TEXT: Campaign Setting
  TM
    PG 4
  PLAYER’S GUIDE TO THE
  ADAM ROY
  C
  even
    ities
  
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  TM
  Design Adam Roy
  Editing Miranda Horner 
  Rules Editing & Development  Chris Harris and 
  Vincent Colone-Roine
  Additional Design Wolfgang Baur, Brandon 
  Hodge, Ben McFarland,Josh Jarman, Chris Lozaga, 
  Michael Matkin, Sigfried Trent, & Mike Franke
  Cover Art Mark Smylie
  Interior Art  Rick Hershey, Mark Smylie and 
  Christophe Swal
  Art Direction & Graphic Design Marc Radle
  Proofreader James Thomas
  Welcome to the Septime Cities                   3
  Septime Cities Traits & feats                        10
  Septime Character Options  
                  18
  Spells of the Septime Cities                          26
  Septime Magic Items                                     30
  Contents
   Player’s Guide 4
  even
    ities
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  PLAYER’S GUIDE TO THE
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  Cartographer Jonathan Roberts
  Finance Manager Shelly Baur 
  Publisher Wolfgang Baur
  
  3
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  A Brief History of 
  the Seven Cities
  The ancient elvish Adelian Empire built the wide roads, great 
  buildings, deep harbors, and voluminous granaries of this lush 
  peninsula. The ancient and mighty empire extended to the west 
  and north, as far as the Arbonesse, and included much of the 
  Ironcrags. When the Elven Emperor stepped out of the world 
  and called the Great Retreat, the empire vanished and 
  the Seven Cities suffered worse than most.
   
  Things fell apart quickly: a dozen generals and 
  mages declared themselves emperors, and civil war 
  ran riot. The worship of Mavros grew greatly during 
  this time of strife. Some sages whisper that Mavros 
  engineered the Great Retreat to expand his influence 
  in the south and east. These civil wars have continued 
  for centuries, and though peace treaties are often made, 
  they are as quickly put aside. The rival cities unite only 
  against external threats, such as the Mharoti, and then 
  only as long as it is convenient and profitable.
  The Seven  
  Cities Today
  In the Seven Cities, war is embraced and celebrated 
  as nowhere else. The armies of its various republics 
  march every spring, looking for conquest, plunder, 
  and glory. Many warriors come to the cities to take 
  their coin as mercenaries during yearly raids and 
  sieges. A few have seized a general’s laurels or a lord’s 
  title for their work on the field of battle. The people 
  of the Seven Cities fight because conquest and victory 
  bring honor, glory, and the possibility of great wealth. 
  Only a fool wishes for peace when glory and plunder 
  are waiting just over the border.
  The August  
  Republic of Valera
  Symbol: Seven white towers on a red field
  Ruler: Emperor Loki V and his Regent, Grand 
  Marshall Joderick Kastellan 
  Population: humans, dwarves, centaurs, minotaurs
  Valera, the ancient Adelian capital, is by far the most 
  disciplined and aggressive of the city-states. It has an 
  experienced and disciplined officer corps, ancient 
  Welcome to the 
     Septime Cities
  elvish secrets, and several Orders of Mavros on its side. The 
  emperor’s personal centaur guard, called the Rhoetian Guard, 
  is a fearsome opponent and each member is unwaveringly 
  loyal. The only thing the city lacks is a significant naval 
  presence. Its current ruler, Loki V, is only 13 years old. He 
  does have the wily old campaigner Joderick Kastellan looking 
  over his shoulder, however, and few make the mistake of 
  underestimating Joderick twice.
  
  Player’s Guide to the Seven Cities
  4
  PEOPLE AND PLACES OF VALERA
  The Adelian Palace: A fine example of early elvish 
  architecture, the 213 rooms of the Imperial palace 
  feature enormous windows, marble stairwells, 
  and magical lighting that follows the footsteps 
  of anyone walking its hushed halls. With its 
  magic mirrors, hidden shadow doors, and a 
  history of intrigue, seduction, and imperial 
  elvish power, the history 
  that haunts these 
  mighty halls is still 
  impressive today.   
  The Fist of 
  Mavros: 
  The Fist is the 
  starting point 
  of the Way 
  of Mavros, a 
  pilgrimage route 
  north to the Seat of Mavros in 
  the Goblin Wastes. Run 
  by militant priests 
  of Mavros, it is a 
  popular mustering 
  point for free 
  companies and other mercenaries.
  The House of Swords: This fortress-
  temple’s name is a translation from the 
  original elvish: It was originally the premier 
  elvish fencing academy of the old Adelian 
  Empire and a center of worship for the Ebon 
  Blades, a sect of Sarastra-worshiping magi. 
  Dedicated to Mavros, now the House of 
  Swords is a Temple-Militant of Mavros, and 
  it guards the southern road to Kammae. This 
  massive fortress has a series of thick, spellbound 
  ramparts protecting a monastery and temple at its 
  stony heart.
  The Grand Theocracy  
  of Kammae
  Symbol: Black field with a silver serpent below three golden 
  moons, and above three golden oak leaves.
  Ruler: The Resplendent Bride of the Moon, the Oracle 
  Yeneva Podella
  Population: humans, minotaurs, kobolds
  The Oracle in Kammae rarely seeks war, but her numerous 
  priests, oracles, paladins, and inquisitors give her a divine 
  hammer with which to smite her foes. Kammae is at odds 
  with Triolo over the chaining of the sea god Nethus, and the 
  Oracle also fears that Capleon has had successful secret treaty 
  negotiations with the Dragon Empire. The city is a fine one, 
  with red-tiled roofs and whitewashed houses, and people 
  learned and pious. Kammae is the only place in the Seven 
  Cities where Mavros is not one of the Great Gods, because the 
  Oracle abhors war and her goddess commands the 
  Oracle to gain strength in more subtle ways than 
  war, conquest, and pillage.
  PEOPLE AND PLACES OF KAMMAE
  The Oracle: Known as the Daughter of 
  the Moon, Yeneva Podella is an unmarried 
  woman of middle years who is supremely 
  blessed with divine insight and the sacred gifts 
  of healing and prophecy.
  The Eyeless: The inquisitors and paladins of the Moon 
  Goddess are members of a divine order called the Eyeless, 
  answerable only to the Oracle and to no other earthly 
  authority. Their symbol is a blank white eye.
  The Chained Temple: The Temple of Nethus is guarded 
  at all times by huge minotaurs with great axes and inquisitors 
  with piercing questions. The precise conditions and nature of 
  the god’s enslavement are closely held mysteries, shared 
  only among the Oracle’s closest allies. The people 
  of Kammae know only that they have a great 
  power among them, and dread the thought of 
  his release through intent or misfortune.
  The Ringwood: This large forest cloaks 
  and houses those who oppose the Oracle’s 
  omnipresent rule, such as bandits and 
  wild centaurs. Various drakes, dragons, and 
  wyverns also breed there. 
  The Indolent Island of Missala: 
  The Valeran Emperors enjoyed 
  luxury and privacy on this small 
  island west of Kammae. Now 
  abandoned, it is home only to 
  banshees, ghosts, and will-o’-wisps. 
  Seeking to loot the old tumbledown palaces 
  of their treasures, many adventurers alight on the 
  island’s benighted shores, but far fewer return. They come, 
  heedless of danger, because local legends say fortunes of gold, 
  platinum, mithral, orichalcum, jewelry, and magic are buried in 
  vaults beneath the old pleasure palaces.  
  Hesppuco: Kammae is famous for its semi-active volcano. 
  Mt. Hesppuco coughs and spews lava every decade or so 
  and shrouds much of the land around it in rich volcanic 
  ash, making the surrounding hills home to some of the best 
  vineyards in the south. The Smoking Mountain is also said to 
  be home to a great and wily dragon.
  The Golden Barony  
  of Capleon
  Symbol: Three red lions regardant on a golden field.
  Ruler: Baron Raúl Cazagoza 
  Population: humans, minotaurs, kobolds, dragonkin
  Capleon is the financial giant of the Septime cities and a major 
  rival of Triolo and Valera. It currently has a peace treaty with 
  Kammae, but the peace is fragile at best. Wealthy Capleon 
  
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  Player’s Guide to the Seven Cities
  6
  seeks a subtler path than open war to gain dominance on the 
  peninsula. The baron seeks to buy new friends, not conquer 
  old enemies. He desires to turn the Mharoti into valuable 
  allies against his Septime rivals, thus using the city’s financial 
  prowess to acquire the power that it has failed to win on the 
  battlefield through blunt force. 
  PEOPLE AND PLACES OF CAPLEON
  Baron Raúl Cazagoza: The portly “Southern Lion” 
  is an extravagant hedonist, and he enjoys his good fortune 
  by throwing festivals, buying ancient artifacts, and inviting 
  famous scholars, bards, warriors, and mages to his court. 
  Blood of the Sea: This amphitheater was built over 
  seacliff caves and blowholes that are sometimes opened to 
  bring a wash of salt water into the arena to wash away dried 
  blood. This amphitheater is used for bullfights, traditional 
  minotaur warrior rituals, and gladiatorial combats between 
  captured prisoners and beasts. Events are staged weekly or at 
  festival times.      
  Brintarro, the “Arsenal of Capleon”: A city of great 
  shipyards, Brintarro is a closed city. It is forbidden to outsiders 
  and well-guarded by the baron’s most loyal troops and sailors. 
  The Royal Canton  
  of Melana 
  Symbol: A white upper field, red stripe, and black lower field 
  with three gold stars
  Rulers: Censor Cirillo Faliero and Censor Vinzlo 
  Population: humans, dwarves, kobolds, gearforged
  The forested hills of the Canton of Melana sit strategically 
  between the Free Cantons of the Ironcrags, the Magdar 
  Kingdom, the Duchy of Verrayne, the wild White Mountain 
  Marches, and the Republic of Triolo. At the intersection of 
  three trade routes, the City of Melana squats at the feet of the 
  Ironcrag Hills and controls the eastern gateway to the Seven 
  Cities. Melana strives to seize farmlands from Triolo, Friula, 
  and Verrayne every campaign season; it has been less than 
  successful for the last few seasons.
   
  Their lack of success is due in part because Melana’s 
  dwarven crossbow and pike troops are justifiably feared, but 
  Melana is notoriously weak in cavalry. Rumors state that the 
  censors are currently in negotiations with Trombei to acquire 
  the stock of warhorses they so desperately lack.
   
  The Canton of Melana is run by two censors, chosen every 
  five years by a small group of electors. The positions of censor 
  have traditionally been split, one being held by a human and 
  the other by a dwarf. The most recent election has created hard 
  feelings among the dwarves, since a human and a kobold were 
  chosen as censors. 
  PEOPLE AND PLACES OF MELANA 
  Tolmezo: This stilted village sits on the edge of the Malenian 
  marshes. Tolmezo is the first stop on the Floating Roads, a 
  series of wooden causeways attached to stone pillars by steel 
  rings. The causeways float on the marsh surface and are 
  passable from Tolmezo into Trombei and along Triolo’s border 
  in any season or weather. Recently they have become more 
  dangerous since the native lizardfolk have become restive. 
  The Scarlet Citadel: The Scarlet Citadel is the  castle 
  of Gellert the Gruesome, a fearsome warlock who retains a 
  private army. He swears fealty to the censors scrupulously each 
  year and defends his border against the creatures of the White 
  Forest and the war wagons of the Magdar.
  The Royal Collections  
  of Friula 
  Symbol: Golden basilisk on a solid black background 
  Rulers: The Incunabuli
  Population:  humans, dwarves, kobolds, gnomes 
  When the cataclysm that destroyed Caelmarath shattered 
  the glittering cities of the golden coast, only Friula survived 
  intact. Friula prefers subterfuge and diplomacy to open war, 
  but when war comes, its massive clockwork siege 
  engines and wizards make it a fearsome foe. 
  Fortunately for the city, an assault by land 
  requires a march through lizardfolk-
  infested marshes and basilisk-
  inhabited hills. So rather than send 
  armies, both Friula and her enemies 
  send out spies. A secret cabal of 
  scholars called the Incunabuli 
  rules Friula. While they jealously 
  guard and grow the city’s 
  legendary Great Library, they 
  also compete to expand 
  their own private 
  collections. Entry 
  into the cabal is by 
  invitation only.
  
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  PEOPLE AND PLACES OF FRIULA
  The Great Library: Many come to the Friula seeking the 
  Great Library, the largest collection of written works in the 
  Seven Cities. Housed in the Royal Spires and extending deep 
  below ground to the Sacred Scroll Vaults, the number of treatises 
  that can be found here is immense. Books and scrolls on history, 
  alchemy, astrology, demonology, magic, poetry, and theology are 
  all housed here.
  Ulsavus Mentes: The Golden Voice is an aging but handsome 
  performer, and the most popular bard in the Amphitheater, 
  mixing fiery rhetoric with epic ballads and comedic poetry. 
  Ulsavus is also the leader of the Friulan Oratorio, a bardic 
  college whose traditions can be traced back to Old Thorn. 
  The Amphitheater: Elvish masters crafted this massive 
  amphitheater out of the earth and opened it to the sky. The 
  Doom split the amphitheater in two, but simple wooden planks 
  bridge its gaps and performances are still common. 
  The Verdant Republic  
  of Trombei
  Symbol: Three golden stalks of wheat on a green field
  Population: humans, dwarves, centaurs 
  The walled city of Trombei straddles the three major highways 
  to Valera, Triolo, and Melana, dominating trade moving north 
  or south through the Seven Cities. Flanked on either side 
  by impassible marshes, Trombei has leveraged its strategic 
  location and the bounty of its farmlands to become an 
  economic and military powerhouse. It is kept in check only 
  because it battles back and forth with Friula, Melana, Triolo, 
  and Valera nearly every campaign season. This does not daunt 
  Trombei, since its rich granaries and fine warhorse bloodlines 
  give it the strength to wage frequent and relentless campaigns. 
  Trombei is a republic ruled by the Commune, a body 
  composed of representatives (the compassi) from all of the 24 
  guilds as well as 10 seats for landholders. The Commune elects 
  a member biannually to serve as the city’s chief administrator 
  and First Speaker. 
  PEOPLE AND PLACES OF TROMBEI
  First Speaker: Fallani Vil is the daughter and the niece 
  of previous First Speakers. She is, at a young age, already a 
  consummate leader and at home in the bare-knuckle world of 
  Trombeian politics.
  Alkman the Fat: Trombei’s most recognizable resident is the 
  enormously obese general Alkman Sar. Once a famous general 
  of the City Cavalry, he is now so grossly overweight that he 
  must travel about in a gilded cart drawn by large draft horses. 
  Although he is still widely admired and beloved for his earlier 
  exploits and conquests in service of the city, nowadays he is 
  more commonly an object of ridicule and the subject of risqué 
  drinking songs. 
  
  Player’s Guide to the Seven Cities
  8
  The Brawls: Docks line each side of the Arnesse River as it 
  passes through the heart of Trombei. Those looking for peace 
  and quiet are advised to stay away, since the Brawls are home to 
  every form of vice money can buy. 
  The Maritime Republic  
  of Triolo 
  Symbol: A green sea serpent biting its tail, top of field silver, 
  bottom scalloped and blue.
  Ruler: Duke-Admiral Cadua
  Population: humans, minotaurs, kobolds, gnomes, 
  gearforged
  The corsairs of Triolo are notorious throughout the White 
  Sea to the great Western Ocean, since they are fearless sailors, 
  privateers, and pirates. Triolo’s wealth of ships keeps her safe 
  from invaders, most particularly the Mharoti armadas. Its 
  people are loyal, proud, and hard-working. Triolo maintains 
  strong trade ties to the north and south, while also raiding 
  Capleon, Valera, and Trombei frequently. On land, it depends 
  on minotaur and dwarven companies for much of its strength.
  PEOPLE AND PLACES OF TRIOLO
  Duke-Admiral Cadua, the Golden Horn 
  (Minotaur): As an impetuous youth, Captain Cadua led a 
  Triolan fleet into a Mharoti trap. Shamed, he was told he would 
  never command a ship again because he did not have the 
  wisdom to lead, even though he had saved many of his ships 
  and sailors from the deadly ambush. Cadua left Triolo to find 
  and win a conqueror’s wisdom, but he paid a terrible price. 
  To the Clockwork Oracle, he lost a horn; to the God-Slavers, 
  an eye; and to the Spider Oracle, a hand —all in exchange for 
  their divine insight. A scant five years later, Cadua returned to 
  Triolo, burning with the faith of Mavros and bringing with him 
  a score of ships. Now he is the first minotaur to become the 
  Duke-Admiral of Triolo.  
  The Sewing Quarter: The city is notorious for its pirates 
  and their treasures, but it has its courtesans and scholars as 
  well. Both populations live in a single district, called the Sewing 
  Quarter or the Scholar’s Quarter; both groups cater to the 
  needs of sailors and their captains. Its courtesans, mapmakers, 
  diviners, and accountants are friends and helpmeets of both 
  corsairs and legitimate merchants. 
  Archae, the Spider’s Shrine: The quietest and most 
  sacred ground of Triolo is this small, green island, with its 
  marble temple and many caves. Priestess-weavers work day and 
  night here, weaving the sacred words of the goddess Ariadne, 
  who is called Rava in the North. The oracle Alcestis is powerful, 
  as is her sister in Zobeck; they can both see and manipulate the 
  strands of fate. The shrine is neutral ground and a sanctuary 
  in the region, since even Mharoti come to seek powerful 
  prophecies from the Oracle. Some say that ships can find the 
  island only when the Oracle wishes them to find it. 
  The Border States
  Although not traditionally considered part of the Seven Cities, 
  Illyria, Kyprion, and Verrayne’s fortunes are inextricably linked 
  to those of the Septime Realms. They are pressed on all sides by 
  goblins and dragons, and if these kingdoms fall, the gates to the 
  Seven Cities would open to the ravening hordes.
  The Serene Isle  
  of Kyprion
  Symbol: A great double-headed ax, gold on a blue field.
  Ruler: Queen Kitane (minotaur)
  Population: humans, minotaurs, gearforged
  Kyprion is the current homeland of the minotaurs. Pressed 
  sharply by the Dragon Empire, it owes fealty and allegiance to 
  the Maritime Republic of Triolo, and it would have fallen long 
  ago without the Republic’s support and its “wall of ships.” The 
  capital city Vespas is a great one, with wide avenues and well-
  paved streets, as well as lush fields and fragrant fruit groves 
  just outside its walls. Abundant springs and fountains crown 
  the Capitoline Hill, and water cascades down through a series 
  of channels and aqueducts to the crowded markets and rich 
  houses near the capitol city’s waterfront.
  PEOPLE AND PLACES OF KYPRION
  The Queen of Kyprion: Queen Kitane is a gentle priestess, 
  kind and merciful to her people. The recent rise of a minotaur 
  (Cadua) to lead the Council of the Triolan Republic as Duke-
  Admiral makes her all the happier.
  Palace of the Bull: The queen and her consort rule from 
  the Minos Palace at the top of the city’s Capitoline Hill. Minos 
  Palace is a structure of enormous, colossal stones and heavy 
  pillars in the style of Nuria-Natal. The palace stands within 
  the Great Labyrinth, and it has sweeping sea vistas, large inner 
  courtyards, and beautiful music. The palace guards, called the 
  Aurochs Order, are all enormous minotaurs, skilled in both 
  magic and combat.
  Chamiras, City of Tombs: The loot of a thousand 
  expeditions against the Dragon Empire fills this city’s 
  necropolis of the honored dead. Tomb plundering is all 
  too common, so the Necropolis is jealously guarded by 
  minotaur inquisitors and sorcerers. The necropolis, some 
  believe, is a portal to the Underworld. Certainly Chamiras 
  does become very quiet at night. 
  The Grand Duchy  
  of Illyria
  Symbol: White, a griffon green
  Ruler: Veristi Terramaine, the White Duchess
  Population:  humans, dwarves, minotaurs 
  Illyria of Old, Land of a Thousand Heroes, once stretched 
  north to the White Mountain Marches Mountains and east 
  into what is now the Dragon Empire. The late Mharoti Sultan, 
  
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  in his last invasion, cleaved Illyria in twain, pushing 
  her behind her shielding mountains. Illyria and her 
  duchess depend on the Seven Cities for aid against the 
  Mharoti, and her entire strategy is based on holding 
  the mountain passes and keeping the new sultana’s 
  armies on the far side. The lost lands to the east are a 
  source of perpetual anger and grief, and the Illyrians 
  hope to someday reconquer them. Today Illyria 
  celebrates small victories, such as the capture of the 
  Mharoti Dragon Zhandres. A treasure awaits anyone 
  who can extract truth from the cunning dragon. In 
  Illyria, Mavros is shunned for Perun, the patron of the 
  ancient people who originally settled here, driven to 
  this verdant shore by a violent storm.
  PEOPLE AND PLACES OF ILLYRIA
  The White Mountain Marches: Once this was 
  idyllic Illyrian territory. Now, it is the realm of bandits 
  and monsters. The Marches were a rich source of silver, 
  marble, and iron for Illyria. Only a few heavily guarded 
  mines remain open, and all unwalled villages have been 
  abandoned.
  The Griffoncrags Mountains: These peaks serve 
  as an important buffer between the Mharoti Empire and 
  Illyria. The great and ancient Anaxi Towers command 
  the highest mountain tops. Once the crowning glory 
  of Illyria’s defenses, they were abandoned for centuries. 
  Seven of the eleven towers have recently been reclaimed 
  by the Duchy, fortifying the mountainous border with 
  the Mharoti. 
  The Scion Riders of Illyria: The first sons and 
  daughters of the great families are bonded with a 
  hippogriff at a young age, and they lead Illyrian 
  units from the skies, clad in gleaming armor of 
  silver and steel. 
  The Green Duchy  
  of Verrayne
  Symbol: A black tower on a white field, with a green curved 
  hill below
  Ruler: His Verdance, Duke Gareth Albrioc, Lord of the 
  Nine Towers
  Population: humans, dwarves
  The gorges and hills of this region are a nearly perfect 
  defensive ground, and they are defended with an iron hand 
  against the chaos of the Goblin Wastes. The goblin tribes that 
  invade from the Wasteland are usually disorganized, but when 
  they unite under a strong leader in an invading horde, they 
  bring all the horrors of the Wastes with them.
  PEOPLE AND PLACES OF VERRAYNE
  Duke Gareth Albrioc:  A seasoned campaigner and 
  cunning commander, the duke is known to be increasingly 
  paranoid about assassination. At least four members of his 
  “Black Band”, seven warriors and sorcerers who claim to be 
  the mightiest heroes in the Seven Cities region, accompany 
  him at all times.
  The Nine Towers: These nine huge spellbound fortresses 
  are the main line of defense against the terrors of the Goblin 
  Wastes.
  The Cascading Gardens: The terraced gardens outside 
  his palace are the duke’s pride and joy. They are rumored to 
  predate Caelmareth and perhaps have direct ties to the fey 
  realms.
  The Order of Seekers: The Green Duchy’s warrior elite, 
  this order of rangers and fighters are committed to holding the 
  line against the goblins and monsters of the Wastes. Within it, 
  the Black Band serves as the duke’s personal bodyguard and his 
  closest confidants. Members of the Seekers are the duke’s eyes 
  and ears along the borders of the realm and are its staunchest 
  defenders. Some whisper that they have their own agenda.
  
  Player’s Guide to the Seven Cities
  10
  Septime City 
     Traits & feats
  Traits
  “Everyone thinks the Seven Cities is all about 
  fightin’ and sieges. A wise man knows that 
  survivin’ in the Seven Sisters is as much about 
  politics and spyin’ as it is wavin’ a sword and 
  hollerin’ like a berserk minotaur. A strong man 
  might win a battle or a shipboardin’, but a 
  cunning man—one who knows when to keep 
  his eyes and ears open—is the kind who wins 
  kingdoms.”
  —Archos Bartoloni, retired corsair, part-time 
  adventurer, and full-time barfly
  REGIONAL TRAITS 
  Academy Graduate (Seven Cities)
  You have studied at the finest philosopher’s 
  academies. There you were taught the 37 means 
  of deception and the 8 pillars of truth. It takes 
  more than a simple lie to deceive an academy 
  graduate.
  Benefit: You gain a +1 trait bonus to all Sense 
  Motive checks and all saving throws against 
  illusion.
  Child of the Compassi (Trombei)
  You were raised and trained in the rough-and-
  tumble world of Trombeian politics, and you 
  have the sly tongue and ingratiating manner to 
  prove it.
  Benefit: Once per day, if you fail a Diplomacy, 
  Bluff, or Sense Motive check, you may make a 
  second roll. You must accept the result of the 
  second roll.
  Deaprian Tamer (Kammae)
  You were raised in Deapri and have a special 
  affinity to hounds and hawks.
  Benefit: You gain a +1 trait bonus to Handle Animal 
  checks and Handle Animal is always a class skill for you. 
  You gain a +2 trait bonus to Handle Animal checks with 
  dogs and birds of prey.
  Friulan Intriguer (Friula)
  In Friula, the wise learn to read faces with the scrutiny that 
  a scholar might reserve for an ancient tome of lore. The wise 
  also learn to lie with their faces, weaving tall tales without 
  ever speaking a word. You are one who has sparred often with 
  a glance, smile, or raised eyebrow.
  Benefit: You gain a +1 trait bonus to Disguise and Sense 
  Motive checks and one of these skills (your choice) is always 
  a class skill for you.
  
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  Librarian’s Apprentice (Friula)
  The number of works in the great library is such that a man 
  would need to live a thousand years to read all that is stored 
  there, and in that thousand years, another thousand years’ 
  worth of manuscripts would be collected. Having worked 
  there, you have sampled its many wares and are wiser for 
  having done so.
  Benefit: Choose two areas of Knowledge; you gain a +1 trait 
  bonus to all checks related to these two areas, and one of 
  them is a class skill for you.
  Lore of Chamiras (Kyprion)
  You were raised in the Tomb City of Chamiras, in Kyprion. 
  The living have forgotten many things that the dead 
  remember. The walls of tombs, the tokens of the 
  fallen, and the whispers of restless spirits are all 
  eager to impart lore to those who will listen.
  Benefit: You gain a +1 trait bonus to Knowledge 
  (arcana) and Knowledge (planes) checks and one of 
  these skills (your choice) is always a class skill for you.
  Melanian Mingler (Melana)
  What few outsiders understand is that pride 
  of history is just as central to the culture of 
  kobolds and dwarves as it is among the 
  taller races. You were raised in Melana 
  and can innately sense what a kobold 
  is proud of or grasp the more creative 
  aspects of dwarven bookkeeping.
  Benefit: You gain a +2 trait bonus 
  to all Diplomacy and Sense Motive 
  checks when dealing with dwarves or 
  kobolds.
  Sailor of Triolo (Triolo)
  You have been raised around and 
  spent your life upon the open sea, so 
  you have come to feel at home there. 
  Although you have learned how to read 
  its dangers and reap its bounty, you 
  recognize that no mortal can ever be its 
  master.
  Benefit: You gain a +2 trait bonus to all 
  Swim and Survival checks made at sea.
  The Scent of Tea and Spice 
  (Capleon)
  You were raised along Teaseller’s Row 
  in Capleon, where the word “spice” can 
  mean much more than a dash of black or 
  cyan pepper. Amid the market stalls and 
  back alleys, keeping quiet is a virtue, 
  and if you must speak, dissimulation is 
  much prized.
  Benefit: You gain a +1 trait bonus to 
  Bluff and Stealth checks, and one of 
  these skills (your choice) is always a 
  class skill for you.
  Scion of Capleon (Capleon)
  You are the child of a powerful noble or wealthy merchant. 
  Even as a child you were drilled in the names of your house’s 
  allies and rivals. Although each child is expected to earn his or 
  her own keep, the fathers of Capleon know it takes investment 
  to get return. You have therefore been bequeathed a seed you 
  will be expected to make grow into a golden garden.
  Benefit: You gain a +1 trait bonus to Knowledge (nobility) 
  checks and Knowledge (nobility) is always a class skill for you. 
  You also gain a 400 gp starting cash bonus or one masterwork 
  (hereditary) item of equal or lesser value.
  Seeker’s Apprentice (Verrayne)
  The Order of Seekers takes only the most talented to 
  join its ranks, though they train many more in the 
  essential skills of reading the land. The members 
  of the order do this not only to gain a sense of 
  potential future candidates for membership 
  but also to form lasting bonds and connections 
  to influential families whose patronage helps 
  keep the order well provisioned and well 
  informed.
  Benefit: You gain a +1 trait bonus to 
  Survival checks, and Survival is always 
  a class skill for you.
  Septime Trader  
  (Seven Cities)
  A good merchant is a friend to 
  anyone with ready coin, and 
  the language of profit is more 
  universal than the language of 
  love. In the Seven Cities and 
  beyond, it pays to treat all races 
  with deference when you 
  are trying to relieve them of 
  excess gold.
  Benefit: You gain a +1 
  trait bonus to Appraise and 
  Diplomacy checks when 
  dealing with someone of a race 
  different from your own.
  Septime Voyager  
  (Seven Cities)
  You have traveled throughout the 
  Septime region and beyond. A 
  head for languages and the ability 
  to tell a tall tale are essential 
  to traversing a land of shifting 
  borders and allegiances.
  Benefit: You gain a +1 trait bonus 
  to Linguistics and Bluff checks, and 
  one of these skills (your choice) is 
  always a class skill for you.
  
  Player’s Guide to the Seven Cities
  12
  Sky Rider (Illyria)
  You have been trained from a young age to ride a flying 
  mount and have even had one or two flights as an apprentice 
  to a Scion Rider. Once someone has had a taste of it, the ride 
  becomes an experience they will always fear or forever desire. 
  For a few tortured souls it is both.
  Benefit: You gain a +2 trait bonus to Handle Animal and 
  Fly checks with flying mounts, and one of these skills (your 
  choice) is always a class skill for you.
  Songs of Old Thorn (Friula)
  You have studied at the Friulan Oratorio, perhaps for a time 
  under Master Mentes. Few who have not done so understand 
  how demanding and harsh the masters can be, and how few 
  endure it with their dreams unbroken.
  Benefit: You gain a +2 trait bonus to Perform checks for a 
  Perform skill of your choice, and that Perform skill is always 
  a class skill for you.
  Strength of the Seekers (Verrayne)
  You were raised in Verrayne and trained from an early age 
  to recognize and resist mental compulsion. The first thing 
  you learned is that these techniques are far from guaranteed 
  to work.
  Benefit: You gain a +1 trait bonus to saving throws against 
  all mind affecting magic, spells, and effects.
  Trombeian Equerry (Trombei)
  You have been raised around, and are trained to ride, the 
  mighty equine stock of Trombei. Some sages say the first 
  centaur was born of a Trombeian rider who wished to never 
  leave the saddle. Most centaurs scoff at the notion, though 
  they do seem to view man and mount as one person rather 
  than two individuals.
  Benefit: You gain a +2 trait bonus to all Ride and Handle 
  Animal checks regarding horses. One of these is always a 
  class skill for you.
  Valeran Delver (Valera)
  Valera has a strong appetite for relics of the Adelian era, and 
  fortunes come to those who can find these treasures. You are 
  an expert at spelunking and exploring subterranean ruins in 
  search of such treasures that remind Valera’s elite of the lost 
  glory they feel is theirs to reclaim.
  Benefit: You gain a +1 trait bonus to Knowledge 
  (dungeoneering) and Knowledge (arcana) checks, and one 
  of these skills (your choice) is always a class skill for you.
  White Mountaineer (Illyria)
  You have been raised in and around the White Mountain 
  Marches and, more importantly, survived while doing so. 
  None know whether the rugged terrain, the bandits, or the 
  monsters of the region claim more lives, but each seems to be 
  working hard to claim the honor.
  Benefit: You gain a +2 trait bonus to all Climb and Survival 
  checks in mountainous terrain.
  RELIGION TRAITS
  “Now, as I was sayin’, boy, ’fore we got tossed down here, each 
  city has its gods, but they ain’t the same gods in each city. Up 
  in the Northlands, they have Wotan and Perun and Freya, 
  and down here in the Seven Sisters, they have Mavros and 
  Volund and Sarastra. Down in Nuria-Natal they have Aten-
  Re, Horus, and Ninkash. Now to hear some of those bookish 
  boyos from Friula tell it, they’re all the same three gods 
  wearin’ different masks and playing even bigger games on a 
  bigger board than the various petty kings around here are 
  playin’. ’Course, we’re still the little pieces in this big game.”
  —Archos Bartoloni, heard after lights out 
  in a Malenian oubliette
  Blessing of St. Charun
  The Saint of the Dead seems to have marked you for a special 
  purpose. Tombs and graveyards give you a sense of peace, 
  almost as if you have come home from a long journey.
  Benefit: You gain a +1 trait bonus to all saving throws 
  against death effects and necromancy spells.
  Cult of the Water Dragon
  You were raised in the faith of Seggotan, the Elemental 
  God of the Sea, and taught to speak the ancient tongues of 
  the sea fathers.
  Benefit: You gain Draconic and Merian as bonus languages.
  Indomitable Faith of Aten
  You were raised in a very conservative faith and you are sure 
  that your god is the One True God while others are only 
  pretenders and upstarts.
  Benefit: You gain a +1 trait bonus to all saving throws 
  against divine magic, spells, or effects as long as they are not 
  from devotees of your own Atenic faith.
  Mark of Ariadne
  You were touched by the Southern Incarnation of the Steam 
  Goddess, which gives you a small insight into the rhythm of 
  the universe. In times of great danger, you catch glimpses of 
  the future and can better prepare for what is to come.
  Benefit: You gain a +2 trait bonus to one saving throw per 
  day. It must be announced before the roll is made.
  Mark of Ceres
  You were born during the harvest festival and are blessed by 
  the Grain Goddess. The heat of the sun and its life-giving 
  energy flow freely through you.
  Benefit: You gain a +1 trait bonus to all rolls (per roll, not 
  per die, but including smite and other damage rolls) where 
  you are channeling divine energy.
  Mark of Lada
  Touched somehow by the Golden Goddess, you have a 
  natural sense for how to heal the body and an inborn sense 
  of compassion for those who suffer.
  Benefit: You gain a +1 trait bonus to Heal checks and Heal 
  is always a class skill for you.
  
  13
  PG 
  4
  Mark of Mavros
  Born during a great battle, or mighty storm, or both, those 
  bearing this mark seem to stand taller and gaze more 
  fiercely than those more gently born.
  Benefit: You gain a +2 trait bonus to all Intimidate checks.
  Mark of Nethus
  Some say that huge waves signal the birth of those with the 
  mark of Nethus, as if the waves were rising to claim their child. 
  The people of the oceans recognize one of their own and claim 
  you as sibling.
  Benefit: You gain a +2 trait bonus to all Diplomacy and 
  Sense Motive checks involving merfolk.
  Mark of Rava
  Those close to Rava’s heart can feel the warp and weft of the 
  world’s fabric, which grants an intuitive understanding of 
  mundane and magical workings.
  Benefit: You gain a +1 trait bonus to Knowledge 
  (engineering) and Knowledge (arcana) checks, and one of 
  these skills (your choice) is always a class skill for you.
  Mark of Thoth-Hermes
  You were raised in Kaptaria, in the worship of Thoth-
  Hermes, who opens all roads of 
  knowledge to the willing and 
  open-minded traveler.
  Benefit: Choose three 
  Knowledge skills. These three 
  areas are considered class skills 
  for you.
  Wisdom of Archae
  From Fate’s loom, the silken 
  threads of destiny stretch to 
  infinity. Those blessed with the 
  weaver’s wisdom can feel the 
  vibrations from those of great 
  power who stir in the cosmic 
  tapestry.
  Benefit: You gain a +1 trait 
  bonus to Knowledge (religion) 
  and Knowledge (planes) 
  checks, and one of these skills 
  (your choice) is always a class 
  skill for you.
  RACIAL TRAITS
  “Thank you, yer Lordship . . . er, Censorship? I was just tellin’ 
  the boy here that kobolds is a very thoughtful race, very 
  thoughtful indeed. Glad we came to an ‘understanding’ about 
  that ‘fine’ of yours. We’ll just be on our way now, no more 
  trouble to you . . .”
  —Archos Bartoloni, as heard outside the audience chamber of 
  Vinzlo Koboldson, Second Censor of Malena
  Centaur Lore (Centaur)
  Even centaur warriors are taught that all life is magic and all 
  magic is life. The wise are those who learn the ways of both.
  Benefit: You gain a +1 trait bonus to Knowledge (arcana) 
  and Knowledge (nature) checks, and one of these skills (your 
  choice) is always a class skill for you.
  Slippery Kobold (Kobold)
  There is an old kobold saying, “As long as you are moving, 
  death cannot catch you.” It is a lesson you have taken to 
  wholeheartedly .
  Benefit: You gain a +2 trait bonus to all Acrobatics and 
  Escape Artist checks as long as you are not taking 20.
  
  Player’s Guide to the Seven Cities
  14
  COMBAT TRAITS
  “Wha’dya think boy? I think these fine young lads should’ve 
  brought at least three more of their little friends if they want 
  to have any hope of getting these fat coin purses off us. Why 
  don’t you show ’em that two-sword fighting style you learned 
  fighting goblins with the Seekers in Verrayne? Go ahead, I’ll 
  jump in . . .”
  —Archos Bartoloni, in a back alley of Capleon
  Backroom Brawler
  You have always enjoyed a good fight and have a knack for 
  causing pain without doing lasting harm.
  Benefit: When dealing nonlethal damage while unarmed or 
  with an improvised weapon, you may increase your damage 
  by one dice step (1d6 becomes 1d8, etc.). This ability does 
  not stack with the unarmed attack ability of the monk.
  Captain of Your Fate
  You believe that achieving greatness is an act of will, not the 
  dictate of destiny. Those who fail lack the necessary desire 
  to succeed.
  Benefit: You gain a +1 trait bonus to all Will saving throws.
  Fleet of Foot
  You have always been fast on your feet, which is an excellent 
  trait in a dangerous world that has nasty surprises around 
  every turn. You have also learned to duck first, and figure out 
  why afterward.
  Benefit: You gain a +1 trait bonus to all Reflex saving throws.
  Siege Veteran
  In the Seven Cities, siege warfare has been honed to a fine art. 
  There are few of age in the Septime region have not been in a 
  besieging army or holed up inside city walls during a siege.
  Benefit: You gain a +1 trait bonus to all Knowledge 
  (engineering) checks, and if you are on a siege engine crew, 
  you reload in half the normal time.
  Survival of the Fit
  You grew up in an environment that was inherently 
  dangerous, whether it was a kobold ghetto or the 
  borderlands of the Wasted West. Food and poison were 
  often in the same dish, and it has made you hardier than the 
  average mortal being.
  Benefit: You gain a +1 trait bonus to all Fortitude saving 
  throws.
  MAGIC TRAITS
  “What did I tell you, boy? No how matter how old or scary 
  the mage or sorcerer is, I ain’t found one yet that liked eight 
  inches of cold Malenian steel through his left eye. Now give 
  old Archos a hand. I think my pants are still on fire from that 
  last spell.”
  —Archos Bartoloni, in the (former) sanctum of a Friulan 
  battle mage (recently deceased)
  Magical Prodigy
  A rare few are born with the power to command magic. 
  Many see this as a great blessing, but others see it as a sign of 
  dark powers. Regardless of whether you embraced your gift, 
  it often comes in handy.
  Benefit: You gain one cantrip or orison that you can up 
  to three times per day.This is in addition to any cantrip or 
  orisons you learn from your class. If it is not a spell you 
  could normally learn or cast, treat your caster level as 1st 
  level a use your Charisma modifier to determine DC.
  Student of the Lonely Spire
  You have studied magic at the Lonely Spire, perhaps under 
  the Master of Winds. Only the most talented and disciplined 
  students are given this opportunity.
  Benefit: You gain a +2 trait bonus to all Spellcraft checks.
  Touch of the Fey
  You have a fey ancestor and some measure of their power is 
  within you.
  Benefit: You gain a +1 trait bonus to all saving throws 
  against illusion, and you gain +2 bonus to Knowledge 
  (arcana) checks regarding spells of the illusion school.
  SOCIAL TRAITS
  “Listen, boy, everything here in Trombei is about politickin’. 
  These here Trombei folks wake up in the morning talkin’ who’s 
  up and who’s down; they eat politickin’ for breakfast, lunch, 
  and supper. They go to bed at night and dream of becomin’ 
  the next First Speaker. So if you want those fine horses you 
  been pinin’ for, find one of these Speakers and get one to 
  recommend you, or the stabler won’t even look at you.”
  —Archos Bartoloni, heard outside  
  Horseseller’s Row in Trombei
  Arcane Dabbler
  You love enchanted items with a passion that borders on 
  obsession. Your mind races with excitement when you handle 
  a new magic toy, and you have a knack for figuring out how 
  they work.
  Benefit: You may use your Intelligence modifier for Use 
  Magic Device checks, instead of Charisma. You gain a +1 
  trait bonus to Use Magic Device checks, and Use Magic 
  Device is a class skill for you.
  Artiste
  You are a creative spirit and have always loved working with 
  your hands. Others struggle to achieve what seems to come 
  naturally to you.
  Benefit: Choose one Craft skill. You gain a +3 trait bonus 
  to skill checks with that skill;  you also gain a +1 trait bonus 
  to all Appraise checks.
  Ghetto Urchin
  You were raised in a horrid slum where you learned to take 
  what you need rather than rely on the kindness of strangers, 
  
  15
  PG 
  4
  which is something that is in short supply in the Seven Cities.
  Benefit: You gain a +2 trait bonus to your Stealth and 
  Sleight of Hand checks when in urban settings.
  Professional
  You have earned a living at an honest trade and know the 
  tricks and practices that separate the amateur from the 
  professional.
  Benefit: Choose one Profession skill. You gain a +3 trait 
  bonus to skill checks with that skill; You also gain a 15% 
  discount on any purchases made related to your profession 
  (i.e. a brewer buying hops, malt or barley).
  Spy
  You have been employed as a spy and are well versed in the 
  art of collecting information. You also have an elaborate 
  network of contacts that keeps information close at hand 
  wherever you go.
  Benefit: When using Diplomacy to gather information, it 
  takes you 5d6 minutes, instead of 1d4 hours. Knowledge 
  (local) is always a class skill for you.
  Swashbuckler
  You have decided that if you are going to fight for a living, 
  you might as well have a sense of style about it. For the 
  experienced swordwielder, the environment is every bit the 
  weapon your blade is.
  Benefit: You gain a +1 trait bonus to Acrobatics and Escape 
  Artist checks, and one of these skills (your choice) is always a 
  class skill for you.
  Wallflower
  You have always avoided garnering too much attention and 
  have a knack for fading into the background. This affords 
  you the opportunity to observe the world around you in 
  ways others often miss.
  Benefit: You gain a +1 trait bonus on Stealth and Perception 
  checks, and one of these skills (your choice) is always a class 
  skill for you.
  Feats
  “Oh sure, any merc’ company’ll take any manjack that can 
  heft a shield or tote a spear, but the ones that make the real 
  money are the ones that can lead the others. Sergeants and 
  captains that can shout above the din of battle and are 
  obeyed. Those types.”
   —Archos Bartoloni, heard outside the 
  walls of the Fist of Mavros
  HERITAGE FEATS
  A heritage feat represents an ability gained through genetics, 
  cultural upbringing, or childhood event that occurred prior 
  to beginning your adventuring career. Heritage feats can be 
  taken only at first level and, unlike standard feats, can grant 
  supernatural powers, spell like abilities. Additionally, they 
  sometimes have negative consequences as well as benefits. 
  If you are playing with traits, you may substitute all trait 
  selections for a single heritage feat. Prerequisites for heritage 
  feats should typically not include class features, feats, or skills. 
  All bonuses granted by heritage feats should be trait bonuses. 
  Stylistically, heritage feats are often tied to features of a 
  particular campaign setting.
  Blessing of the Triple Goddess (Heritage)
  You are a faithful servant of Hecate, the Moon Goddess and 
  your magic changes as she does.
  Benefit: Your caster level for spells and spell-like abilities is 
  increased by +1 when the moon is full, and it is decreased by 
  –1 when the moon is new. You gain a +2 trait bonus to saving 
  throws against effects that cause blindness or darkness.
  Note: If playing in a game where the phase of the moon is 
  not known and the adventure does not span a month of 
  game time, we recommend rolling 1d4 with 1 indicating 
  a new moon, 2 a waxing moon, 3 a full moon, and 4 a 
  waning moon.
  Blood Mother’s Thrall (Heritage)
  You are a bloodbound servant of a red hag or bloodred druid, 
  and you are enthralled to her.
  Benefit: You gain a +2 trait bonus to all saving throws 
  against arcane spells. Add +1 to your caster level for purposes 
  
  Player’s Guide to the Seven Cities
  16
  of determining spell effects when casting spells with the 
  plant, animal, or blood keywords. You are considered to 
  have a permanent telepathic link to your master and carry 
  your master’s bloodred mark somewhere on your skin, 
  granting your master a +4 increase to your Will DC when 
  she is scrying you.
  Blood of the Sea (Heritage)
  You have merfolk in your lineage, which allows your lungs to 
  function underwater for a limited time.
  Benefit: You can breathe underwater for up to 30 minutes per 
  day, and when swimming you can move at half your speed.
  Normal: You swim at one quarter your normal base speed.
  Dark Dreamer (Heritage)
  You were once addicted to the dark drug Requiem and are 
  haunted by the aftereffects.
  Benefit: You can cast detect undead as a supernatural 
  ability once per day. The caster level equals your character 
  level for purposes of this feat. You are often disturbed by 
  vivid nightmares that on occasion can be prophetic. The 
  frequency and extent to which they portend the future is at 
  the sole discretion of your GM.
  Faith of the Twins (Heritage)
  You have been touched by the twin gods of the forests, Yarila 
  and Porevit.
  Prerequisite: Wis 13.
  Benefit: You gain speak with animals as a supernatural 
  ability once per day. At 13th level or higher, you may 
  substitute speak with plants for speak with animals when 
  activating the ability. Your caster level equals your character 
  level for purposes of this feat.
  Monstrous Heritage (Heritage)
  One of your ancestors was a monstrous humanoid, and you 
  have exceptional vision.
  Benefit: Choose a race of monstrous humanoids when 
  taking this feat (kobold, goblin, minotaur, and so on). 
  You gain darkvision(30 ft.), or add 30 ft. to your current 
  darkvision range, and you count as both your normal race 
  and the chosen race for any effect related to race.
  Prisoner of the Anaxi (Heritage)
  You were once held captive in an Anaxi tower by the strange 
  creatures that dwell there. They did something to you before 
  letting you go free.
  Benefit: You gain see invisibility as a supernatural ability 
  that you can activate for 1 minute per character level per 
  day. All minutes do not need to be used consecutively.
  Ringwood Sylvan (Heritage)
  You were raised in the dark forest of Ringwood and have 
  learned to deal with the creatures there.
  Benefit: You gain Knowledge (local—Ringwood) as a 
  class skill, as well as a +2 trait bonus to all Diplomacy and 
  Sense Motive checks when dealing with centaurs, dragons, 
  kobolds, or other dragon-kin, such as drakes or wyverns.
  Taint of Hunger (Heritage)
  You were attacked by the Devouring Mists of the Wastelands, 
  and survived, but not unchanged. You have learned that 
  you can steal the dying breath of a living creature and use 
  that energy to extend your own life. However, when you are 
  carrying stolen life within you, you fairly bristle with necrotic 
  energy that can be sensed by people and animals.
  Prerequisite: Con 13.
  Benefit: As a standard action, a number of times per day 
  equal to your Constitution modifier, you may touch a dying 
  creature and attempt to steal its life force as a death effect. If 
  the victim fails a Fortitude saving throw (DC 10 + 1/2 your 
  character level+ your Con modifier), it dies and you gain  
  1d8 temporary hit points per hit die of the creature killed, 
  that last for 1 hour. While the temporary hit points last, you 
  take a –4 penalty to Diplomacy and Handle Animal checks. 
  This effect does not stack with multiple attempts. You must 
  wait for the hour to expire before you to attempt to steal 
  another dying breath, otherwise the attempt will fail and you 
  will gain no benefit from your effort.
  Touch of Sarastra (Heritage)
  The fey goddess has blessed you by making shadows and 
  darkness your allies.
  Prerequisite: Nonlawful alignment.
  Benefit: You gain a +2 trait bonus to all Stealth checks 
  and to saving throws against effects with the illusion or 
  darkness keywords.
  GENERAL FEATS
  “Life in the Seven Sisters ain’t all about war, boy. Winnin’ wars 
  and makin’ a siege come out the way you want is as much 
  what you do between battles as much as what you do during 
  the battles. You can’t win a skirmish if your quartermaster 
  ain’t secured enough rations. You can’t win a battle if your 
  weaponmaster ain’t found spears that won’t break the first 
  time they poke a steel breastplate. You can’t win a war if your 
  armorer has nothing but rusty buckets for helmets. Winnin’ 
  a battle ain’t about being ready to fight, boy, it’s about being 
  ready to win.”
  —Archos Bartoloni, overhead during a march  
  south toward Valera
  Arcane Hunter
  You have learned to make your magic more potent against a 
  particular type of creature.
  Benefit: Choose a creature type when taking this feat. 
  Creatures of the type you choose take a +2 to saving throws 
  DCs against your spells and spell-like abilities.
  Mental Discipline
  You have learned techniques to avoid being deceived by magic.
  Benefit: You gain a +2 feat bonus to all saving throws 
  against spells and effects of the charm and illusion schools.
  
  17
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  Military Engineer
  You have been trained in the fine art of overcoming enemy 
  fortifications.
  Prerequisite: Knowledge (engineering) 1 rank.
  Benefit: When you operate or help operate a piece of siege 
  equipment, it can be reloaded in half the normal time, 
  receives a +1 to attack rolls, and has its critical threat range is 
  increased by one.
  School Mastery
  You have achieved greater power in your chosen school.
  Prerequisite: Spell Focus.
  Benefit: When taking School Mastery, choose a school of 
  magic in which you have taken a spell focus. You add +1 to 
  your caster level for purposes of determining spell effects in 
  spells of that school.
  Shake It Off
  You can recover quickly from debilitating conditions.
  Prerequisite: Endurance.
  Benefit: If you are dazed, nauseated, sickened, staggered, or 
  stunned, you may make a Fortitude saving throw (DC 20) to 
  remove the condition at the beginning of each turn.
  Swordborn
  You were born to hold a sword, whether you learned in back 
  alleys or the finest fencing academy.
  Benefit: Pick any one-handed sword type when choosing 
  this feat. You gain proficiency with that weapon and increase 
  your critical threat range by one when using that weapon (e.g. 
  longsword, rapier, et al).
  
  Player’s Guide to the Seven Cities
  18
  Septime Character 
    Options 
  Bloodbind (Sp): Starting at 13th level, the druid can bind 
  one creature, willingly or unwillingly, to her by dark bloody 
  rites. These rites take a full 24 hours of uninterrupted vigil. 
  If interrupted, the rite fails, but she may try again in another 
  24 hours. Her bloodbound servant carries her bloodbound 
  mark, gaining the Blood Mother’s Thrall Feat. See the 
  entry in the “Heritage Feats” section above for details. The 
  druid can have only one bloodthrall at a time and if she 
  bloodbinds another thrall, her previous thrall is released and 
  may resent her control if it was an unwilling victim. This 
  replaces the thousand faces special ability.
  One with the Blood (Su): At 15th level, the druid may 
  transform into a blood elemental for 1 minute/level/day 
  (the minutes need not be consecutive). Treat this ability as 
  if using elemental body IV to transform into a Huge water 
  elemental. The bloodred druid does not gain the vortex 
  ability. With regards to water mastery, any ground touched 
  by recently spilt blood substitutes for touching water and 
  removes the penalty for touching the ground. This replaces 
  the timeless body ability.
  Nethusian Mer-Druid  
    (Druid Archetype)
  The followers of Nethus have had a hard time since their 
  protean god was chained in Kammae. They seem not to have 
  lost any potency or powers since the chaining In fact, their 
  powers of divination appear to have increased several-fold. 
  The one thing they have been unable to divine, despite many 
  castings and quests for knowledge, is the key to releasing 
  their deity from his durance vile.
  Seablooded (Su): At first level, the druid gains the amphibian 
  subtype: she can breathe as easily underwater as she can on 
  land. She moves at half base speed in the water with a DC 
  10 Swim check and Swim is always a class skill for her. She 
  also gains the drench extraordinary ability, as per the water 
  elemental entry in the Pathfinder Bestiary. These abilities 
  replace the nature sense and wild empathy abilities.
  Seachild (Ex): At 2nd level, the druid can swim at her base 
  speed with a DC 15 Swim check and gains a +2 bonus to all 
  Stealth, Survival, and Perception checks made while in an 
  aquatic environment. This ability replaces woodland stride.
  Dolphin’s Grace (Ex): At 3rd level, the druid moves 
  through the water as easily as she moves through the air. 
  She is considered to have a swim speed equal to her base 
  speed without a Swim check. She never takes a penalty 
  on movement or for attack rolls or damage rolls for melee 
  Archetypes
  Not all fighters learn their deadly trade in fancy dueling 
  academies or on military drilling fields. Not all wizards 
  learn their spells in ivory towers. Not all druids learn their 
  skills in gentle groves. Some fighters learn to survive in 
  back-alley sandlots and taproom brawls. Some wizards 
  learn their fiery spells in the middle of sieges and battle. 
  Some druids learn to wildshape into fearsome beasts 
  while battling goblins and Devouring Mist. The Septime 
  archetypes below reflect the rough-and-tumble nature of life 
  —and death —in the Seven Cities.
  Bloodred Druid  
    (Druid Archetype)
  Bloodred druids are the servants of the red hags in 
  Verrayne and are staunch defenders of the green against 
  the depredations of the Wastes. Their methods and magics 
  are extreme, and they can enslave others to their will, but 
  they say it is necessary to do this so that they can  fight the 
  depredations of the mages and the Far Realm malevolence 
  that the wizards have unleashed.
  Of the Blood (Su): At first level, the druid gains access to 
  the War domain and the Blood subdomain. These abilities 
  replace the nature sense and wild empathy abilities.
  Tapping the Vein (Ex): At 2nd level, the druid becomes 
  immune to all bleeding effects; At 9th level the druid 
  becomes immune to ability damage, and at 16th level the 
  druid becomes immune to ability drain. This ability replaces 
  woodland stride.
  Sacrifice (Ex): At 3rd level, the druid can make a touch 
  attack to cause an opponent to bleed, as per the spell in the 
  Pathfinder Roleplaying Game Core Rulebook, except that 
  it can affect creatures with positive hit points. This ability 
  replaces trackless step.
  Greenborn (Su): At 4th level, the druid gains a +4 bonus to 
  saving throws against all spells and magical effects with 
  the blood, water, plant, animal, or fire keywords, domains, 
  or descriptions. This replaces the resist nature’s lure 
  special ability.
  Seal the Vessel (Su): At 9th level, the druid gains DR5/- , as 
  all the druid’s wounds heal almost instantly. At 13th level this 
  ability increases to DR 10/- , and at 17th level it increases to 
  DR 15/- . This replaces the venom immunity ability.
  
  19
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  4
  combat, ranged combat, or spellcasting under water. She is 
  never considered off-balance while underwater. This ability 
  replaces trackless step.
  Stormchild (Su): At 4th level, the druid gains a +4 bonus 
  to saving throws against all spells and magical effects with 
  the aquatic, storm, wind, chaos, water, ice, or air keywords, 
  domains, or descriptions. She take a –2 penalty to saving 
  throws against all spells and magical effects with the earth 
  or fire keyword, domains, or descriptions. This replaces the 
  resist nature’s lure special ability.
  Whirlpool Attack (Su): Starting at 9th level, the druid can 
  use the vortex ability, as per the water elemental entry in the 
  Pathfinder Bestiary. She may use this ability once per day per 
  four levels of druid class attained. This replaces the venom 
  immunity ability.
  Summon the Sea (Sp): Starting at 13th level, once per day, 
  the druid can summon up to 15 HD of water elementals 
  that she can mentally command to attack enemies or 
  otherwise do her bidding. The druid can decide whether 
  to summon five Small elementals or one Huge elemental, 
  and not all 15 HD have to be summoned at the same time. 
  The elementals remain until destroyed, bade to depart, or 
  3 hours, whichever comes first. There must be a significant 
  source of water nearby to summon the water elementals. 
  In other words, they cannot be summoned in the middle 
  of a dry desert, unless there is a well or oasis nearby. The 
  number of HD that can be summoned is increased by 2 for 
  every two druid levels attained beyond 13th. This replaces 
  the thousand faces ability.
  Water Mastery (Ex): At 20th level, the druid gains a +4 
  bonus to all attack rolls, damage rolls, and saving throws 
  while in or touching a body of water. If the druid is in or 
  touching a large body of sea water (a sea or ocean), she 
  gains +4 to CMB and +4 to the DC of all their spells, spell-
  like abilities, and supernatural abilities. This replaces the 
  wild shape (at will) ability.
  Clockwork Warrior  
    (Fighter/GearforgedArchetype)
  Some gearforged carry over their bloody ways and skills from 
  their former life. Some become dedicated to a battle or cause 
  that makes them take up arms and take advantage of their new 
  metallic form.
  Prerequisite: Gearforged
  Forgeclaws (Ex): At 2nd level, the clockwork warrior gains the 
  Natural Attack feat and may make a claw attack for 1d6 lethal 
  or nonlethal damage with a successful melee attack. The 
  nature of the damage must be announced before the attack 
  roll is made.This ability replaces bravery.
  Clockwork Resilience (Ex): At 3rd level, the clockwork 
  warrior gains a +1 inherent bonus to all saving throws. This 
  bonus increases by 1 for every four levels beyond 3rd. This 
  ability replaces armor training.
  Grinding Gears (Ex): At 5rd level, the clockwork warrior 
  gains a +1 bonus to all natural weapon attack rolls, damage 
  rolls, and grappling rolls. This ability increases by 1 for every 
  four levels beyond the 5th. This replaces weapon training 1.
  Pneumatic Extensions (Ex): At 9th level, the clockwork 
  warrior gains an extra 5-foot square reach on his attacks. This 
  ability replaces weapon training 2.
  Forged in Fire (Su): Starting at 13th level, the clockwork 
  warrior acquires fire and cold resistance 5. This resistance 
  increases to 10 at 18th level. This ability replaces weapon 
  training 3.
  Shattering Blow (Su): At 17th level, the clockwork warrior 
  gains Improved Sunder and Improved Disarm with his 
  natural weapons (only). This replaces weapon training 4.
  Steel Step, Steely Eye (Ex): Starting at 19th level, the 
  clockwork warrior ignores both difficult terrain and 
  concealment. Cover affects the clockwork warrior’s attacks 
  normally (50% miss chance). This replaced armor mastery.
  Metal Mastery (Ex): At 20th level, the clockwork warrior must 
  choose his natural weapons for his weapon mastery ability. 
  His critical threat range with his natural weapon increases 
  by one, and he also gains the usual critical hit bonuses 
  associated with weapon mastery.
  
  Player’s Guide to the Seven Cities
  20
  Horned Lord  
    (Minotaur/Fighter Archetype)
  The Septime minotaur is one of the most feared citizens of 
  the Seven Cities. While mostly, and justifiably, famous as 
  sailors and pirates, they are equally fearsome on land. Some 
  minotaurs specialize in using their natural weapons with a 
  feral cunning that maximize their advantages against the 
  smaller, “pinker” races. These lethal warriors are known as 
  horned lords.
  Prerequisite: Minotaur
  Mazemind (Ex): Beginning at 2nd level, the horned lord 
  gains a +1 racial bonus to saving throws against all mind-
  affecting spells and effects. This bonus increases by +1 for 
  every four levels beyond 2nd. This 
  ability replaces bravery.
  Hide of the Aurochs (Ex): At 3rd 
  level, the horned lord gains a +2 
  natural armor bonus. This bonus 
  increases +1 for every four levels 
  past 3rd. This replaces armor 
  training.
  Wrath of the Aurochs (Ex): At 5th level, 
  the horned lord gains a +1 racial bonus to 
  all attack rolls and damage rolls when 
  making a gore attack with his horns. 
  This bonus increases by +1 for every 
  four levels beyond 5th. The minotaur 
  also gains Improved Bull Rush as a 
  bonus feat. This replaces weapon 
  training 1.
  Horns of the Aurochs (Ex): At 9th 
  level, the horned lord gains a +4 
  racial bonus to attack rolls on all 
  charges and a +4 racial bonus to 
  CMB on bull rush maneuvers. The 
  horned lord also does not take a 
  –2 penalty to AC when charging. 
  This ability replaces weapon 
  training 2.
  Stampede (Ex): At 13th level, 
  the horned lord gains Improved 
  Overrun and Improved Bull 
  rush as bonus feats. This ability 
  replaces weapon training 3.
  By the Horns (Ex): At 17th level, 
  the horned lord gains Trample 
  as a bonus feat. He may therefore make a gore 
  attack while overrunning an opponent without 
  provoking an attack of opportunity. This 
  ability replaces weapon training 4.
  Bucking Bull (Ex): At 20th level, the horned 
  lord gains the ability to make a Whirlwind 
  Attack (as the feat, as a full round action) 
  with his horns at his highest BAB. The 
  horned lord makes no other additional attacks that round 
  and cannot make the attack as part of a charge. Each 
  adjacent enemy that is struck by the attack is subject to a 
  Greater Bull Rush (roll just once against the creature with 
  the highest CMD and apply the result to each adjacent 
  opponent). All opponents struck by the attack are also 
  staggered until the end of the horned lord’s next turn 
  unless they make a Fortitude saving throw (DC 10 + 1/2 
  the horned lord’s character level + his Wisdom modifier). 
  The horned lord makes no move, but may choose to make 
  a single 5-foot step before or after the attack. This ability 
  replaces weapon mastery.
  Septime Dueller  
    (Fighter Archetype)
  The Septime dueller specializes in 
  the streetwise, back-alley style of 
  swordfighting commonly found in 
  the Seven Cities. As much 
  brawling and 
  acrobatics as it is 
  formal fencing, 
  it is a crude but 
  formidable style (See the 
  sprawling fights in Richard 
  Lester’s “Three Musketeer” films for 
  the appropriate flavor).
  Sly Feint (Ex): At 2nd level, a Septime 
  dueller gains a +1 bonus to all disarm, trip, 
  and grapple checks. This bonus increases 
  by +1 for every four levels after 2nd. This 
  ability replaces the bravery ability.
  Artful Dodging (Ex): At 3rd level, a 
  Septime dueller gains a +1 dodge bonus 
  to AC. This bonus does not apply when 
  the dueller is wearing heavy armor 
  or carrying a heavy load. This bonus 
  increases +1 for every four levels after 3rd. 
  This ability replaces armor training 1, 2, 3, 
  and 4.
  Flickering Blade (Ex): At 5th level, a 
  Septime dueller gains a +1 bonus to all 
  melee attack rolls and damage rolls when 
  wielding a sword or an improvised weapon. 
  This bonus increases by +1 for every five levels 
  after 5th. This bonus is lost when wearing heavy 
  armor or carrying a heavy load. This ability 
  replaces weapon training 1.
  Swash a Buckle (Ex): At 9th level, a Septime 
  dueller gains a +1 bonus to all Acrobatics 
  checks when using fencing or improvised 
  weapons. If the dueller is carrying medium or 
  heavier armor or load, then she loses this bonus. 
  This bonus increases +1 for every three levels after 9th. 
  This ability replaces weapon training 2.
  
  21
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  Dueller’s Grace (Ex): At 13th level, a Septime dueller gains an 
  additional 10 feet per round to her speed. She can take 10 on 
  an Acrobatics check even when distracted, threatened, or flat-
  footed. Once per day, she can take 20 on an Acrobatics check 
  in the time it takes for a normal check. She can take 20 on 
  one additional Acrobatics check per day for every three levels 
  beyond 13th. If the dueller is carrying medium or heavier 
  armor or carrying a medium or heavier load, she loses this 
  bonus. This ability replaces weapon training 3.
  Flurry of Blades (Ex): At 17th level, a Septime dueller gains 
  Whirlwind Attack as a bonus feat, even if she doesn’t have the 
  prerequisites. This ability replaces weapon training 4.
  Reversal of Fortune (Ex): At 20th level, when an opponent 
  attacks and misses with a melee attack, she may, as an attack 
  of opportunity, make a disarm maneuver check against 
  the attacker (even if it is not attacking with a weapon). If 
  successful, instead of disarming her opponent she may 
  redirect the attack to another opponent who is within reach 
  of the attacker. Use the same attack roll, including modifiers, 
  when checking to see if the attack hits the second opponent. 
  This ability replaces weapon mastery.
  Triolan Corsair  
    (Fighter Archetype)
  The Triolan freebooters and privateers are the wolf packs 
  of the Septime Sea, or gallant defenders of the Seven Cities, 
  depending on whom you ask. Not in dispute are their mastery 
  of the waves, their fierceness in battle, and their love of all 
  things glittering and golden.
  Step Lively (Ex): Beginning at 2nd level, Acrobatics is 
  considered a class skill for the corsair. When on shipboard, 
  and after making a successful Acrobatics check, the corsair 
  can move at full speed on narrow surfaces and uneven 
  ground without falling. While on shipboard, a corsair is 
  never flat-footed and retains any Dexterity bonus to his AC. 
  The corsair also gains a +4 circumstance bonus on Acrobatics 
  checks when swinging from a hanging object (rope, sail, 
  yardarm, chandelier, and so on, with GM’s approval). This 
  ability replaces bravery.
  Speed of the Selkie (Ex): At 3rd level, the corsair gains a +1 
  dodge bonus to his AC. This bonus increases by +1 for every 
  four levels beyond 3rd. Also, Swim is considered a class 
  skill, and the corsair may swim at his full base speed as a full 
  round action with a successful Swim check and half base 
  speed with a successful check and a move action. The corsair 
  can also hold his breath for a number of rounds equal to 
  three times his Constitution score. All three of these bonuses 
  do not apply when the corsair is wearing medium or heavier 
  armor or carrying a medium or heavier load. All other 
  normal restrictions and adjustments for these abilities apply 
  normally. These abilities replace armor training.
  Never a Dull Moment (Ex): At 5th level, the corsair gains 
  Alertness as a bonus feat. This replaces weapon training 1.
  Care to Try Again, Milord? (Ex): At 8th level, the corsair 
  gains Evasion (as the Rogue ability) as a bonus feat. At 16th 
  level, it improves to Improved Evasion. This ability replaces 
  the bonus feat gained at those levels.
  They Never Saw it Coming (Ex): At 9th level, the corsair may 
  move up to his speed prior to making a full attack provided 
  he makes an Acrobatics check with a DC of 25. If the check 
  fails, the corsair may make only a single attack or standard 
  action after moving. Note that all relevant shipboard and 
  swinging bonuses from the step lively ability may apply to the 
  roll. This ability replaces weapon training 2.
  Rattle Yer Cage (Ex): At 13th level, the corsair can attempt 
  to rattle his opponent with an especially fierce attack. Before 
  making a melee attack the corsair declares he is trying to 
  rattle his opponent. If the attack hits, the target is shaken for 
  2d4 rounds. The corsair can perform this action a number of 
  times per day equal to half his fighter level plus his Wisdom 
  bonus. The corsair also acquires Uncanny Dodge (as the 
  rogue ability) as a bonus feat. This ability replaces weapon 
  training 3.
  Bon Voyage (Ex): At 17th level, when performing a successful 
  trip attack, the corsair may force his opponent to stumble 
  up to 20 feet in any direction the corsair chooses before the 
  victim falls prone. This movement does not provoke an attack 
  of opportunity from you, but it may provoke them from 
  your allies. If the victim falls in a space containing ropes, 
  underbrush, or other materials deemed appropriate by the 
  GM, it becomes entangled by the materials for 1 round. If the 
  victim stumbles off a precipice, it may make a Reflex saving 
  throw (DC equals the corsair’s trip CMB). If successful, it 
  may elect to drop what it is carrying and hang onto the edge 
  of the precipice instead of falling. This ability replaces weapon 
  training 4.
  Catch Me If You Can (Ex): At 19th level, the corsair gains 
  Improved Uncanny Dodge as a bonus feat (as per the rogue 
  ability). This replaces armor mastery.
  Whirlwind of Seggotan (Ex): At 20th level, as a full attack 
  option, the corsair gains the ability to make a Whirlwind 
  Attack, but instead of damaging his opponents, anyone 
  successfully struck by the attack is disarmed and staggered 
  until the end of the corsair’s next turn. The corsair may also 
  take the standard Whirlwind Attack feat normally if he meets 
  the prerequisites. This replaces weapon mastery.
  Battle Mage Archetype 
    (Wizard Archetype)
  “Them battle wizards, now there’s a piece a work, boyo. They 
  can fry yer tenders with a word, make coins explode like a 
  fire-bomb, even make scraps o’ metal into flyin’ shields. I 
  prefer to stay far away from them nasty little blokes.”
  —Archos Bartoloni, overheard in  
  a library café in Friula
  Weapon and Armor Proficiency: Battle mages are proficient 
  with all siege weapons, including their clockwork versions, 
  and may wear light armor with no somatic penalties. All 
  
  Player’s Guide to the Seven Cities
  22
  other weapon and armor proficiencies and penalties remain 
  the same.
  Arcane Bond (Sp): A battle mage may choose a small 
  gearforged construct as a familiar or bonded object at 1st 
  level. Examples include a gearforged cat, hawk, or owl, or a 
  shatterpick as a bonded object. All the normal familiar rules 
  apply for these familiars, just substitute gearforged statistics 
  where appropriate: no need to eat, drink, or breathe; 
  immune to disease and poison; still affected by sleep and 
  fatigue effects; and can be affected by mind-affecting 
  spells. See Kobold Quarterly #16 for more information on 
  gearforged and clockwork constructs.
  Martial Skill: At first level, the battle 
  mage may choose one martial 
  weapon proficiency. This proficiency 
  replaces the Scribe Scroll feat. 
  BATTLE SCHOOL
  Associated School: Evocation
  Steelskin (Sp): The battle mage gains 
  a +2 natural armor bonus to his AC 
  for the duration of the current battle. 
  This bonus increases by +1 for every 
  four caster levels he achieves. He can 
  use this ability a number of times per 
  day equal to his Intelligence modifier 
  × 2.
  Devastation (Ex): Whenever the 
  battle mage casts a mass effect spell 
  (lightning, fireball, cloudkill), reroll 
  up to three natural 1 results. Take the 
  second result, even if they are natural 
  1s again. The battle mage may use this 
  ability three times per day.
  Spell Grenade: At 4th level or higher, 
  as a standard action, the battle mage 
  may pick up a small rock or piece(s) 
  of metal, such as a handful of coins, 
  and throw them like a grenade. All 
  standard thrown weapon rules apply 
  normally. When the spell grenade 
  reaches its target square, it explodes 
  in a cloud of fire and shrapnel, 
  causing 1d6 piercing and 1d6 fire 
  damage for every two spellcaster 
  levels the battle mage possesses to 
  any creature within a 10 ft. radius 
  of the target square. Reflex saving 
  throws apply normally. It also leaves 
  a cloud of black smoke that generates 
  concealment as per the obscuring 
  mist spell for one round. The cloud 
  covers a 10-ft. radius and does not 
  move. . A gust of wind or other wind 
  spell will break it up immediately. The 
  battle mage may use this ability once 
  per day for every four spellcaster levels he possesses.
  Electrical Storm: At 8th level or higher, as a standard 
  action, the battle mage may cause his skin to coruscate 
  with electrical energy. Any opponent within 10 ft. of the 
  battle mage that is wearing metal armor or that strikes 
  him with a natural weapon, (nonranged) touch attack, or a 
  metal weapon takes 2d6 electricity damage for every four 
  spellcaster levels you possess. The battle mage may use 
  this ability three times per day, and it lasts for a number of 
  rounds equal to the battle mage’s Intelligence modifier × 2.
  
  23
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  4
  ARCANE DISCOVERIES
  Cogs of War (Ex): The battle mage has discovered how to 
  make gearforged siege engines that require no crews. They 
  still require the same Profession checks and time to reload, 
  but they use the battle mage’s Profession skill instead of 
  a crew member’s. If the battle mage does not have siege 
  engineer as a Profession, use 1/2 his caster level plus his 
  Intelligence modifier as the bonus for the check. They all 
  move at 15 ft. per round and can be controlled by anyone the 
  battle mage designates (using a swift action). The engines 
  carry enough ammunition for 12 shots before they must be 
  reloaded by an outside party. They must be repaired and 
  rewound daily, just as other gearforged constructs (4 hours 
  of repair, lubrication, and resetting, or gain a –2 penalty to all 
  attack rolls, damage rolls, and saving throws).
  Stonewrack (Sp): Whenever the battle mage is using a siege 
  weapon or spell that affects structures, he ignores 2 points 
  of Hardness and deals an extra 2d6 damage for every five 
  levels he has. He must be a 10th level or higher wizard to 
  select this discovery.
  Sorcerer Bloodlines
  Hagblooded
  Your bloodline has the power of the red hags in it, either 
  because of an ancestor’s unsavory dalliance or durance vile 
  with a red hag, or because many of your line have been blood 
  mother thralls.
  Class Skill: Knowledge (nature)
  Bonus Spells: charm person (3rd), darkness (5th), tiny hut 
  (7th), scrying (9th), dominate person (11th), eyebite (13th), 
  greater scrying (15th), horrid wilting (17th), foresight (19th)
  Bonus Feats: Alertness, Endurance, Heighten Spell, Iron Will, 
  Skill Focus (Knowledge —arcana), Toughness, Widen Spell
  Bloodline Arcana: Whenever a hagblooded sorcerer casts a 
  spell with the plant, blood, flesh, or life keywords, the caster 
  level increases by 2.
  Bloodline Powers: The hagblooded sorcerer has the fierceness 
  and iron will of her ancestors, which gives her bonuses in 
  combat and defense.
  Arcane Gift (Sp): At 1st level, the hagblooded sorcerer can 
  use one of the following as a spell-like ability, once per day: 
  cause fear, chill touch, disguise self, ray of enfeeblement, or 
  ventriloquism.
  Hag’s Hide (Su): At 3rd level, the sorcerer gains resist cold and 
  fire 5. At 9th level, the sorcerer’s resistances increase to 10, 
  and at 15th level, they increase to 15.
  Oaken Heart (Sp): At 9th level, the sorcerer gains a +2 
  inherent bonus to Constitution. This bonus increases to +4 at 
  13th level and to +6 at 17th level.
  Greenhorde (Sp): At 15th level, the sorcerer can use monster 
  summoning VII, three times per day. Casting level equals the 
  character’s spellcaster level. Only creatures with the beast, 
  woodland, fey, or giant subtypes may be summoned.
  Hagseed (Ex): At 20th level, the sorcerer’s hagblooded 
  ancestry becomes manifest. The sorcerer gains a +2 inherent 
  bonus to Strength, Intelligence, and Wisdom. Also, her 
  natural skin tone becomes bright red, giving her a +2 
  inherent bonus to natural AC.
  Merian
  Your bloodline has merfolk blood in it, either because of 
  merfolk in your lineage or due to a gift to a powerful ancestor 
  from an ocean deity.
  Class Skill: Knowledge (nature)
  Bonus Spells: hydraulic push (3rd), slipstream (5th), aqueous 
  orb (7th), black tentacles (9th), geyser (11th), fluid form 
  (13th), vortex (15th), seamantle (17th), tsunami (19th)
  Bonus Feats: Alertness, Athletics, Empower Spell, Endurance, 
  Skill Focus (Knowledge —nature), Still Spell, Toughness
  Bloodline Arcana: Whenever you cast a spell with the cold or 
  weather keywords, the damage is increased by 1d6 on spells 
  that cause damage, or the duration is double on spells that do 
  no damage.
  Bloodline Powers: You have the swiftness and grace of your 
  ancestors, which gives you bonuses in combat and defense.
  Ocean’s Way (Sp): At 1st level, the sorcerer gains water 
  walking as a spell-like ability, usable three times per day at the 
  sorcerer’s spellcasting level.
  Strength of the Deep (Su): At 3rd level, the sorcerer gains 
  resist cold 5 and a natural AC bonus of +2. At 9th level, the 
  sorcerer’s resistance to cold increases to 10, and the natural 
  AC bonus increases to +4. The sorcerer can also swim at his 
  full base speed with a successful Swim check.
  Azure Charm (Sp): At 9th level, the sorcerer gains a +2 
  inherent bonus to Charisma. This bonus increases to +4 at 
  13th level and to +6 at 17th level.
  Sea Soldiery (Sp): At 15th level, the sorcerer can summon 
  water elementals as per monster summoning VII, three 
  times per day. Casting level equals the character’s spellcaster 
  level(s).
  Ocean Body (Ex): At 20th level, the sorcerer’s aquatic nature 
  becomes manifest. The sorcerer gains the amphibious quality, 
  as per the Pathfinder Bestiary (can breathe air or water; can 
  make a full move in water with no Swim check). 
  Minotaur
  Your bloodline has the power, cunning, and fury of the 
  minotaur nation coursing through it, either because of a 
  powerful minotaur sorcerer in your lineage or due to a gift to 
  a powerful ancestor from a minotaur deity or ruler.
  Class Skill: Perception
  Bonus Spells: stone fist (3rd), share language (5th), rage (7th), 
  confusion (9th), echolocation (11th), battlemind link (13th), 
  force cage (15th), maze (17th), imprisonment (19th)
  
  Player’s Guide to the Seven Cities
  24
  Bonus Feats: Combat Casting, Diehard, Endurance, Enlarge 
  Spell, Extend Spell, Iron Will, Skill Focus (Dungeoneering), 
  Toughness
  Bloodline Arcana: When the sorcerer casts a mind-affecting 
  spell against a creature, increase the DC by 2.
  Bloodline Powers: The fierceness and cunning of the 
  sorcerer’s ancestors comes easily to the minotaur blooded, 
  providing bonuses in combat and defense.
  Pointed Negotiations (Sp): At 1st level, the sorcerer can 
  grow horns as a free action for one round for every sorcerer 
  level. These horns are treated as a natural weapon, allowing 
  him to make a gore attack as a full attack action using his 
  full base attack bonus. This attack does 1d6 damage (1d4 
  if he is Small), plus his Strength modifier. At 5th level, 
  the horns are considered a magic weapon for purposes of 
  overcoming DR. At 7th level, the base damage increases to 
  1d8 (1d6 if he is Small). At 11th level, the horns can be used 
  as flaming horns, adding 1d6 flame damage to each hit. The 
  flame damage is a supernatural ability. The sorcerer also 
  gains darkvision 30 ft.
  Bull’s Hide (Su): At 3rd level, the sorcerer gains resist cold 
  and fire 5, and a natural AC bonus of +2. At 9th level, his 
  resistance to cold and flame increases to 10, and the natural 
  AC bonus increases to +4. 
  Auroch’s Strength (Sp): At 9th level, the sorcerer gains a +2 
  inherent bonus to Strength. This bonus increases to +4 at 
  13th level, and to +6 at 17th level.
  Masters of the Maze (Sp): At 15th level, the sorcerer can cast 
  maze as a spell-like ability three times per day.
  Taurian Master (Ex): At 20th level, the sorcerer’s brutish 
  nature becomes manifest. The flaming horns become 
  permanent, the sorcerer permanently becomes one size 
  larger, with all the ability bonuses that entails, as well as 
  gaining darkvision 60 ft.
  Cavalier Orders
  The constant warfare and border skirmishes of the Seven 
  Cities spawn many mercenary companies and warrior orders. 
  From the fearsome Seekers holding the borders of Verrayne 
  against madness and death, to the hippogriff-mounted Flying 
  Lancers of Illyria bravely daring the rage of dragons, many 
  brave death for glory. Presented here are two of the better 
  known cavalier orders active in this turbulent region.
  Order of Flying Lancers  
    (Illyria)
  Sponsored by the Duchy and led by the duchess, the Order 
  of Flying Lancers is the famed guardian of the Illyrian passes 
  against the drakes and wyverns of the Mharoti Empire. Their 
  ranks savaged by the last invasion, they have been rebuilt 
  during the Empire’s interregnum at the command of the 
  young duchess. They are the last, best defense against the 
  reptilian predations of the Empire, and the members of the 
  order are ready to give their lives in defense of Illyria and its 
  brave young duchess.
  Edicts: The cavalier sworn to this order serves and protects 
  the duchy and the duchess. She must suborn all personal 
  ambitions in favor of her service. She must not accept 
  payment from any party other than the Illyrian crown and 
  its noble families.
  Challenge: Whenever a cavalier issues a challenge, she 
  receives a +1 morale bonus to her attack rolls against the 
  target of her challenge. This bonus increases by +1 for every 
  five levels gained by her.
  Skills: The cavalier can add Knowledge (local—Illyria) and 
  Knowledge (geography) to her class skills. In addition, when 
  the cavalier makes a Climb or Survival check, she adds a +2 
  bonus to the roll.
  Order Abilities
  Griffon’s Call (Ex): At 2nd level, the cavalier gains the ability 
  to rally her troops. Once per combat, as a minor action, she 
  can issue a rallying cry that grants all allies within a 60-ft. 
  radius a +2 morale bonus against fear effects and spells. This 
  bonus increases by +1 for every five levels gained by the 
  cavalier. If any ally within the radius is frightened, shaken, 
  or panicked, he can immediately make another saving throw 
  to remove the effect using the morale bonus. The cavalier 
  also does not take the –2 bonus to AC when charging.
  Ride Like the Wind (Ex): At 8th level, the cavalier ignores 
  the armor check penalty when using the Ride skill, 
  regardless of what creature she is riding. Whenever making 
  a charge attack while mounted, she receives an additional 
  attack roll bonus equal to her Dexterity modifier. She also 
  may choose one of the following bonus feats: Lightning 
  Reflexes, Mobility, Spirited Charge, Trample, or Unseat.
  For Illyria! (Ex): At 15th level, the cavalier gains the ability 
  to take retribution against any enemy that strikes an ally. 
  Whenever an enemy strikes an ally who is within 60 ft. 
  of the cavalier, she may, as an immediate action, move 
  up her full movement (not double) and make an attack 
  of opportunity against the enemy. All critical threats are 
  automatically confirmed. The cavalier ends in a space 
  adjacent to the enemy and does not provoke attacks of 
  opportunity for the movement. She can use this ability once 
  per combat.
  Mount (Ex): Flying Lancers may choose flying mounts 
  (griffons, hippogriffs) as a chosen mount with the GM’s 
  permission. All other rules for cavalier’s mounts apply 
  normally.
  
  25
  PG 
  4
  Order of the 
    Septime Lancers
  “You can always hear them coming”
  — Anonymous Mharoti General
  One of the largest and most well-known of cavalier orders 
  in the region is the Septime Lancers. Created by an exiled 
  Mharoti general, it produces cavaliers known for their 
  personal flamboyance and daring tactical maneuvers in battle. 
  Although selfless in service, they are not beyond seeking new 
  ways to increase their personal wealth, prestige, and power. 
  They are known for their colorful uniforms and heraldry, and 
  they go into battle with a cacophony of bards accompanying 
  them, playing brazen battle hymns on bagpipes, longhorns, 
  tympani, and so on.
  Edicts: The cavalier must honor all the stipulations of any 
  contract he agrees to. He must be loyal to his current 
  patron as long as he is being paid according to his 
  contract.
  Challenge: Whenever 
  a cavalier issues a 
  challenge, he receives 
  a +1 dodge bonus to his 
  AC against the target of his 
  challenge. This bonus increases 
  by +1 for every four levels 
  gained by the cavalier.
  Skills: A Septime Lancer can 
  add Knowledge (local—
  Seven Cities) and Acrobatics 
  to his class skills. In addition, 
  when he makes a Ride or 
  Acrobatics check, he can add 
  his Wisdom bonus as well as his 
  Dexterity bonus to the roll.
  Order Abilities
  Slyboots (Ex): At 2nd level, he gains the ability to maneuver 
  lightly through combat and take the most advantageous 
  position. The cavalier gains the Light Step feat as a bonus feat, 
  even if he does not have the prerequisites. The cavalier also 
  gains the Swap Places feat as a bonus teamwork feat, plus he 
  has the ability to mount or dismount as a free action with no 
  Ride check required.
  Harrier Strike (Ex): At 8th level, the Septime Lancer gains 
  the ability to strike an opponent that an ally has impaired. 
  Whenever an ally causes an opponent that the cavalier is 
  threatening to become blinded, confused, dazed, dazzled, 
  deafened, entangled, grappled, panicked, prone, shaken, 
  stunned, or staggered, the the cavalier gains an attack of 
  opportunity against that enemy as a free and immediate 
  action, once per round . The cavalier also gains Outflank as 
  a bonus teamwork feat.
  Insult to Injury (Ex): At 15th level, after making a 
  successful charge attack, the Septime Lancer 
  can make an immediate melee attack of 
  opportunity against the same opponent. He 
  ends his turn adjacent to the opponent with 
  his melee weapon in his hand. He can make this attack 
  regardless of whether he is mounted or dismounted. He 
  also gains the Quick Draw feat as a bonus feat.
  
  Player’s Guide to the Seven Cities
  26
  “You see, boy, those battle wizards know a thing or two. Why 
  cut down trees, build a siege engine, and haul it halfway 
  across the landscape just so some yahoo mage’s apprentice 
  can burn it down with a first-year fire spell? It’s much 
  simpler to conjure one out of the very air! Now keep yer 
  bleedin’ head down, or yer like to get it shot off. We’ll sneak 
  away after dark.”
  —Archos Bartoloni, overhead at a skirmish near  
  the Valeran House of Swords
  ADELIAN TORCHBEARERS
  School conjuration (creation)
  Level bard/sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (ruby dust worth 50 gp)
  Range close (60 ft. + 10 ft. per two levels)
  Effect 1d6 floating torches
  Duration 1 hour/2 levels
  Saving Throw none; Spell Resistance no 
  Adelian torchbearers combines the some of the 
  effects of continual flame and unseen servant. You 
  conjure 1d6 mindless force servants. Each emits the 
  equivalent of a heatless, smokeless torch. They appear 
  wherever the caster desires within range. The caster 
  can verbally or mentally order the invisible servants 
  to move anywhere with range, otherwise they 
  automatically spread out in a 30-ft.-radius 
  circle, starting behind the caster. The servants 
  emit only torchlight; they may not be commanded to 
  perform other tasks or errands. The spell may be made 
  permanent on a person, place, or object with the use of 
  a permanency spell.
  ANIMAL CONTAGION
  School necromancy (evil)  
   
  Level bard/druid 3, sorcerer/witch/wizard 4
  Casting Time 1 standard action  
   
  Components V, S 
  Target one creature
  Range close (12 ft. + 2 ft./4 levels) 
   
  Duration 2 hours + 1 hr./4 levels
  Saving Throw Will (harmless); Spell Resistance 
  yes (harmless)
  You compel a Tiny animal to go to a spot you 
  designate within one day’s travel. The creature 
  remains there for the remaining duration of the spell. Any 
  humanoid creature that comes within 30 ft. of the animal 
  during that time must make a Fortitude saving throw or 
  contract one of the following diseases: blinding sickness, 
  bubonic plague, cackle fever, filth fever, leprosy, mindfire, red 
  ache, shakes, or slimy doom (you choose which at the time 
  of casting). The disease sets in immediately; there is no onset 
  period. All other disease effects proceed normally.
  BALLISTA OF FORCE
  School evocation   
   
  Level sorcerer/wizard 7
  Casting Time 1 standard action  
   
  Components V, S, M (500 gp of ruby or diamond dust)
  Range long (240 ft. + 20 ft./level) 
   
  Area 1 target/round
  Duration 1 round/level (D)  
   
  Saving Throw none; Spell Resistance no
  This spell creates a glittering ballista made of pure force 
  that hovers over your head. Once per round during your 
  turn, the ballista fires a spear made of force energy at any 
  opponent in range that you target (as a free action), and 
  it has an attack bonus equal to your level plus Dexterity 
  bonus plus spellcasting ability bonus. If you attempt to fire it 
  at an opponent out of your spell range, the attack fails, but 
  you can fire again the next round, as long as the duration 
  has not expired.
   Each bolt does 3d8+3 damage and has a threat range 
  of 19–20 and a critical multiplier of  × 3. As a force 
  effect, the bolts can strike ethereal and incorporeal 
  creatures. Physical attacks cannot damage the ballista, but 
  break enchantment, dispel magic, disintegrate, a sphere of 
  annihilation, or the touch of a rod of cancellation can destroy 
  it. The ballista’s AC is 10 for the touch attack of the rod.
  BANEWEAPON
  School transmutation 
    
   
  Level cleric/druid 5; sorcerer/wizard 5
  Casting Time 1 standard action 
   
  Components S, M (100 gp of diamond dust or DF)
  Range touch  
   
   
  Target one melee weapon or six normal missiles
  Duration 1 min./level or one use (missile)
  Saving Throw none; Spell Resistance no
  You grant the bane special ability to one item for the spell’s 
  duration, or one use on up to six handheld missiles touched 
  Spells of the
    Septime Cities
  
  27
  PG 
  4
  by you. The single type of creature (draconic, undead, and so 
  on) must be chosen at the time of casting. Thus it grants a +2 
  spell bonus to attack rolls with the weapon, an additional 2d6 
  damage, which is not multiplied with criticals. It also confirms 
  all critical threats automatically.
  CRUMBLEWALL
  School evocation   
    
   
  Level sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S, M
  Range 100 ft. 
  Area cone-shaped burst
  Duration instantaneous 
    
   
  Saving Throw special (see text); Spell Resistance no
  This arcane siege spell is similar in nature to earthquake, 
  but it is specifically designed to topple large masonry 
  structures: castles, fortifications, temples, and so on. 
  The spell creates a running fissure in the earth, which 
  expands and deepens as it approaches its target. 
  Any creature caught in the cone’s area of effect must 
  make a DC 25 Reflex save to avoid falling into the 
  20-ft. deep chasm and taking 2d6 damage. Structures 
  in the area of effect take 2d4 × 100 damage. This 
  damage is not halved as object damage, and it is not 
  reduced by hardness. If the damage exceeds the hit 
  points of the masonry or stone structure, then the 
  structure collapses. Anyone standing on the 
  collapsing structure or within a distance 
  of it equaling the height of the structure 
  takes 9d6 damage with a DC 15 Reflex 
  save for half damage. Anyone failing 
  the saving throw is considered pinned 
  beneath rubble, per the earthquake spell.
  DETECT DRACONIC CREATURE
  School divination  
   
  Level druid/ranger/sorcerer/wizard 2
  Casting Time 1 standard action  
   
  Components V, S, F (draconic scale or tooth)
  Range 60 ft.  
   
  Duration concentration, up to 5 min./level 
  Saving Throw none; Spell Resistance no
  You can detect the presence of draconic 
  creatures, even if disguised, glamoured with 
  illusions, or polymorphed. The information 
  revealed depends on how long you study a 
  particular area or subject.
  1st Round: You detect only the presence 
  or absence of draconic creatures.
  2nd Round: You detect the number of 
  draconic creatures in the area of affect 
  and know which one is the most powerful (HD or CR).
  3rd Round: You detect the strength (HD or CR) of each 
  draconic creature and its location. If the creatures are 
  in line of sight, you can make a Knowledge (arcana or 
  dungeoneering) check to determine race and type. The 
  true form of a disguised draconic creature appears to you 
  as a faint outline.
  
  Player’s Guide to the Seven Cities
  28
  LION’S COURAGE
  School transmutation 
    
   
  Level cleric/druid/sorcerer/wizard 5
  Casting Time 1 standard action  
   
  Components V, S, M (lion tooth or hair)
  Range touch  
    
   
  Effect one creature
  Duration 10 min./level  
   
   
  Saving Throw none; Spell Resistance no
  This spell makes the target immune to a dragon’s 
  frightful presence, and they cannot be shaken 
  or frightened. The target also gains a +4 
  bonus to saving throws against all 
  other fear effects and spells
  This spell generates random preconscious thoughts in the 
  creature targeted (it can be the caster). The target creature 
  is unaware of the thoughts, but to anyone attempting to 
  read the mind of the creature, what they hear sounds like 
  gibberish or static. This spell grants a DC 15 + caster level 
  check against any divination spell that doesn’t normally grant 
  a saving throw, such as locate creature, and it grants a +4 
  resistance bonus to divination spells that do allow a saving 
  throw, such as detect thoughts. The spell also grants a +2 
  resistance bonus to saving throws against all mind-affecting 
  spells and effects. The spell does not grant any bonus or 
  resistance against limited wish, miracle, or wish spells when 
  they are used to scry on or otherwise gain information about 
  the target of the spell.
  RAISE UNDEAD HOST
  School necromancy  
   
   
  Level sorcerer/witch/wizard 9
  Casting Time 30 minutes   
  Components V, S, M (an onyx gem worth 1,000 gp) 
  Range medium (200 ft. + 10 ft./level) 
  Area (250 ft. radius + 5 ft./level) 
   
  Saving Throw none; Spell Resistance no
  Special Must be cast on the site of a great battle or slaughter 
  within the last 500 years
  This spell causes skeletons or zombies (your choice) to burst 
  out of the ground and obey your commands to follow, guard 
  an area, or attack opponents, as per the animate dead spell. 
  All undead created have a +1 profane bonus to attack rolls, 
  damage rolls, and saving throws, as well as +1 hit point 
  per HD, as per the desecrate spell. You can create undead 
  totaling 8 HD per caster level. No matter how many times 
  you cast the spell, you can control only a number of undead 
  equal to 16 HD per caster level. Any excess undead become 
  uncontrolled, but do not become hostile to you, merely 
  following their last orders until suborned or commanded by 
  another necromancer or cleric. You choose which undead 
  are released. Any undead controlled by using the Command 
  Undead feat do not count toward these totals.
  SPIRIT OF THE ILLYRIAN RAM
  School transmutation 
    
   
  Level bard/druid/sorcerer/wizard 4
  Casting Time 1 standard action  
   
  Components V, S, M (piece of goat bone or horn)
  Range touch  
    
   
  Effect one creature
  Duration 10 min./level  
   
  Saving Throw none; Spell Resistance no
  This spell makes the target lighter and nimble of foot. The 
  target gains a +4 spell bonus to Acrobatics and Climb checks. 
  The target also doubles distance results on Jump checks and 
  ignores armor penalties.
  OF TWO MINDS
  School abjuration  
   
  Level sorcerer/witch/wizard 4
  Casting Time 1 standard action  
   
  Components V, S 
  Target one creature
  Range close (12 ft. + 2 ft./4 levels) 
   
  Duration 4 hours + 1 hr./4 levels  
  Saving Throw Will (harmless); Spell Resistance Yes 
  (harmless)
  
  29
  PG 
  4
  Wallwalk
  School transmutation 
   
   
  Level ranger/sorcerer/wizard 3
  Casting Time 1 standard action  
   
  Components V, S
  Range touch  
    
  Duration 30 min./level (D) 
  Saving Throw none; Spell Resistance no 
  This spell creates an invisible passage through wooden or 
  plaster walls, but not through metal or stone. The portal is a 
  3-ft. wide by 6-ft. tall opening. It is 2-ft. plus 1 ft. per 3 caster 
  levels deep. If the wall’s thickness is more than the depth of 
  the passage created, the spell creates a niche or short tunnel. 
  If additional depth is available, it can create passages through 
  more walls, ceilings, or floors. Several wallwalk spells can 
  create multiple openings or deeper tunnels. The portal cannot 
  be seen but can be detected by other senses such as touch, 
  sound, and smell. When the spell ends, any creatures in a 
  passage are ejected out the nearest opening.
  Waters of Eternity
  School divination   
   
   
  Level cleric/druid 3
  Casting Time 5 min. 
   
   
  Components V, S, M (bowl of sea water)
  Range personal   
   
  Target you
  Duration 1 hr./2 levels  
   
  Saving Throw none; Spell Resistance no
  Worshipers of Seggotan use waters of eternity to gain a look 
  into the future. Staring into a bowl of salt water grants the 
  spellcaster 1d6 brief (less than 5 second), soundless visions 
  of the near future. If salt water is used, then the spell grants 
  visions of what is likely to happen within the next 72 hours. 
  If seawater was scooped into the bowl directly from the sea 
  within the last hour, the caster can see 2d4 visions that go up 
  to one week into the future.
  
  Player’s Guide to the Seven Cities
  30
  AMULET OF NETHUS
  Aura strong evocation; CL 17th
  Slot neck; Price 65,000 gp; Weight —
  Description
  This ancient bronze medallion engraved with elvish runes has 
  an amber centerpiece that has clouds swirling within it when 
  examined closely. When the wearer touches the stone, he can 
  activate one of the following spell effects, each once per day: 
  alter winds, cloak of winds, hydraulic push, river of wind, and 
  slipstream. The following spell effects can be evoked once per 
  week: sirocco and seamantle. The following spell effects can be 
  evoked once per month: winds of vengeance and world wave.
  Construction
  Requirements Craft Wondrous Item, alter winds, cloak 
  of winds, hydraulic push, slipstream, river of wind, 
  seamantle, sirocco, winds of vengeance, world wave; Cost 
  32,500 gp
  ASSASSIN GLOVES
  Aura strong conjuration (teleportation); CL 2nd
  Slot hands; Price 2,000 gp; Weight —
  Description
  These black leather gloves appear unremarkable until worn. 
  The wearer can see an otherwise invisible glyph on the back 
  of the right glove. When the wearer holds out her right 
  hand and pronounces the glyph aloud, the masterwork 
  dagger paired with the gloves is teleported out of its sheath 
  from anywhere in the same plane into the wearer’s hand as 
  a swift action. If the wearer says the keyword again, the 
  dagger returns to its scabbard.
  Construction
  Requirements Craft Wondrous Item, 
  prestidigitation; Cost 1,000 gp
  AUROCHS BRACERS
  Aura strong transmutation; CL 9th
  Slot arms; Price 24,000 gp; Weight 6 lbs.
  Description
  These brass bracers have the graven image of a 
  bull’s head on them. When put on, the wearer 
  gains a +2 bonus to Strength, a natural AC 
  bonus of +2, and the Improved Bull Rush feat 
  (no prerequisites required), as long as they are 
  both worn.
  Septime  
    Magic Items
  Construction
  Requirements Craft Wondrous Item, beast shape, bull’s 
  strength, mage armor; Cost: 12,000 gp
  AUROCHS GREAT AXE
  Aura strong evocation; CL 4th
  Slot none; Price 12,000 gp; Weight 16 lbs.
  Description
  This huge +2 great axe is traditionally forged by minotaur 
  sorcerers and has tips shaped to look like bull horns. It is so 
  heavy that it requires a minimum 13 Strength and proficiency 
  to wield properly. Three times per day, as a standard action, 
  the wielder can point the horns at an opponent within 30 ft. 
  of her and subject that opponent to a Bull Rush maneuver, 
  even though she is not touching the target. The CMB for the 
  maneuver is equal to the wielder’s character level plus her 
  Intelligence, Wisdom, or Charisma modifier, whichever is 
  highest. This does not provoke an attack of opportunity. Except 
  for size and weight, this axe otherwise functions as a great axe.
  Construction
  Requirements Craft Magic Arms and Armor, hydraulic 
  push; Cost 6,000 gp
  DIMENSIONAL NET
  Aura strong abjuration; CL 8th
  Slot none; Price 18,000 gp; Weight 6 lbs.
  Description
  Woven from the hair of otherworldly creatures, 
  this shimmering emerald green net is used 
  to subdue, capture, or kill monsters of the 
  outsider or aberration subtypes. They are 
  most commonly found in use in areas 
  bordering the Wasted West, such as 
  Verrayne or Bemmea. If a creature is 
  successfully entangled with the net, it 
  is considered to be under the effect of 
  a dimensional anchor spell (DC 24) 
  as well as a slow spell (DC 18). The 
  normal rules and penalties for being 
  entangled in a net apply as well. The 
  net has a hardness of 10 and 36 hit 
  points; it requires a successful DC 35 
  Escape Artist or DC 40 Strength check to 
  escape or break free of the net.
  
  31
  PG 
  4
  plant, move earth, plant growth, rampart, snake staff, tree 
  shape, warp wood, wood shape; Cost 36,000 gp
  LIBRARIAN’S ROBE
  Aura strong enchantment; CL 11th
  Slot body; Price 32,000 gp; Weight 1 lb.
  Description
  This unassuming embroidered brown robe conceals a wealth 
  of powers. It has many small pockets along the front of the 
  belt line and concealed in the voluminous sleeves. These 
  extradimensional pockets function as a bag of holding, with all 
  the normal powers and restrictions of that item. The wearer 
  can also activate these spell-like effects at will: comprehend 
  languages and erase. The following spell effects can be evoked 
  once per day: detect secret doors, identify, unseen servant, 
  arcane lock, locate object, knock, and make whole. The following 
  spell effects can be evoked once per week: illusory script and 
  secret page. The following spell effects can be evoked once per 
  month: fabricate and mnemonic enhancer.
  Construction
  Requirements Craft Wondrous Item, arcane lock, 
  comprehend languages, erase, detect secret doors, fabricate, 
  identify, illusory script, knock, locate object, make whole, 
  mnemonic enhancer, secret chest, secret page, unseen 
  servant; Cost 16,000 gp
  SHOES OF THE HORNED CORSAIR
  Aura strong evocation; CL 7th
  Slot feet; Price 19,000 gp; Weight 6 lbs.
  Description
  Only a humanoid with hooved feet can wear these high quality 
  brass shoes, and they need only be worn on two of four feet, 
  if applicable. If both shoes are worn, the wearer may use both 
  water breathing at will and water walk once per day.
  Construction
  Requirements Craft Wondrous Item, water breathing, 
  water walk; Cost 9,500 gp
  TALKING TABLETS
  Aura strong enchantment; CL 8th
  Slot none; Price 8,000 gp; Weight 4 lbs. each
  Description
  These enchanted brass tablets have small gold styli chained to 
  them by small silver chains. Seven times per day, the possessors 
  of each tablet can write a message of up to 140 words. This 
  message will appear instantly on the other tablet, as long as they 
  are both on the same plane.
  Construction
  Requirements Craft Wondrous Item, message; Cost 
  4,000 gp
  Construction
  Requirements Craft Magic Arms and Armor, dimensional 
  anchor, slow; Cost 9,000 gp
  GHOULBANE ROD
  Aura moderate necromancy; CL 7th
  Slot None; Price: 35,000 gp; Weight 4 lbs.
  Description
  This rod is indistinguishable from a knobbed +1 club, except 
  for the activation glyphs along the side, which can be read with 
  read magic, comprehend languages, or a DC 25 Knowledge 
  (arcana) check. When the rod is planted in the ground and 
  the primary keyword pronounced, the rod detects any undead 
  within 120 ft. of it for up to 4 hours once per day. When undead 
  are detected, the rod begins to emit a low moaning wail (that 
  can be heard within 30 ft.) to alert the possessor and her 
  companions. When the second keyword is pronounced, the 
  rod begins to emit a sickly blue ghoulbane light for 10 minutes 
  once per day (equivalent to torchlight) that has the effect of ray 
  of enfeeblement on any undead that come within 30 ft. of the 
  rod, and slow on any ghouls that come within the 30-ft. radius 
  (the two effects stack for ghouls). The 4 hours and 10 minutes 
  need not be consecutive, and the effect can be dismissed with a 
  second pronouncement of the appropriate keyword.
  Construction
  Requirements Craft Magic Arms and Armor, detect 
  undead, light, magic mouth, ray of enfeeblement, slow; 
  Cost 17,500 gp
  GREENWEAL STAFF
  Aura strong transmutation; CL 15th
  Slot none; Price 72,000 gp; Weight 5 lbs.
  Description
  The greenweal staff is also known as a Staff of Ceres. These staves 
  are made from a piece of stout oak, usually with a large ruby set 
  in a cap or knob. The staff allows use of the following spells:
  • detect animal or plant (1 charge)
  • tree shape/warp wood/wood shape (1 charge each)
  • plant growth (2 charges)
  • changestaff (3 charges)
  • control plants (3 charges)
  • move earth/rampart (3 charges each)
  • snake staff (3 charges)
  Once per month, the user can use 5 charges to create a 
  greenweal spell-like effect. Any one herd, field, orchard, or 
  grove touched by the staff is cured of any diseases present and 
  becomes hale and hearty, producing the maximum amount 
  of healthy food during the next season. The pasture, field, or 
  grove is also under the effects of a consecrate spell until the next 
  season turns.
  Construction
  Requirements Craft Staff, beast shape, changestaff, 
  consecrate, control plants, cure disease, detect animal or 
  
  Player’s Guide to the Seven Cities
  32
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  	 15.	COPYRIGHT	NOTICE	
   Open Game License v 1.0a, Copyright 2000, Wizards of the Coast, Inc.
   System Reference Document,	Copyright	2000,	Wizards	of	the	Coast,	Inc.;	
  Authors	Jonathan	Tweet,	Monte	Cook,	Skip	Williams,	based	on	material	by	
  E.	Gary	Gygax	and	Dave	Arneson
   Pathfinder Roleplaying Game Core Rulebook,	Copyright	2009,	Paizo	
  Publishing,	LLC;	Author:	Jason	Bulmahn,	based	on	material	by	Jonathan	
  Tweet,	Monte	Cook,	and	Skip	Williams
   Advanced Player’s Guide, Copyright	2010,	Paizo	Publishing,	LLC;	
  Author:Jason	Bulmahn
   Player’s Guide to the Seven Cities,		Author:	Adam	Roy.	Copyright	2013	
  Open	Design	LLC.	www.koboldpress.com	
  OPEN GAME LICENSE Version 1.0a
  TRIDENT OF NETHUS
  Aura strong various; CL 8th
  Slot none; Price 16,000 gp; Weight 8 lbs.
  Description
  This enchanted trident appears to have a shaft made of 
  straightened driftwood and tines made from hardened green 
  ghostlight coral. It is a +2 sharkbane weapon, and the wielder 
  can also use each of the following powers once per day: 
  dancing lights, daze, flare, light, and ray of frost.
  Construction
  Requirements Craft Magic Arms and Armor, dancing 
  lights, daze, flare, light, ray of frost; Cost 8,000 gp
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Kobold Press - Open Design/Midgard - Player's Guide to the Seven Cities.pdf