TEXT: UlTImaTe wIlderNess
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  CREDITS
  Development Lead • James Jacobs
  Authors • Alexander Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley, 
  Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz,  
  Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer
  Cover Artist • Wayne Reynolds
  Interior Artists • Jeff Carlisle, Alexandre Chaudret, Jorge Fares, Shen Fei, Igor Grechanyi, Leesha Hannigan, Hai Hoang, Ralph Horsley, Yan Kyohara, 
  William Liu, Valeria Lutfullina, Diana Martinez, Brynn Metheney, Nikolai Ostertag, Roberto Pitturru, Ramon Puasa Jr, Miguel Regodón Harkness, 
  Wayne Reynolds, Kiki Moch Rizky, Dimitri Sirenko, and Firat Solhan
  Creative Director • James Jacobs
  Creative Design Director • Sarah E. Robinson
  Executive Editor • James L. Sutter
  Managing Developer • Adam Daigle
  Development Coordinator • Amanda Hamon Kunz
  Senior Developer • Robert G. McCreary
  Organized Play Lead Developer • John Compton
  Developers • Crystal Frasier, Jason Keeley, Mark Moreland, Joe Pasini, Owen K.C. Stephens, and Linda Zayas-Palmer
  Managing Editor • Judy Bauer
  Senior Editor • Christopher Carey
  Editors • Lyz Liddell, Elisa Mader, Brad Matteson, Adrian Ng, Lacy Pellazar, and Josh Vogt 
  Lead Designer • Jason Bulmahn
  Senior Designer • Stephen Radney-MacFarland 
  Designers • Logan Bonner and Mark Seifter
  Art Director • Sonja Morris
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  Organized Play Coordinator • Tonya Woldridge
  Publisher • Erik Mona
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  This game is dedicated to Gary Gygax and Dave Arneson.
  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. 
  This game would not be possible without the passion and dedication of the thousands of gamers who helped playtest and develop it. Thank you 
  for all of your time and effort.
  This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All trademarks, registered trademarks, proper 
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  Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Adventures, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Combat Pad, Pathfinder Flip-
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  and Starfinder Society are trademarks of Paizo Inc.
  First printing November 2017.
  Printed in China.
  Paizo Inc.
  7120 185th Ave NE, Ste 120
  Redmond, WA 98052-0577
  paizo.com
  
  INTRODUCTION 
  4
  CHAPTER 1: WILDERNESS HEROES 
  6
  Gathlains 
  9
  Ghorans	
  15
  Vine Leshys	
  20
  Shifter	
  26
  CHAPTER 2: ARCHETYPES AND 
  CLASS OPTIONS 
  32
  Alchemist 
  34
  Barbarian 
  36
  Bard 
  40
  Brawler 
  42
  Cavalier 
  44
  Druid 
  46
  Fighter 
  50
  Hunter 
  52
  Investigator 
  56
  Kineticist 
  58
  Monk 
  64
  Occultist 
  66
  Oracle 
  68
  Paladin 
  70
  Ranger 
  72
  Rogue 
  76
  Shifter 
  78
  Skald 
  84
  Slayer 
  86
  Witch 
  88
  Other Archetypes and Class Options 
  91
  CHAPTER 3: FEATS 
  98
  Types of Feats 
  100
  Feat Descriptions 
  100
  Feat Table 
  101
  CHAPTER 4: MASTERING THE WILD 
  122
  Discovery and Exploration 
  124
  The First World 
  128
  Foraging and Salvaging 
  134
  The Green Faith 
  136
  Harvesting Poisons 
  142
  Hazards and Disasters 
  146
  Herbalism 
  152
  Spells of the Wild 
  156
  Trophies and Treasures 
  162
  Weather 
  165
  TABLE OF CONTENTS
  Wilderness Traps 
  172
  CHAPTER 5: COMPANIONS 
  AND FAMILIARS 
  174
  Magic Item Slots 
  176
  Animal Companions 
  178
  Plant Companions 
  182
  Vermin Companions 
  184
  Animal Companion Archetypes 
  186
  Familiars 
  190
  Familiar Archetypes 
  210
  Companion Tricks 
  214
  Companion Feats 
  217
  CHAPTER 6: SPELLS 
  220
  Spell Lists 
  222
  Spells 
  227
  Nature Rituals 
  238
  CHAPTER 7: GEAR AND MAGIC ITEMS 240
  Adventuring Gear 
  242
  Alchemical Tools 
  245
  Magic Items 
  246
  Magic Plants 
  247
  Wondrous Items 
  250
  INDEX 
  252
  
  Introduction
  Pathfinder RPG Ultimate Magic, each of which provides new 
  options and tools relevant to that book’s theme in the same 
  way this one deals with the theme of wilderness.
  NAVIGATING THIS BOOK
  Each chapter in this book contains rules grouped by type or 
  theme for easy reference. The following overview summarizes 
  the new options you’ll find in each section. If you’re looking 
  for a specific topic, check the index located on page 252. 
  Chapter 1—Wilderness Heroes: Ultimate Wilderness features 
  three new PC races: gathlains, ghorans, and vine leshys. Each 
  race features a special connection to the wilderness and 
  presents unique opportunities to play a creature unlike most 
  others. Each of these races is presented in an expanded write-
  up similar to those found in the Pathfinder RPG Advanced Race 
  Guide, presenting the basic information for the race followed 
  by sections of options either specific to or complementing 
  the new race. A section detailing this book’s feature class—the 
  shifter—follows the new races. These shapechanging warriors 
  of the wildlands are closely tied to druid circles and enclaves. 
  Serving as the protectors of sacred groves and other sites 
  revered by primal religions, they’re aided in this goal by their 
  ability to take the shape of and gain advantages from their 
  aspects, each of which is keyed to a specific type of animal. 
  The shifter is tailor-made for those who want to both dabble 
  S
  ince the first campfire, as the first myths were spun, the 
  wilderness has been where heroes find adventure. While 
  people huddle behind walls, locking their doors at night, 
  the creatures and perils of the world abound in a harder, meaner 
  existence. This is what makes the vast expanses of wildlands 
  truly dangerous. The only wild things that accept the presence 
  of outsiders see such interlopers as exotic meals. Surviving in 
  the wilderness often requires the aid of one who knows its 
  ways and its dangers, as well as careful planning and the ability 
  to improvise. This book prepares you for such challenges. 
  Within you will find allies, equipment, and other tools to 
  confront the wilderness and not only survive but thrive. 
  Pathfinder RPG Ultimate Wilderness contains a wealth of new 
  options for those wishing to bring the wilderness to life. Players 
  can choose a new class, the shifter, which allows a character to 
  harness the power of nature and transform her body. There 
  are archetypes for nearly every class in the game, including 
  a bounty of archetypes for the shifter. Players can also find 
  new feats, items, and spells aplenty, as well as extensive entries 
  on new animal companions and familiars. Game Masters can 
  find compelling new options to round out their villains and 
  NPCs in those sections, as well as new tools for exploring 
  the wilderness and bringing its wonders and dangers to 
  life. Ultimate Wilderness is a companion book to Pathfinder 
  RPG Ultimate Combat, Pathfinder RPG Ultimate  Intrigue, and 
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  in the strange magic of nature and tear across the battlefield 
  with animalistic might.
  Chapter 2—Archetypes and Class Options: Within this 
  chapter is a bevy of options for various classes. The more 
  robust sections grant greater options for the barbarian, 
  druid, hunter, ranger, and shifter, but this chapter also 
  features sections for the bard, cavalier, kineticist, monk, 
  paladin, skald, witch, and others. Each new section, especially 
  those for classes not typically connected with the wilderness, 
  features archetypes and options that allow these classes to 
  interact with, fight against, or harness the power of nature. 
  If there is not a full section for a class, new options for it can 
  likely be found in the Other Archetypes and Class Options 
  section at the end of this chapter. 
  Chapter 3—Feats: One’s ability to survive in the wild often 
  depends on having the right training. From combat, style, 
  and teamwork feats that imitate the ferocity of nature to 
  metamagic feats that exploit its rules or empower spells with 
  its essence, many of the feats presented here allow you to gain 
  the unflinching savagery of nature. Rounding out the chapter 
  is a new magic item creation feat—Cultivate Magic Plants—
  that grants the power to grow magic.
  Chapter 4—Mastering the Wild: This chapter presents a 
  number of ways to enhance adventures into the wilderness.
  Discovery and Exploration: When you want to challenge PCs 
  as they explore a section of wilderness, whether through a 
  dense jungle or amid the rubble of remote mountain passes, 
  this section presents rules on how to do that narratively. 
  It can even be used with the hex-based exploration rules 
  presented on page 154 of Pathfinder RPG Ultimate Campaign. 
  The First World: The mysterious land of the fey holds 
  many treasures and great peril. This section provides details 
  about this strange plane, including guidance on running 
  adventures within it and a sampling of some of its dangers. 
  Foraging and Salvaging: Far from civilization, adventurers 
  can find raw materials for crafting or repairing hard to come 
  by. This section gives guidelines on foraging for materials 
  and reclaiming items through salvage.
  The Green Faith: A primordial religion older than most gods, 
  the Green Faith is the chosen philosophy of many druids, 
  hunters, rangers, and shifters. This section gives an overview 
  of the faith and a look into its goals, hierarchies, practitioners, 
  and tenets. 
  Harvesting Poisons: Herbs, toxic substances, and venoms that 
  can be distilled for nefarious purposes abound in wildlands. 
  This section provides details on harvesting poisons and 
  creating antivenoms, as well as a list of new poisons. 
  Hazards and Natural Disasters: While the creatures of the wild 
  are often fearsome challenges, the environment itself can rise 
  up to thwart interlopers. This section provides rules for some 
  of the most dangerous aspects of nature.
  Herbalism: While some herbs can contain deadly poisons, 
  others can provide beneficial power. This section details 
  useful plant life in the wild and how to harvest its benefits. 
  Spells of the Wild: Many spells have the power to grant 
  succor within the wild or can be used against your enemies 
  with devastating effect. This section provides information on 
  how spells can enhance or thwart adventures in the wild. 
  Trophies and Treasures: Raw materials harvested from 
  monsters can be worth as much as any treasure trove. Many 
  are provided in this section. 
  Weather: One of the chief challenges of adventuring in the 
  wilderness is dealing with the elements. This section provides 
  a system of generating weather in a region and details the 
  dangers the extreme manifestations of weather present. 
  Wilderness Traps: This section presents a number of traps 
  that survivalists and trappers can deploy in the wild.
  Chapter 5—Animal Companions and Familiars: This 
  chapter expands your choices for both animal companions 
  and familiars. Not only does it provide you with dozens 
  of each type of companion, but it also presents guidance 
  on magic item slots for animal companions and familiars, 
  guidelines on plant and vermin companions, and a number 
  of archetypes and feats for companions and familiars.
  Chapter 6—Spells: Magic thrums through places that are 
  undefiled by civilization. This chapter presents new spells 
  that either tap into the primal powers of nature or aid in 
  conquering it, as well as new nature rituals that use the rules 
  for occult rituals found in Pathfinder RPG Occult Adventures. 
  Chapter 7—Gear and Magic Items: The line between 
  survival and death in the wilderness often depends on how 
  equipped one is to face it. This selection of new gear and 
  magic items includes many items wilderness adventurers will 
  find indispensable for forays into the rough. It also presents 
  the full rules and numerous examples for the cultivation of 
  magic plants.
  Book References
  This book refers to several other Pathfinder Roleplaying 
  Game products using the following abbreviations, yet these 
  additional supplements are not required to make use of this 
  book. Readers who don’t have access to the Pathfinder RPG 
  hardcovers referred to in this book can find the complete rules 
  of these resources available online for free at paizo.com/prd.
  When a rules element presented in Ultimate Wilderness 
  appears in a spell list, ability, or other location in this book, it 
  is noted with an asterisk (*).
  Advanced Class Guide 
  ACG
  Advanced Player’s Guide 
  APG
  Advanced Race Guide 
  ARG
  Bestiary 2 
  B2
  Bestiary 3 
  B3
  Bestiary 4 
  B4
  Bestiary 5 
  B5
  Bestiary 6 
  B6
  Horror Adventures  
  HA
  Occult Adventures 
  OA
  Ultimate Combat 
  UC
  Ultimate Equipment 
  UE
  Ultimate Intrigue 
  UI
  Ultimate Magic 
  UM
  5
  INTRODUCTION
  
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  Wilderness 
  Heroes
  1
  
  A
  nother of Adowyn’s arrows 
  struck home, lancing 
  through the creature’s palm, yet the 
  monster barely seemed to notice. 
  She roared in frustration. “It’s not 
  working! They’re not even hurting it!”
  “Well, what did you expect?” 
  Behind the creature, Zova launched 
  herself onto its back, using the 
  protruding branches to climb it like a 
  ladder. “It’s a mosslord. Your arrows 
  are just adding more wood to it.”
  Adowyn raced forward, following 
  Leryn as the wolf leapt for the 
  mosslord’s nonexistent throat. “Got 
  any suggestions?”
  From atop the monster’s back, 
  Zova smiled. With one talon, she 
  grabbed a handful of the mosslord’s 
  head-twigs and ripped.
  “Sometimes, you’ve just got to get 
  your hands dirty...” 
  
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  W
  hile cities spawn innovation and ingenuity through 
  the works of artisans and philosophers, nature breeds 
  strange diversity through the persistent processes 
  of life itself. This chapter presents four examples of such 
  evolution and natural magic, consisting of three races and a 
  new class called the shifter that serves as a druidic defender 
  of the wilderness.
  NEW RACES
  The first part of this chapter details three races to use in 
  your campaigns. Here, you’ll find the rules you need to 
  play these races, including expanded options like those 
  presented in Pathfinder RPG Advanced Race Guide, so you can 
  add them seamlessly to your game—these include alternate 
  racial rules, racial class options, and additional racial rules. 
  The races covered in this chapter include the mysterious 
  fey gathlains, the delicious vegetable ghorans, and the 
  curious vine leshys.
  Alternate Racial Rules
  Alternate racial rules allow you, with your GM’s permission, 
  to exchange existing racial traits for new ones or gain new 
  favored class rewards based on your character’s race. The 
  general rules for alternate racial traits and favored class 
  options are summarized below. 
  Alternate Racial Traits: To take one of these alternate 
  racial traits, you must exchange one or more of the standard 
  racial traits available to the race. You can exchange one or 
  several of the standard racial traits, but you can’t exchange 
  the same racial trait more than once.
  Favored Class Options: These rules allow each race to 
  take alternate rewards when a member of that race gains a 
  level in her favored class. Each of these replaces the normal 
  reward for having a level in a favored class—either gaining 
  1 extra hit point or 1 extra skill rank each time a member 
  of the race takes a level in that class. Unlike those general 
  rewards, the alternate favored class options usually speak 
  directly to the features and options of the class in question. 
  When choosing one of these favored class options, the 
  reward is gained at each new class level attained. Unless 
  otherwise noted, these benefits always stack with themselves. 
  In some cases, these rewards have a fixed numerical limit, 
  after which selecting such a favored class option again has 
  no effect. In these cases, you can always select the standard 
  reward for taking a level in a favored class. 
  Some of these favored class options add only 1/2, 1/3, 1/4, 
  or 1/6 of a benefit (rather than a full benefit) each time the 
  reward is selected. When applying this type of benefit, always 
  round down (minimum 0). For example, a vine leshy with 
  alchemist as her favored class can add a +1/4 bonus to her 
  natural armor while affected by her mutagen each time she 
  selects that favored class bonus. The net effect is +0 after 
  she selects it once, twice, or three times (because a fraction 
  rounds down to 0). After she selects it four times, however, 
  this benefit gives the vine leshy a +1 bonus to her natural 
  armor while under the effect of her mutagen (in addition 
  to the base value from the class itself); after she selects it 20 
  times, it grants her a +5 bonus. 
  Racial Class Options
  This section presents new class options and archetypes for a 
  race. Typically, only members of that race can take the listed 
  archetype, bloodline, or subdomain, though such options 
  rarely interact with that race’s racial traits or alternate racial 
  traits. An archetype usually features a thematic link to the 
  race, granting it class features that complement the abilities 
  and background of the race. Because adventurers are often 
  societal outliers, these archetypes sometimes feature a theme 
  that is the exception to the norm for racial tendencies. 
  Additional Racial Rules
  Additional racial rules are split up into four sections, each 
  described below. 
  Equipment: The equipment section provides new rules for 
  standard and alchemical equipment available to members 
  of the race. Often such equipment is available on the open 
  market and members of other races can purchase it, but 
  many times, especially in the case of alchemical equipment, 
  it has no effect, lesser effects, or even detrimental effects on 
  members of other races. 
  Feats: This section provides new feats for members of 
  this race. These feats often play off a particular theme of the 
  race and in many cases expand or empower the race’s racial 
  traits. All of these feats have the race in their prerequisites, so 
  members of other races cannot take them. 
  Magic Items: Magic items provided in this section are 
  often created and used by members of the race. Some have 
  effects that interact with racial traits, but others have broader 
  purposes and can be used by members of other races. 
  Spells: The spells in this section are common to 
  spellcasting members of the race. Sometimes they target 
  only members of the race, but often they are just the race’s 
  well-guarded secrets; members of other races can learn to 
  cast them with the GM’s permission.
  Plant Characters
  The plant type features immunities that, when granted to a 
  player character race, can be disruptive and overpowered. 
  Both plant races presented in this chapter, ghorans and vine 
  leshys, feature modifications to the plant type and, in the case 
  of the vine leshys, to the leshy subtype. This opens up these 
  races to expanded play experiences (for instance, without 
  these modifications, neither race could fully interact with the 
  new shifter class or aspects of other classes and archetypes 
  that use wild shape due to the plant type’s immunity to 
  polymorph effects), and ensures they’re compatible with 
  classes and effects that rely on granting morale bonuses and 
  other mind-affecting effects. Lastly, it puts them on an equal 
  footing with the other playable races in the game.
  8
  
  CHAPTER 1
  WILDERNESS HEROES
  Gathlains
  According to some fey ballads, gathlains were one of the 
  first peoples awakened in the First World, the primal realm 
  of the fey. Gathlains grow from the seeds of an enormous 
  magical tree—seeds that often drift for hundreds of miles 
  before developing into adolescent gathlains, with the tree’s 
  mistletoe grown into their flesh to form their strange 
  wings. Despite being born with a basic understanding 
  of their world, gathlains are inquisitive to a fault. They 
  are known to be invaluable guides and 
  knowledgeable explorers, if one can put 
  up with their numerous questions and 
  strange japes.
  Physical Description: Wings of wood 
  and vines grow out of the bodies of 
  these lithesome fey. Gathlains prefer 
  to wear a mix of clothing, with a base 
  of natural materials like grass skirts or 
  simply woven tunics combined with bits 
  of finery gathered from a variety of sources.
  Society: Gathlain society is built around 
  art, discovery, experimentation, and storytelling. 
  These fey constantly seek new ways to look at the 
  world. Gathlain leaders are often popular explorers 
  followed primarily as idols worth emulating and as 
  sources of intriguing gossip. Although gathlains tend 
  to engage in raucous romances born of melodramatic 
  or fanciful encounters, they do not procreate 
  conventionally from such pairings, even when the two 
  happen to be of different physical sexes. Gathlains 
  show little interest in gender, finding it quaint when 
  other races use it as a basis for assigning roles or 
  choosing partners.
  Relations: Gathlains associate with a variety 
  of other fey as freely as among their own kind. 
  These mixed communities of fey are called 
  courts and feature elaborate titles for those 
  members deemed most interesting or most 
  worthy of admiration. When a gathlain 
  chooses to join a different community, it 
  is generally a temporary membership, 
  whether it lasts only a season or persists 
  for decades. Adventuring gathlains 
  frequently seek out and attempt to 
  mingle with like-minded gnomes; 
  however, gnomes often find gathlains 
  too flighty, foolish, and undisciplined for 
  their tastes. 
  Alignment and Religion: Mischievous 
  and capricious, gathlains have discordant 
  temperaments. Most are chaotic, and 
  they tend to be morally neutral. 
  The typical gathlain finds mortal 
  religions strange; like many fey, they 
  trade respect and token offerings to godlike fey in exchange 
  for protection, but they see little difference between that and 
  offerings to lesser kings and queens.
  Adventurers: Gathlains strive to entertain themselves and 
  sate their immense curiosity about the world around them, 
  and those who decide to become adventurers often migrate 
  to the Material Plane to explore. Those who remain in the 
  First World seek the strangest parts of their home plane and 
  try to learn about its most unusual inhabitants. They favor 
  spellcasting classes and skilled classes such as bard or rogue.
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  Names: Gathlains lack gender-specific names, but instead 
  attempt to create unique names for each individual. Some 
  examples are Agollia, Armath, Arnonwy, Brazial, Dwynnen, 
  Eirgara, Finnath, Gummow, Inirha, Marcanth, Nirialu, 
  Sollowy, Tiltiu, and Urhiod. 
  ALTERNATE RACIAL TRAITS
  The following racial traits can be selected in place of the 
  typical gathlain racial traits.
  Flighty: Some gathlains are too easily distracted to miss 
  anything going on around them. They gain Perception as a 
  class skill and gain a +2 racial bonus on saving throws against 
  patterns and effects that cause the fascinated condition. 
  This replaces natural armor.
  Honey Whisperer: Some gathlains keep bees of all sizes, 
  collecting their honey and sometimes even riding the largest 
  of them. They can use Handle Animal and wild empathy to 
  influence vermin as if they were animals with an Intelligence 
  score of 1. 
  This replaces natural armor.
  Intense Curiosity: Some gathlains habitually fixate on 
  someone or something nearby and examine its every detail. 
  When taking 20 on the check, they gain a +4 racial bonus on 
  Perception and Survival checks to find and follow tracks and 
  to predict the weather. 
  This replaces spell-like abilities.
  Otherworldly Gossip: Many gathlains excitedly share 
  every last bit of gossip they can find. These gathlains gain a 
  +2 racial bonus on Diplomacy checks to gather information 
  and on checks with one Knowledge skill of the gathlain’s 
  choice. Once the choice of Knowledge skill is made, it can’t 
  be changed. 
  This replaces spell-like abilities.
  Titled: Certain gathlains play at the games of courtly 
  intrigue that dominate much of First World culture, 
  assuming titles that other fey may or may not recognize. 
  These gathlains treat Bluff, Diplomacy, and Knowledge 
  (nobility) as class skills. 
  This replaces the feather step spell-like ability.
  Tree-Born: Some gathlains take after their tree ancestors, 
  standing more firmly but moving more slowly. They have no 
  Constitution penalty but have a base speed of 20 feet and a 
  fly speed of 30 feet (clumsy maneuverability). 
  This replaces the penalty to Constitution and alters speed.
  Tree Dialect: A rare few gathlains are born with the 
  knowledge of an ancient way of speech that allows them to 
  communicate with trees. Once per day, they can cast speak 
  with plants (trees only) as a spell-like ability with a caster level 
  equal to the gathlain’s character level. 
  This replaces spell-like abilities.
  GATHLAIN FAVORED CLASS OPTIONS
  The following options are available to all gathlains characters 
  who have the listed favored class, and unless otherwise 
  stated, the bonus applies each time you select the favored 
  class reward.
  Barbarian: Add 1/4 to the barbarian’s damage reduction. If 
  the barbarian would not otherwise have damage reduction, 
  this damage reduction can be bypassed by cold iron.
  Bard: Add one spell from the druid spell list to the bard’s 
  spell list and known spells. This spell must be at least 1 level 
  lower than the highest-level spell the bard can cast. 
  Bloodrager: Add 1 additional round of bloodrage per day. 
  Cavalier: Add a +1/2 bonus to the cavalier’s Knowledge 
  (nature) and Knowledge (nobility) checks relating to fey 
  courts and fey courtiers.
  Druid: Add a +1/2 bonus to wild empathy checks.
  Hunter: 
  The 
  hunter’s 
  animal 
  companion 
  gains 
  DR 1/cold iron. Each time the hunter gains another level, this 
  DR increases by 1/3 (maximum DR 5/cold iron). If the hunter 
  replaces this animal companion, the new companion gains 
  this damage reduction.
  Ranger: Add 1/4 to the damage dealt by the ranger’s animal 
  companion’s natural attacks.
  Rogue: Add a +1/2 bonus to Bluff checks to pass secret 
  messages or create a distraction to hide and on Sleight of 
  Hands checks to pickpocket.
  Shaman: Add one spell from the druid spell list to the 
  shaman’s spell list. This spell must be at least 1 level lower 
  than the highest-level spell the shaman can cast. 
  Skald: Add a +1/2 bonus to Acrobatics checks to avoid 
  attacks of opportunity and to Perform checks while 
  performing a raging song.
  Summoner: Add 1/4 evolution point to the eidolon’s 
  evolution pool. These bonus evolution points must be spent 
  on evolutions that grant spell-like abilities or protect the 
  eidolon from spells.
  Witch: Add one spell from the druid spell list to the 
  witch’s familiar. This spell must be at least one level below 
  the highest spell level the witch can cast. If the familiar is 
  ever replaced, the new familiar knows these bonus spells.
  Gathlain Racial Traits
  +2 Dexterity, +2 Charisma, –2 Constitution: Gathlains are 
  quick, with dynamic and engaging personalities, but are 
  rather fragile.
  Small: Gathlains are Small and gain a +1 size bonus to their 
  AC, a +1 size bonus on attack rolls, a –1 penalty on combat 
  maneuver checks and to CMD, a +2 bonus on Fly checks, 
  and a +4 size bonus on Stealth checks. 
  Normal Speed: Gathlains have a base speed of 30 feet and a 
  fly speed of 40 feet (poor maneuverability).
  Low-Light Vision: Gathlains can see twice as far as humans 
  in dim light.
  Natural Armor: Gathlains have a +1 natural armor bonus. 
  Spell-Like Abilities: 1/day—entangle, feather stepAPG (caster 
  level equals the gathlain’s character level).
  Languages: Gathlains speak Common and Sylvan. A gathlain 
  with a high Intelligence score can choose from the following 
  languages: Draconic, Elven, Goblin, Halfling, and Orc.
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  WILDERNESS HEROES
  GATHLAIN ARCHETYPES
  These archetypes are typically only taken by gathlains, but 
  members of other races, with the GM’s permission, can take 
  them as well.
  Fey Courtier (Bard Archetype)
  Fey who associate with courts often become bards skilled at 
  navigating the inhuman societies of the trackless wilds.
  Bardic Performance: The fey courtier has access to the 
  following bardic performances.
  Scorn of the Wilds (Sp): At 8th level, the fey courtier can use 
  bardic performance to permanently mark a creature with 
  nature’s displeasure by spending 2 rounds performing while 
  the target remains within 30 feet. The performance includes a 
  litany of the target’s misdeeds against fey and nature. Unless 
  the target succeeds at a Will saving throw (DC = 10 + half 
  the bard’s level + his Charisma modifier), it is cursed as per 
  nature’s exileAPG or bestow curse. At 14th level, the fey courtier’s 
  options expand to include baleful polymorph and green caressHA. 
  As part of the performance, the fey courtier must define a 
  condition under which the curse will be lifted, which must 
  relate to making amends for the crime against fey or nature 
  and cannot be suicidal to carry out. A creature that succeeds 
  at its saving throw is immune to the fey courtier’s scorn of 
  the wild for 24 hours. This is a curse effect. 
  This replaces dirge of doom and frightening tune.
  Stone Dance (Sp): At 15th level, the bard’s performance 
  can move even the features of the natural world. This 
  performance functions as animate plants (DC = 10 + half 
  the bard’s level + his Charisma modifier) except it can also 
  animate unworked stone and water from natural bodies of 
  water (with statistics equivalent to an appropriate plant). 
  This replaces inspire heroics.
  Fey Contacts: At 2nd level, thanks to his fey contacts and 
  knowledge of the byzantine trade customs of the fey courts, 
  a fey courtier can treat any wilderness area with fey residents 
  as a settlement with a certain base value and purchase limit 
  based on his bard level for the purpose of buying and selling 
  magic items. See page 205 of the Pathfinder RPG GameMastery 
  Guide for rules on settlement base values and purchase 
  limits. The fey courtier can also use these contacts to gather 
  information about the residents, geography, and nearby 
  areas with Diplomacy. 
  This replaces versatile performance.
  Bard Level 
  Base Value 
  Purchase Limit
  2nd 
  50 gp 
  500 gp
  6th 
  500 gp 
  2,500 gp
  10th 
  2,000 gp 
  10,000 gp
  14th 
  8,000 gp 
  50,000 gp
  18th 
  32,000 gp 
  200,000 gp
  Summon Fey Allies: At 3rd level, the fey courtier gains 
  Augment Summoning as a bonus feat and can call upon 
  natural allies who owe him favors. He adds summon nature’s 
  ally I to his list of 1st-level bard spells known. Whenever he 
  gains access to another spell level, he adds the next-higher 
  summon nature’s ally spell to his list of bard spells known. 
  The fey courtier adds the following creatures to the summon 
  nature’s ally list: 1st—grimpleB4 (gremlin), mite, spriteB3; 
  2nd—atomieB3, fuathB3 (gremlin), nixieB3; 3rd—leprechaunB2, 
  nuglubB2 
  (gremlin), 
  pookaB4; 
  4th—kelpieB2, 
  korredB2, 
  twigjackB2; 5th—lampadB4, lurker in lightB2, swan maidenB4; 
  6th—cold riderB3, oceanidB4, sangoiB5. 
  This replaces inspire competence.
  Season Sage (Druid Archetype)
  Season sages wander as the seasons change, turning the 
  leaves and transforming nature as they pass and taking 
  pleasure in the transition between seasons.
  Season’s Touch (Su): At 4th level, a season sage can infuse 
  living things with the essence of a season with a touch, 
  causing them to manifest the changes associated with that 
  season—for example, a touch of winter can make some 
  animals grow a thick winter coat, while a touch of summer 
  can make them shed. A touch of autumn would make a 
  deciduous tree’s leaves change colors, a touch of winter 
  would make its leaves fall, and a touch of spring would make 
  it put forth new leaves. In addition, a season sage can use the 
  following abilities (in any combination) a total number of 
  times per day equal to 1 + his Wisdom modifier. 
  This replaces wild shape.
  Vernal Growth: A touched living creature gains the effects 
  of enlarge person (even if it is not a humanoid) for 1 minute per 
  druid level. A touched non-creature plant likewise doubles 
  in all dimensions for the same duration.
  Summer Might: A touched creature gains a +4 enhancement 
  bonus to Constitution for 1 minute per druid level.
  Autumn Rot: A touched creature or object made of plant 
  matter takes 1d6 points of acid damage per 2 druid levels.
  Winter Frost: A touched creature or object takes 1d6 points 
  of cold damage per 2 druid levels.
  Season’s Veil (Su): At 6th level, a season sage can radiate 
  an aura of seasonal power as a standard action once per 
  day. This affects a 20-foot-radius burst centered on the 
  season sage and lasts in that area for 10 minutes, regardless 
  of where the season sage moves afterward. At 8th level 
  and every 2 levels thereafter, the season sage can use this 
  ability an additional time per day. At 10th level, the radius 
  increases to 40 feet.
  Vernal Bloom: The area surges with life. Plants form 
  vibrant, heavy undergrowth (see page 426 of the Pathfinder 
  RPG Core Rulebook) while in the aura. If the area can support 
  plants, a circle of minor plants lingers afterward. At 8th level, 
  the season sage can affect the area with plant growth as a swift 
  action at will, which can linger after the aura passes.
  Summer Heat: The area of effect is treated as if it were under 
  the effects of extreme heat. At 8th level, as a swift action the 
  season sage can have the area deal 1d6 points of fire damage 
  each round to other creatures in the area.
  Autumn Squall: The area is filled with fog, rain, and blown 
  leaves. All creatures in the area gain concealment (abilities 
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  to specifically see 
  through fog or rain don’t apply). 
  At 8th level, the season sage can affect the area with diminish 
  plants as a swift action at will, which also lingers after the 
  aura passes.
  Winter Chill: The area of effect is treated as if it were under 
  the effects of extreme cold. At 8th level, as a swift action the 
  season sage can have the area deal 1d6 points of cold damage 
  each round to other creatures in the area.
  Season Mastery (Sp): At 12th level, a season sage can cast 
  control weather as a spell-like ability once per day; his choice 
  of effects is not limited by the season.
  Fey Prankster (Rogue Archetype)
  Fey pranksters specialize in tricking others to teach a lesson 
  or for their own entertainment.
  Treacherous Plants (Sp): The fey prankster can cause 
  plants to distract nearby creatures. To use this ability, the fey 
  prankster attempts a Bluff check to create a distraction to 
  hide as a swift action or to feint against an adjacent opponent 
  as a move action, so long as the target is adjacent to plants. 
  He gains a bonus on this check equal to half his rogue level 
  (minimum +1). 
  This replaces trapfinding.
  Improved Dirty Trick: At 2nd level, the fey prankster gains 
  Improved Dirty TrickAPG as a bonus feat. He need not meet 
  the prerequisites. 
  This replaces the rogue talent gained at 2nd level.
  Steal Appearance (Sp): At 4th level, the fey prankster can 
  exchange the appearance of two adjacent items of the same 
  size. He can also exchange the appearance of two creatures 
  if at least one is willing and both are adjacent. Affecting an 
  unwilling creature or an item it wears or carries requires 
  a successful dirty trickAPG combat maneuver against that 
  creature. If he succeeds, the objects or creatures are each 
  disguised as the other as if with veil cast at his rogue level. 
  The Will save DC to resist or disbelieve the illusion is equal 
  to 10 + half the rogue’s level + his Intelligence modifier. 
  At 8th level, the fey prankster can also exchange the 
  locations of the two targets by succeeding 
  at a DC 20 Sleight of Hand check. If he 
  succeeds, observers can’t tell which is 
  the original based on movement without 
  succeeding at a Perception check against 
  his Sleight of Hand result. 
  This replaces uncanny dodge and improved 
  uncanny dodge.
  Greater Dirty Trick: At 6th level, the fey 
  prankster gains Greater Dirty TrickAPG as a bonus 
  feat. He does not need to meet the prerequisites. 
  This replaces the rogue talent gained at 6th level.
  Plant Traps (Su): At 8th level, the fey trickster can modify a 
  plant (but not plant creatures) into a trap as a full-round action 
  up to three times per day. The Perception and Disable Device 
  DCs for the trap are each equal to 15 + his rogue level. A Tiny 
  or larger plant can be used to perform a trip or dirty trickAPG 
  combat maneuver using the fey trickster’s CMB and the plant’s 
  size. A Large or larger plant can be used to create a snare as per 
  the spell. The save DC is equal to 12 + the rogue’s Intelligence 
  modifier. The fey trickster can trigger any plant trap he created 
  as a standard action as long as he is within 60 feet of it. 
  This replaces the rogue talent gained at 8th level.
  Unseen Trickster: At 12th level, the fey trickster can 
  attempt Stealth checks in areas with plants even if he does 
  not have cover or concealment. 
  This replaces the rogue talent gained at 12th level.
  GATHLAIN EQUIPMENT
  Gathlains have access to the following equipment.
  RIDING BEE
  Worker
  WEIGHT 60 lbs.
  PRICE 300 GP
  Combat-trained worker
  WEIGHT 60 lbs.
  PRICE 450 GP
  Queen
  WEIGHT 140 lbs.
  PRICE 8,000 GP
  Combat-trained queen
  WEIGHT 140 lbs.
  PRICE 12,000 GP
  1212
  
  CHAPTER 1
  WILDERNESS HEROES
  Gathlains have learned to domesticate giant bees (Pathfinder 
  RPG Bestiary 2 43), which they use to travel long distances. Extra 
  queens from a hive’s brood are saved and trained for hauling 
  heavier equipment or a retinue of gathlains. Bees require an 
  exotic saddle, which is a sort of basket that places the rider 
  underneath the bee’s abdomen, where it protects the rider as 
  if he were a bee larva.
  WING HOOKS
  PRICE 150 GP
  WEIGHT 2 lbs.
  These wooden braces hook on to a gathlain’s wings to help 
  in clinging to ivy, tree limbs, or other surfaces with significant 
  handholds. Many wing hooks are decorated with intricate 
  carvings. A gathlain wearing wing hooks can cling to a surface 
  with a Climb DC of 10 or lower without effort, and can safely 
  sleep there. The wing hooks leave the gathlain’s arms free while 
  attempting Climb checks on such surfaces.
  GATHLAIN FEATS
  Gathlains have access to the following feats.
  Advanced Gathlain Magic
  You have developed your innate magical abilities.
  Prerequisites: Cha 13, character level 3rd, gathlain.
  Benefit: You gain the following spells as spell-like abilities, 
  each of which are usable 1/day: wood meld (as meld with stone, 
  but only with wood), wood shape.
  Greater Gathlain Magic
  You have greatly developed your innate magical abilities.
  Prerequisites: Cha 15, Advanced Gathlain Magic*, 
  character level 9th, gathlain.
  Benefit: You gain the following spells as spell-like 
  abilities, each of which are usable 1/day: command plants, 
  thorny entanglementACG.
  Green Tongue
  You know the language of the plants.
  Prerequisites: Cha 13, character level 5th, gathlain.
  Benefit: You can cast speak with plants once per day, as a 
  spell-like ability. At 10th level and every 5 levels thereafter, 
  you can cast speak with plants an additional time per day.
  Seasoned Flier
  You have trained long and hard at flight.
  Prerequisites: Dex 15, Fly 5 ranks, fly speed, gathlain.
  Benefit: Your maneuverability while flying improves 
  to average.
  Superior Gathlain Magic
  Your experience has enabled you to dramatically develop 
  your innate magical abilities.
  Prerequisites: Cha 17, Advanced Gathlain Magic*, Greater 
  Gathlain Magic*, character level 15th, gathlain.
  Benefit: You gain the following spells as spell-like abilities, 
  each usable 1/day: liveoak, tree stride.
  Symbiotic Resilience
  Your symbiotic vines have spread all throughout your body, 
  granting you a lesser form of the immunities enjoyed by 
  plant creatures.
  Prerequisites: Con 13, gathlain.
  Benefit: When you are paralyzed, magically put to sleep, 
  or stunned, you ignore the effects of that condition, but you 
  are instead staggered for the same duration as the ignored 
  condition. Removing the ignored condition also removes 
  this staggered condition, but you can’t otherwise remove 
  the staggered condition, nor can immunity to being 
  staggered protect against it.
  Wandering Mind
  Your mind drifts swiftly from one thing to the next and is 
  all but impossible to pin down.
  Prerequisites: Character level 9th, gathlain.
  Benefit: When you fail a Will save against a mind-
  affecting effect that lasts more than 1 round, you can 
  attempt another Will save on the round after your failed 
  save. If you succeed, you gain the normal benefits of 
  succeeding at a Will save against the effect. This feat offers 
  only one additional saving throw against each effect.
  GATHLAIN MAGIC ITEMS
  Gathlains have access to the following magic items.
  HARNESS OF GRABBING VINES
  PRICE 
  40,000 GP
  SLOT body
  CL 5th
  WEIGHT 1/2 lb.
  AURA faint transmutation
  This ivy harness allows the wearer’s wings to manipulate 
  objects or grab on to handholds, as if they were extra arms, 
  as long as the wearer isn’t flying. They do not grant additional 
  attacks, but they can be used to hold items or perform 
  combat maneuvers without requiring the wearer’s hands. On 
  command, the harness grows roots that anchor the wearer 
  in place much like anchored stepACG. When thus anchored, 
  the wearer can climb using only legs and wings with a climb 
  speed equal to the wearer’s reduced base speed. The benefits 
  of anchored stepACG apply while the wearer is climbing with 
  the roots.
  CONSTRUCTION REQUIREMENTS
  COST 20,000 GP
  Craft Wondrous Item, anchored stepACG, spider climb
  HARNESS OF HOVERING
  PRICE 
  12,000 GP
  SLOT body
  CL 3rd
  WEIGHT 1/2 lb.
  AURA faint transmutation
  This harness of leather with silver fixtures allows the wearer 
  to hang in midair without the use of wings. Pulling on the 
  harness as a swift action activates or dismisses a levitate 
  effect on the wearer. The levitate effect cannot move the 
  wearer upward or downward.
  CONSTRUCTION REQUIREMENTS
  COST 6,000 GP
  Craft Wondrous Item, levitate
  1313
  
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  HERALD SEED
  PRICE 
  8,000 GP
  SLOT none
  CL 12th
  WEIGHT —
  AURA strong divination
  Twice per day, when thrown into the air as a standard action, 
  this palm-sized, tufted, purple seed drifts at a rate of 60 feet per 
  round toward a spot clearly visualized by the thrower. It can be 
  grabbed out of the air with a successful combat maneuver check 
  against a CMD of 20, which ends its flight. The seed flies for up 
  to 12 miles (taking 2 hours) before it settles to the ground. A 
  gathlain thrower can choose to speak a message of up to 25 
  words when throwing the seed; in this case, the seed repeats 
  the message in the thrower’s voice when its flight ends.
  If the thrower speaks a command word as part of the action to 
  throw it, the herald seed flies back to where it was last thrown, 
  even if the thrower can’t visualize the location.
  CONSTRUCTION REQUIREMENTS
  COST 4,000 GP
  Craft Wondrous Item, commune with nature, message
  SLIPPERS OF THE 
  PRIMORDIAL WILDS
  PRICE 
  24,000 GP
  SLOT feet
  CL 9th
  WEIGHT 1/2 lb.
  AURA moderate conjuration
  These fine, supple slippers are made from giant cowslip petals. 
  The wearer cannot be tracked or otherwise detected by scent. 
  When standing with one foot in one terrain and the other in 
  another terrain (such as at a cave mouth, a shore, or a forest’s 
  edge), a gathlain wearer can speak a command word to move 
  to either the Material Plane or the First World, as per plane 
  shift, twice per day.
  CONSTRUCTION REQUIREMENTS
  COST 12,000 GP
  Craft Wondrous Item, plane shift
  GATHLAIN SPELLS
  Gathlains have access to the following spells.
  SEED SPIES
  School divination; Level druid 2, occultist 2, ranger 2, shaman 3, 
  sorcerer/wizard 3, witch 3
  This spell functions as insect spiesUI, except it creates wafting 
  seeds with magical intellect instead of insects. The seeds 
  can hear but not see. They fly at a speed of 10 feet (good 
  maneuverability), but they can’t crawl or climb, although they 
  can cling to rough, soft, or sticky creatures or surfaces.
  WAFT
  School transmutation; Level cleric 5, druid 5, magus 5, occultist 5, 
  shaman 5, sorcerer/wizard 5, spiritualist 5
  Casting Time 1 standard action
  Components V, S, M (a dandelion seed)
  Range close (25 ft. + 5 ft./2 levels)
  Targets up to one creature per 2 levels, no two of which can be 
  more than 30 ft. apart
  Duration 1 hour/level
  Saving Throw Will negates; Spell Resistance yes
  You make the targets light enough to be carried by wind. 
  Creatures affected by this spell suffer cumulative penalties for 
  attacking as if under the effects of levitate unless they have a 
  fly speed. Treat each target as two size categories lighter for the 
  purposes of being checked or blown away by wind. If a target 
  has a fly speed, it can fly overland at the wind’s speed in the 
  same direction as the wind by succeeding at a DC 20 Fly check. If 
  a creature flying overland this way attempts to change direction, 
  it risks being blown away as usual. By linking hands or creating 
  a connection with rope, creatures affected by this spell can be 
  towed through the air by a flying creature as if each weighed 
  only one-eighth its actual weight.
  WING BOUNTY
  School conjuration (creation); Level druid 2, shaman 2
  Casting Time 1 standard action
  Components V, S, DF
  Range 0 ft.
  Effect 2d4 berries + 2 berries/level
  Duration 1 day/level
  Saving Throw none; Spell Resistance no
  Your wings sprout a variety of colorful and flavorful berries. Each 
  berry functions as if affected by goodberry. You can choose for 
  one affected berry to also be poisonous (as striped toadstool); 
  only you and druids of 5th level or higher can tell which is which 
  without magic.
  WING THORNS
  School transmutation [poisonUM]; Level alchemist 3, antipaladin 3, 
  bloodrager 3, druid 3, magus 4, shaman 3, witch 3
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 round/level
  Your wings sprout poisonous thorns each the size of a dagger. 
  You can use these thorns like armor spikes. In addition, you can 
  make two wing attacks as primary natural weapons. If you are 
  Small, the wings deal 1d3 points of bludgeoning and piercing 
  damage plus your Strength modifier (unless you also attack with 
  a weapon, in which case they are treated as a secondary natural 
  weapon). A creature damaged by your wing thorns experiences 
  intense itching, gaining the sickened condition while the spell 
  lasts unless it succeeds at a Fortitude saving throw.
  WOODEN WING SHIELD
  School transmutation; Level bloodrager 4, druid 4, magus 5, 
  shaman 4, summoner 4
  Casting Time 1 immediate action
  Components S
  Range personal
  Target you
  Duration 1 round/level or until you move
  Your wings transmute into a wooden barrier resembling a tower 
  shield to block attacks, granting you a +4 shield bonus to AC. If 
  you move, the spell ends immediately.
  1414
  
  CHAPTER 1
  WILDERNESS HEROES
  Ghorans
  The first ghorans came into being thousands of years 
  ago during a great war between two nations ruled by rival 
  archmages. When mighty necromantic curses blighted the 
  lands of one nation, leaving its inhabitants on the brink of 
  starvation, their canny leader cut a deal with the renegade 
  druid Ghorus, bidding him to put his forbidden talents to 
  use in saving the realm. The druid’s solution was the creation 
  of a race of hardy and fast-adapting plants that could thrive 
  even upon the curse-blighted ground. These plants, which 
  the druid named “ghorans” after himself, swiftly developed 
  the ability to move on their own, searching out the most 
  nourishing soil and continuously adapting themselves to 
  survive in more and more dangerous environments. As they 
  grew in intelligence, ghorans evolved humanlike forms 
  as a defense mechanism to induce sympathy and prevent 
  further butchery. 
  When he died, Ghorus took the secrets of creating new 
  ghorans to his grave, and from that point forward the 
  number of ghorans in the world became fixed. While each 
  ghoran could perpetuate itself via a single immortal seed, 
  the inability to grow or propagate their species ensured 
  that no new ghorans would ever appear. With each death 
  of a ghoran by accident or violence, their race as a whole 
  dwindled. The fact that their “flesh” had come to be 
  regarded as a delicacy only further complicated their role 
  in society, and even though most regions soon made the 
  harvesting and consumption of the newly sentient ghorans 
  illegal, they are still hunted by those who have developed a 
  taste for their succulence. 
  Physical Description: The typical ghoran stands roughly 
  as tall as a human and occupies a similar silhouette, but 
  that’s where their similarities with humanity end. A 
  ghoran’s “skin” is a complex layer of fibrous vines and rinds 
  with a texture similar to moss-covered bark. Ghoran faces 
  consist of layered petals that flush and flutter at a whim, 
  allowing them to mimic the facial behaviors of their would-
  be devourers. They do not lack emotion per se, but ghoran 
  “feelings” are primordial and abstract, making them utterly 
  alien to most non-ghorans. A ghoran might laugh, smile, or 
  raise its voice, but their companions seldom understand if 
  these are displays of true emotion or merely more adaptive 
  evolutions designed—like so many other aspects of their 
  physiology—simply to keep them alive. 
  Ghorans have considerable control over their mass 
  and can shape their bodies however they wish within the 
  basic confines of a humanoid silhouette; this trait often 
  gives them the impression of rustling about, especially 
  when they are frightened or agitated. Ghorans who deal 
  often with humanoids tend to adopt a masculine or a 
  feminine silhouette based on their preference, but gender 
  remains a fluid and somewhat elusive concept to them—an 
  evolutionary adaptation of more import to the comfort of 
  their companions than to ghorans themselves.
  A ghoran has a deep cavity within its belly, housing a 
  single seed the size of a balled human fist. Roughly every 20 
  years, a ghoran’s body becomes decrepit enough to no longer 
  function. The ghoran imprints its abilities and memories 
  into this seed and then plants it in the ground. After 1 to 
  2 months, a new ghoran body is born from the seed, the 
  consciousness from the original transferring over to the fully 
  grown body and leaving the old body behind as a mindless 
  mass of inert plant matter. In this way, a ghoran’s legacy 
  lives on with every regrowth; while the body regenerates, the 
  inner self and memories of the past endure. 
  Society: A ghoran’s alien thought processes (to say 
  nothing of the empty holes upon its flower-petal face 
  roughly approximating its eyes and mouth) make it very 
  difficult for other races to understand and empathize with, 
  leading many ghorans to stick to themselves in segregated 
  communities of cosmopolitan and magic-rich city-states or 
  in the deepest wild places of their barren homeland and its 
  neighboring kingdoms. 
  Ghoran architecture consists of round, multifloor 
  greenhouse towers composed of fibrous plant material 
  coated in organic resins that grant it the hardness of 
  stone. The towers have no roofs and several wide, stylized 
  windows, granting the colony of ghorans living within ample 
  access to the essential life-giving rays of the sun. Within, 
  the air is redolent with organic aromas that often induce 
  soporific effects upon non-ghorans, making them pliant to 
  ghoran suggestions and uneager to take aggressive action. 
  When unobserved, ghorans belonging to the same colony 
  sometimes array themselves around the edges of the tower’s 
  internal balconies, swaying in unison to some unheard 
  rhythm and basking in the communal warmth of daylight.
  Relations: Ghorans are most comfortable with other 
  intelligent plants (such as treants and vine leshys) and wary 
  around plant-eating creatures (including humans, whom 
  ghorans know created them as a food source). Because their 
  regeneration brings minor personality changes with each 
  incarnation, ghorans have trouble forming long-lasting 
  relationships with races such as elves, dwarves, and gnomes. 
  Ghorans deeply distrust warmongering humanoids such 
  as goblins and gnolls, especially those with pyromaniac 
  tendencies. The ghorans’ relation with humanity is the most 
  complex, for while they admire humans for their capacities 
  and are grateful for their creation, they fear their appetites 
  more, and it is difficult for a ghoran to trust that a human 
  doesn’t simply want to eat it.
  Alignment and Religion: Ghorans seldom follow 
  humanoid deities, instead preferring to worship nature itself 
  by means of the Green Faith (see page 136) or other powerful 
  nature spirits, such as the Eldest of the First World. Ghorans 
  have no predisposition toward law, chaos, good, or evil, but 
  many struggle to differentiate right from wrong as defined 
  by most societies. 
  Adventurers: Owing to their delicious nature, ghorans 
  seldom know peace the way that humanoid races do, and 
  many are forced to contend with nature and learn to fight 
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  as a means of self-defense against capture and consumption. 
  Many have taken to adventuring lifestyles either to aid friends 
  and companions or out of a darker drive for vengeance. 
  Others join adventuring groups in hopes of accumulating 
  enough power and lore to, perhaps, determine a solution to 
  their race’s central problem of reproduction, though so far 
  no ghoran has solved this essential riddle.
  Names: Ghoran naming conventions seem random, as 
  each ghoran is self-named and “born” with a near perfect 
  recollection of every memory from previous incarnations. 
  As a result, ghorans sometimes pick names they found 
  pleasing in other lives or name themselves after people or 
  places they once knew. Others maintain the same name over 
  several incarnations, though minor personality and physical 
  changes from life to life ensure that while the ghoran’s name 
  might remain the same, aspects of the ghoran’s gradual 
  change can often confuse and frustrate longtime friends 
  and allies. 
  ALTERNATE RACIAL TRAITS
  The following racial traits can be selected instead of existing 
  ghoran racial traits. Consult your GM before selecting any of 
  these new options.
  Creator’s Legacy: Infused with the druidic magic of their 
  creator, ghorans quickly take to nature-based spells and 
  spellcasting. Ghoran bloodragers and sorcerers with the 
  verdant* bloodline treat their Charisma score as 2 points 
  higher for sorcerer spells and class abilities. Ghoran clerics 
  and druids with the Plant domain use their domain powers 
  and spells at +1 caster level. This doesn’t give the ghoran 
  early access to level-based powers; it affects only powers that 
  could already be used without this trait. 
  This replaces past-life knowledge.
  Martial Recollection (Ex): The personal history of many 
  ghorans is scarred with desperate struggles for survival, and 
  memories of that conflict are deeply ingrained within their 
  seeds. Whenever ghorans with this racial trait grow new 
  bodies from their seeds, they reselect all combat feats known 
  instead of reallocating skill ranks. 
  This alters seed and replaces nature magic.
  Occult Scion: Created in part from an esoteric ritual, 
  many ghorans are innately sensitive to psychic powers and 
  influences. The ghoran gains Psychic SensitivityOA as a bonus 
  feat and treats Knowledge (arcana) and Knowledge (planes) 
  as class skills. 
  This replaces past-life knowledge.
  Spelleater: Ghorans were originally created 
  to survive and thrive in a magic-blasted wasteland, 
  and over the centuries some ghorans have adapted greater 
  abilities to overcome magic in general. Once per day, 
  the ghoran can cast dispel magic as a spell-like ability, 
  with a caster level equal to the ghoran’s character 
  level. If the ghoran’s favored class is a spellcasting 
  class, the ghoran gains a +2 racial bonus on dispel 
  checks (Pathfinder RPG Core Rulebook 272). 
  This replaces past-life knowledge and nature magic.
  FAVORED CLASS OPTIONS
  The following options are available to all ghorans who 
  have the listed favored class, and unless otherwise 
  stated, the bonus applies each time you select the 
  class reward.
  Druid: When casting spells that target plants or plant 
  creatures, add 1/3 to the effective caster level, but only for the 
  purpose of determining duration.
  Hunter: Add 1 skill rank to the hunter’s plant companion. 
  If the hunter replaces her plant companion, the new plant 
  companion gains these bonus skill ranks.
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  Mesmerist: 
  Choose 
  one 
  mind-affecting 
  mesmerist 
  trick that the mesmerist knows. The mesmerist can affect 
  intelligent plant creatures with that trick or spell as if they 
  weren’t immune to mind-affecting effects. 
  Ranger: Add a +1/4 bonus on initiative checks and Survival 
  checks when the ranger is in a favored terrain.
  Rogue: Choose one type of ranger favored enemy (or one 
  subtype in case of either humanoid or outsider). The rogue 
  adds 1/2 to her sneak attack damage when using sneak 
  attack against creatures of the chosen type (maximum +3).
  Shaman: Add one spell from the druid spell list that isn’t 
  on the shaman spell list to the list of spells she knows. This 
  spell must be at least 1 level lower than the highest-level spell 
  the shaman can cast.
  Shifter: Add 1/5 to the shifter’s natural armor bonus when 
  using wild shape to assume a major form.
  Sorcerer: When casting sorcerer/wizard spells that are also 
  on the druid spell list, add 1/3 to the effective class level, but 
  only for the purpose of determining durations.
  Witch: Add 1/4 to the witch’s caster level when attempting 
  dispel checks using dispel magic, break enchantment, and 
  similar effects.
  GHORAN ARCHETYPES AND 
  CLASS OPTIONS
  The following racial archetypes are available to ghorans. The 
  verdant* bloodline, which is favored by ghorans, is available 
  to characters of all races.
  Verdant (Bloodrager Bloodline)
  Your body is suffused with raw plant life. When you bloodrage, 
  your plantlike characteristics bolster your durability and 
  grant you some control over vegetation.
  Bonus Feats: Bolstered ResilienceUC, Diehard, Endurance, 
  Great 
  Fortitude, 
  Power 
  Attack, 
  Raging 
  VitalityAPG, 
  Toughness.
  Bonus Spells: entangle (7th), greensight* (10th), burst of 
  nettlesUM (13th), command plants (16th).
  Bloodline Powers: While bloodraging, you gain plantlike 
  abilities and immunities as you become overgrown with 
  jagged branches, rugged bark, and thick vines.
  Verdant Growth (Su): At 1st level, you gain fast healing 1 
  while bloodraging. Your fast healing increases by 1 at 4th 
  level and every 3 levels thereafter, to a maximum of fast 
  healing 6 at 19th level. If you have a bloodrager class feature 
  that also grants you fast healing (such as the spelleater’s 
  blood of life class feature), you can stack up to half of your 
  fast healing from such abilities with the fast healing gained 
  from this ability, but you cannot do so by an amount that 
  exceeds your Charisma bonus (minimum 0).
  Oaken Skin (Ex): At 4th level, when entering a bloodrage, 
  your skin thickens like bark and you gain a +2 enhancement 
  bonus to your natural armor. At 8th level and every 4 levels 
  thereafter, this bonus increases by 1. 
  Botanical Plasticity (Su): At 8th level, as a swift action you can 
  bend and twist the plant life within your body to elongate 
  your limbs. Your reach increases by 5 feet until the end of 
  your turn.
  Verdant Call (Sp): At 12th level, when entering a bloodrage, 
  as a swift action you can animate nearby plants to aid you 
  in combat, functioning as wilderness soldiersUC, using your 
  Charisma modifier instead of your Wisdom modifier. 
  This effect lasts for as long as you continue bloodraging, 
  regardless of the spell’s normal duration.
  Nature’s Thorns (Su): At 16th level, creatures that hit you in 
  melee (other than those using manufactured reach weapons) 
  take 4d6 points of piercing damage. A creature takes this 
  damage only on its first successful attack against you in a 
  combat round, and not on subsequent attacks in that round.
  Verdant Apotheosis (Su): At 20th level, verdant power 
  surges throughout your being. While bloodraging, you gain 
  tremorsense out to 30 feet. In addition, you gain immunity 
  to paralysis, poison, sleep, and stunning effects, even while 
  you are not bloodraging.
  Ghoran Racial Traits
  +2 Constitution, +2 Charisma, –2 Intelligence: Ghorans are 
  hardy, guileful, and eager to explore their emotions, but 
  they process complex thoughts slowly.
  Medium: Ghorans are Medium creatures and receive no 
  bonuses or penalties due to their size.
  +2 Natural Armor: Ghorans have tough, rugged skin.
  Plant: Ghorans have the plant type but lack the immunities 
  to mind-affecting, paralysis, poison, polymorph, sleep, 
  and stunning effects that type usually has.
  Delicious (Ex): Ghorans take a –2 penalty on Escape Artist 
  and combat maneuver checks to escape a grapple against 
  a creature that has a bite attack with the grab ability.
  Natural Magic (Sp): Ghorans with a Charisma score of 11 or 
  higher gain the following spell-like abilities: 1/day—detect 
  poison, goodberry (created berries bud from the ghoran’s 
  own body), and purify food and drink. The caster level is 
  equal to the ghoran’s level. The DC for these spells is equal 
  to 10 + the spell’s level + the ghoran’s Charisma bonus.
  Seed (Ex): As a full-round action, a ghoran can expel the 
  seed from an orifice in its abdomen. If planted in fertile 
  ground and left undisturbed for 2d6 days, the seed grows 
  into a healthy duplicate of the original ghoran, save that 
  the duplicate can reallocate all skill ranks upon sprouting. 
  Once a ghoran expels this seed, it gains 1 negative level, 
  and it dies as soon as the duplicate sprouts. This duplicate 
  replaces the previous ghoran character.
  Light Dependent: Ghorans take 1d4 points of Constitution 
  damage each day they go without exposure to sunlight.
  Past-Life Knowledge (Ex): Ghorans have memories encoded 
  in their seeds. They treat all Knowledge skills as class skills.
  Languages: Ghorans begin play speaking Common and 
  Sylvan. Ghorans with high Intelligence scores can choose 
  any languages they want (except secret languages such 
  as Druidic).
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  Aromaphile (Mesmerist Archetype)
  Rather than employ the baleful glares of the typical 
  mesmerist, aromaphiles hypnotize others using an array 
  of sickeningly sweet scents developed from their unique 
  ghoran physiology.
  Hypnotic Aroma (Su): As a swift action, an aromaphile can 
  use unique aspects of ghoran biology to release intoxicating 
  aromas in a 10-foot-radius burst centered on him. All 
  creatures within this area, as well as creatures with scent 
  within 30 feet, take a –2 penalty on Will saving throws. This 
  penalty becomes –3 at 8th level. The aroma hovers around 
  the aromaphile, moving with him, and lasts for 1 minute. 
  The hypnotic aroma must be inhaled to be effective, and 
  creatures that choose to hold their breath, do not breathe, 
  or are immune to inhaled poisons are immune to its effect. 
  This replaces hypnotic stare, painful stare, and 
  towering ego. 
  Debilitating Aroma (Su): At 3rd level and every 4 levels 
  thereafter, an aromaphile can imbue his hypnotic aroma 
  with other effects. These effects are the same as those listed 
  within the bold stare mesmerist class feature, but they 
  affect creatures affected by his hypnotic aroma for as long 
  as they are affected by that ability. The aromaphile chooses 
  one option each time he gains a new debilitating aroma 
  improvement, and the choice can’t be changed later. The 
  aromaphile can’t choose the same debilitating aroma more 
  than once unless otherwise noted. 
  This replaces bold stare. 
  Aromatic Manipulation (Su): At 3rd level, the aromaphile 
  can touch a creature affected by his hypnotic aroma 
  to alter its mental state. This functions as the 
  touch treatment class feature, except 
  the aromaphile cannot remove the 
  confused, cowering, or stunned 
  conditions, and he cannot break 
  enchantments using this ability. 
  Instead, he adds fatigued to 
  his list of minor conditions 
  and exhausted to his list of 
  greater conditions.
  An aromaphile can also 
  use this ability to inflict 
  hampering 
  conditions 
  on a target by touching 
  it. At 3rd level, he can cause his target to become 
  fascinated by his aroma. At 6th level, he can deaden 
  the target’s emotions (as per calm emotions). At 10th level, 
  he can cause the target to become stunned. At 14th level, 
  he can cause the target to fall asleep (as per deep slumber, 
  except the Hit Die limit is equal to the aromaphile’s level + 
  2). The target can attempt a Will save to negate these effects 
  (DC = 10 + half the aromaphile’s level + the aromaphile’s 
  Charisma modifier). On a failed save, the target gains 
  the chosen condition for a number of rounds equal to 
  the aromaphile’s level. Each round that the target is 
  affected, it can attempt a new Will save at the same DC 
  to end the effect early. If the target succeeds at such a save, 
  its turn immediately ends.
  This alters touch treatment and replaces mental potency.
  Leafshifter (Shifter Archetype)
  Rather than assume aspects taken from the traits of natural 
  animals, a leafshifter transforms into plant-animal hybrids 
  that resemble living topiaries. This affords the leafshifter 
  the savage power of the animal kingdom while also granting 
  her the strength and timelessness of plant life. (The shifter 
  class can be found on page 26.)
  Shifter’s Slam (Ex): This ability functions as the shifter 
  claws class feature, except the leafshifter gains two slam attacks 
  instead of two claw attacks. These slam attacks are made with 
  her arms, which are covered in jagged bark and thorns, so 
  these attacks deal bludgeoning and piercing damage. 
  This alters shifter claws. 
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  Leafshifter’s Aspect (Su): This ability functions as 
  the shifter aspect ability of the standard shifter, except a 
  leafshifter doesn’t gain the minor forms of her aspects. 
  Instead, whenever she gains a new aspect, she chooses one 
  of the plant focus abilities from the plant master hunter 
  archetype (see page 53) to associate with her new aspect. 
  This choice cannot be changed once made. 
  This alters shifter aspect.
  GHORAN FEATS
  Ghorans have access to the following feats.
  Delectable Feint
  You can distract opponents with your delectable rinds.
  Prerequisites: Con 15, delicious racial trait, ghoran.
  Benefit: Other creatures find you so tasty that they 
  become distracted in combat, allowing you to exploit their 
  momentary lapses in concentration. You gain a +2 bonus 
  on Bluff checks to feint living herbivorous or omnivorous 
  creatures. In addition, whenever you successfully feint such 
  an opponent, in addition to the normal effects of being 
  feinted in combat, that opponent takes a –2 penalty on 
  Perception checks and concentration checks until the start 
  of your next turn.
  Inner Light
  Some ghorans glow with a nurturing inner light.
  Prerequisites: Wis 13, ghoran.
  Benefit: Once per day, you can cast daylight as a spell-like 
  ability with a caster level equal to your character level. If you 
  have the light dependent racial trait, you can instead cast this 
  spell without the usual effect, but you are considered to be 
  exposed to sunlight for that day. 
  Sproutling
  You are able to sprout more quickly than most, though your 
  body is underdeveloped.
  Prerequisites: Cha 15, seed racial trait, ghoran.
  Benefit: Whenever you use your seed ability to grow a new 
  body, you can choose to sprout in half the normal amount 
  of time (1d6 days instead of 2d6 days). If you do, your new 
  body is Small instead of Medium, your natural armor bonus 
  from racial traits (if any) is reduced by half, and you take a 
  –2 penalty to Strength, Dexterity, and Constitution. These 
  modifications last 1d3 weeks, after which your body matures 
  to its proper size and loses all penalties associated with 
  sprouting early.
  GHORAN MAGIC ITEM
  Ghorans have access to the following magic item.
  PROPAGATION POD
  PRICE 
  48,000 GP
  SLOT none
  CL 15th
  WEIGHT 250 lbs.
  AURA strong transmutation
  This urn-shaped object is large enough for a full-grown human 
  to crouch inside. The bottom half of the pod is ringed in 
  Druidic glyphs and layered with ever-fertile soil, while the top 
  is crafted from stained glass that magically cycles between 
  depictions of rainy, starry, and sunny skies. A ghoran can 
  expel its seed into a propagation pod and seal the pod as 
  a full-round action; this does not cause the ghoran to gain 
  a negative level. Over the next 2d6 days, the ghoran’s seed 
  sprouts into an exact replica of his current appearance. After 
  maturing, this new ghoran remains in stasis indefinitely, 
  acting in all ways as a fully grown clone of the ghoran as per 
  the clone spell. If the ghoran dies and its soul transfers to the 
  clone as a result, the propagation pod shatters into shards of 
  powerless clay and glass.
  While a ghoran’s seed is expelled into a propagation pod, it 
  cannot use its seed racial trait, nor can it use any feats or abilities 
  dependent upon its seed. If the ghoran has the Sproutling* 
  feat, he can allow his clone to develop after 1d6 days instead 
  of 2d6 days, though his size is adjusted and his ability scores 
  modified as described by the Sproutling feat should he die and 
  subsequently inhabit his clone.
  CONSTRUCTION REQUIREMENTS
  COST 15,660 GP
  Craft Wondrous Item, clone, plant growth
  GHORAN SPELL
  Ghorans have access to the following spell.
  DELECTABLE FLESH
  School transmutation [mind-affecting, polymorph]; Level druid 7, 
  shaman 7, sorcerer/wizard 6, witch 6
  Casting Time 1 standard action
  Range close (25 ft. + 5 ft./2 levels)
  Targets all creatures in a 15-foot-radius burst centered on a 
  single living creature
  Duration 1 minute/level (D)
  Saving Throw Will negates; Spell Resistance yes
  Choose a creature within range as the object of hunger. All other 
  creatures within 15 feet of the target that can see or smell the 
  target’s delectable flesh must succeed at a Will save or spiral 
  into a depraved state from which they gain a single purpose—to 
  consume as much of the target’s delicious flesh as possible. The 
  creature chosen as the target of this spell is not affected by 
  this depravity.
  A depraved creature gains a bite attack, two claw attacks, and 
  the scent ability if it didn’t already have them. It drops any items 
  it was carrying and attacks the target of the spell with these 
  natural weapons, acting as if it were confused and the target 
  had attacked it first. This effect lasts for the spell’s duration or 
  until the depraved creature can no longer see or smell the object 
  of its hunger for a full minute. Additionally, a depraved creature 
  can attempt a new saving throw to end this effect at the end of 
  any turn in which the affected creature makes an attack against 
  the object of its hunger. If a creature that eats for nourishment 
  succeeds at a save to end the depraved effect early, it takes a 
  –2 penalty on ability checks, attack rolls, concentration checks, 
  saving throws, and skill checks whenever it is within 15 feet of 
  the target.
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  Vine Leshys
  Vine leshys are born by ritual, called forth when a druid 
  channels a nature spirit into a plant’s form. The nature 
  spirit that answers the call for a vine leshy creation ritual 
  is always one that has keenly felt the influence of mortal 
  beings. Compared to other leshys, vine leshys have an easier 
  time relating to non-plant creatures and a deeper sense of 
  curiosity about the wonders of the natural world beyond 
  those plants closely related to them, as well as a fascination 
  with the societies of humans and other creatures.
  Physical Description: A vine leshy’s body is made of masses 
  of twisted vines and leaves, sometimes incorporating flowers 
  and fruits as well. Their appearance is mostly determined 
  by the species of vine used in their creation, but most have 
  a large cluster of leaves that forms a face with round eyes, a 
  small mouth, and no visible nose.
  Society: Because of their ritual-based genesis, vine leshys 
  do not have a traditional family structure. They form strong 
  friendships with those who accompany them on explorations 
  or who assist them in protecting a natural site. Unlike most 
  leshys, vine leshys usually feel a strong desire to seek out the 
  one who created them. They see their creators as friends and 
  allies rather than as parents.
  While most leshys devote themselves to protecting a 
  particular ward for long stretches of time, vine leshys are 
  far more likely to travel and explore, stopping to care for 
  many different wards for short periods throughout their 
  lifetime. Vine leshys love storytelling, but they place more 
  importance on the meaning and message of the story 
  than the details, both because they can’t always remember 
  the details and because they find many details to be 
  unnecessary. A story that has passed through several vine 
  leshys is likely to undergo significant changes in characters 
  and setting but usually retains its core message.
  Relations: Vine leshys are interested in learning about 
  the cultures of many other races. Their initial attitudes 
  when they encounter new races are based on biases from the 
  nature spirit’s past incarnations, but they evolve over time 
  through the leshy’s experiences. In unfamiliar situations, 
  vine leshys prefer to blend in with vegetation to observe 
  before venturing out and introducing themselves.
  Consistent with the plant species from which they derive 
  their bodies, vine leshys recognize a spectrum of genders. 
  Some vine leshys are exclusively female or male, while 
  many vine leshys are both. The biological features of a 
  leshy’s flowers do not necessarily indicate its gender, as the 
  nature spirit that inhabits the leshy plays a strong role in 
  determining the leshy’s identity.
  Vine leshys have an unusual relationship with other 
  leshys, for unlike standard leshys, vine leshys are 
  not grown to be servants. They are free-willed 
  and individualistic creatures. Whether or not an 
  individual vine leshy views the servitude other 
  leshys endure as akin to slavery or as something 
  more like an honorable tradition of service to a powerful 
  druid depends on the vine leshy’s opinion and alignment. 
  While it’s unusual for a vine leshy to take on another leshy 
  as a minion in the traditional way, it’s not unusual to see 
  vine leshys take on sponsorship of a sort over other 
  leshys, treating them almost as adopted children or 
  wayward exiles in need of guidance and protection from 
  those who would force their servitude.
  Alignment and Religion: Vine leshys see themselves 
  as part of the ancient cycle of nature. They care for their 
  friends and any natural areas under their care, but rarely 
  feel compelled toward either charity or malice. Most 
  vine leshys are truly neutral, and they almost always have 
  at least one neutral aspect to their alignments. Religion is 
  not particularly important to vine leshys. Those who do 
  find faith tend toward worship of Gozreh, a green man 
  (Pathfinder RPG Bestiary 6 152), or one of the Eldest of the 
  First World (see page 130), but the Green Faith is the most 
  common philosophy followed by vine leshys.
  Adventurers: Like most leshys, vine leshys typically do 
  not fear death. They know that if their bodies die, their 
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  spirits will return to the natural world and may someday 
  find themselves in new bodies. This lack of fear combined 
  with their curiosity leads them to take risks. However, they 
  typically avoid excessively dangerous activities, as they 
  would rather gather a story from their adventures to tell 
  later. Vine leshys gravitate toward classes that let them use 
  their connection to nature, such as druid and ranger.
  Names: Vine leshys’ names change throughout their lives. 
  A young vine leshy typically names herself after her physical 
  characteristics or a natural feature that she particularly 
  enjoys. As vine leshys age, they modify their names to better 
  reflect their personality and experiences. A leshy may even 
  have several names that she cycles among, such as one name 
  for each season. Most vine leshys select names that are at 
  least two words long. Example vine leshy names include 
  Burbling Waterfall, Lovely Triple Leaves, Masterful Sun 
  Drinker, Snowy Pine Branches, Verdant Taleweaver, and 
  Vibrant Tree Climber.
  ALTERNATE RACIAL TRAITS
  The following racial traits can be selected instead of existing 
  vine leshy racial traits. Consult your GM before selecting any 
  of these options. 
  Agile: Agile vine leshys are quicker but less tough than 
  a typical vine leshy. Replace the leshy’s +2 racial bonus to 
  Constitution with a +2 racial bonus to Dexterity.
  This alters the vine leshy’s ability scores.
  Poisonous: Vine leshys made from poison ivy vines carry 
  natural poison in their bodies. As a swift action, the leshy can 
  imbue its vines with this irritating substance. The next time 
  the leshy hits a creature with an unarmed strike, the creature 
  is affected by the following poison.
  Vine Leshy Toxin: Unarmed strike—injury; save Fort DC 
  10 + half the vine leshy’s Hit Dice + the leshy’s Constitution 
  modifier; frequency 1/round for 6 rounds; effect sickened for 
  1 round; cure 1 save.
  The leshy can use this ability a number of times per day 
  equal to its Constitution modifier (minimum 1). A vine 
  leshy is immune to its own poison, but not to those of other 
  vine leshys. 
  This replaces plantspeech and change shape. 
  Swamp Leshy: Some vine leshys are made from plants 
  that naturally grow in swamps. These leshys gain a +2 racial 
  bonus on Swim checks and a +4 racial bonus on Stealth 
  checks in swamps. 
  This replaces climber and alters unassuming foliage.
  Grapevine: A vine leshy made from a grapevine can 
  produce magically infused fruit that can heal her allies. She 
  can cast goodberry once per day as a spell-like ability, with a 
  caster level equal to her character level. 
  This replaces pass without trace.
  FAVORED CLASS OPTIONS
  The following options are available to all vine leshys who 
  have the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the favored class reward.
  Alchemist: Add 1/4 to the alchemist’s natural armor bonus 
  when using his mutagen.
  Bard: Add a +1/3 bonus to Perform (oratory) checks, 
  including checks using versatile performance, as long as the 
  bard first spends at least 10 minutes telling a story.
  Druid: Add a +1/2 bonus to the druid’s wild empathy or 
  plant empathy checks.
  Kineticist: Gain 1/5 of the Extra Wild Talent feat. This feat 
  must be spent on a wood-element talent.
  Oracle: An oracle with the nature or wood mystery adds one 
  spell from the druid’s spell list that isn’t on the cleric spell list 
  to the oracle’s spell list; she still must select this spell as one of 
  her spells known in order to cast it. This spell must be at least 
  1 level lower than the highest spell level the oracle can cast.
  Vine Leshy Racial Traits
  +2 Constitution, +2 Wisdom, –2 Intelligence: Vine leshys 
  are hardy and insightful, but sometimes forgetful.
  Leshy: Vine leshys are plants with the leshy subtype but 
  lack the immunities to mind-affecting effects, paralysis, 
  poison, polymorph, sleep, and stunning that the plant type 
  usually grants, and they lack the immunity to electricity 
  and sonic that the leshy subtype usually grants.
  Small: Vine leshys are Small creatures and gain a +1 size bonus 
  to their AC, a +1 size bonus on attack rolls, a –1 penalty on 
  combat maneuver checks and to their Combat Maneuver 
  Defense, and a +4 size bonus on Stealth checks.
  Slow Speed: Vine leshys have a base speed of 20 feet.
  Darkvision: Vine leshys can see in the dark up to 60 feet.
  Low-Light Vision: Vine leshys can see twice as far as humans 
  under conditions of dim light.
  Pass without Trace: Vine leshys have pass without trace as 
  a constant spell-like ability (caster level 2nd).
  Change Shape: Vine leshys can transform into vines, with 
  results similar to tree shape. In this form, the leshy appears 
  as a particularly healthy Small vine. The leshy can assume 
  plant form or revert to its true form as a swift action.
  Plantspeech: Vine leshys can speak with vines as if subject 
  to a continual speak with plants spell.
  Verdant Burst: When slain, a vine leshy explodes in a burst 
  of fertile energies. All plant creatures within 30 feet of the 
  slain leshy regain hit 1d8 points, and vines quickly infest 
  the area. If the terrain can support vines, the undergrowth 
  is dense enough to make the region into difficult terrain 
  for 24 hours, after which the plant life diminishes to a 
  normal level; otherwise, this plant life has no significant 
  effect on movement and withers and dies within an hour.
  Unassuming Foliage: Vine leshys gain a +4 racial bonus on 
  Stealth checks in forests.
  Climber: Vine leshys gain a +2 racial bonus on Climb checks.
  Languages: Vine leshys begin play speaking Common and 
  Sylvan. Vine leshys with high Intelligence scores can 
  choose from the following: Aquan, Auran, Aklo, Elven, 
  Gnome, Goblin, Terran, or Undercommon.
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  Ranger: Add a +1/2 bonus to Knowledge (nature) checks in 
  the ranger’s favored terrain.
  Rogue: Add a +1/2 bonus to Climb checks and on Stealth 
  checks in forests.
  Shaman: Shamans with the nature or wood spirit add one 
  spell from the druid’s spell list that isn’t on the shaman spell 
  list to the shaman’s spell list; she still must select this spell as 
  one of her spells known in order to cast it. This spell must be 
  at least 1 level lower than the highest spell level the shaman 
  can cast.
  VINE LESHY ARCHETYPES AND 
  CLASS FEATURES
  The following archetypes and class features are available 
  to vine leshys, as well as to other characters with the leshy 
  subtype. Leshys can also take the treesinger druid archetype 
  (Pathfinder RPG Advanced Race Guide 25) even though they 
  are not elves. The leshy subdomain is available to non-leshy 
  druids as well as clerics who worship a deity that grants it.
  Herbalist (Alchemist Archetype)
  Vine leshys who study the physical and spiritual composition 
  of their own bodies have discovered a strange herbal alchemy 
  all their own.
  Herbalism (Su): An herbalist’s studies allow him a unique 
  method of creating alchemical discoveries. He can attempt 
  Profession (herbalist) checks in place of Craft (alchemy) checks 
  for all purposes, and he gains a competence bonus equal to 
  half his alchemist level on Profession (herbalist) checks to 
  create alchemical items and to forage for and process herbs 
  (see page 152). An herbalist uses his Wisdom score instead of 
  his Intelligence score for all alchemist class abilities. 
  This alters alchemy and the alchemist’s key ability score.
  Natural Magic: An herbalist’s study of the leshy spirit 
  grants him access to natural magic that eludes other 
  alchemists. Each time he gains access to a new level of 
  extracts (including 1st level), he can add two spells from that 
  spell level on the druid spell list to his alchemist class spell 
  list; these spells must target a creature or creatures or have 
  a range of “you,” and he must still add them to his formula 
  book as normal before he can prepare them. As always, 
  the extracts affect the drinker as if she were the target, so 
  offensive touch spells are a nasty trap for the drinker. 
  This replaces Throw Anything.
  Seedpods (Su): An herbalist can produce and throw 
  seedpods as ranged touch attacks, similar to the ranged 
  attacks of other leshys. He can create a number of seedpods 
  each day equal to his alchemist level + his Wisdom 
  modifier and can throw them as a standard action with 
  a range increment of 20 feet. A seedpod deals 1d6 points 
  of bludgeoning damage, plus an additional 1d6 points 
  of damage at 3rd level and every 2 levels thereafter (this 
  additional damage isn’t multiplied on a critical hit or from 
  effects like Vital Strike). Seedpods are considered weapons 
  and can be selected for feats like Weapon Focus, and the 
  herbalist can take the Extra Bombs feat to gain additional 
  daily uses of his seedpods. His seedpods also gain one of 
  the following additional effects unless the target succeeds 
  at a Fortitude save (DC = 10 + half the herbalist’s alchemist 
  level + his Wisdom modifier). At 1st level, his seedpods can 
  deafen their target for 1 round like a leaf leshy. At 2nd level, 
  they can reduce the target’s vision to 10 feet for 1 minute 
  (unless the target spends a full-round action to wash the 
  spores from its eyes early) like the spores of a fungus leshy. 
  At 5th level, they can entangle their target for 2d4 rounds 
  (unless the target succeeds at a Strength check or Escape 
  Artist check at the save DC to break the vine early) like the 
  seeds of a gourd leshy. At 8th level, they can sicken their 
  target for 1d4 rounds like the spittle of a flytrap leshy. At 
  10th level, they can blind their target until the end of their 
  next turn like the water jets of a seaweed leshy. 
  This replaces bombs, poison use, poison resistance, and 
  poison immunity.
  Plant Speaker (Bard Archetype)
  Plant speakers build upon their racial plantspeech ability 
  and their storytelling tendencies to create an art form full 
  of deep metaphors and allegory rather than specific details 
  and facts.
  Bardic Performance: Plant speakers gain the following 
  bardic performance.
  Leshy Speaker (Su): At 9th level, the plant speaker can speak 
  to its disembodied brethren, the spirits of nature that 
  become leshys. He performs for 10 minutes and spends 7 
  rounds of bardic performance to gain the effects of commune 
  with nature. 
  This replaces inspire greatness.
  Plant Speech: A plant speaker’s mind-affecting bard 
  spells and class abilities also affect plants, ignoring plants’ 
  immunity to mind-affecting effects. At 2nd level, a plant 
  speaker’s racial plantspeech allows him to communicate 
  with all plants, not just plants that match his alternate form. 
  This replaces bardic knowledge and well-versed.
  Mystical Allegory (Su): At 5th level, the plant speaker can 
  tell a story that matches some of the themes of the current 
  situation in order to gain insight, gaining the effects of 
  Growing a Vine Leshy
  Vine leshys grow best in areas where they can receive ample 
  sunlight. After a vine leshy sprouts, the leshy’s creator must 
  use a sturdy tree, trellis, or other support to guide it as it 
  grows. For more information about growing leshys, see page 
  176 of Pathfinder RPG Bestiary 3.
  VINE LESHY
  CL 5th; Price 1,500 gp
  RITUAL
  Requirements Knowledge (nature) 5 ranks, entangle, 
  plant growth, summon nature’s ally I; Skill Knowledge 
  (nature) DC 13; Cost 750 gp
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  augury by performing for 1 minute and spending 4 rounds 
  of bardic performance. At 11th level, he can perform for 10 
  minutes and spend 7 rounds of bardic performance to gain 
  the effects of divination. At 17th level, he can perform for 1 
  hour and spend 10 rounds of bardic performance to gain 
  the effects of legend lore, but the information is always vague 
  and incomplete. 
  This replaces lore master.
  Leshy Subdomain
  You have a strong connection to these little manifestations 
  of nature spirits. 
  Associated Domain: Plant.
  Associated Religions: Gozreh, Green Faith*.
  Replacement Power: The following granted power 
  replaces the wooden fist power of the Plant domain.
  Leshy Caller (Sp): You can spontaneously swap out any of 
  your domain spells for a summon nature’s ally spell of the 
  same level or lower, to a maximum of summon 
  nature’s ally VII. If you do, you must use the spell 
  to summon one or more leshys. Add 
  leaf leshyB3, gourd leshyB3, fungus 
  leshyB3, seaweed leshyB3, and lotus 
  leshyB5 to your summon nature’s ally I, 
  II, III, IV, and V lists, respectively. You 
  count as a plant creature for the purpose 
  of creating  leshys (Pathfinder RPG Bestiary 
  3 176).
  As a standard action, you can grant 
  a single leshy within 30 feet a +4 
  sacred bonus on its next attack roll before the 
  start of your next turn. You can use this ability 
  a number of times per day equal to 3 + 
  your Wisdom modifier.
  Replacement Domain Spells: 1st—tree 
  shape, 5th—commune with nature.
  Leshykineticist  
  (Kineticist Archetype)
  Of all those who pursue the 
  path of a kineticist, only 
  leshykineticists are both 
  made of plant matter and 
  born 
  of 
  nature 
  spirits. 
  These curious creatures wield 
  ancient powers unknown to any 
  other kineticists.
  Leshy Element: A leshykineticist must select the 
  wood element (see page 58) as her primary element 
  and for both her expanded elements. She must choose 
  wood blast as her first simple blast and positive blast as 
  her second simple blast. At 6th level, she gains green tongue 
  as a bonus utility wild talent, ignoring its prerequisites. 
  At 7th level, when she first gains positive blast, she gains 
  kinetic healer and the photokinetic infusion instead of the 
  extra wild talent of 3rd level or lower for expanding in the 
  same element. Her kinetic healer wild talent restores 1 extra 
  hit point per die when healing plant creatures. At 9th level, 
  she gains an extra wild talent of 3rd level or lower of her 
  choice. At 10th level, she gains greater green tongue as a 
  bonus utility wild talent, ignoring its prerequisites.
  This alters element and expanded element, and 
  replaces the 6th- and 10th-level utility wild talents and 
  maximize metakinesis.
  Basic Leshykinesis (Su): A vine leshy leshykineticist can 
  use her basic phytokinesis to move while in her alternate 
  vine form, with a base speed of 10 feet and a climb speed of 
  10 feet. The vine counts as a prehensile appendage for the 
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  purpose of aiming kinetic blasts and gathering power. At the 
  GM’s discretion, this ability might apply to leshykineticists 
  of other leshy varieties as long as their alternate forms aren’t 
  rooted to the ground (and even then, they might be able to 
  use something like a branch to aim kinetic blasts).
  This alters basic phytokinesis. 
  Photosynthetic Buffer: A leshykineticist fills her buffer 
  with energy photosynthesized from sunlight, rather than 
  from internal energy. Once per day, she can spend 1 hour 
  motionless in her alternate plant form soaking in sunlight 
  to fill her internal buffer. However, she can’t fill her 
  internal buffer by accepting burn, and her internal buffer 
  becomes empty whenever her burn is removed. She can’t 
  benefit from any abilities that increase the maximum burn 
  her buffer can hold.
  This alters internal buffer.
  Green Rebirth (Su): At 20th level, a leshykineticist taps 
  into the ancient power of the First World. When her verdant 
  burst ability activates, it heals all allies and plant creatures 
  in the area as if by a maximized version of her kinetic healer 
  ability, rather than only 1d8 hit points. After 24 hours, one 
  of the plants that grew in the area serves as a vessel for the 
  leshykineticist’s spirit again, allowing her to return to life 
  without penalty. Killing all the new plants that grew from 
  her verdant burst within 24 hours prevents her from reviving 
  in this way.
  This replaces omnikinesis.
  Photokinetic Infusion  
  (Kineticist Infusion Wild Talent)
  Leshykineticists learn the following infusion automatically, 
  but phytokineticists (see page 58) of all races can select it as 
  a infusion.
  PHOTOKINETIC INFUSION
  Element wood; Type substance infusion; Level 1; Burn 1
  Prerequisite positive blast
  Associated Blasts positive
  Saving Throw none
  Your blast damages living creatures with light. This deals normal 
  damage to undead creatures but also deals minimum damage 
  (1 point of damage per d6, can’t be increased by the 9th-level 
  improvement to metakinesis) to living creatures. Undead creatures 
  that are particularly vulnerable to sunlight, such as vampires, take 
  1 extra point of damage per die from the infused blast.
  VINE LESHY EQUIPMENT
  Vine leshys have access to the following equipment.
  ANIMAL REPELLENT
  PRICE 15 GP
  WEIGHT —
  Leshys and other plant creatures have to be wary of hungry 
  herbivorous animals. A dose of animal repellent makes a 
  plant creature smell unappetizing for 24 hours. Animals do not 
  attempt to consume a plant creature coated in animal repellent 
  if there are other food sources available, and in combat prefer 
  to use natural attacks that are not bite attacks against such a 
  creature if they can. Animal repellent counts as a strong scent, 
  allowing creatures with the scent ability to detect it at a greater 
  range (Pathfinder RPG Bestiary 304). Animal repellent does 
  not work on ghorans with the delicious racial trait. Crafting this 
  item requires a successful DC 20 Craft (alchemy) check.
  FORTIFYING FERTILIZER
  PRICE 120 GP
  WEIGHT 2 lbs.
  This alchemical fertilizer boosts the growth of plants. As a 
  standard action, a plant creature can absorb the fertilizer by 
  rubbing it on its body in order to gain 1 temporary hit point 
  per Hit Die; these temporary hit points last for 1 hour. A plant 
  creature can only benefit from 1 dose of fortifying fertilizer 
  every 24 hours. Crafting this item requires a successful DC 25 
  Craft (alchemy) check.
  VINE LESHY FEATS
  Vine leshys have access to the following feats. 
  Climbing Vine
  You can climb like a vine.
  Prerequisites: Str 13, vine leshy.
  Benefit: You gain a climb speed of 10 feet. If you already 
  have a natural climb speed, your climb speed increases by 
  10 feet. You can take this feat multiple times, but your climb 
  speed can never exceed your base speed.
  Kudzu Grappler
  You climb all over creatures you’re grappling like kudzu, 
  blocking their vision.
  Prerequisites: Dex 13, Improved Grapple, Improved 
  Unarmed Strike, Greater Grapple, base attack bonus +6, 
  vine leshy.
  Benefit: You add an option to blind the grappled creature 
  for 1 round to the list of actions you can take when you 
  succeed at a check to maintain a grapple.
  Photosynthetic Healing
  You can heal yourself using sunlight.
  Prerequisites: Con 15, change shape ability, leshy subtype.
  Benefit: You can temporarily draw energy from the sun to 
  heal your wounds. Once per day while you are using change 
  shape to assume a plant form, you can activate this ability as 
  a free action to gain fast healing 1 for a number of rounds 
  equal to your Hit Dice, as long as you are in an area of bright, 
  natural sunlight.
  When you rest in plant form in bright, natural sunlight, 
  you are healed of twice the normal amount of hit point 
  damage and ability score damage.
  Reactive Reversion
  You can reactively change back to your natural form.
  Prerequisites: Dex 13, change shape ability, leshy subtype.
  Benefit: You can shift from your alternate form to your 
  natural form as an immediate action using change shape.
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  Normal: Leshys can shift between forms as a swift action 
  using change shape.
  VINE LESHY MAGIC ITEMS
  Vine leshys favor the following magic items.
  BOTTLED SUNLIGHT
  PRICE 
  200 GP
  SLOT none
  CL 1st
  WEIGHT — 
  AURA weak evocation
  This opaque orb contains the distilled essence of sunlight. On 
  command up to once per day, it releases a small vial of sunlight 
  that produces a bright light in its square for 1 hour, during which 
  time it provides enough energy to satisfy a single plant creature’s 
  daily nourishment requirements. The light counts as natural 
  sunlight in the square containing the vial. If the vial enters the 
  square of an undead creature with a weakness to sunlight, the 
  creature can attempt a DC 11 Will save; if it succeeds, the vial 
  is instantly extinguished. The creature can attempt this saving 
  throw each round the vial remains in its square, but the sunlight 
  isn’t strong enough to actually damage creatures susceptible 
  to sunlight. Shattering the vial extinguishes its light. A vial has 
  hardness 2 and 5 hit points. After the orb has released 50 vials 
  of sunlight, it loses its magical properties.
  CONSTRUCTION REQUIREMENTS
  COST 100 GP
  Craft Wondrous Item, daylight
  BREEZEBLOWN DANDELION
  PRICE 
  10,000 GP
  SLOT none
  CL 3rd
  WEIGHT 5 lbs.
  AURA weak transmutation
  This broad-stalked shrub branches into dozens of oversized 
  dandelion flowers. A Small or smaller creature weighing less 
  than 50 pounds can use a flower as a move action to slow her 
  fall to a rate of 10 feet per round. While she is so slowed, the 
  flower also carries her in the direction of the wind. Light winds 
  carry her 10 feet, moderate winds carry her 20 feet, strong 
  winds carry her 50 feet, and severe winds carry her 100 feet 
  (Pathfinder RPG Core Rulebook 439). If a flower is exposed 
  to winds of windstorm strength or greater, all of its seeds 
  immediately blow away and the dandelion provides no further 
  benefit. The benefits also end after 4 minutes or once the bearer 
  hits the ground, whichever comes first.
  The plant produces one dandelion every day during its 13-week 
  growing period during the spring, to a maximum of 20 dandelions 
  at any one time. Unlike many magical plants, the fluffy blooms of 
  the breezeblown dandelion remain potent until used.
  CONSTRUCTION REQUIREMENTS
  COST 5,000 GP
  Cultivate Magic Plants*, glideAPG
  SHRINKING BERRIES
  PRICE 
  300 GP
  SLOT none
  CL 5th
  WEIGHT — 
  AURA weak transmutation
  These berries cause animals that eat them to transform into 
  smaller and far less dangerous versions of themselves, as per 
  the spell pup shapeUC (Fortitude DC 14 negates), except other 
  creatures do not need to attempt Will saves to attack the 
  transformed animal and the effect lasts for 24 hours. These 
  berries can be concealed in meat or other typical foods of an 
  animal’s diet.
  CONSTRUCTION REQUIREMENTS
  COST 150 GP
  Craft Wondrous Item, pup shapeUC
  VINE LESHY SPELLS
  Vine leshys have access to the following spells.
  GRASPING VINE
  School transmutation; Level alchemist 2, druid 2, occultist 2, 
  ranger 2, shaman 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 minute/level (D)
  You cause a long, thin vine to sprout from your body—typically 
  from the center of your chest or from the palm of an outstretched 
  hand. As a standard action, you can direct the end of the vine to 
  move to any square within 20 feet of you and perform one of the 
  following tasks: deliver a touch spell that you cast after the vine 
  has grown, pick up an unattended object weighing 20 pounds or 
  less, give a held object to another creature, attempt to disable a 
  trap or lock using your Disable Device modifier with a –2 penalty, 
  or perform any other task that the GM deems reasonable. The vine 
  does not threaten squares and cannot make attacks of opportunity, 
  nor can it wield weapons.
  LESHY SWARM
  School conjuration (summoning); Level bard 3, druid 3, sorcerer/
  wizard 3, summoner 3
  Casting Time 1 round
  Components V, S, M/DF (a bundle of seeds)
  Range close (25 ft. + 5 ft./2 levels)
  Effect 10-ft.-square swarm of leshys
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
  You call out to nearby nature spirits and grant them temporary 
  plant bodies. These creatures are similar to leshys, except they are 
  Tiny and far more simpleminded. The swarm uses the statistics 
  for a rat swarm, except it does not carry a disease or have scent. 
  The leshy swarm has darkvision with a range of 60 feet and is 
  immune to electricity, mind-affecting effects, paralysis, poison, 
  polymorph, sleep effects, sonic, and stunning.
  You can direct the leshy swarm to move up to its speed 
  along a path for your choice by spending a standard action to 
  communicate your desires through the spell, or by spending a 
  move action if you can speak to creatures that understand only 
  Druidic and Sylvan. The leshys are confused by their sudden 
  possession of new bodies and assume that nearly any creature 
  you direct them toward is a threat. They attack all creatures 
  within their area except for you and other creatures with the 
  plant type. 
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  Shifter
  Whether riding on the wind as a falcon or hiding in some 
  fetid bog waiting to strike, the shifter is a true master of the 
  wild. Both a devoted defender of druidic circles and a fierce 
  predator, the shifter can take on the forms of nature and even 
  fuse them together with devastating effect and unbridled 
  savagery. By way of the druidic discipline of wild shape, they 
  become living aspects of the wild. At first, they are able to 
  assume only a minor aspect, but with time and practice they 
  can fully transform into ever more powerful forms. 
  The shifter class offers players a way to experience a 
  shapeshifting character that is more martially inclined than 
  a spellcasting druid. With each new level, the shifter’s powers 
  grow in new and surprising ways, creating a character that 
  thrives in battle, exploration, and stealth.
  Shifters are protectors of druidic circles and avengers 
  of nature, yet a shifter’s magic is different from that of her 
  druidic kin. Rather than invoking spells from the natural 
  world or forging alliances with animals, shifters focus their 
  supernatural powers inward to gain control over their own 
  forms. Their ability to change their forms is as varied as 
  the wonders of the wilds themselves but always remains at 
  least partially rooted in the natural world. There are many 
  paths to becoming a shifter; most are trained in that role 
  by druidic circles and have their powers unlocked via rituals 
  of initiation. Yet some stumble upon the gift naturally, as if 
  their blood bore the secrets of shifter transformation. 
  For those leaning toward the causes of law and good, the 
  path of the shifter is one of contemplation and understanding. 
  They become one with nature through mental and physical 
  mimicry and gain an ever deeper spiritual understanding of 
  the ebb and flow of the natural world. Those leaning toward 
  the chaotic and evil teachings of druidic philosophy find 
  such enlightenment through more violent means. These are 
  typically quicker transformations, both brutal and painful, 
  imparting the dark lessons of nature through its most 
  catastrophic forms. Shifters who lean toward true neutrality 
  are the most diverse when it comes to their command of 
  metamorphic secrets.
  Role: The shifter is so attuned to nature and the wild 
  beasts of the world that she can call upon those powers to 
  mystically fortify her being. Fluid in form and function, she 
  can shape herself to overcome hardships and support those 
  she befriends or serves.
  Alignment: Any neutral.
  Hit Die: d10.
  Starting Wealth: 3d6�10 gp (average 105 gp).
  CLASS SKILLS
  The shifter’s class skills are Acrobatics (Dex), Climb (Str), 
  Craft (Int), Fly (Dex), Handle Animal (Cha), Knowledge 
  (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), 
  Stealth (Dex), Survival (Wis), and Swim (Str). 
  Skill Ranks per Level: 4 + Int modifier.
  CLASS FEATURES
  The following are the class features of the shifter.
  Weapon and Armor Proficiency: A shifter is proficient 
  with the following weapons: club, dagger, dart, quarterstaff, 
  scimitar, scythe, sickle, shortspear, sling, and spear. She is 
  also proficient with the natural attacks (claw, bite, and so 
  forth) from the shifter claws class feature and of forms she 
  assumes with wild shape. 
  Shifters are proficient with light and medium armor but 
  are prohibited from wearing metal armor. A shifter can wear 
  wooden armor that has been altered by the ironwood spell 
  so that it functions as if it were steel. Shifters are proficient 
  with shields (except tower shields) but must use only those 
  crafted from wood.
  A shifter who wears prohibited armor or uses a prohibited 
  shield is unable to use her shifter aspect, shifter claws, wild 
  shape, and other shifter supernatural or spell-like abilities 
  while doing so and for 24 hours thereafter.
  Bonus Languages: A shifter’s bonus language options 
  include Sylvan, the language of woodland creatures, and Aklo, 
  the tongue spoken by certain sinister fey or otherworldly 
  denizens of reaches of the wild rarely explored by humanity. 
  These choices are in addition to the bonus languages 
  available to the character because of her race.
  A shifter speaks Druidic, a secret language known only to 
  druids and shifters, which she learns upon becoming a 1st-
  level shifter. Druidic is a free language for a shifter; that is, she 
  knows it in addition to her regular allotment of languages, 
  and it doesn’t take up a language slot. Shifters are forbidden 
  to teach this language to non-druids or non-shifters.
  Shifter Aspect (Su): At 1st level, a shifter gains her first 
  aspect—a category of animal to which her body and soul 
  have become supernaturally attuned. She can shift into her 
  aspect’s minor form (see Aspects on page 28) for a number of 
  minutes per day equal to 3 + her shifter level. The duration 
  need not be consecutive but must be spent in 1-minute 
  increments. Shifting into a minor form is a swift action, 
  while ending the effect is a free action that can be taken 
  only on the shifter’s turn. Until a shifter reaches 9th level 
  and gains the chimeric aspect class feature, she can assume 
  only one minor form at a time. Shifting to a new aspect (or 
  aspects, in the case of chimeric aspects or greater chimeric 
  aspects) ends all minor forms currently manifested. The 
  minor forms of aspects are not polymorph effects, and the 
  shifter does not lose the benefits of a minor form while 
  affected by polymorph effects. 
  As the shifter gains levels, she gains more aspects; she 
  gains her second aspect at 5th level, a third aspect at 10th 
  level, and a fourth at 15th level. Aspects are detailed in their 
  own section starting on page 28. 
  Shifter Claws (Su): At will, a shifter in her natural form can 
  extend her claws as a swift action to use as a weapon. This 
  magical transformation is fueled as much by the shifter’s 
  faith in the natural world as it is by inborn talent. The claws 
  on each hand can be used as a primary natural attack, dealing 
  1d4 points of piercing and slashing damage (1d3 if she 
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  is Small). If she uses one of her claw attacks in concert with a 
  weapon held in the other hand, the claw acts as a secondary 
  natural attack instead.
  As the shifter gains levels, the power of her claws increases. 
  At 3rd level, her claws ignore DR/cold iron and DR/silver. At 
  7th level, her claw damage increases to 1d6 (1d4 if Small). At 
  11th level, her claw damage increases to 1d8 (1d6 if Small). At 
  13th level, her claw damage increases to 1d10 (1d8 if Small). At 
  17th level, the damage die does not increase, but the critical 
  multiplier becomes ×3. Lastly, at 19th level, the claws ignore 
  DR/adamantine and DR/—.
  While a shifter uses wild shape to assume her aspect’s 
  major form, her natural attacks gain the same benefits 
  granted by her shifter claws ability. If the form she takes 
  has claw attacks, she can use either the base damage of her 
  shifter claws or the damage of the form’s claws, whichever 
  is greater. If the form does not have claw attacks, she can 
  choose up to two natural attacks that would deal less damage 
  than her shifter claw damage and have those attacks instead 
  deal the same damage as her shifter claws. 
  Wild Empathy (Ex): A shifter can improve the attitude 
  of an animal. This ability functions as a Diplomacy check 
  to improve the attitude of a person (Pathfinder RPG Core 
  Rulebook 93). The shifter rolls 1d20 and adds her shifter level 
  and Charisma modifier to determine the wild empathy check 
  result. The typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly. 
  To use wild empathy, the shifter and the animal must be 
  within 30 feet of one another and under normal conditions. 
  Generally, influencing an animal in this way takes 1 minute 
  but, as with influencing people, it might take more or 
  less time. 
  The shifter can also use this ability to influence a 
  magical beast with an Intelligence score of 1 or 2, 
  but she takes a –4 penalty on the check. 
  Defensive Instinct (Ex): At 2nd level, when 
  unarmored, not using a shield, unencumbered, 
  and conscious, the shifter adds her Wisdom 
  bonus (if any) to her AC and CMD. If she is wearing 
  nonmetal armor or using a nonmetal shield, she 
  instead adds half her Wisdom bonus to her AC 
  (minimum 0). In addition, the shifter gains a +1 
  bonus to her AC and CMD at 4th level. This 
  bonus increases by 1 for every 4 shifter levels 
  thereafter (up to a maximum of +5 at 20th 
  level). 
  These bonuses to AC apply even against 
  touch attacks and when the shifter is flat-
  footed. She loses these bonuses when 
  she is immobilized or helpless. These 
  bonuses do not stack with the monk AC 
  bonus class feature. 
  Track (Ex): At 2nd level, a shifter adds half her level as a 
  bonus on Survival checks to follow tracks. 
  Woodland Stride (Ex): At 3rd level, a shifter can move 
  through any sort of undergrowth (such as briars, natural 
  thorns, overgrown areas, and similar terrain) at her normal 
  speed and without taking damage or suffering any other 
  impairment. Briars, thorns, and overgrown areas that are 
  enchanted or magically manipulated to impede motion still 
  affect the shifter. 
  Wild Shape (Su): At 4th level, a shifter gains the ability to 
  turn herself into the major form of one of her aspects and 
  back again once per day. This ability functions as beast shape 
  II, except as noted here. The shifter can turn into the major 
  form of only one of her aspects at a time. The effect lasts 
  for 1 hour per shifter level or until she changes back. Using 
  wild shape to change to a major form or back is a standard 
  action that doesn’t provoke attacks of opportunity. Often a 
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  particular aspect’s major form grants abilities beyond the 
  normal effect of beast shape II. Each major form details the 
  abilities the shifter gains with that major form and at what 
  level; she gains these instead of the form abilities from beast 
  shape II, but she still gains beast shape II abilities that are size 
  dependent.
  A shifter loses her ability to speak while in animal form 
  because she is limited to the sounds that a normal, untrained 
  animal of that form can make, but she can communicate with 
  other animals of the same general grouping as her form. She 
  can also communicate in nonverbal ways with allies.
  A shifter can use this ability an additional time per day 
  at 6th level and every 2 levels thereafter, for a total of eight 
  times per day at 18th level. 
  A shifters can take feats and other abilities that require 
  wild shape; for the purpose of qualifying for prerequisites, 
  her effective druid level is equal to her shifter level.
  Trackless Step (Ex): At 5th level, a shifter leaves no trail in 
  natural surroundings and cannot be tracked. She can choose 
  to leave a trail if she so desires. 
  Chimeric Aspect (Su): At 9th level, when a shifter uses her 
  shifter aspect ability to take on a minor form, she can choose 
  two aspects and assume the minor form of each aspect. 
  Greater Chimeric Aspect (Su): At 14th level, when a shifter 
  uses her shifter aspect ability to take on a minor form, she 
  can choose up to three aspects and assume the minor form 
  of each aspect.
  Final Aspect (Su): At 20th level, a shifter gains access to 
  a fifth aspect, and when she uses shifter’s aspect, she can 
  assume the minor forms of all her aspects. 
  ASPECTS
  A shifter draws her primary strength from an association 
  with a specific type of animal. As a result, when a shifter 
  uses her shifter aspect or wild shape class features, she 
  can assume only the forms of her chosen aspects. Until 
  reaching 5th level, a shifter has only a single aspect, but 
  as she increases in level, she gains more control over her 
  metamorphosis, allowing her to take on multiple aspects 
  and even merge aspects. 
  All shifter aspects have a minor form and a major form. 
  The minor form grants a shifter a few of the animal’s physical 
  traits, while the major aspect is the form she takes on when 
  she uses wild shape to fully transform into an animal. The 
  list of abilities gained with the major aspect include those 
  gained from the wild shape class feature, but the benefits 
  gained from any resulting changes to size are not listed here 
  (see beast shape II).
  The following options represent only the most common 
  choices used by shifters. Other aspects based on different 
  animals certainly exist, and might grant similar powers 
  or entirely new abilities based on the animal’s themes and 
  nature. You can use the following aspects as guides for 
  developing aspects of your own design, but if you wish to do 
  so, you must secure your GM’s permission.
  Bat
  The aspect of the bat imparts mastery over darkness 
  and the night. Though not as powerful in battle as some 
  other aspects, those who take this aspect become adept at 
  skirmishing and spying.
  Table 1–1: Shifter
   
  Base 
   
  Attack 
  Fort 
  Ref 
  Will
  Level 
  Bonus 
  Save 
  Save 
  Save 
  Special
  1st 
  +1 
  +2 
  +2 
  +0 
  Shifter aspect, shifter claws, wild empathy
  2nd 
  +2 
  +3 
  +3 
  +0 
  Defensive instinct, track
  3rd 
  +3 
  +3 
  +3 
  +1 
  Shifter claws increase, woodland stride
  4th 
  +4 
  +4 
  +4 
  +1 
  Defensive instinct (+1), wild shape (1/day)
  5th 
  +5 
  +4 
  +4 
  +1 
  Second aspect, trackless step
  6th 
  +6/+1 
  +5 
  +5 
  +2 
  Wild shape (2/day)
  7th 
  +7/+2 
  +5 
  +5 
  +2 
  Shifter claws increase
  8th 
  +8/+3 
  +6 
  +6 
  +2 
  Defensive instinct (+2), wild shape (3/day)
  9th 
  +9/+4 
  +6 
  +6 
  +3 
  Chimeric aspect
  10th 
  +10/+5 
  +7 
  +7 
  +3 
  Third aspect, wild shape (4/day)
  11th 
  +11/+6/+1 
  +7 
  +7 
  +3 
  Shifter claws increase
  12th 
  +12/+7/+2 
  +8 
  +8 
  +4 
  Defensive instinct (+3), wild shape (5/day)
  13th 
  +13/+8/+3 
  +8 
  +8 
  +4 
  Shifter claws increase
  14th 
  +14/+9/+4 
  +9 
  +9 
  +4 
  Greater chimeric aspect, wild shape (6/day)
  15th 
  +15/+10/+5 
  +9 
  +9 
  +5 
  Fourth aspect
  16th 
  +16/+11/+6/+1 
  +10 
  +10 
  +5 
  Defensive instinct (+4), wild shape (7/day)
  17th 
  +17/+12/+7/+2 
  +10 
  +10 
  +5 
  Shifter claws increase
  18th 
  +18/+13/+8/+3 
  +11 
  +11 
  +6 
  Wild shape (8/day)
  19th 
  +19/+14/+9/+4 
  +11 
  +11 
  +6 
  Shifter claws increase
  20th 
  +20/+15/+10/+5 
  +12 
  +12 
  +6 
  Defensive instinct (+5), final aspect 
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  Minor Form: You gain darkvision with a range of 60 feet. 
  If you already have darkvision with this range or greater, the 
  range of your darkvision increases by 30 feet. At 8th level, you 
  gain darkvision with a range of 90 feet instead. If you already 
  have darkvision with this range or greater, your darkvision 
  increases by 30 feet. At 15th level, you gain the 8th-level 
  benefit and gain blindsense with a range of 15 feet or, if you 
  already have blindsense with a range of 15 feet or more, you 
  increase its range by 10 feet.
  Major Form: Your shape changes to that of a dire bat 
  (Pathfinder RPG Bestiary 30). While in this form, you gain a 
  fly speed of 40 feet (clumsy) and blindsense with a range of 
  10 feet. At 8th level, the fly speed increases to 60 feet (good), 
  the range of your blindsense increases to 20 feet, and you 
  gain the Flyby Attack feat (Bestiary 315). At 15th level, your fly 
  speed increases to 80 feet (good) and you gain the Hover feat 
  (Bestiary 315).
  Bear
  The aspect of the bear invokes a juggernaut of tireless 
  endurance and furious power. Those who take this aspect 
  are known for surviving severe wounds and delivering 
  punishing blows in return. 
  Minor Form: You gain a +2 enhancement bonus to your 
  Constitution score. At 8th level, the bonus increases to +4, 
  and at 15th level it increases to +6.
  Major Form: Your shape changes to that of a dire bear 
  (Bestiary 31). While in this form, you gain low-light vision 
  and scent (30 feet). At 8th level, you gain Improved Natural 
  Attack (Bestiary 315) with your claws. At 15th level, the critical 
  multiplier of your claw attack increases by 1 (×2 becomes ×3) 
  to a maximum of ×4, and you gain the Awesome Blow feat 
  (Bestiary 314).
  Bull
  The bull is a fierce charger and is adept at trampling its foes, 
  pounding them to a bloody pulp. 
  Minor Form: You gain a +2 enhancement bonus to your 
  Strength score. At 8th level, the bonus increases to +4, and at 
  15th level it increases to +6.
  Major Form: Your shape changes to that of a Large bull 
  (see Cattle on page 179). While in this form, you gain low-light 
  vision, scent, and a gore attack (1d8 damage) with powerful 
  charge (+1d8 on your gore attack). At 8th level, you gain the 
  trample as per the universal monster rule (dealing gore 
  damage plus 1-1/2 times your Strength modifier). At 15th level, 
  your gore damage increases to 2d8 and you gain the Awesome 
  Blow feat (Bestiary 314).
  Deinonychus
  The deinonychus is adept at racing from ambush to deliver 
  grievous wounds with its talons. This aspect infuses the 
  shifter with an enhanced ability to surprise foes and strike 
  first in battle.
  Minor Form: You gain a +2 bonus on Initiative checks. 
  This bonus increases to +4 at 8th level and +6 at 15th level.
  Major Form: Your shape changes to that of a deinonychus 
  (Bestiary 84). While in this form, you gain a base speed of 
  60 feet, low-light vision, scent (30 feet), a bite attack, and two 
  talon attacks (your talon attacks can use your shifter claws 
  damage), and pounce. At 8th level, you gain two foreclaw 
  attacks (these attacks cannot use your shifter claws damage) 
  and a +4 racial bonus on Acrobatics checks. At 15th level, you 
  gain a +1 dodge bonus to AC and Spring Attack as a bonus feat.
  Falcon
  The falcon senses all and has the speed to hunt down even the 
  most elusive prey. Those who take this aspect gain enhanced 
  abilities to perceive and reconnoiter the wilderness—little 
  escapes this shifter’s attention. 
  Minor Form: You gain a +4 competence bonus on 
  Perception checks. This bonus increases to +6 at 8th level 
  and +8 at 15th level. 
  Major Form: Your shape changes to that of a Small falcon 
  (see page 179). While in this form, you gain a bite attack 
  (1d4 damage), two claw attacks (1d3 damage), a fly speed 
  of 60 feet (good), low-light vision, and a +4 racial bonus 
  on vision-based Perception checks. At 8th level, you gain 
  darkvision with a range of 120 feet, and your racial bonus 
  on Perception checks increases to +6. At 15th level, you 
  gain blindsense with a range of 60 feet and your fly speed 
  increases to 90 feet (perfect).
  Frog
  The aspect of the frog grants great mobility in leaping 
  through the air and swimming in water, as well surprising 
  tactics in combat.
  Minor Form: You gain a +4 competence bonus on 
  Acrobatics checks when jumping and on Swim checks. These 
  bonuses increase to +6 at 8th level and +8 at 15th level. 
  Major Form: Your shape changes to that of a Large frog 
  (as per the giant frog but with a space of 10 feet; Bestiary 135). 
  While in this form, you gain a swim speed of 30 feet, low-
  light vision, scent (30 feet), a bite attack with the grab ability, 
  and the ability to treat all jumps as if you had a running 
  start. At 8th level, you gain a tongue attack (see below). At 
  15th level, your swim speed increases to 60 feet. In addition, 
  the reach of your tongue attack increases to 30 feet, and 
  your tongue attack deals bludgeoning damage equal to the 
  damage dealt by your shifter claws. 
  Tongue (Ex): Your tongue is a primary natural attack with 
  a reach of 15 feet. Your tongue deals no damage on a hit, but 
  can be used to grab. You do not gain the grappled condition 
  while using your tongue in this manner.
  Lizard
  The aspect of the lizard is one of swift, graceful movement, 
  granting the ability to dart and scurry with an astounding 
  agility and balance.
  Minor Form: You gain a +4 competence bonus on 
  Acrobatics checks. This bonus increases to +6 at 8th level and 
  +8 at 15th level. 
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  Major Form: Your shape changes to that of an agile and 
  brightly colored giant lizard (as per the giant frilled lizard 
  from Bestiary 194, but with the following changes). While in 
  this form, you gain a base speed of 40 feet, low-light vision, 
  scent (30 feet), a primary bite attack (1d8 damage) with the 
  grab ability and a secondary tail attack (1d6 damage) with 
  the trip ability. At 8th level, your base speed increases to 
  60 feet and you gain a climb speed of 30 feet. At 15th level, 
  you gain Improved Natural Attack with your bite and your 
  tail attacks, and the reach of your tail attack becomes 
  10 feet. 
  Monkey
  The monkey is a climbing trickster who 
  specializes in mobility and manual agility. 
  Minor Form: You gain a +4 competence 
  bonus on Climb checks. This bonus 
  increases to +6 at 8th level and +8 at 
  15th level. 
  Major Form: Your shape changes 
  to that of a Large monkey (as per 
  the dire ape; Bestiary 17). While 
  in this form, you gain a climb 
  speed of 30 feet, low-light vision, 
  and scent (30 feet), and you can still 
  use your hands to wield weapons, hold 
  objects, and manipulate objects normally. At 8th level, your 
  climb speed increases to 50 feet, and you can use your tail 
  to hold and manipulate objects as if you had a third hand, 
  but you cannot use it to wield weapons or shields. At 15th 
  level, you gain a rend attack that deals extra damage equal 
  to that of your shifter claws attack plus 1-1/2 times your 
  Strength bonus when you hit with two of your normal 
  shifter claws attacks.
  Mouse
  The aspect of the mouse offers the ability to gain access to 
  hard-to-reach places while avoiding many attacks and effects.
  Minor Form: You gain evasion, as per the rogue class 
  feature. At 12th level, this benefit becomes improved evasion, 
  as per the rogue advanced talent.
  Major Form: Your shape changes to that of a Tiny 
  mouse (as per the dire rat, but with a space of 2-1/2 feet 
  and a reach of 0 feet; Bestiary 232). While in this form, you 
  gain a climb speed of 20 feet, a swim speed of 20 feet, low-
  light vision, and scent (30 feet), and you use your Dexterity 
  modifier instead of your Strength modifier on Climb and 
  Swim checks. At 8th level, your climb and swim speeds both 
  increase to 40 feet. At 15th level, you do not provoke attacks 
  of opportunity while moving through or out of a creature’s 
  threatened area or moving into its space, but you do when 
  you leave its space.
  Owl
  The aspect of the owl is one of silence. This predator glides 
  through the night unheard, a master of stealthy attacks. 
  Minor Form: You gain a +4 competence bonus on Stealth 
  checks. This bonus increases to +6 at 8th level and +8 at 
  15th level.
  Major Form: Your shape changes to that of a Medium 
  owl (see page 181). While in this form, you gain two claw 
  attacks (1d6 damage), darkvision with a range of 60 feet, and 
  a +2 racial bonus on Stealth checks. At 8th level, you gain 
  Flyby Attack (Bestiary 315) as a bonus feat, and the range of 
  your darkvision increases to 120 feet. At 15th level, you 
  can take the form of a Large owl and gain the benefits 
  of the Snatch feat (Bestiary 316), but you can use it 
  only to grab a creature at least one size category 
  smaller than yourself, and you can squeeze a 
  creature grappled with this ability no matter 
  what size it is.
  Snake
  The snake is a sneaky 
  and lethal foe who strikes 
  unexpectedly 
  with 
  deadly 
  effect, while avoiding opportune 
  strikes made in return. 
  Minor Form: You gain a +2 bonus 
  on attack rolls when making attacks of 
  opportunity and a +2 dodge bonus to your AC against attacks 
  of opportunity. These bonuses increase to +4 at 8th level and 
  +6 at 15th level.
  Major Form: Your shape changes to that of an emperor 
  cobra (Pathfinder RPG Bestiary 2 252). While in this form, you 
  gain a climb speed of 30 feet, a swim speed of 30 feet, low-
  light vision, scent (30 feet), and the Combat Reflexes feat. If 
  you already have Combat Reflexes or your Dexterity score is 
  not high enough to gain more attacks of opportunity from 
  Combat Reflexes, you can instead make one additional attack 
  of opportunity each round. At 8th level, you gain a +4 racial 
  bonus on Acrobatics and Stealth checks. At 15th level, when 
  you make an attack of opportunity with your bite attack, that 
  attack also applies the following poison.
  Poison (Ex): Bite—injury; save Fort DC = 10 + half your 
  shifter level + your Constitution modifier; frequency 1/round 
  for 6 rounds; effect 1d3 Con damage; cure 2 consecutive saves. 
  Stag
  The stag can outrun or stand its ground against almost any 
  foe. This aspect offers majestic grace and swift speed. 
  Minor Form: You gain an enhancement bonus of +5 feet to 
  your base speed. This bonus increases to +10 feet at 8th level 
  and +20 feet at 15th level. 
  Major Form: Your shape changes to that of a Large stag 
  (Pathfinder RPG Bestiary 4 150), but its space changes to 10 feet. 
  While in this form, you gain a base speed of 50 feet, low-light 
  vision, and scent (30 feet). At 8th level, you gain a +4 racial 
  bonus on Acrobatic checks when jumping. At 15th level, you 
  gain the Awesome Blow and Improved Natural Attack feats 
  (Bestiary 314, 315) for gore attacks, and you can use Awesome 
  Blow against a creature of your size or smaller. 
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  CHAPTER 1
  WILDERNESS HEROES
  Tiger
  The tiger is a powerful but graceful hunter of the wild, 
  quietly stalking its prey and then taking it down with 
  ruthless efficiency.
  Minor Form: You gain a +2 enhancement bonus to your 
  Dexterity score. This bonus increases to +4 at 8th level and 
  +6 at 15th level. 
  Major Form: Your shape changes to that of a dire tiger 
  (Bestiary 265). While in this form, you gain a base speed of 
  40 feet, low-light vision, scent (30 feet), the grab ability with 
  both your bite and claw attacks, and pounce. At 8th level, 
  you gain a +4 racial bonus on Stealth checks. At 15th level, 
  you gain the rake attack with your back claw attacks (dealing 
  additional damage equal to that of your claw attack).
  Wolf
  The aspect of the wolf provides the senses and the attacks of 
  the mighty wolf, whose instincts are honed to track and take 
  down its prey.
  Minor Form: You gain the scent ability with a range of 
  10 feet, or, if you have the scent ability, the range increases by 
  10 feet. The range of this scent or the increase to your scent 
  increases to 20 feet at 8th level and 30 feet at 15th level. The 
  range doubles if the opponent is upwind and is halved if the 
  opponent is downwind.
  Major Form: Your shape changes to that of a dire wolf 
  (Bestiary 278). While in this form, you gain a base speed of 
  50 feet, low-light vision, and scent (30 feet), and you can 
  make a trip attempt with your bite attack. At 8th level, the 
  range of your scent ability increases to 40 feet and you gain 
  a +4 racial bonus on Survival checks when tracking with 
  scent. At 15th level, you gain Improved Natural Attack (bite) 
  (Bestiary 315).
  Wolverine
  This aspect unlocks the brutal ferocity and tenacious fury 
  of the wolverine. The wolverine’s lust for battle invigorates 
  its will to live, and it can press on in battle longer than its 
  enemies expect.
  Minor Form: You gain 1 additional hit point per Hit Die 
  you have, and treat your Constitution score as 4 points 
  higher than it is for the purpose of determining when you 
  die at negative hit points. At 8th level, you gain Diehard 
  as a bonus feat. At 15th level, you treat your Constitution 
  as being 8 points higher for the purpose of determining 
  when you die at negative hit points.
  Major Form: Your shape changes to that of a dire wolverine 
  (Bestiary 279). While in this form, you gain a climb speed of 
  10 feet, low-light vision, and scent (30 feet). While in dire 
  wolverine form, you gain the barbarian’s rage power, but can 
  activate this rage only in a round after you’ve taken damage. 
  You can rage for a number of rounds each day equal to your 
  shifter level. This ability otherwise functions the same as 
  the barbarian rage ability (unlike a dire wolverine, you can 
  choose to end this rage voluntarily). At 8th level, you can 
  choose two barbarian rage powers, treating your shifter level 
  as your effective barbarian level for the purposes of meeting 
  prerequisites. At 15th level, you are no longer fatigued at the 
  end of your rage. 
  EX-SHIFTERS
  A shifter who ceases to revere nature, changes to a 
  prohibited alignment, or teaches the Druidic language 
  to a non-druid or a non-shifter loses all her supernatural 
  abilities. She cannot thereafter gain levels as a shifter until 
  she atones (see the atonement spell description on page 245 
  of the Core Rulebook).
  SHIFTER FAVORED CLASS OPTIONS
  The following favored class bonuses are available to shifters 
  who come from the various core races. Each of these 
  rewards replaces the normal reward for taking a level in a 
  favored class.
  Dwarves: Add a +1/2 bonus on wild empathy checks to 
  influence animals and magical beasts that are normally 
  encountered in underground environments.
  Elves: Add 1 to the shifter’s base speed. This has no in-
  game effect unless the shifter has selected this reward five 
  times (or any multiple of five) to enhance her speed by 5 feet. 
  For example, a 4th-level elven shifter who has selected this 
  option four times has a base speed of 34 feet, but is treated as 
  if she still had a base speed of 30 feet. When she reaches 5th 
  level and takes this favored class option again, her base speed 
  becomes 35 feet. This bonus applies only when the shifter is 
  wearing no armor. 
  Gnomes: Gain energy resistance 1 against acid, cold, 
  electricity, or fire. Each time the shifter selects this reward, 
  increase that energy resistance by 1, to a maximum of energy 
  resistance 10. Once the gnome reaches energy resistance 10, 
  she can select a new type of energy to build her resistance to 
  the next time she selects this favored class option.
  Half-Elves: Add a +1/2 bonus on Survival checks to get 
  along in the wild, to avoid getting lost, and to avoid all 
  natural hazards.
  Half-Orcs: Add a +1/3 bonus on critical hit confirmation 
  rolls when using shifter claws (maximum bonus of +5). This 
  bonus does not stack with Critical Focus.
  Halflings: Increase the AC bonus from defensive instinct 
  by 1/4 against creatures of size Large or larger.
  Humans: Add 1/3 to the number of minutes the shifter can 
  assume her minor form each day.
  Speaking Druidic
  For the purposes of teaching and learning the Druidic 
  language, shifters are considered to be druids—the nuances 
  of the language are instrumental in teaching characters of 
  both classes to use and control their abilities. While the rare 
  druidic circle might bar shifters from its order, and while 
  some eccentric shifters may view druids as competitors or 
  even enemies, all shifters are assumed to speak it.
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  Archetypes and 
  Class Options
  2
  
  T 
  he mountain shook beneath 
  their feet, rumbling like 
  some great beast awakening. The air 
  filled with a distant roar.
  “Avalanche!” Hakon pointed up 
  the mountain toward the sudden 
  cascade of ice, then began running 
  horizontally across the slope. “Get to 
  the side—maybe we can reach the 
  trees! Keep your arms up!”
  Amiri’s feet kicked up thick clumps 
  of wet snow, but even as she ran, she 
  lifted her head to the sky, listening 
  intently. “Something’s not right... It 
  sounds like—”
  A shadow passed across them, and 
  the sound of great wings split the air.
  “Hakon,” Amiri said, “I think the 
  avalanche might just be the least of 
  our problems!”
  Above them, the dragon roared and 
  dove, jaws wide...
  
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  Alchemist
  T
  his chapter presents a wide array of wilderness-
  themed archetypes and class options for classes in 
  the Pathfinder RPG. When a player selects a class 
  for her character, she can choose to use the standard 
  class features found in the class’s original description or 
  instead choose to adopt an archetype. (Archetypes were first 
  introduced in Chapter 2 of the Pathfinder RPG Advanced 
  Player’s Guide.) Each alternate class feature presented in an 
  archetype replaces or alters a specific requirement or class 
  feature from its base class. Class features and requirements 
  that are not replaced or altered function as described in the 
  original version of the class.
  When an archetype includes multiple alternate class 
  features, a character must take all of them, often blocking 
  the character from ever gaining certain standard class 
  features but replacing them with other abilities. All other 
  class features of the base class that aren’t mentioned in the 
  alternate class features remain unchanged and are acquired 
  normally when a character reaches the appropriate level, 
  unless otherwise noted. A character with an alternate 
  class feature due to an archetype doesn’t count as having 
  the replaced class feature for the purpose of meeting any 
  requirements or prerequisites.
  Any alternate class feature described as altering an 
  existing class feature otherwise functions as that original 
  class feature and is considered to be that class feature for 
  the purpose of meeting any requirements or prerequisites, 
  even if that feature is renamed to fit a new theme.
  A character can take more than one archetype and 
  garner additional alternate class features, but none of 
  the alternate class features can replace or alter the same 
  class feature from the base class as the other alternate 
  class feature. For example, a druid could not be both an 
  aerie protector and a river druid because both replace 
  woodland stride.
  If an archetype replaces a class feature that’s part of a 
  series of improvements or additions to the base class’s 
  ability (such as a fighter’s weapon training or a ranger’s 
  favored enemy), the next time the character would gain that 
  ability, it counts as the lower-level ability that was replaced 
  by the archetype. In effect, all abilities in that series are 
  delayed until the next time the class improves that ability. 
  For example, if an archetype replaces a rogue’s +2d6 sneak 
  attack bonus at 3rd level, her sneak attack doesn’t jump 
  from +1d6 to +3d6 at 5th level; it improves to +2d6 just as 
  if she had finally gained the increase for 3rd level. This 
  adjustment continues at every level at which her sneak 
  attack would improve, until at 19th level she has +9d6 
  instead of the +10d6 of a standard rogue. 
  If an alternate class feature replaces a class feature that 
  has a series of improvements but it does not mention one 
  individual improvement, that class feature replaces the 
  entire class feature and all of its improvements. For example, 
  if a class feature says that it replaces trap sense without 
  mentioning a specific bonus, it replaces all the benefits of 
  trap sense.
  Alchemists based in the wilderness use their blend of magic 
  and science to survive where local wildlife is fierce and the 
  resources they require for their work can be scarce. 
  WILDERNESS-THEMED DISCOVERIES
  The following discoveries can be taken by any alchemist 
  who meets the prerequisites. Discoveries marked with a 
  dagger (†) modify bombs and do not stack. 
  Bitter Pill (Su): The alchemist becomes bitter in flavor. 
  Any creature that hits the bitter alchemist with a bite 
  attack gains the sickened condition for 1 round unless it 
  succeeds at a Fortitude save (DC = 10 + half the alchemist’s 
  level + the alchemist’s Constitution modifier). Any creature 
  that swallows the alchemist whole gains the nauseated 
  condition for 1 round unless it succeeds at a Fortitude 
  save (same DC as above). If the alchemist is trapped in the 
  creature’s gullet and it becomes nauseated, the creature 
  vomits him back out immediately as a free action at the 
  start of the creature’s turn; the alchemist lands prone 
  adjacent to the creature.
  Grounding Goo† (Su): The alchemist’s bomb applies a 
  sticky residue after any damage from the bomb is resolved. 
  If a creature damaged by the bomb has a nonmagical fly 
  speed, its flight is severely impaired, and it takes a penalty 
  equal to the alchemist’s level on Fly checks for 1 minute.
  Pheromones (Su): The alchemist exudes an imperceptible 
  musk that grants him a permanent +3 competence bonus on 
  Bluff, Diplomacy, and Intimidate checks.
  Solid Ground† (Su): The alchemist launches an explosive 
  paste bomb that bonds with any earthen surface. Each 
  application of this paste deals no damage and affects a 
  5-foot-cube of dirt, loose soil, or stone, transmuting the 
  earth for a number of minutes equal to the alchemist’s 
  level. Creatures cannot use burrow, earthmeldUI, or similar 
  abilities (such as the meld into stone spell) while the ground 
  remains transmuted in this way.
  Thorny Bomb† (Su): When the alchemist creates a bomb, 
  he can choose to have it deal piercing damage. Thorny bombs 
  count as magic weapons for the purpose of overcoming 
  damage reduction.
  Volumizer (Su): The alchemist can use an extract slot of 
  any level to create a reactive tablet that purifies water and 
  doubles its volume. This works like purify food and drink for 
  a maximum volume of water equal to 1 gallon for each level 
  the alchemist has × the level of the extract slot the alchemist 
  used to create the tablet. Additionally, if the alchemist has 
  a receptacle of sufficient volume to gather the water, the 
  tablet doubles the volume of pure water. The water volume 
  increases over the course of 1 minute, but the effect stops 
  before it can create significant water pressure on a container 
  that’s not large enough to hold the entire volume. An unused 
  tablet remains usable until the next time the alchemist 
  recovers extract slots.
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  CHAPTER 2
  ARCHETYPES AND CLASS OPTIONS
  HORTICULTURIST (ARCHETYPE) 
  A horticulturist spends his time cultivating plants and plant 
  creatures, allowing him to experiment with strange and 
  wondrous herbal concoctions.
  Seed Extract: At 1st level, a horticulturist adds summon 
  nature’s ally I–VI as 1st- through 6th-level extracts, 
  respectively, to his class extract list. For example, he 
  automatically adds summon nature’s ally I to his formula book 
  at 1st level and adds the next higher-level spell to his formula 
  book each time he gains the ability to use extracts of that 
  level. The horticulturist uses these special extracts to plant a 
  seed that grows into a creature, bypassing the restriction for 
  single target or personal effects. Using these extracts takes 
  1 round (as the spell’s normal casting time), and the creature 
  summoned must be placed in a space adjacent to the 
  horticulturist. The horticulturist can use these extracts to 
  summon only animals and plants on the appropriate summon 
  nature’s ally list. Creatures the horticulturist summons with 
  these extracts become creatures with the plant type (gaining 
  low-light vision and immunity to mind-affecting, paralysis, 
  poison, polymorph, sleep, and stunning effects) rather than 
  their normal type, but their attack bonuses, Hit Dice, 
  saving throws, and skills don’t change.
  This replaces the mutagen class feature 
  and the discovery normally gained at 2nd 
  level. A  horticulturist can’t choose 
  mutagen discoveries.
  Herbal Bombs (Su): A 
  horticulturist’s 
  bombs 
  lack the power of a 
  traditional alchemist’s 
  but can be fine-tuned 
  in ways normal alchemist 
  explosives 
  cannot. 
  The 
  horticulturist’s bombs deal 
  1d4 points of damage (instead of 
  1d6), plus 1d4 points of damage 
  for every 2 alchemist levels beyond 
  1st. When the horticulturist creates 
  a bomb, he can formulate it to affect 
  plants and other creatures normally, 
  affect only plant creatures, or affect only 
  creatures not of the plant type.
  This alters the bomb class feature.
  Plant Voice (Ex, Su): At 2nd level, a 
  horticulturist gains further knowledge about 
  plants, and he eventually learns to speak with 
  them. He gains a +2 bonus on Knowledge 
  (nature) and Survival checks, and at 10th level, 
  he can speak to plants as a constant speak with 
  plants spell (this ability is supernatural). 
  This replaces poison resistance, poison use, and 
  poison immunity.
  Plant Familiar (Ex): At 4th level, a 
  horticulturist creates a Diminutive or 
  Tiny alchemical plant creature that 
  vaguely resembles a kind of animal suitable for a familiar (such 
  as a cat) and acts as his familiar, granting the horticulturist a 
  skill bonus, the Alertness feat, and so on. The plant familiar 
  has all the abilities of the animal it resembles (for example, 
  a bat-like plant familiar can fly) but is treated as a creature 
  of the plant type and has familiar abilities based on the 
  horticulturist’s alchemist level (though some familiar abilities 
  may be useless to the horticulturist). An alchemist’s extracts and 
  mutagens are considered spells for the purposes of familiar 
  abilities like share spells or deliver touch spells. If a plant 
  familiar is lost or dies, it can be replaced 1 week later through a 
  specialized procedure that costs 200 gp per alchemist level the 
  horticulturist has. The ritual takes 8 hours to complete.
  This replaces the discovery gained at 4th level.
  Fury of Nature (Sp): At 14th level, a horticulturist’s 
  connection with nature allows him to bring down nature’s 
  fury on his opponents. He can cast one of the following 
  spells, chosen at the time of casting, once per day as a spell-
  like ability: call lightning storm, eagle aerieUM, or liveoak. 
  This replaces persistent mutagen.
  ICE CHEMIST (ARCHETYPE) 
  Reclusive alchemists who dwell in the highest 
  mountains or on the frozen tundra devote their 
  skills to mastering the cold.
  Icy Bombs (Su): An ice chemist’s bombs 
  deal cold damage instead of fire damage. 
  In place of an alchemist discovery, she 
  can learn to create bombs that deal fire 
  damage like normal alchemist bombs 
  do, though she can’t apply discoveries 
  that modify bombs to such fire 
  bombs that she creates. An ice 
  alchemist’s icy bombs can still be 
  poisonous or create thick vapors 
  similar to smoke, but she 
  cannot apply the explosive 
  or inferno bomb discoveries 
  to them. 
  This alters the bomb class 
  feature.
  Cold Sweat (Su): At 2nd level, 
  an ice chemist channels her 
  affinity for cold energy into her 
  personal space, keeping herself 
  and her gear cool. She gains cold 
  resistance equal to her alchemist 
  level and can survive comfortably in 
  temperatures as low as –50º Fahrenheit. 
  This replaces poison resistance and 
  poison immunity.
  Frost Bomb (Su): At 2nd level, an ice 
  chemist gains the frost bomb discovery.
  This replaces the discovery 
  that the alchemist normally 
  gains at 2nd level.
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  Barbarian
  Barbarians embrace and embody bloodshed and rage. Whether 
  from primitive tribes or established warrior traditions, they 
  can be found in every kind of terrain and weather. Frequently, 
  civilized adventurers rely on native barbarians to guide them 
  through unfamiliar wilderness. The following rage powers 
  and barbarian archetypes are appropriate for such wilderness 
  warriors. Where a rage power suggested for an archetype is 
  marked with a dagger (†), it is described in this section.
  RAGE POWERS
  As ancestral warriors or admirers of primeval predators, 
  barbarians channel their rage into feats of strength and 
  violence. The following rage powers are available to any 
  barbarian or skald who meets their prerequisites.
  Autumn Rage (Su): The barbarian becomes a servant of 
  the harvest. While raging, she gains a +2 bonus on combat 
  maneuver checks to repositionAPG or trip. She also gains this 
  bonus on attack rolls to confirm critical hits. A barbarian can 
  have only one season-themed rage power, choosing between 
  spring, summer, autumn, or winter rage.
  Bestial Flyer (Ex): While raging, the barbarian’s fly speed 
  increases by 10 feet and her maneuverability improves 
  by one category. A barbarian must have a fly speed before 
  raging, have the raging flyer† power, and be at least 6th level 
  to choose this rage power.
  Contagious Rage (Su): The barbarian howls during 
  combat, agitating nearby fauna. Willing animals and magical 
  beasts within 30 feet of the barbarian gain the benefits of 
  the rage spell for as long as she maintains her rage. After 
  the barbarian’s rage ends, creatures affected by her rage are 
  fatigued for the same number of rounds as the barbarian. A 
  barbarian must be at least 6th level to choose this rage power.
  Dissipating Rage (Su): When the barbarian rages, her 
  feverish frenzy and hot breath burn or blow fog, smoke and 
  similar effects away from her. The barbarian and creatures 
  adjacent to her do not gain concealment from obfuscating 
  effects like fog or precipitation. Magical effects that require 
  more than a strong wind to dissipate are not affected by this 
  rage power.
  Eclipsing Rage (Su): While the barbarian is raging, the 
  light level within 10 feet of her lowers by one step. She 
  can’t decrease the light level below normal darkness with 
  this ability. Multiple barbarians with this rage power don’t 
  further reduce the light level. A barbarian must be at least 
  6th level to choose this rage power.
  Eclipsing Rage, Greater (Su): Whenever the barbarian 
  rages, the light level within 20 feet of her lowers by two steps 
  instead of one. She still can’t decrease the light level below 
  normal darkness with this ability. A barbarian must be at 
  least 10th level and have the eclipsing rage† power to choose 
  this rage power.
  Hissing Rage (Su): Once per hour, the barbarian can spit 
  venom at an adjacent enemy as a standard action. She must 
  make a touch attack to successfully spit on a foe in this way, 
  but she can also apply this poison as a swift action when she 
  hits with a bite attack. The DC of the save against this poison 
  is equal to 10 + half the barbarian’s level + the barbarian’s 
  Constitution modifier.
  Hissing Rage Poison (Su) Bite—contact or injury; save Fort; 
  frequency 1/round for 6 rounds; effect 1d2 Str damage; cure 
  2 consecutive saves.
  Lizard Stride (Su): When the barbarian makes a charge or 
  run action while raging, she can move across the surface of 
  water without sinking. She sinks immediately if she ends her 
  turn standing on water.
  Pack Rage (Ex): When a barbarian with this rage power 
  enters a rage, any barbarian within 30 feet who also has this 
  rage power can enter a rage. A barbarian that enters a rage 
  outside of her turn spends 1 round of rage immediately and 
  then spends another round of rage to maintain her rage at 
  the beginning of her next turn. A barbarian must be at least 
  6th level to choose this rage power.
  Raging Flyer (Ex): When raging, the barbarian adds her 
  level as an enhancement bonus to Fly checks.
  Raging Whirlwind (Su): The barbarian can create a 
  whirlwind with a powerful spinning move as an immediate 
  action after she confirms a critical hit with a melee attack. 
  The whirlwind circles the target of her melee attack, lifting 
  it in the air slightly until the end of the barbarian’s turn. 
  The creature can attempt a Fortitude save (DC = 10 + half 
  the barbarian’s level + the barbarian’s Constitution modifier) 
  to negate this effect. If it fails the save, the target loses its 
  Dexterity modifier to AC for the rest of the barbarian’s turn 
  and lands prone on the ground at the end of her turn. Raging 
  whirlwind has no effect on flying creatures. A barbarian must 
  be at least 12th level to choose this rage power.
  Spring Rage (Su): The barbarian’s rage rejuvenates her 
  physically and spiritually. While raging, she ignores penalties 
  to her ability scores due to aging. She also ignores penalties 
  from negative levels, though she retains any negative levels 
  she has until they are removed normally. A barbarian can 
  have only one season-themed rage power, choosing between 
  spring, summer, autumn, or winter rage.
  Summer Rage (Su): The barbarian channels the heat of 
  late summer, making the air around her hot and oppressive. 
  A creature within the barbarian’s reach becomes fatigued 
  as long as it remains within the barbarian’s reach unless it 
  succeeds at a Fortitude save (DC = 10 + half the barbarian’s 
  level + her Constitution modifier) to become immune for 
  24  hours. A barbarian can have only one season-themed 
  rage power, choosing between spring, summer, autumn, or 
  winter rage.
  Tyrant Totem (Ex): While raging, the barbarian can begin a 
  grapple as a free action against any creature she hits with her 
  bite attack. A barbarian must be at least 8th level to choose 
  this rage power.
  Tyrant Totem, Greater (Su): While raging, the barbarian 
  gains swallow whole as per the universal monster rule. A 
  barbarian must be at least 12th level to choose this rage power.
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  ARCHETYPES AND CLASS OPTIONS
  Tyrant Totem, Lesser (Ex): While raging, the barbarian’s 
  bite attack deals damage as if the barbarian were one size 
  larger than her actual size. The barbarian must have the 
  animal fury rage power or a natural bite attack to choose this 
  rage power.
  Winter Rage (Su): As a standard action, the barbarian 
  can bellow a 20-foot cone of frigid, snowy air. Until the 
  beginning of the barbarian’s next turn, creatures moving 
  through the cone move at half speed. A barbarian can have 
  only one season-themed rage power, choosing between 
  spring, summer, autumn, or winter rage.
  BRUTISH SWAMPER (ARCHETYPE) 
  The hardy and insular denizens of the swamp produce 
  warriors of narrow focus and great strength. The prejudice 
  and misunderstanding with which civilized folk 
  often regard barbarians is often even more 
  pronounced in the case of these belligerent 
  outcasts from society, in large part due to the fact 
  that brutish swampers deliberately mock and 
  antagonize the so-called “city folk.” To a brutish 
  swamper, an urban lifestyle is one that breeds 
  weakness and lassitude in the body. The 
  brutish swamper has little interest or 
  patience in maintaining alliances or 
  friendship with those who live such 
  soft lifestyles, and this aggression 
  only further encourages feelings of 
  prejudice on both sides of the cultural 
  divide. When a brutish swamper joins 
  an adventuring party, they usually 
  come to value the skills and talents 
  of their more urbanized companions, 
  but 
  never 
  fully 
  understand 
  the 
  desire to live lives surrounded by 
  creature comforts. 
  Swamp Skills: A brutish swamper 
  adds Knowledge (geography) and 
  Knowledge (local) to her list of 
  class skills.
  This alters the barbarian’s skills.
  Marsh March (Ex): A brutish swamper 
  can move through the underbrush and 
  muddy terrain of bogs and swamps 
  at 
  her 
  normal 
  speed 
  without 
  taking damage or suffering other 
  impairments. Briars, mud, thorns, 
  and overgrown areas that have been 
  magically manipulated to impede 
  motion, however, still affect her. 
  This replaces fast movement.
  Home (Ex): At 2nd level, a brutish swamper 
  gains a +2 bonus on initiative checks and 
  Knowledge (geography), Perception, Stealth, 
  and Survival checks when in swamps. This 
  bonus increases by +1 at 5th level and again 
  every 3 levels after 5th (up to a maximum bonus of +8 at 
  20th level). 
  This replaces uncanny dodge and improved uncanny 
  dodge.
  Stubborn (Ex): At 3rd level, a brutish swamper resists any 
  attempts to change her attitude or compel her to action. 
  Diplomacy and Intimidate checks against her take a –2 
  penalty, and no result can shift her attitude more than one 
  step in a 24-hour period. These penalties increase by 2 for 
  every 3 levels the brutish swamper has beyond 3rd. 
  This replaces trap sense.
  Wrastlin’ (Ex): At 6th level, while raging, a brutish swamper 
  gains a +2 bonus to her CMD against grapple combat 
  maneuvers and a +2 bonus on damage rolls made as part of 
  successful grapple combat maneuver checks. 
  This replaces the rage power normally gained at 
  6th level.
  Rage Powers: The following rage powers complement 
  the brutish swamper archetype: brawlerAPG, greater 
  brawlerAPG, greater tyrant totem†, lesser tyrant totem†, 
  lizard stride†, low-light vision, superstition, and 
  tyrant totem†. 
  CAVE DWELLER 
  (ARCHETYPE)
  Unused to the light of the sun, cave 
  dwellers use their subterranean 
  expertise to protect their clans 
  from the manifold dangers of 
  deep caverns and tunnels. The 
  typical cave dweller is perfectly 
  content to live his entire life 
  underground, and he may even 
  view the light of the sun as 
  particularly abhorrent or taboo. 
  While this lifestyle doesn’t in and 
  of itself imply evil or sinister intent, 
  many outlanders ignorantly assume 
  that cave dwellers avoid the light 
  of the sun for malicious reasons. 
  In truth, cave dwellers are as capable 
  of goodness and kindness as any other—
  they just see little reason to venture out of 
  their preferred homelands. When a cave 
  dweller joins an adventuring party, she 
  may retain an inherent nervousness about 
  sleeping under the open sky and may long 
  for the familiar confines of a comforting 
  cavern, but this rarely translates directly 
  into 
  a 
  notable 
  disadvantage. 
  Indeed, 
  many adventuring groups come to value 
  the specialized talents and skills the cave 
  dweller brings to the party.
  Skills: A cave dweller gains Stealth as a class 
  skill in place of Ride.
  This alters the barbarian’s skills.
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  Tight Tunnels (Ex): Cave dwellers pursue prey through 
  the winding tunnels of the deep, which rarely accommodate 
  open sprints. A cave dweller can make a single turn up to 
  90 degrees while running (though not while charging). 
  Additionally, a cave dweller takes no penalties to movement 
  speed while squeezing. 
  This replaces fast movement.
  Tunnel Vision (Ex): At 3rd level, a cave dweller’s senses 
  become sharp in the dark. She gains darkvision to a 
  range of 60 feet and a +1 bonus on Perception checks 
  to detect ambushes, movement, and sound while in 
  darkness. This bonus increases by 1 at 6th level and every 
  3 levels thereafter. 
  This replaces trap sense.
  Sun Walker (Ex): At 7th level, a cave dweller gains a +1 
  dodge bonus to AC and on saving throws against effects with 
  the light descriptor or that produce bright or sudden light. 
  Any penalties on attack rolls, saving throws, or skill checks 
  because of bright light are reduced by 1. At 10th level and 
  every 3 levels after 10th, the bonus to AC and saving throws, as 
  well as the reduction of light-based penalties, increases by 1. 
  This replaces damage reduction.
  Rage Powers: The following rage powers complement 
  the cave dweller archetype: animal fury, bestial climberUC, 
  eclipsing rage†, greater eclipsing rage†, greater ground 
  breakerUC, ground breaker, night vision, raging climber, 
  primal scentUC, and sprintUC.
  PACK HUNTER (ARCHETYPE)
  Pack hunter barbarians team up to hunt dangerous prey to 
  feed, to protect their camps, and as a rite of passage. Often, 
  a tribe of pack hunters looks to a specific species of animal 
  (such as wolves) who themselves hunt in packs, and view 
  these animals as sacred manifestations of their people’s 
  traditions and values.
  Bonus Feats: Whenever a pack hunter would gain a new 
  rage power, she can instead select a teamwork feat. She must 
  still meet the prerequisites for the teamwork feat. 
  This alters rage power.
  In and Out (Ex): At 3rd level, a pack hunter gains a 
  +1 dodge bonus to AC against attacks of opportunity. This 
  bonus increases by 1 for every 3 barbarian levels after 3rd (to 
  a maximum bonus of +6 at 18th level). 
  This replaces trap sense.
  Sympathetic Rage (Ex): At 6th level, if an ally within 30 feet 
  is bloodraging or raging, a pack hunter counts as raging even 
  if knocked unconscious. She has to have been raging when 
  incapacitated to maintain her rage, and she ceases raging 
  normally if she depletes her maximum number of rounds 
  of rage in a day. 
  This replaces the rage power normally gained at 
  6th level.
  Rage Powers: The following rage powers complement 
  the pack hunter archetype: contagious rage†, increased 
  damage reduction, no escape, pack rage†, quick reflexes, and 
  unexpected strike.
  RAGING CANNIBAL (ARCHETYPE)
  While savagery is not inherently evil, some barbaric 
  cultures thrive on depravity and welcome the act of 
  feeding on their own kind. The raging cannibal is a 
  barbarian who feasts upon her fallen opponents not out 
  of hunger, or even a taste for flesh, but rather because she 
  believes consuming her foes and defiling their lost lives 
  demonstrates her strength. This penchant for feasting on 
  the flesh of her kin makes the raging cannibal an awkward 
  companion to travel with for many groups, with rumors 
  revolving around the raging cannibal’s culinary exploits 
  often causing tense situations that other party members 
  might be called upon to resolve via diplomacy before 
  the raging cannibal grows frustrated and decides to take 
  matters into her own hands!
  Animal Fury: At 2nd level, a raging cannibal must select 
  animal fury as her first rage power.
  This alters the barbarian’s 2nd-level rage power.
  Consume Vigor (Ex): At 2nd level, when a raging cannibal 
  reduces a creature of the same creature type as herself to 0 
  or fewer hit points with her bite attack during combat while 
  raging, she can consume a chunk of its body to gain a portion 
  of its power. If the creature’s CR equals or exceeds her 
  barbarian level, the raging cannibal gains 1 additional round 
  of rage. She can never consume the same creature’s vigor 
  more than once. At 5th level and every 3 levels thereafter, the 
  raging cannibal gains 1 additional round of rage each time 
  she uses this ability. 
  This replaces uncanny dodge.
  Intimidating Gouge (Ex): At 3rd level, when a raging 
  cannibal confirms a critical hit against a creature of the 
  same creature type as herself with her bite attack while 
  raging, she gains a bonus on Intimidate checks equal to 
  half her barbarian level for the duration of the rage. 
  This replaces trap sense.
  Feed from Fury (Ex): At 5th level, a raging cannibal is 
  empowered by eating her enemies during combat. When a 
  raging cannibal confirms a critical hit against a creature of 
  the same creature type as herself with her bite attack while 
  raging, she gains a number of temporary hit points equal 
  to her barbarian level. These temporary hit points stack 
  with other temporary hit points gained from this ability 
  but not with those from other sources. These temporary hit 
  points fade after a period of time equal to 10 minutes per 
  barbarian level. 
  This replaces improved uncanny dodge.
  Razor-Toothed Fury (Ex): At 6th level, a raging cannibal’s 
  bite becomes even more fearsome. When using her bite 
  attack, the raging cannibal can take a –1 penalty on her attack 
  roll to add 2 points of bleed damage to the damage dealt. 
  At 10th level and every 4 levels thereafter, the attack penalty 
  increases by 1 and the bleed damage increases by 2 points. 
  This replaces damage reduction.
  Rage Powers: The following rage powers complement the 
  raging cannibal archetype: internal fortitude, intimidating 
  glare, primal scentUC, scent, and terrifying howl.
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  CHAPTER 2
  ARCHETYPES AND CLASS OPTIONS
  SHARPTOOTH (ARCHETYPE)
  Coastal hunters and agents of the ocean’s rage, sharptooth 
  barbarians emulate the greatest predators of the sea. Sharks, 
  in particular, are respected and admired by many such tribes, 
  if not as manifestations of divine power, then merely as 
  scions of the power and fury of the natural world.
  Swim Like a Fish (Ex): A sharptooth gains a swim speed 
  of 10 feet. At 5th level and every 5 levels thereafter, her swim 
  speed increases by 5 feet. 
  This replaces fast movement.
  Scent of Blood (Ex): At 2nd level, a sharptooth gains scent 
  as per the universal monster rule. At 5th level, she also gains 
  keen scent as per universal monster rule.
  This replaces both uncanny dodge and improved 
  uncanny dodge.
  Ocean Breath (Ex): At 3rd level, a sharptooth 
  counts her Constitution score as 1 higher for the 
  purposes of holding her breath. She also gains 
  a +1  bonus on Constitution checks to continue 
  holding her breath. This bonus and the addition to 
  her effective Constitution score both increase 
  by 1 at 6th level and every 3 levels thereafter, to a 
  maximum bonus of +6 at 18th level. 
  This replaces trap sense.
  Blood in the Water (Ex): At 6th level, a 
  sharptooth can tear the flesh from living creatures. 
  Her attacks add 3 points of bleed damage while she 
  is raging. At 12th level, this bleed damage increases to 
  equal her Constitution modifier if it’s higher.
  This replaces the rage powers normally gained at 6th 
  and 12th levels.
  Rage Powers: The following rage powers 
  complement the sharptooth archetype: 
  animal 
  fury, 
  bleeding 
  blowUC, 
  contagious rage†, pack rage†, 
  powerful blow, primal scentUC, 
  raging swimmer, and scent.
  WILDBORN (ARCHETYPE) 
  Some barbarians are born or bred outside the reach of 
  civilization. These wildborn fight and survive without ever 
  seeing a forge or worked stone, and only dare a trip into the 
  city when no other option is available.
  Weapon and Armor Proficiencies: A wildborn is proficient 
  with leather and hide armors (but not shields) and all simple 
  weapons that can be crafted from bone, stone, or wood. In 
  addition, a wildborn gains Improved Unarmed Strike and 
  Catch Off Guard as bonus feats at 1st level. If she uses any 
  other kind of weapon or armor, she loses her abilities from 
  this archetype (except illiteracy) for the next 24 hours.
  This alters the barbarian’s normal weapon and 
  armor proficiencies.
  Illiteracy: A wildborn cannot read or write. She can 
  learn to read or write a language only if she takes a level in 
  another class, and even then only by taking 1 or more ranks 
  in Linguistics.
  Live Off   the 
  Land (Ex):  At 
  3rd 
  level, 
  a 
  wildborn 
  can 
  survive capably in 
  the wilderness without any 
  sort of manufactured equipment or 
  gear. She adds half her barbarian level as a bonus on Survival 
  checks to hunt or gather food and gains a +1 bonus on 
  Fortitude saves to resist the effects of extreme temperatures 
  or other environmental effects; the Fortitude save bonus 
  increases by 1 at 6th level and every 3 levels thereafter.
  This replaces trap sense.
  Bonus Feats: At 4th level, 10th level and 16th level, a 
  wildborn can choose a bonus feat from the following 
  rather than select a rage power: Alertness, Animal Affinity, 
  Athletic, Great Fortitude, Improvised Weapon Mastery, 
  Iron Will, Lightning Reflexes, Self-Sufficient, Stealthy, or 
  Throw Anything. 
  This alters rage powers.
  Inexhaustible (Ex): Wildborn live ruggedly and sleep 
  lightly. At 7th level, a wildborn recovers nonlethal damage 
  for each minute of rest as if an hour had passed. She applies 
  twice her damage reduction gained from barbarian levels 
  against nonlethal damage.
  This alters damage reduction.
  Rage Powers: The following rage powers complement 
  the wildborn archetype: animal fury, beast totemAPG, bestial 
  climberUC, bestial swimmerUC, greater beast totemAPG, lesser 
  beast totemAPG, low-light vision, raging climber, raging 
  leaper, raging swimmer, and swift foot.
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  Bard
  While most equate bards with the bustle of the city, some 
  bards feel more in touch with the wild places of the world. 
  These bards deal with the beauty of the wilds, the society 
  inherent in those who dwell in nature, and the thunderous 
  music of the natural world. 
  FILIDH (ARCHETYPE)
  By tapping into the world’s natural music, specialized bards 
  known as filidhs are able to see not only the tapestry of life 
  but divine portents of the future from the rhythm of all 
  life’s song.
  Armor and Weapon Proficiency: A filidh is proficient with 
  light armor and is prohibited from wearing metal armor. A 
  filidh can wear wooden armor that has been altered by the 
  ironwood spell. Filidhs are proficient with shields (except 
  tower shields) but can use only those made of wood.
  A filidh who wears prohibited armor or uses a prohibited 
  shield is unable to cast bard spells or use any of his 
  supernatural or spell-like class abilities while doing so and 
  for 24 hours thereafter.
  This alters a bard’s normal armor and weapon proficiencies.
  Natural Magic: A filidh casts spells as a bard, but the spells 
  are divine, not arcane, and therefore not subject to arcane 
  spell failure. A filidh must use a holy symbol or a musical 
  instrument as a divine focus when a spell includes such a 
  component. He still uses the bard spell list.
  This alters the bard’s spellcasting.
  Nature’s Song: Filidhs can hear the resonant song 
  generated by all living creatures—a primal music that 
  stretches back to the beginning of time and ahead to the 
  unwritten future. By tapping into this cosmic melody, a 
  filidh can steal glimpses of the future. Once per day per level, 
  a filidh can sacrifice a spell slot as a swift action to gain an 
  additional number of rounds of bardic performance for that 
  day equal to the spell’s level. 
  In addition, a filidh gains the following types of bardic 
  performances.
  Echoes of Nature’s Song (Su): A filidh can use his bardic 
  performance to imbue his allies with subconscious knowledge 
  of their own futures, improving their reflexes and ability to 
  avoid danger. An affected ally receives a +1 insight bonus on 
  Reflex saving throws and to AC. At 5th level and every 6 bard 
  levels thereafter, this bonus increases by 1, to a maximum of 
  +4 at 17th level. This performance is a mind-affecting ability 
  and relies on audible components. 
  This performance replaces inspire courage.
  Divinatory Song (Sp): At 6th level, a filidh can use his 
  performance to create an effect equivalent to divination, using 
  the filidh’s level as the caster level. The filidh and all allies who 
  can hear his performance receive the information provided 
  by the divination as flashes of inspiration and knowledge. 
  Divinatory song takes 10 minutes and uses 6 rounds of bardic 
  performance. Divinatory song relies on audible components.
  This performance replaces suggestion.
  Voices of Life (Su): At 8th level, a filidh can grant himself 
  and all allies who can hear his performance the ability 
  to speak with animals and plants as if affected by speak 
  with animals and speak with plants so long as he maintains 
  this performance.
  This performance replaces dirge of doom.
  Unity of Life (Su): At 15th level, a filidh can use his performance 
  to interlink the life force of two allies who can hear his 
  performance as though they were affected by shield other, using 
  the filidh’s bard level as his caster level. The filidh designates 
  which ally is the warded target and which ally receives half the 
  warded creature’s damage. The filidh can switch the targets 
  of this ability (and the effect of the performance the targets 
  receive) as a free action once per round at the start of each turn 
  that he maintains the performance.
  This performance replaces inspire heroics.
  Song of the Cycle (Su): At 20th level, a filidh can grant 
  awe-inspiring glimpses into the future with his magic. 
  All allies who can see and hear the filidh are affected as 
  though by the personal version of foresight for the duration 
  of the performance. 
  This performance replaces deadly performance.
  CULTIVATOR (ARCHETYPE)
  Cultivators use music to promote plant growth and influence 
  the behavior of plants both naturally and supernaturally. 
  Most cultivators work in conjunction with local communities 
  to maintain crops and oversee harvests, while others serve as 
  wardens of unspoiled natural wonders.
  Class Skills: A cultivator gains Survival as a class skill.
  This alters the bard’s class skills.
  Plant Magic: A cultivator bard adds the following spells to 
  his bard spell list at the corresponding spell levels: entangle 
  (1st), greensight* (2nd), plant growth (3rd), antiplant shell (4th), 
  tree stride (5th), green caressHA (6th).
  This alters the bard’s spells.
  Verdant Voice: By combining traditional Green Faith 
  chants and fey songs into his bardic performance, a cultivator 
  gains the ability to affect a creature of the plant type with 
  mind-affecting bardic performances. However, doing so 
  requires the cultivator to expend 1 additional round of 
  bardic performance each round he maintains a performance 
  augmented by verdant voice. 
  This replaces bardic knowledge.
  Song of Growth (Su): A cultivator can spontaneously 
  promote massive plant growth with his bardic performance. 
  While he maintains his song of growth, the cultivator can 
  spend a standard action to select one side of a square within 
  30 feet of himself and instantly create an opaque barrier of 
  plant matter to block that face, providing total cover. He can 
  create one barrier as part of starting his bardic performance 
  if he starts the performance as a standard action. The side 
  the cultivator selects must be supported by the ground, and 
  the growth itself cannot support more than 5 pounds of 
  weight. The conjured barrier has hardness 0, AC 5, and 2 hit 
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  ARCHETYPES AND CLASS OPTIONS
  points per bard level. A cultivator can maintain a number of 
  plant growths equal to his Charisma modifier + half his bard 
  level. These barriers immediately crumble to dust when the 
  cultivator ends his performance.
  This performance replaces countersong.
  Resist Nature’s Lure (Ex): At 2nd level, a cultivator gains 
  resist nature’s lure, as the druid class feature of the same 
  name, but with only a +2 bonus instead of +4. This increases 
  to a +4 bonus at 4th level.
  This replaces well-versed.
  Nature Lore (Ex): At 5th level, the cultivator gains the lore 
  master bard ability, except he can use it only on Knowledge 
  (nature) checks and Survival checks to track creatures in 
  natural environments.
  This alters lore master.
  THUNDERCALLER (ARCHETYPE)
  Thundercallers bear the knowledge of the ancients, wielding 
  it like a weapon to protect the land for which they care so 
  deeply. Their voices ring like thunder, calling the sky’s wrath 
  down upon their enemies and summoning furious rage to 
  bolster their allies.
  Bound to the Land (Ex): A thundercaller gains a bonus 
  equal to half her level on Handle Animal checks, Knowledge 
  (nature) checks, and Survival checks. 
  This replaces bardic knowledge.
  Bardic Performance: A thundercaller gains the following 
  types of bardic performance.
  Thunder Call (Su): At 3rd level, the thundercaller can start a 
  performance to unleash a deafening peal of thunder. This 
  allows the thundercaller to spend a round of performance 
  to create an effect similar to the spell sound burst 
  (having the same range and area and allowing the 
  same saving throw). At 7th level, the sonic damage 
  dealt by this blast of sound increases to 3d8. This 
  damage further increases by 2d8 at 11th level, 
  and every 4 levels thereafter. A creature that 
  succeeds at its saving throw against thunder 
  call is immune to the stunning effect but still takes 
  sonic damage. Beginning this performance is always a 
  standard action.
  This performance replaces inspire competence.
  Incite Rage (Su): At 6th level, the thundercaller can 
  induce a furious rage in one creature within 30 feet. 
  This effect functions as the rage spell and lasts as long 
  as the target can hear the thundercaller’s performance. 
  Any unwilling creature targeted is affected if it fails a 
  Will saving throw (DC = 10 + half the thundercaller’s 
  level + the thundercaller’s Charisma modifier). A 
  target that succeeds at its saving throw is immune 
  to this power for 24 hours. The thundercaller cannot 
  target herself with this ability. If the target has the rage 
  class feature, it can instead immediately rage and stay in this 
  rage without consuming rounds of rage per day as long as the 
  thundercaller continues performing. This performance is 
  a mind-affecting effect and relies on audible components. 
  This replaces suggestion and mass suggestion.
  Call Lightning (Su): At 8th level, the thundercaller can use 
  her performance to summon bolts of lightning, as per the 
  spell call lightning. The lightning storm lasts for as long as 
  she continues her performance, calling down one bolt of 
  lightning per round as a standard action. The damage of 
  these lightning bolts can be increased in stormy areas or can 
  be limited as call lightning describes. 
  This performance replaces dirge of doom.
  Call Lightning Storm (Su): At 14th level, the thundercaller 
  can use her performance to summon bolts of lightning, as 
  per the spell call lightning storm. The lightning storm lasts for 
  as long as she continues her performance, calling down one 
  bolt of lightning per round as a standard action. The damage 
  of these lightning bolts can be increased in stormy areas or 
  can be limited as call lightning describes. 
  This performance replaces frightening tune.
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  Brawler
  Some brawlers incorporate the harshness of the wilderness 
  into their fighting styles. 
  FERAL STRIKER (ARCHETYPE)
  A feral striker taps into a reservoir of druidic power hidden 
  inside herself, allowing her to take animalistic characteristics.
  Feral Aspect (Su): This functions as the shifter aspect 
  class feature of the shifter, except the feral striker can 
  choose only from the bear, bull, falcon, snake, stag, tiger, 
  and wolf aspects. She has access to only the minor versions 
  all these aspects.
  At 6th level, the feral striker can take on two minor aspects 
  simultaneously as a move action. Each aspect counts toward her 
  total number of minutes (so if a feral striker who normally has 
  9 total minutes of aspects takes on two aspects simultaneously 
  for 4 minutes, she still has 1 minute remaining). She can end 
  one or both aspects as a free action on her turn.
  At 10th level, the feral shifter adds her Constitution 
  modifier to the total number of minutes per day in which 
  she can use feral aspect.
  At 12th level, the feral striker can take on three aspects 
  simultaneously as a move action or one or two aspects as a 
  swift action. 
  At 20th level, the feral striker can take on as many aspects 
  as she wishes at once as a swift action, and they count as only 
  one aspect for the purpose of calculating duration.
  This replaces martial flexibility.
  LIVING AVALANCHE (ARCHETYPE)
  When a living avalanche is on the move, no one can stand 
  in her way.
  Earth Discipline (Ex): At 2nd level, a living avalanche gains 
  Improved Overrun as a bonus feat, even if she doesn’t meet 
  the prerequisites. At 5th level, she gains Improved Bull Rush 
  as a bonus feat, even if she doesn’t meet the prerequisites.
  This replaces the bonus feats gained at 2nd and 5th levels.
  Landslide (Ex): At 3rd level, a living avalanche must choose 
  overrun as her first combat maneuver for maneuver training. 
  At 7th level, she must choose bull rush as her second combat 
  maneuver for maneuver training. She doesn’t gain training 
  in any new combat maneuvers at later levels, but her bonuses 
  on combat maneuver checks and to CMD for bull rush and 
  overrun combat maneuvers increase as normal. She gains 
  the following benefits at the listed levels.
  At 11th level, if she succeeds at an overrun combat maneuver 
  as part of a charge, she automatically knocks her target prone 
  (no matter the result of her check). In addition, if the living 
  avalanche succeeds at a bull rush combat maneuver as part of 
  a charge, she reduces the penalty combat maneuver checks to 
  bull rush each creature beyond the first by 2. 
  At 15th level, the living avalanche can attempt bull rush 
  and overrun combat maneuvers against creatures two sizes 
  larger than herself, but only as part of a charge.
  At 19th level, if the living avalanche succeeds at a bull rush 
  combat maneuver as part of a charge, she reduces the penalty 
  on combat maneuver checks to bull rush each creature beyond 
  the first by an additional 2. When attempting an overrun 
  combat maneuver as part of a charge, she also ignores any 
  increase to a creature’s CMD from having more than two legs.
  This alters maneuver training.
  Unyielding (Ex): At 4th level, when a living avalanche wears 
  light armor or no armor, she gains DR 1/adamantine. This 
  damage reduction increases by 1 at 9th, 13th, and 18th levels.
  This replaces the brawler’s AC bonus.
  Avalanche (Ex): At 16th level, a living avalanche can attempt 
  to overrun multiple creatures as a full-round action. The 
  living avalanche moves up to twice her speed in a straight 
  line and attempts an overrun combat maneuver against each 
  creature in her path, as long as that creature is no more than 
  two size categories larger than herself. Each creature she 
  succeeds against is knocked prone and takes damage as if the 
  living avalanche hit it with a close weapon she is wielding or 
  an unarmed strike. If she fails her combat maneuver check 
  against a creature, she stops her movement in the space 
  directly in front of the creature.
  This replaces awesome blow.
  Improved Avalanche (Ex): At 20th level, if a living avalanche 
  rolls a natural 20 on an overrun combat maneuver check as 
  part of the avalanche ability, she can immediately attempt 
  to confirm the critical hit by attempting another combat 
  maneuver check with the same modifiers as the previous one; 
  if the critical hit is confirmed, the attack deals double damage.
  This replaces improved awesome blow.
  TURFER (ARCHETYPE)
  A turfer has a mastery over particular types of terrain.
  Favored Turf (Ex): At 3rd level, a turfer chooses a type of 
  terrain from the ranger’s favored terrain list. When in that 
  type of terrain, she gains a +2 bonus on initiative checks and 
  a +1 bonus on combat maneuver checks and to CMD.
  At 7th level and every 4 brawler levels thereafter, the 
  turfer chooses an additional terrain in which to gain these 
  bonuses. Each time, in one selected terrain (including the 
  one just chosen), her bonus on initiative checks increases 
  by  2, and her bonus on combat maneuver checks and to 
  CMD increases by 1.
  This replaces maneuver training.
  Terrain Mastery (Su): At 4th level, a turfer gains the benefits 
  of endure elements and a +10-foot enhancement bonus to her 
  base speed, but only in her favored terrains. In addition, she 
  can move through difficult terrain in her favored terrains 
  at her normal speed without taking damage or suffering 
  any other impairment, but she can’t do so through difficult 
  terrain that has been magically manipulated. At 10th and 
  16th levels, her enhancement bonus to her base speed 
  increases by 10 feet within her favored terrains. The turfer 
  loses this ability if she wears medium or heavy armor or 
  carries a medium or heavy load.
  This replaces knockout.
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  VENOMFIST (ARCHETYPE) 
  Thanks to alchemical experiments and rigorous study of 
  venomous creatures, a venomfist has toxic unarmed strikes.
  Venomous Strike (Ex): A venomfist’s unarmed strikes 
  deal damage as a creature one size category smaller (1d4 
  at first level for Medium venomfists). If she hits with her 
  first unarmed strike in a round, the target must succeed at a 
  Fortitude saving throw (DC = 10 + half the venomfist’s brawler 
  level + her Constitution modifier) or take an additional 
  amount of damage equal to the venomfist’s Constitution 
  modifier. The venomfist is immune to this toxin.
  At 4th level, a target that fails this save must succeed at a 
  second saving throw 1 round later or take the same amount 
  of damage again. This effect repeats as long as the target 
  continues to fail its saving throws, to a maximum number of 
  rounds equal to 1 plus 1 additional round for every 4 brawler 
  levels the venomfist has. Unlike other poisons, multiple doses 
  of a venomfist’s poison never stack; the more recent poison 
  effect replaces the older one.
  At 5th level, after the venomfist gets 8 hours of rest, she can 
  choose a secondary effect for her venom to impose. She can 
  choose fatigued, shaken, or sickened. A creature that fails its 
  saving throw against her venom also gains the chosen condition 
  until it succeeds at a save against the venom or until the venom’s 
  duration ends. Once a creature succeeds at its save against the 
  poison, it becomes immune to the secondary condition for 24 
  hours, but the attack still deals the extra damage.
  At 10th level, when the venomfist chooses the condition her 
  venom imposes, she can also cause her venom to deal ability 
  score damage each round instead of hit point damage. She 
  chooses Strength, Dexterity, or Constitution, and her venom 
  deals 1d3 points of ability score damage 
  each round. In addition, she adds 
  blinded, exhausted, and staggered to the 
  list of secondary effects she can choose 
  for her venom.
  At 16th level, the venomfist’s venom is particularly 
  potent. If it fails the initial save, the target must 
  succeed at two consecutive saves before being cured 
  of the venom, though if the first save is successful, the 
  secondary effect ends and the creature is immune to the 
  secondary effects of the venomfist’s poison for 24 hours. In 
  addition, the venomfist adds dazed and stunned to the list of 
  secondary effects she can choose for her venom.
  This is a poison effect. The venomfist can’t suppress it, 
  but she affects only those she damages with her unarmed 
  strikes (not those she merely touches).
  This alters unarmed strike and replaces knockout 
  and close weapon mastery.
  VERDANT GRAPPLER 
  (ARCHETYPE)
  By accepting spirits of nature into 
  her soul, a verdant grappler can 
  entangle her foes with 
  tangled undergrowth.
  Green Grasp (Su): At 2nd level, a verdant grappler gains 
  Improved Grapple as a bonus feat. At 3rd level, she must 
  choose grapple as her first combat maneuver for maneuver 
  training. When she pins a creature, she can cause roots and 
  vines to burst from the ground (no matter the surrounding 
  terrain), allowing the verdant grappler to attempt to tie up 
  the creature without needing to retrieve rope or use a hand to 
  hold the rope; as usual, a tied-up creature is pinned and not 
  helpless. The verdant grappler must remain within 30 feet of 
  the tied-up creature, or the vines automatically release it. She 
  can tie up only one creature at a time with green grasp.
  This replaces the bonus feat gained at 2nd level and alters 
  maneuver training.
  Thorny Embrace (Su): At 5th level, when a verdant grappler 
  uses green grasp to tie up a creature, she can have the roots and 
  vines grow vicious thorns that automatically damage the tied-
  up creature each round at the start of the verdant grappler’s 
  turn. The thorns deal damage equal to the base unarmed strike 
  damage of a brawler 4 levels lower than the verdant grappler.
  This replaces close weapon mastery.
  Phytological Anatomy (Su): At 11th level, the verdant 
  grappler transforms partially into a plant. She gains a 
  +2 bonus on saving throws against mind-affecting, paralysis, 
  poison, polymorph, sleep, and stunning effects.
  This replaces the combat feat gained at 11th level.
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  Cavalier
  Some cavaliers serve the primal forces of nature and protect 
  primeval sites on the edges of the civilized world. 
  ORDER OF THE GREEN (CAVALIER ORDER)
  Cavaliers of the order of the Green are dedicated to 
  protecting wild places and creatures, embracing the Green 
  Faith in all its glory and natural wonder.
  Edicts: The cavalier knows his place in the natural order 
  and strives to defend the balance of nature. He must be 
  willing to allow nature to take its course, and he must stop 
  all those who would do harm to its delicate balance. He will 
  not tolerate aberrant creatures, undead, or the irresponsible 
  and greedy consumption of natural resources. He may be 
  farsighted and seek to establish agreements that lead to 
  lasting protection of the natural world, but resorts to violence 
  if it is the most effective way to enforce such protection.
  Challenge: An order of the Green cavalier can’t issue a 
  challenge against any creature of the animal or plant type. 
  Whenever he issues a challenge, he receives a +1 morale 
  bonus on attack rolls against the target of his challenge. This 
  bonus increases by 1 for every 4 levels the cavalier has. If the 
  target of his challenge is of the aberration or undead type, 
  each round he can roll his first attack roll against the target 
  creature twice and take the higher result.
  Skills: An order of the Green cavalier gains Knowledge 
  (nature) and Survival as class skills. In addition, whenever an 
  order of the Green cavalier attempts a Survival check to track 
  foes of the aberration or undead type, he receives a bonus on 
  the check equal to half his cavalier level (minimum +1).
  Order Abilities: A cavalier belonging to the order of the 
  Green gains the following abilities. 
  Favored Terrain (Ex): At 2nd level, an order of the Green 
  cavalier chooses a favored terrain from the list of ranger favored 
  terrains (Pathfinder RPG Core Rulebook 65). He gains this as a 
  favored terrain, as the ranger class feature of the same name. At 
  8th level and every 6 levels thereafter, he selects another favored 
  terrain. In addition, at each such interval, the skill 
  bonus in any one favored terrain (including the 
  one just selected, if so desired) increases by 2. 
  Cut the Corruption (Su): At 8th level, an order 
  of the Green cavalier can touch a weapon and 
  enhance it as a free action once per day. For 
  1  minute, the weapon glows with a deep-green 
  light and deals an additional 1d6 points of damage 
  against aberrations and undead. This damage does 
  not stack with the additional damage granted by the 
  bane weapon special ability. At 16th level, the cavalier 
  can use this ability a second time each day. 
  End of the Cycle (Su): At 15th level, things killed by an 
  order of the Green cavalier tends to stay dead. When 
  the cavalier kills a creature, it is treated as if it were 
  killed by a death effect for the purposes of magic that can 
  restore it to life. In addition, it’s placed under the effects of a 
  permanent sanctify corpseUM effect (using the cavalier’s level as 
  the spell’s caster level).
  GREEN KNIGHT (ARCHETYPE) 
  Some knights serve nature itself and can be found protecting 
  unspoiled natural places or serving fey beings.
  Beast Tongue (Ex): A green knight can use Diplomacy 
  to improve an animal’s attitude. Beast tongue otherwise 
  functions like the druid’s wild empathy ability, using the 
  green knight’s Diplomacy modifier and using her cavalier 
  level as her effective druid level, and it counts as that ability 
  for the purpose of other effects (such as feat prerequisites or 
  effects that alter or improve wild empathy). 
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  This replaces tactician.
  Implacable Knight (Ex): A green knight gains Endurance 
  and Diehard as bonus feats. 
  This replaces mount. 
  Nature’s Servant (Ex): A green knight must select the order 
  of the Green. 
  This alters order.
  Ferocious (Ex): At 3rd level, a green knight is not staggered 
  when below 0 hit points. At 9th level, taking actions when 
  below 0 hit points does not cause her to lose hit points. 
  This replaces cavalier’s charge.
  Woodland Stride (Ex): At 4th level, a green knight gains the 
  druid’s woodland stride ability. 
  This replaces expert trainer and banner.
  Stalwart (Ex): At 9th level, whenever a green knight succeeds 
  at a Fortitude or Will save against an effect that has a reduced 
  effect on a successful save, she instead negates the effect. 
  This replaces greater tactician.
  Oaken Vitality (Su): At 11th level, nature protects a green 
  knight from many afflictions. The green knight becomes 
  immune to disease, infestations (Pathfinder RPG GameMastery 
  Guide 245), and poison. 
  This replaces mighty charge and greater banner.
  Take Their Heads (Su): A green knight’s blade is blessed 
  by mighty fey powers and unerringly seeks out foes’ necks. At 
  17th level, any slashing weapon a green knight wields gains 
  the vorpal weapon special ability. 
  This replaces master tactician. 
  Indestructible (Su): At 20th level, a green knight is virtually 
  impervious to death. She gains a +6 bonus to her Constitution 
  score. In addition, the green knight becomes immune to death 
  effects and to effects that would kill her without reducing her 
  to 0 hit points, unless the effect involves decapitation. If she 
  is decapitated, the green knight can continue to act normally. 
  Reattachment requires the head and body to be joined and the 
  application of any effect that restores hit points. 
  This replaces supreme charge.
  SAURIAN CHAMPION (ARCHETYPE)
  These primeval cavaliers idolize dinosaurs as apex predators 
  and value them as powerful, oversized mounts.
  Class Skills: A saurian champion gains Acrobatics, 
  Knowledge (nature), Perception, and Survival as class skills. 
  This alters the cavalier’s class skills.
  Weapon and Armor Proficiency: A saurian champion does 
  not gain proficiency with medium or heavy armor. 
  This alters the cavalier’s weapon and armor proficiencies.
  Savage Combatant (Ex): A saurian champion does not 
  rely on lethal charges or firing from afar as more “civilized” 
  cavaliers do, preferring to rampage among his foes instead. 
  Saurian champions do not deal double damage when 
  charging with a lance (or similar weapon) while mounted. 
  While mounted, a saurian champion cannot attack with 
  ranged weapons other than thrown weapons.
  Titanic Challenge (Ex): A saurian champion considers 
  only the largest creatures a true challenge. His titanic 
  challenge adds only half his level on damage rolls against 
  Medium or smaller creatures, but he adds a +1 bonus on 
  attack rolls against a target of his challenge that is at least 
  two size categories larger than himself (Huge for Medium 
  saurian champions) and a +2 bonus on attack rolls against a 
  Colossal target of his challenge.
  This alters challenge.
  Wild Warrior (Ex): A saurian champion hails from 
  primeval lands where the civilized orders hold little sway. He 
  does not select an order or gain any order-related benefits.
  This replaces order.
  Dinosaur Mount (Ex): A saurian champion bonds with 
  a dinosaur companion that willingly serves as his mount. 
  This mount functions as a cavalier’s normal mount with 
  the following adjustments: The saurian champion’s mount 
  must be a dinosaur (see the various Pathfinder RPG Bestiary 
  volumes). The saurian champion can ride mounts of his size 
  category and larger, rather than only those of a larger size. 
  Increase the mount’s Strength score by 8 for the purpose of 
  determining its carrying capacity. Whenever an ability or feat 
  allows the saurian champion’s mount to make a hoof attack, 
  the mount can make a claw or bite attack instead. 
  This alters the cavalier’s mount and replaces tactician, 
  greater tactician, and master tactician.
  Nimble Rider (Ex): At 2nd level, a saurian champion gains 
  a +1 dodge bonus to AC when mounted. Anything that causes 
  the saurian champion to lose his Dexterity bonus to AC also 
  causes him to lose this dodge bonus. This bonus increases 
  by 1 for every 6 levels beyond 2nd (to a maximum of +4 at 
  20th level).
  Fierce Devotion (Ex): At 5th level, a saurian champion’s 
  mount gains the devotion ability, and its effects also apply 
  against emotion and fear effects. The mount is immune to the 
  effects of unnatural aura (Pathfinder RPG Bestiary 2 303).
  This replaces banner.
  Quick Rider (Ex): At 8th level, a saurian champion can 
  attempt Ride checks to fast mount or fast dismount his mount 
  even if it’s more than one size category larger than himself. 
  Titanic Mount (Ex): At 10th level, a saurian champion’s 
  mount increases in size by one category (even if the base 
  creature normally does not reach that size). The creature 
  receives the appropriate size penalty on attack rolls and to 
  AC (–1 if growing to Large or –2 if growing to Huge) and a 
  –2 penalty to Dexterity (to a minimum Dexterity score of 1), 
  its base damage increases by one size category, and its reach 
  increases to 10 feet (if it wasn’t already). It also gains a +2 size 
  bonus to its Strength and Constitution score. At 12th, 14th, 
  16th, and 18th levels, the bonus to Strength increases by 2 
  and the mount’s natural armor increases by 1. At 14th and 
  18th levels, the bonus to Constitution increases by 2. At 15th 
  level, the mount’s reach increases to 15 feet. 
  Primeval Devotion (Ex): At 14th level, the bonus on saving 
  throws provided by the mount’s devotion ability increases 
  by 2. In addition, the mount adds half this bonus to other 
  saving throws. 
  This replaces greater banner.
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  Druid
  While druids often serve as protectors of the natural world, 
  there are a number of druids who specialize in a type of 
  terrain or manifestation of that natural world. Characters of 
  any race can select the season sage archetype found on page 12.
  DRUID DOMAINS
  The following domains are available to druids with suitable 
  archetypes or divine patrons. 
  Erosion Domain
  Granted Powers: You command the crumbling of stone and 
  revel in rust; the decay and destruction of metal and stone 
  over time appeals to and delights you.
  Rusting Touch (Su): You can cause an opponent’s metal 
  armor or weapon to become dry and brittle as it magically 
  corrodes and rusts. You make a melee touch attack against a 
  creature wearing metal armor or wielding a metal weapon. 
  If you hit, choose a metal weapon, suit of metal armor, or 
  metal shield carried or worn by that creature. The object 
  takes an amount of hit point damage equal to 1d6 + half your 
  druid level. If the item is not magical, or if your caster level is 
  greater than the item’s caster level, this damage bypasses the 
  item’s hardness. You can use this ability a number of times 
  per day equal to 3 + your Wisdom modifier.
  Erosion Aura (Su): At 8th level, you can project an aura of 
  magically enhanced erosion as a standard action. Objects 
  made primarily of metal or stone within this aura lose 
  10  points of hardness. Magic items retain a minimum 
  hardness equal to twice their enhancement bonus and can 
  attempt a Fortitude saving throw (DC = 10 + half your druid 
  level + your Wisdom modifier) to negate this effect. 
  A construct made primarily of metal or stone must 
  succeed at a Fortitude save or lose all damage reduction 
  and hardness for 1 round. You can use this ability a number 
  of times per day equal to 3 + your Wisdom modifier.
  Domain Spells: 1st—expeditious excavationAPG, 2nd—
  soften earth and stone, 3rd—disable constructACG, 4th—rusting 
  grasp, 5th—transmute rock to mud, 6th—sympathetic vibration, 
  7th—disintegrate, 8th—earthquake, 9th—implosion.
  Vermin Domain
  Granted Powers: You see the perfection of nature in the spindly 
  limbs and strange forms of all vermin, great and small alike.
  Vermin Whisperer (Su): You can use your wild empathy 
  ability on vermin. When you do so, you impart a modicum 
  of implanted intelligence on the vermin, allowing you 
  to interact with vermin as if they were animals. Vermin 
  whisperer functions only on vermin that are mindless or 
  have an Intelligence score of 2 or lower.
  Sudden Sting (Su): At 8th level, you can inflict a lingering, 
  painful sting as a swift action that requires a successful melee 
  touch attack. This sting deals 1d4 points of piercing damage 
  plus 1 point for every 2 druid levels you have, and the target 
  must succeed at a Fortitude save (DC = 10 + half your druid 
  level + your Constitution modifier) or become staggered for 
  1 round. This is a pain effect. You can use this ability a number 
  of times per day equal to 3 + your Wisdom modifier.
  Domain Spells: 1st—ant haulAPG, 2nd—summon swarm, 3rd—
  vermin shape I, 4th—vermin shape II, 5th—insect plague, 6th—swarm 
  skinAPG, 7th—creeping doom, 8th—verminous transformationHA, 
  9th—summon nature’s ally IX (1d3 purple worms only).
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  AERIE PROTECTOR (ARCHETYPE)
  The aerie protector guards nature’s nests and lairs in the 
  highest mountains, and she is only ever truly at ease when 
  under vast expanses of open sky.
  Weapon and Armor Proficiency: Aerie protectors are 
  proficient with javelins and shortbows but not with 
  scimitars or scythes. Aerie protectors are not proficient 
  with medium armor.
  This alters the druid’s weapon and armor proficiency.
  Nature Bond: If the aerie protector chooses an animal 
  companion as her nature bond, she must choose an animal 
  with a fly speed. She can use spells or other effects to alter 
  her companion’s fly speed, but it must be able to fly on its 
  own before it becomes her companion.
  If the aerie protector chooses a domain as her nature 
  bond, she must choose the Air, EagleUM, Earth, MountainUM, 
  or Weather domain.
  This alters nature bond.
  Wild Empathy (Ex): An aerie protector gains a +4 bonus 
  on wild empathy checks on flying animals, but she takes a –4 
  penalty on checks on other animals. 
  This alters wild empathy.
  Sky and Stone (Ex): At 2nd level, an aerie protector gains 
  a bonus equal to half her level on Knowledge (geography) 
  and Survival checks involving mountainous terrain 
  or high altitudes, and she cannot be tracked in such 
  an environment. 
  This replaces woodland stride.
  Wind at Her Back (Su): At 4th level, an aerie protector 
  gains a +4 bonus to CMD and on saving throws against the 
  effects of high altitude and effects that rely on air pressure 
  or strong wind to move her or impede her flight. This 
  bonus also applies on Reflex saves against effects that deal 
  electricity damage. 
  This replaces resist nature’s lure.
  Wild Shape: An aerie protector gains this ability at 6th 
  level, except her effective druid level is her druid level – 2. 
  If she takes on the form of a flying animal, she instead uses 
  her druid level + 2.
  In the Wind (Ex): At 9th level, the climb and fly speeds of 
  forms the aerie protector assumes with her wild shape ability 
  (if any) increase by 10 feet. The maneuverability of her flying 
  forms improves by one category. 
  This replaces venom immunity.
  DINOSAUR DRUID (ARCHETYPE) 
  A dinosaur druid speaks for the spirit of prehistoric nature, 
  even taking the form of great beasts of legend.
  Summon Dinosaur (Sp): A dinosaur druid can summon a 
  wide range of dinosaurs and related prehistoric beasts using 
  summon nature’s ally spells. She adds the following options 
  to these spells when using spontaneous casting to cast such 
  a spell.
  Summon Nature’s Ally I: CompsognathusB2.
  Summon Nature’s Ally II: DimorphodonB4, troodonB5.
  Summon Nature’s Ally III: PlesiosaurusB5, velociraptorB4.
  Summon Nature’s Ally IV: DimetrodonB3, pachycephalosaurusB3, 
  parasaurolophusB2.
  Summon Nature’s Ally V: AmargasaurusB6, ceratosaurusB5, 
  iguanodonB3, kentrosaurusB6, styracosaurusB4.
  Summon Nature’s Ally VI: AllosaurusB2, quetzalcoatlusB6, 
  tylosaurusB2.
  Summon Nature’s Ally VII: TherizinosaurusB5.
  Summon Nature’s Ally VIII: DiplodocusB4, spinosaurusB3.
  Summon Nature’s Ally IX: GiganotosaurusB6.
  This alters spontaneous casting.
  Dinosaur Bond (Ex): A dinosaur druid must choose an 
  animal companion as her nature’s bond, and the animal 
  companion must be a dinosaur (including those detailed in 
  Pathfinder RPG Bestiary volumes).
  This alters nature’s bond.
  Dinosaur Shape (Su): A dinosaur druid specializes in 
  assuming the form of dinosaurs when using wild shape. 
  When she assumes the form of a dinosaur via wild shape, 
  she gains a +2 size bonus to her Constitution in addition to 
  the other modifiers granted by beast shape. When she uses 
  wild shape to assume the form of a creature other than a 
  dinosaur, the wild shape effect lasts for only 1 minute per 
  level, rather than 1 hour per level.
  This alters wild shape.
  Primeval Voice (Su): At 4th level, a dinosaur druid gains 
  the ability to speak with dinosaurs (as per speak with animals) 
  at all times. 
  This replaces resist nature’s lure.
  LESHY WARDEN (ARCHETYPE)
  The natural world is full of bodiless nature spirits connected 
  to the forces of glades, springs, and individual plants. Some 
  druids hear their call keenly and are able to effortlessly 
  incarnate them as the miniature creatures known as leshys 
  (Pathfinder RPG Bestiary 3 176). The leshy warden serves as 
  these spirits’ ally, defender, and voice.
  Leshy Familiar (Ex): A leshy warden forms an intimate 
  bond with a nature spirit, incarnating the spirit as a leaf 
  leshy (Bestiary 3 179). She gains a leaf leshy as a familiar and 
  treats her druid level as her effective wizard level for the 
  purpose of this ability. If the leshy dies, the leshy warden 
  can incarnate the same spirit again by paying the normal 
  cost to replace a familiar. So long as the leshy lives, the leshy 
  warden gains access to the Plant domain as if through a 
  druid’s nature bond class feature, but she can’t choose the 
  Decay subdomain. 
  This replaces nature bond.
  Green Empathy (Ex): A leshy warden can improve the 
  attitude of a plant creature as if using wild empathy. 
  The typical wild plant creature has a starting attitude of 
  indifferent. If the plant creature is mindless, the leshy 
  warden imparts a modicum of intellect to the plant so that it 
  can be interacted with as if it were an animal. A leshy warden 
  can also use this ability to influence an animal, but she takes 
  a –4 penalty on the check to do so. 
  This replaces wild empathy.
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  Leshy Summoner (Ex): A leshy warden is an expert at 
  summoning and growing leshys. She counts as a plant 
  creature for the purpose of growing leshys. She adds leaf 
  leshys, gourd leshys, fungus leshys, seaweed leshys, and lotus 
  leshys to her list of creatures she can summon with summon 
  nature’s ally I, II, III, IV, and V, respectively.
  This alters spontaneous casting.
  Leshy Tender (Ex): At 4th level, a leshy warden can either 
  grant her leaf leshy a +2 increase to Strength and Dexterity or 
  transform it into a gourd leshy. At 8th level, the leshy warden 
  can either grant her current leshy a +2 increase to Strength 
  and Dexterity or transform it into a fungus leshy. At 12th level, 
  she can either grant her current leshy a final +2 increase to 
  Strength and Dexterity or transform it into a seaweed leshy. 
  If the leshy is transformed, it gains the normal ability scores 
  of its new form; ability score increases granted by this ability 
  don’t carry over to its new form.
  This replaces resist nature’s lure.
  Wild Shape (Su): A leshy warden gains this ability at 6th 
  level, except her effective druid level for the ability is equal to 
  her druid level – 2 for the purpose of determining the number 
  of times per day she can use it. At 6th level, the leshy warden 
  can assume the form of only Small or Medium plant creatures, 
  as per plant shape I. At 8th level, she can take the form of a 
  Large plant creature, as per plant shape II. At 10th level, she can 
  take the form of a Huge plant creature, as per plant shape III.
  This alters wild shape.
  Plant Whisperer (Su): At 13th level, a leshy warden’s 
  connection to the spirits of nature becomes strong enough 
  that she can always hear them whispering. She is treated as if 
  constantly under the effects of speak with plants. Once per day, 
  she can spend 10 minutes in communion with the spirits to 
  learn the answers to her questions, as commune with nature. 
  This replaces a thousand faces.
  RIVER DRUID (ARCHETYPE) 
  These druids are the guardians of rivers and the creatures 
  that depend on them. Just as rivers pour from mountains to 
  seas, river druids adapt to many environments and cultures. 
  They can be found wherever water flows, even among 
  underground rivers or sewer systems.
  Ferrier (Ex): A river druid adds Diplomacy to her list 
  of class skills and gains a +2 bonus on Diplomacy and 
  Knowledge (nature) skill checks. 
  This alters the druid’s class skills and replaces nature sense.
  Read the Currents (Ex): At 2nd level, a river druid gains 
  a bonus equal to half her druid level on initiative checks 
  and Acrobatics, Knowledge (geography), Perception, Stealth, 
  Survival, and Swim checks when she is in, on, or adjacent to 
  flowing water. 
  This replaces woodland stride.
  Countercurrent (Ex): At 3rd level, a river druid takes no 
  penalty to speed or on Acrobatics or Stealth checks in shallow 
  water up to 2 feet deep (1 foot deep for Small characters) such as 
  shallow bogs, shorelines, streams, and partially flooded areas. 
  A river druid (and any vehicle she pilots) isn’t moved by flowing 
  water unless she allows it. Water that has been magically 
  manipulated to impede or boost motion still affects her. 
  This replaces trackless step.
  Deep Breath (Ex): At 4th level, a river druid can hold her 
  breath for a number of minutes equal to her Constitution 
  score (after this, she must begin attempting Constitution 
  checks to avoid suffocation as normal). 
  This replaces resist nature’s lure.
  Wild Shape (Su): A river druid gains this ability at 6th level, 
  except her effective druid level for the ability is equal to her 
  druid level – 2. 
  This alters wild shape.
  Tongue of the Sun and Moon (Ex): At 15th level, a river 
  druid can speak with any living creature. 
  This replaces timeless body.
  ROAD KEEPER (ARCHETYPE)
  Guardians of the lonely paths between cities, road keepers 
  protect the wild from travelers, and travelers from the wild.
  One with the Road (Su): A road keeper casts the following 
  spells as though her caster level were 1 higher: 1st—longstrider, 
  2nd—scent trailAPG, 3rd—nature’s exileAPG, 4th—freedom of 
  movement, 5th—tree stride, 6th—find the path, 7th—wind walk, 
  8th—word of recall, 9th—world waveAPG. At 9th level, the bonus 
  to her caster level for these spells increases to +2. 
  This replaces spontaneous casting. 
  Road Bond (Ex): If the road keeper chooses a cleric 
  domain as her nature bond, she must choose from the 
  Community, Liberation, Protection, Travel, or Weather 
  domains. The road keeper can also choose any subdomain 
  associated with these domains. 
  This alters nature bond and replaces wild empathy.
  Take the High Road (Ex): At 2nd level, a road keeper 
  travels over roads and paths at an accelerated rate. She and 
  her allies can hustle for 2 hours without taking nonlethal 
  damage, instead of 1, provided they travel along a road or 
  path. Additionally, as long as they travel on a road or path, the 
  road keeper and her allies count as traveling along a highway 
  regardless of the quality of the road or path on which they 
  travel. Allies must remain within 30 feet of the road keeper to 
  benefit from this ability. 
  This replaces woodland stride.
  Trodden Path (Ex): At 4th level, a road keeper gains a +4 bonus 
  on Survival checks to follow or identify tracks. She also gains 
  this bonus on saving throws against severe weather effects.
  This replaces resist nature’s lure.
  Road Less Traveled (Su): At 4th level, a road keeper can 
  discourage creatures from entering or exiting the wild. Once 
  per day as a standard action, she can target a creature within 
  30 feet and curse it with clumsiness and disorientation. The 
  road keeper chooses whether to punish her target for entering 
  the wild from a road or building, or vice versa. If her target is 
  entering the wild, it treats every square of wilderness not on a 
  road or in a building as difficult terrain. If her target is exiting 
  the wild, it treats every square on a road or inside a building as 
  difficult terrain. In either case, the ground feels uneven and the 
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  target suffers extreme vertigo during movement. The victim of 
  this curse can attempt a Will saving throw (DC = 10 + half the 
  road keeper’s level + her Wisdom modifier) at the beginning of 
  its turn each round to end the effect. The effect lasts until the 
  target successfully saves or for a number of minutes equal to 
  the road keeper’s level. A creature’s movement isn’t affected if 
  it is burrowing, climbing, earth gliding, flying, or swimming. 
  This is a mind-affecting curseUM effect.
  At 6th level and every 2 levels thereafter, the road keeper 
  can target an additional creature per day with this ability (to 
  a maximum number of nine targets per day at 20th level). 
  She can target more than one creature with a single use of 
  this ability or the same target more than once in the same 
  day (though its effects do not stack), but her total number 
  of targets per day cannot exceed this daily maximum. If she 
  targets more than one creature at one time, each target must 
  be within 30 feet of the road keeper.
  This replaces wild shape.
  ROT WARDEN (ARCHETYPE)
  Harbingers of decay, rot wardens live in damp 
  lands where insects and rot break down the 
  dead to feed the living. They see in the process 
  of rot the beauty of nature’s capacity to recycle 
  and repurpose material into something wondrous 
  and new.
  Invoke Decay (Su): A rot warden can channel 
  stored spell energy into specific spells he hasn’t 
  prepared ahead of time. He can “lose” a prepared 
  spell in order to cast the following spells at the 
  indicated levels: 1st—decompose corpseUM, 2nd—warp 
  wood, 3rd—fungal infestationUM, 4th—explosion of rot*, 
  5th—insect plague, 6th—swarm skinAPG, 7th—creeping 
  doom, 8th—horrid wilting, 9th—massacreHA. 
  This alters spontaneous casting.
  Nature Bond: A rot warden who chooses a cleric 
  domain as his nature bond must choose from the 
  Destruction, Erosion*, Repose, or Vermin* domains.
  This alters nature bond.
  Vermin Empathy (Su): A rot warden can improve the 
  attitude of vermin as a normal druid can with animals. 
  Vermin have a starting attitude of unfriendly. The rot 
  warden can also improve the attitude of vermin swarms, but 
  he takes a –4 penalty on the check unless the swarm consists 
  of the same kind of vermin as his vermin companion or his 
  current wild shape. 
  This replaces wild empathy. 
  Swarmcaller (Sp): At 3rd level, a rot warden can summon 
  a swarm of vermin once per day as a standard action. This 
  functions like summon swarm, except the swarm the rot 
  warden summons must be a cockroach, locust, or spider 
  swarm. If he uses this ability during the surprise round of 
  combat, nearby animals and vermin become hushed until 
  the first round of combat ends; during this surprise round 
  and first round of combat, flat-footed creatures also gain the 
  shaken condition (this doesn’t stack with other fear effects). 
  At 9th level, he adds army ant, centipede, and wasp swarms to 
  the list of swarms he can call with this ability. 
  This replaces trackless step and venom immunity.
  Enduring Druid (Su): At 4th level, a rot warden gains a +4 
  bonus on saving throws against attacks and special abilities 
  of vermin and swarms with the vermin type. This bonus also 
  applies on saving throws against effects that would age or 
  decay the rot warden or his equipment. 
  This replaces resist nature’s lure.
  Wild Shape: A rot warden gains this ability at 6th level, 
  except his effective druid level is his druid level – 2. He 
  cannot take the form of an elemental.
  At 8th level, a rot warden can assume the form of a Small 
  or Medium vermin as if using vermin shape IUM. At 10th level, 
  the rot warden can assume the shape of a Tiny or Large 
  vermin as if using vermin shape IIUM. At 12th level, he can take 
  the form of a Huge vermin as if using vermin shape III.
  This alters wild shape.
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  Fighter
  Many cultures employ highly trained soldiers or bands of 
  grizzled mercenaries, but not all fighters are the same. Local 
  climate, geography, vegetation, and the level of technology 
  often dictate what tactics and equipment are practical or 
  even available. The following fighter archetypes are suited for 
  wilderness warriors who use spiritual devotion, subterfuge, or 
  unbridled fury to make up for what they lack in equipment.
  SKIRMISHER (ARCHETYPE)
  Not all battles are fought between armies; sometimes, a 
  settlement or nation faces a threat too dire to fight in the 
  open. In order to repel a much larger enemy force, some 
  soldiers must abandon equipment and tactics designed for 
  open-field warfare and instead rely on ambushes, hit-and-
  run tactics, and sabotage to whittle down their enemies’ 
  strength and morale. Skirmishers use harsh weather and 
  unforgiving terrain to their advantage, attacking isolated 
  groups of enemies that cannot flee or fight back effectively. 
  Many tribal warriors also employ small-unit tactics because 
  it is part of their warrior culture, because they cannot field 
  a large army, or simply because they refuse to fight on the 
  enemy’s terms.
  Weapon and Armor Proficiency: A skirmisher is proficient 
  with light armor and shields but not with medium armor, 
  heavy armor, or tower shields.
  This replaces the fighter’s weapon and armor proficiency.
  Wilderness Training (Ex): A skirmisher relies on his skills 
  and the element of surprise rather than the heaviest shields 
  and armor. He gains Acrobatics and Stealth as class skills. 
  In addition, the skirmisher gains a number of skill ranks at 
  each level equal to 4 + his Intelligence modifier, instead of 
  2 + his Intelligence modifier.
  This alters the fighter’s class skills and skill ranks per level.
  Conditioning (Ex): At 2nd level, a skirmisher becomes more 
  resistant to mental and physical threats that are commonly 
  employed by his enemies or often encountered in the terrain 
  in which he operates. The skirmisher must choose one of the 
  specializations below, gaining a +1 bonus on saving throws 
  of the appropriate type. This bonus increases by 1 for every 
  4 levels beyond 2nd.
  Alpine Training (Ex): A skirmisher operating in mountainous 
  terrain becomes resistant to cold climates and the rigors of 
  long treks at high altitudes. He gains a bonus on Fortitude 
  saving throws against altitude sickness, exposure to cold 
  weather, and other effects that cause fatigue or exhaustion.
  Counter-Interrogation Training (Ex): A skirmisher undertaking 
  infiltration missions learns to resist interrogation and 
  persuasion. The skirmisher gains a bonus on Will saving 
  throws against charms and divinations.
  Jungle Training (Ex): Through repeated exposure, a 
  skirmisher operating in jungles and wetlands builds up a 
  tolerance against pathogens and toxins. He gains a bonus on 
  Fortitude saving throws against disease and poison.
  Light Infantry Training (Ex): A skirmisher fighting in a light 
  infantry unit learns to avoid fire from enemy artillery, siege 
  weapons, and spellcasters. He gains a bonus on Reflex saving 
  throws against attacks that deal half damage on a successful 
  save (such as the fireball spell) but not against traps, natural 
  hazards, or environmental effects.
  This replaces the bonus feat the fighter normally receives 
  at 2nd level.
  Reconnaissance Training (Ex): A skirmisher operating 
  in heavily trapped or naturally hazardous areas learns to 
  expertly avoid them. At 2nd level, he gains a +1 bonus on 
  Reflex saving throws to avoid traps, natural hazards, and 
  environmental effects. This bonus increases by 1 for every 
  4 levels beyond 2nd.
  This replaces bravery.
  Mobility Training (Ex): At 3rd level, a skirmisher learns to 
  be more maneuverable while wearing light or no armor. He 
  gains a +1 dodge bonus to AC while wearing light or no armor 
  and while carrying no more than a light load. Anything that 
  causes the skirmisher to lose his Dexterity bonus to AC also 
  causes the skirmisher to lose this dodge bonus. This bonus 
  increases by 1 for every 4 levels beyond 3rd (to a maximum of 
  +4 at 15th level).
  In addition, a skirmisher gains an enhancement bonus of 
  +5 feet to his base speed. At 7th level, the bonus increases 
  to +10 feet. This benefit applies only when he is wearing no 
  armor or light armor, and when he is carrying no more than 
  a light load.
  This replaces armor training.
  Mobile Mastery (Ex): At 19th level, a skirmisher learns 
  to position his body and conceal his body proportions 
  with clothes so well that it is difficult to hit him. He gains 
  a 20% miss chance on attacks against him. Mobile mastery 
  functions even when the skirmisher is flat-footed, but not 
  when he is immobilized or helpless, when he wears medium 
  or heavy armor, or when he carries a medium or heavy load.
  This replaces armor mastery.
  TRIBAL FIGHTER (ARCHETYPE)
  A tribal fighter knows that it is not the weapon that matters 
  but the hand that wields it. Instead of encasing himself in 
  metal armor like the soldiers fighting and dying for the so-
  called civilized lands do, he prefers to wear something he or 
  his ancestors have killed. These relics and trophies help the 
  tribal fighter attain a battle focus that allows him to perform 
  incredible feats of violence with the simplest of weapons.
  Forbidden Armor: A tribal fighter favors traditional 
  armor and shields, avoiding other types out of spiritual 
  devotion, superstitious suspicion, or respect for tradition. 
  He can attain his battle focus (see page 51) only while using 
  armaments of the appropriate types. Like a druid, a tribal 
  fighter is prohibited from wearing metal armor and using 
  metal shields. A tribal fighter who wears prohibited armor 
  or uses a prohibited shield loses the benefits of the battle 
  focus and tribal weapon training abilities while doing so and 
  for 24 hours after removing the prohibited armor or shield.
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  Battle Focus (Ex): A tribal fighter learns to fight with 
  his bare hands and wield traditional tribal weapons so 
  effortlessly that they are almost extensions of his arms. He 
  gains Improved Unarmed Strike as a bonus feat. For the 
  purpose of meeting the prerequisites of style feats and feats 
  that have style feats as prerequisites, the tribal fighter counts 
  as having a number of skill ranks equal to his fighter level in 
  all skills in which he is trained.
  This replaces the fighter feat gained at 1st level.
  Tribal Weapon Training (Ex): At 5th level, when a tribal 
  fighter gains the weapon training ability, he must choose 
  the tribal weapon group and doesn’t later gain additional 
  weapon groups, though the weapon training bonus for 
  tribal weapons still improves at 9th level and every 4 levels 
  thereafter. Additionally, if the tribal fighter has combat 
  feats that apply to a specific weapon type (such as Improved 
  Critical or Weapon Focus) and he has selected a weapon 
  that belongs to the tribal weapon group, he can apply the 
  benefits of that feat to all weapons that belong to the tribal 
  weapon group that would legally apply (for instance, a feat 
  that applies only to throwing weapons wouldn’t apply to 
  greatclubs). This benefit applies only to feats selected as 
  fighter bonus feats.
  This alters weapon training.
  VIKING (ARCHETYPE)
  Vikings seek to raid “softer societies” and return 
  with their longships filled with plunder. A 
  viking strikes fear into the heart of her foes, 
  and in battle she can fly into a terrible 
  rage. Many vikings wear the pelts of bears 
  or wolves, drawing on the strength and 
  ferocity of these beasts in battle. Vikings 
  do not wear heavy armor, but they are 
  skilled at fighting with an axe or spear in 
  conjunction with a shield.
  Weapon and Armor Proficiency: A 
  viking is not proficient with heavy armor or 
  tower shields.
  This alters the fighter’s weapon and 
  armor  proficiencies.
  Fearsome (Ex): At 2nd level, a viking can attempt 
  an Intimidate check to demoralize an opponent as a 
  move action. At 10th level, she can do so as a swift 
  action. At 18th level, she can attempt to demoralize 
  a foe as a free action once per round. 
  This replaces bravery.
  Shield Defense (Ex): At 3rd level, a viking 
  learns the art of fighting with a shield. Whenever 
  she is wearing medium, light, or no armor and 
  using a shield, the viking’s shield bonus to AC 
  increases by 1. At 7th, 11th, and 15th levels, this 
  bonus increases by 1. 
  This replaces armor training.
  Berserker (Ex): At 5th level, a viking gains the rage 
  ability as per the barbarian class feature, and she uses 
  her fighter level as her barbarian level for the purposes of 
  determining her rounds of rage, qualifying for rage powers, 
  and determining the effects of rage powers. 
  This replaces weapon training.
  Rage Powers (Ex): At 6th level, whenever a viking gains a 
  fighter bonus feat, she can instead gain a single rage power, 
  as the barbarian class feature, in place of the bonus feat. 
  Once selected, these rage powers cannot be changed. 
  This alters the fighter’s bonus feats.
  Tribal Weapon Group 
  The following new fighter weapon group consists of traditional 
  melee weapons used by many indigenous peoples.
  Tribal: 
  Club, 
  dagger, 
  greatclub, 
  handaxe, 
  heavy 
  shield, light shield, shortspear, spear, throwing axe, and 
  unarmed strike.
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  Hunter
  Hunters roam the world stalking their prey with trusty 
  companions, often serving a dualistic role between the 
  natural world and civilization. Those hunters who see 
  themselves more as agents of the wild often take on unusual 
  animal allies or develop truly exotic powers to aid them in 
  their wilderness roles. 
  CHAMELEON ADEPT (ARCHETYPE)
  Some hunters are masters of blending into every situation, 
  even making their companions appear humanoid for brief 
  periods of time.
  Skills: A chameleon adept adds Diplomacy to her list of 
  class skills.
  This alters the hunter’s class skills.
  Shifting Companion (Su): At 3rd level as a standard action, 
  a chameleon adept can cause her companion to assume a 
  humanoid form of the same race as herself. This functions as 
  alter self, except it is used on an adjacent animal companion 
  to have it assume a humanoid form. The companion always 
  assumes the same form, selected when the hunter reaches 
  3rd level. The hunter can change this form when she gains 
  a new level, but the companion loses the old form and can’t 
  resume it unless the chameleon adept chooses that form 
  when she reaches a new level. The companion is no more 
  intelligent or less savage than normal; the hunter still needs 
  to control it as normal, and it still can’t activate magic items 
  or wield manufactured weapons. The hunter can use this 
  ability for 10 minutes per day per hunter level. This duration 
  does not need to be consecutive, but it must be spent in 
  10-minute increments. 
  This replaces teamwork feats and hunter’s tactics.
  Terrain Chameleon (Su): Choose one type of terrain from 
  the ranger’s list of favored terrains. When in the specified 
  type of terrain, a chameleon adept gains a bonus equal to 
  half her hunter level on Stealth checks. 
  This replaces wild empathy.
  Savage Diplomacy (Ex): At 2nd level, while in humanoid 
  form, a chameleon adept’s animal companion grants 
  its master a +2 circumstance bonus on Diplomacy and 
  Intimidate checks. Savage diplomacy functions only as long 
  as the creature being influenced can see both the companion 
  and the master. This bonus increases by 1 at 5th level and 
  every 4 levels thereafter, to a maximum of +6 at 17th level. 
  This replaces precise companion.
  Animal Shape (Su): At 5th level as a standard action, a 
  chameleon adept can assume a form superficially identical 
  to her animal companion’s animal form. She gains no 
  bonuses or natural attacks while in this form, only forms 
  of movement. Her size category does not change. This is a 
  polymorph effect. She can assume this form for 1 minute per 
  level per day, in 1-minute increments. She can dismiss this 
  ability at any point as a standard action.
  This replaces woodland stride. 
  Improved Shifting Companion (Su): At 10th level, a 
  chameleon adept’s animal companion improves its ability 
  to change shape. It can use wild shape, as a druid of half 
  the hunter’s level, to gain the effects of beast shape I. Unlike 
  a druid’s wild shape, this ability does not improve to 
  encompass larger or smaller animals or elementals. 
  This replaces raise animal companion.
  One with the Wild (Ex): At 17th level, when the companion 
  is using wild shape to appear as a different type of 
  animal, it counts as being in that animal focus 
  for the purpose of one with the wild. 
  This alters one with the wild.
  FORESTER (ARCHETYPE)
  While all hunters have a bond with the natural 
  world, a forester has a stronger tie to 
  her environment than to the animals 
  within it. While most foresters 
  feel strong bonds with woodland 
  regions, the archetype functions 
  well in other terrains as well. 
  In such cases, a forester might 
  refer to herself by a different 
  name that more accurately reflects 
  her chosen terrain. For example, a 
  forester who favors bogs and marshes might 
  call herself a “swamper,” while one who 
  favors frozen regions might call herself 
  a “glacier guardian.” As foresters gain 
  levels and take on new favored terrains, they often eschew 
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  such titles completely, viewing them as unnecessary, and 
  merely refer to themselves as guardians of the wild or 
  champions of nature’s will—but regardless of the name, 
  their devotion remains.
  Animal Focus (Su): As a forester has no animal 
  companion, the aspects granted by this ability always 
  apply to the forester herself, just as if a normal hunter’s 
  companion were dead. 
  This alters animal focus.
  Favored Terrain (Ex): A forester gains the ranger’s favored 
  terrain ability. She gains her first favored terrain at 5th level 
  and a new favored terrain every 4 levels thereafter. In addition, 
  at each such interval, the bonuses on initiative checks and 
  skill checks in one favored terrain (including the one just 
  selected, if so desired) increase by 2. Starting at 5th level, a 
  forester adds half her favored terrain bonus on damage rolls 
  while in her favored terrain and fighting a creature native to 
  that terrain. 
  This replaces animal companion.
  Bonus Feat (Ex): At 2nd level, a forester gains one bonus 
  combat feat. She must meet the prerequisites for this feat as 
  normal. She gains an additional bonus combat feat at 7th, 
  13th, and 19th levels. 
  This replaces precise companion.
  Tactician (Ex): At 3rd level as a standard action, a forester 
  can grant the benefits of one teamwork feat to all allies within 
  30 feet who can see and hear her. Allies retain the use of this 
  bonus feat for 3 rounds plus 1 round for every 2 levels the 
  forester has. Allies do not need to meet the prerequisites of 
  these bonus feats. The forester can use this ability once per 
  day at 3rd level, plus one additional time per day at 7th level 
  and every 5 levels thereafter. 
  This replaces hunter tactics.
  Evasion (Ex): At 4th level, a forester can avoid even 
  magical and unusual attacks with great agility. If she 
  makes a successful Reflex saving throw against an attack 
  that normally deals half damage on a successful save, 
  she instead takes no damage. Evasion can be used only 
  if the forester is wearing light armor, medium armor, or 
  no armor. A helpless forester does not gain the benefit  
  of evasion. 
  This replaces improved empathic link.
  Camouflage (Ex): At 7th level, a forester can use the Stealth 
  skill to hide in any of her favored terrains, even if the terrain 
  doesn’t grant cover or concealment. 
  This replaces bonus tricks.
  Breath of Life (Sp): At 10th level, a forester can cast breath 
  of life once per day as a spell-like ability. 
  This replaces raise animal companion. 
  Improved Evasion (Ex): At 11th level, a forester’s evasion 
  improves. Improved evasion works like evasion, except while 
  the forester still takes no damage on a successful Reflex 
  saving throw against attacks, she takes only half damage on 
  a failed save. A helpless forester does not gain the benefit of 
  improved evasion. 
  This replaces speak with master.
  Hide in Plain Sight (Ex): At 14th level, while in any of her 
  favored terrains, a forester can use the Stealth skill even 
  while being observed. 
  This replaces greater empathic link.
  PATIENT AMBUSHER (ARCHETYPE) 
  Wandering the wilds, some hunters eschew the bond of 
  innate teamwork with their animal companions. Instead, 
  these hunters master the creation and deployment of 
  intricate ranger traps, often using themselves or their animal 
  companions to lure foes into their snares.
  Class Skills: A patient ambusher adds Disable Device to 
  her list of class skills. 
  This alters the hunter’s class skills.
  Trapfinding (Ex): A patient ambusher adds half her hunter 
  level (minimum +1) on Perception checks to locate traps and 
  on Disable Device skill checks. A patient ambusher can use 
  Disable Device to disarm magic traps. 
  This replaces nature training and wild empathy.
  Snare Trap (Ex or Su): At 3rd level, a patient ambusher 
  learns how to create a snare trap. The patient ambusher can 
  use this and other learned traps a total number of times per 
  day equal to half her hunter level + her Wisdom modifier. 
  This snare trap otherwise functions the same as the ranger 
  snare trap detailed in Pathfinder RPG Ultimate Magic.
  This replaces the hunter tactics class feature.
  Additional Traps (Ex or Su): At 3rd level and every 3 
  hunter levels thereafter, a patient ambusher can learn a new 
  type of trap, selected from the list of ranger traps presented 
  on pages 64–65 of Ultimate Magic. Once a trap is learned, 
  it can’t be unlearned and replaced with a different type of 
  trap. The patient ambusher cannot learn an individual trap 
  more than once.
  This replaces teamwork feats.
  Launch Trap (Su): At 10th level, a patient ambusher can 
  affix a magical ranger trap to an arrow, a crossbow bolt, or 
  a thrown weapon, allowing her to set the trap remotely or 
  use it as a direct attack. Attaching the trap to the projectile 
  is part of the full-round action to create a new trap. The 
  trapped projectile is fired or thrown in the normal manner. 
  If fired at a square, the trap is treated as if the hunter had 
  set the trap in that square, except the DC is 5 lower than 
  normal. If the trap is fired at a creature, the target takes 
  damage from the ranged weapon and is treated as if it had 
  triggered the trap (attempting a saving throw, if any). The 
  attack has a maximum range of 60 feet, and penalties from 
  range increments apply on the attack roll. The duration of 
  the trap starts when it is created, not when it is triggered. 
  This replaces raise animal companion.
  PLANT MASTER (ARCHETYPE)
  Some hunters form a bond with plant life instead of an 
  animal and take on those aspects instead. These hunters 
  form potent bonds with plant creatures, and their leafy or 
  fungal friends are more than capable of anything another 
  hunter’s animal allies can accomplish.
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  Plant Companion (Ex): A plant master forms a mystic 
  bond with a plant companion. A plant master can begin 
  play with any plant companion (see page 182 and page 26 
  of the Pathfinder RPG Advanced Race Guide). Except for the 
  companion being a creature of the plant type, this ability 
  otherwise works like the druid’s animal companion.
  This replaces animal companion.
  Plant Focus (Su): A plant master can take on the aspect of 
  a plant as a swift action. He must select one type of plant to 
  emulate, gaining a bonus or special ability based on the type 
  of plant emulated and his hunter level. The plant master can 
  use this ability for a number of minutes per day equal to 
  his level. This duration does not need to be consecutive but 
  must be spent in 1-minute increments. He can emulate only 
  one plant at a time.
  The plant master can also apply one of these aspects to 
  his plant companion. An aspect applied in this way does not 
  count against the hunter’s minutes of duration per day—it 
  remains in effect until he changes it. The companion’s aspect 
  can be the same aspect the hunter has taken on or a different 
  one. A plant master can select or change the plant foci on 
  both himself and his plant companion as part of the same 
  swift action.
  Assassin Vine: The creature gains a +2 bonus on combat 
  maneuver checks to grapple. This bonus increases to +3 at 
  8th level and +4 at 15th level.
  Brambles: When the creature is hit by an unarmed strike 
  or natural attack, the attacker takes 1 point of piercing 
  damage. This increases to 2 points at 8th level and 3 points 
  at 15th level.
  Creeping Vine: The creature gains a +4 competence bonus 
  on Climb checks. This bonus increases to +6 at 8th level and 
  +8 at 15th level.
  Giant Flytrap: The creature gains a +4 competence bonus 
  on Stealth checks. This bonus increases to +6 at 8th level and 
  +8 at 15th level.
  Mushroom: The creature gains a +4 enhancement bonus on 
  saves against poison. This bonus increases to +6 at 
  8th level and +8 at 15th level.
  Oak: The creature gains a +2 enhancement 
  bonus to CMD. This bonus increases to +4 at 8th 
  level and +6 at 15th level.
  Shrieker: The creature gains darkvision 
  with a range of 60 feet. At 8th level, the range 
  increases by 30 feet. At 15th level, the creature also 
  gains blindsense with a range of 10 feet.
  Spore: The creature gains a +4 competence bonus on Fly 
  checks. This bonus increases to +6 at 8th level and +8 at 
  15th level.
  Water Lily: The creature gains a +4 competence bonus on 
  Swim checks. This bonus increases to +6 at 8th level and 
  +8 at 15th level.
  This replaces animal focus.
  Green Empathy (Ex): A plant master can 
  improve the attitude of a plant creature. 
  Green empathy functions like a Diplomacy 
  check to improve the attitude of a person. 
  The plant master rolls 1d20 and adds his 
  hunter level and his Charisma modifier 
  to determine the wild empathy check 
  result. The typical wild plant creature has 
  a starting attitude of indifferent.
  To use green empathy, the plant 
  master and the plant creature must 
  be within 30 feet of each other 
  under normal conditions. 
  Generally, 
  influencing 
  a 
  plant creature in this way 
  takes 1 minute, but as with 
  influencing people, it might 
  take more or less time.
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  A plant master can also use this ability to influence an 
  animal, but he takes a –4 penalty on the check. He has no 
  ability to influence magical beasts.
  This replaces the wild empathy class feature.
  Plant Shield (Ex): At 17th level, a plant master and his 
  companion are distasteful to plant creatures. Creatures of 
  the plant type with an Intelligence score of 2 or lower will 
  not willingly attack either the plant master or his companion 
  unless magically compelled to do so or the plant master or 
  his companion attacks the creature first. 
  This replaces one with the wild.
  Master Hunter (Ex): At 20th level, when a plant master 
  prepares spells for the day, he chooses one plant focus to be 
  active for the entire day. 
  This alters master hunter.
  SCARAB STALKER (ARCHETYPE)
  The forgotten ruins in the desert sands have given rise 
  to a breed of hunters who call upon the powers of the 
  pyramids to protect and explore the ancient sites of their 
  people. These hunters form sacred bonds with desert-
  dwelling denizens.
  Sacred Animal Focus (Su): A scarab stalker can select 
  from the bull, falcon, and snake animal foci, as well as the 
  following new animal foci.
  Bee: The creature gains a +4 competence bonus on Fly 
  checks. This bonus increases to +6 at 8th level and +8 at 
  15th  level.
  Cat: The creature gains a +4 competence bonus on 
  Acrobatics checks. This bonus increases to +6 at 8th level and 
  +8 at 15th level.
  Cow: The creature gains a +1 resistance bonus on Fortitude 
  saving throws. This bonus increases to +2 at 8th level and +3 
  at 15th level.
  Crocodile: The creature gains a +4 competence bonus on 
  Swim checks. This bonus increases to +6 at 8th level and +3 
  at 15th level.
  Ibis: The creature gains a +2 resistance bonus on saving 
  throws against disease. This bonus increases to +4 at 8th level 
  and +6 at 15th level.
  Jackal: The creature gains a +4 competence bonus on 
  Survival checks. This bonus increases to +6 at 8th level and 
  +8 at 15th level.
  Kite: The creature recovers 1 additional hit point 
  whenever it receives magical healing. This increases to 2 
  additional hit points at 8th level and 3 additional hit points 
  at 15th level.
  Leopard: The creature gains a +4 competence bonus on 
  Escape Artist checks. This bonus increases to +6 at 8th level 
  and +8 at 15th level.
  Lion: The creature gains a +4 competence bonus on 
  Intimidate checks. This bonus increases to +6 at 8th level 
  and +8 at 15th level.
  Ram: The creature gains a +1 bonus on damage rolls when 
  making charge attacks. This bonus increases to +2 at 8th level 
  and +3 at 15th level.
  Scarab Beetle: The creature gains a +1 enhancement bonus 
  to its natural armor bonus. This bonus increases to +2 at 8th 
  level and +3 at 15th level.
  Scorpion: The creature gains a +2 resistance bonus on 
  saving throws against poison. This bonus increases to +4 at 
  8th level and +6 at 15th level.
  Sha: The creature ignores the Perception penalty from 
  sandstorms and can see twice as far in sandstorms. This 
  increases to three times as far at 8th level and four times as 
  far at 15th level.
  Uraeus: The creature gains a +2 resistance bonus on saving 
  throws against breath weapons. This bonus increases to +4 at 
  8th level and +6 at 15th level.
  This alters animal focus.
  Desert Walker (Ex): At 5th level, a scarab stalker and her 
  animal companion can move through desert terrain at 
  normal speed without taking damage or suffering any other 
  impairments unless that terrain has been enchanted or 
  magically manipulated. 
  This replaces woodland stride.
  TREESTRIDER (ARCHETYPE)
  Some hunters are masters of the wild. Whether raised by 
  apes or having some other link with simian creatures, these 
  hunters glide through the wilderness with ease.
  Animal Companion: As a free action, a treestrider must 
  select an ape as her animal companion.
  This alters animal companion.
  Brachiation (Ex): A treestrider can gain a climb speed 
  equal to half her base speed as a free action for 1 minute 
  per hunter level per day. This duration must be spent 
  in 1-minute increments. In addition, she can use her 
  climb speed to move through the canopies of forests or 
  jungles, provided the limbs of the trees are strong enough 
  to support her weight. The treestrider’s companion 
  gains a +10-foot enhancement bonus to its climb speed. 
  At 8th level, the treestrider’s climb speed increases to 
  equal her base speed, the duration of her brachiation 
  increases to 10 minutes per hunter level per day (usable 
  in 10-minute increments), and the enhancement bonus 
  to her companion’s climb speed increases to +20 feet. 
  At 15th level, she can use brachiation with no limit on 
  the  duration. 
  This replaces animal focus and second animal focus. 
  Improved Unarmed Strike (Ex): At 2nd level, a treestrider 
  gains Improved Unarmed Strike as a bonus feat. 
  This replaces precise companion.
  Tree Stride (Sp): At 10th level, a treestrider can use a full-
  round action to move between two trees, as per the spell 
  tree stride. Unlike the spell, this ability has a duration of 
  instantaneous and the treestrider can make only a single 
  transfer. She can bring her animal companion with her, but 
  if she does, her companion can’t take any actions that round. 
  Tree stride can be used a number of times per day equal to 
  3 + the hunter’s Wisdom modifier. 
  This replaces raise animal companion.
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  Investigator
  Investigators are best known as intensely curious people 
  who live to solve urban mysteries, such as finding out who 
  committed a crime or where a fugitive is hiding. Sometimes 
  investigations lead out of the city and into the wild, and for 
  this reason, some investigators seek to master scientific and 
  esoteric methods better suited for natural settings.
  CARTOGRAPHER (ARCHETYPE) 
  Cartographers are eager trailblazers who explore uncharted 
  terrain, study landmarks, and find new paths through the 
  wilderness. They record this information meticulously so 
  that those who follow in their footsteps can travel swiftly 
  and safely within the studied area. Rather than studying 
  poisons like many investigators do, cartographers use their 
  alchemical expertise to create better inks that allow them to 
  draw maps with incredible level of detail.
  Studied Terrain (Ex): At 2nd level, a cartographer can 
  expend one use of inspiration to sketch a map and take notes 
  of his surroundings. Drawing the map takes 10 minutes. 
  While he is within the studied area, the cartographer can use 
  inspiration on Acrobatics, Climb, Fly, Ride, Stealth, Survival, 
  and Swim checks without expending a use of inspiration, 
  provided he is trained in the skill. If he already has the ability 
  to use inspiration on any of these skills without expending a 
  use of inspiration, he gains an additional +1 bonus on checks 
  with that skill while in the studied area.
  A cartographer can draw three types of 
  maps. He cannot combine different map 
  types in the same map, and areas within range that would 
  belong in the other categories are excluded.
  Dungeon Map: While indoors, underground, or in any 
  other type of environment where visibility is limited by 
  walls, the radius is 100 feet per level, and only areas that the 
  cartographer has explored within the past 24 hours count as 
  studied terrain. Areas explored after drawing the map do not 
  retroactively become part of the studied terrain.
  Overland Map: In natural terrain, the radius of the mapped 
  area is equal to 1 mile per investigator level. If he is unable to 
  see the whole area, he extrapolates and uses his knowledge 
  of geography to fill in the blanks.
  Town Map: While in an urban area or ruins, the radius is 
  1,000 feet per level or the entirety of the urban or ruined 
  area, whichever is smaller.
  Much like alchemy, cartography requires materials, but 
  the cost of those materials is negligible. However, knowing 
  an area so well as to gain these benefits requires more than 
  just paper and ink—a great deal of memorization and a bit of 
  inspiration are also required. For this reason, a cartographer 
  can maintain these benefits in only one area at a time. The 
  benefits remain in effect until the cartographer studies a 
  new area or refreshes his inspiration pool.
  This replaces poison lore and poison resistance.
  Geographic Lore (Ex): At 3rd level, a cartographer gains a 
  deeper understanding of wilderness terrain. Whenever he is 
  on the Material Plane, he can determine where true north is 
  as a full-round action. Furthermore, he can create and sell 
  maps to earn a number of gold pieces per week of dedicated 
  work equal to half his Knowledge (geography) check result 
  per week.
  This replaces keen recollection.
  Swift Travels (Ex): At 4th level, while in 
  studied terrain, a cartographer intuitively 
  knows the easiest, shortest, and fastest 
  way through the wilderness. For the 
  purpose of determining overland 
  speed, the cartographer treats any 
  trackless terrain as though he were 
  on a trail, and he treats any terrain 
  with a road or trail as though it were 
  a highway. He can extend the benefit to up to 
  one creature per investigator level traveling 
  with him.
  This replaces swift alchemy.
  NATURAL 
  PHILOSOPHER 
  (ARCHETYPE)
  Natural 
  philosophers 
  are 
  scholars, 
  explorers, 
  and 
  survivalists 
  who 
  feel 
  at home in nature, 
  seldom longing for the 
  comforts of the city. 
  They eschew the fancy tools 
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  and weaponry of gentlefolk detectives and instead employ 
  weapons that double as tools, materials available in nature, 
  and methods better suited for untamed wilderness.
  Weapon and Armor Proficiency: A natural philosopher 
  is proficient with simple weapons, plus the handaxe, kukri, 
  shortbow, throwing axe, and whip. A natural philosopher is 
  proficient with light armor but not with shields.
  This replaces the investigator’s weapon and armor 
  proficiency.
  Class Skills: A natural philosopher gains Survival as a class 
  skill, but doesn’t gain Perform as a class skill.
  This alters the investigator’s class skills.
  Natural 
  Philosopher’s 
  Inspiration 
  (Ex): 
  Natural 
  philosophers employ a skill set suited to studying the 
  natural world. A natural philosopher can use inspiration 
  on Heal and Survival checks without expending a use of 
  inspiration, provided he is trained in the skill, but cannot 
  do so for Linguistics or Spellcraft checks. He can later trade 
  an investigator talent for the ability to use inspiration on 
  Linguistics and Spellcraft checks without expending a use of 
  inspiration, provided he is trained in the skill.
  This alters inspiration.
  Track (Ex): A natural philosopher adds half his level 
  (minimum 1) on Survival checks to follow tracks.
  This replaces trapfinding.
  Herbalism (Su): At 3rd level, a natural philosopher 
  augments his knowledge of alchemy with herbal lore. He 
  gains the infusion discovery and can use Knowledge (nature) 
  in place of Craft (alchemy) and Profession (herbalist) checks. 
  He also gains a competence bonus equal to his class level 
  on Craft (alchemy) checks to create alchemical items, and he 
  gains half that bonus on Profession (herbalist) checks to find 
  herbs (for more information on herbalism, see page 152). 
  This alters alchemy and replaces trap sense and the 
  investigator talent gained at 3rd level.
  STAR WATCHER (ARCHETYPE)
  Star watchers study the movements and positions of the 
  sun, the moon, and the stars, searching for secrets written 
  in the sky. They use a combination of scientific study and 
  esoteric arts to measure, record, and predict astronomical 
  cycles and their effects on nature, such as the moon’s 
  influence on tides and rivers. Some star watchers also use 
  these observations to predict fate and significant events, 
  such as natural disasters.
  Weapon and Armor Proficiency: A star watcher gains 
  proficiency with the starknife, but not with the rapier.
  This alters the investigator’s weapon and armor 
  proficiency.
  Astrology (Su): A star watcher studies a symbolic language 
  of the heavens known as astrology. Equal parts art form and 
  science, astrology can be used to read the future and affect 
  it in subtle ways. Much like an alchemist or investigator, a 
  star watcher collects formulae in a formula book. However, 
  the formulae resemble star charts, and unlike alchemists 
  or normal investigators, he uses these formulae along 
  with personal details and astronomical measurements to 
  make horoscopes—magical calculations stored much like 
  scrolls—in which he can store spells. In many ways, the 
  star watcher’s horoscopes function like extracts, with the 
  following exceptions.
  A star watcher’s horoscope is always keyed to a specific 
  creature that must be willing and present when the star 
  watcher prepares the horoscope. Only the creature to which 
  a horoscope is keyed can activate it and be affected by it. A 
  horoscope is “cast” by reading it as a standard action, though 
  a star watcher can draw and read a horoscope as a single 
  standard action.
  A star watcher doesn’t gain a competence bonus on Craft 
  (alchemy) checks to create alchemical items, and he cannot 
  identify potions with that skill. Furthermore, a star watcher 
  cannot select alchemist discoveries as investigator talents. 
  A star watcher can study a wizard’s spellbook or alchemist’s 
  formula book to learn formulae, but a star watcher’s formula 
  book is too esoteric for anyone except another star watcher 
  to learn spells from.
  This alters alchemy.
  Starfinding (Ex): A star watcher adds half his level 
  (minimum 1) as a bonus on Knowledge (geography) checks. 
  He can also use astrological methods to read people. By 
  checking his star charts, he can use Knowledge (geography) 
  in place of Sense Motive checks.
  This replaces trapfinding and trap sense.
  Investigator Talents: A star watcher can select the 
  following talents, in addition to general investigator talents.
  Horoscopic Scrolls (Su): The star watcher gains Scribe Scroll 
  as a bonus feat. He can use the feat to create an arcane scroll 
  of any formula he knows. Unlike horoscopes created with 
  the astrology ability, anyone capable of using arcane scrolls 
  can cast a spell from these scrolls. Additionally, the star 
  watcher can use scrolls as if he were an arcane spellcaster. 
  He can use Knowledge (geography) to identify scrolls as if 
  using detect magic. He must hold the scroll for 1 round to 
  attempt such a check.
  Precognition (Su): A star watcher can glimpse into the 
  mysterious possibilities of the future and prepare a 
  horoscope he knows he’ll need later. Once per day as a swift 
  action, a star watcher can treat an open extract slot as though 
  he had prepared a horoscope keyed to himself in it, choosing 
  one formula of the appropriate level from his formula book. 
  A star watcher must be at least 4th level to select this talent.
  Returning Star (Ex): Whenever the star watcher uses a 
  starknife as a thrown weapon against a target of his studied 
  combat, the starknife automatically returns as if it had the 
  returning property. The star watcher must have the shooting 
  star investigator talent to select this talent.
  Shooting Star (Ex): A star watcher can calculate trajectories 
  with terrifying accuracy. He can apply the benefits of studied 
  combat, studied strike, and investigator talents that add 
  effects to studied combat or studied strike while using a 
  starknife as a thrown weapon.
  Access to these additional talents replaces swift alchemy.
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  Kineticist
  Traditionally, kineticists draw power from the building 
  blocks of the world, using their mastery over the elements 
  (air, earth, fire, and water) to evoke powerful effects. Yet 
  some kineticists seek to draw power from other sources of 
  energy. The unbound power of life itself that runs rampant 
  on the First World is one such source of energy, and so it’s 
  no surprise that some kineticists become in tune with the 
  terrain and power of the natural wildlands around them, 
  while others learn how to steal the land’s life force to power 
  their abilities.
  WOOD (KINETICIST ELEMENT)
  Kineticists who focus on the concept of wood as an element 
  are known as phytokineticists. Phytokineticists share a 
  strong bond with the First World and channel the power of 
  primordial life. As there is no “Elemental Plane of Wood,” the 
  phytokineticist draws upon pockets of vital energy that form 
  when the Elemental Planes grind against the borders of the 
  First World. Infusions marked with a dagger (†) are described 
  in this section.
  Class Skills: A phytokineticist adds Handle Animal and 
  Knowledge (nature) to her list of class skills.
  Basic 
  Utility 
  Wild 
  Talent: 
  Phytokineticists 
  gain 
  basic phytokinesis.
  Simple Blast: A phytokineticist gains her choice of 
  wood blast or positive blast as a simple blast wild talent, 
  though most phytokineticists start with wood blast. She 
  can use deadly earth, entangling infusion, impale, and 
  pushing infusion with wood blast and its composites.
  Defense Wild Talent: A phytokineticist’s defense wild 
  talent is flesh of wood.
  Wild Talents: 1st—basic phytokinesis, kinetic coverOA, 
  pushing infusionOA, †, roots, wood healer, woodland step; 
  2nd—entangling infusionOA, †, merciful foliage; 3rd—
  brachiation, foxfire infusion†, impaleOA, thorn flesh, warp 
  wood; 4th—greensight, healing burst, herbal antivenom, 
  plant disguise, shape wood, toxic infusion†; 5th—plant 
  puppet, spore infusion†, wild growth, woodland step 
  (greater); 6th—deadly earthOA, †, green tongue; 7th—green 
  tongue (greater), toxic infusion (greater)†, tree step; 8th—
  wood soldiers; 9th—forest siege.
  KINETICIST WILD TALENTS
  The following wild talents can be chosen by a kineticist with 
  wood as a primary or secondary element.
  AUTUMN BLAST
  Element earth and wood; Type composite blast (Sp); Level —; 
  Burn 2
  Prerequisites earth blast, wood blast
  Blast Type physical; Damage any two of bludgeoning, 
  piercing, and slashing (half each)
   A burst of fallen leaves and earthy decay batters a single foe.
  BASIC PHYTOKINESIS
  Element wood; Type utility (Sp); Level 1; Burn 0
  You can prune and otherwise tend plants within 30 feet without 
  using gardening tools. You can search wooded areas and other 
  plant-heavy areas from a distance as if using the siftAPG cantrip. 
  By concentrating, you can detect plants within 120 feet as if 
  using detect animals or plants.
  BRACHIATION
  Element wood; Type utility (Su); Level 3; Burn 0
  You can gain a climb speed equal to your base speed when moving 
  through forested terrain.
  FLESH OF WOOD
  Element wood; Type defense (Su); Level —; Burn 0
  Your skin toughens like timber and can turn aside some blows. You 
  gain a +1 enhancement bonus to your existing natural armor bonus. 
  By accepting 1 point of burn, you can increase this enhancement 
  bonus by 1. For every 3 levels beyond 2nd, you can accept 1 
  additional point of burn to further increase this enhancement bonus 
  by 1 (to a maximum of +7 at 17th level). Whenever you accept burn 
  while using a wood wild talent, phytokinetic power causes your full 
  natural armor bonus to apply to your touch AC for 1 round. You can 
  dismiss and restore this effect as an immediate action.
  FOREST SIEGE
  Element wood; Type utility (Sp); Level 9; Burn 0
  You can transform available plant life into a besieging army. This 
  functions as greater siege of treesUC, except you need to concentrate 
  or the effect ends, and you can change targets as a free action. If 
  you accept 1 point of burn, you can prolong the effect without the 
  need for concentration until the next time you recover burn, but you 
  need to spend a standard action to change targets.
  FOXFIRE
  Element fire or wood; Type utility (Sp); Level 2; Burn 0
  Prerequisites fire blast or positive blast
  Saving Throw none; Spell Resistance yes
  You surround a creature with glowing flames that outline it, as 
  per faerie fire. If you use foxfire with positive energy, the flames 
  don’t give off heat. If you use it with fire, the flames still aren’t 
  hot enough to deal damage immediately, but the illuminated 
  creature counts as being under the effects of severe heat and 
  must succeed at a Fortitude save against nonlethal damage after 
  10 minutes. A creature can extinguish the foxfire automatically 
  as a full-round action.
  FOXFIRE INFUSION
  Element fire or wood; Type substance infusion (Sp); Level 3; 
  Burn 2
  Prerequisite foxfire or positive blast
  Associated Blasts blue flame, fire, positive
  Saving Throw Will partial
  Your blast leaves behind flickering flames that reveal the 
  target’s location as per faerie fire for 1 minute (or until your 
  next turn if the target succeeds at its save). This effect occurs 
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  even if the foe doesn’t take damage, 
  as long as the attack overcomes 
  spell resistance (if any). You can 
  reduce the blast’s damage by half to 
  increase the DC of this saving throw by 
  2. A creature can remove the revealing 
  flames early by taking a full-round 
  action to extinguish them.
  GREEN TONGUE
  Element wood; Type utility (Su); Level 6; Burn 0
  You can speak to plants and hear their whispers, as if 
  constantly under the effect of speak with plants.
  GREEN TONGUE, GREATER
  Element wood; Type utility (Su); 
  Level 7; Burn 0
  Prerequisite green tongue
  You can spend 10 minutes in any 
  outdoor location that would be valid 
  for commune with nature in order 
  to contact and chat with fey and 
  leshy spirits, allowing you to gain 
  three pieces of information as per 
  commune with nature. 
  GREENSIGHT
  Element wood; Type utility (Su); 
  Level 4; Burn 0
  You can see through plant material 
  as if you had greensight as per the 
  universal monster rule (Pathfinder 
  RPG Bestiary 4 295) with a range 
  of 60 feet.
  HEALING BURST
  Element aether, void, water, 
  or wood; Type utility (Sp); 
  Level 4; Burn 1
  Prerequisite kinetic healer or 
  void healer
  Saving Throw none; Spell Resistance yes
  You use kinetic healer or void healer (whichever you have, or 
  either if you have both) to heal all creatures in a 30-foot radius 
  around you. Healing burst heals half as much damage as normal, 
  unless your healing amount is based on positive blast, in which 
  case it heals the full amount. Unlike kinetic healer, you must 
  accept the burn yourself. This counts as kinetic healer for the 
  purpose of the kinetic chirurgeon archetype (the 17th-level 
  metahealer ability heals the kinetic chirurgeon twice—once for 
  half and once for full).
  HERBAL ANTIVENOM
  Element wood; Type utility (Sp); Level 4; Burn 0
  Your body can produce the herbal remedies necessary to counter 
  almost any poison. You gain a +5 alchemical bonus on saving 
  throws against poison, as if you were always under the effect 
  of antitoxin. You can use the treat poison action from the Heal 
  skill as a standard action with a mere touch, without a healer’s 
  kit, and even on yourself; if you succeed, you grant the touched 
  creature a +5 alchemical bonus against that specific instance of 
  poison in addition to the normal +4 bonus from treat poison. You 
  can accept 1 point of burn while using the treat poison action in 
  this way to also produce the effects of neutralize poison.
  MERCIFUL FOLIAGE
  Element wood; Type utility (Su); Level 2; Burn 0
  The First World is a place of rampant life, and you can use some 
  of its energy to ease the danger of your attacks. You can deal 
  nonlethal damage without taking a penalty on attack rolls with 
  your wood blasts or composite blasts that include wood.
  PLANT DISGUISE
  Element wood; Type utility (Sp); Level 4; Burn 0
  You can assume the shape of an immobile plant, as per tree shape 
  but transforming into any ordinary Small or Medium plant.
  PLANT PUPPET
  Element wood; Type utility (Sp); Level 5; Burn 0
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  [ART: CH2-15 Thorn Flesh 
  body]
  You can control plants, causing them to attack your foes. This 
  functions as the aether puppet wild talent, except it controls plants 
  instead of objects. At 12th level, you can grant hardness 5 to Large 
  and larger animated plants.
  POSITIVE ADMIXTURE
  Element wood; Type composite blast (Sp); Level —; Burn 2
  Prerequisites positive blast, any other energy simple blast
  Blast Type energy; Damage see text
  Choose another energy simple blast you know. Positive admixture’s 
  damage is half positive energy and half the chosen blast’s type.
  POSITIVE BLAST
  Element wood; Type simple blast (Sp); Level —; Burn 0
  Blast Type energy; Damage positive energy
  You blast your foe with positive energy. The positive energy 
  damage from positive blast and its composites harms only undead 
  and other creatures harmed by positive energy. It never heals 
  creatures, even if they would be healed by positive energy, but 
  it damages haunts and deals full damage to incorporeal undead.
  ROOTS
  Element wood; Type utility (Su); Level 1; Burn 0
  Your body sinks roots into soft surfaces, making it hard to move 
  you. This functions as the earth walk wild talent (Occult Adventures 
  24), except it works only on soft surfaces (like soil or snow) and 
  not on stone. If you have both roots and earth walk, the bonuses 
  stack while you’re on soft earth surfaces.
  SHAPE WOOD
  Element wood; Type utility (Sp); Level 4; Burn 0
  You reshape wood to suit your purposes, as per wood shape.
  SPORE INFUSION
  Element wood; Type substance infusion; Level 5; Burn 3
  Associated Blasts autumn, spring, summer, verdant, winter, wood
  Saving Throw Fortitude negates
  Creatures that take piercing or slashing damage from your blast 
  are infected with spores. If a target fails its Fortitude save, it 
  takes 1d6 points of damage per round for 10 rounds as plants 
  and fungi grow out of its body. At the end of that time, the 
  target is exposed to the pulsing puffs disease. This infusion 
  is a disease effect. When using a wood kinetic blast against 
  a creature infected by this infusion, you gain a +2 bonus on 
  attack rolls, to saving throw DCs, and on caster level checks to 
  overcome spell resistance. 
  Pulsing Puffs: Blast—injury; save Fort DC 18; onset 1 minute; 
  frequency 1/day; effect 1d6 Dex damage; cure 2 consecutive 
  saving throws.
  SPRING BLAST
  Element air and wood; Type composite blast (Sp); Level —; 
  Burn 2
  Prerequisites air blast, wood blast
  Blast Type physical; Damage half bludgeoning and half 
  slashing or piercing
  Sharp blossoms and pummeling seeds buffet your foe.
  SUMMER BLAST
  Element fire and wood; Type composite blast (Sp); Level —; 
  Burn 2
  Prerequisites fire blast, wood blast
  Blast Type physical; Damage half fire and half bludgeoning, 
  piercing, or slashing
  A burning blast of heat and sun-dried foliage tears at your foe.
  THORN FLESH
  Element wood; Type utility (Sp); Level 3; Burn 1
  Prerequisite flesh of wood
  You cover your body in barbed thorns that injure foes who 
  strike you. This functions as the jagged flesh wild talent (Occult 
  Adventures 25).
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  TOXIC INFUSION
  Element wood; Type substance infusion; Level 4; Burn 3 
  Associated Blasts autumn, spring, summer, verdant, winter, wood 
  Saving Throw Fortitude negates
  The plants in your blast are mildly toxic. All creatures that take 
  piercing or slashing damage from your blast are sickened for 
  1 round.
  TOXIC INFUSION, GREATER
  Element wood; Type substance infusion; Level 7; Burn 4
  Prerequisites toxic infusion
  Associated Blasts autumn, spring, summer, verdant, winter, wood 
  Saving Throw Fortitude negates
  Your plant toxin is more virulent. Each time you use this 
  infusion, choose a physical ability score. Creatures that take 
  piercing or slashing damage from your blast are exposed to 
  your poison.
  Blast—injury; save Fort; frequency 1/round for 6 rounds; 
  effect 1d2 damage to the chosen ability score; cure 2 
  consecutive saves.
  TREE STEP
  Element wood; Type utility (Sp); Level 7; Burn 1
  Prerequisites greater woodland step, woodland step
  You can enter a tree and magically transport to a different tree 
  of the same type within range, as per tree stride. Each time you 
  activate this ability, it lasts until you have taken a number of 
  tree steps equal to your kineticist level, your burn is removed, 
  or you accept burn again to refresh it. Each time your burn is 
  removed, you can automatically activate this ability once and 
  ignore the burn cost. You can accept 1 additional point of burn 
  while this ability is active to use all remaining tree steps at once, 
  adding up the total distance traveled and instantly reaching your 
  destination tree even if there wouldn’t have been enough trees 
  along the way to make the journey one at a time.
  VERDANT BLAST
  Element wood; Type composite blast (Sp); Level —; Burn 2
  Prerequisites primary element (wood), expanded 
  element (wood)
  Blast Type physical; Damage bludgeoning, piercing, slashing, 
  and optionally positive energy
  You blast your foes with fanciful wild growth overflowing with 
  positive energy from the First World. Verdant blast’s damage 
  counts as positive energy damage only when it would be beneficial 
  for you.
  WARP WOOD
  Element wood; Type utility (Sp); Level 3; Burn 0
  You can bend and twist plants and wooden objects. This functions 
  as warp wood.
  WILD GROWTH
  Element wood; Type utility (Sp); Level 5; Burn 0
  You can charge plants with life energy, hindering your enemies or 
  aiding local farmers. This functions as plant growth.
  WINTER BLAST
  Element water and wood; Type composite blast (Sp); Level —; 
  Burn 2
  Prerequisites cold blast, wood blast
  Blast Type physical; Damage half cold and half bludgeoning, 
  piercing, or slashing
  You unleash a blast of frigid frost and jagged, bare branches at 
  your target.
  WOOD BLAST
  Element wood; Type simple blast (Sp); Level —; Burn 0
  Blast Type physical; Damage bludgeoning, piercing, or 
  slashing
  You lash out with boughs, vines, or a deluge of stinging blooms.
  WOOD HEALER
  Element wood; Type utility (Sp); Level 1; Burn 1; see text
  Prerequisite positive blast
  Saving Throw none; Spell Resistance yes
  This functions as kinetic healer, but you must base the amount of 
  healing on your positive blast, not wood blast. A phytokineticist 
  with positive blast as her first blast qualifies for the kinetic 
  chirurgeon archetype and gains this utility talent instead of 
  kinetic healer. This wild talent counts as kinetic healer for 
  prerequisites for selecting other kineticist wild talents.
  WOOD SOLDIERS
  Element wood; Type utility (Su); Level 8; Burn 1
  Your presence animates surrounding plant life and causes it to 
  fight by your side. Each time you recover burn, you automatically 
  use this ability once and ignore the burn cost. This functions as 
  wooden phalanxUM, except you always animate four golems, 
  and the duration lasts until the next time you recover burn. If 
  you have spring blast, one of your golems gains a 30-foot fly 
  speed (average maneuverability). If you have summer blast, one 
  of your golems is healed by fire damage, is vulnerable to cold, 
  and deals 1d6 extra points of fire damage on slam attacks and 
  when splintering. If you have autumn blast, one of your golems 
  gains a 20-foot burrow speed. If you have winter blast, one of 
  your golems deals 1d6 extra points of cold damage on its slam 
  attacks and when splintering. Each of the above modifications 
  must apply to a different golem.
  WOODLAND STEP
  Element wood; Type utility (Su); Level 1; Burn 0
  You gain woodland stride, as per the druid ability. Due to your 
  ability to manipulate plants, you can attempt a caster level 
  check (DC = 11 + the spell’s caster level) as a standard action 
  to also ignore magically manipulated plants (but not creatures 
  of the plant type).
  WOODLAND STEP, GREATER
  Element wood; Type utility (Sp); Level 5; Burn 0
  Prerequisite woodland step
  The plants actively assist you and nearby allies. You and all allies 
  within 30 feet benefit as per forest friendUC.
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  BLIGHTED DEFILER (ARCHETYPE)
  A few kineticists have developed the ability to steal the 
  life force from the surrounding land in order to infuse 
  themselves with unnatural strength beyond their bodies’ 
  normal capabilities.
  Alignment: Blighted defilers must be evil in order to 
  use steal power, since defiling the land and reaping the 
  vulnerable for power is a particularly vile act. Nonevil 
  blighted defilers can continue to gain kineticist levels and 
  use their other abilities.
  This alters the kineticist’s alignment.
  Steal Power (Su): A number of times per day equal to her 
  Strength modifier, a blighted defiler can draw energy from 
  the surrounding land to gather power, gaining one of the 
  three following benefits.
  She can increase the burn reduction from gather power by 
  1 for a blast wild talent.
  Alternatively, she can use gather power to reduce the cost 
  of a defense, infusion, or utility wild talent by 1, regardless 
  of whether she gathers power for longer or has abilities that 
  increase the burn reduction from gather power.
  Finally, she can siphon the energy into healing herself, 
  recovering 2 hit points per kineticist level. 
  When a blighted defiler uses steal power, she afflicts the 
  area within a radius of 250 feet per kineticist level (maximum 
  5,000 feet at 20th level) by stunting plants as the stunt growth 
  option from diminish plants, weakening and killing minor 
  wildlife (creatures too small or insignificant to themselves 
  have statistics), and reducing the rate of live birth among 
  the other surviving creatures in the area. If a blighted defiler 
  uses steal power in an area that overlaps a previous use of 
  her steal power within the same month, she expends a daily 
  use and the remaining area is still blighted as above, but she 
  doesn’t gain any benefits. Steal power doesn’t work in barren 
  landscapes, the void of space, or other places without enough 
  life to steal.
  This alters gather power.
  Elemental Might (Ex): A blighted defiler uses her Strength 
  modifier instead of her Constitution modifier to determine 
  her damage with wild talents, the DCs of Constitution-based 
  wild talents, the durations of wild talents with Constitution-
  based durations, her bonus on concentration checks for 
  wild talents, and other Constitution-based effects of her 
  wild talents. She can’t use abilities to substitute her Strength 
  modifier for another ability score when determining damage 
  from wild talents. 
  A blighted defiler gains attack and damage bonuses from 
  elemental overflow based on her current burn total + the 
  number of times she successfully used steal power that 
  day. For instance, a 9th-level blighted defiler who used steal 
  power twice and had 1 point of burn would add a +3 bonus 
  on attack rolls and a +6 bonus on damage rolls. A blighted 
  defiler does not gain size bonuses to physical ability scores 
  or a chance to ignore critical hits and sneak attacks from 
  elemental overflow.
  This alters the key ability score of wild talents and 
  elemental overflow.
  Life Buffer (Su): At 6th level, a blighted defiler gains a 
  buffer she can use to store life potential from healthy areas 
  in order to use it later. She must use steal power on a healthy 
  area and take none of the three usual benefits, 
  and this doesn’t count as a use of steal power 
  for elemental might or stolen strength. This 
  grants her buffer 1 life point. It can hold 1 
  life point at 6th level, 2 life points at 
  11th level, and 3 life points at 16th level. 
  When using steal power, she 
  can spend 1 life point to gain 
  the benefits even in an area she 
  already blighted that month. Life 
  points remain in the buffer until 
  she spends them.
  This replaces internal buffer.
  Stolen Strength (Su): At 6th 
  level, a blighted defiler gains the ability to collect 
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  unused portions of the life she’s stolen throughout the 
  day to bolster herself. After the third time she successfully 
  uses steal power in a given day, she gains a +2 size bonus 
  to Strength and to either Dexterity or Constitution until 
  she recovers uses of steal power. Starting at 11th level, 
  after the fifth time the blighted defender successfully uses 
  steal power in a day, she instead gains a +4 size bonus to 
  Strength and a +2 size bonus to Dexterity and Constitution, 
  and she can use the life energy to increase her size category 
  by one (to a maximum of Large). Starting at 16th level, after 
  the seventh time the blighted defender successfully uses 
  steal power in a day, her size bonuses increase to +6 to 
  Strength, +4 to either Dexterity or Constitution, and +2 to 
  the remaining ability score, and she can also grow to Huge. 
  Finally, at 20th level, after the 9th time she successfully uses 
  steal power in a day, she can also grow to Gargantuan. All 
  of these size increases function as kinetic form, meaning 
  they don’t change her ability scores in any way. A blighted 
  defiler can never gain an elemental defense, even from 
  expanded defense.
  This replaces elemental defense.
  Steal Life (Su): At 20th level, a blighted defiler who 
  successfully uses steal power when gathering power as a 
  move action can use a standard action on the same turn 
  and choose a living creature within 30 feet. The creature 
  must succeed at a Fortitude save (DC = 20 + the blighted 
  defiler’s Strength modifier) or die; this is a death effect. If 
  the creature dies and was CR 10 or higher, on the blighted 
  defiler’s next turn, she counts as if she had used a full 
  round to gather power with steal power. If the target 
  survives or was lower than CR 10, she loses all benefits 
  from both her gather power and steal power, as normal at 
  the end of her turn.
  This replaces omnikinesis.
  TERRAKINETICIST (ARCHETYPE)
  Terrakineticists have a stunted ability that allows them 
  to access the Elemental Planes, but they’ve learned how 
  to turn this limited talent into an incredible strength by 
  tapping into the ambient elemental nature of the land 
  surrounding them.
  Terrakinesis: Whenever a terrakineticist gains a wild 
  talent that isn’t a universal talent, she chooses one wild 
  talent of the appropriate level from each of the six 
  elements (aether, air, fire, earth, water, and wood). She can 
  use wild talents of the same element that she chose in this 
  way to meet prerequisites for these wild talents. Instead of 
  gaining one kineticist blast, a terrakineticist chooses one 
  simple blast from each element that has more than one 
  simple blast. 
  When in a corresponding terrain, as determined 
  by the ranger favored terrain categories, her element 
  changes to the corresponding element (granting her 
  class skills, basic utility wild talent, simple blast, and 
  elemental defense as appropriate), and she gains all the 
  wild talents she selected from the corresponding element. 
  Aether corresponds to urban and the Ethereal Plane; 
  air corresponds to hill, mountain, plains, and the Plane 
  of Air; fire corresponds to desert and the Plane of Fire; 
  earth corresponds to underground and the Plane of 
  Earth; water corresponds to cold, swamp, water, and the 
  Plane of Water; and wood corresponds to forest, jungle, 
  the First World, and the Positive Energy Plane. In areas 
  that might count as multiple types of terrain, the GM 
  decides which element predominates, and in certain 
  areas not covered by the ranger favored terrains (such as 
  the upper atmosphere) or in those with strong elemental 
  energy (like an underground temple of a fire cult), the 
  corresponding element might differ. If the kineticist 
  class gains additional elements, those elements also gain 
  corresponding terrains at the GM’s discretion, and the 
  terrakineticist chooses wild talents from those elements. 
  A terrakineticist should almost never be in a situation that 
  doesn’t correspond to any of these elements, but in such 
  an unusual circumstance (for instance, the void of space 
  given the standard six elements), she loses access to all her 
  wild talents, even her universal wild talents. 
  When her element changes, she loses the benefits of all 
  active wild talents from the previous element, even if it 
  would usually last until the next time she recovers burn. 
  However, time spent in other terrain still counts against 
  the ability’s duration; if she changes back again to the 
  original element, the benefit returns only if it has any 
  remaining duration.
  This alters elemental focus and kinetic blast.
  Terrakinetic Defense: At 2nd level, a terrakineticist’s 
  elemental 
  defense 
  wild 
  talent 
  changes 
  with 
  her 
  corresponding element, just like her other wild talents. 
  However, unlike her other wild talents, any burn she invests 
  in one element’s elemental defense carries over to her 
  elemental defense when her element changes. For instance, 
  if a 6th-level terrakineticist invested 2 points of burn in flesh 
  of stone to gain 2 additional points of damage reduction 
  and then entered a city and changed to aether, she would 
  have 2 points of burn invested in force ward and increase 
  the force ward’s temporary hit points by 6.
  This alters elemental defense.
  Expanded Terrakinesis: At 7th level, a terrakineticist gains 
  both simple blasts for the element corresponding to her 
  current terrain, if that element has two, and the composite 
  blast associated with expanding in that element (force blast, 
  thunderstorm blast, blue flame blast, metal blast, ice blast, 
  and verdant blast). She also gains a universal infusion or 
  utility talent for which she meets the prerequisites. At 15th 
  level, she gains one infusion or utility wild talent for which 
  she meets the prerequisites. 
  This replaces expanded element.
  Omniterrakinesis (Su): At 20th level, a terrakineticist can 
  accept 1 point of burn as a free action at the start of her turn 
  to change her element without regard to the surrounding 
  terrain until the beginning of her next turn. 
  This replaces omnikinesis.
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  Monk
  Some monks find hidden meaning in the seemingly random 
  eddies of nature’s flow. They strive to protect the wildlands 
  or become one with the subtleties of nature. 
  MENHIR GUARDIAN (ARCHETYPE)
  Menhir guardians are ascetic protectors of sacred druidic 
  sites, less concerned with structure and maintaining internal 
  order than they are with preserving the natural balance of 
  the world.
  Alignment: A menhir guardian can be lawful neutral, 
  neutral good, neutral evil, or neutral. While they can work 
  with chaotic allies, they cannot themselves be chaotic.
  This alters the monk’s alignment requirement.
  Weapon and Armor Proficiency: A menhir guardian is 
  proficient with the club, dagger, dart, quarterstaff, sickle, 
  shortspear, sling, and spear. A menhir guardian can use these 
  weapons in conjunction with his wild flurry ability.
  This replaces the monk’s weapon and armor proficiency.
  Claws (Ex): A menhir guardian learns to draw upon natural 
  forces to subtly change his body. He gains the shifter’s shifter 
  claws class feature and treats his monk level as his shifter 
  level for the purposes of this ability. The menhir guardian 
  cannot use the ki strike aspect of ki pool.
  This replaces unarmed strike and alters ki pool.
  Wild Flurry (Ex): A menhir guardian gains flurry of blows. 
  He can use this ability with the natural attacks provided by 
  his shifter claws ability or the weapons specified above under 
  weapon and armor proficiency. 
  This alters furry of blows.
  Rebuking Strike (Ex): At 1st level, a menhir guardian 
  can channel his ki into a devastating strike that repels his 
  enemies. A menhir guardian must declare that he is using 
  rebuking strike before making a natural attack with his 
  claws. On a hit, a foe damaged by the menhir guardian’s 
  claws must succeed at a Fortitude saving throw (DC = 10 + 
  half the menhir guardian’s level + his Wisdom modifier) 
  or be pushed back 5 feet directly away from the menhir 
  guardian, plus an additional 5 feet for every 4 levels the 
  menhir guardian has beyond 1st. If this movement would be 
  blocked by a solid object, the target of rebuking strike takes 
  1d6 points of damage per 10 feet moved and falls prone at the 
  end of the movement.
  At 5th level, a creature that fails its save against a menhir 
  guardian’s rebuking strike also has its speed reduced 
  by half for a number of rounds equal to the menhir 
  guardian’s level.
  At 15th level, a creature that fails its save is also affected 
  by aversionOA, making it avoid the menhir guardian’s current 
  location for 1 round per level the menhir guardian has. 
  The menhir guardian can attempt a rebuking strike a 
  number of times per day equal to his monk level but only 
  once per round.
  This replaces stunning fist, high jump, and quivering palm.
  WASTELAND MEDITANT (ARCHETYPE)
  Some monks journey to remote and isolated corners of the 
  world to find serenity and a heightened sense of awareness.
  Dehydrating Strike (Su): As a free action as part of a melee 
  attack, a wasteland meditant can draw the moisture out of a 
  living creature damaged by his unarmed strike. Unless the 
  creature succeeds at a Will save (DC = 10 + half the monk’s 
  level + his Wisdom modifier), the creature is fatigued for a 
  number of rounds equal to half the wasteland meditant’s 
  level (minimum 1). At 5th level, the creature struck is also 
  staggered for 1 round if it fails its save. At 10th level, a 
  creature that fails its save is exhausted instead of fatigued.
  When used against a plant creature or a creature with 
  the water subtype, dehydrating strike inflicts the above 
  conditions (as applicable) on a failed save and also deals 
  1d6 points of damage, plus 1d6 additional points of damage 
  at 4th level and every 4 levels thereafter. This damage is in 
  addition to the wasteland meditant’s normal unarmed strike 
  damage. A wasteland meditant can use this ability a number 
  of times per day equal to 3 + his Wisdom modifier but only 
  once per round.
  Creatures immune to critical hits or precision damage are 
  immune to this ability.
  This replaces stunning fist.
  Vigor (Ex): At 2nd level, when a wasteland meditant 
  succeeds at a Fortitude save against an effect with a partial 
  effect on a successful save, he instead suffers no effect.
  This replaces evasion.
  Desert Strider (Ex): At 4th level, a wasteland meditant 
  ignores movement penalties for difficult terrain when 
  in desert terrain. Additionally, he kicks up dust around 
  his body whenever he performs a double move action in 
  desert terrain. This dust grants the wasteland meditant 
  concealment. The miss chance granted by this concealment 
  starts at 10% at 4th level and increases by 10% at 6th level 
  and every 2 levels thereafter, to a maximum of 80% at 18th 
  level. This concealment lasts until the start of the meditant’s 
  next turn and stacks with any concealment provided by 
  movement, such as from the Wind Stance feat.
  This replaces slow fall.
  Improved Vigor (Ex): At 9th level, a wasteland meditant’s 
  vigor ability improves. He still takes no damage on a 
  successful Fortitude saving throw against attacks, but 
  henceforth he takes only half damage on a failed save.
  This replaces improved evasion.
  Pillar of Salt (Su): At 15th level, a wasteland meditant can 
  transform a creature’s body into a column of crumbling 
  salt with a touch. He can use pillar of salt once per day as 
  part of an unarmed strike, and he must announce his intent 
  before making his attack roll. Creatures immune to critical 
  hits or transmutation effects cannot be affected. A creature 
  successfully damaged by the wasteland meditant’s unarmed 
  strike must succeed at a Fortitude saving throw (DC = 10 + 
  half the monk’s level + his Wisdom modifier) or begin to 
  calcify. Each round thereafter, the target of pillar of salt takes 
  2 points of Strength and Dexterity drain and gains a +1 bonus 
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  ARCHETYPES AND CLASS OPTIONS
  to its natural armor as a crust of salt begins to cover its body 
  and restrict movement. These effects take place every round 
  at the start of the wasteland meditant’s turn and continue for 
  1 round per level the wasteland meditant has. If the target 
  is reduced to 0 Strength or Dexterity at any time during 
  this duration, the creature is instantly killed and its body is 
  transformed into a pillar of salt. A creature killed in this way 
  can’t be brought back to life except by miracle, true resurrection, 
  or wish. Total immersion in water suppresses the ongoing 
  effects of pillar of salt but resets the accumulated natural 
  armor bonus to zero. As long as the target lives, the ongoing 
  effect of pillar of salt can be ended via a heal spell.
  This replaces quivering palm.
  WATER DANCER (ARCHETYPE)
  Water dancers derive their martial training from ancient 
  nereid traditions jealously guarded by these enigmatic fey.
  Elemental Focus (Su and Sp): A water dancer gains the 
  elemental focus ability of the kineticistOA class, but must 
  choose water as his element. He gains the basic hydrokinesis 
  wild talent as normal, and gains the kinetic blast feature of 
  the kineticist class for the water element, using his monk 
  level as his effective kineticist level. He can’t use his kinetic 
  blast when armored or encumbered.
  This replaces flurry of blows, stunning fist, and quivering 
  palm.
  Nereid’s Grace (Su): When unarmored and unencumbered, 
  a water dancer adds 1 point of Charisma bonus per monk 
  level to his Armor Class as a dodge bonus. If he is caught 
  flat-footed or otherwise denied his Dexterity bonus, he also 
  loses this bonus. He uses his Charisma score instead of his 
  Wisdom score to determine the size of his ki pool and the 
  DC and effects of monk class features. 
  This replaces the bonus feat the monk normally 
  gains at 1st level.
  Unarmed Strike: A water dancer gains the 
  unarmed strike monk class feature but treats his 
  unarmed strike damage as that of a monk 4 levels lower 
  (minimum 1st level). 
  This alters unarmed strike.
  Burn (Ex): At 2nd level, a water dancer gains the burn class 
  feature of the kineticist class.
  This replaces evasion.
  Wild Talents: At 2nd level and every 4 levels 
  thereafter, a water dancer selects a new utility 
  wild talent from the list of options available 
  to the kineticist class, treating his monk 
  level  –  2 (minimum 1) as his kineticist 
  level for the purpose of fulfilling 
  prerequisites as well as for level-
  dependent effects of the utility talent. 
  He can select only universal wild talents 
  or those that match his element (see 
  elemental focus above). At 6th, 10th, 
  and 16th levels, he can replace one of 
  his utility wild talents with another wild talent of the 
  same level or lower. He can’t replace a wild talent that he 
  used to qualify for another of his wild talents.
  This replaces the bonus feats at 2nd, 6th, 10th, 14th, and 
  18th levels.
  Water Dance (Su): At 4th level, a water dancer can move 
  across any liquid surface as though it were solid ground up 
  to a maximum distance of 20 feet before falling through 
  the liquid’s surface as normal. This distance increases by 10 
  feet at 6th level and every 2 levels thereafter, to a maximum 
  of 90 feet at 18th level. Additionally, at 10th level the water 
  dancer can even move vertically up water surfaces (such as a 
  flowing waterfall) as though under the effects of spider climb. 
  If he runs out of movement before reaching a solid surface 
  when climbing a vertical water source, he immediately falls.
  This replaces slow fall.
  Metakinesis (Su): At 9th level, a water dancer gains the 
  ability to alter his kinetic blasts as the kineticist’s metakinesis 
  (empower) class feature.
  This replaces improved evasion.
  Water Stride (Sp): At 12th level, a water dancer can leap 
  from one source of water to another as per dimension door as 
  a move action by expending 1 point of ki from his ki pool. He 
  must begin and end his movement in a space of water equal 
  to his size. He cannot take other creatures with him when he 
  uses this ability.
  This replaces abundant step.
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  Occultist
  Many occultists travel the world searching for treasured 
  relics through which they can channel their power. While 
  for most occultists these must be artifacts crafted by 
  mortal hands, some occultists can tease out the psychic 
  significance hiding within natural wonders such as a 
  mesmerizing geode or a piece of fossilized wood twisted 
  into an interesting shape. These occultists learn to make 
  contact with the spirits of nature or draw magic from the 
  land itself.
  GEOMANCER (ARCHETYPE)
  A geomancer studies every type of land, deriving power from 
  the differences between types of terrain. 
  Class Skills: A geomancer adds Knowledge (geography), 
  Knowledge (nature), and Survival to his list of class skills 
  instead of Disable Device, Knowledge (engineering), and 
  Knowledge (religion).
  This alters the occultist’s class skills.
  Geomantic Focus (Su): When a geomancer invests mental 
  focus into his implements for the day, he can store some of it 
  in the surrounding terrain. As long as he remains in physical 
  contact with the terrain, he gains the survivalist resonant 
  power and the ability to use the terrain stride, dominion, 
  and wall of terrain focus powers as appropriate for his level.
  This alters mental focus.
  Geomancy (Su): A geomancer learns one fewer 
  implement school at 1st level. Instead, the spells that he 
  knows are partially determined by the type of terrain he 
  is currently in (and the level of spells he can cast). When 
  he leaves a type of terrain, he loses knowledge of the spells 
  that terrain grants and instead knows the spells granted by 
  the new type of terrain he has entered. If a specific terrain 
  falls into more than one category, the geomancer chooses 
  which list of spells he receives when he enters the terrain. 
  The spells at each spell level for the various types of terrain 
  are listed below.
  Cold: 1st—frostbiteUM, 2nd—frigid touchUM, 3rd—sleet storm, 
  4th—creeping iceACG, 5th—icy prisonUM, 6th—freezing sphere.
  Desert: 1st—sun metalUC, 2nd—shifting sandAPG, 3rd—cup of 
  dustAPG, 4th—fire shield, 5th—flame strike, 6th—siroccoAPG.
  Forest: 1st—entangle, 2nd—tree shape, 3rd—speak with plants, 
  4th—arboreal hammerUM, 5th—tree stride, 6th—liveoak.
  Jungle: 1st—nauseating dartACG, 2nd—sickening entanglementACG, 
  3rd—venomous boltAPG, 4th—poison, 5th—snake staffAPG, 6th—
  swarm skinAPG.
  Mountain: 1st—stone fistAPG, 2nd—stone callAPG, 3rd—stone 
  shape, 4th—obsidian flowUC, 5th—cave fangs*, 6th—move earth.
  Plains: 1st—mount, 2nd—gust of wind, 3rd—plant growth, 
  4th—aspect of the stagAPG, 5th—control winds, 6th—whip of 
  antsACG.
  Planes (Other Than the Material Plane): 1st—endure elements, 
  2nd—rope trick, 3rd—blink, 4th—dimensional anchor, 5th—
  planar adaptationAPG, 6th—plane shift.
  Swamp: 1st—mudballARG, 2nd—burst of nettlesUM, 3rd—lily 
  pad strideAPG, 4th—slowing mudACG, 5th—insect plague, 6th—
  mass festerAPG. 
  Underground: 1st—expeditious excavationAPG, 2nd—darkvision, 
  3rd—meld into stone, 4th—echolocationUM, 5th—suffocationAPG, 
  6th—conjure black puddingUM.
  Urban: 
  1st—urban 
  graceARG, 
  2nd—share 
  languageAPG, 
  3rd—urban stepUI, 4th—zone of silence, 5th—telepathic bond, 
  6th—statue.
  Water: 1st—air bubbleUC, 2nd—slipstreamAPG, 3rd—water 
  breathing, 4th—fluid formAPG, 5th—geyserAPG, 6th—control water.
  This alters implements.
  Survivalist (Su): At 2nd level, a geomancer gains a +1 bonus 
  on Survival checks for every point of mental focus invested 
  in the terrain (to a maximum equal to his occultist level). 
  This replaces magic item skill.
  Terrain Stride (Su): At 5th level, as a swift action, a 
  geomancer can expend 1 point of mental focus invested in 
  the terrain to increase all of his movement speeds by 10 feet. 
  At 5th level, the geomancer can expend 2 points of mental 
  focus invested in the terrain to instead increase all of his 
  movement speeds by 20 feet. This affects only movement 
  speeds he already has.
  This replaces aura sight.
  Dominion (Su): At 7th level, as a standard action, a 
  geomancer can expend 1 or more points of mental focus 
  invested in the terrain to infuse himself and each of his allies 
  within 30 feet of him with the might of the land. Affected 
  creatures gain a +1 morale bonus on attack rolls, damage 
  rolls, and Fortitude saves for every point of mental focus 
  expended. These bonuses last for 1 minute and can’t exceed 
  one-quarter the geomancer’s occultist level.
  This replaces the focus power gained at 7th level.
  Wall of Terrain (Sp): At 13th level, as a standard action, a 
  geomancer can expend 3 points of mental focus invested in 
  the terrain to fashion a solid wall of the surrounding terrain, 
  no matter its actual composition. This functions as per wall 
  of stone, using the geomancer’s occultist level as his caster 
  level. By expending an extra point of generic mental focus, 
  he can increase the hardness of the wall to 10 and give it an 
  extra 5 hit points per inch of thickness.
  This replaces the focus power gained at 13th level.
  NATURALIST (ARCHETYPE) 
  A naturalist eschews the contact with outsiders that other 
  occultists use as the core of their work. Instead, he attunes 
  his mind to the natural spirits that exist everywhere, just out 
  of sight for the unawakened mind.
  Class Skills: A naturalist adds Knowledge (nature) to his 
  list of class skills instead of Knowledge (planes).
  This alters the occultist’s class skills.
  Natural Focus (Su): A naturalist can always hear the 
  spirits of nature whispering in his ears, and sometimes 
  those whispers contain helpful advice. As a free action, 
  a naturalist can expend 1 point of generic mental focus 
  before rolling an ability check, saving throw, or skill check 
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  to add 1d6 to the result. The naturalist must be conscious 
  and aware to use this ability, and he can use this ability at 
  most once per round.
  At 8th level, the naturalist’s natural focus die increases to 
  1d8, and at 16th level it increases to 1d10.
  This ability doesn’t function while the naturalist is wearing 
  metal armor or using a metal shield (although he can wear 
  a suit of armor or use a shield altered by the ironwood spell). 
  This restriction is similar to the druid’s armor restriction.
  This alters mental focus and replaces magic circles and 
  fast circles.
  Tree Talker (Sp): At 8th level, a naturalist can cast speak 
  with plants three times per day as a spell-like ability with a 
  caster level equal to his occultist level. In addition, when the 
  naturalist uses this power, he can whisper a message of 25 or 
  fewer words to the surrounding plant life and designate a 
  creature with which he is familiar. The 
  next time that creature is on the 
  same plane of existence and in 
  an area of similar vegetation, 
  it receives the message.
  This replaces outside 
  contact.
  Reflect on the Land 
  (Sp): 
  At 
  12th 
  level, 
  a 
  naturalist can cast commune 
  with nature once per day as 
  a spell-like ability with a 
  caster level equal to his 
  occultist level.
  This replaces binding circles.
  OCCULT HISTORIAN 
  (ARCHETYPE) 
  Many wilderness areas contain the 
  remnants of ancient civilizations, with 
  some waiting to be discovered and some held by 
  fierce monsters or devious cults. An 
  occult historian seeks these ruins not 
  only for their esoteric artifacts but also 
  to learn the structures’ secrets.
  Ruin Reading (Su): At 2nd level, an 
  occult historian can glean secrets from 
  ruined structures. She must spend 1 
  minute examining and touching part 
  of the structure (such as a wall or 
  a doorframe). At the end of the 
  minute, the occult historian 
  attempts a Knowledge (history) 
  check. If the ruin has been 
  claimed as a lair for a creature, the DC 
  of this check is equal to 10 + the CR of 
  the most powerful creature in the ruin. If 
  the ruin holds a magic item (or multiple 
  magic items), the DC of this check is equal 
  to 11 + the highest caster level of all the magic items 
  in the ruin. If the occult historian succeeds at the check, she 
  learns the layout of the area of the ruin within 30 feet of her 
  (including any secret doors), as well as a piece of information 
  about the structure’s history (as determined by the GM).
  At 5th level, the occult historian can see into a ruin’s past. 
  This reveals the same information that can be gathered with 
  the spell retrocognitionOA, except the occult historian can use 
  it only in ruins. If the occult historian succeeds at the check 
  outlined above, she sees the events that occurred in the ruin 
  over the past hour; for each minute she concentrates, she can 
  see 1 additional hour into the ruin’s past. If the result of her 
  check exceeds the DC by 5 or more, she can see the events that 
  occurred over the past week, plus for 1 additional week per 
  minute she concentrates. If the result of her check exceeds 
  the DC by 10 or more, she can see the events of the past year, 
  plus for 1 additional year per minute she concentrates. If the 
  result of her check exceeds the DC by 20 or more, she can see 
  the events of the past century, plus for 1 additional century 
  per minute she concentrates.
  An occult historian can use ruin reading once per day, plus 
  an additional time every 4 levels thereafter, to a maximum of 
  five times per day at 18th level. 
  This replaces object reading 
  and aura sight.
  Trap Sense (Ex): At 3rd level, 
  an occult historian gains trap 
  sense +1, as per the rogue class 
  feature of the same name. 
  This bonus improves by 
  1 for every 3 occultist 
  levels gained after 3rd, to 
  a maximum of +6 at 18th level.
  This replaces the focus power 
  gained at 3rd level.
  Crumbling Strike (Su): At 12th level, an 
  occult historian can channel the erosion of 
  countless ages into a single melee strike. As 
  a full-round action, the occult historian 
  can make a melee attack against a 
  single target at her highest base 
  attack bonus. If she hits, she 
  deals 2d6 points of damage per 
  occultist level she has (maximum 
  40d6). If the target succeeds at 
  a Fortitude save (the save 
  DC is equal to 10 + half 
  the occult historian’s 
  occultist level + her Intelligence 
  modifier), it takes only 5d6 points 
  of damage. A creature slain by 
  this attack crumbles to dust. 
  The occult historian can use 
  this ability once per day, plus 
  an additional time per day at 
  16th and 20th levels.
  This replaces outside contact 2, 3, and 4.
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  Oracle
  Oracles draw their powers and curses from many forces of 
  the multiverse, but some of the most primal draw on the 
  elements and the wild flow of nature. Oracles associated with 
  the natural world typically have no specific restrictions on the 
  mysteries they can select, but they usually avoid mysteries that 
  have little in common thematically with nature or the wild. 
  As a result, it’s somewhat unusual for a wilderness-themed 
  oracle to select the mysteries of dark tapestry or intrigue. 
  For each archetype listed below, recommended mysteries 
  are listed. If your oracle chooses a mystery outside of these 
  recommendations, it’s best to come up with an interesting 
  story reason for why she has chosen the unusual option.
  ELEMENTALIST ORACLE 
  (ARCHETYPE) 
  An elementalist oracle shares an affinity with the elements 
  and elemental creatures. She can communicate with 
  elemental creatures and can eventually become an elemental 
  herself. She sees perfection in manifestations of elemental 
  fury in the natural world, be they the thunderous wrath 
  of the storm, the churning waters of the ocean’s tides or a 
  flooding river, the terrain-shaping power of a landslide or 
  earthquake, or the apocalyptic fury of a volcanic eruption.
  Recommended Mysteries: Flame, stone, waves, wind.
  Bonus Spells: Elemental touchAPG (4th), protection from energy 
  (6th), elemental body (8th), summon monster V (elementals only; 
  10th), elemental body III (12th), elemental swarmAPG (18th). These 
  bonus spells replace the oracle’s mystery bonus spells at 
  these levels.
  Revelations: An elementalist oracle must take the 
  following revelations at the listed levels. 
  Elemental Linguist (Su): At 1st level, you gain a bonus 
  language of your choice from the following list: Aquan, 
  Auran, Ignan, or Terran. At 5th, 10th, and 15th levels, you gain 
  another language chosen from this list. 
  Elemental Form (Su): At 11th level, you gain the air, earth, 
  fire, or water subtype and an associated ability:
  • Air: Fly speed of 30 feet with perfect maneuverability.
  • Earth: Tremorsense with a range of 30 feet.
  • Fire: Immunity to fire and vulnerability to cold.
  • Water: Swim speed of 30 feet and the ability to breathe 
  underwater.
  Elemental Revelation (Su): At 20th level, you fully harness 
  the power of the elements. You can apply the Elemental Spell 
  metamagic feat (Pathfinder RPG Advanced Player’s Guide 158) to 
  spells you cast without increasing the level or casting time. You 
  can choose acid, cold, electricity, or fire each time you use this 
  ability. Whenever you score a critical hit with an attack that 
  deals energy damage, you ignore the target’s energy resistance 
  (if any). If you score such a critical hit against a creature that 
  has immunity to the energy type you are attacking with, 
  the creature takes half damage from the attack.
  This replaces final revelation.
  RIVER SOUL (ARCHETYPE)
  River soul oracles derive their powers from their 
  bonds with rivers, whether these waterways are rapid 
  cascades or lazy channels plied by boats. The powerful 
  bond formed with a river is also the river soul oracle’s 
  curse, as he must always carry water from the river with 
  him, and his fate is bound to it. River soul oracles 
  can be gentle and still when calm, but they’re raging 
  torrents when angered.
  Class Skills: A river soul oracle adds Escape Artist, 
  Knowledge (nature), Survival, and Swim to his list 
  of class skills. 
  This replaces the class skills granted by the oracle’s 
  mystery and alters the oracle’s class skills.
  Recommended 
  Mysteries: 
  Life, 
  nature, 
  stone, waves.
  Bonus Spells: Hydraulic pushAPG (2nd), hydraulic 
  torrentAPG (6th), control water (8th), cone of cold 
  (10th), world waveAPG (18th). These bonus 
  spells replace the oracle’s mystery bonus 
  spells at these levels.
  River Bound Curse (Su): You bind your power 
  to one particular river, which is the source of your spells and 
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  class abilities. You must carry a small vessel containing water 
  from the river you are bound to at all times. If the vessel is 
  destroyed or travels more than 10 feet away from you, you are 
  unable to cast oracle spells or use your supernatural or spell-
  like class abilities until you recover the vessel or fill a new 
  one with water from the river to which you are bound. Once 
  per month, you can bond with a different river in a ceremony 
  at that river that takes 12 hours to complete. You lose your 
  bond with the previous river in the process. 
  This replaces oracle’s curse.
  Revelations: A river soul oracle must take the following 
  revelations at the listed levels.
  River Flow (Su): At 1st level, as a free action while you 
  are underwater, you can negate the penalties you take for 
  making bludgeoning, piercing, and slashing melee attacks 
  underwater. You can use this ability a number of rounds per 
  day equal to 1 + your Charisma modifier (minimum 1). The 
  rounds do not have to be used consecutively. 
  River Form (Su): At 11th level, you can become one with a 
  river. Once a day as a standard action, while immersed in a 
  river, you can completely merge with it. Your body and all your 
  gear meld into the water, as per meld into stone, except abilities 
  that control or shape water expel you and deal you 5d6 damage 
  rather than abilities that control or shape stone. You travel 
  along with the river at the rate it is currently moving. You 
  can remain in this form a number of hours equal to 3 + your 
  Charisma modifier (minimum 1). Transforming back to your 
  normal form is a swift action. 
  River Soul Revelation (Su): At 20th level, you strengthen 
  your ties to the river with which you bonded. While traveling 
  on or immersed in the river, you gain fast healing 10 and 
  immunity to bleed, death attacks, exhaustion, fatigue, nausea 
  effects, negative levels, and sickened effects. Additionally, 
  if you are slain and your body or some part of your body 
  (including your ashes, if applicable) is floated down the river 
  in a specially prepared vessel costing 5,000 gp, you return to 
  life as per resurrection once you reach the mouth of the river, 
  as long as the trip has taken 24 hours or longer.
  This replaces final revelation. 
  TREE SOUL (ARCHETYPE) 
  Tree souls develop an affinity not just with trees but also 
  with objects carved from them, feeling the essence of the 
  tree’s spirit living within. By bonding to trees, they learn 
  to manipulate the trees’ power to produce divine energy. 
  The type of tree a tree soul oracle bonds to often seems to 
  influence the oracle’s personality. A tree soul who is bound 
  to a towering redwood may value traditions and be slow to 
  anger, while a tree soul bound to a smaller pine tree might 
  be quick to react and have a somewhat prickly personality. 
  Regardless of the trees they form their metaphysical 
  attachment to, tree soul oracles tend to be steadfast and 
  stubborn, having an aura of timelessness even as the world 
  changes around them.
  Class Skills: A tree soul adds Acrobatics, Climb, Knowledge 
  (nature), and Survival to her list of class skills. 
  This replaces the class skills granted by the oracle’s 
  mystery and class skills.
  Weapon and Armor Proficiency: Tree souls are proficient 
  with light and medium armor but are prohibited from 
  wearing metal armor. A tree soul can also wear wooden 
  armor that has been altered by the ironwood spell so that it 
  functions as though it were steel. Tree souls are proficient 
  with shields (except tower shields) but can use only those 
  crafted from wood.
  A tree soul who wears prohibited armor or uses a 
  prohibited shield is unable to cast oracle spells or use any of 
  her supernatural or spell-like class abilities while doing so 
  and for 24 hours thereafter.
  Recommended Mysteries: AncestorUM, lore, nature, woodUM.
  Bonus Spells: Warp wood (2nd), tree stride (10th), ironwood 
  (12th), changestaff (14th), repel metal or stone (16th), greater siege of 
  treesUC (18th). These bonus spells replace the oracle’s mystery 
  bonus spells at these levels.
  Tree Bound Curse (Su): You bind your power to a specific 
  tree. Any damage to the tree deals the same amount of 
  damage to you, overcoming DR, energy resistance, and 
  immunities. Damage you take in this way cannot be healed 
  by normal or magical means until your bonded tree is 
  healed or destroyed. The damage can reduce you to 0 
  hit points but not below. If the tree is destroyed, you are 
  considered to be staggered and are unable to cast oracle 
  spells or use supernatural or spell-like class abilities until 
  you bond with a new tree in a ceremony that takes 12 hours 
  to complete. Once per month, you can create a new bond 
  with a different tree in a ceremony at that tree that takes 12 
  hours to complete. You lose your bond with your previous 
  tree in the process.
  This replaces oracle’s curse.
  Revelations: A tree soul oracle must take the following 
  revelations at the listed levels.
  Transform Wood (Su): At 1st level, as a standard action you 
  can temporarily transform a number of 5-foot cubes of wood 
  each day equal to 1 + your Charisma modifier. The wood 
  takes on the quality of darkwood for 1 minute per oracle 
  level. At 11th level, you can have it instead take on the quality 
  of living steelUE for the same duration. 
  Living Steel Dolls (Ex): At 11th level, you add animate objects 
  to your list of spells known. When you cast this spell on 
  wooden objects, the objects’ wooden parts immediately 
  transform into living steelUE. If the objects are destroyed 
  or the duration ends, the wooden parts revert back to their 
  original material.
  Tree Soul Revelation (Su): At 20th level, your skin takes 
  on the appearance and properties of a tree trunk. This bark-
  like skin grants you a +4 natural armor bonus to your Armor 
  Class and DR 10/slashing. You also regrow any severed limbs 
  except your head within 24 hours as per regenerate. Finally, 
  once a day as a standard action, you can assume the form of 
  a treant, as per plant shape III, for a number of minutes equal 
  to 3 + your Charisma modifier (minimum 1). 
  This replaces final revelation.
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  Paladin
  Not all paladins are knights who seek to hold back the chaos 
  that comes pounding at the city gate. Some instead find their 
  purpose protecting nature from the evils of civilization. 
  FOREST PRESERVER (ARCHETYPE)
  Forest preservers are sacred defenders of the woodlands and 
  of the wild creatures and natural beauty within them. 
  Class Skills: A forest preserver adds Climb, Knowledge 
  (nature), and Survival to her list of class skills. She does not 
  gain Diplomacy, Knowledge (nobility), or Sense Motive as 
  class skills.
  This alters the paladin’s class skills.
  Favored Terrain (Ex): At 3rd level, a forest preserver gains 
  the ranger’s favored terrain ability but must select either 
  forest or jungle as her favored terrain. The bonuses granted 
  by this ability increase by 2 for every 5 levels after 3rd, but she 
  does not gain additional favored terrains. 
  This replaces aura of courage. 
  Woodland Stride (Ex): At 3rd level, a forest preserver 
  (as well as her divine bond creature, if she has one) gains 
  woodland stride, as per the druid class feature. 
  This replaces divine health. 
  Sacred Botany (Ex): At 4th level, a forest preserver adds 
  the following spells to her spell list: 1st—detect animals or 
  plants, entangle, goodberry, shillelagh; 2nd—barkskin, eagle eyeAPG, 
  tree shape, warp wood, wood shape; 3rd—diminish plants, plant 
  growth, snare, speak with plants, spike growth; 4th—antiplant 
  shell, awaken (trees only), blight, command plants, commune with 
  nature, thorn bodyAPG, tree stride, wall of thorns. In addition, she 
  treats her caster level as 1 higher when casting these spells in 
  her favored terrain. 
  This replaces channel positive energy. 
  Fireproof Aura (Su): At 8th level, a forest preserver and 
  creatures within 10 feet of her gain a +2 bonus on saving 
  throws against fire effects and gain fire resistance 5; these 
  are doubled for plant allies, which also gain evasion against 
  fire effects only. Whenever a fire spell would affect a creature 
  within the fireproof aura, the forest preserver can expend 
  three uses of her lay on hands ability as an immediate action 
  to attempt to counter the effect, as if she had readied a dispel 
  magic spell (caster level = her paladin level) to counterspell. 
  This ability functions only if the forest preserver is conscious. 
  This replaces aura of resolve. 
  Sacred Grove (Su): At 11th level, a forest preserver can 
  expend two uses of her smite evil ability to consecrate a 
  20-foot-radius area that must contain a living tree. This fills 
  the area with dense undergrowth, though it does not impede 
  her allies’ movement. In addition, animals, fey, and plants 
  allied with the forest preserver gain a +1 sacred bonus on 
  attack rolls, damage rolls, and saving throws, and animals, 
  fey, and plants called or summoned within this area gain 
  1 hit point per Hit Die as long as the calling or summoning 
  effect lasts or until the sacred grove effect ends (whichever 
  comes first). If the area contains a shrine or hallowed area 
  dedicated to a good-aligned deity (or at the GM’s discretion, 
  a place of natural magical power, such as a natural portal to 
  the First World), these bonuses are doubled.
  When she uses this ability in her favored terrain, she 
  can also imbue plants in the area with limited animation, 
  allowing them to obscure vision and impede movement and 
  attacks as if the area were affected by solid fog.
  A sacred grove remains enhanced in this way for a number 
  of minutes equal to the paladin’s level.
  This replaces aura of justice. 
  Aura of Preservation (Su): At 14th level, a forest preserver 
  grants animals and plants within 10 feet spell resistance 
  equal to 11 + her paladin level. This spell resistance doesn’t 
  apply against harmless effects created by the forest preserver 
  or allies within 10 feet of her. This ability functions only if 
  the forest preserver is conscious. 
  This replaces aura of faith. 
  HUNTING PALADIN (ARCHETYPE)
  Hunting paladins are tenacious trackers and stealthy stalkers 
  in pursuit of evildoers. 
  Class Skills: A hunting paladin adds Knowledge (nature), 
  Perception, Stealth, and Survival as class skills. She does not 
  gain Diplomacy, Heal, Knowledge (nobility), or Spellcraft as 
  class skills. 
  This alters the paladin’s class skills.
  Weapon and Armor Proficiency: A hunting paladin is not 
  proficient with heavy armor.
  This alters the paladin’s armor proficiencies.
  Hunt Evil (Su): Once per day, a hunting paladin can 
  designate a single evil creature within her sight or one that she 
  has determined to be evil by declaring it the target of her hunt 
  and following its tracks; this allows her to add her Charisma 
  modifier as a bonus on Survival checks to follow that creature’s 
  tracks and on Perception and Stealth checks opposed by the 
  target of her hunt. She can sense her target’s presence and 
  location, which lets her pinpoint her target’s location when 
  within 10 feet; if the target has concealment, she can roll twice 
  and use the better result on rolls to determine whether she 
  misses due to the concealment. She gains uncanny dodge as 
  per the barbarian class feature against her target. 
  If the hunting paladin targets a nonevil creature with hunt 
  evil, the ability fails and it is wasted. This ability ends after 
  24 hours (unless she spends the next day’s use of this ability 
  to continue hunting the same target), after the hunting 
  paladin or the target is killed or when she designates a new 
  target for her hunt. 
  This replaces the use of smite evil gained at 1st level.
  Detect Evil (Su): A hunting paladin cannot use this ability 
  as a move action. However, when a hunting paladin has 
  successfully followed a creature’s tracks for at least 1 minute, 
  she can discern whether the tracked creature’s alignment 
  was evil, as if she had cast detect evil in its presence and 
  concentrated for 3 rounds. 
  This alters detect evil. 
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  Smite Evil (Su): A hunting paladin gains this ability at 4th 
  level, and it functions at her paladin level – 3. She can expend 
  a daily use of smite evil to gain an additional daily use of 
  hunt evil. She can use smite evil and hunt evil against the 
  same target. 
  This alters smite evil. 
  Spells: For each level of spell she can cast, a hunting 
  paladin can prepare and cast one spell per day from the 
  ranger spell list rather than the paladin spell list. 
  This alters spells.
  Tireless Aura (Su): At 8th level, a hunting paladin becomes 
  immune to fatigue and sleep effects, and allies within 10 feet 
  gain a +4 bonus on saving throws to avoid becoming fatigued 
  or falling asleep. 
  This replaces aura of resolve. 
  WILDERNESS WARDEN 
  (ARCHETYPE)
  Wilderness wardens are vigilant guardians of natural places 
  of all kinds, from mountain peaks to tangled thickets. 
  Class Skills: A wilderness warden gains 
  Climb, Knowledge (geography), Knowledge 
  (nature), Survival, and Swim as class skills. She 
  does not gain Diplomacy, Heal, Knowledge 
  (nobility), or Spellcraft as class skills. 
  This alters the paladin’s class skills.
  Natural Defense (Su): At 2nd level, once per 
  day, a wilderness warden can grant herself energy 
  resistance 10 to cold, electricity, or fire and a +2 
  insight bonus to her CMD for a number of minutes equal 
  to her paladin level. The energy resistance increases by 5 
  and the CMD bonus increases by 1 at 5th level and every 5 
  levels thereafter. 
  This replaces divine grace. 
  Smite Evil (Su): A wilderness warden gains 
  this ability at 4th level, and it functions at 
  her paladin level – 3. She can expend a 
  daily use of smite evil to gain an additional 
  daily use of natural defense. She deals 
  additional damage on her first successful 
  attack when the target of her smite evil is an 
  evil fey, humanoid (giant), magical beast, or 
  monstrous humanoid, rather than an evil 
  dragon, outsider (evil), or undead. 
  This alters smite evil.
  Aura of Comfort (Ex): At 3rd level, a 
  wilderness warden is comfortable in nearly any 
  climate, as if she were affected by a constant 
  endure elements spell, and she and allies 
  within 10 feet of her gain a +4 bonus on 
  Constitution checks and saving throws 
  to resist fatigue; exhaustion; and the effects of hunger, thirst, 
  and hot or cold climates (including from magical effects). 
  This replaces aura of courage. 
  Favored Terrain (Ex): At 3rd level, a wilderness warden 
  selects a favored terrain, as per the ranger class feature. 
  Every  6 levels after 3rd, she selects an additional favored 
  terrain; each time she does so, the bonuses she gains in her 
  previous favored terrain or terrains increase by 2. 
  This replaces the mercies gained at 3rd level , 9th level, 
  and 15th level.
  Spells: For each level of spell she can cast, a wilderness 
  warden can prepare and cast one spell per day from the 
  druid spell list rather than the paladin spell list. 
  This alters the paladin’s spells.
  Aura of Purity (Su): At 8th level, a wilderness warden gains 
  immunity to poison. Each ally within 10 feet gains a +2 bonus 
  on saving throws against disease and poison. 
  This replaces aura of resolve. 
  Natural Shield (Su): At 11th level, a wilderness warden can 
  expend two daily uses of her natural defense ability to grant 
  the benefits of that ability to all nonevil allies within 10 feet 
  for 1 minute. 
  This replaces aura of justice.
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  Rangers are the quintessential rovers of the natural world, as 
  diverse as the terrain in which they dwell.
  FLAMEWARDEN (ARCHETYPE)
  Emulating the blazing phoenix, flamewardens sweep 
  through the world like a selective forest fire, burning away 
  corruption, evil, and those who cling to decay.
  Touch of Flame (Su): At 4th level, a flamewarden can cause 
  his weapons to burst into flame. As a standard action, the 
  ranger can grant a single weapon he holds the flaming special 
  ability for 1 minute; while under this effect, the weapon 
  counts as magic for the purpose of overcoming damage 
  reduction. A flamewarden can use this ability a number of 
  times per day equal to 3 + his Wisdom modifier. At 12th level, 
  weapons affected by this ability gain the flaming burst special 
  ability instead.
  This replaces hunter’s bond.
  Spells: A flamewarden can prepare spells from the druid 
  list that have the fire descriptor.
  This alters the ranger’s spells.
  Stoking the Embers (Sp): At 9th level, a flamewarden 
  can fan the last spark of a recently slain creature’s life force 
  back into a full flame. Once per day as a standard action, a 
  flamewarden can touch the corpse of a creature that has died 
  within 1 round to grant it the effects of breath of life.
  This replaces evasion.
  Burning Renewal (Su): At 12th level, a flamewarden can use 
  the cleansing power of fire to remove afflictions from his 
  body, mind, and soul. When the flamewarden takes 5 or more 
  points of fire damage, he can remove one of the following 
  conditions: fatigued, shaken, or sickened. Alternatively, he 
  can remove 1 point of ability damage or drain from an ability 
  score of his choice.
  If the flamewarden takes 10 or more points of fire damage, 
  he can remove one of the following conditions: exhausted, 
  frightened, or nauseated. Alternatively, he can remove 1d6 
  points of ability damage or drain from an ability score of 
  his choice.
  The ranger can use this ability only once each time he 
  takes fire damage, regardless of how much damage it deals 
  over the required amount. He can use this ability a number 
  of times per day equal to 3 + her Wisdom modifier.
  If the flamewarden has fire resistance or immunity to 
  fire, fire damage he would have otherwise taken still counts 
  toward activating burning renewal.
  This replaces camouflage.
  Phoenix Rising (Su): At 16th level, if a flamewarden dies, 
  his body explodes in a conflagration in a 20-foot spread. 
  Each hostile creature in the area takes 10d6 points of fire 
  damage unless it succeeds at a Reflex save (DC = 10 + half the 
  ranger’s level + his Constitution modifier) for half damage. 
  The flames don’t harm the flamewarden’s allies, who instead 
  are healed 5d6 points of damage, and any poisons they are 
  currently suffering are neutralized as per neutralize poison. 
  The flamewarden’s body is reduced to ashes by the explosion. 
  At 20th level, the flamewarden gains immunity to fire, 
  and once per week, the flamewarden rises from the ashes of 
  his own destruction 1 round after dying. The flamewarden’s 
  body re-forms with all his equipment, and he returns to life 
  with half his maximum hit points. Any ability scores that 
  were 0 become 1, and nonmagical diseases and poisons are 
  cured. A limited wish, miracle, or wish spell cast before he rises 
  from the ashes prevents him from doing so, as does the area 
  of an unhallow effect.
  This replaces improved evasion and master hunter.
  STORMWALKER (ARCHETYPE)
  Rangers who walk in the tempest unafraid draw the power of 
  the storm into themselves and become stormwalkers.
  Combat Style Feat (Ex): At 2nd level, a stormwalker must 
  choose archery style.
  This alters the ranger’s combat style.
  Thundershot (Su): At 4th level, a stormwalker can wreathe 
  his weapon in lightning. As a standard action, he can grant a 
  single weapon he holds the shock special ability for 1 minute; 
  while under this effect, the weapon counts as magic for the 
  purpose of overcoming damage reduction. A stormwalker 
  can use this ability a number of times per day equal to 3 + 
  his Wisdom modifier. At 12th level, weapons affected by this 
  ability gain the shocking burst special ability.
  This replaces hunter’s bond.
  Wind Treader (Ex): At 8th level, a stormwalker becomes 
  immune to the effects of strong wind. He can move without 
  hindrance in windy conditions, and his ranged attacks take 
  no penalties from nonmagical wind.
  This replaces swift tracker.
  Flash Step (Su): At 11th level, a stormwalker can move 
  across the battlefield like a bolt of lightning. As a full-round 
  action, he can transform into lightning and move to any 
  unoccupied square within 60 feet without provoking attacks 
  of opportunity. He can make a single ranged attack before or 
  after this movement.
  This replaces quarry.
  Control Weather (Sp): At 16th level, a stormwalker can cast 
  control weather as a spell-like ability once per day.
  This replaces improved evasion.
  Flash Shot (Su): At 19th level, when a stormwalker uses 
  flash step, he can make a ranged attack both before and after 
  his movement. Both of these attacks are made at his highest 
  base attack bonus.
  This replaces improved quarry.
  SUMMIT SENTINEL (ARCHETYPE)
  Some rangers eschew the path of the swift skirmisher and 
  embrace the implacable strength of the mountain.
  Roots of the Mountain (Su): At 2nd level, a summit sentinel 
  gains Toughness as a bonus feat.
  Additionally, as a move action, she can enter a defensive 
  stance for 1 minute. While in this stance, the summit sentinel’s 
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  speed is reduced to 5 feet, she gains a +2 enhancement 
  bonus to her natural armor, and she gains a +2 bonus to her 
  CMD against maneuvers that would move her or knock her 
  prone. If the ranger loses contact with the ground or other 
  solid surface, the stance ends immediately. The ranger can 
  enter this stance a number of times per day equal to 3 + her 
  Constitution modifier. 
  At 6th level and every 4 levels thereafter, the enhancement 
  bonus to natural armor increases by 1, and the bonus to 
  CMD increases by 2.
  This replaces the ranger’s combat style feats.
  Mountain Mastery (Ex): At 3rd level, a summit sentinel 
  must select mountains as her favored terrain, and she does not 
  gain additional favored terrains at higher levels. Every 5 levels 
  beyond 5th, the bonus from this favored terrain increases by 2.
  At 8th level, a summit sentinel draws strength from the 
  earth. When she and her target are both in contact with the 
  ground or an earthen floor, the summit sentinel gains a +1 
  bonus on attack and damage rolls against the target. At 18th 
  level, the bonus on attack and damage rolls increases to +2.
  This alters favored terrain. 
  Spells: A summit sentinel adds stoneskin to the ranger 
  spell list as a 4th-level spell.
  This alters the ranger’s spells.
  Rockslide (Su): At 8th level, once per day as a standard 
  action, a summit sentinel can create a rushing wave of earth 
  and stone. The summit sentinel chooses a point on the 
  ground or floor within 30 feet. Rippling waves of earth and 
  stone emanate from the chosen point in a 25-foot cone in 
  a direction of the summit sentinel’s choice. Each creature 
  in the area takes 4d6 points of bludgeoning damage and is 
  pushed to the end of the cone. A target that succeeds at a 
  Reflex save (DC = 10 + half the ranger’s level + the ranger’s 
  Wisdom modifier) takes half damage and is not pushed. 
  This replaces swift tracker.
  Invincible (Su): At 17th level, a summit sentinel takes on 
  the unyielding hardness of the mountains. While in her 
  roots of the mountain defensive stance, she is immune to 
  critical hits and precision damage. 
  This replaces hide in plain sight. 
  TIDAL HUNTER (ARCHETYPE)
  The tidal hunter draws strength from the fish 
  and other wildlife of the deep. 
  Waterborn (Su): A tidal hunter can breathe 
  water for up to 10 minutes per ranger 
  level each day. At 6th level, he can breathe 
  underwater indefinitely. 
  This replaces wild empathy and the 6th-
  level combat style feat.
  Keen Scent (Ex): A tidal hunter gains 
  scent, as per the universal monster rule. At 12th level, 
  while in water, the tidal hunter can detect particularly 
  strong or distinct odors (such as blood) up to 
  1 mile away. 
  This replaces track and camouflage.
  Aquatic Mastery (Ex): At 3rd level, a tidal hunter must select 
  water as his favored terrain, and he doesn’t gain additional 
  favored terrains. At 8th level and every 5 levels thereafter, the 
  bonus from this favored terrain increases by 2. 
  This alters favored terrain.
  Wave Rush (Ex): At 7th level, a tidal hunter gains a swim 
  speed equal to his base speed. If he already has a swim speed, 
  it increases by 10 feet. 
  This replaces woodland stride.
  Tidal Surge (Sp): At 16th level, a tidal hunter gains control 
  over water, and he can use the tides to attack his foes. Once per 
  day, he can cast tidal surge (see page 237) as a spell-like ability.
  This replaces improved evasion.
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  TOXIC HERBALIST (ARCHETYPE) 
  Saviors and destroyers in equal measure, toxic herbalists use 
  nature’s bounty to craft remedies and poisons. 
  Toxic Touch (Ex): A toxic herbalist studies the safe 
  handling of deadly substances. He cannot accidentally 
  poison himself when he applies poison to a weapon. 
  This replaces wild empathy. 
  Nature’s Mercy (Ex and Su): At 3rd level, a toxic herbalist’s 
  knowledge of the natural world offers respite from wounds 
  and illness. Once per day, he can spend 1 hour in a wilderness 
  area gathering herbs and other natural materials and combine 
  them into a medicinal poultice—this hour can be integrated 
  with the hour required for the ranger to prepare spells. 
  Placing the poultice on a wound or ingesting it is a standard 
  action; the creature receiving the poultice heals a number of 
  hit points equal to 1d6 + the ranger’s Wisdom modifier. 
  At 8th level and every 5 levels thereafter, the ranger creates 
  one additional poultice when using this ability, to a maximum 
  of four at 18th level. Poultices remain potent for 1 hour. 
  Additionally, at 8th level, the poultice neutralizes one 
  poison affecting the recipient, as per neutralize poison. At 
  13th level, it also attempts to cure one disease affecting the 
  recipient, as per remove disease. The caster level of both of 
  these effects is equal to the toxic herbalist’s level. These 
  additional effects are supernatural effects.
  This replaces endurance. 
  Sudden Onset (Ex): At 4th level, a toxic herbalist can 
  administer a poultice he created via nature’s mercy or 
  poison a weapon as a swift action. Additionally, the toxic 
  herbalist adds the following spells to the ranger spell list 
  at the indicated spell levels: 1st—nauseating dartACG, ray of 
  sickeningUM; 2nd—pernicious poisonUM, pox pustulesAPG; 3rd—
  poison, toxic giftUM; 4th—absorb toxicityUC, cloudkill. 
  This replaces hunter’s bond. 
  Grim Harvest (Ex): At 8th level, a toxic herbalist can spend 
  1 hour foraging for poisonous substances to create a dose of 
  poison (this hour can be integrated with the hour required 
  to prepare spells or poultices). The toxic herbalist rolls 1d20 
  and adds his ranger level and his Intelligence modifier. The 
  DC of this check is equal to the Craft DC of the poison he 
  wishes to create. If he succeeds at this check, the ranger 
  creates 1 dose of the chosen poison. The poison remains 
  potent for a number of hours equal to the toxic herbalist’s 
  level, regardless of the means used in attempts to preserve 
  it, and it can’t be sold. This ability functions only while the 
  toxic herbalist is within one of his favored terrains. 
  This replaces swift tracker. 
  Potent Venom (Ex): At 11th level, a toxic herbalist’s poisons 
  become even deadlier. When he poisons a favored enemy, the 
  DC of the poison’s saving throw increases by half the toxic 
  herbalist’s favored enemy bonus against that target. 
  This replaces quarry. 
  Poisonous Reaper (Ex): At 19th level, a single dose of 
  poison on a toxic herbalist’s weapon remains potent for the 
  entirety of a full attack, instead of for a single strike. 
  This replaces improved quarry. 
  WILDERNESS EXPLORER (ARCHETYPE)
  Wilderness explorers are adept at making peaceful contact 
  with remote societies. 
  Class Skills (Ex): A wilderness explorer gains Diplomacy 
  and Knowledge (local) as class skills, but he does not gain 
  Intimidate or Knowledge (dungeoneering) as class skills.
  This alters the ranger’s class skills.
  Cultural Contact (Ex): A wilderness explorer gains the 
  ability to communicate with creatures with which he 
  doesn’t share a common language. Only basic concepts 
  can be conveyed or understood, such as “I need help,” “I 
  come in peace,” “Come over here,” “Go over there,” and 
  the like. This allows the wilderness explorer to ignore 
  the common language requirement of social interaction 
  and language-dependent spells and effects, but he can do 
  so only when the information being shared is relatively 
  simple. The creature with which the wilderness explorer 
  communicates must understand at least one language for 
  this ability to function. 
  Additionally, a wilderness explorer can peacefully 
  influence the initial attitude of humanoids that have 
  Intelligence scores of 2 or lower. This ability functions 
  just like wild empathy, but it works on humanoids instead 
  of on animals. The wilderness explorer can also use this 
  ability to influence a monstrous humanoid with 2 or lower 
  Intelligence, but the wilderness explorer takes a –4 penalty 
  on the check. 
  This replaces wild empathy.
  Hazard Sense (Ex): At 4th level, a wilderness explorer gains 
  an intuitive understanding of natural hazards and traps 
  fashioned from a natural environment. He gains a +1 bonus 
  on Reflex saves against natural hazards and wilderness traps 
  and a +1 dodge bonus to AC against attacks from wilderness 
  traps. This bonus increases by 1 at 8th level and every 
  4 levels thereafter. 
  This replaces hunter’s bond.
  Indigenous Spirit (Su): At 8th level, a wilderness explorer 
  attracts the aid of native spirits, which reward his appreciation 
  of their home with whispered warnings. The wilderness 
  explorer gains uncanny dodge as long as he remains within 
  one of his chosen favored terrains. This works like the 
  barbarian ability of the same name. 
  This replaces swift tracker and alters favored terrain. 
  Guardian Spirit (Su): At 11th level, a wilderness explorer 
  gains the aid of indigenous spirits, which favor him 
  when he is defending himself against multiple foes that 
  surround him. He gains improved uncanny dodge; this 
  ability functions only while the ranger is within one of his 
  favored terrains. 
  This replaces quarry and alters favored terrain.
  Manifest Spirit (Su): At 19th level, a wilderness explorer 
  is shielded from magic by those guardian spirits that favor 
  him. He gains spell resistance equal to 11 + his ranger level. 
  This ability functions only while the wilderness explorer is 
  within one of his favored terrains. 
  This replaces improved quarry and alters favored terrain. 
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  WILD SOUL (ARCHETYPE)
  Hailing from primitive roots in the wild, some rangers 
  venture to more civilized lands and learn their ways. Wild 
  souls carry these more refined teachings back to the frontier 
  lands of their birth, and they employ that knowledge in 
  defense of their homes.
  Unfettered Soul: A wild soul swears to himself never to 
  make use of advanced technology, alchemy, arcane magic, 
  or firearms. He also must oppose their use on his person, 
  refusing to be a willing target and attempting a saving throw 
  if possible (even if the effect is harmless or beneficial). 
  Violating this oath causes a wild soul to lose the abilities 
  granted by this archetype until he atones.
  Nemesis (Ex): A wild soul gains a +2 bonus on Intimidate, 
  Knowledge, Perception, Sense Motive, Spellcraft, and 
  Survival checks against creatures that wield advanced 
  technology, alchemical weapons (including an alchemist’s 
  bombs), or firearms and against those that cast arcane spells 
  (this does not apply to creatures that use spell-like abilities). 
  Likewise, he gains a +2 bonus on weapon attack and damage 
  rolls against such opponents. The wild soul can attempt 
  Craft (alchemy), Knowledge (arcana), and Spellcraft checks 
  untrained when attempting to identify enemy magic or 
  advanced technology.
  At 5th level and every 5 levels thereafter, these bonuses 
  increase by 1 (to a maximum of +5 at 20th level). 
  This replaces favored enemy.
  Nemesis Defense (Ex): At 8th level, a wild soul adds 
  his nemesis bonus on saving throws against advanced 
  technology, alchemical items (including an alchemist’s 
  bombs and extracts), and arcane spells. He also adds this 
  bonus to his AC against advanced technological items, 
  alchemical items (including alchemist bombs), arcane 
  spells that require attack rolls, and firearms. 
  This replaces swift tracker.
  Break the Interloper (Su): At 11th level, when a wild soul 
  hits an arcane spellcaster, a creature with extract slots, or a 
  creature with grit (but not grit-like pools such as panache) 
  with a weapon attack, the target either loses its 
  highest-level available spell or extract slot or 
  loses 1 point of grit, and the wild soul 
  gains 5 temporary hit points. A target 
  of this ability can negate this effect 
  with a successful Fortitude save 
  (DC = 10 + half the ranger’s level + his 
  Wisdom modifier). Regardless of the 
  outcome of the saving throw, the target 
  is immune to this ability for 24 hours. 
  This replaces quarry. 
  Dizzying Onslaught (Ex): At 19th level, a 
  wild soul lands punishing blows that devastate 
  his nemeses’ ability to focus. When he confirms 
  a critical hit against a creature against whom his 
  nemesis bonus applies, for 1 minute the target must 
  succeed at a concentration check (DC = 20 + the wild 
  soul’s Wisdom modifier + twice the spell’s level) to 
  cast an arcane spell, create an extract, or use an alchemist’s 
  bomb, and the target can’t spend or gain grit. 
  This replaces improved quarry.
  Nemesis Slayer (Ex): At 20th level, a wild soul becomes 
  death incarnate to his nemeses. As a standard action, he can 
  make a single attack against a nemesis at his full attack bonus. 
  If the attack hits, the target takes damage normally and must 
  succeed at a Fortitude save (DC = 10 + half the wild soul’s level 
  + his Wisdom modifier) or die. The wild soul can instead deal 
  an amount of nonlethal damage equal to the creature’s current 
  hit points, which the target can negate with a successful save at 
  the same DC. The ranger can use this ability up to five times 
  per day, but he cannot use it against the same creature more 
  than once in a 24-hour period. 
  This replaces master hunter. 
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  Rogue
  Though rogues are common in the courts and streets of 
  bustling cities, many prefer the wilderness as a place to 
  avoid the authorities, hide their treasure, or waylay travelers. 
  Stories of highway banditry, charming wildland robbers, and 
  mischievous tricksters who enjoy playing pranks on travelers 
  often rise from the antics and actions of wilderness-dwelling 
  rogues. Rogues with the fey type can also select the fey 
  prankster archetype found on page 11. 
  DESERT RAIDER (ARCHETYPE)
  Desert raiders constantly threaten caravans that cross vast, 
  desolate expanses. Some desert raiders are tribespeople 
  who raid to supplement their hardscrabble existence, while 
  others are career thieves who take to the desert to avoid the 
  noose. To survive, a desert raider must learn the secrets of 
  the deserts and become inured to their dangers.
  Though most often associated with hot deserts, desert 
  raiders can also operate in tundra, where sunlight on snow 
  can blind as easily as on sand.
  Class Skills: A desert raider adds Knowledge (geography) 
  and Survival to her list of class skills instead of Knowledge 
  (dungeoneering) and Swim.
  This alters the rogue’s class skills.
  Desert Tracker (Ex): A desert raider is immune to the 
  dazzled condition. A desert raider adds half her level 
  (minimum 1) as a bonus on Survival skill checks to follow or 
  identify tracks in desert terrain.
  This replaces trapfinding.
  Sun at Your Back (Ex): At 2nd level, a desert raider can 
  use the reflected light of the blinding sun to conceal her 
  presence. A desert raider in bright light can attempt Stealth 
  checks without cover or concealment but takes a –5 penalty 
  on her check. The desert raider cannot use this ability to hide 
  from creatures immune to the blinded or dazzled conditions.
  This replaces the rogue talent gained at 2nd level.
  Light Step (Ex): At 3rd level, the DC of Survival checks to 
  track the desert raider increase by 3. In addition, she gains a 
  +1 bonus on Perception checks to avoid being surprised by 
  a foe. The DC increase and the bonus on Perception checks 
  increase by 1 every 3 rogue levels thereafter (to a maximum 
  increase of 8 and a maximum bonus of +6 at 18th level). 
  This replaces trap sense.
  Rogue Talents: The following rogue 
  talents complement the desert raider 
  archetype: fast stealth, getaway artistUC, 
  ledge walker, rogue crawl, stand up, 
  surprise attack. 
  Advanced Talents: The following 
  advanced rogue talents complement the 
  desert raider archetype: hide in plain sightUC, 
  stealthy sniperAPG. 
  RIVER RAT (ARCHETYPE)
  What highway robbers are to roads, river rats 
  are to waterways. Skilled at hiding amid reeds 
  and roots, these rogues strike the unwary from 
  the shallows as others would from the shadows. 
  Despite their strong association with banditry, 
  river rats make excellent guides and hunters.
  Class Skills: A river rat gains 
  Knowledge (nature) as a class skill 
  instead of Knowledge (dungeoneering).
  This alters the rogue’s class skills.
  Swamper (Ex): At 1st level, a river rat 
  gains a bonus equal to half her rogue 
  level on Swim checks (minimum +1).
  A river rat ignores difficult terrain caused by light 
  undergrowth and shallow bogs, and it costs her only 2 
  squares of movement to enter a square of deep bog or 
  heavy undergrowth, rather than 4 squares of movement. 
  She takes no penalty on Acrobatics or Stealth checks for 
  being in bogs and undergrowth. All of these abilities apply 
  only when she is wearing light or no armor and carrying no 
  more than a light load.
  This replaces trapfinding.
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  Rat’s Resilience (Ex): A river rat is inured to dangers 
  presented by disease-carrying parasites, poisonous fish, and 
  other toxic river denizens. At 3rd level, a river rat gains a +1 
  bonus on saving throws against disease and poison effects. 
  This bonus increases by 1 every 3 levels thereafter, to a 
  maximum bonus of +6 at 18th level.
  This replaces trap sense.
  Rogue Talents: The following rogue talents complement 
  the river rat archetype: camouflageAPG, hold breathUC, rogue 
  crawl, stand up, strong strokeUC, survivalistAPG.
  Advanced Talents: The following advanced rogue talents 
  complement the river rat archetype: hide in plain sightUC, 
  opportunist, skill mastery, stealthy sniperAPG.
  SLY SABOTEUR (ARCHETYPE)
  Sly saboteurs are irregular soldiers who specialize in sabotage 
  and surprise attacks. Though they often face enemies with 
  greater numbers or resources (or both), sly saboteurs have 
  the advantage of knowing the local people and terrain. They 
  might be rebels fighting against a corrupt government, or 
  they might be members of a militia opposing an invading 
  force. Some are environmentalists who sabotage the tools of 
  industry in order to protect unspoiled nature.
  Class Skills: A sly saboteur adds Survival to her list of class 
  skills instead of Knowledge (dungeoneering).
  This alters the rogue’s class skills.
  Scamper (Ex): At 3rd level, a sly saboteur can move 
  through 5 feet of difficult terrain each round as if it were 
  normal terrain. At 6th level and every 3 levels thereafter, this 
  distance increases by 5 feet (to a maximum of 30 feet at 18th 
  level). This ability allows the sly saboteur to take a 5-foot 
  step into difficult terrain. This ability applies only when she 
  is wearing light armor or no armor and carrying no more 
  than a light load, and it stacks with the Acrobatic Steps and 
  Nimble Moves feats.
  This replaces trap sense.
  Catastrophic Failure (Ex): At 4th level, when a sly saboteur 
  uses Disable Device to rig a device to fail, she can increase 
  the DC of the check by 5. If she does so and succeeds at 
  the check, when the device fails, users take damage equal 
  to the sly saboteur’s sneak attack, or they take half that 
  amount with a successful Reflex save (DC = 10 + half the 
  sly saboteur’s level + her Dexterity modifier). The type of 
  damage depends on the nature of the device but is typically 
  bludgeoning, fire, piercing, or slashing.
  This replaces uncanny dodge.
  Disable Magic Device (Su): At 8th level, a sly saboteur 
  can use Disable Device to rig a magic item to fail as if it 
  were an extremely complex device. If the item’s effect is 
  instantaneous, the effect is countered the next time the item 
  is activated, but the activation still consumes a charge or 
  use. If the item’s effect is continuous or has a duration, the 
  effect fails after 1d4 rounds or minutes of use (sly saboteur’s 
  choice). This ends the duration or suppresses a continuous 
  effect for 1d4 rounds (as the spell dispel magic). This ability 
  cannot be used on artifacts.
  If this ability is combined with the catastrophic failure 
  ability, the resulting damage is untyped magic and is not 
  reduced by damage reduction or energy resistance.
  This replaces improved uncanny dodge.
  Rogue Talents: The following rogue talents complement 
  the sly saboteur archetype: cunning triggerAPG, fast stealth, 
  getaway artistUC, quick disable, quick trapsmithAPG, rogue 
  crawl, trap spotter, wall scrambleUC. 
  Advanced Talents: The following advanced rogue talents 
  complement the sly saboteur archetype: frugal trapsmithAPG, 
  hide in plain sightUC, knock-out blowAPG, rumormongerUC, 
  skill mastery, stealthy sniperAPG.
  SYLVAN TRICKSTER (ARCHETYPE)
  Sylvan tricksters are rogues who model themselves after the 
  mischievous fey of legend. Though not spellcasters, sylvan 
  tricksters learn minor magical abilities reminiscent of 
  those favored by fey creatures. The journey for many sylvan 
  tricksters began in childhood, learning at an elder’s knee the 
  stories of the fey and the secrets of how to resist their tricks. 
  Sylvan tricksters often live in areas where the boundary with 
  the First World is thin, and a few have even been there— 
  voluntarily or not.
  Class Skills: A sylvan trickster adds Knowledge (nature) 
  to her list of class skills and learns Sylvan as a bonus 
  language. She does not gain Knowledge (dungeoneering) as 
  a class skill.
  This alters the rogue’s class skills.
  Wild Empathy (Ex): A sylvan trickster can improve an 
  animal’s attitude. This ability functions as the druid ability 
  of the same name, using the sylvan trickster’s rogue level as 
  her effective druid level. 
  This replaces trapfinding.
  Fey Tricks: A sylvan trickster can select a witch hexAPG in 
  place of a rogue talent. At 10th level, the sylvan trickster can 
  select a hex or major hex in place of a rogue talent. At 18th 
  level, a sylvan trickster can select a hex, major hex, or grand 
  hex in place of a rogue talent. She cannot select any hex more 
  than once.
  This alters rogue talents.
  Resist Nature’s Lure (Ex): At 4th level, a sylvan trickster 
  gains resist nature’s lure as the druid ability of the 
  same name.
  This replaces uncanny dodge.
  Fey Resistance (Ex): At 8th level, a sylvan trickster gains 
  DR 2/cold iron. At 11th level and every 3 levels thereafter, 
  this damage reduction increases by 2 (to a maximum of 
  DR 10/cold iron at 20th level).
  This replaces improved uncanny dodge.
  Rogue Talents: The following rogue talents complement 
  the sylvan trickster archetype: camouflageAPG, charmerAPG, 
  honeyed wordsAPG, major magic, minor magic, survivalistAPG, 
  terrain masteryUC. 
  Advanced Talents: The following advanced rogue talents 
  complement the sylvan trickster archetype: familiarUC, hide 
  in plain sightUC.
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  Shifter
  While most shifters work with druids and protect the groves 
  and sacred spaces of the Green Faith, some take stranger paths 
  or even delve into the unsettling darkness that often dwells 
  in the heart of the wilds. An additional archetype available to 
  ghoran shifters, the leafshifter, is 
  found on page 18. 
  ELEMENTALIST SHIFTER 
  (ARCHETYPE)
  Rather than drawing power from bestial aspects, elementalist 
  shifters channel power from the Inner Sphere and can take 
  on powerful elemental forms at the cost of the greater 
  diversity available to traditional shifters. Although the 
  elementalist shifter’s powers seem more outlandish and 
  supernatural than those of others of their kind, they remain 
  equally immersed in the druidic traditions; their focus is 
  simply rooted in expressions of nature found in extraplanar 
  regions: the planes of Air, Earth, Fire, and Water.
  Languages: An elementalist shifter adds Aquan, Auran, 
  Ignan, and Terran to her list of available bonus languages.
  This alters the shifter’s languages.
  Elemental Aspect (Su): At 1st level, an elementalist shifter 
  chooses one elemental aspect (see page 79) rather than a 
  shifter aspect. This ability otherwise functions as shifter 
  aspect. As the elementalist shifter gains levels, she gains 
  more elemental aspects: a second aspect at 5th level, a third 
  at 10th, and a fourth at 15th.
  This alters shifter aspect.
  Elemental Speech (Su): When in her elemental aspect, an 
  elementalist shifter gains the benefit of tongues with creatures 
  of the elemental subtype that matches her elemental aspect.
  This replaces wild empathy.
  Elemental Strike (Su): At 1st level, as a swift action, an 
  elementalist shifter can charge her melee attacks with 
  elemental energy. The elementalist shifter can charge her 
  attacks only with an element she has chosen with elemental 
  aspect. Once charged, each melee attack the elementalist 
  shifter makes until the start of her next turn deals an 
  additional 1d6 points of energy damage based on the element 
  she chooses when taking this action (see Elemental Aspects 
  on page 79). This additional damage increases by 1d6 at 4th 
  level and every 4 levels thereafter, to a maximum of 6d6 
  points of energy damage at 20th level. An elementalist shifter 
  can’t use elemental strike while under a polymorph effect.
  This replaces shifter claws.
  Elemental Form (Su): At 4th level, when an elementalist 
  shifter uses wild shape, she is instead affected as if by 
  elemental body I, but she gains only the benefits listed in 
  her elemental aspect. While in an elemental form, the 
  elementalist shifter can speak only 
  the elemental language associated 
  with that form, and she can do so 
  only if she knows it. 
  This alters wild shape.
  Omnielementalist (Su): At 9th level, an 
  elementalist shifter can fuse two elemental 
  forms together, gaining combined powers of the 
  different aspects and manifesting them in ways that 
  bring to mind powerful natural weather phenomena. 
  When the elementalist shifter takes on one minor form 
  each from two of her elemental aspects, she gains an 
  additional ability as long as she maintains the form. The 
  effects of the abilities depend on the elemental 
  combination, as detailed below.
  Ash Storm (Su): By combining air and fire, the 
  elementalist shifter surrounds herself with 
  a storm of swirling ash, granting her a 20% 
  miss chance against ranged attacks.
  Downpour (Su): The elementalist shifter combines the 
  powers of air and water to generate a torrential downpour 
  in her square and squares adjacent to her. This rain 
  automatically extinguishes all nonmagical fires in her 
  square and squares adjacent to her (including flames on 
  creatures that have caught on fire). It also has a chance to 
  extinguish ongoing magical fire (but not instantaneous 
  magical fire effects such as fireball) within or that enters 
  the area, as if the elementalist shifter had cast dispel magic, 
  using her elementalist shifter level as her caster level for 
  the effect.
  Mudslide (Su): Combining the elements of earth and water 
  causes the elementalist shifter to generate an aura of mud. 
  This mud extends out to all squares adjacent to her and 
  counts as difficult terrain; it moves with her and vanishes 
  when she ends her elemental aspect.
  Sandstorm (Su): Combining the high winds of air and fine 
  particulates of earth produces a sandstorm that extends out 
  to a radius of 20 feet from the elementalist shifter. All light 
  levels in the area diminish by one step, and creatures caught 
  in the effect take 1d6 points of nonlethal damage each round 
  they remain within the sandstorm.
  Steam Cloud (Su): When the elementalist shifter enters 
  a minor form of fire and water at the same time, the heat 
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  of fire and moisture of water generate an explosive area of 
  steam around her out to a radius of 20 feet as per obscuring 
  mist. The mist remains in place until she ends her elemental 
  aspect; it doesn’t move with her.
  Volcanic Stride (Su): By combining earth and fire, the 
  elementalist shifter can damage the ground around herself. 
  As a standard action, she can deform a region of natural or 
  artificial rock in her space, turning it into difficult terrain 
  and causing creatures that pass through it to take an amount 
  of fire damage equal to that dealt by her elemental strike 
  with no save. Affected terrain remains transformed until the 
  shifter ends her elemental aspect.
  This replaces chimeric aspect and greater chimeric aspect.
  Elemental Aspects  
  (Elementalist Shifter Aspects)
  Elementalist shifters do not infuse their bodies with bestial 
  qualities taken from animal aspects. Rather, they take into 
  themselves raw elemental power from the planes of Air, 
  Earth, Fire, and Water. The following aspects are used by the 
  elementalist shifter archetype; they cannot be selected as 
  aspects by other shifters.
  Air
  You take on the power of an air elemental, gaining the 
  ability to fly and to control powerful gusts of wind. You 
  take inspiration from the patterns of clouds in the sky, 
  the tumultuous fury of the storm, and the gentle caress of 
  a cooling breeze. Flying creatures, such as bats and birds, 
  are your favorites. Spring is your favored season—a time 
  when storms bring freshness to the world but that lacks the 
  brutality of winter’s devastation.
  Minor Form: You gain a +2 enhancement bonus to your 
  Dexterity score. This bonus increases to +4 at 8th level and 
  to +6 at 15th level. 
  Major Form: Your shape changes to that of a Medium air 
  elemental (Pathfinder RPG Bestiary 120). While you are in this 
  form, you gain a fly speed of 60 feet (average maneuverability) 
  and airborne creatures take a –1 penalty on attack and damage 
  rolls against you. At 8th level, your fly speed increases to 100 
  feet (perfect) and you gain the whirlwind special ability (see 
  below). At 15th level, you gain Improved Natural Attack with 
  your slam.
  Whirlwind (Su): You can transform yourself into a whirlwind 
  as a standard action for 1 round per 2 shifter levels you have. 
  This otherwise functions as per the whirlwind universal 
  monster rule.
  Earth
  You take on the power of an earth elemental, gaining the 
  ability to burrow through the earth and deliver powerful 
  blows. You take comfort in caverns, mountainous regions, 
  and areas rent by canyons and chasms, and you feel a deep 
  kinship to burrowing animals of all types. Be it the soothing 
  feel of fresh topsoil or the devastating fury of an earthquake, 
  you understand the raw power of earth. Your favored season 
  is fall—the traditional time of the harvest, when bounty 
  from the earth is offered.
  Minor Form: You gain a +2 enhancement bonus to your 
  Constitution score. This bonus increases to +4 at 8th level 
  and to +6 at 15th level.
  Major Form: Your shape changes to that of a Medium 
  earth elemental (Pathfinder RPG Bestiary 122). While you are 
  in this form, your base speed is reduced to 20 feet, but you 
  gain a burrow speed of 10 feet, and you gain a +1 bonus 
  on attack and damage rolls if both you and your target are 
  touching the ground. If the target is airborne or waterborne, 
  you take a –4 penalty on attack and damage rolls against it. 
  These modifiers also apply to bull rush and overrun combat 
  maneuvers, whether you are initiating or resisting these 
  kinds of attacks. At 8th level, your burrow speed increases to 
  20 feet and you gain earth glide as per the universal monster 
  rule. At 15th level, you gain Improved Natural Attack with 
  your slam.
  Fire
  You take on the power of a fire elemental, becoming a being 
  of living flame that can burn enemies and move with great 
  speed. You enjoy regions where precipitation rarely intrudes, 
  such as desert landscapes and dry savannas, but the slopes 
  of volcanoes hold the greatest majesty to you. You enjoy 
  the companionship of swiftly moving creatures and those 
  who enjoy basking in the sun, for you empathize with their 
  appreciation of the daytime’s warmth. Forest fires are things 
  of beauty to you, yet you respect fire and would never think 
  to wantonly inflict it upon the natural world. Summer is your 
  favorite season, for this is a time of heat waves and blistering 
  sunny days.
  Minor Form: You gain a +2 enhancement bonus to your 
  Dexterity score. This bonus increases to +4 at 8th level and 
  to +6 at 15th level.
  Major Form: Your shape changes to that of a Medium 
  fire elemental (Pathfinder RPG Bestiary 124). While you are 
  in this form, your base speed changes to 50 feet and you 
  gain immunity to fire, vulnerability to cold, and the burn 
  special attack as per the universal monster rule, dealing 
  damage equal to your slam attack whenever a creature fails 
  its Reflex save against that ability. At 8th level, you gain 
  Improved Natural Attack with your slam. At 15th level, you 
  deal fire damage equal to double your slam damage against 
  opponents that fail their saves against your burn ability.
  Water
  You take on the power of a water elemental, gaining the ability 
  to move swiftly in water, rain down crashing blows on your 
  enemies, and transform into a swirling vortex. You identify 
  with aquatic animals of all types, be they water-breathing 
  creatures such as fish, amphibians such as newts or frogs, 
  or air-breathing mammals such as whales or walruses. The 
  unrelenting churn of waves on the shoreline, the soothing 
  babble of a gentle stream, and the pounding kiss of a deluge 
  of rain all bring joy to your heart. Your favored season is 
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  winter, for it is at this time that the most powerful of storms 
  bring water to all the world.
  Minor Form: You gain a +2 enhancement bonus to your 
  Strength score. This bonus increases to +4 at 8th level and to 
  +6 at 15th level.
  Major Form: Your shape changes to that of a Medium 
  water elemental (Pathfinder RPG Bestiary 126). While you are 
  in this form, your base speed is reduced to 20 feet but you 
  gain a swim speed of 60 feet, and if both you and your target 
  are touching water, you also gain a +1 bonus on attack and 
  damage rolls. If the target is touching the ground, you take 
  a –4 penalty on attack and damage rolls against it. These 
  modifiers apply to bull rush and overrun combat maneuvers, 
  whether you are initiating or resisting these kinds of attacks. 
  At 8th level, your swim speed increases to 90 feet, your touch 
  automatically extinguishes nonmagical flames of size Large 
  or smaller, and you can dispel magical fires as per dispel 
  magic using your shifter level as your effective caster level. At 
  15th level, you gain Improved Natural Attack with your slam 
  and the vortex special ability, which functions identically to 
  the air aspect’s whirlwind ability (see page 79) but can form 
  only underwater and cannot leave the water.
  FIENDFLESH SHIFTER (ARCHETYPE)
  By forging dark pacts with extraplanar forces, fiendflesh 
  shifters invoke sinister powers to assume the strengths 
  of daemons, demons, or devils. Fiendflesh shifters care 
  nothing for the natural world and are instead consumed 
  by an ever-growing lust for power at any price. To other 
  shifters, the fiendflesh shifter is often viewed as a monster 
  herself—an intrusion into the natural order of things and 
  a foe who must be sought out and destroyed. Very few 
  druids will ever willingly ally with fiendflesh shifters; this 
  leaves these outcasts to live bitter, lonely lives or to seek 
  out fiendish cults or other abhorrent faiths for support 
  and companionship.
  Alignment: A fiendflesh shifter must be evil in alignment. 
  If the fiendflesh shifter becomes nonevil, she loses all powers 
  granted by this archetype.
  This alters the shifter’s alignment.
  Infernal Claws (Ex): A fiendflesh shifter’s claws are infused 
  with the unholy power of the evil Outer Planes. At 1st level, 
  a fiendflesh shifter’s claws are treated as evil weapons for 
  the purpose of overcoming damage reduction. This ability 
  otherwise functions as the shifter claws class feature. 
  This alters shifter claws.
  Fiendish Aspect (Su): At 1st level, a fiendflesh shifter 
  can temporarily transform her body into an amalgam of 
  otherworldly evil creatures as a swift action. While in this 
  form, the fiendflesh shifter gains darkvision out to a range of 
  60 feet (or doubles the range of her darkvision if she already 
  has it), a gore natural attack that deals 1d6 points of damage 
  (1d4 points of damage if the shifter is Small), and DR 
  1/good. A fiendflesh shifter can maintain this form for a 
  number of minutes per day equal to 3 
  + her shifter level. The duration does 
  not need to be consecutive but must 
  be spent in 1-minute increments.
  At 5th level, the fiendflesh 
  shifter’s DR increases to 2/
  good and she also 
  grows a pair of bat-
  like wings when in her 
  fiendish aspect, granting 
  her a fly speed of 30 feet with 
  average maneuverability.
  At 
  10th 
  level, 
  the 
  fiendflesh shifter’s DR increases 
  to 5/good, and the electricity 
  and fire resistance provided by 
  her fiendish resilience ability (see below) 
  doubles while she’s in her fiendish aspect.
  At 15th level, the fiendflesh shifter’s DR 
  increases to 7/good and her fly speed increases to 
  60 feet.
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  At 20th level, the fiendflesh shifter’s DR increases to 
  10/good. She also gains immunity to electricity and fire and 
  spell resistance equal to 15 + her shifter level.
  This replaces wild shape, shifter aspect, and all 
  improvements to shifter aspect.
  Fiendish Resilience (Su): At 2nd level, a fiendflesh shifter 
  gains a +1 natural armor bonus to her AC and resistance 5 to 
  electricity and fire, but only while unencumbered and either 
  wearing no armor or wearing light or medium nonmetal 
  armor. At 4th level, 12th level, and 20th level, this natural armor 
  bonus increases by 1. At 8th level and 16th level, the fiendflesh 
  shifter’s resistance to electricity and fire increases by 5.
  This replaces defensive instinct.
  Chimeric Fiend (Su): At 9th level, when a fiendflesh shifter 
  uses her fiendish aspect ability, she can gain an additional 
  ability from the list below. The fiendflesh shifter can change 
  which ability she gains each time she uses fiendish aspect.
  Daemon: Acid resistance 10 and a +4 profane bonus on 
  saves against disease.
  Demon: The shifter’s electricity resistance doubles.
  Devil: The shifter’s fire resistance doubles.
  This replaces chimeric aspect.
  Greater Chimeric Fiend (Su): At 14th level, a fiendflesh 
  shifter’s chimeric fiend ability grants her additional bonuses 
  as noted below.
  Daemon: The shifter gains a +4 enhancement bonus to her 
  Constitution score and immunity to disease.
  Demon: The shifter gains a +4 enhancement bonus to her 
  Strength score and increases the damage die of all natural 
  attacks by one step.
  Devil: The shifter gains a +4 enhancement bonus to her 
  Dexterity score and see in darkness as per the universal 
  monster rule.
  This replaces greater chimeric aspect.
  OOZEMORPH (ARCHETYPE)
  While most shifters are trained in druidic traditions that 
  allow them to tap into animalistic powers, others look 
  instead to the simplest forms of life for inspiration. Known 
  as oozemorphs, these shifters focus on the ooze—a form of 
  life as simple in construction as it is dangerous in combat. 
  While some shifters consider the oozemorph to be unsettling 
  or even vile, these shifters merely embrace a stranger form 
  of life than most. They are not inherently evil, yet they are 
  often misunderstood by druidic circles and these circles’ 
  shifter champions.
  Weapon and Armor Proficiency: An oozemorph is 
  proficient with all simple weapons and light armor. 
  This replaces a shifter’s normal weapon and armor 
  proficiencies.
  Compression (Ex): An oozemorph gains compression 
  as per the universal monster rule. This ability can be used 
  regardless of the current form the oozemorph has taken.
  Fluidic Body (Su): An oozemorph’s base form is not that of 
  her race but rather that of a protoplasmic blob that has the 
  same volume and weight. An oozemorph treats her creature 
  type as both ooze and her base creature type from her race 
  for the purposes of effects targeting creatures by type (such as 
  bane weapons and a ranger’s favored enemy). In this form, the 
  oozemorph is immune to critical hits and precision damage 
  and can’t be flanked. However, she has no magic item slots 
  and she cannot benefit from armor; cast spells; hold objects; 
  speak; or use any magic item that requires activation, is held, 
  or is worn on the body.
  An oozemorph reverts to this formless state whenever she 
  is unconscious or in an area of antimagic. This is treated as 
  a polymorph effect. 
  A number of times per day equal to half her level 
  (minimum 1), an oozemorph can assume a humanoid form 
  as a move action. This transformation is identical to alter self, 
  except the oozemorph can maintain the form for a number 
  of hours equal to her level. Each hour after this duration, the 
  oozemorph must succeed at a DC 15 Fortitude save or revert 
  back to her fluidic body until she rests for at least 8 hours. 
  This save DC increases by 1 for each additional hour spent 
  maintaining the form.
  At 8th level, the oozemorph can treat this ability as beast 
  shape I, and at 15th level, she can treat this ability as beast shape 
  II or giant shape I. 
  Ending this transformation at any time reverts the 
  oozemorph back to her ooze form and renders her fatigued 
  for a number of minutes equal to the number of hours she 
  maintained the form. 
  This replaces chimeric form, greater chimeric form, wild 
  shape, shifter aspect, and all improvements of shifter aspect.
  Morphic Weaponry (Ex): An oozemorph can create a 
  number of natural weapons to fight with from any portion 
  of her body, regardless of her current form. At 1st level, as a 
  move action, an oozemorph can form two primary natural 
  attacks that each deal 1d6 points of bludgeoning, piercing, 
  or slashing damage, chosen by the oozemorph when she 
  forms them. An oozemorph can change the damage type 
  of any number of her natural weapons as a swift action. An 
  oozemorph gains one additional primary natural attack at 
  6th level and another at 15th level. 
  The total number of natural attacks an oozemorph has at 
  any given time includes those gained via her current form. 
  For example, an 8th-level oozemorph who has taken the form 
  of a wolf with beast shape I has a bite attack as part of that 
  form; she can create only two additional natural attacks via 
  morphic weaponry, for a total of three attacks available to her 
  at that level. If the oozemorph later reverts to a humanoid 
  form with no natural weapons, she can instead create three 
  morphic weapons.
  This replaces shifter claws.
  Ooze Empathy (Ex): An oozemorph gains the shifter’s wild 
  empathy class feature, but she can use it only to influence the 
  attitude of oozes with an Intelligence score of 2 or lower. An 
  oozemorph can use this ability on mindless oozes; when she 
  does so, she imparts a modicum of intellect to the ooze to 
  allow it to respond to her commands.
  This alters wild empathy.
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  Damage Reduction (Ex): At 2nd level, an oozemorph gains 
  DR 4/slashing while unencumbered and either wearing 
  no armor or wearing light nonmetal armor. This damage 
  reduction increases by 2 at 4th level and every 4 levels 
  thereafter, to a maximum of DR 14/slashing at 20th level. 
  This replaces defensive instinct.
  Clinging Ooze (Ex): At 4th level, when in her natural form, 
  an oozemorph gains a climb speed of 10 feet.
  This replaces woodland stride.
  RAGESHAPER (ARCHETYPE) 
  Not all shifters represent the balance of nature. The 
  rageshaper is a destructive force of nature brought to 
  bear—a wild and uncontrollable engine of annihilation 
  fueled by wrath. Rageshapers fly into bloodletting frenzies 
  and rain down devastation like unstoppable natural 
  disasters.
  Alignment: A rageshaper can be any 
  nonlawful alignment. A rageshaper who 
  becomes lawful cannot take any further levels in rageshaper, 
  but he does not lose access to any rageshaper abilities he has 
  already gained.
  This alters the shifter’s alignment.
  Devastating Form (Su): A rageshaper can enter a state of 
  intense fury, transforming into a living engine of destruction. 
  This ability functions as the barbarian’s rage class feature, 
  except entering this state of fury requires a full-round action 
  that provokes attacks of opportunity and has additional 
  effects as noted below. At the start of the rageshaper’s next 
  turn, he not only gains the benefit of rage but also grows one 
  size category larger (though worn equipment and held items 
  do not increase in size). 
  Armor or clothing the rageshaper wears that doesn’t 
  accommodate his changing size immediately gains the broken 
  condition. If insufficient room is available to accommodate 
  this change, the rageshaper attains the maximum possible 
  size for the available space and can attempt a Strength check 
  (using his increased Strength) to burst any enclosures in the 
  process. If the check fails, he is constrained but not harmed 
  by the materials enclosing him.
  A rageshaper can remain in his devastating form for a 
  number of rounds per day equal to his shifter 
  level. He can dismiss devastating form only 
  with a successful Will save (DC = 10 
  + his shifter level) made as a 
  free action. On a failed save, the 
  attempted remains in devastating 
  form for an additional round. If 
  the rageshaper does not successfully 
  end his devastating form before 
  he runs out of daily rounds, the next 
  time he fails his Will save to revert, he flies into an 
  uncontrollable frenzy as if affected by confusion, but he 
  treats a roll of 26–50 as “attacks nearest creature.” Each 
  round the rageshaper spends in an uncontrollable frenzy, 
  the Will save DC to exit devastating form decreases by 2.
  When a rageshaper ends his devastating form ability, 
  he is fatigued for a number of rounds equal to twice 
  the number of rounds he spent in devastating 
  form. A rageshaper cannot enter devastating 
  form again while fatigued or exhausted. If a 
  rageshaper falls unconscious, his devastating form ends 
  immediately.
  At 10th level, the rageshaper can grow up to a maximum of 
  two size categories larger with devastating form and his rage 
  is now treated as greater rage.
  At 20th level, the rageshaper can grow up to a maximum 
  of three size categories larger with devastating form and his 
  rage is treated as mighty rage.
  This replaces wild shape, shifter  aspect, and all 
  improvements to shifter aspect.
  Terrible Slam (Su): A rageshaper can deliver blows that 
  demolish his foes. This functions as the shifter claws 
  class ability, except his natural weapons are treated 
  as slam attacks. Additionally, rather than granting 
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  the ability to bypass different kinds of damage reduction, 
  the rageshaper’s terrible slam ignores some of an object’s 
  hardness. At 1st level, terrible slam ignores 5 points of an 
  object’s hardness. This increases to 10 points at 5th level, 15 
  points at 10th level, and 20 points at 15th level.
  This alters shifter claws.
  Invulnerable Defenses (Ex): At 2nd level, a rageshaper 
  becomes difficult to harm in his devastating form. Whenever 
  the rageshaper takes on his devastating form and is 
  unencumbered and either wearing no armor or wearing 
  light or medium nonmetal armor, he gains a +2 natural 
  armor bonus to his AC and DR 2/—.
  This replaces defensive instinct, chimeric aspect, and 
  greater chimeric aspect.
  Unrestrained Stride (Ex): At 3rd level, whenever the 
  rageshaper is in devastating form, he ignores movement 
  penalties from difficult terrain and is immune to the 
  entangled condition.
  This replaces woodland stride.
  Terrible Leap (Ex): At 5th level, when a rageshaper is in his 
  devastating form, he can perform a terrible leap as a move 
  action without attempting an Acrobatics check, jumping any 
  distance up to his move speed (upward movement counts as 
  double, as when flying). He can leap in this way once per day 
  per shifter level.
  This replaces trackless step.
  VERDANT SHIFTER (ARCHETYPE)
  Verdant shifters have an affinity for plants rather than 
  animals and gain a plantlike form that grows in power as 
  they do. Verdant shifters are the enemies of creatures that 
  would despoil the natural world, and they seek to maintain 
  balance with civilization and industry to ensure the sanctity 
  of wild spaces.
  Speak with Plants (Sp): At 1st level, a verdant shifter gains the 
  ability to cast speak with plants as a spell-like ability a number 
  of times per day equal to 3 plus her Charisma modifier.
  This replaces wild empathy.
  Verdant Body (Su): At 1st level, a verdant shifter takes on 
  plant qualities as vines grow over her body, flowers bloom in 
  her hair, and bark grows from her skin. The verdant shifter is 
  treated as both her normal creature type and a plant creature 
  for purposes of spells or effects that target a creature by 
  type (such as bane weapons and a ranger’s favored enemy). 
  Verdant body also grants the verdant shifter a 25% immunity 
  to critical hits and precision damage (such as sneak attack).
  At 5th level, the verdant shifter gains a +2 enhancement 
  bonus to her Constitution score. At 8th level, the 
  enhancement bonus to her Constitution score increases to 
  +4 and her immunity to critical hits increases to 50%. At 
  15th level, the enhancement bonus her Constitution score 
  increases to +6.
  This replaces shifter aspect and all improvements of 
  shifter aspect.
  Wild Armor (Ex): At 2nd level, a verdant shifter gains 
  a +2 natural armor bonus to her AC while unencumbered 
  and either wearing no armor or wearing light or medium 
  nonmetal armor. This bonus increases by 1 at 4th level and 
  every 4 levels thereafter, to a maximum of a +7 natural armor 
  bonus to AC at 20th level. 
  This replaces defensive instinct.
  Plant Shape (Su): At 6th level, a verdant shifter’s wild 
  shape ability instead functions as plant shape I. The verdant 
  shifter can maintain this form for a number of rounds 
  per day equal to her shifter level. At 12th level, this ability 
  instead functions as plant shape II, and at 18th level, it 
  functions as plant shape III. This ability otherwise functions 
  as the standard wild shape shifter class feature.
  This alters wild shape and replaces chimeric form and 
  greater chimeric form.
  WERETOUCHED (ARCHETYPE)
  Weretouched 
  shifters 
  are 
  scions 
  of 
  lycanthropic 
  forces, whether hereditary or supernaturally imposed. 
  They can assume both animal and hybrid forms, as a  
  lycanthrope does.
  Lycanthrope Aspect (Su): At 1st level, a weretouched gains 
  the shifter aspect ability, except the animal aspect chosen 
  is the only animal aspect the weretouched can gain. This 
  alters her other class features, as detailed in each relevant 
  class feature. Otherwise, this ability functions identically to 
  shifter aspect.
  At 5th level, a weretouched gains DR/silver equal to half 
  her shifter level, to a maximum of DR 10/silver at 20th level. 
  Additionally, a weretouched shifter becomes immune to a 
  lycanthrope’s curse of lycanthropy.
  This alters shifter aspect and all of its improvements.
  Lycanthropic Empathy (Ex): At 1st level, a weretouched 
  gains wild empathy and a +4 bonus on wild empathy checks, 
  but this ability works only on the type of animal she chose 
  for her lycanthrope aspect.
  This alters wild empathy.
  Lycanthropic Wild Shape (Su): At 4th level, when a 
  weretouched uses wild shape, she can assume only the 
  form of an animal of the same type as her lycanthrope 
  aspect. However, instead of assuming a major form, she can 
  assume a hybrid form that mixes the traits of her natural 
  form and the major form of her aspect. While in a hybrid 
  form, she gain a +2 size bonus to her Strength score, a +2 
  natural armor bonus to her AC, and all of the natural attacks 
  and abilities listed by her major form. A weretouched also 
  counts as being in her natural form for the purpose of 
  determining whether she can extend her shifter claws. A 
  weretouched’s hybrid form is roughly the same size and 
  shape as her natural form, albeit with bestial qualities such 
  as digitigrade legs or shaggy fur, so her equipment does 
  not merge into her new form when she shifts between her 
  natural form and hybrid form. In addition, the size of a 
  weretouched’s hybrid form is the same as the size of her 
  natural form. This otherwise counts as assuming a major 
  form using wild shape.
  This alters wild shape.
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  Skalds are valued in the wilderness for inspiring allies to 
  extraordinary feats of endurance.
  BACCHANAL (ARCHETYPE)
  Bacchanals are skalds who use ecstatic dancing and ribald songs 
  to influence the primal instincts of listeners. To these skalds, 
  the passionate frenzy of a celebration or feast shares many 
  features with the violence of combat, and several of their talents 
  blur the line between festival and battle in dramatic ways.
  Fermented Fruit (Sp): A bacchanal adds goodberry to his 
  list of 1st-level skald spells known. In addition, he can cast 
  it as a spell-like ability once per day. When he casts goodberry 
  as a spell or spell-like ability, the targeted berries ferment; 
  this causes each berry to act as a serving of an alcoholic 
  beverage. A creature that eats a fermented berry does not gain 
  a meal’s nourishment, but it is cured of 1 point of damage and 
  becomes slightly foolhardy as if tipsy, gaining a +1 bonus on 
  saves against fear effects for 1 minute after eating the berry.
  This replaces Scribe Scroll.
  Drunken Dancer (Su): At 2nd level, while maintaining 
  a raging song, a bacchanal can consume a berry affected by 
  goodberry, a potion, or a serving of alcohol as a move action that 
  does not provoke attacks of opportunity. A berry affected by 
  goodberry or a potion has its normal effect, while an alcoholic 
  drink or a berry affected by goodberry via fermented fruit (see 
  above) allows the skald to maintain his raging song that round 
  without expending a round of raging song for the day (instead 
  of the normal effects of the alcohol or fermented berry). For 
  each alcoholic drink or fermented berry consumed while 
  raging, the skald is nauseated for 1 round after his raging 
  song ends. The internal fortitude rage power prevents this 
  nauseated condition from occurring.
  At 7th level, when the bacchanal consumes an alcoholic 
  drink or fermented berry while maintaining his rage song, he 
  can gain the benefits of cure light wounds or remove fear (for the 
  duration of the raging song) at his caster level by spending 2 
  rounds of raging song. At 12th level, the bacchanal can gain 
  the benefits of heroism (for the duration of the raging song) in 
  this manner. At 17th level, he can gain the benefits of persistent 
  vigorACG (for the duration of the raging song) in this manner. 
  This replaces versatile performance.
  Raging Song (Su): A bacchanal gains access to the following 
  raging songs.
  Song of Urging (Su): At 3rd level, the bacchanal’s raging 
  song can wordlessly influence creatures of the wild. This 
  raging song functions just like a Diplomacy check to make a 
  simple request or an Intimidate check but can influence only 
  animals. The bacchanal rolls 1d20 and adds his skald level and 
  his Charisma modifier to determine the urging check’s result. 
  Bonuses and penalties that apply to wild empathy checks 
  apply to these urging checks. The typical domestic animal 
  has a starting attitude of indifferent, while wild animals are 
  usually unfriendly. The song can influence plants or magical 
  beasts with Intelligence scores of 1 or 2 as well as drunken 
  creatures of any Intelligence (even without sharing a language), 
  but against these nonanimals, the bacchanal takes a –4 penalty 
  on this check. The bacchanal must continue to perform the 
  song for the entire time required for the check; otherwise, its 
  effect is wasted, but only 1 round of raging song is expended 
  regardless of how long the check takes.
  This raging song replaces song of marching.
  Maddening Dance (Su): At 10th level, the bacchanal’s raging 
  song can compel a creature within 30 feet to perform an ecstatic 
  dance. Unless it succeeds at its Will save, the victim becomes 
  confused, takes a –2 penalty to its AC and on Reflex saving 
  throws, and loses the benefit of any shield it holds. The effect 
  ends when the target can no longer hear the bacchanal from 
  within 30 feet. As an immediate action, an ally of the bacchanal 
  within 30 feet can dance along as a full-round action (taking 
  all penalties except the confused condition for that round) to 
  allow the bacchanal to target an additional creature. A creature 
  that succeeds at the Will saving throw against this raging song 
  is immune to this effect for 24 hours. This is a compulsion, 
  emotionUM, enchantment, and mind-affecting effect. 
  This raging song replaces dirge of doom.
  Rage Powers: The following rage powers complement the 
  bacchanal archetype: animal fury, boasting tauntAPG, fearless 
  rage, fierce fortitudeACG, increased damage reduction, 
  internal fortitude, liquid courageAPG, night vision, roaring 
  drunkAPG, and staggering drunkAPG.
  BOASTER (ARCHETYPE)
  Boasters use incredible tales and claims to challenge 
  themselves and their allies to accomplish remarkable feats. 
  With a properly delivered boast, a boaster can inspire listeners 
  to attempt, and more often than not, succeed at stunts or tasks 
  they may not have realized they were capable of doing.
  Endurance: The boaster gains Endurance as a bonus feat. 
  This replaces Scribe Scroll.
  Raging Song (Su): A boaster gains access to the following 
  raging songs.
  Song of Endurance (Su): At 3rd level, the boaster’s raging 
  song can inspire his allies to great feats of endurance. This 
  raging song functions as song of marching except affected 
  allies also gain the benefits of the Endurance feat in addition 
  to the benefits of any of the following feats the boaster 
  has (even if they don’t meet the prerequisites): Deathless 
  InitiateUC, Deathless MasterUC, Deathless ZealotUC, Diehard, 
  Fast HealerAPG, Heroic DefianceAPG, and Heroic RecoveryAPG. 
  This raging song replaces uncanny dodge and alters song 
  of marching.
  Song of Surmounting (Su): At 7th level, the boaster’s raging 
  song can inspire allies to move quickly and easily. By 
  spending 1 round of raging song, the boaster can affect all 
  allies within 90 feet for 1 hour. Affected allies gain a benefit 
  according to the surrounding terrain (the benefits don’t 
  stack): a climb speed equal to half their base speed (forest, 
  jungle, mountain, underground), a swim speed equal to their 
  base speed (swamp, water), or a +10 foot enhancement bonus 
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  to their base speed (cold, desert, hill, plains, or urban). The 
  skald must continue to perform the song for the remainder 
  of the hour; otherwise, its effects end, but only 1 round of 
  raging song is expended for that hour. At 13th level, the speed 
  or bonus granted by this ability doubles. At 19th level, this 
  ability grants triple the listed speed or bonus. 
  This raging song replaces lore master.
  Frightful Boast (Su): At 14th level, the boaster’s raging 
  song can frighten foes, as per the frightening tune bardic 
  performance.
  This replaces song of the fallen.
  Rage Power (Ex): The boaster does not gain this ability 
  until 4th level.
  This alters the skald’s rage powers.
  Greater Endurance: At 6th level, the boaster gains a bonus 
  feat that he qualifies for. The feat must have Endurance as a 
  prerequisite (such as Diehard or Fast HealerAPG). 
  This replaces the rage power gained at 6th level.
  Rage Powers: The following rage powers complement the 
  boaster archetype: boasting tauntAPG, come and get meAPG, 
  fearless rage, fierce fortitudeACG, intimidating glare, raging 
  climber, raging flierACG, raging leaper, raging swimmer, 
  sprintUC, strength surge, and swift foot.
  HUNT CALLER (ARCHETYPE)
  Hunt callers are skalds whose songs draw their allies into 
  the animal world. They can invoke the inner beasts of those 
  who observe their supernatural performances—a talent that 
  causes many to mistake the hunt caller and her allies for 
  lycanthropes or other shapechanging creatures.
  Raging Song (Su): A hunt caller gains access to the 
  following raging songs.
  Song of the Senses (Su): At 2nd level, the hunt caller’s raging 
  song unlocks animalistic senses in her allies. By spending 
  1 round of raging song, the hunt caller can affect all allies 
  within 60 feet for 1 hour. The allies gain low-light vision and 
  a +2 competence bonus on Perception and Survival checks. 
  If an ally already has low-light vision, the range doubles. The 
  skald must continue to perform the song 
  for the remainder of the hour; otherwise, 
  its effects end, but only 1 round of raging 
  song is expended for that hour. 
  This raging song replaces well-versed.
  Call of the Wild (Su): At 6th level, the 
  hunt caller’s raging song can transform 
  herself and her allies within 60 feet into 
  animalistic shapes, as per beast shape I (Small 
  animals only) at her caster level. The same 
  transformation applies to all targets. By spending 
  1  round of raging  song per target, the hunt caller can 
  affect any number of allies within 60 feet for 1 hour. When 
  in animal form, the hunt caller is treated as able to speak 
  normally for the purpose of using raging song, but 
  not for using other abilities that require speech 
  (such as spellcasting). The skald must continue to 
  perform the song for the remainder of the hour; 
  otherwise, its effects end, but only 1 round of raging song per 
  target is expended for that hour.
  At 10th level, the hunt caller can instead choose a Medium 
  animal shape. At 14th level, the hunt caller can choose 
  shapechanger’s gift* or the effects of beast shape II. At 18th level, 
  she can choose the effects of beast shape III. 
  This raging song replaces song of strength, song of the 
  fallen, and the rage power gained at 18th level.
  Wilderness Magic (Su): At 5th level and again at 11th level 
  and 17th level, the hunt caller adds two spells of any level she 
  can cast from the druid spell list to her class spell list and list 
  of skald spells known. 
  This replaces spell kenning.
  Inspire Scent (Ex): At 6th level, the hunt caller gains the 
  scent rage power. Her song of the senses and inspired rage 
  raging songs both grant affected allies this rage power. 
  This replaces the rage power gained at 6th level.
  Rage Powers: The following rage powers complement 
  the hunt caller archetype: animal fury, battle roarACG, beast 
  totemAPG (lesser, normal, and greater), intimidating glare, 
  low-light vision, no escape, primal scentUC, quick reflexes, 
  sprintUC, and swift foot.
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  Slayer
  Slayers in wilderness environments are masters of using 
  natural terrain to establish combat advantages.
  SLAYER TALENTS
  The following slayer talents can be taken by any slayer who 
  meets their prerequisites.
  Sticks and Stones (Ex): The slayer gains Catch Off-Guard 
  as a bonus feat.
  Sunlight Strike (Ex): The slayer can reflect sunlight (or 
  other sources of bright light) into the eyes of an adjacent 
  target as a swift action, causing it to gain the dazzled 
  condition for 1 round.
  Sure Footing (Ex): The slayer gains a +5 bonus on 
  Acrobatics checks to move on narrow surfaces and loose or 
  uneven ground.
  Toxin Training (Ex): The slayer builds resistance to 
  certain poisons over time. Each time he chooses this talent, 
  he chooses one ability score. He gains a +4 bonus on saving 
  throws against poisons that deal damage to the chosen ability 
  score. The slayer can choose this talent multiple times. Each 
  time he does, he chooses a new ability score and gains the 
  bonus on saves against poisons that target that ability. The 
  slayer must be at least 4th level and have the poison use 
  talent to select this talent.
  AVALANCHER (ARCHETYPE)
  Avalanchers attack from overhead cliffs and mesas like a 
  landslide of arrows and blades.
  Falling Strike (Ex): An avalancher excels at dropping onto 
  opponents from higher ground. He gains a +1 bonus on 
  Stealth checks and attack and damage rolls when he falls at 
  least 10 feet before attacking an opponent. These bonuses 
  stack with any bonuses the avalancher receives for charging 
  or attacking from higher ground.
  At 5th, 10th, 15th, and 20th levels, the bonuses from falling 
  strike increase by 1. 
  This replaces studied target.
  Cliff Jumper (Ex): An avalancher adds half his level on 
  Acrobatics checks to jump or soften a fall. Whenever he 
  attempts an Acrobatics check to soften an intentional fall, he 
  reduces the falling damage he takes by an additional 1d6 for 
  every increment of 10 by which his Acrobatics check result 
  exceeds the DC (a 2d6 reduction at DC 25, 3d6 at DC 35, and 
  so on). At 11th level, the avalancher reduces the DC of his 
  Acrobatics checks to soften a fall by 5. 
  This replaces track and swift tracker.
  Falling Dodge (Ex): At 7th level, an avalancher gains his 
  bonus to AC from the falling strike ability when a jump or fall 
  carries him through threatened squares. This bonus applies 
  only when he’s jumping, not when he’s using Acrobatics to 
  try to avoid attacks of opportunity from moving through 
  threatened squares. 
  This replaces stalker.
  Fall-By Attack (Ex): At 14th level, if the avalancher makes 
  a single jump of at least 20 feet in any direction and lands at 
  an elevation at least 10 feet lower than his starting elevation, 
  he can make ranged or melee attacks during his fall as if he 
  were making a full-round attack. He can make any number of 
  attacks in any combination of squares along this single jump, 
  up to his maximum number of attacks, but he can attack a 
  given creature once at most. If the avalancher attempts a jump 
  but fails the Acrobatics check, he makes no attacks and suffers 
  the consequences of his failed jump normally. At 19th level, 
  he can add his extra damage from sneak attack against each 
  creature he hits while using this ability, even if the targets have 
  acted in combat or retain their Dexterity bonuses to AC. 
  This replaces quarry and improved quarry.
  Death from Above (Ex): At 20th level, an avalancher can 
  take down his foe with a single attack. During a round, if 
  he falls at least 10 feet (the action type depends on how he 
  comes to be falling), he can make a single attack at his full 
  base attack bonus as a standard action, choosing one of the 
  following effects: kill, knock unconscious for 1d4 hours, or 
  paralyze for 2d6 rounds. If the attack hits, the target takes 
  damage normally and must succeed at a Fortitude save or 
  suffer the additional effect. The save DC is equal to 20 + 1 for 
  every 10 feet the avalancher fell before making the attack (to 
  a maximum of DC 30 for a fall of 100 feet or more). Whether 
  or not the target succeeds, it can’t be targeted by this ability 
  again (by any avalancher) for 24 hours. 
  This replaces master slayer.
  DUNE RIDER (ARCHETYPE)
  Mounted harriers, saboteurs, and skirmishers, dune riders 
  can disrupt even the most organized opposition.
  Sand Foot (Ex): The dune rider adds half his level as a 
  bonus on Ride checks in warm deserts, hills, and mountains. 
  At 11th level, the dune rider and his mount no longer treat 
  sand or rocky ground as difficult terrain, and they gain a 
  +10-foot enhancement bonus to their base speed in warm 
  deserts, hills, and mountains. 
  This replaces track and fast tracker.
  Desert Skirmisher (Ex): The dune rider excels in combat 
  in warm deserts, hills, and mountains. While in such terrain, 
  he gains a +2 bonus on initiative, Perception, and Stealth 
  checks, and a +1 bonus on attack and damage rolls. At 5th 
  level and every 5 levels thereafter, the bonus on initiative, 
  Perception, and Stealth checks increases by 2 (maximum 
  +10) and the bonus on attack and damage rolls increases by 1 
  (maximum +5). 
  This replaces studied target.
  Galloping Fire (Ex): At 4th level, the penalties for the dune 
  rider’s ranged attacks while mounted decrease by 2. These 
  penalties decrease by an additional 2 at 7th level. 
  This replaces stalker and the slayer talent normally gained 
  at 4th level.
  Dust Vision (Ex): At 8th level, the dune rider is at home 
  in the desert. He exists comfortably in hot conditions up to 
  140º Fahrenheit without having to attempt Fortitude saves. 
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  His equipment is likewise protected. He takes no penalties 
  on Perception checks from blowing sand, dust, or heat 
  shimmers, nor do these effects grant concealment to the 
  dune rider’s enemies within 30 feet. Effects that would grant 
  total concealment work normally. 
  This replaces the slayer talent normally gained at 8th level.
  Dunes of Death (Su): At 20th level, a dune rider can use 
  the desert’s heat to finish off his foes. As a standard action, 
  he can make a single attack at his full base attack bonus 
  while in warm desert, hills, or mountains, choosing one of 
  the following effects: kill, knock unconscious for 1d4 hours, 
  or paralyze for 2d6 rounds. If the attack hits, the target takes 
  damage normally and must succeed at a Fortitude save or 
  suffer the additional effect. The DC of this save is 20 + the 
  dune rider’s Intelligence modifier. Whether or not the target 
  succeeds, it can’t be targeted by this ability again for 24 hours. 
  This replaces master slayer.
  GUERRILLA (ARCHETYPE)
  Slayers characterized by cunning and patience, guerrillas 
  specialize in ambush and harassment of enemies.
  Strike First, Strike Last (Ex): A guerrilla adds half his level 
  on Stealth checks when remaining motionless and reduces 
  the penalty on Stealth checks when sniping by an equal 
  amount. He also gains this bonus on his initiative checks in 
  surprise rounds whenever he is aware of the surprise round 
  and at least one enemy is unaware. 
  This replaces track and swift tracker.
  Quick Start (Ex): At 6th level, the guerrilla can take a 
  normal charge action during the surprise round, rather than 
  a charge with half the usual distance. 
  This replaces the 6th-level slayer talent.
  Astonishing Strike (Ex): At 14th level, when the guerrilla 
  deals sneak attack damage to a target of his studied target 
  ability during the surprise round, that target is denied its 
  Dexterity bonus to AC against attacks from the same guerrilla 
  until the end of the guerrilla’s next turn. When the guerrilla 
  reaches 19th level, this ability works any time he deals sneak 
  attack damage to a target of his studied target ability during 
  the first round of combat, whether or not it’s a surprise round. 
  This replaces quarry and improved quarry.
  WOODLAND SNIPER (ARCHETYPE) 
  Woodland snipers are guardians of forest and grove, keeping 
  vigil on their borders and hunting bounties and trespassers 
  from the shelter of sturdy branches.
  Tree Climber (Ex): A woodland sniper adds half his level to 
  Acrobatics and Climb checks to move between, through, or up 
  trees. With a successful DC 15 Acrobatics check, he can make 
  ranged attacks with bows while balancing on branches. 
  This replaces track.
  Ranged Sneak Attack (Ex): At 3rd level, whenever a woodland 
  sniper makes a ranged attack against a creature within 30 feet 
  that is denied its Dexterity bonus to AC (whether the target 
  actually has a Dexterity bonus or not), he deals an additional 
  1d6 points of damage. This damage increases by 1d6 every 
  3  levels thereafter. 
  Should the woodland 
  sniper 
  score 
  a 
  critical hit with his 
  ranged attack, this 
  additional 
  damage 
  is not multiplied. 
  A woodland sniper cannot use 
  sneak attack with a melee attack.
  At 6th level and every 3rd level 
  thereafter, the range at which 
  he can make a sneak attack 
  increases by 10 feet.
  This alters sneak attack.
  Still Shot (Ex): At 7th level, when he has cover 
  provided by one or more trees, the woodland sniper 
  reduces the penalty on Stealth checks to remain 
  hidden while sniping by half his slayer level. 
  This replaces stalker.
  Branchwalking (Ex): At 11th level, the woodland sniper 
  gains a climb speed equal to his base speed. In addition, 
  at 13th level, he can move from one tree to another via 
  connecting branches by adding 5 to the DC of an Acrobatics 
  or Climb check to move within the canopy. The woodland 
  sniper cannot end his movement on a branch that cannot 
  support his weight. 
  This replaces swift tracker and slayer’s advance.
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  Witch
  Witches blur the line between arcane and divine power, 
  casting hexes and spells granted by their recondite patrons.
  WITCH HEXES
  The following hexes are available to all witches and use the 
  standard rules for witches found in Pathfinder RPG Advanced 
  Player’s Guide. The save DC for a witch’s hex is 10 + half the 
  witch’s level + the witch’s Intelligence modifier.
  City Sight (Su): The witch curses a target with the simple 
  vision of urban mortals. On a failed Fortitude save, the 
  subject loses the use of darkvision, greensight, low-light 
  vision, see in darkness, and other visual abilities beyond 
  simple sight, but not nonvisual means of perception like 
  blindsight, scent, or tremorsense. This effect lasts 1 minute. 
  At 8th level, this effect lasts for 10 minutes instead. Whether 
  or not the creature succeeds at the saving throw, it can’t be 
  the target of this hex again for 1 day. 
  Enemy Ground (Su): The witch curses a target with 
  clumsiness when in dangerous terrain. The target takes a 
  –4 penalty on Acrobatics checks to move over slippery or 
  uneven surfaces and to avoid attacks of opportunity while 
  moving through threatened squares. This effect lasts for 1 
  minute. On a successful Will save, the penalty is reduced 
  by half and the duration is only 1 round. At 8th level, this 
  penalty increases to –8. 
  No Place Like Home (Su): The witch fills an ally with the 
  safety he feels at home or inflicts pangs of homesickness to 
  hamper an enemy’s defenses. She chooses a target for the 
  hex within 30 feet. If she chooses an ally, that ally gains a +2 
  dodge bonus to AC against traps and on Reflex saves against 
  traps. If she chooses an opponent, that opponent takes a 
  –2 penalty to AC against traps and on Reflex saves against 
  traps. Either way, the effects last for 1 minute. 
  The target can attempt a Will save to negate 
  the effects of the hex. At 8th level, the bonus or 
  penalty increases to 4. At 16th level, the bonus or 
  penalty increases to 6. A creature targeted by this 
  hex cannot be targeted again by this hex for 1 day.
  Summer’s Heat (Su): The witch surrounds her target 
  with oppressive heat, dealing a number of points of 
  nonlethal damage equal to her witch level and causing the 
  target to become fatigued. The target can attempt a Fortitude 
  save to reduce this nonlethal damage by half and negate the 
  fatigued condition. Whether or not the target succeeds at this 
  save, it can’t be the target of this hex again for 1 day.
  WITCH PATRONS
  Witches can choose the following patrons based on themes 
  of the natural world to further associate the effects of their 
  spellcasting powers with the wilderness. 
  Autumn: 2nd—ray of enfeeblement, 4th—create pitAPG, 
  6th—gentle repose, 8th—vitriolic mistUM, 10th—major creation, 
  12th—acid fog, 14th—caustic eruptionUM, 16th—horrid wilting, 
  18th—wail of the banshee.
  Spring: 2nd—feather fall, 4th—alter self, 6th—pup shapeUC, 
  8th—true formAPG, 10th—lightning arcUM, 12th—chain lightning, 
  14th—control weather, 16th—stormboltsAPG, 18th—time stop.
  Summer: 2nd—goodberry, 4th—flaming sphere, 6th—
  daylight, 8th—greater flaming sphereACG, 10th—wall of fire, 
  12th—siroccoAPG, 14th—sunbeam, 16th—sunburst, 18th—fiery 
  bodyAPG.
  Thorns: 2nd—thorn javelinACG, 4th—wrathAPG, 6th—thorny 
  entanglementACG, 8th—thorn bodyAPG, 10th—wall of thorns, 
  12th—blade barrier, 14th—repulsion, 16th—mage’s sword, 
  18th—wooden phalanxUM.
  Winter: 2nd—unshakable chillUM, 4th—resist energy 
  (cold only), 6th—ice storm, 8th—wall of ice, 10th—cone 
  of cold, 12th—freezing sphere, 14th—control weather, 
  16th—polar ray, 18th—polar midnightUM.
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  Woodlands: 
  2nd—entangle, 
  4th—accelerate 
  poisonAPG, 
  6th—lily pad strideAPG, 8th—grove of respiteAPG, 10th—tree 
  stride, 12th—repel wood, 14th—animate plants, 16th—control 
  plants, 18th—shambler.
  FLOOD WALKER (ARCHETYPE)
  Witches who dwell in floodplains or along the banks of 
  predictably dangerous rivers can tap into the underlying 
  potential of surging waters in order to enhance their 
  eerie powers.
  Alignment: Flood walkers exult in the final gasp for air 
  of a drowning victim and must be evil in alignment. A flood 
  walker who becomes nonevil loses access to all abilities 
  granted by this archetype but does not regain any abilities 
  this archetype replaced.
  Class Skills: A flood walker gains Survival and Swim as 
  class skills but does not gain Fly and Heal as class skills.
  This alters the witch’s class skills.
  Patron Spells: Regardless of which patron a flood walker 
  selects, he replaces some of his patron spells with the 
  following: 4th—aboleth’s lungARG, 10th—suffocationAPG, 16th—
  seamantleAPG, 18th—mass suffocationAPG. 
  This alters the witch’s patron spells.
  Gasping Breath Aura (Su): A creature attempting to hold 
  its breath within 30 feet of a flood walker is treated as having 
  taken a standard or full-round action when determining 
  how long it can hold its breath, regardless of the number 
  and type of actions it takes in a round. At 5th level, increase 
  the DC of Swim checks attempted within 30 feet of the flood 
  walker by 5, and creatures actively engaged in combat or a 
  similarly strenuous activity use air twice as quickly within 
  the aura. The flood walker can exempt creatures within this 
  aura from these increased penalties. 
  This replaces the hex gained at 1st level.
  River Stride (Su): At 6th level, a flood walker and his 
  familiar can walk on the surface of water and other liquids 
  as if under the effects of a water walk spell. The flood 
  walker chooses at the beginning of his turn each round 
  whether this ability is active or suppressed (for himself 
  and his familiar separately), allowing him to walk on water 
  or swim. 
  This replaces the hex gained at 6th level.
  Breath Siphon (Su): At 10th level, a flood walker gains 
  strength from his patron when creatures suffocate or 
  drown. Whenever a creature with an Intelligence of 3 or 
  higher asphyxiates or drowns within 30 feet of him, the 
  flood walker gains the benefit of a death knell spell for 1 hour. 
  If a flood walker drowns such a victim himself (such as by 
  holding a grappled or helpless creature under water until 
  it dies or by killing it with a suffocation spell), the duration 
  is doubled, and the flood walker gains 4d8 temporary hit 
  points and a +6 enhancement bonus to Strength instead of 
  the usual temporary hit points and enhancement bonus to 
  Strength from death knell. Like death knell itself, this is an 
  evil act. 
  This replaces the hex gained at 10th level. 
  Hexes: The following witch hexes complement the flood 
  walker archetype: blight, prehensile hairUM, swamp hagUM, 
  water lungUM.
  Major Hexes: The following major hex complements the 
  flood walker archetype: weather control.
  Grand Hexes: The following grand hex complements the 
  flood walker archetype: natural disaster.
  HERB WITCH (ARCHETYPE)
  Some witches dedicate their lives to the mastery of herb lore. 
  Herb witches brew foul-tasting medicines, sweet poisons, 
  and other concoctions from the untamed plants of the wild.
  Patron Spells: An herb witch must choose a patron with 
  a theme compatible with the needs of the natural world, 
  selected from the following list: ancestorsUM, animals, 
  deathUM, elements, healingUM, plague, strength, timeUM, water, 
  winterUM, wisdom, or woodlands*.
  This alters the witch’s patron spells.
  Herb Lore (Ex): Herb witches are masters of herbalism, 
  and they can use what they gather from garden or grove 
  to duplicate many of the effects of alchemy. An herb witch 
  can attempt Profession (herbalist) checks in place of Craft 
  (alchemy) checks, and she gains a bonus on Profession 
  (herbalist) checks equal to half her class level.
  Herb witches are adept at brewing thick herbal cure-alls 
  called remedies. An herb witch prepares these remedies 
  while communing with her familiar, during which she can 
  prepare a number of remedies equal to 3 + her Intelligence 
  modifier (minimum 1 remedy). A remedy becomes inert if 
  it leaves the herb witch’s possession, reactivating as soon 
  as it returns to her keeping. A witch can never have more 
  remedies than 3 + her Intelligence modifier.
  As a standard action, the herb witch can administer 
  a remedy to herself or a creature within reach which 
  consumes the remedy. The herb witch attempts a Profession 
  (herbalist) check against the save DC of any one disease or 
  poison currently afflicting the consumer. If she is successful, 
  the affliction is suppressed for 1 minute. At 10th level, if she 
  exceeds the DC of the check by 10 or more, the affliction 
  immediately ends. If the disease or poison doesn’t allow 
  saving throws, the remedy is ineffective.
  An herb witch can also use a remedy to attempt to 
  remove the blinded, deafened, fatigued, nauseated, 
  sickened, and staggered conditions. This requires a 
  Profession (herbalist) check with a DC equal to the spell 
  or effect that caused the condition, or a DC 25 check if 
  the condition was caused by an effect that doesn’t allow a 
  saving throw. If the herb witch succeeds, the condition is 
  removed unless the condition is permanent; at 10th level, 
  if the herb witch succeeds by 10 or more, her remedy can 
  remove a permanent condition.
  Only a single condition, disease, or poison can be removed 
  with each application of a remedy, and a creature can only 
  benefit from one herbal remedy each day, whether or not the 
  herb witch succeeds at her skill check. 
  This replaces the hexes gained at 1st and 10th levels.
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  Hexes: An herb witch must select cauldron as her hex 
  at 2nd level. The following witch hexes complement the 
  herb witch archetype: fortune, healing, poison steepUM, 
  swamp hagUM.
  Major Hexes: The following major hexes complement 
  the herb witch archetype: major healing, weather control, 
  witch’s brewUM.
  Grand Hexes: The following grand hex complements the 
  herb witch archetype: life giver.
  SEASON WITCH (ARCHETYPE)
  Season witches gain their power from the cyclical and 
  mystical exchange of energy passed from one season of 
  nature to another. Often, season witches carry bitter grudges 
  against their fellow witches, with many believing that the 
  season prior to their chosen focus is inferior and the season 
  that replaces their favored time is an usurper of time, but 
  at other times season witches work together, understanding 
  that all are a part of the cycle of the natural world.
  Season of the Witch (Su): A season witch observes the 
  cycles of life through symbolic festivals and the very real 
  passage of time. Their covens celebrate the seasons and their 
  impact on magic. These seasonal cycles alter their magic and 
  mind-set, focusing their spells and hexes on a predominant 
  energy type and philosophy.
  A season witch makes a commitment to embody the 
  sacred symbolism of a season year round, and learns her 
  spells through communion with nature, divining secrets 
  from shapes in the clouds or the play of leaves on the wind. 
  At 1st level, a season witch chooses the season that defines 
  her abilities as her patron; this choice also provides her 
  certain benefits.
  A spring witch has dominion over the renewing spirit 
  of life and youth. The save DCs of her spells that deal 
  electricity damage increase by 1. At 1st level, she gains either 
  the charm hex or disguise hex as a bonus hex.
  A summer witch has dominion over growth, the harvest, 
  and toil. The save DCs of her spells that deal fire damage 
  increase by 1. At 1st level, she gains either the fortune hex or 
  misfortune hex as a bonus hex.
  An autumn witch has dominion over the provision of the 
  land and the passing of life. The save DCs of her spells 
  that deal acid damage increase by 1. At 1st 
  level, she gains either the blight hex or 
  slumber hex as a bonus hex.
  A winter witch has dominion over hearth 
  and home. The save DCs of her spells that deal cold 
  damage increase by 1. At 1st level, she gains either the 
  healing hex or ward hex as a bonus hex.
  This alters patron and the hex gained at 
  1st level.
  Hexes: The following hexes complement 
  the season witch archetype: flight (spring), 
  summer’s heat* (summer), poison steepUM 
  (autumn), no place like home* (winter).
  Major Hexes: The following major hexes 
  complement 
  the 
  season 
  witch 
  archetype: speak in dreamsUM 
  (spring), 
  agony 
  (summer), 
  hoarfrostUM 
  (autumn), 
  major 
  healing (winter).
  Grand 
  Hexes: 
  The 
  following grand hexes 
  complement the season 
  witch archetype: forced 
  reincarnation 
  (spring), 
  natural disaster (summer), 
  death 
  curse 
  (autumn), 
  life 
  giver (winter).
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  While some classes are not as at home in the wild places 
  of the world, there are still those who have adapted to the 
  wilderness. The following includes a sample of other class 
  archetypes that survive and thrive among the elements. 
  BLIGHTED MYRMIDON 
  (ANTIPALADIN ARCHETYPE)
  Blighted myrmidons carry the seed of rot in their black 
  hearts and sap life from the natural world.
  Smite Nature (Su): A blighted myrmidon can drain the 
  life from a creature tied to nature. As a swift action, the 
  blighted myrmidon chooses one target within sight to smite. 
  Regardless of its alignment, if the target is an animal, plant, or 
  vermin, the blighted myrmidon adds her Charisma bonus (if 
  any) on her attack rolls and adds her blighted myrmidon 
  level on damage rolls against the target of her smite. 
  If the target of smite nature is an elemental, a fey, 
  or a creature with levels of druid, hunter, ranger, or 
  shifter, the bonus on damage on the first successful 
  attack increases to 2 points of damage per 
  class level the blighted myrmidon has. 
  This ability otherwise functions as 
  smite good. 
  This alters smite good. 
  Corrupted Companion (Sp): At 5th 
  level, a blighted myrmidon can call 
  upon a corrupted servant of nature. 
  When the blighted myrmidon 
  chooses the second fiendish boon 
  option, it functions as a summon 
  nature’s ally spell of the appropriate 
  level. This ability otherwise functions as 
  the standard fiendish boon antipaladin 
  class feature. 
  This alters fiendish boon. 
  Feed on Decay (Ex): At 10th level, a blighted 
  myrmidon draws strength from corrupting 
  the natural world. When the blighted 
  myrmidon damages a creature with her 
  smite nature ability, she gains a +1 
  morale bonus on attack rolls, damage 
  rolls, and saving throws for 1 round. 
  This replaces the use of smite good 
  gained at 10th level. 
  Aura of Decay (Su): At 11th level, as a free 
  action, a blighted myrmidon can expend 
  two uses of her smite nature ability to 
  generate an aura of decay with a range of 
  10 feet for 1 minute. Living foes of the 
  blighted myrmidon within the aura 
  take 3d6 points of damage unless 
  they succeed at a Fortitude save 
  (DC = half the blighted myrmidon’s level + her Charisma 
  modifier) for half damage. If an elemental, a fey, or a 
  creature with levels in druid, hunter, ranger, or shifter 
  takes damage from aura of decay, the blighted myrmidon 
  regains a number of hit points equal to half the amount 
  of damage the creature takes; this doesn’t stack if multiple 
  such creatures are in the aura. 
  This replaces aura of vengeance. 
  Enervating Touch (Su): At 15th level, when she damages a 
  creature with her touch of corruption, a blighted myrmidon 
  can suppress the vital force of her target for 1 round per 
  level. While affected, when the target regains hit points, it 
  regains only half the number of hit points it would otherwise 
  receive, and it can’t gain temporary hit points. The target can 
  attempt a Fortitude save (DC = half the blighted myrmidon’s 
  level + her Charisma modifier) to negate this effect. 
  This replaces the cruelty gained at 15th level. 
  Unnatural Champion (Ex): At 20th level, when a blighted 
  myrmidon uses smite nature and strikes an elemental or 
  fey creature with the extraplanar subtype, the target is 
  also subject to the effects of a banishment spell, using 
  her blighted myrmidon level as her caster level, 
  and her weapon and unholy symbol 
  automatically count as objects 
  that the subject hates. This 
  ability otherwise functions as 
  unholy champion. 
  This alters unholy champion.
  COMMANDO 
  (GUNSLINGER 
  ARCHETYPE)
  Commandos are those rough and 
  ready gunslingers who 
  excel 
  at 
  hit-and-run 
  tactics and leveraging 
  their expertise in the wild 
  against their enemies.
  Class Skills: A commando 
  gains Knowledge (geography), 
  Knowledge (nature), and Stealth as class 
  skills instead of Knowledge (engineering), 
  Knowledge (local), and Sleight of Hand.
  This alters the gunslinger’s class skills.
  Deeds: A commando gains the following 
  deeds; each of these deeds replaces an 
  existing deed.
  Trap Shot (Ex): At 3rd level, the 
  commando can spend 1 point of grit and 
  target a 5-foot square with her firearm. 
  If she succeeds at an attack against an 
  AC of 10, she triggers a single trap within 
  that 5-foot square, even if she is unaware 
  of the trap. If there are multiple traps 
  within the same 5-foot square, the 
  commando must declare which trap 
  Other Archetypes  
  and Class Options
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  she is triggering; otherwise it is determined randomly. If a 
  creature is occupying the same square as the triggered trap, 
  the trap affects the creature as if it had triggered the trap.
  This deed replaces utility shot.
  Sniping Shot (Ex): At 11th level, the commando can spend 
  1 point of grit as a swift action to negate the –20 penalty on 
  Stealth checks when sniping until the start of her next turn.
  This deed replaces expert loading.
  Camouflage (Ex): At 11th level, as long as the commando has 
  1 point of grit, she gains the camouflage ranger class feature.
  This deed replaces lightning reload.
  Hide in Plain Sight (Ex): At 15th level, as long as the 
  commando has 1 point of grit, she gains the hide in plain 
  sight ranger class feature.
  This deed replaces slinger’s luck.
  Favored Terrain (Ex): At 2nd level, a commando gains the 
  favored terrain ranger class feature. At 6th level and every 
  4 levels thereafter, the commando can pick an additional 
  favored terrain.
  This replaces nimble.
  Track (Ex): At 4th level, a commando adds half her level on 
  Survival checks to follow tracks.
  This replaces the bonus feat gained at 4th level.
  Trapsmith: At 5th level, a commando can learn how to 
  create one ranger trap (Pathfinder RPG Ultimate Magic 64) in 
  place of gaining the next level of gun training. A commando 
  can use a known trap a number of times per day equal to 
  her Wisdom bonus (minimum 1). The DC for a commando’s 
  trap is equal to 10 + half her commando level + her Wisdom 
  bonus, and it lasts 1 day per 2 levels she has.
  A commando can set only extraordinary ranger traps with 
  this ability; as with extraordinary ranger traps, the trap DC 
  for these traps has a –2 penalty.
  This alters gun training.
  NATURE-BONDED MAGUS 
  (MAGUS ARCHETYPE)
  A nature-bonded magus synergizes arcane magic and the 
  divine magic traditions of druids into a deadly synthesis.
  Natural Magic: A nature-bonded magus adds one 0-level 
  and one 1st-level spell from the druid spell list to the magus 
  spell list and his spellbook. Each time a nature-bonded 
  magus gains the ability to cast a new level of spells, he can 
  add one spell of that level from the druid spell list to both 
  the magus spell list and his spellbook.
  Plant Familiar: A nature-bonded magus gains the familiar 
  magus arcana. A nature-bonded magus must choose a plant 
  familiar (see page 190) as his familiar. 
  This replaces arcane pool.
  Familiar Symbiosis (Su): A 4th level, when a nature-
  bonded magus is adjacent to his familiar, he can merge with 
  his familiar as a standard action; both the nature-bonded 
  magus and the familiar provoke attacks of opportunity with 
  this action. Doing so causes the plant familiar to bond with 
  a part of the nature-bonded magus’s body as though it were 
  growing on him. While merged, the nature-bonded magus’s 
  familiar can take no actions (but can still attempt Perception 
  checks and communicate with the nature-bonded magus), 
  and it can’t be targeted or harmed by effects. As long as his 
  familiar is merged, the nature-bonded magus gains half his 
  plant familiar’s natural armor adjustment to AC.
  The nature-bonded magus can separate from his plant 
  familiar as a standard action that provokes attacks of 
  opportunity for both of them. Once they have separated, the 
  familiar appears in an adjacent square of the nature-bonded 
  magus’ choosing.
  This replaces spell recall.
  Woodland Stride (Ex): At 7th level, a nature-bonded magus 
  can move through any sort of undergrowth (such as natural 
  briars, overgrown areas, thorns, and similar terrain) at his 
  normal speed and without taking damage or suffering any 
  other impairment. Briars, overgrown areas, and thorns that 
  are enchanted or magically manipulated to impede motion, 
  however, still affect him.
  This replaces knowledge pool.
  Improved Familiar Symbiosis (Su): At 11th level, when a 
  nature-bonded magus is merged with his familiar, he gains 
  a +4 enhancement bonus to his Strength and Constitution.
  This replaces improved spell recall.
  FEROCITY (PSYCHIC DISCIPLINE)
  You are in touch with the most primal part of your 
  subconscious. Your training allows you to unlock animalistic 
  senses and powers.
  Phrenic Pool Ability: Wisdom.
  Bonus Spells: Anticipate perilUM (1st), bull’s strength (4th), 
  heroism (6th), freedom of movement (8th), stoneskin (10th), 
  transformation (12th), greater arcane sight (14th), mind blank 
  (16th), foresight (18th).
  Discipline Powers: Through your psychic training, you can 
  unleash the most animalistic portions of your subconscious, 
  enhancing your senses and physical capabilities.
  Enhanced Senses (Ex): Your mind can process sensory stimuli 
  with exceptional efficiency, awakening you to a world most 
  humanoids cannot comprehend. You gain scent as per the 
  universal monster rule. You can spend 1 point from your 
  phrenic pool as a standard action to amplify your sense of 
  smell, gaining blindsense with a range of 30 feet for 1 minute. 
  At 11th level, your blindsense is continuously active, and you 
  can spend 1 point from your phrenic pool as a standard action 
  to gain blindsight with a range of 30 feet for 1 minute.
  Survival Instinct (Ex): Through sheer willpower, you can keep 
  your body going longer than should be possible. You add your 
  Wisdom bonus (minimum +1) to your Constitution score 
  to determine the negative hit point total at which you die, 
  and as a bonus on Constitution checks to become stable or 
  regain consciousness.
  Ferocity (Ex): At 5th level, you cling to life with increasing 
  ferocity. You gain ferocity as per the universal monster rule. 
  Whenever you have 0 hit points or negative hit points, you 
  gain a +4 morale bonus to your Strength and Dexterity, as 
  well as a +2 morale bonus on Fortitude saves. At 8th level, 
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  you are not staggered when you have 0 hit points or negative 
  hit points, and you automatically stabilize when you have 
  negative hit points.
  Primal Fury (Su): At 13th level, you can unleash a more 
  primal version of yourself as a free action. This functions 
  as transformation, with the following exceptions. You can use 
  this ability for a number of rounds per day equal to your 
  psychic level. These rounds do not need to be consecutive. 
  You can end the effect as a free action. After using this ability, 
  you are fatigued for a number of rounds equal to twice the 
  number of rounds spent in primal fury. You cannot enter 
  a new primal fury while fatigued or exhausted. If you fall 
  unconscious, your primal fury immediately ends.
  SYMBIOSIS (PSYCHIC DISCIPLINE)
  Like pollen on the wind or the roots of plants in the ground, 
  your thoughts permeate your surroundings, allowing you to 
  study and manipulate the world around you.
  Phrenic Pool Ability: Charisma.
  Bonus Spells: Hide from animals (1st), hold animal (4th), 
  dominate animal (6th), command plants (8th), awaken (10th), 
  liveoak (12th), greater scrying (14th), control plants (16th), dominate 
  monster (18th).
  Discipline Powers: Your powers allow you to connect with 
  and manipulate natural life.
  Animal Mastery (Su): As a standard action, you can 
  project your mind into the mind of an animal you can 
  see, establishing a mental link that allows you to share the 
  animal’s senses—hearing, seeing, smelling, tasting, and 
  touching everything the animal does. You cannot use this 
  ability on an animal if its Hit Dice exceed your psychic level. 
  The animal can attempt a Will save to resist the effect. If it is 
  successful, the animal is immune to this ability for 24 hours.
  While sharing an animal’s senses, your body is effectively 
  unconscious, but you can end the effect as a free action. You 
  can maintain the link for 1 hour per level, but the link is 
  immediately severed if the animal moves beyond a range of 
  1 mile per psychic level you have. You can use this ability a 
  number of times per day equal to 3 + your Charisma modifier.
  At 7th level, the mental link becomes stronger. Whenever 
  you share an animal’s senses, you can control it, as per 
  dominate animal, except the duration, Hit Dice limit, range, 
  and other conditions listed above apply.
  One with Nature (Sp, Su): You can cast detect animals or plants 
  as a spell-like ability at will. You gain a +2 insight bonus on 
  Knowledge (nature) checks, and while using detect animals 
  or plants, the bonus increases to +4 to identify a matching 
  animal or plant creature within the area of effect. At 7th level, 
  you can speak with any animal you successfully identify, 
  as per speak with animals, but this ability doesn’t make the 
  creature any friendlier than normal.
  Bionetwork (Su): At 5th level, your mental influence over 
  nature increases. Once per day, you can spend 10 minutes 
  to mentally connect with living fungi, leaves, moss, roots, 
  and similar plants or plantlike things. You form a temporary 
  network that functions as an extension of your  senses. 
  The  network allows you to use one of the following two 
  effects: you can remotely view any familiar or obvious 
  location within a range of 250 feet per psychic level, as per 
  clairaudience/clairvoyance; or you can attempt to locate a 
  creature within the area, as per scrying. You don’t need a focus 
  to use this effect, and you can’t cast spells through the sensor.
  This ability doesn’t function in areas of sparse vegetation, 
  such as arid deserts, barren caverns, or frozen tundras. 
  Buildings and urban areas are generally excluded from your 
  network, but ruins reclaimed by nature are connected. While 
  you’re underground, roots and fungi function as your network, 
  but the radius of the network is only 100 feet per psychic level.
  At 9th level and every 4 levels thereafter, you gain an 
  additional daily use of this ability.
  Animate Tree (Su): At 13th level, you can animate a tree 
  within 180 feet as a standard action. This functions as a 
  treant’s animate trees ability, with the following exceptions. 
  Each day, you can animate a number of trees equal to 3 + your 
  Charisma modifier, and you can control up to one tree at a 
  time, plus an additional tree at 15th level and every 2 levels 
  thereafter. A tree remains animated for 10 minutes per level, 
  or until dismissed by you or destroyed.
  WOOD (SHAMAN SPIRIT)
  A shaman who selects the wood spirit has a skin tone similar 
  to the coloration of trees in her home region. Her vibrant 
  hair is fragrant and resembles leaves and blossoms.
  Spirit Magic Spells: Shillelagh (1st), barkskin (2nd), minor 
  creation (wood items only) (3rd), thorn bodyAPG (4th), tree stride 
  (5th), ironwood (6th), transmute metal to wood (7th), changestaff 
  (8th), wooden phalanxUM (9th).
  Hexes: A shaman who chooses the wood spirit can select 
  from the following hexes.
  Hex of Lignification (Su): The shaman causes a creature 
  within 30 feet to turn into a twisted, treelike shape for 
  2 rounds. The target gains hardness 5 but is staggered, and 
  can negate the effect with a successful Fortitude saving 
  throw. Whether or not the target succeeds at its save, it can’t 
  be the target of this hex again for 24 hours.
  Nature’s Gifts (Su): Once per day, the shaman can command 
  trees and other plants to yield magical berries and fruit. This 
  ability functions as goodberry, except the maximum number 
  of hit points it can restore to a subject in a 24-hour period 
  from this hex is equal to the shaman’s Charisma modifier 
  (minimum 1 hit point per day).
  Spines and Brambles (Su): With a beckoning gesture, the 
  shaman conjures spiny shrubs in a number of squares equal 
  to her Charisma modifier (minimum 1) within 30 feet. The 
  squares become filled with light undergrowth (Pathfinder RPG 
  Core Rulebook 426). The shaman can pass through the affected 
  squares without impediment. When the shaman uses this hex 
  again, any previously conjured undergrowth withers away.
  Verdant Path (Sp): Even the most tangled briars make way 
  for the shaman, and suitable roots and branches appear to 
  support her feet. The shaman gains woodland stride, as per 
  the druid ability of the same name. At 8th level, she can use 
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  air walk at will whenever she is within 10 feet of a tree, though 
  the effect ends instantly when she moves farther than 10 feet 
  from a tree.
  Whispering Leaves (Sp): Whenever the shaman is within 
  10 feet of a tree or undergrowth, she can cast whispering 
  wind as a spell-like ability with a caster level equal to her 
  shaman level. The targeted area must also contain trees 
  or undergrowth, which relay the message in a gentle, 
  rustling voice. At 8th level, the shaman can also listen to 
  the targeted area as though she were using clairaudience/
  clairvoyance for the 1 round during which the hex is 
  delivering the message.
  Spirit Animal: The shaman’s spirit animal looks like a 
  wooden figurine or a vaguely animal-shaped tree branch 
  when it is motionless. The animal gains freeze as per the 
  universal monster rule (Pathfinder RPG Bestiary 2 297).
  Spirit Ability: A shaman who chooses the wood spirit as 
  her spirit or wandering spirit gains the following ability.
  Tree Limb (Su): As a swift action, the shaman can turn one 
  of her arms into a heavy, branch-like limb. She must drop 
  anything held in that hand, and she can’t use this ability if 
  she is wearing a shield on that arm. Until the beginning of 
  her next turn, she gains a slam attack that deals 1d8 points of 
  damage (for a Medium shaman; 1d6 if Small, 2d6 if Large). A 
  shaman can use this ability a number of times per day equal 
  to 3 + her Charisma modifier.
  At 8th level, the reach of this slam attack increases by 
  5 feet. At 16th level, the shaman 
  can transform both of her arms, 
  gaining two slam attacks.
  Greater Spirit Ability: A shaman 
  who chooses the wood spirit as her spirit 
  or wandering spirit gains the following 
  ability upon having access to the greater 
  version of that spirit.
  Bloody Roots (Sp): As a standard 
  action, the shaman can cause a 
  field of thick roots to burrow 
  up from the ground. This 
  ability functions as black 
  tentacles with a caster level 
  equal to the shaman’s level. 
  The area is centered on the 
  shaman when she activates 
  the 
  ability 
  but 
  remains 
  stationary if she then 
  moves. The shaman is 
  unaffected 
  by 
  the 
  roots. Her allies treat 
  the area as difficult 
  terrain, but the roots 
  don’t attack them.
  The shaman can end the 
  effect as a free action. She can 
  use this ability a number of rounds 
  per day equal to 3 + her Charisma modifier, but these rounds 
  do not need to be consecutive.
  True Spirit Ability: A shaman who chooses the wood spirit 
  as her spirit or wandering spirit gains the following ability 
  upon having access to the true version of that spirit.
  Tree Form (Sp): As a standard action, the shaman can 
  assume the form of a plant creature as per plant shape III 
  with a duration of 1 hour per level. She can use this ability 
  once per day.
  Manifestation: Upon reaching 20th level, the shaman 
  becomes a living creature of wood. She is forevermore 
  treated as a plant creature rather than her original creature 
  type for the purposes of spells and magical effects. Her 
  skin takes on the appearance of polished wood grain, and 
  she gains a +4 natural armor bonus to her Armor Class and 
  damage reduction 10/— against wooden weapons and the 
  natural attacks of wooden and wood-like creatures. She 
  gains immunity to paralysis, poison, polymorph, sleep, and 
  stun. At will, the shaman can meld with any tree or single 
  block of wood (as per meld into stone, except she can meld 
  only with wood and has no limit on how long she can remain 
  in the wood).
  LESHY CALLER  
  (SUMMONER ARCHETYPE) 
  A leshy caller summons creatures 
  from the First World and forges a 
  bond with a leshy eidolon.
  Leshy Eidolon: When a leshy 
  caller summons her eidolon, the 
  eidolon’s body is created from 
  extraplanar plant material and 
  imbued with the intelligence 
  of a leshy spirit. Its statistics 
  are changed from those 
  of a standard eidolon as 
  follows. An unchained 
  summoner 
  uses 
  the 
  plant eidolon subtype 
  (see page 95) instead 
  of one of the subtypes 
  listed in Pathfinder RPG 
  Pathfinder Unchained.
  Type: The eidolon is still 
  an outsider, and its statistics 
  don’t change, but it also counts as a 
  plant. As it isn’t truly a plant, it doesn’t 
  gain the plant immunities.
  Base Form: The leshy caller chooses 
  one of the base forms listed below 
  for her eidolon. When the eidolon 
  is summoned in an environment 
  matching one of these base forms, the 
  leshy caller can change the eidolon’s base form to 
  the matching form by sacrificing one daily use of her 
  summon nature’s ally ability as a free action.
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  Plant eidolon base forms are as follows.
  Cactus (Desert): Size Medium; Speed 30 ft.; AC +2 natural 
  armor; Saves Fort (good), Ref (good), Will (bad); Attack sting 
  (1d4); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11; 
  Free Evolutions limbs (arms), limbs (legs), sting.
  Conifer (Forest, Mountain): Size Medium; Speed 30 ft.; AC 
  +2 natural armor; Saves Fort (good), Ref (bad), Will (good); 
  Attack 2 claws (1d4); Ability Scores Str 14, Dex 12, Con 15, 
  Int 7, Wis 10, Cha 11; Free Evolutions claws, limbs (arms), 
  limbs (legs).
  Fungus (Swamp, Underground): Size Medium; Speed 30 ft.; 
  AC +2 natural armor; Saves Fort (good), Ref (good), Will 
  (bad); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, 
  Int 7, Wis 10, Cha 11; Free Evolutions bite, limbs (arms), 
  limbs (legs).
  Leaf (Forest, Jungle, Swamp): Size Medium; Speed 30 ft.; 
  AC +2 natural armor; Saves Fort (good), Ref (good), Will 
  (bad); Attack slam (1d8); Ability Scores Str 16, Dex 12, Con 
  13, Int 7, Wis 10, Cha 11; Free Evolutions limbs (arms), limbs 
  (legs), slam.
  Seaweed (Aquatic): Size Medium; Speed 20 ft., swim 40 ft.; 
  AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); 
  Attack slam (1d8); Ability Scores Str 12, Dex 14, Con 15, Int 7, 
  Wis 10, Cha 11; Free Evolutions limbs (arms), slam, swim (2).
  This alters the summoner’s eidolon.
  Summon Nature’s Ally (Sp): A leshy caller can cast summon 
  nature’s ally as a spell-like ability a number of times per day 
  equal to 3 + her Charisma modifier. At levels where a regular 
  summoner would gain access to a new level of summon 
  monster as a spell-like ability, the leshy caller instead gains 
  the equivalent summon nature’s ally spell; at 19th level, she can 
  cast summon nature’s ally IX or gate. When a leshy caller gains 
  a summon nature’s ally spell as a spell-like ability, she adds it 
  to her class spell list (though she must still select it as a spell 
  known if she wants to gain the ability to cast it as a normal 
  spell). She adds leaf leshysB3, gourd leshysB3, fungus leshysB3, 
  seaweed leshysB3, and lotus leshysB5 to her list of creatures for 
  summon nature’s ally I, II, III, IV, and V, respectively. 
  This alters summon monster.
  PLANT EIDOLON SUBTYPE
  Plant eidolons consist of vegetable matter infused with raw 
  natural spiritual power.
  Alignment: Any. Plant eidolons don’t have alignment 
  subtypes.
  Base Form: Cactus (limbs [arms], limbs [legs], sting), 
  conifer (claws, limbs [arms], limbs [legs]), fungus (bite, limbs 
  [arms], limbs [legs]), leaf (limbs [arms], limbs [legs], slam), 
  seaweed (limbs [arms], slam, swim [2]).
  Base Evolutions: At 1st level, plant eidolons gain low-light 
  vision as well as the resistance (electricity) and resistance 
  (sonic) evolutions.
  At 4th level, plant eidolons gain constant pass without trace 
  and they can change shape into plants of the size category 
  corresponding to their base form with results similar to 
  tree shape.
  At 8th level, plant eidolons gain the ability to use speak 
  with plants for 1 minute per Hit Die per day with any plants 
  related to the eidolon’s base form. These minutes need not 
  be consecutive. 
  At 12th level, plant eidolons gain immunity to paralysis, 
  poison, sleep, and stun.
  At 16th level, plant eidolons gain the ability to use 
  commune with nature once per day and can use their speak 
  with plants ability at will. At 20th level, plant eidolons gain 
  a +8 resistance bonus on saving throws against mind-
  affecting effects. They lose their resistance (electricity) and 
  resistance (sonic) evolutions and instead gain the immunity 
  (electricity) and immunity (sonic) evolutions.
  ARROW CHAMPION 
  (SWASHBUCKLER ARCHETYPE) 
  While the swashbuckler’s agile style of combat is equally 
  suited to urban settings and wilderness, the bow and arrow is 
  an indispensable asset in open areas and harsh terrain where 
  fancy footwork isn’t enough to close the distance or dodge 
  the enemy’s arrows.
  Arrow Champion’s Panache (Ex): An arrow champion 
  regains panache when she makes a killing blow with a light 
  or one-handed piercing melee weapon or a bow (a longbow, 
  shortbow, composite longbow, or composite shortbow).
  This alters panache.
  Deeds: An arrow champion gains the following deeds, 
  each of which replaces an existing deed.
  Retaliation (Ex): When a foe hits the arrow champion 
  with an attack, she can spend 1 panache point to make a 
  retaliatory attack of opportunity against that foe. If the 
  triggering attack is a melee attack, she can retaliate with 
  a melee attack using a light or one-handed piercing melee 
  weapon, provided the creature is within her reach. If the 
  triggering attack is a ranged attack, she can retaliate with 
  a ranged attack using a bow, provided that the creature is 
  within 30 feet of her. This deed’s cost cannot be reduced 
  by any ability or effect that reduces the number of panache 
  points a deed costs.
  This deed replaces opportune parry and riposte.
  Precise Aim (Ex): At 3rd level, when attacking with a light 
  or one-handed piercing melee weapon, an arrow champion 
  can add her swashbuckler level to the damage she deals, 
  as the swashbuckler’s precise strike deed. She can also add 
  one-quarter of her swashbuckler level to the damage dealt 
  when attacking with a bow, but the target must be within 30 
  feet of her. As a swift action, an arrow champion can spend 
  1 panache point to increase the range of the effect to her 
  bow’s first range increment. Unlike a normal swashbuckler, 
  an arrow champion cannot spend panache to double the 
  extra damage.
  This deed alters precise strike.
  Swift Switch (Ex): At 3rd level, while the arrow champion has 
  at least 1 panache point, she can sheathe or draw an unhidden 
  light or one-handed piercing melee weapon or a bow as a 
  swift action without provoking attacks of opportunity. If the 
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  arrow champion spends 1 panache point, she can perform 
  either action as an immediate action. In addition, if she has 
  the Quick Draw feat and one of her hands is free, she can 
  sheathe a weapon and draw an unhidden weapon as part of 
  the same swift action, provided that one of the weapons is a 
  bow and the other is a light or one-handed piercing melee 
  weapon. If she spends 1 panache point, she can perform the 
  switch as an immediate action.
  This deed replaces swashbuckler’s initiative.
  Archer’s Feint (Ex): At 7th level, when the arrow champion 
  hits a foe within 30 feet with a bow attack, she can forgo the 
  damage and instead attempt a Bluff check to feint against 
  that foe as a swift action. If successful, in addition to the 
  normal benefits of feinting, she doubles the extra damage 
  from precise aim on her next melee attack before the end of 
  her next turn.
  This deed replaces superior feint.
  Weapon Versatility (Ex): At 5th level, an arrow champion 
  learns to use precision-based tricks just as accurately with 
  her bow as with her melee weapons. Provided that her 
  swashbuckler level is high enough, she can use the bleeding 
  wound, deadly stab, menacing swordplay, perfect thrust, 
  stunning stab, and targeted strike deeds when attacking with 
  a bow, so long as her target is within 30 feet. If she spends 
  a panache point to increase the range of her precise aim 
  ability, the increased range applies to this ability as well.
  This replaces swashbuckler weapon training.
  Versatile Weapon Mastery (Ex): At 20th level, an arrow 
  champion gains the benefits of swashbuckler weapon 
  mastery when using a light or one-handed piercing melee 
  weapon or a bow.
  This alters swashbuckler weapon mastery.
  WILDSTRIDER  
  (SWASHBUCKLER ARCHETYPE)
  Most swashbucklers call cities their home, but some prefer 
  deserts, marshlands, mountains, or woods, where the rough 
  terrain grants them an advantage, and have little interest in 
  the comforts of an urban lifestyle.
  Class Skills: A wildstrider gains Knowledge (nature), Stealth, 
  and Survival as class skills, but does not gain Knowledge 
  (nobility), Sense Motive, and Sleight of Hand as class skills.
  This alters the swashbuckler’s class skills.
  Deeds: A wildstrider gains the following deeds, each of 
  which replaces an existing deed.
  Subterfuge (Ex): A wildstrider adds Stealth to the list of 
  skills to which the derring-do deed applies. At 15th level, she 
  adds Stealth to the list of skills on which she can take 10 
  using the swashbuckler’s edge deed.
  This deed replaces dodging panache and alters derring-do 
  and swashbuckler’s edge.
  Adroit Step (Ex): At 3rd level, a wildstrider can use a swift 
  action to treat a 5-foot square of difficult terrain as if it were 
  normal terrain. If she also spends a panache point, she can 
  treat all difficult terrain as though it were normal terrain 
  until the end of her turn.
  This deed replaces kip-up.
  Keen Gaze (Ex): At 11th level, while a wildstrider has at 
  least 1 panache point, she can ignore the miss chance 
  from concealment (but not total concealment) caused by 
  normal and magical fog, smoke, and undergrowth, but 
  not other sources of concealment or a miss chance, such 
  as blur.
  This deed replaces subtle blade.
  AVENGING BEAST  
  (VIGILANTE ARCHETYPE)
  Some vigilantes turn to natural traditions and supernatural 
  forces to transform into beasts, unleashing a primal fury on 
  their foes before returning to an ordinary guise.
  Class Skills: An avenging beast gains Knowledge (nature) 
  and Spellcraft as class skills, but does not gain Disable 
  Device, Knowledge (engineering), Perform, and Sleight of 
  Hand as class skills.
  This alters the vigilante’s class skills.
  Skill Ranks per Level: An avenging beast gains a number 
  of skill ranks equal to 4 + his Intelligence modifier at each 
  level, instead of 6 + his Intelligence modifier.
  This alters the vigilante’s skill ranks per level.
  Animal Mask (Ex): An avenging beast gains an ornate 
  animal-headed mask that is a focus for his power and must 
  be worn when assuming his vigilante identity. This mask 
  symbolizes one specific animal, and the animal cannot be 
  changed once chosen. Without this mask, an avenging beast 
  cannot assume his vigilante identity. An avenging beast 
  who loses his mask can replace it after 1 week through a 
  specialized ritual that takes 8 hours to complete and costs 
  200 gp per avenging beast level.
  This alters dual identity.
  Spellcasting: An avenging beast casts divine spells as a 
  hunter and uses the hunter’s spell list.
  This replaces the vigilante talents gained at 4th, 8th, 10th, 
  14th, and 16th level.
  Patron Spells: An avenging beast selects a patron from 
  the witch patron list and adds the patron bonus spells to 
  his spell list (up to 6th-level spells). Patron spells of 7th 
  level or higher are not counted as being on the avenging 
  beast’s spell list.
  This replaces vigilante specialization.
  Wild Shape (Su): At 5th level, when in his vigilante 
  identity, the avenging beast gains the ability to take on 
  the shape of the animal represented by his animal mask. 
  This ability functions identically to the druid’s wild 
  shape ability, except the ability does not improve beyond 
  functioning as beast shape I. The avenging beast treats his 
  vigilante level as his druid level for the purposes of this 
  ability. An avenging beast can use wild shape once per day 
  at 5th level and one additional time per day at 7th level and 
  every 2 levels thereafter, for a total of eight times per day 
  at 19th level.
  This replaces startling appearance, frightening appearance, 
  and stunning appearance.
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  FERAL CHAMPION  
  (WARPRIEST ARCHETYPE)
  When a warpriest devotes himself to a god of the natural 
  world, he is sometimes blessed with supernatural powers 
  that allow him to evoke animalistic power and fury.
  Feral Blessing: A feral champion must take the Animal 
  blessing and does not gain a second blessing.
  This alters blessings.
  Sacred Claws (Su): Rather than empowering a physical 
  weapon, a feral champion grows claws as primary natural 
  weapons on each hand. These claws deal damage as a 
  warpriest’s sacred weapon and can be enhanced as such. 
  This alters sacred weapon.
  Wild Shape (Su): At 7th level, a feral champion gains wild 
  shape, as the druid ability of the same name, and treats his 
  warpriest level – 3 as his effective druid level for the purposes 
  of this ability. However, a feral champion does not gain the 
  ability to take on elemental or plant forms with wild shape. 
  A feral champion can use wild shape once per day at 7th level 
  and one additional time per day every 4 levels thereafter, for 
  a total of four times per day at 19th level.
  This replaces sacred armor.
  DISASTER BLESSINGS  
  (WARPRIEST BLESSINGS)
  Evil deities that offer the Air, Earth, Fire, and Water blessings 
  or nonevil deities with disasters in their portfolios might also 
  offer these disaster blessings as options for their warpriests.
  Earthquake Blessing
  The fury of the quaking earth infuses your faith.
  Stone’s Base (Minor): You can touch an ally to bless it with 
  the stalwart resilience of stone. For 1 minute, the creature 
  gains a +4 bonus to its CMD against maneuvers that would 
  move the ally or knock it prone.
  Earth Hammer (Major): At 10th level, you can touch a 
  weapon to bless it with the force of a mighty earthquake for 
  1 minute. When the weapon hits a creature, the target must 
  succeed at a Reflex save or fall prone; 
  either way, the creature is immune 
  to this ability for 24 hours. 
  Flood Blessing
  You 
  see 
  proof 
  of 
  your 
  convictions in the churning 
  waters of a flood.
  Lasting Breath (Minor): You can touch an ally to bless it 
  with an extra reserve of breath. For 1 minute, while the ally 
  holds its breath, standard and full-round actions don’t decrease 
  the number of rounds the ally can hold its breath (see page 445 
  of Pathfinder RPG Core Rulebook).
  Tsunami Burst (Major): At 10th level, when you 
  are hit by a melee attack, you can invoke this 
  blessing as an immediate action. A wave 
  of water blasts out from you at your 
  attacker, attempting a bull rush combat 
  maneuver check using your CMB but adding your Wisdom 
  modifier instead of your Strength modifier.
  Tornado Blessing
  The howling wrath of a tornado inspires your religion.
  Dust Devil (Minor): When you hit with a weapon attack, 
  you can use a swift action to cause a sudden burst of wind 
  and debris to swirl around your target. The target is dazzled 
  for 1 minute.
  Howling Gale (Major): At 10th level, you can invoke a 
  howling windstorm around yourself as a standard action. For 
  1 minute, any Large or smaller creature takes twice as much 
  movement to enter a space adjacent to you due to the winds, 
  and thus can’t take a 5-foot step to move adjacent to you. 
  Wildfire Blessing
  In the flames of a wildfire you take inspiration.
  Leaping Flames (Minor): You touch an ally to bless it with 
  the speed of a wildfire for 1 minute. The ally gains a +10-foot 
  enhancement bonus to its base speed, and the ally gains a 
  +1 dodge bonus to its AC against attacks of opportunity.
  Fiery Wake (Major): At 10th level, when you move, you can 
  use a swift action to invoke a blazing blessing on yourself. 
  For the rest of your turn, your movement leaves behind a 
  10-foot-tall wall of opaque fire in your path. The wall burns 
  for 1 minute. A creature that touches the wall takes 2d6 points 
  of fire damage.
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  S
  eltyiel’s eyes glowed blue, 
  and magical sparks of the 
  same color flickered up and down his 
  blade. He glared, and the boggards 
  paused in their croaking charge, 
  caught off guard by the ferocity of 
  his gaze. He pointed his sword at the 
  murderous amphibians and spoke.
  “There’s mud in my boots.”
  The boggards looked at each other, 
  confused.
  “There’s mud... in... my... boots!” 
  Lightning shot from the magus’s 
  blade, sizzling through two of the 
  boggards and lighting them up from 
  the inside. With a scream, Seltyiel 
  launched himself at the attackers.
  From the tree, Adowyn loosed 
  another flaming arrow. “I know I 
  said you being uptight about the 
  swamp was going to be a problem, 
  but I take it back.”
  
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  Feats
  Feats represent special abilities that characters acquire 
  through training, luck, or a quirk of birth. They grant 
  abilities and benefits in certain situations, and some feats 
  are more useful to certain types of characters than others; 
  many of them have prerequisites. 
  TYPES OF FEATS
  Though most of the feats presented in this chapter are 
  general and have no special rules governing them, some 
  feats belong to a type or types of feats that share special 
  rules. A feat’s types appear in parentheses after the feat 
  name. This chapter features the following types of feats.
  Combat Feats
  Brawlers, 
  fighters, 
  gunslingers, 
  swashbucklers, 
  and 
  warpriests can select combat feats as bonus feats. Members 
  of other classes can take combat feats provided they meet 
  the prerequisites.
  Style Feats
  Style feats were first introduced in Pathfinder RPG Ultimate 
  Combat. The style feats presented in this chapter are suited 
  for those who have learned to fight or grew up fighting in 
  the wilderness.
  As a swift action, you can enter the stance employed 
  by the fighting style that a style feat embodies. Although 
  you can’t use a style feat before combat begins, once you’ve 
  entered a stance, the style you are in persists until either 
  you use a swift action to switch styles or until the end of the 
  combat encounter, whichever occurs first. You can use a feat 
  that has a style feat as a prerequisite only while you are in 
  the stance of the associated style.
  The styles presented in this book follow, along 
  with specific feat paths—the progression of feats that 
  complement each style.
  Beastmaster Style: While in this style, you have greater 
  control over your non-mount animal companion. 
  Feat Path: Beastmaster Style, Beastmaster Salvation, 
  Beastmaster Ire. 
  Crashing Wave Style: Someone skilled in this style jostles 
  and pulls her opponents about, inspired by the power of 
  ocean waves churning upon the shore.
  Feat Path: Crashing Wave Style, Crashing Wave Buffet, 
  Crashing Wave Fist.
  Indomitable Mountain Style: A practitioner of this 
  style stands like a mighty mountain, difficult to move and 
  punishing those who try.
  Feat Path: Indomitable Mountain Style, Indomitable 
  Mountain Peak, Indomitable Mountain Avalanche. 
  Wolf Style: This style mimics the harrying tactics that 
  wolves use when they hunt: slowing, tripping, and then 
  savaging a foe.
  Feat Path: Wolf Style, Wolf Trip, Wolf Savage. 
  Item Creation Feats
  An item creation feat lets a character create a magic item 
  of a certain type. Regardless of the type of item, the various 
  item creation feats have several features in common, 
  primarily the cost in money, raw materials, and time 
  required to create the item. Other costs may apply, and 
  each item requires a specific skill check. Full information 
  on these common features can be found on page 112 of the 
  Pathfinder RPG Core Rulebook. 
  Metamagic Feats
  Metamagic feats allow spellcasters to modify and enhance 
  their spells, granting the spells new powers and effects. 
  Such spells generally take up a higher-level spell slot than 
  the normal spell. For complete rules on how to apply 
  metamagic feats to spells, see page 112 of the Pathfinder RPG 
  Core Rulebook. 
  Teamwork Feats
  Teamwork feats grant significant bonuses, but they function 
  only under specific circumstances. In most cases, these 
  feats require an ally with the same feat to have a specific 
  position on the battlefield. Teamwork feats provide their 
  benefit only if the given conditions are met. Allies who 
  are paralyzed, stunned, unconscious, or otherwise unable 
  to act don’t count for the purpose of these feats. Cavaliers, 
  hunters, and inquisitors have special class abilities that 
  allow them to use teamwork feats even if their allies don’t 
  have those feats.
  FEAT DESCRIPTIONS
  The feats in this chapter and those found in the race sections 
  of Chapter 1 are summarized on Table 3–1: Feats on pages 
  101–105. The prerequisites and benefits of the feats listed in 
  this table are abbreviated for ease of reference. See the feats’ 
  description for full details. Additionally, numerous feats for 
  specific races appear in Chapter 1.
  All feat descriptions use the following format.
  Feat Name: The feat’s name also indicates what type or 
  types, if any, the feat belongs to, and is followed by a basic 
  description of what the feat does.
  Prerequisite: This entry lists the minimum ability score, 
  feats, minimum base attack bonus, minimum number of 
  ranks in one or more skills, or anything else required in 
  order to take the feat. This entry is absent if a feat has no 
  prerequisites. A feat can have more than one prerequisite. 
  Prerequisites from this book, such as classes, class abilities, 
  and feats, are marked with an asterisk (*).
  Benefit: This entry describes what a feat enables the 
  character (“you” in the feat description) to do. If a character 
  has the same feat more than once, its benefits do not stack 
  unless indicated otherwise in the description.
  Normal: This entry states what a character who doesn’t have 
  this feat is limited to or restricted from doing. If not having 
  the feat causes no particular drawback, this entry is absent.
  Special: Additional unusual facts about the feat.
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  Table 3–1: Feats
  Feats	
  Prerequisites	
  Benefits
  Ambush Awareness 
  Alertness 
  Take total defense action when surprised
  Animal Call 
  Bluff 1 rank, Knowledge (nature) 1 rank 
  Make convincing animal sounds with Bluff checks
  Animal Disguise 
  Disguise 6 ranks, Knowledge (nature) 6 ranks Disguise yourself as an animal using pelts and  
   
  animal parts
  Animal Ferocity† 
  Base attack bonus +3, ferocity racial ability 
  Make full attacks at negative hit points but  
   
  at a –5 penalty
  Aquatic Combatant† 
  Swim 1 rank 
  +2 bonus on Swim checks; avoid normal penalties  
   
  on melee attack rolls underwater
  Arctic Adaptation 
  Favored terrain (cold) class feature 
  Treat cold environments as one step less severe,  
   
  +2 Perception against creatures adapted to hide in  
   
  snow, and +5 on saves to avoid snow blindness
  Beast Hunter† 
  Base attack bonus +1, Knowledge (nature)  
  +2 bonus to track and +1 bonus to AC and on  
  or Survival 1 rank 
  attacks against larger animals in a chosen terrain
  Improved Beast Hunter† 
  Beast Hunter*; base attack bonus +3;  
  Gain bonuses on combat maneuver checks, CMD,  
  Knowledge (nature) or Survival 3 ranks 
  and Reflex saves when fighting animals larger  
   
  than you in a chosen terrain
  Greater Beast Hunter† 
  Beast Hunter*; Improved Beast Hunter*; base  Act normally in surprise round when surprised by 
  attack bonus +6; Knowledge (nature) or  
  an animal in a chosen terrain; +4 bonus on rolls to 
  Survival 6 ranks 
  confirm critical hits against animals native to  
   
  that terrain
  Branch Pounce† 
  Climb 3 ranks, Stealth 3 ranks 
  Deal additional damage on a target you leap  
   
  down upon from above
  Bristling Bull Rush† 
  Str 13, Improved Bull Rush, Power Attack,  
  Deal additional damage to a foe when you 
  base attack bonus +3 
  successfully bull rush it through difficult terrain
  Bristling Drag† 
  Str 13, Improved DragAPG, Power Attack,  
  Deal additional damage to a foe when you drag it 
  base attack bonus +1 
  through difficult terrain
  Camouflaged Trap 
  Craft (traps) 4 ranks, Survival 4 ranks 
  Increase the DCs of Perception checks to notice a  
   
  trap you craft in a wilderness environment by +5
  Clinging Climber† 
  Str 13, Climb 3 ranks 
  Cling to a surface using your legs so you can use  
   
  both hands to attack.
  Command Animals 
  Animal domain, channel energy class feature  Use channeled energy to control animals
  Command Plants 
  Channel energy class feature, Plant domain 
  Use channeled energy to control plants
  Cover Tracks 
  Survival 3 ranks 
  Increase the DC of Survival checks to track you and  
   
  your allies
  Deadly Trap 
  Craft (traps) 8 ranks, Survival 8 ranks 
  Increase one of your trap’s critical threat multiplier  
   
  by one or give it a +4 bonus on rolls to confirm  
   
  critical hits
  Deep Diver 
  Endurance 
  Gain bonuses on diving into water and swimming  
   
  deep underwater; hold your breath for longer  
   
  than normal
  Desert Dweller 
  Favored terrain (desert) class feature 
  Treat hot environments as one step less severe;  
   
  reduced penalties for thirst and a +4 bonus on  
   
  saves to avoid desert-related visual hazards such  
   
  as mirages
  Eagle-Eyed 
  Perception 3 ranks 
  Distance penalizes your Perception checks less  
   
  than normal
  Earth Magic 
  Ability to cast 1st-level spells, favored terrain  Your spells are more potent in your favored terrain 
  class feature  
  Eidolon Mount 
  Eidolon (quadruped or serpentine base form) Your eidolon is capable of serving as a  
   
   
  combat-trained mount
  Energized Wild Shape 
  Wis 19, base attack bonus +6, wild shape  
  One natural attack while wild shaped deals +1d6 
  class feature 
  points of energy damage; gain energy  
   
  resistance 10 (choose between acid, cold,  
   
  electricity, or fire)
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  Prerequisites	
  Benefits
  Enhanced Gnome Magic 
  Cha 13, Knowledge (nature) 3 ranks, gnome,  Gain an additional spell-like ability 
  gnome magic racial trait 
  Exotic Heritage 
  — 
  Gain a +2 bonus on skill checks with a skill of your  
   
  choice, and adjust prerequisites for the Eldritch  
   
  Heritage feat
  Expert Cartographer 
  Craft (maps) 3 ranks 
  Gain a +4 bonus on Craft (maps) checks, and  
   
  enhanced results when using discovery system  
   
  (see page 124)
  Expert Explorer 
  Knowledge (nature) or Survival 5 ranks 
  Gain a +2 bonus on skill checks when using  
   
  discovery rules (see page 124)
  Expert Salvager 
  Craft (any) 2 ranks, Spellcraft 2 ranks 
  Gain a +4 bonus on Craft checks for certain  
   
  actions while foraging or salvaging (see page 134)
  Extended Animal Focus 
  Animal focus class feature 
  Add Wisdom bonus to minutes usable per day for  
   
  your animal focus ability
  Extended Aspects 
  Shifter aspect* class feature 
  Add Wisdom bonus to minutes usable per day for 
   
  your shifter aspect ability to assume a minor form
  False Trail 
  Survival 3 ranks 
  Create false trail in the wild to deceive creatures  
   
  tracking you
  Fey Insight 
  Wis 13; Knowledge (nature) or Knowledge  
  Gain +2 bonus on Bluff, Diplomacy, and Sense 
  (planes) 2 ranks 
  Motive when interacting with fey
  Fey Performance 
  Bardic performance class ability 
  Nature enhances your bardic performances
  Fey-Guarded 
  Knowledge (nature) or Knowledge (planes)  
  Gain a +2 morale bonus against enchantment and 
  3 ranks 
  illusion effects from fey
  Flinging Charge† 
  Quick Draw, base attack bonus +6 
  Attack with a thrown weapon during a charge and  
   
  then end the charge with a melee weapon attack
  Foebane Magic 
  Ability to cast 1st-level spells, favored enemy  Favored enemies take a penalty against your spells 
  class feature 
  Forester 
  Favored terrain (forest) class feature 
  Ignore difficult terrain from undergrowth and use  
   
  trees to protect from attacks
  Frightful Shape 
  Wis 19, base attack bonus +9, wild shape  
  Your wild shape form is supernaturally fearsome 
  class feature 
  and can frighten observers
  Hide Worker 
  Craft (armor) 3 ranks, Knowledge (nature)  
  Gain a +4 bonus on Craft (armor) checks when 
  3 ranks 
  working with hides, can sometimes craft items  
   
  at discount
  Ice Climber 
  Arctic Adaptation* or Mountaineer*;  
  Gain bonuses to climb on or move across slippery 
  Climb 2 ranks 
  surfaces and to notice and avoid avalanches
  Improved Hunter’s Bond† 
  Hunter’s bond (companions) class feature,  
  Grant your allies full favored enemy bonus 
  ranger level 9th 
  Greater Hunter’s Bond† 
  Improved Hunter’s Bond*, hunter’s bond  
  Select targets equal to your Wisdom modifier to 
  (companions) class feature, ranger level 12th 
  benefit from your hunter’s bond
  Improved Spring Attack† 
  Dex 15, Dodge, Mobility, Nimble Moves,  
  Attack up to two targets instead of one when you 
  Spring Attack, base attack bonus +9 
  use Spring Attack
  Greater Spring Attack† 
  Dex 17, Acrobatic Steps, Dodge, Improved  
  Attack up to three targets instead of one when 
  Spring Attack*, Mobility, Nimble Moves,  
  you use Spring Attack 
  Spring Attack, base attack bonus +16 
  Intimidate Animals† 
  Greater Wild Empathy, Intimidate 5 ranks,  
  Add your Wisdom modifier on Intimidate checks in 
  Knowledge (nature) 5 ranks, wild empathy  
  addition to Charisma modifier when intimidating 
  class feature 
  animals
  Jaguar Pounce† 
  Base attack bonus +4 
  Gain benefits of Improved Critical feat when  
   
  charging or Spring Attacking a flat-footed or  
   
  helpless foe
  Jungle Survivalist 
  Favored terrain (jungle) class feature 
  Gain a +2 bonus on saves against diseases, poisons, 
   
  and distraction from swarms; Acrobatics and Climb 
   
  checks in trees; and on Perception checks against 
   
  certain creatures that are hiding in vegetation
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  Feats	
  Prerequisites	
  Benefits
  Live Off the Land 
  Favored terrain class feature 
  Move at full speed and gain a +4 bonus on  
   
  Survival checks when using Survival to gather food
  Moontouched 
  — 
  Gain a +2 bonus on Fortitude and Reflex saves but  
   
  take a –2 penalty on Will saves at night when  
   
  the moon is at least partially showing
  Mountaineer 
  Favored terrain (mountains) class feature 
  Gain +2 on Climb checks and +4 on saves to avoid  
   
  high altitude effects; you acclimate to altitudes  
   
  more quickly
  Mutated Shape 
  Wis 19, base attack bonus +6, wild shape  
  Grow an additional limb to make a natural attack 
  class feature 
  in wild shape form
  Natural Poison Harvester 
  Craft (alchemy) 6 ranks, Survival 6 ranks 
  Gain a +2 bonus on Craft (alchemy) checks when  
   
  creating poisons harvested from creatures; such  
   
  poisons increase their save DC by +2
  Improved Natural Poison Harvester Natural Poison Harvester*, Craft (alchemy)  
  Gain 1d4 additional doses of poison when you 
  9 ranks, Survival 9 ranks 
  harvest poison
  Natural Poison Antitoxin 
  Natural Poison Harvester*, Craft (alchemy)  
  When you create an antitoxin (see page 143), it 
  8 ranks, Survival 8 ranks 
  has a duration of 4 hours or more
  Nature’s Freedom 
  Animal or Plant domain; channel energy 
  Allow creatures of your choice the ability to move 
  class feature 
  through dense undergrowth with ease
  Nature’s Weapons† 
  Catch Off-Guard; base attack bonus +2;  
  Wield improvised weapons you find in the wild so 
  Knowledge (nature) or Survival 2 ranks 
  that they do more damage than normal
  Night Sky Hex 
  Hex class feature, patron (moon, stars,  
  One of your hex’s save DCs increases by 2 when 
  or winter) class feature 
  you are in view of the night sky
  One Eye Open 
  Wis 13, Alertness 
  The DCs of your Perception checks don’t increase  
   
  when you sleep
  One with the Land 
  Favored terrain class feature 
  You eat and drink half as much, heal naturally  
   
  faster, and are protected from environmental  
   
  effects in your favored terrain
  Plains Nomad 
  Favored terrain (plains) class feature 
  Gain a +2 bonus on Constitution checks attempted  
   
  as a result of a forced march; bonus is doubled  
   
  and applies on other checks in plains terrain
  River Raider† 
  — 
  +2 bonus on Swim and Stealth checks in non- 
   
  stormy water, can take more actions than normal  
   
  in surprise rounds where you’re in water
  Rubble Skirmisher† 
  Dex 13, Nimble Moves, base attack bonus +2 
  Gain a +2 bonus on combat maneuver checks and  
   
  CMD when in naturally occurring difficult terrain
  Shifter’s Edge 
  Dex 13, Weapon Finesse, shifter claws* 
  Add your shifter level to damage with your claws 
  class feature 
  when you use Weapon Finesse
  Shifter’s Rush 
  Wild shape class feature, shifter* level 4th 
  Use wild shape as a free action when you charge  
   
  or move more than 10 feet
  Storm Survivor 
  Knowledge (nature) 2 ranks, Survival 2 ranks 
  Gain a +2 bonus on Perception checks, Survival  
   
  checks, and saves against storm effects during a  
   
  storm of any type
  Swamper 
  Favored terrain (swamp) class feature 
  +2 bonus on Swim checks, Climb checks, and some  
   
  Acrobatics checks on slippery surfaces; move at  
   
  full speed through bogs and see twice as far in fog
  Thrill of the Hunt† 
  Survival 1 rank; base attack bonus +4 or 
  Designate a creature you are tracking as your prize 
  track* class feature 
  to gain bonuses against it
  Torrid Tolerance 
  Desert Dweller* or Jungle Survivalist* 
  Treat hot environments as though they were one  
   
  step less severe; take no penalty on Constitution  
   
  checks for wearing armor in hot climates
  Totemic Initiate 
  Str 13; Dex 13; Athletic, base attack  
  Gain benefits of a barbarian lesser 
  bonus +5; no barbarian totem rage 
  totem rage power 
  powers except those chosen with this feat; 
  nonlawful alignment
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  Prerequisites	
  Benefits
  Totemic Disciple 
  Str 15; Dex 13; Athletic; Totemic Initiate*;  
  Gain benefits of a rage power linked to your 
  base attack bonus +9; no barbarian totem 
  chosen totem 
  rage powers except those chosen with this 
  feat or Totemic Initiate; nonlawful alignment
  Totemic Master 
  Str 17; Dex 13; Wis 13; Athletic; Totemic  
  Gain benefits of a greater rage power linked to 
  Disciple*; Totemic Initiate*; base attack  
  your chosen totem 
  bonus +13; no barbarian totem rage 
  powers except those chosen with this feat, 
  Totemic Disciple, or Totemic Initiate; 
  nonlawful alignment
  Tree Leaper 
  — 
  Count as having a running start when you  
   
  jump while in a tree
  Vigilant Charger† 
  Str 13, Dex 13, Combat Reflexes 
  Ready an action to charge an enemy
  Voice of Beasts 
  Wild shape class feature 
  Can speak with animals while in wild shape form
  Waterway Caster 
  — 
  Automatically succeed at concentration checks  
   
  while in rough water, and gain a +4 bonus on 
   
  concentration checks to cast spells underwater
  Wild Growth Channel 
  Channel positive energy class feature,  
  Cause grasping vines under your control to grow 
  Plant domain 
  from the ground
  Wild Growth Hex 
  Hex class feature, patron (summer, thorns,  
  Cause disruptive thorny plants to grow at the feet 
  or woodlands) class feature 
  of victims of a chosen hex
  Wild Vigor 
  Wild shape class feature 
  Gain temporary hits points equal to your base  
   
  attack bonus when you use wild shape
  Wilding 
  Any neutral alignment, must be taken  
  Gain wild empathy ability or bonus and are 
  at 1st level 
  treated as an animal for the purpose of harmful  
   
  mind-affecting effects that target animals
  Wilding Mind 
  Wis 13, Wilding* 
  Can take 1d3 Int damage to reroll a failed saving  
   
  throw versus a fear effect or versus a  
   
   
  mind-affecting effect
  Wilding Senses 
  Wis 13, Wilding* 
  Gain a +2 bonus on Perception checks (increases  
   
  to +4 when determining if you can act during a  
   
  surprise round)
  Wilding Stride 
  Con 13, Wilding* 
  Base speed increases by 10 feet
  Wilding Strike† 
  Str 13, Improved Unarmed Strike, Wilding* 
  Your unarmed strike damage increases to 1d6 (or  
   
  1d4 if you are Small)
  Improved Wilding Strike† 
  Str 16, Improved Unarmed Strike, Wilding*,  
  Your unarmed strike damage increases to 1d8 (or 
  Wilding Strike*, base attack bonus +11 
  1d6 if you are Small)
  Greater Wilding Strike† 
  Str 18, Improved Unarmed Strike, Improved  
  Your unarmed strike damage increases to 1d10 (or 
  Wilding Strike*, Wilding*, Wilding Strike*,  
  1d8 if you are Small) 
  base attack bonus +16 
  Witchbreaker† 
  Iron Will 
  Gain a +2 bonus on saves against effects from  
   
  hags and witches; can potentially break their  
   
  mind-affecting effects on allies with successful 
   
  critical hits
  Wolf Rider 
  Undersized Mount or effective level 7th in  
  Can select wolf as your mount, and Knowledge 
  the class that grants the mount or divine 
  (nature) is a class skill 
  bond (mount) class feature; Knowledge 
  (nature) 1 rank; mount or divine bond  
  (mount) class feature 
  Wood Crafter 
  Craft (armor) 3 ranks, Knowledge (nature)  
  Gain +4 bonus on Craft (armor) checks when 
  3 ranks 
  working with wood, can sometimes craft items at  
   
  a discount 
  Woodland Wraith† 
  Dex 15, Dodge, base attack bonus +6 
  Gain concealment when withdrawing or taking  
   
  multiple actions and ending movement in  
   
  naturally occurring difficult terrain
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  Item	Creation	Feat	
  Prerequisites	
  Benefits
  Cultivate Magic Plants 
  Brew Potion, Craft Wondrous Item,  
  Grow magical plants 
   
  Knowledge (nature) 1 rank 
  Metamagic	Feats	
  Prerequisites	
  Benefits
  Aquatic Spell 
  — 
  Spell functions normally underwater
  Verdant Spell 
  Spell Focus (enchantment), Knowledge  
  Your spells can affect plant creatures 
   
  (nature) 6 ranks
  Style	Feats	
  Prerequisites	
  Benefits
  Beastmaster Style† 
  Cha 13, Handle Animal 1 rank, animal  
  Use Handle Animal to attempt to negate a hit on 
   
  companion 
  your adjacent animal companion
  Beastmaster Salvation† 
  Cha 13, Alertness, Beastmaster Style*, Handle  Use your Handle Animal check in place of an 
  Animal 5 ranks, Sense Motive 5 ranks  
  adjacent animal companion’s saving throw 
  Beastmaster Ire† 
  Cha 13, Alertness, Beastmaster Salvation*,  
  +2 on attacks and +4 on damage against a target  
  Beastmaster Style*, Handle Animal 9 ranks,  
  when you activate Beastmaster Style benefit;  
  Sense Motive 5 ranks 
  bonuses double if an enemy’s attack damaged  
   
  your animal companion
  Crashing Wave Style† 
  Wis 13, Improved DragAPG, Improved  
  Move 5 feet when you drag or reposition 
  RepositionAPG, Improved Unarmed Strike 
  an opponent
  Crashing Wave Buffet† 
  Wis 15, Crashing Wave Style*, Improved  
  Disorient an opponent when you drag or 
  DragAPG, Improved RepositionAPG, Improved  
  reposition it 
  Unarmed Strike, base attack bonus +6 
  Crashing Wave Fist† 
  Wis 15, Crashing Wave Buffet*, Crashing  
  Make an unarmed attack against a foe when you 
  Wave Style*, Improved DragAPG, Improved  
  drag or reposition it 
  RepositionAPG, Improved Unarmed Strike,  
  base attack bonus +9 
  Indomitable Mountain Style† 
  Wis 13, Combat Reflexes, Improved  
  Gain +4 morale bonus to CMD and to the DC of 
  Unarmed Strike, base attack bonus +4 
  Bluff checks used for feint attempts against you if  
   
  you don’t move
  Indomitable Mountain Peak† 
  Wis 15, Combat Reflexes, Improved  
  Gain +2 to CMD against combat maneuver checks 
  Unarmed Strike, Indomitable Mountain  
  or Acrobatics checks to avoid provoking your 
  Style*, base attack bonus +6 
  attacks of opportunity when a previous attempt  
   
  succeeds
  Indomitable Mountain Avalanche† Wis 15, Combat Reflexes, Improved Unarmed 
  Make attack of opportunity to push back a foe 
  Strike, Indomitable Mountain Peak*, Indomitable  when a foe fails a combat maneuver against you 
  Mountain Style*, base attack bonus +9 
  Wolf Style† 
  Wis 13, Improved Unarmed Strike,  
  Decrease a foe’s speed when you deal at least 10 
  Knowledge (nature) 3 ranks 
  points of damage with an attack of opportunity
  Wolf Trip† 
  Wis 15, Improved Unarmed Strike, Wolf Style*,  Gain a +2 bonus on trip attempts you make as 
  Knowledge (nature) 6 ranks 
  part of an attack of opportunity
  Wolf Savage† 
  Wis 17, Improved Unarmed Strike, Wolf Style*,  Do ability damage or fatigue a prone foe when 
   
  Wolf Trip*, Knowledge (nature) 9 ranks 
  you deal at least 10 points of damage to it  
   
   
  with a natural weapon or unarmed strike
  Teamwork	Feats	
  Prerequisites	
  Benefits
  Group Shared Spells 
  Familiar with the share spells ability 
  Your allies can share spells with your familiar
  Harder They Fall† 
  Str 13, Int 13, Combat Expertise, Power Attack 
  Grant ally a +2 bonus on bull rush or trip attempt
  Out of the Sun 
  Bluff 3 ranks, Stealth 3 ranks 
  Feint a target but allow an ally to gain the  
   
  benefits of that feint; works better in bright light  
   
  or sunlight
  Scion of the Land 
  Survival 1 rank 
  Grant ability to leave no trail to allies within 60  
   
  feet or gain +2 bonus on some nature-based skills
  Tribal Hunter† 
  Animal Affinity 
  Flank larger creatures easier when you are  
   
  adjacent to the target with a friend
  † This is a combat feat, and it can be selected as a brawler, fighter, gunslinger, swashbuckler, or warpriest bonus feat.
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  Ambush Awareness
  You are always on your toes and are rarely caught off-guard 
  for long, even when an enemy gets the jump on you.
  Prerequisite: Alertness.
  Benefit: If you are unable to act in the surprise round 
  because you failed a Perception check, you can still act on 
  your initiative count in the surprise round, but only to take 
  the total defense action. 
  Normal: If you are unable to act in the surprise round 
  because you failed a Perception check, you can’t take any 
  actions during the surprise round. 
  Animal Call
  You’ve learn how to replicate a number of animal calls native 
  to wilderness environments.
  Prerequisites: Bluff 1 rank, Knowledge (nature) 1 rank.
  Benefit: Pick one of the ranger’s favored terrains. You 
  can use your Bluff skill to mimic the calls of animals 
  native to that terrain. Creatures with ranks in 
  Knowledge (nature) can use that skill in place of 
  Sense Motive to detect your mimicry and realize 
  that the sound is false.
  Special: You can take this feat multiple times. 
  Each time you do, select an additional favored 
  terrain to which this feat applies.
  Animal Disguise
  With a little work, you can convincingly 
  disguise yourself as an animal.
  Prerequisites: 
  Disguise 
  6 
  ranks, 
  Knowledge (nature) 6 ranks.
  Benefit: You can use Disguise to 
  disguise yourself as an animal of 
  your size category. You must have an 
  appropriate pelt and any other animal 
  parts needed to complete the disguise. 
  You also gain a +2 bonus on Disguise 
  checks when you disguise yourself 
  as an animal. Creatures with ranks in 
  Knowledge (nature) can use that skill in 
  place of Sense Motive to detect this type 
  of disguise.
  Animal Ferocity (Combat)
  When cornered and wounded, you fight 
  like a feral beast.
  Prerequisites: Base attack bonus +3, 
  ferocity racial ability.
  Benefit: When your hit points are reduced 
  below 0, you can make attacks, but you take a –5 
  penalty on each attack roll. 
  Aquatic Combatant 
  (Combat)
  You have trained to fight while 
  submerged in water.
  Prerequisite: Swim 1 rank. 
  Benefit: You gain a +2 bonus on Swim checks and don’t take 
  the usual penalties on melee attack rolls made underwater. 
  Your slashing melee attacks and unarmed bludgeoning 
  attacks deal full damage underwater. 
  Normal: When you’re underwater, most of your melee 
  attacks take a –2 penalty and deal only half damage. 
  Aquatic Spell (Metamagic)
  You can cast your spells underwater or into water with 
  little difficulty. 
  Benefit: An aquatic spell functions normally underwater 
  and requires no caster level check to cast, even if it has 
  the fire descriptor. In addition, the spell can be cast from 
  the surface into water and still be effective. An aquatic 
  spell uses up a spell slot 1 level higher than the spell’s 
  actual level. 
  Arctic Adaptation
  You are comfortable in the driving snow and glaring 
  ice of frigid climes, and you can survive much 
  longer in such harsh environments than those 
  who are unaccustomed to the cold.
  Prerequisite: Favored terrain (cold) class feature.
  Benefit: You treat cold environments (Core 
  Rulebook 442) as though they were one 
  step less severe than they normally are. 
  Additionally, you gain a +2 bonus on 
  Perception checks against creatures that 
  gain a racial bonus on Stealth checks 
  in snowy conditions, and you gain a +4 
  bonus on saving throws and checks to 
  avoid becoming blinded or dazzled by ice 
  or snow glare. 
  Beast Hunter (Combat)
  Thanks to your experience hunting in the 
  wilds, you are capable of tracking animals 
  in your most often traveled terrains, and 
  you can easily take down animals larger 
  than yourself.
  Prerequisites: Base attack bonus 
  +1; Knowledge (nature) or Survival 
  1 rank.
  Benefit: Pick one of the ranger’s 
  favored terrains. You gain a +2 bonus 
  on Survival checks to track animals native to 
  that terrain. Additionally, against animals 
  native to that terrain that are at least one size 
  category larger than you, you gain a +1 dodge 
  bonus to your AC and a +1 insight bonus on 
  attack rolls.
  Special: You can take this feat multiple 
  times. Each time you select this feat, you can 
  choose an additional favored terrain to gain the 
  listed benefits in.
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  Beastmaster Ire (Combat)
  Seeing your animal companion attacked or hurt causes you 
  to retaliate with a bestial fury of your own.
  Prerequisites: Cha 13, Alertness, Beastmaster Salvation*, 
  Beastmaster Style*, Handle Animal 9 ranks, Sense Motive 
  5 ranks.
  Benefit: When you activate Beastmaster Style’s benefit, 
  you gain a +2 morale bonus on melee weapon attack rolls 
  and +4 morale bonus on weapon damage rolls against the 
  attacking creature. If the enemy attack dealt damage to 
  your animal companion, these bonuses increase to +4 and 
  +8, respectively. These bonuses last until the end of your 
  next turn. 
  Beastmaster Salvation (Combat)
  Your presence grants your companion the toughness and 
  will to resist all manner of threats.
  Prerequisites: Cha 13, Alertness, Beastmaster Style*, 
  Handle Animal 5 ranks, Sense Motive 5 ranks.
  Benefit: If you are adjacent to your animal companion when 
  it attempts a saving throw, you can attempt a Handle Animal 
  check as an immediate action. Your animal companion does 
  not attempt the saving throw, but instead uses your Handle 
  Animal result as its result for the save.
  Beastmaster Style (Combat, Style)
  Your animal companion is your most treasured friend, and 
  you steadfastly protect it from your foes.
  Prerequisites: Cha 13, Handle Animal 1 rank, must have an 
  animal companion.
  Benefit: When you are adjacent to your animal companion 
  and an attack is made against it, if you are also adjacent to 
  the attacking creature, you can attempt a Handle Animal 
  check as an immediate action to negate the hit. The hit is 
  negated if your Handle Animal check result is greater than 
  the attacker’s attack roll. 
  Special: You cannot use this style if you are mounted on 
  your animal companion.
  Branch Pounce (Combat)
  You are adept at exploiting higher ground to its greatest 
  advantage in battle, and can leap from above to deal 
  incredible damage to your foes.
  Prerequisites: Climb 3 ranks, Stealth 3 ranks.
  Benefit: When charging a target by jumping down 
  from above (such as when jumping out of a tree), you 
  can soften your fall with a melee attack. If the attack at 
  the end of your charge hits, the attack deals damage as 
  normal and you also deal the amount of falling damage 
  appropriate to your fall to the target (1d6 points for a 
  10-foot fall, 2d6 points for a 20-foot fall, and so on). This 
  falling damage is not multiplied on a critical hit. You 
  land in an unoccupied square of your choosing adjacent 
  to the target, and you take falling damage as if your fall 
  had been 10 feet shorter. You can attempt an Acrobatics 
  check as normal to treat the fall as an additional 10 feet 
  shorter for the purpose of determining the damage 
  you take from the fall. If your attack misses, you land 
  prone in a random square adjacent to the target and 
  automatically take the full amount of falling damage.
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  Bristling Bull Rush (Combat)
  You deal damage to opponents when bull rushing them 
  through difficult terrain, using the environment itself to 
  harm your targets.
  Prerequisites: Str 13, Improved Bull Rush, Power Attack, 
  base attack bonus +3.
  Benefit: When you successfully bull rush a creature, it 
  takes 1d4 points of damage for every 5 feet it is pushed 
  through naturally occurring difficult terrain. This damage is 
  in addition to any damage the creature might normally take 
  from moving through the difficult terrain. Creatures with the 
  woodland stride special ability or who are otherwise unaffected 
  by difficult terrain are immune to this extra damage.
  Bristling Drag (Combat)
  You deal damage to opponents when dragging them through 
  difficult terrain.
  Prerequisites: Str 13, Improved DragAPG, Power Attack, base 
  attack bonus +3.
  Benefit: When you successfully drag a creature, it takes 1d4 
  points of damage for every 5 feet it is dragged through naturally 
  occurring difficult terrain. This damage is in addition to 
  any damage the creature might normally take from moving 
  through the difficult terrain. Creatures with the woodland 
  stride special ability or who are otherwise unaffected by 
  difficult terrain are immune to this extra damage.
  Camouflaged Trap
  You excel at hiding your traps in the wilderness, making 
  them more difficult for your enemies to locate and avoid.
  Prerequisites: Craft (traps) 4 ranks, Survival 4 ranks.
  Benefit: When you craft and set a trap in a wilderness 
  environment, you increase the DC of the Perception check 
  required to find it by 5.
  Clinging Climber (Combat)
  Using leverage and pure brawn, you can cling to a cliff face, 
  ladder, or rope with your legs to free both of your hands to 
  take other actions.
  Prerequisites: Str 13, Climb 3 ranks.
  Benefit: As a move action while climbing, you can cling 
  to your climbing surface with your legs by succeeding at a 
  Climb check with the same DC as that of climbing the surface 
  as a move action. If successful, you can make attacks with 
  a two-handed ranged weapon and reload ranged weapons 
  until you resume climbing. The GM can rule that this feat 
  doesn’t work on certain climbing surfaces.
  Command Animals
  You channel energy to get animals to do your bidding.
  Prerequisites: Animal domain, channel energy class feature.
  Benefit: As a standard action, you can use one of your 
  daily uses of channel energy in an attempt to control 
  animals within 30 feet. Animals can attempt a Will save 
  (DC = 10 + half your class level + your Charisma modifier) 
  to negate the effect. Animals that fail their saves fall under 
  your control, obeying your commands to the best of their 
  ability as if under the effects of a charm monster spell with a 
  caster level equal to your class level. An affected animal can 
  attempt a new saving throw each day to escape this effect. 
  You can control any number of animals, so long as their total 
  Hit Dice do not exceed your class level. If you use channel 
  energy in this way, it has no other effect (it does not heal or 
  harm nearby creatures). If an affected animal is controlled 
  by or a companion of another creature, you must attempt 
  an opposed Charisma check whenever your orders conflict.
  Command Plants
  You channel energy to bring plants under your control.
  Prerequisites: Channel energy class feature, Plant domain.
  Benefit: As a standard action, you can use one of your 
  daily uses of channel energy to command plants within 30 
  feet of you. Plants can attempt a Will save (DC = 10 + half 
  your class level + your Charisma modifier) to negate the 
  effect. This functions as the command plant spell with a 
  caster level equal to your class level. Each affected plant 
  can attempt a new saving throw each day to escape this 
  effect. You can control any number of plants, so long as 
  their total Hit Dice do not exceed your class level. If you 
  use channel energy in this way, it has no other effect (it 
  does not heal or harm nearby creatures). If an affected 
  plant creature is controlled by or a companion of another 
  creature, you must attempt an opposed Charisma check 
  whenever your orders conflict.
  Cover Tracks
  You are very difficult to follow in the wild, leaving few tracks 
  in your wake.
  Prerequisite: Survival 3 ranks.
  Benefit: You increase the DC of Survival checks to track 
  you by 5 when moving at full speed and by 10 when moving 
  at half speed. You can cover the tracks of a number of allies 
  within 30 feet equal to your Wisdom modifier plus half 
  your character level, increasing the DC to track them by 2 
  if they are moving at full speed or by 5 if they are moving 
  at half speed.
  Special: If you have the favored terrain class feature and 
  you are in that terrain, you also add your favored terrain 
  bonus to the DC to track you or your allies. 
  Crashing Wave Buffet (Combat)
  You disorient your opponents by pushing and pounding 
  them mercilessly, just like how the sea beats relentlessly 
  against the rocks.
  Prerequisites: Wis 15, Crashing Wave Style*, Improved 
  DragAPG, Improved RepositionAPG, Improved Unarmed Strike, 
  base attack bonus +6.
  Benefit: When dragging or repositioning an opponent, 
  you use your full body to knock your opponent around 
  like a constant wave. At the end of the drag or reposition 
  maneuver, your opponent must succeed at a Fortitude save 
  (DC = 10 + half your character level + your Wisdom modifier 
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  + 2 for every 5 feet you drag or reposition your opponent). 
  On a failed save, your opponent becomes disorientated from 
  the movement and takes a –2 penalty on attack rolls, combat 
  maneuver checks, and Dexterity-based skill checks until the 
  end of its next turn. 
  Crashing Wave Fist (Combat)
  In addition to simply moving it, you are able to strike your 
  enemy while pushing it around.
  Prerequisites: Wis 15, Crashing Wave Buffet*, Crashing 
  Wave Style*, Improved DragAPG, Improved RepositionAPG, 
  Improved Unarmed Strike, base attack bonus +9.
  Benefit: When dragging or repositioning an opponent, 
  at any point during the movement, you can make one 
  unarmed attack against the opponent using your highest 
  attack bonus. You can make one additional attack for every 
  5 feet you drag or reposition the opponent beyond the first 
  5 feet. You take a cumulative –5 penalty on each additional 
  attack made in this way.
  Crashing Wave Style (Combat, Style)
  You relentlessly push your enemies around, as the sea moves 
  those within and upon it against their will.
  Prerequisites: Wis 13, Improved DragAPG, Improved 
  RepositionAPG, Improved Unarmed Strike.
  Benefit: When you successfully drag or reposition an 
  opponent while using this style, at any point during the 
  dragging or repositioning of the opponent, you can move 
  5  feet as an immediate action, including moving into a 
  square previously occupied by the opponent, even if you 
  have already taken a move action this round. This movement 
  does not provoke attacks of opportunity.
  Cultivate Magic Plants (Item Creation)
  You combine a natural green thumb and knowledge of 
  magic in order to grow magic plants.
  Prerequisites: Brew Potion, Craft Wondrous Item, 
  Knowledge (nature) 1 rank.
  Benefit: You can cultivate magic plants—see Chapter 7 
  for several example types of magic plants. Cultivating a 
  magic plant takes 1 week per 1,000 gp in its base price. 
  When you create a magic plant, you make the same 
  choices that you would normally make when casting the 
  spell. Whoever consumes the fruit of the magic plant 
  is the target of the spell. See page 247 for full rules 
  for cultivating magic plants.
  Deadly Trap
  Your traps are especially deadly, either through their 
  increased accuracy or the viciousness of their blades 
  and bludgeons.
  Prerequisites: Craft (traps) 8 ranks, Survival 8 ranks.
  Benefit: If you craft a trap that requires an attack roll 
  to hit, you can either increase the threat multiplier of 
  the trap by 1 (×2 becomes ×3, and so on) or grant the trap’s 
  attack a +4 bonus to confirm a critical hit. 
  Deep Diver
  You are accustomed to diving deeper than most would dare 
  swim and can do so with less risk of drowning than even 
  other experienced swimmers.
  Prerequisite: Endurance.
  Benefit: You gain a +4 bonus on Acrobatics checks to 
  reduce falling damage when diving into water and on 
  Perception checks in dim light or darkness underwater. 
  When attempting a Swim check to swim downward (at least 
  45 degrees down from the horizontal), on a successful check 
  you can swim half your speed as a move action, or your 
  speed as a full-round action. If you have a swim speed, it 
  increases by 10 feet when you spend a move action to swim 
  only downward. 
  In addition, you can hold your breath for a number of 
  rounds equal to three times your Constitution score, and you 
  gain a +4 bonus on Constitution checks to continue holding 
  your breath after this time and to resist the effects of the cold 
  environment underwater. Pressure damage you take from 
  deep water is halved. 
  Desert Dweller
  The endless sands and waterless wastes are your home, and 
  neither the heat nor dehydration presents as lethal of a 
  threat to you as it does to other travelers.
  Prerequisite: Favored terrain (desert) class feature.
  Benefit: You treat hot environments (Core Rulebook 
  444) as though they were one step less severe; if you 
  have a similar ability from another feat, such as Torrid 
  Tolerance*, the benefits stack and you treat hot conditions 
  as if they were two steps less severe. You need to consume 
  only half the normal amount of water for a creature of 
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  your size, and you gain a +4 bonus on Constitution checks 
  to resist the effects of thirst. You also gain a +4 bonus on 
  saving throws and checks to avoid becoming blinded or 
  dazzled by glare or being deceived by a desert mirage. 
  Eagle-Eyed
  Your distance vision is exceptionally keen, enabling you to 
  see well in both normal and dim lighting conditions and 
  providing you an advantage when making ranged attacks.
  Prerequisite: Perception 3 ranks.
  Benefit: Your distance modifier to the DC of vision-based 
  Perception checks is decreased to +1 per 50 feet in bright light 
  or normal light, or +1 per 20 feet in dim light. You also gain a 
  +2 circumstance bonus on ranged attacks against targets that 
  are more than 100 feet away.
  Earth Magic
  You can draw raw magical energy from the ground to 
  empower your spells.
  Prerequisites: Ability to cast 1st-level spells, favored terrain 
  class feature.
  Benefit: While you’re in your favored terrain, your 
  effective caster level increases by 1 for the purpose of 
  improving spell effects dependent on caster level. This 
  increase in effective caster level doesn’t grant you access to 
  more spells.
  Eidolon Mount (Combat)
  Your eidolon is capable of carrying you into combat with 
  great skill.
  Prerequisite: Eidolon able to choose quadruped or 
  serpentine as a base form.
  Benefit: Your eidolon is capable of serving you as a 
  combat-trained mount. If the eidolon’s base form is 
  not quadruped or serpentine, it also gains the ability to 
  transmute its physical body into a form suitable for you 
  to ride. This functions as the change shape ability, except 
  the eidolon’s base form changes to either quadruped or 
  serpentine and its size changes to be one size category larger 
  than its summoner’s base size. Unlike other changes to size, 
  this ability doesn’t increase the eidolon’s ability scores, reach, 
  or weapon damage beyond that of its true form. (However, 
  if the eidolon’s size is reduced by this ability, its reach and 
  weapon damage are adjusted accordingly.) 
  If the eidolon’s base form is not quadruped or serpentine 
  when it gains this feat, it chooses which base form 
  (quadruped or serpentine) to assume when using this 
  ability. The eidolon cannot choose a base form that is not 
  available to its subtype with this ability. If both base forms 
  are available to the eidolon’s subtype, it can change which 
  base form it assumes when using this ability whenever it 
  gains a new Hit Die. The eidolon can select evolutions that 
  have either base form as a requirement, but any evolutions 
  that require one of the base forms (but not the other) 
  provide no benefit while the eidolon is assuming the shape 
  of its other base form. 
  Energized Wild Shape
  Your wild shape form gains the benefits of one energy type 
  for both offensive and defensive purposes.
  Prerequisites: Wis 19, base attack bonus +6, wild shape 
  class feature.
  Benefit: When you assume a wild shape form, choose one 
  of the following energy types: acid, cold, electricity, or fire. You 
  gain resistance 10 to that energy type. Also, one of your natural 
  attacks deals an additional 1d6 points of damage of the chosen 
  energy type. If you choose a wild shape form that already has 
  energy resistance of the same type you choose, it increases by 5 
  instead. If you choose a wild shape form that deals damage of 
  the same energy type you choose, increase the energy damage 
  you deal by one die size (1d6 becomes 1d8, and so on).
  Special: You can take this feat more than once. Each time 
  you take this feat, choose a different energy type.
  Enhanced Gnome Magic
  Your ties to the First World manifest in the form of magical 
  abilities that tap into a natural element.
  Prerequisites: Cha 13, Knowledge (nature) 3 ranks, gnome, 
  gnome magic racial trait.
  Benefit: Add one of the following to your gnome magic 
  spell-like abilities: burning hands, corrosive touchUM, gentle 
  breezeACG, icicle daggerUM, or shocking grasp. You can use this 
  spell-like ability once per day.
  Exotic Heritage
  Your blood carries hints of an extraplanar ancestor, granting 
  you a talent for a certain skill.
  Benefit: Choose a skill. You gain a +2 bonus on skill checks 
  with that skill. If you have 10 or more ranks in the chosen skill, 
  this bonus increases to +4. This bonus does not stack with that 
  granted by Skill Focus. This feat counts as Skill Focus with 
  the chosen skill for the purpose of meeting the prerequisites 
  of the Eldritch HeritageUM feat. When you select Eldritch 
  Heritage, if you use this feat as a prerequisite, you can choose 
  a mutated version of your chosen bloodline as though you 
  were a sorcerer with the wildbloodedUM archetype. All other 
  restrictions and requirements of Eldritch Heritage still apply.
  Expert Cartographer
  You are skilled at drawing quality maps, making your 
  cartographic works both more useful and more valuable 
  when sold.
  Prerequisite: Craft (maps) 3 ranks.
  Benefit: You gain a +4 bonus on Craft (maps) checks when 
  creating a map, as well as 1 additional Discovery Point (see 
  page 124 for more information about Discovery Points). If 
  you succeed at the check by 5 or more, the list price of the 
  map increases by 20%.
  Expert Explorer
  You are trained to seek out the unknown places of the wild 
  and can explore more efficiently than your untrained rivals.
  Prerequisite: Knowledge (nature) or Survival 5 ranks.
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  Benefit: You gain a +2 bonus on skill checks when using 
  the exploration rules presented on pages 124–125 to detect 
  features in a territory. If you succeed at such a skill check by 
  5 or more, you gain an additional 1d4 Discovery Points.
  Expert Salvager
  You are adept at foraging and salvaging raw materials from 
  even the most seemingly sparse of environments.
  Prerequisites: Craft (any) 2 ranks, Spellcraft 2 ranks.
  Benefit: You gain a +4 bonus on Craft checks for Craft 
  skills in which you have at least 2 ranks and Spellcraft checks 
  when crafting items by foraging alchemical supplies and 
  material components, salvaging raw crafting materials, and 
  salvaging raw magical item materials.
  Extended Animal Focus
  You can assume the aspects of an animal for longer stretches 
  of time than most of your rivals and allies.
  Prerequisite: Animal focus class feature.
  Benefit: Add your Wisdom bonus (minimum 1) to the 
  number of minutes per day that you can use your animal 
  focus ability to assume the aspects of an animal.
  Extended Aspects
  You can invoke your aspect’s minor form longer than most.
  Prerequisite: Shifter aspect* class feature.
  Benefit: Add your Wisdom bonus (minimum 1) to the 
  number of minutes per day that you can use your shifter 
  aspect ability to assume a minor form.
  False Trail
  You create a false trail to throw off pursuers, enabling you to 
  increase your lead on those following you or make them lose 
  your trail entirely.
  Prerequisite: Survival 3 ranks.
  Benefit: You can create a false trail in the wilderness via 
  a combination of misleading footprints, discarded items, 
  torn scraps of clothing, and other signs. When you create a 
  false trail, you determine the direction it leads. A creature 
  tracking you must succeed at a Perception or Survival check 
  (DC = 10 + half your character level + your Wisdom modifier) 
  to determine the trail is fake when first encountering it. On 
  a success, the creature can continue to track you as normal. 
  The effect of a failure to identify the trail as false depends on 
  the time and effort spent making it.
  Quick: A quick false trail takes 10 minutes to complete. A 
  creature that fails to identify the trail as false follows it for 
  1d4×1,000 feet. 
  Normal: A normal false trail takes 1 hour to complete. A 
  creature that fails to identify the trail as false follows it for 
  1d4 miles.
  Elaborate: An elaborate false trail takes 4 hours to 
  complete. A creature that fails to identify the trail as false 
  follows it for 2d6 miles. 
  After a creature that fails to identify a false trail follows it for 
  the determined distance, it can attempt another Perception 
  or Survival check with a +5 bonus. On a success, the creature 
  realizes it’s following a false trail and can continue to track 
  you as normal after backtracking to the start of the false trail 
  (or wherever you diverged from the false trail). On a failure, 
  the creature continues to move in the direction of the false 
  trail for an additional mile. After each mile, it can attempt a 
  new check with a cumulative +5 bonus.
  Fey Insight
  You have insight into the weird, alien minds of fey and 
  can use this knowledge to more handily negotiate with or 
  manipulate the capricious creatures.
  Prerequisites: Wis 13; Knowledge (nature) or Knowledge 
  (planes) 2 ranks.
  Benefit: You gain a +2 bonus on Bluff, Diplomacy, and 
  Sense Motive skill checks when interacting with creatures 
  of the fey type. If you have 10 or more ranks in one of these 
  skills, the bonus gained when interacting with creatures of 
  the fey type increases to +4 for that skill.
  Fey Performance
  The wind, trees, earth, and local wildlife join in on your 
  bardic performances.
  Prerequisite: Bardic performance class ability.
  Benefit: You can enhance your performance with nature’s 
  sights and sounds by expending an extra round of bardic 
  performance at the start of the performance. The range 
  of the performance increases by 30 feet. Furthermore, for 
  the purposes of affecting blind and deaf creatures, this 
  performance counts as having both audible and visible 
  components. This feat doesn’t function in environments 
  devoid of animal and plant life.
  Fey-Guarded
  You have trained your mind to resist fey magic—both 
  that cast by fey creatures and that cast by other denizens 
  of the First World.
  Prerequisite: Knowledge (nature) or Knowledge (planes) 
  3 ranks.
  Benefit: You gain a +2 morale bonus on saving throws 
  against enchantment and illusion spells and spell-like 
  abilities cast by creatures of the fey type.
  Flinging Charge (Combat)
  You hurl a weapon during your charge before drawing a new 
  one to strike, enabling you to make another attack at the 
  expense of the latter attack’s accuracy.
  Prerequisites: Quick Draw, base attack bonus +6.
  Benefit: If you have a thrown weapon in hand when you 
  begin charging, you can make a ranged attack with that 
  weapon against the target of your charge at any point during 
  your charge. You gain the +2 bonus for charging on the attack 
  roll for this ranged attack. You can then immediately draw 
  a melee weapon during your charge. You take a –5 penalty 
  on the melee attack made at the end of the charge. When 
  charging this way, you cannot use any effect that would grant 
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  you more than one attack at the end of your charge (such as 
  pounce), nor can you use abilities that grant you other ranged 
  attacks on a charge, such as the hurling charge rage power.
  Foebane Magic
  The spells you cast are particularly effective against your 
  favored enemies.
  Prerequisites: Ability to cast 1st-level spells, favored enemy 
  class feature.
  Benefit: Your favored enemies take a –1 penalty on saving 
  throws against spells you cast. Furthermore, you gain your 
  favored enemy bonus on Spellcraft checks to identify spells 
  cast by favored enemies.
  Forester
  You are a master of woodcraft and forest lore and can move 
  through even the densest of trees with ease and grace.
  Prerequisite: Favored terrain (forest) class feature.
  Benefit: You ignore difficult terrain created by light or 
  heavy undergrowth, and you ignore increased DCs for 
  Acrobatics and Stealth checks in light or heavy undergrowth. 
  In addition, you can use trees to shield yourself from 
  attacks, gaining a +1 cover bonus to your AC whenever 
  you are adjacent to a tree (including while climbing). If 
  you are adjacent to two or more trees simultaneously, you 
  gain a +2 cover bonus to your AC and a +1 bonus on Reflex 
  saving throws. 
  Frightful Shape
  Your wild shape form strikes fear into your opponents.
  Prerequisites: Wis 19, base attack bonus +9, wild shape 
  class feature.
  Benefit: When you use wild shape, it is supernaturally 
  ferocious and disquieting in appearance, such that when 
  you attack a creature, you can use this ferocity to frighten 
  observers. Opponents within 30 feet of you when you attack 
  must succeed at a Will save (DC = 10 + half your character 
  level + your Charisma modifier) to resist being affected 
  by your frightful shape. On a failed save, creatures with 
  fewer Hit Dice than you become shaken, or panicked if 
  they have 4 Hit Dice or fewer; in either case, the effect lasts 
  for a number of rounds equal to your character level. An 
  opponent that succeeds at its saving throw is immune to 
  your frightful shape for 24 hours. This is a mind-affecting 
  fear effect.
  Greater Beast Hunter (Combat)
  You are an apex hunter.
  Prerequisites: Beast Hunter*; Improved Beast Hunter*; 
  base attack bonus +6; Knowledge (nature) or Survival 
  6 ranks.
  Benefit: If you are surprised by an animal native to 
  the terrain you have chosen for Beast Hunter, you can 
  act normally in the surprise round, though you are still 
  considered flat-footed until it is your turn to act. You also 
  gain a +4 bonus to confirm critical threats against animals 
  native to the terrain you have chosen.
  Special: If you have selected Beast Hunter multiple times, 
  you gain the benefits of this feat for all of the terrains you 
  have chosen for those feats.
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  Greater Hunter’s Bond (Combat)
  Your allies can target additional foes.
  Prerequisites: Improved Hunter’s Bond*, hunter’s bond 
  (hunting companions)* class feature, ranger level 12th.
  Benefit: When you activate hunter’s bond, you can select a 
  number of targets equal to your Wisdom modifier as long as 
  they all count as your favored enemy.
  Normal: You select one target against which your allies 
  receive your favored enemy bonus.
  Greater Spring Attack (Combat)
  You are a scything wind cutting through the battlefield as 
  you topple your foes.
  Prerequisites: Dex 17, Acrobatic Steps, Dodge, Improved 
  Spring Attack*, Mobility, Nimble Moves, Spring Attack, base 
  attack bonus +16.
  Benefit: When you use Spring Attack, you can select three 
  targets to attack during your movement instead of one. The 
  second attack made this way is made at your full base attack 
  bonus – 5, and the third attack made this way is made at your 
  full base attack bonus – 10. All restrictions of Spring Attack 
  apply to each target, and your movement does not provoke 
  attacks of opportunity from any of your targets. You can’t 
  target the same creature more than once.
  Special: A monk of at least 18th level can select this feat as 
  a monk bonus feat, but only if he has Improved Spring attack 
  and Spring Attack.
  Greater Wilding Strike (Combat)
  You reach the pinnacle of your wilding strike abilities. 
  Prerequisites: Str 18, Improved Unarmed Strike, 
  Improved Wilding Strike*, Wilding*, Wilding Strike*, base 
  attack bonus +16.
  Benefit: The damage die of your unarmed strikes 
  increases to 1d10 (or 1d8 if you are Small). This does not 
  stack with any other effects that increase the damage die 
  of your unarmed strikes, including levels in classes such as 
  monk. Increases to your actual size category (such as enlarge 
  person) still increase your damage die as normal.
  Group Shared Spells (Teamwork)
  You and your allies can cast spells through each other’s 
  familiars as if they were your own.
  Prerequisite: Familiar with the share spells ability.
  Benefit: You and any of your allies with this feat can 
  cast spells with a target of “you” on each other’s familiars 
  as touch spells. Both the target familiar and that familiar’s 
  master must be willing for the spell to take effect. You 
  can cast spells on each other’s familiars even if the spells 
  would not normally affect creatures of the targeted 
  familiar’s type.
  Harder They Fall (Combat, Teamwork)
  You can work with an ally to move or knock over a foe that’s 
  too large for either of you to overcome alone.
  Prerequisites: Str 13, Int 13, Combat Expertise, Power Attack.
  Benefit: When you use the aid another action to grant 
  an ally who also has this feat a +2 bonus on a bull rush 
  or trip combat maneuver check, the ally can attempt that 
  maneuver even against foes two or more size categories 
  larger than herself.
  Hide Worker
  You excel at crafting armor made from the hides of animals 
  or monsters.
  Prerequisites: Craft (armor) 3 ranks, Knowledge (nature) 
  3 ranks.
  Benefit: You gain a +4 bonus on Craft (armor) checks to 
  create armor or shields from the hides of living creatures 
  (such as dragonhide). If you succeed at a Craft (armor) check 
  to create armor or shields from the hides of living creatures 
  by 5 or more, you also decrease the cost to make the item 
  by 10%.
  Ice Climber
  You can move or clamber across slippery surfaces with 
  great skill.
  Prerequisites: Arctic Adaptation* or Mountaineer*; Climb 
  2 ranks. 
  Benefit: When moving across a slippery surface (including 
  but not limited to icy surfaces), you gain a +5 bonus on Climb 
  checks and on Acrobatics checks to maintain your balance. If 
  you fail a Climb check, you fall only if you fail the check by 
  10 or more. You also gain a +5 bonus on Perception checks to 
  notice an avalanche and a +2 circumstance bonus on Reflex 
  saves to avoid an avalanche. 
  Improved Beast Hunter (Combat)
  You are well trained in stalking and hunting the animals of 
  the wild.
  Prerequisites: Beast Hunter*; base attack bonus +3; 
  Knowledge (nature) or Survival 3 ranks.
  Benefit: When fighting animals that are at least one size 
  category larger than you and that are native to the terrain 
  you have chosen with Beast Hunter, you gain a +4 bonus 
  on combat maneuver checks and a +4 to your CMD against 
  such animals’ attempts to use combat maneuvers against 
  you. Additionally, you gain a +2 bonus on Reflex saves 
  against attacks by the animal that allow a Reflex save (such 
  as attempting to avoid a trample attack).
  Special: If you have selected Beast Hunter multiple 
  times, you gain this benefit for all of the terrains you have 
  chosen for those feats.
  Improved Hunter’s Bond (Combat)
  You deepen your connection to your allies, granting them 
  higher bonuses.
  Prerequisites: Hunter’s bond (hunting companions) class 
  feature, ranger level 9th.
  Benefit: When you activate hunter’s bond, you can 
  grant your allies your full favored enemy bonus against a 
  single target.
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  Normal: Your allies receive half your favored enemy bonus 
  against a single target.
  Improved Natural Poison Harvester
  You excel at harvesting poison from the many toxic creatures 
  of the natural world.
  Prerequisites: Natural Poison Harvester*, Craft (alchemy) 
  9 ranks, Survival 9 ranks.
  Benefit: When you successfully harvest poison from a 
  hazard or dead creature, you gain an additional 1d4 doses 
  of poison.
  Improved Spring Attack (Combat)
  You dart through the press of battle like a breeze, assaulting 
  foes as you pass.
  Prerequisites: Dex 15, Dodge, Mobility, Nimble Moves, 
  Spring Attack, base attack bonus +9.
  Benefit: When you use Spring Attack, you can select two 
  targets to attack during your movement instead of one. The 
  second attack made this way is made at your full base attack 
  bonus – 5. All restrictions of Spring Attack apply to both targets, 
  and your movement does not provoke attacks of opportunity 
  from either target. You can’t target the same creature twice.
  Special: A monk of at least 14th level can select this feat as 
  a monk bonus feat, but only if he has Spring Attack.
  Improved Wilding Strike (Combat)
  You gain greater skill with the natural power of your blows. 
  Prerequisites: Str 16, Improved Unarmed Strike, Wilding*, 
  Wilding Strike*, base attack bonus +11.
  Benefit: The damage die of your unarmed strikes increases 
  to 1d8 (or 1d6 if you are Small). This does not stack with any 
  other effects that increase the damage die of your unarmed 
  strikes, including levels in classes such as monk. Increases to 
  your actual size category (such as enlarge person) still increase 
  your damage die as normal.
  Indomitable Mountain Avalanche (Combat)
  You are an impassable mountain, hurling your enemies back.
  Prerequisites: Wis 15, Combat Reflexes, Improved Unarmed 
  Strike, Indomitable Mountain Peak*, Indomitable Mountain 
  Style*, base attack bonus +9.
  Benefit: If an opponent fails at a combat maneuver against 
  you, you can use an attack of opportunity to make a melee 
  attack against the opponent using your highest attack bonus. 
  If the attack hits, instead of dealing damage, you can push the 
  opponent back 5 feet for every 5 by which it failed its combat 
  maneuver check (minimum 5 feet). Additionally, when you 
  hit with an unarmed melee attack against an opponent who 
  provoked an attack of opportunity by failing its Acrobatics 
  check to move through a space you threaten, you can push 
  the opponent back 5 feet instead of dealing damage. The 
  opponent moves back in a straight line, but stops before 
  hitting any obstacle or hazard.
  Indomitable Mountain Peak (Combat)
  You become more difficult to move or pass, an elusive peak 
  your enemies cannot surmount.
  Prerequisites: Wis 15, Combat Reflexes, Improved Unarmed 
  Strike, Indomitable Mountain Style*, base attack bonus +6.
  Benefit: Whenever an opponent succeeds at a combat 
  maneuver against you or at an Acrobatics check to avoid 
  provoking an attack of opportunity when moving through a 
  square you threaten, you immediately gain a +2 morale bonus 
  to your CMD against the next combat maneuver against you 
  or to the DC of the next Acrobatics check to avoid an attack 
  of opportunity when moving through a square you threaten. 
  This bonus stacks until either attempt fails against you.
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  Indomitable Mountain Style (Combat, Style)
  Like a rugged mountain, you are impassable and unmovable.
  Prerequisites: Wis 13, Combat Reflexes, Improved 
  Unarmed Strike, base attack bonus +4.
  Benefit: As long as you do not take a move action, you 
  gain a +4 morale bonus to your CMD and to the DC of Bluff 
  checks used for feint attempts against you. Additionally, you 
  are considered to be one size category larger for the purpose 
  of calculating your CMD when creatures attempt Acrobatics 
  checks to move through spaces you threaten without 
  provoking attacks of opportunity.
  Intimidate Animals (Combat)
  You are skilled at intimidating animals with your bluster 
  and fury.
  Prerequisites: Greater Wild EmpathyUM, Intimidate 5 ranks, 
  Knowledge (nature) 5 ranks, wild empathy class feature.
  Benefit: You add your Wisdom modifier on Intimidate 
  checks against animals in addition to your Charisma 
  modifier. An animal with 4 or fewer Hit Dice is frightened 
  instead of shaken on a successful Intimidate check to 
  demoralize it.
  Jaguar Pounce (Combat)
  Your ambushes are especially lethal.
  Prerequisite: Base attack bonus +4.
  Benefit: When making a charge or using Spring Attack 
  against an opponent who is flat-footed or helpless, you treat 
  your first melee attack against that target as if you had the 
  Improved Critical feat.
  Jungle Survivalist
  Normally pestilential rain forests are a safe haven and 
  home to you.
  Prerequisite: Favored terrain (jungle) class feature.
  Benefit: You gain a +2 bonus on saving throws against 
  diseases, poisons, and the distraction ability of creatures with 
  the swarm subtype. You also gain a +2 bonus on Acrobatics 
  and Climb checks when climbing trees and a +2 bonus on 
  Perception checks against creatures that gain a racial bonus 
  on Stealth checks in vegetation.
  Live Off the Land
  You can easily pluck what you need from nature’s bounty as 
  you travel.
  Prerequisite: Favored terrain class feature.
  Benefit: You (and any allies whom you assist with the 
  Survival skill) can move at full speed while using Survival 
  to gather food and water, and you gain a +4 bonus on 
  Survival checks to do so. If you cast create food and drink, 
  create water, or any similar spell that creates edible and 
  potable provisions while you are in your favored terrain, 
  your caster level increases by an amount equal to half your 
  favored terrain bonus.
  Moontouched
  Moonlight has a strange effect on you, making your body 
  stronger but your mind weaker.
  Benefit: At night when at least part of the moon is showing 
  and you can see it, you gain a +2 bonus on Fortitude and 
  Reflex saves but take a –2 penalty on Will saves. 
  Mountaineer
  You are thoroughly at home in the high peaks and precipices 
  of alpine territory.
  Prerequisite: Favored terrain (mountains) class feature.
  Benefit: You gain a +2 bonus on Climb checks on natural 
  stone surfaces and a +4 bonus on Fortitude saves to avoid 
  high-altitude fatigue and altitude sickness. If you spend 
  24 hours at a dangerous altitude, you treat that altitude as 
  if it were one category lower. If you spend at least 1 week 
  at that altitude, you are immune to altitude fatigue or 
  sickness. If you go to a lower altitude for more than 1 week, 
  you lose this acclimation.
  Mutated Shape
  Your wild shape form gains an additional appendage you can 
  use to attack your foes.
  Prerequisites: Wis 19, base attack bonus +6, wild shape 
  class feature.
  Benefit: When you use wild shape, you grow an additional 
  appendage of your choice that can be used to make one of 
  the following attacks: bite, claw, gore, slam, sting, or talons. 
  The appendage can be used as part of a full attack using your 
  highest base attack bonus, and it deals damage as described in 
  Table 3–2: Mutated Shape Appendage Attacks. This appendage 
  lasts for as long as you stay in the same form with this use 
  of wild shape. 
  Natural Poison Antitoxin
  You have learned how to create antitoxin that can resist 
  natural poisons.
  Table 3—2: Mutated Shape Appendage Attacks
  Natural	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  Damage	
  Attack		
  Attack	
  Fine	
  Diminutive	
  Tiny	
  Small	
  Medium	
  Large	
  Huge	
  Gargantuan	 Colossal	
  Type	
  Type
  Bite 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  4d6 
  B/P/S 
  Primary
  Claw 
  — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  B/S 
  Primary
  Gore 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  4d6 
  P 
  Primary
  Slam 
  — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  B 
  Primary
  Sting 
  — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  P 
  Primary
  Talons 
  — 
  1 
  1d2 
  1d3 
  1d4 
  1d6 
  1d8 
  2d6 
  2d8 
  S 
  Primary
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  Prerequisites: Natural Poison Harvester, Craft (alchemy) 
  8 ranks, Survival 8 ranks.
  Benefit: When you succeed at a Craft (alchemy) check to 
  create an antitoxin (Pathfinder RPG Ultimate Equipment 100) 
  using a dose of a natural poison you harvested, you increase 
  the duration of the antitoxin to an amount equal to 4 hours 
  plus an additional hour for every 5 by which your result 
  exceeds the DC.
  Natural Poison Harvester
  You are exceedingly proficient at harvesting and distilling 
  poison from venomous monsters.
  Prerequisites: Craft (alchemy) 6 ranks, Survival 6 ranks.
  Benefit: You gain a +2 bonus on Craft (alchemy) checks 
  when creating poison harvested from poisonous monsters. 
  When you successfully craft such poisons, the DC of the 
  poison increases by 2.
  Nature’s Freedom
  Creatures affected by your channel energy are not affected by 
  difficult terrain.
  Prerequisites: Animal or Plant domain; channel energy 
  class feature.
  Benefit: When you expend one additional use when 
  you channel energy, you enable affected creatures to move 
  freely through undergrowth as per the druid’s woodland 
  stride class feature. This effect lasts a for number of 
  minutes equal to your Charisma modifier (minimum 
  1). Multiple uses of this feat extend the duration of the 
  woodland stride effect.
  Nature’s Weapons (Combat)
  You can make a weapon out of nearly anything that can be 
  found in the wild.
  Prerequisites: Catch Off-Guard; base attack bonus +2; 
  Knowledge (nature) or Survival 2 ranks.
  Benefit: You can turn nearly anything you might find 
  in the wilderness into an improvised melee weapon. This 
  improvised melee weapon is one-handed and deals 1d6 
  points of damage for Medium creatures and 1d4 for Small 
  creatures. Depending on the weapon, it deals bludgeoning, 
  piercing, or slashing damage (at the GM’s discretion). 
  Grabbing an object to use as a weapon is the same action as 
  drawing a weapon. The weapon must be of a material that 
  is naturally occurring in that terrain.
  Night Sky Hex
  You use the mystical network of power that blazes in the 
  night sky to empower your hexes.
  Prerequisites: Hex class feature; moonUM, starsUM, or 
  winterUM patron.
  Benefit: When you gain this feat, choose one hex that you 
  can use to affect no more than one opponent. When you are 
  in view of the night sky and use that hex, increase the save 
  DC of that hex by 2.
  One Eye Open
  Your senses seek out threats even while you sleep. 
  Prerequisites: Wis 13, Alertness. 
  Benefit: The DCs of your Perception checks don’t increase 
  when you are asleep. If you succeed at a Perception check to 
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  notice something dangerous while asleep, you can wake up 
  to confront the danger. 
  Normal: The DC for a Perception check attempted by a 
  sleeping creature increases by 10. 
  One with the Land
  Your connection your favored terrain is so intense that you 
  draw strength from the power of nature itself.
  Prerequisite: Favored terrain class feature.
  Benefit: In your favored terrain, you require only half the 
  normal amount of food, water, and sleep, and your rate of 
  natural healing is doubled. You add half your favored terrain 
  bonus as a bonus on saving throws and Constitution checks 
  to stave off the effects of cold exposure, heat exposure, 
  starvation, and thirst in your favored terrain.
  Out of the Sun (Teamwork)
  You and your allies use the sun’s glare to your advantage.
  Prerequisites: Bluff 3 ranks, Stealth 3 ranks.
  Benefit: When you hit with a melee attack, you can 
  attempt a Bluff check as a move action to feint. You do not 
  gain the benefits of this feint; instead, if you succeed at your 
  Bluff check, an ally with this feat who is adjacent to you or 
  your opponent gains the benefits, such that the opponent is 
  denied its Dexterity bonus to AC (if any) against your ally’s 
  next melee attack against that opponent. This attack must 
  be made before the end of your ally’s next turn. You gain a 
  +2 circumstance bonus on your Bluff check in bright light. 
  This bonus increases to +4 in natural sunlight. You cannot 
  use this feat in dim light or darkness.
  Special: If you have the Improved Feint feat, you can feint 
  with Out of the Sun as a swift action after you hit with a 
  melee attack.
  Plains Nomad
  You are a native of the wide and endless prairie, savanna, 
  or steppe. 
  Prerequisite: Favored terrain (plains) class feature.
  Benefit: You and a mount you are riding gain a +2 bonus 
  on Constitution checks to avoid damage and fatigue from 
  hustling or a forced march. In plains terrain, this bonus is 
  doubled and also applies on Survival checks to avoid getting 
  lost, to find food and water, to protect yourself from severe 
  weather, and to predict the weather. 
  River Raider (Combat)
  You’re skilled at creeping up on watercraft without being 
  noticed and getting the jump on their occupants. 
  Benefit: You gain a +2 bonus on Swim and Stealth checks 
  while swimming in calm or rough water (but not while 
  swimming in stormy water). In addition, if you’re able to act 
  in a surprise round and you start the surprise round in water, 
  you can take both a move and a standard action. You still 
  cannot take a full-round action during the surprise round. 
  Normal: You can take only a move or a standard action if 
  you can act in the surprise round. 
  Rubble Skirmisher (Combat)
  You use difficult terrain to your advantage when performing 
  combat maneuvers.
  Prerequisites: Dex 13, Nimble Moves, base attack bonus +2.
  Benefit: When you are in a square that has naturally 
  occurring difficult terrain (bushes, rubble, undergrowth, 
  and so forth), you gain a +2 circumstance bonus on combat 
  maneuver checks and to your CMD.
  Scion of the Land (Teamwork)
  You are strongly linked to natural terrain and to others who 
  share your link.
  Prerequisite: Survival 1 rank.
  Benefit: When traveling through terrain in which you 
  can leave no trail and be impossible to track (as a result 
  of favored terrain, trackless step, or a similar class feature), 
  you grant that ability to allies within 60 feet who also have 
  this feat.
  If an ally within 60 feet who has this feat is also able to move 
  normally through the current terrain without leaving tracks, 
  you gain a +1 bonus on Knowledge (nature), Perception, and 
  Survival checks while in that terrain.
  Shifter’s Edge
  You use your shapechanging powers to make your natural 
  attacks especially lethal.
  Prerequisites: Dex 13, Weapon Finesse, shifter claws* 
  class feature.
  Benefit: Whenever you use Weapon Finesse to make a 
  melee attack with your claws or a natural attack augmented 
  by your claws, you also add your shifter level to the damage. 
  Shifter’s Rush
  You can use you wild shape ability as you are moving toward 
  your enemy.
  Prerequisites: Wild shape class feature, shifter* level 4th
  Benefit: When you use a move action to move 10 feet or 
  more or when you charge, you can use wild shape as a free 
  action during that movement.
  Storm Survivor
  You know how to survive and thrive in even the stormiest 
  of weathers.
  Prerequisites: Knowledge (nature) 2 ranks, Survival 
  2 ranks.
  Benefit: When you are in a storm of any type, you gain a +2 
  circumstance bonus on Perception checks, Survival checks, 
  and saving throws regarding adverse effects from the storm 
  itself. If you have 10 or more ranks in one of these skills, this 
  bonus increases to +4.
  Swamper
  The soft ground and flowing reeds of fetid bogs and misty 
  marshes are as comfortable to you as any sunny meadow 
  would be for others.
  Prerequisite: Favored terrain (swamp) class feature.
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  Benefit: You gain a +2 bonus on Climb checks, Swim checks, 
  and Acrobatics checks to maintain your balance when moving 
  across a slippery surface, and you can move at full speed 
  through shallow and deep bog terrain. You can see twice as far 
  as normal in fog, mist, murky water, vegetation, and similarly 
  obscuring conditions, and creatures adjacent to you never 
  gain concealment from fog, mist, murky water, or vegetation.
  Thrill of the Hunt (Combat)
  The pursuit of prey invigorates you. You revel in tracking 
  down and slaying your quarry.
  Prerequisites: Survival 1 rank; base attack bonus +4 or 
  track* class feature.
  Benefit: Once per day, when you succeed at a Survival 
  check to find or follow a creature’s tracks, you can designate 
  that creature to be your prize for a number of hours equal 
  to 4 + your ranks in Survival. You gain a +2 morale bonus on 
  Survival checks to follow your prize’s tracks and 
  on weapon damage rolls against your prize. 
  If you find and subsequently render 
  your prize dead or helpless, you 
  gain a +2 morale bonus on attack 
  rolls, saves, and skill checks for a 
  number of hours equal to your 
  ranks in Survival.
  Special: 
  An 
  animal 
  companion can choose this 
  feat as if it were an animal 
  feat (Core Rulebook 53).
  Torrid Tolerance
  You relish hot climates, 
  as the equatorial heat does 
  not sap your strength. 
  Prerequisite: Desert Dweller* or 
  Jungle Survivalist*.
  Benefit: You treat hot environments (Core 
  Rulebook 444) as though they were one step 
  less severe; if you have a similar ability from another 
  feat (like Desert Dweller), the benefits stack and you treat 
  hot conditions as if they were two steps less severe. You 
  do not take a penalty on Constitution checks for wearing 
  armor in hot climates.
  Totemic Disciple
  Your understanding of your barbaric totem 
  flourishes as your combat prowess grows.
  Prerequisites: Str 15; Dex 13; Athletic, 
  Totemic Initiate*; base attack bonus +9; no 
  barbarian totem rage powers except those 
  chosen with this feat or Totemic Initiate; 
  nonlawful alignment.
  Benefit: Choose one barbarian totem rage powerAPG that 
  requires that you have the totem rage power you selected 
  with Totemic Initiate. While gaining the benefits of Totemic 
  Initiate, you also gain the benefits of this new rage power.
  Totemic Initiate
  You were born to or have lived among the barbarian tribes 
  of the wild and passed the trials of their sacred totems.
  Prerequisites: Str 13; Dex 13; Athletic; base attack bonus +5; 
  no barbarian totem rage powers except the one you choose 
  with this feat; nonlawful alignment.
  Benefit: Choose one barbarian lesser totem rage 
  powerAPG (such as lesser beast totemAPG). As a swift action, 
  you can gain the benefits of that rage power as though 
  you were raging. For the purpose of determining that 
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  rage power’s effects, your barbarian level is equal to your 
  base attack bonus. You do not gain any other benefits or 
  penalties of rage. You can gain these benefits for a number 
  of rounds per day equal to your base attack bonus plus 
  your Constitution modifier; these rounds do not need to 
  be consecutive.
  Totemic Master
  Through both might of arms and spiritual wisdom, you 
  have attained full understanding of your barbaric totem. 
  Prerequisites: Str 17; Dex 13; Wis 13; Athletic; Totemic 
  Disciple*; Totemic Initiate*; base attack bonus +13; no 
  barbarian totem rage powers except those chosen with 
  this feat, Totemic Disciple, or Totemic Initiate; nonlawful 
  alignment.
  Benefit: Choose one greater totem rage powerAPG that 
  requires the totem rage power you chose with Totemic 
  Disciple. While gaining the benefits of Totemic Initiate, you 
  also gain the benefits of this new rage power as well as the 
  one you chose with Totemic Disciple. If you gain the pounce 
  ability this way, you can make only natural attacks using your 
  pounce ability.
  Tree Leaper
  You use the flexibility of tree branches to aid in making 
  arboreal leaps.
  Benefit: When you are in a tree, you count as having a 
  running start when you jump.
  Normal: You must have at least 10 feet of space for a 
  running start.
  Tribal Hunter (Combat, Teamwork)
  From watching pack animals hunt, you learned to take down 
  large prey as part of a group.
  Prerequisite: Animal Affinity.
  Benefit: When either you or an ally with this feat is 
  adjacent to and flanking an opponent that is larger than 
  either of you, you both are considered to be flanking the 
  opponent as long as you remain adjacent to it.
  Normal: You must be positioned opposite an ally to flank 
  an opponent.
  Verdant Spell (Metamagic)
  Your magical connection to nature allows you to entice, 
  fool, and misdirect plants and fungi as though they 
  were people. 
  Prerequisites: Spell Focus (enchantment), Knowledge 
  (nature) 6 ranks.
  Benefit: A verdant spell affects plant creatures (even 
  mindless plant creatures) as if they weren’t immune to 
  mind-affecting effects, but it has no effect on other types of 
  creatures. A verdant spell uses up a spell slot 2 levels higher 
  than the spell’s actual level. This feat works only on mind-
  affecting spells.
  Normal: Creatures of the plant type are immune to 
  mind-affecting effects.
  Vigilant Charger (Combat)
  You can ready yourself to spring an attack against your 
  enemies at a moment’s notice.
  Prerequisites: Str 13, Dex 13, Combat Reflexes.
  Benefit: You can ready an action to charge when an enemy 
  enters a specific space you designate. You must be able to 
  charge the square both when you ready the charge and when 
  the readied action triggers, or you cannot attempt the readied 
  action. When you make a readied charge, you can move only 
  up to your speed.
  Normal: You can’t ready an action to charge. Charging 
  allows you to move up to twice your speed.
  Voice of Beasts
  Your deep connection with nature allows you to speak with 
  all manner of living creatures.
  Prerequisite: Wild shape class feature.
  Benefit: While you are using wild shape, you gain the 
  ability to communicate with all animals. This acts as speak 
  with animals, though the effect is supernatural in nature and 
  can’t be dispelled. 
  Waterway Caster
  You’ve learned to cast spells while on a watercraft or even 
  while swimming in turbulent waters. 
  Benefit: You automatically succeed at concentration 
  checks required to cast a spell while being subjected to 
  vigorous or violent motion while either swimming or on a 
  ship. You gain a +4 bonus on concentration checks to cast 
  spells underwater.
  Wild Growth Channel
  When you channel positive energy, you cause vines to grow 
  and ensnare enemies.
  Prerequisites: Channel positive energy class feature, 
  Plant domain.
  Benefit: By expending two additional uses when you 
  channel energy, you cause the ground in the area of effect 
  to erupt in a growth of vines. You create a number of vine 
  growths (AC 10, 5 hp) equal to your Charisma modifier 
  (minimum 1). Each growth of vines occupies 1 5-foot square 
  of your choosing. As an immediate action when you use 
  this ability, and again as a free action at the start of your 
  turn, you can command the vines to wrap around the legs 
  of a creature occupying the square. The creature must 
  succeed at a Reflex save (DC = 10 + half your class level + 
  your Charisma modifier) or become rooted to the spot. 
  The vines last a number of rounds equal to your Charisma 
  modifier (minimum 1). The ground must be composed of a 
  material able to support plant life (such as soil). 
  Wild Growth Hex
  Hexing your enemies causes them to be ensnared in 
  tangling vines.
  Prerequisites: Hex class feature; summer*, thorns*, or 
  woodlands* patron.
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  Benefit: When you gain this feat, choose one hex that you 
  can use to affect no more than one opponent. If the target of 
  your hex fails its saving throw to resist your hex, the square it 
  occupies becomes overgrown with thorny plants that count 
  as difficult terrain. A creature moving in or out of the square 
  must succeed at a Reflex save or Acrobatics check (DC = 10 + 
  half your level + your Charisma modifier) or take 1d6 points 
  of piercing damage and immediately end its movement. For 
  every 5 by which the target fails its save against your hex, you 
  can create 1 additional square of difficult terrain adjacent 
  to any square the target occupies. The difficult terrain 
  lasts a number of rounds equal to your Charisma modifier 
  (minimum 1). The ground must be composed of a material 
  able to support plant life (such as soil).
  Wild Vigor
  The forces of nature bolster your vitality when you use 
  wild shape.
  Prerequisite: Wild shape class feature.
  Benefit: A number of times per day equal to your Wisdom 
  bonus (minimum 1), when you use wild shape, you can gain 
  a number of temporary hit points equal to your base attack 
  bonus. These temporary hit points last for the duration of 
  the wild shape or until they are lost. 
  Wilding
  You were touched by nature at an early age and share a 
  kinship with wild creatures. Your body might bear animalistic 
  features, such as bestial ears or a tail, or your presence may 
  be subtly unlike that of others.
  Prerequisites: Any neutral alignment, must be taken at 
  1st level.
  Benefit: You gain the druid’s wild empathy ability, using 
  your character level as your druid level. If you have one or 
  more levels in a class that grants wild empathy, you gain an 
  additional +3 bonus on wild empathy checks. You are treated 
  as an animal for the purpose of harmful mind-affecting 
  effects that target animals (such as charm animal).
  Special: A character who has this feat can select the 
  Animal SoulACG or Aspect of the BeastAPG feats without 
  meeting the prerequisites.
  Wilding Mind
  You can repress your conscious mind in favor of a primal 
  state that helps you resist mental influence.
  Prerequisites: Wis 13, Wilding*.
  Benefit: Whenever you fail a saving throw against a fear or 
  mind-affecting effect, you can take 1d3 points of Intelligence 
  damage as an immediate action and reroll the saving throw. 
  This damage cannot be reduced or avoided in any way. You 
  must take the new result, even if it is worse.
  Wilding Senses
  The wilderness speaks to you, giving you a preternatural 
  sense of approaching danger.
  Prerequisites: Wis 13, Wilding*.
  Benefit: You gain a +2 bonus on Perception checks; 
  this bonus increases to +4 when determining if you can 
  act during a surprise round. If you have 10 or more ranks 
  in Perception, this bonus increases to +4 (or +8 when 
  determining whether you can act during a surprise round). 
  This bonus does not stack with that granted by the Alertness 
  feat, though Wilding Senses counts as the Alertness feat for 
  the purpose of fulfilling feat prerequisites and prestige 
  class requirements.
  Wilding Stride
  Your wild-hearted drive and honed physique allow you to 
  move with great swiftness.
  Prerequisites: Con 13, Wilding*.
  Benefit: Your base speed increases by 10 feet. This does 
  not stack with the fast movement class feature or similar 
  effects, unless that class feature or effect provides an 
  enhancement bonus.
  Wilding Strike (Combat)
  Filled with the might of nature, you need no weapons of steel 
  or wood. Your fists and feet are as potent as any creation of 
  the forge.
  Prerequisites: Str 13, Improved Unarmed Strike, Wilding*.
  Benefit: The damage die of your unarmed strikes increases 
  to 1d6 (or 1d4 if you are Small). This does not stack with any 
  other effects that increase the damage die of your unarmed 
  strikes, including levels in classes such as monk. Increases to 
  your actual size category (such as enlarge person) still increase 
  your damage die as normal.
  Witchbreaker (Combat)
  You are trained to be resilient to and disrupt the magic of 
  hags and witches. 
  Prerequisite: Iron Will. 
  Benefit: You gain a +2 bonus on saving throws against the 
  hexes, spells, spell-like abilities, and supernatural abilities 
  of hags and witches. In addition, whenever you confirm a 
  critical hit against a hag or a witch, any of your allies affected 
  by a mind-affecting effect from that creature can attempt a 
  new saving throw against the effect as an immediate action.
  Wolf Rider
  Others can keep their horses. You know that wolves are 
  better mounts.
  Prerequisites: Undersized MountACG or effective level 7th 
  in the class that grants the mount or divine bond (mount) 
  class feature; Knowledge (nature) 1 rank; mount or divine 
  bond (mount) class feature.
  Benefit: You can select a wolf in place of the normal mount 
  available via your mount or divine bond (mount) class feature. 
  In addition, Knowledge (nature) is always a class skill for you.
  Wolf Savage (Combat)
  You savage your foes so badly that they can become 
  supernaturally disfigured. 
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  Prerequisites: Wis 17, Improved Unarmed Strike, Wolf 
  Style*, Wolf Trip*, Knowledge (nature) 9 ranks. 
  Benefit: While using Wolf Style, when you deal at least 
  10 points of damage to a prone opponent with a natural 
  weapon or an unarmed strike, as a swift action you can savage 
  that creature. When you do, your opponent must succeed at 
  a Fortitude save (DC = 10 + half your character level + your 
  Wisdom modifier). If the target fails the saving throw, it takes 
  either 1d4 Charisma damage or 1d4 Constitution damage, or 
  it becomes fatigued (your choice). Ability score damage dealt 
  with this ability cannot equal or exceed the victim’s actual 
  ability score total. 
  Wolf Style (Combat, Style)
  While in this style, you hamper foes that turn their backs 
  on you.
  Prerequisites: Wis 13, Improved Unarmed Strike, 
  Knowledge (nature) 3 ranks. 
  Benefit: While using this style, whenever you deal at least 
  10 points of damage to a foe with an attack of opportunity, 
  that foe’s base speed decreases by 5 feet until the end of its 
  next turn. For every 10 points of damage your attack deals 
  beyond 10, the foe’s base speed decreases by an additional 
  5 feet. If the penalty meets or exceeds the total base speed of 
  the foe, you can attempt to trip the foe as a free action after 
  the attack of opportunity is resolved.
  Wolf Trip (Combat)
  You have studied the manner in which wolves bring down 
  their prey.
  Prerequisites: Wis 15, Improved Unarmed Strike, Wolf 
  Style*, Knowledge (nature) 6 ranks.
  Benefit: While using Wolf Style, you gain a +2 bonus when 
  you attempt a trip combat maneuver as part of an attack of 
  opportunity. Whenever you successfully trip a creature, as 
  a free action you can choose an available space that is both 
  adjacent to you and the creature’s original space for the 
  tripped creature to land prone in. 
  Wood Crafter
  Eschewing the use of metals in your craft, you excel at 
  crafting armor from wood.
  Prerequisites: Craft (armor) 3 ranks, Knowledge (nature) 
  3 ranks.
  Benefit: You gain a +4 bonus on Craft (armor) checks to create 
  armor and shields from wood or special materials containing 
  wood (such as darkwood). If you succeed at the check by 5 or 
  more, you decrease the cost to make the item by 10%.
  Woodland Wraith (Combat)
  You put the terrain between yourself and your opponents to 
  avoid attacks.
  Prerequisites: Dex 15, Dodge, base attack bonus +6.
  Benefit: If you take two actions to move or a withdrawal 
  action in a turn while starting or ending your movement in 
  either naturally occurring difficult terrain (bushes, brambles, 
  etc.) or a space with a natural object providing at least partial 
  cover (a tree, rock, etc.), you gain concealment until you 
  attack, until you move out of that space, or until the end of 
  your next turn, whichever occurs first.
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  Mastering the Wild
  4
  
  H 
  ere, birdie!” Lini jumped up 
  and down, flapping her arms. 
  “Look over here, Mister Bird! One 
  tasty gnome, fresh and juicy!”
  “Are you sure that’s a good 
  idea?” Sajan ducked as one of the 
  pteranodons swooped down, its 
  massive beak barely missing his 
  head. “And these aren’t birds.”
  Lini snorted. “Of course they’re 
  birds. They’ve got wings. They’ve got 
  beaks. They’ve got eggs. Birds.”
  Sajan swung his staff, tearing a 
  fleshy wing. “I think the Acadamae’s 
  scholars would disagree with you.”
  Lini smirked as one of the beasts 
  swooped toward her. “Okay, okay, 
  you caught me. But you’re forgetting 
  the most important qualification.” 
  “Oh?”
  “Cats eat birds.”
  Behind her, Droogami pounced...
  
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  Discovery and Exploration
  Unspoiled wilderness and uncharted lands represent an 
  opportunity for exploration and the discovery of ancient 
  secrets, lost treasures, natural wonders, and the remote lairs 
  of terrible beasts. As exciting as exploring wilderness can be, 
  the fact that there are no city streets or dungeon walls to guide 
  choices can make running exploration in uncharted wilds a 
  challenge. The rules presented in this section can be used 
  when a group enters such uncharted lands to discover what 
  lies within, and at your discretion can serve as an expansion 
  on the rules for exploration as presented on pages 154–159 of 
  Pathfinder RPG Ultimate Campaign. Brief definitions of terms 
  used in this section are listed below.
  Discovery Points: As the PCs explore a territory, they’ll 
  accumulate Discovery Points—an abstract measure of how 
  thoroughly they have explored the region. Note that while 
  gazetteers, maps, research, and rumors can grant bonus 
  Discovery Points for a region even before the PCs set foot 
  within the wild, inaccurate information gleaned from such 
  sources can penalize the accumulation of Discovery Points. 
  Exploration Check: As the PCs search a territory, they’ll 
  attempt exploration checks to determine how many 
  Discovery Points they accumulate. Exploration checks are 
  typically Survival checks, though unusual territories may 
  require other specialized skills. A character can attempt 
  an exploration check using Perception in place of the 
  required skill with a –5 penalty.
  Location: A location is an adventure site or other point 
  of interest within a territory—it could be an ancient ruin, 
  a dragon’s cave, a druidic monument, a hidden treasure, 
  a portal to the First World, or anything else of note. Each 
  location has a discovery score equal to the number of 
  Discovery Points required to find the location.
  Territory: Territories are discrete geographic areas with 
  defined boundaries. These can be political borders or 
  geographical transitions. If you’re using the exploration rules 
  from Ultimate Campaign, a single hex constitutes a territory. 
  Alternately, a territory can be a much larger region; in this 
  case, the PCs’ exploration of the territory is a much more 
  abstract concept and doesn’t involve tracking exact locations 
  on a map. In either case, each territory has its own Challenge 
  Rating, which determines the danger of wandering monsters 
  in the territory as well as the DC for exploration checks to earn 
  Discovery Points.
  Way Sign: Way signs are events, objects, or terrain 
  features that give a hint to find a location. Discovering a 
  way sign, either by stumbling across one in the wild (such 
  as by reaching a vantage point that gives an excellent view 
  of the lay of the land, or by stumbling across an old road 
  sign) or by researching a region beforehand (such as by 
  consulting gazetteers, maps, or the rumor mill), can grant 
  bonus Discovery Points or reveal the existence of previously 
  unknown locations—but some way signs may be inaccurate 
  or misleading.
  THE EXPLORATION PROCESS
  Typically, explorers come to a territory to seek out a specific 
  location within its reaches. Sometimes they know of multiple 
  locations reputed to lie within the region and needs only find 
  them. Other times, some or all the locations remain unknown 
  until the explorers stumble across them or find clues as a 
  result of their investigations in the territory. In either case, 
  before explorers can discover a location, they must first 
  accumulate enough Discovery Points (either by succeeding at 
  exploration checks or by correctly interpreting way signs).
  Once the explorers reach the territory in question, they can 
  begin exploration and discovery. Their efforts result in the 
  accumulation of Discovery Points, which they can spend to 
  discover locations, and in finding way signs, which provide 
  additional Discovery Points and sometimes also reveal the 
  existence of further locations to be discovered. Discovery 
  Points earned in a given territory are tied to that territory; 
  the PCs cannot apply points earned in one territory to a new 
  territory. The party’s accumulated Discovery Points remain 
  indefinitely, even if the PCs leave the territory and return later.
  Character Actions
  At the start of each day, each character must decide if she will 
  spend the day documenting the territory, exploring, seeking 
  a location, or taking another action (such as crafting magic 
  items, guarding a campsite, resting, or the like). Only the 
  first three options—documenting, exploring, and seeking 
  a location—directly contribute to the exploration process. 
  Uncovering way signs can also contribute to the process, but 
  the actions required to earn Discovery Points via way signs 
  vary widely and depend on the way signs in question.
  Documenting: The character spends the day mapping 
  the territory or recording its features in a gazetteer and can 
  attempt one skill check for each day spent documenting. 
  Creating a map requires one or more successful Profession 
  (cartographer) checks, while creating a gazetteer requires one 
  or more successful Linguistics checks (at the GM’s discretion, 
  other skill checks can be used in place of these). The number 
  of checks needed equals the territory’s CR, and the DC equals 
  the territory’s exploration check DC. Once the character has 
  succeeded at the required checks, she has created a detailed 
  map or gazetteer of the region, which grants a +5 circumstance 
  bonus on future exploration checks in that territory (bonuses 
  from multiple maps or gazetteers don’t stack). 
  Exploring: The character spends the day exploring the 
  territory. At the end of the day, the character attempts an 
  exploration check against the territory’s DC. An exploration 
  check is usually a Survival check, but in some unusual regions 
  or circumstances, it could require another skill check. A 
  character can always attempt an exploration check using 
  the Perception skill, but doing so is more difficult since this 
  represents a more generalized method of exploration, and the 
  player attempting a Perception-based exploration check takes 
  a –5 penalty on the roll as a result.
  If the character succeeds at the exploration check, she earns 
  1 Discovery Point for the group, plus 1 additional point for 
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  every 5 points by which the result of the check exceeds the DC. 
  Failing the check by 5 or more reduces the group’s Discovery 
  Point total by 1, plus 1 additional point for every additional 5 
  points by which she failed the check. Unless every character in 
  the group is skilled at the territory’s exploration skill, it’s often 
  prudent for one character to attempt the primary exploration 
  check and for others to engage in other tasks or use the aid 
  another action to improve the primary check’s result. 
  Seeking a Location: If the PCs wish to seek out a location, 
  they can do so by spending Discovery Points at the start of 
  the day. If they are seeking a specific location that they know 
  exists in the territory (typically having found clues to it in the 
  form of way signs), they must spend a number of Discovery 
  Points equal to the location’s discovery score—a number 
  that determines how difficult that location is to find (with 
  higher values representing locations that are more difficult to 
  discover). If the PCs want to attempt to uncover an unknown 
  location at random, they choose how many Discovery Points 
  from their total that they want to spend. Once the points are 
  spent, divide the total spent in half, then compare that result to 
  the discovery scores of all the locations in the territory. If any 
  of those locations have a discovery score lower than that total, 
  the PCs discover one of those locations (chosen at random if 
  more than one location is a potential discovery). If none of the 
  locations have a discovery score lower than that total, the group 
  recovers half the Discovery Points they spent, but the other half 
  is lost. Once the party discovers a location, travel time to the site 
  varies according to the GM’s discretion and the overall size of 
  the territory. 
  Uncovering Way Signs: Every way sign the characters 
  uncover has an associated skill check with a DC determined 
  by the complexity of the way sign. The amount of time 
  necessary to interpret a given way sign varies; some checks 
  can be attempted with an insignificant time expenditure (such 
  as recalling information about a territory using a Knowledge 
  skill), while some require significant time to complete (like 
  translating ancient texts or visiting a nearby settlement to gather 
  information), which takes away from time spent documenting, 
  exploring, or seeking a location. On a successful skill check, 
  the PCs earn Discovery Points for the territory to which the 
  way sign is linked. A simple way sign grants 1 Discovery Point, 
  a moderately complex way sign grants 3  Discovery Points, 
  and a complex way sign grants 5 Discovery Points. However, 
  misinterpreting a way sign can complicate exploration—
  if a PC fails a check to interpret a way sign by 5 or more, the 
  misinformation he obtains reduces the PCs’ current Discovery 
  Point total for that territory by 1d4 points. This can result in 
  negative values. The PCs can attempt to interpret a way sign 
  multiple times, but once they have successfully interpreted it, 
  further attempts do not grant additional Discovery Points.
  Additional Factors
  Some factors can affect both the rate and effectiveness of 
  exploration, as detailed below.
  Careful Exploration: Some groups might choose to explore 
  more slowly and methodically in order to make a more careful 
  search. This allows the group to attempt one extra exploration 
  check for each day spent in careful exploration, but it limits 
  the total number of Discovery Points that can be gained to 1 
  (a character using careful exploration cannot earn additional 
  Discovery Points by exceeding the DC by 5 or more). Typically, 
  careful exploration can be performed only if the terrain is 
  relatively clear and free of obstructions. The GM is free to limit 
  this option if she believes that a slow search would not garner 
  much benefit due to the terrain. 
  Darkness: Unless the explorer has darkvision or 
  another ability to see in darkness, he takes a –4 penalty on 
  exploration checks he attempts when some but at most half 
  of the hours spent exploring that day occur after nightfall. 
  Explorers take a –8 penalty on checks attempted when more 
  than half of the hours spent exploring occur after nightfall.
  Extending the Day: A day of exploration typically takes 8 
  hours; the rest of each day is assumed to be split between 8 
  hours of rest and 8 hours spent eating, making and breaking 
  camp, relaxing, and the like. It’s possible to increase the 
  amount of time in a day used for exploring by spending an 
  additional 8-hour session exploring, but for every additional 
  stretch of time up to 8 hours by which the PCs extend their 
  time spent exploring, they take a cumulative –4 penalty 
  on exploration checks to earn Discovery Points until they 
  next rest for 8 hours. At the GM’s discretion, fatigue and 
  exhaustion can also set in if the PCs don’t rest enough.
  Weather: Inclement weather hampers exploration checks 
  if it is the predominant weather of a given exploration 
  period. For example, the PCs would take a –1 penalty in the 
  case of light fog or light rain, but a –10 penalty in the case of 
  a blizzard or hurricane.
  Exploration Rewards
  Finding a location is often its own reward, but given the time, 
  energy, and sometimes the resources needed to successfully 
  conduct an exploration, you should consider the following 
  additional rewards for parties that successfully discover all 
  of the locations hidden in a territory.
  Experience Points: The PCs should earn experience 
  points equal to what they would have normally earned for 
  defeating a monster of a CR equal to the territory’s CR once 
  all locations within the territory are discovered. (If you’re 
  using this system with the exploration rules in Ultimate 
  Campaign, you should decide if you want to use this method 
  of XP reward, the one detailed in Ultimate Campaign, or both, 
  as appropriate for your game table.)
  Maps and Gazetteers: The successful completion of 
  a map or gazetteer can generate a monetary reward if the 
  PCs sell their hard work back in civilization. A complete 
  map or gazetteer of a region that has never before been 
  explored can be sold for a number of gold pieces equal to 
  100 × the territory’s CR; once a map or gazetteer of a region 
  has been sold, further copies of a map or gazetteer of that 
  region (regardless of whether the first item sold was a map 
  or gazetteer) are generally worth only 10% of that value or 
  less, depending on GM’s discretion and supply and demand.
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  CREATING A TERRITORY
  The steps listed below present all the information you need 
  to generate territories for your PCs to explore. If you’re using 
  the hex-based exploration rules from Ultimate Campaign, 
  follow these steps for every hex in your map, though you can 
  reuse information for similar hexes. 
  Step 1: Define the Territory
  The first step is to determine your territory’s Challenge 
  Rating. Typically, this should be the same value as the PCs’ 
  Average Party Level, but you might want to make it easier or 
  harder for the sake of the story. The territory’s CR helps guide 
  the creation of random encounters, but it also determines 
  the base DC of exploration checks, which can be found on 
  Table 4–1. Though most exploration checks use the Survival 
  skill, you can assign a different skill for particularly unusual 
  or magical territories (for example, exploring a complex 
  extraplanar library might require a Knowledge check, while 
  exploring the mindscape of a slumbering god in which the 
  PCs are trapped could require a Sense Motive check).
  Exploration check DCs are intended to be moderately 
  difficult. Characters who are heavily invested in the relevant 
  skill for a given check should have a reasonable chance of 
  success, while those who are not adept with the necessary 
  skills are in danger of leading the PCs off track by providing 
  erroneous information or misinterpreting way signs. Often, 
  characters who lack the relevant skills for a particular 
  exploration are better off using their abilities for other tasks 
  or helping more skillful PCs via the aid another action. 
  Table 4–1: Exploration DCs
  	
  Territory	CR	
  Exploration	DC
  	
  1	
  17
  	
  2	
  19
  	
  3	
  21
  	
  4	
  22
  	
  5	
  23
  	
  6	
  24
  	
  7	
  25
  	
  8	
  26
  	
  9	
  27
  	
  10	
  28
  	
  11	
  29
  	
  12	
  30
  	
  13	
  31
  	
  14	
  32
  	
  15	
  33
  	
  16	
  34
  	
  17	
  35
  	
  18	
  36
  	
  19	
  37
  	
  20	
  38
  Step 2: Design Locations
  As a general rule, each territory should contain at least one 
  location to discover; otherwise there’s little point to exploring 
  a territory. In some cases, you need to design only a single 
  location—the focus and eventual goal of the exploration. Other 
  times, such as if the PCs are surveying a lost world or another 
  terra incognita, you’ll want to design multiple locations, each 
  competing with the others for the PCs’ attention.
  Each location should be something memorable and 
  significant. Finding a location should grant a reward (such as 
  a supernatural enhancement, valuable treasure, or a way sign), 
  or that location should be an adventure site. Locations can be 
  as simple as a stash of ancient pirate treasure or as complex as a 
  lost city harboring ancient magic and technological mysteries. 
  Each location in a territory needs its own discovery score. 
  An obvious location (such as a large castle or a humanoid army 
  camp) should have an initial discovery score of 3, while a more 
  obscure location (such as a single house or a cave entrance) 
  should have an initial discovery score of 6. You can modify this 
  initial discovery score total using the values given on Table 
  4–2, but feel free to come up with your own values based on 
  the exploration’s narrative.
  Table 4–2: Discovery Score Modifiers
  	
  Modifier	to		
  Condition	
  Discovery	Score†
  Desert	or	plains	terrain	
  +1
  Forest,	hills,	or	marsh	terrain	
  +2
  Mountain	terrain	
  +3
  Location	is	traveled	to	or	from	often	
  –4
  Location	is	mobile	within	the	territory	
  +4
  Location	is	unusually	large	
  –2
  Location	is	unusually	small	
  +2
  Location	is	deliberately	hidden	
  +2	to	+6
  †	 Adjustments	are	cumulative,	but	the	minimum	discovery	score	=	1.
  Step 3: Create Way Signs
  Way signs provide information about the territory and, if 
  correctly interpreted, can provide bonus Discovery Points. A 
  way sign could be as simple as a vantage point that offers a 
  glimpse of a location from a distance or a hidden path toward 
  a sought-after goal, or it might itself be a reward for finding 
  a location. Way signs can even be earned or uncovered 
  in advance of exploring a region—if a PC researches the 
  territory the party intends to explore in a library, she might 
  uncover a set of old maps or a traveler’s journal that provides 
  clues to navigating the territory and thus serves as a way sign.
  When designing a territory, you’ll usually want to include 
  at least one or two way signs, or as many as 10 in cases of 
  large territories. If you’re using hex-based exploration, treat 
  each significant terrain feature as a territory for the purpose 
  of deciding how many way signs to include, rather than 
  treating each hex as its own territory. Each way sign should 
  have a trigger that results in its discovery by the party, be it 
  attempting to recall lore about a region, gathering information 
  in a nearby settlement, using flight to scout the lay of the land, 
  or uncovering an old map or journal discussing the region. 
  Each way sign should also have an associated skill check and 
  DC to successfully gain information or interpret the clue. 
  126
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  For a simple way sign, this DC should equal the territory’s CR 
  + 10. For a moderately complex way sign, the DC should be 
  equal to the territory’s CR + 15. For complex way signs, the DC 
  should be equal to the territory’s CR + 20. 
  Step 4: Create Random Encounter Tables
  A territory’s CR sets the average CR of random encounters 
  occurring within that territory. Numerous example encounter 
  tables appear on pages 324–327 of Pathfinder RPG Bestiary, as 
  well as throughout Chapter 7 of Pathfinder RPG GameMastery 
  Guide, but your encounter tables don’t need to be as complex. 
  Usually, a short table of a half dozen or so potential encounters 
  is enough. It’s generally best to check for encounters four 
  times per day—once at dawn, once at noon, once at dusk, and 
  once at midnight, with a 20% chance of an encounter each 
  time. You can even tie encounters to exploration checks, with 
  a result of a natural 1 on such a check indicating a random 
  encounter. Feel free to adjust the frequency of these checks 
  and the chance of a random encounter occurring as best suits 
  your game. Keep in mind that too many random encounters 
  and wandering monsters can slow down the progression of 
  your plot and can frustrate players. It’s often best to limit 
  random encounters to one per day of in-game time.
  EXAMPLE TERRITORY: WHITE CANYON
  Suppose the PCs have learned of a great evil rising in a hidden 
  temple of Lamashtu in the arid hills surrounding the gnoll-
  held territories of White Canyon. Rather than generate a map 
  of the region, you instead use the rules in this section to guide 
  the PCs’ exploration of White Canyon and their search for the 
  hidden temple. You might also include a few other adventure 
  sites in the region for the PCs to seek out and way signs to 
  help them get a jump on locating these sites. Your notes on 
  White Canyon might end up looking like the following.
  WHITE	CANYON	TERRITORY	
  CR	5
  Arid	hills	ruled	by	bickering	gnoll	tribes	and	stalked	by	
  desert	beasts	and	ghuls
  Exploration	Check	Survival	DC	23
  LOCATION	DISCOVERY	SCORES
  Hidden	Temple	of	Lamashtu	12	(base	score	of	6,	hills	
  terrain	+2,	location	is	deliberately	hidden	+4)
  Red	Sultana’s	Camp	1	(base	score	
  of	3,	hills	terrain	+2,	location	is	
  traveled	to	or	from	often	–4)
  Wyvern	Lair	8	(base	score	of	6,	
  hills	terrain	+2)
  SIMPLE	WAY	SIGNS	(1	DISCOVERY	POINT)
  Rumors	about	White	Canyon	
  A	successful	DC	15	Diplomacy	
  check	to	gather	information	in	
  a	nearby	settlement	can	reveal	
  information	about	the	region.
  MODERATE	WAY	SIGNS	(3	DISCOVERY	POINTS)
  Recalling	White	Canyon	Lore	A	successful	DC	20	Knowledge	
  (geography)	check	reveals	information	about	the	region.
  Reconnaissance	via	Flight	A	character	who	spends	at	least	30	
  minutes	flying	above	the	region	and	then	succeeds	at	a	DC	20	
  Perception	check	spots	landmarks	and	gets	the	lay	of	the	land.
  COMPLEX	WAY	SIGNS	(5	DISCOVERY	POINTS)
  Deciphering	a	Journal	If	the	PCs	find	an	ill-fated	explorer’s	journal	
  in	the	wyvern’s	lair,	a	PC	who	can	read	Aklo	and	succeeds	at	a	
  DC	25	Linguistics	check	correctly	interprets	her	coded	notes.
  RANDOM	ENCOUNTERS
  Frequency	4	times	per	day	(morning,	noon,	dusk,	midnight)
  Chance	of	Encounter	20%
  d%	
  Encounter	
  CR	
  Source
  1–15	
  Giant	vulture	
  4	
  Bestiary 3	284
  16–30	
  Mummy	
  5	
  Bestiary	210
  31–55	
  Gnoll	wild	pack	
  5	
  Monster Codex	101
  56–75	
  2	dire	hyenas	
  5	
  Bestiary	179
  76–85	
  Gnoll	hunting	party	
  5	
  Monster Codex	101
  86–95	
  1	wyvern	
  6	
  Bestiary	282
  96–100	
  2	ghuls	
  7	
  Bestiary 3	125
  127127
  
  UlTImaTe wIlderNess
  UlTImaTe wIlderNess
  UlTImaTe wIlderNess
  The First World
  Located before, between, and beyond the Material Plane, the 
  First World is a dimension of extremes and unpredictability. 
  While the Shadow Plane straddles the metaphysical gulf 
  between the Material Plane and the Negative Energy Plane, 
  the First World lies between the Material Plane and the 
  Positive Energy Plane. The First World has been said to be 
  a sort of “first draft” of reality—under a sky of whirling 
  stars and moons that change shape and texture as they 
  track their way through the vibrant heavens, inconsistent 
  natural laws and wellsprings of primal magic and natural 
  splendor create vistas unfathomable to mortal minds. Here 
  stand ancient forests as tall as mountains, living lakes and 
  rivers, traveling faerie courts alternately benevolent or 
  sadistic, and landscapes of all manner that constantly shift 
  and reinvent themselves. And ruling over all in this realm 
  are those powerful entities known as the Eldest. It is from 
  this realm that dread linnorms, fey creatures, the original 
  gnomes, and far stranger beings hail.
  HISTORY OF THE FIRST WORLD
  To account for the full history of the First World is to 
  look back before the beginning of time itself, to a period 
  in history before history when the Material Plane did 
  not yet exist. Ancient legends hold that mortal life began 
  in the First World. If these tales are to believed, in this 
  early pregenesis period of all things, a coalition of deities 
  decided to create a new form of life, but unlike existing 
  servitors (outsiders such as angels and devils), these new 
  “mortal” entities would serve a greater function, acting as 
  filters for the fundamental life energy of the universe. The 
  energy would be translated into discrete, self-directing 
  portions called “souls,” which would use the experience of 
  a finite lifespan to shape and expand the realities of the 
  Great Beyond itself.
  Of course, these new beings would need a place to 
  live apart from the domains of the gods, and so the gods 
  crafted the First World—a vast blank canvas where they 
  could experiment with reality and try out different laws 
  for how existence and mortal life could or should operate. 
  After an age of experimentation, they had a fully functional 
  model for the realm that would become known as the 
  Material Plane.
  And then, like so many great artists, they painted directly 
  over it.
  When the Material Plane came into being, the gods didn’t 
  erase the original experiments. They did not destroy these 
  original “doodles and blueprints” but merely abandoned 
  them. Thus, this rough draft continued to grow and evolve 
  on its own, eventually stabilizing, more or less, into the 
  reality known today as the First World.
  Whether these stories are true in totality or only in part, 
  the fact of the First World remains: it is an ancient realm 
  filled with mystery and danger and a reality where vast secrets 
  and mind-expanding truths await discovery side by side with 
  the ever-present opportunity for death and destruction. It 
  is nature unrestrained—a primal and primeval wilderness 
  where everything that exists does so on a grand scale.
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  FEATURES AND INHABITANTS
  While the majority of the Material Plane’s universe is 
  empty space populated by a diverse and seemingly endless 
  number of different star systems and worlds, the First World 
  is simply that: a single world that seems to stretch forever 
  in every direction. Everything in the Material Plane has 
  analogues in the First World, but the First World versions are 
  often exaggerated in some way. Mountains are taller, oceans 
  are deeper, and forests grow at unusual angles. Colors are 
  more vibrant, flavors more potent; everything is amplified 
  to oversaturated extremes, the cause of which is the First 
  World’s proximity to the Positive Energy Plane. Much as the 
  Shadow Plane is a realm of muted colors and near darkness 
  due to its proximity to the Negative Energy Plane, so too is 
  the First World skewed in the opposite direction.
  The flora and fauna of the First World both resembles that 
  of the Material Plane and exceeds it. What entities resided on 
  the First World in its fledgling moments remains unknown, 
  but ancient dragons and other primal forces of nature are 
  likely candidates. Since then, all manner of wildly alien and 
  unimaginable creatures have come to call the First World 
  home, themselves exaggerated in much the same way as 
  the plane’s geography. Creatures are more vivacious, more 
  energetic, and more fecund. The most widespread of the 
  First World’s denizens are creatures of the fey type, making 
  up more than half of the First World’s populace, but they are 
  neither the first denizens of the plane nor the most powerful. 
  Any creature found on the Material Plane could conceivably be 
  found in the First World, different from their mortal cousins 
  in subtle or dramatic ways. The easiest way to represent the 
  differences between a Material Plane creature and its First 
  World counterpart is to apply the fey creature template 
  (Pathfinder RPG Bestiary 3 116). But even something as simple 
  as changing a creature’s appearance or abilities can transform 
  a mundane specimen into a denizen of the First World.
  Between the suffusion of positive energy throughout the 
  First World and the unique qualities drafted into its planar 
  tapestry, the cycle of life and death is not linear as it is on the 
  Material Plane. Creatures native to the First World that 
  die either are outright reborn anywhere from a day to a 
  year after their death or are otherwise recycled into the 
  plane and reconstituted as another member of their kind. 
  Some creatures even lead asynchronous lives, having 
  memories of versions of themselves that have not 
  come to pass (or may never) rather than just memories 
  of their pasts. As such, natives of the First World do not 
  always understand the concept of death; this can lead to 
  deadly misunderstandings with travelers from the Material 
  Plane or natives of the First World stranded on the Material 
  Plane. In the latter case, the death of a First World native on 
  the Material Plane is the absolute end of its life, and the soul 
  is instead subject to the rules of the Material Plane—often 
  without realizing it until it is too late.
  Notable inhabitants of the First World include creatures 
  of the animal, fey, plant, and vermin types. Of the fey, the 
  most legendary of the First World denizens are the members 
  of the wild hunt (Pathfinder RPG Bestiary 6 278), but all fey 
  have ties back to this realm. Beyond animals, fey, and 
  plants, the following creatures are among those most often 
  encountered in this dimension: almirajesB4, animal lordsB3, 
  bandersnatchesB3, blink dogsB2, catoblepasesB2, cerynitisB5, 
  delgethsB5, drakainiasB4, drakes (all), elementals (all), elohimsB4, 
  ettercaps, fachensB4, faerie dragonsB3, fey creaturesB3, giant 
  eagles, grodairsB3, grootslangsB3, jabberwocksB2, jubjub 
  birdsB3, leucrottasB2, linnorms, manitousB4, pegasi, sardsB2, 
  129
  129
  
  UlTImaTe wIlderNess
  UlTImaTe wIlderNess
  UlTImaTe wIlderNess
  shining childrenB2, thrasfyrsB2, thunderbirdsB2, unicorns, 
  vishapsB5, wendigosB2, will-o’-wisps, worgs, winter wolves, and 
  yeth hounds. Undead are incredibly rare in the First World, 
  but those that do exist there tend to be powerful and unique.
  The Eldest
  Large swaths of the First World are carved up into fiefdoms 
  and other such dominions by native inhabitants of great 
  power. The demigods who call the First World home are some 
  of the oldest beings in creation, and many have resided on this 
  plane since before the Material Plane was woven into existence. 
  Known collectively as the Eldest, they are as reclusive and 
  secretive as they are ancient. The Eldest have relatively little 
  interaction with the gods who dwell elsewhere in the Great 
  Beyond, but like those divinities, they maintain cults and sects 
  on countless Material Plane worlds. The religions of the Eldest 
  are most commonly found in regions where the boundaries 
  between the Material Plane and the First World grow thin. Fey 
  often worship members of the Eldest, and many gnomes look 
  back to their ancient roots in the First World and venerate 
  the Eldest as well. Though the Eldest have nothing against 
  cities or civilization, their worship tends to be less popular 
  in heavily populated areas. Barbarians, druids, hunters, and 
  others who live in the wild often venerate a member of the 
  Eldest or the pantheon as a whole.
  Table 4–3: The Eldest lists the most widely worshiped 
  members of the Eldest, along with their areas of concern, 
  domains, subdomains (Pathfinder RPG Advanced Player’s Guide 
  86), and favored weapon for cleric and warpriest followers.
  GETTING TO THE FIRST WORLD
  The First World is a coterminous plane and therefore 
  overlaps the Material Plane, but unlike the Shadow Plane, the 
  First World does not mimic the Material Plane’s geography. 
  Ley lines (introduced in Pathfinder RPG Occult Adventures), 
  supernatural conduits that connect the planes and channel 
  experiences, magic, memories, and the souls of the dead and 
  the unborn through them, crisscross the First World just 
  as they do the Material Plane. Unlike those on the Material 
  Plane, ley lines found in the First World do not stay in one 
  place for long and typically wander vast distances, writhing 
  through the world like disquieted snakes. Where these ley 
  lines penetrate the barrier between the First World and the 
  Material Plane, thin spots known as breaches form, allowing 
  passage between the First World and the Material Plane 
  without the aid of magic. These breaches typically manifest 
  as circles of mushrooms, puddles of water with a rainbow-
  hued surface, trees in a peculiar arch, or other seemingly 
  innocuous patterns. Simply stepping through one of these 
  portals is often enough to travel from one plane to the other, 
  but breaches are not always two-sided. Some doorways to the 
  Material Plane are one-way, stranding extraplanar travelers 
  in a seemingly dull and lifeless world, while Material visitors 
  to the First World could be stranded for decades or more as 
  they try to find a way back home. Other means of traveling to 
  and from the First World include powerful spells such as fey 
  gate*, gate, and plane shift. 
  HAZARDS OF THE FIRST WORLD
  In the First World, the terrain itself can be as dangerous as 
  any denizen. The following are just a handful of hazards 
  found on the borders of or within this fey realm. These 
  hazards can also manifest on the Material Plane in areas 
  where ley lines from the First World cross over and weaken 
  the boundaries between realms.
  Phantom Ring (CR 9)
  Sometimes rings of mushrooms known as “fairy rings” mark 
  thin spots that function as gateways into the First World. When 
  fairy rings become corrupted due to pollution, the effects of 
  curses, the machinations of evil fey, or other fell influences, 
  they can become unstable and dangerous, becoming phantom 
  rings. These circles of magical mushrooms function like a 
  magical trap (Perception DC 25, Disable Device DC 30), though 
  a character can use the Survival skill in place of Perception to 
  notice the danger presented by a phantom ring.
  A phantom ring typically occupies a single 5-foot square. A 
  character entering a phantom ring must succeed at a DC 19 
  Will save or be drawn into a gap in reality between the Material 
  Plane and the First World, caught in a fragmented shard of 
  the Ethereal Plane where she is unable to fully pass into the 
  First World or return to the Material Plane. The character 
  is invisible and ethereal, and she can see a dim and warped 
  image of the Material Plane she just left, but she is unable to 
  move more than 30 feet away from the phantom ring, which 
  remains the only thing that appears solid and real in this 
  ethereal pocket dimension. The character is trapped within 
  this realm as if she had been called with a planar binding spell. 
  After 1d4 rounds, a disembodied spirit emerges from the 
  phantom ring into the pocket dimension to confront the 
  trapped character. This spirit appears as a spectral fey version 
  First World Planar Traits
  The	 First	 World	 has	 the	 following	 planar	 traits.	 For	 more	
  information	 on	 planar	 traits,	 see	 page	 184	 of	 Pathfinder 
  RPG GameMastery Guide.
  Erratic	Time:	Time	progresses	faster	in	some	areas	and	
  slower	in	others,	often	according	to	the	whim	of	the	Eldest	
  or	other	powerful	individuals.	For	most	visitors	from	other	
  planes,	their	own	timestream	clings	to	them	like	a	protective	
  shell,	but	it’s	not	uncommon	for	a	creature	who	spends	a	day	
  in	the	First	World	to	find	upon	their	return	home	that	a	year	
  or	more	has	passed.
  Highly	Morphic:	The	First	World	can	be	altered	by	strong-
  willed	individuals,	such	as	the	Eldest.
  Minor	 Positive	 Dominant:	 The	 First	 World	 grants	 fast	
  healing	 to	 creatures	 only	 in	 certain	 areas	 where	 life	 is	
  particularly	potent	and	concentrated.
  Mildly	Neutral-Aligned:	The	First	World	does	not	impart	
  alignment-based	Charisma	check	penalties	to	anyone.
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  CHAPTER 4
  MASTERING THE WILD
  of the trapped character, and it is treated as an animus shade 
  (Bestiary 6 10), save that it is chaotic neutral in alignment 
  and can exist only inside the pocket dimension created by 
  the phantom ring. The animus shade might be friendly and 
  talkative, or it might be cold, aloof, and demanding. The 
  trapped character can attempt to bargain with the shade 
  for her release, either into the First World or back into 
  the Material Plane, but she must succeed at an opposed 
  Charisma check to successfully persuade her captor. If the 
  trapped character succeeds at this check, she can return to 
  the Material Plane or enter the First World, but if she fails 
  the check, the shade immediately attacks her. If the shade 
  manages to kill the trapped character, it can manifest in the 
  Material Plane, whereupon it is free to spread mayhem and 
  its phantom ring dissolves away into sludge.
  A trapped character can bolster her chances of success 
  when bargaining with the animus shade by offering a 
  bribe of magic items or performing a service. Each animus 
  shade’s desires for bribes or service should vary, generally 
  representing strange distortions of the trapped character’s 
  personality. For example, a trapped bard might be required 
  to perform a humiliating display of self-mockery, or a 
  barbarian might be required to undertake a diplomatic 
  mission without resorting to combat. Services rendered 
  to an animus shade take place in a mindscape (see Occult 
  Adventures) and typically require three out of five successful 
  skill checks to complete. Bribes must be in the form of a 
  valued magical item worth at least 500 gp per character level 
  of the trapped character. If the service or bribe is successful, 
  the trapped character can roll her opposed Charisma check 
  twice (applying a +4 bonus on each roll) and use the better of 
  the two rolls as her actual result when resolving the opposed 
  Charisma check against the animus shade.
  A trapped creature can always opt to simply fight the 
  animus shade, as both are on the Ethereal Plane, though 
  neither can move more than 30 feet from the phantom ring. 
  If the animus shade is slain, the trapped character reappears 
  in the Material Plane and the phantom ring becomes inert 
  for 2d4 days before becoming active again. 
  Once a creature escapes from a phantom ring, the hazard 
  relocates to a random location within 1d6 miles.
  Pixie Pollen (CR 2)
  When strange spores or magical seeds from the First World 
  sprout up through the planar verge, they can graft themselves 
  onto existing flowering plants. Such plants flower profusely 
  and in vivid colors of unearthly beauty, even blooming out of 
  season. While this may be seen as a mark of divine blessing 
  for their fecundity, this fey influence also infuses their 
  natural nectar and pollen with a dreamy, soporific quality 
  that entices the unwary to drowsy contemplation.
  Animals, humanoids, and monstrous humanoids that 
  come within 30 feet of a plant that exudes pixie pollen 
  must succeed at a DC 10 Will save or become drowsy and 
  inattentive of their surroundings, caught up in the loveliness 
  of the flowers. Creatures that succeed at their saving throws 
  but remain within the area must each attempt a new save 
  once per minute to stave off the effects of the pixie pollen.
  Affected creatures take a –5 penalty on Perception checks 
  and a –2 penalty on saving throws against sleep effects; each 
  such creature must attempt an additional Will save at the 
  end of each round it remains within the area or become 
  fascinated and unwilling to leave. If the fascinate effect is 
  broken by an attack or through the help of an ally, a drowsy 
  creature must attempt a new Will save each round to avoid 
  becoming fascinated again.
  In addition, each minute a drowsy creature remains 
  within an area of pixie pollen, it must also succeed at a DC 10 
  Fortitude save or become fatigued (or exhausted if already 
  fatigued). An exhausted creature that fails this save falls 
  Table 4–3: The Eldest
  Eldest	
  AL	
  Title	
  Areas	of	Concern	
  Domains	
  Subdomains	
  Favored	Weapon
  Count	Ranalc	
  CN	
  The	Traitor	
  Betrayal,	exiles,		
  Chaos,	Darkness,		
  Exploration,	Loss,	
  Rapier	
  	
  	
  	
  	
  shadows	
  Nobility,	Travel	
  Martyr,	Night
  The	Green	Mother	 NE	
  The	Feasting	Flower	
  Carnivorous	plants,		
  Charm,	Earth,		
  Caves,	Decay,		
  Sickle	
  	
  	
  	
  	
  intrigue,	seduction	
  Evil,	Plant	
  Growth,	Lust
  Imbrex	
  LN	
  The	Twins	
  Endings,	statues,	twins	
  Community,	Earth,	
  Family,	Home,		
  Dire	flail	
  	
  	
  	
  	
  	
  Law,	Strength	
  Metal,	Resolve
  The	Lantern	King	
  CN	
  The	Laughing	Lie	
  Laughter,	mischief,		
  Chaos,	Charm,	
  Deception,	Love,	
  Dagger	
  	
  	
  	
  	
  transformation	
  Madness,	Trickery	
  Lust,	Thievery
  The	Lost	Prince	
  N	
  The	Melancholy	Lord	 Forgotten	things,		
  Knowledge,	Madness,	 Ancestors,	Insanity,	
  Quarterstaff	
  	
  	
  	
  	
  sadness,	solitude	
  Nobility,	Repose	
  Martyr,	Memory
  Magdh	
  LN	
  The	Three	
  Complexity,	fate,		
  Knowledge,	Law,	
  Curse,	Fate,	
  Scythe	
  	
  	
  	
  	
  triplets	
  Luck,	Rune	
  Thought,	Wards
  Ng	
  N	
  The	Hooded	
  Seasons,	secrets,		
  Knowledge,	Magic,	
  Exploration,	Seasons,	 Gauntlet	
  	
  	
  	
  	
  wanderers	
  Travel,	Weather	
  Thought,	Trade
  Ragadahn	
  CE	
  The	Water	Lord	
  Linnorms,	oceans,		
  Chaos,	Evil,	
  Ancestors,	DragonB6,	 Whip	
  	
  	
  	
  	
  spirals	
  ScalykindB6,	Water	
  Oceans,	VenomB6
  Shyka	
  N	
  The	Many	
  Entropy,	reincarnation,		
  Death,	Destruction,	
  Arcane,	Catastrophe,	 Light	mace	
  	
  	
  	
  	
  time	
  Madness,	Magic	
  Divine,	Insanity
  131131
  
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  UlTImaTe wIlderNess
  asleep for 1 minute, after which time it can attempt a new 
  Fortitude save once per hour to awaken. Creatures with the 
  Endurance feat can apply that bonus on their Fortitude save 
  against this effect.
  The effects of pixie pollen are supernatural, mind-
  affecting sleep effects.
  Weeping Waste (CR 10)
  There are places of desolation and loneliness in the wild— 
  trackless regions without a trace of intelligent habitation 
  to be found. In such places, the sense of desperation and 
  isolation can crush the spirit of a sentient being, reducing 
  victims to tearful hopelessness and unending despair, but 
  few such regions are as dangerous as the weeping wastes.
  A weeping waste can be found in any kind of terrain, though 
  they are most common in deserts and plains. Always sizable, 
  they might be a few miles across or might stretch on for 
  hundreds of leagues. Some weeping wastes are shrouded in 
  an endless, gray drizzle that chills and soaks to the bone, while 
  others are utterly cloudless, with no change in the 
  vast and empty dome of the sky above.
  The  sinister influence of the weeping 
  waste blurs the horizon in every 
  direction both above and beyond 
  the natural bleakness of the 
  land, obliterating any 
  trace of mountains 
  or natural landmarks more than 1 mile away unless the 
  viewer succeeds at a DC 20 Will save; this is an illusion effect. 
  A creature failing this save takes a –10 penalty on Survival 
  checks to avoid getting lost. Spells that aid navigation such as 
  know direction, locate object, or find the path (or the ability to sense 
  direction and distance from a status spell) function in a weeping 
  waste only if the caster succeeds at a DC 20 caster level check. 
  Natural tracks left by creatures fade with astonishing swiftness 
  within a weeping waste, increasing the DC to track by 1 for every 
  minute that has passed since the tracks were made, rather than 
  increasing by 1 every 24 hours.
  The privations of surviving in the wild are felt more keenly 
  in a weeping waste. A creature that fails a Survival check to 
  avoid getting lost or a sentient creature with Intelligence 
  of 3 or higher that fails a Constitution check or Fortitude 
  save to avoid taking nonlethal damage from a cold or hot 
  environment, hunger or thirst, or a forced march or other 
  exertion must succeed at a Will save against the same DC. 
  Non-humanoids gain a +4 bonus on this Will save. Creatures 
  that fail this save are driven to melancholy and are affected as 
  if by crushing despair, which persists until either the nonlethal 
  damage is removed or the affected creature spends 24 hours 
  outside of the weeping waste, whichever comes first; if 
  no save is allowed to avoid nonlethal damage, no save is 
  allowed against this crushing despair either. In addition to the 
  spell’s usual effects, affected creatures cannot benefit from 
  morale effects.
  Even for creatures able to resist the depths of depression, 
  traveling through a weeping waste instills an insidious 
  loneliness and melancholy that leaves sentient humanoids 
  desperate for friendly contact. They become blindly trusting, 
  taking a –5 penalty on Sense Motive checks and a –2 penalty 
  on saves against charm effects, and they take a –5 penalty on 
  initiative checks if combat begins directly after they converse 
  with an intelligent creature. This lonely desperation persists 
  for 1d4 days after leaving the weeping waste.
  ECHOES OF THE FIRST WORLD
  The First World shares its place in existence with the 
  Material Plane, and in some places, the boundary between 
  the planes wears thin. The Material Plane’s influence on 
  the First World manifests as regions of stubborn stability 
  called “breach scars,” which the First World’s denizens 
  regard with disgust. On the Material Plane, the fey 
  realm’s influence erodes the laws of time and space 
  and transforms reality in its wake. Sometimes, this 
  influence manifests as an echo of the First World.
  An echo of the First World functions (and 
  is designed) as a haunt (Pathfinder RPG 
  GameMastery Guide 242), but unlike haunts, 
  they are damaged by negative energy and 
  healed by positive energy. These echoes can 
  be any alignment, but they are almost always 
  chaotic neutral. Three sample echoes are 
  detailed on page 133, but countless others 
  certainly exist.
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  Overcharge: Positive energy and healing effects heal 
  echoes of the First World. If such healing would cause an 
  echo of the First World to exceed its normal maximum hit 
  points, it gains half the excess as temporary hit points until 
  those hit points are spent or 1 minute has passed since it 
  last gained temporary hit points in this manner. As long as 
  an echo of the First World has at least 1 temporary hit point 
  gained in this way, it also gains its overcharge ability, which 
  is listed in each of the following stat blocks.
  DIMENSIONAL	TEAR		
  CR	8
  XP	4,800
  N	persistent	variant	haunt	(30-ft.	radius)
  Aura	moderate	conjuration	(calling)
  Caster	Level	13th
  Notice	Perception	DC	18	(to	see	rippling,	rainbow-hued	
  distortions	in	the	air)
  hp	27;	Weakness	negative	energy	(see	page	132);	
  Trigger	proximity
  Effect	As	soon	as	a	Small	or	larger	creature	enters	the	area	of	a	
  dimensional	tear,	it	is	affected	as	if	by	plane shift	and	must	
  succeed	at	a	Will	save	(DC	21)	or	be	immediately	transported	
  to	the	First	World.	When	this	occurs,	a	creature	from	the	First	
  World	(determined	randomly	from	the	summon nature’s 
  ally VI	list)	is	teleported	to	a	space	adjacent	to	the	echo,	
  determined	by	the	GM.	The	creature	has	a	starting	attitude	
  of	hostile.
  Overcharge	Determine	the	First	World	creature	called	using	the	
  summon nature’s ally VII	list	instead,	and	then	add	the	fey	
  creature	template	(Pathfinder RPG Bestiary 4).
  Destruction	A	character	with	plane shift	prepared	can	attempt	
  to	counterspell	the	echo’s	effect.	Successfully	doing	so	
  destroys	the	dimensional	tear.
  ENCHANTING	DEMISE	
  CR	10
  XP	9,600
  CN	persistent	variant	haunt	(80-ft.	radius)
  Aura	moderate	enchantment	(compulsion)	[mind-affecting]	
  Caster	Level	9th
  Notice	Perception	or	Knowledge	(nature)	DC	15	(to	notice	
  drifting	motes	of	shimmering	pollen	in	the	air)
  hp	45;	Weakness	negative	energy	(see	page	132);	
  Trigger	proximity
  Effect	Every	minute	a	creature	spends	within	an	enchanting	
  demise,	that	creature	must	succeed	at	a	DC	25	Will	save	or	
  fall	asleep	as	though	affected	by	deep slumber.	Creatures	
  that	fail	this	save	and	fall	asleep	take	1	point	of	Wisdom	drain	
  each	minute	they	sleep	within	the	area	of	an	enchanting	
  demise.	A	creature	that	succeeds	at	this	Will	saving	throw	
  remains	awake,	but	it	must	attempt	a	new	saving	throw	after	
  1	minute	if	it	does	not	leave	the	enchanting	demise’s	area.	A	
  creature	reduced	to	0	Wisdom	by	this	effect	dies	and	blooms	
  into	a	field	of	colorful	wildflowers	with	a	radius	of	5	feet	per	
  Hit	Die	the	creature	had.	If	this	radius	would	extend	beyond	
  the	radius	of	the	enchanting	demise,	it	instead	expands	the	
  radius	of	the	echo	out	to	the	border	of	the	created	wildflowers.	
  The	presence	of	such	wildflowers	reduces	the	Perception	DC	to	
  notice	the	echo	by	2.
  Overcharge	Sleeping	creatures	take	1d4	points	of	Wisdom	drain	
  each	minute	instead	of	1	per	minute.
  Destruction	A	character	with	the	Lucid	DreamerOA	feat	who	
  falls	asleep	in	an	enchanting	demise	intrusion	can	attempt	
  to	destroy	it	permanently	in	the	Dimension	of	Dreams.	
  When	such	a	character	falls	asleep,	he	receives	one	attempt	
  to	successfully	form	a	lucid	body	(Occult Adventures	242)	
  without	disadvantage.	If	he	fails	this	check,	he	does	not	
  successfully	lucid	dream	and	remains	in	a	dreamless	slumber.	
  If	the	character	succeeds	at	this	check,	he	can	immediately	
  attempt	a	DC	15	Charisma	check	to	affect	the	boundary	
  between	the	Dimension	of	Dreams,	the	Material	Plane,	and	
  the	First	World.	If	he	succeeds,	the	enchanting	demise	is	
  destroyed	and	all	sleeping	creatures	in	its	area	wake	up.	If	
  the	character	fails,	he	immediately	ceases	lucid	dreaming	
  and	falls	into	a	deep,	dreamless	sleep.
  FOLLOWING	FOOTSTEPS		
  CR	4
  XP	1,200
  CN	variant	haunt	(20-ft.	radius)
  Aura	moderate	enchantment	(compulsion)
  Caster	Level	7th
  Notice	Perception	DC	10	(to	notice	nearby	strange	footprints	
  and	hear	rustling	in	nearby	underbrush)
  hp	8;	Weakness	negative	energy	(see	page	132);	
  Trigger	proximity;	Reset	1	week
  Effect	Strange	animal	noises	pervade	the	underbrush	within	
  the	area	of	the	echo,	and	strange	tracks	can	be	easily	
  discovered.	Non-fey	viewing	the	tracks	are	fascinated	by	
  them	and	are	compelled	to	follow	(DC	16	Will	negates).	
  Each	creature	that	fails	this	save	follows	a	different	set	of	
  tracks	only	it	can	perceive,	moving	in	a	random	direction	for	
  up	to	1	minute	at	a	speed	of	20	feet	per	round.	This	effect	
  continues	even	if	the	creature	leaves	the	echo’s	area.	At	the	
  end	of	each	of	its	turns	following	the	tracks,	a	creature	can	
  attempt	a	new	Will	saving	throw	to	negate	the	effect.	If	it	
  fails	three	such	saving	throws,	the	creature	must	follow	the	
  tracks	for	the	remaining	duration.	Break enchantment	or	
  a	similar	effect	cast	on	an	affected	creature	removes	this	
  compulsion.	This	is	a	mind-affecting	effect.
  Overcharge	Creatures	viewing	the	tracks	and	compelled	by	the	
  echo	are	not	allowed	subsequent	saves,	and	must	follow	the	
  tracks	for	1	hour	instead	of	1	minute,	unless	the	compulsion	
  on	the	creature	is	removed	by	break enchantment	or	a	
  similar	effect.
  Destruction	A	character	who	succeeds	at	her	initial	saving	throw	
  against	the	compulsion	can	attempt	to	deal	damage	against	
  the	echo	by	disrupting	the	original	tracks.	This	requires	the	
  use	of	Survival	as	a	full-round	action.	With	a	successful	DC	24	
  Survival	check,	such	a	character	deals	1d6	points	of	damage	
  to	the	echo.	If	the	result	of	the	Survival	check	used	in	this	way	
  is	a	natural	20,	she	deals	2d6	points	of	damage	to	the	echo	
  instead.	Casting	find the path	and	touching	the	tracks	(treating	
  it	as	a	creature	for	this	use)	destroys	the	haunt	instantly.
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  Foraging and Salvaging
  When far from the crafters and the markets of the city, an 
  adventurer needs to have skill in foraging and salvaging to 
  acquire materials and repair useful gear.
  FORAGING
  These foraging techniques assume a search in a typically 
  bountiful wilderness area. The exact time required to forage 
  for supplies depends on the specific supplies desired and the 
  type of terrain being searched, as does the DC of the skill 
  check to successfully forage, as listed on Table 4–4 below. As 
  a general rule, a character who spends more than 8 hours per 
  day foraging becomes fatigued. 
  The base amount of time required to forage for supplies 
  depends on the type of supplies you’re searching for, as listed 
  in each supply category below. When foraging, multiply this 
  base time by the terrain’s “forage factor” as listed on the table 
  below. Whether the terrain in question counts as standard, 
  barren, or abundant depends on the type of terrain being 
  searched, what is begin searched for, and the GM’s discretion 
  (for example, a remote shoreline may qualify as abundant for 
  the purposes of foraging for tools and weapons, but barren 
  for the purposes of foraging for herbs), but in most cases, the 
  standard category should be used. Rugged terrain includes 
  all terrain with difficult physical obstacles (numerous steep 
  mountainsides or cliffs, particularly dense undergrowth, 
  or any other terrain where the searcher’s movement type 
  is impeded), and its forage factor stacks with other forage 
  factors for different types of terrain.
  Table 4–4: Foraging
  Type	of	Terrain	
  Forage	Factor	
  Forage	DC
  Standard	
  ×1	
  15
  Barren	
  ×2	
  20
  Abundant	
  ×1/2	
  10
  Terrain	is	rugged	
  ×2	
  +5
  Time spent to forage for supplies need not be consecutive 
  and can be split over multiple days. Once the required time 
  has passed, attempt a skill check against the appropriate 
  forage DC as indicated on the table above; typically this is 
  a Survival check, but searching for some types of supplies 
  sometimes allows the substitution of a different skill.
  When a character attempts to forage for supplies, he must 
  choose what kind of supplies he is searching for from the 
  broad categories detailed below.
  Alchemical Supplies and Material Components: Many 
  alchemical supplies and material components can be found in 
  the wilderness. You can forage enough supplies to approximate 
  the contents of an alchemy crafting kit or a spell component 
  pouch with a successful Survival check and 2d4 hours of effort, 
  but the GM can rule that certain components simply aren’t 
  available in an area (for example, bat guano cannot be foraged 
  in terrain where no bats live). If a component is unavailable 
  in the area but its cost remains negligible, you can create 
  a rudimentary substitute component from your foraged 
  supplies with a successful Craft (alchemy) or Spellcraft check 
  and 1 hour of effort (DC = 15 + double the level of the extract 
  or spell). An extract or spell cast with such an improvised 
  substitute has a 20% chance of failure (in addition to any 
  other chance of failure). Focus components or costly material 
  components cannot be foraged.
  Herbs: Foraging for specific herbs requires a Knowledge 
  (nature) or Profession (herbalist) check and follows special 
  rules, as presented on page 152 of this book.
  Repair Materials and Improvised Tools: A period of 1d6 
  hours and a successful Survival check are enough to forage 
  rudimentary supplies to perform field repairs for damaged 
  equipment when the proper tools and supplies are not available. 
  On a successful check, a character gathers the equivalent of 
  2d6  gp in raw materials. She must still spend the time and 
  attempt Craft or Spellcraft skill checks as normal to use these 
  materials to repair an object, but she takes a –5 penalty on the 
  check due to the foraged nature of the materials used. Repair 
  materials gathered in this way cannot be sold. 
  If these gathered materials are instead used to craft 
  improvised tools, a successful forage check gathers only the 
  equivalent of 1d6 gp in raw materials. A Craft or Spellcraft check 
  to repair an object or to craft an improvised tool with foraged 
  supplies always fails on a natural 1.
  Weapons: Functional clubs and quarterstaves can be foraged 
  with 10 minutes of foraging in any area with trees or wood; in 
  other regions, clubs and quarterstaves require 1d4 hours of 
  searching and function as improvised weapons. At the GM’s 
  discretion, other improvised weapons can be foraged.
  SALVAGING
  Foraging is one way to gather resources in the wild, but you 
  can also recycle or repurpose items and gear as well, salvaging 
  materials from items you no longer need or are willing to 
  sacrifice. You can’t salvage materials from artifacts, cursed 
  items, or items you can’t destroy. Successfully salvaging an item 
  requires a Craft or Spellcraft check and takes an amount of time 
  as indicated in the specific type of salvage operation below.
  Ammunition: You can use destroyed ammunition as raw 
  materials for new ammunition. Five pieces of destroyed 
  ammunition provide suitable material to create one new 
  piece of ammunition using the normal crafting rules.
  Potions: If you have the Brew Potion feat, you can combine 
  natural catalysts with a potion to salvage it and create a 
  different potion of a lower spell level. Salvaging a potion 
  requires raw magic item materials (these can be salvaged from 
  existing items, as detailed below). To salvage a potion, you 
  must spend 1 hour per spell level of the original potion and 
  then attempt a Craft (alchemy) or Spellcraft check with a DC 
  equal to 15 + 3 × the original potion’s spell level. If you succeed, 
  you transmute the original potion into a new potion of a spell 
  at least one spell level lower, provided you know the spell in 
  question (it need not be one you can currently cast). If you 
  fail this check by 4 or less, the attempt fails and the catalyst is 
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  wasted, but the potion is unharmed. If you fail by 5 or more, 
  the raw materials are lost and the original potion is ruined.
  Raw Crafting Materials: Anyone trained in the Craft skill 
  can salvage raw materials from equipment for use in crafting 
  or repair. You must carefully dismantle the item to be 
  salvaged, resulting in the item’s destruction. If the item’s price 
  is 1 gp or less, its materials can be salvaged with only 1 hour of 
  work; otherwise it takes 8 hours to salvage crafting materials. 
  A successful Craft check against the item’s creation DC + 5 
  yields raw materials worth one-quarter the item’s price. If you 
  fail the Craft check by 4 or less, the item is destroyed but the 
  materials can still be salvaged in a future attempt. If you fail 
  the Craft check by 5 or more, the item is destroyed and the 
  materials are ruined. Salvaged raw materials can be used to 
  create or repair any item of the same materials and reduces 
  the construction time by the proportion of the new item’s raw 
  materials that are salvaged (minimum 8 hours).
  Raw Magic Item Materials: Anyone with an item creation 
  feat can salvage the raw materials from magic items for the 
  creation of new ones or repair of existing ones. You must 
  have the item creation feat required for that item to salvage 
  its raw materials. Each attempt requires destroying a magic 
  item and 8 hours of work. If the item’s price is 500 gp or less, 
  you can salvage its materials in only 2 hours. A successful 
  Craft or Spellcraft check with a DC equal to 10 + the item’s 
  caster level yields raw materials worth two-thirds the creation 
  cost of the destroyed item (one-third the market price). If 
  you fail the skill check by 4 or less, the item is destroyed 
  but the materials can still be salvaged in a future attempt. 
  If you fail the skill check by 5 or more, the item is destroyed 
  and the materials are ruined. Salvaged raw materials can be 
  used to create or repair any item made of similar materials 
  or that shares any of the creation requirements as the 
  original. Including the majority of the materials allows you 
  to automatically meet any construction requirements of a 
  new item that the salvaged item also required and reduces 
  the construction or repair time by the proportion of the 
  new item’s construction materials that are salvaged (with 
  the usual minimum creation time). Spellbooks and formula 
  books can be salvaged for magic inks and paper usable in 
  formula books, scrolls, and spellbooks.
  Costly Spell Components: Anyone trained in Spellcraft 
  can salvage costly material or focus spell components from 
  magic items. Each attempt requires destroying the item and 
  8 hours of work. An item can be broken down into a powder 
  that can be used in place of gemstone dust as a material 
  component. Otherwise, the item must have a spell requiring 
  the component in its construction requirements to salvage 
  that component. A successful Spellcraft check with a DC 
  equal to 10 + the item’s caster level yields materials usable 
  in place of that spell component worth two-thirds the 
  item’s creation cost (one-third its market price). If 
  you fail the check by 4 or less, the item is destroyed 
  without yielding spell components, but you can try to 
  salvage them again. If you fail the check by 5 or more, 
  the item is destroyed and the spell components are ruined.
  Options for Foraging
  At	the	GM’s	discretion,	the	following	additional	rules	can	be	
  applied	to	foraging.
  Encounters	 while	 Foraging:	 If	 you	 use	 wandering	
  monsters	in	your	game,	you	should	consider	checking	for	a	
  random	encounter	once	per	foraging	expedition.
  Exhausting	Resources:	At	the	GM’s	discretion,	a	region	
  can	eventually	be	exhausted	of	supplies	viable	for	foraging.
  Foraging	 while	 Traveling:	 You	 can	 forage	 while	
  traveling,	but	doing	so	doubles	the	amount	of	time	required	
  to	forage	and	halves	your	overall	distance	traveled.	If	you	
  move	 through	 multiple	 types	 of	 terrain,	 use	 the	 least	
  advantageous	forage	factor	and	forage	DC	of	the	terrains	
  traveled	through.
  Group	 Foraging:	 Characters	 can	 always	 take	 the	 aid	
  another	action	to	improve	a	character’s	skill	check	to	forage;	
  when	 they	 do	 so,	 they	 need	 not	 remain	 adjacent	 to	 the	
  creature	they	are	aiding.
  Swift	Foraging:	A	character	can	attempt	to	forage	more	
  quickly	by	increasing	the	required	DC	by	10;	doing	so	cuts	the	
  time	taken	to	forage	in	half.
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  The Green Faith
  The Green Faith is a multifaceted set of beliefs centered 
  on admiration for the natural world, teaching that all 
  living things are connected and that natural changes in the 
  weather, the seasons, and individuals are to be respected and 
  celebrated rather than feared. To the followers of the Green 
  Faith, all aspects of the natural world are sacred, even those 
  that are confusing or dangerous. Even death is just another 
  change that connects one generation to the survival of the 
  next. Though often dismissed as not being a “real” faith by 
  those who follow specific deities, the Green Faith is a very old 
  and very real religion.
  Some scholars of the divine believe that druidism is older 
  even than the concept of worshiping a deity. In the earliest days 
  of the world, before mortals could even envision such abstract 
  ideas as gods or philosophies, the environment was a constant 
  presence in every life. The heat of the sun, the chill of rain, 
  the violence of a storm, the strength of a beast, and the beauty 
  of a wildflower were all physical proof of the complexity and 
  power of nature. Whether observing the procession of day to 
  night, the birth of a child, or the destruction of a raging forest 
  fire, mortals witnessing the miracles of the natural world 
  deemed them proof of something greater than individual 
  lives, and reverence for that source is the origin of the first 
  druids, wise folk who put their faith in an unnamed power 
  that drove all of these events. 
  Legends hold that the Green Faith grew out of an ancient 
  conflict between four sects of druids who battled for control 
  of a vast wilderness. One sect put its faith in the storms of the 
  sky, a second in the earth that provides a home to all living 
  things, a third in the strength and purity of wild beasts, and a 
  fourth in the cleansing quality of fire. These sects gathered for 
  war, intent on finishing their conflict once and for all. As the 
  rising sun shone its rays in the war-torn vale, the druid leaders 
  gathered their strength, but before any of them could strike, a 
  geyser erupted from the ground. Made of equal parts bubbling 
  water, rich soil, and snapping flames, this geyser spiraled up 
  from the earth, and a host of multicolored birds emerged from 
  it, flying away as the geyser sank down. The druids realized 
  that although their methods differed, their beliefs all took 
  root in the same concept; though they had come to do battle, 
  they instead forged a lasting peace. From this alliance grew 
  the Green Faith, and in the thousands of years since then, it 
  has changed little, despite cataclysms, planar invasions, and 
  mortal wars, for the cycles of nature are a pattern more reliable 
  than the most finely tuned clockwork device.
  The Green Faith doesn’t personify nature in an 
  anthropomorphic way. Nature’s voice is the burbling of a 
  stream, the buzzing of a bee, the clattering of stones, the 
  crackle of flame, the cry of an eagle, the howl of the wind, 
  the growl of a bear, and the rustling of branches. Deciding 
  that a man or a woman somehow incarnates nature is seen 
  as small minded and as overvaluing one’s role within the 
  cycle of nature. Life exists on such a large and small scale 
  that no one person can adequately represent its greatness 
  and complexity; nature has created mighty trees older than 
  civilization and countless tiny creatures in the water and air 
  that live and die in but a few days. A druid may be proud of 
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  her skills or arrogant about her aspect’s role in the cycles, but 
  the ageless wheel of life that consumes and renews humbles 
  all druids. What lesser beings might fear, hate, or covet in 
  this bounty, druids admire and treat with the utmost respect. 
  Most followers of the Green Faith believe in reincarnation—
  that souls are immortal and go through life’s journey many 
  times in countless different forms. All living things are part 
  of this cycle, and a humanoid in one life may be animal, plant, 
  or even elemental in another. The Green Faith does not teach 
  a strict hierarchy of life but rather that in each life there are 
  new lessons to be learned. One must therefore respect all life, 
  for one never knows what an individual’s past or future lives 
  might hold.
  The Green Faith is itself true neutral, though individual 
  members can have any alignment that includes a neutral 
  element (chaotic neutral, lawful neutral, neutral, neutral evil, 
  or neutral good). Its core is the druidic belief in protecting 
  nature and understanding the cycles of seasons, elements, 
  and mortality. Its favored weapons are those used by druids. 
  Its holy symbols are mistletoe, holly, and green faces made 
  out of leaves. Lay members of the Green Faith may indicate 
  their allegiance by hanging a bundle of herbs outside their 
  door, carving a face on a building’s eastern corner, or planting 
  oaks or holly along the road to a settlement.
  Formal dress for the clergy is a robe, vestment, cowl, 
  and ceremonial wooden staff, all in greens and earth tones. 
  This clothing may be plain or elaborate, and priests with 
  advanced magical powers may incorporate living plants into 
  their ceremonial garb. Adventuring priests wear clothing 
  appropriate for travel, and they adorn their clothing or 
  weapons with a sprig of holly or mistletoe or wear a holy 
  symbol as a necklace or hanging from a belt. 
  The Green Faith celebrates the solstices, equinoxes, and 
  planetary alignments. Specific orders may have additional 
  holidays, usually the anniversaries of important events in 
  the order’s history. Some orders of the Green Faith also 
  celebrate full and new moons by performing rituals such as 
  marriages or naming days on nights when the moon is at an 
  auspicious point in its cycle. Certain members of the Green 
  Faith hold the moon in such high regard that they eschew 
  the solar calendar and instead use a lunar calendar that has 
  been passed down for generations.
  The Green Faith finds allies among those devoted to gods 
  of nature, the elements, and the fey. They are often at odds 
  but rarely in open conflict, with the followers of good and 
  neutral gods of cities and civilization. They openly oppose 
  religions that seek to corrupt or shackle nature, especially 
  those that promote the spread of aberrations or undead.
  The Green Faith is very protective of its secrets, and it’s 
  natural that some outsiders might grow suspicious of what 
  its members are hiding. In areas where modern religions 
  are practiced and the Old Ways are forgotten or suppressed, 
  slanderous conspiracy theories may arise about what the 
  druids know or what they do unseen in the woods. Green 
  Faith adherents strive to disabuse people of these notions 
  before they lead to violence against their order.
  HOLY SITES
  Members of the Green Faith do not build temples in the 
  traditional sense. In fact, most of their sacred sites are 
  practically invisible to those not of the faith, for they are 
  simply places of great natural beauty or wonder. A shrine 
  might be a tree bent into an unusual shape, an upthrust rock 
  in a bare plain, or a clean spring in a dry badlands, while a 
  crashing waterfall, giant oak, or semidormant volcano could 
  become a temple of the faith. Druidic carvings in stone 
  or wood might mark these sites, but just as often they are 
  simply recognized by those in touch with nature. Though 
  any member of the Green Faith may recognize and worship 
  at these sites, these places of worship are often kept by a 
  single order of druids whose area of concern matches the 
  nature of the sacred site.
   Instead of gathering in enclosed buildings for important 
  rituals, members of the Green Faith build henges, perfect 
  circles of stone blocks or wooden pillars surrounding a 
  central altar or totem. Henges are open to sky, and the stones 
  or poles are erected to perfectly align with celestial objects 
  at specific times during the year. Henges often mark the 
  convergence of ley lines (Pathfinder RPG Occult Adventures 232). 
  Using a henge grants a +4 circumstance bonus on Knowledge 
  (nature) checks to determine the timing of celestial events 
  such as dawn and dusk, equinoxes and solstices, and harmonic 
  convergences. A character standing within a henge gains a +2 
  circumstance bonus on Spellcraft checks to attune to any of 
  the ley lines running through it. The henge also grants a +2 
  bonus on skill checks attempted as part of an occult ritual 
  (Occult Adventures 208) related to the elements, fey, or nature 
  (this bonus does not stack with any bonus gained from being 
  attuned with a ley line). In addition, worshipers of the Green 
  Faith treat any henge dedicated to their philosophy as a tree 
  of any type for the purpose of teleportation spells such as 
  transport via plants or tree stride.
  Followers of the Green Faith rarely live or otherwise build 
  structures near their sacred sites. Some fear that to do so 
  would make the wondrous become mundane, while others 
  believe that the presence of humanoids (even those who 
  revere nature) would despoil these places.
  A PRIEST’S ROLE
  Druids, hunters, and rangers make up the majority of the 
  Green Faith’s priests, though certain other spellcasters can 
  serve in the role as well. Green Faith priests are keepers of 
  ancient wisdom. The Green Faith has collectively accumulated 
  vast knowledge of the natural and spiritual worlds, much of 
  which has never been written down. It is the job of every priest 
  to learn from the elders and to teach the next generation.
  The knowledge acquired by priests of the Green Faith 
  is not purely academic. They use their wisdom to protect 
  nature and to aid those who live close to it. These worshipers 
  serve rural and tribal communities as spiritual advisers 
  and healers, but they also lend more practical aid, teaching 
  such folk how to work in harmony with nature to get the 
  best results. Priests of the Green Faith are known for 
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  their neutrality, and they are often called upon to serve as 
  diplomats or impartial judges when disputes arise.
  Green Faith priests are also mediators between nature 
  and civilization. They intervene whenever an environment 
  is threatened by the encroachment of humanity, such as 
  excessive logging or hunting, and attempt to curb such 
  activity through diplomacy and education. When such 
  methods fail, however, they often feel no guilt at resorting to 
  intimidation or more drastic measures. They also teach lay 
  followers how to defend themselves and their property from 
  natural dangers, such as floods or predators, using methods 
  that work with nature rather than destroy it.
  Priests may be nomadic or sedentary. Some treat a 
  geographic region—such as a forest, river, or valley—as their 
  parish, protecting the creatures that live there. Others serve 
  as the religious leaders of rural and tribal communities. 
  Still others wander the land, observing nature in all its varied 
  forms, or follow the migration of birds or beasts. Like their 
  sedentary counterparts, nomadic priests provide advice and 
  mediation to those they encounter along the way.
  GREEN FAITH ORDERS
  Although some Green Faith priests are independent, most 
  belong to an order that focuses on a particular aspect of 
  nature, such as air, beasts, or plants. The orders are commonly 
  known as the Druids of the Leaf, Druids of the Flame, Druids 
  of the Fang, and so on—although these orders include priests 
  from various classes, not just druids. The orders informally 
  patrol and protect natural territories, which may overlap to 
  a small or large extent depending on the orders’ focuses. For 
  example, a large forest’s birds might be protected by Druids 
  of the Wing, its plants by Druids of the Leaf, and its predators 
  by Druids of the Fang, though all three orders would come 
  together against something that threatened the entire forest. 
  The following are the largest orders and their 
  areas of interest and practices.
  Druids of the Earth: These druids trace their 
  traditions back to one of the original factions that 
  formed the Green Faith. Druids of the Earth watch 
  over burrowing creatures, caves, soil, worms, and 
  herd animals. They advise farmers and ranchers 
  when to plant and graze and when to let the land 
  lie fallow. They may work with miners to make sure 
  their activities are not too disruptive to nature.
  Above ground, Druids of the Earth mark their 
  sacred sites with menhirs or stelae. Below ground, 
  cave paintings preserve their ancient wisdom—some 
  are untouched since prehistoric times. Priests of this 
  order specialize in earth-based magic. They often bond 
  with herd animals and animals that burrow or dwell in caves.
  Druids of the Fang: One of the Green Faith’s founding 
  factions, the Druids of the Fang revere predatory beasts such 
  as lions, snakes, and wolves. Many seek to emulate these 
  creatures, living off the land by their wits alone. Others work 
  with rural communities, protecting them from dangerous 
  predators while at the same time protecting those 
  predators from vengeful humanoids.
  Places sacred to the Druids of the Fang are often 
  marked with the claw marks or footprints of predatory 
  animals or with the bones of prey animals. Druids 
  of the Fang specialize in animal-related magic, and 
  almost all of them form a bond with a predatory 
  animal. Hunters, rangers, and shifters form a larger 
  percentage of the Druids of the Fang than of any 
  other order.
  Druids of the Flame: The Druids of the Flame 
  descend from another of the Green Faith’s original 
  factions. Often misunderstood by outsiders, these priests 
  revere fire as a force of change. They recognize wildfires 
  as necessary to clear away old growth and make way 
  for new life. They are arguably the most militant 
  order, using fire to cleanse the world of aberrations 
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  and  undead. Counter to expectation, they also work to 
  protect wilderness and rural communities from both arson 
  and negligent fires.
  Major rituals by Druids of the Flame typically include a 
  balefire or wicker effigy, and residual ash often marks their 
  sacred sites. These priests often specialize in fire magic. 
  Few take animal companions, and no animal is particularly 
  favored among those that do.
  Druids of the Leaf: These priests revere trees and green 
  plants and the bounty they provide. Druids of the Leaf are 
  gardeners of the wilderness, fighting the spread of plant 
  diseases and encouraging regrowth in areas affected by 
  extreme weather or negligent humanoids. They work with 
  farmers, gatherers, and loggers to ensure sustainable land 
  use, and they teach that even weeds may have beneficial uses.
  Rituals conducted by Druids of the Leaf often take place in 
  natural clearings or around particularly large or fecund trees. 
  The path to these sites may be marked with blazes, abstract 
  symbols cut into living wood. Druids of the Leaf focus on 
  plant-related magic. Plant companions are more common 
  among Druids of the Leaf than in other orders.
  Druids of the Storm: Only a few centuries old, the Druids 
  of the Storm model their order after the storm druids who 
  were a founding faction of the Green Faith. These priests 
  focus on storms, winds, and weather, and they are close allies 
  with the Druids of the Wing. Druids of the Storm teach 
  followers of the Green Faith how to predict coming weather 
  and how to alleviate or exploit the prevailing conditions.
  Druids of the Storm meet in places marked by the weather, 
  from lightning-struck trees to rugged mountaintops. 
  Percussion and wind instruments often feature in their 
  rituals. Air and weather magic are the specialties of this 
  order, and those who choose to bond with an animal favor 
  crows and seabirds.
   Druids of the Wave: The priests of this order devote 
  themselves to rivers, to seas, and to fish and other swimming 
  creatures. Druids of the Wave are stewards of the watery world 
  who are quick to point out that more of the globe is covered 
  by water than land. Druids of the Wave act against overfishing 
  and pollution, but they also protect those who respect nature 
  against drowning and dangerous sea creatures.
  Waterfalls and secluded bays serve as shrines for the 
  Druids of the Wave, though the ever-moving priests 
  rarely form permanent congregations. Druids of the Wave 
  specialize in water-based magic, and those who bond with an 
  animal companion or familiar most often choose one that is 
  aquatic or amphibious.
  Druids of the Wing: Druids of the Wing watch over 
  winged creatures, both domesticated and wild. Though 
  the well-being of these creature is their primary concern, 
  Druids of the Wing also observe flying creatures as a form 
  of divination, finding hidden meaning in their movement 
  through the air. Of course, many initiates of this order are 
  drawn by the dream of flying.
  The nesting grounds of birds and other winged creatures 
  are sacred to Druids of the Wing, and many of their most 
  important sites are virtually inaccessible without flight. 
  Druids of the Wing specialize in magic related to animals 
  and divination, though some learn wind-altering magic 
  from the allied Druids of the Storm. Druids of the Wing who 
  take an animal companion or familiar inevitably choose one 
  that can fly.
  Minor Orders: The smaller orders of the Green Faith 
  include both relatively new orders and older orders with 
  very specific focuses. If a minor order grows in popularity, 
  it may eventually become a major order. Examples of minor 
  orders include the Druids of the Hive (focusing on bees and 
  wasps), Isle (islands and island life), Rift (geothermal and 
  volcanic areas), Scarab (crawling insects), Scale (dinosaurs, 
  reptiles, and snakes), Spore (fungi rather than plants), and 
  Web (spiders).
  GREEN FAITH HIERARCHY
  Each order of the Green Faith maintains an oral record 
  of its history, its knowledge of the natural world, and 
  lore of the realms of elementals and fey. For many of 
  the major orders, this knowledge has been accumulated 
  over thousands of years. It can take a lifetime of study to 
  understand all the secrets of the druids, so this knowledge 
  is divided into “circles.”
  A new member of an order is called an initiate of the first 
  circle, and she is taught a broad history of the order and 
  its most basic techniques. As a priest demonstrates greater 
  understanding, magical aptitude, and loyalty to the order, 
  she is initiated into a higher circle, each time gaining access 
  to more of the order’s history and knowledge. The major 
  orders are divided into nine circles, while minor orders 
  typically have only three or five circles.
  Each order has its own ritual for initiating a priest into 
  the next circle, though it almost always involves the object 
  of the order’s focus. It is up to the GM to determine when 
  a character is ready to be initiated into the next circle. A 
  character must have a caster level at least equal to the new 
  circle (though she may not necessarily advance at every new 
  character level, particularly if she belongs to a minor order). 
  Kineticists and shifters treat their Hit Dice as their caster 
  level for the purposes of this advancement. The character 
  must also demonstrate her dedication to the Green Faith 
  and the order, usually by adventuring on its behalf or by 
  spending downtime studying with more advanced priests. 
  Barring unusual circumstances, a character cannot rise more 
  than one circle per season (3 months). 
  Within each successive circle there are fewer priests. In 
  some orders (notably the Druids of the Fang and Druids 
  of the Flame), the higher circles have specific number of 
  priests. Though this number may increase if the order 
  expands into new territory, more often a priest who wants 
  be initiated into a circle without an opening must challenge 
  an existing initiate of the circle. The challenge may be 
  hand-to-hand combat, a competition of spells, or some 
  other formalized contest as determined by the order. Such a 
  challenge is usually nonlethal, and causing permanent harm 
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  to one’s opponent is typically grounds for disqualification 
  (and possibly other forms of censure). If the challenger 
  wins, she is allowed to advance to the next circle, while the 
  loser is demoted to the lower circle. Challenges are limited 
  to one per lunar month to prevent them from becoming a 
  distraction from other duties.
  Though all priests of the Green Faith are considered 
  peers, it is generally expected that when conflict occurs, 
  deference is given to the initiate of the highest circle. 
  Priests who reach the highest circle of their order are 
  known as archdruids. The head of each order is 
  called the great druid, chosen from among 
  the order’s archdruids. The head 
  of all the Green Faith is called the 
  grand druid. Traditionally, the grand 
  druid is chosen from among the great 
  druids, though in times when the orders 
  have been in conflict, a wise and powerful 
  independent druid has been chosen. The 
  titles grand druid and great druid are held for 
  life, though rarely a titleholder may abdicate or 
  be challenged by another priest of sufficient rank.
  GREEN FAITH CLASSES
  The vast majority of Green Faith followers belong to NPC 
  classes, primarily commoners and experts. They are farmers, 
  herders, hunters, and woodcutters. Adventurers who follow 
  the Green Faith often come from such humble beginnings 
  and retain their ancestors’ reverence even as they travel the 
  world. Those who exhibit magical ability may even become 
  priests of the Green Faith.
  Barbarian: The Green Faith is common among barbarian 
  cultures. As they are not spellcasters, barbarians do not act as 
  priests, though they may serve the Green Faith in other ways, 
  such as guarding traveling priests or sacred sites.
  Bard or Skald: The Green Faith is not contained in paper 
  books. Indeed, much of their sacred knowledge predates 
  the invention of writing. Some of the Green Faith’s sacred 
  knowledge is carved into stone monuments, but most of 
  it exists only in the memories of the initiated. Bards and 
  skaldsACG serve the Green Faith as keepers of oral tradition, 
  from practical bushcraft to sacred rituals to secret mysteries 
  of the higher circles.
  Bloodrager or Sorcerer: Sorcerers or bloodragersACG 
  with the elemental or fey bloodlines (or sorcerers with the 
  stormbornAPG or verdantAPG bloodlines) are often drawn to 
  the Green Faith. Most such initiates are born into cultures 
  where the Green Faith is prevalent, but others find the 
  Green Faith while seeking the origins of their magical 
  blood. Though admitted into the priesthood, sorcerers and 
  bloodragers are relatively rare in the Green Faith, and not 
  always recognized by the more conservative factions.
  Druid: The Green Faith originated among druids, and 
  the vast majority of its priests are druids. Lay folk (who may 
  know little of the intricacy of magic) commonly refer to 
  all priests of the Green Faith as druids, regardless of their 
  actual class. The Green Faith shares much in common with 
  other forms of druidism (such as those who worship specific 
  deities) and its priests are generally forgiving of those who 
  can’t tell the difference.
  Hunter or Ranger: After druids, rangers are the most 
  common adventuring class to practice the Green Faith. As 
  spellcasters, rangers and huntersACG can serve as priests of 
  the Green Faith, though they tend to focus more on the 
  practical aspects of the philosophy than on the spiritual. 
  Rangers and hunters often defer to druids in matters of 
  faith, but may lead Green Faith communities where 
  druids are absent.
  Kineticist: 
  Arguably 
  none 
  have 
  a closer connection to the elements 
  than kineticistsOA. Kineticists are often 
  drawn to the Green Faith as a means of 
  understanding their powers. Though they’re 
  not technically spellcasters, kineticists’ 
  power over the raw elements is sufficient for 
  them to serve as priests of the Green Faith.
  Oracle or Shaman: Not all priests of the 
  Green Faith connect to nature through the practice 
  of druidism. Some are shamansACG who allow the spirits 
  of nature to dwell within them. Others are oraclesAPG, 
  chosen by nature itself to bear its blessing and its curse. 
  In the Green Faith, reverence for nature is more important 
  than any specific form of worship, so oracles and shamans 
  are treated with the same respect as their druid peers.
  Shifter: Shifters serve the Green Faith as crusaders against 
  civilization, emissaries to the natural world, and scions of 
  the wild. Those who choose the path of the shifter as their 
  calling are rare, but most of those who take up the mantle 
  serve the Green Faith in some way.
  Witch: Though not divine casters, witchesAPG nevertheless 
  gain their power from an external source. For witches of 
  the Green Faith, that external source is nature itself. Such a 
  witch’s patron may represent only a single aspect of nature, 
  but she recognizes the interconnectedness of all things.
  Other Classes: Though members of almost any class can 
  practice the Green Faith, those other than the ones listed 
  above are relatively rare. Most other classes are too often 
  tied to the people or products of civilization to embrace 
  the Green Faith. Clerics and warpriests, whose powers are 
  tied to a personified deity, can never truly be part of the 
  Green Faith, though they may share similar outlooks and 
  may ally with the faith. Paladins’ adherence to the tenets of 
  Law and Good may put them at odds with the Green Faith’s 
  strict neutrality.
  GREEN FAITH ALIGNMENTS
  The Green Faith encourages an individualized approach to 
  worship while at the same time guiding its followers to find 
  common ground with others. Though followers of the Green 
  Faith must be at least partially neutral in alignment, this still 
  allows for a wide variety of opinions. The following represent 
  the major schools of thought within the philosophy.
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  Neutral Good: Good followers of the Green Faith revere 
  nature for its ability to create and sustain life. They believe that 
  living in harmony with nature produces the greatest good for 
  all living things. They accept that difficulty and pain are part 
  of nature, but they do what they can to reduce suffering. If they 
  must kill—whether to eat or in defense of nature—they do 
  so as quickly and painlessly as possible. Many are vegetarians.
  Lawful Neutral: Lawful followers of the Green Faith revere 
  nature’s unchanging cycles: the movement of the sun and 
  moon, the tides, and the seasons. The life cycles of animals 
  and plants are also important to them, and they oppose 
  actions that disrupt these, such as construction that blocks 
  migration and magic that alters weather over the long term. 
  Many believe that all living creatures (except aberrations) have 
  a purpose, and they encourage others to find contentment in 
  the roles for which they were born.
  Neutral: This is the most common alignment among 
  followers of the Green Faith. Neutral adherents revere the 
  beneficial side of nature while accepting that it doesn’t 
  come without the dangerous side. They are pragmatic, doing 
  what they must to survive and thrive with little thought for 
  the moral implications of their actions. They know that 
  hardship can lead to reward and that overindulgence ends 
  in suffering.
  Chaotic Neutral: Though they accept the immutable cycles 
  of nature, chaotic followers of the Green Faith revere things 
  which are in constant flux, such as the competition between 
  predator and prey or the churning boundary between sea 
  and shore. Balance, they believe, is achieved not through 
  stasis but through opposing forces continually pushing 
  against each other.
  Neutral Evil: Evil followers of the philosophy revere 
  nature, red in tooth and claw. They believe that nature is 
  an uncaring force, and that selfishness is a necessary trait 
  for survival and evolution. Evil followers of the Green Faith 
  agitate for the use of violence and terrorism against those 
  who despoil nature, though they are usually (but not always) 
  reined in by their more moderate peers.
  GREEN FAITH ARCHETYPES
  While characters of any class may follow the ways of the 
  Green Faith, druids are most common among their ranks. 
  Those who go the extra step beyond simple faith and actively 
  join the organization often take the following archetypes.
  Green Faith Initiate (Druid Archetype)
  Druids who are initiated into the magic of nature as 
  strict students of the Green Faith’s traditions sometimes 
  demonstrate abilities unique to their organization.
  Mediator’s Ear (Ex): By 3rd level, a Green Faith initiate is 
  respected for her neutrality and even-handed attitude toward 
  all people as well as other living things. She quickly develops 
  a sense of other peoples’ attitudes, much as she does with 
  animals. A Green Faith initiate gains a bonus on Diplomacy 
  and Sense Motive checks equal to half her druid level. 
  This replaces trackless step.
  Zephyr Message (Sp): At 6th level, once per day, a Green 
  Faith initiate can cast whispering wind as a spell-like ability, 
  treating her druid level as her caster level. 
  This replaces the druid’s additional daily use of wild shape 
  gained at 6th level.
  Path to Refuge (Sp): At 9th level, once per day, a Green 
  Faith initiate can travel as if with transport via plants to any 
  major Green Faith druid circle or important holy site. Each 
  of these sites is marked with special standing stones that 
  allow all Green Faith followers within range using transport 
  via plants or tree stride to sense their distance from it and the 
  direction to it. At 14th level and again at 19th level, she can 
  use this ability one additional time per day. 
  This replaces venom immunity.
  Secrets across Lifetimes (Sp): At 10th level, a Green 
  Faith initiate can use legend lore once per week as a spell- 
  like ability, drawing upon the knowledge of Green Faith 
  archdruids recorded in secret across the generations in 
  places where magic such as this can retrieve it. This ability 
  does not require material components. 
  This replaces the druid’s additional daily use of wild shape 
  gained at 10th level.
  A Thousand Voices (Su): At 13th level, a Green Faith 
  initiate can communicate with any creature that has a 
  language or with any stone, as if using tongues or stone tell, 
  respectively, for up to 1 minute per druid level each day. 
  This duration does not need to be consecutive, but it must 
  be spent in 1-minute increments. 
  This replaces a thousand faces.
  Green Faith Marshal (Inquisitor Archetype)
  The Green Faith marshal serves as a literal force of nature, 
  hunting down and punishing those who have committed 
  sins against nature through enslavement and mistreatment 
  of animals or destruction of wild places.
  Power of Nature: A Green Faith marshal gains one 
  domain selected from the animal and terrain domains 
  (Pathfinder RPG Ultimate Magic 33). The 1st- though 6th-level 
  bonus spells from this domain are added to the Green Faith 
  marshal’s spell list.
  This alters the inquisitor’s domain ability and replaces 
  stern gaze.
  Wild Lore (Ex): A Green Faith marshal adds her Wisdom 
  modifier to her Knowledge (nature) skill checks, in addition 
  to her Intelligence modifier. 
  This replaces monster lore.
  Nature’s Ally (Sp): At 5th level, a Green Faith marshal gains 
  the ability to cast commune with nature once per week. 
  This replaces discern lies.
  Wild Step (Ex): At 11th level, a Green Faith marshal can 
  move through any sort of naturally occurring difficult 
  terrain (such as natural thorns, briars, overgrown areas, and 
  similar terrain) at her normal speed without taking damage 
  or suffering any other impairment. Terrain that is enchanted 
  or magically manipulated to impede motion still affects her. 
  This replaces stalwart.
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  Harvesting Poisons
  While some think of poison as an assassin’s tool, the 
  herbalists and naturalists of the world know that poison 
  carries in it no more inherent evil than fire or water. Indeed, 
  in the wildlands of the world, harvesting poison to give a 
  hunter an edge or to aid in the production of antivenom is a 
  time-honored practice.
  While Craft (alchemy) is necessary to brew long-lasting 
  poisons, there are many natural sources of poison in the 
  world, and poison crafters who wish to avoid the expense of 
  purchasing raw ingredients may seek to harvest poison from 
  natural sources instead. The following section presents rules 
  for harvesting poisons from the wild.
  Unless a dose of harvested poison is preserved (see 
  Preserving Harvested Poison on page 143), it remains potent 
  for 24 hours after it is harvested.
  Harvesting from Dead Creatures: Once a venomous 
  creature is slain, its venom sacs can be removed, allowing 
  1 or more doses of its venom to be harvested for later use. 
  In order to harvest venom, the creature must have been 
  dead for less than 24 hours. Every hour the source creature 
  has been dead reduces the lifespan of the harvested poison 
  by an hour. Removing venom sacs is a messy and time-
  consuming process, requiring 10 minutes of work, access 
  to surgical tools, and a container to store the venom in. 
  If proper surgical tools are not available, a dagger or 
  other light slashing weapon can be used, although this 
  imposes a –2 penalty on checks to harvest the venom. The 
  harvester must succeed at a Survival check (DC = 15 + the 
  dead creature’s CR) in order to successfully harvest 
  poison. On a success, the harvester acquires a single dose 
  of the creature’s venom, plus 1 additional dose for every 
  5 by which the result of this check exceeded the 
  DC (to a maximum number of doses equal 
  to the creature’s Constitution modifier, 
  minimum 1). Failing the check causes all 
  of the venom to be lost. Failure by 5 or 
  more exposes the harvester to 1d3 doses 
  of the creature’s venom unless she has 
  the poison use class feature.
  Harvesting Poison from Hazards: Some 
  hazards, such as poison oak and spider vines, 
  feature poisons that can be harvested by those who 
  know how to do so. This process requires 1 hour and an 
  alchemist’s lab or alchemy crafting kit. If the harvester 
  succeeds at a Survival check (DC = 15 + the hazard’s CR), she 
  collects 1 dose of poison. Harvesting poison from a hazard 
  in this way requires getting close enough to it to touch it, 
  which may expose the harvester to the hazard’s effects.
  Milking Venom: Venom can be harvested from a living 
  creature without harming the creature, although the 
  process is dangerous unless the creature has been trained 
  for that specific purpose (see Milk Venom on page 216). For 
  most venomous creatures, this involves stretching a thin 
  canvas over a jar or vial and then coaxing the creature to 
  bite into the canvas before massaging its venom glands, 
  causing the venom to drip from its fangs into the container. 
  Similar methods are used for creatures that deliver venom 
  in other ways, such as with a stinger.
  Milking a single dose of poison from a creature takes 
  10 minutes of work and requires a successful Handle 
  Animal check (DC = 10 + the donor’s Hit Dice + the donor’s 
  Wisdom modifier). Failure by less than 5 indicates that the 
  venom is not collected, but the handler suffers no other ill 
  effect. Failure by 5 or more indicates that the creature bites, 
  stings, or otherwise injects the handler with its venom. It 
  automatically hits the handler with one of its natural attacks 
  that delivers its poison, and it applies the effects of the attack 
  normally. The creature might continue to attack the handler 
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  after doing so, possibly initiating combat. Milking venom 
  from a cooperative intelligent creature doesn’t require a 
  Handle Animal check but presents a 5% chance of exposure 
  to the venom.
  A creature can produce a number of doses of venom 
  in this way each day equal to its Constitution modifier 
  (minimum 1). A creature that is milked of venom this 
  many times in one day (whether or not the attempts are 
  successful) loses its poison special ability until the next 
  time it rests.
  Preserving Harvested Poison: Poison harvested from a 
  creature or hazard remains potent for 24 hours. If a character 
  wishes to preserve harvested poison for a longer period, she 
  must treat it alchemically, as if crafting the poison with Craft 
  (alchemy) but using the poison dose as the raw ingredients 
  normally needed to brew a dose of the poison and thus 
  avoiding the gp cost to craft the poison.
  CRAFTING ANTIVENOM
  While antitoxin, as presented in the Pathfinder RPG Core 
  Rulebook, presents a generalized tool for protecting oneself 
  from poison, more specialized antivenoms can provide even 
  greater protection against specific poisons. Creating a dose 
  of antivenom requires a dose of the specific poison that the 
  antivenom is designed to protect against.
  Antivenom Effects: A single dose of antivenom 
  automatically neutralizes the first exposure of the specific 
  poison it is made to combat and provides a +8 alchemical 
  bonus on saving throws against additional exposure to that 
  specific poison; this bonus decreases by 1 every hour, until 
  the effect ends after 8 hours.
  Crafting Antivenom: To create a dose of antivenom, a 
  living creature must first be exposed to a half dose of the 
  poison in question. The creature suffers the poison’s effects 
  normally, except the saving throw DC to resist the poison is 
  reduced by 2. In order to be able to produce antivenom, the 
  creature must succeed at the necessary saving throws to be 
  cured of the poison. If the poison’s duration expires without 
  the creature being cured, no antivenom can be harvested.
  Once the creature has resisted the poison’s effects, a 
  viable sample of the creature’s blood can be extracted with a 
  successful DC 20 Craft (alchemy) or Heal check. This blood 
  must then be refined to extract the natural antibodies that 
  combat the poison in a process that takes 1 hour and requires 
  a successful Craft (alchemy) check (DC = 5 + the poison’s 
  saving throw DC). Success yields 1 dose of antivenom.
  Antivenom can also be harvested in the same fashion from 
  a creature that has been afflicted by a full dose of poison, 
  rather than a creature deliberately given a half dose for this 
  purpose. Regardless of how much poison the creature is 
  exposed to, the antibodies in its system can be harvested only 
  for 24 hours after it has recovered from the poison.
  Purchasing Antivenom: Antivenom is not particularly 
  expensive, but because it is highly specialized, it can be 
  difficult to find. A dose of antivenom has a market price 
  equal to half the market price of a dose of the poison in 
  question, but it is treated as though its price were five 
  times the market price of the poison for the purposes 
  of determining its availability in any given settlement. 
  Alternatively, if 1 or more doses of the poison in question 
  can be provided, most alchemists will supply as much 
  antivenom as they can produce from the doses for a fee of 
  10% of the market price of the poison.
  NATURAL POISONS
  The following poisons are commonly encountered in nature 
  or can be distilled alchemically from natural ingredients. 
  They are presented in alphabetical order.
  Table 4–5: Natural Poisons
  Poison	
  Price
  Blistercap	spore	
  1,125	gp
  Blue	star	
  500	gp
  Cloudthorn	venom	
  400	gp
  Crone’s	curse	
  600	gp
  Draughtcap	fungus	
  150	gp
  Goblin’s	eye	
  75	gp
  Jackalroot	essence	
  600	gp
  Nymph’s	lure	
  250	gp
  Red	bedlam	
  1,200	gp
  Starving	nettle	
  300	gp
  Styx	sap	
  2,600	gp
  Third	eye	
  900	gp
  Violet	venom	
  800	gp
  Witch	hunter’s	sword	
  850	gp
  BLISTERCAP SPORE
  PRICE	1,125	GP
  WEIGHT		—
  Type	poison,	contact;	Save	Fortitude	DC	20
  Frequency	1/round	for	6	rounds
  Initial	Effect	1d2	Dex	drain	and	1	Con	drain;	Secondary	Effect	
  sickened	for	1	minute;	Cure	2	consecutive	saves
  Found	in	remote	regions	deep	underground,	the	blistercap	takes	
  its	 name	 from	 the	 blisters	 on	 the	 bruise-colored	 cap	 atop	 its	
  stem,	which	weep	a	toxic	yellow	fluid.	The	spores	it	produces	
  often	contribute	to	the	dangers	of	underground	exploration.
  BLUE STAR
  PRICE	500	GP
  WEIGHT		—
  Type	poison,	ingested;	Save	Fortitude	DC	15
  Onset	10	minutes;	Frequency		
  1/minute	for	6	minutes
  Effect	1d2	Con	damage.	In	addition,	
  the	creature	takes	a	–2	penalty	on	
  saving	throws	to	resist	poison	for	
  1	week.	Cure	2	consecutive	saves
  This	 small	 bright-blue	 flower	 has	 five	 petals	 arrayed	
  in	 a	 star	 shape	 and	 looks	 remarkably	 similar	 to	 several	
  other	 species	 of	 blue	 flowers	 that	 live	 in	 similar	 regions,	
  requiring	 a	 successful	 DC	 15	 Knowledge	 (nature)	 or	 Survival	
  check	 to	 correctly	 identify.	 The	 poison	 causes	 severe	 liver	
  damage,	making	it	even	more	difficult	to	resist	future	poisons	
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  that	a	victim	may	encounter.	Although	rarely	a	direct	danger	to	
  humanoids,	the	flowers	are	sometimes	consumed	by	livestock.	
  When	this	occurs,	the	venom	can	be	passed	on	through	milk	the	
  animals	produce	for	the	next	week,	affecting	those	who	drink	it	
  as	though	they	had	consumed	a	dose	of	blue	star.
  CLOUDTHORN VENOM
  PRICE	400	GP
  WEIGHT	—
  Type	poison,	injury;	Save	Fortitude	DC	14
  Onset	1d4	rounds;	Frequency	1/hour	for	3	hours
  Effect	1d3	Str	and	Dex	damage.	In	addition,	the	creature	is	
  unable	to	feel	pain	for	1	hour,	rendering	it	immune	to	pain	
  effects	(Pathfinder RPG Ultimate Magic	138).	A	creature	
  attacking	the	poisoned	creature	can	attempt	a	Sleight	of	
  Hand	check	opposed	by	the	poisoned	creature’s	Perception	
  check	in	order	to	attempt	to	deliver	the	attack	without	the	
  target	being	aware	of	it,	as	the	creature	feels	no	pain	from	
  the	attack.	If	a	PC	is	rendered	numb	in	this	way,	the	GM	
  should	secretly	track	all	damage	dealt	to	the	character	until	
  the	numbing	effect	ends.	Cure	1	save
  This	 potent	 neurotoxin	 is	 created	 by	 the	 cloudthorn	 plant,	 a	
  wild	 bramble	 whose	 thorns	 deliver	 a	 poison	 that	 numbs	 its	
  victims	to	pain,	allowing	the	plant	to	feast	on	the	blood	that	
  flows	from	the	wounds	to	the	ground	below.	The	plant’s	name	
  comes	 from	 the	 weightless,	 airy	 feeling	 that	 victims	 of	 the	
  poison	experience,	which	some	liken	to	the	notion	of	walking	
  on	clouds.
  CRONE’S CURSE
  PRICE	600	GP
  WEIGHT	—
  Type	poison,	inhaled;	Save	Fortitude	DC	16
  Onset	1d4	hours;	Frequency	1/day	for	6	days
  Effect	1	Dex	and	Wis	damage.	As	long	as	a	creature	has	any	
  ability	damage	from	crone’s	curse,	the	creature	takes	a	
  –4	penalty	on	saving	throws	to	resist	the	effects	of	extreme	
  temperatures.	Additionally,	the	creature	gains	vulnerability	
  to	cold	and	fire	damage	during	this	time,	taking	half	again	
  as	much	(+50%)	damage	from	these	forms	of	damage.	Cure	
  2	consecutive	saves
  A	 blackish	 pollen	 produced	 by	 the	 night	 witch	 (a	 pale,	
  vine-growing	 flower	 that	 blooms	 in	 the	 light	 of	 the	 moon	
  and	 is	 hearty	 enough	 to	 survive	 very	 rugged	 and	 difficult	
  environments),	 crone’s	 curse	 disorients	 those	 who	 inhale	 it	
  and	interferes	with	the	body’s	ability	to	regulate	temperature.	
  Merely	walking	through	a	field	of	night	witch	flowers	is	often	
  sufficient	enough	to	kick	up	a	cloud	of	the	nearly	invisible	black	
  particles,	which	are	a	mere	nuisance	in	temperate	climates	but	
  can	prove	fatal	to	those	exposed	to	them	in	deserts	and	tundra.
  DRAUGHTCAP FUNGUS
  PRICE	150	GP
  WEIGHT	—
  Type	poison,	ingested;	Save	Fortitude	DC	16
  Onset	4d6	hours;	Frequency	1/hour	for	8	hours
  Effect	1d2	Str	damage.	Additionally,	as	long	as	a	creature	is	
  suffering	from	draughtcap	fungus,	its	body	is	unable	to	
  process	liquids,	causing	the	creature	to	undergo	the	effects	
  of	dehydration	no	matter	how	
  much	it	drinks	and	preventing	the	
  creature	from	benefitting	from	
  potions,	extracts,	and	other	such	
  items.	After	the	failed	initial	save,	
  the	creature	counts	as	if	it	had	
  gone	without	water	for	1	day.	
  Further,	each	failed	ongoing	save	
  causes	the	creature	to	be	treated	
  as	though	it	had	gone	an	additional	
  hour	without	consuming	water.	Cure	2	
  consecutive	saves
  This	yellow-brown	mushroom	is	commonly	
  found	in	deserts	and	other	dry	environments.	
  Its	 spores	 absorb	 moisture	 at	 an	 incredible	 rate,	 wreaking	
  havoc	on	the	body	of	any	creature	foolish	enough	to	consume	
  it.	Draughtcap	fungus	bears	a	close	resemblance	to	a	common	
  edible	mushroom,	and	a	successful	DC	20	Knowledge	(nature)	
  or	Survival	check	is	required	to	differentiate	the	two.
  GOBLIN’S EYE
  PRICE	75	GP
  WEIGHT	—
  Type	poison,	ingested;	Save	Fortitude	DC	13
  Onset	1	minute;	Frequency	1/minute	for	6	minutes
  Effect	1	Con	damage	and	the	creature	is	nauseated	for	1	minute;	
  Cure	1	save
  These	 bright	 red	 seeds	 feature	 a	 single	 black	 dot	 each,	 giving	
  them	a	superficial	resemblance	to	an	eye.	The	bright	colors	of	the	
  seeds	make	them	attractive	to	certain	animals,	as	well	as	those	
  unfamiliar	with	wilderness	lore.	A	character	who	succeeds	at	a	
  DC	15	Knowledge	(nature)	or	Survival	check	identifies	the	seed	as	
  poisonous.	In	some	places,	the	seeds	are	used	as	jewelry.
  JACKALROOT ESSENCE
  PRICE	600	GP
  WEIGHT	—	
  Type	poison,	injury;	Save	Fortitude	DC	18
  Frequency	1/round	for	1d6	rounds
  Effect	uncontrollable	laughter	(as	per	hideous	laughter);	
  Cure	2	consecutive	saves
  The	 short	 and	 thorny	 jackalroot	 grows	 in	 desert	 climates,	
  typically	 under	 the	 partial	 shade	 of	 ridges	 or	 boulders.	 It	 is	
  identifiable	by	its	pale	green	berries,	which	it	bears	twice	per	
  year.	 To	 followers	 of	 Lamashtu,	 the	 gnarled,	 prickle-covered	
  jackalroot	 is	 a	 blessing.	 The	 roots	 of	 this	 hearty	 desert	 shrub	
  contain	 a	 potent,	 incapacitating	 ichor	 often	 used	 by	 gnolls	 in	
  religious	ceremonies	and	when	capturing	slaves.
  NYMPH’S LURE
  PRICE	250	GP
  WEIGHT	—
  Type	poison,	ingested;	Save	Fortitude	DC	15
  Onset	1d4	hours;	Frequency	1/hour	for	8	hours
  Effect	1d2	Str	and	Wis	damage.	Additionally,	as	long	as	a	
  creature	is	afflicted	with	nymph’s	lure,	its	sweat	exudes	
  powerful	pheromones	that	might	attract	wild	creatures.	The	
  DCs	of	Perception	and	Survival	checks	to	locate	or	track	the	
  creature	using	scent	are	reduced	by	10.	Additionally,	when	
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  MASTERING THE WILD
  rolling	to	determine	whether	the	afflicted	creature	has	a	
  random	encounter,	roll	twice	and	if	either	roll	would	result	in	
  a	random	encounter,	one	occurs.	Cure	1	save
  Created	 from	 the	 concentrated	 pulp	 of	 the	 sweet-tasting	
  pulapaya	fruit	(a	large,	bright-red,	ovular	delicacy	with	a	hard	
  rind	and	watery	interior),	nymph’s	lure	is	used	for	a	variety	of	
  hunting	purposes	in	remote	tropical	regions.	It	is	used	in	a	rite	of	
  passage	in	certain	hunter-gatherer	societies,	where	young	men	
  and	women	are	given	a	dose	of	the	poison	and	sent	into	the	
  wild	to	hunt	game	and	prove	their	worth,	but	it	is	also	used	
  as	 a	 punishment	 in	 some	 places,	 with	 the	 condemned	 being	
  given	several	doses	of	the	poison	and	then	forced	into	the	wild	
  without	any	weapons	or	equipment.
  RED BEDLAM
  PRICE	1,200	GP
  WEIGHT	—
  Type	poison,	ingested;	Save	Fortitude	DC	15
  Onset	10	minutes;	Frequency	1/minute	for	10	minutes
  Effect	confusion;	Cure	2	consecutive	saves
  Named	 for	 the	 scab-red	 mushrooms	 from	 which	 it	 is	 made,	
  this	potent	hallucinogen	is	brewed	by	evil	druids	and	witches	
  in	 remote	 regions	 in	 order	 to	 enhance	 the	 savagery	 of	 their	
  seasonal	revels.	Some	use	this	poison	to	debilitate	their	victims	
  for	ritual	sacrifice.
  STARVING NETTLE
  PRICE	300	GP
  WEIGHT	—
  Type	poison,	injury;	Save	Fortitude	DC	15
  Frequency	1/day	for	8	days
  Effect	1d3	Dex	and	Con	damage.	In	addition,	each	time	the	
  creature	fails	a	save	against	the	poison,	for	the	following	
  24	hours	it	is	overwhelmed	with	nausea	whenever	food	is	
  presented	to	it	and	is	unable	to	bring	itself	to	eat,	no	matter	
  how	hungry	it	becomes.	Cure	2	consecutive	saves
  This	 peculiar	 nettle	 plant	 bears	 a	 singularly	 effective	 poison	
  that	 protects	 it	 from	 being	 eaten:	 creatures	 pricked	 by	 the	
  nettle’s	thorns	and	affected	by	the	poison	are	overcome	with	
  nausea	 at	 the	 mere	 idea	 of	 food,	 protecting	 the	 plant	 from	
  being	 consumed.	 Farmers	 remain	 vigilant	 for	 signs	 of	 this	
  fast-growing	and	hardy	plant;	it	is	difficult	and	dangerous	to	
  remove,	so	culling	it	is	best	done	early,	while	the	plant	is	still	
  relatively	small.
  STYX SAP
  PRICE	2,600	GP
  WEIGHT	—
  Type	poison,	contact;	Save	Fortitude	DC	18
  Onset	1d4	minutes;	Frequency	1/10	minutes	for	60	minutes
  Effect	 1d4	 Wis	 damage,	 and	 the	 creature	 loses	 its	 memories	
  from	the	past	10	minutes,	as	though	they	had	been	erased	by	
  the	spell	modify	memory;	Cure	1	save
  This	milky-white	sap	can	be	harvested	from	a	rare	jungle	tree	
  known	as	a	“weeping	maiden”	in	the	local	tongue.	The	tree’s	
  branches	 end	in	 long,	 vine-like	 tendrils	 that	 hang	low	 to	the	
  ground	and	bear	large,	bitter-tasting	red	fruit.	While	the	fruit	is	
  safe	to	eat,	the	sap	of	the	tree	carries	powerful	neurotoxins	that	
  cause	short-term	memory	loss	in	those	that	consume	it.	In	some	
  cultures,	styx	sap	is	occasionally	taken	deliberately	in	order	to	
  allow	one	to	forget	unpleasant	or	tragic	events.
  THIRD EYE
  PRICE	900	GP
  WEIGHT	—
  Type	poison,	contact;	Save	Fortitude	DC	17
  Onset	1	minute;	Frequency	1/round	for	6	rounds
  Effect	1d3	Wis	damage.	Each	time	the	victim	takes	Wisdom	
  damage,	it	must	succeed	at	a	DC	17	Will	save	or	become	
  confused	for	that	round.	Cure	2	consecutive	saves
  This	 poison	 is	 produced	 in	 the	 liver	 of	 a	 particular	 species	 of	
  water-dwelling	 lizard	 and	 produces	 potent	 hallucinations.	 In	
  some	places,	the	lizards	are	raised	as	livestock	specifically	for	the	
  harvesting	of	the	poison,	which	is	then	used	for	ritual	ceremonies	
  and	recreational	purposes.	People	in	some	cultures	voluntarily	
  dose	 themselves	 with	 this	 poison	 as	 a	 way	 to	 gain	 oracular	
  insights	into	the	world,	but	more	often	than	not	the	revelations	
  are	nothing	but	subtle	nightmares	and	lack	true	insight.
  VIOLET VENOM
  PRICE	800	GP
  WEIGHT	—
  Type	poison,	contact;	Save	Fortitude	DC	13
  Frequency	1/minute	for	6	minutes
  Effect	1d2	Str	and	Con	damage;	Cure	1	save
  The	putrefying	essence	of	a	violet	fungus	must	be	harvested	
  with	great	care	from	a	living	specimen	and	processed	quickly	
  before	 it	 loses	 potency.	 Numerous	 kinds	 of	 subterranean	
  creatures	harvest	this	toxin	to	help	them	in	their	hunts	for	food,	
  and	they	coat	their	weapons	in	the	poison	to	help	defend	their	
  underground	settlements.
  WITCH-HUNTER’S SWORD
  PRICE	850	GP
  WEIGHT	—
  Type	poison,	ingested;	Save	Fortitude	DC	19
  Onset	10	minutes;	Frequency	1/hour	for	8	hours
  Effect	1	Int,	Wis,	and	Cha	damage.	As	long	as	
  this	poison	persists,	the	victim	takes	
  a	–5	penalty	on	concentration	
  checks.	In	addition,	a	
  creature	suffering	
  from	witch-hunter’s	
  sword	poison	must	
  succeed	at	a	concentration	check	
  (DC	=	20	+	double	the	spell’s	level)	to	cast	spells	
  or	use	spell-like	abilities.	Cure	2	consecutive	saves
  This	red	fern	has	jagged,	forward-pointing	leaves	and	grows	in	
  small,	close-packed	groups.	It	is	named	for	its	popularity	among	
  witch	 hunters	 and	 inquisitors,	 and	 its	 leaves	 can	 be	 brewed	
  into	a	tea	that	clouds	the	subject’s	mind,	interfering	with	the	
  ability	to	cast	spells	while	still	leaving	the	subject	lucid	enough	
  to	be	interrogated.	The	tea	has	a	unique	taste,	which	can	be	
  detected	with	a	successful	DC	20	Perception	check.	Attempts	
  to	disguise	the	taste	require	a	Profession	(cook)	check	(or	a	
  Wisdom	 check,	 for	 untrained	 characters)	 opposed	 by	 the	
  drinker’s	Perception	check.	At	the	GM’s	discretion,	bonuses	can	
  be	applied	based	on	the	ingredients	used	to	mask	the	taste.
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  Hazards and Disasters
  The wilderness can be a dangerous place. Monsters roam 
  and hunt within their territories, barbarians protect their 
  settlements with frightening force, and sudden shifts in the 
  weather can overwhelm the unprepared or unlucky explorer. 
  But sometimes the landscape itself presents dangers that 
  dwarf all others. The following are just a few ways that the 
  environment can challenge hapless adventurers in the wild.
  BRAMBLES (CR 1)
  While many forms of undergrowth can slow explorers, thorny 
  brambles can prove a serious impediment. In addition to 
  functioning as light or heavy undergrowth (Pathfinder RPG 
  Core Rulebook 426), brambles damage creatures that move 
  through a space filled with them. The amount of damage 
  taken depends on whether the brambles are light or heavy 
  and what type of armor the creature wears. Light brambles 
  deal 1 point of damage to a creature wearing light armor 
  that moves into their square, while heavy brambles deal 1d4 
  points of damage to a creature in light armor or 1 point 
  of damage to a creature in medium armor. Creatures in 
  heavy armor don’t take damage from brambles. A creature 
  unwillingly forced into brambles can attempt a DC 15 
  Reflex save to avoid taking this damage.
  Additionally, a creature moving through brambles must 
  succeed at a Reflex save (DC 12 for light brambles, or DC 
  16 for heavy brambles) or become entangled. Entangled 
  creatures can attempt to free themselves as a standard 
  action with a successful Escape Artist or Strength check at 
  the same DC. A creature needs to attempt this save against 
  being entangled by brambles only when it enters a square 
  of brambles.
  A 5-foot square of brambles has AC 5 and hardness 2. A 
  5-foot square of light brambles has 30 hit points, while a 
  5-foot square of heavy brambles has 60 hit points. If a 
  square of heavy brambles is reduced to 30 or fewer hit 
  points, it functions as a square of light brambles instead.
  EARTHQUAKE (CR 9)
  Naturally occurring earthquakes result from seismic 
  energy released along fault lines in a planet’s 
  crust. Powerful magic, the release of a legendary 
  monster, or the destruction of a powerful artifact 
  might also result in an earthquake. Earthquakes 
  range from those that are harmless and nearly 
  undetectable to those that are catastrophic and 
  cause widespread destruction and loss of life.
  The exact damage of an earthquake is subject 
  to the GM’s discretion. Listed below are general 
  guidelines to assist GMs in running earthquake 
  events. The baseline used here assumes an 
  earthquake of average strength. GMs should 
  modify the values listed depending on the 
  severity of the earthquake.
  Earthquakes can have additional effects such 
  as disrupting rivers, draining lakes and marshes, 
  and even triggering tsunamis or volcanic events 
  (Pathfinder RPG GameMastery Guide 234 and page 150 
  of this book). Earthquakes might cause widespread 
  fires in urban areas or displace wildlife in 
  wilderness environments. The additional effects 
  should be determined by the GM but should 
  match the strength and severity of the  earthquake.
  Collapse: Creatures in an enclosed space or 
  underground during an earthquake are at risk of having 
  the ceiling or structure collapse on them. If a structure 
  collapses, each creature inside takes 8d6 points of 
  damage (Reflex DC 15 half) from the falling rubble 
  and becomes  pinned. A  creature that takes cover 
  (under furniture, for example) gains the normal 
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  bonus for cover on its Reflex save. A creature pinned beneath 
  rubble takes 1d6 points of nonlethal damage per minute 
  while pinned. If a pinned creature falls unconscious, each 
  minute thereafter until it is freed or dies, it must succeed 
  at a DC 15 Constitution check or take 1d6 points of lethal 
  damage. Additional rules for cave-ins and collapses appear 
  on page 415 of the Core Rulebook.
  Falling Debris: Even creatures not in a structure are still 
  at risk of falling debris, whether from a collapsing building 
  nearby or a natural structure such as a cliff or mountain. 
  Any creature caught in the area of falling debris suffers 
  the collapse effects (see page 146), but it takes 4d6 points of 
  damage at the time of collapse instead of 8d6.
  Fissure: Earthquakes can open massive cracks and 
  fissures in the ground. A creature near a fissure as it opens 
  has a 25% chance of falling in unless it succeeds at a DC 20 
  Reflex save. Additionally, each creature standing in the area 
  when a fissure opens must succeed at a DC 15 Reflex save 
  or fall prone if it avoids falling into the fissure. Fissures 
  are typically 1d4+1 � 10 feet deep, and creatures falling into 
  one take the appropriate falling damage. There is also a 
  25% chance that surrounding debris also falls into the 
  fissure. Creatures in the fissure when debris falls on them 
  take additional damage from the falling debris. Surviving 
  creatures that are not pinned can attempt to climb their 
  way out. 
  Impaired Actions: The tremors of an earthquake impose 
  a –8 penalty on Dexterity-based skill checks for creatures on 
  the ground. Spellcasters on the ground must succeed at a 
  concentration check (DC = 20 + the spell’s level) to cast a spell. 
  To move, a creature must succeed at an Acrobatics check; 
  the base DC of this Acrobatics check is 10, but particularly 
  powerful earthquakes and any resulting difficult terrain can 
  increase this DC.
  Structures: Most wood or masonry buildings collapse 
  during an earthquake. Structures built of stone or reinforced 
  masonry take 100 points of damage that is not reduced by 
  hardness. Large structures such as castles might not collapse 
  outright, but certain features such as towers or entire 
  sections of a wall might. Creatures caught in a structure that 
  is destroyed suffer collapse effects (see page 146).
  ELEMENTAL INFLUX (CR VARIES)
  Powerful magic, supernatural disasters, the influence of 
  potent monsters, or the whim of a demigod can cause the 
  boundaries between the Material Plane and an Elemental 
  Plane to wear thin, resulting in an elemental influx that 
  transforms normal wildlands into a dangerous region. Often, 
  creatures such as dragons or other monsters with energy 
  resistances or immunities seek out regions of elemental 
  influx as their domains, and such a creature’s presence can 
  enhance or expand an existing influx.
  The following list describes only some of the types of 
  effects an elemental influx might have on the landscape. 
  GMs are encouraged to expand on this list as they see fit. 
  Acidic Miasma (CR 3): An acidic miasma wafts up from 
  the waters of a swamp infused with toxins leaching in from 
  the Plane of Earth. Exposure to low concentrations of the 
  foul vapors in the swamp causes a mildly uncomfortable 
  burning sensation on exposed skin. Higher concentrations 
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  of the miasma are more deadly, usually appearing in pockets 
  1d6+1 � 10 feet in radius. Upon entering the area of a highly 
  concentrated acidic miasma, a creature must immediately 
  succeed at a DC 15 Fortitude save or become sickened 
  for 1d4 minutes. Creatures that fail the save by 5 or more 
  become nauseated instead. These effects last even if the 
  creature leaves the area of the miasma. Additionally, each 
  round a creature starts its turn in a highly concentrated 
  area of miasma, it takes 1d6 points of acid damage. Highly 
  concentrated miasmas can be identified from 10 feet 
  away by their distinctive stench with a successful a DC 20 
  Knowledge (nature) or Survival check.
  Acidic Plants (CR 3): Acidic plants—usually bushes, mosses, 
  vines, and other undergrowth—are found in clusters with a 
  radius of 1d6+1 � 10 feet. They become active when they are 
  disturbed by creatures moving through their squares. Acidic 
  plants gain a reflexive ability to grab at intruders, and they 
  attempt to grapple creatures moving through their square. 
  The plants have a CMB of +10, and their grapple attempts 
  do not provoke attacks of opportunity. Creatures grappled 
  by acidic plants take 1d6 points of acid damage each round 
  and can’t move without first breaking the grapple (the acidic 
  plants’ CMD is 20). The acidic plants receive a +5 bonus on 
  grapple combat maneuver checks against opponents they 
  are already grappling, but they can’t move or pin foes. Each 
  round that acidic plants succeed at their grapple combat 
  maneuver check, they deal an additional 1d6 points of acid 
  damage. A cluster of acidic plants has AC 10 and 10 hit points. 
  Acidic plants have acid immunity and vulnerability to cold. 
  Burning a square of acid plants causes them to release an 
  acidic gas that spreads in a 10-foot radius; any creature in 
  this gas takes 1d4 points of acid damage. The cloud dissipates 
  in 2d4 rounds unless dispersed earlier by a strong wind or a 
  gust of wind spell. Acidic plants secrete a nearly transparent 
  layer of acid that can be identified with a successful DC 20 
  Knowledge (nature) or Survival check.
  Electrified Duststorm (CR 5): An electrified duststorm 
  begins suddenly, scouring the area in a fierce but short-
  lived storm lasting 1d6+1 rounds. In addition to the effects 
  of a duststorm (Core Rulebook 438), arcs of electricity crackle 
  throughout it. Each round a creature is caught in the storm, 
  it must succeed at a DC 15 Reflex save or take 2d6 points 
  of electricity damage. The onslaught of an electrified 
  duststorm is presaged by a sudden crackle of harmless 
  sparks across the ground 1 minute before it starts and can 
  be identified with a successful DC 20 Knowledge (nature) 
  or Survival check.
  Fire Storm (CR 5): Occurring in mountainous areas, fire 
  storms rage with strong winds, raining ash and flame across 
  the landscape. A fire storm usually forms somewhere near 
  a mountain peak and travels downward, but it persists for 
  only 1d6+1 rounds. A creature caught in a fire storm takes 
  2d6 points of fire damage per round and must succeed 
  at a DC 15 Reflex save or any flammable items that it has 
  catch on fire. Additionally, the ash mixed in with the fire 
  makes the ground difficult terrain and reduces visibility 
  by half, imposing a –6 penalty on Perception checks. Fire 
  storms move quickly, at a rate of 60 feet per round, and 
  have a radius of 1d4�100 feet. A fire storm can be identified 
  as it begins forming over the course of 1d4+1 rounds with 
  a successful DC 20 Knowledge (nature) or Survival check to 
  detect the telltale increase in heat and gently falling ash.
  Freezing Eruption (CR 5): Freezing gouts of super-
  chilled air erupt from small vents in the ground, blasting 
  a 5-foot square with subzero temperatures. A creature 
  occupying the square must succeed at a DC 15 Reflex save 
  to avoid the freezing eruption. On a failed save, the creature 
  takes 2d6 points of cold damage and becomes entangled, 
  as it is encrusted with ice. A creature can break free from 
  the encrusting ice with a successful DC 20 Escape Artist or 
  Strength check, but it takes 1d4 points of cold damage at 
  the start of each turn it remains encrusted. The encrusting 
  ice melts away in 1d6 rounds in regions where the ambient 
  temperature is above freezing. Freezing eruptions occur 
  from the same vent every 1d4 minutes. A square containing 
  a freezing eruption can be identified by the shards of ice 
  around it with a successful DC 20 Knowledge (nature) or 
  Survival check.
  FORDING A RIVER (CR 2)
  In the wild, one cannot count on a handy bridge or access 
  to boats when the need to cross a river arises. While magic 
  such as fly or water walk can aid in the crossing of a river, 
  at other times the traveler has no choice but to attempt to 
  swim, unless the river is shallow enough to cross by wading. 
  Fording a river in this way can be dangerous, especially 
  when mounts or vehicles are involved.
  When wading through moving water, a creature must 
  succeed at a Strength check each round to avoid losing its 
  footing and being dragged along by the current. The DC for 
  this check depends on the relative depth of the water and 
  the speed of the current, as outlined on the table below. 
  Deeper water usually has a higher CR, as determined by 
  the GM.
  Table 4–6: Fording a River
  Condition	
  Strength	Check	DC
  Water	is	knee	deep	
  5
  Water	is	waist	deep	
  10
  Water	is	chest	deep	
  15
  Water	is	deeper	than	creature	is	tall	
  20
  Per	10	feet/round	of	current’s	speed	
  +2
  Attempting to ford a river with a vehicle is similarly 
  difficult, but the vehicle’s driver must attempt a Profession 
  (driver) check rather than a Strength check. Unless the vehicle 
  was specifically designed to be able to travel in water, the 
  driver takes a –5 penalty on this check. If the vehicle is being 
  pulled by one or more creatures, each of those creatures must 
  also succeed at a Strength check to avoid losing its footing, 
  and failure by any creature pulling the vehicle also causes the 
  vehicle to be carried along by the current.
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  A creature that gets carried along in this way is forced 
  to swim in the water and is moved by the water’s current 
  at the start of its turn each round, as per the normal rules 
  for swimming in flowing water. As long as the creature 
  remains in an area of water where it can reach the bottom, it 
  can attempt a Strength check to catch itself as a full-round 
  action (DC = the normal DC + 5). If a vehicle is carried 
  along by the current, it moves downstream the appropriate 
  distance each round based on the current’s speed, and 
  unless it was specifically designed to be able to travel in 
  water, it takes 4d6 points of damage each round it remains 
  adrift in this fashion.
  Some bodies of flowing water are rife with large rocks, 
  logs, and other debris that can prove dangerous to those 
  pulled into the current. In such conditions, a creature or 
  vehicle being moved by the current at a rate of 60 feet per 
  round or more takes 2d6 points of bludgeoning damage per 
  round from such obstacles, plus an additional 1d6 points of 
  damage for every 10 feet beyond 60 that the current moves 
  per round.
  GEOTHERMAL SPRING (CR VARIES)
  Geothermal springs form where magma heats underground 
  water to extreme temperatures. This hot water periodically 
  erupts at the surface, collecting into pools of heated water 
  of varying temperatures. In some cases, the resulting hot 
  springs are relatively harmless, and communities often pop 
  up nearby, as the therapeutic nature of the spring attracts 
  visitors. But in some cases, geothermal springs are heated to 
  the boiling point or hotter, or they might pose other dangers 
  to the unwary.
  GMs should feel free to modify the damage amounts and 
  saving throws of a geothermal spring to take into account 
  the spring’s size and water temperature.
  Fumarole (CR 1): Fumaroles occur when the groundwater 
  is boiled away before reaching the surface, so when it erupts 
  from vents in the ground, it does so as steam, often carrying 
  toxic gases along with it. The type of gas released by a 
  fumarole depends on the composition of the surrounding 
  ground. Some fumaroles, referred to as solfataras, emit 
  dangerous levels of sulfuric gas. The eruption rates of 
  fumaroles vary from every few minutes to every few hours. 
  A creature within 5 feet of an erupting fumarole must 
  succeed at a DC 15 Reflex save to avoid the eruption. On 
  a failed save, the creature takes 2d6 points of fire damage 
  from the scalding steam. If the fumarole emits sulfurous 
  gases, each creature within 30 feet of the erupting fumarole 
  must succeed at a DC 20 Fortitude save or take 1 point of 
  Constitution damage and become nauseated for 1d4 rounds. 
  On a successful save, the creature negates the Constitution 
  damage and is sickened for 1d4 minutes instead of 
  nauseated. This additional effect is a poison effect.
  Geyser (CR 3): Geysers form when surface water seeps 
  down into the earth and meets rocks heated by the proximity 
  of magma. The pressure created by the boiling water causes 
  the water to erupt on the surface. The rate, frequency, and 
  length of eruption vary from geyser to geyser. Some issue 
  a single, sustained geyser at a regular interval. Others go 
  through a series of short eruptions, lasting only a few 
  seconds each for hours at a time, and then go dormant for 
  several hours or even days. The jets of water from erupting 
  geysers also vary in height, with some erupting upward of 
  100 feet in the air.
  A creature within 5 feet of an erupting geyser must 
  succeed at a DC 15 Reflex save to avoid the eruption. On 
  a failed save, the creature is knocked prone and takes 2d6 
  points of fire damage. Creatures immersed in the geyser’s 
  jet each take 5d6 points of fire damage and must succeed at 
  a DC 15 Reflex save or be forced out of the geyser’s jet and 
  knocked prone. Creatures within 10 feet of a geyser (but 
  beyond 5 feet) each take 1d6 points of fire damage from the 
  boiling hot spray falling on them.
  Hot Spring (CR 2): Common hot springs contain pools of 
  warm water, but in some, the water is heated to nearly boiling. 
  Exposure to this water deals 1d6 points of fire damage per 
  round. Total immersion deals 5d6 points of fire damage per 
  round; damage continues for 1 round after total immersion, 
  but this additional damage is 1d6 points of fire damage.
  Mud Pot (CR 1): Mud pots are springs that mostly 
  contain hot bubbling mud instead of water. The mud’s 
  color depends on the amount and type of minerals in 
  the mud. Mud pots range widely in size and depth, with 
  many found in clusters. Gases from within the earth can 
  cause mud pots to boil over or shoot mud a short distance 
  into the air. Exposure to a mud pot deals 1d3 points of 
  acid damage and 1d3 points of fire damage per round of 
  exposure. Total immersion in a mud pot deals 1d6 points 
  of acid damage and 1d6 points of fire damage per round; 
  damage continues for 1 round after total immersion, but 
  this additional damage is only 1d3 points of acid damage 
  and 1d3 points of fire damage. Moving through a mud pot 
  is like moving through a bog (Core Rulebook 427).
  REFLECTIVE SNOW (CR 2)
  Glittering fields of fresh snow can pose a danger to 
  unprepared travelers during the daylight hours, as the sun 
  reflecting from the fields of white can be dazzling or even 
  blinding. Travelers through such areas risk having their eyes 
  become sunburned—a condition known as snow blindness. 
  A creature in an area of reflective snow is automatically 
  dazzled, and for each hour it spends in such an area, it 
  must succeed at a DC 15 Fortitude save or succumb to snow 
  blindness, becoming blind for 24 hours. Wearing protective 
  eye gear that reduces the amount of sunlight hitting the eyes 
  negates the dazzled condition and the chance of developing 
  snow blindness. A character can reduce the duration of snow 
  blindness to 1d6 hours with a successful DC 20 Heal check 
  as long as she keeps her eyes covered or wears protective 
  eye gear. Spells such as remove blindness/deafness heal snow 
  blindness immediately. Creatures that are particularly 
  susceptible to bright light take a –4 penalty on saves to resist 
  snow blindness. To a lesser extent, staring out over vast 
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  stretches of sunlit water or desert can have the same effects 
  as staring at reflective snow, but the save to avoid blindness 
  in this case is only DC 10.
  SPELLGORGING PLANTS (CR 1+)
  Areas of wilderness devastated by magical battles sometimes 
  regrow vegetation bearing supernatural scars of those 
  conflicts. When the flora in such an area develops a taste 
  for magical energy, the plants and trees display vivid and 
  unusual colors for their type and can even subtly change 
  color. Spellgorging plants thrive on magical energy, making 
  the casting of spells difficult when such plants are nearby. 
  When a creature adjacent to a spellgorging plant attempts 
  to cast a spell or use a spell-like ability, the creature must 
  make a successful concentration check (DC = 20 + the level 
  of the spell) or the spell is lost as the flora absorbs the 
  energy as it is cast. Most magic items are not affected by 
  spellgorging plants, with the exception of spell-completion 
  and spell-trigger items. When such an item is used, the user 
  must attempt a caster level check against the same DC as 
  above but using the item’s caster level instead of his own, in 
  order to successfully use the item.
  An area of spellgorging plants can be identified with a 
  successful DC 15 Knowledge (arcana), Knowledge (nature), or 
  Survival check due to the unusual colors and shapes of the 
  surrounding flora. Most animals avoid eating spellgorging 
  plants because of their bizarre and unpleasant taste. A 
  creature consuming a spellgorging plant must succeed at a 
  DC 20 Fortitude save or become sickened for 1d4 hours. A 
  spellgorging plant loses its ability to consume magic if it is 
  destroyed—spellgorging plants have SR 20 for the purposes 
  of resisting magical spell effects, but they otherwise have 
  normal hit points and hardness for plants of their type.
  THIN ICE (CR 1+)
  A frozen lake or river can prove a serious danger if characters 
  misjudge the thickness of the ice. With a successful DC 20 
  Survival check, a character can accurately gauge the amount 
  of weight a given sheet of ice can support. Table 4–7: Thin Ice 
  lists the maximum size creature or object that can be 
  supported by ice. (A Fine creature or object can be supported 
  by any thickness of ice.) 
  When a creature steps onto ice that is one category thinner 
  than what could normally support its weight, the ice begins 
  to creak and crack ominously—a warning that a creature can 
  notice with a successful DC 10 Perception check. At the end 
  of a round, if an area of ice is unable to support its load, it 
  gives way on a result of 10 or less on a d20 roll. This roll 
  takes a cumulative –4 penalty for each size category by which 
  the creature exceeds the maximum size the ice can support. 
  A creature that is prone is treated as one size category 
  smaller than its actual size for the purpose of determining 
  whether the ice can support it. Ice within 5 feet of a fresh 
  break is fragile, and it is treated as one category thinner for 
  the purpose of determining the maximum size creature it 
  can support.
  Table 4–7: Thin Ice
  Ice	Thickness	
  Maximum	Size	
  Break	DC
  Under	1	inch	
  Diminutive	
  5
  1–2	inches	
  Tiny	
  15
  2–4	inches	
  Small	
  20
  4–6	inches	
  Medium	
  25
  6–12	inches	
  Large	
  30
  1–2	feet	
  Huge	
  35
  2–4	feet	
  Gargantuan	
  40
  Over	4	feet	
  Colossal	
  50
  When ice gives way, a hole of a size equal to the creature’s 
  space opens in the ice. A creature falling into the near-
  freezing water beneath the ice is treated as if it were in an area 
  of extreme cold, and on the round it plunges into the water, 
  it must also succeed at a DC 15 Swim check or be submerged 
  beneath the water and trapped beneath the ice, unable to 
  surface. A creature trapped beneath the ice can attempt to 
  break through with a Strength check (the break DC depends 
  on the ice’s thickness, as indicated on Table 4–7), or it can 
  attempt to swim to an opening in the ice (although unless 
  the creature is able to see in the darkness beneath the ice, it 
  might have trouble finding its way to where an opening is). A 
  submerged creature that is adjacent to the edge of the break 
  in the ice can attempt a DC 20 Climb check to pull itself out, 
  although keep in mind that ice adjacent to a break is fragile 
  and could shatter in turn.
  VAMPIRE ORCHIDS (CR 3)
  Uniquely beautiful in appearance, vampire orchids grow in 
  large clusters in meadows or on hilltops where they can get 
  plenty of sunlight. Their vivid petals range in a hue of wild 
  and clashing colors with frequent splotches of crimson on 
  the petals. Vampire orchids can be exceedingly dangerous 
  to the unwary due to their unusual pollination methods. 
  A creature traveling through a cluster of vampire orchids 
  must attempt a DC 15 Reflex save or a DC 20 Acrobatics 
  check. Failure causes the tremors from the creature’s 
  footsteps to release soporific pollen from the orchids’ 
  blossoms, forcing the creature to attempt a DC 15 Fortitude 
  save to avoid falling asleep for 1 minute. A helpless or 
  sleeping creature takes 1d4 points of damage at the end of 
  each round it remains in contact with vampire orchids—
  this damage does not cause physical pain and is not in and 
  of itself enough to wake a sleeping creature.
  VOLCANO (CR VARIES)
  Magma churns beneath the earth’s surface throughout 
  the world, and in places where there are weaknesses in 
  the crust, it can erupt outward in violent conflagrations. 
  Volcanic dangers such as lava, lava bombs, poisonous 
  gas, and pyroclastic flows are covered on page 234 of the 
  GameMastery Guide, but there are additional dangers that a 
  volcano can present.
  Earthquake: The force with which volcanoes erupt 
  can shake the earth, so earthquakes are common during 
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  volcanic eruptions. Depending on the nature of the terrain, 
  these disastrous events can cause any of the effects listed 
  in the Earthquake section (see page 146): they can hinder 
  movement, cause buildings to collapse, open fissures in the 
  ground, and topple structures both large and small. They 
  can also trigger tsunamis (GameMastery Guide 234).
  Lahar: A lahar is a churning slurry of mud and debris 
  created when intense heat melts the glaciers or snow atop 
  a volcano. A lahar can travel hundreds of miles beyond the 
  volcano, devastating everything in its path. Motion alone 
  keeps a lahar in liquid form. When a lahar strikes a creature, 
  it deals the damage listed in Table 4–8: Types of Lahars 
  below (Reflex half, at the listed DC). For creatures caught 
  in a flowing lahar, use the rules for being swept away in 
  flowing water (Core Rulebook 432) with a DC 25 Swim check. 
  Anyone trapped under a lahar cannot breathe and must 
  attempt Constitution checks to avoid suffocation (Core 
  Rulebook 445). Lahars can be hot or cool depending on the 
  events that cause them. A hot lahar deals 2d6 points of fire 
  damage per round to those trapped by it. As a lahar slows, it 
  settles to the consistency of packed earth, entombing those 
  trapped within or beneath. See the Cave-Ins and Collapses 
  section on page 415 of the Core Rulebook for rules on digging 
  out a buried creature.
  Steam Vent: Major eruptions of steam or boiling water 
  often precede an eruption and deal between 4d6 and 15d6 
  points of fire damage (Reflex half, DC = 10 + number of 
  damage dice). The radius of such bursts is typically equal to 
  5 feet per damage die. Mild steam vents are as hot as saunas 
  and have a sulfurous odor.
  Volcanic Ash: Erupting volcanoes spew ash, which can 
  obscure vision and cause creatures to choke as if it were 
  heavy smoke (Core Rulebook 444). Prolonged contact with 
  hot ash deals 1d6 points of fire damage per minute. Clouds 
  of ash can linger in the atmosphere, darkening the sky for 
  weeks or even months and leading to colder temperatures 
  and prolonged winters. This combination of cold and lack 
  of sunlight hurts crops, and it can cripple food supplies 
  and lead to famines. On the ground, ash buildup creates 
  difficult terrain—not only is it slippery, but it might conceal 
  other hazards. In heavy eruptions, a blanket of ash several 
  feet thick can eventually blanket the region downwind of 
  the volcano. Over the long term, however, this volcanic ash 
  becomes fertile soil.
  Volcanic Lightning: Ash clouds can generate powerful 
  lightning strikes. These strikes typically deal between 4d8 and 
  10d8 points of electricity damage and are unusually difficult to 
  dodge (Reflex half, DC = 15 + number of damage dice).
  Table 4–8: Types of Lahars
  Type	
  CR	
  Depth	
  Width	
  Speed	
  Damage	
  Reflex	Save	DC
  Minor	
  9	
  10	feet	
  100	feet	
  100	feet/round	
  8d6	
  15
  Typical	
  10	
  25	feet	
  500	feet	
  250	feet/round	
  8d6	
  20
  Massive	
  12	
  50+	feet	
  2,500+	feet	
  500	feet/round	
  16d6	
  25
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  Herbalism
  Herbs and useful plants and fungi abound in most wilderness 
  regions, and while these valuable plants can be obtained in 
  special markets or shops, the skilled herbalist knows where 
  to go to gather these resources by hand in the wild.
  Gathering Herbs: Gathering herbs is similar to foraging 
  and can be accomplished while you are traveling or as your 
  sole activity during an 8-hour period. If you gather herbs 
  while traveling, your overland speed is halved. Spending 
  8 hours doing nothing but gathering herbs from the area 
  grants 1 additional yield of each herb you’re gathering.
  When you start your day of herb gathering, you must 
  declare which herb you are looking for. If you have 5 ranks 
  of Profession (herbalist), you can search for two different 
  types of herbs at once, and for each additional 5 ranks you 
  have in this skill, you can search for one additional herb, 
  to a maximum of 5 herbs at once if you have 20 ranks in 
  Profession (herbalist).
  Each herb listed below has a gather DC. At the end of the 
  time spent gathering, attempt a Profession (herbalist) or 
  Knowledge (nature) check against each herb’s gather DC. 
  If the terrain you are searching in is one of your favored 
  terrains, you can attempt a Survival check instead. If the 
  herb in question is present in the region you searched (this 
  is always subject to the GM’s discretion), success results in a 
  single yield of that herb. Success by 5 or more grants 1 extra 
  yield. Success by 10 or more grants 2 extra yields.
  A single yield of herb weighs 1/10 of a pound unless 
  otherwise noted in its yield section in the stats below.
  In addition to determining whether a particular herb is 
  available to gather in a region, the GM also determines how 
  many attempts to gather that herb can be attempted in the 
  region. Typically, a region can support 1d4 herb-gathering 
  expeditions before the herbs must be given 2d6 months 
  to regrow.
  Preparing Herbs: Most herbs must be prepared to unlock 
  their potency. If this is the case for an herb, its stat block 
  describes the method required to process it, the Craft (alchemy) 
  DC to accomplish this task, and the amount of time needed to 
  do so. A Profession (herbalist) check can be conducted instead 
  of a Craft (alchemy), but the DC of the check to prepare the 
  herb increases by 5 in this case. If the preparer fails this check 
  by 5 or more, the dose of the herb is ruined; if she fails by less, 
  she can try again with the same herbs.
  Preparing Multiple Herbs: An herbalist can normally 
  prepare one type of herb per day, but she can prepare a 
  number of doses of that single type of herb equal to her ranks 
  in Profession (herbalist). An herbalist with 7 or more ranks in 
  Profession (herbalist) can simultaneously prepare a second 
  type of herb. At 14 ranks in Profession (herbalist), the character 
  can prepare up to three types of herbs at the same time.
  Herb Lifespan: A raw, unprepared herb spoils 24 hours 
  after it is harvested. A prepared herb spoils after 1 month 
  unless otherwise noted in its Use entry.
  HERBS
  The herbs presented below are intended to represent a wide 
  range of helpful plants; you can use these as examples for 
  the creation of new herbs. Each herb is presented in its own 
  stat block.
  The first line of the block presents the name and the price 
  the herb is sold for in markets and herbalist shops. This is 
  followed by a brief description of the herb’s appearance.
  The next entry provides the DC of the Profession (herbalist) 
  check to find and gather the herb with a day’s worth of work. 
  This is followed by the yield—the base number of doses that 
  can be gathered each day. Extra yields can be gained with 
  greater success on a gathering roll or by taking an entire day 
  to do nothing but gather herbs.
  After that, the block provides the terrain the herb appears 
  in. This is followed by information about how the herb must 
  be prepared in order for it to be used. Finally, the use for 
  the prepared herb is detailed at the end of the stat block. 
  Applying, eating, or using a prepared herb typically requires 
  a standard action that provokes attacks of opportunity, 
  unless otherwise specified in the description.
  ANGELSTEP
  PRICE 
  25 GP
  This iridescent white shelf fungus is said to have 
  first grown from the footsteps of an angel, 
  though some claim it instead comes from 
  the footsteps of a djinni.
  Gather DC 18; Yield 1 dose
  Terrain temperate or warm deserts
  Preparation A dose of angelstep can 
  be used raw or processed into a 
  pigment that can be worn on the 
  skin. Processing a dose of the 
  pigment takes 4 hours and requires 
  a successful DC 15 Craft (alchemy) check. 
  Angelstep pigment costs twice as much 
  as the raw fungus.
  Use As part of an attempt to stabilize a dying 
  creature, a dose of raw angelstep can be rubbed 
  on the creature to grant a +4 bonus on the Heal check to 
  stabilize the creature. A dose of angelstep pigment applied 
  to the skin of a Medium or smaller creature helps to protect 
  that creature against death for 2d4 hours. The next time the 
  wearer of angelstep pigment drops to negative hit points, 
  it gains a +4 alchemical bonus on its next 1d6 Constitution 
  checks to stabilize. The pigment loses its effect once all these 
  checks are attempted or once the victim is stabilized.
  BLACK AMARANTH 
  PRICE 
  100 GP
  Black amaranth grows in small clusters from the remains of 
  the dead.
  Gather DC 18; Yield 1 dose
  Terrain temperate or warm forests or plains
  Preparation The amaranth’s flowers and stalks must be carefully 
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  ground into paste. This requires a successful DC 12 Craft 
  (alchemy) check and 1 hour of work.
  Use A dose of black amaranth paste can be applied to a dead 
  body to slow decay. One dose used on a Tiny or smaller creature 
  delays the onset of decay for 3 days (as per gentle repose). Two 
  doses are needed for Small creatures, 3 for Medium creatures, 
  6 for Large creatures, 12 for Huge creatures, 24 for Gargantuan 
  creatures, and 48 for Colossal creatures. Each dose applied 
  requires a full-round action that provokes attacks of opportunity.
  BLOODY MANDRAKE
  PRICE 
  15 GP
  Bloody mandrakes grow from the corpses of intelligent 
  creatures who had supernatural powers in life. This 
  plant’s unsettlingly humanoid-shaped tuber-like roots 
  increase fertility and vitality. 
  Gather DC 20; Yield 1d4 doses
  Terrain any plains or swamps
  Preparation A bloody mandrake must be pulped so 
  that its sticky red sap can be gathered, skimmed, and 
  then refined into an even stickier paste; this process 
  requires a successful DC 15 Craft (alchemy) check and 
  1d4 hours of work per yield.
  Use One dose of bloody mandrake paste smeared on 
  the lips (this is a free action) during spellcasting can 
  be used as an additional material component when 
  casting spells that remove afflictions and conditions or 
  that provide a morale bonus. Doing so grants a +1 bonus 
  to the spell’s effective caster level.
  BONE REED
  PRICE 
  75 GP
  This aquatic grass resembles translucent white horsetail.
  Gather DC 24; Yield 1 dose
  Terrain any swamps
  Preparation A bone reed must be pressed and dried. This process 
  requires a successful DC 10 Craft (alchemy) check and takes 8 
  hours to complete.
  Use A creature that sleeps for at least 8 hours in 1 day with a 
  bone reed bound to one of its arms or legs heals double the 
  normal ability damage and hit point damage (or triple with 
  full bed rest). A bone reed loses its effectiveness after use. 
  Binding a bone reed to a limb requires 1 minute of work. 
  CLOUD PUFF
  PRICE 
  100 GP
  The spores of this odorous pale-gray fungus cause a euphoric 
  light-headedness.
  Gather DC 18; Yield 1 dose
  Terrain any mountains
  Preparation After soaking in salt water 
  for 1 hour, a cloud puff must be dried 
  in a delicate process that requires it 
  to be turned three times per hour for 4 
  hours. This requires a successful DC 12 Craft 
  (alchemy) check.
  Use By crushing a dried cloud puff and inhaling the spores, a 
  creature becomes light-headed and its mind grows resistant 
  to outside influences. For the next hour, the creature gains a 
  +2 alchemical bonus on saving throws against mind-affecting 
  effects but takes a –2 penalty on Wisdom-based skill checks.
  DRAGON ROSE
  PRICE 
  25 GP
  The vivid and thorny dragon rose is admired for its hardiness but 
  is difficult to cultivate.
  Gather DC 18; Yield 1 dose
  Terrain any forests or mountains
  Preparation The petals of a dragon rose must be delicately 
  removed from the stem and then soaked in a mixture 
  brewed from the flower stalk’s sap for 2 hours; this requires a 
  successful DC 15 Craft (alchemy) check.
  Use A dose of prepared dragon rose petals crushed in the hand 
  and then smeared on a weapon (this is a standard action) 
  infuses the weapon with a magic aura. For 1 hour, the weapon 
  can bypass DR/magic, although it doesn’t gain any bonus on 
  attack or damage rolls.
  DREAM LICHEN
  PRICE 
  2,000 GP
  This multicolored, shimmering lichen grows in places where 
  powerful magical creatures have slept and dreamt.
  Gather DC 30; Yield 1 dose
  Terrain anywhere the boundaries between the Material Plane 
  and the Dimension of Dreams grow thin
  Preparation The fibrous outer layer of the lichen must be gently 
  scrubbed away, exposing the soft interior, which must then be 
  allowed to dry after being sprinkled with various alchemical 
  powders. This requires a successful DC 25 Craft (alchemy) 
  check and 8 hours of work.
  Use A creature that sleeps for at least 8 hours with a dose of 
  dream lichen in contact with its body has vivid dreams in which 
  it endures and recovers from a supernatural affliction. Upon 
  waking, the creature can attempt a new saving throw against a 
  single curseUM or mind-affecting effect from which it is currently 
  suffering. Alternatively, the user automatically succeeds at a 
  saving throw to remove a temporary negative level.
  FAIRY CAP
  PRICE 
  250 GP
  This toadstool’s pale-gray cap is stippled with yellow spots. Its 
  presence often indicates ley lines or fey bowers nearby.
  Gather DC 20; Yield 1 dose
  Terrain any near ley lines
  Preparation A fairy cap must be gently simmered (not boiled) 
  in a mixture of water and other natural ingredients for 1 hour; 
  this requires a successful DC 20 Craft (alchemy) check. At the 
  end of this preparation time, the yellow spots’ color changes 
  to bright orange or dark brown—there’s a 50% chance of 
  either development.
  Use When eaten without proper preparation, a fairy cap is 
  mildly poisonous (save Fort DC 13, onset 1 minute, frequency 
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  1/minute for 6 minutes, effect nauseated for 1 minute, 
  cure 1 save), but when properly prepared, it takes on a not-
  unpleasant tangy flavor. The final color of a properly prepared 
  fairy cap’s spots determines its effect when consumed. A cap 
  with orange spots causes a Large or smaller creature to grow 
  one size category, while one with brown spots causes the 
  eater to shrink one size category. These effects function as 
  per enlarge person or reduce person, except they can affect 
  any Large or smaller living creature; the effects persist for 10 
  minutes in either case. Whether or not it is prepared, a fairy 
  cap is quite chewy, and eating it is a full-round action.
  GOBLINVINE
  PRICE 
  30 GP
  The leaves of this invasive creeper are wide 
  and covered with tiny hairlike filaments.
  Gather DC 16; Yield 1 dose (1 lb.)
  Terrain any forests, mountains, plains, 
  or swamps
  Preparation Properly preparing a dose 
  of goblinvine requires a successful DC 20 
  Sleight of Hand check and 1 minute of work 
  to weave and roll the vines into a compact, 
  fist-sized ball so the hairy side of the leaves faces inward. On 
  a failure by 5 or more, the leaves become torn and ruined. If 
  gloves or gauntlets aren’t worn, the preparer is automatically 
  exposed to the goblinvine’s effects. If the preparation check’s 
  result is a natural 1, the preparer is exposed to those effects 
  regardless of any hand protection worn. The goblin vine must 
  then be stored in an area of bright light for at least 1 hour for 
  the inner surface of the leaves to properly “sweat” and build up 
  enough irritating oil to function as a thrown weapon.
  Use Once woven into a tight ball of vines and left to sweat, a ball 
  of goblinvine leaves can be used as an improvised thrown 
  weapon as a ranged touch attack. On a hit, a target must 
  succeed at a DC 10 Fortitude save or develop a distracting, 
  itchy rash that imposes a –2 penalty on ability checks, attack 
  rolls, saving throws, and skill checks. This effect persists for 
  10 minutes or until the rash is tended with a successful DC 12 
  Heal check attempted as a full-round action. This is a poison 
  effect, but creatures with the goblinoid subtype are immune 
  to the effect. Innovative characters (including many goblins) 
  have developed other uses for goblinvine, including as snares 
  and ropes to make those bound or entangled itchy as well, 
  but since goblinvine is relatively fragile, it makes for a very 
  poor substitute for rope.
  LEECHWORT
  PRICE 
  3 GP
  When dried and ground into a powder, the mottled red-and-
  gray bark of this shrub is a boon to healers. 
  Gather DC 16; Yield 1d4 doses
  Terrain warm forests or swamps
  Preparation Properly preparing leechwort for use is a time-
  consuming process that takes 1 week, as fibers of the 
  shrub must be dried and ground until they achieve a fine, 
  powdery texture. A single herbalist can prepare up to a dozen 
  doses simultaneously in this manner. At the end of the week, 
  a successful DC 15 Craft (alchemy) check results in all of the 
  doses being ready for use; failure indicates that all the doses 
  have spoiled.
  Use When a dose of prepared leechwort is used in conjunction 
  with a Heal check to stabilize a dying creature, provide long-
  term care, treat wounds from caltrops (or similar effects), or 
  treat deadly wounds, it grants a +1 alchemical bonus on the 
  Heal check. This increases to a +2 alchemical bonus on Heal 
  checks to staunch bleeding.
  LOVE-IN-IDLENESS
  PRICE 
  150 GP
  The deep-red flower has rich nectar with a honey-like scent.
  Gather DC 20; Yield 1 dose
  Terrain any forests
  Preparation A dose of this flower’s nectar must be extracted and 
  stored in an alchemically prepared vial with a successful DC 14 
  Craft (alchemy) check and 1 hour’s worth of work. 
  Use As a full-round action, a dose of love-in-idleness nectar can 
  be drizzled into the ears of a helpless or willing animal or 
  humanoid. This causes the subject to become much more 
  susceptible to the power of suggestion and mind-affecting 
  effects, taking a –2 penalty on Sense Motive checks and a 
  –1 penalty on saving throws against mind-affecting effects for 
  the next 2d4 hours. This is a poisonUM effect.
  MERFOLK’S COMB
  PRICE 
  750 GP
  This vibrant yellow and pale-green variety of seaweed has 
  wide fronds with lines of narrow fringe along the upper edge.
  Gather DC 25; Yield 1 dose
  Terrain any underwater
  Preparation A single dose of merfolk’s comb must be allowed 
  to dry over a period of 7 days while being rubbed with 
  alchemical oils once daily to prevent the herb from losing its 
  properties during the process. This requires seven separate 
  successful DC 14 Craft (alchemy) checks, one every 24 hours 
  during this week. If even one of those checks is a failure, the 
  dose of merfolk’s comb is ruined.
  Use Anyone who eats a dose of merfolk’s comb gains the ability 
  to breathe water as well as air for 8 hours. 
  MIMAMEITH
  PRICE 
  600 GP
  The bark of this wide-trunked but relatively squat tree is 
  resistant to cutting and fire. 
  Gather DC 25; Yield 1d4 doses (5 lbs. per dose)
  Terrain any forests or mountains
  Preparation A living mimameith tree has hardness 7 (rather 
  than the typical hardness 5 for most wooden objects) and 
  fire resistance 5. When a mimameith tree is burned but lives, 
  its bark regrows over time with pale gray scarring—such bark 
  bears special properties. Once harvested, this bark can be 
  processed alchemically. Doing so requires a 5-pound dose of 
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  the bark to be soaked in water for 8 hours and then boiled 
  off to a thin layer of tacky paste with a successful DC 20 Craft 
  (alchemy) check.
  Use When a dose of the pasty residue from mimameith bark is 
  applied to a creature’s skin as a standard action, the subject 
  gains damage reduction 2/bludgeoning, fire resistance 5, and 
  immunity to bleed effects for 1 hour.
  MOLY
  PRICE 
  1,200 GP
  Moly is a plant with flowers white as pure milk and roots black 
  as night.
  Gather DC 25; Yield 1 dose
  Terrain any forests or plains
  Preparation This flowering herb must be picked whole and 
  boiled with water until the entire amount is reduced by 
  half. The resulting mixture is then strained and poured into 
  a shallow pan to evaporate. The resulting crust is scraped 
  off as a powder.
  Use Anyone wearing or carrying fresh moly gains a +4 resistance 
  bonus on saving throws against spells and spell-like abilities. 
  Moly remains fresh in this way for only 12 hours, regardless of 
  magical attempts to preserve it. When processed into a powder 
  with a successful DC 25 Craft (alchemy) check, moly can be 
  sprinkled on a creature, object, or area (a standard action) to 
  end a spell as if with dispel magic (caster level 6th).
  NEPENTHE
  PRICE 
  400 GP
  This foot-tall blue-green pitcher plant produces a pollen 
  that smells faintly of mint and lures insects and even small 
  vertebrates toward its dangerous mouth.
  Gather DC 20; Yield 1 dose
  Terrain warm forests or swamps
  Preparation A dose of pollen must be mixed with alchemical 
  reagents with a successful DC 16 Craft (alchemy) check and 
  then left to sit for 1 hour before it can be used.
  Use A dose of nepenthe pollen must be inhaled as a standard 
  action, whereupon the potent vapors act upon unpleasant or 
  unknown thoughts and memories. This grants the creature a 
  new saving throw to immediately end a single mind-affecting 
  effect currently affecting the creature (effects that allow no 
  saving throw cannot be removed in this way). An unwilling 
  creature can be dosed with the pollen as a touch attack that 
  provokes an attack of opportunity. A creature can be affected 
  by a dose of nepenthe only once in a single 24-hour period. 
  This is a poisonUM effect.
  NIGHTSAGE
  PRICE 
  100 GP
  The fragrant purple blossoms of this night-blooming wildflower 
  are so deep in hue that they appear almost black.
  Gather DC 14; Yield 1 dose
  Terrain any jungles
  Preparation A dose of nightsage must be sprinkled with holy 
  water periodically over an 8-hour drying process in natural 
  sunlight; this process requires a successful 
  DC 12 Craft (alchemy) check and one flask 
  of holy water.
  Use When dried nightsage is lit on fire (a 
  standard action), it produces a thin but 
  pleasant-smelling smoke almost like 
  that produced by a stick of incense. A 
  dose of nightsage burns for 10 minutes 
  and can be extinguished and reignited 
  for multiple uses (but it is always used 
  in 1 minute increments, regardless of the 
  actual time spent burning). 
  While nightsage burns, each corporeal undead creature 
  within a 5-foot radius gains a +2 profane bonus on saving 
  throws against positive energy effects (including channel 
  energy effects). Necromancers are fond of supplying their 
  undead minions with small thuribles containing a burning 
  stick of nightsage that can be worn while carrying out their 
  commands. A moderate or stronger wind extinguishes a 
  burning stick of nightsage.
  SEEING SLIME
  PRICE 
  160 GP
  This violet slime mold is found only in rock formations containing 
  nodules of agate.
  Gather DC 19; Yield 1 dose
  Terrain any underground
  Preparation After collecting this rare slime mold from where 
  it naturally occurs in the lightless depths, the herbalist 
  must combine the slime with mineral salts and store it in 
  an airtight container such as a bottle or jar.
  Use The slime causes mild skin rashes, but it grants darkvision 
  out to a range of 30 feet for 24 hours if applied to the eyes 
  (a full-round action that provokes attacks of opportunity). If 
  the subject already had darkvision, the darkvision’s range 
  increases by 30 feet. Frequent use of this herb causes 
  permanent purple blotches on the skin around the user’s eyes.
  WINTERBITE
  PRICE 
  20 GP
  The white-veined leaves of this minty 
  sprig carry a pleasant and soothing scent.
  Gather DC 11; Yield 1d4 doses
  Terrain any cold
  Preparation A dose of winterbite 
  must be dried near an open flame 
  in which certain alchemically treated 
  sawdust and wood chips are burned. 
  This requires a successful DC 12 Craft 
  (alchemy) check and 1 hour.
  Use When held under the nose and crushed (which takes a 
  standard action), a dose of prepared winterbite releases a 
  pungent, sweet odor that clears the sinuses and sharpens 
  the senses. For the next hour, the user of a dose of prepared 
  winterbite gains a +2 alchemical bonus on scent-based 
  Perception checks.
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  Spells of the Wild
  The might of magic is a great force of change and power, 
  and most adventuring parties count one or more spellcasters 
  among them. Since spells cover an incredible range of 
  possibility, defining “wilderness spells” is a broad subject. In 
  this section, spells accessible to nature-themed classes such 
  as druids and rangers receive special attention. Spells that 
  assist in navigating the less settled regions of the world and 
  those that manipulate weather or terrain are also explored 
  in greater detail.
  LOW-LEVEL PLAY (LEVELS 1–6)
  Many wilderness-appropriate spells are available as early as 
  1st level. These low-level spells are often disregarded, as many 
  of them can be substituted with class abilities, equipment, 
  and skills. Still, low-level spells (those of 3rd level and lower) 
  can remain useful at high levels, especially because high-
  level characters can cast them far more frequently.
  Conjuration
  The benefit of many low-level conjuration spells is that they 
  grant a wider range of versatility, letting the characters focus 
  the spending of their hard-earned gold on items with effects 
  that can’t be replicated, rather than on mundane equipment.
  Create Food and Water: As a 3rd-level cleric spell, create food 
  and water is one of the most obvious choices for those looking 
  to bypass some of the rigors of wilderness survival. The Survival 
  skill often eclipses the worth of this spell, as succeeding at a 
  simple DC 10 check allows for a character to provide food and 
  water for herself without needing to expend a 3rd-level spell slot. 
  At 5th level, it’s not unlikely that a party member can regularly 
  succeed at the DC 16 Survival check required to feed himself 
  and three other party members. Imposing heavy penalties on 
  Survival checks to get along in the wild is one way of making 
  create food and water more valuable, and such adjustments are 
  entirely appropriate in wasteland environments.
  There are several other ways to prolong the usefulness of 
  create food and water. Armed with knowledge that the party 
  will be entering a particularly inhospitable region, characters 
  might want to stock up on conjured food and water. Repeated 
  castings of create food and water can provide numerous meals, 
  and by spending a few days, a party can create a stockpile 
  of rations for a trip. Combined with the fact that purify food 
  and water can be cast an unlimited number of times per 
  day, stockpiling food and drink with these castings is an 
  economically savvy way of saving both gold and hunting time.
  Mount and Phantom Steed: Few wilderness areas are 
  entirely amenable to or completely inhospitable to mounts. 
  Open groves and wildlife paths where mounts can roam 
  free crisscross dense forests, while deserts often contain 
  escarpments of jagged rocks that confound the most sure 
  footed of creatures. The mutable nature of these wilderness 
  regions makes the ability to summon a temporary mount 
  particularly helpful. For routine journeys, mount can conjure 
  a single mount for a character or be repeatedly cast to provide 
  mounts for a whole party. Higher-level spellcasters benefit 
  more from phantom steed, especially at 8th level, when the steed 
  starts gaining extra movement-related abilities.
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  Neutralize Poison: First accessible by low-level druids, 
  neutralize poison is useful as both a method of healing poison 
  and a means to prevent poisoning from occurring in the first 
  place. Using the spell as a means of detoxifying a creature is 
  its most efficient application, since one casting of the spell 
  prevents that creature from poisoning targets at all. It’s also 
  possible to use this spell to remove a poison applied to an 
  object or from food or drink. The use of neutralize poison 
  in this manner doesn’t guarantee success, and it can be 
  interesting to keep the DC of the targeted poison unknown, 
  leaving the efficacy of a given casting in question.
  At a cost of 11,250 gp, a wand of neutralize poison makes 
  for a practical, if unusual, weapon. When added into the 
  arsenal of mobile melee classes, specifically those with 
  ranks in Use Magic Device or supplementary spellcaster 
  levels, such wands can be used to disable the poisons of 
  wilderness-dwelling creatures. The forfeiture of an attack 
  in order to strike a foe with a poison-neutralizing wand 
  could mean the difference between life and death 
  for a character who is facing repeated 
  applications of poison.
  Divination
  There are only a few low-level divination 
  spells specifically related to wilderness 
  environments. Characters often ignore 
  these spells, and instead they rely on 
  class abilities or skills to replicate their effects. 
  Introducing NPCs with access to these spells can 
  highlight their utility to PCs who might otherwise 
  see these spells as extraneous.
  Detect Animals or Plants: This spell has a much 
  larger range than detect evil, beginning with a 
  minimum area of a 440-foot cone. This spell also 
  requires thinking of a specific kind of animal or 
  plant, making it very specialized in its application. 
  Further, it grants the caster the ability to see the 
  current condition of a target, rather than just 
  a sense of the creature’s total power. A handy 
  application of this spell is to monitor the 
  health of allies, such as animal companions 
  or plant creatures such as ghorans and vine 
  leshys (as presented in Chapter 1).
  Detect Snares and Pits: As a concentration 
  effect, this spell is more useful in low-stress 
  situations. It cuts down on some of the 
  monotony of having PCs attempt repeated 
  Perception checks, but the spell’s specific 
  detection parameters mean that some skill 
  checks are still required.
  Enchantment
  Low-level enchantment spells that are appropriate 
  for wilderness campaigns most often focus on the 
  manipulation of animal minds. Keep in mind that 
  animals are often simple creatures, with simple thoughts 
  driving their actions—drinking, eating, and sleeping being 
  at the forefront of an animal’s mind. Due to having average 
  or lower Wisdom scores, certain kinds of animals can be 
  especially prone to being affected by these spells.
  Animal Messenger: This spell compels a Tiny animal 
  to venture to a designated area, likely with an item in tow. 
  The longer casting time of the spell makes it useless in 
  combat situations but incredibly helpful in other situations. 
  Delivery of an item via animal messenger isn’t guaranteed, as 
  the animal could be waylaid by other creatures or potentially 
  find itself unable to follow directions to the intended area. 
  As with most spells, it’s important to understand that a PC 
  shouldn’t be penalized for the casting of such magic. If 
  you, as the GM, decide to have an animal messenger fail to 
  reach its intended destination, consider rewarding the PCs 
  in another way. For example, the animal messenger might 
  have been consumed by a local predator, and by 
  finding the slain messenger, the PCs uncover 
  the predator’s stash of claimed trophies.
  Calm 
  Animals, 
  Charm 
  Animal, 
  and 
  Dominate Animal: Spells that can adjust the 
  attitudes of animals have obvious uses 
  as deterrents when traversing through 
  wilderness environments. Simply 
  calming or charming animals is 
  often sufficient to travel through 
  an area without harassment, 
  while more powerful spells 
  such as dominate animal 
  can be used to deal with 
  more 
  dangerous 
  or 
  more 
  immediate threats. Another 
  insidious use of this magic is 
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  to subvert the loyal animal companions of foes. The ability 
  to charm or dominate an animal companion of an opponent 
  can significantly reduce the challenge of an encounter, while 
  simultaneously presenting that foe the moral quandary of 
  how to handle its wayward companion.
  Transmutation
  The wilderness is a place of constant change, so it’s no 
  surprise that most wilderness-appropriate spells come from 
  the transmutation school of magic. These spells not only 
  mutate the caster and her immediate surroundings but also 
  are highly sought-after ways to control plant life. As plants 
  are universally immune to mind-affecting effects, it falls to 
  transmutation spells to grant a modicum of control over 
  these creatures, providing an analogue to spells commonly 
  found in the enchantment school.
  Diminish Plants: This spell controls the vegetation in a 
  specific area. The prune growth option for this spell is an 
  effective counter to spells such as entangle and wall of thorns, 
  granting the caster some combat control in addition to 
  straightforward utility. Using this spell also allows for the 
  creation of open areas more amenable to mounts or other 
  big creatures. The secondary use of diminish plants, the stunt 
  growth option, is most effective as a narrative tool. Spiteful PCs 
  seeking to punish an enemy druid might decide to use this 
  effect on the druid’s preferred territory. Conversely, an enemy 
  druid might wrack the PCs’ homeland with several castings 
  of this spell, potentially leading to starvation in the face of 
  reduced crop yields. PCs who have left their homeland for a 
  prolonged period of time might be drawn back after hearing 
  word that a magically induced famine has taken hold, only to 
  find that the cause was a previous foe from the campaign!
  Meld into Stone and Tree Shape: Hiding in blocks of 
  stone or taking the form of a shrub allows for both intrigue 
  and tense moments of avoiding a threat. PCs and NPCs can 
  use these spells to perform highly effective spying on their 
  enemies, with very few effects or spells being able to reveal 
  the presence of a melded or shaped creature. True seeing 
  or a similar effect could spell disaster for a stone-melded 
  creature, and the destruction of the melded stone has 
  immediate—not to mention mortal—repercussions. Be sure 
  to reward the creative use of these spells when used by the 
  PCs, but also make them aware of the dangers of using them, 
  should the PCs come to rely on these spells as a guaranteed 
  means for avoiding detection and spying on foes.
  Pass without Trace: This basic 1st-level spell can defeat 
  even the most dedicated of trackers. Pass without trace prevents 
  being tracked by a Survival check or any other nonmagical 
  means. Only spells such as locate creature are suitable for 
  tracking creatures that have obfuscated themselves with pass 
  without trace, and such spells aren’t readily accessible until 
  later levels. Due to the difficulty in countering this spell at 
  lower levels, the best point to take advantage of pass without 
  trace is in the 4th- to 6th-level range, when the spell can affect 
  all members of the average party and rangers gain access 
  to the spell. At levels above that, the foes can use magical 
  countermeasures to overcome pass without trace.
  Plant Growth and Spike Growth: Control of the battlefield 
  is essential when fighting in a wilderness environment. As 
  many such environments lack manufactured cover and 
  traps, it falls to magic to create such hazards. Plant growth 
  can drastically cut down on targets’ maneuverability on a 
  battlefield, allowing spellcasters to target enemies from 
  afar, or even enhancing the effectiveness of spells such as 
  entangle. Similarly, spike growth creates areas of damaging 
  terrain that are difficult to bypass without some means of 
  flight or levitation. In wilderness-heavy campaigns, these 
  spells can be on par with other control-based magic, while 
  in campaigns with only a smattering of wilderness, these 
  spells operate best when taken in the form of one or more 
  backup scrolls.
  Quench: Often forgotten due to its specialized nature, 
  quench can swiftly extinguish fire-based creatures, effects, and 
  spells. The typical use of the spell is to put out nonmagical 
  fires in its considerable area of effect (a minimum of 5 
  20-foot cubes at minimum caster level). A more potent use 
  of the spell is to act as a dispelling effect on fire-based spells 
  in its area. This allows the spell to be reserved and used to 
  counter potent spells such as fireball or wall of fire, though 
  only if a character expects such spells to be used. Using the 
  spell on magic items that create or control flame can change 
  the combat dynamic, especially if the effect is considerable 
  (such as disabling the flaming burst ability from an enemy’s 
  weapon). Creatures with the fire subtype are particularly 
  vulnerable to quench, taking anywhere from 5d6 to 10d6 
  points of damage without any sort of save—a wand of quench 
  is a potent weapon against such foes.
  Stone Shape and Wood Shape: Building a bridge, creating 
  a door, or manufacturing a barricade are all immediate uses 
  for shaping magic such as stone shape and wood shape. The 
  wording of these spells is very open to interpretation, granting 
  a lot of leeway in adjudicating their effects. Unexpected 
  barriers can change the dynamic of combat or wilderness 
  exploration, so be sure to have a basic understanding of the 
  consequences of using these spells in areas primarily made 
  of stone or wood. Just as PCs can use these spells to upturn 
  Intrigue in the Wild
  Pathfinder RPG Ultimate Intrigue features a section called Spells 
  of Intrigue (beginning on page 154 of that book). Applications 
  of several intrigue-themed spells listed in Ultimate Intrigue 
  are also appropriate for wilderness campaigns. In order to 
  focus on spells more specific to wilderness adventuring, this 
  book purposefully avoids spells that were already covered in 
  Ultimate Intrigue. Intrigue-themed spells that are particularly 
  appropriate for wilderness-heavy campaigns but were covered 
  in Ultimate Intrigue include the following: blood biographyAPG, 
  commune with nature, create treasure mapAPG, detect poison, 
  find the path, locate creature, speak with animals, speak with 
  plants, and stone tell.
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  encounters, their adversaries can use these spells to surprise 
  them in dynamic ways. The PCs might explore a chamber 
  with one entrance only to be ambushed from a stone-shaped 
  wall during their inspection of the area, or an NPC villain 
  might allow half the party to go through an exit door before 
  cutting it off with a well-timed casting of wood shape.
  Water Breathing and Water Walk: Both of these spells 
  accomplish different things, but they are similar in that they 
  overcome an incredibly common wilderness impediment: 
  water. Watery barriers can include a lake in the middle 
  of a forest, rivers running between mountains, a series 
  of flooded chambers in a cavern, treacherous swamps, 
  and underground oceans. Water breathing can be split 
  among numerous creatures effectively, allowing for long 
  or quick treks underwater. Similar magic, such as aboleth’s 
  lung (Pathfinder RPG Advanced Race Guide 189) or air bubble 
  (Pathfinder RPG Ultimate Combat 222), can function in 
  similar roles to water breathing at a lower spell level, albeit at 
  reduced efficiency. Player characters often come to rely on 
  these spells to traverse difficult environments, sometimes 
  believing in a simple “cast and forget” mantra. Be sure to 
  occasionally remind the PCs of their reliance on these spells, 
  such as directing a casting of dispel magic in their direction. 
  It’s best to give this kind of reminder in a situation where 
  it’s possible to recover so that the potential for a more 
  disastrous situation can loom large in the mind. Dispelling 
  water breathing when the PCs are deep underwater and have 
  no way to escape and no more ways to cast the spell can 
  mean certain death, so you shouldn’t spring this tactic on 
  players often—if ever!
  Whispering Wind: While sending requires 10 minutes to 
  cast, whispering wind takes only a standard action. Use of this 
  spell doesn’t guarantee a successful transmission though, 
  as it requires the caster to be knowledgeable of a specific 
  location within range, but even then, there’s no guarantee 
  that the intended recipient is at the designated location. It’s 
  also entirely possible that if the PCs find themselves camping 
  at an easily identifiable landmark, they might become 
  the unintended recipients of a whispering wind message. 
  Mistakenly receiving a message in this manner could spark 
  a new adventure or entire campaign, especially when you 
  consider that whispering wind often revolves around the need 
  to get a message out in a quick and urgent manner.
  MID-LEVEL PLAY (LEVELS 7–12)
  At the middle tier of spellcasting, many spells with wilderness 
  themes revolve around control effects. While most of them 
  have been previously detailed in Ultimate Intrigue (see the 
  Intrigue in the Wild sidebar on page 158) and thus are not 
  covered below, mid-level divination spells are plentiful.
  Abjuration
  Spells that protect against or repel all sorts of wilderness 
  threats appear in this range.
  Antilife Shell and Antiplant Shell: These are notable 
  defensive spells because they don’t allow a saving throw to 
  resist their effects. While spell resistance offers a means 
  of defense against these spells, such an ability is almost 
  nonexistent among plant creatures. Despite the lengthy 
  1-round casting time, successfully casting antilife shell can buy 
  precious rounds of protection to cast other spells. Antiplant 
  shell has a shorter casting time and a lower spell level, making 
  it more useful when dealing with plant threats. 
  Repel Vermin: Repel vermin is similar to antilife shell, but it 
  takes up a lower-level spell slot and requires less time to cast. 
  While the field created by this spell can be bypassed with a 
  successful Will save, it still deals damage to vermin managing 
  to traverse it—a particularly powerful effect against large 
  numbers of enemies with few hit points. Perhaps the most 
  enticing use of repel vermin is its ability to diminish the 
  effectiveness of vermin swarms.
  Conjuration
  Conjuration spells fill a wide array of needs. This school 
  of magic encompasses enhancement effects, teleportation 
  effects, the conjuration of allies, and even the creation of 
  permanent or temporary areas of terrain. Most of these 
  spells really begin to show their usefulness at the middle 
  levels of spellcasting.
  Heroes’ Feast: Those partaking in a heroes’ feast receive 
  powerful bonuses in addition to the normal benefits of 
  eating and drinking. The combination of neutralize poison 
  and remove disease in this spell is a particularly useful given 
  the number of long-onset diseases and poisons in the 
  wilderness. The spell does require a long casting time and 
  consumption period to be effective; casting and consuming 
  a heroes’ feast takes at least 70 minutes. The flaws of this spell 
  become apparent when the PCs ambush enemies partaking 
  in this spell or are attacked while consuming their own feast.
  Transport via Plants and Tree Stride: A dependable 
  means of transportation within a forested environment, tree 
  stride combines the best of several spells, with temporary 
  protection and stealth akin to meld into stone or tree shape. 
  It also offers a wide array of travel distance, with even 
  coniferous trees allowing for transportation range in excess 
  of dimension door, assuming a suitable tree is within range. 
  Transport via plants is similar to an upgraded tree stride, as it 
  allows for theoretically limitless traveling distance on the 
  same world, and it requires only a suitably sized plant with a 
  matching species at the destination.
  Wall of Stone and Wall of Thorns: Both of these spells allow 
  for the creation of walls to divide a battlefield. Walls made 
  of stone have the benefit of adjoining to existing stone—a 
  plentiful terrain feature in most wilderness environs. Since 
  this spell has a duration of instantaneous, wall of stone creates 
  long-lasting defenses. Such walls can cut off tight-knit 
  groups in confined areas, though creatures in the path of a 
  forming wall can attempt a Reflex save to avoid entrapment. 
  Wall of thorns creates a temporary effect, and while it doesn’t 
  block off terrain as dependably as wall of stone, it covers twice 
  the space of a stone wall and doesn’t allow a Reflex save. Wall 
  of thorns can be used to deadly effect when sculpted to cover 
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  a larger area. These walls can be combined with area effects, 
  such as cloudkill or insect plague, to devastate foes.
  Transmutation
  Mid-level transmutation spells produce a variety of effects. 
  Many augment the capabilities of their casters, allowing for 
  otherwise impossible physical feats. Some transmutation 
  spells control nature and, by extension, operate as mind-
  affecting effects against plants while bypassing plants’ 
  natural immunities to such effects. Other transmutation 
  spells change vast swaths of terrain, allowing their casters 
  to manipulate the wilderness in ways that range from 
  battlefield needs to agricultural changes taking place over 
  thousands of square feet of space.
  Air Walk and Wind Walk: Air walk is an effective method of 
  bypassing treacherous terrain. When a caster typically gains 
  access to this spell, the duration of air walk is about only an 
  hour, making it an effective tool for combat encounters but 
  diminishing its utility for long-term travel. Another hindrance 
  of air walk is that it affects only a single target, making it 
  difficult to apply to an entire group without expending 
  several spell slots. Wind walk, however, can grant a group the 
  ability to traverse long distances over open air. As this spell 
  allows for travel of 600 feet per round, it’s over 10 times as 
  effective as spells such as fly and overland flight as a means of 
  long-distance travel. However, wind walkers are particularly 
  vulnerable to attack along the way if their movement can be 
  curtailed with an obstruction. The caster must either dismiss 
  the spell entirely or have everyone in the group to go through 
  lengthy transformations back into their normal forms while 
  being pummeled by attacks.
  Command Plants: Similar in many respects to charm person, 
  this spell entreats plant creatures to obey the spellcaster. 
  As plants are normally immune to mind-affecting effects, 
  this spell falls under the transmutation school of magic, 
  meaning that feats such as Spell Focus (transmutation) apply 
  to it. Two important differences between this spell and charm 
  person, aside from the spell level and ability to affect plants, 
  are the increased number of targets and no requirement that 
  the caster has to know a language understood by the target.
  Control Water and Control Winds: These spells 
  are both broad in their effect, with uses beyond 
  combat. The ability to control the speed of 
  winds is a useful tool in hampering foes that 
  rely on flight or ranged attacks. Remember 
  that wind speeds can impose penalties on 
  creatures’ Fly checks, with hurricane 
  speed winds inflicting a massive –12 
  penalty. Manipulating water allows for 
  access to otherwise inaccessible spaces and 
  reveals secrets hidden in exceptionally deep 
  areas of water. Aquatic creatures that rely on 
  water for breathing and maneuverability can be 
  significantly disabled by this magic. As a body of 
  water can be lowered to as little as 2 inches deep, this 
  spell can be a major threat to aquatic foes that don’t 
  have base speeds.
  Move Earth: This spell allows for the movement 
  of various sorts of natural terrain, with the express 
  purpose of digging or filling in dips in the earth. While 
  it’s relatively useless once combat has begun, because of 
  its long casting time, this spell is exceptionally handy 
  for flattening terrain or otherwise adjusting it in 
  preparation of combat. A common use for move earth is 
  in the creation or deconstruction of natural cover 
  as part of an ongoing siege.
  Passwall: 
  The 
  bane 
  of 
  intrepid 
  dungeon designers everywhere, passwall 
  allows for the disruption of the expected 
  path through a complex structure. 
  Allowing the spell to assist in 
  navigating hazardous terrain 
  is important, but it should 
  not come at the expense of storytelling 
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  or allow the characters to bypass important areas of 
  exploration. When designing encounter areas, consider 
  insulating critical areas with stretches of solid matter that 
  extend 20 feet or farther, effectively inhibiting passwall from 
  creating its passage into or out of key locations. Furthermore, 
  as passwall is susceptible to dispel magic, a perfectly timed 
  dispel effect can separate a party, potentially over several 
  (possibly as-of-yet-unexplored) areas of a dungeon.
  Reincarnate: The ability to reincarnate a deceased 
  companion is often a mixed affair. Many adventurers see the 
  use of reincarnate as a means of bypassing the costly raise dead 
  (a 5th-level spell). Some even view the ability to return as a 
  different race as a boon, especially in cases where the new 
  race has powerful physical ability modifiers. It’s important to 
  reinforce the monumental changes that a creature undergoes 
  after being reincarnated, though. Former acquaintances 
  and allies won’t recognize the reincarnated person, and 
  depending on the nature of the new race, the reincarnated 
  creature might find itself the subject of discrimination or 
  even attacked on sight.
  Repel Wood: This spell is particularly powerful in tight 
  corridors. Wooden objects in the path of the spell are hurled 
  away, moving 40 feet back from their current position. This 
  includes items such as wooden armor, wooden shields, and 
  wood-hafted weapons; these items often carry the wielder 
  along with them. Creatures can opt to drop shields and 
  weapons, but a creature wearing wooden armor (especially 
  darkwood or ironwood-enhanced equipment) doesn’t have 
  the ability to quickly remove the armor and is thus forced 
  back with no saving throw or spell resistance. Note that the 
  spell has no effect on most plants, since they are rooted to 
  the ground, but it can be used to clear wooden blockages 
  such as deadfalls.
  Transmute Rock to Mud: Transforming large areas of 
  unworked rock into mud creates effectively impassable 
  terrain. Most creatures trapped in a transmuted area of mud 
  reduce their base speed to 5 feet. Considering the vast area 
  that even a minimum caster can affect, this mud acts as a 
  slowing effect on all creatures without a means of flying or 
  levitating. The most effective, and oftentimes unexpected, 
  use of this spell is when it’s used on the ceiling of a cavern. 
  Along with creating an area of mobility-restricting terrain, 
  the collapsing mud deals a hefty sum of damage to creatures 
  caught underneath the falling deluge. Keep in mind that 
  transmuted mud can be dispelled, with effects similar to a 
  casting of transmute mud to rock.
  HIGH-LEVEL PLAY (LEVEL 13+)
  The most powerful of wilderness spells are few but incredibly 
  varied. Some allow for the creation of powerful allies, while 
  others have drastic effects over vast swaths of land.
  Animate Plants: From the lowest level that a druid gains 
  access to this spell, she can animate four Large plants or a 
  single Gargantuan plant. Animated plants are simple to 
  command and act as allies and distractions in combat. The 
  alternative entangle effect of this spell is particularly useful, 
  as it not only bypasses spell resistance but also acts as a 7th-
  level spell version of entangle that lasts for hours.
  Changestaff: While animate plants creates a potential host 
  of animated plants, changestaff creates a single powerful 
  treant-like ally that, barring misadventure, lasts for hours. 
  The treant created by this spell is particularly useful in 
  demolishing objects and structures. The transformed treant’s 
  innate rock throwing ability, teamed with its ability to ignore 
  the hardness of structures, makes it particularly effective in 
  laying siege to fortifications in all manner of terrains.
  Control Plants: As this is a transmutation spell, it bypasses 
  a plant’s normal immunity to mind-affecting effects. A plant 
  creature can attempt a Will save to avoid being controlled, 
  but the spell is not subject to spell resistance and has no 
  shared-language requirement. As this spell lasts only a few 
  minutes and doesn’t allow for self-destructive commands, 
  it’s best employed as an equalizer when fighting multiple 
  plant foes, enemies that have animated plants of their own, 
  or foes that are plants (such as high-level ghorans or leshys).
  Earthquake: Numerous different environment-dependent 
  effects make earthquake an appropriate spell for wilderness-
  themed campaigns. The effect of this spell in caves is a 
  true killer, as the rules for being trapped in rubble are 
  exceptionally deadly to creatures that do not have high 
  Strength scores or teleportation magic. Many of the 
  aboveground effects have the potential to create rents in the 
  earth that can trap opponents or seal away disarmed objects 
  and other items. Regardless of its application, earthquake is 
  often about sending a message to a foe—the dramatic sights 
  created by this spell capable of awing even those familiar 
  with magic.
  Storm of Vengeance: A supernatural representation of 
  nature’s ire, storm of vengeance is a powerful evocation that 
  blankets a wide area in a growing tempest. Though the effects 
  of the storm are potent, there are many things to consider 
  when employing the spell. First, it requires concentration 
  over several rounds to build up its power, which can be 
  difficult to maintain while the caster is engaged in combat, 
  especially since several of the effects of the storm cause 
  damage, such as acid rain and hailstorm. As a result, the ideal 
  application of storm of vengeance is from long range, with the 
  caster far outside the storm’s effects.
  Transmute Metal to Wood: An instantaneous effect, 
  transmute metal to wood affects all metal items within a large 
  radius. While the spell doesn’t allow any sort of saving throw, 
  it does treat magic items affected by the spell as if they had 
  significant spell resistance, meaning Spell Penetration and 
  Greater Spell Penetration increase the effectiveness of the 
  spell by a wide margin. This spell also specifies that it affects 
  only objects—so no using it against iron golems! Transmute 
  metal to wood is at its best when employed by druids, as a 
  druid often has few (if any) metal items in her possession, 
  allowing the caster to center the spell on herself if threatened 
  by numerous metal-clad foes. Teaming this spell with the 
  repel wood (see above) is a powerful combo that keeps metal-
  wielding foes on the defensive.
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  Trophies and Treasures
  Monetary treasure can be a rarity in the wild, but canny 
  scavengers and survivalists know how to reap nature’s 
  bounty. Eggs, furs, and ivory of exotic beasts are well-known 
  commodities, but some have also studied the mystical 
  sympathy between certain creatures and different forms of 
  magic. To the right buyer, these components are valuable as 
  more exotic materials.
  The following rules for harvesting trophies from creatures 
  and monsters should augment the classic method of 
  dispersing treasure and rewards, but they are not intended to 
  increase the expected wealth by level at your table. If you use 
  this system for trophies, you should make sure to reduce the 
  amount of other treasure and rewards by an equal amount to 
  the harvested components. 
  At their most basic, trophies function as art objects. Whether 
  an adventurer seeks to mount a dragon’s head on the wall of 
  his home, craft a necklace from a claw harvested from every 
  beast he has slain, or simply make new arrows from the teeth 
  of a fallen foe, the process is much the same—the valuable 
  commodity must first be harvested from the creature.
  Note that some cultures have taboos against harvesting 
  parts from humanoids and monstrous humanoids or certain 
  other creature types. Other societies may view the taking of 
  trophies from intelligent creatures, endangered specimens, 
  or even from plentiful game as abhorrent. Characters might 
  need to be careful to avoid insulting such groups if they don’t 
  want to find themselves in an unnecessary conflict. At the 
  GM’s discretion, harvesting trophies (particularly in the case 
  of trophies taken from innocents, intelligent creatures, or 
  outsiders) should have alignment repercussions.
  As with all content that might be uncomfortable for some 
  players, you should make sure to have your table’s consent 
  before introducing the harvesting of trophies into your game.
  HARVESTING TROPHIES
  When a monster is defeated in combat, the process of 
  identifying what portions of the creature can serve as a 
  trophy and harvesting the trophy are somewhat abstracted—
  there’s no need to track the values for each part of every 
  monster in the game once they’re gathered as trophies.
  In order to harvest and preserve a trophy from a kill, a 
  character must attempt three checks: one to determine 
  what parts of the creature are worth harvesting for a trophy, 
  one to determine if she successfully harvests the trophy 
  components without damaging or ruining them, and one to 
  turn the components into a permanent trophy.
  Identifying Trophies: To identify what portions of a creature 
  have value as trophies, a character must succeed at a Knowledge 
  check determined by the creature type, as normal. The DC for 
  this check is equal to 15 + the creature’s CR. This examination 
  takes 1 minute to perform.
  Harvesting Trophy Components: Once a character 
  identifies potential trophies, she must attempt a skill check 
  to harvest the relevant components. This is typically either 
  a Survival check (for external features, such as hide, horns, 
  teeth, or the like) or a Heal check (for internal features, such 
  as blood, internal organs, or sweat). The DC for this check is 
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  equal to 15 + the creature’s CR. Harvesting trophy components 
  generally takes 10 minutes of work (at the GM’s discretion, 
  this could be as much as 1 hour of work for creatures whose 
  bodies are particularly difficult to work with).
  Creating Trophies: Once trophy components are harvested, 
  they generally remain viable for 24 hours before decay 
  or spoilage ruins them. Application of gentle repose, oil of 
  timelessness, or similar magic can extend this period of decay. 
  In order to turn components harvested from a creature into a 
  long-lasting trophy, a character must attempt a check with an 
  appropriate Craft skill (the exact skill varies according to the 
  nature of the trophy the character is creating, but it is usually 
  one from the following list: alchemy, jewelry, leather, or 
  taxidermy) to preserve the components and turn them into a 
  trophy. The DC of this check is equal to 15 + the creature’s CR.
  Selling Trophies
  Once a trophy is created, it can be kept or sold. Generally, a 
  trophy can be sold to any merchant for its full value, as if it 
  were an art object, but at the GM’s discretion, certain trophies 
  may require the PC to seek out black markets or specialized 
  merchants to receive the full price. In some societies, selling 
  certain trophies may be illegal or have other ramifications.
  A trophy’s value is determined by the CR of the creature from 
  which it was harvested, as indicated on the following table. For 
  all purposes related to harvesting trophies, the CR refers to a 
  creature’s CR without any class levels (a CR 10 troll oracle would 
  still count as a CR 5 source for any trophies it yields). Note that 
  the value for bounties for defeating specific creatures should not 
  be governed by these rules but should instead be determined 
  by the GM as appropriate for the adventure. Creatures that do 
  not have racial Hit Dice and whose CR is defined by class level 
  generally do not provide valuable components for trophies.
  Table 4–9: Trophy Value by CR
   
  CR 
  Value
   
  1 
  50 gp
   
  2 
  100 gp
   
  3 
  150 gp
   
  4 
  200 gp
   
  5 
  300 gp
   
  6 
  400 gp
   
  7 
  500 gp
   
  8 
  650 gp
   
  9 
  850 gp
   
  10 
  1,000 gp
   
  11 
  1,400 gp
   
  12 
  1,800 gp
   
  13 
  2,300 gp
   
  14 
  3,000 gp
   
  15 
  3,900 gp
   
  16 
  5,000 gp
   
  17 
  6,400 gp
   
  18 
  8,000 gp
   
  19 
  10,500 gp
   
  20 
  13,000 gp
  Magical Affinities of Trophies
  Certain creatures provide trophy components that, once 
  processed into actual trophies, are exceptionally useful for the 
  construction of alchemical or magic items. When used as raw 
  materials for the crafting of alchemical or magic items, these 
  trophies are worth more than their normal values for the 
  purposes of calculating the total gp needed to craft the item.
  The following section details trophy uses for a wide 
  range of creature categories. This list is not intended to be 
  exhaustive, and GMs should feel free to add specific affinities 
  to a creature as their campaigns demand.
  Recovery: In order to preserve trophy components into a 
  trophy usable for its magical affinities, a character must use a 
  different skill than Craft to create the trophy. The specific skill 
  required varies according to the creature, as detailed below. 
  Creating a trophy to be used in this way is more difficult than 
  creating one to simply be an art object: the DC to create a 
  magical affinity trophy is equal to 20 + the creature’s CR. If 
  a creature’s trophy components fall into multiple categories 
  (such as an erinyes), the character can choose which of the 
  associated skills to use to craft the trophy.
  Affinities: The magical uses for a trophy in the construction 
  of alchemical or magic items are listed here. When a trophy is 
  incorporated into raw materials, its gp value is considered to 
  be 20% greater than normal.
  DEMONS
  Recovery Knowledge (planes)
  Affinities A demon’s heart contains the essence of sin. It can be 
  used in the creation of any magic item that has a spell with 
  the evil descriptor as a requirement.
  Trophy Weight
  In most cases, the weight of trophy components recovered 
  from a creature depend on the creature’s size. This weight 
  is doubled for bones, hides, and skins, and halved for 
  feathers, hair, and small organs such as eyes or glands. Once 
  components have been processed into actual trophies, the 
  resulting weight of the trophy is generally determined by 
  the nature of the trophy created (in the case of jewelry or the 
  like) or half the weight of the components used (in the case 
  of something like a preserved head or limb).
  Table 4–10: Typical Trophy Weights
   
  Creature Size 
  Trophy Weight
   
  Fine 
  —
   
  Diminutive 
  1/10 lb.
   
  Tiny 
  1/2 lb.
   
  Small 
  1d4×1/2 lbs. 
   
  Medium 
  1d6 lbs.
   
  Large 
  3d6 lbs.
   
  Huge 
  1d6×10 lbs.
   
  Gargantuan 
  1d6×30 lbs.
   
  Colossal 
  1d6×100 lbs.
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  DEVILS
  Recovery Knowledge (planes)
  Affinities A devil’s tongue is infused with the word of law. It can 
  be used in the creation of any magic item that has a spell with 
  the lawful descriptor as a requirement.
  DOPPELGANGERS AND MIMICS
  Recovery Knowledge (arcana)
  Affinities Swaths of skin harvested from a doppelganger or 
  mimic can be used in the creation of any magic item that has 
  a spell of the polymorph subschool as a requirement.
  ELEMENTALS
  Recovery Knowledge (planes)
  Affinities Residual material harvested from a slain elemental can 
  be used in the creation of magic items that have spells with 
  specific descriptors, as summarized in the table below.
  Table 4–11: Elemental Trophy Affinities
  Elemental  
  Material 
  Associated 
  Type 
  Harvested 
  Descriptor
  Aether 
  Crystallized memories 
  Force
  Air 
  Fine dust 
  Air
  Earth 
  Stone fragments 
  Earth
  Fire 
  Warm ash 
  Fire
  Ice 
  Blue ice 
  Cold
  Lightning 
  Sparkling powder 
  Electricity
  Magma 
  Glowing embers 
  Fire
  Mud 
  Viscous sludge 
  Acid
  Water 
  Rare liquid 
  Water
  GIANTS
  Recovery Knowledge (local)
  Affinities The sweat glands or muscles and tendons that are 
  harvested from a giant’s arms or legs can be used in the 
  creation of magic items that have enlarge person as a 
  requirement or in the creation of any magic melee weapon.
  INTELLIGENT UNDEAD
  Recovery Knowledge (religion)
  Affinities Necromancy-infused dust 
  or organs from an intelligent undead 
  creature can be used in the creation 
  of any magic item that has animate 
  dead, create undead, create greater 
  undead, energy drain, or enervation 
  as a requirement; at the GM’s 
  discretion, other necromancy spells 
  can be added to this list (a ghoul, for 
  example, might aid in the creation of items that 
  require ghoul’s touch).
  OOZES
  Recovery Knowledge (dungeoneering)
  Affinities Fluids harvested from an ooze that deals acid damage 
  can be used in the creation of any magic item that has a spell 
  with the acid descriptor as a requirement or for alchemical 
  gear and weapons associated with acid.
  PETRIFYING MONSTERS
  Recovery Knowledge (arcana)
  Affinity The portion of a creature capable of petrifying targets (eyes 
  of a basilisk or medusa, talons of a cockatrice, or a gorgon’s lungs, 
  for example) can be used in the creation of any magic item that 
  has flesh to stone or stone to flesh as a requirement.
  PRIMEVAL CREATURES
  Recovery Knowledge (nature)
  Affinities The claws, fangs, horns, and tusks of primeval creatures 
  (including all dinosaurs and megafauna, as well as dire animals) 
  can be used in the creation of any magic item that has bear’s 
  endurance, bull’s strength, or cat’s grace as a requirement.
  PROTEANS
  Recovery Knowledge (planes)
  Affinities Scales harvested from a protean seethe with pure 
  chaos and can be used in the creation of any magic item that 
  has a spell with the chaotic descriptor as a requirement.
  QLIPPOTH
  Recovery Knowledge (planes)
  Affinities A qlippoth’s brain is infused with raw madness, and 
  it can be used in the creation of any magic item that has 
  confusion, insanity, lesser confusion, or symbol of insanity 
  as a requirement.
  RAKSHASAS
  Recovery Knowledge (planes)
  Affinities A rakshasa’s eyes can be used in the creation of any 
  magic item that has detect thoughts as a requirement.
  TROLLS
  Recovery Knowledge (local)
  Affinities A troll’s liver can be used in 
  the creation of any magic item that 
  has a spell of the healing subschool 
  as a requirement.
  TRUE DRAGONS
  Recovery Knowledge (arcana)
  Affinities The organs associated with a true dragon’s breath 
  weapon can be utilized in the creation of any magic item that 
  has a spell that deals energy damage of the same type as the 
  dragon’s breath weapon as a requirement.
  WEB-USING MONSTERS
  Recovery Knowledge (nature); when harvested from something 
  other than a vermin, the DC of the check to harvest the trophy 
  increases by 2.
  Affinity The spinnerets of a creature capable of using web as per 
  the universal monster rule can be used in the creation of any 
  magic item that has spider climb or web as a requirement.
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  MASTERING THE WILD
  Weather
  While many of the physical dangers a group faces in the 
  wilds vary significantly based on the nature of the terrain 
  they explore, the weather can pose an array of challenges 
  within a single region. When the weather is calm or good, 
  it can make even the most unpleasant of terrains less 
  grueling, but when the weather turns bad, even gently 
  rolling hills, idyllic woodlands, and pastoral plains can 
  become death traps.
  While you can simply decide what the weather’s up to at 
  any point in your campaign—and indeed you should always 
  feel free to have it start raining, thundering, or gusting with 
  wind when the story is enhanced by dramatic shifts in the 
  weather—you can also use the following system to generate 
  weather for your game.
  In keeping with Pathfinder’s primary goal of providing a 
  shared game experience first and foremost, this system for 
  generating weather is narrative-based rather than a fully 
  scientific simulation. While this system takes into account 
  generalities such as climate, elevation, and season, its primary 
  focus allows you to set the norms for weather in a particular 
  area of your choice, using a number of broad categories 
  based on general climate and favored terrain categories. 
  You can then add weather details and events outside that 
  norm, from mere hassles to catastrophes, either randomly 
  generating those weather events or picking and choosing 
  ones that support your campaign’s greater narrative. This 
  makes it easier for PCs whose classes enhance their skills in 
  certain terrain types to better thwart environmental dangers 
  that are created or provoked by such terrains’ weather.
  WEATHER BASELINE
  When determining weather for a region in your campaign, 
  your first step is to establish the weather baseline for the 
  region. The weather baseline is influenced by the region’s 
  climate (this sets the baseline temperature), elevation (this 
  provides the baseline precipitation intensity), and season 
  (this affects the temperature and dictates the baseline 
  precipitation frequency).
  Climate
  Your first step in determining a region’s baseline weather 
  is to decide upon the region’s climate. Climate is split up 
  into one of three categories: cold, temperate and tropical. 
  These types correspond to the three climate categories used 
  in monster entries in all of the Pathfinder Bestiary volumes 
  (note that a fourth category, extraplanar, is not a factor in 
  determining weather for Material Plane worlds).
  The baseline temperature range for each climate category 
  is given below, and is further refined in Temperature 
  Variations and Precipitation on page 166. These baselines are 
  also presented in Table 4–12 on page 167.
  Cold: A cold climate is found in the extreme northern 
  or southern regions of the world at latitudes greater than 
  60 degrees (approximately 2,000 miles from a pole). In 
  these polar regions, temperatures often remain below 
  freezing throughout the majority of the year. The baseline 
  temperature in this climate is cold, ranging from 20º F in 
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  the winter, to 30º F in the spring and fall months, and up 
  to 40º F in the summer. For regions within 500 miles of 
  the pole, the baseline temperature is 10º F colder than the 
  seasonal average. For regions within 250 miles of the pole, 
  the baseline temperature is 20º F colder than the seasonal 
  average. Because cold air tends to be drier than warm air, 
  reduce the frequency and intensity of precipitation by one 
  step in cold climates (see page 167).
  Temperate: Temperate climates stretch between the 
  polar regions and tropical regions of the world, generally at 
  latitudes between 60 degrees and 30 degrees. The baseline 
  temperature in this climate ranges from 30º F in winter, 
  to 60º F in spring and fall, and all the way up to 80º F in 
  summer. Precipitation frequency is not altered as a result of 
  a temperate climate, but it can still be altered as a result of 
  other factors such as the elevation or season (see below).
  Tropical: The tropics exist to either side of the world’s 
  equator, extending north and south for about 30 degrees 
  of latitude in either direction. Tropical regions tend to be 
  warm and humid, with a baseline temperature ranging from 
  50º F in winter, to 75º F in spring and fall, and up to 95º F 
  in summer. Because warm, humid air produces a great deal 
  of precipitation, increase the frequency and intensity of 
  precipitation by one step in this climate (see page 167).
  Elevation
  While the climate sets baselines for temperatures, elevation 
  plays a key factor as well. Elevation can affect the baseline 
  temperature, and it sets the baseline intensity of precipitation 
  in the region, as explained below and displayed in Table 4–13: 
  Elevation Baselines on page 167.
  Sea Level: Temperatures in sea-level and coastal regions 
  are 10º warmer. Sea-level regions also tend to have more 
  precipitation than areas of higher elevation, so the baseline 
  precipitation intensity in a sea-level region is heavy. 
  Lowland: Lowlands are areas of low elevation not near the 
  coast, generally at an elevation of 1,000 to 5,000 feet. This 
  elevation range does not alter baseline temperatures. The 
  baseline precipitation intensity in lowlands is medium.
  Highland: Highlands include regions with elevations above 
  5,000 feet. Decrease baseline temperatures in highlands by 
  10º (although in particularly arid and flat regions, you should 
  instead increase the baseline temperature by 10º, while in 
  particularly high-altitude regions such as significant mountain 
  ranges, you should instead decrease the baseline temperature 
  by 20º). The frequency of precipitation is decreased by one 
  step, and baseline precipitation intensity is medium.
  Season
  A year has four seasons—spring, summer, fall, and winter—
  each of which lasts about 3 months. Season plays an 
  important part in dictating a region’s baseline temperature 
  (as noted in each climate and in Table 4–14). It also dictates the 
  baseline precipitation frequency in a region before applying 
  adjustments due to climate or elevation. In most regions 
  with cold and temperate climates, precipitation frequency 
  is intermittent during spring and fall, common during the 
  summer, and rare during the winter. In most regions with 
  tropical climates, precipitation frequency is common during 
  spring and fall, intermittent during the summer, and rare 
  during the winter. 
  On worlds with a tilt in their axis, the seasons are typically 
  reversed between northern and southern hemispheres. 
  While it is the height of summer in the north, the areas 
  south of the equator are in the depths of winter.
  TEMPERATURE VARIATIONS AND 
  PRECIPITATION
  Once you have established weather baselines for a region 
  and adjust them to match the elevation and season, the 
  next step is to breathe life into the weather by determining 
  the temperature’s variation from the adjusted baseline and 
  the daily precipitation. With this system, you can build out 
  weather patterns and events as far as you want into the future. 
  If the PCs will be in a region for some time, it’s a good idea 
  to plan out the weather’s variations and events at least a week 
  in advance so if a character tries to use Survival to predict the 
  weather, you’ll have information to work with. On the other 
  hand, if you know the PCs are going to be in a region for only 
  a few days, planning our a full week of weather isn’t necessary. 
  And of course, you can randomly generate weather on a day-
  by-day basis if you’re comfortable with the possibility of an 
  unexpected turn complicating the game’s other events.
  Temperature Variations
  Weather is constantly changing, and a significant aspect of 
  that change is the temperature. For the purposes of this 
  system, it’s easiest to assume that the daily temperature 
  remains relatively static during daylight hours and then 
  drops by 2d6+3 degrees during the night.
  When setting a day’s temperature in a terrain, you can 
  roll on the temperature variations table appropriate to 
  the climate; the result determines how you should alter 
  the adjusted baseline temperature, and also suggests the 
  duration of that change. You can also use the tables without 
  rolling for a result, consulting them as a guide to help you 
  make decisions about variations in temperature. 
  For terrain in a cold region, roll on Table 4–15: Cold 
  Region Temperature Variations. Temperature variations in 
  this climate trend colder and last for a long period of time. 
  Extreme Temperatures
  Temperatures of 40° F and lower or 90° F or higher are 
  hazardous, growing more dangerous the more extreme they 
  become. Without the benefit of endure elements or some other 
  form of protection, characters exposed to temperatures beyond 
  these ranges run the risk of taking damage and suffering other 
  effects. The effects of cold dangers are found on page 442 of 
  the Pathfinder RPG Core Rulebook, while the effects of heat 
  dangers are found on page 444 of that book. 
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  Table 4–12: Climate Baselines
  Climate 
  Winter Temp. 
  Spring Temp. 
  Summer Temp. 
  Fall Temp. 
  Precipitation Adjustment
  Cold 
  20º F 
  30º F 
  40º F 
  30º F 
  Decrease frequency and intensity by one step
  Temperate 
  30º F 
  60º F 
  80º F 
  60º F 
  —
  Tropical 
  50º F 
  75º F 
  95º F 
  75º F 
  Increase frequency and intensity by one step
  Table 4–13: Elevation Baselines
  Elevation 
  Altitude Range 
  Baseline Temp. Adjust. 
  Baseline Precipitation Intensity
  Sea level 
  Below 1,000 ft. 
  +10º F 
   
  Heavy
  Lowland 
  1,000 ft. to 5,000 ft. 
  — 
   
  Medium
  Highland 
  Above 5,000 ft. 
  –10º F 
   
  Medium (decrease precipitation frequency by one step)
  Table 4–14: Seasonal Baselines
   
  Cold or Temperate Climate 
  Tropical Climate
  Season 
  Precip. Frequency  
  Precip. Frequency
  Spring 
  Intermittent 
   
  Common
  Summer 
  Common  
   
  Intermittent
  Fall 
  Intermittent 
   
  Common
  Winter 
  Rare 
   
   
  Rare
  For terrain in a temperate region, roll on Table 4–16: 
  Temperate Region Temperature Variations. Temperature 
  variations in this climate are about as likely to swing warmer 
  or colder, and such variations tend to last for shorter periods. 
  If you need to establish a day’s temperature for terrain in a 
  temperate region, you can roll on Table 4–17: Tropical Region 
  Temperature Variations. Temperature variations for tropical 
  climates trend warm but for even shorter periods.
  Table 4–15: Cold Region Temperature Variations
  d% 
  Variation 
  Duration 
  1–20 
  –3d10° F 
  1d4 days
  21–40 
  –2d10° F 
  1d6+1 days
  41–60 
  –1d10° F 
  1d6+2 days
  61–80 
  No variation 
  1d6+2 days
  81–95 
  +1d10° F 
  1d6+1 days
  96–99 
  +2d10° F 
  1d4 days 
  100 
  +3d10° F 
  1d2 days
  Table 4–16: Temperate Region Temperature Variations
  d% 
  Variation 
  Duration 
  1–5 
  –3d10° F 
  1d2 days
  6–15 
  –2d10° F 
  1d4 days
  16–35 
  –1d10° F 
  1d4+1 days
  36–65 
  No variation 
  1d6+1 days
  66–85 
  +1d10° F 
  1d4+1 days
  86–95 
  +2d10° F 
  1d4 days 
  96–100 
  +3d10° F 
  1d2 days
  Table 4–17: Tropical Region Temperature Variations
  d% 
  Variation 
  Duration 
  1–10 
  –2d10° F 
  1d2 days
  11–25 
  –1d10° F 
  1d2 days
  26–55 
  No variation 
  1d4 days
  56–85 
  +1d10° F 
  1d4 days
  86–100 
  +2d10° F 
  1d2 days
  Precipitation
  The next step in setting the local weather is to determine 
  whether precipitation occurs and the intensity of that 
  precipitation, if any. 
  Precipitation Frequency: Precipitation frequency is 
  organized into five levels: drought, rare, intermittent, 
  common, and constant. A region’s baseline precipitation 
  frequency is set by the season, but it can be modified 
  by the climate and other factors (for example, see the 
  Deserts sidebar on page 168). A precipitation frequency 
  can’t be reduced lower than drought or increased higher 
  than constant. Check each day to determine whether 
  precipitation occurs for that day; the percentage chance of 
  precipitation occurring is summarized on Table 4–18: Daily 
  Precipitation Chances.
  Table 4–18: Daily Precipitation Chances
  Frequency 
  Chance of Precipitation
  Drought 
  5% (decrease precipitation  
   
  intensity by two steps)
  Rare 
  15%
  Intermittent 
  30%
  Common 
  60%
  Constant 
  95%
  Precipitation Intensity: The baseline precipitation 
  intensity is dependent on the elevation and can be 
  modified by the climate. Intensity has four categories. Light 
  precipitation is the lowest level of intensity and generally 
  consists of fog, a faint drizzle of rain or a few isolated flakes 
  of snow. Medium precipitation represents a noticeable but 
  not distracting fall of rain or snow. Heavy precipitation 
  typically consists of a driving rainstorm or significant 
  snowfall. Torrential precipitation is the highest level of 
  intensity and consists of a deluge of rain or snow with 
  conditions that can approach whiteout levels. Precipitation 
  intensity can never be reduced below light or increased 
  above torrential. 
  Once you establish the intensity and the temperature, 
  you’ll determine how the precipitation manifests. 
  Precipitation Form: Precipitation can result in more than 
  just rain. Depending upon the intensity and temperature, 
  precipitation can range from a light fog or a faint drizzle 
  of rain to a blizzard or thunderstorm. Once you know 
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  Deserts
  Deserts are found in places where the weather must pass 
  over mountains, causing a rain shadow, and in very cold 
  environments. The baseline precipitation frequency in a desert 
  is usually drought, but can be rare for a few weeks per year.
  precipitation of a specific intensity is occurring, set the 
  time of day the precipitation event occurs by rolling 1d12 
  to find the starting hour of the day and 1d6 to determine 
  whether the hour is a.m. or p.m. (1–3 =  a.m., 4–6 = p.m.).
  Next, use the appropriate table below for the baseline 
  precipitation intensity and whether the temperature is 
  above or below freezing (32° F) to generate the specific 
  type of precipitation and its duration. (Remember that the 
  temperature is lower at night!) See the Cloud Cover section 
  on page 171 for the effects of precipitation on visibility for 
  flying creatures.
  Table 4–19: Light Unfrozen Precipitation
  d% 
  Precipitation 
  Duration
  1–20 
  Light fog 
  1d8 hours
  21–40 
  Medium fog 
  1d6 hours 
  41–50 
  Drizzle 
  1d4 hours
  51–75 
  Drizzle 
  2d12 hours
  76–90 
  Light rain 
  1d4 hours
  91–100  
  Light rain (sleet if below 40° F) 
  1 hour
  Table 4–20: Light Frozen Precipitation
  d% 
  Precipitation 
  Duration
  1–20 
  Light fog 
  1d6 hours 
  21–40 
  Light fog 
  1d8 hours 
  41–50 
  Medium fog 
  1d4 hours
  51–60 
  Light snow 
  1 hour
  61–75 
  Light snow 
  1d4 hours
  76–100  
  Light snow 
  2d12 hours
  Table 4–21: Medium Unfrozen Precipitation
  d% 
  Precipitation 
  Duration
  01–10 
  Medium fog 
  1d8 hours 
  11–20 
  Medium fog 
  1d12 hours 
  21–30 
  Heavy fog 
  1d4 hours
  31–35 
  Rain 
  1d4 hours
  36–70 
  Rain 
  1d8 hours
  71–90 
  Rain 
  2d12 hours
  91–100 
  Rain (sleet if below 40° F) 
  1d4 hours
  Table 4–22: Medium Frozen Precipitation
  d% 
  Precipitation 
  Duration
  1–10 
  Medium fog 
  1d6 hours 
  11–20 
  Medium fog 
  1d8 hours
  21–30 
  Heavy fog 
  1d4 hours 
  31–50 
  Medium snow 
  1d4 hours
  51–90 
  Medium snow 
  1d8 hours
  91–100 
  Medium snow 
  2d12 hours
  Table 4–23: Heavy Unfrozen Precipitation
  d% 
  Precipitation 
  Duration
  1–10 
  Heavy fog 
  1d8 hours 
  11–20 
  Heavy fog 
  2d6 hours
  21–50 
  Heavy rain 
  1d12 hours
  51–70 
  Heavy rain 
  2d12 hours
  71–85 
  Heavy rain (sleet if below 40° F) 
  1d8 hours
  86–90 
  Thunderstorm 
  1 hour
  91–100 
  Thunderstorm 
  1d3 hours
  Table 4–24: Heavy Frozen Precipitation
  d% 
  Precipitation 
  Duration
  1–10 
  Medium fog 
  1d8 hours 
  11–20 
  Heavy fog 
  2d6 hours
  21–60 
  Light snow 
  2d12 hours
  61–90 
  Medium snow 
  1d8 hours
  91–100  
  Heavy snow 
  1d6 hours
  Table 4–25: Torrential Unfrozen Precipitation
  d% 
  Precipitation 
  Duration
  1–5 
  Heavy fog 
  1d8 hours
  6–10 
  Heavy fog 
  2d6 hours
  11–30 
  Heavy rain 
  2d6 hours
  31–60 
  Heavy rain 
  2d12 hours
  61–80 
  Heavy rain (sleet if below 40° F) 
  2d6 hours
  81–95 
  Thunderstorm 
  1d3 hours
  96–100 
  Thunderstorm 
  1d6 hours
  Table 4–26: Torrential Frozen Precipitation
  d% 
  Precipitation 
  Duration
  1–5 
  Heavy fog 
  1d8 hours
  6–10 
  Heavy fog 
  2d6 hours
  11–50 
  Heavy snow 
  1d4 hours
  51–90 
  Heavy snow 
  1d8 hours
  91–100 
  Heavy snow 
  2d12 hours
  Drizzle: Drizzle reduces visibility to three-quarters of the 
  normal range, imposing a –2 penalty on Perception checks. It 
  automatically extinguishes tiny unprotected flames (candles 
  and the like, but not torches).
  Fog, Heavy: Heavy fog obscures all vision beyond 
  5  feet, including darkvision. Creatures 5 feet away have 
  concealment. Heavy fog typically occurs early in the day, 
  late in the day, or sometimes at night, but the heat of the 
  midday usually burns it away. Heavy fog occurs only when 
  there is no or light wind.
  Fog, Light: Light fog reduces visibility to three-quarters 
  of the normal ranges, resulting in a –2 penalty on Perception 
  checks and a –2 penalty on ranged attacks. Light fog typically 
  occurs early in the day, late in the day, or sometimes at night, 
  but the heat of the midday usually burns it away. Light fog 
  occurs only when there is no or light wind.
  Fog, Medium: Medium fog reduces visibility ranges by 
  half, resulting in a –4 penalty on Perception checks and a 
  –4 penalty on ranged attacks. Medium fog typically occurs 
  early in the day, late in the day, or sometimes at night, but the 
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  MASTERING THE WILD
  heat of the midday usually burns it away. Medium fog occurs 
  only when there is no or light wind.
  Rain: Rain reduces visibility ranges by half, resulting 
  in a –4 penalty on Perception checks. Rain automatically 
  extinguishes unprotected flames (candles, torches, and the 
  like) and imposes a –4 penalty on ranged attacks. 
  Rain, Heavy: Heavy rain reduces visibility to one-quarter 
  of the normal range, resulting in a –6 penalty on Perception 
  checks. Heavy rain automatically extinguishes unprotected 
  flames and imposes a –6 penalty on ranged attacks.
  Sleet: Essentially frozen rain, sleet has the same effect as 
  light snow, but any accumulation typically doesn’t last longer 
  than 1–2 hours after the storm. 
  Snow, Heavy: Heavy snow reduces visibility ranges to one-
  quarter of the normal range, resulting in a –6 penalty on 
  Perception checks. It extinguishes unprotected flames and 
  imposes a –6 penalty on ranged attacks. Heavy snow impedes 
  movement even before it begins to stick. Moving into a 
  square during a heavy snowstorm requires 1 extra 5-foot 
  square of movement (this stacks with difficult terrain). Every 
  hour of heavy snow leaves 1d4 inches of snow on the ground. 
  As long as at least 2 inches of snow remain on the ground, 
  the requirement of an extra square of movement to enter 
  a square of snow persists. If at least 1 foot of snow remains 
  on the ground, 2 extra squares of movement are required to 
  enter a snow-filled square instead. A heavy snowstorm has 
  a 10% chance of generating thundersnow (see page 171) and 
  has a 40% chance of becoming a blizzard if the wind speed 
  is severe or stronger. 
  Snow, Light: Light snow reduces visibility to three-
  quarters of the normal range, resulting in a –2 penalty 
  on Perception checks. Light snow has a 75% chance each 
  hour of extinguishing unprotected flames and imposes a 
  –2 penalty on ranged attacks. Light snow does not impede 
  movement unless it continues for 2 or more hours, at 
  which point moving into a square of such snow requires 
  1 extra 5-foot square of movement (this stacks with difficult 
  terrain). Every 2 hours of light snow leaves 1 inch of 
  snow on the ground. As long as at least 2 inches of snow 
  remain on the ground, the requirement of an extra square 
  of movement to enter a square of snow persists. If at least 
  1  foot of snow remains on the ground, entering a snow-
  filled square instead requires 2 extra squares of movement.
  Snow, Medium: Medium snow reduces visibility ranges by 
  half, resulting in a –4 penalty on Perception checks. Medium 
  snow extinguishes unprotected flames and imposes a 
  –4 penalty on ranged attacks. Medium snow does not impede 
  movement unless it continues for 1 hour, at which point 
  moving into a square of such snow requires 1 extra 5-foot 
  square of movement (this stacks with difficult terrain). Every 
  hour of medium snow leaves 1 inch of snow on the ground. 
  As long as at least 2 inches of snow remain on the ground, 
  the requirement of an extra square of movement to enter a 
  square of snow persists. If at least 1 foot of snow remains on 
  the ground, entering a snow-filled square instead requires 2 
  extra squares of movement.
  Thunderstorm: Thunderstorms feature powerful winds 
  (see page 170) and heavy rain (see above). To determine the 
  type of wind associated with the thunderstorm, roll on Table 
  4–27: Thunderstorm Winds. 
  Table 4–27: Thunderstorm Winds
  d% 
  Thunderstorm Wind Strength
  1–50 
  Strong winds
  51–90 
  Severe winds
  91–100 
  Windstorm
  In addition, there is a 40% chance that a thunderstorm 
  features hail (see page 171) either up to an hour before or 
  during the storm. An even greater danger presented by a 
  thunderstorm is the lightning that occurs during the storm. 
  These electrical discharges, generated by the roiling clouds, 
  can pose a hazard to creatures that do not have proper 
  shelters, especially creatures clad in metal armor. Every 10 
  minutes during a thunderstorm, a bolt of lightning strikes 
  an unsheltered creature at random (though this can strike 
  wildlife as easily as PCs). A creature struck by this lightning 
  must succeed a DC 18 Reflex saving throw or take 10d8 
  points of electricity damage (a successful saving throw halves 
  the damage). Creatures in metal armor take a –4 penalty on 
  the Reflex saving throw.
  There is a 10% chance that a thunderstorm with winds 
  of windstorm strength also generates a tornado (see page 
  171), while thunderstorms with windstorm-strength winds 
  in temperatures higher than 85° F also have a 20% chance of 
  being a precursor to a hurricane (see page 171). There is a 20% 
  chance that a thunderstorm of any strength in the desert also 
  generates a haboob (see page 171).
  WEATHER DETAILS
  While temperature and precipitation are important aspects 
  of weather, other details can add further danger and drama. 
  Powerful winds can complicate weather, cloud cover can 
  obscure vision, and special, often destructive weather events 
  can cause incredible mayhem and widespread devastation.
  Weather in the Darklands
  In extensive underground regions, such as the Darklands of 
  Golarion, the absence of a day-night cycle results in much 
  different weather patterns. In large part, you can assume 
  that weather is a nonissue for adventures that take place 
  in regions like these, but some supernaturally enhanced 
  caverns might have magical effects that mimic surface 
  conditions, while others might have their own strange 
  weather such as constant clouds of glowing spores (treat as 
  fog), a constantly leaking ceiling (treat as rain), and so on. 
  It’s generally best to pick and choose weather effects in the 
  Darklands, since this affords you more control and helps to 
  keep the Darklands feeling strange and alien—it’s a realm 
  where even the weather cannot be reliably predicted.
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  Wind
  Once you’ve generated the day’s precipitation, you’ll need 
  to establish the wind strength unless the precipitation 
  indicates otherwise. For example, on foggy days, no 
  significant wind occurs, while thunderstorms have their 
  own rules for determining wind strength. To set the wind 
  strength for the day, roll d% and consult the table above.
  The following describes the categories listed in Table 
  4–28: Wind Strength. 
  Wind Strength: This is the category of the wind strength. 
  Wind Speed: This is the range of wind speeds that 
  occur. Wind speed typically fluctuates between these values 
  through the period of the day, and for moderate or higher 
  wind strength, there are periods in the day when the wind 
  speed dips below the listed range.
  Ranged Weapon Penalty/Siege Weapon Penalty: These 
  are the penalties that characters take when firing ranged 
  weapons and siege weapons in wind of the listed strength. 
  In windstorm-strength wind, normal ranged weapon attacks 
  (either projectile or thrown) are impossible. This includes 
  ranged attacks made via spells of the conjuration school, 
  but it does not include evocation ranged attacks. Siege 
  weapons include all weapons of that type and boulders 
  thrown by giants and other creatures with the rock throwing 
  special attack.
  Check Size: Creatures of the listed size or smaller are 
  unable to move forward against the force of the wind unless 
  they succeed at a DC 10 Strength check (on the ground) or a 
  DC 20 Fly check if airborne. 
  Blown Away Size: Creatures of the listed size on the 
  ground are knocked prone, roll 1d4×10 feet, and take 
  2d6 points of nonlethal damage, unless they succeed on a 
  DC 15 Strength check. Flying creatures of the listed size are 
  blown back 2d6×10 feet and take 2d6 points of nonlethal 
  damage due to battering and buffeting, unless they succeed 
  at a DC 25 Fly check.
  Skill Penalty: This is the penalty for skill checks that can 
  be affected by the wind. These penalties always apply on Fly 
  checks and sound-based Perception checks, but GMs may 
  also wish to apply them on Acrobatics checks, Climb checks, 
  and any other ability or skill checks that could be adversely 
  affected by winds. 
  Table 4–28: Wind Strength
   
   
   
   
  Ranged Weapon Penalty/ 
   
   
   
  d% 
  Wind Strength 
  Wind Speed 
  Siege Weapon Penalty 
  Check Size 
  Blown Away Size 
  Skill Penalty
  1–50 
  Light 
  0–10 mph 
  —/— 
  — 
  — 
  —
  51–80 
  Moderate 
  11–20 mph 
  —/— 
  — 
  — 
  —
  81–90 
  Strong 
  21–30 mph 
  –2/— 
  Tiny 
  — 
  –2
  91–95 
  Severe 
  31–50 mph 
  –4/— 
  Small 
  Tiny 
  –4
  96–100 
  Windstorm 
  51+ mph 
  Impossible/–4 
  Medium 
  Small 
  –8
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  CHAPTER 4
  MASTERING THE WILD
  Cloud Cover
  You can roll on Table 4–29: Cloud Cover to determine the 
  cloud cover for the day. Light and medium cloud cover 
  mainly serve as thematic elements. Overcast conditions 
  grant concealment for creatures flying at high altitudes. 
  Overcast conditions without precipitation increase the 
  temperature in fall and winter by 10° F and decrease 
  the temperature in spring and summer by the same 
  amount. If precipitation occurs, the cloud cover functions 
  as overcast.
  Table 4–29: Cloud Cover
  d% 
  Cloud Cover
  1–50 
  None
  51–70 
  Light clouds
  71–85 
  Medium clouds
  86–100 
  Overcast
  Severe Events
  On rare occasions, weather can produce truly dramatic 
  and dangerous events. The following severe effects are 
  sometimes generated by extreme precipitation. For 
  instance, thunderstorms can create or be a harbinger for 
  haboobs, hail, tornados, wildfires, or even hurricanes. At 
  other times, certain types of precipitation combined with 
  higher wind strengths can generate these severe events. 
  Blizzard: A combination of severe or stronger winds with 
  heavy snow can create blizzard conditions. Blizzards reduce 
  range of vision to no more than 20 feet, and even then, 
  creatures takes a –8 penalty on Perception checks within 
  that range. In a blizzard, the snowfall increases to 4 inches 
  of snow each hour, and travel in more than 3 feet of snow 
  is usually impossible without snowshoes or an ability such 
  as waterwalk. Furthermore, the high winds make it feel 
  (and affect living creatures) as if the temperature were 20° F 
  colder. There is a 20% chance that a blizzard lasts for 2d12 
  hours instead of the normal duration for heavy snow. 
  Haboob: A haboob is a sandstorm created by a 
  thunderstorm. See Sandstorm below for its effects. 
  Hail: Hail typically occurs just before or during a 
  thunderstorm (see page 169). Hail does not reduce visibility, 
  but the sound of falling hail imposes a –4 penalty on sound-
  based Perception checks. Rarely (5% chance), hail pellets can 
  become large enough to deal 1d4 points of lethal damage 
  per minute to creatures and objects out in the open. 
  Hurricane: Hurricanes are incredibly massive storms 
  featuring heavy rain and a wind strength greater than that 
  of the most powerful windstorm. With winds of 75–174 miles 
  per hour, a hurricane renders ranged attacks impossible, 
  and siege weapons take a –8 penalty on attack rolls. Large 
  or smaller creatures must succeed at a DC 15 Strength check 
  or they are unable to move forward against the strength 
  of the wind. Medium or smaller creatures on the ground 
  must succeed at a DC 15 Strength check or they are knocked 
  prone and roll 1d6�10 feet, taking 1d6 points of nonlethal 
  damage per 10 feet. Flying creatures must succeed at a 
  DC 25 Fly check or they are blown back 2d8×10 feet and 
  take 4d6 points of nonlethal damage due to battering and 
  buffeting. Hurricanes also usually cause flooding. It’s nearly 
  impossible to journey out into a hurricane unscathed.
  Sandstorm: Sandstorms occur when severe or greater 
  winds kick up sand and debris in a desert or similarly arid 
  environment. Sandstorms reduce visibility to 1d10×10 feet, 
  and those within them take a –6 penalty on Perception 
  checks. Sandstorms deal 1d3 points of nonlethal damage 
  per hour to creatures caught in the open.
  Thundersnow: High winds in a snowstorm can create 
  the rare phenomena known as thundersnow. Lighting 
  strikes are less common in thundersnow, but just as 
  deadly. Every hour during the storm, a bolt of lightning 
  strikes an unsheltered creature at random (though this can 
  strike wildlife as easily as PCs). A creature struck by this 
  lightning must succeed a DC 18 Reflex saving throw or 
  take 10d8 points of electricity damage (a successful saving 
  throw halves the damage). Creatures in metal armor take a 
  –4 penalty on the Reflex saving throw.
  Tornado: With winds with speeds of 174–300 miles per 
  hour, tornados are deadly terrors. The smallest tornados 
  occupy a 20-foot-radius burst, with winds of windstorm 
  strength swirling up to 100 feet beyond that burst. The 
  largest tornados can be 100-foot-radius bursts, with a 
  windstorm whose radius extends 500 feet beyond that 
  burst. Ranged attacks, including normal, siege, and even 
  those produced by evocation spells, are impossible in the 
  core burst of a tornado. Huge or smaller creatures must 
  succeed a DC 20 Strength check or be sucked up by the 
  funnel of the tornado; this deals 8d8 points of bludgeoning, 
  piercing, and slashing lethal damage to the creatures. This 
  damage ignores all but DR/epic, DR/—, and hardness. Once 
  it deals this damage, the tornado flings the creature it has 
  sucked up 1d20×10 feet up and away from the tornado, 
  dealing 1d6 points of falling damage per 10 feet that the 
  creature is flung. Gargantuan and larger creatures take the 
  8d8 points of damage but are not moved by the tornado. A 
  tornado moves at a speed of 40 feet, though the direction 
  it moves is entirely unpredictable—you can determine the 
  direction randomly each round. Tornados typically last for 
  3d6 minutes, but some can swirl for up to an hour. 
  While most tornados are created by thunderstorms, some 
  smaller tornados (typically with a 5- to 10-foot-burst radius, 
  with no outer radius) can be created in areas of wildfire 
  (firenados), snow (snownados), or sand (dust devils). They 
  deal a similar amount of damage, but firenados deal fire 
  damage, snownados deal cold damage, and dust devils deal 
  bludgeoning damage only, and these types of tornados do 
  not fling their targets. 
  Wildfire: While wildfires can be sparked a number of ways, 
  for these rules, they are usually created by a lightning strike 
  in a particularly dry area of forest or other vegetation. Use 
  the rules for forest fires (Pathfinder RPG Core Rulebook 426), 
  but add a 10% chance of the fire producing 1d6 firenados 
  (see Tornado above).
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  Wilderness Traps
  Skilled survivalists and trappers are adept at fashioning 
  effective, if simple, traps from humble materials. A wilderness 
  trap has an associated terrain wherein the raw materials for 
  the trap are commonplace. Within these associated terrains, 
  the base cost of each trap is calculated in sp rather than gp. 
  Wilderness traps always have a CR of 5 or lower.
  When in a trap’s associated terrain, instead of paying one-
  third the item’s price in raw materials, the trap maker can 
  attempt a Survival check against the normal Craft DC of the 
  trap + 2 × the trap’s CR. If successful, the trap maker finds the 
  necessary materials in the wild after 1d4 hours of foraging 
  + 1 hour per CR of the trap. She can then attempt a Craft 
  (traps) check, also at the normal Craft DC + 2 × the trap’s CR, 
  to build the trap, which takes another 1d4 hours + 1 hour 
  per CR of the trap. Traps built with such crude materials 
  don’t last long without maintenance; they have a cumulative 
  20% chance to break for every day they go without being 
  tightened and reset (which requires 10 minutes of work but 
  no additional skill checks). 
  At the GM’s discretion, other nonmagical mechanical 
  traps may be considered to have associated terrains and use 
  the wilderness trap construction rules.
  BREAKAWAY VINE 
   
  CR 1
  XP 400
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger touch (timed); Reset repair; Associated Terrain any 
  forests, jungles, or swamps
  Effect A breakaway vine has been sabotaged so that it snaps 
  not long after someone begins using it to climb. A breakaway 
  vine trap can be crafted from a length of rope as well, but 
  this ruins the rope for other uses. When a Small or larger 
  creature climbs a breakaway vine, the vine snaps just before 
  the creature reaches the top of the climb. A creature can 
  grab a handhold and avoid the resulting fall with a successful 
  DC 20 Reflex save. This breakaway vine assumes a 20-foot 
  fall for 2d6 points of damage; longer falls increase the CR of 
  the breakaway vine by 1 per additional 20 feet.
  MUSK SHOWER 
   
  CR 1
  XP 400
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset none; Associated Terrain any
  Effect This trap hides a jury-rigged container of absorbent debris 
  that has been soaked in the musk of prey animals. When a 
  creature enters a square trapped with a musk shower, the trap 
  makes a +10 melee touch attack against the creature. On a 
  hit, the musk shower deals no damage but douses the target 
  in its strong scent. Creatures with scent double the range at 
  which they can smell a doused creature for 1 week or until the 
  musk is washed off with alcohol or another solvent. Creatures 
  tracking the doused creature by smell gain a +10 bonus on 
  Perception and Survival checks to track that target.
  SPRING SNARE 
   
  CR 1
  XP 400
  Type mechanical; Perception DC 25; Disable Device DC 15
  EFFECTS
  Trigger location; Reset manual; Associated Terrain any forests, 
  jungles, or swamps
  Effect A spring snare consists of a strong sapling that’s been 
  bent down with a noose affixed to the end. When a creature 
  enters a square trapped by a spring snare, the noose 
  attempts to snare the triggering creature with a +15 on 
  its combat maneuver check to grapple. If it succeeds, the 
  tree snaps upright and flings the target into the air for 1d6 
  damage. The creature then remains suspended 10 feet off 
  the ground until it breaks the grapple.
  SWINGING LOG 
  CR 1
  XP 400
  Type mechanical; Perception DC 12; Disable Device DC 12
  EFFECTS
  Trigger location; Reset manual; Associated Terrain any forests or 
  jungles
  Effect A large, heavy log is suspended in the canopy of a forest 
  or jungle and attached to a trip line. When a creature passes 
  through a 5-foot-square that’s been trapped by this trip line, 
  the log swings down and makes a melee attack with a +5 
  bonus (1d6+5 points of bludgeoning damage). A creature 
  damaged by this log must succeed at a DC 15 Reflex save to 
  avoid being knocked prone. Affixing a number of sharpened 
  sticks to the log adds an additional 2d6 points of piercing 
  damage and increases its CR by 1.
  TAR SNARE 
   
  CR 1
  XP 400
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset automatic; Associated Terrain any with 
  tar pits or mud
  Effect A tar snare consists of a shallow trench filled with tar 
  or sticky mud that is then covered with a layer of debris to 
  disguise its presence. When a creature steps into a square 
  trapped with a tar snare, the trap makes an attempt to 
  grapple it with a +10 bonus on the combat maneuver check. 
  Sharp sticks can be added to the pit as well—this increases 
  the CR of the trap by 1 and affects a creature grappled by the 
  trap as if it had walked on caltrops.
  CLAM CLAMP 
   
  CR 2
  XP 600
  Type mechanical; Perception DC 20; Disable Device DC 17
  EFFECTS
  Trigger location; Reset automatic; Associated Terrain any oceans
  Effect The classic “clam clamp” trap utilizes the heavy shell of 
  a giant clam, but any similarly large bivalve mollusk or even 
  172172
  
  CHAPTER 4
  MASTERING THE WILD
  flotsam can work. A clam clamp is typically set with a lure, 
  such as a piece of shiny treasure. When a creature walks over a 
  clam clamp or attempts to take the treasure, the clamp snaps 
  shut and attempts a grapple with a +15 bonus on the combat 
  maneuver check. The weight of the clam clamp is enough to 
  hold a creature in place until the grappled creature can escape. 
  A clam clamp located in an underwater area is more difficult to 
  craft but also more dangerous to air-breathing creatures due to 
  the fact that it can hold a creature underwater until it drowns; 
  an underwater clam clamp’s CR is 5.
  RAZOR GRASS 
   
  CR 3
  XP 800
  Type mechanical; Perception DC 25; Disable Device DC 20
  EFFECTS
  Trigger location; Reset automatic; Associated Terrain any 
  with undergrowth
  Effect By hiding lengths of sharpened sticks or bones amid 
  undergrowth (traditionally tall grass; when used in coastal 
  or underwater areas, this trap is instead called a razor 
  kelp trap), the trapper can lay a simple but effective trap. 
  Whenever a creature moves into a square that contains razor 
  grass, it takes 1d6 points of damage and must succeed at a 
  DC 20 Reflex save or its speed is halved for 24 hours or until 
  it receives magical healing or benefits from a successful 
  DC 15 Heal check.
  BREAKAWAY LOG 
   
  CR 4
  XP 1,200
  Type mechanical; Perception DC 25; Disable Device DC 30
  EFFECTS
  Trigger location; Reset repair; Associated Terrain any forests, 
  jungles, or swamps
  Effect Fallen trees often form excellent natural bridges over 
  rivers or chasms, or they afford routes to climb more safely 
  over a wall or other barrier. Breakaway logs have been 
  sabotaged so that they collapse once they are used. At the 
  end of a round when a Medium or larger (or two Small) 
  creatures use the log, it collapses. All creatures on the log 
  then fall, taking appropriate damage from the plunge. 
  This example breakaway log fills an area that is 5 feet 
  wide and 20 feet long, and it results in a 20-foot fall which 
  deals 2d6 points of falling damage. A creature that succeeds 
  at a DC 15 Reflex save can cling to the log or leap to safety 
  and avoid the damage entirely.
  SPRING-ARM SPIKE 
  CR 4
  XP 1,200
  Type mechanical; Perception DC 20; Disable 
  Device DC 20
  EFFECTS
  Trigger location; Reset manual; Associated Terrain 
  any forests, jungles, or swamps
  Effect A spring-arm spike is similar to a spring snare trap in 
  that it incorporates a strong sapling bent into a taut arc. 
  When a creature enters a square that contains the spring-arm 
  spike’s trigger, the sapling snaps forward, driving a pointed 
  spear into the target. The spring-arm spike makes a melee 
  attack +15 (2d10+4/×3) against the target, which is also 
  knocked prone unless it succeeds at a DC 20 Reflex save.
  DEADFALL 
   
  CR 5
  XP 1,600
  Type mechanical; Perception DC 20; Disable Device DC 20
  EFFECTS
  Trigger location; Reset manual; Associated Terrain any forests, 
  jungles, mountains, or underground
  Effect Rigged to boulders, logs, or other heavy weights in 
  canopies or on ledges, a trip line strung across an area can 
  create a deadly trap. When a creature enters the deadfall’s 
  trigger square, the weights drop in a 20-foot line or a 
  10-foot-square area, affecting four 5-foot squares in all. 
  Each creature in this area takes 4d6 points of damage and is 
  knocked prone. With a successful DC 20 Reflex save, a target 
  takes half the damage and avoids being knocked prone.
  173
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  Companions and 
  Familiars
  5
  
  A 
  rrows slammed into dark 
  armor with the sound of 
  breaking bells, yet still the undead 
  knight kept coming. At some 
  unspoken command, the hellhound at 
  his feet rushed forward, flaming and 
  snarling, and Adowyn’s wolf leapt to 
  meet it.
  “Careful, Leryn!” Adowyn warned. 
  “Looks like that one’s not done 
  cooking. You don’t want to burn the 
  roof of your mouth.”
  The graveknight’s laugh hissed 
  out from inside its helmet. “You 
  will both die. Your blood will boil to 
  steam, and your body will burn like 
  the trees of your forest.”
  Adowyn smirked and drew back 
  another arrow. “You think so? 
  Because the way I see it, out of all 
  of us, you’re the only one with a 
  history of dying.”
  
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  M
  any classes involve more than just a single hero or 
  villain. What is the druid without her trusty animal 
  companion, the cavalier without his steadfast mount, 
  or the witch without her devoted familiar? These classes 
  split their powers between the hero’s personal abilities and 
  those of a companion of some sort—be it a relatively minor 
  creature like a familiar associated with the class’s magical 
  traditions, or a significant battlefield presence such as 
  an animal companion or a mount. This chapter explores 
  all these variants and provides dozens of new options for 
  players who are making decisions about the next staunch 
  sidekick their character will adopt!
  In addition to the new animal companion and familiar 
  options presented in the following pages, all six of the 
  Pathfinder RPG Bestiary volumes offer additional choices for 
  your character. In addition, Pathfinder RPG Ultimate Magic 
  provides options for vermin companions and other 
  familiar options. As with all expansions to the rules, make 
  sure to secure your GM’s approval before selecting your 
  character’s animal companion or familiar—not all of the 
  options presented on the following pages (or those in the 
  Pathfinder RPG Bestiary volumes) are appropriate for every 
  campaign or every game world.
  MAGIC ITEM SLOTS
  The sheer diversity among species of animal companions 
  and familiars makes it difficult to determine what kinds 
  of magic items are suitable for a creature to use or wear. 
  Wearable wondrous items typically resize themselves 
  to fit a creature trying to wear them, but the situation 
  becomes a little more complicated if the creature simply 
  lacks the requisite appendage or body part. For example, a 
  snake can’t wear magic boots, and a giant raven can’t wear 
  magic gloves.
  The following lists summarize these rules for several 
  creature body types as well as specify which magic item 
  slots are available to them. Available slots followed by 
  either “(saddle)” or “(horseshoes)” denote that creatures of 
  that body type can wear magic items in the appropriate 
  slots only as long as they are either saddles or horseshoes, 
  respectively (for instance, a hoofed quadruped can wear 
  horseshoes of a zephyr, but not boots of speed).
  Creatures with certain body types are able to grasp and 
  carry one object at a time in their paws, claws, or hands, 
  including rods, staves, wands, and weapons, though 
  animal companions are almost never able to use such 
  items effectively (subject to the GM’s discretion) and take 
  penalties for nonproficiency as usual. Creatures with this 
  capacity have the indication “can grasp objects” at the end 
  of their available slots entry.
  Specific animals may be able to wear different types of 
  items as specified in their original monster entry.
  If you are using animal companions or familiars from 
  another source, you can use the information below as a 
  guideline for those creatures. Additionally, GMs can use 
  this table as a guide to determine what kinds of magical 
  gear non-humanoid monsters can use and wear. Note 
  that the rules in this section are merely suggestions, and 
  ultimately it is up to the GM to decide what kinds of 
  animals can use particular types of magic items.
  All creatures listed in the Animal Companion and 
  Familiar entries that are from this book are noted with an 
  asterisk (*).
  AVIAN
  Available Slots armor, belt, chest (saddle), eyes, head, 
  headband, neck, ring, wrist; can grasp objects
  Animal Companions archaeopteryx*, axe beakB3, bustard*, 
  dimorphodonB4, dire bat, eagle, giant owl*, giant ravenB6, 
  giant vultureB3, hawk, moaB5, pteranodon, ornithomimosaur*, 
  owl, quetzalcoatlusB6, roc, trumpeter swanB4
  Familiars archaeopteryxB4, arctic tern*, bat, chicken*, dodo*, 
  hawk, kakapo*, osprey*, owl, parrot*, peafowl*, penguin*, 
  ptarmigan*, puffin*, rhamphorhynchus*, raven, snail kite*, 
  thrushUM, toucan*
  BIPED (CLAWS)
  Available Slots armor, belt, chest, eyes, head, headband, neck, 
  ring, shoulders, wrist; can grasp objects
  Animal Companions allosaurusB2, ceratosaurusB5, 
  chalicotheriumB5, deinonychus, giganotosaurusB6, 
  iguanodonB3, kangarooB3, pachycephalosaurusB3, 
  parasaurolophusB2, spinosaurusB3, therizinosaurusB5, 
  troodonB5, tyrannosaurus, velociraptorB4
  Familiars compsognathusB2, wallaby*
  BIPED (HANDS)
  Available Slots all; can grasp objects
  Animal Companions ape, baboonB2, chimpanzee*, devil 
  monkeyB6, megaprimatus
  Familiars monkey, tarsier*
  PISCINE
  Available Slots belt, chest (saddle), eyes
  Animal Companions anglerfish*, armorfish*, blue whaleB5, 
  dolphin, dunkleosteusB6, garB2, giant seahorseB4, hammerhead 
  shark*, manta rayB2, narwhalB5, orca, plesiosaurusB5, shark, 
  stingrayB2, tylosaurusB2, walrusB4
  Familiars lamprey*, popoto dolphin*, pufferfish*, seal*
  QUADRUPED (CLAWS)
  Available Slots armor, belt (saddle), chest, eyes, head, 
  headband, neck, shoulders, wrist
  Animal Companions badger, bear, capybara*, cheetah, 
  digmaulB5, dire polar bearB5, dire rat, dog, giant mole*, giant 
  porcupine*, giant skunk*, giant weaselB4, goblin dog, grizzly 
  bear*, hyena, leopard, lion, marsupial devil*, marsupial lion*, 
  panda*, polar bearB5, saber-toothed cat*, thylacineB3, tiger, 
  wolf, wolfdog*, wolverine
  Familiars arctic fox*, arctic hare*, armadillo*, cat, donkey ratUM, 
  ermine*, flying foxB5, flying squirrelB3, foxB3, hedgehogUM, 
  jerboa*, koala*, lemming*, margay*, meerkat*, mole*, 
  176
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  CHAPTER 5
  COMPANIONS AND FAMILIARS
  mongoose*, otterB3, platypus*, rabbit*, raccoonB3, rat, red 
  pandaB5, slothB4, squirrel*, weasel
  QUADRUPED (HOOVES)
  Available Slots armor, belt (saddle), chest, eyes, feet 
  (horseshoes), head, headband, neck, shoulders
  Animal Companions antelopeB3, aurochs, bison, boar, 
  brontotheriumB6, buffalo, cattle*, elkB3, giraffeB4, horse, 
  llama*, megalocerosB2, moose*, pony, ramB2, reindeer*, 
  stagB4, styracosaurusB4, yak*, zebra*
  Familiars goatB3, pigB3
  QUADRUPED (SHORT LEGS)
  Available Slots armor, eyes, head, headband, neck, shoulders
  Animal Companions alligator, archelonB3, crocodile, 
  dimetrodonB3, elasmosaurus, frog fatherB5, giant 
  chameleonB3, giant frilled lizard*, giant frog, giant geckoB3, 
  giant salamander*, giant snapping turtleB2, glyptodonB2, 
  goliath frogB5, kaprosuchusB5, megalaniaB3, monitor lizard, 
  prionosuchus*, tortoiseB4
  Familiars dwarf caiman*, fire salamander*, horned lizard*, lizard, 
  marine iguana*, snapping turtleB2, toad, tuataraB4, turtleUM
  QUADRUPED (OTHER)
  Available Slots armor, belt (saddle), chest, eyes, head, 
  headband, neck, shoulders
  Animal Companions amargasaurusB6, ankylosaurus, 
  arsinoitheriumB2, baluchitheriumB3, brachiosaurus, camel, 
  deinotheriumB6, diplodocusB4, elasmotheriumB6, elephant, 
  eohippus*, hippopotamusB2, kentrosaurusB6, mammoth, 
  mastodon, megatheriumB2, mokele-mbembeB6, rhinoceros, 
  stegosaurus, triceratops, uintatheriumB5, wollipedB5
  Familiars —
  SERPENTINE
  Available Slots belt, eyes, headband
  Animal Companions basilosaurusB3, constrictor snake, electric 
  eel, giant leechUM, giant moray eel, giant slugUM, reef 
  snake*, spitting cobra*, titanoboaB6
  Familiars sea krait*, viper 
  UNUSUAL (PLANT AND VERMIN)
  Available Slots belt, eyes
  Companions camerocerasB5, corpse-eater fungus*, creeping 
  puffball*, eurypterid*, giant antUM, giant assassin bug*, 
  giant beetleUM, giant caterpillar*, giant centipedeUM, giant 
  cockroach*, giant crabUM, giant dragonfly*, giant locust*, 
  giant mantisUM, giant mantis shrimp*, giant mosquito*, giant 
  scorpionUM, giant solifugid*, giant spiderUM, giant squid*, 
  giant termite*, giant waspUM, giant whiptail centipede*, 
  gulper plant*, hunting cactus*, octopus, rash creeper*, 
  slithering sundew*, snapping flytrap*, sniper cactus*, squid, 
  web tyrant spider*
  Familiars blue-ringed octopusUM, butterfly*, cockroach*, 
  creeper ivy*, dweomer cap*, flowering lattice*, giant 
  isopod*, giant tardigrade*, greensting scorpionUM, house 
  centipedeUM, ioun wyrd*, king crabUM, leopard slug*, moth*, 
  petrifern*, ravenous tumbleweed*, razor fern*, sawleg 
  locust*, scarlet spiderUM, shimmerwing dragonfly*, spiny 
  starfish*, suture vine*, trilobiteB5, vampire squid*
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  Animal Companions
  The following pages present several new options for animal 
  companions. Animal companions that have the aquatic 
  special quality cannot survive on land unless they also have 
  the amphibious quality—as such, these animal companions 
  make poor choices for land-based campaigns. While druids 
  and hunters can select any of these animal companions, other 
  classes have more limited lists of animals available to them.
  Cavalier: A Medium cavalier can select a zebra as a mount. 
  A Small cavalier can select a capybara, reindeer, or wolfdog 
  as a mount.
  Paladin: A Medium paladin can select a yak or zebra as 
  a bonded mount. A Small paladin can select a capybara, 
  eohippus, reindeer, or wolfdog as a bonded mount.
  Ranger: A ranger can select a bustard, capybara, falcon, 
  marsupial devil, reindeer, snake (reef snake or spitting 
  cobra), wolfdog, yak, or zebra as an animal companion. If 
  the campaign takes place in an aquatic environment, the 
  ranger can choose an armorfish or reef snake. A falconer 
  ranger (Pathfinder RPG Ultimate Combat 67) can select a 
  falcon companion instead of a bird companion.
  ANGLERFISH
  The anglerfish is a fish that uses a bioluminescent lure at the 
  tip of a stalk protruding from its head to attract prey.
  Starting Statistics: Size Small; Speed swim 40 ft.; AC +1 
  natural armor; Attack bite (1d8 plus grab); Ability Scores 
  Str 13, Dex 15, Con 12, Int 1, Wis 12, Cha 2; Special Qualities 
  aquatic, grab (Medium), low-light vision, lure (sheds light as 
  per a candle), scent.
  4th-Level Advancement: Size Medium; AC +2 natural armor; 
  Attack bite (2d6 plus grab); Ability Scores Str +2, Dex –2, Con +4; 
  Special Qualities grab (Large), swallow whole (Medium).
  ARCHAEOPTERYX
  This primeval toothed bird has bright plumage, but it is a 
  relatively poor flyer.
  Starting Statistics: Size Small; Speed 30 ft., fly 40 ft. 
  (poor); AC +1 natural armor; Attack bite (1d4); Ability Scores 
  Str 8, Dex 15, Con 12, Int 2, Wis 13, Cha 7; Special Qualities 
  low-light vision.
  4th-Level Advancement: Ability Scores Dex +2, Con +2.
  ARMORFISH
  The armorfish is a primeval aquatic creature that has 
  exceptionally thick armored scales along its head and back.
  Starting Statistics: Size Small; Speed swim 30 ft.; AC +6 
  natural armor; Attack bite (1d4); Ability Scores Str 13, Dex 13, 
  Con 15, Int 1, Wis 8, Cha 2; Special Qualities aquatic, low-light 
  vision, scent.
  4th-Level Advancement: Size Medium; AC +2 natural 
  armor; Attack bite (1d6); Ability Scores Str +2, Dex –2, Con +4.
  BUSTARD
  The bustard is a sizable bird with long legs. Bustards can fly, 
  but they do so relatively poorly and prefer to walk or run.
  Starting Statistics: Size Medium; Speed 20 ft., fly 50 ft. (poor); 
  AC +2 natural armor; Attack bite (1d6), 2 talons (1d4); Ability 
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  Scores Str 13, Dex 14, Con 13, Int 2, Wis 13, Cha  5; 
  Special Qualities low-light vision.
  4th-Level Advancement: Ability Scores 
  Str +2, Con +2.
  CAPYBARA
  This large, brown-furred rodent is equally at 
  home on land or in the water, and is often found 
  near lakes and rivers.
  Starting Statistics: Size Medium; Speed 30 ft., 
  swim  20 ft.; AC +1 natural armor; Attack bite (1d6); 
  Ability Scores Str 12, Dex 15, Con 12, Int 2, Wis 13, Cha 5; 
  Special Qualities low-light vision, scent.
  4th-Level Advancement: Ability Scores Str +2, Con +2.
  CATTLE
  Commonly seen as a docile farm animal, an ill-tempered 
  bull or cow can be an effective animal companion as well.
  Starting Statistics: Size Medium; Speed 40 ft.; AC +2 natural 
  armor; Attack gore (1d6); Ability Scores Str 14, Dex 12, Con 12, 
  Int 2, Wis 11, Cha 4; Special Qualities low-light vision, scent.
  7th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack gore (1d8); Ability Scores Str +8, Dex –2, Con +4; 
  Special Qualities powerful charge (gore, 1d8), trample.
  CHIMPANZEE
  This small primate is more dangerous than its size suggests. 
  Starting Statistics: Size Small; Speed 30 ft., climb 30 ft.; 
  AC +1 natural armor; Attack bite (1d4), slam (1d3 plus grab); 
  Ability Scores Str 13, Dex 17, Con 12, Int 2, Wis 12, Cha 7; 
  Special Qualities low-light vision, scent.
  4th-Level Advancement: Size Medium; Attack bite (1d6), 
  slam (1d4 plus grab); Ability Scores Str +4, Dex –2, Con +2.
  EOHIPPUS
  The eohippus is a small, primeval ancestor of the modern 
  horse. It has three-toed feet rather than hooves.
  Starting Statistics: Size Small; Speed 40 ft.; AC +2 natural 
  armor; Attack bite (1d4); Ability Scores Str 11, Dex 15, Con 12, 
  Int 2, Wis 11, Cha 4; Special Qualities low-light vision, scent.
  4th-Level Advancement: Ability Scores Dex +2, Con +2.
  FALCON
  This swift raptor has amazing eyesight and sharp talons.
  Starting Statistics: Size Small; Speed 10 ft., fly 90 ft. (good); 
  AC +1 natural armor; Attack bite (1d4), 2 talons (1d3); Ability 
  Scores Str 10, Dex 15, Con 11, Int 2, Wis 15, Cha 6; Special 
  Qualities low-light vision.
  4th-Level Advancement: Ability Scores Dex +2, Con +2.
  FRILLED LIZARD, GIANT
  This large lizard can display a frightening frill on its neck 
  when it charges.
  Starting Statistics: Size Medium; Speed 30 ft., climb 30 ft.; 
  AC +4 natural armor; Attack bite (1d6), tail (1d4); Ability Scores 
  Str 13, Dex 15, Con 13, Int 2, Wis 14, Cha 10; Special Attacks 
  intimidating charge (Pathfinder RPG Bestiary 194); Special 
  Qualities low-light vision, scent.
  7th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack bite (1d8), tail (1d6); Ability Scores Str +8, Dex –2, Con +4.
  GRIZZLY BEAR
  The infamous grizzly bear is a lumbering and quite 
  impressive companion, particularly when it rises up on its 
  hind feet to loom large. Grizzly bears strike fear into the 
  hearts of most who encounter them.
  Starting Statistics: Size Medium; Speed 40 ft.; AC +1 
  natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores 
  Str 17, Dex 13, Con 13, Int 2, Wis 13, Cha 6; Special Qualities 
  low-light vision, scent.
  7th-Level Advancement: Size Large; AC +4 natural armor; 
  Attack bite (1d8), 2 claws (1d6 plus grab); Ability Scores Str +4, 
  Dex –2, Con +4.
  HAMMERHEAD SHARK
  This unusual shark is named for its blocky, rectangular head. 
  The creature’s eyes are on each side of its head.
  Starting Statistics: Size Medium; Speed swim 60 ft.; AC 
  +3 natural armor; Attack bite (1d6); Ability Scores Str 13, 
  Dex 14, Con 12, Int 1, Wis 15, Cha 6; Special Qualities aquatic, 
  low-light vision, scent.
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  7th-Level Advancement: Size Large; AC +3 natural armor; 
  Attack bite (1d8); Ability Scores Str +2, Dex –2, Con +4; Special 
  Qualities blindsense 30 ft.
  LLAMA
  While some value it for its hair, the llama makes a fine 
  animal companion as well, and it has traditionally been used 
  as a beast of burden in mountainous regions.
  Starting Statistics: Size Small; Speed 40 ft.; AC +1 natural 
  armor; Attack bite (1d4); Ability Scores Str 11, Dex 16, Con 12, 
  Int 2, Wis 13, Cha 9; Special Qualities low-light vision. 
  4th-Level Advancement: Size Medium; Attack bite (1d6); 
  Ability Scores Str +4, Dex –2, Con +4. 
  MARSUPIAL DEVIL
  This toothy marsupial has a perhaps undeserved reputation 
  for ferocity.
  Starting Statistics: Size Small; Speed 20 ft.; AC +1 natural 
  armor; Attack bite (1d6); Ability Scores Str 15, Dex 13, Con 12, 
  Int 2, Wis 10, Cha 7; Special Qualities low-light vision, scent.
  4th-Level Advancement: Ability Scores Str +4, Con +2.
  MARSUPIAL LION
  Somewhat slimmer than the standard lion, the marsupial 
  lion is no less dangerous in battle.
  Starting Statistics: Size Medium; Speed 30 ft., climb 
  20 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); 
  Ability  Scores Str 12, Dex 16, Con 13, Int 2, Wis 13, Cha 7; 
  Special Qualities low-light vision, scent.
  7th-Level Advancement: Size Large; Speed climb 30 ft.; AC 
  +2 natural armor; Attack bite (1d8), 2 claws (1d6 plus grab); 
  Ability Scores Str +8, Dex –2, Con +4.
  MOLE, GIANT
  This large-clawed burrowing mammal is slow but can burrow 
  through loose earth and soil with ease to surprise its foes.
  Starting Statistics: Size Small; Speed 20 ft., burrow 10 ft.; 
  AC +1 natural armor; Attack 2 claws (1d4); Ability Scores 
  Str 12, Dex 15, Con 13, Int 2, Wis 10, Cha 5; Special Qualities 
  low-light vision, tremorsense 30 ft.
  4th-Level Advancement: Size Medium; Speed burrow 20 ft.; 
  AC +2 natural armor; Attack 2 claws (1d6); Ability Scores Str +2, 
  Dex –2, Con +4; Special Attacks rend (2 claws, 1d6).
  MOOSE
  Powerful and often ill tempered, the moose is an intimidating 
  choice for an animal companion.
  Starting Statistics: Size Medium; Speed 40 ft.; AC +2 
  natural armor; Attack gore (1d6), 2 hooves (1d3); Ability Scores 
  Str 12, Dex 15, Con 14, Int 2, Wis 13, Cha 7; Special Qualities 
  low-light vision. 
  7th-Level Advancement: Size Large; AC +3 natural armor; 
  Attack gore (1d8), 2 hooves (1d4); Ability Scores Str +6, Dex –2, 
  Con +4; Special Attacks powerful charge (gore, 1d8).
  ORNITHOMIMOSAUR
  This bipedal dinosaur has long legs built for speed and a 
  long neck that gives it an ostrichlike profile.
  Starting Statistics: Size Medium; Speed 40 ft.; AC +1 
  natural armor; Attack 2 claws (1d8); Ability Scores Str 11, 
  Dex 15, Con 12, Int 2, Wis 13, Cha 8; Special Qualities low-light 
  vision, scent.
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  7th-Level Advancement: Speed 60 ft.; AC +2 natural 
  armor; Attack 2 claws (1d8 plus 1d4 bleed); Ability Scores Str 
  +2, Dex +2, Con +2; Special Quality sprint.
  OWL, GIANT
  Unlike the magical beast of the same name, this owl is a 
  mundane but unusually large specimen of its kind, with 
  powerful wings and deadly talons.
  Starting Statistics: Size Medium; Speed 10 ft., fly 60  ft. 
  (average); AC +2 natural armor; Attack 2 talons (1d4); 
  Ability  Scores Str 10, Dex 17, Con 13, Int 2, Wis 13, Cha 6; 
  Special Qualities low-light vision.
  7th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack 2 talons (1d6); Ability Scores Str +8, Dex –2, Con +4; 
  Special Attacks rend (2 talons, 1d6); Racial Skill Modifiers 
  +4 Stealth.
  PANDA
  Normally slow moving and docile, pandas are capable of 
  surprising bursts of activity when needed.
  Starting Statistics: Size Small; Speed 30 ft.; AC +2 natural 
  armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 
  13, Dex 12, Con 14, Int 2, Wis 13, Cha 9; Special Qualities 
  low-light vision. 
  7th-Level Advancement: Size Medium; AC +3 natural 
  armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str +4, 
  Dex –2, Con +4; Special Attacks powerful bite.
  PORCUPINE, GIANT
  This lumbering forest creature is adorned with an array of 
  long, sharp quills that protrude from its coarse pelt.
  Starting Statistics: Size Small; Speed 30 ft.; AC +1 
  natural armor; Attack tail slap (1d4); Ability Scores Str 14, 
  Dex 12, Con 15, Int 2, Wis 13, Cha 5; Special Attacks quills 
  (as porcupine quills; Pathfinder RPG Bestiary 3 222); Special 
  Qualities low-light vision, scent.
  4th-Level Advancement: Size Medium; AC +2 natural 
  armor; Attack tail slap (1d6); Ability Scores Str +2, Dex –2, 
  Con +4; Special Attacks quills (as giant porcupine quills; 
  Pathfinder RPG Bestiary 3 222).
  PRIONOSUCHUS
  This primeval crocodile is equally effective in the water and on 
  land. Its jaws are capable of crushing things with great force.
  Starting Statistics: Size Medium; Speed 20 ft., swim 30 ft.; 
  AC +2 natural armor; Attack bite (1d8 plus grab); Ability Scores 
  Str 13, Dex 14, Con 15, Int 1, Wis 12, Cha 4; Special Attacks 
  constrict (1d8); Special Qualities scent.
  7th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack bite (2d6 plus grab); Ability Scores Str +4, Dex –2, 
  Con +4; Special Attacks constrict (2d6).
  REEF SNAKE
  Highly venomous and an excellent swimmer, the brightly 
  colored reef snake is at home in tidal waters but can slither 
  about on land if needed.
  Starting Statistics: Size Medium; Speed 10 ft., swim 40 ft.; 
  AC +2 natural armor; Attack bite (1d4 plus poison); Ability 
  Scores Str 10, Dex 15, Con 12, Int 1, Wis 13, Cha 2; Special 
  Attacks poison (frequency 1 round [6]; effect 1 Str damage; 
  cure 1 save; Con-based DC); Special Qualities low-light vision, 
  hold breath, scent.
  7th-Level Advancement: Ability Scores Str +2, Dex +2. 
  Special Attacks poison (frequency 1 round [6]; effect 1d2 Str 
  damage; cure 2 saves; Con-based DC]).
  REINDEER
  A denizen of the frozen tundra, the reindeer is a sure-footed 
  companion in icy terrain, and it can used for transportation 
  as well as defense.
  Starting Statistics: Size Medium; Speed 50 ft.; AC +2 
  natural armor; Attack gore (1d6); Ability Scores Str 13, Dex 14, 
  Con 13, Int 2, Wis 12, Cha 5; Special Qualities low-light vision, 
  scent, snow adaptation (ignore difficult terrain from ice 
  and snow).
  4th-Level Advancement: Ability Scores Str +2, Dex +2, 
  Con +2.
  SABER-TOOTHED CAT
  Somewhat smaller than the more ferocious saber-toothed 
  tiger, the saber-toothed cat is nonetheless an impressive 
  predatory creature.
  Starting Statistics: Size Medium; Speed 40 ft.; AC +1 
  natural armor; Attack 2 claws (1d4 plus grab); Ability Scores 
  Str 15, Dex 15, Con 13, Int 2, Wis 13, Cha 8; Special Attacks 
  saber-toothed bite (1d10 bite attack, only on a grapple check 
  to deal damage); Special Qualities low-light vision, scent.
  7th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack 2 claws (1d6 plus grab); Ability Scores Str +8, Dex –2, 
  Con +4; Special Attacks pounce, saber-toothed bite (2d8 bite 
  attack, only on a grapple check to deal damage).
  SALAMANDER, GIANT
  This oversized amphibian has a mouth full of tiny but rather 
  sharp teeth.
  Starting Statistics: Size Medium; Speed 20 ft., swim 30 ft.; 
  AC +3 natural armor; Attack bite (1d4); Ability Scores Str 
  13, Dex 14, Con 15, Int 1, Wis 12, Cha 4; Special Qualities 
  amphibious, tremorsense 30 ft. (underwater only), scent.
  4th-Level Advancement: AC +2 natural armor; Ability 
  Scores Str +2, Dex –2, Con +4; Racial Skill Modifiers +4 Stealth.
  SKUNK, GIANT
  Its unmistakable black-and-white-striped coloration gives 
  a clear warning sign to any who’ve experienced this foul-
  smelling creature’s ire.
  Starting Statistics: Size Medium; Speed 30 ft.; AC +1 
  natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores 
  Str 9, Dex 14, Con 13, Int 2, Wis 12, Cha 9; Special Attacks 
  spray (ranged touch attack, 30-ft. range, musk, usable 1/day); 
  Special Qualities low-light vision, musk (Fort save or 
  sickened for 1d6 rounds, Con-based DC), scent.
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  7th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, 
  Con +4; Special Attacks spray (usable 2/day); Special Qualities 
  musk (Fort save or nauseated for 1d3 rounds).
  SPITTING COBRA
  This brightly colored snake can spit its venom, giving it a 
  dangerous ranged attack.
  Starting Statistics: Size Small; Speed 20 ft., climb 20 ft.; AC 
  +2 natural armor; Attack bite (1d3); Ability Scores Str 8, Dex 15, 
  Con 11, Int 1, Wis 12, Cha 2; Special Attacks poison (frequency 
  1 round [6]; effect blurred vision [20% miss chance] 1 round; 
  cure 1 save; Con-based DC), spit (ranged touch attack, 10-foot 
  range, poison, usable every 2d4 rounds); Special  Qualities 
  low-light vision, scent.
  7th-Level Advancement: Ability Scores Dex +2, Con +2; 
  Special Attacks poison (frequency 1 round [6]; effect blindness 
  1 round; cure 1 save; Con-based DC).
  SQUID, GIANT
  Although this creature isn’t nearly the size of a true giant 
  squid, it remains large enough to do serious damage to foes 
  with its many tentacles.
  Starting Statistics: Size Medium; Speed swim 40 ft., jet 
  90 ft.; AC +1 natural armor; Attack bite (1d6), tentacles (1d4 
  plus grab); Ability Scores Str 12, Dex 15, Con 13, Int 2, Wis 12, 
  Cha 3; Special Qualities aquatic, low-light vision.
  7th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack bite (1d8), tentacles (1d6 plus grab); Ability Scores 
  Str +8, Dex –2, Con +4; Special Attacks constrict (1d6); 
  Special Qualities ink cloud (20-ft. radius; Bestiary 259)
  WOLFDOG
  This creature is a dependable hybrid of wolf and dog.
  Starting Statistics: Size Medium; Speed 40 ft.; AC +2 
  natural armor; Attack bite (1d6); Ability Scores Str 15, Dex 15, 
  Con 13, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, 
  scent.
  4th-Level Advancement: Ability Scores Str +2, Con +2; 
  Attack bite (1d6 plus 1d4 bleed).
  YAK
  Stout and stubborn, the yak is sure footed and dependable 
  in rough terrain.
  Starting Statistics: Size Large; Speed 30 ft.; AC +4 natural 
  armor; Attack gore (1d8); Ability Scores Str 14, Dex 10, Con 12, 
  Int 2, Wis 10, Cha 5; Special Qualities low-light vision, scent.
  4th-Level Advancement: AC +2 natural armor; Ability 
  Scores Str +4, Con +4; Special Qualities pack animal (speed is 
  never modified by encumbrance).
  ZEBRA
  The iconic black and white stripes of the zebra make it 
  instantly recognizable.
  Starting Statistics: Size Large; Speed 50 ft.; AC +2 natural 
  armor; Attack bite (1d4), 2 hooves† (1d4); Ability Scores Str 14, 
  Dex 15, Con 13, Int 2, Wis 14, Cha 6; Special Qualities low-light 
  vision, scent. 
  4th-Level Advancement: Ability Scores Dex +2, Con +2.
  † The hooves are primary attacks.
  Plant companions have a variety of different starting sizes, 
  speed, attacks, ability scores, and special qualities. All plant 
  companion attacks are made using the creature’s full base 
  attack bonus unless otherwise noted. Plant companion 
  attacks add the plant’s Strength modifier on the damage 
  roll, unless it has only one attack, in which case it adds 1-1/2 
  times its Strength modifier. Some plant companions have 
  special abilities, such as scent. Plant companions can’t gain 
  armor or weapon proficiency feats even as they advance in 
  Hit Dice, and they can’t use manufactured weapons at all 
  unless their description says otherwise.
  As you gain levels, your plant companion grows in 
  power as well, gaining the same bonuses that are gained 
  by animal companions. Each plant companion gains an 
  additional bonus, usually at 4th or 7th level, as listed with 
  each companion choice.
  Plant companions are typically suitable only for 
  specific archetypes, such as the treesinger druid archetype 
  (Pathfinder RPG Advanced Class Guide 25), but with the GM’s 
  permission, any druid could select a plant companion.
  Trip: Because many plant companions have several 
  rootlike legs, they are very difficult to trip. As a result, a 
  CMD entry has been included for each, indicating the 
  bonus to CMD such plants receive against trip attacks.
  CORPSE-EATER FUNGUS
  This pale mass of fungal matter looks something like a 
  spider with a thorny, acidic mouth in place of a body.
  Starting Statistics: Size Small; Speed 30 ft.; AC +2 natural 
  armor; Attack bite (1d6 plus 1d2 acid); Ability Scores Str 14, 
  Dex 13, Con 12, Int 1, Wis 11, Cha 4; Special Attacks spit 
  acid (ranged touch attack, 30-foot range, 1d6 acid damage); 
  Special Qualities darkvision 60 ft.; CMD +12 vs. trip. 
  4th-Level Advancement: Size Medium; AC +2 natural 
  armor; Attack bite (1d8 plus 1d4 acid); Ability Scores Str +4, 
  Dex –2, Con +2; Special Attacks spit acid (ranged touch attack, 
  30-foot range, 1d8 acid damage); Special Qualities darkvision 
  60 ft.
  CREEPING PUFFBALL
  This surprisingly mobile, multicolored ball of fungus crawls 
  around on a nest of dozens of little filament-like “legs.” Its 
  poisonous spores cause those affected to endure bright, 
  dazzling spots of color.
  Starting Statistics: Size Small; Speed 30 ft.; AC +1 natural 
  armor; Attack slam (1d4 plus poison); Ability Scores Str 12, 
  Dex 15, Con 14, Int 1, Wis 12, Cha 9; Special Attacks poison 
  (frequency 1 round [4]; effect 1d2 Wis damage and dazzled; cure 
  Plant Companions
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  1 save; Con-based DC); Special Qualities darkvision 60 ft., 
  defensive puff (1/minute as an immediate action when hit, 
  the fungus can expose one adjacent creature to its poison); 
  CMD can’t be tripped.
  4th-Level Advancement: Size Medium; AC +1 natural 
  armor; Attack slam (1d6 plus poison); Ability Scores Str +4, 
  Dex –2, Con +2.
  GULPER PLANT
  This bulbous green plant can climb or crawl via a network 
  of vines. Its central reservoir can gulp down foes to digest 
  them in an internal well of acid, holding them tight while 
  they struggle.
  Starting Statistics: Size Medium; Speed 20 ft., climb 10 ft.; 
  AC +1 natural armor; Attack 2 vines† (1d4 plus grab); Ability 
  Scores Str 12, Dex 11, Con 13, Int 1, Wis 10, Cha 3; Special 
  Attacks swallow whole (1d6 acid); Special Qualities freeze, 
  low-light vision; CMD can’t be tripped. 
  7th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack 2 vines† (1d6 plus grab); Ability Scores Str +6, Dex –2, 
  Con +2; Special Attacks swallow whole (1d8 acid).
  † This attack is a primary natural attack that deals 
  bludgeoning damage.
  HUNTING CACTUS
  Able to crawl swiftly on five rootlike legs, the hunting cactus 
  has long arms it can slam foes with—arms covered with 
  hundreds of thin, sharp needles.
  Starting Statistics: Size Medium; Speed 30 ft.; AC  +3 
  natural armor; Attack 2 slams† (1d6); Ability Scores 
  Str 14, Dex 13, Con 17, Int 2, Wis 13, Cha 6; Special 
  Qualities needles (a creature grappling a hunting 
  cactus or attacking it with a natural attack or 
  unarmed strike takes 1d4 points of piercing 
  damage); CMD +6 vs. trip.
  7th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack 2 slams† (1d8); Ability Scores Str +8, Dex –2, Con +2; 
  Special Qualities low-light vision. 
  † These slam attacks deal both bludgeoning and 
  piercing damage.
  RASH CREEPER
  This mass of creeping vines and leaves slithers 
  almost like a snake. Contact with this predatory plant 
  causes a sickening and sometimes debilitating rash.
  Starting Statistics: Size Small; Speed 20 ft., climb 
  20  ft.; AC +1 natural armor; Attack slam (1d4 plus 
  poison); Ability Scores Str 10, Dex 15, Con 13, Int 1, 
  Wis 11, Cha 2; Special Attacks poison (frequency 1 round 
  [4]; effect 1 Dex damage and sickened for 1 round; cure 
  1 save; Con-based DC); Special  Qualities low-light 
  vision; CMD can’t be tripped.
  4th-Level Advancement: Size Medium; AC +2 
  natural armor; Attack slam (1d6 plus 
  poison); Ability Scores Str +4, Dex –2, 
  Con +2; Special Attacks poison (frequency 
  1 round [4]; effect 1d2 Dex damage and sickened for 1 round; 
  cure 2 saves; Con-based DC).
  SLITHERING SUNDEW
  Looking something like a two-headed serpent, this slithering 
  plant strikes with two sticky, constricting slams.
  Starting Statistics: Size Medium; Speed 20 ft.; AC +1 
  natural armor; Attack 2 slams (1d4 plus 1d2 acid plus grab); 
  Ability Scores Str 14, Dex 17, Con 13, Int 1, Wis 12, Cha  6; 
  Special Attacks constrict (1d8 acid); Special Qualities 
  low-light vision; CMD can’t be tripped.
  7th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack 2 slams (1d6 plus 1d3 acid plus grab); Ability Scores 
  Str +6, Dex –2, Con +4; Special Attacks constrict (2d6 acid).
  SNAPPING FLYTRAP
  This mobile flytrap features two spiky jaws and scuttles 
  about on a tangle of roots.
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  Vermin companions for druids and similar classes were 
  first introduced in Pathfinder RPG Ultimate Magic. Several 
  additional choices for vermin companions are listed 
  below. Vermin companions follow the same rules as 
  animal companions and can be trained as if they were 
  animals using the Handle Animal skill. In addition, vermin 
  companions have the following features.
  Mindless: Vermin companions have no Intelligence 
  score and have the mindless trait. In spite of this, vermin 
  companions can learn one trick, plus any additional bonus 
  tricks granted as a result of class level. If a vermin animal 
  companion gains an ability score increase (at 4 Hit Dice, 
  8 Hit Dice, and so on), the druid can apply this increase to 
  the companion’s Intelligence, changing it from — to 1, at 
  which point the companion loses the mindless trait and is 
  able to learn up to 3 tricks per point of Intelligence, plus the 
  additional bonus tricks. Vermin companions have no skill 
  points or feats as long as they have the mindless quality.
  Trip: Because many vermin have more than two legs, 
  they are very difficult to trip. As a result, a CMD entry has 
  been included for each, indicating the bonus to CMD such 
  vermin receive against trip attacks.
  ASSASSIN BUG, GIANT
  This long-legged, beetle-like insect can spew a stream of 
  poison at its foes from a distance.
  Starting Statistics: Size Small; Speed 30 ft., fly 30 ft. 
  (clumsy); AC +2 natural armor; Attack bite (1d4 plus poison), 
  2  claws (1d3); Ability Scores Str 13, Dex 15, Con 13, Int —, 
  Wis 10, Cha 2; Special Attacks poison (frequency 1 round [4]; 
  effect 1d2 Dex; cure 1 save; Con-based DC), poison stream 
  (exposes all creatures in a 15-ft. line to poison, Reflex save 
  negates; Dex-based DC; usable every 1d4 rounds as a standard 
  action); Special Qualities darkvision 60 ft.; CMD trip +8.
  4th-Level Advancement: Size Medium; AC +1 natural 
  armor; Attack bite (1d6 plus poison), 2 claws (1d4); Ability 
  Scores Str +4, Dex –2, Con +2; Special Attacks poison (frequency 
  1 round [4]; effect 1d2 Dex; cure 2 saves; Con-based DC).
  CATERPILLAR, GIANT
  This many-legged wormlike creature is a larval form of 
  a moth or butterfly, but as long as it remains a vermin 
  companion, it will not go through this metamorphosis.
  Starting Statistics: Size Small; Speed 30 ft., climb 30 ft.; 
  AC +2 natural armor; Attack bite (1d6), bristles† (1d4 plus 
  poison); Ability Scores Str 14, Dex 13, Con 13, Int —, Wis 11, 
  Cha 2; Special Attacks bristles (a creature attacking the giant 
  caterpillar with a natural attack or non-reach melee weapon 
  must succeed at a Reflex save or take damage as if the 
  caterpillar had struck the creature with its bristles attack; 
  Dex-based DC with a +2 racial bonus), poison (frequency 1 
  round [4]; effect 1d2 Str damage; cure 1 save; Con-based DC); 
  Special Qualities compression, darkvision 60 ft.; CMD 
  can’t be tripped. 
  4th-Level Advancement: Size Medium; AC +1 natural 
  armor; Attack bite (1d8), bristles† (1d6 plus poison); Ability 
  Scores Str +4, Dex –2, Con +2.
  † This is a secondary natural attack that deals piercing 
  damage.
  COCKROACH, GIANT
  Swift and unsettling, the giant cockroach is notoriously 
  difficult to slay. These creatures prefer dark places and seem 
  to have no opposition to crawling through filth.
  Starting Statistics: Size Small; Speed 30 ft., climb 20 ft., fly 
  20 ft. (poor); AC +1 natural armor; Attack bite (1d4); Ability 
  Scores Str 9, Dex 10, Con 17, Int —, Wis 11, Cha 2; Special 
  Qualities darkvision 60 ft., hold breath, light sensitivity, 
  tremorsense 60 ft.; CMD +8 vs. trip; Bonus Feat Endurance.
  4th-Level Advancement: Speed 30 ft., climb 30 ft., fly 40 ft. 
  (poor); AC +2 natural armor; Ability Scores Str +2, Dex +2, 
  Con +2; Bonus Feat Diehard.
  DRAGONFLY, GIANT
  These long-winged insects have dazzlingly colorful bodies.
  Starting Statistics: Size Small; Speed 20 ft., fly 40 ft. 
  (perfect); AC +2 natural armor; Attack bite (1d8); Ability Scores 
  Str 13, Dex 17, Con 12, Int —, Wis 12, Cha 9; Special Qualities 
  darkvision 60 ft.; CMD +8 vs. trip.
  4th-Level Advancement: Size Medium; Speed 20 ft., 
  fly 80  ft. (perfect); AC +3 natural armor; Attack bite (2d6); 
  Ability Scores Str +4, Dex –2, Con +2; Bonus Feat Flyby Attack.
  EURYPTERID
  Also known as sea scorpions, these aquatic insects have 
  pincers and a long stinger.
  Vermin Companions
  Starting Statistics: Size Medium; Speed 20 ft.; AC +2 
  natural armor; Attack 2 bites (1d4 plus grab); Ability Scores 
  Str 12, Dex 15, Con 14, Int 1, Wis 12, Cha 5; Special Qualities 
  low-light vision; CMD can’t be tripped.
  7th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack 3 bites (1d6 plus grab); Ability Scores Str +8, Dex –2, 
  Con +4.
  SNIPER CACTUS
  This single-stalked cactus sports dozens of long, thin 
  needles. Capable of crawling on three stalklike roots, the 
  sniper cactus can fire its thorns with deadly accuracy.
  Starting Statistics: Size Small; Speed 20 ft.; AC +2 natural 
  armor; Attack gore (1d4) or thorn† (ranged attack, 60-foot 
  range, 1d8 piercing damage); Ability Scores Str 10, Dex 13, 
  Con 14, Int 1, Wis 13, Cha 6; Special Qualities low-light vision; 
  CMD +2 vs. trip.
  4th-Level Advancement: Size Medium; AC +2 natural 
  armor; Attack gore (1d6) or 2 thorns† (ranged attack, 60-foot 
  range, 2d6 piecing damage); Ability Scores Dex +2, Con +2.
  † This attack gains no bonus from this creature’s Strength 
  score on damage rolls.
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  Starting Statistics: Size Medium; Speed 20 ft., swim 40 ft.; 
  AC +2 natural armor; Attack 2 claws (1d3), sting (1d3 plus 
  poison); Ability Scores Str 10, Dex 11, Con 12, Int —, Wis 13, 
  Cha 2; Special Qualities darkvision 60 ft.; Special Attacks 
  poison (frequency 1 round [4]; effect 1 Con damage; cure 1 save; 
  Con-based DC); CMD +8 vs. trip.
  7th-Level Advancement: Size Large; AC +3 natural 
  armor; Attack 2 claws (1d4), sting (1d4 plus poison); Ability 
  Scores Str +8, Dex –2, Con +4; Special Attacks poison 
  (frequency 1 round [6]; effect 1d2 Con damage; cure 1 save; 
  Con-based DC).
  LOCUST, GIANT
  The giant locust has long limber legs and the ability to spit a 
  caustic glob of noxious goo.
  Starting Statistics: Size Small; Speed 20 ft., climb 20 ft., 
  fly 20 ft. (poor); AC +3 natural armor; Attack bite (1d6); 
  Ability Scores Str 12, Dex 17, Con 11, Int —, Wis 10, Cha 7; 
  Special Attacks spit goo (ranged touch attack, 30-foot range, 
  sickened for 1 round); Special Qualities +18 Acrobatics when 
  jumping, darkvision 60 ft., leap (can take 10 on Acrobatics 
  checks to jump, even when distracted or threatened); CMD 
  +8 vs. trip.
  4th-Level Advancement: Size Medium; Speed 20 ft., climb 
  20 ft., fly 60 ft. (average); AC +2 natural armor; Attack bite 
  (1d8); Ability Scores Str +4, Dex –2, Con +2; Special Attacks 
  voracious (bite attack deals double damage to creatures 
  with the plant subtype and to objects made of paper, wood, 
  or other plant materials).
  MANTIS SHRIMP, GIANT
  This colorful aquatic vermin has powerful claws capable of 
  striking with blinding speed.
  Starting Statistics: Size Small; Speed 40 ft., swim 30 ft.; 
  AC +3 natural armor; Attack 2 pincers (1d6); Ability Scores 
  Str 12, Dex 17, Con 14, Int —, Wis 13, Cha 6; Special Qualities 
  aquatic blindsense 10 ft., darkvision 60 ft., sonic resistance 5; 
  CMD +12 vs. trip.
  7th-Level Advancement: Size Medium; AC +2 natural 
  armor; Attack 2 pincers (1d8); Ability Scores Str +6, Dex –2, 
  Con +2; Special Attacks speedy pincers (can make iterative 
  attacks with one of its pincer attacks); Special Qualities 
  blindsight 10 ft., sonic resistance 10.
  MOSQUITO, GIANT
  Between its bloodthirsty nature and the annoying drone of 
  its wings, the giant mosquito is a much-loathed creature. 
  Unlike its smaller cousins, a giant mosquito can easily kill 
  larger creatures by draining them of their blood.
  Starting Statistics: Size Small; Speed 20 ft., fly 60 ft. 
  (good); AC +1 natural armor; Attack bite (1d6 plus bleed and 
  grab); Ability Scores Str 14, Dex 21, Con 15, Int —, Wis 13, 
  Cha 6; Special Attacks bleed (1d4), grab; Special Qualities 
  darkvision 60 ft.; CMD +8 vs. trip.
  7th-Level Advancement: Size Medium; AC +1 natural 
  armor; Attack bite (1d8 plus bleed and grab); Ability Scores 
  Str +4, Dex –2, Con +2; Special Attacks bleed (2d4), blood 
  drain (1d2 Constitution).
  SOLIFUGID, GIANT
  This vermin’s double set of vertical mandibles make this 
  giant solifugid a particularly ferocious-looking companion. 
  Its speed allows it to strike at its enemies from cover without 
  them knowing what happened.
  Starting Statistics: Size Small; Speed 50 ft., climb 
  30 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d3); 
  Ability Scores Str 12, Dex 15, Con 15, Int —, Wis 11, Cha 2; 
  Special Qualities darkvision 60 ft.; CMD +12 vs. trip.
  4th-Level Advancement: Size Medium; AC +3 natural 
  armor; Attack bite (1d8), 2 claws (1d4); Ability Scores Str +4, 
  Dex –2, Con +2; Special Attacks pounce, rend (2 claws, 1d4).
  SPIDER, WEB TYRANT
  The web tyrant spider’s bright coloration and long legs make 
  for a stunning but unnerving companion.
  Starting Statistics: Size Small; Speed 30 ft., climb 30 ft.; 
  AC +1 natural armor; Attack bite (1d4); Ability Scores Str 10, 
  Dex 17, Con 10, Int —, Wis 10, Cha 2; Special Attacks web; 
  Special Qualities darkvision 60 ft.; CMD +12 vs. trip.
  4th-Level Advancement: Size Medium; AC +1 natural 
  armor; Attack bite (1d6); Ability Scores Str +4, Dex –2, Con +2.
  TERMITE, GIANT
  The giant termite has a set of large powerful mandibles, 
  and it is particularly effective when fighting alongside other 
  termite companions.
  Starting Statistics: Size Small; Speed 30 ft., climb 30 ft.; 
  AC +2 natural armor; Attack bite (1d6); Ability Scores 
  Str 12, Dex 11, Con 12, Int —, Wis 12, Cha 7; Special Attacks 
  swarming (two giant termites can share the same space, and 
  if they both attack the same target, they are considered to be 
  flanking that foe); Special Qualities darkvision 60 ft.; CMD 
  +8 vs. trip.
  4th-Level Advancement: Size Medium; AC +3 natural 
  armor; Attack bite (1d8 plus 1d6 acid); Ability Scores Str +4, 
  Dex –2, Con +2; Special Attacks gnaw (bite attack ignores 
  hardness of 5 or less).
  WHIPTAIL CENTIPEDE, GIANT
  The long thin tendrils that lash out from this centipede’s tail 
  can trip foes with surprising ease.
  Starting Statistics: Size Medium; Speed 40 ft., climb 
  40 ft.; AC +3 natural armor; Attack bite (1d6 plus poison); 
  Ability Scores Str 9, Dex 13, Con 13, Int —, Wis 10, Cha 2; 
  Special Attacks poison (frequency 1 round [4]; effect 1d2 Dex 
  damage; cure 1 save; Con-based DC); Special Qualities 
  darkvision 60 ft.; CMD can’t be tripped.
  7th-Level Advancement: Size Large; AC +2 natural armor; 
  Attack bite (1d8 plus poison), tail slap† (1d2 nonlethal plus 
  trip); Ability Scores Str +8, Dex –2, Con +4. 
  † This attack gains no bonus from the creature’s Strength 
  score on damage rolls.
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  Animal Companion Archetypes
  Animal companion archetypes modify animal companions’ 
  standard abilities, similar to how class archetypes modify 
  player characters’ class features. You can typically apply 
  these archetypes to animal companions, cavalier mounts, 
  and paladin bonded mounts. These archetypes function by 
  swapping out certain abilities that are common to standard 
  companions and replacing them with new abilities tailored 
  to a particular theme; if a particular animal companion alters, 
  replaces, or simply doesn’t have the appropriate feature, you 
  can’t apply the animal companion archetype to that animal 
  companion. A cavalier or samurai mount can take animal 
  companion archetypes that replace share spells by replacing 
  the mount’s Light Armor Proficiency feat and its master’s 
  ability to ignore the armor check penalty on Ride checks, 
  but only if the master didn’t alter or replace those abilities 
  with an archetype. Animal companions with more than one 
  natural attack and only primary natural attacks can’t take 
  a companion archetype that trades out Multiattack. Where 
  levels are referenced in archetype descriptions, they refer to 
  the class level of the companion’s master in whichever class 
  grants the companion as a class feature.
  ABERRANT COMPANION
  There’s something oddly wrong about aberrant companions. 
  Yet though they’re touched by eldritch magic or mutated by 
  strange influences, they are still loyal, if unnatural, allies.
  Aberrant Skills: Aberrant companions treat Escape Artist 
  and Intimidate as class skills.
  Not Quite Animal: The DC to use Handle Animal on an 
  aberrant companion is 5 higher, as if it were a nonanimal 
  with an Intelligence score of 1 or 2.
  Aberrant Sight (Ex): An aberrant companion gains 
  darkvision with a range of 60 feet. 
  This replaces share spells.
  Alien Mind (Ex): At 6th level, an aberrant companion is 
  immune to mind-affecting effects that specifically target 
  animals, such as charm animal. Anyone who attempts to use 
  such an effect against it takes 1d4 points of Wisdom damage 
  (Will DC 20 half). 
  This replaces devotion.
  Fluid Bones (Ex): At 9th level, an aberrant companion 
  gains compression as per the universal monster rule, 
  though it can use the ability while carrying a rider only if 
  the rider has compression.
  This replaces Multiattack and the +2 natural armor 
  increase at 9th level.
  AMBUSHER
  Ambushers sneak up on unsuspecting prey, pouncing on 
  targets when they least expect it.
  Camouflage (Ex): An ambusher gains a +4 racial bonus on 
  Stealth checks in its natural environment (if this is unclear, use 
  the environment in its Bestiary entry). At 15th level, an ambusher 
  can use the Stealth skill to hide in its natural environment, 
  even if the environment doesn’t grant cover or concealment. 
  This replaces share spells and improved evasion.
  Cunning Ambusher (Ex): At 3rd level, an ambusher gains 
  uncanny dodge. At 6th level, an ambusher gains a +2 racial 
  bonus on initiative checks, and during the surprise round, 
  opponents are always considered flat-footed against the 
  ambusher’s attacks, even if they have already acted. At 9th 
  level, an ambusher gains a +2 morale bonus on attack and 
  damage rolls during a surprise round. 
  This replaces evasion, devotion, and Multiattack.
  AUGMENTED COMPANION
  Augmented companions have suffered an injury, 
  such as the loss of a wing, and parts of their bodies 
  have been replaced by a master construct crafter. 
  This procedure grants them unusual abilities.
  Not Quite Animal: The DC to use Handle 
  Animal on an augmented companion is 5 higher, as 
  if it were a nonanimal with an Intelligence score 
  of 1 or 2.
  Augmented Body (Ex): An augmented 
  companion heals only half as much as 
  normal from positive energy healing effects 
  but also heals half the usual amount from 
  effects that specifically heal constructs. 
  Augmented Sight (Ex): An augmented 
  companion gains low-light vision and 
  darkvision to a range of 60 feet. 
  This replaces share spells.
  Constructed Form (Ex): At 6th level, an 
  augmented companion gains a +4 morale bonus 
  on Fortitude saves against effects that could not 
  normally affect objects or constructs, and it takes 
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  only half damage from bleed effects. However, it can be 
  affected by attacks that specifically target constructs.
  This replaces devotion.
  AUSPICE
  Auspices were born with a birthmark or other feature that 
  seems to be in the shape of their master’s deity’s holy symbol; 
  they are usually animal sacred to that deity’s religion.
  Aligned (Ex): Even though an auspice is an animal, its 
  connection to its associated deity allows it to be chaotic 
  neutral, lawful neutral, neutral evil, or neutral good, 
  whichever is closest to the deity’s alignment, or it can remain 
  true neutral.
  Auspicious Boon (Sp, Su): At 1st level, the auspice can cast 
  guidance as a spell-like ability at will as a full-round action. 
  At 3rd level, the auspice can access a spark of its associated 
  deity’s favor. Choose one of that deity’s domains that grants 
  a 1st-level domain power usable a number of times per day 
  equal to 3 + the user’s Wisdom modifier. The auspice can use 
  that power once per day. 
  This replaces share spells and evasion.
  Aligned Strike (Ex): At 15th level, an auspice’s attacks 
  count as chaotic, evil, good, or lawful (whichever matches its 
  alignment) for the purpose of overcoming damage reduction, 
  unless the auspice is true neutral. 
  This replaces improved evasion. 
  BODYGUARD
  Some companions live lives of faithful devotion and steady 
  vigilance, standing watch through long hours and always 
  ready to leap into action to protect their masters.
  Animal Feats: In addition to the standard feats available 
  to animal companions, a bodyguard can select BodyguardAPG, 
  Combat PatrolAPG, Heroic DefianceAPG, Heroic RecoveryAPG, 
  and In Harm’s WayAPG.
  Shared Vigilance (Ex): Both a bodyguard and its master 
  gain Alertness as a bonus feat whenever they are adjacent.
  This replaces share spells.
  Tenacious Guardian (Ex): At 3rd level, a bodyguard can 
  always act in a surprise round (though it remains flat-footed 
  until it acts). As long as its master is adjacent, a bodyguard 
  remains conscious (though it becomes staggered) when its hit 
  points fall below 0. While below 0 hit points, the bodyguard 
  loses 1 hit point per round but gains a +2 morale bonus on 
  attack rolls, saving throws, and skill checks, dying only if its 
  hit points reach a negative total equal to its Constitution 
  score plus its master’s class level.
  This replaces evasion.
  Uncanny Dodge (Ex): At 9th level, a bodyguard gains uncanny 
  dodge as per the rogue class feature of the same name. 
  This replaces Multiattack.
  Greater Tenacity (Ex): At 15th level, a bodyguard with 
  fewer than 0 hit points gains a +4 morale bonus on attack 
  rolls, saving throws, and skill checks; immunity to fear 
  effects; and temporary hit points equal to its master’s class 
  level (maximum 20). It dies only if its hit points reach a 
  negative total equal to twice its Constitution score plus its 
  master’s class level. 
  This replaces improved evasion.
  BULLY
  Bigger than others of its kind, a bully is used to winning 
  fights and displays of dominance for its choice of mates, 
  territory, or other privileges.
  Bully Feats: In addition to the standard feats available to 
  animal companions, a bully can select Greater Bull Rush, 
  Greater Overrun, Greater RepositionAPG, Greater Trip, 
  Improved Reposition, and Improved Trip. It can use Power 
  Attack instead of Combat Expertise as a prerequisite to 
  qualify for feats on this list.
  This replaces share spells.
  Bullying Thrill (Ex): At 9th level, whenever a bully succeeds 
  at a bull rush, overrun, reposition, or trip combat maneuver 
  check, after fully resolving the combat maneuver, it gains a 
  +2 morale bonus on attack and damage rolls until the end of 
  its next turn. 
  This replaces Multiattack.
  DAREDEVIL
  Daredevil companions join the fray with graceful leaps or 
  swooping dives, heedless of the danger.
  Artful Acrobat (Ex): A daredevil gains a competence bonus 
  on Acrobatics checks equal to half its Hit Dice.
  This replaces share spells.
  Uncanny Dodge (Ex): At 6th level, a daredevil gains Mobility 
  as a bonus feat without needing to meet the prerequisites. If 
  it already has Mobility, it gains Spring Attack instead.
  This replaces devotion.
  Devil May Care (Ex): At 9th level, a daredevil can’t be flanked. 
  This replaces Multiattack.
  DEATHTOUCHED COMPANION
  Whether the result of a partially successful attempt at 
  revival, a strange blight, or repeated exposure to undead, 
  deathtouched companions are living animals with a trace of 
  the undead, somewhat like dhampirs.
  Deathtouched Skills: Deathtouched companions treat 
  Intimidate as a class skill.
  Not Quite Animal: The DC to use Handle Animal 
  on a deathtouched companion is 5 higher, as if it were a 
  nonanimal with an Intelligence score of 1 or 2. It doesn’t 
  count as an animal for the purpose of an undead’s 
  unnatural aura.
  Dead Sight (Ex): A deathtouched companion gains 
  darkvision to a range of 60 feet.
  This replaces share spells.
  Negative Energy Affinity (Ex): Though a living creature, 
  a deathtouched companion reacts to positive and negative 
  energy as if it were undead—positive energy harms it, while 
  negative energy heals it.
  One Foot in the Grave (Ex): At 6th level, a deathtouched 
  companion gains a +4 morale bonus on Fortitude saves 
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  against effects that could not normally affect objects or 
  undead, and it takes only half damage from bleed effects. 
  However, it can be affected by attacks that specifically target 
  undead, such as halt undead.
  This replaces devotion.
  DRACONIC COMPANION
  Draconic companions bear a faint trace of dragon blood that 
  grants them special abilities.
  Draconic Skills: Draconic companions treat Intimidate as 
  a class skill.
  Not Quite Animal: The DC to use Handle Animal on a 
  draconic companion is 5 higher, as if it were a nonanimal 
  with an Intelligence score of 1 or 2.
  Draconic Sight (Ex): A draconic companion gains low-
  light vision and darkvision to a range of 60 feet. 
  This replaces share spells.
  Draconic Resistance (Ex): At 3rd level, choose acid, cold, 
  electricity, or fire, based on the draconic companion’s 
  draconic ancestor. The draconic companion gains resistance 
  5 against the chosen energy type, as well as a +2 racial bonus 
  on saves against paralysis and sleep. 
  This replaces evasion.
  Improved Draconic Resistance (Ex): At 6th level, a draconic 
  companion becomes immune to paralysis and sleep, and its 
  energy resistance increases to 10. At 15th level, its energy 
  resistance increases to 20.
  This replaces devotion.
  Breath Weapon (Ex): At 9th level, a draconic companion 
  gains a breath weapon, usable once per day, that deals 1d6 
  points of damage per Hit Dice of the energy type matching 
  its draconic resistance in either a 30-foot cone or a 60-foot 
  line (chosen when the draconic companion gains this ability). 
  At 15th level, it can use the breath weapon three times per 
  day, but it must wait 1d4 rounds between uses. Targets of this 
  breath weapon can attempt a Reflex save (DC = 10 + half the 
  draconic companion’s Hit Dice + the draconic companion’s 
  Constitution modifier) for half damage.
  This replaces Multiattack and improved evasion.
  FEYTOUCHED COMPANION
  Feytouched companions are strangely colored fauna native 
  to the First World, the primal realm of the fey. They gain 
  strange abilities tied to the fey.
  Feytouched Skills: Feytouched companions treat Perform 
  as a class skill.
  Not Quite Animal: The DC to use Handle Animal on a 
  feytouched companion is 5 higher, as if it were a nonanimal 
  with an Intelligence score of 1 or 2.
  Small but Fierce (Ex): A feytouched companion must 
  be an animal companion that normally starts as Small 
  or smaller. At 4th or 7th level, whenever the feytouched 
  companion would normally gain the choice of a listed 
  advancement or a +2 bonus to its Dexterity and Constitution 
  scores, it instead gains a +2 bonus to its Strength, Dexterity, 
  and Constitution scores.
  This replaces the 4th- or 7th-level ability score and size 
  advancement.
  Fey Magic (Sp): A feytouched companion can cast dancing 
  lights at will as a spell-like ability as a full-round action. At 
  3rd level, a feytouched companion can ready an action for its 
  master’s spellcasting while adjacent to its master, to allow 
  its master to spontaneously cast one of the following spells 
  by sacrificing a spell slot of equal or higher level: faerie fire 
  (1st), glitterdust (2nd), deep slumber (3rd), major image (4th), 
  confusion (5th), feeblemind (7th), mislead (8th). A feytouched 
  companion’s master can cast each of the spells on the list 
  only once each day in this way.
  This replaces share spells and Multiattack.
  Iron Bane (Ex): At 3rd level, a feytouched companion 
  gains damage reduction 1/cold iron. This damage reduction 
  increases by 1 for every 3 levels beyond 3rd. Any creature 
  holding or wearing an item made out of cold iron takes 
  a –10 penalty on Handle Animal checks to handle the 
  feytouched companion. 
  This replaces evasion, devotion, and improved evasion.
  PRECOCIOUS COMPANION
  Precocious companions are able to learn far more tricks 
  than other companions; this ability to learn allows their 
  masters to use them for a wider variety of tasks.
  Expanded Tricks (Ex): At 3rd level, a precocious 
  companion gains twice as many bonus tricks as normal for 
  an animal companion. A hunter’s animal companion can’t 
  use the additional bonus tricks to learn hunter’s tricks. At 
  15th level, the DC of the Handle Animal check to push a 
  precocious companion to perform an unlearned trick is 
  only 15, instead of 25. 
  This replaces evasion and improved evasion.
  Perspicacious Mind (Ex): At 4th or 7th level, whenever 
  the precocious companion would normally gain the 
  choice of a listed score advancement or a +2 bonus to 
  Dexterity and Constitution, it instead gains a +2 bonus to 
  its Intelligence score and a +4 bonus to +4 its Wisdom and 
  Charisma scores. 
  This replaces the 4th- or 7th-level ability score advancement.
  RACER
  Some companions have uncanny speed, providing their 
  masters with swift transport.
  Racer Feats: In addition to the standard feats available 
  to animal companions, a racer can select Acrobatic Steps, 
  Charge ThroughAPG, Improved Lightning Reflexes, Lightning 
  Stance, Nimble Moves, and Wind Stance.
  Fast Movement (Ex): A racer’s speed is 10 feet greater than 
  that of typical animals of its kind when it is wearing no 
  armor and carrying a light load.
  This replaces share spells.
  Sprint (Ex): At 6th level, once per hour a racer can move 
  at 10 times its normal speed when it makes a charge or uses 
  the run action.
  This replaces devotion.
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  TOTEM GUIDE
  Totem guides embody the wisdom and spirituality of the 
  natural world, providing guidance as well as aid in combat. 
  Once a totem guide is chosen, a character can replace the 
  companion if it is slain but must choose the same kind of 
  totem guide.
  Spiritual Guidance (Sp): At 3rd level, a totem guide can use 
  guidance as a spell-like ability at will as a full-round action, 
  targeting itself or its master. In addition, a totem guide’s 
  master can spontaneously cast the following spells while 
  adjacent to the totem guide by sacrificing a spell slot of 
  equal or higher level: detect animals or plants (1st), augury 
  (2nd), helping hand (3rd), divination (4th), commune with 
  nature (5th), and find the path (6th). The totem guide 
  serves as a divine focus for these spells, but costly 
  material components must still be provided.
  This replaces evasion.
  Beast Speech (Ex): At 6th level, a totem guide can speak 
  with its master as though the two share 
  a common language, and it can speak 
  with other animals of its species (or, at 
  the GM’s discretion, other creatures with 
  similar types).
  This replaces devotion.
  Eldritch Claws: At 9th level, a totem guide gains 
  Eldritch ClawsAPG as a bonus feat.
  This replaces Multiattack.
  Ghost Guardian (Ex): At 15th level, a totem guide’s natural 
  weapons deal full damage to incorporeal creatures, and 
  its natural armor bonus applies against incorporeal touch 
  attacks. A totem guide can never be transformed into or 
  animated as an undead creature. 
  This replaces improved evasion.
  TRACKER
  Some companions are expert trackers, able to use their scent 
  ability to follow any trail.
  Keen Nose: A tracker must be an animal companion with 
  the scent ability.
  Tracker Skills: Trackers treat Survival as a class skill.
  Expert Tracker (Ex): A tracker gains a competence bonus 
  on Survival checks to track via scent equal to half its total 
  Hit Dice. At 6th level, it can move at its normal speed while 
  using Survival to follow tracks without taking the normal 
  –5 penalty. It takes only a –10 penalty (instead of the normal 
  –20 penalty) when moving at up to twice its normal speed 
  while tracking. 
  This replaces share spells and devotion.
  VERDANT COMPANION
  Favorites of druids who balance their responsibilities 
  between flora and fauna, verdant companions are animals 
  with some of the abilities and physical aspects of plants.
  Not Quite Animal: The DC to use Handle Animal on a 
  verdant companion is 5 higher, as if it were a nonanimal with 
  an Intelligence score of 1 or 2.
  Photosynthesis (Ex): As long as it stays in the sunlight for 
  at least 8 hours per day, a verdant companion doesn’t need 
  to eat. Otherwise, it eats normally for an animal of its kind.
  Verdant Resistance (Ex): A verdant companion gains a 
  +1 racial bonus on saving throws against mind-affecting 
  effects, paralysis, poison, polymorph, sleep effects, and 
  stunning. This bonus increases to +2 at 3rd level, +3 at 6th 
  level, and +4 at 15th level. At 6th level, a verdant companion 
  gains roots it can plant or retract as a swift action. With 
  its roots planted, it can’t move, but it gains a +4 bonus to 
  its CMD against bull rush, pull, push, reposition, trip, 
  and other combat maneuvers that would knock it over or 
  move it. 
  This replaces share spells, evasion, devotion, and improved 
  evasion.
  WRECKER
  Like unruly pets, some companions have a tendency to 
  destroy nearby objects while unsupervised, and their 
  masters can channel these destructive impulses into an 
  advantage in battle.
  Wrecker Feats: In addition to the standard feats available 
  to animal companions, a wrecker can select Improved 
  Sunder and Greater Sunder.
  Destructive Wrecker (Ex): A wrecker’s natural attacks 
  ignore an inanimate object’s first 5 points of hardness. At 
  9th level, a wrecker’s natural attacks count as if they were 
  adamantine for the purpose of overcoming a construct’s 
  damage reduction. 
  This replaces share spells and Multiattack.
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  Spellcasters who have the ability to gain familiars have 
  a wide range of options. Many familiars beyond those 
  presented in the Pathfinder RPG Core Rulebook exist in the 
  various Pathfinder RPG Bestiary volumes and Pathfinder 
  RPG Ultimate Magic, and the following pages expand those 
  options even more.
  UNUSUAL FAMILIARS
  While most familiars are Tiny animals or magical beasts, 
  spellcasters can acquire larger or more unusual creatures 
  during their travels, which impart certain rules effects that 
  should be considered at the table. 
  Small familiars threaten the areas around them like other 
  Small creatures do, and they can be used to flank enemies—
  though both familiars and their masters are generally loath 
  to employ such tactics, as the result is often a dead familiar. 
  Small familiars are also harder to keep on a master’s person 
  than Tiny or smaller familiars; some form of specialized or 
  magical conveyance is usually required. 
  Construct, plant, and vermin familiars gain an Intelligence 
  score, and they lose the mindless trait if they had it. If such 
  familiars lack a language, they communicate with their masters 
  and other creatures of their kind (greensting scorpions with 
  other scorpions, mobile plant creatures with other mobile 
  plant creatures, and so on) by way of a strange combination 
  of behaviors, slight changes in coloration, and sometimes 
  even the excretion of scents or pheromones. Other types 
  of creatures can’t understand this communication without 
  magical aid. 
  VARIANT FAMILIARS
  The familiars presented below are variants of existing 
  creatures, modified as indicated.
  ARCTIC FOX 
  CR 1/4
  Variant Use the statistics for a fox (Bestiary 3 112). An 
  arctic fox’s white fur allows it to blend in with its snowy 
  environment. It receives a +4 racial bonus on Stealth checks 
  in snow.
  This clever predator is known as a cunning hunter of small 
  mammals and birds, with a thick coat of white fur that allows 
  it to blend with the winter landscape. An arctic fox is typically 
  2 feet long and weighs 15 pounds.
  ERMINE 
  CR 1/2
  Variant Use the statistics for a weasel (Bestiary 133). An ermine 
  receives a +4 racial bonus on Stealth checks in snow.
  Also called a stoat, this type of weasel has a coat of white 
  fur. Ermines are typically a foot long and weigh about half 
  a pound. 
  MARINE IGUANA 
  CR 1/3
  Variant Use the statistics for a dwarf caiman (see page 194), 
  Familiars
  but increase its base speed and swim speed by 10 feet each. 
  Marine iguanas do not have the sprint ability.
  These iguanas have craggy scales that allow them to blend 
  in with volcanic rock. Unlike other iguanas, they are strong 
  swimmers and can dive as deep as 30 feet below the ocean 
  surface in the search for algae and moss. Marine iguanas 
  are usually around a foot long (not counting their long tails) 
  and can weigh as much as 10 pounds. 
  MONGOOSE 
  CR 1/2
  Variant Use the statistics for a weasel (Bestiary 133), but it has 
  a +4 bonus on saving throws against poison from snakes. 
  These creatures are well known for their resistance to 
  snake venom and are often trained to hunt snakes. They 
  are typically 2 feet long from nose to tail and weigh about 
  6 pounds. 
  OSPREY 
  CR 1/3
  Variant Use the statistics for a hawk (Bestiary 131). 
  Sometimes called sea hawks, these white-bellied predatory 
  birds have brownish-gray feathers on their wings and back. 
  Their diet consists of mostly fish. Ospreys are about 2 feet 
  long and weigh 3 pounds. 
  PARROT 
  CR 1/6
  Variant Use the statistics for a raven (Bestiary 133). 
  These rather intelligent birds come in a variety of colors. 
  They are prized for their colorful feathers and their talent 
  for mimicking sounds, including human voices and words. 
  They are typically about 1 foot in length, though some are 
  larger, and weigh between half a pound to 3 pounds. 
  SEA KRAIT 
  CR 1/2
  Variant Use the statistics for a viper (Bestiary 133), but it has a 
  swim speed of 30 feet.
  This semiaquatic snake has a flat, paddle-shaped tail, giving 
  it greater speed and agility in the water. Though it can’t 
  breathe underwater, it does all of its hunting in the water 
  and is more agile there than on land. The largest sea kraits 
  can grow to 5 feet long.
  SNAIL KITE 
  CR 1/3
  Variant Use the statistics for a hawk (Bestiary 131).
  A snail kite uses its hooked beak to dig snails out of their 
  shells. While female snail kites have more brown and 
  muddled coloration, the males boast distinctive blue-gray 
  feathers. These birds can grow to be 1-1/2 feet long and 
  weigh nearly 2 pounds.
  TOUCAN 
  CR 1/6
  Variant Use the statistics for a raven (Bestiary 133). Toucans 
  cannot talk. 
  These short-necked, rather stout birds have bills that are 
  often nearly the length of their body. They use these long 
  bills to eat fruit. A toucan is typically about a foot long and 
  weighs between half a pound and 1 pound. 
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  Familiar 
  Special Ability
  Arctic Fox 
  Master gains a +2 bonus on Reflex saves
  Arctic Hare 
  Master gains a +4 bonus on initiative checks
  Arctic Tern 
  Master gains a +3 bonus on Fly checks
  Armadillo 
  Master gains a +1 natural armor bonus to AC
  Butterfly 
  Master gains a +3 bonus on Perform checks
  Cat, Margay 
  Master gains a +3 bonus on Bluff checks
  Chicken 
  Master gains +3 hit points
  Cockroach 
  Master gains +3 hit points
  Creeper Ivy 
  Master gains a +3 bonus on Climb checks
  Dodo 
  Master gains a +4 bonus on initiative checks
  Dolphin, Popoto 
  Master gains a +3 bonus on Swim checks
  Dwarf Caiman 
  Master gains a +3 bonus on Stealth checks
  Dweomer Cap 
  Master gains a +3 bonus on Spellcraft  
   
  checks to identify magic items
  Ermine 
  Master gains a +2 bonus on Reflex saves
  Fire Salamander 
  Master gains a +3 bonus on Escape  
   
  Artist checks
  Flowering Lattice 
  Master gains a +3 bonus on Diplomacy checks
  Horned Lizard 
  Master gains a +2 bonus on Fortitude saves
  Ioun Wyrd 
  Master gains a +1 natural armor bonus to AC
  Isopod, Giant 
  Master gains a +2 bonus on Reflex saves
  Jerboa 
  Master gains a +4 bonus on initiative checks
  Kakapo 
  Master gains a +3 bonus on Climb checks
  Koala 
  Master gains a +3 bonus on Climb checks
  Lamprey 
  Master gains +3 hit points.
  Lemming 
  Master gains a +2 bonus on Fortitude saves
  Leopard Slug 
  Master gains a +3 bonus on Climb checks
  Marine Iguana 
  Master gains a +3 bonus on Swim checks
  Meerkat 
  Master gains a +3 bonus on Escape  
   
  Artist checks
  Mole 
  Master gains a +3 bonus on smell-, taste-,  
   
  and touch-based Perception checks
  Mongoose 
  Master gains a +2 bonus on Fortitude Saves
  Moth (use 
  Master gains a +3 bonus on 
  butterfly statistics) 
  Survival checks
  FAMILIARS
  The statistics for the following creatures can be used for 
  familiars, but they can also be used for normal creatures 
  encountered by adventurers. Note that some of these 
  creatures (like butterflies) are essentially harmless without the 
  additional abilities granted by being a familiar, and in these 
  cases defeating them in battle should award no experience.
  Arctic Hare
  With shorter ears and limbs than other rabbits, this white rabbit is 
  hard to spot in the snow. 
  ARCTIC HARE 
  CR 1/6
  XP 65
  N Tiny animal 
  Init +3; Senses low-light vision; Perception +1
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  Table 5–1: Familiar Special Abilities   
  Peafowl 
  Master gains a +3 bonus on Intimidate checks
  Petrifern 
  Master gains a +1 natural armor bonus to AC
  Osprey 
  Master gains a +3 bonus on Survival checks
  Parrot 
  Master gains a +3 bonus on Linguistics checks
  Penguin 
  Master gains a +3 bonus on Swim checks
  Platypus 
  Master gains a +3 bonus on Swim checks
  Ptarmigan 
  Master gains a +3 bonus on Stealth checks
  Pufferfish 
  Master gains a +2 bonus on Fortitude saves
  Puffin 
  Master gains a +2 bonus on Stealth checks
  Rabbit 
  Master gains a +4 bonus on initiative checks
  Rhamphorhynchus  
  Master gains a +4 bonus on initiative checks
  Ravenous  
  Master gains a 10-foot bonus to speed 
  Tumbleweed 
  when using the charge, run, or withdraw  
   
  actions
  Razor Fern 
  Master gains a +3 bonus on Stealth checks
  Sawleg Locust 
  Master gains a +3 bonus on Acrobatics checks
  Sea Krait 
  Master gains a +2 bonus on Fortitude saves
  Seal 
  Master gains a +3 bonus on Swim checks
  Shimmerwing  
  Master gains a +3 bonus on Fly checks 
  Dragonfly 
  Skunk† 
  Master gains a +2 bonus on Fortitude saves
  Snail Kite 
  Master gains a +3 bonus on Fly checks
  Spiny Starfish 
  Master treats his effective character level  
   
  as 4 higher to recover hit points by resting
  Squirrel 
  Master gains a +3 bonus on Sleight of  
   
  Hand checks
  Suture Vine 
  Master gains a +3 bonus on Heal checks
  Tardigrade, Giant 
  Master gains a +2 bonus on Fortitude saves
  Tarsier 
  Master gains a +3 bonus on Acrobatics checks
  Toucan 
  Master gains a +3 bonus on Diplomacy checks
  Vampire Squid 
  Master gains a +2 bonus on Reflex saves
  Wallaby 
  Master gains a +3 bonus on Acrobatics checks
  † Statistics for the skunk are found on page 247 of Pathfinder RPG 
  Bestiary 3.
  hp 3 (1d8–1)
  Fort +1, Ref +5, Will +1
  OFFENSE
  Speed 50 ft.
  Melee bite –2 (1d3–4)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 3, Dex 16, Con 9, Int 2, Wis 12, Cha 5
  Base Atk +0; CMB +1; CMD 7 (11 vs. trip)
  Feats Run
  Skills Stealth +15 (+19 in snow); Racial Modifiers +4 Stealth in snow
  ECOLOGY
  Environment cold forests and plains
  Organization solitary, pair, or down (3–16)
  Treasure none
  An arctic hare has adapted to life in cold environments but 
  fares well in warmer climes.
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  Arctic Tern
  This white-and-gray bird has a reddish-orange beak. 
  ARCTIC TERN 
  CR 1/6
  XP 65
  N Tiny animal 
  Init +2; Senses low-light vision; Perception +6
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 2 (1d8–2)
  Fort +0, Ref +4, Will +2
  OFFENSE
  Speed 10 ft., fly 40 ft. (average)
  Melee bite –2 (1d3–4)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 2, Dex 15, Con 7, Int 2, Wis 14, Cha 5
  Base Atk +0; CMB +0; CMD 6
  Feats Skill Focus (Fly)
  Skills Fly +9, Perception +6
  ECOLOGY
  Environment cold coastlines
  Organization solitary, pair, or flock (3–20)
  Treasure none
  These migratory birds are agile and graceful flyers that hunt 
  fish and marine invertebrates. Arctic terns mate for life and 
  build their nests on the ground. 
  Arctic terns are about 1 foot long and weigh about half 
  a pound. 
  Armadillo
  This round, dust-colored creature’s snout pokes out of its bony 
  armor shell. 
  ARMADILLO 
  CR 1/4
  XP 100
  N Tiny animal 
  Init +2; Senses scent; Perception +8 (+0 on sight-based 
  Perception checks)
  DEFENSE
  AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
  hp 4 (1d8)
  Fort +2, Ref +4, Will +1
  Defensive Abilities protective ball
  OFFENSE
  Speed 30 ft., burrow 5 ft.
  Melee claw –1 (1d2–3)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 4, Dex 15, Con 11, Int 2, Wis 12, Cha 9
  Base Atk +0; CMB +0; CMD 7 (11 vs. trip)
  Feats Skill Focus (Perception)
  Skills Perception +8 (+0 on sight-based checks), Swim +1; Racial 
  Modifiers +4 Swim, –8 on sight-based Perception checks
  SQ natural diver
  ECOLOGY
  Environment temperate or warm plains
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Natural Diver (Ex) An armadillo can hold its breath underwater 
  for up to 6 minutes.
  Protective Ball (Ex) An armadillo can roll up into a ball as a swift 
  action, increasing its natural armor bonus to +3 but decreasing 
  its speed to 0 feet. Unrolling is a move action.
  These squat-bodied mammals are easily recognizable 
  thanks to their distinctive leathery shells, which provide 
  them with natural protection against numerous dangers 
  and predators in their native environs. Armadillos have 
  very poor eyesight, perceiving the world largely through 
  scent and touch. They are exceptional diggers, and they 
  burrow both to find food and to make their dens. When an 
  armadillo goes underwater, it swallows air to increase its 
  buoyancy, inflating its stomach up to twice its normal size 
  so it won’t immediately sink. 
  An armadillo is 2-1/2 feet long and weighs roughly 
  10 pounds.
  Butterfly/Moth
  This graceful winged insect is a riot of color that glides through the 
  air like a flittering dream.
  BUTTERFLY/MOTH 
  CR —
  XP —
  N Diminutive vermin 
  Init +1; Senses darkvision 60 ft., scent; Perception +1
  DEFENSE
  AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
  hp 1 (1d8–3)
  Fort –1, Ref +1, Will +1
  Immune mind-affecting effects
  OFFENSE
  Speed 5 ft., fly 30 ft. (average)
  Space 1 ft.; Reach 0 ft.
  STATISTICS
  Str 1, Dex 13, Con 4, Int —, Wis 12, Cha 7
  Base Atk +0; CMB –3; CMD 2 (10 vs. trip)
  Skills Fly +7
  ECOLOGY
  Environment any temperate or warm
  Organization solitary, pair, or kaleidoscope (3–100)
  Treasure none
  Butterflies are delicate, brightly colored insects that 
  feed on nectar and other sources of sugar. Moths have 
  the same statistics as butterflies, though they tend to be 
  active at night. The butterfly (or moth) presented here is 
  a particularly large specimen with a wingspan of just over 
  6 inches, yet it is still completely harmless and awards no 
  XP if slain.
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  Cat, Margay
  Black rosettes and streaks mark the brown fur of this slender feline.
  MARGAY 
  CR 1/4
  XP 100
  N Tiny animal 
  Init +2; Senses low-light vision, scent; Perception +0
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 4 (1d8)
  Fort +2, Ref +4, Will +0
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee bite –1 (1d3–3), 2 claws –1 (1d2–3)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 4, Dex 14, Con 10, Int 2, Wis 11, Cha 9
  Base Atk +0; CMB +0; CMD 7 (11 vs. trip)
  Feats Skill Focus (Climb)
  Skills Bluff +0 (+4 when mimicking animal sounds), Climb +8, 
  Stealth +14; Racial Modifiers +4 Bluff to mimic animal sounds
  SQ sound mimicry (animals)
  ECOLOGY
  Environment warm forests
  Organization solitary or pair
  Treasure none
  The margay is a small cat that lives in dense tropical forests, 
  preferring to spend most of its life in the trees. During the 
  day, a margay lounges in liana tangles far above the ground, 
  and at night it chases birds, frogs, lizards, and monkeys 
  through the treetops. A margay can use its sound mimicry 
  ability to imitate the sounds of any animal of its own size or 
  one size category smaller, and it often does so to lure prey 
  into an ambush. 
  A margay weighs around 8 pounds and may reach a length 
  of 3–4 feet, nearly half of which is its tail.
  Chicken 
  This fowl has a compact body, a short beak flanked by red wattles, 
  and a crimson comb on the crown of its head. 
  CHICKEN 
  CR 1/6
  XP 65
  N Tiny animal 
  Init +4; Senses low-light vision; Perception +5
  DEFENSE
  AC 12, touch 12, flat-footed 12 (+2 size)
  hp 5 (1d8+1)
  Fort +3, Ref +2, Will +1
  OFFENSE
  Speed 30 ft., fly 20 ft. (clumsy); drift
  Melee bite –2 (1d3–4)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 3, Dex 11, Con 12, Int 2, Wis 12, Cha 13
  Base Atk +0; CMB –2; CMD 4
  Feats Improved Initiative
  Skills Fly –4, Perception +5
  ECOLOGY
  Environment any temperate
  Organization solitary, pair, or flock (3–20)
  Treasure none
  SPECIAL ABILITIES
  Drift (Ex) A chicken flies in short bursts and can’t use its fly speed 
  to hover. When it flies, a chicken must end its move action by 
  landing or perching on a solid surface. 
  Chickens are prized for the hearty breakfast meals they 
  provide if properly fed and cared for. Chickens are highly 
  social creatures that raise their young communally. They’re 
  picky about the spots where they roost, and a hen rarely 
  strays from a particular nest once she’s laid her eggs there. 
  A fertilized chicken egg hatches into a chick after roughly 
  3 weeks of incubation. 
  In addition to their quick reproductive cycles, chickens 
  have the ability to thrive on simple foods, and they are valued 
  in both rural farming communities and metropolitan areas 
  for their delicious and nutrient-rich eggs and meat. A 
  hen bred for laying eggs can produce up to one egg every 
  24 hours. 
  A chicken is about 1 foot tall and weighs 5 pounds.
  Cockroach
  This swift brown insect scampers up walls, its antennae flailing. 
  COCKROACH 
  CR 1/8
  XP 50
  N Diminutive vermin 
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
  hp 6 (1d8+2)
  Fort +4, Ref +2, Will +0
  Immune mind-affecting effects
  Weaknesses light sensitivity
  OFFENSE
  Speed 20 ft., climb 20 ft., fly 30 ft. (poor)
  Melee bite –1 (1d2–5)
  Space 1 ft.; Reach 0 ft.
  STATISTICS
  Str 1, Dex 15, Con 14, Int —, Wis 11, Cha 2
  Base Atk +0; CMB –2; CMD 3 (11 vs. trip)
  Skills Climb +3, Fly +4
  SQ hold breath
  ECOLOGY
  Environment any
  Organization solitary, pair, or swarm (3–60)
  Treasure none
  Cockroaches are hardy insects commonly viewed as pests—
  especially for being attracted to warm buildings and 
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  unattended food in urban areas. They are famously skittish, 
  fleeing from larger creatures and sources of light.
  Creeper Ivy
  The creeping tendrils of this plant creature guide its way up tree 
  trunks and walls. 
  CREEPER IVY 
  CR 1/4
  XP 100
  N Tiny plant 
  Init +2; Senses low-light vision; Perception +0
  DEFENSE
  AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
  hp 4 (1d8)
  Fort +2, Ref +2, Will +0
  Immune plant traits
  OFFENSE
  Speed 15 ft., climb 15 ft.
  Melee slam +0 (1d2–2 plus grab)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks constrict (1d3–2), grab (Medium)
  STATISTICS
  Str 7, Dex 14, Con 10, Int —, Wis 10, Cha 5
  Base Atk +0; CMB +0; CMD 8 (can’t be tripped)
  Skills Climb +6
  ECOLOGY
  Environment temperate forests and urban
  Organization solitary, pair, or tangle (3–10)
  Treasure none
  Climbing ivy thrives in dense forests and urban 
  landscapes, where it can easily relocate to maximize its 
  exposure to the sun. Surprisingly fast for a plant, creeper 
  ivy is territorial and lashes out at creatures that threaten or 
  shade it. It also scavenges when the opportunity presents 
  itself, sometimes drawing nutrition from carrion or even 
  unguarded eggs.
  Dodo 
  This plump, gray, flightless bird waddles about on ungainly legs, 
  fearlessly bobbing its prodigious beak.
  DODO 
  CR 1/4
  XP 100
  N Small animal 
  Init +0; Senses low-light vision; Perception +3
  DEFENSE
  AC 11, touch 11, flat-footed 11 (+1 size)
  hp 6 (1d8+2)
  Fort +4, Ref +2, Will –1
  OFFENSE
  Speed 20 ft.
  Melee bite +0 (1d3–2)
  STATISTICS
  Str 7, Dex 11, Con 14, Int 2, Wis 9, Cha 6
  Base Atk +0; CMB –3; CMD 7
  Feats Weapon Focus (bite)
  Skills Perception +3
  ECOLOGY
  Environment warm coastlines and plains
  Organization solitary, pair, or huddle (3–6)
  Treasure none
  These flightless birds typically inhabit isolated tropical 
  islands and coastlines that are devoid of predators and other 
  creatures that might kill them to use as a resource. Dodos’ 
  size and unfamiliarity with natural dangers contribute to 
  a kind of boldness in their species—or what some would 
  call stupidity—causing them to bumble into precarious 
  situations and making them easy targets for other creatures 
  that are on the prowl for a tasty meal. The birds can all too 
  easily be caught and slain, and while their meat has a most 
  unpleasant taste, few starving, shipwrecked sailors would 
  turn such a providential meal down.
  Dolphin, Popoto 
  This sleek mammal has a short snout and black, white, and gray 
  markings along its body.
  POPOTO 
  CR 1/3
  XP 135
  N Small animal 
  Init +3; Senses blindsense 30 ft., low-light vision; Perception +5
  DEFENSE
  AC 15, touch 14, flat-footed 12 (+3 Dex, +1 natural, +1 size)
  hp 4 (1d8)
  Fort +2, Ref +5, Will +1
  OFFENSE
  Speed swim 60 ft.
  Melee slam +4 (1d3–1)
  STATISTICS
  Str 8, Dex 17, Con 11, Int 2, Wis 13, Cha 6
  Base Atk +0; CMB –2; CMD 11
  Feats Weapon Finesse
  Skills Perception +5, Swim +7
  SQ hold breath
  ECOLOGY
  Environment temperate oceans
  Organization solitary, pair, or pod (3–5)
  Treasure none
  Popotos are the smallest species of dolphin known, and 
  they generally swim in shallow waters near shorelines. 
  Sometimes they manage to swim miles upriver when they 
  hunt for fish, using echolocation to navigate through 
  smaller channels. They are social hunters and traveling in 
  small groups called pods, which normally contain three 
  to five popotos. Like larger dolphins, popotos are popular 
  with seafarers, who consider the creatures to be good luck 
  and tell hopeful tales of popotos leading lost swimmers 
  to shore and pods fighting off sharks that are much larger 
  than the popotos themselves.
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  Dwarf Caiman
  This lithe, green-scaled reptile looks like a miniature crocodile with 
  a stunted muzzle. 
  DWARF CAIMAN 
  CR 1/3
  XP 135
  N Small animal 
  Init +0; Senses low-light vision; Perception +0
  DEFENSE
  AC 14, touch 11, flat-footed 14 (+3 natural, +1 size)
  hp 6 (1d8+2)
  Fort +4, Ref +2, Will +0
  OFFENSE
  Speed 10 ft., swim 30 ft.; sprint
  Melee bite +1 (1d4)
  STATISTICS
  Str 10, Dex 11, Con 15, Int 1, Wis 11, Cha 2
  Base Atk +0; CMB –1; CMD 9 (13 vs. trip)
  Feats Skill Focus (Stealth)
  Skills Stealth +11 (+19 in water), Swim +8; 
  Racial Modifiers +8 Stealth in water
  ECOLOGY
  Environment warm swamps and rivers
  Organization solitary, pair, or bask (3–12)
  Treasure none
  SPECIAL ABILITIES
  Sprint (Ex) Once per minute, a dwarf caiman can sprint, 
  increasing its base speed to 30 feet for 1 round.
  Dwarf caimans are a small species of crocodilian predators 
  that live amid the fast-running streams of tropical rainforests 
  and swamps. These patient predators sometimes lie in 
  awkward positions for hours before they strike their prey, 
  their mottled scales disguising them as floating wood.
  Dweomer Cap
  Undulating patterns of purple and orange luminescence play across 
  this strange mushroom’s gills.
  DWEOMER CAP 
  CR 1/8
  XP 50
  N Tiny plant 
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +1
  DEFENSE
  AC 11, touch 11, flat-footed 11 (–1 Dex, +2 size)
  hp 5 (1d8+1)
  Fort +3, Ref –1, Will +1; +2 vs. spells and spell–like abilities
  Defensive Abilities arcanophage; Immune plant traits
  OFFENSE
  Speed 5 ft., climb 5 ft.
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 1, Dex 8, Con 12, Int —, Wis 12, Cha 2
  Base Atk +0; CMB –3; CMD 2 (can’t be tripped)
  Skills Climb +7
  SQ aura luminescence
  ECOLOGY
  Environment any underground
  Organization solitary, pair, or patch (3–5)
  Treasure none
  SPECIAL ABILITIES
  Arcanophage (Su) When a dweomer cap succeeds at a saving 
  throw against a spell, but not a spell-like ability, it gains fast 
  healing 1 for a number of rounds equal to the spell’s level.
  Aura Luminescence (Ex) A dweomer cap naturally emits dim 
  light in a 10-foot radius. When in contact with a creature 
  or object that has a faint or stronger magical aura, a 
  dweomer cap’s light shimmers perceptibly, changing its hue 
  and pattern. A dweomer cap can suppress or resume its 
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  luminescence as a standard action, though it has reason to do 
  so only when serving as a familiar and ordered by its master 
  to do so.
  A dweomer cap is a black mushroom covered in wavy 
  purple and orange patterns. It is typically found in regions 
  of residual magical activity, such as abandoned arcane 
  laboratories and sites of magical disasters. Although a 
  dweomer cap can subsist on decaying organic material, it 
  thrives and releases spores only when it can absorb trace 
  magical energies. This makes these fungi an indicator that 
  magical traps or treasures might be nearby. Spellcasters 
  sometimes adopt dweomer caps as familiars, learning 
  to read the fungi’s scintillations to help identify nearby 
  magical effects. 
  A typical dweomer cap is about 1 foot wide and weighs 
  around 2 pounds.
  Fire Salamander
  Yellow spots and stripes run from this amphibian’s wide snout to 
  the tip of its tail.
  FIRE SALAMANDER 
  CR 1/3
  XP 135
  N Diminutive animal 
  Init +2; Senses low-light vision, scent; Perception –1
  DEFENSE
  AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
  hp 3 (1d8–1)
  Fort +1, Ref +4, Will –1
  Defensive Abilities skin secretions
  OFFENSE
  Speed 10 ft., swim 20 ft.
  Melee bite +6 (1d2–4)
  Space 1 ft.; Reach 0 ft.
  STATISTICS
  Str 2, Dex 14, Con 8, Int 1, Wis 8, Cha 6
  Base Atk +0; CMB –2; CMD 4 (8 vs. trip)
  Feats Weapon Finesse
  Skills Escape Artist +6, Stealth +18, Swim +10; Racial Modifiers 
  +4 Escape Artist
  ECOLOGY
  Environment temperate forests
  Organization solitary, pair, or congress (3–10)
  Treasure none
  SPECIAL ABILITIES
  Skin Secretions (Ex) A creature that strikes a fire salamander 
  with an unarmed strike or natural weapon exposes itself to 
  the salamander’s toxic skin and must immediately succeed at 
  a DC 9 Fortitude save to resist being sickened for 1 round. The 
  secretions also make the salamander difficult to grab, giving 
  it a +4 racial bonus on Escape Artist checks. The save DC is 
  Constitution-based.
  Despite their name, fire salamanders have nothing to do 
  with the evil outsiders known as salamanders. These are 
  Diminutive poisonous amphibians that can live more than 
  50 years. They are most active after dusk, eating earthworms, 
  insects, slugs, and spiders. During the day, they hide amid 
  fallen leaves or near mossy tree trunks. 
  Fire salamanders are 6 to 10 inches long and weigh only 
  2 ounces.
  Flowering Lattice
  This scuttling patchwork plant features flowers of many different 
  shapes and colors. 
  FLOWERING LATTICE 
  CR 1/6
  XP 65
  N Diminutive plant 
  Init +1; Senses low-light vision; Perception +1
  DEFENSE
  AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
  hp 3 (1d8–1)
  Fort +1, Ref +1, Will +1
  Immune plant traits
  OFFENSE
  Speed 5 ft., climb 5 ft.
  Space 1 ft.; Reach 0 ft.
  Special Attacks pollen
  STATISTICS
  Str 1, Dex 13, Con 9, Int —, Wis 12, Cha 8
  Base Atk +0; CMB –3; CMD 2
  Skills Climb +3
  SQ bountiful fruits
  ECOLOGY
  Environment temperate or warm hills
  Organization solitary, pair, or bloom (3–5)
  Treasure none
  SPECIAL ABILITIES
  Bountiful Fruits (Ex) Once per week, a flowering lattice produces 
  a handful of small fruits or berries that remain ripe for 1 week. 
  Eating all of the fruit takes 1 minute and affects the eater as if 
  she had consumed a berry affected by goodberry. 
  Pollen (Ex) Once every 1d4 rounds, a flowering lattice can 
  expel a cloud of pollen in a 10-foot cone. Creatures in the 
  area are dazzled for 2 rounds (Fortitude DC 11 negates). If a 
  creature currently dazzled by the pollen is affected again, it is 
  blinded for 1 round (Fortitude DC 11 negates). The save DC is 
  Constitution-based and includes a +2 racial bonus.
  The result of centuries of plant husbandry, flowering lattices 
  are delicate networks of vines that form blossoming nets 
  about 1 square foot in size. As many as 12 varieties of flower 
  grow from an individual flowering lattice, with each bloom 
  opening at different times of the year and hours of the day 
  to ensure a nearly constant array of colorful petals. This 
  plant’s enthusiasts often incorporate the organism into their 
  fashion, draping them over the shoulders like a stole or 
  over the head as a hood. These lattices require regular care, 
  surviving on their own only in regions with rich soil and 
  ample pollinators.
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  Horned Lizard
  The blunt snout of this lizard bears bony horns, and its flat, round 
  body is adorned with many spines.
  HORNED LIZARD 
  CR 1/6
  XP 65
  N Diminutive animal 
  Init +1; Senses low-light vision, scent; Perception +0
  DEFENSE
  AC 16, touch 15, flat-footed 15 (+1 Dex, +1 natural, +4 size)
  hp 3 (1d8–1)
  Fort +1, Ref +3, Will +0
  OFFENSE
  Speed 20 ft.
  Melee bite –1 (1d2–5)
  Ranged blood squirt +5 touch (special)
  Space 1 ft.; Reach 0 ft.
  STATISTICS
  Str 1, Dex 12, Con 8, Int 1, Wis 10, Cha 3
  Base Atk +0; CMB –3; CMD 2 (6 vs. trip)
  Feats Run
  Skills Stealth +17
  SQ camouflage, puff up
  ECOLOGY
  Environment warm desert
  Organization solitary, pair, or flock (3–12)
  Treasure none
  SPECIAL ABILITIES
  Blood Squirt Once per day as a standard action that doesn’t 
  provoke attacks of opportunity, a horned lizard can squirt a 
  5-foot-long stream of blood from the corners of its eyes. The 
  animal’s blood contains noxious chemicals, and a creature 
  hit by the blood must succeed at a DC 9 Fortitude save or be 
  sickened for 1d4 rounds. The save DC is Constitution-based.
  Camouflage While in desert terrain, a horned lizard can use 
  the Stealth skill to hide even if the terrain doesn’t grant 
  cover or concealment.
  Puff Up When taking the total defense action, a horned 
  lizard puffs up its body, appearing larger and more horned 
  and gaining an additional +4 bonus to CMD against 
  grapple attempts.
  Despite their sluggish, toad-like appearance, these creatures 
  are reptiles with dry, spiny skin adapted to prevent water 
  loss in their native desert environment. They are typically 
  found sunning themselves on rocks during all but the 
  hottest parts of the day, retreating beneath the shade of 
  ridges or rocks when the sun is directly overhead. Their 
  main method of defense is to avoid detection, but when their 
  desert coloration fails to fool predators, they attempt to flee 
  or use their other defensive methods, such as their unique 
  ability to rupture blood vessels in their eyes so they can spray 
  noxious blood at approaching predators. Due to their fierce 
  defensive displays, horned lizards are often thought to be 
  overly aggressive, though people who keep them as pets or 
  familiars know that they can be affectionate creatures.
  Ioun Wyrd 
  This strange creature appears as a floating swarm of gemstones 
  surrounding a larger stone that pulses with dim light.
  IOUN WYRD 
  CR 1/3
  N Tiny construct 
  Init +2; Senses blindsight 30 ft.; Perception +2
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 size)
  hp 5 (1d10)
  Fort +0, Ref +2, Will +2
  Immune construct traits
  OFFENSE
  Speed 0 ft., fly 30 ft. (average)
  Melee slam +0 (1d4–3)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 4, Dex 15, Con —, Int 3, Wis 14, Cha 5
  Base Atk +1; CMB +1; CMD 9
  Feats Dodge
  Skills Fly +10
  Languages Common (can’t speak)
  SQ ioun affinity, share iouns
  ECOLOGY
  Environment any
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Ioun Affinity (Su) An ioun wyrd can integrate a number of ioun 
  stones into its body equal to 1 + half its Hit Dice. Because an 
  ioun wyrd sees all ioun stones as equal and gains no benefits 
  from them, the wyrd’s ioun stones can be swapped out by 
  any creature the wyrd trusts. 
  Share Iouns (Su) A character with an ioun wyrd familiar gains 
  the benefit of the wyrd’s ioun stones as long as the character 
  is within 30 feet of the ioun wyrd. 
  At first glance, these creatures appear to resemble some 
  manner of earth elementals, but they’re actually bizarre 
  constructs created by spellcasters from certain types of 
  minerals and gemstones. Ioun wyrds are occasionally found 
  in the wild, typically near the haunts of spellcasters and 
  arcane societies where the strange little creatures escaped 
  their former masters. 
  A typical ioun wyrd is roughly 2 feet in diameter and 
  weighs between 15 and 20 pounds. 
  Construction 
  An ioun wyrd is made of small gemstones, lodestones, and 
  bits of granite, all coated with 500 gp worth of alchemical 
  materials. A functional ioun stone must also be present at 
  its construction, which the ioun wyrd takes as the first ioun 
  stone to be integrated into its body with its ioun affinity. 
  IOUN WYRD
  CL 5th; Price 1,500 gp plus ioun stone
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  CONSTRUCTION
  Requirements Craft Construct, animate object, lesser geas; 
  Skill Knowledge (arcana) DC 15; Cost 1,000 gp plus 
  ioun stone
  Isopod, Giant
  This many-legged crustacean is the size of a sewer rat, its body 
  protected by several thick shell-like plates.
  GIANT ISOPOD 
  CR 1/8
  N Tiny vermin (aquatic)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +0
  DEFENSE
  AC 14, touch 11, flat-footed 14 (–1 Dex, +3 natural, +2 size)
  hp 6 (1d8+2)
  Fort +4, Ref –1, Will +0
  Defensive Abilities curl; Immune mind-affecting effects
  OFFENSE
  Speed 20 ft., swim 10 ft.
  Melee bite –1 (1d3–3)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 5, Dex 9, Con 14, Int —, Wis 11, Cha 2
  Base Atk +0; CMB –3; CMD 4 (can’t be tripped)
  Skills Swim +5
  ECOLOGY
  Environment any ocean
  Organization solitary, pair, or scuttle (3–20)
  Treasure none
  SPECIAL ABILITIES
  Curl (Ex) As a standard action, a giant isopod can curl 
  into a ball, increasing its natural armor bonus by +2 but 
  preventing it from taking any move actions. Uncurling is 
  also a standard action.
  Giant isopods are carnivorous scavengers that scour  the 
  ocean’s floor. They vaguely resemble the common wood 
  louse in appearance, though they can grow to be up to 2-1/2 
  feet long and weigh nearly 4 pounds. Their unusual size 
  and insectile appearance cause many humanoids to be wary 
  of them, despite their relative harmlessness.
  Jerboa
  This small, sand-colored rodent has long hind legs and large ears. 
  Its tufted tail is longer than the animal itself.
  JERBOA 
  CR 1/6
  XP 65
  N Diminutive animal
  Init +7; Senses low-light vision, scent; Perception +6
  DEFENSE
  AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
  hp 3 (1d8–1)
  Fort +1, Ref +5, Will +2
  OFFENSE
  Speed 20 ft.
  Melee bite –1 (1d2–5)
  Space 1 ft.; Reach 0 ft.
  STATISTICS
  Str 1, Dex 16, Con 8, Int 2, Wis 15, Cha 3
  Base Atk +0; CMB –1; CMD 4
  Feats Improved Initiative
  Skills Acrobatics +11, Perception +6; 
  Racial Modifiers +4 Acrobatics, +4 Perception
  ECOLOGY
  Environment warm deserts
  Organization solitary, pair, or burrow (3–8)
  Treasure none
  Jerboas are desert rodents that live in burrows and hop 
  around on long, thin legs. At night, they emerge from their 
  burrows to eat plants and hunt insects under the light of 
  the moon. Jerboas generally live to be around 6 years old. 
  A jerboa is 6 inches long, has a 1-foot-long tail, and weighs 
  between 1 and 3 ounces.
  Kakapo
  This rotund parrot has vibrant green-and-black feathers, a short 
  hooked beak, and an array of white whiskers. 
  KAKAPO 
  CR 1/8
  XP 50
  N Tiny animal 
  Init +1; Senses low-light vision; Perception +3
  DEFENSE
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
  hp 4 (1d8)
  Fort +2, Ref +5, Will –1
  OFFENSE
  Speed 30 ft., climb 10 ft.; glide
  Melee bite –2 (1d3–4)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 3, Dex 13, Con 10, Int 2, Wis 8, Cha 12
  Base Atk +0; CMB –1; CMD 5
  Feats Lightning Reflexes
  Skills Climb +4, Perception +3
  ECOLOGY
  Environment warm jungles
  Organization solitary, pair, or family (3–4)
  Treasure none
  SPECIAL ABILITIES
  Glide (Ex) Though it cannot fly, a kakapo can spread its 
  wings midfall to glide safely to the ground without taking 
  damage. For every 10 feet it falls, a kakapo can move 5 feet 
  horizontally in midair. For instance, a kakapo falling a vertical 
  distance of 20 feet can move 10 feet horizontally. 
  The kakapo is a small, flightless parrot native to tropical islands. 
  Primarily nocturnal creatures, the birds come out at night to 
  forage for fruits, nuts, plants, and seeds. Kakapos can live to be 
  over 100 years old, breeding only two or three times per decade. 
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  A kakapo is roughly 2 feet long from beak to tail tip and 
  can weigh up to 9 pounds. 
  Koala 
  This wide-faced animal looks like a small, plump bear with a flat 
  black nose, small round eyes, and white-tufted ears. 
  KOALA 
  CR 1/4
  XP 100
  N Small animal 
  Init +0; Senses low-light vision; Perception +3
  DEFENSE
  AC 11, touch 11, flat-footed 11 (+1 size)
  hp 5 (1d8+1)
  Fort +5, Ref +2, Will –1
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee 2 claws –1 (1d3–2)
  STATISTICS
  Str 6, Dex 11, Con 13, Int 2, Wis 9, Cha 8
  Base Atk +0; CMB –3; CMD 7 (11 vs. trip)
  Feats Great Fortitude
  Skills Climb +6, Perception +3
  ECOLOGY
  Environment temperate and warm forests
  Organization solitary, pair, or group (3–5)
  Treasure none
  The koala’s cute appearance belies the tree-climbing 
  marsupial’s aggressive nature. Koalas subsist solely on the 
  leaves of the eucalyptus tree, which are all but inedible 
  to most other mammals. Because of their highly selective 
  diet, most koalas see little reason to stray from eucalyptus 
  trees at all, so they spend most of their lives hanging on 
  to branches or moving from crook to crook by swinging 
  between boughs. Due to this specialized diet, people 
  who take a koala as a pet or familiar should secure a 
  regular supply of eucalyptus leaves for the animal to eat, 
  particularly if the person plans to go on a long journey 
  in a place where those trees can’t be easily found. When a 
  koala walks (usually just to get from tree to tree), it does 
  so on all fours.
  A koala measures about 2-1/2 feet from tail to nose and can 
  weigh up to 30 pounds.
  Lamprey
  This serpentine fish has a horrific circular mouth filled with 
  hooklike teeth.
  LAMPREY 
  CR 1/3
  XP 135
  N Tiny animal (aquatic)
  Init +2; Senses low-light vision; Perception +1
  DEFENSE
  AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
  hp 6 (1d8+2)
  Fort +4, Ref +4, Will +1
  OFFENSE
  Speed swim 30 ft.
  Melee bite +4 (1d4–3 plus attach)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks blood drain (1 Str damage)
  STATISTICS
  Str 4, Dex 14, Con 14, Int 1, Wis 12, Cha 2
  Base Atk +0; CMB +0; CMD 7
  Feats Weapon Finesse
  Skills Stealth +14, Swim +5
  ECOLOGY
  Environment temperate oceans
  Organization solitary, pair, or school (3–12)
  Treasure none
  A lamprey is a tiny jawless fish with a funnel-shaped 
  sucking mouth that contains numerous razor-sharp teeth, 
  which it uses to cut through skin and bore into the flesh of 
  its victims to suck their blood. Lampreys are often found 
  on larger fish in the ocean where they are engaged in 
  symbiotic relationships.
  Lampreys can reach a length of up to 4 feet and weigh 
  up to 5 pounds.
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  Lemming
  This small, plump rodent has a calico mix of color and a short tail. 
  LEMMING 
  CR 1/8
  XP 50
  N Diminutive animal 
  Init +1; Senses low-light vision; Perception +1
  DEFENSE
  AC 15, touch 15, flat-footed 14 (+1 Dex, +4 size)
  hp 2 (1d8–2)
  Fort +2, Ref +3, Will +1
  OFFENSE
  Speed 15 ft.
  Melee bite –1 (1d2–5)
  Space 1 ft.; Reach 0 ft.
  STATISTICS
  Str 1, Dex 12, Con 6, Int 2, Wis 13, Cha 4
  Base Atk +0; CMB –3; CMD 2 (6 vs. trip)
  Feats Great Fortitude
  Skills Stealth +17
  ECOLOGY
  Environment cold plains
  Organization solitary, pair, or slice (3–30)
  Treasure none
  These herbivores scurry about colder regions chewing on 
  bulbs, grasses, roots, and shoots. They do not hibernate, but 
  they do burrow for shelter and warmth. 
  Lemmings grow to be as large as 6 inches from their noses 
  to their short tails. 
  Leopard Slug 
  This dark-yellow, hand-length slug is covered in a pattern of black 
  spots and stripes. 
  LEOPARD SLUG 
  CR —
  XP —
  N Diminutive vermin 
  Init –3; Senses darkvision 60 ft.; Perception –2
  DEFENSE
  AC 11, touch 11, flat-footed 11 (–3 Dex, +4 size)
  hp 5 (1d8+1)
  Fort +3, Ref –3, Will –2
  Immune mind-affecting effects
  OFFENSE
  Speed 5 ft., climb 5 ft.
  Space 1 ft.; Reach 0 ft.
  STATISTICS
  Str 1, Dex 4, Con 12, Int —, Wis 7, Cha 9
  Base Atk +0; CMB –7; CMD –2 (can’t be tripped)
  Skills Climb +3
  SQ compression, slime strand, suction
  ECOLOGY
  Environment temperate forests
  Organization solitary, pair, or cornucopia (3–12)
  Treasure none
  SPECIAL ABILITIES
  Slime Strand (Ex) A leopard slug can turn its mucus into a 
  30-foot-long strand, much like a spider’s silk. It can hang 
  from this strand indefinitely and lower itself safely at a rate of 
  5 feet per round. It can climb back up the strand at the same 
  rate. Once the slug breaks contact with the strand, the mucus 
  disintegrates in 1d4 rounds. 
  Suction (Ex) A leopard slug secretes sticky mucus, which allows 
  it to apply its climb speed to any surface, even sheer walls 
  and ceilings. Once attached to a surface, it has no chance of 
  falling off unless it’s grappled and actively peeled away. 
  Leopard slugs are distinctive due to their unique spotted 
  coloration, which calls to mind the pelt of a leopard. This 
  characteristic pattern allows leopard slugs to blend in with 
  foliage and stones in the forest environments they call 
  home. Occasionally, one can find more colorful varieties 
  of leopard slug (such as bright yellow, flaming red, or 
  fluorescent orange), bred specifically as pets or familiars by 
  the esoteric masters who prefer such creatures. Although 
  many find them disgusting, leopard slugs are completely 
  harmless and award no XP if slain.
  Leopard slugs are about 6 inches long and weigh less than 
  a pound.
  Meerkat
  This curious, sand-colored, weasellike creature has dark bands 
  around its inquisitive eyes.
  MEERKAT 
  CR 1/4
  XP 100
  N Tiny animal 
  Init +2; Senses low-light vision, scent; Perception +1
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 5 (1d8+1)
  Fort +3, Ref +4, Will +1
  Immune scorpion venom
  OFFENSE
  Speed 30 ft., burrow 5 ft.
  Melee bite +4 (1d3–3)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks mob
  STATISTICS
  Str 5, Dex 14, Con 13, Int 2, Wis 13, Cha 13
  Base Atk +0; CMB +0; CMD 7 (11 vs. trip)
  Feats Weapon Finesse
  Skills Stealth +14
  ECOLOGY
  Environment warm plains
  Organization solitary, pair, mob (3–16), or clan (17–30)
  Treasure none
  SPECIAL ABILITIES
  Immunity to Scorpion Venom (Ex) Meerkats are immune to the 
  poison of all scorpions.
  Mob (Ex) If two meerkats in the same square attack the same 
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  foe, they are considered to be flanking that foe as if they were 
  in two opposite squares.
  Meerkats are playful, highly social animals that hunt and 
  forage during the day. They live in complex burrow systems 
  consisting of numerous access holes, chambers, and tunnels. 
  Their diet consists of eggs, fruit, insects, larvae, lizards, 
  rodents, and scorpions. Using a wide range of sounds, they 
  communicate and warn one another about threats, banding 
  together in a mob when they need to defend themselves. 
  Meerkats can live more than 10 years. 
  A meerkat weighs around 2 pounds and is about 1 foot tall 
  when standing upright.
  Mole 
  This brown rodent has a furry, cylindrical body, a pointed snout, 
  and large, thick paws that end in digging claws. 
  MOLE 
  CR 1/8
  XP 50
  N Diminutive animal 
  Init +0; Senses low-light vision, tremorsense 15 ft.; Perception +0
  DEFENSE
  AC 14, touch 14, flat-footed 14 (+4 size)
  hp 6 (1d8+2)
  Fort +4, Ref +2, Will +0
  OFFENSE
  Speed 20 ft., burrow 5 ft.
  Melee 2 claws +0 (1–4)
  Space 1 ft.; Reach 0 ft.
  STATISTICS
  Str 2, Dex 11, Con 14, Int 2, Wis 10, Cha 7
  Base Atk +0; CMB –4; CMD 2 (6 vs. trip)
  Feats Skill Focus (Stealth)
  Skills Stealth +19
  SQ hold breath
  ECOLOGY
  Environment any land
  Organization solitary, pair, or labor (3–16)
  Treasure none
  Moles are small rodents that live primarily in burrows 
  underground. While many varieties of moles exist, most 
  share common features that include subterranean habitats, 
  poor eyesight, and the ability to dig long distances with their 
  powerful forelimbs. 
  The typical mole is 6 inches long and weighs less than 
  a pound.
  Peafowl 
  This bird’s royal-blue body is upstaged only by the magnificent 
  array of feathers that radiate from its back. 
  PEAFOWL 
  CR 1/4
  XP 100
  N Small animal 
  Init +1; Senses low-light vision; Perception –2
  DEFENSE
  AC 12, touch 12, flat-footed 11 (+1 Dex, +1 size)
  hp 4 (1d8)
  Fort +2, Ref +3, Will –2
  OFFENSE
  Speed 20 ft., fly 40 ft. (clumsy)
  Melee 2 talons +2 (1d3–2)
  STATISTICS
  Str 7, Dex 12, Con 10, Int 2, Wis 6, Cha 13
  Base Atk +0; CMB –3; CMD 8
  Feats Weapon Finesse
  Skills Fly –1
  SQ drift
  ECOLOGY
  Environment temperate or warm forests
  Organization solitary, pair, or muster (3–10)
  Treasure none
  SPECIAL ABILITIES
  Drift (Ex) A peafowl flies in short bursts and can’t use its fly 
  speed to hover. When it flies, a peafowl must end its move 
  action by landing or perching on a solid surface. 
  Peafowls are a species of pheasant. Males, known as peacocks, 
  boast brightly colored, iridescent plumage that is instantly 
  recognizable. Some cultures also breed peafowls with white 
  plumage that may or may not have coloration on the rest of 
  their bodies. 
  A peacock displays its brightly colored feathers to 
  impress and court peahens as well as to scare off potential 
  predators. The colorful “eye” patterns in the feathers also 
  make them popular symbols and decorations among 
  fortune-tellers and royalty. 
  While the male variety is more commonly recognized, all 
  peafowl have identical statistics. A typical peafowl is 3-1/2 feet 
  tall and weighs about 10 pounds.
  Penguin
  This three-foot-tall, thickset bird has black and white coloration, a 
  long beak, and black flippers that lie flat against its sides instead 
  of wings.
  PENGUIN 
  CR 1/3
  XP 135
  N Small animal 
  Init –1; Senses low-light vision; Perception +8
  DEFENSE
  AC 11, touch 10, flat-footed 11 (–1 Dex, +1 natural, +1 size)
  hp 5 (1d8+1)
  Fort +3, Ref +1, Will +1
  OFFENSE
  Speed 10 ft., swim 40 ft., toboggan 30 ft.
  Melee bite +0 (1d3–1)
  STATISTICS
  Str 9, Dex 8, Con 13, Int 2, Wis 12, Cha 7
  Base Atk +0; CMB –2; CMD 7
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  Feats Skill Focus (Perception)
  Skills Perception +8, Swim +7
  SQ hold breath
  ECOLOGY
  Environment cold plains
  Organization solitary, pair, or colony (3–30)
  Treasure none
  SPECIAL ABILITIES
  Toboggan (Ex) On snow- or ice-covered terrain, a penguin 
  can move at a rate of 30 feet by sliding on its belly rather 
  than walking. 
  Many varieties of penguins exist, though most display 
  similar characteristics. The penguin’s most distinctive trait 
  is the tuxedo-style coloration of its feathers, which acts as 
  camouflage while the penguin hunts for fish underwater; 
  the black back and flippers allow the penguin to blend in 
  with the water when viewed from above, while its white belly 
  matches the bright sky when seen from below. 
  A penguin of the most common variety stands roughly 
  3 feet tall and weighs 70 pounds. Larger species of penguin 
  can grow to heights of 4 feet and weigh as much as 
  100 pounds.
  Petrifern 
  This tiny, unassuming tree is shaped like a miniature person, with 
  branches for arms and roots for feet. 
  PETRIFERN 
  CR 1/6
  XP 65
  N Diminutive plant 
  Init –1; Senses blindsight 30 ft.; Perception –2
  DEFENSE
  AC 15, touch 13, flat-footed 15 (–1 Dex, +2 natural, +4 size)
  hp 5 (1d8+1)
  Fort +3, Ref –1, Will –2
  Defensive Abilities self-petrification, toxic secretion; Immune 
  plant traits
  OFFENSE
  Speed 20 ft.
  Melee slam +0 (1d2–4)
  Space 1 ft.; Reach 0 ft.
  STATISTICS
  Str 2, Dex 9, Con 13, Int —, Wis 6, Cha 9
  Base Atk +0; CMB –5; CMD 1
  ECOLOGY
  Environment any forest
  Organization solitary, pair, or bundle (3–12)
  Treasure none
  SPECIAL ABILITIES
  Self-Petrification (Ex) A petrifern can petrify itself as a standard 
  action in order to defend itself from predators. When it does 
  so, the petrifern’s natural armor bonus to AC increases by 5, 
  it gains resistance 10 to cold and fire, and it can take 20 on 
  Stealth checks to appear as a sprout or fallen tree branch. 
  While petrified, the petrifern can’t move or take any actions. 
  A petrifern can remain petrified indefinitely, and it can cease 
  its petrification as a standard action. 
  Toxic Secretion (Ex) Petriferns secrete a bitter toxin meant 
  to make them distasteful to predators. Once per day when 
  a creature touches a petrifern, the plant can release its 
  toxin, causing the attacker to become sickened for 1d4 
  rounds if it fails a DC 11 Fortitude saving throw. The save DC 
  is Constitution-based. 
  The petrifern is an unusual plant creature that resembles 
  a small, humanoid-shaped fern. It is able to walk about on 
  its roots. A petrifern has the unusual ability to petrify itself 
  at will, hardening its branches and leaves to resemble those 
  of a plant that has been fossilized by natural means. Its 
  chemical makeup not only allows it to petrify itself but also 
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  doubles as a toxin that the plant can emit from its foliage 
  when it senses danger. 
  Like all plants, petriferns subsist on oxygen, sunlight, and 
  water. But unlike most flora, they can relocate themselves 
  to ensure they always receive an abundance of nutrients. 
  Once rooted, a petrifern typically petrifies itself until either 
  the nearby soil is depleted of nutrients or external factors 
  cause it to seek sustenance elsewhere. 
  Petriferns reach a maximum height of 1 foot and weigh 
  up to 3 pounds.
  Platypus
  This creature is plump, brown, and covered in sleek fur, but it has a 
  duck’s bill, a flat tail, and webbed feet. 
  PLATYPUS 
  CR 1/6
  XP 65
  N Tiny animal 
  Init +2; Senses low-light vision, electrolocation 30 ft.; 
  Perception +1
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 3 (1d8–1)
  Fort +1, Ref +4, Will +1
  OFFENSE
  Speed 10 ft., swim 40 ft.
  Melee spur +4 (1d3–4 plus poison)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 2, Dex 14, Con 8, Int 2, Wis 13, Cha 11
  Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
  Feats Weapon Finesse
  Skills Perception +0 (+4 underwater), Swim +14; Racial 
  Modifiers +4 Perception underwater
  SQ hold breath
  ECOLOGY
  Environment temperate or tropical rivers
  Organization solitary
  Treasure none
  SPECIAL ABILITIES
  Electrolocation (Ex) While underwater, platypuses can sense 
  the tiny electrical currents that trigger muscle movement. 
  This allows them to locate living prey and distinguish it from 
  inanimate objects. Treat electrolocation as blindsight 30 feet, 
  but platypuses can sense only living creatures, and it functions 
  only underwater.
  Poison (Ex) Spur—injury; save Fort DC 9; frequency 1/round for 4 
  rounds; effect 1 nonlethal damage; cure 1 save. 
  Spur (Ex) A platypus’s spur attack is a primary natural attack that 
  deals piercing damage.
  Platypuses are members of an extremely unusual order of 
  egg-laying mammals that live in riverside burrows where 
  they hunt for larvae, shellfish, and worms. Platypuses also 
  have a remarkable electrical sense they use in place of 
  hearing, scent, and sight while hunting underwater. 
  The average platypus is roughly 1-1/2 feet long and weighs 
  3-1/2 pounds.
  Ptarmigan
  This small bird has a mix of brown and white feathers and makes 
  a loud croaking sound. 
  PTARMIGAN 
  CR 1/6
  XP 65
  N Tiny animal 
  Init +2; Senses low-light vision; Perception +2
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 2 (1d8–2)
  Fort +0, Ref +4, Will +2
  OFFENSE
  Speed 20 ft., fly 40 ft. (poor)
  Melee bite +4 (1d2–4)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 2, Dex 14, Con 7, Int 2, Wis 14, Cha 5
  Base Atk +0; CMB +0; CMD 6
  Feats Weapon Finesse
  Skills Stealth +14 (+18 in snow); Racial Modifiers +4 Stealth 
  in snow
  ECOLOGY
  Environment cold forests and plains
  Organization solitary, pair, or flock (3–12)
  Treasure none
  These grouses molt through the seasons, appearing all white 
  in the spring and shifting to a mix of brown and white in 
  winter months.
  Ptarmigans are roughly a foot long from beak to tail and 
  have a wingspan of twice that.
  Pufferfish 
  This spotted fish has pronounced eyes, a wide mouth, and tiny, 
  brightly colored spikes protruding from its body. 
  PUFFERFISH 
  CR 1/4
  XP 100
  N Tiny animal 
  Init +6; Senses low-light vision; Perception +5
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 6 (1d8+2)
  Fort +4, Ref +4, Will +1
  Defensive Abilities spines
  OFFENSE
  Speed swim 20 ft.
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks poison
  STATISTICS
  Str 4, Dex 14, Con 15, Int 1, Wis 12, Cha 9
  Base Atk +0; CMB +0; CMD 7
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  Feats Improved Initiative
  Skills Perception +5, Swim +5
  ECOLOGY
  Environment warm oceans
  Organization solitary, pair, or school (3–12)
  Treasure none
  SPECIAL ABILITIES
  Poison (Ex) Spines—injury; save Fort DC 12; frequency once; 
  initial effect staggered for 1 round; secondary effect 1 
  Str damage; cure 2 consecutive saves. If certain portions 
  of the pufferfish’s body are eaten, the poison’s effect is 
  instead 1d4 points of Constitution damage. The save DC 
  is Constitution-based.
  Spines (Ex) Pufferfish aren’t equipped to attack other creatures, 
  but foes that strike a pufferfish with an unarmed strike or a 
  natural attack take 1 point of piercing damage from the fish’s 
  toxic spines, and must immediately attempt a saving throw 
  against the pufferfish’s poison.
  Pufferfish are a category of poisonous fish that dwell in warm 
  coastal waters. Pufferfish have the ability to rapidly fill their 
  stomachs with water or air, causing their bodies to balloon 
  out and make the poisonous spikes on their skin more 
  pronounced, while increasing their apparent size to frighten 
  predators. While certain aquatic sharks and other animals 
  have adapted to eat pufferfish, the puffer’s tetrodotoxin 
  (typically delivered via the spines on the fish’s skin, though 
  prevalent throughout its organs as well) remains highly 
  poisonous to humans and most mammals who must be 
  careful if they wish to eat one of these fish.
  Pufferfish come in a variety of sizes and types, and most 
  range from 6 inches to 2 feet in length and weigh between 5 
  and 30 pounds.
  Puffin
  This squat, black-and-white bird has a bright red-and-black beak.   
  PUFFIN 
  CR 1/8
  XP 50
  N Diminutive animal 
  Init +2; Senses low-light vision; Perception +6
  DEFENSE
  AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
  hp 2 (1d8–2)
  Fort +0, Ref +4, Will +2
  OFFENSE
  Speed 10 ft., fly 30 ft. (average), swim 30 ft.
  Melee bite –1 (1d2–5)
  Space 1 ft.; Reach 0 ft.
  STATISTICS
  Str 1, Dex 15, Con 6, Int 2, Wis 15, Cha 6
  Base Atk +0; CMB –2; CMD 3
  Feats Skill Focus (Swim)
  Skills Fly +8, Perception +6, Swim +6
  ECOLOGY
  Environment cold coastlines
  Organization solitary, pair, or colony (3–20)
  Treasure none
  These short-winged and short-tailed birds favor cold rocky 
  islands. They dine primarily on fish. Their beak retains its 
  color through the mating season, and then the color is shed 
  off, revealing a smaller, muted beak. 
  Puffins are about a foot long and weigh close to 1 pound. 
  Rabbit
  This small, furry creature has long ears and oversized feet. 
  RABBIT 
  CR 1/6
  XP 65
  N Tiny animal 
  Init +3; Senses low-light vision; Perception +1
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 3 (1d8–1)
  Fort +1, Ref +5, Will +1
  OFFENSE
  Speed 50 ft.
  Melee bite –2 (1d3–4)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 3, Dex 16, Con 9, Int 2, Wis 12, Cha 5
  Base Atk +0; CMB +1; CMD 7
  Feats Run
  Skills Acrobatics +0 (+8 when jumping), Stealth +15
  ECOLOGY
  Environment temperate plains
  Organization solitary, pair, or down (3–16)
  Treasure none
  Rabbits are herbivores with short tails, long ears for sensing 
  predators, and powerful hind legs that allow them to leap 
  quickly to safety when threatened. 
  An average rabbit is between 8 and 20 inches long and 
  weighs 1 to 4 pounds.
  Rhamphorhynchus
  This creature looks like a cross between a bird and a reptile, sporting 
  leathery wings, a beak filled with needlelike teeth, and a long tail 
  ending in a diamond-shaped vane.
  RHAMPHORHYNCHUS 
  CR 1/3
  XP 135
  N Tiny animal
  Init +3; Senses low-light vision, scent; Perception +6
  DEFENSE
  AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
  hp 4 (1d8)
  Fort +2, Ref +7, Will +2
  Defensive Abilities evasion
  OFFENSE
  Speed 10 ft., fly 40 ft. (good)
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  Melee bite +0 (1d3–2)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks sudden swoop
  STATISTICS
  Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 11
  Base Atk +0; CMB +1; CMD 9
  Feats Lightning Reflexes
  Skills Fly +11, Perception +6, Stealth +11
  ECOLOGY
  Environment warm coastlines or forests
  Organization solitary, pair, or flock (3–16)
  Treasure none
  SPECIAL ABILITIES
  Sudden Swoop (Ex) If a rhamphorhynchus makes a charge 
  attack while flying, it does not provoke attacks of opportunity 
  when it enters an opponent’s space to make a melee attack. 
  It also gains a +2 bonus on damage rolls with its bite attack 
  when it makes a sudden swoop.
  Rhamphorhynchuses make excellent familiars for those 
  spellcasters who are looking for quick and nimble minions. 
  Although not dinosaurs themselves, these skittish pterosaurs 
  are often found wheeling in the skies above dinosaur 
  hunting grounds.
  Ravenous Tumbleweed
  This tangle of dry-looking vegetation has grown into a spherical 
  ball of thorny twigs and roots.
  RAVENOUS TUMBLEWEED 
  CR 1/3
  XP 135
  N Tiny plant 
  Init +1; Senses low-light vision; Perception +0
  DEFENSE
  AC 14, touch 13, flat-footed 13 (+1 Dex, +1 natural, +2 size)
  hp 5 (1d8+1)
  Fort +3, Ref +1, Will +0
  Immune plant traits
  OFFENSE
  Speed 30 ft.
  Melee slam +0 (1d4–2)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks hurtling charge
  STATISTICS
  Str 6, Dex 13, Con 12, Int —, Wis 11, Cha 4
  Base Atk +0; CMB –1; CMD 7 (can’t be tripped)
  SQ wind-borne
  ECOLOGY
  Environment warm deserts or plains
  Organization solitary, pair, or drift (3–12)
  Treasure none
  SPECIAL ABILITIES
  Hurtling Charge (Ex) A ravenous tumbleweed that travels at 
  least 20 feet as part of a charge action does not provoke an 
  attack of opportunity when it enters an opponent’s space to 
  make a melee attack.
  Wind-Borne (Ex) While in an area of moderate wind (11–20 mph), 
  a ravenous tumbleweed’s speed increases by 10 feet when 
  it moves in the direction of the wind. In an area of at least 
  strong wind (21+ mph), its speed instead increases by 20 feet 
  when it moves in the direction of the wind, and it gains a 
  +2 dodge bonus to its AC against attacks of opportunity on any 
  round in which it moves in that direction.
  Unlike its harmless counterpart, a ravenous tumbleweed 
  uproots itself when nutrients are scarce in order to hunt 
  down live prey. These seasonally carnivorous plants gather 
  into imposing drifts that wait for periods of high winds 
  before overwhelming birds, rabbits, and even deer.
  Razor Fern
  This vaguely human-shaped plant slashes out with dangerous-
  looking barbed fronds. 
  RAZOR FERN 
  CR 1/4
  XP 100
  N Tiny plant 
  Init +2; Senses low-light vision, tremorsense 15 ft.; 
  Perception +0
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 4 (1d8)
  Fort +2, Ref +2, Will +0 
  Defensive Abilities shielding frond; Immune plant traits
  OFFENSE
  Speed 15 ft.
  Melee 2 fronds +4 (1d4–3)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 5, Dex 15, Con 11, Int —, Wis 10, Cha 6
  Base Atk +0; CMB +0; CMD 7
  Feats Weapon FinesseB
  ECOLOGY
  Environment temperate forests
  Organization solitary, pair, or thicket (3–8)
  Treasure none
  SPECIAL ABILITIES
  Frond (Ex) A razor fern’s fronds are primary natural attacks that 
  deal slashing damage.
  Shielding Frond (Ex) A razor fern can deflect incoming attacks as 
  a move action, gaining it a +2 shield bonus to its AC until the 
  beginning of its next turn.
  Razor ferns are ambulatory ambush predators with rigid 
  leaf structures that can open painful wounds. Although they 
  prefer to prey on small forest creatures, a razor fern won’t 
  hesitate to slash at a larger target while that creature sleeps 
  or is otherwise distracted.
  Sawleg Locust
  The cat-sized insect has a long, cigar-shaped body. Its spiny back 
  legs are long and limber.
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  SAWLEG LOCUST 
  CR 1/4
  XP 100
  N Tiny vermin 
  Init +1; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 14, touch 13, flat-footed 13 (+1 Dex, +1 natural, +2 size)
  hp 4 (1d8)
  Fort +2, Ref +1, Will +0
  Immune mind-affecting effects
  OFFENSE
  Speed 15 ft., climb 15 ft., fly 40 ft. (average)
  Melee bite –1 (1d3–3)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks voracious
  STATISTICS
  Str 4, Dex 13, Con 11, Int —, Wis 10, Cha 7
  Base Atk +0; CMB –1; CMD 6 (14 vs. trip)
  Skills Acrobatics +0 (+8 when jumping), Climb +9, Fly +5; Racial 
  Modifiers +8 Acrobatics (when jumping)
  SQ leap
  ECOLOGY
  Environment any desert or plains
  Organization solitary, pair, or flight (3–18)
  Treasure none
  SPECIAL ABILITIES
  Leap (Ex) A sawleg locust can take 10 on Acrobatics checks to 
  jump even if distracted or in danger.
  Voracious (Ex) A sawleg locust’s bite attack deals double damage 
  to creatures with the plant subtype and to objects made of 
  paper, wood, or other plant materials.
  A sawleg locust is a larger variety of grasshopper that grows 
  as large as 2 feet in length and feeds on a variety of plants. 
  Periods of drought sometimes cause these locusts to gather 
  in large groups, either to migrate to better feeding grounds 
  or rarely to overpower and consume small animals.
  Seal
  This sleek aquatic mammal has a pair of flippers, a powerful tail, 
  and a muzzle full of small, sharp teeth. 
  SEAL 
  CR 1/3
  XP 135
  N Small animal 
  Init +1; Senses low-light vision; Perception +5
  DEFENSE
  AC 13, touch 12, flat-footed 12 (+1 Dex, +1 natural, +1 size)
  hp 4 (1d8)
  Fort +2, Ref +3, Will +1
  OFFENSE
  Speed 10 ft., swim 60 ft.
  Melee bite +0 (1d4–1)
  STATISTICS
  Str 8, Dex 13, Con 11, Int 2, Wis 13, Cha 6
  Base Atk +0; CMB –2; CMD 9 (can’t be tripped)
  Feats Skill Focus (Swim)
  Skills Perception +5, Swim +14; Racial Modifiers +4 Perception
  SQ hold breath
  ECOLOGY
  Environment any oceans
  Organization solitary, pair, or rookery (3–22)
  Treasure none
  Sleek-bodied aquatic mammals, seals spend the majority of 
  their lives in the water, whether in the harbors of tropical 
  ports or amid wandering icebergs. They prefer rocky 
  beaches, upon which they rest and raise their young, and 
  from which they dive to hunt fish, sea birds, squid, and 
  other small aquatic creatures. They are well known for 
  their vocal communications consisting of barks, grunts, 
  and flipper slaps—a trait that causes many humanoids to 
  remark on their intelligence and the ease with which they 
  can be trained.
  Shimmerwing Dragonfly
  This sizable insect has a slender body and two pairs of long, elegant, 
  iridescent wings.
  SHIMMERWING DRAGONFLY 
  CR 1/4
  XP 100
  N Tiny vermin 
  Init +2; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 4 (1d8)
  Fort +2, Ref +2, Will +1
  Immune mind-affecting effects
  OFFENSE
  Speed 10 ft., fly 60 ft. (perfect)
  Melee claw +0 (1d2–2)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 6, Dex 14, Con 10, Int —, Wis 12, Cha 9
  Base Atk +0; CMB +0; CMD 8 (16 vs. trip)
  Feats Flyby AttackB
  Skills Fly +14
  ECOLOGY
  Environment temperate or warm swamps
  Organization solitary, pair, or flight (3–8)
  Treasure none
  Shimmerwing dragonflies are agile flying insects that prey 
  on other flying creatures. With a wingspan of nearly 3 feet, 
  these dragonflies can even capture and eat small birds.
  Spiny Starfish
  This brightly colored, star-shaped creature has many spines growing 
  from its five arms. 
  SPINY STARFISH 
  CR 1/6
  XP 65
  N Tiny vermin 
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  Init +1; Senses darkvision 60 ft., tremorsense 20 ft.; 
  Perception +0
  DEFENSE
  AC 15, touch 13, flat-footed 14 (+1 Dex, +2 natural, +2 size)
  hp 6 (1d8+2)
  Fort +4, Ref +1, Will +0
  Defensive Abilities rapid healing; Immune mind-affecting 
  effects
  OFFENSE
  Speed 5 ft., climb 5 ft., swim 5 ft.
  Melee slam –1 (1d2–3 plus grab)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks grab (Small)
  STATISTICS
  Str 4, Dex 13, Con 14, Int —, Wis 11, Cha 3
  Base Atk +0; CMB –1 (+5 when grappling); CMD 6 (can’t be 
  tripped)
  Skills Climb +5, Swim +5
  SQ firm grip
  ECOLOGY
  Environment any ocean
  Organization solitary, pair, or cluster (3–22)
  Treasure none
  SPECIAL ABILITIES
  Firm Grip (Ex) A spiny starfish excels at grappling prey, and it 
  gains a +6 racial bonus on grapple checks (rather than the 
  standard +4 bonus most creatures gain as a result of having 
  the grab ability).
  Rapid Healing (Ex) A spiny starfish heals very quickly, regaining 
  a number of hit points each hour equal to its Hit Dice (1 hp per 
  hour for the typical spiny starfish).
  Spiny starfish are marine invertebrates that wander the sea 
  floor in search of mollusks and other slow-moving prey. 
  Their tube feet afford them an excellent grip on their chosen 
  food source, and they can famously expel their stomachs into 
  subdued shellfish to digest their meals. An injured spiny 
  starfish heals wounds quickly, even regrowing lost limbs 
  over time.
  Squirrel 
  A small, bright-eyed bundle of fur, this woodland creature has a 
  bushy tail as big as the rest of its body. 
  SQUIRREL 
  CR 1/8
  XP 50
  N Diminutive animal 
  Init +4; Senses low-light vision; Perception +1
  DEFENSE
  AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
  hp 3 (1d8–1)
  Fort +1, Ref +6, Will +1
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee bite +8 (1d2–4)
  Space 1 ft.; Reach 0 ft.
  STATISTICS
  Str 2, Dex 19, Con 9, Int 2, Wis 12, Cha 9
  Base Atk +0; CMB +0; CMD 6 (10 vs. trip)
  Feats Weapon Finesse
  Skills Acrobatics +8, Climb +12
  ECOLOGY
  Environment temperate forests
  Organization solitary, pair, or scurry (3–8)
  Treasure none
  Squirrels are surprisingly wily creatures. When they know 
  they are being watched, they pretend to bury nuts, but 
  instead sneak them into their mouths and take them away 
  to hide elsewhere when no one is watching. They eat most 
  things, occasionally even preying on small snakes and birds. 
  The average squirrel is roughly 1-1/2 feet long and weighs 
  1 pound.
  Suture Vine
  This twitching, slithering coil of bright-green vines is covered with 
  hooked thorns and tiny barbs.
  SUTURE VINE 
  CR 1/3
  XP 135
  N Tiny plant 
  Init +1; Senses low-light vision, blood sense; Perception +1
  DEFENSE
  AC 13, touch 13, flat-footed 12 (+1 Dex, +2 size)
  hp 4 (1d8)
  Fort +2, Ref +1, Will +1
  Immune plant traits
  OFFENSE
  Speed 15 ft., climb 15 ft.
  Melee vine +3 (1d2–4)
  Space 2-1/2 ft.; Reach 0 ft.
  STATISTICS
  Str 3, Dex 12, Con 10, Int —, Wis 13, Cha 5
  Base Atk +0; CMB –1; CMD 5
  Feats Weapon FinesseB
  Skills Climb +4
  SQ seal wound
  ECOLOGY
  Environment temperate forests
  Organization solitary, pair, or clinic (3–5)
  Treasure none
  SPECIAL ABILITIES
  Blood Sense (Ex) A suture vine can sense badly wounded 
  creatures, including those at less than half their normal hit 
  point total or suffering from bleed damage, as if it had the 
  scent ability.
  Seal Wound (Ex) A suture vine instinctively latches on to a 
  creature that suffers from bleed damage or is at less than half 
  its normal hit point total. When it attempts to seal wounds in 
  this way, it must make a normal vine attack but gains attach 
  as per the universal monster rule. If it successfully attaches to 
  the target (dealing damage as normal), any bleed damage 
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  currently suffered by the target immediately ends. The suture 
  vine remains attached for 24 hours, gaining nutrients from 
  sipping at the victim’s blood but never enough to cause any 
  further damage. The vine drops off automatically once a target 
  has no hit point damage or 24 hours have passed, whichever 
  comes first. A suture vine can seal wounds in this manner only 
  once per day.
  Vine (Ex) A suture vine’s vine attack is a primary natural attack 
  that deals piercing and slashing damage.
  Suture vines are thorny, symbiotic organisms that snag 
  rides on wounded animals, seek out open wounds, and knit 
  those injuries closed—all while absorbing fairly harmless 
  amounts of blood. Local animals often recognize suture 
  vines, both avoiding them as food and seeking them out 
  when wounded. A suture vine that goes without feeding for 
  a week or more sometimes resorts to ambushing small prey.
  Tardigrade, Giant
  This strange eight-legged creature looks vaguely like an insectile 
  bear as it swims through the water.
  GIANT TARDIGRADE 
  CR 1/8
  XP 50
  N Diminutive vermin (aquatic)
  Init +1; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 16, touch 15, flat-footed 15 (+1 Dex, +1 natural, +4 size)
  hp 7 (1d8+3)
  Fort +5, Ref +1, Will +0
  Defensive Abilities hardy; Immune mind-affecting effects; 
  Resist acid 2, cold 2, fire 2
  OFFENSE
  Speed 20 ft., climb 20 ft., swim 20 ft.
  Melee bite +0 (1d2–4)
  Space 1 ft.; Reach 0 ft.
  STATISTICS
  Str 2, Dex 12, Con 17, Int —, Wis 10, Cha 2
  Base Atk +0; CMB –3; CMD 3 (15 vs. trip)
  Skills Climb +9, Swim +9
  SQ amphibious
  ECOLOGY
  Environment any
  Organization solitary, pair, or colony (3–20)
  Treasure none
  SPECIAL ABILITIES
  Hardy (Ex) A giant tardigrade is able to endure extreme 
  conditions for extended periods of time. It is unharmed by 
  extreme cold, extreme heat, and less extreme temperatures. It 
  takes no damage from decompression (such as in the vacuum 
  of space) or high-pressure environments (such as in extremely 
  deep water).
  Giant tardigrades, sometimes referred to as water bears, 
  are miniscule, eight-legged creatures that live in water but 
  can survive almost anywhere. The giant tardigrade grows 
  as large as 1 foot in length and feeds on patches of bacteria, 
  fungus, and plant matter.
  Tarsier
  This small, furry creature has enormous glossy eyes, long legs, and 
  elongated fingers.
  TARSIER 
  CR 1/6
  XP 65
  N Diminutive animal 
  Init +3; Senses low-light vision; Perception +5
  DEFENSE
  AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
  hp 4 (1d8)
  Fort +2, Ref +5, Will +1
  OFFENSE
  Speed 20 ft., climb 20 ft.
  Melee bite +7 (1d2–4)
  Space 1 ft.; Reach 0 ft.
  STATISTICS
  Str 3, Dex 16, Con 10, Int 2, Wis 13, Cha 7
  Base Atk +0; CMB –1; CMD 5 (9 vs. trip)
  Feats Weapon Finesse
  Skills Acrobatics +7, Climb +8, Perception +5, Stealth +19; Racial 
  Modifiers +4 Acrobatics, +4 Climb, +4 Perception
  SQ tarsier’s leap
  ECOLOGY
  Environment temperate or warm forests
  Organization solitary, pair, or family (3–6)
  Treasure none
  SPECIAL ABILITIES
  Tarsier’s Leap (Ex) A tarsier’s long hind limbs make it an 
  excellent leaper. A tarsier attempts Acrobatics checks to 
  jump as though it had a running start and doesn’t take a 
  penalty on Acrobatics checks to jump from having a slow 
  base speed.
  The tarsier is a carnivorous tree-climbing primate. The 
  animal’s neck is flexible, allowing its head to swivel around 
  180 degrees. Tarsiers hunt at night, silently waiting for insects 
  and other small animals to fly or crawl by so they can jump 
  at the prey and catch it. These shy animals live up to 12 years. 
  The length of a tarsier from its head to the tip of its tail 
  is about 1 to 1-1/2 feet, but when clinging to a tree, a tarsier 
  appears to be about the size of a human’s fist. A tarsier weighs 
  about 4 ounces.
  Vampire Squid
  This eerie-looking squid has red eyes and webbing between its 
  hook-lined tentacles.
  VAMPIRE SQUID 
  CR 1/2
  XP 200
  N Tiny animal 
  Init +2; Senses darkvision 60 ft., low-light vision; 
  Perception +1
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  DEFENSE
  AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
  hp 5 (1d8+1)
  Fort +3, Ref +6, Will +1
  Defensive Abilities pressure adaptation
  OFFENSE
  Speed 0 ft., swim 20 ft.
  Melee bite +0 (1d3–2), tentacles +0 (grab)
  Space 2-1/2 ft.; Reach 0 ft.
  Special Attacks photophores
  STATISTICS
  Str 6, Dex 15, Con 12, Int 2, Wis 13, Cha 3
  Base Atk +0; CMB +0; CMD 8
  Feats Lightning Reflexes
  Skills Stealth +14, Swim +10
  ECOLOGY
  Environment any oceans
  Organization solitary, pair, or school (3–8)
  Treasure none
  SPECIAL ABILITIES
  Photophores (Ex) Once per day as a standard action while 
  underwater, the vampire squid can release a 15-foot cone 
  of disorienting bioluminescent mucus from its photophores, 
  illuminating the area with dim light. A creature within this 
  shimmering cloud of blue light must succeed at a DC 11 
  Fortitude save or be dazzled for as long as it remains in the 
  cloud and for 1 round thereafter. The 
  cloud persists for 1d4+1 rounds. The 
  save DC is Constitution-based.
  Pressure Adaptation (Ex) A vampire 
  squid takes no pressure damage from 
  changes in water depth.
  Tentacles (Ex) A vampire squid’s 
  tentacles all strike as a single primary 
  attack but only to grapple.
  The vampire squid—so called for its red eyes 
  and cloak-like webbing—is a cephalopod from 
  the lightless depths of the oceans. This eerie 
  mollusk is covered in photophores, which it 
  can use to create a defensive barrage of 
  light when agitated. 
  A vampire squid can reach a total 
  body length of up to 1 foot and 
  weighs 1 pound. 
  Wallaby
  This bipedal mammal has a long tail, short arms, and 
  long, limber legs that afford a strange hopping gait.
  WALLABY 
  CR 1/3
  XP 135
  N Small animal 
  Init +2; Senses low-light vision; Perception +4
  DEFENSE
  AC 13, touch 13, flat-footed 11 (+2 Dex, +1 size)
  hp 4 (1d8)
  Fort +2, Ref +4, Will +0
  OFFENSE
  Speed 40 ft.
  Melee slam +0 (1d3–1)
  STATISTICS
  Str 8, Dex 14, Con 11, Int 2, Wis 10, Cha 4
  Base Atk +0; CMB –2; CMD 10
  Feats Skill Focus (Acrobatics)
  Skills Acrobatics +5, Perception +4
  ECOLOGY
  Environment temperate or warm forests
  Organization solitary, pair, or court (3–10)
  Treasure none
  Wallabies are squat mammals that are often mistakenly 
  identified as small kangaroos. Like all marsupials, wallabies 
  carry their newborn young in pouches at the front 
  of their bodies. The wallaby defends itself using its 
  strong hind legs, which it can launch quickly from 
  under its body to deliver a powerful kick that sends 
  would-be predators reeling. 
  A wallaby stands about 2 feet tall and weighs 
  20–40 pounds. 
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  Much like the way class archetypes modify class features to 
  represent a theme, familiar archetypes swap out abilities that 
  are common to standard familiars and replace them with new 
  abilities tailored to a particular theme. Some nonstandard 
  familiars also alter or replace these common features; such 
  familiars can’t take familiar archetypes that alter or replace the 
  same feature, just like two archetypes can’t be combined if they 
  alter or replace the same feature. Where levels are referenced 
  in archetype descriptions, they refer to the class level of the 
  familiar’s master in the class that grants the familiar as a class 
  feature. In some cases, certain familiars or types of familiars 
  cannot choose specific archetypes, as summarized below.
  Figment and Soulbound Archetypes: Elemental whisper 
  familiars, shaman spirit animals, witch familiars, and familiars 
  that grant spells can’t take the figment or soulbound familiar 
  archetypes, because they are attached to patrons or spirits.
  Improved Familiars: The abilities of an improved familiar 
  don’t stack with those of any familiar archetype that alters 
  or replaces the variable bonus a familiar grants its master 
  or speak with animals of its kind. (A leshy warden’s leshy 
  familiar doesn’t grant a variable bonus or speak with animals 
  of its kind, so it doesn’t have abilities that stack with those 
  familiar archetypes.)
  Protector Archetype: Tumor familiars can’t take the 
  protector archetype since they are originally part of an 
  alchemist’s body.
  Shapechanging Familiars: Familiars that can take various 
  forms, such as the magical child’s animal guide, imps, and 
  quasits, must have the same archetype for each form, and it 
  must be legal for all of those forms (meaning if any form is 
  an improved familiar, it can’t take archetypes that don’t stack 
  with improved familiar). 
  AMBASSADOR
  An ambassador speaks on its master’s behalf and sometimes 
  on behalf of its master’s patron or other extraplanar contacts.
  Special Requirement: An ambassador familiar must be 
  able to speak at least one language, either as a special familiar 
  ability (as in the case of a raven or thrush) or by being an 
  improved familiar. A familiar that can’t speak (or can speak 
  only to its master or other animals) can’t be an ambassador.
  Ambassador Skills: An ambassador treats Bluff, Diplomacy, 
  and Intimidate as class skills. 
  Persuasive (Ex): An ambassador gains Persuasive as a 
  bonus feat. 
  This replaces alertness.
  Enhanced Personality (Ex): An ambassador gains a 
  Charisma score equal to the typical Intelligence score of a 
  familiar of its level, if that would be higher than its normal 
  Charisma score. The familiar’s Intelligence score remains 6 
  (or its normal starting Intelligence for an improved familiar) 
  and doesn’t increase by level. 
  This replaces the familiar’s Intelligence score advancement.
  Familiar Archetypes
  ANIMAL EXEMPLAR
  An animal exemplar is a paragon of its species, able to 
  command the loyalty of others of its kind.
  Special Requirement: An animal exemplar familiar cannot 
  be an improved familiar, plant, vermin, or other nonanimal 
  themed familiar.
  Animal Exemplar Skills: An animal exemplar treats 
  Handle Animal as a class skill.
  Influence Animals (Ex, Sp): An animal exemplar gains 
  speak with animals with respect to others of its kind at 3rd 
  level instead of 7th level. At 7th level, it gains the ability to 
  influence animals of its kind, as per the wild empathy ability 
  of a druid of its master’s level with a +4 racial bonus on the 
  check, but only for animals of its kind. At 11th level, it can cast 
  charm animal three times per day as a spell-like ability against 
  animals of its kind, and at 13th level, it can cast dominate animal 
  once per day as a spell-like ability against animals of its kind.
  This alters speak with animals of its kind and replaces deliver 
  touch spells, spell resistance, and scry on familiar.
  EGOTIST
  An egotist believes itself to be the real master in the 
  relationship—the power behind the throne. It often 
  attempts to communicate “orders” for its master as best it 
  can, interfering in matters ranging from spell choices and 
  tactical combat decisions to its master’s love life.
  Egotist Skills: An egotist treats Intimidate as a class skill.
  Song of Myself (Ex): An egotist gains Alertness as a bonus 
  feat rather than providing that feat to its master. It gains the 
  variable familiar bonus (such as the bat’s +3 bonus on Fly 
  checks) instead of granting the bonus to its master. 
  This alters alertness and the variable familiar bonus.
  Order Master (Ex): An egotist gains speak with master at 
  3rd level instead of 5th level.
  This alters speak with master.
  Receive Touch Spells (Ex): At 5th level, an egotist can 
  demand a particular touch spell as a standard action. If 
  it does so, until the egotist’s next turn, its master can cast 
  that spell on the egotist once as a ranged touch within close 
  range, as if using Reach Spell.
  This replaces deliver touch spells. 
  Scry on Master (Sp): At 11th level, an egotist can scry on its 
  master (as if casting the scrying spell) once per day.
  This replaces scry on familiar. 
  EMISSARY
  The emissary is touched by the divine, serving as a font of 
  wisdom and a moral compass for its master.
  Special Requirement: An emissary familiar can serve only 
  a master who worships a single deity.
  Emissary Skills: An emissary treats Heal, Knowledge 
  (religion), and Sense Motive as class skills.
  Divine Guidance (Sp): An emissary can cast guidance at will.
  This replaces alertness.
  Share Will (Su): Whenever an emissary or its master fails a 
  saving throw against a mind-affecting effect that affects only 
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  one of them, the other can attempt the saving throw as well. 
  If this second saving throw is a success, treat the original 
  result as a success, and the emissary and its master can’t use 
  this ability again for 24 hours. On a failure, both the emissary 
  and its master suffer the effects of the failed saving throw, 
  even if one of them wouldn’t ordinarily be a valid target. 
  This replaces share spells.
  Domain Influence (Sp or Su): At 3rd level, the emissary 
  gains a spark of divine power from the deity its master 
  worships. Choose one of that deity’s domains that grants a 
  1st-level domain power usable a number of times per day 
  equal to 3 + the user’s Wisdom modifier. The emissary can 
  use that power once per day. 
  This replaces deliver touch spells.
  FIGMENT
  Figments are born from their masters’ imaginations rather 
  than being ordinary creatures that are awakened.
  Recurring Dream (Su): A figment has a total number of 
  hit points equal to 1/4 of its master’s total hit points. If the 
  figment dies, it vanishes, appearing again with 1 hit point 
  after its master awakens from a full night’s sleep. If a figment 
  ever strays more than 100 feet from its master or enters an 
  antimagic field, or if a figment’s master is unconscious or 
  asleep, the figment disappears until the next time its master 
  prepares spells or regains her spells per day. Because it is a 
  being of its master’s mind, a figment can never serve as a 
  witch’s familiar, a shaman’s spirit animal, or any other spell-
  granting familiar, and it can’t use any divination spells or 
  spell-like abilities the base creature has. 
  This replaces improved evasion.
  Manifest Dreams (Su): At 3rd level, a figment is shaped 
  by its master’s dreams. Each time the master awakens from 
  a full night’s rest, he can apply to the figment 1 evolution 
  point’s worth of eidolon evolutions that don’t have a base form 
  requirement. At 7th level, he can apply 
  2 points’ worth of eidolon evolutions; 
  at 13th level, he can apply 3 points’ 
  worth of eidolon evolutions. 
  This replaces deliver touch spells, 
  speak with animals of its kind, and 
  scry on familiar.
  INFILTRATOR
  Familiars can be skilled spies, and infiltrators 
  are the very best of their kind at the subtle art 
  of espionage.
  Infiltrator Skills: An infiltrator treats Bluff 
  and Disguise as class skills.
  Alertness (Ex): An infiltrator gains 
  Alertness as a bonus feat rather than 
  providing that feat to its master.
  This alters alertness.
  Share Spells (Ex): An infiltrator 
  can share only divination spells that 
  have a target of “you” via this ability.
  This alters share spells.
  Uncanny Stealth (Ex): An infiltrator gains uncanny dodge 
  and improved uncanny dodge, treating its master’s level as 
  its effective rogue level. 
  This replaces improved evasion.
  Scry on Familiar (Sp): At 7th level, an infiltrator’s master 
  can scry on it for up to 1 minute per level per day. The 
  duration does not need to be consecutive, but it must be 
  used in 1-minute increments.
  This replaces speak with animals of its kind.
  Telepathic Bond (Sp): At 11th level, an infiltrator gains a 
  permanent telepathic bond with its master. This bond has 
  no range limit as long as the familiar and its master are on 
  the same plane.
  This replaces spell resistance.
  MASCOT
  A familiar sometimes serves as the centerpiece of an 
  adventuring party. Known as a mascot, this type of familiar 
  eventually treats the entire party as its master.
  Mascot Skills: A mascot treats all Perform skills as 
  class skills.
  Affinity for My Team (Su): A mascot is the heart and soul 
  of its team. At first, the team consists of only the familiar 
  and its master, but at 3rd level and every 3 levels thereafter, a 
  mascot can add an additional member to its team. A mascot’s 
  empathic link extends to all members of its team. A mascot 
  can add or remove one team member over the course of a day.
  This replaces alertness and alters empathic link.
  Lucky Mascot (Su): Whenever a mascot uses the 
  aid another action to improve a team member’s 
  attack roll or AC, that team member also gains a +1 
  luck bonus to AC for 1 round.
  This replaces improved evasion.
  Share Spells (Ex): At 3rd level, spells that 
  target a mascot via its share spells ability 
  function at its master’s caster level – 2. The 
  mascot also benefit from the spells of any 
  team member when it is using share spells.
  This alters share spells.
  Deliver Touch Spells (Su): At 5th level, 
  spells delivered by a mascot’s deliver 
  touch spells ability function at its 
  master’s caster level – 2. The mascot 
  can deliver the touch spells of any of its 
  team members. 
  This alters deliver touch spells.
  Speak with Team (Ex): At 7th level, a 
  mascot gains the ability to speak with all 
  members of its team verbally as if using 
  speak with master.
  This replaces speak with master and 
  speak with animals of its kind.
  Heart of the Team (Ex): Once per day at 
  13th level, as a full-round action, a mascot can designate 
  any member of its team as its master for the purpose of 
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  calculating its base attack bonus, Hit Dice, hit points, saving 
  throws, and skill ranks. 
  This replaces spell resistance and scry on familiar.
  MAULER
  While most familiars are scouts and assistants, the mauler 
  familiar cares only for the thrill of battle. A mauler often 
  serves a bloodthirsty or martial-minded master.
  Mauler Skills: A mauler treats Intimidate as a class skill.
  Bond Forged in Blood (Su): A mauler isn’t impressed by 
  fancy words—only furious battle. A mauler can’t speak or 
  communicate via language in any way, even if it’s a type of 
  creature that normally could.
  At 5th level, whenever the mauler’s master drops a foe 
  whose Hit Dice are at least half its level to below 0 hit points, 
  the mauler’s empathic link surges with power, granting both 
  the mauler and its master a +2 morale bonus on attack and 
  damage rolls for 1 round.
  This replaces speak with master and speak with animals 
  of its kind.
  Increased Strength (Ex): At 3rd level and every 2 levels 
  thereafter, a mauler’s Strength score increases by 1. As a result 
  of this ability, the familiar’s Intelligence score remains 6; a 
  mauler can never have an Intelligence score higher than 6. 
  This alters the familiar’s Intelligence score advancement.
  Battle Form (Su): At 3rd level, a mauler gains the ability 
  to transform into a larger, more ferocious form and back 
  as a standard action three times per day. In battle form, 
  the mauler’s size becomes Medium and it gains a +2 size 
  bonus to its Strength score. Since many familiars are Tiny 
  or Diminutive, be sure to check for any additional Strength 
  and Dexterity adjustments for increasing in size from Tiny 
  or Diminutive to Medium (Pathfinder RPG Core Rulebook 212). 
  This is a polymorph effect. 
  This replaces deliver touch spells.
  Damage Reduction (Su): At 11th level, a mauler gains 
  DR 5/magic. 
  This replaces spell resistance.
  PILFERER
  Some familiars are stealthy pilferers that perform tricks of 
  thievery or simple spying on their master’s behalf.
  Pilferer Skills: A pilferer treats Disable Device, Escape 
  Artist, and Sleight of Hand as class skills.
  Improved Steal (Ex): A pilferer gains Improved StealAPG as 
  a bonus feat.
  This replaces alertness.
  Nondetection (Su): A pilferer is under the constant effect 
  of nondetection with a caster level equal to its master’s class 
  level. The DC of the caster level check to penetrate this 
  nondetection effect is equal to 15 + the master’s caster level. 
  This replaces improved evasion.
  Sneak (Ex): At 3rd level, a pilferer gains a competence 
  bonus equal to half its master’s class level on Sleight of Hand 
  and Stealth checks. 
  This replaces deliver touch spells.
  Greater Steal (Ex): At 9th level, a pilferer gains Greater 
  StealAPG as a bonus feat. 
  This replaces speak with animals of its kind.
  PRANKSTER
  Some familiars love to perform pranks on their unsuspecting 
  masters, as well as on those around their masters—allies and 
  enemies alike. While good-aligned pranksters’ tricks are 
  usually good natured except against foes, evil pranksters play 
  tricks that are mean spirited or even downright cruel.
  Prankster Skills: A prankster treats Bluff, Disguise, 
  Perform (comedy), and Sleight of Hand as class skills.
  Autonomous Link (Ex): A prankster can hide its feelings 
  from its master via its empathic link at will. It can also try to 
  project a false emotion through the link by attempting a Bluff 
  check opposed by its master’s Sense Motive. 
  This alters empathic link.
  Improved Dirty Trick (Ex): A prankster gains Improved 
  Dirty TrickAPG as a bonus feat.
  This replaces alertness.
  Magical Pranks (Sp): A prankster can cast ghost sound, mage 
  hand, and prestidigitation at will as spell-like abilities. 
  This replaces improved evasion and share spells.
  Glib Comedy (Ex): At 3rd level, a prankster gains a 
  competence bonus equal to half its master’s class level on 
  Bluff, Disguise, and Perform (comedy) checks. 
  This replaces deliver touch spells.
  Greater Dirty Trick (Ex): At 11th level, a prankster gains 
  Greater Dirty TrickAPG as a bonus feat.
  This replaces spell resistance.
  Unreliable Narrator (Sp): At 13th level, whenever its master 
  uses scry on familiar, a prankster can use false vision to fool 
  that ability; this doesn’t affect any other divination (scrying) 
  effects in the area, only its master’s scry on familiar ability.
  This alters scry on familiar. 
  PROTECTOR
  Protector familiars are so devoted that they would give their 
  lives for their masters. A tumor familiar can’t be a protector.
  Loyal Bodyguard (Ex): A protector gains BodyguardAPG and 
  Combat Reflexes as bonus feats. If the familiar is sharing its 
  master’s square, it can use Bodyguard to aid another to improve 
  its master’s AC even if it doesn’t threaten the attacking foe, 
  though it still needs line of effect to its master and the attacker. 
  This replaces alertness and improved evasion.
  Shield Master (Su): At 5th level, whenever a protector or 
  its master takes hit point damage, as long as the protector 
  and its master are touching, its master can split the damage 
  evenly between them as if under the effects of shield other. 
  This replaces deliver touch spells and speak with animals 
  of its kind.
  Able Defender (Ex): At 11th level, a protector gains In Harm’s 
  WayAPG as a bonus feat. In addition, the familiar’s hit points 
  are now equal to its master’s total hit points (not including 
  temporary hit points), regardless of its actual Hit Dice.
  This replaces spell resistance.
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  SAGE
  Sages are masters of useful facts, able to recall them for their 
  masters’ benefit, though this leads many to become haughty 
  and proud.
  Sage Skills: A sage treats all Knowledge skills as class skills.
  Dazzling Intellect (Ex): A sage’s Intelligence score is 
  always equal to 5 + its master’s class level, but it gains natural 
  armor increases as if its master’s class level were half what of 
  the actual class level. 
  This alters the familiar’s Intelligence score and natural 
  armor adjustment.
  Sage’s Knowledge (Ex): A sage stores information on 
  every topic and is happy to lecture its master on the finer 
  points of a subject. A sage can attempt all Knowledge checks 
  untrained and gains a bonus on Knowledge checks equal to 
  half its master’s class level. Additionally, a sage gains 2 skill 
  ranks each time its master gains a class level. Its maximum 
  number of ranks in any given skill is equal to its master’s 
  class level. 
  This replaces alertness and the familiar’s ability to share its 
  master’s skill ranks.
  SOULBOUND FAMILIAR
  Soulbound familiars are born when a master uses the magical 
  principles behind soulbound dolls to bind a soul fragment to 
  an animal.
  Soul Focus (Ex): The soul fragment bound to the familiar 
  lives within a focus crystal surgically inserted into the animal. 
  As long as this soul focus remains intact, it can be used to 
  bind the soul fragment into another familiar, with the same 
  cost and time requirements as replacing a familiar. Once 
  bound into the soul focus, the soul continues to learn, and so 
  if it is later put into a new familiar body, the soul retains its 
  personality and memories from its previous body or bodies. 
  A soul focus has hardness 8, 12 hit points, and a break DC of 
  20, though it can be attacked only when surgically removed 
  from the familiar. If the soul focus is destroyed, creating a 
  new soul focus with none of the old one’s memories costs 
  as much as replacing a familiar, in addition to the normal 
  cost of replacing the familiar itself. Because it is born of 
  another creature’s soul, a soulbound familiar can never serve 
  as a witch’s familiar, a shaman’s spirit animal, 
  or any other spell-granting familiar. The 
  soulbound familiar gains Skill Focus in a 
  skill important to the creature whose soul 
  provided the fragment. 
  This replaces alertness.
  Alignment 
  Variation 
  (Ex): 
  A 
  soulbound 
  familiar’s alignment is always at least partially 
  neutral, although it can also be chaotic, evil, good, or lawful, 
  depending on the creature whose soul provided the fragment 
  rather than on the master’s alignment (unless the master 
  donates a fragment of her own soul). At 8th level, it gains 
  one of the following spell-like abilities, usable once per day 
  and based on its alignment (caster level = its master’s caster 
  level – 3): chaotic neutral: rage; lawful neutral: suggestion; 
  neutral: deep slumber; neutral evil: inflict serious wounds; or 
  neutral good: heroism. At 13th level, its caster level increases 
  to its master’s caster level. 
  This replaces speak with animals of its kind and scry on 
  familiar.
  VALET
  A valet is a consummate personal servant, able to fetch, 
  deliver, and perform for its master’s every need.
  Valet Skills: A valet treats Craft, Perform, and Profession 
  as class skills.
  Able Assistant (Ex): A valet’s master treats the valet as if it 
  had the Cooperative CraftingAPG feat and shares Craft skills 
  and item creation feats with the valet.
  This replaces alertness.
  Magical Manipulation (Sp): A valet can cast open/close and 
  prestidigitation at will.
  This replaces share spells.
  Teammate (Ex): A valet is considered to have all the 
  teamwork feats its master has.
  This replaces improved evasion.
  Deliver Touch Spells (Su): At 3rd level, when delivering a 
  harmless touch spell to a willing creature, a valet can move 
  before and after delivering the spell, as long as its total 
  movement does not exceed its speed.
  This alters deliver touch spells.
  Deliver Aid (Ex): At 7th level, a valet can move before 
  and after using the aid another action, as long as its total 
  movement does not exceed its speed. 
  This replaces speak with animals of its kind.
  Aide to All (Ex): At 13th level, a valet can use the aid 
  another action as a full-round action to grant up to three 
  adjacent creatures bonuses from this action. Each bonus 
  can apply to the same action or check or to different actions 
  or checks. 
  This replaces scry on familiar.
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  Companion Tricks
  Animals can be trained to perform tricks, as detailed in the 
  rules for Handle Animal (Pathfinder RPG Core Rulebook 97). 
  The following new tricks are presented in alphabetical 
  order. Note that while the word “animal” is often used in 
  the following descriptions, these tricks can be taught to any 
  companion that can be trained.
  Aid (DC 20): The animal can use the aid another action to 
  aid a specific ally in combat by attacking a specific foe the 
  ally is fighting. You point to a particular creature that you 
  wish the animal to aid, and you point to another that you 
  want it to make an attack roll against, and it will comply if 
  able. The normal creature type restrictions governing the 
  attack trick still apply.
  Bombard (DC 20): A flying animal can deliver projectiles 
  on command, attempting to drop a specified item that 
  it can carry (often alchemist’s fire or a similar splash 
  weapon) on a designated point or opponent, using its 
  base attack bonus to determine its attack roll. The animal 
  cannot throw the object, and it must be able to fly directly 
  over the target.
  Break Out (DC 20): On command, the animal attempts 
  to break or gnaw through bars or bindings restricting it, 
  its handler, or a person indicated by the handler. If the 
  animal cannot break the restraints by itself, its attempts 
  grant the restricted creature a +4 circumstance bonus on 
  Escape Artist checks. Furthermore, the animal can take 
  certain basic actions such as lifting a latch or bringing 
  its master an unattended key. Weight and Strength 
  restrictions still apply, and pickpocketing a key or picking 
  any sort of lock is still far beyond the animal‘s ability.
  Build Simple Structure (DC 25): The companion can 
  build simple structures on command, limited by its 
  natural abilities and inclinations. The companion is able 
  to build only structures that creatures of its type would 
  naturally build on their own, and this trick merely allows 
  the handler to direct the companion on when and where 
  to build such structures. For example, a spider could be 
  commanded to spin a web between two trees, but it could 
  not be made to create a hammock or a tent out of silk. 
  Similarly, a beaver could be ordered to make a dam or 
  lodge, an alligator a dome-shaped nest, and any burrowing 
  creature a small tunnel or hole. In general, this process 
  takes 10 minutes for each 5-foot square the structure 
  occupies, but depending on the terrain and the type of 
  structure, it might take as little as 1 minute or as much as 
  1 hour or more, at the GM’s discretion. Only companions 
  that naturally build structures can learn this trick.
  Bury (DC 15): An animal with this trick can be instructed 
  to bury an object in its possession. The animal normally 
  seeks a secluded place to bury its object. An animal that 
  knows both the bury and fetch tricks can be instructed to 
  fetch an item it has buried.
  Cocoon (DC 15): The companion can cocoon an object 
  or a helpless or willing Huge or smaller creature in 
  webbing. The amount of time this takes depends on the 
  size of the creature or object to be cocooned, as outlined 
  on the following table.
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  Target Size 
  Time to Cocoon
  Tiny or smaller 
  1 minute
  Small or Medium 
  10 minutes
  Large 
  1 hour
  Huge 
  4 hours
  The cocoon has hardness 2 and 10 hit points. A creature 
  trapped within the cocoon is effectively pinned, and it can 
  attempt an Escape Artist check or combat maneuver check 
  as a full-round action to escape (DC = 20 + the companion’s 
  CMD). Alternatively, a DC 25 Strength check can break the 
  cocoon. The companion must know the spin silk trick before 
  it can learn this trick.
  Deliver (DC 15): The animal takes an object (one you or 
  an ally gives it, or one that it recovers with the fetch trick) 
  to a place or person you indicate. If you indicate a place, the 
  animal drops the item and returns to you. If you indicate 
  a person, the animal stays adjacent to the person until the 
  item is taken. (Retrieving an item from an animal using the 
  deliver trick is a move action.)
  Demolish (DC 15): The companion can be commanded 
  to attack and damage objects and structures. A companion 
  must know the attack trick before it can be taught the 
  demolish trick, and the companion must be trained to 
  attack creatures of all types. The companion’s handler can 
  direct it either to make natural attacks against the object in 
  question or to make a Strength check to attempt to break 
  it (if applicable).
  Detect (DC 25): The animal is trained to seek out the 
  smells of air currents, alchemical items and poisons, 
  unusual noises or echoes, and other common elements that 
  signify the presence of potential dangers or secret passages. 
  When commanded, the animal uses its Perception skill to 
  try to pinpoint the source of anything that strikes it as out 
  of the ordinary about a room or location. Note that because 
  the animal is not intelligent, any number of doors, scents, 
  strange mechanisms, or unfamiliar objects might catch 
  the animal’s attention, and it cannot attempt the same 
  Perception check more than once in this way.
  Entertain (DC 25): The animal can dance, sing, or 
  perform some other impressive and enjoyable trick to 
  entertain those around it. At the command of its owner, the 
  animal can attempt a Perform check (or a Charisma check 
  if it has no ranks in Perform) to show off its talent. Willing 
  onlookers or those who fail an opposed Sense Motive check 
  take a –2 penalty on Perception checks to notice anything 
  but the animal entertaining them. Once an onlooker 
  observes an animal’s entertain trick, that creature cannot 
  be distracted in this way by the same animal for 24 hours. 
  Tricksters and con artists often teach their animals to 
  perform this trick while they pickpocket viewers or sneak 
  about unnoticed.
  Feint (DC 20): The companion is trained to feint against 
  opponents. A companion must know the attack trick before 
  it can be taught the feint trick, and it performs feints only 
  against targets it would normally attack. 
  Fetch (DC 15): The animal goes and gets something. If 
  you do not point out a specific item, the animal fetches a 
  random object.
  Flank (DC 20): You can instruct an animal to attack a foe 
  you point to and to always attempt to be adjacent to (and 
  threatening) that foe. If you or an ally is also threatening 
  the foe, the animal attempts to flank the foe, if possible. 
  While animals following the attack trick will flank when 
  convenient, this trick instructs them to flank even if doing 
  so denies it a full attack or puts the animal companion 
  at an inconvenience or at risk, such as from attacks of 
  opportunity, dangerous positioning, or difficult terrain. 
  The animal must know the attack trick before it can learn 
  this trick, and it performs it only against foes it would 
  normally attack.
  Flee (DC 20): The animal attempts to run away or hide 
  as best it can, returning only when its handler commands 
  it to do so. Until such a command is received, the animal 
  does its best to track its handler and any accompanying 
  creatures, remaining hidden but within range of its sight 
  or hearing. This trick is particularly useful for adventurers 
  and thieves in that it allows the animal to evade capture, 
  and then return later to help free its friends.
  Get Help (DC 20): With this trick, a trainer can designate 
  a number of creatures up to the animal’s Intelligence score 
  as “help.” When the command is given, the animal attempts 
  to find one of those creatures and bring it back to the 
  handler, even if that means journeying a long distance to 
  the last place it encountered the target creature.
  Guide (DC 15): The companion can serve as a guide to a 
  character that is blinded or otherwise unable to see. While 
  serving as a guide, the companion remains adjacent to the 
  guided creature at all times, readying an action each round 
  to move when that creature moves. This allows the guided 
  creature to automatically succeed at Acrobatics checks to 
  move at more than half speed while blinded. Additionally, 
  the companion identifies obstacles in the guided creature’s 
  path and pushes them, pulls them, or otherwise signals 
  to the creature how to avoid them, allowing the guided 
  creature to locate and move around obstacles such as 
  hazards, opponents, and other terrain features as though 
  she were able to see them (though she can’t distinguish 
  between obstacles). Finally, while serving as a guide, the 
  companion indicates to the guided creature the presence 
  and direction of any adjacent allies, allowing the guided 
  creature to pinpoint the locations of such creatures. The 
  companion can serve as a guide only as long as it is able 
  to see in some fashion, and its ability to detect and avoid 
  creatures and obstacles is limited by what it is able to 
  perceive normally.
  Hunt (DC 20): This trick allows an animal to use its 
  natural stalking or foraging instincts to find food and 
  return it to the animal’s handler. An animal with this trick 
  can attempt Survival checks (or Wisdom checks, if the 
  animal has no ranks in Survival) to provide food for others 
  or lead them to water and shelter (as the “get along in the 
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  wild” use of the Survival skill). An animal with this trick can 
  use the aid another action to grant a bonus on its handlers 
  Survival checks for these purposes.
  Intimidate (DC 15): The companion bares its teeth, 
  barks, bristles, growls, or otherwise threatens a creature 
  you designate, or, alternatively, it can be trained to do so 
  when it encounters any creature besides its handler. The 
  companion takes a –4 penalty on Intimidate checks against 
  creatures other than those with the animal or humanoid 
  types unless it has also been trained to attack creatures of 
  any type. A companion that knows this trick automatically 
  uses the aid another action to assist Intimidate checks 
  attempted by its handler, provided that it is within 15 feet of 
  its handler at the time and has not been ordered to perform 
  another task.
  Maneuver (DC 20): The animal is trained to use a specific 
  combat maneuver on command, even when it naturally 
  wouldn’t do so (animals typically use combat maneuvers 
  only when using a monster ability to make a free combat 
  maneuver, since otherwise it would provoke an attack 
  of opportunity). An animal must know the attack trick 
  before it can be taught the maneuver trick, and it performs 
  maneuvers only against targets it would normally attack. 
  This trick can be taught to an animal multiple times. Each 
  time it is taught, the animal can be commanded to use a 
  different combat maneuver.
  Mark Territory (DC 25): Whether by spraying musk, 
  rubbing its back against trees and rocks, or simply howling 
  loudly, the companion lets other nearby animals know that 
  it has claimed an area. By spending 1 hour performing this 
  trick, the companion can mark an area of up to half a square 
  mile in this fashion. If it does so, after 24 hours, whenever 
  there would be a random encounter within that area that 
  involves a wild animal or other creature of Intelligence 2 
  or less (including vermin but not other mindless creatures, 
  such as oozes and mindless undead), there is a 25% chance 
  that the encounter doesn’t actually occur, as 
  creatures might be warded 
  off by the markings. The 
  companion must renew 
  any territorial markings at 
  least once per week, or they 
  lose their effectiveness. There 
  is also a 10% chance per week 
  that the markings attract the 
  attention of a powerful predator, 
  which actively seeks out the 
  companion to challenge it (and its 
  master) for the territory.
  Menace (DC 20): A menacing animal 
  attempts to keep a creature you indicate 
  from moving. It does its best to dissuade 
  the target, but it attacks only if the target 
  attempts to move from its present location 
  or take any significant action (particularly a 
  hostile-seeming action). As soon as the target 
  stops moving, the animal ceases attacking but it continues 
  to menace.
  Milk Venom (DC 20): The companion can be coaxed into 
  providing a single dose of venom on command. This process 
  takes 10 minutes, and it requires a vial or similar container 
  in which to store the poison. A companion that has been 
  specifically trained to be milked of its venom never bites, 
  stings, or otherwise poisons its handler when being milked, 
  although the handler must still succeed at a Handle Animal 
  check to successfully harvest the venom (see Harvesting 
  Poisons on page 142). A companion must have the poison 
  ability to be taught this trick.
  Pose as Scenery (DC 20): The companion freezes in place, 
  seeming to be a mundane plant rather than a plant creature. 
  The companion must have taken root in order to use this 
  trick. It attempts a Disguise check with a +8 circumstance 
  bonus, opposed by the Perception checks of observers. If 
  it succeeds at the opposed check, the observer mistakes it 
  for an ordinary, harmless plant. The companion must have 
  the take root trick in order to learn this trick. Only plant 
  companions can learn this trick.
  Receive Spell (DC 25): The companion has been trained 
  to be the recipient of a specific spell (chosen at the time the 
  animal is taught the trick), allowing it to fully take advantage 
  of the spell’s effects. The spell should be one that grants the 
  companion an ability it might not normally be intelligent 
  enough to make use of or one that it might not even realize 
  it has (such as air walk). The companion is able to recognize 
  when it has been affected by this spell and can take full 
  advantage of the spell’s effects. At the GM’s discretion, a 
  companion can also be trained to receive certain nonspell 
  effects, such as those granted by an elixir of fire breathing. 
  The companion can be taught this trick multiple times; 
  each time it learns this trick, it becomes trained to utilize a 
  different spell effect.
  Rescue (DC 20): The companion has been trained to drag 
  its handler or another creature that the handler designates 
  out of danger and to a safe place in the event that the 
  handler or creature is incapacitated. If a creature 
  that the companion is defending is rendered 
  helpless or is slain, the companion will 
  carry, drag, or otherwise move that 
  creature out of danger. If the 
  companion knows the get help 
  trick, it will attempt to bring the 
  creature it is rescuing to one 
  of the creatures designated 
  as “help.” Otherwise, you can 
  designate a single location in 
  advance as a safe place, and the 
  companion will attempt to bring 
  the creature it is rescuing to that 
  place. If it is unable to do either 
  of these, the companion simply 
  moves the creature to the nearest 
  location of relative  safety. A companion 
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  COMPANIONS AND FAMILIARS
  must have the deliver and guard tricks in order to learn 
  this trick.
  Speak (DC 25): The companion is able to communicate 
  very simple concepts through barks, gestures, whistles, or 
  similar actions. The companion’s vocabulary is extremely 
  limited, generally restricted to “yes,” “no,” and counting up to 
  three. The companion is also able to recognize and respond 
  to up to two specific questions per point of Intelligence. 
  The companion does not so much understand the words as 
  recognize the sound of them, and it responds accordingly. 
  This trick does not actually increase the companion’s 
  capacity to understand concepts and ideas; it can be taught a 
  way to communicate the concept of “food,” for example, but 
  it won’t distinguish cooked food from raw food, and it might 
  not even recognize as food anything that is not part of its 
  own diet. A companion must have an Intelligence score of 2 
  or higher to learn this trick.
  Spin Silk (DC 20): The companion can create strands of 
  delicate yet incredibly strong silk. Harvesting the silk takes 10 
  minutes, and it can be done once per day. This silk functions 
  identically to a silk rope. The companion can produce a total 
  number of feet of silk equal to 10 times its Constitution 
  score per day, which can be divided as the handler chooses 
  in 10-foot increments. Silk produced in this way degrades 
  into uselessness after 24 hours. Only companions with the 
  web ability can learn this trick.
  Subdue (DC 15): The companion can attempt to subdue 
  opponents. Once the command is given, the companion 
  makes all its natural attacks as nonlethal attacks (taking the 
  typical –4 penalty on attack rolls when using normally lethal 
  attacks) until ordered to do otherwise. 
  Take Root (DC 15): The companion extends its roots into 
  the soil beneath it, anchoring itself in place and drawing 
  water and nutrients from the soil. Taking root is a full-round 
  action that provokes attacks of opportunity. While rooted, the 
  companion cannot move, but it can otherwise act normally 
  and gains a +4 bonus to CMD to resist bull rush, drag, 
  overrun, reposition, and trip attempts. If the companion 
  remains rooted for at least 1 hour, it absorbs enough water 
  and nutrients to feed itself for a day. A separate command 
  causes the companion to uproot itself as a full-round action. 
  The companion can take root only in areas of soft soil. Only 
  plant companions can learn this trick.
  Watch (DC 15): The animal can be commanded to keep 
  watch over a particular area, such as a campsite, and to raise 
  an alarm if it notices any dangerous or sizable creature 
  entering the area.
  Withhold Venom (DC 20): The companion can be ordered 
  to avoid injecting poison into creatures it strikes with 
  whatever natural attack would normally deliver venom. As 
  long as the companion has been ordered to withhold its 
  venom, successful hits with that natural attack deal damage 
  as normal and convey all other effects that they normally 
  would, but they do not expose the target to the companion’s 
  poison. Only companions with the poison special ability can 
  learn this trick.
  As they grow in strength and experience, animal 
  companions and mounts develop mutations, personality 
  quirks, and tricks that grant them new abilities unlike those 
  seen in typical animals of their kind. The following feats 
  can be chosen by characters with the animal companion 
  or by companions themselves, as indicated in each feat’s 
  prerequisite line.
  An animal companion or mount can select from the 
  feats listed below that include “animal companion” as a 
  prerequisite as if it appeared on the list of animal feats on 
  page 53 of the Pathfinder RPG Core Rulebook.
  Boon Companion 
  Your bond with your animal companion or familiar is 
  unusually close. 
  Prerequisite: Animal companion class feature or familiar 
  class feature.
  Benefit: The abilities of your animal companion or familiar 
  are calculated as though your class were 4 levels higher, to a 
  maximum effective druid level equal to your character level. 
  If you have more than one animal companion or familiar, 
  choose one to receive this benefit. If you dismiss or lose an 
  animal companion or familiar that has received this benefit, 
  you can apply this feat to the replacement creature. 
  Special: You can select this feat more than once. The 
  effects do not stack. Each time you take the feat, it applies to 
  a different animal companion or familiar.
  Devotion against the Unnatural
  The animal’s devotion to its master allows it to stand against 
  unnatural forces.
  Prerequisites: Animal companion, devotion special ability.
  Benefit: The animal companion gains a +2 morale bonus 
  on saving throws against spells, spell-like abilities, and 
  supernatural abilities of aberrations, outsiders, and undead. 
  The animal companion is immune to the unnatural aura 
  ability that some undead creatures (such as wraiths) have. 
  Disruptive Companion (Combat)
  The animal’s presence harries nearby enemies, making 
  concentration difficult.
  Prerequisite: Animal companion.
  Benefit: The animal companion is trained to interfere 
  with its opponent’s concentration, making even rote tasks 
  difficult. Increase the concentration check DC of spells and 
  spell-like abilities that opponents cast while within the animal 
  companion’s reach by +2. Additionally, opponents can’t take 10 
  on d20 rolls or checks while within the animal companion’s 
  reach. If an opponent has an ability that allows it to always 
  take 10 on certain skill checks while distracted (such as the 
  skill mastery advanced talent), it gains the benefit of such 
  abilities only if its number of skill ranks is at least 4 higher 
  than the animal companion’s Hit Dice.
  Companion Feats
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  In addition, the animal companion counts as a fighter 
  with a number of class levels equal to its Hit Dice for the 
  purposes of qualifying for the Disruptive feat, as well as for 
  any feat that lists the Disruptive feat as a prerequisite. The 
  animal companion also adds those feats to the list of animal 
  feats that it can choose from when gaining a new feat.
  Feral Grace (Combat)
  The animal’s grace and agility are honed for battle, making it 
  a deadly combatant.
  Prerequisites: Weapon Finesse, base attack bonus +3, 
  animal companion.
  Benefit: Choose one of the animal companion’s natural 
  attack. When the animal companion makes a melee attack 
  with the chosen natural attack using its Dexterity bonus on 
  attack rolls and its Strength bonus on damage rolls, it adds 
  1/4 of its Hit Dice as a bonus on damage rolls. This bonus 
  damage doesn’t increase or decrease based upon whether the 
  natural attack is a primary or secondary natural attack.
  Special: You can select this feat multiple times. Its effects 
  don’t stack. Each time you select this feat, choose a different 
  natural attack to apply its benefit to. 
  Ferocious Beast (Combat)
  Through training or natural ability, the animal is skilled at 
  unnerving its enemies.
  Prerequisites: Intimidate 1 rank, animal companion.
  Benefit: The animal companion uses half its master’s 
  class level (minimum 1) in place of its Charisma bonus on 
  Intimidate checks to demoralize an opponent, as well as on 
  Intimidate checks to use the AntagonizeUM feat. In addition, 
  the animal companion can use Intimidate to demoralize an 
  opponent as a move action.
  Special: An animal companion can’t take both Ferocious 
  Beast and Intimidating Prowess.
  Ferocious Feint (Combat)
  Through training or inborn ability, the animal is naturally 
  skilled at feinting against its foes.
  Prerequisites: Bluff 1 rank, animal companion.
  Benefit: The animal companion uses half its master’s 
  class level (minimum 1) in place of its Charisma bonus on 
  Bluff checks to feint an opponent. In addition, the animal 
  companion can use Bluff to feint an opponent as a move action.
  Greater Tenacious Hunter
  The animal is capable of savaging hidden foes when they 
  least expect it.
  Prerequisites: Combat Reflexes, Tenacious Hunter, 
  Perception 3 ranks, Stealth 3 ranks, animal companion.
  Benefit: The animal companion can attempt a Perception 
  check as a swift action to intentionally search for a stimulus. 
  When using Perception to attempt to pinpoint an invisible 
  foe, the animal companion’s bonus from the Tenacious 
  Hunter feat increases to +20. In addition, whenever the 
  animal companion successfully uses Perception to oppose a 
  Stealth check or to pinpoint an invisible creature’s location, 
  that foe is denied its Dexterity bonus to AC against all 
  attacks that the animal companion makes before the start 
  of the animal companion’s next turn.
  Normal: Using Perception to intentionally search for a 
  stimulus is a move action.
  Improved Intercept Blow (Combat)
  The animal’s intervention completely protects its master 
  from harm.
  Prerequisites: Intercept Blow, base attack bonus +6, animal 
  companion.
  Benefit: When the animal companion uses Intercept 
  Blow to intercept an opponent’s melee attack and succeeds, 
  it can take all the damage from the intercepted attack, in 
  Table 5–2: Companion and Familiar Feats
  General Feat 
  Prerequisites 
  Benefits
  Boon Companion 
  Animal companion or familiar 
  Companion or familiar abilities are treated as if you  
   
   
   were a higher level
  Animal Companion Feat 
  Prerequisites 
  Benefits
  Devotion against the Unnatural 
  Devotion special ability 
  Gain additional resistance to certain creatures’ abilities
  Disruptive Companion† 
  — 
  Companion hinders spellcasting
  Feral Grace† 
  Weapon Finesse, base attack bonus +3 
  Gain bonus to damage from fighting with finesse
  Ferocious Beast† 
  Intimidate 1 rank 
  Gain bonuses on Intimidate checks
  Ferocious Feint† 
  Bluff 1 rank 
  Gain bonuses to feint
  Intercept Blow† 
  Base attack bonus +1 
  Shield master from attacks
  Improved Intercept Blow† 
  Intercept Blow, base attack bonus +6 
  Further reduce damage while using Intercept Blow
  Reflexive Interception† 
  Intercept Blow, base attack bonus +3, evasion 
  Provide evasion to master
  Share Feature 
  Master must have the chosen class feature 
  Gain a class feature from master
  Tenacious Hunter 
  Perception 3 ranks, Stealth 3 ranks 
  Pinpoint invisible creatures
  Greater Tenacious Hunter 
  Combat Reflexes, Tenacious Hunter,  
  Deny Dexterity bonus to creatures pinpointed 
   
  Perception 3 ranks, Stealth 3 ranks
  † This is a combat feat, and it can be selected as a bonus feat by companions with levels in brawler, fighter, gunslinger, swashbuckler, or 
  warpriest gained via feats or another special ability.  
       
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  COMPANIONS AND FAMILIARS
  which case its master takes no damage from the intercepted 
  attack and doesn’t suffer effects that trigger on a hit. 
  Intercept Blow (Combat)
  The animal willingly throws itself in harm’s way to defend 
  its master.
  Prerequisites: Base attack bonus +1, animal companion.
  Benefit: Whenever the animal companion is adjacent to 
  its master and its master is the target of a melee attack, the 
  animal companion can expend an attack of opportunity as 
  a free action, even if it isn’t its turn, to attempt to intercept 
  the attack. The animal companion makes an attack roll at its 
  highest attack bonus with one of its natural attacks, as if it were 
  making an attack of opportunity, with a –2 penalty for each 
  size category the attacking creature is larger than the animal 
  companion. If the result of this attack roll is greater than the 
  attacking creature’s attack roll result, the animal companion’s 
  master takes only half damage from the attack, and the other 
  half of the damage is dealt to the animal companion. Effects 
  that trigger on every successful hit (such as bleed or the trip 
  special ability) affect both the animal companion and the 
  master, as if both were hit by the attack; however, if it matters 
  (such as for a touch spell that expires after a single hit), treat 
  the animal companion as if it had been hit first.
  If the animal companion knows the defend trick, the 
  animal companion can use Intercept Blow and any feat that 
  lists it as a prerequisite to protect any ally that it is adjacent 
  to and defending (as per the defend trick).
  Reflexive Interception (Combat)
  The animal can defend its master with lightning speed.
  Prerequisites: Intercept Blow, base attack bonus +3, animal 
  companion, evasion.
  Benefit: Whenever the animal companion is adjacent 
  to its master and its master is attempts a Reflex save, the 
  animal companion can expend an attack of opportunity as a 
  free action, even if it isn’t its turn, to attempt a Reflex save 
  to intervene. When using this ability, the animal companion 
  loses the benefits of 
  evasion (and improved 
  evasion if it has it), but 
  if the animal companion 
  succeeds at its saving throw, 
  its master gains the benefit of the 
  animal companion’s evasion (or 
  improved evasion if it has it).
  Share Feature
  The animal expands its capabilities and learns 
  one of its master’s class features.
  Prerequisites: Animal companion, master must have the 
  chosen class feature.
  Benefit: Choose one of the following class features: 
  bravery, camouflage, favored terrain, hide in plain sight, resist 
  nature’s lure, track, trackless step, venom immunity, and 
  woodland stride. The animal companion gains the benefits 
  of the selected class feature, using its Hit Dice as its level in 
  its master’s class for the purpose of this ability; the animal 
  companion gains the benefits of the base class feature, even 
  if the master alters the class feature via an archetype or other 
  means, though the animal companion doesn’t count as having 
  the class feature for the purpose of fulfilling prerequisites.
  Tenacious Hunter
  The animal is capable of quickly pinpointing hidden prey.
  Prerequisites: Perception 3 ranks, Stealth 3 ranks, animal 
  companion.
  Benefit: The animal companion gains a +2 bonus on 
  Perception checks to oppose Stealth checks. When using 
  Perception to pinpoint an invisible creature’s location, this 
  bonus increases to +10. In addition, whenever the animal 
  companion successfully uses Perception to notice a creature 
  using Stealth or to pinpoint an invisible creature’s location, 
  that foe is denied its Dexterity bonus to AC against the next 
  attack the animal companion makes on or before the animal 
  companion’s next turn.
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  6
  
  T 
  he gnoll horde charged up 
  the hill, spittle flying from 
  slavering jaws.
  Armor still steaming from the 
  lightning bolt, Valeros crawled to 
  Kyra’s charred form, a potion shaking 
  in his hand. “She needs time!” He 
  looked to Feiya. “Hold them off!”
  “How am I supposed to do that?” 
  Feiya hissed. “I’m not a damned 
  shield wall!”
  “And I’m not a healer! Just do it!” 
  Feiya looked down the slope, 
  shivering—and suddenly knew 
  what to do. She raised a hand 
  skyward. “Hold on to something.”
  “What—” Valeros began, and 
  then his voice was drowned out by 
  the cracking of the ice sheet and the 
  howls and shrieks of gnolls sliding 
  back down the hill onto the spears 
  of their comrades...
  
  UlTImaTe wIlderNess
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  N
  ature is a powerful force, and since the beginning of 
  time, people have harnessed magic to either exploit that 
  power or compete against it. Druids, hunters, rangers, 
  and shamans, as well as clerics and oracles of nature, use 
  their energies to cultivate and shape the wilderness or to 
  completely meld into it, while arcane and psychic spellcasters 
  can call upon magic to bend nature to their will. Witches in 
  particular have strong thematic ties to the natural world, and 
  certain sorcerer bloodlines delve deeply into such themes. 
  The spells provided in this section grant powers to control, 
  emulate, or harness the might of the wilderness in one way 
  or another.
  SPELL LISTS
  The following lists summarize the new spells presented in 
  this book, arranged by class and level. A superscript “F” or 
  “M” appearing at the end of the spell’s name in the spell 
  list denotes a focus or material component not normally 
  included in a spell component pouch. Additionally, spells 
  for specific races appear in Chapter 1.
  Order of Presentation: These lists present the spells in 
  alphabetical order by name, except where a spell’s name 
  begins with “greater,” “lesser,” or “mass,” in which case it is 
  alphabetized under the second word of the spell name. 
  Hit Dice: The term “Hit Dice” is used synonymously with 
  “character levels” for effects that affect a specific number of 
  Hit Dice of creatures. 
  Caster Level: A spell’s power often depends on caster level, 
  which is defined as the caster’s class level for the purpose of 
  casting a particular spell. The word “level” in the short spell 
  descriptions that follow always refers to caster level. 
  Creatures and Characters: “Creature” and “character” are 
  used synonymously in the short descriptions. 
  Alchemist Formulae
  2nd-Level Alchemist Formulae
  Pouncing Fury: Make a full attack with your claws after a charge.
  Vine Strike: Enhance one of your natural or unarmed attacks 
  with thorny vine growth.
  3rd-Level Alchemist Formulae
  Fey Form I: Assume the form of a Small or Medium fey 
  creature.
  5th-Level Alchemist Formulae
  Fey Form II: Assume the form of a Tiny or Large fey creature.
  Ooze Form I: Assume the form of a Small or Medium ooze 
  creature.
  Shapechanger’s Gift: Temporarily change a target into an 
  animal, humanoid, or monstrous humanoid.
  6th-Level Alchemist Formulae
  Fey Form III: Assume the form of a Diminutive or Huge 
  fey creature.
  Ooze Form II: Assume the form of a Large ooze creature.
  Antipaladin Spells
  2nd-Level Antipaladin Spells
  Aquatic Cavalry: Summon hippocampi to serve as aquatic 
  mounts.
  Bleed for Your Master: Compel a companion to take damage 
  for you.
  Vine Strike: Enhance one of your natural or unarmed attacks 
  with thorny vine growth.
  3rd-Level Antipaladin Spells
  Vigilant Rest: Cause a sleeping creature to retain some 
  perception of its surroundings.
  4th-Level Antipaladin Spells
  Companion Transposition: Swap places with your animal 
  companion, familiar, or spirit animal via teleportation.
  Bard Spells
  1st-Level Bard Spells
  Echo: Cause a sound to repeat itself.
  Tamer’s Lash: Create a whip made of sound that damages 
  foes and can frighten animals.
  3rd-Level Bard Spells
  Alpha Instinct: Gain bonuses when you’re interacting with 
  animals.
  Mirage: Create illusory terrain.
  4th-Level Bard Spells
  Vigilant Rest: Cause a sleeping creature to retain some 
  perception of its surroundings.
  6th-Level Bard Spells
  Fey Gate: Create a portal that allows travel to the First World.
  Bloodrager Spells
  1st-Level Bloodrager Spells
  Snowball: Throw a conjured ball of snow at a target.
  Tamer’s Lash: Create a whip made of sound that damages 
  foes and can frighten animals.
  2nd-Level Bloodrager Spells
  Pouncing Fury: Make a full attack with your claws after 
  a charge.
  Vine Strike: Enhance one of your natural or unarmed attacks 
  with thorny vine growth.
  With the Wind: Protect a target from being blown away by 
  wind of less than windstorm force.
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  3rd-Level Bloodrager Spells
  Earth Tremor: Unleash a tremor that creates difficult terrain 
  and can knock foes down and damage them.
  Fey Form I: Assume the form of a Small or Medium fey 
  creature.
  4th-Level Bloodrager Spells
  Tail Current: Create a current in water to enhance or impede 
  swimming.
  Tailwind: Create a current of wind to enhance or impede 
  flight.
  Cleric Spells
  1st-Level Cleric Spells
  Hidden Spring: Discover a temporary spring of fresh, 
  flowing water.
  3rd-Level Cleric Spells
  Iron Stake: Hurl a spike of cold iron at a foe.
  4th-Level Cleric Spells
  Tail Current: Create a current in water to enhance or impede 
  swimming.
  Tailwind: Create a current of wind to enhance or impede 
  flight.
  8th-Level Cleric Spells
  Fey Gate: Create a portal that allows travel to the First World.
  Wandering Weather: Control weather in a large area that 
  moves with you.
  Druid Spells
  1st-Level Druid Spells
  Echo: Cause a sound to repeat itself.
  Hidden Spring: Discover a temporary spring of fresh, 
  flowing water.
  Snowball: Throw a conjured ball of snow at a target.
  2nd-Level Druid Spells
  Alpha Instinct: Gain bonuses when you’re interacting with 
  animals.
  Aquatic Cavalry: Summon hippocampi to serve as aquatic 
  mounts.
  Greensight: Grant a target the ability to see through plant 
  matter as if it were transparent.
  Pouncing Fury: Make a full attack with your claws after 
  a charge.
  Scamper: Grant your animal companion astonishing 
  agility.
  Sea Steed: Your mount adapts to an aquatic environment.
  Vine Strike: Enhance one of your natural or unarmed attacks 
  with thorny vine growth.
  Winter Grasp: Create a slippery sheet of ice on the ground.
  With the Wind: Protect a target from being blown away by 
  wind of less than windstorm force.
  3rd-Level Druid Spells
  Bleed for Your Master: Compel a companion to take damage 
  for you.
  Earth Tremor: Unleash a tremor that creates difficult terrain 
  and can knock foes down and damage them.
  Fey Form I: Assume the form of a Small or Medium fey 
  creature.
  Flashfire: Cause smoky fires to spring up to burn foes and 
  set them alight.
  Iron Stake: Hurl a spike of cold iron at a foe.
  Mirage: Create illusory terrain.
  Signs of the Land: Learn up to three details about the 
  surrounding territory.
  Soothing Mud: Create restorative mud that heals hit point 
  and ability damage.
  Tail Current: Create a current in water to enhance or impede 
  swimming.
  Tailwind: Create a current of wind to enhance or impede 
  flight.
  4th-Level Druid Spells
  Explosion of Rot: Call forth a burst of decay that damages 
  and can stagger targets.
  Forest’s Sense: Sense the location of a distant target that is 
  near a plant or fungus.
  Sea Stallion: You and your mount adapt to an aquatic 
  environment.
  5th-Level Druid Spells
  Cave FangsM: Create a trap from stalactites and stalagmites.
  Companion Transposition: Swap places with your animal 
  companion, familiar, or spirit animal via teleportation.
  Fey Form II: Assume the form of a Tiny or Large fey 
  creature.
  Replay Tracks: Reconstruct past events from a set of tracks.
  Sturdy Tree Fort: Create a tree with a defensive fort within it.
  Tidal Surge: Create a surge of water to bludgeon foes and 
  extinguish fires.
  6th-Level Druid Spells
  Fey Form III: Assume the form of a Diminutive or Huge fey 
  creature.
  8th-Level Druid Spells
  Fey Form IV: Assume the form of a powerful fey creature.
  Fey Gate: Create a portal that allows travel to the First World.
  Wandering Weather: Control weather in a large area that 
  moves with you.
  9th-Level Druid Spells
  Sea of Dust: Permanently drive water out of a region to 
  create a desert.
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  Inquisitor Spells
  2nd-Level Inquisitor Spells
  Iron Stake: Hurl a spike of cold iron at a foe.
  4th-Level Inquisitor Spells
  Replay Tracks: Reconstruct past events from a set of 
  tracks.
  Magus Spells
  1st-Level Magus Spells
  Snowball: Throw a conjured ball of snow at a target.
  Tamer’s Lash: Create a whip made of sound that damages 
  foes and can frighten animals.
  2nd-Level Magus Spells
  Pouncing Fury: Make a full attack with your claws after a 
  charge.
  With the Wind: Protect a target from being blown away by 
  wind of less than windstorm force.
  3rd-Level Magus Spells
  Earth Tremor: Unleash a tremor that creates difficult terrain 
  and can knock foes down and damage them.
  4th-Level Magus Spells
  Fey Form I: Assume the form of a Small or Medium fey 
  creature.
  Tail Current: Create a current in water to enhance or impede 
  swimming.
  Tailwind: Create a current of wind to enhance or impede 
  flight.
  5th-Level Magus Spells
  Ooze Form I: Assume the form of a Small or Medium ooze 
  creature.
  Shapechanger’s Gift: Temporarily change a target into an 
  animal, humanoid, or monstrous humanoid.
  6th-Level Magus Spells
  Fey Form II: Assume the form of a Tiny or Large fey 
  creature.
  Ooze Form II: Assume the form of a Large ooze creature.
  Medium Spells
  1st-Level Medium Spells
  Echo: Cause a sound to repeat itself.
  2nd-Level Medium Spells
  Alpha Instinct: Gain bonuses when you’re interacting with 
  animals.
  3rd-Level Medium Spells
  Replay Tracks: Reconstruct past events from a set of tracks.
  Vigilant Rest: Cause a sleeping creature to retain some 
  perception of its surroundings.
  Mesmerist Spells
  1st-Level Mesmerist Spells
  Echo: Cause a sound to repeat itself.
  3rd-Level Mesmerist Spells
  Alpha Instinct: Gain bonuses when you’re interacting with 
  animals.
  Mirage: Create illusory terrain.
  4th-Level Mesmerist Spells
  Vigilant Rest: Cause a sleeping creature to retain some 
  perception of its surroundings.
  Occultist Spells
  1st-Level Occultist Spells
  Echo: Cause a sound to repeat itself.
  2nd-Level Occultist Spells
  Ropeweave: Create useful tools from a coil of rope.
  With the Wind: Protect a target from being blown away by 
  wind of less than windstorm force.
  3rd-Level Occultist Spells
  Mirage: Create illusory terrain.
  Replay Tracks: Reconstruct past events from a set of tracks.
  Tail Current: Create a current in water to enhance or impede 
  swimming.
  Tailwind: Create a current of wind to enhance or impede flight.
  Vigilant Rest: Cause a sleeping creature to retain some 
  perception of its surroundings.
  Paladin Spells
  2nd-Level Paladin Spells
  Aquatic Cavalry: Summon hippocampi to serve as aquatic 
  mounts.
  Sea Steed: Your mount adapts to an aquatic environment.
  3rd-Level Paladin Spells
  Sky Steed: Grant your mount angelic wings.
  Vigilant Rest: Cause a sleeping creature to retain some 
  perception of its surroundings.
  4th-Level Paladin Spells
  Companion Transposition: Swap places with your animal 
  companion, familiar, or spirit animal via teleportation.
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  Sea Stallion: You and your mount adapt to an aquatic 
  environment.
  Psychic Spells
  1st-Level Psychic Spells
  Echo: Cause a sound to repeat itself.
  3rd-Level Psychic Spells
  Mirage: Create illusory terrain.
  4th-Level Psychic Spells
  Vigilant Rest: Cause a sleeping creature to retain some 
  perception of its surroundings.
  5th-Level Psychic Spells
  Replay Tracks: Reconstruct past events from a set of tracks.
  Ranger Spells
  1st-Level Ranger Spells
  Echo: Cause a sound to repeat itself.
  Hidden Spring: Discover a temporary spring of fresh, 
  flowing water.
  Tamer’s Lash: Create a whip made of sound that damages 
  foes and can frighten animals.
  2nd-Level Ranger Spells
  Alpha Instinct: Gain bonuses when you’re interacting with 
  animals.
  Aquatic Cavalry: Summon hippocampi to serve as aquatic 
  mounts.
  Greensight: Grant a target the ability to see through plant 
  matter as if it were transparent.
  Iron Stake: Hurl a spike of cold iron at a foe.
  Pouncing Fury: Make a full attack with your claws after a 
  charge.
  Replay Tracks: Reconstruct past events from a set of 
  tracks.
  Ropeweave: Create useful tools from a coil of rope.
  Scamper: Grant your animal companion astonishing 
  agility.
  Sea Steed: Your mount adapts to an aquatic environment.
  Vine Strike: Enhance one of your natural or unarmed attacks 
  with thorny vine growth.
  With the Wind: Protect a target from being blown away by 
  wind of less than windstorm force.
  3rd-Level Ranger Spells
  Bleed for Your Master: Compel a companion to take damage 
  for you.
  Forest’s Sense: Sense the location of a distant target that is 
  near a plant or fungus.
  Mirage: Create illusory terrain.
  Signs of the Land: Learn up to three details about the 
  surrounding territory.
  Soothing Mud: Create restorative mud that heals hit point 
  and ability damage.
  Tail Current: Create a current in water to enhance or impede 
  swimming.
  Tailwind: Create a current of wind to enhance or impede 
  flight.
  Vigilant Rest: Cause a sleeping creature to retain some 
  perception of its surroundings.
  4th-Level Ranger Spells
  Companion Transposition: Swap places with your animal 
  companion, familiar, or spirit animal via teleportation.
  Sea Stallion: You and your mount adapt to an aquatic 
  environment.
  Sturdy Tree Fort: Create a tree that supports a defensive fort 
  within its branches.
  Shaman Spells
  1st-Level Shaman Spells
  Hidden Spring: Discover a temporary spring of fresh, 
  flowing water.
  2nd-Level Shaman Spells
  Alpha Instinct: Gain bonuses when you’re interacting with 
  animals.
  Aquatic Cavalry: Summon hippocampi to serve as aquatic 
  mounts.
  Callback: Teleport a familiar or spirit animal to your side 
  when it is injured.
  Greensight: Grant a target the ability to see through plant 
  matter as if it were transparent.
  Merge with Familiar: Merge the body of your familiar or 
  spirit animal into your own.
  Vine Strike: Enhance one of your natural or unarmed attacks 
  with thorny vine growth.
  Winter Grasp: Create a slippery sheet of ice on the ground.
  3rd-Level Shaman Spells
  Earth Tremor: Unleash a tremor that creates difficult terrain 
  and can knock foes down and damage them.
  Fey Form I: Assume the form of a Small or Medium fey 
  creature.
  Flashfire: Cause smoky fires to spring up to burn foes and 
  set them alight.
  Signs of the Land: Learn up to three details about the 
  surrounding territory.
  Soothing Mud: Create restorative mud that heals hit point 
  and ability damage.
  Tail Current: Create a current in water to enhance or impede 
  swimming.
  Tailwind: Create a current of wind to enhance or impede 
  flight.
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  4th-Level Shaman Spells
  Forest’s Sense: Sense the location of a distant target that is 
  near a plant or fungus.
  Vigilant Rest: Cause a sleeping creature to retain some 
  perception of its surroundings.
  5th-Level Shaman Spells
  Callback, Greater: Teleport a familiar or spirit animal from 
  miles away to your side when it is injured.
  Cave FangsM: Create a trap from stalactites and stalagmites.
  Companion Transposition: Swap places with your animal 
  companion, familiar, or spirit animal via teleportation.
  Fey Form II: Assume the form of a Tiny or Large fey creature.
  Tidal Surge: Create a surge of water to bludgeon foes and 
  extinguish fires.
  6th-Level Shaman Spells
  Fey Form III: Assume the form of a Diminutive or Huge fey 
  creature.
  8th-Level Shaman Spells
  Fey Form IV: Assume the form of a powerful fey creature.
  Wandering Weather: Control weather in a large area that 
  moves with you.
  Sorcerer/Wizard Spells
  1st-Level Sorcerer/Wizard Spells
  Snowball: Throw a conjured ball of snow at a target.
  2nd-Level Sorcerer/Wizard Spells
  Callback: Teleport a familiar or spirit animal to your side 
  when it is injured.
  Greensight: Grant a target the ability to see through plant 
  matter as if it were transparent.
  Merge with Familiar: Merge the body of your familiar or 
  spirit animal into your own.
  Pouncing Fury: Make a full attack with your claws after a charge.
  Vine Strike: Enhance one of your natural or unarmed attacks 
  with thorny vine growth.
  With the Wind: Protect a target from being blown away by 
  wind of less than windstorm force.
  3rd-Level Sorcerer/Wizard Spells
  Bleed for Your Master: Compel a companion to take damage 
  for you.
  Earth Tremor: Unleash a tremor that creates difficult terrain 
  and can knock foes down and damage them.
  Iron Stake: Hurl a spike of cold iron at a foe.
  4th-Level Sorcerer/Wizard Spells
  Fey Form I: Assume the form of a Small or Medium fey creature.
  Tail Current: Create a current in water to enhance or impede 
  swimming.
  Tailwind: Create a current of wind to enhance or impede flight.
  5th-Level Sorcerer/Wizard Spells
  Callback, Greater: Teleport a familiar or spirit animal from 
  miles away to your side when it is injured.
  Companion Transposition: Swap places with your animal 
  companion, familiar, or spirit animal via teleportation.
  Ooze Form I: Assume the form of a Small or Medium ooze 
  creature.
  Shapechanger’s Gift: Temporarily change a target into an 
  animal, humanoid, or monstrous humanoid.
  6th-Level Sorcerer/Wizard Spells
  Fey Form II: Assume the form of a Tiny or Large fey creature.
  Ooze Form II: Assume the form of a Large ooze creature.
  7th-Level Sorcerer/Wizard Spells
  Fey Form III: Assume the form of a Diminutive or Huge fey 
  creature.
  Magical Beast Shape: Assume the form of a magical beast.
  Ooze Form III: Assume the form of a Huge ooze creature.
  Shapechanger’s Gift, Greater: Temporarily change a target 
  into an animal, elemental, fey, humanoid, monstrous 
  humanoid, or vermin.
  8th-Level Sorcerer/Wizard Spells
  Fey Gate: Create a portal that allows travel to the First World.
  Wandering Weather: Control weather in a large area that 
  moves with you.
  9th-Level Sorcerer/Wizard Spells
  Fey Form IV: Assume the form of a powerful fey creature.
  Spiritualist Spells
  1st-Level Spiritualist Spells
  Echo: Cause a sound to repeat itself.
  2nd-Level Spiritualist Spells
  With the Wind: Protect a target from being blown away by 
  wind of less than windstorm force.
  3rd-Level Spiritualist Spells
  Tail Current: Create a current in water to enhance or impede 
  swimming.
  Tailwind: Create a current of wind to enhance or impede 
  flight.
  4th-Level Spiritualist Spells
  Vigilant Rest: Cause a sleeping creature to retain some 
  perception of its surroundings.
  Summoner Spells
  1st-Level Summoner Spells
  Snowball: Throw a conjured ball of snow at a target.
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  2nd-Level Summoner Spells
  Aquatic Cavalry: Summon hippocampi to serve as mounts.
  6th-Level Summoner Spells
  Fey Gate: Create a portal that allows travel to the First World.
  Witch Spells
  1st-Level Witch Spells
  Echo: Cause a sound to repeat itself.
  Hidden Spring: Discover a temporary spring of fresh, 
  flowing water.
  Snowball: Throw a conjured ball of snow at a target.
  2nd-Level Witch Spells
  Callback: Teleport a familiar or spirit animal to your side 
  when it is injured.
  Merge with Familiar: Merge the body of your familiar or 
  spirit animal into your own.
  Pouncing Fury: Make a full attack with your claws after a charge.
  Winter Grasp: Create a slippery sheet of ice on the ground.
  3rd-Level Witch Spells
  Bleed for Your Master: Compel a companion to take damage 
  for you.
  Earth Tremor: Unleash a tremor that creates difficult terrain 
  and can knock foes down and damage them.
  Iron Stake: Hurl a spike of cold iron at a foe.
  4th-Level Witch Spells
  Fey Form I: Assume the form of a Small or Medium fey creature.
  Vigilant Rest: Cause a sleeping creature to retain some 
  perception of its surroundings.
  5th-Level Witch Spells
  Callback, Greater: Teleport a familiar or spirit animal from 
  miles away to your side when it is injured.
  Cave FangsM: Create a trap from stalactites and stalagmites.
  Companion Transposition: Swap places with your animal 
  companion, familiar, or spirit animal via teleportation.
  6th-Level Sorcerer/Wizard Spells
  Fey Form II: Assume the form of a Tiny or Large fey creature.
  7th-Level Witch Spells
  Fey Form III: Assume the form of a Diminutive or Huge fey 
  creature.
  8th-Level Witch Spells
  Fey Gate: Create a portal that allows travel to the First World.
  Wandering Weather: Control weather in a large area that 
  moves with you.
  9th-Level Witch Spells
  Fey Form IV: Assume the form of a powerful fey creature.
  Spells
  ALPHA INSTINCT
  School enchantment (charm) [mind-affecting]; Level bard 3, 
  druid 2, medium 2, mesmerist 3, ranger 2, shaman 2
  Casting Time 10 minutes
  Components V, S, M (a bit of musk from an alpha wolf or another 
  socially dominant animal)
  Range personal
  Target you
  Duration 1 hour/level (D)
  Animals perceive you as a social superior. The starting attitude of 
  animals you interact with improves by one step, and you gain a +2 
  morale bonus on Handle Animal checks. Helpful animals provide 
  simple assistance (such as using the aid another action on skill 
  checks they understand) as long as the spell lasts, but they flee 
  from attacks and do not support you in combat. At one point during 
  the spell’s duration, you can issue a nonverbal command to helpful 
  animals within 60 feet to forage for you; the animal or animals 
  immediately head out into the wilderness to do just that. After 
  1 hour, the animals return to the location where you issued the 
  command to make you an offering of edible food sufficient for one 
  meal for you and a number of others equal to your caster level.
  AQUATIC CAVALRY
  School conjuration (summoning); Level antipaladin 2, druid 2, 
  paladin 2, ranger 2, shaman 2, summoner 2
  Casting Time 1 round
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Effect 1 hippocampus plus 1 hippocampus/3 caster levels
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  You summon a school of hippocampi (one plus one per 3 caster 
  levels, to a maximum of six at 15th level; Pathfinder RPG Bestiary 
  2 155) to serve as combat-trained mounts. The hippocampi 
  avoid combat if possible but defend themselves if attacked. If 
  any hippocampus attacks, the remaining duration of the spell 
  changes from 1 hour per level to 1 round per level (so if a full 
  4 hours remained, the hippocampi last for only 4 more rounds).
  BLEED FOR YOUR MASTER
  School enchantment (compulsion) [mind-affecting]; Level 
  antipaladin 2, druid 3, ranger 3, sorcerer/wizard 3, witch 3 
  Casting Time 1 immediate action
  Components V, S 
  Range touch 
  Target your animal companion, familiar, or fiendish servant
  Duration instantaneous 
  Saving Throw none; Spell Resistance no 
  When you would be hit by an attack that requires an attack 
  roll, or when you are within an area of effect that allows you to 
  attempt a Reflex saving throw, with a single touch you compel 
  the target to throw itself in front of the blow or shield you from 
  the effect.
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  If an attack roll triggered this spell’s casting, the target takes the 
  damage instead of you, even if the attack roll would not normally 
  hit the target’s Armor Class.
  If an area of effect that allows you to attempt a Reflex save 
  triggered this spell’s casting, the target instead grants you cover 
  against the effect (+2 bonus on Reflex saves) if it is your size 
  or smaller, or improved cover (+4 bonus on Reflex saves and 
  improved evasion against the effect) if it is larger than you. The 
  target automatically fails its Reflex save against the effect but can 
  still benefit from improved evasion and similar mitigating effects.
  After taking damage, the target is shaken for 1 minute. If the 
  target was already shaken, it becomes frightened instead.
  CALLBACK
  School conjuration (teleportation); Level shaman 2, sorcerer/
  wizard 2, witch 2 
  Casting Time 1 standard action 
  Components V, S, M (a crushed grasshopper)
  Range long (400 ft. + 40 ft./level) 
  Target your familiar or spirit animal
  Duration 10 minutes/level or until expended (see text) 
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless) 
  If the target takes hit point damage while within range of this 
  spell, it immediately teleports to your space (or adjacent to your 
  space) after the damage is applied. If the target is killed, its 
  corpse teleports instead. Optionally, you can specify a number 
  of points of damage for your familiar to take before the spell 
  takes effect, but you must do so when the spell is cast. Once the 
  familiar has teleported back to you, the spell ends.
  CALLBACK, GREATER
  School conjuration (teleportation); Level shaman 5, sorcerer/
  wizard 5, witch 5 
  Range 1 mile/level 
  Duration 1 hour/level or until expended 
  This spell functions as callback, except as noted above.
  CAVE FANGS
  School conjuration (creation) [earth]; Level druid 5, shaman 5, 
  witch 5
  Casting Time 1 standard action
  Components V, S, M (a sharp gemstone fragment worth 150 gp)
  Range close (25 ft. + 5 ft./2 levels) 
  Area one 5-ft. square/level (S); the area must be a stone surface
  Duration 1 day/level or until triggered (D)
  Saving Throw Reflex half (see below); Spell Resistance no
  You create a magical trap in the area that causes deadly stalactites 
  or stalagmites to lurch out of the floor or ceiling of a stone surface 
  to “bite” an intruder. The magical trap is triggered whenever a 
  Small or larger creature (other than you or your animal companion, 
  familiar, or spirit animal) moves through the affected area. The 
  effect of cave fangs depends on whether you create stalactites 
  or stalagmites (see below). You can place these trapped squares 
  anywhere within the spell’s range; they need not be adjacent 
  to each other, and you can create any mix of stalactites and 
  stalagmites you wish. Cave fangs can be detected and disarmed 
  as per a magical trap with successful DC 30 Perception and Disable 
  Device checks. All trapped squares created by a single casting are 
  linked, and they are all disabled if one of them is. If you place the 
  traps in an area that is occupied by a creature, the spell effect is 
  triggered at the completion of the casting.
  Stalactites: Shards of rock drop from the ceiling, dealing 3d8 
  points of bludgeoning and piercing damage (Reflex half) and 
  creating an area of dense rubble that costs 2 squares of movement 
  to enter. Dense rubble adds 5 to the DC of Acrobatics checks and 
  adds 2 to the DCs of Stealth checks. A creature that fails its Reflex 
  save is pinned to the ground under stalactites and rubble, gaining 
  the entangled condition until it can free itself with a successful 
  DC 15 Strength check or DC 20 Escape Artist check. One Small or 
  larger creature can automatically clear the rubble by working for 
  1 minute.
  Stalagmites: Piercing spires of rock erupt up from the 
  ground, dealing 3d8 points of piercing damage and knocking the 
  creature prone (a creature that succeeds at a Reflex saving throw 
  takes half damage and avoids being knocked prone). Once the 
  stalagmites appear, they function thereafter as spike stones for 1 
  minute per caster level and then crumble to dust.
  If cave fangs is cast inside of a cave or cavern, each effect of 
  the spell deals 4d8 points of damage instead of 3d8, and creatures 
  that trigger the cave fangs take a –2 penalty on their saving 
  throws against the spell’s effect.
  COMPANION TRANSPOSITION
  School conjuration (teleportation); Level antipaladin 4, druid 5, 
  paladin 4, ranger 4, shaman 5, sorcerer/wizard 5, witch 5
  Casting Time 1 standard action
  Components V, S, F (a feather, tuft of fur, or similar memento 
  from your target)
  Range long (400 ft. + 40 ft./level)
  Target yourself and one animal companion, familiar, or spirit 
  animal within range
  Duration instantaneous
  Saving Throw none (harmless); Spell Resistance no
  You trade places with the other target, teleporting as if you were 
  both affected by dimension door. Both you and the other target 
  arrive in a square you choose in the other’s former space. If the 
  targets are different sizes, they must appear in locations that cover 
  previously occupied squares. As with dimension door, after casting 
  this spell, you can’t take any other actions until your next turn, and 
  the other target is staggered until the end of its next turn due to 
  the transposition. 
  EARTH TREMOR
  School transmutation [earth]; Level bloodrager 3, druid 3, 
  magus 3, shaman 3, sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S
  Range up to 30 ft. (see text)
  Area 30-ft. line, 20-ft. cone-shaped spread, or 10-ft.-radius 
  spread (see text)
  Duration instantaneous
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  Saving Throw Reflex half (see text); Spell Resistance no 
  You strike the ground and unleash a tremor of seismic force, 
  hurling up earth, rock, and sand. You choose whether the earth 
  tremor affects a 30-foot line, a 20-foot cone-shaped spread, or a 
  10-foot-radius spread centered on you. The space you occupy is 
  not affected by earth tremor. The area you choose becomes dense 
  rubble that costs 2 squares of movement to enter. Dense rubble 
  adds 5 to the DC of Acrobatics checks and adds 2 to the DC of 
  Stealth checks. Creatures on the ground in the area take 1d4 points 
  of bludgeoning damage per caster level you have (maximum 
  10d4) or half damage on a successful save. Medium or smaller 
  creatures that fail their saves are knocked prone.
  This spell can be cast only on a surface of earth, sand, or stone. 
  It has no effect if you are in a wooden or metal structure or if you 
  are not touching the ground. 
  ECHO
  School illusion (figment); Level bard 1, druid 1, medium 1, 
  mesmerist 1, occultist 1, psychic 1, ranger 1, spiritualist 1, 
  witch 1
  Casting Time 1 standard action
  Components S, F (a conch shell)
  Range close (25 ft. + 5 ft./2 levels) or long (400 ft. + 40 ft./level); 
  see text
  Area one 10-ft. cube/level (S)
  Duration 1 round/level (D)
  Saving Throw Will disbelief (if interacted with); Spell Resistance yes
  You cause a sound heard in the target area up to 1 round ago and 
  lasting up to 1 round in duration to repeat at a regular interval. The 
  original sound need not have come from the area, but it echoes 
  from the target area at its original full volume. Any special effects 
  of the sound are not duplicated by this spell. If the area is naturally 
  prone to echoes, such as a space surrounded on at least two sides 
  by cliffs or high river banks, the spell’s range is long. Otherwise, 
  the spell’s range is close.
  You can concentrate as a standard action to alter the echo. You 
  can change it to be any sound audible in the area within the last 1 
  round, move the apparent source of the sound within the area, or 
  attempt a Bluff check to create a distraction to hide with a bonus 
  equal to your caster level.
  EXPLOSION OF ROT
  School necromancy; Level druid 4
  Casting Time 1 standard action
  Components V, S, M (a rotting flower)
  Range close (25 ft. + 5 ft./2 levels)
  Area 10-ft.-radius burst
  Duration instantaneous
  Saving Throw Reflex half (see text); Spell Resistance yes
  You call forth a burst of decay that ravages all creatures in the area. 
  Even nonliving creatures such as constructs and undead crumble or 
  wither in this malignant eruption of rotting energy. Creatures in the 
  area of effect take 1d6 points of damage per caster level (maximum 
  15d6) and are staggered for 1d4 rounds. A target that succeeds at a 
  Reflex saving throw takes half damage and negates the staggered 
  effect. Plant creatures are particularly susceptible to this rotting 
  effect; a plant creature caught in the burst takes a –2 penalty on the 
  saving throw and takes 1 extra point of damage per die.
  FEY FORM I
  School transmutation (polymorph); Level alchemist 3, bloodrager 
  3, druid 3, magus 4, shaman 3, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S, M (a piece of the creature whose form you 
  plan to assume)
  Range personal
  Target you
  Duration 1 minute/level (D)
  You assume the form of a Small or Medium creature of the fey 
  type. Your base speed changes to match the new form’s base 
  speed, with a maximum speed of 60 feet (even if the chosen fey 
  form has a base speed in excess of that speed). If the form you 
  assume has any of the following abilities, you gain those abilities: 
  climb speed 30 feet, fly speed 30 feet (average maneuverability), 
  swim speed 30 feet, darkvision 60 feet, low-light vision, scent, 
  and boot stomp. If the form you assume has the aquatic subtype, 
  you can breathe air and water. If the creature has any weaknesses, 
  you gain those weaknesses. If a listed ability depends on an item 
  (as is the case with boot stomp), this spell transforms the nearest 
  counterpart among your worn gear into that item.
  You can more easily cast spells that the creature has as spell-like 
  abilities, although you must still cast them as normal for your class. 
  When you cast a spell that the creature has as a spell-like ability, it 
  requires no verbal or somatic components and can’t be countered.
  Small Fey: If you assume this form, you gain a +2 size bonus to 
  your Dexterity and Constitution scores.
  Medium Fey: If you assume this form, you gain a +2 size bonus 
  to your Strength and Constitution scores.
  FEY FORM II
  School transmutation (polymorph); Level alchemist 5, druid 5, 
  magus 6, shaman 5, sorcerer/wizard 6, witch 6
  This spell functions as fey form I, except it also allows you to assume 
  the form of a Tiny or Large creature of the fey type. Your base speed 
  can’t increase above 90 feet this way. If the form you assume has any 
  of the following abilities, you gain those abilities: burrow speed 30 
  feet, climb speed 90 feet, fly speed 60 feet (good maneuverability), 
  swim speed 60 feet, all-around vision, blindsense 30 feet, darkvision 
  60 feet, low-light vision, scent, see in darkness, abduct, animated 
  hair, bleed, blood rage, boot stomp, burn, compression, constrict, 
  crushing leap, DR 2/cold iron, grab, heavy weapons, icewalking, 
  kneecapper, nasal spray, no shadow, oversized weapons, poison, 
  putrid vomit, rock throwing (50 feet, 1d6 damage), sound mimicry, 
  trackless step, trample, tree meld, undersized weapons, and 
  woodland stride. If the creature has immunity to mind-affecting 
  effects or poison, you gain a +4 resistance bonus on saves against 
  those effects. If the creature has any weaknesses, you gain them.
  Tiny Fey: If you assume this form, you gain a +6 size bonus to 
  your Dexterity score and take a –2 penalty to your Strength score.
  Large Fey: If you assume this form, you gain a +4 size bonus 
  to your Strength and Constitution scores and take a –2 penalty to 
  your Dexterity score.
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  FEY FORM III
  School transmutation (polymorph); Level alchemist 6, druid 6, 
  shaman 6, sorcerer/wizard 7, witch 7
  This spell functions as fey form II except it allows you to assume 
  the form of a Diminutive or Huge creature of the fey type. If the 
  form you assume has any of the following abilities, you gain those 
  abilities: burrow speed 60 feet, climb speed 90 feet, fly speed 
  90 feet (good maneuverability), swim speed 90 feet, all-around 
  vision, blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, 
  low-light vision, scent, see in darkness, tremorsense 60 feet, 
  abduct, animated hair, bleed, blood rage, boot stomp, burn, 
  compression, constrict, crushing leap, DR 5/cold iron, fear aura, 
  frightful presence, grab, heavy weapons, icewalking, kneecapper, 
  luminous, nasal spray, no shadow, oversized weapons, poison, 
  putrid vomit, rend, rock throwing (100 feet, 2d6 damage), sound 
  mimicry, supernatural speed, tear shadow, trackless step, trample, 
  tree meld, undersized weapons, and woodland stride. If the 
  creature has immunity or resistance to any energy types, you gain 
  resistance 20 to those energy types. If the creature has immunity 
  to mind-affecting effects or poison, you gain a +8 resistance bonus 
  on saves against those effects. If the creature has any weaknesses, 
  you gain those weaknesses.
  Diminutive Fey: If you assume this form, you gain a +8 size 
  bonus to your Dexterity score and take a –4 penalty to your 
  Strength score.
  Huge Fey: If you assume this form, you gain a +6 size bonus 
  to your Strength and Constitution scores and take a –4 penalty to 
  your Dexterity score.
  FEY FORM IV
  School transmutation (polymorph); Level druid 8, shaman 8, 
  sorcerer/wizard 9, witch 9
  This spell functions as fey form III except it doesn’t limit your base 
  speed and also allows you to use more abilities. If the form you 
  assume has any of the following abilities, you gain those abilities: 
  burrow speed 60 feet, climb speed 90 feet, fly speed 120 feet (good 
  maneuverability), swim speed 120 feet, all-around vision, 
  blindsense 60 feet, blindsight 30 feet, darkvision 90 feet, 
  low-light vision, scent, see in darkness, tremorsense 60 
  feet, abduct, animated hair, beguiling aura, bleed, blood 
  rage, boot stomp, burn, compression, constrict, crushing 
  leap, DR 5/cold iron, fast healing 5, fear aura, frightful presence, 
  grab, heavy weapons, hide in plain sight, icewalking, kneecapper, 
  luminous, nasal spray, no shadow, oversized weapons, poison, 
  putrid vomit, rend, rock throwing (120 feet, 2d10 damage), sound 
  mimicry, supernatural speed, tear shadow, trackless step, 
  trample, transparency, tree meld, undersized weapons, 
  vault, and woodland stride. If the creature has immunity 
  or resistance to any energy types, you gain resistance 30 
  to those energy types. If the creature has immunity to mind-
  affecting effects or poison, you gain a +8 resistance bonus on 
  saves against those effects. If the creature has spell resistance, you 
  gain spell resistance 6 + your caster level. If the creature has 
  any weaknesses, you gain those weaknesses.
  FEY GATE
  School conjuration (creation); Level bard 6, 
  cleric 8, druid 8, sorcerer/wizard 8, summoner 6, 
  witch 8 
  Casting Time 1 standard action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Duration 1 round/level; see text
  Saving Throw none; Spell Resistance no 
  This spell functions as the planar travel function of gate, except it 
  can be used to travel only between points on the Material Plane 
  and the First World, and it comes with additional dangers. 
  This spell forms a circular portal between 5 and 20 feet in 
  diameter (your choice) oriented in the direction you desire when 
  it comes into being (typically vertical and facing you). The 
  portal is full of gray fog that blocks line of sight. 
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  Anyone or anything that moves through the portal to enter the 
  First World is shunted instantly to a random point on that plane 
  (the same point for everything traveling via a particular casting). 
  At the end of the spell’s duration, the caster can attempt a DC 30 
  Spellcraft check. On a success, the portal remains open for 1d4+1 
  days. Creatures exiting the First World through a fey gate always 
  arrive at the location the spell was cast.
  While the spell always deposits travelers on solid ground in the 
  First World, it conveys no protections against whatever creatures or 
  environmental hazards may be present there.
  FLASHFIRE
  School evocation [fire]; Level druid 3, shaman 3
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Area one 5-ft. square/2 levels
  Duration 1 round/level
  Saving Throw Reflex negates (object) and Fortitude negates; 
  Spell Resistance yes (object)
  You cause flames to spring up in the area of effect. These flames 
  deal 1d6 points of fire damage for every 3 caster levels you have 
  (maximum 5d6) to each creature that enters a burning area or 
  begins its turn in the area; these creatures also catch on fire. A 
  creature that succeeds at a Reflex save negates the damage and 
  avoids catching on fire. The area and all adjacent 5-foot squares 
  are smoky, providing concealment within. You can concentrate as a 
  standard action to ignite one 5-foot square adjacent to a currently 
  burning square. Heavy precipitation (including sleet storm) ends 
  the spell. Strong and severe winds spread each square of flashfire 
  downwind by one square each round, but windstorm-force or 
  stronger winds extinguish the fires.
  FOREST’S SENSE
  School divination (scrying); Level druid 4, ranger 3, shaman 4
  Casting Time 1 standard action
  Components V, S
  Range 1 mile/level
  Target one creature
  Duration 1 minute/level (D); see text
  Saving Throw Will negates; Spell Resistance yes
  You can sense the location of a target creature within range if 
  it is also within 10 feet of a living plant or fungus. You must be 
  able to target the creature by tangible qualities such as its build, 
  clothing texture, size, or tracks, but you need not have line of 
  effect to your target. The fungus or plants near the target serve as 
  a scrying sensor for this spell. Your senses of hearing, smell, and 
  touch extend to all fungus and plants within 10 feet of the target, 
  allowing you to gauge the size and shape of nearby objects 
  and potentially to overhear conversations in which the target is 
  currently participating. Your scent ability and tremorsense extend 
  through this scrying sensor if you have them, but any other 
  special senses you might have do not. For 1 day after casting 
  this spell, you gain a +5 insight bonus on Survival checks to track 
  creatures you sensed via the spell. You can dismiss this bonus on 
  Survival checks. 
  GREENSIGHT
  School transmutation; Level druid 2, ranger 2, shaman 2, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a leaf)
  Range touch
  Target creature touched
  Duration 10 minutes/level
  Saving Throw Will negates (harmless); Spell Resistance no
  The target of this spell gains the ability to see up to 60 feet 
  through thick plant matter as though it were transparent. 
  Greenery, leaves, and vines—even lichen, moss, and slime—offer 
  no concealment to the recipient’s sight, though her vision still can 
  be blocked by solid wood, such as trees or wooden structures. 
  Undergrowth does not grant concealment to a creature against a 
  target of the effects of greensight.
  HIDDEN SPRING
  School transmutation [water]; Level cleric 1, druid 1, ranger 1, 
  shaman 1, witch 1
  Casting Time 1 hour
  Components V, S, F (a Y-shaped wooden rod)
  Range touch
  Effect a spring of fresh water
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  You spend 1 hour in quiet meditation, holding the focus 
  component in both hands and walking around a natural area. 
  You are simultaneously drawn to areas of natural moisture while 
  drawing that moisture closer. As the spell’s casting time concludes, 
  you thrust the focus component into the ground. From that point, 
  a fresh, clean water trickles forth at a rate of 1 gallon every 
  10 minutes. You cannot cast this spell inside a building or in an 
  area of worked stone, but you can cast it underground. You cannot 
  cast this spell within 1 mile of an existing hidden spring.
  IRON STAKE
  School conjuration (creation); Level cleric 3, druid 3, inquisitor 2, 
  ranger 2, sorcerer/wizard 3, witch 3
  Casting Time 1 standard action 
  Components V, S, M (a pinch of iron filings) 
  Range close (25 ft. + 5 ft./2 levels) 
  Duration instantaneous or 1 round/level; see text 
  Saving Throw Fortitude partial; Spell Resistance no 
  This spell creates a 1-foot-long spike of cold iron that you fling 
  at your target as a ranged touch attack. The stake is treated as 
  a magic and cold iron weapon for the purpose of overcoming 
  damage reduction, and deals 1d6 points of piercing damage for 
  every 2 caster levels you have (maximum 10d6 at 20th level). 
  Additionally, if a creature with DR/cold iron takes damage from 
  this spell, it is sickened for 1 round and must attempt a Fortitude 
  save. If it fails, for a number of rounds equal to your caster level, it 
  must succeed at a concentration check (in addition to any normally 
  required concentration checks) to use any spells or spell-like abilities 
  it has—the DC of this check is equal to 15 + twice the spell’s level. If 
  the creature fails this concentration check, its spell is wasted.
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  MAGICAL BEAST SHAPE
  School transmutation (polymorph); Level sorcerer/wizard 7
  This spell functions as beast shape IV except you can assume 
  the form of only a magical beast of a size between Diminutive 
  and Huge. If the form you assume has any of the following 
  abilities, you gain those abilities: burrow speed 60 feet, climb 
  speed 90 feet, fly speed 120 feet (good maneuverability), swim 
  speed 120 feet, blindsense 60 feet, blindsight 30 feet, darkvision 
  90 feet, low-light vision, scent, see in darkness, tremorsense 
  60 feet, blood drain, blood frenzy, breath weapon (if damage, up 
  to 12d6 points), constrict, fast healing 5, ferocity, grab, hold breath, 
  jet, no breath, poison, pounce, powerful charge, pull, rake, rend, 
  roar, spikes, trample, trip, and web. If the creature has immunity 
  to poison, you gain a +8 resistance bonus on saves against poison. 
  If the creature has immunity or resistance to any energy types, 
  you gain resistance 20 to those energy types. If the creature has 
  vulnerability to an energy type, you gain that vulnerability. 
  Diminutive Magical Beast: If you assume this form, you gain 
  a +10 size bonus to your Dexterity score and take a –4 penalty to 
  your Strength score.
  Huge Magical Beast: If you assume this form, you gain a 
  +8 size bonus to your Strength score, take a –4 penalty on your 
  Dexterity score, a +2 size bonus to your Constitution score, and 
  gain a +7 natural armor bonus.
  MERGE WITH FAMILIAR
  School transmutation; Level shaman 2, sorcerer/wizard 2, witch 2 
  Casting Time 1 standard action 
  Components V, S 
  Range touch 
  Target your familiar or spirit animal; see text
  Duration 1 hour/level (D) 
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless) 
  As long as the target is at least one size category smaller 
  than you are, it can merge harmlessly into your body 
  while under the effect of this spell. For the duration 
  of this spell, you and the target can separate or merge 
  at will as a move action. While merged, your familiar or 
  spirit animal can’t be targeted or affected by most attacks 
  and effects, though it still suffers from ongoing effects and 
  their durations continue. It can be the recipient of effects that 
  originate from you. 
  MIRAGE
  School illusion (figment); Level bard 3, druid 3, mesmerist 3, 
  occultist 3, psychic 3, ranger 3
  Casting Time 10 minutes
  Components V, S, M (a pinch of sand and a drop of water)
  Range long (400 ft. + 40 ft./level)
  Area one 40-ft. cube/level (S)
  Duration 2 hours/level (D)
  Saving Throw Will disbelief (see below); Spell Resistance yes
  You create an image of a pool of water, a group of standing stones, 
  a cove, an island, or another simple land formation over a stretch 
  of flat land or water. The image is purely visual, and structures, 
  equipment, and creatures within the area are not hidden or 
  changed in appearance. 
  Anyone interacting with the illusion can attempt to disbelieve 
  it, and a creature trained in Survival can make a special attempt to 
  disbelieve the illusion. The creature must be within 120 feet of the 
  illusion’s area and can attempt a Survival check instead of a Will 
  saving throw. If the result is equal to or greater than the spell’s 
  save DC, the creature realizes the mirage is an illusion as if it 
  disbelieved the spell.
  OOZE FORM I
  School transmutation (polymorph); Level 
  alchemist 5, magus 5, sorcerer/wizard 5
  Casting Time 1 standard action
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  Components V, S, M (a bit of the creature whose form you plan 
  to assume)
  Range personal
  Target you
  Duration 1 minute/level (D)
  You assume the form of a Small or Medium ooze. Regardless of 
  the type of ooze you transform into, you gain base speed 10 feet, 
  climb speed 10 feet, swim speed 20 feet, and blindsense 30 feet. 
  You gain a +4 resistance bonus on saving throws against mind-
  affecting effects and poison. A wood or metal weapon that strikes 
  you takes acid damage as if from your slam unless the wielder 
  succeeds at a Reflex saving throw.
  Small Ooze: If you assume this form, you gain a +4 size bonus 
  to your Constitution score, a slam attack (1d3 plus 1d3 acid), and 
  constrict (1d3), and take , a –4 penalty to your Dexterity score.
  Medium Ooze: If you assume this form, you gain a +6 size 
  bonus to your Constitution score, a –6 penalty to your Dexterity 
  score, a slam attack (1d4 plus 1d4 acid), and constrict (1d4).
  OOZE FORM II
  School transmutation (polymorph); Level alchemist 6, magus 6, 
  sorcerer/wizard 6
  This spell functions as ooze form I except you can also assume the 
  form of a Large ooze. You gain blindsight 30 feet and immunity to 
  critical hits and precision damage as well.
  Large Ooze: If you assume this form, you gain a +2 size bonus 
  to your Strength score, a +8 size bonus to your Constitution score, a 
  slam attack (2d4 plus 1d6 acid and grab), and constrict (2d4), and 
  you take a –8 penalty to your Dexterity score.
  OOZE FORM III
  School transmutation (polymorph); Level sorcerer/wizard 7
  This spell functions as ooze form II except you can also assume 
  the form of a Huge ooze. You gain blindsight 60 feet and a +8 
  resistance bonus on saving throws against mind-affecting effects 
  and poison as well.
  Huge Ooze: If you assume this form, you gain a +4 size bonus 
  to your Strength, a +10 size bonus to your Constitution score, a –10 
  penalty to your Dexterity score, base speed 20 feet, climb speed 
  20 feet, swim speed 30 feet, a slam attack (2d6 plus 2d6 acid and 
  grab), and constrict (2d6).
  POUNCING FURY
  School transmutation; Level alchemist 2, bloodrager 2, druid 2, 
  magus 2, ranger 2, sorcerer/wizard 2, witch 2 
  Casting Time 1 standard action 
  Components V, S 
  Range personal 
  Target you 
  Duration 1 round/level 
  When you charge, you can make a full attack at the end of that 
  charge, but only with claw attacks you have, and you can make 
  only one attack per claw. If you have abilities that grant bonuses on 
  damage rolls or that apply other special effects to charge attacks, 
  only the first claw attack benefits from these bonuses. When you 
  make a claw attack as an attack of opportunity, you can expend one 
  additional use of your attacks of opportunity to make an additional 
  claw attack against the target that provoked the attack.
  REPLAY TRACKS
  School divination; Level druid 5, inquisitor 4, medium 3, 
  occultist 3, psychic 5, ranger 2
  Casting Time 3 rounds
  Components V, S, F (a track or other sign of a creature’s passing 
  found with Perception or Survival)
  Range personal
  Target you
  Duration concentration, up to 1 hour/level
  This spell allows you to reconstruct past events that occurred in your 
  current location based on the tracks and other signs left behind. 
  Replay tracks reveals events that occurred while the tracks that 
  serve as the focus for the spell were being left, revealing events 
  in the order they happened in real time or in reverse, depending 
  on whether you are following the tracks forward or backward, 
  although the image isn’t clear enough to make out details (such 
  as a creature’s exact identity). You can attempt Survival checks to 
  follow tracks as part of concentrating on the spell, but only events 
  connected to the tracks used as the focus of the spell are revealed 
  by the spell. Elements that left no trace detectable by you, such as 
  creatures benefitting from pass without trace, are absent from the 
  events you visualize.
  ROPEWEAVE
  School transmutation; Level occultist 2, ranger 2
  Casting Time 1 minute
  Components V, S, F (a rope)
  Range touch
  Target one rope 
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  You cause the target rope to grow in length and weave itself 
  into one of several forms, each of which can support up to 1,000 
  pounds, plus 200 pounds per caster level (maximum 3,000 pounds 
  at 10th level). Only one type of construction can be created with 
  each casting of the spell, and the creation remains stationary 
  unless destroyed.
  Each 5-foot section of the object created by this spell has a 
  break DC of 23, AC 11, and 1 hit point per caster level (maximum 
  10 hp), but all sections of the creation are magically supported and 
  need not be anchored to a solid surface or any other portion of 
  the effect. Destroying one part of it does not cause the remainder 
  of the structure to collapse, though each 5-foot section destroyed 
  reduces the maximum weight the creation can support by 200 
  pounds. During any round in which the rope is overloaded, every 
  remaining section takes 1d4 points of damage.
  You can use ropeweave to create any of the following structures. 
  Rope Bridge: The rope forms a 5-foot-wide bridge that spans 
  up to 10 feet horizontally per caster level you have (maximum 
  100 feet). Creatures can cross the bridge at half speed with a 
  successful DC 5 Acrobatics check or at full speed with a successful 
  DC 10 Acrobatics check. The DC assumes a creature is using both 
  hands to assist in navigating the rope bridge; the DC increases by 5 
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  if a creature uses only one hand to steady itself and by 10 if the 
  creature does not use its hands. A failed Acrobatics check results 
  in failure to progress across the rope bridge; creatures that fail by 
  5 or more fall. 
  Rope Hammock: The rope knits itself into a stationary 
  hammock suspended in midair. The hammock can be suspended 
  at a height of 5 feet plus 5 feet per 2 caster levels you have 
  (maximum 30 feet), with a rope ladder (see below) leading up 
  to a platform of 1 5-foot square per caster level, and at least 
  one such square must be adjacent to the square containing the 
  vertical rope ladder. As a move action, the caster can command 
  the rope ladder to withdraw into the hammock. When the ladder 
  is withdrawn, the rope hammock blends in with its surroundings 
  and muffles sounds and smells from creatures resting on it that 
  are taking no violent actions; noticing the rope hammock requires 
  a successful DC 20 Perception check or Survival check, even for 
  creatures with scent. This does not apply if the creatures in the 
  hammock attack or move more than half speed. The hammock 
  provides a +2 cover bonus to AC against attacks from beneath it.
  Rope Ladder: The rope knots itself and hangs suspended 
  in midair, perpendicular to the ground, stretching up to 10 feet 
  vertically per caster level you have (maximum 100 feet). Climbing 
  the rope ladder requires a successful DC 5 Climb check, or DC 0 if 
  there is a wall adjacent to it you can brace it against.
  Trip Line: The rope stretches into a tangled mass that fills one 
  5-foot square per caster level you have (maximum 10 squares), 
  all of which must be contiguous (including diagonally). Any 
  creature entering a square with this trip line must succeed at 
  an Acrobatics check (DC = 10 if moving at half speed, DC = 15 if 
  moving at full speed, and DC = 20 if running or charging). On a 
  failed check, the creature’s movement stops when it enters the 
  square; a creature that fails by 5 or more falls prone. A creature 
  larger than Medium gains a +2 bonus on its Acrobatics check for 
  every size category larger than Medium it is. 
  SCAMPER
  School transmutation; Level druid 2, ranger 2 
  Casting Time 1 swift action 
  Components V, S 
  Range close (25 ft. + 5 ft./2 levels) 
  Target your animal companion 
  Duration 1 round; see text
  Saving Throw none; Spell Resistance no 
  Your animal companion moves with astonishing agility and speed 
  until the end of its turn. It can move at full speed while using 
  Acrobatics, and it gains a competence bonus equal to twice your 
  caster level (maximum +20 at 10th level) on Acrobatics checks to 
  avoid attacks of opportunity or move through a square occupied 
  by an enemy.
  SEA OF DUST
  School transmutation [water]; Level druid 9
  Casting Time 1 hour
  Components V, S, DF
  Range 0 ft.
  Area 2-mile-radius emanation
  Duration permanent
  Saving Throw none; Spell Resistance no
  You cause all areas of water to which you have line of effect to 
  recede as if you had cast control water. Exposed water that enters 
  the area ebbs away, evaporating or leaching into the ground at a 
  rate of 1 foot of depth per hour. Living creatures in the area when 
  the spell is cast are parched with thirst and take a –4 penalty on 
  Constitution checks to resist the effects of a hot climate, and their 
  daily water requirement to avoid thirst doubles (Pathfinder RPG 
  Core Rulebook 444). Plant creatures and inanimate plants take 
  1d6 points of nonlethal damage per hour after the first 24 hours, 
  which bypasses hardness and damage reduction. Living creatures 
  with the aquatic or water subtype, unless completely immersed 
  in water, must attempt a DC 20 Constitution check each hour no 
  matter how much water they drink. A creature that fails takes 1d6 
  points of nonlethal damage and becomes fatigued until it recovers 
  from the nonlethal damage. 
  After 1 week, the soil in the area of sea of dust begins to 
  break down and blow away. Moderate winds have a 50% chance 
  each hour to cause sandstorms (Core Rulebook 431). This chance 
  increases to 75% in strong winds and 100% in severe or stronger 
  winds. Short-duration wind effects such as gust of wind create 
  sandstorms with the same area and duration as the spell, plus an 
  identical duration after the spell ends. 
  After 1 month, the soil in an area affected by sea of dust has 
  virtually disintegrated. The area is treated as a shallow bog for the 
  purposes of movement (Core Rulebook 427), with a 25% chance 
  each hour to encounter an area equivalent to a deep bog 2d6×10 
  feet across, and a 5% chance to encounter a collapsing dust drift 
  equivalent to quicksand (Core Rulebook 427) 1d6×5 feet across.
  The affected region remains desertlike in condition until the 
  magic is dispelled, at which point the region recovers and returns 
  to its original terrain over the course of time (this may take only 
  days or weeks, or it could take months or even years, subject to 
  GM discretion). This spell has no effect if cast on an entirely aquatic 
  region. If the spell is cast on an island, the effects of the spell 
  extend to the shore but not beyond.
  SEA STALLION 
  School transmutation (polymorph); Level druid 4, paladin 4, 
  ranger 4 
  This spell functions as sea steed, but as long as you stay mounted 
  on the target, you also gain the amphibious quality and your melee 
  attacks function as if you were under the effect of freedom of 
  movement. The benefits you gain from this spell are not polymorph 
  effects. If you dismount from the target, you retain the amphibious 
  quality for up to 1 minute, but not the other benefits. You regain all 
  of the benefits once you mount the target creature again. 
  SEA STEED 
  School transmutation (polymorph); Level druid 2, paladin 2, 
  ranger 2 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range touch 
  Target a creature you are mounted upon 
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  Duration 10 minutes/level (D) 
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless) 
  The target adapts to life in the water, gaining piscine scales that 
  cover its body and growing fins in place of feet. It gains the aquatic 
  subtype, the amphibious quality, and a swim speed equal to its 
  base speed before it came under the effect of this spell. While 
  under the effects of this spell, the target’s base speed is reduced 
  by 10 feet (minimum 10 feet). 
  SHAPECHANGER’S GIFT
  School transmutation (polymorph); Level alchemist 5, magus 5, 
  sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M (a piece of the creature whose form you 
  plan to grant)
  Range touch
  Target willing living creature touched
  Duration 10 minutes/level
  Saving Throw Fortitude negates (harmless); Spell Resistance 
  yes (harmless)
  You change the target into an animal (as per beast shape I), 
  humanoid (as per alter self), or monstrous humanoid (as per 
  monstrous physique IUM). The chosen form can’t have a fly speed. 
  The subject’s statistics change as per the appropriate spell except 
  the creature’s ability scores and natural armor do not change. The 
  creature can change between its natural form and the chosen form 
  at will as a standard action.
  SHAPECHANGER’S GIFT, GREATER
  School transmutation (polymorph); Level sorcerer/wizard 7
  Duration 1 hour/level
  This spell functions as shapechanger’s gift except the chosen 
  form can be an animal (as per beast shape I), elemental 
  (as per elemental body I), fey (as per fey form I*), 
  humanoid (as per alter self), monstrous humanoid (as 
  per monstrous physique IUM), or vermin (as per 
  vermin shape IUM) and the chosen form can 
  have a fly speed.
  SIGNS OF THE LAND
  School divination; Level druid 3, ranger 3, 
  shaman 3
  This spell functions as commune with nature 
  except it reveals up to three details about the 
  territory you currently occupy from the following list: 
  bodies of water, features, minerals, or plants. For each feature 
  you learn about, you automatically know the skills you can use 
  to discover that feature and you gain 1d6 Discovery Points toward 
  finding it (see page 124).
  SKY STEED 
  School transmutation (polymorph); Level paladin 3 
  Casting Time 1 standard action 
  Components V, S, DF 
  Range touch 
  Target a creature you are mounted upon 
  Duration 1 minute/level (D) 
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  The target sprouts angelic wings and gains a fly speed equal to its 
  base speed with average maneuverability. It also gains a bonus on 
  Fly checks equal to your caster level.
  SNOWBALL
  School evocation [cold, water]; Level bloodrager 1, druid 1, 
  magus 1, sorcerer/wizard 1, summoner 1, witch 1
  Casting Time 1 standard action
  Component V, S
  Range close (25 ft. + 5 ft./2 levels)
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  Effect one ball of ice and snow
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  You throw a ball of elemental ice and snow at a single target 
  as a ranged touch attack. The snowball deals 1d6 points of cold 
  damage per caster level you have (maximum 5d6).
  SOOTHING MUD
  School conjuration (healing) [earth, water]; Level druid 3, 
  ranger 3, shaman 3
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Area dust, earth, sand, or water in one 5-ft. square/level
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  You create an area of healing mud. Water, earth, sand, and dust 
  thicken into a wet mud. The mud functions as difficult terrain and 
  does not sink if created in water unless weighed down by more 
  than 100 pounds per caster level you have. Each round a creature 
  begins its turn in or on the mud, the mud restores 1 hit point to 
  it; this healing is unaffected by effects that increase a creature’s 
  healing. A creature that rests partially or completely submerged 
  in this mud for 1 full minute is also healed of 1d4 points of ability 
  damage to an ability score of its choice. A creature can be healed 
  of ability damage this way only once per day.
  STURDY TREE FORT
  School transmutation; Level druid 5, ranger 4
  Casting Time 1 minute
  Components V, S, F (a nail, a rope, and a short wooden plank)
  Range touch
  Effect one large tree and a sturdy wooden house 
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  You cause a large tree to grow in the 5-foot square you touch. The 
  tree has 1 foot of thickness for every 4 caster levels you have, and 
  it can grow to any height you designate, up to 5 feet high per caster 
  level you have. If there is a ceiling or other barrier overhead, the 
  maximum height of the tree cannot exceed the space available. At 
  any point along the tree’s height, you can create a sturdy wooden 
  building that fills one 10-foot cube for every 4 caster levels you 
  have. All portions of the structure must be adjacent to the trunk 
  of the tree (or can have the tree trunk extend up through their 
  spaces), but otherwise these cubes need not be contiguous. If you 
  place the cubes so that they are contiguous, the buildings merge 
  together, complete with ladders connecting different vertical 
  levels. The fort is magically supported, but if the tree it is attached 
  to is destroyed, the structure is destroyed as well (the tree has 
  hardness 5 and 20 hp per caster level you have).
  Each building you create has shuttered arrow slits on its walls 
  and in the floor, granting those within the structure improved 
  cover against attacks from outside while the arrow slits are open 
  and total cover when they are closed. Each cube within the fort is 
  equivalent to a secure shelter, other than the size and its wooded 
  construction material (hardness 5). When you cast sturdy tree fort, 
  you can designate a number of creatures equal to your caster level. 
  Designated creatures gain a +10 bonus on Climb checks and are 
  not denied their Dexterity bonuses while climbing on the fort’s 
  structure, as they find handholds and stable footholds easily on 
  the tree and its buildings.
  You cannot cast this spell in an area of worked stone, though you 
  can cast it in natural surroundings that would not normally support 
  the growth of a large tree, such as a cavern, desert, or glacier. 
  If you cast this spell in a forest, jungle, or similar heavily treed 
  terrain, the fort is camouflaged as long as its doors and windows 
  remain closed (or even if they are open, as long as those within 
  remain quiet and take no violent actions), requiring a successful 
  DC 25 Perception check or Survival check to notice its presence. 
  TAIL CURRENT
  School transmutation [water]; Level bloodrager 4, cleric 4, druid 3, 
  magus 4, occultist 3, ranger 3, shaman 3, sorcerer/wizard 4, 
  spiritualist 3
  This spell functions as tailwind except it creates a helpful current 
  in water instead of in the air. It grants free movement while 
  swimming rather than while flying and functions only underwater.
  TAILWIND
  School transmutation [air]; Level bloodrager 4, cleric 4, druid 3, 
  magus 4, occultist 3, ranger 3, shaman 3, sorcerer/wizard 4, 
  spiritualist 3
  Casting Time 1 standard action
  Components V, S
  Range 120 ft.
  Targets one or more creatures, no two of which can be more 
  than 120 feet apart
  Duration 1 hour/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You compel the wind to push the targets in a direction of your 
  choice. The subjects can hustle during local and overland movement 
  without risk of fatigue. If the subjects are flying, the first 20 feet 
  of movement each round in the chosen direction does not count 
  against their movement for the round. Each creature remains 
  affected only while within 120 feet of every other subject. You can 
  change the tailwind’s direction once per hour by concentrating as 
  a standard action. This spell has no effect underwater.
  TAMER’S LASH
  School evocation [sonic]; Level bard 1, bloodrager 1, magus 1, 
  ranger 1
  Casting Time 1 standard action
  Components V, S
  Range 0 ft.
  Effect a whip of magical sound
  Duration 1 round/level (D)
  Saving Throw Will partial (see text); Spell Resistance yes
  A 15-foot-long whip of sonic energy springs from your hand, 
  delivering a loud crack when you strike with it. The tamer’s lash 
  acts as a whip that deals 1d4 points of sonic damage on a hit, 
  but it has no physical substance and you cannot use it to perform 
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  combat maneuvers, nor can it be sundered or disarmed. If you 
  strike an animal with the tamer’s lash, the animal must succeed 
  at a Will saving throw or be unable to attack you for 1d3 rounds. 
  Furthermore, if the whipped animal starts its turn unable to attack 
  you as a result of this spell and it is within 30 feet of you, it must 
  spend its first action moving away from you, if it is able. Combat-
  trained animals, animal companions, and animals with Hit Dice in 
  excess of your caster level + 4 gain a +4 circumstance bonus on 
  their saves to avoid being intimidated in this way. This intimidation 
  effect is a mind-affecting fear effect.
  TIDAL SURGE
  School conjuration (creation) [water]; Level druid 5, shaman 5
  Casting Time 1 standard action
  Components V, S
  Range 30 ft. or 60 ft.; see text
  Area cone-shaped burst or line; see text
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance no
  If you cast tidal surge on land, you create an onrushing surge 
  of water 10 feet high in a 30-foot cone that deals 1d6 points 
  of bludgeoning damage for every 2 caster levels you have 
  (maximum 10d6 at 20th level) and extinguishes all nonmagical 
  fires in the area. Magical fire effects in the area of a tidal surge 
  are affected as if you had cast dispel magic. In addition to taking 
  damage, creatures that fail their Reflex saves are pushed 1d4×5 
  feet away from you, and Medium or smaller creatures are also 
  knocked prone. 
  If you cast this spell in or on a body of water at least 30 feet 
  across, you can shape the spell either as the cone described above 
  or as a 60-foot line. In either shape, the water deals 1d10 points of 
  bludgeoning damage for every 2 caster levels you have in addition 
  to pushing away creatures that fail their Reflex saves.
  VIGILANT REST
  School abjuration; Level antipaladin 3, bard 4, medium 3, 
  mesmerist 4, occultist 3, paladin 3, psychic 4, ranger 3, 
  shaman 4, spiritualist 4, witch 4
  Casting Time 1 standard action
  Components V, S, M (a handful of crushed glass)
  Range touch
  Target 1 living creature touched
  Duration 8 hours (D)
  Saving Throw Will (harmless); Spell Resistance yes (harmless)
  While the target of this spell is asleep, she retains some of her 
  normal powers of perception. While she tunes out harmless sounds 
  such as the crackling of the campfire, crickets, or light breezes, she 
  does not take the normal +10 modifier to the DC of Perception 
  checks she attempts while asleep.
  If the target detects a threat or unexplained noise while 
  sleeping, she can wake immediately and stand up from her 
  sleeping position as a free action.
  If the target is roused but returns to sleep during the spell’s 
  duration, she falls asleep immediately and does not count as 
  having her sleep interrupted, even if she engaged in combat while 
  she was awake.
  VINE STRIKE
  School conjuration (creation); Level alchemist 2, antipaladin 2, 
  bloodrager 2, druid 2, ranger 2, shaman 2, sorcerer/wizard 2 
  Casting Time 1 standard action 
  Components V, S 
  Range personal 
  Target you 
  Duration 1 minute/level (D) 
  Saving Throw Reflex negates (see text); Spell Resistance yes 
  Bristles burst from your body, lodging in your opponent and 
  blossoming into entangling vines as you pummel your target. 
  While this spell is in effect, one of your natural attacks or unarmed 
  strikes deals an additional 1d6 points of damage, and each creature 
  hit with that natural weapon or unarmed strike must succeed at 
  a Reflex save or be entangled for the duration of the spell; on a 
  successful Reflex save, the creature is immune to the entangled 
  effect for 1 round. A creature entangled by this spell can spend a 
  standard action to remove the vines, but can be entangled again 
  by further unarmed strikes.
  WANDERING WEATHER
  School transmutation; Level cleric 8, druid 8, shaman 8, sorcerer/
  wizard 8, witch 8
  This spell functions as control weather except you can opt for the 
  weather to remain centered on you as you move.
  WINTER GRASP
  School conjuration (creation) [cold, water]; Level druid 2, 
  shaman 2, witch 2 
  Casting Time 1 standard action
  Components V, S, M/DF (ground glass) 
  Range medium (100 ft. + 10 ft./level) 
  Area 20-ft.-radius spread 
  Duration 1 round/level 
  Saving Throw none; Spell Resistance no
  Ice encrusts the ground, radiating supernatural cold and making it 
  hard for creatures to maintain their balance. This icy ground is treated 
  as normal ice, forcing creatures to spend 2 squares of movement to 
  enter an icy square and increasing the DC of Acrobatics checks in the 
  area by 5. A creature that begins its turn in the affected area takes 
  1d6 points of cold damage and takes a –2 penalty on saving throws 
  against spells with the cold descriptor for 1 round.
  WITH THE WIND
  School abjuration [air]; Level bloodrager 2, druid 2, magus 2, 
  occultist 2, ranger 2, sorcerer/wizard 2, spiritualist 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 minute/level
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  You create eddies in the air around the subject that protect it 
  from being checked or blown away. The target can’t be moved by 
  winds of less than windstorm force unless it wishes to be.
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  First introduced in Pathfinder RPG Occult Adventures, occult 
  rituals allow any character to attempt magic at great risk. Just 
  like in Occult Adventures, characters can learn the following 
  occult rituals only by discovering them in play. Full rules 
  for rituals appear on pages 208–209 of Occult Adventures.
  FORM BLIGHT
  School necromancy [curse]; Level 9
  Casting Time 9 hours
  Components V, S, M (the hearts of one or more creatures native 
  to the environment associated with the intended blight 
  whose total CR equals that of the intended blight), F (a bone 
  altar filled with various natural alchemical liquids worth 
  20,000 gp), SC (up to 20)
  Skill Checks Knowledge (geography) DC 24 + CR (see text), 
  3 successes; Knowledge (nature) DC 24 + CR (see text), 
  4 successes; Survival DC 24 + CR (see text), 2 successes
  Range close (25 ft. + 5 ft./character level of the primary caster)
  Area 5-square-mile area of appropriate terrain; see text
  Duration instantaneous
  Backlash All casters take 6d6 points of damage and are 
  exhausted.
  Failure The primary caster takes 15d6 points of damage (no 
  save). If slain by this damage, the primary caster is reduced 
  to a pile of rotten sludge, and can be restored only by true 
  resurrection or greater magic.
  EFFECT
  The primary caster leads a grueling session of incantations and 
  feats of physical prowess throughout a specific type of terrain. 
  Example terrain types include (but are not limited to) cave, 
  desert, forest, mountain, sewer, swamp, or tundra. This ritual 
  corrupts the affected area, summoning forth a blight (Pathfinder 
  RPG Bestiary 6 38) associated with the terrain as well as turning 
  the affected area into the blight’s cursed domain. The DC for 
  skill checks associated with this ritual is 24 plus the CR of the 
  associated blight (for example, DC 37 for a desert blight, DC 40 
  for a tundra blight, and so on).
  During the ritual’s enactment, the primary caster guides any 
  secondary casters through the terrain, defiling the area with 
  blasphemous words from a long-extinct, primordial language. A 
  bone altar, often assembled from sacrificed animals or humanoids, 
  must stand at the center of the area to be affected, and is the 
  starting and ending point of the ritual. Once the surrounding area 
  is suitably prepared, the primary caster deposits the preserved 
  hearts into the altar. If the ritual is successful, the associated blight 
  bubbles forth from within the altar, formed from the alchemical 
  soup that the altar contains.
  This ritual provides no protection against the formed blight, 
  and it’s likely that the blight’s first action is to attack the primary 
  and secondary casters. Luckily for the primary caster, blights 
  created in this manner have a penchant for consuming the 
  secondary casters first, giving ample time for the primary caster 
  to escape.
  LABYRINTHINE WILDS
  School illusion (glamer); Level 5
  Casting Time 50 minutes
  Components V, S, M (the bones of local wildlife carved into 
  divining runes and daubed in specially treated wildlife 
  blood worth 2,000 gp), F (a compass using a highly sensitive 
  magnetic needle worth 10,000 gp), SC (at least 4 and up 
  to 10)
  Skill Checks Knowledge (geography) DC 30, 2 successes; 
  Survival DC 30, 3 successes
  Range close (25 ft. + 5 ft./character level of the primary caster)
  Area a 2-square-mile region/character level of the primary caster
  Duration permanent (D)
  Saving Throw Will disbelief (if interacted with); SR no
  Backlash The primary caster gains 1 temporary negative level.
  Failure All casters gain 2 temporary negative levels and are 
  permanently blinded (the blindness is a curse effect, and it 
  can be removed with remove curse and similar effects).
  EFFECT
  The primary caster must prepare for this ritual by walking a path 
  along the outer edge of the desired area—an act that likely takes 
  longer than the ritual casting time. As the primary caster walks this 
  path, she must periodically mark the area with tiny runes. Once 
  the primary caster returns to her starting point, and assuming 
  the area she outlined is less than 2 square miles per character 
  level she has, the actual casting of the ritual can begin. At this 
  point, all casters cross the threshold to enter the region and then 
  begin following a series of erratic paths, each using the material 
  component divining runes as they wander aimlessly. Completing 
  this ritual creates a powerful obfuscating effect, affecting creatures 
  entering the area surrounded by the primary caster’s initial walk.
  The area within the border becomes an illusory replica of the 
  local terrain that is difficult to navigate. In order to successfully 
  travel to a desired location within the labyrinthine wilds, a 
  creature must succeed at a DC 20 Intelligence check or a DC 30 
  Survival check. Success at this check allows a creature to reach its 
  destination as normal. Failure at this check indicates the creature 
  (and any allies it guides) spends 2d6 hours traveling along the 
  path, only to return the starting point with no memory of its 
  wanderings and fatigued from the journey.
  REINFORCE CAMPSITE
  School abjuration; Level 4
  Casting Time 40 minutes
  Components V, S, M (flint and steel, tent), F (a set of magically 
  attuned stones to encircle the campfire, worth at least 500 gp), 
  SC (up to 5)
  Skill Checks Knowledge (nature) DC 24, 2 successes; Survival 
  DC 24, 2 successes
  Range close (25 ft. + 5 ft./character level of the primary caster)
  Effect a 30-foot-radius area
  Duration 1 hour/character level of the primary caster
  Backlash The primary caster is exhausted.
  Failure The campfire extends 200 feet into the air for 1 round, 
  followed by a near-deafening booming noise. In addition to 
  alerting any nearby creatures, this results in an 80% chance 
  Nature Rituals
  238
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  CHAPTER 6
  SPELLS
  of attracting a random encounter if the ritual was performed 
  in an outdoor environment.
  EFFECT
  This ritual is cast as part of constructing a campsite. The primary 
  caster and any secondary casters work to secure a 30-foot 
  perimeter around a central campfire. The fire is ringed with 
  ritualistic warding stones, which are required as foci to complete 
  the ritual. These warding stones can be used only once every 7 
  days, though the primary caster can purchase additional sets of 
  stones if she wishes to create multiple campsites during that time. 
  If the ritual is successful, several effects occur for the duration of 
  the ritual or until the primary caster decides to dispel the ritual (a 
  full-round action).
  Alarm: If a living creature that was not within the area at the 
  time of the ritual’s completion crosses into the affected area, an 
  audible alarm sounds. The alarm lasts for 2 rounds and is sufficient 
  to wake any creature resting in the campsite.
  Defensive Ring: The outermost 5 feet of the area take on a 
  roughened texture, counting as caltrops for any creature not within 
  the area of the ritual when the ritual was cast.
  Shelter: Creatures within the area of the ritual gain the benefits 
  of endure elements (CL = character level of the primary caster). 
  They also gain a +4 circumstance bonus on saving throws against 
  weather effects.
  RETURN TO DORMANCY
  School enchantment (compulsion) [mind-affecting]; Level 8
  Casting Time 80 minutes
  Components V, S, M (a bone, piece of skin, or scale belonging 
  to the target), SC (at least 4 and up to 20)
  Skill Checks Diplomacy or Intimidate DC 36, 2 successes; 
  Knowledge (nature) DC 36, 2 successes; Perform (any) DC 36 
  (see text), 4 successes
  Range medium (100 ft. + 10 ft./character level of the 
  primary caster)
  Target one Colossal creature (minimum 20 HD)
  Duration instantaneous, see text
  Saving Throw Will negates; SR no
  Backlash All casters are exhausted.
  Failure The primary caster becomes the sole focus of the target, 
  which attacks the primary caster to the best of its ability for 
  the next hour.
  EFFECT
  Numerous variants of this ritual exist, though the intent is always 
  the same: to lull the rage within a gigantic, rampaging threat. 
  The target is usually a unique creature with a specific Perform 
  check is required to affect it. For example, returning King Mogaru 
  (Pathfinder RPG Bestiary 4 170) to dormancy requires a successful 
  Perform (sing) check as part of this ritual. Other creatures’ 
  requirements are left to the GM’s discretion. 
  The successful completion of this extensive ritual forces the 
  target, which must be a Colossal creature with at least 20 HD, 
  to attempt a Will save. On a failed save, the affected creature 
  stops its current actions and retreats away from civilization for 
  a period of no less than 1 year. Should the target succeed at 
  this save, the ritual fails and its failure effect occurs immediately. 
  Creatures with the kaiju subtype cannot use their recovery ability 
  to attempt a new saving throw against this ritual’s effect. If a 
  creature affected by this ritual is attacked and damaged, the 
  effects of return to dormancy immediately end and the ritual’s 
  failure effect takes place.
  SEVER SPIRIT
  School abjuration [curseUM, evil]; Level 6
  Casting Time 60 minutes
  Components V, S, M (salt mixed with the cremated remains of a 
  family member or former friend), F (a set of 43 holy symbols 
  belonging to at least 10 different deities), SC (up to 8)
  Skill Checks Intimidate DC 34, 2 successes; Knowledge (local) 
  DC 34, 3 successes; Sense Motive DC 34, 1 success
  Range close (25 ft. + 5 ft./character level of the primary caster)
  Target one animal companion, eidolon, kami ward, or phantom 
  (see text)
  Duration permanent
  Saving Throw Will negates, see text; SR no
  Backlash All casters take 3d6 points of damage and are 
  sickened for 1 hour.
  Failure The primary caster requires twice as much food and 
  water as a normal creature of its species for 1 year (this is a 
  curse effect, and it can be removed with remove curse and 
  similar effects).
  EFFECT
  By reciting false litanies associated with the various deities 
  represented among the holy symbol foci, the primary caster 
  shakes the unseen spiritual pillars of the mortal world. This ritual 
  has no visible effect to mortal eyes, but it creates a powerful 
  rending cut in the world of spirits. By successfully completing this 
  ritual, the caster can achieve one of two goals: severing a kami 
  from its ward, or untethering a bound companion.
  Sever Kami Ward: Successfully completing the ritual forces the 
  ward’s kami (Pathfinder RPG Bestiary 3 159) to attempt a Will 
  save (use the kami’s Will save in the case of targeting its ward). 
  On a failed save, the kami loses its connection with its ward. This 
  functions as if the kami’s ward were destroyed: the kami cannot 
  merge with its ward, it loses its fast healing, and it is permanently 
  sickened. Many kami suffering from this cruel fate transform into 
  malicious oni.
  Untether Companion: Successfully completing the ritual forces 
  the creature whose animal or spiritual companion, such as an 
  eidolon or phantom, was targeted to attempt a Will save. Failing 
  this save causes the creature to lose its bond with the targeted 
  animal companion or spirit. An animal companion severed in this 
  manner retains its abilities and statistics, but it gains an intense 
  loathing for its former master. In the case of eidolons or phantoms, 
  the severed companion gains the unfettered eidolon (Pathfinder 
  RPG Bestiary 3 110) template or becomes an unfettered phantom 
  (Pathfinder RPG Bestiary 5 190) with the appropriate Hit Dice. 
  For creatures with animal companions, this functions as if the 
  creature’s companion had been slain, allowing the target to gain 
  a new companion. For creatures with bonded spirits (such as 
  spiritualists), the means of gaining a new companion are left to 
  the GM’s discretion.
  239
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  Gear and 
  Magic Items
  7
  
  T 
  he fireapple struck the 
  goblin chieftain in the chest, 
  sending flames and goblin warriors 
  scattering across the jungle clearing. 
  Lini hefted another of the peculiar 
  fruits. “A little spicy for you, huh?” 
  She tossed the fireapple into the 
  air and caught it again, feeling the 
  strange fluids sloshing around inside 
  it. “Thinking maybe you bit off more 
  than you can chew?”
  With a roar, Droogami launched 
  herself at the nearest goblin, fangs 
  tearing into its chest. She lifted her 
  head, white fur red with goblin 
  blood, and swallowed a chunk of 
  green-skinned meat.
  “Droo, please!” Lini shook her 
  head, casually tossing the remaining 
  fireapple after the fleeing goblins. 
  “You didn’t even let me cook him for 
  you first.”
  
  UlTImaTe wIlderNess
  UlTImaTe wIlderNess
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  T
  his chapter details new gear and magic items for 
  the Pathfinder RPG. While many of these items 
  complement the features and abilities of the shifter 
  class and archetypes presented in this book, most can be 
  used in any game. 
  The items on Table 7–1: Adventuring Gear are described 
  below, along with any benefits they provide the user (“you”). 
  Table 7–1: Adventuring Gear
  Item	
  Price	
  Weight
  Animal-repellant sack 
  1 gp 
  1/2 lb.
  Backpack, carrier 
  25 gp 
  5 lbs. 
  Backpack, hydration 
  40 gp 
  4 lbs. 
  Backpack, weaponrack 
  25 gp 
  5 lbs.  
  Camouflaged canvas 
  1 gp 
  1 lb.
  Companion cold-weather outfit 
  15 gp 
  6 lbs.
  Cooler chest 
  25 gp 
  60 lbs. 
  Cushion inserts 
  5 sp 
  —
  Duo saw 
  100 gp 
  20 lbs.
  Efficient tent 
  150 gp 
  15 lbs. 
  Field survival guide 
  20 gp 
  1 lb.
  Filter scarf 
  5 gp 
  —
  Flame-retardant outfit 
  50 gp 
  10 lbs.
  Goblin fishing lure 
  5 gp 
  —
  Hunter’s stand 
  25 gp 
  15 lbs.
  Inside pocket 
  4 gp 
  —
  Insulated flask 
  2 sp 
  1 lb.
  Nature climbing harness 
  60 gp 
  4 lbs. 
  Noble’s excursion kit 
  371 gp 
  242 lbs.
  Privacy shelter 
  5 gp 
  10 lbs. 
  Shifter’s kit 
  9 gp 
  37 lbs.
  Silent piton 
  5 sp 
  1/2 lb.
  Snakebite kit 
  20 gp 
  1/2 lb. 
  Speed sheath 
  10 gp 
  1 lb. 
  Stretch cords 
  5 sp 
  1/2 lb.
  Tanner’s kit 
  10 gp 
  5 lbs. 
  Tent cover 
  15 gp 
  15 lbs. 
  Trekking pole 
  15 gp 
  2 lbs.
  Wading boots 
  50 gp 
  2 lbs.
  Waist pouch 
  5 sp 
  1/2 lb. 
  Windup music box 
  25 gp 
  1/2 lb. 
  ANIMAL-REPELLANT SACK
  PRICE	1 GP
  WEIGHT	1/2 lb.
  This heavy canvas sack can carry adventuring gear and other 
  supplies. It holds 4 cubic feet of goods and has a leather thong 
  that allows it to be tied shut. The sack is laced with scents that 
  animals find odious, and it is dyed in similarly repellant colors. 
  Creatures with the animal creature type and an Intelligence 
  ability score of 2 or lower avoid contact with an animal-repellant 
  sack and won’t tamper with its contents unless they’re magically 
  compelled, ordered by a handler, or starving.
  BACKPACK, CARRIER
  PRICE	25 GP
  WEIGHT	5 lbs.
  Reinforced metal bars allow for this leather backpack to 
  withstand a greater degree of stress than a traditional pack. 
  Along with the standard backpack compartment, this pack has 
  an additional pouch and harness at its top. Used together, the 
  harness and pouch can safely contain a Tiny or smaller creature. 
  While harnessed, the creature can’t leave the backpack or see 
  outside of it; it takes a full-round action to remove the harness 
  from a carried creature.
  BACKPACK, HYDRATION
  PRICE	40 GP
  WEIGHT	4 lbs.
  This mostly leather backpack has a series of awkward metallic 
  tubes, which run from the pack over your shoulders, and a small 
  bladder at its base. A hydration backpack has a large pocket 
  identical to that of a regular backpack that holds 2 cubic feet of 
  material, while the bladder holds 1 gallon of liquid. The ends of 
  the metal tubes can be positioned to allow you to easily dispense 
  and drink liquid stored in the attached bladder. Consuming water 
  in this way grants a +2 circumstance bonus on Constitution checks 
  to avoid nonlethal damage during a forced march.
  BACKPACK, WEAPONRACK
  PRICE	25 GP
  WEIGHT	5 lbs.
  This leather backpack includes a small 
  weapons rack. The rack holds up to 
  four weapons, such as battleaxes, 
  longswords, maces, or short swords. 
  Allies adjacent to you can retrieve 
  a weapon from the rack as a move 
  action without provoking attacks of 
  opportunity, as if they were simply 
  drawing a weapon. Like a normal 
  backpack, it can hold 2 cubic feet of 
  material in its main compartment. 
  CAMOUFLAGED CANVAS
  PRICE	1 GP per square yard
  WEIGHT	1 lb. per square yard
  This heavy cloth is dyed to match a single terrain type (chosen 
  from the ranger’s list of favored terrains). This canvas can be 
  stretched over an area to obfuscate it from creatures wandering 
  by. Creatures unaware of the setup must succeed at a DC 14 
  Perception check to realize the covered area is actually a canvas 
  sheet. A camouflaged canvas is not waterproof, but it can be 
  treated with oil, resin, or wax to make it water resistant.
  COMPANION COLD-
  WEATHER OUTFIT
  PRICE	15 GP
  WEIGHT	6 lbs.
  This vestment works just like a cold-weather outfit, granting 
  a +5 circumstance bonus on Fortitude saving throws against 
  exposure to cold weather, except it is custom made for an 
  animal companion. The added cost represents custom tailoring 
  to ensure that the furs used don’t cause unwanted reactions 
  from the animal wearing the outfit.
  Adventuring Gear
  242
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  CHAPTER 7
  GEAR AND MAGIC ITEMS
  COOLER CHEST
  PRICE	25 GP
  WEIGHT	60 lbs.
  This chest can contain up to 4 cubic feet of goods, and it has 
  a lining of insulating material between two sheets of wood. 
  As long as the chest is partially filled with a cold substance—
  such as cold water or ice—items stored within decompose at 
  half their regular rate. Ice melts on a consistent basis (typically 
  four to six times in a 24-hour period) and must be regularly 
  replenished to maintain the effectiveness of this chest.
  CUSHIONED INSERTS
  PRICE	5 SP
  WEIGHT	—
  These rubber boot or shoe inserts cushion your feet and improve 
  your gait, granting you a +1 circumstance bonus on Constitution 
  checks to continue running and to avoid nonlethal damage from 
  a forced march.
  DUO SAW
  PRICE	100 GP
  WEIGHT	20 lbs.
  Sometimes referred to as a “misery whip,” this long blade 
  (between 4 and 12 feet) is lined with numerous metal teeth. 
  Thick handholds at each end of the blade allow a Medium or 
  larger creature to grip one end with both hands. When a creature 
  pulls on a handle (a move action) with another creature on the 
  opposite side ready to pull after, those wielders can use the 
  duo saw to cut through an object at exceptional speeds. This 
  maneuver deals 10 points of damage per round of sawing to an 
  object, ignoring up to 5 points of hardness on any nonmetallic 
  substance. These saws are typically employed in the felling of 
  large trees.
  EFFICIENT TENT
  PRICE	150 GP
  WEIGHT	15 lbs.
  Made of specially treated animal hides and lightweight metal 
  supports, this costly tent is far lighter than its common cousins. 
  An efficient tent holds two Medium creatures and takes 20 
  minutes to assemble.
  FIELD SURVIVAL GUIDE
  PRICE	20 GP
  WEIGHT	1 lb.
  Notations on surviving in the wilderness (and accompanying 
  illustrations) fill this manual. If you have no skill ranks in 
  Survival, you can consult this manual as part of attempting 
  a Survival check to perform one of the following tasks: avoid 
  natural hazards, follow tracks, gain a save bonus against severe 
  weather, predict the weather, or provide food and water. Doing 
  so grants you a +4 circumstance bonus on the check, but it takes 
  twice as long to perform the action (for example, providing food 
  and water takes 48 hours instead of 24 hours). If you fail the 
  check, you cannot consult the manual for another check until 
  you move to a new area.
  FILTER SCARF
  PRICE	5 GP
  WEIGHT	—
  Made of heavy material, this scarf filters out dust, sand, smoke, 
  and other airborne contaminants. When worn over your nose 
  and mouth, this scarf grants you a +1 resistance bonus on saving 
  throws against inhaled poisons and other airborne effects that 
  require breathing.
  FLAME-RETARDANT OUTFIT
  PRICE	50 GP
  WEIGHT	10 lbs.
  Constructed to resist the effects of hot environments (such as 
  forest fires and areas of volcanic activity), this set of overlapping, 
  heavy leather clothing includes a pair of fire-resistant boots. The 
  outfit grants fire resistance 1, but exposure to fire damage ruins 
  the outfit after 20 rounds.
  GOBLIN FISHING LURE
  PRICE	5 GP
  WEIGHT	—
  The end of this fishing lure is colored 
  in bright greens and shaped like a 
  comical goblin face. The lure’s ridiculous 
  coloration and unique shape attract all 
  sorts of fish. Using this lure grants a +2 
  circumstance bonus on Profession (fisher) 
  checks, as per a masterwork tool. Each time such 
  a check is attempted, there is a 25% chance the 
  lure is lost. You reduce the chance of losing the 
  lure by 2% for every rank of Profession (fisher) 
  you have.
  HUNTER’S STAND
  PRICE	25 GP
  WEIGHT	15 lbs.
  This platform can be secured to a tree in order to elevate you 
  and give you a better vantage point. It takes 1 minute to secure 
  a hunter’s stand. Once in the stand, you gain the benefit of 
  higher ground bonus and partial cover from anyone below 
  the stand’s height. A hunter’s stand can be upgraded with a 
  camouflage blind (5 gp), which allows full concealment, or an 
  all-weather cover (10 gp), which provides a +1 circumstance 
  bonus on saves against dust storms, rain, snow, or other 
  adverse weather conditions.
  INSIDE POCKET
  PRICE	4 GP
  WEIGHT	—
  This is an extra pocket sewn on the inside of a piece of 
  clothing. You gain a +2 circumstance bonus on Sleight of Hand 
  checks to conceal an item in an inside pocket. Detecting the 
  compartment requires a successful DC 15 Perception check at 
  minimum (DC 20 if empty), even if you aren’t trained in Sleight 
  of Hand. 
  The inside pocket is 1 inch deep. Different styles open from 
  the top or from the side, and some have button flaps to secure 
  the contents.
  INSULATED FLASK
  PRICE	2 SP
  WEIGHT	1 lb.
  An insulated metal cup with a resealable top, this container can 
  hold any sort of potable liquid. Liquids stored within the flask 
  maintain their temperature for three times as long as those in a 
  cup or any other unsealed container.
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  UlTImaTe wIlderNess
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  NATURE CLIMBING HARNESS
  PRICE	60 GP
  WEIGHT	4 lbs.
  A nature climbing harness is a series of buckles, straps, and 
  trusses that can be worn over clothing or light armor. As a 
  standard action, you can secure yourself in place on a vertical 
  surface so that both your hands are free. You can remain in this 
  position without needing to attempt additional Climb checks, 
  and you don’t lose your Dexterity bonus to your AC as long as 
  you remain anchored. As long as you are anchored in this way, 
  you cannot move, but you gain a +5 circumstance bonus on 
  Climb checks to avoid falling whenever you take damage. You 
  can release yourself to start moving again as a move action.
  NOBLE’S EXCURSION KIT
  PRICE	371 GP
  WEIGHT	242 lbs.
  This extravagant, ridiculous, and mostly ineffective kit is touted 
  by nobles seeking to venture into the wilderness. It consists 
  of a complex bannerUE (depicting a family crest or symbol of 
  the presiding noble), four bedrolls (for servants), four blankets 
  (for servants), two cots (for nobles), two winter blankets (for 
  nobles), 10 cups of coffeeUE, a royal outfit, two large tents, and 
  a pavilion tent.
  Anyone with a modicum of wilderness experience should 
  recognize that the kit’s contents are of little use on a prolonged 
  journey. Oftentimes, the actual necessities of wilderness survival 
  are left to the servants to handle.
  PRIVACY SHELTER
  PRICE	5 GP
  WEIGHT	10 lbs.
  Through a 15-minute assembly period, the components of this 
  kit fit together into a tentlike structure. Able to fit a single 
  Medium-sized creature, this tent doesn’t allow space for 
  sleeping. Instead, a privacy shelter offers standing or sitting 
  room only. The shelter is mostly used as either a meditation 
  space or a latrine shelter.
  SHIFTER’S KIT
  PRICE	9 GP
  WEIGHT	37 lbs.
  This kit includes a backpack, a blanket, a flint and steel, an iron 
  pot, a mess kitUE, rope, torches (10), trail rations (5 days), and 
  a waterskin.
  SILENT PITON
  PRICE	5 SP
  WEIGHT	1/2 lb.
  A silent piton is identical to a regular piton, except it has been 
  alchemically treated to reduce the noise it generates when 
  driven into a surface. A silent piton staked into a piece of terrain 
  generates sound out to a radius of only 10 feet from the point 
  of impact.
  SNAKEBITE KIT
  PRICE	20 GP
  WEIGHT	1/2 lb.
  This kit contains three pliable suction cups, a constrictor strap, a 
  tiny razor, and several vials of snake antivenom. When suffering 
  a poison that was delivered by the bite attack of a snake (or 
  other ophidian creature, such as a serpentfolk), as a full-round 
  action, you can use this kit to gain a +4 circumstance bonus 
  on the ongoing Fortitude saving throws against that poison. A 
  snakebite kit is exhausted after 10 uses.
  SPEED SHEATH
  PRICE	10 GP
  WEIGHT	1 lb.
  This sheath is designed to be strapped around your forearm, but 
  it is too bulky to be hidden under a long sleeve. It can hold 
  one forearm-length item, such as a dagger, dart, potion, scroll 
  containing a single spell, or wand. As a swift action, you can 
  bend your wrist to cause the sheathed item to drop into your 
  hand (provoking attacks of opportunity as normal for retrieving 
  an item). Placing an item in the sheath is a full-round action that 
  provokes attacks of opportunity. You can wear only one wrist 
  sheath per arm that you have.
  STRETCH CORDS
  PRICE	5 SP
  WEIGHT	1/2 lb.
  Sold in pairs, these cords have an elastic quality. Both cords 
  measure 2 feet long but can be extended to 4 feet. Each end of 
  a cord has a small metal hook. Employed together, these cords 
  can be used to tie down all sorts of equipment and prevent 
  damage from wind or other inhospitable weather.
  TANNER’S KIT
  PRICE	10 GP
  WEIGHT	5 lbs.
  This kit contains a fleshing knife, a bottle of tanning solution, a 
  small tanning board, and a leather apron. If you use this kit to 
  harvest and tan an animal’s hide, you receive a +5 circumstance 
  bonus on Craft checks to create leather items such as belts, 
  boots, cloaks, clothing, gloves, or hide or leather armor. A kit 
  contains enough tanning solution to create a total of 150 pounds 
  of leather items.
  TENT COVER
  PRICE	15 GP
  WEIGHT	15 lbs.
  When fastened over a normal tent, this sheet of resilient 
  waterproof animal gut provides an additional layer of protection 
  against harsh weather and pestering insects. Attaching the cover 
  requires 1 minute of work. The occupants of a tent that is fitted 
  with the cover gain a +5 circumstance bonus on saves to resist 
  the adverse effects of dust storms, rain, snow, and other harmful 
  weather conditions. The occupants also gain DR 5/— against 
  swarm damage caused by swarms composed of Diminutive 
  or smaller creatures outside the tent. If an occupant takes no 
  damage from a swarm as a result of this DR, she is not affected 
  by the swarm’s distraction ability. The swarm can attempt a DC 
  20 Reflex save as a full-round action to enter the tent and deal 
  full damage in subsequent rounds.
  TREKKING POLE
  PRICE	15 GP
  WEIGHT	2 lbs.
  This 5-foot-long pole is fitted with a metal spike at its base. 
  A trekking pole is meant to assist with overland movement, 
  particularly long hikes and travel through difficult terrain. If 
  you use a trekking pole as part of overland movement, you 
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  CHAPTER 7
  GEAR AND MAGIC ITEMS
  increase your distance traveled by 10% 
  (so a creature with a 30-foot base speed 
  travels 3-1/3 miles in 1 hour of walking, 
  instead of just 3 miles). While traveling in areas 
  of impaired movement—such as a trackless desert 
  or a swamp trail—the increase to distance traveled 
  while using a trekking pole increases to 25%.
  WADING BOOTS
  PRICE	50 GP
  WEIGHT	2 lbs.
  These waterproof boots are felt lined and have a thin layer 
  of metal around the soles. The top of each boot ends just 
  before the knee, with a cord for tying the top shut over 
  clothing or exposed skin. These boots assist in prolonged hikes 
  through deep mud or shallow pools, granting the wearer a +1 
  circumstance bonus on Profession (fisher) checks while fishing 
  in shallow water.
  WAIST POUCH
  PRICE	5 SP
  WEIGHT	1/2 lb.
  This leather pack is supported by two straps that can be loosened 
  or tightened to fit most body types. It can be adjusted to any 
  facing along its wearer’s waist. The pack can store up to 1/2 
  cubic foot of material.
  WINDUP MUSIC BOX
  PRICE	25 GP
  WEIGHT	1/2 lb.
  A tiny crank protrudes from this small wooden box. After its 
  crank is turned for 1 round, the box produces a pleasing melody 
  for 4 rounds, as the pins on a revolving cylinder inside the box 
  pluck the tuned teeth of a steel comb.
  Alchemical Tools
  Alchemical tools can prove extremely useful in a variety of 
  adventuring situations, including in battles, in wilderness 
  exploration, or when crafting other alchemical items. All of 
  these alchemical tools can be made with the Craft (alchemy) 
  skill; the DC to craft each item is listed on Table 7–2: 
  Alchemical Tools. 
  Table 7–2: Alchemical Tools
  Item	
  Price	
  Weight	
  Craft	DC
  Adhesive strip 
  5 gp 
  1/2 lb. 
  15
  Alchemical pheromones 
  150 gp 
  — 
  20 
  (aggression)
  Alchemical pheromones 
  300 gp 
  — 
  20 
  (arousal)
  Alchemical pheromones 
  1 gp 
  — 
  15 
  (simple)
  Alchemical pheromones 
  300 gp 
  — 
  20 
  (susceptibility)
  Alchemical resin 
  100 gp 
  — 
  12
  Liniment 
  15 gp 
  — 
  15
  Red flame torch 
  20 gp 
  1 lb. 
  20
  ADHESIVE STRIP
  PRICE	5 GP
  WEIGHT	1/2 lb.
  This 3-foot-long strip of extremely thin hide can be cut into 
  different lengths. When moistened and applied across surfaces 
  or between objects, it creates a bond requiring a DC 15 Strength 
  check to pull apart. Once applied, an adhesive strip takes 
  1 minute to set. If applied to an item with the broken condition, 
  it suppresses the effects of that broken condition for as long as 
  the item remains repaired by the strip—though the item does 
  not regain hit points and is still broken. The uses for an adhesive 
  strip are many; it can be used to bind prisoners, mend clothing, 
  patch holes, and so on.
  ALCHEMICAL PHEROMONES
  PRICE	varies
  WEIGHT	—
  Aggression
  150 GP
  Arousal
  300 GP
  Simple 
  1 GP 
  Susceptibility
  300 GP
  Alchemical pheromones are variously colored liquids typically 
  stored in glass vials. These pheromones combine the natural 
  scent of an animal (such as a wolf), humanoid (such as a 
  human), magical beast (such as a unicorn), or vermin (such 
  as a centipede) with alchemical reagents that enhance and 
  refine that scent, making the concoction potent enough to 
  modify the behavior of a creature. A dose of alchemical 
  pheromones must be created for the animal, magical beast, 
  or vermin type or for a single subtype of humanoid; it 
  typically affects only creatures of that type or subtype. The 
  effects of the alchemical pheromone depend on the type, as 
  described on page 246.
  When it is smeared onto a surface or it is thrown as a splash 
  weapon, the alchemical pheromone fills a 5-foot-radius area 
  with its scent. The scent then remains active for 1 minute. 
  A creature of the targeted type or subtype that enters that 
  area must succeed at a DC 14 Will save or be subject to the 
  effects of the pheromone for 1 round. If the creature remains 
  in the affected area, it must attempt a new saving throw each 
  round as long as the pheromone remains active. All alchemical 
  pheromones are mind-affecting effects, but swarms (as well as 
  any other collection of creatures that acts as a single creature) 
  are not immune to them. Creatures that don’t need to breathe 
  are immune to alchemical pheromones, while creatures 
  with the scent ability take a –4 penalty on saving throws 
  against them. 
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  Aggression: Affected creatures are driven into a mindless 
  frenzy, as if affected by simultaneous confusion and rage spells.
  Arousal: Affected creatures are aroused and distracted, 
  causing them to lose their Dexterity bonus to AC.
  Simple: An affected creature is staggered for 1 round. 
  Whether the target succeeds at or fails the saving throw, it 
  becomes immune to simple alchemical pheromones for 
  24 hours. 
  Susceptibility: Affected creatures are forced to obey one 
  specific, simple command, as if affected by a command spell. 
  The command is chosen when the pheromone is created, and 
  must be a something simple, such as approach, drop, fall, flee, 
  or halt (as defined by the command spell).
  ALCHEMICAL RESIN
  PRICE	100 GP
  WEIGHT	—
  When applied to your hands, this clear, sticky substance made 
  from alchemically prepared pine sap provides a +2 alchemical 
  bonus to your CMD against disarm attempts, on combat 
  maneuver checks to grapple, and on Climb checks; it also 
  functions underwater. Applying the resin is a standard action, 
  and it wears off 1 hour after being applied.
  LINIMENT
  PRICE	15 GP
  WEIGHT	—
  This lotion is made from soothing herbs and oils. When rubbed 
  on your skin, liniment relieves pain, allowing you to ignore the 
  effects of 2 points of ability damage caused by a single disease 
  you have. The benefits of the liniment last for 30 minutes, and it 
  does not cure, prevent, or otherwise protect you from the effects 
  of diseases. You cannot benefit from the effects of liniment more 
  than once in a 24-hour period.
  RED FLAME TORCH
  PRICE	20 GP
  WEIGHT	1 lb.
  This otherwise normal-looking torch is 
  encrusted with lithium salts and burns 
  with a dark red flame. It sheds 
  only dim light in a 10-foot 
  radius, and the light it casts 
  is undetectable outside this 
  radius by normal vision, darkvision, or low-
  light vision. This torch burns for 1 hour. 
  The magic items provided here are divided into the 
  categories outlined in Pathfinder RPG Ultimate Equipment, so 
  you can use them with the treasure generator detailed in that 
  book. If you are running an adventure featuring a nonplayer 
  character with shifter levels or if you have a player character 
  who has levels in that class or is using one of the subsystems 
  from Ultimate Wilderness, consider either using items from 
  this book before rolling randomly on the treasure generator 
  or adding these items to the treasure generator. 
  Magic Items
  SHIELD SPECIAL ABILITY
  The following is a new shield special ability. See page 461 
  of the Pathfinder RPG Core Rulebook for the rules regarding 
  magic shields. Shields with a special ability must also have at 
  least a +1 enhancement bonus. 
  +2	Shield	Special	Ability	
  Price
  Jawbreaker 
  +2 bonus
  JAWBREAKER
  PRICE	
  +2 bonus
  SLOT	none
  CL	9th
  WEIGHT	—
  AURA	moderate necromancy
  The rugged surface of a jawbreaker shield is 
  always scratched and gouged, as if gnawed 
  by enormous jaws. Attacking the wielder 
  with a bite attack provokes an attack of 
  opportunity from the wielder, which is 
  resolved before the bite attack. This attack 
  of opportunity must be a shield bash attack 
  with the jawbreaker shield; making this 
  attack does not cause the wielder to forfeit 
  the shield’s bonus to AC. If the wielder confirms a 
  critical hit with this shield bash attack, the attacker’s jaws are 
  injured, causing it to take a –2 penalty on attack and damage 
  rolls with its bite attack for 24 hours. The save DC of exceptional 
  or supernatural abilities that use the target’s mouth, including 
  breath weapons, is likewise reduced by 2 for the same amount 
  of time. A regenerate spell ends this penalty, and a creature 
  with regeneration recovers from these effects after 1 minute.
  The wielder adds the jawbreaker shield’s total shield bonus 
  to AC (including its enhancement bonus) to his CMD against 
  combat maneuver checks to grapple him with a bite attack, 
  including attempts to swallow him whole. 
  This special ability can be placed only on shields, but it cannot 
  be placed on bucklers or tower shields. 
  CONSTRUCTION	REQUIREMENTS
  COST	+2 bonus
  Craft Magic Arms and Armor, inflict critical wounds
  WEAPON SPECIAL ABILITIES
  The following are new weapon special abilities. See page 467 
  of the Pathfinder RPG Core Rulebook for the rules regarding 
  magic weapons. A weapon with a special ability must also 
  have at least a +1 enhancement bonus. 
  +1	Weapon	Special	Abilities	
  Price
  Ambushing 
  +1 bonus
  Plummeting 
  +1 bonus
  AMBUSHING
  PRICE	
  +1 bonus
  SLOT	none
  CL	7th
  WEIGHT	—
  AURA	moderate transmutation
  This special ability can be placed only on ranged weapons. If 
  the wielder spends at least 1 minute preparing a hiding place or 
  when she uses the sniping rules (Core Rulebook 106), she adds 
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  GEAR AND MAGIC ITEMS
  the weapon’s enhancement bonus as a competence bonus on 
  Stealth checks. An ambushing weapon deals an additional 1d6 
  points of damage on a successful hit during a surprise round or 
  against a creature that is unaware of the wielder’s presence. 
  This extra damage is precision damage; it is not multiplied on a 
  critical hit but does stack with other forms of precision damage. 
  CONSTRUCTION	REQUIREMENTS
  COST	+1 bonus
  Craft Magic Arms and Armor, cat’s grace, invisibility
  PLUMMETING
  PRICE	
  +1 bonus
  SLOT	none
  CL	7th
  WEIGHT	—
  AURA	moderate transmutation
  This special ability can be placed only on ranged weapons. A 
  flying creature hit with a plummeting weapon must immediately 
  attempt a DC 20 Fly check with a penalty equal to twice the 
  weapon’s enhancement bonus; if it fails, it loses 10 feet of 
  altitude. On a confirmed critical hit, the creature loses 10 feet 
  of altitude if it succeeds at its Fly check, and it falls 1d4×10 feet 
  on a failed check. If a flying creature’s loss of altitude results in 
  it striking the ground or another solid surface, it takes falling 
  damage as appropriate and is no longer flying.
  CONSTRUCTION	REQUIREMENTS
  COST	+1 bonus
  Craft Magic Arms and Armor, bestow curse, fly
  MAGIC PLANTS
  Magic plants are a new type of magic item that are cultivated 
  rather than constructed. Cultivating one requires the Cultivate 
  Magic Plants item creation feat found on page 109. 
  To cultivate a magic plant, you need a place to plant it. This 
  usually requires a 30-foot-radius area of nutrient-rich soil and 
  a constant supply of water and light for larger magic plants, 
  and it requires a 10-foot-radius area and similar soil, water, and 
  light requirements for smaller plants. Most magic plants bear 
  fruit, seeds, or sprouts that, once mature, replicate the effects 
  of a spell when eaten, thrown, or used in some other way. A 
  magic plant’s price depends on the spell effect it replicates. 
  The cultivation cost of a magic plant is half the plant’s price.
  Price	=	spell	level	×	caster	level	×	2,000	×	yield	per	day	×	
  growing	season	multiplier.
  The yield per day is the number of fruit, seeds, or effects 
  the plant generates per day during its growing season. For 
  instance, a goodberry bush yields six berries per day. The 
  growing season multiplier is equal to the number of growing 
  seasons the plant has in a single year. Growing seasons are 
  continuous 13-week-long periods confined to one of the 
  four seasons (spring, summer, fall, and winter). If a season 
  is longer than 13 weeks, the growing season needs not be 
  continuous. Magic plants cannot be in a growing season for 
  longer than 52 weeks, and a plant that has four consecutive 
  growing seasons produces fruit, seeds, or effects year round. 
  A magic plant generates its effects only during a growing 
  season. Outside of a growing season, some plants will still 
  grow but remain barren (such as a fruit tree), while others 
  may wither and regrow in the following year (such as vines).
  The initial planting and care of a magic plant requires 
  1 week per 1,000 gp of the plant’s cultivation cost. At the end 
  of this period, the plant reaches maturity and its benefits 
  are fully realized, assuming that the maturity culminates 
  within the growing season. Once picked, the product of a 
  magical plant stays potent for 24 hours. If not picked within 
  1 week, fruit or any other product of the plant rots into a 
  useless (and often smelly) sludge—though rare fruits may 
  have longer periods of potency. Harvested fruit can’t be 
  kept magically potent for longer than 1 day, even by effects 
  that preserve foodstuffs.
  Typically, a creature must consume fruit produced by a 
  magic plant to gain its effect. In these cases, the fruit’s eater is 
  both the caster and the target of its spell effect. Other fruits 
  must be thrown to generate their effects, or they might have 
  some other activity involved in their use. 
  In addition to paying the costs to cultivate a magic plant, 
  the cultivator must have sufficient ranks in Knowledge 
  (nature). For most magic plants, the number of ranks 
  required is tied directly to the strength of the plant’s aura—
  1 rank for a plant with a faint aura, 3 ranks for a plant with 
  a moderate aura, and 6 ranks for a plant with a strong aura. 
  Magic plants can be destroyed like other magic items. 
  A tree has a hardness of 5 and 120 hit points, while bushes 
  and vines have hardness 3 and 50 hit points. When a magical 
  plant is destroyed, any fruit (or similar consumables) it has 
  produced remain active for 1 week before rotting. A character 
  that succeeds at a DC 20 Knowledge (nature) check can 
  harvest one-tenth of the plant’s value in useful materials 
  from a destroyed magic plant.
  A magic plant can be uprooted and moved, but it dies 
  within a day unless it is magically treated with an effect such 
  as gentle repose or temporal stasis. Uprooting a magic plant 
  requires Strength sufficient to move it, 4 hours of work, and 
  a successful DC 20 Knowledge (nature) check. An average 
  magic tree weighs 500 pounds, while smaller plants, such as 
  bushes or vines, average 50 pounds.
  Table 7–3: Magic Plants
  Magic	Plant	
  Price
  Acidic lemon tree 
  12,000 gp
  Altitude fern 
  12,000 gp
  Fireapple tree 
  5,000 gp
  Fishweed 
  30,000 gp
  Goodberry bush 
  8,000 gp
  Grabbing vines 
  2,000 gp
  Helping hands vines 
  12,000 gp
  Palm of decadent feasts 
  9,600 gp
  Poison siphon tree 
  56,000 gp
  Portal oak 
  45,000 gp
  Restful birch  
  4,000 gp
  Salvation cactus 
  8,000 gp
  Sheltershrub 
  12,000 gp
  Tree of knowledge 
  3,000 gp
  Tree of woe 
  20,000 gp
  Waterwalk reeds 
  30,000 gp
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  FISHWEED
  PRICE	
  30,000 GP
  SLOT	none
  CL	5th
  WEIGHT	50 lbs.
  AURA	faint transmutation
  This green, leafy plant grows in areas of shallow water, such as 
  small lakes or coastal waters. The leaves can be chewed to grant 
  cold resistance 5 and allow the user to survive without air. One 
  leaf provides these benefits for up to 1 hour. 
  Fishweed yields up to four leaves per day. A patch of fishweed 
  has no more than 28 leaves at a time. Its growing season lasts 
  13 weeks during the summer.
  CULTIVATION	REQUIREMENTS
  COST	15,000 GP
  Cultivate Magic Plant, water breathing, cultivator must have 
  1 rank in Knowledge (nature)
  GOODBERRY BUSH
  PRICE	
  8,000 GP
  SLOT	none
  CL	1st
  WEIGHT	50 lbs.
  AURA	faint transmutation
  This vibrant red bush grows luscious, deep-
  red berries. These berries provide 
  nourishment and healing as if the 
  creature had consumed a berry 
  affected by goodberry (Core 
  Rulebook 
  291) 
  A 
  creature 
  can gain the effects of 
  goodberry up to eight 
  berries consumed per day. 
  A creature that eats more than this number must succeed at a DC 
  11 Fortitude save or become sickened for 10 minutes. 
  A goodberry bush produces up to six berries per day, and 
  it grows year round. A bush has no more than 50 berries at a 
  time. It is resilient enough to grow in most environments, even 
  occasionally found clinging to otherwise lifeless cliff faces.
  CULTIVATION	REQUIREMENTS
  COST	4,000 GP
  Cultivate Magic Plant, goodberry, cultivator must have 1 rank in 
  Knowledge (nature)
  GRABBING VINES
  PRICE	
  2,000 GP
  SLOT	none
  CL	5th
  WEIGHT	50 lbs.
  AURA	faint transmutation
  These thick green vines grow leaves sparingly. When fully mature, 
  they fill an area 20 feet square to a height of 5 feet. Any creature 
  moving through the area must attempt a DC 15 Strength check in 
  the first square they try to leave within the area. Failure means 
  that the creature cannot move any farther that round. Success 
  allows a creature to move as if in difficult terrain, while success 
  by 5 or more allows a creature to move normally.
  Grabbing vines have a 13-week growing season, though the 
  season depends on when the vines were first cultivated; the 
  grabbing vines return for 13 weeks during the same season 
  each year.
  CULTIVATION	REQUIREMENTS
  COST	1,000 GP
  Cultivate Magic Plant, entangle, cultivator must have 1 rank in 
  Knowledge (nature)
  ACIDIC LEMON TREE 
  PRICE	
   12,000 GP
  SLOT	none
  CL	3rd
  WEIGHT	500 lbs.
  AURA	faint conjuration
  This tree grows oblong, yellow fruit that feel overripe to the 
  touch. Each fruit is about the size of cantaloupe and can be 
  thrown with a range increment of 20 feet. A target hit with a 
  touch attack takes 2d6 points of acid damage, plus an additional 
  2d6 points of acid damage on the following round.
  An acidic lemon tree produces one fruit each day of its 
  growing season, which is 13 weeks each spring. The tree has no 
  more than seven fruit available at a time. 
  CULTIVATION	REQUIREMENTS
  COST	6,000 GP
  Cultivate Magic Plant, acid arrow, cultivator must have 1 rank in 
  Knowledge (nature)
  ALTITUDE FERN
  PRICE	
  12,000 GP
  SLOT	none
  CL	6th
  WEIGHT	50 lbs.
  AURA	moderate abjuration
  This evergreen has soft green 
  leaves and sprouts fronds 
  laden with unusual sky-blue 
  berries. When ingested, 
  these waxy berries grant 
  the imbiber immunity 
  to all effects caused 
  by high altitude. They 
  do not grant immunity to 
  damage from extreme temperatures, nor do they grant the 
  ability to survive without air. The effects of a berry last for 
  1 day.
  An altitude fern produces up to six berries a day, and it bears 
  no more than 50 berries at a time. The bush has one 13-week 
  growing season per year, producing berries in the fall.
  CULTIVATION	REQUIREMENTS
  COST	6,000 GP
  Cultivate Magic Plant, endure elements, cultivator must have 3 
  ranks in Knowledge (nature)
  FIREAPPLE TREE
  PRICE	
  5,000 GP
  SLOT	none
  CL	5th
  WEIGHT	500 lbs.
  AURA	faint evocation
  This large deciduous tree has reddish-brown bark and bright 
  yellow leaves. It grows misshapen red apples that are warm 
  to the touch. Once harvested, an apple can be thrown like a 
  bomb, bursting in a spray of scalding liquid. Treat this as a splash 
  weapon that deals 5d6 points of fire damage to a target directly 
  hit and half that amount to creatures within 10 feet (Reflex DC 
  14 negates). 
  A fireapple tree produces one apple each week of its growing 
  season, which is 13 weeks each summer. A tree has no more 
  than three viable fruit at a time. 
  CULTIVATION	REQUIREMENTS
  COST	2,500 GP
  Cultivate Magic Plant, fireball, cultivator must have 1 rank in 
  Knowledge (nature)
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  HELPING HANDS VINE
  PRICE	
  12,000 GP
  SLOT	none
  CL	5th
  WEIGHT	50 lbs.
  AURA	faint transmutation
  These fleshy, yellow vines bear leaves that resemble hands. The 
  vines always grow on vertical surfaces when available, creeping 
  up as they mature. A fully mature helping hands vine covers an 
  area 10 feet wide and up to 60 feet tall. Any creature attempting 
  to scale a surface covered by the vines gains a +5 circumstance 
  bonus on Climb checks. In addition, if the character would fall, 
  the vines grant a +2 circumstance bonus on Reflex saves as the 
  handlike leaves endeavor to catch the character.
  A helping hands vine has two 13-week growing seasons in 
  the summer and fall, withering away to nothing once winter hits 
  only to regrow in the summer of the following year.
  CULTIVATION	REQUIREMENTS
  COST	6,000 GP
  Cultivate Magic Plant, feather fall, spider climb, cultivator must 
  have 1 rank in Knowledge (nature)
  PALM OF DECADENT FEASTS
  PRICE	
  9,600 GP
  SLOT	none
  CL	11th
  WEIGHT	500 lbs.
  AURA	strong conjuration
  This tall tree has no branches but sprouts expansive leaves at 
  the top. Its large, spiny fruit can be split to provide a meal for 
  four that emulates heroes’ feast. If a single creature consumes 
  the entire fruit, it gains the benefits of heroes’ feast for a full 
  24 hours and heals twice as many hit points of damage.
  A palm of decadent feasts provides only a single fruit per 
  year, which ripens on the summer solstice. 
  CULTIVATION	REQUIREMENTS
  COST	4,800 GP
  Cultivate Magic Plant, heroes’ feast, cultivator must have 6 ranks 
  in Knowledge (nature)
  POISON SIPHON TREE
  PRICE	
  56,000 GP
  SLOT	none
  CL	7th
  WEIGHT	500 lbs.
  AURA	moderate conjuration
  This large tree has flat, spongy leaves, each about the size of a 
  human’s hand. When a leaf is placed on the chest of a creature 
  suffering from a poison effect, it slowly draws the poison out 
  over the course of the next minute. While the leaf is pressed to 
  a victim, the creature does not need to attempt ongoing saves 
  against the poison currently affecting it. After 1 minute, the 
  creature is affected by a neutralize poison effect (CL 7th). 
  A poison siphon tree yields one leaf per day of its two growing 
  seasons, which run for 13 weeks each in the spring and fall. It 
  has no more than six leaves at a time. 
  CULTIVATION	REQUIREMENTS
  COST	28,000 GP
  Cultivate Magic Plant, neutralize poison, cultivator must have 3 ranks 
  in Knowledge (nature)
  PORTAL OAK
  PRICE	
  45,000 GP
  SLOT	none
  CL	9th
  WEIGHT	500 lbs.
  AURA	moderate conjuration
  These large oak trees are always grown in a pair. With a 
  command word, a creature can enter one portal oak and exit 
  from the other. A character can determine the command word 
  with a successful DC 20 Knowledge (nature) check. The two 
  trees must be grown within 1 mile of each other.
  Portal oaks produce no fruit or other products tied to their 
  effect and are constantly active.
  CULTIVATION	REQUIREMENTS
  COST	22,500 GP
  Cultivate Magic Plant, tree stride, cultivator must have 3 ranks in 
  Knowledge (nature)
  RESTFUL BIRCH
  PRICE	
  4,000 GP
  SLOT	none
  CL	5th
  WEIGHT	500 lbs.
  AURA	faint conjuration
  This tree’s papery bark flakes off in strips. When a creature 
  consumes a piece of the bark, it reduces the amount of sleep 
  it needs that night by 2 hours (to a minimum of 6 hours). If the 
  creature consumes additional pieces of bark, it is sickened for 8 
  hours and gains no additional benefit. 
  The bark’s potency is increased if it’s brewed into a tea. A 
  piece of bark brewed into a tea reduces the amount of sleep 
  the imbiber needs by 4 hours (to a minimum of 4 hours). The 
  tea of the restful birch is considerably safer than consuming 
  the bark raw—multiple doses grant no additional benefit but 
  also cause no penalties.
  A restful birch can have enough bark safely removed each 
  day for up to four creatures to eat or drink. For each additional 
  piece of bark removed after the fourth, there is a cumulative 5% 
  chance that the tree dies, falling and rotting away within the 
  next 24 hours. Restful birches grow year round. 
  CULTIVATION	REQUIREMENTS
  COST	2,000 GP
  Cultivate Magic Plant, sleep, cultivator must have 1 rank in 
  Knowledge (nature)
  SALVATION CACTUS
  PRICE	
  8,000 GP
  SLOT	none
  CL	3rd
  WEIGHT	50 lbs.
  AURA	faint conjuration
  This green cactus grows in even the most 
  arid environments, and it has a number of 
  medicinal qualities. Its flowers can be 
  mashed into a paste and spread over a 
  creature’s skin to grant fire resistance 3 
  for 1 hour. This paste can also be spread 
  on the skin of a creature that has taken 
  lethal fire damage within the last 
  minute to restore 1d8+1 hit points. 
  The fluids of the cactus can be 
  consumed to remove negative effects 
  caused by extreme heat, including 
  exhaustion, fatigue, and nonlethal damage. This does not heal 
  any lethal damage a creature has taken from extreme heat.
  A salvation cactus generates one flower per week of its 
  growing period and replenishes 1 dose of its fluid per day. It 
  holds 4 doses of fluid and up to four flowers at a time. If all 
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  4 doses of fluid are consumed without allowing the cactus to 
  replenish any, the cactus dies. A salvation cactus has a growing 
  season of 13 weeks in the summer.
  CULTIVATION	REQUIREMENTS
  COST	4,000 GP
  Cultivate Magic Plant, cure light wounds, lesser restoration, 
  cultivator must have 1 rank in Knowledge (nature)
  SHELTERSHRUB
  PRICE	
  12,000 GP
  SLOT	none
  CL	1st
  WEIGHT	50 lbs.
  AURA	faint abjuration
  This leafy red or blue shrub grows to a height of 6 feet. It grows 
  small, blue, overly sweet berries. The berries provide an effect 
  identical to endure elements when consumed. If a berry is 
  consumed before the effect of a previously consumed berry has 
  worn off, it has no effect. 
  A sheltershrub produces six berries per day during its two 
  growing seasons, which are 13 weeks each in the summer and 
  winter. A shrub has no more than 50 berries at a time. 
  CULTIVATION	REQUIREMENTS
  COST	6,000 GP
  Cultivate Magic Plant, endure elements, cultivator must have 1 
  rank in Knowledge (nature)
  TREE OF KNOWLEDGE
  PRICE	
  3,000 GP
  SLOT	none
  CL	3rd
  WEIGHT	500 lbs.
  AURA	faint divination
  This large tree bears both vibrant red and dull yellow apples. 
  The imbiber of a red apple gains a +5 insight bonus on her next 
  Knowledge check. Consuming a yellow apple grants a single 
  use of augury. The effects of an apple wear off after 24 hours, 
  whether or not its abilities have been used.
  A tree of knowledge produces one red apple per day and one 
  yellow apple per week during its growing season, which lasts for 
  13 weeks in the spring. The tree has no more than seven red 
  apples and one yellow apple at any given time.
  CULTIVATION	REQUIREMENTS
  COST	1,500 GP
  Cultivate Magic Plant, augury, cultivator must have 1 rank in 
  Knowledge (nature)
  TREE OF WOE
  PRICE	
  20,000 GP
  SLOT	none
  CL	11th
  WEIGHT	500 lbs.
  AURA	strong enchantment
  This massive tree bears no leaves, and its branches are twisted 
  and vile. A creature tied to the tree becomes more susceptible 
  to influence, taking a –4 penalty on Will saves, Sense Motive 
  checks, and opposed Charisma checks. In addition, once per day, 
  a character can attempt a DC 20 Knowledge (nature) check to 
  force a creature tied to the tree to tell the truth, as if the target 
  had failed a save within a zone of truth. 
  A tree of woe is potent year round, but it can have a new 
  creature lashed to it only once per month. 
  CULTIVATION	REQUIREMENTS
  COST	10,000 GP
  Cultivate Magic Plant, charm monster, zone of truth, cultivator 
  must have 6 ranks in Knowledge (nature)
  WATERWALK REEDS 
  PRICE	
  30,000 GP
  SLOT	none
  CL	5th
  WEIGHT	50 lbs.
  AURA	faint transmutation
  These thin reeds are topped with fluffy, edible seedpods that 
  grant a creature a puffy appearance and the ability to walk on 
  water. This effect lasts for 1 hour. The reeds occupy a 20-square-
  foot area, maturing seemingly at random.
  Waterwalk reeds produce one pod every day during its two 
  13-week growing seasons in the summer and fall; there are usually 
  12 pods available at a time. The pods remain potent for 2 weeks.
  CULTIVATION	REQUIREMENTS
  COST	15,000 GP
  Cultivate Magic Plant, water walk, cultivator must have 1 rank 
  in Knowledge (nature)
  WONDROUS ITEMS
  Wondrous items are diverse. Some must be worn in a 
  specific magic item slot in order to work, while others must 
  merely be wielded or utilized. The term “wondrous items” 
  is a catchall category for anything that doesn’t fall into any 
  other groups such as weapons, staves, and so on. Anyone can 
  use a wondrous item, unless the item specifies otherwise in 
  its description.
  There are two main categories of wondrous items: slotted 
  and slotless. Slotted items take up a magic item slot, and 
  those who want to benefit from such items must wear that 
  item in the correct slot. Slotless items are often use-activated 
  or triggered by a command word. 
  Table 7–4: Wondrous Items
  Lesser	Medium	Wondrous	Items	
  Price
  Belt of spirit vines 
  15,000 gp
  Bestial rags 
  8,000 gp
  Coat of mist 
  8,400 gp
  Greensurge bomb 
  750 gp
  Guiding scarab  
  13,000 gp
  Rootsense boots 
  9,000 gp
  BELT OF SPIRIT VINES
  PRICE	
  15,000 GP
  SLOT	belt
  CL	5th
  WEIGHT	2 lbs.
  AURA	faint transmutation
  This belt is constructed from woven vines. Its wearer can touch a 
  willing creature and cause a ghostly vine to grow from the belt, 
  connecting the wearer to the target creature. While connected 
  to another creature, when the wearer casts a druid, ranger, 
  shaman, or witch spell with a range of touch on herself, both 
  the wearer and the connected creature gain the benefits of the 
  spell for half the spell’s duration (rounded down); this has no 
  effect on instantaneous or permanent spells. The spell’s effects 
  on the connected creature end if the vine’s range is exceeded.
  The vine can grow up to a length of 30 feet, and it vanishes 
  if the wearer or connected creature moves beyond its maximum 
  range. The vine can remain connected indefinitely, but the 
  connection is broken if the wearer dismisses it or connects the 
  vine to another creature.
  250
  250
  
  CHAPTER 7
  GEAR AND MAGIC ITEMS
  CONSTRUCTION	REQUIREMENTS
  COST	7,500 GP
  Craft Wondrous Item, plant growth
  BESTIAL RAGS
  PRICE	
  8,000 GP
  SLOT	body
  CL	10th
  WEIGHT	2 lbs.
  AURA	moderate transmutation
  These tattered and ragged garments 
  extend the duration of a shifter’s 
  bestial transformations, allowing her 
  to shift into her aspects’ minor forms 
  for 5 additional minutes per day. 
  Each set of bestial rags is also tied to 
  a specific aspect, typically being made of 
  the hide of that creature and embossed 
  with crude pictograms of it, allowing a 
  shifter to assume that aspect’s minor 
  and major form, as appropriate for her 
  level. If the shifter already has the ability to 
  shift into that form, that aspect’s major form 
  functions as if she were 2 levels higher. 
  CONSTRUCTION	REQUIREMENTS
  COST	4,000 GP
  Craft Wondrous Item, beast shape II
  COAT OF MIST
  PRICE	
  8,400 GP
  SLOT	chest
  CL	5th
  WEIGHT	3 lbs.
  AURA	faint transmutation
  This 
  gossamer 
  jacket 
  of 
  gray-and-white  
  silk allows the wearer to blend into mist 
  and become almost invisible. She gains 
  a +5 bonus on Stealth checks in areas of 
  fog, mist, smoke, or even heavy spray 
  (such as from a waterfall or crashing 
  surf). As a standard action, the 
  wearer can gain total concealment 
  in such conditions, regardless of the 
  distance between her and observers. 
  Attacking does not end this total 
  concealment, though the wearer must remain 
  within or adjacent to the misty area to retain 
  total concealment. The wearer can use the total 
  concealment ability for a total of 5 rounds per day; these rounds 
  need not be continuous. 
  Once per day, the wearer of a coat of mist can turn into mist, 
  as per gaseous form, for up to 5 rounds.
  CONSTRUCTION	REQUIREMENTS
  COST	4,200 GP
  Craft Wondrous Item, gaseous form, obscuring mist
  GREENSURGE BOMB
  PRICE	
  750 GP
  SLOT	none
  CL	5th
  WEIGHT	1 lb.
  AURA	faint transmutation
  A greensurge bomb is a small, magically and alchemically 
  treated plant bulb with a root growth that forms a handle. 
  The bomb can be thrown like a splash weapon with a range 
  increment of 10 feet. When the bomb strikes the ground, 
  it bursts open, scattering weeds in a 10-foot radius. At the 
  beginning of the thrower’s next turn, the weeds rapidly grow 
  into thick undergrowth, creating an area of difficult terrain. 
  The weeds flourish regardless of the surrounding natural 
  terrain (even in urban settings or on hard rock floors) but don’t 
  grow on damaging surfaces, such as pools of lava or acid. The 
  new vegetation lasts for 5 minutes before it turns brown and 
  crumbles to dust.
  CONSTRUCTION	REQUIREMENTS
  COST	375 GP
  Craft Wondrous Item, plant growth
  GUIDING SCARAB
  PRICE	
  13,000 GP
  SLOT	neck
  CL	12th
  WEIGHT	—
  AURA	strong divination
  This golden scarab beetle is a boon to wilderness travelers 
  and those seeking long-lost places. The wearer gains a 
  +5 competence bonus on Knowledge (geography) checks and on 
  Survival checks to avoid getting lost, and she can always correctly 
  read the labels and legend of any map she examines, as well 
  as signposts and similar way markers, as if using comprehend 
  languages. Once per week, the wearer can concentrate for 
  10 minutes to gain insight about her overland travels to come 
  within the next week, as if casting divination. 
  As a full-round action, the wearer can visualize or name a 
  specific location and release the guiding scarab to fly ahead 
  of her like a glowing golden beacon, showing its owner the 
  direction to the destination as if she had cast find the path. 
  While following the guiding scarab, its owner (and any mount 
  she rides) and up to four other allies she designates when 
  releasing the scarab gain the benefits of tireless pursuitAPG. 
  When the find the path effect ends, the guiding scarab 
  crumbles to dust. 
  CONSTRUCTION	REQUIREMENTS
  COST	6,500 GP
  Craft Wondrous Item, creator must have 5 ranks in Knowledge 
  (geography), find the path, know direction, tireless pursuersAPG
  ROOTSENSE BOOTS 
  PRICE	
  9,000 GP
  SLOT	feet
  CL	5th
  WEIGHT	1 lb.
  AURA	faint transmutation
  Twigs sprout from these tall brown boots. On command, while 
  the wearer is on the ground, ghostly roots grow from the boots’ 
  soles into the ground, granting their wearer tremorsense 30 feet 
  for as long the wearer remains on the ground in the same space.
  While the roots are active, the boots provide two additional 
  benefits. When the wearer is the target of a bull rush or trip 
  attempt, living roots momentarily sprout from the boots into 
  the earth, granting the wearer a +4 bonus to CMD to resist 
  the attempt. The wearer also benefits from the flexibility of 
  a living willow branch, gaining a +4 circumstance bonus on 
  combat maneuver or Escape Artist checks to escape a grapple 
  or slip bonds.
  CONSTRUCTION	REQUIREMENTS
  COST	4,500 GP
  Craft Wondrous Item, entangle 
  251
  251
  
  252
  252
  UlTImaTe wIlderNess
  UlTImaTe wIlderNess
  UlTImaTe wIlderNess
  aberrant companion  
  186
  (animal companion)
  adventuring gear 
  242–245
  aerie protector (druid) 
  47
  alchemical tools 
  245–246
  alchemist formulae list 
  222
  alchemist wilderness-themed discoveries 34
  ambassador (familiar) 
  210
  ambusher (animal companion) 
  186
  animal companion archetypes 
  186–189
  animal companion feats 
  217–219
  animal companion tricks 
  214–217
  animal companions 
  178–182
  animal exemplar (familiar) 
  210
  animal magic item slots 
  176–177
  antipaladin spell list 
  222
  aromaphile (mesmerist) 
  17
  arrow champion (swashbuckler) 
  95–96
  augmented companion  
  186–187
  (animal companion)
  auspice (animal companion) 
  187
  avalancher (slayer) 
  86
  avenging beast (vigilante) 
  96
  bacchanal (skald) 
  84
  barbarian rage powers 
  36–37
  bard spell list 
  222
  blighted defiler (kineticist) 
  62–63
  blighted myrmidon (antipaladin) 
  91
  bloodrager spell list 
  222–223
  boaster (skald) 
  84–85
  bodyguard (animal companion) 
  187
  brutish swamper (barbarian) 
  37
  bully (animal companion) 
  187
  cartographer (investigator) 
  56
  cave dweller (barbarian) 
  37–38
  chameleon adept (hunter) 
  52
  cleric spell list 
  223
  commando (gunslinger) 
  91–92
  crafting antivenom 
  143
  cultivator (bard) 
  40–41
  daredevil (animal companion) 
  187
  deathtouched companion  
  187–188
  (animal companion)
  desert raider (rogue) 
  76
  dinosaur druid (druid) 
  47
  disaster blessings (warpriest blessings) 97
   
  earthquake blessing 
  97
  flood blessing 
  97
  tornado blessing 
  97
   
  wildfire blessing 
  97
  discovery and exploration 
  124–127
  creating a territory 
  126–127
  example territory 
  127
  draconic companion  
  188
  (animal companion)
  druid domains 
  46
  Erosion domain 
  46
  Vermin domain 
  46
  druid spell list 
  223
  dune rider (slayer) 
  86–87
  egotist (familiar) 
  210
  elementalist oracle (oracle) 
  68
  elementalist shifter (shifter) 
  78–80
  aspects 
  79–80
  emissary (familiar) 
  210
  familiar archetypes 
  210–213
  familiars 
  190–209
  unusual familiars 
  190
  variant familiars 
  190
  feats 
  100–121
  feral champion (warpriest) 
  97
  feral striker (brawler) 
  42
  ferocity (psychic discipline) 
  92–93
  fey courtier (bard) 
  11
  fey prankster (rogue) 
  11
  feytouched companion  
  188
  (animal companion)
  fiendflesh shifter (shifter) 
  80–81
  figment (familiar) 
  211
  filidh (bard) 
  40
  First World 
  128–133
  echoes of the First World 
  132–133
  Eldest 
  130
  First World hazards 
  130–132
  phantom ring 
  130–131
  pixie pollen 
  131–132
  weeping waste 
  132
  First World planar traits 
  130
  flamewarden (ranger) 
  72
  flood walker (witch) 
  89
  foraging and salvaging 
  134–135
  forest preserver (paladin) 
  70
  forester (hunter) 
  52–53
  gathlains 
  9–14
  alternate racial traits 
  10
  favored class options 
  10
  archetypes 
  11–12
  fey courtier (bard) 
  11
  fey prankster (rogue) 
  12
  season sage (druid) 
  11–12
  equipment 
  12–13
  feats 
  13
  magic items 
  13–14
  racial traits 
  10
  spells 
  14
  geomancer (occultist) 
  66
  ghorans 
  15–19
  alternate racial traits 
  16
  favored class options 
  16–17
  archetypes and class options 
  17–19
  aromaphile (mesmerist) 
  17–18
  leafshifter (shifter) 
  18
  verdant (bloodrager bloodline) 18–19
  ghoran feats 
  19
  ghoran magic item 
  19
  ghoran racial traits 
  17
  ghoran spell 
  19
  Green Faith 
  136–141
  archetypes 
  141
  Green Faith initiate (druid) 
  141
  Green Faith marshal (inquisitor) 141
  green knight (cavalier) 
  44–45
  guerrilla (slayer) 
  87
  harvesting poisons 
  142–143
  hazards and disasters 
  146–151
   
  brambles 
  146
  earthquake 
  146–147
  elemental influx 
  147–148
   
  fording a river 
  148–149
  geothermal spring 
  149
  reflective snow 
  149–150
  spellgorging plants 
  150
  thin ice 
  150
  vampire orchids 
  150
  volcano 
  150–151
  herb witch (witch) 
  89–90
  herbalism 
  152–155
  herbalist (alchemist) 
  22
  horticulturist (alchemist) 
  35
  hunt caller (skald) 
  85
  hunting paladin (paladin) 
  70–71
  ice chemist (alchemist) 
  35
  infiltrator (familiar) 
  211
  inquisitor spell list 
  224
  kineticist wild talents 
  58–62
  leafshifter (shifter) 
  18–19
  leshy caller (summoner) 
  94–95
  leshy warden (druid) 
  47–48
  leshykineticist (kineticist) 
  23
  living avalanche (brawler) 
  42
  magic items 
  246–251
  magic plants 
  247–250
  shield special abilities 
  246
  weapon special abilities 
  246–247
  wondrous items 
  250–251
  magus spell list 
  224
  mascot (familiar) 
  211
  mauler (familiar) 
  212
  medium spell list 
  224
  menhir guardian (monk) 
  64
  mesmerist spell list 
  224
  natural philosopher (investigator) 
  56–57
  naturalist (occultist) 
  66–67
  nature rituals 
  238–239
  nature-bonded magus (magus) 
  92
  occult historian (occultist) 
  67
  occultist spell list 
  224
  oozemorph (shifter) 
  81–82 
  order of the Green (cavalier order) 
  44
  pack hunter (barbarian) 
  38
  paladin spell list 
  224–225
  patient ambusher (hunter) 
  53
  pilferer (familiar) 
  212
  plant characters 
  8
  plant companions 
  182–184
  plant eidolon subtype 
  95
  plant master (hunter) 
  53–55
  plant speaker (bard) 
  22–23
  poisons 
  143–145
  prankster (familiar) 
  212
  precocious companion  
  188
  (animal companion)
  protector (familiar) 
  212
  psychic spell list 
  225
  racer (animal companion) 
  188
  rageshaper (shifter) 
  82–83
  raging cannibal (barbarian) 
  38
  ranger spell list 
  225
  river druid (druid) 
  48
  river rat (rogue) 
  76–77
  river soul (oracle) 
  68–69
  road keeper (druid) 
  48–49
  rot warden (druid) 
  49
  sage (familiar) 
  213
  saurian champion (cavalier) 
  45
  scarab stalker (hunter) 
  55
  season sage (druid) 
  12
  season witch (witch) 
  90
  shaman spell list 
  225–226
  sharptooth (barbarian) 
  39
  shifter 
  26–31
  aspects 
  28–31
  class features 
  26–28
  class skills 
  26
  INDEX
  
  253
  253
  INDEX
  favored class options 
  31
  skirmisher (fighter) 
  50
  slayer talents 
  86
  sly saboteur (rogue) 
  77
  sylvan trickster (rogue) 
  77
  sorcerer spell list 
  226
  soulbound familiar (familiar) 
  213
  spell lists 
  222–227
  spells 
  227–237
  spells of the wild 
  156–161
  low-level play 
  156–159
  mid-level play 
  159–161
  high-level play 
  161
  spiritualist spell list 
  226
  star watcher (investigator) 
  57
  stormwalker (ranger) 
  72
  summit sentinel (ranger) 
  72–73
  summoner spell list 
  226–227
  symbiosis (psychic discipline) 
  93
  terrakineticist (kineticist) 
  63
  thundercaller (bard) 
  41
  tidal hunter (ranger) 
  73
  totem guide (animal companion) 
  189
  toxic herbalist (ranger) 
  74
  tracker (animal companion) 
  189
  tree soul (oracle) 
  69
  treestrider (hunter) 
  55
  tribal fighter (fighter) 
  50–51
  tribal weapon group 
  51
  trophies and treasures 
  162–164
   
  harvesting trophies 
  162–163
  magical affinities of trophies 
  163–164
  selling trophies 
  163
  turfer (brawler) 
  42
  valet (familiar) 
  213
  venomfist (brawler) 
  43
  verdant (bloodrager bloodline) 
  18
  verdant companion  
  189
  (animal companion)
  verdant grappler (brawler) 
  43
  verdant shifter (shifter) 
  83
  vermin companions 
  184–185
  viking (fighter) 
  51
  vine leshys 
  20–25
  alternate racial traits 
  21
  favored class options 
  21–22
  growing a vine leshy 
  22
  archetypes and class features 
  22–24
  herbalist (alchemist) 
  22
  Leshy subdomain 
  23
  leshykineticist (kineticist) 
  23
  photokinetic infusion 
  24
  plant speaker (bard) 
  22–23
  equipment 
  24
  feats 
  24–25
  magic items 
  25 
  racial traits 
  21
  spells 
  25
  wasteland meditant (monk) 
  64–65
  water dancer (monk) 
  65
  weather 
  165–171
  climate 
  165–166
  cloud cover 
  171
  elevation 
  166
  precipitation 
  167–169
  seasons 
  166
  severe events 
  171
  temperature variations 
  166–167
  weather events 
  169–170
  weretouched (shifter) 
  83
  wild soul (ranger) 
  75
  wildborn (barbarian) 
  39
  wilderness explorer (ranger) 
  74
  wilderness traps 
  172–173
  wilderness warden (paladin) 
  71
  wildstrider (swashbuckler) 
  96
  witch hexes 
  88
  witch patrons 
  88–89
  witch spell list 
  227
  wizard spell list 
  226
  wood (kineticist element) 
  58
  wood (shaman spirit) 
  93–94
  woodland sniper (slayer) 
  87
  wrecker (animal companion) 
  189
  OPEN GAME LICENSE Version 1.0a
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  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan 
  Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson.
  Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Inc.; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Animal Lord, Cat Lord from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Atomie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Axe Beak from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Dragon, Faerie from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, based on 
  original material by Brian Jaeger and Gary Gygax.
  Hippocampus from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Authors: Scott Greene and Erica 
  Balsley, based on original material by Gary Gygax.
  Kelpie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Lawrence Schick.
  Korred from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Leprechaun from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Ian Livingstone and Mark Barnes.
  Nereid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based on original 
  material by Gary Gygax.
  Slime Mold from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene.
  Pathfinder Roleplaying Game Ultimate Wilderness © 2017, Paizo Inc.; Authors: 
  Alexander Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, Steven 
  T. Helt, Thurston Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason 
  Nelson, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, Mark 
  Seifter, Jeffery Swank, and Linda Zayas-Palmer.
  
  Book of the Damned
  Book of the Damned
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  Paizo Inc.; Pathﬁ nder Roleplaying Game is a trademark of Paizo Inc. © 2017, Paizo Inc.
  paizo.com/pathﬁ nder
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  Available Now!
  Don’t face the darkness alone! Join the ranks of incredible adventuring societies and unlock their secrets with the Adventurer’s 
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  Printed in China. PZO1140
  W
  ild, untamed lands hold a wealth of mystery and danger, providing the 
  perfect backdrop for heroic adventure. Whether adventurers are climbing 
  mountains in search of a dragon’s lair, carving their way through the 
  jungle, or seeking a long-lost holy city covered by desert sands, Pathfinder RPG 
  Ultimate Wilderness gives them the tools to survive the wilds. A new 20-level base class, 
  the shifter, puts animalistic powers into the hands—or claws—of player characters and 
  villains alike, with new class features derived from animalistic attributes. Overviews 
  of druidic sects and rituals, as well as new archetypes, character options, spells, and 
  more, round out the latest contribution to the Pathfinder RPG rules! 
  Pathfinder RPG Ultimate Wilderness is an invaluable hardcover companion to the 
  Pathfinder RPG Core Rulebook. This imaginative tabletop game builds 
  upon more than 10 years of system development and an open playtest 
  featuring more than 50,000 gamers to create a cutting-edge RPG 
  experience that brings the all-time best-selling set of fantasy rules into a new era. 
  Pathfinder RPG Ultimate Wilderness includes:
  ► The shifter, a new character class that harnesses untamed forces to change shape and
  bring a heightened level of savagery to the battlefield!
  ► Archetypes for alchemists, barbarians, bards, druids, hunters, investigators, kineticists,
  paladins, rangers, rogues, slayers, witches, and more!
  ► Feats and magic items for characters of all sorts granting mastery over the perils of 
  nature and enabling them to harvest natural power by cultivating magical plants. 
  ► Dozens of spells to channel, protect, or thwart the powers of natural environs.
  ► New and expanded rules to push your animal companions, familiars, and mounts 
  to wild new heights.
  ► A section on the First World with advice, spells, and other features to integrate the 
  fey realm into your campaign.
  ► Systems for exploring new lands and challenging characters with natural hazards 
  and strange terrain both mundane and feytouched.
  ► AND MUCH, MUCH MORE!
  Answer the Call
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Core Rules/Ultimate Wilderness.pdf