TEXT: Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents    
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  By 
  By 
  By 
  By Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder
  Matt Banach and Justin Sluder    
  
   
  Rite Publishing Presents: 
   
  Faces of the Tarnished Souk:  
  Kahrvass Fleymbrow, Smith of Burning Desire
  Kahrvass Fleymbrow, Smith of Burning Desire
  Kahrvass Fleymbrow, Smith of Burning Desire
  Kahrvass Fleymbrow, Smith of Burning Desire    
   
  Master Merchants
  Master Merchants
  Master Merchants
  Master Merchants (Designers): Matt Banach and Justin Sluder 
  Guild Masters
  Guild Masters
  Guild Masters
  Guild Masters (Editor): Matt Banach and Steven D. Russell 
  Master Ill
  Master Ill
  Master Ill
  Master Illuminator
  uminator
  uminator
  uminator (Cover Artist): Mark Hyzer 
  Apprentice Illuminators
  Apprentice Illuminators
  Apprentice Illuminators
  Apprentice Illuminators (Interior Artwork):  
  Mark Hyzer and Joe Calkins  
  Lowly Apprentice
  Lowly Apprentice
  Lowly Apprentice
  Lowly Apprentice (Development, Layout, and Publisher): 
  Steven D. Russell 
   
  Dedication: 
  To Clinton Boomer and Jonathan McAnulty 
  —For bringing us the Coliseum Morpheuon. 
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product. 
   
   
  Faces of the Tarnished Souk: Kahrvass Fleymbrow, Smith of Burning Desire copyright © 2011 Steven D. Russell, Open Gaming 
  License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, 
  and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, 
  LLC, and are used under the Pathfinder Roleplaying Game Compatibility License. See 
  http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.  
   
  
  1 
  Kahrvass Fleymbrow, Smith of 
  Kahrvass Fleymbrow, Smith of 
  Kahrvass Fleymbrow, Smith of 
  Kahrvass Fleymbrow, Smith of 
  Burning Desire
  Burning Desire
  Burning Desire
  Burning Desire    
  Kahrvass Fleymbrow has been employing his 
  smoldering genius as a maker of things for as long as 
  anyone has known him to exist, originally in the pitiless 
  furnace of the elemental Plane of Fire and more recently 
  upon the far shores of the ever-shifting plane of Dream. 
  The stout azer wears his people's traditional metal kilt 
  and fiery beard and is covered in molten muscles earned 
  from a lifetime at the forge. Kahrvass is legendary as an 
  artisan, capable of creating a panoply of weapons, 
  armor, items, and even creatures with a degree of skill, 
  speed, and surety that is nigh god-like. The smith seems 
  to value little other than the perfection of his work, but 
  in truth he crafts and cobbles with such single-minded 
  fury because it is through this toil that his subconscious 
  strives to rekindle the memory of a tragically forgotten 
  happiness. A dour curmudgeon, he usually glowers and 
  fumes, resenting any intrusions upon the sanctity of his 
  workshop, softening only when flattered by educated 
  appreciation of his artistry or impressed by an inspired 
  work. In addition to his wide-ranging knowledge of 
  subjects scientific and arcane, Kahrvass is a trove of 
  information on the elemental planes and still maintains 
  ages-old contacts with influential merchants and traders 
  therefrom. He tries to hide his painful limp – the result 
  of a smiting by a wrathful sultan he once dared to defy. 
  Kahrvass' secret pain is that the sultan also cruelly 
  stripped from Kahrvass all memory of his beloved wife 
  and daughter; a permanent brand over the smith's heart 
  burns every night he spends away from them, though he 
  cannot even recall the reason why he suffers. 
   
  Dreamburning and Kahrvass 
  Dreamburning and Kahrvass 
  Dreamburning and Kahrvass 
  Dreamburning and Kahrvass 
  Fleymbrow
  Fleymbrow
  Fleymbrow
  Fleymbrow    
  Long ago, a powerful sultan broke Kahrvass' mind, body, 
  and soul, leaving him Dream-Scarred and without a 
  normal Hope, Aspiration, or Dream. 
  Broken Dream (a degraded Hope): In his deepest 
  sleep, Kahrvass drags his shattered body in futile pursuit 
  of veiled figures he suspects he should recognize but can 
  never reach. This hollow nightmare is, sadly, all that 
  remains of his memories of his cherished family, and it 
  haunts him nightly. 
   
  In the Tarnished Souk
  In the Tarnished Souk
  In the Tarnished Souk
  In the Tarnished Souk    
  The House of the Firebrand stands in the heart of the 
  Tarnished Souk in the form of an enormous cylindrical 
  brass-banded brick kiln. Under oilcloth awnings draped 
  out from the structure's smoking-hot walls, Kahrvass' 
  apprentice-followers lay out scores of wares on long 
  tables in the traditional open style of the souk. Inside 
  the structure is a sprawling work shop, much larger than 
  the dimensions of the outer walls should allow, bustling 
  with military precision and filled with apprentices hard 
  at work in dozens of laboratories, store rooms, and ever-
  churning forges.  
      
  Lore
  Lore
  Lore
  Lore    
  Characters may learn the following information via 
  Diplomacy (Gather Information) or Knowledge (Local) 
  skill checks: 
  DC 15 – The master craftsman Kharvass Fleymbrow is 
  an azer – an outsider from the elemental planes. 
  DC 20 – He is an artisan and a magma creature, 
  literally become one with the molten heat of the forge. 
  Others say of him, “It's sad - he makes so many 
  beautiful things to fill a world he barely lives in.” 
  DC 25 – He knows the spellcraft of wizards, druids, 
  clerics, and other disciplines. He has a burning touch 
  and a fiery aura which he usually suppresses.   
  DC 35 – He is vulnerable to cold. He is lame,  the result 
  of a searing punishment that shattered him and drove 
  him from the City of Brass. A mysterious brand over his 
  heart burns him each night, tormenting him for not 
  pursuing a desire he cannot even remember. 
  DC 45 – The Pasha of Swirling Ashes has made snide 
  comments suggesting that he knows the story of 
  Kahrvass' crippling loss. Kahrvass, in turn, grumbles 
  that he knows where the Pasha keeps his treasures. 
   
   
  How To Use Kahrvass Fleymbro
  How To Use Kahrvass Fleymbro
  How To Use Kahrvass Fleymbro
  How To Use Kahrvass Fleymbrowwww    
  •
  Acquiring expertly crafted items from Kahrvass 
  could be straightforward – or not. Kahrvass 
  perceives an insult from the PCs, refusing to sell 
  them anything and using his influence among the 
  merchants to 'black list' them in the Tarnished Souk 
  until they prove themselves worthy by creating 
  something both beautiful and useful.   
  •
  If playing “The Pasha's Riches” (Coliseum 
  Morpheuon, Chapter 10): Kahrvass built and 
  installed the impressive safe where the Pasha keeps 
  his stolen riches. Professional to a fault, Kahrvass 
  refuses to break his vow of secrecy, even though he 
  despises the Pasha. The PCs can try to pry the 
  secrets from his mind, or swipe the original 
  diagrams filed deep in Kahrvass' shop.  
  •
  The Pasha of Swirling Ashes knows the full details 
  of how the sultan robbed Kahrvass of his family, as 
  well as their current secret location. The Pasha has 
  no desire to help Fleymbrow, but may offer to trade 
  the PCs the information for a huge favor – or to 
  save himself if cornered. 
  •
  Driven mad by a haunting guilt he does not 
  understand, Kahrvass begins feverishly crafting 
  constructs and creatures that bear the features of a 
  handsome azer female. He fires all his staff and 
  locks himself in his fortress-like workshop, 
  unleashing hostile elementals as guards. His 
  concerned apprentices hire the PCs to break in and 
  coax Kahrvass out of his dark depression. 
  •
  Seeking to motivate the team, the PCs' benefactor 
  brings in Kahrvass to give them each a brand of 
  burning desire. To receive the brand, the PCs must 
  divulge a truly heartfelt desire, forcing them to 
  examine and express the reason why they are 
  competing in the Damnation Epoch. 
   
  
  2 
  Kahrvass Fleymbrow, Smith of 
  Kahrvass Fleymbrow, Smith of 
  Kahrvass Fleymbrow, Smith of 
  Kahrvass Fleymbrow, Smith of 
  Burning Desire
  Burning Desire
  Burning Desire
  Burning Desire    
  CR 20
  CR 20
  CR 20
  CR 20    
  XP 307,200 
  Male advanced magma azer artisan 17 
  LN Medium outsider (earth, elemental, extraplanar, 
  fire) 
  Init +5; Senses darkvision 60 ft.; Perception +20 
  Aura fiery (10 ft., 1d6 fire, DC 27) 
   
  Defense
  Defense
  Defense
  Defense    
  AC 38, touch 16, flat-footed 32 (+10 armor, +6 Dex, +6 
  natural, +6 shield) 
  hp 242 (19 HD; 2d10+17d8+152) 
  Fort +21, Ref +15, Will +24; +4 vs. magic items 
  Immune fire; Resist cold 30; SR 31 
  Weaknesses vulnerability to cold 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 30 ft., burrow 20 ft. 
  Melee +2 speed adamantine warhammer 
  +22/+22/+17/+12 (1d8+8 plus 2d6 fire plus burn/x3) or 
  fiery touch +20 (2d6 fire plus burn) 
  Ranged mwk light hammer +20 (1d4+6 plus 2d6 fire 
  plus burn) 
  Special Attacks burn (2d6 fire, DC 27), fiery touch 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Kahrvass un-suppresses his fiery aura 
  and beckons for his followers and dangerous elemental 
  pets. 
  During Combat Kahrvass fights defensively, moving 
  little and unleashing full attacks with his burning 
  warhammer. 
  Morale Kahrvass fights until reduced to 75 hp, then 
  retreats by burrowing into the ground. If outmatched 
  and cornered, he solemnly surrenders and offers his 
  services in exchange for his life. 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 22, Dex 20, Con 26, Int 28, Wis 27, Cha 21 
  Base Atk +14; CMB +20; CMD 35 (39 vs. bull rush 
  and trip) 
  Feats Additional Traits* (Dream-Scarred, Past 
  Failures), Apprentice, Brew Potion, Cooperative 
  Crafting*, Craft Construct, Craft Magic Arms and 
  Armor, Craft Wand, Craft Wondrous Item, Craftsman, 
  Create Elemental, Create Wondrous Creature, Fast Item 
  Creation, Frugal Crafting, Journeyman Apprentice, 
  Leadership, Master Artificer, Mentor, Scribe Scroll 
  Skills Acrobatics +20 (+25 jumping), Appraise +24, 
  Bluff +27, Climb +2, Craft (alchemy, armor, bows, 
  stonemasonry, traps, weapons) +45, Craft (other) +32, 
  Diplomacy +22, Knowledge (arcana, nature, planes) 
  +31, Knowledge (dungeoneering, religion) +15, 
  Knowledge (engineering) +20, Linguistics +19, 
  Perception +20, Perform (dance) +1, Ride +1, Sense 
  Motive +30, Spellcraft +31, Stealth +6, Swim +2, Use 
  Magic Device +25 
   
   
   
  Languages Abyssal, Aklo, Auran, Celestial, Common, 
  Draconic, Dwarven, Elven, Giant, Gnome, Goblin, 
  Halfling, Ignan, Infernal, Orc, Terran, Undercommon 
  SQ crafter’s ease +17, earth mastery, field of expertise 
  (defensive), knowledge base (cleric, druid, ranger, 
  wizard), lame 
  Combat Gear wand of cure critical wounds (4d8+20, 
  50 charges); Gear +2 speed adamantine warhammer, 
  4 mwk light hammers, +1 greater cold resistance 
  mithral full-plate, +4 mithral heavy shield, belt of 
  physical perfection +4, blessed book (portfolio) (4), 
  boots of striding and springing, bracers of resistance 
  +5, greater dreamcatcher, headband of mental 
  superiority +6 (Acrobatics, Bluff, Sense Motive), brand 
  of burning desire, plus 50,000 gp of additional gear 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Lame (Ex) Kahrvass suffered a devastating injury to 
  his legs, reducing his base land speed to 20 ft. He suffers 
  a -4 penalty on all Acrobatics, Climb, Perform (dance), 
  
  3 
  Ride, Stealth, and Swim skill checks, and Dexterity-
  based ability checks. He gains a +4 bonus to his CMD 
  against bull rush and trip combat maneuvers, and is not 
  slowed by wearing armor. This injury resists all forms of 
  healing, including wish-level magics. The same powerful 
  magic that crippled Kahrvass also prevents him from 
  pursuing the erased memory of his lost family; this is a 
  wish-level compulsion he has no hope of overcoming on 
  his own. 
  Portfolio Karhvass' portfolio contains the following 
  spells: 
  9th—cursed earth***, dominate monster, elemental 
  swarm, energy drain, fiery body*, foresight, gate, 
  greater create demiplane***, implosion, 
  interplanetary teleport***, mage's disjunction, 
  mass heal, mass hold monster, overwhelming 
  presence***, refuge, soul bind, summon monster 
  IX, summon nature's ally IX, symbol of strife***, 
  symbol of vulnerability***, teleportation circle, 
  time stop, true resurrection, wall of suppression*, 
  wooden phalanx***, world wave* 
  8th—clone, control plants, create demiplane***, create 
  greater undead, dimensional lock, discern location, 
  earthquake, frightful aspect**, greater planar ally, 
  greater spell immunity, iron body, mass charm 
  monster, maze, mind blank, moment of prescience, 
  polar ray, polymorph any object, prismatic wall, 
  protection from spells, stormbolts*, summon 
  monster VIII, summon nature's ally VIII, symbol of 
  death, symbol of insanity, temporal stasis, trap the 
  soul, wall of lava* 
  7th—animate plants, banishment, bestow grace of the 
  champion, control construct***, control undead, 
  control weather, deflection*, delayed blast fireball, 
  elemental body IV, ethereal jaunt, finger of death, 
  firebrand*, fire storm, forcecage, greater age 
  resistance***, greater arcane sight, greater 
  polymorph, greater restoration, greater scrying, 
  greater teleport, instant summons, lesser create 
  demiplane***, limited wish, mage's magnificent 
  mansion, mage's sword, mass hold person, mass 
  inflict serious wounds, phase door, prismatic 
  spray, project image, rampart*, regenerate, 
  resurrection, reverse gravity, sequester, 
  simulacrum, spell turning, statue, summon 
  monster VII, summon nature's ally VII, symbol of 
  stunning, symbol of weakness, teleport object, 
  transmute metal to wood, vision, walk through 
  space**, waves of exhaustion 
  6th—acid fog, age resistance***, analyze dweomer, 
  antimagic field, beast shape IV, blade barrier, 
  chain lightning, cloak of dreams*, conjure black 
  pudding***, contingency, control water, create 
  undead, disintegrate, elemental body III, enemy 
  hammer*, find the path, flesh to stone, fluid form*, 
  forbiddance, geas/quest, getaway*, globe of 
  invulnerability, greater dispel magic, greater 
  glyph of warding, greater heroism, guards and 
  wards, harm, heal, heroes' feast, ironwood, legend 
  lore, mass inflict moderate wounds, mislead, move 
  earth, permanent image, planar ally, planar 
  binding, programmed image, repel wood, 
  serenity***, shadow walk, stone tell, stone to flesh, 
  summon monster VI, summon nature's ally VI, 
  symbol of fear, symbol of persuasion, symbol of 
  sealing***, tar pool**, veil, wall of iron, wind walk, 
  word of recall 
  5th—animal growth, awaken, baleful polymorph, 
  break enchantment, breath of life, call lightning 
  storm, cleanse*, cone of cold, contact other plane, 
  control winds, dismissal, disrupting weapon, 
  dominate person, dream, echolocation***, 
  fabricate, false vision, feeblemind, geyser*, greater 
  command, hallow, hold monster, hungry pit*, icy 
  prison***, life bubble*, lesser planar binding, 
  mage's faithful hound, mage's private sanctum, 
  magic jar, major creation, mind fog, mirage 
  arcana, nightmare, passwall, permanency, 
  persistent image, pillar of life*, planar 
  adaptation*, plane shift, polymorph, prying eyes, 
  raise dead, rapid repair***, righteous might, secret 
  chest, sending, slay living, soothe construct***, 
  spell resistance, summon monster V, summon 
  nature's ally V, symbol of pain, symbol of 
  scrying***, symbol of sleep, symbol of striking**, 
  telekinesis, telepathic bond, teleport, transmute 
  mud to rock, transmute rock to mud, unbreakable 
  construct***, unhallow, wall of force, wall of stone, 
  wall of thorns, waves of fatigue 
  4th—all cleric, druid, ranger and wizard spells from the 
  Pathfinder Roleplaying Game Core Rulebook, 
  Pathfinder Roleplaying Game Advanced Player's 
  Guide, Pathfinder Roleplaying Game Ultimate 
  Combat, and Pathfinder Roleplaying Game 
  Ultimate Magic 
  3rd—all cleric, druid, ranger and wizard spells from the 
  Pathfinder Roleplaying Game Core Rulebook, 
  Pathfinder Roleplaying Game Advanced Player's 
  Guide, Pathfinder Roleplaying Game Ultimate 
  Combat, and Pathfinder Roleplaying Game 
  Ultimate Magic 
  2nd—all cleric, druid, ranger and wizard spells from the 
  Pathfinder Roleplaying Game Core Rulebook, 
  Pathfinder Roleplaying Game Advanced Player's 
  Guide, Pathfinder Roleplaying Game Ultimate 
  Combat, and Pathfinder Roleplaying Game 
  Ultimate Magic 
  1st—all cleric, druid, ranger and wizard spells from the 
  Pathfinder Roleplaying Game Core Rulebook, 
  Pathfinder Roleplaying Game Advanced Player's 
  Guide, Pathfinder Roleplaying Game Ultimate 
  Combat, and Pathfinder Roleplaying Game 
  Ultimate Magic 
  0—all cleric, druid, ranger and wizard spells from the 
  Pathfinder Roleplaying Game Core Rulebook, 
  Pathfinder Roleplaying Game Advanced Player's 
  Guide, Pathfinder Roleplaying Game Ultimate 
  Combat, and Pathfinder Roleplaying Game 
  Ultimate Magic 
  *See Pathfinder Roleplaying Game Advanced Player's 
  Guide. 
  **See Pathfinder Roleplaying Game Ultimate Combat. 
  ***See Pathfinder Roleplaying Game Ultimate Magic. 
   
   
   
  
  4 
   
  House of the Firebrand Employees
  House of the Firebrand Employees
  House of the Firebrand Employees
  House of the Firebrand Employees    
  Kahrvass' fortress-like workshop is known as the House 
  of the Firebrand. The vast majority of the followers 
  gained from his Leadership feat are experts working 
  under him, many of them being apprentices. His cohort, 
  Devus Pyr (male azer artisan 14), runs the typical day-
  to-day operations of the facilities. 
   
  Equipm
  Equipm
  Equipm
  Equipment
  ent
  ent
  ent    
  As a highly skilled and versatile artisan, Kahrvass' listed 
  gear is only some of what he could have. Each version of 
  him lists an additional amount of gold which we 
  encourage you to use to equip Kahrvass with gear 
  appropriate to your game. He is capable of making 
  nearly anything he would want to use (or that people 
  might want to buy), with the exception of rings, rods, 
  and staves. 
  Unless he lacks the feats, all of his gear is self-made. 
   
   
  Kahrvass Fleymbrow, the Molten 
  Kahrvass Fleymbrow, the Molten 
  Kahrvass Fleymbrow, the Molten 
  Kahrvass Fleymbrow, the Molten 
  Maker
  Maker
  Maker
  Maker    
      
  CR 15
  CR 15
  CR 15
  CR 15    
  XP 51,200 
  Male advanced magma azer artisan 13 
  LN Medium outsider (earth, elemental, extraplanar, 
  fire) 
  Init +3; Senses darkvision 60 ft.; Perception +16 
  Aura fiery (10 ft., 1d6 fire, DC 24) 
   
  Defense
  Defense
  Defense
  Defense    
  AC 29, touch 13, flat-footed 26 (+8 armor, +3 Dex, +6 
  natural, +2 shield) 
  hp 174 (15 HD; 2d10+13d8+105) 
  Fort +16, Ref +9, Will +18; +3 vs. magic items 
  Immune fire; SR 26 
  Weaknesses vulnerability to cold 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 30 ft., burrow 20 ft. 
  Melee +2 adamantine warhammer +21/+16 (1d8+7 
  plus 2d6 fire plus burn/x3) or fiery touch +16 (2d6 fire 
  plus burn) 
  Ranged mwk light hammer +15 (1d4+5 plus 2d6 fire 
  plus burn) 
  Special Attacks burn (2d6 fire, DC 24), fiery touch 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Kahrvass un-suppresses his fiery aura 
  and beckons for his followers and dangerous elemental 
  pets. 
  During Combat Kahrvass fights defensively, moving 
  little and unleashing full attacks with his burning 
  warhammer. 
  Morale Kahrvass fights until reduced to 50 hp, then 
  retreats by burrowing into the ground. If outmatched 
  and cornered, he solemnly surrenders and offers his 
  services in exchange for his life. 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 20, Dex 16, Con 24, Int 22, Wis 20, Cha 15 
  Base Atk +11; CMB +16; CMD 29 (33 vs. bull rush and 
  trip) 
  Feats Additional Traits (Dream-Scarred, Past Failures), 
  Apprentice, Cooperative Crafting, Craft Magic Arms and 
  Armor, Craft Wand, Craft Wondrous Item, Craftsman, 
  Create Elemental, Create Wondrous Creature, Fast Item 
  Creation, Frugal Crafting, Journeyman Apprentice, 
  Leadership, Master Artificer 
  Skills Acrobatics -2 (+3 jumping), Appraise +21, Climb 
  +0, Craft (alchemy, armor, bows, stonemasonry, traps, 
  weapons) +31, Craft (other) +21, Diplomacy +15, 
  Knowledge (arcana, nature, planes) +24, Knowledge 
  (dungeoneering, religion) +11, Knowledge (engineering) 
  +16, Linguistics +16, Perception +16, Perform (dance) -
  2, Ride -2, Spellcraft +24, Stealth +3, Swim +0, Use 
  Magic Device +20 
  Languages Abyssal, Aklo, Celestial, Common, 
  Draconic, Dwarven, Elven, Giant, Gnome, Goblin, 
  Ignan, Infernal, Orc, Terran 
  SQ crafter’s ease +13, earth mastery, field of expertise 
  (offensive), knowledge base (cleric, druid, wizard), lame 
  Combat Gear wand of acid arrow (CL 6th, 50 
  charges); Gear +2 adamantine warhammer, 4 mwk 
  light hammers, +2 mithral breastplate, mithral heavy 
  shield, belt of physical might +2 (Str, Con), blessed book 
  (portfolio), boots of striding and springing, bracers of 
  resistance +2, improved dreamcatcher, brand of 
  burning desire, plus 5,000 gp of additional gear 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Lame (Ex) Kahrvass suffered a devastating injury to 
  his legs, reducing his base land speed to 20 ft. He suffers 
  a -4 penalty on all Acrobatics, Climb, Perform (dance), 
  Ride, Stealth, and Swim skill checks, and Dexterity-
  based ability checks. He gains a +4 bonus to his CMD 
  against bull rush and trip combat maneuvers, and is not 
  slowed by wearing armor. This injury resists all forms of 
  healing, including wish-level magics. The same powerful 
  magic that crippled Kahrvass also prevents him from 
  pursuing the erased memory of his lost family; this is a 
  wish-level compulsion he has no hope of overcoming on 
  his own. 
  Portfolio Karhvass' portfolio contains the following 
  spells: 
  9th—dominate monster, mass hold monster 
  8th—discern location, iron body, mass charm monster, 
  protection from spells, stormbolts* 
  7th—control weather, delayed blast fireball, finger of 
  death, fire storm, greater restoration, mass inflict 
  serious wounds, prismatic spray, regenerate, 
  resurrection, transmute metal to wood 
  6th—blade barrier, chain lightning, greater dispel 
  magic, greater glyph of warding, harm, heal, 
  ironwood, mass inflict moderate wounds, move 
  earth, wall of iron 
  5th—cone of cold, dominate person, feeblemind, mind 
  fog, passwall, transmute mud to rock, transmute 
  rock to mud, wall of stone 
  
  5 
  4th—atavism***, ball lightning*, cure critical wounds, 
  death ward, divine power, enervation, flame 
  strike, greater magic weapon, lesser globe of 
  invulnerability, rest eternal*, stone shape, 
  stoneskin, summon monster IV, true form*, 
  volcanic storm*** 
  3rd—ablative barrier**, bestow curse, cure serious 
  wounds, daylight, dispel magic, fireball, fly, haste, 
  hide campsite*, keen edge, lightning bolt, 
  neutralize poison, remove curse, resinous skin**, 
  searing light, secret page, vampiric touch 
  2nd—acid arrow, barkskin, bear's endurance, bestow 
  weapon proficiency**, blur, bull's strength, cat's 
  grace, cure moderate wounds, defensive shock***, 
  eagle's splendor, elemental speech*, fox's cunning, 
  frigid touch***, heat metal, lesser restoration, 
  masterwork transformation***, owl's wisdom, 
  resist energy, returning weapon**, scorching ray, 
  silk to steel***, soften earth and stone, spider 
  climb, touch of idiocy, web, wood shape 
  1st—ant haul*, burning hands, corrosive touch***, cure 
  light wounds, diagnose disease***, divine favor, 
  endure elements, gravity bow*, jump, know the 
  enemy***, longstrider, mage armor, magic fang, 
  magic missile, produce flame, shield, shocking 
  grasp, summon monster I, touch of the sea* 
  0—acid splash, bleed, create water, detect magic, detect 
  poison, guidance, know direction, light, mending, 
  open/close, ray of frost, read magic, resistance, 
  spark*, stabilize, touch of fatigue 
  *See Pathfinder Roleplaying Game Advanced Player's 
  Guide. 
  **See Pathfinder Roleplaying Game Ultimate Combat. 
  ***See Pathfinder Roleplaying Game Ultimate Magic. 
   
   
  Kahrvass Fleymbrow, Heart of the 
  Kahrvass Fleymbrow, Heart of the 
  Kahrvass Fleymbrow, Heart of the 
  Kahrvass Fleymbrow, Heart of the 
  Forge
  Forge
  Forge
  Forge    
      
  CR 
  CR 
  CR 
  CR 8888    
  XP 4,800 
  Male advanced azer artisan 6 
  LN Medium outsider (extraplanar, fire) 
  Init +5; Senses darkvision 60 ft.; Perception +15 
   
  Defense
  Defense
  Defense
  Defense    
  AC 27, touch 15, flat-footed 22 (+6 armor, +5 Dex, +4 
  natural, +2 shield) 
  hp 70 (8 HD; 2d10+6d8+32) 
  Fort +10, Ref +8, Will +13; +1 vs. magic items 
  Immune fire; SR 19 
  Weaknesses vulnerability to cold 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 20 ft. 
  Melee adamantine warhammer +9/+4 (1d8+2/x3) 
  Ranged mwk light hammer +11 (1d4+2) 
  Special Attacks heat (1d6 fire) 
   
      
      
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Kahrvass un-suppresses his fiery aura 
  and beckons for his followers and dangerous elemental 
  pets. 
  During Combat Kahrvass fights defensively, moving 
  little and unleashing full attacks with his burning 
  warhammer. 
  Morale Kahrvass fights until reduced to 30 hp, then 
  retreats by burrowing into the ground. If outmatched 
  and cornered, he solemnly surrenders and offers his 
  services in exchange for his life. 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 14, Dex 20, Con 18, Int 21, Wis 19, Cha 15 
  Base Atk +6; CMB +8; CMD 23 (27 vs. bull rush and 
  trip) 
  Feats Additional Traits (Dream-Scarred, Past Failures), 
  Apprentice, Cooperative Crafting, Craft Anywhere, Craft 
  Magic Arms and Armor, Craft Wondrous Item, 
  Craftsman, Frugal Crafting 
  Skills Acrobatics +0 (-4 jumping), Appraise +16, Climb 
  -3, Craft (alchemy, armor, bows, stonemasonry, traps, 
  weapons) +20, Craft (other) +13, Diplomacy +10, 
  Knowledge (arcana, engineering, nature, planes) +12, 
  Linguistics +12, Perception +15, Perform (dance) -2, 
  Ride +0, Spellcraft +16, Stealth +4, Swim -3, Use Magic 
  Device +13 
  Languages Celestial, Common, Draconic, Dwarven, 
  Elven, Giant, Gnome, Ignan, Terran 
  SQ crafter’s ease +6, field of expertise (balanced), 
  knowledge base (druid, wizard), lame 
  Gear adamantine warhammer, 4 mwk light hammers, 
  mithral breastplate, mithral heavy shield, blessed book 
  (portfolio), bracers of resistance +1, dreamcatcher, 
  brand of burning desire, plus 1,000 gp of additional 
  gear 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Lame (Ex) Kahrvass suffered a devastating injury to 
  his legs, reducing his base land speed to 20 ft. He suffers 
  a -4 penalty on all Acrobatics, Climb, Perform (dance), 
  Ride, Stealth, and Swim skill checks, and Dexterity-
  based ability checks. He gains a +4 bonus to his CMD 
  against bull rush and trip combat maneuvers, and is not 
  slowed by wearing armor. This injury resists all forms of 
  healing, including wish-level magics. The same powerful 
  magic that crippled Kahrvass also prevents him from 
  pursuing the erased memory of his lost family; this is a 
  wish-level compulsion he has no hope of overcoming on 
  his own. 
  Portfolio Karhvass' portfolio contains the following 
  spells: 
  4th—atavism*** 
  3rd—ablative barrier**, daylight, hide campsite*, 
  neutralize poison, resinous skin**, secret page 
  2nd—barkskin, bear's endurance, bull's strength, cat's 
  grace, eagle's splendor, elemental speech*, fox's 
  cunning, heat metal, lesser restoration, 
  masterwork transformation***, owl's wisdom, 
  resist energy, returning weapon**, soften earth 
  and stone, spider climb, wood shape 
  
  6 
  1st—ant haul*, cure light wounds, diagnose disease***, 
  endure elements, jump, longstrider, produce flame, 
  touch of the sea* 
  0—create water, detect magic, detect poison, guidance, 
  know direction, light, mending, read magic, 
  resistance 
  *See Pathfinder Roleplaying Game Advanced Player's 
  Guide. 
  **See Pathfinder Roleplaying Game Ultimate Combat. 
  ***See Pathfinder Roleplaying Game Ultimate Magic. 
   
  Artisan
  Artisan
  Artisan
  Artisan    
  Instead of employing their arcane or divine studies 
  through spellcasting, artisans focus their efforts solely 
  upon crafting magical items. Individual artisans may 
  express their craftsmanship in different ways - some 
  master the efficient and potent creation of a particular 
  type of item, while others learn the skills to craft and 
  augment a wide variety of useful tools and trinkets. 
  Role: Artisans are support personnel. They serve their 
  allies best outside of combat by crafting items to 
  enhance their strengths and defend their weakness, 
  though artisans who don their own tools of battle may 
  choose to enter combat alongside their fellows. 
   
  Alignment Any 
  Hit Die d8 
   
  Class Skills 
  The artisan’s class skills are Appraise (Int), Craft (Int), 
  Diplomacy (Cha), Knowledge (Int; all skills taken 
  individually), Linguistics (Int), Profession (Wis), 
  Spellcraft (Int), and Use Magic Device (Cha). 
  Skill Ranks per Level 4 + Int modifier. 
   
      
  Artisan Class Table
  Artisan Class Table
  Artisan Class Table
  Artisan Class Table    
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 
  +0 
  +0 
  +0 
  +2 
  1st knowledge base, bonus feat, crafter’s ease, field of 
  expertise, portfolio 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Bonus feat 
  3rd 
  +2 
  +1 
  +1 
  +3 
  Item resistance +1 
  4th 
  +3 
  +1 
  +1 
  +4 
  Bonus feat 
  5th 
  +3 
  +1 
  +1 
  +4 
  2nd knowledge base 
  6th 
  +4 
  +2 
  +2 
  +5 
  Bonus feat 
  7th 
  +5 
  +2 
  +2 
  +5 
  Item resistance +2 
  8th 
  +6/+1 
  +2 
  +2 
  +6 
  Bonus feat 
  9th 
  +6/+1 
  +3 
  +3 
  +6 
   
  10th 
  +7/+2 
  +3 
  +3 
  +7 
  3rd knowledge base, bonus feat 
  11th 
  +8/+3 
  +3 
  +3 
  +7 
  Item resistance +3 
  12th 
  +9/+4 
  +4 
  +4 
  +8 
  Bonus feat 
  13th 
  +9/+4 
  +4 
  +4 
  +8 
   
  14th 
  +10/+5 
  +4 
  +4 
  +9 
  Bonus feat 
  15th 
  +11/+6/+1 
  +5 
  +5 
  +9 
  4th knowledge base, item resistance +4 
  16th 
  +12/+7/+2 
  +5 
  +5 
  +10 
  Bonus feat 
  17th 
  +12/+7/+2 
  +5 
  +5 
  +10 
   
  18th 
  +13/+8/+3 
  +6 
  +6 
  +11 
  Bonus feat 
  19th 
  +14/+9/+4 
  +6 
  +6 
  +11 
  Item resistance +5 
  20th 
  +15/+10/+5 
  +6 
  +6 
  +12 
  5th knowledge base, bonus feat 
   
  Class Features
  Class Features
  Class Features
  Class Features    
  All of the following are class features of the artisan. 
  Weapon and Armor Proficiency Artisans are 
  proficient with all simple weapons, light armor, medium 
  armor, and shields (but not tower shields). 
  Crafter’s Ease (Ex) Artisans receive a bonus on all 
  skill checks equal to their artisan level when actively 
  crafting items. Artisans may use Craft (traps) to disarm 
  magical traps and Craft (locks) to unlock locks. 
  Field of Expertise (Ex) All artisans are not created 
  equal. At 1st level, an artisan selects one of the following 
  fields. 
  Balanced Balanced artisans have an effective caster level 
  equal to their artisan level +2 for the purpose of 
  gaining and using item creation feats. 
  Offense Expertise Artisans focused on offense find it 
  easier to use damaging spells. Their effective caster 
  level is equal to their artisan level +4 for damaging 
  spells, and a caster level equal to their artisan level 
  –2 for non-damaging spells (cure light wounds, fly, 
  mending, etc) for the purpose of gaining and using 
  item creation feats. They are proficient with all 
  martial weapons, and gain a +1 competence bonus 
  to attack rolls when using items they create, and 
  this bonus increases by +1 at every 5th level, to a 
  maximum of +5 at 20th level. 
  Defense Expertise Artisans focused on defense find it 
  easier to use non-damaging spells. They are treated 
  as having a caster level equal to their artisan level 
  +4 for non-damaging spells, and a caster level equal 
  to their artisan level –4 for damage dealing spells 
  for the purpose of gaining and using item creation 
  
  7 
  feats. They are proficient with only the club, dagger, 
  heavy crossbow, light crossbow, and quarterstaff, 
  plus they are proficient with all armor and shields 
  (including tower shields). Defensive expertise 
  artisans reduce the total armor check penalty when 
  wearing armor and using shields they personally 
  crafted by 1 (to a minimum of 0). At every 5th level, 
  this reduction improves by 1, to a maximum  
  reduction of 5 at 20th level. At 4th, 8th, 12th, 16th, 
  and 20th level, an artisan can change their field of 
  expertise. When they change expertise, any special 
  benefit they previously possessed is replaced by 
  their current field of expertise. 
  Knowledge Base (Ex) At 1st level, artisans have 
  access to the spell list of a single spellcasting class solely 
  for the purpose of crafting magical items. An artisan 
  must have an associated ability score (such as 
  Intelligence for Wizard) equal to 12 + spell level to be 
  able to use a spell in their portfolio when creating magic 
  items. 
  At 5th, 10th, 15th, and 20th level, an artisan expands 
  their knowledge base, gaining another spell list from 
  which they can add spells to their portfolio. 
  Portfolio (Ex) An artisan may have access to nearly 
  any number of spells. They store the spells they have 
  learned to use for magic item creation in a book similar 
  to a wizard’s spellbook, but called a portfolio. Adding 
  spells to their portfolio has the same cost as adding 
  spells to a wizard’s spellbook. An artisan begins play 
  with a number of spell levels (0-level spells count as 1/2 
  of a spell level) in their portfolio equal to half the 
  associated ability score of their 1st knowledge base. At 
  each new level, and artisan adds a number of spell levels 
  to their portfolio equal to their level. Artisans can added 
  spells of any level to their portfolio so long as they are 
  able to decipher them from scroll, spellbook, or are 
  taught by someone able to cast the spell. 
  Any feat that functions for a wizard’s spellbook also 
  functions for an artisan’s portfolio. 
  Bonus Feat At 1st level, and at every even level 
  thereafter, an artisan gains a bonus feat in addition to 
  those gained from normal advancement. These bonus 
  feats must be selected from item creation feats, 
  metamagic feats, any feat related to the process of 
  crafting items, or any feat related to an artisan’s 
  portfolio. 
  Item Resistance (Ex) At 3rd level, an artisan gains a 
  +1 bonus on all saving throws against magic items 
  effects. This bonus incre*ases by +1 every four levels 
  thereafter (maximum +5 at 19th level). 
   
  Feats
  Feats
  Feats
  Feats    
  The following feats have been found to be useful by 
  artisans as well as magma creatures. 
   
  Advance Creature (General) 
  You know how to improve existing creatures using a 
  mixture of alchemy and magic. 
  Prerequisites Caster level 5, Knowledge (arcana) 5 
  ranks, Knowledge (nature) 5 ranks, Create Wondrous 
  Creature 
   
   
   
  Benefit You are able to advance creatures of the 
  Aberration, Magical Beast, Monstrous Humanoid, and 
  Plant types according to the rules presented in Appendix 
  2 of the Pathfinder Roleplaying Game Bestiary. You 
  must pay the difference between the original creature 
  being advanced, and the finished advanced creature (see 
  Create Wondrous Creature below). You cannot reduce 
  the original creature in CR to gain raw materials. 
  Special If you have Create Elemental, you can use this 
  feat to improved creatures with the elemental subtype. 
  By paying twice the normal cost, you can add the 
  advanced simple template (see Pathfinder Roleplaying 
  Game Bestiary, Appendix 2) to yourself. 
   
  Apprentice (General) 
  You are the student of a more skilled craftsman. 
  Prerequisite Craft (any 2) 1 rank, Cooperative Crafting 
  Benefit In addition to being able to use their Mentor’s 
  workshop, and Apprentice is usually given a special item 
  crafted by their Mentor. In return for free use of their 
  Mentor’s workshop, and Apprentice must spend a 
  minimum of 40 hours each week working to craft items 
  for their Mentor’s benefit. 
  You gain a +2 bonus when Crafting in your mentor's 
  workshop. 
  Special An artisan who selects this feat as a 1st-level 
  artisan starts with a number of spell levels in their 
  portfolio equal to the associated ability score of their 
  first knowledge base. At 2nd artisan level and beyond, 
  they add twice their artisan level in new spell levels of 
  spells to their portfolio. These two benefits are due to 
  the teachings of their Mentor. 
   
  
  8 
  Craft Anywhere (Item Creation) 
  You are always tinkering and can work in nearly any 
  environment. 
  Prerequisite Any item creation feat. 
  Benefit You can put in a full 8 hours of magic item 
  crafting per day while adventuring as if you were 
  working in a comfortable and distraction free 
  environment. 
  Normal While adventuring you can only dedicate 4 
  hours to crafting and only receive 1 hour of progress 
  from it. 
   
  Craftsman (General) 
  You have a knack for creating things. 
  Benefit You gain a +2 bonus to all Craft skill checks. 
   
  Create Elemental  (General) 
  You have expanded your ability to create new life. 
  Prerequisites Caster level 10, Knowledge (arcana) 10 
  ranks, Knowledge (planes) 10 ranks, Create Wondrous 
  Creature 
  Benefit You can create creatures of the elemental 
  subtype. This functions as the Create Wondrous 
  Creature feat, except you make a Knowledge (planes) 
  check in place of Knowledge (nature) when creating 
  elementals. 
   
  Create Wondrous Creature (General) 
  You have learned the magical art of creating new flesh 
  from old. 
  Prerequisites Caster level 5, Knowledge (arcana) 5 
  ranks, Knowledge (nature) 5 ranks 
  Benefit You can create any Aberration, Magical Beast, 
  Monstrous Humanoid, or Plant creature whose 
  prerequisites you meet. The creature created is not 
  necessarily under your control. To create a creature you 
  need access to a lab, similar to an alchemist’s lab, of at 
  least 500 gp value. The creation of a creature involves 
  taking a similar creature or creatures and subjecting 
  them to various spells and grafting techniques. There is 
  a chance that the experiment will be a failure. 
  To create an Aberration, Magical Beast, Monstrous 
  Humanoid or Plant creature, you must succeed on both 
  a Knowledge (arcana) and Knowledge (nature) skill 
  check, each with a DC of 20 + the CR of the attempted 
  creature. You gain a +1 circumstance bonus for every 
  attempt at a specific creature that you have previously 
  made, whether successful or not. 
  If both Knowledge skill checks are failed the creature 
  dies a horrible, premature death. If one Knowledge skill 
  fails and the other succeeds, the resulting creation is 
  horribly deformed and hostile towards its creator. 
  The base price of a creature is the challenge rating 
  squared times 1,000 gp (CR x CR x 1,000gp). Creating a 
  creature takes 1 day for every 1,000 gp in its base price. 
  To create a creature, you must supply raw materials 
  costing half of its base price. The minimum caster level 
  for creating a creature is twice the CR of the intended 
  creature until level 10, and level minus 5 thereafter. The 
  appropriate spells must be used in order to add 
  extraordinary (Ex), spell-like (Sp), and/or supernatural 
  (Su) abilities. 
  Special If a charm monster spell is cast every day of the 
  creation process, a successfully created creature will be 
  entirely loyal to you, although not under your direct 
  control. If a limited wish is used in the creation process 
  a successfully created creature will be loyal and will 
  follow a life goal you choose for it. If a wish or miracle is 
  used in the creation process a successfully created 
  creature and its descendants will follow a single life goal 
  of your choice. When creating a creature you do not gain 
  the benefit of the Craft Anywhere or Frugal Crafting 
  feats, but you may benefit from Fast Item Creation, if 
  you have it. 
   
  Fast Item Creation (Item Creation) 
  You have optimized your crafting techniques to save 
  time. 
  Prerequisites Spellcraft 9 ranks, Craftsman 
  Benefit You increase the rate at which you create 
  magical items by 1,000 gp per 8 hour day. 
  Special This feat can be taken several times, and stacks 
  with itself. Each time it is chosen, add 1,000 gp to the 
  value of magic items you can create per day. 
   
  Frugal Crafting (Item Creation) 
  You have mastered the art of crafting on the cheap. 
  Prerequisites Any item creation feat, or Craft as a 
  class skill. 
  Benefit The cost of creating magical items is reduced to 
  1/3 of its base cost in raw materials. The cost of crafting 
  non-magical items is reduced to 1/4 of its base cost in 
  raw materials. 
   
  Greater Intensify Aura (General) 
  You can make your aura overpowering. 
  Prerequisite Aura, Con 21, Intensify Aura, character 
  level 11th. 
  Benefit When intensifying your aura, the limit to how 
  large you can increase the range is ten times its base 
  range (with a minimum maximum range of 100 ft.). 
  Static numerical effects have a maximum increase of 
  +20. Variable numeric effects have a maximum increase 
  of +20. Save DC gain a maximum increase of +20. 
  After you cease actively intensifying your aura, you can 
  maintain its intensified effects as a swift action for a 
  number of rounds equal to your Constitution modifier 
  (minimum 1 round), after which your aura returns to 
  normal at a rate of one turn worth of intensifying each 
  round. 
  Special You can gain this feat more than once. Each 
  time you take this feat, it applies to a different aura you 
  are already able to intensify. If you have more than one 
  aura you can intensify, you are able to intensify two as a 
  full-round action. 
   
  Intensify Aura (General) 
  You can purposely make your aura larger and more 
  powerful. 
  Prerequisite Aura, Con 15, character level 5th. 
  Benefit As a full-round action, you can intensify a 
  single aura you possess. This increases its range by +10 
  ft. for each round spent intensifying it (maximum of 
  double normal range, minimum range of 20 ft.). 
  
  9 
  Any static numerical effect increases by +1 per round 
  spent intensifying your aura (maximum +5). Any 
  variable numerical effect (such as damage) increases by 
  +1 for each round you spend intensifying your aura, to a 
  maximum of twice its normal effect. If a saving throw is 
  allowed to reduce the effect of your aura, its DC 
  increases by +1 for each round spent intensifying it 
  (maximum +5). 
  If your aura deals cold or fire damage, intensifying it 
  treats all the area within its range as extreme cold or 
  heat. 
  Once you cease intensifying your aura, its effects return 
  to normal at a rate of two turns worth of intensifying 
  each round. 
  Special You can gain this feat more than once. Each 
  time you take this feat it applies to a different aura. You 
  can intensify only one aura at a time. 
   
  Journeyman Apprentice (General) 
  You are skilled at your craft, but not yet free to do as you 
  wish. 
  Prerequisites Apprentice, Craftsman, Craft (any 3) 5 
  ranks 
  Benefit As a journeyman, you are only required to 
  perform 8 hours of work each week on behalf of your 
  mentor, but can spend the rest of your time in the 
  workshop working on your own projects. While working 
  in your mentor's workshop, you can request aid from 
  Apprentices, allowing you to craft twice your normal 
  daily limit, or craft twice as many items as normal. 
  Special An artisan with this feat no longer gains the 
  benefit of the Apprentice feat once they become a 
  journeyman. 
   
  Mass Production (Item Creation) 
  You are able to create multiples of the same magical 
  item at the same time. 
  Prerequisite Any item creation feat, Fast Item 
  Creation 
  Benefit When crafting, both magical and mundane 
  items, you are able to effectively craft two items at a 
  time. This does not increase the amount of time 
  required to craft the items, but you must pay for each 
  item you are crafting as normal. 
  Special This feat may be taken more than once. Each 
  time you take this feat beyond the first, increase the 
  number of items you are able to effectively craft at a 
  time by one. 
   
  Master Artificer (Item Creation) 
  You are a master of magic item creation. 
  Prerequisites Two or more item creation feats, Craft 
  (any) 5 ranks. 
  Benefit You gain a +4 bonus to any skill check made to 
  complete a magic item you are creating (normally this is 
  a Spellcraft check, but sometimes other skills are used). 
  You create magic items in half the normal hours per day 
  (4 hours for one day of work, or two hours for a days 
  work if you increase your complete DC by 5). As long as 
  the total time spent on item creation does not exceed 8 
  hours per day, you can accomplish multiple days work 
  on an item in a single day. See Item Creation in Chapter 
  15 of the Pathfinder Roleplaying Game Core Rulebook 
  for more details on item creation and the time required. 
   
  Mentor (General) 
  You have graduated from your apprenticeship and are 
  your own master. 
  Prerequisite Apprentice, Craftsman, Journeyman 
  Apprentice, Leadership, Craft (any 5) 15 ranks 
  Benefit You are no longer required to work for your 
  mentor. You are allowed to open your own shop, 
  preferably in another town, where you can start taking 
  on your own apprentices and journeymen. While 
  working in your own workshop, you gain a +4 bonus on 
  all craft skills. When negotiating a deal, you add half of 
  your ranks in the relevant Craft skill to your Diplomacy 
  check. 
  As a mentor, you naturally draw aspiring craftsfolk to 
  you, as they recognize your talent and want to learn. You 
  gain a +2 bonus to your leadership score for followers, 
  but these followers must be craftsmen. 
  If your cohort is an artisan and a journeyman 
  apprentice, you can leave them in charge of your 
  workshop while you are away attending to other 
  business. For a number of days equal to your ranks in 
  the appropriate skill, your cohort can continue crafting 
  items as if you are there as well. 
  Special When you become a mentor, you no longer gain 
  any benefit from your mentor's workshop or their stable 
  of apprentices or journeymen. 
   
  New Trait
  New Trait
  New Trait
  New Trait    
  Reborn Dreamer A dreamer can sacrifice their 
  dreams to return another to life. The effect of sacrificing 
  dreams depends on the number and types of dreams 
  sacrificed. Dreamers can combine their dreams to create 
  greater effects, but each dreamer assisting must possess 
  this trait. 
   
  Cost 
  Effect 
  1 Aspiration/2 Goals 
  breath of life 
  1 Hope/2 
  Aspirations/4 Goals 
  raise dead 
  2 Hopes/4 
  Aspirations/8 Goals 
  resurrection 
  3 Hopes/6 
  Aspirations/12 Goals 
  true resurrection 
   
  New Items and Weapon Ability
  New Items and Weapon Ability
  New Items and Weapon Ability
  New Items and Weapon Ability    
   
  Brand of Burning Desire 
  Aura enchantment (compulsion) [mind-affecting]; CL 
  5th 
  Slot held; Price 3,000 gp; Weight 3 lbs. 
  Description 
  This intricate branding iron is used in an hour-long 
  ritual to enhance a creatures' desire. The recipient of the 
  brand must reveal the nature of a truly heartfelt desire 
  during the ritual, along with sacrificing a few drops of 
  their own blood in the flames heating the iron,  forming 
  the iron's end into a design which represents the 
  expressed desire. At the end of the ritual, the branding 
  
  10 
  iron is pressed to the recipient's skin, searing their flesh 
  with the brand's mark, causing 3d4 points of fire 
  damage. After receiving their brand, the recipient can 
  call upon it as an immediate action three times per day 
  while acting in furtherance of the branded desire (GM's 
  discretion) to grant them a +1 morale bonus to a single 
  attack roll, saving throw, or skill check. When used, this 
  causes the brand to glow red hot and burns the bearer 
  for 1 point of fire damage. Should the bearer fail to 
  pursue their desire for longer than 24 hours, the brand 
  glows white hot, dealing 3d4 fire damage to its bearer. 
  All fire damage dealt by the ritual, use of the brand, or 
  failure to pursue a desire cannot be reduced or negated 
  by any means. 
  After the branding iron is used once to impart a brand, it 
  melts into useless scrap and no longer functions. 
  A recipient may only have one brand at a time, but a 
  new brand may replace an old one through the use of a 
  new branding iron. 
  Construction 
  Requirements Craft Wondrous Item, burning hands, 
  prayer; Cost 1,500 gp 
   
  Dreamcatcher 
  Aura faint abjuration; CL 5th 
  Slot neck; Price 6,000 gp; Weight – 
  Description 
  While worn, a dreamcatcher protects its wearer from the 
  effects of others dreams. Three times per day, a 
  dreamcatcher negates the negative effect of a burned 
  goal if it is inflicted upon the dreamcatcher’s wearer. 
  Construction 
  Requirem*ents Craft Wondrous Item, dispel magic; 
  Cost 3,000 gp 
   
  Dreamcatcher, Improved 
  Aura moderate abjuration; CL 11th 
  Slot neck; Price 15,000 gp; Weight – 
  Description 
  While worn, an improved dreamcatcher protects its 
  wearer from the effects of others dreams. Three times 
  per day, an improved dreamcatcher negates the negative 
  effect of a burned aspiration or goal if it is inflicted upon 
  the improved dreamcatcher’s wearer. Improved 
  dreamcatchers are more effective against goals, counting 
  as only one-half of a daily use. 
  Construction 
  Requirements Craft Wondrous Item, greater dispel 
  magic; Cost 7,500 gp 
   
  Dreamcatcher, Greater 
  Aura strong abjuration; CL 17th 
  Slot neck; Price 75,000 gp; Weight – 
  Description 
  While worn, a greater dreamcatcher protects its wearer 
  from the effects of others dreams. Three times per day, a 
  greater dreamcatcher negates the negative effect of a 
  burned hope or aspiration if it is inflicted upon the 
  greater dreamcatcher’s wearer. Greater dreamcatchers 
  are more effective against aspirations, counting as only 
  one-half of a daily use. Greater dreamcatchers always 
  negate the negative effect of a burned goal if it is 
  inflicted upon the greater dreamcatcher’s wearer. 
  Construction 
  Requirements Craft Wondrous Item, mage’s 
  disjunction; Cost 37,500 gp 
   
  Dream Smashing This special ability can only be 
  placed on a melee weapon. This ability grants its user an 
  attack of opportunity against opponents they threaten 
  when they burn a dream. This attack of opportunity is 
  resolved before the effect of the burnt dream. 
  Moderate transmutation; CL 5th; Craft Magic Arms and 
  Armor, haste; Price +1 bonus 
   
  Magma Creature
  Magma Creature
  Magma Creature
  Magma Creature    
  Magma creatures are produced by the fusion of 
  elemental earth and fire. These elemental beings are at 
  home both on the Plane of Earth and the Plane of Fire, 
  but a few exist on the Material Plane, roaming the 
  incredibly hot realms beneath the crust of the world. 
  Magma creatures sometimes pour out of volcanoes 
  during an eruption, increasing the devastation of such 
  events tenfold. 
  The typical magma creature resembles a normal being 
  and has a similar temperament. However, its alien mind 
  and blisteringly hot body make communication with it 
  nearly impossible. 
   
  Creating a Magma Creature
  Creating a Magma Creature
  Creating a Magma Creature
  Creating a Magma Creature    
  “Magma creature” is an acquired or inherited template 
  that can be added to any living, corporeal creature with 
  the fire or earth subtype (referred to hereafter as the 
  base creature). Creatures with the cold subtype cannot 
  be magma creatures. 
  A magma creature uses all the base creature’s statistics 
  and special abilities except as noted here. 
   
  CR Same as the base creature +1. 
   
  Type A magma creature’s type becomes outsider with 
  the earth, elemental, extraplanar, and fire subtypes. 
  Recalculate hit points, saves, base attack, and skills 
  unless the base creature is already an outsider or a 
  dragon. 
   
  Senses In areas of extreme heat (over 140 degrees 
  Fahrenheit) a magma creature gains blindsense to a 
  range of 30 ft. 
   
  Aura Magma creatures possess the following ability. 
  Fiery Aura (Ex) Magma creatures exude heat to such a 
  level that any creatures and objects within 10 ft. take 1d6 
  fire damage each round. A successful Fortitude save (DC 
  10 + 1/2 the magma creature’s total Hit Dice + the 
  magma creature’s Con modifier) halves the damage for 
  one round. A magma creature can suppress or resume 
  their fiery aura as a free action once per round. 
   
  Armor Class A magma creature’s natural armor bonus 
  increases by +2 over that of the base creature. 
   
  
  11 
  Hit Dice All racial Hit Dice become d10’s unless the 
  base creature has d12’s as Hit Dice. 
   
  Speed A magma creature gains a burrow speed equal to 
  the base creature’s highest speed. Its blisteringly hot 
  body allows it to melt and burrow through solid stone, 
  leaving behind a molten tunnel that collapses and fills 
  after 1 minute. The tunnel deals 2d6 fire damage each 
  round to creatures within it. Magma creatures can swim 
  through magma and lava at a speed equal to its burrow 
  speed. 
   
  Attacks Magma creatures gain a slam natural attack 
  that deals damage appropriate to their size. If the base 
  creature has a slam attack, the magma creature deals 
  damage as the base creature, or the damage granted by 
  this template, whichever is greater. 
   
  Special Attacks Magma creatures gain the following 
  abilities. 
  Burn (Ex) A creature damaged by a magma 
  creature’s fiery touch, engulf, or fiery aura must succeed 
  on a Reflex save (DC 10 + 1/2 the magma creature’s total 
  Hit Dice + the magma creature’s Con modifier) or catch 
  fire. If the base creature already has the burn special 
  ability, the magma creature gains a +2 racial bonus to 
  the Reflex DC against its burn ability. 
  Earth Mastery (Ex) A magma creature gains a +1 
  bonus on attack and damage rolls if both it and its foe 
  are touching the ground. If an opponent is airborne or 
  waterborne, it takes a –4 penalty on attack and damage 
  rolls. These modifiers apply to bull rush and overrun 
  maneuvers, whether the magma creature is initiating or 
  resisting these kinds of attacks. 
  Engulf (Ex) If the base creature has the elemental 
  subtype, the magma creature can engulf (see Pathfinder 
  RPG Bestiary 2, Appendix 3) opponents one or more 
  size categories smaller than them. Creatures engulfed 
  suffer bludgeoning damage equal to the magma 
  creature’s slam damage plus fire damage equal to twice 
  the magma creature’s fiery aura damage each round.  
  Fiery Touch (Ex) A magma creature is hot to the 
  touch. Any creature that makes a successful touch attack 
  against it takes 2d6 fire damage. Each of the magma 
  creature’s natural melee attacks and attacks with 
  metallic manufactured weapons deal +2d6 points of fire 
  damage. 
  Grab (Ex) If the base creature has the elemental 
  subtype, the magma creature gains grab (see Pathfinder 
  RPG Bestiary, Appendix 3) with any natural melee 
  attacks they have. 
   
  Ability Scores Str +4, Dex -4 (minimum 1), Con +4. 
   
  Skill In areas of extreme heat (over 140 degrees 
  Fahrenheit) a magma creature gains a +4 racial bonus 
  on Acrobatics, Climb, Escape Artist, Fly, Stealth and 
  Swim skill checks. Magma creatures suffer a -10 penalty 
  to Swim checks in water. 
   
  Languages All magma creatures possess Ignan and  
  Terran as bonus languages. 
   
      
      
  Sample Magma Creatures
  Sample Magma Creatures
  Sample Magma Creatures
  Sample Magma Creatures    
  The following creatures are a couple examples of what 
  can be done with the magma creature template. The 
  Guardian of the Forge is the “guard dog” of Kahrvass' 
  workshop, while the magma small fire elemental and 
  magma wyrmling red dragon are all creature what could 
  be found as workers, in the case of the elemental, or 
  annoying pests, in the case of the dragon, in Kahrvass' 
  workshop, House of the Firebrand. 
   
  Guardian of the Forge
  Guardian of the Forge
  Guardian of the Forge
  Guardian of the Forge    
  CR 15
  CR 15
  CR 15
  CR 15    
  XP 51,200 
  Male magma thoqqua 
  LN Huge outsider (earth, elemental, extraplanar, fire) 
  Init +3; Senses darkvision 60 ft., tremorsense 60 ft.; 
  Perception +21 
  Aura fiery (10 ft., 1d6 fire, DC 27), molten body 
   
  Defense
  Defense
  Defense
  Defense    
  AC 16, touch 7, flat-footed 17 (-1 Dex, +9 natural, -2 
  size) 
  hp 287 (23d10+161) 
  Fort +19, Ref +14, Will +10 
  Immune fire, elemental traits 
  Weaknesses vulnerability to cold 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 30 ft., burrow 30 ft. 
  Melee slam +24 (3d6+31 plus 2d6 fire plus burn plus 
  grab/19-20) or fiery touch +30 (2d6 fire plus burn) 
  Space 15 ft.; Reach 10 ft. 
  
  12 
  Special Attacks burn (2d6 fire, DC 29), engulf (DC 30,  
  bludgeoning plus 2d6 fire), fiery touch 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 29, Dex 9, Con 23, Int 6, Wis 12, Cha 10 
  Base Atk +23; CMB +34 (+36 bull rush, +38 grapple); 
  CMD 43 (45 vs. bull rush, can't be tripped) 
  Feats Awesome Blow, Greater Intensify Aura, Improved 
  Bull Rush, Improved Critical (slam), Improved 
  Initiative, Improved Natural Attack (slam), Intensify 
  Aura, Iron Will, Lightning Reflexes, Power Attack, Skill 
  Focus (Stealth), Toughness 
  Skills Acrobatics +20, Bluff +20, Perception +21, Sense 
  Motive +21, Stealth +23 
  Languages Ignan, Terran (cannot speak) 
  SQ earth mastery 
   
  Ecology
  Ecology
  Ecology
  Ecology    
  Environment any land (House of the Firebrand) 
  Organization solitary 
  Treasure none 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Molten Body (Su) The guardian of the forge's body is 
  hot enough to melt stone. Anyone striking him with a 
  natural weapon or unarmed strike takes 1d6 points of 
  fire damage. A creature that grapples the guardian of the 
  forge or is grappled by him takes 3d6 points of fire 
  damage each round the grapple persists. A creature that 
  strikes him with a manufactured weapon can attempt a 
  DC 27 Reflex save to pull the weapon away from his 
  molten body quickly enough to avoid having the weapon 
  take 1d6 points of fire damage—damage caused to a 
  weapon in this manner is not halved as is normal for 
  damage caused to items, and ignores the first 5 points of 
  hardness possessed by the item. As a result, most metal 
  weapons can generally safely strike the guardian of the 
  forge without taking much damage, but wooden 
  weapons have a significant chance of burning away if 
  used against him. The save DC is Constitution-based.  
   
  Magma Small Fire Elemental
  Magma Small Fire Elemental
  Magma Small Fire Elemental
  Magma Small Fire Elemental    CR 2
  CR 2
  CR 2
  CR 2    
  XP 600 
  N Small outsider (earth, elemental, extraplanar, fire) 
  Init +3; Senses darkvision 60 ft.; Perception +4 
  Aura fiery (10 ft., 1d6 fire, DC 13) 
   
  Defense
  Defense
  Defense
  Defense    
  AC 15, touch 10, flat-footed 15 (-1 Dex, +5 natural, +1 
  size) 
  hp 15 (2d10+4) 
  Fort +5, Ref +2, Will +0 
  Immune elemental traits, fire 
  Weaknesses vulnerability to cold 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 50 ft., burrow 50 ft. 
  Melee slam +6 (1d4+3 plus 2d6 fire plus burn plus 
  grab) or fiery touch +6 (2d6 fire plus burn) 
  Special Attacks burn (2d6 fire, DC 15) engulf (DC 13, 
  1d4+3 bludgeoning plus 2d6 fire) 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 14, Dex 9, Con 14, Int 4, Wis 11, Cha 11 
  Base Atk +2; CMB +3 (+7 grapple); CMD 12 
  Feats Improved Initiative, Power Attack 
  Skills Acrobatics +3, Climb +6, Escape Artist +3, 
  Intimidate +4, Knowledge (planes) +1, Perception +4 
  SQ earth mastery 
   
  Ecology
  Ecology
  Ecology
  Ecology    
  Environment any (Plane of Fire) 
  Organization solitary, pair, or gang (3-8) 
  Treasure none 
   
  Magma Wyrmling Red Dragon
  Magma Wyrmling Red Dragon
  Magma Wyrmling Red Dragon
  Magma Wyrmling Red Dragon            CR 6
  CR 6
  CR 6
  CR 6    
  XP 2,400 
  CE Small dragon (earth, elemental, extraplanar, fire) 
  Init +4; Senses darkvision 120 ft., blindsense 60 ft., 
  dragon senses; Perception +10 
  Aura fiery (10 ft., 1d6 fire, DC 17) 
   
  Defense
  Defense
  Defense
  Defense    
  AC 19, touch 11, flat-footed 19 (+8 natural, +1 size) 
  hp 73 (7d12+28) 
  Fort +9, Ref +5, Will +5 
  Immune fire, paralysis, sleep 
  Weaknesses vulnerability to cold 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 40 ft., fly 150 ft. (average), burrow 40 ft. 
  Melee bite +13 (1d6+7 plus 2d6 fire plus burn), 2 claws 
  +13 (1d4+5 plus 2d6 fire plus burn) or fiery touch +13 
  (2d6 fire plus burn) 
  Special Attacks burn (2d6 fire, DC 17), breath weapon 
  (20-ft. cone, 2d10 fire, DC 17), fiery touch 
  Statistics 
  Str 21, Dex 10, Con 19, Int 10, Wis 11, Cha 10 
  Base Atk +7; CMB +11; CMD 21 
  Feats Hover, Improved Initiative, Intensify Aura, Skill 
  Focus (Fly) 
  Skills Bluff +10, Climb +15, Fly +15, Perception +10, 
  Spellcraft +10, Sealth +14 
  Languages Draconic, Ignan, Terran 
  SQ earth mastery 
   
  Ecology
  Ecology
  Ecology
  Ecology    
  Environment warm mountains 
  Organization solitary 
  Treasure triple 
   
   
  
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