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Heroes of Azag-Ithiel

Treyson Sanders

A
Heroes of Azag-Ithiel
Credits Table of Contents

Author: Treyson Sanders A Day in Azag-Ithiel 2


Additional Writing: Mark Gedak Races of the Newlands 3
Editing: Perry Fehr, Mark Gedak Government of Azag-Ithiel 11
Cover Design: Mark Gedak Map of Azag-Ithiel 12
Cover Art: Gary Dupuis Settlements of Azag-Ithiel 13
Porphyra Logo: Rick Hershey
Class Options 17
Interior Art: Gary Dupuis
Feats 32
Map of the Azag-Ithiel: Gary Dupuis
Layout: Mark Gedak Spells 35
Publisher: Purple Duck Games Lithic Creature 42
Wondrous Items 43
Common Equipment Available 43
OGL 52

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.

1
A Day in Azag-Ithiel, The Newlands Trissvylldia watched in stunned silence as the boulder
Trissvylldia clambered upright as she landed at the bottom unfurled, rising up on four squat legs as thick as tree trunks.
of the slope. Scrambling for purchase, her boots slid through When she saw the obsidian claws, she knew at last what
clattering scree, leather boots digging into the rocky soil. The had torn the campsite—and Valdiirn—apart. Trissvylldia
midday sun beat down on her dark skin, and Trisvylldia’s thrust her sword at that terrible eye. The blade sunk into
chest burned like the Runeforges themselves as she drew its depths, and Trissvylldia felt a moment of victory. The
ragged, shuddering breaths. monstrosity bellowed in pain—and dare she hope, fear?—as
She dared not look back at the jagged mountain peaks, blood, the color of molten iron, oozed from its ruined eye.
fearing she would see only the scattered corpses of the wizard She slashed at the creature a second time, but her sword
and his guards, torn apart by some monstrous beast. The ko- glanced off its rocky hide. The impact of steel on stone rever-
bolds’ screams echoed from within the dig site, high-pitched berated up the length of her arm, and the world slowed. The
and keening. One by one, their howling cut off sharply, and creature whirled to face her, and she saw a cold fury in its
then, silence. She had run, then, blind panic taking hold of remaining eye. Yet it did not attack her.
her legs. A taddol stepped out from behind the stony-hided
That fool Valdiirn had promised her the opportunity of monstrosity, drab hides covering its massive frame. “This is
a lifetime: a mountain full of fire gems. A mountain far a sacred place.” The voice was calm, quiet, water running
away enough from the half-ogre holds, from any settlement, over smooth stone. It spoke again, and this time its voice was
to avoid any watching eyes. She was the fool; fool enough thunder in the hills. “This is our home.”
to follow Valdiirn on his mad quest. The image of his face The strange creature’s voice alternated from one throat to
forced itself into her mind’s eye, his eyes wide and haunted the other without a discernible pause, rising only with anger
as he gurgled incoherently, blood oozing from his ruined in the measured words. “You who come to plunder, to con-
throat. quer, to take by means of right in the name of your precious
Focus. Trissvylldia grasped that word in her mind. Fo- empires, your petty gods, or your ancient traditions of ‘The
cus, or you’re dead. Four Elements!’ You think you can use wizardry against
Drawing her longsword from its sheath, Trissvylldia crept a backward, remote folk who are ignorant of such things.
forward, moving from boulder to boulder. Light glinted What know you of our knowledge? Of our own power- the
off the polished steel, and she thought of Valdiirn’s lower power Primordial…”
jaw—what remained of it at least—lying at his feet, bone Trissvylldia started at that, in spite of herself. What
slick and glistening in the light. Trissvylldia felt her stomach was that? She thought she knew all the schools of magic,
lurch, and she was on her knees, heaving violently. could deal with bookish wizards of any type. “What is-“she
A heavy impact behind her shook Trissvylldia out of her started to say, but with a gesture from the taddol her chest
retching. She wiped a trail of sick from her lips, grabbing felt heavy and she could not move.
her sword from where it had fallen in her panic. “It is not for the likes of you to even know what The
Trissvylldia slid around the boulder, sword held at the Power Primordial even is, and I would not sully it with de-
ready. She could see where she had tumbled to the ground, scription to your base self. Prepare to meet whatever greedy
scree disturbed in thick furrows. A second impact, as if some godling or dirty ‘Elemental Lord’ you pray to, robber-of-the-
monstrous creature were lumbering towards her. Whirling to earth.”
face the sound, Trissvylldia found…nothing. Bloodshot eyes The taddol gestured with a leathery hand, and Triss-
darted across the boulder-strewn mountainside. vylldia fell to her knees once more. She could feel the fear
Fear bubbled to the surface, threatening to take control bubbling again, she opened her mouth to scream. Water
once more, but she forced it back down. She would not suf- torrented from her mouth even as she felt it filling her lungs.
fer the same fate as Valdiirn. She was drowning; drowning on the side of a mountain, her
Trissvylldia reached out with her free hand to steady hands clawing at her throat, yet all she could see were the
herself against a boulder, preparing to run. She had always taddol’s eyes, cold and full of righteous fury.
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.
2
Races of the Newlands monks, and wizards. Their somewhat encapsulated soci-
The following is a description of the major racial popu- ety has instilled in many forgeborn a longing to explore
lations with Azag-Ithiel, the Newlands. Traits are listed the outside world. Even those who do not work the
alongside each race appropriate for the race and region. forges themselves tend to prefer metal weapons, passing
down powerful weapons and armor from one generation
Purple Duck Note:The Lands of Porphyra are fraught to the next.
with terrible danger and menace. Likewise those adventur-
ing races seen tend to be made of sturdier stuff. All playable Furnace Elf Racial Characteristics
races are built from 10-12 race points. This cause some races Furnace elf player characters are defined by class levels—
seen within this tome to be hardier than their more generic they do not possess racial hit dice. All furnace elf charac-
form. ters possess the following racial characteristics.

Furnace Elf (Forgeborn) • +2 Constitution, +2 Intelligence, -2 Charisma:


Dedicated and intelligent, forgeborn are an offshoot of Furnace elves are hardy and bright, but often
the main elven race. In the wake of the New-God Wars, lack tact.
the forgeborn have clung to their traditional schools of • Medium: Furnace elves are Medium creatures
learning, striving to perfect their techniques and spread and receive no bonuses or penalties due to their
their influence throughout the world. size.
Though often gruff and distant—especially in regard • Normal Speed: Furnace elves have a base speed
to outsiders—forgeborn place a great deal of importance of 30 feet.
on loyalty, tradition, and societal order. Even so, many • Low-Light Vision: In dim light, a furnace elf
forgeborn seek to advance their own position at the cost can see twice as far as a human.
of others, though typically through legal means. As such, • Elven Immunities: Furnace elves are immune
more forgeborn are lawful neutral or lawful evil. to magic sleep effects and gain a +2 racial sav-
As with other elven races, forgeborn are typically ing throw bonus against enchantment spells and
taller than humans. Though they share the facial struc- effects.
ture of other elves, forgeborn are far more robust. Dark • Elven Magic: Furnace elves gain a +2 bonus on
of skin and hair, with distinctive golden or bronze eyes, caster level checks made to overcome spell resis-
they often appear to be as hard as the ore over which tance. In addition, they also receive a +2 racial
they toil. bonus on Spellcraft checks made to identify the
The majority of forgebon make their home in properties of magic items.
Low’Enath, where they live in close proximity to the • Envoy: Furnace elves with an Intelligence score
kobolds and tengu of Low’Enath, with whom they have of 11 or higher gain the following spell-like abili-
formed close business dealings. Forgeborn hold great ties: 1/day—comprehend languages, detect magic,
skepticism toward half-ogres and taddol, whom they detect poison, read magic. The caster level for these
find to be only too recently removed from their mon- effects is equal to the user’s character level.
strous forbears. Despite any misgivings they may hold, • Craftsman: Furnace elves gain a +2 racial bonus
forgeborn recognize hard work and natural talent, both on all Craft of Profession checks to create objects
of which go a long way toward earning a great deal of from metal or stone.
respect. • Greed: Furnace elves gain a +2 bonus on Ap-
Innate manufacturers and tinkerers, forgeborn are praise checks to determine the price of nonmagi-
drawn to a variety of professions. Both genders are en- cal goods that contain precious metals or gem-
couraged to dedicate themselves to a craft, be it as black- stones.
smithing, trapmaking, alchemy or the crafting of magical • Master Tinker: Furnace elves gain a +1 bonus
items. Even those who labor at the ancestral forges have on Disable Device and Knowledge (engineering)
managed to approach their work from both arcane and checks and are also treated as proficient with any
martial backgrounds, and are prone to venture outside, weapon they have personally crafted.
seeking new and varied techniques in order to hone their • Weapon Familiarity: Furnace elves are profi-
craft. As such, forgeborn are naturally inclined towards cient with longbows (including composite long-
a variety of classes, notably alchemists, fighters, magi, bows), shortbows (including composite short-
3
bows), and warhammers, and treat any weapon neutral evil for those living amongst furnace elves) and
with the world “elven” in its name as a martial often hold their closest associates, both professional and
weapon. social, to be as dear to them as biological family. As a
• Languages: Furnace elves begin play speaking result, half-elf communities are continually shrinking,
Common and Elven. Furnace elves with high as most of their numbers have integrated themselves
Intelligence scores can choose from the follow- into other elven races. Further, it is not uncommon for
ing: Draconic, Gnoll, Gnome, Goblin, Ignan, a half-elf to feel a lack of strong cultural identity with
Orc, and Tengu. other half-elves. This has led a small number of half-elves
to rebel against their racial heritage, searching for a way
Trait to stand apart from tradition. These individuals are for
The following trait is available to furnace elf player char- the most part chaotic neutral, and more often than not
acters from Azag-Ithiel. forsake the company of other elven races in favor of forg-
ing strong bonds with other likeminded individuals who
Furnace Born: You have long worked near or with in- value personal freedom.
dustrial forges, where your body has become accustomed Half-elves are often drawn to professions that stimu-
to the sweltering heat. You gain +2 trait bonus on Forti- late their curiosity: trades that require constant learning,
tude saving throws against nonlethal damage from heat travel and heavy social interaction are especially attrac-
and only need to make Fortitude saving throws every 2 tive. Because of this, half-elves make excellent natural
hours in very hot conditions, instead of once every hour, diplomats, and often fill such positions both within the
or every 20 minutes in severe heat, instead of once every borders of Azag-Ithiel and in foreign lands.
10 minutes. Just as their curious nature leads many half-elves to
receive training in a number of apprenticeships, their
Half-Elf varied training allows half-elves a better opportunity to
Half-elves more commonly inherit the eye color of their multiclass and explore new training options whenever
human ancestors, while their skin tones and height available.
reflect their elven heritage. Though forgeborn are by far
the most populous of all full-blooded elves within Azag- Half-Elf Racial Characteristics
Ithiel, there are many who hail from outside lands. As Half-elf player characters are defined by class levels—
such, half-elf skin and hair runs the gamut from as fair as they do not possess racial hit dice. All half-elf characters
the winter snow to as dark as the new moon sky. possess the following racial characteristics.
Mutable and inquisitive, half-elves often determine
their personal truth at a young age, and then spend • +2 to One Ability Score: Half-elf characters
the rest of their lives exploring that truth to the fullest receive a +2 bonus to one ability score of their
extent. By taking advantage of multiple apprenticeships, choice at creation to represent their varied na-
pursuing advanced education at the university in Para- ture.
digm or by embarking upon a grand journey, half-elves • Medium: Half-elves are Medium creatures and
seek not only the answers to any and all questions they receive no bonuses or penalties due to their size.
will ask, but a place to call their home. • Normal Speed: Half-elves have a base speed of
Where in other lands half-elves may find themselves 30 feet.
on the outskirts of both elven and human society, the • Low-Light Vision: In dim light, a half-elf can
half-elves of Azag-Ithiel are simultaneously distanced see twice as far as a human.
from their human ancestors and surrounded by other • Curiosity: Half-elves are naturally inquisitive
groups sharing their elven lineage. This has led many about the world around them. They gain a +4
half-elves to feel liberated from what they perceive to be bonus on Diplomacy checks to gather informa-
a “racial destiny”, while others still feel torn from their tion, and Knowledge (history) and Knowledge
past, longing for the detailed family histories proudly (local) become class skills for them. If they
displayed by forgeborn and half-orcs alike. choose a class that has either of those Knowledge
Half-elves tend to ingrain themselves in communities skills as class skills, they gain a +2 racial bonus
that share their personal ethics, though with a leaning on those skills instead.
towards more neutral alignments (i.e., lawful neutral or • Elf Blood: Half-elves count as both elves and
4
humans for any effect related to race. imposing stature makes it virtually impossible to blend
• Focused Study: At 1st, 8th, and 16th level, half- into a crowd. This is more often than not a source of
elves gain Skill Focus in a skill of their choice as great pride, as half-ogres appreciate the attention. It is
a bonus feat. not uncommon, however, for a half-ogre to feel very out
• Multitalented: Half-elves choose two favored of place in the larger cities, where his stature is often dif-
classes at first level and gain a +1 hit point or +1 ficult to accommodate.
skill point whenever they take a level in either Half-ogres are typically chaotic neutral, preferring
one of those classes. to live according to their impulses than by the precepts
• Languages: Half-elves begin play speaking Com- of society. Half-ogre settlements generally follow their
mon and Elven. Half-elves with high Intelligence own structure, paying heed to the national laws only in
scores can choose any languages they want (ex- the broadest sense. Those half-ogres who are naturally
cept secret languages, such as Druidic). inclined towards a life of order almost always pursue a
lifetime military career, as it provides both the stability
Trait they cannot find in their hometowns and the perfect op-
The following trait is available to half-elf player charac- portunity to utilize their great strength.
ters from Azag-Ithiel. Half-ogres are drawn towards classes that comple-
ment their chaotic nature, such as barbarians and fight-
Errand-Runner: To keep up with your apprenticeship, ers. Those who feel a strong bond with the land often
which often sent you from one end of the city to anoth- become druids, oracles, or sorcerers. Half-ogres typically
er, you learned how to anticipate and navigate the flow lack the patience and self-restraint to advance as monks,
of traffic. Your movement is not impeded by crowds. In paladins, and wizards, though some of the greatest half-
addition, you gain a +1 trait bonus on Diplomacy and ogre military champions have followed these paths.
Intimidate checks to influence crowds.
Half-Ogre Racial Characteristics
Half-Ogre Half-Ogre player characters are defined by class levels—
Unlike most other races found in Azag-Ithiel, half-ogres they do not possess racial hit dice. All half-ogre charac-
did not seek refuge from persecution at the hands of the ters possess the following racial characteristics.
Iron Crown Men or certain death from the elementalists
of Enor Ashlord. They had lived in the high peaks for • +4 Strength, -2 Dexterity, -2 Intelligence:
generations, an outcast race too savage for the world of Half-ogres are powerful but clumsy and simple-
men, too human for the ogres who sired them. minded.
They watched from their mountains, and when the • Type: Half-ogres are Humanoid creatures with
call was sent out for representatives to found the All- both the human and giant subtypes.
Races Senate, the half-ogres knew that great opportunity • Size: Half-ogres are Medium creatures and have
had come. Three half-ogre chieftains made the journey no bonuses or penalties due to their size.
to Paradigm, initiating what was for most Newlanders • Base Speed: Half-ogres have a base speed of 30
first contact with their race. The chieftains offered the feet.
might of the clans in return for equal citizenship. The • Low-Light Vision: In dim light, a half-ogre can
half-ogre clans had been met with open hostility from all see twice as far as a human.
they had encountered, and were thus prepared for what • Darkvision (60 feet): Half-ogres can see in the
they saw as not only the possibility, but probability, that dark up to 60 ft.
they would be turned away. To their great surprise and • Natural Armor: Half-ogres gain a +1 natural
pleasure, the chieftains’ offer was readily ratified by the armor bonus to their Armor Class.
other members of the senate. It was at this very mo- • Skill Training: Half-ogres gain a +2 racial bonus
ment that the half-ogre people gained their first allies, an on Climb and Intimidate checks, and these are
unbreakable bond they will defend until the end of time always class skills for them.
itself. • Frenzy: Once per day, when a half-ogre takes
A towering race, half-ogres stand at around 8 feet tall, damage, it may fly into a frenzy as a free action
which of all the denizens of Azag-Ithiel, only the tall- for 1 minute, gaining a +2 racial bonus to Con-
est taddols can match. A half-ogre’s powerful frame and stitution and Strength, but suffering a -2 penalty
5
to AC. is popular choice for a half-orc to enlist in the national
• Ogre Blood: Half-ogres count as both ogres and military, there is much honor to be found outside a mar-
humans for the purpose of any effect related to tial lifestyle, as half-orcs award the same level of honor
race. and respect to lifelong civil servants that they do to deco-
• Languages: Half-ogres begin play speaking rated military veterans.
Common and Giant. Half-ogres with high Intel- Half-orcs tend toward the lawful good and lawful
ligence scores can choose from the following: neutral alignments, their exacting upbringing instilling a
Draconic, Orc, Gnoll and Goblin. sense of racial pride and loyalty. Honor and duty to one’s
family, community and nation is the cornerstone of a
Trait young half-orc’s education.
The following trait is available to half-ogre player charac- Instilled with the racial pride of two very dedicated
ters from Azag-Ithiel. people, half-orcs strive towards greatness. Heroic deeds
earn honor and glory not only for their own name, but
Primal Rage: You fuel the fire of your rage with your for the whole of their family. Half-orc adventurers are
primal nature, tapping into an ancient wellspring of fury a varied bunch, and can be found in a variety of disci-
and hatred. You use Charisma instead of Constitution plines. Half-orcs make for excellent barbarians, fighters
when determining the number of rounds per day you and rogues, and those who seek arcane power are drawn
can rage. Temporary increases to Charisma do not in- toward the path of the magus. Whatever path a half-orc
crease the total number of rounds that can rage each day. chooses, it is preferable to utilize traditional elven and
orcish weapons whenever possible.
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
6
Half-Orc Racial Characteristics hit, you grant an ally within 30 feet a +1 morale bonus
Half-orc player characters are defined by class levels— on attack rolls for 1 round. This ally must be able to see
they do not possess racial hit dice. All half-orc characters or hear you in order to receive this bonus, and each ally
possess the following racial characteristics. can only benefit from this ability once per combat.

• +2 Strength, +2 Dexterity, -2 Wisdom: Half- Kobold


orcs are powerful and nimble, but reckless. Toiling in their mines deep within the rocky earth,
• Medium: Half-orcs are Medium creatures and kobolds are no strangers to hard work. Every tunnel dug
receive no bonuses or penalties due to their size. simultaneously provides their people with a source of
• Normal Speed: Half-orcs have a base speed of revenue and expands their territory.
30 feet. Kobold society is decidedly insular. Having carved
• Darkvision: Half-orcs can see in the dark up to out labyrinthine warrens beneath the surface of
60 feet. Low’Enath, the home life of the kobold people is largely
• Elven Immunities: Half-orcs are immune to unknown to the other races of Azag-Ithiel. This privacy
magic sleep effects and gain a +2 racial saving has lent itself to several surreptitious business dealings,
throw bonus against enchantment spells and ef- especially with the tengu, with whom they share a com-
fects. mon interest in social and financial advancement.
• Gatecrasher: Half-Orcs gain a +2 racial bonus Kobolds detest the elven races as a whole, save forge-
on Strength checks to break objects and a +2 born, whose arcane forges are a profitable source of
racial bonus on combat maneuver checks to income. Forgeborn prefer to spend their time producing
sunder. goods, caring not for the process of gathering their craft-
• Integrated: Half-orcs gain a +1 racial bonus on ing materials. In return for providing the forgeborn with
Bluff, Disguise, and Knowledge (local) checks. iron ore and other crafting materials, kobolds gain access
• Mixed Blood: Half-orcs count as both elves and to weapons, armor, and other goods well beyond their
orcs for any effect related to race. own skill.
• Orc Ferocity: Once per day, when a half-orc is Perfectly willing to harm others in order to advance
brought below 0 hit points but not killed, he their own position, kobolds are typically lawful evil or
can fight on for 1 more round as if disabled. At neutral evil, though they obey surface law whenever
the end of his next turn, unless brought above 0 outside their lairs. Killing another kobold is a crime of
hit points, he immediately falls unconscious and no consequence, so long as the killer’s identity remains
begins dying. unknown. Consequently, quiet assassinations of one’s
• Weapon Familiarity: Half-orcs are proficient rivals happen regularly, as it is the surest way of opening
with longbows (including composite longbows), up new sources of business.
greataxes, and shortbows (including composite Wealthy and powerful kobolds tend to control their
shortbows) and treat any weapon with the word territory through absolute intimidation, so as to dissuade
“elven” or “orc” in its name as a martial weapon. young upstarts from moving in on their territory. Those
• Languages: Half-orcs begin play speaking Com- kobolds in positions of power who make it to old age
mon, Elven and Orc. Half-orcs with high Intel- garner a great deal of respect, most of which comes from
ligence scores can choose from the following: the simple fact that they are still alive, having fended off
Abyssal, Draconic, Giant, Gnoll, Goblin, and assassination attempts.
Sylvan. Many dismiss kobolds out of hand as adventurers
due to their small stature and wary nature. However, it is
Trait these very traits that make for excellent assassins, scouts,
The following trait is available to half-orc player charac- and snipers. At home in dark and cramped tunnels, ko-
ters from Azag-Ithiel. bolds are capable of lying in wait for unsuspecting prey.
While not as common, kobolds can become talented
Commanding Presence: Your sturdy frame and battle- oracles and sorcerers, channeling either the spirits or
field training lead you and your actions to stand out on their draconic bloodline to great effect. Even rarer is the
the battlefield. Whenever you make an attack that reduc- kobold wizard, but there are several from each genera-
es a foe to 0 hit points or fewer or you confirm a critical tion who leave their ancestral homes for the universities
7
in Paradigm, seeking to follow in the footsteps of their nus on Knowledge (engineering) and Profession (miner)
most revered elder, Kurabn Ustam. checks, and Knowledge (engineering) is always a class
skill for you. Additionally, you are proficient with light
Kobold Racial Characteristics and heavy picks.
Kobold player characters are defined by class levels—
they do not possess racial hit dice. All kobold characters Taddol
possess the following racial characteristics. The origin of taddols is shrouded in mystery. A common
belief states that taddols are the offspring of unwary elves
• +2 Dexterity, +2 Charisma, -2 Strength: Ko- captured by cruel ettins in the high mountains. Others
bolds are lithe and amiable but slight. hold that a proud elven queen, having magically enslaved
• Type: Kobolds are Humanoid creatures with the the ettins sought to breed a new race of mighty warriors
reptilian subtype. with which to conquer all neighboring territories. There
• Size: Kobolds are Small creatures and thus gain a are dozens more tales concerning the taddol people, each
+1 size bonus to their AC, a +1 size bonus on at- of them more grandiose—and grotesque—than the last.
tack rolls, a -1 penalty on their combat maneuver Whatever the nature of the beginnings, taddols have
checks and to Combat Maneuver Defense, and a never been welcome in human or elven lands. Many
+4 size bonus on Stealth checks. elves view taddols with apprehension that borders on re-
• Base Speed: Kobolds have a base speed of 30 vulsion, while others simply pity the two-headed people.
feet. Humans tend to react far more violently, often forming
• Darkvision: Kobolds can see in the dark up to hunting parties to rid their lands of the perceived men-
60 feet. ace. Thus, taddols are by necessity a nomadic people,
• Kneecapper: Kobolds gain a +4 racial bonus on transplanting their homes and livestock in order to keep
combat maneuver checks to trip an opponent. would-be pursuers at bay.
• Natural Armor: Kobolds gain a +1 natural ar- Set upon by slavers from the Jheriak Continuance, a
mor bonus to their Armor Class. large band of taddols fled with their few remaining pos-
• Stalker: Perception and Stealth are always class sessions to the Newlands. Impressed though they were
skills for kobolds. by the vast green pastures for their livestock and rivers
• Swarming: Kobolds are used to living and fight- brimming with fish, it was the foundling society, based
ing communally with other members of this race upon the equality of all people, which drew the taddol
can share the same square attack the same foe. If people to stay within its borders, a refuge from the cru-
two members of this race that are occupying the elty of the outside world.
same square attack the same foe, they are consid- Taddol families are generally loosely structured,
ered to be flanking that foe as if they were in two sprawling affairs. As each distinct personality has its own
opposite squares. desires for a mate, a taddol typically has two spouses.
• Swift as Shadows: Kobolds reduce the penalty Because of this, taddol children have two fathers and
for using Stealth while moving by 5, and reduce two mothers each, as well as aunts, uncles, and cousins
the Stealth check penalty for sniping by 10. aplenty.
• Languages: Kobolds begin play speaking Com- A nomadic people, taddols rarely form strong bonds
mon and Draconic. Kobolds with high Intel- with members of other races. Despite this, they are an
ligence scores can choose from the following: incredibly friendly people, and have an excellent mem-
Elven, Goblin, Gnome, Orc, Tengu, Undercom- ory for faces. Though a specific family may not pass by
mon. a particular township for a year or more, they will often
remember each and every person they had previously
Trait met.
The following trait is available to kobold player charac- Taddols tend to be of neutral or chaotic neutral
ters from Azag-Ithiel. alignments, their main concern being the preservation of
their extended family. Though more than a little super-
Tricks of the Trade: Your time spent working in the stitious, taddols hold deep personal beliefs as to the state
quarries and tunnels of the Newlands has imparted upon of the world, and are vigilant to not deplete an area’s
you both knowledge and ability. You gain a +1 trait bo- natural resources beyond what it can easily replenish.
8
As each of a taddol’s heads possesses a unique per- high Intelligence scores can choose from the fol-
sonality and interests, a singular taddol often possesses a lowing: Elven, Giant, Goblin, and Orc.
wide variety of skills. As such, taddols commonly pursue
training in two or more classes, often advancing abilities Trait
that benefit both personalities. Taddols make for excel- The following trait is available to taddol player characters
lent barbarians, bards, druids, fighters, and rangers. It is from Azag-Ithiel.
rare for a taddol to engange in long-lasting apprentice-
ships, as only one-half of their self is sure to find satisfac- Attentive Hunstman: Your keen eyes have little difficul-
tion. Consequently, taddols hardly ever study to become ty spotting tracks, especially in the untouched wilds. You
alchemists, clerics, monks, or wizards. gain a +1 trait bonus on Survival checks made to follow
tracks. This trait bonus increases to +3 while in hilly or
Taddol Racial Characteristics rocky areas.
Taddol player characters are defined by class levels—they
do not possess racial hit dice. All taddol characters pos- Tengu
sess the following racial characteristics. Refusing to eke out their lives on the fringe of society
as second-class citizens, tengus flocked to the Newlands
• +2 Constitution, +2 Wisdom, -2 Intelligence: with other refugees in search of independence and
Taddols are able-bodied and wary, but dim- security. They readily joined their neighbors in forming
witted. Azag-Ithiel, a democratic republic, with hopes of ad-
• Medium: Taddols are Medium creatures and vancing their people to stations never before held by one
receive no bonuses or penalties due to their size. of their kin. Though their avian form seemed unusual to
• Mixed Heritage: Taddols are humanoids with many other races, the tengus of Azag-Ithiel have found
the elf and giant subtypes. an easier time integrating into society than in other
• Normal Speed: Taddols have a base speed of 30 regions, thanks in no small part to their exacting natures
feet. and gift for conversation.
• Low-Light Vision: In dim light, a taddol can see Tengus often hold close business relationships with
twice as far as a human. forgeborn and kobolds, as their related trades of metal-
• Dual Minded: Taddols gain a +2 bonus on all work and mining yield highly profitable earnings for all
Will saving throws. involved parties. When committed to a business deal-
• Healthy: Taddols gain a +4 bonus on Fortitude ing, tengus give their all, and will often find craft inge-
saves against disease and poison, including magi- nious solutions for even the most mundane of troubles.
cal diseases. Because of this, a tengu in a high position of power is
• Mountaineer: Taddols are immune to altitude considered to be a most valuable ally.
sickness and do not lose their Dexterity bonus With their newfound opportunities, tengus observed
to AC when making Climb checks or Acrobatics their neighbors and allies, appropriating the most at-
checks to cross narrow or slippery surfaces. tractive cultural traits for themselves. Though they had
• Multitalented: Taddols choose two favored no overwhelming desire to produce goods of their own,
classes at first level and gain a +1 hit point or +1 the hierarchy of forgeborn guild structure fascinated the
skill point whenever they take a level in either tengu people. The first tengu merchants guild rapidly ex-
one of those classes. panded, and it was not long at all before more and more
• Two Heads: Taddols gain a +4 racial bonus on tengu families began forming their own unions. Tengus
Perception checks. prefer to deal in the trading of commodities, especially
• Languages:Taddols begin play speaking Com- precious stones, gold, iron and silver. Handling such
mon and Taddol, which is a pidgin of Elven, valuable objects sates what is often a covetous desire for
Giant, Goblin and Orc. Creatures that can speak wealth, and the sheer variety of materials exchanged in
any two of these languages may succeed on a DC their markets are a source of great personal pride.
15 Intelligence check to understand the Taddol Tengus aspire to advance as lawyers, bankers, and
tongue. Each additional language in common moneylenders, and those with greater inclination toward
with the pidgin reduces the DC by 5. Check articulation often enter politics, drafting laws that exact
once for each piece of information. Taddols with the greatest benefit for their own interested parties.
9
Despite their propensity for long-winded conversa- they can do so up to three steps up rather than
tions, tengus are incredibly secretive concerning their just two.
personal religious and spiritual beliefs. Most tengus have • Languages: Tengus begin play speaking Com-
a strong aversion to open discussion of religion. Tengus mon and Tengu. Tengus with high Intelligence
are primarily focused on their own self-interests, and scores can choose any languages they want (ex-
thus tend to be of neutral or lawful neutral alignment. cept secret languages, such as Druidic).
Even the most predatory of moneylenders make certain
to work well within the limits of the law, and view lying Trait
and deceit as distasteful methods of earning a profit. A The following trait is available to tengu player characters
tengu found to have engaged in illegal affairs is often from Azag-Ithiel.
shunned by his or her peers, barred from membership in
any of their mercantile guilds. As such, a tengu involved Thick Plumage: Your frame is narrower than it appears;
in illicit dealings often work through third parties, in- much of your size is actually your feathers, giving you
variably of other races, so as to remain plausible denial. the ability to easily navigate tight spaces. The penal-
An innate cunning has led many tengus to the adven- ties on your attack rolls and to your AC for squeezing
turing life. Though their delicate frame keeps many from through a narrow space that is at least half as wide as
fighting on the front ranks, a tengu’s swiftness is ideal your normal space are both reduced by 2.
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,
10
Government of Azag-Ithiel in the making—earn great honor, which often leads to
Much of the Porphyra has existed in near-perpetual several further terms in the Senate.
conflict, racial, religious, and political persecution fuel- Despite the power a senator wields on a daily basis,
ing the fires of hatred and intolerance. Refugees and even the most prominent politicians are not invulner-
nomads, in their flight from such maltreatment, founded able during their tenure. Constituents have the right to
Azag-Ithiel, a free land of free people. Despite any linger- make a motion of no confidence against a senator from
ing animosities between their people, a singular purpose their region at any time, so long as there is clear evidence
united all those within Azag-Ithiel: freedom. The All- of wrongdoing or incompetence. Such motions are not
Races Senate formed a democratic republic to govern the considered lightly, most of which have been successful in
Newlands, while a treatise brought forth by Yolandite removing a senator from his or her position.
clerics, whose histories of the world are among the most Just as the citizens of the Newlands elect their sena-
complete and closely-studied, became a declaration of tors, the members of the All-Races Senate elect a Prime
rights. Treasuring their liberty, every citizen of the New- Minister to oversee the Senate for a period of eight years.
lands is united in solidarity against any force that would A candidate for Prime Minister must be nominated by
dare to threaten their independence. at least three senators, each of whom must hail from a
Every citizen of Azag-Ithiel can have his or her words separate region. Once all candidates have been selected,
heard, can influence policy and aid in the advancement individual regions hold a vote to determine which can-
of society. Each region in that comprises the Newlands didate they support, the results of which their senators
addresses all other matters of law according to the will of uphold in the Senate. There have been two cases of a
the people. In this away, individual regions preserve both senator betraying the trust of his or her constituents and
cultural regional identity, so long as they do not interfere voting for a different Prime Minister. In each occurrence,
with either government law or the independence of any the senator in question was swiftly replaced in a vote of
citizen: the nomadic taddols regulate grazing and forag- no confidence.
ing so as to prevent diminished resources in the coming As so much of Azag-Ithiel’s political machine depends
months, while all who live within the walls of Paradigm upon its members being charismatic, intelligent, and ef-
are guaranteed an apprenticeship for at least four years fective communicators, it is no surprise that the nation’s
time. ambassadors are among the finest in the world. Despite
Each region elects a number of senators to represent the willingness of the Newland’s citizens to defend their
and promote their region’s interests and to defend its country in times of war, battle lies down a path most
people in the case of conflict. How these senators are would avoid if able, especially following the desperate,
elected is up to the individual regions to decide, though costly fracas with Jheriak invaders known as the No-Win
by national law no senator can retain his or her posi- War.
tion indefinitely; elections must be held every four years. Of significant note is the recently-signed non-aggres-
During the time leading up to an election, incumbent sion pact with the Red King of the Northlands. This
and would-be senators campaign according to regional critical diplomatic success has spurned the Senate to
traditions. Each of the half-ogre holds, for example, elect dispatch more and more talented ambassadors to foreign
their senators through a battle royal known as Honor lands in the hopes of strengthening relations with allied
and Blood, though typical campaigns throughout Azag- nations, even as they attempt to sway old enemies.
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
11
12
Settlements of Azag-Ithiel wizard 15)
There are three major settlements within Azag-Ithiel. Otag Nagen, Prime Minister of Azag-Ithiel (LN male
half-orc fist of the word 9)
Paradigm T’kree Chk’ka, Senator (LN tengu expert 7)
Nimtherhel’s father held her hand as he talked with the old Marketplace
man. He stood nearly a head shorter than her father, white Base Value 16,000 gp; Purchase Limit 100,000 gp
wisps of hair sticking out at odd angles. He was a funny- Spellcasting 9th
looking man, but Nimtherhel did not laugh. Laughing at Minor Items any; Medium Items 4d4; Major Items
people was rude, her father often told her. 3d4
Her other hand held the last of the four honey-cakes her
mother had given her just that morning. Her father had The most racially diverse of all settlements within the
laughed as she began eating the cakes as soon as the cart had Newlands, Paradigm serves not only as capital to the
taken them beyond sight of their farmhouse. nation, but as one of the greatest repositories of knowl-
Nimtherhel was to receive her schooling here in the capi- edge in the world. At the center of Paradigm sits Kurabn
tal. She was afraid to be away from home, but for now, her Ustam’s tower, the very same he constructed when he
father’s hand eased her nerves. first discovered the magical wellspring that granted his
The man turned his pale blue eyes to her. “Your father immortality. The tower, which once loomed imposingly
says you are very bright, child. And talented, too. I am over the countryside, now peeks its head above its neigh-
Aeron, teacher of children.” He reached out slowly to shake boring structures: the All-Races Senate, whose dome,
her hand. inlaid with sinuous lines of obsidian, glimmers darkly in
She raised her own hand to meet his, realizing almost the full light of day; and Paradigm’s three universities,
too late that her hand was sticky from the cake. Nimther- whose combined six towers encircle Ustam’s own and
hel felt her cheeks grow hot with embarrassment, and she Patriot Square.
lowered her gaze in order to hide her shame. As she did, a When the All-Races Senate convenes for its seasonal
fat droplet of honey fell from the honey-cake, landing on the sessions, the city bursts at the seams, citizens from across
green fabric of her dress. She frowned at the droplet, reach- the nation come to participate in open forum. Yet even
ing out with her free hand. A pale glow blossomed from her when the vast majority of Senators return to their home
fingertips for a moment, and when it faded, the offending territories, the political machine does not sleep. Ac-
droplet was gone. tors and singers perform political satires upon open-air
Nimtherhel raised her eyes. She could see her father’s lips stages, delivering the news of the day with scathing com-
pursed with disapproval, but the wiry man wore a broad mentary and witticisms laden with hidden meanings.
smile on his face. Though these performances typically run only as long
“Yes, I do believe you will fit in just nicely.” as the news is fresh, the most sensational of stories are
stretched out over weeks, an evolving storyline incorpo-
Paradigm rating recent developments.
NG Metropolis Founded on the dream of freedom and unity, Azag-
Corruption -2; Crime -2; Economy +3; Law +1; Lore Ithiel guarantees freedom to all citizens, though those
+4; Society +5 within the walls of Paradigm experience these freedoms
Qualities academic, artist’s colony, good roads, magi- more so than in other settlements. Rejecting the belief
cally attuned, peacebonding, well educated that one’s station in life is dependent upon the condi-
Danger +10 tions of their birth, the people of Azag-Ithiel are great
Demographics advocates for social advancement.
Government utopian experiment This is most readily apparent in Paradigm, where
Population 33,800 (11,800 half-elves, 7,000 half-orcs, members of all races intermingle, sharing their knowl-
4,200 tengus, 3,600 kobolds, 3,200 half-ogres, 2,200 edge and skills with any who have the earnest desire to
taddols, 1,800 forgeborn) learn. All citizens are assured a minimum of four years
Notable NPCs apprenticeship, and no apprentice (or their family) is
Fhanys Hlaenddare (NG half-elf shieldsword sentinel required to pay for their education and employment.
8) Each master fee is sponsored by the Senate. The son of a
Kurabn Ustam, Father of the Newlands (LG kobold farmer is just likely to become a goldsmith’s apprentice
13
as the son of a merchant or soldier. This has given rise Khambir
to an influx of skilled tradesmen and women, who upon LN Large City
reaching the skill of a journeyman most often return to Corruption -1; Crime +0; Economy +2; Law +6; Lore
their home territories, sharing their craft with an even +1; Society +1
greater population. Qualities abundant, population surge, prosperous, rural,
Similarly, the doors of Paradigm’s universities are strategic location
open to all within the nation. Within the six towers Danger +5
a citizen may receive an education in a wide range of Demographics
fields, though competition is fierce amongst applicants Government military
seeking entry into the more desirable programs. Each Population 21,600 (7,100 half-orcs, 5,600 half-elves,
university has two towers, one serving as dormitories and 3,600 half-ogres, 2,200 taddols, 1,800 kobolds, 800
living facilities for all students and resident faculty, the tengus, 500 forgeborn)
other containing classrooms and offices. Notable NPCs
The three universities are: The Arcanum, Bardh’laga Thozug Cyredraheal, Keeper of Arms (LN half-orc
(where magics, both arcane and divine, are studied, fighter 9)
learned, and practiced), The Academy, Pár’istyar (where Mialen and Maylen, Keepers of Wisdom (LN taddol
students learn a number of practical skills, including cleric3/monk 5)
arithmetic, geometry, astronomy, music, logic, and Korag Stoneheart, Keeper of Fury (N half-ogre barbar-
rhetoric), and The Arboretum, Galadh’tarminas (where ian 5, hulking marauder 4)
advanced farming techniques are developed by druids Marketplace
and wizards alike). Base Value 11,200 gp; Purchase Limit 75,000 gp
Spellcasting 7th
Khambir Minor Items 4d4; Medium Items 3d4; Major Items
Sweat clung to Tark’s skin at he brought the woodaxe down 2d4
his all his strength, the steel head splitting a log cleanly in
two. Another log, another swing, the rhythmic, solid strikes Khambir sits at the very center of Azag-Ithiel, a sprawl-
of metal on wood echoing dully. Though he was large for his ing city built to house and train the nation’s military
age, Tark he carried himself with a lightness and ease that forces. At the heart of the city lies Fort Karaden, a squat,
spoke of an older man. The weight of the axe was comfort- blocky affair. The fort would hardly be impressive if not
ing in his hands, the wood handle small and almost deli- for its immense size, capable of simultaneously housing
cate-looking in his hands. Another log, another swing. every not only the entirety of the Newlands’ military but
The sound of wagon wheels and footsteps broke Tark’s fo- every inhabitant of the city in times of war.
cus on the pile of logs. He stood up straight, wiping his brow Khambir is ruled by three Keepers, masters of war
as he squinted in the fading light. In the distance, a wagon who have risen to excellence. Thozug Cyredraheal serves
trundled up the road. It was laden down with barrels and as Keeper of Arms, a fearsome warrior who has mastered
sacks, most likely food and supplies for Fort Karaden. A the use of every weapon to fall into his hands, oversees
banner flew in the air, the gauntleted hand that heralded the training of the Fists of the Word. The taddol Mialen
the Fists of the Word. and Maylen serve as Keepers of Wisdom, teaching those
Tark longed to join them, to march to the center of the soldiers who have the talent how to bring into harmony
city and declare his allegiance. He was still almost a year both body and spirit. While only a few who train under
too young, and he counted the days until his next nameday, Mialen and Maylen go on to pursue the path of either
marking them off one by one. Grandfather Eaorlin was monk or cleric, their pupils often climb to lofty positions
full of stories from his days as a Fist of the Word, respond- within the military. Korag Stoneheart oversees the small-
ing to calls for aid in the farthest reaches of the Newlands. est, but certainly the most fearsome, troops: Hulking
One day, Tark would tell his own grandchildren of his own Marauders, half-ogre shock troops, whose thundering
honor. charges are feared throughout the neighboring regions.
“Soon.” Tark realized he had spoken aloud. He gripped Situated on a highland surrounded by fertile farm-
the axe handle in his hands, his eyes never leaving the ban- land, the site for Fort Karaden, and the city that sprung
ner flapping in the breeze. “Soon.” up around its walls, was chosen to be as defensible as
possible. Just south of Khambir is the hub for the na-
14
tion’s near-completed system of roads, which allow for in a tighly-woven copper net. The heart still beat softly. This
greatly increased travel within its borders. The road that heart would create a dozen, if not more, doses of fireheart
leads from this crossroads north to Khambir is nar- oil, a powerful poison. Luckily, he had a few buyers in
row and rocky, forcing would-be attackers to drastically mind…
reduce their speed as they move through a four-mile “You, there!”
chokepoint. The voice cut through the smog, and Rist’lak froze in
Despite serving as the home for the nation’s military, place, an unspoken curse catching in his throat. He turned
Khambir feels much more like a small township than his head slowly, watching in horror as a half-dozen armed
a city home to over 20,000 souls, most of whom are men and women emerged from the smoke. Their burnished
soldiers and their immediate families. Soldiers trained in mail shone dully in the dim lighting, but what caught
Fort Karaden are expected to protect their nation, not Rist’lak’s eyes were their dark red cloaks, the color of spilled
only as soldiers, but as strong leaders in their families wine. Terror clawed at his mind, and inside, Rist’lak
and community. A great sense of pride and purpose uni- screamed as the guards approached, the box still held firmly
fies the people of Khambir, strengthening bonds between in his talons.
neighbors almost as strong as those of family. A faint scurrying caught his attention, and Rist’lak
Neighborhoods tend to group around similar racial watched mutely as a small kobold poked his head out of the
backgrounds, each residential district containing the gloom, reaching into the hole for the coinpurse. The kobold
various shops and tradesman necessary to support their gave him a pitying smile before disappearing into darkness.
needs. A great open-air market lines the main thorough-
fare, vendors hawking wares to passers-by as merchants Low’Enath
seek to unload their goods at the city market. LE Large City
The area surrounding Khambir is some of the most Corruption +3; Crime +1; Economy +5; Law +3; Lore
fertile farmland in Azag-Ithiel. As farmers are able to -3; Society +2
harvest more food than either they or the military has Qualities cruel watch, financial center, guilds, insular,
need for, caravans full of grains and produce are a com- legendary marketplace
mon sight heading from Khambir to other townships Danger +10
and cities. Demographics
As the abundance of both soldiers and resources Government council
increases, so do the number of new families outside Population 9,300 (4,000 kobolds, 3,100 forgeborn,
the walls of Fort Karaden. Children flock through city 2,200 tengus)
streets, many of whom dream of one day joining their Notable NPCs
fathers, mothers, brothers, and sisters inside the walls of M’taamo Lhitak, Master of Scales (LN tengu rogue 9)
Fort Karaden. Darnesk Blackflame, Master of Tunnels (NE kobold
sorcerer 8)
Low’Enath (Azag-Lown) Cylithabar Rilynnartnith, Mistress of the Forge (LE
Rist’lak tugged the cowl of his thick cloak tighter against his forgeborn wizard 8)
beak. Fumes from the Runeforges hung heavily in the air, Elya Aleaghymn, Mistress of Trade (LN half-elf expert
thick black smoke and sulfur that burned the lungs and 9)
stung the eyes. His talons clacked dully against the cobble- Marketplace
stones underneath. Base Value 22,400 gp; Purchase Limit 140,000 gp
Rist’lak pulled a purse from his belt, measuring the Spellcasting 6th
weight with his palm. He gingerly dropped the purse into Minor Items 4d4; Medium Items 3d4; Major Items
a small hole in the ground, barely visible in the clinging 1d6
shadows. The clink of coins echoed dully somewhere beneath
where he stood. Nestled in the Abancoi Nicn range is Low’Enath, the
A half-dozen yards away, a small object landed heav- industrial backbone of the nation. Some call it the City
ily beside a broken barrel. Rist’lak crept towards the barrel, of Smoke and Fire, referring to the forges and factories
plucking a small darkwood box from the ground. Opening that produce some of, if not the best arms, armor and
the lid, he let out a slow, contented sigh. trade goods in the world. The skyline is dominated by
Inside the box was a glistening salamander heart, held dark factory towers, looming over the countryside with
15
an even more imposing stature than the mountains labor, though many wonder quietly if the Redcloaks
themselves. protect more than they punish.
Far from being as racially inclusive at either Paradigm Each district contains a number of guilds, each of
or Khambir, Low’Enath is split into three districts. Most which enjoys a great deal of trade, thanks to the ever-
forgeborn, kobolds, and tengus stay within their own busy trade houses in the Fourth District. Though dozens
racial enclaves—known as the Forge, the Tunnels, and of guilds exist within Low’Enath, four have attained
the Scales, respectively—dealing with the others only as greatness over the centuries. The great guilds are: Kyn-
needed by their work. That is not to say that the people nyrarnith, the Sworn to the Flame, those who watch
of Low’Enath are racially intolerant, but rather suffer over the great elven Runeforges; Tyrneazea, practitioners
from a single-mindedness concerning their district’s of the ancient forgeborn art of crystalline alchemy; The
goals. Diggers, kobolds who supply the other guilds with iron,
Situated evenly between the three districts is an area gemstones, and other precious ores from deep within the
controlled not by the city of Low’Enath, but by the great earth; and The Brotherhood of Scales, renowned tengu
trading houses. Known as the Fourth District, the grand copper-, silver- and gold-smiths who mint the central
market is filled near to capacity from sunup to sundown, currency used by the citizens of Azag-Ithiel.
caravans of merchants unloading foodstuffs and textiles,
clearing room for the stone-, metal-, and magic-forged Darnesk Blackflame, Master of Tunnels (NE kobold
goods they hope to trade, both within the borders of sorcerer 8)
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
16
Class Options Voracious Maw (Ex)
The following is a list of optional archetypes, class Prerequisite: Barbarian 4, animal fury rage power
features and prestige classes available to characters from Benefit: While raging, the barbarian gains a second bite
Azag-Ithiel. attack. The damage for both this and the bite attack
gained from the animal fury rage power increase by one
Alchemist Discoveries step, as if his size had increased by one category.
Kobolds in the Newlands were the first to invent these Special: This rage power is available to taddols and other
two new alchemist discoveries. races with two or more heads.

Explosive Barrage Voracious Rend (Ex)


Prerequisite: Alchemist 12, explosive missile, fast bombs Prerequisite: Barbarian 6, voracious maw rage power
Benefit: An alchemist with this discovery can prepare Benefit: If you deal damage to an opponent with the
multiple arrows or crossbow bolts with the power of her bite attacks granted by the animal fury and voracious
bomb, as detailed in the explosive missile alchemist dis- maw rage powers, you deal an additional 1d8 points of
covery. As a full-round action, the alchemist can prepare damage plus your Strength modifier. You can only deal
multiple pieces of ammunition if her base attack bonus this additional damage once per round.
is high enough to grant her additional attacks.
Bardic Masterpieces
Fragmentation Bomb Bard-wizards of the Bardh’laga Arcanum have perfected
Prerequisite: Alchemist 4 this mas-terpiece, and teach it to precocious students.
Benefit: When the alchemist creates a bomb, she can
choose to have it inflict additional piercing damage. Elegy of the Steadfast Soldier (Sing)
Fragmentation bombs deal an additional +2 points of Your performance inspires your allies to press on despite suf-
piercing damage per die from the bomb. This additional fering mortal wounds.
piercing damage is reduced to +1 point per die from the Prerequisite: Perform (oratory) or Perform (sing) 7
bomb to those caught in the splash damage. ranks
Cost: Feat or 3rd-level bard spell known
Barbarian Rage Powers Effect(s): This elegy tells the story of a wounded soldier
Fierce half-ogre barbarians in the Abancoi Nicn moun- who stood his ground against insurmountable odds.
tains teach these rituals of rage to their young and others Though he was quickly overwhelmed by his foes, the
they trust. 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
Iron-Fist Brawler
their Constitution as 5 points higher than normal for
Prerequisite: Barbarian 8, greater brawler rage power
the purpose of determining when hit point damage kills
Benefit: While raging, the barbarian deals more damage
them. She may increase the cost per round of the perfor-
with his unarmed strikes. This ability functions like the
mance up to a total number equal to half her bard level
monk unarmed strike ability, except that the barbarian’s
to increase the amount by 5 points for each additional
effective monk level is equal to her barbarian level -3.
round expended, up to a maximum of 30 points.
Use: 1 bardic performance round per round, plus 1 or
Steady Foothold (Ex) more additional rounds per round to increase the effect
Benefit: While raging, the barbarian can move through Action: 1 immediate action
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
Magus Arcana
Several dojos exist in Azag-Ithiel, most run by enterpris-
barbarian has attained, up to a maximum of 30 feet per
ing half-orcs.
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 Primal Arcana
moves feats stack with those provided by sure footing. Prerequisite: Magus 6, Elemental Spell
17
Benefit: The magus may use points from his arcane pool weapon, he may forgo his sneak attack damage in order
as if they were a primordial mystic’s primal charges. to better poison his foe. If the attack succeeds, the rogue
deals weapon damage as normal, but instead of the rogue
Additional Ranger Combat Styles dealing sneak attak damage, the save DC of any poison
Rangers of various races serve as scouts, border patrols on the weapon increases by +1 for every 2 sneak attack
and skirmishers, protecting Azag-Ithiel’s marches. dice given up.

Polearm: If the ranger selects polearm style, he can Primordial Mystic


choose from the following list whenever he gains a com- Whether walking the paths of good and evil, law and
bat style feat: Polearm Defense, Power Attack, and Shield chaos, primordial mystics do not simply tap into the
Focus. At 6th level, he adds Improved Trip and Polearm primal forces of the world; they are living embodiments
Deflection to the list. At 10th level, he adds Dreadful of the natural world, lightning, fire, water, and stone
Carnage and Greater Trip to to the list. made flesh. Rather than dedicate themselves to a god or
to an ideal, primordial mystics pledge themselves to the
Thrown Weapon: If the ranger selects thrown weapon raw elements that have existed since time immemorial,
style, he can choose from the following list whenever gaining powerful boons as they shape themselves in the
he gains a combat style feat: Distance Thrower, Point- image of their chosen element.
Blank Shot, Precise Shot, Throw Anything, Two-Handed While many primordial mystics channel these gifts in
Thrower, and Quick Draw. At 6th level, he adds Charg- the service of the elemental lords, there are an almost
ing Hurler, Close-Quarters Thrower, and Improved Pre- equal number that distance themselves from those ma-
cise Shot to the list. At 10th level, he adds False Opening levolent forces, finding solace in the untouched world.
and Improved Charging Hurler to the list.
Role: Primordial mystics are capable combatants and
Rogue Talents spellcasters, able to hold their own on the front lines of
The devious kobolds have developed many methods of combat, unleash devastating elemental spells, and trans-
skullduggery over the ages, and are keen to apply them. form into the very elements from which they draw their
powers.
Adaptable Maneuvers (Ex)
Prerequisites: Ki pool Alignment: Any neutral
Benefit: A rogue with this talent can spend 1 point from
his ki pool as a swift action to gain the benefit of Im- Hit Die: d8.
proved Dirty Trick, Improved Disarm, Improved Steal,
or Improved Trip for 1 minute. If this ability is used Alternate Classes: Oracle and sorcerer.
again before the duration expires, the rogue loses the
benefit of the previous feat and gains a new one in its Starting Wealth: 4d6 x 10 gp (average 140 gp). In ad-
place. dition, each character begins play with an outfit starting
worth 10 gp or less.
Hinder Awareness (Ex)
Benefit: A rogue with this ability can cause enemy Class Skills
spellcasters lingering pain, impeding their ability to ef- The primordial mystic’s class skills are Craft (Int), Fly
fectively cast spells. Successful sneak attacks increases the (Dex), Heal (Wis), Knowledge (nature) (Int), Profession
target’s DC to cast spells defensively by +1 for each die (Wis), Spellcraft (Int), and Survival (Wis).
of the rogue’s sneak attack (e.g., 7d6 equals a +7 to the In addition, primordial mystics receive an additional
DC) until the beginning of the rogue’s next turn. class skill depending on their elemental attunement.
Skill Ranks per Level: 4 + Int modifier
Sadistic Poisoner (Ex)
Prerequisites: Sneak attack +2d6 Class Features
Benefit: Anytime a rogue with this talent successfully The following are class features of the primordial mystic.
hits an opponent with a sneak attack using a poisoned
18
Weapon and Armor Proficiency: Primordial mystics receives bonus spells per day if he has a high Charisma
are proficient with the following weapons: club, dag- score.
ger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, A primordial mystic’s selection of spells is extremely
sling, and spear. They are also proficient with all natural limited. A primordial mystic begins play knowing four
attacks of any form they assume with elemental shape 0-level spells and two 1st-level spells of his choice. At
(see below). each new primordial mystic level, he gains one or more
Primordial mystics are proficient with light and me- spells, as indicated on Table: Primordial Mystic Spells
dium armor but like druids, are prohibited from wearing Known. Unlike spells per day, the number of spells a
metal armor. primordial mystic knows is not affected by his Charisma
score; the numbers on Table: Primordial Mystic Spells
Spells: A primordial mystic casts divine spells drawn Known are fixed.
from the primordial mystic spell list. He can cast any Upon reaching 4th level, and at every even-numbered
spell he knows without preparing it ahead of time. To primordial mystic level after that (6th, 8th, and so on),
learn or cast a spell, a primordial mystic must have a a primordial mystic can choose to learn a new spell in
Charisma score equal to at least 10 + the spell’s level. The place of one he already knows. In effect, the primordial
Difficulty Class for a saving throw against a primordial mystic loses the old spell in exchange for the new one.
mystic’s spell is 10 + the spell level + the primordial mys- The new spell’s level must be the same as that of the one
tic’s Charisma modifier. being exchanged. A primordial mystic may swap only a
A primordial mystic can cast only a certain number of single spell at any given level, and must choose whether
spells of each spell level per day. His base daily spell limit or not to swap the spell at the same time that he gains
is given on Table: Primordial Mystic. In addition, he new spells known for the level. He cannot swap any

Table: Primordial Mystic


Fort Ref Will Spells Per Day
Level BAB Special
Save Save Save 1st 2nd 3rd 4th 5th 6th
1st +0 +0 +2 +2 Elemental attunement, orisons, 1 — — — — —
primal pool
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- 4 2 — — — —
ience
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 4 4 2 — — —
shape (3/day)
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 5 5 4 4 2 —
shape (6/day)
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

19
20
spells gained from his elemental attunement. the number of spells given on Table: Primordial mystic
Unlike a wizard, a primordial mystic need not prepare Spells Known. These spells cannot be exchanged for dif-
his spells in advance. He can cast any spell he knows at ferent spells at higher spells.
any time, assuming he has not yet used up his spells per At 3rd, 9th, and 15th level, a primordial mystic is
day for that spell level. granted a boon from his chosen element. He uses his
primordial mystic as his oracle level when determining
Table: Primordial Mystic Spells Known the effects of these revelations. This allows a primordial
Level 0th 1st 2nd 3rd 4th 5th 6th mystic to gain additional revelations (through the extra
1st 4 2 — — — — — revelation feat or by wearing a ring of revelation), but he
2nd 5 3 — — — — — cannot gain a revelation that grants energy resistance.
3rd 6 4 — — — — —
4th 6 4 2 — — — — Table: Primordial Mystic Attunement
5th 6 4 3 — — — — Ele- Oracle Mys-
Energy Type Descriptors
ment tery
6th 6 4 4 — — — —
Air Electricity Air, Electricity Wind
7th 6 5 4 2 — — —
Earth Acid Acid, Earth Stone
8th 6 5 4 3 — — —
Fire Fire Fire, Light Flames
9th 6 5 4 4 — — —
Water Cold Cold, Water Waves
10th 6 5 5 4 2 — —
11th 6 6 5 4 3 — —
12th 6 6 5 4 4 — — Primal Elements
13th 6 6 5 5 4 2 —
The following are the four primal elements with which a
primordial mystic may attune his own magical powers.
14th 6 6 6 5 4 3 —
15th 6 6 6 5 4 4 —
16th 6 6 6 5 5 4 2
Air
Class Skill: A primordial mystic with an elemental at-
17th 6 6 6 6 5 4 3
tunement to air adds Fly to his list of class skills.
18th 6 6 6 6 5 4 4
Descriptors: air, electricity
19th 6 6 6 6 5 4 4
Bonus Spells: thundering blast (2nd), lightning flare
20th 6 6 6 6 6 5 5 (5th), storm shield (8th), tempest’s swiftness (11th), peal of
thunder (14th), downburst (17th).
Orisons: Primordial mystics learn a number of orisons, Attunement Revelations: At 3rd, 9th, and 15th level,
or 0-level spells, as noted on Table: Primordial Mystic your attunement with the primal force of wind grants
Spells Known. These spells are cast like any other spell, you select revelations from the oracle wind mystery.
but they are not expended when cast and may be used Wind Sight (Su): At 3rd level, you gain the wind sight
again. Orisons prepared using other slots, such as those revelation.
due to metamagic feats, are expended normally. Touch of Electricity (Su): At 9th level, you gain the
touch of electricity revelation.
Elemental Attunement: At 1st level, a primordial mystic Wings of Air (Su): At 15th level, you gain the wings of
forms a bond with one of the four primal elements: air, air revelation. You must expend a primal charge as part
earth, fire, and water. This attunement grants him spells of the swift action to activate this ability.
and other abilities as his power grows. A primordial
mystic must attune himself to one primal element upon
Earth
taking his first level of primordial mystic. Once made,
Class Skill: A primordial mystic with an earth elemental
this choice cannot be changed.
attunement to earth adds Climb to his list of class skills.
A primordial mystic gains a +1 bonus to his caster
Descriptors: acid, earth
level when casting spells with a descriptor associated
Bonus Spells: earthen might (2nd), acid burst (5th),
with his chosen element.
acidic tentacle (8th), stoneclub (11th), enduring vitriol
At 2nd level, and every three levels thereafter, a pri-
(14th), caustic rain (17th).
mordial mystic learns an additional spell, derived from
Attunement Revelations: At 3rd, 9th, and 15th level,
his elemental attunement. These spells are in addition to
21
your attunement with the primal force of earth grants pool is equal to 1/2 his primordial mystic level (mini-
you select revelations from the oracle of stone mystery. mum 1) + his Charisma modifier. The pool refreshes one
Crystal Sight (Su): At 3rd level, you gain the crystal per day after 8 hours of rest.
sight revelation. A primordial mystic can expend one charge from his
Touch of Acid (Su): At 9th level, you gain the touch of primal pool as a free action whenever he casts a primor-
acid revelation. dial mystic spell. If he does, he can choose to increase
Earth Glide (Su): At 15th level, you gain the earth increase the caster level by 1. He can spend no more
glide revelation. You must expend a primal charge as part than 1 charge from his primal pool on a given spell in
of the free action to activate this ability. this way. In addition, a primordial mystic can expend a
primal charge when casting many of the spells available
Fire to him in order to alter or enhance the spell’s effects (see
Class Skill: A primordial mystic with an elemental at- the section on spells for additional information).
tunement to fire adds Acrobatics to his list of class skills.
Descriptor: fire, light Elemental Shape (Su): At 4th level, a primordial mys-
Bonus Spells: pillar of fire (2nd), burning diversion tic can expend a primal charge as a standard action to
(5th), fiery furrow (8th), wings of fire (11th), conflagration turn himself into an elemental. This ability functions as
(14th), wildfire (17th). a druid’s wild shape ability, except a primordial mystic
Attunement Revelations: At 3rd, 9th, and 15th level, can only turn himself into a Small elemental of the same
your attunement with the primal force of fire grants you type of his elemental attunement.
select revelations from the oracle flames mystery. At 6th level, a primordial mystic can turn into an
Gaze of Flames (Su): At 3rd level, you gain the gaze of elemental of a type he did not select as his elemental at-
flames revelation. tunement, using his primordial level -2 to determine the
Touch of Flame (Su): At 9th level, you gain the touch effects of his elemental shape.
of flame revelation. A primordial mystic can use this ability an additional
Wings of Fire (Su): At 15th level, you gain the wings time per day at 6th level and every two levels thereafter,
of fire revelation. You must expend a primal charge as for a total of 8 times at 18th level. As a primordial mys-
part of the swift action to activate this ability. tic gains levels, this ability grants him the ability to take
on the form larger elementals. Each form expends one
Water daily usage of this ability, regardless of the form taken.
Class Skill: A primordial mystic with an elemental at- At 8th level, a primordial mystic can use elemental
tunement to water adds Swim to his list of class skills. shape to change into a Medium elemental. Elemental
Descriptors: cold, water shape now functions as elemental body II.
Bonus Spells: tidal thrust (2nd), frozen scythe (5th), At 10th level, an primordial mystic can use elemental
freezing blast (8th), shattering strike (11th), lethargy shape to change into a Large elemental. Elemental shape
(14th), glacial field (17th). now functions as elemental body III.
Attunement Revelations: At 3rd, 9th, and 15th level, At 12th level, a primordial mystic can use elemental
your attunement with the primal force of water grants shape to change into a Huge elemental. Elemental shape
you select revelations from the oracle waves mystery. now functions as elemental body IV.
Water Sight (Su): At 3rd level, you gain the water
sight revelation. Primal Resilience (Su): At 5th level, a primordial mys-
Wintry Touch (Su): At 9th level, you gain the wintry tic gains resistance 10 against his attuned energy type, as
touch revelation. given on Table: Primordial Mystic Attunement. This
Fluid Travel (Su): At 15th level, you gain the fluid resistance increases to 10 at 10th level and 20 at 15th
travel revelation. You must expend a primal charge as level.
part of the action to activate this ability.
Elemental Manipulator (Su): A primordial mystic gains
Primal Pool (Su): At 1st level, a primordial mystic gains Elemental Spell as a bonus metamagic feat at 7th level.
a pool of primal charges, raw elemental energy he can re- He must choose the appropriate energy type based on
lease to grants his spells and other abilities greater effect. his elemental attunement. By expending a primal charge
The number of charges in a primordial mystic’s primal as a free action when casting a spell, he can apply this
22
feat to any spell without increasing the casting time. shattering strike*, solid fog, spike stones, stroneclub*, stone
At 13th level, a primordial mystic using this ability shape, stoneskin, tempest’s swiftness*, touch of slime, vitriolic
does not increase the level or casting time. mist, wall of fire, wings of fire*.
5th-Level Primordial Mystic Spells—acidic spray,
Elemental Mastery (Su): At 20th level, a primordial blight, communal stoneskin, cone of cold, corrosive confla-
mystic’s bond with his chosen element reaches its pin- gration*, consumption, enduring vitriol*, fickle winds, fire
nacle. He gains immunity to sneak attacks and dam- snake, geyser, icy prison, lethargy*, life bubble, lightning
age from his energy type. Additionally, he gains a 75% arc, peal of thunder*, transmute mud to rock, transmute
chance of ignoring critical hits and the bonus damage rock to mud, wall of stone.
from sneak attacks, as though he were wearing armor of 6th-Level Primordial Mystic Spells—acid fog, call
heavy fortication. lightning storm, caustic rain*, chain lightning, control wa-
As long as he has at least 1 charge in his primal pool, ter, downburst*, fire seeds, firestorm, freezing sphere, glacial
a primordial mystic can cast any spell granted by his field*, mass bear’s endurance, mass bull’s strength, mass cat’s
elemental attunement with a primal charge without grace, mass eagle’s splendor, mass fox’s cunning, mass owl’s
actually expending a charge from his pool. wisdom, move earth, scouring winds, sirocco, stone tell, tar
pool, wall of iron, vortex, wildfire*, wind walk.
Primordial Mystic Spells
Primordial mystics gain access to the following spells. Klurg Rockwhisper (CR 1/2; XP 200)
Spells marked with an asterisk* appear in this book. Male half-ogre primordial mystic 1
0-Level Primordial Mystic Spells—create water, N Medium humanoid (giant, human)
detect magic, detect poison, flare, know direction, light, Init +2; Senses darkvision 60 ft., low-light vision; Per-
mending, purify food and drink, read magic, resistance, ception -1
spark, stabilize, virtue. Defense
1st-Level Primordial Mystic Spells—air bubble, AC 17, touch 12, flat-footed 15
alter winds, burning hands, chill touch, corrosive touch, (+4 armor, +2 Dex, +1 natural)
damp powder, decompose corpse, earthen might*, endure hp 9 (1d8+1)
elements, expeditious excavation, entangle, faerie fire, flare Fort +1, Ref +3, Will +1
burst, hydraulic push, icicle dagger, jump, marid’s mastery, Offense
mudball, obscuring mist, pillar of flame*, produce flame, Speed 20 ft. (30 ft. without armor)
read weather, shocking grasp, stone fist, thundering blast*, Melee quarterstaff +2 (1d6+2)
tidal thrust*, touch of the sea, weaken powder. Ranged sling +1 (1d4+2)
2nd-Level Primordial Mystic Spells—acid burst*, Special Attacks frenzy, primal pool 3
bear’s endurance, bull’s strength, burning diversion*, cat’s Spells Known (CL 1st; concentration +3)
grace, communal eagle’s splendor, elemental speech, endure 1st (2/day)—earthen might, stone fist
elements, flaming sphere, fog cloud, fox’s cunning, create trea- 0th (at-will)—detect magic, know direction, read magic,
sure map, flame blade, frigid touch, frost fall, frozen scythe*, stabilize
gust of wind, gusting sphere, lightning flare*, owl’s wisdom, Statistics
resist energy, slipstream, spider climb, stone call, unshakable Str 14, Dex 12, Con 13, Int 10, Wis 8, Cha 15
chill, wind wall. Base Atk +0; CMB +0; CMD 12
3rd-Level Primordial Mystic Spells—acidic tenta- Feats Combat Casting
cle*, aqueous orb, ash storm, badger’s ferocity, call lightning, Skills Climb +8, Craft (stonework) +4, Intimidate +5,
campfire wall, cloak of winds, continual flame, daylight, Spellcraft +4; Racial Modifier +2 Climb, +2 Intimidate
elemental aura, fiery furrow*, firestream, flame arrow, SQ elemental attunement (earth)
freezing blast*, lightning bolt, hydraulic torrent, ice spears, Languages Common, Giant
ice storm, protection from energy, resinous skin, shifting Combat Gear tanglefoot bags (2); Gear backpack, hide
sand, sleet storm, storm shield*, water breathing. armor, quarterstaff, sling, 10 sling bullets, silver unholy
4th-Level Primordial Mystic Spells—air walk, ball symbol of Najim; Coins 8 gp
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,
23
Hulking Marauder (Prestige Class) Weapon and Armor Proficiency: A hulking marauder is
While the half-ogres of Azag-Ithiel may be but distant proficient with all simple and martial weapons, light ar-
descendants of their brutish ogre forbears, they carry mor, medium armor, and shields (except tower shields).
within them a remnant of that primal rage. Many half-
ogres keep those urges at arm’s length, but there are a Rage (Ex): At 1st level, a hulking marauder learns to
large number who give themselves over to the ancient channel his bloodlust into a powerful source of energy.
ferocity within. This functions as the barbarian ability of the same name.
Those who seek such training make the journey to A hulking marauder’s class levels stack with any other
Fort Kraden in the city of Khambir. Here they learn to classes granting this ability for determining the effects
channel their fury into more than just brute strength. of rage powers and the number of rounds per day the
Here they undergo intense physical conditioning to join marauder can rage.
the military might known as hulking marauders, heavily
armor shock troops whose thundering charges inspire Swift Charge (Ex): At 1st level, so long as a hulking ma-
fear in those who would arouse the wrath of Azag-Ithiel. rauder’s speed is not being reduced by armor or encum-
brance, he may move up to three times his speed when
Hit Die: d10. making a charge.

Requirements Rage Power (Ex): At 2nd, 5th, and 8th level, a hulk-
To qualify to become a hulking marauder, a character ing marauder receives a barbarian rage power for which
must fulfill all the following criteria: he qualifies, adding his hulking marauder level to his
Base Attack Bonus: +5. barbarian level to determine access.
Feats: Power Attack.
Race: Half-ogre. Uncanny Dodge (Ex): At 2nd level, a hulking marauder
Skills: Acrobatics 5 ranks, Intimidate 5 ranks. 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
Class Skills
his Dexterity bonus to AC if an opponent successfully
The hulking marauder’s class skills (and the key ability
uses the feint action against him. If a hulking marauder
for each skill) are Acrobatics (Dex), Climb (Str), Intimi-
already has uncanny dodge from a different class, he
date (Cha), Perception (Wis), and Swim (Str).
automatically gains improved uncanny dodge instead.
Skill Ranks at Each Level: 2 + Int Modifier
Armor Training (Ex): At 3rd level, a hulking marauder
Class Features gains armor training, as the fighter ability. At 7th level,
The following are class features of the hulking marauder. he gains armor training 2 and heavy armor proficiency.

Table: Hulking Marauder


Level Base Fort Ref Will Special
Attack Save Save Save
Bonus
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

24
Indomitable Resolve (Ex): At 3rd level, a hulking ma- Statistics
rauder becomes immune to fear (magical or otherwise). Str 19, Dex 8, Con 15, Int 11, Wis 12, Cha 8
Base Ark +10; CMB +13; CMD 22
Overwhelming Charge (Ex): At 5th level, when a Feats Dazzling Display, Improved Initiative, Iron Will,
hulking marauder hits with a melee attack at the end of Power Attack, Shatter Defenses, Weapon Focus (halberd)
a charge, he may spend a swift action to automatically Skills Acrobatics +3, Climb +13, Craft (trap) +8, Intimi-
score a critical threat. He must still confirm the critical date +9, Knowledge (nature) +8, Survival +9 (+11 track);
hit as normal. He can use this ability a number of times Racial Modifiers +2 Climb, +2 Intimidate; ACP -1
per day equal to 1/2 his hulking marauder level. Languages Common, Giant
SQ armor training 1, favored terrain (forest +2), hunter’s
Improved Uncanny Dodge (Ex): At 6th level, a hulking bond (companions), track +2, wild empathy +4
marauder can no longer be flanked. This defense denies a Combat Gear potion of cure moderate wounds; Gear belt
rogue the ability to sneak attack the marauder by flank- of giant strength +2, +1 halberd, +2 chain shirt, handy
ing him, unless the attacker has at least four more rogue haversack; Coins 40 gp
levels than the target has hulking marauder levels.
Lithic Guardian (Prestige Class)
If a character already has uncanny dodge from another The first lithic guardians were half-ogres who sought to
class, the levels from the classes that grant uncanny defend their mountain homes from invasion. Channel-
dodge stack to determine the minimum rogue level ing the raw essence of the earth, they augmented the
required to flank the character. strength of their animal companions with the blessing of
stone. Such animal companions possessed tough, rocky
Greater Rage (Ex): At 9th level, a hulking marauder exteriors, as if they had been hewn from the very moun-
gains greater rage; this works like the barbarian ability of tains they protected.
the same name. Druids and rangers alike heed the call of the lithic
guardian, swearing their lives to protecting land and in-
Hurtling Onslaught (Ex): At 10th level, when using the habitants alike. For these guardians, the blessing of stone
charge action, a hulking marauder can instead make a deepens the connection of their animal companion with
full attack or vital strike at the end of a charge. the very land they are sworn to defend.

Chandar Sog (CR 9; XP 6,400) Hit Die: d8.


Female half-ogre ranger 5/hulking marauder 5
CG Medium humanoid (giant, human) Requirements
Init +3; Senses darkvision 60 ft., low-light vision, Per- To qualify to become a lithic guardian, a character must
ception +1 fulfill all the following criteria:
Defense Feats: Lithic Summons.
AC 16, touch 15, flat-footed 15 Skills: Handle Animal 5 ranks, Knowledge (nature) 5
(+6 armor, -1 Dex, +1 natural) ranks.
hp 79 (10d10+20) Special: Animal companion class feature.
Fort +9, Ref +5, Will +6 Spells: Must be able to cast summon nature’s ally.
Defensive Abilities uncanny dodge; Immune fear
Offense
Class Skills
Speed 30 ft.
The lithic guardian’s class skills (and the key ability for
Melee +1 halberd +16/+11 (1d10+7/x3)
each skill) are Climb (Str), Handle Animal (Cha), Heal
Special Attacks favored enemy (giants +4, humans +2),
(Wis), Knowledge (nature), Spellcraft (Int), and Survival
frenzy 1/day, rage (14 rounds/day), indomitable charge
(Wis).
2/day, rage power (steady foothold, knockback), swift
Skill Ranks at Each Level: 4 + Int Modifier
charge
Spells Prepared (CL 2nd; concentration +3)
1st—compel hostility (W-DC 12), hunter’s howl Class Features
The following are class features of the lithic guardian.

25
Weapon and Armor Proficiency: Lithic guardians gain duration does not need to be consecutive, but it must be
no proficiency with any weapon or armor. spent in 1-hour increments. The lithic guardian must be
within 30 feet of her animal companion and have line
Spells per Day: At the indicated levels, a lithic guardian of sight in order to use this ability. If she has multiple
gains new spells per day as if she had also gained a level animal companions, only one such animal companion
in a divine spellcasting class she belonged to before add- can be affected by this ability at a time; if she uses this
ing the prestige class. She does not, however, gain other ability a second time, the previous transformation effect
benefits a character of that class would have gained, ends immediately.
except for additional spells per day, spells known (if she
is a spontaneous spellcaster), and an increased effective Favor of Stone (Ex): As a lithic guardian gains levels,
level of spellcasting. If she had more than one divine she augments her animal companion. At 2nd level, and
spellcasting class before becoming a lithic guardian, she then again every 2 levels thereafter (up to 8th level), a
must decide to which class she adds the new level for the lithic guardian grants her animal companion a favor of
purpose of determining spells per day. stone. The animal companion gains the benefits granted
by favors of stone only while in stoneform, and some of
Lithic Companion (Ex): At 1st level, a lithic guardian’s these favors require the lithic guardian or animal com-
class levels stack with levels in all classes that grant an panion to take an action first. Unless otherwise noted,
animal companion for the purpose of determining his she cannot select an individual favor more than once.
animal companion’s abilities. Earth Glide (Ex): While in stoneform, the lithic guard-
ian’s animal companion gains a burrow speed equal to its
Stoneform (Su): A lithic guardian can instill one of her base speed. At 7th level, her animal companion gains the
animal companions with the might of stone as a stan- earth glide universal monster ability. She must be at least
dard action that doesn’t provoke attacks of opportunity. 4th level to grant your companion this favor.
An animal companion so transformed gains the lithic Forceful Maneuvers (Ex): The lithic guardian’s animal
creature template and becomes a magical beast for the companion adds half her lithic guardian class level on all
purposes of determining which spells affect it. The effect CMB checks and to its CMD.
lasts for 1 hour per lithic guardian level, or until your Freeze (Ex): The lithic guardian’s animal companion
animal companion changes back (a free action). This can hold itself so still it appears to be an inanimate ob-

Table: Lithic Guardian


Level BAB Fort Ref Will Special Spells Per Day
Save Save Save
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 +1 level of divine spellcasting class
exemplar (1/day)
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 +1 level of divine spellcasting class
exemplar (3/day)
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 +1 level of divine spellcasting class
stone.

26
ject, either a statue or rock formation. It can take 20 on increases to 50%. This does not stack with similar abili-
its Stealth check to hide in plain sight as a stone statue ties that negate critical hits and sneak attacks (such as
or rock formation. She must be at least 4th level to grant fortification armor). The lithic guardian can grant this
her animal companion this favor. favor up to two times; the effects stack. The guardian
Improved Natural Armor (Ex): While in stoneform, the must be at least 4th level to grant her animal companion
lithic guardian’s animal companion’s rocky hide thickens, this favor.
giving it a +2 bonus to its natural armor. She can grant Tremorsense (Ex): While in stoneform, the lithic guard-
this favor up to three times. ian’s animal companion gains tremorsense out to a range
Increased Damage Reduction (Ex): The lithic guardian’s of 30 feet. She must be at least 8th level to grant her
animal companion’s damage reduction from this class in- animal companion this favor.
creases by 1/—. The lithic guardian can grant this favor Unyielding Fortitude (Ex): While in stoneform, the
up to two times. Its effects stack. She must be at least 6th lithic guardian’s animal companion is immune to the
level to grant her animal companion this favor. sickened and nauseated conditions.
Powerful Wings (Ex): The lithic guardian’s animal Vigilant Protector (Ex): The lithic guardian’s animal
companion can use its Strength modifier instead of its companion can select one ally as a swift action. While
Dexterity modifier when making Fly checks. In addition, it is adjacent to this ally and fighting defensively, the
the animal companion is treated as one size category animal companion forsakes the dodge bonus from fight-
larger when determining its size for the purposes of ing defensively, instead granting the selected ally a +2
determining the force of wind necessary to be checked or circumstance bonus to AC for 1 round. At 6th level, and
blown away. again at 10th level, this circumstance bonus increases by
Powerful Leap (Ex): While in stoneform, the lithic an additional +2.
guardian’s animal companion can use its Strength modi-
fier instead of its Dexterity modifier when making Ac- Damage Reduction (Ex): At 3rd level, the lithic guard-
robatics checks to jump. In addition, it always counts as ian’s animal companion gains damage reduction. Sub-
having a running start when making jump checks using tract 1 from the damage the animal companion takes
Strength. each time it is dealt damage from a weapon or natural
Retributive Guardian (Ex): Once per round the lithic attack. At 5th level, and every two lithic guardian levels
guardian’s animal companion can make an attack of thereafter (7th and 9th level), this damage reduction
opportunity against an enemy it threatens when that rises by 1 point.
enemy confirms a critical hit against an adjacent ally. The
lithic guardian must be at least 4th level and must have Earthborn Exemplar (Su): At 3rd level, the lithic
granted her animal companion the vigilant protector guardian can spend a standard action. Once per day,
favor prior to selecting retributive guardian. the lithic guardian may spend a standard action to grant
Spiked Hide (Ex): The lithic guardian’s animal compan- herself the blessing of earth. The lithic guardian gains
ion’s hide grows thick, rigid spikes. These act like armor a +2 bonus to her natural armor bonus and suffers a -2
spikes. Any creature attacking the animal companion penalty to her Dexterity. The effect lasts for 1 minute per
with natural weapons takes 1 point of piercing damage lithic guardian level, or until she chooses to change back
for each attack that hits. The animal companion’s spikes (a free action). A lithic guardian can use this ability an
are treated as a single secondary natural weapon and deal additional time per day at 5th level and every two levels
1d4 points of damage. thereafter, for a total of 4 times at 9th level.
Staunch Resilience (Ex): The lithic guardian’s animal At 5th level, when the lithic guardian uses blessing
companion is immune to bleed damage and poison. She of earth, she gains the use of a single favor of stone she
must have granted her animal companion the unyielding has granted her animal companion, chosen when she
fortitude favor prior to selecting staunch resilience. uses this ability. She must meet any requirements of that
Stone Core (Ex): The internal anatomy of the lithic favor in order to grant it to herself. If the lithic guardian
guardian’s animal companion furthers its transforma- uses blessing of earth a second time, the previous favor
tion to pure stone, reducing the chance of grave injuries. is immediately replaced. At 9th level, the lithic guardian
When a critical hit or sneak attack is scored on her ani- gains the use of a second favor of stone whenever she
mal companion, the chance that the critical hit or sneak uses blessing of earth.
attack is negated and damage is instead dealt normally
27
Apotheosis of Stone (Su): At 10th level, the lithic Maeg (Eagle Companion, Stoneform)
guardian completes the transformation of her animal N Small magical beast (augmented animal, earth)
companion into the embodiment of the earth. She im- Init +2; Senses low-light vision; Perception +2
mediately grants her animal companion two favors of Defense
stone. Additionally, the lithic guardian’s animal compan- AC 22, touch 13, flat-footed 20
ion can remain in stoneform indefinitely. (+2 Dex, +9 natural, +1 size)
hp 51 (6d8+24)
Nega (CR 7; XP 3,200) Fort +7, Ref +7, Will +4
Female taddol hunter 5/lithic guardian 3 Defensive Abilities devotion, evasion, light fortification,
N Medium humanoid (elf, giant) stone core
Init +2; Senses low-light vision; Perception +11 Offense
Defense Speed 10 ft., fly 70 ft. (clumsy)
AC 18, touch 13, flat-footed 15 Melee bite +7 (1d4+1), 2 talons +7 (1d4+1)
(+5 armor, +3 Dex) Special Attacks earth mastery
hp 63 (8d8+24) Statistics
Fort +7, Ref +8, Will +6; +4 vs. disease, poison Str 12, Dex 14, Con 18, Int 2, Wis 14, Cha 6
Offense Base Atk +4; CMB +4; CMD 18
Speed 30 ft. Feats Toughness, Skill Focus (Perception), Weapon
Melee mwk battleaxe +7 (1d8+1/x3) Finesse
Ranged +1 composite longbow (+1 Str) +10 (1d8+2/x3) Skills Fly -2, Perception +11, Stealth +14
Special Attacks earthborn exemplar 1/day SQ link, poweful wings, share spells
Spells Known (CL 7th; concentration +7) Tricks aiding attack, combat trained, distracting attack,
3rd (1/day)—greater animal aspect, summon nature’s second chance strike
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

28
Crystalline Chemist (Alchemist; Forgeborn) Ranged bomb 14/day (3d6+4 acid plus 9 piercing;
Even as the Kynnyrarnith expanded their production at R-DC 17)
the Runeforges by accepting outsiders into their ranks, Extracts Prepared (CL 6th; concentration +10)
the Tyrneazea keep their guild techniques a closely- 2nd—adhesive blood (R-DC 16), invisibility, protection
guarded secret. Masters of their craft, they augment both from arrows, vomit swarm
their bodies and their bombs with crystalline alchemy. 1st—adhesive spittle (R-DC 15), bomber’s eye, cure light
wounds, shield, urban grace
Fragmentation Bombs: At 2nd level, a crystalline chem- Spell-Like Abilities (CL 6th; concentration +10)
ist gains fragmentation bomb as a bonus discovery, even 1/day—comprehend languages, detect magic, detect poi-
if she does not meet the prerequisites. At 4th level, and son, read magic
every four levels thereafter, the additional piercing dam- Statistics
age increases by +1 per die. This ability replaces throw Str 8, Dex 12, Con 12, Int 18, Wis 14, Cha 11
anything and poison use. Base Atk +4; CMB +3; CMD 14
Feats Brew Potion, Extra Bombs (x2), Point Blank Shot
Admixture Bombs (Ex): At 2nd level, when a crystalline Skills Appraise +13 (+15 metal, gemstones), Craft
chemist creates a bomb using the fragmentation bomb (alchemy) +13, Craft (weapons) +13 (+15 metal, stone),
discovery, she can also choose to modify the bomb using Disable Device +11, Knowledge (engineering) +11, Pro-
a second discovery. This ability replaces poison resistance fession (blacksmith) +11 (+13 metal, stone), Spellcraft
+2 and +4. +13, Use Magic Device +9
Languages Common, Draconic, Elven, Goblin, Gnome,
Still Mind (Ex): At 3rd level, a crystalline chemist gains Tengu
still mind, as the monk ability of the same name. This SQ admixture bombs, alchemy (alchemy crafting +6,
ability replaces swift alchemy. identify potions), discoveries (acid bombs, extend po-
tion, fragmentation bombs, precise bombs), elven magic,
Crystalline Armor (Su): At 6th level, whenever a mutatagen (+4/-2, +6 natural, vulnerable to sonic, 60
crystalline chemist uses her mutagen, she also gains an minutes), still mind, weapon familiarity
additional +4 bonus to her natural armor, but she gains Combat Gear potions of (enlarge person [2], reduce person
vulnerability to sonic damage. This ability replaces swift [2], bear’s endurance, cure moderate wounds, resist energy
poisoning. (fire)); Gear formula book, +1 leather armor, potion belt,
spell component pouch, +1 warhammer; Coins 35 gp
Focused Impact (Ex): At 8th level, whenever a crys-
talline chemist uses a discovery to modify a bomb she Fist of the Word (Ranger Archetype)
creates, the DC for any secondary effect (e.g., deafened, The legion of Azag-Ithiel, the Fists of the Word are
staggered, etc.) caused by any bombs she throws are predominantly made up of half-orcs, though forgeborn,
increased by +2. This ability replaces poison resistance +6 taddols, and others with either elven or orcish blood
and poison immunity. find their way into their ranks. Learning to master both
traditional elven and orcish weapons, the fists carry on
Kyrtanyr Athemyr (CR 5; XP 1,600) an ancient legacy of determination and pride.
Male furnace elf alchemist (crystalline chemist) 6
LG Medium humanoid (elf ) Skills: At 1st level, a fist of the word adds Diplomacy,
Init +1; Senses low-light vision; Perception +2 Knowledge (local), and Sense Motive to his list of class
Defense skills and removes Knowledge (dungeoneering) and
AC 14, touch 11, flat-footed 13 Knowledge (geography) from his list of class skills.
(+3 armor, +1 Dex)
hp 36 (6d8+6) Military Discipline: A fist of the word counts his ranger
Fort +6, Ref +6, Will +4; +4 vs. enchantment level as his fighter level for the purpose of qualifying for
Immune sleep feats. If he has levels in fighter, these levels stack. This
Offense ability replaces wild empathy.
Speed 30 ft.
Melee +1 warhammer +4 (1d4-1, 19-20)
29
Hunter’s Bond (Ex): At 4th level, when a fist of the Statistics
word gains the hunter’s bond ability, he must choose to Str 18, Dex 12, Con 14, Int 13, Wis 10, Cha 8
bond with his companions. Base Atk +4; CMB +8; CMD 19
Feats Endurance, Power Attack, Pushing Assault, Skill
Martial Adaptability (Ex): At 7th level, the fist of the Focus (Sense Motive), Weapon Focus (greataxe)
word can change each combat feat he possesses that Skills Climb +8, Diplomacy +6 (+10 gather informa-
applies to a specific weapon (e.g., Weapon Focus) to in- tion), Intimidate +6, Knowledge (local) +10, Sense
stead apply to a different weapon for 1 minute per class Motive +10, Survival +7, Swim +8; Racial Modifiers +2
level. He can use this ability a number of times per day Knowledge (local), Knowledge (history) is a class skill;
equal to 1/2 his ranger level + his Wisdom modifier. This ACP -3
ability replaces woodland stride. Languages Common, Elven, Giant
SQ favored terrain (mountain +2), hunter’s bond (com-
Racial Weapon Training (Ex): At 11th level, a fist of panions), military discipline, multitalented, track +2
the word receives extended martial training in weapons Combat Gear potion of cure moderate wounds, potion
from either the elven or orcish racial weapon groups, as of resist energy (cold); Gear 20 arrows, backpack, mwk
noted below. Whenever he attacks with a weapon from battle axe, mwk breastplate, mwk longbow; Coins 3 gp
the selected group, he gains a +1 bonus on attack and
damage rolls. Shieldsworn Sentinel (Bard Archetype)
When the fist of the word reaches 19th level, he Shieldsworn sentinels dedicate themselves to the people
receives training in the racial weapon group he did not of Azag-Ithiel directly, not to its government. They form
choose at 10th level. He gains a +1 bonus on attack and strong ties with those they watch over, becoming highly
damage rolls with weapons in this group, and the bonus- respected and valued members of those communities.
es granted by his previous selected increase by +1 each.
Elven: composite longbow, composite shortbow, long- Bardic Performance: A shieldsworm sentinel gains
bow, longsword, rapier, shortbow, composite shortbow, the following bardic performances.
and any weapon with the word “elven” in its name. Quell Emotions (Sp): At 1st level, a shieldsworn
Orcish: falchion, greataxe, and any weapon with the sentinel can use her performance to pacify one or more
word “orc” in its name. creatures, preventing them from acting in an aggres-
This replaces quarry and improved quarry. sive manner. This effect functions as a calm emotions
spell that lasts as long as the target can hear her perfor-
Greater Bond (Ex): At 12th level, the fist of the word’s mance. Each creature must be within 60 feet, able to
bond with his allies improves. When he spends a move both see and hear the shieldsworn sentinel, and capa-
action to activate his hunter’s bond ability, he grants his ble of paying attention to her. The shieldsworn sentinel
allies his full favored enemy bonus instead of just half- must also be able to see the creatures affected. For
This ability replaces camouflage. every three levels a shieldsworn sentinel has attained
beyond 6th, she can target one additional creature with
Birannon Manbeard (CR 3; XP 800) this ability. The shieldsworn sentinel cannot target her-
Male half-elf ranger (fist of the word) 4 self with this ability. A Will saving throw (DC 10 + 1/2
LN Medium humanoid (elf, human) the shieldsworn sentinel hit dice’s + his Cha modifier)
Init +1; Senses low-light vision; Percpetion +0 negates the effect. A creature who successfully saves is
Defense immune to this performance for 24 hours. Quell emo-
AC 17, touch 11, flat-footed 16 tions is an enchantment (compulsion), mind-affecting,
(+6 armor, +1 Dex) language-dependent ability and relies on audible com-
hp 34 (4d10+8) ponents. This ability replaces fascinate.
Fort +6, Ref +5, Will +1 A shieldsworn sentinel can use the suggestion or mass
Offense suggestion performances on any creature currently af-
Speed 30 ft. fected by her quell emotions performance. This ability
Melee mwk greataxe +10 (1d12+6/x3) alters the standard suggestion and mass suggestion bardic
Ranged mwk longbow +5 (1d8/x3) performance ability.
Special Attacks favored enemy (outsider [water] +2)
30
Mighty Shield (Ex): At 1st level, a shieldsworn sentinel as her bonded item. She may not choose a familiar or
gains Shield Focus as a bonus feat. other type of bonded item. She may use the hand hold-
A shieldsworn sentinel deals more damage with a ing her bonded shield for somatic components. This
shield bash than a normal person would, as shown below ability replaces lore master.
on Table: Shieldsworn Sentinel Shield Damage. This abil-
ity replaces bardic knowledge. Arcane Armor (Ex): At 10th and 16th level, a shield-
sworn sentinel gains increased armor proficiency. This
Table: Shieldsworn Sentinel Shield Damage works like the arcane armor ability of the arcane duelist
bard archetype, except the shieldsworn sentinel incurs a
Level Light Shield (Dam) Heavy Shield (Dam) chance of arcane spell failure if she if is wearing medium
S M L S M L or heavy armor and not wielding a shield. This ability
1st– 1d3 1d4 1d6 1d4 1d6 1d8 replaces jack of all trades.
4th
5th- 1d6 1d6 1d8 1d6 1d8 2d6 Zargagg the Deft (CR 2; XP 200)
9th Female half-orc bard (shieldsworn sentinel) 3
10th- 1d8 1d8 1d10 1d8 1d10 2d8 CG Medium humanoid (orc, elf )
14th Init +1; Senses darkvision 60 ft.; Perception -2
Defense
15th- 1d10 1d10 2d6 1d10 2d6 3d6
AC 15, touch 11, flat-footed 14
19th
(+4 armor, +1 Dex)
20th 2d6 2d6 2d8 2d6 2d8 3d8 hp 23 (3d8+6)
Bonus Feat: At 2nd level, and every 4 levels thereafter, a Fort +2, Ref +4, Will -2; +2 vs. enchantment
shieldsworn sentinel may select a bonus feat. These feats Defensive Abilities orc ferocity; Immune sleep
must be taken from the following list: Improved Shield Offense
Bash, and Two Weapon Fighting. At 6th level, the fol- Speed 30 ft.
lowing feats are added to the list: Covering Defense, and Melee mwk greataxe +6 (1d8+3/x3)
Shield Slam. At 10th level, the following feats are added Special Attacks bardic performance 10/day (counter-
to the list: Greater Shield Focus, and Shield Master. song, distraction, inspire courage, quell emotions (W-
At 14th level, the following feats are added to the list: DC 13))
Bashing Finish, and Greater Shield Specialization. A Spells Known (CL 3rd; concentration +5)
shieldsworn sentinel need not meet the normal or class- 1st (4/day)—anticipate peril, beguiling gift (W-DC 14),
or level-based prerequisites for these bonus feats. This compel hostility (W-DC 14), summon monster I
ability replaces versatile performance and well-versed. 0th (at-will)—haunted fey aspect, mage hand, read
magic, sift, summon musical instrument, unwitting ally
Sworn Community (Ex): At 3rd level, the shieldsworn (W-DC 12)
sentinel swears to defend and uphold the laws of a com- Statistics
munity. This works like the favored community abil- Str 16, Dex 13, Con 12, Int 13, Wis 6, Cha 15
ity of the urban ranger archetype, except the fist of the Base Atk +2; CMB +5 (+7 sunder); CMD 16
word gains a bonus on initiative checks and Diplomacy, Feats Improved Shield Bash, Missile Shield, Toughness,
Knowledge (local), Perception, and Sense Motive skill Shield Focus
checks. Skills Acrobatics +5, Climb +7, Craft (armor) +7, Di-
At 7th level, and every four levels thereafter, a fist of plomacy +8, Knowledge (local) +8, Perform (oratory)
the word swears himself to another community. In addi- +8, Sleight of Hand +4, Use Magic Device +8; Racial
tion, at each such interval, the initiative bonus and skill Modifiers +1 Bluff, +1 Disguise, +1 Knowledge (local);
bonus in any one sworn community (including the one ACP -2
just selected, if so desired), increases by +2. This ability Languages Common, Elven, Giant, Orc
replaces inspire competence. SQ sworn community (Khambir), weapon familiarity
Combat Gear potion of cure light wounds; Gear mwk
Arcane Bond (Ex): At 6th level, a shieldsworn sentinel chain shirt, mwk heavy steel shield, mwk battleaxe
gains the arcane bond ability as a wizard, using a shield
31
Student of the Forge (Fighter Archetype) Offense
Those Sworn to the Flame, the forgeborn Kynnyrarnith Speed 20 ft. (30 ft. without armor)
work the Runeforges of Low’Enath. Seeking to reinvigo- Melee mwk punching dagger +5 (1d3-1/x3)
rate their art, they have recently welcomed new blood Ranged +1 dragon pistol +10 (1d6/x4); scatter
into their ranks. These students of the forge learn the Statistics
forgeborn way of smithing, instilling objects with magi- Str 8, Dex 17, Con 12, Int 14, Wis 14, Cha 10
cal augmentations through sheer force of will. Base Atk +5; CMB +3 (+7 vs. trip); CMD 16
Feat Amateur Gunslinger, Exotic Weapon Proficiency
Bonus Feats: A student of the forge may choose Skill (firearms), Gunsmithing, Master Blacksmith, Master
Focus (Craft) or any item creation feat, in addition to Craftsman, Point Blank Shot, Skill Focus (Craft [weap-
combat feats, as bonus feats. on]), Weapon Focus (dragon pistol)
Skills Craft (alchemistry) +10, Craft (armor) +10 (+11
Foundry Adept (Ex): Starting at 2nd level, a student of metal), Craft (weapon) +13 (+14 metal), Stealth +15;
the forge gains a +1 bonus on Craft skill checks to create Racial Modifiers Perception and Stealth are class skills.
arms, armor, and other items forged from metal. This Languages Common, Draconic, Elven, Orc
bonus increases by +1 for every 4 levels beyond 2nd. SQ armor training 1 (constructed only), swarming, swift
This ability replaces bravery. as shadows
Combat Gear potion of cure light wounds, potion of true
Armor Training (Ex): At 3rd level, a student of the strike (2); Gear bandages of rapid recovery, black powder
forge gains armor training as normal, but only when (30 doses), +1 dragon pistol, gunslinger kit’s, mwk heavy
wearing armor that he has personally crafted. steel shield, key of lock jamming, pellets (30 handfulls),
+1 scale mail; Coins 38 gp
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
32
Feats tigued. Doing so requires a DC 15 Charisma check.
The following feats were created, discovered or mastered Success allows you to enter a rage as normal, though you
within Azag-Ithiel, the Newlands. still suffer the penalties for being fatigued. You may use
this ability more once per day; each additional attempt
Cunning Sniper (Combat) increases the DC by +5.
Your ranged attacks are especially dangerous to unsuspecting
prey. Half-Orc Weapon Mastery (Combat)
Prerequisites: Wis 13, Point-Blank Shot, Precise Shot, In your hands, the weapons of both your elven and orcish
Weapon Focus with selected weapon, Stealth 6 ranks. forbears are equally deadly.
Benefit: Select a weapon from the bow or crossbow Prerequisites: Elven Battle Training, Orc Weapon Ex-
fighter weapon groups. While sniping, the critical mul- pertise.
tiplier with the selected weapon becomes 19-20/x3. This Benefit: The bonuses you receive from Elven Battle
effect does not stack with any other effect that expands Training now extend to traditional orcish weapons (fal-
the threat range of a weapon. chions, greataxes, and any weapon with the word “orc”
in its name). In addition, any benefits you receive from
Draconic Sight Orc Weapon Expertise extend to any weapon you wield
The primordial blood that flows within your veins strength- that has “elvish” in its name so long as you are actually
ens your senses, allowing you to detect even that which you proficient with that weapon.
cannot see.
Prerequisites: Draconic Aspect, character level 10th, Improved Two-Weapon Defense (Combat)
kobold. In your hands, a weapon is nearly as capable of deflecting
Benefit: You gain blindsense with a range of 5 feet. This attacks as a strong shield.
distance increases by 5 feet every 5th level after, to a Prerequisites: Improved Two-Weapon Fighting, Two-
maximum range of 15 feet at 20th level. Weapon Defense, base attack bonus +6.
Benefit: When attacks with two weapons, you can forgo
Elven Resilience your first off-hand attack to increase your shield bonus
Pure strength of will bolsters your defenses against enchant- granted by Two-Weapon Defense to +3 (+4 when you
ments. are fighting defensively or using the total defense action).
Prerequisites: Wis 13, elven immunities racial trait, elf.
Benefit: You receive a +4 racial saving throw bonus Lithic Summons
against enchantment spells and effects. This replaces the Creatures you summon are as resilient as the earth itself.
normal bonus from the elven immunities racial trait. Prerequisites: Augment Summoning, Spell Focus (con-
Normal: The eleven immunities trait normally grants a juration), ability to cast summon nature’s ally.
+2 racial saving throw bonus against enchantment spells Benefit: When casting a summon nature’s ally spell, you
and effects. may apply the lithic creature template to applicable
creatures.
Extra Primal Pool
Your mastery over the primal elements grows, allowing you Master Blacksmith
to tap into your powers more often. Long hours laboring at the forge have earned you remark-
Prerequisites: Primal pool class feature able skill as a blacksmith.
Benefit: Your primal pool increases by 2 charges. Prerequisites: Craft (armor) or Craft (weapons) 5 ranks.
Special: You can gain this feat multiple times. Its effects Benefit: You receive a +1 bonus on Craft (armor) and
stack. Craft (weapons) checks, and you may craft masterwork
materials with ease. You do not increase the Craft DC
Forceful Rage when creating a masterwork item forged made of metal,
The sheer force of your resolve presses you to greater heights though you must still pay for the materials as normal.
of fury. Furthermore, when you make items made of metal using
Prerequisites: Cha 13, rage class feature, half-ogre. a forge, use the item’s gp value as its sp value when deter-
Benefit: You may attempt to enter a rage even if fa- mining your progress (do not multiply the item’s gp cost

33
by 10 to determine its sp cost).
Skill Virtuosity
Pack Mentality (Combat) A breadth of training and honing of your abilities yields
The threatening presence of your allies allows your own at- even greater rewards.
tacks to strike with more force. Prerequisites: Focused study racial trait, half-elf.
Prerequisites: Int 13, Combat Expertise, Gang Up, base Benefit: The numeric bonuses you receive from any
attack bonus +4. appropriate feats you possess increase by 50%, rounded
Benefit: When you are fighting in melee, you gain a +1 down. These bonuses apply to any of the following feats
circumstance bonus to attack and damage rolls against you possess: Acrobatic, Alertness, Animal Affinity, Ath-
that opponent for each of your allies adjacent to and letic, Deceitful, Deft Hands, Magical Aptitude, Persua-
threatening that opponent. sive, Prodigy, Self-Sufficient, Skill Focus, and Stealthy.
Special: If you receive a bonus to the same skill from
Polearm Defense (Combat) two different feats (e.g., Skill Focus [Acrobatics] and Ac-
Your training allows you the offensive power of a polearm robatic), you only apply the bonus from this feat once.
while maintaining the defense granted by your buckler.
Prerequisites: Dex 15, Polearm Precision, Weapon Fi- Sly Strike (Tengu)
nesse, Weapon Focus with selected weapon. Your movements are almost faster than they eye can follow
Benefit: When wielding the selected buckler and a pole- as a critical hit leaves your opponent open to a debilitating
arm two-handed as outlined in Polearm Precision, you strike.
can choose to take a -1 penalty on melee attack rolls and Prerequisites: Int 13, Combat Expertise, Improved
combat maneuver checks in order to retain a +1 shield Dirty Trick, base attack bonus +9, natural weapon racial
bonus to your Armor Class when attacking. When your trait, tengu.
base attack bonus reaches +5, and every +5 thereafter, Benefit: You receive a +2 bonus on checks made to at-
the penalty increases by -1 and the maximum shield tempt a dirty trick with your natural attacks. This bonus
bonus increases by +1, but cannot exceed the buckler’s stacks with the bonuses granted by Greater Dirty Trick
combined innate shield bonus and enhancement bonus. and Improved Dirty Trick. Furthermore, when you
You can only choose to use this feat when you declare confirm a critical hit with your beak or claw attack, you
that you are making an attack or full-attack action with make may a dirty trick combat maneuver against that
the selected polearm. The effects of this feat last until target as a swift action.
your next turn. Special: You can only apply the effects of one of the
following feats to a given critical hit: Bull Rush Strike,
Polearm Precision (Combat) Disarming Strike, Reposition Strike, Sly Strike, Sunder-
The weight of your polearm’s haft transforms into powerful ing Strike, or Tripping Strike. You may choose to use this
strikes as your attacks lash out with ferocious speed. feat after you make your confirmation roll.
Prerequisites: Dex 13, Weapon Finesse, Weapon Focus
with selected weapon. Steady Balance (Taddol)
Benefit: Select a weapon from the polearm fighter weap- Your body, toughened by years traversing the mountainous
on group. When you wield the selected weapon two- terrain of your home, acts on its own in times of despera-
handed while simultaneously wielding a buckler, you tion.
can use your Dexterity modifier instead of your Strength Prerequisites: Con 13, mountaineer racial trait, taddol.
modifier on melee attack and damage rolls. Benefit: When you fail a Climb check or an Acrobatics
check to cross narrow or slippery surfaces by 5 or more,
Primal Spell (Metamagic) you may reroll that skill check as an immediate action
You wrest power from the world around you to intensify with a bonus equal to your Constitution modifier. You
your spells. may use this ability a number of times equal to one-half
Benefit: You can cast spells as if you were expending a your character level (minimum 1).
primal charge.
Level Increase: +1 (a primal spell uses up a slot one level
higher than the spell’s actual level).

34
Toppling Chain (Combat) attack damage, against targets with total concealment.
Sturdy links of chain pull your foe into a disadvantageous
position even as you send them tumbling to the ground. Vicious Charge (Combat)
Prerequisites: Int 13, Combat Expertise, Improved Re- You throw the full force of your momentum into a brutal
position, Improved Trip, base attack bonus +6. attack from both your weapons.
Benefit: If you successfully use a weapon from the flail Prerequisites: Two-Weapon Fighting, base attack bonus
fighter weapon group to trip a foe your size or smaller, +2.
you may have the target land prone in any square adja- Benefit: When making a charge attack, you may attack
cent to its original square. At base attack bonus +11 and with both your primary and secondary weapons. Each
+16 you treat yourself as one size category larger for the attack is made at your highest attack bonus with a +1
purpose of determining what size foes foes you can affect bonus on the attack roll. Both of your attacks must tar-
with this ability (up to two size categories larger at base get the same creature. You still take a -2 penalty to your
attack bonus +16). Just as with the reposition combat AC until the start of your next turn, and the penalties
maneuver, you cannot force an opponent into a space for attacking with two weapons apply normally.
that is intrinsically dangerous.
Wicked Sniper (Combat)
Twin Strike (Combat) You take great pleasure from wounding your foes as you
Your quick strikes allow you to capitalize on your opponents’ strike from the shadows.
mistakes. Prerequisites: Wis 13, Cunning Sniper, Point-Blank
Prerequisites: Combat Reflexes, Improved Two-Weapon Shot, Precise Shot, Weapon Focus with selected weapon,
Fighting, Vicious Charge, base attack bonus +8. Stealth 9 ranks.
Benefit: When making an attack of opportunity, you Benefit: You deal an additional 2d6 points of precision
may attack with both your primary and secondary damage while sniping. This bonus damage stacks with
weapons. The penalties for attacking with two weapons other sources of precision damage, such as sneak attack.
apply normally. This counts as two separate attacks of This bonus damage is not multiplied on a critical hit.
opportunity. Apply precision-based damage (such as Special: If you have the sneak attack class feature, the
sneak attack) and critical hit damage only once for this precision damage counts as extra sneak attack dice for
attack. Damage bonuses from a high Strength bonus ap- the purpose of any class features, feats, or rogue talents
ply to each weapon, as do other damage bonuses, such as you may possess.
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

35
Spells +10). Its attack bonus uses your caster level in place of its
The following spells were created, discovered or mastered base attack bonus, with a +4 bonus for its Strength score
within Azag-Ithiel. Many of the spells below are usable (19), and a +1 for being large.
by a primordial mystic, which appears as new a base class If you expend a primal charge as part of casting this
in this book. spell, a creature who takes damage from the acidic
tentacle’s slam attack must make a Fortitude save or be
Acid Burst knocked prone. The acidic tentacle cannot make attacks
School: evocation [acid]; Level: magus 2, primordial of opportunity.
mystic 2, sorcerer/wizard 2
Casting Time: 1 standard action Burning Diversion
Components: V, S School: evocation [fire]; Level: magus 2, primordial
Range: close (25 ft. + 5 ft./2 levels) mystic 2, sorcerer/wizard 2
Area: 5-ft.-radius burst Casting Time: 1 standard action
Duration: instantaneous Components: V, S
Saving Throw: Reflex half; Spell Resistance: yes Range: touch
Target: one creature
You hurl a spherical mass of acid which explodes upon Duration: instantaneous
reaching its destination, dealing 1d4 points of acid dam- Saving Throw: Fortitude partial; Spell Resistance: yes
age per caster level (maximum 5d4) to every creature in
the area. Your melee touch attack deals 1d4 points of fire dam-
If you expend a primal charge as part of casting this age per caster level (maximum 5d4). Additionally, the
spell, creatures who failed their Reflex save take a -2 burning diversion detonates on contact in a burst of
penalty to their AC for 1d4 rounds as the acid clings to intense light. A creature who takes damage from this
their bodies. A creature so affected can end this penalty spell must make a Fortitude save or becomes dazzled for
by spending a move action to scrape of the acid or by 1d4 rounds.
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

36
If you expend a primal charge as part of casting this spell, conflagration ignores up to hardness 20 when dam-
spell, a creature that fails its saving throw is also flat- aging unattended objects.
footed against the next attack before the beginning of
your next turn. Downburst
School: evocation [air]; Level: cleric/oracle 6, druid 6,
Caustic Rain primordial mystic 6, sorcerer/wizard 6, witch 6
School: conjuration (creation) [acid]; Level: druid 6, Casting Time: 1 standard action
magus 6, primordial mystic 6, sorcerer/wizard 6, witch 6 Components: V, S, M/DF (a pinion feather)
Casting Time: 1 standard action Range: 15 ft
Components: V, S, DF Area: a 15-ft.-radius spread, centered on you
Range: long (400 ft. + 40 ft./level) Duration: instantaneous
Area: cylinder (30-ft.-radius, 20 ft. high) Saving Throw: Fortitude partial; Spell Resistance: yes
Duration: instantaneous and 1 round/level (D)
Saving Throw: Fortitude partial, see text; Spell Resis- You surround yourself with a miniature windstorm that
tance: yes shrieks and howls before erupting outwards to buffet you
A creature caught within the area takes 3d6 points of
This spell creates a downpour of acidic rain that deals piercing damage is subject to a bull rush attempt. To
4d6 acid damage + 1 point per caster level to all crea- determine if the target is pushed back, make a combat
tures in the area. Creatures in the area must make a maneuver check against each creature in the area. Your
Fortitude save or be sickened. The sickened condition CMB for this bull rush is equal to your caster level plus
lasts as long as the creature remains in the area and for your Intelligence modifier (wizard), Wisdom modi-
2d4 rounds after it leaves. A creature that succeeds on its fier (cleric or druid), or Charisma modifier (primordial
save but remains in the area must continue to save each mystic, oracle, or sorcerer) in place of your Strength or
round on your turn. Dexterity modifier. You can bull rush creatures of any
Any creature that moves into or starts its turn in the size, not just those one size category larger than your
area takes 2d6 points of acid damage as the acid contin- own. A successful saving throw negates the movement.
ues to fall. If you expend a primal charge as part of casting this
If you expend a primal charge as part of casting this spell, you may shield one creature per caster level within
spell, creatures caught the caustic rain when it is con- the area from both the damage and bull rush effect,
jured must make an additional Fortitude save or take though any creature you bull rush into or through a
1d4 points of Constitution damage. Creatures who fail protected creature’s space affects them normally.
their Fortitude save against the sickened condition take a
-4 penalty to this save. Earthen Might
School: transmutation [earth]; Level: druid 1, primor-
Conflagration dial mystic 1
School: evocation [fire]; Level: magus 5, primordial Casting Time: 1 standard action
mystic 5, sorcerer/wizard 5, witch 6 Components: V, S
Casting Time: 1 standard action Range: touch
Components: V, S Target: living creature touched
Range: 30 ft. Duration: 1 minute/level
Area: cone-shaped burst Saving Throw: none; Spell Resistance: yes (harmless)
Duration: instantaneous
Saving Throw: Reflex half; Spell Resistance: yes A creature affected by earthen might gains a +1 enhance-
ment bonus on combat maneuver checks. This enhance-
A cone of searing fire originates from your hand. Crea- ment bonus increases by 1 for every three caster levels
tures caught in conflagration’s area take 1d6 points of fire above 3rd, to a maximum of +6 at 18th level.
damage per caster level and catch fire (maximum 15d6). If you expend a primal charge as part of casting this
A successful Reflex save halves this damage. Creatures spell, the target’s size increases for 1 round per level, as
that fail this save catch fire. though subject to an enlarge person spell.
If you expend a primal charge as part of casting this
37
Elemental Shield Fiery Furrow
School: abjuration [acid, cold, electricity, or fire]; Level: School: conjuration (creation) [fire]; Level: primordial
druid 4, primordial mystic 4, sorcerer/wizard 4 mystic 3, sorcerer/wizard 3, summoner 3
Casting Time: 1 immediate action Casting Time: 1 standard action
Components: V, S Components: V, S
Range: close (25 ft. + 5 ft./2 levels) Range: 30 ft.
Target: one creature Area: a 10-ft. wide path, up to 30 ft. long
Duration: instantaneous Duration: instantaneous
Saving Throw: Will negates (harmless); Spell Resis- Saving Throw: Fortitude partial, see text; Spell Resis-
tance: yes (harmless) tance: yes

Choose one energy type: acid, cold, electricity, or fire. A wave of fire surges from your hands, churning the
You grant a creature within range resist energy 10 against ground and leaving behind rough troughs of smoldering
the chosen energy type against a single source of energy ash. For the remaining duration of the spell, the entire
damage within 1 round. The value of this energy resis- area is difficult terrain. Any creature occupying the area
tance increases to 20 points at 10th level and 30 points or who later moves into the fiery furrow takes 2d6 fire
at 14th level. When you cast this spell to protect against damage and must make a Reflex saving throw to avoid
acid, cold, electricity, or fire damage, it is a spell of that falling prone.
type. If you expend a primal charge as part of casting this
If you expend a primal charge as part of casting this spell, creatures that fall prone in a fiery furrow take 1d6
spell, the target retains an amount of the resisted energy. points of fire damage.
The first time the target hits a creature, it deals an ad-
ditional amount of the chosen energy damage equal to Freezing Blast
one-half the amount of damage prevented by this spell School: evocation [cold]; Level: magus 3, primordial
(minimum 1). mystic 3, sorcerer/wizard 3
Casting Time: 1 standard action
Enduring Vitriol Components: V, S
School: conjuration (creation) [acid]; Level: magus 5, Range: close (25 ft. + 5 ft./2 levels)
primordial mystic 5, sorcerer/wizard 5 Target: one creature or object
Casting Time: 1 standard action Duration: instantaneous
Components: V, S Saving Throw: Reflex half, see text; Spell Resistance:
Range: medium (100 ft. + 10 ft./level) yes
Effect: ray
Duration: instantaneous and 4 rounds You hurl a globe of ice at an enemy, dealing 1d6 points
Saving Throw: Reflex partial; Spell Resistance: yes of cold damage per caster level (maximum 5d6). The
globe of ice shatters when it reaches its target, dealing 2
You fire a stream of acid from your hand. You must points of cold damage per caster level (maximum 10) to
make a successful ranged touch attack to hit. A creature each creature within 10 feet of the primary target. Both
struck by the ray takes 1d6 points of acid damage per the primary and secondary targets can make a Reflex
two caster levels (maximum 7d6). A creature that makes save for half damage.
a successful Reflex takes only 4d6 points of acid damage. If you expend a primal charge as part of casting this
Every round on your turn, the acid, unless neutralized, spell, any creature that takes damage from a freezing blast
deals an additional 4d6 points of damage. is slowed (as the spell) for 1 round. A successful Forti-
If you expend a primal charge as part of casting this tude save negates this effect.
spell, the additional acid damage splashes to hit nearby
creatures. Every round on your turn, when the target of Frozen Scythe
the ray takes additional damage, a wave of acid erupts School: conjuration (creation) [cold]; Level: primordial
from your target, dealing 2d6 points of acid damage to mystic 2, sorcerer/wizard 2, summoner 2, witch 2
all adjacent creatures (a successful Reflex save halves this Casting Time: 1 standard action
damage).
38
Components: V, S Glacial Field
Range: 0 ft. School: conjuration (creation) [cold]; Level: druid 6,
Effect: one ice weapon primordial mystic 6
Duration: 1 minute/level (D) Casting Time: 1 standard action
Saving Throw: none; Spell Resistance: yes Components: V, S, DF
Range: long (400 ft. + 40 ft./level)
You create a +1 scythe or sickle out of ice (you are con- Area: 40-ft.-radius-spread
sidered proficient with this scythe). The weapon deals 1 Duration: 1 round/level
point of cold damage per 2 caster levels (maximum +5) Saving Throw: Reflex partial (see text); Spell Resis-
in addition to its normal damage. Like an icicle dagger, if tance: see text
the conjured weapon leaves your hand for more than 1
round, it melts and the spell ends. This spell functions like entangle, except grasping tendrils
If you expend a primal charge as part of casting this of ice wrap around those who enter the area. You move-
spell, it gains the power to sap the strength of your foes. ment is not impeded by this field, nor does it attempt to
Each creature you strike with this weapon takes a -2 entangle you.
penalty on attack rolls for 1d4 rounds. A Fortitude save As a standard action, you can speak a command word
reduces this to just 1 round. Whether or not the save is to detonate the glacial field, causing 1d6 points of cold
successful, a creature cannot be the target of this ability damage per caster level (maximum 15d6) to creatures
again for 1 day. and unattended objects in the cylinder. Creatures that
are entangled by the ice when the glacial field detonates
Ghostly Forge remain entangled for 2d4 rounds, though each round
School: conjuration (creation); Level: sorcerer/wizard 3 at the end of their turn they may attempt new saving
Casting Time: 10 minutes throws to end the entangled effect.
Components: V, S, F (a miniature iron anvil created in a If you expend a primal charge as part of casting this
runeforge) spell, once per round you can choose to detonate a single
Range: close (25 ft. + 5 ft./2 levels) 10-ft.-by-10-ft. section of the field at a time.
Effect: spectral forge, up to one 5-ft.-cube per level (S)
Duration: 1 hour/level (D) Lethargy
Saving Throw: none; Spell Resistance: no School: evocation [cold]; Level: magus 5, primordial
mystic 5, sorcerer/wizard 5
Forming a link with a runeforge within Low’Enath, you Casting Time: 1 standard action
conjure a quasi-real forge, containing basic equipment Components: V, S, M (a length of cold iron chain
and non-masterwork tools. The phantom forge cannot worth 100 gp)
be conjured so that it occupies the same space as another Range: close (25 ft. +5 ft./2 levels)
creature or object. It can only be used by you or by the Effect: one or more rays
one person for whom you specifically designate when Duration: instantaneous and 1 round/level (see below)
conjuring the forge. You can grant another creature the Saving Throw: Will partial; Spell Resistance: yes
ability to interact with the forge per four caster levels.
Each 5-foot-section of the forge has hardness 0 and 7 You hurl chilling bolts at your enemies. You may fire two
hit points + 1 hit point per caster level. A section of the rays, plus one additional ray for every five levels beyond
forge who hit points drop to 0, that section disappears. 9th (to a maximum of four rays at 19th level). Each
For every two sections of the forge destroyed, the phan- ray requires a ranged touch attack to hit and deals 4d6
tom forge can accommodate one fewer worker. points of cold damage, and each target who takes dam-
You may choose a single Craft skill when conjuring the age must make a successful Will save or be slowed, as the
phantom forge. All creatures using the forge gain a +1 spell slow.
bonus on the chosen Craft check. This bonus increases The rays may be fired at the same or different targets,
by +1 for every three caster levels beyond 5th (to a maxi- but all must be aimed at targets within 30 feet of each
mum of +6 at 20th level). other and fired simultaneously. A creature hit by mul-
This spell is intended for furnace elves. tiple rays takes a -2 penalty to the Will save against slow
for each hit after the first.
39
If you expend a primal charge as part of casting this Pillar of Fire
spell, targets who save against the slow effect moves at School: evocation; Level: primordial mystic 1, sorcerer/
half its normal speed (round down to the next 5-foot wizard 1
increment) for 1d4 rounds. Casting Time: 1 standard action
Components: V, S
Lightning Flare Range: close (25 ft. + 5 ft./2 levels)
School: evocation [electricity]; Level: magus 2, primor- Area: 5-ft.-radius burst
dial mystic 2, sorcerer/wizard 2 Duration: instantaneous, see text
Casting Time: 1 standard action Saving Throw: Reflex negate; Spell Resistance: yes
Components: V, S, M (a copper rod)
Range: close (25 ft. + 5 ft./2 levels) With a wave of your hand, a pillar of fire erupts from
Effect: ray the ground, dealing 1d4 points of fire damage per caster
Duration: instantaneous and 1 round/level; see text level (maximum 5d4) to all creatures in the area.
Saving Throw: Fort negates (blinding only; Spell Resis- If you expend a primal charge as part of casting this
tance: yes spell, the pillar of fire leaves behind a thick column of
smoke that dissipates within 1 round. A creature that
You must succeed on a ranged touch attack to strike begins its turn in the area takes a -1 penalty on attack
your target. On a successful hit, you deal 1d6 points of rolls for 1 round.
lightning damage per two caster levels (maximum 5d6).
A creature struck by this ray must save or be blinded for Shattering Strike
1d4 rounds. Each round at the end of its turn, the target School: evocation; Level: magus 4, oracle 4, primordial
may attempt a new saving throw to end the blindness mystic 4, sorcerer/wizard 4
effect. A creature who has light blindness, light sensitiv- Casting Time: 1 standard action
ity, or is otherwise vulnerable to light takes a -4 penalty Components: V, S
to its save. Range: touch
If you expend a primal charge as part of casting this Target: creature or object touched
spell, the ray detonates upon successfully damaging your Duration: concentration + 1 round/level
target. Each creature adjacent to the explosion must save Saving Throw: Fort partial, see text ; Spell Resistance:
against blindness as the original target. yes

Peal of Thunder When you cast this spell, ice encases your hand. You
School: transmutation [air, sonic]; Level: bard 5, magus must succeed on a melee touch attack to touch the tar-
5, primordial mystic 5 get. The target takes 1d6 points of damage per two caster
Casting Time: 1 standard action levels of cold damage. If the target’s Fortitude saving
Components: V, S throw succeeds, it instead takes 2d6 points of cold dam-
Range: personal age plus 1 point per caster level.
Target: you Your strike continues to travel through your target in a
Duration: see text line reaching 30 feet. Each creature in the line takes 2d6
points of cold damage plus 1 point of damage per caster
You gain the temporary ability to deliver a blast of thun- level (a successful Reflex save halves the damage).
der to your foe. Your next single attack roll (if it is made If you expend a primal charge as part of casting this
before the end of the next round) deals an additional 1 spell, instead of your strike continuing in a 30-foot line
point of sonic damage per caster level (maximum +15). through your initial target, it shatters, dealing damage in
If the attacker has spell resistance, it applies against this a 15-foot cone.
damage.
If you expend a primal charge as part of casting this Stoneclub
spell, the resonation is enough to stun your opponent. School: conjuration (creation) [earth]; Level: primordial
If you successfully hit a creature with this attack, it must mystic 4, sorcerer/wizard 4, summoner 4, witch 4
make a Fortitude save or be stunned for 1 round. Casting Time: 1 standard action

40
Components: V, S Duration: 1 round/level (D)
Range: 0 ft. Saving Throw: none; Spell Resistance: no
Effect: one stone weapon
Duration: 1 minute/level This spell functions as summon monster VIII, except you
Saving Throw: Will negates (harmless, object); Spell summon a clay golem. The golem willingly aids you in
Resistance: yes (harmless, object) battle. Whenever the clay golem suffers a critical hit,
you must make a DC 20 Spellcraft check to maintain
You create + 1 corrosive club or greatclub out of stone control. If this check fails, your control fails and the
(you are considered proficient with this weapon). The elemental spirit within the clay golem immediately goes
weapon deals damage as if it were two size categories berserk. You may attempt to reestablish control over the
larger. If the conjured weapon leaves your hand for more golem by making a Spellcraft check as a standard action.
than 1 round, it crumbles to dust and the spell ends. The DC for this check is 25 + 1 per round that the clay
If you expend a primal charge as part of casting this golem has been berserk. You can only have one sum-
spell, the conjured weapon ignores up to 5 points of mon clay golem spell in effect. If you cast this spell while
hardness when damaging objects. another casting is still in effect, the previous casting is
dispelled.
Storm Shield
School: abjuration [electricity, force]; Level: magus 3, Tempest’s Swiftness
primordial mystic 3, sorcerer/wizard 3 School: transmutation [air]; Level: magus 4, primordial
Casting Time: 1 standard action mystic 4
Components: V, S Casting Time: 1 swift action
Range: personal Components: V
Target: you Range: personal
Duration: 1 minute/level or until discharged (D) Target: you
Duration: see text
This spell creates a shield of swirling wind that hovers in
front of you, negating magic missile attacks directed at Until the end of your turn, you gain a + 10-foot bonus
you. The shield also provides a +4 shield bonus to AC. to your speed, your movement speed is not reduced by
This bonus applies against incorporeal touch attacks. If wearing armor or carrying a medium load, and your
the opponent’s attack misses you by 4 or less, the attack movement during this round does not provoke attacks of
strikes the shield instead. The shield has hardness 0 and opportunity.
30 hit points. If the shield is destroyed, the spell dis- If you expend a primal charge as part of casting this
charges, dealing 2d4 points of force damage and an ad- spell, you may walk on air (as the air walk spell). If you
ditional 1d6 points of electricity damage per two caster are not standing on a solid by the end of the round, you
levels (maximum 5d6) to one creature adjacent to you. immediately fall to the ground.
If the adjacent creature (typically the attacker) has spell
resistance, it applies against this damage. Thundering Blast
If you expend a primal charge as part of casting this School: evocation [electricity]; Level: primordial mystic
spell, you can instead direct the damage dealt by the 1, sorcerer/wizard 1
shield when it discharges to a single creature within 30 Casting Time: 1 standard action
feet. Components: V, S
Range: 15 ft.
Summon Clay Golem Area: cone-shaped burst
School: conjuration (summoning); Level: cleric/oracle Duration: instantaneous; see text
8, primordial mystic 6, sorcerer/wizard 8, summoner 6, Saving Throw: Reflex half; Spell Resistance: yes
witch 8
Casting Time: 1 round Tendrils of lightning surge from your hand. Any creature
Components: V, S, F/DF (a lump of clay) in the area takes 1d4 points of electricity damage and
Range: close (25 ft. + 5 ft./2 levels) an additional 1 point of sonic damage per caster level
Effect: one summoned creature (maximum +5).
41
If you expend a primal charge as part of casting this a number of points of fire damage equal to 1d6 + 1 per
spell, a creature that fails its Reflex save against the spell caster level (maximum +15) damage. A creature can take
must also succeed at a Fortitude save or be sickened, and this damage only one per round. Flammable objects in
possibly deafened. Each creature is affected according to or adjacent to the wildfire catch fire.
its HD. Once per round as a move action, you can direct the
wildfire to move up to 20 feet.
3 HD or less: The creature is deafened and sickened for If you expend a primal charge as part of casting this
24d rounds, then sickened for 1d4 rounds. spell, you can direct the wildfire to move up to 20 feet as
4 or 5 HD: The creature is deafened and sickened for 1 a move action, or up to 40 feet as a standard action.
round, then sickened for 1d4 rounds.
6 or more HD: The creature is sickened for 1 round. Wings of Fire
School: evocation; Level: druid 4, primordial mystic 4
Tidal Thrust Casting Time: 1 standard action
School: evocation [water]; Level: druid 1, magus 1, Components: V, S, DF
primordial mystic 1, sorcerer/wizard 1 Range: 0 ft.
Casting Time: 1 standard action Effect: two wings of fire
Components: V, S Duration: 1 min./level (D)
Range: touch Saving Throw: none; Spell Resistance: yes
Target: creature or object touched
Duration: instantaneous A pair of blazing wings grow from your back, granting
Saving Throw: none; Spell Resistance: yes you two wing buffet attacks. Attacks with these wings of
fire are secondary melee touch attacks. The wings deal
Your melee touch attack deals 1d6 points of nonlethal 1d4 points of fire damage + 1 point per two caster levels
damage per level (maximum 5d6). Creatures that are (maximum +10). Since the wings of fire are immaterial,
vulnerable to water suffer lethal damage instead. your Strength modifier does not apply to the damage.
If you expend a primal charge as part of casting this An attack made with the wings of fire can ignite combus-
spell, make a bull rush combat maneuver against the tible materials such as parchment, stary, dry sticks, and
target as a free action, using your caster level in place cloth.
of your Combat Maneuver Bonus, and your Charisma If you expend a primal charge as part of casting this
modifier (sorcerer), Intelligence modifier (wizard), or spell, you can draw the wings of fire around you as an
Wisdom modifier (cleric) in place of your Strength or immediate action. You gain resist fire 20 until the end
Dexterity modifier. You do not provoke attacks of op- of the turn, at which time the wings of fire turn to ash.
portunity for making this combat maneuver. While holding your wings around yourself in this man-
ner, you cannot use them to make attacks.
Wildfire
School: evocation [fire]; Level: druid 6, primordial mys- Primal Charges
tic 6, sorcerer/wizard 6 Several spells introduced in this book, as well as some
Casting Time: 1 standard action class abilities, work by expending primal charges. A pri-
Components: V, S, M/DF (a glass vial containing oil) mal charge represents the caster’s affinity with the natural
Range: medium (100 ft. + 10 ft./level) world, either through a deep and personal connection or
Area: 20-ft.-burst a scholarly understanding of nature’s splendor.
Duration: instantaneous and one round per level The only class that innately has access to primal charg-
Saving Throw: Reflex partial; Spell Resistance: yes es is the primal mystic, introduced in this book. There
are, however, several ways to attain a pool of primal
You generate a patch of wildfire, which erupts dealing charges, available to both arcane and divine casters.
1d6 points of fire damage per two caster levels (maxi- Specific spells gain extra effects when powered by the
mum 10d6) to every creature in the area. The wildfire expenditure of a primal charge. Unless specified other-
clings to the ground, persisting for a number of rounds wise, so long as you have a primal charge available, you
equal to your level. can expend a primal charge as a free action when cast-
Creatures that move into or remain in the wildfire take
42
ing any applicable spell or spell-like ability or using any Ability Scores: Dex -4 (minimum 1), Con +4.
appropriate ability. Expending a primal charge to power
a spell, class feature, or any other ability only modifies a Rumble Tumbler (CR 5; XP 1,600)
single effect. Male lithic otyugh
N Large magical beast (earth)
Lithic Creature (CR +1) Init -2; Senses all-around vision, darkvision 60 ft., low-
Lithic creatures are literally creatures of the earth, born light vision; Perception +14
of powerful magic and the roughness of stone. Lithic Defense
creatures are most often found in the high peaks of AC 21, touch 9, flat-footed 21
mountain, rock-strewn highlands, and deep, craggy (+12 natural, -1 size)
caves. Once a lithic creature has found an area in which hp 57 (6d10+24)
to live, it becomes fiercely territorial against those that Fort +9, Ref +3, Will +3
would threaten both itself and the land itself. Immune disease
Offense
Creating a Lithic Creature Speed 30 ft.
“Lithic creature” is an inherited template that can be Melee bite +11 (1d8+6 plus disease), 2 tentacles +7
added to any Huge or smaller corporeal animal or ver- (1d6+3 plus grab)
min creature (referred to hereafter as the base creature). Space 10 ft; Reach 10 ft. (15 ft. with tentacle)
This template cannot be applied to a creature with the Special Attacks constrict (tentacle, 1d6+3)
air, cold, or fire subtype. A lithic creature uses all the Statistics
base creature’s statistics and special abilities except as Str 22, Dex 6, Con 19, Int 9, Wis 13, Cha 6
noted here. Base Atk +6; CMB +11 (+15 grapple); CMD 19 (21 vs.
trip)
CR: Same as the base creature +1. Feats Ability Focus (disease), Stealthy, Weapon Focus
(tentacle)
Size and Type: A lithic creature multiplies its weight Skills Escape Artist +0, Perception +14, Stealth -4 (+4 in
by 8, as if the creature’s size category has increased by 1 lair); Racial Modifiers +4 Perception +8 Stealth in lair
step. The creature gains the earth subtype. If applied to Languages Common
a creature with the animal or vermin type, the creature’s Ecology
type changes to magical beast. Do not recalculate its Hit Environment mountains
Dice, base attack bonus, saves, or skill points. Organization solitary, pair, or cluster (3-4)
Treasure standard
Armor Class: The lithic creature’s natural armor increas- Special Abilities
es by +4. Disease (Ex) Filth fever; Bite—injury; save Fortitude
DC 18; onset 1d3 days; frequency 1/day; effect 1d3 Dex
Speed: Lithic creatures reduce their base speed and fly damage amd 1d3 Con damage; cure 2 consecutive saves.
speed by 10 feet (minimum of 10 feet) and maneuver- The save DC is Constitution-based; the diseases carried
ability decreases by two grades (minimum of clumsy). by otyughs are modified by their unique and magical
physiology so the DCs are calculated and do not use
Special Abilities: A lithic creature gains the following standard disease DCs.
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.
43
Wondrous Items Dream Ostracon
The following are wondrous items than can be found Aura moderate divination; CL 9th
within Azag-Ithiel. Slot none; Price 1,800 gp Weight —
Description
Hammer of Unmaking This ostracon is activated immediately after waking,
Aura moderate evocation; CL 7th where the spellcaster inscribes a spell that is available
Slot weapon; Price 16,000 gp; Weight 2 lbs. to them upon it, in 1 minute. The Scribe Scroll feat is
Description not needed, though expensive material components are
This +2 cold iron light hammer has a claw at the back required and expended normally.
of its head, like a household tool, but is finished in in Construction
a rough steel coating. Nails pierce its heavy wooden Requirements Craft Wondrous Item, Scribe Scroll,
handle. When a hammer of unmaking hits a target, it dream; Cost 900 gp
reduces that target’s armor bonus by 2, instead of the
damage bonus given by its magic enhancement. It does Medical Ostracon
no bonus damage against a target with no armor bonus. Aura faint conjuration; CL 3rd
Lost armor bonuses can be restored by mending or make Slot none; Price 900 gp; Weight —
whole on the appropriate item. A hammer of unmaking Description
also ignores 2 points of hardness of any target that it This ostracon is used to modify healing spells to specific
strikes. applications. Spending a full-round action allows the
Construction spellcaster to convert one memorized or known conju-
Requirements Craft Magic Arms and Armor, break, ration (healing) spell to another of the same or lower
shatter; Cost 8,000 gp level, and cast it. These are especially useful to oracles,
to access conjuration (healing) spells not on their Spells
Magical Ostracon Known list.
Small shards of glazed potery, ostraca are common, Construction
one-use magic items similar to scrolls but more adapt- Requirements Craft Wondrous Item, any two (healing)
able to changing situations in their field of use. They are spells; Cost 450 gp
generally constructed from sacred jars and vessels from
temples that have broken or become otherwise unusable. Metamagic Rod, Primal
After being blessed by a priest, they are sold to various Aura strong (no school); CL 17th; Weight 5 lbs.
practitioners in the general public. They resemble the Price varies by specific type
ballots used in Azag-Ithiel’s free elections. • Lesser energizing metamagic rod 3,000 gp
• Energizing metamagic rod 11,000 gp
Ballot Ostracon • Greater energizing metamagic rod 24,5000
Aura faint enchantment; CL 3rd Description
Slot none; Price 900 gp; Weight — The wielder can cast up to three spells per day with the
Description benefit of a primal charge, as though using the primal
These ostraca are found in sets of 1d6+2, and are typi- spell feat.
cally used to exclude unwanted members of society. If Construction
the true name of the target is written on the ostracon as Requirements Craft Rod, Primal Spell
a full-round action, they are afflicted as if by command Cost varies by specific type
(drop, flee) and doom, making a single DC 12 Will save • Lesser energizing metamagic rod 1,500 gp
for all effects. For every ballot ostracon beyond the first • Energizing metamagic rod 5,500 gp
used, the DC of the save is increased by 1; the effect is • Greater piercing metamagic rod 12,250 gp
calculated after all ballot ostraca have been used.
Construction Runeforge Anvil
Requirements Craft Wondrous Item, any one teamwork Aura moderate conjuration; CL 8th
feat, command, doom; Cost 450 gp Slot none; Price 11,100 gp; Weight 100 lbs.
Description
This weighty anvil is engraved with sinuous runes. Once
44
per day on command, the holder can summon forth the cloud. Creatures inside the cloud gain concealment
a spectral furnace and all its accoutrements, as per the from attacks made by opponents that are not adjacent to
ghost forge spell. Any creature assisting an appropriate them. This power can be used three times per day.
Craft check using the aid another action grants +4 bonus Construction
instead of the standard +2. Requirements ball of smoke, resist energy, creator must
Construction have 5 ranks of Craft (armor); Cost 9,000 gp
Requirements Craft Wondrous Item, ghost forge; Cost
5,550 gp
Common Equipment Available
Most of the items below can be found in the Pathfinder®
Ring of Primal Mastery
Roleplaying Game: Ultimate Equipment book. However
Aura moderate evocation; CL 10th
we have also included some items from Luven Lightfin-
Slot ring; Price 14,000 gp; Weight —
gers Gear and Weapon Shop (LL), Inkantations (Ink),
Description
and Paths of Power (PoP). Following the tables are a
This ring is made of one of four types of gemstones
number of additional items that are new to this book or
(topaz, onyx, garnet, and aquamarine), linking its wearer
from non-referenced sources.
to one of the primal elements: air, earth, fire, and wa-
ter, respectively. This ring allows a wearer with a primal
Adventuring Gear
pool to store up to 4 primal charges in the ring as a swift
action. These charges remain in the ring until used. The Item Cost Weight
wearer can use these primal charges normally, or can Alchemist’s kit 40 gp 24 lbs.2
spend them in each of the following ways, with differ- Altar cloth, cotton (LL) 10 gp 1 lb.
ent a slightly different effect based on the material of the Altar cloth, silk (LL) 20 gp 1 lb.
ring. Animal glue 5 sp 1/2 lb.
As long as there is at least one primal charge stored in
Area map 50 gp 2 lbs.
the ring, the wearer can expend 1 primal charge stored
in the ring to gain a +5 competence bonus to the skill Aspergill, gold (LL) 20 gp 3 lbs.
with that elemental attunement: Acrobatics (fire), Climb Aspergill, silver (LL) 15 gp 3 lbs.
(earth), Fly (air), or Swim (water). The wearer can take Astrolabe 1,000 gp 6 lbs.
10 with this skill. Axe, hatchet (LL) 4 gp 4 lbs.
As a free action while casting a spell on the primor- Axe, woodsman’s (LL) 7 gp 8 lbs.
dial mystic spell list with a metamagic feat, the wearer Backpack, common 2 gp 2 lbs.1
can expend 2 primal charges stored in the ring to cast
Backpack, masterwork 50 gp 4 lbs.1
the spell without increasing the casting time.
Construction Bandolier 5 sp —
Requirements Forge Ring, the creator must have the Barbarian’s kit 9 gp 26 lbs.2
primal pool class feature; Cost 7,000 gp Bard’s kit 41 gp 33-1/2 lbs.2
Barrel 2 gp 30 lbs.
Sooty Bellows Basket 4 sp 1 lb.
Aura faint abjuration; CL 3rd
Bedroll 1 sp 5 lbs.1
Slot none; Price 18,000 gp; Weight 5 lbs.
Description Bell 1 gp —
A sooty bellows is a heavy leather bellows as used in Bell net 2 gp 2 lbs.
forges, tooled with images of furnace elves at their work. Belt pouch 1 gp 1/2 lb.1
Its possessor gains +2 to Craft checks accomplished by Blanket 5 sp 3 lbs.1
means of fire, and gains fire resistance 5. Book of letters 50 gp 3 lbs.
As a standard action, the owner of a sooty bellows can
Bottle 2 gp 1 lb.
create a 5-foot-radius cloud of smoke. This power has
a range of 30 feet. Creatures inside the cloud take a –2 Bucket 5 sp 2 lbs.
penalty on attack rolls and Perception skill checks for as Bullseye lantern 12 gp 3 lbs.
long as they remain inside and for 1 round after exiting Butterfly net 5 gp 2 lbs.1
45
Camouflage netting 20 gp 5 lbs. Fowlers’ trap (LL) 20 gp 5 lbs.
Campsite kit 12 gp 80 lbs. Frost giant hunter’s kit 305 gp 35 lbs.
Candle 1 cp — Gear maintenance kit 5 gp 2 lbs.
Candlestick 1 cp 1/2 lb. Grappling hook, common 1 gp 4 lbs.
Canoe paddle (PoP) 5 gp 1 lb. Grooming kit 1 gp 2 lbs.1
Canteen 2 gp 1 lb. Gunslinger’s kit 26 gp 31 lbs.
Canvas (sq. yd.) 1 sp 1 lb. Gunsmith’s kit 15 gp 2 lbs.
Chain (10 ft.) 30 gp 2 lbs. Hammer 5 sp 2 lbs.
Chalk 1 cp — Hammock 1 sp 3 lbs.1
Chalkboard 1 gp 2 lbs. Hand saw (LL) 10 gp 3 lbs.
Chest, small 2 gp 25 lbs. Helmet candle 2 gp 4 lbs
Chest, medium 5 gp 50 lbs. Hip flask 1 gp 1/2 lb.1
Chest, large 10 gp 100 lbs. Holy symbol, wooden 1 gp —
Chest, huge 25 gp 250 lbs. Holy symbol, silver 25 gp 1 lb.
Chirurgeon’s kit 400 gp 4 lbs. Holy symbol, gold 100 gp 1 lb.
Chronicler’s kit 40 gp 4-1/2 lbs. Holy symbol, platinum 500 gp 1 lb.
Clay 1 sp 1 lb. Holy text, Martyr’s Song 20 gp 2 lbs.
Cleric’s kit 16 gp 32 lbs.2 Holy text, Record of 40 gp 3 lbs.
Coffee pot 3 gp 4 lbs. Freedom
Coffin, common 10 gp 30 lbs.1 Holy text, Splinter of 35 gp 3 lbs.
Coffin, ornate 100 gp 50 lbs.1 Artifice
Compass 10 gp 1/2 lb. Holy text, Renewing Pyre 55 gp 6 lbs.
Cooking kit 3 gp 16 lbs. Hourglass (6 seconds) 10 gp —
Cot 1 gp 30 lbs.1 Hourglass (1 minute) 20 gp 1/2 lb.
Crowbar 2 gp 5 lbs. Hourglass (1 hour) 25 gp 1 lb.
Cypher books 150 gp 2 lbs. Incense (LL) 5 gp+ —
Druid’s kit 14 gp 44 lbs.2 Ink 8 gp —
Ear trumpet 5 gp 2 lbs. Inkpen 1 sp —
Entertainer’s kit 5 sp 3 lbs. Journal 10 gp 1 lb.
Face paint (LL) 5 gp 1 lb. Jug 3 cp 9 lbs.
Face paint, war paint (LL) 2 gp 1 lb. Ladder 2 sp 20 lbs.
Fake footprint shoes 5 gp 2 lbs. Lamp 1 sp 1 lb.
Familiar satchel 25 gp 6 lbs. Leather straps (PoP) 5 gp 6 lbs.
Fighter’s kit 9 gp 29 lbs.2 Lock, simple 20 gp 1 lb.
Filter hood 10 gp 4 lbs.1 Lock, average 40 gp 1 lb.
Firegrate (LL) 5 gp 5 lbs. Lock, good 80 gp 1 lb.
Firewood (per day) 1 cp 20 lbs. Lock, superior 150 gp 1 lb.
Fishhook 1 sp — Magnet 5 sp 1/2 lb.
Fishing kit 5 sp 3 lbs. Magnifying glass 100 gp —
Fishing net 4 gp 5 lbs. Magus’s kit 22 gp 31 lbs.2
Fish trap (LL) 15 gp 4 lbs. Miner’s pick 3 gp 10 lbs.
Flask 3 cp 1-1/2 lbs. Mirror 10 gp 1/2 lb.
Flint and steel 1 gp — Mug/tankard 2 cp 1 lb.

46
Oil 1 sp 1 lb. Survival kit, common 5 gp 4 lbs.
Paper (sheet) 4 sp — Survival kit, masterwork 50 gp 5 lbs.
Parchment (sheet) 2 sp — Teapot 1 sp 1 lb.
Perfume/cologne 5 gp — Tent, small 10 gp 20 lbs.1
Pitcher 2 cp 5 lbs. Tent, medium 15 gp 30 lbs.1
Piton 1 sp 1/2 lb. Tent, large 30 gp 40 lbs.1
Portable bridge 200 gp 60 lbs. Torch 1 cp 1 lb.
Pot, common 8 sp 4 lbs. Traveler’s dictionary 50 gp 2 lbs.
Pot, mithral 1,001 gp 2 lbs. Troll slayer’s kit 30 sp 17 lbs.
Powder 1 cp 1/2 lb. Vial 1gp —
Powder horn 3 gp 1 lb. Water clock 1,000 gp 200 lbs.
Prosthetic (arm) 10 gp 3 lbs.1 Waterproof bag 5 sp 1/2 lb.
Prosthetic (foot) 1 gp 2 lbs.1 Waterskin 1 gp 4 lbs.1
Prosthetic (hand) 1 gp 1 lb.1 Weapon cord 1 sp —
Prosthetic (leg) 20 gp 6 lbs.1 Whetstone 2 cp 1 lb.
Ranger’s kit 9 gp 28 lbs.2 Wire 5 gp 1/2 lb.
Riding kit, common 16 gp 54 lbs. Wizard’s kit 21 gp 21 lbs.2
Riding kit, exotic mount 36 gp 59 lbs. 1
These items weigh one-quarter this amount when made
Rogue’s kit 50 gp 37 lbs.2 for Small characters. Containers for Small characters also
carry one-quarter the normal amount.
Rope (50 ft.) 1 gp 10 lbs. 2
These items weigh approximately three-quarters this
Sack 1 sp 1/2 lb.1 amount when made for Small characters. Containers for
Saw 4 cp 2 lbs. Small characters also carry one-quarter the normal
Scrivener’s kit 2 gp 1 lb. amount.
Scroll box 5 gp 1 lb.
Scroll case 1 gp 1/2 lb. Tools and Skill Kits
Sealing wax 1 gp 1 lb. Item Cost Weight
Sewing needle 5 sp — Abacus 2 gp 2 lbs.
Shaving kit 15 sp 1/2 lb. Alchemist’s lab 200 gp 40 lbs.
Shovel, common 2 gp 8 lbs. Alchemy crafting kit 25 gp 50 lbs.
Shovel, folding 10 gp 12 lbs. Anvil 5 gp 10–100 lbs.
Signal horn 1 gp 2 lbs.1 Artisan’s tools, common 5 gp 5 lbs.
Signal whistle 8 sp — Artisan’s tools, masterwork 55 gp 5 lbs.
Signet ring 5 gp — Athame (PoP) 5 gp ½ lb.
Silk rope 10 gp 5 lbs. Bear trap 2 gp 10 lbs.
Skillet, common 8 sp 4 lbs. Bellows 1 gp 3 lbs.
Skillet, mithral 1,001 gp 2 lbs. Climber’s kit 80 gp 5 lbs.*
Sledge 1 gp 10 lbs. Footprint book 50 gp 3 lbs.
Smoked goggles 10 gp — Formula book 15 gp 3 lbs.
Soap 1 cp 1/2 lb. Healer’s kit 50 gp 1 lb.
Spyglass 1,000 gp 1 lb. Leeching kit 5 gp 5 lbs.
Stationery 1 gp — Make-up kit (PoP) 15 gp 1 lb.
Stove can 10 gp 1 lb. Massage oil (PoP) 10 gp —
Summoner’s kit 8 gp 19 lbs.2 Mapmaker’s kit 10 gp 2 lbs.
47
Masterwork tool 50 gp 1 lb. Pets and Familiars
Musical instrument, com- 5 gp 3 lbs.* Animal Price Weight
mon Badger 15 gp 20 lbs.
Musical instrument, master- 100 gp 3 lbs.* Cat, hunting 100 gp 100 lbs.
work Fox 8 gp 12 lbs.
Musical Instruments, specific Goat 6 gp 50 lbs.
Bell, Brass (LL) 10 gp ½ lbs. Owl 10 gp 1–3 lbs.
Bodhran (LL) 3 gp ½ lbs. Pig 10 gp 100–300 lbs.
Clappers (LL) 2 gp ½ lbs. Rabbit 2 gp 3 lbs.
Dulcimer (LL) 25 gp 5 lbs. Raccoon 5 gp 7 lbs.
Drum (LL) 2 gp+ 2+ lbs. Raven 2 gp 3 lbs.
Elven Shawm (LL) 20 gp — Weasel 2 gp 8 oz.
Flute (LL) 1 gp —
Guard and Hunting Animals
Gemshorn (LL) 5 sp —
Animal Price Weight
Hurdy-gurdy (LL) 15 gp 5 lbs. Dog, guard 25 gp 25 lbs.
Lute (LL) 10 gp 1 lb. Falcon 40 gp 2 lbs.
Mandolin (LL) 15 gp ½ lbs. Hawk 18 gp 2 lbs.
Psaltery (LL) 10 gp 1 lb. Owl 20 gp 4 lbs.
Recorder (LL) 15 gp 1 lb. Pseudodragon 200 gp 7 lbs.
Trumpet (LL) 20 gp 2 lbs.
Piercing kit (INK) 20 gp 1 lb. Farm and Work Animals
Portable alchemist’s lab 75 gp 20 lbs. Animal Price Weight
Portrait book 10 gp 3 lbs. Cattle 50 gp 1,500 lbs.
Spell component pouch 5 gp 2 lbs. Chicken 1 gp 6 lbs.
Spellbook 15 gp 3 lbs. Duck 2 gp 3 lbs.
Stretcher 1 gp 10 lbs. Goat 6 gp 50 lbs.
Surgeon’s tools 20 gp 5 lbs.* Llama 24 gp 450 lbs.
Symptom kit 25 gp 5 lbs. Pig 20 gp 100–300 lbs.
Tattoo toolkit, gold (INK) 100 gp 1 lb. Sheep 20 gp 150 lbs.
Replacement gold needles 10 gp — Yak 24 gp 1,000 lbs.
(INK)
Tattoo ink, advanced palette 5 gp ½ lb. Mounts
(INK) Animal Price Weight
Tattoo ink, basic palette 2 gp ½ lb. Dog, riding 150 gp 50 lbs.
(INK) Griffon (combat trained) 8,000 gp 500 lbs.
Tattoo ink, black (INK) 1 gp ½ lb. Griffon egg 3,500 gp 10 lbs.
Thieves’ tools, common 30 gp 1 lb. Hippogriff (combat trained) 5,000 gp 500 lbs.
Traveling formula book 10 gp 1 lb. Hippogriff egg 200 gp 10 lbs.
Traveling spellbook 10 gp 1 lb. Horse
Veterinarian’s kit 10 gp 20 lbs. Horse, heavy 200 gp 2,000 lbs.
* These items weigh one-quarter this amount when Horse, heavy (combat trained) 300 gp 3,000 lbs.
made for Small characters. Horse, light 75 gp 900 lbs.

48
Horse, light (combat trained) 110 gp 1,200 lbs. Wagon, medium 75 gp 2 cp
Pony 30 gp 800 lbs. Wagon, heavy 100 gp 3 cp
Pony (combat trained) 45 gp 900 lbs. Sea Transport
Keelboat 3,000 gp 1 sp
Animal-Related Gear Sailing ship 10,000 gp 2 sp
Item Price Weight Ship’s boat 500 gp 2 cp
Animal harness 2 gp 2 lbs.
Barding Clothing**
Medium creature ×2* ×1* Item Price Weight
Large creature ×4* ×2* Artisan’s outfit 1 gp 4 lbs.*
Beast-training kit 15 gp 26 lbs. Brooch Varies —
Bird-training kit 17 gp 8 lbs. Caul 10–100 gp —
Bit and bridle 2 gp 1 lb. Cleats 5 gp 2 lbs.*
Barding stitches 50 gp 1 lb. Cleric’s vestments 5 gp 6 lbs.*
Cage Cold-weather outfit 8 gp 7 lbs.*
Small or Medium 15 gp 60 lbs. Courtier’s outfit 30 gp 6 lbs.*
Large 30 gp 240 lbs. Decorative trim 1 sp–50 gp —
Huge 60 gp 960 lbs. Entertainer’s outfit 3 gp 4 lbs.*
Dandy brush 2 sp 2 lbs. Explorer’s outfit 10 gp 8 lbs.*
Falconry gauntlet 10 gp 1 lb. Furs 12 gp 5 lbs.*
Feed (per day) 5 cp 10 lbs. Hat 1 sp–50 gp 1/2 lb.*
Feed, Carnivore (per day) 5 cp 5 lbs. Ice skates 1 gp 2 lbs.*
Saddle Jewelry Varies Varies
Military 20 gp 30 lbs. Noble’s outfit 75 gp 10 lbs.*
Pack 5 gp 15 lbs. Reinforced scarf 10 gp 1 lb.*
Riding 10 gp 25 lbs. Reversible cloak 2 sp–100 gp 1 lb.*
Saddle (exotic) Scarf 1 sp–5 gp 1/2 lb.*
Military 60 gp 40 lbs. Scholar’s outfit 5 gp 6 lbs.*
Pack 15 gp 20 lbs. Skis 5 gp 20 lbs.*
Riding 30 gp 30 lbs. Snowshoes 5 gp 4 lbs.*
Saddlebags 4 gp 8 lbs. Traveler’s outfit 1 gp 5 lbs.*
Stabling (per day) 5 sp — * These items weigh one-quarter this amount when
Training sleeve 100 gp 5 lbs. made for Small characters.
* Relative to similar armor for a Medium humanoid. ** There are generally much better clothing choices in
Luven Lightfinger’s Gear and Treasure Shop.
Transport
Entertainment
Land Transport Price Price
per Mile Item Price Weight
Canoe, birchbark (PoP) 25 gp — Backgammon set (LL) 8 gp 2 lbs.
Canoe, elven (PoP) 1,000 gp — Billiards gear 5 sp 8 lbs.
Cart 15 gp 1 cp Board game 1 sp–10 gp 2 lbs.
Wagon Cards 1 sp–100 gp 1 lb.
Wagon, light 50 gp 2 cp Chess set (LL) 20 gp 3 lbs.
Crossword 1 cp–1 sp —
49
Dartboard set 5 sp 10 lbs. Mead (mug) 5 cp 1/2 lb.
Dice 1 sp — Mead (gallon) 2 gp 8 lbs.
Dominos 1 sp–25 gp 1 lb. Meal, poor (per day) 1 sp —
Puzzle box 1 gp–1,000 1 lb.–5 lbs. Meal, common (per day) 3 sp —
gp Meal, good (per day) 5 sp —
Meat 3 sp 1/2 lb.
Trade Goods
Milk 5 cp 1/2 lb.
Price Items Orc trail rations 1 gp 1 lb.*
2 cp Beans (1 lb.), cheese (1 lb.), chicken, pota- Stout, dire wolf (pint) (LL) 7 cp 1 lb.
toes (1 lb.), turnips (1 lb.)
Stout, dire wolf (pitcher) (LL) 5 sp 4 lbs.
3 cp Charcoal (20 lbs.), peat (20 lbs.)
Tea (cup) 2 cp 1/2 lb.
5 cp Coal (20 lbs.), masonry stone (1 lb.), sugar
Trail rations 5 sp 1 lb.*
(1 lb.)
Travel cake mix 1 sp 1 lb.
1 sp Iron (1 lb.)
Vodka (pint) (LL) 6 gp 1/2 lb.
5 sp Copper (1 lb.), garlic (1 lb.), mustard (1 lb.),
thin leather (1 sq. yard) Wandermeal (per day) 1 cp 1/2 lb.*
1 gp Glass (1 lb.), goat, honey (1 lb.) Yogurt 1 sp 1/2 lb.
2 gp Sheep * These items weigh one-quarter this amount when
made for Small characters.
3 gp Fox pelt, mink pelt, pig, thick leather (1 sq.
yard)
Lodging and Services
4 gp Ermine pelt
Item Price
5 gp Silver (1 lb.)
Bath (cold) 2 cp
6 gp Wool (1 lb. or 1 sq. yard)
Bath (hot) 6 cp
10 gp Cow, darkwood (1 lb.)
Bath (public) 2 sp–1 gp
50 gp Gold (1 lb.)
Companion 5 cp–10 gp
300 gp Adamantine (1 lb.)
Doctor 1 gp
500 gp Platinum (1 lb.)
Hireling (trained) 3 sp per day
Food and Drink Inn stay (common) 5 sp
Inn stay (good) 2 gp
Item Price Weight
Inn suite (small) 4 gp
Absinthe (glass) 3 gp —
Inn suite (average) 16 gp
Absinthe (bottle) 30 gp 1-1/2 lbs.
Inn suite (luxurious) 32 gp+
Ale (mug) 4 cp 1 lb.
Laundry 1 sp
Ale (gallon) 2 sp 8 lbs.
Lawyer (novice) 5 sp
Bread 4 cp 1/2 lb.
Lawyer (competent) 3 gp
Cheese 1 sp 1/2 lb.
Lawyer (experienced) 10 gp
Chocolate (bar) 5 gp 1/2 lb.
Messenger 2 cp per mile
Coffee (cup) 1 cp 1/2 lb.
Nurse 7 sp
Gin (pint) (LL) 6 gp 1 lb.
Scribe (text) 1 gp
Honey (jar) 1 gp 1/2 lb.
Scribe (map) 10 gp
Ice cream 1 sp —
Spellcasting caster level × spell level ×
Kahve (cup) 2 cp 1/2 lb.
10 gp*
Lager, elvish red (pint) (LL) 4 cp 1/2 lb.
* See description.
Lager, elvish red (pitcher) (LL) 3 sp 2 lbs.
50
Alchemical Remedies Tindertwig 1 gp — 25
Item Price Weight Craft Weapon blanch (ada- 100 gp 1/2 lb. 25
DC mantine)
Alchemist’s kindness 1 gp — 20
Antiplague 50 gp — 25 Alchemical Weapons
Blood-boiling pill 75 gp — 25 Item Price Weight Craft
Essence of independence 80 gp — 25 DC
Frost ward gel 150 gp 1 lb. 25 Acid 10 gp 1 lb. 15
Meditation tea 30 gp — 20 Alchemist’s fire 20 gp 1 lb. 15
Soothe syrup 25 gp 1/2 lb. 15 Alkali flask 15 gp 1 lb. 15
Troll oil 50 gp 1 lb. 30 Arrow, bleeding 160 gp — 25
Vapors of easy breath 75 gp 3 lbs. 25 Arrow, durable 1 gp — 25
Arrow, lodestone 10 gp — 25
Alchemical Tools Arrow, trip 40 gp — 25
Item Price Weight Craft Bottled lightning 40 gp 1 lb. 20
DC Burst jar 35 gp 1 lb. 25
Alchemical cement 5 gp 2 lbs. 15 Fuse grenade 100 gp 1 lb. 20
Alchemical glue 20 gp 1/2 lb. 20 Holy water 25 gp 1 lb. 15
Alchemical glue acceler- 25 gp — 25 Liquid blade 40 gp 2 lbs. 25
ant
Lyddric essence 20 gp 1 lb. 20
Alchemical solvent 20 gp 1/2 lb. 20
Pellet grenade, ada- 150 gp 1 lb. 25
Armor ointment 30 gp 1 lb. 15 mantine
Blackfire clay 20 gp 10 lbs. 20 Shard gel 25 gp 1 lb. 25
Bloodblock 25 gp — 25 Sneezing powder 60 gp 2 lb. 15
Casting plaster 5 sp 5 lbs. — Shriek bomb 45 gp 1 lb. 20
Frightful war paint 300 1 lb. 30 Tangleburn bag 30 gp 5 lbs. 20
Glowing ink 5 gp — 15 Tanglefoot bag 50 gp 4 lbs. 25
Homunculus clay 2,250 gp 5 lbs. 30 Thunderstone 30 gp 1 lb. 25
Incense, calming (LL) 50 gp — 20
Incense, concentration 50 gp — 20 Arrow, Bleeding: This sharpened hollow tube looks like
(LL) the narrow proboscis of some giant insect, but it actually
Imposing war paint 70 gp 1/2 lb. 25 comes from a carnivorous plant. A bleeding arrow deals
Invisible ink (simple) 2 gp — 15 normal damage when it hits a creature and deals 1 point
of bleed damage. A critical hit does not multiply the
Invisible ink (average) 10 gp — 20
bleed damage.
Instant fertilizer 20 gp 4 lbs. 20
Marker dye 15 gp 1 lb. 15 Arrow, Durable: These arrows are tightly wrapped in
No glint (LL) 35 gp ½ lbs. 25 strands of alchemical glue. Durable arrows don’t break
Nushadir 10 gp 1 lb. 20 with normal use, whether or not they hit their target;
Scent cloak 20 gp 2 lbs. 20 unless a durable arrow goes missing, an archer can re-
trieve and reuse it again and again. Durable arrows can
Shaman’s paint 90 gp 1/2 lb. 20
be broken in other ways (such as deliberate snapping,
Silence dust 60 gp 1 lb. 20 hitting a fire elemental, and so on). A magical durable
Smokestick 20 gp 1/2 lb. 20 arrow with an enhancement bonus or magic weapon
Spirit of glass 35 gp — 25 special ability applies these magical effects only the first
Sunrod 2 gp 1 lb. 25 time it is used—afterward, the durable arrow becomes
51
nonmagical, and it can be reused or imbued with magic Blood-Boiling Pill: Swallowing this dark black-red pill
again. causes your blood to heat up, granting you a +2 alchemi-
cal bonus on initiative checks and on saving throws
Arrow, Lodestone: This heavy iron arrowhead is sealed against cold effects for 8 hours. However, any damage
with an alchemical resin. Pulling a small string (a move you take from bleed effects during this time is multiplied
action) breaks the seal and triggers a reaction in the by 1-1/2 (rounded up).
arrowhead, greatly increasing its magnetic properties.
You gain a +4 circumstance bonus on attack rolls when Dandy Brush: This hard-bristled tool has a handle that
firing a lodestone arrow at a target wearing metal armor slips over the wearer’s hand, and is used by animal breed-
or a target made of metal, but the magnetized arrow ers, owners, and grooms to brush the animals in their
deals only half damage on a successful hit. The increased care, loosening dirt and detritus from the creatures’ coats
magnetism fades 1 round after you activate a lodestone and stimulating the skin so it produces the natural oils
arrow, after which it becomes a normal arrow. that keep them healthy and clean.

Arrow, Trip: This squat arrow has a large, bulbous Essence of Independence: When ingested, this thin
metal tip that expands and flattens in flight. If you hit serum awakens your potential for independent action.
a creature with a trip arrow, the arrow deals no damage If you are under the influence of a mindaffecting effect,
but performs a trip combat maneuver against the target you receive a new saving throw with a +4 alchemical
with a Combat Maneuver Bonus of +5. For the purpose bonus to break the effect (you can gain this benefit only
of determining Combat Maneuver Bonuses or penalties once per day). If the serum is ingested by a bonded
based on size, the arrow is treated as if it were the size of creature such as a familiar, animal companion, bonded
the creature it was designed for. mount, or homunculus, the creature ceases to be bound
to its master’s will for 10 minutes. It gains a +2 morale
Barding Stitches: This thin, specially treated wire can bonus on attack rolls, saving throws, skill checks, and
be used to attach barding to creatures whose body types ability checks, and becomes interested in finding its
cannot normally accommodate armor, such as piscine, own way of doing things. Its attitude toward its master
serpentine, and verminous animals, by delicately and might change drastically during this time, depending on
thoroughly sewing the equipment directly to the crea- how the master has treated it in the past. As soon as the
ture’s flesh. Equipping a creature with barding using duration of this effect ends, the creature becomes bound
barding stitches takes 10 times as to its master’s will again.
long as the figures shown in the Pathfinder RPG Core
Rulebook, and a successful DC 25 Heal check is re- Feed, Carnivore: Consisting of various kinds of raw
quired to attach or remove the stitches. The creature meat that have been jerked, smoked, or salted for preser-
must be helpless or willing to be equipped with barding vation, a day’s worth of carnivore feed is adequate food
stitches, and must have at least a +1 natural armor bonus for any Small or Medium meat-eating animal such as a
to AC. An armored creature with barding stitches takes a tiger, bear, or dog. Larger carnivores might require up to
−2 penalty on Strength- and Dexterity-based skill checks 2 to 4 days’ worth of carnivore feed per day.
(in addition to any penalties from the barding itself ),
Fortitude and Reflex saves, and saves against effects with Frightful War Paint: This bone-white paste makes
the pain descriptor (these penalties stack). These penal- your face appear skeletal and emotionless, like a visage
ties persist for as long as the creature is equipped with of death itself. When you apply frightful war paint to
barding stitches. yourself (or to a willing adjacent creature) as a full-round
action, attempt a Disguise or Charisma check. Living
Beast-Training Kit: This kit includes a dandy brush, creatures within 30 feet of the wearer must succeed at
training harness, training whip, whet bone, and 2 days’ a Will save (DC equal to the result of your Disguise or
worth of carnivore feed. The weight of this kit can be Charisma check, maximum DC 20) or become shaken
reduced by 10 pounds by forgoing the carnivore feed. for 1d4 rounds. Blind creatures and creatures out of line
of sight are unaffected. A creature that succeeds at its
Bird-Training Kit: This kit includes a falconry gauntlet, check becomes immune to this frightful war paint for 24
Tiny cage, training whip, and 2 days’ worth of bird feed. hours. Frightful war paint can be worn indefinitely, but
52
it contains quicksilver and realgar, which have deleteri- with lyddric essence take 2d6 points of acid damage on
ous mental effects. If you wear frightful war paint for a direct hit, or 2 points of acid splash damage if within 5
more than 1 minute per day (whether as a single use of it feet of where it hits.
or as multiple uses over several periods of time), you take
1 point of Constitution damage, plus 1 point of Wis- Sarissa (Martial 2-Handed; 12 gp; 1d6 (S), 1d8 (M);
dom damage for every minute you wear the paint that Crit x3; Range —; Weight 12 lbs.; Type P; Special brace,
day after the first. reach, see text): This spearlike weapon is about 15 feet
long. Its unwieldy length is counterbalanced by a heavy
Frost Giant Hunter’s Kit: This kit includes five bags of brass base. A sarissa provides extended reach—tripling
caltrops, a sarissa, and two tangleburn bags. your reach rather than doubling it. A Medium wielder
would threaten spaces 10 to 15 feet away, but not
Homunculus Clay: This thick clay mixture comes in a adjacent squares or squares 5 to 10 feet away (as with a
jar stamped with a silhouette of whatever creature can be typical reach weapon). Because of its great length and
created using its contents. By adding a drop of blood to weight, a sarissa can be used to attack foes in only one
a scoop of homunculus clay, you can create a temporary direction each round. You must select a cone each round
homunculus that hardens and becomes fully animate before you make any attacks with the sarissa. The weap-
in just 1 round. The character whose blood is used is on threatens only foes within this cone and within its
treated as the homunculus’s master. After 1 hour, a clay extended reach. You can’t change the area you threaten
homunculus withers and dies, rapidly decaying into a with the sarissa until your next turn. While you carry the
viscous slime. The listed price is for a jar containing 3 sarissa pointed upward (typical for overland movement),
doses of homunculus clay. you threaten only squares in the sarissa’s reach in a cone
pointed upward.
Imposing War Paint: This gritty red paste makes you
appear as if you were covered in dried blood. When you Shaman’s Paint: The ground carcasses of goldbelly stink-
apply imposing war paint as a full-round action, you bugs give this paint its characteristic yellow hue. When
gain a +4 alchemical bonus on Intimidate checks and the applied as a full-round action, this fine paste makes
duration of any fear effects you create increases by 50% your head glow as though with an unearthly halo. You
as long as you wear the war paint. Unfortunately, im- gain a +2 alchemical bonus to your caster level for any
posing war paint is made with realgar, which is toxic to spells you cast that target one or more of your allies. The
living creatures. If you wear imposing war paint for quicksilver in shaman’s paint is harmful to living crea-
more than 1 minute per day, you take 1 point of Consti- tures. If you wear shaman’s paint for more than 1 minute
tution damage, plus 1 point of Constitution damage for per day, you take 1 point of Wisdom damage, plus 1
every minute you wear the paint that day after the first. point of Wisdom 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 Shriek Bomb: This yellow ball of volatile resin has a
provokes attacks of opportunity. Noncreature plants hemp wick. Lighting the fuse is a move action; 1d3–1
and fungi in the area grow with alarming speed, and the rounds later (a result of 0 rounds takes place at the end
ground becomes weedy, difficult terrain for non-plant of your turn), the shriek bomb explodes, dealing 2d6
creatures. Any non-plant creature in the square must points of sonic damage to creatures in a 10-foot radius
succeed at a DC 15 Reflex save or it becomes entangled burst (Fortitude DC 15 half ). A shriek bomb can be
by the surging plants. Any plant creature in the affected thrown as a splash weapon with a range of 10 feet.
square is healed of 1d6 points of damage.
Silence Dust: This ashen powder can be thrown as a
Lyddric Essence: This enzyme is derived from a para- splash weapon, muffling all sound within a 15-foot-
sitic fungus that breaks down most organic tissue, and is radius sphere centered on the point of impact. Percep-
especially destructive to plants and other fungi. A flask tion checks to notice sound emanating from or passing
of lyddric essence can be used like a flask of acid, dealing through the cloud take a –10 penalty. Alternatively,
normal acid damage to creatures not of the plant type. applying a dose of silence dust to your feet as a standard
However, plant creatures, plants, and fungi targeted action grants you a +5 circumstance bonus on Stealth
53
checks to avoid being heard while walking. The dust is OPEN GAME LICENSE Version 1.0a
effective for 1 minute before it disperses. 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.

Spirit of Glass: This fiber is composed of tiny strands of 1. Definitions: (a)”Contributors” means the copyright and/ or trademark
razor-sharp glass laced with alchemical elements. Anyone owners who have contributed Open Game content; (b)”Derivative Mate-
rial” means copyrighted material including derivative works and translations
who touches it finds her skin irritated by countless tiny (including into other computer languages), potation, modification, cor-
abrasions. Though it causes only minor discomfort, it rection, addition, extension, upgrade, improvement, compilation, abridg-
opens the skin enough for poison to seep through, allow- ment or other form in which an existing work may be recast, transformed
or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell,
ing injury poisons to be delivered to the affected creature broadcast, publicly display, transmit or otherwise distribute; (d)”Open
as if they were contact poisons. The abrasions last for 1 Game Content” means the game mechanic and includes the methods,
hour or until cleaned and treated with a successful DC procedures, processes and routines to the extent such content does not
embody the Product Identity and is an enhancement over the prior art and
10 Heal check (a full-round action). Poisoners some- any additional content clearly identified as Open Game Content by the
times place spirit of glass in a target’s wardrobe or amid Contributor, and means any work covered by this License, including trans-
her personal effects along with a rag soaked in poison. lations and derivative works under copyright law, but specifically excludes
Product Identity. (e) “Product Identity” means product and product line
Spirit of glass is often mistaken for lint or loose cloth, names, logos and identifying marks including trade dress; artifacts; creatures
though it and the abrasions it causes can be identified characters; stories, storylines, plots, thematic elements, dialogue, incidents,
with a successful DC 15 Craft (alchemy) check or DC language, artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or audio
17 Heal check. Spirit of glass can be used only once representations; names and descriptions of characters, spells, enchantments,
before it is expended. personalities, teams, personas, likenesses and special abilities; places, loca-
tions, environments, creatures, equipment, magical or supernatural abilities
or effects, logos, symbols, or graphic designs; and any other trademark or
Training Sleeve: This thick, heavily padded sleeve fits registered trademark clearly identified as Product identity by the owner of
over the wearer’s arm and serves as a target for animals the Product Identity, and which specifically excludes the Open Game Con-
being trained to attack. When used in conjunction with tent; (f ) “Trademark” means the logos, names, mark, sign, motto, designs
that are used by a Contributor to identify itself or its products or the associ-
the Handle Animal skill to train an animal for a general ated products contributed to the Open Game License by the Contributor
purpose, this item grants the user a +5 competence bo- (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format,
nus on her Handle Animal check to successfully combat modify, translate and otherwise create Derivative Material of Open Game
Content. (h) “You” or “Your” means the licensee in terms of this agreement.
train an animal. 2. The License: This License applies to any Open Game Content that
contains a notice indicating that the Open Game Content may only be
Vapors of Easy Breath: This waxy ball of resin and herbs 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-
is stored in a large glass jar or other airtight container. tracted from this License except as described by the icense itself. No other
When the jar is opened, it instantly evaporates into a terms or conditions may be applied to any Open Game Content distributed
soothing vapor that renders the lungs of any adjacent using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate
creatures resistant to inhaled poisons, diseases, and irri- Your acceptance of the terms of this License.
tants such as choking smoke. Each creature within 5 feet 4. Grant and Consideration: In consideration for agreeing to use this
of the jar when it is opened gains a +5 alchemical bonus License, the Contributors grant You a perpetual, worldwide, royalty-free,
non-exclusive license with the exact terms of this License to Use, the Open
on saving throws against such effects for the next 10 Game Content.
minutes. If already affected by an airborne affliction, an 5.Representation of Authority to Contribute: If You are contributing origi-
affected creature can immediately attempt another saving nal material as Open Game Content, You represent that Your Contribu-
tions are Your original creation and/or You have sufficient rights to grant
throw against the effect (with the +5 bonus); a creature the rights conveyed by this License.
can attempt only one such additional saving throw in a 6.Notice of License Copyright: You must update the COPYRIGHT NO-
24-hour period. 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-
tributing, and You must add the title, the copyright date, and the copyright
holder’s name to the COPYRIGHT NOTICE of any original Open Game
Content you Distribute.
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
containing Open Game Content except as expressly licensed in another,
independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does

54
not constitute a challenge to the ownership of that Product Identity. The by E. Gary Gygax.
owner of any Product Identity used in Open Game Content shall retain all Daemon, Piscodaemon from the Tome of Horrors, Revised. © 2002, Nec-
rights, title and interest in and to that Product Identity. romancer Games, Inc.; Author: Scott Greene, based on original material by
8. Identification: If you distribute Open Game Content You must clearly E. Gary Gygax.
indicate which portions of the work that you are distributing are Open Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games,
Game Content. Inc.; Author Scott Greene, based on original material by Rik Shepard.
9. Updating the License: Updating the License: Wizards or its designated Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games,
Agents may publish updated versions of this License. You may use any Inc.; Author Scott Greene, based on original material by Simon Muth.
authorized version of this License to copy, modify and distribute any Open Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
Game Content originally distributed under any version of this License. Author Scott Greene, based on original material by Gary Gygax.
10. Copy of this License: You MUST include a copy of this License with Ear Seeker from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
every copy of the Open Game Content You Distribute. Author Scott Greene and Erica Balsley, based on original material by Gary
11. Use of Contributor Credits: You may not market or advertise the Open Gygax.
Game Content using the name of any Contributor unless You have written Froghemoth from the Tome of Horrors. © 2002, Necromancer Games,
permission from the Contributor to do so. Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
12. Inability to Comply: If it is impossible for You to comply with any of Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer
the terms of this License with respect to some or all of the Open Game Games, Inc., published and distributed by Frog God Games; Author: Scott
Content due to statute, judicial order, or governmental regulation then You Greene, based on original material by Gary Gygax.
may not Use any Open Game Material so affected. Giant, Wood from the Tome of Horrors Complete © 2011, Necromancer
13. Termination: This License will terminate automatically if You fail to Games, Inc., published and distributed by Frog God Games; Authors: Scott
comply with all terms herein and fail to cure such breach within 30 days of Greene, based on original material by Wizards of the Coast.
becoming aware of the breach. All sublicenses shall survive the termination Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.;
of this License. Author Scott Greene, based on original material by Gary Gygax.
14. Reformation: If any provision of this License is held to be unenforce- Grippli from the Tome of Horrors Complete © 2011, Necromancer
able, such provision shall be reformed only to the extent necessary to make Games, Inc., published and distributed by Frog God Games; Author: Scott
it enforceable. Greene, based on original material by Gary Gygax.
15. COPYRIGHT NOTICE Ice Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.;
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. Author: Scott Greene.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Inkantations. Copyright 2011, 4 Winds Fantasy Gaming; Authors Sean
Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by O’Connor and Rogan Hamby, with CJ Ruby and Patricia Willenborg.
E. Gary Gygax and Dave Arneson. Iron Cobra from the Tome of Horrors Complete © 2011, Necromancer
Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Games, Inc., published and distributed by Frog God Games; Author: Scott
Jason Bulmahn. Greene, based on original material by Philip Masters.
Angel, Monadic Deva from the Tome of Horrors, Revised. © 2002, Necro- Kobold Quarterly, Issue 7 © 2008, Open Design LLC, www.koboldquar-
mancer Games, Inc.; Author: Scott Greene, based on original material by E. terly.com; Authors: John Baichtal,
Gary Gygax. Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones,
Angel, Movanic Deva from the Tome of Horrors, Revised. © 2002, Necro- Derek Kagemann, Phillip Larwood,
mancer Games, Inc.; Author: Scott Greene, based on original material by E. Richard Pett, and Stan!
Gary Gygax. Luven Lightfinger’s Gear and Treasure Shop. Copyright
Anger of Angels. © 2003, Sean K Reynolds. 2010, 4 Winds Fantasy Gaming; Authors Sean O’Connor, Connie J.
Axe Beak from the Tome of Horrors Complete © 2011, Necromancer Thomson and Robert W. Thomson.
Games, Inc., published and distributed by Mihstu from the Tome of Horrors, Revised. © 2002, Necromancer Games,
Frog God Games; Author: Scott Greene, based on original material by Gary Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Gygax. Mite from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Au-
Baphomet from the Tome of Horrors Complete © 2011, Necromancer thor Scott Greene, based on original material by Ian Livingstone and Mark
Games, Inc., published and distributed by Frog God Games; Author: Scott Barnes.
Greene, based on original material by Gary Gygax. Nabasu Demon from the Tome of Horrors. © 2002, Necromancer Games,
Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
Author Scott Greene, based on original material by Gary Gygax. Necrophidius from the Tome of Horrors, Revised. © 2002, Necromancer
Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Games, Inc.; Author: Scott Greene, based on original material by Simon
Erik Mona, Chris Pramas, Robert J. Schwalb. Tillbrook.
Brownie from the Tome of Horrors, Revised. © 2002, Necromancer Nereid from the Tome of Horrors Complete © 2011, Necromancer Games,
Games, Inc.; Author: Scott Greene, based on original material by E. Gary Inc., published and distributed by Frog God Games; Author: Scott Greene,
Gygax. based on original material by Gary Gygax.
Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Ooze, Magma from the Tome of Horrors Complete © 2011, Necromancer
Author Scott Greene, based on original material by Lawrence Schick. Games, Inc., published and
Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, distributed by Frog God Games; Author: Scott Greene.
Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike
on original material by E. Gary Gygax. McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.
Daemon, Derghodaemon from the Tome of Horrors, Revised. © 2002, Pathfinder Player Companion: Alchemy Manual © 2014, Paizo Inc.; Au-
Necromancer Games, Inc.; Author: Scott Greene, based on original material thors: Jason Nelson, Patrick Renie,
by E. Gary Gygax. and David N. Ross.
Daemon, Guardian from the Tome of Horrors Complete © 2011, Nec- Pathfinder Player Companion: Animal Archive © 2013, Paizo Publishing,
romancer Games, Inc., published and distributed by Frog God Games; LLC; Authors: Amanda Hamon,
Author: Scott Greene, based on original material by Ian McDowall. Philip Minchin, Jason Nelson, Patrick Renie, Owen K.C. Stephens, and
Daemon, Hydrodaemon from the Tome of Horrors, Revised. © 2002, Christina Stiles.
Necromancer Games, Inc.; Author: Scott Greene, based on original material Pathfinder Player Companion: Giant Hunter’s Handbook © 2014, Paizo
55
Inc.; Authors: Alexander Augunas, Luis Loza, Ron Lundeen, and David Musson.
Ross. Shadow Demon from the Tome of Horrors. © 2002, Necromancer Games,
Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Inc.; Author: Scott Greene, based on original material by Neville White.
Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
Cook, and Skip Williams. Slithering Tracker from the Tome of Horrors Complete © 2011, Necro-
Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; mancer Games, Inc., published and
Author: Cam Banks, Wolfgang Baur, Jason Bulmahn, Jim Butler, Eric distributed by Frog God Games; Author: Scott Greene, based on original
Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth material by Gary Gygax.
Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, The Book of Arcane Magic. Copyright 2009, 4 Winds Fantasy Gaming;
Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Red- Authors Connie J. Thomson and Robert W. Thomson
man, Sean K Reynolds, F. Wesley Schneider, Amber Scott, Doug Seacat, The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming;
Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Authors Connie J. Thomson and Robert W. Thomson, with Katheryn
Skip Williams, Teeuwynn Woodruff. Bauer and Sean O’Connor.
Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; The Book of Erotic Fantasy. Copyright 2006, Arthaus, Inc.; Authors:
Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Gwendolyn F.M. Kestrel and Duncan Scott
Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All
Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney- rights reserved.
MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. The Book of Hallowed Might. © 2002, Monte J. Cook.
Stephens, and Russ Taylor. Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Pub- Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors:
lishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christ-
Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason offerson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill
Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, Webb; Based on original content from TSR.
and Russ Taylor. Troll, Ice from the Tome of Horrors Complete © 2011, Necromancer
Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Au- Games, Inc., published and distributed by Frog God Games; Author: Scott
thor: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, Greene, based on original material by Russell Cole.
and Skip Williams. Troll, Rock from the Tome of Horrors Complete © 2011, Necromancer
Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Games, Inc., published and distributed by Frog God Games; Author: Scott
Authors: Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Greene.
Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Wood Golem from the Tome of Horrors. © 2002, Necromancer Games,
Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Inc.; Authors: Scott Greene and Patrick Lawinger.
Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer
Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, Games, Inc.; Author Scott Greene, based on original material by Albie
based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Fiore.
Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Yeti from the Tome of Horrors Complete © 2011, Necromancer Games,
Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Inc., published and distributed by Frog God Games; Author: Scott Greene,
Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, based on original material by Gary Gygax.
James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Heroes of the Azag-Ithiel. Copyright 2015, Purple Duck Games; Author:
Monte Cook, and Skip Williams. Treyson Sanders.
Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Publishing,
LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
Cook, and Skip Williams. Pathfinder is a registered trademark of Paizo Inc., and
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publish- the Pathfinder Roleplaying Game and the Pathfinder
ing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob
McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Roleplaying Game Compatibility Logo are trademarks of
Owen K.C. Stephens, and Russ Taylor. Paizo Inc., and are used under the Pathfinder Roleplay-
Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publish- ing Game Compatibility License. See http://paizo.com/
ing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross
Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim pathfinderRPG/compatibility for more information on
Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, the compatibility license.
Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ
Taylor.
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publish- All text is open game content.
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
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