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blood

forge
Bloodforge
Design: Jade Ripley, Matthew Ryan Medeiros
Editing and Development: Andreas Rönnqvist
Editor: Paul Gazo
Proofreading: Brett Mclean
Interior art: Levi Hinton
Art Direction: Andreas Rönnqvist
Cover Art: Levi Hinton
Graphic Design: Mio Dal
Interior Layout: Nicola Kelsall
Special Thanks: Afroakuma, Alex Firesworn, Kevin Ryan, Anthony Regits, Chris Bennet,
Michael Sayre, Michael Sloan

Bloodforge is (C) Dreamscarred Press. References to other copyrighted material in no way constitutes a
challenge to the respective copyright holders of that material.

The following text is designated as Open Game Content: All text except Product Identity.

Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the
third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter
Adkison.

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying
Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and
the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are
used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/
compatibility for more information on the compatibility license.

Bloodforge is published by Dreamscarred Press under the Open Game License version 1.0a Copyright 2000
Wizards of the Coast, Inc.
TABLE OF CONTENTS
INTRODUCTION. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4

SPECIFIC HALF-BREEDS
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .4
MEET THE BREEDS 5
AELLAR 8
ALICORN 11
BLINKLING 13
DECATAUR 15
DREIGE 17
GRENDLE 19
HALF-GNOLL 21
HALF-GOBLINOIDS 23
HALF-SAHUAGIN 27
HEXBREATHER 29
HOURI 32
KESTREL 34
KIJIN 36
LASHER 39
LURKER 41
MERG 43
MURK 45
OGGR 48
ORNIBUS 50
PIPER 53
RANA 55
SPRING CHILD 57
STHEIN 59
THRALLSPAWN 63
TRIXIE 65
WATCHER 67
WOODBORN 71
WULFKIN 73

MAKING MORE CROSSBREEDS


. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
TEMPLATES 76
BIPEDAL CREATURES 76
HALF-DOPPELGANGER 76
HALF-ELEMENTALS 77
HALF-MEDUSA 81
HALF-RAKSHASA 82
QUADRUPEDAL CREATURES 83
TITANBLOODED 83

LEGACIES OF BLOOD . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .85


FEATS 85
PRESTIGE CLASSES 89
SPELLS OF THE BLOOD 95
RACIAL CREATIONS 98
Bloodforge
Chapter One: Chapter Two:
INTRODUCTION SPECIFIC HALF-BREEDS
Few concepts in fantasy are as well-loved or well-hated as the Even if a campaign has numerous ways for different races
idea of half-breeds, those who share the blood of two races to combine, some half-breeds are more common than
but may not quite belong to either. My very first character others. This chapter presents twenty-eight preconstructed
- way back in 2nd edition - was a half-elf bard, and he was crossbreed races, as well as several new subtypes, ready for
just the coolest thing to my seven-year-old self. The game use as player characters or NPCs. All these races are based
has evolved since then, going through a new edition, the on at least one humanoid parent.
update to 3.5 and then the rise of Pathfinder, and through
it all half-breeds have remained not just present, but a vital HALF-BLOOD SUBTYPES
and vibrant part of various campaign worlds. From half- This book adds several new subtypes that help describe
elves and half-orcs to exotic beings like aasimar, half-fiends mixed heritage, whether through birth or mutation.
or even half-genies, Pathfinder is an RPG where strange Subtypes add additional abilities and qualities to a creature.
pairings and legacies abound. Aberrant Subtype: Aberrant creatures are related to
This book presents a whole lot of half-breeds, some of aberrations and have unusual qualities or mutations. They
them the legacies of ancient magics, and others the product count as aberrations in addition to their other types and
of meetings between two (or more!) races. Each takes a subtypes for effects and prerequisites relating to type. They
different lesson and legacy from its bloodlines and expresses do not gain any other qualities of the type unless another
its parents’ traits in a new way. Along with these are new source grants it.
feats, spells, prestige classes and items to add new dimensions Drakeblood Subtype: Drakeblood creatures are
to your campaign’s racial themes, from an enchantment to related to dragons and have draconic qualities or aspects.
ensure hospitality to the pitiless kith hunters that murder They count as dragon in addition to their other types and
their own kind. subtypes for effects and prerequisites relating to type. They
If you haven’t felt like exploring the idea of half-breeds do not gain any other qualities of the type unless another
before, I hope we can inspire you to give it a try. If you have, source grants it.
I hope these new options excite and inspire you to explore Feyblood Subtype: Feyblood creatures are related to
race and heritage more in-depth in your characters and fey and have fey-like qualities. They count as fey in addition
campaign worlds. And more than anything, I hope they help to their other types and subtypes for effects and prerequisites
you have fun. relating to type. They do not gain any other qualities of the
Happy adventures. type unless another source grants it.
Beastblood Subtype: Beastblood creatures are
Jade Ripley related to magical beasts and have bestial qualities as well as
Co-author magical abilities. They count as magical beasts in addition to
their other types and subtypes for effects and prerequisites
Half-breeds have always been a topic of interest for me. In relating to type. They do not gain any other qualities of the
everything I watched or read, the half-breed character always type unless another source grants it.
drew my attention, be it Tanis Half-Elven of DragonLance Crossblood Subtype: Crossblood creatures are
fame, or Inu Yasha from Rumiko Takahashi’s manga of the related to monstrous humanoids and have monstrous
same name, I’ve always loved the forlorn and often tragic aspects to an otherwise normal anatomy. They count as
experience of the “in-between” character. monstrous humanoids in addition to their other types and
Once I started playing fantasy-based roleplaying games subtypes for effects and prerequisites relating to type.
I immediately thought back to that initial novel and began Slimeblood Subtype: Slimeblood creatures are
wondering what I could do as a player with half-breeds. I related to slimes and typically have odd, squishy anatomy or
loved playing as Half-Whatevers, at higher level I always took are unnaturally malleable. They count as slimes in addition
some ridiculous half-breed, finding some odd combination to their other types and subtypes for effects and prerequisites
of race and class, always adding some sort of template when relating to type. They do not gain any other qualities of the
the GM allowed. type unless another source grants it.
With that in mind, we bring to you an amazing book full Earthblood Subtype: Earthblood creatures are
of wondrous ideas to further enhance your every character, related to plants and have odd colorations to their otherwise
be they PC or NPC. May this book bring more diversity and normal anatomy. They count as plants in addition to their
even more flavor to your already flavorful world. other types and subtypes for effects and prerequisites
relating to type. They do not gain any other qualities of the
Matthew Medeiros type unless another source grants it.
Co-author Graveblood Subtype: Graveblood creatures are
related to undead and have bony, pale, or gaunt bodies.
They count as undead in addition to their other types and
subtypes for effects and prerequisites relating to type. They
do not gain any other qualities of the type unless another
source grants it, and are still healed by positive energy and
harmed by negative energy.

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Bloodforge
MEET THE BREEDS Table 2-1: Half-breeds At A Glance
Each new half-breed is described in the following format.
Half-Breed Bloodline
NAME
This is the name of the new race, which may be a cultural Aellar Elf, Giant Eagle
name, a name they have chosen for themselves, or even a
simple description (such as in the case of half-sahuagin). Alicorn Elf, Unicorn
Different campaign settings may have different names for Blinkling Blink Dog, Halfling
these races or, indeed, any half-breed race.
Decataur Centaur, Elf
APPEARANCE Dreige Giant, Humanoid
This gives a rough idea of the size, coloration, and features of
a typical member of this half-breed. Individual appearance Grendle Humanoid, Troll
varies even more than in pure blood races, so these are at
best a guideline. Additional information may describe the Half-gnoll Gnoll, Humanoid
style of clothing, gear, and ornamentation such half-breeds
prefer. Half-goblin Gnome or Halfling, Goblin

Half-hobgoblin Humanoid, Hobgoblin


DEMEANOR
Most half-breeds have a few strong personality traits in Half-bugbear Bugbear, Humanoid
common and those are described here.
Half-sahuagin Humanoid, Sahuagin

BACKGROUND Hexbreather Hag, Orc


This section gives one or more typical backgrounds, focusing
on circumstances regarding the crossbreed’s birth and early Houri Elf, Nymph
years of life, as well as how they enter early adulthood.
Kestrel Halfling, Harpy

ADVENTURERS Kijin Elf, Oni


Presented here are suggestions for why the half-breeds
Lasher Dwarf, Roper
might go adventuring, what kind of adventurers they tend to
be, and how they get along with other party members. Lurker Cloaker, Humanoid

RACIAL TRAITS Merg Humanoid, Merfolk


This section includes all the game rules needed to play the Murk Orc, Troglodyte
half-breed, including ability score adjustments, size, speed,
favored class bonuses, and any other special abilities. Oggr Humanoid, Ogre

Half-breeds at a glance Ornibus Humanoid, Howler


The following tables on the following pages summarize
Piper Elf or Human, Satyr
some basic information on all the specific half-breeds and
their subraces listed in this chapter. Tables 2-2 and 2-3 Rana Lizardfolk, Ophiduan
on the next few pages list average age categories, heights
and weights for each of the half-breeds presented in this Spring Child Humanoid, Dryad
chapter. Like all descriptive information for half-breeds
these are guidelines only and both players and GMs should Sthein Elf, Naga
feel free to deviate from them when describing specific
individuals. Thrallspawn Humanoid, Verizal

Trixie Gnome, Pixie


Languages
All the half-breeds can choose from the automatic and Watcher Dwarf, Gargoyle
bonus languages of both parents’ races as bonus languages.
A half-breed’s automatic languages vary depending on Woodborn Elf, Treant
his or her background. Most half-breeds learn Common
and the languages of whatever community they grow Wulfkin Humanoid, Winter Wolf
up in. As a rule of thumb, give a half-breed either two or
three automatic languages, depending on the character’s
background.

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Bloodforge
Table 2-2: Half-breed Lifespans
Half-breed Adulthood Middle Age Old Venerable Max. Age

Aellar 20 years 120 years 200 years 280 years +4d20 years

Alicorn 18 years 60 years 240 years 360 years +4d% years

Blinkling 12 years 20 years 40 years 55 years +1d10 years

Decataur 30 years 110 years 165 years 220 years +5d10 years

Dreige 18 years 40 years 75 years 120 years +3d10 years

Grendle* 35 years 115 years 150 years 200 years +10d% years

Half-gnoll 14 years 20 years 30 years 40 years +2d8 years

Half-goblinoid 14 years 30 years 80 years 100 years +2d20 years

Half-sahuagin 22 years 50 years 75 years 110 years +2d10 years

Hexbreather 19 years 32 years 110 years 250 years +1d% years

Houri** 175 years - - - -

Kestrel 20 years 50 years 90 years 140 years +3d10 years

Kijin 18 years 80 years 300 years 600 years +5d20 years

Lasher 24 years 36 years 72 years 145 years +3d10 years

Lurker 31 years 46 years 90 years 150 years +1d% years

Merg 30 years 75 years 150 years 210 years +5d20 years

Murk 13 years 30 years 45 years 60 years +2d10 years

Oggr 13 years 25 years 50 years 75 years +3d10 years

Ornibus 5 years 60 years 115 years 170 years +3d% years

Piper 13 years 50 years 175 years 350 years +1d% years

Rana 10 years 40 years 60 years 90 years +2d20 years

Spring Child** 16 years - - - -

Sthein 10 years 100 years 250 years 500 years +10d20 years

Thrallspawn 7 years 40 years 120 years 300 years +5d20 years

Trixie 25 years 80 years 220 years 450 years +1d% years

Watcher 30 years 150 years 275 years 400 years Unlimited

Woodborn 30 years 200 years 400 years 500 years +10d20 years

Wulfkin 4 years 15 years 45 years 60 years +2d10 years

** Do not age beyond adulthood (receive no physical penalties or mental benefits) and are immortal.

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Bloodforge
Table 2-3: Average Height and Weight
Avg. Avg.
Half-Breed Avg. Weight Half-Breed Avg. Weight
Height Height

Aellar, female 5'10 130 lb Lasher, male 4’0 250 lb

Aellar, male 6'0 150 lb Lurker, female 5'0 55 lb

Alicorn, female 6'0 150 lb Lurker, male 5'4 70 lb

Alicorn, male 6'2 180 lb Merg, female 5'6 100 lb

Blinkling, female 3'0 31 lb Merg, male 5’8 120 lb

Blinkling, male 3'3 38 lb Murk, female 6’4 210 lb

Decataur, female 6'4 200 lb Murk, male 7’2 280 lb

Decataur, male 6'0 180 lb Oggr, female 5’8 220 lb

Dreige, all 8’2 320 lb Oggr, male 6’1 210 lb

Grendle, female 7’8 180 lb Ornibus, female 5'6 140 lb

Grendle, male 7’10 195 lb Ornibus, male 5'10 180 lb

Half-gnoll 5'11 135 lb Piper, female 5’8 175 lb

Half-bugbear, female 6’6 145 lb Piper, male 6’0 200 lb

Half-bugbear, male 6’10 195 lb Rana, female 5’6 160 lb

Half-hobgoblin, female 5’2 125 lb Rana, male 5'10 180 lb

Half-hobgoblin, male 5'5 160 lb Spring child, female 6’0 160 lb

Half-goblin, female 2’1 25 lb Spring child, male 6’5 170 lb

Half-goblin, male 2’9 30 lb Sthein, all 5'10 240 lb

Half-sahuagin, female 5’0 95 lb Thrallspawn, all 5’8 185 lb

Half-sahuagin, male 5’7 135 lb Trixie, female 2’8 20 lb

Hexbreather, female 5'10 80 lb Trixie, male 3’1 35 lb

Hexbreather, male 6'2 100 lb Watcher, female 5’2 165 lb

Houri 5’8 140 lb Watcher, male 4’8 200 lb

Kestrel, female 3’1 15 lb Woodborn, female 5’10 200 lb

Kestrel, male 3’2 20 lb Woodborn, male 6’0 220 lb

Kijin, female 6’6 150 lb Wulfkin, female 5’2 190 lb

Kijin, male 6’8 180 lb Wulfkin, male 5’4 215 lb

Lasher, female 3'8 235 lb

7
Bloodforge
AELLAR sometimes never truly heals, and there is very little that can
make an aellar violent faster than disrespecting the dead,
Few half-breeds take as much pride in their heritage as the especially someone they cared for.
aellar. In times past, an ancient nation of elves was besieged
by an army from the skies, which fell upon their soldiers BACKGROUNDS
in a tide of blood and steel. To counteract this threat, brave For a significant period of their life, aellar can only glide
elves volunteered to be fused with giant eagles and take the and not fly. As a result, aellar tend to be very athletic - they
fight to the skies in support and defense of the nation’s war keep their villages and roosts in high places so they can glide
mages. Through their combined might, their foe was driven down, and then must trek back to the cliffs or mountains
back and pushed out of the world entirely, leaving the aellar where they make their homes and climb back up. After
behind. about a month of this, even the most arrogant young aellar
Though the nation eventually fell, as nations do, the develops an appreciation for the limits of wingless travel.
aellar remain, a race unto themselves that breeds true. Proud Most aellar are raised and trained to battle, less for
of their heritage, the aellar have not chosen to sit upon their battle’s own sake and more for the discipline, courage, and
one mighty deed - the race continues to strive for greatness, self-confidence that martial training can instill. Many pursue
and leave a legacy upon the world greater than their mere the path of magic or faith at a young age, but the study of
existence. tactics is something of a cultural pastime, and few aellar,
And, quietly, to watch for the return of their great even peaceful ones, are unaware of how they might apply
enemy. their skills in an emergency. These reflexes serve them well
- outsiders rarely, if ever, catch aellar unprepared.
APPEARANCE Aellar can develop a serious fascination with urban
Aellar retain the tall, graceful builds of their elf forebears, environments. Partly, this is because almost all of them are
but have powerful eagle wings. They typically have a tan raised in small villages or only-slightly-larger roosts, and
or golden sheen to their skin and a few rare individuals the sheer number of people and cultures is an allure all its
have feathers covering their heads instead of hair. Hair and own. However, aellar are deeply in love with the verticality
feather colors are always complimentary, with blonds, golds, of cities, the changing heights and updrafts that make flying
silvers, grays, and reds most common. Aellar have sharp and gliding a challenging and rewarding pastime. More than
features, hooked noses, and thin faces. Their wings connect one has settled permanently as a thief or messenger in an
just behind the shoulders, making it difficult for aellar to urban environment, finding their niche in the smoky air.
wear any clothing or armor not tailored specifically for them
Aellar prefer minimal, light clothing when relaxing so ADVENTURES
that they can feel unencumbered while flying and gliding. Many aellar take up adventuring as a career, wanting the
They favor mithril armor for similar reasons, and often use excitement and rewards of wealth, as well as the chance
weapons made from enchanted glass to keep their overall to test and hone their skills. They might be former militia
weight down. Magical storage space is common in aellar members, thieves wanting more than what robbery nets
society, especially for couriers, and their “messenger tubes” them, or sorcerers in search of lore that points to their
usually bear a winged stamp to denote that the one carrying ancient enemy. Aellars bring their vibrancy into adventures
them is on business for his village or roost. with them, keeping morale up with their enthusiasm and
tackling difficult challenges in innovative ways.
DEMEANOR Aellar are fascinated by most other races and get along
Aellar are much more dynamic than elves, even if they well with those who have an appreciation for problem-
don’t decide to take up a life of excitement and adventure. solving and pushing themselves past their limits. Aellar
Their villages and roosts, though somewhat small, bustle members can be found in almost any class (though sorcerers
with activity and the to-and-fro of aellar coming and going and oracles are comparatively rare), but they tend to favor
on various errands. Aellar often have an excited attitude clerics, paladins, and martial prowess.
towards their life, ready to face new challenges and leave
their mark on them.
Many aellar do live exciting lives - they travel the world,
hire themselves out as mercenary scouts, take up rooftop
robbery, and more. Aellar are driven in a way most elves are
not, and that drive can be infectious; faced with difficulty,
the aellar response is to rise in glory rather than accept
limitations. This can work against them too - many aellar
die young, and die violently. Their passion expresses itself
in most facets of their life; aellar love like fire, hate like ice,
and shun ritualistic worship in favor of vibrant hymns and
sacred dance.
A few topics can make aellar solemn, chief among
them their racial duty to watch the skies for the return of
their great enemy. Their passion also leads to deep grief that

8
Bloodforge

Aellar

9
Bloodforge
AELLAR racial traits attack rolls per point of essence invested. Gain 1 point of
essence. This replaces the aerial elitist racial trait.
• +2 Dexterity, +2 Wisdom, -2 Charisma: An aellar is
quick and wise but their too-vibrant emotions can be Favored Class Options
annoying or even worrying. The following favored class options are available to all
• Medium: Aellar are Medium creatures and thus have no characters of this race who have the listed favored class, and
bonuses or penalties due to their size. unless otherwise stated, the bonus applies each time you
select the favored class reward.
• Humanoid (beastblood, elf): Aellar are humanoids
with the beastblood and elf subtypes.
• Barbarian: Get Fly as a class skill and a +1/2 bonus.
• Vestigial Wings (Ex): Aellar gain Vestigial Wings as a
• Cleric: Increase caster level for Air spells by +1/3.
bonus feat. At 9th level they gain Aerial Wings as a bonus
feat. • Fighter: Get Fly as a class skill and a +1 bonus.
• Keen Senses (Ex): An aellar’s keen eyes and ears grant • Guru: Increase the essence capacity of your Gentle Touch
them a +2 racial bonus to Perception checks. ability by +1/6.
• Aerial Elitist (Ex): An aellar in the air is an aellar in • Paladin: Add 1/4 to the uses per day of the paladin’s
their natural environment. While airborne, they gain smite evil.
a dodge bonus to their AC equal to 1 +1 per 5 character • Ranger: Gain a +1/5 bonus to favored enemy (chaotic
levels. Aellar deal an additional 1d6 points of damage outsider or elemental only, maximum bonus increase of
when charging, provided they begin their charge while +2).
airborne. They may use their Fly modifier in place of • Rogue: Get Fly as a class skill and a +1/2 bonus.
their Reflex save when flying; if they do so while gliding,
• Sorcerer: Add one spell known from the sorcerer spell
they fall 30 ft. (this may cause them to take fall damage).
list. This spell must be at least one level below the highest
• Militia Training: Aellar are proficient with longbows and spell level the sorcerer can cast.
spears and benefit from a +2 racial bonus on Profession
• Stalker: Gain 1/6 of a new stalker art.
(soldier) checks.
• Vizier: Gain +1/4 point of essence.
• Raptor’s Gaze (Ex): Aellar are unusually perceptive,
able to pick out opponents from behind illusions and • Warder (hawkguard): Get Fly as a class skill and +1/3
obscuring smoke; the aellar ignores 10% of any miss bonus to Perception checks.
chance his attacks suffer (such as when attacking a • Wizard: Increase caster level for Air spells by +1/3.
concealed opponent, or fighting in darkness).
• Languages: Aellar begin play speaking Common and
Elven. Aellar with high Intelligence scores can choose
from the following: Auran, Celestial, Halfling, Orc, or
Sylvan.

Alternate Racial Traits


The following alternate racial traits may be selected in place
of one or more of the standard racial traits above. Consult
your GM before selecting any of these new options.

• Feathered Mantle (Ex): Some Aellar don’t have enough


feathering on their wings for gliding, instead finding it
across their bodies. This increases their natural armor
bonus by +1, but the feathering thickens over time and
increase by +1 every 5 levels. Their “mantle” also grants
increased control over the winds, increasing the caster
level of any spell with the air descriptor by 2. This racial
trait replaces vestigial wings and aerial elitist.
• Clawed Assailant (Ex): Some Aellar lack the giant eagle’s
wings but gain their wicked talons and have incredible
leg strength. They gain 2 claws and a bonus on Acrobatics
checks to jump equal to their hit dice. At 9th level the
claw damage increases to 1d6+Strength damage. This
replaces vestigial wings and aerial elitist.
• Suqur-blooded (Su): These aellar have interbred with
creatures touched by the strange force known as akasha.
They may invest essence into this ability to gain a +1
bonus to Reflex saves and a +1 insight bonus to ranged

10
Bloodforge
ALICORN
Alicorns are a rare and magical kind of halfbreed - the
children of elves and unicorns. Their conception is rare and
often aided by magic, and many generations of elves see no
alicorns at all, or what few alicorns do exist remain in the
wilderness with their parents who are, more often than not,
an elven druid or ranger and their unicorn mate. Those few
who are raised in elven society stand out as jewels of mercy Alicorns
and magical power. Inevitably, though, alicorns leave the get in a lot
peaceful lands of elves, searching for something else, some of trouble
greater good - or ill - to accomplish in the wider world. at young
ages because
they rush to
APPEARANCE help beings that
Alicorns are somewhat larger and stronger than elves,
are scared or hurt
with pale skin and violently-colored hair that sometimes
without stopping to
shimmers when they use magic. A small, almost gem-like
think or take in the
nub protrudes from the center of their forehead, which
situation, and get
glows faintly in various colors, and an alicorn may have
hurt themselves as a
hooves instead of feet.
result. That instinct,
A young alicorn tends to be awkward, and grows into
the impulse to leap
grace later in life. Their bodies are extremely expressive;
into action, never
alicorn eyes shift color to match their moods, and they have
really leaves them.
remarkable control of their ears, being able to swivel and
A l i c o r n s
fold them. In most cases, an alicorn’s emotional state is
usually attempt to have
written on their sleeve for all to see, and as a result most
a normal life, but end
alicorns don’t bother attempting deception and deal with
up leaving that after a
others honestly.
little more than a century,
dissatisfied with peace. For better or worse, alicorns are
DEMEANOR often driven to help others, and even those who ignore
Alicorns tend to be quiet people who prefer intimate such altruistic urges feel the need to do something with
expressions of emotion and opinions, which only serves to the burgeoning power within. Their magical heritage often
make their bursts of impulsive activity more surprising to expresses itself in sorcerous blood, the mysteries of oracles,
others. They have natural altruistic urges that push them to or as a calling to the paladin’s path, all of which lead them
help, heal, and defend others, which they sometimes have out into the world to find others to help - and maybe find
mixed feelings about. It’s difficult to talk about, but many themselves as well.
alicorns doubt if those urges really belong to them and
if they’re giving away their free will by following them.
ADVENTURES
Many alicorns go through a period in their life where they
Many alicorns begin adventuring because they’re searching
attempt to experiment with selfishness and cruelty in
for their own identity. Though it’s hard to talk about,
an effort to distance themselves from their heritage and
alicorns can be deeply uncomfortable with their altruistic
“find themselves”, but mostly all they manage is making
urges because it’s hard for them to feel as though they truly
themselves intensely unhappy until they find a way to accept
“own” those feelings. While few would argue it’s wrong to
that mercy is a part of themselves.
want to help others, alicorns leave their homes looking to
Alicorns tend to have a few close friends whom they
find who they are beyond physical and emotional band-aids
love and protect fiercely. The patience and understanding
for others. Their magical blood expresses itself early and
with which they treat these friends is also extended to others,
strongly, and most alicorns are sorcerers, magi, oracles, or
though even alicorns have their limits. They sympathize
paladins. Alicorn paladins can sometimes be very conflicted
with people who feel lost or alone in their lives, and often try
people, unsure if they are embracing their heritage or
to help them with their problems in the hopes that, perhaps,
surrendering to it.
it will resolve their own.
Alicorns stand out wherever they go, but get along with
almost anyone if given the chance; being genuinely giving,
BACKGROUND loving, and honest people generally earns them friendship
Alicorns quickly grow used to the feeling of being different, more often than it doesn’t. They often develop a fondness for
and try not to let it define their lives too much. The majority fellow half-breeds, sympathizing with being caught between
of them are raised in the wilderness by both parents; those two worlds while unable to truly join either.
raised in elven society are typically brought there because
one or the other of their parents has died or been called away,
prompting the survivor to seek help raising their unusual child.

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Bloodforge
ALICORN RACIAL TRAITS • Courant Horn (Ex): Some alicorn actually have a horn
atop their head that they can use to gore enemies. This
• +2 Dexterity, +2 Constitution, -2 Wisdom: An Alicorn is horn deals 1d8 + 1.5 times the alicorn’s Strength modifier.
tough and quick, but quick to rush to the aid of the less This replaces resistant.
capable.
• Elysian Resistance (Su): Alicorns with this ability have
• Medium: Alicorns are Medium creatures and thus have an innate connection to the wild and uncontrolled areas
no bonuses or penalties due to their size. of the heavens and may shape the bralani’s brooch
• Humanoid (beastblood, elf): Alicorns are humanoids veil. Gain 1 point of essence and increase the alicorn’s
with the beastblood and elf subtypes. maximum veils shaped by 1. This replaces the resistant
• Fast Speed: Alicorns have a base speed of 40 feet. and goodly being racial traits.

• Touch of Tranquility (Su): An alicorn can absorb the • Feystep (Su): Some alicorn have more ties towards the fey
trauma of living creatures. As a standard action, she nature of the unicorn than to good or evil. These alicorn
may touch a creature and transfer any number of the may teleport 10 feet as an immediate action whenever
following ailments from that creature to the alicorn: HP they use their touch of tranquility or transfusion of pain
damage, ability damage, diseases, or poisons. The alicorn ability. This replaces clarity of pain.
may only transfer damage (including ability damage) • Infernal Corruption (Su): Some alicorn are the product
up to its character level in this fashion and any ailments of corrupt unicorns or nightmares, or victims of taint in
only last for the remainder of their duration. their bloodlines. These alicorn gain a +2 racial bonus on
• Clarity of Pain (Su): An alicorn that has absorbed the saving throws against any spell or effect with the good
maladies of a living creature with its touch of tranquility descriptor. This replaces goodly being.
ability gains a +2 bonus to AC and saving throws for 1
minute. This also functions with transfusion of pain. Racial Subtypes
• Resistant (Ex): Alicorns’ hearty constitution and strong You can combine various alternate racial traits to create
will grants them a +2 racial bonus on saving throws alicorn subraces or variant races, such as the following.
against poisons and mind-affecting effects.
Dark Alicorn: Some alicorns are the product of
• Goodly Being (Su): Alicorns have inherited a protective
corrupt unicorn, nightmares, or something worse. These
energy from their unicorn progenitors, gaining a +2
dark alicorn have the detect good, transfusion of pain,
racial bonus on saving throws against any spell or effect
infernal corruption, and sadistic glee alternate racial traits.
with the evil descriptor.
• Keen Senses (Ex): Alicorns have inherited their elven Favored Class Options
parent’s eyes and ears. This grants a +2 racial bonus on The following favored class options are available to all
Perception checks. characters of this race who have the listed favored class, and
• Detect Evil (Sp): Alicorns can detect evil at will as a spell- unless otherwise stated, the bonus applies each time you
like ability, as a paladin of their character level. select the favored class reward.
• Languages: Alicorns begin play with Common and Elven.
Alicorn with high Intelligence scores can choose from the • Cleric: When channelling energy, increase the amount of
following: Celestial, Dwarven, Halfling, Orc, or Sylvan. healing or damage by +1/2.
• Druid: Add +1/3 to the bonus from the druid’s resist
Alternate Racial Traits
nature’s lure class ability.
The following alternate racial traits may be selected in place
of one or more of the standard racial traits above. Consult • Guru: Increase the DC of the Guru’s chakra disruptions
your GM before selecting any of these new options. by +1/5.
• Oracle: Add one spell known from the oracle spell list.
• Detect Good (Sp): Alicorns with this ability can detect This spell must be at least one level below the highest
good as a spell-like ability, as an antipaladin of their spell level the oracle can cast.
character level. This replaces detect evil. • Paladin: Increase the paladin’s daily uses of lay on hands
• Transfusion of Pain (Su): As a standard action, a dark by +1/3.
alicorn may touch a creature and transfer any number • Warlord: Add +1/3 racial bonus to the warlord’s gambit
of the following ailments from the dark alicorn to attempts.
the creature: HP damage, ability damage, disease, or
• Zealot: Add +1/3 conviction point to the zealot’s pool.
poisons. The dark alicorn may only transfer damage
(including ability damage) up to its character level in this
fashion and any ailments only last the remainder of their
duration.
• Sadistic Glee (Su): When an alicorn uses transfusion of
pain or touch of tranquility, it grants a +1 bonus to their
own attack rolls and DCs for 1 minute. This replaces
clarity of pain.

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BLINKLING weapons like spears and spiked chains that let them stay
out of harm’s way. Braiding or dyeing their fur is a common
method of self-expression among blinklings, especially
Blinklings love to debate about their origins. Every tribe
young ones.
and village of them has a different song to sing; some tell
sweeping romances that tell of the love between a halfling
ranger and a valiant blink dog. Others say that they were DEMEANOR
made as footsoldiers in an ancient fey war, where their “Sensible optimism” is a good way to describe the blinkling
cunning ended the conflict without further blood on both attitude to life. They enjoy the world and the things in it, but
sides; some call their race the creation of a god, and some odd temper their eagerness with a sense of responsibility and a
tribes even claim they are the spawn of shapeshifters. They certain innate understanding that evil exists and will always
get together every so often for storytelling competitions, and exist. Blinklings love and cherish their friends and families
these tales get told like any of the others. Blinklings aren’t and love spending time with and around other people, even
too worried about where they came from, so much as who if all the blinkling is doing is reading quietly in the same
they are. room. Blinklings smile freely and often, and share love of
Blinklings claim heritage from both halflings and jokes with their halfling forebears.
blink dogs, however it happened. These canine humanoids On the job - adventuring or otherwise - blinklings enjoy
combine the curiosity and fearlessness of halflings with the a combination of teamwork, athletic challenge, and new
responsibility and loyalty of their blink dog forebears. They experiences. Blinklings tend towards quiet competence,
gather in tribes and villages, or spread through halfling preferring to do their job well and be rewarded rather than
society as striking, active citizens. Naturally inclined to trying to strive for fame or glory. Blinklings know when to be
somewhat more martial activities, blinklings find fulfilling serious about their duties and can get annoyed when people
careers as hunters, trappers, scouts, woodsmen, and break up solemn discussions with humor; they love a joke as
couriers. much as anyone else, but not when there are things to do!

APPEARANCE BACKGROUND
Blinklings resemble halflings, but with canine features; a Blinklings grow up in large extended families and develop
slight muzzle, wide eyes, soft fur all over their bodies and a strong communal instinct early on, which they carry with
thick, blunt nails. Blinklings have furred, expressive tails them through their lives - a blinkling’s friends, co-workers,
that help them balance and run, and tend to have extremely and often their nation become part of this extended family,
broad smiles. to be loved and protected just as fiercely. Blinklings are
Aside from having to have all of their pants and armor encouraged to find a trade that calls to them, and if there is
custom made (blinklings joke that tails are expensive), no market for it in their home community - or no one to teach
blinklings tend to dress for their jobs, favoring practical - they’re often taken by a friend or relative to somewhere
clothing that’s easy to move in and light armor they can pursue their dreams. As a result, blinklings tend
that won’t restrict them. Blinklings have a to grow up as happy people, with a belief that responsibility
strong preference for melee weapons and personal fulfillment don’t have to be separate ideas.
but are also not fools - they offset Blinklings tend to fall into one of two scenarios - they
their small size with found what they wanted to do with their life early on and
have been doing it ever since, or they experimented with
a lot of different careers before finally settling down. Both
approaches are treasured, though the jacks-of-all-trades are
often handier to have around. At the same time, those tend
to be the blinklings that become adventurers or settle into
the communities of other races, so within blinkling society
itself specialists are over-represented.

ADVENTURES
Blinklings often become adventurers for the challenges that
adventuring provides - outdoor work, new and interesting
problems, team-based employment, and new experiences
appeal to them quite a bit. Their sense of responsibility tends
to lead them to join adventuring parties that accomplish
goals above and beyond personal wealth and power, which
is not to suggest that blinklings work for free.
Blinklings often embrace martial classes such as
ranger and stalker, though clerics and druids are not
uncommon amongst them. Blinkling wizards have a talent
for transmutation spells that puts them in demand higher
than the available supply. Blinklings care less about race
or class in their companions and more about concerns like

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emotional compatibility and personal goals, and tend to • Sharp Eyes (Ex): Some blinklings more closely resemble
judge people as individuals removed from their professional a normal halfling than a blinkling. They lack the canine
capacities. nose of a blinkling but have the keen eyes of a halfling,
gaining a +2 racial bonus on Perception checks. This
replaces scent.
BLINKLING RACIAL TRAITS
• Wardog (Ex): Some blinklings have a broader snout with
• +2 Dexterity, +2 Wisdom, -2 Strength: Blinkling are a stunted nose and dog-like fangs that grant them a bite
quick of foot and wit, but small. attack that deals 1d4 damage. This racial trait replaces
• Small: Blinklings are Small creatures and gain a +1 size scent.
bonus to their AC, a +1 size bonus on attack rolls, a –1
penalty to their Combat Maneuver Bonus and Combat Racial Subtypes
Maneuver Defense, and a +4 size bonus on Stealth checks.
You can combine various alternate racial traits to create
• Humanoid (beastblood, halfling): Blinklings are blinkling subraces or variant races, such as the following.
humanoids with the beastblood and halfling subtypes.
• Hounding Stride: Blinkings are faster than most other Houndling: Some blinklings exult in the chase. They’re
creatures of their size; their base land speed is 30 ft. known to bay as they hound a prey. These houndling have
• Low-light vision (Ex): Blinklings can see twice as well as the wardog and agile dog alternate racial traits.
humans in dim light.
Favored Class Options
• Darkvision (Ex): A blinkling has darkvision out to 60
feet. The following favored class options are available to all
characters of this race who have the listed favored class, and
• Scent (Ex): A blinkling has heightened olfactory ability, unless otherwise stated, the bonus applies each time you
gaining the scent ability. select the favored class reward.
• Reactive Blur (Su): Blinklings cannot freely manifest
their namesake’s blinking powers, but may blur • Cryptic: -1 ft. penalty to the movement speed of
themselves for a short time in response to an attack. creatures struck by the cryptic’s disrupt pattern ability.
Three times per day, as an immediate action, the blinkling This penalty lasts for a number of rounds equal to the
gains concealment until the end of his turn. This may be cryptic’s Intelligence modifier.
used after an attack has been rolled, but before its results
• Daevic: Increase the essence capacity of your Passion by
have been declared.
+1/6.
• Ethereal Sight (Su): Blinklings can perceive beings on
• Druid: Gain a +1 bonus on wild empathy checks to
the ethereal plane as though they were material. This
influence canine-like creatures.
includes being able to smell and hear them.
• Harbinger: +1 ft. of movement for ill-tidings (only
• Languages: Blinklings begin play speaking Common and
increasing the distance every 5 levels).
Halfling. Blinklings with high Intelligence scores can
choose from the following: Dwarven, Elven, Giant, Gnoll, • Rogue: Gain a +1 bonus on one of the following:
Gnome, Goblin, or Sylvan. Acrobatics, Climb, Perception, or Stealth.
• Sorcerer: Increase miss chance gained from magical
Alternate Racial Traits
effects by 1%.
The following alternate racial traits may be selected in place
• Stalker: +1/4 ki point per level.
of one or more of the standard racial traits above. Consult
your GM before selecting any of these new options. • Wizard: Increase the DC to dispel wizard’s transmutation
effects by 1.
• Agile Dog (Ex): A very few blinklings’ magical ability
manifests in an odd manner. Whenever they move at
least half their movement speed over the course of their
turn they are affected by a blur effect, as the spell. This
functions once the movement begins, protecting them
from attacks of opportunity, ending when they reach
their destination. This racial trait replaces reactive blur.
• Halfling Luck (Ex): Some blinklings’ instincts lend
themselves to surviving the material rather than the
ethereal. These blinklings gain a +1 racial bonus on all
saving throws. This replaces ethereal sight.
• Shadow Dog (Su): Blinklings with this racial trait have
mutated in an unusual way; they are always considered
to have the Robe of the Forgotten Deity veil shaped and
do not count it against their total veils shaped. This
replaces the reactive blur racial trait.

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DECATAUR laconic insults are a thing of legend in elf society, where it is
said at times that swords are less painful than the scorn of
Elves and centaurs dwell very closely to each other, often their cousins.
within the same forests, and it is not necessarily a surprise Their exasperation with the thoughtlessness of other
that romances develop every so often between open-minded races aside, decataurs combine the intellectualism of elves
individuals on both sides. Decataurs are both the children with the athleticism of centaurs; they are an active, involved
of such unions and the descendants of those children, a people who take an interest in world affairs, especially since
half-breed race that also runs in its own herds. Though less travel is a shorter affair for them than it is most other races.
numerous than either of their parent races, decataurs have a Decataurs are usually well-informed about their neighboring
society of their own, usually existing as part of elven nations communities and have at least a grasp on global politics, and
or within centaur-controlled lands. love discussing the events thereof. The things that interest
Decataur are a true half-breed in many ways; they them make decataurs light up, erasing the scowls from their
favor neither their elven side nor their centaur side. faces and replacing them with excited smiles and animated
They are graceful and swift, while at the same time being hand gestures. Decataurs can get impatient with people
dynamic and restless. Lacking the sheer size of centaurs or who seemingly cannot or will not put the proper research
the overwhelming magecraft of elves, decataurs have had or study into a topic before talking about it and turn their
to develop their own schools of warfare and politics, which sharp tongues on those who won’t conform to the proper
have been shaped by how little they fit into either society. standards of academic discussion.
Decataurs are their own people, whether they want to
be or not. BACKGROUND
Decataurs born and raised among their own kind have a
APPEARANCE different upbringing from those born of new centaur/elf
In many ways decataurs resemble smaller centaurs, with unions, and tend to be more optimistic and friendly (though
only slightly more height and overall mass than elves; indeed, they learn sarcastic wit soon enough from their fellows; it
they seem more like a cross between elves and ponies to the doesn’t do to be slow of mind in any group of decataurs).
casual observer. Decataurs may have unusually colored If and when they leave their homes, the prejudices and
skin (a side effect that sometimes happens when magic thoughtlessness of humanoids tend to come as a surprise to
is used to aid in their conception or birth), slender horns, them. Some try to
shaggy hooves, and ears that are larger and more sharply change things,
pointed than their elven kin. Like a horse’s ears, these tend while others
to be expressive and will turn and flick in response to the develop the
decataur’s attention and mood. Long, flowing hair, as well as bitterness of their
tails, are common in decataurs. fellows and
Decataurs wear clothing in their day-to-day life, move through
especially if they interact with humanoids on a regular basis, the world with
and tend to favor light armor or no armor in battle. Braiding a chip on their
their hair or tails is common, and many decataur soldiers shoulder.
or adventurers will braid trophies into their hair. Decataurs
often get tattooed or branded, though some shy
away from it because they don’t feel like dealing
with jokes about who “owns” them (and,
indeed, their centaur relatives frown on
the practice for that very reason).

DEMEANOR
Decataurs give other races the
impression that they are perpetually
irritated, mostly because they
are. They face mockery and
condescension from centaur
society for being “ponytaurs”
and thoughtless stupidity from
humanoid societies that can range
from requests to haul heavy objects to
parents asking if their children can ride
the decataur. Part of the reason decataurs
created their own culture was sheer
exasperation at being talked down
to constantly. As a result, decataurs
enjoy both wit and sarcasm, and their

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Those decataurs born of elf and centaur unions, on the • Nature Magic (Su): Decataur are finely tuned to the
other hand, learn about prejudice early on and take to wit druidic and shamanistic ways of nature. They increase
as a way of insulating themselves from insults and derision. their caster level for all druid and ranger spells by 1.
They tend to be more driven than their kin, needing to • Quadruped (Ex): Decataur are quadrupeds. This
prove themselves to others, and are more likely to become increases their carrying capacity for their Strength by
adventurers or travelers simply to get away from home for x1.5 and increases their CMD vs. trip maneuvers by 4.
awhile and come back after the bitterness has worn off.
• Academic (Ex): Decataur value knowledge above most
Most decataurs train to either war or magic early in
things. Choose 2 knowledge skills; these skills become
their lives, since their physical forms make other professions
class skills for you, and you enjoy a +2 racial bonus to
difficult for them. They join other societies - centaur, elven,
checks made with them.
or even other humanoids - and contribute as warriors,
messengers, scouts, support personnel and more. Decataur • Darkvision (Ex): Decataur can see in the dark out to 60
raised in these other societies are, generally speaking, feet.
similar to those born of elf and centaur unions. • Languages: Decataur begin play speaking Common and
Elven. Decataur with high Intelligence scores can choose
ADVENTURES from the following: Dwarven, Giant, Gnoll, Gnome,
A surprisingly high amount of decataurs become adventurers Goblin, or Sylvan.
or mercenaries for a portion of their youth, though a more
Alternate Racial Traits
normal amount stay with it as a permanent career. When
The following alternate racial traits may be selected in place
they become adults, most decataurs feel a keen need for
of one or more of the standard racial traits above. Consult
some physical and emotional distance from their homes,
your GM before selecting any of these new options.
either to find their independence or to just get away from
old, bitter memories. Either way, young decataurs “run away
• Natural Charger (Ex): Some decataur gain the ability to
and join the army” quite a lot, returning home when they’ve
surge across the battlefield while retaining their grace
matured some and have accomplishments to boast of - or
and sense, they suffer no penalties to armor class while
in coffins. Those decataurs who remain adventurers do so
charging and deal an extra 1d6 damage. This racial trait
because they’ve made close friends or they enjoy the thrill
replaces hooves.
and freedom it introduces into their lives.
Decataurs favor intellectual, tactical classes such as • Heavy Frame (Ex): Some decataur have broader
spellcasters, rangers, warders, and tacticians, and have a frames. They possess a 30 ft. base land speed and
strong history of magus training, which their elven cousins ignore movement speed reduction caused by armor or
continue to support them in. They rarely join, and have encumbrance. This replaces fast speed.
absolutely no respect for, classes like barbarian, fighter, or • Satyrkin (Ex): Some decataur aren’t quadruped, instead
soulknife - they see these as being “thoughtless”, and beneath resembling satyr. These decataur are even more nimble
both their dignity and warfare in general. Decataur bards than usual, gaining a +4 racial bonus on Acrobatics
are somewhat uncommon but can be celebrated for their checks. This replaces quadruped.
dark comedies and broad knowledge base. Decataur tend
• Tactician’s Reflexes (Ex): Some decataur are quick
to act annoyed about humanoids in general, but aside from
to grasp any situation and respond accordingly, these
learning to hate drow and orcs from their elven cousins they
decataur lack the agility of hoof. They add their
tend not to judge based on race; after all, that’s the prejudice
Intelligence modifier to their Initiative modifier in
they face daily.
addition to their Dexterity modifier. This replaces careful
step.

DECATAUR RACIAL TRAITS Favored Class Options


• +2 Strength, +2 Intelligence, -2 Constitution: A decataur The following favored class options are available to all
is strong and intelligent, but their elven heritage shows characters of this race who have the listed favored class, and
in their lack of stamina and endurance. unless otherwise stated, the bonus applies each time you
select the favored class reward.
• Medium: Decataur are Medium creatures and thus have
no bonuses or penalties for size.
• Cavalier: Add +1/4 to the cavalier’s tactician daily uses.
• Monstrous Humanoid (elf): Decataur are monstrous
• Fighter: Increase the modifier from armor training by
humanoids with the elf subtype.
+1/6.
• Fast Speed: Decataur can move at an amazing pace.
• Magus: Add +1/4 to the magus’ arcane pool.
They have a base speed of 45 feet.
• Ranger: The ranger gains +1/5 of a new combat style feat.
• Hooves (Ex): Decataur possess two hoof attacks that deal
1d4 damage each. • Tactician: Add +1/4 to the tactician’s strategy daily uses.

• Careful Step (Ex): Decataur ignore movement and skill • Warder: +1/3 additional use of armiger’s mark.
check penalties caused by difficult terrain (damaging • Warlord: +1/3 extra maneuver recovered when running
terrain, such as lava, still harms them). a gambit.
• Zealot: Add +1/4 to the zealot’s conviction pool.

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DREIGE dreigi, as are brand marks made with red-hot irons and
tattoos that depict weapons, chains, shields, and anvils. It is
Dreigi recall an age when they were true half-breeds, in their extraordinarily rare to meet a dreige who does not own at
dreams. Once they were the favored children of a race they least one weapon or accessory made from hand-forged iron,
call the Star Giants. When they sleep, they can see it - the usually meteoric iron.
grand cities glittering with beauty and sorcery, inviting beings
of all races and creeds to come seeking companionship, DEMEANOR
enlightenment, trade, and wonder. They smell the scents at Outsiders witness an odd dichotomy between violence and
night, hear the laughter in the marketplace, feel the thrill of understanding in dreigi. Each and every one of these part-
sorcery in their veins, and know the contentment of an age giants dreams of the wonders their people once had and lost,
without fear. and that grief shapes them to an extent; dreigi can be bitter,
Their dreams also remember the Reckoning. vengeful, and angry, especially towards those who express
So much of that single night of fury has been lost, sympathy for fey creatures. At the same time, dreigi are
except to the fractured dreams of the dreigi - four terrible perceptive and empathetic, and surprise others by reaching
Horsemen appeared and decimated the Star Giant culture. out a hand to help them when it’s needed most, or being
The destruction was absolute - libraries burned, towers a solid shoulder upon which to lean or cry. The lingering
crumbled, and no stone was left standing atop another. And traces of sorrow and anger that follow dreigi through their
yet, those who were not Star Giants - including the dreigi, life make them understanding of the circumstances and loss
their half-breed children - were spared, left alive even if that drive others to evil, and dreigi often display a surprising
they were attempting to resist. As fast as they appeared, the belief in both redemption and atonement that is made all the
Horsemen were gone, leaving behind only the sigil of the more striking by their deep cultural love for vengeance upon
Unseelie Court, marking the dark fey as responsible for the those who have wronged them personally.
devastation. Many dreigi are lawful, and even those who are not
The dreigi turn fitfully in their sleep, and dream of tend to be careful about their sworn word - if a dreige says,
vengeance. “I promise” or vows something in the name of their lord,
their god, or their life, they mean it and will go to incredible
APPEARANCE lengths - even killing, in some cases - to keep their word.
Many dreigi resemble somewhat taller, broader humans Those dreigi who cannot find goals other than revenge for
on first glance, though they have a tendency to have their ancient loss often fall to evil; the others trend towards
somewhat oversized hands. Dreigi may have good alignments, marred only by their total lack of pity for
traits that throw back to other fey or any being that dares to ally with them. Dreigi, even
giant bloodlines that have mixed those that worship other beings, have a deep abiding respect
in down the line - faintly with the Spirit of Iron, with whom their race struck a mighty
glowing eyes, red or pale deal to gain revenge against the Horsemen and the Unseelie,
skin, frosty breath, lambent and they treat this blood oath with great gravity. Dreigi are
hair, or thick body hair are all likely to grow angry with those who mistreat iron or steel
somewhat common, in various objects, and may take the object if the owner refuses to give
combinations. Dreigi breed it the respect it deserves.
true with each other and with
other giants; the child of a BACKGROUND
dreige and another being with Dreigi typically grow up among their own kind, either in
the giant subtype is, inevitably, fortress-towns located near areas of fey activity (or suspected
a dreige, though such couplings portals into the Fairest of Lands, the home of the Unseelie
are fairly rare. Court) or in neighborhoods in grand cities that have been
Only rarely populated by dreigi. Though some civilized races shy away
is a dreige caught from dreigi at first because of their giant heritage, dreigi
unprepared for swiftly prove themselves to be hardworking, dedicated
war. In their own citizens who honor their promises and enforce order within
communities, dreigi their territories. Dreigi who grow up in fortress-towns tend
often walk armed to be more militaristic in mindset and grow up with a hand
and armored, and on their weapon and a keen eye for logistics, small-unit
they favor iron tactics, and a respect for a soldier’s life. City-bred dreigi,
and steel armor on the other hand, often see their love of iron flower and
and accessories. commonly embrace magic as a way to feel even closer to
Iron rings, the metal that took their race in when they were scared and
broken chains, alone. Either way, young dreigi usually leave the place of
manacles, their birth, driven by their dreams to seek their revenge or
and chokers at least to answer the burning question in the back of the
are popular race’s collective minds - why us?
a m o n g

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ADVENTURES into the ground, producing a 10 ft. burst of iron shards
Dreigi adventure for many reasons - profit, power, (centered on the dreige) that settle into the ground.
duty, friendship, and vengeance chief among them. The That area is treated as difficult terrain by all non-dreige
wanderlust that infects many young dreigi sends them into creatures for a number of rounds equal to the dreige’s
dangerous locales, where they hone the arts they bring to character level. Non-dreige creatures that move through
battle. Others seek wealth for their communities, magic with that area during this time suffer 1d4 points of damage
which to destroy their enemies, or to defend those they are per 5 ft. moved.
sworn to or with whom they have become friends. Dreigi • Gianthide (Ex): A dreige’s thick skin increases its natural
tend to favor classes that emphasize their great strength armor bonus by +1.
or that blend martial might with magical prowess, and a • Languages: Dreigi begin play speaking Common and
surprising number of clerics are present in their society, to Giant. Dreigi with high Intelligence scores can choose
any number of gods - dreigi are not shocked by freedom of from the following: Dwarven, Elven, Giant, Gnome,
religion and are often confused when confronted with more Halfling, or Sylvan.
exclusive forms of worship.
Alternate Racial Traits
DREIGE RACIAL TRAITS The following alternate racial traits may be selected in place
of one or more of the standard racial traits above. Consult
• +2 Strength, +2 Wisdom, -2 Dexterity: Dreigi are strong your GM before selecting any of these new options.
and wise, but their large size makes them clumsy.
• Medium: Dreigi are Medium creatures and thus have no • Spurn Enslavement (Su): Some dreigi have an innate
bonuses or penalties for size. ability to punish those who would try to enslave them
• Humanoid (giant): Dreigi are humanoids with the giant with sorcery. Whenever a dreige succeeds a saving
subtype. throw against a mind-affecting spell, spell-like ability,
or supernatural ability, the source of that spell or ability
• Darkvision (Ex): Dreigi can see in the dark out to 60 feet.
must succeed at a Will save (DC 10 + 1/2 the dreige’s
• Powerful Build (Ex): The physical stature of dreigi lets character level + the dreige’s Wisdom modifier) or suffer
them function in many ways as if they were one size damage equal to the dreige’s character level, as well as
category larger. Whenever a dreige is subject to a size a -2 penalty to their caster level for a number of rounds
modifier or special size modifier for a Combat Maneuver equal to the dreige’s Wisdom modifier. This replaces the
Bonus or Combat Maneuver Defense (such as during child of iron racial trait.
grapple checks, bull rush attempts, and trip attempts),
• Mark of the Horsemen (Su): Rare and unlucky dreigi
the dreige is treated as one size larger if doing so is
are born with the brand of their ancient enemy, the
advantageous to him. A dreige is also considered to be
Horsemen that shattered their culture. They gain a +2
one size larger when determining whether a creature’s
bonus on saving throws against disease, poison, and
special attacks based on size (such as grab or swallow
death effects, as well as a +2 racial bonus on attack rolls
whole) can affect him. A dreige can use weapons designed
made against giants and outsiders with the good and/or
for a creature one size larger without penalty. However,
lawful subtypes. This bonus increases by +1 for every 4
his space and reach remain those of a creature of his
character levels. This replaces the ancient grudge racial
actual size. The benefits of this racial trait stack with the
trait.
effects of powers, abilities, and spells that change the
subject’s size category. Favored Class Options
• Ancient Grudge (Su): Dreigi labor under a mighty oath The following favored class options are available to all
of revenge against those who destroyed their culture and characters of this race who have the listed favored class, and
scattered them to the winds; they benefit from a +2 bonus unless otherwise stated, the bonus applies each time you
on attack rolls, damage rolls, and saving throws made select the favored class reward.
against fey and outsiders with the chaotic and/or evil
subtypes. This bonus increases by +1 every 4 character • Barbarian: Add +1 to the barbarian’s total rounds of rage
levels. per day.
• Reject Fey Guile (Ex): Dreigi gain a +2 racial bonus on • Cleric: Add +1/2 to damage dealt with spells against fey.
saving throws vs. compulsion effects.
• Daevic: Increase your racial bonus to natural armor by
• Sunder Magewalls (Ex): Dreigi ignore hardness when +1/6.
attacking magical barriers (such as that created by
• Guru: Increase the bonus from your reject fey guile
wall of force) and deal additional damage equal to their
racial ability by +1/5.
character level to such barriers.
• Magus: Add +1/4 point to the magus’s arcane pool.
• Child of Iron (Su): Dreigi swore a mighty oath with
iron itself to gain their revenge; their attacks count as • Stalker: Add 1/6 of a new stalker art.
being made with cold iron weapons in addition to their • Warlord: Add a +1/4 bonus to battle prowess.
other materials for the purposes of bypassing damage
reduction. Once per day, as a standard action, the dreige
may call upon iron to aid them and slam their weapon

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GRENDLE lead; some even succeed in doing so.
Because they are raised in societies that revolve around
Many half-breeds must deal with stigma from their parent strength, grendles tend to respect strength. Unlike many of
races, with being seen as “lesser”. Grendles are not these their peers, grendles appreciate the strength of cooperation
half-breeds. Combining the best features of their parent and often fight alongside boon companions or blood-brothers
races and trolls, grendles have a reputation as mighty who support them both in and out of battle. This can spread
warriors, fierce leaders, and fearless foes. to the rest of the tribe, quietly changing cultures built on
Though grendles can be born of battlefield rape and ruthless bloodshed because of a single leader’s pragmatism
other atrocities, they are most often born as the result of which can, eventually, become a cultural value.
political alliances, especially between orcs and trolls, though
grendles with human or hobgoblin heritage are nearly as BACKGROUNDS
common. Raised to leadership, grendles unite disparate Grendles tend to be born of exceptional circumstances, and
peoples and lead them to war and conquest with remarkable that results in them being raised in tribes or societies that
skill. Even those rare grendle raised among more “civilized” are atypical of the races which form them. Peace treaties are
races stand out, towering above others as they rise to power rare between trolls and anyone, but such treaties are what
in militaries, knightly orders, and even churches. most often lead to the creation of a grendle, who then rises to
It is said of the grendles that the son may become leadership as a bridge between cultures. As a result, grendles
greater than the father, and they strive to prove it every day. grow up trained in leadership, versed in politics, and with a
keen respect for the power of peace - which is not to say that
APPEARANCE they’ll shy away from war. The societies in which they are
Grendles stand at nearly eight feet tall - rivaling half-giants raised are still brutal and emphasize personal strength, and
for their sheer size, though not for bulk - and have skin that a grendle learns that strength early and adds it to his many
ranges from an ashen gray to a deep, emerald green. They tools of influence and interaction with others.
typically have pointed ears and blunt fangs for teeth. Only Grendles breed true for a few generations, with the
rarely is a grendle found that is not athletic or ready for results of their mating with either parent race producing
war, and they typically pay impeccable attention to their increasingly thin-blooded grendles. Some grendles take
grooming and the upkeep of their equipment. As a result, advantage of their leadership to arrange marriages that will
most grendles project an image of competence, power, and result in more of their kind, and grendles do breed true with
martial discipline. each other, but these efforts have not produced enough of
Grendle warriors tend to favor heavier armor and open- the half-trolls for a truly separate society to form, and such
faced helms, and capitalize on their size and leverage with children are still raised among their parent races. Hailed as
large, two-handed weapons. A pragmatic people, grendles exceptional rather than rejected as half-bloods,
tend not to bother with flashy additions to their equipment, grendles grow up with
especially those that might hinder its functionality, and relative privilege and
grendle tools have a certain stark efficiency about them that fight to retain their
can be beautiful in its own way. Grendles take advantage of power and
their natural healing to embed jewels or decorations into influence. Few
their flesh, which they display proudly. things are as
desperate or savage
as a grendle
DEMEANOR who has lost
Confidence is the word that can be used to describe all
everything
grendles, even those who do not pursue martial paths.
a n d
Grendles have an ironclad sense of self-identity that lends
weight to their words and steel to their convictions. This
confidence can, oddly enough, lead them to be less brutal
than the society around them; a grendle leader that spares
a prisoner is not afraid of the orcs or trolls he leads rising
against him for “showing weakness”, because his strength
is carried in his bearing, demeanor, and attitude in every
minute of his life.
Grendles combine their confidence with practicality and
a patient thoughtfulness that is rare in savage humanoids.
Grendles have a talent for making alliances and intimidating
their enemies, which they reinforce through cunning politics
and an understanding of desire. Grendle-led tribes often
have exceedingly good relationships with their neighbors,
who in some cases get quietly absorbed to become more of
the grendle’s subjects, and these relationships are carefully
and patiently maintained until the grendle deems it fit to
dissolve them. Many grendles aspire to create nations to

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thinks he has a way of getting it back. Alternate Racial Traits
The following alternate racial traits may be selected in place
ADVENTURES of one or more of the standard racial traits above. Consult
Grendles adventure for many reasons - as a rite of passage your GM before selecting any of these new options.
into adulthood, to defend their tribe, because of exile or
political disaster, or to secure wealth for their war machine • Adrenaline (Ex): Some grendles know how to use fear
being very common ones. Grendles favor martial classes, to push their limits. If the grendle would be panicked
especially warlord, and can also be found serving as oracles or cowering, they are shaken instead. Additionally, they
or dreads if the power comes naturally to them. Even those increase their morale bonus to Strength by +4 while they
grendle who are spellcasters respect and favor personal are shaken or sickened (even if they don’t have a morale
strength and are unlikely to be found plumbing the depths bonus to Strength). This replaces free of despair.
of esoteric questions when they could instead be gaining • Claws: Some grendles lack the troll’s thick skin and
personal, political, or economic power. instead have claws, which deal 1d4 damage each. This
Grendles respect those who are self-reliant while at the racial trait replaces thick-skinned.
same time understanding the value of cooperation. They
• Imperious Bearing (Ex): Some grendles are more
tend to adventure with classes who can compliment their
accustomed to using negative reinforcement than others.
own talents - tacticians, vitalists, bards, alchemists, and the
These grendles target all hostile creatures within 30
like. Grendles do not necessarily disrespect those such as
feet when using the Intimidate skill to demoralize their
cryptics or wizards who are less concerned about power
enemies (rather than only one enemy) and benefit from a
and more about intellectual progress, but they have trouble
+2 competence bonus to Intimidate checks. This replaces
understanding such a mindset and as a result do not often
mock effort.
seek out the company of such people. Grendles tend to share
attitudes on race with their parent races, which often puts • Moss-back (Ex): Some grendles are related to the
them at odds with “civilized” cultures. secluded moss trolls. These grendles have a climb speed
of 30 feet and are especially vulnerable to fire, taking
50% additional damage from exposure to it in any form.
GRENDLE RACIAL TRAITS
• Scrags (Ex): Some grendles are related to the aquatic
• +2 Constitution, +2 Charisma, -2 Intelligence: Grendles trolls, the scrags, and gain a swim speed of 40 feet. Their
are tough and have fierce personalities that others may healing only occurs if they are fully submerged in water
find intimidating, but tend to neglect education in favor for at least 1 hour each day, and they lose their darkvision
of martial training. trait.
• Medium: Grendles are Medium creatures and thus have
Favored Class Options
no bonuses or penalties for size.
The following favored class options are available to all
• Humanoid (giant): Grendles are humanoids with the
characters of this race who have the listed favored class, and
giant subtype. Unlike other giants, grendles do not have
unless otherwise stated, the bonus applies each time you
racial hit dice.
select the favored class reward.
• Humanoid Heritage: At first level a grendle must choose
a humanoid subtype from the following list: dwarf, elf, • Alchemist: Increase the mutagen or cognatogen’s ability
goblinoid, human, orc, or reptilian. They gain the chosen score bonus by +1/5.
subtype in addition to any other subtypes they possess.
• Barbarian: Increase the barbarian’s will save bonus
• Free of Despair (Ex): Grendles don’t fear pain as others from his rage class ability by +1/4.
do, as they are used to healing quickly. This grants them
• Bard: +1/6 to the bonuses granted when the bard uses
a +2 racial bonus on saves against fear or despair effects.
inspire courage.
• Thick-skinned (Ex): A grendle’s thick skin increases its
• Cavalier: Add +1/4 to the cavalier’s challenge daily uses.
natural armor bonus by +2.
• Cleric: Add +1/4 when healing hit point damage with
• Trollblood (Ex): A grendle regains hp every hour as
spells.
though they rested for 8 hours. They also regrow any lost
limbs in 1d4 days. • Fighter: Add +1/2 on rolls to confirm critical hits.
• Mock Effort (Ex): Whenever a grendle is struck they • Inquisitor: Add +1/4 uses per day of the inquisitor’s
may mock their enemy, belittling that enemy’s prowess. judgement.
As an immediate action in response to being hit by an • Tactician: Add +1/4 daily uses of tactician’s strategy
attack the grendle can make an Intimidate check with a ability.
+2 circumstance bonus to demoralize their attacker. • Vitalist: Add +1/2 to the damage dealt from the vitalist’s
• Darkvision (Ex): Grendles can see in the dark out to 60 steal health class ability.
feet. • Warlord: Add +1/4 maneuvers known from the Golden
• Languages: Grendles begin play speaking Common and Lion or Scarlet Throne disciplines. These maneuvers
Giant. Grendles with high Intelligence scores can choose must be at least one level below the highest level of
from the following: Draconic, Dwarven, Elven, Gnoll, maneuvers the warlord can learn.
Gnome, or Goblin.

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HALF-GNOLL treats exile as a walking death, a half-gnoll approaches
exile as a personal challenge with which to make their own
Slave forever? Hardly so. Amongst civilized gnolls the taking reputation. They often try to improve themselves away from
of slaves from those deemed lesser is a normal occurrence, the gnoll tribe that forsook them, gain riches and power and
and while those slaves aren’t treated well they aren’t simply start their own tribe, then return to slaughter their former
devoured like with their fellows. However, there are fates band-mates.
worse than death and being at the mercy of slavering hyena- Due to a lifetime of hardship most half-gnolls learn that
men certainly ranks among them. These slaves toil and anything they gain must be earned, having had anything
work, bringing their lazy masters all that they may want, the they owned taken from them at some point. This makes
most trusted tasked with hunting, the strongest set to work them brutally ambitious and extremely greedy; a half-gnoll
building warrens or gathering water and the women serve will kill to keep even their most meager possession. If they
the worst purpose of the lot - sex slaves and body servants have ownership of an item, no matter how small, they are
to gnoll warriors. loathe to give it up. This extends to relationships and a half-
These non-gnoll women are considered objects at best gnoll treats proper allies as the greatest prize. However, if
and are treated as such. Sometimes this treatment brings a half-gnoll is able to be reasoned with they become a loyal
forth a horrid whelp, a pathetic, screeching child that should and trustworthy ally, willing to place themselves in dire
never have been. The mother cries over the abomination she straits to keep a valuable friendship.
has birthed and the father exults in it, for there is no greater
victory over the lesser races than to sire a child from them. BACKGROUND
Truly, these abominations are the blessings of dark gods on Many half-gnolls embrace their culture, exulting in the
their tribe. power they can exert over other lives. These half-gnolls
From then on the child is raised as a gnoll, with all the quickly gain a reputation among more civilized gnoll society
rights and hazards thereof; they learn to fight alongside the for their almost atavistic way of treating slaves - torturing,
stronger, bigger children and are expected to hold to the butchering, and otherwise treating slaves horrifically for no
same standards of viciousness and independence. They also reason beyond sadistic glee.
end up having a chip on their shoulder as the tribal shaman A minority of half-gnolls find themselves sympathetic
expect great things from them. They will be expected to excel towards their mother, and by extension the rest of the slaves.
beyond their physically superior kin in an area that favors These half-gnolls take a polar opposite approach to life - they
the physically superior. This expectation will shape their spurn the ideals of the gnolls they live with and turn to self-
entire lives. imposed exile (sometimes after freeing a few slaves if they
can).
APPEARANCE This outlook obviously modifies the rest of
Half-gnolls look ridiculous; while they’re mostly hairless their lives, for a half-gnoll who was
they have large eyes with tufts of fur jutting out in odd unwillingly exiled will treat non-
places at ridiculous angles. Their height of 5 feet makes gnolls much differently than a
them considerably less intimidating than their fully-furred sympathetic half-gnoll would
fellows and they feel they must make up for this by wearing
ornamentations ranging from scarification and piercings ADVENTURES
to the severed digits of enemies and armor and clothing Exiled half-gnolls take
involving spikes, horns or other intimidating insignia. adventuring on as a
Half-gnolls tend to dress to flaunt their power and second skin. To them
wealth; no matter their social standing a half-gnoll puts exile is a new world,
great effort into dressing as frightening and disturbing full of potential victims
to keep their foes at bay. They also take to piercing rings or tales of adventure
through their hairless flesh and collecting tufts of fur from marked by trophies of
full-blooded gnolls, tying these tufts to their ringed piercings hair. They favor hunting,
as trophies. Among gnolls, a half-gnoll’s personal standing fighting, and working as
is directly derived from these tufts and significant weight is part of a group and thus it
placed on these successes over their more powerful cousins. comes easily to them. Due
to their times in a gnoll
DEMEANOR band, they are very capable
Stubborn to a fault, half-gnoll spend their whole lives of cooperation regardless
proving themselves. This typically isn’t a very long affair of personal opinion about
as they have the cards stacked against them from day one. the members of a group
Their elders expect as much from them as their full-blooded and their willingness to
cousins while they’re weaker and less developed than gnolls. engage in jobs that
Half-gnoll that fail to pass these coming-of-age tests have other creatures would
two possibilities: death or exile. Exile is an entirely different be loath to makes them
existence for a half-gnoll than it is for a gnoll; where a gnoll a reluctant addition to
most parties.

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Half-gnolls favor both the arts of stalking prey and Alternate Racial Traits
delivering death with violent, powerful strikes as rangers, The following alternate racial traits may be selected in place
rogues, and stalkers. They idolize brutality in a general sense, of one or more of the standard racial traits above. Consult
and their emotional instability can sometimes manifest in a your GM before selecting any of these new options.
power all their own as barbarians or wilders.
While society views half-gnolls as blessings of dark gods they • Dark Adept (Ex): When dealing with demons or devils,
typically don’t accept them as shaman. This doesn’t stop some some half-gnoll prove to be extremely adept. They gain
half-gnolls from trying their own hand at it and maybe their +2 racial bonus on all Charisma-based checks involving
assumed “favor” shows in their aptitude for gaining divine evil outsiders as well as a +1 bonus to saving throws
influence as a cleric apart from any forebears’ tutelage. made against their spell-like and supernatural abilities.
An exiled half-gnoll learns to prize efficiency over gaudy This replaces iron will.
displays and thus has no disparaging views on anything
• Dominance (Ex): Some half-gnolls exhibit an exaltation
effective, though they may not see the use in enchantments,
at proving themselves better than everyone else.
illusions or other arcane methods without seeing proof of
Whenever a they attack an enemy currently suffering
their power; arcane power is relatively rare in gnoll society.
from a penalty-inducing condition, they deal an extra
Most half-gnoll adventurers prefer races that possess large
1d6 damage. This replaces the pack hunter racial trait.
amounts of hair, feeling more at home around them than
hairless creatures. Half-gnolls treat warriors of other races • Hounding Advance (Ex): Some half-gnolls are more
with a respect that is unexpected from a gnoll. They consider capable of hounding routed enemies than they are of
each individual for their own merits - after all, were they not working as a team. As an immediate action, in response
capable of success themselves? to a hostile creature leaving their threatened area, these
half-gnolls may move up to their speed, provided this
movement ends with them adjacent to the creature that
HALF-GNOLL RACIAL TRAITS provoked this ability. This takes their move action for the
• +2 Constitution, +2 Wisdom, -2 Charisma: Half-gnolls coming round. This replaces the pack hunter racial trait.
are tough in body and in will, but their upbringing makes
Favored Class Options
them socially inept and ill-practised.
The following favored class options are available to all
• Medium: Half-gnolls are Medium creatures and thus
characters of this race who have the listed favored class, and
have no bonuses or penalties from size.
unless otherwise stated, the bonus applies each time you
• Humanoid (gnoll): Half-gnolls are humanoids with the select the favored class reward.
gnoll subtype.
• Humanoid Heritage: At first level a half-gnoll must • Cleric: Select one domain power granted at 1st level that
choose a humanoid subtype from the following: dwarf, is normally usable for a number of times per day equal
elf, gnome, goblinoid, halfling, orc, or reptilian. They to 3 + the cleric’s Wisdom modifier. The cleric adds 1/2 to
gain the chosen subtype in addition to any other subtypes the number of uses per day of that domain power.
they possess. • Cryptic: +1/2 on Stealth checks.
• Fur Patches (Ex): Where most races have body hair, a • Daevic: Add +1/4 to damage rolls with natural weapons.
half-gnoll has thick patches of fur that increases their
• Oracle: Add +1/2 to the oracle’s level for the purpose of
natural armor bonus by +1.
determining the effects of the oracle’s curse ability.
• Scent (Ex): Half-gnoll have heightened olfactory ability,
• Psychic Warrior: Add +1/2 to the psychic warrior’s
gaining the scent special quality.
manifester level when manifesting a path power.
• Claws: Half-gnolls have 2 claws that deal 1d4 damage
• Ranger: Add +1/3 effective druid level for purposes of
each.
animal companion abilities. Effective druid level cannot
• Iron Will (Ex): A half-gnoll’s rough upbringing makes it exceed the half-gnoll’s character level.
stubborn. It gets Iron Will as a bonus feat.
• Rogue: Add +1/2 to Intimidate checks.
• Low-Light Vision (Ex): Half-gnolls see twice as far as
• Stalker: Add +1/4 of a d6 to deadly strike damage.
humans in dim light.
• Soulknife: Add +1/4 damage with the soulknife’s psychic
• Pack Hunter (Ex): Any time the half-gnoll and one or
strike class ability.
more of its allies threatens the same creature, they are all
treated as flanking that creature. • Summoner: Add +1 hit point or +1 skill rank to the
summoner’s eidolon.
• Languages: Half-gnolls begin play speaking Common
and Gnoll. Half-gnolls with high Intelligence scores can • Warlord: +1/4 racial bonus on saves vs fear.
choose from the following: Dwarven, Giant, Gnome, or • Wilder: Add +1/4 rounds to the duration of the wilder’s
Goblin. surging euphoria bonus.
• Witch: Gain 1/6 of a new hex.

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HALF-GOBLINOIDS they seem to fail at any attempt at keeping with the times,
either wearing garish, conflicting colors or formal clothes to
Children of circumstance, half-goblinoids tend to be a casual event.
surprisingly innocent and naive for the most part. They Half-hobgoblins are more comfortable in armor or
seek a place in a world that really doesn’t have one for other hardened or heavy pieces, feeling secure in the weight
them. Lacking the ability to comprehend their goblinoid of it. They seem to favor torcs and any jewellery in solid
parent and being more-or-less tolerated by the other half, gold over other precious stones or metals. Their armor and
the half-goblinoid finds solace where they can. Often weapons are kept in the best possible condition and they
this is in harmless fun or assertions of helpfulness but it keep themselves relatively well-groomed.
can sometimes come about the other way - by predating Half-bugbears are comfortable in nearly anything. They
or otherwise exacting revenge on whatever society they have little issues with threadbare clothing or roughspun
aren’t accepted into. This can be quite dangerous as half- garments. They lack the fashion sense of their non-bugbear
goblinoids temper the natural aptitudes of both parents parents and prefer muted colors and unassuming jewelry.
into a new breed that can predate either of the parentage
societies. They lack most of the goblinoids’ weaknesses and DEMEANOR
have many new skills that neither race could have alone. A half-goblinoid’s behaviour is directly rooted in what
Half-goblins are usually a product of what some society they were born into.
goblins like to refer to as “grrak chuk” - a “game of bravery” Half-goblins are rarely born in goblin society. To do so
involving a goblin, a handful of coppers, and a lady of would almost invariably lead to the death of the child. Those
the night. This typically results in a half-goblin child born that do and survive tend to leave the tribe upon reaching
into poverty with a head full of tales of riches for the adulthood and head to more civilized settlements where
taking and the angry entitled attitude of the impoverished. they perpetrate minor crimes or otherwise act out if they
Half-hobgoblins are typically a product of war-breeding don’t join a gang of some sort. Half-goblins born among more
programs, grinding ever onward in search of fodder. civilized parentage have a completely different story. They
Their role is to work, fight, and die for their betters - but can’t relate to their goblin half; the most they understand is
often they prove to be more dangerous with a weapon that their life is infinitely better. Half-goblins understand that
than either progenitor. Finally, the half-bugbear is born to goblins have issues with the written word, have a frightened
midnight raids or misunderstood romps, their rapid growth perception of dogs and horses, and are obsessed with fire
coupled with their less-rapid mental development puts and while some half-goblins may harbor a mild or greater
them in a societal role of giant children, but they show their appreciation for these things, most half-goblins grow out
parent’s aptitude to be frightening which puts off a number of them as fads and otherwise adhere to the basic cultural
of their “normal” fellows. Regardless of the half-breed, a influences that surround them on a daily basis.
half-goblinoid is equal parts accepted and ostracized. Half-hobgoblins are almost universally the product of
One thing is inarguable however: they are prime a breeding program for some sort of war. Half-hobgoblins
examples of just how dangerous two completely different reach maturity in 5 years and have garnered a certain
races could become respect - enough to create a secondary ranking system -
due to their aptitude for combat. Half-hobgoblins raised
APPEARANCE thus are socially short and abrupt, hating to waste time on
Half-goblinoids always look like a horrible cross between anything unnecessary. They treat combat skill as the only
their parents - a half-goblin looks like a halfling or gnome method of gaining any respect and thus are often battle-
with an overly large head and small, beady eyes, a half- crazed, surviving fewer battles than their pure-blooded kin.
hobgoblin looks like a grey-hued version of its non-goblinoid Those that survive long enough to overcome this initial craze
parent, with longer forearms and feet. A half-bugbear is become fearsome, capable warriors that can handle any
typically almost entirely hairless and their skin has a gray situation that might spring up.
hue to it. Half-bugbears find themselves in an awkward life
A half-goblinoid’s take on apparel is mostly influenced regardless of who their parent is; if they live in their non-
by their view of their goblinoid parent. If they idolize or bugbear’s society then they find it difficult to relate to the
otherwise view their goblinoid parents in a positive light rest of their community. Their instinctive understanding of
then they take to tattoos of fierce animals or assumed fear makes them appreciate it, giving them a dark sense of
infernal sigils and ringed piercings, making both plentiful humor and a morbidly creative mind, but creativity needs
in their apparel. The rest of their apparel is specific to the an outlet - typically taking the form of frightening pranks or
subtype of half-goblinoids. amazingly vivid and creative horror stories. However, even
Half-goblins prefer tight-fitting clothing and lots of with those outlets sometimes it leads to an existence more
jewelry, almost always wearing a bauble they’d stolen earlier akin to the bugbear’s than polite society would care for. Half-
for a few weeks before selling it. They also wear cloaks or bugbears that have a bugbear for a mother grow up alone
other separate, easily shucked garments that they can also and wandering, but even these creatures aren’t predisposed
hide ill-gotten gains or weapons within. Their hygiene leaves towards being murderous sociopaths. Just as many of them
much to be desired for most, though a small number have hunger for meaningful interaction and relationships. Being
chosen to integrate with society and thus have mastered the completely self-sufficient by the age of 2 doesn’t eliminate
basics of hygiene. Half-goblins don’t have a fashion sense; their need for a mother figure or the familial desire;

23
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however, having their full growth at the age of 5 makes information or ancient bits of culture more than straight-
it difficult for others to think of them as children. Among forward gold but also try to keep mobile, hating to be bogged
children, however, they can be the greatest of attractions - down in the event that they need to flee.
while they understand and are able to survive on their own Half-hobgoblins travel to kill new things and collect
they don’t have the mental maturity of an adult and the trophies. That’s it. Their goals for adventuring are simply to
children of a society that can make it past their sometimes test their mettle and their metal, kill the next biggest thing,
frightening exteriors can find the ultimate sweets thief get the next greatest piece of gear, kill the next greatest
and bully detractor. To a young half-bugbear everything thing, get the next greatest gear. They tend to focus on their
is a game, violence and all. Even at 2 years a life-or-death own honor and social standing than on the consequences of
struggle against a feral animal is simply a dangerous game. their deeds. As fighters, cavalier, paladin (or antipaladin),
This outlook really doesn’t change until they reach 10 years and rangers, when they kill a big monster it isn’t to save the
- old by bugbear standards. town, it’s to be able to lay claim to its death and the honor
that goes along with it.
BACKGROUNDS Half-bugbears adventure for fun. To them, every
Half-goblinoids are more deeply impacted by their society threat is just a new game that must be surpassed. Their
than by anything else. The saying “Can’t teach an old dog views on problem resolution tend towards one of two
new tricks” applies to half-goblinoids more than most other views, avoidance or abrupt resolution. They enjoy skulking
races, especially in regards to behaviour. and horrifying enemies, usually with the skills inherent in
Half-goblins raised among civilized society happily dreads or rogues. They also like hunting, regardless of what
embrace their non-goblin parent and are confused by their the target is. Rangers, stalkers and the rare inquisitors seem
goblin parent’s life. It never significantly harms their life but to be fun to be around and a young half-bugbear may be
their lack of understanding tends to lend to them a curiosity swayed towards one of these roles if they encounter them.
about new things and other cultures, which in turn leads to Likewise, some half-bugbears find themselves invested with
a wanderlust that makes all half-goblins take to travelling magic and take to being sorcerers or oracles.
some distance over their lives even if just to the next town
or capital city. But a vast majority just start walking one day HALF-GOBLINOIDS
and keep going, figuring things out as they go. Half-Goblin Racial Traits
Half-hobgoblins treat every challenge as a military
• +2 Dexterity, +2 Constitution, -2 Charisma: Half-goblins
exercise. Their views on magic are dictated by the society
are quick and tough, but are hideous little creatures.
they grow up in. If they grow up among hobgoblins, they
hate it. They lack any sort of trust in any magic-users in • Small: Half-goblins are Small creatures and gain a +1
any way, ever. Sometimes they’ll suffer their presence if size bonus to their AC, a +1 size bonus
separated from their troop and require assistance, as they’re on attack rolls, a –1 penalty to their
ultimately pragmatists and would rather live than die for Combat Maneuver Bonus and
ideals. Some half-hobgoblins raised in human or elven Combat Maneuver Defense, and
societies have proven to be more than adequate wizards, a +4 size bonus on Stealth
though they are unnaturally rugged for bookish types. checks.
Half-bugbears are subconsciously aware of their • Humanoid (goblinoid): Half-
heritage. They are naturally adept at exploiting fear and goblinoids are humanoids with
this fact shapes them. Some use it for good, using their the goblinoid subtype.
knowledge of fear to liberate their fellows from fear, either • Fast: Half-goblinoids are fast
by eliminating that which makes them afraid or by instilling for their size; their base land
fear in those that exploit fear for their own gain. Others use speed is 30 ft.
it for evil, becoming those creatures that exploit fear just like
the bugbears. • Humanoid Heritage: At
first level a half-goblin must
choose the gnome or halfling
ADVENTURES subtype. They gain the
Half-goblinoids often travel. Whether it’s a half-goblin
chosen subtype in addition
wandering in search of cultures, a half-hobgoblin turning
to any other subtypes they
to knight-errantry to garner more respect, or a young half-
possess.
bugbear seeking to simply have some fun, all half-goblinoids
find themselves away from home for a portion of their lives • Scrounger (Ex): Half-
while they learn and grow. goblins have sharp senses
Half-goblins’ love for pranks, tricks, and general and a knack for searching
mischief as well as their penchant for learning new things through areas, granting
lends towards bards, rogues, or wizards. They favor skills them a +2 racial bonus
and knowledge over outright combat and any half-goblin on Perception checks and
who sees a goblin warband tends to attempt to do things when taking 20 to search
their way at least for a little bit, hoping to sympathize with an area of 30-foot-by-30-
the father they’ll likely never know. They tend to value foot or smaller it only

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takes a full-round action (as opposed to 2 minutes or • Sorcerer: Add +1/3 fire damage to evocation spells that
more). deal fire damage.
• Pilfer (Ex): A half-goblin has light fingers. They gain • Vizier: Add +1/4 to all elemental damage from veil
Improved Steal as a bonus feat and can steal from a flat- abilities.
footed enemy as a swift action.
• Darkvision (Ex): A half-goblin can see in the dark out Half-hobgoblin Racial Traits
to 60 feet.
• +2 Dexterity, +2 Constitution, -2 Charisma: Half-
• Low-light vision (Ex): A half-goblin can see twice as far hobgoblins are quick and tough, but as gruff as any
as a human in dim light. dwarf.
• Languages: Half-goblinoids begin play speaking Common • Medium: Half-hobgoblins are Medium creatures and
and Goblin. Half-goblinoids with high Intelligence scores thus have no bonuses or penalties for size.
can choose from the following: Abyssal, Aklo, Elven,
• Humanoid (goblinoid): Half-goblinoids are humanoids
Giant, Gnoll, Halfling, or Undercommon.
with the goblinoid subtype.
Alternate Racial Traits • Humanoid Heritage: A half-hobgoblin must choose from
The following alternate racial traits may be selected in place the dwarf, elf, or human subtype. They gain the chosen
of one or more of the standard racial traits above. Consult subtype in addition to any other subtypes they possess.
your GM before selecting any of these new options.
• Combat Intuition (Ex): Half-hobgoblins have a powerful
intuition about combat. They gain Improved Initiative
• Blue-skinned: Some half-goblins are related to the and may draw their weapon as a free action when
psionic cousins of goblins, the blues. These blue-skinned initiative is rolled, even if they are flat-footed or it’s not
half-goblins are typically more dignified and have the their turn.
naturally psionic trait, gaining Wild Talent as a bonus
feat (or Psionic Talent if they take a levels in a psionic • Wartime Predator (Ex): Half-hobgoblins have a
class). This racial trait replaces scrounger. predatory instinct for tactics. Whenever they gain a
bonus from flanking or high ground they increase it by
• Trickery: Some half-goblins prove to have a knack with +1, plus an additional +1 per 5 character levels. When
poison, gaining the poison use special quality, but early attacking a flat-footed enemy they also gain a +2 bonus
experimentation with herbs often damage their eyes. on the attack and damage roll.
This racial trait replaces low-light vision.
• Darkvision (Ex): A half-hobgoblin can see in the dark
• Triple-jointed (Ex): Some half-goblins have an out to 90 feet.
indescribable knack for hiding in places they have no
right to even fit. They gain a +8 racial bonus on Stealth • Languages: Half-goblinoids
checks to hide as well as a +4 racial bonus on Escape begin play speaking
Artist checks, as well as being able to squeeze through Common and Goblin.
sizes a tiny or larger sized creature could. This racial trait Half-goblinoids with high
replaces scrounger. Intelligence scores can
choose from the
Favored Class Options following: Abyssal,
The following favored class options are available to all Aklo, Elven, Giant,
characters of this race who have the listed favored class, and Gnoll, Halfling, or
unless otherwise stated, the bonus applies each time you Undercommon.
select the favored class reward.

• Alchemist: Add +1/3 to an alchemist’s daily uses of their


bomb class ability.
• Cleric: Select one domain power granted at 1st level that
is normally usable a number of times per day equal to 3 +
the cleric’s Wisdom modifier. The cleric adds +1/2 to the
number of uses per day of that domain power.
• Fighter: Add +1/3 on rolls involving one combat
maneuver (CMB or CMD): Disarm, Dirty Trick, Steal, or
Trip.
• Oracle: Add +1/2 to Concentration checks while casting
spells with the fire descriptor or of the divination school.
• Ranger: Add +1/3 dodge bonus to the ranger’s AC against
their favored enemies.
• Rogue: Gain +1/6 of a new Rogue Talent.
• Stalker: Add +1/6 of a new stalker art.

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Alternate Racial Traits • Humanoid (goblinoid): Half-goblinoids are
The following alternate racial traits may be selected in place humanoids with the goblinoid subtype.
of one or more of the standard racial traits above. Consult • Humanoid Heritage: At first level a half-hobgoblin must
your GM before selecting any of these new options. choose from the dwarf, elf, or human subtype. They gain
the chosen subtype in addition to any other subtypes
• Stable And Steady (Ex): Some half-hobgoblins with they possess.
dwarf blood take after their dwarven parents more • Scare Tactics (Ex): A half-bugbear has a knack for
than their hobgoblin ones. These half-hobgoblins are causing fear and panic. They have a +2 racial bonus on
more stocky and broader of build, gaining the stability Intimidate checks as well as increase the DC of any spell
dwarven racial trait as well as not slowing down from or effect with a fear descriptor by 1.
encumbrance or heavier-than-light armor. This racial
• Nightmare Assailant (Su): A half-bugbear has immunity
trait replaces wartime predator.
to magical sleep and paralysis spells and effects; such
Favored Class Options effects, if used on the half-bugbear, instead target the
The following favored class options are available to all originating being (just as if that being had targeted itself;
characters of this race who have the listed favored class, and if the originating being is not a legal target, the effect
unless otherwise stated, the bonus applies each time you dissipates harmlessly).
select the favored class reward. • Low-light Vision (Ex): A half-bugbear can see twice as
far as a human in dim light.
• Aegis: Add +1/4 to the aegis’ customization points.
• Languages: Half-goblinoids begin play speaking Common
• Cleric: Increase attack bonus with a specific weapon by and Goblin. Half-goblinoids with high Intelligence scores
+1/4. can choose from the following: Abyssal, Aklo, Elven,
• Fighter: The fighter gains 1/4 of a new bonus combat Giant, Gnoll, Halfling, or Undercommon.
feat.
Alternate Racial Traits
• Monk: Increase ki pool by +1/4. The following alternate racial traits may be selected in place
• Oracle: The oracle gains 1/6 of a new revelation. of one or more of the standard racial traits above. Consult
• Ranger: Add +1/4 to a single existing favored enemy your GM before selecting any of these new options.
bonus (maximum bonus +1 per favored enemy).
• Friendly Smile (Ex): Some half-bugbears spurn their
• Rogue: Increase attack bonus against flat-footed enemies
fearsome instincts, instead focussing on being as friendly
by +1/5.
and likable as possible. They gain a +2 racial bonus on
• Warlord: The warlord gains 1/6 of a new warlord gambit. Diplomacy checks and any spells or effects that charm
increase their DC by 1. This replaces scare tactics.
Half-bugbear Racial • Murderous Intent (Ex): A half-bugbear is
Traits naturally skilled at murdering things. They can coupe de
• +2 Dexterity, +2 grace an enemy as a standard action. This replaces scare
Charisma, -2 Wisdom: tactics.
A half-bugbear is quick Favored Class Options
and frightening, but
The following favored class options are available to all
impulsive and weak-
characters of this race who have the listed favored class, and
willed.
unless otherwise stated, the bonus applies each time you
• Medium: A select the favored class reward.
half-bugbear
is a Medium • Barbarian: Add +1 to the barbarian’s total number of
creature rage rounds per day.
and thus
• Cleric: Increase the DC of any spell with the fear
have no
descriptor by +1/6.
bonuses or
penalties • Cryptic: Add +1/5 of a new cryptic insight.
for size. • Daevic: Add a +1/2 bonus to all Intimidate checks.
• Dread: Add +1/3 to damage dealt with the dread’s
devastating touch.
• Ranger: Increase existing favored enemy bonuses
against all humanoids by +1/6.
• Rogue: Add +1/2 bonus on Perception checks to detect
hidden enemies.
• Warder: Add +1/4 of a use of armiger’s mark.
• Wilder: Increase the wilder’s elude attack dodge bonus
by +1/5.

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HALF-SAHUAGIN has proven surprisingly popular with surface-dweller sailors
and fishermen.
Purpose-bred - or built - half-breeds are hardly a new The effort these half-breeds spend in dressing well is
concept. As experiments, weapons, peacemakers, or simply wisely spent; half-sahuagin are hideous, with fishlike scales
abominations, half-breeds serve their creators or rebel covering their skin, blocky features, overlarge teeth, huge
against them, or are simply cast aside as failures. eyes and a certain fish-like odor that follows them wherever
The half-sahuagin are perhaps unique among their they go. Half-sahuagin take pains to groom themselves
peers - they were built to be saviors. carefully, not wishing to give others further reason to judge
Sahuagin are prone to beneficial mutations, which the or shy away from them than they already have, though this
race celebrates with great power and respect for those who is not always as helpful as they would like it to be.
have developed them. Unfortunately, this may not be the
appropriate reaction; sahuagin are prone to madness and DEMEANOR
cruelty on a racial scale, to a level that sometimes baffles Half-sahuagin are a patient, thoughtful, and responsible
surface-dwellers and even other aquatic races. A small people. Raised not just to leadership but with the expectation
group of sahuagin spellcasters sought an explanation for the that they will help “save” an entire race, these half-bloods
more crippling forms of insanity suffered by their people tend to think their actions through and have a keen sense of
and made a disquieting discovery - the sahuagin bloodline consequences. This is not always a good thing; half-sahuagin
is not stable, and without intervention will degenerate into often do not get enough sleep, and blame themselves for
something barely more than an especially cruel animal. disaster at times when, really, there was nothing to be done.
Attempts to inform their people were met with derision and The children of intellectuals, half-sahuagin are raised
scorn, and eventually these spellcasters and their fellows to magic (arcane and divine are equally common) and
splintered off to continue their research. taken with deep thoughts on societal and global issues.
Something had to done. Half-sahuagin engage others in conversation and debate
about their worldviews and beliefs about the nature of
APPEARANCE evil, the purpose of cruelty and suffering, the possibility of
Half-sahuagin dress and carry themselves with a dignified redemption, and what it truly means to be a member of a
indifference to their own hideousness. Well aware that race. Their curiosity also makes them surprisingly insightful
neither of their parent races are ever going to find them and empathetic, and when they are welcome to do so many
attractive, half-sahuagin instead emphasize fine clothing, half-sahuagin genuinely enjoy helping others with complex
high-quality armor and weapons, and personal problems. They have a talent for cutting to the heart
tasteful accessories to project an image of complicated emotional and social matters. This talent has
of competence and respect with which to a downside - half-sahuagin worry over these questions and
make a first impression. Half-sahuagin the many responsibilities they feel are on their shoulders,
w h o do not wear armor often and rarely feel as though they are permitted to relax or truly
wear clothing made of subtly enjoy themselves.
enchanted cloth, which
dries and BACKGROUND
settles into Half-sahuagin are generally created, rather than born; the
a looser sahuagin rebels that breed them use sorcery to mix the
s t y l e essence of a surface race with their own, creating a stabilized
when on half-breed (the material needed is generally acquired
land. The through trade, as a small vial of blood will do). Aside
material from being expected to eventually breed with sahuagin to
stabilize the bloodlines, half-sahuagin are raised to positions
of importance within the splinter faction, tasked with
research, development, diplomacy, and the acquisition of
knowledge and power. Half-sahuagin are raised with a very
frank appraisal of the threat facing the sahuagin people, and
are told they must do their part in solving the problem.
While this makes half-sahuagin a responsible, thoughtful
people, it is also the ethical question they spend the rest of
their life grappling with. The rebel sahuagin that raise them
range from cruel patriots wishing to secure sahuagin racial
supremacy to outcasts from sahuagin society that fled its
unending malice. Half-sahuagin wonder if they can “save”
their parent race without destroying everything that makes
its culture unique - and wonder, too, if it would be wrong
to do so. Sahuagin are cruel and malicious, and time spent
among surface races makes half-sahuagin very aware that
cruelty is not the only method of showing strength. It is not

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Bloodforge
uncommon for half-sahuagin to leave home in an effort to ferocity of their parents. Once per day as a free action
find answers to these difficult questions, and their “parents” they can frenzy, gaining a +2 morale bonus to Strength
encourage it as long as the half-sahuagin continues to send and Constitution but a -2 penalty to AC for 1 minute. If
back knowledge, wealth, or items of power to fuel their they gain the ability to rage, increase the bonuses rage
research. grants to Strength and Constitution by 2 instead of the
Many of those who leave never truly go back “home”. normal benefits of this racial trait.
They find peace amongst the surface-dwellers and escape • Amphibious (Ex): Half-sahuagin can breathe water or
the impossible burden placed upon them. Those that do air indefinitely.
eventually return come back wiser for their trials, and so the
• Slippery (Ex): A half-sahuagin’s slippery flesh grants a
experiments continue, in an effort to save the sahuagin from
+4 racial bonus on Escape Artist checks.
themselves.
• Blood Tracking (Ex): A half-sahuagin has finely-tuned
senses for blood. They have the scent special quality
ADVENTURES
and gain a +10 racial bonus on survival checks to track
Half-sahuagin tend not to be full-time adventurers; they leave
a blood trail.
home on a specific mission, or to gain some distance from the
difficult problems they’re faced with. Overwhelmingly, half- • Low-light Vision (Ex): A half-sahuagin can see twice as
sahuagin favor magical classes, with only a very few of the far as a human in dim light.
least talented entering more martial careers. Half-sahuagin • Languages: Half-sahuagin begin play speaking Common
respect members of all classes but are more fascinated with and Goblin. Half-sahuagin with high Intelligence scores
how those skill sets fit into cultures, and may ask endless can choose from the following: Abyssal, Aklo, Aquan,
questions about what it means to have a role in society and Elven, Giant, Gnoll, Halfling, or Undercommon.
how such people are treated.
Half-sahuagin have an odd relationship with surface Alternate Racial Traits
races. Raised with a strong sense of cultural pride, half- The following alternate racial traits may be selected in place
sahuagin often begin with a carefully concealed attitude that of one or more of the standard racial traits above. Consult
other races are less than they are. Actual interaction with your GM before selecting any of these new options.
these cultures disabuses them of this notion with remarkable
swiftness, which does not make their concerns over “saving” • Four-Armed Freak (Ex): Some half-sahuagin have an
the sahuagin any easier to deal with. Having encountered extra pair of arms. These unfortunate freaks have a
the idea that other races have ideas and values worthy of more stable physiology, losing the blood in the water and
emulating, most half-sahuagin gladly engage with them on resilient physiology racial traits.
topics small and large, looking to better themselves through • Shark Speech (Su): Some half-sahuagin retain a
learning. rudimentary form of telepathic communication with
sharks at a distance of 150 feet. This allows the use of the
HALF-SAHUAGIN RACIAL TRAITS Handle Animal skill with sharks out to that range. This
replaces blood in the water.
• +2 Dexterity, +2 Wisdom, -2 Charisma: A half-sahuagin
moves like they lack bones and is perceptive and Favored Class Options
instinctive, but has difficulty expressing themselves to The following favored class options are available to all
others at times. characters of this race who have the listed favored class, and
• Medium: Half-sahuagin are Medium creatures and thus unless otherwise stated, the bonus applies each time you
have no bonuses or penalties for size. select the favored class reward.
• Humanoid (aquatic, crossblood): Half-sahuagin are
• Barbarian: Add +1 to the total rounds of the barbarian’s
humanoid with the aquatic and crossblood subtypes.
rage.
• Humanoid Heritage: At first level a half-sahuagin must
• Cleric: Increase duration of emotion effects and spells
choose from the dwarf, elf, or human subtype. They gain
generating from the cleric by 1 round.
the chosen subtype in addition to any other subtypes
they possess. • Daevic: Add +1/4 daily uses to your racial blood in the
water ability.
• Slow speed: Half-sahaugin have a 20 ft. base land speed
and a 30 ft. swim speed; they may move in water without • Psion: Add +1 on Spellcraft checks.
making Swim checks, and always treat Swim as a class • Stalker: Add +1/6 of a d6 of the stalker’s deadly strike.
skill. Though graceful in the water, they are clumsy and
• Wizard: Add +1 on Spellcraft checks.
slow on land.
• Resilient Physiology (Ex): A half-sahuagin has a
magically modified physiology; a side-effect of this
process has caused it to be resistant to influence, granting
it a +4 racial bonus on saves against poison, disease, and
transmutation spells.
• Blood In The Water (Ex): A half-sahuagin mimics the

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HEXBREATHER BACKGROUND
Hexbreathers are born under the strict rule of their mother.
Diabolical and insidious, hags are horrible monsters that Hags expect their children to adhere to all their expectations
prey upon and destroy lesser beings in many ways. However, but typically raise them as nurturing loving mothers,
many of them grow tired of living solitary, predatory lives engineering love and devotion. In truth hags never care
and find themselves preferring a controlling role in an orc about their children but know that such familial devotion is
tribe. This is different among the witch broods: some use invaluable for their machinations. The rare few that witness
their strength and great defenses to crush any who oppose a hag mother kill their sibling tends to shatter their reality.
them, taking the leftovers of the tribe as slaves and servants Hexbreathers start serving their mother at an early age,
while others seduce the tribe into being her willing tribe picking through the forest and swamp for herbs or spying on
mates. activity in the surrounding area, usually in groups of 2 or 3
Regardless of the method, the end remains the same. A as hags typically have twins or triplets. As they age they turn
tribe serving a hag enjoys benefits in her power, better raids towards more directly serving their mother as champions
with her assistance, more intelligent training which in turn and agents, spying on nearby settlements and caravans that
makes them stronger, and greater magic aid to turn the tide run through the area or leading raids in their mother’s stead.
of combat even more. Hexbreathers serving as soldiers and champions never leave
Eventually, the hag wants more than just servants or the tribe in a general sense, having complete loyalty and
lessers. After a time has passed with the tribe she begins to trust in their mothers. Rarely, one of these champions have
take mates and from these mates the hexbreathers are born. their faith shaken in some way and find an out in a failed
These intelligent and strong creatures are nurtured by the raid, simply not returning and taking to adventuring instead.
hag into dutiful sons and daughters who serve as champions These few are a wild card, having to question their entire
and adjudicators of the hag. existence and worldview, making any disposition possible.
Ultimately, hexbreathers nearly always find themselves
APPEARANCE wanting for the attention of a parental figure. Needing
nurturing either due to the lack of such from their own
Gaunt to an alarming degree, hexbreathers’ powerful
childhood or because they’d grown accustomed to it, and
physique isn’t obvious on casual observation. With a lack
thus feel its lack. Hexbreathers find themselves eager to
of hair and a skeletal face they can sometimes be mistaken
please older humanoids, especially those that they are
for undead and they know this, hoping to gain some vital
attached to in any way.
moments in combat as a foe either scrambles for superstitious
charms or expends healing in an effort to harm them.
Hexbreathers use any edge they can get, favoring ADVENTURES
intimidation or underestimation as their most potent Hexbreathers that take to a life of wandering are almost
weapons. Their skin is green and mottled with sickly yellow entirely of the minority. Hexbreathers don’t really
patches making them appear weak and frail; they sometimes adventure so much as they wander. Their upbringing (or
use this to seem like an easier target before they pounce and lack thereof) makes them opposed to authority, revelling in
overpower their surprised victim. freedom. Thus they are often easily moved to assisting in
liberation of oppressed groups or individuals. Alternatively,
DEMEANOR they could seek wrongdoings akin to their own mother, in
Devoted to their mother, most hexbreathers work to further hopes of keeping others from facing the oppression that they
her goals to the exclusion of all others - they aim to please themselves had to face in their childhoods.
her as any doting child would. Most act like orcs but with a Just as many are selfish creatures, seeking to enjoy their
higher understanding to their actions, while the rare few act lives that they feel they’d earned. These hexbreathers use
with a noted independence streak. their skills for personal gain but aren’t necessarily any more
These few are just as likely to attempt to overthrow malicious than any other race.
their mothers as they are to simply leave. The result of The capabilities of the hexbreathers are directly related
either attempt is usually not in their favor - a hag will to whether they were an adult member of the tribe or not.
casually kill any children that oppose them in any serious Typically those that grew into adulthood before becoming
way. The rare few that succeed in either endeavor have wanderers are more likely to be antipaladin, fighters, magus,
to finish off the rest of the family. Most hexbreathers are barbarians, or any other frontline combatants but there
vicious to any creatures that aren’t part of the family or have also been a number of them that took on the robes
tribe with the rare few sneaking away at a very young age of a spellcaster, favoring witch or cleric and emphasising
(if they survive their siblings); from then on it’s a difficult life their worship on whatever their mother taught them to.
as a hexbreather must fight against the natural world with Hexbreathers that grew up in the wild are likely to be more
nothing but claws and their ability to curse an enemy. This self-sufficient, typically as rangers or rogues, though it
makes all hexbreathers cynical at best and rarely respectful isn’t unheard of for a kindly old hermit or sage to take the
of authority as well as having a good disposition. eccentric creatures in, teaching them their ways. This results
in a number of clerics, druids, witches, and wizards that then
wander the world, seeking to use the lessons of the surrogate
parent for that same parent’s goals and ideals.

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HEXBREATHER RACIAL TRAITS AC and Reflex saves for 1 hour. This is a curse effect and
replaces the hex racial trait.
• +2 Strength, +2 Intelligence, -2 Charisma: Hexbreathers
• Pitchbreather (Ex): A hexbreather that is the child of
are powerful in both body and mind but are gaunt and
an annis hag can sometimes gain damage reduction 2/
malformed, lacking in a personal presence.
bludgeoning; this increases by 1 per 3 character levels.
• Medium: Hexbreathers are Medium creatures and thus This racial trait replaces claws.
have no bonuses or penalties for size.
Favored Class Options
• Humanoid (crossblood, orc): Hexbreathers are
humanoids with the crossblood and orc subtypes. The following favored class options are available to all
characters of this race who have the listed favored class, and
• Hag Flesh (Ex): A hexbreather’s sallow flesh increases
unless otherwise stated, the bonus applies each time you
its natural armor bonus by +1.
select the favored class reward.
• Hex (Su): The hexbreather has a natural affinity for • Aegis: Add +1/4 to the aegis’ customization points.
the twisted magic of its mother’s line; the hexbreather
• Alchemist: Add +10 minutes to the duration of the
chooses a hex from the following list: evil eye, misfortune,
alchemist’s mutagen.
or tongues. It may use the chosen hex as a witch of the
hexbreather’s character level and is usable once per day • Barbarian: Add 1/4 of the barbarian’s level to saves vs.
per character level. necromancy and curse spells and effects while raging.
• Claws: Hexbreathers have 2 claws that deal 1d4 damage • Cleric: Add +1/3 to the amount of damage dealt or
each. damage healed when the cleric uses channel energy.
• Persecution (Ex): Hexbreathers gain a +1 racial bonus to • Dread: Add 1/2 to Devastating Touch damage.
attack and damage rolls against cursed creatures, as well • Druid: Add +1/4 to the damage of the druid’s claw attacks.
as creatures suffering the effects of a hex. This bonus • Fighter: +1 to CMB with grapple and bullrush maneuvers.
increases by +1 for every 4 character levels.
• Harbinger: Add 1/4 maneuvers known from the Cursed
• Darkvision (Ex): Hexbreathers can see in the dark out Razor or Veiled Moon disciplines. These maneuvers
to 60 feet. must be at least one level lower than the highest-level
• Hagblood (Ex): Hexbreathers count as hags for the maneuvers the harbinger can learn.
purposes of joining a coven, and also gain a +2 racial • Magus: Cursed creatures, as well as creatures under the
bonus on saving throws against hexes or curse effects. effects of a hex, suffer a -1/4 penalty to saving throws
• Languages: Hexbreathers begin play speaking Common against your spells.
and Orc. Hexbreathers with high Intelligence scores can • Ranger: Add +1 hit point to the ranger’s animal
choose from the following: Abyssal, Elven, Dwarven, companion. If the ranger ever replaces his animal
Giant, or Necril. companion, the new animal companion gains these
Alternate Racial Traits bonus hit points.
The following alternate racial traits may be selected in place • Rogue: Add +1/3 to the rogue’s sneak attack damage.
of one or more of the standard racial traits above. Consult • Witch: Add 1 spell known from the Witch spell list. This
your GM before selecting any of these new options. spell must be at least one level lower than the highest-
level spells the witch can learn.
• Ferocity (Ex): Some hexbreathers retain their orc
• Wizard: Add +1/2 to the number of uses per day of arcane
parent’s ferocity for violence, possessing the ferocity
school powers. This increase only applies to arcane
ability which allows them to remain conscious and
school powers available at 1st level and normally usable
continue fighting even if their hit point totals fall below
a number of times per day equal to 3 + the wizard’s
0. Hexbreathers are still staggered at 0 hit points or lower
Intelligence modifier.
and lose 1 hit point each round as normal. This replaces
persecution.
• Greenbreather (Su): A hexbreather that is the child of
a green hag gains a measure of their strength-sapping
claws. Any enemy they strike with their claws must make
a Fortitude save (DC 10 + 1/2 hexbreather’s character level
+ hexbreather’s Charisma modifier) or take 1 point of
Strength damage. This racial trait replaces persecution.
• Hatebreather (Su): A hexbreather that is the child
of a sea hag gains a baleful glare that they may use as
a standard action once per day per character level.
The hexbreather targets a creature they can see within
60 ft.; the victim must make a Will save (DC 10 + 1/2
hexbreather’s character level + Intelligence modifier) or
gain the cursed condition as well as suffer a -2 penalty on

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Hexbreather

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HOURI DEMEANOR
Houri can sometimes come across as two-faced to others,
Few races live in the shadows of their mothers as much which is not always strictly the houri’s fault. Their mother’s
as the houri do. The children of elves and nymphs, houri blood makes the houri naturally social beings, with an
are often raised by their immortal mothers, either as only instinctive understanding of charm, poise, flattery, deceit,
children or with many half-sisters, depending on the taste of and compromise that is only heightened by experience and
the nymph in question. Though their mothers are kind, wise, training. Lacking a reason to act otherwise, houri are polite,
and loving, the houri learn quickly that they will always be gracious, and kind to others - which makes their snaps of
seen by others as the daughter of the nymph that birthed temper and sarcasm all the more shocking, when they
them. Some accept this fate and exist as quieter blooms occur. Growing up in the shadow of their mother’s beauty
alongside their mother’s blaze of beauty. Others find living and importance, houri tend to be sensitive both to critique
in someone’s shadow to be intolerable and leave to show and to stereotyping; the former can make them wither in
the world that they are so much more than merely someone shame, while the latter tends to make them rise in wrath.
else’s daughter. Houri are possessed of a curious mix of self-assurance and
doubt, which can make it difficult for others to know how
APPEARANCE to deal with them. To an extent, the houri just need to grow
Beauty is the birthright of the houri, who appear as idealized up, especially if they have just left their peaceful, supportive
elves in more than one way. Aside from a common lack of homes.
blemishes and a racial resistance to scarring, houri tend Houri know they’re beautiful and use that beauty and
to appear as archetypes of beauty. One houri might have charm to get their way. This is harmless, most of the time,
an impossibly curved figure and lustrous hair that never though more than one houri has gone down selfish roads
needs cleaning; another may be slender, fey-like in her wild where they abuse others that fawn on them for favor, but the
beauty and energy, or a quiet innocence, all wide eyes and main problem is that houri often gain short-term satisfaction
soft reassurances. All houri possess pleasant voices, brightly without developing meaningful long-term relationships.
colored eyes, and a pleasant, natural odor that reminds those Their mothers are of no help with this problem; as primarily
near them of flowers in bloom. solitary beings, nymphs are very happy to have a small group
Though houri may (and do) dress however they choose, of close friends with whom contact is infrequent. Houri
their clothing and armor tends to undergo subtle, ongoing crave more than that, but can end up powerfully lonely if
changes as long as the houri continues to wear it regularly; they don’t realize that people need to be cared about, not
jewelry never seems to need cleaning, colors seem brighter just cared for and summoned for a quick favor or tumble
and more natural, and the cloth itself may change texture or through the sheets.
color over time to compliment the houri.
Even the plainest clothes, if worn for BACKGROUND
long enough, eventually transform Houri mostly come from peaceful lives. While a few are
over the course of slow years to born of chance meetings between elves and nymphs, the
appear as if they were made vast majority are born because a nymph has an ongoing
just for the houri positive relationship with an elven community. Houri grow
wearing them. up living with a mother who is not just loved for her beauty,
It is notable but respected and revered as a guardian of the community,
that houri, like a representative of nature, and a force for goodness in the
nymphs, are world. Quite aside from growing up in that shadow, they
always female. soon feel unconscious pressure to be that way themselves.
Though many assume that houri are some kind of
“mini nymph”, they are not. The unconscious urges towards
good that keep nymphs centered are absent in houri, who
have a psychology that is more like their elven parents.This
unfortunately tends to mean that houri realize early on that
everyone sees them as fundamentally good, trustworthy, and
desirable. Sometimes their mothers catch onto this early and
teach the houri not to manipulate others for personal gain;
most of the time the houri grows up at least a little selfish,
spoiled, and ungrateful.
Most houri eventually leave home, if only to escape
their mother’s shadow. Though they are raised with love,
affection, and attention, houri yearn to be seen as their own
people and eventually realize that this is never going to
happen as long as they share a geographic region with their
mother. Relationships between the two can remain tense for
some time, especially if the two parted on bad terms. They
get over it, eventually - both parties have eternity to calm
down and decide to get to know one another again, after all.

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ADVENTURES from the following: Dwarven, Elven, Giant, Gnome, or
Houri leave home looking to make a name for themselves, Halfling.
which calls many of them to try adventuring as a career. Alternate Racial Traits
Those that survive their first job tend to fall into one of
The following alternate racial traits may be selected in place
two camps: those horrified by violence (who retire to a
of one or more of the standard racial traits above. Consult
community and attempt to become valued citizens) and those
your GM before selecting any of these new options.
that are not. Houri are raised by beings with a keen sense
of responsibility to the world, and houri adventurers tend
• Elven Sight (Ex): Some Houri have the eyesight of their
to become the conscience of their group, selfish tendencies
elven fathers; they gain low-light vision and a +2 racial
notwithstanding. Natural talent drives the houri to seek out
bonus on Perception checks. This racial trait replaces
magical training, and clerics, druids, oracles, sorcerers, and
natural aptitude.
witches are all fairly common in the race. Martial and psionic
classes, on the other hand, are rare - the former because the • Wild Soul (Su): Some houri’s fey blood changes their
houri tend to find physical violence distasteful, and the latter perceived beauty away from mortals and towards
because their fey blood quickens to more traditional forms the wilds. These houri are unimpeded by foliage and
of power much more easily. underbrush, magical or mundane. In addition, animals
Houri tend to pick up on the attitudes of their elven are automatically considered helpful unless the houri
parents when it comes to race, especially since elves and takes aggressive action towards them. This replaces
nymphs have so many enemies in common. Life amongst supernal beauty.
younger races can come as a shock to houri, and they can, Favored Class Options
at times, fall in love with the faster-paced lifestyles and new
The following favored class options are available to all
forms of beauty. Rethinking a worldview they’ve held for at
characters of this race who have the listed favored class, and
least a century can take some time, but as houri have nothing
unless otherwise stated, the bonus applies each time you
but time, most blossom into open-minded individuals.
select the favored class reward.

HOURI RACIAL TRAITS • Bard: Add +1/6 bonus to the bard’s inspire courage.
• +2 Dexterity, +2 Charisma, -2 Strength: Houri are • Barbarian: Add +1 on Intimidate checks.
graceful and beautiful, but lack physical might. • Cleric: Add +1/2 to damage healed when the cleric uses
• Medium: Houri are Medium creatures and thus have no channel energy.
bonuses or penalties for size. • Druid: Gain 1/5 bonus metamagic feats. The druid must
• Humanoid (feyblood, elf): A houri is a humanoid with meet all prerequisites for these feats.
the feyblood and elf subtypes. • Guru: Gain +1/4 uses of your Stunning Fist ability.
• Hale: A houri’s nymph ancestry grants her immunity to • Oracle: Add one spell known from the oracle’s spell
mundane diseases and a +4 racial bonus on saves against list. This spell must be at least one level lower than the
magical diseases. highest level the oracle can cast.
• Natural Aptitude (Ex): A houri’s nature gives her a +1 • Paladin: +1/2 to attack rolls against aberrations and evil
racial bonus with Bluff, Diplomacy and Handle Animal outsiders.
checks, with the bonus increasing by 1 per 5 character
levels. • Sorceror: +1/5 to the DC of any charm spell or effect.

• Supernal Beauty (Su): Once per day, as a standard • Stalker: Add +1/3 ki point.
action, the houri may unveil her fey beauty; all creatures • Vizier: Add +1/4 to the DC of all veils with the
within 30 feet of the houri must make a Will save (DC 10 [enchantment] keyword.
+ 1/2 the houri’s character level + the houri’s Charisma • Witch: Add one spell known from the druid spell list. This
modifier) or suffer a -2 penalty on all attack rolls, saving spell must be at least one level lower than the highest-
throws and skill checks for 1 hour as her beauty distracts level spells the witch can learn. If the spell appears on
and bedazzles them. This is a mind-affecting effect. both the druid and witch spell lists, use the lower-level
• Innate Spells (Sp): Houri have a small measure of version.
magical talent inherited from their mothers. They gain
the following as spell-like abilities usable once per day
each: barkskin, charm animal, and entangle. The DCs for
these spell-like abilities use the houri’s Wisdom modifier.
• Ageless (Ex): A houri does not experience any of the
benefits or penalties of aging beyond adulthood and is
effectively immortal, never dying of old age.
• Languages: Houri begin play speaking Common and
Sylvan. Houri with high Intelligence scores can choose

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KESTREL APPEARANCE
Kestrels look mostly like someone crossed a halfling with a
The kestrel are living proof of the power of redemption bird; their legs are feathered and end in sharp talons, and
to not just defeat evil, but to change it into something they have large, vulture-like wings which may sprout from
fundamentally good. These half-breeds proudly sing the their shoulders or be attached to their arms (kestrel children
song of their origins: once, there was a halfling settlement, a learn early on how to combine gliding and tool use, lest they
walled town on the frontier built on trade and craftsmanship. be saddled with embarrassing nicknames). Kestrels have
This town was championed by a paladin now known only large feathered tails to aid in flight, and may have feathers
as the Knight of Songs, who was as wise as she was strong, instead of hair. Dark-colored hair, feathers, and eyes are
as cunning as she was virtuous, and known for her mercy exceedingly dominant, with rare specimens being a light
and justice for many miles and more. When a murder of gray instead of brown or black. Kestrel have beautiful,
harpies settled in the forests near her home, the Knight of many-layered voices that are capable of hitting a wide range
Songs counseled caution; the harpies were too few to attack, of musical notes.
she said, and would come seeking peace. And so the town Kestrels tend to dress lightly - they have to be able
waited, and soon enough the harpies came to say that they to glide and fly, after all - and favor coloring their skin or
had claimed a stretch of the woods as their own. feathers to accessorizing. Light armor is popular with kestrel
Surprising all, including the harpies, the Knight of warriors, as is ranged weaponry. It is exceedingly rare to see
Songs declared that the town would not dispute the claim, a kestrel that is less than fastidiously groomed.
and the land belonged to the harpies to use as they would.
So it was, a few months later, that the Knight of Songs DEMEANOR
came calling upon the harpies with gifts of food and jewelry, Kestrels tend to be positive people, not just because of the
to welcome them as neighbors. “Why do you do this?” asked pride they take in their origins but because they intimately
the murder’s leader, and the Knight replied, “Because it is understand the power of confidence, attitude, and bearing
neighborly.” They talked, for some time, about the forest and upon others. Though kestrels, as a people, are now found in
the wildlife, the quality of the hunting and town’s logging many more places than the town that first gave rise to them,
operations outside of the harpies’ section of the woods, they remain living proof of the power of redemption and the
and finally the talk turned to religion. The harpies preened might that rises from mercy, and they carry those lessons
themselves and boasted that their demons gave them great with them in their day to day lives.
power and glory, at which the Knight scoffed. “Show me Kestrel learn athleticism, curiosity, hospitality,
these demons,” she challenged, “and I will defeat them all.” kindness, and confidence from their parent races, and they
On the first day, the harpies summoned a minor demon, can form the heart of their groups of friends, always keeping
and the Knight dispatched it without effort. “Come back morale up with a kind word, a clever joke, and generally just
tomorrow,” the harpies asked, “and we will have another offering moral support. Sometimes, kestrels can take this too
foe for you.” The next day, the harpies summoned another far; they forget that sometimes they need a shoulder to cry
demon, and the Knight slew it in battle, and the day after, on too and hide their pains from others until they get to be
and on until finally the harpies summoned a dread balor too much.
from the Abyss for the Knight of Songs to do battle with.
The battle lasted three days and three nights until, at long
BACKGROUND
last, the Knight stood upon the smoking ruin of her foe’s
Kestrel tend to be raised in communities much like the ones
body, streaked with scars and wounds, utterly spent. In that
that gave rise to them, which have a mixed population of
moment she was as vulnerable as she had ever been, but she
kestrel, halflings, and harpies. Celebrated as the beloved
still raised her head to the harpies and said to them, “I have
children of an honorable line, kestrels grow up happy, loved,
bested your demons. Will you take my challenge in turn?
and wanting to contribute to their communities. Very often
Come with me and dwell amongst my people. See the power
they join their harpy parents in providing hunting, scouting,
that has given me this strength, and claim it for your own.”
or courier work, which gives them a background in traveling
The harpies conferred with each other and, as one, agreed.
and self-sufficiency, as well as an appreciation for a place to
It took many years for the harpies to see what the Knight
hang up their armor and just perch for awhile.
wished to show them. Each time they saw the halflings
Kestrel are quite aware that the vast majority of harpies
behaving in a way they did not understand, the Knight was
are not great people; how they react to this varies from kestrel
there to explain it to them, to show them how mercy gains
to kestrel. Many try to follow the example laid down by the
allies, how justice begets strength, and how the truly mighty
Knight of Songs. Others simply try to avoid the more wild
did not need to prove their worth constantly to others. She
examples of harpies, unwilling or unable to try and extend
promised them a life of peace, where they could have the joys
redemption - or justice - to the more vile examples of that
of song and laughter amongst her people as equals. At first
race. Either way, kestrel tend to try to negotiate rather than
the harpies changed their ways for the promise of power,
fight with harpies, if only because unlike many adventurers
and eventually they acted out of genuine goodness in their
they see harpies as people, not monsters.
hearts, swayed from evil by the quiet strength of the Knight
and the acceptance of their neighbors. Eventually, as the
presence of harpies became simply part of the settlement, ADVENTURES
the first kestrels were born. Kestrels tend to become adventurers for much the same
They have not forgotten the lessons of their forebears. reasons that halflings do, though there is a strong subset of those

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spirits of those who call her friend. As a standard
action, a kestrel can sing a tune that grants allies
within 60 feet of her a +2 morale bonus on
saves against fear and a +1 bonus on attack
rolls until the start of her next turn. If the
kestrel can use inspire courage, increase the
bonuses granted by inspire courage by the
above amount instead.
• Low-light Vision (Ex): Kestrel can see
twice as far as humans in dim light.
• Languages: Kestrel begin play speaking
Common. Kestrel with high Intelligence
scores can choose from the following: Dwarven,
Elven, Gnome, or Halfling.
who
leave home Alternate Racial Traits
looking to bring the The following alternate racial traits may be selected in place
light of redemption to of one or more of the standard racial traits above. Consult
savage or evil races. Kestrels your GM before selecting any of these new options.
tend to become paladins,
rangers, rogues, stalkers, • Inherited Luck (Ex): Some kestrel have their halfling
clerics, oracles, and sorcerers, with rangers, parents’ luck, gaining a +1 luck bonus on all saving
rogues, and stalkers being slightly more common throws. This racial trait replaces evasive.
because of previous training as scouts or hunters. Kestrel • Courage (Ex): Some kestrel have gained a certain
make excellent bards and are fascinated by bards of all races. resistance to fear, gaining a +2 racial bonus against fear
Kestrel tend to be bleeding hearts; they see an spells and effects. This replaces calming voice.
opportunity for redemption in savage races, sometimes even
when it’s not there. This conviction sometimes leads them Favored Class Options
to heroic deeds of valor and mercy, but it also sometimes The following favored class options are available to all
gets them killed, especially when they trust those they really characters of this race who have the listed favored class, and
should not have. unless otherwise stated, the bonus applies each time you
select the favored class reward.
KESTREL RACIAL TRAITS
• Bard: 1 additional round per day of bardic performance.
• +2 Dexterity, +2 Charisma, -2 Intelligence: Kestrel are
• Cleric: +1/2 on Knowledge (planes) checks.
nimble and appealing, but aren’t very bright.
• Cryptic: 1/4 choose a creature type. That creature type
• Small: Kestrel are Small creatures and gain a +1 size
is considered your active type in addition to your other
bonus to their AC, a +1 size bonus on attack rolls, a –1
active types. These additional active types may not be
penalty to their Combat Maneuver Bonus and Combat
changed.
Maneuver Defense, and a +4 size bonus on Stealth checks.
• Marksman: Gain +1/5 of a bonus combat feat.
• Humanoid (crossblood, halfling): Kestrel are
humanoids with the crossblood and halfling subtypes. • Paladin: +1 on smite evil damage rolls against evil
outsiders.
• Slow Speed: Kestrels are somewhat awkward on land;
they have a base land speed of 20 feet. • Psychic Warrior: Add 1 power known from the psychic
warrior power list. This power must be at least 1 level
• Vestigial Wings (Ex): Kestrel gain Vestigial Wings as a
lower than the highest-level powers the psychic warrior
bonus feat. At 9 hit dice they gain Aerial Wings as a bonus
can learn.
feat.
• Ranger: Add +1/4 of a new combat style feat.
• Calming Voice (Ex): Kestrel have calming, lovely voices.
They have a +2 racial bonus on Charisma-based checks • Rogue: Add +1 racial bonus on Fly checks.
involving their voice. • Stalker: Add +1/2 racial bonus on Stealth checks.
• C Sharp (Sp): Kestrel can shriek in ways that make • Warder: Gain +1/5 of a new bonus combat feat.
harpies jealous. They can use shatter once per day as a
spell-like ability.
• Evasive (Ex): Kestrel are even more capable and agile
than their halfling father. They gain a +2 racial bonus on
Acrobatics and Fly checks as well as a +1 dodge bonus
to AC.
• Victorious Song (Su): A kestrel’s song can lighten the

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KIJIN justifying their actions by pointing to the heinousness of
their victims. Others restrain themselves, understanding
The best-laid plans still go awry, sometimes ending in that doing evil unto evil is not morally justified. Both kinds
absolute catastrophe. Kijin are the living legacy of one of kijin tend to be goal-oriented people with a talent for
man’s total failure. This man, known today only as He- bigger-picture thinking. Unfortunately, kijin miss out on
Who-Betrayed, sought power in an ancient elven empire by small details a lot and their plans can be undone by things
binding demons and dark spirits to himself. With many oni they considered irrelevant. This lack of attentiveness is
at his command, he began to replace key officials and nobles partially an inborn arrogance, but mostly it is the result of
with the shapeshifting spirits, commanding them to subtly living their lives restraining the alien urges from their oni
spread his influence. blood, an affair that is distracting at best and all-consuming
Things were going pretty well, right up until the first at worst. This is, in large part, why many kijin cannot stay in
kijin started being born and exposed his agents. one place for too long - when they get outed as shapeshifters
He-Who-Betrayed plunged the empire into civil war, their friends cease trusting them, forcing the kijin to move
hoping to rule the ashes of its greatness if nothing else. He was on.
not anticipating that the half-breeds he had inadvertently
created would not only be out of his control, but not able to BACKGROUND
be bound in the way he had bound the oni. In exchange for The birth of a kijin to an elven family is, theoretically, a
amnesty and acceptance, the kijin turned against their oni great honor. Socially it is treated as anything but, and dark
parents and He-Who-Betrayed, driving evil from the empire suspicion falls upon the parents of a kijin, and eventually
and preserving it. the kijin themselves. Everyone is polite to kijin while at the
The empire later fell, as empires do, but the kijin remain. same time trying to bar them from true achievement, and
Every few generations, kijin are born to elves - the result of the result is that the vast majority of kijin run away from
sorcerous taint in the line. Every now and again an oni and home, and are not really looked for afterwards.
an elf have a child, usually as the result of some plot on the Where a kijin goes from there determines the kind
oni’s part, and kijin result from these unions as well. Both of person they become. The vast majority attempt to be
are accepted warily by the elves, who remember the heroism accepted amongst other races, which, admittedly, sometimes
of the original kijin while at the same time distrusting the works - a kijin with a mentor such as a wizard, or who
darkness they can see within their shapeshifting cousins. finds a particularly open-minded race can thrive without
shapeshifting. Most hone their innate magic until they
APPEARANCE can successfully pass themselves off as another humanoid
Kijin are somewhat larger and stockier than elves, with a race and hide their heritage for all their lives are worth.
blade-like shape to their ears and deep, dark skin color. Kijin Inevitably the kijin’s lies catch up with them and they are
lack the angular look of elves, with blunt features that call forced to move on, leaving them bitter and lonely.
ogre heritage to mind rather than fey grace. The broader Battle comes naturally to kijin, who have a deep-
stature of kijin means that their armor and tools often more rooted killer instinct and a knack for sensing evil. That
closely resemble those designed for humans or dwarves than same eagerness to hurt and harm alienates them from good-
those for elves, though they tend to retain a certain grace aligned beings, who instinctively shy away from the killer
and loving attention to detail found in elven craft. Kijin have amongst them. Sadly, many kijin give up on acceptance
an innate fondness for silver and hand-forged iron (metals and wander the world for whatever they can get out of it,
useful in hunting evil outsiders) and often own weapons becoming bitter mercenaries and assassins-for-hire so they
made of one or even both of those metals. can get their fix.

DEMEANOR ADVENTURES
Kijin are often very frustrated people; raised in a society Kijin adventure for many reasons, but the most common
that publicly honors their heritage while at the same time one is that adventuring parties are a place to belong where
striving to keep them from any real power or achievement, they neither have to justify themselves nor hide who they
kijin deal with feeling unwanted for most of their childhood are. Adventurers are strange by definition, and a part-fiend
and eventually leave home to find somewhere that wants amongst mercenaries sounds more like a useful skill set than
them around. While not precisely driven to goodness, an abomination most of the time. Kijin often become magi,
kijin have an affinity for hunting and harming evil beings inquisitors and sorcerers, with martial classes taking a close
and punishing sinners that makes trying to join most evil second. Most kijin are not especially faithful - a legacy of
organizations a poor fit for them, and most end up resorting their oni blood - and do not make good clerics or druids, and
to shapeshifting to blend into societies that have not heard while they are talented oracles kijin rarely choose that path.
of them. Deception and dissimilation become second nature, As shapeshifters, kijin have the opportunity to get to know
leaving the kijin with abiding trust issues and the keen other races as members of that race, and as a result rarely
knowledge that they themselves are the problem. hold racial prejudices for long.
Kijin are charming, self-confident, persuasive and
driven people. They are also attracted to evil, with an almost
primal need to “punish” sinners and evildoers that goes well
past justice and into a sort of racial sadism. Some indulge,

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Kijin

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KIJIN RACIAL TRAITS Favored Class Options
The following favored class options are available to all
• +2 Constitution, +2 Charisma, -2 Wisdom: Kijin are
characters of this race who have the listed favored class, and
tough and have fierce personalities, but lack foresight
unless otherwise stated, the bonus applies each time you
and are distracted by their instincts.
select the favored class reward.
• Medium: Kijin are Medium creatures and thus have no
benefits or penalties for size. • Aegis: Add +1/4 to the aegis’ customization points.
• Humanoid (elf, giant): Kijin are humanoids with the elf • Guru (Sineater): Add +1/3 to the amount of essence burn
and giant subtypes. restored by your Devour Sin ability.
• Innate Sorcery (Sp): Kijin have magic from their oni • Inquisitor: Add +1/4 uses per day of the judgement class
blood; they gain the following as spell-like abilities feature.
usable once per day each: alter self, darkness, and detect
• Magus: Add +1/5 of a new magus arcana.
evil, cast as a sorcerer of their character level.
• Oracle: Gain 1/6 of a new revelation.
• Retribution (Ex): Once per encounter, the kijin may
make an attack of opportunity against a creature that • Paladin: Increase the paladin’s smite evil bonus to
damages them in melee. They gain an additional use per damage by +1/2.
encounter of this ability every 5 character levels. • Rogue: Increase sneak attack damage by +1/2 against evil
• Sin Harvest (Su): The kijin gains 2 temporary hit points outsiders and undead.
whenever it deals damage to a non-good creature, • Sorcerer: Add one spell known from the sorcerer spell
which increases to temporary hit points equal to its list. This spell must be at least one level below the highest
character level (minimum 2) if that creature is evil. These spell level the sorcerer can cast.
temporary hit points last for up to 1 minute and do not • Stalker: Gain +1/6 of a new stalker art.
stack with themselves.
• Warlord: Add +1/5 bonus to the warlord’s battle prowess.
• Darkvision (Ex): Kijin can see in the dark out to 60 feet.
• Low-light Vision (Ex): Kijin can see twice as far as
humans in dim light.
• Languages: Kijin begin play speaking Common, Elven
and Giant. Kijin with high Intelligence scores can choose
from the following: Abyssal, Celestial, Dwarven, Gnome,
or Halfling.

Alternate Racial Traits


The following alternate racial traits may be selected in place
of one or more of the standard racial traits above. Consult
your GM before selecting any of these new options.

• Arcane Heritage (Ex): Some kijin retain the arcane


aptitude of the elf. They get a +2 racial bonus to caster
level checks made to overcome spell resistance. In
addition, they receive a +2 racial bonus on Spellcraft
checks made to identify the properties of magical items.
This replaces darkvision.
• Evil’s Bane (Su): Some kijin are so vindictive towards
evil that their malice affects their physical tools. The kijin
increases his weapon’s enhancement bonus by +1 when
attacking evil-aligned creatures, and deals an additional
2 damage with weapon attacks against such creatures.
This replaces sin harvest.
• Invisibility (Sp): Some kijin are blessed with subtlety
rather than sorcerous might; they cast invisibility as
a spell-like ability once per day, as a sorcerer of their
character level. This replaces innate sorcery.
• Sin Soaked (Su): Some kijin can project their taint
outward into powerful magical constructs. Such kijin
gain the ability to shape any one veil with the evil
descriptor. This veil does not count against their normal
limits on veils shaped. This replaces retribution.

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LASHER existence as dwarves and flee into the wilderness, becoming
little more than murderous predators. The majority leave
The world-devouring Phrenic Hegemony moves from because they can no longer tolerate the yoke of slavery.
plane to plane, crushing Material Plane civilizations where Some never learn how to stop running. Others yearn for
they find them and converting their inhabitants into more true contact with peers and fellow sapients and begin the
psionic abominations for their war machine, always seeking difficult process of finding acceptance. Both examples share
to expand the variety of the horrors they inflict upon others. a burning hatred for their former masters that drives them
Sometimes they get, shall we say, sidetracked. to stunning acts of violence against the aberrations.
The fact of the matter is that the departments that
handle forced evolution, mutation, and racial manipulation BACKGROUND
have quite a bit of power in the Hegemony, as well as a Lashers were all dwarves at some point in their lives, and
nearly unlimited budget and universal approval for their were captured or sold to the Phrenic Hegemony. Though
experiments (no matter how sadistic, pointless, or ill- some lashers are created from mighty dwarven heroes
advised). Every now and again an apprentice is attempting and retain much more of their memories, most were
to prove themselves, or a master fleshcrafter gets so terribly more ordinary dwarven citizens - primarily because the
bored, and abominations like the lashers - the results of mighty heroes are resistant to the mental conditioning
dwarves mixed with ropers - are the results. Most of the in the transformation process, retain all of their deadly
time these side projects wash out and are abandoned to die skills, and as a result cost a fortune in destroyed equipment
out on their own. and murdered assistants. With few memories from their
Other times, like the lashers, they are deemed usable previous life, lashers are taught the basic skills - reading,
and kept on as living weapons, to be turned against the races writing, mathematics, equipment maintenance - and then
that spawned them as a scourge of madness and terror shuffled into the Hegemony’s war machine for further, more
specialized education. Training is brutal, and not all lashers
APPEARANCE survive it.
Lashers are hideous by almost every standard; they are built Lashers that escape typically do so after deployment,
like dwarves, though significantly heavier, with an oddly since escape before then is difficult. Mostly they run, and
flexible stone-like hide that coats their bodies. Lashers may learn valuable survival skills (or else die) while on their
have remnants of hair on their heads, in various colors, own. The others - those who remain loyal - become part
though many do not. A lasher’s eyes are one solid color, with of long-term campaigns against dwarven cities and, later,
no visible pupil, and their teeth are blunt, crushing blocks of other underground and mountainous cultures. As shock
bone. Their skin ripples and pulses in a disquieting fashion, troops, cannon fodder, special forces and even sometimes
which becomes pulsing shockwaves of motion when they spies, these lashers form the strong foundation of Hegemony
extend their arms to attack. attacks in those regions and have been distinguished as
Lashers wear whatever clothing and armor they like being able to create excellent results with
(and can acquire) but never cover their arms with anything few resources.
more than light cloth. Lashers that serve the Hegemony
tend to favor dwarven weapons out of a perverse sense of
irony; others use whatever they can find or purchase. In
either event, lashers do not normally bother with cosmetic
improvements or possessions that do not have a clear and
definable use.

DEMEANOR
Lashers surprise outsiders with their discipline; despite
their insane origins, lashers are ultimately raised by lawful
beings, which instill in them a sense of loyalty, service, and
methodical planning. Regardless of their loyalty, lashers
understand about patience, humility, pragmatism and
efficiency, and those values express themselves to others as
a quiet competence and professionalism.
Lashers loyal to their creators tend to be zealots,
believing themselves to be the footsoldiers of a glorious
purpose that will shape the Material Plane into something
far greater than it has ever been. Though far from the ruling
class of the Hegemony, they take pride in their martial might
and the vital role they play for their masters in subduing
dwarven civilizations and then, in turn, other ‘lesser’ races.
Lashers that have rebelled run the gamut. Some are
driven insane by fragmented memories from their previous

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ADVENTURES bite that deals 1d6 damage. This replaces constrict.
As soldiers for the Hegemony, lashers learn valuable skills • Rubbery Pummel (Ex): Some lashers are adept at using
that lead them into the psychic warrior, marksman, ranger, their flexible form to pummel foes into a stupor. When
rogue, and stalker classes. Lashers who show promise are these lashers succeed on a grapple check they may forgo
sometimes trained as dreads or psions instead; these are the normal effects of a grapple to render their target flat-
not “wasted” on the front lines and are instead expected to footed for 1 round. This replaces thick-skinned.
undergo specialized missions in the name of their masters. • Stability (Ex): Some lashers have the stability of their
“Wild” or escaped lashers sometimes turn to divine dwarven progenitor instead of the tough flesh of
magic to gain the power needed to resist their erstwhile their lasher, gaining a +4 racial bonus to their Combat
masters, though most often they continue to refine the Maneuver Defense when resisting bull rush or trip
training they received as members of the Hegemony. Lashers attempts while standing on the ground. This racial trait
understand about combined arms and mixed-focus tactics replaces thick-skinned.
and are unlikely to judge others based on their skill set,
instead being concerned about how well those others fit into • Whipping Blows (Ex): Some lashers are mutated in
a team and overall structure. Lashers take a very practical a very specific way, their rubbery arms are capable of
attitude about race, seeing it mostly as a series of strengths painful blows. They gain 2 slam attacks that deal 1d4
and weaknesses that can inform them about an individual damage each. This replaces mutation.
rather than an inherent mark of “worth”. Favored Class Options
The following favored class options are available to all
LASHER RACIAL TRAITS characters of this race who have the listed favored class, and
unless otherwise stated, the bonus applies each time you
• +2 Constitution, +2 Wisdom, -2 Dexterity: Lashers are
select the favored class reward.
tough and perceptive, but their odd creation makes them
clumsy.
• Barbarian: Gain +1/5 of a new rage power.
• Medium: Lashers are Medium creatures and thus have
• Cleric: Select one domain power granted at 1st level that
no bonuses or penalties for size.
is normally usable for a number of times per day equal
• Humanoid (aberrant, dwarf): A lasher is a humanoid to 3 + the cleric’s Wisdom modifier. The cleric adds 1/2 to
with the aberrant and dwarf subtypes. the number of uses per day of that domain power.
• Slow Speed: Lashers have a base speed of 20 feet. • Dread: Add 1/4 to the number of times a day the terror
• Thick-skinned (Ex): A Lasher’s leathery skin increases ability can be used.
its natural armor bonus by 1. • Fighter: Add +1/2 on grapple checks.
• Extend (Ex): Lashers can extend their reach by an • Marksman: Add +1/2 to the daily uses of the marksman’s
additional 5 ft., plus 5 ft. per 5 character levels. They wind reader ability.
suffer a -2 penalty on attack and damage rolls when
• Oracle: Add one spell known from the oracle spell list.
attacking beings outside of the normal reach for their
This spell must be at least one level below the highest
size.
spell level the oracle can cast.
• Mutation (Ex): Each lasher is a unique mutation. They
• Psion: Add 1/3 powers known from the psion’s power
gain a heritage feat as a bonus feat.
list. This power must be at least one level lower than the
• Constrict (Ex): Lashers crush as they hold, dealing 1d6 + highest level the psion can manifest.
Strength modifier with a successful grapple check.
• Psychic Warrior: Add +1 to the psychic warrior’s CMD
• Ambush Predator (Ex): A lasher’s instincts are those when resisting a bull rush or trip maneuver.
of an ambush predator; they gain a +2 racial bonus on
• Ranger: Add +1/4 to the damage of one of the animal
Stealth and Survival checks.
companion’s natural weapon attacks.
• Darkvision (Ex): Lashers can see in the dark out to 60
• Rogue: Add +1/5 of a new rogue talent.
feet.
• Soulknife: Gain +1/6 of a new blade skill.
• Languages: Lashers begin play speaking Common and
Aklo. Lashers with high Intelligence scores can choose • Stalker: Gain +1/6 of a new stalker art.
from the following: Giant, Gnome, Goblin, Orc, Terran,
or Undercommon.

Alternate Racial Traits


The following alternate racial traits may be selected in place
of one or more of the standard racial traits above. Consult
your GM before selecting any of these new options.

• Extending Jaw (Ex): Some lashers lack the limb-strength


to crush their enemies as casually as their cousins but
have inherited the ability to extend their jaw, gaining a

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LURKER BACKGROUND
Lurkers are taught at a young age that there are more worlds
Like their “cousins”, the lashers, the race now known as than the one they have chosen to call home, and that they
lurkers began their existence in the labs of the Phrenic owe a debt to the world that shelters them. This idea defines
Hegemony. Unlike the lashers, who were deemed a surprising lurker society; though their cloaker heritage gives them a
success, the lurkers are both an unmitigated failure and an chaotic bent, lurkers feel obligated to the world that has taken
ongoing source of shame and fury to what’s left of their design them in and do what they can to improve it. Lurkers work
team. Originally intended as spies, scouts, and observers for tirelessly to distribute beneficial knowledge, clear major
underground campaigns, the lurkers rebelled against their trade lanes of monsters, stymie the efforts of evil powers and
creators, slaughtering most of the original design team and hide their home from the scouts of the Hegemony. Lurkers
escaping en masse, where they swiftly spread into the Plane organize into families rather than formal power structures,
of Shadow and into various Prime Material worlds. which can make their efforts disjointed, but no lurker would
Ever since, lurkers have been hiding in the shadows dare to suggest a more strict form of governance, given their
from their erstwhile masters and breeding. Well aware of the status as former slaves.
evil embodied in the Hegemony, lurkers wait in the shadows The lives of these half-breeds are marked by violence,
and in the tunnels, awaiting the day when the armies of the and while lurkers have good intentions some succumb to
Hegemony come to their adopted worlds. And when they do violence and become evil. Most remain vigilant, altruistic
come, they find that the resistance to their rule is already people whose distrust of other races is rooted in practical
there, armed with knowledge, weapons, and undying hate. concerns of acceptance rather than in any feeling of
superiority. Lurkers spend a lot of time observing their
neighbors, and step in to “correct” problems on the sly at
APPEARANCE times. Their judgment isn’t always the best, but they also don’t
Lurkers resemble much-taller, pale, sickly gnomes in normally kill anyone, so the end result is a head-scratching
leathery black cloaks; the cloaks are actually extensions mystery for law enforcement in the morning, along with a
of their body, which trail mobile tails that they can use in few (dozen) knocked out criminals or malcontents.
battle. Most lurkers have black or gray hair, and they tend to
have red or gray eyes. Lurkers dress for their environment,
favoring camouflage patterns and grays, dark blues, and
dark greens. Lurkers know better than anyone that black
stands out in dark environments and often deliberately dirty
or smudge their skin-cloaks to better conceal themselves.
Lurkers are notably intense, giving others the disquieting
impression of complete and total attention that may or may
not be friendly. They rarely smile, even when genuinely
happy, though their tails are highly expressive and are often
a good indicator of the lurker’s mood. Lurkers rarely display
their weapons openly, and many favor extradimensional
storage and hidden pockets to conceal their weapons, tools,
and other possessions. Lurkers do not accessorize unless a
particular item has a practical or magical use.

DEMEANOR
Lurkers sometimes come across as totally joyless to others;
they are a serious people who labor under the knowledge
that at any time of any day, the Hegemony might come at
last for the worlds they have claimed as their home. Lurkers
prepare against this day, aiding the other mortal races from
the shadows and quietly distributing knowledge about the
Hegemony well in advance of their arrival. Well aware that
their appearance and powers over darkness make them
seem evil to many surface races, lurkers prefer to remain
out of the limelight and even as part of an adventuring party
are quiet and focused.
When lurkers do speak and make themselves known, it is
with an almost hypnotic intensity. Lurkers grant their total
attention to conversation partners - or victims - and choose
their words carefully, only rarely saying anything other
than precisely what they mean. Their iron-clad sense of self-
identity and the knowledge of their hateful enemy drives
them, and makes their eyes shine from within, full of both
fury and, often, a quiet nobility.

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ADVENTURES Alternate Racial Traits
Lurker adventurers comprise a surprisingly high percentage The following alternate racial traits may be selected in place
of the race’s population. Lurkers adventure seeking wealth, of one or more of the standard racial traits above. Consult
magical power with which to resist the Hegemony, for your GM before selecting any of these new options.
knowledge, or to protect their families and neighbors.
Lurkers are often drawn into questionable mercenary • Auditory Channels (Ex): Some lurkers have their cloaker
groups who do not comment on their sinister appearance, progenitor’s ears, allowing them to tune out sound and
where they form a surprising conscience to restrain the other sonic effects, thereby gaining immunity to all sonic
actions of the group - not that they object to working with effects (but not sonic damage) unless they choose to be
those of better moral character, when they can attract the affected. This replaces shadow wrap.
attention of such groups. • Disgusting Sound (Ex): Some lurkers are unable to
Lurkers are often oracles, sorcerers, wilders, or moan and scream, instead able to make a disgusting
warlords, with rangers, rogues, and stalkers also being sound that leaves those who hear it sickened for 1d4+1
common. Lurkers have strong magic in their blood and rounds unless they succeed at a Fortitude save (DC 10
it calls to them to be used; letting it lie fallow is often next + ½ the lurker’s character level + the lurker’s Charisma
to impossible. Lurkers favor subtlety and can swiftly grow modifier). This is a mind-affecting ability. This replaces
irritated with barbarians, cavaliers, fighters, and paladins - fearful scream.
especially ones in positions of power that do not understand
• Engulf (Ex): Some lurkers lack tails. These lurkers
that “frontal attack” is not the only option. Lurkers see
instead gain a flexibility and extra skin that allows it to
themselves as guests of the world that hosts them and often
engulf a grappled opponent when pinning them. When
act with a certain amount of quiet deference to the races
engulfed, the lurker strangles the opponent, which must
native of that world - though like a good friend or servant,
succeed at a Reflex save (DC 20) to hold their breath. If
they know when to tell these races that they are on a path to
they fail they can only hold their breath for a number of
self-destruction.
rounds equal to 1/4 of their Constitution score. This racial
trait replaces tail slap.
LURKER RACIAL TRAITS
• Unnerving Moan (Ex): Some lurkers are able to unnerve
• +2 Strength, +2 Charisma, -2 Wisdom: Lurkers are people instead of terrify them.As a standard action, the
strong in body and personality, but their creation and lurker unleashes a disquieting moan; hostile creatures
hatred for the Hegemony has left them overzealous and within 30 ft. must succeed at a Will save (DC 10 + ½ the
short-sighted at times. lurker’s character level + the lurker’s Charisma modifier)
• Medium: Lurkers are Medium creatures and thus have or become incapable of benefiting from morale bonuses
no bonuses or penalties for size. for 1d4+1 rounds. This is a mind-affecting ability. This
replaces fearful scream.
• Humanoids (aberrant): Lurkers are humanoids with
the aberrant subtype. Favored Class Options
• Humanoid Heritage: At first level a lurker must choose The following favored class options are available to all
from the dwarf, elf, gnome, halfling, or human subtype. characters of this race who have the listed favored class, and
They gain the chosen subtype in addition to any other unless otherwise stated, the bonus applies each time you
subtypes they possess. select the favored class reward.
• Shadow Wrap (Sp): Lurkers can wrap the shadows
around themselves. They can use darkness once per day • Harbinger: Add +1/5 to the harbinger’s ill omens.
as a spell-like ability centred on themselves. The lurker’s • Monk: Add +1/5 to the monk’s AC bonus.
caster level for this ability is equal to its character level. • Oracle: Add one spell known from the oracle spell list.
• Fearful Scream (Su): Once per day as a standard action This spell must be at least one level below the highest
a lurker can let out a terrifying scream. All creatures spell level the oracle can cast.
within 60 feet must make Will save (DC 10 + 1/2 character • Ranger: Increase one existing favored enemy bonus by
level + Charisma modifier). Those who fail are shaken for +1/6.
1d4 rounds. This is a mind-affecting, sonic, fear effect.
• Rogue: Add +1/2 to any two skill checks: Acrobatics,
• Low-light Vision (Ex): Lurkers can see twice as far as Escape Artist, Fly, or Stealth.
humans in dim light.
• Stalker: Add +1/6 of an extra Deadly Strike die.
• Darkvision (Ex): Lurkers can see in the dark out to 60
• Sorcerer: Add +2% to any shadow spell’s partial effects.
feet.
• Warlord: Gain +1/5 of a new gambit.
• Tail slap: Lurkers have a long, prehensile tail that can be
used to strike at out-of-reach targets. The tail slap deals • Wilder: Add +1/5 to the wild surge bonus.
1d4 damage and has an additional 5 ft. of reach. • Wizard: Add +2% to any shadow spell’s partial effects.
• Languages: Lurkers begin play speaking Common and
Aklo. Lurkers with high Intelligence scores can choose
from the following: Gnome, Goblin, Orc, Terran, Sylvan.

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MERG DEMEANOR
Merg are adventurous souls, mostly because going to visit
Great and tragic stories tell of romances between merfolk one or the other of their parents is not an affair that gets
and landwalkers. Sailors and shore-dwellers fall in love with to be taken lightly. The things that dwell in the ocean range
beautiful merfolk, and that love is doomed to tragedy and from the “merely deadly” (such as dire sharks) to “horrors
separation. that should have never been”, and the merg must learn to
The reality works out a lot better than the stories, most size up, then fight or escape them all if they want to enjoy
of the time. Sometimes the two are merely casual lovers or both the land and the sea. Calm confidence and enthusiasm
have a chance embrace; other times, when their love runs define the merg, coupled with a curiosity born early in their
deeper, they find ways to make it work. The ability to breathe lives when their merfolk parent shows them the hidden
water is somewhat easily acquired, after all, and ships can wonders of the sea. Merg find beauty in places others would
take landwalkers out over the water. not look for it and have a talent for seeing hope where others
The children born of these unions, the merg, claim both can only find sorrow.
worlds as their birthrights. At home both on land and at sea, Merg often develop a love of challenges that drives them
the merg grow up learning about love that can withstand to push themselves, to broaden their horizons and find new
separation and steeped in the mystery and wonder of the places, new experiences, and grow as people. They tend to
world around them. Sure, getting to know both of their be open-minded and optimistic without being naive, though
parents and both worlds that they’ve been born into takes their boldness can make them seem foolish to those that
effort, but the merg know that effort is worth it. After all, if it haven’t yet caught up to their enthusiasm. It isn’t uncommon
wasn’t worth it to brave the dangers of the wild, of love and for a merg to set a seemingly impossible goal and attack it
loss and passion, they would have never been born. with zeal and verve, perfectly willing to attempt the journey
even if they think they’ll never reach the destination.
APPEARANCE
Merg appear human at first glance, with lithe builds and BACKGROUND
brightly colored blue, green, or orange hair; a merg’s eyes Merg tend to be born of loving but distant romances between
often, but not always, change color with their mood. Merg two very different people. Sometimes these relationships
often have pointed, slightly ridged are open, and sometimes they are not, but the merg learns
ears. A merg’s gills are one of their first and most powerful life lessons from their
behind and slightly below parents: anything worth having is worth fighting to attain.
her ears, and her body is Merg become curious at a young age, and as they blossom
marked by brightly colored, into teens and young adults begin visiting each parent on
faintly glowing birthmarks their own instead of with an escort. With luck and training
that form sigils sacred to from one or both parents, these savvy young merg learn to
various powers and deities avoid the hazards they can and defeat the others, making
devoted to water. Most merg both water and land a little safer on their way to and from
have webbed digits, though not the land and sea.
all do. Leaving home tends to be a gradual thing for the
Merg tend to dress merg; they explore further and further afield until one day
l i g h t l y, in clothing or armor they’re just gone, possibly without noticing it themselves.
t h a t has been thoroughly Merg sign on with caravans, traveling schools of merfolk or
waterproofed or even enchanted adventuring parties so they can get a taste of something new.
for easy transitions between Many return home with exciting tales to tell and then leave
water and land. Merg pick their again; others dare to go further, looking to see the wonders
weapons for ease of use in both of other worlds or to claim a home in the skies as well as
environments, and can be on land and sea. Wherever their ambitions lead them, merg
found favoring daggers, spears, bring their cool practicality and verve with them, making
and tridents, as well as nets. them welcome companions on the road.
Merg don’t accessorize much,
and when they do it tends
ADVENTURES
to in small, tasteful forms -
Any merg that wants to visit both parents is, essentially,
bracelets, stud earrings, and
already an adventurer. The seas are hideously lethal, and
chokers are common and
they are not any more forgiving to their natives than they
favored because they don’t
are to strangers; a merg learns to fight and flee, or she
slow the merg
dies swiftly. Merg often become clerics, druids, rangers,
in the water.
sorcerers, and stalkers, though they excel in many fields and
might learn esoteric powers simply for the thrill of knowing
them or to surprise her foes.
Merg tend to be open-minded about race, though they
have limits. As frequent travelers they can become seriously
annoyed with races like sahuagin, orcs, or gnolls that waylay

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roads and travel currents, and more than one merg has along, but gain a swim speed of 50 ft.
taken out a portion of her life and dedicated it to clearing • Malenti Heritage (Ex): Some merg are actually related
the roads of such filth so others can enjoy the wonders of the to malenti and not merfolk. Because of this they have a
world too. This concern over open travel aside, merg mostly bite attack that deals 1d4 damage but lack the favor of
don’t care about race and are delighted to hear about new aquan gods. This replaces aqua favored.
cultures and meet exotic new people.
• Whirlpool Lash (Su): Some merg manifest their unique
nature with a potent akashic construct that simulates
MERG RACIAL TRAITS the tails of their aquatic forebears. Such merg gain the
• +2 Dexterity, +2 Wisdom, -2 Constitution: Merg are ability to shape the Whirlpool Lash veil, and do not
agile and insightful, but aren’t good at taking a hit. count it against their normal limits on veils shaped. This
replaces aqua favored and step back.
• Medium: Merg are Medium creatures and thus have no
bonuses or penalties for size. Favored Class Options
• Humanoid (water): Merg are humanoids with the water The following favored class options are available to all
subtype. characters of this race who have the listed favored class, and
• Humanoid Heritage: At first level a merg must choose unless otherwise stated, the bonus applies each time you
from the dwarf, elf, gnome, halfling, or human subtype. select the favored class reward.
They gain the chosen subtype in addition to any other
subtypes they possess. • Alchemist: Add one extract formula from the alchemist’s
list to the character’s formulae book. This formula must
• Speed: Merg have a base speed of 30 feet. They also
be at least one level lower than the highest-level formula
have a swim speed of 30 feet, can move in water without
the alchemist can create.
making Swim checks, and always treat Swim as a class
skill. • Barbarian: While raging increase swim speed by 5 feet,
to a max of 100 feet total.
• Low-light Vision (Ex): A merg can see twice as far as
humans in dim light. • Bard: Add +1 racial bonus to Escape Artist and Perform
checks.
• Flexible Bones (Ex): Merg are very flexible and able to
move in ways that defy humanoid physiology. This makes • Cavalier: Add +1/3 to the cavalier’s AC against targets of
them exceedingly agile. They gain a +2 dodge bonus to AC the cavalier’s challenge.
and Reflex saves as well as a +2 racial bonus to Escape • Cleric: Increase caster level by 1 when casting spells
Artist checks. with the water descriptor.
• Aqua Favored (Ex): Spells with the water descriptor cast • Druid: Increase wild shape’s swim speed by 5 feet.
by the merg gain a +1 bonus to their caster level. • Fighter: Increase armor training modifier by +1/6.
• Step Back (Ex): Once per encounter, the merg may make • Gunslinger: Add +1/5 to the dodge bonus to AC granted
a 5-foot step as an immediate action, provided that the by the nimble class feature.
movement causes her to cease being adjacent to a hostile
• Magus: Add +1/4 to the magus’ arcane pool.
creature.
• Monk: Increase monk AC bonus by +1/6.
• Firsthand Experience (Ex): Merg benefit from a +2
racial bonus to Knowledge (nature) checks, as well as • Oracle: Add +1/6 to the enhancement bonus of any spell
one other type of Knowledge check (chosen at character cast on themselves.
creation). • Ranger: Add a +1 racial bonus to Acrobatics and Swim
• Languages: Merg begin play speaking Common and checks.
Aquan. Merg with high Intelligence scores can choose • Rogue: Add +1 racial bonus on Acrobatics and Escape
from the following: Elven, Dwarven, Halfling, or Sylvan. Artist checks.
Alternate Racial Traits • Sorcerer: Add one spell known from the sorcerer’s spell
The following alternate racial traits may be selected in place list. This spell must be at least one level lower than the
of one or more of the standard racial traits above. Consult highest level spell the sorcerer can cast.
your GM before selecting any of these new options. • Stalker: Add +1/6 of a new Deadly Strike die.
• Summoner: Add +1/4 to the eidolon’s evolution pool.
• Adept Predator (Ex): Some merg are naturally skilled
• Vizier: Add +1/2 to all cold damage dealt with veil
at the acts of predation as their instincts aid them in
abilities.
stalking prey. These mergs gain practical reflexes rather
than general knowledge. They gain a +2 racial bonus on • Warlord: Gain +1/5 of a new gambit.
Perception and Stealth checks. This replaces firsthand
experience.
• Merfolk Tail (Ex): Some Merg have the tails of their
merfolk parent. They have a notable lack of ground
speed at 10 feet base speed due to dragging themselves

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MURK raised. With a lack of access to education and a tendency to
favor the racial gods of their parent cultures, murks grow
Murks are, perhaps, an inevitable consequence of the up ignorant, savage, and bloodthirsty, and most live fast and
interactions between orcs and troglodytes. Both races are die young. The ones that do not are fearsome things, the
savage and violent, and when they live near each other veterans of horrific battles and unspeakable atrocity.
conflict or war tends to be the result. Murks are the results
either of peace treaties sealed by marriage (a rare event ADVENTURES
indeed) or, more commonly, slaves and prisoners taken Murks who leave home tend to do so because they feel
by one or both sides who are subsequently abused. Murks they’re better off elsewhere. With almost no marketable
are raised into savagery, amongst those who do not respect skills beyond their talents for tracking, spying, and murder,
them, and commanded to prosper or die. murks fall into adventuring so they can afford food to eat
Luckily, murks are equipped to do just that. and a roof to sleep under, and stay in adventuring because
they are, often, good at it. The caution they learned in their
APPEARANCE homelands means that murks will often hang back rather
Murks can sometimes be mistaken for trolls; they are large, than charge into deadly traps, and as a result live where
muscular, and green or gray of skin, with long noses, wide others often die. Murks respect strength and cunning, and
eyes, and a tendency to grow long, bristly hairs on their have more than enough experiences with witches and
heads. Closer looks reveal orc-like teeth, webbed digits, clerics to fear the power of such spellcasters, but tend to look
and a certain sheen to their skin (the result of their scented on in confusion or distaste at druids, paladins, and others
sweat) that makes them seem wet or moist most of the time. who venerate a cause above themselves, since even the
The fact that murks are often dressed in little or no clerics they are familiar with worship the dark gods of the
clothing or armor is the result of the culture they’re raised orcs specifically to gain power for themselves.
in rather than any true preference. Murks raised amongst
orcs do tend to wear clothing and favor heavier armors, MURK RACIAL TRAITS
though murks tend not to wear boots or gauntlets so as not
• +2 Strength, +2 Wisdom, -2 Intelligence: A murk is both
to painfully restrict their hands and feet (murks who acquire
strong and perceptive, but neither of its parents were
enough wealth sometimes replace magical gloves and boots
intelligent.
with enchanted bracers and greaves instead). Murks don’t
take to tattoos particularly well (their sweat prevents the ink • Medium: Murks are Medium creatures and thus have no
from setting properly) but they may practice scarification. bonuses or penalties for size.
• Humanoid (orc, reptilian): Murks are humanoids with
DEMEANOR the orc and reptilian subtypes.
Murks tend to pick up attitudes remarkably similar to the • Scaled Hide (Ex): Murks have a thick, scaled hide that
race they’re raised with, though it is notable that their keen increases their natural armor bonus by 2.
senses and insight make them more pragmatic and, perhaps, • Darkvision (Ex): A murk can see in the dark out to 60
empathetic than their “brethren”. Murks pay attention, feet.
partially out of raw survival instinct but also because their
• Stress Sweat (Ex): A murk sweats when stressed (such
senses are simply sharper and more useful. Murks know
as during combat). This musky scent is powerful enough
that they see things that others miss, smell things that others
to temporarily destroy a creature’s sense of smell.
cannot, and hear sounds that others might not, and they
Anyone fighting with the murk must make a Fortitude
treasure these experiences as something they possess which
save (DC 10 + 1/2 character level + Constitution modifier)
cannot be taken away from them.
or be sickened for 1 minute. It is not possible to track a
Murks are cautious in comparison to their fellows,
murk by scent for more than 1d4 minutes, after which
which may get them labeled as cowards but sometimes ends
the tracker cannot use its scent for 1d6 hours.
with the murk being taken on as a valued advisor. Murks
have insight that orcs, especially, can find valuable in their • Maw (Ex): A murk’s face takes after their troglodyte
war plans, and murks may find themselves in charge of parent and grants them a bite that deals 1d4 damage.
small strike forces and saboteurs that do the subtle things • Rock Dweller (Ex): Murks have an instinct for cave
orcish hordes or troglodyte tribes normally do not, and can dwelling and their hide is colored to help them hide
gain quite a bit of status and prestige in the doing. among rocky areas. They gain a +4 racial bonus on
Survival and Stealth checks in rocky areas.
BACKGROUND • Languages: Murk begin play speaking Common and Orc.
Though murks are generally the children of battlefield Murk with high Intelligence scores can choose from the
atrocities, they are also raised in societies which, by and following: Draconic, Giant, or Goblin.
large, do not care about that. The result is that murks get
“accepted” into their cultures the same way everyone else
is - prosper or die. Brutality shapes the murks’ lives and
informs who they are as sapient beings, and few ever bother
to attempt to rise above the violence with which they are

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Alternate Racial Traits • Druid: Add +1/4 enhancement bonus to the damage of
The following alternate racial traits may be selected in place their bite attack when using wild shape.
of one or more of the standard racial traits above. Consult • Fighter: Add +1 to CMD against any two maneuvers.
your GM before selecting any of these new options.
• Oracle: Treat the oracle’s level as +1/2 higher for the
purpose of determining the effects of their curse ability.
• Draconic (Ex): Some murks bear a striking resemblance
• Ranger: Add +1/6 bonus on damage rolls against the
to dragons, which their orcish parents sometimes take
target of your quarry.
credit for. These murks have energy resistance 5 to one
energy type (chosen at character creation). This replaces • Rogue: Add +1/6 of an extra sneak attack damage die.
stress sweat. • Sorcerer: Add +1/2 to acid spell damage.
• Feral Murk (Ex): Some murks are exiled from the tribe at • Stalker: Add +1/6 of an extra deadly strikes die.
a young age due to their lack of their parent’s darkvision.
• Warlord: +1/4 bonus to battle prowess.
Left to fend for themselves they have learned a new level
of brutality. They increase their critical threat range with • Witch: Add +1/4 to the witch’s caster level when casting
their bite attack by 1. This replaces darkvision. a patron spell.

• Lizardspawn (Ex): “Murk” is a general term used by


orcs to denote the mixing of orc blood with their enemy.
Some murks are actually the product of lizardfolk and
orc bondings - founded over the appearance of a mutual
enemy into their personal territory wars. Lizardfolk-
murks have the ability to swim and hold their breath to
a greater extent. They gain a +4 racial bonus on swim
checks and can hold their breath for 1 minute per
Constitution point. This replaces stress sweat.
• Orc Ferocity (Ex): Some murks lack the scaled hide
of their troglodyte parent but have the ferocity special
quality of an orc. This racial trait replaces scaled hide.
• Projectile Vomit (Su): Some murks (thankfully) lack
the chemical in their sweat that causes it to nauseate.
However, as some murks prize this stench they have
learned to accommodate for the lack of it. These murks
have developed the ability to projectile vomit as a
standard action out to 30 feet as a ranged touch attack
every 1d4 rounds. When a target is hit by this horrid
stream they must make a Fortitude save (DC 10 + 1/2
character level + Constitution modifier) or be sickened
for 1 minute.
• Small (Ex): Some murks are rumored to be the product
of kobold-orc crossbreeding (though the orcs deny this
rumor vehemently) due to their lack of stature. These
“small scales” are small sized and gain a +1 size bonus
to their AC and attack rolls, a -1 penalty to their Combat
Maneuver Bonus and Combat Maneuver Defense, and a
+4 size bonus on Stealth checks. This replaces medium
size.

Favored Class Options


The following favored class options are available to all
characters of this race who have the listed favored class, and
unless otherwise stated, the bonus applies each time you
select the favored class reward.

• Alchemist: Add +1/2 to the DC of the stress sweat or


projectile vomit racial ability.
• Barbarian: Add +1/3 to the bonus from the superstition
rage power.
• Cleric: Add +1/3 uses of the cleric’s channel energy.

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Murk

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OGGR is very much up to them; wise oggr learn patience early
on and make moves that carefully avoid offending power
You can get places in life if you’re big, willing to play dirty, players. Versed in their own personal might, oggr are well
and don’t ask a lot of questions. No one ever promised they aware that numbers trump strength every time.
would be good places, of course, but you’ll certainly go Ultimately oggr tend to come across as quiet, observant
places, and if you are also cunning and vigilant, you can individuals who are willing to play the long game to get
gain power and prestige there, at the edges of society and what they want. Even stupid, impulsive oggr learn to respect
the places between legal and illegal, good and evil, life and caution after the third or fourth savage beating for insulting
death. this ogre chief or that crime lord, and when caution serves
Oggr live in these between-places, these edges of the them well it becomes a lifetime habit that surprises those
world. Born of battlefield atrocities, incredibly improbable who judge them by their massive size. If others choose to
romances, and peace treaties between barbarian tribes and mistake their patience for cowardice or their silence for
ogres, these giant-kin find a natural home in the fringes of submission, all the better. Oggr choose their own ways in
their parent societies. In human lands, oggr find jobs as dock life, free of the need to prove themselves to anyone but those
workers, mercenaries, soldiers, and thugs. In ogre societies, they love.
oggr are the competent underlings who make things happen,
the left hand of the chief, and the masters of spies. Oggr are BACKGROUND
not pushed into these niches - they seek them out and thrive Oggr are not normally proud of their heritage, which they
within them, seizing the throne of their ambitions with treat with an affected indifference. Ogres are not known
surprising self-awareness. for their great cultural contributions, after all, and leave
Of course, not all of them are content with living on the their half-breed descendants with little to thank them for
edge, and for those oggr who find living in the shadows of except overlarge muscles and a certain killer instinct that
society too small, there is power in standing tall. helps them in everything from barfights to becoming the
world’s least expected rooftop assassins. Generally born into
APPEARANCE poverty and crime, oggr are raised with practical skills and a
Some oggr could be mistaken for especially large members certain pragmatic mindset that follows them into the rest of
of their non-ogre parent race; their ogre blood manifests their lives. They settle early into employment and are hard,
primarily in size, mass, and a certain propensity to build cunning workers interested in earning a check and going
muscle even without trying to. Oggr may have sharply home.
pointed ears, fangs instead of teeth, or particularly flat noses, Oggr have a knack for picking up on power players
but these traits are relatively rare and usually only occur in and local politics, which they
the event that an oggr has a child with a full-blooded ogre, use to advance their
who then displays those traits as a result of the strengthened own position in subtle
ogre blood. ways, and many see great
Oggr tend to dress and wear armor in simple, practical success as information
ways. They’d rather have something tough and easy to brokers and gray-
mend, mostly because their jobs often involve getting dirty market dealers.
or torn up on a regular basis (even a perfectly legitimate Oggr do not
dock worker handles heavy loads that might snag and tear tend to stand on
on clothes). An oggr’s wealth is normally displayed inside of pride and learn
their home or else hidden, and not flashed about on their quickly to use
person with gaudy trinkets that mark the half-blood as a methods that
target.

DEMEANOR
Oggr run the mental gamut from witless thugs to cunning
crime lords, but all of them tend to find niches in the edges of
places. As hunters, trappers, or scouts, oggr live on the edge
of civilization and wilderness; within tribes, oggr straddle
the line between warrior and diplomat, or honor and
murder. Within cities, oggr combine legitimate and criminal
enterprises; they are dock workers who smuggle goods,
clerics-for-hire, private security and more. By taking up
these niches, oggr play to their strengths and find acceptance
in a role where, frankly, their heritage doesn’t have to matter
and can even be an advantage.
Life on the edge gives oggr insights into both sides of the
lines they straddle. Oggr are keenly aware that factors like
poverty, oppression, and lack of access to education can drive
people to crime and evil. What they do with this information

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work which, curiously, precludes most of the evil ones. • Strong Back (Ex): An oggr’s body is built to carry weight
Torture, random murder, and arson tend to be bad for and exert force. They treat their Strength score as 4 points
business, and oggr would much rather cut a deal than drive higher when calculating carrying capacity, performing a
away work and custom by being seen as the savages their sunder combat maneuver, or making a Strength check to
ogre parents are. This need to prove their “civilized” status manipulate an object.
is what leads so many oggr to think before they speak and • Surprise Whallop (Ex): A half-ogre faces uneven odds
remain silent rather than give a wrong impression. every day, either as part of an ogre clan or amongst
human cultures, and they learn to hit where it hurts; they
ADVENTURES double their Strength bonus to damage when attacking
Oggr adventurers generally started as mercenaries or sell- flanked or flat-footed opponents.
swords who got hired for a specific job and discovered they • City Savage (Ex): An oggr gains a +2 competence bonus
liked the work. In groups, oggr are very practical and can on Knowledge (local) checks and Diplomacy checks to
make invaluable quartermasters. Their knack for moving gather information.
through street-level civilization also makes them good for
• Languages: Oggr begin play speaking Common and
finding employment, something they exploit on the behalf
Giant. Oggr with high Intelligence scores can choose from
of their associates.
the ollowing: Dwarven, Elven, Giant, Gnoll, Halfling, or
Oggr excel in skilled and martial classes, and may be
Undercommon.
found as rangers, rogues, stalkers, and warders. Some oggr
with a magical bent train as magi; others who unlock psionic Alternate Racial Traits
prowess become cryptics or psychic warriors, with the The following alternate racial traits may be selected in place
latter being some of the race’s fiercest soldiers. Oggr respect of one or more of the standard racial traits above. Consult
results, not skill sets, and judge others based on those results your GM before selecting any of these new options.
rather than the methods used to acquire them. They can get
irritated when the high-handed ideals of clerics and paladins • Deformed (Ex): Some oggr have horrid deformities that
get in the way of the mission at hand. make them especially frightening to look upon, granting
a +4 competence bonus on Intimidate checks. This racial
OGGR RACIAL TRAITS trait replaces darkvision.
• +2 Strength, +2 Constitution, -2 Dexterity: An oggr is • Ham-fisted (Ex): Some oggr lack any pretense of subtlety.
strong and tough, but awkward and imbalanced. Their hide isn’t as thick as their cousins’, but their fists
are just as large. They gain 2 slam attacks that deal 1d6
• Medium: Oggr are Medium creatures and thus have no
damage each. This racial trait replaces leathery hide.
bonuses or penalties for size.
• Humanoid (giant): Oggr are humanoids with the giant Favored Class Options
subtype. The following favored class options are available to all
• Humanoid Heritage: At first level an oggr must choose characters of this race who have the listed favored class, and
from the dwarf, elf, human, or orc subtype. They gain the unless otherwise stated, the bonus applies each time you
chosen subtype in addition to any other subtypes they select the favored class reward.
possess.
• Barbarian: Add +1 to the barbarian’s total rounds of rage
• Leathery Hide (Ex): An oggr’s leathery skin increases its
per day.
natural armor bonus by +2.
• Psychic Warrior: Add a +1/2 circumstance bonus on
• Darkvision (Ex): An oggr can see in the dark out to 60
critical hit confirmation rolls with a weapon of the
feet.
psychic warrior’s choice (maximum bonus +4). This
• Powerful Build (Ex): The physical stature of oggr lets bonus does not stack with Critical Focus.
them function in many ways as if they were one size
• Rogue: Add +1/3 to the rogue’s sneak attack damage.
category larger. Whenever an oggr is subject to a size
modifier or special size modifier for a Combat Maneuver • Stalker: Add +1/4 maneuvers known from the Broken
Bonus or Combat Maneuver Defense (such as during Blade or Thrashing Dragon disciplines. These maneuvers
grapple checks, bull rush attempts, and trip attempts), must be at least one level below the highest level of
the oggr is treated as one size larger if doing so is maneuvers the stalker can learn.
advantageous to him. An oggr is also considered to be
one size larger when determining whether a creature’s
special attacks based on size (such as grab or swallow
whole) can affect him. An oggr can use weapons designed
for a creature one size larger without penalty. However,
his space and reach remain those of a creature of his
actual size. The benefits of this racial trait stack with the
effects of powers, abilities, and spells that change the
subject’s size category.

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ORNIBUS BACKGROUND
Ornibus are less “trained” and more “raised into savagery”.
The Abyss is home to many things, almost all of them Almost all of them are self-taught, whether in magic or
heinously wrong. One of these is the demon lord known mayhem, and those who do not prosper die. At some point
as Arcenus, the lord of shallow graves. A lesser, scrabbling - whenever their taskmaster bothers getting around to it -
power in the Abyss, Arcenus dreams of godhood but does ornibus are sent into the mortal world to secure more slaves
not wish to risk his own immortal life trying to struggle for and victims for experimentation, and the majority remain in
it. His opportunity came when he discovered a series of this line of work. Others escape or even forget their service
pools with unusual properties in the portion of the Abyss he to Arcenus, and spread into the mortal world in an effort to
called home; by corrupting them further and twisting them live their own lives.
with arcane magics, Arcenus was able to use these pools to This latter case forms the majority of ornibus who
combine mortals and demons into singular beings that were interact with other races. They find great success in savage
nominally loyal to him. societies where their instincts and brutal upbringing lead
The ornibus are his first success. The results of them to power, and it is not unheard of to see a ornibus
combining humanoids and howlers, ornibus are Arcenus’s leading a tribe of orcs or marshalling a destructive horde
footsoldiers and agents. Though many escape his control - with which to crush the innocent beneath their heel. Others
or forget they serve him - many more remain members in grow fascinated with the idea of religion; the truly curious
his burgeoning cult, bringing back mortals to the Abyss to be sometimes emerge from the shadows to beg for membership
used in further experiments. in various religions, hoping that faith can cure their insanity.
Sometimes it even works.
APPEARANCE
Ornibus resemble something halfway between humans and ADVENTURES
bugs. Their body is covered in chitinous plates with barbed Ornibus are adventurers by definition, whether as Abyssal
spines protruding regularly and their hands end in wicked agents or free spirits. They join rebellions and armies for the
claws. Their eyes resemble those of an insect, large and chance at bloodshed, or to serve the interests of their master.
glowing with malicious intent, and while they also possess They usually enter martial classes, with sorcerer, dread, and
a dreadful maw full of sharp teeth it is more frightening wilder also seeing strong representation. Ornibus respect
than dangerous. Their carapace ranges in color from deep only those strong enough to survive on their own, and aside
browns to murky reds while the glow of their eyes is usually from being unnerved by beings such as aasimar and alicorns
a play of the color green. who display a clearly good-aligned heritage, are typically
They don’t typically wear clothes beyond a loincloth, unconcerned by race except insofar as the all-important
sometimes wearing leather armor or other material their question: “How do I kill you?”
natural defenses could protrude from.

DEMEANOR
Even if they weren’t half-demon abominations to
begin with, ornibus would have problems; their
creation is traumatic, as is the environment they are
subsequently “raised” into, leaving them paranoid,
violent, and bloodthirsty. Those who still serve
Arcenus tend to fawn over him, but many do
not, and those that escape (or forget) are very
clearly broken beings, with a tendency to talk
to themselves and get distracted by brief
hallucinations. Very rarely are ornibus
happy people, and they find relief from
their misery by harming others.
Beneath the layers of aggression and
misery, ornibus are creatures of surprising
loyalty and ingenuity. Though they
are often uneducated, ornibus employ
creative solutions to their problems and
reduce complex tasks to simple steps
that can be explained to others. Calming
one down enough to speak can reveal
a surprisingly insightful being with
an outsider’s perspective on common
problems in humanoid societies.

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ORNIBUS RACIAL TRAITS action an ornibus can unleash its howl, rendering all non-
outsider creatures within 30 feet deafened for 1 minute
• +2 Strength, +2 Charisma, -2 Wisdom: Ornibus are unless they succeed at a Fortitude save (DC 10 + 1/2 the
strong and horrifying to behold, but suffer from mild ornibus’s character level + the ornibus’s Constitution
racial insanity. modifier). At the beginning of each round thereafter, as
• Medium: Ornibus are Medium creatures and thus have long as they are still deafened, affected creatures must
no bonuses or penalties for size. succeed at another Fortitude save or suffer 1 point of
• Humanoid (evil): Ornibus are humanoids with the evil Wisdom damage. This replaces the claws racial trait.
subtype. • Throwing Spines (Ex): Some ornibus lack a majority of
• Humanoid Heritage: At first level an ornibus must their spines and only possess a small number of long,
choose a humanoid subtype from the following: dwarf, thick spines that regrow quickly. They grow three spines
elf, gnome, goblinoid, halfling, orc, or reptilian. They daily that they can break off and wield as as a move
gain the chosen subtype in addition to any other subtypes action. They are treated as masterwork javelin that break
they possess. once thrown and become too brittle to fight with after 24
hours. This replaces body grind and rebellious spines.
• Body Grind (Ex): Anytime an ornibus succeeds on a
grapple check the enemy takes 1d6+Strength modifier Favored Class Options
piercing damage from the many small spines that cover The following favored class options are available to all
them. characters of this race who have the listed favored class, and
• Rebellious Spines (Ex): Anytime an ornibus is struck by unless otherwise stated, the bonus applies each time you
an unarmed attack or natural weapon, the attacker takes select the favored class reward.
2 piercing damage from the spines covering a ornibus.
This damage increases by 1 per 3 character levels. • Alchemist: Increase the DC of poisons modified or
• Abyss-born (Ex): An ornibus was born in a cesspool of created by the alchemist by +1/4.
blood and guts, leaving them traumatized and slightly • Barbarian: Increase the Strength bonus from rage by
deranged; the cracks in their mind render them immune +1/4.
to the confused condition. • Cleric: Gain a bonus to damage dealt with negative
• Claws: Ornibus have two claw attacks that deal 1d6 energy channeling by +1/3.
damage each. • Daevic: Add +1/5 to all bleed damage the ornibus deals.
• Darkvision (Ex): Ornibus can see in the dark out to 60 • Druid: Increase the damage of rebellious spines while
feet. using wild shape by +1/3.
• Low-light vision (Ex): Ornibus see twice as far as • Fighter: Increase bonus to natural weapon training
humans in dim light. group by 1/4.
• Languages: Ornibus begin play speaking Common and • Inquisitor: Add +1/2 to the inquisitor’s level for the
Infernal. Ornibus with high Intelligence scores can purpose of determining the effects of one type of
choose from the following: Abyssal, Giant, Gnoll, Gnome, judgement.
Goblin, or Sylvan.
• Magus: Add +1/2 to fire damage of spells cast by the
Alternate Racial Traits magus.
The following alternate racial traits may be selected in place • Oracle: Add +1/2 to fire damage of spells cast by the
of one or more of the standard racial traits above. Consult oracle.
your GM before selecting any of these new options. • Ranger: Add +1/5 to the favored enemy bonus of one
type of humanoid (maximum +2).
• Crimson Wash: Ornibus are occasionally born without
• Rogue: Add +1/4 to sneak attack damage dealt to
the tell-tale spines that mark their species, but instead
humanoid creatures.
possess a more insidious power. Ornibus with this racial
trait gain the ability to shape the bloody shroud veil, and • Summoner: +1/3 to the number of times per day summon
do not count this veil against their normal limits on veils monster can be used.
shaped. They all add 1 point of essence to their essence
pool. This replaces rebellious spines.
• Fearsome Visage (Su): Some ornibus lack the bristling
spiked hides of their fellows but instead have an aura of
fear about them. These ornibus cause all creatures within
10 feet of them make a Will save (DC 10 + ½ character
level + charisma modifier) or be shaken for 1 minute.
Evil outsiders are immune to this effect. This replaces
rebellious spines.
• Howl (Su): Some ornibus possess a lesser version of
the howler’s signature howl; once per day as a standard

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Piper

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PIPER their lives - blessings and curses from their fey blood. Even
those pipers who grow up facing discrimination about their
Like their spiritual cousins, the houri, pipers are a fairly origins gather admirers easily, sometimes to the frustration
common halfbreed that does well in the world. The children of parents and elders.
of elves (or humans) and satyrs, pipers inherit power over Eventually, pipers leave home. They are seemingly
music, an affinity for the natural world and a certain carefree incapable of settling down in one place for too long, and
attitude from their fey heritage, which is counterbalanced even though some - perhaps most - try to make a stable life
by the stability and focus of their more mortal blood. Pipers for themselves where they are born, they inevitably leave,
seek out the company of others and walk through mortal looking for something they never really find. Pipers pick up a
societies as vibrant, joyful souls that brighten the world smattering of skills and professions during their wanderings,
around them. mostly becoming good at a little bit of everything, and never
have trouble working for a hot meal and a roof over their
head. For many pipers, these mundane concerns help keep
APPEARANCE them grounded in the real world and remember why they
Pipers look mostly human or elven, with small horns that
aren’t supposed to use and abuse people. Some need the
protrude from their forehead and a slight curve to their
reminder much more than others.
pointed ears. Pipers may or may not have cloven hooves
instead of feet. In terms of dress, pipers tend to favor light,
unrestricting clothing and armor and tend to dress to attract ADVENTURES
and allure, or to enhance performances if the piper intends Many pipers end up as adventurers, either part-time (when
on playing for others. Pipers tend to either dress in bright, they feel like a job is easy, or the mood strikes them) or
flashy colors or in natural ones that help them blend into full time, attached to paramilitary companies or chartered
the woodlands. Pipers tend towards small, tasteful pieces adventuring parties. The vast and overwhelming majority
of jewelry rather than bangles or thick necklaces, mostly so of pipers become bards, with druids, rangers, and oracles
that they don’t snag on things in the event that a swift escape taking up the minority of their adventuring skill set. Pipers
needs to be made. understand that adventuring is a serious job, but they get fed
up pretty quickly with people who think that just because
something is serious it can’t also be fun, and also tend to get
DEMEANOR irritated with stealth-oriented teammates who insist they be
Pipers can be stereotyped by others as being a race of fun-
quiet or still their music. Pipers tend not to like dour races
loving swindlers, not necessarily without cause. Pipers do
like dwarves and orcs, and keep the company of halflings,
inherit a carefree joy from their fey parentage, and their
gnomes, elves, and humans instead.
charm and vibrancy draws lovers and rubes to them with
equal ease. Not every piper actually takes advantage of that,
though, especially since they are typically raised by their PIPER RACIAL TRAITS
mortal parent with almost no influence from the satyr who • +2 Dexterity, +2 Charisma, -2 Strength: Pipers are quick
sired (or birthed) them. Many pipers learn responsibility and likable, but weaker than they look.
and stability from the mortal societies that raise them and
• Medium: Pipers are Medium creatures and thus have no
know that there’s a time and place to cut loose and a time
bonuses or penalties for size.
to be a lot more serious about matters. Piper emotions, for
better or worse, are extremely intense. That passion can • Humanoid (feyblood): Pipers are humanoids with the
inspire others, but it also means that pipers suffering from feyblood subtype.
grief, loss, and fury know pain that others sometimes have • Humanoid Heritage: At first level a piper must choose
trouble understanding. from the elf or human subtype. They gain the chosen
Pipers tend to fall into one of two categories, subtype in addition to any other subtypes they possess.
romantically. Some take after their satyr parent and take • Fast Speed: Pipers have a base speed of 40 feet.
many casual lovers that they feel no real attachment to.
Others, especially those whose mortal parent had their heart • Forest Slip (Ex): Pipers are never impeded by difficult
broken by a satyr’s lies, are cautious about love and deal terrain in a forest and they gain a +2 racial bonus on
only in firmly committed relationships. Piper friendships Stealth checks in forests.
are fierce, and a piper may be the heart and soul of her • Pipes of Panic (Sp): A piper able to make music can cause
group of friends. Some handle the pressure of the role better a number of things to happen. They gain the following as
than others. spell-like abilities usable once per day each, at a caster
level equal to their character level: charm person, sleep,
BACKGROUND and fear. The piper may not use these spell-like abilities if
The overwhelming majority of pipers are raised by single it cannot make sound (such as within the area of a silence
parents or, at the very least, with the knowledge that they spell).
are the product of a one-night stand or even infidelity. • Musical Composition (Ex): Pipers who cast spells make
They may grow up with stigma for being an “illegitimate” music rather than speaking the normal incantations of a
child, or their native culture may not care. In either event, spell’s verbal component; they increase the Spellcraft DC
pipers grow into fierce emotions, joy, and music early in to identify spells they cast by 5 and gain a +1 bonus to the

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save DC of bard spells they cast.
• Low-light vision (Ex): Pipers can see twice as far as
humans in dim light.
• Languages: Pipers begin play speaking Common and
Sylvan. Pipers with high Intelligence scores can choose
any languages they want (except secret languages, such
as Druidic).

Alternate Racial Traits


The following alternate racial traits may be selected in place
of one or more of the standard racial traits above. Consult
your GM before selecting any of these new options.

• Forlarren Tainted (Sp): Some pipers resemble the


blighted fey known as the forlarren. While these beings
normally cannot have children their relation is attested
to in the most obvious form; they lack the ability to
weave magic through their pipes but can cast heat metal
and hold animal as spell-like abilities up to once per day
each. This replaces pipes of panic.
• Satyr Aptitudes (Ex): Some pipers have a talent for the
things a satyr is known for. They gain a +2 racial bonus
on Perception, Perform, and Stealth and these are always
treated as class skills. This racial trait replaces musical
components.
• Satyrical Horns (Ex): Some pipers lack the musical
tone of the satyr. These pipers are sometimes jokingly
referred to as “bleaters” due to their normal voice. For
whatever reason, these piper’s horns are always more
forward facing, allowing them to be used as a weapon.
The piper gains a gore attack that deals 1d6 damage. This
replaces musical composition.

Favored Class Options


The following favored class options are available to all
characters of this race who have the listed favored class, and
unless otherwise stated, the bonus applies each time you
select the favored class reward.

• Alchemist: Add +10 minute to the duration of mutagens.


• Barbarian: Add 1 to the total number of rage rounds per
day. Can still use pipes of panic while raging.
• Bard: Add +1/4 to the effective bard level for the bardic
performance class feature.
• Druid: +1/4 effective level of the nature bond class
feature for animal companions.
• Fighter: Add +1/6 to the fighter’s armor training modifier.
• Gunslinger: Add +1/4 to the gunslinger’s grit points.
• Oracle: Add +1/2 to the oracle’s level for the purpose of
determining the effects of one revelation.
• Ranger: Add +1/4 of a new favored terrain.
• Rogue: Add a +1/2 racial bonus on Stealth checks in
wooded terrain.
• Sorcerer: Add +1/4 to sonic effects caused by spells the
sorcerer cast.
• Summoner: Add +1/4 evolution points.
• Witch: Gain 1/6 of a new hex.

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RANA most often, raised among lizardfolk. Not having to talk down
to everyone they meet is a novel concept to the rana when
Rana have an awkward relationship with their parent races; they meet other cultures, and it can take some getting used
they are a source of pride to the ophiduan, and yet are to for the rana.
marginalized for being brutes. The lizardfolk kneel before Rana tend to be survivors, if only because they’re raised
their psionic prowess, but do not - and in many cases cannot in primitive tribes. While lizardfolk are not particularly
- understand them. Though rana are not often lonely, they cruel, they do have concerns like food, water, shelter,
are normally frustrated, which, given their background, can wandering monsters and sometimes adventuring parties.
be understandable. These threats give rana an early taste of the cruelties of life,
Ophiduan culture can be extremely demanding, and they learn to sleep with a hand on a weapon in case they
especially to those who lack psionic power or who cannot need to rise and defend themselves. Rana take the protection
seem to develop it past a certain point. Some ophiduans who of their families and loved ones extremely seriously, and
can’t handle the pressure leave to find success in another that attitude extends to the organizations they join or are
culture; often, they turn to the primitive lizardfolk, where employed by.
their psionic prowess grants them power and influence
beyond their wildest dreams. These psionic rulers typically ADVENTURES
take a mate from their new culture, and rana (“frogs”) are Many rana teach themselves psionic powers, and when they
the result - neither as mighty as lizardmen, nor as psionic as reach the point where self-teaching isn’t enough, leave their
ophiduans. Rana have trouble fitting in, at times. tribes. Others get tired of not having anyone to talk to (or
being pushed around by ophiduans) and leave for greener
APPEARANCE pastures in much the same way their parents did. Both seek
The bloodlines that create rana combine awkwardly; they out the adventuring lifestyle for the chance at wealth with
resemble reptilian humans in many ways, with overlapping which to establish themselves and the opportunity to amass
scales, a mouth full of sharp teeth, wide eyes, and webbed power. Others join militaries or knightly orders that send
toes. Most rana are raised in swamps and dress in clothing them adventuring, and quite a few discover that they just
they can easily swim in (or shed), with only those few who love traveling and take to adventuring because it pays the
have interacted with more civilized races wearing armor. bills.
Rana may score their scales into scar-like patterns, and Rana trend towards psionic classes, with barbarian
sometimes color or dye these marks to make tattoos of a and oracle taking a close second place. Psychic warriors and
sort. This is especially common in rana who follow the soulknives are especially common, with members of the
path to psionic power, as the lizardfolk they dwell amongst aegis class being comparatively rare because of the emphasis
recognize these tattoos as a sign of the rana’s abilities. in lizardfolk culture on killing power, rather than defense,
in warfare. Rana respect
great warriors but
DEMEANOR tend to prefer spending
Rana spend their whole lives with no one to really talk to;
their company either
lizardfolk are not as intelligent as they are and in any event
with fellow psionics or
lack the inherent psychic prowess that defines the rana,
those with whom they
while ophiduans hold the rana up as a sign of their own
can hold an interesting
racial superiority and then neglect them, shunting them
conversation; if they wanted
into the fringes of ophiduan society. This can make the rana
machismo, they could have
bitter, though more often it’s simply an ongoing frustration,
stayed at home.
one that can drive them out of their homes to seek those they
can converse with as peers.
Rana actually find a lot of success in other humanoid
cultures, once their unusual appearance is accepted. They
can flower into satisfied, hardworking citizens if given the
chance to interact with true peers. After spending at least
an entire childhood with no one to really talk to, it can be
hard to shut a rana up, especially about something they’re
passionate about. Rana often seek out and join guilds,
knightly orders, and psionic academies and display a fierce
loyalty to their associations.

BACKGROUND
When asked about how they grew up, most rana will ask you
to imagine the following: from a very young age, you had to
repeat everything you said in simpler terms, no matter who
you were talking to. That’s the experience most rana have
from the age they learn to speak onwards, because they are,

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RANA RACIAL TRAITS Favored Class Options
The following favored class options are available to all
• +2 Strength, +2 Constitution, -2 Wisdom: Rana are
characters of this race who have the listed favored class, and
strong and tough, effective brutes. They are brash and
unless otherwise stated, the bonus applies each time you
immature at times, however.
select the favored class reward.
• Medium: Rana are Medium creatures and thus have no
bonuses or penalties for size. • Aegis: Add +1/4 to the aegis’ customization points.
• Speed: Rana have a base speed of 30 feet. They also • Barbarian: Add +1/4 to the barbarian’s natural armor
have a swim speed of 30 feet, can move in water without bonus while raging.
making Swim checks, and always treat Swim as a class
• Bard: Increase any morale bonuses granted by the bard’s
skill.
bardic performances by +1/4.
• Humanoid (psionic, reptilian): Rana are humanoids
• Cryptic: Add +1/6 of a new die to the cryptic’s disrupt
creatures with the psionic and reptilian subtypes.
pattern ability.
• Naturally Psionic (Ps): Rana gain the Wild Talent feat
• Dread: Add +1/4 damage to the dread’s devastating touch.
as a bonus feat at first level. If a rana takes levels in a
psionic class, he instead gains the Psionic Talent feat. • Marksman: Add +1/6 to the marksman’s favored weapon
bonus.
• Poison Resistant (Ex): Rana gain a +2 racial bonus on
saving throws against poison. • Psion: Add +1/4 on manifester level checks to overcome
power resistance.
• Scales (Ex): Rana skin is hardened with scales that
increases their natural armor bonus by 1. • Psychic Warrior: Add +1/2 to the duration of any
psychometabolism powers the psychic warrior manifests
• Charged Scales (Ps): Rana increase their natural armor
with a range of personal and a target of you with a
bonus by +2 during any round in which they have spent
normal duration of 1 round/level.
at least 1 power point.
• Stalker: Add +1/4 racial bonus to Stealth checks.
• Underdeveloped Claws (Ex): Hooked claws on each hand
are too soft to cause harm but grant a +2 circumstance • Sorcerer: Add one spell known from the sorcerer spell
bonus on Climb checks and when performing disarm list. This spell must be at least one level below the highest
combat maneuvers. spell level the sorcerer can cast.
• Enhanced Disarming (Ps): Rana can expend their • Soulknife: Add a +1/2 to the soulknife’s CMB when
psionic focus to increase their bonus to disarm combat performing a disarm or trip maneuver.
maneuvers to +10 until the end of their turn. • Tactician: Add +1/3 to the daily uses of the tactician’s
• Languages: Rana begin play speaking Common, coordinated strike ability.
Ophiduan, and Draconic. Rana with high Intelligence • Vitalist: Add +1/6 dice to the vitalist’s transfer wounds
scores can choose from the following: Aquan, Dwarven, ability.
Elven. • Wilder: Reduce the chance of suffering psychic
Alternate Racial Traits enervation by (1/3)% (maximum 5% reduction).
The following alternate racial traits may be selected in place • Wizard: Gain 1/6 of a wizard bonus feat.
of one or more of the standard racial traits above. Consult • Zealot: +1 power point per level.
your GM before selecting any of these new options.

• Cliffhangers (Ex): Some rana hail from mountainous


regions. These resemble geckos and have a climb speed
of 20 feet. This racial trait replaces underdeveloped
claws and swim speed.
• Colorborn (Ex): Some rana’s natural psionic ability
works to hide them. They gain a +5 racial bonus on
Stealth checks. This replaces naturally psionic.
• Mind’s Bite (Ps): Some rana have the capacity to mimic
their parents bite instead of augmenting their lizardfolk
claws. These rana may, once per day as a swift action,
manifest bite of the wolf as a psi-like ability. This replaces
enhanced disarming.

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SPRING CHILD BACKGROUND
Most spring children are raised by both parents, though the
Much is said about the conflict between urban civilization relationship may be somewhat distant, both because their
and the wilderness. Spring children exist as proof that such mothers are bound to the trees that empower them and
conflict is not the only outcome of interactions between because dryads are somewhat solitary beings. Their mothers
the quickling races and primeval nature. The sons and show them the wonders of the natural world and teach them
daughters of mortals and dryads, spring children offer a about the responsibility sapients have to the worlds that
study in seeming contradictions. Their eternal youth belies nourish them, while their more mortal parents show them
their natural wisdom, and their affinity for nature does societies and the delights and pains of living with people.
not dim their pleasure in the wonder of stone and glass. Most spring children ultimately favor their mortal side in
Spring children delight in being between worlds, even if it the sense that they desire to belong to a culture, though they
sometimes means that they don’t quite fit into either one. may reveal their fey blood in choosing to belong as an outlier
or lone wolf; many spring children take up professions such
APPEARANCE as trapping or exploring which let them belong to a group
Spring children inherit a somewhat elven appearance while also having lots of time to themselves.
from their dryad mothers, with lithe builds, pale (and A surprising number of spring children go through
often somewhat greenish) skin and wide, deeply colored apprenticeships early in their lives, mostly as a result of their
eyes. Spring children have vibrantly colored hair which mothers realizing they have magic but will never quicken to
changes color with the seasons, showing green in spring the same innate power that the fey themselves possess. Many
and summer, blazing with the colors of fall in autumn, and spring children are trained young with druids, rangers,
bleaching a pale white during the dead of winter. Spring sorcerers or wizards, and pick up a strong influence from
children appear healthier and more lustrous in sunlight, their mentor, which may or may not also be their mortal
and wilt somewhat in dark spaces, eventually taking on an parent. Most spring children pick up a love of learning and
exhausted, bedraggled look if deprived of sunlight for too
long.
Spring children dress as appropriate for their
professions and tastes, and accent their clothing and armor
with natural touches such as flowers, wooden jewelry, and
gemstones. Flowers worn in a spring child’s hair never die,
which leads some spring children to braid or weave blooms
into their hair as a decoration or simply to preserve flowers
they grew themselves and came to love.

DEMEANOR
Spring children present a curious mix of natural wisdom
and eternal youth. A spring child never really stops being a
teenager, emotionally speaking, but their natural maturity,
empathy, and perception can make them seem more “adult”
than they actually are. Spring children learn easily but
growing more mature can be a challenge for them, which
is part of the reason so many wander from place to place -
eventually they run out of new things to do and see where
they are, and move on to something more fun or interesting.
It isn’t malice or even carelessness so much as a simple lack
of long-term investment, an inability to see the long view
that many spring children never really get over.
This youth also means that spring children can be
amongst the most hopeful, optimistic, and enthusiastic
friends one could ask for. Spring children see the world with
a sense of wonder that never leaves them; every sunrise is a
chance to do things over, to make amends and new friends
and see the world in another way. Spring children see more
than other humanoid races because they pay attention, and
find wonder because they look for it. Even in the midst of
tragedy, a spring child knows that growth must follow, and
they’re more than willing to help bring growth out of pain
and renewal out of death.

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want to know all the aspects of their chosen profession, and Alternate Racial Traits
end up as enthusiastic, well-informed professionals. They The following alternate racial traits may be selected in place
take this attitude with them when they leave home, and of one or more of the standard racial traits above. Consult
many a spring child bonds and re-bonds with their mother your GM before selecting any of these new options.
over the course of long centuries by returning home with
exciting tales of all the things they’ve learned and done. • Greensight (Ex): Some spring children have their
mother’s eyes; they gain greensight out to 60 ft., allowing
ADVENTURES them to see through thick brush. This replaces the
Spring children learn to take care of themselves on the natural magic racial trait.
road, and many become adventurers because they take • Tree Meld (Sp): Some spring children are capable of
an involvement in keeping the roads and travelways safe mimicking their mother’s ability to meld with trees. This
rather than a purposeful profession. Those that do take ability functions similar to how meld into stone does;
to professional mercenary work are often bards, druids, however, she can remain melded with a tree as long as
rangers, stalkers, wizards, and sometimes even paladins. she wishes and it takes her a standard action just to enter
Even those rare spring children that are dismissive of natural or exit the tree. This racial trait replaces natural magic.
environments tend to find necromancers and alchemists • Woodcrafter (Ex): Some spring children’s connection to
distasteful in the extreme, and they often have trouble woodlands is much more mundane. They have a knack
connecting with psionicists because their fey heritage does for crafting things from wood, gaining a +6 racial bonus
not really lend itself to psionic power. on Craft checks involving wood, as well as the ability to
Spring children treat other races with all the enthusiasm cast entangle and wood shape as spell-like abilities once
- and thoughtless prejudice, at times - of youth. They love per day each. This replaces natural magic.
meeting new cultures and are full of amazement and wonder
at meeting exotic new peoples. At the same time, spring Favored Class Options
children can pick up prejudices from their parents which The following favored class options are available to all
they sometimes don’t stop to examine, and can severely characters of this race who have the listed favored class, and
embarrass themselves as a result (to say nothing of causing unless otherwise stated, the bonus applies each time you
lethal offense). select the favored class reward.

SPRING CHILD RACIAL TRAITS • Barbarian: Heal 1 damage when you enter your rage.
• Bard: Add one spell known from the bard spell list. This
• +2 Dexterity, +2 Wisdom, -2 Strength: Spring children
spell must be at least one level below the highest spell
are graceful and wise, but weak.
level the bard can cast.
• Medium: Spring children are Medium size and thus have
• Cleric: Add +1/2 to the result of channeling positive
no bonuses or penalties for size.
energy.
• Humanoid (feyblood): Spring children are humanoids
• Druid: Add +1/3 to the effective druid level for the
with the feyblood subtype.
purposes of wild empathy.
• Humanoid Heritage: At first level a spring child must
• Paladin: Increase the healing from lay on hands by +1/2
choose from the dwarf, elf, gnome, halfling, or human
when used on animals or plants.
subtype. They gain the chosen subtype in addition to any
other subtypes they possess. • Ranger: Add +1/3 to the effective ranger level of wild
empathy.
• Dryad’s Charm (Su): Spring children have the fey’s
power over manipulation. They increase the save DC of • Rogue: Add +1/2 racial bonus to Stealth and Perception
any compulsion spell they cast by +1. checks in forests, woods, and plains.
• Natural Magic (Sp): A spring child has a dryad’s • Stalker: Add +1/2 to the stalker’s ki pool.
connection to magic. They gain the following as spell- • Wizard: Add one spell to the wizard’s spellbook. This
like abilities usable once per day each: entangle, charm spell must be at least one level lower than the highest
person, and suggestion. The caster level for these abilities level available to the wizard.
is equal to the spring child’s character level, and their
save DCs are based on Wisdom.
• Low-light vision (Ex): Spring children can see twice as
far as humans in dim light.
• Ageless (Ex): A spring child does not experience any of
the benefits or penalties of aging beyond adulthood and
is effectively immortal, never dying of old age.
• Languages: Spring children begin play speaking Common
and Sylvan. Spring children with high Intelligence scores
can choose from the following: Aquan, Dwarf, Elf, Giant,
Goblin, Halfling, and Terran.

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STHEIN it’d be the dwarves; their first-hand knowledge of history
and their own lack of grace (social or otherwise) lets sthein
Every race has members that understand the value of relax in their own skin.
knowledge and history. Among the royal naga, paragons They have respect for any guardian archetype,
of their race, this is a universal fact. Pledging their lives to seeing a role that is similar to their father. This makes
the preservation of history’s secrets this noble race spend them treat authority figures with respect regardless of the
a majority of their lives in musty, half-rotten libraries and circumstances - to them the figure’s actions are seen in the
crypts and vaults of ancient lore. Rumors of royal naga lairs context of protecting their charges and thus can’t be taken
abound, and many are the seekers of knowledge and power personally. They were also raised to respect wisdom and
who spend their lives looking for one to share a measure of tend to favor the advice of elders over their gut instinct
their knowledge and tutelage with. For the most part their or rumor. Because of this respect a sthein can come off as
charges aren’t vital enough or large enough for a royal naga overly cautious but they temper this with an intense interest
to risk the treachery of an opportunistic thief or the like but in testing themselves. Since they were sent away by their
occasionally there is a naga whose treasure is so great that parents, they seek to prove themselves and thus can be
he accepts novices, assistants, and apprentices. found in the thick of things beside any other headstrong
He shares his considerable knowledge with them in companion. Most sthein also take after their royal naga
exchange for a term of service in helping it guard against parent, they understand the value of keeping things secret
others who would damage or otherwise remove that which and thus show a near-universal capacity for the utmost
the naga has taken it upon themselves to guard. Those who discretion when it’s required.
would give years of their life to such creatures are typically
warriors or wizards, seeking ancient techniques or reserves BACKGROUND
of knowledge to hone their skills. Most assistants move on Sthein are raised by their parents until they reach a
after their terms but others stay, finding that their lessons semblance of adulthood before being made to wander. The
have taken on a new level of meaning to them. reason for this are two-fold. Firstly, their naga parent is
The assistants who stay are almost universally elves, against forcing a child to live life their way and send them
as their long life aids in sympathizing with the naga’s own away to experience life. Secondly, both of their parents know
experiences. In turn, the long-lived (even to an elf) naga that eventually a powerful enemy might appear and that
find lasting companionship for the first time in hundreds their child may not survive the encounter.
of years. This companionship - along with the royal naga’s A sthein yearns to grow in power enough to return
natural shapeshifting - sometimes leads to offspring, the elf- home and help their parents, this is an overriding end. Being
naga crossbreed known as the sthein. ejected from the comfortable, ascetic life of their childhood
so abruptly leaves many sthein doubting themselves, even
APPEARANCE as their unique heritage allows them to excel in a variety of
The sthein resembles a well-muscled but slim elf up from the situations.
waist; below that is a sinuous serpentine body. The scales Ultimately a sthein’s life typically ends in one of two
that cover their lower portion are usually of a pearlescent ways: isolation or death. Sthein typically die young or end up
hue; their upper bodies are also usually oddly colored. returning home to find one of their parents slain (if not both)
Sthein have a fearsome visage. Their skin is usually a color and end up taking up the mantle of the guardian, honoring
on the scale between green and blue, with eyes a solid their parents the only way they can.
yellow, green, or white and coupled with the sharp fangs
of their naga parentage, outsiders tend to view sthein as ADVENTURES
demonic creatures. This couldn’t be further from the truth, Sthein have a hunger for knowledge and treasures of their
however, and they like to keep their scales gleaming and own, this leads them to travel constantly. They just lack any
their hair well-kept in an effort to combat their often horrific interest in settling anywhere that isn’t with their parents.
appearance. Their desires tend towards knowledge and the refining of
Sthein favor their humanoid forms for the most part, their art, whether that art is swordplay, magic, or otherwise
feeling uncomfortable around others in their serpentine - taking on the classes of magus, sorcerer, oracle, psion or
form. They often try to pass themselves off as odd-looking psychic warrior.
elves. Beyond a simple respect for wisdom sthein have a great
deal of respect for ancient knowledge and artifacts, hoping
to bring back an especially useful or esoteric piece for their
DEMEANOR parents’ collection. They understand both the importance
Sthein are standoffish, feeling awkward around other
of secrets and discretion, giving them a penchant for
creatures. Their mother and father have caused them to
mercenary work that demands either of the two, there are
respect two things: grace and wisdom. The knowledge of
few nobles who know of a sthein’s personality and don’t
their father makes them value people, places, and artifacts
keep them around for just such a task.
of a historical nature while they love graceful things.
Despite their own agility and grace they feel awkward
around the more willowy races, especially in their serpentine
forms. If there was a race that made them feel comfortable

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STHEIN RACIAL TRAITS succeed at a Will save (DC 10 + 1/2 the sthein’s character
level + the sthein’s Charisma modifier) or become
• +2 Strength, +2 Dexterity, -2 Constitution: Sthein are fascinated for 2 rounds. The sthein may maintain this
strong and agile but inherit elven fragility. dance by spending a swift action at the beginning of her
• Medium: Sthein are Medium creatures and thus have no turn. This replaces naga sorcery.
bonuses or penalties for size.
Favored Class Options
• Monstrous humanoid (elf, reptilian): Sthein are
The following favored class options are available to all
monstrous humanoids with the elf and reptilian
characters of this race who have the listed favored class, and
subtypes.
unless otherwise stated, the bonus applies each time you
• Snakeskin (Ex): A sthein’s snakeskin increases its select the favored class reward.
natural armor bonus by +1.
• Elven Immunities (Ex): Sthein have inherited their • Alchemist: Add +1/3 to the natural armor bonus gained
elven blood’s immunity to magic sleep effects and from the alchemist’s mutagen.
gain a +2 racial bonus on saving throws made against • Barbarian: Add +1/3 to bleed damage caused by the
enchantment spells and effects. sthein’s bite attack.
• Keen Senses (Ex): Sthein have keen senses which grant • Bard: Add +1/5 daily uses of the bard’s lore master ability.
a +2 racial bonus on Perception checks.
• Cleric: Gain +1/3 uses of the cleric’s channel energy.
• Alternate form (Su): As a full-round action a sthein may
• Druid: Add +1/2 to damage on bite attacks while using
switch between her serpent form and a fully humanoid
wild shape.
form. In humanoid form a sthein has the same facial
features and coloration but develops two normal legs in • Fighter: Add +1/3 on rolls to confirm a critical threat.
place of her long tail. A humanoid sthein is Medium-size • Magus: Add +1/4 points to the magus’ arcane pool.
and has a base speed of 30 feet. She retains all her normal • Monk: Increase the DC of the monk’s stunning fist by
abilities in this form but cannot make bite attacks. +1/3.
• Naga Sorcery (Sp): Sthein gain the following as spell-like • Oracle: Add +1/4 of a new revelation.
abilities usable once per day each, at a caster level equal
• Psion: Add +1/4 on manifester level checks to overcome
to their character level: mage armor, magic missile, and
power resistance.
ray of enfeeblement.
• Psychic Warrior: Increase effective manifester level for
• Sanguinous Bite (Ex): A sthein has a bite which deals
psychometabolism powers by +1/4.
1d6 + Strength modifier plus 1 bleed damage.
• Sorcerer: Add one spell known from the sorcerer spell
• Darkvision (Ex): Sthein can see in the dark out to 60 feet.
list. This spell must be at least one level below the highest
• Languages: Sthein begin play speaking Common. Sthein spell level the sorcerer can cast.
with high Intelligence scores can choose any languages
• Stalker: +1/4 maneuver known of the Steel Serpent or
they want (except secret languages, such as Druidic).
Thrashing Dragon disciplines. These maneuvers must be
Alternate Racial Traits at least one level below the highest level of maneuvers
The following alternate racial traits may be selected in place the stalker can learn.
of one or more of the standard racial traits above. Consult • Summoner: Add +1/4 to the eidolon’s evolution pool.
your GM before selecting any of these new options.
• Witch: Add +1/3 to the witch’s familiar’s fortitude and
will saves.
• Lock Gaze (Ex): Some sthein have a lesser form of their
parent’s dual gaze instead of their dangerous bite. These
sthein have a special gaze attack that forces the victim to
only look at them every round they fail a Will save (DC
10+ 1/2 character level + Charisma modifier). This grants
concealment to everyone except the sthein. This racial
trait replaces naga sorcery and modifies sanguinous bite.
• Poisonous Sheen (Ex): Some sthein lack scales but are
covered in a mild poison that leaves those subjected
to it sick. Whenever the sthein successfully grapples
a creature or maintains a grapple, that creature must
make a Fortitude save (DC 10 + 1/2 the sthein’s character
level + the sthein’s Constitution modifier) or be sickened
for 1 minute. This replaces snakeskin.
• Weary Dance (Su): Some sthein show their magical
ability in a different way. These sthein can cause begin
dancing in a slow, hypnotic fashion as a standard action.
Hostile creatures that view the sthein’s dance must

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Sthein

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Thrallspawn

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THRALLSPAWN DEMEANOR
A thrallspawn’s personality is often very dependant on its
Everybody wants to rule the world. master; that is, thrallspawn with very involved masters tend
This is one of the first lessons that a thrallspawn is to be obedient, submissive, and lack personal initiative as the
taught by its creator. The desire for power, for control, is a result of their psychic conditioning. More trusting masters
universal trait among sapients. Every being wants the power - or cases where their verizal is dead or the thrallspawn’s
to ensure that harm does not befall it, that prosperity comes domination was shattered as part of its transformation - lead
to it, and that the things and people it has deemed valuable to more independent thrallspawn. All thrallspawn share
are similarly protected. No matter their moral creed, their a certain will to power, and even those of good alignment
supposed principles or the god they choose to worship, say seek personal and sometimes political power, driven to
the verizal who create thrallspawn, there is not a single control the environment around them by the remnants of
creature that fails to seek this power in its own way. their conditioning and the “childhood” they shared with
Their insights are surprisingly truthful, yet deeply their master. Sadism, self-discipline, pragmatism and
flawed. ruthlessness are traits most thrallspawn learn from their
Thrallspawn are not a wholly natural race; instead, masters, and from there a thrallspawn gradually develops a
they are the products of many decades of (admittedly new personality based on its lessons, the broken fragments
still ongoing) research by the somewhat solitary verizals of its old identity, and its interactions with sapient creatures
into the nature and creation of elans and an answer to outside of its master’s influence.
the eugenics programs supported by the sinister Phrenic
Hegemony. Verizal create thrallspawn from their humanoid BACKGROUND
slaves, typically after such a slave has been conditioned Even those thrallspawn that are now free remember what
into absolute loyalty and thus no longer needs active mind it was like to be slaves. Thrallspawn can have a surprising
control on the part of the verizal. Once created, the new amount of empathy for beings who surrender their power
thrallspawn loses most of its memories, usually retaining or agency in exchange for safety; thrallspawn understand
only its loyalty to the verizal and shattered fragments of its the relief granted by giving over one’s decisions to a master.
personality which eventually become part of its identity as a Most are raised to be agents for the verizal who created
new individual (one thrallspawn retains the sadism it had in them, and this purpose-built nature comes out in their
life, while another may remember an unexplained fondness attitudes; too many thrallspawn have difficulty viewing the
for quiet reading). From those origins, a thrallspawn quickly world outside of the context of their intended purpose, be
becomes a favored servant of its master, a combination of it political power, artifact retrieval, or the acquisition of
child, apprentice, and slave that is trained and sent out into slaves. Shedding these psychological limitations can take a
the world to do the bidding of the verizal. long time, if it ever happens at all.
Thrallspawn are subjected to brutal training regimens,
APPEARANCE usually at the hands of other slaves of their verizal, and are
Thrallspawn appear to be humanoids, and are often expected to complete their tasks at any cost. The result is
deliberately modeled after humans as part of their that thrallspawn display amazing acts of valor and courage
transformation, though they may have strong traces of other in the pursuit of their missions, even if they manage to
bloodlines that were used in their transformation process (or free themselves from control, and cowardice is virtually
remnants of their former bloodlines, if the verizal creating unknown amongst them. At the same time, that lack of
them was sloppy or lazy). Thrallspawn are typically healthy emotional attachment also means that thrallspawn “grow
and physically fit, if a little lacking in actual body strength, up” both powerfully lonely and nearly completely without
and can sometimes be picked out because of the odd rise- pity, and they can have difficulty trusting others, let alone
and-fall of their chest, as though their breathing patterns are forming meaningful attachments.
off.
When a thrallspawn reveals its true nature for whatever ADVENTURES
reason, its appearance changes significantly; a cavity in its As purpose-built beings, thrallspawn are adventurers
chest, gurgling with acidic fluids, opens up and releases a almost by definition. They are created as agents, assassins,
spidery parasite that clamps around their mouth and extends hunters, sages, spies, and more by their verizal masters, who
attack tentacles (these parasites explode into sizzling goo if reinforce this with training meant to prepare them for the
removed from the thrallspawn, and another is produced by wider world before sending them forth. Most thrallspawn
the chest cavity within mere minutes). Some thrallspawn report regularly to their master, and return to their “home”
manage to close the chest cavity afterwards; most do not, with varying degrees of frequency, which can sometimes
and they drip sizzling acid as they lurch into the attack. complicate their memberships in various societies or
Thrallspawn are significantly more aggressive with their adventuring parties if the verizal is not willing to accept
parasites attached, and can indeed become jittery, unable to magical communication. Thrallspawn favor psionic classes
pay attention, and prone to random fits of violence if they heavily, with arcane spellcasting taking a close second place
don’t find a vent for their emotional energy. As a result, most as their route to power, and have a respect for the loyalty
thrallspawn attach their parasites only if ordered to or in the and service displayed by clerics, cavaliers, and paladins
heat of battle - or the privacy of the torture chamber. even if they don’t agree with or respect their ideals.

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THRALLSPAWN RACIAL TRAITS • Cryptic: Add +1/3 to the rounds per day of the cryptic’s
alter defense total rounds per day.
• +2 Constitution, +2 Intelligence, -2 Strength:
• Dread: Add +1/2 to the thrallspawn’s daily uses of terrors.
Thrallspawn are tough and intelligent but their
transformation leaves them physically weak. • Harbinger: Add +1/4 use of grim news.
• Medium: Thrallspawn are Medium creatures and thus • Marksman: Add +1/3 to damage rolls made with ranged
have no bonuses or penalties for size. or thrown weapons when expending focus on psionic
shot.
• Humanoid (aberrant, psionic): Thrallspawn are
humanoids with the aberrant and psionic subtypes. • Magus: Add +1/2 points of acid damage to magus spells
that deal acid damage.
• Humanoid Heritage: At first level a thrallspawn must
choose from the dwarf, elf, gnome, halfling, or human • Monk: Add +1/4 to the monk’s ki pool.
subtype. They gain the chosen subtype in addition to any • Psion: Add +1/2 power known from the psion power list.
other subtypes they possess. This power must be at least one level below the highest
• Acidic Spittle (Su): As a standard action, the thrallspawn power level the psion can manifest.
may spit a corrosive mind acid; it makes a ranged touch • Psychic Warrior: Add 1 to the psychic warrior’s CMB
attack, and if it hits the victim suffers 1 point of acid and CMD when involved in a grapple.
damage and loses 1 power point. Each round, at the
• Soulknife: The soulknife gains +1/6 of a new blade skill.
beginning of the victim’s turn, the acid intensifies - it
deals another point of damage and the victim loses an • Sorcerer: Add +1/2 bonus on Use Magic Device checks.
additional power point (so 2 on the second round, 3 on • Tactician: Add +1/3 to the tactician’s saving throws
the third, and so forth). Acidic spittle lasts until the victim versus mind-affecting effects.
dies or wipes the acid away as a full-round action. • Vitalist: Treat the vitalist’s level as +1/2 higher when
• Naturally Psionic (Ps): Thrallspawn gain the Wild using the transfer wounds ability.
Talent feat as a bonus feat at first level. If a thrallspawn • Witch: Gain 1/6 of a new hex.
takes levels in a psionic class, he instead gains the Psionic
• Wilder: Reduce the chance of suffering psychic
Talent feat.
enervation by (1/3)% (maximum 5% reduction).
• Tentacles (Ex): Thrallspawn have a parasitic creature
• Wizard: +1/2 on Will saves.
with a powerful tentacle concealed in a cavity in their
chest. This creature can be “drawn” as a free action, • Zealot: +1 power point per level.
leaving the cavity and attaching to the thrallspawn’s face;
this grants them a tentacle attack. The tentacle deals 1d8
damage and has an additional 5 ft. of reach. Returning
the parasite to the chest cavity is a move action.
• Darkvision (Ex): A thrallspawn can see in the dark out
to 60 feet.
• Resist Control (Ex): A thrallspawn is either currently
under control of a verizal or has broken free and is now
bent on never falling under another’s sway again. They
gain Iron Will as a bonus feat.
• Languages: Thrallspawn begin play speaking Common
and Aklo. Thrallspawn with high Intelligence scores can
choose from the following: Abyssal, Draconic, Giant,
Goblin, Infernal, Ignan, Necril, and Orc.

Favored Class Options


The following favored class options are available to all
characters of this race who have the listed favored class, and
unless otherwise stated, the bonus applies each time you
select the favored class reward.

• Aegis: Add +1/4 to the aegis’ customization points.


• Alchemist: Increase the potency of the thrallspawn’s
acidic spittle by +1/5.
• Bard: Reduce arcane spell failure chance for casting bard
spells when wearing medium armor by +1%. Once the
total reaches 10%, the bard also receives medium armor
proficiency, if he does not already possess it.

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TRIXIE
Trixies like to call themselves the children of two souls.
The product of relationships between gnomes and pixies,
trixies are only extremely rarely the result of actual physical
coupling and are instead often the unexpected results of
centuries-old friendships. Gnomes and pixies can make
natural companions, sharing a love of fun, new experiences,
and an affinity for the natural world that gives them a lot of
common ground. When these friendships last - and they can
last for quite some time, especially if the two become travel
companions - a curious event sometimes occurs, after a few
centuries or a particularly close experience between the
two that cements deep emotional intimacy. The pixie coughs
out a small seed, which shimmers with magical power and
“sings” subtly.
This seed, once cared for and grown, is the trixie. It can
take a year or two for the plant that grows from it to sprout
the infant trixie (often to the surprise of its parents - trixies
are rare enough to not be common knowledge). Trixies
take after both parents in more ways than one, the legacy
not of two peoples meeting but of a deep friendship and
love expressing itself in magic, and that magic is the trixie’s
legacy.
know things they haven’t actually learned sometimes, and
APPEARANCE have a fey-like lack of concern with social mores that gets
Trixies can be mistaken for gnomes with wings, and indeed them in trouble. Still, most people eventually realize that
some play themselves off as the victims of magical accidents trixies mean well, and they can be valued friends and
for a laugh (or to disguise their nature for whatever reason). neighbors for those willing to live with their quirks.
Trixie skin and hair colors can vary wildly and have no
consistency whatsoever. Unlike gnomes, trixies trend BACKGROUND
towards consistent facial features - delicate, angular faces, Trixies are the children of very old beings in the eternal
wide eyes, sharply pointed ears and naturally short hair are youths of their souls, which usually means that their
all common, the legacy of their pixie heritage. Trixie wings parents weren’t quite ready (or expecting) to have a child.
are much smaller than they seemingly should be, and though Often raised as only children or else in unusual family
they flutter expressively they do not enable true flight until arrangements with full-blooded gnome siblings (explaining
the trixie shrinks down in size. Trixies blend the features of how the trixie was “born” is the first challenge of married
both of their parents very smoothly, and the overall result is gnomish parents that accidentally create one), trixies stand
often attractive in a slightly unsettling way. out even amongst the vibrancy and color of their parent
Aside from having to get their shirts and armor custom- races. Trixies keep their parents incredibly busy, partially
made, trixies tend to favor light clothing (the better to fly because they can fit into spaces even their pixie parent
when they need to) and small, swift weapons that are easily cannot, and simply keeping up with a young trixie’s curiosity
concealed on their persons. Trixies enjoy the feeling of magic and eagerness is a task unto itself.
near their persons and may collect subtly enchanted jewelry The incredible and overwhelming majority of trixies
or trinkets and keep them around to bask in the feedback flower into magic young in their lives and treat it as just a
they get from their collection. part of their lives and a tool with which they solve problems
and create works of beauty. Trixie artists incorporate
DEMEANOR illusions into their work, trixie musicians warp their songs
Trixies are bright, intelligent people who combine a love of for truly new sounds, and trixie sorcerers use their power
fun and new experiences with a natural talent for learning. to help themselves and others, accomplish tasks around
Trixies can seem a bit frivolous to other races, because they the house and create new and innovative tools. The joy of
always seem to have a joke on hand no matter how bad the creation is strong in trixies, who take pride in solving old
situation is and don’t always understand that there’s a time problems in new ways and surprising others with forms of
to stop having fun and get serious about things. beauty unknown to them. Trixies do sometimes have a habit
In a very real way, trixies combine the personality traits of solving social problems with compulsions, which creates
of their parents, a trend which might unnerve one or both of anger when they inevitably get caught, but they usually
them; a trixie’s personality as a child is often very much an mean well, and are raised well enough to not use such magic
amalgamation of the two beings that created it, even despite to steal or coerce others into questionable acts.
attempts to the contrary at times, and only in adulthood do Trixies usually leave home with the blessing of their
they start reacting to “nurture” instead of “nature”. Trixies parents or are even raised on the road and just eventually

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decide to travel in a different direction than their parents • Sprite Form (Sp): Once per day, the trixie may reduce
are going. They keep in touch with magic and, if they gain her size as a full-round action. This ability functions
sufficient power, sometimes pop in to visit using magic too. as the reduce person spell, except it lasts for 1 minute
With everyone involved being long-lived, neither trixies nor per character level and the trixie’s wings don’t shrink,
their families are particularly concerned if a year or three allowing them to fly 40 feet with perfect maneuverability.
goes by without a message, though contact is usually made It takes a full-round action for a trixie to re-assume its
more often given how easy it is to acquire communicative normal size.
spells. • Low-light Vision (Ex): A trixie can see twice as far as
humans in dim light.
ADVENTURES • Languages: Trixies begin play speaking Common and
Trixies adventure to experience new things, be it battle Gnome. Trixies with high Intelligence scores can choose
(there’s a certain thrill to the whole affair, after all), ancient from the following: Aquan, Dwarf, Elf, Giant, Goblin,
history, new knowledge or even the machinations of political Halfling, Ignan, Orc, and Terran.
intrigue. Trixie adventurers are in love with the world and
want to see all of it, and take delight sometimes in even the Alternate Racial Traits
most mundane details; trixies tend to be the ones who notice The following alternate racial traits may be selected in place
that a particular kind of fungus only grows in the underground of one or more of the standard racial traits above. Consult
temple they’re exploring, and can keep collections of your GM before selecting any of these new options.
oddities within extradimensional storage or wherever they
call “home” between adventures. Overwhelmingly, trixies • Brownie Blessed (Sp): Some trixies’ pixie parent have
favor magical classes, with bards, wizards, and alchemists brownies as friends and these honorary uncles and
forming the majority of their membership and non-magical aunts leave their own mark on the child, imparting their
careers being almost entirely unheard of - their blood sings skill at toil in exhange for the glamour they’d otherwise
too strongly, demanding to be used, drawn on, and shaped have. These trixie can use dancing lights, mending, and
into the power to change the world. Trixies inherit a certain prestidigitation as spell-like abilities once per day per
fey-like indifference to race from their pixie parentage but character level. This replaces fey glamour.
do tend to somewhat pity larger races for being clumsy and • Gremlin Touched (Su): Some trixie are “touched by
for having to miss out on the - literally - littlest details of the gremlins” as they seem to influence misfortune rather
world. than perception, inspiring it in those that vex them.
Three times per day, as an immediate action, these trixies
TRIXIE RACIAL TRAITS can force an enemy within 30 feet to roll a result twice,
taking the lower result. This replaces fey glamour.
• +2 Dexterity, +2 Intelligence, -2 Strength: While their
size allows them to be nimble, and they are definitely • Mite Tainted (Su): Some trixies are believed to be cursed
intelligent creatures, they also lack in strength. by the maliciousness of the mite. These trixies lack the
ability to shrink themselves and instead have an innate
• Small: Trixie are Small creatures and gain a +1 size bonus empathy for vermin. This functions as wild empathy but
to their AC, a +1 size bonus on attack rolls, a –1 penalty only functions with vermin, although the trixie gains a
to their Combat Maneuver Bonus and Combat Maneuver +4 racial bonus on the check. They can also cast vermin
Defense, and a +4 size bonus on Stealth checks. shape as a spell-like ability, once per day. This replaces
• Humanoid (feyblood, gnome): Trixie are humanoids sprite form.
with the feyblood and gnome subtypes.
Favored Class Options
• Base Speed: Trixies have a 20 ft. base land speed.
The following favored class options are available to all
• Flexible Frame (Ex): Trixies function in many ways characters of this race who have the listed favored class, and
as though they were one size smaller. If they would be unless otherwise stated, the bonus applies each time you
subject to a size modifier or a special size modifier for select the favored class reward.
an opposed check (such as Stealth), they are treated as
being one size smaller if it is advantageous to them. They • Alchemist: Add +10 minutes to the duration of the
are considered to be one size smaller when “squeezing alchemists’ mutagen.
through” restrictive spaces, and may use weapons
• Bard: +1/2 effective caster level for enchantment and
designed for creatures one size smaller without penalty.
illusion effects and spells.
Their space and reach remain that of a creature their
actual size. The effects of this ability stack with those of • Ranger: Add +1/4 to a single existing humanoid favored
abilities, powers, and spells that change the subject’s size. enemy bonus (maximum bonus +1 per favored enemy).
• Fey Glamour (Sp): A trixie’s blood retains a small • Sorcerer: Add one spell known from the sorcerer spell
measure of the pixie’s glamour; they treat their caster list. This spell must be at least one level below the highest
level as 1 higher when casting or using illusion or spell level the sorcerer can cast.
compulsion abilities and spells, and increase the save DC • Wizard: Add +1/4 caster level when casting spells of the
of those abilities and spells by 1. illusion school.

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WATCHER DEMEANOR
Watchers have perspective - both literal and figurative - that
The gods of the dwarves build to last, as the mighty works other dwarves sometimes lack. Raised with the knowledge
and legacies of their favored children attest to. They do that they are the favored of the dwarven gods, watchers are
not favor small gestures or subtle ones, instead choosing to expected to take up positions of responsibility as guardians,
create grand gifts whose effects can be felt through the ages. soldiers, priests, and spiritual advisors for their people -
Watchers are such a gift. sometimes all at once. To meet these expectations, watchers
Long ago, a tribe of gargoyles came to a dwarf hold, become observant, patient souls with a talent for picking out
begging asylum. Drow, they warned, were invading from when a person has a problem they don’t want to talk about -
beneath and had driven the gargoyles from their homes. a necessity in dwarven society, given the stoicism of the race.
They offered treasures from their lair and desperate vows of Watchers spend a lot of time in high places, gazing upon the
service if only the dwarves would extend them mercy, and to bustle of dwarven life and seeing where they can help.
their great surprise the dwarves permitted them into the city, The result is that watchers are thoughtful, responsible
accepting no treasure and no servitude for the act. Indeed, individuals who sometimes stick their nose a little too deeply
the dwarves asked only that the gargoyles vow to slay no into the problems of others. Watchers step in to protect the
sapient being that did not first attack them while under the weak and oppose chaos and injustice and don’t particularly
aegis of the dwarves, a promise the gargoyles made readily. care if anyone asked them to or not, which is not to say they
The war, when it came to the dwarf-hold, was savage. are incapable of proper caution or planning. The favored of
The drow attacked with stealth and sorcery, assailing the the dwarven gods possess a strong protective instinct that
walls of the city with rabid demons and an army of slaves. drives them to seek out those who suffer from chaos and
The dwarves fought a war of master tactics, but despite their devastation and bring stability, order, and justice to their
best efforts were slowly driven back beneath the onslaught lives.
of horror unleashed by the dark elves. Searching for a way
to stem the Abyssal tide unleashed by their enemies, the BACKGROUND
augurs of the dwarves discovered that the demons were Watchers are marked as blessed from birth, as destined for
commanded by a small cabal of priestesses and sorcerers, greatness. From a young age they are taught the dwarven
without whom the demons would run amok and devastate arts of war, craftsmanship, and religion, and they are often
the ranks of the drow forces. raised with temples rather than by their parents (who do,
Surprising even themselves, the gargoyles sheltered by admittedly, still take an active part in the watcher’s life).
the dwarves volunteered to assassinate the cabal, wanting Many watchers become clerics, but even those that do not
the chance to repay the undeserved mercy given to them by are seen as spiritual advisors and sought out in this capacity
the dwarves. The dwarves armed and armored their strange by dwarves in need of guidance. The idea of responsibility
allies and sent them off with the blessings of the gods. With to others forms a core theme of a watcher’s upbringing, and
great difficulty, the gargoyles succeeded in their mission, informs their later life.
though it cost them their lives, and the war was broken in a As watchers become adults they join the dwarven
single night of slaughter and chaos. military, first as rank-and-file soldiers and then as special
A few years later, while the dwarves were still picking agents. Many begin an “adventuring” career in this capacity,
up the pieces and settling refugees back into their homes, the proactively seeking out threats to their home and eliminating
first of the watchers were born under signs of favor from the them, or seeking resources to aid their homelands. Watchers
mountain gods, and even to this day a few watchers are born are sometimes gifted with divine visions that draw them
into each generation of dwarves to be shields to their people, from home, seeking holy relics to protect or diabolical
in honor of the sacrifice laid down by their progenitors. plots to thwart. Both bring them into contact with other
races, often for the first time, and the watcher brings their
APPEARANCE protective instincts into those relationships just as they do
Watchers appear as slightly taller, thinner dwarves with with dwarves.
rocky hides, wide wings and long tails. Watchers grow hair Watchers shoulder tremendous responsibilities,
on their heads but not beards or other facial hair, and have and can often feel like the weight of the world is on their
red eyes that glow faintly. Watchers may have long nails, shoulders. Even those that return to dwarf society often
though many clip or file them so that they can use tools stay in regular contact with the friends they made amongst
and weapons more easily, and some have small horns that other races, if only to have someone in which to confide
protrude from their foreheads. their woes and ask for an outsider’s perspective from. This
Most watchers are warriors, priests, or both, and dress can sometimes lead them to pick up habits that are seen as
as such. Like dwarves, they favor heavier armor and blunt, “undwarflike”, but watchers are afforded great respect for
crushing weapons. Watchers openly and proudly display their sacrifices and are permitted their eccentricities, for the
symbols of their faith and are often found with copies of most part.
holy texts upon themselves. Watchers move in surprisingly
swift, fluid movements that make them stand out in groups ADVENTURES
of dwarves, even if their nature is somehow disguised by A watcher on an adventure is likely either on a holy quest or
magic. eliminating a threat to his homeland. Some are exiles who
have turned from their duties (or were framed for such),

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while others leave home long-term to combat the forces of Alternate Racial Traits
chaos wherever they rise. Watchers favor divine classes - The following alternate racial traits may be selected in place
clerics, druids, oracles, paladins, and rangers - with warders of one or more of the standard racial traits above. Consult
and zealots also being common. Arcane spellcasting is rare your GM before selecting any of these new options.
amongst watchers, as are more “traditional” forms of psionic
power, though watchers sometimes become aegii. • Sons of the Forge (Su): Some watchers are blessed by
Watchers have little respect for chaotic or frivolous the gods in a different way - they gain a +2 sacred bonus
races such as elves and gnomes, and share similar attitudes to Craft checks and a +1 sacred bonus on the DCs of
to dwarves when it comes to race. Most watchers eventually lawful spells.
become a bit more open-minded, especially once they have
• Lawful Enforcer (Su): Some watchers take the fight
friends from other cultures, but making such friends can
to the enemy instead of sheltering allies. They can use
be a difficult process at first because of the culture gap that
smite chaos once per day as a swift action; this functions
divides the watcher from them.
as the smite evil paladin class feature but affects chaotic
creatures instead of evil ones, with the bonus damage
WATCHER RACIAL TRAITS affecting aberrations, chaotic dragons and chaotic
• +2 Constitution, +2 Wisdom, -2 Intelligence: Watchers outsiders instead of undead, evil dragons, and evil
are tough and have a keen insight but are typically raised outsiders. This replaces sheltering wings.
with an emphasis on religious, rather than academic, • Claws: Some watchers inherit the claws of the gargoyle
achievement. rather than their stone-like patience. They have 2 claw
• Medium: Watchers are Medium creatures and thus have attacks that deal 1d4 damage each. This replaces the
no bonuses or penalties for size. freeze racial trait.

• Humanoid (crossblood, dwarf): Watchers are Favored Class Options


humanoids with the crossblood and dwarf subtypes. The following favored class options are available to all
• Hard Flesh: A watcher’s hardened exterior increases characters of this race who have the listed favored class, and
their natural armor bonus by 2. unless otherwise stated, the bonus applies each time you
select the favored class reward.
• Vestigial Wings (Ex): Watchers gain Vestigial Wings as a
bonus feat. At 9th character level they gain Aerial Wings
as a bonus feat. • Aegis: Add 1 to the hit points restored using astral repair.

• Darkvision (Ex): Watchers can see in the dark out to 60 • Barbarian: +1 round of rage per day.
feet. • Cleric: Add +1/4 to caster level when casting spells with
• Blessed Children (Su): Watchers are blessed of the the earth descriptor.
dwarven gods; they benefit from a +2 sacred bonus to • Druid: Add +1/4 to natural armor when using wild shape.
Knowledge (religion) checks and a +1 sacred bonus to • Fighter: Add +1/3 racial bonus on Stealth checks when
saving throws vs. chaotic spells and effects. using freeze.
• Sheltering Wings (Ex): As an immediate action, the • Inquisitor: Add +1/3 to the effective inquisitor level for
watcher may shelter an adjacent ally (other than himself) one type of smite.
with his wings, suffering 1/2 the damage that would be
• Oracle: Add +1/2 to the oracle’s level for the purpose of
dealt by an attack or effect affecting that ally (the damage
determining the effects of one revelation.
dealt to the ally is reduced by that amount).
• Paladin: Add +1/4 to the personal deflection bonus
• Enduring (Ex): A watcher does not need to sleep (but is
against the attacks of the target of the paladin’s smite
not immune to sleep effects). They still require 8 hours of
evil.
rest as normal to prepare spells. Watchers also require
much less sustenance than normal beings; they treat • Ranger: Add a +1/2 bonus on wild empathy checks
each week as only 1 day for calculating penalties and to influence animals and magical beasts that live
damage from starvation and thirst. underground.

• Freeze (Ex): Watchers are able to remain stationary • Warder: Gain +1/3 additional use of armiger’s mark.
indefinitely, refraining from the slightest shift, twitch, • Zealot: Gain +1/6 of a new conviction.
or blink of the eye. In this motionless state they are
often mistaken for statues, gaining a +10 competence
bonus on Stealth checks; they may hide without cover or
concealment while motionless in this fashion.
• Languages: Watchers begin play speaking Common
and Dwarf. Watchers with high Intelligence scores can
choose from the following: Aklo, Celestial, Elf, Ignan, and
Terran.

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Watcher

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Woodborn

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WOODBORN BACKGROUND
Most woodborn are raised by a woodborn parent or else
Traveling woodborn sometimes joke that they have the by a druid or ranger trusted by their parent; grown from
easiest job in the world. Woodborn are the result of a pact seeds, woodborn spend the first few years of their childhood
of magic between a grove of treants and a group of elven rooted in the ground before they learn how to walk and lose
druids; when the heart tree of the treants was threatened by their roots. Woodborn are taught young about the origins of
corruption, the druids had the idea of spreading its power their race, and that they should feel proud of having such an
from a single tree into many mobile hosts which would feed important duty that helps so many people. Most eventually
the forest with their vitality and be empowered by it in turn. leave home, sometimes before reaching full adulthood, to
The spell was months in the weaving, but at its culmination see the world and decide what they want to do with their
the dying tree of life dropped dozens of acorns, which grew lives. Often, the answer is “a little bit of everything”.
into the first woodborn. Eventually woodborn settle into a particular career
Woodborn have precisely two duties expected of them path, and as they become adults begin to produce one acorn
- live, and occasionally raise a new woodborn. Their simple every ten years or so - the seed of more woodborn. Not all of
existence - let alone the fact that they have spread, thrived, the seeds grow, but enough do that woodborn are a thriving,
and become a race in their own right - has empowered the spread-out race that can be found all over the world.
enchanted forest from which they ultimately originated, Woodborn are mostly used to being rare in any given region,
and given its treant and elf guardians more magic than they and if they want to the company of their own kind they can
really know what to do with. Where once the creators of always make the journey back to the forest of their origins
the woodborn personally knew each and every one of their and meet with those that have chosen to help tend it.
children, these half-bloods are now found the world over,
thriving in nature, in civilization, and even delving into the ADVENTURES
ancient secrets of the world. Every now and again the treants Woodborn mostly adventure to help others; they work to
and druids come together and wonder what, precisely, they defend frontier towns, drive back ancient evils, and preserve
have unleashed. the wild lands. Most woodborn are clerics, druids, or rangers,
though a strong subset embrace the bard class. Woodborn
APPEARANCE may learn exotic skill sets simply for the joy of knowing them,
Woodborn can be mistaken for elves at a distance, but up but their minds are not easily built for rote learning and they
closer differences become obvious; their skin is made of do not excel as wizards, warders, and other classes with an
a tough, yet flexible bark and what appears to be hair emphasis on formal education. Woodborn have a love-hate
is instead, stiff, bristly twigs that change colors with the relationship with alchemists and arcane casters, marrying
seasons. Woodborn have green eyes that sometimes bottom deep curiosity with instinctive distrust born of their treant
out to gray if the woodborn is starved or injured. Woodborn heritage. Woodborn start out liking most races and quickly
rarely dress in metal and will make heavier armors out of learn that many of them - but especially orcs, gnolls, and
ironwood or enchanted glass if they feel the need to wear others that gather in resource-devouring hordes - are
them. Woodborn rarely accessorize, but do occasionally annoying, evil, destructive, or some horrible combination of
grow flowers in their “hair” or on their bodies, which they all three. Woodborn instinctively like fey creatures and may
tend carefully and display with a certain amount of pride. be prone to trusting them unreasonably.

DEMEANOR WOODBORN RACIAL TRAITS


Woodborn smile a lot. Raised by loving single parents (or
• +2 Strength, +2 Wisdom, -2 Intelligence: Woodborn
families, or sometimes as the apprentice of a druid or ranger
have the strength and insight of a treant, but don’t adapt
who agrees to take on the child because the woodborn who
to new ideas quickly.
sired it is busy with vitally important duties), woodborn are
aware that they get to experience the world in a way few • Medium: Woodborn are Medium creatures and thus
others get to. Woodborn know the taste of sunlight, the have no bonuses or penalties for size.
songs of windblown grass, and the unstoppable glory of life • Humanoid (earthblood, elf): Woodborn are humanoids
unfurled, and they couple this with the raw life that pounds with the earthblood and elf subtypes.
through their veins and fills them with unquenchable joy. • Oakflesh: A woodborn’s flesh turns blades like oak. This
That feeling, of being full of life, is the defining trait of increases their natural armor bonus by +2.
the woodborn. They attack their lives with a verve that both
of their parent races find confusing and a little unnerving; • Font of Life (Su): Woodborn are all branches of the tree
though long-lived, woodborn move through their lives like of life. They gain a +2 bonus on saving throws against
humans do, always racing to complete one project and start death effects and have negative energy resistance equal
another, each with total enthusiasm. It isn’t that woodborn to 5 plus their character level.
have trouble seeing the long view or acting with an eye • Oak Limbs (Ex): Woodborn’s limbs are as stout as oak
towards a greater good, it’s just that they feel very alive, and and the woodborn gains 2 slam attacks that deal 1d4
the energy that races through them demands to be spent. damage each.
Woodborn find it easy to look at the bright side of things and • Keen Senses (Ex): Woodborn gain a +2 racial bonus on
to find hope even amidst sorrow. Perception checks.

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• Darkvision (Ex): Woodborn can see in the dark out to • Marksman: Add 1 to the number of times per day the
60 feet. marksman can use the wind reader class feature.
• Low-light Vision (Ex): Woodborn can see twice as far as • Psychic Warrior: Add a +1 bonus on concentration
humans in dim light. checks made due to taking damage while manifesting
psychic warrior powers.
• Languages: Woodborn begin play speaking Common
and Sylvan. Woodborn with high Intelligence scores • Ranger: Add +1/3 effective druid level to the ranger’s
can choose from the following: Aquan, Dwarf, Elf, Giant, hunter’s bond.
Goblin, Orc, and Terran. • Soulknife: The soulknife gains +1/6 of a new blade skill.
Alternate Racial Traits • Tactician: Add +1/4 to the tactician’s strategy daily uses.
The following alternate racial traits may be selected in place • Vitalist: Gain +1/2 additional daily use of transfer
of one or more of the standard racial traits above. Consult wounds.
your GM before selecting any of these new options. • Wilder: Add +1/4 to the damage of a wilder’s surge blast.

• Assassin Symbiote (Ex): Some woodborn have a special


relationship with a breed of assassin vine. This vine
assists them during grapples, dealing 1d6+Strength
modifier damage to other creatures in the grapple every
round the woodborn maintains a grapple. This replaces
oak limbs.
• Deathoak (Sp): Some woodborn have mutated into a rare
subtype of woodborn that thrives off death. These “death
oak” gain the benefits of a death knell spell for 1 minute
up to three times per day whenever they successfully kill
a living creature. This replaces font of life.
• Destructive (Ex): Some woodborn have inherited the
destructive ability of their treant progenitors. Whenever
they attack an object, they deal double damage before
hardness. This racial trait replaces oakflesh.
• Nature’s Confession (Sp): Some woodborn’s connection
with the tree of life is less resilient, but no less powerful.
Once per week by spending an hour concentrating and
communing with the voices of the wilderness they gain
they gain the benefits of the commune spell. This replaces
font of life.

Favored Class Options


The following favored class options are available to all
characters of this race who have the listed favored class, and
unless otherwise stated, the bonus applies each time you
select the favored class reward.

• Aegis: Add +1/4 to the aegis’ customization points.


• Alchemist: Add +1/5 to the alchemist’s mutagen’s natural
armor bonus.
• Barbarian: Add +1/5 bonus to strength when raging.
• Bard: Add +1/3 bonus to the DC of spells used against an
animal- or plant-type creature.
• Cleric: Add +1/2 to caster level when casting spells with
the earth descriptor.
• Cryptic: The cryptic gains +1/6 of a new insight.
• Dread: Add +1/3 to weapon damage when channeling a
terror through a weapon attack.
• Druid: Add +1/2 racial bonus on wild empathy checks.
• Guru: Add +1/3 to dispel checks made as part of your
sunder veil ability.

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WULFKIN The company of other sapients, rather than wolves or
wolf-like beings, comes as a rude shock to most wulfkin, who
The inhospitable mountains and tundras of the world are are confused and intrigued in equal measure. While wulfkin
difficult to live in even if one is left undisturbed, but survival can get away with joining savage or evil societies (such as
is further complicated by the presence of deadly and terrible orcish tribes) while being standoffish and barbaric, those
creatures, many of whom are of a malicious bent. One such that make contact with other forms of sapient culture quite
creature is the winter wolf, born of frost and possessed not often go to some lengths to change their behavior so they
only of sapient intelligence but cruelty to rival even the can explore it more thoroughly. After being deprived of their
most vile of humans. Winter wolves reap a terrible harvest only real cultural connection at a young age, wulfkin crave
from humanoids stupid or desperate enough to wander into the ability to bond with a group and belong to an identity
their territories, leaving behind frozen bones and shattered greater than themselves, and that need to belong is more
dreams to mark the fall of their victims. often than not the catalyst to them rising above the evil
Except that sometimes, the story is different. which created them.
It’s rare, but sometimes a humanoid joins the winter
wolf’s pack. Almost inevitably theses are savage, evil BACKGROUND
humanoids - exiles from barbaric tribes, malicious rangers, Wulfkin are rare, as or more rare than even alicorns; the
or dark druids that call the tundras home. Integrating into the circumstances that create them are extraordinary and
pack is difficult, but in rare and exceptional circumstances, require that two mutually murderous beings set aside their
the humanoid not only survives but thrives, proving their rage and instead form a lasting and meaningful partnership.
strength and their right to rule alongside, or even above, the Wulfkin are raised with that strong example of loyalty and
winter wolf. If both are of an open enough mind, they join leadership, only to see it turn on them out of fear of inevitable
together as mates. betrayal. Most develop a distrust of others as a result, one
Wulfkin are the rare and empowered children of these which follows them through their lives.
packs, the sons of snowfall. Driven out by their parents as a Once driven from their packs, wulfkin are forced to
threat to their dominance, wulfkin are forced to find their spend a large period of time without the company of their
own place in a world that not only despises their origins, but fellow sapients, and not necessarily because they want
suspects them of the evil which gave rise to their life. to. Long periods of solitude, coupled with the sting of
betrayal, make wulfkin as wary of sapient beings as they are
APPEARANCE fascinated by them, and many develop a distant, observant
Wulfkin resemble their humanoid parent, though they relationship with others that never really thaws into a real
are usually taller and more muscular. Wulfkin have pale, relationship. Those who can get through a wulfkin’s distance
bluish-white skin and dirty white hair that grows long and find someone desperate to be accepted, with a fierce
in irregular patches all over their body (dwarf-descended undercurrent of protective loyalty begging for someone or
wulfkin are notable for hair that covers their entire face), something deserving of it. Wulfkin make friends only rarely
and have hard, dog-like nails. Wulfkin often, but not always, and will move mountains for those who win their hearts.
have sharply pointed teeth, though their jaws are not
structured properly to use them as weapons. ADVENTURES
Wulfkin do not often have access to the comforts of Wulfkin are among those races who fall into adventuring
civilization and are most often garbed in leathers or hides because it is better - and sometimes safer - for them than
they made themselves. Some manage to join barbarian “normal” life would be. Wulfkin are largely self-taught,
tribes or orcish hordes and dress as appropriate for their though some do get basic instruction from their parents or by
new culture. Even then, wulfkin tend to favor light armor, observing others from a distance, and are most often found
and may take trophies - especially bone trophies - from their as barbarians, rangers, rogues, and stalkers, with a small
kills. A wulfkin’s breath frosts in the air no matter how cold subset of sorcerers that favor ice magic. It is extraordinarily
or warm it is near him. rare to see a wulfkin within a more “trained” class such as
clerics or especially wizards, given their upbringing.
DEMEANOR Wulfkin tend to see sapients in terms of how they
If wulfkin come across as savage, violent, and uneducated behaved within the wulfkin’s territory and judge new races
it’s because they usually are. Driven from their homes as as they come. Evil wulfkin divide other races into rivals
young adults, wulfkin tend to fall into one of two general and prey, where less malicious ones simply take note of the
types - lone wolves who crave company and try to spurn it dangerous aspects of a new race and disregard the rest until
at the same time, and pack leaders who motivate others with or unless it becomes relevant to their lives. Wulfkin have a
negative reinforcement. Wulfkin are taught the basic skills strong affinity for wolves and canines of all kinds and may
they need to survive and expected to do so on their own, feel a kinship with canine-like sapients.
and this gives them a certain callousness that can cause,
or permit, acts of evil. Though most wulfkin are not raised
with a taboo against eating sapients, they typically learn at
a young age that sapients taste terrible, and few wulfkin are
cannibalistic as a result - which is not to suggest that they
aren’t murderous.

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WULFKIN RACIAL TRAITS Favored Class Options
The following favored class options are available to all
• +2 Strength, +2 Wisdom, -2 Intelligence: Wulfkin are
characters of this race who have the listed favored class, and
strong and alert, but altogether primitive and lacking in
unless otherwise stated, the bonus applies each time you
mental faculties.
select the favored class reward.
• Medium: Wulfkin are Medium creatures and thus have
no bonuses or penalties for size. • Barbarian: Add +1/4 to natural armor while raging.
• Humanoid (crossblood): Wulfkin are humanoids with • Bard: Add +1/6 to morale bonus from inspire courage.
the crossblood subtype.
• Cleric: Add +1/2 to caster level when casting spells with
• Humanoid Heritage: At first level a wulfkin must choose the ice descriptor.
from the dwarf, elf, gnome, halfling, or human subtype.
• Druid: Add +1/4 to natural attack damage while using
They gain the chosen subtype in addition to any other
wild shape.
subtypes they possess.
• Fighter: Add +1 to CMD when subjected to the disarm or
• Fast Speed: Wulfkin are fast; they have a base speed of
trip maneuver.
40 feet.
• Harbinger: +1/4 use of grim news.
• Ice in the Blood (Ex): Wulfkin have mixed blood,
selecting cold as their subtype, as a bonus feat. • Magus: Add +1/2 point of cold damage to spells that deal
cold damage cast by the magus.
• Wild Instinct (Ex): Wulfkin are adapted to surviving in
the wild, gaining a +2 racial bonus on Survival checks • Oracle: Add +1/2 to the oracle’s level for the purpose of
with an additional +2 racial bonus for Survival checks in determining the effects of one revelation.
the arctic. • Ranger: +1/2 effective Druid level to hunter’s bond with
• Winter Breath (Su): Once per day as a standard action, a wolf animal companion.
a wulfkin can breathe a 15-foot cone of cold that deals • Rogue: +1/2 racial bonus on Survival checks to track a
1d6 cold damage per character level. A reflex save (DC 10 target by scent.
+ 1/2 their character level + their Constitution modifier) • Stalker: Gain 1/6 of a new stalker art.
reduces the damage by half.
• Sorcerer: Add +1/2 point of cold damage to spells that
• Darkvision (Ex): Wulfkin can see in the dark out to 60 deal cold damage cast by the sorcerer.
feet.
• Summoner: The summoner’s eidolon gains resistance 1
• Scent (Ex): Wulfkin have a heightened sense of smell. against cold damage (to a maximum increase of 10).
They have the scent special quality.
• Wilder: Add +1/6 to the wilder’s elude attack bonus.
• Languages: Wulfkin begin play speaking Common.
• Witch: Gain 1/6 of a new hex.
Wulfkin with high Intelligence scores can choose from
the following: Abyssal, Aklo, Dwarf, Elf, Giant, Gnome, • Wizard: Add +1/2 point of cold damage to spells that deal
Goblin, Halfling, and Orc. cold damage cast by the wizard.

Alternate Racial Traits


The following alternate racial traits may be selected in place
of one or more of the standard racial traits above. Consult
your GM before selecting any of these new options.

• Feral Lunge (Ex): Some wulfkin are actually related to


worgs and not winter wolves. These wulfkin have black
fur and lack the icy breath normal for wulfkin. Instead,
these wulfkin increase their reach by 5 ft on their turn
when they attack; they snap and lunge with vicious
speed. This replaces winter breath.
• Hell’s Breath (Su): Some wulfkin smell of soot and
constantly have ash stuck amongst their fur. These
wulfkin breathe flames instead of ice. Once per day as a
standard action, these wulfkin can breathe a 15-foot cone
of fire that deals 1d6 fire damage per character level.
A reflex save (DC 10 + 1/2 their character level + their
constitution modifier) reduces the damage by half. This
replaces winter breath.
• Massive Bite (Ex): Some wulfkin have the muzzle of
their winter wolf parent, full of vicious teeth. They have
a bite attack that deals 1d6 damage. This racial trait
replaces the winter breath racial trait.

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Wulfkin

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Chapter 3: keep the higher value. Its forelegs and hands become those
of a humanoid, allowing it to wield manufactured weapons.
Making More Special Attacks: The bipedal creature retains all the special

Crossbreeds attacks of the base creature. If it is larger than the base


creature, increase the damage of those special attacks as
There’s no limit to the number of crossbreeds that could appropriate (such as rend or constrict). If it is smaller than
possibly exist. Sometimes you might want to make your the base creature, reduce those special attack’s damage dice
own half-breeds, either to serve as racial options for your accordingly.
campaign or to create specific NPCs. Though a guide to Abilities: Increase from the base creature as follows: Str +2,
creating your own crossbreeds with standard racial rules is Dex +2, Int +4, Wis +2, Cha +4.
beyond the scope of this book, templates are an easy way Skills: A bipedal creature gains skill points as a monstrous
to create many different kinds of half-blood to use in your humanoids of its racial Hit Dice. If they can’t speak a language
campaign. already they gain the ability to speak Common.
Feats: Bipedal creatures can retrain feats from racial Hit
TEMPLATES Dice, up to a total of their racial Hit Dice’s allowance.
Some creatures can breed with nearly anything, making
the possible number of crossbreeds far too numerous to SAMPLE BIPEDAL CREATURE
be handled as standard race descriptions. Instead, these
offspring are best described using templates that add a BIPEDAL POLAR BEAR CR 7
set of features from one parent’s bloodline to the abilities XP 3,200
of the other parent. Most often these are the children of Bipedal polar bear
shapeshifters or outsiders, though some creatures are CE Medium monstrous humanoid
just bizarre mixes of bloodlines. Crossbreeds made from Init +4; Senses darkvision 60 ft., scent; Perception +13
templates tend to be rarer and more powerful than other
kinds. DEFENSE
The following creature templates are designed to create
AC 25, touch 14, flat-footed 21 (+2 armor, +4 Dex, +8 natural,
new versions of the classic crossbreeds of mythology, such
+1 shield)
as minotaurs, harpies, and centaurs. These can describe
hp 57 (5d10+30)
individual crossbreeds (generally the result of arcane
Fort +7, Ref +8, Will +8
energies in some form) or create entire races of mixed-breed
creatures. OFFENSE

BIPEDAL CREATURES Speed 30 ft.


Some hybrids mix the features of a humanoid and a bestial Melee morningstar +13 (1d8+8), claw +8 (1d4+4 plus grab),
creature, walking upright on hooves or claws and wielding bite +8 (1d6+4); 2 claws +13 (1d4+8 plus grab), bite +13
both natural and forged weapons. The most famous example (1d6+8)
of such creatures is the minotaur. Legends often hold them to Ranged javelin +9 (1d6+8)
be the spawn of dark magic or of a powerful curse combined
STATISTICS
civilized and primal bloodlines, though most are likely to be
the product of a wizard’s lab. These brutish creatures are Str 27, Dex 19, Con 23, Int 6, Wis 18, Cha 14
often extremely tough, mixing a humanoid’s cunning and Base Atk +5; CMB +13 (+17 grapple); CMD 27 (31 vs. trip)
reasoning with an animal’s natural advantages and instincts. Feats Intimidating Prowess, Power Attack, Skill Focus
(Perception)
CREATING A BIPEDAL CREATURE Skills Intimidate +10, Perception +12, Stealth +4, Survival
“Bipedal creature” is a template that can be added to any +4; Racial Modifiers +4 Swim
animal, magical beast, or vermin (known as the base Languages Common
creature). It uses all the base creature’s statistics and special Treasure NPC Gear (leather armor, light wooden shield,
abilities except as noted here. morningstar, 3 javelins, other miscellany)
Environment Cold plains
Challenge Rating: Same as the base creature +2. Organisation Solitary or pairs

Size and Type: The base creature’s type changes to


monstrous humanoid. Size becomes Small or Medium. Hit
HALF-DOPPELGANGER
Dice change to d10s. Recalculate racial hit points, BAB, and Normally, doppelgangers avoid any relationship outside
saves for a monstrous humanoid of their Hit Dice. their own loose, evil culture. Occasionally, however, a
doppelganger takes on a role for so long it actually begins
Special Qualities: A bipedal creature gains darkvision out to forget its true self. Such self-deluded creatures accept
to 60 feet. their false roles within a community, finding work, falling
Melee: The bipedal creature retains all the attacks of the base in love, and trying to raise families. Most efforts are futile,
creature. If the base creature has a certain natural attack, with no offspring ever blessing such interracial unions.

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Yet on rare occasions a child is born, and though the OFFENSE
doppelganger may have forgotten its heritage, its blood has
not. Speed 30 ft., swim 15 ft.
Half-doppelgangers appear normal until they reach Melee morningstar +2 (1d8+1), bite +0 (1d4), or 2 claws +2
puberty, at which point they begin to show signs of their (1d4+1), 2 slams +2 (1d4+1), bite +2 (1d4+1)
shapechanging blood. Their hair and eye color might Ranged javelin +1 (1d6+1)
change in a matter of minutes, and they gain and lose Psi-like abilities (ML 2nd)
weight with amazing suddenness. Many are beaten or cast • 1/day---empathy
out of their homes as possessed or demonspawn. Those who
STATISTICS
survive this abuse eventually learn to change their form as
needed, though their abilities are more limited than those Str 13, Dex 10, Con 15, Int 9, Wis 12, Cha 12
of a true doppelganger. Base Atk +1; CMB +2; CMD 12
Feats Multiattack
CREATING A HALF-DOPPELGANGER Skills Acrobatics +4, Perception +2, Swim +9; Racial
“Half-doppelganger” is a template that can be added to any Modifiers +4 Acrobatics, +4 Bluff, +4 Diplomacy, +4 Sense
humanoid (hereafter referred to as the base creature). It Motive
uses all the base creature’s statistics and special abilities Languages Draconic
except as noted here. SQ alternate form, hold breath*
Treasure standard plus NPC gear (heavy wooden shield,
Challenge Rating: As base creature +1. morningstar, 3 javelins)
Environment temperate swamps
Size and Type: The creature gains the shapechanger
Organisation solitary, pair (self plus 1 lizardfolk), band
subtype.
(self plus 2–11 lizarfolk), or tribe (self plus 12–59 lizardfolk)
Armor Class: A half-doppelganger gains a +2 natural armor *Lizardfolk ability
bonus increase over the base creature’s natural armor
bonus.
HALF-ELEMENTALS
Special Qualities and Defenses: A half-doppelganger
Elementals are unlike other creatures that live on planes
retains all the special qualities of the base creature as well
beyond the mortal coil. They are not motivated by the good
as gaining the following:
and evil ethos of outsiders, nor do they have any desire to
• Immunities: Half-doppelgangers are immune to sleep rule over the mortal world as do many creatures from the
effects and involuntary transmutation effects. ethereal or astral. For most living beings, the needs and wants
• Alternate Form (Su): Twice per day, a half-doppelganger of an elemental are totally hidden. Only the most powerful
can assume the shape of any humanoid its own size or of creatures, including dragons, giants, druids, sorcerers and
one size smaller. This works like alter self as cast by a a few clerics, ever manage to get to know an elemental well
10th level sorcerer. enough to understand how to befriend it. Normally, such
alliances are purely practical matters of mutual interests.
• Empathy (Ps): A half-doppelganger can manifest the
On rare occasions, however, mortals and elementals
psionic power empathy as a psi-like ability as a wilder of
decide to join forces in a more literal way. Just how this is
their hit die. This can be done as a free action.
accomplished is unknown, and each such union is likely
Melee: The half-doppelganger gains two slam attacks that a unique event that cannot be duplicated. The result of
deal damage as appropriate for a creature of its size. such efforts is a gestalt creature that is both elemental and
Abilities: Increase from the base creature as follows: Con +2, mortal. These beings are often honored as heroes, saints,
Wis +2, Cha +2. and even demigods. It is not unusual for them to take mates
from among the communities that revere them, producing
Skills: A half-doppelganger gains a +4 racial bonus on Bluff,
offspring that have pure elemental energy flowing through
Diplomacy, and Sense Motive checks and these skills are
their veins, but are natives of the mortal world.
always considered class skills. When using its alternate form
It is these second-generation creatures that are known
ability, a half-doppelganger gains a +10 circumstance bonus
as half-elementals. Children of beings that have partially
on Disguise checks.
transcended living flesh, half-elementals have just enough
Feats: Half-doppelgangers gain Alertness as a bonus feat. elemental energy in them to be set apart from other
creatures. Their mixed heritage is obvious at a glance. Half-
SAMPLE HALF-DOPPELGANGER elementals of air are constantly caressed by a slight breeze,
HALF-DOPPELGANGER LIZARDFOLK CR2 and are thinner and more lithe than others of their blood,
with white and silver coloration. Half-elementals of earth
XP 600 have brown or grey skin, with sharp, angular features that
N Medium humanoid (reptilian, shapechanger) seem chiseled from stone. Those of fire have gold, bronze
Init +0; Senses Perception +2 and red coloring with flashing amber eyes and occasionally
DEFENSE fire instead of hair or fur. Half-elementals of water trend
towards either small frames that conceal surprising strength
AC 19, touch 10, flat-footed 19 (+7 natural, +2 shield) or surprisingly agile, yet full-bodied forms, with deep blue,
hp 13 (2d8+4) white, and purple coloration.
Fort +5, Ref +0, Will +1

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Each of the four kinds of half-elementals has its own SAMPLE HALF-AIR ELEMENTAL
abilities and limitations. Four separate templates are
HALF-AIR ELEMENTAL JUVENILE WHITE
presented below to represent these four linked breeds.
DRAGON CR 9
XP 6,400
CREATING A HALF-AIR ELEMENTAL CE Medium dragon (cold)
“Half-elemental (air)” is a template that can be added to
Init +8; Senses dragon senses, snow vision*; Perception +15
any corporeal creature (hereafter referred to as the “base
creature”). It uses all the base creature’s statistics and special DEFENSE
abilities except as noted here.
AC 27, touch 14, flat-footed 23 (+4 Dex, +13 natural)
Challenge Rating: HD 5 or less, as base creature + 2, HD 6 to hp 112 (9d12+54)
13, as base creature + 3; HD 14+, as base creature + 4. Fort +11, Ref +10, Will +7
Armor Class: A half-air elemental’s natural armor bonus Defensive Abilities air mastery, resilience; Immune cold,
increases by 2. paralysis, sleep
Weaknesses vulnerability to fire
Special Qualities and Defenses: A half-air elemental
retains all the qualities of the base creature while gaining OFFENSE
the following:
Speed 60 ft., fly 150 ft. (perfect)
• Air Mastery (Ex): A half-air elemental is always aided in Melee bite +15 (1d8+7), 2 claws +14 (1d6+5), 2 wings +9
small ways by the natural ebbs and flows of air around (1d4+2)
them. Airborne creatures suffer a -1 penalty to attack Special Attacks breath weapon (30 ft. cone, DC 18, 8d4
and damage rolls against a half-air elemental. cold)
• Resilience (Ex): Half-air elementals gain a +4 racial Spell-Like Abilities (CL 9th; concentration +9)
bonus to poison, sleep, paralysis and stunning. Half- ◊◊ At will—fog cloud
elementals also have a 25% chance to negate any critical
◊◊ 1/day—air walk, gaseous form, obscuring mist, wind wall
hit or sneak attack, taking normal damage from such a
hit. STATISTICS
Speed: Gain a natural fly speed of 30 feet with perfect
Str 21, Dex 18, Con 21, Int 10, Wis 13, Cha 10
maneuverability. If the creature already has a faster fly
Base Atk +9; CMB +14; CMD 28 (32 vs. trip)
speed, increase maneuverability to perfect. Lose any natural
Feats Alertness, Flyby AttackB, Improved Initiative, Power
burrow or swim speed.
Attack, Toughness, Weapon Focus (bite)
Special Attacks: A half-elemental with at least 8 Wisdom Skills Fly +16, Intimidate +12, Perception +15, Spellcraft
or Charisma has a cumulative number of spell-like abilities +12, Stealth +16, Swim +25; Racial Modifiers +8 Swim
set by its HD. Unless otherwise noted, each spell-like ability Languages Draconic
is usable 1/day. The caster level of these spell-like abilities SQ icewalking*, ice shape*
equals the half-elemental’s HD or the caster level of the base Treasure triple
creature’s spell-like abilities, whichever is higher. Environment cold mountains
Organisation triple
HD Abilities *white dragon ability
1-3 obscuring mist
4-5 wind wall CREATING A HALF-EARTH ELEMENTAL
6-8 gaseous form “Half-elemental (earth)” is a template that can be added to
9 - 10 air walk any corporeal creature (hereafter referred to as the “base
11 - 13 control winds creature”). It uses all the base creature’s statistics and special
14 - 15 chain lightning abilities except as noted here.
16 - 18 control weather Challenge Rating: HD 5 or less, as base creature + 2, HD 6 to
19+ whirlwind 13, as base creature + 3; HD 14+, as base creature + 4.
Armor Class: A half-earth elemental’s natural armor bonus
Abilities: Increase from the base creature as follows: increases by 4.
Dexterity +4 and Constitution +2.
Special Qualities and Defenses: A half-earth elemental
Feats: Half-air elementals gain Flyby Attack as a bonus feat. retains all the special qualities and defenses of the base
creature and gains those listed below.
• Earth Mastery (Ex): A half-earth elemental gains a
+1 bonus on attack and damage rolls as well as CMB
and CMD if both it and its foe touch the ground. If an
opponent is airborne or waterborne, the half-elemental
suffers a -4 penalty to attack and damage rolls. (These are
not included in the sample.)

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• Resilience (Ex): Half-earth elementals gain a +4 racial Feats Iron Will, Power AttackB, Toughness
bonus to poison, sleep, paralysis and stunning. Half- Skills Climb +9, Perception +5
elementals also have a 25% chance to negate any critical Languages Giant
hit or sneak attack, taking normal damage from such a Treasure standard (includes hide armor, greatclub, 4
hit. javelins)
Speed: Gain a natural burrow speed equal to their land Environment temperate or cold hills
speed. Organisation solitary, pair (self plus 1 ogre), gang (self plus
2–3 ogres), or family (self plus 4–15 ogres)
Special Attacks: A half-elemental with at least 8 Wisdom
or Charisma has a cumulative number of spell-like abilities CREATING A HALF-FIRE ELEMENTAL
set by its HD. Unless otherwise noted, each spell-like ability “Half-fire elemental” is a template that can be added to
is usable 1/day. The caster level of these spell-like abilities any corporeal creature (hereafter referred to as the “base
equals the half-elemental’s HD or the caster level of the base creature”). It uses all the base creature’s statistics and special
creature’s spell-like abilities, whichever is higher. They also abilities except as noted here.
gain the push special attack.
Challenge Rating: HD 5 or less, as base creature + 2, HD 6 to
HD Abilities 13, as base creature + 3; HD 14+, as base creature + 4.
1-3 magic stone
Armor Class: A half-fire elemental’s natural armor bonus
4-5 soften earth and stone increases by 1.
6-8 stone shape
Special Qualities and Defenses: A half-fire elemental
9 - 10 spike stone
retains all the special qualities and defenses of the base
11 - 13 wall of stone
creature and gains those listed below.
14 - 15 stoneskin
16 - 18 earthquake • Fire subtype (Ex): A half-fire elemental gains the fire
subtype.
19+ ironbody
• Resilience (Ex): Half-fire elementals gain a +4 racial
• Push (Ex): A half-earth elemental can start a bullrush
bonus to poison, sleep, paralysis and stunning. Half-
without provoking an attack of opportunity.
elementals also have a 25% chance to negate any critical
Abilities: Increase from the base creature as follows: hit or sneak attack, taking normal damage from such a
Strength +4 and Constitution +2. hit.
Feats: Half-earth elementals gain Power Attack as a bonus Speed: Gain a ground speed of 50 feet. If already have a
feat. ground speed of 50 feet, increase speed by a further 10 feet
for every 50 feet. Lose any swim rate.
SAMPLE HALF-EARTH ELEMENTAL
Special Attacks: A half-elemental with at least 8 Wisdom
HALF-EARTH ELEMENTAL OGRE CR 5 or Charisma has a cumulative number of spell-like abilities
XP 1,600 set by its HD. Unless otherwise noted, each spell-like ability
CE Large humanoid (giant) is usable 1/day. The caster level of these spell-like abilities
Init -1; Senses darkvision 60 ft., low-light vision; Perception equals the half-elemental’s HD or the caster level of the base
+5 creature’s spell-like abilities, whichever is higher. They also
gain the fire touch special attack.
DEFENSE
HD Abilities
AC 21, touch 8, flat-footed 21 (+4 armor, -1 Dex, +9 natural,
1-3 burning hands
–1 size)
hp 34 (4d8+16) 4-5 produce flame
Fort +7, Ref +0, Will +3 6-8 fireball
Defensive Abilities resilience 9 - 10 wall of fire
11 - 13 fire shield
OFFENSE
14 - 15 fire seeds
Speed 30 ft. (40 ft. base), burrow 30 ft. 16 - 18 fire storm
Melee greatclub +9 (2d8+10) 19+ incendiary cloud
Ranged javelin +1 (1d8+7)
Special Attacks earth mastery, push
Space 10 ft.; Reach 10 ft. • Fire Touch (Su): A half-fire elemental deals an additional
Spell-Like Abilities (CL 4th) 1d6 fire damage with any melee attack.
◊◊ 1/day---magic stone, soften earth and stone Abilities: Increase from the base creature as follows:
Dexterity +4 and Constitution +2.
STATISTICS
Feats: Half-fire elementals gain Improved Initiative as a
Str 25, Dex 8, Con 17, Int 6, Wis 10, Cha 7 bonus feat.
Base Atk +3; CMB +11; CMD 20

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SAMPLE HALF-FIRE ELEMENTAL • Water Mastery (Ex): A half-water elemental is always
aided in small ways by the natural ebbs and flows of
HALF FIRE-ELEMENTAL ANDROSPHINX CR 12
water. If both the half-elemental and it’s opponent are
XP 19,200 in water, the half-elemental gains a +1 bonus to all
CG Large magical beast (fire) melee attack and damage rolls, as well as CMB and CMD.
Init +6; Senses darkvision 60 ft., low-light vision; Perception Additionally, the half-elemental gains a +1 bonus to AC
+23 whenever it is in water.
DEFENSE • Fire Evasion (Ex): A half-water elemental gains the
evasion ability, usable even in heavy armor, but only
AC 26, touch 11, flat-footed 24 (+2 Dexterity, +15 natural, -1 against spells with the fire descriptor.
size)
• Resilience (Ex): Half-water elementals gain a +4 racial
hp 136 (13d10+65)
bonus to poison, sleep, paralysis and stunning. Half-
Fort +13, Ref +10, Will +7
elementals also have a 25% chance to negate any critical
Defensive Abilities resilience
hit or sneak attack, taking normal damage from such a
OFFENSE hit.
Speed 50 ft., fly 60 ft. (poor) Speed: Gain a swim speed of 40 feet.
Melee 2 claws +20 (2d6+8 plus 1d6 fire/19-20 plus grab) Special Attacks: A half-elemental with at least 8 Wisdom
Space 10 ft.; Reach 5 ft. or Charisma has a cumulative number of spell-like abilities
Special Attacks fire touch, pounce*, rake (2 claws +20, 2d6+8 set by its HD. Unless otherwise noted, each spell-like ability
plus 1d6 fire)*, roar* is usable 1/day. The caster level of these spell-like abilities
Spell-Like Abilities (CL 13th) equals the half-elemental’s HD or the caster level of the base
• 1/day---burning hands (DC 14), fireball (DC 16), fire seeds creature’s spell-like abilities, whichever is higher. They also
(20), fire shield, fire storm (DC 21), produce flame, gain the drench special attack.
Spells Prepared (CL 6th; concentration +9)*
HD Abilities
• 3rd---bestow curse (DC 16), searing light, speak with dead
1-3 obscuring mist
• 2nd---bull’s strength, calm emotions (DC 15), cure moderate
4-5 fog cloud
wounds, resist energy
6-8 water breathing
• 1st---comprehend languages, divine favor, remove fear,
9 - 10 control water
shield of faith
11 - 13 icestorm
• 0th---detect magic, guidance, purify food and drink,
14 - 15 cone of cold
stabilize
16 - 18 acid fog
STATISTICS 19+ horrid wilting
Str 27, Dex 14, Con 20, Int 16, Wis 17, Cha 17
Base Atk +13; CMB +22; CMD 34 (38 vs. trip) • Drench (Ex): A half-water elemental can extinguish
Feats Alertness, Cleave, Flyby Attack, Great Cleave, Hover, mundane fires of up to bonfire size with a touch. The
Improved Critical (claw), Improved InitiativeB, Power Attack half-elemental’s touch affects magical fires as if casting
Skills Fly +7, Intimidate +13, Knowledge (any one) +16, greater dispel magic as a sorcerer of the half-elemental’s
Perception +23, Sense Motive +13 , Survival +16 level or hit dice.
Languages Common, Draconic, Sphinx Abilities: Increase from the base creature as follows:
Treasure standard Strength +2, Dexterity +2, and Constitution +2.
Environment warm deserts and hills
Organsation solitary Feats: Half-water elementals gain Cleave as a bonus feat.
*androsphinx ability
SAMPLE HALF-WATER ELEMENTAL
CREATING A HALF-WATER ELEMENTAL HALF-WATER ELEMENTAL NYMPH CR 10
“Half-elemental (water)” is a template that can be added to
any corporeal creature (hereafter referred to as the “base XP 9,600
creature”). It uses all the base creature’s statistics and special CG Medium fey
abilities except as noted here. Init +6; Senses low-light vision; Perception +14
Aura blinding beauty (30 ft., DC 21)
Challenge Rating: HD 5 or less, as base creature + 2, HD 6 to
13, as base creature + 3; HD 14+, as base creature + 4.
DEFENSE

Armor Class: A half-water elemental’s natural armor bonus AC 28, touch 24, flat-footed 21 (+7 deflection, +6 Dex, +1
increases by 4. dodge, +4 natural)
hp 68 (8d6+40)
Special Qualities and Defenses: A half-water elemental Fort +13, Ref +19, Will +16
retains all the special qualities and defenses of the base Defensive Abilities fire evasion, resilience; DR 10/cold iron
creature and gains those listed below.

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OFFENSE Melee: The half-medusa retains all the attacks of the base
creature and also gains a secondary bite attack that deals
Speed 30 ft., swim 40 ft. 1d4 damage and delivers the poison detailed below.
Melee mwk dagger +11 (1d4+1/19–20)
Special Attacks: A half-medusa gains the following.
Special Attacks stunning glance, water mastery
Spell-Like Abilities (CL 8th) • Half-Medusa Poison (Ex): Type poison (injury); Save
◊◊ 1/day---dimension door, fog cloud, obscuring mist, water Fortitude DC (10+1/2 hit dice+Con mod); Frequency 1/
breathing. round for 6 rounds; Effect 1d2 temporary Strength
Druid Spells Prepared (CL 7th) damage; Cure 1 save.
◊◊ 4th---summon nature’s ally IV • Stunning Gaze (Su): Stun for 1d4 rounds, 30 foot range.
◊◊ 3rd---call lightning (DC 16), cure moderate wounds, water Fortitude save DC (10+1/2 hit dice+Cha mod).
breathing Abilities: Increase from the base creature as follows:
◊◊ 2nd---barkskin, flame blade, resist energy, tree shape Dexterity +2, Charisma +2.

◊◊ 1st---charm animal (DC 14), endure elements, entangle (DC Feats: A half-medusa gains Weapon Finesse as a bonus feat.
14), obscuring mist, produce flame
SAMPLE HALF-MEDUSA
◊◊ 0th---detect magic, guidance, light, stabilize
SNAKEHEAD ORC CR 3
STATISTICS
XP 800
Str 12, Dex 23, Con 20, Int 16, Wis 17, Cha 25 Half-medusa Orc
Base Atk +4; CMB +10; CMD 29 Orc warrior 1
Feats Agile Maneuvers, CleaveB, Combat Casting, Dodge, CE Medium monstrous humanoid
Weapon Finesse Init +1; Senses darkvision 60 ft.; Perception –1
Skills Diplomacy +18, Escape Artist +17, Handle Animal +15, Weakness light sensitivity
Heal +11, Knowledge (nature) +14, Perception +14, Sense
DEFENSE
Motive +14, Stealth +17, Swim +20
Languages Common, Sylvan AC 15, touch 11, flat-footed 14 (+3 armor, +1 natural, +1 Dex)
SQ inspiration, unearthly grace, wild empathy +21 hp 6 (1d10+1)
Treasure standard (includes dagger) Fort +3, Ref +1, Will –1
Environment temperate forests Defensive Abilities ferocity*
Organisation solitary
OFFENSE
*Nymph ability
Speed 30 ft.

HALF-MEDUSA Melee falchion +5 (2d4+4/18–20), bite -1 (1d4+1 plus poison)


Ranged javelin +2 (1d6+3)
Scholars have spent years debating just how medusas Special Attacks poison (DC 11), stunning gaze (DC 9)
procreate, given that every known member of the race
STATISTICS
is female. While most agree that there were once male
members of a related race that lived in societies with Str 17, Dex 13, Con 12, Int 7, Wis 8, Cha 8
medusas (much as dryads and satyrs do), there is no evidence Base Atk +1; CMB +4; CMD 15
that such creatures still exist. Instead it is believed that in Feats Weapon Focus (falchion), Weapon FinesseB
order to find mates, medusas must use shapeshifting magic Skills Intimidate +3
to assume forms that do not kill with a look. Though most of Languages Common, Orc
a medusa’s children are pureblood, a few show traits of their SQ weapon familiarity
other heritage as well. Treasure standard plus NPC gear (studded leather armor,
falchion, 4 javelins)
CREATING A HALF-MEDUSA Environment temperate hills, mountains, or underground
“Half-medusa” is a template that can be added to any Organisation solitary, gang (self plus 1–3 orcs), squad (self
humanoid or monstrous humanoid (hereafter referred to plus 10–19 orcs plus 2 sergeants of 3rd level and 1 leader
as the base creature). It uses all the base creature’s statistics of 3rd–6th level), or band (self plus 29–99 orcs plus 150%
and special abilities except as noted here. noncombatants plus 1 sergeant of 3rd level per 10 adults,
1 lieutenant of 5th level per 20 adults, and 1 leader of 7th
Challenge Rating: As base creature +2. level per 30 adults)
Size and Type: If the base creature is humanoid, its type *Orc ability
changes to monstrous humanoid. Change racial hit dice
to d10s. If the half-medusa has any class levels, it gains hit
points from those normally.
Armor Class: A half-medusa’s natural armor bonus
improves by 1.

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HALF-RAKSHASA SAMPLE HALF-RAKSHASA
Like many evil outsiders, rakshasas enjoy tempting good FAERIL EVESHADE CR 12
mortals into sinful acts, establishing circles of cultists and XP 19,200
worshipers, and passing themselves off as mortals to get Half-rakshasa elf cleric 10
to powerful forces of good (the better to destroy or corrupt NE Medium outsider (elf, native, shapechanger)
them). Though most fiends’ offpsring have similarities Init +3; Senses darkvision (60 ft.), low-light vision;
(represented by the half-fiend template), the children of Perception +12
rakshasas are different. They inherit more of the rakshasa’s
DEFENSE
shapeshifting ability along with greater speed and physical
toughness, as well as powerful innate spellcasting. AC 22, touch 15, flat-footed 19 (+4 armor, +2 deflection +3
Half-rakshasas look like their mortal parent with a Dex, +3 natural)
few minor alterations. Most common of these are a sixth hp 88 (10d8+30)
Fort +9, Ref +5, Will +13; +2 vs. enchantments
finger on one or both hands, hair on the tongue, unusually
Immune magic sleep*, poison; Resist acid, cold, electricity,
large ears, pronounced canines, a snub nose, and facial hair
fire (20)
similar to a tiger’s mane. Half-rakshasas who know of their
parentage often use their alternate form ability to assume a
shape closer to the humanoid tiger of a rakshasa, but this is OFFENSE
not their natural appearance. Speed 40 ft.
Melee +2 sickle +8/3 (1d6+1), bite +5 (1d6-1) or 2 claws +10
CREATING A HALF-RAKSHASA (1d4-1), bite +10 (1d6-1)
“Half-rakshasa” is a template that can be added to any Ranged sling +10 (1d6-1)
Special Attacks channel energy, scythe of evil
corporeal creature (hereafter referred to as the “base
Domain Spell-like Abilities (CL 10th)
creature”). It uses all the base creature’s statistics and special
• 8/day---battle rage, touch of evil
abilities except as noted here.
Cleric Spells Prepared (CL 10th; concentration +15)
Challenge Rating: HD 5 or less, as base creature + 2; HD • 5th—dispel good (DC 20), slay living (DC 20), wall of stone
6–10, as base creature + 3; HD 11 or more, as base creature (DC 20)
+ 4.
• 4th—air walk, dimensional anchor, divination, divine
Size and Type: The creature’s type changes to outsider, power, poison (DC 19)
it retains any subtypes it had and gains the native and
• 3rd—bestow curse (DC 18), blindness/deafness (DC 18),
shapechanger subtypes.
dispel magic, inflict serious wounds (DC 18), magic circle
Armor Class: A half-rakshasa’s natural armor improves by against good
3. • 2nd—aid, augury, bull’s strength, death knell (DC 17), hold
Special Abilities: A half-rakshasa retains the qualities of the person (DC 17), spiritual weapon
base creature, as well as gaining darkvision 60 ft.; immunity • 1st—bane (DC 16), cause fear (DC 16), command (DC 16),
to poison; acid, cold, electricity and fire resist 10. divine favor, doom (DC 16), protection from good
Speed: Increase the base land speed of the half-rakshasa by • 0—bleed (DC 15), detect magic, mending, detect poison
10 feet. Combat Gear potion of neutralize poison (2), potion of cure
Melee: The half-rakshasa retains the base creature’s natural light wounds (5)
attacks and gains bite and claw attacks. If the base creature STATISTICS
does not have bite or claw attacks, they gain bite and 2 claws
that deal damage for a creature of the appropriate size. Str 8, Dex 17, Con 16, Int 14, Wis 20, Cha 23
Base Atk +7; CMB +6; CMD 19
Special Attacks: The half-rakshasa retains all the special Feats Dodge, Extra Channel, Iron Will, Mobility, Weapon
attacks of the base creature. It also gains the following: Finesse
Skills Diplomacy +17, Knowledge (arcana) +13, Knowledge
• Alternate Form (Su): Twice per day, a half-rakshasa can (religion) +13, Perception +15, Spellcraft +13 (+15 to
assume the shape of any humanoid its own size or one determine the properties of a magic item); Racial Modifiers
size smaller. This works like alter self as cast by a 12th +2 Perception*
level sorcerer. Languages Abyssal, Common, Elven
Abilities: Increase from the base creature as follows: Dex +2, SQ alternate form, aura, domains (evil, war), elven magic,
Con +2, Int +2, Wis +2, Cha +4. spontaneous casting, weapon master
Gear Combat gear plus ring of protection +2, +2 sickle, chain
Skills: A half-rakshasa gains skill points as an outsider of its shirt.
hit die. When using its alternate form ability, a half-rakshasa Treasure Standard (includes worn items and gear).
receives a +10 circumstance bonus on Disguise checks. Environment Any.
Organisation Solitary or strike force (self plus 1-4
humanoids with class levels)
*elf ability

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SAMPLE QUADRUPEDAL CREATURE
QUADRUPEDAL LIZARDFOLK CR 3
XP 800
Quadrupedal lizardfolk
N Medium monstrous humanoid (reptilian)
Init +1; Senses darkvision (60 ft.), low-light vision;
Perception +8
DEFENSE
AC 18, touch 11, flat-footed 17 (+5 natural, +2 shield, +1 Dex)
hp 34 (4d10+12)
Fort +3, Ref +5, Will +5
OFFENSE
Speed 50 ft., swim 15 ft.
Melee morningstar +8 (1d8+4), bite +6 (1d4+2), or claw +8
(1d4+4), bite +8 (1d4+4)
Ranged javelin +5 (1d6+4)
STATISTICS
Str 18, Dex 12, Con 15, Int 13, Wis 12, Cha 14
Base Atk +4; CMB +8; CMD 19 (23 vs. Trip)
QUADRUPEDAL CREATURES Feats Multiattack, Toughness
Skills Acrobatics +9, Perception +8, Stealth +8, Survival +8,
Rather than mixing freely, some monstrous humanoids have Swim +19; Racial Modifiers +4 Acrobatics
the head and torso of a thinking, human-shaped race and the Languages Draconic, Common
lower body of a bestial creature. They generally have four SQ hold breath*
legs but may have more or fewer, depending on the donor Treasure NPC gear (heavy wooden shield, morningstar, 3
creature. Like the centaur, these half-breeds have the speed javelins)
Environment temperate swamps
and power of their lower bodies and the intelligence and
Organisation solitary, pair, colony (3-6)
manipulative capabilities of their upper bodies. Rarer than
*Lizardfolk ability
bipedal creatures, they are also generally more civilized, and
may form complex societies of their own.
TITANBLOODED
CREATING A QUADRUPEDAL Titans are among the most powerful of outsiders, just short
CREATURE of divinity but able to hold their own against demons and
“Quadrupedal creature” is a template that can be added to devils. Titans rarely work for gods, instead gathering
any humanoid or monstrous humanoid (hereafter referred into groups to pursue goals of their own. Their interests
to as the base creature). It uses all the base creature’s frequently bring them to the world of mortals, and they
statistics and special abilities except as noted here. have no compunctions about interfering. Because they are
emotional creatures and have access to powerful magic,
Challenge Rating: Same as base creature +2.
titans sometimes take mortal mates, whether as lifelong
Size and Type: The creature’s type changes to monstrous companions or brief amusements. Though children are
humanoid if it isn’t already. The size becomes either Large, rarely born of such unions, titanbloodeds sometimes arise.
or Medium if they are smaller. Change Hit Dice to d10s and Titanbloodeds are extremely powerful, among the most
add 2 HD. If the quadrupedal creature has any class levels, it potent of mortal creatures. They are strong and resilient,
gains hit points from those normally. with at least some spellcasting ability. A titanblooded looks
like a perfect specimen of the mortal parent’s race, with a
Special Qualities: A quadrupedal creature gains darkvision
powerful frame and robust physique. Many of legend’s
out to 60 feet.
greatest heroes are titanblooded. In fact, some heroes
Speed: Increase base land speed by 20 feet. supposedly descended from gods were actually the offspring
Melee: The quadrupedal creature retains all bite or claw of titans, who are worshiped as deities in some lands.
attacks, as well as any ability to wield hand-held weapons. According to some dark myths, it is possible to assume
some of the power of a titan in a ritual that requires drinking
Abilities: Increase from the base creature as follows: Str +4, its heart’s blood. Even if this is true, few mortals can capture
Dex +2, Con +2, Int +4, Wis +2, Cha +4. and kill a titan, and fewer still have access to the lore
Skills: A quadrupedal creature can re-allocate skill points as required to perform such a ritual.
a monstrous humanoid of its racial Hit Dice.
Feats: Retrain the feats granted by the base creature’s racial
Hit Dice (in addition to any new feats granted by their
increased Hit Dice).

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CREATING A TITANBLOODED SAMPLE TITANBLOODED
“Titanblooded” is a template that can be added to any TITANBLOODED MINOTAUR CR 6
corporeal creature (hereafter referred to as the “base
creature”). It uses all the base creature’s statistics and special XP 2,400
abilities except as noted here. CE Large outsider (native)
Init +0; Senses darkvision 60 ft.; Perception +15
Challenge Rating: HD 10 or less, as base creature + 2, HD 11
to 16, as base creature + 3; HD 17+, as base creature + 4. DEFENSE
Size and Type: The creature’s type changes to outsider, it AC 22, touch 9, flat-footed 22 (+13 natural, –1 size)
retains any subtypes it had and gains the native subtype. hp 69 (6d10+36)
Fort +9, Ref +5, Will +7
Armor Class: A titanblooded’s natural armor improves by 8.
Defensive Abilities natural cunning*; DR 5/magic and
Special Qualities and Defenses: A titanblooded retains the silver; SR 17
qualities of the base creature, as well as gaining damage
reduction and spell resistance based off hit dice:
OFFENSE
Speed 50 ft.
HD DR SR Melee greataxe +16/+11 (3d6+16/×3) and gore +11 (1d6+5)
1-5 5/silver 12 Space 10 ft.; Reach 10 ft.
6 - 10 5/magic and silver 17 Special Attacks powerful charge (gore +18, 2d6+16)
11 - 15 10/magic and silver 21 Spell-like Abilities (CL 6th)
16+ 15/magic and silver 25 • 1/day---charm person, invisibility, levitate, summon
Speed: Increase the base land speed of the base creature by nature’s ally II
20 feet. • 3/day---bless, cure light wounds
Special Attacks: The titanblooded retains all the special STATISTICS
attacks of the base creature. They also gain spell-like abilities
based off their hit dice. These spell-like abilities are usable Str 33, Dex 10, Con 21, Int 11, Wis 14, Cha 10
once per day unless noted otherwise. They are cast as a Base Atk +6; CMB +18; CMD 28
sorcerer with a caster level equal to the titanblooded’s hit Feats Great Fortitude, Improved Bull Rush, Power AttackB,
dice: Toughness
Skills Bluff +9, Intimidate +9, Perception +15, Sense
HD Abilities Motive +11, Stealth +9, Survival +15; Racial Modifiers +4
bless 3/day, charm person or Perception, +4 Survival
1-2
charm animal Languages Giant
cure light wounds 3/day, Treasure standard (includes greataxe)
3-4
levitate Environment temperate ruins or underground
invisibility, summon nature’s Organisation solitary, pair (self plus 1 minotaur), or gang
5-6 (self plus 2–3 minotaurs)
ally II
7-8 remove curse, remove fear *minotaur ability
9 - 10 holy smite
11 - 12 hold person
13 - 14 commune with nature
15 - 16 eyebite
17 - 18 etherealness
19+ fire storm
Abilities: Increase from the base creature as follows:
Strength +14, Constitution +6, Intelligence +4, Wisdom +4,
Charisma +2.
Skills: A titanblooded gains skill points for an outsider of its
racial hit die.
Feats: Titanblooded gain Power Attack as a bonus feat.

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Chapter 4: performance does not use your daily rounds per day of
bardic music, but it only affects creatures who share a type
USING THE BLOOD or subtype with you.

Race is not the only thing found in one’s heritage. Through


strange legacies, deliberate mutation, or forays into blood
Blood Affinity [Heritage]
Your nature enhances spells for which you have an affinity.
magic, characters can unlock more capabilities from their
ancestry and wield the magic of their race in battle against Benefits: Spells you cast with a descriptor that matches one
their foes. This chapter presents new feat, prestige class, of your subtypes (such as a spell with the good descriptor
spell, and item options for characters themed around race in cast by a creature with the good subtype) have their caster
all of its forms - as paragons, freaks, or rebels. level and save DCs increased by 1.

FEATS Blood Frenzy [Heritage]


The deaths of your enemies impel you to ever-greater acts of
violence.
HERITAGE FEATS Prerequisites: Base attack bonus +6, and chaotic, dwarf,
Many of the feats presented here are heritage feats - feats evil, fire, goblinoid, orc, or reptilian subtype and/or dragon,
that represent unlocking the latent potential in your mixed monstrous humanoid, or undead type.
blood, or even differences, deliberate mutations, or divine Benefits: You gain a cumulative +1 racial bonus to attack
gifts within creatures of pure blood. These capabilities might and damage rolls whenever a hostile creature (with 2 or
appear over time, as the result of exposure to magic that more Hit Dice) within 60 ft. of you is reduced to 0 or less
awakens the blood (even on accident) or deliberately, as hit points, which lasts for up to 1 minute or until the end
the creature trains their capabilities. Heritage feats usually of the encounter, whichever is shorter. You must be able to
require a creature to have one or more creature types or perceive the creature being reduced to 0 or less hit points to
subtypes in order to gain their benefits. gain the bonus from it.

Aerial Wings [Heritage] Champion’s Presence [Heritage]


Your wings have strengthened to the point of allowing flight. You bolster those who share beliefs similar to your nature.
Prerequisites: Vestigial Wings, 7th level or higher. Prerequisites: Chaotic, evil, good, or lawful subtype.
Benefits: Your wings strengthen; you gain a fly speed equal Benefits: Allies (other than you) within 30 ft. who share an
to double your base land speed with good maneuverability. alignment component with one of your subtypes gain a +1
morale bonus to armor class, saving throws, and skill checks.
Altered Life [Heritage]
Your unusual nature affects your vitality, bolstering you in Feral Fighter [Combat, Heritage]
ways different from other mortals. You were born with - or developed - claws or fangs that you
Prerequisites: Aberration, fey, ooze, plant, or undead type. can use in battle.
Benefits: Choose Wisdom or Charisma. You calculate your Prerequisites: Aberration, dragon, fey, magical beast,
bonus hit points per Hit Die based on the chosen ability score monstrous humanoid, or undead type and/or reptilian
instead of your Constitution. subtype.
Benefits: Choose bite or 2 claws. You gain the natural
Ancestor’s Breath [Heritage] weapon(s) chosen, as normal for a creature of your size. You
You can tap into your ancestor’s elemental energy to breath may not gain a natural weapon of a type you already possess
that same energy upon your enemies. in this fashion.
Prerequisites: Aberration, dragon, magical beast, ooze, or Special: You may select this feat up to twice.
undead type, and/or cold or fire subtype.
Benefits: Choose acid, cold, fire, electricity, negative energy, Greater Sanguine Sorcery [Heritage]
or sonic, then 30 ft. cone or 60 ft. line. You gain a breath You have honed the magic of your heritage to its peak.
weapon usable once every 2 rounds that deals 1d6/level Prerequisites: Improved Sanguine Sorcery, 13th level or
damage of the chosen type. A successful Reflex save (DC 10 higher.
+ 1/2 your Hit Die + your Constitution modifier) halves this Benefits: Choose confusion, dimension door, or shadow
damage. conjuration. You may use the chosen spell as a spell-like
ability once per day, at a caster level equal to your character
Bloodsong Adept [Heritage] level. At 15th level, and every 5 levels thereafter, you gain an
With the aid of subtle blood magics, you inspire your fellows additional use per day of the chosen spell.
more easily. Special: You may select this feat more than once. Each time,
Prerequisites: Bardic performance, Harmonic Spell. you choose a different spell from the above list.
Benefits: When starting any bardic performance, you may
choose to make it a bloodsong performance. If you do, the

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Greater Spark of Divinity [Heritage] Kinslayer [Heritage]
Your divine blood reaches its peak of concentration and power. You have a talent for harming those like yourself.
Prerequisites: Improved Spark of Divinity, 13th level or Benefits: You gain a +1 competence bonus on attack and
higher. damage rolls made against creatures that share a type or
Benefits: Choose death ward, divine power, or flame strike. subtype with you. Those creatures suffer a -1 penalty on
You may use the chosen spell as a spell-like ability once per saving throws made against your abilities, maneuvers,
day, at a caster level equal to your character level. At 15th powers, and spells.
level, and every 5 levels thereafter, you gain an additional
use per day of the chosen spell. Mighty Frame [Heritage]
Special: You may select this feat more than once. Each time,
You are extraordinarily strong for your size.
you choose a different spell from the above list.
Prerequisites: Base attack bonus +4, and dwarf, giant, or
orc subtype and/or dragon, magical beast, or monstrous
Hold Prey [Monster] humanoid type.
You pull your prey in and don’t let go. Benefits: You gain the powerful build special quality, which
Prerequisites: Base attack bonus +4, and bite or tentacle lets you function in many ways as if you were one size
natural weapon. category larger.
Benefits: You gain the grab special attack with your bite and/ Whenever you are subject to a size modifier or special
or tentacle attacks. size modifier for a Combat Maneuver Bonus or Combat
Maneuver Defense (such as during grapple checks, bull rush
Improved Sanguine Sorcery attempts, and trip attempts), you are treated as one size
larger if doing so is advantageous to you.
[Heritage]
You are also considered to be one size larger when
Your blood-born sorcery intensifies, offering greater
determining whether a creature’s special attacks based on
capabilities.
size (such as grab or swallow whole) can affect you.
Prerequisites: Sanguine Sorcery, 7th level or higher. You may use weapons designed for a creature one size
Benefits: Choose dispel magic, haste, or invisibility. You may larger without penalty. However, your space and reach
use the chosen spell as a spell-like ability once per day, at a remain those of a creature your actual size. The benefits of
caster level equal to your character level. At 10th level, and this ability stack with the effects of abilities, powers, and
every 5 levels thereafter, you gain an additional use per day spells that change the subject’s size category.
of the chosen spell.
Special: You may select this feat more than once. Each time,
Mixed Blood [Heritage]
you choose a different spell from the above list.
You come from a family with diverse heritage.
Improved Spark of Divinity [Heritage] Benefits: Choose one: aberration, air, chaotic, cold, dragon,
You hone your divine connection further, gaining additional dwarf, earth, elf, evil, fey, fire, giant, gnome, goblinoid, good,
capabilities. halfling, lawful, magical beast, monstrous humanoid, orc,
Prerequisites: Spark of Divinity, 7th level or higher. ooze, outsider, plant, reptilian, undead, or water. Gain the
Benefits: Choose hold person, magic circle against alignment benefits associated with your chosen type or subtype from
or resist energy. You may use the chosen spell as a spell-like table 4-1 on the next page. You may choose a subtype that is
ability once per day, at a caster level equal to your character not appropriate for your creature type (such as a monstrous
level. At 10th level, and every 5 levels thereafter, you gain an humanoid gaining the dwarf subtype through this feat). Do
additional use per day of the chosen spell. not recalculate your base attack bonus, saving throws, skill
Special: You may select this feat more than once. Each time, points, or Hit Dice.
you choose a different spell from the above list. Special: You may take this feat multiple times. Each time,
you choose a different type and/or subtype from the above
list. You may not select a type or subtype you already possess
Instinctive Grappler [Heritage]
or gain both the cold and fire subtypes through this feat.
Your instincts are to grab an enemy and crush and tear at
Unlike other creatures with the air subtype, a creature who
them while they struggle against you.
gains the air subtype with this feat does not gain or improve
Prerequisites: Improved Grapple, and aberration, dragon, a fly speed.
magical beast, or ooze type.
Benefits: You gain the constrict special attack, dealing
Overflowing Life [Heritage]
1d4+Strength modifier damage (the damage value given
You have developed unusual amounts of life force in your body.
is for Medium creatures). If you already have a constrict
special attack its damage increases by one die step. Prerequisites: Toughness, and aberration, fey, ooze, or plant
type.
Benefits: You gain fast healing 2.

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Table 4-1: Creature Subtypes
Base Creature Type Benefits
You gain the aberrant subtype. Additionally, you gain
aberration darkvision 60 ft. or your existing darkvision improves by 30
ft.
You gain the air subtype, and you gain a +1 dodge bonus to
air
AC vs. ranged attacks as well as immunity to inhaled poisons.
You gain the chaotic subtype, and you gain a +2 racial bonus
chaotic
on saves against effects with the lawful descriptor.
You gain cold resistance equal to 5 + your level. At 7 Hit Dice,
cold
you gain the cold subtype.
You gain the drakeblood subtype, and you gain the scent
dragon
special quality.
You gain the dwarf subtype, and you gain a +2 competence
dwarf bonus to your CMD when resisting a bull rush or trip attempt
while standing on the ground.
You gain the earth subtype, and your natural armor bonus
earth
increases by 1.
You gain the elf subtype, and you gain a +1 racial bonus on
elf Perception checks and ranged attack rolls involving a bow,
crossbow, or firearm.
You gain the evil subtype, and you gain a +2 racial bonus on
evil
saves against effects with the good descriptor.
You gain the feyblood subtype, and you gain a +2 racial
fey
bonus on saves against compulsions.
You gain fire resistance equal to 5 + your level. At 7 Hit Dice,
fire
you gain the fire subtype.
You gain the giant subtype, and you gain a +2 racial bonus
giant on Intimidate checks and a +1 competence bonus on CMB
and CMD.
You gain the gnome subtype, and you gain a +1 racial bonus
gnome
to Craft and Perception checks.
You gain the goblinoid subtype, and you gain a +2 racial
goblinoid
bonus on Stealth checks.
You gain the good subtype, and you gain a +2 racial bonus on
good
saves against effects with the evil descriptor.
You gain the halfling subtype, and you gain a +1 racial
halfling bonus on Acrobatics checks and attacks made with thrown
weapons.
You gain the lawful subtype, and you gain a +2 racial bonus
lawful
on saves against effects with the chaotic descriptor.
You gain the beastblood subtype, and you gain a +1 racial
magical beast
bonus to Fortitude saves.
You gain the crossblood subtype, and your natural armor
monstrous humanoid
bonus increases by 1.
You gain the orc subtype, and you gain a +1 racial bonus on
orc
melee attack and damage rolls.
You gain the slimeblood subtype, and you gain acid resistance
ooze
5.
Your type changes to outsider (native), and you gain a +2
outsider
racial bonus to Knowledge (planes) checks.
You gain the earthblood subtype, and you gain low-light
plant vision and do not need food to survive, provided you spend
at least 1 hour a day in sunlight.
You gain the reptilian subtype, and you gain a 15 ft. climb
reptilian
speed.
You gain the graveblood subtype, and you gain negative
undead
energy resistance 5.
You gain the water subtype and a swim speed equal to your
water
land speed.

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Resist Kindred [Heritage] caster level equal to your character level. At 4th level, and
You know how to defend against those like yourself. every 4 levels thereafter, you gain an additional use per day
of the chosen spell.
Benefits: You gain a +1 competence bonus to armor class
Special: You may select this feat more than once. Each time,
and saving throws against creatures that share a type or
you choose a different spell from the above list.
subtype with you.
Sanguine Sorcery [Heritage] Unnatural Resilience [Heritage]
Your unnatural nature infuses your body, letting you resist
Your magical heritage has bestowed limited magical power
assaults against it in unusual ways.
upon you.
Prerequisites: Aberration, fey, ooze, outsider or undead
Prerequisites: Aberration or fey type.
type.
Benefits: Choose charm person, mage armor, or magic
Benefits: Choose Intelligence or Charisma. You use the
missile. You may use the chosen spell as a spell-like ability
chosen ability score in place of Constitution as a modifier to
once per day, at a caster level equal to your character level.
your Fortitude saves.
At 4th level, and every 4 levels thereafter, you gain an
additional use per day of the chosen spell.
Special: You may select this feat more than once. Each time, Vestigial Wings [Heritage]
you choose a different spell from the above list. You were either born with or developed a pair of weak wings.
Prerequisites: Dragon, fey, magical beast, monstrous
Scrambler’s Gift [Heritage] humanoid, or outsider type and/or air subtype.
You know how to climb exceptionally well. Benefits: You have developed small wings; when you fall
you can slow your descent by making a DC 15 Fly check to
Prerequisites: Climb 4 ranks, and claw natural attack and/or
fall safely without taking falling damage, albeit at a rate of
aberration, fey, magical beast, monstrous humanoid, ooze,
20 feet a round. When falling safely, you can make another
or undead type and/or earth, giant, or reptilian subtype.
DC 15 Fly check to glide, moving 5 feet laterally every round.
Benefits: You gain a climb speed equal to 1/2 your land
speed. If you already have a climb speed, it instead improves
by 10 ft. Woeful Stench [Heritage]
Your enemies recoil in disgust when they strike you.
Small Stature [Heritage] Prerequisites: Aberration, ooze, or undead type and/or evil
Unusually small and nimble for your race, you can squeeze or reptilian subtype.
into tight places. Benefits: When you take damage, you exude a horrible
stench. Anyone within 10 feet of you must make a Fortitude
Prerequisites: Base attack bonus +3, and elf, gnome,
save (DC 10 + 1/2 your Hit Die + your Constitution modifier)
goblinoid, halfling or reptilian subtype and/or aberration,
or be sickened for 1 minute. This is a poison effect.
fey, or ooze type.
Benefits: You gain the flexible frame special quality, which
allows you to function in many ways as though you were one
size smaller.
If you would be subject to a size modifier or a special
size modifier for an opposed check (such as Stealth), you are
treated as being one size smaller if it is advantageous to you.
You are considered to be one size smaller when
“squeezing through” restrictive spaces, and may use
weapons designed for creatures one size smaller without
penalty. Your space and reach remain that of a creature
your actual size. The effects of this ability stack with those of
abilities, powers, and spells that change the subject’s size.

Spark of Divinity [Heritage]


Your ancestral connection to divine energies permits you to
cast certain spells.
Prerequisites: Chaotic, evil, good, or lawful subtype and/or
outsider type.
Benefits: Choose bless, command, or shield of faith. You may
use the chosen spell as a spell-like ability once per day, at a

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PRESTIGE CLASSES CLASS SKILLS
The bloodsong heritor’s class skills (and the key ability for
The following prestige classes all carry themes of race and each skill) are: Knowledge (any) (Int), Perform (Cha), and
heritage; bloodsong heritors combine ancient magic with Spellcraft (Int).
their race’s culture, kithlords lead their race into battle as
paragons, kith hunters rebel against their heritage, and Skill Points at Each Level: 6 + Int modifier.
mongrels embrace even the tiniest scrap of kinship in their
blood.
CLASS FEATURES
All of the following are class features of the bloodsong
BLOODSONG HERITOR heritor prestige class.
Every race has a song to sing, a story to tell to the world. The
bards who become bloodsong heritors are those who have Weapon and Armor Proficiency: Bloodsong heritors gain
chosen to take up that song. Exemplifying the art and culture no proficiency with any weapons and armor.
of their peoples, bloodsong heritors unlock sanguine music
that inspires their allies and fills their veins with its strange,
pounding beat. Bloodsong heritors all begin as bards, and Spells Per Day: At every level except 1st and 10th, the
most of them are bards with an interest in preserving and bloodsong heritor gains new spells per day as if she had also
promoting their race’s culture and unique nature in the gained a level in bard. She does not, however, gain other
wider world around them. While not all bards with that benefits a bard would have gained (such as class features).
interest become bloodsong heritors, some discover a natural This essentially means that she adds those levels of bloodsong
talent for the bloodsong, while others unearth it in ancient heritor to her levels of bard, then determines spells per day,
tomes or learn it from a fellow heritor. However it happens, spells known, and caster level accordingly.
they begin their journey into the heart and soul of their
people, understanding it from a different perspective than Bloodsong (Su): The bloodsong heritor learns songs woven
their peers. with blood magic and her peoples’ ancient ancestry. She
Bloodsong heritors can be found in any race that has gains additional rounds per day of her bardic performances
bards, though truly old races produce them more often than equal to her levels in this class, and learns the following
younger races do. Many half-breeds become bloodsong bardic performances as she gains levels in bloodsong
heritors, looking to understand where they come from and heritor. Bloodsong performances may have auditory or
then falling in love with their heritage. visual components, or both, as chosen by the bloodsong
heritor when she begins each performance.
Alignment: Any.
Hit Die: d8. • War Hymn: The bloodsong heritor learns this
Role: Support; bloodsong heritors enhance their allies and performance at 2nd level; she drives her allies with a
use harmonic magic to bolster their spellcasting. song of war and glory in battle. Her allies may make an
additional 5 ft. step each round and gain a +1 morale
bonus on attack and damage rolls.
REQUIREMENTS
To qualify to become a bloodsong heritor, a character must • Bolstering Rhythm: The bloodsong heritor learns this
fulfill all the following criteria. performance at 4th level; she bolsters her allies with
memories of hearth, home, and peace. She expends three
Skills: Perform (any) 3 ranks. rounds of her bardic performance as a standard action,
Feats: Bloodsong Adept. and all allies within 60 ft. may immediately make a new
Spellcasting: able to cast 1st level bard spells. save against any undesired effects currently affecting
Special: bardic performance. them. If they succeed, the effects end immediately.
Bolstering rhythm cannot remove effects that do not
Table 4-2: Bloodsong Heritor
Level BAB Fort Save Ref Save Will Save Special Spells per day
1 +0 +0 +1 +1 Bloodsong, Harmonic En- -
hancement
2 +1 +0 +1 +1 War Hymn +1 level of Bard
3 +2 +1 +2 +2 Harmonic Blood +1 level of Bard
4 +3 +1 +2 +2 Bolstering Rhythm +1 level of Bard
5 +3 +1 +3 +3 Harmonic Balance +1 level of Bard
6 +4 +2 +3 +3 Furious Chord +1 level of Bard
7 +5 +2 +4 +4 Counter Resonance +1 level of Bard
8 +6 +2 +4 +4 Bloodsong Mastery +1 level of Bard
9 +6 +3 +5 +5 Harmonic Metamagic +1 level of Bard
10 +7 +3 +5 +5 Song of Sorrows -

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allow a saving throw. Unlike most performances, use the spell being countered or a spell specifically noted to
bolstering rhythm cannot be maintained and does not counter that spell).
require the bloodsong heritor to cease maintaining
another performance to activate. Bloodsong Mastery (Su): At 8th level, the bloodsong heritor’s
• Furious Chord: The bloodsong heritor leans this mastery over the bloodsong’s fundamental principles
performance at 6th level; she strikes down her enemies reaches its pinnacle. The effects of her performances that
with the ancient wrath of her people. She expends two can be maintained on creatures that share a type or subtype
rounds of her bardic performance as a standard action with her last for 2 rounds after she ceases performing, which
and deals 1d6/caster level sonic damage to a creature stacks with the other effects that prolong the effects of her
or object within 60 ft, ignoring hardness. A successful performances (such as the Lingering Performance feat).
Fortitude save (DC 10 + the bloodsong heritor’s class level
+ her Charisma modifier) halves this damage. Unlike Harmonic Metamagic (Su): At 9th level, the bloodsong
most performances, furious chord cannot be maintained heritor masters the final aspect of her harmonic magic.
and does not require the bloodsong heritor to cease She chooses Enlarge Spell, Extend Spell, or Still Spell (once
maintaining another performance to activate. made, this choice may not be changed). Spells she casts
while maintaining a bardic performance gain the benefits
• Song of Sorrows: The bloodsong heritor learns this
of the chosen feat without extending their casting time or
performance at 10th level; she draws on deep racial
increasing their spell level.
tragedy and the funeral traditions of her people. Enemies
within 60 ft. suffer a penalty equal to the bloodsong
heritor’s Charisma modifier to their AC, attack rolls, and KITH HUNTER
skill checks. For some unhappy beings, a certain hatred of themselves
or their kind is one of their defining traits. For various
Harmonic Enhancement (Ex): The bloodsong heritor reasons - shame, personal tragedy, revenge, horror, or
weaves her songs and spells together in a way few bards simple bloodlust - sapient beings take to hunting their own
ever learn to. She increases the caster level of spells she casts kind. For some, their hatred becomes all-consuming enough
while maintaining a performance by 1. This increases to +2 to become their life, and many of these beings become kith
at 5th level, and +3 at 10th level. hunters - specialists in terminating and stalking creatures
like themselves.
Harmonic Blood (Su): At 3rd level, the bloodsong heritor The most talented kith hunters are, perhaps surprisingly,
learns to exploit the blood sympathy she can create with her those of mixed blood. Quite aside from often having the
harmonic spells; while maintaining a bardic performance, most reason to hate their parentage, these mongrels and
whenever she casts a spell targeting a creature that shares half-breeds abuse the sympathy of their blood, leveraging
a type or subtype with her, she gains a +2 bonus to the save it against a wider spread of prey. Other kith hunters may
DCs of her spells until the beginning of her next turn and include assassins specializing in a specific type of prey,
deals 2 additional damage per die with those spells, if the rangers who have taken their hatred too far, and anyone
spell deals damage. with a reason to hold a grudge against their own.

Harmonic Balance (Su): At 5th level the bloodsong heritor Alignment: Any.
learns to repurpose the magical energies in her songs and Hit Die: d8.
spells. She may cast any bard spell she knows without Role: Any; kith hunters tend to resemble their previous
using one of her spells per day by instead expending bardic classes in how they approach confronting their kindred.
performance rounds equal to twice the spell’s level (rounded
down).
REQUIREMENTS
She may modify a spell cast with this ability with
To qualify to become a kith hunter, a character must meet
metamagic as normal, which may require expending more
the following requirements:
performances. It may only have a maximum spell level equal
to the highest level spell the bloodsong heritor can cast and
Skills: Knowledge (any one) 5 ranks.
still takes a full-round action to cast unless the bloodsong
Feats: Kinslayer.
heritor has another ability that reduces its casting time.
Special: Base attack bonus +5 or able to initiate 3rd level
Additionally, the bloodsong heritor may sacrifice a spell slot
maneuvers or able to manifest 3rd level powers or able to
as a swift action to regain a number of bardic performance
cast 3rd level spells.
rounds equal to the spell slot’s level, up to her full normal
maximum (any excess is wasted).
CLASS SKILLS
Counter Resonance (Su): At 7th level, the bloodsong heritor’s The kith hunter’s class skills (and the key ability for each
harmonic magic aids her when countering spells; she may skill) are Bluff (Cha), Diplomacy (Cha), Intimidate (Cha),
attempt to counterspell as an immediate action as long as Knowledge (any) (Int), Sense Motive (Wis), and Spellcraft
she maintained a bardic performance within the last round, (Int).
without needing to ready an action. She otherwise follows
the normal rules for counterspelling (including needing to Skill Points at Each Level: 4 + Int modifier.

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CLASS FEATURES count immediately after her turn ends. If the creature
All the following are class features of the kith hunter prestige reduced to 0 or less hit points shared a type or subtype with
class. the kith hunter she gains a +2 circumstance bonus to all d20
rolls until the end of the round. She still acts on her normal
Weapon and Armor Proficiency: Kith hunters gain no initiative count during the next round.
proficiency with any weapon or armor.
KITHLORD
Class Features: At 2nd level, and again at 4th level, the kith
In all societies, leaders rise; some rise on personal power,
hunter advances class features just as if she had gained a
others on political compromise, and some simply by
level in a class she belonged to previously. She does not,
inspiring those beneath them. Those leaders who become
however, gain any other benefit that a member of that class
Kithlords become who they are because they attempt to
might have gained (such as Hit Dice, base attack bonus
exemplify that which makes their kin great, combining
increases, or skill points). This essentially means that she
martial prowess and blood sympathy to spur their kith and
adds those levels of kith hunter to her levels of the previous
kin to new heights of valor. Off the battlefield, kithlords run
class and determines her class features (such as power
the range from tyrants to enlightened princes, but upon it
points, initiator level, and bonus feats) accordingly. If the
there is no mistaking the unique combination of combat
kith hunter had more than one class before she became a
prowess and blood sorcery that they bring to war with them.
kith hunter, she must choose one of them to augment with
Kithlords are generally martial characters, and are
this benefit; once made, this choice cannot be changed.
more common among savage societies than more “civilized”
cultures. A surprising number of half-breeds and part
Fratricidal Intent (Ex): The kith hunter’s hatred and
breeds become kithlords, forming living bridges between
specialized study spurs her forward; she adds her class level
one culture and another; these individuals can be great
to the bonus and penalty levied by her Kinslayer feat.
peacemakers, or warlords that drive shockingly well-
rounded armies to scourge the land.
Hunter’s Vigil (Ex): The kith hunter hones her senses into
a constant vigil; she does not suffer circumstance penalties
Alignment: Any.
to her Perception or Sense Motive checks, does not suffer
Hit Die: d10.
penalties for making a Perception check while sleeping,
Role: Leader; kithlords lead from the front, enhancing their
and suffers only half the normal penalties to Perception
allies with blood magic while also driving the fight to the
from blindness and/or deafness (the kith hunter does not
enemy.
automatically fail Perception checks while blinded or
deafened).
REQUIREMENTS
Bonus Feat: At 2nd level and again at 4th level, the kith To qualify to become a kithlord, a character must fulfill the
hunter’s obsession with hunting her own kin awakens new following requirements:
capabilities in her blood, which she may not necessarily
want or even be aware of until they happen. She gains a Base Attack Bonus: +5.
bonus heritage feat. Skills: Diplomacy 5 ranks, Knowledge (any) 5 ranks,
Scent the Blood (Ex): At third level, the kith hunter’s Spellcraft 2 ranks.
training and hate lets her recognize her enemies; she gains Feats: 1 or more heritage feats.
the scent special quality. The range of her scent is tripled
for the purposes of detecting creatures she shares a type CLASS SKILLS
or subtype with, and she may make a Knowledge check to The kithlord’s class skills (and the key ability for each
identify such creatures by scent alone at no penalty. skill) are: Bluff (Cha), Diplomacy (Cha), Intimidate (Cha),
Knowledge (any) (Int), Sense Motive (Wis) and Spellcraft
Matricidal Frenzy (Su): At fifth level, the kith hunter’s (Int).
hatred reaches its ascendance, spurring her to supernatural
feats of slaughter; whenever she reduces a creature to 0 hit Skill Points at Each Level: 4 + Int modifier.
points or less, she acts again this round, on the initiative

Table 4-3: Kith Hunter


Level BAB Fort Save Ref Save Will Save Special Class Features
1 +0 +1 +0 +1 Fratricidal Intent, -
Hunter’s Vigil
2 +1 +1 +0 +1 Bonus Feat +1 level of previous
class
3 +2 +2 +1 +2 Scent the Blood -
4 +3 +2 +1 +2 Bonus Feat +1 level of previous
class
5 +3 +3 +1 +3 Matricidal Frenzy -

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CLASS FEATURES throws as long as three or more allies (including himself)
All the following are class features of the kithlord prestige that share a type or subtype with him are within 60 ft. of the
class. kithlord.

Weapon and Armor Proficiency: Kithlords gain no Ennobled Blood (Su): At 4th level, the kithlord’s sovereign
proficiency with any weapon or armor. nature begins to shine forth; he gains a +2 bonus on
Charisma-based skill checks involving creatures that share
Bonus Feat: At first level, and again at fifth level and ninth a type or subtype with him. Furthermore, the kithlord may
level, the kithlord may select a bonus combat, heritage, or sacrifice himself for his allies; as a move action, the kithlord
teamwork feat. He must meet the prerequisites for this feat. may suffer 1 point of Constitution damage. If he does, allies
(other than him) within 60 ft. that share a type or subtype
Blood Sympathy (Su): The stirrings of blood magic within with the kithlord heal 1 point of ability damage in any ability
the kithlord call out to his kin, empowering them; allies score or heal 4d8 hp (each ally chooses which benefit they
within 60 ft. that share a type or subtype with the kithlord receive when the kithlord uses this ability).
(other than him) increase their racial bonuses to attack rolls,
damage rolls, and skill checks by 1. This bonus increases by 1 Covering Strike (Ex): A kithlord of 6th level or higher
at 3rd level, then again at 6th and 9th level (to a maximum of aggressively defends his allies; creatures that damage one of
+4). This ability only increases existing racial bonuses, such the kithlord’s allies provoke an attack of opportunity from
as an elf’s bonus to Perception checks. him.

Continued Training: At 1st level, the kithlord selects a class Sanctified Blood (Su): At 7th level the kithlord’s blood magic
he possessed before gaining levels in kithlord (once made, intensifies, bonding him ever-closer to his kindred. Up to
this choice cannot be changed). 1/2 the character’s levels twice per day, as a swift action, the kithlord may teleport to
in kithlord count as levels in that class for the purposes of an ally within 120 ft. that shares a type or subtype with him,
calculating level-dependent effects (such as caster level, arriving in a space adjacent to that ally. Furthermore, the
and smite evil damage), as well as for racial favored class kithlord’s allies (other than him) gain temporary hp equal to
bonuses. Only calculations based on level are affected; the his character level whenever they benefit from his ennobled
kithlord does not gain any other benefits of levels in that blood ability. These temporary hp last for up to 1 hour and
class, such as additional uses of abilities, additional spells do not stack with themselves.
per day, or additional spells known.
Scarlet Defender (Su): A kithlord of 8th level and higher is
Rallying Cry (Ex): At 2nd level, the kithlord can let out an a true champion, rushing to defend his allies and crush their
inspiring battlecry that spurs his allies forward. Once per enemies. As an immediate action, the kithlord may move up
encounter, as a swift action, the kithlord lets out a loud cry. to his speed in response to an enemy attacking one or more of
Allies within 60 ft. of the kithlord may immediately take a 5 his allies (that is, making an offensive action which requires
ft. step (even if it’s not their turn, they already moved this an attack roll) within 60 ft. and make a melee attack against
round, and/or they have already taken a 5 ft. step this round) that enemy. If it hits, the kithlord deals weapon damage
and gain a +2 morale bonus to attack and damage rolls until as normal and the damage dealt by the enemy’s attack is
the beginning of the kithlord’s next turn. reduced by 1/2. The enemy’s action does not provoke attacks
of opportunity from the kithlord (such as from his covering
Strength in Kindred (Su): At 3rd level, the kithlord’s studies strike ability) unless he already threatens that enemy when
into blood sympathy yield further fruit. The kithlord gains he activates scarlet defender.
an insight bonus to attack and damage rolls equal to the
number of allies within 60 ft. that share a type or subtype Royal Blood (Su): A kithlord of 10th level reaches the final
with him, up to a maximum of +4 (this includes the kithlord). ascendance of his blood magic, bonding himself with his
Furthermore, the kithlord gains a +2 insight bonus to saving kindred as a ruler and uniting force. Unless all allies within
60 ft. that share a type or subtype with the kithlord are
Table 4-4: Kithlord
Level BAB Fort Save Ref Save Will Save Special
1 +1 +1 +0 +1 Bonus Feat, Blood Sympathy, Continued Training
2 +2 +1 +0 +1 Rallying Cry
3 +3 +2 +1 +2 Strength in Kindred
4 +4 +2 +1 +2 Ennobled Blood
5 +5 +3 +1 +3 Bonus Feat
6 +6 +3 +2 +3 Covering Strike
7 +7 +4 +2 +4 Sanctified Blood
8 +8 +4 +2 +4 Scarlet Defender
9 +9 +5 +3 +5 Bonus Feat
10 +10 +5 +3 +5 Royal Blood

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surprised or flat-footed, none of them are. If any of those CLASS SKILLS
allies have an unusual sense (such as greensight or scent) or The mongrel’s class skills (and the key ability for each skill)
energy resistance (such as fire resistance 5), all of them do. are Knowledge (any) (Int) and Spellcraft (Int).
If there is more than one instance of a sense or resistance
(such as one ally with fire resistance 5 and another with Skill Points at Each Level: 6 + Int modifier.
fire resistance 10), use the better one. These benefits end
immediately if the kithlord is unconscious or dead.
CLASS FEATURES
All the following are class features of the mongrel prestige
MONGREL class.
There are always going to be those who take an interest in
Weapon and Armor Proficiency: Mongrels gain no
their ancestry. Some are merely interested in where they
proficiency with any weapon or armor.
come from; others are obsessed, wanting to find out where
they come from and who they “are” as a result. Mongrels
Class Features: At 2nd level, and again at 4th level, the
come from these, fanning the flames of ancient heritage
mongrel advances class features just as if she had gained
and awakening power out of even the thinnest of blood.
a level in a class she belonged to previously. She does not,
These individuals often exhibit strange physical changes
however, gain any other benefit that a member of that class
and certainly their explorations lend them new insight and
might have gained (such as Hit Dice, base attack bonus
perspectives that can come across as a personality change to
increases, or skill points). This essentially means that she
those closest to them.
adds those levels of mongrel to her levels of the previous class
Rangers and druids often become mongrels, though
and determines her class features (such as power points,
they are far from the only ones. Some sorcerers explore
initiator level, and bonus feats) accordingly. If the mongrel
their bloodrights and become enamored with their heritage;
had more than one class before she became a mongrel, she
others may become mongrels unwillingly, as subjects of
must choose one of them to augment with this benefit; once
catastrophic magical accidents or psionic experimentation.
made, this choice cannot be changed.
Either way, mongrels have a tendency to “cascade”; though a
slow development of their birthrights is possible, most dive
Awakened Blood: The mongrel’s focus on her ancestry and
deep into their blood and surface as changed beings.
experimentation with empowering her blood bears fruit; at
each level she gains Mixed Blood as a bonus feat.
Alignment: Any.
Hit Die: d8.
Minor Transformation: As the mongrel awakens the power
Role: Any, but mongrels can excel as supporting party
of her blood, her body and mind experience changes, some of
members, adding utility to the group with their strange
which may be hints of ancestry to come, while others are the
capabilities and knowledge.
results of her changing blood. She chooses a transformation
from the following list and gains its benefits (once made, this
REQUIREMENTS choice cannot be changed):
To qualify to become a mongrel, a character must meet the
following requirements: • Savagery (Ex): The mongrel gains Feral Fighter as a bonus
feat, even if she does not meet the prerequisites.
Skills: Knowledge (history) 5 ranks. • Alien Mind (Ex): The mongrel’s mind develops strange,
Feats: 2 or more heritage feats. insulating thought patterns; she gains a +2 racial bonus to
Special: Must possess two or more subtypes. Will saves, which increases to +4 vs. compulsion effects.
Special: Must not possess the Kinslayer or Resist Kindred • Arcane Retaliation (Su): Unstable magical energies vent
feats. from the mongrel’s injuries; whenever the mongrel is
dealt lethal damage, she may deal 1d6 + her Constitution
modifier force damage to a creature adjacent to her.

Table 4-5: Mongrel


Level BAB Fort Save Ref Save Will Save Special Class Features
1 +0 +0 +0 +0 Awakened Blood, Minor -
Transformation
2 +1 +1 +1 +1 Awakened Blood +1 level of previ-
ous class
3 +2 +1 +1 +1 Awakened Blood, Major -
Transformation
4 +3 +1 +1 +1 Awakened Blood +1 level of previ-
ous class
5 +3 +2 +2 +2 Awakened Blood, Blood Calls -
To Blood

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• Keen Senses (Ex): The mongrel gains the scent special with each other and last for up to 10 minutes. At 5th
quality. At 5th level, she gains blindsight 10 ft., which level, this improves to 10 temporary hit points whenever
improves by 5 ft. for every 5 character levels thereafter. a spell is cast upon the mongrel.
• Hypnotic Voice (Su): The mongrel may cast suggestion as • Heritage: The mongrel gains a bonus heritage feat. She
a spell-like ability up to three times per day, as a sorcerer must meet the prerequisites for this feat.
of her character level.
• Armored Flesh (Ex): The mongrel’s natural armor bonus Blood Calls to Blood (Su): At 5th level, the mongrel learns to
increases by +2. use her blood sympathy for the benefit and bane of those she
• Heritage: The mongrel gains a bonus heritage feat. She shares kinship with. Whenever the mongrel is the target of a
must meet the prerequisites for this feat. power or spell with a range greater than personal, she may
select a creature within 60 ft. that shares a type or subtype
with her; that creature also shares (or suffers) the effects of
Major Transformation: At 3rd level, the mongrel’s body
that power or spell. The chosen creature is still entitled to
or mind changes in a more extreme fashion. She chooses a
power/spell resistance and a saving throw, if appropriate.
transformation from the following list and gains its benefits
(once made, this choice cannot be changed):
• Morphic Visage (Su): The mongrel gains significant
control over her physical form. She may use alter self at
will as a spell-like ability, as a sorcerer of her character
level. Furthermore, she enjoys a +2 circumstance bonus
to Charisma-based skill checks due to making subtle or
unsubtle physical changes that make her appealing (or
terrifying). Once per day, the mongrel may adopt a gory,
terrifying visage - her skin peels back from their face,
blood crawls out of her pores, or something similarly
horrific. Enemies within 60 ft. that can see this horrifying
display must succeed at a Will save (DC 10 + the mongrel’s
class level + her Charisma modifier) or be sickened for 1
minute and nauseated for 2 rounds.
• Unnatural Reach (Ex): Through a combination of joint
alteration and minor shapeshifting, the mongrel gains
more reach than a creature of her size should have; her
reach increases by 5 ft. Furthermore, her new form adds
a +4 circumstance bonus to her CMD against the grapple
maneuver, as well as to checks made to escape bonds,
escape grapples, and squeeze through narrow spaces.
• Arcane Infusion (Su): The mongrel’s body is infused
with the surging magical energies of her bloodline;
she enjoys a +2 bonus on saving throws. Furthermore,
magical power infuses her attacks; she chooses acid, cold,
electricity, fire, negative energy, or sonic and adds 1d6 +
Constitution modifier damage of that type to all damage
rolls (once made, this choice cannot be changed).
• Mutant’s Shroud (Ex): Forced mutation alters the
mongrel’s pores; as a free action she may begin or
cease exuding a moist fog cloud that grants her partial
concealment. While she exudes this cloud, the mongrel is
immune to inhaled poisons and adds 1d6 acid damage to
her melee damage rolls; the mist clings to her weapons,
guided partially by her will.
• Feral Combat (Ex): The mongrel increases the damage
dealt by her natural weapons by 1 die step, then selects
her choice of grab or trip. She gains the chosen special
attack with her natural weapons.
• Thaumavore (Su): Alterations to the mongrel’s blood
and magical aura causes her to leech energy from spells
cast upon her; the mongrel gains 5 temporary hit points
whenever a spell is cast upon her and heals 1 point of
ability damage. These temporary hit points do not stack

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SPELLS OF THE BLOOD BLOOD SPELL DESCRIPTIONS
The following spells are presented in alphabetical order.
Some spells are specifically created to work better with
certain bloodlines. Typically crafted to enhance an existing
Bloodfoes
trait or quality, heritage spells have the side effect of grant-
School: Transmutation
ing that trait or quality to those without it. These spells
work for anyone, however, and have since found their way Level: alchemist 1, cleric/oracle 2, druid 2, inquisitor 2,
into other cultures’ repertoire. magus 2, sorcerer/wizard 2, summoner 2
Components: V, S
Casting Time: 1 standard action
BLOOD SPELLS Range: touch
Target: creature touched
Bloodfoes: Enhances prowess against kobolds, goblinoids,
Duration: 1 minute/level
and giants or against an enemy that has harmed you.
Saving Throw: Will negates (harmless)
Brightvision: Creature touched gains increased darkvision
Spell Resistance: Yes (harmless)
range and color definition to darkvision.
Bristleback: Covers one suit of armor in spikes.
This spell grants a +2 bonus to damage dealt against
Earthskin: Reduce physical damage by 5
goblinoids and kobolds, as well as a +2 bonus on saves and
unless it’s from an adamantine weapon.
AC against giants.
Harden Steel: Makes a metal weapon or
The subject also gains a +1 morale bonus to AC, damage
armor harder and more effective.
rolls, and saves against creatures that have dealt damage to
House of Hospitality: Convinces all
it within the last minute.
around you of your friendship.
Inferno Edge: Wreaths a weapon
or natural attack in fire, increasing Brightvision
damage dealt. School: Transmutation
Keen Eyes: Enhances ability to detect Level: alchemist 1, cleric/oracle 2, druid 1, inquisitor 2,
secret doors. magus 2, sorcerer/wizard 2, summoner 2
Power in Numbers: Increase the Components: V, S
strength of a group. Casting Time: 1 standard action
Shadow Trap: Creates a mechanical Range: touch
trap out of shadow-augmented Target: creature touched
illusions. Duration: 10 minutes/level
Shifting Blood: Creature touched Saving Throw: Will negates (harmless)
gains a shapechanger’s ability to Spell Resistance: Yes (harmless)
revert to normal form.
Stoneburst: Imbues throwing objects This spell grants darkvision out to 60 feet. If the target
with explosive fire damage. already has darkvision this spell allows darkvision to discern
Song of the Woodlands: Music inspires colors as though the area were brightly lit. Additionally, you
your allies. may see in magical darkness as though it were shadowy
Wrath of our Fathers: Inspires rage in one target. illumination.

Bristleback
School: Transmutation
Level: antipaladin 3, cleric/oracle 4, inquisitor 3, magus 3,
sorcerer/wizard 3
Components: V, S
Casting Time: 1 standard action
Range: touch
Target: armor touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You call forth one of the most traditional defenses known


to history and manifest it on one suit of armor, causing it
to bristle with spikes. The armor gains armor spikes, which
have an enhancement bonus to attack and damage rolls
equal to +1 per 4 caster levels. See weapon descriptions in
chapter 6 of the Pathfinder RPG Core Rulebook.
If an orc, ogre, or any evil outsider casts this spell the
armor spikes also have the flaming special quality.

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This spell does not prevent you from being affected
Earthskin by indirect means or area effects (such as through fireball
School: Abjuration or summon monster spells). While protected by this spell,
you cannot attack without breaking the effect but may use
Level: alchemist 3, cleric/oracle, druid 3, inquisitor 3,
nonaggressive spells or otherwise act. For instance, you can
magus 3, sorcerer/wizard 3, summoner 3
cast a shield spell on yourself, drink a potion, cast a light
Components: V, S
spell, summon creatures, and so on.
Casting Time: 1 standard action
If cast by a dwarf or halfling, this spell’s DC increases by
Range: personal
2.
Target: you
Duration: 1 minute/level or until discharged
Inferno Edge
You gain resistance to physical trauma. You gain damage School: Transmutation
reduction 5/adamantine. Once the spell has prevented a total Level: cleric/oracle 3, druid 3, inquisitor 3, magus 2,
of 5 points of damage per caster level (maximum 50 points), ranger 3, sorcerer/wizard 3, summoner 3
it is discharged. Stoneskin overlaps earthskin. If you are Components: V, S
warded by both, stoneskin absorbs damage first, then when Casting Time: 1 standard action
that is discharged the earthskin functions normally. Range: touch
Targets: weapon touched
Harden Steel Duration: 10 minutes/level
School: Transmutation Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Level: cleric/oracle 3, inquisitor 3, magus 3,
sorcerer/wizard 3
You wreathe a weapon or natural attack in bright white
Components: V, S
flames. These flames deal an additional 2d6 fire damage with
Casting Time: 1 standard action
every attack. The affected weapon sheds light as a torch.
Range: touch
Target: weapon or armor touched
Duration: 1 minute/level Keen Eyes
Saving Throw: Will negates (harmless) School: Transmutation
Spell Resistance: Yes (harmless) Level: alchemist 1, cleric/oracle 1, inquisitor 1,
sorcerer/wizard 1
This spell affects any one metal weapon or suit of armor, Components: V, S
making it much more durable. Increase the item’s Casting Time: 1 standard action
enhancement bonus by 2. The hardness of the item also Range: personal
increases by 2 and it gains 10 temporary hit points for the Target: you
duration of the spell. Duration: 1 minute/level
If this spell is cast on a material that has other special
properties they double for the duration as well. For instance, This spell grants a competence bonus on Perception checks
mithril under the effects of this spell reduces arcane spell equal to 1/3 caster level (maximum +5). If you possess the
failure by 20% instead, increases the maximum dexterity ability to detect hidden doors automatically, such as if you
modifier by 4 instead of 2, and reduces the armor check are an elf, the range of this sense increases by 10 feet.
penalty by 6 instead of 3.
Power in Numbers
House of Hospitality School: Transmutation
School: Enchantment (Compulsion) [Mind-Affecting] Level: cleric/oracle 2, druid 3, paladin 2, sorcerer/wizard 3,
Level: bard 1, cleric/oracle 2, inquisitor 2, summoner 3
sorcerer/wizard 2 Casting Time: 10 minutes
Components: V, S Components: V, S
Casting Time: 1 standard action Range: close (25 ft. + 5 ft./2 levels)
Range: personal Targets: one creature/level in a 30-ft.-radius spread
Duration: 1 minute/level Duration: 10 minutes/level
Saving Throw: Will negates Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You sanctify an area in a 60-foot radius against violence;
creatures within the area of the spell cannot commit This spell improves an entire group’s strength, making them
a violent action unless they succeed at a Will save (a all stronger than they would be individually. The affected
successful save renders them immune to the spell for the group of creatures gain a +1 morale bonus to melee damage
remainder of its duration), and their attitude cannot shift rolls and AC per 2 creatures under the effect of this spell. If
to less than indifferent. Creatures within the spell’s area the affected creatures are goblins, kobolds or other small or
also gain a +2 circumstance bonus on Diplomacy and Bluff smaller sized creatures, two creatures may occupy the same
checks. space without penalty.

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Shadow Trap inspires your allies. Allies (other than you) gain a +2 morale
School: Illusion [Shadow] bonus on Will saves and weapon damage rolls. If you are an
elf, fey, or halfling, you also gain these bonuses. Furthermore,
Level: bard 2, cleric/oracle 4, inquisitor 4,
allies other than you who are elves, fey, or halflings gain a +2
sorcerer/wizard 3
sacred bonus to AC.
Components: V, S
Casting Time: 1 standard action
Range: medium (100 ft. + 10 ft./level) Stoneburst
Area: see text School: Evocation (Fire)
Duration: 10 minutes/level Level: cleric/oracle 4, druid 5, inquisitor 3, magus 3,
Saving Throw: Will disbelief (if interacted with) sorcerer/wizard 4
Spell Resistance: No Components: V, S
Casting Time: 1 standard action
This spell taps into shadow material to create a quasi-real Range: touch
trap. This can be any mechanical trap you are familiar with, Area: one throwing object/level touched
with a CR no greater than your caster level that fits within a Duration: 10 minutes/level or until discharged
10-foot cube. The shadow trap deals full damage and takes Saving Throw: None
full effect unless the target makes a Will save to recognize its Spell Resistance: No
shadowy nature. Those who do so take only one-fifth normal
damage and have only a 25% chance of being affected by You imbue small objects suitable for throwing with explosive
non-damaging effects. The trap has only one-fifth the force. Objects must be of a size and shape the caster can
hardness and hit points of the real version (regardless of any easily throw and cannot be magical. The energy remains
saves). within an object until it is thrown, and on impact the object
deals an additional 1d6 points of fire damage per 2 caster
Shifting Blood levels (maximum 10d6) to the creature or object struck.
School: Transmutation Creatures and objects adjacent to the targeted creature or
object take 1 fire damage per 2 caster levels.
Level: alchemist 1, cleric/oracle 2, druid 3,
If cast by a dwarf, orc, or a fire subtype creature,
sorcerer/wizard 2
adjacent creatures suffer 1d4+2 fire damage per 3 caster
Components: V, S
levels instead.
Casting Time: 1 standard action
Range: touch
Target: creature touched Wrath of our Fathers
Duration: 10 minutes/level School: Transmutation
Saving Throw: Will negates (harmless) Level: cleric 3, sorcerer/wizard 4
Spell Resistance: Yes (harmless) Components: V, S
Casting Time: 1 standard action
The subject of this spell gains the shapechanger subtype, Range: touch
allowing it to assume its natural form as a standard action. Target: creature touched
This does not prevent spells or effects from affecting the Duration: 1 minute/level
subject; it simply allows the subject to revert to its natural Saving Throw: Will negates
form it if wishes without suffering the normal disorientation Spell Resistance: Yes
of shapeshifting magic. This does not protect the subject
from other transformation effects, such as lycanthropy. You call upon the struggles and hardship of your ancestors,
If the subject already has the ability to change forms, granting part of their might to the spell’s subject. The touched
for the duration of this spell they can shift form as a swift creature gains a +2 morale bonus to weapon damage rolls, 2
action. temporary hit points per caster level (10 maximum), and a
+2 morale bonus on Will saves for the duration of the spell.
Song of the Woodlands If cast by a dwarf, goblinoid, orc, ogre, or native
School: Enchantment (Charm, mind-affecting, sonic) outsider, increase the morale bonus to damage rolls by 1 and
gain a +2 morale bonus on Fortitude saves for the duration.
Level: bard 2, cleric/oracle 2, druid 2, witch 2
Components: V
Casting Time: 1 standard action
Range: close (25 ft. + 5 ft./2 levels)
Targets: one or more creatures within a 30 ft.-radius
emanation
Duration: 1 round/level
Saving Throw: Will disbelief (harmless)
Spell Resistance: Yes (harmless)

This spell calls forth a hauntingly beautiful melody that

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RACIAL CREATIONS WONDROUS ITEMS
Some of the wondrous items presented here are made with
Magic represents the race that utilizes it, especially magic
the heritage spells presented earlier in this chapter, and
imbued into items. Some magic items were crafted for a
may be sources of racial pride for the races associated with
cultural purpose, but they mostly tend towards amplifying
those spells. Others were made so long ago - or invented by
something a race was already known for, in addition to
many races at roughly the same time - that debate rages over
granting a certain aptitude for trait to other users.
who originated the concept for the tool and how. All of these
Spells indicated with an asterisk (*) are new spells
items are suitable for use by characters of any race.
described in Spells of the Blood, above.

Atavistic Bracers
WEAPONS
Aura faint transmutation; CL 8th
Many of the following weapon properties are created with
Slot wrists; Price 6,250 gp; Weight 1 lb.
the heritage spells presented earlier in this chapter, and
may see frequent use by the races associated with those Description
spells. All of these properties are suitable for use by charac-
These bracers appear to be rough leather wound around the
ters of any race.
forearm, but they imbue the wearer with a connection to the
savage nature of the wilderness. The wearer of these bracers
Alert gains a +5 competence bonus on Intimidate and Survival
An alert weapon allows its wielder to take a single standard checks.
action when they’re surprised, though they remain flat-
footed. Construction
Requirements Craft Wondrous Item, endure elements, fear
Caster level: 6th; Prerequisites: Craft Magic Arms and Cost 3,125 gp.
Armor, keen eyes*; Market Price: +1 bonus.
Circlet of Arcana
Angered
An angered weapon improves the bonuses to Strength and Aura moderate divination; CL 10th
Constitution granted by a barbarian’s rage by 2 and prevents Slot head; Price 12,000 gp; Weight 1 lb.
the barbarian from being fatigued at the end of a rage so
Description
long as the weapon is in hand. It also confers this effect on
creatures or other classes that gain a rage ability like that of This delicate circlet of wrought gold helps a wearer focus
the barbarian. their thoughts, helping them cast under duress as well
as investigate magical phenomena. The circlet grants its
Caster level: 8th; Prerequisites: Craft Magic Arms and wearer a +10 competence bonus on Knowledge (arcana)
Armor, wrath of our fathers*; Market Price: +2 bonus. checks as well as a +5 competence bonus on concentration
and Spellcraft checks. Additionally, the wearer can use detect
Stonecutting magic and identify once per day as spell-like abilities.
A stonecutting weapon ignores hardness when dealing
Construction
damage to objects made of earth, metal, or stone. It also
bypasses the damage reduction of constructs and elementals. Requirements Craft Wondrous Item, detect magic, identify
Cost 6,000 gp.
Caster level: 11th; Prerequisites: Craft Magic Arms and
Armor, stoneskin; Market Price: +1 bonus. Elemental Crown
Aura weak transmutation; CL 8th
Traptripping
Slot head; Price 10,000 gp; Weight 1 lb
A traptripping weapon can activate traps. The wielder must
be aware of the traps, have line of effect and take a full-round Description
action to attempt to trip them. The wielder makes a check
The wearer of this thin silver crown increases their
with a +5 bonus. If the result is at least equal to the Disable
effective level for all effects that deal energy damage by 1.
Device DC of any traps within 30 feet, they are activated (not
disabled, unless tripping the trap also disables it). This ability Construction
is normally placed on ranged weapons or those with reach.
Requirements Craft Wondrous Item, wrath of our fathers*
Caster level: 5th; Prerequisites: Craft Magic Arms and Cost 5,000 gp.
Armor, detect snares and pits; Market Price: +1 bonus.

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Ignition Gauntlets
Pitcher’s Gloves
Aura weak transmutation; CL 5th
Slot hands; Price 6,000 gp; Weight N/A Aura faint transmutation; CL 4th
Slot hands; Price 5,100 gp; Weight N/A
Description
Description
Once per day, as a standard action, the wearer may summon
a thin red blade of flame in her gloved hand. Attacks with These gloves look like suede gloves. They empower the
this blade are melee touch attacks that deal 1d6 fire damage. wearer to wield any thrown weapon as though proficient in
The blade vanishes after 10 minutes. its use. A wearer who already has proficiency with a given
type of thrown weapon gains a +2 competence bonus on
Construction attack rolls and a +1 competence bonus on damage when
Requirements Craft Wondrous Item, inferno edge* using that type of weapon. The damage bonus applies only
Cost 3,000 gp. if the target is within 30 feet. Both gloves must be worn to
be effective.
Ioun Gem Construction
Aura faint abjuration; CL 4th Requirements Craft Wondrous Item, stoneburst*
Slot neck; Price 3,600 gp; Weight N/A Cost 2,550 gp.
Description
Raiments of the Eternal Guest
This item is a heavy gem of quartz, or a mineral of similar
value, set on a thick silver chain. The gem is hinged and Aura moderate enchantment; CL 8th
hollow, with two spaces inside. Each space can hold a single Slot chest; Price 8,000 gp; Weight 1 lb.
ioun stone, which continues to function normally despite not
Description
being in orbit around the wearer. If it holds no ioun stones,
the gem can be used to cast detect magic at will. This exquisitely crafted tunic is emblazoned with an ancient
rune representing a specific race. A character wearing this
Construction tunic counts as a member of his race only if it would be
Requirements Craft Wondrous Item, arcane lock, detect advantageous to him.
magic; Cost 1,800 gp.
Construction

Kinslayer’s Gauntlet Requirements Craft Wondrous Item, house of hospitality*


Cost 4,000 gp.
Aura weak necromancy; CL 6th
Slot hands; Price 8,000 gp; Weight 1 lb.
Shadow Ink
Description Aura weak illusion; CL 8th
Seemingly made from cast iron, these pitted gauntlets are Slot slotless; Price 1,400 gp; Weight N/A
surprisingly light and adjust to fit the hands of their wearer.
Description
Whenever the wearer slays a member of their own race,
they gain a +1 profane bonus on attack and damage rolls This small inkpot can be used to paint a quasi-real trap.
for 24 hours, which stacks with itself up to a maximum of This trap functions exactly as though it were the product of
+5. Additionally, they increase their favored enemy bonus, if the shadow trap* spell. The ink can be used once before it
any, against their own race by +1. becomes mundane ink.

Construction Construction
Requirements Craft Wondrous Item, deathknell, bloodfoes* Requirements Craft Wondrous Item, shadow trap*
Cost 4,000 gp. Cost 700 gp.

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Traveler’s Pack
Aura faint conjuration; CL 2nd
Slot slotless; Price 1,500 gp; Weight 2 lbs.

Description
This tough, sturdy backpack is built for travel and marked
with various symbols of hospitality. In addition to functioning
as a normal backpack, it has a number of other properties
useful to a traveler; the wearer of the backpack enjoys the
benefits of a constant endure elements effect. As a full-round
action, the backpack may be converted into a two-man tent
(creatures inside the tent benefit from a constant endure
elements effect; items in the pack are stacked neatly in the
tent) or back (items that will fit in the pack are placed neatly
within it, with items too large to fit appearing stacked on the
ground nearby). Twice per day, the wearer of the backpack
(or a creature within the tent) may produce a one-gallon jug
of cool water or chilled tea from one of the backpack’s flaps,
and three times per day they may produce a hearty meal of
fruits and vegetables, suitable for feeding two creatures, in a
similar fashion. The jugs and dishes created by the traveler’s
pack vanish after 10 minutes.

Construction
Requirements Craft Wondrous Item, create food and water,
endure elements; Cost 750 gp.

Warrior’s Girdle
Aura moderate transmutation; CL 10th
Slot belt; Price 8,000 gp; Weight 1 lbs.

Description
This thick, heavy belt is made from thin metal plates chained
together. The wearer’s speed is not reduced by medium or
heavy armor, and the wearer can ignore all armor check
penalties on Acrobatics and Climb checks (but not check
penalties from encumbrance).

Construction
Requirements Craft Wondrous Item, hardened steel*
Cost 4,000 gp.

100
Bloodforge
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Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
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Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, 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.
Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
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