TEXT: Volume 2: Sha�ered Worlds
  
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  1
  
  Introduction
  Welcome to the Book of Many Things Volume 2! Inside, you 
  will find a host of options that haven’t been made available 
  for the Pathfinder Roleplaying Game until now. Many of these 
  options have been created by request from players and GMs 
  alike, and I will continue to add more such options as I continue 
  to receive them.
  Where volume 1 contained requests that eventually became 
  what is now considered Order vs. Chaos, volume 2 is starting out 
  immediately with a theme. That theme is crossovers in the form 
  of shattered worlds. From video games, to books, to movies, to 
  other RPGs, the Book of Many Things volume 2 aims to cover as 
  many crossovers as Order vs. Chaos did generic options.
  Have a Request?
  We’re looking to add more content to this volume of the Book 
  of Many Things. If you have anything you’d like to see, please 
  don’t hesitate to contact us through the comments/feedback 
  on the site where you purchased this, or through any of the 
  following channels.
  • 
  Facebook - www.facebook.com/bookofmanythings
  • 
  Twitter - @nw_press
  • 
  Paizo Forums - user malcolm_n
  Introduction 
  2
  The Story 
  3
  Navigating This Book 
  3
  Races 
  4
  Fiari 
  5
  Humans, Dragon Soul 
  7
  Minotaurs 
  9
  Nerudes 
  11
  Runekin 
  13
  Tsura 
  15
  World Souls 
  17
  Other Racial Character Options 
  24
  Classes 
  26
  Astrologer 
  27
  Gamer 
  30
  Generational Hero 
  34
  Monster Tamer 
  37
  Potentialist 
  40
  Priest of Volwryn 
  44
  Pythia 
  47
  Archetypes and Class Options 
  50
  Generational Hero 
  51
  Priest of Volwryn 
  52
  Pythia 
  54
  Ranger 
  55
  Shaman 
  56
  Swashbuckler 
  57
  Character Options 
  58
  Feats 
  59
  Convergence 
  63
  Magic 
  64
  Spell Lists 
  65
  Items and Equipment 
  70
  Equipment 
  71
  Magic Items 
  71
  Magical Locations 
  72
  Open Gaming License V1.0a 
  78
  Also from Samurai Sheepdog 
  80
  2
  
  The Story
  The great battle between the forces of order and the minions 
  of the Chaos has quieted, with only a few areas 
  around reality still locked in battle. But the war 
  is not truly over, nor could any ever believe it 
  would be. The fundamental conflict between 
  order and chaos continues to exist, and is as real 
  as the struggle between good and evil.
  Still, there is peace for a time, and an opportunity 
  to explore the rifts opened up by both sides in search 
  of allies. These “shattered worlds” as they have been 
  named by scholars teem with life. Powerful, ancient 
  races travel from their homeworlds now into reality; 
  and they bring with them new fighting techniques, new 
  magic, and new ways to wage war.
  As time goes on, the rifts are becoming unstable. 
  Some wink in and out of existance in seemingly random 
  order, potentially cutting an unfortunate man or woman 
  in two as they materialize or fade. Others grow. With 
  each passing day, beings from either side of a rift might 
  chant dangerous rituals in hopes of calling into being 
  something worse than might ordinarily be able to come 
  through.
  The heroes from these shattered worlds must come 
  to terms with their new reality, forming new bonds; 
  finding new villains to face and ultimately keep at bay. 
  Even those warriors used to solitary adventuring 
  are finding they need help. It’s up to the 
  adventurers of the material plane to step up and 
  do exactly that.
  Navigating This Book
  Chapter 1 — Races: The Book of Many Things Volume 2 
  introduces a variety of races from the shattered worlds. These 
  races are presented with alternate racial traits and favored class 
  bonuses. They also include expanded options such as archetypes, 
  feats, and/or spells.
  Chapter 2 — Classes: This chapter explores new classes. Each 
  class brings different and new features to the table, such as a 
  generational hero who can learn to use several specialized sets 
  of equipment, or monster tamers with the ability to not only 
  befriend monsters but also become them.
  Chapter 3 — Archetypes and Class Options: Many new 
  archetypes fill out this chapter, including at least 1 for each 
  new class. In addition, the chapter adds some new options for 
  a couple of existing classes.
  Chapter 4 — Feats: A handful of requested feats can be 
  found here, as well as new multiclass feats that let you enjoy 
  the option in a new way.
  Chapter 5 — Magic: This chapter provides new spell lists 
  for the spellcasting classes found here, as well as eldritch 
  invocations and words of power. Closing out the 
  chapter are new spells.
  Chapter 6 — Items and Equipment: The final chapter 
  adds a handful of new items brought over from the various 
  shattered worlds, and magical locations representing pieces of 
  those worlds that broke through as well.
  3
  
  Races
  1
  4
  
  Each of the races detailed in this chapter includes racial 
  traits, alternate racial traits, and favored class options. When 
  appropriate, a new race may also include an archetype or other 
  class options, equipment, feats, or spells.
  The races found here represent the world from which they hail. 
  They have been pulled into the material plane by the closing of 
  the Chaos Gate, sometimes in large numbers.
  The racial traits for races designated with an asterisk ( * ) can 
  be found in The Book of Many Things Volume 1. Alternate racial 
  traits and additional options related to their worlds of origin can 
  also be found later in this chapter.
  The Collective: The Collective is an otherwise disjointed group 
  of heroes, villains, and monsters from a multitude of worlds 
  where the rifts opened by the Chaos Gate were closed off early 
  enough that few, if any made it through.
  The collective races are any with no direct tie to one of the 
  other worlds detailed below.
  Jin-Ku: Jin-Ku was once a technological marvel. The vulture-
  men who called it home created some of the most advanced 
  combat suits of armor known to their reality. This specialized 
  armor was adopted by the samsaran warriors of Jin-Ku and used 
  to protect their home from the draconic pirates that threatened 
  it.
  Of the dragon hunters, one samsaran rose to particular 
  prominence for her successful routing of several world-shattering 
  assaults by altered, treasonous vulture-man technology. It was 
  this heroin who was chosen to leave her world, accompanied by 
  an unknown number of her fellow dragon hunters, when the rift 
  opened.
  The races of Jin-Ku include dragonkin, energivores, samsaran, 
  and vulture-men*.
  Volwryn: On Volwryn, war looms at all times. Despite working 
  with each other on several occasions to defeat great threats to 
  their home, the races of this plane can never really get away from 
  old prejudices. Nobody knows for sure if common racism and 
  pride are to blame, or if there is a deeper meaning behind the 
  seemingly unpredictable events that return the world to fighting 
  when they would otherwise begin talks of peace.
  Tired of the constant skirmishes, war parties, and life-
  extinguishing threats, many of Volwryn’s warriors took it upon 
  themselves to leave for new adventure through their rift when it 
  first materialized. With so many of them used to traveling through 
  strange portals to new realms, they have acclimated better than 
  most to the material plane.
  The races of Volwryn include world soul dwarves, elves, 
  gnomes, goblins, humans, minotaurs, orcs, reborn, skinwalkers, 
  tieflings, trollkin, and ursaren*.
  Zaelin: The world of Zaelin is a fantastic plane where the 
  Shadowrealm and the material coexist. Long ago, a fiari thief-
  turned-sorcerer wished to rule the world, and it was transformed 
  in his image. As a result, the people of both realms struggled to 
  live with each other, and mischief ran rampant while fairies and 
  other fey creatures did their best to maintain a light against the 
  darkness.
  Throughout many years, and many adventures, the heroes 
  of Zaelin have risen up to beat back the evil lord’s minions and 
  restore their home to its former splendor. These endeavors have 
  met with varying degrees of success. Most recently, an elfling has 
  come into his own as a generational hero with a plan to finally put 
  an end to the sorcerer king’s wish. Teaming up with the deposed 
  princess of his kingdom, the pair have gathered others like them 
  and stepped forth through the rift into the present day and age 
  of the recognized world.
  The races of Zaelin include elflings of the skyforest, the red-
  maned fiari, the stout runekin of the mountains, and the ocean 
  and sea-dwelling tsura.
  Fiari
  The fiari are a mysterious race of desert warriors, long removed 
  from their ifriti parentage, yet still possessing its aptitude for 
  sorcery. On Zaelin, some of the greatest thieves, magic users, and 
  even assassins hail from the tribes of the fiari. While stories paint 
  the race as evil, this is only the result of one man’s actions. The 
  race itself, while nomadic and seclusive, is no more dangerous to 
  interact with than any other.
  Physical Description: Fiari are best recognized for their dark 
  skin and bright red hair caused by their elemental heritage. The 
  race’s dimorphism is readily apparent, with the females appearing 
  almost elven and the men bearing a closer resemblance to 
  powerfully built humans.
  Base  
  Base 
  Weight
  Height 
  Weight 
  Modifier  
  Modifier
  m 4 ft. 11 in. 126 lbs. 
  2d10 
  x5 lbs.
  f   4 ft. 6 in. 
  80 lbs. 
  2d10 
  x5 lbs.
  Aging Effects
  Adult
  Middle Age
  Old
  Venerable
  Maximum Age
  30 years
  90
  150
  210
  +5d12 years
  Society: The fiari are a matriarchal society, with the common 
  men acting as little more than tools to be used in procreation and 
  the defense of the tribe. Female warriors, hunters, and diplomats 
  leave the tribe accompanied by one or more of their suiters to 
  meet with other races for trade and battle. While these warrior 
  groups are gone, the rest of the tribe leaves its home to prevent 
  being found, only returning once the outsiders have been dealt 
  with.
  Relations: Outside of their tribes, the fiari can be fun, even 
  fanciful. They love interacting with other races and treat them 
  as one might treat a favorite pet or a long distance friend who 
  doesn’t quite understand the true nature of things. Since so 
  few interact directly with tribes, the fiari are likewise treated as 
  dignitaries or cousins in matters of peace, and ruthless witches or 
  expert warriors in matters of war.
  Alignment and Religion: Tribes of fiari worship a powerful sun 
  god from Zaelin who they believe gave them their resilient skin 
  while also cursing them with the locks of fairer races than they. In 
  spite of this belief, the desert people still wear their hair proudly, 
  likely to downplay the god’s attempt to teach them humility. 
  Individual fiari are welcome to hold to their tribe’s beliefs or 
  form their own from their adventures, so long as they remain 
  respectful when among their elders.
  Adventurers: When a fiari has reached adulthood and ended 
  her training, she is sent into the desert until she proves herself 
  worthy of her people. Some catch a breath of the wild world 
  beyond the sand dunes and decide to remain for a time, but none 
  return without something proving their value to the tribe. This 
  opens the race up to a wide variety of options when it comes to 
  classes.
  Male Names: Devori, Iirikan, Surtur, Yomit
  Female Names: Alume, Katrin, Mirari, Zaeora
  Tribal Names: Darud, Orboro, Takasti, Ventril
  5
  
  Fiari Racial Traits (11 RP)
  +2 Str, +2 Cha, -2 Con: Fiari are strong, and magically gifted, 
  but they find it difficult to adapt to new environments.
  Medium: Fiari are Medium creatures and thus receive no 
  bonuses or penalties due to their size.
  Base Movement: Fiari have a base speed of 30 feet. 
  Desert Stride: Fiari gain a +2 bonus on initiative checks and 
  Knowledge (geography), Perception, Stealth, and Survival skill 
  checks when in desert terrain. A fiari traveling through the desert 
  normally leaves no trail and cannot be tracked (though she may 
  leave a trail if she so chooses).
  Endurance: Fiari begin play with Endurance as a bonus feat.
  Magical Aptitude (Sp): Each fiari has the ability to cast a 0-level 
  sorcerer spell of her choice as a spell-like ability up to 3 times 
  each day. A fiari with a Charisma score of 11 or higher also gains 
  a 1st-level sorcerer spell of her choice that she can cast as a spell-
  like ability once per day.
  Silver Tongued: Fiari gain a +2 bonus on Diplomacy and Bluff 
  checks. In addition, when they use Diplomacy to shift a creature’s 
  attitude, they can do so up to three steps up rather than just two.
  Unbreakable Skin:  As a result of the sorcerer king’s magic, the 
  fiari have DR 5/silver.
  Languages: Fiari begin play speaking Common and Terran. Fiari 
  with high Intelligence can also choose Draconic, Dwarven, Ignan, 
  or Orc.
  Alternate Racial Traits 
  The following racial traits can be selected in place of the typical 
  fiari racial traits.
  Ifriti Heritage: A fiari with this trait gains acid, electricity, and 
  fire resistance 5, but also vulnerability to cold. This replaces 
  Endurance.
  Bandit: Some fiari prefer more overt tactics to the subtleties of 
  word play. They gain a +2 bonus on Sleight of Hand and Stealth 
  checks, and a +2 racial bonus to combat maneuver checks 
  made to disarm or steal. This replaces silver tongued.
  Warrior’s Transformation: There are fiari tribes who use their 
  magic only to improve the strength of their warriors. These fiari 
  gain +4 str, -2 Con, -2 Wis. This modifies the fiari’s ability bonuses 
  and replaces magical aptitude.
  Hatred: The fiari formerly loyal to the sorcerer king developed 
  a natural hatred of humans and elves (including elflings). They 
  gain a +1 racial bonus on attack rolls against creatures of these 
  subtypes. This replaces desert stride.
  Weapon Familiarity: Like the other races of Zaelin, the fiari 
  sometimes employ specific weapons when going to battle. In this 
  case, they gain proficiency with chakram, guisarmes, manoples, 
  and scimitars, and treat any weapon with the word “fiari” in its 
  name as a martial weapon. This replaces Endurance.
  Fiari Favored Class Bonuses
  The following options are available to all fiari characters who 
  have the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the favored class reward. 
  Classes with an asterisk ( * ) can be found in The Book of Many 
  Things Volume 1.
  Antipaladin: The antipaladin adds +1/4 to the number of 
  cruelties she can inflict.
  Arcanist: Gain a +1 bonus on concentration checks made due 
  to taking damage while casting arcanist spells.
  Bard: Add +1 to the fiari’s CMD when resisting a disarm or steal 
  attempt.
  Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the 
  bonus from the surprise accuracy rage power.
  Bloodrager: Add 1/4 to the bloodrager’s effective class level 
  when determining the power of her bloodrager bloodline powers.
  Dark Seeker*: Add a +1/2 bonus on Survival checks to track 
  and Diplomacy checks to gather information.
  Generational Hero: Add +1/4 to the bonus granted by desert 
  stride (maximum increase of +1) or a +1/2 bonus to damage rolls 
  against humans and elves if the fiari has the hatred alternate 
  racial trait (maximum +2).
  6
  
  Gunslinger: Add a +1/2 bonus on initiative checks when the 
  gunslinger has at least 1 grit point.
  Heir Apparent*: Gain the stipend for the next level instead of 
  this one. This has no effect at 20th level and doesn’t change the 
  heir’s total stipend.
  Hunter: Add DR 1/silver to the hunter’s animal companion. 
  Each time the hunter gains another level, the DR increases by 
  1/2 (maximum DR 10/silver). If the hunter replaces her animal 
  companion, the new companion gains this damage reduction.
  Invoker*: Add one spell known from the invoker spell list.
  Magus: Select one known magus arcana usable only once per 
  day. The magus adds +1/6 to the number of times it can be used 
  per day. Once that magus arcana is usable twice per day, the 
  magus must select a different magus arcana.
  Necromancer*: Deal +1 damage with attacks and damaging 
  spells against creatures with less than half their total hit points, 
  to a maximum of twice the necromancer’s Constitution bonus.
  Ranger: Choose a weapon from the fiari’s weapon familiarity 
  list. Add +1/2 on critical hit confirmation rolls made while using 
  that weapon (maximum bonus of +4). 
  This bonus does not stack with Critical 
  Focus.
  Slayer: Add a +1/4 dodge bonus 
  to Armor Class against the slayer’s 
  studied target.
  Sorcerer: Choose a bloodline power 
  from the elemental (fire) bloodline or 
  the efreeti bloodline that the sorcerer 
  can use. The sorcerer treats her class 
  level as though it were +1/2 higher (to 
  a maximum of +4) when determining the 
  effects of that power.
  Vigilante: Add 1/2 to the DC increase 
  from unshakable.
  Witch: The witch’s familiar gains 
  resistance 1 against acid, electricity, 
  or fire. Each time the witch selects 
  this reward, increase the familiar’s 
  resistance to one of these energy types 
  by 1 (maximum 5 for any one type). If 
  the witch ever replaces this familiar, the new 
  familiar has these resistances.
  Witchblade*: The witchblade takes 1/2 less damage 
  from the target of her curse strike.
  Fiari Archetypes and Class Options
  This archetype is typically only taken by fiari, but members of 
  other orders or races, with the GM’s permission, can take it as 
  well.
  Sorcerer Thane (Magus Archetype)
  The sorcerer thanes were loyal to the sorcerer king before 
  leaving zaelin, and with that loyalty, they earned tutelage under 
  his direct observation. Trained as diplomats, thieves, and warriors, 
  many of these talented magi have since moved beyond their past 
  and use their skills to prevent others from obtaining such power 
  so that when their king returns, he can do so unopposed.
  This archetype can be taken along with eldritch scion, despite 
  both replacing spell recall. The sorcerer thane does not gain the 
  eldritch scion’s bloodline feature.
  Sneak Attack: At 4th level, a sorcerer thane gains 1d6 sneak 
  attack; this functions as the rogue ability of the same name. Her 
  sneak attack damage increases by +1d6 for every 3 levels beyond 
  4th (7th, 10th, etc.) to a maximum of +6d6 at 19th level.
  This ability replaces spell recall and improved spell recall.
  Rogue Talents: At 5th level, and every 6 levels thereafter, a 
  sorcerer thane gains a rogue talent.
  This replaces the magus’ bonus feats.
  Thane Arcana: A sorcerer thane gains access to the following 
  magus arcana. She cannot select any arcana more than once.
  Precise Spell (Su): A sorcerer thane can spend 1 point from her 
  arcane pool as a swift action to cause any damaging spell that 
  allows a Reflex save for half damage to deal her sneak attack 
  damage (in addition to the spell’s damage) to any target within 
  30 ft. that fails its save. The sorcerer thane must be at least 9th 
  level before selecting this arcana.
  Advanced Rogue Talent: The sorcerer thane gains an advanced 
  rogue talent. A sorcerer thane must be at least 12th level before 
  selecting this arcana.
  Fiari Feats
  Fiari have access to the following 
  feats.
  The True Nature of Power
  Your power is such that you can 
  reveal your inner strength to any you 
  deem worthy.
  Prerequisites: 
  Visage 
  of 
  Power, 
  character level 13th, fiari.
  Benefit: 
  You 
  become 
  a 
  natural 
  lycanthrope (a wereboar), except that 
  your bite does not cause lycanthropy.
  Special: You can no longer benefit from 
  visage of power, but you do retain the 
  gore attack while in hybrid form.
  Visage of Power
  Your power is such that you can 
  reveal your inner strength in times of 
  need.
  Prerequisite: Character level 9th, fiari.
  Benefit: You gain the supernatural ability to 
  take the hybrid form of a wereboar once per day. 
  This is treated as casting polymorph, except you gain the 
  following benefits in place of those normally granted by the spell.
  • A +2 size bonus to Strength and a +2 natural armor bonus.
  • DR 5/silver, or increase your DR by +5.
  • Low-light vision, scent.
  • A natural gore attack that deals 1d8 damage plus 1-1/2 times 
  your Strength modifier.
  Humans, Dragon Soul
  Ancient scrolls written by the elders of a distant world speak of 
  a gift some would call an affliction. There are times in this realm 
  when a child is born with the soul of a great wyrm. This manifests 
  as the child matures into a supernatural ability to create magic 
  that takes most mortals years to learn.
  While humans are not the only race to be born as dragon 
  souls, they are the most common. Summaries of non-human 
  dragon souls can be found at the end of this race’s description.
  7
  
  Physical Description: Subtle physical differences exist between 
  dragon souls and other humans. The most notable trait is an 
  unexplainable air of nobility in the way a dragon soul holds itself. 
  Even those of the lowest walks of life exude confidence enough 
  to persuade kings.
  Base  
  Base 
  Weight
  Height 
  Weight 
  Modifier  
  Modifier
  m 4 ft. 10 in. 120 lbs. 
  2d10 
  x5 lbs.
  f  4 ft. 5 in. 
  85 lbs. 
  2d10 
  x5 lbs.
  Aging Effects
  Adult
  Middle Age
  Old
  Venerable
  Maximum Age
  15 years
  45
  70
  95
  +2d20 years
  Society: Dragon souls aren’t common enough to create their 
  own society, and in fact were sometimes exiled or hunted on 
  their homeworld. Most have learned to blend in to the societies 
  in which they’re born.
  Relations: Dragon souls can cause very polarized reactions 
  in the people around them. Most welcome a dragon soul’s 
  mannerisms, while some find them intimidating and occasionally 
  arrogant or foolish.
  Alignment and Religion: Having the soul of a wyrm doesn’t 
  change a human’s outlook on things like morals and religion.
  Adventurers: Because of how their people were once hunted, 
  surprisingly few dragon souls openly seek adventure. Those who 
  do often try to earn their place without resorting to their innate 
  power or flashy magic that can draw attention to them. For this 
  reason, dragon souls often prefer to live as fighters, investigators, 
  rangers, and rogues.
  Male Names: Balerio, Merax, Raegar, Vhagan
  Female Names: Daena, Raen, Naryess, Visena
  Dragon Soul Racial Traits (12 RP)
  +2 Strength, +2 Charisma: While ultimately they are still 
  human, dragon soul characters can’t escape their heritage of 
  power and personality.
  Medium: Dragon souls are Medium creatures and thus receive 
  no bonuses or penalties due to their size.
  Base Movement: Dragon souls have a base speed of 30 feet, 
  but their stamina gives them a base overland movement speed of 
  5 miles per hour (the same as an average horse).
  Human: Dragon souls are humanoids with the human subtype.
  Empyrial: Dragon souls who place their favored class bonus 
  into their hit points also gain a +1/2 bonus on Diplomacy checks.
  Soul Magic (Sp): A dragon soul can choose one 2nd-level or 
  lower spell from the bloodrager, paladin, or ranger spell list. He 
  can cast that spell once per day as a spell-like ability. Once this 
  choice is made, it cannot be changed. The dragon soul’s caster 
  level is equal to his character level, and his spellcasting ability 
  modifier is Charisma.
  Languages: Dragon souls begin play speaking Common. Dragon 
  souls with high Intelligence scores can learn any languages they 
  want (except Druidic and other secret languages).
  Non-Human Dragon Souls
  The following racial traits can be selected in place of the typical 
  racial traits for the listed races.
  Catfolk: Catfolk are a common enough race from the world of 
  the dragon souls that they are sometimes born to the affliction 
  as well. Interestingly, dragon soul catfolk gain soul magic but lose 
  their skill bonus to Survival and the sprinter racial trait.
  Dwarves: Dragon soul dwarves are more easily recognized by 
  ordinary members of their race and often go on to become great 
  heroes and kings. A dwarf born with the soul of a wyrm takes no 
  penalty to Charisma. It gains the soul magic racial trait, but does 
  not gain defensive training, greed, or weapon familiarity.
  Drow: Drow dragon souls see a bigger picture and tend more 
  toward heroism than villainy, even when the world may not see 
  them any differently. They lose their penalty to Constitution and 
  gain the soul magic racial trait, but they give up poison use and 
  their usual spell-like abilities.
  Elves: Second only to human dragon souls were the elves, who 
  traded their Intelligence bonus for Charisma and gained soul 
  magic in place of the elven magic racial trait.
  Orcs: Orcs from the world of the dragon souls are not as wild. 
  They lose their penalty to Charisma and the ferocity racial trait 
  and gain soul magic instead.
  8
  
  Reptoids: Like catfolk, reptoids are more populous on the 
  homeworld of the dragon souls, but they aren’t entirely the same. 
  Particularly, dragon soul reptoids do not gain change shape, but 
  they do gain the soul magic racial trait.
  Sokari*: Sokarian dragon souls are almost exclusively former 
  human dragon souls who earned favor with the Faerie Court 
  after sacrificing themselves to close the rift to their world before 
  greater evils could pass through. They do not qualify for the 
  Racial Heritage feat, and they lack fey protection, but they retain 
  the soul magic racial trait they would have possessed in their 
  previous life.
  Dragon Soul Class Options
  Dragon souls have access to the following class options.
  Soul Magic Adept (Spellcasting Option)
  At 4th, 7th, 10th, and 13th level, a dragon soul bloodrager, 
  paladin, or ranger can choose 1 spell up to the highest level he 
  can cast from the same spell list as his soul magic racial trait. He 
  can “lose” any prepared spell or unspent spell slot in order to cast 
  these spells as a full-round action (as if modified by a metamagic 
  spell). Bloodragers gain this option in place of their bloodline 
  power gained at 4th level. Paladins gain this option in place of the 
  smite evil gained at 4th level. Rangers gain this option in place of 
  the favored enemy gained at 5th-level.
  Soul Magic Training (Fighter Weapon Training Option)
  At 5th level, a dragon soul fighter chooses one 1st-level spell 
  from the same spell list as his soul magic racial trait. He can cast 
  that spell once per day as a spell-like ability. He gains a 2nd-level 
  or lower spell at 9th level, a 3rd-level or lower spell at 13th level, 
  and a 4th-level or lower spell at 17th level. This replaces the 
  fighter’s weapon training gained at the listed levels.
  Rogue Talents
  Improved Soul Magic: A rogue with this talent and a 12 or 
  higher Charisma gains the ability to use his soul magic spell up to 
  3 additional times per day. This talent replaces minor magic as a 
  rogue talent for the dragon soul.
  Greater Soul Magic (Sp): An 8th-level or higher rogue with this 
  talent, a 14 or higher Charisma, and the improved soul magic 
  rogue talent can select a 4th-level or lower spell from the same 
  spell list as his soul magic spell. Once per day, he can cast that 
  spell as a full-round action. This talent replaces major magic as a 
  rogue talent for the dragon soul.
  Dragon Soul Feats
  Dragon souls have access to the following class options.
  Dragon Aspect
  You have harnessed the power of the Mulqahdiv to become a 
  true dragon for a short time.
  Prerequisites: Int or Cha 17, character level 11th, dragon soul 
  race, soul magic dragon soul racial trait.
  Benefit: Once per day, you can cast form of the dragon I as a 
  spell-like ability. Your caster level is equal to your character level.
  Soul Magic Expert
  You are slowly mastering your soul magic talents.
  Prerequisites: Character level 5th, soul magic adept class 
  feature, dragon soul race, soul magic dragon soul racial trait.
  Benefit: You can cast spells granted by your soul magic adept 
  class feature without modifying their casting time.
  Soul Magic Mastery
  You have mastered your soul magic talents.
  Prerequisites: Soul Magic Expert, character level 13th, soul 
  magic adept class feature, dragon soul race, soul magic dragon 
  soul racial trait.
  Benefit: When learning, preparing, or retraining spells for a 
  class with the soul magic adept class feature, you can do so from 
  the same spell list as your soul magic spell.
  Minotaurs
  Minotaurs are known to most as wild, dangerous monsters 
  who sometimes roam stone mazes for their next victims. Within 
  their own tribes, however, minotaurs can be shamanistic warriors 
  who revere the land. These minotaur worship the sun as a patron 
  deity who brings life and defends against the darkness that 
  encroaches in its absence. They often adorn their horns with 
  jewelry, tattoos, or etchings, rather than using them as weapons.
  Physical Description: Powerfully built, a minotaur’s body 
  physically resembles most humanoids, with hooves where one 
  would find feet, and the head of a bull. In some regions, minotaurs 
  may instead have the general appearance of buffalo or even yaks. 
  Female minotaurs generally have a smaller body structure, but 
  are otherwise indistinguishable from their male counterparts to 
  most races.
  Base  
  Base 
   
   
   
  Weight
  Height 
  Weight  
  Modifier  
  Modifier
  m 6 ft. 0 in. 
  235 lbs.  
  2d10 
   
  x5 lbs.
  f 5 ft. 11 in. 
  207 lbs.  
  2d10 
   
  x5 lbs.
  Aging Effects
  Adult
  Middle Age
  Old
  Venerable
  Maximum Age
  15 years
  35
  53
  70
  +2d20 years
  Society: Traditionally, minotaur society operates under the 
  rule of a council of eight leaders. In decision making, four of these 
  leaders represent their people’s opinions and requests, while the 
  other four act in what is believed to be the common interest of 
  the race as a whole. A majority in any situation is required to pass 
  decisions brought before them.
  More brutish tribes of minotaurs do exist, although many such 
  tribes have been pushed out of their territories by progress, or 
  captured to be used as guards for mazes and other dungeon 
  locales.
  Relations: In worlds where minotaurs build cities and live 
  amongst other races, they are well received by most, and even 
  looked to in matters of spiritual guidance. Likewise, the race 
  accepts any who wish to live in peace with nature, but are quick 
  to quash those who would defile their homelands.
  Alignment and Religion: Minotaurs are as varied in their 
  alignments as humans, but their religious teachings are much 
  more nature-oriented. Worship of sun gods and other wild 
  deities is common.
  Adventurers: Minotaur adventurers leave their homes when 
  the winds guide them to do so. They are staunch allies, preferring 
  classes that live up to their view of the world. Druids, fighters, 
  rangers, and shaman can be found in most minotaur societies. 
  In some, clerics, monks, and even paladins can be found easily 
  enough.
  Male Names: Afa, Baine, Faiti, Lolagi, Mauga
  Female Names: Anshe, Fetu, Itafe, Masina, Matala
  9
  
  Minotaur Racial Traits (11 RP)
  +2 Strength, +2 Wisdom, -2 Dexterity: Minotaurs are strong, 
  capable, and well liked, but not as quick to react as some races.
  Medium: Minotaurs are Medium creatures and thus receive 
  no bonuses or penalties due to their size.
  Base Movement: Minotaurs have a base speed of 30 feet.
  Darkvision: Minotaurs can see in the dark up to 60 feet.
  Blessing of Ancestral Strength: A minotaur with a Wisdom 
  score of 11 or higher can cast lead blades 3 times per day, but 
  only targeting one weapon in its possession with each cast. The 
  minotaur’s caster level is its character level.
  Cunning: Minotaurs gain a +2 racial bonus on saving throws 
  against mind-affecting effects, and effects that would physically 
  trap them, such as forcecage or imprison. They also get a +2 
  racial bonus to Intelligence checks to make their way through 
  labyrinths or maze effects.
  Naturalist: Minotaurs receive a +2 racial bonus on Knowledge 
  (nature) checks and can make those checks untrained.
  Sprinter: Minotaurs gain a +10 foot racial bonus to their speed 
  when using the charge, run, or withdraw actions.
  Languages: Minotaurs begin play speaking Common and 
  Giant. Minotaurs with high Intelligence scores can choose Aklo, 
  Draconic, Dwarven, Elven, Gnomish, Orc, or Sylvan.
  Alternate Racial Traits 
  The following racial traits can be selected in place of the typical 
  minotaurs racial traits.
  Blessing of the Sun’s Comfort: A minotaur with a Wisdom 
  score of 11 or higher can cast goodberry once per day. Its caster 
  level is its character level. When eaten, the berries created by this 
  spell also remove one of the following conditions, to a maximum 
  of one such condition per creature in a 24-hour period: Fatigued, 
  shaken, or sickened. This replaces blessing of ancestral strength.
  Dungeoneer: Some minotaurs prefer caves and structures over 
  plains and nature. They receive a +2 racial bonus on Knowledge 
  (dungeoneering) checks and can make those checks untrained. 
  This replaces naturalist.
  Improved Bull Rush: Blessed by a demigod, some of the 
  minotaurs of Volwryn gain Improved Bull Rush as a bonus feat at 
  1st level. This replaces cunning.
  Nature Resistance (Ex): A minotaur with nature resistance 
  gains a +2 racial bonus on saving throws against poisons and 
  effects that would entangle them. They also have acid and 
  electricity resistance 5. This replaces cunning.
  Powerful Stomp (Ex): Minotaurs will sometimes have 
  strength enough in their legs to stomp the ground, creating 
  a thunder clap capable of making their enemies falter 
  momentarily. As a standard action, the minotaur stomps the 
  ground, dazing each creature within 5 feet of it for 1 round. A 
  successful Reflex save (DC 10 + half the minotaur’s character 
  level + its Strength modifier) negates the effect. After the 
  minotaur has used this ability, it must wait 1d4+1 rounds before 
  doing so again. This replaces blessing of ancestral strength.
  Toughness: The minotaurs of Volwryn are heartier than their 
  cousins. They gain Toughness as a bonus feat at 1st level. This 
  replaces sprinter.
  Minotaur Favored Class Bonuses
  The following options are available to all minotaurs characters 
  who have the listed favored class, and unless otherwise stated, 
  the bonus applies each time you select the favored class reward. 
  Classes with an asterisk ( * ) can be found in The Book of Many 
  Things Volume 1.
  Barbarian: The barbarian gains 1/6 of a barbarian power.
  Bard: The bard can inspire courage for 1 additional round each 
  day.
  Cleric: Add +1 to the amount of damage the cleric deals to 
  undead creatures with channel energy.
  Druid: Gain energy resistance 1 against acid, cold, electricity, 
  or fire. Each time the druid selects this reward, increase her 
  resistance to one of these energy types by 1 (maximum 10 for 
  any one type).
  Dúlra: Gain a +1/5 enhancement bonus to Strength when using 
  fae entreaty to cast bull’s strength.
  Fighter: Choose the bull rush or overrun combat maneuver. 
  Add +1/3 to the fighter’s CMB when attempting this maneuver 
  (maximum bonus of +4).
  Hunter: The hunter’s animal companion gains a +1/4 luck bonus 
  on saving throws. If the hunter replaces her animal companion, 
  the new animal companion gains this bonus.
  Monk: Add +1 to the monk’s CMD when resisting a grapple and 
  +1/3 to the number of stunning attack attempts per day.
  Paladin: Add +1 to the amount of damage the paladin deals 
  with smite evil, but only when the paladin uses that ability on an 
  undead creature.
  10
  
  Nature Warden: Add +1/4 to the warden’s natural armor 
  bonus when using guardian form.
  Ranger: Add +1 hit point to the ranger’s animal companion. 
  If the minotaur ever replaces his animal companion, the new 
  animal companion gains these bonus hit points.
  Shaman: Add +1/4 to the natural armor bonus of the shaman’s 
  spirit animal.
  Warpriest: Add 1/3 to the number of times per day the 
  warpriest can use blessings, but he can only use these additional 
  uses on blessings that affect weapons or armor.
  Minotaur Archetype and Class Option
  Minotaurs have access to the following archetype and class 
  option.
  Ostrich Companion (Ranger Hunter’s Bond Option)
  Minotaur rangers add ostriches to the list of animals they can 
  choose from with the hunter’s bond class feature.
  A minotaur ranger can select an ostrich as his animal companion 
  at 1st level. If he does, his effective druid level is equal to his 
  ranger level, but he doesn’t gain his 1st favored enemy or his 1st 
  favored terrain.
  Walker in the Sun (Paladin Archetype)
  Minotaur paladins from Volwryn draw their strength from their 
  sun god, who smiles upon their devotion and grants them her 
  blessing.
  Guiding Light (Su): At 1st level, a walker in the sun can cast 
  cure light wounds as a supernatural ability up to 3 times per day. 
  The first use of this ability each day costs the walker one use of 
  smite evil. The walker’s caster level for this ability is equal to his 
  paladin level -3 (minimum 1st).
  At 4th level, he can cast cure moderate wounds instead.
  At 7th level, he can cast cure serious wounds instead.
  At 10th level, he can cast cure critical wounds instead.
  At 13th level, he can cast mass cure light wounds instead.
  At 16th level, he can cast mass cure moderate wounds instead.
  This modifies smite evil.
  Sun Domain (Su): At 5th level, the walker in the sun gains the 
  sun domain and 1 domain spell slot per spell level. His effective 
  cleric level is equal to his paladin level. At 16th level, the walker 
  gains a single 5th-level domain spell slot, and at 19th level, he 
  gains a single 6th-level domain spell slot.
  This replaces divine bond and the smite evils gained at 16th 
  and 19th level.
  Minotaur Feats
  Minotaurs have access to the following feats.
  Brawn (Combat)
  You prefer a more direct approach to combat.
  Prerequisites: Character level 7th, minotaur.
  Benefit: The critical multiplier of weapons you wield increases 
  by 1 (from x2 to x3, and so on). This effect doesn’t stack with any 
  other effect that expands the critical multiplier of a weapon.
  Improved Powerful Stomp
  You have trained to use your powerful stomp more frequently.
  Prerequisites: Minotaur, powerful stomp minotaur racial trait.
  Benefit: You can use powerful stomp once every 2 rounds.
  Warrior’s Stomp
  You can control the power of your stomp to avoid harming your 
  allies.
  Prerequisite: Minotaur, powerful stomp minotaur racial trait.
  Benefit: Your powerful stomp only targets enemies.
  Nerudes
  The nerudes are monstorin from the Collective whose base 
  monster was a rotund, sleep-loving beast. When they came 
  through the rifts on their world, they did so in order to find a 
  better place to rest. When stirred to act, though, they can be 
  formidable opponents.
  Physical Description: Nerudes are a broad, cat-like race with 
  two-tone fur ranging from black to pale blue and tan. While they 
  can appear to be quite out of shape, their bulk actually belies a 
  much stronger physique.
  Base  
  Base 
   
   
   
  Weight
  Height 
  Weight  
  Modifier  
  Modifier
  m 5 ft. 1 in. 
  275 lbs.  
  2d12 
   
  x8 lbs.
  f   4 ft. 10 in. 250 lbs.  
  2d12 
   
  x8 lbs.
  Aging Effects
  Adult
  Middle Age
  Old
  Venerable
  Maximum Age
  15 years
  40
  65
  90
  +2d20 years
  Society: Nerudes are a fairly recent addition to the Collective 
  and have yet to establish any major societies. Most nerude prefer 
  not to lead, as doing so means more work, and will support any 
  ruler who gives them ample time to relax.
  Relations: The nerude race as a whole is easy going, with few 
  reasons to find fault in anybody willing to leave them alone. The 
  easiest way to get on a nerude’s badside is to ambush or wake it 
  unexpectedly.
  Proactive races do see nerudes as a generally lazy, overly easy-
  going race, but individuals will often change their mind after 
  seeing a nerude actually participate in combat.
  Alignment and Religion: As a whole, nerudes are neutral when 
  it comes to morals, but their understanding and acceptance of 
  law can be lax, especially when it interferes with their life goal of 
  achieving as much relaxation as possible.
  Adventurers: Nerude adventurers are usually beholden to 
  some goal or companion that gives them reason to leave the 
  comfort of their homes. They develop a strong sense of kinship 
  which motivates them to act on more than just hunger or lack of 
  sleep. They are particularly well suited to becoming barbarians, 
  fighters, monks, and especially potentialists.
  Male Names: Jammanbo, Kabei, Kabigon, Ronfler
  Female Names: Jamba, Kansui, Ikou, Meokbo
  Nerude Racial Traits (12 RP)
  +4 Con, -2 Dexterity, -2 Wisdom: Nerudes are very tough, but 
  lack mobility and attentiveness.
  Medium: Nerudes are Medium creatures and thus receive no 
  bonuses or penalties due to their size.
  Slow and Steady: Nerudes have a base speed of 20 feet, but 
  their speed is never modified by armor or encumbrance.
  Monstorin: Nerudes are humanoids with the monstorin 
  subtype.
  Nerude Resistance: Each nerude gains two of the following 
  of its choice at 1st level. Once this choice is made, it cannot 
  be changed. Acid resistance 5, cold resistance 5, electricity 
  resistance 5, or fire resistance 5.
  11
  
  Rest: Nerudes gain fast healing 2 for 1 round anytime they take 
  no actions on their turn (whether or not they do so willingly). 
  A nerude can heal up to 2 hit points per level per day with this 
  ability, after which it ceases to function.
  Scent: Nerudes have a powerful sense of smell, which grants 
  them scent.
  Slam: Nerudes learn how best to throw their weight around. 
  They gain a natural slam attack which deals 1d6 bludgeoning 
  damage (for a Medium nerude) on a hit.
  Languages: Nerudes begin play speaking Common. Nerudes 
  with high Intelligence scores can choose Draconic, Dwarven, 
  Elven, Giant, Gnomish, or Orc.
  Alternate Racial Traits 
  The following racial traits can be selected in place of the typical 
  nerudes racial traits.
  Forager: Some nerudes prefer peaceful interaction to combat. 
  These nerudes gain a +2 racial bonus on Survival checks made 
  to forage and on Perception checks to identify a potion by taste 
  or determine whether food is spoiled. This replaces slam.
  Healthy: Nerudes who rarely interact with 
  magical beings may not develop the same 
  resistances. Instead, they gain a +4 bonus on 
  Fortitude saves against disease and poison, 
  including magical diseases. This replaces 
  nerude resistance.
  Nerunt: Some nerudes are naturally 
  smaller and more agile than their larger 
  brethren. These nerudes are Small size, with 
  +2 Con, +2 Cha, -2 Wis, and a base movement 
  of 30 ft. When they charge, these nerudes 
  gain a +10 racial bonus to their movement 
  speed. This modifies the nerude’s Ability 
  score bonuses, size, and speed.
  Rapid Recovery: Nerudes can sometimes 
  amplify the healing magic applied to them. 
  Once per day, when the nerude is healed 
  with a spell or potion, it regains twice as 
  many hit points and any hit points recovered 
  beyond its maximum become temporary hit 
  points that last until the nerude regains this 
  ability. This replaces rest.
  Toughness: Some nerude are even heartier 
  than their cousins. They gain Toughness as a 
  bonus feat at 1st level. This replaces nerude 
  resistance.
  Nerude Favored Class Bonuses
  The following options are available to 
  all nerudes characters who have the listed 
  favored class, and unless otherwise stated, 
  the bonus applies each time you select the 
  favored class reward. Classes with an asterisk 
  ( * ) can be found in The Book of Many Things 
  Volume 1.
  Any Class: Add 1 to the nerude’s CMD when 
  it resists a trip or overrun combat maneuver.
  Barbarian: Increase the nerude’s fast 
  healing from its rest racial trait by +1/4. The 
  nerude can heal up to +1/2 hit points with 
  rest per level per day.
  Brawler: The brawler gains a +1/4 bonus to 
  her attack roll when using knockout.
  Fighter: When wearing light or no armor, the fighter gains a +1 
  natural armor bonus. Each additional time this is chosen, increase 
  the fighter’s natural armor bonus by +1/2, to a maximum of +5.
  Monk: Add +1/3 to the monk’s AC bonus class ability.
  Potentialist: Increase the nerude’s fast healing from its rest 
  racial trait by +1/4. The nerude can heal up to +1/2 hit points 
  with rest per level per day.
  Nerude Archetypes
  Nerudes have access to the following archetypes.
  Nerude Barbarian (Barbarian Archetype)
  Nerudes who gain levels in barbarian can use their natural 
  laziness to circumvent some of the detriments of rage. They will 
  often take their time getting into battle, but once they are there, 
  woe be the enemy who faces them.
  Roused Anger (Ex): At 1st level, nerude barbarians gain the 
  roused anger rage power. This replaces fast movement.
  12
  
  Burst of Speed (Ex): A nerude barbarian increases its movement 
  speed by +10 feet when charging. This replaces the barbarian’s 
  2nd-level rage power.
  Thick Hide (Ex): At 7th level, a nerude barbarian gains damage 
  reduction 1/magic and spell resistance 6 + its barbarian level. 
  These increase to DR 2/magic or cold iron at 10th level, SR 11 + 
  barbarian level at 13th level, DR 3/magic or adamantine at 16th 
  level, and DR 4/adamantine at 19th level. This modifies damage 
  reduction.
  Well Rested (Ex): Nerude barbarians gain tireless rage at 11th 
  level, greater rage at 14th level, and indomitable will at 17th 
  level. This modifies the levels of the abilities listed.
  Ironskin Monk (Monk Archetype)
  Nerudes are not fast, and getting them to go most places can 
  be quite difficult. On their homeworld, they remain formidable 
  unarmed opponents in spite of this.
  The ironskin monk is also a hobgoblin monk archetype from 
  the Pathfinder® Roleplaying Game: Advanced Race Guide™ 
  (PZO1121), although they take this path for far different reasons.
  Iron Skin (Ex): At 1st level, an ironskin monk gains a +1 bonus 
  to his natural armor. This bonus stacks with any existing natural 
  armor the ironskin monk already has. At 4th level, and every 4 
  levels thereafter, this bonus increases by +1. This ability replaces 
  the monk’s AC bonus ability and the ability to add his Wisdom 
  bonus to his AC.
  Bonus Feat: At 1st level, an ironskin monk adds Power Attack 
  to his list of bonus feats. At 6th level, he adds Improved Sunder 
  to the list. At 10th level, he adds Greater Sunder to the list. These 
  bonus feat choices replace Dodge, Mobility, and Spring Attack on 
  his bonus feat list.
  Resilience (Ex): At 2nd level, an ironskin monk can shake off 
  the physical effects of certain attacks. If he makes a Fortitude 
  saving throw against an attack that has a reduced effect on a 
  successful save, he instead avoids the effect entirely. This ability 
  can be used only if the monk is wearing light armor or no armor. 
  A helpless monk does not gain the benefits of resilience. This 
  ability replaces evasion.
  Ki Pool (Su): At 4th level, an ironskin monk can spend 1 point 
  from his ki pool to gain a damage bonus equal to 1/2 his level 
  against objects and constructs for 1 round.
  This ability replaces the ability to increase speed with ki.
  Staggering Blow (Ex): At 5th level, an ironskin monk attacking 
  with an unarmed strike can spend 1 point from his ki pool as a 
  free action after a successful critical hit to stagger the creature 
  struck for 1 round (Fort DC 10 + 1/2 the ironskin monk’s level + 
  the ironskin monk’s Wisdom modifier negates).
  This ability replaces high jump.
  Tough as Nails (Ex): At 6th level, an ironskin monk gains DR 
  1/—. Subtract 1 point from the damage the ironskin monk takes 
  each time he is dealt damage from a weapon or a natural attack. 
  This damage reduction increases by 1 point at 9th level and every 
  3 levels thereafter. Damage Reduction can reduce damage to 0 
  but not below 0.
  This ability replaces fast movement and slow fall.
  Evasion (Ex): At 9th level, an ironskin monk gains evasion.
  This ability replaces improved evasion.
  Surefooted (Ex): At 17th level, an ironskin monk’s speed is not 
  reduced by difficult terrain.
  This ability replaces tongue of the sun and moon.
  Unbreakable (Ex): At 20th level, an ironskin monk sets aside 
  many of the frailties of mortal flesh. He becomes immune to 
  death effects and stunning. He is not subject to ability damage or 
  ability drain, and has a 75% chance of ignoring the extra damage 
  dealt by critical hits and sneak attacks. This ability replaces 
  perfect self.
  Nerude Feats
  Nerudes have access to the following feats.
  Oversized Warrior (Combat)
  You are bigger than others of your kind.
  Prerequisites: Character level 7th, nerude, Medium size.
  Benefit: You become Large, which gives you a +2 size bonus 
  to Strength, +2 natural armor, and a +1 size bonus to both your 
  CMB and CMD, but you take a -1 penalty to your attacks and AC 
  (including touch and flat-footed). Your space becomes 10-ft. x 10-
  ft. and your base speed increases to 30 feet, but your reach is 
  unchanged.
  Powerful Slam (Combat)
  You have a powerful, natural weapon in your arsenal.
  Prerequisites: Nerude, slam nerude racial trait.
  Benefit: The bludgeoning damage dealt by your natural slam 
  attack increases to 1d8 and adds 1-1/2 times your Strength 
  modifier. It also deals x3 damage on a critical hit.
  Runekin
  Of the races of Zaelin, the runekin (groon in their native tongue) 
  are one of the oldest, having been created during the early Age of 
  the Earthbound Flame. They are a hearty people, with centuries 
  of experience lending to their naturally peaceful ways.
  While the runekin live as long as half-orcs, their legacies live 
  on in the birthmarks they develop throughout their life. Upon 
  a groon’s death, its body turns into a rock formation bearing 
  identical marks to those it once possessed. Runekin can read 
  these naturally occuring runes to learn about the lives of their 
  ancestors, and to mar such a formation is treated as murder of 
  the worst kind.
  Physical Description: Runekin stand a little taller than the 
  average human, with thick features being prominent in even the 
  most active families. Sand is attracted to, and collects on, the body 
  of a runekin, hardening into hair-like strands. Families living near 
  human society may fashion this hair, while others periodically 
  remove it to be sold for varying purposes (a runekin cloak, for 
  example, may be a great fire deterrent). Runekin genders are 
  nonexistent, and individual members decide early in their life 
  whether or not to adopt such a human-centric identification.
  Base  
  Base 
   
   
   
  Weight
  Height 
  Weight  
  Modifier  
  Modifier
  5 ft. 1 in. 
  150 lbs.  
  2d10 
   
  x7 lbs.
  Aging Effects
  Adult
  Middle Age
  Old
  Venerable
  Maximum Age
  14 years
  30
  45
  60
  +2d10 years
  Society: Runekin society centers around historical teachings 
  and anecdotal experience. A family tends to work in concert 
  when it comes to most decisions, but when interacting with other 
  races, one member is elected to be the speaker, leading outsiders 
  to view the speaker as the head of its family. Only when its family 
  is threatened, a runekin will seek a quick end to the situation.
  13
  
  Relations: The groon have an open trade policy with any 
  willing to befriend them. They do not view evil or good like other 
  races; seeing only an individual as worth their attention if that 
  creature’s actions are directly helpful to the runekin’s family. By 
  that same token, runekin are naturally distrustful of those who 
  have previously wronged them or openly plan to do so.
  Alignment and Religion: The actions of runekin are generally 
  neutral, with families making decisions based on the best 
  possible outcome for them over any others, which can lead to 
  fighting when a group of runekin have moved onto a farmer’s 
  land and taken up residence just because it has better access to 
  water than the hills where they otherwise live.
  As a creator race, runekin were put on Zaelin by the gods to 
  help shape it. They have no direct religion, preferring to revere 
  all the gods equally. A religious groon may develop one or more 
  birthmarks in the shape of the deities it favors.
  Adventurers: Given their neutral outlook, runekin adventurers 
  are an uncommon bunch. Often, they are what remains of a 
  family wiped out by something they now pursue, or their family 
  has sent them in search of something that will improve their 
  quality of life. To this end, most groon are bards, generational 
  heroes, rangers, or sorcerers.
  Common Names: Char, Granite, Henge, Relic, Tarol
  Family Names: Caldera, Hillock, Ridge, Stone-Path, Valley
  Runekin Racial Traits (11 RP)
  +2 Constitution, +2 Wisdom, -2 Dexterity: Runekin are a stout, 
  rigid race who enjoy celebrating their ancestry.
  Medium: Runekin are Medium creatures and thus receive no 
  bonuses or penalties due to their size.
  Slow and Steady: Runekin have a base speed of 20 feet, but 
  their speed is never modified by armor or encumbrance.
  Darkvision: Runekin can see in the dark up to 60 feet.
  Natural Armor: Runekin have a +1 natural armor bonus due to 
  their rocky carapace.
  Stability: Runekin receive a +4 racial bonus to their CMD when 
  resisting bull rush or trip attempts while standing on the ground.
  Fire Resistance: Runekin have fire resistance 5.
  Craftsman: Runekin receive a +2 racial bonus to Craft and 
  Profession checks to create objects from stone.
  Stonecunning: Runekin receive a +2 racial bonus to Perception 
  to notice unusual stonework, such as traps. They receive this 
  check whenever they pass within 10 feet of an object.
  Roll (Ex): On its turn, a runekin can use a swift action to 
  increase its normal movement speed by 10 ft. and its charging 
  speed by an additional 10 ft. (+20 ft. total). While moving in this 
  way, the runekin cannot use a weapon, but it does gain a +2 racial 
  bonus on combat maneuver checks made to bull rush or overrun 
  creatures. It can end this effect with another swift action.
  Languages: Runekin begin play speaking Common and 
  Terran. Runekin with high Intelligence can also choose Draconic, 
  Dwarven, Ignan, or Orc.
  Alternate Racial Traits 
  The following racial traits can be selected in place of the typical 
  runekin racial traits.
  Resistance: A runekin with this trait gains either acid or 
  electricity resistance 5. This replaces fire resistance.
  Bombardier: Some runekin families can charge the sand that 
  clings to them with explosive power. They gain the 1st-level 
  bomb alchemist class feature. If the runekin gains the bomb class 
  feature, its class level is treated as 1 higher when determining 
  how many bombs it receives and the strength of the explosion. 
  This replaces craftsman and stonecunning.
  Throw Anything: Runekin are sometimes born less resilient 
  than their siblings. To protect themselves, they gain Throw 
  Anything as a bonus feat. This replaces natural armor.
  Runespeaker: Runekin runespeakers gain a +2 racial bonus 
  to Knowledge (arcana) and Use Magic Device checks. This 
  replaces craftsman.
  Bounce (Sp): Runekin who live in more secluded mountains 
  will sometimes develop their ability to quickly scale cliffs by 
  jumping. These runekin can cast jump as a spell-like ability 
  up to three times each day. Their caster level is equal to their 
  character level. This replaces roll.
  Runekin Favored Class Bonuses
  The following options are available to all runekin characters 
  who have the listed favored class, and unless otherwise stated, 
  the bonus applies each time you select the favored class reward. 
  Classes with an asterisk ( * ) can be found in The Book of Many 
  Things Volume 1.
  Accelerist*: Add a +1 bonus on Acrobatics checks made to 
  move through threatened squares.
  Alchemist: Add +1/2 to bomb damage.
  Bard: Add a +1 bonus on Perform checks to use the countersong 
  14
  
  bardic performance against creatures with the earth or fire 
  subtypes.
  Druid: Add +1/3 to the druid’s natural armor bonus when using 
  wild shape.
  Generational Hero: Add +1 to the hero’s CMD when resisting a 
  disarm or sunder attempt.
  Monk: Reduce the Hardness of any object made of clay, 
  stone, or metal by 1 whenever the object is struck by the monk’s 
  unarmed strike (minimum of 0).
  Nature Warden: Add +1/4 to the warden’s natural armor 
  bonus when using guardian form.
  Ranger: Add +1 to the damage dealt by the rogue’s sneak 
  attack against chaotic creatures (maximum +5 damage).
  Sorcerer: Add one spell known to the sorcerer’s spell list from 
  the cleric’s law domain or the inevitable subdomain.
  Runekin Archetypes
  These archetypes are typically only taken by runekin, but 
  individuals who gain the groons’ trust can take them as well.
  Big Groon Blademaster (Generational Hero Archetype)
  Runekin born to the life of generational heroes learn to fight 
  with the two-handed weapons more befitting their families. 
  Occasionally, the race will teach an individual they trust how to 
  fight using their blades.
  Despite its name, this archetype works well with any two-
  handed weapon.
  Weapon and Armor Proficiencies: A big groon blademaster 
  gains proficiency with the groonsword and is not proficient with 
  shields.
  This modifies the generational hero’s proficiencies.
  Swordguard (Ex): At 2nd level, a big groon blademaster gains 
  a +1 shield bonus to AC when wielding a two-handed weapon. If 
  it takes the tower shield hero talent, the blademaster can take a 
  -2 penalty to attacks as a free action before making at least one 
  attack during a round to gain an additional +2 shield bonus to AC 
  and a +3 circumstance bonus on Reflex saves until the start of its 
  next turn.
  This replaces combat expertise and modifies the tower shield 
  hero talent.
  Mirrorguard: The big groon blademaster cannot choose the 
  mirror shield advanced hero talent unless it has tower shield (see 
  above). It can use this to apply the reflecting property to its two-
  handed weapon while it takes the -2 penalty listed in swordguard.
  This modifies the mirror shield advanced hero talent.
  Groon Bombardier (Alchemist Archetype)
  Runekin do not practice traditional alchemy, trading their 
  ability to craft effective extracts for more potent, more frequent 
  bombs.
  Alchemy (Su): Groon bombardiers do not learn to create 
  extracts until much later than others. They draw their extracts 
  per day from Table: Bombardier Extracts, and don’t gain their 
  first formulae until 4th level. When Table: Bombardier Extracts 
  indicates that the bombardier gets 0 extracts per day of a given 
  level, it gains only the bonus spells it would be entitled to based 
  on its Intelligence score for that spell level.
  Through 3rd level, a groon bombardier has no effective caster 
  level. At 4th level and higher, its caster level is equal to its 
  alchemist level – 3. This modifies alchemy.
  Bomb Expertise: When throwing a bomb or other splash 
  weapon, a groon bombardier uses its full alchemist level in place 
  of its base attack when determining its total attack bonus.
  Swift Alchemy (Ex): A groon 
  bombardier gains swift alchemy 
  at 4th level. It can still be replaced 
  or modified by other archetypes, 
  keeping the adjusted level in mind.
  Runekin Feats 
  Runekin have access to the 
  following feats.
  Boulder Dive
  Your natural ability to roll becomes 
  more fluid.
  Prerequisite: Runekin or ursaren, 
  must have the roll racial trait.
  Benefit: You can use roll as part of 
  a move action. You must still use a 
  swift action to end the effect.
  Normal: Roll requires a swift 
  action.
  Big Weapon Craftsman
  You can create two-handed, melee 
  weapons more efficiently.
  Prerequisites: Craft (weapons) 7 
  ranks or Runekin
  Benefit: You can craft masterwork two-handed weapons 
  (greatsword, greataxe, earthbreaker) in the time it would take 
  to craft a comparable, non-masterwork one-handed weapon 
  (longsword, battleaxe, warhammer). This does not modify the 
  cost to do so, nor the price of the finished weapon.
  Table: Bombardier Extracts
  Level
  1st
  2nd
  3rd
  4th
  1st
  —
  —
  —
  —
  2nd
  —
  —
  —
  —
  3rd
  —
  —
  —
  —
  4th
  0
  —
  —
  —
  5th
  1
  —
  —
  —
  6th
  1
  —
  —
  —
  7th
  1
  0
  —
  —
  8th
  1
  1
  —
  —
  9th
  2
  1
  —
  —
  10th
  2
  1
  0
  —
  11th
  2
  1
  1
  —
  12th
  2
  2
  1
  —
  13th
  3
  2
  1
  0
  14th
  3
  2
  1
  1
  15th
  3
  2
  2
  1
  16th
  3
  3
  2
  1
  17th
  4
  3
  2
  1
  18th
  4
  3
  2
  2
  19th
  4
  3
  3
  2
  20th
  4
  4
  3
  3
  Tsura
  For a time, the world of Zaelin was a flooded landscape of 
  islands. Humans, elves, and other landbound races overcame this 
  by learning to sail, building societies divided by the larger seas, 
  and opening trade routes that would turn to paths and roads 
  once the water finally receded. It was a time when the tsura, 
  who dwell primarily in the water, were one of the most important 
  races to exist.
  When the waterways parted, and ancient temples sank below 
  the ground, becoming watery tombs full of monsters and traps, 
  so too did the tsura pull back. With less water through which to 
  travel, the race had to adapt. For the first time in ages, they were 
  no longer at the center of civilization.
  The rifts that opened across Zaelin were a blessing to the 
  ocean-dwelling race, who sent entire cities of their people to the 
  new world, where they seek adventure and a new home.
  Physical Description: Physically, tsura resemble the undine of 
  the material plane, and only members of each race - or those 
  with proper knowledge of them - can tell the difference.
  Society: When decisions need to be made that will affect an 
  entire city, the tsura will gather three groups to meet; one group 
  for the decision, one against, and one neutral. Both sides will 
  make their case to the neutral group, and the majority rules. The 
  losing side can then choose to accept the decision or move into 
  a cloister, which is a small area away from the larger city where 
  they can recognize their separate viewpoint in peace. Cloisters 
  must still obey the decisions of the city when interacting with 
  the population, but are welcome to observe their beliefs among 
  themselves.
  Relations: The tsura do trade in great stories of discovery, 
  bravery, and overcoming trials. With the right tale, one could 
  15
  
  talk a city into casting a difficult spell or borrowing some of their 
  powerful magic items. There are those who have taken advantage 
  of these friendly offers, and the tsura are quick to send their own 
  warriors in search of any who steal their things.
  Alignment and Religion: Tsuras’ alignments can be as varied as 
  any race, and sometimes even moreso. Since leaving Zaelin, the 
  race has divided. At times, cities are broken into dozens of small 
  districts, each of which has different views of what is lawful or 
  good, and all of whom are ready to lock up or shun anybody who 
  doesn’t side with them.
  Religiously, the tsura worship gods who share their viewpoint. 
  As a creator race from Zaelin, they have no obligation to worship 
  a single entity, or any for that matter.
  Adventurers: Tsura adventurers tend toward the more lightly 
  armored classes, such as clerics, rangers, and rogues. Of the 
  spellcasting groups, Tsura conjurers are more common than 
  evokers.
  Male Names: Dessin, Hamo, Noah, Rafat, Thoh
  Female Names: Eskala, Katara, Misu, Tuih, Zorqa
  Tsura Racial Traits (12 RP)
  +4 Dexterity, +2 Intelligence, +2 
  Wisdom, +2 Charisma, -2 Strength: Tsura 
  are a quick, worldly race, but their physical 
  strength compared to other races is lacking.
  Medium: Tsura are Medium creatures and 
  thus receive no bonuses or penalties 
  due to their size.
  Type: Tsura count as humans and 
  undine for the purpose of effects 
  that rely on type.
  Base Speed: Tsura have a base speed 
  of 30 feet on land. They also have a swim 
  speed of 30 feet, can move in water without making 
  Swim checks, and always treat Swim as a class skill.
  Low-Light Vision: Tsura can see twice as far 
  as humans in conditions of dim light.
  Fire Resistance: Tsura have fire resistance 5.
  Amphibious: Tsura can breathe both air and 
  water.
  Naturally Slick: Tsura gain a +2 racial bonus to 
  their Combat Maneuver Defense whenever an opponent 
  tries to grapple them.
  Societal: Tsura often have a trade or technique that makes 
  them a useful part of their society. They can choose one skill in 
  which they gain Skill Focus as a bonus feat.
  Languages: Tsura begin play speaking Common and Aquan. 
  Tsura with high Intelligence can also choose Auran, Draconic, 
  Elven, or Gnome.
  Alternate Racial Traits 
  The following racial traits can be selected in place of the 
  typical tsura racial traits.
  Darkvision: Some tsura live deeper in the water than others, 
  gaining darkvision out to 60 feet. This replaces low-light vision 
  and societal.
  Ocean Tsura: Tsura who find solace in the cold seas gain the 
  ability to cast hydraulic push once per day as a spell-like ability. 
  At 5th level, a tsura with a Charisma of 13 or higher can also cast 
  aqueous orb once per day. The tsura’s caster level is equal to her 
  character level. This replaces naturally slick.
  Resistance: A tsura with this trait gains either acid or cold 
  resistance 5. This replaces fire resistance.
  River Tsura: Tsura who enjoy the warmth of summer rivers gain 
  the ability to cast touch of combustion once per day. At 4th level, 
  a tsura with a Charisma of 12 or higher can also cast scorching 
  ray once per day. The tsura’s caster level is equal to her character 
  level. This replaces naturally slick.
  Water Affinity: Tsura sorcerers with the elemental (water) 
  bloodline treat their Charisma score as 2 points higher for all 
  sorcerer spells and class abilities. Tsura clerics with the Water 
  domain cast their Water domain powers and spells at +1 caster 
  level. This replaces naturally slick.
  Tsura Favored Class Bonuses
  The following options are available to all tsura characters who 
  have the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the favored class reward. 
  Classes with an asterisk ( * ) can be found in The Book of Many 
  Things Volume 1.
  Accelerist*: Add a +1 bonus on Acrobatics checks made to 
  move through threatened squares.
  Cleric: Add a +1 bonus on caster level checks to 
  overcome the spell resistance of creatures with the 
  aquatic or water subtype.
  Generational Hero: Add one spell from the cleric spell 
  list to the silver scales hero spell list. This spell must be 
  at least one level below the highest spell level the hero 
  can cast.
  Investigator: Gain a +1/4 bonus on all inspiration 
  rolls.
  Ranger: Choose a weapon from the 
  following list: crossbow (any one), longspear, 
  short spear, or trident. Add +1/2 on 
  critical hit confirmation rolls made 
  while using that weapon (maximum 
  bonus of +4). This bonus does not stack with 
  Critical Focus.
  Ninja: Add +1/4 point to the ninja‘s ki pool.
  Rogue: Gain +1/6 of a new rogue talent.
  Shaman: Add 5 feet to the range of a chosen shaman hex, 
  to a maximum of an additional 30 feet for any single hex.
  Sorcerer: Add a +1 bonus on caster level checks 
  to cast spells underwater.
  Swashbuckler: Gain a +1/3 bonus on all 
  critical hit confirmation rolls made while 
  using the precise strike deed (maximum 
  bonus of +5). This bonus doesn’t stack 
  with those gained through Critical Focus 
  and similar effects.
  Witch: The witch’s familiar gains resistance 1 against acid, 
  cold, or fire. Each time the witch selects this reward, increase the 
  familiar’s resistance to one of these energy types by 1 (maximum 
  5 for any one type). If the witch ever replaces this familiar, the 
  new familiar has these resistances.
  Base  
  Base 
   
   
   
  Weight
  Height 
  Weight  
  Modifier  
  Modifier
  m 4 ft. 10 in. 120 lbs.  
  2d10 
   
  x5 lbs.
  f   4 ft. 5 in. 
  85 lbs. 
   
  2d10 
   
  x5 lbs.
  Aging Effects
  Adult
  Middle Age
  Old
  Venerable
  Maximum Age
  60 years
  150
  200
  250
  +6d% years
  16
  
  Tsura Archetype
  The following archetype is available only to tsura, but other 
  aquatic races, with GM permission, may find it useful as well.
  Silver Scales Hero (Generational Hero Archetype)
  Tsura generational heroes are born with silver scales which 
  makes it very difficult to avoid their destiny. Unless they wish to 
  live in exile, these tsura are trained by their city’s finest warriors, 
  alchemists, and clerics to give them an edge in combat against 
  enemies of their race.
  Clergy: Beginning at 4th level, a silver scales hero gains the 
  ability to cast a small number of divine spells which are drawn 
  from the paladin spell list. A silver scales hero must choose and 
  prepare her spells in advance.
  To prepare or cast a spell, a silver scales hero must have a 
  Charisma score equal to at least 10 + the spell level. The Difficulty 
  Class for a saving throw against a silver scales hero’s spell is 10 + 
  the spell level + the champion’s Charisma modifier.
  Like other spellcasters, a silver scales hero can cast only a 
  certain number of spells of each spell level per day. Her base daily 
  spell allotment is given on Table: Hero Spells per Day. In addition, 
  she receives bonus spells per day if she has a high Charisma score. 
  When the table indicates that the champion gets 0 spells per day 
  of a given spell level, she gains only the bonus spells she would 
  be entitled to based on her Charisma score for that spell level.
  A silver scales hero must spend 1 hour each day in quiet prayer 
  and meditation to regain her daily allotment of spells. A silver 
  scales hero may prepare and cast any spell on the champion spell 
  list, provided that she can cast spells of that level, but she must 
  choose which spells to prepare during her daily meditation.
  Through 3rd level, a silver scales hero has no caster level. At 
  4th level and higher, her caster level is equal to her champion 
  level – 3.
  This replaces generational bond and heroism at 10th level.
  Silver Scales Hero Talents: Silver scales heros can choose from 
  the following generational hero advanced talents in addition to 
  those normally available.
  Silver Scale Blessing (Su): 
  A generational hero with 
  this advanced talent grants 
  allies within 30 feet of her 
  water breathing and a swim 
  speed equal to their normal 
  movement. 
  This 
  ability 
  functions only while the 
  hero is conscious, not if she 
  is unconscious or dead. This 
  talent can be chosen twice. 
  The second time, the area 
  extends out to 60 feet.
  Tears of the Priestess (Sp): 
  A generational hero with this 
  advanced talent adds breath 
  of life as a 4th-level spell to 
  her silver scales hero spell 
  list. She must be at least 13th 
  level before choosing this 
  advanced talent.
  Tsura Feats
  Tsura have access to the following feats. In addition, tsura 
  qualify for undine racial feats as though they were undines.
  Skyward Shift
  Your time away from the waters of your homeworld has 
  changed you greatly.
  Prerequisite: Character level 5th, tsura.
  Benefit: You lose your swim speed and the amphibious racial 
  trait, but you gain a fly speed of 30 feet with good maneuvability 
  and a natural talon attack you can use while flying that deals 1d4 
  piercing damage on a hit with a critical threat range of 19-20 x2. 
  Magical boots you wear conform to your talons. You also count as 
  a human and a sylph for the purpose of effects that rely on type.
  Table: Hero Spells per Day
  Level
  1st
  2nd
  3rd
  4th
  1st
  —
  —
  —
  —
  2nd
  —
  —
  —
  —
  3rd
  —
  —
  —
  —
  4th
  0
  —
  —
  —
  5th
  1
  —
  —
  —
  6th
  1
  —
  —
  —
  7th
  1
  0
  —
  —
  8th
  1
  1
  —
  —
  9th
  2
  1
  —
  —
  10th
  2
  1
  0
  —
  11th
  2
  1
  1
  —
  12th
  2
  2
  1
  —
  13th
  3
  2
  1
  0
  14th
  3
  2
  1
  1
  15th
  3
  2
  2
  1
  16th
  3
  3
  2
  1
  17th
  4
  3
  2
  1
  18th
  4
  3
  2
  2
  19th
  4
  3
  3
  2
  20th
  4
  4
  3
  3
  World Souls
  Volwryn has long been a world of war, where its many races vie 
  for dominance and forge temporary alliances to challenge hordes 
  of enemies and the legions of evil. But more than that, the world 
  itself lives on in its people. Even races not native to Volwryn 
  become infused with its essence as the years pass. Those who 
  carry its gift with them are known as world souls.
  World souls display most of the common traits of known 
  races, such as dwarves, elves, minotaurs, and orcs, but they also 
  possess one or more alternate traits that make them different 
  enough that they become more than just different versions of 
  those races.
  Physical Description: On average, a world soul stands up to 
  1d6 inches taller than its non-world soul counterpart. The world 
  soul also increases its weight multiplier by 1 (x4 becomes x5 and 
  so on).
  Society: On Volwryn, the races kept to distinct societies. It 
  was always apparent when one entered a village of reborn, or 
  a trollkin encampment. Within their individual groups, world 
  17
  
  souls interact well and get along with each other. This extends 
  to those visiting for a time, but rarely to those seeking more 
  permanent residence.
  Relations: Years of conflict have made it hard for world souls 
  to set aside old hatreds and form friendships with the races they 
  believe wronged them in the past. While it is easier for some, 
  most will be hard pressed not to show at least some animosity 
  toward their former enemies.
  Alignment and Religion: True gods are a myth on Volwryn, 
  believed to exist only by some elves. Most races believe they 
  gain their power from alien entities who act as lights against 
  the darkness and evil in the world. Others pray to animalistic 
  demigods, or the elements for their gifts.
  Alignment plays a large role in how magic, particularly the 
  divine, can be used by a world soul. Personalities can be as fluid 
  as water at times, corruption is never far away, and redemption 
  takes only the active decision to do good. In truth, only the druids 
  of volwryn have found a true balance between alignments, and 
  that makes it even harder when they too ultimately fall.
  Adventurers: There comes a point for everybody in Volwryn 
  where their life takes a turn and gives way to adventure. Human 
  squires train in a church courtyard from age 8, young minotaurs 
  hunt pigs and thunder lizards as scouts, and newly risen reborn 
  are handed swords, bows, or staves and pointed in the direction 
  of the nearest battle with skinwalkers. The result is a highly 
  combative race, all of whom can be warriors in some fashion, and 
  most of which can learn magic through arcane study or divine 
  worship.
  All of the racial traits presented here are for world soul races. 
  They share favored class bonuses, archetypes, and feats while 
  also gaining access to those available to other members of their 
  race.
  Bronzemane Dwarf Racial Traits (11 RP)
  +4 Constitution, -2 Dexterity, -2 Wisdom: World soul dwarves 
  have 3 major clans, each with distinct traits of their own. While 
  all world soul dwarves gain +4 Constitution, bronzemane dwarves 
  take a -2 penalty to Dexterity and Wisdom. This alters the dwarf’s 
  ability scores and replaces stonecunning.
  Frost Resistance: Bronzemane dwarves have cold resistance 5. 
  This replaces defensive training.
  Stoneform (Ex): Once per day, as a full round action, a 
  bronzemane dwarf can remove all bleed, curse, disease, mind-
  affecting, poison, and spell effects from himself. He is fatigued for 
  one minute after and takes a -2 penalty to his Constitution until 
  he rests for at least 8 hours.
  At 6th level, the dwarf can use stoneform twice per day (the 
  penalty doesn’t stack). At 11th level, he is no longer fatigued 
  afterward. This replaces hardy.
  Weapon Familiarity: Bronzemane dwarves are proficient with 
  all hammers and treat early firearms as martial weapons. This 
  alters the dwarf’s weapon familiarity racial trait.
  Alternate Racial Traits 
  The following racial traits can be selected in place of the typical 
  bronzemane dwarf racial traits.
  Earthen: The progenitors of most dwarves, earthen are native 
  outsiders with the earth subtype. They have reflective, crystalline 
  skin that grants them a +2 racial bonus to AC against rays. Once 
  per day, they can deflect a single ray attack targeted at them 
  as if they were using the Deflect Arrows feat. In addition, an 
  earthen sorcerer with the elemental (earth) bloodline treats its 
  Charisma score as 2 points higher for all sorcerer spells and class 
  abilities. Furthermore, an earthen able to cast earth domain 
  spells casts its domain powers and spells at +1 caster level. This 
  trait does not give earthen early access to level-based powers; it 
  only affects powers that they could already use without this trait. 
  This alters the bronzemane dwarf’s type and replaces stoneform.
  Eláfi Minotaur Racial Traits (11 RP)
  +2 Strength, +2 Wisdom, -2 Intelligence: Eláfi, or elk-horns, 
  are world soul minotaurs who revere the elk demigod of their 
  homeworld. They are as strong as other minotaurs, but are gifted 
  with different natural abilities. This alters the minotaur’s ability 
  scores.
  Blessing of Elk-Horn: Eláfi minotaurs gain low-light vision and 
  DR 5/magic. This replaces blessing of ancestral strength and 
  darkvision.
  Survivalist: Eláfi minotaurs gain Survival as a class skill. An eláfi 
  that has Survival as a class skill gains a +2 racial bonus on Survival 
  checks.
  This replaces naturalist.
  Exiled Tiefling Racial Traits (13 RP)
  +2 Strength, +2 Charisma: Even before coming to Volwryn the 
  exiled tieflings ran from their home to escape persecution and 
  torture. Now that they have reunited with more of their number, 
  they stride boldly toward adventure, hoping to rid all realms of 
  the evil that haunted them for so long. This alters the tiefling’s 
  ability scores and replaces fiendish sorcery.
  Gift from the Stars (Sp): Exiled tieflings can cast cure moderate 
  wounds once per day. The tiefling’s caster level equals its 
  character level. This replaces the darkness spell-like ability.
  Skilled: Exiled tieflings gain a +4 racial bonus on Appraise 
  checks to determine the value of gems and a +2 racial bonus on 
  Diplomacy checks. This alters the skilled racial trait.
  Star-Forged Tiefling Racial Traits 
  While any character of appropriate alignment and level can 
  become starforged, there are exiled tieflings who have embraced 
  it entirely as a part of their heritage.
  Exalted Resistance: Star-forged tieflings gain spell resistance 
  equal to 6 + their character level against spells and spell-like 
  abilities with the [evil] descriptor, as well as any spells and 
  spell-like abilities cast by evil outsiders. This replaces fiendish 
  resistance.
  Stars’ Judgment: A star-forged tiefling with a 12 or higher 
  Charisma gains the following spell-like ability (the caster level is 
  equal to the minotaur’s character level):
  1/day—stars’ judgment.
  This replaces gift from the stars.
  Star-Forged: Star-forged tieflings gain Star-Forged as a bonus 
  feat at 1st level. This replaces skilled.
  Forest Trollkin Racial Traits (13 RP)
  +2 Strength, +2 Dexterity, +2 Constitution, +4 Wisdom, -2 
  Charisma: An offshoot of one of Volwryn’s first sentient races, 
  forest trollkin are adept combatants able to weave in and out of 
  battle. They are masterful shamans and priests, but their attitude 
  toward non-trolls has been known to make interactions difficult.
  Medium: Trollkin are Medium creatures and thus receive no 
  bonuses or penalties due to their size.
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  19
  
  Type: Forest trollkin are humanoids with the trollkin subtype.
  Base Speed: Forest trollkin have a base speed of 30 feet.
  Low-Light Vision: Trollkin can see twice as far as humans in 
  conditions of dim light.
  Woodland Stride: Forest trollkin can move through any sort 
  of undergrowth (such as natural thorns, briars, overgrown areas, 
  and similar terrain) at their normal speed without taking damage 
  or suffering any other impairment. Thorns, briars, and overgrown 
  areas that have been magically manipulated to impede motion, 
  however, still affect them.
  Trollkin Haste (Sp): As a swift action, a forest trollkin can 
  quicken its pulse, letting it act as though affected by a haste spell 
  for a number of rounds per day equal to its character level. The 
  haste effect’s duration need not be consecutive rounds.
  Limited Fast Healing: Given time to concentrate, trollkin can 
  heal faster than other creatures. When able to rest for at least 
  1 minute, or when reduced to 0 or fewer hit points, a trollkin 
  gains fast healing 2. The trollkin can heal up to 2 hit points per 
  level per day with this ability, after which it ceases to function. A 
  trollkin that takes fire or acid damage cannot activate this ability 
  for 1 hour.
  Acid and Fire Vulnerability: Trollkin take 50% additional 
  damage from acid and fire.
  Languages: Trollkin begin play speaking Common and Giant. 
  Forest Trollkin with high Intelligence can also choose Dwarven, 
  Elven, Goblin, and Orc.
  Alternate Racial Traits 
  The following racial traits can be selected in place of the typical 
  forest trollkin racial traits.
  Poison Adept: Some among the trollkin are skilled with poison 
  and never risk accidentally poisoning themselves when applying 
  it to weapons. In addition, a trollkin can apply a special poison, 
  as the spell, to its weapon once per day. A creature struck by the 
  trollkin’s weapon must save vs. the effects of the spell. This is a 
  Wisdom-based ability that replaces trollkin haste.
  Treekin: Some trollkin prefered to live in the trees that grew on 
  their homeworld. They gain a climb speed of 20 ft., which grants 
  them a +8 racial bonus on Climb checks. This replaces woodland 
  stride.
  Trollkin Rage (Sp): As a swift action, a forest trollkin can quicken 
  its pulse, letting it act as though affected by a rage spell for a 
  number of rounds per day equal to its character level. The rage 
  effect’s duration need not be consecutive rounds. This replaces 
  trollkin haste.
   High Elf Racial Traits (10 RP)
  Expert archers and scouts, high elves keep to the outlands 
  surrounding their capital cities, guarding their people from 
  incursion. With a strong, militaristic background, these elves 
  make staunch allies despite their rustic ways.
  Composite Bowyer: High elves are proficient with all bows. A 
  high elf that wields a composite bow can substitute its Dexterity 
  bonus (if any) for the Strength rating. This replaces weapon 
  familiarity.
  Fleet-Footed: High elves gain Run as a bonus feat and a +2 
  racial bonus on initiative checks. This replaces elven magic.
  Natural Hunter: High elves with an 11 or higher Wisdom gain 
  the following spell-like abilities (the elf’s caster level is equal to 
  its character level).
  1/day—camouflage, detect poison, know direction, purify food 
  and water.
  This replaces elven immunities.
  Ironfire Dwarf Racial Traits (11 RP)
  +4 Constitution, -2 Dexterity, -2 Charisma: World soul dwarves 
  have 3 major clans, each with distinct traits of their own. While 
  all world soul dwarves gain +4 Constitution, ironfire dwarves take 
  a -2 penalty to Dexterity and Charisma. This alters the dwarf’s 
  ability scores and replaces stonecunning.
  Damage Reduction: Ironfire dwarves have DR 5/magic. This 
  replaces greed, hatred, and weapon familiarity.
  Ironfire Blood (Ex): Once per day, as a full round action, an 
  ironfire dwarf can ignite the fire in his blood, granting him a +2 
  natural armor bonus and a +4 alchemical bonus to his choice 
  of Strength or Dexterity for 1 minute per character level. While 
  this is in effect, the dwarf takes a -2 penalty to Intelligence if he 
  increased his Strength or a -2 penalty to Wisdom if he increased 
  his Dexterity.
  This counts as the mutagen alchemist ability and does not 
  stack with that ability or similar effects. This replaces hardy.
  Fire Resistance: Ironfire dwarves have fire resistance 5. This 
  replaces defensive training.
  Káfsi Minotaur Racial Traits (11 RP)
  +2 Strength, +2 Charisma, -2 Wisdom: Káfsi, or eternal-
  flames, are world soul minotaurs who worship an ancient 
  god of fire. They are as strong as other minotaurs, but are 
  gifted with different natural abilities. This alters the minotaur’s 
  ability scores.
  Blessing of Káfsi: Káfsi minotaurs gain fire resistance 5. A Káfsi 
  with a 12 or higher Charisma gains the following spell-like ability 
  (the caster level is equal to the minotaur’s character level):
  1/day—eagle’s splendor.
  This replaces blessing of ancestral strength.
  20
  
  Fire in the Blood: Káfsi minotaurs gain fast healing 2 for 1 
  round anytime they take fire damage (whether or not this fire 
  damage overcomes their fire resistance). They can heal up to 2 
  hit points per level per day with this ability, after which it ceases 
  to function. This replaces cunning.
  Ritualist: Káfsi minotaurs gain Knowledge (religion) as a class 
  skill. A káfsi that has Knowledge (religion) as a class skill gains a 
  +2 racial bonus on Survival checks.
  This replaces naturalist.
  Moon Elf Racial Traits (10 RP)
  +2 Dexterity, +2 Wisdom, -2 Intelligence: More diverse than 
  any other race on Volwryn, world soul elves change to suit their 
  environments. In very little time, a world soul elf can adapt to a 
  new area, not only changing her physical appearance, but also 
  her outlook and possibly even alignment. This alters the elf’s 
  ability scores.
  Base Speed: Moon elves have a base speed of 40 feet. This 
  replaces elven immunities.
  Natural Stalker: Moon elves with an 11 or higher Wisdom 
  gains the following spell-like ability (the elf’s caster level is equal 
  to its character level).
  1/day—bleed*, daze*, guidance, vanish.
  * The DC is equal to 10 + the user’s Wisdom modifier.
  This replaces elven magic.
  Nature Resistance: Moon elves gain a +4 bonus on Fortitude 
  saves against disease and poison, including magical diseases. This 
  replaces keen senses.
  Alternate Racial Traits 
  The following racial traits can be selected in place of the typical 
  moon elf racial traits.
  Highborne: Highborne moon elves are often born with golden 
  eyes shared with their sun elf cousins, depicting their preference 
  for arcane magic. They gain +4 Intelligence, -2 Strength, -2 
  Wisdom. This alters the moon elf’s ability scores.
  Shadow Elf Racial Traits (10 RP)
  Touched by Shadow: Sun elves and high elves who tamper with 
  shadow magic can find themselves permanently changed by it, 
  trading their frailty for control of the darkness inside them. They 
  gain +2 Wisdom, +2 Charisma, and -2 Strength. Attacks made 
  against shadow elves while they are within areas of dim light 
  have a 50% miss chance instead of the normal 20% miss chance. 
  This trait does not grant total concealment; it just increases the 
  miss chance. This is a supernatural ability.
  This alters the elf’s ability scores and replaces elven immunities.
  Shadow Resistance: Shadow elves gain cold resistance 5 and 
  electricity resistance 5. This replaces keen senses.
  Preternatural Shadow: For a number of rounds per day 
  equal to its character level, a shadow elf can lower the ambient 
  light within 60 feet by one level (bright, normal, dim, and 
  dark). Activating this ability is a standard action, but it can be 
  maintained as a free action on the elf’s turn. These rounds need 
  not be consecutive. Multiple uses of this ability do not stack. This 
  replaces elven magic.
  Shadow Rift: A shadow elf gains the supernatural ability to cast 
  dimension door once per day. When casting that spell in this way, 
  the elf must be able to see the space that it is moving into. The 
  elf cannot take other creatures with it, and it can only move up 
  to 15 feet + 5 feet for every 2 character levels it possesses. This 
  replaces weapon familiarity.
  Star Elf Racial Traits (10 RP)
  Arcane Diplomat: Star elves shut themselves away from 
  the world for many years, developing a society of intellectuals 
  and politicians. What they lack in strength, they make up for 
  with arcane talent rivaling sun elves. This gives star elves +2 
  Intelligence, +2 Charisma, and -2 Strength. Once per day, a star 
  elf can roll twice when making a Bluff or Diplomacy check and 
  take the better roll. This alters the elf’s ability scores and replaces 
  keen senses.
  Cantrips: Each star elf knows a number of wizard cantrips 
  (0-level spells) equal to its Intelligence or Charisma modifier (its 
  choice). It can cast those spells at will as spell-like abilities. This 
  replaces weapon familiarity.
  Star Elf Magic: A star elf with an 11 or higher Intelligence or 
  Charisma can also choose one 1st-level wizard spell that does not 
  attack a creature or deal damage. It can cast that spell once per 
  day as a spell-like ability. This replaces elven immunities.
  Arcane Affinity: Once per day, a star elf can prepare or cast a 
  metamagic spell at 1 lower spell level than the normal adjustment 
  (minimum level increase +0). This replaces elven magic.
  Withered Star Elf Racial Traits 
  Star elves deprived of access to their magic for too long will 
  lose access to it permanently. This drives the elf somewhat 
  insane, greatly increases its physical attributes, and makes it 
  more animalistic. These racial traits replace those stated above.
  +2 Strength, +2 Constitution, -2 Intelligence: Having gone 
  feral, the elf’s slight frame belies a much more powerful form.
  Keen Senses: A withered star elf gains a +2 racial bonus on 
  Perception checks.
  Siphon Magic: Once per day, a withered star elf can draw the 
  magic away from another creature or object as a supernatural 
  ability. As a standard action, the elf makes a touch attack against 
  its target. If the target is a creature, it loses a number of spells 
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  of the highest level it can cast or uses of a spell-like ability for 
  the day equal to the elf’s Constitution modifier. If the target is a 
  magic item, it’s magic is suppressed for a number of rounds equal 
  to the elf’s character level. Regardless of the target, a successful 
  Will saving through (DC 10 + half the elf’s character level + its 
  Constitution modifier) negates the effect.
  Recovered Consciousness (Su): A withered star elf that 
  successfully uses siphon magic gains the benefits of fox’s cunning 
  for a number of hours equal to its character level.
  Sun Elf Racial Traits (10 RP)
  +2 Intelligence, +2 Charisma, -2 Constitution: The sun elves 
  stepped out of the shade of the trees so beloved by their brethren 
  and into the light. Now they explore the world in search of more 
  power and arcane secrets. This alters the elf’s ability scores.
  Acuity: Sun elves gain a +2 racial bonus to confirm critical 
  threats. This replaces keen senses.
  Arcane Affinity: Once per day, a sun elf can prepare or cast a 
  metamagic spell at 1 lower spell level than the normal adjustment 
  (minimum level increase +0). This replaces elven magic.
  Torrent of Power: Once per day, a sun elf can cast silence as a 
  spell-like ability, centered on itself. The elf’s caster level is equal 
  to its character level. This replaces elven immunities.
  Alternate Racial Traits 
  The following racial traits can be selected in place of the typical 
  sun elf racial traits.
  Betrayed: Sun elves were once abandoned to die by their 
  former allies and turned to dark forces for aid. Some still possess 
  the taint of that decision, even now. They gain +1 to the DC of any 
  saving throws against necromancy spells that they cast. Betrayed 
  sun elves with a Charisma score of 11 or higher also gain the 
  following spell-like abilities (the caster level is equal to the elf’s 
  character level):
  1/day—bleed, chill touch, detect poison, touch of fatigue.
  This replaces arcane affinity.
  Tech Gnome Racial Traits (10 RP)
  +2 Constitution, +2 Intelligence, -2 Wisdom: Tech gnomes 
  are a tough, intelligent race who occasionally lack insight. They 
  are avid inventors, eager to raise the efficiency on any task they 
  perform. This alters the gnome’s ability scores.
  Escape Artist: Tech gnomes receive a +2 racial bonus on Escape 
  Artist checks. This replaces keen senses.
  Expansive Talent: Tech gnomes count all of their ability scores 
  as 2 points higher when determining class ability uses per day, 
  points gained as a pool (such as grit, ki, or panache), or bonus 
  spells per day. This replaces gnome magic.
  Master Tinker: Tech gnomes gain a +1 bonus on Disable 
  Device and Knowledge (engineering) checks. They are treated 
  as proficient with any weapon they have personally crafted. This 
  replaces defensive training and hatred.
   Gamma Gnome Racial Traits 
  Back on Volwryn, several guilds of tech gnomes were 
  transformed by a technological disaster. Renamed gamma 
  gnomes, it was years before any of them regained a modicum of 
  lucidity, and even now they are prone to violence when pushed 
  too far. These racial traits replace those listed above.
  +2 Constitution, +2 Wisdom, -4 Intelligence: Gamma 
  gnomes are tough and attentive, but their potent intellect is 
  forever lost.
  Outsider: A gamma gnome is considered an outsider with the 
  earth and native subtypes.
  Acidic Assault (Su): Once per day as a swift action, a gamma 
  gnome can call on the lingering toxicity lurking in its veins to 
  shroud its arms in acid. Unarmed strikes with its elbows or hands 
  (or attacks with weapons held in those hands) deal +1d6 points 
  of acid damage. This lasts for 1 round per character level. The 
  gnome may end the effects of acidic assault early as a free action.
  Gamma Resistance: Gamma gnomes have acid resistance 5 
  and fire resistance 5.
  Hatred: Gamma gnomes receive a +1 bonus on attack rolls 
  against humanoid creatures of the gnome and goblinoid subtypes.
  Vónasos Minotaur Racial Traits (11 RP)
  Vónasos, or bison-fur, are world soul minotaurs who survive 
  in the frozen regions of their homeworld. They are as strong as 
  other minotaurs, but are gifted with different natural abilities.
  Blessing of Vónasos: Vónasos minotaurs gain cold resistance 5. 
  A vónasos with a 12 or higher Wisdom gains the following spell-
  like ability (the caster level is equal to the minotaur’s character 
  level):
  1/day—bear’s endurance.
  This replaces blessing of ancestral strength.
  Mountaineer: Vónasos minotaurs are immune to altitude 
  sickness and do not lose their Dexterity bonus to AC when making 
  Climb checks or Acrobatics checks to cross narrow or slippery 
  surfaces. This replaces sprinter.
  Improved Overrun: Vónasos minotaurs gain Improved Overrun 
  as a bonus feat at 1st level. This replaces cunning.
  Spiritualist: Vónasos minotaurs receive a +2 racial bonus 
  on Knowledge (religion) checks and can make those checks 
  untrained.
  This replaces naturalist.
  Wildhill Dwarf Racial Traits (11 RP)
  +4 Constitution, -2 Strength, -2 Intelligence: World soul 
  dwarves have 3 major clans, each with distinct traits of their 
  own. While all world soul dwarves gain +4 Constitution, wildhill 
  dwarves take a -2 penalty to Strength and Intelligence. This alters 
  the dwarf’s ability scores and replaces stonecunning.
  Base Speed: Wildhill dwarves have a base speed of 30 feet, but 
  lose their ability to avoid encumbrance.
  Low-Light Vision: Wildhill dwarves can see twice as far as 
  humans in conditions of dim light. This replaces darkvision.
  Electricity Resistance: Wildhill dwarves have electricity 
  resistance 5. This replaces defensive training.
  Skilled Riders: Wildhill dwarves gain a +2 racial bonus on Fly 
  and Ride checks made to control a mount. They always treat both 
  Fly and Ride as class skills. This replaces greed.
  Griffon Cub: At a young age, most wildhill dwarves will form 
  a special bond with the griffons their race breeds. They gain 
  a griffon cub (treat as a roc) as the druid’s nature’s bond class 
  feature. The dwarf’s effective druid level is equal to his character 
  level -3 (minimum 1st). At 10th level (or effective 7th-level druid), 
  the dwarf’s companion becomes a fully grown griffon. This 
  replaces hardy and weapon familiarity.
  Alternate Racial Traits 
  The following racial traits can be selected in place of the typical 
  wildhill racial traits.
  Elemental Summoner (Sp): When summoning a creature with 
  an elemental subtype (air, earth, fire, or water) with a summon 
  spell, the dwarf increases the duration of that spell by 2 rounds. 
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  Once per day, the dwarf can cast summon nature’s ally to 
  summon a small air, earth, fire, or water elemental as a druid of 
  his character level. This replaces griffon cub.
  World Soul Favored Class Bonuses
  The following options are available to all tsura characters who 
  have the listed favored class, and unless otherwise stated, the 
  bonus applies each time you select the favored class reward. 
  Classes with an asterisk ( * ) can be found in The Book of Many 
  Things Volume 1.
  Alchemist: Add +1/2 to bomb damage.
  Antipaladin: Add +1/3 damage dealt by the antipaladin’s touch 
  of corruption ability.
  Arcanist: Increase total number of points in the arcanist’s 
  arcane reservoir by 1.
  Barbarian: Add 1 to the barbarian’s total number of rage 
  rounds per day.
  Brawler: Add 1/4 to the brawler’s effective level to determine 
  unarmed strike damage.
  Druid: Add +1/3 to the druid’s natural armor bonus when using 
  wild shape.
  Fighter: Gain +1/5 of a new weapon training. This does not 
  increase the value of other weapon training choices, but does 
  increase as a result of them.
  Gunslinger: Add +1/4 point to the gunslinger’s grit points.
  Hunter: The hunter’s animal companion gains a +1/4 luck bonus 
  on saving throws. If the hunter replaces her animal companion, 
  the new animal companion gains this bonus.
  Invoker*: The invoker’s familiar gains a +1/4 luck bonus 
  on saving throws. If the invoker replaces her familiar, the new 
  familiar gains this bonus.
  Monk: Add +1/4 point to the monk‘s ki pool.
  Necromancer*: Add +1 foot to the size of all the necromancer’s 
  aura class features. This option has no effect unless the 
  necromancer has selected it 5 times (or another increment of 5); 
  an aura of 14 feet is effectively the same as a 10-foot aura, for 
  example.
  Ninja: Add +1/4 point to the ninja’s ki pool.
  Paladin: Add +1/2 hp to the paladin’s lay on hands ability 
  (whether using it to heal or harm).
  Priest of Volwryn: Add +1/4 point to the priest’s faith points.
  Ranger: Add +1/4 to a single existing favored enemy bonus 
  (maximum bonus +1 per favored enemy).
  Rogue: Add a +1/2 bonus on Bluff checks to feint and Sleight of 
  Hand checks to pickpocket.
  Shaman: The shaman gains 1/6 of a new shaman hex.
  Slayer: Gain a +1/3 bonus on critical hit confirmation rolls 
  made while using sneak attack (maximum bonus of +5). This 
  bonus doesn’t stack with those gained through Critical Focus and 
  similar effects.
  Swashbuckler: Gain a +1/3 bonus on all critical hit confirmation 
  rolls made while using the precise strike deed (maximum bonus 
  of +5). This bonus doesn’t stack with those gained through Critical 
  Focus and similar effects.
  Warpriest: Gain a +1/3 bonus on the damage dealt or healed 
  with the warpriest’s channel energy ability.
  World Soul Archetype
  The following archetype is always available to world soul races, 
  but other races, with GM permission, may choose it as well.
  Fury Warrior (Barbarian Archetype)
  On Volwryn, every world soul is trained in some form of combat, 
  and becoming a warrior in any culture is easier than learning to 
  cook. Because of how prevalent warriors are, the better way to 
  distinguish one from another is through their specialization.
  In the case of fury warriors, this takes the form of a brutal 
  combatant trained in savage techniques, able to wield massive 
  weapons and destroy his enemies.
  Fury (Ex): At 1st level, a fury warrior gains a pool of fury from 
  which he draws his abilities. This functions as the gunslinger grit 
  class feature, except it uses the warrior’s Constitution modifier in 
  place of Wisdom and applies only when the warrior is wielding 
  two melee weapons. This replaces fast movement, rage, greater 
  rage, tireless rage, and mighty rage.
  A fury warrior regains 1 fury point any time he confirms a 
  critical hit against a creature with at least as many hit dice as the 
  warrior’s character level -3; when that creature confirms a critical 
  hit against him; or when he reduces that creature to 0 or fewer 
  hit points.
  Deeds: Fury warriors spend their fury to perform acts of 
  heroism, defiance, and power. As they gain barbarian levels, they 
  learn new ways in which to apply their fury.
  This replaces the barbarian’s rage powers.
  Volwryn’s Grasp (Ex): At 1st level, as long as a fury warrior has 
  at least 1 fury point remaining, he gains Two-Weapon Fighting 
  as a bonus feat and treats two-handed melee weapons as one-
  handed weapons for the purpose of dual-wielding.
  At 6th level, he also gains Improved Two-Weapon Fighting.
  At 10th level, he reduces his two-weapon fighting penalty by 2.
  At 16th level, he also gains Greater Two-Weapon Fighting.
  At 18th level, he also gains Double Slice.
  Twin Strike (Ex): As a standard action, the warrior can make one 
  attack at his highest attack bonus with each of up to two melee 
  weapons. Each attack takes a -2 penalty. This costs 1 fury point.
  Bloodthirst (Ex): At 2nd level, a fury warrior can use a free action 
  to choose one or more creatures that would grant him fury points 
  that he can see and which can see him. The warrior increases 
  the critical threat range of  one weapon or primary natural attack 
  used by each creature by 1 when they attack him. The creatures 
  are aware of this bonus. If a creature attacks the warrior with the 
  chosen weapon or attack while it has this bonus, the warrior adds 
  up to +1 to the critical threat range of both his weapons when 
  attacking that creature. This increase applies after other effects 
  such as keen or Improved Critical and lasts until the creature dies 
  or the warrior uses a free action to end the effect. Performing this 
  deed costs 1 fury per creature.
  At 12th level, the warrior can increase the threat range of the 
  creature’s attack and his own attacks by 2.
  At 20th level, the warrior can increase the threat range of the 
  creature’s attack and his own attacks by 3.
  Furious Slash (Ex): At 2nd level, a fury warrior can resolve a 
  melee or thrown weapon attack against touch AC instead of 
  normal AC when making more than one attack against the same 
  target. Performing this deed costs 1 fury point +1 per -2 penalty 
  on the attack. The warrior still takes the penalty on attack rolls 
  for dual-wielding, secondary natural attacks, and attacks gained 
  for having a high base attack bonus when he performs this deed.
  Enrage (Su): At 4th level, a fury warrior can spend 1 fury point 
  create a rage effect, targeting only himself. The warrior’s caster 
  level for this ability is equal to his Constitution modifier.
  Heroic Throw (Ex): At 4th level, as long as the fury warrior has 
  at least 1 fury point, he gains Charging Hurler as a bonus feat.
  23
  
  Vine Leshy
  With the shattering of the worlds, the leshys of different worlds 
  have cross pollinated and created new offshoots of the race.
  Vine leshys from the world of Zaelin have access to the 
  following feats and alternate racial traits.
  Scrub: Vine leshy scrubs have developed the ability to quickly 
  spit seeds, stones, and other tiny projectiles at their enemies. 
  This is treated as a natural sling weapon of the appropriate size 
  (usually Small, dealing 1d3 bludgeoning damage on a hit), and 
  the vine leshy can create its own ammunition. A vine leshy with 
  a Charisma of 11 or higher can cast magic weapon on its sling as 
  a spell-like ability up to twice each day. Its caster level is equal 
  to its character level. This racial trait replaces climber and pass 
  without trace.
  Ursaren
  For every breed of bear in the world, there is a different culture 
  of ursaren. Some have shamanistic, worldly cultures who ally and 
  war with the various different races. Others seclude themselves, 
  hiding behind magic and dealing with struggles of their own.
  Ursaren from the world of Volwryn have access to the following 
  feats and alternate racial traits.
  Gourmand: Ursaren born on the misty isles of Volwryn are 
  expert chefs and brewers of fine alcohols. They gain a +2 racial 
  bonus on Profession (cook) checks and Skill Focus as a bonus feat 
  for that skill. This racial trait replaces natural athlete.
  Roll (Ex): On its turn, an ursaren can use a swift action to 
  increase its normal movement speed by 10 ft. and its charging 
  speed by an additional 10 ft. (+20 ft. total). While moving in this 
  way, the ursaren cannot use a weapon, but it does gain a +2 racial 
  bonus on combat maneuver checks made to bull rush or overrun 
  creatures. It can end this effect with another swift action. This 
  racial trait replaces natural athlete.
  Other Racial Character Options
  Dalits
  The dalits found in the Collective are somehow even more 
  otherworldly than their chaotic counterparts. What they lack in 
  flexibility and gross habits, they make up for with the ability to 
  become other creatures, sort of. Dalits from the Collective have 
  access to the following feats and alternate racial trait.
  Alter Form (Su): The dalit can assume the form of any Small 
  or Medium creature it can see for up to a number of rounds 
  At 12th level, a two-handed weapon he wields gains the 
  throwing and returning magic weapon properties while he has 
  at least 1 fury point.
  At 20th level, he gains Improved Charging Hurler as a feat as 
  long as he has at least 1 fury point.
  Executioner (Ex): At 8th level, as long as the fury warrior has at 
  least 1 fury point, he gains the benefits of Improved Critical with 
  one of his melee weapons while dual-wielding. He must choose 
  which of his weapons gains this benefit, and can change it after 
  resting for at least 8 hours.
  At 16th level, he gains this benefit with both weapons.
  World Soul Feats and Spell
  All world souls have access to the following feats. For race-
  specific feats, see chapter 4.
  Star-Forged
  You have been chosen to champion the exalted stars of 
  Volwryn.
  Prerequisite: Cha 13, world soul race.
  Benefit: Your alignment becomes Lawful-Good. You gain acid 
  resistance 5, cold resistance 5, and electricity resistance 5. You 
  also naturally shed light as a torch, but can suppress this ability 
  as a free action.
  Special: If your alignment changes from Lawful-Good, you lose 
  access to this feat until you become Lawful-Good once more.
  Stars’ Reckoning
  Upon your death, the exalted stars of Volwryn take immediate 
  vengeance.
  Prerequisite: Star-Forged, Cha 13, character level 9th, world 
  soul race.
  Benefit: Once per day, when you would die, you cast flame 
  strike as a spell-like ability, centered on yourself. Your caster level 
  with this ability is equal to your character level, and the saving 
  throw is equal to 10 + half your character level + your Charisma 
  modifier. Allies in the area of the flame strike are healed for half 
  the amount of damage you deal instead.
  Stars’ Judgment
  School evocation [fire]; Level cleric 2, inquisitor 2, paladin 2, 
  shaman 2
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target cylinder (10-ft. radius, 20-ft. high)
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  This spell is typically only available to creatures with the Star-
  Forged feat.
  This spell functions like flame strike, except as noted here. It 
  deals 1d6 points of damage +1 point per caster level (maximum 
  +5) to enemies in the area.
  You and your allies in the area are healed by this spell instead.
  Elflings
  Elflings are the links to Zaelin’s past, its legendary heroes of 
  time and nature. Every generation, the elflings of the world fight 
  back the diabolical rule of the sorcerer king. With the aid of the 
  runekin, the tsura, and sometimes even the fiari, these masters 
  of multiple worlds draw their legendary blades in the name of 
  courage and hope.
  Elflings from the world of Zaelin have access to the following 
  feats and alternate racial traits.
  Sky Forest Elfling: Sky forest elflings traveled to the material 
  plane from the world of Zaelin. They are taller than other elflings, 
  while retaining their halfling curiosity and propensity for heroism. 
  They are Medium creatures who always have proficiency with 
  shields. This racial trait modifies the elfling’s size and replaces 
  sleep immunity.
  Zaelin Royalty: An elfling born to the noble kingdom of Zaelin 
  is blessed with mystical wisdom belying its years. The elfling 
  gains +2 Dexterity, +2 Wisdom, -2 Strength and may pick two 
  Knowledge skills. It gains a +2 racial bonus on both of these skills, 
  and they are treated as class skills regardless of what class the 
  elfling actually takes. This racial trait modifies the elfling’s ability 
  bonuses and replaces natural climbers.
  each day equal to its Constitution modifier (minimum 1) + half 
  its character level. The dalit’s new form copies the creature’s 
  movement, natural armor, attacks, resistances, and weaknesses, 
  but none of its special attacks or qualities. These rounds need 
  not be consecutive, but the dalit cannot use its other racial traits 
  while so transformed. This is a polymorph effect and replaces 
  amorphous skin and tentacles.
  24
  
  © Janice Scott, used with permission.
  25
  
  Classes
  2
  26
  
  Astrologer
  You could not comprehend what lies beyond.
  Astrologers, sometimes called astromancers, are simplistic 
  spellcasters who draw their power from the alignment of the 
  stars at any given time. While their magic can be seen as chaotic 
  or random, astrologers know how to make the best use of it, and 
  those with experience can even bend it to their specific needs.
  The first astrologers were diviners who sought a path not 
  directed by god or man. Flinging their hopes to the stars, they 
  began to study the celestial bodies for answers to questions not 
  yet asked. The reply they received was breathtaking. While it is 
  easy to take the first steps into astromancy, holding to that path 
  can be a challenge when you’ve foreseen the outcome already.
  Role: Astrologers use the position of the stars to aid their 
  allies and harm their enemies. They rely on their Wisdom and 
  Intelligence to get them through the worst of times.
  Alignment: Any.
  Hit Die: d6.
  Class Skills
  The astrologer’s class skills are Craft (Int), Heal (Wis), Knowledge 
  (arcana), Knowledge (history), Knowledge (planes), Knowledge 
  (religion), Perception (Wis), Profession (Wis), and Spellcraft (Int).
  Skill Ranks per Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the astrologer.
  Weapon and Armor Proficiency: Astrologers are proficient 
  with up to two simple weapons of their choice.They are not 
  proficient with any armor or shields. Armor interferes with an 
  astrologer’s movements, which can cause his spells with somatic 
  components to fail.
  Astromancy (Sp): Astrologers draw power from the stars of 
  their world, even when they may not be visible, such as during 
  the day, when the astrologer is underground, or even on another 
  plane. Astromancy is how an astrologer accesses that power and 
  uses it to create effects.
  Astromancy divides the stars into 4 major constellations 
  and 8 minor constellations, as shown on Table: Astrologer 
  Constellations. Waxing constellations grant an astrologer up 
  to 6th-level spells, while waning constellations grant only 1st 
  through 4th-level spells. Zenith constellations grant up to 9th-
  level spells. Descriptions of each constellation, as well as the 
  spells they grant, can be found in chapter 5.
  Stellar Alignment: At the end of each day, before he rests, an 
  astrologer can focus his attention on one specific constellation. 
  To do so, the astrologer must spend 1 uninterrupted hour of 
  quiet meditation contemplating the stars and their current 
  alignment. At the end of the hour, the astrologer chooses the 
  minor constellation from which he will benefit for the next day. 
  If he does not spend this hour, or is unable to for any reason, the 
  progression continues in order.
  An astrologer can also allow fate to guide him. During his hour 
  of meditation, he can roll a single d12 to determine his next day’s 
  stellar alignment. If he does, the astrologer also gains access to 1 
  spell from each of the minor constellations surrounding the one 
  he rolled. For example, if Logan rolls a 6 during his meditation, 
  his next day grants him access to caretaker magic under the 
  druid. In addition, fate smiles on Logan, granting him access to 1 
  lycanthrope spell and one graeae spell of his choosing.
  Spellcasting: An astrologer casts arcane spells which are drawn 
  from his current stellar alignment. He can cast any spell granted 
  by his stellar alignment without preparing it ahead of time.
  To cast a spell, an astrologer must have an Intelligence or 
  Wisdom score equal to at least 10 + the spell level. The Difficulty 
  Class for a saving throw against an astrologer’s spell is 10 + the 
  spell level + the astrologer’s Intelligence or Wisdom modifier.
  So many worlds exist where fighters, wizards, 
  and even clerics fall into traditional fantasy roles. 
  But what of those worlds where priests balance 
  precariously between light and shadow? Where 
  druids and wizards are legends told in the stars? 
  Where fighters can change their entire outlook on 
  combat with only a minute’s rest?
  This chapter introduces several classes from the 
  different worlds where rifts opened as a result of 
  the war with the Chaos. Base classes, such as the 
  astrologer, gamer, and generational hero, find their 
  place among new spins on old favorites.
  The Collective: Several of the classes presented 
  in this chapter originated in the collective. 
  Concepts that fit well in multiple worlds, those 
  from worlds with very little representation, and 
  those that are a combination of ideas from several 
  worlds combined have found a home here.
  Classes specifically from the collective include 
  the astrologer, gamer, monster tamer, and 
  potentialist.
  Jin-Ku: Those who braved the rifts from Jin-Ku 
  were typically either sky pirates or dragon hunters.
  Volwryn: A varied world indeed, Volwryn boasts 
  twelve different takes on existing classes, each 
  with between two and four ways to enjoy them.
  Zaelin: While Zaelin is best known for its myriad of races, only 
  one class, the generational hero, really stands out on its own.
  Table: Astrologer
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +0
  +0
  +2
  Astromancy 
  (1st), 
  detect 
  stellar 
  alignment, zodiac spells
  2nd
  +1
  +0
  +0
  +3
  Zodiac feat
  3rd
  +1
  +1
  +1
  +3
  Astromancy (2nd)
  4th
  +2
  +1
  +1
  +4
  Zodiac convergence, zodiac spell
  5th
  +2
  +1
  +1
  +4
  Astromancy (3rd), challenge fate + 1
  6th
  +3
  +2
  +2
  +5
  Twist fate, zodiac feat
  7th
  +3
  +2
  +2
  +5
  Astromancy (4th), zodiac spell
  8th
  +4
  +2
  +2
  +6
  Zodiac convergence
  9th
  +4
  +3
  +3
  +6
  Astromancy (5th)
  10th
  +5
  +3
  +3
  +7
  Challenge fate + 2, zodiac feat, zodiac 
  spell
  11th
  +5
  +3
  +3
  +7
  Astromancy (6th)
  12th
  +6/+1
  +4
  +4
  +8
  Zodiac convergence
  13th
  +6/+1
  +4
  +4
  +8
  Astromancy (7th), zodiac spell
  14th
  +7/+2
  +4
  +4
  +9
  Zodiac feat
  15th
  +7/+2
  +5
  +5
  +9
  Astromancy (8th), challenge fate + 3
  16th
  +8/+3
  +5
  +5
  +10
  Zodiac convergence, zodiac spell
  17th
  +8/+3
  +5
  +5
  +10
  Astromancy (9th)
  18th
  +9/+4
  +6
  +6
  +11
  Zodiac feat
  19th
  +9/+4
  +6
  +6
  +11
  Twist fate, zodiac spell
  20th
  +10/+5
  +6
  +6
  +12
  Challenge fate + 4, zodiac convergence
  27
  
  An astrologer can only cast up to 3 spells of each spell level per 
  day. In addition, the astrologer receives bonus spells per day if he 
  has a high Intelligence or Wisdom score.
  Detect Stellar Alignment (Sp): Each astrologer knows how to 
  cast detect stellar alignment at will as a spell-like ability.
  Zodiac (Su): Astrologers usually pick one major constellation—
  referred to as a zodiac—on which they focus their studies. Each 
  of these constellations provides an astrologer with a few specific 
  spells, feats, and a convergence.
  Zodiac Spells: At 1st level, an astrologer picks one spell from 
  any of the constellations under his zodiac. He can cast that spell 
  2 times each day, regardless of his current stellar alignment. At 
  4th level, and every even level thereafter, the astrologer can 
  choose 1 spell of the highest level he can cast from his zodiac. He 
  can also cast each of those spells twice per day, regardless of his 
  currrent stellar alignment. When he gains a new spell in this way, 
  the astrologer can also change up to 1 previous spell for another 
  of the same spell level.
  Zodiac Feats: An astrologer’s research into his zodiac manifests 
  in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. 
  He can choose feats from his selected zodiac, even if he does not 
  have the normal prerequisites. Feats not found in the Pathfinder® 
  Roleplaying Game Core Rulebook™ (PZO1110) are summarized in 
  chapter 4.
  Zodiac Convergence (Su): At 4th level, an astrologer gains a 
  convergence from his zodiac, which prevents him from using 
  another convergence, as detailed in The Book of Many Things 
  Volume 1: Order vs. Chaos. His zodiac convergence upgrades 
  automatically at 8th, 12th, 16th, and 20th level. A summary of 
  each convergence and when it upgrades is provided under each 
  zodiac for easy reference.
  Challenge Fate (Ex): Beginning at 5th level, when an astrologer 
  leaves his stellar alignment to fate, he can adjust his roll by 1 in 
  either direction. He can adjust his roll by 2 at 10th level, 3 at 15th 
  level, and 4 at 20th level.
  Twist Fate (Ex): At 6th level, and again at 19th level, an 
  astrologer learns how to better avoid some of the pitfalls fate has 
  in store for him. He gains a +3 bonus to his choice of Fortitude or 
  Reflex saves. This bonus stacks.
  Astrologer Zodiacs
  Cleric Zodiac
  Zodiac Feats (Ex): Arcane Shield, Dispel Synergy, Go Unnoticed, 
  and Improved Counterspell. At 6th level, he adds Destructive 
  Dispel and Heavy Armor Proficiency to the list. At 10th level, he 
  adds Arcane Armor Mastery and Divine Interference to the list.
  Convergence (Su): Astrologers with the cleric zodiac gain the 
  undead convergence.
  Beginning at 4th level, the astrologer gains Diplomacy as a 
  class skill, Toughness as a bonus feat, a +1 enhancement bonus 
  to Constitution, and the ability to cast detect undead as a spell-
  like ability once per day.
  At 8th level, he gains a +2 enhancement bonus on Disguise, 
  Heal, Knowledge (religion), and Stealth checks; a +1 natural 
  armor bonus, cold resistance 5, and a +2 enhancement 
  bonus to Wisdom.
  At 12th level, he gains a +2 bonus on Fortitude saves and 
  his cold resistance increases to 10. He also increases his 
  skill bonus to +4 and gains Damage Reduction 5/silver.
  At 16th level, he gains a +2 bonus on Will saves and 
  his cold resistance increases to 15. He also gains a 
  +2 enhancement bonus to Strength and can cast 
  undead anatomy II once per day as a spell-like 
  ability.
  At 20th level, his natural armor bonus increases 
  to +2, his skill bonus increases to +6, and his DR 
  becomes 10/silver. In addition, he gains the purity 
  of body monk class feature which makes him 
  immune to all diseases, including supernatural 
  and magical diseases.
  Druid Zodiac
  Zodiac Feats (Ex): Arcane Strike, Aspect of 
  the Beast, Improved Reposition, and Medium 
  Armor Proficiency. At 6th level, he adds Arcane 
  Armor Mastery and Dispelling Critical to the list. 
  At 10th level, he adds Greater Reposition and 
  Repositioning Strike to the list.
  28
  
  Convergence (Su): Astrologers with the druid zodiac gain the 
  guardian convergence.
  Beginning at 4th level, the astrologer gains Survival as a class 
  skill, Improved Initiative as a bonus feat, and a +1 enhancement 
  bonus to Constitution. Once per day, he can cast sacrificial oath 
  as a spell-like ability.
  At 8th level, he gains a +2 enhancement bonus on Diplomacy, 
  Heal, Sense Motive, and Use Magic Device checks; the aura of 
  courage paladin class feature, and a +2 bonus on saving throws 
  against poison. He can also cast death ward once per day as a 
  spell-like ability.
  At 12th level, he gains a +2 enhancement bonus to Wisdom 
  and the aura of resolve paladin class feature. He also increases 
  his skill bonus to +4 and can use lay on hands once per day as a 
  paladin of his astrologer level.
  At 16th level, he gains a +2 enhancement bonus to Charisma 
  and a +2 resistance bonus on all saves. He also gains 1 mercy that 
  can be applied when using lay on hands and the ability to cast 
  paladin’s sacrifice once per day as a spell-like ability.
  At 20th level, he gains an additional mercy and a +4 resistance 
  bonus on all saves. He also increases his skill bonus to +6 and can 
  use the channel energy paladin class feature once per day.
  Witch Zodiac
  Zodiac Feats (Ex): Arcane Blast, Brew Potion, Extra Hex, and 
  Light Armor Proficiency. At 6th level, he adds Arcane Armor 
  Training and Prophetic Visionary to the list. At 10th level, he adds 
  Dastardly Finish and Spell Hex to the list.
  Convergence (Su): Astrologers with the witch zodiac gain the 
  fey convergence.
  Beginning at 4th level, the astrologer gains Stealth as a class 
  skill, Iron Will as a bonus feat, and a +1 enhancement bonus to 
  Wisdom. He can also cast charm person once per day as a spell-
  like ability.
  At 8th level, he gains a +2 enhancement bonus on Handle 
  Animal, Knowledge (nature), Survival, and Swim checks; Alertness 
  as a bonus feat, and the woodland stride druid class feature. He 
  can also cast vanish once per day as a spell-like ability.
  At 12th level, he gains a +2 enhancement bonus to Charisma 
  and increases his skill bonus to +4. He also learns to cast both 
  speak with animals and invisibility once per day as spell-like 
  abilities.
  At 16th level, he gains a +2 enhancement bonus to Dexterity 
  and the trackless step druid class feature. He also becomes 
  immune to magic sleep effects and gains a +2 racial saving throw 
  bonus against enchantment spells and effects. Finally, he learns 
  to cast deep slumber once per day as a spell-like ability.
  At 20th level, he gains Damage Reduction 10/cold iron and the 
  hide in plain sight ranger class feature. He also increases his skill 
  bonus to +6 and learns to cast speak with plants once per day as 
  a spell-like ability.
  Wizard Zodiac
  Zodiac Feats (Ex): Arcane Talent, Breadth of Experience, 
  Moonlight Stalker, and Scribe Scroll. At 6th level, he adds Ironhide 
  and Moonlight Stalker Feint to the list. At 10th level, he adds 
  Moonlight Stalker Master and Preferred Spell to the list.
  Convergence (Su): Astrologers with the wizard zodiac gain the 
  genie convergence.
  Beginning at 4th level, the astrologer gains Bluff as a class skill, 
  Improved Initiative as a bonus feat, a +1 enhancement bonus to 
  Intelligence, and fire resistance 5.
  At 8th level, he gains a +2 enhancement bonus on Diplomacy, 
  Knowledge (arcana), Knowledge (planes), and Perform checks; 
  a +1 natural armor bonus, Dodge as a bonus feat, and spell 
  resistance equal to 6 + his astrologer level.
  At 12th level, he gains a +2 enhancement bonus to Charisma 
  and his bonus to skills increases to +4. In addition, his fire 
  resistance increases to 10, and he learns 1 1st or 2nd-level bard 
  spell of his choice that he can cast once per day as a spell-like 
  ability.
  At 16th level, he gains a +2 enhancement bonus to Wisdom 
  and increases his spell resistance to 11 + his astrologer level. He 
  also learns a 4th-level or lower bard spell of his choice that he 
  can cast once per day as a spell-like ability. Finally, the astrologer 
  can take 10 on any Knowledge skill check in which he has ranks.
  At 20th level, he is immune to fire damage and his skill bonus 
  increases to +6. His natural armor bonus also increases to +2 and 
  he learns a 6th-level or lower bard spell of his choice that he can 
  cast once per day as a spell-like ability.
  Favored Class Bonuses
  These races make particularly good astrologers.
  Arbiter: Add +1/4 to the astrologer’s caster level when casting 
  spells from the steward constellation.
  Astomoi: Add +1/4 to the astrologer’s caster level when casting 
  spells from the caretaker constellation.
  Dalit: Add +1/4 to the astrologer’s caster level when casting 
  spells from the lycanthrope constellation.
  Farrealmer: Add +1/2 hit point and +1/4 to the astrologer’s 
  base attack.
  Ganzi: Add +1/4 to the astrologer’s caster level when casting 
  spells from the imp constellation.
  Human: Add +1/4 to the astrologer’s caster level when casting 
  spells from the lich constellation.
  Kasatha: Add +1/4 to the astrologer’s caster level when casting 
  spells from the destroyer constellation.
  Lashunta: Add +1/4 to the astrologer’s caster level when 
  casting spells from the graeae constellation.
  Munavri: Add +1/4 to the astrologer’s caster level when casting 
  mind-affecting spells.
  Reptoids: Add +1/4 to the astrologer’s caster level when 
  casting spells from the enchantress constellation.
  Rougarou: Add +1/4 to the astrologer’s caster level when 
  casting spells from the guardian constellation.
  Skaldak: Add +1/4 to the astrologer’s caster level when casting 
  spells from the seer constellation.
  Vulture-Man: Add +1/4 to the astrologer’s caster level when 
  casting spells from the magician constellation.
  Yaddithian: Add +1/4 to the astrologer’s caster level when 
  casting spells from the healer constellation.
  Table: Astrologer Constellations
  Major
  Waxing
  Zenith
  Waning
  Wizard 1. magician
  2. destroyer
  3. seer
  Druid
  4. guardian
  5. lycanthrope
  6. caretaker
  Witch
  7. graeae
  8. enchantress
  9. imp
  Cleric
  10. healer
  11. lich
  12. steward
  29
  
  Gamer
  Get Ready!
  Initially, there was great turmoil after the rifts that opened 
  between worlds tore away so many from their families. Many 
  lost to the event were thought to be gone forever, until one of 
  them suddenly wandered back into town one day. Then more 
  started to return. Soon, it was like most had never left. Except 
  for some peculiar interactions and an unexpected grasp on tasks 
  they previously had no right to understand, those who came back 
  were entirely unchanged...
  The gamer is a class steeped in secrets. Gamers know what 
  they are and how they’ve become that, but they can’t share it. 
  To do so would risk breaking reality for non-gamers, so they keep 
  their greater gifts to themselves, hiding away from even their 
  families and closest friends to change their abilities to perform 
  optimally for the situation to come.
  Gamers who stick to one build and a subset of specializations 
  can get away with having only one specific ability score (usually 
  Strength or Dexterity), but to take advantage of the broadest set 
  of choices, particularly when it comes to spellcasting, a gamer 
  will also want a reasonable Intelligence. Some gamers find it 
  easier to keep their builds easily distinguishable by creating more 
  than one character with the same general attributes.
  Role: A gamer is a healer, a tank, a spellcaster. She’s the one 
  who does the heavy damage each round. She’s all of these and 
  none of them, because her role is defined by her current build 
  and specialization.
  Note: The gamer is an alternate class for the barbarian core 
  class.
  Alignment: Any.
  Hit Die: d12.
  Class Skills
  The gamer’s class skills are Appraise (Int), Bluff 
  (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), 
  Linguistics (Int), Perception (Wis), Profession (Wis), 
  Sense Motive (Wis), and Use Magic Device (Cha).
  Skill Ranks per Level: 2 + Int modifier.
  Class Features
  All of the following are class features of the 
  gamer.
  Weapon and Armor Proficiency: Gamers are 
  proficient with all simple weapons.They are 
  proficient with light armor, but not with shields.
  Roleplay: A gamer maintains her immersion 
  through smart roleplay and an understanding of 
  the greater game. Starting at 1st level, a gamer can 
  roleplay for a number of rounds per day equal to 
  4 + her Intelligence modifier. At each level after 
  1st, she can roleplay for 2 additional rounds. 
  Temporary increases to Intelligence, such as those 
  gained from roleplay and spells like fox’s cunning, 
  do not increase the total number of rounds that 
  a gamer can roleplay per day. A gamer can begin 
  roleplaying as a free action. The total number of 
  rounds she can roleplay per day is renewed after 
  resting for 8 hours, although these hours do not 
  need to be consecutive.
  While roleplaying, a gamer gains a +4 morale 
  bonus to her Intelligence and Charisma, as well as a 
  +2 morale bonus to initiative. In addition, she takes 
  a -2 penalty to Armor Class. The increase to Intelligence grants 
  the gamer 2 skill ranks per Hit Dice, but these disappear when 
  she stops roleplaying.
  A gamer can quit roleplaying as a free action, but finds it 
  difficult to refocus herself, which means she takes a -2 penalty 
  to Wisdom and Charisma and cannot make more than 1 attack 
  during a full-attack action for a number of rounds equal to 2 
  times the number of rounds spent roleplaying. This counts as 
  fatigue, and effects that would fatigue the gamer still cause her 
  to become exhausted in addition to taking the above penalties. A 
  gamer cannot begin roleplaying while fatigued or exhausted but 
  can otherwise roleplay multiple times during a single encounter 
  or combat. If a gamer falls unconscious, she immediately stops 
  roleplaying.
  Build (Ex): While roleplaying, each gamer takes on aspects of 
  a basic build upon which she creates the basis for her attacks, 
  special abilities, and in some cases, spells. Once this choice is 
  made, it can only be changed through 1 day of retraining during 
  downtime.
  The basics of each build are presented here. Further build 
  progression can be found at the end of this section.
  Defender: Because their out-of-game knowledge gives them 
  a leg up against different types of enemies, gamers make good 
  tanks. At 1st level, a defender gains proficiency in medium armor, 
  heavy armor, and shields. While roleplaying, when the defender 
  attacks a creature, whether she hits or misses, that creature takes 
  a -1 penalty to attack creatures other than the defender until the 
  end of its next turn. This penalty increases by 1 at 2nd level and 
  every 2 gamer levels the defender possesses beyond 2nd (to a 
  maximum penalty of -5 at 10th level). Creatures with this penalty 
  draw attacks of opportunity from the defender if they attack a 
  creature other than the defender.
  Table: Gamer
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +1
  +0
  +0
  +2
  Gamer logic, roleplay
  2nd
  +2
  +0
  +0
  +3
  Specialization
  3rd
  +3
  +1
  +1
  +3
  Armory I, hearth
  4th
  +4
  +1
  +1
  +4
  Build progression
  5th
  +5
  +1
  +1
  +4
  Specialization
  6th
  +6/+1
  +2
  +2
  +5
  Armory (type II)
  7th
  +7/+2
  +2
  +2
  +5
  Build progression
  8th
  +8/+3
  +2
  +2
  +6
  Specialization, 
  hearth 
  (return)
  9th
  +9/+4
  +3
  +3
  +6
  Amory (quick select)
  10th
  +10/+5
  +3
  +3
  +7
  Build progression
  11th
  +11/+6/+1
  +3
  +3
  +7
  Greater 
  roleplay, 
  specialization
  12th
  +12/+7/+2
  +4
  +4
  +8
  Armory (type III)
  13th
  +13/+8/+3
  +4
  +4
  +8
  Build progression, hearth 
  (greater)
  14th
  +14/+9/+4
  +4
  +4
  +9
  Specialization
  15th
  +15/+10/+5
  +5
  +5
  +9
  Armory (type IV)
  16th
  +16/+11/+6/+1
  +5
  +5
  +10
  Build progression
  17th
  +17/+12/+7/+2
  +5
  +5
  +10
  Focused 
  roleplay, 
  specialization
  18th
  +18/+13/+8/+3
  +6
  +6
  +11
  Hearth (greater return)
  19th
  +19/+14/+9/+4
  +6
  +6
  +11
  Build progression
  20th
  +20/+15/+10/+5
  +6
  +6
  +12
  Specialization, 
  superior 
  roleplay
  30
  
  Healer: Being a healer implies a willingness to forego being 
  the center of attention until somebody needs help, and gamers 
  with this build understand that. At 1st level, a healer can use a 
  standard action while roleplaying to heal a creature she touches 
  as a spell-like ability. The creature regains hit points equal to the 
  healer’s increased Intelligence modifier.
  Alternatively, if the healer has at least 2 rounds of roleplay 
  remaining, she can spend 1 and use a full-round action to cast 
  cure light wounds, healing her target for an additional amount 
  equal to her Intelligence modifier (this uses a total of 2 rounds; 
  1 for the action itself plus 1 to be able to cast the spell). At 4th 
  level, she can spend 2 rounds of roleplay (3 total) to cast cure 
  moderate wounds instead. This improves to cure serious wounds 
  at 6th level and cure critical wounds at 8th level. At 10th level, the 
  healer learns breath of life and can spend 3 rounds of roleplay (4 
  total) to cast it.
  Sharpshooter: Sharpshooter is the second easiest build to 
  play as a gamer, because it emphasizes striking enemies while 
  maintaining one’s distance. At 1st level, a sharpshooter 
  gains proficiency with all martial ranged weapons. While 
  roleplaying, she can use gunslinger deeds as if she had 
  the necessary grit to do so. The sharpshooter chooses 
  one ranged weapon type (such as bows, crossbows, or 
  firearms) with which she benefits from these deeds.
  1st 
  - 
  deadeye; 
  2nd 
  - 
  gunslinger’s 
  dodge; 
  4th 
  - 
  gunslinger’s 
  initiative; 
  6th 
  - 
  pistol 
  whip; 
  8th 
  - 
  scoot 
  unattended 
  object; 
  10th - targeting.
  Spellcaster: Although magic is a complicated force, 
  many gamers relish the idea of casting spells, and 
  since they understand the inner workings of arcane 
  magic, they can tweak it to meet their needs. When 
  she chooses this build, the spellcaster also chooses 
  a number of 1st-level spells equal to her Intelligence 
  modifier from the sorcerer/wizard spell list. While 
  roleplaying, the spellcaster gains spellcasting and can 
  cast one of her chosen spells as a full-round action (as if 
  it were being cast with a metamagic feat).
  Spellcasting gained in this way functions as the 
  sorcerer class feature, except the spellcaster uses 
  Intelligence to determine her saving throw DCs.
  After the spellcaster casts her first spell, three 
  things happen:
  • 
  She suffers 1 point of nonlethal damage 
  per hit die (referred to as burn) if she cast a 
  1st, 2nd, or 3rd-level spell. 4th through 5th-
  level spells cause 2 points of burn instead. 
  This burn overlaps (it does not stack), so 
  the gamer takes at most 2 points of 
  burn (or 4 if she also has the studied 
  caster specialization) from this ability at 
  any time.
  • 
  After casting a spell, the spellcaster’s base attack equals 
  half her character level (rounded down) for 1 minute, which 
  can affect her attacks independent of refocusing.
  • 
  Subsequent spells are cast using their normal casting 
  time.
  At 4th-level, and every even level thereafter, a spellcaster 
  learns 1 spell of the next highest spell-level, to a maximum of 
  5th-level spells at 10th level.
  Each time the spellcaster casts a 5th-level or higher spell, she 
  must expend an additional round of roleplay (this doesn’t change 
  the spell’s casting time).
  Striker: One of the easiest builds to maintain, strikers take a 
  straight-forward approach to combat. Move in, kill the enemy, 
  and move to the next. At 1st level, a striker gains proficiency 
  with all martial melee weapons. While roleplaying, she 
  deals extra damage against foes who are unaware of her 
  presence. This extra damage is precision-based damage and 
  equals the striker’s Intelligence modifier. The extra damage 
  increases by 1d4 at 2nd level and every 2 levels thereafter, 
  to a maximum of 5d4 at 10th level. The striker can deal her 
  extra damage against targets with concealment (but not 
  total concealment).
  Gamer Logic (Ex): At 1st level, A gamer chooses 
  a group of associated skills, referred to as a tree. 
  She counts those skills as class skills while roleplaying. 
  At the beginning of each day, when a wizard would 
  prepare her spells, the gamer can also change her 
  skill tree.
  Actor: Disguise, Intimidate, Perform.
  Athlete: Acrobatics, Climb, Swim.
  Handler: Fly, Handle Animal, Ride.
  Magician: Disable Device, Sleight of 
  Hand, Spellcraft.
  Researcher: Any 3 Knowledge skills.
  Scout: Escape Artist, Stealth, Survival.
  Specialization (Ex): At 2nd level, a gamer 
  chooses a specialization. she wishes to 
  focus on. Once a specialization is chosen, it can 
  only be changed through 1 day of retraining 
  during downtime (the gamer can retrain both 
  her build and 1 specialization during the same 
  day). A gamer’s specialization is the way in which 
  she roleplays, independent of her build. A gamer playing a 
  defender may still decide she wants to put out some damage, so 
  she picks power house as a specialization, for example. Similarly, 
  a sharpshooter or striker might pick studied spellcasting in order 
  to augment her attacks through magic, while a spellcaster might 
  choose the same specialization because it grants her even more 
  spells than she could already cast.
  At 5th level, a gamer gains the ability to change her specialization 
  once per day (she can still change her current specialization to any 
  other when retraining). She can do this an additional time each 
  day at 8th level and every 3 levels thereafter, to a maximum of 6 
  times per day at 20th level. Changing from one specialization to 
  Immersion
  Before a gamer can gain any benefits, she must fully immerse 
  herself within the game. She cannot break character, even 
  around her allies, nor can she reveal her status as a gamer. 
  When asked, she must refer to herself in the most direct way 
  possible (claiming to be a warrior or a dabbler in magic, for 
  example).
  A gamer who breaks immersion loses all spells and class 
  features (including build progression and specialization, but not 
  weapon, armor, and shield proficiencies). She may not progress 
  any further in levels as a gamer. She regains her abilities and 
  advancement potential if she atones for her violations (see 
  atonement) and erases the memories of all creatures involved 
  (see modify memory), as appropriate.
  31
  
  another takes 1 minute and must be done out of sight from other 
  creatures to preserve the gamer’s immersion.
  Changing specializations is more than just changing outfits 
  and clothing (although that is certainly a part of it); the process 
  often also involves developing quirks, mnemonic devices, and 
  adjusting other personal effects. Furthermore, the change is as 
  much a state of mind as of body, so items such as a hat of disguise 
  and similar spells and effects that change the user’s appearance 
  do not reduce the time required to change specializations.
  A full list of specializations can be found at the end of this 
  section.
  Armory (Su): At 3rd level, a gamer can turn 1 bag or satchel she 
  carries into a bag of holding type I. The bag only functions for the 
  gamer, and ceases to function (the contents become inaccessible) 
  until returned if taken more than 5 feet away from her.
  The gamer’s armory increases in capacity at 6th, 12th, and 15th 
  level (as indicated on Table: Gamer). At 9th level and above, the 
  gamer can always retrieve specific objects from her armory as 
  a move action.
  Hearth (Sp): At 3rd level, a gamer can claim an inn or 
  similar location she visits as her home. Until she claims 
  another such location, the gamer’s home 
  counts as a very familiar location. Once 
  per day, when the gamer is not roleplaying, 
  fatigued, or refocusing, she can cast teleport 
  with a 1 round casting time to return to her 
  designated home.
  Starting at 8th level, a gamer can also 
  teleport back to the last location from which 
  she teleported within the last 24 hours. She 
  is considered to have studied that location 
  carefully.
  At 13th level, the gamer can cast greater 
  teleport to return to her designated home, 
  and is very familiar with her last location.
  At 18th level, she can teleport back and 
  forth with no chance of arriving off target.
  Greater Roleplay (Ex): At 11th level, when 
  a gamer begins roleplaying, the morale bonus 
  to her Intelligence and Charisma increases 
  to +6 and the morale bonus to her initiative 
  increases to +3. Furthermore, she can now 
  make up to 2 attacks during a full-attack action 
  while refocusing.
  Focused Roleplay (Ex): Starting at 17th 
  level, a gamer no longer has to refocus after 
  roleplaying.
  Superior Roleplay (Ex): At 20th level, when a gamer begins 
  roleplaying, the morale bonus to her Intelligence and Charisma 
  increases to +8 and the morale bonus to her initiative increases 
  to +4.
  Build Progression
  Build progression is how each build affects a gamer’s playstyle 
  as she gains levels. A gamer’s build progression is also changed if 
  she retrains her build during downtime.
  Defender
  At 4th level, the gamer gains a bonus combat feat and counts 
  as a fighter of her level -3 for the purpose of qualifying for 
  fighter feats.
  At 7th level, the gamer gains armor training 1. At 10th level, 
  every 3 levels thereafter, she gains her choice of weapon training 
  or armor training. If she chooses armor training each time, she 
  gains armor mastery at 19th level instead.
  Healer
  At 4th level, and every 3 levels thereafter, the gamer gains one 
  mercy of her choice, as the paladin class feature. She can apply 
  her mercies to a target when she uses her full-round action to 
  heal it.
  Striker
  At 4th level, the gamer can also deal her extra damage when 
  her target is flat-footed and within 30 feet of her. At 7th level, 
  the gamer’s extra damage dice increase to d6 when her target 
  is unaware of her presence. At 10th level, and every 3 levels 
  thereafter, the gamer gains a rogue talent of her choice. Talents 
  that modify a rogue’s sneak attack modify the gamer’s extra 
  damage instead. Talents chosen in this way cannot be changed 
  (but do not function), when the gamer retrains her build.
  Sharpshooter
  At 4th level, and again at 10th and 16th level, the gamer 
  gains a ranged combat style feat, as the ranger class 
  feature. Starting at 7th level, the gamer can make 
  a single attack at her highest base attack with a -5 
  penalty as a full-round action. If the attack hits, it is a 
  critical hit. This penalty decreases to -2 at 13th level. 
  The gamer takes no penalty to the attack at 19th 
  level and higher.
  Spellcaster
  At 4th level, the gamer no longer reduces her 
  base attack when casting 1st-level spells. This 
  also applies to 2nd-level spells at 7th, 3rd-level 
  spells at 10th, and 4th-level spells at 13th level. 
  These spells also no longer refresh the 1 minute 
  reduction when they do not cause it themselves.
  At 13th level, the gamer reduces the burn 
  from casting 4th-level spells by 1.
  At 16th level, the gamer can cast up 
  to 1 additional spell per day of each level 
  while her base attack is reduced as a result 
  of casting a 5th-level or higher spell. This 
  increases to 2 additional spells at 19th level.
  Specializations
  The following specializations are available 
  regardless of a gamer’s build.
  Devoted
  At 2nd level, when the gamer gains or switches to this 
  specialization, she also chooses one cleric domain and gains its 
  1st-level domain power that she can use while roleplaying to 
  the maximum number of times alloted by the power. All domain 
  powers gained in this way share their number of uses. Changing 
  specializations doesn’t refresh how often you can use a domain 
  power. At 5th level, the gamer can spend 1 round of roleplay to 
  cast her domain’s 1st-level spell as a full-round action. At 8th-
  level, and every 3 levels thereafter, the gamer gains access to the 
  next highest-level domain spell granted by her current domain. 
  She can give up the spell gained at one of those levels to instead 
  gain her domain’s second power.
  In addition, at 5th level, a good gamer gains a divine bond, as 
  the paladin class feature, while roleplaying. Her effective paladin 
  32
  
  level is equal to her gamer level. An evil gamer gains a fiendish 
  boon and counts as an anti-paladin instead.
  Power House
  At 2nd level, when the gamer makes an attack, heals a creature, 
  or casts a damage-dealing spell while roleplaying, she can take a 
  -1 penalty to her AC until the start of her next turn. If she does, 
  she gains a +2 bonus on weapon damage rolls, healing granted 
  by her gamer spells and abilities, and the damage dealt by spells 
  she casts. This bonus to damage is increased by half (+50%) if 
  she makes an attack with a two-handed weapon, a one handed 
  weapon using two hands, or a primary natural weapon that 
  adds 1-1/2 times her Strength modifier on damage rolls. 
  This bonus to damage is halved (–50%) if the gamer makes 
  an attack with an off-hand weapon or secondary natural 
  weapon.
  This ability counts as the Deadly Aim or Power Attack 
  feat when used to make an attack roll (the benefits do not 
  stack), and counts as those feats for the purpose of meeting 
  prerequisites (feats gained as a result of this ability cannot 
  be used if the gamer changes her specialization unless she 
  also possesses the appropriate feat).
  When the gamer’s base attack bonus reaches +5, and every 3 
  points thereafter, her penalty increases by -1 and the bonus to 
  damage and healing increases by +2.
  The gamer must choose to use this ability before making an 
  attack roll, healing a target, or casting a damage-dealing spell, 
  and the effects last until her next turn. The bonus damage does 
  not apply to touch attacks or effects that do not deal hit point 
  damage.
  Skill Artist
  At 2nd level, the gamer can change her current skill tree any 
  time she could change her specialization (she can choose to 
  change both at the same time). She can do this once per day at 
  2nd level, and one additional time per day at 8th, 14th, and 20th 
  level. At 5th level, and again at 11th and 17th level, the gamer 
  can choose one skill. When she has enough ranks in that skill, she 
  gains its related skill unlock powers.
  Studied Caster
  At 2nd level, the gamer gains a spellbook containing a number 
  of 0-level sorcerer/wizard spells equal to her Intelligence 
  modifier. Each morning, she can prepare up to 3 of those spells 
  to be cast while roleplaying. The gamer’s spellcasting modifier is 
  Intelligence.
  If the gamer gains spells from her build, she can add those 
  spells to her spellbook in the same way a wizard adds spells. She 
  can also research spells in the same way, but can only prepare up 
  to 3 spells of any given level (plus those gained from having a high 
  Intelligence) each day.
  At 5th level, the gamer adds 3 1st-level spells to her spellbook. 
  At 8th level, she adds 3 2nd-level spells. These spells cause the 
  gamer to suffer burn and a penalty to attacks in the same way the 
  spellcaster build does.
  At 11th level and every 3 levels thereafter, she adds 3 spells of 
  the next highest level she can cast (a gamer with the spellcaster 
  build adds 3 6th-level spells, and so on). 6th-level spells cause 2 
  points of burn when cast. 7th through 9th-level spells require the 
  gamer to spend 2 rounds of roleplay to cast (this doesn’t change 
  the spell’s casting time), and cause 3 points of burn.
  Sword and Board
  At 2nd level, and every 6 levels thereafter, the gamer gains a 
  weapon and shield combat style feat, as the ranger class feature. 
  At 5th level, the gamer adds her shield bonus to her Reflex saves 
  when using a shield (any magical enhancement bonus doesn’t 
  stack with similar bonuses such as from a cloak of resistance). at 
  11th level, she adds the light fortification magic property to her 
  shield. At 17th level, she adds moderate fortification instead.
  Favored Class Bonuses
  These races make particularly good gamers.
  Catfolk: Add a +1/2 bonus on Acrobatics checks.
  Elf: Add a +1/2 bonus on Perform (dance) checks.
  Elfling: Add a +1/2 bonus on Use Magic Device checks.
  Half-Elf: Add +1/6 to the number of times the gamer can 
  change specializations each day.
  Half-Orc: Add +1/3 effective fighter level (max +3) when using 
  the defender build.
  Human: Choose one skill. Add a +1/2 bonus on skill checks with 
  that skill. Once chosen, the skill cannot be changed.
  Minotaur: Add a +1/2 bonus on Knowledge (nature) checks.
  Reborn: Add a +1/2 bonus on Knowledge (religion) checks.
  Trollkin: Add a +1/2 bonus on Survival checks.
  33
  
  Generational Hero
  Adventure can be found anywhere.
  The world is full of adventurers of all shapes and sizes. Every 
  once in a while, however, a child is born, prophesied to bring an 
  end to some unforseen, sometimes unknown evil. A link is forged 
  between this young person and the evil of the world, forever 
  bonding them to a life of discovery, loss, and victory. This is the 
  generational hero.
  A natural-born adventurer, the generational hero picks up on 
  combat techniques and the use of weapons quickly, while also 
  finding and learning to use a variety of tools which help him to 
  uncover traps, hidden doors, and treasures where others may 
  not have even looked.
  Role: A generational hero plays the role of scout while being 
  able to defend herself and others should the need arise. He is a 
  charismatic, often dexterous hero who builds his own narrative 
  as he and his allies travel.
  Note: The generational hero is a hybrid of the ranger and 
  alchemist.
  Alignment: Any good.
  Hit Die: d10.
  Class Skills
  The generational hero’s class skills are Acrobatics (Dex), Climb 
  (Str), Craft (Int), Disable Device (Dex), Escape Artist (Dex), Handle 
  Animal (Cha), Knowledge (dungeoneering) (Int), Perception 
  (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival 
  (Wis), and Use Magic Device (Cha).
  Skill Ranks per Level: 6 + Int modifier.
  Class Features
  All of the following are class features of the generational hero.
  Weapon and Armor Proficiency: Generational heroes are 
  proficient with all simple and martial weapons, light armor and 
  shields (but not tower shields).
  Table: Generational Hero
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +1
  +0
  +2
  +0
  Find adventure, heroism, trapfinding
  2nd
  +2
  +0
  +3
  +0
  Bomb 1d6, combat expertise
  3rd
  +3
  +1
  +3
  +1
  Danger sense +1, hero talent
  4th
  +4
  +1
  +4
  +1
  Generational bond, hero’s resolve
  5th
  +5
  +1
  +4
  +1
  Bomb 2d6, heroism, hero talent
  6th
  +6/+1
  +2
  +5
  +2
  Danger sense +2
  7th
  +7/+2
  +2
  +5
  +2
  Emulate class feature, hero talent
  8th
  +8/+3
  +2
  +6
  +2
  bomb 3d6
  9th
  +9/+4
  +3
  +6
  +3
  Danger sense +3, hero talent
  10th
  +10/+5
  +3
  +7
  +3
  Emulate ability score, heroism
  11th
  +11/+6/+1
  +3
  +7
  +3
  Advanced talents, bomb 4d6, hero 
  talent
  12th
  +12/+7/+2
  +4
  +8
  +4
  Danger sense +4
  13th
  +13/+8/+3
  +4
  +8
  +4
  Emulate race, hero talent
  14th
  +14/+9/+4
  +4
  +9
  +4
  bomb 5d6
  15th
  +15/+10/+5
  +5
  +9
  +5
  Danger sense +5, hero talent, heroism
  16th
  +16/+11/+6/+1
  +5
  +10
  +5
  Emulate alignment
  17th
  +17/+12/+7/+2
  +5
  +10
  +5
  bomb 6d6, hero talent
  18th
  +18/+13/+8/+3
  +6
  +11
  +6
  danger sense +6, hero’s resolve
  19th
  +19/+14/+9/+4
  +6
  +11
  +6
  Device mastery, hero talent
  20th
  +20/+15/+10/+5
  +6
  +12
  +6
  bomb 7d6, hero of legend, heroism
  Find Adventure (Ex): A generational hero’s calling leads him 
  into adventure even in the most unlikely of places. Each day he 
  can use this ability a number of times equal to 1/2 his generational 
  hero level (minimum 1) plus his Charisma modifier. With one use 
  of this ability, the hero discovers something about his immediate 
  area that may not have been there previously. Examples include:
  • 
  A clue to his current quest that was either dropped or 
  placed there for him to find.
  • 
  A key that fits into either the next locked door or a 
  previously discovered locked door.
  • 
  A note pleading for help, leading to a new adventure.
  • 
  A hidden panel, switch, or weak point in a wall that can be 
  blown open,opening into a previously unknown room or 
  set of stairs.
  • 
  A nearby npc is actually an enemy in disguise.
  Regardless of what he discovers, the hero cannot use this 
  ability in the same location more than once, nor can he use it in a 
  room discovered using find adventure.
  The gamemaster decides what is discovered when this ability 
  is used, and while it is ultimately helpful, the discovery may be 
  cryptic or otherwise difficult to understand immediately, such as 
  a puzzle that must be solved to open a door, or a strange message 
  that, when deciphered, can lead the hero to his next location.
  Heroism: Every generational hero builds up a suite of tools over 
  time that allows him to solve more complex puzzles or defeat 
  enemies who seemed impossible before. The hero chooses 
  one brand of heroism at 1st level, and additional brands at 5th, 
  10th, 15th, and 20th level. Once the hero has chosen a brand of 
  heroism, it cannot be changed.
  Combat Adept (Ex): The hero no longer draws attacks of 
  opportunity for using a ranged or thrown weapon while in melee. 
  Each time he chooses combat adept again, the hero gains a 
  combat style feat from the archery, crossbow, mounted combat, 
  thrown weapon, or weapon and shield ranger combat styles.
  Favored Enemies (Ex): The hero gains the 1st-level favored 
  enemy class feature of the ranger. Each time he chooses favored 
  enemies again, it improves in the way a ranger’s favored enemy 
  would.
  Finesse Training (Ex): The hero gains Weapon Finesse as 
  a bonus feat and can apply that feat to a single one-handed 
  weapon of his choice (such as 
  longswords). Once this choice is 
  made, it cannot be changed. Each 
  time he chooses finesse training 
  again, the hero can select any one 
  type of weapon that can be used 
  with Weapon Finesse. Whenever 
  he makes a successful melee 
  attack with the selected weapon, 
  he adds his Dexterity modifier 
  instead of his Strength modifier 
  to the damage roll. If any effect 
  would prevent the hero from 
  adding his Strength modifier to 
  the damage roll, he does not add 
  his Dexterity modifier.
  34
  
  Music Adept (Sp): The hero adds 
  Perform to his list of class skills and gains 
  the fascinate and inspire courage bardic 
  performances. He can use bardic performance 
  a number of times per day equal to 2 + his 
  Charisma modifier. Each time he chooses magic 
  adept again, the hero can use it 4 additional times and 
  chooses another performance as a bard of his current level -2.
  Trapfinding (Ex): A generational hero adds 1/2 his level on 
  Perception checks to locate traps and on Disable Device checks 
  (minimum +1). The hero can use Disable Device to disarm magic 
  traps.
  Bomb (Su): Starting at 2nd level, a generational hero becomes 
  adept at swiftly mixing various volatile chemicals to create 
  powerful bombs that he can hurl at their enemies or use to create 
  convenient openings. The hero can use a number of bombs each 
  day equal to his class level. Bombs are unstable, and if not used 
  in the round they are created, they degrade and become inert—
  their method of creation prevents large volumes of explosive 
  material from being created and stored. In order to create a 
  bomb, the hero must use a small vial containing an ounce of 
  liquid catalyst—the hero can create this liquid catalyst from small 
  amounts of chemicals from an alchemy lab, and these supplies 
  can be readily refilled in the same manner as a spellcaster’s 
  component pouch. Most generational heroes create a number of 
  catalyst vials at the start of the day equal to the total number of 
  bombs they can create in that day—once created, a catalyst vial 
  remains usable by the hero for years.
  Drawing the components of, creating, and throwing a bomb 
  requires a standard action that provokes an attack of opportunity. 
  Thrown bombs have a range of 20 feet and use the Throw Splash 
  Weapon special attack. Bombs are considered weapons and can 
  be selected using feats such as Point-Blank Shot and Weapon 
  Focus. On a direct hit, the hero’s bomb inflicts 1d6 points of 
  fire damage + additional damage equal to the hero’s Charisma 
  modifier. The damage of the hero’s bomb increases by 1d6 points 
  at 5th level and every 3 levels thereafter (this extra damage is 
  not multiplied on a critical hit or by using feats such as Vital 
  Strike). Splash damage from the hero’s bomb is always equal to 
  the bomb’s minimum damage (so if the bomb would deal 2d6+4 
  points of fire damage on a direct hit, its splash damage would 
  be 6 points of fire damage). Those caught in the splash damage 
  can attempt a Reflex save for half damage. The DC of this save is 
  equal to 10 + 1/2 the hero’s level + the hero’s Charisma modifier.
  Generational heroes can learn new types of bombs as hero 
  talents (see the Hero Talent ability) as they level up. The hero’s 
  bomb becomes inert if used or carried by anyone else.
  Combat Expertise (Ex): At 2nd level, a generational hero gains 
  Combat Expertise as a bonus feat and is considered to meet 
  its prerequisites when gaining other feats that require Combat 
  Expertise. When using a shield, the hero can choose to use this 
  feat without making an attack or full-attack with a melee weapon.
  Danger Sense (Ex): At 3rd level, a generational hero gains a +1 
  bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC 
  against attacks made by traps. In addition, he gains a +1 bonus 
  on Perception checks to avoid being surprised by a foe. These 
  bonuses increase by 1 every 3 generational hero levels thereafter 
  (to a maximum of +6 at 18th level). This ability counts as trap 
  sense for the purpose of any feat or class prerequisite, and can be 
  replaced by any archetype class feature that replaces trap sense. 
  The bonuses gained from this ability stack with those gained from 
  trap sense (from another class).
  Hero Talents: As a generational hero gains 
  experience, he learns a number of talents that aid 
  him in completing tasks and defeating foes. Starting 
  at 3rd level, the hero gains one hero talent. He gains 
  an additional hero talent for every 2 levels of generational hero 
  attained after 3rd level.
  Talents marked with an asterisk add effects to the hero’s 
  bombs. Only one of these talents can be applied to an individual 
  bomb, and the decision must be made before the attack roll is 
  made.
  A complete listing of hero talents can be found at the end of 
  this section. 
  Generational Bond (Ex or Sp): At 4th level, a generational hero 
  forms a special bond with an animal, weapon, or his companions. 
  He chooses a hunter’s bond, as the ranger class feature, or divine 
  bond, as the paladin class feature. If the hero chooses his weapon 
  as his divine bond, his weapon’s bonus progresses as that feature, 
  increasing by +1 at 8th level and every 3 levels thereafter.
  Hero’s Resolve (Ex):At 4th level, and again at 18th level, a 
  generational hero gains a +3 bonus to his choice of Fortitude or 
  Will saving throws.
  Emulate (Ex): Starting at 7th level, a generational hero adds 
  half his level in this class (rounded down) to Use Magic Device 
  checks when attempting to emulate a class feature.
  At 10th level, this also applies to emulating ability scores.
  At 13th level, this also applies to emulating races.
  At 16th level, this also applies to emulating alignments.
  At 19th level, the hero can use any magic device as if he met all 
  requirements to do so.
  Advanced Talents: At 11th level and every 2 levels thereafter, 
  a generational hero can choose an advanced talent in place of a 
  hero talent. A complete listing of generational advanced talents 
  can be found at the end of this section.
  Hero of Legend (Su): At 20th level, a generational hero’s story 
  becomes the stuff of legend. He gains two hero talents or 
  advanced talents of his choice and an aura that extends out 
  35
  
  to 30 feet. Enemies in the aura take a penalty to their attacks 
  and spell save DCs equal to the hero’s Charisma modifier. This 
  overlaps and does not stack with similar effects (such as from 
  other generational heroes).
  In addition, an enemy that enters or begins its turn in the 
  hero’s aura must attempt a Will save (DC 10 + half the hero’s level 
  + his Charisma modifier) or be frightened for 1d4 rounds. Once 
  a creature saves against this effect, it becomes immune to the 
  same hero’s fear effect for 24 hours, but still suffers the penalty 
  to attacks and spell save DCs. This is a mind-affecting fear effect.
  Hero Talents
  The following hero talents can be chosen by generational 
  heroes. Unless otherwise noted, a hero talent can only be chosen 
  once, and the save DC of any talent is always 10 + half the hero’s 
  level + his Charisma modifier). Spell effects created by a hero 
  talent treat the hero’s caster level as his generational hero level.
  Bomb Discovery* (Su): A generational hero with this talent 
  can choose one alchemist’s discovery that augments the bomb 
  class feature. The hero treats his generational hero level as his 
  effective alchemist level when qualifying for a discovery. This 
  talent can be chosen more than once.
  Book of Ancients (Ex): A generational hero with this talent 
  adds Linguistics and Spellcraft to his list of class skills. He gains 
  a bonus equal to his generational hero level to Spellcraft checks 
  and to Linguistics checks made to translate text.
  Boomerang (Su): A generational hero with this talent is able 
  to conjure a magical boomerang that he can throw at enemies, 
  temporarily dazing them. As a standard action, the hero throws 
  his boomerang up to 60 feet at an enemy. If he succeeds with 
  a ranged touch attack, the enemy takes bludgeoning damage 
  equal to the hero’s Charisma modifier and is dazed for 1 round. A 
  successful Reflex save negates the daze.
  Bracelet of Power (Su): A generational hero with this talent 
  doubles his lifting and carrying capacity. He also ignores up to 5 
  points of an object’s hardness when attempting 
  to damage it.
  Grappling Hook (Su): A generational hero with 
  this talent can create a magical grappling hook as 
  a standard action. The grappling hook counts 
  as a piercing weapon with 10-foot reach 
  that deals 1d6 damage (for a medium 
  creature) with a successful attack and 
  deals x3 damage on a successful critical hit. The 
  hook can also extend out to 30 feet, puncture a solid 
  surface (such as a wall or ceiling) and pull the hero to 
  that location as a standard action. The hero will not 
  fall while he continues to hold the grappling hook 
  in at least 1 hand.
  Invisibility Cloak (Sp): A generational hero 
  with this talent can cast invisibility up to three 
  times each day.
  The hero must be at least 5th level before 
  choosing this talent.
  Mystical Instrument (Sp): A generational 
  hero with this talent can summon a special 
  instrument as a swift action that affords 
  him greater control over his musical abilities. 
  He can do this up to 3 times each day. 
  When played the instrument can be used 
  to create one of the following spell effects, 
  then disappears.
  Call animal, calm animals, charm animal, entangle, faerie fire, 
  gust of wind, jump, longstrider, or whispering lore.
  The hero must have the music adept brand of heroism to 
  choose this talent.
  Ring of Ages (Su): A generational hero with this talent gains the 
  ability to cast each of the following spells once per day. Anticipate 
  peril, blurred movement, darting duplicate, and true strike.
  Rod of Seasons (Sp): A generational hero with this talent 
  gains the ability to cast each of the following spells once per day. 
  Goodberry, scorching ray, snowball, and windy escape.
  The hero must be at least 5th level before choosing this talent.
  Tower Shield (Ex): A generational hero with this talent gains 
  proficiency with tower shields and does not take the -2 penalty 
  to attack rolls while using a tower shield.
  Whirling Strike (Ex): A generational hero with this talent only 
  takes a -2 penalty total to additional attacks made with a melee 
  weapon as a result of a high attack bonus, but only when he 
  attacks a different creature with each attack. The hero must be at 
  least 7th level and have a base attack bonus of at least +6 before 
  choosing this talent.
  Advanced Hero Talents
  Advanced Boomerang (Su): This advanced talent allows a 
  generational hero to throw a magical, adamantine boomerang in 
  a line up to 120 feet as a full-round action that provokes attacks 
  of opportunity. Each enemy in the line takes 1d6 bludgeoning 
  damage per 2 generational hero levels and is staggered for 1 
  round. A successful Reflex save deals half damage and negates 
  the stagger.
  This advanced talent can be chosen twice. The second time, 
  the hero can throw the boomerang above in a burst, centered on 
  him, that hits each enemy within 30 feet.
  A generational hero must have the boomerang hero 
  talent to choose this advanced talent.
  Advanced Grappling Hook (Su): This advanced 
  talent allows a generational hero to pull enemies 
  and items toward him with his grappling hook. 
  His grappling hook attack now extends out to 
  30 feet and deals x4 damage on a successful 
  critical hit. In addition, the hero gains 
  the Improved Drag feat, but only when 
  using his grappling hook. He treats the 
  unoccupied space that is between him and 
  his target and adjacent to the target as his 
  original space when dragging in this way. 
  Finally, the hero can also use the grappling 
  hook to pull unattended items within 30 feet to 
  him as a standard action.
  A generational hero must have the grappling 
  hook hero talent to choose this advanced talent.
  Aether Magic (Sp): This advanced talent allows the 
  hero to deal 5d6 cold damage to each enemy within 30 
  feet of him as a full-round action that provokes attacks of 
  opportunity. A successful Reflex save deals half damage 
  instead. The hero can use this ability once per day for 
  each advanced talent he possesses.
  This advanced talent can be taken twice. The second 
  time, the hero deals 1d6 cold damage per 2 generational 
  hero levels to enemies within 30 feet and enemies that 
  fail their Reflex save are slowed for 1 round.
  36
  
  A generational hero must have the book of ancients hero talent 
  before choosing this advanced talent.
  Blessed Arrows (Su): This advanced talent grants the hero the 
  ability to treat any bow or crossbow he wields as an oathbow, 
  except that it still counts as a +2 weapon against foes other than a 
  sworn enemy, and the hero takes no penalties to attack rolls with 
  other weapons. The weapon loses any other properties while 
  altered in this way. The hero must be at least 17th level before 
  choosing this advanced talent.
  Bomb Magic* (Sp): This advanced talent allows the hero to 
  expend two of his bombs in a burst, centered on him, that hits 
  each enemy within 30 feet for double the hero’s bomb damage. 
  A successful Reflex save deals half damage instead. The hero 
  can use this ability once per day for each advanced talent he 
  possesses.
  A generational hero must have the book of ancients hero talent 
  before choosing this advanced talent.
  Master Blade (Su): This advanced talent grants the hero the 
  ability to treat any longsword he wields as a holy avenger. The 
  sword loses any other properties while altered in this way. The 
  hero must be at least 17th level before choosing this advanced 
  talent.
  Mirror Shield (Su): This advanced talent grants the reflecting 
  magic shield property to any metallic shield the hero wields. 
  A generational hero must be at least 15th level before choosing 
  this advanced talent.
  Quake Magic (Sp): This advanced talent allows the hero to cast 
  one of the following spells of his choice. The hero can use this 
  ability once per day for each advanced talent he possesses.
  Binding earth, earth tremor, and soften earth and stone
  Alternatively, the hero can spend two uses of this ability to cast 
  one of the following spells.
  Mass binding earth, move earth, and rampart
  A generational hero must be at least 13th level and have the 
  book of ancients hero talent before choosing this advanced 
  talent.
  Favored Class Bonuses
  These races make particularly good generational heroes.
  Catfolk: Add a +1/2 bonus on Acrobatics checks.
  Changeling: Gain +1/5 of the combat adept heroism option.
  Ghoran: Choose one spell from the rod of seasons hero talent. 
  The hero can cast that spell one additional time each day. He 
  cannot choose the same spell more than once.
  Gnome: Add +1/4 use of the invisibility cloak or mystical 
  instrument hero talent (max +2 uses each).
  Human: Choose one generational hero class skill. Add a +1/2 
  bonus on skill checks with that skill. Once chosen, the skill cannot 
  be changed.
  Ifrit: Add a +1/2 bonus on Use Magic Device checks.
  Kitsune: The hero’s boomerang hero talent deals +1/2 damage.
  Merfolk: Choose one spell from the ring of ages hero talent. 
  The hero can cast that spell one additional time each day. He 
  cannot choose the same spell more than once.
  Tengu: Add +1/2 to the number of bombs per day the hero can 
  create.
  Trox: Treat the hero’s Strength score as 1/2 higher when 
  calculating his lifting capacity.
  Undine: Gain 1/6 of a new hero talent.
  Vine Leshy: Gain 1/6 of a new hero talent.
  Monster Tamer
  Concept by Timothy Ott Sr.
  The Kingdom of Monsters is a realm where humans capture 
  and train monsters for entertainment, protection, and power. 
  But humans are not the only race in the Kingdom. Long ago, the 
  dwarves and elves of the Kingdom went to war with the humans, 
  who pushed them back and secluded them in their homelands 
  with an army of monster trainers. Since that time, the races have 
  adopted their own forms of monster training that they deem are 
  less servitude and more partnership.
  Monster tamers are dwarven trainers who bond with a monster, 
  rather than enslave it. They learn from it, eventually even gaining 
  the ability to become a monster themselves. As they master their 
  abilities, monster tamers continue to strengthen the bond with 
  their monster while also creating new bonds over time. The end 
  result is a trainer whose monsters are not her tools, but her allies.
  Role: A monster tamer bravely wades into battle next to their 
  monster, allowing it to make crucial decisions and backing it up. 
  When not focusing on their companion, tamers offer support in 
  the form of spells and guard their allies from harm by transforming 
  into powerful monsters themselves.
  Note: The monster tamer is a hybrid of the druid and the 
  monster trainer from Mystical: Kingdom of Monsters by 
  Northwinter Press.
  Alignment: Any.
  Hit Die: d8.
  Starting Wealth: 3d6 x 10 gp (average 105 gp)
  Class Skills
  The monster tamer’s class skills are Climb (Str), Craft (Int), 
  Diplomacy (Cha) Fly (Dex), Handle Animal (Cha), Knowledge 
  (arcana) (Int), Knowledge (nature) (Int), Perception (Wis), 
  Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival 
  (Wis), and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the monster tamer.
  Weapon and Armor Proficiency: Monster tamers are proficient 
  with the following weapons: club, dagger, dart, quarterstaff, 
  scimitar, scythe, sickle, shortspear, sling, and spear. They are also 
  proficient with all natural attacks (claw, bite, and so forth) of any 
  form they assume with monster form (see below).
  Spells: A monster tamer casts divine spells, which are drawn 
  from the druid spell list. A monster tamer must choose and 
  prepare her spells in advance.
  To prepare or cast a spell, the tamer must have a Wisdom score 
  equal to at least 10 + the spell level. The Difficulty Class for a 
  saving throw against a monster tamer’s spell is 10 + the spell level 
  + the tamer’s Wisdom modifier.
  Like other spellcasters, a monster tamer can cast only a certain 
  number of spells of each spell level per day. Her base daily spell 
  allotment is given on Table: Tamer. In addition, she receives 
  bonus spells per day if she has a high Wisdom score.
  A monster tamer must spend 1 hour each day in a trance-
  like meditation on the mysteries of nature to regain her daily 
  allotment of spells. A monster tamer may prepare and cast any 
  spell on the druid spell list, provided that she can cast spells of 
  that level, but she must choose which spells to prepare during 
  her daily meditation.
  37
  
  Orisons: Monster tamers can prepare a number of orisons, or 
  0-level spells, each day, as noted on Table: Monster tamer under 
  “Spells per Day.” These spells are cast like any other spell, but 
  they are not expended when cast and may be used again.
  Companion Monster (Ex): At 1st level, a monster tamer gains 
  a companion monster she has either befriended herself or been 
  given by another trainer, such as a monster researcher or breeder. 
  The monster tamer’s companion travels with her and acts as the 
  tamer’s ally during combat. It can move around the field of battle 
  during its tamer’s initiative, taking actions and working with its 
  tamer to defeat their enemies.
  A monster tamer may begin play with any of the animals listed 
  under the druid’s animal choices for animal companions, or with 
  any one monster of CR 1/2 or less. Regardless of the monster’s 
  type or Intelligence, the tamer still handles it as a free action, or 
  pushes it as a move action. Monsters with an Intelligence of 2 or 
  lower must still learn tricks, which the monster tamer teaches 
  them with the Handle Animal skill.
  Unlike normal creatures of its kind, a 
  companion monster’s Hit Dice, abilities, 
  skills, and feats advance as the monster 
  tamer advances in level. If a character 
  receives an animal companion or the 
  monster training class feature from 
  more than one source, her effective 
  levels stack for the purposes of 
  determining 
  the 
  statistics 
  and 
  abilities of the companion.
  If a monster tamer releases her 
  companion from service, she may 
  gain a new one by performing 
  a 
  ceremony 
  requiring 
  24 
  uninterrupted hours of prayer 
  in the environment where the 
  new companion typically lives. 
  This ceremony can also replace 
  a companion monster that has 
  perished.
  Spontaneous 
  Casting: 
  In addition to acting as her 
  comrade in arms, a monster 
  tamer’s companion monster 
  grants her access to one of its 
  trainer spells per spell level. The 
  tamer can “lose” any prepared spell in 
  order to cast one of these tamer spells of the same level or lower.
  Eschew Materials: A monster tamer gains Eschew Materials as 
  a bonus feat at 1st level.
  Tamer’s Gift (Ex): At 2nd level, when a monster tamer and 
  her companion monster are within 1 mile of each other, the 
  monster grants the tamer a special ability. This functions as the 
  arcane familiar special ability. For any monster not listed under 
  that ability, find a similar creature and gain its bonus instead (a 
  lightning cat companion, for example, may give its tamer a +3 
  bonus on Stealth checks).
  Wild Empathy (Ex): At 2nd level, a monster tamer can improve 
  the attitude of an animal. This ability functions just like a 
  Diplomacy check made to improve the attitude of a person. The 
  tamer rolls 1d20 and adds her tamer level and her Charisma 
  modifier to determine the wild empathy check result.
  The typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly.
  To use wild empathy, the tamer and the animal must be able to 
  study each other, which means that they must be within 30 feet 
  of one another under normal conditions. Generally, influencing 
  an animal in this way takes 1 minute but, as with influencing 
  people, it might take more or less time.
  A monster tamer can also use this ability to influence a magical 
  beast with an Intelligence score of 1 or 2, but she takes a –4 
  penalty on the check.
  Companion Spellcasting (Ex): At 3rd level, a monster tamer 
  gains Companion Spell as a bonus feat (see chapter 4). When 
  using that feat to spontaneously cast one of her companion 
  monster’s tamer spells, the tamer can do so without increasing 
  the caster level. At 7th level, she can also cast any spell prepared 
  with that feat through her monster without increasing the spell 
  level.
  Monster Form (Su): At 4th level, a monster tamer gains the 
  ability to turn herself into the same type of monster as her 
  companion and back again once per day. This ability counts 
  as wild shape and functions like the beast shape I spell, 
  except as noted here.
  • 
  The new form can be any small 
  creature that shares all types and subtypes 
  with the tamer’s companion monster.
  • 
  The effect lasts for 1 hour per 
  tamer level, or until she changes 
  back.
  • 
  Changing form (to monster 
  or back) is a standard action and 
  doesn’t provoke an attack of 
  opportunity.
  • The form chosen must be 
  that of a monster the tamer is 
  familiar with.
  • If the new form can speak, 
  the tamer can continue to cast 
  spells. Otherwise, she must 
  have the Natural Spell feat.
  A monster tamer can use this 
  ability an additional time per day at 6th 
  level and every two levels thereafter, for a 
  total of eight times at 18th level. At 20th 
  level, she can use monster form at will. 
  As she gains in levels, this ability allows the tamer to take 
  on the form of larger and smaller monsters. Each form expends 
  one daily usage of this ability, regardless of the form taken.
  At 6th level, a monster tamer can use monster form to change 
  into a Medium monster. When taking any form, the tamer’s 
  monster form now functions as a corresponding spell (alter self, 
  elemental body, fey form, form of the dragon, giant form, ooze 
  form, plant shape, and so on) of a level the tamer can cast. If the 
  tamer cannot cast such a spell (ooze form I, for example, is a 5th-
  level spell, requiring the tamer to be at least 9th level before she 
  can cast it), monster form functions as beast shape II.
  At 8th level, a monster tamer can use monster form to change 
  into a Large or Tiny monster.
  At 10th level, a monster tamer can use monster form to change 
  into a Huge or Diminutive monster.
  38
  
  Companion Growth (Ex): Beginning at 4th level, a monster 
  tamer’s companion monster gains the ability to permanently 
  grow into a more powerful form. Typically, this new form shares 
  a name with the companion (such as lightning cat), but some 
  monsters (particularly elementals and demons) can change 
  into any other monster that shares their type. If the tamer’s 
  companion cannot grow (or chooses not to), it increases its 
  Dexterity and Constitution by 2 instead.
  The companion’s new form cannot have a Challenge Rating 
  (CR) higher than the monster tamer’s level -2, and the tamer 
  subtracts the new form’s CR from her monster tamer level -2 
  when determining the benefits it gains from their bond.
  For example, a monster tamer with a lightning cat companion 
  can grow her monster into a lightning cat hero at 5th level 
  because the new form is a CR 3 monster. The tamer’s new 
  companion gains no additional benefits from their bond until she 
  reaches 6th level, when her effective level with that monster is 1 
  (6th level -2, -CR 3).
  Adopt Monster (Ex): At 5th level, a monster tamer’s companion 
  monster can merge harmlessly into her body, allowing the tamer 
  to gain an additional companion monster (as if she replaced her 
  companion during downtime) with which she has also formed 
  a bond. This functions as the merge with familiar spell, except 
  that the duration is permanent. The monster tamer can only 
  have one active companion monster at a time; the other must 
  remain merged with her. She can change which companion she 
  has active when preparing her spells for the day.
  A monster tamer can store additional companion monsters in 
  this way at 9th, 13th, 17th, and 20th level.
  Swap Companion (Ex): At 11th level, a monster tamer gains 
  the ability to exchange her companion monster for one she has 
  stored with adopt monster. She can do this once per day as a full-
  round action. To do so, her current companion must be adjacent 
  to her and the unoccupied space it leaves behind must be large 
  enough for the new companion to appear.
  At 15th level, a monster tamer can swap her companion as 
  a standard action, and at 19th level, she can swap it as a swift 
  action.
  Monster Tamer Companion Monsters
  Listed below are example companion monsters for easy 
  reference. Changes listed under companion growth are in 
  addition to the companion’s 1st-level abilities. For full statistics 
  and additional options, see Mystical: Kingdom of Monsters or 
  one of its supplements.
  Fire Bird Companion (outsider, elemental, fire)
  Size Tiny, Speed 20 ft., fly 30 ft. (clumsy); AC 14 (touch 14, flat-
  footed 12); Attack burning hands (3/day, DC 14) or bite (1d4-1 
  plus burn), 2 talons (1d3-1); Ability Scores Str 9, Dex 14, Con 10, 
  Int 4, Wis 9, Cha 17; Special Qualities burn (1d3 fire, DC 13), fire 
  resistance 5, low-light vision.
  Trainer Spells 1st - burning hands; 2nd - scorching ray; 3rd - 
  fireball; 4th - wall of fire; 5th - mirage arcana; 6th - chains of fire; 
  7th - spell turning; 8th - sunburst; 9th - meteor swarm
  Companion Growth (6th level, CR 4)
  HP 30; Size Small, Speed 20 ft., fly 30 ft. (average); AC 15 (touch 
  15, flat-footed 11); Attack burning hands (3/day, DC 15), scorching 
  ray (3/day), bite (1d6 plus burn), 2 talons (1d4); Ability Scores Str 
  +2, Con +2, Cha +2; Special Qualities burn (1d4 fire, DC 15).
  Companion Growth (12th level, CR 10)
  HP 61; Attack burning hands (3/day, DC 16), wall of fire (1/day, 
  DC 19); Ability Scores Cha +2; Special Qualities burn (1d8, DC 
  20).
  Table: Monster Tamer
  Base
  Attack
  Fort
  Ref
  Will
  Spells per Day
  Level
  Bonus
  Save
  Save
  Save
  Special
  0
  1st
  2nd 3rd
  4th
  5th
  6th 7th
  8th 9th
  1st
  +0
  +2
  +0
  +2
  Companion monster, eschew 
  materials, orisons
  3
  1
  —
  —
  —
  —
  —
  —
  —
  —
  2nd
  +1
  +3
  +0
  +3
  Tamer’s gift, wild empathy
  4
  2
  —
  —
  —
  —
  —
  —
  —
  —
  3rd
  +2
  +3
  +1
  +3
  Companion spellcasting
  4
  2
  1
  —
  —
  —
  —
  —
  —
  —
  4th
  +3
  +4
  +1
  +4
  Companion growth, monster 
  form (1/day)
  4
  3
  2
  —
  —
  —
  —
  —
  —
  —
  5th
  +3
  +4
  +1
  +4
  Adopt monster (1)
  4
  3
  2
  1
  —
  —
  —
  —
  —
  —
  6th
  +4
  +5
  +2
  +5
  Monster form (2/day)
  4
  3
  3
  2
  —
  —
  —
  —
  —
  —
  7th
  +5
  +5
  +2
  +5
  Improved companion 
  spellcasting
  4
  4
  3
  2
  1
  —
  —
  —
  —
  —
  8th
  +6/+1
  +6
  +2
  +6
  Monster form (3/day)
  4
  4
  3
  3
  2
  —
  —
  —
  —
  —
  9th
  +6/+1
  +6
  +3
  +6
  Adopt monster (2)
  4
  4
  4
  3
  2
  1
  —
  —
  —
  —
  10th
  +7/+2
  +7
  +3
  +7
  Monster form (4/day)
  4
  4
  4
  3
  3
  2
  —
  —
  —
  —
  11th
  +8/+3
  +7
  +3
  +7
  Swap companion
  4
  4
  4
  4
  3
  2
  1
  —
  —
  —
  12th
  +9/+4
  +8
  +4
  +8
  Monster form (5/day)
  4
  4
  4
  4
  3
  3
  2
  —
  —
  —
  13th
  +9/+4
  +8
  +4
  +8
  Adopt monster (3)
  4
  4
  4
  4
  4
  3
  2
  1
  —
  —
  14th
  +10/+5
  +9
  +4
  +9
  Monster form (6/day)
  4
  4
  4
  4
  4
  3
  3
  2
  —
  —
  15th
  +11/+6/+1
  +9
  +5
  +9
  Swap companion (standard)
  4
  4
  4
  4
  4
  4
  3
  2
  1
  —
  16th
  +12/+7/+2
  +10
  +5
  +10
  Monster form (7/day)
  4
  4
  4
  4
  4
  4
  3
  3
  2
  —
  17th
  +12/+7/+2
  +10
  +5
  +10
  Adopt monster (4)
  4
  4
  4
  4
  4
  4
  4
  3
  2
  1
  18th
  +13/+8/+3
  +11
  +6
  +11
  Monster form (8/day)
  4
  4
  4
  4
  4
  4
  4
  3
  3
  2
  19th
  +14/+9/+4
  +11
  +6
  +11
  Swap companion (swift)
  4
  4
  4
  4
  4
  4
  4
  4
  3
  3
  20th
  +15/+10/+5
  +12
  +6
  +12
  Adopt monster (5), monster 
  form (at will)
  4
  4
  4
  4
  4
  4
  4
  4
  4
  4
  39
  
  Lightning Cat Companion (magical beast)
  Size Small, Speed 30 ft.; AC 15 (touch 14, flat-footed 12); Attack 
  shocking grasp (3/day) or bite (1d6+2), 2 claws (1d4+1); Ability 
  Scores Str 14, Dex 16, Con 10, Int 2, Wis 10, Cha 15; Special 
  Qualities low-light vision, scent, SR 12.
  Trainer Spells 1st - magic missile; 2nd - heat metal; 3rd - 
  lightning bolt; 4th - resilient sphere; 5th - hold monster; 6th - 
  repulsion; 7th - forcecage; 8th - sunburst; 9th - mass hold monster
  Companion Growth (5th level, CR 3)
  HP Size Medium, Speed 40 ft.; AC 16 (touch 12, flat-footed 
  14); Attack agressive thundercloud (1/day, DC 14), bite (1d8+4), 
  2 claws (1d6+2); Ability Scores Str +4, Dex -2, Con +2; Special 
  Qualities SR +2.
  Companion Growth (8th level, CR 6)
  Attack agressive thundercloud (1/day, DC 15), lightning bolt (1/
  day, DC 16), bite (1d8+4, crit 19-20 x2); Ability Scores Cha +2; 
  Special Qualities pounce, SR +3.
  Root Snake Companion (plant)
  Size Small, Speed 20 ft., burrow 20 ft.; AC 16 (touch 14, flat-
  footed 12); Attack entangle (3/day, DC 14) or 2 vines (reach 10 ft., 
  1d4); Ability Scores Str 11, Dex 16, Con 12, Int 1, Wis 17, Cha 10; 
  Special Qualities darkvision 60 ft., resist electricity 5, plant traits.
  Trainer Spells 1st - entangle; 2nd - cure moderate wounds; 3rd 
  - resinous skin; 4th - thorn body; 5th - wall of thorns; 6th - mass 
  cure moderate wounds; 7th - siege of trees; 8th - horrid wilting; 
  9th - greater siege of trees
  Companion Growth (11th level, CR 9)
  HP 61; Size Medium; Attack 2 vines (reach 10 ft., 1d8+2 plus 
  trip); Ability Scores Str +4, Dex -2, Con +2; Special Qualities resist 
  electricity 10, Improved Natural Attack (vine), Toughness.
  Young Ettin Companion (monstrous humanoid)
  Size Small, Speed 20 ft.; AC 14 (touch 12, flat-footed 13); Attack 
  club +2/+2 (1d4+3); Ability Scores Str 15, Dex 13, Con 14, Int 3, 
  Wis 11, Cha 10; Special Qualities darkvision 60 ft., Power Attack.
  Trainer Spells 1st - magic weapon; 2nd - ironskin; 3rd - greater 
  magic weapon; 4th - heroism
  Companion Growth (7th level, CR 5)
  HP 47; Size Medium.; AC 16 (touch 10, flat-footed 16); Attack 
  club +7/+7 (1d6+6); Ability Scores Str +4, Dex -2, Con +2.; 
  Special Qualities Cleave.
  Companion Growth (13th level, CR 11)
  HP 109; Size Large; AC 17 (touch 9, flat-footed 17) Attack club 
  +14/+14/+9 (1d8+9); Ability Scores Str +4, Dex -2, Con +2; Special 
  Qualities DR 10/magic, +2 Will.
  Favored Class Bonuses
  These races make particularly good monster tamers.
  Dhampir: Add +1/2 to the damage dealt by the tamer’s 
  companion monster’s natural attacks.
  Drow: Add a +1 bonus on wild empathy checks made to 
  improve the attitude of fiendish animals.
  Dwarf: Add +1/3 to the tamer’s natural armor bonus when 
  using monster form.
  Ghoran: Add a +1/2 bonus on Knowledge (nature) checks 
  relating to plants and fey.
  Gnome: Add a +1/2 bonus on Knowledge (nature) checks 
  relating to burrowing animals and fey.
  Goblin: Add +1 hit points to the tamer’s companion monster. 
  If the tamer ever replaces her companion, the new companion 
  gains these bonus hit points.
  Half-Dwarf*: Add a +1/2 bonus on Knowledge (planes) checks 
  relating to creatures with the earth subtype and +1/5 natural 
  armor.
  Human: Add a +1/2 bonus on Diplomacy and Intimidate checks 
  to change a creature’s attitude.
  Lashunta: Add a +1/2 bonus on Diplomacy and Intimidate 
  checks to change a creature’s attitude.
  Potentialist
  Don’t move.
  For ages untold, creatures have harnessed power from their 
  actions. From wizards mastering somatic components required 
  for spells, to druids changing their entire forms and directing 
  animals to fight beside them. Action and reaction live in the 
  spotlight of the average adventurer. 
  But, what about the potential energy that exists before it 
  becomes a spell, an attack, or even basic movement? What 
  happens in the moments between spells, between attacks, 
  between movements. Controlling and stoking this raw force 
  before it takes shape is where the potentialist shines.
  The potentialist is a master of inactivity, directing his own body 
  and mind to better shake off effects while preventing others 
  from using their own. By drawing on the power of inaction, the 
  potential energy, the potentialist is able to accomplish a truly 
  surprising number of things.
  But the life of a potentialist does have a couple of drawbacks. 
  It takes years to learn how to use potential energy properly 
  without converting it into something that others can turn against 
  the potentialist. Once this is learned, an even greater amount of 
  time is required to master how to not accidentally use that power 
  without first calling upon it. It is for this reason that almost no 
  young potentialists exist (especially among short-lived races like 
  humans and half-orcs).
  Role: A potentialist makes an entertaining foil for enemies 
  who like to keep their opponents tied up with magic or combat 
  maneuvers. Because he only occasionally cares about an 
  enemy’s Armor Class, the potentialist plays more like a mid-
  range wizard with fewer but more dedicated choices. Allies of 
  the right potentialist can make their way to him when they need 
  protection or a chance to recover, knowing they’ll be safe despite 
  their companion’s seeming lack of interest in combat.
  40
  
  Alignment: Any.
  Hit Die: d6.
  Starting Age: Trained, as wizard.
  Starting Wealth: 5d6 x 10 gp (average 175 gp)
  Class Skills
  The potentialist’s class skills are Appraise (Int), Bluff (Cha), 
  Craft (Int), Diplomacy (Cha) Intimidate (Cha), Knowledge (all) 
  (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Sense 
  Motive (Wis), and Spellcraft (Int).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  All of the following are class features of the potentialist.
  Weapon and Armor Proficiency: Potentialists are proficient 
  with all simple and martial weapons, with all types of armor 
  (heavy, medium, and light), and with shields (except tower 
  shields).
  Capacity (Ex): A potentialist’s biggest strength is his ability to 
  warp the potential energy around him into a weapon. This often 
  takes the form of an almost invisible barrier of crackling power as 
  it sparks and hisses with excess.
  As a swift action, a potentialist can enter his capacity stance. 
  This lasts until the potentialist rests or chooses to end it as a 
  free action. At the end of a potentialist’s turn, if he hasn’t used 
  his standard action for any reason (even while unconscious or 
  dying), he creates a capacity aura centered on him that reaches 
  out to 5 ft. x his Strength bonus (if any). If an enemy enters the 
  potentialist’s capacity aura, or starts its turn within the aura, it 
  takes 1d6 points of precision-based damage (similar to a rogue’s 
  sneak attack). This damage shares its type with a weapon the 
  potentialist wields, or his unarmed strike if he has no weapon. 
  The potentialist’s capacity aura can target up to 1 creature per 
  round at 1st level and 2 creatures per round at 12th level or 
  higher.
  Creatures that take damage from the potentialist’s capacity 
  aura receive a Reflex save to take no damage. The DC of this 
  save is equal to 10 + 1/2 the potentialist’s level + his Intelligence 
  modifier.
  At 3rd level, and every odd level thereafter, a potentialist’s 
  capacity aura deals 1d6 additional damage.
  Prospective Path (Ex): Years of dedication are required to 
  become a potentialist, and most spend this time learning the best 
  possible ways to achieve one form of potential manipulation. At 
  1st level, a potentialist chooses a prospective path. The path 
  he chooses determines his talent options and changes how the 
  potentialist uses his other abilities as he gain levels.
  Drive: Potentialists with drive concentrate on gaining the best 
  results from their abilities. They manipulate their potential energy 
  to succeed at complicated tasks, avoid being hit, and take down 
  one enemy at a time. They add Disable Device, Sleight of Hand, 
  and Use Magic Device to their list of class skills. When wearing 
  light or no armor and not carrying a heavy load, a potentialist 
  with drive adds half his Intelligence bonus (if any) to his AC and 
  his CMD. At 4th level, he adds his full bonus. At 8th level, and 
  every 4 potentialist levels thereafter, he gains an additional +1 
  bonus, to a maximum of +4 at 20th level.
  These bonuses to AC apply even against touch attacks or when 
  the potentialist is flat-footed. They do not stack with similar 
  bonuses, such as those gained by monks.
  Focus: A potentialist with focus puts the protection of his allies 
  before his own wellbeing. His years of study teach techniques 
  that allow the potentialist to take the brunt of his enemies’ 
  attacks while returning the favor in kind.
  Focused potentialists add Acrobatics, Climb, and Swim to their 
  list of class skills. At each potentialist level, they add both their 
  Constitution modifier and Intelligence modifier to their hit points.
  Spirit: Spirited potentialists take the energy of battle and roll it 
  back into potential energy, turning back even the most grievous 
  wounds. Their years of study make them worldly and well liked 
  by most creatures. They add Handle Animal, Heal, and Survival to 
  their list of class skills. At 1st level, a potentialist with spirit gains 
  a bonus equal to his Intelligence modifier to 
  his choice of Fortitude, Reflex, or Will saves. 
  He gains this bonus to all saving throws 
  beginning at 2nd level. This bonus doesn’t 
  stack with similar bonuses, such as from a 
  paladin’s divine grace.
  Vigor: A potentialist who takes the path of 
  vigor brings his potential energy to the brink 
  of conversion, changing its state to create 
  different energies from the excess such as 
  heat, electricity, and light. The potentialist 
  then bends this energy, or spreads it thin in 
  vibrant displays of power. He adds Disguise, 
  Perform, and Stealth to his list of class skills, 
  and his skill ranks per level are 4 + twice his 
  Int modifier.
  Raw Intellect (Su): A potentialist’s ability 
  to control potential energy is derived from 
  a combination of his training and his natural 
  intellect. Because of the precise control 
  required to use his abilities, a potentialist is 
  immune to effects that would temporarily 
  raise or lower his Intelligence score (such 
  as poisons, most worn magic items, 
  or spells). Permanent changes to his 
  Intelligence still apply.
  Table: Potentialist
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  +0
  +2
  +0
  +2
  Capacity (+1d6), prospective path, raw 
  intellect, unmoving
  2nd
  +1
  +3
  +0
  +3
  Latent talent
  3rd
  +1
  +3
  +1
  +3
  Capacity (+2d6), untouchable
  4th
  +2
  +4
  +1
  +4
  Altered capacity (magic), latent talent
  5th
  +2
  +4
  +1
  +4
  Capacity (+3d6), unbreathing
  6th
  +3
  +5
  +2
  +5
  Latent talent
  7th
  +3
  +5
  +2
  +5
  Capacity (+4d6), unfeeling (DR 1/—)
  8th
  +4
  +6
  +2
  +6
  Altered capacity (cold iron/silver), latent 
  talent
  9th
  +4
  +6
  +3
  +6
  Capacity (+5d6), uncaring
  10th
  +5
  +7
  +3
  +7
  Latent talent, unfeeling (DR 2/—)
  11th
  +5
  +7
  +3
  +7
  Capacity (+6d6)
  12th
  +6/+1
  +8
  +4
  +8
  Altered capacity (alignment), latent talent
  13th
  +6/+1
  +8
  +4
  +8
  Capacity (+7d6), unfeeling (DR 3/—)
  14th
  +7/+2
  +9
  +4
  +9
  Latent talent
  15th
  +7/+2
  +9
  +5
  +9
  Brim with Potential, capacity (+8d6)
  16th
  +8/+3
  +10
  +5
  +10
  Latent talent, unfeeling (DR 4/—)
  17th
  +8/+3
  +10
  +5
  +10
  Capacity (+9d6), unthinking
  18th
  +9/+4
  +11
  +6
  +11
  Altered capacity (adamantine), latent talent
  19th
  +9/+4
  +11
  +6
  +11
  Capacity (+1d6), unfeeling (DR 5/—)
  20th
  +10/+5
  +12
  +6
  +12
  Latent talent, undying
  41
  
  Unmoving (Sp): At 1st level, a potentialist who hasn’t moved, 
  used an immediate action, or made an attack of opportunity for 
  any reason since the end of his last turn can teleport to a nearby 
  space as a swift action once per turn as if using dimension door. 
  This movement does not provoke an attack of opportunity. The 
  potentialist must be able to see the space that he is moving into. 
  The potentialist cannot take other creatures with him when he 
  uses this ability. He can move up to 15 feet + 5 feet for every 
  two potentialist levels he possesses. The potentialist can still use 
  his move action to accomplish other tasks, such as drawing a 
  weapon or potion.
  Latent Talents: As a potentialist gains experience, he learns 
  a number of talents that aid his allies and confound his foes. 
  Starting at 2nd level, a potentialist gains one latent talent. He 
  gains an additional latent talent for every 2 levels of potentialist 
  attained after 2nd level. A potentialist cannot select an individual 
  talent more than once. A list of latent talents can be found below.
  Untouchable (Su): At 3rd level, the energy that surrounds the 
  potentialist becomes stronger, making it hard to push through 
  and get a hand on him. He uses his potentialist level in place of 
  his base attack bonus when calculating his CMB and CMD.
  Altered Capacity: At 4th level, a potentialist treats 
  his capacity aura as magic for the purposes of 
  overcoming damage reduction. At 8th level, he also 
  treats it as cold iron and silver. At 12th level, his aura 
  can overcome alignment-based damage reduction. 
  At 18th level, he also treats it as adamantine.
  Unbreathing (Su): At 5th level, a potentialist’s 
  control over his body allows him to go for days 
  (or weeks, if necessary) without breathing. He 
  becomes immune to effects that would require 
  him to do so, such as inhaled poisons and spells 
  like stinking cloud.
  Unfeeling (Su): At 7th level, the energy 
  surrounding a potentialist can be concentrated 
  against incoming attacks. He gains damage 
  reduction. Subtract 1 from the damage the 
  potentialist takes each time he is dealt 
  damage from a weapon or a natural attack. 
  At 10th level, and every three potentialist 
  levels thereafter (13th, 16th, and 19th 
  level), this damage reduction rises by 
  1 point. Damage reduction can reduce 
  damage to 0 but not below 0.
  Uncaring (Su): At 9th level, a potentialist’s mind can avoid 
  the mental energy created by some spells and effects, making 
  him immune to charm spells and spell-like abilities. While his 
  capacity aura is active, each ally within the aura also gains a +4 
  morale bonus on saving throws against charm effects. This ability 
  functions even if the potentialist is unconscious, but not if he is 
  dead.
  Brim With Potential (Su): At 15th level, a potentialist’s energy 
  bleeds off more slowly while in his capacity stance. for each round 
  his capacity aura remains active, it continues for up to 1 round 
  afterward. The potentialist can choose to end this prematurely as 
  a free action, but doing so ends the effect entirely.
  Unthinking (Su): At 17th level, a potentialist can stop even 
  minute bits of magic from affecting his thoughts. He becomes 
  immune to mind-affecting effects. While his capacity aura is 
  active, each ally within the aura also gains a +4 morale bonus 
  on saving throws against charm effects. This ability functions 
  even if the potentialist is unconscious, but not if he is dead.
  Undying (Su): At 20th level, so strong is a potentialist’s energy 
  that it continues to cycle when the powers of others would 
  cease. When the potentialist dies, he creates a stationary bubble 
  of potential energy that extends out as far as he could normally 
  teleport using unmoving. Within this area, the potentialist can 
  continue to use his potentialist abilities (including uncaring 
  and unthinking) as if he were not dead for up to 1 round per 
  potentialist level.
  In this state, the potentialist is still dead. Attempts to heal 
  him fail, and attacks against his body mean little. Removing the 
  potentialist’s head, or total destroying his body with a spell like 
  disintegrate, end or prevent this ability.
  Potentialist Latent Talents
  General talents can be chosen by any potentialist. A potentialist 
  cannot select an individual talent more than once.
  General Talents
  Altered Capacity, Improved: The potentialist’s capacity 
  aura can damage creatures normally immune to 
  precision-based damage, such as elementals, oozes, and 
  incorporeal creatures.
  Capacity for Battle, Lesser: The potentialist’s 
  capacity aura bleeds more energy faster. The 
  aura can now target up to 2 creatures per round 
  at 8th level and 3 creatures per round at 15th 
  level or higher.
  Flex Capacity: The potentialist can wrap his 
  power around one or more of his weapons, 
  charging them with energy enough to lash 
  out against passersby. When an enemy enters 
  a space within reach of the potentialist’s 
  melee weapon, or starts its turn there, the 
  potentialist can make a single attack against 
  that creature as a free action. If he hits, the 
  potentialist can also expend one use of his 
  capacity aura for the round as a free action 
  and deal its damage to the creature (no 
  save). The potentialist can do this as many 
  times in a round as the number of creatures 
  he can target with his capacity aura.
  In addition, the potentialist can use 
  Dexterity instead of Strength to determine 
  the size of his capacity aura. Only potentialists 
  with drive or focus can choose this talent.
  Stonewall (Ex): Creatures with improved evasion still take half 
  damage from the potentialist’s capacity aura on a failed save.
  Uncanny Dodge (Ex): The potentialist’s understanding of 
  motion and energy allow him to react to danger more easily. He 
  cannot be caught flat-footed, nor does he lose his Dex bonus to 
  AC if an attacker is invisible. He does not lose his Dexterity bonus 
  to armor class. A potentialist with this ability can still lose his 
  Dexterity bonus to armor class if an opponent successfully uses 
  the feint action against him.
  If a potentialist already has uncanny dodge from a different 
  class, he automatically gains improved uncanny dodge (see 
  below) instead.
  Unconventional (Ex): The potentialist gains a bonus to skill 
  checks made with the skills granted by his prospective path equal 
  to his Intelligence modifier.
  Unseen (Sp): A potentialist that takes no actions on his turn 
  becomes invisible, as with the vanish spell, until he damages a 
  creature with his capacity aura or the end of his next turn.
  42
  
  Unyielding, Lesser (Ex): When the potentialist does not use a 
  standard action on his turn, he counts as fighting defensively.
  Drive Talents
  Brutal Capacity (Su): The potentialist treats natural 1’s on his 
  capacity damage dice as 2’s.
  Brutal Capacity, Improved (Su): A potentialist with brutal 
  capacity can reroll any natural 1’s or 2’s on his capacity dice once.
  Deadly Capacity (Su): A creature that rolls a natural 1, against a 
  20th-level potentialist’s capacity damage, or that fails its save by 
  5 or more, must also attempt a Fortitude save against the same 
  DC. If it fails, the creature dies.
  Dual Capacity (Ex): A potentialist with Two-Weapon Fighting 
  who wields a weapon in each hand can target 1 additional 
  creature per round with his capacity aura. If he also has Improved 
  Two-Weapon Fighting or Greater Two-Weapon Fighting, he can 
  target up to 2 or 3 addtional creatures, respectively, instead.
  Evasion (Ex): The potentialist gains evasion, as the rogue 
  class feature, except he doesn’t actually move. Instead, the 
  potentialist’s ability to stay perfectly still causes magic to 
  occasionally ignore him entirely.
  Evasion, Improved (Ex): An 8th-level potentialist with evasion 
  is so good at staying still, magic is less likely to affect him even 
  moderately. He gains improved evasion, as the rogue advanced 
  talent.
  Uncanny Dodge, Improved (Ex): A 6th-level or higher 
  potentialist with uncanny dodge can no longer be flanked. This 
  defense denies a rogue the ability to sneak attack the potentialist 
  by flanking him, unless the attacker has at least four more rogue 
  levels than the target has potentialist levels.
  Unseen, Improved (Sp): A 16th-level or higher potentialist 
  with the unseen talent who takes no actions on his turn becomes 
  invisible, as with the improved invisibility spell, until the end of 
  his next turn.
  Focus Talents
  Arc Capacity (Ex): When a creature fails its Reflex save against 
  the potentialist’s capacity aura, the potentialist can target an 
  additional creature adjacent to the first and deal half his capacity 
  damage to it (Reflex half). This can only occur once per round.
  Arc Capacity, Improved (Ex): An 8th-level potentialist with arc 
  capacity can deal his full capacity damage to the second target 
  (Reflex half), and the second target can be anywhere within 25 
  feet of the first. This can occur once for each initial creature the 
  potentialist can target in a round.
  Capacity for Battle (Ex): The potentialist’s capacity aura writhes 
  and cracks with visible energy as it surrounds enemies. The aura 
  can now target up to 2 creatures per round at 6th level 3 at 11th 
  level, and 4 at 16th level.
  Unmoving Sentinel (Sp): If the potentialist doesn’t move on 
  his turn and one of his allies he can see is attacked, he can use 
  an attack of opportunity to teleport to an unoccupied space 
  adjacent to that ally or the creature he can see that attacked his 
  ally and make an attack against the creature attacking it.
  Unmoving Sentinel, Improved (Sp): A potentialist using 
  unmoving sentinel can teleport before an attack against his ally is 
  resolved and make himself the target of the attack instead.
  Unstoppable (Ex): If the potentialist takes no actions on his 
  turn, he gains spell resistance equal to 11 + his potentialist level 
  until the end of his next turn.
  Untouchable, Improved (Ex): The potentialist adds half his 
  armor bonus to his touch AC. A potentialist with natural armor 
  can add its full value to his touch AC instead.
  Unyielding (Ex): When the potentialist does not use a standard 
  action on his turn, he counts as taking a total defense action.
  Spirit Talents
  Caregiver (Su): The potentialist gains the channel energy cleric 
  class feature that he can use to heal all creatures within his 
  capacity aura. He can use this ability a number of times per day 
  equal to 3 + his Strength modifier.
  Promise of Aid (Sp): When the potentialist’s capacity aura 
  activates, he can choose to have it heal up to 1 creature that 
  enters or starts its turn in the aura instead. The number of 
  creatures he can heal in this way increases with the number of 
  creatures the potentialist can damage with his capacity aura.
  Promise of Life (Sp): A 10th-level or higher potentialist with 
  promise of aid can return a recently slain creature to life. This 
  counts as breath of life, except it only activates if the creature is 
  within the potentialist’s capacity aura when it dies.
  Promise of Life, Improved (Sp): A 14th-level or higher 
  potentialist with promise of life and holding a diamond worth 
  at least 10,000 gp can return a slain creature to life. This counts 
  as resurrection, except it only activates if creature is within the 
  potentialist’s capacity aura for at least 1 uninterrupted minute.
  Promise of Life, Greater (Sp): An 18th-level or higher 
  potentialist with improved promise of life and holding a diamond 
  worth at least 25,000 gp can return a slain creature to life. This 
  counts as resurrection, except it only activates if creature is within 
  the potentialist’s capacity aura for at least 10 uninterrupted 
  minutes.
  Promise of Mercy (Su): A potentialist with the promise of aid 
  talent also gains mercies as a paladin of his level. These mercies 
  are applied to creatures the potentialist heals.
  Undivided (Su): The potentialist uses Wisdom instead of 
  Strength to determine the size of his capacity aura and the 
  number of times he can use caregiver each day (see above).
  Vigor Talents
  Destructive Capacity (Su): The potentialist’s capacity aura can 
  also damage up to 1 object for each creature it could target. This 
  damage ignores an amount of hardness equal to the potentialist’s 
  Strength bonus (if any).
  Energy Capacity (Sp): The potentialist can slow or speed up 
  the energy bled from his capacity aura, causing it to deal cold, 
  electricity, or fire damage instead of precision-based damage. 
  When he does, a creature that saves against the effect still takes 
  half damage from it. The potentialist can change the damage to 
  a different type, or back to precision-based damage, as a swift 
  action at the end of each of his turns.
  Full Capacity (Sp): The potentialist’s capacity aura becomes 
  erratic and deals damage to each creature that enters or starts its 
  turn in the aura. The potentialist can change between his normal 
  capacity aura and full capacity as a free action when it activates.
  Undeniable (Su): The potentialist uses Charisma instead of 
  Strength to determine the size of his capacity aura. If he also has 
  the destructive capacity talent, he can use Charisma in place of 
  Strength for that as well.
  Unmoving, Greater (Sp): A 10th-level or higher potentialist the 
  improved unmoving talent who doesn’t use a move action on his 
  turn can teleport as the spell a number of times per day up to his 
  Intelligence modifier.
  Unmoving, Improved (Sp): An 8th-level or higher potentialist 
  who doesn’t use a move action on his turn can dimension door 
  as the spell a number of times per day up to his Intelligence 
  modifier.
  43
  
  Priest of Volwryn
  A penitent hero, forever balancing the light with the darkness.
  The power to heal is not only the gods’ to give. Beings from 
  beyond the stars can mend wounds as easily as some bauble 
  placed around one’s neck. All they ask is obedience and an 
  absolute dedication to one form of power or the other.
  The priests of volwryn have learned to balance the power of 
  those distant entities, using their gifts to bring equal ruin and 
  recovery to the field of battle. On their homeworld, some of these 
  priests would act as saviors, speakers of the good that could be 
  found in blessed light. Others would spit and preach only of the 
  greater darkness that would consume everything if not for them 
  offering it scraps. The priest of volwryn class is a hybrid of the 
  cleric and the gunslinger.
  As members of a class of volwryn, priests learn how to dance 
  between power structures, utilizing a specific set of options that 
  best suit them at any given point in the day.
  Role: A priest of volwryn often begins his training as a 
  protector of his allies, but the dangers of the world can 
  turn some into righteous wielders of shadow 
  and death, while others dive deeper into the 
  healing power of their vaunted light.
  Alignment: Any, but see Gift of Volwryn 
  below.
  Hit Die: d6.
  Parent Classes: Cleric and gunslinger.
  Starting Wealth: 4d6 x 10 gp (average 140 gp)
  Class Skills
  The priest of volwryn’s class 
  skills are Appraise (Int), Craft 
  (Int), Diplomacy (Cha), Heal 
  (Wis), Knowledge (arcana) (Int), 
  Knowledge (history) (Int), Knowledge 
  (nobility) (Int), Knowledge (planes) (Int), 
  Knowledge (religion) (Int), Linguistics 
  (Int), Profession (Wis), Sense Motive 
  (Wis), and Spellcraft (Int).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  All of the following are class 
  features of the priest of volwryn.
  Weapon and Armor Proficiency: Priests of volwryn are 
  proficient with the club, dagger, heavy crossbow, light crossbow, 
  and quarterstaff, but not with any type of armor or shield.
  Aura (Ex): A priest of volwryn’s aura shifts between alignments 
  when he changes his gift of volwryn (see below).
  Spells (Ex): A priest of volwryn casts divine spells which are 
  drawn from the cleric spell list. His current alignment, however, 
  may restrict him from casting certain spells opposed to his moral 
  or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A 
  priest of volwryn must choose and prepare his spells in advance.
  To prepare or cast a spell, the priest must have a Wisdom score 
  equal to at least 10 + the spell level. The Difficulty Class for a 
  saving throw against a priest’s spell is 10 + the spell level + the 
  priest’s Wisdom modifier.
  Like other spellcasters, a priest of volwryn can cast only a 
  certain number of spells of each spell level per day. His base daily 
  spell allotment is given on Table: Priest of Volwryn. In addition, 
  he receives bonus spells per day if he has a high Wisdom score.
  Priests meditate or pray for their spells. Each priest must 
  choose a time at which he must spend 1 hour each day in quiet 
  contemplation or supplication to regain his daily allotment of 
  spells. Time spent resting has 
  no effect on whether a priest 
  can prepare spells. A priest may 
  prepare and cast any spell on the 
  priest spell list, provided that he 
  can cast spells of that level, but 
  he must choose which spells to 
  prepare during his daily meditation.
  Orisons: Priests of volwryn can prepare 
  a number of orisons, or 0-level spells, 
  each day, as noted on Table: Priest of 
  Volwryn under “Spells per day.” These spells 
  are treated like any other spell, but they are not expended 
  when cast and may be used again.
  Faith (Su): A priest of volwryn makes his mark upon 
  the world with smart use of his faith. All priests 
  of volwryn have faith. In game terms, faith is a 
  fluctuating measure of the priest’s ability to 
  perform minor miracles in combat. At the start 
  of each day, a priest of volwryn gains a number 
  of faith points equal to his Intelligence 
  modifier (minimum 1). His faith goes 
  Chaotic, Evil, Good, and Lawful Spells
  A priest of volwryn can only cast unaligned spells and spells 
  that share his alignment. Spells associated with particular 
  alignments are indicated by the chaotic, evil, good, and lawful 
  descriptors in their spell descriptions.
  In addition, the following spells gain the listed alignment 
  when cast by a priest of volwryn. When new spells become 
  available, the GM has final say on whether they fit into one of 
  these alignments.
  Chaotic: Illusion spells. Spells with the cold or electricity 
  descriptors.
  Evil: Necromancy spells. Spells with the darkness, death, 
  disease, or fear descriptors.
  Good: Conjuration (healing) spells, except for breath of life, 
  resurrection, and true resurrection.
  Lawful: Abjuration spells. Spells with the air or fire descriptors.
  Favored Class Bonuses
  These races make particularly good potentialists.
  Aasimar: Add a +1/2 bonus on Escape Artist checks.
  Astomoi: Add +1-ft. to the distance traveled with unmoving. 
  In combat this option has no effect unless the potentialist has 
  selected it five times (or another increment of five). This bonus 
  stacks with the potentialist’s unmoving class feature and applies 
  under the same conditions as that feature.
  Dwarf: Add a +1/2 bonus to capacity damage (max +5).
  Ghoran: Gain +1/6 of a new latent talent.
  Half-Dwarf*: Add +1/3 to initiative checks (max +5). This bonus 
  does not stack with Improved Initiative.
  Lashunta: Add a +1/2 bonus on Diplomacy and Intimidate 
  checks to change a creature’s attitude.
  Oread: Add a +1/2 bonus to capacity damage (max +5).
  44
  
  up or down throughout the day, but usually cannot go higher 
  than his Intelligence modifier (minimum 1), though some feats 
  and magic items may affect this maximum. A priest of volwryn 
  spends faith to create miracles (see below), and regains faith in 
  the following ways.
  Effective Use of Shielding: Each time a creature confirms a 
  critical hit against a creature protected by the priest’s shielding, 
  the priest regains 1 faith point. Creatures that have fewer Hit Dice 
  than half the priest’s character level do not restore faith.
  Killing Blow with priest’s smite or penance: When the priest 
  reduces a creature to 0 or fewer hit points with priest’s smite or 
  penance while in the heat of combat, he regains 1 faith point. 
  Destroying an unattended object, reducing a helpless or unaware 
  creature to 0 or fewer hit points, or reducing a creature that has 
  fewer Hit Dice than half the priest’s character level to 0 or fewer 
  hit points does not restore any faith.
  Miracles: Priests of volwryn spend faith points to accomplish 
  miracles. Most miracles grant the priest some momentary bonus 
  or effect, but there are some that provide longer-lasting effects. 
  Some miracles stay in effect as long as the priest has at least 1 
  faith point. The following is the list of base priest miracles. A 
  priest of volwryn can only perform miracles of his level or lower. 
  Unless otherwise noted, a miracle can be performed multiple 
  successive times, as long as the appropriate amount of faith is 
  spent to perform the miracle.
  Leap of Faith (Su): At 1st level, the priest can pull his allies 
  out of the way of ranged attacks. When a ranged attack is made 
  against one of the priest’s allies within close range (25 ft. + 5 ft. 
  per level), the priest can spend 1 faith point to move that ally 5 
  feet as an immediate action; doing so grants the ally a +2 bonus 
  to AC against the triggering attack. This movement is not a 5-foot 
  step, and provokes attacks of opportunity. Alternatively, if the 
  priest is the target of a ranged attack, he can drop prone to gain a 
  +4 bonus to AC against the it.
  Mending (Sp): At 1st level, as a move-equivalent action, the 
  priest can cast mending to remove the broken condition from a 
  single object he is currently holding. The priest must have at least 
  Table: Priest of Volwryn
  Base
  Attack
  Fort
  Ref
  Will
  Spells per Day
  Level
  Bonus
  Save
  Save
  Save
  Special
  0
  1st
  2nd 3rd
  4th
  5th
  6th 7th
  8th 9th
  1st
  +0
  +2
  +0
  +2
  Aura, faith, miracles, orisons, 
  shielding (1d8)
  3
  1
  —
  —
  —
  —
  —
  —
  —
  —
  2nd
  +1
  +3
  +0
  +3
  Enlightenment
  4
  2
  —
  —
  —
  —
  —
  —
  —
  —
  3rd
  +1
  +3
  +1
  +3
  Gift of volwryn, miracles
  4
  2
  1
  —
  —
  —
  —
  —
  —
  —
  4th
  +2
  +4
  +1
  +4
  Shielding (2d8)
  4
  3
  2
  —
  —
  —
  —
  —
  —
  —
  5th
  +2
  +4
  +1
  +4
  4
  3
  2
  1
  —
  —
  —
  —
  —
  —
  6th
  +3
  +5
  +2
  +5
  Shielding (3d8)
  4
  3
  3
  2
  —
  —
  —
  —
  —
  —
  7th
  +3
  +5
  +2
  +5
  Miracles
  4
  4
  3
  2
  1
  —
  —
  —
  —
  —
  8th
  +4
  +6
  +2
  +6
  Shielding (4d8)
  4
  4
  3
  3
  2
  —
  —
  —
  —
  —
  9th
  +4
  +6
  +3
  +6
  Dual gift of volwryn
  4
  4
  4
  3
  2
  1
  —
  —
  —
  —
  10th
  +5
  +7
  +3
  +7
  Barrier (1d8)
  4
  4
  4
  3
  3
  2
  —
  —
  —
  —
  11th
  +5
  +7
  +3
  +7
  Miracles
  4
  4
  4
  4
  3
  2
  1
  —
  —
  —
  12th
  +6/+1
  +8
  +4
  +8
  Barrier (2d8)
  4
  4
  4
  4
  3
  3
  2
  —
  —
  —
  13th
  +6/+1
  +8
  +4
  +8
  4
  4
  4
  4
  4
  3
  2
  1
  —
  —
  14th
  +7/+2
  +9
  +4
  +9
  Barrier (3d8)
  4
  4
  4
  4
  4
  3
  3
  2
  —
  —
  15th
  +7/+2
  +9
  +5
  +9
  Miracles
  4
  4
  4
  4
  4
  4
  3
  2
  1
  —
  16th
  +8/+3
  +10
  +5
  +10
  Barrier (4d8)
  4
  4
  4
  4
  4
  4
  3
  3
  2
  —
  17th
  +8/+3
  +10
  +5
  +10
  4
  4
  4
  4
  4
  4
  4
  3
  2
  1
  18th
  +9/+4
  +11
  +6
  +11
  Mass resurrection
  4
  4
  4
  4
  4
  4
  4
  3
  3
  2
  19th
  +9/+4
  +11
  +6
  +11
  Miracles
  4
  4
  4
  4
  4
  4
  4
  4
  3
  3
  20th
  +10/+5
  +12
  +6
  +12
  True faith
  4
  4
  4
  4
  4
  4
  4
  4
  4
  4
  1 faith point to perform this miracle. Alternatively, if the priest 
  spends 1 faith point to perform this miracle, he can cast mending 
  as a swift action instead.
  Priest’s Smite (Sp): At 1st level, as long as the priest has at least 
  1 faith point, he can use a standard action to cast mind thrust I. 
  Beginning at 7th level, the priest can instead spend 1 faith point 
  to cast mind thrust II. This becomes mind thrust III at 11th level, 
  mind thrust IV at 15th level, and mind thrust V at 19th level. 
  These spells are summarized in chapter 5 for easy reference.
  Shield of Faith (Sp): At 1st level, the priest can create a shield of 
  faith effect that lasts up to 1 hour per priest level. Performing this 
  miracle costs 1 faith point.
  Miraculous Initiative (Ex): At 3rd level, as long as the priest has 
  at least 1 faith point, he gains a +2 bonus on initiative checks.
  Twist of Fate (Ex): At 3rd level, the priest can increase the 
  potency of his melee and ranged attacks for 1 round. When 
  he does, he gains a bonus on attack rolls for one round equal 
  to his Intelligence modifier. Any attacks the priest makes when 
  using twist of fate deal additional damage of the same type 
  as the weapon, determined by the size of the weapon. One-
  handed weapons deal 1d6 additional points of damage (1d4 if 
  wielded by Small creatures) and two-handed weapons deal 1d10 
  additional points of damage (1d8 if wielded by Small creatures). 
  This damage multiplies with a critical hit. If an attack with twist of 
  fate hits, the priest can also make a combat maneuver check to 
  knock the target prone as a free action. Performing this miracle 
  costs 1 faith point.
  Thaumaturgy (Sp): At 3rd level, if the priest has at least 1 faith 
  point, he can perform all of the following miracles. The priest can 
  have up to 3 of these effects active at a time.
  • His voice booms up to three times as loud as normal for 1 
  minute.
  • Flames to flicker, brighten, dim, or change color for 1 minute.
  • Harmless tremors in the ground for 1 minute.
  • He creates an instantaneous sound that originates from 
  a point of his choice within 30 feet, such as a rumble of 
  thunder, the cry of a raven, or ominous whispers.
  45
  
  • An unlocked door or window flies open or slams shut.
  • He alters the appearance of his eyes for 1 minute.
  Mercy (Su): At 7th level, as a full-round action, the priest can 
  choose one mercy as a paladin of his level -3. When he uses 
  shielding or barrier, the priest can also spend 1 faith point to 
  apply the same mercy to each target. The priest can choose an 
  additional mercy at 15th level.
  Penance (Sp): At 7th level, as a full-round action, the priest 
  can take careful aim and pool all of his faith into a single, deadly 
  blast. This is treated as a two-handed ranged weapon sized for 
  the priest with a range increment of 110 feet.
  When the priest uses penance, he attacks a single target, but 
  makes up to 2 ranged touch attacks using his base attack bonus 
  + his Intelligence modifier. The second attack is made at a -2 
  penalty. If any of the attack rolls hit the target, the target takes 
  force damage equal to 1d10 + the priest’s Intelligence modifier.
  For each additional successful attack roll beyond the first, the 
  priest increases the damage of penance by 1d10. For instance, 
  if a 7th-level priest hits with both attacks, he does 2d10 points 
  of damage with penance, instead of 1d10 points of damage, 
  before adding any damage modifiers. Precision damage and extra 
  damage from other abilities (such as twist of fate) are added with 
  damage modifiers and are not increased by secondary attacks 
  made with this miracle. If one or more rolls are critical threats, 
  the priest confirms the critical once using his highest base attack 
  bonus -2. For each critical threat beyond the first, he reduces this 
  penalty by 1 (to a maximum of 0). At 11th level, the priest can 
  make a 3rd attack with one use of penance at a -4 penalty, and 
  at 15th level, he can make a 4th attack at a -6 penalty. The priest 
  must spend 1 faith point to perform this miracle.
  Psychic Voice (Su): At 7th level, a priest of volwryn with least 
  1 faith uses his priest level in place of his base attack and adds 
  his Intelligence modifier in place of Strength when attempting a 
  feint combat maneuver. He can use that maneuver as a full-round 
  action to make his target lose its Dexterity bonus to AC (if any) 
  against all of its enemies until the end of the priest’s next turn.
  Dispel Magic (Sp): At 11th level, when another creature casts 
  a spell that targets the priest or one of his allies he can see, the 
  priest can spend 1 faith point and expend any prepared spell 
  of the same spell level as an immediate action to counter that 
  creature’s spell as if the priest had readied the counterspell.
  Shadow Word Pain (Su): At 11th level, as a standard action, the 
  priest can spend 1 faith point to cause a target within medium 
  range (100 ft. + 10 ft. per level) to suffer bleed damage. The 
  amount of bleed damage is equal to the priest’s Intelligence 
  modifier. Alternatively, the priest can spend 2 faith points to 
  deal 1 point of Strength, Dexterity, or Constitution bleed damage 
  (priest’s choice) instead. Creatures that are immune to sneak 
  attacks are also immune to these types of bleed damage.
  Shield Discipline (Ex): At 11th level, as long as the priest has 
  at least 1 faith point, he can use shielding on a single target as 
  a standard action without it counting against his total uses of 
  shielding per day. The target only gains half the temporary hit 
  points rolled with this use of shielding.
  Fade (Ex): At 15th level, when the priest has at least 1 faith 
  point, he gains the benefit of the evasion, uncanny dodge, and 
  improved uncanny dodge rogue class features. He uses his priest 
  level as his rogue level for improved uncanny dodge.
  Psychic Scream (Su): At 15th level, the priest can spend 1 faith 
  point as a standard action to affect all living creatures within a 
  30-foot-radius burst as if they were subject to the fear spell. The 
  DC of this effect is equal to 10 + 1/2 the priest’s level + the priest’s 
  Intelligence modifier.
  Focused Will (Ex): At 15th level, the priest can spend faith to 
  reroll a saving throw or a skill check. It costs 2 faith points to reroll 
  a saving throw, and 1 faith point to reroll a skill check. The priest 
  must take the result of the second roll, even if it is lower. The 
  miracle’s cost cannot be reduced by the true faith class ability, 
  or any other effect or feat that reduces the amount of faith a 
  miracle costs.
  Desperate Prayer (Su): At 19th level, whenever the priest is 
  reduced to 0 or fewer hit points, he can spend all of his remaining 
  faith points (minimum 1) to use barrier as an immediate action.
  Shadow Word Death (Ex): At 19th level, when the priest scores 
  a critical hit with penance, he can spend 1 faith point to deal 
  normal damage, and the target must succeed at a Fortitude 
  saving throw with a DC equal to 10 + 1/2 the priest’s level + the 
  priest’s Intelligence modifier. On a failed saving throw, the target 
  dies. This is a death attack. Performing this miracle does not 
  allow the priest to regain faith from confirming a critical hit or 
  making a killing blow.
  Stunning Penance (Ex): At 19th level, when a priest of volwryn 
  hits a creature with penance, he can spend 2 faith points to stun 
  the creature for 1 round. The creature must make a Fortitude 
  saving throw (the DC = 10 + 1/2 the priest’s level + the priest’s 
  Intelligence modifier). If the creature fails, it is stunned for 1 
  round. Creatures that are immune to critical hits are also immune 
  to this effect.
  Shielding (Su): Regardless of alignment, a priest of volwryn 
  can create magical shields of energy with which he can protect 
  himself and his allies. At 1st level, the priest can shield a single 
  creature as a standard action, granting it a number of temporary 
  hit points equal to the 1d8 + the priest’s level. These temporary 
  hit points last for up to 1 minute. The priest can use this ability a 
  number of times per day equal to 3 + his Wisdom modifier.
  At 4th, 6th, and 8th level, the priest’s shield grants 1d8 
  additional temporary hit points. Starting at 10th level, a priest of 
  volwryn can instead choose to create a barrier of 1d8 temporary 
  hit points on himself and each of his allies within 30 feet of him. 
  The barriers’ temporary hit points increase by 1d8 at 12th, 14th, 
  and 16th level.
  Enlightenment (Ex): At 2nd level, a priest of volwryn gains a 
  bonus equal to his Intelligence bonus (if any) on all Saving Throws.
  Gift of Volwryn (Ex): At 3rd level, a priest of volwryn gains the 
  ability to change his alignment between extremes (good to evil, or 
  lawful to chaotic) in order to use different suites of spells. Doing 
  so requires 1 minute while the priest focuses himself on his new 
  alignment. This change is as much emotional as spiritual, and the 
  priest’s mannerisms and general outlook on the world change. 
  The priest is not actually of the alignment to which he changes (a 
  priest who is usually good wouldn’t suddenly kill innocents), but 
  he may become dour, cheery, stoic, or more outgoing while his 
  alignment is shifted.
  While focusing on a different alignment, the priest trades 
  prepared spells associated with his previous alignment for those 
  granted by his new alignment. If he falls unconscious or sleeps, 
  the priest returns to his normal alignment, gaining access again 
  to the spells it grants.
  46
  
  Beginning at 9th level, a priest of volwryn can change both his 
  moral (good/evil) and ethical (lawful/chaotic) alignment during 
  the same minute.
  Mass Resurrection (Sp): At 19th level, when a priest of volwryn 
  casts true resurrection, he can choose to instead gain the effects 
  of resurrection on each creature within 5 feet of him (maximum 
  4 creatures).
  True Faith (Ex): At 20th level, a priest of volwryn picks two 
  miracles that he has access to and that he must spend faith to 
  perform. He can perform these miracless for 1 faith point fewer 
  (minimum 0) than usual. If the number of grit points to perform 
  a deed is reduced to 0, the priest can perform this miracle as 
  long as she has at least 1 grit point. If a deed could already be 
  performed as long as he had at least 1 faith point, he can now 
  perform that deed even when he has no faith points.
  Favored Class Bonuses
  These races make particularly good pythias.
  Dwarf: Add +1/2 use of desperate prayer, but the dwarf only 
  creates a shielding effect on himself until 19th level.
  Elf: As long as the elf has at least 1 faith point, he can cast 
  glitterdust 1/3 times per day as a spell-like ability.
  Gnome: The gnome can spend 1 faith point to use his dispel 
  magic miracle +1/6 times per day.
  Goblin: As long as the goblin has at least 1 faith point, he can 
  cast silence +1/3 times per day as a spell-like ability.
  Human: Add +1/2 use of desperate prayer, but the human only 
  creates a shielding effect on himself until 19th level.
  Reborn: Creatures that hit you or one of your allies with your 
  shield or barrier effect take +1 force damage.
  Skinwalker: As long as the skinwalker has at least 1 faith point, 
  he can cast shield of fortification +1/3 times per day as a spell-like 
  ability.
  Tiefling: As long as the tiefling has at least 1 faith point, he 
  gains 1/4 of the aura of courage paladin class feature.
  Pythia
  Concept by Paul Vincent Hughes.
  The original pythias were once rulers of their own world until 
  their views clashed with the alchemists who would ultimately 
  take over and exile them. With nowhere else to go, what was 
  left of the sisterhood lived in exile until their matron received a 
  vision of the portals that tore through reality and what it would 
  mean to leave them unattended. Traveling through one such rift, 
  the sisters quickly helped a handful of would-be leaders organize 
  the confused masses into the Collective and began making plans 
  to close the rifts. With order re-established, the pythia decided 
  to remain behind the scenes, lest they be ousted again by brash, 
  arrogant fools.
  To survive so far from their reality, the pythias had to adapt 
  their magic. They now seek young children with “a spark” usually 
  indicated by red hair (in races with hair) or similar traits. While 
  this isn’t a requirement to join the pythias, it does make being 
  accepted much easier.
  Role: A pythia plays much the same role as an oracle, acting 
  as the party’s healer or guardian. Being able to interpret both 
  the past and the future gives them a better means of handling 
  problems in the present.
  Alignment: Any.
  Hit Die: d8.
  Starting Wealth: 3d6 x 10 gp (average 105 gp)
  Class Skills
  The pythia’s class skills are Craft (Int), Diplomacy (Cha), Handle 
  Animal (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge 
  (nature) (Int), Knowledge (planes) (Int), Profession (Wis), Ride 
  (Dex), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
  Skill Ranks per Level: 4 + Int modifier.
  Table: Pythia
  Base
  Attack
  Fort
  Ref
  Will
  Level
  Bonus
  Save
  Save
  Save
  Special
  1st
  2nd 3rd
  4th
  5th
  6th 7th
  8th 9th
  1st
  +0
  +0
  +0
  +2
  Naturalist, orisons, prescience
  3
  —
  —
  —
  —
  —
  —
  —
  —
  2nd
  +1
  +0
  +0
  +3
  Manipulate artifice
  4
  —
  —
  —
  —
  —
  —
  —
  —
  3rd
  +2
  +1
  +1
  +3
  Defiance (one terrain)
  5
  —
  —
  —
  —
  —
  —
  —
  —
  4th
  +3
  +1
  +1
  +4
  Wild shape (1/day)
  6
  3
  —
  —
  —
  —
  —
  —
  —
  5th
  +3
  +1
  +1
  +4
  Defiance (fast healing 1)
  6
  4
  —
  —
  —
  —
  —
  —
  —
  6th
  +4
  +2
  +2
  +5
  6
  5
  3
  —
  —
  —
  —
  —
  —
  7th
  +5
  +2
  +2
  +5
  Wild shape (2/day)
  6
  6
  4
  —
  —
  —
  —
  —
  —
  8th
  +6/+1
  +2
  +2
  +6
  6
  6
  5
  3
  —
  —
  —
  —
  —
  9th
  +6/+1
  +3
  +3
  +6
  Speak with animals
  6
  6
  6
  4
  —
  —
  —
  —
  —
  10th
  +7/+2
  +3
  +3
  +7
  Defiance (anywhere)
  6
  6
  6
  5
  3
  —
  —
  —
  —
  11th
  +8/+3
  +3
  +3
  +7
  Wild shape (3/day)
  6
  6
  6
  6
  4
  —
  —
  —
  —
  12th
  +9/+4
  +4
  +4
  +8
  Speak with animals
  6
  6
  6
  6
  5
  3
  —
  —
  —
  13th
  +9/+4
  +4
  +4
  +8
  Undo artifice
  6
  6
  6
  6
  6
  4
  —
  —
  —
  14th
  +10/+5
  +4
  +4
  +9
  6
  6
  6
  6
  6
  5
  3
  —
  —
  15th
  +11/+6/+1
  +5
  +5
  +9
  Defiance (fast healing 3), speak 
  with animals, wild shape (4/day)
  6
  6
  6
  6
  6
  6
  4
  —
  —
  16th
  +12/+7/+2
  +5
  +5
  +10
  6
  6
  6
  6
  6
  6
  5
  3
  —
  17th
  +12/+7/+2
  +5
  +5
  +10
  Timeless body
  6
  6
  6
  6
  6
  6
  6
  4
  —
  18th
  +13/+8/+3
  +6
  +6
  +11
  Speak with animals
  6
  6
  6
  6
  6
  6
  6
  5
  3
  19th
  +14/+9/+4
  +6
  +6
  +11
  Wild shape (5/day)
  6
  6
  6
  6
  6
  6
  6
  6
  4
  20th
  +15/+10/+5
  +6
  +6
  +12
  Defiance (rebirth)
  6
  6
  6
  6
  6
  6
  6
  6
  6
  Ursaren: As long as the ursaren has at least 1 faith point, he 
  can cast resist energy +1/3 times per day as a spell-like ability.
  47
  
  or reduced to negative hit points 
  while in the chosen terrain, the 
  pythia automatically stabilizes. 
  At 5th level, she also gains fast 
  healing 1 for 1d4 rounds. At 10th 
  level, the ability works anywhere. 
  At 15th level, her fast healing 
  improves to 3.
  At 20th level, the pythia is 
  taught the greatest secret of 
  her sisterhood. Once per day, 
  she can restore herself fully, so 
  long as she hasn’t died. As a 
  full-round action, she can will 
  herself change. The pythia is 
  helpless for 8 hours while this 
  occurs, but upon waking up, she 
  becomes another member of her 
  race, changing her appearance, 
  gender, and/or other superficial 
  physical 
  characteristics 
  as 
  appropriate. This change does 
  not alter a pythia’s Hit Dice, hit 
  points, saving throws, skill points, 
  class skills, or proficiencies. Each time the transformation is 
  made, the pythia is cleansed of all poisons and diseases, restored 
  to full hit points, and healed of all ability damage.
  Wild Shape (Su): Over time, a pythia’s control over her magic 
  allows her to change her shape periodically. Beginning at 4th 
  level, a pythia gains wild shape, as the druid class feature. Her 
  wild shape improvements (such as size and type) occur at 7th 
  level and every 4 levels thereafter, to a maximum of 5 times per 
  day (as a huge elemental or plant creature) at 19th level.
  Speak with Animals (Ex): At 9th level, a pythia gains the ability 
  to converse with a specific kind of animal (eagle, fox, dog, and so 
  on). This functions as if she were under the effects of speak with 
  animals. She gains the ability to communicate with an additional 
  kind of animal for every 3 pythia levels she attained.
  Undo Artifice (Sp): At 13th-level, a pythia gains the ability to 
  reduce a nonliving item to its component parts. This effect acts 
  as the spell polymorph any object, working on nonliving objects 
  only. The duration is always permanent. The effect cannot be 
  used to mimic other spells. Items subject to this effect receive a 
  Fortitude saving throw to negate the effect. Magic items receive 
  a +1 circumstance bonus on this save for every 5,000 gp in the 
  item’s value. A pythia may use undo artifice a number of times 
  per day equal to her Charisma modifier.
  Timeless Body (Ex): After attaining 17th level, a pythia no 
  longer takes ability score penalties for aging and cannot be 
  magically aged. Any penalties she may have already incurred, 
  however, remain in place. Bonuses still accrue, and the pythia 
  still dies of old age when her time is up.
  Favored Class Bonuses
  These races make particularly good pythias.
  Android: Gain electricity resistance 1. Each time the pythia 
  selects this reward, increase her resistance to electricity by 1 
  (maximum 10).
  Catfolk: Add +1/3 to the pythia’s natural armor when using 
  wild shape.
  Dhampir: Add +1/4 damage to any bite attacks gained by a 
  form taken with wild shape.
  Class Features
  All of the following are class features of the pythia.
  Weapon and Armor Proficiency: Pythias are proficient with all 
  simple weapons, light armor, medium armor, and shields (except 
  tower shields). They are also proficient with all natural attacks 
  (claw, bite, and so forth) of any form they assume with wild shape 
  (see below).
  Spells: A pythia casts divine spells, which are drawn from 
  the druid spell list. She can cast any spell she knows without 
  preparing it ahead of time. To learn or cast a spell, a pythia must 
  have a Charisma score equal to at least 10 + the spell level. The 
  Difficulty Class for a saving throw against a pythia’s spell is 10 + 
  the spell’s level + the pythia’s Charisma modifier.
  Like other spellcasters, a pythia can cast only a certain number 
  of spells per day of each spell level. Her base daily spell allotment 
  is given on Table: Pythia. In addition, she receives bonus spells per 
  day if she has a high Charisma score (see Table: Ability Modifiers 
  and Bonus Spells).
  Unlike other divine spellcasters, a pythia’s selection of spells 
  is extremely limited. A pythia begins play knowing four 0-level 
  spells and two 1st-level spells of her choice. At each new pythia 
  level, she gains one or more new spells, as indicated on Table: 
  Pythia Spells Known. Unlike spells per day, the number of spells a 
  pythia knows is not affected by her Charisma score; the numbers 
  on Table: Pythia Spells Known are fixed.
  Upon reaching 4th level, and at every even-numbered pythia 
  level after that (6th, 8th, and so on), a pythia can choose to learn 
  a new spell in place of one she already knows. In effect, the pythia 
  loses the old spell in exchange for the new one. The new spell’s 
  level must be the same as that of the spell being exchanged. A 
  pythia may swap only a single spell at any given level, and must 
  choose whether or not to swap the spell at the same time that 
  she gains new spells known for the level.
  Unlike a druid, a pythia need not prepare her spells in advance. 
  She can cast any spell she knows at any time, assuming she has 
  not yet used up her spells per day for that spell level. Pythias do 
  not need to provide a divine focus to cast spells that list divine 
  focus (DF) as part of the components.
  Orisons: Pythias learn a number of orisons, or 0-level spells, 
  as noted on Table: Pythia Spells Known. These spells are cast like 
  any other spell, but they do not consume any slots and may be 
  used again.
  Naturalist (Ex): At 1st level, a pythia gains the nature bond 
  druid class feature, except she can only choose between an 
  animal companion or druidic herbalism.
  Prescience (Ex): At 1st level, the pythia may add her Charisma 
  modifier, instead of her Dexterity modifier, to her Armor Class 
  and CMD. Any condition that would cause a pythia to lose her 
  Dexterity modifier to her Armor Class instead causes the pythia 
  to lose her Charisma modifier to your Armor Class.
  Manipulate Artifice (Sp): Starting at 2nd level, a pythia gains 
  access to a small list of spells brought over from the original 
  pythias’ homeworld. They are added to the pythia’s spells known 
  as soon as she is capable of casting them.
  1st—make whole; 2nd—knock; 3rd—shatter; 4th—greater 
  make whole; 5th—rags to riches; 6th—artificer’s curse; 7th—
  memory of function; 8th—refuge; 9th—discern location
  Defiance (Su): At 3rd level, a pythia regularly receives visions 
  of her impending death that she can then plan for. She chooses 
  one terrain type, such as mountains. Whenever she is dying 
  Table: Pythia Spells Known
  Level
  1st
  2nd
  3rd
  4th
  1st
  —
  —
  —
  —
  2nd
  —
  —
  —
  —
  3rd
  —
  —
  —
  —
  4th
  0
  —
  —
  —
  5th
  1
  —
  —
  —
  6th
  1
  —
  —
  —
  7th
  1
  0
  —
  —
  8th
  1
  1
  —
  —
  9th
  2
  1
  —
  —
  10th
  2
  1
  0
  —
  11th
  2
  1
  1
  —
  12th
  2
  2
  1
  —
  13th
  3
  2
  1
  0
  14th
  3
  2
  1
  1
  15th
  3
  2
  2
  1
  16th
  3
  3
  2
  1
  17th
  4
  3
  2
  1
  18th
  4
  3
  2
  2
  19th
  4
  3
  3
  2
  20th
  4
  4
  3
  3
  48
  
  Half-Orc: Add +1/3 natural armor bonus to the pythia’s animal 
  companion. If the pythia replaces her animal companion, the 
  new animal companion gains this bonus.
  Human: Add a +1/2 bonus on wild empathy checks and a +1/2 
  bonus on Handle Animal skill checks.
  Sokarian: Add +1/4 damage to any gore or trample attacks 
  (choose one) gained by a form taken with wild shape.
  49
  
  Archetypes and Class Options
  3
  50
  
  Resources: Any items or abilities used by a clone count against 
  the twin blade’s equipment or uses, respectively. 
  The twin blade can only summon and control one clone at a 
  time at 1st level. Starting at 6th level, he can summon and control 
  up to 2 clones at a time. Doing so spends 2 uses of clone. At 11th 
  level, he can spend 3 uses for 3 clones, and at 16th level, he can 
  spend 4 uses for 4 clones.
  This replaces heroism.
  Twin Blade Hero Talents
  The following hero talents are available to the twin blade. For 
  each of the following talents he chooses, the twin blade can also 
  use clone 2 additional times per day.
  Supernatural Clone (Su): A twin blade with this hero talent can 
  summon clones as a swift action.
  Brothers (Ex): A twin blade or clone with this hero talent gains 
  a +4 insight bonus to aid another checks when aiding the twin 
  blade or another of his clones.
  Switch (Sp): As a swift action, a twin blade with this hero talent 
  can cast king’s castle, switching places with a clone within range 
  of the spell and ending his turn.
  Tough Clones (Ex): A twin blade with this hero talent summons 
  stronger clones. This hero talent can be chosen more than once. 
  Each time it is chosen, see below.
  1st. Clones hit points equal the twin blade’s generational hero 
  level.
  2nd. Clones gain DR 1/-.
  3rd. Cones hit points equal twice his generational hero level.
  4th. Clones gain DR 2/-.
  5th. The twin blade gains a bonus teamwork feat that he and his 
  clones share.
  6th. Clones gain DR 3/-.
  Twin Blade (Archetype)
  There are more of us than you think.
  An artifact on the world of Zaelin, the Twinblade was a sword 
  that could split its wielder into magical duplicates, each of which 
  could continue to act as aspects of the original.
  While the Twinblade itself is believed to remain on its 
  homeworld, its magic can be tapped into by generational heroes, 
  whose strength in its use grows over time until they can act 
  almost independently of it.
  Clone (Sp): At 1st level, a twin blade can use a full-round action 
  to summon a clone of himself up to 4 times per day. This acts as 
  summon monster with a spell level equal to half the twin blade’s 
  generational hero level, except as noted here.
  The clone appears in an unoccupied space adjacent to the twin 
  blade.
  Actions: The clone can only take a single swift, move, or 
  standard action each turn. On any round it doesn’t move, the 
  clone can take a 5-foot step, and it can draw its weapon/shield or 
  reload a ranged weapon as part of its move or attack. It cannot 
  take immediate actions, or make attacks of opportunity, nor can 
  it charge.
  Statistics: The clone has 1 hit point. It shares the statistics, 
  skills, equipment, spells, and feats of the twin blade, but none of 
  the generational hero class features (except for bonus feats and 
  regular hero traits).Enemies cannot tell the difference between 
  the twin blade and his clones without a Perception check DC 10 
  + half the twin blade’s generational hero level + his Charisma 
  modifier.
  Generational Hero
  The following archetypes are available to characters with levels 
  in the generational hero class.
  51
  
  Holy Priest (Archetype)
  Try to save them all. Yes, even your enemies. You never know 
  when a hated enemy can become a trusted ally, and vice versa.
  Holy priests are among the greatest beneficiaries of the light, 
  but they give up most of their combat ability to earn that gift. 
  While not technically pacifists, any holy priest in his right mind 
  would at least make an attempt to assuage his foes before 
  engaging them.
  Alignment: Any good.
  Channel Healing (Su): At 1st level, a holy priest gains the ability 
  to heal any creature for 1d6 points of damage. This functions as 
  the cleric’s channel energy feature, except the priest can channel 
  positive energy to heal living creatures and negative energy to 
  heal undead. He cannot use channel energy to harm any creature.
  The priest’s ability to channel healing improves by 1d6 at 4th 
  level and every even level thereafter, to a maximum of 10d6 at 
  20th level. This replaces shielding.
  Miracles: Holy priests gain a number of different miracles they 
  can perform. In addition, a holy priest regains 1 faith point any 
  time he rolls an 8 or higher on at least one of the dice rolled 
  when casting a cure spell. This only occurs when he uses the spell 
  to heal one or more creatures, and also applies to inflict wounds 
  spells when used to heal undead.
  Renew (Sp): At 1st level, a holy priest can spend 1 point of faith 
  to grant a creature he can see within 30 feet of him fast healing 1 
  for a number of rounds equal to the priest’s Intelligence modifier. 
  The priest can heal up to 4 hit points per priest level per day, after 
  which the ability ceases to function. This replaces penance.
  Chastise (Su): At 7th level, a holy priest with least 1 faith 
  uses gains Intimidating Prowess as a bonus feat, but adds his 
  Intelligence modifier in place of Strength when intimidating a 
  creature. This replaces psychic voice.
  Holy fire (Su): At 11th level, as a standard action, a holy priest 
  can spend 1 faith point to cause a target within medium range 
  (100 ft. + 10 ft. per level) to suffer burn damage. The amount 
  of burn damage is equal to the priest’s Intelligence modifier. If 
  the priest has at least 1 faith point after using holy fire, half the 
  damage dealt results directly from divine power and is therefore 
  not subject to being reduced by resistance to fire-based attacks. 
  This replaces shadow word pain.
  Guardian Spirit (Ex): At 11th level, as long as a holy priest has at 
  least 1 faith point, he can choose a creature he can see as a swift 
  action. When he heals that creature with a cure spell, he rolls 
  d10s instead of d8s. This replaces shield discipline.
  Divine Hymn (Su): At 19th level, a holy priest can spend 2 faith 
  points to heal creatures of his choice who can hear him and 
  that he is aware of. This functions as the mass heal spell, except 
  that it can only target a number of creatures up to the priest’s 
  intelligence modifier.  This replaces shadow word death.
  Regenerate (Sp): At 19th level, as long as a holy priest has at 
  least 1 faith point, creatures he can use renew to grant creatures 
  regeneration 3 instead. This regeneration is suppressed for 
  1 round if the regenerating creature takes cold or electricity 
  damage. The suppressed round still counts against the priest’s 
  total rounds and total healing. This replaces stunning penance.
  Spontaneous Healing: At 3rd level, a holy priest can channel 
  stored spell energy into healing spells that he did not prepare 
  ahead of time. The priest can “lose” any prepared spell that 
  is not an orison in order to cast any cure spell of the same spell 
  Priest of Volwryn
  The following archetypes are available to characters with levels 
  in the priest of volwryn class.
  level or lower (a cure spell is any spell with “cure” in its name). 
  This replaces the twist of fate miracle.
  Mirrored Existence (Ex): At 3rd level, a holy priest who uses 
  gift of volwryn to become evil becomes a shadow priest. This 
  alters gift of volwryn.
  Shadow Priest (Archetype)
  Slay them all. You might as well; you never know when a trusted 
  ally can become a hated enemy.
  Shadow priests are among the greatest detractors of the light, 
  but they give up most of their healing ability to earn that gift. 
  While not technically beyond saving, any shadow priest in the 
  right state of mind could cripple his foes’ sanity.
  Alignment: Any non-good.
  Shielding: A shadow priest rolls d6s when using shielding, 
  instead of d8s and can’t use barrier to heal. This alters shielding.
  Insanity: A shadow priest’s pool of faith counts as his sanity. As 
  he creates miracles, the priest begins to lose his grip on reality. 
  When his faith reaches 0, the priest becomes insane, gaining 
  access to the following abilities until he uses a miracle or his faith 
  pool reaches its maximum. While the priest is insane, he does 
  not benefit from miracles that require him to have at least 1 faith 
  point.
  Mind Flay (Su): This functions as priest’s smite, except it deals 
  extra damage equal to the shadow priest’s Intelligence modifier 
  while the priest is insane. This extra damage is not halved on 
  a successful save. If the target of this ability rolls a natural 5 or 
  lower on its saving throw, the priest regains 1 faith point.
  Shadow Healing (Sp): When the shadow priest uses shielding 
  while insane, he can choose to suffer nonlethal damage equal to 
  the temporary hit points granted to also heal his target for the 
  same amount. If he rolls a 6 on at least 1 of the dice rolled, the 
  priest also regains 1 faith point.
  Void Form (Ex): At 3rd level, attacks made against a shadow 
  priest while he is insane and within an area of dim light have a 
  50% miss chance instead of the normal 20% miss chance. This 
  does not grant total concealment; it just increases the miss 
  chance. When an attack misses the priest because of void form, 
  he regains 1 faith point. This replaces the miraculous initiative 
  miracle.
  Shadow Evocation (Ex): At 11th level, while a shadow priest is 
  insane, he can use a free action on his turn to expend a prepared 
  spell of 4th-level or lower to cast an evocation spell from the 
  wizard spell list. The spell is cast as if through shadow evocation. 
  If at least one target rolls a natural 5 or lower on its saving 
  throw, the priest regains 1 faith point. At 19th level, the priest 
  can expend any prepared spell to cast an evocation as if through 
  greater shadow evocation. This replaces the shield discipline and 
  stunning penance miracles.
  Void Bolts (Sp): At 7th level, as a full-round action, a shadow 
  priest can spend 1 faith point to cast magic missile as a wizard 
  of his priest of volwryn level. At 11th level, he can spend an 
  additional faith point to gain a sixth missile. At 15th level, this 
  additional point grants the priest a total of 7 missiles. This 
  replaces the penance miracle.
  Mirrored Existence (Ex): At 3rd level, a shadow priest who uses 
  gift of volwryn to become good becomes a holy priest. This alters 
  gift of volwryn.
  Shadowy Apparitions (Sp): At 19th level any effect that would 
  grant a shadow priest a faith point also creates a shadowy 
  duplicate, as the project image spell. This replaces the desperate 
  prayer miracle.
  52
  
  53
  
  Halcyon (Archetype)
  You will exterminate nobody on this day.
  Like the druids from whom they learn, pythia sometimes must 
  interact with beings from other realms, acting as mediators and 
  guardians against demons or other dangerous beings.
  Bonded Mask (Su): A halcyon forms a powerful bond with a 
  mask, which functions identically to a wizard’s bonded object 
  except that it can be used to cast druid spells (including those 
  gained from class abilities) instead of wizard spells. A bonded 
  mask must be worn to have an effect, and it occupies the head 
  slot. A halcyon can enhance her mask with abilities appropriate 
  for a head slot item, and can designate an existing head slot item 
  as her bonded mask (but only if it covers her face).
  This ability replaces naturalist.
  Peacekeeper (Ex): A halcyon adds half her class level (minimum 
  1) to Diplomacy and Knowledge (local) checks.
  Well Trained (Ex): A halcyon adds Diplomacy and all Knowledge 
  skills to her list of class skills.
  This ability replaces prescience and alters the pythia’s class 
  skills.
  Spontaneous Casting: A halcyon adds all spells from the 
  Good cleric domain to her spell list, and she can focus stored 
  spell energy into spells from the Good domain that she hasn’t 
  prepared ahead of time. She can lose a prepared spell to cast any 
  spell of the same level or lower from the Good domain.
  This ability replaces manipulate artifice.
  Pythia
  The following archetype is available to characters with levels in 
  the pythia class.
  Natural Arcana (Su): At 4th level, and again at 7th, 11th, 15th, 
  and 19th level, a halcyon chooses two spells from the wizard/
  sorcerer spell list and adds them to her spell list. The chosen 
  spells must be at least 1 level lower than the highest level spell 
  she can currently cast. At 20th level, the halcyon can choose two 
  wizard/sorcerer spells of any level.
  This ability replaces wild shape and defiance (rebirth).
  Resist Fiendish Influence (Ex): At 5th level, a halcyon gains a 
  +4 bonus on saving throws against the spell-like and supernatural 
  abilities of outsiders with the evil subtype and spells with the evil 
  descriptor.
  This ability replaces the defiance gained at 5th level.
  Embody Mask (Sp): At 13th level, a halcyon wearing her 
  bonded mask can embody the spirit it represents, which can be 
  any Tiny to Large agathion, angel, archon, or azata. This ability 
  requires a standard action to activate and functions as per beast 
  shape IV (using the adjustments for magical beasts), but adds the 
  following abilities if the assumed form has them: aura of menace, 
  protective aura, speak with animals, telepathy, and truespeech. 
  If the assumed form has immunity to a condition, the gains a +4 
  bonus on saving throws against effects that cause that condition. 
  A halcyon can use this ability for a number of minutes per day 
  equal to her level. The duration does not need to be consecutive, 
  but must be used in 1-minute increments.
  This ability replaces undo artifice.
  54
  
  Jade Dreamer (Archetype)
  The flame of life burns strong within me.
  The jade dreamers are a small faction of pythias who follow 
  more druidic beliefs than the rest of the sisterhood. They take a 
  more natural approach to tending what they call “the flame of 
  life.”
  Weapon and Armor Proficiency: Jade dreamers are proficient 
  with the following weapons: club, dagger, dart, quarterstaff, 
  scimitar, scythe, sickle, shortspear, sling, and spear. They are also 
  proficient with all natural attacks (claw, bite, and so forth) of any 
  form they assume with wild shape (see below).
  Jade dreamers are proficient with light and medium armor but 
  are prohibited from wearing metal armor; thus, they may wear 
  only padded, leather, or hide armor. A jade dreamer may also 
  wear wooden armor that has been altered by the ironwood spell 
  so that it functions as though it were steel. Jade dreamers are 
  proficient with shields (except tower shields) but must use only 
  wooden ones.
  A jade dreamer who wears prohibited armor or uses a 
  prohibited shield is unable to cast jade dreamer spells or use any 
  of her supernatural or spell-like class abilities while doing so and 
  for 24 hours thereafter.
  This modifies the pythia’s weapon and armor proficiencies.
  Nature Sense (Ex): A jade dreamer gains a +2 bonus on 
  Knowledge (nature) and Survival checks.
  This replaces prescience.
  WIld Empathy (Ex): A jade dreamer can improve the attitude 
  of an animal. This ability functions just like a Diplomacy check 
  made to improve the attitude of a person. The jade dreamer rolls 
  1d20 and adds her jade dreamer level and her Charisma modifier 
  to determine the wild empathy check result.
  The typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually unfriendly.
  To use wild empathy, the jade dreamer and the animal must be 
  able to study each other, which means that they must be within 
  30 feet of one another under normal conditions. Generally, 
  influencing an animal in this way takes 1 minute but, as with 
  influencing people, it might take more or less time.
  A jade dreamer can also use this ability to influence a magical 
  beast with an Intelligence score of 1 or 2, but she takes a –4 
  penalty on the check.
  Spontaneous Casting: Starting at 2nd level, a jade dreamer 
  adds all cure spells to her list of spells known (cure spells include 
  all spells with “cure” in the name). These spells are added as soon 
  as the jade dreamer is capable of casting them.
  This replaces manipulate artifice.
  Venom Immunity (Ex): At 9th level, a jade dreamer gains 
  immunity to all poisons.
  Speak with Animals (Ex): The jade dreamer gains this ability 
  starting at 12th level and learns one language for every 4 pythia 
  levels she attains.
  Resist Nature’s Lure (Ex): Starting at 13th level, a jade dreamer 
  gains a +4 bonus on saving throws against the spell-like and 
  supernatural abilities of fey. This bonus also applies to spells and 
  effects that target plants, such as blight, entangle, spike growth, 
  and warp wood.
  This replaces undo artifice.
  Reincarnated (Archetype)
  The change. I can feel it take me once again. Not even I will 
  recognize me after.
  Reincarnation; the greatest secret of the pythia’s homeworld, 
  stolen away and replicated in exile. While most of the order has 
  since sworn off the old ways, there are some who yet embrace 
  them.
  Mysterious Stranger (Ex): At 2nd level, reincarnated pythias 
  adds 1/2 her level to the DC of Sense Motive, Diplomacy, and 
  Knowledge checks to learn about her.
  This ability replaces manipulate artifice.
  Resist Death’s Touch (Ex): At 3rd level, a reincarnated pythia 
  gains a +4 bonus on saving throws against death effects, energy 
  drain, and necromancy effects, and on stabilization checks when 
  dying.
  This ability replaces the defiance gained at 3rd level.
  Many Lives (Ex): At 5th level, if a reincarnated pythia is killed, 
  she may automatically reincarnate (as the spell) 1 day later. The 
  reincarnated pythia appears in a safe location within 1 mile of 
  her previous body. At will for the next 7 days, she can sense the 
  presence of her remains as if using locate object as a spell-like 
  ability. If she is killed during these 7 days, she remains dead and 
  does not reincarnate. The many lives ability does not function if 
  the reincarnated pythia is slain by a death effect. A reincarnated 
  pythia cannot be raised from the dead or resurrected, though she 
  can be reincarnated.
  Wild Shape (Su): A reincarnated pythia gains this ability at 6th 
  level, and it functions at her level -2.
  Cheat Death (Ex): At 9th level, once per day, a reincarnated 
  pythia may reroll a save against a death effect, energy drain, or 
  necromancy effect before the result of the roll is revealed, or 
  reroll a failed stabilization check while dying. She must take the 
  result of the second roll, even if it is worse than the original roll.
  This ability replaces the speak with animals gained at 9th level.
  Tongue of the Sun and Moon (Ex): At 17th level, a reincarnated 
  pythia can speak with any living creature.
  This ability replaces timeless body.
  Ranger
  The following archetypes are available to characters with levels 
  in the ranger class.
  Wolf Heart (Archetype)
  If you’re going to work with us, you’re going to need a name.
  The Wolf’s Heart is a school of rangers who teach their students 
  the ways of alchemy, battle, and hunting. As part of their training, 
  prospects are required to create a new persona from themselves. 
  They are then permanently scarred through alchemical means 
  to wipe out any chance of being recognized as their former 
  selves. Before joining the Collective, the wolf hearts gained a bad 
  reputation on their world as kidnappers and assassins.
  Mutagen (Su): At 1st level, a wolf heart discovers how to create 
  a mutagen that he can imbibe in order to heighten his physical 
  prowess at the cost of his personality. This functions as the 
  alchemist ability of the same name, except the saving throw for a 
  non-alchemist drinking the mutagen is 10 + 1/2 the wolf heart’s 
  level + his Wisdom modifier.
  This replaces the favored enemy gained at 1st level.
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  Bomb (Su): At 2nd level, a wolf heart learns how to create 
  small explosives from easily obtained components. This functions 
  as the alchemist bombs class feature, except the wolf heart an 
  create and use a number of bombs each day equal to his ranger 
  level + his Wisdom modifier.
  The wolf heart’s bombs deal 1d6 extra damage at 6th level and 
  every 4 levels thereafter, to a maximum of 4d6 extra damage at 
  18th level.
  This replaces combat style.
  Sigils (Sp): At 3rd level, a wolf heart learns and can cast up to 
  one 1st-level magus spell per day. At 8th, 13th, and 18th level, 
  he learns and can cast up to one spell of the next highest level, 
  as well as one additional spell of each level he already knows. 
  For example, a 13th level wolf heart knows one 3rd-level magus 
  spell, two 2nd-level spells, and three 1st-level spells.
  This replaces favored terrain.
  Extracts: Wolf heart rangers don’t draw their spells from the 
  ranger spell list. Instead, they gain extracts of the same level from 
  the alchemist extract list. The wolf heart uses Wisdom instead of 
  Intelligence to determine the saving throw DCs and other effects 
  of his extracts.
  This modifies the ranger’s spells class feature.
  Discovery (Ex or Su): At 5th level, and again at 10th, 15th, and 
  20th level, a wolf heart gains an alchemist discovery. In addition 
  to the discoveries normally available to alchemists, the wolf 
  heart can choose from the following.
  Instant Alchemy (Ex): If the wolf heart is at least 20th level and 
  has swift alchemy, he can create any alchemical item as a full-
  round action if he succeeds at the Craft (alchemy) check and 
  has the appropriate resources at hand to fund the creation. If 
  he also has poison use, he can apply poison to a weapon as an 
  immediate action.
  Persistent Mutagen (Su): If the wolf heart is at least 15th level, 
  the effects of mutagens he drinks last for 1 hour per ranger level.
  Poison Use (Ex): The wolf heart is trained in the use of poison 
  and cannot accidentally poison himself when applying poison to 
  a weapon.
  Spell Combat (Ex): As the magus class feature.
  Spellstrike (Su): If the wolf heart has spell combat, he also gains 
  the spellstrike magus class feature.
  Swift Alchemy (Ex): The wolf heart can create alchemical items 
  in half the normal amount of time. If he has poison use, he can 
  apply poison to a weapon as a move action.
  This replaces the favored enemies gained at the listed levels.
  Shaman
  The following archetypes are available to characters with levels 
  in the shaman class.
  Shaman of Volwryn (Archetype)
  If you listen closely, the elements will tell you their secrets. 
  Listen too closely, and they will ignore you.
  The minotaurs, orcs, and trolls of volwryn have each harnessed 
  the powers of the elements; using them to heal as easily as 
  destroy. They enhance their weapons and armor with elemental 
  gifts, then wade into a battle with the patience of stone, fervor of 
  water, grace of air, and eyes blazing with fire.
  Elemental Spirit: A shaman of volwryn can only choose 
  between the following spirits: Flame, stone, waves, or wind.
  Bonded Weapons: A shaman of volwryn typically forms a 
  bond with his weapons. This functions as the wizard’s arcane 
  bond feature, except as noted here. The shaman always gains 2 
  one-handed or light weapons of his choice. Once per day, when 
  wielding his bonded weapons, the shaman can cast any one 
  shaman spell without preparing it ahead of time.
  Beginning at 3rd level, the shaman’s bonded weapons each 
  gain a +1 enhancement while he wields them together.
  Beginning at 6th level, the shaman can enhance his bonded 
  weapons further. This functions as the paladin’s divine bond 
  class feature, except the shaman can only choose from the 
  enhancements corrosive, corrosive burst, flaming, flaming burst, 
  frost, icy burst, shock, and shocking burst.
  This replaces spirit animal and wandering hex.
  General Shaman of Volwryn Hexes
  The following hexes are available to all shamans of volwryn.
  Bloodlust (Su): At 8th level, a shaman of volwryn can rile her 
  companions into a frenzy. This acts as the rage spell, except 
  each target gains a +2 morale bonus to Constitution and a +2 
  morale bonus to its highest remaining ability score. Targets who 
  cast spells do not lose that ability while this effect lasts. At 16th 
  level, the morale bonuses increase to +4. Once a creature has 
  benefited from the bloodlust hex, it cannot benefit from it again 
  for 24 hours.
  Feral Spirit (Su): The shaman can call upon one or more wild 
  beasts to aid him temporarily. This acts as summon nature’s ally I, 
  using the shaman’s caster level. The creatures summoned within 
  a 24-hour period are always the same, and if summoned again 
  during that period, return with the hit points with which they left.
  At 5th-level, this acts as summon nature’s ally II.
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  At 10th level, this acts as summon nature’s ally III.
  At 15th level, this acts as summon nature’s ally IV.
  At 20th level, this acts as summon nature’s ally V.
  Fury of the Wind (Su): Until he misses with an attack or doesn’t 
  attack at least one creature with a CR no less than his character 
  level -3 on his turn, the shaman gains haste, as the spell.
  Ghost Wolf (Ex): The shaman doubles his overland movement 
  speed until he stops moving.
  Maelstrom (Su): When the shaman hits a creature with 
  a weapon enhanced by an elemental weapon property, the 
  shaman deals damage equal to the weapon property’s damage 
  to each enemy adjacent to that target.
  Personal Reincarnation (Sp): At 10th level, if the shaman is 
  killed, he may automatically reincarnate (as the spell) 1 day later. 
  The shaman appears in a safe location within 1 mile of his previous 
  body. At will for the next 7 days, he can sense the presence of his 
  remains as if using locate object as a spell-like ability. If he is killed 
  during these 7 days, he remains dead and does not reincarnate. 
  This hex does not function if the shaman is slain by a death effect. 
  A shaman who chooses this hex cannot be raised from the dead 
  or resurrected, though he can be reincarnated.
  Stormbringer (Su): The shaman can strike his enemies with a 
  bolt of lightning from the sky. This acts as call lightning, using the 
  shaman’s caster level. Once a creature has been struck by this 
  stormbringer, it cannot suffer the effects again for 24 hours.
  At 11th level, this acts as call lightning storm instead.
  Water Walking (Su): The shaman can move across the surface 
  of water or similar liquids until he stops moving.
  Swashbuckler
  The following archetypes are available to characters with levels 
  in the swashbuckler class.
  Buccaneer (Archetype)
  We pillage, we plunder, we rifle and loot. We kidnap and 
  ravage and don’t give a hoot.
  Yo ho! The pirates of the world often enjoy a dangerous 
  reputation, with their daring, charm, and pinache. Most 
  swashbucklers will just as soon keelhaul an enemy as 
  pressgang them onto the pirate’s crew. And then there are 
  buccaneers.
  Buccaneers are more inclined to rally their crew with a 
  song or inspiring speech than fear of walking the plank. 
  They hold themselves and those with whom they interact 
  to an ethical code that keeps them honest in their thievery 
  and other illegal acts.
  Class Skills: A buccaneer adds Use Magic Device to his 
  list of class skills and removes intimidate. This alters the 
  swashbuckler’s class skills.
  Bardic Performance (Su): At 1st level, a buccaneer 
  gains one 1st-level bardic performance of his choice. On 
  the first round he performs each day, the buccaneer must 
  spend 1 panache point. Once he does so, he can perform 
  as a bard of his level -2 (minimum 1st) for up to a number 
  of rounds equal to his Charisma modifier and may cease or 
  resume performing without using additional panache.
  At 3rd level, and every 4 levels thereafter, the buccaneer can 
  perform for up to 4 additional rounds and gains an additional 
  bardic performance of his choice for his effective bard level.
  This replaces the deeds opportune parry and riposte, menacing 
  swordplay, targeted strike, bleeding wound, perfect thrust, and 
  deadly stab.
  Device Expertise (Ex): At 4th level, a buccaneer gains Skill 
  Focus (use magic device) as a bonus feat. At 12th level, he gains 
  the skill unlock powers for that skill as appropriate for his number 
  of ranks in that skill.
  This replaces the bonus feats gained at the listed levels.
  Fighter Training (Ex): Beginning at 4th level, a buccaneer’s 
  swashbuckler levels are considered fighter levels for the purpose 
  of meeting combat feat prerequisites.
  Versatile Performance (Ex): At 8th level, and again at 16th 
  level, a buccaneer gains the versatile performance bard class 
  feature.
  This replaces the bonus feats gained at the listed levels.
  57
  
  Character Options
  4
  58
  
  New races and classes present new ways to mix things up, 
  not only by providing another template with which to craft the 
  best representation of a character, but also by opening up more 
  variations of options such as new feats, equipment, or methods 
  of interaction with the world.
  Not all of the options presented here require the use of a race 
  or class introduced earlier. In fact, while each of those mentioned 
  receive between 2 and 3 different means of customization apiece, 
  many options also exist for characters of other races and classes, 
  and a few that aren’t tied to anything more than an idea for how 
  to play something that doesn’t quite fit as a racial trait or a class-
  defining feature.
  Feats
  Outside of variable class features, feats still provide the best 
  possible way to distinguish one character of a given race or class 
  from another. The endless possibilities for new feats also make 
  them the first place many look when combing a prospective 
  supplement. Because of this, feats require extra attention to 
  make sure that not only do they not overshadow the very features 
  classes rely on, but that they also don’t overshadow what came 
  before. This can be difficult, but is far from impossible.
  General Feats
  This section includes race and class-specific feats, including 
  ways to gain more features, improve on their strengths, or shore 
  up their weaknesses. It also includes feats that don’t qualify 
  for any other section and can be taken by anybody with the 
  prerequisites and a mind to do so.
  Assassin’s Creed
  You won’t even see it coming.
  Prerequisites: Dex 17 or Int 17, Stealth 16 ranks.
  Benefit: When you score a critical hit against a creature, or you 
  reduce a creature to 0 or fewer hit points, you can make a Stealth 
  check as a free action. Creatures that fail to spot you treat you as 
  invisible until the end of your next turn.
  Call of Duty (Combat)
  I’m in charge here.
  Prerequisites: Wis 17 or Cha 17, Improved Initiative, Diplomacy 
  5 ranks or Perception 5 ranks.
  Benefit: When you roll initiative and are not flat-footed, you 
  grant yourself and allies who can see you a morale bonus to 
  initiative equal to the higher of your Wisdom or Charisma bonus.
  Dark Soul
  You are right to fear the paths I tread.
  Prerequisites: Con 17, Diehard, Endurance, character level 9th.
  Benefit: When you score a critical hit against a creature, or you 
  reduce a creature to 0 or fewer hit points, you a gain contingent 
  breath of life that is cast on you the next time you would die 
  within 24 hours. This effect can only occur up to once each day.
  Dastardly Finish
  This is a summary of the feat for the astrologer class.
  Prerequisites: 10th-level astrologer, witch zodiac astrologer 
  class feature.
  Benefit: You can deliver a coup de grace to cowering or stunned 
  targets.
  Destructive Dispel
  This is a summary of the feat for the astrologer class.
  Prerequisites: 6th-level astrologer, cleric zodiac astrologer 
  class feature.
  Benefit: When you successfully make a targeted dispel check 
  against an opponent, that opponent must succeed at a Fortitude 
  save (DC equals the DC of the spell used to dispel) or be stunned 
  until the start of your next turn. If the save succeeds, the 
  opponent is instead sickened until the start of your next turn.
  Dispel Synergy
  This is a summary of the feat for the astrologer class.
  Prerequisites: 2nd-level astrologer, cleric zodiac astrologer 
  class feature.
  Benefit: If you successfully dispel an ongoing magical effect on 
  an opponent, that opponent takes a –2 penalty on saving throws 
  against your spells until the end of your next turn.
  Divine Interference
  This is a summary of the feat for the astrologer class.
  Prerequisites: 10th-level astrologer, cleric zodiac astrologer 
  class feature.
  Benefit: As an immediate action, when an enemy within 30 feet 
  hits an ally with an attack, you can sacrifice an unused astrologer 
  spell slot and make the enemy reroll the attack roll. The second 
  attack roll takes a penalty equal to the level of the spell you 
  sacrifice. Whether or not the second attack is successful, you 
  cannot use this effect on the same creature again for 1 day.
  Extra Talent
  Prerequisites: At least 1 level in a class with a talent class 
  feature.
  Benefit: You gain one additional talent from the chosen class. 
  You must meet all prerequisites of that talent.
  Special: This feat also counts as all other talent feats for the 
  chosen class (such as Extra Rogue Talent). You can gain this feat 
  multiple times. Its effects do not stack. Each time you take the 
  feat, it applies to a new class.
  God of War (Combat)
  Rest assured, I will strike you down.
  Prerequisites: Str 17 or Dex 17, base attack bonus +16.
  Benefit: When you hit a creature with an attack, you reduce 
  the penalties to additional attacks you make against that creature 
  this round by 2. This reduction stacks.
  Focused Capacity
  There’s little you can do to avoid it.
  Prerequisite: 1st-level potentialist.
  Benefit: Add +1 to the Difficulty Class for all saving throws 
  against your capacity damage.
  Focused Capacity, Greater
  There’s very little you can do to avoid it.
  Prerequisite: Focused capacity, 7th-level potentialist.
  Benefit: Add +1 to the Difficulty Class for all saving throws 
  against your capacity damage. This bonus stacks with the bonus 
  from Focused Capacity.
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  Go Unnoticed
  This is a summary of the feat for the astrologer class.
  Prerequisite: 2nd-level astrologer, cleric zodiac astrologer class 
  feature.
  Benefit: During the first round of combat, flat-footed opponents 
  are considered not to have noticed you yet for the purposes of 
  Stealth skill checks, allowing you to make a Stealth check that 
  round to hide from them.
  Monster Hunter (Combat)
  This one’s mine.
  Prerequisites: Str 17 or Int 17.
  Benefit: Creatures at least one size category larger than you 
  treat you as one size category larger for the purpose of abilities 
  and effects that rely on size. You also gain a +4 bonus to your 
  Combat Maneuver Bonus, Combat Maneuver Defense, and 
  Escape Artist attempts against creatures at least one size category 
  larger than you.
  Moonlight Stalker
  This is a summary of the feat for the astrologer class.
  Prerequisite: 2nd-level astrologer, wizard zodiac astrologer 
  class feature.
  Benefit: While you have concealment from an opponent, you 
  gain a +2 bonus on attack and damage rolls against that opponent.
  Moonlight Stalker Feint
  This is a summary of the feat for the astrologer class.
  Prerequisite: 6th-level astrologer, wizard zodiac astrologer 
  class feature.
  Benefit: Once per round, against an opponent from whom you 
  have concealment, you can spend a swift action to make a Bluff 
  check to feint.
  Moonlight Stalker Master
  This is a summary of the feat for the astrologer class.
  Prerequisite: 10th-level astrologer, wizard zodiac astrologer 
  class feature.
  Benefit: While you have concealment, your opponents’ miss 
  chance against you increases by 10%. If an opponent misses you 
  due to your concealment, you can spend an immediate action 
  to move 5 feet, this movement does not provoke attacks of 
  opportunity and does not count as a 5-foot step.
  Portal
  Allow me to retrieve that for you.
  Prerequisite: Int 17 or Cha 17, able to cast 8th-level spells.
  Benefit: As long as you have at least one unused 8th-level 
  or higher spell slot, you gain the spell-like ability to create two 
  temporary ring gates as a standard action. These gates function 
  as the item of the same name, but they disappear after a number 
  of rounds equal to your caster level unless you recreate them. 
  You can only have 1 pair of ring gates created in this way at a 
  time.
  Prophetic Visionary
  This is a summary of the feat for the astrologer class.
  Prerequisite: 6th-level astrologer, witch zodiac astrologer 
  class feature.
  Benefit: Once per day, you can enter a deep trance to receive 
  a vision of the future. The trance lasts for 10 minutes, during 
  which time you can take no other actions. If you are interrupted, 
  you must begin again. When you come out of the trance, you 
  know whether a particular action in the immediate future will 
  bring good or bad results, as an augury spell with a 70% chance 
  of success.
  Spell Hex
  This is a summary of the feat for the astrologer class.
  Prerequisite: 10th-level astrologer, witch zodiac astrologer 
  class feature.
  Benefit: Select one 1st-level astrologer spell. You can learn that 
  spell as a hex, and can use that hex three times per day. This is 
  a spell-like ability. You use your astrologer level as your caster 
  level for the spell hex. The spell hex uses your hex DC (10 + 1/2 
  your astrologer level + your Intelligence modifier) instead of its 
  original spell DC.
  If the spell is a touch spell and you miss the creature, you 
  cannot target the creature with that spell hex again for 24 hours. 
  If the spell allows a saving throw to negate or take a partial effect 
  from the spell, and the target succeeds at that saving throw, it 
  cannot be affected by the spell hex for 24 hours, even if it is in the 
  area of the spell hex.
  Street Fighter
  Put the warrior on display.
  Prerequisites: Str 17 or Dex 17, Catch Off-Guard or Improved 
  Unarmed Strike.
  Benefit: Unarmed strikes and improvised weapon attacks you 
  make against a flat-footed opponent deal 1d4 extra damage. This 
  extra damage is precision-based damage and is not multiplied 
  with a critical hit.
  Summon Fantasy Tactics
  Reach for the clouds.
  Prerequisites: Int 17 or Cha 17, ability to cast at least 1 summon 
  fantasy spell.
  Benefit: When a creature fails its Will save against one of your 
  summon fantasy illusions, there’s a 50% chance it believes the 
  illusion entirely and gains no additional saving throws for the 
  duration of the spell.
  Summon Fantasy Tactics, Advanced
  Reach for the clouds.
  Prerequisites: Summon Fantasy Tactics, Int 17 or Cha 17, ability 
  to cast at least 1 summon fantasy spell.
  Benefit: Increase the chance a creature believes your summon 
  fantasy illusion entirely to 80%.
  Tomb Raider
  I’ll take that, thank you.
  Prerequisites: Int 17 or Wis 17, Knowledge (dungeoneering) 
  1 rank.
  Benefit: You can substitute Knowledge (dungeoneering) for 
  Acrobatics, Climb, and Swim checks. You still suffer armor check 
  penalties when performing tasks related to those skills.
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  Multiclass Feats
  Characters who train in an individual class for twenty levels 
  are rewarded with a capstone ability that hallmarks their effort. 
  Because of this, a lot of character concepts are ignored because 
  to achieve them would require multiclassing.
  Multiclassing, while generally viewed as weaker than gaining 
  levels in a single class, offers more variety of play, and opens up 
  many new ways to play a character without seeking out a hybrid 
  class or archetype to do so. To facilitate this option in-world, 
  multiclass heroes have started teaching prospects how to better 
  blend their talents into new combat methods that rival those 
  who devote their lives to a single set of abilities. These methods 
  are represented by the multiclass feats presented here.
  Special: Multiclass feats that grant a capstone ability at 20th 
  level do not stack when you have 11 levels in more than one 
  class (going beyond 20th level).
  Alchemical Hero
  Prerequisites: 5th-level alchemist, at least 2 levels in non-
  alchemist classes.
  Benefit: You add half your total levels in non-alchemist classes 
  to your alchemist level when determining if you gain a discovery. 
  If you are an 11th-level or higher alchemist, you gain a grand 
  discovery at 20th level.
  Beastly Hero
  Prerequisites: 5th-level shifter, at least 2 levels in non-shifter 
  classes.
  Benefit: Your shifter level counts as 2 higher when determining 
  when your shifter claws increase, to a maximum of your 
  character level. If you are an 11th-level or higher shifter, add half 
  your total levels in non-shifter classes to your shifter level when 
  determining when your shifter claws increase.
  Cavalier Hero
  Prerequisites: 5th-level cavalier, at least 2 levels in non-cavalier 
  classes.
  Benefit: You gain challenge 3/day or increase your uses of 
  challenge by +1, to a maximum of 7/day. If you are an 11th-
  level or higher cavalier, add half your total levels in non-cavalier 
  classes to your cavalier level when determining the next order 
  ability you gain.
  Defiant Hero
  Prerequisites: 5th-level pythia, at least 2 levels in non-pythia 
  classes.
  Benefit: Your pythia level counts as 2 higher when determining 
  what wild shape forms you can take, to a maximum of your 
  character level. If you are an 11th-level or higher pythia, you gain 
  defiance (rebirth) at 20th level.
  Judgmental Hero
  Prerequisites: 5th-level inquisitor, at least 2 levels in non-
  inquisitor classes.
  Benefit: You gain judgment 3/day or increase your uses of 
  judgment by +1, to a maximum of 7/day. If you are an 11th-level 
  or higher inquisitor, add half your total levels in non-inquisitor 
  classes to your inquisitor level when determining if you gain third 
  judgment.
  Immersive Hero
  Prerequisites: 5th-level gamer, at least 2 levels in non-gamer 
  classes.
  Benefit: You gain armory type II or increase your armory by 1, 
  to a maximum of type IV. At 11th level, you gain greater roleplay. 
  If you are an 11th-level or higher gamer and have greater roleplay 
  already, you gain superior roleplay at 20th level.
  Prophesied Hero
  Prerequisites: 5th-level generational hero, at least 2 levels in 
  non-generational hero classes.
  Benefit: You gain emulate class feature. At 11th level, increase 
  your bomb damage by 1d6. If you are an 11th-level or higher 
  generational hero and have bomb 4d6 already, you gain hero of 
  legend at 20th level.
  Spellstrike Hero
  Prerequisites: 5th-level magus, at least 2 levels in non-magus 
  classes.
  Benefit: You gain the medium armor magus class feature. If 
  you are an 11th-level or higher magus, add half your total levels 
  in non-magus classes to your magus level when determining if 
  you gain new magus arcanas.
  Stellar Hero
  Prerequisites: 5th-level astrologer, at least 2 levels in non-
  astrologer classes.
  Benefit: You gain access to 4th-level astromancy spells. If you 
  are an 11th-level or higher astrologer, you can improve your 
  zodiac convergence at 20th level.
  Tamed Hero
  Prerequisites: 5th-level monster tamer, at least 2 levels in non-
  tamer classes.
  Benefit: Your monster tamer level counts as 2 higher when 
  determining what monster forms you can take, to a maximum of 
  your character level. If you are an 11th-level or higher monster 
  tamer, you add half your total levels in non-tamer classes to your 
  monster tamer level when determining what monster forms you 
  can take.
  Unmoving Hero
  Prerequisites: 5th-level potentialist, at least 2 levels in non-
  potentialist classes.
  Benefit: You gain damage reduction 1/- or increase your 
  damage reduction by +1, to a maximum of 5/-. At 11th level, you 
  increase your capacity damage by +1d6. If you are an 11th-level 
  or higher potentialist and have 6d6 capacity damage already, you 
  gain undying at 20th level.
  Racial Feats
  The following feats are available to races not specifically 
  presented in chapter 1. Unless otherwise noted, world soul races 
  count as members of their original race when qualifying for 
  these feats.
  Witcher
  You would do well not to earn my contempt.
  Prerequisites: Int 17, Craft (alchemy) 5 ranks.
  Benefit: Increase the damage you deal with alchemical items 
  you craft by an amount equal to your ranks in Craft (alchemy). For 
  every 3 points by which the damage is increased, you can choose 
  instead to deal 1d6 extra damage. This damage does not multiply 
  with a critical hit.
  If you have 10 or more ranks in Craft (alchemy), you can also 
  increase the amount of damage you heal with any potion or 
  alchemical item you administer by half your total ranks in Craft 
  (alchemy). For every 4 points by which the healing is increased, 
  you can choose to heal 1d8 extra hit points instead.
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  Beta Gnome Reversion
  Your rebooted lifeforce continues on, driven by artifice and 
  machinery.
  Prerequisite: Minor Retrograde Reversion, Con 11, Int 13, 
  character level 15th, gnome.
  Benefit: You become a construct creature. You have no 
  Constitution score, but retain your Intelligence score and current 
  maximum hit points (levels gained after choosing this feat treat 
  your Constitution as 11). You gain Darkvision out to 60 feet, all 
  construct traits, immunities, and weaknesses.
  Improved Alter Form
  You gain more control over your ability to take other creature’s 
  forms.
  Prerequisites: Character level 5th, dalit, alter form dalit racial 
  trait.
  Benefit: When you use alter form, it lasts up to a number of 
  minutes equal to your Constitution modifier (minimum 1) + half 
  your character level. The time needs not be consecutive, but is 
  spent in 1 minute increments. In addition, you can also assume 
  the form of any Tiny or Large creature you can see.
  Improved Ironfire Blood
  You can tap into additional benefits with your stoneform.
  Prerequisites: Con 15, Character level 7th, dwarf, ironfire 
  blood dwarf racial trait.
  Benefit: You can use ironfire blood as a standard action, even 
  if a condition you suffer removes your standard action (such as 
  being stunned or held). When you use ironfire blood, you also 
  remove all bleed, curse, disease, mind-affecting, poison, and 
  spell effects on you.
  At 13th level, you can use ironfire blood twice per day.
  Improved Seed Shooter
  You can spit seeds with greater power and accuracy.
  Prerequisites: Vine leshy, scrub vine leshy racial trait.
  Benefit: You gain the spell-like ability to cast magic weapon 
  and greater magic weapon on your natural sling as a spell-like 
  ability up to 3 times per day each.
  Improved Stoneform
  You can tap into additional benefits with your stoneform.
  Prerequisites: Con 15, Character level 7th, dwarf, stoneform 
  dwarf racial trait.
  Benefit: You can use stoneform as a standard action, even if a 
  condition you suffer removes your standard action (such as being 
  stunned or held). When you use stoneform, you also gain DR 
  1/– for 1 minute. At 13th level, you gain DR 2/– instead, and at 
  19th level, you gain DR 3/–. This damage reduction counts as the 
  barbarian class feature and does not stack with it or any similar 
  damage reduction.
  Inner Peace
  Your enlightenment grants you the ability to rest for shorter 
  periods of time.
  Prerequisites: Elf or ursaren.
  Benefit: You gain the benefits of a full 8 hours of rest after only 
  4 hours of actual rest. While resting, you remain alert and are 
  treated as being awake when making Perception checks to notice 
  anything going on in the area around you.
  Minor Retrograde Reversion
  You have reverted yourself to a former state of being.
  Prerequisites: Con 13, Int 13, character level 7th, gnome.
  Benefit: Your Constitution score is reduced by 2, you gain 
  Damage Reduction 2/adamantine, and you become a half-
  construct.
  • You gain a +2 racial bonus on saving throws against disease, 
  mind-affecting effects, poison, and effects that cause either 
  exhaustion or fatigue. You cannot be raised or resurrected.
  • You do not breathe, eat, or sleep, unless you want to gain 
  some beneficial effect from one of these activities.
  Siphon Magic
  You have studied the withered star elves and learned their 
  secret for drawing away the magic of other creatures and objects.
  Prerequisites: Cha 15, character level 5th, elf.
  Benefit: You gain the withered star elf’s siphon magic racial 
  trait. You can use this ability once per day, and you can use 
  your Charisma bonus (if any) in place of Constitution when 
  determining its effects.
  Special: If you are a withered star elf, this feat grants you an 
  additional use of your siphon magic racial trait.
  Sun-Drained
  You have been forced to survive on the life force of others.
  Prerequisites: Con 13, Cha 13, character level 7th, elf.
  Benefit: Your Constitution score is reduced by 2. As a full round 
  action, you can cast vampiric touch as a spell-like ability. You can 
  choose to channel the spell’s charge through your next successful 
  melee attack. Your effective wizard level is equal to your character 
  level.
  Sun-Dead
  Your destroyed lifeforce continues on, driven by an undead 
  craving.
  Prerequisite: Sun-Drained, Con 11, Cha 13, character level 
  11th, elf.
  Benefit: You become an undead creature. You have no 
  Constitution score and use your Charisma to calculate your hit 
  points, Fortitude saves, and any special ability that relies on 
  Constitution. You gain Darkvision out to 60 feet, all undead traits, 
  immunities, and weaknesses.
  The True Nature of Courage
  Your bravery is such that you can shape yourself into its more 
  potent reflection.
  Prerequisites: Visage of Courage, character level 7th, elfling, 
  sky forest elfling racial trait.
  Benefit: You gain the supernatural ability to cast beast shape II 
  once per day, and your ability to cast beast shape I improves to 3 
  times per day. When casting beast shape II, you can only take the 
  form of a wolf or dire wolf.
  The True Nature of Wisdom
  The potency of your life force is such that you can share it with 
  a recently fallen comrade.
  Prerequisites: Visage of Wisdom, character level 7th, elfling, 
  zaelin royalty elfling racial trait.
  Benefit: You gain the supernatural ability to cast breath of life 
  once per day, and your ability to cast accept affliction improves 
  to 3 times per day. When casting beast shape II, you can only take 
  the form of a wolf or dire wolf.
  Visage of Courage
  Your bravery is such that you can shape yourself into its 
  reflection.
  Prerequisite: Character level 5th, elfling, sky forest elfling racial 
  trait.
  Benefit: You gain the supernatural ability to cast beast shape I 
  once per day, but only to take the form of a wolf.
  62
  
  Visage of Wisdom
  Your life force is such that you can draw what ails your 
  companions into yourself.
  Prerequisite: Character level 5th, elfling, zaelin royalty elfling 
  racial trait.
  Benefit: You gain the supernatural ability to cast accept 
  affliction once per day.
  Convergence
  When they began to manifest in reality, the shattered worlds 
  brought with them new spikes of magic that waxed and waned 
  in power, drawing creatures to them in search a new source of 
  convergence. Many who tapped into these whirlpools of arcane 
  and divine energy found they could craft some of their known 
  convergences more readily. The ingenuitive amongst them 
  discovered untapped convergences more closely tied to the 
  worlds from which they came.
  Gaining Convergence
  In addition to the methods introduced in volume 1, convergence 
  can be gained as an alternative benefit to some magical locations 
  (see Chapter 6). Convergence gained in this way can be an 
  ongoing or temporary benefit, either through activating the 
  magical location or destroying it.
  Convergence Traits
  The following trait is usually only available to creatures who 
  activate it through the proper magical location.
  Warg Convergence
  Creatures with a warg convergence can exhibit minor, 
  moderate, or major traits, as shown in Table: Warg Convergence. 
  Warg traits include restless sleep, eyes lacking pupils, and a 
  peculiar familiarity with creatures of animal intelligence.
  Sense Motive: You gain Sense Motive as a class skill.
  Alertness (Ex): You gain Alertness as a bonus feat.
  Ability Score Bonus (Su): You gain a +1 
  enhancement bonus to Intelligence. At 
  convergence level 9, you also gain a +2 
  enhancement bonus to Wisdom. At convergence 
  level 15, you also gain a +2 enhancement bonus to 
  Charisma.
  Warg Affinity (Ex): You gain a +2 enhancement 
  bonus on Climb, Fly, Handle Animal, and Sense 
  Motive checks. This bonus increases to +4 
  with convergence level 11 and +6 with 
  convergence level 17.
  Marionette Possession (Su): You 
  can cast marionette possession 1/day. 
  Your character level is your caster 
  level, and your spellcasting ability is 
  Wisdom. You can only target willing 
  creatures with an Intelligence score of 
  1 or 2. You can use this ability 2/day 
  at 10th level, and 3/day at 20th level. 
  In addition, at 20th level, you can 
  force this ability on any unwilling 
  creature, which functions as magic 
  jar except you require no gem or 
  crystal focus to do so. Creatures 
  with a 3 or higher Intelligence must 
  make an additional Will save or suffer the 
  effects of a feeblemind spell.
  Celestial Convergence (Major)
  Level/
  Hit Dice
  Trait (moderate 1/2 level, 
  minor 1/4 level)
  Purchase/
  Reward Cost (in 
  gp)
  1
  Sense Motive
  —
  2
  Alertness
  750 gp
  3
  Intelligence +1
  1,250 gp
  4
  Warg affinity +2
  2,000 gp
  5
  Marionette possession 1/day
  2,850 gp
  6
  Forewarned +1
  4,000 gp
  7
  Deathwatch 1/day
  5,875 gp
  8
  Augury 1/day
  8,250 gp
  9
  Wisdom +2
  11,500 gp
  10
  Marionette possession 2/day
  15,500 gp
  11
  Warg affinity +4
  20,500 gp
  12
  Forewarned +2
  27,000 gp
  13
  +2 on saving throws
  35,000 gp
  14
  Divination 1/day
  46,250 gp
  15
  Charisma +2
  60,000 gp
  16
  Future Sight 1/day
  78,750 gp
  17
  Warg affinity +6
  102,500 gp
  18
  Forewarned +4
  132,500 gp
  19
  Moment of prescience 1/day
  171,250 gp
  20
  Magic jar 3/day
  220,000 gp
  Prophecy Domain: You gain the prophecy cleric domain, 
  learning abilities from that domain as noted here.
  Forwarned (Su): You gain a +1 bonus to Perception checks and 
  a +1 dodge bonus to AC. Theses bonuses increase to +2 at 12th 
  level and +4 at 18th level.
  Domain Spells (Sp): You gain deathwatch that you can cast 
  1/day as a spell-like ability. You gain additional 
  domain spells at 8th, 14th, and 19th level.
  Future Sight (Su): Once per day you can 
  declare that an action you have just taken did 
  not happen. You may then take a different 
  action. You can do this after the results of your 
  action are known. The mixing of future and 
  present is disorienting. You are shaken for 
  1d4 rounds after you use this ability. This 
  does not stack with other fear effects, 
  but nothing can remove this condition.
  63
  
  Magic
  5
  64
  
  Spell Lists
  What follows is a collection of spell lists for the new classes and 
  archetypes introduced in chapters 2 and 3. If a spell exists as an 
  individual option from another supplement, we have summarized 
  it here for easy reference.
  Astrologer Spell List
  Astrologers have spent years fitting together stories to explain 
  why constellations come and go in the night sky as they do. Those 
  stories contain bits of magic that help an astrologer access the 
  spells gained by her current constellation.
  The astrologer spell list is organized by constellation first, then 
  spell level. This allows astrologers to quickly find a list of spells 
  and those around them. Magician and steward are listed twice 
  (beginning and end) to ease reference.
  Steward Spells
  True immortality lies not in living forever, but in becoming a 
  legend to those who yet live. With a final abjuration protecting 
  her, the cleric dies a steward in search of students...
  1st: adjuring step, bless, invigorate, remove fear, sanctuary, shield
  2nd: aid, calm emotions, protection from arrows, resist energy, 
  shield other, undetectable alignment
  3rd: dispel magic, glyph of warding, good hope, mantle of calm, 
  mass invigorate, nondetection
  4th: anti-incorporeal shell, death ward, enchantment foil, 
  freedom of movement, healing warmth, remove curse
  Magician Spells
  The passing of a powerful steward of magic draws the attention 
  of the wizard, who believes he can do better. Leaving the life of a 
  magician, he journeys to learn the arcane...
  1st: auditory hallucination, color spray, open and shut, silent 
  image, vanish, ventriloquism
  2nd: disguise other, hypnotic pattern, invisibility, mirror image, 
  misdirection, shifted steps
  3rd: adjustable disguise, audiovisual hallucination, displacement, 
  hide campsite, major image, suggestion
  4th: complex hallucination, greater invisibility, hallucinatory 
  terrain, instant fake, rainbow pattern, shadow conjuration
  5th: baleful polymorph, mirage arcana, persistent image, scripted 
  hallucination, shadow evocation, seeming
  6th: analyze dweomer, animate objects, brilliant inspiration, 
  deadly finale, permanent image, veil
  Destroyer Spells
  At the height of his power, the wizard can even control the 
  elements. With a flick of his wrist, he lights the air itself on fire 
  and watches it burn. In the flames, he sees the truth...
  1st: break, burning hands, corrosive touch, decompose corpse, 
  produce flame, touch of combustion
  2nd: acid arrow, consecrate, desecrate, scorching ray, shatter, 
  spontaneous immolation
  3rd: daylight, elemental aura, fireball, rage, searing light, 
  wrathful mantle
  4th: agonize, detonate, dragon’s breath, flame strike, unbearable 
  brightness, unholy blight
  5th: acidic spray, blight, cleanse, shout, sonic thrust, unhallow
  6th: antimagic field, decapitate, disintegrate, explode head, 
  mage’s decree, sirocco
  7th: blasphemy, destruction, dictum, fire storm, scouring winds, 
  sunbeam
  8th: curse of night, death clutch, earthquake, fallout*, greater 
  shout, sunburst
  9th: energy drain, implosion, mage’s disjunction, massacre, 
  meteor swarm, winds of vengeance
  Seer Spells
  The flames tell a story, never-ending. Four souls trapped in a 
  cycle of power. Unable to grasp the story’s meaning, the wizard 
  dies in search of a druid to guard his people...
  1st: anticipate peril, detect secret doors, detect snares and pits, 
  heightened awareness, identify, true strike
  2nd: detect thoughts, elemental speech, find traps, greater detect 
  magic, locate object, status
  3rd: arcane sight, clairaudience/clairvoyance, guiding star, locate 
  weakness, pierce disguise, voluminous vocabulary
  4th: arcane eye, blessing of fervor, detect scrying, divination, 
  hypercognition, scrying
  Guardian Spells
  Trusting a seer’s vision, the druid sets to protecting his home, 
  but an attack on a lonely spring night under the moon and stars 
  turns the man into the beast he fears most...
  1st: alarm, command, endure elements, forbid action, line in the 
  sand, remove fear
  2nd: bear’s endurance, bull’s strength, forest friend, gallant 
  inspiration, resist energy, shield other
  3rd: deadly juggernaut, dispel magic, glyph of warding, heroism, 
  magic vestment, protection from energy
  4th: dimensional anchor, fire shield, lesser globe of invulnerability, 
  persistent vigor, stoneskin, ward of the season
  5th: banish seeming, dismissal, greater command, greater forbid 
  action, glimpse of truth, spell resistance
  6th: forbiddance, globe of invulnerability, greater glyph of 
  warding, mass bear’s endurance, mass bull’s strength, repulsion
  Lycanthrope Spells
  The druid’s form is twisted. Made powerful by the bite of a 
  strange wolf. He roams the wood, forever changing, never the 
  same. When his senses return, he laments and reforms...
  1st: ant haul, aspect of the falcon, bristle, keen senses, longstrider, 
  magic fang
  2nd: aspect of the bear, badger’s ferocity, barkskin, bull’s strength, 
  darkvision, savage maw
  3rd: anthropomorphic animal, beast shape I, greater longstrider, 
  greater magic fang, keen edge, paragon surge
  4th: aspect of the stag, beast shape II, eyes of the void, fear, 
  persistent vigor, strong jaw
  5th: aspect of the wolf, atonement, beast shape III, feast on fear, 
  polymorph, righteous might
  6th: age resistance, beast shape IV, cruel jaunt, decapitate, mass 
  bull’s strength, transformation
  7th: bestow grace of the champion, greater age resistance, 
  greater polymorph, lunar veil, primal regression
  8th: animal shapes, frightful aspect
  9th: shapechange
  Caretaker Spells
  The druid seeks atonement. He watches over those around 
  him, bringing them good harvest, friendship, and comfort. In his 
  sleep he passes and his corpse fattens the sisters of fate...
  1st: goodberry, mage armor, remove sickness, stone shield, 
  summon nature’s ally i, 1 remaining
  * new spell introduced in this chapter.
  65
  
  2nd: blessing of courage and life, delay disease, delay poison, 
  lesser restoration, summon nature’s ally ii, 1 remaining
  3rd: create food and water, neutralize poison, plant growth, 
  remove disease, summon nature’s ally iii, symbol of healing
  4th: bountiful banquet, grove of respite, restoration, sturdy 
  shelter, summon nature’s ally iv, 1 remaining
  Graeae Spells
  Three starving witches argue over a feast and a shared portent. 
  Tired of her sister’s bickering, one kills two as they sleep off their 
  meal and steals the divinations for herself...
  1st: anticipate peril, discern next of kin, identify, know the enemy, 
  see alignment, whispering lore
  2nd: augury, beastspeak, blood transcription, commune with 
  birds, detect thoughts, share memory
  3rd: aura sight, blood biography, detect desires, guiding star, 
  locate weakness, tongues
  4th: discern lies, divination, locate creature, scrying, share senses
  5th: commune with nature, glimpse of truth, thoughtsense, 
  truespeak
  6th: analyze dweomer, find the path, legend lore, stone tell, true 
  seeing
  Enchantress Spells
  Lonely now, the witch seeks new friends. Her magic makes 
  them love her as her sisters never did, and she goes on to drive 
  nations to war in her name...
  1st: bungle, charm animal, charm person, hypnotism, ill omen, 
  sow thought
  2nd: daze monster, enthrall, hidden presence, hideous laughter, 
  qualm, touch of idiocy
  3rd: deflect blame, dominate animal, hold person, reckless 
  infatuation, suggestion, unadulterated loathing
  4th: aura of the unremarkable, charm monster, confusion, 
  crushing despair, malicious spite, overwhelming grief
  5th: dominate person, hold monster, mass charm person, mind 
  fog, pessimism, smug narcissism
  6th: envious urge, mass suggestion, utter contempt, vengeful 
  outrage
  7th: mass hold person, pox of rumors, waves of ecstacy
  8th: antipathy, euphoirc tranquility, irresistible dance, life of 
  crime, mass charm monster, sympathy
  9th: dominate monster, mass hold monster, overwhelming 
  presence
  Imp Spells
  When her magic falters, the witch is christened imp for the 
  evil she has wrought. With the last of her power, she hides from 
  persecution and dies alone...
  1st: blend, magic missile, mask dweomer, shadow weapon, vanish
  2nd: dark whispers, haunting mists, mad hallucination, paranoia, 
  phantom trap, twilight haze
  3rd: agonizing rebuke, fearsome duplicate, isolate, loathsome 
  veil, phantasmal affliction, vision of hell
  4th: horrific doubles, illusion of treachery, phantasmal 
  asphyxiation, shocking image, wandering star motes
  Healer Spells
  A cleric finds her homeland in ruins thanks to the imp and 
  begins healing it. Her magic is strong, but she lacks confidence 
  and searches in vain for another way to stop death...
  1st: cure light wounds, remove sickness, 4 remaining
  2nd: cure moderate wounds, lesser restoration, path of glory, 
  remove paralysis, 2 remaining
  3rd: ablative barrier, cure serious wounds, remove blindness/
  deafness, sacred bond, 2 remaining
  4th: cure critical wounds, greater path of glory, lesser planar ally, 
  restoration, 2 remaining
  5th: breath of life, mass cure light wounds, pillar of life, 3 
  remaining
  6th: getaway, heal, mass cure moderate wounds, planar ally, 2 
  remaining
  Lich Spells
  Her quest leads the cleric to the necromantic arts. So strong 
  does she become that life itself bends to her will. As a lich, 
  nothing dares challenge her, but this was not her goal...
  1st: cause fear, chill touch, deathwatch, grasping corpse, repair 
  undead, restore corpse
  2nd: adhesive blood, blood armor, command undead, death 
  knell, false life, life pact
  3rd: diminish plants, gentle repose, lesser animate dead, undead 
  anatomy I, speak with dead, vampiric touch
  4th: animate dead, death ward, greater false life, fear, rigor 
  mortis, rusting grasp
  5th: blight, feast on fear, mass repair undead, raise dead, undead 
  anatomy II, waves of fatigue
  6th: circle of death, create undead, harm, undead anatomy III, 
  undeath to death
  7th: control undead, finger of death, resurrection, shadow body, 
  waves of exhaustion
  8th: create greater undead, death clutch, horrid wilting, undead 
  anatomy IV
  9th: cursed earth, soul bind, true resurrection
  Steward Spells
  True immortality lies not in living forever, but in becoming a 
  legend to those who yet live. With a final abjuration protecting 
  her, the cleric dies a steward in search of students...
  1st: adjuring step, remove fear, sanctuary, shield
  2nd: protection from arrows, resist energy, shield other, 
  undetectable alignment
  3rd: dispel magic, glyph of warding, nondetection
  4th: anti-incorporeal shell, enchantment foil, freedom of 
  movement, healing warmth, remove curse
  Magician Spells
  The passing of a powerful steward of magic draws the attention 
  of the wizard, who believes he can do better. Leaving the life of a 
  magician, he journeys to learn the arcane...
  1st: auditory hallucination, color spray, open and shut, silent 
  image, vanish, ventriloquism
  2nd: disguise other, hypnotic pattern, invisibility, mirror image, 
  misdirection, shifted steps
  3rd: adjustable disguise, audiovisual hallucination, displacement, 
  hide campsite, major image, suggestion
  4th: complex hallucination, greater invisibility, hallucinatory 
  terrain, instant fake, rainbow pattern, shadow conjuration
  5th: baleful polymorph, mirage arcana, persistent image, scripted 
  hallucination, shadow evocation, seeming
  6th: analyze dweomer, animate objects, brilliant inspiration, 
  deadly finale, permanent image, veil
  66
  
  Fallout
  School evocation [light, fire, poison]; Level alchemist 6, cleric 9, 
  sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M (a piece of skymetal worth at least 10,000 
  gp)
  Range long (400 ft. + 40 ft./level)
  Area 40-ft.-radius spread
  Duration instantaneous
  Saving Throw Reflex partial, Fortitude negates, see text; Spell 
  Resistance yes
  An alchemist can only learn this extract as a grand discovery.
  Fallout is a very powerful and spectacular spell. When you cast 
  it, one 2-foot-diameter sphere springs from your outstretched 
  hand, destroying the held skymetal, and streaks in a straight line 
  to the spot you select. The sphere leaves a fiery trail of sparks 
  that burn for 1 round per level, dealing 3d6 points of fire damage 
  to creatures that enter or start their turn in the square.
  If you aim the sphere at a specific creature, you may make 
  a ranged touch attack to strike the target with the sphere. Any 
  creature struck by the sphere takes 2d6 points of bludgeoning 
  damage (no save) and takes a -4 penalty on the saving throw 
  against the sphere’s fire damage (see below). If a targeted sphere 
  misses its target, it simply explodes at the nearest corner of the 
  target’s space.
  Once the sphere reaches its destination, it explodes in a 40-foot-
  radius spread, dealing 6d6 points of fire damage to each creature 
  and object in the area, leaving behind sparks as described above. 
  Creatures that fail their saving throw are also blinded.
  Creatures in the area must also attempt a Fortitude save or 
  be affected by a lingering dose of contact poison which deals 
  1d6 Con damage initially and 1d6 Con damage each day until 
  cured with 4 consecutive successful Fortitude saves. Any effect 
  that would remove the poison only counts as 1 successful save, 
  and no more than 1 of these can be applied each day. Even if 
  a creature is completely cured of the poison, small amounts of 
  it remain within its system, and there is a 30% chance per day 
  that the creature becomes reinfected, and must succeed at a new 
  saving throw or suffer the effects of the poison again. This chance 
  decreases by 5% per day, until it reaches 0%.
  Objects in the area are coated in the contact poison above, 
  which lasts for 1 day per caster level before falling inert.
  Final Fantasy
  School evocation; Level summoner 6, sorcerer/wizard 7, 
  unchained summoner 6
  Casting Time immediate action
  Components S
  Range personal
  Target you
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  This spell triggers when you are reduced to 0 or fewer hit 
  points. You immediately cast a summon fantasy spell with a 
  spell-level no higher than one-half your caster level. You can 
  control the illusion for its duration, even if you are unconscious 
  or dead, but not destroyed (such as with disintegrate). You must 
  have prepared the spell in advance or possess a spell slot of the 
  appropriate level to cast it.
  Spells
  Artificer’s Curse
  School transmutation; Casting Time 1 standard action
  Components V, S, M (a blank scroll or page from a spellbook)
  Range close (25 ft. + 5 ft./2 levels); Target one magic item
  Duration 1 minute/level (D)
  Saving Throw Will negates (object); Spell Resistance yes
  You temporarily suppress the most powerful qualities of a 
  magical item. This item can be any object you suspect bears a 
  magical enchantment, but if the targeted item is not magical, 
  your spell has no effect. The spell reduces the object’s caster level 
  by an amount equal to your caster level, to a minimum of 0. If 
  the item grants a competence, deflection, enhancement, insight, 
  luck, morale, natural armor, profane, resistance, or sacred bonus, 
  the bonus is reduced by 1 for every 4 caster levels the item loses. 
  If the item’s caster level is reduced to 0, all its magic qualities are 
  suppressed (as if dispelled) for the duration of the spell. This spell 
  has no effect on artifacts.
  Baptism of Fire
  School conjuration (healing) [fire]; Level alchemist 4, bard 4, 
  cleric 4, inquisitor 4, paladin 4, psychic 4, shaman 4, spiritualist 
  4, sorcerer/wizard 4, witch 4
  Casting Time 1 round
  Components V, S, M (a flask of alchemist’s fire)
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  This spell functions like remove curse, remove disease, and 
  neutralize poison except you automatically succeed at caster level 
  checks to cure the affected the target. For each affliction removed 
  in this way, the target suffers 2 points of burn (2 nonlethal damage 
  per hit die that cannot be removed except with rest). Creatures 
  immune to fire damage or nonlethal damage are immune to the 
  effects of this spell.
  Detect Stellar Alignment
  School divination; Level alchemist 1, bard 0, cleric 0, druid 0, 
  inquisitor 1, occultist 0, ranger 1, shaman 0, skald 1, spiritualist 
  0, sorcerer/wizard 0, summoner 1, witch 0
  Casting Time 1 standard action
  Components V, S
  Range long (400 ft. + 40 ft./level)
  Area 40-ft.-radius spread
  Duration instantaneous
  Saving Throw Reflex partial, Fortitude negates, see text; Spell 
  Resistance yes
  You can sense the presence of astromancy. The amount of 
  information revealed depends on how long you study a particular 
  area or subject.
  1st Round: Presence or absence of astromancy and the related 
  major constellation.
  2nd Round: Number of astromancer or astromancy effects 
  (creatures, objects, or spells) in the area, the power of the most 
  potent effect present, and the related minor constellations.
  3rd Round: The power and location of each astromancer or 
  astromancy effect. If one is outside your line of sight, then you 
  discern its direction but not its exact location.
  67
  
  Memory of Function
  School transmutation; Casting Time 1 standard action
  Components V, S, powdered skymetal worth 10,000 gp
  Range touch; Target object or construct touched
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
  You restore a broken object or damaged construct to a 
  functional state, as if it were new and intact. Any pieces missing 
  from the object or construct remain missing. Significant missing 
  pieces may prevent proper functioning. If the object uses 
  charges, the object becomes fully charged. Consumables such as 
  ammunition are not restored.
  When this spell is cast upon a damaged construct, all hit 
  point damage dealt to that construct is healed. When this spell 
  is cast upon a destroyed but intact construct, it is restored to 
  full functionality and full hit points. Constructs brought back in 
  this fashion regain their memories up to the moment of their 
  destruction and have no particular inclination to serve the caster.
  If you attempt to cast this spell on an object or a construct that 
  has been destroyed for more than 10 years per caster level you 
  possess, the spell fails.
  Mind Thrust I
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Will half; Spell Resistance yes
  This attack deals 1d6 points of damage per 2 caster levels 
  (maximum 5d6). The target receives a Will save for half damage. 
  This attack has no effect on creatures without an Intelligence 
  score.
  Mind Thrust II: The damage dice become d8s.
  Mind Thrust III: Damage per caster level (maximum 10d6).
  Mind Thrust IV: (maximum 15d6) and the target is fatigued for 
  1 round if it fails the saving throw.
  Mind Thrust V: The target is exhausted for 1 round if it fails the 
  saving throw, or fatigued for 1 round if it succeeds.
  Rags to Riches
  School transmutation; Casting Time 1 standard action
  Components V, S, M (a bit of burlap wrapped over a copper coin)
  Range touch
  Target 1 weapon, suit or armor, shield, tool, or skill kit touched/5 
  levels
  Duration 10 minutes/level
  Saving Throw Fort negates (object); Spell Resistance no
  The target object is enhanced to function as a masterwork 
  item.
  In addition to any bonuses for the masterwork quality, the 
  object gains other bonuses. Skill kits and other equipment add an 
  additional +1 insight bonus for every 4 caster levels you possess 
  to skill checks made with them that already receive a bonus from 
  the skill kit. Armor and weapons gain temporary hit points equal 
  to your caster level. If the object already has an enhancement 
  bonus, this bonus increases by 1. If the object of the spell has 
  hardness, that hardness increases by 5.
  Summon Fantasy I
  School illusion (phantasm) [mind-affecting]; Level summoner 2, 
  sorcerer/wizard 3, unchained summoner 3
  Casting Time 1 full-round action
  Components V, S, M (powdered ruby worth 250 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance no
  A summoner treats this spell as a summon monster spell of 
  the spell level listed above and gains it as part of his summon 
  monster class feature.
  You create the illusion of a carbuncle, which appears anywhere 
  within range. While the illusion persists, you and your allies who 
  can see the carbuncle gain a +2 insight bonus to Armor Class. 
  Enemies who can see the carbuncle must attempt a Will saving 
  throw to disbelieve it or take a -2 penalty to Will saves for the 
  duration. The bonus and penalty both increase by 1 for every 5 
  caster levels you possess. Creatures that attack the carbuncle 
  gain another Will save to disbelieve it.
  Before the spell ends, you can use the carbuncle’s fatal faker 
  supernatural ability once as a standard action.
  Summon Fantasy II
  School illusion (phantasm) [mind-affecting]; Level summoner 3, 
  sorcerer/wizard 4, unchained summoner 4
  Components V, S, M (powdered ruby worth 500 gp)
  This spell functions like summon fantasy I, except as noted 
  here.
  You create the illusion of a large earth elemental anywhere 
  within range. While the illusion persists, enemies who can see 
  the elemental must attempt a Will saving throw to disbelieve it 
  or treat you and your allies as if you have Damage Reduction 5/ –.
  When you create the illusion, and as a standard action on 
  each subsequent round, you can direct the elemental to move 
  and attack creatures that believe it is real. Creatures that attack, 
  or that are attacked by, the elemental gain another Will save to 
  disblieve it before dealing or taking damage. This counts as the 
  creature’s saving throw for the round.
  Summon Fantasy III
  School illusion (phantasm) [fire, mind-affecting]; Level summoner 
  4, sorcerer/wizard 5, unchained summoner 5
  Components V, S, M (powdered ruby worth 750 gp)
  This spell functions like summon fantasy I, except as noted 
  here.
  You create the illusion of a large fire elemental anywhere 
  within range. While the illusion persists, enemies who can see 
  the elemental must attempt a Will saving throw at the end of 
  each of your turns to disbelieve it or take 1d6 fire damage per 2 
  levels (max 10d6).
  When you create the illusion, and as a standard action on 
  each subsequent round, you can direct the elemental to move 
  and attack creatures that believe it is real. Creatures that attack, 
  or that are attacked by, the elemental gain another Will save to 
  disbelieve it before dealing or taking damage. This counts as the 
  creature’s saving throw for the round.
  Summon Fantasy IV
  School illusion (phantasm) [mind-affecting]; Level summoner 5, 
  sorcerer/wizard 6, unchained summoner 6
  Components V, S, M (powdered ruby worth 1,000 gp)
  This spell functions like summon fantasy I, except as noted 
  here.
  You create the illusion of a shadow demon anywhere within 
  range. While the illusion persists, enemies who can see the 
  demon must attempt a Will saving throw at the end of each of 
  your turns to disbelieve it or be slowed for 1 round.
  When you create the illusion, and as a standard action on 
  each subsequent round, you can direct the demon to move and 
  attack creatures that believe it is real. Creatures that attack, or 
  68
  
  that are attacked by, the demon gain another Will save 
  to disbelieve it before dealing or taking damage. This 
  counts as the creature’s saving throw for the round.
  Summon Fantasy V
  School illusion (phantasm) [mind-affecting]; Level 
  summoner 6, sorcerer/wizard 7, unchained 
  summoner 7
  Components V, S, M (powdered ruby worth 
  1,500 gp)
  This spell functions like summon fantasy 
  I, except as noted here.
  You create the illusion of a greater water 
  elemental anywhere within range. While 
  the illusion persists, enemies who can 
  see the elemental must attempt a Will 
  saving throw at the end of each of your 
  turns to disbelieve it or act as though 
  trapped under water. A creature trapped 
  in this way cannot breathe (unless it can 
  breathe water) and begins to drown 
  unless it holds its breath. The creature 
  can continue to swim, attack, and even 
  cast spells if it could do so under water 
  normally.
  When you create the illusion, and as 
  a standard action on each subsequent 
  round, you can direct the elemental to move 
  and attack creatures that believe it is real (it 
  can use vortex). Creatures that attack, or that 
  are attacked, while trapped by the illusion gain 
  another Will save to disbelieve it before dealing or 
  taking damage. This counts as the creature’s saving 
  throw for the round.
  Summon Fantasy VI
  School illusion (phantasm) [mind-affecting]; Level summoner 7, 
  sorcerer/wizard 8, unchained summoner 8
  Components V, S, M (powdered ruby worth 2,000 gp)
  This spell functions like summon fantasy I, except as noted 
  here.
  You create the illusion of an old black dragon anywhere within 
  range. While the illusion persists, enemies who can see the 
  dragon must attempt a Will saving throw at the end of each of 
  your turns to disbelieve it or suffer from the dragon’s frightful 
  presence.
  When you create the illusion, and as a standard action on each 
  subsequent round, you can direct the dragon to move and attack 
  creatures that believe it is real. You can also spend your spell 
  slots to cast the dragon’s spells. Creatures that attack, or that are 
  attacked by, the dragon gain another Will save to disbelieve it 
  before dealing or taking damage. This counts as the creature’s 
  saving throw for the round.
  Summon Fantasy VII
  School illusion (phantasm) [mind-affecting]; Level summoner 8, 
  sorcerer/wizard 9, unchained summoner 9
  Components V, S, M (powdered ruby worth 3,000 gp)
  This spell functions like summon fantasy I, except as noted 
  here.
  You create the illusion of a trumpet archon anywhere within 
  range. While the illusion persists, enemies who can see the 
  archon must attempt a Will saving throw at the end of each of 
  your turns to disbelieve it or treat you and your allies as if you 
  have Spell Resistance 12 + your caster level.
  When you create the illusion, and as a standard 
  action on each subsequent round, you can direct the 
  archon as if it were taking its turn. It can move, cast 
  spells (using your spell slots to do so), and/or attack creatures that 
  believe it is real (you and your allies are immune to the archon’s 
  trumpet effect). Creatures that attack, or that are attacked by, 
  the archon gain another Will save to disbelieve it before dealing 
  or taking damage. This counts as the creature’s saving throw for 
  the round.
  Topple
  School transmutation; Level sorcerer/wizard 0
  Casting Time 1 full-round action; see text
  Components S
  Range 10 ft.
  Target one creature
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
  This spell can also be cast as a standard action with a range of 
  touch and a target of creature touched.
  A strong current of air wraps around the target’s feet, pulling 
  them to the ground. You can use this spell to attempt a trip combat 
  maneuver, except that you don’t provoke attacks of opportunity 
  for the attempt (casting the spell still draws attacks of opportunity 
  as normal). You can use your caster level in place of your Combat 
  Maneuver Bonus, and you can add your Intelligence modifier (if 
  a wizard) or Charisma modifier (if a sorcerer) in place of your 
  Strength or Dexterity modifier.
  69
  
  Items and Equipment
  6
  70
  
  From the shattered worlds, mystical and mundane armaments 
  previously unseen in the material plane have begun to surface. 
  Heroes, both new and veteran, can now find their share of these 
  tools during their adventures.
  Equipment
  Equipment is as unique as the races who create it. Humans, 
  alone, have created countless variations of the same concept for 
  a sword over their history, and other races are no different.
  New Weapons and Modifications
  Buster Blade 
   
   
   
   
  (75 gp)
  This ornate greatsword has a smaller blade built into its hilt 
  that can be drawn and dual-wielded at a moment’s notice.
  Weapon Groups: Heavy blade, light blade (see text)
  Type: Exotic, two-handed slashing or double, one-handed 
  slashing (see text)
  Damage/Crit: 2d6 / 19-20x2
  Range: -- 
   
  Weight: 7 lbs.
  Special: As part of a move action, you can separate a buster blade 
  into both a bastard sword and a short sword. Any enchantments 
  placed on the buster blade apply to the bastard sword section 
  only, but the short sword section can be enchanted separately. A 
  creature with Exotic Weapon Proficiency (buster blade) can wield 
  it properly in either form and is treated as having Two-Weapon 
  Fighting when wielding the buster blade in sections.
  Groonsword 
   
   
   
   
  (65 gp)
  This heavy, oversized greatsword is difficult to wield, but 
  powerful in its strikes.
  Weapon Groups: Heavy blade
  Type: Exotic, two-handed slashing.
  Damage/Crit: 3d6 / 19-20x2
  Range: -- 
   
  Weight: 25 lbs.
  Special: If your Strength is less than 19 (or 17 for a Small or 
  smaller groonsword), you take a –2 penalty on attacks with it, as 
  you’re unable to maneuver its daunting size and weight.
  Nonmagical Equipment
  Blood of Elves 
   
   
   
   
    (20 gp)
  Weight -
  This golden substance was a long-sought prize of alchemists in 
  the Collective, particularly because a single vial provides a direct 
  boost to their talents.
  Alchemical Power Component
  Doses 1 (25 gp); Spells alchemist extracts and infusions
  Alchemist extracts and infusions are cast at +1 caster level for 
  the purpose of all effects.
  Fairy Bottle 
   
   
   
   
  (900 gp)
  Despite its name, a fairy bottle does not contain an actual 
  fairy. Pixies from the world of Zaelin taught adventurers how to 
  craft these nonmagical healing powders that, when breathed in, 
  restore up to 3d8+5 hit points. While much cheaper on Zaelin, 
  the bottles are considerably harder to make outside of that 
  world, but are still particularly useful when using magic could be 
  dangerous.
  Magic Bottle 
   
   
   
            (1,000 gp)
  This nonmagical powder from the world of Zaelin can be 
  breathed in to restore up to 4 spell levels’ worth of expended 
  spell slots. If the user prepares spells, those slots contain the 
  identical spells already expended.
  Magic Fairy Bottle 
   
   
            (4,050 gp)
  This nonmagical powder from the world of Zaelin can be 
  shattered as a standard action, creating a cloud of dust in a 10-ft. 
  square. Creatures in the area when the vial is shattered regain 
  3d8+13 hit points and up to 4 spell levels’ worth of expended 
  spell slots. If any of those creatures prepare spells, those slots 
  contain the identical spells already expended.
  Magic Items
  On some worlds, magic items are a shop away at a convenient 
  city or wizard’s cabal. On others, they are the stuff of legend, 
  forged in mysterious ways from impossible materials for only 
  the most powerful of beings. Whatever their rarity, magic items 
  remain a staple of fantasy in some form or another.
  New Magic Items
  At-Ari’s Gauntlets
  Aura: moderate conjuration; CL 12th
  Slot hands; Price: 25,000 gp. (lesser), 50,000 gp (greater)
  Once per day, the wearer of these gauntlets can speak the 
  command word to create an arcane mark at their current location. 
  Speaking the command word again within 24 hours returns the 
  wearer and up to 4 other creatures back to the intact mark if they 
  are within 880 feet, as per the dimension door spell (lesser), or 
  anywhere on the same plane, as per the greater teleport spell 
  (greater).
  Construction Requirements: Craft Wondrous Item, arcane 
  mark, dimension door or teleport; Cost 12,500 gp. (lesser), 
  25,000 gp (greater)
  Mask of the [Race]
  Aura: weak transmutation; CL 3rd
  Slot head; Price: 6,000 gp.
  Each of these specially crafted masks resembles a specific 
  race. When donned, a mask deals 1d4 damage to its wearer as it 
  transforms the wearer into a member of the race it depicts. This 
  removes the wearer’s normal racial traits (except Ability bonuses, 
  skill bonuses and proficiencies) and grants the racial traits of the 
  depicted race (Ability bonuses are gained as enhancement). Skill 
  bonuses and proficiencies of the mask’s depicted race are lost 
  when the mask is removed.
  The wearer gains a +10 bonus to disguise checks to act as the 
  mask’s depicted race.
  Construction Requirements: Craft Wondrous Item, alter self; 
  Cost 3,000 gp.
  Warhammer of the Eternal Crusade
  Aura: strong conjuration; CL 11th
  Slot weapon; Price: 40,000 gp.
  A warhammer of the eternal crusade usually appears to be 
  nothing more than a +1 warhammer of throwing and returning. 
  After being wielded by the same creature for at least 24 hours, 
  however, that creature gains the spell-like ability to cast summon 
  monster with a spell level equal to half its total hit dice (maximum 
  6th) and caster level is equal to its total hit dice (maximum 11th). 
  This can be done up to 3 times each day.
  Construction Requirements: Craft Magic Arms and Armor, 
  summon monster VI; Cost 20,000 gp.
  71
  
  Magical Locations
  As creatures across the material plane work to close the rifts created by the war 
  between the forces of order and the minions of the Chaos, whole areas of land, 
  air, and sea are being permeated by wild, sometimes dangerous magic. Some of 
  these magical locations may have already existed, hidden from mortals until now, 
  while others blink randomly in and out of existence on a seemingly random cycle.
  There are those who believe these areas can be manipulated if one can find 
  the key to doing so. At present, though, only a select few have discovered how to 
  access the true potential of a magical location near them.
  Discovering and Using Magical Locations
  While adventuring, most magical locations can be found in lieu of other treature. 
  Because of their temporary nature, they exist somewhere between consumables 
  and permanent magic items. Each location details its lore, prerequisites, 
  activation, benefit, duration, aura (if any), recharge (if any), and value in gp (used 
  to determine when the location is an appropriate find for a party of adventurers).
  Upon hearing of a magical location’s existence (perhaps through an ancient 
  tome or some folklore) heroes may seek it out, using the lore provided. With a 
  high enough lore, they may also be able to determine how to use the location 
  without additional research or effort.
  Destruction
  A magical location can be destroyed on use, after a number of uses indicated 
  in its description, or with a powerful enough spell or ritual. Regular access to a 
  magical location may either degrade its power over time or make it impossible for 
  the same creature to benefit from it anymore. A particularly delicate location may 
  be destroyed simply by marring its effigy.
  72
  
  General Magical Locations
  General magical locations are the most common type 
  discovered by adventurers. Often times, one of these locations 
  will act as lairs for a single, seemingly dangerous enemy whose 
  power is drawn directly from it. Creatures in the area will make 
  note of this and give the area a wide berth since the creature 
  won’t stray far or leave for too long before going back to recharge.
  Black Obelisk
  Description: A large, pentagonal tower of obsidian stretches 
  at least 100 ft. into the sky and looms over the area, casting its 
  shadow where the sun tries to shine.
  Lore: History, local, or religion. The obelisk allows for the 
  keeping of time, but a feeling of uneasiness pervades wherever 
  its shadow falls.
  • (DC 10): Locals who discover an obelisk’s power may build 
  a structure (usually a pyramid) around it to keep the evil 
  within. With its shadow contained, there’s nothing to fear 
  outside, but the power inside coalesces and gains strength 
  over time.
  • (DC 20): Mummies and other undead can be found in the 
  vicinity of a black obelisk. Non-good creatures are drawn 
  to it by whispers and promises of power. Good creatures, 
  and neutral creatures that resist are shaken (Will DC 20) 
  in its shadow. A non-evil creature that strikes the obelisk 
  or touches it directly becomes paralyzed instead. The DC 
  increases by +5 inside a surrounding structure for every 10 
  years of the obelisk’s existence.
  • (DC 25): A creature that meets this DC knows how to activate 
  and recharge an obelisk.
  Prerequisites: Character level 11th, non-good alignment.
  Activation: Speak the phrase, “Ancient evils of the black 
  obelisk, I am yours to command.” Only 1 creature per day can 
  gain the benefits of a black obelisk.
  Recharge: A creature that performs at least one task for the 
  obelisk (given to it by the whispers) may use it again after 1 week.
  Benefit: The creature gains a permanent transformation effect, 
  as the spell, which lasts for 1 week or until the creature is reduced 
  to half or fewer of its total hit points. The creature’s aura appears 
  evil (if neutral) for the duration. Using the obelisk is not an evil 
  act, but the tasks required to recharge it might be.
  Aura: Moderate transmutation, evil.
  Destruction: Casting a 6th-level or higher good spell targeting 
  the obelisk suppresses its power for 1 week. If suppressed for at 
  least 1 month, the obelisk cracks and crumbles into 5 lbs. of fine 
  powder worth half its value (or its full value if used to create an 
  undead convergence).
  Value: 27,000 gp (10th).
  Dragon’s Rest
  Description: This otherwise empty cave contains the skeletons 
  of 1d6 dragons of various ages and types. While not positioned 
  specifically for that purpose, the skulls feel like they are staring at 
  anything that moves within.
  Lore: Arcana, history, nobility. When a dragon is ready to die 
  (whether because of age or a mortal wound), it will try to reach a 
  dragon’s rest, where it can trade its knowledge and wisdom for a 
  chance at immortality.
  (DC 15): Dragons who believe in using dragon’s rests consider 
  the passing of knowledge a form of immortality. If creatures 
  know their story, they can become legend.
  (DC 20): Cultists, poachers, and scholars actively seek 
  the locations of dragon’s rests and will pay good money for 
  information related to them.
  (DC 25): Some dragons have a stronger influence on the 
  creatures that learn from them when offered a tribute. While 
  not true possession, this can change a creature’s outlook and 
  perception of the world.
  Prerequisite: A creature’s alignment must be within 1 step of 
  the dragon whose benefit it receives.
  Activation: Cast speak with dead on the skull of one of the 
  dragons. An 11th-level or higher creature who brings a tribute 
  worth at least 3,600 gp gains additional benefits.
  Recharge: A single skeleton can provide its aid once per age 
  category it possessed in life.
  Benefit: The spell acts as a commune spell instead. Tributing at 
  least 3,600 gp to a Medium or larger dragon allows an 11th-level 
  character to cast form of the dragon I once within the next month 
  to become a dragon of the same type. At 13th level, tributing 
  4,900 gp to a Large dragon grants form of the dragon II instead. 
  At 15th level, tributing 6,400 gp to a Huge dragon grants form of 
  the dragon III.
  Aura: Moderate divination, major transmutation.
  Destruction: Destroying the skull of a dragon suppresses the 
  power of the dragon’s rest for 1 month and yields 1d2 shards 
  of bone that can be used as a scroll of form of the dragon I to 
  become a dragon of the same type. This cannot happen while the 
  power is suppressed.
  Value: 23,000 gp (9th).
  Dreamwalker’s Glade
  Description: A clearing in a forest, or a small copse of trees 
  in an otherwise clear area marks the location of the glade. A 
  single stump lies in its center, surrounded by animals and fey 
  that quickly disperse when made aware of another creature’s 
  approach.
  Lore: Arcana, nature, or planes. The glade is a communication 
  tool that allows a single creature to send a message through 
  another creature’s dream.
  • (DC 10): Sleeping beside the stump for at least 8 uninterrupted 
  hours allows a creature to cast dream. The creature’s caster 
  level is equal to its character level.
  • (DC 20): The bark of a stump found in a dreamwalker’s glade 
  can be used to brew potions that aid in the detection of 
  ethereal and invisible creatures.
  • (DC 25): Mythic creatures who sleep next to the stump can 
  cast mythic dream instead.
  Activation: 8 hours of uninterrupted sleep beside the stump.
  Recharge: A creature that remains within the glade can gain 
  its benefit once per day. If ever it leaves the area after gaining its 
  benefit at least once, it can never use that glade again.
  Benefit: The creature can cast dream once. Alternatively, the 
  creature can safely harvest 1 piece of bark without destroying 
  the stump (each stump can be harvested for up to 2d6 pieces of 
  bark before dying).
  Aura: Minor divination.
  Destruction: Harvesting or removing the stump entirely, or 
  clearing the surrounding trees, destroys the glade. Casting break 
  enchantment or a similar spell directly upon the stump causes it 
  to break into 1d8 pieces of bark that can be combined with flasks 
  of water to create potions of see beyond.
  Value: 2,000 gp (4th).
  73
  
  Forge of Creation
  Concept by Iokennoron McComber
  Description: At the tops of unreachable mountains, buried 
  deep within lost catacombs, and hidden within forgotten temples 
  to the creators of Volwryn lie the titanic forges of creation.
  Lore: Geography, history, or planes. The forges are ancient 
  structures once used to create new races. Even with their proper 
  masters gone, they can still be used to transform a creature given 
  enough time and effort.
  • (DC 10): The races that would eventually become dwarves, 
  gnomes, and humans were three of the most prominent 
  creations to come from Volwryn’s original forges while they 
  were active. Theoretically, recreations can be constructed by 
  mythic crafters in areas steeped in a race’s lore to allow for 
  the reforging of that race as well.
  • (DC 20): Every forge of creation is constructed on a ley line or 
  nexus of power tied to a particular race and in an area where 
  colossal beings could move freely. 
  • (DC 25): The forges draw power from the world itself, which 
  is why the races of Volwryn are often referred to as world 
  souls. By reforging themselves, they take on aspects of the 
  world on which the forge exists and become bound to it.
  Prerequisites: Craft (any) or Use Magic Device 10 ranks, 
  materials enough for at least 1 magic item, and a creature on 
  which to bond them.
  A creature with Mythic Craft Wondrous Item can ignore the 
  skill prerequisites.
  Activation: Spend 8 hours working the forge’s controls with 
  any Craft or Use Magic Device check (DC 30). A creature of the 
  forge’s race gains a +5 insight bonus on these checks. A creature 
  with Mythic Craft Wondrous Item can expend up to 1 mythic 
  power for each mythic rank it possesses to automatically succeed 
  at 1 such check. Once work begins, the forge continues operating 
  until 8 hours has passed or the current in-progress magic item is 
  complete. Checks not made while the forge continues to operate 
  count as failures by 5 or more (see below).
  Recharge: A creature can only endure the forge for 1 day per 
  10 character levels or mythic rank (these do not stack). A creature 
  of the forge’s race can endure the forge for 1 day per 5 character 
  levels or 2 days per mythic rank.
  After the forge is used to complete 80,000 gp worth of magic 
  items, it falls dormant for 1 year unless a creature expends one 
  use of mythic power to restore its function. A creature can only 
  ever expend 1 use of mythic power per mythic rank it possesses 
  in this way.
  Benefit: Each successful hour of crafting counts as 1 day of 
  progress on a magic item as if the crafter met all caster level, feat, 
  and spell requirements to craft it. Upon the item’s completion, it 
  becomes a part of the creature within the forge (the crafter or 
  another creature, willing or unwilling). This changes the creature’s 
  type to outsider with the native and augmented subtype for its 
  race. It also means the item cannot be removed from the creature 
  in any way short of a mage’s disjunction, miracle, or wish spell, 
  all of which destroy the item in the process. Mythic creatures can 
  expend a use of mythic power to remove the item, turning it into 
  a regular magic item.
  On a failure, no progress is made, and on a failure by 5 or more, 
  the forge malfunctions and falls dormant for 1 year.
  Aura: Overwhelming transmutation.
  Destruction: A forge that malfunctions 3 times is destroyed, 
  but can be repaired by spending its value in materials and 
  casting miracle or wish to generate a mending effect 3 times in 
  succession. Otherwise, destroying a forge of creation requires 
  magic that would permanently damage the world itself and is 
  typically unavailable even to mythic mortals.
  Value: 80,000 gp.
  74
  
  Healing Oasis
  Description: A remote oasis in a vast and deadly desert. Palm 
  trees and small shrubs encircle a pool of cool, clear water.
  Lore: Geography, local, or nature. The oasis and its healing 
  powers have been used for the benefit of desert traders, raiders, 
  and tribes alike for centuries.
  • (DC 10): The pool’s waters are drinkable, and the various 
  fruits (mostly figs and some local berries) provided by the 
  surrounding flora are safe to eat.
  • (DC 20): Resting at the oasis allows a creature to heal even 
  from wounds inflicted by life-draining undead.
  • (DC 25): It is said that the oasis could even restore a creature 
  to life, albeit at great cost.
  Activation: Harvest and eat some of the plants, sleep in the 
  oasis, or place a corpse in the pool.
  Recharge: The plants produce up to 2d4 berries, herbs, or 
  fruits per day, and the pool’s waters can heal up to 8 creatures 
  per day before it falls dormant for 24 hours.
  Benefit: The harvested plants acts as goodberries (lasting 9 
  days before spoiling).
  Resting at the oasis for at least 8 hours allows a character to 
  heal as though they had received a full day of long-term care 
  (regaining 4 hit points per level and healing 4 points of ability 
  damage to each ability score). Ability drain may be healed as 
  though it were ability damage for this purpose.
  If a corpse is placed in the pool, it is revived within 1 minute, 
  as if by raise dead.
  Aura: Moderate conjuration (healing)
  Destruction: Returning a creature to life using the pool destroys 
  the oasis permanently. All remaining plants wither and the pool 
  itself dries up.
  Value: 7,250 gp.
  Mystery House
  Description: A tall, once opulent home stands in disrepair. 
  Boarded up windows and creaking hinges on every door and 
  gate give the impression that the building could collapse at any 
  moment.
  Lore: History, local, or nobility. Despite its apparent age, the 
  house is actually a recent addition to the area. Nobody knows 
  where it came from, or exactly when it appeared, but everybody 
  believes its haunted.
  • (DC 10): Although the original owners are unknown, many 
  speculate that one killed the other in a fit of rage, cursing the 
  house and the surrounding grounds. On a moonlit night, one 
  can almost see somebody watching out through a window 
  on an upper floor.
  • (DC 20): Local youth who know of the house challenge each 
  other to see who can last longest inside. So far, nobody has 
  remained for even an hour, let alone a full night.
  • (DC 25): There’s a presence around the house, like fleeting 
  memories of a dangerous past. A few brave souls who 
  managed to stick around for a while say the visions grew 
  stronger the longer they were there.
  Prerequisites: Character level 3rd, must not be immune to fear 
  effects.
  Activation: Must survive at least 3 haunts with a CR no less 
  than the character’s level -3 and get 8 hours of uninterrupted 
  sleep inside the house.
  Recharge: A creature can return to the house as long as there 
  are still haunts it hasn’t personally experienced.
  Benefit: The creature learns and can cast detect undead at will 
  as a spell-like ability using its character level as its caster level. 
  Once per day, it can also cast hide from undead. These effects last 
  for one month or until the house is rebuilt (see below).
  A 7th-level or higher creature can also cast retrocognition once 
  before leaving the house.
  An 11th-level or higher creature can also cast prognostication 
  once while the benefit lasts. This functions as a divination spell, 
  but provides even more cryptic advise out to one year and a day 
  into the future.
  A 15th-level or higher creature can also cast retrocognition 
  once while the benefit lasts.
  A 19th-level or higher creature can also cast foresight once per 
  day while the benefit lasts.
  Aura: Major divination.
  Destruction: Destroying all of the haunts within a mystery 
  house destroys it permanently. It crumbles and falls apart, 
  potentially crushing creatures within. Weapons and armor within 
  100 ft. of the house gain the ghost touch magic property for 1 
  month per CR of the most powerful haunt within the house.
  If a mystery house is physically destroyed while any haunts 
  remain, it rebuilds itself in 2 weeks -1 day per CR of the most 
  powerful haunt remaining in the house (minimum 1 day).
  Value: 1,800 gp (3rd), 11,200 gp (7th), 26,400 gp (11th), 48,000 
  gp (15th), 68,400 gp (19th).
  Specific Magical Locations
  Specific magical locations are usually much harder to find 
  because they are more closely tied into the lore of a region. Most 
  of the time, this makes each such location unique. While not 
  always more powerful that a general magical location, specific 
  locations tend to have more complex activations and a larger 
  number of direct benefits.
  Retrocognition
  School divination 
  Casting Time 1 minute
  Components V, S 
  Range personal 
  Target you
  Duration concentration, up to 1 minute/level
  This spell reveals psychic impressions from events that 
  occurred over the course of the last hour throughout the first 
  minute of the duration, followed by impressions from the 
  next hour back the next minute you concentrate, and so on. 
  If a psychically traumatic or turbulent event happened during 
  that time period, You must succeed at a concentration check 
  (DC = 20, 30, or 40, depending on the severity of the psychic 
  disturbance) or lose concentration on the spell.
  At caster level 13th and higher, you can choose to collect 
  impressions from over the course of a longer interval of time 
  than an hour. The amount of detail you receive diminishes, so 
  this eventually makes it harder to distinguish impressions left 
  by anything but the most major events.
  Caster Level Time Period
  13th–15th 
  1 week per minute
  16th–18th 
  1 year per minute
  19th+ 
  1 century per minute
  75
  
  Altar of the Suffering God
  By Iokennoron McComber
  Description: A cavern behind a waterfall hold this barren alter 
  dedicated to an ancient, gaunt deity. The dogma, “Perseverance 
  can overcome any suffering,” is carved upon the wall.
  Lore: History, local, or religion. A former god of bounty and 
  indulgence suffers punishment for interacting too frequently 
  with mortals. The deity was forced into hiding and left to starve 
  for his crimes.
  (DC 15): What would be a perfect watering hole lies abandoned 
  by even the bravest of animals in the area. Now it stagnates, 
  despite being fed by the nearby falls, and draws insects.
  (DC 25): There is a small cave at the base of the falls that 
  anybody with some sense avoids staying in for too long. A local 
  boy once ran away from his abusive parents and hid in the cave 
  for 2 days before the swarms chased him home.
  (DC 30): A priest from a neighboring city once investigated the 
  cave. Legend claims he stayed there for 4 days before succumbing 
  to hunger, but recovered his wits after leaving. Upon his return, 
  the man felt nothing of the power he claimed was there before.
  Prerequisite: The altar of the suffering god confers its special 
  ability only on a living creature that breathes, eats, and sleeps.
  Activation: A creature must meditate and fast for 5 days in 
  the cave without the aid of magic or other creatures. During this 
  time, the creature must succeed against at least 2 Constitution 
  checks to avoid nonlethal damage from starvation. After 2 days 
  in the cave, a summon swarm spell harrasses the creature 1d4 
  times per day. Treat this spell as being cast by a spellcaster of the 
  creature’s level -3.
  Recharge: The altar functions for any creature that can survive 
  its trial, so long as the creature does not aid or receive aid from 
  other creatures within the cave.
  Benefit: A creature that completes the Trial of the Suffering 
  God gains the benefits of a ring of sustenance, a permanent 
  stoneskin spell that refreshes at the beginning of each day, and 
  immunity to poison. This lasts for 2 months.
  Aura: Moderate abjuration
  Descruction: 10 lbs. of food left to rot in the cave for at least 
  5 days suppresses its benefit for 2 months. The rotted food can 
  be harvested and used as the spell component to create up to 
  1d3 rings of sustenance. No magic, short of a mage’s disjunction, 
  miracle, or wish, can destroy the altar.
  Value: 8,000 gp (6th).
  Carapace of the Greatest Thief
  Description: What looks like the ornate top half of a medium-
  sized turtle’s shell inexplicably floats just out of reach in a room 
  lined with traps that would make the wisest of rogue’s reconsider 
  trying for it. Yet, from the scorch marks on the walls and the 
  skeletons strewn about, it’s clearly something worth the risk.
  Lore: Arcana, dungeoneering, or religion. The shell is a wives’ 
  tale told in thieves’ dens by liars who claim the god of tricks was 
  looking out for them.
  (DC 15): In the story, the god of tricks was once a mortal rogue 
  who drew the ire of a tribe of barbarians by taking the innocence 
  of their princess before her wedding day. To escape them, he 
  used a stolen scroll to change himself into a turtle with jewels 
  embedded in its shell and played at being the chieftain’s pet until 
  the old barbarian died in glorious battle the following year.
  (DC 20): Even as a turtle, the rogue was capable enough to 
  work his skill against the tribe, lulling them into complacancy 
  with what they believed was the blessing of the gods for keeping 
  him around. Eventually, though, he grew bored and turned on 
  them just in time to watch the chieftain battle a clearly superior 
  enemy to the death.
  (DC 25): After ascending to godhood, the rogue kept the shell 
  around as a reminder of his mortal flaws, but his fancy in it soon 
  waned as well. He now sends the shell where he feels it will 
  capture the most attention, hoping to find somebody who might 
  keep him entertained for a time.
  Prerequisite: Int 13, at least 5 ranks in two of the following 
  skills: Acrobatics, Bluff, Disable Device, Stealth, or Use Magic 
  Device.
  Activation: A creature must overcome no less than 3 traps set 
  around the shell, then touch it and hope it doesn’t disappear.
  Recharge: While it remains in an area, any number of creatures 
  can activate the shell. For each attempting to do so, roll 1d6. On 
  a 1, the shell teleports away, as plane shift, before being touched.
  Benefit: A creature that successfully touches the carapace of 
  the greatest thief gains luck unimaginable, allowing it to reroll up 
  to 5 failed d20 rolls. The creature can use these rerolls repeatedly 
  if it wishes to do so, or it can spread them out. For each day the 
  creature doesn’t perform some purposefully daring or otherwise 
  entertaining act, there’s a cumulative 5% chance its remaining 
  points disappear the next time it attempts to use them.
  Aura: Major illusion.
  Descruction: If taken from its current location, the shell 
  becomes a +1 adamantine heavy shield that all creatures are 
  proficient with. For a small creature, it counts as a tower shield 
  instead. If the gems are removed, or the shell would be sundered, 
  it crumbles into 5 lbs. of fine powder worth half its value (or its 
  full value if used to create a chanceborn convergence).
  Value: 15,500 gp (5th).
  The Throne of Stone
  Bone of stone, upon the throne. From his throne, he rules stone 
  and bone. - Inscription.
  Description: The throne of stone sits in a destroyed cathedral 
  littered with the corpses of those who have attempted to earn its 
  favor. Though sunlight spills through the glass above, the throne 
  itself remains in perpetual shadow.
  Lore: History, planes, or religion. The throne was not always 
  at this location. It was moved here some time back by a priest of 
  the goddess of death to honor her. The inscription implies that 
  an individual whose “bone is of stone” may claim the seat. Many 
  believing they were that individual have tried and failed.
  (DC 15): Simply approaching the throne with the intent of 
  sitting upon it appears to be enough to.activate its considerable 
  defenses. Those closest to the seat either believed themselves 
  capable of tricking it or had no intention of sitting upon it until 
  they had read the inscription.
  (DC 25): Those who survived their initial encounter with the 
  throne and left have recounted that it felt like their souls were 
  being pulled from the world of the living into the waiting arms of 
  death itself. Many of these unfortunate souls still have nightmares 
  of the terrors they witnessed as they took their first shaky steps 
  toward the throne.
  (DC 30): One almost forgotten text on the throne claims that 
  the priest who interred the throne had an orc companion who 
  could sit in it without consequence. If what the text claims is 
  correct, the creature had no idea that the throne can be used as 
  a gateway to the realm of the dead.
  76
  
  Prerequisite: Cannot be immune to fear effects.
  Activation: A creature who approaches the chair with 
  knowledge of it and the intent to gain its benefit must survive 
  1 haunt plus 1 if its Knowledge check was 15 or higher, 2 if the 
  check was 25 or higher, or 3 if the check was 30 or higher. Each 
  haunt’s Challenge Rating is equal to the creature’s total hit dice 
  +4. A creature can receive aid in surviving a haunt.
  Creatures with the annodam or orc subtypes gain a +2 racial 
  bonus to saves against the throne’s effects.
  Recharge: Once a creature has sat upon the throne, its 
  connection to the realm of the dead is permanent until another 
  takes its place. If the throne’s benefits are lost, the previous 
  creature is aware but does not know how or why without its own 
  means of finding out (such as through scrying). A creature does 
  not inherently know if the throne is moved from where it sat 
  when last activated, only if it is sat upon.
  Benefit: A creature that sits upon the throne becomes 
  immune to fear effects. If the creature has levels in necromancer, 
  its charnel touch and channel negative energy is treated as a 
  necromancer of eight levels higher. A creature with a dominion 
  power that can be used a limited number of times per day can 
  use that power one additional time each day. If the creature is 
  not a necromancer, it gains charnel touch and channel negative 
  energy as an 8th-level necromancer, or it can distribute these 
  levels between up to 8 total creatures.
  In addition, once per year, a creature sitting upon the throne 
  can cast raise dead on up to 5 creatures anywhere on its current 
  plane. The raised creatures are brought to the throne via a 
  greater teleport spell with no chance of failure. If they are unable 
  to teleport in this way, the creatures are raised where their 
  corpses lay.
  For every 5,000 gp worth of diamonds it lacks when casting the 
  spell, the creature suffers 1 point of Constitution drain.
  A creature able to cast raise dead can instead use the throne to 
  cast resurrection. A creature able to cast both can instead use the 
  throne to cast true resurrection.
  Aura: Overwhelming necromancy, major conjuration.
  Descruction: Destroying the throne on the material plane 
  severs its connection to the last creature who sat upon it as well 
  as the gateway to the realm of the dead. Creatures returned to 
  life with the throne die immediately. The throne itself shatters 
  into 8 pieces, each of which grant a +2 bonus on saving throws 
  against fear effects and can be used as a substitute for a diamond 
  of appropriate value when casting raise dead, resurrection, 
  or true resurrection. Using a piece of the throne in this way 
  consumes it as it would a diamond. If at least 1 piece remains, it 
  can be incorporated into a new throne by a creature with mythic 
  rank 3 or higher, the Mythic Craft Wondrous Item feat and each 
  of the spells and abilities listed here.
  Value: 200,000 gp (9th)
  77
  
  Special Thanks to Our Requesters/Contributors
  Carl Bartoli, Derek Blakely, John Buckley, Christopher Randal 
  Collingwood, Dan Fran, Scott Gladstein, Paul Vincent Hughes, VM 
  mercenario, Timothy Ott Sr., Debra Jean Raff Monajati, rferries
  Credits
  Lead Design, Layout, Project Head: Kevin Glusing
  Samurai Sheepdog Team: Hal Greenberg, Doug Herring, Ken 
  Shannon, Kevin Glusing, Jon Wolf
  Northwinter Press Team: Kevin Glusing, Amy Glusing, Bud 
  Graves, Bonnie Martin, Anthony Russell
  Additional Design: 
  Original Cover Treatment: John Buckley
  Cover Redesign: Kevin Glusing
  Cover Art Credits (Left to Right, Top to Bottom): Dean Spencer 
  (Elf vs. Dwarf), Matt Moser (Shadow God), Jeremy Hart (Undead 
  Knight)
  Interior Art Credits: Aaron Lee, Breakermaximus - Fotolia, 
  Claudio Casini, Daniel Comerci – danielcomerci.com, Gary Dupuis, 
  Bonnie Martin, Enmanuel “Lema” Martinez, Joyce Maureira, Brett 
  Neufeld, Janice Scott, JE Shields; Publisher’s Choice Quality Stock 
  Art © Rick Hershey / Fat Goblin Games.
  All art is © The original artists. A very special thank you to 
  Kevin Crawford for making so much of the art to which he has 
  rights free to use. You are a real hero.
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
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  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, 
  78
  
  Monte Cook, and Skip Williams.
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  Open Design LLC, www.koboldquarterly.com.
  79
  
  Also from Samurai Sheepdog and 
  Northwinter Press
  You just turned nineteen. Do you feel, different? Are strange powers 
  manifesting themselves around you? Did a wild animal approach you and 
  start speaking through your mind? You are awakened...
  On the world of Grimaton, young men and women gain extraordinary 
  powers when the two moons cross paths in the night sky. Join a variety of 
  authors as they share their tales from this world where magic is a mystery 
  and the awakened are celebrated or hunted, depending on where they 
  come into their gift. And, coming soon to Kickstarter: The Awakened: Isle 
  of Bones and The Awakened III
  Authors: Clinton Boomer, Richard Lee Byers, Torah Cottrill, Steven 
  Creech, Erik Scott de Bie, Darrin Drader, Kevin Glusing, Hal Greenberg, Ed 
  Greenwood, Doug Herring, Rosemary Jones, Jaleigh Johnson, Ty Johnston, 
  Kevin Kulp, Colin McComb, Darren Pearce, Rick Redman, Ken Shannon, and 
  Rai Smith.
  The Player’s Advantage series, by Charles Plemons and 
  Samurai Sheepdog, looks for new options for long-played 
  classes; and now we’re bringing those options to Pathfinder!
  Starting with Player’s Advantage: Fighter, we look at new 
  ways to play classes in the Pathfinder Roleplaying Game. 
  Don’t just play a class, take the advantage!
  Come one, come all! Thrill at the fascinating, the bizarre, the 
  deadly. Try your hand at powers unlike any before. Become what 
  you want.
  Inside is a compilation of requests from around the world, 
  fleshed out and made playable. Speed through your enemies as an 
  accelerist. Worship fey creatures as a dúlra. Practice a forbidden 
  and lost art as a truenamer. You could even become a skiprock 
  champion. A variety of different races, classes, archetypes, feats, 
  and spells await within the Book of Many Things Volume 1.
  In Mystical: Kingdom of Monsters, by Northwinter Press, 
  you play as a Monster Trainer, utilizing your unique talents to 
  travel through a realm known only as The Kingdom in search of 
  monsters to capture and raise. Along the way, you’ll find upwards 
  of 154 monsters; some new and some Pathfinder favorites.
  Capturing monsters grants you access to spells that you can use 
  to either battle other trainers in the arenas that exist throughout 
  the Kingdom or combat evils in your own or another campaign 
  world. As you master the spells those monsters grant you, you 
  can capture even stronger monsters and learn different spells on 
  your journey to become one of the greatest trainers there is.
  Includes new feats, companions, spells and magic items for 
  would-be trainers on their quests, and a brief description of 
  several locations throughout the Kingdom (including where to 
  capture certain monsters) can be found as well!
  80
  
  6/1/2018 - 7/1/2018
  It’s official, please help spread the word! Samurai 
  Sheepdog is currently running a Kickstarter for The Book 
  of Many Things to begin putting together a print run for 
  volumes 1 and 2. With over 500 combined pages of 
  content (including campaign exclusives like world soul 
  dragonkin, dreamwalkers, and life cycle guardians), 
  there’s no shortage of player options.
  Rewards
  The different reward tiers are structured so that you can 
  pick out the best option for you. Pick up the pdf of each 
  volume, a link so that you can print on demand, or your 
  very own signed copy of the book. You could even join us 
  for a special project beginning in August! Any print copies 
  of volumes 1 and 2 will be hardbound. In addition, we 
  now have a free preview of 36 pages from each volume 
  for you to check out in advance.
  Goals
  We’re already several stretch goals in, and climbing. With regular 
  votes for what’s going into the next updates, and frequent updates, this is your 
  chance to get what you want out of the campaign.
  www.kickstarter.com/projects/1355268003/the-book-of-many-things-print-edition
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Samurai Sheepdog/Book Of Many Things Volume 2.pdf