effects is equal to the user’s character level.
  • 
  Craftsman: Furnace elves gain a +2 racial bonus 
  on all Craft of Profession checks to create objects 
  from metal or stone.
  • 
  Greed: Furnace elves gain a +2 bonus on Ap-
  praise checks to determine the price of nonmagi-
  cal goods that contain precious metals or gem-
  stones.
  • 
  Master Tinker: Furnace elves gain a +1 bonus 
  on Disable Device and Knowledge (engineering) 
  checks and are also treated as proficient with any 
  weapon they have personally crafted.
  • 
  Weapon Familiarity: Furnace elves are profi-
  cient with longbows (including composite long-
  bows), shortbows (including composite short-
  
  4
  bows), and warhammers, and treat any weapon 
  with the world “elven” in its name as a martial 
  weapon.
  • 
  Languages: Furnace elves begin play speaking 
  Common and Elven. Furnace elves with high 
  Intelligence scores can choose from the follow-
  ing: Draconic, Gnoll, Gnome, Goblin, Ignan, 
  Orc, and Tengu.
  Trait
  The following trait is available to furnace elf player char-
  acters from Azag-Ithiel.
  Furnace Born: You have long worked near or with in-
  dustrial forges, where your body has become accustomed 
  to the sweltering heat. You gain +2 trait bonus on Forti-
  tude saving throws against nonlethal damage from heat 
  and only need to make Fortitude saving throws every 2 
  hours in very hot conditions, instead of once every hour, 
  or every 20 minutes in severe heat, instead of once every 
  10 minutes.
  Half-Elf
  Half-elves more commonly inherit the eye color of their 
  human ancestors, while their skin tones and height 
  reflect their elven heritage. Though forgeborn are by far 
  the most populous of all full-blooded elves within Azag-
  Ithiel, there are many who hail from outside lands. As 
  such, half-elf skin and hair runs the gamut from as fair as 
  the winter snow to as dark as the new moon sky.
  Mutable and inquisitive, half-elves often determine 
  their personal truth at a young age, and then spend 
  the rest of their lives exploring that truth to the fullest 
  extent. By taking advantage of multiple apprenticeships, 
  pursuing advanced education at the university in Para-
  digm or by embarking upon a grand journey, half-elves 
  seek not only the answers to any and all questions they 
  will ask, but a place to call their home.
  Where in other lands half-elves may find themselves 
  on the outskirts of both elven and human society, the 
  half-elves of Azag-Ithiel are simultaneously distanced 
  from their human ancestors and surrounded by other 
  groups sharing their elven lineage. This has led many 
  half-elves to feel liberated from what they perceive to be 
  a “racial destiny”, while others still feel torn from their 
  past, longing for the detailed family histories proudly 
  displayed by forgeborn and half-orcs alike.
  Half-elves tend to ingrain themselves in communities 
  that share their personal ethics, though with a leaning 
  towards more neutral alignments (i.e., lawful neutral or 
  neutral evil for those living amongst furnace elves) and 
  often hold their closest associates, both professional and 
  social, to be as dear to them as biological family. As a 
  result, half-elf communities are continually shrinking, 
  as most of their numbers have integrated themselves 
  into other elven races. Further, it is not uncommon for 
  a half-elf to feel a lack of strong cultural identity with 
  other half-elves. This has led a small number of half-elves 
  to rebel against their racial heritage, searching for a way 
  to stand apart from tradition. These individuals are for 
  the most part chaotic neutral, and more often than not 
  forsake the company of other elven races in favor of forg-
  ing strong bonds with other likeminded individuals who 
  value personal freedom.
  Half-elves are often drawn to professions that stimu-
  late their curiosity: trades that require constant learning, 
  travel and heavy social interaction are especially attrac-
  tive. Because of this, half-elves make excellent natural 
  diplomats, and often fill such positions both within the 
  borders of Azag-Ithiel and in foreign lands.
  Just as their curious nature leads many half-elves to 
  receive training in a number of apprenticeships, their 
  varied training allows half-elves a better opportunity to 
  multiclass and explore new training options whenever 
  available.
  Half-Elf Racial Characteristics
  Half-elf player characters are defined by class levels—
  they do not possess racial hit dice. All half-elf characters 
  possess the following racial characteristics.
  • 
  +2 to One Ability Score: Half-elf characters 
  receive a +2 bonus to one ability score of their 
  choice at creation to represent their varied na-
  ture.
  • 
  Medium: Half-elves are Medium creatures and 
  receive no bonuses or penalties due to their size.
  • 
  Normal Speed: Half-elves have a base speed of 
  30 feet.
  • 
  Low-Light Vision: In dim light, a half-elf can 
  see twice as far as a human.
  • 
  Curiosity: Half-elves are naturally inquisitive 
  about the world around them. They gain a +4 
  bonus on Diplomacy checks to gather informa-
  tion, and Knowledge (history) and Knowledge 
  (local) become class skills for them. If they 
  choose a class that has either of those Knowledge 
  skills as class skills, they gain a +2 racial bonus 
  on those skills instead.
  • 
  Elf Blood: Half-elves count as both elves and 
  
  5
  humans for any effect related to race.
  • 
  Focused Study: At 1st, 8th, and 16th level, half-
  elves gain Skill Focus in a skill of their choice as 
  a bonus feat.
  • 
  Multitalented: Half-elves choose two favored 
  classes at first level and gain a +1 hit point or +1 
  skill point whenever they take a level in either 
  one of those classes.
  • 
  Languages: Half-elves begin play speaking Com-
  mon and Elven. Half-elves with high Intelligence 
  scores can choose any languages they want (ex-
  cept secret languages, such as Druidic).
  Trait
  The following trait is available to half-elf player charac-
  ters from Azag-Ithiel.
  Errand-Runner: To keep up with your apprenticeship, 
  which often sent you from one end of the city to anoth-
  er, you learned how to anticipate and navigate the flow 
  of traffic. Your movement is not impeded by crowds. In 
  addition, you gain a +1 trait bonus on Diplomacy and 
  Intimidate checks to influence crowds.
  Half-Ogre
  Unlike most other races found in Azag-Ithiel, half-ogres 
  did not seek refuge from persecution at the hands of the 
  Iron Crown Men or certain death from the elementalists 
  of Enor Ashlord. They had lived in the high peaks for 
  generations, an outcast race too savage for the world of 
  men, too human for the ogres who sired them.
  They watched from their mountains, and when the 
  call was sent out for representatives to found the All-
  Races Senate, the half-ogres knew that great opportunity 
  had come. Three half-ogre chieftains made the journey 
  to Paradigm, initiating what was for most Newlanders 
  first contact with their race. The chieftains offered the 
  might of the clans in return for equal citizenship. The 
  half-ogre clans had been met with open hostility from all 
  they had encountered, and were thus prepared for what 
  they saw as not only the possibility, but probability, that 
  they would be turned away. To their great surprise and 
  pleasure, the chieftains’ offer was readily ratified by the 
  other members of the senate. It was at this very mo-
  ment that the half-ogre people gained their first allies, an 
  unbreakable bond they will defend until the end of time 
  itself.
  A towering race, half-ogres stand at around 8 feet tall, 
  which of all the denizens of Azag-Ithiel, only the tall-
  est taddols can match. A half-ogre’s powerful frame and 
  imposing stature makes it virtually impossible to blend 
  into a crowd. This is more often than not a source of 
  great pride, as half-ogres appreciate the attention. It is 
  not uncommon, however, for a half-ogre to feel very out 
  of place in the larger cities, where his stature is often dif-
  ficult to accommodate.
  Half-ogres are typically chaotic neutral, preferring 
  to live according to their impulses than by the precepts 
  of society. Half-ogre settlements generally follow their 
  own structure, paying heed to the national laws only in 
  the broadest sense. Those half-ogres who are naturally 
  inclined towards a life of order almost always pursue a 
  lifetime military career, as it provides both the stability 
  they cannot find in their hometowns and the perfect op-
  portunity to utilize their great strength.
  Half-ogres are drawn towards classes that comple-
  ment their chaotic nature, such as barbarians and fight-
  ers. Those who feel a strong bond with the land often 
  become druids, oracles, or sorcerers. Half-ogres typically 
  lack the patience and self-restraint to advance as monks, 
  paladins, and wizards, though some of the greatest half-
  ogre military champions have followed these paths.
  Half-Ogre Racial Characteristics
  Half-Ogre player characters are defined by class levels—
  they do not possess racial hit dice. All half-ogre charac-
  ters possess the following racial characteristics.
  • 
  +4 Strength, -2 Dexterity, -2 Intelligence: 
  Half-ogres are powerful but clumsy and simple-
  minded.
  • 
  Type: Half-ogres are Humanoid creatures with 
  both the human and giant subtypes.
  • 
  Size: Half-ogres are Medium creatures and have 
  no bonuses or penalties due to their size.
  • 
  Base Speed: Half-ogres have a base speed of 30 
  feet.
  • 
  Low-Light Vision: In dim light, a half-ogre can 
  see twice as far as a human.
  • 
  Darkvision (60 feet): Half-ogres can see in the 
  dark up to 60 ft.
  • 
  Natural Armor: Half-ogres gain a +1 natural 
  armor bonus to their Armor Class.
  • 
  Skill Training: Half-ogres gain a +2 racial bonus 
  on Climb and Intimidate checks, and these are 
  always class skills for them.
  • 
  Frenzy: Once per day, when a half-ogre takes 
  damage, it may fly into a frenzy as a free action 
  for 1 minute, gaining a +2 racial bonus to Con-
  stitution and Strength, but suffering a -2 penalty 
  
  6
  to AC.
  • 
  Ogre Blood: Half-ogres count as both ogres and 
  humans for the purpose of any effect related to 
  race.
  • 
  Languages: Half-ogres begin play speaking 
  Common and Giant. Half-ogres with high Intel-
  ligence scores can choose from the following: 
  Draconic, Orc, Gnoll and Goblin.
  Trait
  The following trait is available to half-ogre player charac-
  ters from Azag-Ithiel.
  Primal Rage: You fuel the fire of your rage with your 
  primal nature, tapping into an ancient wellspring of fury 
  and hatred. You use Charisma instead of Constitution 
  when determining the number of rounds per day you 
  can rage. Temporary increases to Charisma do not in-
  crease the total number of rounds that can rage each day.
  Half-Orc
  Referred to by some as “elf-orcs”, the half-orcs of Azag-
  Ithiel are considered by many outsiders to be a most pe-
  culiar race. Whatever ancient animosity that still existed 
  between their people disappeared almost overnight as 
  they fled the elementalists of Enor Ashlord. Their shared 
  enmity for the elemental lord and his followers led both 
  groups to form tightly-woven bonds of mutual respect 
  and allegiance. It was not long before members of 
  both races began to form romantic relationships. These 
  romances led to a new race, one that would inherit the 
  birthright of both the elven and orcish peoples.
  Half-orcs have a lean and muscular frame, standing 
  roughly a head taller than their elven brethren. Their 
  skin tends toward the greens and grays, though those 
  descended from the forgeborn are often so dark-skinned 
  those orcish tones are visible only in broad daylight.
  One look at a half-orc’s face reveals his ancestry. The 
  combination of pointed ears, almond-shaped eyes and 
  prominent canines are viewed by elves and orcs alike as 
  exotic and exceptionally attractive. Half-orcs who wish 
  to integrate themselves into elven society will often blunt 
  their tusks, while those who wish to emphasize their 
  fierceness are fond of filing their tusks to a razor-sharp 
  point. Though there are still a few holdouts among both 
  elves and orcs that see half-orcs as a muddling of their 
  own race’s blood, most view such offspring as a culmina-
  tion of both races’ strengths.
  The majority of half-orcs pursue professions that aid 
  in the advancement and defense of Azag-Ithiel. While it 
  is popular choice for a half-orc to enlist in the national 
  military, there is much honor to be found outside a mar-
  tial lifestyle, as half-orcs award the same level of honor 
  and respect to lifelong civil servants that they do to deco-
  rated military veterans.
  Half-orcs tend toward the lawful good and lawful 
  neutral alignments, their exacting upbringing instilling a 
  sense of racial pride and loyalty. Honor and duty to one’s 
  family, community and nation is the cornerstone of a 
  young half-orc’s education.
  Instilled with the racial pride of two very dedicated 
  people, half-orcs strive towards greatness. Heroic deeds 
  earn honor and glory not only for their own name, but 
  for the whole of their family. Half-orc adventurers are 
  a varied bunch, and can be found in a variety of disci-
  plines. Half-orcs make for excellent barbarians, fighters 
  and rogues, and those who seek arcane power are drawn 
  toward the path of the magus. Whatever path a half-orc 
  chooses, it is preferable to utilize traditional elven and 
  orcish weapons whenever possible.
  
  7
  Half-Orc Racial Characteristics
  Half-orc player characters are defined by class levels—
  they do not possess racial hit dice. All half-orc characters 
  possess the following racial characteristics.
  • 
  +2 Strength, +2 Dexterity, -2 Wisdom: Half-
  orcs are powerful and nimble, but reckless.
  • 
  Medium: Half-orcs are Medium creatures and 
  receive no bonuses or penalties due to their size.
  • 
  Normal Speed: Half-orcs have a base speed of 
  30 feet.
  • 
  Darkvision: Half-orcs can see in the dark up to 
  60 feet.
  • 
  Elven Immunities: Half-orcs are immune to 
  magic sleep effects and gain a +2 racial saving 
  throw bonus against enchantment spells and ef-
  fects.
  • 
  Gatecrasher: Half-Orcs gain a +2 racial bonus 
  on Strength checks to break objects and a +2 
  racial bonus on combat maneuver checks to 
  sunder.
  • 
  Integrated: Half-orcs gain a +1 racial bonus on 
  Bluff, Disguise, and Knowledge (local) checks.
  • 
  Mixed Blood: Half-orcs count as both elves and 
  orcs for any effect related to race.
  • 
  Orc Ferocity: Once per day, when a half-orc is 
  brought below 0 hit points but not killed, he 
  can fight on for 1 more round as if disabled. At 
  the end of his next turn, unless brought above 0 
  hit points, he immediately falls unconscious and 
  begins dying.
  • 
  Weapon Familiarity: Half-orcs are proficient 
  with longbows (including composite longbows), 
  greataxes, and shortbows (including composite 
  shortbows) and treat any weapon with the word 
  “elven” or “orc” in its name as a martial weapon.
  • 
  Languages: Half-orcs begin play speaking Com-
  mon, Elven and Orc. Half-orcs with high Intel-
  ligence scores can choose from the following: 
  Abyssal, Draconic, Giant, Gnoll, Goblin, and 
  Sylvan.
  Trait
  The following trait is available to half-orc player charac-
  ters from Azag-Ithiel.
  Commanding Presence: Your sturdy frame and battle-
  field training lead you and your actions to stand out on 
  the battlefield. Whenever you make an attack that reduc-
  es a foe to 0 hit points or fewer or you confirm a critical 
  hit, you grant an ally within 30 feet a +1 morale bonus 
  on attack rolls for 1 round. This ally must be able to see 
  or hear you in order to receive this bonus, and each ally 
  can only benefit from this ability once per combat.
  Kobold
  Toiling in their mines deep within the rocky earth, 
  kobolds are no strangers to hard work. Every tunnel dug 
  simultaneously provides their people with a source of 
  revenue and expands their territory.
  Kobold society is decidedly insular. Having carved 
  out labyrinthine warrens beneath the surface of 
  Low’Enath, the home life of the kobold people is largely 
  unknown to the other races of Azag-Ithiel. This privacy 
  has lent itself to several surreptitious business dealings, 
  especially with the tengu, with whom they share a com-
  mon interest in social and financial advancement.
  Kobolds detest the elven races as a whole, save forge-
  born, whose arcane forges are a profitable source of 
  income. Forgeborn prefer to spend their time producing 
  goods, caring not for the process of gathering their craft-
  ing materials. In return for providing the forgeborn with 
  iron ore and other crafting materials, kobolds gain access 
  to weapons, armor, and other goods well beyond their 
  own skill.
  Perfectly willing to harm others in order to advance 
  their own position, kobolds are typically lawful evil or 
  neutral evil, though they obey surface law whenever 
  outside their lairs. Killing another kobold is a crime of 
  no consequence, so long as the killer’s identity remains 
  unknown. Consequently, quiet assassinations of one’s 
  rivals happen regularly, as it is the surest way of opening 
  up new sources of business.
  Wealthy and powerful kobolds tend to control their 
  territory through absolute intimidation, so as to dissuade 
  young upstarts from moving in on their territory. Those 
  kobolds in positions of power who make it to old age 
  garner a great deal of respect, most of which comes from 
  the simple fact that they are still alive, having fended off 
  assassination attempts.
  Many dismiss kobolds out of hand as adventurers 
  due to their small stature and wary nature. However, it is 
  these very traits that make for excellent assassins, scouts, 
  and snipers. At home in dark and cramped tunnels, ko-
  bolds are capable of lying in wait for unsuspecting prey. 
  While not as common, kobolds can become talented 
  oracles and sorcerers, channeling either the spirits or 
  their draconic bloodline to great effect. Even rarer is the 
  kobold wizard, but there are several from each genera-
  tion who leave their ancestral homes for the universities 
  
  8
  in Paradigm, seeking to follow in the footsteps of their 
  most revered elder, Kurabn Ustam.
  Kobold Racial Characteristics
  Kobold player characters are defined by class levels—
  they do not possess racial hit dice. All kobold characters 
  possess the following racial characteristics.
  • 
  +2 Dexterity, +2 Charisma, -2 Strength: Ko-
  bolds are lithe and amiable but slight.
  • 
  Type: Kobolds are Humanoid creatures with the 
  reptilian subtype.
  • 
  Size: Kobolds are Small creatures and thus gain a 
  +1 size bonus to their AC, a +1 size bonus on at-
  tack rolls, a -1 penalty on their combat maneuver 
  checks and to Combat Maneuver Defense, and a 
  +4 size bonus on Stealth checks.
  • 
  Base Speed: Kobolds have a base speed of 30 
  feet.
  • 
  Darkvision: Kobolds can see in the dark up to 
  60 feet.
  • 
  Kneecapper: Kobolds gain a +4 racial bonus on 
  combat maneuver checks to trip an opponent.
  • 
  Natural Armor: Kobolds gain a +1 natural ar-
  mor bonus to their Armor Class.
  • 
  Stalker: Perception and Stealth are always class 
  skills for kobolds.
  • 
  Swarming: Kobolds are used to living and fight-
  ing communally with other members of this race 
  can share the same square attack the same foe. If 
  two members of this race that are occupying the 
  same square attack the same foe, they are consid-
  ered to be flanking that foe as if they were in two 
  opposite squares.
  • 
  Swift as Shadows: Kobolds reduce the penalty 
  for using Stealth while moving by 5, and reduce 
  the Stealth check penalty for sniping by 10.
  • 
  Languages: Kobolds begin play speaking Com-
  mon and Draconic. Kobolds with high Intel-
  ligence scores can choose from the following: 
  Elven, Goblin, Gnome, Orc, Tengu, Undercom-
  mon.
  Trait
  The following trait is available to kobold player charac-
  ters from Azag-Ithiel.
  Tricks of the Trade: Your time spent working in the 
  quarries and tunnels of the Newlands has imparted upon 
  you both knowledge and ability. You gain a +1 trait bo-
  nus on Knowledge (engineering) and Profession (miner) 
  checks, and Knowledge (engineering) is always a class 
  skill for you. Additionally, you are proficient with light 
  and heavy picks.
  Taddol
  The origin of taddols is shrouded in mystery. A common 
  belief states that taddols are the offspring of unwary elves 
  captured by cruel ettins in the high mountains. Others 
  hold that a proud elven queen, having magically enslaved 
  the ettins sought to breed a new race of mighty warriors 
  with which to conquer all neighboring territories. There 
  are dozens more tales concerning the taddol people, each 
  of them more grandiose—and grotesque—than the last.
  Whatever the nature of the beginnings, taddols have 
  never been welcome in human or elven lands. Many 
  elves view taddols with apprehension that borders on re-
  vulsion, while others simply pity the two-headed people. 
  Humans tend to react far more violently, often forming 
  hunting parties to rid their lands of the perceived men-
  ace. Thus, taddols are by necessity a nomadic people, 
  transplanting their homes and livestock in order to keep 
  would-be pursuers at bay.
  Set upon by slavers from the Jheriak Continuance, a 
  large band of taddols fled with their few remaining pos-
  sessions to the Newlands. Impressed though they were 
  by the vast green pastures for their livestock and rivers 
  brimming with fish, it was the foundling society, based 
  upon the equality of all people, which drew the taddol 
  people to stay within its borders, a refuge from the cru-
  elty of the outside world.
  Taddol families are generally loosely structured, 
  sprawling affairs. As each distinct personality has its own 
  desires for a mate, a taddol typically has two spouses. 
  Because of this, taddol children have two fathers and 
  two mothers each, as well as aunts, uncles, and cousins 
  aplenty.
  A nomadic people, taddols rarely form strong bonds 
  with members of other races. Despite this, they are an 
  incredibly friendly people, and have an excellent mem-
  ory for faces. Though a specific family may not pass by 
  a particular township for a year or more, they will often 
  remember each and every person they had previously 
  met.
  Taddols tend to be of neutral or chaotic neutral 
  alignments, their main concern being the preservation of 
  their extended family. Though more than a little super-
  stitious, taddols hold deep personal beliefs as to the state 
  of the world, and are vigilant to not deplete an area’s 
  natural resources beyond what it can easily replenish.
  
  9
  As each of a taddol’s heads possesses a unique per-
  sonality and interests, a singular taddol often possesses a 
  wide variety of skills. As such, taddols commonly pursue 
  training in two or more classes, often advancing abilities 
  that benefit both personalities. Taddols make for excel-
  lent barbarians, bards, druids, fighters, and rangers. It is 
  rare for a taddol to engange in long-lasting apprentice-
  ships, as only one-half of their self is sure to find satisfac-
  tion. Consequently, taddols hardly ever study to become 
  alchemists, clerics, monks, or wizards.
  Taddol Racial Characteristics
  Taddol player characters are defined by class levels—they 
  do not possess racial hit dice. All taddol characters pos-
  sess the following racial characteristics.
  • 
  +2 Constitution, +2 Wisdom, -2 Intelligence: 
  Taddols are able-bodied and wary, but dim-
  witted.
  • 
  Medium: Taddols are Medium creatures and 
  receive no bonuses or penalties due to their size.
  • 
  Mixed Heritage: Taddols are humanoids with 
  the elf and giant subtypes.
  • 
  Normal Speed: Taddols have a base speed of 30 
  feet.
  • 
  Low-Light Vision: In dim light, a taddol can see 
  twice as far as a human.
  • 
  Dual Minded: Taddols gain a +2 bonus on all 
  Will saving throws.
  • 
  Healthy: Taddols gain a +4 bonus on Fortitude 
  saves against disease and poison, including magi-
  cal diseases.
  • 
  Mountaineer: Taddols are immune to altitude 
  sickness and do not lose their Dexterity bonus 
  to AC when making Climb checks or Acrobatics 
  checks to cross narrow or slippery surfaces.
  • 
  Multitalented: Taddols choose two favored 
  classes at first level and gain a +1 hit point or +1 
  skill point whenever they take a level in either 
  one of those classes.
  • 
  Two Heads: Taddols gain a +4 racial bonus on 
  Perception checks.
  • 
  Languages:Taddols begin play speaking Com-
  mon and Taddol, which is a pidgin of Elven, 
  Giant, Goblin and Orc. Creatures that can speak 
  any two of these languages may succeed on a DC 
  15 Intelligence check to understand the Taddol 
  tongue. Each additional language in common 
  with the pidgin reduces the DC by 5. Check 
  once for each piece of information. Taddols with 
  high Intelligence scores can choose from the fol-
  lowing: Elven, Giant, Goblin, and Orc.
  Trait
  The following trait is available to taddol player characters 
  from Azag-Ithiel.
  Attentive Hunstman: Your keen eyes have little difficul-
  ty spotting tracks, especially in the untouched wilds. You 
  gain a +1 trait bonus on Survival checks made to follow 
  tracks. This trait bonus increases to +3 while in hilly or 
  rocky areas.
  Tengu
  Refusing to eke out their lives on the fringe of society 
  as second-class citizens, tengus flocked to the Newlands 
  with other refugees in search of independence and 
  security. They readily joined their neighbors in forming 
  Azag-Ithiel, a democratic republic, with hopes of ad-
  vancing their people to stations never before held by one 
  of their kin. Though their avian form seemed unusual to 
  many other races, the tengus of Azag-Ithiel have found 
  an easier time integrating into society than in other 
  regions, thanks in no small part to their exacting natures 
  and gift for conversation.
  Tengus often hold close business relationships with 
  forgeborn and kobolds, as their related trades of metal-
  work and mining yield highly profitable earnings for all 
  involved parties. When committed to a business deal-
  ing, tengus give their all, and will often find craft inge-
  nious solutions for even the most mundane of troubles. 
  Because of this, a tengu in a high position of power is 
  considered to be a most valuable ally.
  With their newfound opportunities, tengus observed 
  their neighbors and allies, appropriating the most at-
  tractive cultural traits for themselves. Though they had 
  no overwhelming desire to produce goods of their own, 
  the hierarchy of forgeborn guild structure fascinated the 
  tengu people. The first tengu merchants guild rapidly ex-
  panded, and it was not long at all before more and more 
  tengu families began forming their own unions. Tengus 
  prefer to deal in the trading of commodities, especially 
  precious stones, gold, iron and silver. Handling such 
  valuable objects sates what is often a covetous desire for 
  wealth, and the sheer variety of materials exchanged in 
  their markets are a source of great personal pride.
  Tengus aspire to advance as lawyers, bankers, and 
  moneylenders, and those with greater inclination toward 
  articulation often enter politics, drafting laws that exact 
  the greatest benefit for their own interested parties.
  
  10
  they can do so up to three steps up rather than 
  just two.
  • 
  Languages: Tengus begin play speaking Com-
  mon and Tengu. Tengus with high Intelligence 
  scores can choose any languages they want (ex-
  cept secret languages, such as Druidic).
  Trait
  The following trait is available to tengu player characters 
  from Azag-Ithiel.
  Thick Plumage: Your frame is narrower than it appears; 
  much of your size is actually your feathers, giving you 
  the ability to easily navigate tight spaces. The penal-
  ties on your attack rolls and to your AC for squeezing 
  through a narrow space that is at least half as wide as 
  your normal space are both reduced by 2.
  Despite their propensity for long-winded conversa-
  tions, tengus are incredibly secretive concerning their 
  personal religious and spiritual beliefs. Most tengus have 
  a strong aversion to open discussion of religion. Tengus 
  are primarily focused on their own self-interests, and 
  thus tend to be of neutral or lawful neutral alignment. 
  Even the most predatory of moneylenders make certain 
  to work well within the limits of the law, and view lying 
  and deceit as distasteful methods of earning a profit. A 
  tengu found to have engaged in illegal affairs is often 
  shunned by his or her peers, barred from membership in 
  any of their mercantile guilds. As such, a tengu involved 
  in illicit dealings often work through third parties, in-
  variably of other races, so as to remain plausible denial.
  An innate cunning has led many tengus to the adven-
  turing life. Though their delicate frame keeps many from 
  fighting on the front ranks, a tengu’s swiftness is ideal 
  for all manner of mobile strikers, including bards and 
  rogues. Tengus seldom travel the path of clerics, inquisi-
  tors, monks, and rangers, those who do are shrewd and 
  focused beyond compare.
  Tengu Racial Characteristics
  Tengu player characters are defined by class levels—they 
  do not possess racial hit dice. All tengu characters possess 
  the following racial characteristics.
  • 
  +2 Dexterity, +2 Wisdom, -2 Constitution: 
  Tengus are deft and cunning, but frail.
  • 
  Type: Tengus are Humanoid creatures with the 
  tengu subtype.
  • 
  Size: Tengus are Medium creatures and receive 
  no bonuses or penalties due to their size.
  • 
  Base Speed: Tengus have a base speed of 30 feet.
  • 
  Gifted Linguist: Tengus gain a +4 racial bonus 
  on Linguistics checks, and they learn one addi-
  tional language every time they put a rank in the 
  Linguistics skill.
  • 
  Natural Weapons: A tengu has both a bite at-
  tack and two claw attacks. Both the bite and 
  claw attacks are primary natural attacks and deal 
  1d3 points of damage. Tengus are treated as hav-
  ing the Improved Unarmed Strike feat for the 
  purpose of qualifying for other feats.
  • 
  Poison Use: Tengus are skilled with poison and 
  never risk accidentally poisoning themselves 
  when applying it to weapons.
  • 
  Silver Tongued: Tengus gain a +2 bonus on 
  Bluff and Diplomacy checks. In addition, when 
  they use Diplomacy to shift a creature’s attitude, 
  
  11
  Government of Azag-Ithiel
  Much of the Porphyra has existed in near-perpetual 
  conflict, racial, religious, and political persecution fuel-
  ing the fires of hatred and intolerance. Refugees and 
  nomads, in their flight from such maltreatment, founded 
  Azag-Ithiel, a free land of free people. Despite any linger-
  ing animosities between their people, a singular purpose 
  united all those within Azag-Ithiel: freedom. The All-
  Races Senate formed a democratic republic to govern the 
  Newlands, while a treatise brought forth by Yolandite 
  clerics, whose histories of the world are among the most 
  complete and closely-studied, became a declaration of 
  rights. Treasuring their liberty, every citizen of the New-
  lands is united in solidarity against any force that would 
  dare to threaten their independence.
  Every citizen of Azag-Ithiel can have his or her words 
  heard, can influence policy and aid in the advancement 
  of society. Each region in that comprises the Newlands 
  addresses all other matters of law according to the will of 
  the people. In this away, individual regions preserve both 
  cultural regional identity, so long as they do not interfere 
  with either government law or the independence of any 
  citizen: the nomadic taddols regulate grazing and forag-
  ing so as to prevent diminished resources in the coming 
  months, while all who live within the walls of Paradigm 
  are guaranteed an apprenticeship for at least four years 
  time.
  Each region elects a number of senators to represent 
  and promote their region’s interests and to defend its 
  people in the case of conflict. How these senators are 
  elected is up to the individual regions to decide, though 
  by national law no senator can retain his or her posi-
  tion indefinitely; elections must be held every four years. 
  During the time leading up to an election, incumbent 
  and would-be senators campaign according to regional 
  traditions. Each of the half-ogre holds, for example, elect 
  their senators through a battle royal known as Honor 
  and Blood, though typical campaigns throughout Azag-
  Ithiel consist of open debates, during which candidates 
  answer questions posed by both their opponents and the 
  attendees.
  At its core, the All-Races Senate is a conversation. 
  Granted, as it has hundreds of members, this conversa-
  tion can grow heated at times. There are a handful of 
  incendiary senators at any given time, though most 
  senators elected to serve are ever diligent in handling 
  the responsibilities their positions require. Senators who 
  promote or are otherwise heavily involved in projects 
  that are both hugely successful and popular—such as 
  the near-completed national system of roads, many years 
  in the making—earn great honor, which often leads to 
  several further terms in the Senate.
  Despite the power a senator wields on a daily basis, 
  even the most prominent politicians are not invulner-
  able during their tenure. Constituents have the right to 
  make a motion of no confidence against a senator from 
  their region at any time, so long as there is clear evidence 
  of wrongdoing or incompetence. Such motions are not 
  considered lightly, most of which have been successful in 
  removing a senator from his or her position.
  Just as the citizens of the Newlands elect their sena-
  tors, the members of the All-Races Senate elect a Prime 
  Minister to oversee the Senate for a period of eight years. 
  A candidate for Prime Minister must be nominated by 
  at least three senators, each of whom must hail from a 
  separate region. Once all candidates have been selected, 
  individual regions hold a vote to determine which can-
  didate they support, the results of which their senators 
  uphold in the Senate. There have been two cases of a 
  senator betraying the trust of his or her constituents and 
  voting for a different Prime Minister. In each occurrence, 
  the senator in question was swiftly replaced in a vote of 
  no confidence.
  As so much of Azag-Ithiel’s political machine depends 
  upon its members being charismatic, intelligent, and ef-
  fective communicators, it is no surprise that the nation’s 
  ambassadors are among the finest in the world. Despite 
  the willingness of the Newland’s citizens to defend their 
  country in times of war, battle lies down a path most 
  would avoid if able, especially following the desperate, 
  costly fracas with Jheriak invaders known as the No-Win 
  War.
  Of significant note is the recently-signed non-aggres-
  sion pact with the Red King of the Northlands. This 
  critical diplomatic success has spurned the Senate to 
  dispatch more and more talented ambassadors to foreign 
  lands in the hopes of strengthening relations with allied 
  nations, even as they attempt to sway old enemies.
  
  12
  
  13
  Settlements of Azag-Ithiel
  There are three major settlements within Azag-Ithiel.
  Paradigm
  Nimtherhel’s father held her hand as he talked with the old 
  man. He stood nearly a head shorter than her father, white 
  wisps of hair sticking out at odd angles. He was a funny-
  looking man, but Nimtherhel did not laugh. Laughing at 
  people was rude, her father often told her.
  Her other hand held the last of the four honey-cakes her 
  mother had given her just that morning. Her father had 
  laughed as she began eating the cakes as soon as the cart had 
  taken them beyond sight of their farmhouse.
  Nimtherhel was to receive her schooling here in the capi-
  tal. She was afraid to be away from home, but for now, her 
  father’s hand eased her nerves.
  The man turned his pale blue eyes to her. “Your father 
  says you are very bright, child. And talented, too. I am 
  Aeron, teacher of children.” He reached out slowly to shake 
  her hand.
  She raised her own hand to meet his, realizing almost 
  too late that her hand was sticky from the cake. Nimther-
  hel felt her cheeks grow hot with embarrassment, and she 
  lowered her gaze in order to hide her shame. As she did, a 
  fat droplet of honey fell from the honey-cake, landing on the 
  green fabric of her dress. She frowned at the droplet, reach-
  ing out with her free hand. A pale glow blossomed from her 
  fingertips for a moment, and when it faded, the offending 
  droplet was gone.
  Nimtherhel raised her eyes. She could see her father’s lips 
  pursed with disapproval, but the wiry man wore a broad 
  smile on his face.
  “Yes, I do believe you will fit in just nicely.”
  Paradigm
  NG Metropolis
  Corruption -2; Crime -2; Economy +3; Law +1; Lore 
  +4; Society +5
  Qualities academic, artist’s colony, good roads, magi-
  cally attuned, peacebonding, well educated
  Danger +10
  Demographics
  Government utopian experiment
  Population 33,800 (11,800 half-elves, 7,000 half-orcs, 
  4,200 tengus, 3,600 kobolds, 3,200 half-ogres, 2,200 
  taddols, 1,800 forgeborn)
  Notable NPCs
  Fhanys Hlaenddare (NG half-elf shieldsword sentinel 
  8)
  Kurabn Ustam, Father of the Newlands (LG kobold 
  wizard 15)
  Otag Nagen, Prime Minister of Azag-Ithiel (LN male 
  half-orc fist of the word 9)
  T’kree Chk’ka, Senator (LN tengu expert 7)
  Marketplace
  Base Value 16,000 gp; Purchase Limit 100,000 gp
  Spellcasting 9th
  Minor Items any; Medium Items 4d4; Major Items 
  3d4
  The most racially diverse of all settlements within the 
  Newlands, Paradigm serves not only as capital to the 
  nation, but as one of the greatest repositories of knowl-
  edge in the world. At the center of Paradigm sits Kurabn 
  Ustam’s tower, the very same he constructed when he 
  first discovered the magical wellspring that granted his 
  immortality. The tower, which once loomed imposingly 
  over the countryside, now peeks its head above its neigh-
  boring structures: the All-Races Senate, whose dome, 
  inlaid with sinuous lines of obsidian, glimmers darkly in 
  the full light of day; and Paradigm’s three universities, 
  whose combined six towers encircle Ustam’s own and 
  Patriot Square.
  When the All-Races Senate convenes for its seasonal 
  sessions, the city bursts at the seams, citizens from across 
  the nation come to participate in open forum. Yet even 
  when the vast majority of Senators return to their home 
  territories, the political machine does not sleep. Ac-
  tors and singers perform political satires upon open-air 
  stages, delivering the news of the day with scathing com-
  mentary and witticisms laden with hidden meanings. 
  Though these performances typically run only as long 
  as the news is fresh, the most sensational of stories are 
  stretched out over weeks, an evolving storyline incorpo-
  rating recent developments.
  Founded on the dream of freedom and unity, Azag-
  Ithiel guarantees freedom to all citizens, though those 
  within the walls of Paradigm experience these freedoms 
  more so than in other settlements. Rejecting the belief 
  that one’s station in life is dependent upon the condi-
  tions of their birth, the people of Azag-Ithiel are great 
  advocates for social advancement.
  This is most readily apparent in Paradigm, where 
  members of all races intermingle, sharing their knowl-
  edge and skills with any who have the earnest desire to 
  learn. All citizens are assured a minimum of four years 
  apprenticeship, and no apprentice (or their family) is 
  required to pay for their education and employment. 
  Each master fee is sponsored by the Senate. The son of a 
  farmer is just likely to become a goldsmith’s apprentice 
  
  14
  as the son of a merchant or soldier. This has given rise 
  to an influx of skilled tradesmen and women, who upon 
  reaching the skill of a journeyman most often return to 
  their home territories, sharing their craft with an even 
  greater population.
  Similarly, the doors of Paradigm’s universities are 
  open to all within the nation. Within the six towers 
  a citizen may receive an education in a wide range of 
  fields, though competition is fierce amongst applicants 
  seeking entry into the more desirable programs. Each 
  university has two towers, one serving as dormitories and 
  living facilities for all students and resident faculty, the 
  other containing classrooms and offices.
  The three universities are: The Arcanum, Bardh’laga 
  (where magics, both arcane and divine, are studied, 
  learned, and practiced), The Academy, Pár’istyar (where 
  students learn a number of practical skills, including 
  arithmetic, geometry, astronomy, music, logic, and 
  rhetoric), and The Arboretum, Galadh’tarminas (where 
  advanced farming techniques are developed by druids 
  and wizards alike).
  Khambir
  Sweat clung to Tark’s skin at he brought the woodaxe down 
  his all his strength, the steel head splitting a log cleanly in 
  two. Another log, another swing, the rhythmic, solid strikes 
  of metal on wood echoing dully. Though he was large for his 
  age, Tark he carried himself with a lightness and ease that 
  spoke of an older man. The weight of the axe was comfort-
  ing in his hands, the wood handle small and almost deli-
  cate-looking in his hands. Another log, another swing.
  The sound of wagon wheels and footsteps broke Tark’s fo-
  cus on the pile of logs. He stood up straight, wiping his brow 
  as he squinted in the fading light. In the distance, a wagon 
  trundled up the road. It was laden down with barrels and 
  sacks, most likely food and supplies for Fort Karaden. A 
  banner flew in the air, the gauntleted hand that heralded 
  the Fists of the Word. 
  Tark longed to join them, to march to the center of the 
  city and declare his allegiance. He was still almost a year 
  too young, and he counted the days until his next nameday, 
  marking them off one by one. Grandfather Eaorlin was 
  full of stories from his days as a Fist of the Word, respond-
  ing to calls for aid in the farthest reaches of the Newlands. 
  One day, Tark would tell his own grandchildren of his own 
  honor.
  “Soon.” Tark realized he had spoken aloud. He gripped 
  the axe handle in his hands, his eyes never leaving the ban-
  ner flapping in the breeze. “Soon.”
  Khambir
  LN Large City
  Corruption -1; Crime +0; Economy +2; Law +6; Lore 
  +1; Society +1
  Qualities abundant, population surge, prosperous, rural, 
  strategic location
  Danger +5
  Demographics
  Government military
  Population 21,600 (7,100 half-orcs, 5,600 half-elves, 
  3,600 half-ogres, 2,200 taddols, 1,800 kobolds, 800 
  tengus, 500 forgeborn)
  Notable NPCs
  Thozug Cyredraheal, Keeper of Arms (LN half-orc  
  fighter 9)
  Mialen and Maylen, Keepers of Wisdom (LN taddol 
  cleric3/monk 5)
  Korag Stoneheart, Keeper of Fury (N half-ogre barbar-
  ian 5, hulking marauder 4)
  Marketplace
  Base Value 11,200 gp; Purchase Limit 75,000 gp
  Spellcasting 7th
  Minor Items 4d4; Medium Items 3d4; Major Items 
  2d4
  Khambir sits at the very center of Azag-Ithiel, a sprawl-
  ing city built to house and train the nation’s military 
  forces. At the heart of the city lies Fort Karaden, a squat, 
  blocky affair. The fort would hardly be impressive if not 
  for its immense size, capable of simultaneously housing 
  every not only the entirety of the Newlands’ military but 
  every inhabitant of the city in times of war.
  Khambir is ruled by three Keepers, masters of war 
  who have risen to excellence. Thozug Cyredraheal serves 
  as Keeper of Arms, a fearsome warrior who has mastered 
  the use of every weapon to fall into his hands, oversees 
  the training of the Fists of the Word. The taddol Mialen 
  and Maylen serve as Keepers of Wisdom, teaching those 
  soldiers who have the talent how to bring into harmony 
  both body and spirit. While only a few who train under 
  Mialen and Maylen go on to pursue the path of either 
  monk or cleric, their pupils often climb to lofty positions 
  within the military. Korag Stoneheart oversees the small-
  est, but certainly the most fearsome, troops: Hulking 
  Marauders, half-ogre shock troops, whose thundering 
  charges are feared throughout the neighboring regions.
  Situated on a highland surrounded by fertile farm-
  land, the site for Fort Karaden, and the city that sprung 
  up around its walls, was chosen to be as defensible as 
  possible. Just south of Khambir is the hub for the na-
  
  15
  tion’s near-completed system of roads, which allow for 
  greatly increased travel within its borders. The road that 
  leads from this crossroads north to Khambir is nar-
  row and rocky, forcing would-be attackers to drastically 
  reduce their speed as they move through a four-mile 
  chokepoint.
  Despite serving as the home for the nation’s military, 
  Khambir feels much more like a small township than 
  a city home to over 20,000 souls, most of whom are 
  soldiers and their immediate families. Soldiers trained in 
  Fort Karaden are expected to protect their nation, not 
  only as soldiers, but as strong leaders in their families 
  and community. A great sense of pride and purpose uni-
  fies the people of Khambir, strengthening bonds between 
  neighbors almost as strong as those of family.
  Neighborhoods tend to group around similar racial 
  backgrounds, each residential district containing the 
  various shops and tradesman necessary to support their 
  needs. A great open-air market lines the main thorough-
  fare, vendors hawking wares to passers-by as merchants 
  seek to unload their goods at the city market.
  The area surrounding Khambir is some of the most 
  fertile farmland in Azag-Ithiel. As farmers are able to 
  harvest more food than either they or the military has 
  need for, caravans full of grains and produce are a com-
  mon sight heading from Khambir to other townships 
  and cities.
  As the abundance of both soldiers and resources 
  increases, so do the number of new families outside 
  the walls of Fort Karaden. Children flock through city 
  streets, many of whom dream of one day joining their 
  fathers, mothers, brothers, and sisters inside the walls of 
  Fort Karaden.
  Low’Enath (Azag-Lown)
  Rist’lak tugged the cowl of his thick cloak tighter against his 
  beak. Fumes from the Runeforges hung heavily in the air, 
  thick black smoke and sulfur that burned the lungs and 
  stung the eyes. His talons clacked dully against the cobble-
  stones underneath.
  Rist’lak pulled a purse from his belt, measuring the 
  weight with his palm. He gingerly dropped the purse into 
  a small hole in the ground, barely visible in the clinging 
  shadows. The clink of coins echoed dully somewhere beneath 
  where he stood.
  A half-dozen yards away, a small object landed heav-
  ily beside a broken barrel. Rist’lak crept towards the barrel, 
  plucking a small darkwood box from the ground. Opening 
  the lid, he let out a slow, contented sigh.
  Inside the box was a glistening salamander heart, held 
  in a tighly-woven copper net. The heart still beat softly. This 
  heart would create a dozen, if not more, doses of fireheart 
  oil, a powerful poison. Luckily, he had a few buyers in 
  mind…
  “You, there!”
  The voice cut through the smog, and Rist’lak froze in 
  place, an unspoken curse catching in his throat. He turned 
  his head slowly, watching in horror as a half-dozen armed 
  men and women emerged from the smoke. Their burnished 
  mail shone dully in the dim lighting, but what caught 
  Rist’lak’s eyes were their dark red cloaks, the color of spilled 
  wine. Terror clawed at his mind, and inside, Rist’lak 
  screamed as the guards approached, the box still held firmly 
  in his talons.
  A faint scurrying caught his attention, and Rist’lak 
  watched mutely as a small kobold poked his head out of the 
  gloom, reaching into the hole for the coinpurse. The kobold 
  gave him a pitying smile before disappearing into darkness.
  Low’Enath
  LE Large City
  Corruption +3; Crime +1; Economy +5; Law +3; Lore 
  -3; Society +2
  Qualities cruel watch, financial center, guilds, insular, 
  legendary marketplace
  Danger +10
  Demographics
  Government council
  Population 9,300 (4,000 kobolds, 3,100 forgeborn, 
  2,200 tengus)
  Notable NPCs
  M’taamo Lhitak, Master of Scales (LN tengu rogue 9)
  Darnesk Blackflame, Master of Tunnels (NE kobold 
  sorcerer 8)
  Cylithabar Rilynnartnith, Mistress of the Forge (LE 
  forgeborn wizard 8)
  Elya Aleaghymn, Mistress of Trade (LN half-elf expert 
  9)
  Marketplace
  Base Value 22,400 gp; Purchase Limit 140,000 gp
  Spellcasting 6th
  Minor Items 4d4; Medium Items 3d4; Major Items 
  1d6
  Nestled in the Abancoi Nicn range is Low’Enath, the 
  industrial backbone of the nation. Some call it the City 
  of Smoke and Fire, referring to the forges and factories 
  that produce some of, if not the best arms, armor and 
  trade goods in the world. The skyline is dominated by 
  dark factory towers, looming over the countryside with 
  
  16
  an even more imposing stature than the mountains 
  themselves.
  Far from being as racially inclusive at either Paradigm 
  or Khambir, Low’Enath is split into three districts. Most 
  forgeborn, kobolds, and tengus stay within their own 
  racial enclaves—known as the Forge, the Tunnels, and 
  the Scales, respectively—dealing with the others only as 
  needed by their work. That is not to say that the people 
  of Low’Enath are racially intolerant, but rather suffer 
  from a single-mindedness concerning their district’s 
  goals.
  Situated evenly between the three districts is an area 
  controlled not by the city of Low’Enath, but by the great 
  trading houses. Known as the Fourth District, the grand 
  market is filled near to capacity from sunup to sundown, 
  caravans of merchants unloading foodstuffs and textiles, 
  clearing room for the stone-, metal-, and magic-forged 
  goods they hope to trade, both within the borders of 
  Azag-Ithiel and in foreign lands.
  To keep watch over Low’Enath, each district elects a 
  member to represent their interests on the City Coun-
  cil. A position on the council lasts for three years, 
  and no individual person may serve more than 
  three terms within their lifetime. The coun-
  cil consists of four members, one elected 
  from each of Low’Enath’s three districts, 
  and the fourth raised from the trading 
  houses. The guilds of each district spon-
  sor a candidate for the City Council, 
  just as they do Senators. Though an 
  opponent will occasionally attempt 
  to climb his or her way to power, 
  no such candidate has ever been 
  elected to the council.
  The citizens of Low’Enath are a 
  wary lot, especially when it comes 
  to watching out for the Redcloaks. 
  Directly under the control of the 
  City Council, these guards patrol the 
  streets in the name of keeping the 
  peace, and are noted for their cruel 
  efficiency in quelling disturbances. 
  Theft, destruction of property, and 
  other criminal activities are met with 
  swift punishment, involving at the 
  least significant fines. Given that the 
  crafts produced in Low’Enath are 
  sought after by so many through-
  out the world, it is no wonder how 
  closely the guilds of Low’Enath guard the secrets of their 
  labor, though many wonder quietly if the Redcloaks 
  protect more than they punish.
  Each district contains a number of guilds, each of 
  which enjoys a great deal of trade, thanks to the ever-
  busy trade houses in the Fourth District. Though dozens 
  of guilds exist within Low’Enath, four have attained 
  greatness over the centuries. The great guilds are: Kyn-
  nyrarnith, the Sworn to the Flame, those who watch 
  over the great elven Runeforges; Tyrneazea, practitioners 
  of the ancient forgeborn art of crystalline alchemy; The 
  Diggers, kobolds who supply the other guilds with iron, 
  gemstones, and other precious ores from deep within the 
  earth; and The Brotherhood of Scales, renowned tengu 
  copper-, silver- and gold-smiths who mint the central 
  currency used by the citizens of Azag-Ithiel.
  Darnesk Blackflame, Master of Tunnels (NE kobold 
  sorcerer 8) 
  
  17
  Class Options
  The following is a list of optional archetypes, class 
  features and prestige classes available to characters from 
  Azag-Ithiel.
  Alchemist Discoveries
  Kobolds in the Newlands were the first to invent these  
  two new alchemist discoveries.
  Explosive Barrage
  Prerequisite: Alchemist 12, explosive missile, fast bombs
  Benefit: An alchemist with this discovery can prepare 
  multiple arrows or crossbow bolts with the power of her 
  bomb, as detailed in the explosive missile alchemist dis-
  covery. As a full-round action, the alchemist can prepare 
  multiple pieces of ammunition if her base attack bonus 
  is high enough to grant her additional attacks.
  Fragmentation Bomb
  Prerequisite: Alchemist 4
  Benefit: When the alchemist creates a bomb, she can 
  choose to have it inflict additional piercing damage. 
  Fragmentation bombs deal an additional +2 points of 
  piercing damage per die from the bomb. This additional 
  piercing damage is reduced to +1 point per die from the 
  bomb to those caught in the splash damage.
  Barbarian Rage Powers
  Fierce half-ogre barbarians in the Abancoi Nicn moun-
  tains teach these rituals of rage to their young and others 
  they trust.
  Iron-Fist Brawler
  Prerequisite: Barbarian 8, greater brawler rage power
  Benefit: While raging, the barbarian deals more damage 
  with his unarmed strikes. This ability functions like the 
  monk unarmed strike ability, except that the barbarian’s 
  effective monk level is equal to her barbarian level -3.
  Steady Foothold (Ex)
  Benefit: While raging, the barbarian can move through 
  5 feet of difficult terrain each round as if it were normal 
  terrain. The total distance through which the barbarian 
  can move freely increases by 5 feet for every 4 levels the 
  barbarian has attained, up to a maximum of 30 feet per 
  round at 20th level. This allows the barbarian to take a 
  5-foot step into difficult terrain.
  Special: The effects of the acrobatic steps and nimble 
  moves feats stack with those provided by sure footing.
  Voracious Maw (Ex)
  Prerequisite: Barbarian 4, animal fury rage power
  Benefit: While raging, the barbarian gains a second bite 
  attack. The damage for both this and the bite attack 
  gained from the animal fury rage power increase by one 
  step, as if his size had increased by one category.
  Special: This rage power is available to taddols and other 
  races with two or more heads.
  Voracious Rend (Ex)
  Prerequisite: Barbarian 6, voracious maw rage power
  Benefit: If you deal damage to an opponent with the 
  bite attacks granted by the animal fury and voracious 
  maw rage powers, you deal an additional 1d8 points of 
  damage plus your Strength modifier. You can only deal 
  this additional damage once per round.
  Bardic Masterpieces
  Bard-wizards of the Bardh’laga Arcanum have perfected 
  this mas-terpiece, and teach it to precocious students.
  Elegy of the Steadfast Soldier (Sing)
  Your performance inspires your allies to press on despite suf-
  fering mortal wounds.
  Prerequisite: Perform (oratory) or Perform (sing) 7 
  ranks
  Cost: Feat or 3rd-level bard spell known
  Effect(s): This elegy tells the story of a wounded soldier 
  who stood his ground against insurmountable odds. 
  Though he was quickly overwhelmed by his foes, the 
  soldier fought on, drawing his final breath only when 
  the last of his foes fell before him. For as long as the bard 
  maintains the performance, all allies within 30 feet treat 
  their Constitution as 5 points higher than normal for 
  the purpose of determining when hit point damage kills 
  them. She may increase the cost per round of the perfor-
  mance up to a total number equal to half her bard level 
  to increase the amount by 5 points for each additional 
  round expended, up to a maximum of 30 points.
  Use: 1 bardic performance round per round, plus 1 or 
  more additional rounds per round to increase the effect
  Action: 1 immediate action
  Magus Arcana
  Several dojos exist in Azag-Ithiel, most run by enterpris-
  ing half-orcs.
  Primal Arcana
  Prerequisite: Magus 6, Elemental Spell
  
  18
  Benefit: The magus may use points from his arcane pool 
  as if they were a primordial mystic’s primal charges.
  Additional Ranger Combat Styles
  Rangers of various races serve as scouts, border patrols 
  and skirmishers, protecting Azag-Ithiel’s marches.
  Polearm: If the ranger selects polearm style, he can 
  choose from the following list whenever he gains a com-
  bat style feat: Polearm Defense, Power Attack, and Shield 
  Focus. At 6th level, he adds Improved Trip and Polearm 
  Deflection to the list. At 10th level, he adds Dreadful 
  Carnage and Greater Trip to to the list.
  Thrown Weapon: If the ranger selects thrown weapon 
  style, he can choose from the following list whenever 
  he gains a combat style feat: Distance Thrower, Point-
  Blank Shot, Precise Shot, Throw Anything, Two-Handed 
  Thrower, and Quick Draw. At 6th level, he adds Charg-
  ing Hurler, Close-Quarters Thrower, and Improved Pre-
  cise Shot to the list. At 10th level, he adds False Opening 
  and Improved Charging Hurler to the list.
  Rogue Talents
  The devious kobolds have developed many methods of 
  skullduggery over the ages, and are keen to apply them.
  Adaptable Maneuvers (Ex)
  Prerequisites: Ki pool
  Benefit: A rogue with this talent can spend 1 point from 
  his ki pool as a swift action to gain the benefit of Im-
  proved Dirty Trick, Improved Disarm, Improved Steal, 
  or Improved Trip for 1 minute. If this ability is used 
  again before the duration expires, the rogue loses the 
  benefit of the previous feat and gains a new one in its 
  place.
  Hinder Awareness (Ex)
  Benefit: A rogue with this ability can cause enemy 
  spellcasters lingering pain, impeding their ability to ef-
  fectively cast spells. Successful sneak attacks increases the 
  target’s DC to cast spells defensively by +1 for each die 
  of the rogue’s sneak attack (e.g., 7d6 equals a +7 to the 
  DC) until the beginning of the rogue’s next turn.
  Sadistic Poisoner (Ex)
  Prerequisites: Sneak attack +2d6
  Benefit: Anytime a rogue with this talent successfully 
  hits an opponent with a sneak attack using a poisoned 
  weapon, he may forgo his sneak attack damage in order 
  to better poison his foe. If the attack succeeds, the rogue 
  deals weapon damage as normal, but instead of the rogue 
  dealing sneak attak damage, the save DC of any poison 
  on the weapon increases by +1 for every 2 sneak attack 
  dice given up.
  Primordial Mystic
  Whether walking the paths of good and evil, law and 
  chaos, primordial mystics do not simply tap into the 
  primal forces of the world; they are living embodiments 
  of the natural world, lightning, fire, water, and stone 
  made flesh. Rather than dedicate themselves to a god or 
  to an ideal, primordial mystics pledge themselves to the 
  raw elements that have existed since time immemorial, 
  gaining powerful boons as they shape themselves in the 
  image of their chosen element.
     While many primordial mystics channel these gifts in 
  the service of the elemental lords, there are an almost 
  equal number that distance themselves from those ma-
  levolent forces, finding solace in the untouched world. 
  Role: Primordial mystics are capable combatants and 
  spellcasters, able to hold their own on the front lines of 
  combat, unleash devastating elemental spells, and trans-
  form into the very elements from which they draw their 
  powers.
  Alignment: Any neutral
  Hit Die: d8.
  Alternate Classes: Oracle and sorcerer.
  Starting Wealth: 4d6 x 10 gp (average 140 gp). In ad-
  dition, each character begins play with an outfit starting 
  worth 10 gp or less.
  Class Skills
  The primordial mystic’s class skills are Craft (Int), Fly 
  (Dex), Heal (Wis), Knowledge (nature) (Int), Profession 
  (Wis), Spellcraft (Int), and Survival (Wis).
     In addition, primordial mystics receive an additional 
  class skill depending on their elemental attunement.
     Skill Ranks per Level: 4 + Int modifier
  Class Features
  The following are class features of the primordial mystic.
  
  19
  Weapon and Armor Proficiency: Primordial mystics 
  are proficient with the following weapons: club, dag-
  ger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, 
  sling, and spear. They are also proficient with all natural 
  attacks of any form they assume with elemental shape 
  (see below).
  Primordial mystics are proficient with light and me-
  dium armor but like druids, are prohibited from wearing 
  metal armor.
  Spells: A primordial mystic casts divine spells drawn 
  from the primordial mystic spell list. He can cast any 
  spell he knows without preparing it ahead of time. To 
  learn or cast a spell, a primordial mystic must have a 
  Charisma score equal to at least 10 + the spell’s level. The 
  Difficulty Class for a saving throw against a primordial 
  mystic’s spell is 10 + the spell level + the primordial mys-
  tic’s Charisma modifier.
  A primordial mystic can cast only a certain number of 
  spells of each spell level per day. His base daily spell limit 
  is given on Table: Primordial Mystic. In addition, he 
  receives bonus spells per day if he has a high Charisma 
  score.
  A primordial mystic’s selection of spells is extremely 
  limited. A primordial mystic begins play knowing four 
  0-level spells and two 1st-level spells of his choice. At 
  each new primordial mystic level, he gains one or more 
  spells, as indicated on Table: Primordial Mystic Spells 
  Known. Unlike spells per day, the number of spells a 
  primordial mystic knows is not affected by his Charisma 
  score; the numbers on Table: Primordial Mystic Spells 
  Known are fixed.
  Upon reaching 4th level, and at every even-numbered 
  primordial mystic level after that (6th, 8th, and so on), 
  a primordial mystic can choose to learn a new spell in 
  place of one he already knows. In effect, the primordial 
  mystic loses the old spell in exchange for the new one. 
  The new spell’s level must be the same as that of the one 
  being exchanged. A primordial mystic may swap only a 
  single spell at any given level, and must choose whether 
  or not to swap the spell at the same time that he gains 
  new spells known for the level. He cannot swap any 
  Table: Primordial Mystic
  Level
  BAB
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells Per Day
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  +0
  +0
  +2
  +2
  Elemental attunement, orisons, 
  primal pool
  1
  —
  —
  —
  —
  —
  2nd
  +1
  +0
  +3
  +3
  Attunement spell
  2
  —
  —
  —
  —
  —
  3rd
  +2
  +1
  +3
  +3
  Attunement revelation
  3
  —
  —
  —
  —
  —
  4th
  +3
  +1
  +4
  +4
  Elemental shape (1/day)
  3
  1
  —
  —
  —
  —
  5th
  +3
  +1
  +4
  +4
  Attunement spell, primal  resil-
  ience
  4
  2
  —
  —
  —
  —
  6th
  +4
  +2
  +5
  +5
  Elemental shape (2/day)
  4
  3
  —
  —
  —
  —
  7th
  +5
  +2
  +5
  +5
  Elemental manipulator
  4
  3
  1
  —
  —
  —
  8th
  +6/+1
  +2
  +6
  +6
  Attunement spell, elemental 
  shape (3/day)
  4
  4
  2
  —
  —
  —
  9th
  +6/+1
  +3
  +6
  +6
  Attunement revelation
  5
  4
  3
  —
  —
  —
  10th
  +7/+2
  +3
  +7
  +7
  Elemental shape (4/day)
  5
  4
  3
  1
  —
  —
  11th
  +8/+3
  +3
  +7
  +7
  Attunement spell
  5
  4
  4
  2
  —
  —
  12th
  +9/+4
  +4
  +8
  +8
  Elemental shape (5/day)
  5
  5
  4
  3
  —
  —
  13th
  +9/+4
  +4
  +8
  +8
  5
  5
  4
  3
  1
  —
  14th
  +10/+5
  +4
  +9
  +9
  Attunement spell, elemental 
  shape (6/day)
  5
  5
  4
  4
  2
  —
  15th
  +11/+6/+1
  +5
  +9
  +9
  Attunement revelation
  5
  5
  5
  4
  3
  —
  16th
  +12/+7/+2
  +5
  +10
  +10
  Elemental shape (7/day)
  5
  5
  5
  4
  3
  1
  17th
  +12/+7/+2
  +5
  +10
  +10
  Attunement spell
  5
  5
  5
  4
  4
  2
  18th
  +13/+8/+3
  +6
  +11
  +11
  Elemental shape (8/day)
  5
  5
  5
  5
  4
  3
  19th
  +14/+9/+4
  +6
  +11
  +11
  5
  5
  5
  5
  5
  4
  20th
  +15/+10/+5
  +6
  +12
  +12
  Elemental mastery
  5
  5
  5
  5
  5
  5
  
  20
  
  21
  spells gained from his elemental attunement.
  Unlike a wizard, a primordial mystic need not prepare 
  his spells in advance. He can cast any spell he knows at 
  any time, assuming he has not yet used up his spells per 
  day for that spell level.
  Table: Primordial Mystic Spells Known
  Level
  0th
  1st
  2nd
  3rd
  4th
  5th
  6th
  1st
  4
  2
  —
  —
  —
  —
  —
  2nd
  5
  3
  —
  —
  —
  —
  —
  3rd
  6
  4
  —
  —
  —
  —
  —
  4th
  6
  4
  2
  —
  —
  —
  —
  5th
  6
  4
  3
  —
  —
  —
  —
  6th
  6
  4
  4
  —
  —
  —
  —
  7th
  6
  5
  4
  2
  —
  —
  —
  8th
  6
  5
  4
  3
  —
  —
  —
  9th
  6
  5
  4
  4
  —
  —
  —
  10th
  6
  5
  5
  4
  2
  —
  —
  11th
  6
  6
  5
  4
  3
  —
  —
  12th
  6
  6
  5
  4
  4
  —
  —
  13th
  6
  6
  5
  5
  4
  2
  —
  14th
  6
  6
  6
  5
  4
  3
  —
  15th
  6
  6
  6
  5
  4
  4
  —
  16th
  6
  6
  6
  5
  5
  4
  2
  17th
  6
  6
  6
  6
  5
  4
  3
  18th
  6
  6
  6
  6
  5
  4
  4
  19th
  6
  6
  6
  6
  5
  4
  4
  20th
  6
  6
  6
  6
  6
  5
  5 
  Orisons: Primordial mystics learn a number of orisons, 
  or 0-level spells, as noted on Table: Primordial Mystic 
  Spells Known. These spells are cast like any other spell, 
  but they are not expended when cast and may be used 
  again. Orisons prepared using other slots, such as those 
  due to metamagic feats, are expended normally.
  Elemental Attunement: At 1st level, a primordial mystic 
  forms a bond with one of the four primal elements: air, 
  earth, fire, and water. This attunement grants him spells 
  and other abilities as his power grows. A primordial 
  mystic must attune himself to one primal element upon 
  taking his first level of primordial mystic. Once made, 
  this choice cannot be changed.
  A primordial mystic gains a +1 bonus to his caster 
  level when casting spells with a descriptor associated 
  with his chosen element.
  At 2nd level, and every three levels thereafter, a pri-
  mordial mystic learns an additional spell, derived from 
  his elemental attunement. These spells are in addition to 
  the number of spells given on Table: Primordial mystic 
  Spells Known. These spells cannot be exchanged for dif-
  ferent spells at higher spells.
  At 3rd, 9th, and 15th level, a primordial mystic is 
  granted a boon from his chosen element. He uses his 
  primordial mystic as his oracle level when determining 
  the effects of these revelations. This allows a primordial 
  mystic to gain additional revelations (through the extra 
  revelation feat or by wearing a ring of revelation), but he 
  cannot gain a revelation that grants energy resistance.
  Table: Primordial Mystic Attunement
  Ele-
  ment
  Energy Type
  Descriptors
  Oracle Mys-
  tery
  Air
  Electricity
  Air, Electricity
  Wind
  Earth
  Acid
  Acid, Earth
  Stone
  Fire
  Fire
  Fire, Light
  Flames
  Water
  Cold
  Cold, Water
  Waves
  Primal Elements
  The following are the four primal elements with which a 
  primordial mystic may attune his own magical powers.
  Air
  Class Skill: A primordial mystic with an elemental at-
  tunement to air adds Fly to his list of class skills.
  Descriptors: air, electricity
  Bonus Spells: thundering blast (2nd), lightning flare 
  (5th), storm shield (8th), tempest’s swiftness (11th), peal of 
  thunder (14th), downburst (17th).
  Attunement Revelations: At 3rd, 9th, and 15th level, 
  your attunement with the primal force of wind grants 
  you select revelations from the oracle wind mystery.
  Wind Sight (Su): At 3rd level, you gain the wind sight 
  revelation.
  Touch of Electricity (Su): At 9th level, you gain the 
  touch of electricity revelation.
  Wings of Air (Su): At 15th level, you gain the wings of 
  air revelation. You must expend a primal charge as part 
  of the swift action to activate this ability.
  Earth
  Class Skill: A primordial mystic with an earth elemental 
  attunement to earth adds Climb to his list of class skills.
  Descriptors: acid, earth
  Bonus Spells: earthen might (2nd), acid burst (5th), 
  acidic tentacle (8th), stoneclub (11th), enduring vitriol 
  (14th), caustic rain (17th).
  Attunement Revelations: At 3rd, 9th, and 15th level, 
  
  22
  your attunement with the primal force of earth grants 
  you select revelations from the oracle of stone mystery.
  Crystal Sight (Su): At 3rd level, you gain the crystal 
  sight revelation.
  Touch of Acid (Su): At 9th level, you gain the touch of 
  acid revelation.
  Earth Glide (Su): At 15th level, you gain the earth 
  glide revelation. You must expend a primal charge as part 
  of the free action to activate this ability.
  Fire
  Class Skill: A primordial mystic with an elemental at-
  tunement to fire adds Acrobatics to his list of class skills.
  Descriptor: fire, light
  Bonus Spells: pillar of fire (2nd), burning diversion 
  (5th), fiery furrow (8th), wings of fire (11th), conflagration 
  (14th), wildfire (17th).
  Attunement Revelations: At 3rd, 9th, and 15th level, 
  your attunement with the primal force of fire grants you 
  select revelations from the oracle flames mystery.
  Gaze of Flames (Su): At 3rd level, you gain the gaze of 
  flames revelation.
  Touch of Flame (Su): At 9th level, you gain the touch 
  of flame revelation.
  Wings of Fire (Su): At 15th level, you gain the wings 
  of fire revelation. You must expend a primal charge as 
  part of the swift action to activate this ability.
  Water
  Class Skill: A primordial mystic with an elemental at-
  tunement to water adds Swim to his list of class skills.
  Descriptors: cold, water
  Bonus Spells: tidal thrust (2nd), frozen scythe (5th), 
  freezing blast (8th), shattering strike (11th), lethargy 
  (14th), glacial field (17th).
  Attunement Revelations: At 3rd, 9th, and 15th level, 
  your attunement with the primal force of water grants 
  you select revelations from the oracle waves mystery.
  Water Sight (Su): At 3rd level, you gain the water 
  sight revelation.
  Wintry Touch (Su): At 9th level, you gain the wintry 
  touch revelation.
  Fluid Travel (Su): At 15th level, you gain the fluid 
  travel revelation. You must expend a primal charge as 
  part of the action to activate this ability.
  Primal Pool (Su): At 1st level, a primordial mystic gains 
  a pool of primal charges, raw elemental energy he can re-
  lease to grants his spells and other abilities greater effect. 
  The number of charges in a primordial mystic’s primal 
  pool is equal to 1/2 his primordial mystic level (mini-
  mum 1) + his Charisma modifier. The pool refreshes one 
  per day after 8 hours of rest.
     A primordial mystic can expend one charge from his 
  primal pool as a free action whenever he casts a primor-
  dial mystic spell. If he does, he can choose to increase 
  increase the caster level by 1. He can spend no more 
  than 1 charge from his primal pool on a given spell in 
  this way. In addition, a primordial mystic can expend a 
  primal charge when casting many of the spells available 
  to him in order to alter or enhance the spell’s effects (see 
  the section on spells for additional information).
  Elemental Shape (Su): At 4th level, a primordial mys-
  tic can expend a primal charge as a standard action to 
  turn himself into an elemental. This ability functions as 
  a druid’s wild shape ability, except a primordial mystic 
  can only turn himself into a Small elemental of the same 
  type of his elemental attunement.
  At 6th level, a primordial mystic can turn into an 
  elemental of a type he did not select as his elemental at-
  tunement, using his primordial level -2 to determine the 
  effects of his elemental shape.
  A primordial mystic can use this ability an additional 
  time per day at 6th level and every two levels thereafter, 
  for a total of 8 times at 18th level. As a primordial mys-
  tic gains levels, this ability grants him the ability to take 
  on the form larger elementals. Each form expends one 
  daily usage of this ability, regardless of the form taken.
  At 8th level, a primordial mystic can use elemental 
  shape to change into a Medium elemental. Elemental 
  shape now functions as elemental body II.
  At 10th level, an primordial mystic can use elemental 
  shape to change into a Large elemental. Elemental shape 
  now functions as elemental body III.
  At 12th level, a primordial mystic can use elemental 
  shape to change into a Huge elemental. Elemental shape 
  now functions as elemental body IV.
  Primal Resilience (Su): At 5th level, a primordial mys-
  tic gains resistance 10 against his attuned energy type, as 
  given on Table: Primordial Mystic Attunement. This 
  resistance increases to 10 at 10th level and 20 at 15th 
  level.
  Elemental Manipulator (Su): A primordial mystic gains 
  Elemental Spell as a bonus metamagic feat at 7th level. 
  He must choose the appropriate energy type based on 
  his elemental attunement. By expending a primal charge 
  as a free action when casting a spell, he can apply this 
  
  23
  feat to any spell without increasing the casting time.
  At 13th level, a primordial mystic using this ability 
  does not increase the level or casting time.
  Elemental Mastery (Su): At 20th level, a primordial 
  mystic’s bond with his chosen element reaches its pin-
  nacle. He gains immunity to sneak attacks and dam-
  age from his energy type. Additionally, he gains a 75% 
  chance of ignoring critical hits and the bonus damage 
  from sneak attacks, as though he were wearing armor of 
  heavy fortication.
  As long as he has at least 1 charge in his primal pool, 
  a primordial mystic can cast any spell granted by his 
  elemental attunement with a primal charge without 
  actually expending a charge from his pool.
  Primordial Mystic Spells
  Primordial mystics gain access to the following spells. 
  Spells marked with an asterisk* appear in this book.
  0-Level Primordial Mystic Spells—create water, 
  detect magic, detect poison, flare, know direction, light, 
  mending, purify food and drink, read magic, resistance, 
  spark, stabilize, virtue.
  1st-Level Primordial Mystic Spells—air bubble, 
  alter winds, burning hands, chill touch, corrosive touch, 
  damp powder, decompose corpse, earthen might*, endure 
  elements, expeditious excavation, entangle, faerie fire, flare 
  burst, hydraulic push, icicle dagger, jump, marid’s mastery, 
  mudball, obscuring mist, pillar of flame*, produce flame, 
  read weather, shocking grasp, stone fist, thundering blast*, 
  tidal thrust*, touch of the sea, weaken powder.
  2nd-Level Primordial Mystic Spells—acid burst*, 
  bear’s endurance, bull’s strength, burning diversion*, cat’s 
  grace, communal eagle’s splendor, elemental speech, endure 
  elements, flaming sphere, fog cloud, fox’s cunning, create trea-
  sure map, flame blade, frigid touch, frost fall, frozen scythe*, 
  gust of wind, gusting sphere, lightning flare*, owl’s wisdom, 
  resist energy, slipstream, spider climb, stone call, unshakable 
  chill, wind wall.
  3rd-Level Primordial Mystic Spells—acidic tenta-
  cle*, aqueous orb, ash storm, badger’s ferocity, call lightning, 
  campfire wall, cloak of winds, continual flame, daylight, 
  elemental aura, fiery furrow*, firestream, flame arrow, 
  freezing blast*, lightning bolt, hydraulic torrent, ice spears, 
  ice storm, protection from energy, resinous skin, shifting 
  sand, sleet storm, storm shield*, water breathing.
  4th-Level Primordial Mystic Spells—air walk, ball 
  lightning, calcific touch, communal protection from energy, 
  continual dragon’s breath, elemental shield*, flame strike, 
  fire shield, fire trap, ice storm, ride the waves, river of wind, 
  shattering strike*, solid fog, spike stones, stroneclub*, stone 
  shape, stoneskin, tempest’s swiftness*, touch of slime, vitriolic 
  mist, wall of fire, wings of fire*.
  5th-Level Primordial Mystic Spells—acidic spray, 
  blight, communal stoneskin, cone of cold, corrosive confla-
  gration*, consumption, enduring vitriol*, fickle winds, fire 
  snake, geyser, icy prison, lethargy*, life bubble, lightning 
  arc, peal of thunder*, transmute mud to rock, transmute 
  rock to mud, wall of stone.
  6th-Level Primordial Mystic Spells—acid fog, call 
  lightning storm, caustic rain*, chain lightning, control wa-
  ter,  downburst*, fire seeds, firestorm, freezing sphere, glacial 
  field*, mass bear’s endurance, mass bull’s strength, mass cat’s 
  grace, mass eagle’s splendor, mass fox’s cunning, mass owl’s 
  wisdom, move earth, scouring winds, sirocco, stone tell, tar 
  pool, wall of iron, vortex, wildfire*, wind walk.
  Klurg Rockwhisper (CR 1/2; XP 200)
  Male half-ogre primordial mystic 1
  N Medium humanoid (giant, human)
  Init +2; Senses darkvision 60 ft., low-light vision; Per-
  ception -1
  Defense
  AC 17, touch 12, flat-footed 15
  (+4 armor, +2 Dex, +1 natural)
  hp 9 (1d8+1)
  Fort +1, Ref +3, Will +1
  Offense
  Speed 20 ft. (30 ft. without armor)
  Melee quarterstaff +2 (1d6+2)
  Ranged sling +1 (1d4+2)
  Special Attacks frenzy, primal pool 3
  Spells Known (CL 1st; concentration +3)
     1st (2/day)—earthen might,  stone fist 
     0th (at-will)—detect magic, know direction, read magic, 
  stabilize
  Statistics
  Str 14, Dex 12, Con 13, Int 10, Wis 8, Cha 15
  Base Atk +0; CMB +0; CMD 12
  Feats Combat Casting
  Skills Climb +8, Craft (stonework) +4, Intimidate +5, 
  Spellcraft +4; Racial Modifier +2 Climb, +2 Intimidate
  SQ elemental attunement (earth)
  Languages Common, Giant
  Combat Gear tanglefoot bags (2); Gear backpack, hide 
  armor, quarterstaff, sling, 10 sling bullets, silver unholy 
  symbol of Najim; Coins 8 gp
  
  24
  Hulking Marauder (Prestige Class)
  While the half-ogres of Azag-Ithiel may be but distant 
  descendants of their brutish ogre forbears, they carry 
  within them a remnant of that primal rage. Many half-
  ogres keep those urges at arm’s length, but there are a 
  large number who give themselves over to the ancient 
  ferocity within.
  Those who seek such training make the journey to 
  Fort Kraden in the city of Khambir. Here they learn to 
  channel their fury into more than just brute strength. 
  Here they undergo intense physical conditioning to join 
  the military might known as hulking marauders, heavily 
  armor shock troops whose thundering charges inspire 
  fear in those who would arouse the wrath of Azag-Ithiel.
  Hit Die: d10.
  Requirements
  To qualify to become a hulking marauder, a character 
  must fulfill all the following criteria:
  Base Attack Bonus: +5.
  Feats: Power Attack.
  Race: Half-ogre.
  Skills: Acrobatics 5 ranks, Intimidate 5 ranks.
  Class Skills
  The hulking marauder’s class skills (and the key ability 
  for each skill) are Acrobatics (Dex), Climb (Str), Intimi-
  date (Cha), Perception (Wis), and Swim (Str).
  Skill Ranks at Each Level: 2 + Int Modifier
  Class Features
  The following are class features of the hulking marauder.
  Weapon and Armor Proficiency: A hulking marauder is 
  proficient with all simple and martial weapons, light ar-
  mor, medium armor, and shields (except tower shields).
  Rage (Ex): At 1st level, a hulking marauder learns to 
  channel his bloodlust into a powerful source of energy. 
  This functions as the barbarian ability of the same name. 
  A hulking marauder’s class levels stack with any other 
  classes granting this ability for determining the effects 
  of rage powers and the number of rounds per day the 
  marauder can rage.
  Swift Charge (Ex): At 1st level, so long as a hulking ma-
  rauder’s speed is not being reduced by armor or encum-
  brance, he may move up to three times his speed when 
  making a charge.
  Rage Power (Ex): At 2nd, 5th, and 8th level, a hulk-
  ing marauder receives a barbarian rage power for which 
  he qualifies, adding his hulking marauder level to his 
  barbarian level to determine access.
  Uncanny Dodge (Ex): At 2nd level, a hulking marauder 
  cannot be caught flat-footed, even if the attacker is invis-
  ible. He still loses his Dexterity bonus to AC if immobi-
  lized. A hulking marauder with this ability can still lose 
  his Dexterity bonus to AC if an opponent successfully 
  uses the feint action against him. If a hulking marauder 
  already has uncanny dodge from a different class, he 
  automatically gains improved uncanny dodge instead.
  Armor Training (Ex): At 3rd level, a hulking marauder 
  gains armor training, as the fighter ability. At 7th level, 
  he gains armor training 2 and heavy armor proficiency.
  Table: Hulking Marauder
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1st
  +1
  +1
  +0
  +0
  Rage, swift charge
  2nd
  +2
  +1
  +1
  +1
  Rage power, uncanny dodge
  3rd
  +3
  +2
  +1
  +1
  Armor training 1, indomitable resolve
  4th
  +4
  +3
  +1
  +1
  Overwhelming charge
  5th
  +5
  +3
  +2
  +2
  Rage power
  6th
  +6
  +4
  +2
  +2
  Improved uncanny dodge
  7th
  +7
  +5
  +2
  +2
  Armor training 2
  8th
  +8
  +6
  +3
  +3
  Rage power
  9th
  +9
  +6
  +3
  +3
  Greater rage
  10th
  +10
  +7
  +3
  +3
  Hurtling onslaught
  
  25
  Indomitable Resolve (Ex): At 3rd level, a hulking ma-
  rauder becomes immune to fear (magical or otherwise).
  Overwhelming Charge (Ex): At 5th level, when a 
  hulking marauder hits with a melee attack at the end of 
  a charge, he may spend a swift action to automatically 
  score a critical threat. He must still confirm the critical 
  hit as normal. He can use this ability a number of times 
  per day equal to 1/2 his hulking marauder level.
  Improved Uncanny Dodge (Ex): At 6th level, a hulking 
  marauder can no longer be flanked. This defense denies a 
  rogue the ability to sneak attack the marauder by flank-
  ing him, unless the attacker has at least four more rogue 
  levels than the target has hulking marauder levels.
  If a character already has uncanny dodge from another 
  class, the levels from the classes that grant uncanny 
  dodge stack to determine the minimum rogue level 
  required to flank the character.
  Greater Rage (Ex): At 9th level, a hulking marauder 
  gains greater rage; this works like the barbarian ability of 
  the same name.
  Hurtling Onslaught (Ex): At 10th level, when using the 
  charge action, a hulking marauder can instead make a 
  full attack or vital strike at the end of a charge.
  Chandar Sog (CR 9; XP 6,400)
  Female half-ogre ranger 5/hulking marauder 5
  CG Medium humanoid (giant, human)
  Init +3; Senses darkvision 60 ft., low-light vision, Per-
  ception +1
  Defense
  AC 16, touch 15, flat-footed 15
  (+6 armor, -1 Dex, +1 natural)
  hp 79 (10d10+20)
  Fort +9, Ref +5, Will +6
  Defensive Abilities uncanny dodge; Immune fear
  Offense
  Speed 30 ft.
  Melee +1 halberd +16/+11 (1d10+7/x3)
  Special Attacks favored enemy (giants +4, humans +2), 
  frenzy 1/day, rage (14 rounds/day), indomitable charge 
  2/day, rage power (steady foothold, knockback), swift 
  charge
  Spells Prepared (CL 2nd; concentration +3)
     1st—compel hostility (W-DC 12), hunter’s howl
  Statistics
  Str 19, Dex 8, Con 15, Int 11, Wis 12, Cha 8
  Base Ark +10; CMB +13; CMD 22
  Feats Dazzling Display, Improved Initiative, Iron Will, 
  Power Attack, Shatter Defenses, Weapon Focus (halberd) 
  Skills Acrobatics +3, Climb +13, Craft (trap) +8, Intimi-
  date +9, Knowledge (nature) +8, Survival +9 (+11 track); 
  Racial Modifiers +2 Climb, +2 Intimidate; ACP -1
  Languages Common, Giant
  SQ armor training 1, favored terrain (forest +2), hunter’s 
  bond (companions), track +2, wild empathy +4
  Combat Gear potion of cure moderate wounds; Gear belt 
  of giant strength +2, +1 halberd, +2 chain shirt, handy 
  haversack; Coins 40 gp
  Lithic Guardian (Prestige Class)
  The first lithic guardians were half-ogres who sought to 
  defend their mountain homes from invasion. Channel-
  ing the raw essence of the earth, they augmented the 
  strength of their animal companions with the blessing of 
  stone. Such animal companions possessed tough, rocky 
  exteriors, as if they had been hewn from the very moun-
  tains they protected. 
     Druids and rangers alike heed the call of the lithic 
  guardian, swearing their lives to protecting land and in-
  habitants alike. For these guardians, the blessing of stone 
  deepens the connection of their animal companion with 
  the very land they are sworn to defend.
  Hit Die: d8.
  Requirements
  To qualify to become a lithic guardian, a character must 
  fulfill all the following criteria:
  Feats: Lithic Summons.
  Skills: Handle Animal 5 ranks, Knowledge (nature) 5 
  ranks.
  Special: Animal companion class feature.
  Spells: Must be able to cast summon nature’s ally.
  Class Skills
  The lithic guardian’s class skills (and the key ability for 
  each skill) are Climb (Str), Handle Animal (Cha), Heal 
  (Wis), Knowledge (nature), Spellcraft (Int), and Survival 
  (Wis).
  Skill Ranks at Each Level: 4 + Int Modifier
  Class Features
  The following are class features of the lithic guardian.
  
  26
  Weapon and Armor Proficiency: Lithic guardians gain 
  no proficiency with any weapon or armor.
  Spells per Day: At the indicated levels, a lithic guardian 
  gains new spells per day as if she had also gained a level 
  in a divine spellcasting class she belonged to before add-
  ing the prestige class. She does not, however, gain other 
  benefits a character of that class would have gained, 
  except for additional spells per day, spells known (if she 
  is a spontaneous spellcaster), and an increased effective 
  level of spellcasting. If she had more than one divine 
  spellcasting class before becoming a lithic guardian, she 
  must decide to which class she adds the new level for the 
  purpose of determining spells per day.
  Lithic Companion (Ex): At 1st level, a lithic guardian’s 
  class levels stack with levels in all classes that grant an 
  animal companion for the purpose of determining his 
  animal companion’s abilities.
  Stoneform (Su): A lithic guardian can instill one of her 
  animal companions with the might of stone as a stan-
  dard action that doesn’t provoke attacks of opportunity. 
  An animal companion so transformed gains the lithic 
  creature template and becomes a magical beast for the 
  purposes of determining which spells affect it. The effect 
  lasts for 1 hour per lithic guardian level, or until your 
  animal companion changes back (a free action). This 
  duration does not need to be consecutive, but it must be 
  spent in 1-hour increments. The lithic guardian must be 
  within 30 feet of her animal companion and have line 
  of sight in order to use this ability. If she has multiple 
  animal companions, only one such animal companion 
  can be affected by this ability at a time; if she uses this 
  ability a second time, the previous transformation effect 
  ends immediately.
  Favor of Stone (Ex): As a lithic guardian gains levels, 
  she augments her animal companion. At 2nd level, and 
  then again every 2 levels thereafter (up to 8th level), a 
  lithic guardian grants her animal companion a favor of 
  stone. The animal companion gains the benefits granted 
  by favors of stone only while in stoneform, and some of 
  these favors require the lithic guardian or animal com-
  panion to take an action first. Unless otherwise noted, 
  she cannot select an individual favor more than once.
     Earth Glide (Ex): While in stoneform, the lithic guard-
  ian’s animal companion gains a burrow speed equal to its 
  base speed. At 7th level, her animal companion gains the 
  earth glide universal monster ability. She must be at least 
  4th level to grant your companion this favor.
     Forceful Maneuvers (Ex): The lithic guardian’s animal 
  companion adds half her lithic guardian class level on all 
  CMB checks and to its CMD.
     Freeze (Ex): The lithic guardian’s animal companion 
  can hold itself so still it appears to be an inanimate ob-
  Table: Lithic Guardian
  Level
  BAB
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells Per Day
  1st
  +0
  +1
  +0
  +1
  Lithic companion, stoneform
  —
  2nd
  +1
  +1
  +1
  +1
  Favor of stone
  +1 level of divine spellcasting class
  3rd
  +2
  +2
  +1
  +2
  Companion DR 1/—, Earthborn 
  exemplar (1/day)
  +1 level of divine spellcasting class
  4th
  +3
  +3
  +1
  +3
  Favor of stone
  +1 level of divine spellcasting class
  5th
  +3
  +3
  +2
  +3
  Companion DR 2/—, Earthborn 
  exemplar (2/day)
  —
  6th
  +4
  +4
  +2
  +4
  Favor of stone
  +1 level of divine spellcasting class
  7th
  +5
  +5
  +2
  +5
  Companion DR 3/—, Earthborn 
  exemplar (3/day)
  +1 level of divine spellcasting class
  8th
  +6
  +6
  +3
  +6
  Favor of stone
  +1 level of divine spellcasting class
  9th
  +6
  +6
  +3
  +6
  Companion DR 4/—, Earthborn 
  exemplar (4/day)
  —
  10th
  +7
  +7
  +3
  +7
  Apotheosis of stone, favor of 
  stone.
  +1 level of divine spellcasting class
  
  27
  ject, either a statue or rock formation. It can take 20 on 
  its Stealth check to hide in plain sight as a stone statue 
  or rock formation. She must be at least 4th level to grant 
  her animal companion this favor.
     Improved Natural Armor (Ex): While in stoneform, the 
  lithic guardian’s animal companion’s rocky hide thickens, 
  giving it a +2 bonus to its natural armor. She can grant 
  this favor up to three times.
     Increased Damage Reduction (Ex): The lithic guardian’s 
  animal companion’s damage reduction from this class in-
  creases by 1/—. The lithic guardian can grant this favor 
  up to two times. Its effects stack. She must be at least 6th 
  level to grant her animal companion this favor.
     Powerful Wings (Ex): The lithic guardian’s animal 
  companion can use its Strength modifier instead of its 
  Dexterity modifier when making Fly checks. In addition, 
  the animal companion is treated as one size category 
  larger when determining its size for the purposes of 
  determining the force of wind necessary to be checked or 
  blown away.
     Powerful Leap (Ex): While in stoneform, the lithic 
  guardian’s animal companion can use its Strength modi-
  fier instead of its Dexterity modifier when making Ac-
  robatics checks to jump. In addition, it always counts as 
  having a running start when making jump checks using 
  Strength.
     Retributive Guardian (Ex): Once per round the lithic 
  guardian’s animal companion can make an attack of 
  opportunity against an enemy it threatens when that 
  enemy confirms a critical hit against an adjacent ally. The 
  lithic guardian must be at least 4th level and must have 
  granted her animal companion the vigilant protector 
  favor prior to selecting retributive guardian.
     Spiked Hide (Ex): The lithic guardian’s animal compan-
  ion’s hide grows thick, rigid spikes. These act like armor 
  spikes. Any creature attacking the animal companion 
  with natural weapons takes 1 point of piercing damage 
  for each attack that hits. The animal companion’s spikes 
  are treated as a single secondary natural weapon and deal 
  1d4 points of damage.
     Staunch Resilience (Ex): The lithic guardian’s animal 
  companion is immune to bleed damage and poison. She 
  must have granted her animal companion the unyielding 
  fortitude favor prior to selecting staunch resilience.
     Stone Core (Ex): The internal anatomy of the lithic 
  guardian’s animal companion furthers its transforma-
  tion to pure stone, reducing the chance of grave injuries. 
  When a critical hit or sneak attack is scored on her ani-
  mal companion, the chance that the critical hit or sneak 
  attack is negated and damage is instead dealt normally 
  increases to 50%. This does not stack with similar abili-
  ties that negate critical hits and sneak attacks (such as 
  fortification armor). The lithic guardian can grant this 
  favor up to two times; the effects stack. The guardian 
  must be at least 4th level to grant her animal companion 
  this favor.
     Tremorsense (Ex): While in stoneform, the lithic guard-
  ian’s animal companion gains tremorsense out to a range 
  of 30 feet. She must be at least 8th level to grant her 
  animal companion this favor.
     Unyielding Fortitude (Ex): While in stoneform, the 
  lithic guardian’s animal companion is immune to the 
  sickened and nauseated conditions.
     Vigilant Protector (Ex): The lithic guardian’s animal 
  companion can select one ally as a swift action. While 
  it is adjacent to this ally and fighting defensively, the 
  animal companion forsakes the dodge bonus from fight-
  ing defensively, instead granting the selected ally a +2 
  circumstance bonus to AC for 1 round. At 6th level, and 
  again at 10th level, this circumstance bonus increases by 
  an additional +2.
  Damage Reduction (Ex): At 3rd level, the lithic guard-
  ian’s animal companion gains damage reduction. Sub-
  tract 1 from the damage the animal companion takes 
  each time it is dealt damage from a weapon or natural 
  attack. At 5th level, and every two lithic guardian levels 
  thereafter (7th and 9th level), this damage reduction 
  rises by 1 point.
  Earthborn Exemplar (Su): At 3rd level, the lithic 
  guardian can spend a standard action. Once per day, 
  the lithic guardian may spend a standard action to grant 
  herself the blessing of earth. The lithic guardian gains 
  a +2 bonus to her natural armor bonus and suffers a -2 
  penalty to her Dexterity. The effect lasts for 1 minute per 
  lithic guardian level, or until she chooses to change back 
  (a free action). A lithic guardian can use this ability an 
  additional time per day at 5th level and every two levels 
  thereafter, for a total of 4 times at 9th level.
     At 5th level, when the lithic guardian uses blessing 
  of earth, she gains the use of a single favor of stone she 
  has granted her animal companion, chosen when she 
  uses this ability. She must meet any requirements of that 
  favor in order to grant it to herself. If the lithic guardian 
  uses blessing of earth a second time, the previous favor 
  is immediately replaced. At 9th level, the lithic guardian 
  gains the use of a second favor of stone whenever she 
  uses blessing of earth.
  
  28
  Apotheosis of Stone (Su): At 10th level, the lithic 
  guardian completes the transformation of her animal 
  companion into the embodiment of the earth. She im-
  mediately grants her animal companion two favors of 
  stone. Additionally, the lithic guardian’s animal compan-
  ion can remain in stoneform indefinitely.
  Nega (CR 7; XP 3,200)
  Female taddol hunter 5/lithic guardian 3
  N Medium humanoid (elf, giant)
  Init +2; Senses low-light vision; Perception +11
  Defense
  AC 18, touch 13, flat-footed 15
  (+5 armor, +3 Dex)
  hp 63 (8d8+24)
  Fort +7, Ref +8, Will +6; +4 vs. disease, poison
  Offense
  Speed 30 ft.
  Melee mwk battleaxe +7 (1d8+1/x3)
  Ranged +1 composite longbow (+1 Str) +10 (1d8+2/x3)
  Special Attacks earthborn exemplar 1/day
  Spells Known (CL 7th; concentration +7)
     3rd (1/day)—greater animal aspect, summon nature’s 
  ally, venomous bolt
     2nd (5/day)—arrow eruption, barkskin, cat’s grace, 
  richochet shot, summon nature’s ally II
     1st (6/day)—abundant ammunition, aspect of the fal-
  con, cure light wounds, gravity bow, summon minor ally, 
  summon nature’s ally I
     0th (at-will)—detect magic, detect poison, guidance,  
  light, resistance, stablize
  Statistics
  Str 12, Dex 16, Con 16, Int 8, Wis 14, Cha 8
  Base Atk +5; CMB +6; CMD 20
  Feats Augment Summoning, Coordinated Shot, Lithic 
  Summons, Point Blank Shot, Precise Shot, Spell Focus 
  (conjuration)
  Skills Handle Animal +7, Knowledge (nature) +7, 
  Perception +11, Stealth +10, Survival +10 (+12 track); 
  Racial Modifiers +4 Perception; ACP -1
  Languages Common, Taddol
  SQ animal companion (eagle), animal focus 5 minutes/
  day, favor of stone (powerful wings, stone core), hunter 
  tactics, improved empathic link, mountaineer, multital-
  ented, nature training, stoneform, track +2, wild empa-
  thy +4, woodland stride
  Combat Gear 2 tanglefoot bags; Gear 20 arrows,+1 
  chain shirt, +1 composite longbow (+1 Str), cloak of resis-
  tance +1, eyes of the eagle, mwk battleaxe
  Maeg (Eagle Companion, Stoneform)
  N Small magical beast (augmented animal, earth)
  Init +2; Senses low-light vision; Perception +2
  Defense
  AC 22, touch 13, flat-footed 20
  (+2 Dex, +9 natural, +1 size)
  hp 51 (6d8+24)
  Fort +7, Ref +7, Will +4
  Defensive Abilities devotion, evasion, light fortification,  
  stone core
  Offense
  Speed 10 ft., fly 70 ft. (clumsy)
  Melee bite +7 (1d4+1), 2 talons +7 (1d4+1)
  Special Attacks earth mastery
  Statistics
  Str 12, Dex 14, Con 18, Int 2, Wis 14, Cha 6
  Base Atk +4; CMB +4; CMD 18
  Feats Toughness, Skill Focus (Perception), Weapon 
  Finesse
  Skills Fly -2, Perception +11, Stealth +14
  SQ link, poweful wings, share spells
  Tricks aiding attack, combat trained, distracting attack, 
  second chance strike
  
  29
  Crystalline Chemist (Alchemist; Forgeborn)
  Even as the Kynnyrarnith expanded their production at 
  the Runeforges by accepting outsiders into their ranks, 
  the Tyrneazea keep their guild techniques a closely-
  guarded secret. Masters of their craft, they augment both 
  their bodies and their bombs with crystalline alchemy.
  Fragmentation Bombs: At 2nd level, a crystalline chem-
  ist gains fragmentation bomb as a bonus discovery, even 
  if she does not meet the prerequisites. At 4th level, and 
  every four levels thereafter, the additional piercing dam-
  age increases by +1 per die. This ability replaces throw 
  anything and poison use.
  Admixture Bombs (Ex): At 2nd level, when a crystalline 
  chemist creates a bomb using the fragmentation bomb 
  discovery, she can also choose to modify the bomb using 
  a second discovery. This ability replaces poison resistance 
  +2 and +4.
  Still Mind (Ex): At 3rd level, a crystalline chemist gains 
  still mind, as the monk ability of the same name. This 
  ability replaces swift alchemy.
  Crystalline Armor (Su): At 6th level, whenever a 
  crystalline chemist uses her mutagen, she also gains an 
  additional +4 bonus to her natural armor, but she gains 
  vulnerability to sonic damage. This ability replaces swift 
  poisoning.
  Focused Impact (Ex): At 8th level, whenever a crys-
  talline chemist uses a discovery to modify a bomb she 
  creates, the DC for any secondary effect (e.g., deafened, 
  staggered, etc.) caused by any bombs she throws are 
  increased by +2. This ability replaces poison resistance +6 
  and poison immunity.
  Kyrtanyr Athemyr (CR 5; XP 1,600)
  Male furnace elf alchemist (crystalline chemist) 6
  LG Medium humanoid (elf)
  Init +1; Senses low-light vision; Perception +2
  Defense
  AC 14, touch 11, flat-footed 13
  (+3 armor, +1 Dex)
  hp 36 (6d8+6)
  Fort +6, Ref +6, Will +4; +4 vs. enchantment
  Immune sleep
  Offense
  Speed 30 ft.
  Melee +1 warhammer +4 (1d4-1, 19-20)
  Ranged bomb 14/day (3d6+4 acid plus 9 piercing; 
  R-DC 17)
  Extracts Prepared (CL 6th; concentration +10)
     2nd—adhesive blood (R-DC 16), invisibility, protection 
  from arrows, vomit swarm
     1st—adhesive spittle (R-DC 15), bomber’s eye, cure light 
  wounds, shield, urban grace
  Spell-Like Abilities (CL 6th; concentration +10)
     1/day—comprehend languages, detect magic, detect poi-
  son, read magic
  Statistics
  Str 8, Dex 12, Con 12, Int 18, Wis 14, Cha 11
  Base Atk +4; CMB +3; CMD 14
  Feats Brew Potion, Extra Bombs (x2), Point Blank Shot
  Skills Appraise +13 (+15 metal, gemstones), Craft 
  (alchemy) +13, Craft (weapons) +13 (+15 metal, stone), 
  Disable Device +11, Knowledge (engineering) +11, Pro-
  fession (blacksmith) +11 (+13 metal, stone), Spellcraft 
  +13, Use Magic Device +9
  Languages Common, Draconic, Elven, Goblin, Gnome, 
  Tengu
  SQ admixture bombs, alchemy (alchemy crafting +6, 
  identify potions), discoveries (acid bombs, extend po-
  tion, fragmentation bombs, precise bombs), elven magic, 
  mutatagen (+4/-2, +6 natural, vulnerable to sonic, 60 
  minutes), still mind, weapon familiarity
  Combat Gear potions of (enlarge person [2], reduce person 
  [2], bear’s endurance, cure moderate wounds, resist energy 
  (fire)); Gear formula book, +1 leather armor, potion belt, 
  spell component pouch, +1 warhammer; Coins 35 gp
  Fist of the Word (Ranger Archetype)
  The legion of Azag-Ithiel, the Fists of the Word are 
  predominantly made up of half-orcs, though forgeborn, 
  taddols, and others with either elven or orcish blood 
  find their way into their ranks. Learning to master both 
  traditional elven and orcish weapons, the fists carry on 
  an ancient legacy of determination and pride.
  Skills: At 1st level, a fist of the word adds Diplomacy, 
  Knowledge (local), and Sense Motive to his list of class 
  skills and removes Knowledge (dungeoneering) and 
  Knowledge (geography) from his list of class skills.
  Military Discipline: A fist of the word counts his ranger 
  level as his fighter level for the purpose of qualifying for 
  feats. If he has levels in fighter, these levels stack. This 
  ability replaces wild empathy.
  
  30
  Hunter’s Bond (Ex): At 4th level, when a fist of the 
  word gains the hunter’s bond ability, he must choose to 
  bond with his companions.
  Martial Adaptability (Ex): At 7th level, the fist of the 
  word can change each combat feat he possesses that 
  applies to a specific weapon (e.g., Weapon Focus) to in-
  stead apply to a different weapon for 1 minute per class 
  level. He can use this ability a number of times per day 
  equal to 1/2 his ranger level + his Wisdom modifier. This 
  ability replaces woodland stride.
  Racial Weapon Training (Ex): At 11th level, a fist of 
  the word receives extended martial training in weapons 
  from either the elven or orcish racial weapon groups, as 
  noted below. Whenever he attacks with a weapon from 
  the selected group, he gains a +1 bonus on attack and 
  damage rolls.
     When the fist of the word reaches 19th level, he 
  receives training in the racial weapon group he did not 
  choose at 10th level. He gains a +1 bonus on attack and 
  damage rolls with weapons in this group, and the bonus-
  es granted by his previous selected increase by +1 each.
     Elven: composite longbow, composite shortbow, long-
  bow, longsword, rapier, shortbow, composite shortbow, 
  and any weapon with the word “elven” in its name.
     Orcish: falchion, greataxe, and any weapon with the 
  word “orc” in its name.
     This replaces quarry and improved quarry.
  Greater Bond (Ex): At 12th level, the fist of the word’s 
  bond with his allies improves. When he spends a move 
  action to activate his hunter’s bond ability, he grants his 
  allies his full favored enemy bonus instead of just half-
  This ability replaces camouflage.
  Birannon Manbeard (CR 3; XP 800)
  Male half-elf ranger (fist of the word) 4
  LN Medium humanoid (elf, human)
  Init +1; Senses low-light vision; Percpetion +0
  Defense
  AC 17, touch 11, flat-footed 16
  (+6 armor, +1 Dex)
  hp 34 (4d10+8)
  Fort +6, Ref +5, Will +1
  Offense
  Speed 30 ft.
  Melee mwk greataxe +10 (1d12+6/x3)
  Ranged mwk longbow +5 (1d8/x3)
  Special Attacks favored enemy (outsider [water] +2)
  Statistics
  Str 18, Dex 12, Con 14, Int 13, Wis 10, Cha 8
  Base Atk +4; CMB +8; CMD 19
  Feats Endurance, Power Attack, Pushing Assault, Skill 
  Focus (Sense Motive), Weapon Focus (greataxe)
  Skills Climb +8, Diplomacy +6 (+10 gather informa-
  tion), Intimidate +6, Knowledge (local) +10, Sense 
  Motive +10, Survival +7, Swim +8; Racial Modifiers +2 
  Knowledge (local), Knowledge (history) is a class skill; 
  ACP -3
  Languages Common, Elven, Giant
  SQ favored terrain (mountain +2), hunter’s bond (com-
  panions), military discipline, multitalented, track +2
  Combat Gear potion of cure moderate wounds, potion 
  of resist energy (cold); Gear 20 arrows, backpack, mwk 
  battle axe, mwk breastplate, mwk longbow; Coins 3 gp
   
  Shieldsworn Sentinel (Bard Archetype)
  Shieldsworn sentinels dedicate themselves to the people 
  of Azag-Ithiel directly, not to its government. They form 
  strong ties with those they watch over, becoming highly 
  respected and valued members of those communities.
  Bardic Performance: A shieldsworm sentinel gains 
  the following bardic performances.
      Quell Emotions (Sp): At 1st level, a shieldsworn 
  sentinel can use her performance to pacify one or more 
  creatures, preventing them from acting in an aggres-
  sive manner. This effect functions as a calm emotions 
  spell that lasts as long as the target can hear her perfor-
  mance. Each creature must be within 60 feet, able to 
  both see and hear the shieldsworn sentinel, and capa-
  ble of paying attention to her. The shieldsworn sentinel 
  must also be able to see the creatures affected. For 
  every three levels a shieldsworn sentinel has attained 
  beyond 6th, she can target one additional creature with 
  this ability. The shieldsworn sentinel cannot target her-
  self with this ability. A Will saving throw (DC 10 + 1/2 
  the shieldsworn sentinel hit dice’s + his Cha modifier) 
  negates the effect. A creature who successfully saves is 
  immune to this performance for 24 hours. Quell emo-
  tions is an enchantment (compulsion), mind-affecting, 
  language-dependent ability and relies on audible com-
  ponents. This ability replaces fascinate.
     A shieldsworn sentinel can use the suggestion or mass 
  suggestion performances on any creature currently af-
  fected by her quell emotions performance. This ability 
  alters the standard suggestion and mass suggestion bardic 
  performance ability.
  
  31
  Mighty Shield (Ex): At 1st level, a shieldsworn sentinel 
  gains Shield Focus as a bonus feat.
     A shieldsworn sentinel deals more damage with a 
  shield bash than a normal person would, as shown below 
  on Table: Shieldsworn Sentinel Shield Damage. This abil-
  ity replaces bardic knowledge.
  Table: Shieldsworn Sentinel Shield Damage
  Level
  Light Shield (Dam)
  Heavy Shield  (Dam)
  S
  M
  L
  S
  M
  L
  1st–
  4th
  1d3
  1d4
  1d6
  1d4
  1d6
  1d8
  5th-
  9th
  1d6
  1d6
  1d8
  1d6
  1d8
  2d6
  10th-
  14th
  1d8
  1d8
  1d10
  1d8
  1d10
  2d8
  15th-
  19th
  1d10
  1d10
  2d6
  1d10
  2d6
  3d6
  20th
  2d6
  2d6
  2d8
  2d6
  2d8
  3d8
  Bonus Feat: At 2nd level, and every 4 levels thereafter, a 
  shieldsworn sentinel may select a bonus feat. These feats 
  must be taken from the following list: Improved Shield 
  Bash, and Two Weapon Fighting. At 6th level, the fol-
  lowing feats are added to the list: Covering Defense, and 
  Shield Slam. At 10th level, the following feats are added 
  to the list: Greater Shield Focus, and Shield Master. 
  At 14th level, the following feats are added to the list: 
  Bashing Finish, and Greater Shield Specialization. A 
  shieldsworn sentinel need not meet the normal or class- 
  or level-based prerequisites for these bonus feats. This 
  ability replaces versatile performance and well-versed.
  Sworn Community (Ex): At 3rd level, the shieldsworn 
  sentinel swears to defend and uphold the laws of a com-
  munity. This works like the favored community abil-
  ity of the urban ranger archetype, except the fist of the 
  word gains a bonus on initiative checks and Diplomacy, 
  Knowledge (local), Perception, and Sense Motive skill 
  checks.
     At 7th level, and every four levels thereafter, a fist of 
  the word swears himself to another community. In addi-
  tion, at each such interval, the initiative bonus and skill 
  bonus in any one sworn community (including the one 
  just selected, if so desired), increases by +2. This ability 
  replaces inspire competence.
  Arcane Bond (Ex): At 6th level, a shieldsworn sentinel 
  gains the arcane bond ability as a wizard, using a shield 
  as her bonded item. She may not choose a familiar or 
  other type of bonded item. She may use the hand hold-
  ing her bonded shield for somatic components. This 
  ability replaces lore master.
  Arcane Armor (Ex): At 10th and 16th level, a shield-
  sworn sentinel gains increased armor proficiency. This 
  works like the arcane armor ability of the arcane duelist 
  bard archetype, except the shieldsworn sentinel incurs a 
  chance of arcane spell failure if she if is wearing medium 
  or heavy armor and not wielding a shield. This ability 
  replaces jack of all trades.
   
  Zargagg the Deft (CR 2; XP 200)
  Female half-orc bard (shieldsworn sentinel) 3
  CG Medium humanoid (orc, elf)
  Init +1; Senses darkvision 60 ft.; Perception -2
  Defense
  AC 15, touch 11, flat-footed 14
  (+4 armor, +1 Dex)
  hp 23 (3d8+6)
  Fort +2, Ref +4, Will -2; +2 vs. enchantment
  Defensive Abilities orc ferocity; Immune sleep
  Offense
  Speed 30 ft.
  Melee mwk greataxe +6 (1d8+3/x3)
  Special Attacks bardic performance 10/day (counter-
  song, distraction, inspire courage, quell emotions (W-
  DC 13))
  Spells Known (CL 3rd; concentration +5)
     1st (4/day)—anticipate peril, beguiling gift (W-DC 14), 
  compel hostility (W-DC 14), summon monster I
     0th (at-will)—haunted fey aspect, mage hand, read 
  magic, sift, summon musical instrument, unwitting ally 
  (W-DC 12)
  Statistics
  Str 16, Dex 13, Con 12, Int 13, Wis 6, Cha 15
  Base Atk +2; CMB +5 (+7 sunder); CMD 16
  Feats Improved Shield Bash, Missile Shield, Toughness, 
  Shield Focus
  Skills Acrobatics +5, Climb +7, Craft (armor) +7, Di-
  plomacy +8, Knowledge (local) +8, Perform (oratory) 
  +8, Sleight of Hand +4, Use Magic Device +8; Racial 
  Modifiers +1 Bluff, +1 Disguise, +1 Knowledge (local); 
  ACP -2 
  Languages Common, Elven, Giant, Orc
  SQ sworn community (Khambir), weapon familiarity
  Combat Gear potion of cure light wounds; Gear mwk 
  chain shirt, mwk heavy steel shield, mwk battleaxe
  
  32
  Student of the Forge (Fighter Archetype)
  Those Sworn to the Flame, the forgeborn Kynnyrarnith 
  work the Runeforges of Low’Enath. Seeking to reinvigo-
  rate their art, they have recently welcomed new blood 
  into their ranks. These students of the forge learn the 
  forgeborn way of smithing, instilling objects with magi-
  cal augmentations through sheer force of will.
  Bonus Feats: A student of the forge may choose Skill 
  Focus (Craft) or any item creation feat, in addition to 
  combat feats, as bonus feats.
  Foundry Adept (Ex): Starting at 2nd level, a student of 
  the forge gains a +1 bonus on Craft skill checks to create 
  arms, armor, and other items forged from metal. This 
  bonus increases by +1 for every 4 levels beyond 2nd. 
  This ability replaces bravery.
  Armor Training (Ex): At 3rd level, a student of the 
  forge gains armor training as normal, but only when 
  wearing armor that he has personally crafted.
  Master of the Forge (Ex): At 5th level, a student of the 
  forge receives Master Blacksmith and Master Craftsman 
  as bonus feats, even if he does not meet the require-
  ments. This ability replaces weapon training 1.
  Instinctive Craftsman (Ex): At 9th level, when a stu-
  dent of the forge crafts a magic item (except a potion, a 
  spell-trigger item, or a spell-completion item), he may 
  ignore one spell prerequisite without increasing the 
  creation DC. He can ignore an additional spell prerequi-
  site at 13th and 17th levels. This ability replaces weapon 
  training 2.
  Forgemaster (Ex): At 20th level, each combat feat a 
  student of the forge possesses that applies to a specific 
  weapon (e.g., Weapon Specialization) can be used with 
  any weapon he has personally crafted. This ability re-
  places weapon mastery.
  Erkkratha Negrettik (CR 4; XP 1,200)
  Male kobold fighter (student of the forge) 5
  LE Small humanoid (reptilian)
  Init +3; Senses darkvision 60 ft.; Perception +2
  Defense
  AC 23, touch 14, flat-footed 20
  (+6 armor, +3 Dex, +1 natural, +2 shield, +1 size)
  hp 37 (5d10+5) 
  Fort +5, Ref +4, Will +3
  Offense
  Speed 20 ft. (30 ft. without armor)
  Melee mwk punching dagger +5 (1d3-1/x3)
  Ranged +1 dragon pistol +10 (1d6/x4); scatter
  Statistics
  Str 8, Dex 17, Con 12, Int 14, Wis 14, Cha 10
  Base Atk +5; CMB +3 (+7 vs. trip); CMD 16
  Feat Amateur Gunslinger, Exotic Weapon Proficiency 
  (firearms), Gunsmithing, Master Blacksmith, Master 
  Craftsman, Point Blank Shot, Skill Focus (Craft [weap-
  on]), Weapon Focus (dragon pistol)
  Skills Craft (alchemistry) +10, Craft (armor) +10 (+11 
  metal), Craft (weapon) +13 (+14 metal), Stealth +15; 
  Racial Modifiers Perception and Stealth are class skills.
  Languages Common, Draconic, Elven, Orc
  SQ armor training 1 (constructed only), swarming, swift 
  as shadows
  Combat Gear potion of cure light wounds, potion of true 
  strike (2); Gear bandages of rapid recovery, black powder 
  (30 doses), +1 dragon pistol, gunslinger kit’s, mwk heavy 
  steel shield, key of lock jamming, pellets (30 handfulls), 
  +1 scale mail; Coins 38 gp
  
  33
  Feats
  The following feats were created, discovered or mastered 
  within Azag-Ithiel, the Newlands. 
  Cunning Sniper (Combat)
  Your ranged attacks are especially dangerous to unsuspecting 
  prey.
  Prerequisites: Wis 13, Point-Blank Shot, Precise Shot, 
  Weapon Focus with selected weapon, Stealth 6 ranks.
  Benefit: Select a weapon from the bow or crossbow 
  fighter weapon groups. While sniping, the critical mul-
  tiplier with the selected weapon becomes 19-20/x3. This 
  effect does not stack with any other effect that expands 
  the threat range of a weapon.
  Draconic Sight
  The primordial blood that flows within your veins strength-
  ens your senses, allowing you to detect even that which you 
  cannot see.
  Prerequisites: Draconic Aspect, character level 10th, 
  kobold.
  Benefit: You gain blindsense with a range of 5 feet. This 
  distance increases by 5 feet every 5th level after, to a 
  maximum range of 15 feet at 20th level.
  Elven Resilience
  Pure strength of will bolsters your defenses against enchant-
  ments.
  Prerequisites: Wis 13, elven immunities racial trait, elf.
  Benefit: You receive a +4 racial saving throw bonus 
  against enchantment spells and effects. This replaces the 
  normal bonus from the elven immunities racial trait.
  Normal: The eleven immunities trait normally grants a 
  +2 racial saving throw bonus against enchantment spells 
  and effects.
  Extra Primal Pool
  Your mastery over the primal elements grows, allowing you 
  to tap into your powers more often.
  Prerequisites: Primal pool class feature
  Benefit: Your primal pool increases by 2 charges.
  Special: You can gain this feat multiple times. Its effects 
  stack.
  Forceful Rage
  The sheer force of your resolve presses you to greater heights 
  of fury.
  Prerequisites: Cha 13, rage class feature, half-ogre.
  Benefit: You may attempt to enter a rage even if fa-
  tigued. Doing so requires a DC 15 Charisma check. 
  Success allows you to enter a rage as normal, though you 
  still suffer the penalties for being fatigued. You may use 
  this ability more once per day; each additional attempt 
  increases the DC by +5.
  Half-Orc Weapon Mastery (Combat)
  In your hands, the weapons of both your elven and orcish 
  forbears are equally deadly.
  Prerequisites: Elven Battle Training, Orc Weapon Ex-
  pertise.
  Benefit: The bonuses you receive from Elven Battle 
  Training now extend to traditional orcish weapons (fal-
  chions, greataxes, and any weapon with the word “orc” 
  in its name). In addition, any benefits you receive from 
  Orc Weapon Expertise extend to any weapon you wield 
  that has “elvish” in its name so long as you are actually 
  proficient with that weapon.
  Improved Two-Weapon Defense (Combat)
  In your hands, a weapon is nearly as capable of deflecting 
  attacks as a strong shield.
  Prerequisites: Improved Two-Weapon Fighting, Two-
  Weapon Defense, base attack bonus +6.
  Benefit: When attacks with two weapons, you can forgo 
  your first off-hand attack to increase your shield bonus 
  granted by Two-Weapon Defense to +3 (+4 when you 
  are fighting defensively or using the total defense action).
  Lithic Summons
  Creatures you summon are as resilient as the earth itself.
  Prerequisites: Augment Summoning, Spell Focus (con-
  juration), ability to cast summon nature’s ally.
  Benefit: When casting a summon nature’s ally spell, you 
  may apply the lithic creature template to applicable 
  creatures.
  Master Blacksmith
  Long hours laboring at the forge have earned you remark-
  able skill as a blacksmith.
  Prerequisites: Craft (armor) or Craft (weapons) 5 ranks.
  Benefit: You receive a +1 bonus on Craft (armor) and 
  Craft (weapons) checks, and you may craft masterwork 
  materials with ease. You do not increase the Craft DC 
  when creating a masterwork item forged made of metal, 
  though you must still pay for the materials as normal. 
  Furthermore, when you make items made of metal using 
  a forge, use the item’s gp value as its sp value when deter-
  mining your progress (do not multiply the item’s gp cost 
  
  34
  by 10 to determine its sp cost).
  Pack Mentality (Combat)
  The threatening presence of your allies allows your own at-
  tacks to strike with more force.
  Prerequisites: Int 13, Combat Expertise, Gang Up, base 
  attack bonus +4.
  Benefit: When you are fighting in melee, you gain a +1 
  circumstance bonus to attack and damage rolls against 
  that opponent for each of your allies adjacent to and 
  threatening that opponent.
  Polearm Defense (Combat)
  Your training allows you the offensive power of a polearm 
  while maintaining the defense granted by your buckler.
  Prerequisites: Dex 15, Polearm Precision, Weapon Fi-
  nesse, Weapon Focus with selected weapon.
  Benefit: When wielding the selected buckler and a pole-
  arm two-handed as outlined in Polearm Precision, you 
  can choose to take a -1 penalty on melee attack rolls and 
  combat maneuver checks in order to retain a +1 shield 
  bonus to your Armor Class when attacking. When your 
  base attack bonus reaches +5, and every +5 thereafter, 
  the penalty increases by -1 and the maximum shield 
  bonus increases by +1, but cannot exceed the buckler’s 
  combined innate shield bonus and enhancement bonus.
  You can only choose to use this feat when you declare 
  that you are making an attack or full-attack action with 
  the selected polearm. The effects of this feat last until 
  your next turn.
  Polearm Precision (Combat)
  The weight of your polearm’s haft transforms into powerful 
  strikes as your attacks lash out with ferocious speed.
  Prerequisites: Dex 13, Weapon Finesse, Weapon Focus 
  with selected weapon.
  Benefit: Select a weapon from the polearm fighter weap-
  on group. When you wield the selected weapon two-
  handed while simultaneously wielding a buckler, you 
  can use your Dexterity modifier instead of your Strength 
  modifier on melee attack and damage rolls.
  Primal Spell (Metamagic)
  You wrest power from the world around you to intensify 
  your spells.
  Benefit: You can cast spells as if you were expending a 
  primal charge.
  Level Increase: +1 (a primal spell uses up a slot one level 
  higher than the spell’s actual level).
  Skill Virtuosity
  A breadth of training and honing of your abilities yields 
  even greater rewards.
  Prerequisites: Focused study racial trait, half-elf.
  Benefit: The numeric bonuses you receive from any 
  appropriate feats you possess increase by 50%, rounded 
  down. These bonuses apply to any of the following feats 
  you possess: Acrobatic, Alertness, Animal Affinity, Ath-
  letic, Deceitful, Deft Hands, Magical Aptitude, Persua-
  sive, Prodigy, Self-Sufficient, Skill Focus, and Stealthy.
  Special: If you receive a bonus to the same skill from 
  two different feats (e.g., Skill Focus [Acrobatics] and Ac-
  robatic), you only apply the bonus from this feat once.
  Sly Strike (Tengu)
  Your movements are almost faster than they eye can follow 
  as a critical hit leaves your opponent open to a debilitating 
  strike.
  Prerequisites: Int 13, Combat Expertise, Improved 
  Dirty Trick, base attack bonus +9, natural weapon racial 
  trait, tengu.
  Benefit: You receive a +2 bonus on checks made to at-
  tempt a dirty trick with your natural attacks. This bonus 
  stacks with the bonuses granted by Greater Dirty Trick 
  and Improved Dirty Trick. Furthermore, when you 
  confirm a critical hit with your beak or claw attack, you 
  make may a dirty trick combat maneuver against that 
  target as a swift action.
  Special: You can only apply the effects of one of the 
  following feats to a given critical hit: Bull Rush Strike, 
  Disarming Strike, Reposition Strike, Sly Strike, Sunder-
  ing Strike, or Tripping Strike. You may choose to use this 
  feat after you make your confirmation roll.
  Steady Balance (Taddol)
  Your body, toughened by years traversing the mountainous 
  terrain of your home, acts on its own in times of despera-
  tion.
  Prerequisites: Con 13, mountaineer racial trait, taddol.
  Benefit: When you fail a Climb check or an Acrobatics 
  check to cross narrow or slippery surfaces by 5 or more, 
  you may reroll that skill check as an immediate action 
  with a bonus equal to your Constitution modifier. You 
  may use this ability a number of times equal to one-half 
  your character level (minimum 1).
  
  35
  Toppling Chain (Combat)
  Sturdy links of chain pull your foe into a disadvantageous 
  position even as you send them tumbling to the ground.
  Prerequisites: Int 13, Combat Expertise, Improved Re-
  position, Improved Trip, base attack bonus +6.
  Benefit: If you successfully use a weapon from the flail 
  fighter weapon group to trip a foe your size or smaller, 
  you may have the target land prone in any square adja-
  cent to its original square. At base attack bonus +11 and 
  +16 you treat yourself as one size category larger for the 
  purpose of determining what size foes foes you can affect 
  with this ability (up to two size categories larger at base 
  attack bonus +16). Just as with the reposition combat 
  maneuver, you cannot force an opponent into a space 
  that is intrinsically dangerous.
  Twin Strike (Combat)
  Your quick strikes allow you to capitalize on your opponents’ 
  mistakes.
  Prerequisites: Combat Reflexes, Improved Two-Weapon 
  Fighting, Vicious Charge, base attack bonus +8.
  Benefit: When making an attack of opportunity, you 
  may attack with both your primary and secondary 
  weapons. The penalties for attacking with two weapons 
  apply normally. This counts as two separate attacks of 
  opportunity. Apply precision-based damage (such as 
  sneak attack) and critical hit damage only once for this 
  attack. Damage bonuses from a high Strength bonus ap-
  ply to each weapon, as do other damage bonuses, such as 
  a ranger’s favored enemy bonus. Damage Reduction and 
  resistances apply separately to each weapon.
  Unearthly Perception
  Your highly-tuned senses easily discern details that would 
  elude others.
  Prerequisites: Alertness or Skill Focus (Perception), 
  Perception 6 ranks.
  Benefit: Once per round, when you intentionally ex-
  amine an area, you can roll your Perception check twice 
  and take the higher result. You may not use this abil-
  ity whenever you are granted an immediate Perception 
  check (such as with the Trap Spotter rogue talent).
  Unerring Strike (Combat)
  Even against obscured foes, your ability to inflict grievous 
  wounds is without equal.
  Prerequisites: Wis 13, Blind Fight, Improved Blind 
  Fight, Shadow Strike, Perception 15 ranks.
  Benefit: You can deal precision damage, such as sneak 
  attack damage, against targets with total concealment.
  Vicious Charge (Combat)
  You throw the full force of your momentum into a brutal 
  attack from both your weapons.
  Prerequisites: Two-Weapon Fighting, base attack bonus 
  +2.
  Benefit: When making a charge attack, you may attack 
  with both your primary and secondary weapons. Each 
  attack is made at your highest attack bonus with a +1 
  bonus on the attack roll. Both of your attacks must tar-
  get the same creature. You still take a -2 penalty to your 
  AC until the start of your next turn, and the penalties 
  for attacking with two weapons apply normally.
  Wicked Sniper (Combat)
  You take great pleasure from wounding your foes as you 
  strike from the shadows.
  Prerequisites: Wis 13, Cunning Sniper, Point-Blank 
  Shot, Precise Shot, Weapon Focus with selected weapon, 
  Stealth 9 ranks.
  Benefit: You deal an additional 2d6 points of precision 
  damage while sniping. This bonus damage stacks with 
  other sources of precision damage, such as sneak attack. 
  This bonus damage is not multiplied on a critical hit.
  Special: If you have the sneak attack class feature, the 
  precision damage counts as extra sneak attack dice for 
  the purpose of any class features, feats, or rogue talents 
  you may possess.
  
  36
  Spells
  The following spells were created, discovered or mastered 
  within Azag-Ithiel. Many of the spells below are usable 
  by a primordial mystic, which appears as new a base class 
  in this book.
  Acid Burst
  School: evocation [acid]; Level: magus 2, primordial 
  mystic 2, sorcerer/wizard 2
  Casting Time: 1 standard action
  Components: V, S
  Range: close (25 ft. + 5 ft./2 levels)
  Area: 5-ft.-radius burst
  Duration: instantaneous
  Saving Throw: Reflex half; Spell Resistance: yes
  You hurl a spherical mass of acid which explodes upon 
  reaching its destination, dealing 1d4 points of acid dam-
  age per caster level (maximum 5d4) to every creature in 
  the area.
     If you expend a primal charge as part of casting this 
  spell, creatures who failed their Reflex save take a -2 
  penalty to their AC for 1d4 rounds as the acid clings to 
  their bodies. A creature so affected can end this penalty 
  by spending a move action to scrape of the acid or by 
  washing it off with at least 1 gallon of liquid.
  Acidic Tentacle
  School: conjuration (creation) [acid]; Level: druid 3, 
  primordial mystic 3, sorcerer/wizard 3, summoner 2
  Casting Time: 1 standard action
  Components: V, S
  Range: medium (100 ft. + 10 ft./level)
  Effect: 10-ft.-by-10-ft. tentacle, 15 ft. tall
  Duration: 1 round/level (D)
  Saving Throw: Reflex half and see below; Spell Resis-
  tance: no
  Upon casting this spell, a stony tentacle bursts up out 
  of the ground. This tentacle occupies a 10-foot square 
  and reaches up to a height of 15 feet. A creature that 
  occupies a square from which the tentacle emerges must 
  make a Reflex saving throw to jump to safety in the 
  nearest open space or suffer 4d6 points of acid damage. 
  Rocky debris fills all squares adjacent to the tentacle, 
  which are considered difficult terrain.
     The acidic tentacle has a slam attack with a reach of 10 
  feet, inflicting 1d6 + 6 points of damage plus an addi-
  tional 1 point of acid damage per caster level (maximum 
  +10). Its attack bonus uses your caster level in place of its 
  base attack bonus, with a +4 bonus for its Strength score 
  (19), and a +1 for being large.
     If you expend a primal charge as part of casting this 
  spell, a creature who takes damage from the acidic 
  tentacle’s slam attack must make a Fortitude save or be 
  knocked prone. The acidic tentacle cannot make attacks 
  of opportunity.
  Burning Diversion 
  School: evocation [fire]; Level: magus 2, primordial 
  mystic 2, sorcerer/wizard 2
  Casting Time: 1 standard action
  Components: V, S
  Range: touch
  Target: one creature
  Duration: instantaneous
  Saving Throw: Fortitude partial; Spell Resistance: yes
  Your melee touch attack deals 1d4 points of fire dam-
  age per caster level (maximum 5d4). Additionally, the 
  burning diversion detonates on contact in a burst of 
  intense light. A creature who takes damage from this 
  spell must make a Fortitude save or becomes dazzled for 
  1d4 rounds.
  
  37
     If you expend a primal charge as part of casting this 
  spell, a creature that fails its saving throw is also flat-
  footed against the next attack before the beginning of 
  your next turn.
  Caustic Rain
  School: conjuration (creation) [acid]; Level: druid 6, 
  magus 6, primordial mystic 6, sorcerer/wizard 6, witch 6
  Casting Time: 1 standard action
  Components: V, S, DF
  Range: long (400 ft. + 40 ft./level)
  Area: cylinder (30-ft.-radius, 20 ft. high)
  Duration: instantaneous and 1 round/level (D)
  Saving Throw: Fortitude partial, see text; Spell Resis-
  tance: yes
  This spell creates a downpour of acidic rain that deals 
  4d6 acid damage + 1 point per caster level to all crea-
  tures in the area. Creatures in the area must make a 
  Fortitude save or be sickened. The sickened condition 
  lasts as long as the creature remains in the area and for 
  2d4 rounds after it leaves. A creature that succeeds on its 
  save but remains in the area must continue to save each 
  round on your turn.
     Any creature that moves into or starts its turn in the 
  area takes 2d6 points of acid damage as the acid contin-
  ues to fall.
     If you expend a primal charge as part of casting this 
  spell, creatures caught the caustic rain when it is con-
  jured must make an additional Fortitude save or take 
  1d4 points of Constitution damage. Creatures who fail 
  their Fortitude save against the sickened condition take a 
  -4 penalty to this save.
  Conflagration
  School: evocation [fire]; Level: magus 5, primordial 
  mystic 5, sorcerer/wizard 5, witch 6
  Casting Time: 1 standard action
  Components: V, S
  Range: 30 ft.
  Area: cone-shaped burst
  Duration: instantaneous
  Saving Throw: Reflex half; Spell Resistance: yes
  A cone of searing fire originates from your hand. Crea-
  tures caught in conflagration’s area take 1d6 points of fire 
  damage per caster level and catch fire (maximum 15d6). 
  A successful Reflex save halves this damage. Creatures 
  that fail this save catch fire.
     If you expend a primal charge as part of casting this 
  spell, conflagration ignores up to hardness 20 when dam-
  aging unattended objects.
  Downburst
  School: evocation [air]; Level: cleric/oracle 6, druid 6, 
  primordial mystic 6, sorcerer/wizard 6, witch 6
  Casting Time: 1 standard action
  Components: V, S, M/DF (a pinion feather)
  Range: 15 ft
  Area: a 15-ft.-radius spread, centered on you
  Duration: instantaneous
  Saving Throw: Fortitude partial; Spell Resistance: yes
  You surround yourself with a miniature windstorm that 
  shrieks and howls before erupting outwards to buffet you
     A creature caught within the area takes 3d6 points of 
  piercing damage is subject to a bull rush attempt. To 
  determine if the target is pushed back, make a combat 
  maneuver check against each creature in the area. Your 
  CMB for this bull rush is equal to your caster level plus 
  your Intelligence modifier (wizard), Wisdom modi-
  fier (cleric or druid), or Charisma modifier (primordial 
  mystic, oracle, or sorcerer) in place of your Strength or 
  Dexterity modifier. You can bull rush creatures of any 
  size, not just those one size category larger than your 
  own. A successful saving throw negates the movement.
     If you expend a primal charge as part of casting this 
  spell, you may shield one creature per caster level within 
  the area from both the damage and bull rush effect, 
  though any creature you bull rush into or through a 
  protected creature’s space affects them normally.
  Earthen Might
  School: transmutation [earth]; Level: druid 1, primor-
  dial mystic 1
  Casting Time: 1 standard action
  Components: V, S
  Range: touch
  Target: living creature touched
  Duration: 1 minute/level
  Saving Throw: none; Spell Resistance: yes (harmless)
  A creature affected by earthen might gains a +1 enhance-
  ment bonus on combat maneuver checks. This enhance-
  ment bonus increases by 1 for every three caster levels 
  above 3rd, to a maximum of +6 at 18th level.
     If you expend a primal charge as part of casting this 
  spell, the target’s size increases for 1 round per level, as 
  though subject to an enlarge person spell.
  
  38
  Elemental Shield
  School: abjuration [acid, cold, electricity, or fire]; Level: 
  druid 4, primordial mystic 4, sorcerer/wizard 4
  Casting Time: 1 immediate action
  Components: V, S
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one creature
  Duration: instantaneous
  Saving Throw: Will negates (harmless); Spell Resis-
  tance: yes (harmless)
  Choose one energy type: acid, cold, electricity, or fire. 
  You grant a creature within range resist energy 10 against 
  the chosen energy type against a single source of energy 
  damage within 1 round. The value of this energy resis-
  tance increases to 20 points at 10th level and 30 points 
  at 14th level. When you cast this spell to protect against 
  acid, cold, electricity, or fire damage, it is a spell of that 
  type.
     If you expend a primal charge as part of casting this 
  spell, the target retains an amount of the resisted energy. 
  The first time the target hits a creature, it deals an ad-
  ditional amount of the chosen energy damage equal to 
  one-half the amount of damage prevented by this spell 
  (minimum 1).
  Enduring Vitriol
  School: conjuration (creation) [acid]; Level: magus 5, 
  primordial mystic 5, sorcerer/wizard 5
  Casting Time: 1 standard action
  Components: V, S
  Range: medium (100 ft. + 10 ft./level)
  Effect: ray
  Duration: instantaneous and 4 rounds
  Saving Throw: Reflex partial; Spell Resistance: yes
  You fire a stream of acid from your hand. You must 
  make a successful ranged touch attack to hit. A creature 
  struck by the ray takes 1d6 points of acid damage per 
  two caster levels (maximum 7d6). A creature that makes 
  a successful Reflex takes only 4d6 points of acid damage.
     Every round on your turn, the acid, unless neutralized, 
  deals an additional 4d6 points of damage.
     If you expend a primal charge as part of casting this 
  spell, the additional acid damage splashes to hit nearby 
  creatures. Every round on your turn, when the target of 
  the ray takes additional damage, a wave of acid erupts 
  from your target, dealing 2d6 points of acid damage to 
  all adjacent creatures (a successful Reflex save halves this 
  damage).
  Fiery Furrow
  School: conjuration (creation) [fire]; Level: primordial 
  mystic 3, sorcerer/wizard 3, summoner 3
  Casting Time: 1 standard action
  Components: V, S
  Range: 30 ft.
  Area: a 10-ft. wide path, up to 30 ft. long
  Duration: instantaneous
  Saving Throw: Fortitude partial, see text; Spell Resis-
  tance: yes
  A wave of fire surges from your hands, churning the 
  ground and leaving behind rough troughs of smoldering 
  ash. For the remaining duration of the spell, the entire 
  area is difficult terrain. Any creature occupying the area 
  or who later moves into the fiery furrow takes 2d6 fire 
  damage and must make a Reflex saving throw to avoid 
  falling prone.
     If you expend a primal charge as part of casting this 
  spell, creatures that fall prone in a fiery furrow take 1d6 
  points of fire damage.
  Freezing Blast
  School: evocation [cold]; Level: magus 3, primordial 
  mystic 3, sorcerer/wizard 3
  Casting Time: 1 standard action
  Components: V, S
  Range: close (25 ft. + 5 ft./2 levels)
  Target: one creature or object
  Duration: instantaneous
  Saving Throw: Reflex half, see text; Spell Resistance: 
  yes
  You hurl a globe of ice at an enemy, dealing 1d6 points 
  of cold damage per caster level (maximum 5d6). The 
  globe of ice shatters when it reaches its target, dealing 2 
  points of cold damage per caster level (maximum 10) to 
  each creature within 10 feet of the primary target. Both 
  the primary and secondary targets can make a Reflex 
  save for half damage.
     If you expend a primal charge as part of casting this 
  spell, any creature that takes damage from a freezing blast 
  is slowed (as the spell) for 1 round. A successful Forti-
  tude save negates this effect.
  Frozen Scythe
  School: conjuration (creation) [cold]; Level: primordial 
  mystic 2, sorcerer/wizard 2, summoner 2, witch 2
  Casting Time: 1 standard action
  
  39
  Components: V, S
  Range: 0 ft.
  Effect: one ice weapon
  Duration: 1 minute/level (D)
  Saving Throw: none; Spell Resistance: yes
  You create a +1 scythe or sickle out of ice (you are con-
  sidered proficient with this scythe). The weapon deals 1 
  point of cold damage per 2 caster levels (maximum +5) 
  in addition to its normal damage. Like an icicle dagger, if 
  the conjured weapon leaves your hand for more than 1 
  round, it melts and the spell ends.
     If you expend a primal charge as part of casting this 
  spell, it gains the power to sap the strength of your foes. 
  Each creature you strike with this weapon takes a -2 
  penalty on attack rolls for 1d4 rounds. A Fortitude save 
  reduces this to just 1 round. Whether or not the save is 
  successful, a creature cannot be the target of this ability 
  again for 1 day.
  Ghostly Forge
  School: conjuration (creation); Level: sorcerer/wizard 3
  Casting Time: 10 minutes
  Components: V, S, F (a miniature iron anvil created in a 
  runeforge)
  Range: close (25 ft. + 5 ft./2 levels)
  Effect: spectral forge, up to one 5-ft.-cube per level (S)
  Duration: 1 hour/level (D)
  Saving Throw: none; Spell Resistance: no
  Forming a link with a runeforge within Low’Enath, you 
  conjure a quasi-real forge, containing basic equipment 
  and non-masterwork tools. The phantom forge cannot 
  be conjured so that it occupies the same space as another 
  creature or object. It can only be used by you or by the 
  one person for whom you specifically designate when 
  conjuring the forge. You can grant another creature the 
  ability to interact with the forge per four caster levels. 
     Each 5-foot-section of the forge has hardness 0 and 7 
  hit points + 1 hit point per caster level. A section of the 
  forge who hit points drop to 0, that section disappears. 
  For every two sections of the forge destroyed, the phan-
  tom forge can accommodate one fewer worker.
  You may choose a single Craft skill when conjuring the 
  phantom forge. All creatures using the forge gain a +1 
  bonus on the chosen Craft check. This bonus increases 
  by +1 for every three caster levels beyond 5th (to a maxi-
  mum of +6 at 20th level).
     This spell is intended for furnace elves.
  Glacial Field
  School: conjuration (creation) [cold]; Level: druid 6, 
  primordial mystic 6
  Casting Time: 1 standard action
  Components: V, S, DF
  Range: long (400 ft. + 40 ft./level)
  Area: 40-ft.-radius-spread
  Duration: 1 round/level
  Saving Throw: Reflex partial (see text); Spell Resis-
  tance: see text
  This spell functions like entangle, except grasping tendrils 
  of ice wrap around those who enter the area. You move-
  ment is not impeded by this field, nor does it attempt to 
  entangle you.
     As a standard action, you can speak a command word 
  to detonate the glacial field, causing 1d6 points of cold 
  damage per caster level (maximum 15d6) to creatures 
  and unattended objects in the cylinder. Creatures that 
  are entangled by the ice when the glacial field detonates 
  remain entangled for 2d4 rounds, though each round 
  at the end of their turn they may attempt new saving 
  throws to end the entangled effect.
     If you expend a primal charge as part of casting this 
  spell, once per round you can choose to detonate a single 
  10-ft.-by-10-ft. section of the field at a time.
  Lethargy
  School: evocation [cold]; Level: magus 5, primordial 
  mystic 5, sorcerer/wizard 5
  Casting Time: 1 standard action
  Components: V, S, M (a length of cold iron chain 
  worth 100 gp)
  Range: close (25 ft. +5 ft./2 levels)
  Effect: one or more rays
  Duration: instantaneous and 1 round/level (see below)
  Saving Throw: Will partial; Spell Resistance: yes
  You hurl chilling bolts at your enemies. You may fire two 
  rays, plus one additional ray for every five levels beyond 
  9th (to a maximum of four rays at 19th level). Each 
  ray requires a ranged touch attack to hit and deals 4d6 
  points of cold damage, and each target who takes dam-
  age must make a successful Will save or be slowed, as the 
  spell slow.
     The rays may be fired at the same or different targets, 
  but all must be aimed at targets within 30 feet of each 
  other and fired simultaneously. A creature hit by mul-
  tiple rays takes a -2 penalty to the Will save against slow 
  for each hit after the first.
  
  40
     If you expend a primal charge as part of casting this 
  spell, targets who save against the slow effect moves at 
  half its normal speed (round down to the next 5-foot 
  increment) for 1d4 rounds.
  Lightning Flare
  School: evocation [electricity]; Level: magus 2, primor-
  dial mystic 2, sorcerer/wizard 2
  Casting Time: 1 standard action
  Components: V, S, M (a copper rod)
  Range: close (25 ft. + 5 ft./2 levels)
  Effect: ray
  Duration: instantaneous and 1 round/level; see text
  Saving Throw: Fort negates (blinding only; Spell Resis-
  tance: yes
  You must succeed on a ranged touch attack to strike 
  your target. On a successful hit, you deal 1d6 points of 
  lightning damage per two caster levels (maximum 5d6). 
  A creature struck by this ray must save or be blinded for 
  1d4 rounds. Each round at the end of its turn, the target 
  may attempt a new saving throw to end the blindness 
  effect. A creature who has light blindness, light sensitiv-
  ity, or is otherwise vulnerable to light takes a -4 penalty 
  to its save.
     If you expend a primal charge as part of casting this 
  spell, the ray detonates upon successfully damaging your 
  target. Each creature adjacent to the explosion must save 
  against blindness as the original target.
  Peal of Thunder
  School: transmutation [air, sonic]; Level: bard 5, magus 
  5, primordial mystic 5
  Casting Time: 1 standard action
  Components: V, S
  Range: personal
  Target: you
  Duration: see text
  You gain the temporary ability to deliver a blast of thun-
  der to your foe. Your next single attack roll (if it is made 
  before the end of the next round) deals an additional 1 
  point of sonic damage per caster level (maximum +15). 
  If the attacker has spell resistance, it applies against this 
  damage.
     If you expend a primal charge as part of casting this 
  spell, the resonation is enough to stun your opponent. 
  If you successfully hit a creature with this attack, it must 
  make a Fortitude save or be stunned for 1 round.
  Pillar of Fire
  School: evocation; Level: primordial mystic 1, sorcerer/
  wizard 1
  Casting Time: 1 standard action
  Components: V, S
  Range: close (25 ft. + 5 ft./2 levels)
  Area: 5-ft.-radius burst
  Duration: instantaneous, see text
  Saving Throw: Reflex negate; Spell Resistance: yes
  With a wave of your hand, a pillar of fire erupts from 
  the ground, dealing 1d4 points of fire damage per caster 
  level (maximum 5d4) to all creatures in the area.
     If you expend a primal charge as part of casting this 
  spell, the pillar of fire leaves behind a thick column of 
  smoke that dissipates within 1 round. A creature that 
  begins its turn in the area takes a -1 penalty on attack 
  rolls for 1 round.
  Shattering Strike
  School: evocation; Level: magus 4, oracle 4, primordial 
  mystic 4, sorcerer/wizard 4
  Casting Time: 1 standard action
  Components: V, S
  Range: touch
  Target: creature or object touched
  Duration: concentration + 1 round/level
  Saving Throw: Fort partial, see text ; Spell Resistance: 
  yes
  When you cast this spell, ice encases your hand. You 
  must succeed on a melee touch attack to touch the tar-
  get. The target takes 1d6 points of damage per two caster 
  levels of cold damage. If the target’s Fortitude saving 
  throw succeeds, it instead takes 2d6 points of cold dam-
  age plus 1 point per caster level.
     Your strike continues to travel through your target in a 
  line reaching 30 feet. Each creature in the line takes 2d6 
  points of cold damage plus 1 point of damage per caster 
  level (a successful Reflex save halves the damage).
     If you expend a primal charge as part of casting this 
  spell, instead of your strike continuing in a 30-foot line 
  through your initial target, it shatters, dealing damage in 
  a 15-foot cone.
  Stoneclub
  School: conjuration (creation) [earth]; Level: primordial 
  mystic 4, sorcerer/wizard 4, summoner 4, witch 4
  Casting Time: 1 standard action
  
  41
  Components: V, S
  Range: 0 ft.
  Effect: one stone weapon
  Duration: 1 minute/level
  Saving Throw: Will negates (harmless, object); Spell 
  Resistance: yes (harmless, object)
  You create + 1 corrosive club or greatclub out of stone 
  (you are considered proficient with this weapon). The 
  weapon deals damage as if it were two size categories 
  larger. If the conjured weapon leaves your hand for more 
  than 1 round, it crumbles to dust and the spell ends.
     If you expend a primal charge as part of casting this 
  spell, the conjured weapon ignores up to 5 points of 
  hardness when damaging objects.
  Storm Shield
  School: abjuration [electricity, force]; Level: magus 3, 
  primordial mystic 3, sorcerer/wizard 3
  Casting Time: 1 standard action
  Components: V, S
  Range: personal
  Target: you
  Duration: 1 minute/level or until discharged (D)
  This spell creates a shield of swirling wind that hovers in 
  front of you, negating magic missile attacks directed at 
  you. The shield also provides a +4 shield bonus to AC. 
  This bonus applies against incorporeal touch attacks. If 
  the opponent’s attack misses you by 4 or less, the attack 
  strikes the shield instead. The shield has hardness 0 and 
  30 hit points. If the shield is destroyed, the spell dis-
  charges, dealing 2d4 points of force damage and an ad-
  ditional 1d6 points of electricity damage per two caster 
  levels (maximum 5d6) to one creature adjacent to you.
  If the adjacent creature (typically the attacker) has spell 
  resistance, it applies against this damage.
     If you expend a primal charge as part of casting this 
  spell, you can instead direct the damage dealt by the 
  shield when it discharges to a single creature within 30 
  feet.
  Summon Clay Golem
  School: conjuration (summoning); Level: cleric/oracle 
  8, primordial mystic 6, sorcerer/wizard 8, summoner 6, 
  witch 8
  Casting Time: 1 round
  Components: V, S, F/DF (a lump of clay) 
  Range: close (25 ft. + 5 ft./2 levels)
  Effect: one summoned creature
  Duration: 1 round/level (D)
  Saving Throw: none; Spell Resistance: no
  This spell functions as summon monster VIII, except you 
  summon a clay golem. The golem willingly aids you in 
  battle. Whenever the clay golem suffers a critical hit, 
  you must make a DC 20 Spellcraft check to maintain 
  control. If this check fails, your control fails and the 
  elemental spirit within the clay golem immediately goes 
  berserk. You may attempt to reestablish control over the 
  golem by making a Spellcraft check as a standard action. 
  The DC for this check is 25 + 1 per round that the clay 
  golem has been berserk. You can only have one sum-
  mon clay golem spell in effect. If you cast this spell while 
  another casting is still in effect, the previous casting is 
  dispelled.
  Tempest’s Swiftness
  School: transmutation [air]; Level: magus 4, primordial 
  mystic 4
  Casting Time: 1 swift action
  Components: V
  Range: personal
  Target: you
  Duration: see text
  Until the end of your turn, you gain a + 10-foot bonus 
  to your speed, your movement speed is not reduced by 
  wearing armor or carrying a medium load, and your 
  movement during this round does not provoke attacks of 
  opportunity.
     If you expend a primal charge as part of casting this 
  spell, you may walk on air (as the air walk spell). If you 
  are not standing on a solid by the end of the round, you 
  immediately fall to the ground.
  Thundering Blast
  School: evocation [electricity]; Level: primordial mystic 
  1, sorcerer/wizard 1
  Casting Time: 1 standard action
  Components: V, S
  Range: 15 ft.
  Area: cone-shaped burst
  Duration: instantaneous; see text
  Saving Throw: Reflex half; Spell Resistance: yes
  Tendrils of lightning surge from your hand. Any creature 
  in the area takes 1d4 points of electricity damage and 
  an additional 1 point of sonic damage per caster level 
  (maximum +5). 
  
  42
     If you expend a primal charge as part of casting this 
  spell, a creature that fails its Reflex save against the spell 
  must also succeed at a Fortitude save or be sickened, and 
  possibly deafened. Each creature is affected according to 
  its HD.
  3 HD or less: The creature is deafened and sickened for 
  24d rounds, then sickened for 1d4 rounds.
  4 or 5 HD: The creature is deafened and sickened for 1 
  round, then sickened for 1d4 rounds.
  6 or more HD: The creature is sickened for 1 round.
  Tidal Thrust
  School: evocation [water]; Level: druid 1, magus 1, 
  primordial mystic 1, sorcerer/wizard 1
  Casting Time: 1 standard action
  Components: V, S
  Range: touch
  Target: creature or object touched
  Duration: instantaneous
  Saving Throw: none; Spell Resistance: yes
  Your melee touch attack deals 1d6 points of nonlethal 
  damage per level (maximum 5d6). Creatures that are 
  vulnerable to water suffer lethal damage instead.
     If you expend a primal charge as part of casting this 
  spell, make a bull rush combat maneuver against the 
  target as a free action, using your caster level in place 
  of your Combat Maneuver Bonus, and your Charisma 
  modifier (sorcerer), Intelligence modifier (wizard), or 
  Wisdom modifier (cleric) in place of your Strength or 
  Dexterity modifier. You do not provoke attacks of op-
  portunity for making this combat maneuver.
  Wildfire
  School: evocation [fire]; Level: druid 6, primordial mys-
  tic 6, sorcerer/wizard 6
  Casting Time: 1 standard action
  Components: V, S, M/DF (a glass vial containing oil)
  Range: medium (100 ft. + 10 ft./level)
  Area: 20-ft.-burst
  Duration: instantaneous and one round per level
  Saving Throw: Reflex partial; Spell Resistance: yes
  You generate a patch of wildfire, which erupts dealing 
  1d6 points of fire damage per two caster levels (maxi-
  mum 10d6) to every creature in the area. The wildfire 
  clings to the ground, persisting for a number of rounds 
  equal to your level.
     Creatures that move into or remain in the wildfire take 
  a number of points of fire damage equal to 1d6 + 1 per 
  caster level (maximum +15) damage. A creature can take 
  this damage only one per round. Flammable objects in 
  or adjacent to the wildfire catch fire.
     Once per round as a move action, you can direct the 
  wildfire to move up to 20 feet.
     If you expend a primal charge as part of casting this 
  spell, you can direct the wildfire to move up to 20 feet as 
  a move action, or up to 40 feet as a standard action.
  Wings of Fire
  School: evocation; Level: druid 4, primordial mystic 4
  Casting Time: 1 standard action
  Components: V, S, DF
  Range: 0 ft.
  Effect: two wings of fire
  Duration: 1 min./level (D)
  Saving Throw: none; Spell Resistance: yes
  A pair of blazing wings grow from your back, granting 
  you two wing buffet attacks. Attacks with these wings of 
  fire are secondary melee touch attacks. The wings deal 
  1d4 points of fire damage + 1 point per two caster levels 
  (maximum +10). Since the wings of fire are immaterial, 
  your Strength modifier does not apply to the damage. 
  An attack made with the wings of fire can ignite combus-
  tible materials such as parchment, stary, dry sticks, and 
  cloth.
     If you expend a primal charge as part of casting this 
  spell, you can draw the wings of fire around you as an 
  immediate action. You gain resist fire 20 until the end 
  of the turn, at which time the wings of fire turn to ash. 
  While holding your wings around yourself in this man-
  ner, you cannot use them to make attacks.
  Primal Charges
  Several spells introduced in this book, as well as some 
  class abilities, work by expending primal charges. A pri-
  mal charge represents the caster’s affinity with the natural 
  world, either through a deep and personal connection or 
  a scholarly understanding of nature’s splendor.
     The only class that innately has access to primal charg-
  es is the primal mystic, introduced in this book. There 
  are, however, several ways to attain a pool of primal 
  charges, available to both arcane and divine casters.
     Specific spells gain extra effects when powered by the 
  expenditure of a primal charge. Unless specified other-
  wise, so long as you have a primal charge available, you 
  can expend a primal charge as a free action when cast-
  
  43
  Lithic Creature (CR +1)
  Lithic creatures are literally creatures of the earth, born 
  of powerful magic and the roughness of stone. Lithic 
  creatures are most often found in the high peaks of 
  mountain, rock-strewn highlands, and deep, craggy 
  caves. Once a lithic creature has found an area in which 
  to live, it becomes fiercely territorial against those that 
  would threaten both itself and the land itself.
  Creating a Lithic Creature
  “Lithic creature” is an inherited template that can be 
  added to any Huge or smaller corporeal animal or ver-
  min creature (referred to hereafter as the base creature). 
  This template cannot be applied to a creature with the 
  air, cold, or fire subtype. A lithic creature uses all the 
  base creature’s statistics and special abilities except as 
  noted here.
  CR: Same as the base creature +1.
  Size and Type: A lithic creature multiplies its weight 
  by 8, as if the creature’s size category has increased by 1 
  step. The creature gains the earth subtype. If applied to 
  a creature with the animal or vermin type, the creature’s 
  type changes to magical beast. Do not recalculate its Hit 
  Dice, base attack bonus, saves, or skill points.
  Armor Class: The lithic creature’s natural armor increas-
  es by +4.
  Speed: Lithic creatures reduce their base speed and fly 
  speed by 10 feet (minimum of 10 feet) and maneuver-
  ability decreases by two grades (minimum of clumsy).
  Special Abilities: A lithic creature gains the following 
  special abilities.
     Earth Mastery (Ex): A lithic creature gains a +1 bonus 
  on attack and damage rolls if both it and its foes are 
  touching the ground. If the opponent is airborne or wa-
  terborne, the lithic creature takes a -4 penalty on attack 
  and damage rolls.
     Light Fortification (Ex): Whenever a sneak attack or 
  critical hit is scored against a lithic creature, there is a 
  25% chance the extra damage is negated and damage is 
  rolled normally.
  Ability Scores: Dex -4 (minimum 1), Con +4.
  Rumble Tumbler (CR 5; XP 1,600)
  Male lithic otyugh
  N Large magical beast (earth)
  Init -2; Senses all-around vision, darkvision 60 ft., low-
  light vision; Perception +14
  Defense
  AC 21, touch 9, flat-footed 21
  (+12 natural, -1 size)
  hp 57 (6d10+24)
  Fort +9, Ref +3, Will +3
  Immune disease
  Offense
  Speed 30 ft.
  Melee bite +11 (1d8+6 plus disease), 2 tentacles +7 
  (1d6+3 plus grab)
  Space 10 ft; Reach 10 ft. (15 ft. with tentacle)
  Special Attacks constrict (tentacle, 1d6+3)
  Statistics
  Str 22, Dex 6, Con 19, Int 9, Wis 13, Cha 6
  Base Atk +6; CMB +11 (+15 grapple); CMD 19 (21 vs. 
  trip)
  Feats Ability Focus (disease), Stealthy, Weapon Focus 
  (tentacle)
  Skills Escape Artist +0, Perception +14, Stealth -4 (+4 in 
  lair); Racial Modifiers +4 Perception +8 Stealth in lair
  Languages Common
  Ecology
  Environment mountains
  Organization solitary, pair, or cluster (3-4)
  Treasure standard
  Special Abilities
  Disease (Ex) Filth fever; Bite—injury; save Fortitude 
  DC 18; onset 1d3 days; frequency 1/day; effect 1d3 Dex 
  damage amd 1d3 Con damage; cure 2 consecutive saves. 
  The save DC is Constitution-based; the diseases carried 
  by otyughs are modified by their unique and magical 
  physiology so the DCs are calculated and do not use 
  standard disease DCs.
  ing any applicable spell or spell-like ability or using any 
  appropriate ability. Expending a primal charge to power 
  a spell, class feature, or any other ability only modifies a 
  single effect.
  
  44
  Wondrous Items
  The following are wondrous items than can be found 
  within Azag-Ithiel.
  Hammer of Unmaking 
  Aura moderate evocation; CL 7th 
  Slot weapon; Price 16,000 gp; Weight 2 lbs.
  Description
  This +2 cold iron light hammer has a claw at the back 
  of its head, like a household tool, but is finished in in 
  a rough steel coating. Nails pierce its heavy wooden 
  handle. When a hammer of unmaking hits a target, it 
  reduces that target’s armor bonus by 2, instead of the 
  damage bonus given by its magic enhancement.  It does 
  no bonus damage against a target with no armor bonus.  
  Lost armor bonuses can be restored by mending or make 
  whole on the appropriate item.  A hammer of unmaking 
  also ignores 2 points of hardness of any target that it 
  strikes.  
  Construction 
  Requirements Craft Magic Arms and Armor, break, 
  shatter; Cost 8,000 gp
  Magical Ostracon
  Small shards of glazed potery, ostraca are common, 
  one-use magic items similar to scrolls but more adapt-
  able to changing situations in their field of use.  They are 
  generally constructed from sacred jars and vessels from 
  temples that have broken or become otherwise unusable. 
  After being blessed by a priest, they are sold to various 
  practitioners in the general public.  They resemble the 
  ballots used in Azag-Ithiel’s free elections.
  Ballot Ostracon
  Aura faint enchantment; CL 3rd  
  Slot none; Price 900 gp; Weight —
  Description
  These ostraca are found in sets of 1d6+2, and are typi-
  cally used to exclude unwanted members of society.  If 
  the true name of the target is written on the ostracon as 
  a full-round action, they are afflicted as if by command 
  (drop, flee) and doom, making a single  DC 12 Will save 
  for all effects.  For every ballot ostracon beyond the first 
  used, the DC of the save is increased by 1; the  effect is 
  calculated after all ballot ostraca have been used.
  Construction
  Requirements Craft Wondrous Item, any one teamwork 
  feat, command, doom; Cost 450 gp
  Dream Ostracon
  Aura moderate divination; CL 9th
  Slot none; Price 1,800 gp Weight —
  Description
  This ostracon is activated immediately after waking, 
  where the spellcaster inscribes a spell that is available 
  to them upon it, in 1 minute.  The Scribe Scroll feat is 
  not needed, though expensive material components are 
  required and expended normally.
  Construction
  Requirements Craft Wondrous Item, Scribe Scroll, 
  dream; Cost 900 gp
  Medical Ostracon
  Aura faint conjuration; CL 3rd
  Slot none; Price 900 gp; Weight —
  Description
  This ostracon is used to modify healing spells to specific 
  applications. Spending a full-round action allows the 
  spellcaster to convert one memorized or known conju-
  ration (healing) spell to another of the same or lower 
  level, and cast it.  These are especially useful to oracles, 
  to access conjuration (healing) spells not on their Spells 
  Known list.
  Construction 
  Requirements Craft Wondrous Item, any two (healing) 
  spells; Cost 450 gp
  Metamagic Rod, Primal
  Aura strong (no school); CL 17th; Weight 5 lbs.
  Price varies by specific type
  •	 Lesser energizing metamagic rod 3,000 gp
  •	 Energizing metamagic rod 11,000 gp
  •	 Greater energizing metamagic rod 24,5000
  Description
  The wielder can cast up to three spells per day with the 
  benefit of a primal charge, as though using the primal 
  spell feat.
  Construction 
  Requirements Craft Rod, Primal Spell
  Cost varies by specific type
  •	 Lesser energizing metamagic rod 1,500 gp
  •	 Energizing metamagic rod 5,500 gp
  •	 Greater piercing metamagic rod 12,250 gp
  Runeforge Anvil
  Aura moderate conjuration; CL 8th
  Slot none; Price 11,100 gp; Weight 100 lbs.
  Description
  This weighty anvil is engraved with sinuous runes. Once 
  
  45
  per day on command, the holder can summon forth 
  a spectral furnace and all its accoutrements, as per the 
  ghost forge spell. Any creature assisting an appropriate 
  Craft check using the aid another action grants +4 bonus 
  instead of the standard +2.
  Construction
  Requirements Craft Wondrous Item, ghost forge; Cost 
  5,550 gp
  Ring of Primal Mastery
  Aura moderate evocation; CL 10th
  Slot ring; Price 14,000 gp; Weight —
  Description
  This ring is made of one of four types of gemstones 
  (topaz, onyx, garnet, and aquamarine), linking its wearer 
  to one of the primal elements: air, earth, fire, and wa-
  ter, respectively. This ring allows a wearer with a primal 
  pool to store up to 4 primal charges in the ring as a swift 
  action. These charges remain in the ring until used. The 
  wearer can use these primal charges normally, or can 
  spend them in each of the following ways, with differ-
  ent a slightly different effect based on the material of the 
  ring.
  As long as there is at least one primal charge stored in 
  the ring, the wearer can expend 1 primal charge stored 
  in the ring to gain a +5 competence bonus to the skill 
  with that elemental attunement: Acrobatics (fire), Climb 
  (earth), Fly (air), or Swim (water). The wearer can take 
  10 with this skill.
  As a free action while casting a spell on the primor-
  dial mystic spell list with a metamagic feat, the wearer 
  can expend 2 primal charges stored in the ring to cast 
  the spell without increasing the casting time.
  Construction 
  Requirements Forge Ring, the creator must have the 
  primal pool class feature; Cost 7,000 gp
  Sooty Bellows
  Aura faint abjuration; CL 3rd 
  Slot none; Price 18,000 gp; Weight 5 lbs.
  Description
  A sooty bellows is a heavy leather bellows as used in 
  forges, tooled with images of furnace elves at their work.  
  Its possessor gains +2 to Craft checks accomplished by 
  means of fire, and gains fire resistance 5.
     As a standard action, the owner of a sooty bellows can 
  create a 5-foot-radius cloud of smoke. This power has 
  a range of 30 feet. Creatures inside the cloud take a –2 
  penalty on attack rolls and Perception skill checks for as 
  long as they remain inside and for 1 round after exiting 
  the cloud. Creatures inside the cloud gain concealment 
  from attacks made by opponents that are not adjacent to 
  them.  This power can be used three times per day.
  Construction 
  Requirements ball of smoke, resist energy, creator must 
  have 5 ranks of Craft (armor); Cost 9,000 gp
  Common Equipment Available
  Most of the items below can be found in the Pathfinder®
  Roleplaying Game: Ultimate Equipment book. However
  we have also included some items from Luven Lightfin-
  gers Gear and Weapon Shop (LL), Inkantations (Ink), 
  and Paths of Power (PoP). Following the tables are a 
  number of additional items that are new to this book or 
  from non-referenced sources.
  Adventuring Gear
  Item
  Cost
  Weight
  Alchemist’s kit
  40 gp
  24 lbs.2
  Altar cloth, cotton (LL)
  10 gp
   1 lb.
  Altar cloth, silk (LL)
  20 gp
  1 lb.
  Animal glue
  5 sp
  1/2 lb.
  Area map
  50 gp
  2 lbs.
  Aspergill, gold (LL)
  20 gp
  3 lbs.
  Aspergill, silver (LL)
  15 gp
  3 lbs.
  Astrolabe
  1,000 gp
  6 lbs.
  Axe, hatchet (LL)
  4 gp
  4 lbs.
  Axe, woodsman’s (LL)
  7 gp
  8 lbs.
  Backpack, common
  2 gp
  2 lbs.1
  Backpack, masterwork
  50 gp
  4 lbs.1
  Bandolier
  5 sp
  —
  Barbarian’s kit
  9 gp
  26 lbs.2
  Bard’s kit
  41 gp
  33-1/2 lbs.2
  Barrel
  2 gp
  30 lbs.
  Basket
  4 sp
  1 lb.
  Bedroll
  1 sp
  5 lbs.1
  Bell
  1 gp
  —
  Bell net
  2 gp
  2 lbs.
  Belt pouch
  1 gp
  1/2 lb.1
  Blanket
  5 sp
  3 lbs.1
  Book of letters
  50 gp
  3 lbs.
  Bottle
  2 gp
  1 lb.
  Bucket
  5 sp
  2 lbs.
  Bullseye lantern
  12 gp
  3 lbs.
  Butterfly net
  5 gp
  2 lbs.1
  
  46
  Camouflage netting
  20 gp
  5 lbs.
  Campsite kit
  12 gp
  80 lbs.
  Candle 
  1 cp
  —
  Candlestick
  1 cp
  1/2 lb.
  Canoe paddle (PoP)
  5 gp
  1 lb.
  Canteen
  2 gp
  1 lb.
  Canvas (sq. yd.)
  1 sp
  1 lb.
  Chain (10 ft.)
  30 gp
  2 lbs.
  Chalk
  1 cp
  —
  Chalkboard
  1 gp
  2 lbs.
  Chest, small
  2 gp
  25 lbs.
  Chest, medium
  5 gp
  50 lbs.
  Chest, large
  10 gp
  100 lbs.
  Chest, huge
  25 gp
  250 lbs.
  Chirurgeon’s kit
  400 gp
  4 lbs.
  Chronicler’s kit
  40 gp
  4-1/2 lbs.
  Clay
  1 sp
  1 lb.
  Cleric’s kit
  16 gp
  32 lbs.2
  Coffee pot
  3 gp
  4 lbs.
  Coffin, common
  10 gp
  30 lbs.1
  Coffin, ornate
  100 gp
  50 lbs.1
  Compass
  10 gp
  1/2 lb.
  Cooking kit
  3 gp
  16 lbs.
  Cot
  1 gp
  30 lbs.1
  Crowbar
  2 gp
  5 lbs.
  Cypher books
  150 gp
  2 lbs.
  Druid’s kit
  14 gp
  44 lbs.2
  Ear trumpet
  5 gp
  2 lbs.
  Entertainer’s kit
  5 sp
  3 lbs.
  Face paint (LL)
  5 gp 
  1 lb.
  Face paint, war paint (LL)
  2 gp
  1 lb.
  Fake footprint shoes
  5 gp
  2 lbs.
  Familiar satchel
  25 gp
  6 lbs.
  Fighter’s kit
  9 gp
  29 lbs.2
  Filter hood
  10 gp
  4 lbs.1
  Firegrate (LL)
  5 gp
  5 lbs.
  Firewood (per day)
  1 cp
  20 lbs.
  Fishhook
  1 sp
  —
  Fishing kit
  5 sp
  3 lbs.
  Fishing net
  4 gp
  5 lbs.
  Fish trap (LL)
  15 gp
  4 lbs.
  Flask
  3 cp
  1-1/2 lbs.
  Flint and steel
  1 gp
  —
  Fowlers’ trap (LL)
  20 gp 
  5 lbs.
  Frost giant hunter’s kit
  305 gp
  35 lbs.
  Gear maintenance kit
  5 gp
  2 lbs.
  Grappling hook, common
  1 gp
  4 lbs.
  Grooming kit
  1 gp
  2 lbs.1
  Gunslinger’s kit
  26 gp
  31 lbs.
  Gunsmith’s kit
  15 gp
  2 lbs.
  Hammer
  5 sp
  2 lbs.
  Hammock
  1 sp
  3 lbs.1
  Hand saw (LL)
  10 gp
  3 lbs.
  Helmet candle
  2 gp
  4 lbs
  Hip flask
  1 gp
  1/2 lb.1
  Holy symbol, wooden
  1 gp
  —
  Holy symbol, silver
  25 gp
  1 lb.
  Holy symbol, gold
  100 gp
  1 lb.
  Holy symbol, platinum
  500 gp
  1 lb.
  Holy text, Martyr’s Song
  20 gp
  2 lbs.
  Holy text, Record of 
  Freedom
  40 gp
  3 lbs.
  Holy text, Splinter of 
  Artifice
  35 gp
  3 lbs.
  Holy text, Renewing Pyre
  55 gp
  6 lbs.
  Hourglass (6 seconds)
  10 gp
  —
  Hourglass (1 minute)
  20 gp
  1/2 lb.
  Hourglass (1 hour)
  25 gp
  1 lb.
  Incense (LL)
  5 gp+
  —
  Ink
  8 gp
  —
  Inkpen
  1 sp
  —
  Journal
  10 gp
  1 lb.
  Jug
  3 cp
  9 lbs.
  Ladder
  2 sp
  20 lbs.
  Lamp
  1 sp
  1 lb.
  Leather straps (PoP)
  5 gp
  6 lbs.
  Lock, simple
  20 gp
  1 lb.
  Lock, average
  40 gp
  1 lb.
  Lock, good
  80 gp
  1 lb.
  Lock, superior
  150 gp
  1 lb.
  Magnet
  5 sp
  1/2 lb.
  Magnifying glass
  100 gp
  —
  Magus’s kit
  22 gp
  31 lbs.2
  Miner’s pick
  3 gp
  10 lbs.
  Mirror
  10 gp
  1/2 lb.
  Mug/tankard
  2 cp
  1 lb.
  
  47
  Oil
  1 sp
  1 lb.
  Paper (sheet)
  4 sp
  —
  Parchment (sheet)
  2 sp
  —
  Perfume/cologne
  5 gp
  —
  Pitcher
  2 cp
  5 lbs.
  Piton
  1 sp
  1/2 lb.
  Portable bridge
  200 gp
  60 lbs.
  Pot, common
  8 sp
  4 lbs.
  Pot, mithral
  1,001 gp
  2 lbs.
  Powder
  1 cp
  1/2 lb.
  Powder horn
  3 gp
  1 lb.
  Prosthetic (arm)
  10 gp
  3 lbs.1
  Prosthetic (foot)
  1 gp
  2 lbs.1
  Prosthetic (hand)
  1 gp
  1 lb.1
  Prosthetic (leg)
  20 gp
  6 lbs.1
  Ranger’s kit
  9 gp
  28 lbs.2
  Riding kit, common
  16 gp
  54 lbs.
  Riding kit, exotic mount
  36 gp
  59 lbs.
  Rogue’s kit
  50 gp
  37 lbs.2
  Rope (50 ft.)
  1 gp
  10 lbs.
  Sack
  1 sp
  1/2 lb.1
  Saw
  4 cp
  2 lbs.
  Scrivener’s kit
  2 gp
  1 lb.
  Scroll box
  5 gp
  1 lb.
  Scroll case
  1 gp
  1/2 lb.
  Sealing wax
  1 gp
  1 lb.
  Sewing needle
  5 sp
  —
  Shaving kit
  15 sp
  1/2 lb.
  Shovel, common
  2 gp
  8 lbs.
  Shovel, folding
  10 gp
  12 lbs.
  Signal horn
  1 gp
  2 lbs.1
  Signal whistle
  8 sp
  —
  Signet ring
  5 gp
  —
  Silk rope
  10 gp
  5 lbs.
  Skillet, common
  8 sp
  4 lbs.
  Skillet, mithral
  1,001 gp
  2 lbs.
  Sledge
  1 gp
  10 lbs.
  Smoked goggles
  10 gp
  —
  Soap
  1 cp
  1/2 lb.
  Spyglass
  1,000 gp
  1 lb.
  Stationery
  1 gp
  —
  Stove can
  10 gp
  1 lb.
  Summoner’s kit
  8 gp
  19 lbs.2
  Survival kit, common
  5 gp
  4 lbs. 
  Survival kit, masterwork
  50 gp
  5 lbs.
  Teapot
  1 sp
  1 lb.
  Tent, small
  10 gp
  20 lbs.1
  Tent, medium
  15 gp
  30 lbs.1
  Tent, large
  30 gp
  40 lbs.1
  Torch
  1 cp
  1 lb.
  Traveler’s dictionary
  50 gp
  2 lbs.
  Troll slayer’s kit
  30 sp
  17 lbs.
  Vial
  1gp
  —
  Water clock
  1,000 gp
  200 lbs.
  Waterproof bag
  5 sp
  1/2 lb.
  Waterskin
  1 gp
  4 lbs.1
  Weapon cord
  1 sp
  —
  Whetstone
  2 cp
  1 lb.
  Wire
  5 gp
  1/2 lb.
  Wizard’s kit
  21 gp
  21 lbs.2
  1 These items weigh one-quarter this amount when made 
  for Small characters. Containers for Small characters also 
  carry one-quarter the normal amount.
  2 These items weigh approximately three-quarters this
  amount when made for Small characters. Containers for
  Small characters also carry one-quarter the normal 
  amount.
  Tools and Skill Kits
  Item
  Cost
  Weight
  Abacus
  2 gp
  2 lbs.
  Alchemist’s lab
  200 gp
  40 lbs.
  Alchemy crafting kit
  25 gp
  50 lbs.
  Anvil
  5 gp
  10–100 lbs.
  Artisan’s tools, common
  5 gp
  5 lbs.
  Artisan’s tools, masterwork
  55 gp
  5 lbs.
  Athame (PoP)
  5 gp
  ½ lb.
  Bear trap
  2 gp
  10 lbs.
  Bellows
  1 gp
  3 lbs.
  Climber’s kit
  80 gp
  5 lbs.*
  Footprint book
  50 gp
  3 lbs.
  Formula book
  15 gp
  3 lbs.
  Healer’s kit
  50 gp
  1 lb.
  Leeching kit
  5 gp
  5 lbs.
  Make-up kit (PoP)
  15 gp
  1 lb.
  Massage oil (PoP)
  10 gp
  —
  Mapmaker’s kit
  10 gp
  2 lbs.
  
  48
  Masterwork tool
  50 gp
  1 lb.
  Musical instrument, com-
  mon
  5 gp
  3 lbs.*
  Musical instrument, master-
  work
  100 gp
  3 lbs.*
  Musical Instruments, specific
  Bell, Brass (LL)
  10 gp
  ½ lbs.
  Bodhran (LL)
  3 gp
  ½ lbs.
  Clappers (LL)
  2 gp
  ½ lbs.
  Dulcimer (LL)
  25 gp
   5 lbs.
  Drum (LL)
  2 gp+
  2+ lbs.
  Elven Shawm (LL)
  20 gp
  —
  Flute (LL)
  1 gp
  —
  Gemshorn (LL)
  5 sp
  —
  Hurdy-gurdy (LL)
  15 gp
  5 lbs.
  Lute (LL)
  10 gp
  1 lb.
  Mandolin (LL)
  15 gp
  ½ lbs.
  Psaltery (LL)
  10 gp
  1 lb.
  Recorder (LL)
  15 gp
  1 lb.
  Trumpet (LL)
  20 gp
  2 lbs.
  Piercing kit (INK)
  20 gp
  1 lb.
  Portable alchemist’s lab
  75 gp
  20 lbs.
  Portrait book
  10 gp
  3 lbs.
  Spell component pouch
  5 gp
   2 lbs.
  Spellbook
  15 gp
  3 lbs.
  Stretcher
  1 gp
  10 lbs.
  Surgeon’s tools
  20 gp
  5 lbs.*
  Symptom kit
  25 gp
  5 lbs.
  Tattoo toolkit, gold (INK)
  100 gp
  1 lb.
  Replacement gold needles 
  (INK)
  10 gp
  —
  Tattoo ink, advanced palette 
  (INK)
  5 gp
  ½ lb.
  Tattoo ink, basic palette 
  (INK)
  2 gp
  ½ lb.
  Tattoo ink, black (INK)
  1 gp
  ½ lb.
  Thieves’ tools, common
  30 gp
  1 lb.
  Traveling formula book
  10 gp
  1 lb.
  Traveling spellbook
  10 gp
  1 lb.
  Veterinarian’s kit
  10 gp
  20 lbs.
  * These items weigh one-quarter this amount when 
  made for Small characters.
  Pets and Familiars
  Animal
  Price
  Weight
  Badger
  15 gp
  20 lbs.
  Cat, hunting
  100 gp
  100 lbs.
  Fox
  8 gp
  12 lbs.
  Goat
  6 gp
  50 lbs.
  Owl
  10 gp
  1–3 lbs.
  Pig
  10 gp
  100–300 lbs.
  Rabbit
  2 gp
  3 lbs.
  Raccoon
  5 gp
  7 lbs.
  Raven
  2 gp
  3 lbs.
  Weasel
  2 gp
  8 oz.
  Guard and Hunting Animals
  Animal
  Price
  Weight
  Dog, guard
  25 gp
  25 lbs.
  Falcon
  40 gp
  2 lbs.
  Hawk
  18 gp
  2 lbs.
  Owl
  20 gp
  4 lbs.
  Pseudodragon
  200 gp
  7 lbs.
  Farm and Work Animals
  Animal
  Price
  Weight
  Cattle
  50 gp
  1,500 lbs.
  Chicken
  1 gp
  6 lbs.
  Duck
  2 gp
  3 lbs.
  Goat
  6 gp
  50 lbs.
  Llama
  24 gp
  450 lbs.
  Pig
  20 gp
  100–300 lbs.
  Sheep
  20 gp
  150 lbs.
  Yak
  24 gp
  1,000 lbs.
  Mounts
  Animal
  Price
  Weight
  Dog, riding
  150 gp
  50 lbs.
  Griffon (combat trained)
  8,000 gp
  500 lbs.
  Griffon egg
  3,500 gp
  10 lbs.
  Hippogriff (combat trained)
  5,000 gp
  500 lbs.
  Hippogriff egg
  200 gp
  10 lbs.
  Horse
  Horse, heavy
  200 gp
  2,000 lbs.
  Horse, heavy (combat trained) 300 gp
  3,000 lbs.
  Horse, light
  75 gp
  900 lbs.
  
  49
  Horse, light (combat trained)
  110 gp
  1,200 lbs.
  Pony
  30 gp
  800 lbs.
  Pony (combat trained)
  45 gp
  900 lbs.
  Animal-Related Gear
  Item
  Price
  Weight
  Animal harness
  2 gp
  2 lbs.
  Barding
  Medium creature
  ×2*
  ×1*
  Large creature
  ×4*
  ×2*
  Beast-training kit
  15 gp
  26 lbs.
  Bird-training kit
  17 gp
  8 lbs.
  Bit and bridle
  2 gp
  1 lb.
  Barding stitches
  50 gp
  1 lb.
  Cage
  Small or Medium
  15 gp
  60 lbs.
  Large
  30 gp
  240 lbs.
  Huge
  60 gp
  960 lbs.
  Dandy brush
  2 sp
  2 lbs.
  Falconry gauntlet
  10 gp
  1 lb.
  Feed (per day)
  5 cp
  10 lbs.
  Feed, Carnivore (per day)
  5 cp
  5 lbs.
  Saddle
  Military
  20 gp
  30 lbs.
  Pack
  5 gp
  15 lbs.
  Riding
  10 gp
  25 lbs.
  Saddle (exotic)
  Military
  60 gp
  40 lbs.
  Pack
  15 gp
  20 lbs.
  Riding
  30 gp
  30 lbs.
  Saddlebags
  4 gp
  8 lbs.
  Stabling (per day)
  5 sp
  —
  Training sleeve
  100 gp
  5 lbs.
  * Relative to similar armor for a Medium humanoid.
  Transport
  Land Transport
  Price
  Price 
  per Mile
  Canoe, birchbark (PoP)
  25 gp
  —
  Canoe, elven (PoP)
  1,000 gp
  —
  Cart
  15 gp
  1 cp
  Wagon
  Wagon, light
  50 gp
  2 cp
  Wagon, medium
  75 gp
  2 cp
  Wagon, heavy
  100 gp 3
  cp
  Sea Transport
  Keelboat
  3,000 gp
  1 sp
  Sailing ship
  10,000 gp
  2 sp
  Ship’s boat
  500 gp
  2 cp
  Clothing**
  Item
  Price
  Weight
  Artisan’s outfit
  1 gp
  4 lbs.*
  Brooch
  Varies
  —
  Caul
  10–100 gp
  —
  Cleats
  5 gp
  2 lbs.*
  Cleric’s vestments
  5 gp
  6 lbs.*
  Cold-weather outfit
  8 gp
  7 lbs.*
  Courtier’s outfit
  30 gp
  6 lbs.*
  Decorative trim
  1 sp–50 gp
  —
  Entertainer’s outfit
  3 gp
  4 lbs.*
  Explorer’s outfit
  10 gp
  8 lbs.*
  Furs
  12 gp
  5 lbs.*
  Hat 
  1 sp–50 gp
  1/2 lb.*
  Ice skates
  1 gp
  2 lbs.*
  Jewelry
  Varies
  Varies
  Noble’s outfit
  75 gp
  10 lbs.*
  Reinforced scarf
  10 gp
  1 lb.*
  Reversible cloak
  2 sp–100 gp
  1 lb.*
  Scarf
  1 sp–5 gp
  1/2 lb.*
  Scholar’s outfit
  5 gp
  6 lbs.*
  Skis
  5 gp
  20 lbs.*
  Snowshoes
  5 gp
  4 lbs.*
  Traveler’s outfit
  1 gp
  5 lbs.*
  * These items weigh one-quarter this amount when 
  made for Small characters.
  ** There are generally much better clothing choices in 
  Luven Lightfinger’s Gear and Treasure Shop.
  Entertainment
  Item
  Price
  Weight
  Backgammon set (LL)
  8 gp
  2 lbs.
  Billiards gear
  5 sp
  8 lbs.
  Board game
  1 sp–10 gp
  2 lbs.
  Cards
  1 sp–100 gp
  1 lb.
  Chess set (LL)
  20 gp
  3 lbs.
  Crossword
  1 cp–1 sp
  —
  
  50
  Dartboard set
  5 sp
  10 lbs.
  Dice
  1 sp
  —
  Dominos
  1 sp–25 gp
  1 lb.
  Puzzle box
  1 gp–1,000 
  gp
  1 lb.–5 lbs.
  Trade Goods
  Price
  Items
  2 cp
  Beans (1 lb.), cheese (1 lb.), chicken, pota-
  toes (1 lb.), turnips (1 lb.)
  3 cp
  Charcoal (20 lbs.),  peat (20 lbs.)
  5 cp
  Coal (20 lbs.), masonry stone (1 lb.), sugar 
  (1 lb.)
  1 sp
  Iron (1 lb.)
  5 sp
  Copper (1 lb.), garlic (1 lb.), mustard (1 lb.), 
  thin leather (1 sq. yard)
  1 gp 
  Glass (1 lb.), goat, honey (1 lb.)
  2 gp
  Sheep
  3 gp 
  Fox pelt, mink pelt, pig, thick leather (1 sq. 
  yard)
  4 gp 
  Ermine pelt
  5 gp 
  Silver (1 lb.)
  6 gp 
  Wool (1 lb. or 1 sq. yard)
  10 gp 
  Cow, darkwood (1 lb.)
  50 gp
  Gold (1 lb.)
  300 gp
  Adamantine (1 lb.)
  500 gp
   Platinum (1 lb.)
  Food and Drink
  Item
  Price
  Weight
  Absinthe (glass)
  3 gp
  —
  Absinthe (bottle)
  30 gp
  1-1/2 lbs.
  Ale (mug)
  4 cp
  1 lb.
  Ale (gallon)
  2 sp
  8 lbs.
  Bread
  4 cp
  1/2 lb.
  Cheese
  1 sp
  1/2 lb.
  Chocolate (bar)
  5 gp
  1/2 lb.
  Coffee (cup)
  1 cp
  1/2 lb.
  Gin (pint) (LL)
  6 gp
  1 lb.
  Honey (jar)
  1 gp
  1/2 lb.
  Ice cream
  1 sp
  —
  Kahve (cup)
  2 cp
  1/2 lb.
  Lager, elvish red (pint) (LL) 
  4 cp
  1/2 lb.
  Lager, elvish red (pitcher) (LL)
  3 sp
  2 lbs.
  Mead (mug)
  5 cp
  1/2 lb.
  Mead (gallon)
  2 gp
  8 lbs.
  Meal, poor (per day)
  1 sp
  —
  Meal, common (per day)
  3 sp
  —
  Meal, good (per day)
  5 sp
  —
  Meat
  3 sp
  1/2 lb.
  Milk
  5 cp
  1/2 lb.
  Orc trail rations
  1 gp
  1 lb.*
  Stout, dire wolf (pint) (LL)
  7 cp
  1 lb.
  Stout, dire wolf (pitcher) (LL)
  5 sp
  4 lbs.
  Tea (cup)
  2 cp
  1/2 lb.
  Trail rations
  5 sp
  1 lb.*
  Travel cake mix
  1 sp
  1 lb.
  Vodka (pint) (LL)
  6 gp
  1/2 lb.
  Wandermeal (per day)
  1 cp
  1/2 lb.*
  Yogurt
  1 sp
  1/2 lb.
  * These items weigh one-quarter this amount when 
  made for Small characters.
  Lodging and Services
  Item
  Price
  Bath (cold)
  2 cp
  Bath (hot)
  6 cp
  Bath (public)
  2 sp–1 gp
  Companion
  5 cp–10 gp
  Doctor
  1 gp
  Hireling (trained)
  3 sp per day
  Inn stay (common)
  5 sp
  Inn stay (good)
  2 gp
  Inn suite (small)
  4 gp
  Inn suite (average)
  16 gp
  Inn suite (luxurious)
  32 gp+
  Laundry
  1 sp
  Lawyer (novice)
  5 sp
  Lawyer (competent)
  3 gp
  Lawyer (experienced)
  10 gp
  Messenger
  2 cp per mile
  Nurse
  7 sp
  Scribe (text)
  1 gp
  Scribe (map)
  10 gp
  Spellcasting
  caster level × spell level × 
  10 gp*
  * See description.
  
  51
  Alchemical Remedies
  Item
  Price
  Weight
  Craft 
  DC
  Alchemist’s kindness
  1 gp
  —
  20
  Antiplague
  50 gp
  —
  25
  Blood-boiling pill
  75 gp
  —
  25
  Essence of independence
  80 gp
  —
  25
  Frost ward gel
  150 gp
  1 lb.
  25
  Meditation tea
  30 gp
  —
  20
  Soothe syrup
  25 gp
  1/2 lb.
  15
  Troll oil
  50 gp
  1 lb.
  30
  Vapors of easy breath
  75 gp
  3 lbs.
  25
  Alchemical Tools
  Item
  Price
  Weight
  Craft 
  DC
  Alchemical cement
  5 gp
  2 lbs.
  15
  Alchemical glue
  20 gp
  1/2 lb.
  20
  Alchemical glue acceler-
  ant
  25 gp
  —
  25
  Alchemical solvent
  20 gp
  1/2 lb.
  20
  Armor ointment
  30 gp
  1 lb.
  15
  Blackfire clay
  20 gp
  10 lbs.
  20
  Bloodblock
  25 gp
  —
  25
  Casting plaster
  5 sp
  5 lbs.
  —
  Frightful war paint
  300
  1 lb.
  30
  Glowing ink
  5 gp
  —
  15
  Homunculus clay
  2,250 gp
  5 lbs.
  30
  Incense, calming (LL)
  50 gp
  —
  20
  Incense, concentration 
  (LL)
  50 gp 
  —
  20
  Imposing war paint
  70 gp
  1/2 lb.
  25
  Invisible ink (simple)
  2 gp
  —
  15
  Invisible ink (average)
  10 gp
  —
  20
  Instant fertilizer
  20 gp
  4 lbs.
  20
  Marker dye
  15 gp
  1 lb.
  15
  No glint (LL)
  35 gp
  ½ lbs.
  25
  Nushadir
  10 gp
  1 lb.
  20
  Scent cloak
  20 gp
  2 lbs.
  20
  Shaman’s paint
  90 gp
  1/2 lb.
  20
  Silence dust
  60 gp
  1 lb.
  20
  Smokestick
  20 gp
  1/2 lb.
  20
  Spirit of glass
  35 gp
  —
  25
  Sunrod
  2 gp
  1 lb.
   25
  Tindertwig
  1 gp
  —
  25
  Weapon blanch (ada-
  mantine)
  100 gp
  1/2 lb.
  25
  Alchemical Weapons
  Item
  Price
  Weight
  Craft
  DC
  Acid
  10 gp
  1 lb.
  15
  Alchemist’s fire
  20 gp
  1 lb.
  15
  Alkali flask
  15 gp
  1 lb.
  15
  Arrow, bleeding
  160 gp
  — 
  25
  Arrow, durable
  1 gp
  —
  25 
  Arrow, lodestone
  10 gp
  —
  25
  Arrow, trip
  40 gp
  —
  25
  Bottled lightning
  40 gp
  1 lb.
  20
  Burst jar
  35 gp
  1 lb.
  25
  Fuse grenade
  100 gp
  1 lb.
  20
  Holy water
  25 gp
  1 lb.
  15
  Liquid blade
  40 gp
  2 lbs.
  25
  Lyddric essence
  20 gp
  1 lb.
  20
  Pellet grenade, ada-
  mantine
  150 gp
  1 lb.
  25
  Shard gel
  25 gp
  1 lb.
  25
  Sneezing powder
  60 gp
  2 lb.
  15
  Shriek bomb
  45 gp
  1 lb.
  20
  Tangleburn bag
  30 gp
  5 lbs.
  20
  Tanglefoot bag
  50 gp
  4 lbs.
  25
  Thunderstone
  30 gp
  1 lb.
  25
  Arrow, Bleeding: This sharpened hollow tube looks like 
  the narrow proboscis of some giant insect, but it actually 
  comes from a carnivorous plant. A bleeding arrow deals 
  normal damage when it hits a creature and deals 1 point 
  of bleed damage. A critical hit does not multiply the 
  bleed damage.
  Arrow, Durable: These arrows are tightly wrapped in 
  strands of alchemical glue. Durable arrows don’t break 
  with normal use, whether or not they hit their target; 
  unless a durable arrow goes missing, an archer can re-
  trieve and reuse it again and again. Durable arrows can 
  be broken in other ways (such as deliberate snapping, 
  hitting a fire elemental, and so on). A magical durable 
  arrow with an enhancement bonus or magic weapon 
  special ability applies these magical effects only the first 
  time it is used—afterward, the durable arrow becomes 
  
  52
  nonmagical, and it can be reused or imbued with magic 
  again.
  Arrow, Lodestone: This heavy iron arrowhead is sealed 
  with an alchemical resin. Pulling a small string (a move 
  action) breaks the seal and triggers a reaction in the 
  arrowhead, greatly increasing its magnetic properties. 
  You gain a +4 circumstance bonus on attack rolls when 
  firing a lodestone arrow at a target wearing metal armor 
  or a target made of metal, but the magnetized arrow 
  deals only half damage on a successful hit. The increased 
  magnetism fades 1 round after you activate a lodestone 
  arrow, after which it becomes a normal arrow.
  Arrow, Trip: This squat arrow has a large, bulbous 
  metal tip that expands and flattens in flight. If you hit 
  a creature with a trip arrow, the arrow deals no damage 
  but performs a trip combat maneuver against the target 
  with a Combat Maneuver Bonus of +5. For the purpose 
  of determining Combat Maneuver Bonuses or penalties 
  based on size, the arrow is treated as if it were the size of 
  the creature it was designed for.
  Barding Stitches: This thin, specially treated wire can 
  be used to attach barding to creatures whose body types 
  cannot normally accommodate armor, such as piscine, 
  serpentine, and verminous animals, by delicately and 
  thoroughly sewing the equipment directly to the crea-
  ture’s flesh. Equipping a creature with barding using 
  barding stitches takes 10 times as
  long as the figures shown in the Pathfinder RPG Core 
  Rulebook, and a successful DC 25 Heal check is re-
  quired to attach or remove the stitches. The creature 
  must be helpless or willing to be equipped with barding 
  stitches, and must have at least a +1 natural armor bonus 
  to AC. An armored creature with barding stitches takes a 
  −2 penalty on Strength- and Dexterity-based skill checks 
  (in addition to any penalties from the barding itself), 
  Fortitude and Reflex saves, and saves against effects with 
  the pain descriptor (these penalties stack). These penal-
  ties persist for as long as the creature is equipped with
  barding stitches.
  Beast-Training Kit: This kit includes a dandy brush, 
  training harness, training whip, whet bone, and 2 days’ 
  worth of carnivore feed. The weight of this kit can be 
  reduced by 10 pounds by forgoing the carnivore feed.
  Bird-Training Kit: This kit includes a falconry gauntlet, 
  Tiny cage, training whip, and 2 days’ worth of bird feed.
  Blood-Boiling Pill: Swallowing this dark black-red pill 
  causes your blood to heat up, granting you a +2 alchemi-
  cal bonus on initiative checks and on saving throws 
  against cold effects for 8 hours. However, any damage 
  you take from bleed effects during this time is multiplied 
  by 1-1/2 (rounded up). 
  Dandy Brush: This hard-bristled tool has a handle that 
  slips over the wearer’s hand, and is used by animal breed-
  ers, owners, and grooms to brush the animals in their 
  care, loosening dirt and detritus from the creatures’ coats 
  and stimulating the skin so it produces the natural oils 
  that keep them healthy and clean.
  Essence of Independence: When ingested, this thin 
  serum awakens your potential for independent action. 
  If you are under the influence of a mindaffecting effect, 
  you receive a new saving throw with a +4 alchemical 
  bonus to break the effect (you can gain this benefit only
  once per day). If the serum is ingested by a bonded 
  creature such as a familiar, animal companion, bonded 
  mount, or homunculus, the creature ceases to be bound 
  to its master’s will for 10 minutes. It gains a +2 morale 
  bonus on attack rolls, saving throws, skill checks, and 
  ability checks, and becomes interested in finding its
  own way of doing things. Its attitude toward its master 
  might change drastically during this time, depending on 
  how the master has treated it in the past. As soon as the 
  duration of this effect ends, the creature becomes bound 
  to its master’s will again.
  Feed, Carnivore: Consisting of various kinds of raw 
  meat that have been jerked, smoked, or salted for preser-
  vation, a day’s worth of carnivore feed is adequate food 
  for any Small or Medium meat-eating animal such as a 
  tiger, bear, or dog. Larger carnivores might require up to 
  2 to 4 days’ worth of carnivore feed per day.
  Frightful War Paint: This bone-white paste makes 
  your face appear skeletal and emotionless, like a visage 
  of death itself. When you apply frightful war paint to 
  yourself (or to a willing adjacent creature) as a full-round 
  action, attempt a Disguise or Charisma check. Living 
  creatures within 30 feet of the wearer must succeed at
  a Will save (DC equal to the result of your Disguise or 
  Charisma check, maximum DC 20) or become shaken 
  for 1d4 rounds. Blind creatures and creatures out of line 
  of sight are unaffected. A creature that succeeds at its 
  check becomes immune to this frightful war paint for 24 
  hours. Frightful war paint can be worn indefinitely, but 
  
  53
  it contains quicksilver and realgar, which have deleteri-
  ous mental effects. If you wear frightful war paint for
  more than 1 minute per day (whether as a single use of it 
  or as multiple uses over several periods of time), you take 
  1 point of Constitution damage, plus 1 point of Wis-
  dom damage for every minute you wear the paint that 
  day after the first.
  Frost Giant Hunter’s Kit:  This kit includes five bags of 
  caltrops, a sarissa, and two tangleburn bags.
  Homunculus Clay: This thick clay mixture comes in a 
  jar stamped with a silhouette of whatever creature can be 
  created using its contents. By adding a drop of blood to 
  a scoop of homunculus clay, you can create a temporary 
  homunculus that hardens and becomes fully animate 
  in just 1 round. The character whose blood is used is 
  treated as the homunculus’s master. After 1 hour, a clay 
  homunculus withers and dies, rapidly decaying into a 
  viscous slime. The listed price is for a jar containing 3 
  doses of homunculus clay.
  Imposing War Paint: This gritty red paste makes you 
  appear as if you were covered in dried blood. When you 
  apply imposing war paint as a full-round action, you 
  gain a +4 alchemical bonus on Intimidate checks and the 
  duration of any fear effects you create increases by 50% 
  as long as you wear the war paint. Unfortunately, im-
  posing war paint is made with realgar, which is toxic to 
  living creatures. If you wear imposing war paint for
  more than 1 minute per day, you take 1 point of Consti-
  tution damage, plus 1 point of Constitution damage for 
  every minute you wear the paint that day after the first.
  Instant Fertilizer: This ruby-red earth can be sprinkled 
  over a 5-foot patch of ground as a standard action that 
  provokes attacks of opportunity. Noncreature plants 
  and fungi in the area grow with alarming speed, and the 
  ground becomes weedy, difficult terrain for non-plant 
  creatures. Any non-plant creature in the square must
  succeed at a DC 15 Reflex save or it becomes entangled 
  by the surging plants. Any plant creature in the affected 
  square is healed of 1d6 points of damage.
  Lyddric Essence: This enzyme is derived from a para-
  sitic fungus that breaks down most organic tissue, and is 
  especially destructive to plants and other fungi. A flask 
  of lyddric essence can be used like a flask of acid, dealing 
  normal acid damage to creatures not of the plant type. 
  However, plant creatures, plants, and fungi targeted 
  with lyddric essence take 2d6 points of acid damage on 
  a direct hit, or 2 points of acid splash damage if within 5 
  feet of where it hits.
  Sarissa (Martial 2-Handed; 12 gp; 1d6 (S), 1d8 (M); 
  Crit x3; Range —; Weight 12 lbs.; Type P; Special brace, 
  reach, see text): This spearlike weapon is about 15 feet 
  long. Its unwieldy length is counterbalanced by a heavy 
  brass base. A sarissa provides extended reach—tripling 
  your reach rather than doubling it. A Medium wielder 
  would threaten spaces 10 to 15 feet away, but not 
  adjacent squares or squares 5 to 10 feet away (as with a 
  typical reach weapon). Because of its great length and 
  weight, a sarissa can be used to attack foes in only one 
  direction each round. You must select a cone each round
  before you make any attacks with the sarissa. The weap-
  on threatens only foes within this cone and within its 
  extended reach. You can’t change the area you threaten 
  with the sarissa until your next turn. While you carry the 
  sarissa pointed upward (typical for overland movement), 
  you threaten only squares in the sarissa’s reach in a cone 
  pointed upward.
  Shaman’s Paint: The ground carcasses of goldbelly stink-
  bugs give this paint its characteristic yellow hue. When 
  applied as a full-round action, this fine paste makes
  your head glow as though with an unearthly halo. You 
  gain a +2 alchemical bonus to your caster level for any 
  spells you cast that target one or more of your allies. The 
  quicksilver in shaman’s paint is harmful to living crea-
  tures. If you wear shaman’s paint for more than 1 minute 
  per day, you take 1 point of Wisdom damage, plus 1 
  point of Wisdom damage for every minute you wear the 
  paint that day after the first.
  Shriek Bomb: This yellow ball of volatile resin has a 
  hemp wick. Lighting the fuse is a move action; 1d3–1 
  rounds later (a result of 0 rounds takes place at the end 
  of your turn), the shriek bomb explodes, dealing 2d6 
  points of sonic damage to creatures in a 10-foot radius 
  burst (Fortitude DC 15 half). A shriek bomb can be 
  thrown as a splash weapon with a range of 10 feet.
  Silence Dust: This ashen powder can be thrown as a 
  splash weapon, muffling all sound within a 15-foot-
  radius sphere centered on the point of impact. Percep-
  tion checks to notice sound emanating from or passing 
  through the cloud take a –10 penalty. Alternatively,
  applying a dose of silence dust to your feet as a standard 
  action grants you a +5 circumstance bonus on Stealth 
  
  54
  checks to avoid being heard while walking. The dust is 
  effective for 1 minute before it disperses.
  Spirit of Glass: This fiber is composed of tiny strands of 
  razor-sharp glass laced with alchemical elements. Anyone 
  who touches it finds her skin irritated by countless tiny 
  abrasions. Though it causes only minor discomfort, it 
  opens the skin enough for poison to seep through, allow-
  ing injury poisons to be delivered to the affected creature
  as if they were contact poisons. The abrasions last for 1 
  hour or until cleaned and treated with a successful DC 
  10 Heal check (a full-round action). Poisoners some-
  times place spirit of glass in a target’s wardrobe or amid 
  her personal effects along with a rag soaked in poison. 
  Spirit of glass is often mistaken for lint or loose cloth, 
  though it and the abrasions it causes can be identified 
  with a successful DC 15 Craft (alchemy) check or DC 
  17 Heal check. Spirit of glass can be used only once 
  before it is expended.
  Training Sleeve: This thick, heavily padded sleeve fits 
  over the wearer’s arm and serves as a target for animals 
  being trained to attack. When used in conjunction with 
  the Handle Animal skill to train an animal for a general 
  purpose, this item grants the user a +5 competence bo-
  nus on her Handle Animal check to successfully combat 
  train an animal.
  Vapors of Easy Breath: This waxy ball of resin and herbs 
  is stored in a large glass jar or other airtight container. 
  When the jar is opened, it instantly evaporates into a 
  soothing vapor that renders the lungs of any adjacent
  creatures resistant to inhaled poisons, diseases, and irri-
  tants such as choking smoke. Each creature within 5 feet 
  of the jar when it is opened gains a +5 alchemical bonus 
  on saving throws against such effects for the next 10 
  minutes. If already affected by an airborne affliction, an 
  affected creature can immediately attempt another saving 
  throw against the effect (with the +5 bonus); a creature 
  can attempt only one such additional saving throw in a 
  24-hour period.
  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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  or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, 
  broadcast, publicly display, transmit or otherwise distribute; (d)”Open 
  Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not 
  embody the Product Identity and is an enhancement over the prior art and 
  any additional content clearly identified as Open Game Content by the 
  Contributor, and means any work covered by this License, including trans-
  lations and derivative works under copyright law, but specifically excludes 
  Product Identity. (e) “Product Identity” means product and product line 
  names, logos and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, incidents, 
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  personalities, teams, personas, likenesses and special abilities; places, loca-
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  registered trademark clearly identified as Product identity by the owner of 
  the Product Identity, and which specifically excludes the Open Game Con-
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  that are used by a Contributor to identify itself or its products or the associ-
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  (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, 
  modify, translate and otherwise create Derivative Material of Open Game 
  Content. (h) “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that 
  contains a notice indicating that the Open Game Content may only be 
  Used under and in terms of this License. You must affix such a notice to any 
  Open Game Content that you Use. No terms may be added to or sub-
  tracted from this License except as described by the icense itself. No other 
  terms or conditions may be applied to any Open Game Content distributed 
  using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate 
  Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this 
  License, the Contributors grant You a perpetual, worldwide, royalty-free, 
  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.
  5.Representation of Authority to Contribute: If You are contributing origi-
  nal material as Open Game Content, You represent that Your Contribu-
  tions are Your original creation and/or You have sufficient rights to grant 
  the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NO-
  TICE portion of this License to include the exact text of the COPYRIGHT 
  NOTICE of any Open Game Content You are copying, modifying or dis-
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  holder’s name to the COPYRIGHT NOTICE of any original Open Game 
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  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
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  55
  not constitute a challenge to the ownership of that Product Identity. The 
  owner of any Product Identity used in Open Game Content shall retain all 
  rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open 
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  9. Updating the License: Updating the License: Wizards or its designated 
  Agents may publish updated versions of this License. You may use any 
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  Game Content originally distributed under any version of this License.
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  every copy of the Open Game Content You Distribute.
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  permission from the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of 
  the terms of this License with respect to some or all of the Open Game 
  Content due to statute, judicial order, or governmental regulation then You 
  may not Use any Open Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to 
  comply with all 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 unenforce-
  able, such provision shall be reformed only to the extent necessary to make 
  it enforceable.
  15. COPYRIGHT NOTICE
  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.
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn.
  Angel, Monadic Deva from the Tome of Horrors, Revised. © 2002, Necro-
  mancer Games, Inc.; Author: Scott Greene, based on original material by E. 
  Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors, Revised. © 2002, Necro-
  mancer Games, Inc.; Author: Scott Greene, based on original material by E. 
  Gary Gygax.
  Anger of Angels. © 2003, Sean K Reynolds.
  Axe Beak from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by
  Frog God Games; Author: Scott Greene, based on original material by Gary 
  Gygax.
  Baphomet from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, 
  Erik Mona, Chris Pramas, Robert J. Schwalb.
  Brownie from the Tome of Horrors, Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by E. Gary 
  Gygax.
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Lawrence Schick.
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, 
  Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, Revised. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material 
  by E. Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Nec-
  romancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material 
  by E. Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised. © 2002, Nec-
  romancer Games, Inc.; Author: Scott Greene, based on original material by 
  E. Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, 
  Inc.; Author Scott Greene, based on original material by Simon Muth.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Ear Seeker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Erica Balsley, based on original material by Gary 
  Gygax.
  Froghemoth from the Tome of Horrors. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Giant, Wood from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Authors: Scott 
  Greene, based on original material by Wizards of the Coast.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene, based on original material by Gary Gygax.
  Grippli from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Ice Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene.
  Inkantations. Copyright 2011, 4 Winds Fantasy Gaming; Authors Sean 
  O’Connor and Rogan Hamby, with CJ Ruby and Patricia Willenborg.
  Iron Cobra from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Philip Masters.
  Kobold Quarterly, Issue 7 © 2008, Open Design LLC, www.koboldquar-
  terly.com; Authors: John Baichtal,
  Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, 
  Derek Kagemann, Phillip Larwood,
  Richard Pett, and Stan!
  Luven Lightfinger’s Gear and Treasure Shop. Copyright
  2010, 4 Winds Fantasy Gaming; Authors Sean O’Connor, Connie J. 
  Thomson and Robert W. Thomson.
  Mihstu from the Tome of Horrors, Revised. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Au-
  thor Scott Greene, based on original material by Ian Livingstone and Mark 
  Barnes.
  Nabasu Demon from the Tome of Horrors. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Necrophidius from the Tome of Horrors, Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by Simon 
  Tillbrook.
  Nereid from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Ooze, Magma from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and
  distributed by Frog God Games; Author: Scott Greene.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike 
  McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.
  Pathfinder Player Companion: Alchemy Manual © 2014, Paizo Inc.; Au-
  thors: Jason Nelson, Patrick Renie,
  and David N. Ross.
  Pathfinder Player Companion: Animal Archive © 2013, Paizo Publishing, 
  LLC; Authors: Amanda Hamon,
  Philip Minchin, Jason Nelson, Patrick Renie, Owen K.C. Stephens, and 
  Christina Stiles.
  Pathfinder Player Companion: Giant Hunter’s Handbook © 2014, Paizo 
  
  56
  Inc.; Authors: Alexander Augunas, Luis Loza, Ron Lundeen, and David 
  Ross.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
  Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; 
  Author: 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 Red-
  man, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, 
  Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, 
  Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; 
  Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, 
  Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. 
  Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Pub-
  lishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason 
  Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason 
  Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, 
  and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Au-
  thor: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, 
  and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; 
  Authors: 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, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; 
  Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael 
  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, 
  James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  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 Ultimate Combat. © 2011, Paizo Publish-
  ing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publish-
  ing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross 
  Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim 
  Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, 
  Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ 
  Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publish-
  ing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob 
  McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, 
  Owen K.C. Stephens, and Russ Taylor.
  Paths of Power. Copyright 2009, 4 Winds Fantasy Gaming; Authors Sean 
  O’Connor and Patricia Willenborg, with Connie J. Thomson and Robert 
  W. Thomson.
  Rot Grub from the Tome of Horrors, © 2002, Necromancer Games, Inc.; 
  Author Scott Greene and Clark Peterson, based on original material by 
  Gary Gygax.
  Sandman from the Tome of Horrors, Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by Roger 
  Musson.
  Scarecrow from the Tome of Horrors, Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by Roger 
  Musson.
  Shadow Demon from the Tome of Horrors. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Neville White.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  Slithering Tracker from the Tome of Horrors Complete © 2011, Necro-
  mancer Games, Inc., published and
  distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  The Book of Arcane Magic. Copyright 2009, 4 Winds Fantasy Gaming; 
  Authors Connie J. Thomson and Robert W. Thomson 
  The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; 
  Authors Connie J. Thomson and Robert W. Thomson, with Katheryn 
  Bauer and Sean O’Connor.
  The Book of Erotic Fantasy. Copyright 2006, Arthaus, Inc.; Authors: 
  Gwendolyn F.M. Kestrel and Duncan Scott
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All 
  rights reserved.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: 
  Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christ-
  offerson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill 
  Webb; Based on original content from TSR.
  Troll, Ice from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene.
  Wood Golem from the Tome of Horrors. © 2002, Necromancer Games, 
  Inc.; Authors: Scott Greene and Patrick Lawinger.
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie 
  Fiore.
  Yeti from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Heroes of the Azag-Ithiel. Copyright 2015, Purple Duck Games; Author: 
  Treyson Sanders.
  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 Roleplay-
  ing Game Compatibility License. See http://paizo.com/
  pathfinderRPG/compatibility for more information on 
  the compatibility license.
  All text is open game content.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Porphyra Campaign Setting/Heroes of Azag-Ithiel.pdf