TEXT:  
   
  
   
   
  Rite Publishing Presents: 
   
  Martial Arts 
  Guidebook 
   
  Immortal Weapons (Authors): Timothy Wallace, 
  Matthew Stinson, William Senn, and Ben McFarland. 
  Full-Contact Magicians (Additional Design):  
  Mike Wice and Aaron Phelps  
  Xuan Wu (Developer & Editor):  
  Ben McFarland 
  Weapon of the Gods (Front Cover):  
  Juan Diego Dianderes 
  Supernatural Martial Artists  
  (Interior Artists): Juan Diego Dianderes, Jan Pospíšil, Alonso 
  Martinez Monteiro and Eric Quigley (back cover),  
  Chiun (Layout and Publisher): Steven D. Russell 
   
  Dedication To our Indiegogo backers, who stuck with us 
  through it all.    
   
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc. See http://paizo.com/pathfinderRPG for more information on 
  the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product. 
   
  Martial Arts Guidebook Copyright © 2015 Steven D. Russell, Open Gaming License Copyright © 2007 Wizards of the Coast. All rights reserved, Pathfinder is a registered 
  trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compatibility license.  
  
   
  1 
   
  Introduction 
   
  Wizards 
  join 
  secret 
  societies 
  and 
  mysterious 
  brotherhoods. Priests belong to religious orders and 
  sects. Bards form troupes and movements. Rogues half-
  heartedly swear to guilds and crime bosses. Warriors, 
  though, are often left wanting when it comes to social 
  organizations within the campaign. 
   
  Certainly, characters have the option of joining the local 
  Watch, or the regional military, potentially enlisting with 
  one of the auxiliary units for another class' group. 
  However, in all of these cases, characters who sling steel 
  and spill blood for a living are left in the command 
  structure of non-player characters or shadowy cabals. 
  Most of the time, they're forced into a company where, 
  realistically, there should be nearly no room for personal 
  freedom over the goals of the greater whole, and 
  truthfully, no liberty to go on adventure. This leaves little 
  available for the character who wants the connection to a 
  group of like-minded individuals, but isn't seeking the 
  ladder of a hierarchy to climb.  
   
  This book is for those characters. It's for the characters 
  who pulled themselves out of the gutter through the 
  instruction of a skilled and dedicated teacher. It's for the 
  characters who found meaning in their lives through the  
  perfection of a martial art. It's for the characters who 
  discovered camaraderie in the company of people with a 
  similar devotion to the art of war, but didn't need to travel 
  to distant places and kill the inhabitants to manage the 
  task. 
   
  Similar to the old Bloodmoon School from Flying 
  Buffalo's venerable Citybook line, this text hopes to offer 
  you a half-dozen options for the martial characters in 
  your campaign-- from the monks, to the magi, to fighters, 
  to the cavaliers, to the gunslingers and more. These 
  academies give opportunities for social connections and 
  interactions unencumbered by rank. They present a 
  ready location for rivals, story seeds, and boons, while 
  making it easy to connect a character to the town or 
  region. Instructors from distant lands provide a 
  straightforward method for integrating feats or exotic 
  weapons. So give the warrior in your group what he might 
  never have realized he was missing; give a deeper 
  investment in your campaign world, give the character a 
  community of peers. 
   
  How to Use This Book 
   
  These six schools are meant to be easily incorporated into 
  any existing setting with a modicum of integration.  
   
   
  Wushin Mountain and the Temple of 
  the Five Spirits 
   
  While each offers an established history, this origin might 
  be a complete fable, a clever tale with a kernel of fact 
  offered to attract pupils, or it might be the truth. This 
  book also lends itself to a campaign that takes place at 
  these combat schools. While PCs attend these schools, 
  Martial Techniques may be handed out by the GM using 
  different methods, such as boons, bonus feats, or through 
  using a prestige mechanic.  
   
  The first part of this book explores the eastern martial 
  arts, which is what most people think of when 
  considering the study of combat techniques. The second 
  half focuses on the martial arts of the west which are as 
  defined and well-practiced as those of the east, but 
  perhaps less popularized in film or television. In the 
  following pages, we explore a series of example schools 
  which can be used in nearly any campaign setting.  These 
  schools focus on the fighting skills of the classic fencer, 
  the gladiator, knights wielding two-handed great swords, 
  the elven art of using magic and swordplay as one, and 
  techniques of expert bow and musket marksmen. 
  
   
  2 
   
  These schools teach Martial Techniques, abilities both 
  mundane and extraordinary. There are multiple ways to 
  give your players access to these techniques: 
   
  • 
  The simplest method is through the Martial Training 
  feat or an alternate class option. With this method, a 
  character gains permanent access to a single 
  technique and may use it at any time. He must have 
  access to the techniques' school in some way, and 
  cannot simply pick from any and all schools without 
  GM approval. Also, a character can take the Steel 
  Discipline feat. This feat gives a pool of points which 
  can be used to activate techniques. Further, it 
  combines with classes such as the monk and 
  swashbuckler to expand their martial options 
  without needing a huge feat investment. 
   
  • 
  A second option exists by developing a relationship 
  with members of the school and choose to receive 
  training in a technique as a boon. This option is best 
  for players and GMs who prefer a heavily character-
  driven game, where PCs are motivated to become 
  friends and rivals with NPCs. 
   
  • 
  We've given options where characters might meet 
  the alternate prerequisites, have access to an 
  instructor of a specific technique, and may spend a 
  skill point to learn a technique. Characters should 
  not be able to learn more than one technique at a 
  time this way, and should be required to have access 
  to the technique's instructor. In this case, if a 
  technique requires points, then the character should 
  be considered to have a number of points per day 
  equal to ¼ of their character level, with a minimum 
  of 1 point. These points may be used for nothing but 
  the techniques the character has learned. This option 
  should not be used if one of the other options is used, 
  or techniques become too easily acquired. 
   
  Remember, while this book is about making combat more 
  interesting, it is also about providing social communities 
  to martial characters. Simply using techniques and 
  ignoring the schools does a disservice to the characters 
  involved.  
   
  Martial Training (Combat) 
  You have trained in the techniques of a martial school. 
  Prerequisites: BAB +1 
  Benefit: You learn and are able to use one martial 
  technique. You must meet the prerequisites of the 
  technique to learn it.  
  Special: You can gain this feat multiple times. Its effects 
  do not stack. Each time you take this feat, select a new 
  martial technique which you meet the prerequisites  
   
   
  Options and Access 
   
  As the GM, you might decide that allowing your players 
  to use these techniques an unlimited number of times per 
  day is too powerful. If so, we encourage you to only allow 
  characters with a point pool (i.e. arcane pool, grit, ki pool, 
  lay on hands, or touch of corruption class feature) to take 
  and use techniques. An optional point pool cost is 
  provided in the technique descriptions let you know how 
  many points from a point pool will be consumed when 
  they are implemented as a part of those class features. A 
  technique with an optional point cost of 0 is usable an 
  infinite number of times as long as the character has one 
  point in its point pool. 
   
  We've done some experimenting here, pushing the 
  boundaries of how martial characters work to provide 
  something beyond "I Power Attack," or "I Vital Strike." 
  Not all of these options may fit your playstyle. Feel free to 
  include or exclude specific techniques to suit your game. 
   
   
  for. You learn and are able to use that technique. A monk 
  may select this as a bonus feat beginning at 6th level.  
   
  Steel Discipline (Combat) 
  You have the mettle to use martial techniques with 
  limited training. 
  Benefit: You gain a pool of steel points which you can 
  use to perform martial techniques, and you learn one 
  technique for which you meet the prerequisites. You must 
  be instructed by a character who knows the technique for 
  a period determined by the GM. At the start of the day, 
  you gain 3 steel point plus a number of steel points equal 
  to your Intelligence modifier. You may use these steel 
  points to perform any martial technique by spending a 
  number of steel points equal to the technique’s cost. 
  Special: If you have levels in a class with grit points, 
  panache points, a ki pool, or other similar martial-based 
  point system, this feat instead gives you 2 extra points of 
  that class’s type and you also learn one martial technique 
  for which you meet the prerequisites. You may not take 
  this feat more than once. 
   
   
  Technique Descriptions 
   
  The following block is used to describe techniques in this 
  book: 
   
  Technique Name – The first line of every technique 
  gives the name by which it is generally known. 
  
   
  3 
   
  Flavor Text – The second line of every technique is a brief 
  description of what it does. 
  School (Applicable Weapons) – Beneath the flavor text 
  is a line giving the technique’s school (and what weapons 
  it can be implemented with). 
  Prerequisites – The minimum base attack bonus, feats, 
  and techniques (if any) needed to learn the technique. 
  Techniques which only require Steel Discipline may be 
  taken at the time that feat is chosen. 
  [Alternate Prerequisites] – Optional alternate 
  perquisites your GM may decide to use. These  
  requirements permit the technique to be used by 
  someone with the right combination of skills, feats, or 
  both who then spends a skill point to learn the technique. 
  Activation Time – The action (immediate, swift, 
  standard, or full-round) used to implement the 
  technique. 
  [Optional Point Cost] – The optional point pool cost 
  (see below) your GM may require you to expend to 
  implement the technique. 
  Effect – What the technique enables your character to 
  do. 
   
   
  New Classs Features –  
   
  ANTIPALADIN 
  New Cruelty: Any antipaladin who meets the 
  prerequisites can take the following new cruelty. An 
  antipaladin can take this cruelty more than once. 
   
  Divine Technique (Ex): You learn and are able to use one 
  martial technique. You must meet the prerequisites 
  of the technique to learn it. Using this ability 
  consumes a number of uses of your touch of 
  corruption ability equal to the technique’s optional 
  point cost*. 
   
  GUNSLINGER 
  New Deed: Any gunslinger who meets the prerequisites 
  can take the following new deed. An gunslinger can take 
  this deed more than once. 
   
  Grim Technique (Ex): You learn and are able to use one 
  martial technique. You must meet the prerequisites 
  of the technique to learn it. Using this ability 
  consumes an amount of grit ability equal to the 
  technique’s optional point cost*. 
   
   
  MAGUS 
  New Arcana: Any magus who meets the prerequisites 
  can take any following new arcana. A magus can take this 
  arcana more than once. 
   
  Arcane Technique (Ex): You learn and are able to use one 
  martial technique. You must meet the prerequisites 
  of the technique to learn it. Using this ability 
  consumes a number of arcane pool points equal to 
  the technique’s optional point cost*. 
   
  MONK (UNCHAINED OR QINGGONG) 
  New 4th-Level Ki Power: Any qinggong monk who 
  meets the prerequisites can take the following new ki 
  power. A qinggong monk can take this ki power more 
  than once. 
   
  Ki Technique (Ex): You learn and are able to use one 
  martial technique. You must meet the prerequisites 
  of the technique to learn it. Using this ability 
  consumes a number of ki pool points equal to the 
  technique’s optional point cost*. 
   
  NINJA 
  New Trick: Any ninja who meets the prerequisites can 
  take any following new trick. A ninja can take this trick 
  more than once. 
   
  Ki Technique (Ex): You learn and are able to use one 
  martial technique. You must meet the prerequisites 
  of the technique to learn it. Using this ability 
  consumes a number of ki pool points equal to the 
  technique’s optional point cost*. 
   
  PALADIN 
  New Mercy: Any paladin who meets the prerequisites 
  can take the following new mercy. A paladin can take this 
  mercy more than once. 
   
  Divine Technique (Ex): You learn and are able to use one 
  martial technique. You must meet the prerequisites 
  of the technique to learn it. Using this ability 
  consumes a number of uses of your lay on hands 
  ability equal to the technique’s optional point cost*. 
   
   
  New Favored Class 
  Options – 
   
  Antipaladin: The antipaladin gains 1/6 of a new martial 
  arts technique. Using this martial arts technique 
  consumes a number of uses of your touch of 
  corruption ability equal to the technique’s optional 
  point cost*. 
   
  Gunslinger: The gunslinger gains 1/6 of a new martial 
  arts technique. Using this martial arts technique 
  
   
  4 
   
  consumes an amount of grit equal to the technique’s 
  optional point cost*. 
   
  Magus: The magus gains 1/6 of a new martial arts 
  technique. Using this martial arts technique 
  consumes a number of arcane pool points equal to 
  the technique’s optional point cost*. 
   
  Monk: The monk gains 1/6 of a new martial arts 
  technique. Using this ability consumes a number of 
  ki pool points equal to the technique’s optional point 
  cost*. 
   
  Ninja: The ninja gains 1/6 of a new martial arts 
  technique. Using this ability consumes a number of 
  ki pool points equal to the technique’s optional point 
  cost*. 
   
  Paladin: The paladin gains 1/6 of a new martial arts 
  technique. Using this martial arts technique 
  consumes a number of uses of your lay on hands 
  ability equal to the technique’s optional point cost*. 
   
  *  A martial arts technique with an optional point cost of 
  0 points requires that you have at least 1 point/use of 
  the associated ability left to use it. 
   
   
   
  
   
  5 
   
   
   
  Part 1: The Eastern Arts 
   
  Wushin Mountain and 
  the Temple of the 
  Five Spirits 
   
  Symbol: Five moons behind the peak of Wushin 
  Mountain, a sunburst on the face of the mountain. 
   
  The Wushin Mountain is called a holy mountain, a 
  mountain of spiritual attraction, a mountain said to be 
  in the planar shadow of Nirvana. It’s the attraction 
  known as the “pulling of the mountain” which has 
  caused the rise of its many small communities along 
  the Jiang Chang River flowing from Wushin’s peaks. 
  Large groups of western pilgrims made their way to 
  Wushin on quests of inner peace and enlightenment, 
  most not even understanding why they undertook their 
  journey in the first place. Although most of these 
  settlements are segregated, all races of the east and 
  west are welcome between the communities.  
   
  Even before their arrival, many pilgrims wondered 
  what summoned them to the mountain. Various 
  proposed 
  theories 
  met 
  with 
  strong 
  emotions, 
  eventually leading to doctrine, then conflict and 
  splintering factions. Skirmishes occasionally broke out 
  between the different believers, especially when the 
  hubris of the humans was involved. For the most part, 
  the Wushin Mountain communities knew a tense 
  peace. 
   
  The arrival of the orcs shattered a fragile peace. The 
  Crowhorse Clan, said to eat raw meat from sacks about 
  their waist and use the fat of the defeated to fuel their 
  lamps, came raiding and searching for a bloody glory 
  which left many smaller settlements razed to their 
  foundations. Pride and dogma kept the peoples of 
  Wushin from banding together, leading to the time 
  known as the Years of Bloat, so named because of the 
  rampant starvation and innumerable children's bellies 
  which took on the roundness of the moon.  
   
  As all hope seemed trampled, the peoples along the 
  Jiang Chang river found solace in the traveling vanara 
  druidic monk, Xingzhe. Xingzhe spent many months 
  before the Years of Bloat living periodically with each 
  of the settlements and studying their different 
  philosophies. He associated each race to the mountain 
  through a totem animal; the dwarves mimicked the 
  ferocity of the badger, the elves the swift grace of the 
  swimming otter, the gnomes embodied the cunning of 
  the stalking axe beak, the humans the ingenuity of the 
  fox, and the halflings the mischievous of the tanuki. 
  Each race embraced their totem animal and 
  incorporated its behavior into the core of their marital 
  arts. 
   
  After the raiding began, Xingzhe pleaded for the 
  peoples to come together to overcome their impending 
  destruction. Their combined fighting styles and armed 
  forces, working together,  paused the Crowhorse 
  advance for a time. This unified front led to the 
  formation of the Temple of the Five Spirits under the 
  guidance of Xingzhe. After the first council formed, 
  Xingzhe walked up a trail to Wushin’s peak and was 
  never seen again. This summer marked the 70th 
  anniversary of his departure. And while a celebration 
  of his achievements is planned in the town, some 
  travelers say the Crowhorse have returned, and this 
  time in far greater numbers.  
    
   
  Leadership and Races 
   
  Dwarves and the Seat of the Badger- The dwarves 
  of the Temple of the Five Spirits focus their training on 
  strength, mental determination, and communing with 
  the earth. Gardens of stelae stand throughout the 
  temple, allowing for hours of ritualized punching and 
  kicking. Stone swallowing is a regular part of the 
  dwarven discipline. Students believe the act connects 
  their body to the earth at their feet.  
   
  Master Sootha Yolee holds the most sway in the temple 
  Council of Masters. She has held the seat twice as long 
  as any other Master. As the humans among the Jiang 
  Chang River are a disorganized community, their 
  numerous population fails to give the sway of the 
  dwarven families. Under Sootha’s guidance, the 
  dwarves of the Wushin Mountain Badger Clan 
  administer all of the temple’s non-river trade. 
  Recently, Sootha caused an uproar by declaring the 
  clan’s desire to mine the mountain, which many 
  consider blasphemy. The cold iron ore veins could 
  potentially fund much of the rebuilding necessary after 
  the Crowhorse raids.  
   
  
   
  6 
   
  Elves and the Seat of the Otter- The longevity of 
  the elves allows them to pursue their studies with a 
  relaxed, contemplative approach. In these long hours 
  of meditation, Walagail, The Listening Fire, came to his 
  controversial, and some say heretical, revelation. He 
  believes the Wushin Mountain feeds on the emotions 
  of war. Walagail’s teachings states the spirit of the 
  mountain passes through cycles, like the moon. First, 
  the mountain attracts and promises groups a peaceful 
  paradise to live and become one with nature.  
   
  Then, after many decades, it begins calls others with 
  more base desires, tempting them with wealth, glory in 
  battle, and ecstatic blood lust. The resulting conflict 
  feeds the mountain’s spirit.  
   
  Walagail’s philosophy has slowly gained adherents, 
  especially within the expanding half-orc population 
  trying to find their place in a community which fears  
  their blood. The elves also seem willing to consider the 
  new teachings, often due to Walagail’s logic and charm. 
  In the past months, some have whispered the word 
  "cult" while describing this group. Their innermost 
  teachings are considered taboo in all but the lowest of 
  social circles. Given this reception, most stood in shock 
  when the elder half-elf Faniella stepped down from her 
  position mere weeks ago and awarded Walagail the 
  Seat of the Otter. 
   
  Gnomes and the Seat of the Axe Beak- Jum 
  Ninshin is brooding and axe handed is one of the 
  harshest mentors at the Temple of the Five Spirits. 
  Most students feel uncomfortable under Jum’s mix-
  colored eyes, but he also enjoys a reputation for fair 
  treatment. Master Ninshin sports multiple tattoos of 
  axe-beaked terror birds, covering the majority of his 
  body. He often trains bare chested. These tattoos, there 
  number, how they are laid out with one another, and 
  how they coil upon themselves is the mysterious 
  foundation of an abstract hierarchy of skill, experience, 
  and accomplishments. A few students possess 
  sufficient mastery of the Axe Beak style to enjoy the 
  privilege of bearing tattoos beyond their arms and 
  shins.  
   
  Halflings and the Seat of the Tanuki- Although 
  overt racism is forbidden at the Temple of the Five 
  Spirits, halflings hold a slightly different social status 
  than the other races. Or, it could be said they hold a 
  place outside of social standards. The halflings bonded 
  with their spirit totem more deeply than the other 
  peoples in the Jiang Chang river region. They wander 
  aimlessly and sleep the days away, but seem to work 
  extremely hard when no one is watching them. 
  Students find dishes washed, gardens hoed, and  
   
   
  Seat of the Badger 
   
  clothes mended with a dozing halfling nearby who 
  swears he knows nothing of the deed when questioned. 
  They are also drunkards. In defiance of commonsense, 
  the practitioners of the Tanuki style seem to fight better 
  while intoxicated. They prefer to sleep in kitchens and 
  possess a fondness for eating other people's noodles.  
   
  The Seat of the Tanuki is held by Master Gintoad Yu, 
  also known as Slide Step. Most students abandon his 
  training after a few weeks. It seems to consist solely of 
  doing other students’ chores around the temple and 
  fetching Yu’s jug. Those who remain obedient to the 
  training discover, after years of cleaning statues and 
  sweeping steps, they have mastered Tanuki Style. 
  Gintoad just laughs at their amazement referring to the 
  sudden event as his “drunken magic trick.”   
   
  Humans and the Seat of the Fox- Humans, of all 
  the races along the Jiang Chang river, have the shortest 
  lives and therefore maintain the closest relationship 
  with death. Understanding their time in the physical 
  world is comparatively short, humans training within 
  the temple of the Five Spirits concentrate on preparing 
  their souls for the next world. In addition to their 
  martial arts, they focus on the contemplation of life and 
  death by maintaining the in the gardens, raising 
  
   
  7 
   
  chickens, serving as midwives, and watching corpses 
  decompose over days of mediation.  
   
  A sharp wit is also important in the afterlife; a quick 
  mind offers the best way to overcome the challenges 
  awaiting the soul’s journey. Upon adopting the fox as 
  their totem animals, humans study comic timing, 
  puzzles, and poetry. They use these skills in combat, 
  hurling insults and banter to gain an edge against their 
  opponents. Humans children begin training as young 
  as four, much younger than the other races. The twin 
  Masters Yen and Min share the Seat of the Fox; they 
  have been sparring with and teaching each other over 
  half a century. Quiet, grim, and ruthless in combat, 
  they also love to eavesdrop, hiding around the temple 
  and its outbuildings. They use these activities as 
  observation exercises, and run as a form of mediation.  
   
   
  Grounds 
   
  The Temple of the Five Spirits is such a mix of the five 
  races in its architecture, food, and education, that this 
  blend of cultures has become a synthesis of something 
  new. The five totem animal patrons and Wushin 
  Mountain adorn every free surface of the temple, from 
  gables to rain spouts to doors and thresholds. Stone 
  statues of trickster tanuki stand guard outside every 
  structure entrance, with their walking staffs held 
  before them and sacks slung over their shoulders.  
   
  The temples grounds follow a winding trek up the 
  eastern face of Wushin, greeting the morning sun. 
  Buildings higher upon the mountain have more 
  importance, with the council chambers near the 
  highest peak. Small shrines centered around  the 
  different totem animals of the mountain litter the paths 
  between the different parts of the temple..  
   
  Quarters 
  for 
  students 
  are 
  arranged 
  up 
  the 
  mountainside; the students of greater skilled reside 
  higher upon the peaks. Any student quarters has its 
  own small kitchen, training yard, stone garden, and 
  craft outbuildings. Developed over time, these 
  structures allow students to pursue additional studies, 
  such as metalworking with copper, silver or gold, 
  painting, transcribing foreign languages, and forest-
  craft for those seeking a closer bond to nature.  
   
  A large village, low on the mountainside and at the 
  confluence of three streams forming the beginnings of 
  the Jiang Chang River, exists in a symbiosis with the 
  Temple School. Here the incoming and outgoing trade 
  of associated temple lands passes through the hands of 
  many merchants. A bend in the river has protected this 
  village from the brunt of the raiding as the Crowhorse 
  eschew boats and the current is swift and deep, but 
  much of the trade which once arrived by land has 
  stopped. The roads go mostly unused, except by the 
  most desperate or brave. Within the town limits, one 
  can find bakers and noodle shops, washerwomen, 
  modest warehouses, inns, fish alleys, and a small crafts 
  distract. If the Crowhorse threat were eliminated, the 
  Temple School and village might grow into a 
  prosperous town. 
   
   
  Adventure Hooks 
   
  -Coin Master Vaculik, the owner of many boats and a 
  relatively wealthy river trader, lost his daughter to a 
  new “cult” which seems to follow the Seat of the Otter, 
  Walagain the Listening Fire. Vaculik wants her back, 
  unharmed, and without the townsfolk knowing she 
  ever defied him. She is currently in the three days of 
  isolation all aspirants must wait to prove their 
  dedication to training. If she can be peacefully returned 
  before the waiting period ends, then face can be saved 
  for Vaculik. Otter tradition holds that no student may 
  ever speak of an individual's time in isolation, so long 
  as no crime is committed. 
   
  -A cook in a near by village has tattooed himself with 
  the axe-beak markings of the gnomish tradition 
  without the approval of Master Jum Ninshin. Jum 
  wants the PCs to travel to this village and bring this 
  cook back before him and his students to either 
  demonstrate his skill or become a student. The 
  characters arrive to find other martial artists seeking to 
  fight the cook, so they may claim they have defeated a 
  member of the tradition. 
   
  -The first mining crew from the Clan of the Badger is 
  surveying Wushin for the placement of a new mine 
  entrance. The mining crew is hiring guards to protect 
  them; they believe some of the populace will attack 
  them, either in violent protest, or for some unknown 
  reason. A group of young human druids living on the 
  mountain also approach the PCs, asking them to attack 
  the same group of surveyors. Will the surveyors disturb 
  a hidden evil, injure an unknown kami, or are the 
  druids spies for another invading force?  
   
  Fell Encounter (CR 5) 
  While roaming the Wushin Mountain region, the PCs 
  encounter an otter trying to gain their attention. With 
  a successful DC 15 Knowledge (nature) or Sense Motive 
  check, the PCs intuit that the otter needs their help and 
  
   
  8 
   
  wishes for them to follow him. The otter is Mizunikage, 
  the animal companion of Yuugao Kurami (CG Elf 
  ranger 6, at 23 hp), trapped under a fallen tree and 
  harassed by two dire wolves (CR 5; Bestiary). To follow 
  Mizunikage, the PCs must make a total of five 
  successful DC 15 Survival checks. Once the wolves are 
  no longer a threat, the PCs can free Kurami with a DC 
  15 Strength check. 
   
  If the PCs successfully free Kurami, she offers them her 
  boon (see Kurami’s NPC statblock). In addition, she to 
  sponsor their enrollment in Wushin Temple, where 
  they can learn Wushin Mountain techniques. 
   
   
  Corrupted Kami (CR 10) 
  While traveling in the Wushin Mountain region, a gang 
  (1d6+2; CR 7) of shikigami kami (Bestiary 3) 
  inexplicably attacks the PCs. Unprovoked, the 
  shikigami attack with single-minded determination to 
  harm the PCs. If PCs identify the shikigami with a DC 
  18 Knowledge (nature) or DC 23 Knowledge (planes) 
  check, they realize something must have driven the 
  creatures to attack them. Further investigation 
  eventually leads to a rakshasa (CR 10; Bestiary) with 
  plans on turning all of the kami inhabiting the region 
  against the locals. 
   
  Inside the rakshasa’s lair, the PCs may encounter an 
  injured Bai Yihu (LN Human monk 10, at 34 hp). If 
  they aid him, he offers them his boon (see Bai’s NPC 
  statblock). 
   
  If the PCs bring proof of their deeds, such as the head 
  and/or forearms of the rakshasa, to Wushin Temple 
  after defeating the rakshasa, the monks award them 
  1,000 gp per character and the following boon: if the 
  PCs are accused of any wrongdoing within 100 miles of 
  the Wushin Mountain region, they can call upon the 
  Temple to provide a monk as a character witness who 
  will attempt to absolve them of any wrongdoing. This 
  boon may be used once. 
   
  Recovering the Lost Scroll (CR 17) 
  As the characters become renowned students of the 
  school, and Grandmaster Li (NG Tengu fighter 17) 
  summons them to go on a quest. Grandmaster Li tells 
  the PCs of the recent discovery of a historical document 
  detailing resting place of the long lost Gobuntai Scroll. 
  A pair of oni siblings stole the scroll from Wushin 
  Temple 500 years ago. The recovered document points 
  to a fortress in the nearby Yiwanemo region. The PCs 
  may make a DC 35 Knowledge (history) or Knowledge 
  (planes) check to determine the oni siblings are 
  Hiakuma and Hyouki, a fire yai oni and an ice yai oni 
  (CR 17; Bestiary 3), respectively. 
   
  While pursuing their quest, the PCs may encounter 
  Sensō (NG Halfling rogue 14, at 47 hp) embattled with 
  two interlocutor kytons (CR 14; Bestiary 3). If the PCs 
  help Sensō defeat the interlocutors, he offers to 
  accompany or aid them in their quest. 
   
  If the PCs return to the temple with the Gobuntai 
  Scroll, they each receive a magical item crafted 
  specifically for them of up to 5,000 gp in value. In 
  addition, Grandmaster Li directs members of the 
  school to teach each of the PCs one Wushin Mountian 
  technique for which they meet the prerequisites. 
   
   
  Boons 
   
  The Temple of the Five Spirits and its community often 
  accepts newcomers as students or apprentices within 
  the temple’s village. The temple can become a safe 
  haven for those on the run or wishing to start over even 
  if they do not feel the mountain’s pull. Agents of the 
  temple travel abroad, recruiting new craftsmen and 
  laborers to help rebuild the area’s prosperity to the 
  levels enjoyed before the renewed Crowhorse raids. If 
  the characters aid one of the traveling emissaries, they 
  are provided a token and a passphrase. The temple 
  village residents warmly welcome adventurers bearing 
  one of these tokens and the passphrase, allowing them 
  to rest there between adventures.  
   
  With recent raids bringing many of the outside villages 
  and farms to ruin, foodstuffs and goods are limited. 
  Traders and hunters receive hearty welcomes in the 
  market. Both charity and price gouging have been seen 
  on the dock market. When the characters rescue one of 
  these providers on the road into the village, he’s quite 
  grateful and ensures that the party receives reduced 
  prices from him and several of his peers-- at least until 
  the situation becomes more dire and their services are 
  needed again. 
   
   
  Magic 
   
  As a school with peasant origins, the items commonly 
  carried by members are often simple and utilitarian, if 
  they’re carried at all. The traditions vary on this point, 
  and those schools favored by longer lived races tend to 
  have items passed from master to student to new 
  aspirant, each one bearing a story of the item’s lineage 
  and the acts of the previous owners as lessons to inspire 
  or warn the current owner. Many times, when the 
  owner knows death is certain, one will hide the item 
  and leave a nearby mark for a fellow student of the 
  Wushin 
  school. 
  These 
  recovered 
  devices 
  are 
  traditionally returned to the appropriate tradition’s 
  headmaster, who either gifts the item to the person 
  who found it, or offers a gift of similar value. 
   
  Messenger Token of the Vigilant 
  Sentinel 
  Aura minor enchantment and conjuration; CL 3rd 
  Slot —; Price 750 gp; Weight less than 1 lb. 
  
   
  9 
   
  DESCRIPTION 
  If any item could be considered commonplace in the 
  Wushin Mountain schools, it is this small steel 
  medallion with a pigeon and a sunburst. When the 
  bearer says the command word as a swift action, which 
  does not provoke attacks of opportunity, it generates 
  the equivalent of an animal messenger spell, using the 
  bird in the coin. This usage consumes the coin. The bird 
  does not tire, and flies directly to the person indicated 
  by the user. Used by those who wander the borders 
  watching for the return of the Crowhorse, many 
  masters provide these to students who wish to travel as 
  a part of their studies. 
  CONSTRUCTION 
  Requirements 
  Craft 
  Wondrous 
  Item, 
  animal 
  messenger; Cost 375 gp (requires no bird, item 
  provides the animal) 
   
  Welcome Visitor’s Tea Set 
  Aura moderate conjuration; CL 2nd 
  Slot —; Price 4,500 gp; Weight 2 lb. 
  DESCRIPTION 
  Crafted from fine ivory and cobalt porcelain, this tea set 
  is decorated with motifs appropriate to the owner’s 
  Wushin Mountain school. The tea kettle itself is made 
  of cast iron, often shaped like an animal’s head. When 
  used to make a warm broth, and poured while saying 
  the command word, the resulting brew pleasantly 
  provides a day’s nutrition for 6 people once per day. 
  CONSTRUCTION 
  Requirements Craft Wondrous Item, create food 
  and water; Cost 2,250 gp 
   
  Wushin Bracers 
  Aura moderate transmutation; CL 7th 
  Slot wrists; Price 6,000 gp (+1), 24,000 gp (+2), 
  54,000 gp (+3); Weight 1 lb. 
  DESCRIPTION 
  These leather wrist bands are inscribed with artwork 
  depicting a sunburst behind the peak of Wushin 
  Mountain, and an animal representing each of the five 
  animal styles on its slopes. They grant an enhancement 
  bonus of +1 to +3 to the save DC of any Wushin 
  Mountain technique performed by the wearer. 
  CONSTRUCTION 
  Requirements Craft Wondrous Item, crafter must 
  know at least on Wushin Mountain technique; Cost 
  3,000 gp (+1), 12,000 gp (+2), 27,000 gp (+3) 
    
   
  Feats 
   
  Several feats are particular to the Wushin Mountain 
  schools, but unrelated to their individual styles. 
   
  Fox’s Wit 
  You are quick to think of many directions for 
  conversation can go and you prepare for them. 
  Prerequisites: One Fox Style Technique 
   
   
  Welcome Visitors Tea Set 
   
  Benefit: After making a Diplomacy or Bluff roll but 
  before the result is determined, you may decide to 
  make a reroll. You must take the result of the second 
  roll. This ability can be used 3/day, and may be used 
  with Bluff checks made to feint.  
   
  Stone Swallower  
  You swallow stones and pebbles to channel the earth’s 
  ki.  
  Prerequisites: One Badger Style Technique  
  Benefit: You swallow a stone and then focus your ki 
  for one minute, this allows you to regain one ki point. 
  You cannot use this ability to gain more ki points than 
  you would normally have in a day. You must have at 
  least one ki point and be standing on sitting on natural 
  earth to use this ability. The ability cannot be used 
  more than once in an hour and only a number of times 
  per day equal to your Constitution modifier.  
   
  Meditative Training 
  The meditative training you underwent to unlock your 
  inner power has prepared you to undertake vows. 
  Prerequisites: Iron Will, class with an arcane, grit, ki 
  or steel point pool. 
  Benefit: Your levels in a class that grants you an 
  arcane, grit, or ki pool counts as your monk levels for 
  
   
  10 
   
  the purpose of undertaking monk vows (see Ultimate 
  Magic). In addition, you are considered as having the 
  Still Mind class feature for the purpose of meeting 
  prerequisites of feats and class options, but you gain 
  none of the benefits of having the Still Mind class 
  feature. And finally, your arcane or grit pool counts as 
  your ki pool for the purpose of meeting prerequisites of 
  feats and class options. 
  Normal: You can only undertake monk vows if you 
  have a ki pool and the Still Mind class feature, and you 
  cannot use your arcane or grit pool as your ki pool to 
  meet the prerequisites and class options. 
   
  Practiced Martial Artist 
  Choose a class that grants you arcane, grit or ki points 
  that you possess. Your point pool-derived abilities from 
  that class are more powerful. 
  Prerequisites: Class with arcane, grit, ki, or steel pool 
  feature, Acrobatics 1 rank. 
  Benefit: You class level for the chosen class is 
  increased by 4 for the purpose of determining the 
  number of points in your pool and the DC of your 
  techniques associated with that class, up to your 
  character level. However, even if you can’t benefit from 
  the full bonus immediately, if you later gain Hit Dice in 
  levels of classes without a point pool, you might be able 
  to apply the rest of the bonus. 
  For example, a human 5th-level magus/3rd-level 
  fighter who selects this feat would increase his magus 
  level for the purpose of determining arcane points from 
  5th to 8th (since he has 8 Hit Dice). If he later gained a 
  fighter level, he would gain the remainder of the bonus 
  and his magus level for the purpose of determining 
  arcane points would become 9th. 
  A character with two or more classes with point pools 
  (such as a magus/monk) must choose which class gains 
  the feat’s effect. 
  Special: You may select this feat multiple times. Each 
  time you choose it, you must apply it do a different class 
  with a point pool. 
   
   
  Badger Style Techniques 
   
  The half-ogre gave me a nasty smile as he took in my 
  vertically challenged dwarven frame. “Me hungry. 
  Dwarf make good breakfast,” he drawled. I did not 
  reply; I just grinned grimly, showing my teeth in 
  warning. He took this as an invitation to charge and 
  lumbered forward clumsily, confident in his ability to 
  defeat me. I easily dodged his crude attempts to grab 
  me and struck out with Humble the Mountain. He 
  howled as his knee buckled, bringing him down to my 
  level. In a way, this worked to his advantage, as he 
  grabbed me in a bear hug and began to squeeze. At 
  that time, I allowed the Ferocity of the Badger to come 
  over me. I hacked at him with abandon with my 
  waraxe until he released me, his face a bloody mess. 
   
  Badger Style is a melee weapon style that focuses on 
  mitigating any advantages one’s opponent may have 
  over them. Even opponents quite larger than a Badger 
  Style practitioner will find him to be their equal in 
  combat. Characters who utilize this style often wield a 
  one-handed weapon with an empty off-hand. You will 
  usually find a practitioner of the Badger Style in the 
  midst of combat, often engaged in battle with the 
  largest opponent present. 
   
  Ferocity of the Badger 
  When stuck between a rock and a hard place, your 
  desire for freedom becomes most terrifying. 
  Wushin Badger Technique (Light or One-Handed; 
  Melee) 
  Prerequisites: One Wushin Badger technique 
  [Alternate Prerequisites]: BAB +3, Escape Artist 3 
  ranks, Improved Grapple 
  Activation Time: 1 full-round action 
  [Optional Point Cost]: 1 point 
  Effect: Make a full attack with a light or one-handed 
  weapon against a creature which is grappling your or 
  has swallowed you whole. You take no penalties to your 
  attack roll due to the grappled condition for these 
  attacks. If your opponent is of a larger size category 
  than you, you gain a +4 morale bonus on damage rolls 
  against it. 
   
  Humble the Mountain 
  You strike your opponent’s knee or shin, causing him 
  to meet you on your level. 
  Wushin Badger Technique (Melee) 
  Activation Time: 1 standard action 
  [Optional Point Cost]: 1 point 
  Effect: Make an attack with a melee weapon. If this 
  attack hits, you deal damage as normal. In addition 
  your opponent must make a Fortitude save (DC 10 + 
  1/2 your BAB + your Strength bonus) or fall to one knee 
  before you for 1d4 rounds. This reduces your 
  opponent’s speed to 0 feet and applies a -2 penalty to 
  AC versus melee attacks and a +2 bonus to AC versus 
  ranged attacks. If your opponent is flying you instead 
  strike a wing and they begin to glide downward as if 
  under a non-magical feather fall effect for the duration 
  while suffering no penalties or bonuses to AC. 
   
  Felling the Mountain 
  With a mighty blow, you lay your opponent out flat. 
  Wushin Badger Technique (Two-Handed; Melee) 
   
  
   
  11 
   
  Prerequisites: Two Wushin Badger techniques 
  [Alternate Prerequisites]: BAB +5, Improved Trip 
  Activation Time: 1 full-round action 
  [Optional Point Cost]: 2 points 
  Effect: Make an attack with a melee weapon against 
  an opponent up to two size categories larger than you. 
  If this attack hits, you deal damage as normal. In 
  addition, you may make a trip attempt as a free action 
  without provoking an attack of opportunity. If the trip 
  attempt is successful, your opponent falls prone and 
  you receive an attack of opportunity against them. If 
  the trip attempt fails, you are not tripped in return. 
  Special: If you are wielding a one-handed weapon 
  (but not a light weapon) and holding nothing in your 
  off-hand, you may still perform this maneuver by 
  gripping it with two hands. 
   
  Pebble Splits the Mountain 
  With a mighty blow, you smash through your 
  opponent’s defenses. 
  Wushin Badger Technique (Melee) 
  Prerequisites: Three Wushin Badger techniques 
  [Alternate Prerequisites]: BAB +7, Improved 
  Sunder 
  Activation Time: 1 full-round action 
  [Optional Point Cost]: 2 points 
  Effect: Make an attack with a melee weapon against a 
  single opponent. This attack deals an extra +Xd6 
  precision damage where X is equal to 1/3 your BAB 
  (minimum 1, maximum 5). This attack ignores damage 
  reduction and hardness, and this extra damage is not 
  multiplied on a critical hit. You lose the benefit of your 
  Dexterity bonus until the start of your next turn. 
   
  Rage of the Badger 
  When surrounded by enemies, you become most 
  deadly. 
  Wushin Badger Technique (Melee) 
  Prerequisites: Two Wushin Badger techniques 
  [Alternate Prerequisites]: BAB +6, Combat 
  Expertise 
  Activation Time: 1 full-round action 
  [Optional Point Cost]: 2 points 
  Effect: To begin this technique, you must spend one 
  round using the Combat Expertise feat, fighting 
  defensively, or using the total defense action. In the 
  next round, you can make a single melee attack against 
  each of the opponents who attacked you on the 
  previous round as long as you still threaten them.  
  These attacks are all made at your highest attack bonus 
  as a part of the full-round action. In addition, you gain 
  a morale bonus on damage rolls against these 
  opponents equal to the critical modifier on your 
  weapon. 
  Kwan Tae Jin, Badger Style Novice     
  CR 3 
  XP 800 
  Dwarf Barbarian 4 
  NG Medium humanoid (dwarf) 
  Init +1; Senses darkvision 60 ft.; Perception +9 
  DEFENSE 
  AC 15, touch 9, flat-footed 14 (+6 armor, +1 Dex, -2 
  rage) 
  hp 50 (4d12+24) 
  Fort +9 Ref +2 Will +5; +2 vs. poison, +3 vs. 
  supernatural abilities, +5 vs. spells, and spell-
  like abilities  
  Defensive Abilities +4 dodge to AC vs giants, trap 
  sense +1, uncanny dodge 
  OFFENSE 
  Speed 30 ft. 
  Melee mwk dwarven waraxe +10 (1d10+5/x3) 
  Ranged mwk throwing axe +6 (1d6+5) 
  Special Attacks +1 to attack vs. goblinoid and orc 
  humanoids, rage (11 rounds/day), rage powers 
  (intimidating glare, superstition +3) 
  TACTICS 
  During Combat Jin begins combat by using 
  intimidating glare to cow his opponent, and 
  then uses Humble the Mountain to make them 
  more vulnerable. 
  Base Statistics When not raging, Jin’s statistics 
  are AC 17, touch 11, flat-footed 16; hp 42; Fort 
  +7, Will +3; Melee mwk dwarven waraxe +8 
  (1d10+3/x3); Ranged mwk throwing axe +6 
  (1d6+3); Str 16, Con 16; CMB +7; Climb +8, 
  Swim +1. 
  Morale While enraged, Jin will not retreat or 
  surrender. But if he is not enraged and has 20 
  hp or less, he will attempt to escape and alert 
  the others in the temple, or surrender if he is 
  not able to escape. 
  STATISTICS 
  Str 20 (+5), Dex 13 (+1), Con 20 (+5), Int 10 (+0), 
  Wis 14 (+2), Cha 6 (–2) 
  Base Atk +4; CMB +9; CMD 20 
  Feats Martial Arts Training (Humble the Mountain 
  [DC 17]), Martial Arts Training (Ferocity of the 
  Badger) 
  Skills Acrobatics +6, Climb +10, Heal +2, 
  Perception +9, Stealth -1, Survival +9, Swim +3; 
  Racial Modifiers +2 Appraise (nonmagical 
  metals and gems), +2 Perception (unusual 
  stonework) 
  Languages Dwarven, Common 
  SQ slow and steady, stability, fast movement 
  
   
  12 
   
  Combat Gear +1 kikko armorUC, mwk dwarven 
  waraxe, mwk throwing axe; UC = Ultimate 
  Combat 
  Boon If defeated by one of the PCs in single combat 
  (incapacitated or reduced to less than 5hp), Jin 
  will teach the PCs about the temple’s customs 
  and traditions, granting a +2 on opposed 
  Diplomacy and Sense Motive checks within the 
  temple. 
   
   
   
  Axe Beak Style 
  Techniques 
   
  I stood in a line with my gnome brothers and sisters, 
  our hair like a wispy rainbow in the wind. On the 
  opposite side of the field swarmed a crazed band of 
  goblin raiders, whooping and jeering at us. As one, we 
  surged forward, our halberds leading. As we engaged 
  the horde, I used the Ever-Changing Winds stance to 
  first trip one goblin; then disarm the next. Behind me, 
  I heard another announce its charge with a squeal. 
  Performing Confront the Predator allowed me to 
  quickly turn and catch him on the blade of my halberd. 
  I smiled as I dispatched the filthy creature; watching 
  the mighty Axe Beak served me well. 
   
  Axe Beak Style is primarily a melee style which utilizes 
  polearms and spears. It focuses on versatility in 
  combat; to never let an opponent gain the advantage. 
  Axe Beak Style practitioners often prefer to fight on the 
  front line with other melee specialists, but are quite 
  deadly on their own as well. 
   
  Confront the Predator 
  When charged by an opponent, you quickly respond 
  and make him regret it. 
  Wushin Axe Beak Technique (Melee) 
  Prerequisites: One technique from any Wushin 
  School 
  [Alternate Prerequisites]: BAB +2, Combat 
  Reflexes 
  Activation Time: 1 immediate action 
  [Optional Point Cost]: 1 point 
  Effect: You set a weapon with the brace quality in 
  response to your opponent’s charge attack. If your 
  attack hits, it is automatically considered a critical hit. 
  In addition, you may apply the effect of one critical feat 
  that you have to your opponent. You lose the benefit of 
  your Dexterity bonus to AC until the end of your next 
  turn. 
   
  Ever-Changing Winds 
  Your versatility with hafted weapons allows you great 
  flexibility in combat. 
  Wushin Axe Beak Technique (Polearm or Spear; 
  Melee, Stance) 
  Activation Time: 1 swift action 
  Duration: A number of rounds equal to your 
  character level. 
  [Optional Point Cost]: 0 points 
  Effect: You may apply one of the following qualities to 
  your weapon: blocking*, brace, deadly*, disarm, 
  distracting*, double (treat the butt of your weapon as a 
  club), grapple*, reach, or trip. Your weapon maintains 
  this quality until the end of the encounter or until you 
  use a swift action to apply a different quality. A weapon 
  may not benefit from the double and reach qualities at 
  the same time. Qualities marked with an asterisk (*) 
  are found in Ultimate Combat and Ultimate 
  Equipment. This technique ends if you use any other 
  technique with a Stance identifier. 
   
  Flying Axe Beak 
  You throw your weapon at your opponent as part of a 
  charge attack and then tear it out to devastating 
  effect. 
  Wushin Axe Beak Technique (Melee One-handed 
  or Two-handed [Ranged]) 
  Prerequisites: BAB +8, three Wushin Axe Beak 
  techniques 
  [Alternate Prerequisites]: Combat Expertise, 
  Critical Focus, Throw Anything 
  Activation Time: 1 full-round action 
  [Optional Point Cost]: 2 points 
  Effect: Declare a charge against a creature within 
  range. Before you move, make a ranged attack against 
  the target with a melee weapon as if you had the Throw 
  Anything feat. If the attack hits, the target must make 
  a Fortitude save (DC 10 + 1/2 your BAB + your Strength 
  bonus) or be staggered for number of rounds equal to 
  1d4 + your Strength bonus. Then, after charging 
  adjacent to the target, instead of making a normal 
  melee attack, make a melee touch attack which 
  provokes attacks of opportunity. If the touch attack 
  hits, you retrieve your weapon, automatically inflict 
  damage as if you had rolled a critical hit with that 
  weapon against the target. If the initial ranged attack 
  fails, you must still move adjacent to your target, but 
  cannot make the melee touch attack; you may draw a 
  weapon as part of the charge but may not attack. If the 
  ranged attack hits but the melee touch attack misses, 
  the target takes bleed damage equal to the critical 
  multiplier of the weapon at the start of each of its turns; 
  the creature or one of its allies may remove the weapon 
  and stop the bleeding by making a Heal check (same 
  DC as above) that provokes attacks of opportunity. 
  
   
  13 
   
   
  Trample The Intruder 
   
  Sweeping Talons 
  You make a horizontal attack while pivoting on one 
  foot to channel your energy into a powerful attack. 
  Wushin Axe Beak Technique (Two-Handed; 
  Melee) 
  Prerequisites: Two Wushin Axe Beak techniques 
  [Alternate 
  Prerequisites]: 
  BAB 
  +5, 
  Dodge, 
  Mobility 
  Activation Time: 1 full-round action 
  [Optional Point Cost]: 2 points 
  Effect: Make a melee attack. If your attack hits, you 
  deal damage as normal. In addition, you deal an extra 
  +Xd6 precision damage where X is equal to 1/3 your 
  BAB (minimum 1), may move up to 1/2 your base speed 
  as long as you end your movement in a square where 
  you still threaten the opponent you attacked. Gain a 
  dodge bonus to AC equal to 1/3 your BAB (minimum 1) 
  versus the opponent you attacked until the beginning 
  of your next turn. 
   
  Trample the Intruder 
  When your opponent closes in, you force him back by 
  chopping at his feet and shins. 
  Wushin Axe Beak Technique (Reach; Melee) 
  Prerequisites: One Axe Beak technique 
  [Alternate Prerequisites]: BAB +3, Improved Bull 
  Rush 
  Activation Time: 1 standard action 
  [Optional Point Cost]: 1 point 
  Effect: When you wield a reach weapon and an 
  adjacent opponent threatens you, you may make a 
  melee attack at your highest attack bonus. If this attack 
  hits, you deal damage as normal and may make a bull 
  rush attempt as a free action without provoking an 
  attack of opportunity. If the bull rush attempt is 
  successful, your opponent is pushed back as per the 
  Bull Rush rules. If you confirm a critical hit on the 
  initial melee attack and the bull rush attempt is 
  successful, then your opponent is instead pushed back 
  and must make a Fortitude save (DC 10 + 1/2 your BAB 
  + your Strength bonus) or fall prone. 
   
  Kyo-Tori, Axe Beak Style Initiate     
  CR 1 
  XP 400 
  Gnome Fighter 2 
  CN Small humanoid (gnome) 
  Init +1; Senses low-light vision; Perception +3 
  DEFENSE 
  AC 16, touch 12, flat-footed 15 (+4 armor, +1 Dex, +1 
  size) 
  hp 19 (2d10+8) 
  Fort +6 Ref +1 Will +1; +2 vs. illusion, +1 vs. fear 
  Defensive Abilities +4 dodge to AC vs giants, 
  bravery +1 
  OFFENSE 
  Speed 20 ft. 
  Melee mwk halberd +6 (1d8+1/x3) 
  Ranged light crossbow +4 (1d6/19-20) 
  Special Attacks +1 to attack vs. goblinoid and 
  reptilian humanoids 
  Spell-Like Abilities (CL 2nd) 1/day—dancing 
  lights, ghost sound, prestidigitation, speak with 
  animals 
  TACTICS 
  During Combat Upon entering combat, Kyo-Tori 
  employs Ever-Changing Winds as soon as 
  possible to add the trip special quality to his 
  halberd. If he successfully trips his opponent, 
  he then uses a swift action to add the grapple 
  special quality to his halberd and attempts to 
  pin his opponent. When an opponent charges 
  him, he uses Confront the Predator. 
  Morale While brave, Kyo-Tori is not suicidal, and 
  will surrender after being reduced to 9 hp. 
  STATISTICS 
  Str 13 (+1), Dex 13 (+1), Con 16 (+3), Int 10 (+0), 
  Wis 12 (+1), Cha 10 (+0) 
  Base Atk +3; CMB +2; CMD 13 
   
   
   
  
   
  14 
   
   
   
  
   
  15 
   
  Feats Martial Arts Training (Ever-Changing 
  Winds), Martial Arts Training (Confront the 
  Predator), Weapon Focus (halberd) 
  Skills Acrobatics +0, Climb +5, Heal +1, Perception 
  +3, Stealth +4, Survival +6, Swim +0; Racial 
  Modifiers +2 Perception, +2 any one Craft or 
  Profession 
  Languages Gnome, Common 
  Combat Gear mwk leather lamellar armorUC, 
  mwk halberd, light crossbow (10 bolts) 
  Boon If Kyo-Tori is defeated by the PCs, he will 
  assist them in a single fight. 
   
   
  Fox Style Techniques 
   
  I was combing the forest for herbs when, suddenly, an 
  angry owlbear reared up on its hind legs. Behind me, 
  I heard the telltale sounds of her mate. I quickly 
  dropped into Whirling Tales and attempted to keep 
  them at bay. While I had no desire to become their 
  dinner, neither did I wish to kill these creatures. I used 
  Darting Head Strike to daze the male with the haft of 
  my monk’s spade, and while it was distracted, I struck 
  its leg to slow it down. After dodging the female’s 
  slashing talons, I tripped her and fled back toward the 
  temple. The students needed to be informed; they must 
  avoid this part of the forest in the future. 
   
  Fox Style is a melee tradition which focuses on 
  disabling ones foes rather than killing them. Fox Style 
  practitioners either wield a double weapon or two 
  weapons. And while a Fox Style practitioner may seek 
  a peaceful way out of combat, do not be mislead; they 
  can be quite deadly when necessary. 
   
  Darting Head Strike 
  In a burst of speed you hit your opponent in the head 
  with your weapon. 
  Wushin Fox Technique (Melee) 
  Prerequisites: Two Wushin Fox techniques 
  [Alternate Prerequisites]: BAB +5, Double Slice, 
  Two-Weapon Fighting 
  Activation Time: 1 standard action 
  [Optional Point Cost]: 2 points 
  Effect: Make a single attack against your opponent 
  using your full attack bonus. If this attack is successful, 
  you deal damage normally and your opponent must 
  make a Fortitude save (DC 10 + 1/2 your BAB + your 
  Strength bonus). If the save fails, the opponent is dazed 
  for 1d4+1 rounds. If the save is successful the opponent 
  is staggered until the end of your next turn. 
   
  Dive Between the Roots 
  When a larger opponent blocks your way, you slide 
  between his legs, slashing at his shins and causing him 
  to stumble. 
  Wushin Fox Technique (Double or Two-Weapon; 
  Melee) 
  Prerequisites: One Wushin Fox technique 
  [Alternate Prerequisites]: BAB +3, Acrobatics 3 
  ranks, Two-Weapon Fighting 
  Activation Time: 1 full-round action 
  [Optional Point Cost]: 1 point 
  Effect: Make and Acrobatics check (DC equal to your 
  opponent’s CMD) against an opponent one or two size 
  categories larger than you. If you succeed, you may 
  make a main-hand and off-hand weapon attack; each 
  at a -2 penalty and deal damage normally. If your 
  Acrobatics check or both your attacks miss by 5 or 
  more, you fall prone within your opponent’s square. If 
  both of your attacks hit, you may make a dirty trick 
  (APG) attempt as a free action without provoking an 
  attack of opportunity. If the dirty trick attempt is 
  successful, your opponent is entangled or shaken (your 
  choice) for 1d4 rounds. 
   
  Go for the Eyes! 
  You strike your opponent viciously in a moment of 
  vulnerability. 
  Wushin Fox Technique (Double; Melee) 
  Prerequisites: Three Wushin Fox techniques 
  [Alternate Prerequisites]: Critical Focus, Two-
  Weapon Fighting, Vital Strike 
  Activation Time: 1 standard action 
  [Optional Point Cost]: 2 points 
  Effect: When your opponent is cowering, dazed, 
  helpless, or stunned, you may make any one called shot 
  to the head with either end of your weapon and 
  decrease the penalty to attack by 5 (to a minimum of 
  0). If the attack hits you automatically score a critical 
  hit and your opponent suffers the effects of the called 
  shot (see Pathfinder Roleplaying Game: Ultimate 
  Combat, Chapter 5).  
   
  Nine Tail Offense 
  Your weapon becomes an extension of your very body. 
  Wushin Fox Technique (Double or Two-Weapon; 
  Melee, Stance) 
  Prerequisites: Improved Unarmed Strike, Two-
  Weapon Fighting or flurry of blows class feature 
  Activation Time: 1 swift action 
  Duration: A number of rounds equal to your 
  character level 
  [Optional Point Cost]: 0 points 
  
   
  16 
   
   
  Dive Between the Roots 
   
  Effect: When wielding two weapons or a double 
  weapon, you may treat your damage die for unarmed 
  strikes as if it was increased by one step (i.e. 1d3 
  becomes 1d4). When your BAB reaches 11+, you may 
  treat your damage die for unarmed strikes as if it was 
  increased by two steps (i.e. 1d3 becomes 1d6). This 
  increase in damage does not stack with a Monk’s 
  unarmed strike. In addition, you may use your 
  unarmed strikes to make attacks in place of the off-
  hand end of your double weapon. You may not use this 
  technique a second time to further increase your 
  unarmed damage. This technique ends if you use any 
  other technique with a Stance identifier. 
  Special: If you are a monk utilizing this technique, 
  you may treat the damage dice of your weapons as if 
  they were increased by one step (i.e. 1d3 becomes 1d4), 
  providing you are wielding two weapons or a double 
  weapon. When your BAB reaches 11+, you may treat 
  the damage dice of your weapons as if they were 
  increased by two steps (i.e. 1d3 becomes 1d6). 
   
  Whirling Tails 
  The endless spinning of your weapon makes you a 
  threat to all surrounding enemies. 
  Wushin Fox Technique (Double or Two-Weapon; 
  Stance) 
  Prerequisites: Two Weapon Fighting, One Wushin 
  Fox technique 
  Activation Time: 1 swift action 
  Duration: A number of rounds equal to character 
  level. 
  [Optional Point Cost]: 0 points 
  Effect: When wielding a double weapon or two 
  weapons, increase your threatened area by 5 feet. In 
  addition, when your BAB increases to +8, you gain 
  Uncanny Dodge while implementing this technique. 
  This ability functions in all ways as the Barbarian class 
  ability of the same name. You may not use this 
  technique a second time to further increase your 
  threatened area, and this technique ends if you use any 
  other technique with a Stance identifier. 
   
  Bai Yihu, Fox Style Master     CR 9 
  XP 6,400 
  Human Monk 10 
  LG Medium humanoid (human) 
  Init +2; Senses Perception +15 
  DEFENSE 
  AC 20, touch 18, flat-footed 17 (+2 armor, +2 Dex, 
  +2 Wis, +2 insight, +1 deflection, +1 dodge) 
  hp 68 (10d8+20) 
  Fort +9 Ref +10 Will +10; +2 vs. enchantments 
  Defensive Abilities improved evasion; Immune 
  disease 
  TACTICS 
  During 
  Combat 
  If 
  attacked 
  by 
  multiple 
  opponents, Bai first enters the Whirling Tails 
  stance to try and keep his opponents at bay. 
  When his opponent move close enough that 
  having a 10-foot reach is no longer an 
  advantage, he will switch to the Nine Tail 
  Offense stance and attempt to disable one 
  opponent at a time by first implementing 
  Darting Head Strike and then Go for the Eyes! 
  If Bai only faces one opponent, he will begin in 
  the Nine Tail Offense stance and then attempt 
  to disable his opponent.  
  Morale When protecting weaker allies, Bai will 
  fight to the death. If by himself, he will simply 
  attempt to disable his opponent and then 
  withdrawal.  
  Stances When using Nine Tail Offense, Bai’s 
  statistics are Melee +1 monk's spade +11/+6 
  
   
  17 
   
  (1d8+4/19-20) or +1 monk's spade flurry of 
  blows +12/+12/+7/+7 (1d8+4/19-20).  
  OFFENSE 
  Speed 60 ft. 
  Melee unarmed strike +9/+4 (1d10+2) or +1 
  monk's 
  spade 
  +11/+6 
  (1d6+4/19-20) 
  or 
  unarmed strike flurry of blows +10/+10/+5/+5 
  (1d10+2) or +1 monk's spade flurry of blows 
  +12/+12/+7/+7 (1d6+4/19-20) 
  Ranged mwk wushu dart +10/+5 (1d3+2) or mwk 
  wushu dart flurry of blows +11/+11/+6/+6 (1d2+2) 
  Special Attacks flurry of blows, stunning fist 
  (10/day, DC 17) 
  STATISTICS 
  Str 14 (+2), Dex 15 (+2), Con 12 (+1), Int 13 (+1), 
  Wis 14 (+2), Cha 8 (–1) 
  Base Atk +7; CMB +12 (+14 trip); CMD 27, ff 24 
  (+7 BAB, +2 Str, +2 Dex, +2 Wis, +2 insight, +1 
  deflection, +1 dodge; 29 vs. trip) 
  Feats Catch Off-Guard, Combat Reflexes, Dodge, 
  Improved Critical (monk’s spade), Improved 
  Trip, Martial Arts Training (Darting Head 
  Strike), Martial Arts Training (Go for the Eyes!), 
  Martial Arts Training (Nine Tail Offense), 
  Martial 
  Arts 
  Training 
  (Whirling 
  Tails), 
  Stunning Fist, Weapon Focus (monk’s spade) 
  Skills Acrobatics +8 (+30 when jumping), Climb 
  +8, Escape Artist +15, Knowledge (history) +8, 
  Knowledge (religion) +8, Perception +15, Sense 
  Motive +15, Stealth +15, Survival +5, Swim +8 
  Languages Common, Sylvan 
  SQ fast movement, high jump, ki pool (7 points, 
  lawful, magic) , maneuver training, purity of 
  body, slow fall 50 ft., wholeness of body 
  Combat Gear potion of cure moderate wounds, 
  potion of darkvision Other Gear +1/+1 
  monk's spadeUC, mwk wushu dartUC (5), 
  bracers of armor +2, cloak of resistance +1, 
  ring of protection +1, 200 gp. 
  Boon If defeated in honorable combat, Bai will offer 
  the hospitality of the temple in the form of a hot 
  meal and a warm bed for the night. He will also 
  so his best to supply accurate directions to any 
  of the nearby settlements.  
   
  Tanuki Style Techniques 
   
  The orc I stalked was wanted for murder in five 
  cities. Despite my efforts, he knew someone tracked 
  him. Suddenly, a dark hulking form blocked the exit 
  to the alleyway. The moonlight glinted off his tusks. 
  It was my target, and he had found me. He charged, 
  falchion held high. I used Shadow Dodge to drop a 
  smoke pellet and disappear into the darkness as he 
  coughed in the cloud I left behind. I dropped into 
  Keen Eye, Swift Foot, then used Stalking Tanuki to 
  strike him hard. He peered into the surrounding 
  blackness, but could not find me. Finally, I rushed 
  from my hiding place and used Soaring Tanuki to 
  throw him, following with a jump to land on him. He 
  grunted, but did not stir. Once manacled, I took him 
  to the authorities to face justice. 
   
  Tanuki Style is a melee style which employs close, light, 
  and one-handed weapons. Shadows and darkness, as 
  much as any tangible weapon, is what truly give Tanuki 
  Style practitioners their edge. Rarely will you find a 
  Tanuki Style practitioner in the middle of combat. They 
  are much more likely to stay on the fringes, striking 
  quickly from hiding and disappearing again. 
   
  Keen Eye, Swift Foot 
  Your expertise in close combat makes you deadly and 
  hard to hit. 
  Wushin Tanuki Technique (Light or One-Handed; 
  Melee, Stance) 
  Prerequisites: One wushin tanuki technique 
  [Alternate Prerequisites]: BAB +3, Dodge. 
  Activation Time: 1 swift action 
  Duration: A number of rounds equal to your 
  character level. 
  [Optional Point Cost]: 0 points 
  Effect: When wielding a close, light, or one-handed 
  weapon you gain Xd6 sneak attack damage where X is 
  equal to 1/4 your BAB (minimum 1). This ability 
  functions in all ways as the Rogue class ability of the 
  same name.  
   
  Shadow Dodge 
  As your opponent attacks you, you are suddenly no 
  longer there to be attacked. 
  Wushin Tanuki Technique (Melee or Ranged) 
  Prerequisites: Three Wushin Tanuki techniques 
  [Alternate Prerequisites]: BAB +7, Stealth 7 ranks, 
  Quick Draw 
  Activation Time: 1 immediate action 
  [Optional Point Cost]: 2 points 
  Effect: To use this technique you must have an unused 
  smoke pellet (see APG or UE) or similar ability (see 
  Ninja, UC) and one hand free. In response to being 
  attacked, you disappear in a cloud of smoke (see rules 
  for smoke pellets) and make a Stealth check with no 
  penalty. You may move any distance up to your base 
  speed and must move a minimum of 5 feet. If it was a 
  melee attack, your opponent must make a Reflex save 
  (DC 10 + 1/2 BAB + your Intelligence bonus) or 
  stumble into the square you vacated. An opponent who 
  stumbles into your square is blinded for 1 round and 
  must make a Fortitude save (same DC as the Reflex 
  
   
  18 
   
  save) or become sickened for 1d4 rounds. You must be 
  aware of your opponent to utilize this technique. 
   
  Soaring Tanuki 
  You suddenly grab your opponent with your free hand 
  and toss him away from you. 
  Wushin Tanuki Technique (Light or One-Handed; 
  Melee) 
  Prerequisites: One Wushin Tanuki technique 
  [Alternate Prerequisites]: BAB +3, Improved Trip 
  or Improved Reposition 
  Activation Time: 1 standard action 
  [Optional Point Cost]: 1 point 
  Effect: To use this technique you must have one hand 
  free. Make either a trip or reposition (APG) attempt 
  against an opponent up to one size category larger than 
  you. This attempt does not provoke an attack of 
  opportunity and you do not fall prone if it fails by 10 or 
  more. If your attempt succeeds, you throw your 
  opponent in a square of your choosing up to 10 feet 
  from its current position. Your opponent falls prone in 
  the destination square and takes Xd6 bludgeoning 
  damage where X equals 1/5 your BAB (minimum 1). 
  You must place your opponent in an empty square that 
  does not contain hazardous terrain. In addition, you 
  may make an Acrobatics check (DC your opponent’s 
  CMD) to follow with a jump and land on your opponent 
  dealing an extra +2d6 bludgeoning damage. After this 
  attack, you lose the benefit of your Dexterity bonus to 
  AC until the end of your next turn. 
   
  Stalking Tanuki 
  With the quickness of the tanuki, you sweep through 
  the shadows to attack your opponent. 
  Wushin Tanuki Technique (Melee) 
  Prerequisites: Two Wushin Tanuki techniques, or 
  three techniques from any other school 
  [Alternate Prerequisites]: BAB +5, Stealth 5 ranks, 
  Combat Expertise 
  Activation Time: 1 full-round action 
  [Optional Point Cost]: 2 points 
  Effect: Move up to your speed and make a single 
  attack. You do not incur penalties to Stealth for moving 
  or attacking while using this technique. If you were 
  hidden using Stealth at the beginning of this technique, 
  you do not have to make a new Stealth check to remain 
  hidden as long as you end your turn in a square which 
  grants concealment or cover. In addition, when your 
  BAB reaches 11+, you may substitute any technique or 
  combat maneuver with an activation time of 1 standard 
  action in place of the attack. 
   
  Void Strike 
  While your foe is unaware, you quickly strike him. 
   
   
  Soaring Tanuki 
   
  Wushin Tanuki Technique (Light or One-Handed; 
  Melee) 
  Activation Time: 1 standard action 
  [Optional Point Cost]: 1 point 
  Effect: Make an attack against an opponent who is 
  flat-footed or otherwise unaware of you. If the attack is 
  successful, you deal normal damage plus 1 point of 
  bleed damage and your opponent does not realize he is 
  bleeding until the start of your next turn. At BAB +8 or 
  greater, you may choose to inflict 1d3 bleed or 1d2 
  Dexterity bleed. At BAB 13+ you may choose to inflict 
  1d4 bleed or 1d2 Dexterity or Strength bleed.  
   
  Sensō, Tanuki Style Master     CR 13 
  XP 25,600 
  Halfling Rogue (Acrobat
  APG) 14 
  NG Small humanoid (halfling) 
  Init +4; Senses Perception +19 
  DEFENSE 
  AC 23, touch 16, flat-footed 19 (+7 armor, +4 Dex, 
  +1 size, +1 deflection) 
  hp 94 (14d8+28) 
  Fort +7, Ref +14, Will +5; +2 vs. fear 
  Defensive Abilities improved evasion, uncanny 
  dodge 
  TACTICS 
  
   
  19 
   
  During Combat Sensō typically tries to stick to the 
  shadows and use Stalking Tanuki and Void 
  Strike in an attempt to weaken his enemies and 
  cause them to flee. If someone he is protecting 
  would be endangered by these tactics, he will 
  instead attempt to draw the attention of as 
  many enemies as possible. 
  Morale If anyone under his protection is in danger, 
  Sensō will fight to his very last breath. 
  Otherwise, he will attempt to flee when reduced 
  to 23 hit points or less. 
  Stance While in Keen Eye, Swift Foot, Sensō gains 
  an extra +2d6 sneak attack dice. In addition, 
  once per round he may take a 5-foot step and 
  negate one attack that would have otherwise hit 
  him. 
  OFFENSE 
  Speed 20 ft. 
  Melee +2 adamantine shortsword +18/+13 
  (1d4+3/19-20) or mwk cold iron shortsword 
  +17/+12 (1d4+1/19-20) or mithral shortsword 
  +17/+12 (1d4+1/19-20) 
  Ranged mwk hand crossbow +16 (1d3/19-20) 
  Special Attacks sneak attack +7d6 
  STATISTICS 
  Str 12 (+1), Dex 18 (+4), Con 14 (+2), Int 13 (+1), 
  Wis 10 (+0), Cha 10 (+0) 
  Base Atk +10; CMB +10; CMD 25, ff 21 (+10 BAB, 
  +1 Str, +4 Dex, –1 size, +1 deflection)  
  Feats Desperate Battler, Martial Arts Training 
  (Keen Eye, Swift Foot), Martial Arts Training 
  (Shadow 
  Dodge), 
  Martial 
  Arts 
  Training 
  (Soaring 
  Tanuki), 
  Martial 
  Arts 
  Training 
  (Stalking Tanuki), Martial Arts Training (Void 
  Strike), Weapon Finesse, Weapon Focus 
  (shortsword) 
  Skills Acrobatics +16 (+12 jump), Bluff +10, Climb  
  +13, Disguise +10, Escape Artist +21, Fly 
  +6,Intimidate 
  +10, 
  Knowledge 
  (dungeon-
  eering) +11, Knowledge (local) +11, Perception 
  +19, Perform (dance) +10, Sense Motive +17, 
  Sleight of Hand +14, Stealth +25, Swim +11; 
  Racial modifiers +2 Perception, Acrobatics, 
  Climb 
  Languages Common, Halfling, Gnome  
  SQ expert acrobat, rogue talents (fast stealth, fast 
  tumble, finesse rogue, follow clues
  APG, hunter's 
  surprise
  APG [1/day], improved evasion, knock-
  out blowAPG [1/day, DC 18]), second chanceAPG 
  (4/day) 
  Combat Gear gloves of arrow snaring (2/day), 
  potion of cure moderate wounds (2), potion of 
  darkvision, potion of haste; Other Gear +3 
  mithral shirt, +2 adamantine shortsword, 
  adamantine crossbow bolts (50), cold iron 
  crossbow bolts (50), masterwork cold iron 
  shortsword, 
  masterwork 
  hand 
  crossbow, 
  mithral shortsword, silver crossbow bolts (50), 
  smoke pelletAPG (5), ring of protection +1, 1,065 
  gp 
  Boon If defeated in honorable combat, Sensō will 
  aid the PCs with all of his resources (which 
  includes accompanying them) in the completion 
  one quest or goal, as long as he does not deem 
  said quest or goal evil. 
   
   
  Otter Style Techniques 
   
  A sharp jab from the spear awakened me, laying in 
  the moldy straw of my cell three days after hobgoblins 
  captured me. Two of the ugly brutes roughly prodded 
  me toward a portcullis. On the other side of the portal 
  was ratty bow and three arrows. The portcullis 
  opposing mine opened, and out stepped a hob 
  wielding a hooked axe and large steel shield. Cheers 
  coursed through the stadium like the roar of a dragon 
  as he pumped his arms in the air. I used my first arrow 
  in Husking the Shellfish, to force him to drop his 
  shield. I used my second arrow in Pinion the Pike, to 
  arrest his charge. My final arrow flew wide, so I 
  shifted into the Unpredictable Waters stance and 
  wielded the rickety bow as a club, breaking it on his 
  skull. My opponent slumped to the ground, blood 
  oozing from his ear. The crowd sat strangely quiet, 
  even as I cheered. 
   
  Otter Style is primarily a ranged combat style designed 
  to disable opponents from afar. However, it also allows 
  a ranged combatant to sorely punish any opponent who 
  approaches too close. Otter Style practitioners value 
  freedom and nature, and doing anything to endanger 
  either of those tenets is a quick path to ending up in the 
  sights of their bows. 
   
  Husking the Shellfish 
  You fire one shot against your opponent to make him 
  drop his shield, then fire upon him again. 
  Wushin Otter Technique (Ranged) 
  Prerequisites: Two Wushin Otter techniques 
  [Alternate Prerequisites]: BAB +5, Combat 
  Expertise, Improved Disarm, Point Blank Shot 
  Activation Time: 1 full-round action 
  [Optional Point Cost]: 2 points 
  Effect: Make a ranged disarm attempt against an 
  opponent within 30 feet of you; add your Dexterity 
  bonus, instead of your Strength bonus, to determine 
  your CMB. If your attempt is successful, your opponent 
  
   
  20 
   
  drops one item he is carrying of your choice (even if the 
  item is wielded with two hands). If your attempt 
  exceeds your opponent’s CMD by 10 or more, your 
  opponent drops two items he is carrying. If you may 
  make any iterative attacks, you may make a single 
  ranged weapon attack against your opponent (though 
  you must have the Rapid Reload feat if you are wielding 
  a crossbow or firearm) that deals +Xd6 extra precision 
  damage where X = 1/3 your BAB (minimum 1). You 
  lose the benefit of your Dexterity bonus to your armor 
  class until the start of your next turn. 
   
  Kick Against the Rapids 
  You kick out pushing both you and your opponent 
  back so you may shoot him with your weapon.  
  Wushin Otter Technique (Melee and Ranged) 
  [Alternate Prerequisites]: Improved Bull Rush, 
  Power Attack, Point Blank Shot 
  Prerequisites: One Wushin Otter technique 
  [Optional Point Cost]: 1 point 
  Activation Time: 1 full-round action 
  Effect: Make a bull rush attempt. This attempt does 
  not provoke an attack of opportunity. If the bull rush 
  attempt is successful, you and your opponent are both 
  pushed back 5 feet from each other (as if you had bull 
  rushed each other simultaneously) and you may make 
  a ranged attack against him. If your ranged attack hits, 
  your opponent must make a Reflex save (DC 10 + 1/2 
  your BAB + your Dexterity bonus) or fall prone. If you 
  or your opponent would be pushed into a square of 
  hazardous terrain, that individual receives a Reflex 
  save (same DC as above) to stay in their square of 
  origin. If either you or your opponent do not have an 
  open 5-foot square to be pushed into, that individual 
  must also make a Reflex save (same DC as above) or fall 
  prone. If neither you nor your opponent have an open 
  5-foot square to be pushed into, you cannot perform 
  this technique. 
   
  Pinion the Pike 
  As your opponent charges toward you, you skewer 
  them with a quick shot. 
  Wushin Otter Technique (Ranged) 
  Prerequisites: One Wushin Otter technique, or two 
  techniques from any other school (more for crossbows 
  and firearms; see text)  
  [Alternate Prerequisites]: Combat Reflexes, Point-
  Blank Shot 
  Activation Time: 1 immediate action 
  [Optional Point Cost]: 1 point 
  Effect: In response to your opponent’s charge attack 
  you quickly launch a missile at them. If your attack hits, 
  it is automatically considered a critical hit. In addition, 
  you may apply the effect of one critical feat that you  
   
   
   
  Kick against the Rapids 
   
  have to your opponent. Without further training you 
  can use perform this technique with all bows, repeating 
  crossbows, and revolvers. If you have the Rapid Reload 
  feat you can use perform this technique with a hand or 
  light crossbow. If you have the Rapid Reload feat, or 
  the Lightning Reload gunslinger deed and at least one 
  grit point, you can perform this technique with a one-
  handed or two-handed firearm. If you do not have 
  those prerequisites, your crossbow or firearm must be 
  preloaded to perform this technique. 
   
  Unpredictable Waters  
  You unexpectedly smash your adjacent opponent with 
  your bow. 
  Wushin Otter Technique (Bow or Crossbow, 
  Melee, Stance) 
  Activation Time: 1 swift action 
  Duration: A number of rounds equal to character 
  level. 
  [Optional Point Cost]: 0 points 
  Effect: You may make melee attacks with your ranged 
  weapon when your opponent is adjacent to you. The 
  damage you deal depends on your ranged weapon (see 
  chart below) though it is always bludgeoning: 
   
  
   
  21 
   
  Weapon 
  Dmg 
  (S) 
  Dmg 
  (M) 
  Critical 
  Special 
  Longbow 
  or 
  composite 
  longbow 
  1d4/1d4 
  1d6/1d6 
  x2 
  double 
  Shortbow 
  or 
  composite 
  shortbow 
  1d3/1d3 
  1d4/1d4 
  x2 
  double 
  Hand 
  crossbow* 
  1d2 
  1d3 
  x2 
    
  Light 
  crossbow 
  or 
  repeating 
  light 
  crossbow* 
  1d4 
  1d6 
  x2 
    
  Heavy 
  crossbow 
  or 
  repeating 
  heavy 
  crossbow* 
  1d6 
  1d8 
  x2 
    
   
  Any enchantments on your weapon that apply to both 
  melee and ranged weapons apply to your melee attacks. 
  When your BAB reaches 6+, you may intersperse melee 
  and ranged attacks with your ranged weapon. When 
  your BAB reaches 11+, you may use the Cleave feat with 
  your ranged weapon as long as your first attack was a 
  melee attack. This technique ends if you use any other 
  technique with a Stance identifier. 
   
  Up and Over the Waterfall 
  You flip over your opponent, snagging his neck on 
  your bowstring. 
  Wushin Otter Technique (Bow, Melee) 
  Prerequisites: BAB 8+, three Wushin Otter 
  techniques 
  [Alternate Prerequisites]: Acrobatics 8 ranks, 
  Agile Maneuvers, Combat Expertise, Critical Focus 
  Activation Time: 1 full-round action 
  [Optional Point Cost]: 2 points 
  Effect: Make a grapple check against your opponent's 
  CMD, adding your Dexterity bonus instead of your 
  Strength bonus to determine your CMB. This attempt 
  does not provoke an attack of opportunity. If your 
  attempt is successful, you must then make an 
  Acrobatics check (DC your opponent’s CMD) to flip 
  over your opponent, strangling him. If successful, your 
  opponent suffers 1d6 points of bleed damage and must 
  make a Fortitude save (DC 10 + 1/2 your BAB + your 
  Dexterity bonus) suffer a crushed windpipe and be 
  unable to breathe or speak (see Suffocation, CRB, 
  Chapter 13). If your Grapple attempt and Acrobatics 
  check both exceed the CMD of your opponent by 10 or 
  more, your opponent instead suffers 1d4 Constitution 
  bleed damage and is automatically unable to breathe or 
  speak. A Fortitude save (DC 10 + 1/2 your BAB + your 
  Dexterity bonus) reduces this to 2d6 points of hit point 
  bleed and is only unable to speak for 1d4 minutes. Any 
  amount of magical healing restores the crushed 
  windpipe and allow your opponent to breathe again 
  and reduce the amount time he cannot speak to 1d4+1 
  rounds. 
   
  Yuugao Kurami, Otter Style 
  Apprentice      
  CR 5 
  XP 1,600 
  Elf Ranger (TrapperUM) 6 
  CG Medium humanoid (elf) 
  Init +3; Senses low-light vision; Perception +3 
  DEFENSE 
  AC 18, touch 13, flat-footed 15 (+5 armor, +3 Dex) 
  hp 45 (6d10+12) 
  Fort +6 Ref +8 Will +3; +2 vs. enchantment 
  Immune sleep 
  OFFENSE 
  Speed 30 ft. 
  Melee +1 composite longbow +9/+4 (1d6+3) 
  Ranged 
  +1 
  composite 
  longbow 
  +10/+5 
  (1d8+3/×3) or Rapid Shot +1 composite 
  longbow +8/+8/+3 (1d8+3/×3) 
  Special Attacks favored enemy (magical beasts 
  +4, monstrous humanoids +2), ranger trapsUM 
  (4/day—snare trap or swarm trap) 
  TACTICS 
  During Combat Kurami begins combat by 
  initiating Unpredictable Waters at the first 
  available moment. After that she will use 
  Husking the Shellfish to attempt to disarm her 
  opponents, and Kick Against the Rapids if they 
  get too close.  
  Morale Kurami fights to the death to keep 
  outsiders from discovering the location of his 
  village, but is otherwise happy to lead them on 
  a merry chase and get them lost in the forest. 
  Stance When in Unpredictable Waters, Kurami 
  treats his longbow as a quarterstaff. 
  STATISTICS 
  Str 15 (+2), Dex 16 (+3), Con 12 (+1), Int 12 (+1), 
  Wis 12 (+1), Cha 8 (–1) 
  Base Atk +6; CMB +8; CMD 21 
  
   
  22 
   
  Feats 
  Martial 
  Arts 
  Training 
  (Unpredictable 
  Waters), Martial Arts Training (Kick Against 
  the Rapids [DC 16]), Martial Arts Training 
  (Husking the Shellfish [+2d6]), Point Blank 
  Shot, Rapid Shot 
  Skills 
  Disable 
  Device 
  +10, 
  Knowledge 
  (dungeoneering) +10, Knowledge (geography) 
  +10, Knowledge (nature) +10, Perception +12, 
  Stealth +12, Survival +10; Racial Modifiers 
  +2 Perception 
  Languages Elven, Sylvan, Common 
  SQ hunter’s bond (animal companion, otter named 
  Mizunikage), favored terrain (mountain +2), 
  hunter's 
  bond, 
  swift 
  tracker, 
  track 
  +3, 
  trapfinding +3, wild empathy +5 
  Combat Gear +1 mithral shirt, +1 composite 
  longbow (+2 Str) with 40 arrows, cold iron 
  arrows (10), alchemical silver arrows (10) 
  Boon If defeated in combat, Kuarmi will teach the 
  PCs about the surrounding area, granting a +2 
  on Knowledge (nature) and Survival checks in 
  the Wushin Mountain region. Alternatively, she 
  can instead help the PCs track down one evil 
  monster or group within the Wushin Mountain 
  region. 
   
  Mizunikage (otter animal 
  companion) 
  Init +4; Senses low-light vision; Perception +5 
  DEFENSE 
  AC 18, touch 14, flat-footed 12 (+4 Dex, +3 natural, 
  +1 size) 
  hp 19 (3d8+6) 
  Fort +5 Ref +7 Will +2 
  Defensive Abilities evasion 
  OFFENSE 
  Speed 20 ft., swim 30 ft. 
  Melee bite +7 (1d4+3); tail slap +6 (1d4+3) 
  STATISTICS 
  Str 14 (+2), Dex 18 (+4), Con 15 (+2), Int 2 (–4), 
  Wis 12 (+1), Cha 6 (–2) 
  Base Atk +2; CMB +3; CMD 17 (21 vs. trip) 
  Feats Weapon Finesse, Weapon Focus (bite) 
  Skills Escape Artist +5, Perception +5, Swim +9 
  SQ hold breath, tricks (attack, come, down, fetch, 
  heel, perform, seek, stay) 
   
   
  SNARE TRAP 
  Type magic 
  or 
  mechanical; Perception DC 
  14; Disable 
  Device DC 
  14 
  (Perception & Disable 
  Device DC 
  12 
  if 
  mechanical) 
  EFFECTS 
  Trigger location; Reset none 
  Effect The trap entangles the triggering creature's 
  body (Reflex avoids). The creature cannot move 
  from the location of the trap, unless the ranger 
  included a “leash” when setting the trap, in which 
  case the creature is limited to the length of the leash. 
  The trapped creature can escape with an Escape 
  Artist check (DC 14) as a full-round action. The trap 
  or its leash has a number of hit points equal to 1/2 
  the ranger's level, or can be burst as a full-round 
  action with a DC 25 Strength check. The trap can 
  hold one Medium creature; each extra daily use of 
  the ranger's trap ability spent when the trap is set 
  increases the maximum size of creature the trap can 
  hold. At the ranger's option, if there is a tall object 
  or structure nearby, she can have the trap lift the 
  creature. Two creatures of a smaller size equal one 
  creature of a larger size. 
   
  SWARM TRAP 
  Type magic 
  or 
  mechanical; Perception DC 
  14; Disable 
  Device DC 
  14 
  (Perception & Disable 
  Device DC 
  12 
  if 
  mechanical) 
  EFFECTS 
  Trigger location; Reset none 
  Effect The trap releases a bat swarm, rat swarm, or 
  spider swarm that attacks all creatures in the area. 
  The swarm remains in the general area for no longer 
  than 1 round per ranger level, after which it 
  disperses. If the trap is an extraordinary trap, the 
  ranger must provide the creatures of the swarm 
  (typically in a small box, cage, or crate); these 
  creatures may die of starvation before the trap is 
  triggered (an extraordinary trap lasts 1 day per 
  level). 
   
  Otter Companions 
  Starting Statistics: Size Small; Speed 20 ft., swim 
  30 ft.; AC +1 natural armor; Attack bite (1d4), 
  tail slap (1d4); Ability Scores Str 13, Dex 17, Con 
  15, Int 2, Wis 12, Cha 6; Special Qualities low-
  light vision, hold breath. 
  4th-Level Advancement: Ability Scores Dex +2, 
  Con +2; Special Qualities blindsense 30 feet. 
   
   
   
  
   
  23 
   
   
   
  
   
  24 
   
  Part 2: The Western Arts
  The Dewmar Isle 
  Academy of 
  Swordsmanship and 
  Martial Defense 
   
  Symbol: A red rapier crossing a pair of shackles on a 
  field of black. Often, just old shackles hanging from a 
  pole serve as the symbol of the Dewmar Isles.  
   
  During the beginning of the second civil war, William 
  Dewmar, the master swordsman, was sent off the 
  southern coast to the island prison of Hangedman’s 
  Rock. Born to a noble family, stories claim Williams 
  learned swordplay as soon as he could walk. The only 
  thing quicker than the tip of his sword was the tip of his 
  tongue. In short order, all the prison guards considered 
  him a good fellow and a friend. So it was no surprise 
  that, as the war worsened and the supply ships stopped 
  docking at the prison island, it was William Dewmar, 
  and not the governor of Hangedman’s Rock, whom the 
  guards turned to in order to survive. 
   
  William’s contacts with many smugglers saved the men 
  of the prison and the inhabitants of the surrounding 
  islands. All but forgotten during the war, the liberated 
  prisoners and William’s smuggler friends used the 
  remote islands as waystations, and a village sprung up 
  around the prison. The war  devastated trade; both 
  armies looted merchants and villages to the point 
  where people began to rise in revolt against all sides on 
  the mainland. With the coast in chaos, the Dewmar 
  Islands soon became a welcome safe haven to those 
  who could reach them. 
   
  William took the upper floors of the prison as his 
  private residence and turned them into a school of 
  arms. He accepted all students, training those who 
  wished to defend themselves against the armies of the 
  mainland. Troublemakers quickly found themselves 
  hanging from the gibbets along the piers and fortress 
  walls. 
   
  The “navy” of Hangedman’s Rock is a newly formed 
  confederation of smugglers, fishermen, and pirates. 
  Relatively small in size, they fight by harassing enemy 
  ships, whittling them down before they make it to 
  shore. In exchange for providing protection to the 
  coastlines from outsiders, Dewmar promised amnesty 
  from past transgressions and a handsome, regular 
  salary, in addition to a portion of the loot taken from 
  hostile ships. The crown jewel of their navy is a small, 
  ancient frigate carrying the bodies and the ghosts of 
  long dead sailors falsely accused of piracy and executed 
  on the island.   
   
  With the prison liberated, Dewmar claimed the ghosts 
  of many unfairly judged prisoners came to him,  
  pledging their fealty. William Dewmar gave them 
  rooms and keeps the ghosts of past kings, famous 
  pirates, and foreign ambassadors of nations dead and 
  forgotten as advisers. Who knows the secrets available 
  from a single conversation with these undead fellows 
  or the secrets William has already learned?   
   
   
  Leadership 
   
  When Governor Dewmar assumed control of the 
  prison and islands, his first act was to retain current 
  leaders, as long as they continued working with 
  ‘unsavory’ types.  Dewmar smartly employed the most 
  capable and willing prisoners, giving them pardons as 
  long as they agreed to become productive citizens.   He 
  has extended the same invite to his smuggler and pirate 
  contacts in exchange for payment and protection. And 
  he's proven fair, executing both former criminals and 
  guards who thought the change in command was an 
  opportunity to settle old scores.  
   
  The prison warden, Jacob Wormbright (cavalier 2, 
  warrior 3), now a student of Dewmar’s, handles the 
  island’s interior defense.  A small army of former 
  prison 
  guards 
  and 
  inmates 
  serves 
  under 
  his 
  command.   
   
  A dwarven pirate captain, Olf Oilbeard (rogue 4), who 
  is wanted in several countries for piracy and murder, 
  commands the navy. A safe harbor to call home 
  combined with the idea of regular wealth has kept him 
  honest— so far.   
   
   
  
   
  25 
   
  Grounds 
   
  The prison is a massive fort, built for war in ancient 
  times by forgotten wizards and their outsider servants. 
  The upper towers all macabre and bare, hundreds of 
  rooms unfit for a noble’s household, but grand enough 
  to imprison those of high station without insult. These 
  apartments are now where Dewmar’s staff runs his 
  small island nation. The rock itself raises high out of 
  the sea with barnacle covered walls  increasing the 
  effective height. On the south shore, the once small 
  dock has been extended with a township of tiny vessels. 
  Within the prison, every guard room, stairway, and 
  closet on the ground level has been converted to 
  housing and craft shops. Shelves have been carved into 
  the island’s side and hundreds of tiny huts erected to 
  take advantage of every available space. Many of the 
  nearby islands are also enjoying population explosions 
  as people flee from civil war and come under Dewmar’s 
  protection. 
   
  Stairways and dungeon levels exist beneath the prison 
  which no one has visited this century. No guards or 
  administrators know what lies below the depths, and if 
  the ghosts know, the Governor hasn't said. Most 
  records are missing, censored, extremely vague, or 
  bizarre. For example, one tome reads “Room B45-T, 
  Marisha Deemo, the devil of corn, allow no male 
  guards, feed only meat.” Water floods some stairwells , 
  with one of these being fresh water much to the joy of 
  the quartermasters. Others have a coating of frost, with 
  all outlet doors frozen over solid. William sent down 
  two discovery teams against the advice of his ghost 
  counselors, neither returned. Once his school and 
  village are running more smoothly, the Governor plans 
  on hiring professional dungeoneers to map the depths 
  of his academy.   
   
  Adventure Hooks 
   
  - An officer of the civil war abandoned his station and 
  hides on Dewmar Isle. The army sent the PCs in to 
  capture the officer and bring him out before he can give 
  away important military secrets or to kill him if 
  necessary. 
   
  - An old woman, feeble and ancient, asks the PCs to 
  travel to Hangedman’s Rock and learn what happened 
  to her first husband, imprisoned there on false charges 
  of piracy. 
   
  -Governor Dewmar sent out the call; he needs skilled 
  warriors of foreign fighting skills to come to his school  
   
   
   
  Dewmar Isle 
   
  and test the abilities of his students. He offers room 
  and board, a small allowance, and classes in the fencing 
  arts to those who apply. 
   
   
  Boons 
   
  Governor Dewmar does not often take a personal 
  interest in training new students, but if one does 
  happen to catch his eye, he occasionally gives private 
  lessons. A character who attends these private lessons 
  can learn one Fencing technique without having to 
  spend a feat on Martial Training. The character must 
  still meet the prerequisites of the technique. Continued 
  private lessons allow for the selection of additional 
  Fencing techniques. 
  Men and women down on their luck find the Dewmar 
  Isles a safe haven. Governor Dewmar extends his 
  protection to anyone of good heart and strong mind 
  who flees to the Isles to escape political persecution. He 
  accepts even those with criminal bents as long as they 
  pledge not to commit crimes against the citizens of the 
  Isles. The Isles serve as a strong and safe base of 
  
   
  26 
   
  operations for any character who has Dewmar’s 
  blessing. 
   
  While the navy of the Isles is relatively weak, Governor 
  Dewmar knows and understands how vital control of 
  the sea is to the continued safety of his people. He pays 
  well for any ships of any size captured from the 
  enemies of the Isles and returned to Hangedman’s 
  Rock. He requires proof such vessels were in fact seized 
  from enemies, usually in the form of blindfolded 
  prisoners who are granted their freedom in exchange 
  for their testimony. 
   
  The Dewmar Isles serve as home to many people with 
  knowledge considered criminal in most other places. 
  With a little effort, characters easily find old sailors, 
  retired thieves, smugglers, pirates, or “dark” arcanists 
  potentially convinced to share a bit of their knowledge. 
  This grants a +5 bonus to any skill check made to 
  identify a creature or object, learn of a secret passage, 
  or solve a puzzle, but it requires an expensive price or 
  a side quest to meet the expert's demands. 
  ic Items 
  The students of the Dewmar Isle Academy believe any 
  advantage is a good advantage, regardless of its source. 
  They often seek out new magic and new alchemical 
  methods to provide them an edge on the field of 
  combat. 
   
  Magic 
   
  Special Weapon Quality 
  Drowning: This lethal ability causes those it strikes to 
  begin drowning. On a critical hit the opponent’s lungs 
  begin to fill with water (see Environment chapter of the 
  Pathfinder Core Rulebook) Creatures that do not 
  breathe, such as oozes, golems, and the undead, are not 
  affected by the extra ability. A DC 17 Fortitude save 
  allows the targeted individual to cough up the water; 
  this save is made each round until the character is 
  unconscious or successful. Unconscious and drowning 
  characters take 1d6 lethal damage per round until 
  dead. 
  Strong conjuration; CL 18th, Craft Magic Arms and 
  Armor, control water, water breathing; Price +5 
  bonus. 
   
  Gemini Weapon: A gemini weapon can physically 
  change into a second type of weapon while keeping all 
  other magical properties. Differences between the two 
  weapons, such as size, weight, and material does not 
  restrict the change. Magical properties that do not 
  apply to the current weapon type, such as vorpal on a 
  blunt or ranged weapon, are dormant until the weapon 
  changes back. Materials do not change between 
  weapons. 
  Strong transmutation; CL 15th; Craft Magic Arms and 
  Armor, polymorph any object; Price +2 bonus, or +3 
  bonus if the weapon changes between a melee and a 
  ranged weapon. 
   
  Common Gemini Weapons 
  Within the Elven Court: +1 mithril elven curve blade 
  Gemini longbow; 32,155 gp  
  Wielded by the Knights of the Amber Morning: +2 
  longsword Gemini lance, 32,025 gp 
  Within the witch covens of the north: +1 keen dagger 
  Gemini scythe, 18,020 gp  
   
  Twin Identity Weapon: A twin identity weapon 
  counts as two different weapons for the purpose of 
  adding bonuses from feats and class abilities that rely 
  on a certain weapon or weapon type. The second 
  identity for the weapon must be chosen at the time of 
  creation from the same weapon group (see Fighter 
  class). For example, a scimitar with twin identity 
  (longsword) could gain the benefits of Weapon Focus: 
  Longsword, but not Weapon Focus: Spiked Chain.  
  Faint transmutation; CL 5th; Craft Magic Arms and 
  Armor, versatile weapon; Price +1 bonus. 
   
  Boots of Fencing 
  Aura moderate transmutation: CL 10th 
  Slot feet; Price 12,000 gp; Weight 1 lb. 
  DESCRIPTION 
  Upon confirming a critical threat when striking an 
  opponent with a melee attack, the wearer of these boots 
  may make a 5-foot step as a free action which does not 
  count against the wearer’s movement for this turn. 
  CONSTRUCTION 
  Requirements Craft Wondrous item, haste; Cost 
  6,000gp 
   
  Dewmar Techniques 
  Techniques 
  "We quickly drew blades and assumed our guards; the 
  point of my blade hovering at eye level and hers 
  casually, almost negligently down near her feet. I 
  knew better than to presume her unskilled, only a 
  veteran duelist dared face a  student of William  
   
  Dewmar with such nonchalance. Watching her elbow, 
  I feinted for her knee and disengaged to thrust at her 
  sword arm. Ignoring the feint, my enemy rolled the 
  bell of her rapier with my attack, hoping to bind our 
  weapons as she leapt into motion. Her off-hand pulled 
  
   
  27 
   
  a heavy, wide-bladed knife from the folds of a silk 
  sash, and the half-elf lunged forward to bury it in my 
  guts. It was a dance well danced.” 
   
  The fencing techniques taught at the Dewmar Academy 
  are for character wishing to excel with light weapons 
  and be mobile about the battlefield.  Fencing 
  characters can manipulate the movement and 
  placement of their enemies, the use of their weapons, 
  and stop them from acting as quickly as they normally 
  would.  
   
  Acrobatic Disarm 
  Fencing Technique 
  With a twist of your wrist, you send your opponent’s 
  blade flying right into your open hand. 
  [Alternate 
  Prerequisites]: 
  Improved 
  Feint, 
  Acrobatics 8 ranks 
  Steel Cost: 1 point 
  Activation Time: 1 standard action 
  Effect: Perform a disarm combat maneuver. If the 
  disarm succeeds and you have a free hand, make an 
  Acrobatics check against the target’s CMD. If 
  successful, you may automatically pick up the 
  disarmed weapon as if you had made the disarm 
  attempt without a weapon. 
   
  Along the Bannisters  
  Fencing Technique 
  Your acrobatic maneuvers open up new avenues of 
  movement and leave your pursuers unable to follow. 
  Prerequisite: Acrobatics 1 rank, Steel Discipline 
  [Alternate 
  Prerequisites]: 
  Nimble 
  Moves, 
  Acrobatics 5 ranks 
  Steel Cost: 1 point 
  Activation Time: 1 move action or 1 full round action 
  (see text) 
  Effect: Make an Acrobatics check. For every 5 points 
  your check exceeds 0, you may move 5 feet. This 
  movement 
  ignores 
  difficult 
  terrain, 
  hazards, 
  opponents, and may pass through threatened squares, 
  but you cannot move through solid obstacles and you 
  must end your movement in a legal space. If you move 
  your speed or less, this takes a move action, otherwise 
  it takes a full round action. If you move at all, you may 
  not make a 5 foot step this round. 
   
  Balestra  
  Fencing Technique  
  You jump towards your opponent then lunge, striking 
  forcefully from out of his initial reach. 
  [Alternate Prerequisites]:  BAB +3, Lunge 
  Steel Cost: 1 point 
  Activation Time: 1 standard action 
  Effect: Take a five-foot step, then make a melee attack 
  at your highest attack bonus. You are considered to be 
  charging for the purpose of this attack. You must end 
  your movement closer to the target than you started. 
   
   
  Fancy Footwork  
  Fencing Technique 
  Your attacks are designed to force your opponent 
  from the ground they choose to fight on. 
  [Alternate Prerequisites]: Mobility 
  Steel Cost: 1 point 
  Activation Time: 1 swift action 
  Effect: Until the start of your next turn, each time you 
  hit with a melee attack, the target of the attack must 
  make a DC (10 + ½ BAB + Damage taken) Reflex save 
  or immediately move 5 feet. This movement does not 
  provoke attacks of opportunity and does not count 
  against their normal movement. The target chooses 
  where to move, and cannot be forced to move into a 
  square that would cause them to take damage. 
   
  Gather Strength / Defensive Stance 
  Fencing Technique (Stance) 
  When your opponent presses, do not give him an 
  opening. 
  Martial Training Prerequisite: BAB +3 
  [Alternate Prerequisites]: Combat Expertise, 
  Improved Initiative 
  Steel Cost: 1 point 
  Activation Time: 1 standard action 
  Effect: If you are not in assessing or harrying stance, 
  you gain an insight bonus to AC against melee attacks 
  equal to your initiative bonus (maximum +10) and may 
  not make attacks until the start of your next turn. If you 
  are attacked, you may immediately assume defensive 
  stance. 
  Special: While in defensive stance, your initiative 
  score remains static, even if you hold your action or 
  otherwise act out of turn. Once you make an attack on 
  your turn, the defensive stance immediately ends and 
  you lose the AC benefit. Assuming a stance cancels all 
  other stances you have active. 
   
  Locked Blades  
  Fencing Technique 
  You bind your opponent’s blade with your own and 
  step up to him, refusing to allow him to disengage. 
  [Alternate Prerequisites]: BAB +6, Iron Will 
  Steel Cost: 1 point 
  Activation Time: 1 standard action or 1 immediate 
  action; see below 
  Effect: Choose a weapon you are wielding and 
  perform a grapple combat maneuver against an 
  
   
  28 
   
  opponent wielding a manufactured melee weapon. If 
  your chosen weapon is a light weapon and your 
  opponent is wielding a two-handed weapon, you take a 
  -4 penalty to your combat maneuver roll. If the grapple 
  succeeds, neither you nor your opponent can make an 
  attack with the locked weapons, but either party may 
  make 5 foot steps but such movement is immediately 
  mirrored by the other party, and you both gain the 
  grappled condition for the duration of the grapple. In 
  addition to the normal methods of breaking a grapple, 
  either party may choose to drop their weapon, or make 
  a bull rush or trip combat maneuver against the other; 
  success breaks the grapple in addition to the normal 
  effects. 
   
  You may use this technique as an immediate action 
  when 
  attacked 
  by 
  an 
  opponent 
  wielding 
  a 
  manufactured melee weapon if you have at least +8 
  BAB. In this case, a successful grapple cancels the 
  triggering attack.  
   
  Press Your Advantage / Harrying Stance  
  Fencing Technique (Stance) 
  When you have the upper hand, do not give your 
  opponent a chance to rest. 
  [Alternate Prerequisites]: BAB +6, Improved 
  Initiative 
  Steel Cost: 1 point 
  Activation Time: 1 full round action 
  Effect: If you are not in defensive or assessing stance, 
  make a melee full attack. If your initiative score is 
  higher than your target’s, you deal bonus damage equal 
  to your initiative bonus (maximum +10) and you may 
  immediately assume harrying stance. 
  Special: While in harrying stance, at the start of your 
  turn, you may lower your initiative score by up to your 
  character level (to a minimum of 0) to gain a +1 bonus 
  to hit until the end of your turn for every 2 points of 
  initiative you give up (to a maximum  bonus of +5). 
  Regardless of how your initiative score changes, you 
  only get one turn per round. If you do not make a melee 
  attack on your turn, harrying stance immediately ends. 
  Assuming a stance cancels all other stances you have 
  active. 
   
  Probing Attack / Assessing Stance 
  Fencing Technique (Stance) 
  When unsure of the enemy’s skill, do not commit to an 
  attack. 
  [Alternate Prerequisites]: BAB +3, Improved 
  Feint  
  Steel Cost: 1 point 
  Activation Time: 1 standard action 
  Effect: If you are not in harrying or forward stance, 
  make a melee attack. If the attack hits, it deals no  
   
   
  Locked Blades 
   
   
  Who Watches The 
  Initiative Track? 
   
  The stances of the Dewmar Academy manipulate a 
  character's initiative position to provide different 
  benefits. We recommend a player who focuses on these 
  stances take responsibility for tracking encounter  
  initiative, in order to save the GM the heartache of 
  constantly shifting their character's initiative score.  
   
   
  damage but you gain a bonus to damage rolls against 
  the target of this technique equal to half your level until 
  the end of your next turn and you may immediately 
  assume assessing stance. 
  Special: While in assessing stance, every time you hit 
  an enemy with a melee attack, that enemy’s initiative 
  score is decreased by 2 to a minimum of 0. If you attack 
  an enemy with a lower initiative score than you, 
  assessing stance immediately ends. Assuming a stance 
  cancels all other stances you have active. 
   
  
   
  29 
   
  Stop Thrust 
  Fencing Technique  
  You thrust your blade under your opponent’s clumsy 
  attack. 
  [Alternate Prerequisites]: BAB +5, Lightning 
  Reflexes, Acrobatics 5 ranks 
  Steel Cost: 1 point 
  Activation Time: 1 immediate action 
  Effect: When an opponent attacks you while they have 
  an AC penalty (such as while charging), make a melee 
  attack against him at your highest attack bonus.  
  If your attack hits, you deal damage as normal and gain 
  a +4 circumstance bonus to AC against the triggering 
  attack. If your attack misses, you take a -4 penalty to 
  AC against the triggering attack. If you have at least 6 
  ranks of Acrobatics or +6 BAB, you may instead choose 
  to make a tumbling stop thrust: In addition to the 
  above effects, your target is denied his Dexterity bonus 
  to AC against your attack, and if you miss, you are 
  treated as prone for the triggering attack. 
   
  Sudden Reversal / Forward Stance  
  Fencing Technique (Stance) 
  When your opponent leaves himself open to attack, 
  oblige him.  
  [Alternate Prerequisites]: BAB + 5, Nimble Moves, 
  Step Up 
  Steel Cost: 1 point 
  Activation Time: 1 immediate action 
  Effect: If you are not in defensive or harrying stance 
  and an enemy within your reach attacks you, make a 
  melee attack against that enemy. If your target has a 
  higher initiative score than you do, your initiative score  
  increases by 4 and you may immediately assume 
  forward 
  stance. 
  Special: While in forward stance, whenever you hit 
  with or are hit by a melee attack, you may move 5 feet. 
  This 
  movement 
  does 
  not 
  provoke 
  attacks 
  of 
  opportunity and does not count against your normal 
  movement. If you do not move at least 10 feet each 
  round, forward 
  stance immediately ends. Assuming a stance cancels all 
  other stances you have active. 
   
   
  NPCs 
  NPCs 
  William Dewmar CR 16 
  XP 76,800 
  Male human fighter 15/Duelist 2 
  NG medium humanoid (human) 
  Init +10; Senses Perception +17 
  DEFENSE  
  AC 25, touch 18, flat-footed 19 (+ 5 armor, +5 Dex, +2 
  Natural, +1 Dodge) 
  hp 144 (17d10+38) 
  Fort +13, Ref +11, Will +7; +4 vs fear 
  OFFENSE 
  Speed 30 ft. 
  Melee rapier +26/+21/+16/+11 (1d6+7) 
  TACTICS 
  Before Combat Dewmar drinks a potion of haste 
  During Combat Dewmar often uses the Balestra 
  technique against unskilled opponents. When 
  fighting with the rogues within his entourage he 
  uses his boots of fencing and Fancy Footwork 
  technique to flank.  
  Morale If seriously injured or unable to defeat his 
  enemies, Dewmar taunts them as he flees and 
  attempts to kill them another day. 
  STATISTICS 
  Str 8, Dex 18, Con 12, Int 12, Wis 10, Cha 16 
  Base Atk +17/+12/+7/+2; CMB +16; CMD 34 (38 
  against sunder and feint) 
  Feats Dodge, Greater Weapon Focus (rapier), Greater 
  Weapon 
  Specialization 
  (rapier), 
  Improved 
  Initiative, Martial Training (acrobatic disarm, 
  along the banisters, balestra, fancy footwork, 
  gather strength, locked blades, press your 
  advantage, probing attack, stop thrust, sudden 
  reversal),  Mobility, Weapon Finesse, Weapon 
  Focus (rapier), Weapon Specialization (rapier) 
  Skills Acrobatics +17, Bluff +17, Climb +4, Diplomacy 
  +9, Disguise +4, Escape Artist +8, Intimidate +8, 
  Knowledge (dungeoneering) +8, Perception +17, 
  Perform (comedy) +8, Ride +8, Sense Motive +17, 
  Survival +8, Swim +8 
  Languages Common, Elven 
  SQ Armor Training 4, Bravery +4, Canny Defense, 
  Precise Strike, Weapon Training 3 (+3 light 
  blades, +2 heavy blades, +1 crossbows) 
  Gear amulet of natural armor +2, boots of fencing, 
  cloak of resistance +1, flamboyant outfit, pint of 
  rum, potion of haste x3, +3 rapier, ring of 
  jumping, ring of protection +2, +2 studded 
  leather, 50gp 
   
  William Dewmar is the head of The Dewmar Isle 
  Academy of Swordsmanship and Martial Defense, he 
  believes he is the most skilled swordsman in the world. 
  He is governor of the prison village and most of the 
  surrounding islands. He has a small staff that handles 
  most of his day to day dealings and a council of ancient 
  ghosts that advise him on important matters. Master 
  Dewmar juggles the court intrigue among red fingered 
  pirates, 
  strange 
  ghosts, 
  backbiting 
  merchants, 
  common seamen, and freed prisoners. Dewmar’s 
  
   
  30 
   
  tongue is as sharp as his sword, and his second greatest 
  gift is storytelling. His stories are probably not always 
  true, but they are often very humorous and typically 
  serve to prove his point in the current discussion. 
   
  Goals: William wants nothing more than to maintain 
  a safe haven for the people from the war on the 
  mainland. The governing of so many people however is 
  beginning to rub at him. He is secretly looking for 
  someone else to take over the position of governor. 
   
  Lady Zua Leialoha CR 9 
  XP  6,400 
  Female ghost tengu Bard 2/Cavalier 3 (Order of the 
  Seal)/Battle Herald 3 
  CG undead (augmented humanoid, incorporeal, tengu) 
  Init +2; Senses Perception +2; low-light vision, 
  darkvision 60ft 
  DEFENSE  
  AC 17, touch 17, flat-footed 14 ( +2 Dex, +4 Deflection, 
  +1 Dodge) 
  hp 82 (6d10+2d8+32) 
  Fort +9, Ref +7, Will +6; +4 vs channel, bardic 
  performance, sonic, and language dependent 
  effects. 
  Defensive 
  Abilities 
  channel 
  resistance 
  +4, 
  incorporeal, rejuvenation; Immune undead 
  traits 
  OFFENSE 
  Speed 30 ft., fly 30 (perfect) 
  Melee corrupting touch +9 (9d6 Fort. DC 20 half) 
  Special Attacks frightful moan (DC 18), seal’s 
  challenge +3 (1/day) 
  Bard Spells 
  1st- cause fear (DC 15), disguise self, ear-piercing 
  scream (DC 15) 
  0 level- haunted fey aspect, lullaby (DC14), message, 
  ghost Sound (DC 14), dancing lights 
  TACTICS 
  During Combat Zua starts combat with a frightful 
  moan, and then will use her seal’s challenge 
  against the opponent she believes to be the best 
  warrior. If she feels she is losing the combat, she 
  will cast her ear-piercing scream spell. 
  Morale With her body hidden deep within the 
  dungeons Zua has no reason to fear defeat in 
  combat.  
  STATISTICS 
  Str -, Dex 14, Con -, Int 12, Wis 11, Cha 18 
  Base Atk  +7/+2; CMB +9; CMD 26 
  Feats Ability Focus (frightful moan), Dodge, Extra 
  Performance, Outflank, Stealthy 
   
  William Dewmar 
   
  Skills Bluff +15, Diplomacy +15, Fly +18, Intimidate 
  +14 (+2 against creatures with the same 
  language), Perception +21, Perform (oratory) +8, 
  Profession (soldier) +5, Sense Motive +15, Stealth 
  +12, Use Magic Device +10 
  Languages Common, Tengu, Elven 
  SQ 
  banner 
  +2/+1, 
  bardic 
  performance 
  (16 
  rounds/day) [countersong, distraction, fascinate 
  (1 target) (DC 15), inspire courage +2], cavalier’s 
  charge, easy march (1 hour/day), inspiring 
  command +1  
  (move) (8 rounds/day), keeper (the Dewmar Isle 
  Academy of Swordsmanship) +2, reveille +1, 
  tactician (Outflank) 6 rds (2/day), telekinesis 
  (once every 1d4 rounds), versatile oratory +15, 
  voice of authority +2/+3, well versed 
  
   
  31 
   
  Gear ghostly silk court robes, beaded belt, and silver 
  hair combs 
  SPECIAL ABILITIES 
  Scatter (Ex): One ally named by Zua gains the benefits 
  of the Wind Stance feat. If the ally moves more than 5 
  ft. during their turn they gain 20% concealment against 
  ranged attacks for 1 round. 
  Seal’s Challenge (Ex): As a swift action, Zua chooses 
  1 target with sight to challenge. Zua’s melee attacks 
  deals an extra +3 damage against the challenged foe 
  and she has a -2 AC bonus against all other foes. Zua 
  may make a free bull rush or trip attempt with any full 
  attack action, that does not provoke an attack of 
  opportunity against her challenged foe. 
   
  Lady Zua Leialoha was a tengu princess of a distant 
  land. She grew tired of courtly life and the constant 
  fawning of suitors.  Under the cover of night, Zua stole 
  her family’s ancestral weapon, the Blade of Blood and 
  Water (a +2 rapier of drowning) and fled to be trained 
  as a warrior. After many adventures she was captured 
  and locked within the dungeons of Hangedman’s Rock, 
  then known as Cairaking’s Pit, for ransom from her 
  family. The ransom never came and she passed away 
  locked within the prison’s royal apartments. Since the 
  prison is the resting place of her body the Lady Zua 
  Leialoha has taken it upon herself to follow William 
  Dewmar and protect all those within her tomb; at least 
  until she is ready to return home.  
   
  Goals: Zua is now training under Governor Dewmar, 
  but will gladly take training from any PCs brave enough 
  to converse with a ghost. Any information on her 
  kingdom is also wanted as she cannot find it on any 
  maps, nor any writings on it’s history. She also needs 
  her body removed from the dungeons below as she 
  cannot return to her country without it. The Blade of 
  Blood and Water is most important to her and she has 
  hidden it somewhere within the dungeons outside her 
  apartments. She must take the sword back with her, 
  but is frightened that William will keep it for himself if 
  he finds out about it. 
   
  Count Mondow Frendart 
  Human ghost aristocrat 7 (Pathfinder Roleplaying 
  Game Bestiary) 
   
  Count Mondow was the royal liaison between his home 
  kingdom and a neighboring elven kingdom with whom 
  they had turbulent relations.  A gifted speaker and 
  tradesman, he had agreed to move to the elven 
  kingdoms to take a bride, Allinlee, from the middle 
  nobility in order to establish a fair trade alliance.  
  However, Frendart’s skill with words extended far 
  beyond just diplomacy and he found himself winning 
  over the hearts of his bride’s closest friends, even 
  falling in love with her cousin Lauriana.  Too much  
  wine one evening led to carelessness and Frendart’s 
  wife happened upon him, Lauriana, and two 
  handmaidens engrossed in a tryst in their private 
  heated tub.  Allinlee took the matter to her father 
  Willotim, who had Lauriana and the two handmaidens 
  beheaded in front of Frendart.  
   
  Because of his diplomatic status, instead of execution, 
  Frendart was sent to the human kingdoms, stripped of 
  his titles, and sentenced to life imprisonment on 
  Hangedman’s Rock.  Twice he was able to seduce 
  female guards to release him from his cells and once he 
  even made it into the hold of a ship before being 
  recaptured.  However, his luck ran out during his third 
  escape attempt.  The elven guard he intended to bed 
  was actually an assassin sent by the royal elven courts 
  and his manhood was taken from him before his 
  life.  The intense rage caused by his humiliation before 
  death has anchored him in the material plane as a 
  ghost.   
   
  Because of his vast knowledge of diplomacy and trade, 
  Frendart has taken the role of diplomatic relations and 
  trade adviser for Dewmar. Even after death, Frendart 
  still continues to attempt to woo and charm the living 
  women, with some rate of success. However those who 
  make jest of him and officials from his widow’s lands 
  will throw him into a violent tantrum come to dandy 
  men with all the power of a restless spirit behind it.  
   
  Tactics: 
  During combat: Frendart will attempt to use 
  malevolence to posses the most heavily armed person 
  in the party.  
  Morale: Frendart has no fear of death or battle.  
   
  Goals: 
  Frendart remains unsatisfied until his wife’s father 
  (Magus 12) has been slain.  He approached several of 
  the capable trainees learning Dewmar’s fighting 
  style.  So far, none have succeeded.  Since Willotim is 
  an elf, Frendart is patient, but if no one succeeds soon, 
  he plans on taking over a moderately successful 
  swordsman with his malevolence ability and leading 
  his own mission into the elven lands. It has also crossed 
  Frendart’s mind to take control of Dewmar to send 
  adventurers on his killing task, but only as a last resort.  
   
   
  
   
  32 
   
  Third Sun Academy 
  of Chivalry and 
  Knighthood 
  Symbol: Three golden suns on a field of blue. 
   
  Within the nobility of the region surrounding the 
  Amber Morning Forest, hundreds of years of custom 
  and tradition determines the placement and education 
  of male offspring. The eldest son, heir to land and title, 
  is tutored in the governing and management of their 
  future fiefdom. Most often, they studied at home, by 
  their father's or a regent's example. The second son, 
  being a direct threat to their older sibling, attends 
  seminary to study religion under the clergy in a 
  different region. This serves a number of functions for 
  the family; the demonstration of devotion and 
  reverence 
  toward 
  the 
  church 
  fulfills 
  political 
  obligations. Additionally, while away from home, these 
  sons gain important social familiarity with the high 
  ranking priesthood and nobility within the city of their 
  selected seminary, and of course, develop boyhood 
  bonds with the other noble youths. These second sons 
  also gain a separate but corresponding education to 
  that of their older sibling which they can use to advise 
  their future lord and his rule. An unspoken benefit lies 
  in the number of ready hostages which serve to keep 
  the once aggressive lords from open warfare with one 
  another. 
   
  The fate of third and fourth sons had no set cultural 
  expectations. From a cold-hearted view, these boys 
  serve little purpose unless their elder brothers die. 
  History showed these late siblings often caused more 
  trouble than they were worth, instigating scandals 
  when they reached adulthood or falling victim to 
  enemies seeking leverage against the ruling lord. For a 
  time, no one had a viable solution. If they became too 
  learned, they represented a threat to their brother and 
  future liege. If trained too little, they were no use to 
  their fathers during tragedy or conflict. Many of these 
  third sons fostered with another noble household. 
  There, they studied alongside the eldest son of that 
  household. However, this occasionally led to mixed 
  loyalties later in life. Others accepted a commission as 
  an officer on a sailing vessel.  While this lifestyle 
  offered generous honor and riches, it ensured the 
  absence of the young nobles from their family, 
  sometimes for years on end. 
   
  Then a group of knights returned from a regional 
  conflict. They, themselves being third and fourth sons, 
  had no real employment waiting on them. These 
  knights, a corps of men who did not wish to disband, 
  nor  and met no real welcome as a group in any one 
  lord's lands, formed a nameless knightly boarding 
  academy on a grant of land provided by the church. 
  This school offered many of the same benefits of the 
  seminary, such as the study of foreign languages and 
  the working of maps,  as well as encouraging social ties 
  with the overseeing knights and other students. Here, 
  they gained much of the same training provided to the 
  eldest son on topics like strategy and tactics, 
  swordsmanship, horsemanship, and falconry. Due to 
  this arrangement, the academy became known in jest 
  as “the third sons school.” After just one generation, 
  the headmaster took the moniker seriously, and the 
  Third Suns Academy of Chivalry and Knighthood was 
  born.  
   
  Leadership  
   
  Three headmasters operate the school, Sir Deerk 
  Engel, Sir Claus Elfriede the Younger, and Sir Adalwolf 
  Dieter. All gray-bearded and entering their bitter years, 
  they seem to hate everyone but each other. As the 
  academy’s membership has swelled over the last 
  decades, many of the nearby dukes and lowly kings 
  have grown increasingly concerned with a virtual 
  legion of young warriors within a few days march of 
  their demesnes.  Duke Detlef Himister’s lands 
  bolstered these fears when he called upon the 
  academy’s headmaster for aid after a tribe of hobgoblin 
  were-owlbears overran his lands. For a secret, but 
  undoubtedly large fee, the headmasters added their 
  student body to the duke’s ranks, pushing back the 
  threat. In the years since, the reigning nobility poorly 
  concealed their uneasiness and political jockeying, 
  each hoping to call upon the academy in times of 
  trouble and fearing their enemies might be able to as 
  well.  
   
  Adding to the academy's social power is the enormous 
  amount of income it generates. Over the past decade, 
  more and more foreigners traveled to learn the art of 
  the “barbarian great sword.” These foreign entourages 
  helped swell the town surrounding the school grounds, 
  bringing exotic trade, ambassadors wishing to gain 
  favor with the students’ family and households, and an 
  odd assortment of shops and craftsmen. One such 
  foreigner who became a student is the Queen Addo 
  Hola. She arrived from across the southern sea. The 
  queen brought a small retinue of female bodyguards, 
  maiden servants, and elder wise women. Until this 
  point, no women were permitted to enroll within the 
  academy, but behind closed doors it is said that fist 
  sized nuggets of gold and bags of diamonds bought 
  equality for the fairer sex. Many of the surrounding 
  
   
  33 
   
  nobles expressed outrage at the returning practice of 
  woman warriors, a concept the church drove out of 
  these lands nearly 500 years before. Today, a small 
  female boarding wing houses Queen Addo Hola and 
  her three bodyguards: Adedech Ismitta, Jaha Kamaria 
  the Strong, and Jwahir Nana.  The wing also hosts the 
  crimson dressed "nun" from the west who does not 
  speak and is simply called “Nun,” the widow Duchess 
  Rothfuss, and Lilly "Lil" Blakiston, a wealthy former 
  courtesan. Queen Addo’s gold and friendship now 
  carry a lot of weight within the school. 
   
  Grounds 
   
  Once the small fortress of Schwaden Pine, the Third 
  Suns Academy occupies a dilapidated fort refurbished 
  and reinforced over the years by hired workers and 
  countless hours of student labor. As the needs of the 
  school grew, a village sprouted around its walls and 
  soon a barricade of log and earth arose around to 
  defend the town.  The village hosts a number of ale 
  halls, brothels, blacksmiths and leatherworkers, as well 
  as the necessary people to feed, cloth, and maintain the 
  academy.  
   
  The school gates open into the training yard and horse 
  run. All lower level windows are arrow slits, with 
  balconies and ramparts being common on the upper 
  levels in the southern architectural style. The horse 
  stables represent the newest part of the fortress’ inner 
  grounds, as the first families of the Amber Morning 
  Forest did not rely on horses and cavalry as they do 
  today. Unlike the rest of the school, the stables are 
  wholly made of wood.  The stable has three levels; The 
  first level contains horse stalls, the second contains 
  workmen's apartments, and the third serves as a loft 
  for hay and storage.  
   
  The academy is one enormous stone building with boar 
  headed gargoyles manning every corner and rain 
  spout. The grand door stands on the second floor, 
  accessible via a magnificent stone stair and a wooden 
  walkway.  After passing through a small entry hall, one 
  enters the Main Hall. This grand chamber acts as the 
  social heart of the Academy, where meals are shared, 
  promotions are given, and both punishments and 
  honors are meted out.  Above its arched ceiling are the 
  barracks and apartments for both students and 
  masters alike. Instructor tradition declares better 
  discipline comes from living in close quarters among 
  the students.  The catacombs house the holding and 
  meditation cells, main armory, and temple.  The lone 
  priest, Low-Father Gunter Axmann, lives in the 
  chambers and maintains the temple.  He spends his 
  time brewing potions, and scribing scrolls of prayer 
  and power.  Currently considered unpopular, he often 
  speaks out against Addo Hola and the other women in 
  the boarding wing.  His outcries, once furious and 
  vehement, dwindled to private mutterings when the 
  widow Duchess Rothfuss joined the school’s roster.  A 
  great lady of influential power, he fears what might 
  happen if he spoke out against her.  
   
  Adventure Seeds 
   
  - A nun swears to accompany Queen Addo Hola back 
  to her kingdom and knows where the church has 
  hidden a cache of holy weapons. She hires the PCs to 
  retrieve these items, in order to take them with her 
  when she departs.   
   
  - Hansel of Votterheim, father of Siegmund, fears for 
  his brazen son’s zeal for combat. He hires the PCs to 
  join the school and watch over his son.  
   
  - A student has stolen Sir Deerk Engel’s ancestral 
  Zweihander and he has gathered up the PCs and a 
  group of students to hunt the thief down before he can 
  country.    
   
  Boons 
   
  Some of the older students of the Third Suns believe 
  their personal glory increases through skilled followers 
  and allies. These students willingly teach what they 
  know to younger students who fall into their orbit. 
  Such lessons allow a character to learn a Zweihander 
  technique without having to spend a feat on Martial 
  Training. All prerequisites for the technique must still 
  be met. Continued lessons allow for the selection of 
  additional Zweihander techniques. 
   
  Votterheim is a rich mining town, and Siegmund of 
  Votterheim possesses connections in the mines and 
  smithies in the lands his father rules. Characters who 
  earn his favor can purchase raw special materials (such 
  as mithral or adamantine) sufficient to make two suits 
  of light armor or one suit of medium armor, or an 
  equivalent amount of weapons. The characters must 
  still pay full price for these materials -- Siegmund isn’t 
  fond of charity, especially on his own gold crown. 
   
  The students of the Third Suns School come almost 
  exclusively from the nobility, and one of the primary 
  benefits of the school remains the friendships and 
  favors earned between its students. Becoming friends 
  
   
  34 
   
  with the sons and daughters of nobility grants a 
  character a +5 bonus to Diplomacy checks within that 
  noble’s family’s lands. 
   
  Just as friendships are made, so are rivalries. While the 
  Third Suns School prohibits outright fighting between 
  students except on the practice field, many of the lesser 
  sons of nobility have skills in less savory activities. For 
  a favor, they may be willing to help commit pranks and 
  sabotage, granting characters a +5 bonus to skill checks 
  made to do something underhanded against a rival. 
  Magic Items 
  Drawn from the lesser scions of nobility, members of 
  the Third Suns School often carry magic items and 
  gear; though these are often gifts from family 
  members, rather than commissioned pieces requested 
  by the school. Popular items include armor, banners, 
  scabbards, and surcoats. 
   
  Magic 
   
  Floating Banner 
  Aura faint evocation: CL 1st 
  Slot -; Price 500 gp; Weight 11 lb. 
  DESCRIPTION 
  This banner is two feet wide and five feet long ending 
  in a point. The banner floats above and directly behind 
  the wielder on its own, lowering and folding when 
  needed. Occasionally, these banners have additional 
  enchantments, but the heraldry means they are highly 
  personalized. Enchanting a banner as a wondrous item 
  costs double, as a slotless wondrous item. 
  CONSTRUCTION 
  Requirements Craft Wondrous item, floating disc; 
  Cost  250 gp 
   
  Great Weapon Gauntlets 
  Aura faint transmutation: CL 1st 
  Slot hands; Price 750 gp; Weight 3 lb. 
  DESCRIPTION               
  These thick leather gloves have metal backings and are 
  triple stitched. While worn, all of the wearer’s weapons 
  weigh half their normal weight for encumbrance 
  considerations. This does not affect the weight of 
  ammunition. 
  CONSTRUCTION 
  Requirements Craft Wondrous item, ant haul; Cost 
  375 gp 
   
  Mantle of the Sun  
  Aura strong evocation: CL 12th 
  Slot chest; Price 70,000 gp; Weight - 
  DESCRIPTION  
  This bright yellow, sleeveless garment, worn over 
  clothing or armor, has two abilities. First, it allows the 
  wearer to imbue any one weapon they wield with the 
  brilliant energy property for up to 6 rounds a day as a 
  swift action. These rounds need not be consecutive. 
  Secondly, once per day when the wearer is reduced to 
  0 or fewer hit points, a great flash of light erupts forth 
  blinding every creature within 90 ft that can see the 
  wearer for 1 round (DC 17 Will negates). Any creatures 
  within range that have a weakness to sunlight or the 
  light sensitivity racial trait must make a DC 14 Will save 
  or remain blinded for an additional 6 rounds. 
  CONSTRUCTION 
  Requirements Craft Wondrous item, daylight; Cost 
  35,000 gp 
   
   
  Third Sun Techniques 
  Techniques 
  “The three raiders, in their bell-shaped helms, lowered 
  their pikes toward us. Before my friends could engage 
  them I ordered them to get the townsfolk to safety. 
  Then, I charged in among the tips of the pole arms. 
  Wielding my Zweihander overhead, then as a spear, 
  then in broad, arching swings, it be became an ocean 
  of steel with weapon hafts, armor, and arms breaking 
  upon its waves. No brigand would ravage our land or 
  my people this day.” 
   
  The Zweihander is the massive greatsword used by the 
  warriors of the Amber Morning Forest and the 
  surrounding country. The techniques learned with the 
  Zweihander however can be applied to most all two-
  handed weapons. Characters using these techniques 
  excel at fighting enemies with great reach,  either by 
  virtue of being a larger size or using reach weapons 
  themselves. The glory techniques are recommended 
  for characters wanting to be the focus of combat or 
  seeking a glorious death.  
   
  Headlong Charge  
  Zweihander Technique 
  You surge forward to smash into the enemy's ranks, 
  knowing that you have the advantage once you close 
  with your foe. 
  Martial Training Prerequisites: BAB +1 
  [Alternate Prerequisites]: BAB +5, Weapon Focus 
  with a two-handed weapon, Mobility  
  Steel Cost: 1 point 
  Activation Time: 1 full round action 
  Effect: Make a charge attack. You have +4 AC vs 
  enemies with longer reach than you during this charge. 
  If you have the Spring Attack feat, instead you cannot 
  
   
  35 
   
  be attacked by enemies with longer reach than you 
  during this charge. 
   
  In Their Faces  
  Zweihander Technique  
  Your ferocity and tenacity prevent opponents from 
  being able to leverage their longer reach. 
  Martial Training Prerequisite: Headlong Charge 
  [Alternate Prerequisites]: BAB +5, Weapon Focus 
  with a two-handed weapon, Intimidating Prowess 
  Steel Cost: 2 points 
  Activation Time: 1 swift action 
  Effect: Until the start of your next turn, enemies 
  which start their turn in a square you threaten take a 
  penalty to hit for their attacks made against you if you 
  no longer threaten them. The penalty is equal to the 
  enhancement bonus of the weapon you wield plus one-
  quarter of your BAB. 
   
  Sever 
  Zweihander Technique 
  As it turns out, cutting the heads off pikes is just as 
  effective as decapitating monsters. 
  Martial Training Prerequisite: Headlong Charge 
  [Alternate Prerequisites]: BAB +6, Weapon Focus 
  with a two-handed weapon, Strike Back 
  Steel Cost: 2 points 
  Activation Time: 1 immediate action 
  Effect: When you are attacked by an enemy wielding 
  a reach weapon, make a sunder attempt against the 
  weapon. Alternately, when a creature with greater 
  reach than you makes a melee attack against you, make 
  an attack against that creature. In either case, the roll 
  is made at your highest attack bonus, your attacker  
  does not have to be in your reach, and your attack is 
  resolved before the enemy makes his attack roll. If you 
  have the Strike Back feat, you may use this technique 
  as an attack of opportunity, instead of as an immediate 
  action. 
   
  Gloryhound 
  Zweihander Technique (Glory) 
  Victory is my sword, and Glory, my shield! 
  Martial Training Prerequisites: BAB +1 
  [Alternate Prerequisites]: Power Attack, Dazzling 
  Display 
  Steel Cost: 1 point 
  Activation Time: 1 standard action 
  Effect: Make a melee attack at your highest attack 
  bonus against a wounded enemy. This technique deals 
  maximum damage on its weapon dice if you use it in 
  conjunction with the Power Attack feat.. Bonus dice, 
  such as those from sneak attack, are not maximized. If  
   
   
   
  Sever Zweihander Technique 
   
  the target has more HD than you and is reduced to 0 or 
  fewer hit points as a result of this attack, you gain 
  temporary hit points equal to your BAB and a morale 
  bonus to hit and damage with melee weapons equal to 
  1 plus one-quarter of your BAB (minimum +2) for 1 
  minute. This bonus does not stack with itself. 
   
  At All Costs  
  Zweihander Technique (Glory) 
  Never allow defeat to deny you glory. 
  Martial Training Prerequisites: Gloryhound 
  [Alternate Prerequisites]: Vital Strike, Toughness 
  Steel Cost: 2 points 
  Activation Time: 1 immediate action 
  Effect: When an attack would deal enough damage to 
  reduce you to 0 hit points or less, you may move up to 
  twice your movement speed directly towards your 
  attacker and make a single melee attack against it at 
  your highest attack bonus. If you have the Vital Strike 
  feat, you may use the Gloryhound technique instead of 
  making a normal melee attack; the temporary hit 
  points from Gloryhound are gained before you take the 
  damage from the triggering attack. After your attack, 
  you gain the dazed condition until the end of your next 
  turn. 
  
   
  36 
   
  This One is Mine  
  Zweihander Technique (Glory) 
  The greatest glory comes not from victory alone, but 
  from victory in the eyes of your peers. 
  Martial Training Prerequisite: Gloryhound 
  [Alternate Prerequisites]: Toughness, Skill Focus 
  (Intimidate) 
  Steel Cost: 2 points 
  Activation Time: 1 swift action 
  Effect: Target an opponent you can see. You gain a +1 
  morale bonus to hit and damage against the target. If 
  you have the Toughness feat, you also gain DR 1/-. The 
  morale bonus and DR increases by 1 for each of your 
  allies present, (to a maximum of +5 to hit and DR 5/-) 
  and lasts until one of your allies attacks the target or 
  affects it with a spell or ability, or until the target is 
  reduced to 0 or fewer hit points, whichever comes first. 
   
  NPCs 
  NPCs 
  Siegmund of Votterheim CR 5 
  XP 1,600 
  Human cavalier (standard bearer) of the cockatrice 6 
  N Medium humanoid (human) 
  Init +1; Perception -1 
  DEFENSE 
  AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex) 
  hp 57 (6d10+24) 
  Fort +7, Ref +3, Will +1 
  OFFENSE 
  Speed 20 ft. 
  Melee +1 greatsword +12/+7 (2d6+5/19-20) 
  Special Attacks techniques 
  TACTICS 
  During Combat During combat he holds his banner 
  high at all times, using his Votterheim banner 
  anytime he is not on business with the academy. 
  When with a larger group he will try to take 
  command when possible, using his Tactician 
  ability to grant the Pack Attack feat to nearby 
  allies. He will then challenge the opponent that 
  will give him the most glory to defeat.  
  Morale Retreat holds no glory, and Siegmund will be 
  hard pressed to find a reason to do so. If one can 
  surrender with dignity to a worthy and honorable 
  opponent, 
  that 
  might 
  be 
  permitted 
  but 
  Siegmund’s notions of worthy and honorable are 
  higher than most.   
  STATISTICS 
  Str 16, Dex 12, Con 14, Int 12, Wis 8, Cha 13 
  Base Atk +6; CMB +9; CMD 20 
  Feats Dazzling Display, Martial Training (Gloryhound, 
  This One’s Mine), Pack Attack, Power Attack, 
  Toughness, Weapon Focus (greatsword) 
  Skills Bluff +10, Diplomacy +10, Intimidate +10, 
  Perform (Insults) +10, Profession (soldier) +8, 
  Sense Motive +8 
  Languages Common, Giant 
  Gear +1 greatsword, masterwork full plate, potion of 
  cure moderate wounds, 3 potions of cure light 
  wounds, Votterheim banner, Third Suns floating 
  banner 
  SPECIAL ABILITIES 
  Challenge (Ex): Twice per day, Siegmund can 
  challenge a foe to combat. As a swift action, he chooses 
  one target within sight to challenge. His melee attacks 
  deal +6 damage whenever the attacks are made against 
  the target of his challenge. In addition, he gains a 
  further +2 morale bonus on all melee damage rolls 
  against the target of his challenge whenever he is the 
  only creature threatening the target. Challenging a foe 
  requires much of Siegmund's concentration. He takes 
  a –2 penalty to his Armor Class, except against attacks 
  made by the target of his challenge. The challenge 
  remains in effect until the target is dead or unconscious 
  or until the combat ends. 
  Tactician (Ex): As a standard action, Siegmund can 
  grant the Pack Attack feat to all allies within 30 feet 
  who can see and hear him. Allies retain the use of this 
  bonus feat for 6 rounds. Allies do not need to meet the 
  prerequisites of the feat. Siegmund can use this ability 
  twice per day. 
  Banner (Ex): As long as Siegmund's banner is clearly 
  visible, all allies within 60 feet receive a +3 morale 
  bonus on saving throws against fear and a +2 morale 
  bonus on attack rolls made as part of a charge. 
  Siegmund’s banner is attached to the back of his armor. 
  Braggart (Ex): Siegmund can spend a standard 
  action to extol his own accomplishments and battle 
  prowess. He receives Dazzling Display as a bonus feat. 
  He does not need a weapon in hand to use this ability. 
  Siegmund receives a +2 morale bonus on melee attack 
  rolls made against demoralized targets. 
  Cavalier's Charge (Ex): Siegmund receives a +4 
  bonus on melee attack rolls on a charge while mounted 
  (instead of the normal +2). In addition, he does not 
  suffer any penalty to his AC after making a charge 
  attack while mounted. 
  Expert Trainer (Ex): Siegmund receives a +3 bonus 
  whenever he uses Handle Animal on an animal that 
  serves as a mount. In addition, he can reduce the time 
  needed to teach a mount a new trick or train a mount 
  for a general purpose to 1 day per 1 week required by 
  increasing the DC by +5. He can also train more than 
  one mount at once, although each mount after the first 
  adds +2 to the DC. 
  
   
  37 
   
  Of all the young knights at the Third Suns Academy, 
  Siegmund of Votterheim seems to have the most vigor. 
  Siegmund is the seventh son of Horand of Votterheim, 
  and all of his older brothers are alive and well with sons 
  of their own. Called “Lickboot” behind his back by the 
  other students, Siegmund attached himself with 
  Headmaster Adalwolf Dieter and awaits on him even 
  outside his rotation of service. This relationship has 
  often lead to private lessons and other benefits within 
  the academy, such as sitting at the headmaster table 
  with the finest cuts of meat and accompanying Master 
  Adalwolf into town. Within the battle with Duke Detlef 
  Himister’s forces against the Carrion Feather tribe, 
  Siegmund became the school’s bannerman and served 
  with distinction. Brash and obsessed with both 
  bestowing glory onto his house and winning his father’s 
  approval, Siegmund can be harsh company. However, 
  his combat skill is always welcome in times of trouble.  
   
  Goals- Glory and honor to Votterheim, is the main 
  course of thought for brash Siegmund. He craves battle 
  and positions of leadership. He has been know to hire 
  adventurers to accompany him on his treks home just 
  to have someone to take command of. Of his six older 
  brothers, Siegmund dislikes all but one, and if he could 
  find a way that would not bring himself dishonor to 
  pull them from their positions of power he would do so. 
  To bring notoriety to his house, Sigmund has been 
  known to hire bards to put his adventures against the 
  Meat Feather to verse. He’s commissioned songs about 
  his father’s stoic nobility and his mother’s beauty as 
  well, though it’s generally known that his mother’s 
  beauty is of the humble sort.   
   
   
  Addo Hola CR 8 
  XP 4,800 
  Human Aristocrat 1 / Barbarian (urban barbarian) 8 
  LN Medium humanoid (human) 
  Init +3; Senses Perception +1 
   
  DEFENSE 
  AC 20, touch 14, flat-footed 16 (+5 armor, +3 Dex, +1 
  dodge, +1 natural) 
  hp 73 (1d8+8d12+13) 
  Fort +8, Ref +6, Will +6 
  Defensive Abilities improved uncanny dodge, trap 
  sense +2; DR 1/- 
   
  OFFENSE 
  Speed 30 ft. 
  Melee +1 greatsword +12/+7 (2d6+5 / 19-20) or +1 
  greatsword +9/+4 (2d6+14 / 19-20) 
  Special Attacks techniques, rage powers\ 
  STATISTICS 
   
  Str 17, Dex 16, Con 12, Int 10, Wis 13, Cha 8 
  Base Atk +8; CMB +10; CMD 23 
  Feats Dodge, Improved Sunder, Martial Training 
  (headlong charge, sever), Mobility, Power Attack 
  Skills Acrobatics +15, Knowledge (engineering) +6, 
  Knowledge (geography) +10, Knowledge (nobility) 
  +6, Linguistics +4, Profession (soldier) +13, Sense 
  Motive +13 
  Languages Common, Dwarven, Elven, Giant, Orcish 
  Gear +1 chain shirt, cloak of protection +1, amulet of 
  natural armor +1, belt of giant strength +2, +1 
  greatsword  
  SQ controlled rage, crowd control 
   
  SPECIAL ABILITIES 
  Crowd Control (Ex): Addo gains a +1 bonus on 
  attack rolls and a +1 dodge bonus to AC when adjacent 
  to two or more enemies. In addition, her movement is 
  not impeded by crowds, and she gains a +4 bonus on 
  Intimidate checks to influence crowds. 
  Controlled Rage (Ex): When Addo rages, instead of 
  making a normal rage she may apply a +4 morale 
  bonus to her Strength, Dexterity, or Constitution. She 
  may apply the full bonus to one ability score or may 
  split the bonus between several scores in increments of 
  +2. When using a controlled rage, an urban barbarian 
  gains no bonus on Will saves, takes no penalties to AC, 
  and can still use Intelligence-, Dexterity-, and 
  Charisma-based skills. This ability otherwise follows 
  the normal rules for rage. Addo can rage for 19 rounds 
  per day. 
  Improved Uncanny Dodge (Ex): Addo reacts to 
  danger before her senses would normally allow her to 
  do so. She cannot be caught flat-footed, even if the 
  attacker is invisible. She still loses her Dexterity bonus 
  to AC if immobilized. Addo can still lose her Dexterity 
  bonus to AC if an opponent successfully uses the feint 
  action against her. In addition, Addo can no longer be 
  flanked. This defense denies a rogue the ability to sneak 
  attack Addo by flanking her, unless the attacker has at 
  least 12 rogue levels. 
  Trap Sense (Ex): Addo gains a +2 bonus on Reflex 
  saves made to avoid traps and a +2 dodge bonus to AC 
  against attacks made by traps. 
  Rage Powers: While raging, Addo can use the 
  following powers: 
  No Escape (Ex): Addo can move up to double her 
  normal speed as an immediate action but she can only 
  use this ability when an adjacent foe uses a withdraw 
  action to move away from her. She must end her 
  movement adjacent to the enemy that used the 
  
   
  38 
   
  withdraw action. Addo provokes attacks of opportunity 
  as normal during this movement. This power can only 
  be used once per rage. 
  Quick Reflexes (Ex): While raging, Addo can make 
  one additional attack of opportunity per round. 
  Regenerative Vigor (Ex): After using her renewed 
  vigor rage power until her current rage ends, Addo 
  gains fast healing 1. She regains hit points from fast 
  healing at the start of each of her turns. 
  Renewed Vigor (Ex): As a standard action, Addo 
  heals 2d8+1 hit points. This power can be used only 
  once per day and only while raging. 
  Techniques (Ex): Addo can use the Headlong 
  Charge and Sever techniques. 
   
  Within the middle of wedding arrangements, Princess 
  Addo Hola’s father passed away in his sleep. 
  “Assassination” and “poison” were accusations thrown 
  between many of her prospective suitors. Battle ensued 
  between the entourages and many innocents perished 
  along with the warriors during the ensuing skirmishes. 
  Addo’s father’s soldiers established peace, but not 
  before every suitor had shown themselves of an 
  unworthy character. Addo then declared herself 
  Queen, but under ancient tribal law the tribe’s leader 
  must come from the warrior cast and carry the blood of 
  the royal line. Through political maneuvering, all who 
  could train Addo were bribed, refusing to train her 
  sufficiently to earn the title of warrior. The elders 
  decided they should chose her new husband for the 
  good of the tribe and the good of their own coffers. 
  With determination and spite, Addo left in the night 
  with a group of trusted friends and sworn bodyguards. 
  Her party crossed the northern sea and made their way 
  to the Third Suns Academy of Chivalry and 
  Knighthood. 
   
  Goals As her training is coming to an end, Queen Addo 
  is beginning her preparations to return to her kingdom 
  next spring. She plans on taking back with her more 
  than just the retainers that she brought with her across 
  the sea. Trusted knights and adventurers will be most 
  welcomed and handsomely paid, along with workers, 
  porters, and skilled craftsmen that she does not have in 
  her lands. She is also gathering information on the rule 
  of her lands, and what will have to be done to take 
  control from her father’s former sycophants and any 
  puppet husband they have used to rule in her absence. 
  Her women have also been on the lookout for a suitable 
  pairing for their lady; ideally a knight from a wealthy 
  house.  
   
   
   
  Halls of Ivy Under 
  the Oaks 
   
  Symbol: A green tree on a field of cream, with its roots 
  interlocking to create a circle. 
  To the elven people war is an art encompassing the 
  three separate studies of swordsmanship, archery, and 
  magic, and each is an elegant dance. Orc shamans and 
  the bloodthirsty hordes forced this romantic view of 
  battle to fade in elven culture. Under the brutality of 
  the orcish advance, elegance gave way to grit and mud 
  covered determination. In order to combat the orc 
  shamans, who used raw primitive magics in battle 
  along with their masterful use of spear and axe, the 
  elves combined their arcane and martial studies to 
  complement each other in a technique called 
  "bladesinging."    
   
  Bladesinging remained a new concept within elven 
  society when the Halls of Ivy Under the Oaks first 
  formed. Today, many of the older elves, those who wish 
  to keep with the ancient ways, believe mixing the arts 
  taints them while subtracting from their beauty.  Those 
  on the front lines, however, seemed to care less and less 
  for beauty and only wished to push back the onslaught 
  of the orc tribesmen. The orcs came out of the 
  mountains and began to lay claim the eastern edges of 
  the Gray Wood. They destroyed the forest to fuel their 
  fires and build their siege engines. Prolific and 
  rapacious, they greatly outnumbered the elves and 
  their allies. The youngest of the Gray Wood dryads, 
  Juana Giuntoli, witnessed an orc raid on an elven 
  patrol. Their shamans made fast work of the elves, 
  battling magic and steel against opponents who 
  seemingly only knew how to combat one or the other. 
  One lone elf survived, the young warrior Ollip, who 
  went against custom and began studying a fluid 
  mixture of all the warrior arts and was able to use his 
  skills to flee. Later when Ollip came back to claim the 
  burnt bodies of his patrol, the juvenile dryad Giuntoli 
  came to him. She confessed her admiration in his skill 
  fighting against shamans and her sadness in the deaths 
  of his fellow elves. In her chaotic state of fey emotions 
  she told Ollip the secret of the Gray Wood: there was a 
  city underneath, a city of roots and tunnels, of darkness 
  and green magic.  
   
  Within the secret city Ollip began to gather forces, 
  training manuals, weapons, and veterans of battle to 
  share their knowledge of practical warfare. The warren 
  of tunnels provided a hidden place for his troops to 
  recover, plan, and even move about the forest, 
  concealed by faerie magic. Much of the traditional 
  
   
  39 
   
  ritual of the elven arts fell to the wayside as fighting 
  styles mixed and gaps in technique were filled. 
  Weaknesses and counter strokes were discovered, with 
  the dryads adding in their own twist to the combat 
  magic and fighting styles. After that Ollip lead a 
  surprise attack into the mountains to slay the orc 
  leader, the raids lessened and the Gray Wood base 
  camp slowly became a school as the former soldiers 
  remained to stand watch over the mountains.  
   
   
  Leadership 
   
  It was three years after Ollip defeated the orc leader, 
  Riesh, before what was simply known as the Gray 
  Wood’s base took on the name Halls of Ivy Under the 
  Oaks. Despite protests by the druids, the elven 
  government refused to leave the forest claiming the 
  area to be a strategic defense point for future battles. 
  The druids of the forest believed the elven leadership 
  planned on annexing the Gray Wood as part of their 
  state and would place the druids and dryads under 
  unwanted rule. Through political bickering between 
  the elves, the druid council of the Gray Wood; called 
  Randa’for in the druidic cant, and the dryads of the 
  Underroot tunnels, bloodshed was averted and the fate 
  of this nascent organization and their new fighting 
  style would be determined.  
   
  After months of arguments and misunderstandings, 
  the druids decided the military force within the 
  Underroot could only stay in place if they agreed to 
  certain stipulations: the military group had to be 
  reformed as a school; it was required to take in 
  members of other races; the druid circle would be 
  allowed to choose one fifth of the student body; and if 
  the orcs returned, the military leader of the school 
  would take on a druid adviser who would hold the rank 
  of general. The fact the elven military controls the 
  school and has a military force within their domain is 
  still a sore subject with the druid council, and the 
  dryads seem to be caught in the middle between their 
  respect for the druids and their gratitude toward Ollip 
  and his soldiers for saving their trees.   
   
  Sixty years after the school's founding, Ollip and 
  Giuntoli are the two head instructors, but have no real 
  administrative power. The Grand General, who serves 
  a ten year term at the Hall of Ivy Under the Oaks, is 
  invested with those responsibilities. The current 
  occupant of the office is the Lady Udia Silverring, who 
  keeps close counsel with her second in command, and 
  some say her lover, Eborn Wierrun. In the decades 
  since the orcs’ defeat, little has been heard from them. 
  Udia and Eborn’s believe the orcs should not be  
   
   
  Halls of Ivy Under the Oaks 
   
  allowed to regain their numbers as they wait for a new, 
  competent leader to take control. The Grand General 
  wishes to press the attack into the mountains and 
  smash the orcs they suspect of currently planning 
  renewed raids.  
   
   
  Grounds 
   
  The Halls of Ivy Under the Oak is a distributed tunnel 
  system beneath the Gray Wood, covering about 50 
  square miles. The main facilities exist scattered about 
  in a whimsical layout, most of which lie a mile or two 
  from the next closest structure. There are four 
  barracks, a dance hall converted into offices for the 
  Grand General and her staff, an amphitheater now 
  used as the main training yard, and many smaller 
  spaces that serve as storage, pantries, armories, and 
  baths. Newly built areas cater to the needs of the 
  school; such as smithies, merchants shops, and 
  brewers; all of which bring more of the marks of 
  civilization disdained by the more conservative 
  elements of the druids.  
   
  
   
  40 
   
  Within the Gray Wood Forest the roots of the trees 
  have been magically tended throughout the centuries 
  to encompass the tunnels. The roots embody and 
  support much of the Hall’s structure. The dryads of the 
  Gray Wood bond to these trees allowing themselves 
  free movement of the school. A few of these dryads 
  have became the elite guardians of the school, 
  protecting and maintaining it from the shadows. When 
  the elven warriors march out for battle it is these few, 
  the Branch of the Night Leaf, which stays behind to 
  hold the Halls (dryad ninja 3/magus 2). 
   
   
  Adventure Hooks 
   
  - An extended tunnel has recently been unearthed 
  bearing old derro markings within its interior. The PCs 
  are dispatched to see if there truly is a derro threat.  
   
  -The druid council is sending an ambassador to the 
  elven 
  homeland 
  to 
  gather 
  support 
  for 
  the 
  demilitarization of the Gray Wood. They wish to hire 
  the PCs to assist the ambassador with his mission.  
   
  -The school suspects a spy is in their ranks. They bring 
  in the PCs to pose as students so they can ferret out the 
  imposter.  
   
   
  Boons 
   
  Ollip takes on a handful of students every year as 
  proteges. Such characters can learn any Bladesinger 
  technique without needing to spend a feat on Martial 
  Training. They must still meet any prerequisites of the 
  technique. Continued status as Ollip’s protege allows 
  the 
  character 
  to 
  learn 
  additional 
  Bladesinger 
  techniques. 
   
  The dryads of the Halls of Ivy know many hidden ways 
  through the forest. Those who prove themselves 
  friends of the fey may be taught some of these secrets, 
  treating passage through the Gray Woods as if there 
  were a road present. 
   
  The druids affiliated with the Halls of Ivy grow a wide 
  variety of trees and herbs throughout the Gray Woods. 
  Students who earn their respect may be granted access 
  to these, allowing them to purchase any plant-based 
  special material (such as darkwood), drug, poison, or 
  other consumable item. The druids do keep a careful 
  eye on students who purchase poisons and drugs to 
  ensure they aren’t used in nefarious ways. 
   
  The students of the Bladesinger discipline include a 
  wide variety of spellcasters from many different 
  nations and cultures. Befriending these students allows 
  a character to propose a trade of magical knowledge, 
  with both characters teaching the other one of their 
  known spells. This does not allow a spontaneous caster 
  to know more than the usual number of spells, it 
  merely provides access to spells that they might not 
  otherwise be able to learn. 
   
   
  Magic 
  Magic Items 
  Magical armor, weapons, and wondrous items are 
  common amongst members of the Halls. Between the 
  elvish and faerie heritage of the academy, many come 
  to the school bearing the enchanted heirlooms of their 
  families, while others receive specially commissioned 
  pieces upon graduation. The most respected and feared 
  are those capable of suppressing magical ability. 
   
  Special Weapon Quality  
  Mage Killer: An enemy hit by a mage killer weapon 
  cannot cast an arcane spell, or use a spell-like ability, 
  wand, or arcane scroll for 1 round (DC 18 Fortitude 
  negates). 
  Strong abjuration; CL  17th, Craft Magic Arms and 
  Armor,spell; Price +5 bonus. 
   
  Prayer Killer: An enemy hit by a prayer killer weapon 
  cannot cast a divine spell, or use judgments, smite, 
  channel energy, or divine scrolls for 1 round (DC 18 
  Fortitude negates).  
  Strong conjuration; CL 17th, Craft Magic Arms and 
  Armor, silence; Price +5 bonus. 
   
  Feats 
   
  These feats are particular to the Halls of Ivy Under the 
  Oaks, related to their specific techniques. 
   
  Power From Within (Combat) 
  You are able to fuel the techniques of the Halls of Ivy 
  Under the Oaks with your own inner power, but at a 
  cost. 
  Effect: When using a Bladesinger Technique, instead 
  of sacrificing a spell, you may choose to take penalty to 
  your Constitution equal to the spell level you wish to 
  emulate: -1 for a 1st level spell or cantrip, -4 for a 4th 
  level spell, -8 for an 8th level spell, etc. These emulated 
  
   
  41 
   
  spells are not considered to have any descriptors. You 
  do not need to have the ability to cast spells to use this 
  feat. You may not emulate a spell level higher than half 
  your character level rounded up. This penalty lasts for 
  the duration of the technique or 1 minute, whichever is 
  longer. 
  Special: If you do not have a Constitution score, you 
  may use this feat, but you take a penalty to your 
  Charisma score instead. Damage reduction does not 
  apply to damage caused the penalty inflicted by this 
  feat. 
   
  Enriched Power (Combat) 
  Your inner power manifests itself in more advanced 
  ways. 
  Prerequisite: Power From Within 
  Effect: Choose one spell descriptor, such as fire, acid, 
  or law. Whenever you use the Power From Within feat, 
  you may choose to have your emulated spell be 
  considered to have this descriptor. This increases the 
  ability score penalty by 1, eg, adding the force 
  descriptor to a level 3 emulated spell increases the 
  penalty from -3 to -4. 
  Special: You can select this feat more than once. Each 
  time you do, select a different descriptor and apply it to 
  the emulated spell. Each added descriptor increases 
  the penalty by 1. 
   
  Ivy Under the Oaks 
  Techniques  
  Techniques 
  “Green hands work out runes in the air as arcane 
  words escape between tusk parted lips. I fear not this 
  vile evoker. As the air heats and crackles before me, 
  giving birth to an infant sun hurled at me along with 
  a curse, I raise my blade and slice the fiery mass in 
  two. Flames singe my cloak and mantle, curl my hair 
  into phantom ash, and kiss my unarmored face and 
  hands in a red burn while I laugh. The robed mage 
  cringes in fear as now he knows he can do me no 
  harm. As my own arcane energy pulses into my blade, 
  it shines with a vibrant light and this lowly orc 
  realizes his power is nothing next to mine.”  
   
  A school of wizards, magi, and sorcerers, this tradition 
  is for those who wish to mix the magical and martial 
  arts-- 
  whether 
  they 
  are 
  dabblers 
  or 
  capable 
  practitioners. 
   
  Deflect Energy  
  Bladesinger Technique (Defensive) 
  Disciples of the Halls of Ivy need not fear flame nor 
  frost. 
  Martial Training Prerequisite: Eldritch Armor 
  [Alternate Prerequisites]: either Disruptive or 
  both Power From Within and BAB +8 
  Steel Cost: 2 points 
  Activation Time: 1 immediate action 
  Effect: When you would take damage from a spell, 
  spell-like ability, or supernatural ability, you may 
  choose to sacrifice a prepared spell or spell slot to 
  reduce the damage you would take by a number of dice 
  equal to the spell level of the spell you sacrificed (for 
  example, if you would take 5d6 fire damage and 
  sacrifice a 2nd level spell, you instead take 3d6 fire 
  damage). If you sacrifice a spell that shares at least one 
  descriptor or energy type with the attack (or a spell slot 
  that could be used to cast a spell with the same 
  descriptor), instead the damage is reduced by a 
  number of dice equal to twice the spell level. You must 
  choose to use this technique before damage is rolled. 
  This technique has no effect on spells, spell-like 
  abilities, or supernatural abilities that deal damage not 
  expressed in numbers of dice, and only reduces 
  damage for the user. This is a supernatural ability. 
   
  Eldritch Armor  
  Bladesinger Technique (Defensive) 
  Before one can learn to defend themselves from 
  magical attack, they must learn to defend themselves 
  with their own powers. 
  [Alternate Prerequisites]: Power From Within 
  Steel Cost: 1 point 
  Activation Time: 1 full-round action 
  Effect: To use this technique, sacrifice a prepared spell 
  or spell slot. You gain an armor bonus to AC equal to 
  the level of the spell or spell slot you sacrificed. If the 
  spell (or one known spell that is the same level as the 
  spell slot you sacrificed, chosen at the time you use this 
  technique) had the fire, acid, electricity, or cold 
  descriptors, you gain energy resistance to those energy 
  types equal to twice the spell level. If the spell had the 
  force descriptor, the armor counts as ghost touch 
  armor. If the spell had the law, chaos, good, or evil 
  descriptors, you gain damage reduction of the opposite 
  type (a good spell gives DR/evil, etc) equal to the spell 
  level. The eldritch armor lasts for 24 hours. This is a 
  supernatural ability and may be dismissed as a full 
  round action. 
   
  Eldritch Arms  
  Bladesinger Technique (Offensive) 
  Forging your power into your blade is the first lesson 
  taught to any student at the Halls of Ivy Under the 
  Oaks. 
  [Alternate Prerequisites]: Power From Within 
  Steel Cost: 1 point 
  
   
  42 
   
  Activation Time: 1 full-round action 
  Effect: To use this technique, sacrifice a prepared spell 
  or spell slot and target a weapon. The targeted weapon 
  gains enhancement bonus to attack and damage equal 
  to half the spell level of the spell or spell slot you 
  sacrificed (rounded up, maximum +5). If the spell (or 
  one known spell that is the same level as the spell slot 
  you sacrificed, chosen at the time you use this 
  technique) had the fire, acid, electricity, or cold 
  descriptors, the weapon deals an additional 1d6 
  damage of those types. If the spell had the force 
  descriptor, it counts as a ghost touch weapon. If the 
  spell had the law, chaos, good, or evil descriptors, the 
  weapon counts as the same alignment for the purpose 
  of overcoming damage reduction and deals an 
  additional 1d6 damage to enemies of the opposing 
  alignment. These bonuses last for 24 hours, but anyone 
  other than yourself who wields the weapon takes a -10 
  penalty to hit with it. This is a supernatural ability and 
  may be dismissed as a full round action.  
   
  Infused Counterspell  
  Bladesinger Technique (Defensive) 
  The best way to deal with a spellslinger is to turn their 
  magic against them. 
  Martial Training Prerequisites: Deflect Energy, 
  Spellcraft 5 ranks 
  [Alternate Prerequisites]: BAB +15, two of the 
  following: 
  Improved 
  Counterspell, 
  Spellbreaker, 
  Power From Within 
  Steel Cost: 3 points 
  Activation Time: 1 immediate action 
  Effect: When an opponent within 30’ of you attempts 
  to target you with a spell or includes you in the area of 
  a spell, and you have identified the spell with the 
  Spellcraft skill, you may sacrifice a prepared spell or 
  spell slot of the same level or higher to make a check to 
  counter the spell, as per greater dispel magic, and with 
  a Caster Level equal to your BAB. In addition, you may 
  make a ranged attack roll against the spell caster at 
  your highest attack bonus; if the attack hits, you deal 
  1d6 points of damage per spell level of the spell or spell 
  slot you sacrificed; this damage is magical and not 
  subject to damage reduction. If the original spell or the 
  spell you sacrificed had the fire descriptor, the target is 
  set on fire. If either had the cold descriptor, the target 
  is entangled in ice. If either had the acid descriptor, the 
  target takes an additional 1d6 acid damage at the start 
  of each of its turns. If either had the electricity 
  descriptor, the target is deafened and dazzled. All 
  additional effects last for a number of rounds equal to 
  the spell level of the spell you sacrificed. This is a 
  supernatural ability. 
   
  Power Surge  
  Bladesinger Technique (Offensive) 
  The application of just a touch of power in the right 
  place can cause immense pain and dysfunction in any 
  spellcaster. 
  Martial Training Prerequisite: Eldritch Arms 
  [Alternate Prerequisites]: either BAB +4 and 
  Arcane Strike, or Power From Within and Power Attack 
  Steel Cost: 2 points 
  Activation Time: 1 standard action 
  Effect: Sacrifice a prepared spell or spell slot and 
  make an attack against an enemy within range at your 
  highest attack bonus. If your attack hits, the target 
  takes damage equal to the level of the highest spell 
  memorized times the level of the spell you sacrificed. 
  For example, sacrificing a 3rd level spell in a successful 
  attack against a caster whose highest memorized spell 
  is a 4th level spell would suffer 12hp of damage. In 
  addition, the target may not cast any spells with any of 
  the same descriptors as the spell you sacrificed on its 
  next turn. This is a supernatural ability. 
   
  Spell Reaver  
  Bladesinger Technique (Offensive) 
  The orcs relied too heavily on their magic, and were 
  unable to defend themselves when it was taken from 
  them. 
  Martial Training Prerequisite: Power Surge 
  [Alternate Prerequisites]: Power From Within and 
  either BAB +15 or Improved Sunder  
  Steel Cost: 3 points 
  Activation Time: in place of an attack 
  Effect: Once per round, you may sacrifice a prepared 
  spell or spell slot to use this technique when making an 
  attack. If your attack hits, it deals no damage but the 
  target of the attack cannot cast spells from equal to the 
  level of the sacrificed spell, or spells sharing any 
  descriptor with the spell you sacrificed (or one known 
  spell that is the same level as the spell slot you 
  sacrificed, chosen at the time you use this technique), 
  for a number of rounds equal to the spell level of the 
  spell or spell slot you sacrificed. This is a supernatural 
  ability. 
   
  Power Unbound  
  Bladesinger Technique (Offensive) 
  Just as it is possible to extend one’s power outwards, 
  so is it possible to focus it inwards. The effects are 
  unfortunate for the user, but devastating nonetheless. 
  Martial Training Prerequisite: Power Surge, 
  Infused Counterspell 
  [Alternate Prerequisites]: BAB +16, Enriched 
  Power, Power From Within 
  Steel Cost: 4 points 
  
   
  43 
   
  Activation Time: 1 round 
  Effect: You may sacrifice one prepared spell or spell 
  slot of each spell level to which you have access. Every 
  creature within 120’ of you must make a Reflex saving 
  throw (DC 10 + half your BAB + your appropriate 
  casting ability modifier; those using Power From 
  Within use their Constitution modifier before taking 
  any penalty from Power From Within) or take 1d6 
  points of damage per spell level you sacrificed. On a 
  successful save, the damage is halved. If any of the 
  spells you sacrificed (or any known spells you could 
  cast with any of the spell slots you sacrificed) had the 
  fire descriptor, every creature who failed their save is 
  knocked prone and set on fire. If any of the spells you 
  sacrificed had the cold descriptor, every creature who 
  failed their save is slowed as the spell and entangled in 
  ice. If any of the spells had the acid descriptor, every 
  creature who failed their save takes 1d6 acid damage at 
  the start of each of their turns and their wielded 
  weapons and worn armor gain the broken condition. If 
  any of the spells had the electricity descriptor, every 
  creature who failed their save is deafened, blinded, and 
  dazed. These additional effects last for 1 minute. You 
  do not get a saving throw against this technique. Such 
  is the power required to use this technique that, if you 
  should survive its use, you gain one permanent 
  negative level per level of the highest-level spell or spell 
  slot used to power it and cannot use it again until all 
  the negative levels are removed. This is a supernatural 
  ability. 
  Special: Those using the Power From Within feat to 
  fuel this technique may not sacrifice emulated spell 
  levels greater than their (Constitution Score -1). 
   
  NPCs 
   
  Ollip Phelpfritz CR 15 
  XP 51,200 
  Elven Fighter 15 
  CG M humanoid (elf) 
  Init +6; Senses low-light vision; Perception +3 
  DEFENSE 
  AC 28, touch 20, flat-footed 22 (+8 armor, +6 Dex, +4 
  deflection) 
  hp 117 (15d10+30) 
  Fort +14, Ref +15, Will +14 
  Defensive Abilities bravery +4, energy resistance 16 
  fire and electricity; DR 8/evil 
  OFFENSE 
  Speed 30 ft. 
  Melee +4 shortsword +32/+27/+22 (1d6+11 plus 1d6 
  fire and 1d6 electricity / 19-20) 
   
  Ollip Phelpfritz 
   
  Ranged +4 longbow  +31/+26/+21 (1d8+8 plus 1d6 
  fire and 1d6 electricity / x3) 
  Special Attacks techniques 
  TACTICS 
  Before Combat Ollip uses his Power From Within 
  and Enriched Power feats to use the Eldritch Arms 
  and Eldritch Armor techniques (emulating 8th 
  level [fire, electricity, good] spells) at the start of 
  each day. These bonuses are already figured into 
  his statblock. The damage from using Power From 
  Within is healed by his ring of regeneration; the 
  entire process takes roughly 20 minutes. 
  During Combat Ollip singles out the most powerful 
  enemy spellcaster he can reach, using his Infused 
  Counterspell to protect himself from spells until 
  he can get close and Spell Reaver and Power Surge 
  to lock down their spellcasting once he reaches his 
  target. If a powerful spellcaster is too dangerous 
  for him to attack in melee combat, he will use his 
  longbow instead. Against non-spellcasters, he 
  fights with his allies. If his weapon is broken or 
  destroyed, he will retreat long enough to use 
  Eldritch Arms on a new weapon. 
  Morale If the situation seems hopeless, Ollip will buy 
  time for his allies to retreat by using Power 
  Unbound; he uses his full power for the technique, 
  dealing 117 nonlethal damage and 87 lethal 
  
   
  44 
   
  damage (via nonlethal overflow) to himself to 
  emulate spells of first through eighth level and 
  dealing 36d6 damage to everything in a 120’ area 
  (Reflex DC 23 half) with additional effects as 
  described in the technique above. Otherwise, he 
  orders a retreat when he reaches 30 hit points or 
  when half of his allies are dead. 
  STATISTICS 
  Str 14, Dex 22, Con 12, Int 15, Wis 16, Cha 10 
  Base Atk +15; CMB +16; CMD 30 (34 vs disarm and 
  sunder) 
  Feats Enriched Power (fire, electricity, good), Iron 
  Will, Martial Technique (deflect energy, eldritch 
  arms, eldritch armor, infused counterspell, power 
  surge, power unbound, spell reaver), Power From 
  Within, Toughness, Weapon Focus (shortsword, 
  longbow), Weapon Finesse 
  Skills Acrobatics +21, Climb +10, Linguistics +4, 
  Profession (soldier) +8, Profession (instructor) 
  +15, Spellcraft +17, Survival +10, Swim +12 
  Languages Common, Elven, Orc, Sylvan 
  Gear ring of regeneration, ring of protection +4, belt 
  of physical might +4 (Strength and Dexterity), 
  headband of inspired wisdom +4, cloak of 
  resistance +4, gloves of duelling, boots of 
  elvenkind, helm of telepathy, 2 potions of cure 
  serious wounds, short sword, longbow, 40 arrows, 
  leather armor 
  SQ armor training +4, weapon training 3 
  SPECIAL ABILITIES 
  Bravery (Ex): Ollip has a +4 to saves against fear. 
  Armor Training (Ex): When Ollip is wearing armor, 
  his armor’s maximum Dexterity bonus is increased by 
  4 and its armor check penalty is reduced by 4. In 
  addition, he can move at full speed while wearing 
  medium or heavy armor. 
  Weapon Training (Ex): Ollip has a +5 bonus to hit 
  and damage when wielding weapons from the light 
  blades group, +4 to hit and damage when wielding 
  weapons from the bows group, and +3 to hit and 
  damage when wielding weapons from the close group. 
  These bonuses also apply to all combat maneuver 
  checks made with weapons from these groups and to 
  his Combat Maneuver Defense when defending against 
  disarm or sunder attempts made against weapons from 
  these groups. 
   
  Ollip has become the paragon of the Hall of Ivy Under 
  the Oaks. In his many years of training and  adjusting 
  tradition into practical application, bladesinging has 
  risen to become the paragon of what the new elven 
  warrior should be.  As a head instructor, Ollip serves as 
  a liaison between the elven peoples, the dryad 
  community, and the druid council. He is often stuck 
  between his racial pride and his disagreement with the 
  elven military policy to stay within the Gray Wood after 
  ending the orc threat. Ollip has been known to take his 
  finest pupils and hired henchmen on adventures into 
  the mountains to scout out orc activity, giving them 
  great leeway in their operations. 
   
  Griselda Halfborn aka Amyria 
  Undaroli CR 6 
  XP 2,400 
  Half-orc inquisitor 7 
  NE M humanoid (human, orc) 
  Init +5; Senses darkvision; Perception +14 
  DEFENSE 
  AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 
  shield) 
  hp 35 (7d8) 
  Fort +5, Ref +3, Will +9 
  Defensive Abilities copycat; DR 1/good 
  OFFENSE 
  Speed 30 ft. 
  Melee +1 scimitar +8 (1d6+3 plus 1d6 fire / 18-20) 
  Special Attacks techniques, bane 
  Spell-Like Abilities (CL 7th; concentration +11) 
  at will--detect alignment 
  7 rds/day--discern lies 
  Inquisitor Spells Known (CL 7th; concentration 
  +11) 
  3rd (2/day--nondetection, seek thoughts 
  2nd 
  (1/day)--undetectable 
  alignment, 
  blistering 
  invective (DC 16), invisibility, spiritual weapon 
  1st (3/day)--alarm, cure light wounds, shield of faith, 
  protection from good, ear-piercing scream (DC 15) 
  0 (at will)--light, acid splash, read magic, detect 
  magic, sift, brand 
  TACTICS 
  Before 
  Combat 
  Griselda 
  casts 
  undetectable 
  alignment and uses Eldritch Arms (sacrificing a 2nd 
  level spell slot with blistering invective) and Eldritch 
  Armor (1st level protection from good) at the start of 
  each day. These bonuses are already figured into her 
  statblock. 
  During Combat If her cover has not been blown, she 
  fights with her schoolmate “allies” as directed by 
  instructors and superiors. She prefers to fight weaker-
  looking opponents whenever possible. If she has been 
  revealed, she will attack ferociously, knowing that she 
  has no hope of escaping from the Underroot; in this 
  case, she will do as much damage as she possibly can to 
  the most important target she can reach. 
  Morale Griselda will only fight to the death if she has 
  been revealed as a spy. Otherwise, she surrenders or 
  runs away as soon as she reaches half health (17 hit 
  points). 
  STATISTICS 
  
   
  45 
   
  Str 14, Dex 13, Con 10, Int 8, Wis 18, Cha 12 
  Base Atk +5; CMB +7; CMD 18 
  Feats Deceitful, Lookout, Martial Training (Eldritch 
  Arms, Eldritch Armor, Spell Reaver), Outflank 
  Skills Bluff +13, Disguise +21, Intimidate +15, 
  Knowledge (Nature) +11 (+15 to identify creatures), 
  Linguistics +0, Perception +14, Sense Motive +17 
  Languages Common, Orc, Elven 
  Gear hat of disguise, +1 chain shirt, 5 feather tokens 
  (bird), scimitar, heavy wooden shield, tears of death x3 
  SQ judgments 
  SPECIAL ABILITIES 
  Copycat (Sp): Griselda can create an illusory double 
  of herself as a move action. This double functions as a 
  single mirror image and lasts for 7 rounds, or until the 
  illusory duplicate is dispelled or destroyed. She can 
  have no more than one copycat at a time. This ability 
  does not stack with the mirror image spell. Griselda 
  can use this ability 7 times per day. 
  Judgment (Ex): Griselda can use the Inquisitor’s 
  Judgment ability twice per day. She uses the 
  Destruction judgment (+3 on all weapon damage rolls) 
  unless circumstances clearly call for a different 
  judgment. 
  Solo Tactics (Ex): All of Griselda’s allies are treated 
  as if they possessed the same teamwork feats as 
  Griselda for the purpose of determining whether she 
  receives a bonus from her teamwork feats. Her allies do 
  not receive any bonuses from these feats unless they 
  actually possess the feats themselves. The allies' 
  positioning 
  and 
  actions 
  must 
  still 
  meet 
  the 
  prerequisites listed in the teamwork feat for Griselda to 
  receive the listed bonus. 
  Bane (Su): Griselda can imbue one of her weapons 
  with the bane weapon special ability as a swift action. 
  She must select one creature type when she uses this 
  ability (and a subtype if the creature type selected is 
  humanoid or outsider). Once selected, the type can be 
  changed as a swift action. This ability only functions 
  while she wields the weapon. If dropped or taken, the 
  weapon resumes granting this ability if it is returned to 
  Griselda before the duration expires. This ability lasts 
  for 7 rounds per day. These rounds do not need to be 
  consecutive. 
  Orc Ferocity: Once per day, when she is brought 
  below 0 hit points but not killed, Griselda can fight on 
  for one more round as if disabled. At the end of her next 
  turn, unless brought to above 0 hit points, she 
  immediately falls unconscious and begins dying. 
   
  Amyria Undaroli is a third year student within the 
  Halls. She fights well, but seems to be holding 
  something back. To the other students, she is well 
  spoken and kind. She is not who she seems to be,  
   
   
   
  Amyria Undaroli 
   
  however. Amyria is really the half-orc spy Griselda 
  Halfborn, 
  sent 
  into 
  the 
  Underroot 
  to 
  gather 
  information about the elven forces and their strength, 
  as well as the conflict within the druid council. She has 
  already begun many subtle sabotages, setting traps, 
  and using weak or long term poisons. 
   
   
  The School of the 
  Martyred Arrows 
  Symbol: Three horizontal arrows on a field of gray, 
  the top on white, the middle one black, and the bottom 
  one red.  
   
  Seventy-five years ago in the quiet village of Two 
  Streams a seed of tragedy was planted. That seed today 
  has grown into one of the most prestigious schools of 
  archery in the world. During that time the Baron of 
  those lands grew paranoid after his retinue was 
  ambushed by bandits and he was badly wounded, while 
  his wife was killed. In response he decreed that private 
  possession of weapons was outlawed, including those 
  used traditionally for hunting. 
   
  After a meager harvest followed by a long and frigid 
  winter during the same year, the locals desperately 
  created bows to hunt game. The villagers hunted at 
  night to avoid the lord's patrols. Then one of their own 
  betrayed them, hoping for a reward. Just before dawn 
  
   
  46 
   
  one late spring morning, the Baron's men ambushed 
  them. They ordered the men to present their illegal 
  weapons for inspection. Then, the captain gave the 
  order to cut the hunters down for insurrection against 
  their lord. 
   
  A boy watched his father die in the morning light, and 
  in that moment his childhood faded away like the fog 
  in the dawning sun. In the following years that shining 
  crimson memory burned brighter and hotter, until it 
  became a fire. At his father's forge, Ronan Oakhearth 
  swore vengeance. He left Two Streams and made his 
  home in the Greenhill Forests where he could avoid the 
  watchful eyes of the Baron's men and to distance 
  himself from those who might interfere with his plans. 
   
  Gifted or blessed by the gods, Ronan practiced until he 
  was an archer without equal. He befriended the native 
  gargoyles of the forest, who worshiped the wind. They 
  taught him the secrets of the currents and how to let 
  the gusts guide his hand. Others eventually joined him, 
  other locals who felt the weight of the Baron's rule. 
  Ronan gave them the hope, strength, and training to 
  throw off that oppression. He taught them how to make 
  fine bows and arrows, how to stalk the forests for game 
  as well as the Baron's men. Eventually Ronan's 
  rebellion, as the history books called it, led to several 
  local minor fiefdoms uniting and overthrowing the 
  Baron's rule. They say, during the final battle, a 
  mortally wounded and furious Ronan threw himself 
  onto the sword of the Baron, plunging an arrow 
  straight into his enemy's heart with his bare hands. The 
  men he trained founded a school in remembrance of 
  their fallen leader within the sacked city of Deer Pen, 
  naming it The School of the Martyred Arrows. 
   
  Leadership 
   
  The school grounds are made up of a dozen new 
  structures located in the center of the ruins of an 
  ancient quarry town, a ramshackle affair of old 
  buildings that are grown over and dilapidated. This 
  town lays in the heart of the Greenhill Forest, at the 
  forest’s highest point. The ruins were inhabited by the 
  gargoyles of the Stonetalon tribe when Ronan’s men 
  first settled the area. They made peace with these rocky 
  creatures, and to this day they enjoy a mutually 
  beneficial relationship. The men watch over the 
  nocturnal gargoyles as they sleep in the crevices of the 
  ruins, while at night the gargoyles take flight and watch 
  over the men. As wind worshippers, the Stonetalons 
  added a great deal of knowledge to the  school, helping 
  the students develop their shooting skill. Some of the  
   
  Stonetalon Gargoyle 
   
  gargoyles even joined the school, becoming fearsome 
  marksmen in their own right. 
   
  Two factions currently divide the school. The 
  Traditionalist faction holds to the arts of the bow and 
  crossbow, while the newest faction of the school 
  eschews the traditional weaponry as respected but 
  outdated. This newer Blackpowder tradition embraced 
  firearms of all kinds developed a rivalry with the older 
  cadre of students which is not always friendly. The 
  stigma of pistols and rifles being the weaponry of the 
  nobility seems to lie at the heart of the matter. Lesser 
  issues stem from concerns over the cost and stealth 
  aspects of firearms. 
   
  Darquus Galea serves as the current headmaster, a 
  renowned horsemen archer from the eastern plains. 
  Once believed slain in the battle with Baron Von 
  Dahkstruth, 
  he 
  miraculously 
  survived, 
  despite 
  eyewitness accounts to the contrary. Truthfully, 
  Darquus did die at the battle. When hope of his own life 
  was lost, he called upon the school’s greatest technique, 
  the Martyr’s Arrow, allowing him to transfer his death 
  through his arrow and into his enemy, where they must 
  share in the grim demise. Both Dahkstruth and Galea 
  fell with identical wounds, simultaneously dying as 
  nemeses. His loyal adviser, the necromancer Kurr Thal 
  
   
  47 
   
  (necromancer 11), raised the Baron from death with the 
  create undead spell after the battle. Darquus’ spirit 
  returned to the living world, a ghost filled with fury and 
  vengeance at the theft of the significance of his death 
  and victory, bent on destroying the Baron for good. 
   
  As a test for his students to gain entry into the school, 
  Darquus asks the would-be marksmen to shoot a fruit 
  from atop his head. If they miss, or more often, if they 
  instead strike Darquus, he pretends to die and the 
  schoolmasters lead away the failed student, dismissing 
  them from the school. 
   
  When the elders of the Stonetalon clan first 
  encountered Ronan and offered their aid to his cause, 
  they possessed an imperfect understanding of the ways 
  of man. In the sixty years since, the school and its 
  dependents have come to outnumber the gargoyles. 
  Some of the teachers, Pall Glenner (Fighter 2, Expert 
  2) and Friedrich Allemand (Gunslinger 3) mainly, have 
  recently began teaching lessons referring to the 
  Stonetalon tribe as servants. A small following within 
  the student body of both the Traditionalist faction and 
  the Blackpowder faction devoutly believes this doctrine 
  of fearmongering and misinformation. The new 
  division within the school's paradigm comes much to 
  the displeasure of the Headmaster Galea. He 
  continually reiterates the story of the school’s origin at 
  ceremonies and holiday meals, retelling of a 
  foundation by a people unwilling to be unfairly ruled 
  over. Still, weak men desire entitlement, and some 
  students find Glenner and Allemend’s words attractive. 
  It is unclear what Headmaster Galea will do if these 
  habits persist.  
   
  The Gargoyles' three elders use the common-tongue 
  names of Glasswords (Bard 3, Aristocrat 4), who 
  speaks clear and true; Heavyarrow (Fighter Archer 
  archetype 5, Advanced Player’s Guide page 104), first 
  of the nocturnal guard; and Mother of Mothers (Witch 
  3), who has given birth to a daughter every year even 
  though she is three decades pass her barren years. 
  These three elders cooperate with the three humanoid 
  instructors to teach the students of the village school.  
   
  Grounds 
   
  The grounds of the School of the Martyred Arrow 
  occupy the former quarry town of Deer Pen.  Many 
  small stone buildings have been added within the 
  township while the older buildings have been 
  cannibalized, becoming stables and storage.  Every 
  restored building serves as a classroom for a particular 
  skill or a task. Those studying the skill or craft stay 
  within the building, conducting the duties associated 
  with those houses.  For example, the individuals in the 
  four stables conduct patrols abroad, learn horseback 
  archery, 
  and 
  tend 
  to 
  the 
  horses 
  and 
  horse 
  medicines.  Those stationed in the east and west 
  kitchens and smokehouses serve the school by 
  completing hunting duties, learning to stalk and trap, 
  and butchering of animals for the school larders.  The 
  four gate armories teach the bowcraft and fletching 
  crucial to a pupil’s advancement along the path to 
  becoming a master archer. Students garrisoned at the 
  gates also drill, stand guard, and maintain the walls 
  and fortifications.  Two gun-smithies, administrative 
  buildings, and additional housing for the workmen, 
  servants, and the families of the student body exist 
  within the restored, original walls.  Most members of 
  the school and the staff keep their families within the 
  primary fortifications instead of the outlying village. 
  Regardless of who lives inside the defenses, however, 
  the students must still live within their assigned station 
  house.  
   
  On the school campus, the Stonetalon tribe maintains 
  only a small, open temple dedicated to the 
  disembodied wind.  Through the forest, the gargoyles 
  erected hundreds of short stone pillars. The stelae 
  stand mainly near the quarry, the school, and sixty feet 
  above the tree line in the surrounding hills. Atop the 
  largest obelisks, the tribesmen stand guard, rotating 
  statues as decoys.  The gargoyle tribe houses itself 
  within the shelves and tunnels of the old quarry, just a 
  mile east of the village.  At this location, the tribe’s 
  elders teach the listening of the wind and their 
  philosophies, relating how the living air pulls and 
  pushes one in combat and throughout life.   
   
   
  Adventure Hooks 
   
  -The gargoyles suffer from a deadly disease which 
  slowly petrifies their bodies into permanent statuary. 
  The schoolmasters task the characters to seek out the 
  cause of the disease and help to find a cure. 
   
  -The headmaster Darquus Galea needs help hunting 
  down an old nemesis whom he thought slain. The 
  players can help Darquus track down and destroy the 
  undead Baron Dahkstruth, allowing Darquus to 
  achieve his vengeance without his own death. 
   
  -Mother of Mothers needs the PCs to accompany a 
  large group of her daughters to the lands of the 
  Cragtooth tribe for their traditional, periodic moot. 
  
   
  48 
   
  While there, the instructors ask the characters to 
  attempt recruiting more gargoyles to enroll into the 
  The School of the Martyred Arrows.   
   
   
  Boons 
   
  The students who show the most potential receive 
  special training by the instructors of the school. This 
  allows a character to learn a single Marksman 
  technique without having to spend a feat on Martial 
  Training. 
  The 
  character 
  must 
  still 
  meet 
  the 
  prerequisites of the technique. Continued special 
  training allows the character to learn additional 
  Marksman techniques. 
   
  The Stonetalon gargoyles enjoy a strong bond with the 
  Martyred Arrows school. It’s easy to convince one of 
  the more adventurous gargoyles to scout or spy for a 
  member of the school. These scouts refuse any 
  intentional combat as a mere favor, but they’re happy 
  to watch a specific area for day or two and report what 
  they see. 
   
  The Greenhill Forest has been home to the Stonetalon 
  tribe for a very long time, and the gargoyles intimately 
  know its features. Characters who earn the friendship 
  of the tribe gain a +5 bonus to Knowledge (Local), 
  Knowledge (Geography), and Knowledge (Nature) 
  checks dealing with the Greenhill Forest and its 
  surrounding lands. 
   
  The students of the Martyred Arrows frequently 
  practice their techniques while hunting in the 
  wilderness. They are generally happy to show friendly 
  characters the local game trails, watering holes, 
  monster lairs, and other notable locations. They also 
  sell the furs, hides, and meat from their kills and can be 
  persuaded to hunt specific animals and monsters in 
  search of specific body parts (for use as spell reagents, 
  for example). 
   
   
  Magic 
   
  Members of the Martyred Arrows neither favor nor 
  disdain magical items; the culture of their community 
  feels one should always use the right ammunition for 
  the right task, and frowns upon frivolous expenditure 
  of costly magical shot when mundane would work just 
  as well.  
  Bracer of the Sure String 
  Aura faint divination: CL 3rd 
  Slot wrist; Price 1,000 gp; Weight 2 lb. 
  DESCRIPTION               
  This leather bracer is designed to hug and protect the 
  inside of the forearm. Once per day while using a bow, 
  when the wearer rolls a critical fumble (a natural 1 on 
  the die), the archer may reroll their attack.  
  CONSTRUCTION 
  Requirements Craft Wondrous item, true strike, 
  Cost 500 gp 
   
  Bullet of Wonder 
  Aura moderate enchantment: CL 12 th 
  Slot none; Price 1,406 gp; Weight 1/10 lb. 
  DESCRIPTION               
  This +1 bullet is made of purple-hued iron and does 
  normal damage plus one random effect. Roll a d% to 
  choose the bullet’s random effect below. 
   
  1. 
  (01-05%) A 10 ft cube of water surrounds the 
  person shot, holding its form for 4 rounds. 
  2. 
  (06-10%) All the victim’s hair burns off and they 
  drop what they are holding. 
  3. 
  (11-15%) All nonmagical light weapons carried by 
  the victim turn into ravens. 
  4. 
  (16-20%) All creatures adjacent to victim are 
  healed 3d6 hit points. 
  5. 
  (21-25%) The victim’s mother teleport to an 
  adjacent square (DC 20 Will negates).  
  6. 
  (26-30%) The victim turns into a gargoyle and 
  smells of skunk.  
  7. 
  (31-35%) All carried food spoils and iron becomes 
  pitted (gains the Fragile condition until treated 
  with a mending). 
  8. 
  (36-40%) The victim’s skin turns purple and they 
  no longer cast a shadow. 
  9. 
  (41-45%) Dogs attack the victim on sight for six 
  months (DC 20 Will negates). 
  10. (46-50%) After damage is dealt, stone skin is cast 
  upon the victim (DC 20 Will negates).  
  11. (51-55%) A bat swarm is summoned to two 
  adjacent squares.  
  12. (56-60%) All potions on the victim’s person 
  become potions of levitate for 4 rounds (DC 20 
  Will negates).  
  13. (61-65%) The victim grows a fox tail and gains 
  permanent untyped +2 bonus to their Diplomacy 
  skill. 
  14. (66-70%) The victim becomes color blind and 
  learns a new language (DC 20 Will negates). 
  15. (71-75%) The victim teleports 60 feet away from 
  the firer of the bullet in a random direction (DC 20 
  Will negates). 
  
   
  49 
   
  16. (76-80%) All paper on the victim burns away (DC 
  20 Will negates).  
  17. (81-85%) All metal worn by the victim doubles in 
  weight for 12 hours (DC 20 Will negates). 
  18. (86-90%) The victim and shooter switch places 
  (DC 20 Will negates). 
  19. (91-95%) The victim shrinks one size category (for 
  12 days) and forever craves the taste of ash (DC 20 
  Will negates). 
  20. (96-100%) The victim ages 1d20 years and gains a 
  lisp (DC 20 Will negates).   
   
  CONSTRUCTION 
  Requirements Craft Magic Arms and Armor, 
  confusion, creator must be chaotic; Cost 706 gp 
   
  Reverberating Arrow 
  Aura faint evocation: CL 4th 
  Slot none; Price 56 gp; Weight 1/10 lb. 
  DESCRIPTION               
  This +1 arrow ends in a thin hollow circle of brass with 
  a tiny tuning fork inside. When an enemy is struck with 
  this arrow, instead of doing hit point damage, a single 
  random glass object (usually a vial) on the target takes 
  3d6 sonic damage.  
  CONSTRUCTION 
  Requirements Craft Magic Arms and Armor, 
  shatter; Cost 31 gp 
   
  Stone Mask 
  Aura faint transmutation: CL 7th 
  Slot head; Price 1,300 gp; Weight 7 lbs. 
  DESCRIPTION               
  This heavy mask is crudely carved of stone with eyes, 
  nose, and mouth holes. Appearances vary by culture, 
  but it's usually styled after a local monster. As an 
  immediate action which does not provoke attacks of 
  opportunity, the wearer can prevent all damage from a 
  single ranged weapon attack. The use of the mask must 
  be declared after the hit is confirmed but before the 
  damage is rolled. After three attacks are prevented by 
  the mask, the enchantment is used up and the mask 
  reverts to being normal stone.  
  CONSTRUCTION 
  Requirements Craft Wondrous Item, stoneskin; 
  Cost  650 gp 
   
  Martyred Arrows 
  Techniques 
   
  “Coming upon my companions, I found them 
  surrounded and hardpressed by bandits. Before I was 
  spotted, I drew an arrow to my cheek and released. It 
  screamed through the air before slamming into the 
  spine of my closest enemy. My second arrow went 
  through the hand of a second foe, causing her to drop 
  her battleaxe. The third shot bounced off a man’s 
  shoulder pauldron, and when the turned to look where 
  it came from, my companion pulled his pistol and put 
  it to his neck.” 
   
  Students of the School of Martyred Arrows learn 
  marksmanship with bow and gun. Special ranged 
  attacks and methods for the overcoming difficult 
  circumstances are the foundation of its training.  
   
  Part the Wind 
  Marksman Technique (Ranged) 
  The wind is no barrier to your shots. 
  [Alternate Prerequisites]: Weapon Focus with a 
  ranged weapon, Precise Shot, and Perception +6 
  Steel Cost: 1 point 
  Activation Time: 1 standard action or special; see 
  below 
  Effect: Make an attack with a ranged weapon at your 
  highest attack bonus. This attack deals normal damage, 
  ignores the effects of natural and magical wind, and 
  ignores the first five range increment penalties. 
  Alternately, if you have at least +6 BAB, you may use 
  this technique in conjunction with any other 
  Marksman technique, gaining the effects of both 
  techniques but only dealing damage once. 
   
  Crippling Aim 
  Marksman Technique (Ranged) 
  Your enemy cries out in terror as your arrow pierces 
  their hand and their spear clatters to the ground. 
  [Alternate Prerequisites]: Weapon Focus with a 
  ranged weapon, Improved Critical with a ranged 
  weapon 
  Steel Cost: 1 point 
  Activation Time: 1 standard action 
  Effect: Select one effect from the following list: 1d4+1 
  Strength penalty, 1d4+1 Dexterity penalty, 1d6 bleed, 
  target drops one held item chosen by the user of this 
  technique, -10’ base speed for 1d6 rounds, sickened for 
  1d6 rounds, dazed for 1 round. Make an attack with a 
  ranged weapon at your highest attack bonus; if you 
  chose the dazed effect, the attack has a 20% miss 
  chance. If the attack hits, the target suffers the chosen 
  effect. If you make a critical hit, your target suffers the 
  effect in addition to the normal damage of your attack. 
  These additional effects are not otherwise affected by 
  critical hits. For every 5 points your BAB exceeds +1, 
  you may choose an additional effect and increase the 
  Steel Cost for this technique by 1. Each effect can only 
  be chosen once for an attack.  
  
   
  50 
   
  Last Ditch Attack 
   
  Last Ditch Attack 
  Marksman Technique 
  Your opponent is too close for you to shoot -- or so they 
  think. 
  [Alternate Prerequisites]: Weapon Focus with a 
  ranged weapon, Catch Off-Guard 
  Steel Cost: 1 point 
  Activation Time: 1 standard action 
  Effect: Make a ranged attack against an adjacent 
  opponent at your highest attack bonus. You do not 
  draw attacks of opportunity from the target for this 
  attack and take no penalty to hit for the target being in 
  melee combat. Alternately, if you have at least +6 BAB, 
  you may use this technique in conjunction with any 
  other Marksman technique, gaining the effects of both 
  techniques but only dealing damage once. 
   
  Demoralizing Shot 
  Marksman Technique (Ranged) 
  You tweak the fletching of your arrow as you nock it 
  to your bow, making it scream as it flies through the 
  air. 
  [Alternate Prerequisites]: Weapon Focus with a 
  ranged weapon, Dazzling Display 
  Steel Cost: 1 point 
  Activation Time: 1 standard action 
  Effect: Make a ranged attack at your highest attack 
  bonus with a -2 penalty to hit. Your target and all 
  opponents within 5 feet of the path of your shot must 
  make a Will save (DC 10 + half your BAB + your 
  Dexterity bonus) or be shaken. If you hit your target, 
  he takes normal damage from your attack and must 
  make another Will save at the same DC. Failure 
  indicates the target is frightened instead of shaken and 
  shaken even if the save succeeds. This is a mind-
  affecting fear effect. 
   
  Martyr’s Arrow 
  Marksman Technique (Death, Ranged) 
  Blood leaks from your hand into the fletching of your 
  arrow, infusing it with the last of your life force and 
  ensuring that your final attack will be worth your 
  sacrifice. 
  Martial 
  Training 
  Prerequisites: 
  any 
  two 
  Marksman techniques, BAB +7 
  [Alternate Prerequisites]: Weapon Focus with a 
  ranged weapon, Pinpoint Targeting 
  Steel Cost: 4 points 
  Activation Time: 1 standard action 
  Effect: Make a ranged attack at your highest attack 
  bonus and a Fortitude save (DC 10 + your BAB + your 
  Dexterity modifier). If you fail the save, you die; if you 
  succeed, you are reduced to -1 hit points and are dying. 
  If your attack hits, your target must also make a 
  Fortitude save with the same DC or die. You may 
  choose to intentionally fail your save; if you do, your 
  
   
  51 
   
  target takes additional damage equal to your hit points 
  at the time you used this technique, even if his save 
  succeeds. 
   
  Gunslinger’s Retort 
  Marksman Technique (Firearms, Ranged) 
  You slightly overload your gun with powder, causing 
  it to roar loudly and cover the area in thick smoke 
  when fired. 
  [Alternate Prerequisites]: Weapon Focus with a 
  firearm, Rapid Reload, Craft (alchemy) 3 ranks 
  Steel Cost: 1 point 
  Activation Time: 1 standard action 
  Effect: Make a ranged attack with a firearm at your 
  highest attack bonus. If you hit, your target takes 
  normal damage from the attack. In addition, a cloud of 
  smoke (as obscuring mist) fills a 15’ cone starting from 
  your square, and every other creature within 30’ of you 
  must make a Fortitude save (DC 10 + half your BAB + 
  your Dexterity modifier) or be deafened for 1d4 
  minutes. 
   
   
  NPCs 
   
  Darquus Galea the Martyred CR 7 
  XP 3,200 
  Human skeletal champion warrior 2 / fighter 5 
  N Medium undead 
  Init +8; Senses darkvision 60 ft.; Perception +8 
  DEFENSE 
  AC 21, touch 14, flat-footed 17 (+5 armor, +4 Dex, +2 
  natural) 
  Hp 60 (2d8+7d10+9) 
  Fort +7, Ref +6, Will +4 
  DR 5/bludgeoning; Immune cold, undead traits 
  OFFENSE 
  Speed 30 ft. 
  Melee: short sword +10/+5 (1d6+2 19-20) and claw 
  +5 (1d4+1) 
  Ranged: composite longbow +15/+10 (1d10+5 x3) 
  Special Attacks  techniques 
  STATISTICS 
  Str 15, Dex 18, Con -, Int 14, Wis 8, Cha 12   
  Base Atk +8; CMB +10; CMD +24 
  Feats Improved Initiative, Martial Technique (part 
  the wind, last ditch attack, martyr's arrow), Point Blank 
  Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (longbow), Weapon Specialization (longbow) 
  Skills Climb +14, Craft (bowyer) +14, Disguise +6, 
  Perception +8, Profession (instructor) +4, Stealth +16, 
  Survival +11 
  Languages Common, Sylvan, Dwarven 
  Gear masterwork composite (+2) longbow, 10 +1 
  humanbane arrows, 40 arrows, shortsword, +1 chain 
  shirt, cloak of resistance +1, hat of disguise 
  SQ armor training +1, weapon training (bows +1) 
  SPECIAL ABILITIES 
  Armor Training As the Fighter class ability 
  Weapon Training As the Fighter class ability 
  Techniques See Marksman Techniques above 
   
  Headmaster Darquus Galea is a foreigner to these 
  lands hailing from the eastern steppe plains. Darquus 
  sacrificed his life force to slay the Baron Von 
  Dahkstruth when the Baron rallied forces against the 
  school. When Von Dahkstruth arose as an undead 
  slave, this so enraged Darquus Galea’s soul, he 
  returned to life to battle his enemy once again. 
   
  GRAKOS (typical nocturnal guard) 
  CR 5 
  XP 1,600 
  Gargoyle gunslinger (musket master) 1 
  CN Medium monstrous humanoid (earth) 
  Init +2; Senses darkvision 60 ft.; Perception +6 
  DEFENSE 
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural) 
  hp 51 (6d10+18) 
  Fort +6, Ref +8, Will +4 
  DR 10/magic 
  OFFENSE 
  Speed 40 ft., fly 60 ft. (average) 
  Melee 2 claws +8 (1d6+2), bite +8 (1d4+2), gore +8 
  (1d4+2) 
  Ranged battered musket +8 (1d12/x4) 
  STATISTICS 
  Str 14, Dex 15, Con 16, Int 6, Wis 11, Cha 7 
  Base Atk +6; CMB +7; CMD 20 
  Feats Gunsmithing, Hover, Point Blank Shot, Rapid 
  Reload (muskets), Skill Focus (Fly) 
  Skills Fly +13, Perception +6, Stealth +11 (+17 in stony 
  areas); Racial Modifiers +2 Stealth (+6 in stony 
  areas) 
  Gear battered musket, 10 bullets, 10 doses of black 
  powder 
  Languages Common, Terran 
  SQ freeze, grit, deadeye, quick clear, steady aim 
  SPECIAL ABILITIES 
  Freeze (Ex) A gargoyle can hold itself so still it 
  appears to be a statue. A gargoyle that uses freeze can 
  take 20 on its Stealth check to hide in plain sight as a 
  stone statue. 
  Grit (Ex) Grakos has 1 grit point. See the Gunslinger’s 
  Grit class feature (see Ultimate Combat). 
  Deadeye (Ex) Grakos can resolve an attack against 
  touch AC instead of normal AC when firing beyond his 
  
   
  52 
   
  firearm's first range increment. Performing this deed 
  costs 1 grit point per range increment beyond the first. 
  Grakos still takes the –2 penalty on attack rolls for each 
  range increment beyond the first when he performs 
  this deed. 
  Quick Clear (Ex) As a standard action, Grakos can 
  remove the broken condition from a single firearm he 
  is currently wielding, as long as that condition was 
  gained by a firearm misfire. Grakos must have at least 
  1 grit point to perform this deed. Alternatively, if 
  Grakos spends 1 grit point to perform this deed, he can 
  perform quick clear as a move-equivalent action 
  instead of a standard action. 
  Steady Aim (Ex) As long as Grakos has at least 1 grit 
  point, he can take a move-equivalent action to increase 
  the accuracy of a two-handed firearm. When he does, 
  he increases the range increment of the firearm he is 
  firing by 10 feet. This stacks with other abilities that 
  increase his range increment. 
   
  Grakos is a young Stonetalon wishing to bring glory to 
  his people be borrowing culturally from the world of 
  men. Quiet and stand-offish, Grakos is neither liked or 
  disliked. Still unskilled in all but the basic firearm 
  maneuvers, the young tribesman uses this ability to fly 
  to even the odds in most combat engagements. After 
  Grakos joined the Blackpowder faction, most of the 
  other young gargoyles did as well, making these 
  unskilled musketeers the main force of the nocturnal 
  guard. 
   
   
  Ludi of the Waiting 
  Koi 
  Symbol: Three stylized Koi fish in metal or autumn 
  colors on a field of cream striped in cornflower blue.  
   
  According to legend, over nine hundred years ago, a 
  great king loved nothing greater than the law and the 
  thrill of combat. In his youth, he hired an old sailor to 
  tend to his koi pond within the royal garden. The regent 
  and the sailor shared many mannerisms and interests, 
  and became good friends over time. Years later, the 
  sailor made an ill fated legal error within the court. In 
  most versions, he complimented a married woman, 
  much to her husband’s dislike.  The husband 
  demanded recompense. Since the sailor lacked noble 
  blood, his penalty, under law, was death. Being friends 
  with the king, the sailor could pick the method of his 
  death. Knowing the king’s love of combat, the sailor 
  asked to battle all the other death row prisoners, one at 
  a time, before the court and for the king’s  
   
   
   
  Ludi of the Waiting Koi 
   
  entertainment. He killed seven before dying, and the 
  gladiator games forever became part of the culture. 
   
  Many schools exist throughout the lands, teaching 
  different forms of martial arts. The Ludi of the Waiting 
  Koi teaches more than simple combat; it also teaches 
  entertainment. The school instructs students not 
  merely how to swing a sword, but also the best way to 
  get a crowd to cheer and roar while doing so. Many 
  schools claim to be the first school founded after the 
  death of the king’s koi keeper centuries ago, but the 
  Ludi of the Waiting Koi is one of the few which might 
  actually be telling the truth. 
   
  The Lutanist of the house is Ricanus Flamininus. Many 
  of the community consider him a pimp, dealing in 
  death, pulling slaves off the ships and sending them to 
  slaughter like cattle. Others see him as one who saves 
  slaves from a short death of exhaustion in the salt 
  mines, giving many of them years of comfortable living 
  before they meet death in the arena. 
   
  Once in the school, the slaves separate into two groups 
  based on personality, skill sets, abilities, and work 
  ethic. The lazy, the bitter, and the noncompliant belong 
  to the first group, the retiarii (singular, retiarius). 
  retiarii train for battle with net and trident. 
  Traditionally the villains of the arena, they do have 
  their own following in the stands. A retiarius wears 
  little armor, most often just a simple shoulder pad and 
  sometimes a single arm guard. Poorly armored, weaker 
  men excel as retiarii.  Also, undesirable men and 
  
   
  53 
   
  criminals are put into retiarius training since no 
  retiarius may wear a helmet, allowing the crowd to see 
  the pain on their faces, dishonoring them as they die. 
  retiarii, portrayed as a fisherman, represent the lowly 
  individual man, who, when compared to nature, are 
  greedy and unworthy creatures.   
   
  The other group of gladiators trained at the Ludi of the 
  Waiting Koi are the secutors. Secutors all wear helmets 
  covering their faces. Conversely, they are not to 
  considered as individual men, but all as a single 
  representation of the power of nature, symbolized by 
  the fish and wave designs on their armor. Secutors are 
  heavily armored, slow and methodical, and train to 
  wear down the retiarius, forcing them to cast their nets 
  in frustration. Secutors portray the heroes of the arena, 
  representations of nature keeping mankind in their 
  place. 
   
  Prisoners sentenced to death command cheaper prices 
  for Ricarius than slaves. They always train as retiarii, 
  though few live long enough to become retiarius in 
  more than name. For the most part, matches to the 
  death are rare events occurring monthly on certain 
  holidays and royal functions. Training a gladiator 
  represents quite the investment, considering the costs 
  of buying, feeding, housing, and training the slave. 
  When the event demands death matches, the battles 
  most often are between a veteran secutor facing a death 
  sentenced prisoner only trained as a retiarius for less 
  than a month. The secutor carefully keeps the fight 
  slow and entertaining for the crowd. Exceptions exist, 
  however, such as the gladiator Brutus Licinivsin, 
  sentenced to death more than six years ago but who has 
  slain secutor after secutor in every event since 
  becoming a retiarius, much to the crowd’s excitement 
  and disbelief. 
   
  Not just prisoners or slaves became gladiators at the 
  Ludi of the Waiting Koi, some men volunteer. A few 
  come for the fame, confident they will survive the one 
  or two years of their contract, and hopeful they can 
  leave as local celebrities. Most, however, are bankrupt 
  individuals with no other choice. Some are even forced 
  into the school by the bankers themselves. The Ludi of 
  the Waiting Koi falls under the district of magistrate 
  Titus Pera who must give permission for free men to 
  join the school. Titus oversee the process when Ricanus 
  and the new gladiator form their contract, stating how 
  often the new gladiator will fight, the fighting style he 
  will be trained in, and his earnings for each fight. Titus 
  takes a percentage of the new fighter’s earnings, often 
  putting the future gladiator further in debt. While 
  under contract, the gladiator is, in all ways, the 
  property of Ricanus, who has total legal power over life 
  and death of his students, even  contracted free men. 
  However, he is restricted to the terms of contracts, and 
  unnecessary deaths of contracted slaves have legal 
  consequences and death benefits to the dead 
  performer's next of kin. 
   
  No official ranking system exists for the gladiators, but 
  a 
  tattooing 
  ritual 
  accompanies 
  every 
  victory. 
  “Fishbone” Amilius is a retired secutor who won his 
  freedom over a decade ago. He now serves as Ricanus’ 
  groundskeeper and tattoos gladiators after each fight. 
  With each victory, the gladiator, be they secutor or 
  retiarius, receives a koi tattoo. The size and color of the 
  tattoo depend on the gladiator’s opponent and the 
  manner of the gladiator’s victory. Defeating an 
  inexperienced opponent, or a handicapped opponent 
  awards the gladiator a small orange koi tattoo. The 
  more experienced or famous the defeated opponent, 
  the bigger the koi tattoo trophy. When winning a death 
  match, the koi has black spots. Losing a death match 
  but fighting in such a way the king or crowd demands 
  the defeated gladiator lives is always deemed a victory, 
  and the gladiator is tattooed with the white striped koi. 
  Defending against different animals awards special 
  flora or symbols around the koi. For example, tiny 
  sunflowers in the koi’s mouth symbolize a lion, while 
  gray and blue lilies represent an elephant. A gladiator’s 
  first koi is tattooed on his face to let the world know the 
  individual is a gladiator of the ludi. retiarii are also 
  tattooed with a facial tattoo of a trident upon their 
  arrival at the school. Fishbone offers to tattoo visiting 
  gladiators from other ludi, but many do not 
  accept.  Brutus Licinivsin is so covered in koi, the 
  bottoms of his feet are tattooed and many of his later 
  tattoos have an interlocking, nearly geometric, pattern. 
   
   
  Leadership  
   
  Lanistae Ricanus handles the finances and overall 
  administration of the school.  His diplomatic ties with 
  the prisons and guards allow him to continually wheel 
  and deal, bringing fresh fighters into the Waiting Koi 
  school. His reputation as a man who honors 
  agreements keeps new secutor applicants willing to 
  sign over their lives for money.  A retired secutor 
  himself, Ricanus sometimes takes time out to train 
  promising fighters but often he leaves these tasks to 
  those younger and more capable.  While he has a 
  somewhat hands off approach to the inner political 
  dealings of the school, he does remain aware of current 
  events, and all final decisions on important matters 
  rest with him.   
   
  
   
  54 
   
  Over 40 years old, Spipio Pera, still serves as a 
  gladiator though he no longer fights in the arena.  His 
  years of service give him a fierce loyalty to the school. 
  He directly governs over the fighters, meting out 
  punishments and rewards as he sees fit.  Spipio Pera’s 
  face, arms, and torso are covered with large, black 
  spotted koi which guarantees students take him very 
  seriously.  He does not directly train individuals, but 
  oversees the daily exercise regimen, inspects cells, and 
  routinely challenges random combatants to test their 
  skills. 
  Rumors 
  claim 
  he 
  simply 
  killed 
  three 
  insubordinate secutors who publicly challenged his 
  authority, right on the sands of the training yard, 
  instead of simply disciplining them. He was punished 
  by having to fight four consecutive combats to the 
  death in the arena, all of which he won. The murder of 
  the secutors, along with his efficient management style, 
  is said to be why he has not yet been granted his 
  freedom.   
   
  The retiarii are officially trained by an ex-secutor 
  named Titus Scaeve, known as quite proficient with the 
  net and trident.  However, the high mortality rate of 
  retiarius fighters shows he gave up showing them  
  anything more than the basics a long time ago. 
  Common knowledge amongst the retiari states that if 
  they truly wish to learn and survive, they must seek 
  training 
  from 
  the 
  surviviing 
  veterans. 
   Brutus 
  Licinivsin is known as the unofficial head of the 
  ritiarius but he only trains those who manage to make 
  an impression on him by surviving several rounds 
  against a secutor.  Even if he refuses to train a new 
  fighter, he and his students act as protectors to all 
  retiari when outside of the arena.  This means they 
  keep a watchful eye, ensuring their fighters do not have 
  food stolen nor suffer indignities from other slaves 
  ganging up on them  in the baths or common areas. 
   
  The secutors possess the advantage in nearly every 
  way, including their training. Two war veterans lead 
  their 
  group, 
  Appius 
  Terentius 
  and 
  Sextus 
  Numerius.  Having formerly fallen on hard times, they 
  both felt it natural to settle their debts the way they 
  lived most of their lives, through combat and 
  bloodshed.  They train the secutors in a military 
  fashion, repeatedly drilling group combat techniques. 
  Those who fail to perform suffer punishment through 
  extra exercises, hazing, or in severe situations, night 
  time beatings for those who limit the group.  Because 
  the secutors view themselves above the retiari, it is not 
  unknown for their fighters to sneak into an opponent’s 
  cell at night, to handicap them through drugs or 
  physical injury. In their minds, they do not see why 
  should they suffer defeat at the hands of a man past 
  redemption? Unless caught in the act, these assailants 
  are never identified nor betrayed by their brothers, 
  though some feel such treachery is unnecessary.  
   
   
  Grounds 
   
  The school grounds are fairly small. They consist of 
  Ricanus’ house; the barracks where the gladiators 
  sleep, four to a cell; private rooms noble women can 
  rent for a clandestine (or scandalous) night with a 
  gladiator; a training yard; and a large outside kitchen. 
  Most trainers live within the city or with Ricanus. 
  Fishbone enjoys his own cell within the barracks. As 
  part of their strict diet, the gladiators eat no meat, but 
  live on a grain-heavy diet filled with beans, ash 
  (believed to fortify the body and remind them of 
  death), peppers, dried fruits, dwarven breads and 
  beers. For the price of three gold, a noble woman may 
  rent one of the private rooms to spend the evening with 
  her favorite gladiator. Many combatants are local 
  celebrities in the city, though these dalliances are 
  commonly secret, or occasionally open secrets, 
  depending on the libertine nature of the noble. Ricanus 
  pays the gladiator five silver, and may keep any tips. 
   
  A high wall of limestone surrounds around the 
  complex, with a grand courtyard visible through the 
  one double-barred horse gate. At its center, a large city-
  funded fountain brings water in for drinking and 
  cooking. The fountain is adorned with koi and 
  mermaids and is large enough for many to bathe 
  simultaneously.  
   
  Law only permits gladiators in the city on non-game 
  holidays. Not everyone may leave the grounds, this 
  privilege is limited to secutors and a few trusted ritiarii. 
  This is often a dangerous trip, as their tattoos alert 
  everyone as to their identity, and many people pick 
  fights with the gladiator to prove their own reputation, 
  while others simply bombard them with attention and 
  questions, wasting much of their day. These trips are 
  the only time a contracted gladiator has to himself. 
  Many simply rent a room at an inn for the day and 
  relax, eat meats, and listen to music or a private poet 
  performance. 
   
   
  Adventure Hooks 
   
  A foreign noble wishes to rent the gladiators of the Ludi 
  of the Waiting Koi to battle the gladiators of his  
  
   
  55 
   
   
   
  
   
  56 
   
  kingdom for his son’s wedding entertainment. The PCs 
  are being paid to travel with the Audi’s caravan as 
  guards and to secretly train the gladiators at night, in 
  order to counter the foreign fighting styles and battle-
  magics of their adversaries. 
   
  A nobleman’s wife bears the child of famous gladiator, 
  Brutus Licinivsin, and her husband has put a price on 
  the gladiator’s head. The wife is secretly paying to have 
  the assassins stopped. Whose money will the 
  characters take to ensure a new star rises in the school? 
  Or is this a chance for a trusted friend to escape the 
  remainder of his contract with a properly faked death? 
   
  On a grand holiday, the king invited gladiators from a 
  neighboring city to battle with the Ludi of the Waiting 
  Koi. Some speculators within the city offer the 
  characters handsome bribes to infiltrate the barracks 
  of one of the schools and poison the foreign warriors' 
  breakfasts. 
   
   
  Boons 
   
  Ricanus offers to take a personal interest in the training 
  of his favorites, enabling them to learn a Gladiator 
  technique without having to spend a feat on Martial 
  Training. All prerequisites for the technique must still 
  be met. Continued tutelage allows for the selection of 
  additional Gladiator techniques. 
   
  Ricanus does business in several local towns and cities, 
  and offers to smuggle friends in or out of town 
  disguised either as slaves destined for his school, or 
  gladiators heading to a fight. Characters gain a +5 
  bonus to Disguise checks to seem like normal Waiting 
  Koi personnel while traveling with one of Ricanus’s 
  caravans. 
   
  Not all of the gladiators of the Waiting Koi are slaves. 
  Some even seek out the school’s teachings as a way of 
  earning their keep. Ricanus offers to recommend 
  particularly skilled students into the service of local 
  merchants and nobles as soldiers and bodyguards. 
  Characters gain a +5 bonus to Diplomacy checks to 
  convince a patron to employ them as long as they have 
  a letter of recommendation from Ricanus. 
   
  The gladiatorial games are an excellent way to be 
  noticed by the upper class; many nobles and merchants 
  sponsor 
  individual 
  gladiators 
  in 
  exchange 
  for 
  notoriety. If a character can secure such a sponsorship, 
  they gain a 10% discount on non-magical goods and 
  services within their patron's purview. The benefits of 
  sponsorship immediately cease if the character loses 
  more than two matches in a row or does not participate 
  in 
  any 
  matches 
  for 
  more 
  than 
  a 
  month. 
   
   
  Magic 
   
  Most arenas forbid magical arms and armor in their 
  games, forcing everyone to fight with mundane 
  equipment to level the playing field. Those items which 
  do exist tend not to be very visible in their effects, or 
  the property of former gladiators who now pursue 
  other professions. 
  Arena Sandals 
  Aura faint transmutation: CL 5th 
  Slot feet; Price 3,500 gp; Weight 3 lb. 
  DESCRIPTION               
  These leather sandals have high straps and a shin 
  guard with brass buckles and studs. Any time the 
  wearer takes bleeding or sneak attack damage, or is 
  struck with a critical hit they gain 10ft to their base land 
  speed until the end of their next round.  
  CONSTRUCTION 
  Requirements Craft Wondrous item, expeditious 
  retreat; Cost 1,750 gp 
   
  Koi Helmet 
  Aura moderate transmutation: CL 9th 
  Slot head; Price 12,000 gp; Weight 9 lb. 
  DESCRIPTION               
  This large helmet takes the form of copper spotted fish 
  with a stylized tail and fins. While wearing the koi 
  helmet in conditions of rain, heavy fog, or the solid fog 
  spell, the wearer gains a fly speed of 20 ft. and may use 
  Swim instead of Fly to maneuver in the air.  
  CONSTRUCTION 
  Requirements Craft Magical Arms and Armor, air 
  walk; Cost 6,000 gp 
   
  Net of the Biting Koi 
  Aura faint conjuration; CL 6th 
  Slot none; Price 8,320 gp; Weight 5lbs. 
  DESCRIPTION 
  When thrown, this +1 net becomes surrounded by 
  ghostly, sharp-toothed koi fish. When an entangled 
  opponent makes a Strength check to burst the net, the 
  koi deal 3d6 piercing damage to him. This damage is 
  not dealt when making Escape Artist checks.  
  CONSTRUCTION 
  Requirements Craft Magic Arms and Armor, 
  summon nature’s ally II; Cost 4,320 gp. 
  
   
  57 
   
  Techniques 
   
  “I looked low with my weapon out, and my retiarius 
  opponent took the bait. I slammed my shield into his 
  brass fish helmet and then again as he stumbled 
  backwards. The crowd cheered and howled. The 
  retiarius regained his composure and began to circle 
  me, twirling his net. Watching his net was a mistake; 
  his trident whipped forward, pinning my foot to the 
  ground. I steeled myself not scream as the net came 
  over me. The crowd leaped to their feet, screaming for 
  my death even as I tried to slash at cords across my 
  body.” 
  The Ludi of Waiting Koi teaches its gladiators how to 
  battle in its two main styles; the retiarius, with trident 
  and net; and the secutor, who wield short sword and 
  shield. Techniques for utilizing the responses of a 
  combat's audience to gain energy and vigor are also 
  taught. 
  Bait the Trap  
  Gladiator Technique (Retiarius) 
  You lower your guard in a ploy to get your opponent 
  to attack you in a way that leaves an opening for your 
  readied counterattack. 
  Martial Training Prerequisites: Play to the Crowd 
  [Alternate 
  Prerequisites]: 
  Improved 
  Feint, 
  Combat Reflexes 
  Steel Cost: 1 point 
  Activation Time: 1 immediate action 
  Effect: When an opponent within your reach attacks 
  you, before the attack roll is made, you may choose to 
  lower your AC by 4 against the attack in order to make 
  an attack, as an immediate action which does not 
  provoke attacks of opportunity, against the target with 
  a readied net, a tanglefoot bag, or any other physical 
  means of causing entanglement. The attack is made at 
  your highest attack bonus and the attempt to entangle 
  your foe is resolved normally. If you succeed at 
  entangling your opponent, their attack automatically 
  misses you and they may not attempt to break the 
  entanglement until the start of their next turn. The DC 
  to later escape the entanglement increases by 1 for 
  every 4 points of BAB you have. 
   
  Play to the Crowd  
  Gladiator Technique 
  Your every movement is designed to put on a show for 
  the crowd, and you feed off their energy in return. 
  [Alternate Prerequisites]: Persuasive or Skill 
  Focus (Perform), and Perform (act, comedy, or 
  oratory) +5 
  Steel Cost: 1 point 
  Activation Time: 1 swift action 
   
   
  Bait the Trap 
   
  Effect: As long as there are at least five people 
  watching but not participating in the combat, you may 
  use this technique. Once per round until the end of 
  combat, when you successfully use a technique, 
  succeed at a performance check (see Performance 
  Combat in Ultimate Combat), or confirm a critical hit, 
  you may gain one of the following benefits. Each 
  benefit may be gained multiple times; the effects stack 
  up to a maximum of +5. Gaining each benefit requires 
  the requisite point and/or action cost. 
  • 
  You get a +1 morale bonus to hit and to 
  damage with weapons 
  • 
  You get a +1 morale bonus to CMB and CMD 
  • 
  You get a +1 morale bonus to performance 
  checks 
   
  Shielded Attack 
  Gladiator Technique (Secutor) 
  You attack carefully, keeping your shield raised in 
  front of you to prevent counterattacks. 
  Martial Training Prerequisites: Play to the Crowd 
  [Alternate Prerequisites]: Shield Focus, Combat 
  Expertise 
  Steel Cost: 1 point 
  Activation Time: 1 standard action 
  Effect: Once per round, as long as you are wielding a 
  weapon and a shield, your opponent cannot target you 
  with immediate actions or readied actions in response 
  to your attacks. You may make one attack at your 
  
   
  58 
   
  highest attack bonus against an opponent within reach 
  and if you have at least BAB +11, you may make a 
  second attack against the same target at a -10 penalty. 
   
  Slow and Steady  
  Gladiator Technique (Secutor) 
  You approach your opponent carefully but slowly. 
  Martial Training Prerequisites: Play to the Crowd 
  [Alternate Prerequisites]: Shield Focus, Diehard 
  Steel Cost: 1 point 
  Activation Time: 1 move action 
  Effect: As long as you wear medium or heavy armor, 
  and wear a shield, once per round, you may use this 
  technique to move up to half your speed. You may not 
  move again this round, but you gain a +2 bonus to AC 
  against all attacks made against you until the start of 
  your next turn. If you have at least BAB +11, this bonus 
  increases to +4 and you may move up to three quarters 
  of your speed 
   
  Spear the Catch  
  Gladiator Technique (Retiarius) 
  You have learned the best ways to attack an entangled 
  opponent. 
  Martial Training Prerequisites: Play to the Crowd 
  [Alternate Prerequisites]: Weapon Focus with a 
  piercing melee weapon, Lightning Reflexes, BAB +8 
  Steel Cost: 1 point 
  Activation Time: 1 attack action 
  Effect: Once per round, you may use this technique 
  when you make an attack with a piercing weapon 
  against an entangled opponent. If you hit, you deal an 
  extra 1d6 precision damage, plus 1d6 more for every 4 
  points of BAB you have. Alternately, instead of dealing 
  damage, you may choose to pin the edges of the net to 
  the ground; if you do so, you must let go of your 
  weapon, but the DC to escape the entanglement 
  increases by 5 and the net is considered anchored, 
  preventing the target from moving out of the square. 
  This damage does not stack with other types of 
  precision damage. 
   
   
  NPCs 
   
  Marcus Lepidus (Average Secutor) 
  XP 800 
  Male human fighter 2/warrior 3 
  N medium humanoid (human) 
  Init +2; Senses Perception +0 
  DEFENSE  
  AC 18, touch 10, flat-footed 18 (+5 armor, +3 shield) 
  hp 46 (5d10+12) 
  Fort +8, Ref +1, Will +1; +1 vs fear 
  OFFENSE 
  Speed 20 ft. (30 ft. without armor) 
  Melee shortsword +7 1d6+1 (19-20/x2) 
  TACTICS 
  During Combat Marcus begins combat with his 
  Dazzling 
  Display, 
  then 
  use 
  his 
  Slow 
  and 
  Steady  technique to enter combat with his opponents 
  and Play to the Crowd to gain combat bonuses once 
  there.  
  Morale Marcus will fight his best and try to please the 
  crowd, even while dying. 
  STATISTICS 
  Str 12, Dex 11, Con 14, Int 10, Wis 10, Cha 9 
  Base Atk +5; CMB +6; CMD +16 
  Feats Dazzling Display (shortsword), Martial Training 
  (play to the crowd, shielded attack, slow and steady), 
  Shield Focus, Weapon Focus (shortsword) 
  Skills Acrobatics -6, Handle Animal +3, Intimidate 
  +7, Profession (gladiator) +8, Stealth -6, Survival +4, 
  Swim -1 
  Languages Common 
  SQ Bravery +1 
  Gear scale mail, heavy wooden shield, dagger, 
  entertainer’s outfit 
   
  Marcus Lepidus has been under contract as a secutor 
  of 19 months and has 5 months to go before his two 
  year commitment ends. Marcus was a gladiator in his 
  youth, and had to return to the ludi for a new contract 
  when his business failed last summer. Marcus battled 
  his first death match a week ago and now has the black 
  spotted koi on his neck. He is very confused about his 
  feelings after killing the prisoner in retiarius armor. 
  Killing the man saddened him, but he has pride for the 
  high quality show he offered. 
   
  Putlius Pera (Average Retiarius) 
  XP 600 
  Male human fighter 2/rogue 1 
  CN medium humanoid (human) 
  Init +1; Senses Perception +5 
  DEFENSE  
  AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex) 
  hp 29 (2d10+1d8 +8) 
  Fort +5, Ref +3, Will +0; +1 vs fear 
  OFFENSE 
  Speed 30 ft. 
  Melee trident +2 1d8 (20/x2) or net to entangle 
  TACTICS 
  During Combat Putlius begins combat with Bait the 
  Trap to net his opponent. Once his opponent is netted 
  Putlius uses Spear the Catch to deal an extra 2d6 
  
   
  59 
   
  damage. Putlius will flank and use Play to the Crowd 
  whenever possible.   
  Morale Putlius is tired of his life as a gladiator. If he 
  drops below 4 hp he will go to his knees and offer his 
  opponent his neck. 
  STATISTICS 
  Str 11, Dex 13, Con 14, Int 9, Wis 10, Cha 8 
  Base Atk +2; CMB +2; CMD +13 
  Feats Exotic Weapon Proficiency (net), Martial 
  Training (play to the crowd, spear the catch, bait the 
  trap), Net Adept* 
  Skills Acrobatics +5, Bluff +4, Intimidate +3, 
  Perception +5, Profession (gladiator) +6, Sense Motive 
  +4, Stealth +5 
  Languages Common 
  SQ Bravery +1 
  Gear padded armor, trident, net, dagger, entertainer’s 
  outfit 
  *Ultimate Combat 
   
  Captured on a smuggling ship at the age of 14, Putlius 
  spent the last eight years as a slave. Once a grown man, 
  Putlius resolved himself to die in the salt mines. 
  However, Ricanus bought him just over two years ago 
  and Putlius took to the sneaky style of retiarius fighting 
  rather well. However, Putlius dislikes combat and 
  suffers 
  serious 
  depression 
  over 
  his 
  seemingly 
  meaningless life. If one were to show him care or 
  affection, Putlius might become a devoted cohort. 
   
   
   
   
   
   
   
  
   
  60 
   
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  Reference Document Copyright 
  2000-2005, Wizards of the Coast, Inc.; authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich Baker, Andy Collins, David 
  Noonan, Rich Redman, and Bruce R. Cordell, based on original material by E. Gary Gygax and 
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  Paizo Publishing, LLC. 
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  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
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  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
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  Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim 
  Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob 
  McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, 
  Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, 
  Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy 
  Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen 
  Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor. 
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: 
  Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam 
  Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, 
  Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich 
  Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa 
  Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff. 
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, 
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  Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen 
  Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and 
  Russ Taylor. 
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  Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, 
  Todd Stewart, and Russ Taylor. 
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  Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-
  MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil 
  Spicer, Owen K.C. Stephens, and Russ Taylor. 
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  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
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  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
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  Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen 
  Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, 
  Russ Taylor, and Stephen Townshend. 
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  Pramas, Robert J. Schwalb. 
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  Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. 
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  Derek Kagemann, Phillip Larwood, Richard Pett, and Stan! 
  The Tome of Horrors III, © 2005, Necromancer Games, Inc.; Author Scott Greene. 
   
  Martial Arts Guidebook Copyright 2015 Steven D. Russell; Authors Timothy Wallace, 
  Matthew Stinson, William Senn, and Ben McFarland with Mike Wice and Aaron Phelps 
  
   
   
  
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