TEXT: Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents    
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  Perfect Aneshka, Fate's Immaculate 
  Perfect Aneshka, Fate's Immaculate 
  Perfect Aneshka, Fate's Immaculate 
  Perfect Aneshka, Fate's Immaculate B
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  By 
  By 
  By 
  By Matt Banach
  Matt Banach
  Matt Banach
  Matt Banach    and Justin Sluder
  and Justin Sluder
  and Justin Sluder
  and Justin Sluder    
  
   
  Rite Publishing Presents: 
   
  Faces of the Tarnished Souk:  
  Perfect Aneshka,
  Perfect Aneshka,
  Perfect Aneshka,
  Perfect Aneshka,    
  Fate's Immaculate Blade
  Fate's Immaculate Blade
  Fate's Immaculate Blade
  Fate's Immaculate Blade    
      
  Master Merchant
  Master Merchant
  Master Merchant
  Master Merchantssss (Designers): Matt Banach and Justin Sluder 
  Guild Master
  Guild Master
  Guild Master
  Guild Master (Editor): Steven D. Russell and Matt Banach 
  Master Ill
  Master Ill
  Master Ill
  Master Illuminator
  uminator
  uminator
  uminator (Cover Artist): Toby Gregory 
  Apprentice Illuminators
  Apprentice Illuminators
  Apprentice Illuminators
  Apprentice Illuminators (Interior Artwork):  
  Toby Gregory, Richard Biggs Jr., Malcolm McClinton,  
  and Public Domain 
  Lowly Apprentice
  Lowly Apprentice
  Lowly Apprentice
  Lowly Apprentice (Development, Layout, and Publisher): 
  Steven D. Russell 
   
  Dedication: 
  To Clinton Boomer and Jonathan McAnulty 
  —For bringing us the Coliseum Morpheuon. 
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product. 
   
  Faces of the Tarnished Souk: Perfect Aneshka, Fate's Immaculate Blade © 2012 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 Publishing, LLC, and are used 
  under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more 
  information on the compatibility license.     
  
   
   
  1 
   
  Perfect Aneshka, 
  Perfect Aneshka, 
  Perfect Aneshka, 
  Perfect Aneshka,     
  Fate's Immaculate Blade
  Fate's Immaculate Blade
  Fate's Immaculate Blade
  Fate's Immaculate Blade    
   
  Once an elite assassin, Aneshka killed pitilessly for 
  years until the fateful day when the pangs of conscience 
  caused her to spare her target; fleeing, she lived in peace 
  just long enough to raise a beautiful family before her 
  old life caught up with her and put her beloveds to the 
  sword. Aneshka believes that Fate itself slew her family 
  as her punishment for shirking her true purpose, and 
  that belief has remade her into a devout – and deadly – 
  priestess of destiny. These days, she cloaks her tall, 
  statuesque frame in simple monk's robes, strolling the 
  streets of the Tarnished Souk with her heavily scarred 
  hands resting upon the pommels of her twin scimitars. 
  Her martial mastery of those blades is a matter of local 
  legend, as is the haunting spectacle of her serene battle-
  trances. Though eloquent and even charming when she 
  chooses to speak, Aneshka often reverts to an 
  unnervingly 
  detached 
  expression, 
  instinctively 
  dissecting people with her butcher's eyes. The whispers 
  of Fate come to her sporadically, but when they do, they 
  foretell truth more often than not; she seems to know 
  the next great figure to fall, and her presence at an event 
  is often a harbinger for some shocking turn of events. 
  She still bears a distinctive tattoo of crossed swords on 
  her neck as an eternal reminder of her immutable 
  destiny – and the price of forgetting such. Aneshka 
  keeps secret the fact that she owes her staggering and 
  ever-progressing powers of the blade to a powerful wish 
  granted her years ago by the imprisoned pit fiend 
  Akinshata; nor does she acknowledge (or even realize) 
  the insidious influence the fiend continues to exert in 
  the depths of her mind. 
   
  Dreamburning and Aneshka
  Dreamburning and Aneshka
  Dreamburning and Aneshka
  Dreamburning and Aneshka    
  Broken Dream (degraded Hope): Aneshka dreams 
  of the laughing embrace of her twin children and their 
  loving father; that dream always crumbles to bitter ash, 
  leaving her holding their cold, grey corpses. 
  Hope: Aneshka hopes for true serenity through 
  perfection of purpose, dreaming of honing her soul to 
  the invulnerable certainty of a flawless razor edge. 
  Aspiration: Aneshka dismisses her occasional dreams 
  of warm hands and kind smiles; her traumatic past and 
  cold destiny consider any affection a liability. 
  Goal: Aneshka finds peace in sword strokes. She 
  daydreams of red, slicing blades with idle fondness. 
   
  In the Tarnished Souk
  In the Tarnished Souk
  In the Tarnished Souk
  In the Tarnished Souk    
  Aneshka tends a humble altar in The Shattered House, a 
  ruined cathedral of blackened stone and crumbled 
  artifice in the center of the Tarnished Souk. There, she 
  listens to the whispers of Fate and sagely counsels any 
  who come seeking their true destiny, those confounded 
  on a quest, or those in existential crisis, assuring them 
  that there is a plan and that they must be true to their 
  purpose, no matter the cost. 
   
  Lore
  Lore
  Lore
  Lore    
  Characters may learn the following information via 
  Diplomacy (Gather Information) or Knowledge (Local) 
  skill checks: 
  DC 15 – Aneshka is a deadly half-giant swordswoman 
  who claims to be a priestess of Fate. She tends an altar 
  in The Shattered House and frequents the Coliseum as a 
  keen observer of its various contests of arms. 
  DC 20 – She is an urban ranger, a champion with her 
  twin scimitars, and is horrifically overpowered. She says, 
  “Follow your destiny; deny it at your peril.” 
  DC 25 – She is a quick swordswoman and a stealthy 
  assassin in urban environs, known for her serene battle-
  trances and carefully calculated death attacks. 
  DC 35 – She is swift but cannot fly, and she is 
  completely devoted to the whispers of Fate she believes 
  she hears. She is likely to accept an honorable challenge 
  to a duel against another swordsman. 
  DC 45 – Aneshka and her friends once won the 
  Damnation Epoch, and all drank deeply from their prize 
  - the Cup of Desires. Her friends are all long since dead 
  or terribly cursed. Aneshka survives, but not untouched; 
  she once tried to give up the perfect blades she had 
  wished for, and her family paid the ultimate price for 
  her attempt to change her ways. 
   
   
  How To Use Aneshka
  How To Use Aneshka
  How To Use Aneshka
  How To Use Aneshka    
  •
  Aneshka 
  provides 
  non-denominational 
  advice 
  regarding Fate's grand plan. Use her as an 
  enigmatic dispenser of wisdom to encourage (or 
  discourage) PC action; she can also provide sudden, 
  violent punishment for transgressors against the 
  cosmic order – or worse crimes. 
  •
  These days, Aneshka only assassinates targets as 
  Fate commands. Use her as a deus ex machina to 
  remove an NPC (or PC) whose time is up. 
  •
  Aneshka genuinely believes Fate itself speaks to 
  her; perhaps that's true. You could decide that her 
  mysterious guidance comes from another source: a 
  deity, the pit fiend Akinshata, the Khan of 
  Nightmares, a ghost, a force of Dream, or perhaps 
  she's delusional and it is all in her head. 
  •
  Aneshka loves to duel, constantly learning and 
  absorbing the martial knowledge of others. She 
  looms in the crowd, studying a PC's technique, then 
  challenges the PC to epic single combat. 
  •
  If playing “Sympathy for the Devil” (Coliseum 
  Morpheuon, Chapter 10): Aneshka assists the PCs 
  in gathering the pages of the ritual to free the pit 
  fiend, and once the devil is freed, serves him. 
  •
  If 
  playing 
  “The 
  Dragon's 
  Mate” 
  (Coliseum 
  Morpheuon, Chapter 10): Aneshka believes that the 
  Dragon of the Ghostdance is not fated to find love. 
  She sternly counsels against such folly, but should 
  no one heed her warnings, she acts, slaying the 
  potential mates with shocking calm. 
  •
  Aneshka is horrifically overpowered. Use her to 
  remind the PCs that the universe is still full of 
  terrible wonders they have not yet mastered, and 
  the dire, tragic consequences of an unwise wish. 
  
   
   
  2 
   
  Perfect Aneshka, Fate's 
  Perfect Aneshka, Fate's 
  Perfect Aneshka, Fate's 
  Perfect Aneshka, Fate's 
  Immaculate Blade
  Immaculate Blade
  Immaculate Blade
  Immaculate Blade    CR 22
  CR 22
  CR 22
  CR 22    
  XP 615,000 
  Female horrifically overpowered half-giant ranger 
  (urban ranger, weapon champion) 18 
  LN Medium humanoid (giant, human, psionic) 
  Init +12 (32); Senses low-light vision; Perception +27 
   
  Defense
  Defense
  Defense
  Defense    
  AC 44, touch 33, flat-footed 35 (+11 armor, +5 
  deflection, +8 Dex, +1 dodge, +9 monk) 
  hp 202 (18d10+99) 
  Fort +21, Ref +24, Will +17; +2 vs. fire and 
  enchantments, +3 vs. poison 
  Defensive Abilities improved evasion, improved 
  uncanny dodge, invisibility trick (6/day), prowess, still 
  mind, trap sense +1, uncanny dodge; Immune cold, 
  disease, fire 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 110 ft., climb 30 ft. 
  Melee unarmed strike +26/+21/+16/+11 or 
  +24/+24/+19/+19/+14/+14/+9 (2d6+6) or +5 keen 
  speed scimitar +36/+36/+31/+26/+21 or 
  +32/+32/+32/+32/+27/+27/+22/+22/+17 (1d8+15/15-
  20) 
  Ranged +3 returning adamantine shuriken 
  +29/+24/+19/+14 or +27/+27/+22/+22/+17/+17/+12 
  (1d3+9) 
  Special Attacks death attack (DC 15), favored enemies 
  (evil outsiders +8, human +2, monstrous humanoid +2, 
  undead +2), quarry, quiet death, serenity 17 rounds/day, 
  sneak attack +3d6, stunning fist (12/day, DC 25), true 
  death, unarmed strike, weapon dominance +4 
  Psi-Like Ability (ML 9th; concentration +13) 
  1/day—stomp (20 ft. cone, 9d4 nonlethal, Ref DC 19 
  negates) 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat If stalking a target, Aneshka 
  approaches surreptitiously via stealth (invisibility trick) 
  or disguise (blend in) while studying the target in 
  preparation for a opening sneak attack/death attack. 
  During Combat Aneshka is a truly terrifying 
  swordswoman; once melee begins, she surrenders to the 
  cold bliss of combat and enters a state of serenity. She 
  prefers making full attacks with her scimitars, but 
  employs wise tactics as necessary – using her Bracers of 
  the Lords of Summer and Winter against ranged or 
  clustered opponents and employing Combat Expertise if 
  matched against another swordsman. 
  Morale If still mobile and armed, Aneshka shows no 
  fear and fights to the death. However, if hopelessly 
  incapacitated, she will honorably surrender, praying 
  that “what is fated shall be”. She believes in the purity of 
  swordsmanship and will always accept a challenge to 
  duel another melee fighter in honorable single combat  
   
   
   
  (but is lethally unforgiving of anyone who interferes 
  with such a duel). 
  Statistics 
  Str 22, Dex 27, Con 20, Int 14, Wis 22, Cha 18 
  Base Atk +18; CMB +24 (+26 disarm, +29 sunder, and 
  trip with heavy blades, +31 disarm with heavy blades); 
  CMD 57 (59 vs. disarm) 
  Feats Break Guard, Combat Expertise, Create Opening, 
  DodgeB, Double SliceB, Gestalt (Barbarian [serene 
  savage]), Gestalt (Monk [physical exemplar]), Greater 
  Improved Initiative, Greater Two-Weapon FightingB, 
  Improved DisarmB, Improved InitiativeB, Improved 
  Two-Weapon FightingB, Improved Unarmed StrikeB, 
  Prestigious (Assassin), Stunning FistB, Two-Weapon 
  FightingB, 
  Two-Weapon 
  RendB, 
  Weapon 
  Focus 
  (scimitar), Web of Steel, Wild TalentB 
  Skills Acrobatics +30 (+62 jump), Climb +25, Disable 
  Device +30, Heal +20, Intimidate +20, Knowledge 
  (dungeoneering, local, planes) +15, Perception +27, 
  Sleight of Hand +25, Stealth +23, Survival +15, Swim 
  +15; Racial Modifiers +4 Survival 
  Languages Common, Draconic, Giant 
  SQ blend in, enhanced NPC, exercise (+2 Dex), fast 
  movement, favored community (The Brightdocks +2, 
  Coliseum Morpheuon +6, Dingue +2, Tarnished Souk 
  +4), favored weapons (heavy blades), hidden weapons, 
  high jump, horrifically overpowered, hunter's bond 
  (allies), naturally psionic, poison use, powerful build, 
  push through, serene powers (no escape, surprise 
  accuracy), slow fall 40 ft., swift tracker, track +9, traits, 
  trapfinding +9, two-weapon combat style, weapon 
  advantage (+5 CMB, +4 confirm critical) 
  Combat Gear elixir of healing (5); Gear Bracers of 
  the Lords of Summer and Winter, +5 keen speed 
  scimitar (2), +3 returning adamantine shuriken (50), 
  amulet of mental prowess +6 (Wis, Cha), belt of 
  physical perfection +6, boots of swiftness, cloak of the 
  
   
   
  3 
   
  doppelganger 
  (superior), 
  monk's 
  robe, 
  ring 
  of 
  protection +5, ring of resistance +5, mwk thieves' tools, 
  weapon storing tattoo (two weapons) 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Enhanced NPC: Aneshka has two traits, 25-point buy 
  ability scores and PC-level wealth based on her total CR. 
  This increases her CR by +1. 
  Horrifically Overpowered: Though appearing to be 
  a simple half-giant warrior, Aneshka is far more than 
  that. She has the Horrifically Overpowered feat Gestalt 
  twice, granting her the class features and weapon 
  proficiencies of a 9th-level monk with the physical 
  exemplar generic archetype, and the class features and 
  weapon proficiencies of a 5th-level barbarian with the 
  serene savage archetype. She also has the Horrifically 
  Overpowered feat Prestigious, gaining the class features 
  and weapon proficiencies of a 6th-level assassin. All of 
  these increase her CR by +4. 
  Traits: Aneshka has the Child of the Streets and Past 
  Failures (Sense Motive) traits. 
   
   
  Psi
  Psi
  Psi
  Psi----Like Ability
  Like Ability
  Like Ability
  Like Ability    
  Stomp 
  Discipline: Psychokinesis 
  Level: Psychic warrior 1 
  Display: Auditory and visual 
  Manifesting Time: 1 standard action 
  Range: 20 ft. 
  Area: Cone-shaped spread 
  Duration: Instantaneous 
  Saving Throw: Reflex negates; Power Resistance: 
  No 
  Power Points: 1 
  Your foot stomp precipitates a psychokinetic shock wave 
  that travels along the ground, toppling creatures and 
  loose objects. The shock wave affects only creatures 
  standing on the ground within the power’s area. 
  Creatures that fail their saves are thrown to the ground, 
  are prone, and take 1d4 points of nonlethal damage. 
  Augment: For every additional power point you spend, 
  this power’s nonlethal damage increases by 1d4 points. 
  For every additional 2d4 points of nonlethal damage, 
  the power’s save DC increases by 1. 
   
   
   
  Feats
  Feats
  Feats
  Feats    
   
  Break Guard (Combat) 
  You can use one of your two weapons to occupy your 
  opponent’s defenses while attacking with the other. 
  Prerequisites: Dex 15, Int 13, Combat Expertise, 
  Improved Disarm, Two-Weapon Fighting. 
  Benefit: While wielding two weapons, whenever you 
  successfully use one weapon to disarm an opponent, you 
  can spend a swift action to attack the opponent you 
  attempted to disarm using your other weapon. 
   
   
   
  Create Opening 
   
  Create Opening (Combat) 
  You hamper your opponent’s ability to defend herself 
  against a physical attack. 
  Prerequisites: Int 13, Combat Expertise 
  Benefit: With a successful combat maneuver check, 
  once per encounter you can inflict a –5 circumstance 
  penalty to your opponent’s armor class for one round. 
  Special: With the GM’s permission you can attempt 
  this maneuver without the use of this feat. Doing so 
  provokes an attack of opportunity which causes the 
  maneuver to fail if it hits. 
   
  Greater Improved Initiative (Combat) 
  You almost always go first. 
  Prerequisites: Dex 17, Improved Initiative, uncanny 
  dodge class feature. 
  Benefit: Whenever you need to make an initiative 
  check to determine initiative order, you automatically 
  get a result of 20 + Dexterity modifier + all bonuses that 
  add to initiative checks. If you make an initiative check 
  for a purpose other than to determine initiative order, 
  you roll normally. 
   
  Inscribe 
  Magical 
  Tattoo 
  (Item 
  Creation) 
  You can craft magical tattoos. 
  Prerequisites: 
  Craft 
  (calligraphy, 
  paintings, 
  or 
  tattoos) 5 ranks, caster level 5th. 
  Benefit: You can create magical tattoos, magic items 
  inked directly into the flesh of a willing or helpless 
  creature. Both you and the recipient of the tattoo (if the 
  recipient is not yourself) must be present during the 
  entire tattooing process. Magic tattoos must be placed 
  on a part of the body normally able to hold a magic item 
  slot, but they do not count against or interfere with 
  magic items worn on those slots. A single slot can only 
  hold one magical tattoo (nonmagical tattoos and tattoos 
  acquired from the tattooed sorcerer archetype do not 
  count against this limit). Tattoos may be inscribed on 
  the following slots: belt, body, chest, feet, hands, head, 
  neck, shoulder, ring (up to two), or wrist. They cannot 
  be inscribed on armor, eye, headband, or shield slots. 
  Magical tattoos are difficult to destroy, though they 
  count as magic items for the purposes of dispel magic. 
  The spell erase can permanently destroy a magical 
  
   
   
  4 
   
  tattoo, but the bearer of the tattoo can resist the spell 
  with a Will save, in addition to the caster needing to 
  make a successful caster level check to erase the tattoo. 
  Physically removing a magical tattoo with a sharp 
  instrument or defacing it with fire or acid can destroy it 
  as well. Doing so is a full-round action that not only 
  requires the target to be willing or helpless, but also 
  provokes attacks of opportunity. At least 2 points of 
  damage per caster level of the tattoo must be dealt to 
  destroy a magical tattoo in this manner. 
  Magical tattoos follow the rules for magic item creation 
  as though they were wondrous items, except that they 
  can use the Craft (calligraphy, paintings, tattoos) skill. 
  New magical tattoos can be researched and designed 
  using the guidelines for pricing new magic items. 
  Magical tattoos are treated as slotless magical items for 
  pricing purposes. 
   
  Web of Steel (Combat) 
  You can use your weapons to protect you as well as 
  armor does. 
  Prerequisites: Int 13, Dex 15, Dodge, Combat 
  Expertise, Weapon Focus, base attack +1. 
  Benefit: When you are not flat-footed, wearing light 
  armor or no armor, and have a melee weapon you have 
  Weapon Focus for in hand ready for use, you gain an 
  armor bonus to your AC. This bonus is equal to 1/2 your 
  character level +2. Any circumstance that would cause 
  you to lose your dodge bonus also causes you to lose this 
  armor bonus to AC. Like any armor bonus, it does not 
  stack with other sources of armor. 
   
  Wild Talent 
  Your mind wakes to a previously unrealized talent for 
  psionics. 
  Benefit: Your latent power of psionics flares to life, 
  conferring upon you the designation of a psionic 
  character. As a psionic character, you gain a reserve of 2 
  power points and can take psionic feats, metapsionic 
  feats, and psionic item creation feats. You do not, 
  however, gain the ability to manifest powers simply by 
  virtue of having this feat. 
   
   
  Horrifically Overpowered 
  Horrifically Overpowered 
  Horrifically Overpowered 
  Horrifically Overpowered 
  Feats
  Feats
  Feats
  Feats    
   
  If you absolutely, positively want a character that 
  overshadows others, you want at least one Horrifically 
  Overpowered feat listed on your character sheet. 
  Typically, these feats are not allowed. Should you decide 
  to allow them, they would be best used as “monster 
  templates,” increasing the capabilities of already 
  existing critters, and increasing their CR an appropriate 
  amount. 
  The Horrifically Overpowered feats Gestalt and 
  Prestigious can be taken more than once. Their effects 
  do not stack. Each time you gain either feat you gain the 
  abilities of a different class or prestige class. Each 
  additional time you take them after the first, they carry  
   
   
   
  Gestalt 
   
  
   
   
  5 
   
  an increasing prerequisite of Character level +5. This 
  means the first time you take Gestalt it has no level 
  requirement, but the second time you must be at least 
  6th level, since the first Gestalt was taken with the 
  unspoken prerequisite of Character level 1st. Likewise, 
  Prestigious has a normal prerequisite of Character level 
  6. Taking it a second time increases the required 
  Character level to 11. 
  A single Horrifically Overpowered creature can only 
  have a total number of Gestalt and Prestigious 
  Horrifically Overpowered feats equal to one-fifth their 
  total Character Level, rounded up. This means they can 
  have one of them from 1st to 5th, two from 6th to 10th, 
  three from 11th to 15th, etc. 
   
  Gestalt (Horrifically Overpowered) 
  You are practically a member of two character classes, 
  rather than just one. 
  Benefit: Select one character class. You gain all the 
  class features (proficiencies and abilities listed in the 
  “special” column of the class write-up) of that class other 
  than spellcasting, as if half your total character level was 
  your class level. (If you are 1st level, you gain only the 
  armor and weapon proficiencies of your selected class 
  until you reach 2nd level.) If you actually have levels in 
  the selected class, you gain class features as if your class 
  level was equal to you actual class level plus one-half of 
  all your other levels. 
  Special: This feat may be taken more than once. Its 
  effects do not stack, you gain the class features of 
  another class. Each time you gain this feat after the first, 
  your effective level in the newly gained classes class 
  features receives are gained at an effective level minus 4 
  of your previously gained gestalt class features, to a 
  minimum 1. 
  For example, Dorn, an 11th-level sorcerer gained Gestalt 
  (monk) at 1st-level, and possesses the class features of a 
  5th-level monk. At 9th-level, he gained Gestalt (rogue), 
  gaining the effective class features of a 1st-level rogue. If 
  he were to take it again at 11th-level, gaining Gestalt 
  (fighter), he would only gain the abilities of a 1st-level 
  fighter, only gaining the 2nd-level abilities of a fighter 
  once he reaches 20th-level sorcerer. 
   
  Prestigious (Horrifically Overpowered) 
  You are practically a member of a specific prestige class. 
  Prerequisites: Character level 6, no levels in selected 
  prestige class. 
  Benefit: Select one prestige class. You gain all the class 
  features (proficiencies and abilities listed in the “special” 
  column of the class write-up) of that prestige class other 
  than spellcasting. Your effective level for the prestige 
  class (to determine both what powers you receive, and 
  any level-dependent effects of those powers) is your 
  total HD minus 5, then halved, with a minimum of 1. 
   
   
  Traits
  Traits
  Traits
  Traits    
   
  Child of the Streets (Social): You grew up on the 
  streets of a large city, and as a result you have developed 
  a knack for picking pockets and hiding small objects on 
  your person. You gain a +1 trait bonus on Sleight of 
  Hand checks, and Sleight of Hand is always a class skill 
  for you. 
   
  Past Failures (Dream): That which haunts you also 
  empowers you. In addition to your three starting 
  Dreams, you have an additional Broken Dream. The 
  Broken Dream starts as a degraded Hope and always 
  remains Degraded, even when becoming an Aspiration 
  or a Goal. Your Broken Dream can never be healed by 
  any means. While on the Plane of Dreams your Broken 
  Dream grants you a bonus to a skill chosen at the time 
  you gain the Broken Dream as long as the skill is 
  associated with the Broken Dream. The Broken Dream 
  grants a +4 bonus as a Hope, a +2 bonus as an 
  Aspiration, and a +1 bonus as a Goal. Broken Dreams 
  may be sacrificed or stolen normally. A stolen Broken 
  Dream provides both the thief and the original owner its 
  bonus when engaging in the appropriate activity. 
   
   
  Magic Items
  Magic Items
  Magic Items
  Magic Items    
   
  Boots of Swiftness 
  Aura strong transmutation; CL 20th 
  Slot boots; Price 256,000 gp; Weight 1lb. 
  Description 
  These soft-soled leather boots grant their wearer a +2 
  bonus to Dexterity, a +30 ft. bonus to all their 
  movement types, a +10 bonus to Acrobatics and Sleight 
  of Hand skill checks, as well as Dexterity-based ability 
  checks, and a climb speed of 30 ft. While worn, the 
  wearer gains Weapon Finesse, and the ability to use it 
  with all one-handed melee weapons. 
  Construction 
  Requirements Craft Wondrous Item, cat's grace, 
  expeditious retreat, hast, jump, spider climb, creator 
  must be 20th-level; Cost 128,000 gp 
   
  Bracers of Fire and Ice 
  Aura moderate evocation [cold and fire]; CL 6th 
  Slot wrist; Price 10,000 gp; Weight 1 lb. 
  Description 
  Engraved with a mixed motif of both fire and ice, these 
  bracers allow the wearer to unleash a 15 ft. cone of fire 
  or ice, wearer's choice, five times per day. Those in the 
  area suffer 5d4 damage, and are allowed a Reflex save 
  (DC 14) for half damage. 
  It is believed these relatively minor magical items are 
  modeled off of a vastly more powerful pair of bracers. 
  Those who rarely wear armor often have these bracers 
  custom made to combine their effects with those of 
  bracers of armor. 
  Construction 
  Requirements Craft Magic Arms and Armor, Craft 
  Wondrous Item, one spell with the fire descriptor, one 
  spell with the cold descriptor; Cost 5,000 gp 
   
   
  
   
   
  6 
   
  Bracers of the Lords of Summer and 
  Winter (Major Artifact) 
  Aura overwhelming evocation [cold and fire]; CL 25th 
  Slot wrists; Weight 1 lb. 
  Description 
  Composed of the essences of opposing deities of summer 
  and winter, these bracers were molded for their chosen 
  mortal champions. While worn separately, each bracer 
  appears to be and functions as bracers of fire and ice. 
  Worn together, the bracers shed their lesser magical 
  cousins appearance to reveal their elemental origins. 
  While both are worn, they grant the wearer the ability to 
  unleash devastating elemental attacks in the form of 
  either a cone of scorching flame or a ray of chilling frost 
  as a standard action a combined number of times per 
  day equal to the wearers total Hit Dice. With a 
  successful ranged touch attack against a target within 
  100 ft., the ray of frost effect deals 25d6 points of cold 
  damage, plus 1d4 points of Dexterity drain (Fort reduces 
  Dex drain to damage). The cone of flame effect deals 
  15d6 points of fire damage (Ref half) to all within a 60 ft. 
  cone. Both effects have a save DC of 28, or 22 plus the 
  wearer's highest mental ability modifier, whichever is 
  higher. 
  The wearer of these bracers is immune to cold and fire 
  damage. 
  Destruction 
  The bracers can only be destroyed by 10 strikes from a 
  hammer of divine fire after being frozen for 1,000 years. 
   
  Cloak of the Doppelganger 
  Aura strong transmutation; CL 17th 
  Slot shoulders; Price 36,400 gp (lesser), 109,200 gp 
  (greater), 182,000 gp (superior); Weight — 
  Description 
  This cloak appears to have been made from the hide of 
  some pale-skined creature. The wearer of this cloak can 
  use any class ability that could be possessed by a 
  character equal to half the wearer’s class level that could 
  be performed as a single action (does not include 
  spellcasting or bonus feats). If the wearer can only select 
  from a list of class abilities from the Pathfinder 
  Roleplaying Game Core Rulebook gaining use of an 
  ability is a free action, using that ability takes the action 
  listed in that abilities description. 
  The wearer can also duplicate organs, both mundane 
  and arcane, granting the wearer the extraordinary or 
  supernatural abilities of a creature; any saving throw 
  offered by such and ability’s DC is equal to 10 + 1/2 the 
  wearer’s character level + the wearer’s Charisma 
  Modifier. The wearer can only select abilities from a list 
  of universal monster abilities (see the 'Universal 
  Monster Rules' from Appendix 3: Glossary of the 
  Pathfinder Roleplaying Game Bestiary, Pathfinder 
  Roleplaying 
  Game 
  Bestiary 
  2, 
  and 
  Pathfinder 
  Roleplaying Game Bestiary 3), and these abilities can be  
   
   
  Bracers of the Lords of Summer and Winter 
   
  maintained for 1 round. Gaining use of an ability is a 
  free action, and using that ability takes the action listed 
  in that abilities description. 
  A lesser cloak functions 1/day. A greater cloak functions 
  3/day but no more than once per round. A superior 
  cloak functions 5/day but no more than once per round. 
  Construction 
  Requirements Craft Wondrous Item, limited wish; 
  Cost 28,200 gp (lesser), 54,600 gp (greater), 91,000 gp 
  (superior) 
   
  Elixir of Healing 
  Aura strong conjuration (healing); CL 15th 
  Slot none; Price 11,250 gp; Weight l lb. 
  Description 
  This bottle contains a thick, bland tasting fluid which 
  affects the creature that drinks it with a heal spell, 
  healing 150 points of damage. Each bottle has enough 
  fluid to be drank from twice before being empty. 
  Construction 
  Requirements Craft Wondrous Item, heal; Cost 5,625 
  gp 
   
  Weapon Storing Tattoo 
  Aura moderate transmutation; CL 8th 
  Slot none; Price 19,000 gp (single weapon), 47,500 gp 
  (double or two weapons); Weight — 
  Description 
  These magical tattoos function as gloves to storing, but 
  for weapons only. 
  Construction 
  Requirements Craft Wondrous Item, Inscribe Magical 
  Tattoo, shrink item; Cost 9,500 gp (single weapon), 
  23,750 gp (double or two weapons) 
   
   
   
   
   
   
  
   
   
  7 
   
  Pious Aneshka, 
  Pious Aneshka, 
  Pious Aneshka, 
  Pious Aneshka,     
  the Blessed Blade 
  the Blessed Blade 
  the Blessed Blade 
  the Blessed Blade     CR 14
  CR 14
  CR 14
  CR 14    
  XP 38,400 
  Female horrifically overpowered half-giant ranger 
  (urban ranger, weapon champion) 11 
  LN Medium humanoid (giant, human, psionic) 
  Init +9; Senses low-light vision; Perception +15 
   
   
  Defense
  Defense
  Defense
  Defense    
  AC 35, touch 28, flat-footed 29 (+7 armor, +4 
  deflection, +5 Dex, +1 dodge, +8 monk) 
  hp 92 (11d10+27) 
  Fort +14, Ref +17, Will +13; +2 vs. fire and 
  enchantments 
  Defensive Abilities evasion, prowess, still mind; 
  Immune disease 
   
   
  Offense
  Offense
  Offense
  Offense    
  Speed 50 ft. 
  Melee 
  unarmed 
  strike 
  +16/+11/+6 
  or 
  +14/+14/+9/+9/+4 (1d10+5) or +2 keen scimitar 
  +22/+17/+12 or +18/+18/+13/+13/+8 (1d8+10/15-20) 
  Ranged 
  +1 
  shuriken 
  +17/+12/+7 
  or 
  +15/+15/+10/+10/+5 (1d3+6) 
  Special Attacks favored enemies (evil outsiders +6, 
  human +2, monstrous humanoid +2), quarry, serenity 6 
  rounds/day, stunning fist (7/day, DC 21), unarmed 
  strike, weapon dominance +3 
  Psi-Like Ability (ML 5th; concentration +6) 
   
  1/day—stomp (20 ft. cone, 5d4 nonlethal, Ref 
  DC 14 negates) 
   
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat If stalking a target, Aneshka 
  approaches surreptitiously via stealth (potion of 
  invisibility). Sometimes she simply approaches in the 
  open, calmly calling a challenge to duel. 
  During Combat Aneshka is a truly terrifying 
  swordswoman; once melee begins, she surrenders to the 
  cold bliss of combat and enters a state of serenity. She 
  prefers making full attacks with her scimitars, but 
  employs wise tactics as necessary – using her bracers of 
  fire and ice against clustered opponents and employing 
  Combat 
  Expertise 
  if 
  matched 
  against 
  another 
  swordsman. 
  Morale If still mobile and armed, Aneshka shows no 
  fear and fights to the death. However, if hopelessly 
  incapacitated, she will honorably surrender, praying 
  that “what is fated shall be”. She believes in the purity of 
  swordsmanship and will always accept a challenge to 
  duel another melee fighter in honorable single combat 
  (but is lethally unforgiving of anyone who interferes 
  with such a duel). 
   
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 20, Dex 20, Con 14, Int 14, Wis 22, Cha 12 
  Base Atk +11; CMB +16 (+19 disarm, sunder, and trip 
  with heavy blades); CMD 44 
  Feats Combat Expertise, Create Opening, DodgeB, 
  Double SliceB, Gestalt (Barbarian [serene savage]), 
  Gestalt 
  (Monk 
  [physical 
  exemplar]), 
  Improved 
  InitiativeB, 
  Improved 
  Two-Weapon 
  FightingB, 
  Improved Unarmed StrikeB, Stunning FistB, Two-
  Weapon FightingB, Weapon Focus (scimitar), Web of 
  Steel, Wild TalentB 
  Skills Acrobatics +11 (+19 jump), Climb +15, Disable 
  Device +21, Heal +15, Intimidate +15, Knowledge 
  (dungeoneering, local, planes) +10, Perception +15, 
  Sleight of Hand +11, Stealth +16, Survival +15, Swim 
  +13; Racial Modifiers +4 Survival 
  Languages Common, Draconic, Giant 
  SQ enhanced NPC, exercise (+1 Dex), fast movement, 
  favored community (Dingue +2, Tarnished Souk +4), 
  favored weapons (heavy blades), high jump, horrifically 
  overpowered, hunter's bond (allies), naturally psionic, 
  powerful build, push through, slow fall 20 ft., swift 
  tracker, track +5, traits, trapfinding +5, two-weapon 
  combat style, weapon advantage (+3 CMB, +2 confirm 
  critical) 
  Combat Gear oil of grease (3), potion of bear’s 
  endurance, potion of bull’s strength, potion of cure 
  serious wounds (3), potion of invisibility;  
  Gear +2 keen scimitar (2), +1 shuriken (50), amulet of 
  inspired wisdom +6, belt of physical might +4 (Str, 
  Dex), bracers of fire and ice, monk’s robe, ring of 
  protection +4, ring of resistance +4, slippers of spider 
  climbing, mwk thieves’ tools, weapon storing tattoo 
  (two weapons) 
   
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Enhanced NPC: Aneshka has two traits, 25-point buy 
  ability scores and PC-level wealth based on her total CR. 
  This increases her CR by +1. 
  Horrifically Overpowered: Though appearing to be 
  a simple half-giant warrior, Aneshka is far more than 
  that. She has the Horrifically Overpowered feat Gestalt, 
  granting her the class features and weapon proficiencies 
  of a 5th-level monk with the physical exemplar generic 
  archetype. She has also gained the Horrifically 
  Overpowered feat Gestalt a second time, gaining the 
  class features and weapon proficiencies of a 1st-level 
  barbarian with the serene savage archetype. This 
  increases her CR by +3. 
  Traits: Aneshka has the Child of the Streets and Past 
  Failures (Sense Motive) traits. 
   
   
   
   
  
   
   
  8 
   
  Sharp Aneshka, the Girl Who 
  Sharp Aneshka, the Girl Who 
  Sharp Aneshka, the Girl Who 
  Sharp Aneshka, the Girl Who 
  Wished She Was a Sword
  Wished She Was a Sword
  Wished She Was a Sword
  Wished She Was a Sword    
  CCCCR 8
  R 8
  R 8
  R 8    
  XP 4,800 
  Female horrifically overpowered half-giant ranger 
  (urban ranger, weapon champion) 6 
  LN Medium humanoid (giant, human, psionic) 
  Init +2; Senses low-light vision; Perception +10 
   
  Defense
  Defense
  Defense
  Defense    
  AC 21, touch 18, flat-footed 18 (+3 armor, +2 Dex, +1 
  dodge, +5 monk) 
  hp 52 (6d10+15) 
  Fort +10, Ref +10, Will +7; +2 vs. fire and 
  enchantments 
  Defensive Abilities evasion, prowess, still mind 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 40 ft. 
  Melee unarmed strike +9/+4 or +7/+7/+2 (1d10+3) or 
  +1 scimitar +11/+6 or +7/+7/+2 (1d8+5/18-20) 
  Ranged mwk shuriken +7/+2 or +5/+5/+2 (1d3+3) 
  Special Attacks favored enemies (evil outsiders +4, 
  human +2), stunning fist (4/day, DC 16), unarmed 
  strike, weapon dominance +1 
  Psi-Like Ability (ML 3rd; concentration +4) 
   
  1/day—stomp (20 ft. cone, 3d4 nonlethal, Ref 
  DC 13 negates) 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat If stalking a target, Aneshka 
  approaches surreptitiously via stealth (potion of 
  invisibility). Sometimes she simply approaches in the 
  open, calmly calling a challenge to duel. 
  During Combat Aneshka is a truly terrifying 
  swordswoman; once melee begins, she surrenders to the 
  cold bliss of combat and enters a state of serenity. She 
  prefers making full attacks with her scimitars, but 
  employs wise tactics as necessary. 
  Morale If still mobile and armed, Aneshka shows no 
  fear and fights to the death. However, if hopelessly 
  incapacitated, she will honorably surrender, praying 
  that “what is fated shall be”. She believes in the purity of 
  swordsmanship and will always accept a challenge to 
  duel another melee fighter in honorable single combat 
  (but is lethally unforgiving of anyone who interferes 
  with such a duel). 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 16, Dex 15, Con 14, Int 14, Wis 16, Cha 12 
  Base Atk +6; CMB +9 (+11 disarm, sunder, and trip 
  with heavy blades); CMD 27 
  Feats Combat Expertise, Create Opening, DodgeB, 
  Double SliceB, Gestalt (Monk [physical exemplar]), 
  Improved Unarmed StrikeB, Stunning FistB, Two-
  Weapon FightingB, Wild TalentB 
  Skills Acrobatics +2 (+6 jump), Climb +9, Disable 
  Device +11, Heal +11, Intimidate +10, Knowledge 
  (dungeoneering) +10, Knowledge (local) +10, Perception 
  +10, Sleight of Hand +8, Stealth +11, Survival +12, Swim 
  +9; Racial Modifiers +4 Survival 
  Languages Common, Draconic, Giant 
  SQ enhanced NPC, exercise (+1 Dex), fast movement, 
  favored community (Tarnished Souk +2), favored 
  weapons (heavy blades), horrifically overpowered, 
  hunter's bond (allies), naturally psionic, powerful build, 
  track +3, traits, trapfinding +3, two-weapon combat 
  style, weapon advantage (+2 CMB, +1 confirm critical) 
  Combat Gear oil of grease (3), potion of bear’s 
  endurance, potion of bull’s strength, potion of cure 
  moderate wounds (3), potion of invisibility; Gear +1 
  scimitar (2), mwk shuriken (50), bracers of armor +3, 
  monk’s robe, ring of resistance +2, mwk thieves’ tools 
  Special Abilities 
  Enhanced NPC: Aneshka has two traits, 25-point buy 
  ability scores and PC-level wealth based on her total CR. 
  This increases her CR by +1. 
  Horrifically Overpowered: Though appearing to be 
  a simple half-giant warrior, Aneshka is far more than 
  that. She has the Horrifically Overpowered feat Gestalt, 
  granting her the class features and weapon proficiencies 
  of a 3rd-level monk with the physical exemplar generic 
  archetype. This increases her CR by +2. 
  Traits: Aneshka has the Child of the Streets and Past 
  Failures (Sense Motive) traits. 
   
   
  Half
  Half
  Half
  Half----Giant
  Giant
  Giant
  Giant    
   
  Half-giants have the mixed blood of both humans 
  and giants flowing through their veins. A true breeding 
  race created through the use of magic in ages long past, 
  originally they served as soldiers in the armies of 
  uncaring tyrants. Since the inevitable fall of those 
  empires, half-giants have found themselves to be most 
  at home in the dry, inhospitable regions of many worlds. 
  They live a mostly nomadic life, traveling and trading 
  goods and information.  
  Rumors persist of a small sect of specialized 
  assassins within the half-giant bands, using their 
  merchant stereotype to gain access to and carry out 
  contracts beyond the ability of less socially mobile 
  killers. Even worse than the rumored assassins are those 
  few half-giant barbarians who have managed to 
  overcome – yet still harness – the rage so common 
  amongst their kind; a wondrous and horrifying sight to 
  behold in combat. 
   
  Ha
  Ha
  Ha
  Halflflflf----Giant Racial Traits
  Giant Racial Traits
  Giant Racial Traits
  Giant Racial Traits    
  +2 Wisdom, +2 Strength, –2 Dexterity: Half-
  giants are tough and intuitive, but not too nimble. 
  Giant Blood: Half-giants count as both human and 
  humanoid (giant) for any effect related to race. 
  Medium: Half-giants are Medium creatures and have 
  no bonuses or penalties due to their size. 
  Normal Speed: Half-giants have a base speed of 30 
  feet. 
  
   
   
  9 
   
  Low-Light Vision: Half-giants can see twice as far as 
  humans in conditions of dim light. 
  Fire Acclimated: Half-giants receive a +2 racial bonus 
  on saving throws against all fire spells and effects. 
  Powerful Build: The physical stature of half-giants 
  lets them function in many ways as if they were one size 
  category larger. 
  Whenever a half-giant is subject to a size modifier or 
  special size modifier for an opposed check (such as 
  during grapple checks, bull rush attempts, and trip 
  attempts), the half-giant is treated as one size larger if 
  doing so is advantageous to him. 
  A half-giant is also considered to be one size larger when 
  determining whether a creature’s special attacks based 
  on size (such as grab or swallow whole) can affect him. 
  A half-giant can use weapons designed for a creature 
  one size larger without penalty. However, his space and 
  reach remain those of a creature of his actual size. 
  The benefits of this racial trait stack with the effects of 
  powers, abilities, and spells that change the subject’s 
  size category. 
  Naturally Psionic: Half-giants receive Wild Talent as 
  a bonus feat at 1st level. If a half-giant takes levels in a 
  psionic class, he instead gains the Psionic Talent feat. 
  Half-giant Psionics: Half-giants gain the following 
  psi-like ability: 1/day—stomp. The manifester level for 
  this effect is equal to 1/2 the half-giant’s level (minimum 
  1st). The DC for this power is equal to 10 + the power’s 
  level + the half-giant’s Charisma modifier. 
  Psionic Aptitude: When a half-giant takes a level in a 
  favored class, he can choose to gain an additional power 
  point instead of a hit point or skill point. 
  Survivor: Half-giants gain a +4 racial bonus to 
  Survival checks. 
  Languages: Half-giants begin play speaking Common. 
  Half-giants with high Intelligence scores can choose 
  from the following: Draconic, Giant, Gnoll, and Ignan. 
   
   
  Archetypes
  Archetypes
  Archetypes
  Archetypes    
   
  Ki
  Ki
  Ki
  Ki    Master (Monk Archetype)
  Master (Monk Archetype)
  Master (Monk Archetype)
  Master (Monk Archetype)    
  The Ki Master archetype grants a monk the flurry of 
  blows, bonus feat gained at 2nd level, ki pool, wholeness 
  of body, abundant step, and empty body class abilities. A 
  monk that gives up this package never receives any of 
  these abilities, has no ki pool, and cannot spend ki 
  points as part of the high jump ability. 
  Though a standard part of the monk class in the core 
  rules, this archetype can be removed to add a different, 
  generally generic archetype to the monk class, such as a 
  Physical Exemplar generic archetype below. 
   
  Serene Savage (Barbaria
  Serene Savage (Barbaria
  Serene Savage (Barbaria
  Serene Savage (Barbarian Archetype)
  n Archetype)
  n Archetype)
  n Archetype)    
  When most barbarians rage, they draw upon nature’s 
  ferocity, relying on the instincts of a mother bear 
  protecting her cubs or a hungry lion on the hunt. 
  Nature, however, is not always so blunt. Like snakes 
  waiting 
  patiently, 
  then 
  striking 
  suddenly, 
  some 
  barbarians lose themselves to a state of absolute calm. 
   
   
  Serene Savage 
   
  Serenity (Ex): Beginning at 1st level, a barbarian can 
  call upon inner reserves of awareness and tranquility, 
  granting him additional combat prowess. Starting at 1st 
  level, a barbarian can enter a state of serenity for a 
  number of rounds per day equal to 4 + his Constitution 
  modifier. At each level after 1st, he can enter serenity for 
  2 
  additional 
  rounds. 
  Temporary 
  increases 
  to 
  Constitution, such as those gained from spells like bear’s 
  endurance, do not increase the total number of rounds 
  that a barbarian can enter serenity per day. A barbarian 
  can enter serenity as a free action. The total number of 
  rounds of serenity per day is renewed after resting for 8 
  hours, although these hours do not need to be 
  consecutive. 
  While in a state of serenity, a barbarian gains a +4 
  morale bonus to his Dexterity and Wisdom, as well as a 
  +2 morale bonus on all saves. While in a state of 
  serenity, a barbarian cannot cast spells, use Intelligence-
  based skills, or communicate. 
  A barbarian can end his serenity as a free action and is 
  fatigued after serenity for a number of rounds equal to 2 
  times the number of rounds spent in serenity. A 
  barbarian cannot enter a new state of serenity while 
  fatigued or exhausted but can otherwise enter serenity 
  multiple times during a single encounter or combat. If a 
  barbarian falls unconscious, his serenity immediately 
  ends. 
  This ability replaces rage. 
  Greater Serenity (Ex): At 11th level, when a 
  barbarian enters serenity, the morale bonus to his 
  
   
   
  10 
   
  Dexterity and Wisdom increases to +6 and the morale 
  bonus on his saves increases to +3. This ability replaces 
  greater rage. 
  Purest Serenity (Ex): At 20th level, when a barbarian 
  enters serenity, the morale bonus to his Dexterity and 
  Wisdom increases to +8 and the morale bonus on his 
  saves increases to +4. This ability replaces mighty rage. 
  Serene Powers: A barbarian who chooses a path of 
  serenity over rage still gains a rage power at 2nd level 
  and every two levels thereafter. They function in exactly 
  the same way, but the barbarian calls them serene 
  powers. 
   
  Urban Ranger (Ranger Archetype)
  Urban Ranger (Ranger Archetype)
  Urban Ranger (Ranger Archetype)
  Urban Ranger (Ranger Archetype)    
  For the urban ranger, the streets and sewers of the city 
  are just as dangerous as the barren wastelands or the 
  deep forests. An urban ranger has the following class 
  features. 
  Urban Ranger: At 1st level, an urban ranger adds 
  Disable Device and Knowledge (local) to his list of class 
  skills and removes Handle Animal and Knowledge 
  (nature) from his list of class skills. 
  Favored Community (Ex): At 3rd level, the urban 
  ranger forms a bond with a community. While inside the 
  limits of this community, he gains a +2 bonus on 
  initiative checks and Knowledge (local), Perception, 
  Stealth, and Survival skill checks. An urban ranger 
  traveling through his favored community leaves no trail 
  and cannot be tracked (although he may leave a trail if 
  he so desires). At 8th level, and every five levels 
  thereafter, an urban ranger may select an additional 
  favored community. In addition, at each such interval, 
  the skill bonus and initiative bonus in any one favored 
  community (including the one just selected, if so 
  desired) increases by +2. For the purposes of this ability, 
  a community is any settlement consisting of 100 or more 
  individuals. The community may be larger than this 
  minimum. Outlying farms, fields, and houses are not 
  considered part of a community. This ability replaces 
  favored terrain. 
  Trapfinding (Ex): At 3rd level, an urban ranger can 
  find and disable traps, as the rogue class feature of the 
  same name. This ability replaces endurance. 
  Push Through (Ex): At 7th level, an urban ranger is 
  never slowed by difficult terrain in his favored 
  communities. In addition, he can move through the 
  space occupied by local citizens as if they were allies. 
  This does not apply to creatures intent on harming the 
  ranger. Areas 
  that 
  are 
  enchanted 
  or 
  magically 
  manipulated to impede motion, however, still affect 
  him. 
  Blend In (Ex): An urban ranger of 12th level or higher 
  can use his Stealth bonus in place of a Disguise skill 
  check in any of his favored communities. This disguise 
  does not take an action to don. He must make a check 
  whenever someone attempts to pick him out from the 
  local citizens. If his check is successful, he blends into 
  the crowd. While not invisible, enemies do not notice his 
  presence and take no actions against him unless they are 
  taking actions against the local citizens in general. 
  Invisibility Trick (Sp): At 17th level, the urban ranger 
  can cast greater invisibility on himself as a wizard of his  
   
  Physical Exemplar 
   
  ranger level as a swift action. He can use this spell-like 
  ability a number of times per day equal to his Wisdom 
  modifier (minimum 1). This ability replaces hide in plain 
  sight. 
   
  Woodland Spellcaster (Ranger 
  Woodland Spellcaster (Ranger 
  Woodland Spellcaster (Ranger 
  Woodland Spellcaster (Ranger 
  Archetype)
  Archetype)
  Archetype)
  Archetype)    
  The Woodlander Spellcaster archetype grants a ranger 
  Spellcraft as a class skill, 2 of the ranger’s 6 skill points 
  per level, the ranger’s wild empathy ability, and all the 
  ranger’s spellcasting ability. A ranger that gives up this 
  package never receives any of those abilities, gets only 4 
  skill points (plus Int bonus) per level, gains no caster 
  level, has no spells/day, and has no access to the ranger 
  spell list. 
  Though a standard part of the ranger class in the core 
  rules, this archetype can be removed to add a different, 
  generally generic archetype to the ranger class, such as 
  the Weapon Champion generic archetype below. 
   
  Physical Exemplar (Generic Archetype)
  Physical Exemplar (Generic Archetype)
  Physical Exemplar (Generic Archetype)
  Physical Exemplar (Generic Archetype)    
  Some people are just more fit than their kindred and 
  allies. For whatever reason, some physical exemplars are 
  able to perform feats of muscle, speed, and endurance at 
  the outer edge of mortal capability. Some physical 
  exemplars focus all their development on a single aspect 
  of their physique while others work to be better in all 
  areas. 
  Some 
  families 
  produce 
  natural 
  physical 
  exemplars every few generations, but most are products 
  
   
   
  11 
   
  of relentless regimens of self-improvement. This 
  archetype package is most commonly taken by 
  barbarians and monks, though certainly any fighting 
  character can benefit from it. 
  Physical exemplars are almost always local legends—the 
  barmaid renowned for drinking even hardened veterans 
  under the table, the sprinter rumored to race gods 
  through the fields near her home, and the strong-
  woman who can lift a bench with four men sitting on it. 
  Though they often are born to humble families, physical 
  exemplars are almost always drawn at a young age into 
  lives of adventure and danger. Many feel they must use 
  their great potential to improve the lives of those less 
  fortunate, while others feel their tangible superiority is a 
  sign that they should rule over lesser beings. Even a 
  physical exemplar who tries to live a normal, 
  unremarkable life soon finds travelers spread tales 
  about her and that competitors consistently arrive to put 
  her legendary natural gifts to the test. 
  Prowess (Ex): At 1st level, the physical exemplar gains 
  a +1 bonus to Fortitude and Reflex saves. Additionally, 
  the physical exemplar gains 1 extra hit point at every 
  level. 
  Exercise: At 2nd level, the physical exemplar increases 
  her Strength, Dexterity, or Constitution by +1. The 
  physical exemplar gains an additional ability score 
  increase (which in all cases must be to Strength, 
  Dexterity, or Constitution) at 6th level and every 4 levels 
  thereafter. This is in addition to (but otherwise treated 
  exactly the same as) the ability score increases all 
  characters receive at 4th level and every 4 levels after 
  that. 
  Practice: At 5th level, the physical exemplar gains a 
  bonus feat. This feat cannot grant the physical exemplar 
  any benefit to spellcasting, spell-like or supernatural 
  abilities, or Int-, Wis-, or Cha-based skills or ability 
  checks. The physical exemplar gains an additional bonus 
  feat of this type at 10th, 15th, and 20th levels. 
   
  Weapon Champion (Generic Archetype)
  Weapon Champion (Generic Archetype)
  Weapon Champion (Generic Archetype)
  Weapon Champion (Generic Archetype)    
  The weapon champion is a combatant who focuses all 
  her skill and determination on being the absolute best 
  with a weapon in hand. Though she may prefer a single, 
  specific weapon, every weapon champion has trained 
  extensively enough to be more than merely proficient 
  with all weapons similar in use or training to her 
  preferred instrument of death. Weapon champions often 
  arise from the ranks of professional warriors and are 
  most common among knights, gladiators, mercenaries, 
  and duelists, though anyone with the dedication and 
  resources to spend time and effort on long hours of 
  training can join their number. Some monastic sects 
  encourage their members to become weapon champions 
  as a form of self-improvement, and some gods of battle 
  have weapon champions among their clerics. 
  Favored Weapons (Ex): At first level the weapon 
  champion selects a group of weapons (from the fighter’s 
  list of weapon groups for the weapon training ability) to 
  act as her favored weapons. She is proficient with all 
  these weapons. If the weapon champion has a feat that 
  applies to one of these weapons (such as Weapon 
  Focus), it applies to all the weapons in the group. 
   
   
   
  Weapon Champion 
   
  Weapon Advantage (Ex): At 2nd level and every 
  even level afterward, the weapon champion can select 
  one of the following advantages. An advantage may be 
  selected more than once. Their effects stack. 
  •
  Add one weapon to the weapon champion’s list of 
  favored weapons. 
  •
  +1 to confirm critical threats with favored weapons. 
  •
  +1 to CMB for disarm, sunder, and trip attacks 
  made with favored weapons. 
  •
  +1 to CMD against disarm, steal*, and sunder 
  maneuvers 
  against 
  favored 
  weapons. 
  (*This 
  maneuver is described in the Advanced Player’s 
  Guide.) 
  •
  +1 to Intimidate checks made while armed with a 
  favored weapon. 
  Weapon Dominance (Ex): At 3rd, 7th, 11th, 15th and 
  19th levels, the weapon champion may select one 
  weapon dominance. Each dominance may be selected 
  multiple times. The effects stack. 
  •
  +1 to attacks and damage with favored weapons. 
  •
  +1 shield bonus to AC when armed with a favored 
  weapon. 
  •
  Increase the damage the weapon deals on a critical 
  hit. Weapons with a x2 critical multiple deal an 
  additional +1d4 damage. Weapons with a x3 
  multiple deal an additional +1d6 damage. Weapons 
  with a x4 or greater critical multiple deal an 
  additional +1d8 damage. This additional damage is 
  added after the weapon’s critical multiple is applied 
  to its base damage. The damage is of the same type 
  that the weapon that deals normally. 
  •
  +1 to Will saves made while armed with a favored 
  weapon. 
  
  OPEN GAME LICENSE Version 1.0a 
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  9. Updating the License: Wizards or its designated Agents may 
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  12 Inability to Comply: If it is impossible for You to comply with any 
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  13 Termination: This License will terminate automatically if You fail 
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   14 Reformation: If any provision of this License is held to be 
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  necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v1.0. Copyright 2000, Wizards of the Coast, 
  Inc. 
  System Reference Document. Copyright 2000, Wizards of the 
  Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo 
  Publishing, LLC.; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. 
  Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; 
  Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin 
  Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, 
  Patrick Lawinger, and Bill Webb; Based on original content from 
  TSR. 
  Pathfinder Roleplaying Game Advanced Player's Guide. 
  Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. 
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 
  2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim 
  Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and 
  Russ Taylor. 
  Pathfinder Campaign Setting: Inner Sea Magic. Copyright 
  2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Nelson, 
  Sean K Reynolds, Owen K.C. Stephens, Russ Taylor. 
  #30 Cloaks of Deception. Copyright 2011 Steven D. Russell; 
  Author Steven D. Russell. 
  Coliseum Morpheon. Copyright 2010, Steven D. Russell; Authors: 
  Clinton J. Boomer and Jonathan McAnulty. 
  Feats 101. Copyright 2009, Steven D. Russell. 
  The Genius Guide To: Feats of Battle. Copyright 2010, Super 
  Genius Games; Author: Owen K.C. Stephens. 
  The Genius Guide To: Horrifically Overpowered Feats. 
  Copyright 2012, Super Genius Games; Author: Owen K.C. Stephens. 
  The Genius Guide To: Martial Archetypes. Copyright 2010, 
  Super Genius Games; Author: Owen K.C. Stephens. 
  Psionics Unleashed. Copyright 2010, Dreamscarred Press. 
  Strategists and Tacticians. Copyright 2010, 4 Winds Fantasy 
  Gaming; Author: Ryan Costello, Jr. 
    
  Faces of the Tarnished Souk: Perfect Aneshka, Fate's 
  Immaculate Blade Copyright 2012 Steven D. Russell, Authors 
  Matt Banach and Justin Sluder 
  
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