TEXT: 1
  
  2
  Introduction
  Colophon
  Author
  J. Evans Payne
  Item Art
  Kim van Deun (www.eyesInTheForest.com)
  Iconography 
  J. Payne
  Design & Concept
  Jason Payne
  Developer
  Jason E. Payne
  Producer
  Jason Evans Payne
  Editor
  J. E. Payne
  Layout and Graphic Design
  Jason E. P.
  Cover Art and Logos
  Enyap Nosaj
  Cartography
  J. Evans Payne
  Typesetting
  J. Snave Enyap
  Proofreading
  Beattin A. Dedhaurs
  Indexing
  Microsoft Word
  Infinium Game Studio is:
  CEO
  J. Evans Payne
  Creative Director
  J. Evans Payne
  Lead Editor
  J. Evans Payne
  VP Marketing & Sales
  J. Evans Payne
  CFO
  J. Evans Payne
  Artistic Director
  J. Evans Payne
  Legal Stuff
  Dark Obelisk: Artifacts & Artifice: Abhorrent Naginata 
  (Pathfinder) © 2017 J. Evans Payne.  
  Reproduction without the written permission of the author is 
  expressly forbidden.  Dark Obelisk, Berinncorte, and Aquilae 
  are trademarks of Infinium Game Studio, All rights reserved. 
  All characters, names, places, items, art and text herein are 
  copyrighted by J. Evans Payne.  The mention of or reference 
  to
  any company or product in these pages is not a challenge to 
  the trademark or copyright concerned.
  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.
  
  3
  Introduction
  Table of Contents
  Colophon 
  2
  Infinium Game Studio is: 
  2
  Legal Stuff 
  2
  Table of Contents 
  3
  More Artifacts & Artifice 
  3
  About Infinium Game Studio 
  4
  Values and Key Differences 
  4
  Introduction 
  5
  What Is This Book? 
  5
  Other Material & Integration 
  5
  Notes & Conventions 
  5
  PC Replacement Opportunities 
  5
  Variable Challenge 
  5
  Experience Points and Reward Nuggets 
  6
  “Quadded” Stat Blocks 
  7
  Quadded Challenge Blocks 
  7
  Abhorrent Naginata 
  9
  Xanaphia (Rogue Assassin) 
  15
  Open Gaming License (OGL) 
  18
  Version History 
  18
  More Artifacts & Artifice
  Like what you see here?  Check out the Kickstarter for Arti-
  facts & Artifice, from Infinium Game Studio and Glamour 
  Games.
  A massive hardcover tome of dozens of magical items, ar-
  tifacts, spells, and more, Artifacts & Artifice is this book’s 
  single example of a single weapon... expanded into a huge 
  assortment of instantly-usable weapons, armor, devices, and 
  other arcane trinkets.
  Each entry will have the lavish detail demonstrated in the 
  case of the abhorrent naginata: detailed description, back-
  ground, mechanics, generalized game effects, history, NPC 
  wielders, Rumors & Lore, and Quests related to the item.
  As of this writing, you may support the Kickstarter here:
  [...]
  
  4
  Introduction
  About Infinium Game Studio
  Founded in 2015, Infinium Game Studio (IGS) came about 
  as the result of a simple mission: Make shared storytelling 
  games easier and more fun for both players and referees 
  alike.  
  Our vision is that Infinium Game Studio empowers refer-
  ees, players, and the industry entire with innovative gaming 
  tools; high-quality, deeply-designed products; and creative 
  takes on established paradigms.
  Values and Key Differences
  Plays Well With Everyone
  IGS products are engineered to be usable by both novice and 
  veteran gaming groups.  As a result, they must contain every-
  thing a novice GM might need to react quickly to his/her play 
  group.
  Comprehensive and Immersive
  Each IGS product should “feel real” and come with every-
  thing the referee might require to make the setting, context, 
  environment, or other content come alive.
  Everything You Need
  The ideal adventure should contain practically everything 
  you need to run the game, except the core rulebook.  Even 
  the most skilled GM wastes time looking things up in multi-
  ple books.  It’s so exceedingly rare that an adventure contain 
  all of the crunch and fluff necessary to run it.
  Maps: Where Are We, Again?
  A picture is worth a thousand words... and also, a thousand 
  seconds of prep time. Visually appealing, easy-to-use, and 
  extensive Maps are an essential part of any shared-storytell-
  ing experience.
  Pervasive Maps
  Don’t put a building on a map if I can’t go inside it.
  Prepared for Anything
  In a gaming session, a good referee must be prepared for the 
  PCs to explore any aspect of the content.  All too often, an 
  otherwise outstanding adventure will fail to provide for a 
  major percentage of its content.  If there are twenty build-
  ings in a town, but maps for only two of them--well, it’s 
  fairly apparent where the Big Bad is going to be holed up!  
  Not every map will be riddled with secret passages, custom 
  random encounters, and combat, but there should be some-
  thing of interest in every building.  Otherwise, it shouldn’t be 
  there!  
  Thoroughness: But What If...?
  It’s possible to have a 16-page adventure that’s wonderful 
  and exciting.  It’s also possible to have a 255-page source-
  book be boring and repetitive.  Striking the right balance 
  between over-padding and under-describing is challenging, 
  but an important part of what we do at IGS.  
  Flexible
  Each product should be usable on its own, completely out 
  of context; as a start to a completely new campaign; as part 
  of the “intended” Adventure Path or associated suite of IGS 
  products; or to insert into an existing ongoing campaign.
  Reusable
  No IGS product is “one and done” by design.
  FlexTale and Comprehensive Design enable this flexibility 
  and reusability.
  Production Quality
  Our goal is to produce world-class products with high pro-
  duction values.
  
  5
  Introduction
  Introduction
  Below please find some visual conventions used in this doc-
  ument.
  PC Replacement Opportunities
  Adventures can be difficult.   Unless the PCs are exceptional-
  ly fortunate with their dice, or if you take the most expedient 
  route to the adventure’s conclusion, it’s possible that you will 
  lose some party members along the way.
  Each gaming group has its own perspective on what to do 
  about PC demise.  Many GMs enforce death as a consequence 
  of decision-making, and if your beloved PC dies, so be it; roll 
  up another character and start over again.  Other groups are 
  more in the storytelling aspect of things; lenient GMs will 
  take every measure necessary to make sure that every single 
  PC makes it through, no matter how bone-headed their deci-
  sion-making or horrible their luck.
  If one or more PCs die in the course of this adventure, the 
  GM has some options.  You may of course enforce the death, 
  and either have the player roll up a brand-new first-level 
  character, or create a character of a level matching the low-
  est current level of surviving party members.
  Alternately, sprinkled throughout the adventure are PC Re-
  placement Opportunities, denoted like this:
    Replacement: Dimblegruffe  
  (example)
  The blacksmith is an excellent replacement for Fighters, Bar-
  barians, Paladins, or other martial characters.  
  These opportunities are chances for the specified NPC to be 
  “taken over” by the player who lost a PC.  This way, the play-
  er doesn’t have to slow down play creating a new character, 
  and the party can keep going.
  This should be viewed as an opportunity for roleplaying: the 
  GM may consider showing the player the detailed informa-
  tion for the NPC they are assuming control over, and the 
  player should be encouraged to act as though their new PC 
  had that background, secrets, and so on.
  The gaming group is encouraged to roleplay the “taken over” 
  NPC as though s/he still had their place in society and the 
  greater scope of the adventure, and Adventure Path.  For 
  example, if a player takes over an NPC who hates a rival 
  NPC, then subsequent interactions between the “taken over” 
  PC and that rival should reflect that animosity in the player’s 
  roleplaying.
  In the context of these “replacement” opportunities, the GM 
  may wish to simply make available one of the PCs enclosed 
  instead of using a named NPC.  Indeed, using the prefab 
  PCs in this book is recommended, since the gaming group is 
  guaranteed that the replacement PC does not have any plot 
  significance that might otherwise interfere with the Adven-
  ture Path’s progression.
  Variable Challenge
  Most modules and content are designed specifically for a 
  certain level of PCs.  However, one of the things that has 
  frustrated many GMs is that adventures are almost univer-
  sally designed in this manner: for a specific level of chal-
  lenge, or at most, a very narrow range of PC levels (e.g., “4th 
  to 6th level”).  
  There are many advantages to this approach, not least of 
  which being the guarantee that all challenges (monsters, 
  traps, and NPCs) are calibrated very specifically to that nar-
  row zone of difficulty.
  The drawback, of course, is the narrowness of that range.  
  GMs wishing to run a module designed for 10th-level PCs, for 
  example, are either flat out of luck, or have to do some fairly 
  intensive work to scale the content up or down to better 
  align with the PCs she is playing with.
  The degree to which a particular GM, or even gaming group, 
  enjoys perusing and tweaking game statistics—“crunch”, in 
  common parlance—varies, of course.  Some GMs love crunch, 
  and spend a majority of their prep time creating and refining 
  their challenges to ensure the crunch is accurate and appro-
  priately challenging.  On the other end of the spectrum are 
  “by the seat of their pants” GMs, who ignore crunch almost 
  entirely, rarely referring to stat blocks lest it distract from 
  the focus of storytelling.  
  What Is This Book?
  This book is intended to be any or all of the following.  These 
  are listed in no particular order.  
  • An introduction to the Artifacts & Artifice line of products 
  from Infinium Game Studios.
  • A magical item that’s instantly usable—either in the 
  context of the Dark Obelisk adventure path, any other ad-
  venture in the Aquilae campaign setting, or indeed in any 
  campaign setting or adventure of your choosing.
  • Easy-to-insert Quests and Rumors/Lore that support the 
  inclusion of the abhorrent naginata in your adventures... 
  either immediately, or to set the stage / foreshadow its 
  unveiling at some point in the future. 
  Other Material & Integration
  This Artifacts & Artifice book is not required to play any 
  Dark Obelisk adventure, or any adventure in the Realm of 
  Aquilae campaign setting.
  Likewise, using this book is completely independent of any 
  other 
  Similarly, to the point of several of the items on the list 
  above, it is not required to have a copy of any Dark Obelisk 
  adventure materials to enjoy and make use of the contents of 
  this list of PCs.
  That said, having both works in front of you and using them 
  together will realize the greatest benefit of this book.
  Notes & Conventions
  
  6
  Introduction
  This adventure, and in a broader sense, 
  Infinium Game Studio, does not want to judge as to which 
  approach is “better” or “worse”.  What matters is that you 
  have fun and enjoy yourselves!
  However, we do want to make it as easy as possible to play 
  this adventure no matter what level your PCs happen to be.
  Experience Points and Reward Nuggets
  There are many ways of calculating, dispersing, and account-
  ing for experience points (XP) in a Pathfinder gaming group.  
  What follows is a method that I have used over the decades, 
  and it’s been a lot of fun.  Although it may not be for every 
  gaming group—your mileage may vary—it’s an interesting 
  spin on traditional methods, and the approach may work for 
  you.  
  Whether this approach works for you or not, however, it’s 
  worth reading through, because all of the Quests in this ad-
  venture denote XP awards using this method.
  I Want Candy
  In the author’s early days as a GM, I tossed out candies as 
  rewards to the players when their characters did a good job.  
  Candy could be distributed for defeating a kobold, picking a 
  lock, dodging an attack, convincing the castle guard to look 
  the other way, or any of the ordinary actions whose conse-
  quence typically involve experience points.
  However, I also gave out candy for good roleplaying, convinc-
  ing dialogue, outstanding (or horrid) emulation of accents, 
  meta-jokes about the circumstances of the game that were 
  truly hilarious, suggesting things to me as the GM or other 
  players that took the story in a new direction, or—and I have 
  to be honest, here—helping me as a GM.  
  My general rule was, if I forgot a rule, and you pointed it out 
  in a way that didn’t make you seem like a jerk, then you got 
  rewarded.  This could be something as innocuous as remind-
  ing me that your elf ranger’s longbow was firing +1 arrows, 
  or as significant as reminding me that a certain piece of 
  equipment granted a reroll to a critically-failed outcome.
  Generally speaking, candy rewards were given out in my 
  games for anything—literally, anything—that made the 
  gaming experience more fun.  Doorbell rings, and the pizza’s 
  here, and your character is tied up in the cyclops’ cave, so 
  you know you won’t be doing anything for a few minutes, 
  and so you go and grab the grub, and tip the delivery guy—
  that’s worth a candy.  Tell a funny joke—that’s worth a candy.  
  Save the life of your comrade, only to drug him unconscious 
  and use him as a prop, in the manner of Weekend at Ber-
  nie’s—okay, that’s a little ghoulish, but it’s in charcter, and 
  amazing, so, yeah, that’s three candies right there.
  Candy as XP
  Candy is awesome, though for one of my gaming group, who 
  was a diabetic, it was a controlled and mindful awesome-
  ness.  But even the most free-wheeling player wants their 
  character to level up.  I get it.
  At the end of each gaming session, my players would “turn 
  in” their candy wrappers.  Each wrapper represented some-
  thing gone right, a good deed done—and therefore it was con-
  verted to XP.  Generally speaking, no matter what the PCs’ 
  levels, no matter what the adventure, 10 candy wrappers 
  meant you advanced to the next level.  If you fell short—let’s 
  say, you only got 6—then it meant you were closer for next 
  gaming session (i.e., 4 needed in this example).  
  As years went on, it became a bit less practical and/or 
  healthy to urge my friends to consume at least ten pieces of 
  candy every time we got together, and so the approach was 
  tweaked.  Instead of candy wrappers, gold stars, or spare 
  dice in a particular color, or Warhammer 40,000 figurines.  
  The point was, you got a token, a “nugget” of reward, which 
  was later converted into XP.
  Rules lawyers hate this method, and I respect that.  But even 
  the most hardened min/maxer eventually recognizes that 
  this approach, despite its drawbacks, keeps play flowing 
  quite quickly, and keeps everyone focused on what I believe 
  should be the goal of any roleplaying game session.
  Namely: to have fun!
  Reward Stars: The Formalized Approach
  Whether or not you appreciated the above anecdote, or the 
  approach it describes, it’s required reading, because now 
  we’ll get to how it applies to the Quests in this product.
  As with everything else in this book, the GM is encouraged 
  to completely ignore or change this approach if you feel it 
  would make it work better for your gaming group.
  The following represent opportunities to gain an experience 
  point reward in this adventure:
  • Defeating monsters and NPCs.
  • Avoiding traps, picking locks, or otherwise overcoming 
  obstacles.
  • Succeeding in skill challenges or checks.
  • Fulfilling other objects in pursuit of a Quest.
  Monsters and NPCs in this adventure list the XP reward the 
  PCs should obtain for defeating them in combat.  They also 
  list the number of “Reward Stars” players should receive for 
  success.  This is denoted like this: 
    +2.
  Think of a Reward Star as a sugar-free and abstracted ver-
  sion of a piece of candy from the earlier anecdote: players 
  receive one or more most times that they achieve something 
  in the game.
  Locks, traps, and skill checks are typically “quadded”; each 
  level of CR lists a suggested XP reward, but also a number of 
  Reward Stars.
  Quests only list Reward Stars.  This is because Quests 
  should be fun, interesting, and above all, useful to the PCs, 
  but shouldn’t be game-breakingly powerful or ignorably 
  impotent.  A simple delivery quest, for example: what should 
  that be worth?  500 XP?  For a level one character, that can 
  be almost halfway to levelling up; for a level 19 character, 
  that makes for a completely worthless diversion.  Using Re-
  ward Stars solves this problem, by automatically scaling the 
  reward to be significant regardless of character level.
  If you follow the approach I’ve used, then at the end of each 
  gaming session (or in between sessions, or at the start of the 
  next session, whatever works best for your schedule), con-
  vert the Reward Stars to traditional Experience Points.
  The GM is heavily encouraged to augment the rewards doc-
  umented with additional rewards, for perhaps-less-tangible 
  contributions: good jokes, helpful behavior, playing fair and 
  
  7
  Introduction
  nice, being a good sport, paying for or even just ordering 
  dinner, that sort of thing.
  Such “intangible rewards” should be general in nature: a 
  good, timely joke should be rewarded with a chunk of XP 
  that’s meaningful and helpful to the PC in question, whether 
  they’re level 1 or level 19.
  Stay In Character… Or Else
  In rare cases, or with certain gaming groups, the GM should 
  reserve the right to remove or revoke the Reward Stars a 
  particular player, or the group entire, has earned.
  Such penalties should not be applied in a discouraging man-
  ner, or against players who are genuinely trying, but whose 
  luck is simply poor, or for whom things just aren’t working 
  out.  Indeed, successful roleplaying in the face of dire cir-
  cumstances should be rewarded more!
  Reward Stars should only be revoked if the player is detract-
  ing from play, distracting others, making inappropriate jokes 
  not appreciated by the rest of the group, not paying their fair 
  share… or just generally being a jerk.
  Converting Reward Stars to XP
  Each Reward Star represents different XP depending on 
  what your current level is.
  If you’ve assigned Reward Stars to a particular PC, use the 
  character’s current level on the table below to convert to an 
  XP reward.
  On some occasions, you may instead have granted Reward 
  Stars to the party as a whole.  In this scenario, calculate the 
  Average Party Level (APL) as you normally would, and use 
  that on the table below to convert the reward to standard XP.
  If a PC has more than the minimum sufficient Reward Stars 
  to advance in level, they may continue to advance!  In such a 
  scenario, count Stars using the PC’s current level, until they 
  level up.  Any remaining stars are converted to XP using the 
  character’s new level.  In exceptionally rare circumstances—
  or with exceptionally indulgent GMs!—this may involve a PC 
  levelling up multiple times between sessions, though such 
  power-levelling is generally discouraged.
  Finally, in addition to different methods of determining 
  rewards, gaming groups tend to have different theories as to 
  how rapidly characters should level up.  Slow, average, and 
  fast tracks are shown here, which scale to the corresponding 
  Character Advancement experience point totals in the Path-
  finder Core Rulebook.
  For purposes of Reward Stars, the following standard has 
  been used:
  • Slow advancement requires 15 Reward Stars to advance.
  • Advancement with the Average progression demands 10 
  Reward Stars per level.
  • Only 5 Reward Stars are needed to advance following the 
  Fast track.
  Table 1: Converting Reward Stars to XP
  Level, CR, or APL
  Slow
  Avg
  Fast
  1
  200
  200
  260
  Level, CR, or APL
  Slow
  Avg
  Fast
  2
  300
  300
  400
  3
  433
  400
  540
  4
  600
  600
  800
  5
  800
  800
  1,000
  6
  1,200
  1,200
  1,600
  7
  1,600
  1,600
  2,200
  8
  2,533
  2,400
  3,200
  9
  3,000
  3,000
  4,200
  10
  5,000
  5,000
  6,800
  11
  6,333
  6,500
  8,000
  12
  9,667
  9,500
  13,000
  13
  12,667
  13,000
  17,000
  14
  19,333
  19,000
  26,000
  15
  26,333
  25,500
  35,000
  16
  36,667
  41,000
  50,000
  17
  53,333
  50,000
  70,000
  18
  76,667
  75,000
  100,000
  19
  100,000
  105,000
  140,000
  20
  n/a
  n/a
  n/a
  “Quadded” Stat Blocks
  Toward the goal of having an adventure that can be run with 
  PCs of various levels, all NPCs and monsters in this adven-
  ture have four separate sets of statistics.  
    These represent iterations of the creature in four distinct 
  scales of challenge.  These scales are referred to, in ascend-
  ing difficulty, as Low, Moderate, Advanced, and Elite.
    Low-level statistics are the default, and are intended 
  for parties of 1st to 4th level PCs.  Typically, the Low CR for a 
  creature will be in the range of fractional, up to 4.
    Moderate statistics present a bit more challenge, and are 
  meant for 5th to 8th level PCs.  CRs can be in the range from 
  4-10.
    Advanced creatures give even more of a fight, represent-
  ing CRs in the range of 10-15, and are meant for adventurers 
  of the same levels.
    Elite monsters and NPCs are the most evolved, and pres-
  ent formidable difficulty in the 12-20 CR range.  These stat 
  blocks are designed for PCs above 15th level.
  To avoid confusion, elsewhere in the text outside of the crea-
  ture’s quadded stat block definition, the statistics referred to 
  are the Low, or default, block.  For example, the condensed, 
  “vital stats” block that is shown in red where the NPC or 
  monster is introduced in the adventure uses the Low values.
  Quadded Challenge Blocks
  Skill challenges and checks, traps, poisons, and obstacles 
  sometimes have quadded stat blocks as well.  
  Although nearly all NPCs and monsters have quadded stat 
  blocks, not all other game elements do.  This is intentional.  
  It represents the reality that although monsters and people 
  
  8
  Introduction
  might be of advanced difficulty, the city of Berinncorte ex-
  ists in a typical, average fantasy realm—DC 50 Mythic-caliber 
  locks simply doesn’t exist, let alone on every door in town!
  Below is an example of a door that has a quadded challenge 
  block.  The icons represent the scale of increasing difficulty; 
  from top to bottom, they are Low, Moderate, Advanced, and 
  Elite.
    Locked Secret Wooden Door
    5” thick; Hardness 5; hp 60; Perception DC 16; Break 
  DC 20; Disable Device DC 18
    5” thick; Hardness 5; hp 60; Perception DC 20; Break 
  DC 24; Disable Device DC 22
    5” thick; Hardness 5; hp 60; Perception DC 22; Break 
  DC 26; Disable Device DC 24
    5” thick; Hardness 5; hp 60; Perception DC 24; Break 
  DC 28; Disable Device DC 26
  
  9
  Abhorrent Naginata
  Abhorrent Naginata
   Abhorrent Naginata (weapon)
  Value:  
    10,000 gp / 
    22,000 gp /   
    36,000 gp / 
    54,000 gp
  Weight 9 lbs.; Materials wood, steel; Nature magical; 
  Aura moderate conjuration and enchantment; Slot weapon 
  (two-handed, melee, martial); 
  CL: 
   11th / 
    14th / 
    18th / 
    20th
  Effect Summary: 
    +1 / 
    +2 / 
    +3 / 
    +4  
  plus dynamic bane (see below)
  Construction Requirements: 
  Masterwork naginata; Craft Magic Arms and Armor feat
  Additional Construction Requirement:  
  Favored Enemy class ability and class level corresponding 
  to CL listed above;  
  OR ability to cast instant enemy at CL listed;  
  OR ability to cast summon monster I at CL listed
  Construction Cost: 
    6,000 gp / 
    14,000 gp /   
    19,000 gp / 
    28,000 gp
  Description
  A typical naginata consists of a 6-foot staff affixed to a 
  2-foot-long, swordlike, slightly curved blade. The shaft is 
  designed to keep the wielder out of reach from swords and 
  shorter weapons.
  In this specific case, a two-handed wooden pole ends in 
  a long, swooped-back blade; its rear edge is gruesomely 
  serrated.  The shaft is black, with rings every few inches of 
  a shimmery metal; these rings are each of a different color.  
  The hilt separating shaft and blade is a ring of gold, with 
  spiked thorns.
  This weapon functions as though designed to specifically slay 
  a certain type of creature —dwarves, elves, humans, animals, 
  etc.  Each creature type corresponds to a different colored 
  glow the blade will give off when unsheathed.  
  The wielder may twist one of the colored bands on the shaft 
  to change the type of creature that the weapon harms; this 
  immediately causes the blade to change its glow color.
  The vital stats of an abhorrent naginata are summarized 
  below.
  Effect
  Abhorrent naginatas come in flavors of magnitude based on 
  the difficulty band (see Variable Difficulty on page 5) as 
  shown in “Table 2: Abhorrent Naginata Flavors”.
  In addition to this bonus to Attack Rolls and damage, the 
  weapon may be “set” to a specific type of enemy (see “Table 
  5: Abhorrent Naginata Preset Enemy”).  
  Mechanically, this equates to a Favored Enemy class ability 
  or Bane weapon effect; although it is far more versatile, as it 
  may be changed at will.
  Favored Enemy bonuses from an abhorrent naginata stack 
  with similar bonuses granted via other effects.  This means 
  
  10
  Abhorrent Naginata 
  that, for example, a Ranger may use the weapon to gain 
  additional benefit against a Favored Enemy she has already 
  selected.
  As a swift action, the wielder may twist a different-colored 
  band, changing the type of enemy against which the bonus is 
  applied.
  Synergy & Sets
  None.  Abhorrent naginatas are standalone items, and do not 
  gain further benefit or effects from use alongside any other 
  specific equipment.
  Discovery
  When discovered, the abhorrent naginata will be “preset” to 
  one of its enemy types, granting an inherent Favored Enemy 
  bonus to one of the following.
    Roll on the following table to determine the random set-
  ting of the naginata when it is found.
  This list also serves as the set of possible “settings” of the 
  weapon; each entry corresponds to a colored band that may 
  be twisted to target that type of enemy.
  Discovering which bands correspond to which enemy types 
  can be difficult, as it’s not generally possible to “test” attacks 
  out against a variety of enemies!  
  If the weapon is discovered at random, or recovered from 
  a slain current owner who did not impart knowledge of the 
  device’s use, then it may be nearly impossible to figure out 
  how to properly employ the weapon.
    At the GM’s discretion, such knowledge can simply be 
  assumed to be automatic.  This can streamline gameplay 
  considerably and allow the wielder to immediately gain the 
  benefit of the weapon’s capabilities. 
   
  Gaming groups wishing to use this option may assume 
  the knowledge comes magically with picking up the 
  weapon.  Alternately, and for a bit of greater immersion and 
  roleplaying opportunity, instructions for using the weapon 
  might be discovered written down nearby, or attached via 
  twine to the weapon’s hilt.
  Generalized Effect: Dynamic Bane
  Dynamic Bane weapons function very much like their more 
  basic Bane weapon counterparts, except that they may 
  switch the nature of their enemy as a swift action.
  Dynamic bane weapons inflict an additional 2d6 points 
  of damage if wielded against a type of enemy of the type 
  selected.  When so wielded, they also receive an additional 
  enhancement bonus of +2.
   
  Table 2: Dynamic Bane Weapons
  Stat
  Value
  Price
  +2 bonus (lesser); +3 bonus (greater)
  Aura
  moderate conjuration and enchantment
  CL
  8th (lesser); 14th (greater)
  Weight
  no impact
  Construction  
  Requirements
  Craft Magic Arms and Armor; summon 
  monster I; instant enemy
  Note that the construction requirements for a generalized 
  dynamic bane weapon are greater than for an abhorrent 
  naginata specifically; this is by design and in reflection of 
  the particulars of that weapon.
  Ubiquity
  Abhorrent naginatas are exceedingly rare.  They’re favored 
  by the best assassins, for obvious reasons.  
  Several are hoarded by rangers, not for use so much as to 
  protect their use by those who would wield the weapons for 
  mercantile purposes.
  Notoriety
  These weapons are of such renown, their use so versatile, 
  and their value so much higher than the gold-piece currency 
  Table 3: Abhorrent Naginata Stats Summary
  Stat
  Value
  Dmg
  1d6 (S) / 1d8 (M) 
  plus weapon damage bonus (+1 to +4)
  plus Dynamic Bane bonus if applicable
  Critical
  x4
  Range
  Melee
  Weight
  9 lbs.
  Type
  Slashing
  Special
  Reach
  Table 4: Abhorrent Naginata Flavors
  Difficulty Band
  Prefix
  Weapon 
  Bonus
  Damage Bonus to  
  Targeted Enemy
  Additional Weapon Bonus to Targeted Enemy
    Low
  Lesser
  +1
  +1d6
  +2
    Moderate
  Lesser
  +2
  +1d6
  +2
    Advanced
  Greater
  +3
  +2d6
  +3
    Elite
  Greater
  +4
  +2d6
  +3
  
  11
  Abhorrent Naginata
  that is hardly ever used to acquire them, that their owners 
  tend to draw a great deal of attention.
    In game terms, owning an abhorrent naginata could be 
  a lightning rod for subsequent Quests or plotlines involving 
  jealous rogues, would-be assassins, magical-item collectors, 
  or other such zealous pilferers.
  Quirks of Ownership
  As the weapon is a non-sentient magical item, and not an 
  artifact or relic, it exerts no particular will or influence on 
  its owner or wielder.  
  Other than attracting attention from those who would seek 
  to possess it, an abhorrent naginata has no other quirks or 
  impacts.
  History & Background
  These weapons are produced in a total count of dozens long 
  ago by an advanced guild of assassins and guards.  
  The thinking was that those who wielded such an item would 
  have a versatile advantage against any sort of foe.  
  While this proved to be true, the mass production of a weap-
  on that could be turned against any enemy with equal and 
  formidable impact was looked ill upon by other factions, and 
  ironically, this weapon proved to be the undoing of the now-
  long-lost guild that had created it.
  The receipe for building an abhorrent naginata, or indeed a 
  dynamic bane weapon in general, has been lost or jealously 
  guarded for hundreds of years now.
  Rumors & Lore
  The following snippets of conversation, convoluted retelling, 
  misunderstanding, urban myth, hearsay, and outright lie are 
  usable as additional incentives for the PCs to uncover mys-
  teries about the town.
  There are two ways to use this FlexTable:
  First, if the PCs are actively searching for information, you 
  can make a 
    Skill Check and look up the result.  If you 
  come to a result that has already been discovered by the PCs, 
  at the GM’s discretion, you may pick a result with a lower DC 
  and read that instead.  
  The party may use 
    Knowledge (Local) or Diplomacy in 
  this manner; the DC listed applies equally to either of these 
  skills.  Alternately, a PC may use Knowledge (History), but 
  with a -4 circumstance penalty (as knowledge of general 
  history will apply in only a limited basis to any immedi-
  ate vicinity, and the abhorrent naginata is not really loca-
  tion-bound or related).
  Alternately, if a specific quest explicitly rewards the PCs 
  with a piece of lore, you may simply roll on the appropriate 
  Context and read the result.  In such a circumstance, a Skill 
  Check is not required.
  Generally speaking, the information in “FlexTable 1: Ab-
  horrent Naginata Rumors & Lore” may be inserted into 
  your campaign as foreshadowing for eventually revealing an 
  abhorrent naginata, or as a means of introducing a plot hook 
  into the Quests listed herein.
  • 
    Use Context A: 
  As a default, or if no other context specifically applies to 
  the circumstances.
  • 
    Use Context B: 
  If the party is attempting to gather information from a 
  Key NPC.  Any named NPC is a “key” NPC for these pur-
  poses.
  • 
    Use Context C: 
  If the party is gathering information from generic towns-
  folk, or NPCs without specific names.  For example, 
  Townsfolk.
  • 
    Use Context D: 
  If the party is blindly trying to obtain information in an 
  unstructured manner.
  Table 5: Abhorrent Naginata Preset Enemy
  D%
  Favored Enemy Preset
  01-05
  Aberrations
  06-09
  Animals
  10-16
  Constructs
  17-22
  Dragons
  23-27
  Fey
  28
  Humanoid (aquatic)
  29-33
  Humanoid (dwarf)
  34-37
  Humanoid (elf)
  38
  Humanoid (giant)
  39
  Humanoid (goblinoid)
  40
  Humanoid (gnoll)
  41-44
  Humanoid (gnome)
  45-48
  Humanoid (halfling)
  49-55
  Humanoid (human)
  56-57
  Humanoid (orc)
  58-59
  Humanoid (reptilian)
  60
  Humanoid (other)
  61-65
  Magical beast
  66-70
  Monstrous humanoid
  71-72
  Ooze
  73-74
  Outsider (air)
  75-76
  Outsider (chaotic)
  77-78
  Outsider (earth)
  79-80
  Outsider (evil)
  81-82
  Outsider (fire)
  83-84
  Outsider (good)
  85-86
  Outsider (lawful)
  87
  Outsider (native)
  88
  Outsider (water)
  89-90
  Plant
  91-98
  Undead
  99-00
  Vermin
  
  12
  Abhorrent Naginata 
  FlexTable 1: Abhorrent Naginata Rumors & Lore
  D%A
  D%B
  D%C
  D%D
  DC
  Description
  Veracity
  -
  -
  -
  01-30
  -
  No Rumor
  No information is obtained.
  01-09
  01-15
  01-12
  31-37
  12
  There is a polearm that allows 
  any wielder to elongate his 
  arms so as to strike from great 
  distances
    False.  Although this sounds like 
  a useful weapon, it has nothing to do 
  with the capabilities of the abhorrent 
  naginata.
  10-19
  16-30
  13-25
  38-45
  16
  The ultimate assassin’s weapon 
  is a bladed two-handed scythe 
  that kills any foe outright if 
  handled in the right manner.
    Partially True.  Although the 
  abhorrent naginata does not slay 
  outright, it frequently causes sufficient 
  damage to kill with few strokes.
  20-28
  31-40
  26-35
  46-52
  19
  A certain rare kind of exotic 
  martial weapon can focus to 
  kill a specific target, making it 
  a perfect rogue tool.
    True.  This is a partial description 
  of the weapon’s capabilities.
  29-38
  41-42
  36-42
  53-60
  17
  Once, long ago, there was a 
  Faction of guards, who forged 
  a new blade that could over-
  come any foe.  Through jealou-
  sy and anger, the Faction was 
  overcome by those who sought 
  to possess this weapon.
    True.  Although it may not help the 
  PCs get closer to laying hands on the 
  weapon, this is a succinct version of the 
  legacy of the abhorrent naginata.
  39-47
  43-52
  43-50
  61-67
  15
  A bladed polearm may be 
  found buried in the earth; this 
  weapon can shoot darts out of 
  its haft.
    False, though this sounds like a 
  very interesting concept!
  48-56
  53-60
  51-60
  68-72
  17
  A local assassin has a special 
  talent: she strikes with partic-
  ular lethality at any foe she is 
  contracted to kill.
    True.  Though this is less skill and 
  more use of the abhorrent naginata.
  57-66
  61-72
  61-72
  73-79
  14
  There’s a weapon called the 
  abhorrent naginata —a supe-
  rior polearm in combat, but 
  cursed, such that it attracts the 
  jealousy and ire of all around 
  the wielder.
    Partially True.  This rumor gets the 
  name correct, but although possessing 
  the weapon does indeed tend to draw 
  attention and hatred, it’s not a magical 
  effect.
  67-76
  73-82
  73-82
  80-84
  12
  Weapons from far away bear 
  the curse and boon of their 
  forgers: they are especially 
  effective against elves, giants, 
  and humans alike!
    Partially True.  These are indeed 
  categories of foe that the abhorrent 
  naginata may be “tuned” to, but its true 
  capabilities go far beyond this selec-
  tion, and of course the weapon may 
  only “target” one of these groups at a 
  time.
  77-86
  83-85
  83-88
  85-90
  14
  An evil, cursed artifact can be 
  coaxed into slaying a named 
  foe if the correct code word is 
  whispered and a sacrifice is 
  made.
    False.  Though powerful and versa-
  tile, the abhorrent naginata is neither 
  evil nor cursed, is not sentient, and is 
  not an artifact.  There is no code word, 
  but depending on how the GM introduc-
  es the weapon, the colored bands may 
  bear some investigation.
  87-93
  86-94
  89-96
  91-95
  10
  The naginata is a cruelly 
  hooked and often poisoned ex-
  otic weapon that causes bleed-
  ing damage with each strike.
    False.  No part of this is accurate.
  94-00
  95-00
  97-00
  96-00
  8
  An abhorrent naginata is a rare 
  weapon that lets the wielder 
  choose what kind of enemy it 
  is particuarly effective against.
    True.  This is perhaps the best de-
  scription of the weapon’s capabilities.
  
  13
  Abhorrent Naginata
  Hooks & Integration
  If you’re looking for an excuse to introduce an abhorrent 
  naginata into your gaming sessions beyond simply “the rogue 
  drops a nifty-looking polearm”, here are some ideas.  
  Of course, as a GM, you are by no means bound to selecting 
  from among these… but it’s always useful to have some in-
  spiration or something to get started quickly.
  Class-Based Hooks
  These connections and motivations are based on the pres-
  ence of one or more characters in the party who have at least 
  one level in a particular class.  
  As GM, you may judge that only one of these is a sufficient 
  motivator; alternately, you can combine multiple class hooks 
  to provide the entire party a believable reason to pursue 
  someone who may be in the possession of an abhorrent nag-
  inata.
  Paladins & Clerics
  A device like this one is either an affront to your God, or the 
  single greatest means of securing Her will in earth.  
  Which view you take will largely be a function of your deity’s 
  personality, and your own approach to exerting their will.
  Either way, identifying who has an abhorrent naginata, and 
  making sure it is either destroyed, preserved, or taken for 
  one’s own holy purposes, can become a priority.
  Rogues
  Rogues are excellent assassins... and so an abhorrent nagina-
  ta is an outstandingly valuable tool.
  Even for those rogues who are not personally inclined to-
  ward the death-for-hire profession will likely have acquian-
  tances who are, or gain wind of such pursuits.  
  Regardless of other factors, the sheer value and collectability 
  of such an item should drive further action.
  Martial Characters
  It’s a two-handed weapon that is extremely powerful against 
  literally any kind of enemy.
  You probably want one of these!
  Arcane Classes
  Though you of course cannot wield such a weapon, it’s nev-
  ertheless interesting from a purely academic perspective, 
  let a lone what such a device represents from an historical 
  standpoint.
  Wizards and other arcanists will delight to own an abhorrent 
  naginata, even though realistically they will be immediately 
  deprived of its use in favor of a more melee-focused com-
  rade.
  You may simply wish to study such a weapon, to pore over 
  it and glean what history you might out of its scratchings 
  and carvings.  Any character with a focus on Divination will 
  likely wish to understand the weapon’s shifting properties to 
  assist in location augmentation.
  Monks and Druids
  Typically, Monks and Druids will want to secure an ab-
  horrent naginata, if for no other reason than to preserve 
  a balance.  Such a potent weapon, they might well reason, 
  should be in a museum, or in the hands of those whom would 
  safeguard it against a time when its power is truly merited 
  as opposed to being wielded opportunistically.
  Thoughtful, balance, or Law-oriented classes will have ample 
  justification in seeking the naginata out, though their aims 
  should ultimately be to preserve balance and to keep it out 
  of the wrong hands.  It’s helpful that any existing naginata is 
  almost certainly in the “wrong hands” from this perspective!
  General Hooks
  These hooks are not linked directly to any particular race, 
  class, or other party element, and can be deployed as the GM 
  sees fit as best matches the play style and existing motiva-
  tions of the party.
  Assassin
  This hook is explored in greater detail in the enclosed Quest, 
  ““o Quest: Adaptable Assassin”.  
  In short, however, there’s a talented contract killer about, 
  and the PCs are commissioned to take her out and retrieve 
  whatever weapon or gear makes her so formidable.
  It’s easy to imbue this storyline with greater detail.  For ex-
  ample, it could be that those who hire the PCs in this manner 
  are tied into a greater plotline that the GM has already estab-
  lished, or to a 
    Faction with ulterior motive.
  Collector
  “It belongs in a museum” is an easy sentiment to advocate.  
  Far more honest, however, is the Collector: someone who 
  more accurately states “it belongs in my museum”.
  A Collector, or group thereof, asks the PCs to retrieve the 
  abhorrent naginata from its current wielder, and to return it 
  so that it might be stored among other valuables.
  This angle plays particularly well with Lawfully-aligned 
  classes, or PCs whose class, creed, Faction, or other involve-
  ment would guide them toward a balance.
  Needs Must Hunt
  This hook is a bit more convoluted, and requires a bit more 
  guidance from the GM to make it seem reasonable and sen-
  sible.  
  If the PCs are faced with a number of different foes, big bad 
  nasties that they realize they require assistance bringing 
  down, as part of their preparation for tackling the encoun-
  ter, they might take a side quest to track down an abhorrent 
  naginata.
  Quests
  Another, more thorough, means of introducing the abhorrent 
  naginata is via the following Quest.
    This Quest may be inserted into any campaign setting or 
  adventure, either as a “side quest”, or as a tie-in or kickoff to 
  a larger storyline.
  
  14
  Abhorrent Naginata 
   Quest: Adaptable Assassin
    Summary: The party is contracted by an interested third 
  party to locate and subdue a renowned local assassin, and 
  recover the weapon she wields. 
    Rewards:  
   1,000 gp / 
    5,000 gp / 
   10,000 gp / 
    15,000 gp (promised); up to 
    2 Reward Stars; abhor-
  rent naginata
    Locations: Any.
    Key NPCs: Xanaphia.
    Kickoff: Random Encounter.
    Description:
  If the party contains one or more PCs with one or more 
  Rogue levels, select the one with the most levels of Rogue 
  (or randomize in the event of a tie).  For parties without any 
  Rogue levels, select a PC at random.
  That PC, however determined via the above method, is 
  solicited by an acquaintance of an acquaintance, a connec-
  tion so tenuous you wonder if it’s legitimate.  However, 
    
  Sense Motive checks of any level of success seem to indicate 
  authenticity.
  This man, the Acquaintance, describes the situation, and his 
  offer, thusly:
    “There’s an assassin about.  She’s ranger-lethal... but 
  against any kinda foe, not just this’un or that’un.  So good, 
  makes me fear for me job.  Bad business for us all, that sort —
  get too good at offing folks for coin, only the richest have 
  enough coin to not get offed!”
  His pitch is simple: he’s in the employ of those who would 
  see this talented local assassin slain, and her gear collected.  
  He can pay quite handsomely for this feat, and has informa-
  tion as to the assassin’s whereabouts tonight.  
  The only condition is that the assassin’s gear must be re-
  turned to the Acquaintance.  If the PCs fail to make the kill, 
  no harm no foul and no payment, but if they do slay the as-
  sassin but fail to produce the gear, the Acquaintance promis-
  es that a second contract will be put out... on the PCs.
    No amount of cajoling, bribery, threats, or even outright 
  violence will coerce the Aqcuaintance into revealing his em-
  ployers.  They are a consortium of interested wealthy local 
  nobles.  
    At the GM’s discretion, and if the campaign world used 
  supports it, the man’s employers may be any Faction with 
  enough influence and wealth to take an interest.   
   
  It could even be a rival assassin, wealthy in her own right, 
  looking to stem competition!
    If the party declines, the main persists, offering 10% 
  more on the prices cited above.  If the party still says no, 
  he leaves them be, though at the GM’s discretion if the PCs 
  change their mind at any point in the future, and are heard 
  to say so in a tavern or similar place of general population, 
  the Acquaintance may return to make another go of it.
    Queries trying to pin down exactly what sort of gear is 
  involved will get evasive responses.  A 
   DC 17 Diplomacy 
  or Intimidate check will reveal the methods of the assassin 
  in question: melee attacks from a large, bladed, slashing 
  weapon are typical of completed contracts.
    Most parties will be tempted by the wealth, and/or the 
  promise of interesting gear.  Select an appropriate location 
  in the game world for the event to go down, but ultimately, 
  the PCs notice Xanaphia in the midst of attempting a contract 
  kill.  
  If they successfully slay her in combat, they have some op-
  tions as to what to do with the equipment they salvage from 
  the encounter.
    The party may attempt to keep the gear, including (of 
  course) the abhorrent naginata.  In the short term, this is 
  successful; however, it’s only a matter of time before the 
  Acquaintance hires another group of contract killers to take 
  out the party and retrieve the weapon.  The naginata is the 
  only item of true interest; ultimately the party may keep the 
  reward gold and everything else on the corpse.
    Cornering Xanaphia and trying to talk to her may be dif-
  ficult: a 
   Diplomacy or Intimidate check, opposed by the 
  assassin’s Bluff check, is necessary to even get her talking 
  instead of fighting.  
  Once discussion is started, the following Skill Challenge 
  applies.  This description assumes that the PCs will take the 
  approach of being honest, with an ultimate goal of trying 
  to convince Xanaphia to give up her equipment without the 
  need for violence; the GM may have to tweak the challenges 
  and/or descriptions as appropriate for what the PCs actually 
  do!
    Asking the Assassin
  First Check: Diplomacy or Intimidate, opposed by Xanaph-
  ia’s Sense Motive, to describe the situation and have her 
  accept it; failure means she attacks the PCs and they will 
  have to succeed at the check described above to re-initiate 
  this Skill Challenge.
  Second Check: Bluff or Intimidate, opposed by Xanaphia’s 
  Sense Motive, to introduce the possibility of resolving the 
  situation non-violently; failure reverts to the First Check, 
  which must be attempted again to proceed.
  Third Check: Diplomacy or Intimidate, opposed by Xanaph-
  ia’s Bluff, to get her to accept the terms.  Failure reverts to 
  the First Check, which must be attempted again to proceed.  
  Success quits the challenge, and convinces Xanaphia to give 
  the PCs her abhorrent naginata.
  No matter how the Quest is resolved, the party should re-
  ceive 
    XP as normal for vanquishing the assassin.
  
  15
  Abhorrent Naginata
  Xanaphia (Rogue Assassin)
    Low
    Moderate
    Advanced
    Elite
    General
  CR / XP
  CR 4; XP 1,200
  CR 8; XP 4,800
  CR 12; XP 19,200
  CR 16; XP 76,800
  Sex / Race
  Female Half-Elf (Medium)
  Class
  Rogue 4
  Rogue 8
  Rogue 12
  Rogue 16
  Initiative
  +2
  +2
  +3
  +3
  Senses
  Low-Light Vision; 
  Perception +12
  Low-Light Vision; 
  Perception +16
  Low-Light Vision; 
  Perception +23
  Low-Light Vision; 
  Perception +27
    Defense
  Armor Class
  AC 16, touch 13, ff 16 
  (+2 Dex, +1 dodge; +3 
  armor)
  AC 18, touch 13, ff 18 
  (+2 Dex, +1 dodge; +5 
  armor)
  AC 20, touch 14, ff 20 
  (+3 Dex, +1 dodge; +6 
  armor)
  AC 21, touch 14, ff 21 
  (+3 Dex, +1 dodge; +7 
  armor)
  hp / HD
  13 (4d8)
  24 (8d8)
  45 (12d8)
  62 (16d8)
  Saves
  Fort +1, Ref +6,  
  Will +1, 
  +2 vs. enchantment spells 
  and effects 
  +1 Reflex to avoid traps
  Fort +2, Ref +8,  
  Will +2, 
  +2 vs. enchantment spells 
  and effects 
  +2 Reflex to avoid traps
  Fort +4, Ref +11,  
  Will +4, 
  +2 vs. enchantment spells 
  and effects 
  +4 Reflex to avoid traps
  Fort +5, Ref +13,  
  Will +5, 
  +2 vs. enchantment spells 
  and effects 
  +5 Reflex to avoid traps
  Special Defenses
  Evasion, Resiliency (4 
  hp), Trap Sense +1, 
  Uncanny Dodge
  Evasion, Resiliency (8 
  hp), Trap Sense +2, 
  Improved Uncanny Dodge
  Evasion, Resiliency (12 
  hp), Trap Sense +4, 
  Improved Uncanny Dodge
  Evasion, Resiliency (16 
  hp), Trap Sense +5, 
  Improved Uncanny Dodge
    Offense
  Movement
  30 ft.
  Attacks
  Melee +1 abhorrent 
  naginata +7 (1d8+5/
  x4) or 
  Melee dagger +6 
  (1d4+3/19-20) or 
  Ranged dagger 
  (thrown) +5 
  (1d4+3/19-20) 
  Melee +2 abhorrent 
  naginata +13/+8 (2H: 
  1d8+8/x4) or 
  Melee +1 dagger 
  +11/+6 (1d4+5/19-20) 
  or 
  Ranged +1 dagger 
  (thrown) +9/+4 
  (1d4+5/19-20) 
  Melee +3 abhorrent 
  naginata +17/+12 (2H: 
  1d8+9/19-20/x4) or 
  Melee +3 dagger 
  +16/+11 (1d4+7/19-
  20) or 
  Ranged +3 dagger 
  (thrown) +15/+10 
  (1d4+7/19-20) 
  Melee +4 abhorrent 
  naginata +21/+16/+11 
  (2H: 1d8+10/19-20/
  x4) or 
  Melee +4 dagger 
  +20/+15/+10 
  (1d4+8/19-20) or 
  Ranged +4 dagger 
  (thrown) +19/+14/+9 
  (1d4+8/19-20) 
  CR 4; XP 1,200
   Description
  Silent, calm, and self-assured, Xanaphia keeps to herself, 
  interacting with others only when absolutely essential.  She 
  established her reputation as a successful contract killer in 
  towns far-flung; once her business was secure via word-of-
  mouth, she reverted to a secretive, nearly hermetic lifestyle, 
  emerging only to re-provision or to ply her trade.   
   Appearance
  Her clothes are drab, average, and entirely forgettable; simi-
  larly, her hair is brown and unkempt, chin-length.  Her facial 
  features are a boring blend of her bi-racial heritage, and she 
  applies no makeup or other accentuations.  
  In all ways, she goes out of her way to appear not out of the 
  way; the more unnoticeable she appears, the less attention 
  she draws to herself.
   Combat Tactics
  Xanaphia will typically only engage in combat if cornered 
  and it is unavoidable—or of course if she is conducting busi-
  ness.
  Though melee-focused in weapon choice, she keeps her dis-
  tance, gauging her enemy until it’s time to strike.  
  When faced with a number of foes, she chooses the weakest, 
  the one most likely to be slain with the fewest blows, and 
  tunes her abhorrent naginata to the nature of that enemy.
  Faced with overwhelming odds, Xanaphia is not above flee-
  ing.  Her entire profession is oriented toward facing a single 
  enemy in circumstances of her own selection; it is not in her 
  nature to go gung-ho and bravely face down overwhelming 
  enemies.
   Factions
  It’s reasonable to assume that Xanaphia would likely be a 
  part of any assassin-oriented guild or collective that’s in your 
  campaign world.
  Similarly, however, given her hermetic lifestyle, it’s reason-
  able that she might shun such an organization, preferring 
  instead to serve her own interests.
  
  16
  Abhorrent Naginata 
    Low
    Moderate
    Advanced
    Elite
  Space / Reach
  5 ft. / 5 ft.
  Special Attacks
  Powerful Sneak, Sneak 
  Attack 2d6
  Bleeding Attack, 
  Offensive Defense, 
  Powerful Sneak, Sneak 
  Attack 4d6
  Bleeding Attack, 
  Crippling Strike, 
  Hamstring Strike*, 
  Hunter’s Surprise, 
  Offensive Defense, 
  Powerful Sneak, Sneak 
  Attack 6d6
  Bleeding Attack, 
  Crippling Strike, 
  Entanglement of 
  Blades**, Hamstring 
  Strike*, Hunter’s 
  Surprise, Offensive 
  Defense, Powerful 
  Sneak, Sneak Attack 
  8d6
    Statistics
  Ability Scores
  Str 17, Dex 15, Con 10, 
  Int 8, Wis 11, Cha 13
  Str 18, Dex 15, Con 10, 
  Int 8, Wis 11, Cha 13
  Str 18, Dex 16, Con 10, 
  Int 8, Wis 11, Cha 13
  Str 18, Dex 16, Con 10, 
  Int 8, Wis 11, Cha 14
  Core Attack
  Base Atk +3;  
  CMB +6; CMD 19
  Base Atk +6; 
  CMB +10; CMD 23
  Base Atk +9; 
  CMB +13; CMD 27
  Base Atk +12; 
  CMB +16; CMD 30
  Feats
  Dodge, Martial 
  Weapon Proficiency 
  (Naginata), Skill Focus 
  (Perception)
  Dodge, Martial 
  Focus, Martial 
  Weapon Proficiency 
  (Naginata), Skill Focus 
  (Perception), Weapon 
  Focus (Naginata)
  Critical Focus, Dodge, 
  Improved Critical 
  (Naginata), Martial 
  Focus, Martial 
  Weapon Proficiency 
  (Naginata), Skill Focus 
  (Perception), Weapon 
  Focus (Naginata)
  Cleave, Critical Focus, 
  Dodge, Improved 
  Critical (Naginata), 
  Martial Focus, Martial 
  Weapon Proficiency 
  (Naginata), Power 
  Attack, Skill Focus 
  (Perception), Weapon 
  Focus (Naginata)
  Skills
  Acrobatics +8, 
  Appraise -1, Artistry 
  -1, Bluff +8, Climb +9, 
  Craft (Untrained) -1, 
  Diplomacy +1, Disable 
  Device +10, Disguise 
  +8, Escape Artist +8, 
  Fly +1, Intimidate 
  +1, Perception +12, 
  Perform (Untrained) 
  +1, Ride +1, Stealth +1, 
  Swim +2
  Acrobatics +13, 
  Appraise -1, Artistry -1, 
  Bluff +12, Climb +15, 
  Craft (Untrained) -1, 
  Diplomacy +1, Disable 
  Device +17, Disguise 
  +12, Escape Artist +13, 
  Fly +2, Intimidate 
  +1, Perception +16, 
  Perform (Untrained) 
  +1, Ride +2, Stealth 
  +7, Swim +4
  Acrobatics +18, 
  Appraise -1, Artistry -1, 
  Bluff +16, Climb +19, 
  Craft (Untrained) -1, 
  Diplomacy +1, Disable 
  Device +24, Disguise 
  +16, Escape Artist 
  +18, Fly +3, Intimidate 
  +1, Perception +23, 
  Perform (Untrained) 
  +1, Ride +3, Stealth 
  +13, Swim +4
  Acrobatics +22, 
  Appraise -1, Artistry -1, 
  Bluff +21, Climb +23, 
  Craft (Untrained) -1, 
  Diplomacy +2, Disable 
  Device +30, Disguise 
  +21, Escape Artist +22, 
  Fly +3, Intimidate 
  +2, Perception +27, 
  Perform (Untrained) 
  +2, Ride +3, Stealth 
  +18, Swim +4
  Languages
  Common, Elven
  Special Qualities
  Adaptability, Bonus 
  Rogue Talent (4x), 
  Elf Blood, Elven 
  Immunities, Keen 
  Senses, Low-Light 
  Vision, Multitalented, 
  Trapfinding
  Adaptability, Bonus 
  Rogue Talent (8x), 
  Canny Observer, 
  Elf Blood, Elven 
  Immunities, Keen 
  Senses, Low-Light 
  Vision, Multitalented, 
  Trapfinding
  Adaptability, Bonus 
  Rogue Talent (12x), 
  Canny Observer, 
  Elf Blood, Elven 
  Immunities, Keen 
  Senses, Low-Light 
  Vision, Multitalented, 
  Trapfinding
  Adaptability, Bonus 
  Rogue Talent (16x), 
  Canny Observer, 
  Elf Blood, Elven 
  Immunities, Keen 
  Senses, Low-Light 
  Vision, Multitalented, 
  Skill Mastery (Bluff, 
  Disable Device), 
  Trapfinding
  Treasure
  Abhorrent naginata +1; 
  studded leather armor; 
  dagger (2x)
  Abhorrent naginata 
  +2; shadowed studded 
  leather armor +2; +1 
  dagger (2x)
  Abhorrent naginata +3; 
  improved shadowed 
  studded leather armor 
  +3; +3 dagger (2x)
  Abhorrent naginata 
  +4; greater shadowed 
  studded leather armor 
  +4; +4 dagger (2x)
   Special Abilities
  Adaptability (Ex) Half-elves receive Skill Focus as a bonus feat at 
  1st level. 
  Bleeding Attack (Ex) You can cause living opponents to bleed when 
  hitting them with a sneak attack. This attack causes the target to 
  take 8 additional points of damage each round. Bleeding creatures 
  that that amount of damage every round at the start of their turns. 
  The bleeding can be stopped by a DC 15 Heal check or the application 
  of any effect that heals hit point damage. Bleeding damage from 
  this ability does not stack with itself. Bleeding damage bypasses any 
  damage reduction the creature might possess. 
  Bonus Rogue Talent (16x) The human gains +1/6 of a new rogue 
  talent. 
  Canny Observer (Ex) When a rogue with this talent makes a 
  Perception check to hear the details of a conversation or to find 
  concealed or secret objects (including doors and traps), she gains a 
  +4 bonus. 
  Crippling Strike (Ex) You can sneak attack opponents with such 
  
  17
  Abhorrent Naginata
  precision that your blows weaken and hamper them. An opponent 
  damaged by one of your sneak attacks also takes 2 points of Strength 
  damage. 
  Elf Blood (Ex) Half-elves count as both elves and humans for any 
  effect related to race. 
    Half-elves are immune to magic sleep effects and get a +2 racial 
  saving throw bonus against enchantment spells and effects. 
  Entanglement of Blades** (Ex) When a rogue with this talent hits 
  a creature with a melee attack that deals sneak attack damage, the 
  target cannot take a 5-foot step until the beginning of the rogue’s 
  next turn. 
  Evasion (Ex) You can avoid damage from many area-effect attacks. 
  If you make a successful Reflex saving throw against an attack that 
  normally deals half damage on a successful save, you instead take no 
  damage. Evasion can only be used if you are wearing light armor or 
  no armor. If you are helpless, you do not gain the benefit of evasion. 
  Hamstring Strike When a rogue with this talent hits an opponent 
  with a sneak attack, she may forgo her sneak attack damage to 
  instead deal weapon damage as normal knock the target prone, 
  leaving them unable to take move actions during their next turn. A 
  successful Fortitude save (DC 21) negates this effect. 
  Hunter’s Surprise (Ex) Once per day, a rogue with this talent can 
  designate a single enemy she is adjacent to as her prey. Until the end 
  of her next turn, she can add her sneak attack damage to all attacks 
  made against her prey, even if she is not flanking it or it is not flat-
  footed. 
  Improved Uncanny Dodge (Ex) You can no longer be flanked. This 
  defense denies a rogue the ability to sneak attack you by flanking 
  you, unless the attacker is a rogue of at least level 20. 
  Keen Senses (Ex) Half-elves receive a +2 bonus on Perception skill 
  checks. 
  Low-Light Vision (Ex) You can see x2 as far as humans in low 
  illumination. Characters with low-light vision have eyes that are 
  so sensitive to light that they can see twice as far as normal in dim 
  light. Low-Light Vision is color vision. A spellcaster with low-light 
  vision can read a scroll as long as even the tiniest candle flame is 
  next to her as a source of light. Characters with low-light vision can 
  see outdoors on a moonlit night as well as they can during the day. 
  Multitalented (Ex) Half-elves choose two favored classes at first 
  level and gain +1 hit point or +1 skill point whenever they take a 
  level in either one of those classes. 
  Offensive Defense (Ex) When a rogue with this talent hits a 
  creature with a melee attack that deals sneak attack damage, the 
  rogue gains a +1 dodge bonus to AC for each sneak attack die rolled 
  against that creature for 1 round. 
  Powerful Sneak (Ex) Whenever a rogue with this talent takes a full 
  attack action, she can elect to take a -2 penalty on all attack rolls 
  until the start of her next turn. If an attack during this time is a 
  sneak attack, she treats all 1s on the sneak attack damage dice as 2s. 
  Resiliency (Ex) Once per day, you can gain 16 temporary hit points. 
  Activating this ability is an immediate action that can only be 
  performed when you are brought to below 0 hit points. This ability 
  can be used to prevent yourself from dying. These temporary hit 
  points last for 1 minute. If your hit points drop below 0 due to the 
  loss of these temporary hit points, you fall unconscious and are 
  dying as normal. 
  Skill Mastery (Bluff, Disable Device) You become so confident in 
  the use of certain skills that you can use them reliably even under 
  adverse conditions. When making a skill check with one of these 
  skills, you may take 10 even if stree and distraction would normally 
  prevent you from doing so. 
  Sneak Attack (Ex) If you can catch an opponent when he is unable 
  to defend himself effectively from your attack, you can strike a vital 
  spot for extra damage. Your attack deals 8d6 points of extra damage 
  anytime your target would be denied a Dexterity bonus to AC, or 
  when you flank your target. Should you score a critical hit with a 
  sneak attack, this extra damage is not multiplied. Ranged attacks 
  can count as sneak attacks only if the target is within 30 feet. With 
  a weapon that deals nonlethal damage, you can make a sneak attack 
  that deals nonlethal damage instead of lethal damage. You cannot 
  use a weapon that deals lethal damage to deal nonlethal damage in 
  a sneak attack, not even with the usual -4 penalty. You must be able 
  to see the target well enough to pick out a vital spot and must be 
  able to reach such a spot. You cannot sneak attack while striking a 
  creature with concealment. 
  Trapfinding (Ex) You add +8 to Perception skill checks made to 
  locate traps and to Disable Device skill checks. You can use the 
  Disable Device skill to disarm magical traps. 
  Trap Sense (Ex) You gain a +5 bonus on Reflex saves made to avoid 
  traps, and a +5 dodge bonus to AC against attacks made by traps. 
  Uncanny Dodge (Ex) You can react to danger before your senses 
  would normally allow you to do so. You cannot be caught flat-
  footed, nor do you lose your Dexterity bonus to AC if the attacker is 
  invisible. You still lose your Dexterity bonus to AC if immobilized. 
  You can still lose your Dexterity bonus to AC if an opponent 
  successfully uses the feint action against you.  
   Feats
  Cleave You can strike two adjacent foes with a single swing. As 
  a standard action, you can make a single attack at your full base 
  attack bonus against a foe within reach. If you hit, you deal damage 
  normally and can make an additional attack (using your full base 
  attack bonus) against a foe that is adjacent to the first and also 
  within reach. You can only make one additional attack per round 
  with this feat. When you use this feat, you take a -2 penalty to your 
  Armor Class until your next turn.
  Critical Focus You are trained in the arts of causing pain. You 
  receive a +4 circumstance bonus on attack rolls made to confirm 
  critical hits. 
  Dodge Your training and reflexes allow you to react swiftly to avoid 
  an opponent’s attack. You gain a +1 dodge bonus to your AC. A 
  condition that makes you lose your Dex bonus to AC also makes you 
  lose the benefits of this feat. 
  Improved Critical (Naginata) Attacks made with your chosen 
  weapon are quite deadly. When using the weapon you selected, your 
  threat range is doubled. 
  Martial Focus You have honed your skills with a group of related 
  weapons. Choose one fighter weapon group. While wielding a 
  weapon from this group with which you are proficient, you gain a +1 
  bonus on damage rolls. Special: The Martial Focus feat counts as the 
  weapon training class feature with the chosen fighter weapon group 
  for the purpose of weapon mastery feat prerequisites and what 
  weapons you can use with weapon mastery feats. 
  Martial Weapon Proficiency (Naginata) You understand how to use 
  your chosen martial weapon in combat. You make attack rolls with 
  the selected weapon normally (without the non-proficient penalty). 
  Power Attack You can make exceptionally deadly melee attacks by 
  sacrificing accuracy for strength. You can choose to take a -4 penalty 
  on all melee attack rolls and combat maneuver checks to gain a +8 
  bonus on all melee damage rolls. This bonus to damage is increased 
  by half (+50%) if you are making an attack with a two-handed 
  weapon, a one handed weapon using two hands, or a primary 
  natural weapon that adds 1-1/2 times your Strength modifier on 
  damage rolls. This bonus to damage is halved (-50%) if you are 
  making an attack with an off-hand weapon or secondary natural 
  weapon. You must choose to use this feat before making an attack 
  roll, and its effects last until your next turn. The bonus damage 
  does not apply to touch attacks or effects that do not deal hit point 
  damage. 
  Skill Focus (Perception) You are particularly adept at your chosen 
  skill. You get a +3 bonus on all checks involving the chosen skill. If 
  you have 10 or more ranks in that skill, this bonus increases to +6. 
  Weapon Focus (Naginata) You are especially good at using your 
  chosen weapon. You gain a +1 bonus on all attack rolls you make 
  using the selected weapon. .
  
  18
  Appendices
  Open Gaming License (OGL)
  Version History
  Table 6: Version History
  Date
  Version
  Notes
  03-May-2017
  0.1
  Initial draft
  Product Identity: The following items are hereby identified 
  as Product Identity, as defined in the Open Game License 1.0a, 
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  Open Content: Except for material designated as Product Identity 
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  License version 1.0a Section 1(d). No portion of this work other than 
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  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, 
  Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on 
  
  19
  Appendices
  material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo 
  Publishing, LLC; Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, 
  LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme 
  Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, 
  Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K 
  Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, 
  Russ Taylor, and Greg A. Vaughan, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, 
  LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James 
  Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, 
  F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross 
  Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt 
  James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- 
  MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and 
  Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, 
  Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason 
  Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, 
  Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin 
  Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason 
  Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, 
  F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa 
  Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, 
  Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo 
  Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah 
  Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, 
  Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, 
  Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, 
  Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. © 2010, 
  Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal 
  MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. 
  Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; 
  Authors: Dennis Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, 
  Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, 
  Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-
  MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark 
  Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, 
  Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-
  MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben 
  Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, 
  Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, 
  Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo 
  Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, 
  Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, 
  Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures. © 2015, Paizo 
  Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason 
  Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, 
  Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, 
  Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, 
  Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ 
  Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Pathfinder Unchained. © 2015, 
  Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Byers, Logan 
  Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason 
  Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, 
  Robert Schwalb, Mark Seifter, and Russ Taylor.
  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.
  Pathfinder Roleplaying Game Ultimate Campaign. © 2013, Paizo 
  Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason 
  Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, 
  James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard 
  Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, 
  F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen 
  Townshend.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, 
  Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick 
  Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo 
  Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin 
  Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, 
  Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, 
  Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC 
  Stephens, and Russ Taylor. 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Infinium/Dark Obelisk - Artifacts & Artifice - Abhorrent Naginata.pdf