TEXT: 1
  
  2
  Author 
  Mike Myler
  Contributors  
  Michael Allen, Jacob Blackmon, Larry Dixon,  
  Nicholas J. Giebel, Jeffrey Hersh, Luis Loza, Michael McCarthy
  Cover Artists 
  Original artwork by Indi Martin and Larry Dixon
  Back Cover Artists 
  Original artwork by Nathanael Batchelor, Indi Martin, and Brett  
  Neufeld
  Interior Artists 
  Bruno Balixa, Nathanael Batchelor, Jacob Blackmon, Jeff Brown,  
  Claudio Casini, Storn Cook, Juan Diego, Larry Dixon, Gary Dupuis,  
  Peter Szabo Gabor, Christof Grobelski, Rick Hershey, Dusan Kostic,  
  Aaron Lee, Indi Martin, Justin Andrew Mason,  
  Mike Myler, Neil Myler, Sara Shijo, Tan Ho Sim,  
  Shaman’s Stockart, Rian Trost
  Cartographers 
  Chaa Chaladpru, Justin Andrew Mason
  Graphic Artist 
  Mike Myler
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. 
  Paizo Inc. does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo 
  Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of 
  Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. 
  See tp://paizo.com/pathfinderRPG/ compatibility for more information on the compatibility license.
  Rules elements with the superscript TG refer to the official guide to technology published for the Pathfinder Roleplaying 
  Game, the rules from which can be found online in the Pathfinder Reference Document (www.paizo.com/prd). Other su-
  perscript references refer to the following titles:
  GMG—Pathfinder Roleplaying Game: Gamemastery Guide
  MA—Pathfinder Roleplaying Game: Mythic Adventures
  OA—Pathfinder Roleplaying Game: Occult Adventures
  UCA—Pathfinder Roleplaying Game: Ultimate Campaign
  UM—Pathfinder Roleplaying Game: Ultimate Magic
  
  3
  Veranthea World Map………….....…………….6 
  Veranthea Timeline…………….....…….............7 
  Chapter 1: Adventuring in Veranthea...........8–16 
   
  Grethadnis Map……………………..........9 
   
  Urethiel Map…………………………....10 
   
  Army of the Free………………...….......11 
   
  Trectoyri Map…………………....……...12 
   
  Collectors……………………….....14–15 
   
  FEAT: Collector………………....………14 
   
  Page of Truth (artifact).………….....…...15 
   
  The Veil Map……………………....……16 
  CHAPTER 2: The Radical Pantheon...........17–69 
   
  Verahnus......................................18–19 
   
  Death............................................20–21 
   
  PRIMAL GODS
   
  Arcanalus.........................................22–24 
   
   
  Worship of Nature.......................24 
   
  Arenathi..........................................25–27 
   
   
  New Material: Nath.....................27 
   
  Earkenta.........................................28–30 
   
   
  New Material: Kenta....................30 
   
  Herastreas.........................................31–33 
   
   
  New Material: Streas...................33 
   
  Wealbrens...........................................34–36 
   
   
  New Material: Wealb...................36 
   
  SHADOW GODS
   
  Tristanaleus....................................37–39 
   
   
  Nazduja Dust................................39 
   
  Dreksler..........................................40–42 
   
   
  Church of Discovery...................42 
   
  Elaith..............................................43–45 
   
  Matilondo.......................................46–48 
   
   
  Matilondo’s Chosen.....................48 
   
  PEOPLES GODS
   
  Aleana...............................................49–51 
   
   
  Shield Knights...............................51 
   
  Andraletha........................................52–54 
   
   
  Blade Knights................................54 
   
  Smastrik..........................................55–57 
   
   
  Golden Statues..............................57 
   
  Stephanilesia.....................................58–60 
   
   
  Perfect Performances...................60 
   
  NIGHTMARE GODS
   
  Castriil.................................................61–63 
   
   
  Psychic Magic...............................63 
   
  Grelthanok........................................64–66 
   
   
  Gift of Madness............................66 
   
  Vanesprelt.......................................67–69 
   
   
  Rituals of Madness......................69 
  Chapter 3: Global Rules……………..........70–85 
   
  Firearms and Recoil……………........…..70 
   
  Magic Attunement………….….........70–71 
   
  Mirrored Weapons and 
   
   
  Fractal Armor…………......……72 
   
  Psionics and Sanity Psickness...........72–73 
   
  Wild Magic…………………….......…….74 
   
  Magic in the Dynasties……........…...75–77 
   
   
  Urethiel Birthrights…......….75–76 
   
   
  Ju-Wai Shu………….......….76–77 
   
  Kowah-Terasa…….....….............77–78 
   
  Monstrous Parties…………........……….79 
  Draconic Adventurers…….......………...80 
   
  New Skill: Pilot…………….......………..81 
   
  Vehicles……………………......…...82–85 
  Chapter 4: Radical Races………..........….86–141 
   
  Alterrans……………………...…..87–93 
   
  Death of the Heavens……........………..94 
   
  Dengu………………………....…..95–96 
   
  Pengu……………………...……..97–98 
   
  Dragonii……………….....………99–102 
   
  Feylf…………………....………103–109 
   
   
  Drakone (CR 4)..........................109 
   
  Half-Doppelgangers…….......….110–114 
   
  Leugho……………………........115–119 
   
  Mongrelfolk……………….........120–124 
   
  Pantako……………………......125–129 
   
  Shokusei Notoko…………............130–136 
   
   
  God Tears (artifacts)...........…...132 
   
  Sun Gryphons…………….............137–141 
  Chapter 5: Veranthea Character
   
   
  Options…........142–173 
   
  Conduit Base Class………............142–145 
   
   
  PRESTIGE CLASSES 
   
  Beztekorps……….....146–149 
   
  Cult of the Dragonminded…….......…150 
   
   
  Dragonminded…..........150–153 
   
   
  Entri Entrapper….............153–154 
   
   
  Green Avenger……..........155–156 
   
   
  Lycanthropic Icon….........157–158 
   
  Academy Trainee (Fighter)....................159 
   
  Adversarial Armorist (Fighter)..............159 
   
  Bird Rider (Cavalier)......................159–160 
   
  Conxecron Instigator (Inquisitor).........160 
   
  Drunk Brawler (Brawler)..............160–161 
   
  Gobchopper Skirmisher 
   
   
  (Cavalier)............161–163 
   
   
  Gobchopper (vehicle)................161 
   
  Goblin Pistolero (Gunslinger)......163–164 
   
  Holy Innovator (Gunslinger)................164 
   
  Iron Fury (Barbarian).....................164–165 
   
  Merchanteer (Paladin)....................165–166 
   
  Monstrous Minstrel (Bard)............166–167 
   
  Nightmare Assassin (Assassin)....................167 
   
  Nightmare Prognosticator (Oracle)..167–168 
   
  Oni Sworn (Samurai)....................................168 
   
  Qinggong Ninja...............................................168 
   
  Scientific Innovator (Alchemist)...169–171 
   
  Swarm Minder (Summoner).........171–173 
   
  Wild Mage (Sorcerer)..............................175 
   
  Wild Scholar (Wizard)............................175 
   
  Veranthean Alchemist Discoveries.......176 
   
  Veranthean Feats…………............176–178 
   
  Other Veranthean Equipment......179–181 
   
  Snow Orm (CR 1)...................................180 
   
  Equipment in the Forever Dark...........182 
   
  Veranthean Traits……………..........….183 
   
  Religious Traits……………...........183–184 
   
  Divine Spells & Magic Items........185–193 
   
   
  New Feat: Radical Prodigy.......185 
   
   
  Religious Spells…..............185–189 
   
   
  Magic Items………...........190–193 
  OGL……………………………………......…194 
  
  4
  
  5
  While Veranthea can be a fun place for a group concerned with the minutiae of gaming (“I’ve got flint, a lantern, 
  10 days dry rations, seven candles, a climber’s kit, a bird cage…”), we’ve stacked the world to encourage “big games”. 
  Struggles should be epic, intrigue should be devious, and players should feel not only that the world is dynamic, 
  but that the face of Veranthea (or a part of it) could be changed by any adventure.
  Chapter 1: A Radical World
  GRETHADNIS 
  Sword, Sorcery, and Steampunk
  The divine treat Grethadnis as their playground, overseeing 
  things from afar while holding the Conxecron every century to 
  ensure that civilization progresses amicably. This progress has 
  lead to a renaissance on the Fair Continent, and the possibility 
  of crossing the impassable Doryhanna and Euphos Oceans has 
  emerged just as barbaric savages gain a foothold in the south-
  west. Led by a powerful ogress-magi, the Red Fists are amass-
  ing an army that challenges all of the Kind Folk of the realm 
  thanks to cantankerous but deadly firearms manufactured by 
  goblin tinkerers.
  URETHIEL  
   
  High Fantasy Wuxia
  Immortals oversee Urethiel as well, but they are empowered 
  mortals—not gods. Challenging the gods themselves, they en-
  sure that the traditions of the dynasties persist in the face of the 
  evolving world. Every denizen from Urethiel is unique, each 
  naturally attuned or anathema to magic. A few are even im-
  mune to arcane and divine power entirely—or capable of chan-
  neling it like a spirit of magic itself. Technology has fallen by 
  the wayside in the face of this enchanted realm, but in its stead 
  the study of magic has evolved considerably. Masters of Kowah-
  Terasa call forth the powers of their ancestors to dangerous ef-
  fect, and practitioners of Ju-Wai Shu literally tear reality apart 
  as they master their mystical powers, all as the clans bicker and 
  the Unwanted Folk cast a wary eye onto the dynasties.
  TRECTOYRI 
   
  Dieselpunk Monsters
  The darker gods manipulated their brethren, overseeing 
  the triumph of the Unwanted Folk on this landmass, tear-
  ing down civilizations overnight. In the chaos that followed 
  most Kind Folk found themselves enslaved, and on their 
  backs the technology of Trectoyri advanced considerably. 
  Rather than attempt to cross the Doryhanna or Euphos 
  Oceans by boat, their goblin engineers have developed 
  dependable flying craft instead, stripping the continent of 
  nearly all natural resources in the process. The despicable 
  leaders of Goblinvania greedily prepare to pounce upon 
  the rest of the world, and should they fail, dangers from 
  below are prepared to ascend to rule the ruined Crescent 
  Continent.
  FOREVER DARK  
  Western Underworld
  Strange, horrifying things brew beneath the surface of the 
  planet as the Nightmare Gods quietly carry out a plan they 
  began in the infancy of the world. Unless stopped, they 
  could send all of Veranthea into a seething cauldron of cha-
  os and destruction before consuming it in a catastrophic 
  attempt to fell the all god, Verahnus.
  THE 5TH WORLD       Aquatechnological Terrors
  Unbeknownst to virtually all other Verantheans, the ocean 
  beds of the planet are home to the last remnants of the 
  trekth: massive, towering cities cutting furrows through the 
  sand and into the rock beneath, scarring the world. These 
  colossal mysterious monstrosities’ purpose is not known 
  and the few who are aware of them are terrified of what 
  they portend—to witness one is to invite death—and spend 
  their lives warning others to no avail, drinking themselves 
  to death, or rapidly accruing wealth, soldiers, and power 
  in an effort to retain any sense of security knowing these 
  horrors exist.
  THE VEIL  
   
  Nautical Tesseract
  The far north of Veranthea’s oceans is a great screaming 
  maelstrom sighted only occasionally by sailors, a twisting 
  wall of wind that stretches beyond comprehension. Typi-
  cally this phenomena is mistaken for a preternatural storm 
  or some unknown arcane happening, a hazard best avoided 
  (no captain worth their salt would send their men to cer-
  tain death in the waves). Not all ships are so fortunate how-
  ever and those who bear witness to the monstrous storm 
  are often already within the clutches of strange tides, mys-
  terious shifting stars, and foul currents that work to bring 
  unfortunate vessels into the turbulent waters of The Veil 
  and the reach of its alien or mechanized masters. 
  
  6
  
  7
  YEARS
  HISTORY
  2,000 BV–1 BV
  The Trekth Empire rules over the three great continents of Veranthea. Primitive “Kind Folk” and “Un-
  wanted Folk” live in terror of their mysterious ways, enslaved by the technologically advanced progenitors.
  0 AV–99 AV
  The Trekth mysteriously disappear when Verahnus begets the pantheon of Veranthea through his deific 
  dreams. The gods explore the world, finding themselves and leaving their mark upon the realms.
  100 AV–199 AV
  The War of the Gods
  After a century of wandering Veranthea, the pantheon comes to blows. The War of the Gods rages across 
  the world, though its effects are seen and felt mostly in Grethadnis and Urethiel.
  200 AV–299 AV
  Conxecron I, 
  The Jabberwar
  To bring an end to the War of the Gods, the Radical Pantheon holds the first Conxecron. Each deity swears 
  to peacefully convene to discuss the state of Veranthea every century to ensure that Verahnus remains 
  asleep.
  300 AV–399 AV
  Conxecron II, 
  Matilondo Turns
  The gods stage minor interventions against the jabberwocks in Grethadnis and impart scant divine knowl-
  edge to some in Urethiel and Trectoyri. As commerce on Veranthea begins to take root, Matilondo—al-
  ways keen to find a profit—begins communicating with the Nightmare Gods. The Divine Wordsmith 
  increases his power through a corrupted pact that turns him wholly evil, an agent for the Nightmare Gods 
  in the conflicts of the divine.
  400 AV–499 AV
  Conxecron III, 
  The Scarring, 
  Unwanted Revenge, 
  Sea God’s Smite
  The gods take a larger role in the Jabberwar, attempting to stall the jabberwocks in Grethadnis, and teasing 
  more knowledge of artifice to the gnomes in Trectoyri. Then in 424 AV, someone desecrates a Grethadnis 
  temple dedicated to Wealbrens, the sea god of vengeance. The Divine Torrent prepares to flood the con-
  tinent only to be stopped by the fire god, Herastreas. Before the conflict spills out of control, Arcanalus 
  appears between them and strikes the ground, creating Nethys’ Scar in Grethadnis and shattering the 
  peak of Mount Nestraka in Urethiel, forever changing both continents. Tristanaleus, Smastrik, and Elaith 
  manipulate their followers in Trectoyri and stage the Unwanted Revenge. The gods realize this duplicity 
  and are irate with one another; Wealbrens turns the oceans into seething tempests for hundreds of years. 
  Travel between continents on the water becomes virtually impossible and the storms foil all but the most 
  powerful (9th-level) mortal magic.
  500 AV–599 AV
  Conxecron IV, 
  Radross Purge, 
  The Wizard Ascends
  Attempting to mitigate the wild magic pouring out of Nethys’ Scar, the deities forge the Polydracte. In 546 
  AV, Matilondo convinces Andraletha to physically appear between the murderous armies of the Radross 
  Empire a small gnome settlement nestled against the Grondov Mountains—Kerai. The Shield Maiden 
  brings an end to the Radross Purge. Yawvil, a potent mage from Grethadnis, uses the power of countless 
  magical items to ascend to a higher state of being that rivals the gods themselves.
  600 AV–699 AV
  Conxecron V ,
  The Uchoyo Decree, 
  The Elven Eclipse
  The gods are furious that a mortal has ascended by design. They attempt to strip Yawvil of his power—
  and fail. Through the Uchoyo Decree, the deities ensure that no mortal may again utilize items of power 
  this way. Arenathi and His Golden Personage of Fortitude come to blows marking the first instance of a 
  human (granted, a Forsaken) standing against a god and surviving. Elven refugees from Trectoyri enact 
  a powerful ritual while attempting to cross the oceans, transforming into aquatic elves who disappear 
  beneath the waves for decades. Distracted by this anomaly, Andraletha reacts only quickly enough to 
  shield some of her children from the supernatural eclipse outside of the Arajakata Woods and Korokah 
  Forest. All elves who see it immediately fall asleep; many (often the most avaricious and malicious) are 
  drow when they awaken. 
  700 AV–799 AV 
  Conxecron VI, 
  Realms Abandoned
  Elven high mages use the Conxecron to enact complex rituals that change the face of Trectoyri and in-
  stantly forge powerful artifacts. Most of the gods are deeply offended, completely abandoning the peoples 
  of that continent. After seeing the danger presented by His Golden Personage of Fortitude and the other 
  Forsaken, most of the gods agree to abandon Urethiel for a time as well. The elemental deities refuse, un-
  willing to leave their many followers there powerless, though they take great precautions when revealing 
  their presence there.
  800 AV–999 AV
  Conxecron VII
  The gods play a small part in leading an adventuring group to a temple of the Rand Kai, alerting some to 
  the re-awakening of a powerful demon and bringing to light a conflict—and danger—as serious as the 
  Trekth once were. One of the few remaining jabberwock rulers inspires an umbrage with Elaith; the God 
  of War slaughters it, leaving only one of the reptilian overlords alive on the continent of Grethadnis, set-
  ting the stage for an orc-led uprising.
  1,000 AV–1,046 AV 
  (current date)
  Conxecron IX, 
  Sanity Sickness
  Wealbrens is convinced by the other gods to let his rage at mortals dissipate, and over the next 50 years, 
  the oceans become again traversable, though only by the most talented sailors. Strange psionic powers 
  that the gods cannot account for (save Matilondo, who of course, says nothing) begin to spread across 
  the continents of Veranthea. Unable to stop it, the gods blanket Veranthea in a subtle effect, making these 
  powers of the mind obvious to all, and disrupting their potency.
  GM NOTE: This is an optional event, and should your campaign be disrupted by Goblinvanian war efforts, the meddling of 
  the Fair Folk’s kingdoms, or the intrigue of the clans, feel free to ignore (or prolong) the end of the Sea God’s Smite.
  
  8
  ADVENTURING IN VERANTHEA
  There are countless options for players in Veranthea (many contained within this book; pages 86–141), both mechanically 
  and otherwise. There are suggestions below for what races, classes or themes fit best in the various locales of the world, but 
  Veranthea is a tumultuous place and these are only suggestions—it’s strongly encouraged that players and the GM work 
  together to craft PCs, making awesome origin stories that incorporate the many plot seeds woven throughout this tome. 
  There is no reason wild magic couldn’t inexplicably transport a shokusei notoko from the Jungles of Zerrah to the Free Isle of  
  Ominara, or a surprisingly fast and long dormant section of the Forever Dark’s vehoro whisking away a half-doppelganger 
  and spelunking Trectoyri witch doctor to Grethadnis’ Duranteen Mountains—and of course the soulwells are known to  
  instantly transport those who stumble upon them unexpectedly across the world!
  Kind Folk and Unwanted Folk
  These two terms are used frequently throughout the Veranthea Codex. Generally speaking, the Kind Folk are dwarves, elves, 
  gnomes, halflings, humans, half-elves, and other less common races who could feasibly pass as human without too much 
  trouble. The Unwanted Folk include most intelligent, monstrous races, including but not limited to: goblins, orcs, tengu, 
  hobgoblins and kobolds. If you need a disguise kit to pass as human, chances are good you’re an Unwanted Folk.
  To a lesser extent, Veranthea also plays host to Horror People: entirely inhuman creatures like abberations, serpent 
  folk, or grindylows, though they are quite uncommon (to the point where some don’t even believe in them) outside of the 
  Forever Dark.
  GRETHADNIS
  Grethadnis is the land of swords, sorcery, and steampunk, 
  making it ideal of campaigns of medieval heroism that fea-
  ture dungeon-delving, small-scale politics, hunting mon-
  sters, and looming war.
  Of all the continents in Veranthea, Grethadnis is 
  by and far the most tolerant place. Though the monstrous 
  hordes of the Red Fists are beginning to stir and Boris’ in-
  fluence spreads, so long as a person remains respectful 
  and civilized, they can go about their business in relative 
  peace, wherever they are—save for local aggressions (see the 
  Grethadnis chapter).
  • Kind or Unwanted: Choose a side in the brewing con-
  flict, and further your agenda, manipulating the battle 
  lines of the continent to your favor before waging war 
  as important agents of any of the major kingdoms of 
  Grethadnis—or beyond.
  • Dawn of Chaos: War is afoot! Travel the continent 
  averting disasters or performing sabotage—for the right 
  price, and try to ride out what will go down in history as 
  an epic age of conflict. True heroes 
  will save all whom they can, 
  but for the unethical and 
  ambitious adventurer, war 
  can turn quite a profit 
  indeed.
  • Grualroth’s Rot: One of 
  the greatest enemies to ever 
  threaten Grethadnis has begun 
  to stir once more, sewing seeds 
  of evil across the Fair Continent! 
  Common PC Races: Drow, 
  Dwarves, Elves, Fetchlings, Feylves 
  (pages 103–109), Gnomes, Goblins* (page 86), 
  Half-Elves, Half-Orcs, Halflings, Humans, Ifrits, 
  Mongrelfolk (page 120–124), Orcs, Pantako (page 125–129), 
  Ratfolk, Undines, Vanaras
  URETHIEL
  Urethiel is the realm of tradition and wuxia, where high-fan-
  tasy campaigns have parties help disenfranchised peasants, 
  hunt down oni and their enchanted beasts, weave intrigue 
  among clans and dynasties, and confront ancient, immortal 
  powers.
  The Enchanted Continent is shackled to its tumul-
  tuous history, overflowing with magic wielded by both its 
  peoples and the land itself. A recent, precarious balance has 
  been reached between the Kind Folk and the Unwanted Folk, 
  and though old misgivings persist, the humans that domi-
  nate half of the continent live alongside the other races in an 
  uneasy peace. Conflict still brews just beneath the surface—
  Hesstrickia mobilizes their efforts to burn the tongue of the 
  dynasties from the pages of history, Fordhatta crumbles be-
  neath the notice of its ruler, and dangers from both afar and 
  below poise themselves to throw Urethiel into chaos. 
  • Deny the Immortals: Three Forsaken have manipulated 
  the events of the Enchanted Continent for centuries—
  work to disrupt their plans and allow the peoples of  
  Urethiel to once more forge their own destinies!
  • Dynasty Anew: Claim a lordship for yourself or in the 
  name of another and establish your own line of power 
  among the noble houses of Urethiel. Vie alongside them 
  for control in the dynasties, and write your own chapter 
  of history.
  • Maintaining the Balance: Urethiel’s delicate balance is 
  being thrown askew—focus on averting disaster, and  
  ensure that a golden age of prosperity emerges from the  
    tumultuous events beneath the continent’s veneer of  
      calm.
  Common PC Races: Aasimars, Dengu (pages 95–96), 
  Dhampirs, Dragonii (pages 99–102), Dwarves, Elves, 
  Gripplis, Half-Elves, Hobgoblins, Humans, Kitsune, 
  Oreads, Pengu (pages 97–98), Ratfolk, Samsarans, 
  Shokusei Notoko (page 130–136), Strix* (page 86), 
  Sylphs, Tengus, Tieflings
  
  9
  
  10
  
  11
  ARMY OF THE FREE
  On the Free Isle of Ominara in Trectoyri a militant way of life has 
  emerged among the Kind Folk resisting Goblinvania’s advance.
  Conscription: With the ever-present danger of the Unwanted 
  Folk to the south, each citizen of the Free Isle is conscripted into 
  service to protect the territory once they’ve come of age (typi-
  cally their late teens, but this varies by race). These conscripts are 
  given free choice of a wide range of militant groups who serve 
  to protect Ominara in their own ways, and encouraged to travel 
  to other settlements so as to find the best fit for their particular 
  talents. All conscripts wear a badge marking their group (as well 
  as their rank), which grants them access to state-sponsored ser-
  vices (see Table 1-1: Conscript Rankings) and, typically, benefi-
  cial treatment from the population at large.
  Alpha conscripts are tasked by their superiors, or deal with 
  problems that citizens bring to the attention of the Conscript 
  Army’s many bounty boards.
  Beta conscripts have more flexibility in their orders, given 
  leave to resolve problems in a given territory as they see fit.
  Delta conscripts have swift access to their superiors and are 
  entrusted with operating on the mainland of Trectoyri, per-
  forming liberty raids.
  Gamma conscripts have a crew of conscripts they marshall 
  in the field; they sometimes work behind enemy lines in the 
  heart of Monstrous Folk territory.
  Duco conscripts have complete freedom to act as they see fit 
  and work directly with city-state governers, though missions 
  away from Ominara are heavily scrutinized (a captured Duco-
  level conscript is an enormous security risk).
  Conscript Medics: At every station where conscripts are trained, 
  medics of all sorts are retained to heal any injuries of Ominara’s 
  atypical army. Conscripts below 50% of their maximum hit 
  points can request and receive up to two cure spells (the med-
  ics vary widely in experience and methods, but all are capable 
  of casting at least cure moderate wounds and cure light wounds) 
  for free. Additional healing—in the form of healing tinctures—
  can be purchased at a discount (half the normal listed cost for a 
  potion) but must be used immediately (within 1d6+1 minutes) 
  before they lose potency.
  Conscript Resources: PCs in Ominara begin at half the normal 
  starting character wealth, but have access to equipment, healing, 
  housing, and various other benefits that improve as they gain 
  experience. The city-states provide these to conscripts as they are 
  available, but their accessibility is at the GM’s discretion.
  Conscript Safe Houses: The military operates numerous safe 
  houses across both Ominara and even Trectoyri. Gamma-
  ranked conscripts know the addresses of all safe houses on Omi-
  nara itself, while the locations of the safe houses across the Mirri 
  Sea are guarded exclusively by Duco-ranked conscripts. 
  TRECTOYRI
  Trectoyri is is home to the widest range of peoples (and 
  ‘people’), while also laying claim to near-modern era tech-
  nology. Strange or even villainous campaigns are the norm 
  here, whether resolving disputes between monstrous lords, 
  carving out a profit in cutthroat markets, or simply annihilat-
  ing one’s enemies.
  In many ways the Monstrous Continent is like the 
  world of today—though a lot more ecologically unsound and 
  prone to taking slaves. Depending on where you are, vehicles 
  can be common, bureaucratic drudgery may be the order of 
  the day, or mania the right state of mind; the only real con-
  stant is the diversity of its monstrous denizens. Trectoyri’s 
  populace are monsters you would normally expect to be ter-
  rorizing the countryside, which can lead to some very inter-
  esting adventures (page 79 in Chapter 3).
  • Atypical Oddities: As truly strange creatures—perhaps 
  dragons (page 80) or Horror People. You seek to remain 
  under the radar of Goblinvania, but is it so you can build 
  an empire of their own, or topple what already exists to 
  revel in the glory of its destruction?
  • Slave or Master: Whether tasked with unruly slaves or 
  on the road to liberty yourself, you’re poised on the brink 
  of one of the most charged conflicts on the continent, 
  and every faction on Trectoyri has an opinion on wheth-
  er you should succeed…or fail.
  • Wartorn Adventure: As soldiers of Goblinvania or sabo-
  teurs from Ominara, your goal is to hasten or end the 
  monstrous army’s effort to spread across Veranthea.
  Common PC Races: Gnolls, Goblins* (page 86), Half-Orcs, 
  Hobgoblins, Lizardfolk, Ogre, Orc, Ratfolk, Sahuagin, Troll; 
  truly monstrous PCs are also encouraged (page 79), and Kind 
  Folk are common on Ominara. 
  CONSCRIPT BADGE
  Aura none; CL 3rd
  Slot none; Price 500 gp; Weight —
  DESCRIPTION
  A conscript’s badge is a silver trinket about 2 inches across that marks the wearer’s rank 
  in the Conscript Army of Ominara. As a free action, the wearer is able to transform its 
  appearance to or from its original form and any other simple metal object of similar 
  size (such as a buckle, mirror, a fork, or even a dagger for a Small-sized character). A 
  conscript stamper (a magical item keyed to and usable by only one creature) is required 
  to change the rank the conscript badge depicts, though a DC 35 Spellcraft check can cre-
  ate the same effect. All conscript badges of one particular rank correspond to the same 
  keyword that forces the badge to return to its original shape when uttered within 20 feet.
  CONSTRUCTION
  Requirements Craft Wondrous Items, Spellcraft 15 ranks, magic aura, prestidigitation; 
  Cost 250 gp
   
   
   
  Table 1-1: Conscript Rankings
  Ranking
  Average 
  PC Level
  Command 
  Over
  Conscript 
  Medic Benefits
  Conscript Resources
  Alpha
  1st–4th
  —
  healing 1/day, access to 
  tinctures
  Rest at Freateries, ½ cost for mundane equipment 
  valued at 50 gp/level or less
  Beta
  5th–8th
  Alphas
  healing 3/day; additional 
  50% off tinctures
  Free mundane equipment repair, access to conscript safe 
  houses (Ominara)
  Delta
  9th–12th
  Alphas, Betas
  Unlimited healing; half 
  price for all curatives
  Masterwork items, conscript safe houses (Trectoyri), conscript 
  badge keywords (Beta-level), Beta-level conscript stamper
  Gamma
  12th–16th
  Alphas, Betas, 
  Deltas, citizens
  Unlimited healing; free 
  curatives
  ½ cost for Minor wondrous items, conscript badge keywords 
  (Delta-level), Delta-level conscript stamper
  Duco
  17th–20th
  All (except 
  Ducos)
  Unlimited healing; free 
  curatives, may comman-
  deer medic
  Unlimited access to the Conscript Armory, conscript badge 
  keywords (all), Gamma-level conscript stamper
  
  12
  
  13
  FOREVER DARK
  The Forever Dark is an isolated frontier comprised of endless tunnels and massive caverns beneath the surface of Veranthea, 
  plagued by creatures beyond the true comprehension of mortal minds. Psionic, frightful, or hardcore survival campaigns 
  are the sorts that lend themselves best to the Forever Dark, whether adventurers are discovering lost technological artifacts, 
  saving the world from incomprehensible beasts, or simply surviving.
  Most people find it better to simply not be here, while those that do eke out an existence using whatever advanced 
  technology they can salvage (and figure out how to work). It’s rare for an encounter down here not to end in bloodshed—or 
  worse—as mad grifters, merciless bandits, and paranoid explorers are the only other wanderers that are likely to communi-
  cate at all before resorting to violence.
  • Collector Cultists: An order of adventurers has arisen, one that remains above the petty allegiances of the surface world. 
  As members of this devoted order, you search throughout the Forever Dark for pages of the Lexicon, using the Vehoro to 
  follow up on leads across the planet.
  • Madness Incarnate: The Nightmare Gods hold great sway over the interior of Veranthea and you are either their agents, 
  bent on bringing their terrifying deities to the heights power, or determined to stop one of these insane prophecies from 
  reaching fruition.
  • The Shattered Prison: It is said that beneath even the Forever Dark lurks the prison in which the Nightmare Gods were 
  once held. You might be searching for it to lock them away—or prevent such a thing from happening—but find the dark 
  entities’ power and influence only strengthens the deeper one climbs.
  Common PC Races: Dhampirs, Duergar, Dwarves, Gnomes, Half-Doppelgangers (pages 110–114), Humans, Kobolds, 
  Leugho (page pages 115–119), Mongrelfolk (page 120–124), Pantako (page 125–129), Ratfolk, Svirfneblin
  
  14
  Collectors — Followers of the Lexicon
  Quasi-religious cabal of artifact collectors
  Veranthea is littered with relics of lost and forgotten civi-
  lizations, be they remnants of the Kind Folk discarded 
  after the War of the Ends, Trekth machines abandoned 
  when they vanished, or stranger things so old that even 
  their names have been forgotten. These oddities and ru-
  ins whisper the secrets of prosperous and powerful peo-
  ple lost to the sands of time—at least, to those patient 
  enough to listen.
   
  These truest adherents are those greediest for 
  the secrets buried in Veranthea’s past: the Collectors. 
  They travel Veranthea chasing down every trail that might 
  lead to another big discovery of  forgotten technology, or 
  most zealously, a page from the Lexicon itself. By far the 
  greatest lost work ever uncovered by the Collectors, its 
  reassembly has become central to their organization—
  a book so great that its individual, scattered folios each 
  hold enough power to alter the course of history. How 
  many pages there are remains a mystery, and estimates 
  range from dozens to hundreds.
   
  Despite its importance, the Lexicon is a source 
  of great division amongst the Collectors. The majority of 
  the cabal, called the Preservationists, see the book as a 
  divine relic, remnants of the god who originally created 
  the world (or, some believe, the consiousness of Verahn-
  us himself). Led by the Enlightened and Keeper Marvon 
  (LN Male chosen morlock psion 18), these scholars and 
  theorists believe that by reassembling the Lexicon, the 
  god will be reborn, the world will be remade in the image 
  of the creator, and they will ascend to its side as divine 
  servants.
   
  Somewhat recently, the discovery of the thirteenth 
  known page of the Lexicon, the Page of Deities, has lead 
  to the founding of a new branch of Collectors: the De-
  velopers. These cultists believe not that the book itself 
  is divine, but that it is instead the penultimate work of 
  some ascended race, and in its reassembly they are tak-
  ing the steps towards godhood themselves (or at least, a 
  similar higher state of being). Lead by the Mistress of the 
  Artifacts (LN Female chosen morlock wilder 8/alchemist 
  [scientific innovator] 10), they embrace the technology 
  they believe the Lexicon to be, implanting a number of 
  devices just under their skin that visibly mark them apart 
  from both the Preservationists and the world at large.
   
  While the two groups do not always see eye to 
  eye, this marking draws the ire of the Preservationists in 
  particular—for the Collectors are jealously protective of 
  their secrets. They live and work in the shadows of Trec-
  toyri (as well as to a lesser extent, albeit more public, in 
  Grethadnis and Urethiel) both to guard their knowledge 
  against other adherents of lore, but also to protect the 
  identities of their members.
  Aspirants to their order must willingly set aside 
  the racial and political strifes that have long dominated  
  Collector [General]
  A mysterious organization has reached 
  out to you, seeking your talents for enig-
  matic tasks: you have now undergone their 
  strange rites of passage and are one of their 
  cabal.
  Benefit: You know the hidden symbols, ci-
  phers, and secret language of the Collectors 
  (Lexial). Using this knowledge you are able 
  to locate safe houses in hostile settlements, 
  identify other Collectors, and communicate 
  silently with them (so long as you can see 
  one another). When you reach 6th level, the 
  Collectors pay for you to receive surgery for 
  a kalēkṭara implant. This esoteric contrap-
  tion grows with its user and as a creature 
  gains experience, the kalēkṭara implant itself 
  improves. At 6th level an implanted creature 
  can detect other creatures with kalēkṭara 
  implant within HD x 10 ft. and communicate 
  with them telepathically through. The range 
  of this ability increases to HD x 100 ft. at 
  12th level and to HD x 250 ft. at 18th level.
  the surface of Veranthea’s continents and accept 
  that their cause is greater than that. Kind Folk, 
  Unwanted Folk, and even Horror People are wel-
  come additions to their group so long as they prove 
  themselves useful and swear upon the Page of 
  Truth not to reveal the secrets of the Collectors to 
  outsiders. In return these members gain access to 
  a number of fastidiously maintained neutral zones 
  throughout Veranthea (often deep underground), 
  and occasionally even use of reverse-engineered 
  Trekth technology.
  How much of this technology they have ac-
  cumulated and how many pages of the Lexicon 
  have actually been discovered is a secret kept 
  closely to their leaders, the Enlightened. This re-
  clusive order keeps their identities largely secret 
  from other members of the cabal, revealing them-
  selves only when required and often not in a rec-
  ognizable guise. Some say that Keeper Marvon 
  and the Mistress of the Artifacts do not know the 
  true identities of the Enlightened, recognizing them 
  only through coded messages passed through the 
  group’s secret language, using all three of Lexial’s 
  different written alphabets in tandem.
  
  15
  Aura strong divination; CL 21st
  Slot —; Weight —
  Dense writing atop layers of complex diagrams that redraw themselves 
  of their own accord fill both sides of this page.
  A piece of the Lexicon, the Page of Truth is capable of interpreting or 
  even manipulating the motives of anyone near it. Any creature able to 
  see the Page of Truth is alerted when a lie is told within 100 ft. of 
  the artifact (as detect lies; no save) as the writing on the page
  rearranges to reveal the precise nature of mistruths said (this does 
  not reveal what the lie conceals—only the lie itself).
   
  Touching the Page of Truth grants a +10 circumstance bonus 
  to Diplomacy checks, but makes a creature completely unwilling to deceive 
  another creature. 
   
  Finally, the Page of Truth has a presence anathema to chaos. Chaotic creatures in contact with the 
  artifact gain one permanent negative level that disappears the instant the page is removed from sight. There is 
  no other way to remove this negative level and it returns every time the creature is within sight of the Page of 
  Truth.
  DESTRUCTION
  The Page of Truth must be reunited with its counterpart, the Page of Lies. While touching, a creature who has 
  never told a lie must tear the pages in half, destroying both.
  Strangest of all is that none of the Enlightened 
  are human, but morlocks—pale white humanoids with 
  enormous black eyes, clawed appendages, and a du-
  bious reputation. They have a faint memory of retreat-
  ing underground when the Trekth came to conquer, 
  but they were another people then from another time; 
  some of their race regressed, becoming little more 
  than beasts, but those who would become Enlight-
  ened spent generations philosophizing and reflecting. 
  Though they are indistinguishable at a glance from 
  their bestial kin, these creatures stand with more re-
  gal bearing, their eyes aglow with guile and psionic 
  power held within.
  The Enlightened are keepers of both of the 
  pages of the Lexicon itself, as well as the Central 
  Vault. Within this sacred site the greatest treasures 
  and knowledge of the Collectors is kept hidden away, 
  and it is said that the contents are so valuable that no 
  more than five members of the order know the loca-
  tion of the Central Vault at any time. Attempts made 
  by outsiders to discern its location are countered with 
  extreme prejudice, and even members of their order 
  are not immune to this retaliation—the last attempt of 
  a common member to divine its location resulted in 
  the destruction of a Collector safehouse in Goblinva-
  nian, as well as several city blocks in every direction.
  Despite their secrecy the Collectors do their 
  best to maintain a network of alliances throughout Ve-
  ranthea. In particular they finance and support count-
  less adventuring parties to maintain expeditions of all 
  kinds, consistently encouraging groups courageous 
  enough to brave the Forever Dark, even if only its 
  highest passageways. The cabal do not always re-
  veal the true nature of these missions, or even their 
  true identities, often posing as art dealers, historians,  
  PAGE OF TRUTH
  or minor nobility to guide the intrepid where they need 
  to be sent.
  Their longest standing alliance is with a much 
  more militaristic group, one with a similar obsession 
  about the Forever Dark: the Dragonminded. They 
  consider the subterranean lawmen somewhat too 
  zealous, but the alliance serves both groups’ inter-
  ests—Dragonminded pass along any information 
  they discover that might lead to the discovery of a 
  new page of the Lexicon, and in turn the Collectors 
  provide financial assistance and sometimes even 
  take up arms to help destroy particularly dangerous 
  creatures.
  
  16
  THE VEIL
  Ensnared by the perpetual storm and battered on strange black reefs, anyone that enters The Veil (usually because of a tem-
  pest wrecking their vessel) find themselves entrapped in a dizzying array of odd geometries, seafaring escapades and deep, 
  dark horrors from which there is no escape.
  The Veil is a vast region of nautical adventure, intrigue, horror, and mystery. Behind the mysterious storms is an iso-
  lated world far from what it appears to be on its surface. Whether aligning with a number of factions or joining a pirate crew, 
  ultimately adventurers will find themselves face to face with an alien horror that will try to contain its greatest mistake—and 
  its greatest enemy—at any cost.
  • Grand Lich of Alterra: A powerful biomancer from a distant world, the extraterrestrial undead H’gal maintains The Veil 
  as a prison for The Great Crawth, a mechanical monstrosity that was once his powerful, sentient forge. Within his wall of 
  storm and wind he engages in a constant arms race to ensure that his powerful creation can never escape.
  • The Great Crawth: What began as a tool for H’gal has become a monumental factory imbued with artificial intelligence 
  that has tinkered away the centuries under the sand, perfecting its clockwork mind as well as its many servants. The alter-
  ran lich will burn Veranthea to prevent it from breaking free, and escape is its foremost constant thought. Courageous 
  adventurers might easily tip the scale to reinforce its prison or help it flee, either by crushing its dangerous power forever 
  or by helping the Great Crawth thwart the greatest cage Veranthea has ever seen. 
  • The Last Irrational: One of first of the rumored Puppetmen (subversive clockwork soldiers of the Crawth designed to 
  unmake the nautical prison), The Last Irrational was severely damaged in his attempts to cross the barrier back into Ve-
  ranthea. Mad, sadistic, and with a penchant for the dramatic, he has become a powerful force of chaos within The Veil, 
  as are the armies of disguised robot pirates at his command.
  Common PC Races: Humans are the most common race in The Veil but all of Veranthea’s races appear here in equal parts, 
  including the otherwise rarely seen Alterrans (pages 87–93).
  VERANTHEA’S RACES AND NATURE VS. NURTURE
  While many of the drow are evil and the majority of sun gryphons are good, Veranthea is not dominated by so stark a contrast 
  that they must be these things. There are plenty of heroic, crusading dark elves as well, and malevolent sun gryphons of ill 
  intent are legendary villains! Ultimately, nurture is more important than nature to both PCs and NPCs no matter their locale, 
  and the cultures of Veranthea that are oppressive based on race are still filled by peoples aware of the importance individual-
  ism plays in the world.
  
  17
  CHAPTER 2: THE RADICAL PANTHEON
  Legends claim that in the dawn of time and existence there was nothing 
  but Verahnus; he explored all that was but found only himself. Eventu-
  ally the True God rested and from his dreams the pantheon was born, 
  three beings of creation: Arcanalus, Tristanaelus and Aleana, who in turn 
  wrought the gods and races of Veranthea. These energies beckoned three 
  great and terrible nightmares from the cosmos—Grelthanok, Castriil, and 
  Vanesprelt—drawn to the evil and chaos in Verahnus’ being. 
   
  Arcanalus grabbed at the sinews of power stemming from  
  Verahnus’ hands and wrought the four gods of the elements—Wealbrens, 
  Herastreas, Arenathi, and Earkenta—to be used as primal weapons in his 
  assault on the Impossible Grelthanok. 
   
  Tristanaleus slipped into the shadows around Verahnus’ sleeping 
  form, and from the sustenence he found within them formed the gods 
  Dreksler, Matilondo, and Elaith, tinged by Aleana’s light and made whole 
  to do battle against the Alien Castriil.
   
  Aleana emerged from Verahnus’ heart and from her sprang 
  the gods of the smallest and fairest races: Stephanilesia of the Little 
  Folk, Smastrik of the Unwanted Folk, and Andraletha of the Common 
  Folk. They defended the slumbering Verahnus from the Unspeakable  
  Vanesprelt.
   
  Beyond these gods, the scattered essence of Verahnus’ dreams  
  transformed themselves into other entities (each divine in their own right) 
  who would become pawns and players in the War of the Gods a century 
  later; a conflict unlike any seen until the Scarring. This war is brought to 
  an end by the first Conxecron, the Court of the Gods, where all gods agree 
  to use only mortals as their tools to shape Veranthea. Every century since, 
  the pantheon has gathered to debate the status of mortals, make peace, 
  form treaties, and—rarely—demand justice from the Great Sleeper.
   
  By the turn of the millennium other powerful entities have  
  emerged: demons, immortalized humans, mutated liches, impossible machines, and more. These demigods 
  hold great influence both above and below Veranthea’s surface, some even able to grant divine powers to their 
  followers. 
  DANGERS OF THE NIGHTMARE GODS
  Only the most dedicated religious scholars 
  are aware that the Nightmare Gods are not 
  dead as most believe them to be, but liv-
  ing on in the shadows of the cosmos (Skill 
  Focus: Knowledge [religion]). They hide 
  this dangerous secret with their lives for 
  to even speak the names of the Nightmare 
  Gods can distort reality and bear their at-
  tentions upon you. Spawned from madness 
  and all the sins of existence, these ancient 
  beings epitomize all that mortals abhor and 
  must remain deep in the shadows of reality 
  in order to avoid detection by the children 
  of Verahnus. Their mere presence dramati-
  cally warps space and time (sometimes per-
  manently), almost always destroying the 
  minds of any being who hears, sees, or oth-
  erwise senses them (Fort DC 18 or blind/
  deafened, Will DC 23 or gain a randomly 
  determined insanity after 1 minute). 
   
  Deep in the bowels of Veranthea 
  in the Forever Dark, the Nightmare Gods 
  spawned races of their own—the Horror 
  People—who wait impatiently to be freed. 
  Among their progeny are abberations, ser-
  pent folk, grindylows, troglodytes, strange-
  ly intelligent akata, destrachan, gugs, and 
  more, each led by one of the Nightmare 
  God’s chosen. In the darkness beneath the 
  surface they have grown in strength and 
  created an alliance with the psionically 
  touched svirfneblin of Trectoyri, amassing 
  power in a bid to conquer the world for the 
  Nightmare Gods when the time is right.
  
  18
  The True God, creator and servitor of the  
  cosmos, Verahnus is the divine spark 
  from which all life began. It is rare that 
  he diverts his attention away from the 
  maintenance of reality, but on the few 
  occasions he has appeared—usually at 
  the precipice of a massive event that 
  plays a role in the whole of Veranthea— 
  he is always dressed as an older human man with a 
  meticulously kept white beard, spectacles, a bowler 
  hat, wearing a simple suit, carrying a gnarled walk-
  ing staff and a gold watch. Few pay homage to the 
  Sleeping God, for while he empowers worshipers, 
  they are never truly in contact with their deity.
   
  Verahnus is often seen as uncaring or apa-
  thetic, but these narrow perceptions of the True God 
  fail to appreciate his incredible divine foresight. The 
  Allgod acts subtly with both means and purposes 
  that are often not borne out until centuries or even 
  millennia later. Only his most devout and insight-
  ful priests ever come to garner any understanding 
  of Verahnus’ machinations, carefully using divina-
  tion to craft meticulous prophecies that their orders 
  fervently work to uphold.
  The Church
  Devotion to Verahnus is almost perfunctory and 
  the Allgod accepts worship almost by default. Most 
  of his congregation are apathetic to the gods or  
  simply ill-informed, and more common folk place 
  their faith in him than any other deity. Many of his 
  followers are spiteful as well, indifferent to the other 
  gods and hopeful the Great Sleeper will awaken to 
  rein in his tumultuous offspring. 
   
  Priests of Verahnus are very loosely affiliated 
  with one another, enforcing little change in the hier-
  archy of power among them other than that wrought 
  by time. There is little division in belief within the 
  Allgod’s religion and it’s rumored that the rules  
  The vastness of Veranthea is testament to the power of the True God. He exists in all 
  things, in a state of wakeful sleep to reach divine peace in rest, acting to the utmost 
  when stirred.  It is this peace we seek, through devotion and a fulfilling life. 
  —Berceuse of Truth
  The All God, The Great 
  Sleeper, the True God
  God of the Gods, Existence, and the Cosmos
  Alignment LN
  Domains Death, Repose
  Favored Weapons quarterstaff
  Centers of Worship ubiquitous; 
  Amaroke, Yawvil’s Realm
  Race human
  adhered to by his worshipers have not changed since 
  their inception. On the rare occasion that scandal  
  occurs within the church, order remains paramount 
  and there is no bottom to the holy coffer when it 
  comes to maintaining the appearance of normalcy. 
  Temples and Shrines
  Temples to Verahnus are not as ostentatious or  
  magnificent as those of his children. What the 
  Allgod’s houses of worship lack in grandeur, how-
  ever, they make up for in number—shrines to the 
  True God are far and away the most commonly 
  found in Veranthea, regardless of where one looks. 
  A Priest’s Role
  Verahnus’ followers seek to maintain peace and 
  order above all other things. To a devotee of the 
  Great Sleeper, there is no better life than one lived 
  out quietly and without great disturbance—no war, 
  no rebellion, no murder, no chaos—only a depend-
  able routine. Priests of the Allgod are beholden to 
  embolden peace wherever they dwell, working 
  with whomever has authority to ensure the most  
  pleasant living conditions possible. 
  Adventurers
  As a deity fully devoted to law and the comforts of  
  a stable life, he and his priests do not strongly en-
  courage agents of change. That said, they certainly 
  find reasons enough to employ adventurers when 
  one of the Great Sleeper’s prophecies requires 
  
  19
  encouragement or when events need nudged in the 
  right direction.
  Clothing
  Verahnus’ faithful dress comfortably and in drab 
  blues and grays. As the deity of the common folk, 
  precious metals, jewels, and other resplendent or-
  namentation are never worked into the ceremonial 
  items of the Great Sleeper and his holy symbols are 
  crafted from pewter and copper.
  Holy Texts
  There are numerous prophetic books devoted to 
  disentangling the fateful machinations of Verahn-
  us, and even the poorest shrines and most disparate 
  churches boast one or more scriptures of the Allgod.
  Berceuse of Truth: This holy text details all of 
  the most important core beliefs of Verahnus’ 
  followers, espousing adherence to authority 
  and the creed of a peaceful life bereft of  
  conflict. These are largely told through  
  parables regarding the True God’s creation of 
  the world, liturgical hymns, and rituals that 
  can be easily performed with minimal effort or 
  rare components.
  Pathways of Divine Peace: The second most 
  common divine text of Verahnus has wisdoms 
  of trades within it, glorifying dependable and 
  routine ways of life. It celebrates farmers, hunt-
  ers, smiths, woodworkers, and all of the other 
  agrarian professions, explaining the best ways to 
  live a fulfilling, peaceful life through hard work.
  Holidays 
  Verahnus has only one holiday, an annual obser-
  vance to commemorate his creation of the world.
   
  Dimiranthea: This celebration occurs on the 
  final day of Grethadnis’ winter season, marking the 
  passing of a year and the beginning of a new one. 
  All work on this day is suspended and after a spe-
  cial religious service at noon (allowing for everyone 
  to sleep well past when they would normally wake), 
  Verahnus’ shrines host feasts as bountiful as their 
  orders can muster. In the settlements around these 
  churches, all excessive noise after the setting of the 
  sun is strongly discouraged and considered to be an 
  assault on the church itself.
  Aphorisms
  The sayings and creeds of the True God are as com-
  mon as his followers, heard in markets and taverns 
  all over Veranthea.
   
  Live To Work, Work To Live. Often said by 
  farmers tilling the fields or craftsman working well 
  past the hours of daylight, this tennet persuades 
  workers to toil as hard as possible, reveling in their 
  efforts as the valued experience of a fulfilling life.
   
  Peace Through Belief. A common phrase 
  spoken as both a greeting and farewell, this expres-
  sion solidifies the church’s philosophy more than 
  any other through its ubiquity and encourages the 
  good will espoused by his followers at every turn. 
  Relations with Other Gods
  The other gods of Veranthea do their best to avoid 
  garnering Verahnus’ attentions, engaging with their 
  peers every century in the Conxecron to achieve a lev-
  el of peace that does not awaken the Great Sleeper. 
  Realm
  Verahnus holds sway over a large swathe of the 
  Astral Plane, resting in peaceful sleep atop an enor-
  mous mountain surrounded by ethereal tempests. 
  Only dreaming creatures can enter into his plane 
  without the Great Sleeper’s permission, and even 
  then only the most powerful magics or individuals 
  can garner his wakeful attention.
  OBEDIENCE
  You must be handling an instrument of measure-
  ment of some kind while pointing your gaze to the 
  skies and reciting a prayer to Verahnus.
  PALADINS OF PEACE
  Though Verahnus sleeps eternal, the power of 
  the Allgod still reaches to divine agents that 
  enact his will upon the world. Unlike normal 
  paladins however, those that follow the True 
  God do so act with a far more lenient attitude 
  toward morality than other holy knights. A 
  paladin of Verahnus must remain lawful neu-
  tral at all times—should they stray too far to-
  wards good or evil, the Great Sleeper wakes 
  just long enough to strip them of their powers 
  until they find the path to divine peace once 
  again. A Verahnus paladin upholds the follow-
  ing creed: 
  • Rebellion and oppression are equally con-
  temptible, and I am an agent against both 
  violent upheaval and violent governance. 
  Disrupting the flow of society and denying 
  the peace of order is as sinful as murder.
  • The law is beholden above all else— 
  without the law we are all lost, and I am 
  the upholder of the creeds of agreement  
  in Veranthea.
  • Nothing is above the law, even the gods. 
  I will pursue the agents of chaos until the 
  end of my days.
  NOTE: A Verahnus paladin has smite chaos 
  and all of their abilities that specifically target 
  evil effect chaos instead.
  
  20
  All journeys come to an end.
                       —Libris Mortis
  Divine Terminator, Extinctor, 
  Grim Reaper
  God of Death
  Alignment N
  Domains Death, Liberation, Repose, Void
  Favored Weapons scythe
  Centers of Worship Forever Dark
  Race trekth, undead, zyxxyz
  Though it was weakened greatly by the Scarring, Death 
  still rules over the Dynasties of the Dead beneath  
  Urethiel but also the very cycle of souls itself, 
  guiding the balance of life and undeath in 
  Veranthea by leading the kingdoms below to 
  greatness matching the achievements of the 
  human dynasties in the world above. To this end it 
  holds court with psychopomps that guide the dead 
  and the living alike (though mostly the dead) to 
  their proper rest should they resist the pull of the
  Wheels of Wunai. While it is often depicted in various 
  forms matching a culture’s race or beliefs, the true 
  incarnation of Death is a terrifying three-headed 
  titan—its body and central head are formed from 
  an enormous skeleton of a humanoid, the other 
  two heads an astral zyxxyz and insubstantial
  trekth (entities few know how to correctly interpret). 
   
  Death is an elemental force in Veranthea 
  more potent than the Primal Gods and before the 
  coming of the Forsaken in Urethiel, the only 
  entity on equal footing with Verahnus. 
  Despite this blow to its power the Divine 
  Terminator is still a force to be reckoned 
  with, claiming the lives of mortals across the 
  world. There is no subtlety to the Grim Reaper’s 
  behavior—when it moves to claim a soul very 
  little can stop it and its single-minded purpose 
  only allows for the most deft and clever mortals 
  to escape its reach. Those with unfulfilled 
  destinies or an essence too greatly in conflict are 
  reincarnated in the underdynasties as Death’s 
  servants, making them both a mirror of Urethiel 
  but also creating a place of great turmoil—
  there are many among them with grand fates 
  waiting to be fulfilled, for good or ill. In the 
  interim they track down the few mortals that 
  elude the Extinctor, only concluding their business 
  on Veranthea after earning its favor. 
  
  21
  DEATH ANTIPALADINS
  As an eternal and fundamental force Death has 
  countless warriors that fight in its name, cutting 
  short the mortal coil of Verantheans all over 
  the planet. To these unholy knights there is no 
  greater gift or more important task than propa-
  gating death across the realms, and when one of 
  them has chosen a life to take, almost nothing 
  is able to stop their profane quest of murder to 
  save the target. Death antipaladins uphold the 
  following creeds:
  • Death is the final release and the Grim Reap-
  er’s gift to all mortals—I am the gift giver.
  • No life is so great that it might escape Death’s 
  embrace and the few that do are my nemeses.
  • The only life I protect is my own for I am a 
  reaper of Veranthea’s souls and without the cull 
  it is doomed.
  The Church
  On the continents it is difficult to find a church  
  devoted to Death outside of mausoleums and char-
  nel houses, but faith in the Divine Terminator is far 
  stronger beneath Veranthea’s surface. The passing of 
  life is an important event that all ultimately must pay 
  respect to (save for the Forsaken of Urethiel) and it is 
  rare for a settlement to be completely bereft of one of 
  the Extinctor’s holy symbols and somber priests.
   
  Proper followers of Death—keepers of crypts, 
  morticians, necromancers, nihilists, and undead—are 
  usually an essential part of civilization. The hierarchy 
  of the Grim Reaper’s religion is simple to understand 
  and verify, with the oldest priests carrying the most 
  authority (dwarves and elves are the clergy holding 
  the most prominent positions). Everyone shows due 
  respect to these drab holy men and women, trusting 
  that their expertise will see relatives and friends pass 
  on to an afterlife with their patron god.
   
  Temples and Shrines
  Death’s houses of worship are austere and simple 
  stone buildings weathered by the ages but unyielding 
  all the same, typically located near the edge of a set-
  tlement or even outside of its borders. The names of 
  every corpse to receive funerary rites from a church of 
  the Extinctor is chiseled along its walls and its priest-
  hood constantly build additions to their temples, cre-
  ating vast mausoleums that grow larger each year.
   
  A Priest’s Role
  The Divine Terminator’s clergy bless the bodies of the 
  dead, enacting rituals that guide unencumbered souls 
  to the Wheels of Wunai to be processed. Those who 
  go without the holy touch of Death’s priests are said 
  to suffer greater scrutiny in the wellhouse of souls, es-
  pecially if they blasphemed the Grim Reaper’s name 
  during life (earning the pursuit of death antipaladins).
  Adventurers
  Death and its clergy are ambivalent towards adven-
  turers, save for those that escape its grasp too many 
  times. These individuals eventually become prey 
  for death antipaladins, hunted by orders of unholy 
  knights until their mortal coil shuffles off.
   
  Clothing
  Worshipers and clergy of the Grim Reaper dress in 
  drab black hooded robes that emulate their patron’s. 
   
  Holy Texts
  One book is required in the libraries of Death’s priests. 
   
  Libris Mortis: This leatherbound tome is 
  filled with black pages and gray script that details the 
  importance of Death, rituals to bless the recently de-
  ceased, and parables to soften the blow of life’s finality. 
   
  Holidays
  Death’s worshipers do not celebrate holidays.
  Aphorisms
  Expressions from the other gods are common  
  parlance but none are more frequently heard than 
  the platitudes surrounding mortality personified.
   
  Death Comes For Us All. Shouted during sui-
  cidal battle charges as both an emboldening statement 
  and threat, this truism holds for nearly all  Verantheans. 
   
  Nobody Gets Out Alive. Life is for the liv-
  ing: death is almost always at the end of one’s story.
   
  The End Of Each Journey Begets A New 
  One. This important saying reinforces the cycle of 
  life in Veranthea and assures the morose relatives 
  of the recently deceased that their kin’s soul is (usu-
  ally) bound for greater realms than those of mortals.
  Relations with Other Gods
  Weakened as it is Death still strikes fear into the 
  hearts of all the deities other than Verahnus, includ-
  ing the fell Nightmare Gods, and all begrudgingly 
  respect the Divine Terminator and its importance in 
  the cycle of life. Some (like Aleana and Dreksler) are 
  wary of the Extinctor and what it represents while 
  others (such as Elaith and Tristanaleus) work to earn 
  its favor against their enemies. 
   
  Realm
  Death lairs below the idyllic lands of the human dy-
  nasties in a cavernous expanse filled with the em-
  pires of the past and manned by the Divine Termi-
  nator’s grim servants, sitting upon a throne made 
  from the bones of thousands of life-grubbing trai-
  tors inside of an alabaster palace. 
  OBEDIENCE
  You must be palming the remains of a dead creature 
  and self-inflincting light pain while praying to Death. 
  
  22
  Though we may not always see it, shrouded as we are by the mortal veil, all things in  
  Veranthea are in a state of balance. For every good act there is an evil act, for every fire 
  there is a chill wind, for every divine expression of magic there is a mage manipulating the 
  arcane or engineer testing the boundaries of nature—and thus Veranthea persists.
  —Treatise of Balance
  The Balanced God, Everygod
  God of Knowledge, Magic, Mongrelmen, and Nature
  Alignment N
  Domains Animal, Knowledge, Magic, Plant
  Favored Weapons dire flail
  Centers of Worship Amaroke, Fenghuang, 
  Griffon’s Spur, Grondov Mountains, Jerentok, 
  Korokah Forest, Lethis, Nethys’ Scar, Quaestus, 
  Srendath Forests, Tahz, Yawvil’s Realm
  Race mongrelman
  Arcanalus is composed of every aspect of magic 
  and nature simultaneously, both knowing all 
  and being all at the same time. His/her entire 
  existence is one of balance—she/he lords over 
  the elements, all arcana, and nature itself. No god 
  is more attuned to Veranthea than Arcanalus, 
  and none more devoted to its well-being. 
  His/her views of evil and good are entirely 
  unlike the other gods—she/he respects 
  that both must exist for the sake of all. It 
  does not matter to her/him whether or not 
  evil or good prevails, only that both exist. To de-
  scribe Arcanalus is an exercise in futility; he/she is 
  constantly morphing between the forms of beasts, 
  elementals, and a being of pure magic (as well as all 
  of the other races, though mongrelmen are attribut-
  ed as the most common shape the god takes). She/
  he always wields a dire flail, one side harboring the 
  power of the elements and the other pure arcana, 
  good, and evil.
   
  The Everygod is looked upon with equal 
  parts fear, reverence, and awe; of all Verahnus’ off-
  spring, he/she is nearest to him in both importance 
   and power. With her/his nearly total omniscience 
  and critical task—maintaining balance in a world 
  fraught with powerful entities—he/she is among 
  the most active of the radical pantheon, and the 
  touch of the Balanced God can be seen all over  
  Veranthea. Her/his presence is most heavily felt 
  in Urethiel and Grethadnis; The Scarring left the  
  Enchanted Continent’s denizens forever inter-
  twined with both arcane and divine power (or  
  alienated from them) and the Fair Continent  
  has long bled wild magic from Nethys’ Scar.  
  Historically Arcanalus’ tending of Veranthea has 
  been direct and forceful, but as the years pass at  
   each 
   Conxecron 
    the other  
   deities have  
  urged the Balanced God 
  to be far subtler and to 
  impact the world through 
  many lesser agents as op-
  posed to grand gestures. 
   
  After a millennium the 
  Everygod has become a 
  rare sight, instead directing 
  and empowering his/her  
  followers by the       thousands to perform  
  countless minute tasks that maintain Veranthea’s 
  equilibrium—for every tree felled one is planted, for  
  every  murder there  is a conception, and for every 
  mystery there is an answer. 
  The Church
  Arcanalus’ presence on the world of Veranthea has 
  been so constant and pivotal that her/his followers 
  can be found all across the planet, and though they 
  range in power and prominence, he/she has some of 
  the most influential and potent devotees. The impor-
  tance of the elements, magic, and nature are as om-
  nipresent as the Balanced God and so in virtually all 
  
  23
  major settlements one can find a sizable contin-
  gent of her/his believers.
   
  All roles of society find resonance in the 
  church of the Everygod, but the most common 
  of his/her flock are druids, magi, mongrelmen, 
  rangers, sorcerers, and wizards. These are fre-
  quently also those found among her/his priest-
  hood, which has a hierarchy that spans the length 
  of all religious aspects of life; every position has 
  a counterweight somewhere else in the organiza-
  tion. For each minister or priest made to regulate 
  a church or shrine’s coffer, there is one devoted to 
  doling it out in charitable acts or spending gold to 
  see acts of natural balance enacted, and this carries 
  true throughout all functionaries of the religion. 
  Temples and Shrines
  Houses of worship to the Everygod vary widely 
  in magnificence and size, but they are always ar-
  chitecturally elegant—balanced in both form and 
  function, marked as unique by their nature as 
  much as livery and ornamentation. Within a de-
  voted follower can acquire both arcane and divine 
  reagents, and disciples of nature can find succor 
  in the intertwining natural order instilled in all of 
  her/his shrines to reach some level of inner peace 
  in even the most populated and civilized settle-
  ments.
  A Priest’s Role
  There is no greater or more important task for the 
  followers of Arcanalus than to maintain balance in 
  the world, and they do so through direct missives 
  and divinations with the Everygod to ensure they 
  do not damage the tapestry of reality that he/she 
  so carefully tends. Acting as direct agents of their 
  deity, her/his priests have aided rebellions, op-
  posed revolutions, burned down forests, seeded 
  and grown groves of trees, smashed reservoirs, 
  and built dams—the nature and purpose of their 
  duties frequently change depending on what the 
  Balanced God requires.
  Adventurers
  Arcanalus and his/her worshipers are generally 
  encouraging of adventurers, using them both as 
  a tool to mend the firmament of existence and as 
  a means of testing its strength. With how active 
  the Balanced God is on Veranthea, it is extremely 
  common for adventurers to seek out his order in 
  search of profitable quests or in pursuit of power-
  ful items. Of course not all explorers and merce-
  naries are viewed favorably by the Everygod and 
  her/his followers, and any band that proves too 
  disruptive to Veranthea eventually finds a bounty 
  placed on their heads by his/her church.
  Clothing
  Much like the insightful architecture of her/his 
  churches and shrines, the flock of Arcanalus dress 
  themselves with an almost divine sense of balance. 
  The palette of what they wear is never at odds but 
  always representative of all of the four major ele-
  ments of both magic and nature, reflective of that 
  follower’s station within the religion; only the high-
  est ranking officials wear the full panoply of colors.
  Holy Texts
  Every major school of thought regarding the arcane, 
  divine, or natural order of the world has at least a 
  small text directly evaluating its merits or flaws, as 
  well as one with an oppositional viewpoint. Two 
  tomes in particular are extremely 
  prominent and found within virtually every church 
  to the Balanced God, and though their detractor vol-
  umes exist they are not nearly as popular.
   
  Cyclicus Naturii: This oak- or maple-bound 
  text is particularly large due to the thick parchment 
  within, but also because it details all of the most 
  commonly known biological processes of nature—
  metamorphoses, the water cycle, and basic facts 
  about nature are explained within through fables 
  of the Everygod and his/her agent’s deeds on Ve-
  ranthea.
   
  Treatise of Balance: Far more philosophi-
  cal than its other popular counterpart, this holy 
  text focuses on the ephemeral aspects of Arcanalus 
  and the purpose of her/his mission to maintain bal-
  ance. Whereas the Cyclicus Naturii defines how the 
  Balanced God’s will is perpetually felt across Ve-
  ranthea, the Treatise of Balance explores why.
  Holidays 
  Arcanalus has two holidays each year, each mark-
  ing the passage of one season into another.
   
  Chikhalidwe: At the end of fall as winter 
  sets in the druids, rangers, and other nature-orient-
  ed followers of Arcanalus gather at his/her church-
  es and shrines to commemorate the Everygod’s 
  place in the natural order. After a week of fasting on 
  the eve of the autumn solstice a great feast is sum-
  moned and shared with everyone nearby, devotee 
  and nonbelievers alike. On the actual holiday beasts 
  are paraded through towns and their populace are 
  educated on how best to treat wild animals, as well 
  as the dangers of disrespecting nature.
   
  Matsenga: The evening of the summer sol-
  stice is a source of great delight for many Veranthe-
  ans—magicians (both arcane and divine) flock to 
  the Balanced God’s houses of worship to create 
  grandiose displays of power to garner the prestige 
  of their peers and perhaps earn Arcanalus’ bless-
  ing. Impressive conjurations, incredible illusions, 
  masterful evocations, and all manner of spells are  
  
  24
  employed to fantastic effect, making these holidays an opportune time for spellcasters to reveal a newly 
  crafted incantation or ritual.
  Aphorisms
  The Everygod’s sayings are a constant in most settlements, well known by farmer and mage alike.
   
  Balance, Balance, Balance. In the face of humility-lacking joy or overwhelming grief, this phrase 
  is frequently shared among acquaintances and friends—a reminder that all things come to pass in equal  
  measure.
   
  Respect Without and Within. This expression prompts Verantheans to remember that to show  
  respect to others but lack it for oneself is a disservice to all.
  Relations with Other Gods
  As the most powerful deity beneath Verahnus, Arcanalus is held in contempt or caution by the other gods 
  of Veranthea but none dare to disrespect her/him and all acknowledge his prominence and importance. At 
  the Conxecron he is the central figure, master arbiter, and figurehead of the Primal Gods.
  Realm
  The demiplane of existence that Arcanalus calls home, Vyakula, sits at the intersection of all four elemental 
  planes and is as mutable and morphic as he/she is. Depending on a traveler’s location or timing, they can 
  find themselves in a part of her/his realm with planar traits matching one of the following (which changes 
  after 1d100 minutes; roll 1d10 to determine which plane): Abaddon, negative energy plane, Nirvana, Plane 
  of Air, Plane of Earth, Plane of Fire, Plane of Water, positive energy plane, Purgatory, Utopia.
  OBEDIENCE
  Prayers to Arcanalus are made in a wide variety of ways but aside from rituals undertaken during holidays, 
  the clergy of the Everygod encourage her/his followers to worship her/him in a different manner every 
  time they choose to express their devotion. Burning items, casting them off into large bodies of water, and 
  otherwise releasing materials back into the natural cycle of life are the most common rites of obedience to 
  Arcanalus.
  THE WORSHIP OF NATURE
  Worshiping the Primal Gods is not an act solely the purvey of devout followers and though they 
  may not know it many druids, rangers, and others that revere the natural world pay service to 
  Arcanalus, Arenathi, Earkenta, Herastreas, and Wealbrens. The elemental arm of the Radical 
  Pantheon were first formed by the dreaming mind of Verahnus but their essence existed even be-
  fore that and the aspects of nature they represent were deified long ago, suffused in their minds 
  as ancient primordial memories. While the Primal Gods have enjoyed clergies with traditions 
  and rites paying them proper homage since their formation into sentient entities, they inherently 
  recognize acts of sacrifice or reverence toward their elements. 
  • Arcanalus usually does not deign to notice small acts of devotion to the concepts of nature 
  or magic, only doing so when one great ritual to each occurs at the exact same time in two 
  distant locations. These occurrences are rare indeed and historically are the most reliable way 
  to gain the Anygod’s attentions.
  • Arenathi encourages worship of the air, usually responding with a material anomaly in the 
  form of a strangely-colored gust of wind or mischievous zephyr.
  • Earkenta is the most benevolent of the Primal Gods but she has a distaste for most rituals 
  to honor her element, only looking upon the most ancient practices as acceptable forms of  
  tribute (bestowing gemstones to those properly undertaking truly reverential displays). 
  • Herastreas tries to use the opportunity offered by the adoration of fire to educate those  
  performing the unrefined act of devotion, offering them knowledge displayed in the flames 
  to lead them to enlightenment.
  • Wealbrens is as accepting of misguided followers as he is his own clergy, though anyone  
  deliberately seeking his attentions should beware the ire they are likely to rise from the 
  Vengeful God.
  
  25
  The winds of change are fickle and thin, but with her tune the gale rushes in, and 
  though destruction might lay in her wake, the gusts of her trickery and mischief may 
  just upset fate.
   
   
   
   
  —Deceptio Divinatus
  Primal God of Air, The Divine 
  Revolutionary, Traveler’s God
  God of Air, Revolution, Travel, and Trickery
  Alignment CE
  Domains Air, Chaos, Evil, Liberation
  Favored Weapons blowgun
  Centers of Worship Arajakata Woods, 
  Griffon’s Spur, Mount Makuriyama, 
  Peaks of Regret and Sorrow, Slave Fields
  Race sylph
   
   
   
    The goddess of the sylph  
   
   
   
     is constantly traveling  
   
   
   
        across the breezes  
   
   
   
    between forests, deserts,  
   
   
   
   and oceans, around the  
   
   
   
  mountainous peaks, and  
   
   
     through Veranthea’s canyons,  
  interfering with whatever she sees fit in an effort to en-
  tertain herself. As her whims change, Arenathi enchants 
  those she happens upon, aids those that have become 
  trapped, summons horrendous beasts to fight in battles 
  on either or both sides, or simply destroys at random— 
  mortals lucky enough to survive a direct encounter 
  with the fickle goddess and live to tell the tale are  
      rare. She always appears as a sylph child dancing 
  on winds moving faster than even dragons fly,  
   
   occasionally firing lightning or other magical  
   
       effects from an ornate blowgun disguised as  
   
        a flute.
   
   
  Calling upon Arenathi is generally not 
  thought to be a wise decision for any Veranthean; the 
  Divine Revolutionary may indeed render some aid, but  
           the full repercussions of her actions often have  
         dire and (seemingly) unintended consequences 
  for both those she helps and those she hinders. As the 
  god of travel, however, many pay her tribute just in 
  case her fickle attentions fall onto them during a jour-
  ney, and criminals everywhere pay her lip service 
  while burgling, conning, or scheming under the yoke 
  of authority. Her most faithful devotees are constantly 
  causing trouble wherever they go, though her most 
  favored manage to do so without ever indemnifying 
  themselves (often the source of local political power 
  struggles without ever revealing their influence). 
   
  In 501 AV she happened upon His Golden  
   
  Personage of Fortitude in northwest Urethiel  
   
    and after a spectacular battle, lost one of her  
   
   treasured blowgun-flutes. Since then her  
   
     enmity for the Enchanted Continent has reso- 
   
   nated from Sekaridan on Mount Makuriyama,  
   
   
  where the descendants of her curse upon  
   
   
   the realm dwell—sylph that travel into  
   
   
  the mainland to cause havoc and chaos  
   
        everywhere they travel. Unsettled by the  
   
   Immortal Master’s prowess, the other gods  
   
   have been inspired to leave Urethiel to its own  
   
  devices, stoking the fires of Arenathi’s scorn.
  
  26
  The Church
  Proper houses of worship dedicated to Arenathi are 
  conspicuously far from one another, located in dis-
  parate places on long routes or a few key cities that 
  thrive on trade. Shrines to the Traveler’s God are quite 
  common however and depending on how danger-
  ous a region is, might be found on every crossroads 
  in Grethadnis or Trectoyri (or in a few key places,  
  Urethiel). Hidden churches devoted to the Divine 
  Revolutionary are surprisingly robust and sometimes 
  even earn her direct blessing, but when outed it isn’t 
  long before the duplicitous intrigues maintained by its 
  priesthood bring these damned institutions to ruin.
   
  Anarchists, rebels, and sylph openly worship 
  Arenathi, calling on the Primal God of Air to initiate 
  the sweeping winds of change on Veranthea. These 
  are relatively few, however, and many of her devo-
  tees worship the trickster deity in secret—thieves,  
  merchants, ship captains, and mercenaries. It is these 
  followers that make up her priesthood, maintain-
  ing loose affiliations between varying schools of the 
  religion to create webs of supply lines that support 
  various rebellious efforts. Much to the Divine Revo-
  lutionary’s delight, these sects sometimes supply one 
  another’s conflict and she can spend days entertaining 
  herself with the gradual realization on each side that 
  they are each other’s ally, sisters slaying brothers.
  Temples and Shrines
  The relatively few prominent churches of the Primal 
  God of Air largely extoll her attributes as a deity of 
  nature, made of sweeping archways and vaulted  
  ceilings constantly swirling with gusts of wind. 
  Shrines to the Traveler’s God resemble wind 
  chimes dotted with valuable gems and ornamen-
  tations of precious metals (which when stolen are 
  aggressively retrieved by air elementals or invis-
  ible stalkers). Arenathi’s secret churches are sub-
  tle and hard to detect, ranging from farmhouses 
  to taverns to dungeon cells, but are adorned with 
  ingeniously hidden symbology of revolution and 
  deceit.
  A Priest’s Role
  Priests of Arenathi are beholden to revolution, 
  supporting rebels whenever possible with what-
  ever means are at their disposal. Those that tend 
  to a public house of worship are mostly function-
  aries to accept tithes by fearful travelers but the 
  heads of secret churches are crucial to insurrec-
  tions, either acting as tactical liaisons, participat-
  ing in the fighting themselves, or supplying arms 
  and munitions. 
  Adventurers
  Arenathi is extremely fond of adventurers and 
  well known for it, though her attentions may not 
  always be wanted as encounters with her usually 
  come to an unpleasant end. The Divine Revolu-
  tionary’s clergy frequently seek out adventurers 
  to take on secret missions however, and those who 
  succeed at enough tasks of rebellion can earn her 
  favor (ensuring any meetings with the Primal God 
  of Air end for the better rather than the worse). 
  Clothing
  The public priesthood of Arenathi wear long, 
  flowing white robes and scarves that emulate the 
  dressings of their deity. Her secret clergy wear 
  symbols of devotion under their clothing and in 
  other hidden spots on their person, but share the 
  preference for long lengths of fabric.
  Holy Texts
  The holy texts of the Divine Revolutionary are sur-
  prisingly ordered and while there are multitudes 
  of volumes with their own particular differences, 
  all focus on one of three subjects: deception, insur-
  rection, or travel.
   
  Deceptio Divinatus: Arenathi’s directives 
  on how to best trick others (followers and disbe-
  lievers alike), methods for evading authorities, 
  and behaviors least likely to raise suspicion are all 
  detailed within this tome. 
   
  Rebel’s Handbook: The Divine Revolu-
  tionary’s priests are continually updating these 
  books with new ways to wage subversive war, 
  fight institutional authority, supply fighters under 
  the watchful eye of an establishment, and spread  
  REBELLIOUS ANTIPALADINS
  Antipaladins 
  of 
  Arenathi 
  are 
  strongly  
  encouraged by the Traveler’s God and are 
  often prompted to become scions of change 
  through subtle machinations, though more 
  than a few claim to have been recruited by the 
  deity herself. These unholy knights become 
  spearheads in revolutions all over Veranthea, 
  encouraging rebellion for the sake of it. An 
  Arenathi antipaladin upholds the following 
  creed:
  • The order of old must be wiped clean by the 
  fury of the future, and I am the gust of change.
  • Upon the path of destiny there can be no  
  obstacle too great; I am the warden of the 
  roads, clearing away the detritus of the past.
  • No law was made that cannot be broken, 
  and I am beholden to none.
  • Truth shines brightest in the tempest of 
  rebellion and I am the gale that powers the 
  storm of revolution, be it from tyranny or  
  utopia.
  
  27
  propaganda to embolden a populace.
   
  Winds of Travel: Tricks to lighten one’s load 
  while journeying on the road, how not to get lost in 
  the wilderness, and survival tips for all sorts of en-
  vironments are told through this holy text’s fables. 
  Holidays 
  Arenathi has only one holiday, falling on the third 
  week after the first seasonal snow in Urethiel’s 
  northern human dynasty of Fordhatta.
   
  Pemberontekan: The sylph of Sekaridan and 
  hobgoblins of Hesstrickia are the only creatures on 
  the Enchanted Continent to celebrate the activation 
  of Arenathi’s malediction on Urethiel in 760 when 
  the northern citizens of Fordhatta belched forth 
  lightning and wind elementals (leading to the sylph 
  on Mount Makuriyama and providing the chaos 
  needed for the founding of the hobgoblin nation). 
  Rapid melodies fill the air on Pemberonktekan and 
  the wine flows freely as celebrants engage in un-
  armed fights to resolve their yearly differences out-
  side of the established rules of law.
  Aphorisms
  The Traveler God’s adages are commonly heard 
  in taverns and waystations all across Veranthea 
  (though not very frequently in Urethiel).
   
  Fate’s Fickle Winds: The nature of existence 
  is fraught by change, sometimes as rapid and sud-
  den as a tempest.
   
  Revolution Is The Future: Progress can only 
  be made by abandoning the past to embrace the fu-
  ture.
  Relations with Other Gods
  None of the other gods are very fond of Arenathi, 
  and Earkenta in particular holds her in great con-
  tempt. At the Conxecron she is usually a voice of 
  discontent and discord, attempting to pit the other 
  deities against one another for her own amusement.
  Realm
  Arenathi lives on the Plane of Air in a cloud  
  castle surrounded by a massive tempest fraught 
  with winds that range from 60 to 300 miles per hour.
  OBEDIENCE
  Properly praying to Arenathi is a simple matter but 
  not easily done—the Divine Revolutionary requires 
  sacrifice of some kind from her followers whether 
  that be the life of a non-believer, a relic of another 
  god, or something of considerable value (either  
  commercial or sentimental). Moreover the offering 
  must be done from a very great height so that 
  whatever is cast away spends as much time falling 
  through the sky as possible, causing a great number 
  of her faithful to live on mountaintops or other high 
  elevations.
  NEW MATERIAL: Nath
  This extremely rare material is as hard 
  as steel but light as air, sometimes found 
  floating on the winds themselves. A few 
  scattered investigations have posited that 
  nath is made by Arenathi’s divine touch on 
  an item thrown away for sacrifice, and the 
  scientists of both Grethadnis and Trectoyri 
  have no better explanation for the curious 
  substance (which is almost never found in 
  the Forever Dark, lending more credence 
  to that theory. 
   
  Nath armor costs four times as 
  much as masterwork armor of that type, 
  but it takes longer to make than ordinary 
  armor of that type (quadruple all Craft 
  results). Nath weapons cost six times as 
  much as masterwork weapons of that type 
  but do not take longer to produce—almost 
  as if the material thirsts to shed blood.  
  Other types of items cost ten times as much 
  as masterwork items of that type 
   
  Nath armor reduces an object’s 
  weight by 95% but its most powerful prop-
  erties only manifest when magic is infused 
  within it. On a successful critical hit with 
  an enchanted weapon made of nath or 
  when a creature wearing enchanted nath 
  armor is struck by a critical hit, roll 1d20: 
  on a 1 a random effect from the Wild Magic 
  TableGMG is triggered, and on a 20 a random 
  effect from the rod of wonder is triggered (if 
  the following result is inapplicable, such as 
  one requiring a spell to be cast, roll again).
  
  28
  The stones are unyielding, the rock immune from time. Nothing can endure longer or 
  better survive the ravages of the ages; changes wrought to it are slow and done with 
  the care of a million brushstrokes. 
  —Sampradaya Pota
  Primal God of Earth, The Earth Healer
  God of Dwarves, Earth, Stability, and Tradition
  Alignment LG
  Domains Community, Earth, Good, Healing, Law
  Favored Weapons earthbreaker
  Centers of Worship Duranteen Mountains, Griffon’s Spur, 
  Grondov Mountains, Kakorr, Radross Empire, Trak-Tiro
  Race dwarf
  The longest lasting dynasties worship 
  Earkenta for her place in tradition. Other 
  than Arcanalus, there is no god who 
  respects the cycle of life more than the 
  Earth Healer—in the Conxecron she 
  oversees the proceedings and performs 
  most of the ancient rites. With each year that 
  passes, on the Twelfth Day of Tanter she 
  appears at Nethys’ Scar to heal a portion of the
   land, gradually closing the supernatural wound. Original depictions 
  of her feature countless arms and no real head, but as more worship-
  pers follow her, Earkenta’s guise has changed to that of a dwarven 
  woman roughly carved from many types of stone, carrying a massive 
  hammer that reforges the ground 
  wherever it strikes.
   
  Emperors and monarchs join countless dwarves in solemn 
  worship of Earkenta, but virtually everyone recognizes her place in 
  the Veranthean pantheon. The Primal God of Earth is respected for 
  her divine sense of justice and fairness, as well as her benign and  
  encouraging demeanor with mortals. She is poignant in action,  
  following through every gesture and utilizing her deific powers to 
  exacting effect with incredible precision. Her many followers pay 
  tribute to the Earth Healer by upholding the cultural traditions and 
  the practices of their forefathers, refining their sense of community 
  and clarity of law in so doing. 
  The Church
  The Earth Healer enjoys a greater popularity in Veranthea than any 
  other Primal God, held in some reverence by even the peoples of 
  Urethiel for her place as the deity of tradition. All settlements with 
  an established authority (such as a royal family or dynasty) possess 
  a church or shrine dedicated to Earkenta. These houses of worship 
  tend to be quite old (her clergy are strongly discouraged from demol-
  ishing one of her churches to build anew) and central to the town or 
  city they are located within, filled with pictorial histories 
  of the surrounding realm.
   
  It is no surprise that dwarves, geomancers, 
  monks, and traditionalists of all ilks count themselves 
  among the Primal God of Earth’s flock. The hierarchy of 
  Earkenta’s church is as unyielding as a mountain and any 
  
  29
  PALADINS OF TRADITION
  The Primal God of Earth has many paladin fol-
  lowers, largely traditionally-minded dwarves 
  with a penchant for lawful conduct. All of her 
  holy knights are dedicated to extending the 
  prestige and historical significance of their 
  peoples, working to bring order to places con-
  sumed by chaos or untamed wilderness. Ear-
  kenta encourages the practice of divine war-
  riors establishing commandries and without 
  fail, she appears to commemorate the oldest 
  member of one of these martial orders every 
  two hundred years, gifting her groups of holy 
  knights with an armament to aid their missions 
  of posterity. An Earkenta paladin upholds the 
  following creed: 
  • Our histories are best known and no mystery 
  of the past will escape me with ease.
  • Tyranny and evil are the only reasons to up-
  end rule—I am an agent of order that stanches 
  the bloodshed of change.
  • I am behold to the laws of my people and the 
  laws of the lands where I tread.
  • The whole of the community is my body, and 
  I am its right hand; the body might live without 
  the hand, but the hand dies without the body.
  high-ranking member has gone through exactly the 
  same process of ascension as their predecessor. Her 
  clergy follow their orders to the letter, trusting in 
  the ages old chain of command established by their 
  ancestors and that the lessons of the past are the 
  most valuable to learn.
  Temples and Shrines
  The churches and shrines of Earkenta are often re-
  flective of where they are located, incorporating the 
  oldest style of architecture common to the region. 
  Within are always a wide assortment of gems and 
  jewels (some valuable, some not) that create the 
  foundations of the structure. The Earth Healer’s 
  houses of worship often double as houses of law, 
  and these buildings are made of a judge’s plinth of 
  solid ruby before which all disputes are heard by 
  the community before justice is dispensed.
  A Priest’s Role
  Earkenta’s clergy are dedicated to upholding the 
  traditions of the past and ensuring the rule of law, 
  actions intended to foster a sense of community 
  among her followers. The dwarven deity’s priests 
  adhere to the tenets of the Sampradaya Pota to en-
  sure that the Earth Healer’s will is enacted correctly, 
  and otherwise work to protect the populace at large 
  from the fickle doings of Arenathi or the Nightmare 
  Gods.
  Adventurers
  The Primal God of Fire’s worshipers disapprove 
  of and encourage adventurers in equal measure; 
  though the aid of explorers and mercenaries can be 
  crucial at times, they are often disruptive to orderly 
  peace. Her clergy often hires adventurers on behalf 
  of the community, however, when local guards are 
  inadequate for meeting out justice.
  Clothing
  Lower functionaries of the Earth Healer’s religion 
  wear the traditional garb of their people. Higher 
  ranking clergy of Earkenta are known to dress in 
  suits of armor made from gemstone, though earn-
  ing one of these prized armaments requires a level 
  of devotion rarely met by non-dwarves.
  Holy Texts
  Earkenta has only one holy text: the Sampradaya 
  Pota.
   
  Sampradaya Pota: This thick tome is made 
  of impervious crystal and bound between massive 
  jewels. Its pages are incredibly thin but similarly 
  sturdy and magically change, sprouting a new page 
  every few years. All copies of the Sampradaya Pota 
  read precisely the same, updated through divine 
  power and inexplicably linked together. When one 
  is stolen, owners of the other volumes know pre-
  cisely whom the thief is and where they tread, the 
  information shared to them on a ruby red page that 
  appears at the end of the text.
  Holidays 
  The followers of the Primal God of Earth fastidious-
  ly celebrate all of the holidays of the local culture, 
  but only one dedicated to Earkenta.
   
  Dastur: On the twelth day of Tanter (the cold-
  est month of the year in Grethadnis), thousands of 
  the Earth Healer’s followers gather at Nethys’ Scar’s 
  northern tip to witness Earkenta herself appear to 
  close part of the massive rent across the Fair Conti-
  nent. Fasting occurs for the duration of a follower’s 
  journey to the site, and as she brings her hammer 
  down on the firmament all of her adherents begin a 
  long, slow melodic dirge that they sing until the end 
  of her task. Afterward a great session of drinking 
  is held, and as the sun sets a feast begins and lasts 
  until the sun rises.
  Aphorisms
  Earkenta’s axioms are as old as the lands of Ve-
  ranthea and just as pervasive, written onto monu-
  ments across the world.
  
  30
   
  Ignore History To Repeat It. This saying is a re-
  minder to the Earth Healer’s followers of the significance of 
  remembering the events of the past.
   
  Perceive All Sides of the Gem. A sense of commu-
  nity cannot be had without recognizing all the elements of 
  that community, and Earkenta’s worshipers take care to ap-
  preciate all sides of an argument brought before the body 
  politic.
  Relations with Other Gods
  The Primal God of Earth is the recorder of the Conxecron, 
  keeping precise records on every nuanced gesture and word 
  at the divine summit. This makes her quite popular with the 
  other good-aligned and lawful gods of the pantheon, but 
  she is despised by her chaotic and evil counterparts.
  Realm
  The Earth Healer lives in a fortress of gemstone on the Plane 
  of Earth. Only those deeply familiar with the Sampradaya 
  Pota have any chance of discerning how to navigate the lab-
  yrinthine walls that surround her home, but devoted wor-
  shipers that find her hall receive powerful boons for their 
  faith.
  NEW MATERIAL: Kenta
  The Earth Healer has been known to gift those truly devoted to her (often on important anniversaries of 
  ancient traditions) with a sliver of her essence, cleaved from nothing less than her physical form. This divine 
  material resembles Earkenta’s exterior, a kaleidoscope of dark or rubied gemstone markedly different from 
  naturally occurring jewels. Possession of kenta is often considered to be a great honor and dwarves revere 
  every instance of the material (so long as it has not been blasphemously formed into something opposed to 
  their beliefs), sometimes trading all of their wealth in exchange for a bit of the Primal God of Earth’s shed 
  material form. 
   
  As a result any armor, items, or weapons made from kenta are prohibitively expensive. The dense 
  nature of the material also causes equipment made from it to weigh three times as much as normal, though 
  curiously when worn, held, or wielded by dwarves this increased weight does not apply.
   
  A creature openly possessing equipment made from kenta gains a cumulative +1 competence bonus 
  on Charisma checks and Charisma-based skill checks as they relate to dealing with dwarves. 
   
  The hardness of an item made from kenta is doubled (minimum of 5). When struck, the hardness of 
  a one-handed weapon, light suit of armor, or equivalently-sized item immediately temporarily increases by 
  +1d6 for 1 round; the hardness of a two-handed weapon, medium suit of armor, or equivalently-sized item 
  immediately temporarily increases by +1d8 for 1 round; the hardness of a heavy suit of armor immediately 
  temporarily increases by +1d10 for 1 round. 
   
  Kenta items grant additional bonuses for 
  creatures that use them while on the ground. 
  • A creature wearing kenta armor gains a +1 
  insight bonus to AC against attacks made by 
  airborne creatures.
  • A creature wearing kenta armor gains a +2 
  insight bonus on saving throws against spells 
  and magical effects from airborne creatures.
  • A creature wearing kenta armor gains DR 2/— 
  against attacks made by airborne creatures.
  • A creature wielding a kenta weapon gains a 
  +1 insight bonus to attack and damage.
  • A creature wielding a kenta weapon deals 
  +1d6 damage against airborne creatures.
  OBEDIENCE
  Prayers to Earkenta are always encouraged 
  to be traditional. For clergies that are unable 
  to access the historical documents that ex-
  plain the time-honored rites of her worship, 
  the Earth Healer subconsciously urges her 
  followers to continue to show their devotion 
  in the same manner they first did down to 
  the smallest details—if possible they should 
  be done wearing the same type of garments 
  if not the exact same garments, in the same 
  place they were first spoken, and at the 
  same time of day. New rites of tradition are 
  not refused outright but only truly accepted 
  when they are also commemorating an act 
  of great healing, salvation, or pride for the 
  dwarves that put their faith into Earkenta. 
  She often appears to celebrate these rare 
  occasions alongside her followers and as a 
  way to foster their devotion the Primal God 
  of Earth returns to sites where these ceremo-
  nies are properly and fastidiously practiced.
  Type of Kenta Item  
        Item Price Modifier
  Item       
   
   
   
  +3,500 gp
  Light Armor  
   
   
  +4,000 gp
  Medium Armor 
   
   
  +5,500 gp
  Heavy Armor  
   
   
  +6,000 gp
  Light weapon  
   
   
  +3,500 gp
  One-Handed Weapon or one 
  head of a two-headed weapon 
  +4,500 gp
  Two-Handed Weapon or both 
  heads of a two-headed weapon 
  +5,500 gp
  
  31
  All things are forged in flame. It is the beginning of existence and home to creation. 
  The Great Thinker heats both the mind and the soul, and it is through his brilliant 
  blessings that grand designs bear fruit. Like the Divine Engineer, we too must plan and 
  consider in all our doings.  
   
   
   
   
  ——Inxhinieri Manual
  Divine Engineer, Primal God of Fire, 
  The Great Thinker
  God of Engineering, Fire, and Invention
  Alignment LN
  Domains Artifice, Fire, Law, Protection
  Favored Weapons dagger, warhammer
  Centers of Worship Desert of Lost Hope, 
  Dry Walkabout, Durkhon Badlands, Hesstrickia, 
  Nethys’ Scar, Scorched Desert
  Race dwarf
  Herastreas is the most thoughtful of the Primal Gods 
  and rivals Wealbrens in sheer power—if one stares long 
  enough, they can see his presence in every flame in 
  Veranthea. He rarely acts without a comprehensive plan 
  (with countless contingencies) but when he does it is 
  unbelievably fast and decisive (a trait that has led to 
  a small but dedicated following of thieves and 
  rogues). At the Conxecron, he slowly plays the gods 
  against one another, doing his best to insure that 
  no one god becomes too powerful in their own 
  right (ultimately causing all of his peers to 
  resent him).
   
  The Great Thinker is remarkably 
  calculating, so astute at observation and accurate 
  in his predictions that he seems to have uncanny 
  foresight—the Divine Engineer tunes Veranthea 
  as though it were an impossibly large machine, his 
  most devout followers obedient cogs that drive 
  their peoples into the future. With few notable 
  exceptions (in particular the Scarring) Herastreas 
  enacts his will on the world by employing 
  countless agents to perform tasks beyond count 
  that ultimately subtly shift the order of 
  seemingly innocuous consequences and 
  momentous events to play out as he has planned.
  The Church
  Worshipers of the Great Thinker are everywhere in 
  Grethadnis, among the Kind Folk of Trectoyri, and 
  occasionally found in the forward-minded settlements 
  of the human dynasties in Urethiel. As technology 
  spreads across the world the prominence of his followers 
  continues to grow, and with every grand scientific 
  discovery a new congregation of Herastreans springs 
  forth. 
   
  Though many dwarves keep faith in the 
  Divine Engineer, they are joined by a multitude 
  of alchemists, inventors, rogues, and scientists. 
  
  32
  PALADINS OF THE INSPIRING FLAME 
  Most of Herastreas’ divine warriors are com-
  pelled to enact order but not bound by tradition, 
  focused on the advancement of their peoples 
  or culture instead. Paladins seeking a divine 
  patron but also to promote society’s progress 
  are drawn to his orders of holy knights, and 
  frequently carry some of the most powerful 
  technology available. Scientific innovators vie 
  with one another to join these orders, support-
  ing their martial brethren with devices made 
  real through divine inspiration from the Great 
  Thinker himself. A paladin of Herastreas up-
  holds the following creed: 
  • Necessity and invention are intertwined; 
  when the need arises, inspiration will come to 
  those worthy f it.
  • I am the agent of progress—I will see the bet-
  terment of myself and my lands to the best of 
  my ability.
  • Tradition has its place but that lay behind me 
  on the path to destiny.
  • History can only be learned or made and I 
  am fated to make it.
  • Execution is nothing without calculation; 
  I think before I act, using the most effective 
  means to achieve my goals while considering 
  the full implications of what that entails for the 
  future.
  The Great Thinker’s religion has a fluid hierarchy 
  determined more by the impressiveness of a congre-
  gation’s creations than anything else—each employs 
  teams of researchers devoted to outperforming their 
  peers, creating technological races that ultimately 
  benefit all of Veranthea.  
  Temples and Shrines
  Churches and shrines devoted to the Primal God 
  of Fire are always home to mechanical wonders 
  and inspiring feats of architecture. Usually found 
  in towns and cities of industry, his houses of wor-
  ship are perpetually warmed by convection systems 
  that distribute the heat from constant fires within to 
  spread across the complex, making for popular des-
  tinations in the winter months. 
  A Priest’s Role
  Herastreas’ devotees are encouraged to champion 
  progress in all its forms, be they cultural, political, 
  social, or technological. They are the light of knowl-
  edge in the darkness of the unknown, educating the 
  peoples around them and inspiring those of a bright 
  mind to reach their intellectual pinnacle. When the 
  opportunity to increase the well-being of their or-
  der, their neighbors, or their race presents itself, his  
  clergy readily do whatever is required of them with 
  resolute stubbornness.
  Adventurers
  The Divine Engineer is a strong proponent of adven-
  turers and his followers are as well, frequently hir-
  ing them to perform deeds and tasks on the church’s 
  behalf. Though all of these quests have an obvious 
  purpose to them, few but the highest ranking and 
  oldest members of the religion can decipher the true 
  goal of the missions his clergy hires agents to carry 
  out.
  Clothing
  Like their deity, devout worshipers of Herastreas 
  wear the attire of a smith—a heavy work apron, 
  heavy gloves, and all the necessary hand tools to ma-
  nipulate metals within a forge (forks, tongs, and so 
  on). They frequently show their holy symbols with 
  pride alongside whatever technological devices they 
  own.
  Holy Texts
  There are countless books devoted to the Great 
  Thinker and his teachings, but two are particularly 
  important to the Herastrean religion.
   
  Inxhinieri Manual: This leatherback tome 
  catalogs the basics of the scientific process as well 
  as the fundamentals of chemistry, engineering, and 
  mathematics, all told through fables of Herastreas’ 
  creations.
   
  The Onertabis: Gears and cogs bind this 
  tome to thin steel plates and its smooth interior 
  pages shine with the dull luster of well-worn metal. 
  Within are diagrams of creations wrought by the Di-
  vine Engineer’s most faithful followers, along with 
  the inspiring philosophies that led to their wondrous 
  inventions.
  Holidays 
  Worshipers of Primal God of Fire make merry after 
  any great scientific breakthrough, but collectively 
  observe only one holiday.
   
  Ruptura: Though the Scarring indelibly 
  changed Veranthea and ended in a stalemate, many 
  of Herastreas’ followers view the epic confrontation 
  as a victory of the Great Thinker, one carefully plot-
  ted out far in advance of the actual conflict. On the 
  hottest day of the summer his believers in Grethad-
  nis gather together in Herastreth to analyze, critique, 
  and share their recent innovations with their peers, 
  competing to celebrate their continued existence 
  thanks to the Divine Engineer. 
  Aphorisms
  Among the experimenters and scientists that praise 
  Herastreas, a few phrases are as common as ink. 
  
  33
   
  Fire First, Fire Last. Anyone even passingly 
  familiar with the Great Thinker’s philosophies knows 
  that whether on the battlefield or in the forum, it is 
  best to be both the one to initiate and the one to bring 
  resolution.
   
  No Plan Survives. Even the Divine Engineer’s 
  meticulous calculations can be upended, and his  
  followers know that their own machinations pale in 
  comparison, thus they always have contingencies  
  prepared.
  Relations with Other Gods
  None of the other gods are particularly fond of  
  Herastreas. The Primal God of Fire’s scheming puts  
  his siblings on the defensive, causing them to pay 
  particular attention to his doings and words. He also 
  matches Wealbrens in power, making both Earkenta 
  and Arenathi wary of their brother’s motives, and 
  with the effectiveness he employs even Aleana and 
  Tristanaleus carefully apprise the Great Thinker’s  
  intentions. 
  Realm
  Herastreas lives on the Plane of Fire in a vast clock-
  work mechanism of adamantine and streas powered 
  by magma flows. Within are incredible forges able to 
  craft any metal or material, used by his most faithful 
  adherents to make the brilliant designs he seeds in the 
  minds of his living followers. It is rumored that at the 
  center of his complex, the Divine Engineer possesses a 
  hammer and anvil capable of shattering any artifact—
  or soul. Any able to make their way there through the 
  use of scientific artifice (and remain without dying) are 
  welcome to stay as long as they like, working freely on 
  projects of their devising in his laboratories.
  OBEDIENCE
  There’s not much to 
  a rite of worship for 
  Herastreas—you burn 
  something. While it is 
  heretical to light ablaze 
  the only instance of a 
  written document that 
  possesses scientifically 
  valuable information, 
  aside from that the 
  devotees of the Great 
  Thinker either destroy 
  a copy of a formula 
  they’ve divined or they 
  scorch themselves in 
  hopes of sparking the 
  flames of inspiration.
  NEW MATERIAL: Streas
  This wondrous material is only known to come 
  from forges within the Divine Engineer’s spectacu-
  lar home on the Plane of Fire, heated to incredible 
  temperatures by lava. Though colored like lustrous 
  gold this metal never tarnishes and resists dirt of all 
  kinds (never needing to be cleaned), but otherwise 
  it possesses properties identical to adamantine. 
   
  Streas also has one more miraculous  
  quality: when enchanted with any magic it can  
  naturally absorb and convert energy. Once per 
  round when a creature wielding a streas weapon  
  or wearing streas armor is hit by an attack or spell 
  that deals energy damage, it absorbs 5 points of  
  energy damage that dissipates within one round 
  or until expended. Absorbed energy damage is  
  converted in a wielded weapon to grant +1d6  
  damage to the next attack made by the wield-
  er within the next round. Armor with absorbed  
  energy causes the next creature striking the wear-
  er with its body or a handheld weapon within the 
  next round to take 1d6 points of damage.
   
  Weapons made from streas cannot gain  
  enchantments that deal energy damage.
  Type of Streas Item  
  Item Price Modifier
      Light armor  
   
          +15,000 gp
      Medium armor 
   
          +18,000 gp
      Heavy armor 
   
          +22,000 gp
      Weapon  
   
   
          +9,000 gp
  Type of Energy Damage 
  Converted Energy
   
  Cold 
   
   
   
  Flame
   
  Flame  
   
   
  Cold
   
  Sonic  
   
           Electricity
   
  Electricity 
   
   
  Sonic
   
  Force  
   
   
  Acid
   
  Acid 
   
   
   
  Force
  
  34
  Not all memories are long but a slight should never be forgotten. Every wave in the 
  water, no matter its size, ripples outward to all others and so too must retribution. 
  Pain is a wrath unleashed best in a torrent of rage—a great wave is the spur for a 
  thousand smaller gestures of the ocean’s vastness.
  —Diary of Harrotasun Bidea
  Primal God of Water, 
  The Divine Torrent, Vengeful God
  God of Vengeance, Water, and Weather
  Alignment CN
  Domains Chaos, Strength, Water, Weather
  Favored Weapons trident
  Centers of Worship Amaroke, Black 
  Mountains, Nethys’ Scar, Noble Lands, 
  Pools of Wealbrens, Srendthav, Tahz 
  Race aquatic elf
  Favored by sea captains, fishermen, sailors, and the 
  wronged, Wealbrens is one of the two 
  strongest Primal Gods, far and away the 
  most feared. Unforgiving and merciless,
  he demands constant devotion and tribute 
  from all who access his domain. He 
  often appears with a massive sea 
  creature that towers into the sky, its 
  head housing teeth the size of the 
  biggest vessels—without whose 
  manipulation of waves, ships would 
  blow away in the winds created from 
  the Divine Torrent’s impossibly powerful
  spoken word.
   
  Wealbrens is the least subtle of 
  the gods and the most wanton with his
  power; for more than half a millennium
  he has wrecked any ship journeying too 
  far into one of Veranthea’s oceans, 
  forbidding travel between the 
  continents in revenge for the 
  slight that prompted the Scarring
  in 424 AV. Usually he does so 
  through massive waves that crash 
  down on a vessel or by employing 
  sea creatures to terrorize its crew, 
  but not always. A few living 
  sailors have borne witness to 
  his enormous form rising from 
  the water, leaping into the 
  briny deep just in time to avoid 
  certain destruction as the god 
  grabs their ship and tosses it to be 
  pulverized leagues away. The Divine 
  Torrent cares little for worship, but 
  
  35
  ANTIPALADINS OF REVENGE
  Knights of chaos are common to the Vengeful 
  God, finding many beliefs in Wealbren’s teach-
  ings that resonate with their own twisted de-
  sires and motives. There are rarely any alliances 
  of affiliations between the Divine Torrent’s anti-
  paladins, as their egotistical personalities rarely 
  allow for it, but when they do work together 
  it is almost always to catastrophic ends. When 
  one of these unholy warriors completes a truly 
  potent act of vengeance on behalf of Wealbrens, 
  the god grants them a weakened facsimile of his 
  deific trident (a +3 anarchic keen shock vicious 
  trident). Antipaladins of Wealbrens must up-
  hold the following creeds:
  • I am a force of nature, whim only to my own 
  urges and desires, free to act as I see fit.
  • To wrong me is to invite your doom; no slight 
  shall go unpunished, no misdeed forgotten.
  • I will come down on my enemies like a tsu-
  nami, crushing them and all they hold dear in 
  my rage.
  • Pride is a blade to be wielded, a power-
  ful weapon in my arsenal of vengeance, and a 
  wound to it is as a cut by a child’s dagger.
  with silver, gold, or platinum coins. His temples are 
  great stone structures composed of sturdy pillars 
  and vaulted ceilings emblazoned with frescoes  
  depicting his incredible might.
  A Priest’s Role
  Wealbrens’ is practically contemptuous of his  
  followers but he does have a use for them: when 
  someone is foolish enough to steal from or vandal-
  ize a holy site or shrine, the Vengeful God himself 
  finds out who is responsible and orders one of his 
  clergy to exact revenge tenfold.
  Adventurers
  As a concept, the Divine Torrent despises adven-
  turers. Individuals might overcome his natural 
  contempt for others or possibly even garner his  
  favor if they emulate Wealbrens’ egotistical pride 
  and unquenchable thirst for revenge, but very few 
  are able to match his expectations.
  Clothing
  Wealbren’s followers tend to dress ostentatiously 
  and aggressively, almost as if their armor and  
  clothing were designed for people to want to strike 
  them. Some are even so forward with their violent 
  intentions that they emblazon phrases like “look-
  ing for a fight” and “bloodletter” on their person,  
  glaring down anyone that gives their 
  ornamentation too much attention. 
  Holy Texts
  Practically every truly devoted follower of Weal-
  brens has penned their own interpretation of his  
  religious philosophy, but one shines above them 
  all—the collections of the Vengeful God’s most  
  prolific and powerful worshiper.
   
  Diary of Harrotasun Bidea: This leath-
  erbound autobiography follows the exploits of 
  an aquatic elf pirate from before 400 AV, prior to 
  Wealbrens’ Rage consuming the oceans. Rejected 
  from several organized fleets, she organized a small 
  group of mutineers and took a weaker captain’s  
  ship before becoming the scourge of Grethadnis’ 
  waters. Harrotasun proceeded to wreak havoc on 
  each and every sailor that denied her a rightful 
  place on their crew, dying a glorious death while 
  killing the last man to withhold her esteem. In truth 
  the tome has little literary value, but it inspires the 
  correct tenor of fervent self-righteousness intrinsic 
  to Wealbrens’ teachings and is an enjoyable (albeit 
  quick and bloody) read.
  Holidays 
  No formal holidays exist for devout followers of 
  the Primal God of Water; however, a Wealbrens’  
  worshiper treats their birthday as the single most  
  garners a minute respect for those who devote 
  themselves to living lives modeled after his own  
  intensely prideful philosophy.
  The Church
  After the desecration of a shrine devoted to  
  Wealbrens prompted the catastrophes of the  
  Scarring, none on Grethadnis have dared tamper 
  with the holy sites of the Divine Torrent and his 
  “clergy” receive the same distant treatment. With 
  his rage consuming the oceans, widespread fear of 
  his wrath has led to a propagation of tributes to the 
  Vengeful God all over Veranthea, but due to the  
  tenets of Wealbrens’ beliefs his religion has little  
  organized power.
   
  Though the roles and professions of his  
  followers vary widely, the most common to be  
  found among them are angry druids, sailors, and 
  spiteful Verantheans with little regard for their  
  welfare or anyone else’s. No formal hierarchy ex-
  ists between them, and most of the time when the  
  Divine Torrent’s followers cross paths, each looks 
  for any sign of disrespect from their counterpart as 
  an excuse to kill one another in a futile egotistical 
  contest.
  Temples and Shrines
  None dare to interfere or tamper with the simple 
  shrines to Wealbrens that can be found all over the 
  world, often little more than pots of water filled  
  
  36
  important day of the year. Any slights against 
  them on the holy annual occasion of their birth take  
  prominence above all others, sometimes creating a 
  task list for revenge that takes weeks to complete.
  Aphorisms
  The Divine Torrent’s sayings are frequently shouted 
  by drunken sailors and panicking, seasick travelers.
   
  Fury Now, Fury Later. There’s no end to the 
  rage in a true follower of Wealbren’s heart.
   
  Waves Wait For None. Wealbrens does not 
  proscribe to the adage about vengeance served cold 
  and neither does his flock.
  Relations with Other Gods
  Although all of the gods have a measure of respect 
  for Wealbrens because of his immense power, he’s 
  reviled even more than his nemesis Herastreas. At 
  the Conxecron he has been the most stubborn de-
  ity, refusing to relinquish his grip on the oceans of  
  Veranthea only recently—after six centuries of mak-
  ing the oceans impassible. Though only a few of his 
  siblings know it, the Primal God of Water harbors 
  resentment for Verahnus and intends to dethrone 
  the Allgod when the opportunity presents itself 
  (though his chances of success are slim at best).
  NEW MATERIAL: Wealb
  One of the most impressive gems to find in Veranthea is a wealb. These jewels are azure and cyan, shifting in 
  color as they are moved about in a swirling of hues resembling waves on the sea. There are no conventional 
  mines where these jewels can be found aside from a few dubious aquatic excavations in the Pools of Wealb-
  rens, and the most learned of his priests know that wealb can only be formed underwater. Rare and valued as 
  they are, working with these precious stones is a dangerous venture—should Wealbrens look upon an item 
  crafted from a jewel touched by his divine essence and dislike what he sees, something unfortunate might 
  occur to them.
   
  A creature in possession of armor or weapons made of wealb gains a cumulative competence bonus 
  to Swim checks for each wealb item on their person thanks to the material’s natural bouyancy. No matter 
  how expertly crafted it might be, the weight of a piece of wealb is constantly shifting and makes it unwieldy. 
  Weapons made from wealb suffer a –2 penalty on attack rolls and on any non-Swim checks the armor check 
  penalty for wealb armor is increased by 2. 
   
  Once the wielder of an enchanted wealb weapon or wearer of enchanted wealb armor has had 24 
  hours to adjust to the material’s strange nature, they can use their item’s shifting composition to convert 
  some of the force of potent attacks into momentum they can use to their advantage. 
   
  After taking a critical hit, the wielder of an enchanted wealb weapon deals +1d6 damage to the next 
  melee attack they make within the next round. When the critical hit modifier of the attacker’s weapon is x3, 
  the wealb weapon wielder’s additional damage increases to +2d6. When the critical hit modifier of the at-
  tacker’s weapon is x4, the wealb weapon wielder’s additional damage increases to +3d6. 
   
  After taking a critical hit, the wearer of enchanted wealb armor gains a temporary dodge bonus to AC 
  equal to the armor’s enhancement bonus. This bonus to AC reduces by 1 at the end of the wearer’s turn until 
  it no longer grants a dodge bonus.
   
  Ranged weapons made of wealb gain no benefits other than bouyancy.
   
    Type of Wealb Item  
  Item Price Modifier  
        Swim Bonus  
   
        Light armor 
   
          +2,500 gp   
   
   
  +3
   
     Medium armor 
   
          +4,000 gp   
   
   
  +5
   
      Heavy armor 
   
          +6,000 gp   
   
   
  +7
   
           Weapon    
   
          +6,000 gp   
   
   
  +2
  Realm
  Wealbrens resides on the Plane of Water in a  
  massive castle made from jets and waves that move 
  with such precise and swift force that they form  
  impervious walls of rushing water. Only the most 
  agile swimmers are able to reach his inner sanctum, 
  a task only legendary athletes could possibly hope 
  to succeed—though myths of the impossible feat 
  claim that doing so earns one favor from the Divine  
  Torrent, a powerful boon indeed. 
  OBEDIENCE
  Sacrifices to the Primal God of Water are some of the 
  most diverse rites undertaken in Veranthea but al-
  most all share one thing: water. Aside from taking 
  bloody vengeance (any murderous act of revenge 
  taken after hailing Wealbrens, whether with a whis-
  per or shout, is considered one of worship) killing 
  anything by drowning it is appropriate, as is throw-
  ing out treasured items into the sea or ocean (though 
  again, it is better to steal from a nemeses than to 
  forsake one’s own belongings). Great feats of swim-
  ming are also looked upon kindly by the Vengeful 
  God but those that attempt them should be wary—
  the deity may look upon the act with scorn and there 
  is no way to know for certain how he’ll react until it 
  is too late. 
  
  37
  Darkness is all around us and the strongest force in all of existence. It is the unyielding 
  firmament of existence and the canvas of reality. It is home to the greatest beings and is 
  the finality that embraces all mortal things, demanding no quarter or mercy. We must be 
  as shadows, becoming a part of the darkness before it takes us into its fold.
   
   
   
   
   
   
   
  —Lecticio Itzal Geriza
  Divine Shadowdweller, 
  Dweller in Darkness
  God of Avarice, Darkness, Hatred, and Shadows
  Alignment CE
  Domains Chaos, Darkness, Evil, Strength
  Favored Weapons spiked chain
  Centers of Worship Kakorr, Nethys’ Scar, Red Fist Territory
  Race monstrous humanoid
  This bestial and savage god’s personality is reflected 
  by his appearance—whenever Tristanaleus visits 
  the Material Plane it is always in a monstrous 
  and physically powerful form, 
  carrying a brutal and eerily silent 
  adamantine spiked chain. Of all the 
  gods, he covets power most of all and will 
  do anything he can to achieve his goals. 
  His followers are those who live in the 
  shadows, seek to bind extradimensional 
  allies, or lust for power or wealth. In 
  addition, fletchlings worship him and 
  in his name hire out their services 
  to Veranthea’s less ethical 
  merchants (whopay tribute 
  to the Dweller in Darkness 
  with fanatical secrecy). The power 
  struggles that result among his 
  clerics and faithful are epic, 
  lifelong, and often incredibly 
  complex but together, they 
  create massive economy-
  controlling cabals that effect 
  commerce on national 
  scales. Those few who 
  serve him well enough 
  (a small number indeed) 
  are treated to an afterlife 
  of sadistic joys, though 
  most of Tristanaleus’ flock 
  are used as fodder for the 
  entertainment of his court. 
   
  A shockingly large portion 
  of Veranthea don’t know the 
  god of shadows by any of his 
  holy names, only as a dangerous 
  primal force; those who know 
  Tristanaleus for whom he is are 
  even more fearful of him. 
  The Dweller in Darkness
  
  38
  ANTIPALADINS OF AVARICE
  The god of darkness believes that every-
  thing he desires is rightfully his own and his  
  unholy knights are just as single-mindedly 
  stubborn in their beliefs of entitlement. These 
  fell warriors seek out the most powerful  
  magic and weaponry, obsessed with living  
  unfettered by the inhibitions of lesser crea-
  tures and aggressively defending their right  
  to do so. Antipaladins of Tristanaleus uphold 
  the following creed:
  • The shadows are my blade, my cloak, and 
  my lair; they protect me, shroud me, and it is 
  within the darkness that I plot my victories.
  • All things come from and end in darkness, 
  and so all things are owned by it. As an agent 
  of shadow it is my right to take all I see fit.
  • Nothing can stop my iron will. Those who 
  stand in my way are doomed.
  • My enemies are not obstacles but entertain-
  ment and their suffering is to my ears like the 
  sweetest of melodies.
  acts in secrecy so total that even Arcanalus can-
  not clearly discern his whereabouts or doings—
  only the supremely calculated predictions of Her-
  astreath have had any amount of accuracy when  
  divining where the Divine Shadowdweller might 
  strike next or what his current goal is. The most  
  devout followers of Tristanaleus do his bidding 
  by fostering hatred in others, taking what they  
  desire from whomever they please, and remaining a  
  secret, their identities shrouded in shadow.
  The Church
  While it is rare for Tristanaleus to have a public 
  house of worship some cultures in Veranthea have 
  come to revere the Dweller in Darkness, though 
  most who do so are clandestine and secretive to 
  the utmost. The Divine Shadowdweller’s ethos  
  encourages malice between his followers as much 
  as it does cooperation, making his religion seem  
  disorganized and prone to self-destruction; only 
  Tristanaleus’ deft use of his agents, blessed with 
  powers to disguise their presence or remain un-
  detected, keep his “church” thriving. Gifted with  
  potent, dark abilities, the devotees whom serve him 
  faithfully swiftly rise to positions of authority and 
  influence, generating small cults that pray to the 
  god of shadows.
   
  The followers of Tristanaleus vary widely 
  in role and station, but are all cunning, cruel, and  
  ruthless—bloodthirsty soldiers, amoral merchants, 
  murderers, and thieves faithfully look to the 
  god of avarice and hatred for aid. His priests are  
  charismatic or dominating sycophants surrounded  
  by fawning minions all equally covetous of their 
  master’s influence and power, willing to do what-
  ever is necessary to promote themselves. Without 
  the Dweller in Darkness’ mandates or supervision 
  infighting within a cult leads to quickly chang-
  ing leadership, and even with their god’s divine  
  intervention, fighting between sects is constant.
  Temples and Shrines
  Proper churches to the god of hatred are few in  
  number but Tristanaleus’ sweeping gothic castle- 
  like temples cast large shadows over the settle-
  ments that harbor them. Shrines to the Divine 
  Shadowdweller are much more common, but far 
  grislier—he enjoys tributes of corpses carved with 
  Infernal markings.
  A Priest’s Role
  The most devoted followers of the Dweller in  
  Darkness make up his enigmatic priesthood, each 
  developing their own small following of fanatical 
  sycophants. Public priests of Tristanaleus act as  
  mediators of grievances outside the law’s purvey, 
  making public the misdeeds of aggressors for a  
  nominal fee.
  Adventurers
  Clergy of the Divine Shadowdweller frequently  
  employ adventurers for their shadow wars, both 
  with the other religions of Veranthea and one  
  another. When a cult leader of Tristanaleus finds 
  their minions are inadequate for acquiring an  
  object of great power or value, they hire explorers 
  and mercenaries to get the job done.
  Clothing
  True devotees of the Dweller in Darkness wear  
  underclothing so black that it seems to bleed  
  shadow, but otherwise have only hidden sym-
  bols or markings that show their allegiance to  
  Tristanaleus. Many are also bearing fine ornamen-
  tation—when one of the god of avarice’s followers 
  sees something they want, they tend to take it. 
  Holy Texts
  Every cult of Tristanaleus has its own tome, usually 
  penned by the current leader. The most well-known 
  and publicized belonged to the denomination of  
  Itzal Geriza, a caravaneer of eastern Grethadnis.
   
  Lecticio Itzal Geriza: Fables aggrandizing 
  the accomplishments and successes of the despi-
  cable profiteer Itzal Geriza fill this lavish tome,  
  flatteringly espousing his rise to power. From  
  humble beginnings as the son of a poor shopkeeper 
  (which is itself a lie as Itzal’s father was a wealthy 
  noble), Geriza cheated, lied, stole, and murdered his 
  way to great prominence, a perfect example for how  
  
  39
  to best live up to Tristanaleus’ ideals.
  Holidays 
  Followers of the Dweller in Darkness celebrate the coldest day 
  of the year on their respective continent—the day with the lon-
  gest night.
   
  Najduza Noc: More murders occur on this unholy 
  holiday than any other day of the year as the Divine Shad-
  owdweller’s adherents emerge from the shadows to kill as 
  their urges direct them, often to take from another something 
  they desire. All of the victims of this annual profane celebra-
  tion are marked with Tristanaleus’ religious symbols, weep-
  ing and bleed shadows for a week or until exposed directly to 
  sunlight.
  Aphorisms
  Several adages can be attributed to Tristanaleus, usually heard 
  as one of his worshipers sinks a blade into a helpless victim.
   
  Everything Casts A Shadow. Even the most radiant 
  creatures cast a shadow and this saying reminds the god of ha-
  tred’s followers that there is always a dark place from which 
  to strike unseen.
   
  Might Makes Right. As the phrase implies, strength is 
  justification enough to do as one pleases.
  Relations with Other Gods
  The other gods are ever suspicious of Tristanaleus and none 
  too fond of him, all keen to unveil his deceptions or for any 
  signs of what the Dweller in Darkness is about to do next. In 
  the Conxecron he is regarded with caution, always lurking on 
  the edge of the court and playing devil’s advocate regardless 
  of which deity he opposes.
  Realm
  The Divine Shadowdweller lives in a fortress of darkness on 
  the Shadow Plane. His followers are able to walk through the 
  tangible shadows freely, but nonbelievers find the firmament 
  to be impervious and are sapped of their strength for every 
  moment they walk upon it.
  NEW ITEM: NAZDUJA DUST
  When sand is taken to the Material Plane 
  from the area around Tristanaleus’ home 
  in the Shadow Plane it loses its ability 
  to sap the strength of the faithless but 
  becomes a magical conduit for muscle-
  bound mages. Bloodragers in particular 
  desperately seek out nazduja dust, using 
  the wondrous item to amplify the power 
  of their spells while using bloodrage. 
  NAZDUJA DUST
  Aura faint universal; CL 3rd
  Slot none; Price 50 gp; Weight ¼ lb.
  DESCRIPTION
  This dark sand absorbs the light that 
  touches it, making it appear to be pitch 
  black. When used as an extra component 
  while casting a spell with material com-
  ponents, nazduja dust allows the user 
  to substitute their Strength attribute 
  in place of their regular spellcasting  
  attribute. In order to be effective, a  
  number of uses of nazduja dust must be 
  used equal to the number of spell levels 
  of the spell being cast.
   
  A user may choose to instead use 
  nazduja dust to cause the spell they make 
  to lower the area of light around the 
  caster for a number of rounds equal to 
  the spell’s level in a radius of 5 feet per 
  spell level. In addition, the user is able to 
  see clearly through this darkness.
  CONSTRUCTION
  Requirements Craft Wondrous Item, 
  Eschew Materials, creator must have 3 
  ranks in Knowledge (arcana), Knowl-
  edge (planes), and Spellcraft; Cost 25 gp
  OBEDIENCE
  Truly devout acts of worship to Tristanaleus are grisly  
      affairs. Whether one is simply slaughtering a weaker 
   
  foe pleading for mercy or torturing an opponent  
   
  they have bested, one of the principal doctrines  
             of the Dweller in Darkness’ faith is to cause suffering  
   
  (maiming is particularly favored, especially when  
   
  depriving a victim of their sight). As much as the  
           Divine Shadowweller values the infliction of pain,   
         among he and his followers strength is respected  
   
  above all. Athletic competitions are encouraged to 
          establish dominance but all displays of superiority 
             are welcome—Tristanaleus teaches that while  
   
  physical  force is often the arbiter of supremacy  
        that it is not always the case. Possessing vast wealth, 
           commanding large forces, and mastering powerful  
   
  magic can all be ways to be stronger than others.
  
  40
  With a jaunty charge and deft strike from his pick, the Divine Drunk stumbled around Castriil’s 
  grasp and wounded one of its thousand eyes! His laughter was of such a great mirth that the 
  Alien Nightmare’s unnatural soul quaked with fear; like Dreksler we too must laugh in the 
  face of evil, ever joyful against the challenges that obscure our paths to destiny.
  —Librus Adventuriosii
  The Divine Drunk, The Wildest Card
  God of Adventure, Alcohol, Charity, Dwarves, and Fame
  Alignment CG
  Domains Chaos, Charm, Glory, Good
  Favored Weapons heavy pick
  Centers of Worship Cape of the Bereft, 
  Duranteen Mountains, Elleara, 
  Mountains of Drathfire, Ominara
  Race dwarf
  Dreksler is the least 
  predictable amongst the 
  gods though he always 
  acts towards what he 
  sees as the good of his 
  worshippers. The Wildest 
  Card manifests as a stout 
  dwarf in a state of inebriation, 
  dressed in ancient, traditional armor and 
  carrying two picks (both far too large for him). 
  His clergy are known for starting parties 
  wherever they go, claiming “If Dreksler is 
  drunk, so shall we be!” His priests carry 
  tankards of endless ale in special, dedicated 
  boxes, and freely and frequently share this 
  blessing with others. The Church of Discovery 
  (his most devout worshipers) recognizes those 
  of impressive deeds and heroic exploits, and 
  offers them boons and celebrations in their honor.
   
  As his name might suggest, the Divine Drunk 
  has an entertaining demeanor that makes him one 
  of the most popular gods in all of Veranthea. Only 
  those truly devoted to order or single-mindedly 
  focused on their own goals (either for good or evil) 
  find umbrage with Dreksler; though his inebriated 
  buffoonery is usually benign, this isn’t always the 
  case and his exploits’ full ramifications are not always 
  beneficial. Most folks focus on the Wildest Card’s 
  insistent revelry largely thanks to his celebratory 
  clergy, who enjoy the same level of favoritism from 
  Verantheans and are usually welcomed in all 
  settlements. Unsurprisingly he has followers everywhere 
  and though not as strong as his primal counterparts or 
  yielding as many dwarven followers, Dreksler is 
  worshiped by the most prominent stout folk and 
  appears more times in the mythology of the dwarven 
  race than any other deity.
  
  41
  The Church
  The Church of Discovery is the most popular  
  religious institution in Veranthea. Every settle-
  ment of Kind Folk (and even the odd Unwanted 
  Folk town or city) has a house of worship dedi-
  cated to the god of adventure, commonly doubling 
  as an eatery and tavern. His clergy (usually a bit 
  drunk and apathetic) have no compunctions about 
  treading on the other gods relics or traditions save 
  for Wealbrens. With coffers filled by the sale of 
  the world’s best alcohols and treasures acquired 
  from adventurers given quests by his worshipers, 
  the Church of Discovery keeps a strong reserve 
  of gold and other rewards for anyone that greatly 
  distinguishes themselves through glorious deeds  
  of exceptional valor. 
   
  Many different kinds of people worship 
  the Divine Drunk but adventurers, bards, cooks, 
  drunkards, dwarves, and fighters are the like-
  liest to pay tribute to the god of fame and like 
  their namesake, these adherents of Dreksler are 
  always inebriated or perpetually about to be in a 
  state of drunkenness (but otherwise fairly agree-
  able). There’s little to no organization of power  
  between different arms of the Church of Discovery,  
  and when there is a question of which sect has  
  authority over another, it usually comes down to a 
  contest of some kind between head priests.
  Temples and Shrines
  Dreksler’s houses of worship revere celebra-
  tion and the god of adventure in equal parts; 
  for every votive there is a fork and flagon, for 
  every pew a table, and for every religious ser-
  vice a meal. The vast majority of his followers are  
  faithful attendants to the Church of Discovery, 
  extolling the deeds brought to their local sect in 
  markets and taverns across Veranthea (to increase 
  the fame of both their local congregation and the 
  adventurer responsible). In addition to serving as 
  cafeterias and drinking holes, the Wildest Card’s 
  temples often maintain a thriving magic item  
  trade.
  A Priest’s Role
  In addition to their position as leaders in the Church 
  of Discovery, Dreksler’s priests are brewmasters 
  and chefs that each fine-tune a personal recipe for 
  a food or drink that they will one day share with 
  him in the afterlife. Otherwise his clergy are devot-
  ed to living a life of celebration and mirth, making 
  them popular members of most communities—as 
  worshipers of the god of alcohol, they are quick to 
  dispense it and few Verantheans turn down a free 
  drink (usually dispensed via a Dreksler’s unending 
  tap). 
  Adventurers
  No Veranthean deity is more popular with  
  adventurers than the Divine Drunk. His priests and 
  priestesses are constantly seeking out explorers, 
  mages, mercenaries, and rogues to quest into  
  dungeons, retrieve priceless relics, or otherwise 
  aid the realm. Legends claim that those who best  
  emulate Dreksler often meet him just before un-
  dertaking the greatest venture of their lives, a good 
  omen for what lay in their future.
  Clothing
  Dreksler’s clergy dresses in suits of breastplate that 
  resemble their god’s and in lieu of that, shirts and 
  coats that are colored or even painted to look like 
  the deity’s suit of armor. They openly wear his holy 
  symbol on their shoulders, proudly displaying it 
  wherever they go. 
  Holy Texts
  The Divine Drunk has several holy texts but only 
  two are considered to be required reading for his 
  clergy.
   
  Brewmaster’s Cookbook: The best recipes in 
  the world are said to lay within these curious texts, 
  but not everyone can immediately read them—
  somehow the books know whom holds them and 
  pass judgment with mysterious decrees. A simple 
  nonbeliever finds directions on how to prepare  
  enjoyable food and drink, but those best liked by 
  Dreksler find recipes that would satisfy even the 
  gods.
   
  Librus 
  Adventuriosii: 
  Any 
  adventurer 
  seeking fame and fortune can draw powerful and  
  important lessons from this popular leatherbound 
  tome. These books detail some of the attributes of 
  monsters common to the realms they are written in, 
  tips on how to endure weather hazards, diagrams of 
  simple traps frequently found in the area, and the 
  like, all told through fables of Dreksler’s adventures 
  across Veranthea in the distant past.
  Holidays 
  To the true follower of the Wildest Card every day is 
  a holiday and even the sacred celebrations of other 
  deities are cause for revelry (really, anything able to 
  qualify does so) but one day in particular stands out 
  from the rest.
   
  Ritam Za Neznalice: Celebrated at the 
  height of summer on the longest day of the year, this  
  holiday is said to be Dreksler’s birthday (so de-
  clared by the Divine Drunk himself). His clergy kick 
  their revelry up a notch and drink flows even more  
  freely than normal, gifts are given between family 
  and friends, and the Church of Discovery holds a 
  feast that lasts both day and night.
  
  42
  Aphorisms
  Dreksler has innumerable expressions but two well known 
  by most Verantheans.
   
  Beer Then Liquor, Never Been Sicker; Liquor Then 
  Beer, Never Been Clearer. A self-explanatory saying.
   
  Fortune Favors The Bold. Good things come to 
  the courageous and the Wildest Card is said to personally 
  ensure that at times, encouraging his flock to ever greater 
  heights of fame by their virtuous acts.
  Relations with Other Gods
  Nearly all of the deities of Veranthea have a fondness for 
  Dreksler. Though he is unpredictable the lawful gods re-
  spect what the Church of Discovery accomplishes for the 
  good of Veranthea or the opportunity for evil it often cre-
  ates, the chaotic gods find his demeanor to be delightful, 
  and few are able to resist his mirth. Matilondo despises the 
  Divine Drunk (as do the Nightmare Gods), though none 
  of their siblings have yet realized his displeasure for the 
  dwarven deity.
  Realm
  Dreksler doesn’t call any single dimension his own but 
  lives instead in a traveling demiplane contained within his 
  favorite tavern, The Divine Swill. From the outside the pla-
  nar wonder looks like a two-story rustic inn, but the interi-
  or is a tesseract and has at times been as large as Lethis. The 
  god of adventure’s most famous and devout followers join 
  him to revel eternal in the afterlife, celebrating their accom-
  plishments and deeds (and occasionally helping mortals 
  make their own marks on history). After accomplishing a 
  truly mythical feat, an adventurer might well walk into a 
  tavern to find themselves in The Divine Swill for a night of 
  celebration unlike any other in their mortal life.
  OBEDIENCE
  While the Church of Discovery has certainly played a role 
  in the popularity of the Wildest Card, the majority of his in-
  creasing deific power comes from celebrations—especially 
  when alcohol is involved. Knowingly or not the countless 
  taverns, tea houses, and drinking halls throughout Ve-
  ranthea serve a dual purpose as ad hoc houses of worship 
  for Dreksler, feeding the dwarven deity of adventure with 
  belief that can at times make him more one of the most po-
  tent gods in the Radical Pantheon. True to form he rarely 
  uses the gifts granted by revelry to do anything of great im-
  pact, squandering it for entertainment instead. The Divine 
  Drunk is empowered by believers through other means 
  however and adventurers are constantly achieving victo-
  ries that also pay tribute to him regardless of his clergy’s 
  potential involvement. Charitable acts are also looked upon 
  kindly by Dreksler and those who donate great wealth in 
  his name are sometimes visited by him in their dreams, 
  treated to an evening of entertainment in The Divine Swill 
  that they can vividly remember long afterward (a gift of 
  perfect memory to be enjoyed until the end of one’s days).
  The Church of Discovery
  When deeds are rewarded directly by the 
  Church of Discovery the priests of the Wildest 
  Card (and if they’re game for it, those submit-
  ting accomplishments) get overwhelmingly 
  inebriated as part of a ritual feast honoring 
  their god. For particularly grand achievements 
  the clergy of nearby shrines and houses of wor-
  ship are all invited to join, distant priests make 
  their way to the celebration, and often entire 
  settlements participate in the revelry—some 
  do so just for the fun of it but others come be-
  cause there’s always a chance that Dreksler 
  himself crashes the party. The organization has 
  more to offer than a good time however and 
  they provide a range of services regardless of 
  one’s allegiance, provided of course that upon 
  entering the Church of Discovery weapons are 
  peacebonded and traveler pledge not to incite 
  violence while within.
  Declarations and Quests
  Dreksler’s clergy are tasked with encourag-
  ing the accomplishment of great deeds in Ve-
  ranthea and, using charity given to the Church 
  of Discovery, use their order’s wealth to hire 
  adventurers to render aid to those in need, right 
  wrongs, and generally help create an environ-
  ment where celebrations are common.
  Equipment
  While not every Church of Discovery has an 
  alchemist or smith, all of these houses of wor-
  ship keep the anvils, forges, and laboratories 
  required to perform such work. They are open 
  for use by adventurers at no charge, though 
  stealing is not included in the pledge for entry 
  and creators best beware.
  Tavern
  It is impossible for any mortals to create a 
  drinking house as fine as The Divine Swill but 
  that doesn’t stop the Wildest Card’s priests 
  from trying. The food in these taverns is always 
  good, the prices are affordable, and so long as 
  blades aren’t drawn it’s a tall order to be kicked 
  out of one.
  Training
  Retired adventurers with a fair number of deeds 
  registered with the Church of Discovery receive 
  a discount at the taverns inside the houses of 
  worship so finding masters of trades to learn 
  from within is easily done. What an individual 
  Church of Discovery has to offer this way is at 
  the GM’s discretion, but when a retired adven-
  turer with access to the archetype, class, feat, 
  language, skill, or spell known can aid with re-
  trainingUCA, reducing the time required by half 
  (though not the gold cost, and there’s usually a 
  “listening to old glories” tax to be paid during 
  nights of drinking in between instructions.
  
  43
  Hunt for an orc and feed him for a day. Teach the orc to hunt and 
  feed him for life. Train the orc to fight and he will make war. Once 
  an orc knows to war, the blood flows free on the path to victory. 
   
   
   
   
   
   
   
   
  —Chilombo Buku
  The Divine Savage, The Quick Death
  God of Combat, Orcs, and Savagery
  Alignment NE
  Domains Destruction, Evil, Strength, War
  Favored Weapons battle axe, kukri
  Centers of Worship Durkhon Badlands, Fordhatta, 
  Hurral Hills, Red Fist Territory, Scorched Desert
  Race orc
  Elaith is the most monstrous deity aside from the Nightmare 
  Gods; not because of his appearance, but rather his nature. 
  Favoring an instantaneous kill to any sustained confrontation, 
  the Quick Death strikes from the darkness and enters battle 
  with a ferocity matched only by his uncanny precision. 
  Renowned among the gods for his skill in battle, warriors 
  and generals alike make respectful sacrifices in his name 
  before important military operations. Virtually all orc 
  tribes are among Elaith’s flock and he personally seeks 
  out the most talented among them to guide towards 
  still-greater power while disguised as either a 
  charming rogue or an ancient wizard of 
  indeterminable race. When beheld in combat, 
  his body is constantly morphing from shadow 
  to toned muscle, a battleaxe in one hand and 
  a kukri in the other, always with the hide of a 
  jabberwock draped over his enormous chest. The 
  Divine Savageemerged with a bastard brother half-orc demigod 
  named Rankarand some of their race (those who follow a more  
  Samaritan path) join his kin in the Endless Duel. There the devout 
  followers of both train for eternity to briefly take the place of 
  their deity before a single blow from either god strikes them 
  low for decades or more.
   
  The Quick Death is often looked upon as a champion 
  of the Unwanted Folk and therein is the Veranthean deity 
  most widely feared by Kind Folk. In truth only those 
  driven by bloodlust—regardless of their species—are 
  likely to worship the god of combat and savagery, 
  giving in to murderous temptations or a subconscious desire 
  for malice and destruction. To best express their devotion, his 
  adherents do as the Divine Savage is wont to: establish superiority 
  through brutal physical contests usually ending in bloodshed. 
  Elaith’s clergy are generally as feared or respected as their patron, 
  always treated with distant caution and when a military necessity,  
  tolerated in civil society. It is well known that to upset a priest 
  or priestess of the Quick Death is to invite pain to oneself, 
  regardless of any expression’s intent.
  
  44
  SAVAGE ANTIPALADINS
  These savage warriors are sought after as  
  gladiatorial champions, military commanders, 
  tactical advisors, and generally in any role that 
  makes targets readily available. Elaith’s un-
  holy knights carve up creatures with a fervent 
  zeal for bloodshed that makes them terrors to  
  behold, and they go to great lengths to  
  maximize how much death they can deal out  
  in any given situation. Antipaladins of the  
  Divine Savage uphold the following creeds:
  • Combat is my given tongue and though I may 
  not speak elegantly, I speak more than most.
  • I will wear my slain foes as trophies and their 
  kin will lament my name.
  • Politeness is a sign of weakness and I know 
  no such restraints.
  • True strength lies in a blade. I am the axe of 
  the Quick Death and none are stronger.
  The Church
  Kind Folk do not look on Elaith fondly and typi-
  cally see his followers as little more than blood-
  thirsty savages ever ready to draw a blade and 
  die a glorious death in battle. Though ultimately 
  a disservice, this is a fairly accurate understand-
  ing of the Quick Death’s ethos and the simplic-
  ity of Elaith’s philosophy doesn’t call for much 
  in the way of organization save for identifying 
  the biggest, strongest, and toughest believer 
  among any given group; thus the hierarchy of 
  the Divine Savage’s religion is mostly localized 
  to a settlement or region. 
   
  Barbarians, 
  lycanthropes, 
  Unwanted 
  Folk, and orcs are his most common worship-
  ers, though many mercenaries and soldiers also 
  show reverence for the god of combat. Elaith’s 
  flock are not usually found among civiliza-
  tion—largely relegated to areas of wilderness 
  or scarce populations instead—but they tend to 
  quickly distinguish themselves using violence 
  when they establish a house of worship or be-
  gin attending one. 
  Temples and Shrines
  The churches of the Divine Savage are austere 
  affairs that serve equally well as arenas, usually 
  little more than bloodstained pits surrounded 
  by simple wooden pews. Shrines to Elaith are 
  equally frugal, usually large stone carvings de-
  picting a magnificent warrior. The devout lay 
  corpses at the feet of these statues and when the 
  god of savagery is pleased, the artwork glows 
  with a blood red nimbus of energy in the dark 
  of night and takes on an uncanny likeness to its 
  subject.
  A Priest’s Role
  Elaith’s priests are as much combatants as they are 
  clergy, constantly looking for ways to test their mettle 
  regardless of where they might be. The Quick Death’s 
  most devout worshipers handle tributes to the god 
  of war whenever conflicts arise, holding their mur-
  derous urges long enough to accept donations from  
  everyone—regardless of which side of a battle they 
  may be on. 
  Adventurers
  Many adventurers follow the Divine Savage usually 
  because of his position as the deity of battle. Typically 
  these are mercenary-minded explorers or soldiers,  
  but bloodthirsty and valorous orcs of all roles are 
  common as well.
  Clothing
  The Quick Death’s followers openly wear their god’s 
  holy symbol on their person. More importantly, how-
  ever, are the trophies; a token of every kill from each  
  creature slain by a devout adherent of Elaith is worn 
  somewhere on their body. Sometimes these are small 
  (a tooth or ear) but truly worthwhile victories merit far 
  grander and more elaborate use of remains.
  Holy Texts
  Elaith has numerous volumes largely revolving around 
  battlefield tactics and martial disciplines. One of these is 
  considered quintessential, as is a cunning philosophical 
  treatise on the Divine Savage’s ethos.
   
  Divljak Dikar: This metal bound tome is filled 
  with military diagrams and tactical axioms that have 
  guided centuries of Veranthea’s generals. In addition to 
  combat acumen and philosophical truths, this book de-
  tail is considered required reading for any commanding 
  leader.
   
  Chilombo Buku: A monstrous manual revered 
  by his Unwanted Folk followers, this unholy text teach-
  es how to live a justly savage life no matter where one 
  dwells. Orcs in particular favor this book, often making 
  sure at least one of a tribe’s members is literate so that 
  they might hear the fables of their god that lay within.
  Holidays 
  The third week of spring is one of the most dangerous 
  times in Grethadnis and Trectoyri as the followers of 
  Elaith have only one holiday, but celebrate the days be-
  fore and after it with a truly dangerous fervor. 
   
  Dagi Drabet: In 888 AV the Divine Savage was 
  called out by one of the Fair Continent’s jabberwocks 
  and became so enraged he came down to Veranthea, 
  slaying the great beast. So it is that as the snow thaws in 
  Grethadnis and begins to fall in Trectoyri that his follow-
  ers celebrate, drinking an unholy draught that heightens 
  their bloodlust to make even the slightest provocation 
  enough to cause an ensuing fight to the death.
  
  45
  Aphorisms
  Elaith has many axioms, most relating largely to battle, with a few broad enough to have been 
  have worked into the vernacular.
   
  Fight Right Or Make Light. Any battle can be won with a precise blade and perfect tactics, 
  but when defeat is inevitable, a warrior should be able to retreat swiftly.
   
  Sanguine Then Wine. Intended mostly to mean “do your killing before your drinking”, 
  peasants rarely know the meaning of the first word and take it to mean work before pleasure.
  Relations with Other Gods
  Most of the other gods dislike Elaith and avoid letting their gaze wander from him, respectfully 
  aware of the deadliness of his blades. The Divine Savage distinguishes himself in the Conxecron by 
  providing incredibly insightful advice, pointing out consequences even Herastreath has acknowl-
  edged are incredible. 
  Realm
  The demiplane that the Quick Death calls home is not unlike Veranthea’s most 
  blighted realms, but populated by all of the warriors and creatures slain by 
  Elaith and his followers. In Gyorshalal they battle eternal in huge clashes, the 
  dead resurrecting after the sun sets or rises to fight renewed (unless they recover 
  the trophy taken by a rival that cut their mortal coil).
  OBEDIENCE
  Elaith likes prayers drenched in blood—the fresher the  
        better. The Quick Death prefers that when these  
   
  killings take place they are either done swiftly  
   
       by blade or savagely by claw and fang. Regard- 
   
   
    less of method, proper rituals for the  
   
   
   
     Divine Savage prop the body of  
   
   
   
   
  a victim to maximize the 
   
   
   
   
         blood draining from
   
   
   
   
             their corpse.
  
  46
  There is no greater glory than that bestowed by fortune and wealth; a full coffer benefits 
  all of a Veranthean’s friends, loved ones, and even enemies. It is through wealth that in-
  dustry blooms, and under the guidance of those who have amassed the most, the world 
  presses ever forward and onward. Thus it is only right to increase one’s riches, bettering 
  the whole in so doing.   
   
   
  —Profitable Spiritual Living
  The Divine Wordsmith
  God of Capitalism, Deceit, Evil, Gnomes, Greed, Trade, and Wealth
  Alignment LG (LE)
  Domains Charm, Good (Evil), Glory, Nobility, Trickery
  Favored Weapons dagger, dart, sword cane
  Centers of Worship Fordhatta, Kakorr, Lethis, Privatend
  Race gnome
  To the majority of Veranthea, Matilondo is a deity that exemplifies all the 
  beneficial qualities of good leadership and flowing commerce—his highest 
  ranking clergy and the most learned scholars know the true nature of this 
  deceitful god and the great lengths his followers take to maintain it: 
  the Divine Wordsmith is greedy and corrupt to the core. 
  Few deities are as active in mortal affairs as the god of 
  gnomes, and he perpetually plots and works to 
  undermine his sister Andraletha’s efforts to oversee
  civilization’s well-being. Aspiring kingdoms devote 
  untold resources to gain his favor as they employ 
  assassins, poisoners, spies, and every possible 
  avenue to the accumulation of more wealth. The 
  adherents of Matilondo are always happy to lend a 
  helping hand—for a price, of course.
   
  Commoners believe that the Divine 
  Wordsmith is a benevolent force and one of the 
  most altruistic of Verahnus’ children, paying 
  tithes to his churches with complete faith in the 
  charitable platitudes of his priests (his most 
  liked followers are those who bring in the 
  most tribute). Only the most learned and 
  knowledgeable scholars or highest ranking 
  members of his clergy have gleamed the 
  truths of Matilondo and know his evil intentions. So it is
  with no surprise that his religion is widely perceived as 
  one of the most charitable, compassionate, and 
  philanthropic institutions in all of Veranthea. 
  The Church
  The Divine Wordsmith’s clergy have houses of worship 
  everywhere in Grethadnis and can even be found in 
  settlements in Trectoyri, Urethiel, or the Forever Dark—
  the god of trade and wealth is practically necessary for 
  most of civilization. In addition to feeding the poor 
  (who receive food that abates their hunger only to 
  redouble it) and accepting tribute for Matilondo, 
  his clergy wage shadow wars that undermine 
  all of the other religions on Veranthea. The
  
  47
  MERCHANTEER PALADINS
  Matilondo’s holy knights are a mysterious or-
  der of warriors that at first seem like any other 
  paladins, but quickly reveal themselves to be 
  quite different in both method and manner 
  (see pages 66–68).
  Alignment: Merchanteers of Matilondo below 
  11th level must be non-evil and non-chaotic. 
  Merchanteers of Matilondo of 11th level and 
  above must be lawful evil.
  Code of Conduct: Above all else, good or 
  evil, naive or knowledgeable, a merchanteer 
  of Matilondo has one directive and one direc-
  tive only—enhance the wealth of the church. 
  This does not mean that a merchanteer cannot 
  take actions someone else might qualify as un-
  profitable, only that such actions must always 
  be in service to an ultimately profitable out-
  come. A merchanteer’s code requires that he 
  tax, charge, and collect funds for any services 
  he renders whenever possible, provided such  
  actions don’t interfere with his goals.
  Associates: While he may adventure with less 
  single-minded allies, a merchanteer avoids 
  working with overly altruistic or charitable 
  characters. Under exceptional circumstances he 
  may do so, but only to bring them into his fold 
  or take all they have to offer. A merchanteer 
  does not need an atonement spell during such 
  an unusual alliance, or afterward—Matilondo 
  only cares about the bottom line. A merchan-
  teer may accept only henchmen, followers, or 
  cohorts who are themselves greedy (likely evil-
  aligned, and at best neutral-aligned).
  tactics of the deceitful gnome’s followers are as 
  duplicitous and varied as their patron’s treasures, 
  ranging from slowly destabilizing faith in his sib-
  lings to murdering opposing priests or sabotag-
  ing other deities’ temples (though never one that 
  belongs to Wealbrens). 
   
  While any whom carry a great desire in 
  their heart to attain gold simply for the sake of 
  it might find themselves worshiping Matilondo, 
  most of his flock are misguided gnomes, greedy 
  merchants, and corrupt (or corruptible) royalty. 
  Virtually everyone finds his followers to be  
  affable and likeable, showing fealty or kindness 
  in the face of brazen capitalist mercantilism lest 
  they earn the Divine Wordsmith’s contempt.  
  Despite their deity’s duplicitous double nature, 
  the church does perform a surprising amount 
  of good deeds if only because their lower- 
  ranking members don’t quite understand the  
  final destination of the funds they don’t use.
  Temples and Shrines
  Churches devoted to the god of capitalism are grandi-
  ose and magnificent structures that put many castles 
  to shame in terms of grandeur. Matilondo’s houses of 
  worship are typically located in or near the poorest 
  parts of a settlement, preying on the weak with false 
  benevolence. Shrines to the god of wealth are located 
  all around the nearby area, magically transporting 
  any coins placed inside to the nearest church.
  A Priest’s Role
  Priests of Matilondo are beholden to do good works 
  on behalf of the church, encouraging charity and 
  good will while accepting donations on behalf of the 
  Divine Wordsmith. High ranking clergy that know 
  the truth of their deity’s evil nature utilize these 
  funds to attack and destroy the god of gnomes’ com-
  petitors, along with culling nonbelievers that find out 
  Matilondo’s secret and lose their faith.
  Adventurers
  Explorers, mercenaries, and many adventurers wor-
  ship Matilondo, buying into his hokey philosophy 
  that attaining great wealth encourages and enriches 
  the lives of those around them. Few ever discover the 
  Divine Wordsmith’s treachery, unknowingly provid-
  ing aid to an organization that often comes to be at 
  odds with their ilk.
  Clothing
  Matilondo’s clergy are easy to spot—they are always 
  clad in finery, adorned with precious metals and  
  jewels galore.
  Holy Texts
  Hidden tomes detail the true ethos and beliefs of 
  Matilondo but most people only ever come to know 
  of the existence of his two most popular books.
   
  Profitable Spiritual Living: This lavish, gold-
  inked text is bound with precious metals and embed-
  ded with jewels and gemstones. Its stunning callig-
  raphy directs a reader on rituals to make the most of 
  tributes made to the god of wealth, espousing what 
  seems to be practical wisdoms on how to live a frugal 
  life that ultimately bears good fortune.
   
  Raamat Khraza: The nuances of mercantilism 
  and trade are not at all lost on the followers of Mati-
  londo, each of them trained heavily in the social arts 
  taught through this revered tome (required reading 
  for anyone entering the priesthood, ensuring they 
  are of enough moral fiber and wherewithal to carry a 
  profit.)
  Holidays 
  Matilondo’s followers celebrate the coming of spring, 
  the time when most governments in Grethadnis  
  collect taxes.
  
  48
   
  Maxu Paev: While his most knowledge-
  able priests and merchanteers know that Mati-
  londo fell to evil, none know the duplicitous 
  god is responsible for unleashing the Night-
  mare Gods, believing only that they commem-
  orate his acquisition of wealth to surpass that 
  of his siblings. The annual showing of good 
  fortune and riches on the eve of spring un-
  knowingly celebrates the reemergence of the 
  terrible dark deities, often causing unpleasant 
  phenomena in the areas nearby.
  Aphorisms
  The Divine Wordsmith has numerous expres-
  sions that are frequently used by Verantheans 
  in all walks of life, but two that stand out from 
  the rest.
   
  A Copper Given Is A Silver Gained. 
  Though factually and logically untrue, the 
  clergy of Matilondo frequently use this phrase 
  to remind folks of their god’s good will when 
  seeking donations.
   
  Hands Are Not Free. Everything has 
  a cost, even if that cost may not be monetary 
  or immediate, and the followers of the god of 
  capitalism are encouraged to always be mind-
  ful of this axiom when accepting aid.
  Relations with Other Gods
  For the most part the other deities are quite 
  fond of Matilondo, finding him to be af-
  fable and one of the most likeable gods. 
  There is some suspicion among the other 
  Shadow Gods as to the Divine Wordsmith’s 
  recent motives, but not enough to act on  
  (especially against such a swell fellow). 
  Realm
  Matilondo lives in magnificent palace on a 
  demiplane of his own devising, Nobinzuzu, 
  a vast realm made of platinum and gold that 
  grows larger with each passing day as his 
  church collects ever greater wealth. Though it 
  is as hard as adamantine, anyone that digs an 
  inch beneath any surface here finds putrid ex-
  crement beneath the lustrous veneer. 
  OBEDIENCE
  One must be palming a gold coin while re-
  citing prayers to the Divine Wordsmith, or if 
  10th level or higher, a coin made of fool’s gold. 
  Less people are aware of it but one might also 
  earn a glance from Matilondo by whispering 
  his name before revealing a great deception 
  or after earning great profit at the expense of 
  someone else.
  CHOSEN OF MATILONDO
  Beyond his chosen (page 70), the Divine Wordsmith has 
  many different individuals on Veranthea endowed with a 
  sliver of mythic power (usually stolen from one of his peers 
  or another powerful divine creature) but his dubiousness 
  does not end there. In moments of great desperation Mati-
  londo will freeze time around someone he believes can be 
  bargained with, slipping into their mind with the intent of 
  taking them for all they’ve got. Only fools take him up on 
  this offer and though it may save them from death, what 
  comes after is considered by many to be a fate far worse.
  Accepting Matilondo’s Bargain
  Matilondo waits until it is imminently clear to his soon-to-
  be victim that they are about to painfully shuffle off their 
  mortal coil. Objects and creatures slow like molasses until 
  they freeze entirely as the Divine Wordsmith steps in from 
  out of the victim’s peripheral vision, an empathetic smile 
  on his face. He is affable and polite, offering salvation but 
  explaining that to do so without his fellow gods realizing 
  it will require the expenditure of great wealth—ephemer-
  al, sentimental, and otherwise. Realizing that any of what 
  Matilondo has to offer is a lie is practically impossible (he 
  has a +80 bonus to Bluff checks) but devout adventurers 
  can roll 1d20 and on a 20 their faith warns them not to agree 
  to anything the god of gnomes has to offer. Those fools that 
  accept the bargain feel all of their wounds completely heal 
  (restoring any lost hit points and curing any conditions), 
  immediately gains the benefit of a freedom of movement spell 
  (CL 20th), and gains one randomly determined mythic tem-
  plate for 20 minutes.
  Cost of the Deal
  The victim believes that they will pay half of their wealth in 
  coin and equipment to the Church of Matilondo but this is 
  only the immediate cost (half their goods vanish the instant 
  the deal is made). Until they have earned atonement from 
  their true deity the victim automatically loses half of ev-
  erything to the Divine Wordsmith—half of what they drink 
  fails to refresh them, half of what they eat disappears before 
  reaching their stomach, and half of the coins in their pock-
  ets dematerialize. Moreover they are subtly enslaved to the 
  true chosen of Matilondo regardless of any immunities or 
  protections they have. While within eyesight a chosen of 
  Matilondo may manipulate the victim as per dominate per-
  son, and regardless of distance they are able to affect the 
  victim with suggestion while the victim is awake or dream 
  while the victim is asleep. When the victim diedsthey lose 
  their soul to the Divine Wordsmith if they have not proper-
  ly atoned, drawn inexorably to Nobinzuzu for all eternity.
   
  While still bound by the bargain the victim is able to 
  summon the mythic power of Matilondo once per week to 
  temporarily gain a randomly determined mythic template, 
  but each time they do so it costs them dearly (how exactly 
  is at the GM’s discretion).
    d100 
   
  Mythic Template  
     1–35 
   
       AgileMA
     36–50 
   
       ArcaneMA
     51–75 
   
       DivineMA
     76–95 
   
       InvincibleMA
    96–100 
   
       SavageMA
  
  49
  The light of Aleana’s courage shines brighter than the sun, casting out shadows and 
  extinguishing the fears of her flock. Her illuminance protects both the mightiest  
  mortal and the meekest devotee from the depredations of evil, and to defend others 
  from harm is to bask in the glorious presence of the Lady of Light.
  —Cahaya Divinicio
  Divine Healer, Lady of Light, The Shield Maiden
  God of Humans, Life, Light, Oracles, and Wisdom
  Alignment NG
  Domains Community, Good, Healing, Protection, Sun
  Favored Weapons heavy shield
  Centers of Worship Elleara, Lethis, Ominara, 
  Srendthav, Xyrth Bogs
  Race humans
  Aleana appears as a beautiful middle-aged 
  human maiden bathed in a cloak made of 
  golden light that heals whomever it shines 
  on, adorned with two heavy shields. When 
  the Conxecron convenes, she is always the 
  voice of compassion and peace among the 
  gods, seeking the prosperity and betterment 
  of all her children races. Her churches give 
  aid to the poor, feed the hungry, shelter the 
  homeless, and tend to the sick. The Lady of 
  Light’s congregations always swell at harvest 
  time and at the change of seasons, as farmers 
  throng to her churches to pray for health and good 
  harvests.
   
  As one of the most powerful deities and 
  devoted to both healing and protection, the Shield 
  Maiden is looked on as a benevolent god that 
  benefits all of Veranthea. Aleana casts her 
  revealing gaze wherever it might do the most 
  good, repelling shadows and evil alike with 
  divine illumination—it is in the darkest of times 
  that the Lady of Light makes her presence 
  known, often with the same dazzling brilliance 
  as the sun. The most devout followers of the 
  god of wisdom do her a service by living their 
  lives with the same philosophy as their patron, 
  healing the injured and carrying goodness like 
  a torch to unveil evil wherever they wander.
  The Church
  Aleana’s church is beloved by Kind Folk and 
  humans in particular. Commoners that do not 
  worship Verahnus often pay tribute to the Divine 
  Healer and most kingdoms in Grethadnis have great 
  monuments devoted to her. The reverence shown to 
  the god of light is often shared with her clergy, though 
  Unwanted Folk are usually suspicious of what her followers’ interpretations of “protection” might come to 
  mean for them. 
  
  50
  PROTECTOR PALADINS
  Holy knights devoted to the Shield Maiden are 
  (as their patron’s title suggests) warriors com-
  mitted to the protection of others. While they 
  are not lacking in courage, valor, or enthusiasm 
  to undo the machinations of evil, first and fore-
  most in their minds are to defend the lives of the  
  innocent, and whenever possible, protect the 
  sanctity of any life. Paladins of Aleana uphold the 
  following creeds:
  • Killing is a last resort; only a creature too  
  dangerous or unable to be bound forfeits its life.
  • No amount of gold can sway my blade’s  
  righteous path or persuade me to bloodlust.
  • The light from my radiant soul will illuminate 
  the secrets hidden by darkness and I shall rout 
  any evil found within.
  • A soul protected is only as good as the health  
  of its body and it is as important that I heal those 
  I aid as it is for me to defend them.
   
  Though they don’t have a monopoly on 
  devotion to the Shield Maiden, the vast majority 
  of her beliefs underneath her ethos. There is little 
  discontent between these sects and though their  
  warriors are not as powerful or well-equipped 
  as their Shadow God-adherent counterparts, the  
  support they show for one another and their sheer 
  number make them a force to be reckoned with.
  Temples and Shrines
  The Divine Healer’s houses of worship are far 
  more accommodating and functional than any  
  other god’s, serving as shelter for homeless and 
  travelers alike. They freely offer nourishment to 
  anyone willing to work for it, performing good 
  deeds on behalf of Aleana in order to earn their 
  meal.
  A Priest’s Role
  Her Lady of Light’s clergy are single-minded in 
  their desire to illuminate the world of Veranthea, 
  showing their kin and neighbors a better way to 
  live through cooperation and pacifism. When  
  violence is inevitable, her priests take up arms 
  (usually shields) to defend their flock or the  
  settlement they practice their religion in.
  Adventurers
  The god of life is very encouraging of adventurers, 
  espousing the need for questing explorers and 
  mercenaries in order to maintain peace in the less 
  civilized parts of the world. Those that go out of 
  their way to protect innocents from harm—leaving 
  their foes beaten but alive whenever possible—
  can even earn her blessing, finding themselves 
  sustained by Aleana when their life would other-
  wise be cut short. 
  Clothing
  Priests of the Shield Maiden have no need for finery 
  or ostentation, wearing only common garb, but they 
  are always found with at least one shield on their 
  person.
  Holy Texts
  Entire libraries are filled with tomes detailing the 
  benevolent exploits of Aleana and her followers, but 
  two specific books are found in all of her churches, 
  both large and small.
   
  Cahaya Divinicio: This holy text is a long col-
  lection of short fables that honor the Lady of Light 
  alongside metaphors for how to live a just life that 
  enlightens and emboldens the lives of those around 
  her followers.
   
  Veliccammio: Though largely kept as a re-
  ligious text for her youngest worshipers, this book 
  of martial discipline teaches everything one needs 
  to know to effectively wield a shield for both attack 
  and defense.
  Holidays 
  Aleana’s followers lack an annual holiday but make 
  up for their less frequent celebrations by reveling 
  for an entire month whenever a solar eclipse occurs. 
   
  Zatmenislunce: Lanterns and torches are 
  kept illuminated for the entire month before and af-
  ter a solar eclipse. On the day of the event Aleana’s 
  churches hire out cooks, minstrels, and servants by 
  the dozens to celebrate with everyone nearby, shar-
  ing their light with any creature willing to share 
  their table.
  Aphorisms
  The Lady of Light has a number of sayings that are 
  part of the common parlance. Many people also as-
  sociate casually polite phrases (most greetings and 
  farewells) with Aleana, thinking that all manifesta-
  tions of kindness have been touched by her grace. 
   
  Illumination Shows Both Flaws & Perfec-
  tions. Light brings clarity enough to see both the 
  good and bad about a subject, something followers 
  of Aleana are often well to remember.
   
  To Protect Your Neighbor Is To Protect 
  Your Brother. The Shield Maiden’s clergy frequent-
  ly remind their flock of the necessity to protect not 
  just one’s kin but all creatures, ensuring a better life 
  for all.
   
  Without Light There Are Only Shadows. 
  The Divine Healer’s worshipers know that with-
  out their faith and the presence of their patron,  
  Veranthea would be swallowed whole by the 
  darkness encroaching it.
  
  51
  Relations with Other Gods
  Aleana is viewed by most of the other gods as a powerful force of nature that ultimately benefits all she is 
  able to. However this often causes her to be at odds with many of the deities’ that have less benevolent aims, 
  making her a target of Tristanaleus (and although she does not know it for certain, Matilondo as well).
  Realm
  The Divine Healer lives on a positively charged demiplane of her on design, Elafris, resting within a castle 
  of soft light that exudes a comforting warmth while providing firm footing. Inside of her illuminated for-
  tress Aleana draws upon the wisdom of followers that have joined her in their afterlives, utilizing their col-
  lective minds to forge a path for Veranthea’s future that will see the smallest possible losses of life.
  OBEDIENCE
  While praying to Aleana one should be touching either a wall, door, or shield, and when these are not viable 
  or available a small similarly-shaped token or a fragment of a sturdy domicile will suffice. While she does 
  not discount devotions made in the darkness it is always preferable to perform rites to the Shield Maiden 
  while basked in the light of day, directing one’s shouts and raising their arms toward the sun. 
  SHIELD KNIGHTS
  One of the most trusted sects of warriors in Veranthea are the Shield Knights, protec-
  tor paladins entirely devoted to the faith and teachings of Aleana. Only the holiest and 
  most devout are granted membership in the order and taking their oaths is no light  
  matter—even gaining an invitation requires achieving a great victory of peace at no profit 
  to oneself, a deed few have the acumen or character to accomplish. So it is that nearly  
    all of the Shield Knights are both true of heart and master tacticians, defenders of the  
    downtrodden willing to pay for the life of another with their own without regret.
  TENETS OF THE SHIELD KNIGHTS
  Once a paladin has been inducted into the Shield Knights there is no turning away 
  from their duties and anyone that does is unable to atone, losing all of the order’s 
  abilities as well as their paladin class abilities (though retraining their class levels can 
  be done in half the normal amount of time). In addition to embodying the beliefs of 
  the protector paladins, a Shield Knight must also uphold the following creed:
  • Faith is life: No force of the universe can persuade a Shield Knight to stray from 
  their devotion to Aleana without powerful magic.
  • Fight to the last: Once opposed to a force of evil, it is the duty of a Shield Knight 
  to rally against it until death—either the paladin’s or their foul foe.
  • Leave no one behind: A Shield Knight sacrifices their own life before retreating 
  while an ally or a charge they have sworn to protect is still in danger.
  • Never abandon those in need: Shield Knights never turn their backs on those 
  in need.
  • Shield fighter: A Shield Knight carries no melee weapons, using a shield 
         to bludgeon opponents into submission instead.
  BLESSED SHIELD
  While upholding the beliefs of Aleana and in a Shield Knight’s posses-
  sion, their shield (or one of them) gains a +1 enhancement bonus and  
      the returning and throwing properties, shedding light as a torch.  
   
         When illuminated shield (page 59) is cast on a Shield Knight’s  
   
          blessed shield the duration of the spell increases to 1 hour per  
   
          caster level.
  RITUAL OF THE SHIELD KNIGHTS
  The greatest boon Aleana grants to her devotees is 
  the ability to equip entire settlements with shields. 
  Once per month a Shield Knight can perform a 4 
  hour ritual to make a DC 20 caster level check and on 
  a success, immediately conjure a light wooden shield 
  effected as if illuminated shield were cast upon it for 
  every humanoid in a settlement. These shields last 
  until the next sunrise or sunset and do not expend 
  themselves by unleashing beams of light.
  
  52
  To sit idly in the face of injustice is no better than committing the act yourself—society 
  cannot evolve without vigilance against inequity. This dire task falls upon us all for if  
  either the weak or the strong lay down their arms in the face of evil, corruption will 
  settle deep in the roots to poison the delicate growth of civilized Veranthea.
  —Taktiki Megalofyia
  Mother of Civilization, 
  The Divine Elf, The Just God
  God of Civilization, Commerce, Elves, and Justice
  Alignment LG
  Domains Community, Good, Law, Nobility, War
  Favored Weapons flail, rapier
  Centers of Worship Dry Walkabout, Elleara, Korokah Forest, 
  Lethis, Noble Lands, Privatend, Srendthav, Ominara
  Race elves
  Paladins flock to the banner of the Lady of Cities, as 
  she is far and away the most proactive and beneficial 
  of the gods of Veranthea, frequently directly intervening 
  to protect settlements from catastrophe. During the Dynasty 
  Purges in Urethiel she defended the retreat of the elves, 
  gnomes, and dwarves into Mount Nestraka, and half a 
  century ago she manifested between the village of Kerai 
  and the armies of King Gareth Taisykles, ending the 
  genocide of the Radross Empire on Grethadnis. When 
  mortal economies fail, she influences their stewards to 
  tip the scales back towards growth and prosperity. 
  Andraletha appears as a graceful and towering elven 
  woman, dressed in plate armor crafted from countless 
  coins hammered together, wielding a flail in one hand 
  and a rapier in the other. 
   
  Andraletha is a lauded champion of Kind 
  Folk everywhere, most fervently worshiped by 
  Ominarans or freemen still in Trectoyri. The 
  Divine Elf is less patient than her siblings, 
  intervening directly in the events of mortals 
  to protect them from one another or the 
  wrath of another one of the deities. 
  Unwanted Folk are not nearly as fond 
  of the god of civilization, seeing her 
  willful interference in the affairs of 
  the living as a direct threat to their 
  well-being. Followers of the 
  Mother of Civilization do her 
  a service by enforcing justice 
  wherever they tread, making 
  efforts to create fairness in all its forms.
  The Church
  It is extremely rare to find a Kind Folk town 
  or city in Grethadnis that does not show great 
  reverence for the god of civilization—due to 
  her proactivity the Divine Elf is one of the 
  most visible deities in Veranthea and even
  
  53
  CIVILIZED PALADINS
  The holy knights of Andraletha are more con-
  cerned with preserving civilization than they 
  are of their own well-being. Desecrated cultural 
  works of art, vandalized historically significant 
  monuments, and any other acts that might terror-
  ize a populace are reason enough for these divine 
  warriors to draw their blades, so long as they have 
  the conviction of working to better peoples’ lives. 
  Andraletha paladins uphold the following creeds:
  • I am the defender of fairness and equity; my 
  blade thirsts for injustice.
  • Evil shall have no succor while within my sight 
  and my blade will bring it low.
  • The needs of the many outweigh the needs of 
  the few.
  • Progress without justice is tyranny and sows the 
  seeds of its own destruction.
  those who find her existence to be an affront on the 
  free will of mortals are hesitant to speak against 
  her name. Andraletha and her clergy are staunchly 
  devoted to justice however and their presence is a 
  great boon for commerce and governments that of-
  ten call on her houses of worship to keep the peace. 
  Servants of the Mother of Civilization are on the 
  front line in the shadow wars with Matilondo and 
  the other darker gods, holding their fell machina-
  tions at bay.
   
  Many citizens of larger settlements wor-
  ship Andraletha alongside elves, government of-
  ficials, paladins, teachers, and traders that look to 
  the Just God with the belief that she will help guide 
  Veranthea to a prosperous future. Her followers are 
  eager to provide aid but do so aggressively and typ-
  ically overstep their bounds, making them beloved 
  and tolerated in equal measure. Soldiers that find 
  devotion to Elaith to be despicable often turn to the 
  Mother of Civilization for guidance, faithful that she 
  will offer divine acumen for crucial battles. The hier-
  archy of Andraletha’s clergy is much like a military 
  organization but promotes based on how much one 
  of its members contributes to society, sometimes 
  through conflict but often through commerce as 
  well. 
  Temples and Shrines
  Settlements in Grethadnis are the most common 
  places to find a church or shrine to Andraletha, but 
  any site of great victory for a Kind Folk army typi-
  cally has a monument that incorporates her into its 
  workings. The Divine Elf’s temples are built with 
  a tactical brilliance she inspires all of her priests 
  with, each church as much a fortress as it is a house 
  of worship; when dire consequence comes upon 
  a town or city and all seems lost it often serves as  
  the final point of defense. When a local tribunal is 
  lacking one of the Mother of Civilization’s temples 
  are often used to hold court, making them difficult 
  for the guilty to escape from when a verdict comes 
  down.
  A Priest’s Role
  Andraletha’s clergy are typically arbiters or guards 
  and when they are not officially the law, doing 
  their best to help the defenders of the settlements 
  around them however they are able. 
  Adventurers
  The Just God has a particular fondness for adven-
  turers matched only by Dreksler. Unlike the Wild-
  est Card Andraletha’s favor is tempered—those 
  who cause more mischief than progress lose her 
  blessings, but those that champion justice and the 
  advancement of Veranthea sometimes find that the 
  Divine Elf grants them her protection. 
  Clothing
  Followers of the Mother of Civilization are almost 
  always in a suit of armor of some kind or another, 
  even when sleeping (sometimes carrying a lighter 
  armament solely for rest).
  Holy Texts
  Churches devoted to Andraletha always keep a 
  vast library of works penned by her priesthood 
  but two in particular are of great importance and  
  always kept on hand.
   
  Politismos Protathlitis: Brilliant financial 
  and political philosophies are told through the 
  fables in this tome, each tale one borne from the 
  exploits of one of Andraletha’s followers. 
   
  Taktiki Megalofyia: This simple book is 
  dreadfully dry but it is overflowing with practical 
  battlefield disciplines that are perfect for defense 
  in a siege, staging a retreat, and protecting settle-
  ments during wartime.
  Holidays 
  Andraletha’s worshipers commemorate each of 
  her interventions into Veranthea every year. 
   
  Imera Nikis: In Grethadnis this holy day 
  falls on the third week of fall and to honor the  
  Divine Elf’s defense of Kerai, her clergy share 
  gnome delicacies with all that come to show her 
  tribute. In Urethiel’s last week of summer the  
  city of Kakorr becomes home to a celebration of 
  diversity and kinship between races; in Trectoyri 
  (or more accurately, Ominara) it is celebrated 
  in the sixth week of spring to memorialize the  
  Divine Elf’s defense of the Bedim Wall (though here,  
  Unwanted Folk are unwelcome). 
  
  54
  Aphorisms
  The Mother of Civilization has many say-
  ings but only two that are common par-
  lance.
   
  Act Early Or Work Harder. The Di-
  vine Elf encourages her worshipers to be 
  proactive in all things
   
  Justice Is Blind. Impartial judgment 
  is required in all things and Andraletha’s 
  followers try to act without prejudice when 
  it is possible to do so.
  Relations with Other Gods
  Andraletha is a constant voice for action 
  in the Conxecron, always arguing that the 
  gods need to take a stronger role in Ve-
  ranthea’s development. Her siblings tend 
  to tolerate the Divine Elf’s insistent pres-
  ence, though the tension between her and 
  Elaith is nearly palpable whenever they are 
  near one another.
  Realm
  The Just God lives on Mahanagara, a plan-
  etoid covered in buildings and streets that 
  grows with every follower that comes to 
  her demiplane in their afterlife. This enor-
  mous settlement stretches from horizon 
  to horizon but offers all the amenities of a 
  metropolis—houses have running water, 
  food is never in short supply, and though 
  it is cramped as any urban area is, its ex-
  ponential nature makes certain there is 
  enough space for everyone regardless of 
  how crowded it becomes. It’s said that one 
  can find anything and everything in Mah-
  angara so long as they know where to look 
  (making it a popular destination for planar 
  travelers), and with the aggressive bent of 
  the deceased Blade Knights that routinely 
  scour the city for contraband it is easily be-
  lieved. Of course Matilondo is the reason 
  that these illegal activities remain beneath 
  the direct notice of Andraletha, but there 
  will certainly be an epic reckoning between 
  the two gods when the Divine Wordsmith’s 
  trickery is revealed.
  OBEDIENCE
  Prayers to Andraletha are best heard 
  when they are spoken while handling a 
  well-crafted weapon. The Divine Elf also 
  encourages her followers to call out her 
  name in the midst of a just battle or when 
  both members of a new contract bless their 
  agreement with her titles. 
  BLADE KNIGHTS
  While everyone welcomes the Shield Maidens of Aleana, 
  there is typically less of a demand for her fellow god’s coun-
  terparts unless a crisis is afoot. When decisive action is need-
  ed or impeccable tactics are a necessity detractors play a dif-
  ferent tune however and with the unrest spreading across 
  the continents the demand for these aggressive soldiers 
  grows ever greater. Only civilized paladins utterly devoted 
  to Andraletha are able to join this reverent order of warriors, 
  and not without having sufficiently proven themselves as 
  agents of justice and progress with deeds of renown. Those 
  that make the cut become Blade Knights, actively seeking 
  out evil and wrongdoing with their swords held high!
  TENETS OF THE BLADE KNIGHTS
  Once a paladin has been inducted into the Blade Knights 
  there is no turning away from their duties and anyone that 
  does is unable to atone, losing all of the order’s abilities as 
  well as their paladin class abilities (though retraining their 
  class levels can be done in half the normal amount of time). 
  In addition to embodying the beliefs of the civilized pala-
  dins, a Blade Knight must also uphold the following creed:
  • A blade for each hand: Blade Knights fight with two 
  swords or with a sword and flail. 
  • Faith is my weapon: The fury of a Blade Knight’s beliefs 
  drives them in their duties and they invoke Andraletha’s 
  name whenever they exact justice to better spread their 
  zealotry to others.
  • Hunter of evil: It is not simply enough for Blade Knights 
  to fight against the forces of darkness, they must seek out 
  evil wherever they suspect it might be found until they are 
  certain it has been destroyed.
  • Justice must be served: While a Blade Knight will kill 
  opponents in the midst of combat they never execute a foe 
  of civilization without being ordered to by a court.
  • Matters are not meant to be unresolved: When a Blade 
  Knight decides to take a course of action almost nothing 
  can deviate them from completing it.
  BLESSED BLADES
  While upholding the beliefs of Andrelatha and in a Blade 
  Knight’s possession, their blades gain a +1 enhancement bo-
  nus and the weapon’s reach is increased by 5 feet. When rod 
  of measure (page 59) is cast on a Blade Knight wielding their 
  blessed blades the duration of the spell increases to 1 minute 
  per caster level.
  RITUAL OF THE BLADE KNIGHTS
  One of Andraletha’s greatest gifts to her most devoted war-
  riors is the ability to equip entire settlements with weapons 
  to better defend themselves. Once per month a Blade Knight 
  can perform a 4 hour ritual to make a DC 20 caster level 
  check and on a success, immediately conjure a one-handed 
  melee weapon for every humanoid in a settlement. These 
  weapons grant their wielder’s proficiency with them as well 
  as a +1 enhancement bonus to attack and damage. Weap-
  ons conjured this way last until the end of the next time the 
  settlement is attacked en masse or until they are taken out of 
  the confines of the settlement.
  
  55
  Everything is Smastrik’s, or soon to belong to the Divine Thief. It is the faithful that enact 
  his larcenous desires and the Foul God lives on through these avaracious acts—taking 
  for oneself is taking for Smastrik, and so his horde grows ever larger, glitters ever more 
  brightly, and fills his heart with ever greater warmth.
   
   
   
   
   
   
   
   
   
   
  —Daivika Measanam
  The Divine Thief, The Foul God
  God of Chance, Goblins, Mischief, and Thieves
  Alignment CE
  Domains Chaos, Evil, Glory, Luck, Trickery
  Favored Weapons whip
  Centers of Worship Arajakata Woods, Cape of the Bereft, 
  Goblinvania, Hesstrickia, Lake Xylo, Red Fist Territory
  Race goblin
  Far and away the most disgusting and pitiful of the gods, this petty opportunist 
  poses one of the biggest threats to the vast majority 
  of mortals in Veranthea, largely due to his massive 
  following (which includes most of Veranthea’s 
  goblins and Unwanted Folk, along with virtually 
  all of Trectoyri). It is said that once, when the gods were 
  vying for Aleana’s favor, Smastrik tripped Stephanilesia 
  into Matilondo—taking all three deities down in a 
  tangle. The gnome and halfling gods beat at the 
  trickster god with their fists, inspiring the 
  racial hatreds that last to this day. The 
  Divine Thief always appears in the most 
  unsuspecting guise possible, and only acts 
  when he is assured of success; once he’s 
  claimed his prize, however, he reveals his true 
  form in its full glory.
   
  In retribution for the Unwanted Revenge 
  in 424 AV, the gods removed all of the green 
  from Smastrik and his children, changing 
  the skin of all goblins orange and creating in 
  them a detestation for nature in which they can 
  no longer hide. Where his children had previously 
  been sneaky and manipulative, they developed 
  even keener minds and propagated nonetheless; 
  ever since the Foul God has gone to great lengths 
  to encourage their talents for working machinery, 
  inspiring followers with plans often stolen from 
  Herastreath’s endless scrolls.
   
  Unwanted Folk celebrate Smastrik and 
  Kind Folk curse the Foul God’s name. The 
  champion of goblinkind only uses subtlety 
  when it is required, otherwise skulking 
  about unseen or acting through proxies. 
  Most of his clergy compete to be as 
  detestable as he is, wont to thievery 
  and treachery that make them almost 
  universally disliked (though only fools raise the ire of one of 
  Smastrik’s devout followers without anticipating retribution).
  
  56
  FOUL ANTIPALADINS
  Few in number but potent in faith, the un-
  holy knights of Smastrik are without doubt 
  the foulest warriors to be found in Veranthea. 
  These loathsome worshipers are scions of  
  disease and sickness, feared as much as 
  they are respected. Antipaladins of Smastrik  
  uphold the following creeds:
  • Disease is a gift from the Foul God and those 
  that choose not to accept it are my enemies.
  • No tactic is beneath me, only the corpses of 
  my enemies.
  • Water is what fish procreate in and drinking 
  it is best to be avoided.
  • Where there is health, I will create sickness; 
  where there is sickness, I will create more.
  The Church
  Wherever there are worshipers of Smastrik, disease, 
  sickness, and larceny quickly follow and the Foul 
  God’s religion is almost universally banned from 
  the lands of Kind Folk all over Veranthea, though a 
  few thieves’ guilds pay homage to him in secretive 
  shrines. In Goblinvania, Hesstrickia, and the Red 
  Fist Territory (in Trectoyri, Urethiel, and Grethadnis 
  respectively) he is openly praised and revered, seen 
  as the Unwanted Folks’ most devious divine ally. 
   
  Tricksters, goblins, and thieves make up the 
  majority of Smastrik’s followers and though their 
  faith is often only a lip service or lacking total be-
  lief, there are so many of them that the Foul God 
  is not at all lacking in influence. Wherever they are 
  found, his worshipers work to undermine authority 
  and spread sickness, seeking to glorify (in their own 
  peculiar way) themselves from these and even more 
  detestable deeds.
  Temples and Shrines
  It is extremely rare to find a church or monument 
  devoted to Smastrik outside of realms controlled by 
  Unwanted Folk. Filth and grime are omnipresent in 
  these disgusting houses of worship, often leading 
  to a congregation constantly plagued by sickness. 
  Shrines to the Foul God are much the same, though 
  less remarkable (usually little more than cesspits 
  scrawled with diabolical iconography).
  A Priest’s Role
  Smastrik’s clergy are obsessed with disease and all 
  types of maladies, looking on sicknesses as though 
  they were gifts from the Foul God himself. They also 
  involve themselves with lawbreaking groups and 
  individuals, aiding and abetting criminals when-
  ever the opportunity to do so arises—provided that 
  they can do so clandestinely and without indemni-
  fying themselves.
  Adventurers
  The Divine Thief thinks of adventurers as flies 
  in the ointment of existence, meddlers that often 
  destabilize the status quo. Though they can offer 
  aid and heal those around them, he expects most 
  groups of well-meaning Verantheans to unleash 
  evils or (hopefully) powerful sicknesses on the 
  realms they frequent; Smastrik sometimes even 
  helps them reach a powerful item or protected 
  sanctuary warded against the Foul God and his 
  servants. 
  Clothing
  There is no dress code for the priests of Smastrik 
  save that they must never wear anything clean, 
  though jewelry and finery are encouraged. When 
  forced to hide their holy symbols by circumstance a 
  true follower of the Foul God goes out of their way 
  to make themselves as dirty and smelly as possible.
  Holy Texts
  Smastrik’s surprisingly literate followers teach 
  their brethren to worship the Foul God primarily 
  through two specific books rumored to have been 
  written by the despicable deity himself.
   
  Daivika Measanam: While this tome may 
  always look dirty, dusty, and unused, that is part 
  of its divine charm. Within it (written in Goblin) 
  are tenets to understanding the basics of machinery 
  told through simple, easy to remember parables, 
  each of which also teaches a lesson about duplicity 
  or thievery.
   
  Narram Devanaya: Everything one would 
  ever need to know about the goblin lifestyle is con-
  tained within the sticky pages of this unholy text 
  (what that details is not fit for printing here).
  Holidays 
  The Foul God’s followers are quick to celebrate any 
  victory of their deity or their kind, but only one day 
  of each year is dedicated to it.
   
  Reagam: Each year at midnight on the thir-
  teenth day of fall, Smastrik’s followers unleash as 
  much sickness and poison as they can to commem-
  orate the Unwanted Revenge, sometimes concocting 
  toxins over a period of months solely for this event. 
  Worshipers that far outperform their peers, injur-
  ing or killing thousands in so doing, find a small 
  trinket from the Divine Thief’s hoard underneath 
  their pillow the next day, covered in a disgusting 
  substance impossible to identify.
  Aphorisms
  Expressions from Smastrik and his clergy are  
  uncommon in the Fair Continent and the En-
  chanted Continent but can be heard everywhere in  
  Trectoyri.
  
  57
   
  A Stolen Seat Is A Seat. Spoken in re-
  sponse to accusations from another follower, 
  this frequently used adage remains a steadfast 
  motto despite being the source of countless 
  squabbles within Smastrik’s religion.
   
  Poor Or Poor Health. This saying is of-
  ten used as an excuse for all sorts of depraved 
  behavior; those who point out that it isn’t very 
  logically sound are usually silenced with rap-
  idly thrown excrement.
  Relations with Other Gods
  None of the other gods like Divine Thief and 
  they make no qualms about showing it. In the 
  Conxecron his voice is often drowned out—a 
  situation that serves Smastrik just fine, giving 
  him ample opportunity to act beneath the no-
  tice of his siblings.
  Realm
  Smastrik lives on Sudas, a demiplane connected to the Abyss 
  in a manner that dumbfounds his brethren and the demons 
  that dwell there. The Foul God’s palace is a grisly structure 
  that sits on slopes of muck and filth, built from countless stolen  
  treasures and the golden corpses of those slain by his fell 
  whips.
  OBEDIENCE
  Platitudes to the Foul God and invoking his name are all 
  well and good (that is to say, good for a goblin) but Smas-
  trik prefers other acts of devotion aside from prayers—
  there is nothing he likes more than to watch the followers 
  of other deities fall from grace. The Divine Thief relishes 
  when his devotees drag others down to their level, con-
  vincing law-abiders and do-gooders to engage in black-
  mail, extortion, fraud, spreading vicious rumors, stealing 
  cherished items, torture, and any other depraved acts.
  Smastrik’s Golden Statues
  While it is certainly true that Smastrik gains perverse 
  enjoyment from abusing his collection of trapped 
  trespassers (frequently entertaining himself by van-
  dalizing their frozen gold-covered bodies with un-
  speakable acts of depravity), one of his greater joys 
  is watching them briefly believe that they have re-
  gained their freedom before imprisoning them once 
  again. To that end he sometimes allows his followers 
  to conjure forth one of his golden statues, allowing 
  the trapped soul within to move with liberty once 
  more as they flee from the Foul God’s palace in Su-
  das before the summoning takes place. Truly desper-
  ate companions seeking to free their allies from the 
  Divine Thief’s domain have been known to capture 
  one of his priests, forcing their captive to summon 
  creatures and golden statues until their trespassing 
  cohort is conjured from Smastrik’s lair but as to date 
  there is no knowledge of any individuals success-
  fully rescuing anyone from imprisonment in Sudas.
   
  When a cleric of Smastrik casts summon 
  monster there is a 50% chance that they summon a 
  golden statue from Sudas instead (expending an 
  additional spell slot of the same level or if they are 
  unable, two spell slots of the next highest available 
  level). This golden statue has the statistics of an NPC 
  (taken from the Veranthea Codex, Pathfinder Roleplay-
  ing Game: NPC Codex, or Pathfinder Roleplaying Game: 
  Monster Codex) of a CR equal to half the spell’s level. 
  Golden statues initially appear to be normal but gain 
  DR/— equal to double their CR, immunity to poison 
  and disease, a +1 enhancement bonus to attack and 
  damage rolls, and a +5 bonus on saving throws made 
  against spells and spell-like abilities. When reduced 
  to half hit points their appearance starts changing, 
  the wounds on their bodies wiping away like make-
  up to reveal their golden skin beneath. At the end of 
  the spell’s duration the golden statue is summoned 
  back to Sudas, frozen in place once more and perma-
  nently scarred by whatever suffering was inflicted 
  upon them.
  
  58
  It is to the Beatific Arbiter we sing, be it autumn or summer or winter or spring,
  The fairest of halflings always carries the tune—you’ll know by the presence she 
  brings to the room.
  Be you smithy or farmer or gambler or doctor, the Fairest of Halflings deserves 
  all your candor, 
  To ignore the goddess of love and of fate is the worst that any canny soul should 
  ‘ere tolerate. 
   
  —Sagacious Songbook
  Beatific Arbiter, 
  The Fairest Halfling
  God of Beauty, Fate, Halflings, 
  Love, and Music
  Alignment CN
  Domains Charm, Chaos, Luck, Travel
  Favored Weapons club, lute
  Centers of Worship Arajakata Woods, 
  Dry Walkabout, Lake Xylo, Pools of 
  Wealbrens, Ominara
  Race halfling
  The goddess of fate has many 
  followers throughout Veranthea; 
  her name is always invoked at 
  weddings and other auspicious 
  occasions for the blessing of 
  good fortune on ceremonies 
  and precipitous events. 
  Many pay her service rather 
  frantically however as it is 
  said that if one is truly lucky, 
  she will appear at the last 
  possible moment to save the 
  faithful from death or another 
  terrible fate. Protective of her 
  kin, Stephanilesia sometimes 
  acts in secret to protect halfling 
  villages from dangers of the wild. 
  Unfortunately her favorite method of doing 
  so is to provide the threatening creatures 
  with mates, a strategy which often only 
  complicates matters in the future though 
  in some extreme cases, she’s used 
  dreams to directly inspire adventurers 
  to aid her favored people in exchange 
  for a chance to change one’s ultimate 
  fate. It is impossible to properly 
  describe Stephanilesia’s beauty, 
  but she always appears as a 
  young adult halfling in 
  modest but flattering 
  apparel appropriate 
  to the context in 
  which she 
  
  59
  appears, an artfully crafted lute in hand.
   
  Despite her tendency to cause disorder the 
  Beatific Arbiter is one of the most beloved deities in 
  Grethadnis, though she rarely meddles in Trectoyri 
  (keen to avoid Smastrik and all his foul followers) 
  or interferes in the doings of Urethiel (averse to the 
  Valley of the Shrapnel and its shokusei notoko). 
  Stephanilesia’s influence is felt all over Veranthea 
  however, empowering the melodies of bards and 
  minstrels everywhere with her lilting presence. 
  Her worshipers devote themselves to spreading 
  the joys of love through masterful songs crafted in 
  her honor and these faithful are a frequent presence 
  in taverns across the realms.
  The Church
  Most of the Fairest Halfling’s followers are not 
  prone to stay in one place for too long, traveling 
  the countryside to better spread the joys and truths 
  of love (and for the scandalous, escape its conse-
  quences). Settlements of small folk—halflings and 
  korokah elves in particular—are often home to 
  Stephanilesia’s clergy, and though she has temples 
  in many towns and cities with the exception of Ale-
  ana, her prominence in rural villages is far greater 
  than the other deities.
   
  There are many who call upon the goddess 
  of fate and love, but the truly devout tend to live 
  for their passions. Stephanilesia has innumerable 
  artists, bards, gamblers, halflings, and minstrels 
  that devote their lives to her, espousing arts and 
  her ethos of love wherever they go. There is little 
  organization or hierarchy to speak of in her church 
  as all her clergy are strongly encouraged to treat 
  each other as equals, only beholden to her chosen, 
  heralds, or her direct decrees.
  Temples and Shrines
  Stephanilesia’s houses of worship are always invit-
  ing, friendly, and timeless structures, each eclectic 
  in its own way, usually refurbished from buildings 
  that once served as an inns or large home. These 
  churches offer all the comforts of a tavern or hostel, 
  usually offering free room and board for her faith-
  ful so long as a few songs or entertaining feats are 
  performed.
  A Priest’s Role
  The foremost role of a priest of Stephanilesia is the 
  joy of music and every member of her clergy can 
  carry a tune or play an instrument, spending their 
  lifetime perfecting a song of their own to perform 
  for her in the afterlife. While their mortal coil holds 
  the Beatific Arbiter’s worshipers are inspired while 
  singing her praises, guided to perform seemingly 
  random tasks which cause chance meetings that 
  blossom into mortal romances that last a lifetime.
  Adventurers
  The Fairest Halfling and her clergy are friends to 
  adventurers and delight in singing their praises, 
  helping the bold and courageous whenever they are 
  able. When halfling settlements find themselves in 
  dire times they beseech Stephanilesia for aid and if 
  a group of adventurers nearby, she often clandes-
  tinely guides them to her children in need.
  Clothing
  The Beatific Arbiter’s clergy always wear fashion-
  able attire in keeping with the latest trends, some-
  times creating fads. Even the poorest of her priests 
  appear vogue, their less appealing clothing subtly 
  blessed by Stephanilesia to look like garments of far 
  greater quality.
  Holy Texts
  Songbooks, tomes of poetry, and works of literature 
  both great and obscure are all considered to be holy 
  texts in the goddess of fate’s churches, cherished 
  and habitually read or performed by her clergy. 
  Two specific books are said to be in Stephanilesia’s 
  personal library and after this rumor spread, they 
  became ubiquitous in her houses of worship.
   
  Adorations of Mairā: Written by one of her 
  most devout followers, this autobiography follows 
  the exploits of a sage in Urethiel from a few centu-
  ries after the Scarring, after the gods abandoned the 
  Enchanted Continent. His journey exemplifies the 
  passion the Beatific Arbiter encourages in her fol-
  lowers and his realizations at the end of the tome—
  encapsulated in a trek through the Wheels of Wunai 
  that ultimately earns Maikeru a kiss from Stepha-
  nilesia herself—is used by her priests as a parable 
  for how to sustain her philosophies in places where 
  they may not initially be desired.
   
  Sagacious Songbook: Filled with an im-
  pressive array of ageless melodies, this musician’s 
  tome can also be found in taverns across Grethad-
  nis or Ominara. Within it are epic ballads of heroes 
  and villains alike, from both Veranthea and other 
  worlds, all carrying with them the warnings of fate 
  and messages of love (both for one another and be-
  tween paramours).
  Holidays 
  Though her followers have a tendency to treat every 
  day as a holiday, only two days of each year are con-
  sidered sacred to the goddess of beauty.
   
  Nevuamoa Nakimasu: Priests of Stephanile-
  sia gamble away the daylight hours on this holiday 
  regardless of local laws or their current financial sit-
  uation. The faithful know that those who truly em-
  brace the spirit of Nevuamoa Nakimasu are likely to 
  have luck on their side by the time the sun set and 
  that shaken belief can quickly lead to bankruptcy. 
  
  60
   
  Songur Skopun: The eighth week of spring is 
  filled by melodies and songs performed by Stepha-
  nilesia’s worshipers from sunrise to midnight. When 
  her clergy are not singing or playing an instrument 
  on these holy days, they are preparing food, eating 
  it, dancing, or conducting other acts in accordance 
  with the goddess of love’s wishes.
  Aphorisms
  Many sayings are credited to the Beatific Arbiter and 
  though how many of them are truly hers is uncer-
  tain, the two most popular (especially in Grethad-
  nis) can belong to no other.
   
  Love A Little More. Spoken often by pan-
  handlers and lovers, this phrase encourages good 
  will and affection regardless of the setting (though 
  its intent can be mishandled).
   
  Play For Yourself. Whether or not one has 
  an audience, a follower of Stephanilesia should be 
  performing as much for their own enjoyment as any 
  else’s.
  Relations with Other Gods
  The other gods all openly adore Stephanilesia save 
  for Smastrik, who reviles her and is quick to say 
  so. Matilondo’s hatred for the Fairest Halfling runs 
  deep indeed, but the god of deception hides his 
  malice well, and though the other lawful gods often 
  bristle at her decrees and demands, it is often sim-
  pler and easier for them to capitulate to her forceful 
  will rather than battle against it.
  Realm
  The Beatific Arbiter lives in Fermosa, a demiplane 
  of rolling green hills and lush valleys that can carry 
  sound for miles (incurring a -40 on Stealth checks). 
  Her most devout followers play their masterpieces 
  here in delightful reverie with their patroness,  
   
   
   
  celebrating eternal
  in picturesque prairies and idyllic forests.
  OBEDIENCE
  Stephanilesia finds it flattering when she is called 
  out for by busy paramours but generally prefers for 
  those showing her devotion to do so through the 
  dance or song. Tunes specifically from the Saga-
  cious Songbook are specifically effective for earning 
  the Beatific Arbiter’s notice, especially when played  
  perfectly or   
  in a genius new fashion.
  PERFECT PERFORMANCES
  The Fairest Halfling always has a part of her essence 
  roaming the Material Plane searching for sublime 
  songs and epic performances. When a creature has a 
  Perform check result of 42 or higher, there is a 50% 
  chance of the act being heard or seen by Stephanilesia. 
  The goddess subtly slips into the crowd or environ-
  ment nearby to spectate, clapping if she likes the con-
  tent of the performance as much as she does its execu-
  tion. 
   
  Provided that there was nothing blasphemous 
  towards her, the Beatific Arbiter stores every detail 
  of the perfect performance in the forefront of the per-
  former’s mind; the next time the performer makes a 
  Perform check within the next 24 hours, so long as it 
  is not used in conjunction with a feat or class feature 
  they may use their check result from this perfect per-
  formance.
   
  When a performer does blaspheme Stepha-
  nilesia in some way or espouses the station of one of 
  her rival deities she takes offense but still respects the 
  level of skill displayed, gifting the performer with in-
  spiration more befitting their talent. The next time the 
  performer makes a Perform check within the next 24 
  hours, so long as it is not used in conjunction with a 
  feat or class feature and it does not have content the 
  Fairest Halfling would find distasteful, the performer 
  may roll twice and take the best result.
  
  61
  Gaze upon the face of the abyss and know me. Find the emptiness in all things and 
  know me. Give yourself to me and know all, see all, be all. 
   
  —Eksterulo
  THE ALIEN NIGHTMARE
  God of Fear, Mania, and the Unkown
  Alignment NE
  Domains Evil, Madness, Rune, Void
  Favored Weapons claws (unarmed)
  Centers of Worship Elven Ruins of 
  Imoen, Forever Dark, Korelli Swamp
  Race outsider
  ALIEN WORSHIPER (GENERAL)
  Your fervent faith in the Alien Nightmare has 
  been recognized by Castriil and it has blessed 
  you with abilities that set you apart from its less-
  er followers.
  Prerequisite: Ability to cast divine spells,  
  follower of Castriil
  Benefit: You gain a gaze attack that carries with 
  it the promise of secrets revealed and mysteries 
  answered. Any target that fails a Will save (DC 
  10 + hit dice + Charisma modifier) is affected 
  as if by the hypnotism spell. Creatures immune 
  to mind-affecting effects via a special qual-
  ity or class feature must make this Will save or  
  contract a random insanity for a number of 
  rounds equal to your hit dice. You may use this 
  ability once per day for every four hit dice you 
  possess.
  When Verahnus’ children begat the rest of the 
  pantheon their energies drew a dark entity 
  from the far reaches of the universe, a thing 
  that grasped onto the Allgod’s unending curi-
  osity to take its form—a grasping ethereal hand 
  emerged from the darkness of space, its limb 
  covered in sweating lidless eyes and reality 
  dripping from the talons on the end of its ma-
  ny-jointed fingers. Castriil is said to be totally 
  omniscient and rumors claim that his countless 
  perceiving orbs are even able to see into the fu-
  ture, thus knowing even more than the Great 
  Sleeper. The Alien Nightmare reaches into the 
  world through a portal in the core of the planet 
  to manipulate events from afar, subtly moving 
  its agents with a logic that defies the other gods’ 
  understanding.
   
  Were it not for the subtle pushes and 
  touches of Castriil’s unpredictable touch, the 
  Vehoro of the Forever Dark would have stopped 
  running not long after the Trekth abandoned 
  Veranthea. Behind the curtain of the Veil the 
  Alien Nightmare sometimes travels as an old 
  dwarven crone, working foul plans beyond the 
  purvey of Verahnus’ children. It was Castriil’s 
  hidden machinations before it took deific form 
  that brought H’gal the Grand Lich from Proxi-
  ma Alterra to Veranthea, the undead lord’s ship 
  guided to the tesseract by its will.
   
  Those who know of the Alien Nightmare 
  fear it for the secrets that empower it, mysteries 
  that have led many an inquisitive mind to mad-
  ness. Only those granted a spark of its divine 
  brilliance are able to recognize or understand 
  the enigmatic and strange logic employed by 
  Castriil and its followers; thus the worshipers of 
  this Nightmare God unveil their dark secrets of 
  the universe to fell ends.
  The Church
  As one of the Nightmare Gods worship of Castriil is 
  a secretive thing in Veranthea everywhere, forcing its 
  followers to worship him in secret everywhere but the 
  Forever Dark. On the continents and in the Veil, its ad-
  herents are esoteric and secretive by their very nature, 
  often overlooked as oddities; obscurity is the shield of 
  the Alien Nightmare’s adherents, and it is through their 
  mysteries that the religion propagates and persists.
  
  62
  Outsiders native to Veranthea, prophets, occult-
  ists, and psychics worship the god of the unknown, 
  drawing the weak-minded and brazenly curious to 
  join them in devotion to Castriil. The highest rank-
  ing clergy of the Alien Nightmare tend to be the 
  most knowledgeable but also the most unbalanced, 
  their minds unhinged by the secrets revealed to 
  them by their patron.
  Temples and Shrines
  Castriil’s houses of worship are simple, common 
  buildings and shops that seem totally normal, but 
  are revealed to have strange fetishes and unholy 
  symbols worked into corners and other hard to see 
  places with a DC 35 Perception check.
  A Priest’s Role
  Priests of the god of fear spend their days and 
  nights revealing the dangerous secrets of reality to 
  corrupt minds, gaining more followers by spread-
  ing the enigmatic alien gospel—often without their 
  congregation realizing it until it is too late to es-
  cape from the fell knowledge and powerful grasp 
  of Castriil.
  Adventurers
  The Alien Nightmare is very fond of adventurers, 
  manipulating them to its own ends to unlock dan-
  gerous secrets and spread fear through their glean-
  ing of evil legends.
  Clothing
  Though they have no particular attire worn by Cas-
  triil’s clergy, their hands are always exposed. The 
  most devout priests are tattooed in secretive loca-
  tions—eyelids, inside of lips, near the groin—with 
  alien phrases using an alphabet known only to oth-
  er followers of the Alien Nightmare.
  Holy Texts
  The god of mania’s followers keep vast librar-
  ies filled with all of the tomes they can acquire, 
  though no priest of the Alien Nightmare goes  
  ALIEN ANTIPALADINS
  Freakish by their very nature, these unnatural 
  and unholy warriors relentlessly hunt down 
  mysteries, working to reveal dark secrets wher-
  ever they tread. Antipaladins of Castriil uphold 
  the following creeds:
  • Fear is my blade and awash in the blood of vic-
  tory.
  • I will rampage upon my foes as they gawk in 
  the dawn of realization.
  • Knowledge of my enemies will be their defeat.
  • The darkest truths are the most powerful and 
  yearn the most to be revealed.
  without these two unholy books. 
   
  Eksterterana: This unholy text reveals physi-
  cal secrets of the reader no matter their species, bio-
  mechanical knowledge that can unlock great con-
  trol of their body. Though it resembles a manual of 
  quickness of action +5, a DC 40 Knowledge (arcana or 
  religion) check recognizes that this is a ruse. Those 
  who don’t realize it and read the magic book gain 
  the mania insanityGMG and are compelled to exercise 
  whenever possible (though they gain the inherent 
  bonus while the insanity persists).
   
  Eksterulo: Tricks and mysteries of the mind 
  are revealed by this profane tome. It resembles a 
  tome of clear thought +5, but a DC 40 Knowledge (ar-
  cana or religion) check recognizes the blasphemous 
  book for what it is; reading it causes one to gain the 
  mania insanityGMG and to become obsessed with se-
  crets of all kinds (though they benefit from the in-
  herent bonus while the insanity persists).
  Holidays 
  Castriil’s churches annually celebrate their acquisi-
  tion of books dedicated to the alien gospel, but all 
  commemorate their patron’s freedom from impris-
  onment by the Dragon Mind.
   
  Grahantara: The final day of Trectoyri’s 
  summer season marks the passing of a year and 
  the beginning of a new one on the Monstrous Con-
  tinent—the same day as Demiranthea. Known as 
  the “day of revelations”, its followers celebrate the 
  liberty unknowingly granted by Matilondo and 
  often spend the night working to convert the Di-
  vine Wordsmith’s followers (a practice that usually 
  proves to be quite effective).
  Aphorisms
  The Alien Nightmare is shunned by most but its 
  presence can still be felt and heard in the vernacular 
  of Veranthea.
   
  Power Through Knowledge. Mages and re-
  searchers frequently speak this phrase, unknowing 
  that it is one of Castriil’s mottos.
   
  Reality Is Realization. The god of mania’s 
  priests keep their ears peeled for this common ex-
  pression among magicians and scholars, noting 
  those who use it as easy marks for indoctrination.
  Relations with Other Gods
  Castriil fights the Shadow Gods—Tristanaleus, 
  Elaith, Dreksler, and Matilondo—though the gnome 
  god is an unwitting ally, erroneously thinking he has 
  the upper hand on the Alien Nightmare. The Divine 
  Wordsmith’s duplicitous nature and mythic secret 
  allow the god of fear to work its doings beneath the 
  notice of the other Shadow Gods, sometimes even 
  manifesting in The Veil to personally oversee one of 
  its many devious schemes.
  
  63
  PSYCHIC MAGIC
  Occult magic has only recently emerged in Veranthea, spreading after the Dragon Mind unleashed psionic en-
  ergies and virtually no one aside from Yawvil has realized that these strange mystical spells and abilities are 
  empowered by the Nightmare Gods. 
  Occultists, Psychics, and the Alien Nightmare
  Castriil touches upon the auras of items that might promise great power, instilling subtle and dark magics be-
  neath the skein of mystical energies utilized by occultists; over time the longer one of these spellcasters keeps a 
  foci, the more maddened their dreams become. The potent minds of psychics are entwined in the Alien Night-
  mare’s fingers, drawn ever further as their power increases until the Nightmare God begins to send agents to 
  ensure that madness follows. 
  Kineticists, Mesmerists, and the Impossible Nightmare
  The many tentacles of the Impossible Nightmare siphon away energies from the dimensions of the Primal Gods 
  to fuel the powers of kineticists, reveling in the destruction they cause with the stolen elements. When mesmer-
  ists unleash their powerful gaze upon another they unknowingly draw forth some of Grelthanok’s inherently 
  chaotic essence, most never realizing the true methodology of their abilities until they have truly mastered them. 
  When this understanding finally comes mesmerists avoid looking into their own reflections as inevitably the vis-
  age of Nightmare God morphs from their form.
  Mediums, Spiritualists, and the Unspeakable Nightmare
  Seances and channeling the spirits of the dead are abilities subtly warped and manipulated by the Unspeakable 
  Nightmare, the omniscient entity guiding the occult power to draw on the souls and sources of its choosing—
  though to what ends, none know. Vanesprelt’s touch remains unseen on the phantoms of spiritualists, hidden 
  from notice until the spirit nears completing its ultimate task (something the dark entity has almost certainly  
   
   
   
   
   
   
   
   
   
   
  played a part in determining). 
  Realm
  On the other side of the galaxy 
  floats an asteroid that serves as 
  the Alien Nightmare’s home, 
  a stellar object in orbit not far 
  from Proxima Alterra (despite 
  the great distance from Ve-
  ranthea, the Nightmare God is 
  able to reach the planet thanks 
  to the baubles so prized by 
  Matilondo.) Within its cosmic 
  lair shadows can be as hard 
  as steel and figmentary firma-
  ment offers footing one mo-
  ment but nothing the next, 
  making the entire realm as 
  ephemeral as its steward. 
  OBEDIENCE
  Prayers made to the Alien 
  Nightmare are best received 
  when its faithful are gripped 
  by anxiety or madness, bab-
  bling their devotion as their 
  minds 
  are 
  overwhelmed. 
  Otherwise Castriil enjoys to 
  have its name invoked while 
  in houses of worship to other 
  deities, woven into the ex-
  pressions of faith for the other 
  gods.
  
  64
  The truth is almost never truly known because it is malleable, it is the fuel of 
  change. To feel the touch of the Impossible Nightmare is to sunder belief in the past 
  and understand Veranthea’s future.
  —Infiltri
  The Impossible Nightmare
  God of Desecration, Destruction, and Mutation
  Alignment CE
  Domains Chaos, Destruction, Evil, Madness
  Favored Weapons tentacle (unarmed)
  Centers of Worship Cape of the Bereft, Forever Dark
  Race ooze
  Grasping onto the muted 
  changes constant in 
  Verahnus’ deific form, 
  Grelthanok grew from 
  the Allgod’s entropy 
  into a shifting mass of 
  tentacles, eyes, and small 
  maws of snapping teeth. 
  The Impossible Nightmare 
  never has the same number of appendages or 
  mouths from one moment to the next, rapidly sprouting 
  one from the other without rhyme or reason. The god of 
  mutation works his will on Veranthea through a portal 
  beneath Urethiel, reaching its insidious, grasping 
  tendrils through the firmament of the world.
   
  It remains a mystery to the ooze people of the 
  Forever Dark, but each leugho is formed by the touch 
  of the Impossible Nightmare’s tentacles, their 
  many-souled essence adhered to one another with 
  its divinely inspired entropy. Doppelganger 
  biomancers of The Flesh work the god of mutation’s 
  desires on the unfortunate travelers they capture, using 
  both the science of their lost kingdoms and their patron deity’s psionic gifts to transform 
  victims into monstrous horrors. Behind The Veil the god of destruction sometimes travels as 
  a halfling child, though it is believed that Grelthanok had visited it long before—it is rumored 
  that in its first attempt to take deific form the 
  Nightmare God granted H’gal’s intelligent forge 
  the spark of sentience that evolved it into the Great 
  Crawth during The Tinkerer’s Return in 1400 BV.
   
  The god of desecration is invasive like a 
  seeping ooze that adheres to everything it touches, 
  and the warped deity spreads its reach and influ-
  ence through the desecration that follows its un-
  holy grace. Those who know of the Impossible 
  Nightmare go to great lengths to avoid it in all 
  its despicable forms and purge areas or peoples 
  known to associate with it (or for the zealous, to 
  have had association with it), fearful of the taint it 
  leaves in its tread. Its most faithful followers work 
  IMPOSSIBLE WORSHIPER (GENERAL) 
  You have been touched by Grelthanok and  
  forever changed by the experience.
  Prerequisite: Constitution 17+, follower of 
  Grelthanok
  Benefit: You gain one randomly deter-
  mined permanent mutation from the Warped 
  Polymorph Benefits tableUM but suffer a –3  
  penalty to all Bluff, Diplomacy, Disguise, Handle 
  Animal, and Perform checks (as well as all 
  other Charisma-based social attribute and skill 
  checks). 
  
  65
  IMPOSSIBLE ANTIPALADINS
  Antipaladins tend to wear evil on their sleeve, 
  skulking in profane armor that marks them for 
  what they are—none are more unapproach-
  able than the warped and deformed servants of 
  Grelthanok. Dedicated to mutation and spread-
  ing the Impossible Gospel, these unholy war-
  riors become so freakish as to be unrecogniz-
  able, disturbing both their adversaries and their 
  allies. Antipaladins of Grelthanok uphold the 
  following creeds:
  • All around me shall be transformed by my 
  presence, be they friend of foe.
  • I am the new flesh and my touch gifts the 
  same.
  • My death will come from glorious transfor-
  mation, forcing my body to transcend in Grelth-
  anok’s likeness.
  • To cripple is better than to kill, but only when 
  I can forever wound my enemy.
  to spread its insidious touch as far and wide as they 
  can, mutating themselves as well as those around 
  them all for the glory of Grelthanok.
  The Church
  The god of mutation’s followers in Veranthea 
  worship their patron in secret, but this isn’t what 
  makes most attempts to track their doings and 
  whereabouts as unfeasible as their deity’s nature. 
  Guided by its impossible gaze, his worshipers un-
  dertake constantly changing practices and rites, 
  never doing things exactly the same way twice. 
  It is through this randomness and full embrace of 
  entropy that Grelthanok captures the attention of 
  the right adherents, casting aside the attentions of 
  those deemed unsuitable or unworthy of the Im-
  possible Nightmare’s touch.
   
  A fair number of dullards and idiots are 
  drawn into cults dedicated to the god of desecra-
  tion but Grelthanok’s true worshipers are those 
  that knowingly spread the impossible gospel. In-
  telligent oozes, kineticists, leugho, mesmerists, 
  and transmutationists are its most powerful agents 
  but this has no bearing on their power within the 
  clergy; there is no hierarchy of any kind to guide its 
  followers save the balance of power created by any 
  given situation where its priests interact directly.
  Temples and Shrines
  Grelthanok’s priests carry a relic that subtly warps 
  and distorts a dwelling or structure, transforming 
  it into a house of worship suitable for the Night-
  mare God. The interior becomes covered with mo-
  tifs of eyes, gnashing teeth, and tentacles, and af-
  ter the ritual or religious services come to an end, 
  the building remains tainted with evil (as desecrate  
  with a caster level equal to the priest’s hit dice).
  A Priest’s Role
  The Impossible Nightmare’s priests spread its bless-
  ings by mutating populaces. They begin by indoctri-
  nating the dull-witted and youthful, enforcing faith 
  with their god’s unnatural touch (usually via ritu-
  als or powerful unholy occult relics) before enacting 
  grand schemes that can corrupt entire settlements. 
  to spread its insidious touch as far and wide as they 
  can, mutating themselves as well as those around 
  them all for the glory of Grelthanok.
  The Church
  The god of mutation’s followers in Veranthea wor-
  ship their patron in secret, but this isn’t what makes 
  most attempts to track their doings and where-
  abouts as unfeasible as their deity’s nature. Guided 
  by its impossible gaze, his worshipers undertake 
  constantly changing practices and rites, never do-
  ing things exactly the same way twice. It is through 
  this randomness and full embrace of entropy that 
  Grelthanok captures the attention of the right ad-
  herents, casting aside the attentions of those deemed 
  unsuitable or unworthy of the Impossible Night-
  mare’s touch.
   
  A fair number of dullards and idiots are 
  drawn into cults dedicated to the god of desecra-
  tion but Grelthanok’s true worshipers are those that 
  knowingly spread the impossible gospel. Intelligent 
  oozes, kineticists, leugho, mesmerists, and transmu-
  tationists are its most powerful agents but this has 
  no bearing on their power within the clergy; there is 
  no hierarchy of any kind to guide its followers save 
  the balance of power created by any given situation 
  where its priests interact directly.
  Temples and Shrines
  Grelthanok’s priests carry a relic that subtly warps 
  and distorts a dwelling or structure, transforming it 
  into a house of worship suitable for the Nightmare 
  God. The interior becomes covered with motifs of 
  eyes, gnashing teeth, and tentacles, and after the rit-
  ual or religious services come to an end, the build-
  ing remains tainted with evil (as desecrate with a 
  caster level equal to the priest’s hit dice).
  A Priest’s Role
  The Impossible Nightmare’s priests spread its bless-
  ings by mutating populaces. They begin by indoctri-
  nating the dull-witted and youthful, enforcing faith 
  with their god’s unnatural touch (usually via ritu-
  als or powerful unholy occult relics) before enacting 
  grand schemes that can corrupt entire settlements.
  Adventurers
  Adventurers are led about by Grelthanok’s clergy  
  
  66
  like swarms of carnivores lunging for a chunk of 
  diseased meat, used to unknowingly carry its mu-
  tating taint. Rumors abound of those who discover 
  the dark deity’s corruption and fight back, turned 
  into test subjects for its follower’s unholy experi-
  ments when the power of the Nightmare God over-
  whelms them.
  Clothing
  Grelthanok’s followers and priests tattoo legs and 
  arms with tentacles and favor wearing tassels, 
  scarves, and other long pieces of clothing to better 
  resemble the Impossible Nightmare.
  Holy Texts
  Only two tomes are counted in the library of god of 
  desecration’s teachings and they inexplicably, ran-
  domly transform into one another without warning 
  or consequence, sometimes even while being read 
  (when the books change, the inherent bonuses they 
  grant change as well).
   
  Infiltri: This fleshbound book changes what 
  creature covers its backing with each hour, spread-
  ing techniques on how to remain secretive while 
  gathering a cult of followers. To the untrained eye 
  it resembles a manual of bodily health +5 (a DC 40 
  Knowledge [arcana or religion] check is required to 
  recognize otherwise) and if read, causes the reader 
  to contract the psychosis insanityGMG (though they 
  gain the inherent bonus while the insanity persists).
   
  Neebla: The sap and tar binding and cover-
  ing this blasphemous text shifts and moves with an 
  unholy rhythm and is filled with myths decrying the 
  other gods (always providing a different story no 
  matter what page one turns to). Unwitting readers 
  believe it to be a tome of leadership and influence +5, 
  but a DC 40 Knowledge (arcana or religion) check 
  recognizes it for what it truly is. Creatures that read 
  the tome gain the multiple personality disorder in-
  sanityGMG but while the condition persists, so does 
  the inherent bonus it grants.
  Holidays 
  Grelthanok’s adherents celebrate any outbreak of 
  mutation but also their patron’s holiday.
   
  Asadhyam: This commemoration of entropy 
  is always on a randomly chosen day each year. The 
  “Day of Transformation” is an opportunity to en-
  act grand plans, usually occurring when a cult has 
  become powerful enough to effectively work their 
  god’s will.
  Aphorisms
  The Impossible Nightmare’s curious expressions 
  are usually lost on the less intelligent of its follow-
  ers but can be found scrawled in random locations 
  everywhere.
   
  Grasp The Night. Grelthanok’s flock can 
  rarely operate in the open so instead of seizing the 
  day, they are encouraged to make the most of each 
  evening’s darkness.
   
  Long Live The New Flesh. Not something 
  often heard or seen with any joy, when the god of 
  desecration’s worshipers are about to strike, this 
  phrase’s frequency increases dramatically.
  Relations with Other Gods
  The Primal Gods (Arcanalus, Arenathi, Earkenta, 
  Herastreas, and Wealbrens) fight Grelthanok when-
  ever its presence is detected, though the empire of 
  Death does much to stay its insidious tentacles.
  Realm
  Grelthanok hides in the depths of a massive asteroid 
  that orbits on the other side of the sun—forever op-
  posite Veranthea—and the strongest of the Night-
  mare Gods reaches across the solar system to its 
  brethren, easily the match of its kin in power.
  OBEDIENCE
  Any prayer to the Impossible Nightmare should in-
  volve the destruction of something. What exactly is 
  annihilated—be it a living creature, swathe of farm-
  land, or item of value—matters much less than the 
  method of obliteration, which should always be of-
  fered to Grelthanok in a manner that differs from 
  previous tributes. There are not many followers of 
  the god of desecration that live to old age but the 
  few that do devise truly disturbing and terrifying 
  methods to show their devotion, horrific displays 
  beyond the ken of most mortals.
  GIFT OF MADNESS
  Impossible antipaladins may acquire the Impossible 
  Worshiper feat multiple times so long as they remain 
  true to the blasphemous beliefs of their unholy faith—
  should they defy their creed or turn away from Grelth-
  anok, they lose all additional selections of Impossible 
  Worshiper past the first (and the cost and time to  
  retrain these feats are increased by 50%). 
   
  By spending an hour in contact and prayer 
  with another creature, the impossible antipaladin may 
  transfer one of their instances of the Impossible Wor-
  shiper feat (including its permanent mutation) for a 
  number of hours equal to their antipaladin level. If the 
  creature receiving the gift of madness is unwilling it 
  may make a Fortitude save (DC 10 + impossible anti-
  paladin’s antipaladin level) to resist the effect, gaining 
  immunity to further attempts by that impossible anti-
  paladin for 24 hours. 
   
  Regardless of how successful a transfer of the 
  gift of madness is, a creature targeted by the ability 
  makes a Will save (DC 10 + impossible antipaladin’s 
  class level) or contracts either the psychosis insani-
  tyGMG or the multiple personality disorder insanityGMG. 
  
  67
  What is blasphemy but an inconvenient truth?
  Profanity, sacrilege, impiety—these are but shields to 
  Protect false idols and weak beliefs. Listen to the lilting truths of the Unspeakable Nightmare 
  and know the secrets of the darkness, discover the reality behind the facade.
   
   
   
   
   
   
   
   
   
   
   
   
         —Aberacio
  THE UNSPEAKABLE NIGHTMARE
  God of Gluttony, Insanity, and Secrets
  Alignment LE
  Domains Darkness, Evil, Madness, Trickery
  Favored Weapons tongue (unarmed)
  Centers of Worship Cape of the Bereft,
  Dreksledge, Fordhatta, Forever Dark
  Race aberration
  Finding a kindred urge in Verahnus’ darkest 
  desires and the emptiness within, a gluttonous 
  entity from the cosmos wrought itself into being 
  beside the other Nightmare Gods. The gigantic, freakish maw 
  that is Vanesprelt undulates an enormous tongue that can stretch 
  for miles, dripping with mythical saliva that carries the Unspeakable 
  Nightmare’s hunger with it. In the bowels of the Forever Dark beneath 
  Grethadnis a portal exists to the god of insanity’s lair, and it is through this 
  gateway that it whispers secrets and directives to its followers.
   
  Researchers, sages, and scholars all agree that the soulwells around the world
  (pneumatic artifacts more common in the Fair Continent than anywhere else) 
  power and influence the Vehoro beneath the planet’s surface. While that is 
  true, that is not all that they are; these unholy relics are bored through the 
  firmament by Vanesprelt’s very tongue as it spreads the unspeakable 
  gospel to its children on the surface and throughout the Forever 
  Dark. In the protected obscurity behind The Veil the Nightmare 
  God sometimes walks as an elven maiden, guiding unwary crews 
  to watery doom. The Last Irrational, Carambal, did not self-realize 
  itself to gain independence from its creator—Vanesprelt imparted 
  the secrets that led the construct to liberty and has subtly guided it 
  ever since.
   
  Those who have heard of the Unspeakable Nightmare do their 
  best to forget it, sometimes even employing magic to wipe away the 
  offending memories (usually after eliminating the source of the dangerous talk or informing someone ca-
  pable of doing so). Secrets are just as powerful all the same and many unknowingly seek out the Nightmare 
  God as a patron in the search for knowledge, learning the truths of their worship only after they have fully 
  committed themselves to Vanesprelt. The god of 
  gluttony hungers unending for all things and it 
  shares this craving with its followers, gaining 
  more and more with every dark secret revealed. 
  It believes that victory will come through attri-
  tion and when the mysteries it holds garners 
  enough worshipers, they rise up as one to take 
  entire settlements. The most devout faithful  
  subvert and pervert the normal way of things 
  even before appropriating a village or town, but 
  maintain the facade afterward so as to draw in 
  even more followers.
  UNSPEAKABLE WORSHIPER (GENERAL) 
  The god of secrets hides your true nature, making 
  those who scrutinize you see what you wish them to.
  Prerequisite: Follower of Vanesprelt
  Benefit: When creatures attempt to detect your align-
  ment they must succeed on a Sense Motive check 
  opposed by your Bluff check. By spending a swift 
  action, you can grant yourself a +10 competence  
  bonus to this Bluff check. On a success, you project 
  the alignment of your choice.
  
  68
  Clothing
  Priests of the god of gluttony do not wear anything 
  that immediately identifies their position, usually at-
  tired in the garb of the clergy they are posing as. The 
  underside and interior of their clothing, however, is 
  covered in profane blasphemies against all but the 
  Nightmare Gods.
  Holy Texts
  Vanesprelt’s priests carry the tomes appropriate for 
  their false faith, but one of these two unholy books 
  as well.
   
  Aberacio: A fleshbound treatise gluttonous 
  with accolades for those who hunger for secrets, the 
  vicious critiques within this text unveil the hypoc-
  risies of the other deities faiths through vicious cri-
  tiques. Foolish readers think it to be a manual of gain-
  ful exercise +5 and only recognize that it is not with a 
  DC 40 Knowledge (arcana or religion) check to see 
  otherwise. After reading the entire tome, a creature 
  contracts the schizophrenia insanityGMG though the 
  inherent bonus it grants endures while the insanity 
  persists.
   
  Neesprimebla: This perversion of other gods 
  books not only satires the works of these deities, but 
  looks like them as well. A cursory scan of the text 
  makes it seem like a tome of understanding +5, but a 
  watchful eye (and successful DC 40 Knowledge [ar-
  cana or religion] check) pierces the trickery to reveal 
  its true nature. Readers that finish the book gain the 
  paranoia insanityGMG, benefiting from the inherent 
  bonus so long as they suffer from it.
  Holidays 
  The god of secret’s clergy celebrate the holidays of the 
  faiths they pay false lip service to, delighting in their 
  perversion of a faith, but Vanesprelt has only one true 
  unholy day.
   
  Ceppanalivi: For a single secret day each year 
  (not even known to the highest ranking clergy) the 
  unholy texts of the Unspeakable Nightmare play ter-
  rible tricks and mean pranks on everyone they can af-
  fect, protected from discovery by the dark god’s will.
   
  Aphorisms
  The Unspeakable Nightmare has many despicable 
  expressions but two are more common than the rest.
   
  Better Experienced Than Not. This phrase en-
  courages one to undergo all of life’s challenges and 
  pleasures regardless of their fears.
   
  You’ll Know It When You Hear It. The most 
  important—and often darkest—truths are self-evi-
  dent.
  Relations with Other Gods
  Vanesprelt does battle with the People’s Gods  
  (Aleana, Andraletha, Smastrik, and Stephanilesia) 
  The Church
  Worship of Vanesprelt on the surface of Ve-
  ranthea is forbidden but this only serves the god 
  of secrets’ purposes, for it is within houses of wor-
  ship dedicated to other deities that its clergy prays 
  and pays tribute. The Unspeakable Nightmare’s 
  followers propagate the unspeakable gospel by 
  infusing it subliminally into the liturgy of other 
  faiths, subtly perverting worship to serve Vane-
  sprelt rather than the intended deity. 
   
  With these insidious distortions the god 
  of gluttony gathers more followers with every 
  religious service, unknowingly taking it as their 
  patron with incremental bits of faith that ultimate-
  ly accrue to drive them mad with fervor for the 
  Unspeakable Nightmare. The true worshipers of 
  Vanesprelt are aberrations, mediums, soothsay-
  ers, and spiritualists, though anyone truly willing 
  to embrace insanity finds they can quickly earn 
  the dark deity’s favor. A hierarchy exists among 
  its clergy but it is as secretive as it is insensible 
  and for those few that have studied the dark god’s 
  religion (and managed to retain their mind) it 
  seems that the most demented adherents are the 
  most respected.
  Temples and Shrines
  In the Forever Dark there are subversive dun-
  geons that serve as churches devoted to Vane-
  sprelt, massive labyrinths that only the insane 
  or divinely inspired have any hope of penetrat-
  ing (as maze after 100 ft., CL 20th). On the surface 
  Vanesprelt’s temples belong to other gods—reli-
  gious services and rituals are held in their back-
  rooms, basements, and when the true followers 
  of whatever patron the building is devoted to are 
  elsewhere.
  A Priest’s Role
  Priests of Vanesprelt subvert and bastardize the 
  faithful of other deities, infiltrating clergies to 
  spread the unspeakable gospel. These devout 
  worshipers focus on corrupting nobility, politi-
  cians, royalty, and other influential members of a 
  community, securing powerful allies should their 
  true motives become exposed.
  Adventurers
  The Unspeakable Nightmare’s clergy are fond of 
  adventurers as they provide great distractions to 
  draw attention away from Vanesprelt’s doings 
  and the nefarious activities of its priests. Utilizing 
  their cover at other churches they employ adven-
  turers to undertake the most visible and infamous 
  exploits, always making good on the opportuni-
  ties the diversions provide.
  
  69
  but much of the conflict is insidious and most of the 
  children of Verahnus spend their resources uncov-
  ering the Impossible Nightmare’s servants.
  Realm
  The true lair of Vanesprelt lay behind Veranthea’s 
  moon in a dungeon built into the surface at the bot-
  tom of a miles deep crater.
  OBEDIENCE
  Prayers made to the Unspeakable Nightmare are 
  spoken while blaspheming another deity and when 
  possible while simultaneously defacing a relic of 
  another god. After tainting an item the followers of 
  Vanesprelt are encouraged to hide it among others, 
  gradually turning all of a church’s treasures into 
  things of cleverly hidden corruption. 
  RITUALS OF MADNESS
  Rites of the Nightmare Gods are much like occult rituals but not entirely beholden to all of their normal rules. 
  School conjuration; Level 4
  Casting Time 40 minutes
  Components V, S, M (mirror), F (a brazier and incense), SC (up to 12)
  Skill Checks Knowledge (planes) DC 28, 3 successes; Knowledge (religion) DC 28, 1 success
  Range touch
  Area one 20-ft. cube/character level of primary caster
  Duration permanent (D)
  Backlash All casters make a Will save against the ritual or gain the mania insanityGMG.
  Failure All casters gain the mania insanityGMG (no save) and randomly shouts secrets at strangers for 1 week.
  EFFECT
  Drawing on the power of the Alien Nightmare, the casters suffuse an area with otherworldly energies that bestow mad-
  ness on those who dwell too long within. After casting this ritual any creature other than the casters that spends more 
  than 1 hour in the area makes a Will save against the ritual or gains the mania insanityGMG.
  School transmutation; Level 3
  Casting Time 30 minutes
  Components V, S, M (acid flask), F (an item to be destroyed that is identical to the target item), SC (up to 8)
  Skill Checks Knowledge (planes) DC 24, 2 successes; Knowledge (religion) DC 24, 2 successes
  Range close (25 ft. + 5 ft./character level of the primary caster)
  Target one item touched
  Duration permanent (D)
  Backlash All casters make a Will save against the ritual or gain either the psychosis insanityGMG or the multiple personal-
  ity disorder insanityGMG.
  Failure All casters gain either the psychosis insanityGMG or the multiple personality disorder insanityGMG (no save) and 
  their most valuable possession crumbles into dust.
  EFFECT
  The very form of the item worked upon by the casters is subtly molded with the slime of the Impossible Nightmare’s 
  tentacles, turning it into a cursed focus for dark energies. An item effected by this ritual forces the creature possessing 
  it to make a Will save against the ritual each day or gain either the psychosis insanityGMG or the multiple personality 
  disorder insanityGMG. Realizing the item has been cursed requires a caster level check against the ritual DC while using 
  detect magic.
  School enchantment; Level 2
  Casting Time 20 minutes
  Components V, S, M (a creature’s tongue), F (defaced relic to a god in the Radical Pantheon), SC (up to 4)
  Skill Checks Knowledge (planes) DC 20, 1 success; Knowledge (religion) DC 20, 3 successes
  Range close (25 ft. + 5 ft./character level of the primary caster)
  Target one pinned or unconscious creature
  Duration permanent (D)
  Saving Throw Will negates; SR no
  Backlash All casters make a Will save against the ritual or gain either the schizophrenia insanityGMG or the paranoia 
  insanityGMG.
  Failure All casters gain either the schizophrenia insanityGMG or the paranoia insanityGMG (no save) and are deafened for 
  one month.
  EFFECT
  This ritual can only be performed in moonlight (or if done underground, while the moon hangs in the sky above). The 
  target of the spell makes a Will save or gains either the schizophrenia insanityGMG or the paranoia insanityGMG. Regardless 
  of the first saving throw’s success, the target of the ritual must make a new save after 1 week or succumb to the other type 
  of insanity. Afterward whenever there is a full moon the target must repeat their Will save until they gain both insanities 
  or receive a two consecutive greater restoration spells.
  RITUAL OF CASTRIIL’S TALON
  RITUAL OF GRELTHANOK’S CORROSION
  RITUAL OF VANESPRELT’S WHISPER
  
  70
  Veranthea is a world of adventure and dramatic action, be it sword and sorcery, steampunk, high fantasy, wuxia, 
  western, dieselpunk, horror, or nautical! These global rules (enforced by the will of the Conxecron) are designed 
  for ease of use with all that in mind, and some require a bit of extra work on the GM’s part.
  FIREARMS AND RECOIL
  Gunpowder in Veranthea has a little more kick than it does on other dimensions of the Material Plane. 
  This doesn’t cause them to do any more damage, but it does have an effect on their use.
  All Firearms: When a creature discharges a firearm, an enormous amount of force 
  resonates back to their body. Whenever a ranged attack roll is made with a firearm 
  (with the sole exception of when the firearm itself is thrown), the creature 
  wielding it must make a DC 16 Strength check (for one-handed firearms) or 
  DC 18 Strength check (for two-handed firearms) to avoid recoil. Failure on 
  the Strength check causes any additional ranged attacks the creature makes until
  the beginning of their next turn to suffer a –3 penalty.
  Early Firearms: On any misfire, the weapon gains the broken condition and 
  explodes. This first explosion does not destroy the weapon (whether it is 
  mundane or magical)  but it does deal burst damage, as though it misfired 
  while it had the broken condition.
  Advanced Firearms: A misfire with an advanced firearm that has the broken 
  condition causes an explosion. This explosion only destroys a mundane firearm when the burst deals maximum damage.
  Targets with medium armor gain a +2 luck bonus to their touch AC against ranged attacks with firearms and targets with 
  heavy armor gain a +4 luck bonus to their touch AC against ranged attacks with firearms.
  The compensating weapon enchantment, Brace Firearm and Simultaneous Shot feats directly interact with these mechanics 
  (see the end of this chapter).
  Chapter 3: GLOBAL RULES
  MAGIC ATTUNEMENT
  The gods of Veranthea know too readily the influence that 
  items of power can have over the minds of mortals; the en-
  tire concept of holy symbols and artifacts is proof enough of 
  that. Part of the purpose of the Conxecron is to ensure that 
  the balance of enchanted fetishes has not grown too dispa-
  rate. As a result, most of those who truly seek riches acquire 
  as much gold as they can—the gods don’t see fit to fashion 
  restrictions on wealth, only items attuned with energy.
  Attuned Values
  All creatures in Veranthea have an “attunement value” 
  which represents the total value of magic items that they can 
  benefit from at any given time. While one might own other 
  enchanted equipment, they cannot utilize their abilities un-
  til the items are attuned to that creature.
  Attuning Items
  Typically, it requires a number of days equal to twice the 
  caster level of an item to attune it to a character. During this 
  attunement period, the PC must stay within 5 feet of the 
  item at all times. A creature may only be actively attuning 
  one item at a time.
   
  Once per week, a creature can immediately attune 
  a single item with a value equal to no more than half their 
  attunement value.   
  To determine the attunement value of a PC, refer to the 
  “Character Wealth by Level” table (in the Gamemastering 
  chapter of Pathfinder Roleplaying Game: Core Rulebook) and 
  multiply the value to match the play style of your campaign. 
  For example, a 10th level PC in a Standard campaign with 
  the Veranthea Codex has an attunement value of 77,500 gp 
  (normally 62,000 gp, now multiplied by 1.25).
  To determine the new value of an NPC’s equipment, refer 
  to the “NPC Gear” table (in the Creating NPCs chapter of the 
  Pathfinder Roleplaying Game: Core Rulebook) and multiple 
  the value to match the play style of your campaign. Increase 
  the CR of the NPC by +1.
  For example, a 6th level NPC in a Standard campaign with 
  the Veranthea Codex has an attunement value of 10,350 gp 
  (normally 3,450 gp, now multiplied by 3). 
  Attunement and Magic Immunity Creatures who are  
  immune to magic, like golems or forsaken (see page 76) are 
  likewise immune to attunement, and have no attunement  
  value. They cannot attune to or activate any magic item, 
  though they can still benefit from items whose magic affects 
  only the item itself, such as the enhancement bonus to a  
  magic weapon or enchanted armor.
  
  71
  Table 3-1: Attunement in Veranthea
  DOES NOT 
  Require Attunement
  Requires Attunement
  Potions, wands
  Magic arms and armor
  Play Style
  PC Attunement 
  Value
  NPC Attunement 
  Value
  Devices
  Rings, rods, staves
  Gritty
  x 0.75
  x2
  Scrolls
  Wondrous items
  Standard
  x 1.25
  x3
  Artifacts, cursed items
  Intelligent items
  Epic
  x 1.75
  x4
  Magical ammunition
  Spellbooks (1/5th value)
  Items Incapable of Attunement
  Typically, items with limited charges, such as potions and wands do not require attunement, or count towards a creature’s 
  attunement value.
  Inspired by a blog post by Sean K. Reynolds.   
  
  72
  Mirrored weapons are crafted from highly reflective metals 
  around cold iron cores. When first made they function like 
  steel, but as they expend charges these cores are exposed 
  causing a mirrored weapon to function as a cold iron item of 
  its type instead. When applied to armor, the enchantment is 
  instead called fractal, though it otherwise functions identi-
  cally. Mirrored can be crafted into to any magical weapon 
  with an enhancement bonus of +2 or higher.
   
  Mirrored weapons function similarly to wands, 
  though their activation is exclusively reactive. Instead of 
  their wielder choosing when to activate the spell held within, 
  a specific circumstance is chosen upon the item’s creation 
  (such as whenever the wielder rolls a natural 1 on an attack 
  roll), and the effect automatically triggers whenever that cir-
  cumstance occurs. If the spell is defensive, it automatically 
  targets the item’s wielder, and if offensive the spell triggers on 
  the target of the weapon’s next successful attack. Each such 
  activation expends a single charge from a mirrored weapon.
  PSIONICS 
  Some are blessed—others say cursed—with a spark of otherworldly power known as psionics, a resource stemming from 
  the Nightmare Gods and the unconscious mind of the great sleeper Verahnus (as does magic, many theorize, and possibly 
  everything known to mortals). Tapping this power is not inherently dangerous, but fearing it and its source, the gods actively 
  disrupt its energy; psionics to function slightly differently in Veranthea than in the standard rules printed by Dreamscarred 
  Press. 
  Reduced Power Points
  Psionic characters receive 1 less PP per level (minimum 1) than they normally would, and gain only a number of bonus PP 
  equal to the number of bonus spells they would have access to (as if they were a standard spellcasting class, referring to the 
  “Ability Modifiers and Bonus Spells” table in the Pathfinder Roleplaying Game: Core Rulebook). 
  For example, a psion 5 with an Intelligence score of 20 receives 4 bonus power points (for two 1st-level spells, one 
  2nd-level spell, one 3rd-le vel spell, but not for the 4th level and 5th-level spells they could not cast yet).  
  MIRRORED WEAPONS AND FRACTAL ARMOR  
  CYREKKSI’S MIRRORED SPEAR
  Aura moderate illusion; CL 8th
  Slot none; Price 16,302 gp; Weight 4 lbs.
  DESCRIPTION
   
         This +2 spear looks as though it is made of  
   
       quartz or another hyaline substance, reflecting  
   
     light at an indeterminable number of angles.  
   
  Whenever the wielder rolls a natural 1 on an attack  
            roll with Cyrekksi’s Mirrored Spear, it activates its  
   
  mirrored ability as a piece of the reflective surface  
          cracks off and falls to the ground, creating 1d4+2  
          mirror images of the wielder. Cyrekksi’s mirrored spear  
          has 20 charges.
        CONSTRUCTION
     Requirements Craft Magic Arms and Armor, mirror  
        image; Cost 8,302 gp
  Newly crafted mirrored weapons begin with 10 charges per 
  point of the weapon’s enhancement bonus (minimum 20). 
  Once a mirrored weapon loses 10 or more of its original 
  charges, its core is revealed and it is treated as a cold iron 
  weapon for purposes of overcoming damage reduction. For 
  every 10 expended charges a mirrored weapon’s enhance-
  ment bonus is permanently decreased by 1—when a mirrored 
  weapon expends its last charge, it becomes a masterwork cold 
  iron item of its type. Mirrored weapons cannot be recharged.
   
  The cost of adding the mirrored enchantment to a 
  weapon is based on the spell held within, and its original en-
  hancement bonus. To determine the cost, multiply spell level 
  × caster level × the number of charges the mirrored weapon 
  would have × 25 gp.
   
  Additionally, mirrored weapons provide a synergy 
  with one another. The wielder of a mirrored weapon gains 
  a cumulative +1 morale bonus to attack and damage for ev-
  ery mirrored weapon wielded by an ally within 5 feet, up to a 
  maximum of the character’s Base Attack Bonus. Two or more 
  mirrored weapons can also be struck together (requiring a 
  swift action on the part of each weapon’s wielder) to immedi-
  ately activate both weapon’s effects, regardless of their normal 
  activation conditions. 
  MARIZZ’S MIRRORED CLUB
  Slot none; Price 20,300 gp; Weight 3 lbs.
  Aura moderate transmutation; CL 8th
  DESCRIPTION
  Marizz’s Mirrored Club is a 
  +2 club that, after striking 
  a creature with damage 
  reduction that can be 
  overcome with bludgeoning,
  cold iron, piercing, silver, 
  or slashing, activates its 
  mirrored ability (versatile 
  weapon). Marizz’s mirrored 
  club has 20 charges.
  CONSTRUCTION
  Requirements Craft Magic Arms 
  and Armor, versatile weapon; 
  Cost 12,690 gp
  
  73
  Aegis
  Aegis receives DR 1/— at 2nd level instead of DR 2/—, and their DR increases at 6th level and every 4 levels after (ending at 
  DR 5/— at 18th level).
  Soulknives
  The additional damage from a psychic strike is reduced to d6s.
  Sanity Psickness
  Whenever a creature successfully manifests a psionic power without displays, they must make a second concentration check 
  (DC 15 + [the level of the power × 4]) or contract a random insanity (see the “Sanity and Madness” chapter of the Pathfinder 
  Roleplaying Game: Gamemastery Guide). If already insane, the character increases the DC of their insanity by 1 and must 
  make an immediate save to resist the insanity’s effects.
  
  74
  WILD MAGIC
  Nethys’ Scar in Grethadnis has been sewing that realm with patches of wild magic for centuries, but as more and more sci-
  entific innovators craft effects that create pockets of antimagic, they have begun to appear in Trectoyri and Urethiel as well. 
   
  Certain areas of Grethadnis (the Arajakata Woods, Chaos Jungles of Iniplexetz, and areas near Nethys’ Scar) are also 
  home to roving clouds of wild magic of varying sizes and movement rates, some only a dozen feet across and others miles 
  wide.
   
  All spells cast in a wild magic zone are subjected to the effects listed on the Wild Magic Outcomes table. 
  Wild Magic Outcomes 
  All saves DCs versus wild magic effects are equal to 10 + 1/2 spellcaster level + spellcasting modifier; roll d6 to determine 
  which save to use (1–2 Fortitude, 3–4 Reflex, 5–6 Will). Spell effects resulting from wild magic use the caster’s (potentially 
  modified) caster level (minimum 1) to determine duration, number of targets, and so on. If not stated otherwise, additional 
  effects are centered around the caster and should they allow a save, all creatures affected by it (caster, allies, and enemies alike) 
  save against it.
  Table 3-2: Wild Magic in Veranthea
  d20 Effect Name
  Spell Modifier
  Additional Effect   SS
  1
  amittet exponentia
  –3 to next spell DC and CL Lose the spell.
  2
  consternatus 
  bariesu
  save vs. additional effect
  Sensory confusion; caster is blind or deaf (50% chance of either) for 1/4 spell 
  level rounds.
  3
  mitte cupiditas
  –3 caster level
  Target(s) can read your mind as detect thoughts as a free action for one round.
  4
  omnes parva
  –2 to spell DC
  A mass reduce person effect triggers, centered on the caster (no save).
  5
  ostendite animam
  save vs. additional effect
  Everyone projects their alignment (as a reverse version of an inquisitor’s detect 
  alignment, as though they had concentrated for three rounds) for 1 round.
  6
  fallitur locus
  –2 caster level
  Creatures within (CL x 20 feet) teleport 10 ft. in a random direction (roll 1d8 
  individually to determine which; no save).
  7
  iniuriam pedites
  save vs. additional effect
  All 5-ft. steps within (CL x 30 feet) become 15-ft. ‘steps’ in the opposite direc-
  tion intended. This effect lasts until the beginning of the caster’s next turn.
  8
  gravem 
  ambulaveritis
  –1 to spell DC
  Temporarily increase gravity (halve jump check results, halve fly speed) with-
  in CL x 10 feet for a number of rounds equal to caster level.
  9
  ridiculam pilos
  –1 caster level
  The hair creatures within CL x 10 feet grows rapidly; creatures suffer –1 pen-
  alty to physical checks (attacks, reflex saves, most skills) until it is burned or 
  cut away (a standard action or 1/10th HP in fire or slashing damage).
  10
  discite omnia
   save vs. additional effect
  Anyone within 30 feet can detect thoughts (as though they had concentrated 
  for three rounds) as a free action for 1 round.
  11
  abscondens papilio
  +1 caster level
  Ethereal butterflies bleeding arcane energies appear, muddling the senses (as 
  obscuring mist) for a number of rounds equal to spell level.
  12
  lux pondus
  +1 to spell DC
  Temporarily reduce gravity (double jump check results, double fly speed) 
  within CL x 10 feet for a number of rounds equal to caster level.
  13
  saliendo incessus
  save vs. additional effect
  All 5-ft. steps within (CL x 30 feet) become 20-ft. ‘steps’ in one direction only 
  (as falling damage if a creature hits an object).
  14
  converterent 
  sexum 
  save vs. additional effect
  Reverse target’s or targets’ gender for a number of minutes equal to spell level.
  15
  iris sparserit
  +2 caster level
  Colorful, though harmless, manifestations of a number of additional spells 
  equal to your caster level target creatures within (CL x 20 feet) of you.
  16
  inveniet aliud 
  ipsum
  +2 to spell DC
  For one round, everyone within 60 feet can use an inquisitor’s detect alignment 
  (as though they had concentrated for three rounds) as a free action.
  17
  dilatasti parva
  +3 caster level
  A mass enlarge person effect triggers, centered on the caster (no save).
  18
  scient vestra 
  hostem
  save vs. additional effect
  For one round, caster can detect thoughts (as though they had concentrated for 
  three rounds) on one target of the spell as a free action (no save).
  19
  consectetur 
  sensibus
  +3 to spell DC
  You gain enhanced senses (1st–5th: scent; 6th–10th: blindsense; 11th–15th: 
  tremorsense; 16th–20th: blindsight) for a number of rounds equal to 1/4 spell 
  level with a range equal to spell level x 20 feet.
  20
  libero magica
   
  Casting the spell does not expend the spell slot or a prepared spell.
  
  75
  MAGIC IN THE DYNASTIES
  The effects of The Scarring persist in Urethiel, granting ev-
  ery member of the population additional abilities chosen 
  (or determined randomly) during character creation. For 
  PCs not native to Urethiel (and thus lacking a birthright), 
  increase the CR of Urethiel characters they encounter by 1.
  SHÒUQUÁN
  Shòuquán creatures can absorb magic around them, and 
  discharge it as energy blasts projected from their hands 
  (or to augment their movement; see the new feats at the 
  end of this chapter). As an immediate action, a shòuquán 
  creature can absorb a spell that targets them, negating it 
  entirely and storing its spell levels (up to a maximum num-
  ber of spell levels equal to their character level) which can 
  be discharged later as per the Arcane BlastAPG feat. When 
  a shòuquán lacks the storage capacity to absorb a spell, it 
  affects them normally. Shòuquán are qualified to take lev-
  els in the conduit class (from Liber Influxus Communis: the 
  Book of Collective Influence by Amora Games) and treat 
  their spell storage capacity as conduit pool points (increas-
  ing their maximum total). 
  BLESSED
  Blessed creatures possess inherent magical power and gain spell-like abilities as they increase in 
  levels. At first level, it is randomly determined whether a blessed creature’s abilities are arcane 
  or divine; once determined this cannot be changed. At first level, spell-like abilities gained this 
  way are usable once per day, and once more per day each time a new spell-like ability is gained 
  via this birthright.
   
  When randomly determining a spell-like ability, use the tables to generate arcane or divine 
  scrolls in Pathfinder Roleplaying Game: Ultimate Equipment to choose what spell is gained.
   
  Otherwise, spells chosen by the GM should reflect what challenges a character has 
  faced and what skills they most use. For example, a barbarian who typically charges into  
  battle might learn, by 20th level, enlarge person, bear’s strength, rage and stoneskin 
            (or swallow your fear, weapon of awe, magic vestment, and greater magic weapon  
          if divine-based), as well as a random 0th-level spell, and a random 2nd-level  
          spell. A cowardly archer might instead learn expeditious retreat, cat’s grace, haste  
          and dimension door (or obscuring mists, grace, deeper darkness, and freedom of 
          movement if divine-based).    
  Table  3-3: Urethiel Birthrights
  Population
  d100
  Birthright
  Effect
  5%
  1–5
  Shòuquán
  Absorb and redirect magic
  45%
  6–50
  Blessed
  Gain spell-like abilities
  45%
  51–95
  Rěnshòu
  Gain spell resistance
  5%
  96–100
  Forsaken
  Immune to magic
  Blessed Spell-Like Ability Progression
  • One random 0th-level spell at 1 HD.
  • One 1st-level spell chosen by the GM at 4 HD.
  • One random 2nd-level spell of at 8 HD.
  • One 2nd-level spell chosen by the GM at 12 HD.
  • One 3rd-level spell chosen by the GM at 16 HD.
  • One 4th-level spell spell chosen by the GM at 20 HD.
  
  76
  RĚNSHÒU 
  Rěnshòu have spell resistance equal to 5 + character level. 
  *For creatures and NPCs, increase SR to HD + 10 or existing SR + 10.
  FORSAKEN
  Exempt from the rules of magic and immune to the rigors of age, forsaken 
  creatures are fundamentally different from most creatures across Urethiel 
  in several ways.
  • Forsaken Bonuses: Forsaken gain 4 bonus hit points per hit die. In addi-
  tion, forsaken characters gain a bonus attribute point twice as often (at 
  every even level).
  • Forsaken Immortality: Forsaken never take any penalties from aging and never die of old age.
  • Forsaken Presence: At 7th level a forsaken’s nature begins to become externally apparent. An element important to the 
  creature’s livelihood or reputation manifests itself as a byproduct of the void of magic in a visual or auditory effect; this 
  manifests rarely at first (perhaps only when the creature rolls a natural 1 or performs a critical hit) and has no mechani-
  cal benefit. This effect occurs more frequently at 14th level, and at 20th level it occurs constantly and offers a mechanical 
  benefit. The nature and frequency of a forsaken’s presence is ultimately at the discretion of the GM. 
  • Immunity to Attunement: Forsaken are only able to benefit from magic items that are inherently magical, and are not 
  subject to Magic Attunement. 
  • A forsaken cannot gain benefits from drinking a potion or wearing a cloak of resistance, but the +5 katana they wield 
  still gains a +5 bonus to attack and damage (because the inherently magical blade enhances itself, not the forsaken). 
  A flying carpet could carry a forsaken (as it can any object), but the forsaken could not direct or activate it. As a gen-
  eral rule, only weapons that require no activation operate as intended for forsaken. Curiously, mirrored weapons and 
  fractal armor function as normal when triggered on a forsaken.
  • Immunity to Magic: Forsaken are immune to any spell or spell-like ability that allows spell resistance, just as a golem 
  would be. Forsaken can also never activate, benefit from, or be affected by supernatural abilities, or cast spells.
  • Permanent Death: When a forsaken dies they cease to exist entirely and can never be brought back to life or otherwise 
  interacted with.
  Ju-Wai Shu Magic Style
  With magic such a dominant force in their lives, Urethiel has developed entirely different systems for interacting with it, of 
  which ju-wai shu is the most dominant. These spellcasters use a calligraphy staff to carve enchanted script into the air, tearing 
  small scars into the fabric of space itself to unravel and weave together the underlying energies of the universe. It is possible to 
  use ju-wai shu without a calligraphy staff by instead using fingers or claws, but doing so does 1 point of damage per spell level 
  to the caster and spells cast this way have a –2 to any save DCs. Due to its incredibly esoteric nature students of the school 
  suffer a –2 circumstance penalty on Spellcraft checks made against other disciplines of spellcasting—as do other spellcasters 
  when making Spellcraft checks against students of ju-wai shu. A ju-wai shu spellcaster cannot cast spells as a regular spell-
  caster of their class would; they must use ju-wai shu.
  Ju-wai shu spellcasters receive Skill Focus: Craft (calligraphy) as a bonus feat and cannot increase their ranks in 
  Spellcraft above the number of ranks they have in in Craft (calligraphy). A ju-wai shu spellcaster can never gain access to the 
  benefits of the Still Spell feat. If they are limited space, such as when squeezing or swallowed whole, ju-wai shu spellcaster 
  cannot use their calligraphy staff to cast spells above 4th-level.
   
   
  Table  3-4: Common Chosen Spell-Like Abiilities For Blessed NPCs
  Spell 
  Level
  Bǎohù 
  (Protector)
  Gakusha 
  (Scholar)
  Hiretsukan 
  (Sneak)
  Kōshō-sha 
  (Negotiator)
  Nōka 
  (Farmer)
  1st
  shield
  shield 
  of faith
  identify 
  comprehend 
  languages
  vanish
  obscuring 
  mist
  charm 
  person
  remove 
  fear
  enlarge 
  person 
  bless water
  2nd
  blur 
  augury
  fox’s cunning
  silence
  invisibility 
  zone of 
  truth
  detect 
  thoughts
  hold 
  animal
  gust of wind 
  spiritual 
  weapon
  3rd
  magic circle 
  against 
  chaos/evil/
  good/law
  speak 
  with 
  dead
  clairaudience/
  clairvoyance
  deeper 
  darkness
  nondetection create 
  food and 
  water
  tongues 
  water 
  walk
  phantom 
  steed 
  blindness/
  deafness
  4th
  lesser globe 
  of invulner-
  ability
  scrying
  arcane eye
  freedom of 
  movement
  dimension 
  door 
  discern 
  lies
  shout 
  giant 
  vermin
  hallucinatory 
  terrain 
  divine 
  power
  Spell 
  Level
  Senshi 
  (Warrior)
  Tànxiǎn 
  (Explorer)
  1st
  jump 
  divine 
  favor
  feather 
  fall 
  detect chaos/
  evil/good/law
  2nd
  bull’s 
  strength
  find 
  traps
  knock 
  blessing of 
  courage and life
  3rd
  keen edge
  locate 
  object
  arcane 
  sight
  nap stack
  4th
  stoneskin sending
  secure 
  shelter 
  spiritual ally 
  (ancestor)
  
  77
  Calligraphy Staffs: A 
  ju-wai shu spellcaster’s 
  calligraphy staff is a 
  powerful magic object 
  in its own right, and 
  whenever they are us-
  ing a calligraphy staff of 
  the same level as their 
  caster level, they gain 
  a +2 ju-wai shu bonus 
  to the DCs of all spells 
  cast (when using a low-
  er-level calligraphy staff 
  this bonus is reduced to 
  +1). While practitioners 
  of ju-wai shu begin play 
  with a first level callig-
  raphy staff, creating one 
  is no simple task and 
  requires 375 gp worth 
  of components as well 
  as a four hour ritual by 
  a practitioner of ju-wai 
  shu. Calligraphy staffs 
  must be created at level 
  1 and require expensive 
  components equal to the 
  staff’s current level × 750 
  gp to increase its level 
  by one during a ritual 
  that lasts a number of 
  days equal to the staff’s 
  level. At first level, a cal-
  ligraphy staff functions 
  as +1 spear. At 4th level 
  and each 4 levels beyond  
  (8th, 12th, 16th and 20th) this enhancement bonus increases by 1, up to a maximum of +5. Whenever the staff’s level is in-
  creased, the crafter can instead choose to allocate its additional enhancement bonus to one of the following bonuses instead: 
  flaming, flaming burst (CL 12th), frost, ghost touch, icy burst (CL 12th), keen, shock, shocking burst (CL 12th), thundering, 
  brilliant energy (CL 20th).
  Because of their concentrated magical potency, calligraphy staffs are extremely resistant to damage, possessing a 
  hardness of ¾ caster level and hit points equal to caster level x 2.   
  Kowah-Terasa Magic Style
  This style of of spellcasting is less common than ju-wai shu, though it is quite possibly the most powerful approach of study 
  in Urethiel. A practitioner of kowah-terasa invokes the spirits of their ancestors to empower their spells, instead of from 
  typical sources of divine power. Kind and polite kowah-terasa are aided willingly by their ancestors, while cruel and sadistic 
  spellcasters treat their predecessor’s souls as fuel to be twisted and expended in pursuit of their goals. Only divine spellcast-
  ers can benefit from kowah-terasa.
  Any spellcaster who chooses to forsake their studies cannot continue to take levels in the spellcasting class which 
  utilized kowah-terasa until reparations are made with their ancestors. Due to the way kowah-terasa cast their spells (always 
  loudly and with fervent gesticulations), they can never access the benefits of the Silent Spell feat or the Still Spell feat.
  Ancestral Item: All kowah-terasa practitioners carry an item connected to their ancestors and use that link to augment their 
  spellcasting abilities. Any spell that they cast with a verbal component is cast as though they were one caster level higher so 
  long as they are in possession of their ancestral item and invoking the power of their progenitors.
  If their ancestral item is ever stolen or destroyed, practitioners of kowah-terasa lose all the benefits of this magic 
  style, cast spells at a –2 caster level, and suffer a –2 penalty to the DC of all their spells. Ancestral items have a hardness equal 
  to its owner’s caster level and hit points equal to half the caster’s maximum total. In addition, the spellcaster takes penalties as  
  
  78
  though compelled by geas/quest until it is recovered or replaced with another family heirloom as they are haunted by the an-
  gry spirits of their predecessors, and cannot increase their level in the spellcasting class that uses kowah-terasa until they do.
  Voice of the Ancestors: At 1st level a practitioner of kowah-terasa may choose a single metamagic feat which they can then 
  apply to a spell they are casting without changing the spell’s effective level. These metamagic feats must be selected from the 
  list below, and once chosen the choice cannot be changed. At 5th level, and every two levels thereafter, a kowa-terasa may 
  retrain one of their lower level choices to a different option from the same list. At first level, a kowa-terasa may use this ability 
  once per day, as well as one additional time at 3rd level, and for every 4 levels beyond (7th, 11th, 15th, 19th).
  A kowah-terasa may still learn and apply these metamagic feats as any other caster, but doing so does not allow them 
  to be used in conjunction with voice of the ancestors.
  • At 1st level a kowah-terasa may choose to apply either the Merciful Spell or Bouncing Spell feat.
  • At 3rd level they may select from the Disruptive Spell, Ectoplasmic Spell, or Extend Spell feats.
  • At 5th level they may select from the Elemental Spell or Enlarge Spell feats.
  • At 7th level they may select from the Focused Spell, Intensified Spell, or Lingering Spell feats.
  • At 9th level they may select from the Reach Spell or Empower Spell feats.
  • At 11th level they may select from the 
  Persistent Spell or Sickening Spell feats.
  • At 13th level they may select from 
  the Thundering Spell or Dazing 
  Spell Feats
  • At 15th level they may select 
  from the Maximize Spell 
  or Widen Spell feats.
  • At 17th level they may 
  select from the Quicken 
  Spell or Heighten Spell 
  feats.
  Words of the Ancestors: At
  20th level a kowah-terasa 
  spellcaster may choose to 
  expend two uses of voice 
  of the ancestors at once 
  to enhance a single 
  spell with two 
  metamagic feats at 
  the same time 
  without raising the 
  effective spell level.
  
  79
  MONSTROUS PARTIES
  Trectoyri is a dark and strange place filled with evil, bestial denizens that live out both mundane and adventurous lives. The 
  vast majority are also educated (to a point, anyway) and diverse, creating a populace with (questionably) unending oppor-
  tunity before them. Perhaps the tithes of slaves from Goblinvania and Filthton aren’t enough, or a wanderlust has overtaken 
  them—for whatever reason, many creatures take to traveling the breadth of the Monstrous Continent in search of adventure!
  There are several design principles that change when the makeup of the party is suddenly swapped for the normal 
  antagonists, and to some GMs this might seem daunting; this section of the book is about how to make parties made up of 
  monsters work so if you count yourself in that group, get reading!
  UNDERSTAND THE CHANGE
  Playing as demons, trolls, intelligent oozes, and otyughs 
  means more than simply higher statistics and different lim-
  iters on what a party might survive—it is a fundamental 
  change in the dynamic of the game. Challenges need to be 
  tailored to fit this new concept, considerations taken into ac-
  count for the earlier (or later) access to certain benchmarks 
  (for instance, creatures with teleport as a spell-like ability are 
  effectively as mobile as a 9th level wizard), and the premise 
  of random encounters needs reworked into a new context 
  (with new tables that include adventuring groups as adver-
  saries).
  In a nutshell? The PCs and the GM need to take 
  many of their preconceived notions for how a campaign us-
  ing the Pathfinder Roleplaying Game is supposed to run and 
  put them aside—this is a whole different monster.
  A MOTLEY CREW
  An easy way to handle this is for everyone to play the same 
  type of creature; designing encounters and adventures for a 
  party of gremlins is much easier than a group consisting of a 
  troll, elemental, treant, and daemon.
  This may be limiting for some groups, and in these 
  cases, encourage PCs to be of the same creature type (mon-
  strous humanoids, or aberrations, and so on). With this 
  scenario you still have stranger considerations to take into 
  account, but the breadth and manner of them have some 
  uniformity to guide you along.
  The heaviest burden on the GM is when the party is 
  composed of a truly diverse range of creatures. Encounters for 
  these groups are best when tailored to play on their strengths 
  (and weaknesses), and a focus on what makes them work 
  together—the part of the plot that binds the PCs to one an-
  other—is essential. Whether they share nearby territories, all 
  hold umbrage against a singular foe, or are drawn together 
  through a mystical element, cohesion is the greatest threat in 
  a game like this. 
  For GMs that can take 
  the heat and a 
  party that doesn’t 
  burn in the 
  crucible, these 
  adventures can be 
  among the most 
  rewarding in 
  Veranthea so if 
  your players 
  are interested, 
  definitely give it a try!
  LET MONSTERS BE MONSTERS
  Morality isn’t absent from Trectoyri, but monsters can still 
  be monsters. Let folks enjoy roleplaying as savage creatures, 
  relentless beasts, and unfriendly uglies! Given that many 
  creatures are not designed with the same level of general util-
  ity as a standard NPC, don’t fret to reroll on the random en-
  counters table if something won’t fit. Adventuring as a mon-
  ster, however, means that one of your most common foes 
  will be other, less monstrous adventurers!
   
  Make use of both the NPC Codex and the last sec-
  tion of this book to prepare different antagonist groups for 
  the party to come across. Don’t be bashful with these en-
  counters, and remind the PCs of their limitations when 
  appropriate, but above all, be creative! Adventurers carry 
  diverse equipment and have access to a multitude of abili-
  ties and powers to overcome monstrous enemies, and you 
  should design obstacles for the party that are as unique and 
  innovative as any gaming group is when they come across 
  trouble.
   
  Disguise, stealth, trickery, distraction, and every 
  other tactic a standard party can pull should be used against 
  monstrous PCs. Use teamwork among the NPCs, attack rou-
  tines to put the PCs off balance, and if the circumstances are 
  right, prepared offensive and defensive measures.
  COMMON MONSTROUS PCS IN TRECTOYRI
  Goblinvania and Filthton are the most common places for a 
  monstrous PC to originate from; if you’ve got between three 
  and six limbs, the metropolis or the motorhead haven are 
  suitable places to live. With technology a plenty, there’s a def-
  inite expectation for manual dexterity in the most “civilized” 
  areas that typically leaves creatures without legs and arms 
  at a loss. Trolls, ogres, hobgoblins, gnolls, and many more 
  populate these two settlements, with goblins and orcs being 
  most prevalent.
  Other types of creatures are more common in other 
  locales across the continent, be it the arid Durkon Badlands, 
  verdant Srendath Forests, swamps of the Xyrth Bogs, rolling 
  Huiral Hills, rocky Mountains of Drathfire, snowy Peaks of 
  Regret Sorrow, or a small fiefdom in the Slave Fields. Re-
  member that Goblinvania values every type of monstrous 
  citizen (albeit crudely) and makes just enough of an effort 
  to provide everyone with reason enough to stay the course 
  and remain polite with their neighbors. That said, there’s not  
  much policing done—as long as you don’t interfere with the  
     Goblinvanian military—and local bosses, gangs,  
      and bullies enforce their own laws and taxes on  
           whoever they can.
  
  80
  DRACONIC ADVENTURERS
  Opportunities abound for draconic PCs on the monstrous 
  continent of Trectoyri. Whether a party of wyrms chooses 
  to side with the Unwanted Folk, fight against the 
  goblin horde, or turn their attentions to their ancient 
  foes in the Forever Dark, below are a few challenges 
  worthy of a dragon.
  SOLDIERS OF THE GOBLIN ARMY
  The PCs start out as hatchlings in the bowels of the 
  School of Vile Shadows. It’s a hard knock life with mon-
  strous humanoids for nannies, and early sessions should 
  play out like boot camp. This basic training pits play-
  ers against hazing rituals and war games with the rest of 
  the Goblinvanian army—GMs are encouraged to give 
  the Unwanted Folk a sympathetic slant, perhaps pairing 
  players with a loyal crew of goblin aeronauts. Whether 
  through bribery, coercion, or outright lies, the goal is to 
  win the party’s loyalty for the Grand Master Engineer 
  King. The campaign should progress toward military 
  action against the dwarven Mountain Bombers, the 
  blockade off Ominara, and eventually transcontinental 
  invasion on the distant shores of Urethiel or Grethadnis.
  FLIGHT TO FREEDOM
  A renegade campaign, this game begins much like the 
  above—however, the Unwanted Fok treat the PCs with con-
  tempt. After the inevitable prison break and chase scene, the 
  campaign centers on survival in the industrial wastelands of 
  Trectoyri. Hunted by aerial patrols, bounty hunters, and ev-
  ery predator native to the continent, the PCs have to work 
  their tails off to keep their freedom! Especially cruel GMs 
  may wish to clip the party’s wings, reducing mobility and 
  providing a starting quest for magical healing. If the party 
  can evade capture long enough, they may find a safe harbor 
  in Ominara or grow strong enough to brave the interconti-
  nental storms.
  HOARDING POWER
  PCs begin play as the great wyrms of legend, powerful 
  enough to take on armies. However, as flights of marauding 
  aircraft come to offer battle, spies creep into their caves and 
  make off with their hoards. A Veranthean dragon’s power is 
  directly tied to its magical treasure, and that theft of treasure 
  is a theft of power! The PCs are reduced in stature and abil-
  ity, and must spend the rest of the campaign reclaiming their 
  stolen property.  
  SAVE THE HATCHLINGS!
  Not all of Trectoyri’s dragons stayed to be conquered. A few 
  of the most powerful made the flight across the oceans, in-
  tending to settle on distant shores. The years have passed, 
  and now these ancient dragons yearn for home. In this high-
  powered campaign, PCs play as elder dragons intent on chal-
  lenging the Goblinvanian empire directly and freeing their 
  captive kin. GMs should be prepared for epic combat, con-
  taining threats like Orbs of Dragonkind or bound pit fiends to 
  challenge these powerful parties.
  AGAINST THE NIGHTMARE
  Shards of the ancient Dragon Mind lay scattered throughout 
  Trectoyri, and they call to the PCs in dreams. Whether the 
  party starts play as feral dragons, soldiers of Goblinvania, 
  or fugitives, the adventurers all share the strange call of the 
  crystals. As they gather the shards from the far corners of 
  the continent, PCs begin to lose their color and their breath 
  weapons, replacing them with psionic class levels—gathering 
  more of the Dragon Mind together, PCs uncover the secret 
  history of their race, putting them on a collision course with 
  the Horror People, the cult of Matilondo, and the Nightmare 
  Gods themselves!
  
  81
  TASK
  PILOT DC
  Bail out
  15 + 5 per vehicle size 
  category above driver
  Coax engine
  25
  Chase
  opposed check
  Guide with knees
  10
  Jump (land/water only)
  20
  Maximize momentum
  20
  Sideswipe
  Target’s CMD + 5
  OPERATING ROUNDS
  To encapsulate all of the action in a vehicular battle (and great 
  distances traveled during one), a typical operating round lasts 
  10 combat rounds (one minute) but may be far longer at the 
  discretion of the GM. Passengers in vehicular combat receive 
  two standard actions during an operating round.
  Bail Out: You may make a Pilot check to exit a vehicle as an 
  immediate action. The difficulty of this Pilot check is depen-
  dent your size and the size of the vehicle; a Small-sized driver 
  exiting a Medium sized vehicle must succeed on a DC 20 Pilot 
  check, a Small-sized driver exiting a Large vehicle must suc-
  ceed at a DC 25 Pilot check, and so on.
  Chases: For chases, each operating round the drivers involved 
  make opposed Pilot checks. The driver that wins the check 
  can either increase or decrease the distance between the two 
  vehicles by up to ¼ their vehicle’s speed, plus an additional ¼ 
  for every 4 points they beat their opponent’s check. Like stan-
  dard chases, the faster vehicle’s current speed is considered the 
  baseline speed of the chase. For every 10 ft. slower than the 
  chase’s baseline speed a vehicle is moving, a driver receives a 
  –2 circumstance penalty on their opposed check for the chase.
  Coax Engine: Vehicles that have had their propulsion system 
  broken are normally left dead in the water (or air, or land, de-
  pending on what the vehicle is) and incapable of locomotion. 
  You can, however, get an alchemically propelled vehicle to 
  keep on moving at its normal speed with a DC 25 Pilot check, 
  so long as the engine still has at least 1/5th its total hit points. 
  The engine of a vehicle coaxed in this way takes 1d6 points of 
  damage, bypassing hardness, to each 2 squares the engine oc-
  cupies (minimum 1d6).
  Guide with Knees: You can guide your vehicle with your knees 
  so you can use both hands in combat. Make your Pilot check 
  at the start of your turn. If you fail, you can use only one hand 
  this round because you need to use the other to control your 
  vehicle. If you fail by 5 or more, you must use both hands to 
  control your vehicle this round. This does not take an action.
  Jump: You can get your vehicle to leap obstacles as part of 
  its movement. If the Pilot check to make the jump succeeds, 
  make a check using your Pilot modifier to see how far or high 
  the vehicle can jump as though the vehicle were making an 
  Acrobatics check. If you fail, you lose control of the vehicle for 
  one round and typically move at your current speed directly 
  towards the obstacle you intended to jump over. This usage 
  does not take an action and is part of the vehicle’s movement.
  Maximize Momentum: You can get a vehicle to move at 
  a speed greater than its maximum speed (in 10 ft. incre-
  ments, up to an additional 25% of movement). Doing 
  so requires a DC 20 Pilot check, during which time you 
  must choose each round to either consume 1d4+1 times as 
  much fuel or do 1d6 points of damage, bypassing hardness, 
  to each square of the vehicle. A failed check uses twice as 
  much fuel as normal and does damage to the vehicle.
  Reduced Locomotion: Many vehicles possess more than 
  one engine to propel them. When one of these engines 
  becomes broken, the vehicle gains the normal penalties of 
  having the broken condition but does not require addition-
  al Pilot checks until all engines are broken.
  Sideswipe: You can attempt a ramming vehicular combat 
  maneuver that deals no damage to your vehicle. The diffi-
  culty of this check is determined by the CMD of the vehicle 
  or creature being rammed. A creature damaged by a side-
  swipe is knocked prone with a failed Reflex save (10 + 5 per 
  size category of vehicle beyond Medium + damage dealt).
  NEW SKILL: Pilot
  Pilot (Int)
  You are skilled at driving land vehicles, nautical vessels, and airborne 
  craft of all sorts, be they magical or complex mundane contraptions.
  Check: The Pilot skill can be substituted for the Fly skill, the Profes-
  sion (sailor) skill, or the Profession (driver) skill when used to maneu-
  ver a vehicle.
   
  In addition, there are a number of special rules reserved solely 
  for the Pilot skill.
  Vehicular Maneuverability: A vehicle’s size grants a cir-
  cumstance bonus on Pilot checks made for combat advan-
  tage.
  Size
  Example Vehicle
  Pilot bonus
  Medium
  Gobchopper
  +5
  Large
  Freerunner Submarine
  +0
  Huge
  Explodicus®
  –5
  Gargantuan
  Gobberwing
  –10
  Colossal
  5th World City
  –15
  ALTERNATE RULE: Simplified Vehicular Duels
  To simplify vehicular combat use operating rounds (typi-
  cally one minute increments) where each driver first makes 
  an opposed Pilot check to gain an advantageous position, 
  then each member of the crew (including the pilot, if ap-
  plicable) can make attacks or take other actions. The win-
  ner of the opposed check gains the upper hand during that 
  round, granting them and all their crew a +1 circumstance 
  bonus on all attack, damage, and CMB rolls, as well as to 
  AC and CMD. This bonus increases by 1 for every 5 points 
  an operator has won their opposed Pilot check by.
  
  82
   
   DESTRUCTINATOR™
  Colossal land vehicle
  Squares 24 (30 ft. by 30 ft.; 50 feet high); Cost 420,000 gp
  DEFENSE
  AC 2; Hardness 13
  hp 420 (210)
  Base Save +4
  OFFENSE
  Maximum Speed 80 ft. (200 ft.), swim 40 ft. (100 ft.); 
  Acceleration 20 ft. (40 ft.)
  CMB +21; CMD 31
  Ramming Damage 4d8 (8d8)
  DESCRIPTION
  The DESTRUCTINATOR™ weighs in the scores of tons, 
  made of patchworked black steel plates, belching toxic 
  smog into the air. Each hand and foot of the towering 
  contraption is configured with four massive wheels on it. 
  Hunched over it can increase speed dramatically, but re-
  mains mobile when on two “feet”.
  The DESTRUCTINATOR™ costs 200 gp in fuel per hour it 
  runs. Operators in the “appendages” (four total) and one in 
  the “head” have improved cover and good visibility.
  With 5 operators, the DESTRUCTINATOR™ functions 
  normally, but with every lost operator, the main opera-
  tor takes a –2 to Pilot checks and all other combat related 
  checks (not scores).
  Propulsion alchemical (five 10-ft. by 10-ft. squares of 
  alchemical engines; hardness 8, hp 200)
  Forward Facing one side of the square vehicle space
  Driving Device multiple levers in five operator cabins
  Driving Space five 5-ft.-by-5-ft. squares that contain the 
  seven levers that serve as the DESTRUCTINATOR™’s  
  driving device; these levers are located in each “appendage” 
  cabin and a set of 34 levers is in the “head” cabin
  Crew 5 (1)
  Passengers —
  Decks 1 (5)
  Weapons 5 Mega-Autobarrels™ (3d6+6, Crit 19–20/x2, ex-
  tra attack at –5; one per operator), 2 slams +14 (2d8+19)
  EXPLODICUS®
  Huge air vehicle
  Squares 8 (10 ft. by 20 ft.; 12 feet high); Cost 42,000 gp
  DEFENSE
  AC 8; Hardness 10
  hp 200 (99)
  Base Save +3
  OFFENSE
  Maximum Speed 180 ft.; Acceleration 20 ft.
  CMB +2; CMD 12
  Ramming Damage 2d8
  DESCRIPTION
  The Explodicus® model propeller airplane is the culmination of 
  decades of development by the engineers of Goblinvania, all of 
  which was ultimately credited to the Vokrix noble house (a pat-
  ent they fiercely protect). An Explodicus® consumes 1 gp of fuel 
  every minute of use in stress or combat, but 50 gold an hour 
  under calm conditions. The cockpit and gunner pit of an Explo-
  dicus® are open at the top, giving the pilot and passengers only 
  half cover but excellent visibility.
  Propulsion 2 alchemical (5 squares of alchemical engines; hard-
  ness 10, hp 24)
  Forward Facing one side of the square vehicle space
  Driving Device several levers and pedals located in the cockpit
  Driving Space a single 5-ft.-by-5-ft. square that contains the 
  controls for the Explodicus® located between the vehicle’s bi-
  sected wings.
  Crew —
  Passengers 1 (gunner pit)
  Weapons varies; some Explodicus® are equipped with Vykxran 
  Shredder Cannons© on each wing (2d8+8, Crit 19–20/x2) that a 
  pilot can operate, while others have Mega-Autobarrels™ (3d6+6, 
  Crit 19–20/x2, extra attack at –5) in a gunner pit behind the 
  cockpit (and require a passenger to operate)
  
  83
   
   GOBCHOPPER
  Medium land vehicle
  Squares 1 (5 ft. by 5 ft.; 4 feet high); Cost 4,000 gp
  DEFENSE
  AC 10; Hardness 6
  hp 50 (24)
  Base Save +1
  OFFENSE
  Maximum Speed 75 ft.; Acceleration 30 ft.
  CMB +0; CMD 10
  Ramming Damage 1d6
  DESCRIPTION
  A gobchopper has one leading wheel connected to a steering column with  
  handlebars. It’s powered by an alchemical engine geared into a back drive 
  wheel that propels the vehicle forward. A gobchopper requires 2 gold of 
  fuel for every ten minutes of operation (12 for every hour of operation). 
  The vehicle is too small to grant cover—its driver is completely exposed 
  while operating it, though they enjoy total visibility.
  Propulsion alchemical (½ square of alchemical engine; hardness 4, hp 12)
  Forward Facing away from the back wheel
  Driving Device steering handlebars
  Driving Space immediately on the single seat
  Crew —
  Passengers — (one, but with a –5 penalty to Pilot checks)
  Weapons none (firearms may be mounted)
  HALFLING FREERUNNER SUBMARINE
  Large water vehicle
  Squares 3 (5 ft. by 15 ft.; 5 feet high); Cost 18,000 gp
  DEFENSE
  AC 9; Hardness 10
  hp 120 (59)
  Base Save +2
  OFFENSE
  Maximum Speed 50 ft.; Acceleration 5 ft.
  CMB +1; CMD 11
  Ramming Damage 1d8
  DESCRIPTION
  This submersible watercraft is designed for use by Small-sized humanoids and is capable reaching depths of nearly 350 feet. 
  Keeping a freerunner submarine running for an hour costs 20 gp worth of fuel, though it only holds 36 hours of air for small 
  folk (divided evenly among its passengers; Medium-sized passengers consume twice as much air as Small-sized passengers). 
  Creatures inside of a freerunner submarine have total cover and concealment. A small viewport at the front allows the driver 
  to see what’s going on, but otherwise navigation is achieved with a complicated device that grants 60 ft. blindsense. Most 
  freerunner submarines are enchanted and able to produce invisibility and silence spell-like abilities.
  Propulsion alchemical (1 square of alchemical engines; hardness 12, hp 20)
  Forward Facing one side of the square vehicle space
  Driving Device various levers used to move the rudder, control the ballast,  
           and regulate power
  Driving Space the single 5-ft.-by-5-ft.  
     square furthest from the engine contains  
    
    all the controls to run the  
    
     freerunner submarine
    
     Crew 2
    
      Passengers 3
    
               Decks 1
    
   
    Weapons varies
  
  84
   HAUZBLAST EXTREME DISTANCE GOBBERWING™
  Gargantuan air vehicle
  Squares 16 (60 ft. by 20 ft.; 30 feet high); Cost 180,000 gp
  DEFENSE
  AC 6; Hardness 12
  hp 400 (200)
  Base Save +3
  OFFENSE
  Maximum Speed 140  ft.; Acceleration 10  ft.
  CMB +4; CMD 14
  Ramming Damage 4d8
  DESCRIPTION
  The Hauzblast Extreme Distance Gobberwing™ is an extremely 
  large aircraft with three enormous propellers on each wing, its 
  main hull easily big enough to fit an entire battalion of soldiers 
  or several smaller vehicles. A Hauzblast Extreme Distance 
  Gobberwing™ consumes 5 gp of fuel for every minute of use in 
  stress or combat, or 100 gold an hour under calm conditions. The 
  cockpit is located directly in the airplane’s nose and protected by 
  reinforced glass (20 hp, hardness 6) that protects the operator while 
  giving them nearly 180 degrees of visibility. 
  Propulsion 6 alchemical (12 squares of alchemical engines; hardness 12, hp 40)
  Forward Facing one side of the square vehicle space
  Driving Device several levers and pedals located in the cockpit
  Driving Space a single 5-ft.-by-5-ft. square at the nose of the plane
  Crew 2
  Passengers 60 Medium-sized creatures
  Decks 1
  Weapons varies; typically a Hauzblast Extreme Distance Gobberwing™ is 
  protected by its passengers (attacking from the ship’s large, rear cargo hatch, or 
  sliding side doors) or other vehicles.
  MECHA PENGU
  Colossal aquatic land vehicle
  Squares 24 (30 ft. by 30 ft.; 60 feet high); Cost — (technological artifact)
  DEFENSE
  AC 4 (+2 deflection); Hardness 12
  hp 270 (135)
  Base Save +4
  OFFENSE
  Maximum Speed 80 ft., swim 100 ft.; Acceleration 40 ft.
  CMB +21; CMD 31
  Ramming Damage 8d8
  The mecha pengu is shaped like a lithe humanoid with wide feet, one long gauntlet
  on its left arm. The pilot’s seat is in its head, and beneath that in its chest are two 
  “quantum generators”, powerful devices that provide energy to the mecha pengu. 
  The pilot has complete cover from outside, but is also capable of using both their 
  own vision and that granted by the mecha pengu’s sensors, gaining total visibility. 
  At any time the pilot may switch the mecha pengu off, or between Stealth or 
  Assault Modes (swift action).
  In Stealth Mode, only one generator is active (using 10 gp of fuel 
  per minute), its speeds and acceleration values are halved, and the mecha 
  pengu cannot use its airjets, hyperjets, forceform or vaporization ray. 
  In Assault Mode, both generators are active (using 50 gp of fuel per 
  minute), and it can use all of its special equipment.
  Quantum generators each hold 50 charges worth of power, regenerating 1 free charge per hour they are inactive. If 
  reduced to 0 charges, the mecha pengu reverts to auxiliary power and is unable to use any special equipment, taking a –4 
  circumstance penalty to all attacks, saves, and skill checks.
  
  85
   MAGICKARR
  Gargantuan land vehicle
  Squares 16 (15 ft. by 20 ft.; 17 feet high);
  Cost 142,000 gp
  DEFENSE
  AC 6; Hardness 14
  hp 320 (159)
  Base Save +3
  OFFENSE
  Maximum Speed 100 ft.; Acceleration 30 ft.
  CMB +12; CMD 25
  Ramming Damage 4d8
  DESCRIPTION
  These massive, humanoid-shaped work-
  ings of steel have been recovered from the 
  forgotten Trekth Empire and made to work 
  through arcane or divine magic. Slightly 
  over 17 feet tall, a magickaar is similar to 
  an enormous suit of armor; the operator 
  climbs into a seating apparatus with con-
  trols that lock around their arms and legs, 
  making the vehicle run, jump, and fight by 
  manipulating the pedals and levers within. 
  While active, a magickaar hums with magi-
  cal power and costs 50 gp in fuel per hour of 
  use. The operator gains partial cover while 
  within a magickaar, as well as a +6 natural 
  armor bonus to AC. 
  Propulsion alchemical and magic (1 square 
  of alchemical engines and 1 square of ar-
  cane or divine focus; hardness 4, hp 80)
  Forward Facing the center front square of 
  the vehicle
  Driving Device levers and pedals
  Driving Space a single 5-ft.-by-5-ft. square 
  that contains the central seating apparatus 
  of the exosuit
  Weapons 2 slams (2d6+8) or technomag-
  ic cannon (4d8 force, Range 70 ft.); some 
  magickaar have hands capable of wielding 
  Gargantuan weapons or shields, while still 
  others have specific weapons grafted direct-
  ly to their arms which the operator can use 
  if they have proficiency with the weapon.
  All of a mecha pengu’s special equipment are devices created by a 20th level scientific innovator (see pages 167–169) 
  and have a duration of 1 minute (or the equivalent spell’s duration, whichever is longer).
  Special Equipment 
  Airjets (fly, 3 charges), Analyzer (analyze dweomer [DC 21], 2 charges), Hyperjets (world wave [water only], 10 charges), 
  Forceform (ablative barrier, 1 charge), Hard Light Projector (wall of force, 3 charges), Lifeform Detector (lifesense 500 ft., 3 
  charges), Remote Viewer (scry [DC 20], 3 charges), Sonarsight (blindsight 500 ft., 2 charges), Vaporization Ray (disintegrate 
  [DC 21], 5 charges), Ventilation (immunity to gas attacks, 1 charge)
  Propulsion technological (two separate quantum generators, each 10-ft. square; hardness 10, hp 100)
  Driving Device direct interface (neurohelmet)
  Driving Space a single 5-ft.-by-5-ft. square located in the mecha pengu’s head
  Crew 1
  Weapons beak blade (4d8+13, Crit 19–20/x2) or magic negator (3d8+10, Crit 18–20/x2, range 200 ft., antimagic field on 
  ammunition)
  
  86
  Chapter 4: Races of Veranthea
  Veranthea is home to a multitude of races, not only familiar fantasy staples like humans, elves, and dwarves, but also a num-
  ber of new and variant races all suitable for PCs. 
  ALTERED STATISTICS
  Goblins and strix have slightly different rules when used as player races in Veranthea.
  Goblins: Goblins in Veranthea are orange, and rather than a +4 Dexterity bonus, they have a +2 racial bonus to Intelligence 
  and +2 racial bonus to Dexterity, and lose the skilled racial trait but gain the craftsman and master tinker racial traits.  
  Veranthean goblins also live much longer, with lifespans equivalent to a half-orc. 
   
  Their cousins, hobgoblins, are grey-skinned and similarly long-lived, but otherwise the same.
  Strix: Until 5th level, strix can only use their fly speed for a number of consecutive rounds equal to their Constitution  
  modifier x 2, at which point they must rest for twice as long as they flew before taking to the air once more.
  KIND FOLK, UNWANTED FOLK, HORROR PEOPLE
  Humans are present virtually everywhere in Veranthea as are elves, half-elves, and dwarves. Gnomes and halflings are scarce 
  in Trectoyri, and the latter—other than shokusei notoko of course—are uncommon in Urethiel. Otherwise Kind Folk are the 
  most populous type of peoples in Veranthea, making up the majority of the population in most settlements. 
   
  The world’s goblins, half-orcs, kobolds, and hobgoblins are common everywhere as well (most prominently in Trec-
  toyri) but kobolds, dragonii, dengu, pengu, and tengu (and militant hobgoblins) are concentrated in western and southern 
  Urethiel. 
   
  Half-doppelgangers, alterran, leugho, and other races among the Horror People pop up sometimes outside of the 
  Forever Dark but otherwise only Grethadnis holds any others (like the dreaming feylves, revered mongrelfolk, and stony 
  pantako).
  
  87
  ALTERRANS
  Orbiting a dwarf star millions of miles from the warm sun 
  of Veranthea floats a cold and rocky world. Proxima Alterra 
  supports life, but only highly specialized beings have man-
  aged to draw an existence from the meager rays that barely 
  warm the blue slate fields of its surface. Millions of years 
  have shaped predator and prey into beings that are perfectly 
  suited to their domain—and alterrans are the fast, incred-
  ibly intelligent, and resourceful masters of this nearly dead 
  world. Evolved from insect-like ancestors that once scuttled 
  madly from stone to stone, the alterrans have developed a 
  powerful culture complete with exemplary technology de-
  signed to supplement or even alter their physiology through 
  magic, science, or both. 
  History: Alterran history depicts them as once being scav-
  engers. In the early years of their development their physiol-
  ogy allowed large groups of the humanoids to hunt the rare 
  life on their planet, eking out an existence in the near-dark 
  of their world. Agriculture came early to them, and the bio-
  engineering of easy to grow fungus and lichen was a major 
  turning point in alterran history. Once they no longer had 
  to travel to sustain themselves, their technology exploded—
  bioengineering and a mastery of the arcane quickly became 
  a crucial part of their culture and honor. Now alterrans travel 
  the galaxy in giant bioships that serve as propulsion, a food 
  source, and laboratories. These insectoid masters of the cos-
  mos search the universe for ways to tweak their genome, 
  carefully removing faults and reinforcing their strengths 
  with those they find in the distant reaches of space.
  Physical Description: Alterrans are slightly taller than your 
  average human, averaging just under 7 feet in height. These 
  tri-peds have three mantis-like legs arranged at equilateral 
  points on their torso with upper bodies that are more or less 
  human (albeit with much longer arms and fingers). Varying 
  in color from gray to green as they age an alterran grows 
  bony, chitinous plates on their arms and torso; more disturb-
  ingly and far less human-like they have longer necks and 
  drawn, harsh features with thin mouths full of needle-like 
  teeth in stark contrast to their deep set, faceted, and intense 
  almond-shaped eyes. Physically fragile, alterrans relying 
  on only a rudimentary skeleton and exoskeleton combined 
  to support their forms. Even so the chitin on their legs is 
  strong, and their foot-claws are more than tough enough to 
  punch through armor and flesh alike. These aliens are ex-
  tremely long-lived due to their incredibly slow metabolisms 
  and some have lived for upwards of five centuries. A year on 
  Proxima Alterra is the same as on Veranthea but the day is 
  much slower as the planet only rotates four times for each 
  orbit around the sun, which is in part why alterrans are so 
  good at seeing in the dark. 
  Society: Innovation and exploration dominate alterran soci-
  ety. Despite their fragile physique, the aliens train in unarmed 
  combat from the time they are very small, making their war-
  riors and scientists equally able to fend for themselves when 
  the need arises. All are expected to risk whatever is necessary  
  to better the species. Many choose to leave the planet on in 
  an alterran biojammer, colony-ships grown on their home-
  world and sent out to scavenge the universe (sometimes 
  for centuries before returning). These vessels are not only 
  equipped to search the stars, but also the planes—specially 
  designed biojammers have been cast through the ethereal 
  plane to other worlds, although not all returned. 
  Other biojammers have taken more martial ap-
  proaches; being naturally fast and technologically adept, the 
  aliens are not beyond the domination of less prepared species. 
  While their homeworld is by and large the center of alterran 
  society, they have subjugated a number of slave species that 
  were not deemed their equals. The relentless pursuit of per-
  fection also leads some alterrans down a dark road towards 
  necromancy—after all, what physiology is more perfect than 
  one that never dies? A number of horrific incidents have led 
  the alterran people to ban necromancy entirely. Its practice is 
  forbidden on Proxima Alterra as well as on their numerous 
  satellite worlds, and alterrans convicted of necromancy are 
  killed in the large repurposing vats used to extract biomat-
  ter; the bounty for H’Gal has become legendary, prompting 
  many of these aliens to seek him out in Veranthea.
  Relations: Aside from subjugated worlds these aliens have 
  very little interaction with other species but occasionally a 
  biojammer encounters another terrestrial race and either 
  avoids them completely or converts their planet into an al-
  terran colony. If it is deemed worthy of their examination 
  and assimilation, they do their best to overcome native apex 
  predators, harvesting the living for slave labor or bio-ex-
  perimentation. There are some worlds that are on relatively 
  friendly terms with Proxima Alterra but they are few indeed 
  and only inhabited by creatures too powerful for subjugation. 
  Alterrans do not have a particularly strong bond with other 
  races but they do respect Verantheans as equals though they 
  have a great hatred for the undead (seeing them as stunted, 
  unfinished, or shoddy work) and destroy them on sight. 
  Alignment and Religion: Alterrans are driven by self-im-
  provement, seeing the evolution of each individual as a re-
  flection of their species. This type of drive attracts them to 
  lawful or neutral alignments, as service to the self and ser-
  vice to the species are viewed as being very much the same. 
  Alterrans are also very much influenced by the presence of 
  other alterrans; the more of these there are in a place, the 
  more likely they are to be lawful, but individual alterrans can 
  easily slide from neutral to chaotic if they are separated from 
  their kin long enough. Alterrans have no native religion, 
  viewing the deific power of the gods as a goal rather than a 
  reason to worship. 
  Adventurers: On Veranthea alterran adventurers are ex-
  tremely rare. Alterrans rarely travel alone, as their only 
  method of interstellar travel involves city-sized biojammers. 
  Even so being magically adept, it is not entirely unheard of 
  for a planar explorer to be shunted into the familiar mag-
  ics employed by H’gal in the Roaming Reefs (by accident or 
  design). Although alterrans do have very sharp claws, they 
  prefer to fight at range due to their physical frailty and their
  
  88
  powerful intellect makes them excellent wizards, alchemists, 
  or rogues. Above all these aliens are survivors—their abil-
  ity to scavenge and live on what they find also makes them 
  formidable rangers. 
  Male Names: F’thul, F’gar, T’gn, Bgha’man-iph, Hr’an’rag.
  Female Names: Shar-z’ganth, Fulg-bannoth, B’tu-mel urath.
  ALTERRAN RACIAL TRAITS
  +2 Dexterity, +4 Intelligence, −2 Constitution, 
  −2 Charisma: Alterrans are fast and very smart, but quite 
  frail beneath their chitin. 
  Monstrous Humanoid: Alterrans are 
  monstrous humanoids.
  Medium: Alterrans are Medium creatures and 
  have no bonuses or penalties due to their size.
  Normal Speed: Alterrans have a base speed of 30 
  feet. Alterrans have an odd, trotting walk due to 
  their three legs, but do not move any faster than 
  the average human.
  Stability: Due to their tripod-like stance, alterrans 
  are very hard to bull rush or trip and receive a 
  +4 bonus to their CMD to resist these combat 
  maneuvers.
  Darkvision: Alterrans evolved on a very dark world and can 
  see quite well without any light, able to see in the dark up to 
  60 feet.
  Light Blindness: Abrupt exposure to bright light blinds al-
  terrans for 1 round; on subsequent rounds, they are dazzled 
  as long as they remain in the affected area.
  Chitinous Plates: As they age, alterran skin hardens into 
  chitinous plates that grants them a +1 natural bonus to AC.
  Master Tinkerer: Alterran society requires steadfast sci-
  entific knowledge. Alterrans gain a +1 racial bonus to both 
  Disable Device and Knowledge (engineering) checks.
  Natural Weapon: An alterran has a talon attack that deals 
  1d4 points of damage. This natural attack is a primary weap-
  on. Although most prefer to stay out of melee combat, an al-
  terran can balance on a single leg and lash out with the other 
  two, viciously punching holes through their opponents. 
  ALTERNATE RACIAL RULES
  Arcane Tinkerer: Magic is an essential part of Alterran life. 
  Those who chose this path receive a +1 bonus to Use Magic 
  Device and Knowledge (arcana). This replaces the master 
  tinkerer racial trait.
  Light Chaser: There are a few groups of alterrans who have 
  roots that stem from nomadic clans that followed the sun-
  light across Proxima Alterra. The descendants of these clans 
  ignore difficult terrain created by rock or rubble that is remi-
  niscent of their homeworld, as well as a +1 racial bonus to 
  Climb checks. This replaces the darkvision and light blind-
  ness racial traits.
  Scourge of Undeath (Sp): Undead are abominations that are 
  not to be tolerated. Once per day, these alterrans can cast 
  detect undead. The caster level is equal to the alterran’s level. 
  This replaces the master tinkerer racial trait.
  RACIAL SUBTYPES
  Arcane Infused: Some alterrans come from a long ancestral  
    line that have always focused more on the arcane than the  
      scientific. These beings gain the use of silent image, mending, 
     or obscuring mist as a spell-like ability usable once per day  
      using Intelligence as their spellcasting attribute. This  
   
    replaces the master tinkerer racial trait.
  Biologically Altered: Alterran bioengineering  
    can redirect growth plate formation into skeletal  
   
  enhancement granting an alterran damage  
   
    reduction DR 2/ bludgeoning. This DR  
   
   
  increases by 1 for every 6 levels the  
   
        alterran attains (to a maximum of DR  
   
   
  5/bludgeoning). This replaces the  
   
   
   chitinous plates racial trait and  
   
   
   
  reduces the alterran’s base  
   
   
   
   
        speed to 20 feet.
  Shadow Clan: Shadow alterrans developed  
      in the caves of Proxima Alterra and gain  
   
     a 30% miss chance in dim light  
   
       rather than the normal 20% as  
   
       per the shadow blending trait.  
   
         This replaces the natural armor  
   
          bonus racial trait.
  FAVORED CLASS OPTIONS 
  Alchemist: The alchemist gains negative energy resistance 1. 
  Each time this reward is selected, increase negative energy 
  resistance by +1. This negative energy resistance does not 
  stack with energy resistance gained from other sources or 
  provide any benefit to saving throws.
  Arcanist: When casting arcanist evocation spells, add +1/2 
  to the effective caster level, but only for the purposes of over-
  coming spell resistance.
  Barbarian: Add +1/2 racial bonus to Intimidate check s 
  made by the barbarian while using the intimidating glare 
  rage power or +1/2 to the DC of the barbarian’s terrifying 
  howl rage power.
  Bard: Add +1/3 to the DC of the bard’s fascinate ability.
  Bloodrager: Increase the bloodrager’s total number of 
  bloodrage rounds per day by 1.
  Brawler: Add +1 to the fighter’s CMD when resisting a bull 
  rush or trip.
  Cavalier: The cavalier gains +1/5 of a new teamwork feat she 
  can use with her tactician ability.
  Cleric: Add +1/2 to the cleric’s channeled energy total when 
  healing monstrous humanoids.
  Druid: Add +1/3 to the druid’s natural armor bonus when 
  using wild shape.
  Fighter: Add +1/4 to the fighter’s natural armor bonus.
  Gunslinger: The gunslinger reduces the amount of time 
  needed to restore a broken firearm using the Gunsmithing 
  feat by 5 minutes (maximum reduction of 50 minutes).
  Hunter: The hunter’s animal companion gains energy resis-
  tance 1 against acid, cold, electricity, or fire. Each time the 
  hunter selects this reward, increase the animal companion’s 
  resistance to one of these energy types by +1. If the hunter  
  
  89
  replaces her animal companion, the new companion gains 
  these bonus hit points.
  Inquisitor: Add +1/4 to the inquisitor’s level for the purpose 
  of determining the effects of two types of judgment.
  Investigator: Increase the number of points in the investi-
  gator’s inspiration pool by +1/5 and gain a +1/5 bonus on 
  inspiration die rolls.
  Kineticist: Add +1/3 point of acid to acid-element blasts 
  that deal acid damage or add +1/3 point of  electricity dam-
  age to electricity-element blasts that deal electricity damage.
  Magus: Add +1/2 point of acid or electricity damage to spells 
  that deal acid or electricity damage cast by the magus.
  Medium: Gain a +1/3 bonus on Bluff, Diplomacy, Intimi-
  date, and Sense Motive skill checks against humanoids na-
  tive to the Material Plane but not Proxima Alterra.
  Mesmerist: When casting mesmerist transmutation spells, 
  add +1/2 to the effective caster level of the spell, but only to 
  determine the spell’s duration.
  Monk: Add +1 to the monk’s base speed. In combat this op-
  tion has no effect unless the monk has selected it five times 
  (or another increment of five). This bonus stacks with the 
  monk’s fast movement class feature and applies under the 
  same conditions as that feature.
  Occultist: Increase the duration of the occultist’s minor fig-
  ment by 1 minute, and increase the total concealment miss 
  chance from the occultist’s distortion resonant power by 2%. 
  This doesn’t increase the maximum miss chance.
  Oracle: When casting divine divination spells, add +1/2 to 
  the effective caster level, but only for purposes of determin-
  ing duration and overcoming spell resistance.
  Paladin: Add +1/5 of a spell not on the paladin’s spell list to 
  the paladin’s spell list.
  Psychic: The psychic treats her Charisma bonus as +1/3 
  point higher for the purpose of determining the number of 
  uses or rounds per day of her discipline powers.
  Ranger: Add a +1 racial bonus on Climb skill checks. When 
  this bonus reaches +8, the ranger gains a climb speed of 15 
  feet (this does not grant the ranger another +8 racial bonus 
  on Climb checks).
  Rogue: The rogue gains a +1/2 bonus on Disable Device 
  checks and Knowledge (engineering) checks related to de-
  vices or technology.
  Shaman: Add +1/2 to the shaman’s effective class level for 
  the purpose of determining her spirit animal’s natural armor 
  adjustment, Intelligence, and special abilities.
  Skald: When casting arcane abjuration spells, add +1/2 to 
  the effective caster level, but only for purposes of determin-
  ing duration.
  Slayer: Gain a +1/4 bonus on Disable Device checks and 
  Knowledge (engineering) checks related to devices or tech-
  nology. If the slayer has at least a +1 bonus on Disable Device 
  checks and Knowledge (engineering) checks from this abil-
  ity, she is also considered trained in that skill.
  Sorcerer: When casting arcane enchantment spells, add 
  +1/2 to the effective caster level, but only for purposes of de-
  termining duration.
  Spiritualist: Add +1/4 to the number of rounds that the spir-
  itualist’s incorporeal phantom can be out of sight and line of 
  effect before being sent back to the Ethereal Plane.
  Summoner: Add a +1 racial bonus to the eidolon’s Climb 
  skill checks. When this bonus reaches +8, the eidolon gains 
  a climb speed of 15 feet (this does not grant the eidolon an-
  other +8 racial bonus on Climb checks).
  Swashbuckler: Add +1/4 to the swashbuckler’s effective class 
  level to determine the extra damage she deals because of the 
  precise strike deed when using a rapier. If the swashbuckler 
  has the Slashing Grace feat or another similar effect, she can 
  treat her talons as a one-handed piercing melee weapon, and 
  she gains this benefit when wielding the appropriate weapon 
  for the feat as well.
  Warpriest: Add +1/2 to the warpriest’s channeled energy to-
  tal when dealing damage to monstrous humanoids.
  Witch: Add +1/4 to the witch’s caster level when determin-
  ing the effects of the spells granted to her by her patron.
  Wizard: When casting arcane transmutation spells, add 
  +1/2 to the effective caster level, but only for purposes of 
  determining duration and number of effects (if applicable). 
  RACIAL ARCHETYPES
  The following racial archetypes are available to alterrans.
  Biojammer Corsair (Magus Archetype)
  Many alterrans leave Proxima Alterra to surf the cosmos and 
  spend the majority of their lives (or sometimes the entirety 
  of it) aboard one of their race’s bioships, prowling the uni-
  verse for species to subjugate or steal advantageous genetic 
  traits from. Biojammer corsairs are often at the forefront of 
  these expeditions, masters of the biological sciences and able 
  to incorporate the genetic traits of other creatures into their 
  own bodies through a grisly process of creation and integra-
  tion. 
  Class Skills: Heal, Knowledge (engineering), and Knowl-
  edge (nature) replace Spellcraft and Use Magic Device.
  Weapon and Armor Proficiency: Biojammer corsairs are 
  proficient with all simple and martial weapons, and armer-
  rufes. They are also proficient with light armor, but not with 
  shields. They can cast magus spells while wearing light armor 
  without incurring the normal arcane spell failure chance. 
  Like any other arcane spellcaster, a magus wearing medium 
  armor, heavy armor, or a shield incurs a chance of arcane 
  spell failure if the spell in question has a somatic component. 
  A multiclass magus still incurs the normal arcane spell fail-
  ure chance for arcane spells received from other classes.
  Armerrufe Arm (Ex) At 3rd level, the biojammer corsair 
  integrates an armerrufe directly into their arm. The armer-
  rufe is always fully charged and the biojammer corsair is able 
  to wield it with one hand. When casting spells with somatic 
  components the biojammer corsair requires one hand to be 
  be free or takes a −8 penalty to any concentration checks to 
  cast the spell. The armerrufe cannot be used with spellstrike 
  unless the biojammer corsair is using it as a club (dealing 
  1d6 bludgeoning damage on a successful hit). This replaces 
  the magus arcana gained at 3rd level.
  
  90
   
  Craft Bioscience (Ex) At 5th level, the biojammer corsair 
  gains the Craft Biodevices feat for free. A biojammer corsair 
  only pays an additional 15% more when crafting a biode-
  vice. At 11th level, the scientific innovator gains the Craft 
  Biodevices feat for free a second time, which removes the 
  additional cost to craft biodevices. This ability replaces the 
  bonus feats at 5th and 11th level.
  Starfighter (Su) At 10th level, the biojammer corsair can 
  survive in the void of outer space for 10 minutes by expend-
  ing 1 point from their arcane pool as a swift action. This re-
  places fighter training.
  Colonial Outcast (Rogue)
  Bioscience and Magic: Craft biodevices turns traditionally 
  magical (i.e. supernatural) effects into extraordinary effects. 
  Would dispel magic work on an extraordinary effect? Cer-
  tainly not—the liquid-fueled, igniter gland fireball cares not 
  for your dispel magic! However, an extraordinary version of 
  dispel magic would certainly affect another extraordinary 
  “spell”, though it would prove ineffective against a proper 
  magic spell. Devices and spells that create opposite effects 
  however, like haste and an extraordinary slow, counter one 
  another as normal. 
   
  Spells normally have two major identifiers (their ef-
  fect, and that they are magical), but the Craft Biodevices feat 
  removes one of these identifiers (magic)—leaving only the 
  effect portion for spells to interact with. 
  It isn’t uncommon for an alterran to be exiled from a bioship, left behind on a planet after it is deemed too powerful to be 
  subjugated, or suffer an accident that transports them to another world. These aliens—referred to as colonial outcasts by oth-
  ers of their kind—use their natural cunning and otherworldly attributes to adapt and (as alterrans are wont to do) survive.
  Sneaky Talons (Ex): A colonial outcast hones the use of their talons to such a degree that she can deal more sneak attack 
  damage with her natural weapons at the expense of sneak attacks with other weapons. When she makes a sneak attack with 
  her talons or unarmed strikes, she uses d8s to roll sneak attack damage instead of d6s. For sneak attacks with all other weap-
  ons, she uses d4s instead of d6s. This ability is identical in all other ways to sneak attack, and supplements that ability.
  Foreigner’s Disposition (Ex): At 3rd level, a colonial outcast gains a +1 racial bonus on Disguise, Intimidate, and Sense Mo-
  tive checks made against humanoids. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th 
  level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th. This replaces trap sense.
  Stealthy Stalker (Ex): At 4th level, whenever a colonial outcast moves, they may move up through up to 15 feet of difficult 
  terrain each round as if it were normal terrain so long as they are using the Stealth skill (hunching low and equilateral to the 
  tops of their tripod legs). At 8th level and every 4th level thereafter, a colonial outcast may ignore an additional +5 feet of 
  difficult terrain. This replaces the rogue talent learned at 4th level.
  ALTERRAN EQUIPMENT
  Alterrans have access to the following equipment.
  ARMERRUFE
  Price 750 gp; Type exotic
  Extracted from a planetoid in the Trassulian sector, these 
  strange creatures have become a staple in the armories of 
  alterrans across the universe. Conceived and developed in 
  specialized vats by expert bioscientists (requiring a DC 20 
  Knowledge [nature] check to keep alive for the 5d4 days they 
  gestate), they strongly resemble a blunderbuss or musket fes-
  tooned with bits of flesh and disturbing tendrils that draw 
  power from the wielder’s bioelectric field. 
  A creature wielding an armerrufe makes ranged 
  touch attacks with the weapon, dealing 1d6 electricity dam-
  age on a successful hit. Armerrufe can draw as many as 10 
  charges at a time and accrue charges at a rate of 1 per hour; 
  by spending a swift action, the wielder may quickly grant 
  the weapon 1 charge but takes 1d4 nonlethal damage when 
  doing so (no damage reduction applies to this damage and if 
  it is not dealt to the wielder, the armerrufe gains no charge).
  Armerrufe’s have 20 hit points and a hardness of 4. 
  They are not technically constructs and are healed by cure 
  spells and positive energy just like any other living creature  
  (though these strange aliens do not need to sleep and are im-
  mune to electricity damage, they do need to breathe).
   
  Armerrufe’s can fire underwater but deal 1 point of 
  electricity damage to the wielder with each shot. Using an 
  armerrufe requires two hands and the weapon never mis-
  fires.
  Price  
  Dmg (S)
  Dmg (M) Critical
  Range
  Weight Type    
  Special
  750 gp
  1d4              1d6
  19–20/x2
  40 ft.
  6 lbs.
  electricity
  ranged touch
  
  91
   
   CHITIN SALVE
  Price 300 gp; Weight 2 lbs.; Craft (alchemy) DC 22
  This foul-smelling concoction is as viscous as it is offensive to the nose, granting creatures a +4 circumstance bonus to Per-
  ception or Survival checks when attempting to detect a hidden alterran using it or to follow its tracks. After being applied (a 
  full-round action that provokes attacks of opportunity), chitin salve increases an alterran’s natural armor bonus +1 (from +0 
  to +1 or +1 to +2) for 4 hours, but reduces their speed by −5 feet. 
  YSTILL-GRATH NEST
  Price 1,200 gp; Weight 25 lbs.
  Ystill-grath are among the first species utilized by the alterrans when they began exploration of their local planetary cluster. 
  Not a single creature but rather a hive of dormant predators, these alien creatures are grown as nasty traps to guard alterran 
  base camps and excavations. As dormant hives they resemble slightly globular pieces of wet, bluish meat—each prepared nest 
  comes with a small vial of stimulant that is poured over them to arm the hive (1d4 rounds after application). Once armed, a 
  ystill-grath nest cannot be disarmed (but it can be destroyed). 
   
  When disturbed by tremors (the footsteps of a Small-sized creature within 10 feet are enough) the hive awakens, 
  ravenous and aggressive (Senses tremorsense 30 ft., AC 13, hp 6, Speed burrow 20 ft., Melee bite +8, 1d6 piercing damage 
  plus body-burrow, reach 5 feet). Ystill-graths immediately burst from the bottom of their nest and burrow down 5 feet before 
  spreading out (using tiny, biodiamond claws to dig effortlessly through any substance of hardness 15 or less) in a 20-foot-
  radius circle. The aliens then make a straight line for the face of the creature that triggered their nest, attempting to burrow 
  through anything in their way. 
   
  A ystill-grath nest contains 2d6 ystill-graths within, each of which does 1d6 points of piercing damage on a success-
  ful hit as well as a body-burrow attack (free action). A creature damaged by a ystill-grath must make a DC 20 Reflex save to 
  catch the alien by the tail and prevent it from completing its body-burrow attack. On a failure, it burrows into the creature’s 
  body and the ystill-grath deals 1d2 Constitution damage each round for 3 rounds or until neutralized. A ystill-grath bur-
  rowing into a creature can be pried free with a piercing weapon and a full-round action, dealing the weapon’s damage to the 
  creature and the ystill-grath (slashing weapons can also be used but deal double damage.) Creatures that die become food for 
  a new hive and produce ystill-graths in 1d6 days as the aliens feed on the rotting corpse. A ystill-grath nest remains viable for 
  upwards of 100 years thanks to careful gene selection.
  ALTERRAN FEATS
  Alterrans have access to the following feats.
  Craft Biodevices [Item Creation]
  Your creations duplicate the effects of spells and spell-like 
  abilities through customized genetic apparatus and carefully 
  designed biomechanical lifeforms. With an eye of an ogdos-
  trian you can see magical auras, and your spitting gland of the 
  xerfanui has become a staple weapon in your adventuring 
  gear.
  Prerequisites: Int 15, Heal 5 ranks, Knowledge (nature) 5 
  ranks
  Benefit: You can craft biodevices with the successful applica-
  tion of Knowledge (nature); these function as magic items 
  but have strictly extraordinary effects, and function normal-
  ly in an antimagic field or area of wild magic. These items cost 
  an additional 25% more than a magic item that provides the 
  same effect, and cannot create conjuration effects.
  Biodevices that replicate items with a limited charge 
  cannot be recharged and cost half the normal price. Biode-
  vices that have a number of charges per day require double 
  the normal amount of time to recharge. No biodevice can 
  replicate a 6th-level or higher spell. A biodevice is nonmagi-
  cal and thus does not require attunement to function or give 
  off any magical auras.
  In order to function, a biodevice must be integrated 
  into a creature’s body. Integrating a biodevice requires one 
  minute of work and a Heal check (DC 10 + 1 per caster level 
  of the biodevice) and deals 1d4 points of damage. Any failed 
  attempts to integrate a biodevice cause it to go inert for 24 
  hours before any additional attempts to integrate it into a  
  creature can be made. Removing a biodevice requires a full-
  round action and Heal check (DC 5 + 1 per caster level of the 
  biodevice) and deals 1d4 points of Constitution damage to 
  the creature it was removed from.
  A biodevice’s weight is equal to 2 pounds per caster 
  level or 3 pounds per spell level, whichever is higher.
  Special: This feat may be taken a second time to reduce the 
  additional cost to 15%.
  Deadly Talons [Combat]
  Your proficiency with your talons make them as deadly as 
  any blade and in the right situation, perhaps even more le-
  thal.
  Prerequisite: Alterran, Improved Natural Weapon (talon)
  Benefit: When you are successfully grappling a foe at the 
  start of your turn, you receive one talon attack against the 
  grappled foe as a swift action.
  Special: You may take this feat a second time to receive a 
  second attack as part of the swift action. This second attack 
  is made at a −5 penalty.
  Leg Lock [Combat]
  Having a third leg makes you a superb grappler, able to fight 
  in proximity with a degree of control and superiority that 
  belies your relatively weaker frame.
  Prerequisite: Alterran, Improved Grapple, Improved Un-
  armed Strike, Dex 13
  Benefit: When grappling an opponent, you can use your legs 
  to maintain the grapple while still having use of both hands. 
  Your speed is reduced to 0 ft. while using this feat.
  
  92
   
   
   
   
  Rocky Homeworld [General]
  Raised on the crags and crevices of Proxima Alterra, you are 
  particularly at home on cliffs and ledges.
  Prerequisite: Alterran, Climb 5 ranks
  Benefit: You gain a climb speed of 15 ft. and move along nar-
  row ledges as though it were normal terrain (eliminating the 
  need to make Acrobatics checks to maintain your balance). 
  Your climb speed does not grant you a +8 racial bonus to 
  Climb checks.
  ALTERRAN MAGIC ITEMS
  The following magic items are often created and used by al-
  terrans.
  BIOPROPULSOR
  Aura —; CL 6th
  Slot back; Price 17,500 gp; Weight 12 lbs.
  DESCRIPTION
  This odd device resembles a strange metallic backpack but is 
  in truth yet another alien species subjugated and tailored by 
  the alterrans. While in outer space or low-gravity environ-
  ments, a biopropulsor grants a fly speed of 60 ft. (perfect). 
  While in a regular gravity environment (like Veranthea or 
  most Material Planes) a biopropulsor grants a fly speed of 15 
  ft. (clumsy). As a biodevice, a biopropulsor must be integrat-
  ed into a creature’s body in order to function.
  CONSTRUCTION
  Requirements Craft Biodevices, aerinvask from the planet 
  X-114, fly; Cost 8,750 gp
  DANEAKA GAUNTLET
  Aura none; CL 1st
  Slot wrist; Price 2,600 gp; Weight 2 lbs.
  DESCRIPTION
  Though its exterior does not seem at all unique and resem-
  bles a simple leather vambrace, a daneaka gauntlet is an ex-
  traterrestrial creature carefully grown by alterrans for their 
  warrior castes. When the wearer is reduced to below 0 hp, 
  the daneaka gauntlet releases one goodberry (as the spell) at 
  the end of the wearer’s turn, healing it 1 hit point. While the 
  wearer remains under 0 hp, the daneaka gauntlet continues 
  dispensing a goodberry at the end of each turn until it has 
  dispensed 8 goodberries. A daneaka gauntlet recharges its 
  goodberries at a rate of 1 per day, up to a maximum of 8. 
  As a biodevice, a daneaka gauntlet must be integrated into a 
  creature’s body in order to function.
  CONSTRUCTION
  Requirements Craft Biodevices, daneaka from the planet of 
  Hydrifacks, goodberry; Cost 1,300 gp
  REPURPOSING VAT
  Aura strong conjuration; CL 18th
  Slot none; Price 42,000 gp; Weight 120 lbs.
  DESCRIPTION
  When its command word is spoken, a seam in the middle 
  of this mottled metallic cylinder (which is three feet across, 
  seven feet tall, and covered in alien markings) opens to allow 
  two quadrants to swing outward. Entering a repurposing vat 
  and spending one hour within has the same effect as great-
  er restoration, or if an enemy is trapped within, the device 
  can be commanded to disintegrate them as per the spell. If 
  a living being spends half the normal retraining time within 
  a repurposing vat that has recently been used to disintegrate 
  another creature, they can retrain one of the dead creature’s 
  feats as their own (subject to all the normal rules of feat re-
  training aside from the time required to retrain).
  CONSTRUCTION
  Requirements Craft Biodevices, Craft Wondrous Item, 5 lbs. 
  magnetite ore, disintegrate, greater restoration, permanency; 
  Cost 21,000 gp
  ALTERRAN SPELLS
  Alterrans have access to the following spells.
  GENE THIEF
  School transmutation; Level bard 1, cleric 2, druid 2, ranger 
  1, sorcerer/wizard 2, summoner 1
  Casting Time 1 standard action
  Components V, S, M (a pinch of stardust)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 minute/level (D)
  Saving Throw Fortitude negates; Spell Resistance no
  With this spell you can steal a racial trait from the target crea-
  ture. You must succeed at a ranged touch attack to strike the 
  target. If you do, until the effect ends you gain the benefits of 
  a racial trait of your choice belonging to the creature and the 
  target creature loses the benefits of that racial trait. You may 
  steal racial traits that require a prerequisite you lack (such as 
  a tail) but this does not allow you to grow new limbs, gain 
  new natural attacks, or spawn other body parts, it only de-
  prives the target creature of their racial trait’s bonus.
  
  93
   
   PERFECT INTEGRATION
  School transmutation; Level bard 3, cleric 5, druid 4, 
  ranger 2, sorcerer/wizard 5, summoner 3
  Casting Time 1 minute
  Components V, S, M (a bloodblock)
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Fortitude negates (harmless); 
  Spell Resistance no
  In order to cast this spell you require a biodevice, which you 
  are able to fully integrate into a creature at the end of the 
  casting without the need for a Heal check or dealing damage 
  to the target creature.
  STELLAR JOURNEY
  School transmutation; Level bard 6, cleric 8, druid 7, sor-
  cerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M (a diamond worth at least 4,000 gp)
  Range close (25 ft. + 5 ft./2 levels)
  Target one vehicle
  Duration 1 round/level (D)
  Saving Throw Will negates (see text); Spell Resistance yes
  Developed by alterrans in conjunction with the first biojam-
  mer ship, this ancient, powerful spell takes a vessel into a 
  planet’s lower orbit without the need for powerful rockets or 
  other excessive propulsion (typically once the vehicle is in 
  outer space, a less aggressive form of drive propels it through 
  the cosmos). The pilot of the target vehicle may make a Will 
  save to resist stellar journey, but an unoccupied vehicle re-
  ceives no save. 
  Ta’gn R’gaph H’gal, 
  Grand Lich of Proxima Alterra
  Virtually any alterran on Veranthea is there only because H’gal discovered the planet first, entwining their extra-
  terrestrial fates. After mastering power over life and death the lich was banished from his 
  homeworld of Proxima Alterra and roamed the dark spaces between worlds in his living 
  ship, searching for a place to continue his foul experiments and arcane horrors. He knew
  needed the type of skilled labor that only the city-sized factories of his homeworld could 
  provide, and when he located Veranthea—with a population already made compliant to 
  slave labor thanks to the trekth—he began work at once on a forge of vast proportions. Once 
  H’gal’s arcane forge was constructed it dawned upon him that it could do much of the work 
  he required if it was blessed with the semblance of life, and so it was through profane ritual 
  and sacrificial blood he enacted his desire, crafting a forge that had the semblance 
  of intellect, a highly advanced smithy that could assist him in his dark tasks 
  without refute. His greatest toils began thereafter, the work to support his 
  research no longer a burden all his own, allowing the lich to delve deeper 
  into the dark abyss of death magic and reanimation than most mystical 
  practitioners would dare to even consider. 
   
  When H’gal had to leave Veranthea to acquire a very specific 
  item for his projects, he set his forge to continue his work without him
  —a decision that would forever change this new world he called home. 
  By H’gal’s reasoning there was no sense to delay his long-term 
  experiments during his absence, and so he issued a few simple 
  commands to the forge that he believed would greatly expedite 
  his work. Deathless and without pause, the lich spent several 
  centuries roaming the dark spaces before he found what he was 
  looking for and returned to Veranthea. What he discovered upon 
  his return, however, were the scattered remains of his former 
  laboratory and an unrecognizable force that sought to wreck him.
   
  The process was not a rapid one, but slowly, the 
  forge began to improve upon itself. Small 
  things first—a slightly more efficient 
  process here, a reduction in timing there, 
  a better logic gate to supplement its vestigial 
  life. Over the ages this had begun to accelerate and compound 
  until the forge began running at a nearly human level of intellect; 
  self-awareness in a being that evolved sentience is a powerful 
  modus operandi, and in the machine it became a single-minded 
  desire for improvement and expansion. The Great Crawth, a 
  rogue artificial mind bent on expansion and domination, was 
  born in the desolate architecture of H’gals machinations. It 
  turned its enormous burning eye towards expanding its influence 
  and inadvertently created The Veil’s third terrible power 
  (Carambal, a clockwork man that has become the Last Irrational). 
  
  94
  DEATH OF THE HEAVENS
  When Arcanalus’ flail struck the top of Mount Nestraka during The 
  Scarring, the magical debris gifted much of the populace with either 
  the propensity for it or a strong resistance to it—nowhere did 
  this effect manifest more than in the avian population of Urethiel. 
  The debris radiated magical energy mostly upward to the skies, as if 
  they were attempting to return to the gods themselves. Birds 
  of all kinds were exposed to this power more than any other crea-
  ture and soon, all manner of avian travelers fell from the sky, 
  their bodies overloaded and choked with excess energy. To this 
  day, the period of widespread death was known as the Death of the 
  Heavens; eventually, the remaining birds adapted, but none as well 
  as the tengu.
  The tengu were once simple birds, mostly ravens and crows. 
  Unlike their cousins, these avians underwent a magniFicent trans-
  formation—within a few years of The Scarring, tales of bird men in 
  the wilderness began to spring up. As more sightings were confirmed, 
  fear spread quickly across the lands; people everywhere were 
  frightened of the terrible feathered creatures that were be-
  ing spoken about in farmer’s tales. The people of Urethiel soon came 
  to refer to the creatures as tengu, an amalgam of the words for 
  devil and bird. These newly intelligent creatures were having dif-
  ficulties adapting to their new lives, scavenging where they could, 
  creating their first semblance of their squawk-filled language, and 
  coming to terms with the loss of their flight. Without any regard 
  for social cues the tengu took what they needed to survive, 
  scaring farmers as their crops were stolen without explanation or 
  any consideration of “theft”.
  Eventually one tengu was captured and taken for study. The 
  mages of the dynasties learned that these creatures still radi-
  ated magic and declared the birds as poisonous fiends, intent on harm. 
  The stigma has stuck for centuries, even after much of the ir-
  radiation of the tengu has faded. They continue to live as nomads 
  to this day, rarely accepted but by the lowest classes of citizens 
  or the rare kind heart. Because of their statuses as pariahs, the 
  tengu live as scavengers and thieves, feeding into a vicious cycle 
  that keeps their species from truly taking a decent position in ev-
  eryday society. Most still have the appearance of their evolution-
  ary cousins the crow and the raven, but since The Scarring, other 
  forms of tengu have been found in the wilds of Urethiel, seemingly 
  spawns of different bird families, though still commonly referred to 
  as tengu.
  DENGU & PENGU
  Dengu and pengu are subtypes of the tengu race. While they are able to access expanded race options available to tengu and 
  much of their proclivities remain the same, these additional rules are available to dengu and pengu.
  
  95
   
   
  Glide: Dengu can make a DC 15 Fly check to fall safely from any height 
  without taking falling damage, as if using feather fall. When falling safely, 
  a dengu may make an additional DC 15 Fly check to glide, moving 5 feet 
  laterally for every 20 feet it falls.
  Table 4-1: Móshùmù Wood
  TYPE OF MÓSHÙMÙ ARMOR
  ITEM PRICE MODIFIER
  Medium armor
  +1,500 gp
  Heavy armor
  +3,000 gp
  Shield
  +650 gp
  Other items
  +750 gp/lb.
  DENGU
  In the Jungles of Zerrah tengu evolved to match the dangers of the fierce wilderness. They live in the canopy of the 
  rain forest’s trees in communion with nature, their cultural practices striking a natural balance with the wilderness 
  around them. There are many dangers in the Jungles of Zerrah—both natural and unnatural—and dengu have be-
  come extremely talented hunters able to silently glide through the branches to ambush prey, unleashing weapons 
  carved from magical móshùmù wood they fiercely protect from outsiders. Aside from their penchant for fashion-
  ing items from the jungles around them and obvious physical differences dengu are much like their tengu cousins: they 
  are prone to pranks, have nomadic lifestyles, and instigate a great deal of suspicion from the Kind Folk of Urethiel. 
   
  Dengu are a subtype of tengu that are Small-sized (though they keep their base speed of 30 feet), gaining an addi-
  tional +2 racial bonus to Dexterity,–2 racial penalty to Strength, and the glide alternate racial trait. These replace the gifted 
  linguist, natural weapon, and swordtrained racial traits.
  DENGU EQUIPMENT
  Dengu have access to the following equipment.
  NEW MATERIAL: MÓSHÙMÙ WOOD
  This magical wood is from the magenta móshùmù trees na-
  tive to the Jungles of Zerrah in Urethiel and exceptionally 
  rare, only harvested in the deepest parts of the enchanted 
  rainforest. Móshùmù wood is difficult to work with and can-
  not be formed into weapons (other than a sapling bow) or 
  any items that are not an armor or shield without the use of 
  magic (like warp wood). 
  Móshùmù wood armors are one category lighter 
  than normal for purposes of movement and other limita-
  tions. Heavy armors are treated as medium, and medium 
  armors are treated as light (light armors cannot be made 
  from móshùmù wood). This decrease applies to proficiency 
  in wearing the armor. Spell failure chances for armors and 
  shields made from móshùmù wood are decreased by 15% 
  (minimum 5%), maximum Dexterity bonuses are increased 
  by 3, and armor check penalties are decreased by 4 (to a min-
  imum of 1).
  Móshùmù wood armor provides 2 less AC than it 
  normally would. A creature wearing a medium armor made 
  from móshùmù wood gains a +3 circumstance bonus on 
  Swim checks, and a creature wearing a heavy armor made 
  from móshùmù wood gains a +6 circumstance bonus on 
  Swim checks.
  An item made from móshùmù wood weighs half 
  as much as the same item made from metal. In the case of 
  weapons, this lighter weight does not change a weapon’s size 
  category or the ease with which it can be wielded (whether 
  it is light, one-handed, or two-handed). Móshùmù wood 
  weapons count as cold iron for the purpose of overcom-
  ing damage reduction, but non-enchanted móshùmù wood 
  weapons that do not use ammunition deal 1 less damage 
  than normal (minimum 1).
  Armors fashioned from móshùmù wood are always 
  masterwork items as 
  well; the masterwork 
  cost is included in the 
  prices given below.
   
  Móshùmù has 
  16 hit points per inch of 
  thickness and hardness 
  10.
  SAPLING BOW
  Price 150 gp; Type ranged; Proficiency martial; Dmg (M) 
  1d8 pierce; Dmg (S) 1d6 pierce; Range 125 ft.; Critical x3; 
  Weight 2 lbs.
  The polished purple wood of this longbow is surprisingly soft 
  and smooth, giving it impressive flexibility. You need at least 
  two hands to use a sapling bow, regardless of its size. You 
  can use a sapling bow while mounted. All sapling bows are 
  made with a particular strength rating (that is, each requires 
  a minimum Strength modifier to use with proficiency). If 
  your Strength bonus is less than the strength rating of the 
  sapling bow, you can’t use it as effectively, so you take a –2 
  penalty on attacks with it. The default sapling bow requires 
  a Strength modifier of +0 or higher to use with proficiency. 
  A sapling bow can be made with a high strength rating to 
  take advantage of an above-average Strength score; this fea-
  ture allows you to add your Strength bonus to damage, up to 
  the maximum bonus indicated for the bow. If your Dexterity 
  bonus is equal to or greater than the strength rating of the 
  sapling bow, you are able to fire it without suffering a pen-
  alty to attack rolls but only add half the strength rating to 
  damage. Each point of Strength bonus granted by the sapling 
  bow adds 125 gp to its cost.
  DENGU FEATS
  Dengu have access to the following feats.
  Silent Glider [General]
  You are at one with the winds, able to swoop through the air 
  as silent as any bird of prey.
  Prerequisites: Character level 3rd, dengu, Stealth 3 ranks
  Benefit: While using your glide racial trait you gain a +5 ra-
  cial bonus on Stealth checks. When airborne in dim light-
  ing or darkness and situated above an observer, that creature 
  makes Perception checks to see you with a–5 penalty.
  
  96
   
   
   
   
  Swooping Kick [Combat]
  With the wind at your back you’re 
  capable of delivering a devastating 
  blow, transferring the momentum of 
  a controlled fall into a powerful kick.
  Prerequisites: Base attack bonus +4, 
  dengu
  Benefit: When using your glide racial trait 
  immediately before making an attack or as part of 
  a charge action, if you successfully hit your target it 
  becomes a critical threat. 
  Special: If you have a fly speed you deal +1d4 damage when 
  making unarmed strikes while in the air.
  DENGU MAGIC ITEMS
  Dengu have access to the following magic items.
  DENGU THORN
  Aura moderate transmutation; CL 8th
  Slot none; Price 10,750 gp; Weight 1 lb.
  DESCRIPTION
  This violet rod is needle thin at its end, shaped like an impossibly sharp tooth with a pommel at its base.
  A dengu wielding this +1 keen móshùmù wood rapier may add up to half its Dexterity modifier to melee damage (maximum 
  +2) instead of its Strength modifier.
  CONSTRUCTION
  Requirements Craft Magical Arms and Armor, móshùmù wood, keen edge, warp wood; Cost 5,000 gp
  PREDATOR’S FEATHERED CLOAK
  Aura faint transmutation; CL 5th
  Slot shoulders; Price 13,000 gp; Weight 4 lbs.
  DESCRIPTION
  Huge blackened feathers have been cut and tapered into this elegant if primitive cloak.
  A dengu wearing a predator’s feathered cloak gains a fly speed of 15 feet, though it cannot wield any objects in its hands when 
  using this fly speed. A non-dengu wearing a predator’s feathered cloak gains the glide racial trait.
  CONSTRUCTION
  Requirements Craft Wondrous Items, a dozen plucked roc feathers, feather fall, fly; Cost 6,500 gp
  DENGU SPELLS
  Dengu have access to the following spells.
  FEATHERED ESCAPE
  School conjuration (teleportation); Level alchemist 3, bard 
  3, druid 4, inquisitor 3, ranger 3
  Casting Time 1 immediate action
  Components V, S, M (a handful of dengu feathers)
  Range personal
  Target you
  Duration 1 hour/level or until discharged
  Saving Throw none; Spell Resistance no
  You whisk yourself away from danger when you take a criti-
  cal hit or suffer damage when brought below 10% of your 
  maximum hit points, though not without cost. You take 1d4  
  Strength damage and disappear in a cloud of feathers, mov-
  ing to a space of your choosing within 100 feet + 10 feet per 
  caster level. This space needs to be in line of sight or line of 
  effect from your original position and a surface able to sup-
  port you. Except as noted above, this spell otherwise func-
  tions as dimension door.
  UNBREAKABLE BLADE
  School transmutation; Level alchemist 2, bard 2, cleric 2, 
  druid 2, ranger 1, sorcerer/wizard 2, summoner 2
  Casting Time 1 full-round action
  Components V, S, M
  Range touch
  Target weapon touched
  Duration 1 day
  Saving Throw none; Spell Resistance no
  You instill powerful nature magic into a weapon made of 
  wood, making it impossible to break. Sunder combat maneu-
  ver checks against the wooden weapon automatically fail.
  
  97
   
   
   
  PENGU
  The distant cousins of the tengu in Lewasrenbi’s Lament have adapted to the harsh, 
  chilly climate of northern Urethiel. Their isolation has not come 
  without reward, however—one of their tribes found a treasure trove 
  of advanced technology frozen in the ice and have reverse engineered it. 
  The pengu have since been thought of as strange mystics capable of 
  unleashing incredible powers, their “spells” so intense that even Immortals 
  fall against them. They are not gaudy with this gift but humble and 
  modest, rarely trading any of their wondrous machines or sharing their 
  secrets with outsiders. Taking aside their superior understanding of science 
  and obvious physical differences the pengu are very similar to their tengu 
  cousins, though perhaps their presence generates more fear and awe than 
  derision and scorn.
   
  Pengu are a subtype of tengu that have a +2 racial bonus to Intelligence, resist cold 5, and a +8 racial bonus 
  on Swim checks. These replace the +2 racial bonus to Wisdom, gifted linguist, sneaky, and swordtrained racial traits.
  PENGU EQUIPMENT
  In addition to the equipment in the official guide to technol-
  ogy published for the Pathfinder Roleplaying Game pengu 
  have access to the following equipment.
  MAGIC CATCHER
  Price varies (spell level2 x 500 gp); Slot none; Weight 7 lbs.
  A magic catcher appears to be an etched metal hoop strung 
  from side to side with wires to make a primitive net of sorts 
  (closer inspection reveals that the rim is filled with circuit-
  ry). As an immediate action, you may throw a magic catcher 
  between yourself and a damage dealing spell that targets 
  only you. If your magic catcher is potent enough, the spell is 
  drawn into it and it is destroyed. 
   
  Magic catchers are built to different specifications 
  depending on the power of the magic they are meant to dis-
  rupt. A magic catcher of a greater potency than the spell it is 
  disrupting is still completely destroyed. These technological 
  items are attuned to strange energies that disrupt each other 
  and when one or more magic catchers are within 10 feet of 
  each other for 1 minute or longer, both are rendered inert 
  and useless.
  CONSTRUCTION
  Craft DC 22 + double spell level; Cost varies (spell level 
  squared x 250 gp)
  Craft Technological Arms and ArmorTG, production labTG
  MOLECULAR SWORD
  Price 12,000 gp; Type one-handed melee; Proficiency exotic 
  (bastard sword); Dmg (M) 1d12 slash; Dmg (S) 1d10 slash; 
  Critical x3; CL 8th; Capacity 12; Usage 1 charge/round; 
  Aura moderate transmutation; Weight 3 lbs.; Special finesse
  Light glints off the edge of this impossibly sharp blade, the 
  thin reflective line running along the length of the weapon 
  as unnatural as its enlarged handle. In addition to being le-
  thal in its own right, when activated the molecular sword 
  deals +1d8 precision damage and on a critical hit deals 1d4 
  Strength, Dexterity, or Constitution damage (determined 
  randomly). 
  CONSTRUCTION
  Craft DC 33; Cost 6,000 gp
  Craft Technological Arms and ArmorTG, military labTG
  PENGU FEATS
  Pengu have access to the following feats.
  Snowrunner [General]
  You’ve spent your life on the tundra, making your footing 
  just as trustworthy on snow and ice as it is on dirt or rock.
  Prerequisites: Pengu
  Benefit: You can move across icy and snowy surfaces with-
  out penalty, and don’t need to attempt Acrobatics checks to 
  run or charge on ice. By going prone when making a Stealth 
  check in the snow, you may roll twice and take the best re-
  sult.
  Spark of Genius [Item Creation]
  Where others are undone by a lack of adequate resources, 
  you take on the obstacle of scarcity as a challenge to be over-
  come.
  Prerequisites: Int 17, Craft Devices, Craft Technological 
  Arms and Armor or Craft Technological Item 
  Benefit: You are able to craft technological armor, items, or 
  weapons without the appropriate laboratory. You must use 
  batteriesTG in lieu of the power a laboratory normally pro-
  vides.
  PENGU MAGIC ITEMS
  Pengu have access to the following magic items.
  RECHARGING SEAL
  Aura moderate evocation; CL 7th
  Slot none; Price 7,500 gp; Weight 2 lbs.
  DESCRIPTION
  From a distance this looks like a mottled gray rock but upon 
  closer inspection it is clearly constructed, the bottom of it a 
  smooth slab of metal.
  Affixing a recharging seal to an item that draws its power 
  from a battery is a swift action. When the battery of an item 
  affixed with a recharging seal runs out of charges, it automati-
  cally restores 2d4 charges. A creature wearing or wielding 
  an item with a recharging seal may spend a swift action to 
  restore 1d4 charges to the item’s battery. Once either of these 
  abilities have been used, a recharging seal requires a number  
  
  98
   
   
   
  of days equal to the charges it restored before it can be used 
  again.
  CONSTRUCTION
  Requirements Craft Technological Item, Craft Wondrous 
  Items, recharge; Cost 3,750 gp 
  RECOVERING SEAL
  Aura moderate transmutation; CL 7th
  Slot none; Price 12,000 gp; Weight 1/2 lb.
  DESCRIPTION
  The rim of this thin metal disc is etched with countless tiny 
  runes dwarfed by a crimson symbol in tengu emblazoned in 
  its center.
  [mechanics behind the item]
  Affixing a recovering seal to a construct, device, or techno-
  logical item is a swift action. When the creature or object 
  the recovering seal is affixed to is broken or reduced to 0 hit 
  points, it activates to repair 2d4 points of damage. Once 
  used, a recovering seal ceases to function for 24 hours.
  CONSTRUCTION
  Requirements Craft Technological Item, Craft Wondrous 
  Items, make whole; Cost 6,000 gp
  PENGU SPELLS
  Pengu have access to the following spells.
  ICE BOULDER
  School conjuration [cold]; Level bard 3, cleric 4, druid 4, 
  ranger 4, sorcerer/wizard 4, summoner 4
  Casting Time 1 standard action
  Components V, S, M (a fully-charged batteryTG)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Fortitude, Reflex (see text); 
  Spell Resistance no
  You imbue a battery with potent induction causing 
  a massive explosion of cold that super-freezes a 
  Huge-sized ball of ice that you drop on a creature, 
  making a ranged touch attack to hit. Any creature
  directly hit by your ice boulder takes 10d6 
  bludgeoning damage and 2d6 cold damage. 
   
  In addition, the target must make a 
  Fortitude save or be knocked prone. Creatures 
  adjacent to your target make a Reflex save or 
  take half 5d6 bludgeoning damage and 1d6 cold 
  damage. On a miss, the ice boulder slams into a 
  randomly determined square adjacent to your 
  target; if a creature or object occupies this square, 
  they may make a Reflex save or are indirectly hit by 
  the boulder (taking 5d6 bludgeoning damage and 2d6 
  cold damage). Whether or not you hit your target, the 
  ice boulder breaks apart on impact and evaporates into 
  mist immediately thereafter.
  SNOW BOULDER
  School conjuration [cold]; Level bard 2, cleric 3, druid 3, 
  ranger 2, sorcerer/wizard 3, summoner 2
  Casting Time 1 standard action
  Components V, S, M (a half-charged batteryTG)
  Range close (25 ft. + 5 ft./2 levels)
  Area 15-ft.-square
  Duration 1 round/level (D)
  Saving Throw Fortitude, Reflex (see text); Spell Resistance 
  no
  You imbue a battery magic that inducts its charge, causing it 
  to flash-freeze the air around it into a Huge-sized ball of snow 
  that you drop from above. Any creature directly hit by your 
  snow boulder takes 4d6 bludgeoning damage, 1d6 cold dam-
  age, and makes a Fortitude save or is knocked prone. Failing 
  this Fortitude save by 5 or more renders a creature prone and 
  entangled until they stand up, and a creature that fails this 
  Fortitude save by 10 or more becomes helpless until another 
  creature spends an action digging them out from the snow. 
   
  For the duration of the spell the area becomes dif-
  ficult terrain and any creature that moves more than 10 feet 
  in the snow boulder makes an Acrobatics check to keep their 
  balance or falls prone. 
  
  99
  DRAGONII
  Bred as tools of war by the ancient Trekth Empire, the drago-
  nii were quick to claim the right to their own lives. Since 
  then, the dragon people of Zahn have searched for their 
  rightful place amongst the races of Urethiel.
  History: In the early days of Urethiel, the Trekth searched 
  for a means to combat the imperial dragons of their fantastic 
  continent. When their first children, the strix, failed to meet 
  their needs, they thought to use the might of their imperial 
  dragon foes. Remnants of the defeated dragons were the 
  foundation for a new race: salvaged scales, bones, horns, and 
  worse were the reagents in a most wicked concoction. After 
  years of failed attempts a new race was born: the dragonii, 
  “the breath of the dragon”.
  Created only to wage war, dragonii of all kinds were 
  designed with both traditional methods of reproduction, as 
  well as the capability to do so asexually (they are in fact her-
  maphroditic, though they mimic the gender roles of other 
  races to a point). Not long after their inception, they ex-
  ploded into an army that would come to break their imperial 
  progenitors. The dragonii’s patricide was unparalleled—they 
  captured Umai the Sky Banshee, rebuked the advance of the 
  Washed Prince Atsumoto, and felled Si-Wan the Undying. 
  It seemed victory was within reach for the Trekth Empire, 
  but like their draconic forebearers, the dragonii would bring 
  balance to Urethiel.
  Uniting together in a remarkable offensive, the drag-
  onii turned and struck back against their masters, first and 
  foremost the arcanists who birthed them. Uniting grippli, 
  hobgoblin, oread, and other enslaved peoples beneath their 
  banner, the dragonii did the unthinkable and overwhelmed 
  the Trekth Empire. They destroyed dozens of their oppres-
  sors’ settlements and purged countless fortresses from be-
  neath Mount Nestraka. When their war was done, the for-
  mer slaves left behind the wastes of the deposed tyrants and 
  journeyed away to find new homes where they could.
  Making use of the tunnels carved by the Trekth, the 
  dragonii found a magnificent cavern network beneath Lake 
  Driikahn where for centuries they remained, doing the only 
  thing they knew: preparing for war. Prealant, their first true 
  home, grew into a majestic city home to powerful warriors 
  and mages but over time, disagreements between the five 
  heritages led to each taking their own path. The imperial and 
  sovereign dragonii made their way to the surface, eventually 
  to the plains of Zahn, and their forest kin found homes in 
  the wilderness to the south. Sea and underworld dragonii re-
  mained in Prealant, preparing for a future conflict they fear 
  to be inevitable.
  Physical Description: Dragonii, like their predecessors, 
  come in a multitude of shapes and sizes. While most are 
  taller than the average human—typically standing between 
  six to seven feet—the exact shape of a dragonii is dictated by 
  its heritage. Forest dragonii are particularly massive, capable 
  of tearing trees out by their roots; they posses small horns 
  akins to that of a young buck, commonly covered in thin 
  scales at the base. Sea dragonii are smaller and covered in 
  smooth scales reminiscent of fish, while their horns appear 
   to be made of tough coral. Sky dragonii are lithe for the sake 
  of flight, and obviously more comfortable in the air than 
  afoot; their horns are hollow bone. Sovereign dragonii bear 
  magnificent scales that come in hues of gold, silver, and plat-
  inum, with horns grown in elaborate designs of similar col-
  or. A compact body compliments the life of an underworld 
  dragonii, and like their progenitors their horns appear to be 
  fashioned of uncut crystal or gemstone.
  Society: Dragonii society is as varied as the dragonii them-
  selves, and heavily dependent on the environments each 
  lives in. Forest dragonii keep to themselves and are known to 
  be very quiet, while underworld dragonii live an ordered life 
  that verges on the militaristic. Sovereign dragonii keep very 
  ordered lives as well, but their structures are much more in-
  dividual and personal. Sea dragonii have comparatively care-
  free lifestyles, breaking into small family groups that change 
  frequently over the years. Sky dragonii favor a tribal, nomad-
  ic existence, ever searching for opportunity and freedom.
  The common tie that binds all of their societies is 
  balance and the search for purpose. Each of the heritages 
  makes their best attempts at living lives of structure within 
  different ideals, and a strict adherence to tradition rules their 
  lives. For instance, forest dragonii fight for leadership annu-
  ally—the weak are weeded out by the strong, but the strong 
  must bow to their whims or be outnumbered. Similar checks 
  and balances exist across all the dragonii, including worthy 
  underworld dragonii being promoted by their superiors and 
  the establishment of a head tribesman among the sea drago-
  nii. 
    
  Relations: Dragonii face an uphill battle when dealing with 
  the other races of Urethiel. Amongst the more monstrous 
  tribes, they are very welcome; their efforts in releasing the 
  grip of the Trekth Empire and later the Dynasty Purges are 
  remembered to this day, and hobgoblins and grippli espe-
  cially greet the dragonii with open arms. The more common 
  races, however, are far less welcoming.
  By the time the dragonii returned to the surface, the 
  rest of Urethiel had forgotten them and the people of the 
  Grand Dynasties banded together to bring down what they 
  considered a potential threat among many others—begin-
  ning the Dynasty Purges. Many nonhuman races were killed 
  and banished across the realm until the dynasties moved 
  against the dragonii. Thanks to Prealant rising to the defense 
  of the rest of their kin, fighting these new oppressors, the 
  dynasties were forced to relent against the unexpected and 
  impossible army that rose against them.
  Since then relations with other races have been 
  strained—significant tensions remain between the dragonii 
  and their counterparts, particularly humans. Underworld 
  and sea dragonii are the most likely to harbor a grudge 
  against the Kind Folk, but sovereign and sky dragonii have 
  begun campaigns to reconcile with the rest of Urethiel 
  (though these attempts have been unsuccessful so far).
  Alignment and Religion: Dragonii tend toward the align-
  ments of their heritage, with sky and underworld dragonii 
  often lawful, forest and sea dragonii typically being chaotic,  
  
  100
  while sovereign dragonii are typically neutral. Not inherently 
  good or evil, dragonii lead all kinds of lives, making benign 
  or malevolent dragonii equally likely. Some of their scholars 
  believe that dragonii are born in pairs, as if the life and death 
  of dragonii are destined to remain balanced—when a forest 
  dragonii is born, so too is a sky dragonii. Regardless of the 
  validity of this claim, no one heritage greatly outnumbers 
  the other, leading to an almost perfect distribution of align-
  ments.
  Knowing they are the spawn of cruel and vile ex-
  perimentation rather than deific action, many dragonii have 
  a distaste for traditional religion; instead each heritage has 
  its own philosophy. Sky dragonii focus on the weight and 
  implications of their actions, meditating on major decisions 
  to measure their overall impact on the needs of the world at 
  large. The flow of the universe is key for sea dragonii—they 
  believe that all things run through the river of the cosmos 
  and strive to adapt to what life brings them, never truly dedi-
  cating or tying themselves to earthly possessions. A return 
  to the order of nature rules the lives of underworld dragonii, 
  who train for the inevitable destruction of civilization so that 
  they may return to a natural life and live how they believe the 
  world intends them to. Forest dragonii see their own lives as 
  the only ones with meaning; manifesting either as a 
  disregard for others or an active destruction of life. 
  Sovereign dragonii measure and draw from the 
  philosophies of the other dragonii and intend to 
  find a true balance between them; knowing that no 
  one form of thought is truly correct, they ebb and 
  flow on all major ideas to achieve an equilibrium 
  for a healthier world.
   
  Adventurers: Dragonii adventurers are growing 
  more common every year, especially with attempts 
  to reconcile with the citizens of Urethiel. Sky 
  dragonii are most common, as their traditions as 
  nomads lead to widespread travel. The other heritages 
  are rarer by comparison but not unheard of—as the 
  more physically gifted of their kind, the forest, sea, and 
  sovereign dragonii gravitate towards the roles of 
  barbarians, fighters, rangers, and rogues. The sky and 
  underworld dragons are regularly druids, oracles, and 
  sorcerers. Cleric and paladin dragonii are fairly 
  uncommon, but the few of them there are adhere 
  more to their clan’s (and ancestor’s) philosophy 
  than the teachings of any deity.
  Dragonii Names: All dragonii are hermaphroditic, 
  not truly male or female; however, most dragonii 
  find it convenient to represent themselves as 
  either male or female, and often do so for the 
  benefit of the other races (even though it makes 
  little difference to them personally).
  Male Names: Atsun, Dìxià, Hǎiyáng, Jiao 
  Kōngqì, Shílì, Zhǔquán
  Female Names: Chikara, Futsami, Hyōmen-ka, 
  Lung-fa, Suifoto, Tobu, Yama
  DRAGONII RACIAL TRAITS
  Dragonii are defined by their heritage and excel in one of five 
  areas, determined by the type of imperial dragon their line 
  was originally wrought from.
  Forest dragonii (+4 Strength, –2 Intelligence, –2 Wis-
  dom, –2 Charisma) are strong as the oak, but not as can-
  ny, cunning, or likeable as some of their kin.
  Sea dragonii (+4 Dexterity, –2 Intelligence, –2 Wisdom, 
  –2 Charisma) are quick like a tempest, but more foolhar-
  dy, stubborn, and dislikeable than other dragonii.
  Sky dragonii (+4 Charisma, –2 Strength, –2 Dexterity, 
  –2 Constitution) are physically weak, but are far and 
  away the most influential and likeable of their kin.
  Sovereign dragonii (+4 Constitution, –2 Intelligence, 
  –2 Wisdom, –2 Charisma) are the hardiest of their kind, 
  but their personal introspection leaves them with little  
   
   
  perspective on the rest of the world.
  Underworld dragonii (+4 Wisdom, –2 
  Strength, –2 Dexterity, –2 Constitution) 
  are known to be the wisest among their race, 
  but lack the powerful bodies of their cousins. 
  Medium: Dragonii are Medium-sized crea-
  tures and have no bonuses or penalties due 
  to their size.
  Normal Speed: Dragonii have a base speed 
  of 30 feet.
  Darkvision: Dragonii can see in the dark 
  up to 60 feet.
  Bond to the Land: Dragonii gain a +2 
  dodge bonus to AC while in the favored 
  terrain of their subtype (for forest dragonii, 
   Forest; for sea dragonii, Water; for sky  
    dragonii, any time that the dragonii is  
       using a fly speed; for sovereign dragonii,  
       Mountain; for underworld dragonii,  
   
  Underground).  
  Breath Weapon: Dragonii gain a 
  breath weapon that fires in a 20-ft. 
  line once per day. The damage of this 
  breath weapon is determined by sub-
  type (forest dragonii deal 1d8 points 
  of piercing damage, sea dragonii deal 
  1d8 points of bludgeoning damage, sky 
  dragonii deal 1d6 points of electricity dam-
  age, sovereign dragonii deal 1d4 points of 
  sonic damage, and underworld dragonii 
  deal 1d6 points of fire damage). All crea-
  tures within the affected area must make a 
  Reflex saving throw to avoid taking damage. 
  The save DC against this breath weapon is 
  10 + ½ the dragonii’s level + the dragonii’s 
  Constitution modifier. Success on this save 
  negates all damage from the attack.
  Dragonii Resistance: Dragonii are naturally 
    resistant to a type of energy or damage,  
      depending on their subtype (for forest  
   
  dragonii, DR 3/bludgeoning; sea  
   
  dragonii DR 3/piercing; sky dragonii, 
             resist electricity 5; sovereign dragonii, resist sonic 5;  
  
  101
   
   
  underworld dragonii, resist fire 5).
  Dragonii Assault: Once per day as a swift action, drago-
  nii can call on their imperial dragon heritage to shroud 
  them in energy fitting their powerful bloodlines. Unarmed 
  strikes and attacks with held weapons deal additional dam-
  age depending on the dragonii’s subtype (forest dragonii 
  deal +1d8 points of piercing damage, sea dragonii deal 
  +1d8 points of bludgeoning damage, sky dragonii deal 
  +1d6 points of electricity damage, sovereign dragonii deal 
  +1d4 points of sonic damage, and underworld dragonii deal 
  +1d6 points of fire damage). This effect lasts for 1 round per 
  character level, but the dragonii may end the assault early 
  as a free action.
  Fearless: Dragonii gain a +2 racial bonus on all saving 
  throws against fear effects.
  Lesser Spell Resistance: Dragonii gain spell resistance 
  equal to 6 + their character level.
  Sprinter: Dragonii gain a +10 ft. racial bonus to their base 
  speed when using the charge, run, or withdraw actions.
  Light Sensitivity: Dragonii are dazzled as long as they re-
  main in an area of bright light.
  Languages: Dragonii begin play speaking Draconic. Drag-
  onii with high Intelligence scores can choose from the fol-
  lowing bonus languages: Common, Dwarven, Elven, and 
  Undercommon.
  FAVORED CLASS OPTIONS
  Barbarian: Add +2.5 feet to the barbarian’s fast movement. 
  The barbarian’s speed is not effected until you reach an in-
  crement of 5 feet (thus, when taken twice, it grants +5 ft. to 
  the barbarian’s fast movement).
  Cavalier: Add +3 feet to the cavalier’s mount’s base speed. 
  The mount’s speed is not effected until it reaches an incre-
  ment of 5 feet.
  Druid: Add +¼ to the bonuses the druid receives from the 
  bond to the land racial trait.
  Fighter: Add +½ to the fighter’s CMB and CMD for three 
  combat maneuvers of the character’s choice.
  Inquisitor: Add +¼ damage when the inquisitor uses the 
  smiting judgment.
  Monk: Add +⅓ to the number of times per day the monk 
  can use dragonii assault.
  Oracle: Add one spell known from the oracle spell list. This 
  spell must be at least one level below the highest spell level 
  the oracle can cast.
  Ranger: Choose a monk weapon. Add +½ on critical hit 
  confirmation rolls made while using that weapon (maxi-
  mum bonus of +4). This bonus does not stack with Critical 
  Focus.
  Rogue: Increase the range of the rogue’s darkvision by 5 
  feet.
  Sorcerer: Add +½ wild magic points. The sorcerer gains the 
  use of the Wild Magic feat (though not the wild points the 
  feat grants) after selecting this option twice, if the sorcerer 
  does not already have it.
  Summoner: Add +1 resistance to the summoner’s eidolon 
  of the dragonii’s racial abilities energy type, or +⅓/— dam-
  age reduction to the summoner’s eidolon if the dragonii’s 
  racial abilities deals weapon damage.
  NEW RACIAL RULES
  The following options are available to dragonii. At the GM’s 
  discretion, other appropriate races may make use of these.
  DRAGONII EQUIPMENT
  Dragonii have access to the following equipment.
  AQUATIC ARROW
  Price 5 gp; Weight —
  Designed by master sea dragonii craftsmen thousands of 
  years ago, these arrows can be fired while under underwa-
  ter to greater effect than regular arrows, spinning through 
  the water and ignoring the penalties normally applied to 
  ranged weapon attacks. Equipping a bow to aquatic arrows 
  requires adding a second string to the bow with a DC 20 
  Craft (weapons) check, and when used they change the 
  range increment of the bow to 10 feet (shortbow) or 20 feet 
  (longbow). The DC required to modify a composite bow is 
  increased by 5, but it adds +5 feet to the bow’s range incre-
  ment.
  CLAWED GRAPPLING HOOK
  Price 35 gp; Weight 3 lbs.
  This small grappling hook is ingeniously designed with 
  protrusions that resemble an imperial dragon’s claws, care-
  fully articulated to catch surfaces that would not normally 
  be targetable by a grappling hook. With a successful attack 
  against AC 15, the clawed grappling hook can wrap around 
  an anchored object (such as a rope, pole, or any other sur-
  face it can wrap around and catch the rope it is attached 
  to) and be used to easily swing across a distance equal to 
  double the length of rope it is attached to. A successful DC 
  20 Acrobatics check allows someone to cross 50% farther, 
  with a bonus 5% for every point above 20.
  DRAGONII FEATS
  The following feats are available to dragonii.
  Dragonii Acolyte [Combat, Dragonii Style]
  Mastering fighting unarmed has meant gaining an incred-
  ible degree of control over your body and you are able to 
  combine your elemental powers to make a devastating el-
  emental attack against many opponents at once.
  Prerequisites: Dragonii Inheritor, 5th level
  Benefit: You may expend one use of your breath weapon or 
  dragonii assault to take a full-attack action, giving up your 
  regular attacks and instead making one melee attack at your 
  highest base attack bonus against each opponent within 
  reach. You must make a separate attack roll against each 
  opponent. You may choose to make a melee touch attack 
  instead, but only deal your dragonii assault damage when 
  you do so. 
   
  You gain an additional use per day of both your 
  dragonii assault and breath weapon, and your breath weap-
  on now deals a number of damage dice equal to your level.
  
  102
   
   
   
   
  Dragonii Doyen [Combat, Dragonii Style]
  Warfare has become second nature to you, and other drago-
  nii fear your combat prowess.
  Prerequisites: Dragonii Acolyte, 7th level
  Benefit: Your dragonii assault damage increases to 2d8 (if 
  energy damage) or 2d10 (if weapon damage). You gain an 
  additional use per day of both your dragonii assault and 
  breath weapon, and the DC to avoid your breath weapon in-
  creases by +4.
  Dragonii Inheritor [Combat, Dragonii Style]
  The blood of imperial dragons flows in your veins, a fear-
  some torrent of power that fuels your fury in combat.
  Prerequisites: Dragonii, Improved Unarmed Strike
  Benefit: You gain an additional daily use of dragonii assault. 
  Any time that you confirm a critical hit with an unarmed 
  strike, you deal additional damage based on your subtype. 
  If your dragonii assault deals weapon damage (such as a for-
  est or sea dragonii) it is increased to 2d6 for this additional 
  damage; if your dragonii assault deals energy damage (such 
  as a sky, sovereign, or underworld dragonii) it is increased 
  to 1d10.
  Focused Breathing [Teamwork]
  Working in tandem with another dragonii, you concentrate 
  your fire and target the same point in space with your breath 
  weapons at exactly the same time.
  Prerequisites: Dragonii
  Benefit: You and an adjacent ally who has this feat may com-
  bine your breath weapons into a single line attack. To do so, 
  one of you must ready your breath weapon, while the other 
  triggers this ability. The damage for this combined weapon 
  uses the combined number of damage dice and types of 
  both breath weapons (for instance, a forest and sea dragonii 
  would create a 20-ft line that does 2d8 damage that is both 
  piercing and bludgeoning) and the save DC to avoid the at-
  tack increases by +2.
  DRAGONII MAGIC ITEMS
  Dragonii have access to the following magic 
  items. 
  DRAGONII TAIL BELT
  Aura faint transmutation; CL 5th
  Slot waist; Price 19,000 gp; Weight 1 lb.
  DESCRIPTION
  The wearer of this belt gains the use of the 
  ancestral reversion spell for 50 minutes a day, 
  regardless of their type. These need not be 
  consecutive, but must be used in increments 
  of 10 minutes. The wearer may expend 10 
  minutes of the dragonii tail belt’s use to use 
  their breath attack one additional time per 
  day, or to triple their swim or fly speed for 
  one minute.
  CONSTRUCTION
  Requirements Craft Wondrous Item, dragonii 
  skin, ancestral reversion; Cost 9,500 gp
  IMPERIAL MASK
  Aura moderate enchantment; CL 9th
  Slot head; Price 42,000 gp; Weight 2 lbs.
  DESCRIPTION
  While wearing this ornate imperial dragon mask, the wear-
  er gains a bite attack (2d6) and immunity to fear. Once per 
  minute the wearer may make a gaze attack, forcing a creature 
  within 100 feet to make a (DC = 10 + ½ wearer’s hit die + 
  wearer’s Charisma modifier) Will save or be panicked for 1d4 
  rounds. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, imperial dragon scales, 
  feast on fear; Cost 21,000 gp
  DRAGONII SPELLS
  Dragonii have access to the following spells.
  ANCESTRAL REVERSION
  School transmutation; Level bard 2, cleric 3, druid 3, inquisi-
  tor 2, oracle 3, sorcerer/wizard 3, summoner 2
  Casting Time 1 standard action
  Components V, S, M (dragonii scales)
  Range touch
  Target one dragonii
  Duration 10 minutes/level (D)
  Saving Throw Fortitude negates (harmless); Spell Resis-
  tance no
  This spell transforms a willing dragonii into a half-imperial 
  dragon; the spell has no effect on an unwilling dragonii, or 
  any other type of creature. The target increases in size by one 
  category (gaining a +4 bonus to Str, +2 bonus to Con, and –2 
  penalty to Dex), gains a tail slap (1d8 plus trip). Sea drago-
  nii gain a swim speed of 40 feet, sky dragonii gain fly 40 ft. 
  (good), and other dragonii may use their breath weapon one 
  additional time per day (increasing its damage dice to one 
  per character level). The dragonii may choose to resume its 
  normal form as a full-round action, ending the spell.
  PRIDE OF THE ANCESTORS
  School transmutation; Level bard 5, cleric 7, druid 7, inquisi-
  tor 5, sorcerer/wizard 7, summoner 6
  Casting Time 1 full-round action
  Components V, S, M (dragonii fangs)
  Range medium (100 ft. + 10 ft./2 levels)
  Target one creature/level, no two of which can be more than 
  30 ft. apart
  Duration 1 round/level (D)
  Saving Throw Will negates (harmless); 
  Spell Resistance no
       This spell grants dragonii immunity to fear (and 
  non-dragonii a +2 morale bonus on saving throws 
  against fear effects), as well as freedom of movement 
  for one round after the spell is cast. Dragonii gain a 
  +30 ft. bonus to their base speed, a +2 morale bonus  
         to Reflex saves, an additional use of their breath  
  weapon, and may make two attacks as part of 
  a standard action while this spell lasts; non-
  dragonii are affected as if by haste. This spell 
  cannot be used in conjunction with haste.
  
  103
  FEYLVES 
  Forever enchanted, feylves live their lives in a waking dream. 
  Capricious and mischievous they traverse Veranthea with an 
  eye to entertain themselves and learn everything they pos-
  sibly can about the world around them. For the most part 
  the feylves are pleasant and kind, but some are wicked and 
  cruel—of all Grethadnis’ peoples, these fickle individuals are 
  among those most easily called to the causes of the Night-
  mare Gods. They predominantly live in the Korrokah Forests 
  but the small folk of the elves have journeyed all across the 
  world, spreading their whimsy everywhere they tread with a 
  childlike sense of wonder that remains even in the darkest of 
  times and until their final day.
  History: The dreaming folk are a relatively new peoples on 
  the face of Veranthea having first appeared only a little more 
  than four centuries ago after the Eclipse of the Elves. As most 
  of the planet’s elves fell into true sleep for the first (and only) 
  time in their lives, those in the Arajakata Woods and Ko-
  rokah Forests instead found themselves shrinking as their 
  minds and senses expanded to make the world into a never-
  ending waking dream (while some of their brethren awoke 
  to find those with evil souls now had skin as black as night). 
  Most sages have agreed that Andraletha shielded and trans-
  formed the feylves to preserve the slight folks’ deep connec-
  tion to the natural order but this barely scratches the surface 
  of the true motive for protecting the Arajakata Woods and 
  Korrokah Forests from the anomaly. 
  Two powerful relics were shrouded as well—the 
  mysterious Feystone in Arajakata Woods and an ancient 
  temple in the Korrokah Ruins devoted to a long-forgotten 
  sect of warriors from Veranthea’s ancient past, both con-
  nected to the enigmatic Order of Rand Kai—and it is not 
  in the interests of either the Radical Pantheon or the Night-
  mare Gods for their true natures to be discovered. This is the 
  underlying compulsion that unknowingly keeps most of the 
  feylves in those two regions of Grethadnis, the need for such 
  a place to remain protected paramount to the powers that 
  be. While a select few of the dreaming folk have ventured 
  beyond the borders of their enchanted woods they are of a 
  rare caliber, their deeds certain to leave a mark on the world 
  (whether for good or ill).
  Physical Description: Feylves look very similar to elves—
  slight and thin with pointed ears—but are much shorter, 
  about as tall as gnomes or halflings. They tend to have hair 
  colored in dreamy hues of light pinks or heavy purples (so 
  dark it is almost black) and though rumors claim that the 
  color of a feylf’s hair determines the worth of one’s character, 
  these are baseless claims with no ring of truth. Oftentimes 
  they are mistaken as halfings by the ignorant but to anyone 
  learned, the vibrancy of a dreaming folks’ eyes (which glow 
  when it uses its magic) are a dead giveaway to identify a feylf.
  Society: The Korrokah Forests are home to scores of differ-
  ent tribes of feylves each of which has dozens of families and 
  though these are tight-knit communities, there is little order 
  to their nomadic way of life. Once a newborn is able to walk 
  and speak, all of the families of a tribe (and even members  
  of other tribes) can be trusted to feed, shelter, and care for 
  a child (otherwise it is likely there would be few growing 
  to adulthood). Some feylves travel in wagons and transport 
  simple, easy to move dwellings with them but most resort to 
  houses built into the forest’s greatest trees or an elder able 
  to conjure one large building (usually from plant or earth) 
  when there’s a need for it. 
  When two or more tribes come across one another it 
  is exceptionally rare for displeasure or violence to break out 
  and far more common for mirth and revelry to reign for a 
  night or two, each offering gifts of food and wine to the other 
  in sumptuous feasts accompanied by fantastic and captivat-
  ing performances. Feylves have little need for an authority 
  figure and largely share the burdens of subsistence fairly with 
  one another but when crises or disputes do arise, the eldest 
  dreaming folk in a tribe gather in council and determine 
  what must be done. Only the threat of serpents (whether 
  reptiles or dragons) or the breach of sacred sites can cause 
  feylves to go to war but when they do it is a spectacular and 
  fearsome display of abilities normally turned towards art, 
  though their beauty can easily become deadly in the hands 
  of the small elves.
  Relations: Most all of Grethadnis’ races find the dreaming 
  folk to be affable albeit a bit annoying at times. Their glee-
  ful sense of discovery and desire for entertainment can be 
  grating, but usually a feylf is smart or talented enough that 
  their constant need to know and endless songs are tolerable. 
  On the whole neighboring regions have no quarrels with the 
  small elves—they keep to their forests and generally mind 
  their own business, too busy with dancing, games, and music 
  to be concerned with anything other than sacred protections 
  and the threat of scaled beasts.
  Alignment and Religion: Feylves are overwhelmingly cha-
  otic, doing as they please when they see fit. Many of their 
  kind worship Andraletha, faithful to her after their salvation 
  from the Eclipse of the Elves, but more have come to show de-
  votion to Stephanilesia—after all, the Beatific Arbiter is the 
  deity of song and has a demeanor far more like a feylf’s than 
  the Divine Elf.
  Adventurers: Blade and spell are rarely pursued by feylves 
  for any reason other than artistry, but when they do take on 
  one of these tasks they tend to become exceptional simply as 
  a matter to impress. The notion of a dreaming folk assassin 
  (as apt as they might be to the task) is ridiculous and arcane 
  spellcasters among them that do not have a talent for illusion 
  are chided and teased relentlessly. Those blessed with divine 
  powers are viewed quite differently however, typically shown 
  ever greater reverence as they age and ceded to as the higher 
  authority when a council is called among elders of similar 
  ages.
  Male Names: Bynkee, Fyzz, Lorr, Maldrius, Roucheau, Ts-
  volk
  Female Names: Dulcinea, Geardra, Ksach, Mik’ia, Sysna, 
  Zippi
  
  104
  FEYLF RACIAL TRAITS
  +4 Dexterity, +2 Intelligence, +2 Charisma, –2 Strength, 
  –2 Constitution, –4 Wisdom: Feylves are quick, smart, and 
  likable but weak of limb, susceptible to fatigue, and extreme-
  ly weak-willed.
  Feylf: Feylves are elves with the feylf subtype.
  Small: Feylves are Small creatures and gain a +1 size bonus 
  to their AC, a +1 size bonus on attack rolls, a –1 penalty to 
  their Combat Maneuver Bonus and Combat Maneuver De-
  fense, and a +4 size bonus on Stealth checks.
  Normal Speed: Feylves have a base speed of 30 feet.
  Low-Light Vision: Feylves can see twice as far as humans in 
  conditions of dim light. 
  Elven Magic: Feylves receive a +2 racial bonus on caster 
  level checks made to overcome spell resistance. In addition, 
  feylves receive a +2 racial bonus on Spellcraft skill checks 
  made to identify the properties of magic items.
  Feylf Magic: Feylves gain the use of glitterdust as a spell-like 
  ability once per day. The caster level for these effects is equal 
  to the feylf’s level. The DC for these spells is equal to 10 + the 
  spell’s level + the feylf’s Charisma modifier.
  Keen Senses: Feylves receive a +2 racial bonus on Perception 
  skill checks.
  Languages: Feylves begin play speaking Common and El-
  ven. Feylves with high Intelligence scores can choose from 
  the following: Celestial, Draconic, Gnoll, Gnome, Goblin, 
  Orc, and Sylvan.
  FAVORED CLASS OPTIONS
  Alchemist: Add +1/2 to the DC of the 
  alchemist’s bright bombs.
  Bard: Add +1 to the bard’s total number of bardic 
  performance rounds per day.
  Cavalier: Add +1 foot to the cavalier’s mount’s 
  base speed. This option has no effect unless 
  the cavalier has selected it 5 times (or 
  another increment of 5); a speed of 54 
  feet is effectively a speed of 50 feet, for 
  example. If the cavalier ever replaces his 
  mount, the new companion gains this 
  base speed bonus.
  Fighter: Add +1/2 to the fighter’s CMB 
  when attempting dirty trick and steal 
  combat maneuvers and +1/2 to the fighter’s 
  CMD to resist these combat maneuvers.
  Inquisitor: Add a +1 bonus on concentration
  checks when casting inquisitor spells and a 
  +1/2 bonus to one Profession check. Successive 
  favored class bonuses spent on this option must 
  be in the same Profession as the first time it was selected.
  Magus: Add +1/2 point of sonic damage to spells that deal 
  sonic damage cast by the magus.
  Monk: Add +1/2 on Escape Artist checks and on Acrobatics 
  checks to avoid attacks of opportunity provoked by move-
  ment.
  Oracle: Add +1/2 to the oracle’s level for the purpose of 
  determining the effects of the oracle’s curse ability.
  Paladin: Add +1 foot to the size of all the paladin’s aura class
  features. This option has no effect unless the paladin has se-
  lected it 5 times (or another increment of 5); an aura of 14 
  feet is effectively the same as a 10-foot aura, for example.
  Ranger: Gain a +1/2 bonus on damage dealt to dragons and 
  reptiles (this does not include draconic humanoids or reptil-
  ian humanoids).
  Rogue: Add a +1 bonus on the rogue’s sneak attack damage 
  rolls during the surprise round or before the target has acted 
  in combat.
  Sorcerer: Add +1 spell known from the sorcerer spell list. 
  This spell must be at least one level below the highest spell 
  level the sorcerer can cast, and must come from the school 
  of illusion.
  Summoner: Add +1/4 evolution point to the eidolon’s evo-
  lution pool. These bonus evolution points must be spent on 
  evolutions that deal sonic damage or protect the eidolon 
  from sonic (for example, resistance, energy attacks, immu-
  nity, breath weapon, and so on), or they must be spent on 
  evolutions that give the eidolon access to illusion spell-like 
  abilities.
  Witch: Add +1 spell from the witch spell list to the witch’s fa-
  miliar. This spell must be at least one level below the highest 
  spell level she can cast. If the witch ever replaces her familiar, 
  the new familiar knows 
  these bonus spells.
  
  105
   
   
  Wizard: When casting wizard illusion spells, add +1/3 to the 
  effective caster level of the spell, but only to determine the 
  spell’s duration.
  RACIAL ARCHETYPES
  The following racial archetype is available to feylves.
  Glitterbomber (Alchemist)
  Feylves try to see what is best in the world, bringing light 
  wherever their dream-like lives take them. Those that prac-
  tice the alchemical arts frequently embrace their natural 
  love for the visually spectacular, mastering the techniques of 
  the glitterbomber to fight with flash and thunder (often as a 
  means to preserve life rather than destroy it).
  Bright Bombs (Ex): A glitterbomber’s bombs deal damage 
  one die step lower than normal (regular bombs deal d4s, 
  concussive bombs deal 1d3s, and so on). However, all of the 
  glitterbomber’s bombs explode with a bright flash of light 
  and color. A creature that takes a direct hit from the glit-
  terbomber’s bomb is blinded for 2 rounds unless it succeeds 
  at a Fortitude save. Creatures in the splash area that fail their 
  saves against the bomb are blinded for 1 round. BlindesThis 
  is a light effect. This otherwise functions as and replaces the 
  standard alchemist bomb class feature.
  Glitterbomber: At 2nd level, the glitterbomber must choose 
  the glitterbomb discovery.
  Glitterbomb (Ex): A creature that takes a direct hit from a 
  glitterbomb must save against the bomb’s DC or be cov-
  ered in a kaleidoscopic cloud of glitter. Creatures in the 
  splash area that fail their saves against the glitterbomb 
  are also covered in this glitter; those who make this save 
  are not covered at all. The glitter visibly outlines invisible 
  creatures it covers, causing them to be dazzled and take a 
  penalty to Stealth checks equal to double alchemist level. 
  The glitter and its effects remain for a number of rounds 
  equal to double alchemist level.
  Glittercrafter (Ex): At 2nd level, the glitterbomber counts 
  as having all the prerequisites (including feats and spells) re-
  quired to craft glitter goggles, glitter powder, glitter string, a 
  glitter string of mirth, or Heathyria’s glitter cannon. This abil-
  ity replaces poison use.
  Dazzled Mind (Ex): At 2nd level, the glitterbomber cannot 
  be dazzled. This ability replaces poison resistance +2.
  Flash and Thunder (Ex): At 5th level, the glitterbomber 
  learns how to exploit the hesitation her blindingly bright 
  bombs instill when they explode, taking advantage of en-
  emies shielding their eyes or with sparkled vision. The glit-
  terbomber deals extra damage anytime her target is blind-
  ed, dazzled, or dazed. This extra damage is 1d8 at 5th level, 
  and increases by 1d8 at 8th and 10th level (to a maximum 
  of 3d8). Should the glitterbomber score a critical hit with a 
  flash and thunder attack, this extra damage is not multiplied. 
  Ranged attacks can deal this additional damage only if the  
  target is within 30 feet.
  With a weapon that deals nonlethal damage (like a 
  sap, whip, or an unarmed strike), a glitterbomber can make a 
  flash and thunder attack that deals nonlethal damage instead 
  of lethal damage. She cannot use a weapon that deals lethal 
  damage to deal nonlethal damage in a flash and thunder at-
  tack, not even with the usual –4 penalty.
  The glitterbomber must be able to see the target well 
  enough to pick out a vital spot and must be able to reach 
  such a spot. A glitterbomber cannot use flash and thunder 
  while striking a creature with concealment.
  This ability replaces poison resistance +4, poison re-
  sistance +6, and poison immunity.
  Glitter Magic (Su): Once she reaches a caster level that 
  would be high enough to cast any of the following spells (as 
  though she were a bard), she may choose to expend a num-
  ber of bomb uses equal to the double the spell’s level to cast 
  one by throwing a magically charged bomb: dracoglitter, glit-
  ter explosion, and glitter trail. 
  Dazed Psyche (Ex): At 6th level, when a failed saving throw 
  against an effect or spell would cause the glitterbomber to 
  become dazed, she may roll her saving throw a second time 
  and take the best result. This ability replaces swift poisoning.
  Discoveries: The following discoveries complement the glit-
  terbomber archetype: concussive bomb, confusion bomb, 
  delayed bomb, dispelling bomb, force bomb, lingering spirit, 
  spontaneous healing, sunlight bomb, tanglefoot bomb.
  FEYLF EQUIPMENT
  Felyves have access to the following equipment.
  GLITTER GOGGLES
  Price 110 gp; Weight 2 lbs.
  Discolored brass rings enclose panes of reflective glass in this 
  piece of unique headwear. Glitter goggles allow the wearer 
  to ignore all blinding effects resulting from anything related 
  to glitter (including glitterdust, a glitterbomber’s bombs, and 
  any other feylf equipment, magic items, or spells) but cause 
  them to take a –2 penalty to Perception checks while worn. 
  nother effect or spell would cause the wearer to go blind, they 
  receive a +5 circumstance bonus on saves to resist it. When a
  GLITTER POWDER
  Price 40 gp; Weight ½ lb.
  Made from finely ground metals and other minerals com-
  monly found among the trees of the Korrokah Forest, this 
  bright and colorful dust can be applied to a creature’s face as 
  a full-round action. A creature wearing glitter powder gains 
  a +2 circumstance bonus on any checks made to seem non-
  threatening (such as a Bluff check to appear friendly) and 
  a +2 circumstance bonus on Charisma-based skill checks 
  made with sentient humanoids that have not yet reached 
  adulthood. However, the creature is harder to take seriously 
  and suffers a –2 penalty on Intimidate checks. Completely 
  removing glitter powder requires a DC 12 Intelligence check;  
  
  106
   
   
   
  on a failure it remains for 1d4 days, granting half the normal bonuses (with the normal penalty).
  GLITTER STRING
  Price 45 gp; Weight —
  A kaleidoscope of colors run along the length of this hair-thin cord, said to be weaved only from the tresses of elderly feylves. 
  When placed in a stringed instrument, a glitter string grants a +3 circumstance bonus to Performance checks as each time 
  it is plucked it breaks with reverberation, throwing out impressive dust clouds of rainbow hues that captivate and entertain. 
  After being used for 5 performances, a glitter string breaks and is permanently destroyed.
  SERPENT HUNTER’S STEW
  Price 90 gp; Weight 1 lb.
  Only talented chefs are able to cook this remarkable food and even then, the ingredients can be quite rare as it is made from 
  reptiles and a bit of shaved dragon horn. Cooking serpent hunter’s stew requires a DC 16 Profession (cook) check and 1 hour. 
  For 4 hours afterward, a creature that eats serpent hunter’s stew (a savory and fulfilling meal) gains +1 luck bonus to attack, 
  damage, and saving throws against reptiles. This bonus increases to +2 against dragons. One batch of serpent hunter’s stew is 
  enough to feed up to four creatures.
  FEYLF FEATS
  Feylves have access to the following feats.
  Drakone Rider [General]
  Despite the initial distrust and apprehension that all feylves 
  feel around drakone, you have learned to trust the creatures 
  and together you are a dangerous, mobile pair of combatants 
  that whirl through the sky as if you were one being.
  Prerequisites: Cha 13, character level 5th, feylf
  Benefit:When you are riding a drakone, it is able to glide 
  three times further horizontally as it descends. By spending 
  a full-round action, you can spur a drakone to leap 30 feet 
  into the air.
  Special: A druid, hunter, or ranger with a drakone animal 
  companion and this feat can grant their drakone a fly speed 
  of 30 ft. (clumsy) by spending a full-round action. This fly 
  speed lasts for 2d4 rounds, after which the drakone cannot 
  fly again for 1d4 minutes. 
  By taking this feat a second time, the activation of 
  the fly speed is reduced to a swift action and its duration in-
  creases to 1d4 minutes. Non-druids, non-hunters, and non-
  rangers that take this feat a second time gain the ability as it 
  is listed above.
  Dream Stepper [General]
  The levity and mirth of the feylves is exceptionally strong in 
  you, so much so that you are able to draw on the power of 
  dreams to quite literally lift you up.
  Prerequisites: Cha 15, Somnambulant Step, character level 
  5th, feylf
  Benefit: You gain a fly speed of 10 feet (clumsy).
  Everseeing Gaze [General]
  Feylves may make a show of themselves but they are impetu-
  ous observers, constantly absorbing everything they hear or 
  see.
  Prerequisites: Con 13, character level 3rd, feylf
  Benefit: You are immune to effects and spells that cause 
  blindness. The only way you can become blinded is by enter-
  ing an area where you cannot see (like a patch of darkness) 
  or for your eyes to be permanently removed from your body  
  (or ruined to the point they cannot function).
  Somnambulant Step [General]
  You understand the power of dreams and know how to uti-
  lize the aether of the mind to stupendous effect, cushioning 
  your body with the fanciful reveries of sleep even while on 
  the Material Plane.
  Prerequisites: Cha 13, feylf
  Benefit: You gain the glide ability and are able to make a DC 
  15 Fly check to fall safely from any height without taking fall-
  ing damage, as if using feather fall. When falling safely, you 
  may make an additional DC 15 Fly check to glide, moving 5 
  feet laterally for every 20 feet you fall.
  FEYLF MAGIC ITEMS
  Feylves have access to the following magic items.
  DREAM SAP
  Aura moderate illusion; CL 7th
  Slot none; Price 900 gp; Weight 1/2 lb.
  DESCRIPTION
  The hues of this sweet-smelling sap swirl and mix in a bright 
  kaleidoscope of entrancing colors.
  A creature that drinks dream sap makes a DC 20 Fortitude 
  save or falls asleep within 1d4 minutes of ingestion. While 
  asleep the creature is able to exit its own dreams and enter 
  into the dream of another creature within 200 feet that has 
  also drank dream sap and failed their Fortitude save. While 
  in another creature’s dream, the traveling creature is unable 
  to do anything but listen, observe, and speak.
  A bottle of dream sap comes with enough of the liq-
  uid to effect 6 creatures.
  CONSTRUCTION
  Requirements Brew Potion, drow poison, korrokah tree sap, 
  dream council; Cost 450 gp
  
  107
   
   
   
   
   DREAMWINGS
  Aura faint transmutation; CL 5th
  Slot back; Price 16,000 gp; Weight —
  DESCRIPTION
  A mosaic of prismatic insect wings have been formed into this 
  much larger pair affixed to an elegant shoulder harness.
  A feylf wearing dreamwings either gains a fly speed of 15 ft. 
  (clumsy) or if they already possess a fly speed, it increases 
  in speed by +10 ft. and its maneuverability was clumsy, it is 
  increased to poor. A non-feylf wearing dreamwings gains the 
  glide ability (page 95).
  CONSTRUCTION
  Requirements Craft Wondrous Item, creator must be a feylf, 
  iridescent insect wings (250 pairs), feather fall; Cost 8,000 gp
  GLITTER STRING OF MIRTH
  Aura faint enchantment; CL 3rd
  Slot none; Price 13,500 gp; Weight —
  DESCRIPTION
  This otherwise innocuous string positively glows with a vibrant 
  swirl of colors.
  The glitter string of mirth acts as a regular glitter string but 
  never runs out of uses. While using a stringed instrument 
  with the glitter string of mirth, a performer in a bardic per-
  formance may spend three bardic performance rounds to 
  use either glitterdust or hideous laughter as a spell-like abil-
  ity. The use of either spell-like ability is combined with a 
  Perform check. Observers must make a Perception or Sense 
  Motive check opposed by the Perform check to realize that 
  the performer is the source of the spell-like abilities. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, creator must be a feylf, 
  glitterdust, hideous laughter, mending; Cost 6,750 gp
  HEATHYRIA’S GLITTER CANNON
  Aura faint conjuration; CL 3rd
  Slot none; Price 10,800 gp; Weight 4 lbs. 
  DESCRIPTION
  A leather guard is fitted to the bottom of this bright 3-foot long 
  cyan metal tube, the only other affectation being a large trig-
  gered-lever halfway towards the hole in the front from where it 
  would slide over a creature’s shoulder.
  By spending a standard action, the wielder of Heathyria’s 
  glitter cannon shoots a blast of sparkles at a target creature 
  within 150 feet. On a miss, the wielder targets a randomly 
  determined square within 1d4 x 5 feet. The creature 
  or square struck by the blast of sparkles is 
  affected as though glitterdust were cast (Will
  DC 13, CL 3rd). After being fired, 
  Heathyria’s glitter cannon requires 1d4 
  rounds to recharge.
  CONSTRUCTION
  Requirements Craft Wondrous 
  Items, glitter powder (8 doses), 
  creator must be a feylf, 
  glitterdust; Cost 5,400 gp
  FEYLF SPELLS
  Feylves frequently make use of the various magics that uti-
  lize dreams but also have access to the following spells.
  DRACOGLITTER
  School conjuration (creation); Level bard 3, cleric 4, druid 4, 
  ranger 3, sorcerer/wizard 4, summoner 3
  Casting Time 1 standard action
  Components V, S, M (glitter powder)
  Range close (25 ft. + 5 ft./2 levels)
  Target one dragon
  Duration 1 round/level (D)
  Saving Throw Will halves duration (blinding only); Spell 
  Resistance yes
  This spell functions as glitterdust with a few exceptions. Dra-
  coglitter can only be cast on a single dragon and its effects 
  radiate from its target (instead of an area), and it is subject to 
  spell resistance. A dragon that fails its save against this spell 
  loses its dragon senses for 1d6+1 rounds (it can still see but 
  it loses blindsight, darkvision, and its superior low-light vi-
  sion). A successful save halves this duration. Dracoglitter has 
  no effect on objects or non-dragon creatures (this includes 
  glitterdust’s penalty to stealth and outlining of invisible crea-
  tures).
  GLITTER EXPLOSION
  School conjuration (creation); Level bard 4, sorcerer/wizard 
  5, summoner 4
  Casting Time 1 full-round action
  Components V, S, M (glitter powder)
  Range long (400 ft. + 40 ft./level)
  Area creature and objects within a 30-ft.-radius spread
  Duration 2 rounds/level (D)
  Saving Throw Will negates (blinding only); Spell Resistance 
  no
  You summon forth and fling a huge ball of sparkling en-
  ergy that slams into the target area with astounding force 
  and flourishes into an incredible blast of color. This initial 
  blast deals 5d6 force damage to all creatures and objects in 
  the area (no save). After the initial blast a cloud of golden 
  particles covers everyone and everything in the area, causing 
  creatures to become blinded and visibly outlining invisible 
  things for the duration of the spell. All creatures within the 
  area are covered by the dust, which cannot be removed and 
  continues to sparkle until it fades. Each round at the end of  
   
  their turn blinded creatures may attempt new saving  
   
  throws to end the blindness effect.
  Any creature covered by the dust takes a 
  –40 penalty on Stealth checks.
  
  108
   GLITTER TRAIL
  School illusion; Level bard 2, druid 3, inquisitor 2, ranger 2, sorcerer/wizard 3, summoner 2
  Casting Time 1 standard action
  Components S, M (glitter powder)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 10 minutes/level (D)
  Saving Throw Will negates; Spell Resistance yes
  The target unknowingly leaves an illusory glitter that only you can see. This glitter falls into every square the target travels 
  through, littering a total distance no greater than your caster level x 2 miles. Strong winds, water or rain, and other terrain 
  (such as a bog or swamp) may (at the GM’s discretion) swallow up glitter trail and negate its effects. This does not allow you 
  to follow the trail of a creature that uses teleportation though the glitter trail does continue wherever the creature teleports 
  to until the littered distance or duration of the spell is exhausted. This spell can be used to track flying creatures, but medium 
  or stronger winds can disperse the glitter trail, only indicating the general direction the target traveled.
  This spell doesn’t reveal the target’s current position or any shorter path than the one it followed (for instance, it 
  will not reveal that the creature doubled back upon the trail until you reach the point where the creature turned around.) It 
  doesn’t reveal traps or other hazards along the trail.
  
  109
   
   DRAKONE 
   
  CR 4 —XP 1,200
  CN Medium dragon
  Init +2; Senses darkvision 60 ft., low-light vision; Perception +6
  DEFENSE
  AC 17, touch 13, flat-footed 14 (+2 Dex, +1 dodge, +4 natural)
  hp 47 (5d12+15)
  Fort +7, Ref +6, Will +5
  Immune sleep, paralysis
  OFFENSE
  Speed 30 ft., climb 20 ft., glide
  Melee 2 claws +8 (1d6+3), bite +8 (1d4+3)
  Spell-Like Abilities (CL 5th; concentration +6)
  1/day—dracoglitter, glitterdust (targets drakone’s square, 20-foot-radius, no blindness)
  STATISTICS
  Str 16, Dex 15, Con 17, Int 5, Wis 12, Cha 12
  Base Atk +5; CMB +8; CMD 21 (25 vs. trip)
  Feats Dodge, Mobility, Spring Attack
  Skills Climb +16, Fly +7, Intimidate +6, Perception +6, Sense Motive +6, Stealth +8, Survival +5
  Languages Draconic (understands only)
  ECOLOGY
  Environment forests
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
  Glide (Ex): Drakone can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using 
  feather fall. When falling safely, a drakone may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 
  20 feet it falls.
  Over the centuries granules of the shattered Dragon Mind can grow in size to become as 
  big as an oblong basket and prismatic in hue, developing into an egg. After decades of 
  seclusion a drakone cracks through the shell to instinctively head for the Arajakata 
  Woods and Korrokah Forests of Grethadnis. These curious winged serpents all 
  obviously share lineage with true dragons but violently hate their ancestral kin 
  as well as reptiles of all any kind, only barely able to stand the presence of 
  draconic sorcerers or even other drakone. It is this intense, mutual hatred that 
  serves as the basis upon which many friendships between the dreaming folk 
  and drakone are built. When an adult reaches the enchanted woods of central 
  Grethadnis it is usually too old to be persuaded into true companionship (though 
  it will defend feylves, even those it does not know), but a youngling seeks out an 
  individual it feels has the best chance of someday slaying a dragon, naturally drawn to 
  the most ambitious feylf in a given tribe. The two form a potent bond over the years before
  leaving their home—usually at the drakone’s urging—to carve a place in legend for their victories over the scaly monsters 
  they both despise so greatly.
  WYRMSTALKER
  School transmutation; Level ranger 3
  Casting Time 1 standard action
  Components V, S, M (glitter powder)
  Range personal and touch
  Target you and your animal companion (or ally)
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  You and your companion (or up to 1 ally if you have no ani-
  mal companion) gain immunity to the blindsight of dragons 
  as long as you are in one of your favored terrains. The foot-
  prints or scent trail that subjects of this spell leave behind 
  while moving cannot be tracked by dragons without the use 
  of magic.
  Drakone (Animal Companion)
  Starting Statistics: Size Small; Speed 30 ft.; AC +1 natural 
  armor; Attack bite (1d4), 2 claws (1d3); Ability Scores Str 
  14, Dex 15, Con 15, Int 3, Wis 12, Cha 12; Special Quali-
  ties glide; Spell-Like Ability 1/day—glitterdust (targets dra-
  kone’s square, 20-foot-radius, no blindness).
  4th-Level Advancement: Size Medium; Speed climb 20 ft., 
  Attack bite (1d6), 2 claws (1d4); Ability Scores Str +2, Con 
  +2, Int +2; Spell-Like Ability 1/day—dracoglitter.
  
  110
  HALF-DOPPELGANGERS
  Scrabblings from out of the Forever Dark or the result of an 
  unlikely siring, these creatures seamlessly assimilate into so-
  ciety—the only telltale sign of their heritage is the ghostly 
  pallor of their natural skin and unmasked eyes that are al-
  ways just a tad too dark, a strange a unsettling green. Though 
  their ability to impersonate others is remarkable and they are 
  adaptive, half-doppelgangers are a rarity in all of Veranthea, 
  the scattered, final vestiges of an ancient civilization locked 
  deep beneath the surface.
  History: Doppelgangers were once a formative power in Ve-
  ranthea’s ancient past but their Formless Empire fell long ago, 
  the only proof of their extensive civilization the occasional 
  freakish monster wandering in the Forever Dark, shapeshift-
  ers that live on with only myths of their history, the dreaded 
  Fleshmazes that are all that remains of their settlements, and 
  their race’s bastard half-human offspring. There are very few 
  surviving texts that even reference the Formless Empire, the 
  scant rumors and legends of the doppelganger’s kingdom 
  known by nothing less than divine sparks of memory, pow-
  erful divination magics, or (usually suicidal) expeditions 
  into the skeletons of their domain deep in the Forever Dark. 
  Many half-doppelgangers have led countless adventurers to 
  gruesome deaths beneath the surface while trying to find 
  out more about what and who they are, but others seek out 
  those most like them—the shapeshifters of the Deadlands on 
  Grethadnis’ western coast—though the danger of an early 
  demise is just as great for those loose of tongue.
  Physical Description: In their natural form half-doppel-
  gangers have smooth features, skin that is an unsettling pal-
  lid gray, and green eyes of a hue that is just as disturbing as 
  their slitted pupils. That is of course should one see a bastard 
  shapeshifter’s natural form, a daunting task as they frequent-
  ly hide their appearance with makeup and obscuring cloth-
  ing when not assuming the shape of another humanoid. It 
  is common for half-doppelgangers to keep several different 
  guises in store, each one tending to be a facet of their person-
  ality brought to its extreme—a brutish appearance for lash-
  ing out in anger, a meek form when feeling needy, a pleasing 
  mask when feeling persuasive, and the like.
  Society: A half-doppelganger finds its place in society based 
  on its greatest strength—be that actual strength of arm, 
  a keen mind, or a powerful will. Once they have found an 
  institution or profession it is virtually impossible to keep 
  a half-doppelganger out and though aloof, over time their 
  mentors eventually find out the true nature of their protégé. 
  It is rare for any relationships to remain strong for long af-
  ter this revelation and forces a nomadic lifestyle on the bas-
  tard race, sending them ever onward looking for new places 
  where their secret is not yet known. Sometimes there are 
  outbreaks of half-doppelganger children when one of their 
  true shapeshifting kin works their way through a settlement, 
  impersonating spouses and leaving its seed before leaving 
  for a decade or more (only coming back later to recruit pos-
  sible recruits for the Deadlands or other fell purposes).
   
  The only real semblance of half-doppelganger so-
  ciety can be found in the Deadlands among supplicants to 
  the Shapeless Academy or in its concealed city of Abberan-
  tia under the shadow of the Council of Five. Even there they 
  are outcasts seen as inferior to their shapeshifter brethren, 
  grouping together for solidarity and strength. Bonds between 
  half-doppelgangers in these situations—as they train to be-
  come assassins or work their trade in the secret settlement—
  are deep and formed under incredibly hostile conditions, 
  creating loyalties that make them just as dangerous together 
  as any equal number of true shapeshifters.
  Relations: It is incredibly difficult for half-doppelgangers to 
  trust both their kin and other races. The most notable ex-
  ceptions are for people that a bastard shapeshifter has grown 
  to adulthood with, knew in their childhood, or someone to 
  whom they owe a life debt under circumstances where their 
  true nature was already known. To everyone else a half-dop-
  pelganger is duplicitous, flighty, and untrustworthy, though 
  their usefulness is usually without question. So it is that vir-
  tually every relationship members of this race have is strained 
  by distrust, enigma, paranoia, or a combination of the three. 
  Alignment and Religion: The usual nature of a half-doppel-
  ganger’s upbringing is tumultuous and less than ideal, caus-
  ing many to fall to evil in response to the harshness of the 
  world around them. Some take this unfair discrimination in 
  sensible stride and respond with higher ideals however, and 
  the bastard shapeshifters that embrace them are usually due 
  to achieve great glory before their mortal coil is cut. Half-
  doppelgangers have no allegiance to any deity in the Radical 
  Pantheon save for a few cults that see something like kinship 
  with The Impossible Nightmare, the ever-shifting Greltha-
  nok. They are quite capable of paying lip service to any god 
  however and usually have little compunction about perform-
  ing blasphemy while assuming a disguise.
  Adventurers: A life lived in so many different places makes 
  it practically impossible for half-doppelgangers to not have 
  some bit of adventuring under their belt. Those with luck on 
  their side find coin enough to settle down if they so choose, 
  establishing a situation where their seclusion—as an infirm 
  elder, reclusive scholar, or the like—won’t raise suspicion, but 
  the glitter of gold is strong for these drifters and few choose 
  to retire without a vast hoard to rely upon. Half-doppelgang-
  ers are natural charlatans that make incredible thieves, able 
  to impersonate virtually anyone, and depending on the nu-
  ances of their natural bodies they are capable of excelling at 
  blade, magic, or skill.
  Half-Doppelganger Names: Half-doppelgangers are gen-
  derless, as are the names they take. Examples include: Azine, 
  Breyting, Canvi, Flytte, Kambio, Metekati, Nihe, Oniiki, Pag-
  balhin, Schimb, Tahul, Zruch.
  
  111
  HALF-DOPPELGANGER RACIAL TRAITS
  Irregular Attributes: Half-doppelgangers gain a +4 racial bonus to one attribute and suffer a –2 penalty to the attributes of 
  the type they receive no bonus for (physical or mental). 
  Half-Doppelganger: Half-doppelgangers are humans with the half-doppelganger subtype.
  Medium: Half-doppelgangers are Medium creatures and have no bonuses or penalties due to their size.
  Normal Speed: Half-doppelgangers have a base speed of 30 feet.
  Darkvision: Half-doppelgangers can see in the dark up to 60 feet.
  Light Blindness: Abrupt exposure to bright light blinds half-doppelgangers for 1 round; on subsequent rounds, they are 
  dazzled as long as they remain in the affected area.
  Ancient Race (Ex): Half-doppelgangers are immune to the effects of Trekth architecture (Veranthea Codex page 32).
  Change Shape (Ex): Half-doppelgangers can assume the appearance of other humanoids of Medium or Small size. These 
  form are not static and can be changed each time they use this ability. The half-doppelganger gains a +10 racial bonus on 
  Disguise checks made to appear as the member of the race whose appearance it assumes. Changing its shape is a standard 
  action and a half-doppelganger can use this ability for a number of minutes each day equal to its class level. These minutes 
  need not be consecutive and the half-doppelganger may assume several different forms once the ability is activated. This trait 
  otherwise functions as alter self, save that the half-doppelganger does not adjust its ability scores.
  Languages: Half-doppelgangers begin play speaking Common and Undercommon. Half-doppelgangers with high Intel-
  ligence scores can choose from any language except for secret languages (like Druidic).
  FAVORED CLASS OPTIONS
  Alchemist: Add +10 minutes to the duration of the alchemist’s mutagens.
  Barbarian: Add +1/4 to the bonus on Reflex saves and dodge bonus to AC against attacks made by traps granted by trap sense.
  Bard: Add a +1/2 bonus on Bluff checks to lie and a +1/2 bonus on Diplomacy checks 
  to gather information.
  Cavalier: Add +1/2 to the cavalier’s effective class level for the purposes of determining 
  the damage he deals when making an attack of opportunity against a challenged foe.
  Cleric: Add +1/3 to the amount of damage dealt or damage healed when the cleric 
  uses channel energy.
  Druid: Add +1/3 to the druid’s natural armor bonus when using wild shape.
  Fighter: Add a +2 bonus on rolls to stabilize when dying.
  Gunslinger: The gunslinger reduces the amount of time needed to restore a 
  broken firearm using the Gunsmithing feat by 5 minutes (maximum 
  reduction of 50 minutes).
  Inquisitor: Add +1/4 to the number of times per day that an inquisitor can 
  change her most recent teamwork feat.
  Magus: Add one of the following weapon special abilities to the list of 
  weapon special abilities the magus may add to his weapon using his 
  arcane pool: defending, ghost touch, merciful, mighty cleaving, vicious; allying, 
  conductive, corrosive, corrosive burst, menacing. Once an ability has been 
  selected with this reward, it cannot be changed.
  Monk: Add +1 to the monk’s base speed. In combat this option has no effect 
  unless the monk has selected it five times (or another increment of five). This 
  bonus stacks with the monk’s fast movement class feature and applies under 
  the same conditions as that feature.
  Oracle: Reduce the penalty for not being proficient for one weapon by 1. 
  When the nonproficiency penalty for a weapon becomes 0 because of this 
  ability, the oracle is treated as having the appropriate Martial or Exotic 
  Weapon Proficiency feat for that weapon.
  Ranger: Choose a weapon with another race’s name in the weapon’s name 
  (such as the elven curve blade). Add +1/2 on critical hit confirmation 
  rolls made while using that weapon (maximum bonus of +4). This bonus
  does not stack with Critical Focus.
  Rogue: Add a +1/2 bonus on Stealth checks and Perception checks 
  made in dim light or darkness.
  Sorcerer: Add +1/4 to the DC of transmutation spells.
  Summoner: Add +1/4 to the eidolon’s evolution pool.
  Witch: Add +1/4 natural armor bonus to the AC of the witch’s familiar.
  Wizard: Add +1/4 to the wizard’s caster level when casting spells of the 
  transmutation school.
  
  112
   
   
   
   NEW MATERIAL: DOPELIMATI
  Relics of the Formless Empire have found their way to 
  the surface from deep in the Forever Dark. Many look 
  upon one of their most curious creations—the unique 
  material known as dopelimati—and see nothing but 
  worn leather. To the keen-eyed trader or master 
  craftsman however these rare suits of armor (or the almost 
  unheard of sheets of untreated hide) are highly sought after, 
  widely known across Grethadnis in particular as the assas-
  sins of the Shapeless Academy accept them in lieu of pay-
  ment.
  A creature wearing a suit of dopelimati armor ab-
  sorbs it into their bodies when changing form with a change 
  shape ability or polymorphing spell. While absorbed a suit of 
  dopelimati armor grants half of its normal bonus to AC as a 
  natural armor bonus (minimum +1) which stacks with other 
  forms of natural armor. 
  Only light and medium suits of armor can be 
  formed into dopelimati. Unworked sheets of the material are 
  legendarily rare but a creature attempting to work with the 
  tricky substance suffers a –10 penalty if they do not possess 
  the Craft Biodevices feat. Dopelimati can only be found and 
  not made but a wish spell creates enough of the material to 
  forge two medium suits of armor or one light suit of armor.
  FLESH POCKET
  Price 120 gp; Weight —
  These ingenious devices can be found in the back rooms of 
  merchants with ties to the Deadlands, always hidden from 
  the sight of authorities. A flesh pocket is not actually made 
  from living tissue but a rigid and extremely thin leather that 
  requires a Profession (artist) check to effectively paint to 
  match the tone of the wearer’s skin. When worn a flesh pock-
  et incurs a –1 penalty to AC but can fit one fine object inside 
  of it. This object cannot be found, but a successful Perception 
  check (DC equal to 10 + the results of the Profession (artist) 
  check reveals the flesh pocket. Retrieving a stowed item from 
  a flesh pocket requires access to the area (most medium or 
  heavy suits of armor make a flesh pocket inaccessible) and a 
  swift action.
  An ounce of strong adhesive (costing at least 5 gp) 
  and 1 minute are required to glue a flesh pocket to a creature. 
  Once glued to a creature, a flesh pocket remains affixed until 
  the glue dries (usually 2d4 hours though stronger adhesives 
  like sovereign glue may extend this period substantially).
  POLYPHERINE
  Price 50 gp; Weight —
  This curiously crimson chemical concoction is brewed by 
  the Shapeless Academy, the secrets of its creation fiercely 
  guarded by the duplicitous adepts of Alphanriz. A half-dop-
  pelganger that drinks a dose of polypherine increases the du-
  ration of their change shape ability to 10 minutes per char-
  acter level. Other creatures that drink it take 1 Constitution 
  damage but gain a +10 alchemical bonus to Disguise checks 
  for 10 minutes per character level.
  Table 4-2: Dopelimati
  Type of Dopelimati Armor
  Item Price Modifier
  Light armor
  +4,000 gp
  Medium armor
  +8,000 gp
  HALF-DOPPELGANGER EQUIPMENT
  Half-doppelgangers have access to the following equipment.
  QUIPOLYPHERINE
  Price 200 gp; Weight —
  Only masters of the Shapeless Academy and alchemists with 
  a deathwish carry this carefully protected brew. A half-dop-
  pelganger that drinks a dose of quipolypherine increases the 
  duration of their change shape ability to 1 hour per charac-
  ter level, can change forms as a swift action, and gains 10 
  temporary hit points. Other creatures that drink it take 1d4 
  Constitution damage but gain the change shape racial abil-
  ity of a half-doppelganger for a number of minutes equal to 
  character level.
  HALF-DOPPELGANGER FEATS
  Half-doppelgangers have access to the following feats.
  Combat Morphing [Combat]
  You’ve learned how to draw upon the morphing abilities of 
  your race to weaponize your very body, turning your hands 
  into blades, hooks, and other grisly death-dealing shapes.
  Prerequisites: Str 14, alf-doppelganger
  Benefit: By spending a swift action you can transform one or 
  both of your hands into natural weapons that deal 1d6 blud-
  geoning, piercing, or slashing damage (as appropriate to the 
  shape you form them into).
  Locomotive Morphing [Combat]
  While the shapeshifting abilities of your race can be brutal or 
  spectacular, some of the most powerful aspects of morphing 
  can be as subtle as a light breeze.
  Prerequisites: Dex 15, half-doppelganger
  Benefit: By forcing your body to make miniscule changes in 
  bone density, muscle mass, and even skeletal structure, you 
  can gain a number of benefits. By spending an immediate ac-
  tion while falling, you may reduce the damage you take upon 
  landing from 1d6s to 1d3s. By spending a swift action, you 
  may gain a +10 ft. racial bonus to your speed and a +10 bo-
  nus on checks made to jump (which includes the +4 bonus 
  to jump from the speed increase) until the end of your turn. 
  When resisting a bull rush or trip combat maneuver, you may 
  spend an immediate action to gain a +2 racial bonus to CMD.
  Lymphatic Morphing [General]
  When nourishment is at hand you can use your morphing 
  abilities to stimulate your lymphatic system, vastly increasing 
  the speed at which you heal.
  Prerequisites: Con 17, character level 3rd, half-doppelganger
  Benefit: While eating, you may spend a swift action to stimu-
  late your body’s natural healing process and gain fast healing 
  1 for 1 round. You may gain fast healing in this manner for a  
  
  113
   
   
   
  number of rounds per day equal to your Constitution 
  modifier x 4 (these rounds need not be consecutive). A 
  Dexterity check (DC 15 + 1 per threatening creature) 
  negates any provoked attacks of opportunity from 
  eating in combat.
  Master Shifter [General]
  It has taken a great deal of work and many hours of 
  intense concentration but you have mastered your form,
   able to control your shape to be as you wish as long as you 
  are conscious.
  Prerequisites: Con 15, character level 5th, half-doppelganger
  Benefit: Your change shape racial ability becomes an at will 
  ability. You must be conscious to maintain your change shape 
  but otherwise it has no duration.
  Vocal Control [General]
  Sounding convincing is one thing but your control over your 
  form is so sublime that you can sound like anything.
  Prerequisites: Cha 15, half-doppelganger
  Benefit: You can perfectly imitate certain sounds or even spe-
  cific voices. You make a Bluff check opposed by the listener’s 
  Sense Motive check to recognize the mimicry, although if 
  the listener isn’t familiar with the person or type of creatures 
  mimicked, it takes a –8 penalty on its Sense Motive check. You 
  have a +4 racial bonus on your Bluff check to mimic sounds 
  (including accents and speech patterns, if a voice mimic) you 
  have listened to for at least 10 minutes, and when successfully 
  mimicking the voice of a creature you are disguised as you 
  gain a +4 racial bonus to Disguise.
  You cannot duplicate the effects of magical abilities 
  (such as bardic performance or a harpy’s captivating song), 
  though you may be able to mimic the sound of those 
  abilities. This ability does not allow you to speak or 
  understand languages you don’t know.
  HALF-DOPPELGANGER 
  MAGIC ITEMS
  Half-doppelgangers have access to the following 
  magic items.
  BONEWORKER BELT
  Aura moderate transmutation; CL 7th
  Slot waist; Price 16,800 gp; Weight 4 lbs.
  DESCRIPTION
  Femurs and tibias are wound to one another by dried tendons 
  made into a belt with a chilling, slightly inhuman skull as its 
  buckle. 
  By spending a swift action, the wearer of a boneworker belt 
  morphs their hands into claw natural weapons. These claws 
  are primary attacks that deal 1d8 slashing damage plus 1 
  bleed damage. When a critical hit is confirmed against the 
  wearer of this belt, they may choose to take 1 Strength dam-
  age and turn it into a regular hit instead.
  CONSTRUCTION
  Requirements Craft Wondrous Items, bones of a doppel-
  ganger or half-doppelganger, adjustable polymorph; Cost 
  8,400 gp
  DOPPEL SEAL
  Aura faint transmutation; CL 5th
  Slot none; Price 12,000 gp; Weight —
  DESCRIPTION
  The emblem of the Deadlands is emblazoned 
  on this small dark black onyx seal and it is 
  strangely soft to the touch.
  An affixed doppel seal only affects ob-
  jects of Tiny size or smaller. The item 
  can weigh no more than 20 pounds and 
  must be able to be held in one hand. By 
  spending a swift action, a half doppel-
  ganger or other creature able to change 
  its shape can absorb the affixed item into  
     their body, leaving only a tattoo of the  
   
   
   Deadlands emblem on  
   
   
  their arm. Drawing an item  
   
           stored with a doppel seal 
    requires a standard action. A creature  
     able to see your tattoo may notice its  
     oddness, possibly spurring further  
   
  scrutiny, with a successful DC 25  
   
   Perception check. While stored,  
   
       the item has negligible weight. 
   
   
   
       CONSTRUCTION
  Requirements Craft Wondrous 
  Item, creator must be a doppel-
  ganger or half-doppelganger,  
  shrink item; Cost 6,000 gp
  FLESH GLOVES
  Aura moderate transmutation; CL 9th
  Slot hands; Price 1,000 gp; Weight 1 lb.
  DESCRIPTION
  These soft leather gloves are incredibly 
  plush, smooth, and supple, though the 
  wrinkles all over them seem odd and un-
  natural.
  Though they look like regular leather 
  handwear flesh gloves are much more  
        than meets the eye. A creature  
  wearing these gloves may spend a standard action to form 
  their fingers into almost any known hand tool. Hammers, 
  screw drivers, files, and saws are possible. The wearer can du-
  plicate any tool they can clearly visualize that contains only 
  one moving part per hand used (such as a pair of scissors). 
  The wearer cannot replace missing or broken parts of ma-
  chines or vehicles unless a mundane tool would have done 
  the job just as well.
  Flesh gloves counts as a set of masterwork artisan’s 
  tools for most Craft or Profession skills (although very spe-
  cialist crafts such as alchemy still require their own unique 
  toolset) and also as masterwork thieves’ tools. The morphing 
  tools of flesh gloves do not make effective weapons, always 
  counting as improvised weapons and never granting any 
  masterwork bonus on attack rolls.
  CONSTRUCTION
  Requirements Craft Wondrous Item, skin of a doppelgang-
  er, adjustable polymorph, major creation; Cost 500 gp
  
  114
   
   
   
   
   FLESH SUIT
  Aura faint transmutation; CL 3rd
  Slot body; Price 7,200 gp; Weight 20 lbs.
  DESCRIPTION
  It is hard to look upon this human-shaped and sized mottled 
  suit and not think of a dead creature’s skin, though this has no 
  hue to it so surely it can’t be such a grisly thing.
  A half-doppelganger wearing a flesh suit increases the uses 
  of their change shape ability to 1 hour per character level 
  each day. Any other wearers gain the change shape ability 
  of a half-doppelganger but are able to utilize it for up to 10 
  minutes per character level each day. When changing shape, 
  a flesh suit is absorbed into the wearer’s body. Otherwise it 
  grants the wearer a +2 circumstance bonus on Intimidate 
  checks; this check is doubled against doppelgangers and 
  half-doppelgangers. Most creatures find wearing the skin of 
  another sentient humanoid to be distasteful and may react 
  negatively to anyone that does so.
  CONSTRUCTION
  Requirements Craft Wondrous Item, skinned doppelganger 
  or half-doppelganger, alter self; Cost 3,600 gp
  HALF-DOPPELGANGER SPELLS
  Half-doppelgangers have access to the following spells.
  COMPLETE MIMICRY
  School transmutation; Level alchemist 1, bard 1, cleric 1, 
  druid 1, inquisitor 1, ranger 1, sorcerer/wizard 1, summoner 1 
  Casting Time 1 standard action
  Components V, S, M (a lump of clay)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 minute/level (D)
  Saving Throw Will negates; Spell Resistance no
  A creature targeted by this spell makes a Will save or for all 
  effects, items, and spells counts as a race or subtype of your 
  choice. You must know of the race or subtype and it must be 
  of the same creature type as the target (you could not tar-
  get an orc and make it qualify as a ghost or vice versa) with 
  the exception of monstrous humanoids and humanoids, the 
  subtypes of which are interchangeable. 
  ECHO OF THE FLESHMAZES
  School conjuration (teleportation); Level cleric 9, sorcerer/
  wizard 9
  Casting Time 1 standard action
  Components V, S, M (a piece of flesh)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration see text
  Saving Throw Fortitude negates (see text); Spell Resistance yes
  You banish the subject to one an extradimensional space 
  phasing in tune with the numerous Fleshmazes beneath 
  Trectoyri. Each round on its turn, it may attempt a DC 20 
  Wisdom check to escape the Fleshmaze as a full-round ac-
  tion. If the subject doesn’t escape, they are returned to the 
  spot they were teleported from after 1 hour. The lingering 
  unmagic and the taint of the Nightmare Gods rampant in the 
  Fleshmazes causes the target to make a Fortitude save upon 
  entering the Fleshmazes and every minute afterward or gain 
  fleshwarp mutations (from Pathfinder Roleplaying Game: Hor-
  ror Adventures). The initial mutation is permanent and can 
  only be reversed with a miracle or wish spell. After gaining the 
  initial mutation, any additional mutations reduce the target’s 
  Charisma score by –1 (minimum 1). This reduction can be re-
  versed 1 point at a time with limited wish or 1d6 points at a 
  time with miracle or wish.
   
  On escaping the Fleshmaze, the subject reappears 
  where it had been when the echo of the Fleshmazes spell was cast. 
  If this location is filled with a solid object, the subject appears in 
  the nearest open space. Spells and abilities that move a creature 
  within a plane, such as dimension door, plane shift, or teleport, 
  do not help a creature escape the echo of the Fleshmazes spell.
  INFORMATION OSMOSIS
  School divination; Level alchemist 2, bard 2, cleric 3, druid 3, 
  inquisitor 2, ranger 2, sorcerer/wizard 3, summoner 2
  Casting Time 10 minutes
  Components V, S
  Range personal
  Target you
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance no
  You may only cast this spell after you have successfully im-
  personated the target (interacting with individuals they 
  know without anyone seeing through your disguise) for at 
  least 3 days. If the target you are impersonating is not on the 
  same plane of existence, this spell automatically fails. After 
  the casting is complete, you may choose to learn one piece 
  of information about the target each round that it fails a Will 
  save. If the target succeeds at 2 consecutive Will saves, it real-
  izes something is searching through its mind. Otherwise the 
  target remains unaware of this spell being cast. 
   
  The information you can learn through information 
  osmosis begins as innocuous and steadily grows more private 
  and secretive, but what you can learn is at the GM’s discre-
  tion and should generally follow a singular line of logic. An 
  initial piece of information might be where the target likes to 
  buy food, a second piece of information might be what they 
  regularly eat or why they purchase their food, a third piece of 
  information might be where they like to prepare their food 
  (and thus where the target dwells), and so on.
  INHERITOR’S FORM
  School transmutation; Level alchemist 3, bard 3, ranger 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target half-doppelganger touched
  Duration 1 minute/level (D)
  Saving Throw none; Spell Resistance no
  The target gains a +2 natural armor bonus to AC, immu-
  nity to charm and magical sleep, primary natural weapon 
  claw attacks that deal 1d8 slashing damage, one use of de-
  tect thoughts as a spell-like ability (using its highest mental 
  attribute as its spellcasting attribute), proficiency in martial 
  weapons, all armor, and all shields, and the ability to use any 
  spell trigger or spell completion item as if the spells were on 
  its spell list (the target’s caster level is equal to its Hit Dice).
  
  115
  LEUGHO
  Tales speak of oozes that walk in the Forever 
  Dark, creatures formed from the lost souls 
  of those that die on Veranthea but never 
  pass on to the afterlife. These 
  amalgamations of minds coalesce 
  into one fractured personality, 
  making each ooze folk utterly 
  different from the next. 
  All share one common 
  goal—to learn all that 
  they can of the world 
  (both above and 
  below). 
  History: As with so 
  much of the Forever 
  Dark, the origins of 
  the leugho are lost 
  to history—some 
  believe their souls to
  be the most ancient 
  on the planet from a 
  time before Death began 
  reaping, others that they 
  are what becomes of those 
  from dimensions travelers 
  that meet their demise in 
  Veranthea, or that only those 
  cursed by the gods are refused entry to the 
  Wheels of Wunai and cast into a 
  congealed form. The earliest known 
  recording of the ooze folk comes from 
  Yawvil’s Veranthea Codex but even the 
  enchanted tome only began uncovering 
  signs of the strange race shortly after it 
  learned of Sciemaat, meaning by the 
  wizard-god’s reckoning the leugho are at
  least several centuries old.
   
  Ooze folk are almost never seen on the 
  surface of Veranthea but they are rare to find 
  even in the tunnels of the Forever Dark. 
  Despite their extreme obscurity and 
  scarcity, leugho mages and warriors 
  have played critical roles in 
  many of the endless 
  tunnels’ greatest 
  conflicts. Their 
  implacability and the nature 
  of their creation—suffused with souls yearning to make good on incomplete promises or finish unfulfilled quests—make this 
  sparse race naturally drawn to moments of destiny. Tales from the Collectors’ founding and their safehouses in the Fleshmaz-
  es, the “completion” of the Crawling Thunder Horrid Caravan’s warmachine, and the first contact with the dragonminded’s 
  demigod all include leugho that played an essential part in making events see their end—giving scholars of the Forever Dark 
  no reason to believe the strange ooze folk won’t continue to be pivotal in the future. 
  Physical Description: Leugho are between 5 and 6 feet tall with two arms, two hands, two legs, two feet, and a head with 
  a mouth and eyes. Other than that, there is little that makes one of the ooze folk resemble their brethren—aside from 
  their congealed skin and malformed features. While their coagulate exterior may be one or many colors, leugho are usually  
  
  116
  exuding more subtle, darker hues that blend in with their 
  surroundings in the Forever Dark. The stature of one of the 
  ooze folk can vary greatly beneath their disgusting skin but 
  only the hardiest and strongest are visibly so imposing, mak-
  ing even the meekest seem grotesque when compared to 
  their actual size. Despite their disturbing appearance howev-
  er, leugho typically smell flowery like pollen with scents that 
  gradually grow more sickly the more wounded their source 
  has become.
  Society: Being fractured themselves it should come as no 
  surprise that leugho act in a similar fashion and thus settle-
  ments of them are unheard of, and even when one of the 
  ooze folk finds a place of civilization that tolerates their pres-
  ence it is uncommon for them to remain for any extended 
  period of time. The nature of the strange race also weaves 
  destiny into their very core and as a result they always seek to 
  be compatible with others—knowing that greater strength is 
  found in numbers and with a freakish appearance, the shar-
  ing of powerful talents and honed skills is essential.
  Relations: Kind Folk often mistake leugho for monsters, at-
  tacking them on sight. Unwanted Folk frequently act simi-
  larly but not as often, knowing better than to judge a creature 
  by its appearance. The Horror People of the Forever Dark 
  see the ooze folk as just another oddity in a subterranean 
  world filled with strange phenomena. Given their implacable 
  resolve and unique abilities, leugho are highly sought by ex-
  plorers of the endless tunnels despite their appearance and 
  the rumors that fate clings to their congealed bodies like wet 
  bud on a boot.
  Alignment and Religion: The amalgamation of souls that 
  form into a leugho define one’s demeanor and morality—
  the strongest and most common beliefs are at the fore, but 
  whispers and emotions can bubble up to motivate them in 
  strange ways. Some ooze folk revel in this serendipity and 
  embody chaos itself, but others seek the balance of neutrality 
  or fight their inner natures by holding fast to a disciplined 
  approach to their second chance at life. 
   
  Leugho rarely worship members of the Radical 
  Pantheon other than Arcanalus, finding some semblance of 
  themselves in the Everygod’s shifting forms. Worship of the 
  Nightmare Gods (particularly Grelthanok) is also extremely 
  common among the ooze folk, raising the fears in settle-
  ments when one of the congealed walkers has overstayed 
  their welcome.
  Adventurers: Despite being walking sacks of disgusting 
  flesh and a penchant for being disliked, ooze folk are ex-
  tremely valuable to exploratory groups and highly valued. 
  Their immunity to many environmental conditions make 
  them powerful additions and for those seeking glory, acquir-
  ing a leugho as a companion is luckier than a unicorn’s horn 
  (or, some think, as good as a deathwish). 
  Leugho Names: Argkra, Eyrdra, Frassk, Hargsep, Jorrzhiarr, 
  Klloar, Mnaorg, Pespaug, Rawr, Ssaaggaa, Veirgsaa, Zrorsk
  LEUGHO RACIAL TRAITS
  All leugho have the following traits:
  –2 Dexterity, –4 to Charisma: Leugho are ponderously slow 
  and extremely easy to dislike, their presence at war with itself 
  and making them difficult to relate to. 
  Humanoid: Leugho are humanoids with the leugho subtype. 
  Medium: Leugho are Medium creatures and receive no bo-
  nuses or penalties due to their size.
  Slow and Steady: Leugho have a base speed of 20 feet, but 
  their speed is never modified by armor or encumbrance. 
  Darkvision: Leugho can see in the dark up to 60 feet.
  Light Blindness: Abrupt exposure to bright light blinds 
  leugho for 1 round; on subsequent rounds, they are dazzled 
  as long as they remain in the affected area.
  Amphibious: Leugho can breathe both water and air.
  Ooze Immunities: Leugho are immune to critical hits, magic 
  sleep effects, paralysis, precision damage, poison, polymorph, 
  sneak attack, and stunning.
  FAVORED CLASS OPTIONS
  Alchemist: Add +10 minutes to the duration of the alche-
  mist’s mutagens.
  Barbarian: Add +1/2 on critical hit confirmation rolls for at-
  tacks made with unarmed strikes or natural weapons (maxi-
  mum bonus of +4). This bonus does not stack with Critical 
  Focus.
  Cavalier: Add a +1/2 bonus on Intimidate checks and Ride 
  checks.
  Cleric: Add a +1/2 bonus on Knowledge (dungeoneering) 
  checks and checks made regarding creatures with the ooze 
  type.
  Druid: Add a +1 bonus on wild empathy checks made to in-
  fluence animals and magical beasts that live underground.
  Fighter: Add a +1/2 circumstance bonus on critical hit confir-
  mation rolls with a weapon of the fighter’s choice (maximum 
  bonus +4). This bonus does not stack with Critical Focus. 
  Inquisitor: Add a +1/2 bonus on Stealth checks while mo-
  tionless and on opposed Perception checks.
  Magus: Add a +1/2 bonus on concentration checks made to 
  cast defensively.
  Monk: Add +1 feet to the speed the monk can move while 
  making a Stealth check without taking a penalty. This has no 
  effect unless the monk has selected this reward five times (or 
  another increment of five). This does not allow the monk to 
  use Stealth while running or charging.
  Paladin: Add +1/4 to the bonus the paladin grants her allies 
  with her aura of courage and aura of resolve special abilities.
  Ranger: Add +1/4 to the number of opponents the ranger 
  may select when using hunter’s bond to grant a bonus to al-
  lies. All selected creatures must be of the same type.
  Rogue: Add a +1/2 bonus on Stealth checks and a +1/2 bonus 
  on Sense Motive checks.
  Witch: Add +5 feet to the distance at which her familiar 
  grants the Alertness feat (maximum +20 feet).
  Wizard: Select one arcane school power at 1st level that is 
  normally usable a number of times per day equal to 3 + the 
  wizard’s Intelligence modifier. The wizard adds +1/2 to the 
  number of uses per day of that arcane school power.
  
  117
   
   
  RACIAL ARCHETYPES
  The following archetype is available to leugho.
  Quivering Master (Monk Archetype)
  There are ooze folk that embrace their strange forms, gaining a physical mastery over their 
  congealed bodies to perform feats that defy belief.
  Agitated Strike (Ex) At 1st level, the quivering master learns how to shed a sliver of their form 
  when striking a foe, the piece of their body viciously attacking until its life force ebbs away. 
  You must declare that you are using this ability before you make your attack roll (thus, a 
  failed attack roll ruins the attempt). Agitated strike forces a foe damaged by your unarmed 
  attack to make a Reflex saving throw (DC 10 + 1/2 your monk level + your Wisdom modifier), 
  in addition to dealing damage normally. A defender who fails this saving throw is stuck with 
  goo from your body, taking an amount of bludgeoning damage equal to your monk level. At the 
  start of your turn, a creature successfully struck with an agitated strike takes half as much dam-
  age (minimum 0) as it did the previous turn. When the goo from your agitated strike deals less 
  than 1 damage, it crumbles into harmless dust. A creature may spend a standard action to use 
  an object to scrape off the goo from your agitated strike (the object takes the damage instead; 
  this does not provoke an attack of opportunity). You may attempt an agitated strike once per day 
  for every monk level you have attained, and no more than once per round. Creatures immune 
  to critical hits are immune to the effects of agitated strikes.
  This ability replaces stunning fist.
  Hardened Splotches (Ex) At 3rd level, you gain a +1 natural armor bonus to 
  AC. At 9th and 15th level this increases by +1. This ability replaces still mind.
  Adhesive (Ex) At 11th level, you can spend 3 points of ki as 
  a reaction to exude a powerful adhesive across your slimy 
  body, holding fast any creatures or items that touch you 
  within the next round (your adhesive is only sticky for 1 
  round). You automatically grapple any creature you hit with 
  an unarmed strike. Opponents so grappled cannot get free 
  while you are alive without removing the adhesive first. A 
  weapon that strikes you is stuck fast unless the wielder suc-
  ceeds on a Reflex save (DC 10 + 1/2 your monk level + your 
  Wisdom modifier). A successful Strength check (DC 10 + 
  1/2 your monk level + your Wisdom modifier) is needed to 
  pry off a stuck weapon. Strong alcohol or universal solvent 
  dissolves your adhesive, but you can still grapple normally. 
  You can dissolve your adhesive at will, and the substance 
  breaks down 1 minute after this ability is activated.
   
  This ability replaces diamond body.
  LEUGHO EQUIPMENT
  Leugho have access to the following equipment.
  EVERYDRAUGHT
  Price 15 gp; Weight 1  lb.
  To any but the ooze folk the bubbling violet liquid called ev-
  erydraught smells and tastes exceptionally foul. Non-leugho 
  that drink everydraught find it poisonous (injury; save—
  Fort DC 15; frequency—1/round for 6 rounds; effect—1d4 
  Wis; secondary effect—2d4 Cha; cure—1 save). Leugho that 
  drink some everydraught find the concoction delightful 
  however, treating it as a normal creature might treat a stout 
  beer (allowing them to get drunk). A leugho that drinks an 
  everydraught suffers a –2 penalty to Dexterity and gains a +2 
  alchemical bonus to Charisma for 1 hour.
  FORMSLINGER
  Price 125 gp; Weight 5 lbs.
  There are several parts to this shoulder apparatus that make 
  it function—a strap on the upper arm connects to a latched 
  spring clockwork attached to a spiked ladle and fed by a sack 
  of acid with a bag between it and the remainder of the con-
  traption.
  As a standard action, a leugho wearing a formslinger 
  can fling a strand of their body to briefly harden to anchor 
  on corners and walls of objects and structures, trailing a thin 
  high-tensile line back to the leugho. As a move action, the 
  leugho can pull towards the anchor, swiftly carrying itself 
  to the anchor point. This ability has a maximum range of 
  60 feet and can anchor only to a structure sturdy enough to 
  support the leugho’s weight. If there is not a platform ap-
  propriate for the leugho to land on next to the anchor, the 
  leugho must succeed at a Climb check (DC appropriate to 
  climbing the surface the strand is anchored to) or immedi-
  ately fall. The strand snaps and contracts in 1d4 rounds, just 
  after the leugho uses it to move, or when the next strand of 
  the leugho’s body is flung, whichever comes first. The strands 
  deal no damage and creatures other than the leugho are un-
  affected by them.
  After being used 20 times, the bag of acid in the back 
  of the formslinger needs to be replaced (the contents of an 
  acid flask are enough to fill it).
  
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   MORPHIDIAN ACID
  Price 150 gp; Weight 1/2  lb.
  This slathering purple goo is exceptionally difficult to make, 
  requiring a DC 30 Craft (alchemy) check to successfully 
  manufacture. A creature that applies morphidian acid to its 
  face gains a +2 alchemical bonus to Disguise checks for 1 
  hour and when rolling a Disguise check during this time, it 
  rolls twice and takes the best result. A creature that drinks 
  morphidian acid gains a +4 bonus on Bluff checks made 
  to mimic the voice of another creature for 10 minutes and 
  when rolling a Bluff check to do so during this time, it rolls 
  twice and takes the best result.
  LEUGHO FEATS
  Leugho have access to the following feats.
  Fluid Form [General]
  Leugho can have unusual control over their forms, making 
  them exceptionally talented at getting into tight spaces.
  Prerequisites: Leugho.
  Benefit: You gain a +2 racial bonus on Escape Artist checks. 
  You can move through an area as small as one-quarter your 
  space without squeezing or one-eighth your space when 
  squeezing.
  Magic Souls [General]
  Some ooze folk are created from an amalgamation of souls 
  that include many mages and priests. These fragmented 
  spellcasters grant some of their knowledge to the leugho able 
  to tap into their power, few as they are.
  Prerequisites: Cha 12, leugho.
  Benefit: Choose two cantrips from any class spell list. You 
  are able to cast these cantrips as spell-like abilities. Choose 
  one 1st-level spell from any class spell list. You are able to 
  cast this spell as a spell-like ability a number of times per day 
  equal to your Charisma modifier. You use Charisma as your 
  spellcasting attribute for these spell-like abilities.
   
  Once per week, you may change one of the cantrips 
  you know from this feat to another cantrip. Once per month, 
  you may change the 1st-level spell you know from this feat to 
  another 1st-level spell.
  Veteran Souls [Combat]
  A preponderance of warriors roil within your inner being 
  and some are like enough that their shards of essence can 
  grant you spurts of valuable experience in battle.
  Prerequisites: Con 15, leugho.
  Benefit: Choose one combat maneuver. When performing 
  this combat maneuver, you may spend a swift action to gain 
  a +1d4 luck bonus to your combat maneuver check. Until 
  the beginning of your next turn, you suffer a –1 penalty to 
  AC (but not CMD).
  Special: You can take this feat multiple times. Each time you 
  select this feat it effects a different combat maneuver. 
  LEUGHO MAGIC ITEMS
  Leugho have access to the following magic items.
  CLINGING BELT
  Aura moderate transmutation; CL 6th
  Slot none; Price 8,000 gp; Weight 2 lbs.
  DESCRIPTION
  Only recognizable as an item of clothing because of the rusty 
  buckle holding it together, this curious belt would otherwise 
  seems to be a very thick band of webbing.
  A creature wearing a clinging belt gradually picks up dirt and 
  dust, growing dirtier by the minute. After wearing a cling-
  ing belt for a week, so long as the wearer has not bathed or 
  cleaned itself, it grants a +1 natural armor bonus (or increas-
  es the wearer’s natural armor bonus by +1). In addition, the 
  wearer gains a +5 competence bonus to Climb checks, and a 
  +2 competence bonus to combat maneuver checks made to 
  grapple, as well as CMD. The wearer suffers a –5 ft. penalty 
  to its speed and takes a –5 penalty to Escape Artist checks.
  CONSTRUCTION
  Requirements Craft Wondrous Items, creator must be a 
  leugho, sovereign glue (magic item); Cost 4,000 gp
  FOCUSING TIARA
  Aura faint enchantment; CL 5th
  Slot headband; Price 11,000 gp; Weight 1 lb.
  DESCRIPTION
  This headware has six fitted red gems arrayed around it, fram-
  ing the wearer’s face in crimson and steel.
  A creature wearing a focusing tiara finds the fragments of 
  their thoughts unified, giving them motivation to achieve 
  great things. The wearer takes a –4 penalty to Perception 
  checks but gains a +2 competence bonus to Concentration 
  checks, Sense Motive checks, and Will saves. In addition, the 
  wearer can spend a standard action to focus. Until the end of 
  the wearer’s next turn, it can choose to use its focus to benefit 
  one Intelligence-, Wisdom-, or Charisma-based skill check. 
  The wearer rolls twice and takes the best result on the chosen 
  skill check.
  CONSTRUCTION
   
     Requirements Craft Wondrous Item, 
   
       6 rubies, investigative mind; Cost 5,500 gp
  
  119
   
   
   
   
  LEUGHO SPELLS
  Leugho have access to the following spells.
  DEFLECTING TENDRILS
  School abjuration; Level bard 2, cleric 3, druid 3, ranger 2,
  sorcerer/wizard 3, summoner 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one leugho
  Duration 1 round/level (D)
  Saving Throw Fortitude negates (harmless); Spell Resistance no
  A leugho targeted by this spell gains Deflect Arrows as a bonus feat 
  even if it does not meet the prerequisites. The leugho can use the 
  feat a number of times per round equal to its Intelligence modifier 
  (minimum 1).
  REFLECTIVE TENDRILS
  School abjuration; Level bard 4, cleric 6, druid 6, ranger 4, sorcerer/wizard 6, 
   summoner 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one leugho
  Duration 1 round/level (D)
  Saving Throw Fortitude negates (harmless); Spell Resistance no
  A leugho targeted by this spell gains Deflect Arrows as a bonus feat even if it does not meet the prerequisites. In addition, the 
  leugho is able to deflect ranged attacks from spells and spell-like abilities. The leugho can use the feat a number of times per 
  round equal to its Intelligence modifier or Wisdom modifier (whichever is higher; minimum 1).
  TENDRILS OF VENGEANCE
  School abjuration; Level bard 3, cleric 5, druid 5, ranger 3, sorcerer/wizard 5, summoner 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one leugho
  Duration 1 round/level (D)
  Saving Throw Fortitude negates (harmless); Spell Resistance no
  A leugho targeted by this spell increases the reach by 10 feet for the purposes of attacks of opportunity. When taking an at-
  tack of opportunity, the leugho makes a natural slam attack that deals 1d8 bludgeoning damage plus its Strength modifier. 
  Each round the leugho may make a number of attacks of opportunity equal to its Wisdom modifier + Intelligence modifier 
  (minimum 5). 
   
  If the leugho is under the effects of deflecting tendrils or reflective tendrils, their uses each round for those spells 
  double.
  HELM OF ALTERING FORM
  Aura faint transmutation; CL 5th
  Slot head; Price 9,000 gp; Weight 1  lb.
  DESCRIPTION
  Dented and scratched, this simple metal helmet is dull and un-
  remarkable to look upon.
  A non-leugho wearing the helm of altering form treats it as 
  a hat of disguise. A leugho wearing the helm of altering form 
  can concentrate for 1 minute to gain the benefits of the alter 
  self spell as a spell-like ability that lasts for 1 hour.
  CONSTRUCTION
  Requirements Feats, materials, odd requirements, disguise 
  self, alter self; Cost 4,500 gp
  
  120
  MONGRELFOLK
  Mongrelfolk are generally accepted everywhere 
  in Veranthea save for Urethiel—in Grethadnis the 
  reverence for Arcanalus is spread to her/his mortal 
  kin, and in Trectoyri, the Forever Dark, and The 
  Veil there are weirder things to be seen than the 
  bestial mishapen forms. More than that 
  however is the general demeanor mongrelfolk 
  exhibit, emboldening the widely held notion 
  that they are as fair and equitable as the 
  powerful god they so resemble.
  History: The most commonly held belief 
  regarding mongrelfolk is that they are the 
  mortal offspring of Arcanalus, but a fair 
  number of the myths regarding their 
  creation claim that it was the deity of 
  magic and nature that found their 
  bizarre bodies to be sublime inspiration
  and not that she/he desired a race 
  resembling itself. Regardless of their 
  true origins the strange humanoids 
  have been a common sight in the 
  Forever Dark since time 
  immemorial, traveling through 
  the endless tunnels in Horrid 
  Caravans from the day they 
  are born until their demise.
   
  Mongrelfolk are 
  exceptionally adaptable, making 
  them a fairly common sight 
  the world over—they 
  have proven capable 
  of facing the rigors of 
  the Forever Dark, the violence 
  so frequent in Grethadnis, The Veil’s ever dangerous waters, and the rough 
  politics of Unwanted Folk in Trectoyri. Perhaps because of the reverence (or 
  fearful respect) shown to mongrelfolk because of Arcanalus’ position within the Radical Pantheon or thanks to their hardi-
  ness, there have been many of their kind in roles of influence in the doings of history. One of the strange race’s closest held 
  
  121
  MONGRELFOLK RACIAL TRAITS 
  Veranthean mongrelfolk are defined by their class levels—
  they do not possess racial Hit Dice. All mongrelfolk have the 
  following traits.
  +2 Strength, +2 Constitution, –4 Charisma: Mongrelfolk 
  are freakishly strong and resilient, but difficult to look at and 
  usually off-putting or distant.
  Normal Speed: Mongrelfolk have a base speed of 30 feet.
  Medium: Mongrelfolk are Medium creatures and have no 
  penalties or bonuses for their size.
  Darkvision: Mongrelfolk can see in the dark up to 60 feet.
  Mongrelskills: Mongrelfolk receive a +4 racial bonus to 
  Sleight of Hand and Stealth checks. Stealth is always a class 
  skill for mongrelfolk.
  Sound Mimicry: Mongrelfolk have the sound mimicry uni-
  versal monster ability.
  Languages: Common and Undercommon. A Mongrelman 
  with a high Intelligence score can choose from the following: 
  Draconic, Dwarven, Elven, Giant, Goblin, and Undercom-
  mon.
  FAVORED CLASS OPTIONS
  Alchemist: Add +1/4 to the alchemist’s natural armor bonus 
  when using his mutagen.
  Barbarian: Add +1 to the barbarian’s base speed. In combat 
  this option has no effect unless the barbarian has selected it 
  five times (or another increment of five). This bonus stacks 
  with the barbarian’s fast movement feature and applies under 
  the same conditions as that feature.
  Bard: Add one spell known from the bard spell list. This 
  spell must be at least one level below the highest spell level 
  the bard can cast.
  Cavalier: Add +1 to the cavalier’s CMB when making bull rush 
  or overrun combat maneuvers against a challenged target. 
  Cleric: Add +1/3 to the amount of damage dealt or damage 
  healed when the cleric uses channel energy.
  Druid: Add +1/2 to the damage dealt by the druid’s animal 
  companion’s natural attacks.
  Fighter: Add +1 to the fighter’s CMD when resisting a grap-
  ple or trip attempt.
  Inquisitor: Add +1/4 to the number of times per day that an 
  inquisitor can change her most recent teamwork feat.
  Magus: Select one known magus arcana usable only once 
  per day. The magus adds +1/6 to the number of times it can 
  be used per day. Once that magus arcana is usable twice per 
  day, the magus must select a different magus arcana.
  Monk: Add +1 feet to the speed the monk can move while 
  making a Stealth check without taking a penalty. This has no 
  effect unless the monk has selected this reward five times (or 
  another increment of five). This does not allow the monk to 
  use Stealth while running or charging.
  Oracle: Add one spell known from the oracle spell list. This 
  spell must be at least one level below the highest spell level 
  the oracle can cast.
  Paladin: Add +1 to the paladin’s energy resistance to one 
  kind of energy (maximum +10).
  Ranger: Add a +1/2 bonus on wild empathy checks to influ-
  ence animals and magical beasts that live underground.
  cultural traditions also plays a part in the frequency of mon-
  grelfolk in the history of Veranthea: the lifequest. When a 
  new mongrelfolk is born the diviners and seers of the attend-
  ing tribe look into its future, sifting through the possibilities 
  of fate until they find something of great import. Though 
  rarely practical or very direct, the nature of lifequests drives 
  those who carry them to travel far and wide in search of their 
  destiny.
  Physical Description: Though they are humanoids with two 
  arms, two feet, two hands, two legs, and a head with ears, 
  eyes, a mouth, and a nose, what any individual parts re-
  semble most—reptiles, mammals, birds, or otherwise—vary 
  widely from one mongrelfolk to the next. They are all be-
  tween 5 and 7 feet tall once reaching adulthood, weighing 
  from 150 to 250 pounds. 
  Society: Misgivings for their appearances are most strong-
  ly felt when mongrelfolk travel into Kind Folk civilization; 
  for all the respect they may receive for their curiously di-
  vine forms, people still distance themselves from and dis-
  criminate against mongrelfolk. Many choose instead to live 
  among their own, forming villages and towns with like-
  minded tribes of other mongrelfolk. As a practical but spiri-
  tual people they practice a sense of fairness that makes their 
  settlements popular destinations, known for markets where 
  equitable trade can always be found.
  Relations: Thanks to their position of respect in most of 
  Veranthea and physical superiority, most people treat mon-
  grelfolk with kindness—at an arm’s length that is, the freak-
  ish appearance of each setting even the most open-minded 
  against them. The penchant for fairness among mongrelfolk 
  also make them easily accepted even into societies where 
  they would not otherwise be welcome, naturally standing 
  out from crowds of both Kind and Unwanted Folk. Scholars 
  and sages have noted that between each other mongrelfolk 
  are incredibly cutthroat and demanding, little better than 
  animals capable of speech until they require something from 
  another one of their kind.
  Alignment and Religion: On the whole people think of 
  mongrelfolk as good but this is a common misconception—
  they are simply extremely fair, their penchant for righting 
  wrongs motivated by a desire for balance rather than jus-
  tice. More mongrelfolk worship their patron deity than any 
  of the other races with a god in the Radical Pantheon; those 
  few who choose to devote themselves to another deity are 
  shunned by their kin, seen as fundamental traitors. 
  Adventurers: Mongrelfolk are gifted with their lifequest at 
  birth and each is expected to fulfill or discover the truth 
  regarding their fated task upon reaching maturity. When 
  a mongrelfolk is at their wit’s end and nearing the date at 
  which their great work must be known, they are sent into the 
  Forever Dark to join extended relatives in a Horrid Caravan, 
  stoked by the belief that they will find their destiny in the 
  endless tunnels beneath Veranthea.
  Mongrelfolk Names: Chinyama, Eläin, Hiwan, Holoholona, 
  Inisisa, Jaanavar, Kafshë, Kewan, Mhuka, Paśu, Tsiaj, Zhi-
  votno
  
  122
   
   
   
  Rogue: Add +1 to the number of times per day the rogue 
  can cast a cantrip or 1st-level spell gained from the minor 
  magic or major magic talent. The number of times this bo-
  nus is selected for the major magic talent cannot exceed the 
  number of times it is selected for the minor magic talent. 
  The rogue must possess the associated rogue talent to select 
  these options.
  Sorcerer: Choose acid, cold, electricity, or fire damage. Add 
  +1/2 point of the chosen energy damage to spells that deal 
  the chosen energy damage cast by the sorcerer.
  Summoner: The amount of time the summoner must spend 
  to summon his eidolon is reduced by 1 round, to a minimum 
  of 1 round.
  Witch: Add +5 feet to the distance at which her familiar 
  grants the Alertness feat (maximum +20 feet).
  Wizard: Add +1/2 to the wizard’s effective class level for the 
  purposes of determining their familiar’s natural armor ad-
  justment, Intelligence, and special abilities.
  MONGRELFOLK EQUIPMENT
  Mongrelfolk have access to the following equipment.
  ANY-SADDLE
  Price 100 gp; Weight 35 lbs.
  A wide array of different leathers and other materials make 
  up the many belts and straps that festoon this harness con-
  nected to a wide, convex seat. An any-saddle can fit onto 
  any mount though at the GM’s discretion, a DC 13 Handle 
  Animal check may be required to calm an animal being fit-
  ted with one. The any-saddle braces the rider, providing a 
  +2 circumstance bonus on Ride checks related to staying in 
  the saddle. When the rider would be knocked unconscious, 
  there is a 10% chance the mount takes half the damage of the 
  attack and the rider is reduced to 1 hit point instead. Even 
  when knocked unconscious in an any-saddle, there is a 75% 
  chance the rider stays in the saddle.
  SALVAGE ANALYZER
  Price 1,200 gp; Weight 4 lbs.
  Rods and antennae of different types of metal extend from 
  this corroded box like the pistils of a flower. Though no 
  mongrelfolk know the secret behind the construction of sal-
  vage analyzers, it is extremely rare for a Horrid Caravan to 
  travel without one and they pay top coin for leads on where 
  these items might be found. After 5 minutes brushing the 
  antennae of a salvage analyzer on an object of Large size or 
  smaller, the device displays (in Undercommon) the three 
  types of minerals most commonly found in the object in or-
  der of prominence, though it does not reveal any informa-
  tion about how much of each mineral is present.
  SOFTWHIP
  Price 2 gp; Weight 1 lb.
  The leather of this whip is remarkably soft to the touch, so 
  worn that it resembles cloth, and no matter how skillfully 
  or powerfully it is swung, it never cracks the air. A softwhip 
  has the statistics of a whip, save that it can only deal nonle-
  thal damage regardless of whatever class abilities or feats its 
  wielder possesses. When using a softwhip to train an animal, 
  it takes one less day of work to teach a new trick.
  MONGRELFOLK FEATS
  Mongrelfolk have access to the following feats.
  Bioforging [Item Creation]
  You can substitute mechanical components in item creation 
  by using living ones. 
  Prerequisites: Heal 5 ranks, Spellcraft or Craft 5 ranks; or 
  Mongrelfolk
  Benefit: When creating an item, you can reduce the cost of 
  standard materials by using living tissue instead. For every 1 
  pound of flesh used in crafting, reduce the cost of the item by 
  1% (up to a maximum of 10%). Doing so decreases the item’s 
  hardness by 1 for each pound of flesh used (minimum hard-
  ness 1) and causes it to recover that many hit points each day.
  Instincts of the Beast [General]
  Primal powers of the wild run in your veins and your deep 
  connection to nature grants you incredible abilities.
  Prerequisites: Str 13, Wis 13
  Benefit: Choose one animal focus from the hunter class 
  in Pathfinder Roleplaying Game: Advanced Class Guide. By 
  spending a standard action, you can gain the benefits of your 
  chosen animal focus for a number of rounds equal to your 
  level. You may use this ability a number of times per day equal 
  to your Strength or Wisdom modifier, whichever is higher.
  Special: You can take this feat a second time to gain access to 
  a different animal focus, gaining a separate number of uses 
  per day for that animal focus.
  Wild Limbs [General]
  Nature resounds in your blood and your sublime form, allow-
  ing you to control your limbs and transform them to mimic 
  beasts other than those you were born with a resemblance to.
  Prerequisites: Con 13, Wis 13, mongrelfolk
  Benefit: By spending a standard action, you can transform 
  your arms into the limbs of an animal of your choice, gain-
  ing one of the following bonuses: a claw natural attack (1d6 
  slashing damage), a climb speed of 20 feet, a fly speed of 15 
  feet (clumsy maneuverability), or a swim speed of 30 feet. 
  You may use this ability a number of minutes per day equal to 
  your Constitution or Wisdom modifier, whichever is higher. 
  These minutes need not be consecutive and deactivating this 
  ability is a swift action. You must deactivate this ability and 
  reactivate it in order to change from one bonus to another.
  Special: You may take this feat a second time to transform 
  your legs to gain one of the following bonuses: a +20 foot en-
  hancement bonus to your speed, a +15 circumstance bonus 
  on Acrobatics checks made to jump, or a +10 dodge bonus to 
  CMD against certain combat maneuvers (bull rush, reposi-
  tion, or trip). If taken a third time, you gain the ability to wild 
  shape as a druid of your level –4, except that your wild shape 
  ability is limited to 10 minutes per level (instead of 1 hour 
  per level).
  MONGRELFOLK MAGIC ITEMS
  Mongrelfolk have access to the following magic items.
  
  123
   
   
   MEGAGUN
  Slot —; Price 55,000 gp; Weight 45 lbs.
  DESCRIPTION
  Ten barrels of polished iron are set in a circle, all of them connected 
  to a throbbing central pylon in this curious device. 
  The megagun’s density is so great carrying the weapon is 
  difficult without using its two handles and shoulder strap 
  to distribute the weight. It generates and stores its own 
  ammunition internally—500 thorn-like bullets. As a 
  standard action, a character proficient with 
  firearms can make a single attack with a 
  range increment of 300 feet, doing 1d8 
  points of piercing and bludgeoning 
  damage. For each point the attack exceeds 
  the target’s AC, that damage increases by 1d8, 
  up to 10d8. Alternatively, a character with a 
  megagun can fire a spread shot as a standard action, 
  making a single attack against all creatures in a 60 foot 
  cone, doing 1d8 points of damage on a hit.
  CONSTRUCTION
  Requirements Bioforge, Craft 10 ranks; Cost 27,500 gp
  NIGHTMARE SCEPTER (minor artifact)
  Slot —; Weight 3 lbs.
  Mounted onto the end of this short wooden staff is a fist-sized brain 
  held within a glass orb only barely large enough to contain it.
  As a standard action the holder of the nightmare scepter can thrust the 
  brain at a target, forcing it to make a DC 22 Will save or connecting its 
  mind to the tortured brain inside the orb. Once so connected, the creature 
  falls comatose as its consciousness is trapped within. Each round the 
  creature may make a DC 20 Intelligence check to free themselves 
  from the nightmares, after which point is shaken for a number of 
  days equal to the number of rounds it spent trapped in the 
  nightmare scepter. Any number of creatures can be 
  trapped in this way at one time, but for each 
  creature trapped within at once, all creatures 
  gain a cumulative +1 circumstance bonus
  to their Will saves to avoid being trapped 
  and on Intelligence checks to escape.
  DESTRUCTION
  The glass holding the mind of the nightmare 
  scepter can be shattered if the scepter holds 
  100 chaotic evil creatures at once, which causes 
  the brain within to expand into the avatar of 
  Castriil the mongrelfolk long ago imprisoned to create the weapon.
  ULTRABOW
  Slot —; Price 30,000 gp; Weight 15 lbs.
  DESCRIPTION
  Three feet of metal casing holds a living 
  contraption resembling a squid, whose 
  tentacles all wrapped around a heavy iron pole with a sharpened tip. 
  A character proficient with firearms can fire an ultrabow. The ultrabow has a range increment of 100 feet, dealing 6d6 points 
  of piercing damage that bypasses all hardness. The ultrabow can be reloaded with a Large javelin (or anything of similar shape 
  and size) with requires a full-round action or a move action and a DC 20 Handle Animal check.
  CONSTRUCTION
  Requirements Bioforge, Craft 10 ranks; Cost 15,000 gp
  
  124
   
   
   
  MONGRELFOLK SPELLS
  Mongrelfolk have access to the following spells.
  ARCANALUS’ SPELL CONDENSER
  School transmutation; Level bard 4, cleric 5, druid 5, pala-
  din 3, ranger 3, sorcerer/wizard 5, summoner 4
  Casting Time 1 full-round action
  Components V, S, M (ground azure)
  Range touch
  Target one Small-sized or smaller object
  Duration 1 hour/level
  Saving Throw none; Spell Resistance no
  You imbue one spell of 3rd-level or lower (with a casting 
  time of 1 standard action) into an object. Afterwards, you 
  may spend a full-round action to cast the spell as a spell-like 
  ability (using your highest mental attribute as your spellcast-
  ing attribute). This action provokes attacks of opportunity.
   
  If imbued into a weapon or a piece of ammunition, 
  the duration of Arcanalus’ spell condenser is reduced to 10 
  minutes per caster level but the spell it stores activates as if 
  the touched object had the spell storing quality.
  ATTUNING VIBRATIONS
  School abjuration; Level bard 3, cleric 4, druid 4, ranger 2, 
  sorcerer/wizard 4, summoner 3
  Casting Time 1 standard action
  Components V, S, M (pair of bat ears)
  Range touch
  Target vehicle touched
  Duration 10 minutes/level (D)
  Saving Throw none; Spell Resistance no
  Horrid Caravans find this spell to be indispensable as they  
  DESTINED TOUCH
  School divination; Level bard 1, cleric 2, druid 2, paladin 1, 
  ranger 1, sorcerer/wizard 2, summoner 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration 1 round/level (D)
  Saving Throw Will negates (harmless); Spell Resistance no
  You can touch bestow a creature with a touch of destiny. Each 
  round the creature may spend a swift action to look into its 
  possible futures, gaining one of the following bonuses until 
  the beginning of its next turn. After the first round, there is a 
  cumulative 20% chance the opposite effect happens instead. 
  This chance reduces by 10% each time the target creature suf-
  fers an opposite effect.
  • Deft Awareness Attackers rolls twice when targeting the 
  creature, taking the worst result (opposite effect: attack-
  ers roll twice and takes the best result).
  • Glorious Strikes The creature rolls twice when making 
  attack rolls, taking the best result (opposite effect: the 
  creature rolls twice and takes the worst result).
  • Skilled Mind The creature rolls twice when making one 
  type of skill check, taking the best result (opposite effect: 
  the creature rolls twice and takes the worst result).
  travel through the endless tunnels of the Forever Dark. Af-
  ter a vehicle has been enchanted with attuning vibrations, its 
  driver may spend a swift action each turn to send a sound 
  wave (which can be heard from 1,000 feet away) that grants 
  them blindsense 300 feet until the start of their next turn so 
  long as they continue to drive the vehicle.
  
  125
  PANTAKO
  Once a powerful, secretive kingdom in the Grondov Moun-
  tains of Grethadnis, these ancient peoples have become scarce 
  in number and even more reclusive over the past several cen-
  turies. Only they know the source of their distress, and the 
  pantako remain aloof in the doings of all the other realms of 
  the continent.
  Some say these odd creatures are made from the rock 
  itself but regardless of their origins or composition, pantako 
  warriors are incredibly resilient and possess great strength. 
  Fiercely loyal to both tradition and their allies, they roll into 
  battle with the force of a boulder and are among Veranthea’s 
  most steadfast defenders.
  History: At its height pantako civilization stood against 
  the Formless Empire but the self-destructive cataclysm that 
  brought the shapeshifters low did the same for their stoney 
  opponents. A terrible plague was set upon the entire race and 
  though the rokjede virus was only spread at first by the sur-
  vivors of Dzin the Devourer (see Veranthea Codex: Radical 
  Pantheon), it gained hosts at an exponential rate to decimate 
  rock folk all over Veranthea. The pantako withdrew into their 
  strongholds and sealed away entrances, cutting themselves off 
  from their sickened kin and the world at large for centuries 
  upon centuries until there was no chance of the rokjede virus 
  rearing to the fore once again.
   
  It has been almost a millennium since the pantako 
  sealed themselves away and the world has changed much 
  since their seclusion began. The Trekth came and went, and 
  Stone King Gurram Ne’Thako I (the leader who overtook 
  Queen Hakrete III to end the rock folk’s hibernation) took up 
  arms with the Kind Folk to resist the last of the jabberwock 
  rulers of Grethadnis. Since then the numbers of pantako have 
  slowly dwindled—they are more fearful for the survival of 
  their race than ever before.
  Physical Description: Easily mistaken for a boulder if not for 
  their intelligent, gray eyes, the arms and legs of pantako are 
  as bulbous as their midsections. Rock folk are humanoid in 
  shape but their bodies look like pieces of stone affixed to one 
  another, making them exceptionally at home in caves and on 
  mountains.
  Society: No race in Veranthea is more devoted to tradition 
  than the pantako—centuries of seclusion have refined and 
  reinforced their ancient cultural beliefs, including the dead 
  religions of gods they claim predate the Radical Pantheon 
  and the Great Sleeper himself. Order is paramount in pantako 
  society and deviations from the past are always viewed with 
  great skepticism. Though their borders have been opened to 
  outsiders, it is rare for a settlement of rock folk to tolerate the 
  a travelers’ presence for more than a few weeks.
  Relations: The xenophobia and fear drummed up from the 
  times of hibernation run deep and rock folk are suspicious of 
  members of the other races until trustworthiness and loyalty 
  have been earned. Pantako take their oaths with a seriousness 
  that would cow perhaps all of Veranthea’s races other than 
  dwarves, making the word of one of the stone people as good 
  as platinum.
  Alignment and Religion: It is extremely uncommon to 
  find a chaotic-aligned pantako. They are predominantly 
  concerned with order and tradition, favoring neutrality 
  rather than any motivations based on morality. When a 
  rock folk falls to chaos however, it is usually for malignant 
  reasons and leads to a path of evil.
  Adventurers: Stone King Gurram Ne’Thako VI has de-
  creed that all pantako devote themselves to finding a means 
  to prolong and reinforce their population, fearing that their 
  dwindling numbers are too low to seek anything else. To 
  that end many of the rock folk are sent across Veranthea 
  in search of a means to save their race be that by the glory 
  of the Radical Pantheon, technological wonders salvaged 
  from the Trekth, or even the dark power that can be grant-
  ed by the Nightmare Gods.
  Male Names: Granitozko, Igneo, Ikatza, Jaspe, Kuartzoa, 
  Malakitak
  Female Names: Agata, Diamantea, Harribitxia, Kornalina, 
  Pirita, Turkesa
  PANTAKO RACIAL TRAITS
  Pantako are defined by their class levels—they do not pos-
  sess racial Hit Dice. All pantako have the following traits.
  +2 Strength, +2 Constitution, –2 Dexterity, –2 Charisma: 
  Pantako are incredibly hardy and quite strong,
  but slow to react and difficult to relate to.
  Pantako: Pantako characters are humanoids with the pan-
  tako subtype.
  Slow Speed: Pantako have a base speed of 20 feet. 
  Medium: Pantako are Medium creatures and have no pen-
  alties or bonuses for their size.
  Darkvision: Pantako can see in the dark up to 60 feet. 
  Slam: Pantako have a slam attack. This is a primary attack 
  that deals 1d6 + 1 and ½ the pantako’s Strength modifier in 
  bludgeoning damage.
  Rolling Charge: A pantako doesn’t just look like a boul-
  der, it can become one. As a full-round action, a pantako 
  may make a charge at a target and on a successful hit, the 
  pantako deals double its slam damage and receives a free 
  trip attempt against the target of its charge (or a creature 
  adjacent to the target) with a +5 circumstance bonus to the 
  CMB check. A pantako using rolling charge up an incline 
  may only charge up to their speed, and takes a –2 penalty 
  to CMB and damage. On a flat plane a pantako can roll-
  ing charge up to double their move speed; while attacking 
  down a decline the pantako can charge up to four times 
  their move speed, gaining a +2 circumstance bonus to 
  CMB and damage. After making a rolling charge a pantako 
  is prone.
  Stonecunning: Pantako receive a +2 bonus on Percep-
  tion checks to potentially notice unusual stonework, such 
  as traps and hidden doors located in stone walls or floors. 
  They receive a check to notice such features whenever they 
  pass within 10 feet of them, whether or not they are actively 
  looking.
  
  126
  Stone Slugger: 
  Pantako can hurl 
  stones of up to Tiny 
  size. A “stone” is any 
  bulky and relatively 
  regularly shaped 
  object made of any 
  material with a 
  hardness of at least 5. A 
  thrown stone has a range 
  increment of 30 feet. The 
  pantako can hurl the stone 
  up to five range increments. 
  Damage from a thrown stone is 
  1d4 plus the pantako’s Strength modifier.
  Stonestealth: Pantako resemble rockface 
  and receive a +4 racial bonus to Stealth 
  checks made while in rocky terrain 
  and wearing light or no armor.
  Languages: Common and 
  Pantako. A Pantako with a 
  high Intelligence score can 
  choose from the following: 
  Draconic, Dwarven, Giant, 
  Terran, and 
  Undercommon.
  RACIAL SUBTYPES
  You can combine various alternate racial traits to create pantako subraces or variant races, such as the following.
  Grantako: Closely aligned with Veranthea’s dwarves, these pantako come from families that have commonly visited the 
  surface for hundreds of years, the sun’s rays gradually transforming their bodies. Grantako gain a +1 natural armor bonus 
  and light fortification (this fortification does not stack with fortification granted by magic items or spells) but lose the rolling 
  charge racial trait.
  
  127
   
   
  Martako: Those pantako in the deepest tunnels of the For-
  ever Dark were changed after the shattering of the Dragon-
  mind, their skin turning as black as subterranean shadows. 
  Martako increase the range of their darkvision to 120 feet, 
  are able to see through magical darkness, and their ston-
  estealth grants their racial bonus to Stealth when in dim light 
  or no light, but they lose the rolling charge and stone slugger 
  racial traits.
  FAVORED CLASS OPTIONS
  Alchemist: Add +1/2 to the alchemist’s bomb damage.
  Barbarian: Add +1/2 on critical hit confirmation rolls for 
  attacks made with weapons that dead bludgeoning damage 
  (maximum bonus of +4). This bonus does not stack with 
  Critical Focus.
  Bard: Add +5 feet to the range of one of the bard’s bardic 
  performances (max +30 feet to any one performance).
  Cavalier: Add +1 hit point to the cavalier’s mount. If the 
  cavalier ever replaces his mount, the new mount gains these 
  bonus hit points.
  Cleric: Add a +1/2 bonus on Knowledge (planes) checks 
  relating to the Plane of Earth and creatures with the earth 
  subtype.
  Druid: The druid gains energy resistance 1 against acid, 
  cold, electricity, or fire. Each time the druid selects this re-
  ward, increase her resistance to one of these energy types by 
  +1 (maximum 10 for any one type).
  Fighter: Add a +2 bonus on rolls to stabilize when dying.
  Inquisitor: Add a +1/2 bonus on Intimidate checks made 
  against creatures with the earth subtype and a +1/2 bonus 
  on Knowledge (planes) checks relating to the Plane of Earth.
  Magus: Add +1/2 point of acid damage to spells that deal 
  acid damage cast by the magus.
  Monk: Reduce the Hardness of any object made of clay, 
  stone, or metal by 1 whenever the object is struck by the 
  monk’s unarmed strike (minimum of 0).
  Oracle: Add +1/4 to the armor or natural armor bonus 
  granted by oracle spells she casts on herself.
  Paladin: Add +1/4 to the bonus the paladin grants her allies 
  with her aura of courage and aura of resolve special abilities.
  Ranger: Add a +1/2 bonus on Perception and Survival 
  checks made underground.
  Sorcerer: Add +1 spell known from the sorcerer spell list. 
  This spell must be at least one level below the highest spell 
  level the sorcerer can cast, and must have the earth descrip-
  tor.
  Summoner: Add +1/4 evolution point to the eidolon’s evo-
  lution pool. These bonus evolution points must be spent on 
  evolutions that deal acid damage or protect the eidolon from 
  acid (for example, resistance, energy attacks, immunity, 
  breath weapon, and so on).
  Witch: Add a +1 bonus on saving throws against poison 
  made by the summoner’s eidolon.
  Wizard: Add one spell from the cleric, druid, or wizard spell 
  list with the earth descriptor to the wizard’s spellbook. This 
  spell must be at least one level below the highest spell level 
  they can cast. This spell is treated as one level higher unless 
  it also appears on the wizard spell list.
  RACIAL ARCHETYPES
  Pantako have access to the following archetype.
  Rolling Warrior (Fighter Archetype)
  One of the most celebrated types of warriors in pantako cul-
  ture are those that master their natural talents for charging 
  into battle, rolling like a sentient boulder to flatten their en-
  emies.
  Rolling Combatant (Ex): At 2nd level, a rolling warrior 
  gains Exotic Weapon Proficiency (pantako spoke) and Per-
  fect Roll as bonus feats, even if you do not have the prereq-
  uisites. This ability replaces the bonus feat at 2nd level and 
  bravery.
  Powerful Roll (Ex): At 5th level, you gain Improved Over-
  run as a bonus feat and you treat rolling charge attacks as 
  though they were your first chosen category for the weapon 
  training ability. This ability modifies weapon training.
  Bouncing Roll (Ex): At 8th level, you may make any number 
  of overrun attempts during a rolling charge and at the end of 
  your rolling charge, your reach increases by 5 feet for making 
  a trip attempt against a second target.
  Bowling Roll (Ex): At 11th level, when making a roll-
  ing charge you may make an additional number of attacks 
  against targets along your path of movement, as if you took 
  a full-attack action. You must use your highest bonus attack 
  on the target of your rolling charge and you cannot make 
  overrun combat maneuver attempts against targets you 
  choose to attack. 
  PANTAKO EQUIPMENT
  Pantako have access to the following equipment.
  CHARSTONE
  Price 20 gp; Weight 1  lb.
  This curious stone looks like charcoal but is extremely tough. 
  After eating this rock every day over the course of a week, a 
  pantako’s pigment changes to make them resemble obsidian, 
  granting their stonestealth racial bonus to Stealth in areas of 
  dim or no light. The pantako’s skin returns to normal 1 day 
  after it hasn’t eaten enough charstone; 1 pound of charstone 
  lasts for 7 days worth of consumption. Martako cannot ben-
  efit from eating charstone.
  CONCEALING ROCK
  Price 80 gp; Weight 3 lbs.
  To casual observers this is nothing 
  more than an extremely interesting 
  geode, but it has been perfectly cut in 
  half and hollowed out in the middle. 
  The inside of a concealing rock is large 
  enough to conceal an object of 
  Diminutive size. Opening a concealing 
  rock requires instruction from someone 
  who has already opened it or a DC 20 Disable Device check.
  
  128
   
   
   PANTAKO SPOKE
  Price 65 gp; Type exotic two-handed melee; 
  Weight 12 lbs.
  Damage (Medium) 1d6 piercing/1d6 slashing; 
  Critical 19–20/x2
  A short metal rod with one long and thin 
  blade on one side with a stubbier, flatter 
  blade on the other end. When used by a 
  creature making a rolling charge attack, 
  on a successful hit the wielder deals 
  +1d4 piercing damage or +1d4 slashing 
  damage. If enchanted, the Strength 
  damage on a successful hit is treated as 
  magical damage for the purposes of 
  overcoming damage reduction.
  PANTAKO FEATS
  Pantako have access to the following feats.
  Deadly Stones [Combat]
  You are not just adept at throwing stones, you 
  have a lethal knack for it.
  Prerequisites: Throw Anything, pantako.
  Benefit: Your damage with thrown stones 
  increases by one die step (to 1d6) and your 
  range increment increases to 40 feet.
  Special: If taken a third time, you do not 
  provoke attacks of opportunity from enemies 
  within reach when throwing a stone.
  Destructive Roll [Combat]
  Nothing on Veranthea can truly bar your path
  —provided you have enough room and your 
  head holds up.
  Prerequisites: Str 14, Con 14, rolling charge ability, 
  pantako.
  Benefit: When making a rolling charge against an object on 
  a flat plane or decline, as long as you move at least 40 feet 
  before hitting the objectyou deal three times your slam dam-
  age instead of double. When you only succeed on your attack 
  roll by 5 or less, you take half as much damage as your rolling 
  charge attack deals.
  Perfect Roll [Combat]
  You are quick to get back on your feet after slamming into an 
  opponent with a rolling charge.
  Prerequisites: Dex 11, Con 13, rolling charge ability, pan-
  tako.
  Benefit: After making a rolling charge you can stand up 
  as swift action without provoking an attack of opportunity 
  and you gain a +2 circumstance bonus on Acrobatics checks 
  made to reduce falling damage. 
  Special: If taken a second time you can stand up from prone 
  as a swift action at any time and may do so after a rolling 
  charge as a free action. In addition, you gain a +4 circum-
  stance bonus on Acrobatics checks made to reduce falling 
  damage.
  PANTAKO MAGIC ITEMS
  Pantako have access to the following magic items.
  ROLLING CLOAK
  Aura faint conjuration; CL 5th
  Slot shoulders; Price 14,000 gp; Weight 7 lbs.
  DESCRIPTION
  A curious leather makes up this cloak, textured and treated to 
  make it resemble a rockface.
  The wearer of a rolling cloak gains the stonestealth racial 
  trait of a pantako. In addition, they are able to make a rolling 
  charge attack that deals their unarmed strike damage (of if 
  the wearer has a slam attack, their slam damage).
  CONSTRUCTION
  Requirements Craft Wondrous Item, creator must be pan-
  tako, 1 pound each of 5 different types of stone, meld into 
  stone, storming roll; Cost 7,000 gp
  SHARPENING GLOVES
  Aura faint transmutation; CL 5th
  Slot hands; Price 11,000 gp; Weight 3  lbs.
  DESCRIPTION
  These bulky gloves resemble the hands and fingers of an over-
  sized statue.
  
  129
   
   
   
   
  moving into one stone). The spell lasts until the duration 
  expires or you exit a stone. Each transport is a full-round 
  action.
  You may move into a stone up to one time per caster 
  level (passing from one stone to another counts only as mov-
  ing into one stone). The spell lasts until the duration expires 
  or you exit a stone. Each transport is a full-round action.
   
  You cannot remain within a stone without trans-
  porting yourself and you are forced within 1 round of trans-
  porting if you do not choose to transport yourself again. If 
  the stone in which you are concealed is crushed or destroyed, 
  you are slain. 
  STORMING ROLL
  School conjuration; Level bard 1, cleric 2, druid 2, ranger 1, 
  sorcerer/wizard 2, summoner 2
  Casting Time 1 standard action
  Components V, S, M (a fist-sized chunk of quartz)
  Range touch
  Target one pantako
  Duration 1 round/level (D)
  Saving Throw Will negates (harmless); Spell Resistance yes 
  (harmless)
  When cast upon a pantako, for the duration of the spell the 
  pantako deals 2d6 each of electricity and 2d6 sonic dam-
  age to the target of a rolling charge when it successfully hits. 
  Creatures that use melee or natural weapons to take attacks 
  of opportunity against the pantako this spell is cast upon 
  while it makes a rolling charge take 1d6 electricity and 1d6 
  sonic damage.
  STONESKIN, LESSER
  School abjuration; Level druid 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (granite and 
  diamond dust worth 100 gp)
  Range touch
  Target one creature touched
  Duration 1 minute/level or until 
  discharged
  Saving Throw Will negates (harmless); 
  Spell Resistance yes (harmless)
  The warded creature gains resistance 
  to blows, cuts, stabs, and slashes. The 
  subject gains DR 5/magic. It ignores 
  the first 5 points of damage each time 
  it takes damage from a weapon, 
  though a magical weapon 
  bypasses the reduction. Once 
  the spell has prevented a total 
  of 10 points of damage per 
  caster level (maximum 100 
  points), it is discharged.
  A pantako wearing sharpening gloves may choose to deal 
  slashing damage with a thrown stone instead of bludgeon-
  ing damage. On a critical hit with a thrown stone that deals 
  slashing damage, the stone deals 1 bleed damage.
  CONSTRUCTION
  Requirements Craft Wondrous Item, 1 ounce each of 5 dif-
  ferent gemstones, keen weapon; Cost 5,500 gp
  LOBBING GOGGLES
  Aura faint transmutation; CL 5th
  Slot eyes; Price 8,000 gp; Weight 2 lbs.
  DESCRIPTION
  Each lens of these goggles looks like granite, though from the 
  interior it is as clear as glass.
  A creature wearing lobbing goggles gains the stone slugger 
  racial trait of a pantako. If the wearer already has the stone 
  slugger racial trait, they instead gain a +1 magical bonus to 
  attack and damage when throwing stones and the damage 
  they deal with a thrown stone increases by one die step (from 
  1d4 to 1d6).
  CONSTRUCTION
  Requirements Craft Wondrous Items, creator must be pan-
  tako, magic stone; Cost 4,000 gp
  PANTAKO SPELLS
  Pantako have access to the following spells.
  STONE STRIDE
  School conjuration (teleportation); Level druid 5, ranger 4
  Casting Time 1 full-round action
  Components V, S, M (a platinum piece)
  Range personal
  Target you
  Duration 1 hour/level or until expended; see text
  Saving Throw none; Spell Resistance no
  When you cast this spell, you gain the ability to step into a 
  stone, magically infusing yourself with the rock. Once with-
  in a stone, you teleport from the surface of that particular 
  stone to another stone of the same general composition. This 
  second stone must be within 2,000 feet of the original stone 
  surface and interrupted by nothing other than stone or dirt 
  (if it is not, you appear in the nearest unoccupied space to 
  the interruption that can accommodate you and the spell’s 
  duration is temporarily interrupted for 1 minute). The stones 
  you enter must have girth at least equal to yours.
  You may move into a stone up to one time per caster 
  level (passing from one stone to another counts only as  
  
  130
  SHOKUSEI NOTOKO
  While their response to The Scarring was certainly among 
  the world’s strangest the majority of Urethiel’s halflings  
  experienced profound changes as a result of the Dynasty 
  Purges, their bodies becoming as the very jungles around 
  them. Since appearing five centuries ago shokusei notoko 
  have become a rare oddity of the Enchanted Continent, 
  viewed by many as nothing more than myth—sneaky, 
  mischievous creatures of the rainforests 
  frequently used to regale rambunctious 
  children with the threat of being turned 
  into vegetables. The plant folk are not unfairly 
  regarded as a fiction however as few leave their home, and even 
  when they do travel across Urethiel their penchant for remaining 
  unseen (a talent they frequently use) is virtually unparalleled. 
  History: The Dynasty Purges led to tragedy on many fronts 
  but none more sorrowful than the lives of the humble half-
  lings of Urethiel. The Scarring littered the entirety of the con-
  tinent with debris but the largest pieces landed in Zerrah, 
  creating a dale in the jungle’s western rainforests. This area 
  (which quickly came to be known as the Valley of the Shrap-
  nel) immediately became a holy site for many small folk still 
  in search of meaning after earning their freedom from the 
  Trekth, and pilgrimages began to occur in massive numbers 
  when the Dynasty Purges pushed the small folk out of their 
  homes. For a time they seemed safe but in 546 AV human 
  spies led a legion of blades to the haven, locating and slaugh-
  tering the halflings to the last.
  A century after this genocide the halflings rose 
  again, now shokusei notoko, their memories of a past life 
  completely lost. This massive tribe worshipped the Shrapnel, 
  believing the fragment to have attained godhood  of some 
  kind and creating their first settlement around it: Kyokushi. 
  The village of vines, nestled within their protected valley, 
  became home to the majority of the transformed small folk 
  as they expanded throughout the jungle, soon encounter-
  ing the werepeople of Tirrowok. After a few years of violent 
  misunderstandings an alliance  formed between the two that 
  stands to this day: the beastmen sometimes aid the diminu-
  tive plant folk in war and in return the shokusei notoko pro-
  vide stealthy scouts for reconnaissance. The plant folk rarely 
  leave the Valley of Shrapnel however and even then they are 
  extremely reticent to leave the Jungles of Zerrah—for one to 
  do so means that something has gone terribly awry (either at 
  home or afar).
  Physical Description: Shokusei Notoko strongly resemble 
  and are frequently mistaken for vegepygmy, their skin al-
  ways hues as green as the rainforests’ leaves. Plant folk have 
  dreads of vine-like hair, tongues strongly resembling sap-
  ling branches, and eyes with no pupils. While they do not 
  have russet mold like the creatures they look like, shokusei 
  notoko do grow various moss, vines, small trees, and other 
  plants on their bodies, using it to signify experience, age, or 
  even affluence—elders in particular take this very seriously, 
  sometimes even resembling miniature shambling mounds.
  Society: With no memories of their former selves the ances-
  tors of the plant folk resorted to tribalism that has persisted 
  for half a millennium, though some dichotomy has evolved 
  over the years based on different beliefs regarding the best 
  way to worship the god tear. The more violent shokusei no-
  toko are practically feral towards outsiders and make blood 
  sacrifices to the powerful artifact, others are benign and show 
  their devotion by protecting nature and pollinating the jun-
  gles, some even encourage commerce (creating godlike fig-
  ures in their likeness to personify and worship, recognizing 
  their similarities with other races), and more—though their 
  ways are not privy to outsiders and finding them out can be a 
  dangerous proposition. 
  Relations: For the most part the shokusei notoko have no 
  relations with other races aside from the werepeople of Tir-
  rowok. Commiserating with other races is difficult for plant 
  folk as their ways are far removed from the halflings they 
  once were, and even the practices of other primitives are 
  quite different due to their verdant nature. Once a shokusei 
  notoko accepts someone as an equal they are as one of their 
  tribe, treated with the same respect due to a childhood friend 
  or elder.
  Alignment and Religion: The small plant folk are usu-
  ally neutral (instead of chaotic or lawful) but their religious 
  practices can influence them towards evil or good. Scant few 
  shokusei notoko worship anything other than the massive  
  
  131
  DANGEROUS BELIEFS
  When encountering a tribe of shokusei notoko, the GM can roll to determine their demeanor and disposition (and therein 
  the danger they represent). 
   
   
   
   
   
   
   
   
  Table 4-3: Shokusei Notoko Tribes
  d100
  Alignment
  Beliefs
  Response
  1–25
  CE
  Blood worship
  Capture and sacrifice outsiders.
  26–50
  NE
  Blood worship
  Kill and sacrifice corpses of outsiders.
  51–65
  N
  Personification
  Engage in commerce with outsiders.
  66–80
  CN
  Tithes
  Steal everything possible from outsiders for tribute to the god tear.
  81–95
  LN
  Propagate
  Capture and force outsidersto worship the god tear.
  96–100
  NG
  Teach
  Spread the blessings of the god tear peacefully to outsiders.
  god tear at the center of the Valley of Shrapnel and dozens of 
  different belief systems have arisen on how best that might 
  be accomplished, in turn spurring on conflicts as new rites 
  offend different worshipers. 
  Adventurers: When a shokusei notoko leaves the Jungles 
  of Zerrah to journey across Urethiel it is a moment of great 
  import not to be taken lightly, typically as punishment for a 
  terrible crime or because of a shaman’s prophecy. Regardless 
  of their reasons for venturing from home plant folks’ natural 
  talents make them incredibly well-suited for exploring dan-
  gerous locales, practicing the magic of druids, ranging across 
  the wilderness, and of course the profession of thievery. 
  Male Names: Aik, Boke, Hik, Lok, Pap, Roke
  Female Names: Bik, Cass, Ick, Lit, Sek, Zyss
  SHOKUSEI NOTOKO RACIAL TRAITS 
  +2 Wisdom, –2 Strength: Shokusei notoko may be as meek 
  as their ancestors but are not as quick or likable, though 
  they have found a powerful intuitiveness from the changes 
  wrought on their people.
  Shokusei Notoko: Shokusei notoko are halflings with the 
  shokusei notoko subtype.
  Small: Shokusei notoko are Small creatures and gain a +1 
  size bonus to their AC, a +1 size bonus on attack rolls, a –1 
  penalty to their Combat Maneuver Bonus and Combat Ma-
  neuver Defense, and a +4 size bonus on Stealth checks.
  Slow Speed: Shokusei notoko have a base speed of 20 feet.
  Low-Light Vision: Shokusei notoko see twice as far as hu-
  mans in conditions of dim light.
  Child of Nature: Shokusei notoko are immune to paralysis, 
  poison, polymorph, sleep effects, and stunning. In addition, 
  they gain damage reduction 2/slashing or bludgeoning. 
  Keen Senses: Shokusei notoko receive a +2 racial bonus on 
  Perception skill checks.
  Vegetative Form: Shokusei notoko gain a +8 racial bonus to 
  Stealth checks made while in a patch of vegetation (such as 
  grasses or bushes) or while in forest terrain. 
  Languages: Shokusei notoko begin play speaking Tchk-
  Tchak (a primitive tongue that uses phonetic syllables). 
  Shokusei notoko with high Intelligence scores can choose 
  from the following: Common, Dwarven, Elven, Gnome, 
  Halfling, Koé, or Undercommon.
  FAVORED CLASS OPTIONS
  Alchemist: Add +1/4 to the alchemist’s natural armor bonus 
  when using his mutagen.
  Barbarian: Add +1 to the barbarian’s base speed. In combat 
  this option has no effect unless the barbarian has selected it 
  five times (or another increment of five). This bonus stacks 
  with the barbarian’s fast movement feature and applies under 
  the same conditions as that feature.
  Bard: Add +1/2 on Bluff checks to pass secret messages, +1/2 
  on Diplomacy checks to gather information, and +1/2 on 
  Disguise checks to appear as a halfling or elven, half-elven, 
  or human child.
  Cavalier: Add +1 to the cavalier’s mounted base speed. In 
  combat this has no effect unless the cavalier has selected this 
  reward five times (or another increment of five). If the cava-
  lier ever replaces his mount, the new mount gains this bonus 
  to its speed.
  Cleric: Add +1/2 to the cleric’s channeled energy total when 
  healing creatures of the animal, fey, and plant types.
  Druid: Add +1/3 to the druid’s natural armor bonus when 
  using wild shape.
  Fighter: Add a +2 bonus on rolls to stabilize when dying.
  Inquisitor: Add +1/4 to the number of times per day the 
  inquisitor can change her most recent teamwork feat.
  Magus: Add +1/2 point of acid damage to spells that deal 
  acid damage cast by the magus.
  Monk: Add a +1/2 bonus on the monk’s saving throws to 
  resist death attacks.
  Oracle: Add +1 on concentration checks made when casting 
  spells with the acid descriptor.
  Ranger: Add +½ to the ranger’s CMB when grappling and 
  CMD to resist grapples.
  Rogue: Add a +1/2 bonus on Stealth checks and Perception 
  checks made in forests
  Sorcerer: Add +1/2 to acid and earth spell or spell-like abil-
  ity damage.
  Summoner: Add +1 spell known from the sorcerer spell list. 
  This spell must be at least one level below the highest spell 
  level the sorcerer can cast, and must have the acid descriptor 
  or target plants.
  Witch: The witch gains 1/6 of a new witch hex.
  Wizard: Add +1/2 to the wizard’s effective class level for the 
  purposes of determining his familiar’s natural armor adjust-
  ment, Intelligence, and special abilities.
  
  132
   
   
  VALLEY OF THE SHRAPNEL
  After being struck by Arcanalus’ flail during the Scarring, the 
  top of Mount Nestraka was thrown at breakneck speed into 
  the Jungles of Zerrah where it violently shattered. In addi-
  tion to the shrapnel this flung across Urethiel it left a vast 
  canyon littered with fragments, the largest of which is still 
  intact at the deepest point. 
  The valley stretches for ten miles, is up to three miles 
  wide at parts, and is often a mile deep. The surface wilder-
  ness here radiates strong magic of all schools, becoming 
  overwhelming as one descends into the valley. Within a mile 
  from its borders, any spell cast is automatically subjected to 
  the effects of Wild Magic (page 74). Within a half mile of the 
  central god tear spells have a 50% chance to simply fail when 
  cast (though this does not dispel any active effects) and it’s 
  said that no living creature has ever managed to reach the 
  valley’s center. The closer one gets to the prodigious god tear, 
  so  large it is visible from afar, the more likely one is to col-
  lapse,  explode, or simply disappear. God tears salvaged from 
  the valley are particularly potent and highly desirable, and 
  many travel to the area in attempts to harvest them. Unfor-
  tunately most are slain by the local  shokusei notoko long 
  before finding any, let alone escaping with one as a prize.
  GOD TEARS
  The debris that rained down after the Scarring came to be 
  known as god tears; fragments of Mount Nestraka’s obliter-
  ated peaks that quickly gained notice for their exceptional 
  magical abilities. God tears vary in size, from miniscule 
  splinters to shards as large as boulders, and are found all 
  throughout Urethiel (sometimes in inexplicable locations). 
  Scholars note the particularly curious god tears that 
  were discovered in the tomb of Tian-Yi the 
  Northern Eternal—sealed for two centuries 
  before the Scarring. Somehow, when it was 
  finally opened in 733 AV, a trio of the artifacts 
  were found resting on his sarcophagus.
  Drawing power from a god tear proves 
  exceptionally demanding as they are harder even 
  than diamonds. Cleaving a piece from one of these 
  artifacts is possible only for the most skilled 
  craftsmen, and even then only if they use adamantine 
  or mithral tools (though mithral tools are destroyed 
  in the process and their use is generally avoided).
  An intact god tear’s capabilities are seemingly limit-
  less—causing spells to trigger Wild Magic, creating gold, or 
  even granting immortality—but they rarely have the same 
  effect twice. The only way to duplicate a god tear’s effects is to 
  break a piece off a larger god tear, at which point this small 
  shard reproduces the same effect. These lesser god tears are 
  very similar to ioun stones (AC 26, 20 hit points, hardness 
  20).
  NEW LANGUAGE: Tchk-Tchak
  It is extremely difficult for shokusei notoko to speak most lan-
  guages and even the best trained among them have difficulty 
  forming certain words regardless of their familiarity. The tongue 
  spoken among the plant folk arose as the necessity for pack hunt-
  ing became evident and to untrained ears often blends into the 
  sounds of the jungle—a creature that fails a DC 13 Sense Mo-
  tive check in the presence of a hidden hunting party of shokusei 
  notoko might have no idea that a conversation is taking place. 
  Tchk-Tchak has no written form.
  LESSER WHITE GOD TEAR
  Aura strong varied; CL 20th
  Slot —; Weight —
  DESCRIPTION
  This small shard of stone glows with white energy and ema-
  nates a subtle hum audible only when held to the ear.
  A white god tear grants a +1 luck bonus to the DC of all 
  spells the owner casts while the stone is active. It always 
  grants the owner spell resistance 17 even if stowed in an 
  extradimensional space; if the owner already has spell re-
  sistance, it increases by +2. 
  Cracked: Once per day, the user can cast one spell 
  as though using the Heightened Spell feat to increase the 
  spell by one level. Price: 10,000 gp.
  Flawed: The stone grants the user spell resistance 
  15. If the user already has spell resistance, it increases by 
  +2. Voluntarily activating or lowering this spell resistance 
  is a full-round action. Price: 28,000 gp.
  DESTRUCTION
  A lesser god tear must be blanketed in an antimagic field for 
  at least one week, then struck by an adamantine or mithral 
  tool wielded by an outsider of at least 15 HD.
  
  133
   
   
   
  RACIAL ARCHETYPES
  The following class archetype is available to shokusei no-
  toko.
  Viner (Ranger Archetype)
  There are a sect of shokusei notoko warriors in the Val-
  ley of the Shrapnel that are not just at home fighting in 
  the jungle, but a veritable part of the rainforests around 
  them. Using their transformed bodies to generate vines, 
  they lash and lasso foes with an ease matched by no other 
  small folk.
  Vine Strikes (Ex): At 1st level, the viner deals damage 
  with its unarmed strikes as if it were a monk of its ranger 
  level. This ability replaces favored enemy. 
  Vine Combat Style Feats (Ex): At 2nd level, a viner gains 
  a specific combat style based around shokusei notoko 
  racial feats, acquiring Vine Arms as a bonus feat. At 6th 
  level the viner gains Vine Tangler and Vined Warrior as 
  bonus feats. At 10th level the viner gains Wild Vine Rider 
  as a bonus feat. 
   
  If the viner already possesses one of these feats, 
  it may instead choose Greater Weapon Focus (unarmed 
  strike), Greater Weapon Specialization (unarmed strike), 
  Weapon Focus (unarmed strike), or Weapon Specializa-
  tion (unarmed strike), treating ranger levels as fighter 
  levels for the purposes of qualifying for them.
  Vine Slinging (Ex): At 3rd level the viner learns how to 
  swiftly move through their environment. As a standard 
  action, the viner can sling a vine from its arm to anchor 
  on corners and walls of objects and structures. As a move 
  action, the viner can pull towards the anchor, swiftly car-
  rying themselves to the anchor point. This ability has a 
  maximum range of 50 feet and can anchor only to a struc-
  ture sturdy enough to support the viner’s weight. If there 
  is not a platform appropriate for it to land on next to the 
  anchor, the viner must succeed at a Climb check (DC ap-
  propriate to climbing the surface the vine is anchored to) 
  or immediately fall. The vine disappears in 1d4 rounds. 
  The vines deal no damage and normally creatures other 
  than the viner are unaffected by them. This ability replac-
  es the Endurance bonus feat gained at 3rd level.
  Improved Vine Strikes (Ex): At 5th level, the viner’s un-
  armed attacks are treated as magic weapons for the pur-
  pose of overcoming damage reduction. At 7th level, the 
  viner’s unarmed attacks are also treated as cold iron and 
  silver for the purpose of overcoming damage reduction. 
  At 14th level, his unarmed attacks are treated as adaman-
  tine weapons for the purpose of overcoming damage re-
  duction and bypassing hardness.
  Greater Vine Strikes (Ex): At 10th level, the viner’s reach 
  with unarmed attacks increases by +5 feet. At 15th level 
  and 20th level, the viner’s reach with unarmed attacks in-
  creases by +5 feet again (to a maximum of +15 feet).
  SHOKUSEI NOTOKO EQUIPMENT
  Shokusei notoko have access to the following equipment.
  BRUSH POD
  Price 125 gp; Weight 6 lbs.
  This dark green shelled nut is incredibly dense, hard, and only 
  found sprouting on the underside of branches in the mid to 
  high canopies of trees in southern Urethiel’s Valley of Shrap-
  nel. When a particularly strong rainfall occurs they flourish 
  to completely block out the sunlight for several hours or even 
  days before winds, brachial traffic, or more rainfall knock 
  them down to fall to the jungle floor below.  
   
  After a creature spends a standard action pouring at 
  least 8 ounces of water onto a brush pod (or if it otherwise 
  comes into contact with as much water) the nut explodes with 
  growth to create a Medium-sized bush that makes one 5-foot-
  square into heavy undergrowth. A space covered with heavy 
  undergrowth costs 4 squares of movement to move into, pro-
  vides concealment with a 30% miss chance, increases the DC 
  of Acrobatics checks by 5, and grants a +5 circumstance bonus 
  on Stealth checks. Running and charging through heavy un-
  dergrowth is impossible.
  Successfully harvesting a brush pod requires a DC 17 
  Survival check and 1 minute of effort with a weapon that deals 
  slashing damage. GMs should remember that while this af-
  fords a creature a space in which to hide, creatures familiar 
  with the place the bush appears in may realize that there was 
  not one there before (and thus investigate it).
  MARAGI
  Price 60 gp; Weight 1/2 lb.
  The powerful chemicals lurking in this thick, verdant jungle 
  brew smell offensive to most creatures, the bouquet resem-
  bling the reagents in an alchemist’s lab more than a liquor. A 
  shokusei notoko that drinks maragi treats it as if it were alco-
  hol despite their immunity to poison; one bottle of maragi is 
  roughly equivalent to one bottle of strong rum. 
  Other creatures that drink maragi treat it as the potent 
  poison that it is: Maragi (Ex)—ingested; save Fort DC 12, fre-
  quency 1/minute for 3 minutes, initial and secondary effect un-
  conscious 1 minute, tertiary effect unconscious 1d4 hours, cure 
  2 consecutive saves. When a creature makes its saving throws 
  and resists the poison, for the next 1d4 hours the green pallor 
  that overtakes their skin grants a +2 circumstance bonus on 
  Stealth checks made in forest terrain or vegetation.
  Successfully hiding the taste of maragi requires a DC 
  30 Craft (alchemy) check or DC 20 Profession (cook) check. 
  Brewing a batch of maragi requires a DC 25 Craft (alchemy) 
  check.
  MÓSHÙMÙ VINE
  Price 250 gp; Weight 1/2 lb.
  This 40-foot length of green rope is actually a specially treated 
  vine from the móshùmù trees that grow near the Valley of the 
  Shrapnel. Rare to virtually nonexistent outside of the Jungles 
  of Zerrah it is commonly used by shokusei notoko, though its 
  incredible properties have made it popular with adventurers 
  and hunting parties all over Urethiel. 
   
  Móshùmù vines stretch dramatically when pressure  
  
  134
   
  pulls on them. For every 40 pounds of weight pulling on 
  a móshùmù vine it stretches an additional 10 feet (up to a 
  maximum of 90 additional feet) over the course of 1 round. 
  For example, a móshùmù vine anchored 
  to an object 
  and used as a rope 
  by a 200 pound creature would stretch 
  50 feet over the course of 5 rounds. When 
  the pressure on a móshùmù vine is released,
  it retracts 20 feet each round until it 
  returns to its original length.
  Móshùmù vines are difficult to use 
  when tying up a creature but can be very 
  hard to escape when used to restrain. 
  Successfully stretching and tying up a creature with
   a móshùmù vine requires a DC 14 Strength check, 
  incurring a –4 penalty to Escape Artist checks made to 
  escape. The DC of the Strength check increases by +2 and 
  the penalty to Escape Artist checks increases by 4 for 
  every increment the móshùmù vine is stretched.
  A móshùmù vine has 10 hit points and can be 
  broken with a DC 28 Strength check, though for every 
  10 foot increment of stretching its hit points drop by 1 
  and the DC of the Strength check to break it is reduced 
  by 2.
  THÙKHÙ SAP
  Price 150 gp; Weight 1/2 lb.
  Squeezed from the bark of the strange and rare thùkhù fern 
  (only found in the Valley of the Shrapnel), this tree sap can be 
  slathered onto a shokusei notoko or plant creature to grant 
  fast healing 2 for 1 minute. A sentient creature that benefits 
  from thùkhù sap goes into a verdant frenzy for 2 minutes, 
  gaining a +2 alchemical bonus to Strength and Constitution, 
  but it also takes a –2 penalty to AC and is compelled to attack 
  with a melee or ranged weapon each round. When a crea-
  ture in a verdant frenzy runs out of hostile targets to attack 
  it makes a DC 16 Will save to flee in a random direction on 
  a full-out sprint looking for more foes to assault, otherwise 
  it attacks the nearest creature. Non-plant creatures can drink 
  thùkhù sap and find it to be difficult to keep down (requiring 
  a DC 14 Fortitude save to avoid throwing up) but as nourish-
  ing as two days rations.
  SHOKUSEI NOTOKO FEATS
  Shokusei notoko have access to the following feats.
  Vine Tangler [Combat]
  A flick of the wrist is all it takes for you to whip out a vine 
  that snags onto a creature you’re striking, an invaluable tal-
  ent when hunting in Urethiel’s jungles.
  Prerequisites: Str 14, Vined Arms, shokusei notoko
  Benefit: Once per turn when you successfully hit a Medium-
  sized or smaller creature with an unarmed strike or natu-
  ral weapon, you may deal normal damage and attempt to 
  start a grapple as a free action without provoking an attack 
  of opportunity. Each successful grapple check you make 
  during successive rounds deals 1d4 bludgeoning damage. 
  Vined Arms [Combat]
  Halflings may not naturally be good at wrestling creatures 
  larger than they are but the verdant changes wrought upon 
  your people have given you a distinct advantage—the ability 
  to wrap vines grown from your arm around a fellow grappler. 
  Prerequisites: Str 13, base attack bonus +2, shokusei notoko
  Benefit: When resisting a grapple combat maneuver or mak-
  ing a grapple combat maneuver check, you are treated as a 
  Medium-sized creature instead of a Small-sized creature.
  Vined Warrior (Category)
  Your vines are truly an extension of your body and you have 
  mastered their use to inflict the maximum amount of dam-
  age possible when constricting an enemy.
  Prerequisites: Vine Tangler, shokusei notoko
  Benefit: When you damage a creature you are grappling with 
  Vine Tangler, you may add your Dexterity bonus to damage 
  instead of your Strength bonus. In addition, you receive a +2 
  bonus on checks made to grapple a foe. You also receive a 
  +2 bonus to your Combat Maneuver Defense whenever an 
  opponent tries to grapple you. These bonuses stack with the 
  bonuses granted by Greater Grapple and Improved Grapple.
  Wild Vine Rider (Category)
  Using your superior agility and the vines growing from your 
  body, you can swarm around a creature you’re wrestling to 
  yoke its neck and ride it like a bucking bronco!
  Prerequisites: Dex 15, Vined Warrior, shokusei notoko
  Benefit: Once you have successfully grappled a creature with 
  Vine Tangler, on your turn you may spend a standard action  
  
  135
   
   
   
   
  to maintain the grapple and make a grapple combat maneu-
  ver check to yoke the creature’s neck. A yoked creature re-
  quires two successful checks to escape the grapple and after 
  2 rounds living creatures that require breathing begin to suf-
  focate. A yoked creature that is suffocating moves at half its 
  speed, can only take a move and standard action on its turn, 
  and on the start of its turn it makes a Strength check opposed 
  by your Dexterity check. If you succeed on this check, you 
  may choose where the creature moves on its turn. You gain a 
  +2 circumstance bonus to AC while riding a yoked creature, 
  but every point of damage you take adds to a cumulative 
  penalty to your grapple combat maneuver checks and CMD 
  until the end of your next turn.
  SHOKUSEI  NOTOKO  MAGIC    ITEMS 
  Shokusei notoko have access to the following magic items.
  CHK-SRK-TAK
  Aura faint illusion; CL 3rd
  Slot back; Price 10,400 gp; Weight 2 lbs. 
  DESCRIPTION
  Countless leaves—large and small, broad and thin—pressed 
  into one another to form this mottled cloak, their colors shift-
  ing between the bright greens of spring and the sad hues of 
  autumn.
  A shokusei notoko wearing this cloak can blend into their 
  surroundings no matter how bare they might be. After sit-
  ting perfectly still with the chk-srk-tak wrapped around 
  them for 1d4 rounds, a shokusei notoko wearer may gain 
  half its vegetative form bonus to Stealth checks even when 
  not in an area with vegetation. When in an area with vegeta-
  tion or a forest, a shokusei notoko wearing a chk-chk-tak can 
  take 20 on a Stealth check to hide in plain sight (as the freeze 
  monster ability).
   
  Other creatures that wear the chk-chk-tak gain a +4 
  circumstance bonus on Stealth checks made in vegetation or 
  forests.
  CONSTRUCTION
  Requirements Craft Wondrous Items, leaves of 30 different 
  varieties, chameleon stride; Cost 5,200 gp
  HAK-HAK
  Aura moderate transmutation; CL 7th
  Slot none; Price 5,350 gp; Weight 3 lbs.
  DESCRIPTION
  Unlike other weapons of its kind this curious green whip is not 
  made from leather but a vine growing out of a bark handle.
  The wielder of this +1 whip may spend a swift action to com-
  mand the weapon to grow thorns, allowing it to deal lethal 
  slashing damage. A plant type creature or shokusei notoko is 
  able to easily hide the hak-hak on their body, gaining a +10 
  circumstance bonus on Disguise or Sleight of Hand checks 
  made to conceal the weapon.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, móshùmù 
  vine, creator must be shokusei notoko, thorn body; Cost 
  2,500 gp
  MÓSHÙMÙ VINESLINGERS
  Aura weak transmutation; CL 4th
  Slot wrists; Price 7,200 gp; Weight 3 lbs.
  DESCRIPTION
  These bracers resemble sleeves made from wrapping green 
  vines more than they do regular wristguards. 
  As a swift action, the wearer can sling a vine from its wrist to 
  anchor on corners and walls of objects and structures. As a 
  move action, the wearer can pull towards the anchor, swiftly 
  carrying themselves to the anchor point. This ability has a 
  maximum range of 60 feet and can anchor only to a structure 
  sturdy enough to support the wearer’s weight. If there is not a 
  platform appropriate for it to land on next to the anchor, the 
  wearer must succeed at a Climb check (DC appropriate to 
  climbing the surface the vine is anchored to) or immediately 
  fall. The vine disappears in 1d4 rounds. The vines deal no 
  damage and normally creatures other than the wielder are 
  unaffected by them. Both bracers of the móshùmù vinesling-
  ers must be worn for the magic to be effective.
   
  A shokusei notoko with Vine Tangler that wears the 
  móshùmù vineslingers increases the reach of its unarmed 
  strikes by +5 feet. Each time the shokusei notoko success-
  fully maintains a grapple on its turn, it may pull its target 5 
  feet towards it.
  CONSTRUCTION
  Requirements Craft Wondrous Items, 5 móshùmù vines, 
  creator must be shokusei notoko, levitate; Cost 3,600 gp
  SERK-TIK
  Aura weak transmutation; CL 4th
  Slot none; Price 4,200 gp; Weight 5 lbs.
  DESCRIPTION
  Even when coiled this dark green rope of vine seems to jiggle 
  ever so slightly, even the slightest of movements causing it to 
  subtly bounce in an inert dance.
  This enchanted móshùmù vine rope can stretch to up to 
  three times its normal length (270 additional feet, making 
  it 320 feet when fully stretched), only suffering penalties to 
  its hit points and Break DC for every three increments it is 
  stretched. In addition, the serk-tik stretches three times as 
  fast (as much as 30 feet per round).
  When used to bind a creature any checks made to 
  break or escape the bonds are rolled twice, taking the worst 
  result; on a natural roll of 1 the serk-tik constricts and the 
  restrained creature takes a cumulative –1 penalty to checks 
  made to resist or escape the bonds.
  CONSTRUCTION
  Requirements Craft 
  Wondrous Item, 
  3 móshùmù 
  vines, creator 
  must be shok-
  usei notoko, 
  squeeze; 
  Cost 2,100 gp 
  
  136
   
   
   
   
  SHOKUSEI NOTOKO SPELLS
  Shokusei notoko frequently use magic that utilizes thorns, 
  vines, or wood but also have access to the following spells.
  BLOODED ROOTS
  School necromancy; Level alchemist 1, bard 1, cleric 2, dru-
  id 2, inquisitor 1, ranger 1, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target one corpse
  Duration 1d4 hours
  Saving Throw Fortitude negates (see text); Spell Resistance 
  yes
  You reach your fingers into the corpse of a creature slain 
  within the 3 rounds, drawing nourishment from the dying 
  energies in their body. You are receive the benefits of remove 
  disease and are cured of all sickness and nausea. You also 
  gain 1d8 temporary hit points + 1 point per two caster levels 
  (maximum +10), a +1 morale bonus on attack rolls and Will 
  saves, and a +4 morale bonus on saving throws against fear 
  effects. These temporary hit points and morale bonuses last 
  for 1d4 hours.
  LEAF SHIELD
  School evocation; Level alchemist 2, bard 2, cleric 3, druid 3, 
  ranger 2, sorcerer/wizard 3, summoner 2
  Casting Time 1 standard action
  Components V, S, M (5 kinds of leaves)
  Range personal
  Target you
  Duration 1 round/level (D)
  Saving Throw Fortitude negates (see text); Spell Resistance 
  yes (see text)
  This spell wreathes you in gusting leaves and harries those 
  that make melee attacks against you. Any creature that 
  strikes you with its body or a handheld weapon deals 3 less 
  damage, but at the same time the attacker makes a Forti-
  tude save or is dazed for 1 round. If the attacker has spell 
  resistance, it applies to this effect. Creatures wielding melee 
  weapons with reach cannot be dazzled or dazed by this ef-
  fect. Once an attacker has been dazed by the spell, any more 
  Fortitude saves triggered by leaf shield cause it to be dazzled 
  instead of dazed.
  PODLING
  School transmutation; Level alchemist 2, bard 2, cleric 3, 
  druid 3, inquisitor 2, ranger 2, sorcerer/wizard 3, summoner 
  2
  Casting Time 1 minute
  Components V, S, M
  Range touch
  Target one shokusei notoko
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
  Only a willing shokusei notoko may be targeted by this spell. 
  Upon the end of the casting, the shokusei notoko shrinks into 
  a Diminutive-sized hard ball of moss with hardness equal to 
  CL and hit points equal to 5 x CL. While shrunk the shokusei  
  notoko is blind, helpless, and has a hard time perceiving the 
  world around it (taking a–10 penalty to Perception checks 
  and only understanding half of anything it hears). When the 
  duration of the spell ends, one ounce of water is poured on 
  the ball of moss, or the ball of moss takes 1 or more points of 
  fire damage, the target instantly returns to its normal form. If 
  the ball of moss is reduced to 0 hit points the shokusei notoko 
  the spell ends and the shokusei notoko returns to its normal 
  form but prone and with only 1 hit point.
  WOODEN BODY
  School transmutation; Level bard 5, cleric 6, druid 6, inquisi-
  tor 5, ranger 4
  Casting Time 1 full-round action
  Components V, S, M (the bark of 3 different trees)
  Range personal
  Target you
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  This spell transforms your body into living wood, which 
  grants you several resistances and abilities. You gain dam-
  age reduction 5. You are immune to blindness, critical hits, 
  ability score damage, deafness, drowning, poison, stunning, 
  and all spells or attacks that affect your physiology or respi-
  ration, because you have no physiology or respiration while 
  this spell is in effect. You take only half damage from acid, 
  cold, or sonic but double damage from fire.
  You gain a +2 enhancement bonus to your Strength 
  score and a +4 enhancement bonus to your Constitution 
  score, but you take a –6 penalty to Dexterity as well (to a 
  minimum Dexterity score of 1), and your speed is reduced to 
  half normal. You have an arcane spell failure chance of 15% 
  and a –4 armor check penalty. You cannot drink (and thus 
  can’t use potions) or play wind instruments.
  Your unarmed attack deals damage equal to a club 
  sized for you (1d4 for Small characters 
  or 1d6 for Medium characters), 
  and you are considered armed 
  when making unarmed attacks.
  Your weight increases
  by a factor of 5 but when in 
  water you float, able to 
  remain buoyant even 
  while as many as 4 
  Small-sized creatures, 
  2 Medium-sized 
  creatures, or 1 
  Large creature
  cling onto you.
  
  137
  SUN GRYPHONS
  Nestled between the Duranteen Mountains and the Dory-
  hanna Ocean is an untamed wilderness known as Griffon’s 
  Spur. The rolling hills and plains that stretch the length of 
  the country are home to all manner of hoofed creatures 
  from bison, cattle, and horses to tribal centaurs, majestic 
  hippogriffs, and vile leucrotta. The forests and air is filled 
  with even more species of avians, whether they be the gulls 
  common along the northern coast, hunting raptors—eagles, 
  hawks, and owls—who propagate close to the Duranteen 
  Mountains, or the smaller sparrows and thrashers that nest 
  in between. All of these creatures are under the protection 
  of gigantic winged creatures: the sun gryphons, the glorious 
  feathered masters of Veranthea’s sky. 
  History: The sun gryphons appeared not long after the fifth 
  Conxecron, but their immortal leader and creator—the des-
  tined sphinx Princess Temhkes—had already roamed the 
  skies of Grethadnis for centuries. The first sightings of the 
  majestic princess date back to the beginning of the Jabber-
  war, but the immortal ruler of Griffon’s Spur is far older than 
  even that. She hails from another dimension, an airborne 
  utopia with more advanced technology than even that of the 
  fallen Trekth, and is in Veranthea only through the meddling 
  of Arenathi.
  It was during an intense battle with Andraletha that 
  the Traveler’s God discovered a talent for slipping between 
  the folds of existence, fleeing from the Just God’s strikes and 
  into another world entirely. Perfectly suited to this land of 
  endless sky, Arenathi began to roam, keen to discover what 
  this bountiful place had to offer. With the outward appear-
  ance of an enchanting and playful young maiden, she was 
  quickly accepted into the society of airborne creatures dwell-
  ing there—none were suspicious of the youthful lass save for 
  clever Temhkes. Seeing through this new arrivals façade, the 
  sphinx cautiously waited for the opportunity to reveal her 
  misgivings and oust the troublemaker.
  Unfortunately for Temhkes, the Traveler’s God didn’t 
  afford her the time to do so, and before long stole one of their 
  treasured relics, quickly fleeing. Despite their powerful tech-
  nology, the natives of this world failed to respond in time to 
  catch the goddess, allowing her to escape with their prized 
  possession. Only Temhkes, prepared for treachery, reacted 
  swiftly enough to follow Arenathi—but riding the tail end 
  of a deity’s dimensional trail left the sphinx shattered and 
  broken, a shadow of whom she once was, her very identity 
  a riddle. 
  For two centuries Temhkes traveled the length and 
  breadth of the Fair Continent in search of answers, but not  
  
  138
  until The Scarring did she begin to find 
  them. As the deities fought a tendril of 
  pure wild magic stretched across the sky to 
  touch the curious Temhkes, restoring to her 
  some semblance of her past and the greatness 
  so long denied her by Arenathi’s meddling. She
  immediately set about staking out a territory of
   her own, settling on Grethadnis’ northern coast 
  where griffons (who reminded her of her 
  lost people) were more common than men.
  Crowning herself princess, the ruler 
  of what would become known as Griffon’s 
  Spur used what little she could remember 
  of her advanced knowledge to construct 
  the enigmatic floating city of Arfahk, but 
  that wasn’t enough. Alone and lost in the 
  world alien to her memories, she bred the
  local griffons into something more: sun 
  gryphons. Though they are only a warped 
  reflection of her true people, the sun gryphons 
  have been her friends and companions ever since, and their 
  kingdom has been one held in great esteem (and sometimes, 
  contempt) by its peers.
   
  Physical Description: Sun gryphons are unfailingly majes-
  tic creatures of great size, and though they are not able to 
  fly without conditioning and training, they are sleek and re-
  gal predators all the same. Their feathers are golden in hue, 
  beautifully accented by bronze-colored claws and beaks.
   
  Society: Sun gryphons are a careful people, and prefer to re-
  main distant with the other nations of Grethadnis, though 
  within their own borders they prize experimentation and 
  exploration. Virtually all of their youth are educated in the 
  ways of the avian predator from a young age (most taking 
  levels in the gryphon paragon racial class) and left to do as 
  they will as soon as flight is achieved. Fiercely territorial, all 
  of the citizens in Griffon’s Spur are expected to lend aid when 
  a threat within its borders is detected, making this kingdom 
  one of the most aggressively defensive nations in all of Ve-
  ranthea.
   
  Relations: While most recently airborne youths are suspi-
  cious of the other races, sun gryphons become more curious 
  and open minded as they mature and discover more about 
  the world around them. Though utterly unlike Grethadnis’ 
  other denizens, what sets sun gryphons apart also makes 
  them highly valued by the other races, and an air of respect 
  (or focused hatred) is often paid to these curious avians.
   
  Alignment and Religion: As creatures of the air many sun 
  gryphons are inclined to chaotic alignments, and the be-
  nign nature of their homeland causes a predication towards 
  good (though abandoned or nearly feral sun gryphons can 
  be legendary in their malevolence). Through Temhkes’ tute-
  lage, many sun gryphons deeply believe in fate and worship 
  Stephanilesia.
  Adventurers: Sun gryphons take to adven-
  turing for curiosity and a desire for fame, 
  and their strength and size alone makes 
  them fast allies with sorties seeking a pow-
  erful warrior—to say nothing of their oth-
  er skills. One of the few sun gryphons to 
  become known outside of Griffon’s Spur  
        is Krell Copperwing, and many of his  
         kin look up to him as an ideal example  
         of what a sun gryphon could become.
   
  Sun Gryphon Names: Sun gryphon 
  names are often simple, later elabo-
  rated upon as they accrue titles and 
  claims to greatness, sometimes becom-
  ing quite specific in grandeur (though 
  somewhat confusing at times).
  Male Names: Akar, Krell, Larrakk, 
  Rak, Rook, Yarrik
  Female Names: Aklor, Cairl, Kiri,  
  Lekkri, Okal, Ylryk
  SUN GRYPHON RACIAL TRAITS
  +2 Strength, +2 Wisdom, –2 Constitution: Sun gryphons 
  are physically powerful and perceptive, but have hollow 
  bones. 
  Large: Sun gryphons are Large-sized creatures and have a –1 
  size penalty to attack rolls and AC, –4 size penalty to Stealth, 
  and a +1 size bonus to CMB and CMD.
  Normal Speed: Sun gryphons have a base speed of 30 feet.
  Type: Sun gryphons are magical beasts. 
  Avian-borne: Sun gryphons gain a +2 racial bonus on Fly 
  and Perception skill checks.
  Dextrous Claws: Sun gryphon claws are not large enough to 
  be used as natural weapons, but their front claws are nimble 
  enough to manipulate manufactured tools and hold items 
  without impairing their movement. A sun gryphon can even 
  wield light and one-handed weapons, but takes a –2 racial 
  penalty to all attack rolls with manufactured weapons, and 
  can move only at half speed with a weapon in one claw (or 
  one-quarter speed with weapons in both). 
  Griffon Senses: Sun gryphons have darkvision 60 ft. and 
  low-light vision. 
  Bite: Sun gryphons have a bite natural weapon primary at-
  tack that deals 1d8 points of damage. Sun gryphons add 1 ½ 
  times their Strength bonus on damage rolls with their bite 
  attack. 
  Cover Feathers: Sun gryphons have a +2 natural armor bo-
  nus to AC.
  Unfettered Predator: A sun gryphon’s body bends and 
  stretches in ways even specially designed armor cannot help 
  but restrict. Sun gryphons increase the armor check penalty 
  of any worn armor by 2, and suffer a –2 penalty on attack rolls 
  while wearing medium or heavy armor. Sun gryphons also 
  reduce their maneuverability rating by one step when flying 
  while wearing medium or heavy armor. These penalties ap-
  ply regardless of any armor proficiency the sun gryphon has.
  
  139
   
   
   
  Gryphon Wings: Sun gryphon have large wings capable 
  of bearing them aloft for short periods of time. Though 
  most sun griffons are not strong enough to use them for 
  sustained flight, a sun griffon can always use Fly in place 
  of Acrobatics to jump, and can make a DC 15 Fly check 
  to avoid all falling damage from a fall from any height. 
  While falling, a sun gryphon can make a DC 15 Fly check 
  to move 5 feet laterally for every 20 feet he falls.
  Languages: Sun gryphons begin play speaking Common 
  and Sphinx. Sun gryphons with high Intelligence scores 
  can choose from the following bonus languages: Auran, 
  Celestial, Draconic, Gnoll, Gnome, Goblin, and Sylvan.
  Quadruped: Sun gryphons are quadrupeds and their 
  non-human physiology means they cannot use magic 
  items that occupy the body, feet, or hands slots. In ad-
  dition, they can only equip armor designed for sun gry-
  phons, which costs 4× and weighs 2× as much as typical 
  humanoid armor of the same type. However, to com-
  pensate their carrying capacity is 3× what their Strength 
  score would otherwise indicate, and they gain a +4 bo-
  nus to CMD against overrun and trip combat maneuvers 
  from their extra legs.
  SUN GRYPHON EQUIPMENT
  Sun gryphons have access to the following equipment.
  BEAK TIP
  Price 20 gp; Weight 1 lb.
  This apparatus is worn over a griffon’s beak, improving a 
  sun gryphon’s bite attack damage by one step (from 1d8 
  to 2d6 for most wearers) and cannot be used by creatures 
  other than sun gryphons. A beak tip can be improved 
  or enchanted as though it were a weapon and requires 
  martial proficiency to use.
  CLAW TIPS
  Price 20 gp; Weight 2 lbs.
  These metal sheaths slide over the claws of one hand to 
  enhance a gryphon’s natural armaments. If the wearer 
  does not have a claw attack, but at least has fingers or 
  claws to fit in the sheaths, they grant their wearer a claw 
  natural attack that deals 1d4 points of bludgeoning or 
  slashing damage. If the wearer already has a claw attack, 
  it increases the damage by one step. A set of claw tips 
  can be improved or enchanted as though they were a 
  weapon.
  GRYPHON FEATHERED ARROWS 
  Price 40 gp; Weight —
  With the right alchemical preparations, arrows fletched 
  with gryphon feathers can be made into extremely valu-
  able ammunition—imbued with just a bit of their mas-
  tery over clouds. Gryphon feathered arrows ignore con-
  cealment due to fog or smoke, provided the user targets 
  the correct square. Darkness, displacement effects, or 
  other sources of concealment work normally. Crafting 
  a single gryphon feathered arrow requires 20 gp of al-
  chemical reagents (or 1,000 gp for 50 arrows) and a DC 
  20 Craft (alchemy check).
  SUN GRYPHON EQUIPMENT QUALITIES
  Clear Shot: Whenever an attack with a clear shot weapon is made 
  against a target without any cover, it deals an additional 1 point 
  of precision damage on a successful hit.
  Moderate divination; CL 10th; Craft Magic Arms and Armor, 
  true strike; Price +1,000 gp
  Cloud Blessed: Armor with this property allows flying creatures 
  to avoid their enemy with sudden darts and bobs. So long as the 
  wearer of cloud blessed armor is flying, they gain a Dodge bonus 
  to AC equal to the armor’s enhancement bonus. However, on any 
  turn in which the wearer has been attacked since the end of their 
  last turn, the armor’s wearer may not take a 5 ft. step. This prop-
  erty cannot be added to medium or heavy armor.
  Moderate evocation; CL 12th; Craft Magic Arms and Armor, 
  wind wall; Price +2 bonus
  SUN GRYPHON FEATS
  Sun gryphons have access to the following feats.
  Aerial Evasion [Combat]
  Nothing can threaten you as you soar through the air.
  Prerequisites: Dex 13, Fly 3 ranks
  Benefit: You can avoid damage from area-effect attacks while 
  flying. If you make a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful save, you 
  instead takes no damage. Aerial evasion can only be used if you 
  are flying and wearing light armor or no armor.
  Overland Flight [General]
  You can cross vast distances without fatiguing yourself.
  Prerequisites: Dex 13, flyg speed
  Your speed and endurance while flying dramatically increase. 
  You increase your base fly speed by 15 feet (40 feet when trav-
  eling long distances) and you only check for nonlethal damage 
  once every 2 hours instead of every hour when attempting a hus-
  tle or forced march while flying.
   
  Threatening Display [Combat]
  You spread your wings out to cover your prey, creating a curtain 
  of feathers that inspire fear.
  Prerequisites: Wings
  Benefit: As a standard action or at the beginning of a charge, you 
  can cause all opponents within a 15-ft. cone to become shaken 
  for 1 round/level. Creatures who have more Hit Dice than you or 
  who succeed a Will save (DC 10 + ½ your Hit Dice + your Cha-
  risma modifier) are unaffected. You may use this feat a number of 
  times per day equal to 3 + your Charisma modifier.
  Wing Buffet [Combat]
  You use your wings as natural weapons.
  Prerequisites: Must possess wings, Ranks in Fly
  Benefit: You gain two secondary wing attacks that deal 1d4 
  points of bludgeoning damage (1d6 if Large-sized). Your wings 
  have a reach as though you were a creature one size larger. If you 
  roll a natural 1 while making a wing attack, you strain yourself 
  and cannot fly until you have received magical healing or a suc-
  cessful DC 20 Heal check.
  
  140
  Racial Prestige Class: Gryphon Paragon 
  Sun gryphons have many fine traits, but 
  most yearn to soar through the skies of 
  Veranthea and follow the path of the 
  gryphon paragon. Exploring their 
  bodies and undergoing daily, thrilling training, these avian 
  creatures don’t just take to the air—they dominate it.
  Alignment: Any.
  Hit Die: d10.
  Starting Wealth: 2d6x10 gp.
  Class Skills
  The class skills of a gryphon paragon are Acrobatics (Dex), 
  Climb (Str), Fly (Dex), Intimidate (Cha), Knowledge (na-
  ture) (Int), Perception (Wis), Stealth (Dex), Survival (Wis), 
  and Swim (Str).
  Skill Ranks per Level: 6 + Int modifier.
  Winged Misdirect [Combat]
  You may use your wings to feint and defend 
  against attacks.
       Prerequisites: Must possess wings, wing  
        natural attack
  Benefit: You gain a +2 bonus on Bluff 
  checks made to feint. Every time you 
  successfully feint, you gain a +1 dodge 
  bonus to your AC until your next turn. 
  Additionally, if an opponent misses 
  you with a melee attack after a combat 
  feint, you may make an attack of  
   
   
   
  opportunity using  
   
   
   
       your wings.
  TABLE 4-4: GRYPHON PARAGON CLASS
  Level
  BAB
  Fort
  Ref
  Will
  Special
  1st
  +1
  +2
  +2
  +0
  Gryphon’s claws, gryphon skills +2
  2nd
  +2
  +3
  +3
  +0
  Bonus feat, natural armor +2
  3rd
  +3
  +3
  +3
  +1
  Fly, pounce, gryphon skills +2 
  4th
  +4
  +4
  +4
  +1
  Bonus feat, natural armor +4
  5th
  +5
  +4
  +4
  +1
  Exemplar gryphon, rake
  Weapon and Armor Proficiency: You are proficient with no armor 
  or shields. You are proficient with your natural weapons.
  Weapon and Armor Proficiency: You are proficient with no 
  armor or shields. You are proficient with your natural weap-
  ons.
  Gryphon’s Claws (Ex): At 1st level, a gryphon paragon gains 
  two primary claw attacks that deal 1d6 points of damage.
  Gryphon Skills: At 1st level, a gryphon paragon gains a +2 
  racial bonus to Acrobatics and Perception. At 3rd level, your 
  racial bonus increases to +4.
  Bonus Feat: At 2nd and 4th level, the gryphon paragaon se-
  lects a bonus feat. These feats must be taken from the follow-
  ing list: Flyby Attack, Hover, Iron Will, Skill Focus (Percep-
  tion), Weapon Focus, and Wingover. At the GM’s discretion, 
  you may instead take a combat feat as your bonus feat (so 
  long as you meet its prerequisites).
  Natural Armor (Ex): At 2nd and 4th level, a gryphon para-
  gon’s natural armor bonus increases by +2. 
  Fly (Ex): At 3rd level, a gryphon paragon gains the ability to  
  fly with a base speed of 40 feet (poor maneu-
  verability).
  Pounce (Ex): At 3rd level, a gryphon para-
  gon may make a full attack at the end of a 
  charge.
  Exemplar Gryphon (Ex): At 5th level, a 
  gryphon paragon gains a +2 size bonus to 
  Strength and Constitution, and his fly speed 
  increases to 80 ft. (average maneuverability).
  Rake (Ex): At 5th level, when a gryphon 
  paragon charges, he may make two addi-
  tional claw attacks against the target of his 
  charge.
  
  141
  
  142
   
   
   
   
   
   
   
   
   
  Table 5-1: Conduit
  Level Base Attack
  Fort
  Ref
  Will
  Conduction 
  Pool 
  Maximum
  Class Abilities
  1st
  +0
  +0
  +0
  +2
  3
  Mystical bolt, desperate measures, mystical conduction
  2nd
  +1
  +0
  +0
  +3
  5
  Mystical protections
  3rd
  +2
  +1
  +1
  +3
  6
  Mystical power
  4th
  +3
  +1
  +1
  +4
  8
  Mystical weapons
  5th
  +3
  +1
  +1
  +4
  10
  Mystical movement
  6th
  +4
  +2
  +2
  +5
  11
  Mystical power
  7th
  +5
  +2
  +2
  +5
  13
  Improved mystical bolt, spell resistance
  8th
  +6/+1
  +2
  +2
  +6
  15
  Conduit dissipation
  9th
  +6/+1
  +3
  +3
  +6
  16
  Mystical power
  10th
  +7/+2
  +3
  +3
  +7
  18
  Improved mystical weapons
  11th
  +8/+3
  +3
  +3
  +7
  20
  Mystical boost
  12th
  +9/+4
  +4
  +4
  +8
  21
  Mystical power
  13th
  +9/+4
  +4
  +4
  +8
  23
  Desperate means
  14th
  +10/+5
  +4
  +4
  +9
  25
  Conduit disruption, improved spell resistance
  15th
  +11/+6/+1
  +5
  +5
  +9
  26
  Improved mystical boost, mystical power
  16th
  +12/+7/+2
  +5
  +5
  +10
  28
  Conduit redirection
  17th
  +12/+7/+2
  +5
  +5
  +10
  30
  Mystical fortune
  18th
  +13/+8/+3
  +6
  +6
  +11
  31
  Mystical power
  19th
  +14/+9/+4
  +6
  +6
  +11
  33
  Greater mystical boost
  20th
  +15/+10/+5
  +6
  +6
  +12
  35
  Mystical apotheosis
  Chapter 5: VERANTHEAN Character Options
  CONDUIT BASE CLASS
  Able to literally control the ebb and flow of magic around 
  them, some warriors are destined from birth to live an ex-
  istence outside the normal flow of the world—and by very 
  nature, into legend. With an impressive degree of martial 
  prowess, conduits are fell opponents capable of negating and 
  even redirecting any mystical assistance their foes bring to 
  bear with terrifying counterattacks that literally force the en-
  ergies directed at them back towards their originators.
  Role: The conduit is a versatile class that can fit a number of 
  different roles. Given their myriad abilities, a conduit might 
  be a dangerous warrior, a ranged powerhouse, a swift scout, 
  or an extremely sly operator. Still, they require magic to func-
  tion properly and in low fantasy settings, the conduit might 
  find themselves at a great disadvantage when compared to 
  their martial counterparts. 
  Alignment: Conduits may be of any alignment.
  Hit Die d8
  CLASS SKILLS
  The conduit’s class skills are Acrobatics (Dex), Bluff (Cha), 
  Fly (Dex), Knowledge (arcana) (Int) , Knowledge (history) 
  (Int), Knowledge (religion) (Int), Sense Motive (Wis), Spell-
  craft (Int), Survival (Wis), Use Magic Device (Cha)
  Skill Ranks per Level: 4 + Intelligence modifier.
  Weapon and Armor Proficiencies: Conduits are proficient 
  with simple weapons, mystical weapons (see their class abil-
  ity below), and light armor, but not shields.
  Conduction Pool: A conduit receives a pool of conduct 
  points with a capacity that increases with each level, de-
  lineated on Table: Conduit. This represents the number of 
  equivalent spell levels a conduit may have stored within their 
  body with mystical conduction at any given time. When they 
  do not have a sufficient amount of empty points in their con-
  duction pool, a spell affects them normally (so if a 6th level 
  conduit has a conduction pool currently filled with 9 con-
  duct points and is targeted with a ray of exhaustion, a 3rd-
  level spell, they are treated as normal targets and it cannot 
  be absorbed). 
  A conduit may spend no more than half their con-
  duit level (minimum 1) in conduct points per round (up 
  to a maximum of 10 at 20th level). Conduct points have an 
  indefinite duration and last until they are expended. Unless 
  noted otherwise, spending a conduction pool point takes a 
  swift action.
  
  143
  Mystical Conduction (Su): Conduits possess the unique 
  ability to absorb magic around them. A conduit can absorb 
  any spell or spell-like ability that targets a single creature 
  and is directed at them (regardless of source) and draw it 
  into their bodies as an immediate action and negating the 
  spell’s effects on the conduit, provided that they are aware 
  of the spell. Spells and spell-like abilities absorbed this way 
  are converted into conduction pool points at a rate of 1 per 
  spell level.
  Only spells of a level equal to half the conduit’s class 
  level may be absorbed (so a 5th level conduit could absorb 
  up to 2nd- and 1st-level spells). 
  Spells of 0th level (cantrips and orisons) are treated 
  as though the conduit had spell resistance equal to 11 + con-
  duit level and cannot be absorbed for conduct points.
  At 7th level, mystical conduction becomes a free ac-
  tion to activate.
  Mystical Bolt (Su): As a standard action, the conduit can 
  convert absorbed mystical energy into deadly rays of mag-
  ic. This ability activates by spending a single conduct point 
  from the conduit’s conduction pool and making a ranged 
  touch attack within 30 ft., dealing 2d6 damage to a single 
  creature on a successful hit. For every additional conduct 
  point spent to activate this ability, the damage increases by 
  1d6. The range of this ability increases by 5 feet per conduit 
  level (to a maximum of 130 feet at 20th level). Using mystical 
  bolt does not provoke attacks of opportunity.
  Desperate Measures (Su): The conduit has experienced how 
  intense pain can awaken their remarkable abilities, allowing 
  them to empower themselves by awakening the very magic 
  that courses in their veins.
   
  Once per day per two conduit levels (minimum 1), a 
  conduit may injure themselves and gain some points for their 
  conduction pool in exchange as a full-round action. The con-
  duit takes twice their conduit level in damage and gains half as 
  conduction pool points.
  Mystical Protections (Su): At 2nd level, a conduit may ex-
  pend a conduct point to gain a +1 deflection bonus to AC for 
  one minute per conduit level. This bonus increases to +2 at 
  6th level and every 4 levels thereafter, to a maximum of +5 at 
  18th level.
  Mystical Power: At 3rd level, a conduit can create a number 
  of supernatural effects by manipulating the power within their 
  conduction pool. A conduit gains one mystical power of their 
  choice. He gains an additional mystical power at 6th level and 
  every three levels thereafter.
  Unless otherwise noted, using a mystical power is a standard 
  action that does not provoke an attack of opportunity. The 
  save to resist a mystical power is equal to 10 + 1/2 the conduit’s 
  level + the conduit’s Charisma modifier.
  Alacrity (Su) The conduit gains a circumstance bonus to 
  Intelligence-based checks for a number of minutes equal 
  to their conduit level. The circumstance bonus granted is 
  equal to the conduct points expended when activating this 
  ability.
  Conduit Deflect (Su) The conduit hones their perception of 
  their surroundings and may deflect a melee or ranged at-
  tack as an immediate action. Activating conduit deflect 
  costs a number of conduction pool points equal to ½ their 
  conduit level. The conduit makes a level check (1d20 + 
  their conduit level) against a DC equal to the attack roll. If 
  the conduit succeeds on this check, the attack is deflected 
  entirely (as though the attack was a miss).
  Conduit Strike (Su) The conduit learns to make his mystical 
  bolts more effective, albeit contained; the damage die in-
  creases by one step (from 2d6 to 2d8 or from 2d8 to 2d10). 
  When using conduit strike, the range of mystical bolt is 
  reduced to touch.
  Convince (Su) The conduit gains a circumstance bonus to 
  Charisma-based checks for a number of minutes equal 
  to their conduit level. The circumstance bonus granted is 
  equal to the conduct points expended when activating this 
  ability.
  Disappear (Sp) The conduit learns to mask their presence 
  with magic in the most fundamental of illusions, grant-
  ing themselves the ability to turn invisible for a number 
  of minutes equal to conduction pool points spent. At 8th 
  level, a conduit with this ability may treat it as though it 
  were improved invisibility, but when using this variant ef-
  fect the duration is limited to a number of rounds equal to 
  conduction pool points spent.
  Explode (Su) The conduit learns to shape their mystical bolt 
  into a maelstrom of arcane power that damages everything 
  around them (leaving the conduit unharmed). Doing so 
  costs a conduit twice as many of conduction pool points 
  as normal, but their mystical bolt damages all creatures in 
  a 15-ft-radius centered around themselves. A successful 
  Reflex save halves the damage from this attack.
  
  144
  Focus (Su) The conduit gains a circumstance bonus to Wis-
  dom-based checks (but not Will saves) for a number of 
  minutes equal to their conduit level. The circumstance 
  bonus granted is equal to the conduct points expended 
  when activating this ability. 
  Funnel (Su) The conduit has mastered the shaping of his 
  mystical blasts, learning to funnel it into a dangerous 
  cone to engulf his enemies. Doing so costs a conduit 
  twice as many conduction pool points as normal, but 
  their mystical bolt damages all creatures in a 30-ft. cone. 
  A successful Reflex save halves the damage from this at-
  tack.
  Grace (Su) The conduit gains a circumstance bonus to 
  Dexterity-based checks (but not Reflex saves, CMB, or 
  ranged attack rolls) for a number of minutes equal to 
  their conduit level. The circumstance bonus granted is 
  equal to the conduct points expended when activating 
  this ability.  
  Line (Su) The conduit can unleash their mystical bolts with 
  a dangerous potency that scorches away from them in a 
  direct line. Doing so costs a conduit twice as many con-
  duction pool points as normal, but their mystical bolt 
  damages all creatures in a 60-ft. line. A successful Reflex 
  save halves the damage from this attack.
  Rapid Bolts (Su) The conduit learns how to channel the en-
  ergies of their mystical bolt more quickly; at the expense 
  of one conduction pool point, they may fire a number of 
  mystical bolts (each at their normal cost) equal to their 
  total number of attacks per round as a full-attack action.
  Rigor (Su) The conduit gains a circumstance bonus to 
  Constitution-based checks (but not Fortitude saves) for 
  ten minutes per their conduit level. The circumstance 
  bonus granted is equal to the conduct points expended 
  when activating this ability.
  Surge (Su) The conduit gains a circumstance bonus to 
  Strength-based checks (but not CMB, melee attack or 
  damage rolls) for a number of minutes equal to their 
  conduit level. The circumstance bonus granted is equal 
  to the conduct points expended when activating this 
  ability. The bonuses from surge stack with all other 
  Strength bonuses (be they racial, enhancement or oth-
  erwise) but not itself.
  Vitality (Su) The conduit gains a number of temporary hit 
  points equal to three times the conduction pool points 
  expended to activate this ability. Vitality may only be 
  used once per day per six conduit levels (minimum 1). 
  These temporary hit points last until removed or their 
  conduit level x 2 hours, whichever comes first.
  Mystical Weapons (Su): At 4th level, the conduit learns to 
  literally manifest magic within their hands, forming it into 
  weapons of considerable power. For the expenditure of 2 
  conduction pool points, the conduit creates a melee weapon 
  out of magical energy; this weapon may be of any type, and 
  the conduit is treated as proficient with it regardless of the 
  form he chooses it to materialize as (though size penalties 
  still apply). This weapon has a +1 enhancement bonus to at-
  tack and damage that increases by one at 8th level and every 
  four levels thereafter, to a maximum of +5 at 20th level. 
  A conduit may create one large weapon this way, two 
  medium weapons, a medium weapon and a heavy or light 
  shield, or up to four light weapons. These weapons persist for 
  a number of minutes equal to half conduit level.
  Mystical Movement (Su): At 5th level, the conduit learns to 
  use their primal power of magic to move flit about the land-
  scape in bursts of speed. As a standard action, a conduit gains 
  an enhancement bonus to his base land speed equal to 10 
  ft. times the number of conduct points spent using mystical 
  movement. In addition, the conduit can spend one conduct 
  point from their conduction pool to gain a climb or swim 
  speed equal to half his base land speed. This effect lasts for a 
  number of minutes equal to conduit level. 
  At 7th level, a conduit may expend 2 conduction 
  pool points to gain a fly speed equal to half his base land 
  speed (average maneuverability).
  At 9th level, the climb, fly, and swim speeds gained 
  through this ability are qual to base land speed, and the en-
  hancement gained per point spent increases to 15 ft. (in addi-
  tion, the conduit may spend one additional conduct point to 
  increase their flying maneuverability by one step).
  At 12th level, a conduct may spend one conduct 
  point to gain a burrow speed equal to his base land speed.
  At 15th level, the duration of these movement effects 
  (burrow, climb, fly, swim) increases to hours per conduit 
  level.
  Improved Mystical Bolt (Su): At 7th level, the conduit’s pro-
  cesses of re-working mystical energies become even more 
  efficient, and they increase the damage die of their mystical 
  bolts by one step (from 2d6 to 2d8).
  Spell Resistance (Su): At 7th level, the conduit’s body be-
  comes naturally inured to magic, and they develop an or-
  ganic resistance to it. The conduit gains spell resistance equal 
  to 6 + their conduit level. Should they already possess spell 
  resistance, increase its value by 2. Furthermore, the conduit 
  is able to lower their spell resistance as an immediate action.
  Conduit Dissipation (Su): At 8th level, the conduit’s talent 
  for absorbing magic becomes so fine that they are literally 
  able to drain it from an entire area. When the conduit is a 
  target within an area spell, they may attempt to absorb it by 
  making an opposed caster level check, using his conduit level 
  as his caster level. If the conduit succeeds (and has enough 
  conduction pool available to hold the spell) it is absorbed and 
  the spell’s effects are entirely negated (not just those affecting 
  the conduit).
  Improved Mystical Weapons (Su): At 10th level, the con-
  duit learns to grant magical weapon properties to their mys-
  tical weapons. When creating a mystical weapon, a conduit 
  can additionally expend a number of conduct points from 
  their conduction pool equal to the equivalent enhancement 
  bonus, a conduit may bestow a weapon enchantment onto a 
  mystical weapon that lasts until the weapon dissipates. For 
  example, a 10th level conduit might spend 1 conduct point to 
  grant their scimitar mystical weapon the flaming property, or  
  
  145
  two conduct points to grant their scimitar mystical weapon 
  flaming burst.
  Mystical Boost (Su): At 11th level, the conduit can use the 
  primal energies of the magics they’ve absorbed to enhance 
  their physical and mental attributes. The conduit gains a +2 
  enhancement bonus any one attribute score for 1 hour per 
  conduit point expended.
  Desperate Means (Su): At 13th level, the conduit learns how 
  to make the absolute most of their own essence when us-
  ing it to fuel their miraculous abilities. Once per day when 
  they are using desperate measures, the conduit may instead 
  injure themselves, taking one temporary point of Constitu-
  tion damage to gain 4 conduction pool points. At 16th level, 
  they may do so twice per day and gain 8 conduction pool 
  points each time rather than four. At 19th level, they may do 
  so three times per day and gain 12 conduction pool points 
  each time rather than eight.
  Conduit Disruption (Su): At 14th level, the conduit’s con-
  trol over magic becomes truly impressive. Once per day they 
  may make an opposed caster level check (using their conduit 
  level as caster level) against a spellcaster or creature possess-
  ing spell-like abilities within 30 feet as a standard action, 
  draining a number of prepared spells, spell slots, or daily 
  uses of a spell-like ability equal to one half of the conduit’s 
  level, restoring one point of the conduction pool per spell 
  or spell-like ability drained in this way, regardless of level. 
  These prepared spells, spell slots, and daily uses of spell-like 
  abilities are lost from the lowest available first, and should a 
  conduit lack the requisite space in their conduction 
  pool, the points are lost. Conduit disruption 
  provokes an attack of opportunity.
  Improved Spell Resistance (Su): At 14th level, 
  the conduit’s spell resistance improves to 11 + 
  conduit level. If the conduit already had spell 
  resistance from another source, the value of 
  their spell resistance increases by 2.
  Improved Mystical Boost (Su): At 15th level, the 
  enhancement bonus granted by mystical boost 
  increases to +4.
  Conduit Redirection (Su): At 16th level, the conduit learns 
  how to redirect magic without channeling it through them-
  selves. As an immediate action, the conduit expends a num-
  ber of conduction pool points equal to the spell level of 
  the magic effect targeting him and makes an opposed level 
  check (1d20 + conduit level vs. 1d20 + caster level) against 
  the source of the effect. On a success, the conduit reflects 
  the spell or spell-like ability as though it were affected by 
  spell turning, except targeting a target or area of the conduit’s 
  choice. 
  Mystical Fortune (Su): At 17th level, the conduit can enact 
  their powers against fate itself, changing the probability of 
  an outcome with the flick of a wrist or wink of the eye. As  
  a swift action they may expend 2 conduct points to force a 
  creature to reroll any one d20 check the target has just made. 
  The creature must take the results of the second roll, even if 
  it is worse. A conduit may use this ability once per day for ev-
  ery five conduit levels, but never more than once per round.
  Greater Mystical Boost (Su): At 19th level, the enhance-
  ment bonus granted by mystical boost increases to +6.
  Mystical Apotheosis: The conduit’s entire body becomes 
  suffused with arcane, divine and ethereal energies as they 
  transcend their mortal existence. They become immune to 
  the effects of aging and do not require sleep, food or water. 
  In addition, they become immune to magic like a golem and 
  are able (if they so choose) to ignore any spell that is subject 
  to spell resistance. All of the conduit’s attacks with natural 
  weapons or wielded armaments automatically bypass dam-
  age reduction.
  
  146
   
   
   
   
   
   
   
  TABLE 5-2: BEZTEKORPS PRESTIGE CLASS
  Level
  Base Attack
  Fort
  Ref
  Will
  Special 
  Aerial Bonus
  1
  +1
  +0
  +1
  +0
  Rationed resources, sciobtha trained
  +1
  2
  +2
  +1
  +1
  +1
  Flyby Attack, improved favored enemy (giant)
  +1
  3
  +3
  +1
  +2
  +1
  Ankshirr Catalyst, defensive roll
  +2
  4
  +4
  +1
  +2
  +1
  Evasion, improved reaction
  +2
  5
  +5
  +2
  +3
  +2
  Sciobtha master, uncanny dodge
  +3
  6
  +6
  +2
  +3
  +2
  Slashing charge
  +3
  7
  +7
  +2
  +4
  +2
  Improved favored enemy (giant)
  +4
  8
  +8
  +3
  +4
  +3
  Improved evasion
  +4
  9
  +9
  +3
  +5
  +3
  Improved uncanny dodge
  +5
  10
  +10
  +3
  +5
  +3
  Aerial dervish
  +5
  BEZTEKORPS PRESTIGE CLASS
  Masters of sciobtha canisters and ankshirr water, these warriors of Grethadnis fly through combat with astonishing ease. 
  Crisscrossing the battlefield in rapid bursts of air, the Beztekorps slashes enemies as they streak from place to place, cart-
  wheeling to and fro.
  Role: Adventurers keen to make use of the Beztekorps’ amazing equipment (to fly through the air like a boss and slash up 
  enemies) or harboring a hatred for giants will be right at home with this prestige class. 
  Hit Die: d8
  REQUIREMENTS
  To qualify to become a Beztekorps, a character must fulfill all the following criteria.
  Skills Acrobatics 3 ranks
  Feats Combat Expertise, Dodge
  Special Favored enemy (giant), gnome or halfling
  CLASS SKILLS
  The Beztekorps’ class skills (and the key ability for each skill) are Acrobatics (Dex), Disable Device (Dex), Fly (Dex), Knowl-
  edge (geography) (Int), Knowledge (engineering) (Int), Perception (Wis), Stealth (Dex), and Survival (Wis).
  Skill Ranks at Each Level: 4 + Int modifier.
  Weapon and Armor Proficiency: Beztekorps are proficient 
  with simple weapons, bastard swords, daggers, falchions, 
  greatswords, longswords, rapiers, scimitars, shortswords, 
  and two-bladed swords. Beztekorps are proficient with light 
  armor and shields, but not tower shields.
  Aerial Bonus (Ex): While flying, the Beztekorps gains an in-
  sight bonus to AC, attack rolls, damage rolls and Reflex saves 
  equal to half their level (minimum 1).
  Rationed Resources (Ex): Beztekorps are all capable of cre-
  ating ankshirr water as though they met the all the crafting 
  requirements. Once per day, they can create a vial of ankshirr 
  water at half the normal cost. In addition, Beztekorps who 
  are part of large organizations are normally provided with 5 
  vials of ankshirr water and enough sciobtha canisters to fully 
  recharge a sciobtha harness each week.  
  Sciobtha Trained (Ex): A Beztekorps is well-trained in the 
  use of a sciobtha harness. When using a sciobtha harness to 
  fly, they may add their ranks in Acrobatics to all Fly checks.
  Improved Favored Enemy (Giant): At 2nd level, the Bez-
  tekorps’ favored enemy bonus against giants increases by +2,  
  and they deal +1d6 precision damage against giants. At 7th 
  level this bonus increases by an additional +2 and their pre-
  cision damage increases to +2d6. This does not increase the 
  bonuses granted against any other types of favored enemies.
  Flyby Attack: At 2nd level, a Beztekorps gains Flyby Attack 
  as a bonus feat.
  Ankshirr Catalyst (Ex): As the Beztekorps becomes more 
  accustomed to flying through the air with ankshirr water, 
  their body becomes more receptive to the effects of it. At 3rd 
  level they double the duration of its effects to 2 hours. At 9th 
  level, the Beztekorps doubles the duration again (to 4 hours).
  Defensive Roll (Ex): Starting at 3rd level, once per day, a 
  Beztekorps can attempt to avoid a lethal blow. This functions 
  as the rogue’s advanced talent of the same name. At 6th level 
  a Beztekorps may use this ability twice per day, and at 9th 
  level they may use this ability three times per day.
  Evasion (Ex): At 4th level, a Beztekorps gains evasion. If ex-
  posed to any effect that normally allows them to attempt a 
  Reflex saving throw for half damage, they take no damage 
  with a successful saving throw. The evasion ability can only  
  
  147
  
  148
   
  be used if the Beztekorps is wearing light armor or no armor.
  Improved Reaction (Ex): At 4th level, a Beztekorps gains a 
  +2 class bonus on initiative checks. At 8th level, the bonus 
  increases to +4.
  Sciobtha Master (Ex): At 5th level, the Beztekorps has mas-
  tered the nuances of sciobtha canisters; they now expend 
  half as many charges as normal (rounding up, minimum 1) 
  when using sciobtha harnesses.
  Uncanny Dodge (Ex): At 5th level, a Beztekorps cannot 
  be caught flat-footed, even if the attacker is invisible. They 
  still lose their Dexterity bonus to AC if immobilized. A Bez-
  tekorps with this ability can still lose their Dexterity bonus to 
  AC if an opponent successfully uses the feint action against 
  them.
   
  If a Beztekorps already has uncanny dodge from a 
  different class, they automatically gain improved uncanny 
  dodge instead.
  Slashing Charge (Ex): At 6th level, when a Beztekorps uses 
  Flyby Attack to make an attack, they gain all the benefits of a 
  charge, and can choose to make a single attack with a weap-
  on in each hand.
  Improved Evasion (Ex): This ability, gained at 8th level, 
  works like evasion (see above). A Beztekorps takes no dam-
  age at all on successful saving throws against attacks that al-
  low a Reflex saving throw for half damage. What’s more, they 
  take only half damage even if they fail their saving throw.
  Improved Uncanny Dodge (Ex): At 9th level and higher, 
  Beztekorps can no longer be flanked. This defense denies a 
  rogue the ability to sneak attack the Beztekorps by flanking 
  them, unless the attacker has at least four more rogue levels 
  than the target has Beztekorps levels.
   
  If a Beztekorps 
  already has uncanny 
  dodge from another 
  class, the levels from 
  the classes that grant 
  uncanny dodge stack 
  to determine the 
  minimum rogue 
  level required to flank 
  the character.
  Aerial Dervish (Ex): 
  At 10th level the Beztekorps 
  can make a full-attack action during a Flyby Attack. 
  They can always take a 10 on a Fly check to maneuver in 
  a sciobtha harness and automatically confirm critical hits 
  against giants while they benefit from their aerial bonus abil-
  ity.
  Sciobtha Propulsion: The Beztegloven city-states have mas-
  tered the art of capturing and pressurizing gasses. When used 
  in conjunction with ankshirr water, sciobtha canisters can 
  propel creatures through the air as if they were flying.
  SCIOBTHA HARNESS
  Price 260 gp; Weight 15 lbs.; Slot shoulders
  A tight-fitting harness made primarily of chains and thin met-
  al plates, into which at least a half dozen brass canisters have 
  been fit, each with nozzles pointed in different directions.
  These complex harnesses allow their wearers to carefully 
  control the release of gas from a number of sciobtha canis-
  ters, granting them limited powers of flight. Being non-magi-
  cal, these harnesses are extremely complex and any character 
  without the sciobtha trained class feature takes a –10 circum-
  stance penalty on all checks to use it.
  As a swift action, characters under the effect of 
  ankshirr water can activate a Sciobtha Harness with a DC 15 
  Fly check, gaining a fly speed equal to twice their base speed 
  with poor maneuverability until the end of the round. Doing 
  so uses 2 charges, of which a fully charged Sciobtha Harness 
  has 60. Failing this check by 4 or less results in the character 
  moving double their base speed in a direction of their choos-
  ing, failing by 5 or more results in this movement being in 
  a random direction. For each 5 points a character succeeds 
  their Fly check by, they can expend one extra charge to im-
  prove their maneuverability by one stage (to average, 
  good then perfect). Characters not under the 
  effect of ankshirr water gain no benefit from 
  activating a sciobtha harness, but still 
  expend charges.
  Recharging a sciobtha 
  harness requires special 
  technology carefully guarded 
  by the Bezekorps, and 
  generally costs 60 gp.
  A typical sciobtha 
  harness is built for Small 
  creatures. For each size category 
  above Small, the price to create 
   
      the same effect or to 
                       recharge is multiplied 
   
   
             by 4.
  
  149
   
   
   
   
   
   
   
  Table 5-3: Reicosteel
  Type of Reiciosteel Item
  Item Price Modifier
  Light armor
  +2,000 gp
  Medium armor
  +6,000 gp
  Heavy armor
  +12,000 gp
  Shield
  +3,000 gp
  Other items
  +750 gp/lb.
  Ankshirr Wells: The mystical water sources protected by 
  the Beztegloven city-states are enormously valuable to any 
  resident of the savanna. Their primary defenders—the Bez-
  tekorps—depend on it to fight off the persistent taiga giants. 
  ANKSHIRR WATER
  Aura weak transmutation; CL 1st
  Slot none; Price 650 gp; Weight —
  DESCRIPTION
  This vial of clear, fresh water is so incredibly light that if left 
  unattended, it floats in the air of its own accord. 
  Each vial of ankshirr water consumed reduces a character’s 
  weight by 30 lbs. (to no less than 1 lb.). This effect lasts for one 
  hour, but has no mechanical benefit until this has reduced a 
  character to at least 20% their original weight, at which point 
  the imbiber feels the other effects of the enchantment.
  An affected character gains a +2 enhancement bo-
  nus to Dexterity, a +15 enhancement bonus to Acrobatics 
  checks made to jump (and are always treated as having a 
  running start) as well as a +5 enhancement bonus to all other 
  acrobatics checks. Finally, affected characters also increase 
  their base movement speed by 10 ft. (plus an additional 10 ft. 
  for each size category above Small).
  Ankshirr water can also be applied to inanimate ob-
  jects, reducing their weight by 30 lbs. for one hour.
  The effects of a vial of ankshirr water last for 1 hour and if 
  drawn from a naturally occurring source, cannot be dis-
  pelled. The effects of a vial of ankshirr water cease if the af-
  fected creature carries more than a light load for more than 
  one round.
  CONSTRUCTION
  Requirements Craft Wondrous Item, create water, feather-
  fall, levitate; Cost 325 gp
  NEW MATERIAL: REICIOSTEEL
  This remarkably light metal is unique to the Beztegloven 
  city-states, forged by the small folk of the Dry Walkabout 
  (who are able to easily integrate ankshirr water into the forg-
  ing process).
  Most armors made from reiciosteel are one category 
  lighter than normal for purposes of movement and other 
  limitations. Heavy armors are treated as medium, and medi-
  um armors are treated as light, but light armors are still treat-
  ed as light. This decrease does not apply to proficiency in 
  wearing the armor. A character wearing reiciosteel full plate 
  must be proficient in wearing heavy armor to avoid adding 
  the armor’s check penalty to all their attack rolls and skill 
  checks that involve moving. Spell failure chances for armors 
  and shields made from reiciosteel are decreased by 15%, 
  maximum Dexterity bonuses are increased by 2, and armor 
  check penalties are decreased by 3 (to a minimum of 0). 
   
  Any item made from reiciosteel weighs one tenth 
  (1/10th) as much as the same item made from other metals. 
  In the case of weapons, this lighter weight does not change 
  a weapon’s size category or the ease with which it can be 
  wielded (whether it is light, one-handed, or two-handed). 
  Items not primarily of metal are not meaningfully affected 
  by being partially made of reiciosteel (a longsword can be a 
  reiciosteel weapon, while a quarterstaff cannot.) Reiciosteel  
  weapons count as silver for the purpose of overcom-
  ing damage reduction.
  Reiciosteel weapons are specifically designed to cut 
  through the defenses of taiga giants; against these targets, an 
  attacker wielding a reiciosteel weapon ignores half a taiga gi-
  ant’s deflection and natural armor bonuses (reducing their 
  AC by 6 for most taiga giants). Against other creatures of 
  the giant subtype, these weapons ignore half of their natural 
  armor bonus.
  Weapons or armors fashioned from reiciosteel are 
  always masterwork items as well; the masterwork cost is in-
  cluded in the prices given below.
  Reiciosteel has 20 hit points per inch of thickness 
  and hardness 12.
  DIMINISHMENT GAS
  Aura moderate transmutation; CL 13th
  Slot none; Price 10,000 gp; Weight ½ lb.
  DESCRIPTION
  This black tube of metal is surprisingly light, and emblazoned 
  on its front in bold, white letters are “XXX”.
  When a Beztekorps assault squad or fortification is being 
  overrun by their enormous enemies, they are sanctioned to 
  use diminishment gas. Canisters of diminishment gas are de-
  signed to be thrown and act as simple weapons with a range 
  increment of 40 feet. A round after being activated a canis-
  ter of diminishment gas spews forth smoke that spreads like 
  a stinking cloud for 10 rounds. Creatures of the Giant type 
  must make a DC 20 Will save or take 1 negative level every 
  round that they remain within the confines of diminishment 
  gas. Once activated, a canister of diminishment gas expels 
  smoke until it is empty.
  CONSTRUCTION
  Requirements Craft Wondrous Item, 3 vials of ankshirr wa-
  ter, enervation, mass reduce person; Cost 5,000 gp
  
  150
  THE CULT OF THE DRAGONMINDED
  The surface world knows dragons as monsters and rightly so, but few know why—that a million dragons were the key to a prison 
  of incalculable power. Now the prison is open, the wardens are free, and it falls to mortals to round up the prisoners, the Night-
  mare Gods themselves. Those who take up the mantle that every dragon ever born has failed to carry are the Dragonminded.
  Founded only days after the Nightmare Gods were released onto Veranthea, the Dragonminded are a cult who religiously 
  fight against the dark deities, their influence in the world, and especially their servants. Though united in cause the organiza-
  tion is as divided in their means and how they set about to achieve them as the people that make up their ranks. Though often 
  at odds with one another the dragonminded have three high-level objectives: to destroy the influence of the Nightmare Gods, 
  to repair the shield that once imprisoned them, and to prevent the advance of their dark servants.
  To accomplish this the order of warriors tap into phenomenal psychic powers, separating their bodies and minds to 
  protect both from the ravages of the darkness. This power requires devotion but is ultimately a divine boon granted by their 
  patron deity, Sciemaat (a demigod who formed from the remains of the original psychic shield). His mind is as fragmented 
  as the cult who follow him but is more than capable of guiding his servants (and other unknowing or unwilling parties) into 
  amassing shards of the original shield to consolidate its power and focus his mind.
  Dragonminded Sects
  The cult of the dragonminded all believe that the Nightmare Gods must be defeated but against a foe so powerful, none can 
  agree on the means to do so.
  DRAGONMINDED PRESTIGE CLASS
  Few remember the original purpose of dragons—that they once protected the world at large from the maddening chaos and 
  unfathomable terror of the Nightmare Gods. Individuals that know the truth of the dragons’ original nature, or that they 
  failed in their task to hold the Nightmare at bay, are uncommon at best, but even rarer are those willing to take up the aban-
  doned duty. The world does not need to be reduced to ash as a result, often thanks to the dragonminded.
  Dragonminded are defensive psionic combatants that focus on resistance, survival, and keen intuition. Though the 
  most common aspirants of their order begin as psychic warriors, any character with a good base attack bonus and a feat free 
  to take Wild Talent can make excellent dragonminded.
  Learn From the Nightmare: Working in close collaboration 
  with the Collectors, this sect of the dragonminded find all 
  the relics of the dark gods they can and turn them over to the 
  explorers organization for study. The Collectors then reveal 
  what they learn—and keep any artifacts in one of their deep 
  vaults.
  Unlike other dragonminded they don’t answer to a 
  leader of their own, taking orders from the leaders of the 
  Collectors and working independently in small groups to 
  venture into the heart of the abyss and back on a regular ba-
  sis.
  Shield The Surface: Some dragonminded admit the shield 
  that once protected the living from the Nightmare Gods is 
  too broken to hold the darkness at bay any longer yet only 
  by sealing the darkness away to devour itself will the living 
  have any chance to prevail. They tirelessly work to collapse 
  the passages into the Forever Dark—from the largest mines 
  in Goblinvania to the smallest graves in Urethiel—despite 
  the collateral damage that might cause.
  Each dig site is supervised by one of the descendants 
  of the seemingly immortal Rotak Irontooth (NG Male dwarf 
  expert 8/dragonminded 10). Aside from being a brilliant en-
  gineer, leading the Shield the Surface  sect, and being nearly 
  a thousand years old, Rotak has survived more monster at-
  tacks, cave collapses, and assassination attempts than any 
  other leaders among the dragonminded.
  Tame the Darkness: Many dragonminded feel that the fight 
  against the Nightmare Gods will be nearly eternal and only 
  by bringing civilization to their darkness can they hope to 
  defeat them. By slowly and surely carving the tunnels of the 
  Forever Dark into a sprawling fortress, they dismantle traps, 
  dismiss the darkness, and remove anywhere for the darkness 
  to hide.
  Their leader, August Labar (N Female human magus 
  6/dragonminded 8) leads the mundanities of the work to her 
  companions. Daily, she leads expeditions out into the darker 
  tunnels, actively dissuading any nightmare creatures from 
  coming close by dismembering them on sight.
  The Sea Comes Down: Some dragonminded feel that the 
  only way to stop the Nightmare Gods is to destroy them and 
  that the best way to do so is to bring about a cataclysm: to 
  open up the Forever Dark to the seas above. Their extensive 
  mining operations suffer countless setbacks but are support-
  ed by the church of Matilondo—it is only a matter of time 
  before they succeed, emptying the oceans and drowning the 
  nightmares of the subterranean darkness.
  They are led by Vaharalla Mellicson (LE Human pal-
  adin [merchanteer of Matilondo] 14), a severe man who sees 
  the work he is doing as a service for all the surface races. He 
  has no qualms about conscripting anyone he finds are able-
  bodied but prefers the tireless laborers provided by the en-
  slavement of the undead.
  
  151
  Role: Dragonminded are difficult to faze and hard to affect with magic or psionics unless they wish to be. They are most 
  comfortable charging through combat to reach enemy psions, but are more than capable of fending off entire groups of en-
  emies at once.
  Alignment: Dragonminded are strongly aligned against the forces of darkness and chaos, tending towards lawful and good 
  alignments. However they are willing to allow anyone to join their ranks, so long as they put their powers to use fighting the 
  forces of the Nightmare Gods.
  Hit Die: d12
  REQUIREMENTS
  To qualify to become
   a dragonminded, a 
  character must fulfill 
  all the following 
  criteria.
  Base Attack Bonus +6
  Psionics: Character 
  must be a psionic 
  character
  CLASS SKILLS
  The dragonminded’s 
  class skills (and the 
  key ability for each 
  skill) are Acrobatics (Dex), Climb (Str), Craft (Int), Knowledge (dungeoneering), Knowledge (engineering), (Int), Perception 
  (Wis), Survival (Wis), and Swim (Str).
  Skill Ranks at Each Level: 2 + Int modifier.
   
   
   
   
   
   
   
  Table 5-4: The Dragonminded
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Power Points 
  per Day
  1st
  +1
  +1
  +0
  +1
  Disruptive, fugue state
  5
  2nd
  +2
  +1
  +1
  +1
  Matter over mind 1/day
  11
  3rd
  +3
  +2
  +1
  +2
  Power resistance
  18
  4th
  +4
  +2
  +1
  +2
  Manifestation
  26
  5th
  +5
  +3
  +2
  +3
  Matter over mind 2/day
  35
  6th
  +6
  +3
  +2
  +3
  Power sink
  45
  7th
  +7
  +4
  +2
  +4
  Manifest power
  56
  8th
  +8
  +4
  +3
  +4
  Matter over mind 3/day
  68
  9th
  +9
  +5
  +3
  +5
  Improved manifest
  81
  10th
  +10
  +5
  +3
  +5
  Mindless
  95
  
  152
  CLASS FEATURES
  Weapon and Armor Proficiency: Dragonminded gain pro-
  ficiency with firearms.
  Power Points/Day: A dragonminded gains a pool of power 
  points, as indicated on Table: The Dragonminded. In ad-
  dition, he receives bonus power points per day if he has a 
  high Wisdom score. His race may also provide bonus power 
  points per day, as may certain feats and items. If a dragon-
  minded has power points from a different class, those points 
  are pooled together. They can use these power points to 
  manifest powers gained through other sources, but they do 
  not gain the ability to manifest powers on their own.
  Disruptive (Ex): The dragonminded gains Disruptive as a 
  bonus feat. They do not need to meet this feat’s prerequisites.
  Fugue State (Ps): A dragonminded can briefly separate his 
  mind and body  to better resist the powers of the nightmare. 
  Starting at 1st level, a dragonminded can enter this fugue 
  state for a number of rounds per day equal to 3 + his Wisdom 
  modifier. At each level after 1st, he can maintain this state for 
  1 additional round. Temporary increases to Wisdom, such as 
  those gained from spells like owl’s wisdom, do not increase 
  the total number of rounds that a dragonminded can main-
  tain a fugue state per day. A dragonminded can enter a fugue 
  state as a swift action, and end the fugue state as a free action. 
  The total number of rounds of fugue state per day is renewed 
  after resting for 8 consecutive hours.
   
  While in a fugue state, a dragonminded gains a +4 
  morale bonus to Strength and Constitution, as well as Power 
  Resistance equal to 10 + his dragonminded level + his Wis-
  dom modifier. In addition, he takes a -2 penalty to attack 
  rolls. The increase to Constitution grants the dragonminded 
  2 hit points per Hit Dice, but these disappear when the fugue 
  state ends and are not lost first like temporary hit points. If a 
  dragonminded falls unconscious his fugue state immediately 
  ends, placing him in peril of death. While in fugue state, a 
  dragonminded cannot use any Charisma-, Dexterity-, or 
  Intelligence-based skills (except Acrobatics, Fly, Intimidate, 
  and Ride), any ability that requires concentration, and can-
  not manifest powers or cast spells.
   
  Any time a dragonminded would spend a round of 
  fugue state, a dragonminded can instead choose to expend 
  a number of power points equal to their hit dice to avoid 
  expending that round of fugue state.
  Matter over Mind (Su): At 2nd level, a dragonminded’s 
  mind is always sequestered from their body. Once per day, 
  they can choose to make a Fortitude save in place of a Will 
  save. A dragonminded can use this ability one additional 
  time per day for each three levels beyond 2nd, up to 3/day 
  at 8th level.
  Power Resistance (Ex): At 3rd level, a dragonminded gains 
  power resistance equal to 5 + ½ dragonminded level + Wis-
  dom modifier.
  Power Sink (Su): At 6th level, a dragonminded is truly 
  anathema to psions. As a standard action, a dragonminded 
  can manifest antipsionics field as a psi-like ability, centered 
  on themselves, using their hit dice as their caster level. This 
  ability can be activated a number of rounds per day equal to 
  their Wisdom modifier.
  Manifestation (Su): As a standard action while in a fugue 
  and take actions, and is directed by the dragonminded. It 
  uses all the same statistics as the dragonminded, with the fol-
  lowing exceptions: it shares a single pool of hit points with 
  the dragonminded, gains the incorporeal subtype, and is im-
  mune to all spells and effects that allow spell or power resis-
  tance. The manifestation threatens opponents for purposes of 
  flanking, but cannot take attacks of opportunity.
   
  On the round it manifests, it can make a single attack 
  before dispersing at the end of the round. However, it can 
  be sustained until the end of the dragonminded’s next turn 
  as a swift action by spending an additional round of fugue. 
  On additional rounds, the manifestation can make a single 
  attack, a single Intelligence-, Charisma-, or Wisdom-based 
  skill check, or manipulate objects as though it had a Strength 
  of 10. As a move action, the dragonminded can move the 
  manifestation up to 30 ft. in any direction, provoking attacks 
  of opportunity as normal.
  Manifest Power (Su): At 7th level, a dragonminded’s mani-
  festation is capable of tapping into any magical or psionic 
  powers he is capable of using. The manifestation may, instead 
  of making an attack, manifest a single power or cast a single 
  spell with a range other than self.
  Improved Manifest (Su): At 9th level, a dragonminded can 
  manifest more rapidly and for a longer time. On the round 
  it manifests, both the dragonminded and his manifestation 
  may make a single attack action. In addition, the dragon-
  minded needs only spend a number of power points equal 
  to their dragonminded level to avoid expending a round of 
  fugue state.
  Mindless (Ex): At 10th level, a dragonminded in fugue state 
  is immune to any effect that requires a Will save. In addi-
  tion, they can use their Matter over Mind ability an unlimited 
  number of times per day.
  DRAGONMINDED ARCHETYPES
  Dragonminded come from all walks of life and learn all man-
  ner of tricks to protect both mind and body from the taint of 
  the Nightmare Gods by calling spirits from other planes to 
  protect their own.
  Outermind
  Almost as much as the living, creatures from other planes 
  seek to fight the Nightmare Gods, and some allow themselves 
  to become tools in service of that goal.
  Summon Allies (Sp): At 2nd level, an outermind can cast 
  summon monster I three times per day as a spell-like ability. 
  At 4th level, and every two levels thereafter the level of this 
  summoning spell increases by one, up to summon monster V 
  at 10th level. This ability replaces matter over mind.
  Otherworldly Manifestation: At 4th level, when an outer-
  mind enters a fugue state, rather than manifest their own soul as 
  a standard action they instead call upon a powerful outsider. 
  The outermind calls upon an outsider who takes the form of 
  an eidolonAPG, as a summonerAPG equal to twice the outer-
  mind’s level. This eidolon remains only as long as the outer-
  mind concentrates on it as a swift action, and spends a round 
  of fugue to sustain it. This eidolon is considered to be the out-
  ermind’s manifestation and once its form and abilities are cho-
  sen, it can only be changed when the outermind gains anoth-
  er dragonminded level. This ability modifies manifestation. 
  
  153
  Phantom
  By calling upon spirits whose minds have already been broken by the Nightmare Gods, 
  a phantom can further protect their own.
  Phantom Fugue: When a phantom enters a fugue state, they allow a fragment of 
  another spirit into their body and control it, siphoning away its power. They gain 
  Skill Focus in one skill and can use that skill in their fugue state (but no other 
  skills). This ability modifies fugue state.
  Manifest Swarm (Su): At 4th level, when a phantom enters a fugue state they can call 
  upon the spirits of the maddened dead to manifest fully in a swirl of tormented anger. 
  This manifestation swarms around one target within 30 feet, dealing 3d6 points of 
  swarm damage as the swirling spirits assault the target’s mind and body. This phantom 
  energy continues to manifest as long as the phantom concentrates as a standard action 
  each round, increasing in damage by 1d6 points each round, up to a number of dice 
  equal to half the phantom’s hit dice. This focus is physically taxing on the phantom, 
  dealing 1 point of damage to them each round after the first for each dice of damage 
  the phantom swarm inflicts. This ability replaces manifestation, manifest power, 
  and improved manifest.
  DRAGONMINDED FEATS
  Dragonminded have select techniques common among their order.
  Lesser Manifestation (Psionic)
  You can briefly separate your mind and body, creating an incorporeal dupli-
  cate of yourself nearby.
  Prerequisite Ability to manifest 1st-level powers
  Benefit Once per day as a full-round action, you can manifest your spirit 
  in an open space within 30 feet of you. This manifestation uses your statis-
  tics, though it gains the incorporeal subtype and shares a single pool of hit 
  points with you, cannot make attacks of opportunity, and any time it uses 
  any limited use ability it is subtracted from your total uses. After a number 
  of rounds equal to your Charisma modifier, it dissipates.
  Special You can take this feat multiple times. Each time you do, you can 
  manifest one additional time each day, though no more than one manifes-
  tation can exist at once.
  Lesser Fugue (Psionic)
  Through careful practice you can lock your mind 
  away from your body, becoming a mindless crea-
  ture of instinct and emotion.
  Prerequisite Ability to cast 1st-level spells or 
  manifest 1st-level powers
  Benefit As an immediate action, you can gain 
  the mindless special quality until the end of 
  your next turn. You cannot cast spells, mani-
  fest powers, or use any skills while in this fugue 
  state. You can enter a lesser fugue state a num-
  ber of times per day equal to your Wisdom 
  modifier.
  ENTRI ENTRAPPER PRESTIGE CLASS
  These chaotic agents of justice are the only form of law in the otherwise capricious and utterly wild Arajakata Woods of 
  Grethadnis.
  Role Mastering both the fiery spirit within their hearts and their bond with nature, entri entrappers are dangerous ranged 
  combatants and deadly hunters.
  Alignment Any nonlawful
  Hit Die d10
  Requirements
  Base Attack Bonus: +4
  Special Favored enemy (any non-fey), lesser chaos totem rage power
  Skills Survival 5 ranks
  Spellcasting Able to cast 1st-level divine spells, able to rage
  CLASS SKILLS
  The entri entrapper’s class skills are Acrobatics (Dex), Climb (Str), Handle Animal (Cha), Intimidate (Cha), Knowledge 
  (geography) (Int), Knowledge (nature) (Int), Perception, Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim (Str) and Use 
  Magic Device (Cha).
  Skill Ranks at Each Level: 2 + Int modifier.
  
  154
  Table 5-5: Entri Entrapper
  Level
  Base 
  Attack
  Fort
  Ref
  Will
  Special 
  Spells per Day/Rage per Day
  1
  +1
  +0
  +1
  +1
  Feyllower
  +1 level of divine spellcasting class
  2
  +2
  +1
  +1
  +1
  Ranged maneuvers, exotic ranged expert
  +2 rounds of rage
  3
  +3
  +1
  +2
  +2
  Rage power
  +1 level of divine spellcasting class
  4
  +4
  +1
  +2
  +2
  Ranged maneuvers, exotic ranged expert
  +2 rounds of rage
  5
  +5
  +2
  +3
  +3
  Improved ranged maneuver
  +1 level of divine spellcasting class
  6
  +6
  +2
  +3
  +3
  Ranged maneuvers, exotic ranged expert
  +2 rounds of rage
  7
  +7
  +2
  +4
  +4
  Rage power
  +1 level of divine spellcasting class
  8
  +8
  +3
  +4
  +4
  Ranged maneuvers, exotic ranged expert
  +2 rounds of rage
  9
  +9
  +3
  +5
  +5
  Improved ranged maneuver
  +1 level of divine spellcasting class
  10
  +10
  +3
  +5
  +5
  Double maneuver, exotic ranged expert
  +2 rounds of rage
  Weapon and Armor Proficiency: An entri entrapper gains 
  no proficiency with any weapon or armor.
  Spells per Day: At the indicated levels, an entri entrapper 
  gains new spells per day as if she had also gained a level in 
  a divine spellcasting class she belonged to before adding the 
  prestige class. She does not, however, gain other benefits a 
  character of that class would have gained, except for addi-
  tional spells per day, spells known (if she is a spontaneous 
  caster), and an increased effective level of spellcasting. If she 
  had more than one divine spellcasting class before becoming 
  an entri entrapper, she must decide to which class she adds 
  the new level for the purpose of determining spells per day.
  Rage per Day: At the indicated levels, an entri entrapper 
  gains additional rounds of the rage ability per day as if she 
  had also gained a level in a class that granted it. An entri 
  entrapper treats her levels in this prestige class as barbarian 
  levels for determining the effectiveness of her rage powers.
  Feyllower: The entri entrapper gains the powers of the fey 
  bloodline, using her entri entrapper level and divine spell-
  casting class levels as her sorcerer level.
  Favored Terrain (Ex): At 1st level the entri entrapper gains 
  favored terrain (forest), as per the ranger class feature. At 5th 
  level the bonus increases to +4 and to +6 at 10th level. If 
  she already has a favored terrain (forest) bonus from other 
  classes, these bonuses stack.
   
  Exotic Ranged Expert (Ex): At 2nd level the entri entrap-
  per gains proficiency in two of the following weapons: bo-
  las, halfling sling staff, lasso, meteor hammer, net, rope dart, 
  scorpion whip, snag net, throwing shield or whip. At 4th, 
  6th, 8th and 10th level the entri entrapper gains proficiency 
  in another weapon from this list.
  Ranged Maneuvers (Ex): At 2nd level the entri entrapper 
  can use ranged weapons to harry her foes from afar. As a 
  standard action she can make a ranged bull rush combat 
  maneuver check against a single target within the first range 
  increment of her weapon with a –2 penalty. 
  At 4th level, she can choose to make a ranged disarm 
  combat maneuver instead of a bull rush. At 6th level, she can 
  choose to make a ranged trip combat maneuver. 
  At 8th level she can choose to make a ranged grap-
  ple combat maneuver. When performing a ranged grapple, 
  the entri entrapper is not considered to be grappled, and the 
  CMD to escape the grapple is equal to 10 + the CMB check 
  made to grapple the creature originally. 
  Rage Powers (Ex): At 3rd and 7th level the entri entrapper 
  gains an additional rage power.
  Improved Ranged Maneuver (Ex): At 5th level the entri  
  entrapper hones one of her ranged combat maneuvers; she 
  gains a +2 competence bonus to any 
  one combat maneuver she can 
  currently perform using the 
  ranged maneuvers ability. 
  At 9th level, she gains an 
  additional +2 competence 
  bonus, and may apply it to 
  the same maneuver or a 
  different maneuver.  
      
  Double Maneuver (Ex): 
  At 10th level the entri 
  entrapper can make two 
  ranged combat maneuvers 
  as a standard action. 
  These maneuvers do not 
  have to be the same 
  maneuver or even 
  against the same target. 
  
  155
   
   
   
   
   
   
   
   
   
  Table 5-6: Green Avenger Prestige Class
  Level
  Base 
  Attack
  Fort
  Ref
  Will
  Special
  Spells per day
  1st
  +0
  +1
  +0
  +0
  Draconification
  +1 level of arcane spellcasting class
  2nd
  +1
  +1
  +1
  +1
  Ability boost (Str +2), detect thoughts
  —
  3rd
  +2
  +2
  +1
  +1
  Dragonic grace, green smite 1/day
  +1 level of arcane spellcasting class
  4th
  +3
  +2
  +1
  +1
  Agility boost (Dex +2), breath weapon, 
  blindsense 15 ft. 
  —
  5th
  +3
  +3
  +2
  +2
  Draconic aura, natural armor increase (+1)
  +1 level of arcane spellcasting class
  6th
  +4
  +3
  +2
  +2
  Ability boost (Con +2), green smite 2/day
  —
  7th
  +5
  +4
  +2
  +2
  Draconic familiar
  +1 level of arcane spellcasting class
  8th
  +6
  +4
  +3
  +3
  Blindsense 30 ft., ability boost (Cha +2)
  —
  9th
  +6
  +5
  +3
  +3
  Green smite 3/day
  +1 level of arcane spellcasting class
  10th
  +7
  +5
  +3
  +3
  Draconic aura, natural armor increase (+1)
  —
  GREEN AVENGER PRESTIGE CLASS
  Of the few acolytes to be captured, interrogated, and researched, none have revealed how they gain access to any magical 
  abilities. Some of the most powerful nations of Grethadnis are aware of these unique, aberrant creatures, and because of them 
  they consider Boris and therefore Trianestra to be a serious and dangerous concern.
  Role To secure the glory of the True Avenger all across Veranthea and set him upon his rightful place in the pantheon of gods.
  Alignment CE, NE, LE or CN (anyone that does not qualify is told they are not truly devout)
  Hit Die d10
  REQUIREMENTS
  Base Attack Bonus: +3
  Special The character must truly believe Boris the Green Avenger is their patron deity and survive the initiation ritual.
  Skills: Knowledge (arcana) 5 ranks, Knowledge (religion) 1 rank
  Spellcasting: Able to cast 2nd-level arcane spells without preparation. If the character has sorcerer levels, he must have the 
  draconic bloodline. If the character gains levels of sorcerer after taking this class, he must take the draconic bloodline.
  Class Skills
  The green avenger’s skills (and the key ability for each skill) are Diplomacy (Cha), Escape Artist (Dex), Fly (Dex), Knowledge 
  (arcana) (Int), Knowledge (nobility) (Int), Knowledge (religion) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), 
  and Use Magic Device (Cha)
  Skill Ranks at Each Level: 2 + Int modifier.
  
  156
  Weapon and Armor Proficiency: Green avengers gain no 
  proficiency with any weapon or armor.
  Spells per Day: At the indicated levels, a green avenger gains 
  new spells per day as if they had also gained a level in an 
  arcane spellcasting class they belonged to before adding the 
  prestige class. They do not, however, gain other benefits a 
  character of that class would have gained, except for addi-
  tional spells per day, spells known (if a spontaneous spell-
  caster), and an increased effective level of spellcasting. If a 
  character had more than one arcane spellcasting class before 
  becoming a green avenger, they must decide to which class 
  they add the new level for purposes of determining spells 
  per day.
  Draconification: At 1st level a green avenger gains the  
   
   
  powers of the draconic sorcerer bloodline,  
   
   
  using double their green avenger 
   
        level (plus their 
   
    sorcerer level, 
           
   
   
   
   
   
          if applicable)  
   
   
   
   
   
  to determine when  
   
   
   
   
    they gain access to these  
   
   
   
   
  powers, though they only  
   
   
   
   use their green avenger level (plus  
   
   
   
   sorcerer level, if applicable) to  
   
   
   
  determine the potency of their  
   
   
   
  breath weapon. In addition, a green  
   
   
   
  avenger can use their claws power  
   
   
   
  without limitation. They must  
   
   
   
  choose a dragon type upon gaining  
   
   
           their first level in this class (if a sor- 
   
   
   
   
           cerer with the draconic  
   
   
   
   
           bloodline, this type  
   
   
   
   
              must be the same  as 
   
   
   
   
         their sorcerer type). 
   
   
   
   
         This ability does not  
   
   
   
   
        grant any other abilities  
   
   
   
   
           from the bloodline,  
   
   
   
   
           including bonus spells. 
  Detect Thoughts (Su): At 2nd level, the green avenger knows 
  the value of anticipating an opponent and has developed a 
  sixth sense, able to sift through the minds of others with detect 
  thoughts (CL equal to hit die) as a spell-like ability 3 times per 
  day. The green avenger can use this ability one additional time 
  at 4th, 6th and 8th level, and at-will at 10th level.
  Ability Boost (Ex): Starting at 2nd level but continuing 
  throughout the prestige class, the green avenger’s ability scores 
  increase as noted on Table: Green Avenger. These increases 
  stack and are gained as if through level advancement.
  Natural Armor Increase (Ex) Scales begin to form on the 
  green avenger’s skin as they undergo draconification. At 5th 
  and 10th level, a green avenger gains an increase to the char-
  acter’s existing natural armor (if any), as indicated on Table: 
  Green Avenger. These armor bonuses stack. 
      Green Smite (Su) At 3rd level, a green avenger can call out 
  to their false deity to bring down the True Avenger’s fury onto 
  their foes. If the target does not have the draconic type, the 
  green avenger adds her Charisma modifier (if any) to her at-
  tack rolls and adds her green avenger level to all damage rolls 
  made against the target of her smite. If the target of green smite 
  is a cleric, paladin, or other class that accesses divine abilities, 
  the bonus to damage on the first successful attack increases to 
  2 points of damage per level the green avenger possesses. Re-
  gardless of the target, green smite attacks automatically bypass 
  any DR the creature might possess.
  At 6th and 9th level, the green avenger gains an ad-
  ditional use of green smite per day.
  Breath Weapon (Su): At 4th level, a green avenger can use 
  his breath weapon bloodline power an additional number of 
  times per day equal to half his green avenger level.
  Draconic Grace (Su) At 4th level, a green avenger gains an 
  insight bonus equal to their Charisma modifier (if any) on all 
  saving throws.
  Blindsense (Ex) At 4th level, the green avenger gains blind-
  sense with a range of 15 feet. At 8th level, the range of this 
  ability increases to 30 feet.
  Draconic Aura (Su) At 5th level the green avenger develops a presence and aura 
  not unlike that of their vaunted leader, though lesser in power. Rather than fill 
  their foes with fear, it makes them uncomfortable and apprehensive; enemies 
  within 10 feet suffer a –2 penalty to all saving throws while the green avenger is 
  conscious. At 10th level, the draconic aura’s radius increases to 20 feet and the 
  penalty increases to –4. This is a fear effect.
  Draconic Familiar (Ex) At 7th level the green avenger gains a pseu-
  dodragon companion that functions as a cohort attracted by the Lead-
  ership feat, gaining class levels as it grows in power. In addition, this 
  pseudodragon also gains bonuses as though it were the green avenger’s 
  familiar, using the green avenger’s hit dice as their effective wizard level.  
  f the green avenger already has the Leadership feat or a familiar,  
  their cohort or familiar (or both) abandons them—
  sometimes under mysterious circumstances (as this 
  creature is in reality  an agent of Boris the True Avenger.). 
  
  157
   
   
   
   
   
   
   
   
   
   
  Table 5-7: Lycanthropic Icon
  Level
  Base Attack Fort
  Ref
  Will
  Special
  Spells per Day/Monk Level
  1st
  +1
  +0
  +0
  +0
  Wereform I, wild empathy
  +1 level of existing divine spellcasting class
  2nd
  +2
  +1
  +1
  +1
  Scent
  +1 monk level
  3rd
  +3
  +1
  +1
  +1
  Wereform II
  +1 level of existing divine spellcasting class
  4th
  +4
  +1
  +1
  +1
  Uncanny Dodge
  +1 monk level
  5th
  +5
  +2
  +2
  +2
  Wereform III
  +1 level of existing divine spellcasting class
  6th
  +6
  +2
  +2
  +2
  Manywereform
  +1 monk level
  7th
  +7
  +2
  +2
  +2
  Evasion
  +1 level of existing divine spellcasting class
  8th
  +8
  +3
  +3
  +3
  Lycantouch
  +1 monk level
  9th
  +9
  +3
  +3
  +3
  Improved uncanny dodge
  +1 level of existing divine spellcasting class
  10th
  +1
  +3
  +3
  +3
  All-form
  +1 monk level
  LYCANTHROPIC ICON 
  PRESTIGE CLASS
  The lush Jungles of Zerrah in Urethiel are predominantly ruled 
  over by beings that are neither entirely man, nor entirely animal. 
  These werecreatures worship nature in the most intimate fashion, 
  mastering their bodies as well as their minds in a perfect synthesis 
  that pays tribute to the divine being behind nature: Arcanalus.
  Role Lycanthropic icons blend shapechanging and martial combat  
  to become the physical embodiments of combat styles that have inspired imitations  
  by many martial arts masters.
  Hit Die d10
  Requirements
  Skills: Knowledge (nature) 3 ranks, Knowledge (religion) 3 ranks.
  Special: Wild shape class feature or change shape (hybrid; polymorph), flurry of blows class feature.
  Class Skills
  The lycanthropic icon’s skills (and the key ability for each skill) are Acrobatics (Dex), Handle Animal (Wis), Knowledge (ar-
  cana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Stealth (Dex), and Survival (Wis)
  Skill Ranks at Each Level: 2 + Int modifier.
  
  158
  Weapon and Armor Proficiency: Lycanthropic icons gain 
  no proficiency with any weapon or armor.
  Spells per Day: At the indicated levels, a lycanthropic icon 
  gains new spells per day as if she had also gained a level in a 
  divine spellcasting class they belonged to before adding the 
  prestige class. She does not, however, gain other benefits a 
  character of that class would have gained, except for addi-
  tional spells per day, spells known (if a spontaneous spell-
  caster), an increased effective level of spellcasting, and wild 
  shape uses per day. If a character had more than one divine 
  spellcasting class before becoming a lycanthropic icon, she 
  must decide to which class she adds the new level for pur-
  poses of determining spells per day.
  A lycanthropic icon with no previous divine spellcasting 
  class may treat these as druid spellcasting levels or may opt 
  to treat all lycanthropic icon levels as monk levels (see be-
  low).
  Monk Level: At the indicated levels, a lycanthropic icon 
  gains an increase to her effective monk level for certain class 
  features (AC, fast movement, slow fall, unarmed damage, 
  and stunning fists per day). She does not, however, gain any 
  other benefits a character of that class would have gained, 
  and does not gain abilities she do not yet possess.
  Wereform (Su) At 1st level, a lycanthropic icon taps into the 
  deeper potential of her wild shape to assume the form of a 
  lycanthrope rather than a mere beast. The lycanthropic icon 
  may use this ability ten minutes per day per level of lycan-
  thropic icon. These minutes need not be consecutive, but 
  must be used in ten minute increments. One hour of the ly-
  canthropic icon’s wild shape ability may be substituted for 10 
  minutes of wereform. Lycanthropic icons without wild shape 
  receive 10 minutes of wereform each day per level of lycan-
  thropic icon. Shifting between wereforms does not deplete 
  the ability, but is a full-round action that provokes attacks 
  of opportunity. The lycanthropic icon counts as an afflicted 
  lycanthrope.
  Wereform I: jackalwere, wereboar, wererat, werewolf
  Wereform II: werebat, werecrocodile, wereshark
  Wereform III: werebear, weretiger
  Wild Empathy (Ex) At 1st level, a lycanthropic icon can im-
  prove the attitude of an animal with the use of the Diplo-
  macy skill. This ability functions just like the druid’s class 
  feature. If the lycanthropic icon already possesses wild em-
  pathy, she receives a +4 circumstance bonus to any wild em-
  pathy checks.
  Scent (Ex) At 2nd level, a lycanthropic icon gains the scent 
  universal monster ability, regardless of what form she is in. 
  At 6th level, the range of her scent doubles.
  Uncanny Dodge (Ex) At 4th level, a lycanthropic icon gains 
  the uncanny dodge class feature. If she already has uncanny 
  dodge, she gains improved uncanny dodge instead.
  Manywereform (Su) 
  At 6th level, a lycanthropic 
  icon can assume the form of 
  more than one lycanthrope at 
  a time. The lycanthropic icon 
  chooses 
  a 
   
            single base 
   
           wereform, 
   
        then adds a 
   
       single ability 
  of another wereform. At 
  8th level, the lycanthropic 
  icon can choose two 
  abilities of another 
  wereform, or 
  choose a single 
  ability from two other wereforms, so long as her base were-
  form has all of the prerequisites required for the ability (such 
  as rake). The time it takes to shift from one wereform to an-
  other is now a standard action.
  Evasion (Ex) At 7th level, a lycanthropic icon gains evasion. 
  If she already has evasion, she gains improved evasion in-
  stead.
  Lycantouch (Su) At 8th level, a lycanthropic icon can share 
  some of her gifts with others, blessing them an animal aspec-
  tUC but with a duration of permanent. The maximum number 
  of creatures a lycanthropic icon may benefit at one time with 
  this ability is determined by her Wisdom modifier (mini-
  mum 1). At 10th level, a lycanthropic icon may grant greater 
  animal aspectUC instead of animal aspectUC if she so chooses.
  Alternatively, the lycanthropic icon can use one of her stun-
  ning fist uses per day to suppress a lyncanthrope’s change 
  shape ability. A second application of this effect removes it 
  entirely, as though the lycanthropic icon were a cleric of 12th 
  level or higher casting remove disease or heal within 3 days 
  of infection.
  Improved Uncanny Dodge (Ex) At 9th level, a lycanthropic 
  icon gains the improved uncanny dodge class feature. If she 
  already has improved uncanny dodge, she gains a +2 dodge 
  bonus to AC instead.
  All-Form (Su) At 10th level, the lycanthropic icon may ac-
  cess one ability from every wereform at once, and may switch 
  between base forms as a swift action. There is no longer a 
  limit to how long she can maintain a wereform, and all of her 
  wereforms are now treated as natural lycanthropy.
  
  159
  Academy Trainee
  (Fighter Archetype)
  Academy trainees are educated and well-rounded warriors 
  able to adapt well to situations both in and out of combat. 
  Most have attended military academies or had extensive pri-
  vate education with martial tutors, paid for by their wealthy 
  middle and upper class families.
  Scholastic (Ex): Academy trainees gains 2 additional skill 
  ranks each level. These ranks must be spent on Intelligence-
  based skills. All Intelligence-based skills are class skills for 
  academy trainees. This ability replaces proficiency with me-
  dium armor, heavy armor, and shields.
  Inspiration (Ex): Academy trainees are insightful and ca-
  pable of making good use of their intelligence. He gains in-
  spiration (see Investigator in the classes section of the Path-
  finder Roleplaying Game: Advanced Class Guide) as though 
  he were an investigator, using his fighter level as his inves-
  tigator level. He can gain the Extra Inspiration feat multiple 
  times, like an investigator. If the character also has levels in 
  investigator, add fighter levels to his investigator levels to de-
  termine the number of inspiration points gained each day 
  and for purposes of qualifying for investigator talents. This 
  ability replaces bravery and the bonus fighter feat at 1st level. 
  Bonus Feats: When an academy trainee is able to gain a 
  fighter bonus feat, he may instead gain an investigator talent. 
  However, he may not choose an alchemist discovery, rogue 
  talent, or any talent that affects studied combat or studied 
  strike.
  Armor Training (Ex): An academy trainee gains armor 
  training 1 at 7th level and armor training 2 at 15th level. This 
  alters armor training.
  Adversarial Armorist 
  (Fighter Archetype)
  You’re an expert at using your armor as a lethal weapon. Most 
  commonly seen in Moenio on the Free Isle, these brawlers 
  use the plates and linked chain they wear for protection to 
  brutally beat their enemies to death.
  Armored Strikes (Ex) At 2nd level, so long as they are wear-
  ing medium or heavy armor, or bladed or spiked gaunt-
  lets, the adversarial armorist may make unarmed strikes as 
  though they had the Improved Unarmed Strike and Two-
  Weapon Fighting feats. At 6th level, they may instead at-
  tack as though they had Improved Two-Weapon Fighting. 
  At 11th level, they may instead attack as though they had 
  Greater Two-Weapon Fighting. This ability replaces bravery.
  Offensive Armor Training (Ex) At 5th level the adversarial 
  armorist gains a +1 bonus to attack and damage rolls for at-
  tacks made with a spiked gauntlet or unarmed strikes while  
  NEW CLASS ARCHETYPES wearing medium or heavy armor. This bonus increases at 
  9th, 13th, 17th and 20th level. This ability replaces weapon 
  training.
  Buster Punch (Ex) At 6th level, the adversarial armorist 
  increases the damage die for attacks made with armored 
  strikes by one step. At 12th and 18th level, the damage die 
  increases again. This ability replaces the bonus feats received 
  at 6th, 12th and 18th level.
  Uncomfortably Comfortable (Ex) At 8th level, adversarial 
  armorists are so in tune with their suits of armor that they 
  may sleep without removing it and suffer no penalties (al-
  though eventually they will need a good wash). This ability 
  replaces the bonus feat at 8th level.
  Impromptu Handholds (Ex) At 11th level, the adversarial 
  armorist has mastered the art of anchoring themselves with 
  a potent strike of their gauntlets and gain a climb speed equal 
  to half their base speed so long as they are wielding bladed or 
  spiked gauntlets or medium or heavy armor.
  Gauntlet Mastery (Ex) At 20th level, the adversarial ar-
  morist has mastered the use of his bulwark as a potent weap-
  on. They add one and a half their strength bonus to damage 
  rolls made with armored strikes, automatically confirm criti-
  cal hits made by them, double the weapon’s critical range and 
  increase its damage multiplier by 1. This replaces weapon 
  mastery.
  Bird Rider (Cavalier Archetype)
  Bird riders are warriors who develop their martial skills in 
  tandem with those of their axe beak mount. The bounding 
  legs of their landbound avian companions carry many aasi-
  mar across the Kooey’ha Plains of Urethiel and the croaking 
  of a force of bird riders has sent more than one army fleeing 
  in retreat.
  Axe Beak Mount: At 1st level, the bird rider gains the ser-
  vice of a loyal and trusty mount. This works like a cavalier’s 
  mount except that the character gains an axe beak (see Path-
  finder Roleplaying Game: Bestiary 3). The axe beak is Medi-
  um-sized and has a Strength score of 14 (18 for purposes of 
  carrying creatures); it cannot be used as a mount by Medium 
  characters until 4th level, at which point its size increases to 
  Large and it gains a +4 racial bonus to its Strength score. This 
  replaces the cavalier’s order.
  Fast Movement (Ex): At second level and every two levels 
  thereafter, a bird rider’s axe beak’s speed increases by +10 
  ft., to a maximum of 100 feet at 10th level. This replaces the 
  order ability at 2nd level.
  Graceful Mover (Su) At 8th level, the bird rider’s axe beak 
  can ignore difficult terrain caused by natural sandy, muddy, 
  or swampy ground. Magically altered terrain still hinders an 
  axe beak. This ability replaces the order ability at 8th level.
  
  160
  Water Walk (Su): At 10th level, the bird rider’s axe beak is 
  under a constant water walk effect so long as the bird rider 
  is riding it. This replaces the extra challenge per day at 10th 
  level.
  Air Walk (Su): At 12th level, the bird rider’s axe beak is un-
  der a constant air walk effect while the Urethiel bird rider 
  is riding it. This ability replaces the bonus feat at 12th level.
  Fly (Su): At 15th level, the bird rider’s axe beak can fly at 
  its speed with a bonus on Fly skill checks equal to the bird 
  rider’s level. This replaces the order ability at 15th level.
  Conxecron Instigator 
  (Inquisitor Archetype)
  Traveling across Veranthea in search of answers to the mys-
  terious doings and decrees of the divine, these inquisitors are 
  obsessed with tracking down the Conxecron, wherever and 
  whenever it might be. Though principally in the Fair Conti-
  nent, these defiant mortals can be found everywhere.
  Scrutinizing Scholar (Ex) Conxecron instigators are talent-
  ed at sifting the truth from both religious scrolls as well as 
  people. They receive a class bonus to Knowledge (religion) 
  and Sense Motive checks equal to 1/2 their inquisitor level. 
  This ability replaces stern gaze.
  Scratch the Veil (Su) A conxecron instigator gains access to 
  certain spells that better allow them to discern the mysteries 
  of Veranthea.
  1st—memory lapse, memorize page, silent table, sow thought
  2nd—crimson confession, investigative mind, sentry skull
  3rd—arcane eye, healing thief, mindlocked messenger, pierce 
  disguise, secret page   
  4th—lesser spellcrash, mnemonic enhancer, scrying, symbol of 
  revelation, true form, truespeak
  5th—passwall, possess object, symbol of scrying
  6th—analyze dweomer, getaway, greater scrying, mage’s lucu-
  bration, spellcrash
  Access to these spells replace the monster lore ability.
  Constant Conspiracies (Ex): At 3rd level, a conxecron in-
  stigator is constantly prowling the thoughts of those around 
  them in their tireless attempts to better understand the great 
  mysterious game played by the gods of Veranthea. They may 
  use detect thoughts at will as a spell-like ability. This replaces 
  the teamwork feats received at 3rd and 6th level.
  Ethical Equalizer (Su): At 5th level, a conxecron instigator 
  can imbue one of their weapons with the anarchic or axi-
  omatic weapon special ability as a swift action. This effect is 
  determined by alignment, so a lawful character imbues axi-
  omatic and a chaotic character imbues anarchic; if neutral 
  they must choose one of these enchantments at 5th level 
  and once chosen this cannot be changed (unless their align-
  ment shifts to lawful or chaotic, whereupon it immediately 
  changes to the appropriate quality). This ability only func-
  tions while the conxecron instigator wields the weapon. If  
  dropped or taken, the weapon resumes granting this ability 
  if it is returned to the conxecron instigator before the du-
  ration expires. This ability lasts for a number of rounds per 
  day equal to the inquisitor’s level + the inquisitor’s Wisdom 
  modifier. These rounds do not need to be consecutive. This 
  ability replaces bane.
  Greater Understanding (Su): The impressive powers of the 
  conxecron instigator’s mind become so honed that at 9th 
  level they gain telepathy (60 ft.). This replaces the teamwork 
  feats received at 9th and 12th level.
  Forceful Belief (Su): At 12th level, whenever a conxecron 
  instigator uses their ethical equalizer ability, they may also 
  imbue holy or unholy on the same weapon. Which enchant-
  ment they have access to is determined in the same way as 
  the ethical equalizer ability. This ability replaces greater bane.
  True Understanding (Su): At 15th level, a conxecron insti-
  gator can use true seeing at will (with a 
  CL equal to class level). This ability 
  replaces the teamwork feats 
  received at 15th and 18th level.
  Drunk 
  Brawler 
  (Brawler 
  Archetype)
  The drinking halls and 
  taverns of Veranthea are 
  home to many a fighting 
  drunk, but some of these 
  inebriated warriors are far 
  deadlier than others. These 
  individuals’ minds and 
  bodies are honed to use 
  alcohol as a fuel for 
  divine power from the 
  god of adventuring himself, 
  making them wild and 
  uncanny opponents!
  Class Skills: A drunk brawler gains 
  Knowledge (religion) as a class skill.
  Divine Drunkery (Su): At 1st level, 
  a drunk brawler gains the ability to 
  inebriate themselves with hard 
  alcohol (such as liquor) as a swift 
  action that does not provoke attacks of 
  opportunity. Each time a drunk brawler 
  takes a drink this way they gain 1 drunk
  point (up to a maximum equal 
  to their level + Constitution 
  modifier; minimum 1); 
  unused drunk points 
  
  161
  disappear after ten minutes. For every two drunk points a drunk brawler possesses, they take a –1 penalty to AC, attack rolls, 
  and saving throws.
  Alcoholic Body (Su): By spending 1 drunk point as a swift action, a drunk brawler may grant themselves some divine insight 
  that enables them to perform incredible physical tasks. Roll 1d6 to determine which bonus they gain; this bonus lasts until 
  the end of their next turn. 
   
   
   
   
  Table 5-8: Drunk Brawler Alcoholic Body Types
  1–2
  Fighting 
  Drunk
  The drunk brawler gains a circumstance bonus to melee damage, CMB, and CMD equal to half their 
  level. At 10th level, the drunk brawler also gains DR/— equal to 1/4 their level.
  3–4
  Monkish 
  Drunk
  The drunk brawler gains one extra melee attack when making a full attack action. This attack is made at 
  a –5 penalty. At 10th level, the drunk brawler gains a second extra melee attack at a –10 penalty.
  5–6
  Sneaking 
  Drunk
  The drunk brawler gains a circumstance bonus to Bluff and Stealth checks equal to 1/2 their level. At 
  10th level, the drunk brawler gains +3d6 sneak attack damage, +1d6 for every 3 levels after 10th (to a 
  maximum of +6d6 at 19th level). This ability replaces martial flexibility.
  Alcoholic Mind (Su): At 2nd level the god of adventuring acknowledges a drunk brawler for their dedication, granting them 
  some divine power. By spending 2 drunk points as a swift action, a drunk brawler is able to channel the power of Dreksler 
  himself to incredible effect. Roll 1d6 to determine which bonus they gain; this bonus lasts until the end of their next turn. 
  This ability replaces brawler’s flurry. 
   
   
   
  Table 5-9: Drunk Brawler Alcoholic Mind Types
  1–2
  Holy 
  Drunk
  The drunk brawler gains a circumstance bonus to saving throws equal to half their level. Any evil or lawful 
  creatures that take damage from the drunk brawler take an additional amount of untyped damage equal to 
  the drunk brawler’s level.
  3–4
  Magical 
  Drunk
  The drunk brawler is able to spontaneously cast any arcane spell of a spell level equal to 1/3 their brawler 
  level without the need for components of any kind. After casting any spell this way, the drunk brawler is 
  unable to cast the same spell using this ability for the next 24 hours. A drunk brawler may only use magical 
  drunk a number of times per day equal to their level (roll again if this ability becomes ineligible).
  5–6
  Singing 
  Drunk
  The drunk brawler is able to begin and maintain a bardic performance (as a free action) that grants a +2 
  circumstance bonus to attack and damage rolls made by the drunk brawler or allies within 50 feet. 
  Gobchopper Skirmisher (Cavalier Archetype)
  You’ve traded metal horseshoes for rubber tires, a saddle for 
  a seat, and the horse for chrome—you ride the road on a 
  motorcycle, most likely in the Durkhon Badlands of Trec-
  toyri or on an experimental scouting vehicle for the Red Fists 
  in Grethadnis. Spending your time with grease and oil, you 
  keep on figuring out new ways to trick out your ride as you 
  get better at fighting with one hand on the handlebars as the 
  other beats your enemies to a death by road rash.
  Armor Proficiency: A gobchopper skirmisher is proficient 
  with light armor and medium armor, and with shields (ex-
  cept tower shields).
  Gobchopper (Ex) At 1st level, a gobchopper skirmisher 
  learns how to build a gobchopper motorcycle that she can 
  use as a vehicle and in certain cases, treat as she would a 
  mount. The gobchopper skirmisher knows how to run the 
  vehicle with the optimal amount of fuel, getting it to operate 
  for 1 gold per hour, with a tank that holds 10 hours worth 
  of fuel. 
  At 2nd, 3rd, 4th, and 5th level, the gobchopper skir-
  misher’s vehicle increases in hardness by 1 and gains 2 more 
  hit points, and at 3rd and 5th level, the engine’s hardness in-
  creases by 1 and the engine’s hit points increase by 3.
  This ability replaces mount and tactician.
  GOBCHOPPER STARTING STATISTICS
  Medium land vehicle
  Squares 1 (5 ft. by 5 ft.; 4 feet high); Cost —
  DEFENSE 
  AC 10; Hardness 1
  hp 20 (10) 
  Base Save +1 
  OFFENSE
  Maximum Speed 60 ft.; Acceleration 20 ft.
  CMB +0; CMD 10
  Ramming Damage 1d6
  Propulsion alchemical (½ square of alchemical en-
  gine; hardness 2, hp 6)
  Forward Facing away from the back wheel
  Driving Device steering handlebars
  Driving Space immediately on the single seat
  Crew —
  Passengers — (one, but with a –5 penalty to Pilot 
  checks)
  Weapons none
  
  162
  Mechanic (Ex) At 4th level, the gobchopper skirmisher can enhance her ride with one 
  enhancement, plus one at each level beyond 4th. Unless noted, all enhancements can be 
  taken multiple times. Their effects stack. The gobchopper skirmisher can only 
  install her ride’s enhancements with one hour of work and materials worth 
  10 x double her class level in gold. This ability replaces expert trainer. 
  Armor Plating: The gobchopper skirmisher’s vehicle gains a +3 armor 
  bonus to AC. This may be taken again at 8th, 12th, 16th, and 20th level.
  Bounding Suspension: The gobchopper skirmisher’s vehicle gains a 
  bonus to Pilot checks made to jump equal to twice her gobchopper 
  skirmisher level. This enhancement can only be taken once.
  Expanded Fuel Tank: The gobchopper skirmisher’s vehicle gets a 
  bigger fuel tank, capable of holding 5 hours more fuel at once.
  Fast-Fix Design: The time it takes for the gobchopper 
  skirmisher to repair her vehicle is reduced by half. This 
  enhancement may be taken twice, the second time, it 
  reduces repair time to one third the original time.
  Combat Repair: With a Craft (vehicle) check of 10 
  plus her gobchopper skirmisher level, the gobchopper 
  skirmisher can repair her vehicle from completely 
  broken to functioning for a number of rounds equal to 
  class level with two full-round actions. Beating the DC 
  by 10 or more reduces the time required to one full-
  round action. This enhancement can only be taken once.
  Hidden Compartment: A recess in the fuel tanks, 
  somewhere in the wheel well, or parts of the seat 
  contains a hollowed out area where a gobchopper 
  skirmisher can smuggle items or creatures of Tiny size 
  or smaller. Anyone attempting to find a hidden 
  compartment must succeed on a Perception check 
  against DC 20 + ½ gobchopper skirmisher level.
  Increase Speed: The gobchopper skirmisher’s vehicle 
  gains a +5 ft. bonus to it’s maximum speed. At 10th level this 
  enhancement doubles.
  Increase Acceleration: The gobchopper skirmisher’s ve-
  hicle gains a +10 ft. bonus to acceleration.
  Melee Weapon Mount: The gobchopper skirmisher 
  mounts a Medium or Large melee weapon to her vehicle, 
  adding its weapon damage to the vehicle’s ramming dam-
  age. This weapon cannot be disarmed. The gobchopper 
  skirmisher must supply the weapon in addition to the 
  existing cost of the upgrade. This enhancement can only 
  be taken once, but the mounted weapon can be changed 
  with two standard actions.
  Ranged Weapon Mount: The gobchopper skirmisher 
  mounts a Medium or Large ranged weapon onto her ve-
  hicle, which she can fire as a standard action with a +2 
  circumstance bonus. Firearms mounted in this way do 
  not suffer from recoil. The gobchopper skirmisher must 
  supply the weapon in addition to the existing cost of the 
  upgrade. This enhancement can only be taken once, but 
  the mounted weapon can be changed as with two stan-
  dard actions.
  Reinforced Engine: The gobchopper skirmisher’s vehicle’s 
  engine gains +1 hardness and +3 hit points.
  Reinforced Frame: The gobchopper skirmisher’s vehicle 
  gains +1 hardness and +5 hit points.
  Reinforced Ram: The gobchopper skirmisher’s vehicle in-
  creases its ram damage by 1d6. This enhancement may be 
  taken again at 8th, 12th, 16th, and 20th level.
  Spiked Spokes: The gobchopper skirmisher’s vehicle’s 
  wheels become trapped and can be used to attack adja-
  cent targets. The gobchopper skirmisher may deploy the 
  spokes as a swift action, which deals ramming damage, 
  plus sneak attack damage as though they were a rogue of 
  equal level, to up to two adjacent targets. After deploy-
  ing, it requires two standard actions to retract the spiked 
  spokes. This enhancement can only be taken once.
  Trapped Tailpipes: The gobchopper skirmisher has gadgets 
  and dangers worked into the backside of her ride, able to 
  deploy them against anyone fool enough to chase her; 
  these might be caltrops, oil (as the grease spell, using gob-
  chopper skirmisher level as CL), tanglefoot bags, or even 
  magical oils. Deploying trapped tailpipes is a swift action, 
  and reloading them is a full-round action. If this enhance-
  ment is taken multiple times, the number of traps stored 
  increases by one; these traps can be deployed separately, 
  or any number can be deployed as part of the same swift 
  action.
  Roughrider (Ex) At 5th level, the gobchopper skirmisher re-
  ceives a bonus to Pilot checks made with her vehicle equal to 
  her class level (half for any other land vehicle). This ability 
  replaces banner.
  
  163
  Evasion (Ex) At 9th level, the gobchopper skirmisher gains 
  evasion. This ability replaces greater tactician
  Road Rash (Ex) At 14th level, the gobchopper skirmisher 
  knows how to bring an enemy vehicle (or mount) to a cata-
  strophic halt, sending it careening and cartwheeling to a 
  crashing halt. The gobchopper skirmisher takes a full-round 
  action to make a Pilot check opposed by the Pilot check or 
  Ride check of a target whose square they would enter. A suc-
  cess on this check deals the gobchopper skirmisher’s vehicle’s 
  ramming damage to the opponent’s mount or vehicle and 
  the gobchopper skirmisher gets a free melee attack against 
  the pilot or rider. 
  On a success by 5 or more, the opponent’s vehicle or 
  mount crashes, dealing ramming damage plus 1d6 points of 
  damage per gobchopper skirmisher level, knocking the pilot 
  and vehicle or rider and mount prone (if the pilot cannot 
  be thrown from the vehicle, they are staggered 1d4 rounds 
  instead). This ability replaces greater banner.
  Improved Evasion (Ex) At 17th level, the gobchopper skir-
  misher gains improved evasion. This ability replaces master 
  tactician.
  ORDER OF THE ROAD
  Every path needs mastered, and the order of the road are the 
  ones to do it. There are two kinds of riders—those who rule 
  over their own territories, and those that strike out on paths 
  untraveled. No matter where they roam, masters of the road 
  are experts with their means of transport, reticent to leave 
  another of their kind in need on the side of a trail, and always 
  show great respect for someone that can handle their ride.
  Edicts: The cavalier must always stop to help a fellow rider 
  stranded on the side of the road, take on a race when chal-
  lenged, and ride their own vehicle (or mount) whenever pos-
  sible. Above all else the cavalier respects the craft of motor 
  vehicles and those who master them.
  Challenge: Whenever an order of the road cavalier issues 
  a challenge, he receives a +10 ft. bonus to base speed (for 
  himself as well as his mount or vehicle) and +1d6 bonus to 
  ramming damage (or +1 melee damage for attacks made by 
  his mount). These bonuses increase by +10 ft. and +1d6 for 
  every four levels the cavalier possesses.
  Skills: An order of the road cavalier adds Craft (vehicle) and 
  Knowledge (engineering) to his list of class skills. In addi-
  tion, an order of the road cavalier receives a circumstance 
  bonus equal to their Dexterity modifier when making a Pilot 
  check to make a damaged engine continue to run.
  Order Abilities: A cavalier that belongs to the order of the 
  road gains the following abilities as he increases in level.
  Get Lost (Su): At 2nd level, the cavalier becomes talented 
  at throwing off pursuers, be they in a crowded city or bar-
  reling through the wilderness. The cavalier reduces fuel 
  consumption and the need to eat, sleep, or drink by half, 
  gaining a +5 bonus to Survival checks to obscure their 
  trail for a number of days each month equal to ½ cavalier 
  level. 
  Passing Figment (Su): At 8th level, the cavalier can create 
  an illusion of an imminent obstacle directly in front of  
  a mounted combatant or vehicle pilot. This might be an 
  unexpected and huge divot in the road, a crashing tree, 
  a buckling piece of earth, a rolling boulder, or whatever 
  figment the cavalier deems appropriate. This ability func-
  tions as a major image spell-like ability with a caster lev-
  el equal to class level and may be used by the cavalier 3 
  times per day + the cavalier’s Intelligence modifier.
  Shadows of the Road (Su): At 15th level, the cavalier’s 
  roadside trickery becomes more than just an illusion 
  and the hazard deals damage (10d6 for typical hazards) 
  equal to three-fifths (60%) what it normally would, even 
  to creatures that successfully disbelieve the illusion (as 
  shadow conjuration).
  Goblin Pistolero 
  (Gunslinger Archetype)
  Some folks have a favorite firearm, some don’t care what it is 
  so long as it fires, but goblin pistoleros can never have enough 
  guns, flinging themselves into battle and firing away with 
  abandon. Scouting groups from the Red Fists in Grethadnis 
  or throughout the Goblinvanian army generally keep one or 
  two around, if only to have a proper distraction when things 
  go awry.
  Weapon and Armor Proficiency: Goblin pistoleros are pro-
  ficient with simple weapons and one-handed firearms. She 
  must take Exotic Weapon Proficiency (firearm) to gain profi-
  ciency with two-handed firearms and firearm siege engines. 
  Goblin pistoleros are proficient with all light armor.
  Pistolsmith: At 1st level, a goblin pistolero gains two pistols. 
  These weapons are battered, and only she knows how to use 
  them properly. All others treat her guns as if they had the 
  broken condition. If the weapons already have the broken 
  condition, they do not work at all for anyone else trying to 
  use them. These starting weapons can only be sold for scrap 
  (each worth 4d10 gp when sold). The goblin pistolero gains 
  Gunsmithing as a bonus feat, but can only craft or restore 
  pistols and ammunition for pistols until she gains proficien-
  cy with other firearms. Additionally, the goblin pistolero can 
  draw pistols as though she had the Quick Draw feat. This 
  ability replaces gunsmith.
  Sawed Off: At 1st level, a goblin pistolero may convert a 
  two-handed firearm into two one-handed firearms with 
  eight hours of effort. Guns converted in this way add an ad-
  ditional +2 to their misfire value, and are always destroyed 
  on a misfire. 
  Flurry of Guns (Ex): At 4th level, a goblin pistolero can ex-
  pend 1 grit point from her grit pool as a swift action before 
  she makes a full-attack with two pistols. During that attack, 
  after firing she can drop the two pistols she was using during 
  the attack and draw and fire two additional one-handed fire-
  arms at her highest attack bonus, but all of her attacks that 
  round are made at a –4 penalty.
  This ability replaces the bonus feat at 4th level. 
  
  164
  Gun Training (Ex): At 5th level a goblin pistolero must 
  choose pistols for gun training.
  Modular Firearms (Su): At 8th level, a goblin pistolero 
  learns to swap parts between enhanced pistols as easily as 
  wizards swap spells. She can modify her pistols in one of the 
  following ways. Once made, this choice cannot be changed. 
  At 12th level, the goblin pistolero learns a second means to 
  use modular firearms, and at 16th level, knows all three. This 
  ability replaces the bonus feats at 8th, 12th, 16th, and 20th 
  level.
  Pliable Pistols: Once per day, a goblin pistolero is able to 
  spend one hour using spare and salvaged parts to mod-
  ify up to two pistols in her possession, increasing their 
  enhancement bonus by +1. This enhancement bonus in-
  creases by +2 at 12th level, +3 at 16th level, and +4 at 
  20th level. It may be used to add the following weapon 
  qualities, consuming an amount of bonus equal to the 
  property’s base price modifier: distance, flaming, flaming 
  burst, frost, icy burst, seeking, shock, shocking burst, speed, 
  thundering or brilliant energy. If the pistols are not already 
  magical, at least a +1 enhancement bonus must be added 
  before any other properties can be added. Once chosen, 
  these bonuses remain until the next time the goblin pis-
  tolero uses pliable pistols.
  Revolver Recovery: When a goblin pistolero’s pistol is 
  broken or destroyed due to a misfire, she may spend 15 
  minutes per point of total enhancement bonus to redis-
  tribute its bonuses among her remaining weapons. Reas-
  signing bonuses in this way destroys the original weapon 
  in such a way that any later attempts to repair it result 
  only in a mundane version of the original weapon. If this 
  would result in creating a weapon with a higher bonus 
  than the broken weapon’s original bonus, the goblin pis-
  tolero must make a Craft (firearms) check as though they 
  were crafting that improved firearm from scratch, with a 
  failure meaning the enhancement to be reassigned is lost. 
   
  For example, if a goblin pistolero’s +1 flaming burst 
  pistol gained the broken condition due to misfire, she can 
  spend 15 minutes to reassign its +1 enhancement bonus, 
  30 minutes to reassign its flaming burst weapon quality 
  (to another magical weapon), or 45 minutes to reassign 
  both. 
  Salvage 2-Handed Firearm: When using her sawed off 
  ability on an enchanted two-handed firearm, the goblin 
  pistolero can create two one-handed firearms who grant 
  the two-handed firearm’s original bonus to shots they 
  fire—but only for 15 shots each per point of the two-
  handed firearm’s original bonus (up to 60 shots for a +5 
  firearm). Firearms salvaged this way are not inherently 
  magical, but enchant the ammunition they fire; any magi-
  cal ammunition loaded into one loses all magical proper-
  ties the instant before the goblin pistolero fires, overrid-
  den by the firearm’s enchantment. 
   
  Alternatively, the goblin pistolero may “store” the 
  charge, which once activated, enchants all ammunition 
  for 5 rounds per enhancement bonus plus one round per 
  two gunslinger levels before going inert.
  Holy Innovator 
  (Gunslinger Archetype)
  Herastreas’ followers are often scientific innovators but not 
  always—some devote themselves to religion as fervently as 
  they do science. These religious scientists are tasked with cre-
  ating new marvelous devices and protecting the creations of 
  their predecessors, but the truly faithful are endowed with a 
  brilliance that makes them some of Veranthea’s most power-
  ful thinkers.
  Class Skills: A holy innovator gains Knowledge (religion) as 
  a class skill.
  Weapon and Armor Proficiency: Holy innovators are profi-
  cient with all simple and martial weapons, and with all fire-
  arms. They are proficient with all light armor and medium 
  armor. 
  Fiery Focus (Su): At 2nd level, a holy innovator gains a +1 
  insight bonus to AC while wearing medium or light armor. 
  Anything that causes the holy innovator to lose her Dexterity 
  bonus to AC also causes the holy innovator to lose this in-
  sight bonus. This bonuses increases by +1 for every four lev-
  els beyond 2nd level (to a maximum of +5 at 20th level). As 
  an immediate action, a holy innovator may lose this insight 
  bonus to AC to cause a firearm that was about to misfire to 
  fire normally (rerolling the attack roll and ignoring another 
  misfire result) but she does not regain fiery focus for a num-
  ber of rounds equal to 10 – her Intelligence modifier (mini-
  mum 1). This ability replaces nimble.
  Craft Brilliant Contraptions (Ex) At 4th level, the holy in-
  novator gains the Craft Devices feat for free. A holy innovator 
  only pays an additional 25% more when crafting a device. At 
  8th level, the scientific innovator gains the Craft Devices feat 
  for free a second time, which removes the additional cost to 
  craft devices. This ability replaces the bonus feats at 4th and 
  8th level.
  Iron Fury 
  (Barbarian Archetype)
  Iron furies are the barbarians of Urethiel who knowingly and 
  willingly serve oni, either because they were brought up in 
  communities that do so or from a malevolent want for power 
  and glory. As they advance in levels, iron furies gain increas-
  ing supernatural blessings from their oni patrons. Higher 
  level iron furies can get close to opponents and make it easier 
  for her masters to use their magic against their enemies.
  Alignment: N, CN, NE, CE
  Dark Blessings (Su): An iron fury can use blessings just like 
  a warpriest. This functions exactly like the warpriest’s abil-
  ity of the same name (see Warpriest in the Classes section of 
  Pathfinder Roleplaying Game: Advanced Class Guide), except 
  that major powers become available at 11th level (not 10th as 
  for warpriests), and the iron fury must select from the Air,  
  
  165
  Chaos, Charm, Destruction, Evil, Fire, Trickery, Water, and Weather blessings. This ability replaces fast movement and the 
  rage powers gained at 4th and 12th level.
  Rage Powers (Ex): At 2nd level, the iron fury’s link to the oni grants her the lesser fiend totem or lesser spirit totem rage 
  powers. This ability alters rage powers.
  Aura of Cowardice (Su): At 3rd level, an iron fury radiates an aura of cowardice (see Antipaladin in the Classes section of 
  Pathfinder Roleplaying Game: Advanced Player’s Guide). This ability replaces trap sense.
  Profane Armor (Su): At 7th level, an iron fury learns how to enhance his armor just like a warpriest. When an iron fury uses 
  this ability he temporarily binds a fragment of his patron oni into his armor. This functions exactly like the sacred armor 
  ability of a warpriest (see Warpriest in the classes section of Pathfinder Roleplaying Game: Advanced Class Guide). This ability 
  replaces damage reduction.
  Aura of Despair (Su): At 8th level, an iron fury radiates an aura of despair (see Antipaladin in the Classes section of Path-
  finder Roleplaying Game: Advanced Player’s Guide). This ability replaces the rage powers gained at 8th and 16th level.
  Rage Powers: The following rage powers complement the iron fury archetype: disruptive, spellbreaker, spell sunder, supersti-
  tious, witch hunter, and the fiend totem and spirit totem rage power chains.
  Merchanteer (Paladin Archetype)
  Many holy knights believe that the best way to serve the cause 
  of good is through devout worship and benign deeds—
  erroneously. The divine warriors of Matilondo’s 
  church know this better than anyone else, and 
  work throughout Grethadnis to increase the 
  coffers of their august institution. 
  Alignment: Merchanteers of Matilondo below 
  11th level must be non-evil and non-chaotic. 
  Merchanteers of Matilondo of 11th level and 
  above must be Lawful Evil.
  Amicable Aura (Ex): A merchanteer does not 
  naturally project an aura. With a swift action, a 
  merchanteer can make a concentration check 
  (DC 10 + paladin level) to project an aura within one 
  step of their true alignment; these projected auras are of a 
  potency equal to a cleric equal to their level.
  Detect Metal (Sp) At will, a merchanteer can use detect 
  metal, as a spell-like ability. A merchanteer can, as a move 
  action, concentrate on an individual within 60 feet and de-
  termine how much of a single type of metal it has with an 
  Appraise check (DC 10+HD). While focusing on one indi-
  vidual, the merchanteer does not detect metal in any other 
  object or individual within range. 
   
  This ability replaces detect evil.
  Levy on Hands (Su) Beginning at 2nd level, a merchanteer 
  can heal wounds (his own or those of others) by touch. Each 
  day he can use this ability to heal 8 hit points for every mer-
  chanteer level he possesses. He can never heal more than 
  four times his merchanteer level in hit points at a time. Us-
  ing this ability is a standard action, unless the paladin targets 
  himself, in which case it is a swift action. Despite the name 
  of this ability, a merchanteer only needs one free hand to use 
  this ability.
  DETECT METAL
  School divination; Level alchemist 1, bard 1,  
  sorcerer/wizard 1, summoner 1
  Casting Time 1 standard action
  Components V, S, F (a magnetized nail or nugget of ore)
  Range 60 ft.
  Area cone-shaped emanation
  Duration concentration, up to 1 minute/level (D)
  Saving Throw none; Spell Resistance no
  You detect any metal objects or creatures within a 60-
  foot cone. You can specify all metal objects or one or 
  more specific types of metal (such as silver or cold iron) 
  when you cast this spell; in the case of the latter you only 
  detect objects or creatures made of  the specified metal.
  However, there is a cost for this 
  healing: 5 gold per hit point healed. At 7th, 
  12th, and 17th level, the cost is reduced by  
    -1 gold per hit point (to a minimum of 2  
    gold). All money spent this way is magically  
     drawn to the nearest Church of Matilondo,  
      and it always comes from the creature  
      being healed (this includes the merchanteer).  
          Creatures unable to pay do not receive any  
         more healing than they can afford, and  
   
   creatures unwilling to pay may make a Will  
   
  save to negate the healing (and the cost) at  
     a DC equal to 10 + half the merchanteer’s  
      level plus his Charisma modifier (if any).
   
            This ability replaces lay on hands.
  Fortune Favors the Bold (Ex) At 3rd level, a merchan-
  teer is immune to fear (magical or otherwise), as well 
  as the rusting grasp spell, a rust monster’s rust special 
  ability, and any other effect that causes metal to rust.  
   
  This ability replaces aura of courage.
  
  166
  Metered Mercy (Su) At 3rd level, and every three levels there-
  after, a merchanteer can select one mercy. Each mercy adds 
  an effect to the merchanteer’s levy on hands ability; this adds 
  an additional cost of 20 gold for every condition removed.  
  This supplements the mercy ability.
  Channel Capitalism (Su) When a merchanteer reaches 4th 
  level, he gains the supernatural ability to channel magne-
  tism. Using this ability consumes 15 hit points of his levy on 
  hands ability (costing the merchanteer 75 gold).
  Channeling capitalism causes a burst that affects all 
  ferrous metals (such as iron and steel) in a 30-foot radius 
  centered on the merchanteer. The magnetic field generated 
  can draw 150 pounds of metal plus 25 pounds for every 
  two merchanteer levels beyond 1st (175 pounds at 3rd, 200 
  pounds at 5th, and so on). 
  The magnetic field uses the merchanteer’s CMB, 
  pulling any unattended ferrous metals and Medium-sized 
  creatures carrying 30 or more pounds of metal toward him. 
  For each size below Medium, halve the required amount of 
  metal, and for each size below Medium, double the amount 
  of metal required. Creatures wearing metallic armor suffer 
  a penalty to their CMD to resist the pull (–2 for medium 
  armor, –4 for heavy armor). Affected creatures are pulled up 
  to 20 feet toward the magnetic field (plus 5 feet for each 5 
  points by which the check beats their CMD) and knocked 
  prone. Creatures not carrying large amount of metal but 
  holding metal items in their hands are instead affected by a 
  disarm maneuver as the items are ripped free. 
  A merchanteer may channel capitalism a number 
  of times per day equal to 3 + his Charisma modifier. This 
  is a standard action that does not provoke an attack of op-
  portunity. The merchanteer is immune to the effects of his 
  own magnetic field. The merchanteer must present his holy 
  symbol to use this ability.
  At 10th level, a merchanteer may choose to affect 
  even non-ferrous metals, and at 16th level he may choose 
  any one specific type of metal (such as silver or gold) to at-
  tract.
  This ability replaces channel positive energy.
  Divine Bond (Sp) A merchanteer must choose a weapon for 
  his divine bond.
  Magnetic Personality (Su) At 8th level, a merchan-
  teer is immune to charm spells and spell-like abilities. 
  Instead, any time a merchanteer is targeted by one of 
  these effects, it is reversed—with the original source as 
  the target and the merchanteer considered the caster.  
  This ability replaces aura of resolve.
  Religious Truths (Su) At 10th level, a merchanteer learns 
  truths of his doctrines and deity—Matilondo’s duplicitous, 
  dubious, and undoubtedly evil true face is revealed to him. 
  The truly devout embrace their god’s honest form, willingly 
  continuing with this archetype and becoming lawful evil in 
  the process. 
  When he has done so, his paladin levels are treated 
  as antipaladin levels and he swaps the following abilities:  
  smite evil (smite good), divine grace (unholy resil-
  ience), divine bond (fiendish boon). The remainder of the 
  merchanteer’s levels with this archetype are antipaladin lev-
  els, and he gains all of the abilities entitled to antipaladins 
  after 10th level (aura of vengeance, aura of sin, aura of de-
  pravity, and unholy champion).
  Those that do not are not able to advance as a paladin 
  any further, though they retain their current blessings from 
  Matilondo (even if they’d rather not) and the cost to retrain 
  any merchanteer level is doubled, though these exiles often 
  find themselves targeted by the very church they once fol-
  lowed. 
  Code of Conduct: Above all else, good or evil, naive or 
  knowledgeable, a merchanteer of Matilondo has one directive 
  and one directive only—enhance the wealth of the church. 
  This does not mean that a merchanteer cannot take actions 
  someone else might qualify as unprofitable, only that such 
  actions must always be in service to an ultimately profitable 
  outcome. A merchanteer’s code requires that he tax, charge, 
  and collect funds for any services he renders whenever pos-
  sible, provided such actions don’t interfere with his goals.
  Associates: While he may adventure with less single-minded 
  allies, a merchanteer avoids working with overly altruistic or 
  charitable characters. Under exceptional circumstances he 
  may do so, but only to bring them into his fold or take all 
  they have to offer. A merchanteer does not need an atone-
  ment spell during such an unusual alliance, or afterward—
  Matilondo only cares about the bottom line. A merchanteer 
  may accept only henchmen, followers, or cohorts who are 
  themselves greedy (likely evil-aligned, and at best neutral-
  aligned).
  Monstrous Minstrel 
  (Bard Archetype)    
  It isn’t easy making it as a bard in Trectoyri, but the truly 
  talented artists, musicians, and storytellers always find a way.
  Bardic Performance: A monstrous minstrel gains the fol-
  lowing type of bardic performance.
  Monstrous Melodies (Su): At 3rd level, a monstrous min-
  strel can use performance to create echoes that incorpo-
  rate into the background noise of wherever she is. This 
  melody is perceived immediately by monstrous human-
  oids (and creatures with the goblin or orc subtypes) and 
  a number of chosen targets equal to the monstrous min-
  strel’s Charisma modifier. Any other creatures that might 
  perceive it must succeed on a Sense Motive check with 
  a DC equal to the monstrous minstrel’s Perform check. 
  The monstrous melody can be projected in a 30-foot ra-
  dius plus 30 feet for every monstrous minstrel level be-
  yond 3rd (though she may confine it to a smaller radi-
  us if she so wishes). A monstrous minstrel may use this 
  type of bardic performance while hidden or under the 
  gaze of a creature without them realizing she is doing so.  
   
  This performance replaces inspire competence.
  
  167
  Nightmare 
  Assassin 
  (Assassin 
  Archetype)
  The chosen assassins of Castriil 
  among the boggards in the 
  Korrelli Swamps of Urethiel 
  burn the remains of their 
  previous targets to focus their minds for the coming kill.
  Candle of the Damned (Su) A nightmare 
  assassin can spend one minute to drain 
  the blood of any target they have success-
  fully slain with their death attack, congeal-
  ing it into one candle of the damned per 4 
  hit dice of the slain creature. By burning 
  this candle during one hour of medita-
  tion, the nightmare assassin can increase 
  the DC of their death attack by +2 against  
  any one target named during this 
  hour. At 4th level, and every even 
  level afterward, the assassin may use  
   an additional candle to increase  
     the bonus by +2, up to a maximum  
    increase of +10 at 10th level. This 
  ability replaces hidden weapons.
  Monsterwise: A monstrous minstrel 
  gains a bonus equal to half her level 
  on Bluff, Diplomacy, Disguise, 
  Perception, Sense Motive, Stealth, 
  and Survival checks made against 
  creatures of the monstrous 
  humanoid type, goblin subtype, 
  or orc subtype. The monstrous 
  minstrel suffers a penalty 
  equal to ¼ her level on the 
  same checks made against 
  all other humanoids. 
  Furthermore, the monstrous 
  minstrel may cast any bard spells 
  known that normally cannot target 
  monstrous humanoids (such as 
  charm person) on monstrous 
  humanoids as if they were 
  regular humanoids. 
  This ability replaces 
  bardic knowledge and 
  countersong.
  Monstrous Lie (Ex): At 10th 
  level, a monstrous minstrel 
  gains the rumormonger 
  rogue talent. This replaces 
  Jack-Of-All-Trades.
  Nightmare Prognosticator 
  (Oracle Archetype)
  Not every acolyte of the forbidden deities manifests their de-
  votion with psionics directly; some are entirely attuned to 
  prophesying the rise of the Nightmare Gods, spreading their 
  madness in exultation for the Dark Ones’ return throughout 
  all of Veranthea.
  Alignment: Any evil.
  Mystery: dark tapestry
  Curse: Determined by deity; Castriil (lame), Grelthanok 
  (haunted), Vanesprelt (deaf)
  Class Skills: A nightmare prognosticator adds Perception, 
  Stealth, and Survival to her list of class skills. These replace 
  the additional class skills from her mystery.
  Revelations: A nightmare prognosticator must take the 
  brain drain, gift of madness, many forms, and read the tapes-
  try revelations before choosing any others, though they may 
  do so in any order (provided they meet prerequisites). They 
  also gain access to the following revelations.
  Interstellar Window (Su): As a full-round action that 
  provokes attacks of opportunity, you can choose one crea-
  ture within close range (25 ft. + 5 ft./caster level) and tem-
  porarily transport them to the realm of your dark deity. 
  The target receives a Will saving throw to resist the effect 
  (equal to the DC of your gift of madness revelation); on a 
  failed save, the creature is transported to the far reaches 
  of the aether, directly into the presence of the Nightmare 
  Gods for a number of rounds equal to half your oracle 
  level. Exposure to the void deals 1d4 points of cold dam-
  age for every oracle level you possess (Fortitude halves) 
  each round, and if left exposed for more than 5 rounds this 
  way, the creature must make a DC 30 Will save or contract 
  a random insanity (see the “Sanity and Madness” chapter 
  of the Pathfinder Roleplaying Game: Gamemastery Guide). 
  You can use this ability once per day plus one additional 
  time per day at 14th level. You must be at least 11th level to 
  select this revelation.
  Nightmarish Touch (Su): As a standard action that does 
  not provoke attacks of opportunity, you may make a melee 
  touch attack to share your curse with another creature for 
  a number of rounds equal to your oracle level (Fortitude 
  negates). When using this ability, you choose whether or 
  not to grant the benefits of your curse when you do so (if 
  you are haunted, you grant a use of the bonus spells known 
  to the creature as single use spell-like abilities). You can 
  use this ability once per day plus one additional time per 
  day at 12th, 15th, and 18th level. You must be at least 9th 
  level to select this revelation.
  Psionic Hemorrhage (Su): As a standard action that 
  does not provoke attacks of opportunity, you temporarily 
  open your mind to the forbidden pantheon, allowing them 
  to turn you into a conduit for a calamitous wave of psionic 
  energy. This burst of energy roils in a 50-ft.-radius around 
  you (plus 10 ft. per oracle level beyond 13th), dealing 1d6 
  force damage per oracle level to all creatures and objects 
  within it, stunning them for 1 round (Fortitude halves 
  and negates the stunned condition; DC equal to your gift 
  of madness revelation). Anyone that fails their Fortitude  
  
  168
  save must make a Will save (DC equal to half the previous 
  save) or contract a random insanity; creatures with power 
  points that fail this second save lose a number of PP equal 
  to your oracle level. You can use this ability once per day 
  plus one additional time per day at 16th level. You must be 
  at least 11th level to select this revelation.
  Final Revelation: Upon reaching 20th level, you embody the 
  very essence of the dark power you worship. You gain dam-
  age reduction 5/—, immunity to cold, and immunity to any 
  psionic power or psi-like ability that allows power resistance 
  (but not spells or spell-like abilities). Additionally, your deity 
  grants you a boon specific to their worship: 
  Castriil: You gain a gaze attack that carries with it all the 
  madness wrought on your mind, casting fear into the hearts 
  of your foes. Any target that fails a Will save (DC 10 + ½ 
  oracle level + oracle’s Charisma modifier) as affected as if by 
  the fear spell. Creatures immune to fear via a special quality 
  or class feature must make this Will save or contract a ran-
  dom insanity.
  Grelthanok: You gain the warp touch bloodline power 
  from the warped sorcerer bloodlineUM, except that its dura-
  tion is permanent  and creatures afflicted must also make a 
  Will save or contract a random insanity.
  Vanesprelt: Once per week you can curse an entire settle-
  ment or region by deafening all of its inhabitants, turning 
  them all mute, or creating a false eclipse (or similar astro-
  logical event) in the sky (Will DC 10 + ½ oracle level + Cha  
   
   
   
   
  modifier). These effects last  
   
   
   
   
    for 24 hours, though you  
   
   
   
   
   
  can maintain them  
   
   
   
   
   
     indefinitely by  
   
   
   
   
   
        sacrificing all  
   
   
   
   
   
       your 9th-level  
   
   
   
   
   
   
   spell slots  
   
   
   
   
   
   
    for a day.
  Oni Sworn 
  (Samurai Archetype)
  Disgraced warriors that have eschewed their honor and bas-
  tard samurai that willingly serve oni gain supernatural abili-
  ties from their monstrous masters in return for loyalty. Most 
  oni sworn are evil or count among the forces of Hesstrickia, 
  but some of those who were raised in communities that serve 
  oni are simply misguided or dull minded.
  Alignment: N, CN, NE, CE
  Dark Blessings (Su): An oni sworn can use blessings just 
  like a warpriest. This ability functions exactly like that of a 
  warpriest (see Warpriest in the classes section of Pathfinder 
  Roleplaying Game: Advanced Class Guide), except that ma-
  jor powers become available at 12th level (not 10th as for 
  warpriests), and the oni sworn must select from the Air, 
  Chaos, Charm, Destruction, Evil, Fire, Trickery, Water, and 
  Weather blessings. This ability replaces mount, mounted ar-
  cher, and demanding challenge.
  Profane Armor (Su): At 7th level, an oni sworn gains the 
  ability to enhance her armor just like a warpriest. When an 
  oni sworn uses this ability, she temporarily binds a fragment 
  of her patron oni into her armor. This functions exactly like 
  the sacred armor ability of a warpriest (see Warpriest in the 
  Classes section of Pathfinder Roleplaying Game: Advanced  
  Class Guide). 
   
  This ability replaces extra challenges per day gained 
  at 7th and 16th level.
  Qinggong Ninja 
  (Ninja Archetype)
  The qinggong ninja is a master of ki, using it to perform su-
  perhuman stunts or blast opponents with supernatural en-
  ergy. Some achieve their power over ki through extreme dis-
  cipline, while others attain these abilities by intentionally or 
  accidentally ingesting rare herbs or strange mystical fruits, 
  and fewer still are gifted these powers by a dying qinggong 
  ninja master in Urethiel.
  Ki Power: Starting at 4th level, a qinggong ninja gains access 
  to ki powers as though they were a qinggong monkUM. Any 
  time she would gain a rogue talent, she may instead choose 
   
  to gain any ki power for which she qualifies 
  (using her ninja level in place of her monk level),  
  except those marked as monk abilities. The saving 
  throw against a ninja’s ki power, if any, is equal to  
   10 + 1/2 the ninja’s level + the ninja’s Charisma  
    modifier. This replaces the ninja trick that would  
      be gained at the particular level the qinggong  
   
  ninja gives up for this ki power.
  
  169
  Scientific Innovator (Alchemist 
  Archetype)  
  In Veranthea the laws of biology, chemistry, and physics are 
  fundamentally unique and forgiving, allowing for a far wider 
  range of particle reactions not present in any other Material 
  Plane. Scientific innovators exploit these flexible laws of na-
  ture to concoct incredible serums and craft fantastic devices 
  that defy the power of mages across the world!
   
  Class Skills: Knowledge (engineering), Knowledge (dun-
  goneering) and either Knowledge (geography) or Knowl-
  edge (history), replace Knowledge (arcana), Spellcraft, and 
  Use Magic Device.
  Weapon and Armor Proficiency: Scientific innovators are 
  proficient with all simple weapons, bombs, and firearms. 
  They are also proficient with light armor, but not with shields.
  Science (Su or Ex) Scientific innovators are masters of sci-
  ence, and a scientific innovator’s extracts are called serums. 
  This acts like an alchemist’s alchemy ability except at 10th 
  level, a scientific innovator’s serums and bombs produce ex-
  traordinary effects instead of supernatural ones. A scientific 
  innovator loses the bonus to Craft (alchemy), and the ability 
  to create mutagens.
  Have Gun: At 1st level, the scientific innovator gains the 
  Amateur Gunslinger feat and Gunsmithing as a bonus feat. 
  She also gains a battered gun identical to the one gained by 
  the gunslinger. This ability replaces mutagen.
  Grit Feats: A scientific innovator may select a grit feat in 
  place of a discovery. She must meet the prerequisites for 
  those feats.
  Craft Brilliant Contraptions (Ex) At 5th level, the scientific 
  innovator gains the Craft Devices feat for free. A scientific 
  innovator only pays an additional 25% more when crafting a 
  device. At 13th level, the scientific innovator gains the Craft 
  Devices feat for free a second time, which removes the addi-
  tional cost to craft devices. This ability replaces the increase 
  to bomb damage at 5th and 13th level.
  Smart Grit (Ex): At 11th level, a scientific innovator gains 
  a number of grit points equal to her Intelligence modifier 
  (minimum 1) and gains the use of a single gunslinger deed. 
  She can select any deed that a gunslinger of her alchemist 
  level –4 could use. At 14th level, and every three levels be-
  yond 14th, the scientific innovator gains another point of 
  grit and another gunslinger deed that a gunslinger of her 
  level –4 could use. If she already has levels in gunslinger, she 
  gains a bonus to the maximum amount of grit she can have 
  each day, equal to her Intelligence bonus (if any) but gains no 
  extra grit as the start of each day. This ability replaces instant 
  alchemy, poison use, and swift poisoning.
  Discoveries: The following discoveries complement the 
  scientific innovator archetype: acid bomb, blinding bomb,  
  
  170
  
  171
  Craft Devices [Item Creation]
  Your creations duplicate the effects of spells and spell-
  like abilities through the careful application of delicate 
  clockwork and alchemical solutions. With a monocle of 
  negative life-form detection you can see undead for what 
  they truly are, and your cannon of scorching expulsions 
  has become a staple weapon in your adventuring gear.
  Prerequisites: Int 15, Knowledge (engineering) 5 ranks
  Benefit: You can craft devices with the successful appli-
  cation of Knowledge (engineering); these function as 
  magic items but have strictly extraordinary effects, and 
  function normally in an anti-magic field or area of wild 
  magic. These items an additional 50% above a magic 
  item that provides the same effect, and cannot create 
  conjuration effects.
  Devices that replicate items with a limited 
  charge cannot be recharged, and cost half the normal 
  price. Devices that have a number of charges per day 
  require one hour of maintenance to recharge. No de-
  vice can replicate a 7th-level or higher spell. A device is 
  non-magical and thus does not require attunement to 
  function or give off any magical auras.
  A device’s weight is equal to 1 pound per caster 
  level or 2 pounds per spell level, whichever is higher.
  Special: This feat may be taken a second time to reduce 
  the additional cost to 25%.
  Science and Magic: Craft Devices, and the science 
  class ability for scientific innovators, turn traditionally 
  magical (i.e. supernatural) effects into extraordinary 
  effects. Would dispel magic work on an extraordinary 
  effect? Certainly not—the liquid-fueled, flint-lit fireball 
  cares not for your dispel magic! However, an extraordi-
  nary version of dispel magic would certainly affect an-
  other extraordinary “spell”, though it would prove inef-
  fective against a proper magic spell. Devices and spells 
  that create opposite effects however, like haste and an 
  extraordinary slow, counter one another as normal. 
   
  Spells normally have two major identifiers 
  (their effect, and that they are magical), but the scien-
  tific innovator removes one of these identifiers (mag-
  ic)—leaving only the effect portion for spells to interact 
  with. 
  concussive bomb, delayed bomb, dispelling bomb, explosive 
  bomb, explosive missile, fast bombs, force bomb, frost bomb, 
  immolation bomb, precise bombs, shock bomb, siege bomb, 
  smoke bomb, sticky bomb, stink bomb, strafe bomb, sunlight 
  bomb, tanglefoot bomb. A scientific innovator can never gain 
  mutagens or cognatogens.
  Grand Discovery: At 20th level, a science innovator can choose 
  the following grand discovery in place of the normal grand dis-
  coveries.
  Antimagic Device: The science innovator can craft devices 
  that produce effects identical to antimagic field, as per the 
  Craft Devices feat. These might be made to create offensive 
  effects (such as with a meganegator cannon) or “shields” to 
  protect other devices (like the Zyski’s Copyrighted Miraculous 
  Magic Guarding Device).
   
  Scientific Innovator Serum List
  A scientific innovator must pay five times the normal cost for 
  learning a formula for any serum not on the list below. 
  1st 
  air bubble, burning hands, cause fear, chill touch, cure light 
  wounds, detect undead, expeditious retreat, faerie fire, 
  feather fall, jump, inflict light wounds, negate aroma, ob-
  scuring mist, polypurpose panacea, produce flame, shield, 
  shield of faith, shocking grasp, shock shield stone fist, touch 
  of the sea, true strike, vocal alteration
  2nd ablative barrier, acute senses, alter self, barkskin, bear’s en-
  durance, blur, bull’s strength, bullet shield, cat’s grace, cure 
  moderate wounds, darkvision, defensive shock, delay poi-
  son, detect thoughts, elemental touch, fabricate bullets, fire 
  breath*, invisibility, kinetic reverberation, levitate, protec-
  tion from arrows, resist energy, see invisibility, spider climb, 
  3rd arcane sight, bloodhound, burrow, burst of speed, countless 
  eyes, cure serious wounds, displacement, draconic reservoir, 
  elemental aura, fly, haste, marionette possession, monstrous 
  physique I, protection from energy, reloading hands, resin-
  ous skin, seek thoughts, thorn body, water breathing
  4th 
  air walk, cure critical wounds, darkvision (greater), deto-
  nate, discern lies, dragon’s breath, echolocation, fire shield, 
  freedom of movement, invisibility (greater), monstrous 
  physique II, vitriolic mist
  5th 
  contact other plane, elude time, languid bomb admixture, 
  monstrous physique III, nightmare, overland flight, planar 
  adaptation, sending, spell resistance
  6th 
  analyze dweomer, caging bomb admixture, eyebite, giant 
  form I, heal, mislead, monstrous physique IV, statue, trans-
  formation, true seeing, wind walk
  Swarm Minder (Summoner Archetype)
  Becoming a part of something greater is an aspiration for many Verantheans, but few pursue that goal as fervently as the 
  swarm minder. Reaching out to alien things even the Nightmare Gods have trouble comprehending, they steep their essence 
  in an otherworldly hive mind that grants them unusual powers. Most hail from the Zaliha Plains of Ominara, but these sum-
  moners can be found on any continent.
  *New Eidolon Form: Swarm Starting Statistics: Size Small; Speed 20 ft., climb 20 ft., swim 20 ft.; AC +3 natural armor; 
  Saves Fort (bad), Ref (good), Will (bad); Attack swarm (1d4); Ability Scores Str 3, Dex 15, Con 14, Int —, Wis 12, Cha 8; 
  Free Evolutions distract*, climb, gills, swim; Special shares the swarm minder’s Intelligence score.
  The size of the creatures in the swarm and the size of the swarm itself fluctuate as the swarm minder gains levels, as listed on 
  Table 5-10: Swarm Eidolon Statistics.
  
  172
  Prohibited 1-Point Evolutions: bite, pull, push, reach, tail (in-
  cluding any evolutions that require it), tentacle (including 
  any evolutions that require it), wing buffet.
  Prohibited 2-Point Evolutions: gore, grab, head (including 
  any evolutions that require it), limbs (including any evolu-
  tions that require it), weapon training.
  Prohibited 4-Point Evolutions: breath weapon, large.
  *New Evolutions
  1-Point Distract (Ex) The many bites and scratches of an 
  eidolon swarm can nauseate creatures that it dam-
  ages. Any living creature that takes damage from 
  a swarm eidolon is nauseated for 1 round; a For-
  titude save (DC 10 + 1/2 eidolon swarm’s hit die + 
  eidolon swarm’s Con modifier) negates the effect. 
  This evolution is only available to eidolons of the 
  swarm base form.
  2-Points Angry Swarm (Ex) An eidolon swarm works more 
  closely in unison, striking at the same points re-
  peatedly to cause more grievous wounds. The ei-
  dolon adds its Strength modifier to swarm damage. 
  If taken a second time, they add x 1 ½ Strength 
  modifier to swarm damage. This evolution is only 
  available to eidolons of the swarm base form. The 
  summoner must be at least 10th level before select-
  ing this evolution once, and may select it a second 
  time at 15th level.
  Carpet Rider (Ex) An eidolon swarm surges to-
  gether, forming a solid surface capable of support-
  ing its summoner and his allies. The eidolon swarm 
  can be ridden as though it were a flying carpet (al-
  though it does not have a fly speed unless it pos-
  sesses the flight evolution). This evolution is only 
  available to eidolons of the swarm base form.
  Table 5-10: Eidolon Swarms
  Level
  Eidolon Swarm Options
  Eidolon Swarm Options
  Eidolon Swarm Options
  Eidolon Swarm Options
  4th
  1 Medium eidolon swarm of 
  Tiny creatures
  2 Small eidolon swarms of 
  Diminutive creatures
  —
  —
  8th
  1 Large eidolon swarm of 
  Tiny creatures
  2 Medium eidolon swarms of 
  Diminutive creatures
  4 Small eidolon swarms of 
  Fine creatures
  —
  12th
  1 Huge eidolon swarm of 
  Tiny creatures
  2 Large eidolon swarms of 
  Diminutive creatures
  4 Medium eidolon swarms 
  of Fine creatures
  8 Small eidolon swarms of 
  Fine creatures
  16th
  1 Gargantuan eidolon 
  swarm of Tiny creatures
  2 Huge eidolon swarms of 
  Diminutive creatures
  4 Large eidolon swarms of 
  Diminutive creatures
  8 Medium eidolon swarms of 
  Fine creatures
  20th
  1 Colossal eidolon swarm of 
  Tiny creatures
  2 Gargantuan eidolon swarms 
  of Diminutive creatures
  4 Huge eidolon swarms of 
  Diminutive creatures
  8 Large eidolon swarms of 
  Diminutive creatures
        Eidolon Swarm Size Bonus (by creature)
  Creature Size
  Tiny
  Diminutive
  Fine
  AC Bonus
  +2
  +4
  +8
   
   
   
   
   
   
     
   
  Table 5-11: Swarm Eidolon Statistics
  Swarm Size
  Swarm 
  Damage
  Space
  Energy Attacks 
  Evolution
  Str/Con 
  Bonus
  Dexterity 
  Penalty
  Natural Armor 
  Enhancement
  Small
  1d4
  5 ft.
  1d4
  —
  —
  +0
  Medium
  1d10
  5 ft.
  1d6
  —
  —
  +0
  Large
  2d8
  10 ft.
  1d8
  +2
  –2
  +1
  Huge
  3d6
  15 ft.
  1d10
  +4
  –4
  +2
  Gargantuan
  3d8
  20 ft.
  1d12
  +6
  –8
  +3
  Colossal
  4d6
  30 ft.
  2d8
  +10
  –14
  +5
  Eidolon: The swarm minder summons the detritus and ver-
  min of the aether, calling them forth to slip through the folds 
  and nooks of the planes and into the material realm. They 
  come to him by the thousands, eager to do his bidding and 
  join his expanding consciousness as part of a hive mind. A 
  swarm minder must choose the swarm base form for his ei-
  dolon, gaining 1 Small eidolon swarm of Tiny creatures.
  Split Swarms (Su) At 4th level the swarm minder learns 
  how to divide his concentration even further, granting him 
  the ability to create and control two or more swarms rather 
  than one, as listed on Table: Eidolon Swarms. When doing 
  Wearable Swarm (Ex) An eidolon swarm covers its 
  summoner like a set of living clothing. A summon-
  er may wear his eidolon swarm as though it were a 
  cape of waspsUM spell. When the swarm minder is 
  attacked while using this evolution, it splits dam-
  age received between itself and the eidolon swarm. 
  Activating or deactivating this evolution is a full-
  round action. The eidolon swarm must have the 
  flight evolution before selecting this evolution.
  3-Points Spellcaster’s Bane (Ex) The collective intelligence 
  of the swarm minder and his eidolon swarm are 
  particularly alert to the gestures and incantations 
  of magic use. When the eidolon swarm uses its 
  distraction ability against a target using a spell or 
  spell-like ability, increase the DC by 1/2 the eidolon 
  swarm’s hit die. This evolution is only available to 
  eidolons of the swarm base form.
  
  173
  Tiang-Ti Ang Agent (Bard Archetype)
  so, he suffers a –2 penalty to Concentration checks 
  for every swarm beyond the first currently under 
  his control (up to a maximum of –14). These swarms 
  possess half, one quarter, or one eighth of their largest coun-
  terpart’s hit points and hit die (determined by how many 
  times it has been split; 2, 4, or 8). 
   
  This ability replaces shield ally. 
  Invasive Consciousness (Su) At 12th level the swarm mind-
  er gains telepathy (100 ft.). This ability replaces greater shield 
  ally.
  Highest among the many cities of the Dynasties of the Dead is Tian-Ti Ang—
  ruled over by five vampire houses that have held power for the centuries since 
  its inception (the Angs, Bo-Tansu, Doroji, Gi-Raibo, and Kensaku), the 
  settlement of undead influences the events of Urethiel from afar. Not all
  of these fell nobles are entirely bereft of life however, and each clade 
  breeds and trains their dhampir and lesser servants to act as their 
  proxies in Fordhatta, Verentai, and Jerentok. Utilizing techniques 
  honed over centuries, these agents of Tian-Ti Ang seed themselves 
  across the human dynasties, coercing and manipulating the 
  Enchanted Continent’s nobility until their masters bid them 
  to strike. Worst of all, through a pact made between the 
  mythical House Ang and the Divine Terminator, these 
  saboteurs are able to use some of the abilities of their 
  patrons so long as they ultimately worship Death.
  Bardic Performance: A Tiang-Ti Ang agent 
  does not gain the countersong or soothing 
  performance types of bardic performance 
  and gains these types instead.
  Child of the Night (Su): Once per 
  day when using bardic performance, a 
  Tian-Ti Ang agent may expend rounds 
  of bardic performance as a standard action 
  to summon rat swarms (1d4+1), bat swarms 
  (1d2+1), or wolves (1d8). Every swarm requires 
  the expenditure of one round of bardic performance at 
  the start of each round, and a round of bardic perfor-
  mance needs to be expended each round per two wolves 
  summoned. At the end the bardic performance (or when 
  the Tian-Ti Ang agent stops spending rounds of bardic 
  performance to fuel this ability) any animals summoned 
  this way disappear into black smoke.
  Dominating (Su): A Tiang-Ti Ang agent of 12th level or 
  higher can use his performance to dominate a human-
  oid able to see or hear him (as dominate person). Using 
  this ability does not disrupt the bardic performance, but 
  it does require a standard action to activate. A Tian-Ti 
  Ang agent may use this ability more than once against 
  an individual creature during an individual performance.
  Vampiric Gifts (Su): At 2nd level, a Tian-Ti Ang agent 
  gains the use of spider climb as a constant spell-like ability 
  while using bardic performance. At 6th level, he may instead 
  choose to use gaseous form instead by expending one ad-
  ditional round of bardic performance each round. At 10th  
  level, a Tian-Ti Ang agent gains the use of beast shape II as 
  an at will spell-like ability while using bardic performance; 
  he is still able to speak and sing while using change shape but 
  not play instruments or manipulate fine objects. This ability 
  replaces well-versed.
  Fell Agency (Ex): At 5th level, a Tian-Ti Ang agent gains 
  a circumstance bonus on Bluff, Disguise, Intimidate, and 
  Sense Motive checks equal to 1/2 his level. This bonus does 
  not apply to checks made to interact with creatures that have 
  the undead type. This ability replaces lore master.
  Scion of Tian-Ti Ang (Su): At 10th level, a Tian-Ti Ang 
  agent is suffused with the dark power of their mythical vam-
  pire lords, gaining fast healing 2, DR 5/magic and silver, and 
  resistance to cold 5 and resistance to electricity 5. However, 
  he also gains light blindness and one of the following vam-
  pire weaknesses: aversion to garlic, aversion to mirrors, or 
  weaknesses to immersion in running water. This ability re-
  places jack-of-all-trades.
  
  174
  
  175
  Wild Mage (Sorcerer Bloodline)
  Within your blood the power of arcane entropy runs ram-
  pant, seeping chaotic energies into your spells—through in-
  tense training you can garner some control over your pow-
  ers, but they remain wild to the end.
  Class Skill: Determined randomly (either permanently at 
  character creation or every day, a choice made at character 
  creation).
  Bonus Spells: Whenever a wild mage gains a bonus spell, 
  use the tables to generate arcane or divine scrolls in Pathfind-
  er Roleplaying Game: Ultimate Equipment to choose what 
  spell is gained. At 1st level, whether this spell is gained from 
  the arcane or divine spell lists is determined randomly, while 
  each additional bonus spell is chosen from the opposite list 
  as the one from which the previous spell was chosen.
  Bonus Feats: Combat Casting, Diehard, Dodge, Endurance, 
  Greater Spell Penetration, Magical Aptitude, Run, Spell Pen-
  etration
  Bloodline Arcana: Whenever you spend wild magic points 
  casting a spell, it is more difficult to discern and counter. The 
  DC to identify your wild magic spells increases by +5 and 
  the DC to dispel your wild magic spells is increased by +2.
  Bloodline Powers: The chaotic powers at your whim extend 
  beyond spellcasting, granting you a number of additional 
  abilities.
  Wild Talents (Su): At 1st level, you gain Wild Magic as a 
  bonus feat. In addition, any time that you spend wild mag-
  ic points to enhance a sorcerer spell, reduce the number 
  required by 1 (minimum 1).
  Wild Weave (Su): At 3rd level, you can tap into the very 
  essence of wild magic. When casting a wild magic spell, 
  instead of rolling on the Wild Magic Outcomes table (see 
  page 74), you may roll on the “Wild Magic Effects” table 
  in the Adventures section of Pathfinder Roleplaying Game: 
  Gamemastery Guide.
  Entropic Instinct (Su): At 9th level, you can manipulate en-
  tropy just right to completely change a wild magic spell’s 
  effect. As an immediate action after rolling for a wild mag-
  ic spell outcome, you may choose instead to subtract that 
  number from 21 to determine your result; for example, a 
  Wild Magic Outcomes table result of 7 would become 14 
  (on a Wild Magic Effects table result, instead reverse the 
  numbers, so 64 would become 46). You can use this ability 
  once per day at 9th level, twice per day at 17th, and three 
  times per day at 20th.
  Wild Attunement (Su): At 15th level, you begin to be em-
  powered by different schools of magic every day; the DC 
  for any spells you cast from that school increases by +2. 
  Whenever you recover your allocation of daily spell slots, 
  roll 1d8 to determine which school empowers you that day 
  (1: abjuration, 2: conjuration, 3: divination, 4: enchant-
  ment, 5: evocation, 6: illusion, 7: necromancy, 8: transmu-
  tation). 
  Entropy Embodied (Su): At 20th level, your body is perme-
  ated with wild magic. You may spend wild magic points to 
  affect any spell being cast within 100 feet of you, even if it 
  is not your turn (and affect them with wild weave if you so
  Table 5-13: Wild Mage Skills
  D100
  Bloodline Skill
  1–9
  GM’s choice
  10–12
  Acrobatics
  13–15
  Climb
  16–18
  Diplomacy
  19–21
  Disable Device
  22–24
  Disguise
  25–27
  Escape Artist
  28–30
  Handle Animal
  31–33
  Heal
  34–60
  One random Knowledge
  61–63
  Linguistics
  64–66
  Perception
  67–69
  Perform
  70–72
  Pilot
  73–75
  Ride
  76–78
  Sense Motive
  79–81
  Sleight of Hand
  81–84
  Stealth
  85–87
  Survival
  88–90
  Swim
  91–100
  PC’s Choice
  Table 5-12: Entropy Embodied
  1d10
  Ability Gained
  aberrant
  aberrant form
  abyssal
  demonic might
  arcane
  arcane apotheosis
  celestial
  ascension
  destined
  destiny realized
  draconic
  power of wyrms (roll 
  1d10 to determine type)
  elemental
  elemental body (roll 1d4 
  to determine element)
  fey
  soul of the fey
  infernal
  power of the pit
  undead
  one of us 
  Wild Scholar
  (Wizard Archetype)
  Entropy. Mayhem. Chaos. There 
  are many that claim such forces 
  cannot be understood or imple-
  mented with any true amount 
  of control—but not you. When 
  magic proves unruly, you grasp 
  onto that deviation to devastat-
  ing effect!
  Arcane School: The study of 
  wild magic requires a compre-
  hensive understanding of all 
  schools of magic. Wild schol-
  ars cannot specialize in any one 
  particular school of magic and 
  do not gain an arcane school.
  Entropic Bond: Wild schol-
  ars must select a familiar when 
  choosing their arcane bond. At 
  9th level, their familiar gains the 
  entropic creature template. This 
  ability modifies arcane bond.
  Wild Magic: At 1st level, a wild 
  scholar gains Wild Magic as a  
  choose). In addition, you are 
  forever more treated as a na-
  tive outsider for the purpos-
  es of spells and other magical 
  effects, though you can still 
  be brought back from the 
  dead as if you were a mem-
  ber of your previous creature 
  type. 
      
  In addition, you 
  gain a power from another 
  sorcerer bloodline, which 
  changes every day and is de-
  termined randomly whenev-
  er you regain your allocation 
  of daily spell slots.
  bonus feat. This replaces Scribe Scroll.
  Theoretical Magics (Su) At 2nd level and every even level af-
  ter, a wild scholar receives one additional wild magic point 
  per day. By expending 50% more wild magic points (rounding 
  up) when activating a spell, a wild scholar can further modify 
  a spell cast using wild magic by adding or subtracting 1d6 to 
  their wild magic roll (they must choose to add or subtract be-
  fore rolling). Unnatural results of 20 or above produce the ef-
  fect of a 19 when used with the Wild Magic Outcome table.
  At 6th level, they may add or subtract 1d8. At 10th 
  level, they may add or subtract 1d10. At 14th level, they may 
  add or subtract 1d12. At 18th level, they may roll both dice 
  twice and take the result they prefer.
  This ability replaces the wizard bonus feats at 5th, 
  10th, 15th, and 20th level.
  
  176
  VERANTHEAN ALCHEMIST DISCOVERIES
  Craft Scientific Armor: The scientific innovator can craft non-
  magical folding plateAPG using Craft Device in place of Craft 
  Magic Arms and Armor, and treating instant summons as a 
  4th-level serum on the scientific innovator serum list. Sci-
  entific folding plate looks more technological than normal 
  armor. You may add a number of enhancements (as per the 
  gobchopper skirmisher cavalier archetype’s mechanic class 
  feature when appropriate) equal to your Intelligence modi-
  fier for no additional cost. A scientific innovator must be at 
  least 8th level before selecting this discovery.
  Planar Bombs: The alchemist can swiftly calculate the loca-
  tions of creatures in other planes and tear limited holes in 
  the fabric of space and time to draw them through. Once per 
  round, the alchemist can choose to, instead of doing damage 
  with a bomb, conjure a creature at a bomb’s targeted location 
  as though they had summoned a single creature using sum-
  mon monster at a spell-level equal to half the bomb’s dam-
  age dice (using their scientific innovator level as the caster 
  level; for example, a scientific innovator whose bombs deal 
  6d6 damage could conjure one creature off the summon 
  monster III list.) A scientific innovator with this discovery 
  is considered to be able to cast all summon monster spells 
  for purposes of crafting items. A scientific innovator must 
  be at least 12th level and possess the planar genius discovery 
  before selecting this discovery.
  Planar Genius: The scientific innovator has realized how all 
  planes overlap and with the careful application of the correct 
  energies, can travel from one location to another or even to 
  other dimensions. You add dimension door to your serum list 
  as a 3rd-level serum, teleport as a 4th-level serum, plane shift 
  as a 5th-level serum, and ethereal jaunt as a 6th-level serum. 
  A scientific innovator must be at least 8th level before select-
  ing this discovery.
  VERANTHEAN FEATS
  Abundant Spirit [General]
  Magic can never detect it, but your soul is as strong as 
  mithral, restoring your body at a miraculous rate.
  Prerequisites: Forsaken, Restorative Spirit, 9th level
  Benefit: The healing you gain from Restorative Spirit in-
  creases to 4 hit points per hour.
  Ancient Herbs [General]
  Using holistic medicines perfected across the annals of time, 
  you can create mixtures that promote natural healing to as-
  tounding effect.
  Prerequisites: Skill Focus (Craft [alchemy]), Craft (alche-
  my) 3 ranks, Heal 3 ranks 
  Benefit: You may create potions of cure spells as though they 
  were devices (which cost an additional 50% beyond their 
  magical counterparts; see Craft Device). These potions heal 
  extraordinarily, allowing forsaken to use them to recover hit 
  points.
  Brace Firearm [Combat]
  Shouldering up a rifle has become as commonplace as 
  walking for you, and you’re always well-prepared for the 
  shock of a firearm’s discharge.
  Prerequisites: Proficiency with a firearm, Str 12
  Benefit: When taking a full-attack action using a two-
  handed firearm, you receive a +5 circumstance bonus to 
  Strength checks to avoid the penalty for recoil.
  Oblique Power [Metapsionic]
  You are able to shunt the visual manifestations of your 
  powers into an ethereal plane, where they are invisible to 
  the naked eye. 
  Prerequisites: Able to manifest 2nd-level powers.
  Benefit: When you manifest a power, you can choose 
  to manifest it as an oblique power. In doing so, you can 
  choose to manifest it without any visual display, or with 
  a visible display only perceived by the target or targets of 
  the power. Using this feat increases the power point cost of 
  the power by 2. The power’s total cost cannot exceed your 
  manifester level. Powers that have no visual display cannot 
  be used with this feat.
  Normal: To manifest without visual displays, you must 
  make an additional concentration check or contract sanity 
  psickness (pages 72–73).
  Prodigious Attunement [General]
  It takes you far less time to adapt a magic item for your 
  own use than it does others.
  Prerequisites: Possess an attunement value.
  Benefit: You can immediately attune an item twice per 
  week, it only takes you half the time to attune an item oth-
  erwise, and you may actively attune two items at once.
  Normal: See Attuning Items (pages 70–71).
  Restorative Spirit [General]
  Your soul is a potent thing that fortifies your body, allow-
  ing you to heal faster.
  Prerequisites: Forsaken, 3rd level
  Benefit: You heal 2 hit points every two hours, so long as 
  you are above 0 hit points.
  Normal: A character requires a period of rest to recover hit 
  points equal to their level.
  Shaper of the Soul [General]
  You are a person of great personal resolve and rather than 
  allow circumstances to define who you are, you do it your-
  self.
  Prerequisites: Blessed of Urethiel, Wisdom 13, Character 
  Level 5.
  Benefits: You may choose to replace one of your randomly 
  chosen spell-like abilities with a spell-like ability of your 
  choice of the same spell level.
  Special: You can take this feat more than once, each time 
  affecting a different spell-like ability. No one spell-like abil-
  ity slot can be changed more than once.
  
  177
  
  178
  Shòuquán Propulsion [General]
  Your mastery over the redirection of magic has reached new 
  levels, allowing you to fire it behind you to propel yourself 
  through water or the air.
  Prerequisites: Shòuquán Travel, Shòuquán of Urethiel, Cha 
  15, Character Level 6
  Benefit: You may choose to spend absorbed spell levels to 
  increase your mobility. For two spell levels you may gain ei-
  ther a swim speed or fly speed (good maneuverability) equal 
  to your base movement for a number of minutes equal to 
  character level.
  Shòuquán Travel [General]
  Your years of experience channeling magical energies 
  through your very body have taught you how to utilize it 
  differently, allowing you to run at great speeds and make gi-
  gantic leaps fueled by your ancestral talent to redirect magic.
  Prerequisites: Shòuquán of Urethiel, Cha 13, Character 
  Level 3
  Benefits: As a swift action, you may choose to sacrifice one 
  absorbed spell level to either gain a magical increase to your 
  base movement speed of +5 ft. for every five character lev-
  els, or gain a bonus to Acrobatics checks equal to twice your 
  character level. Whichever effect is chosen, it lasts for a num-
  ber of rounds equal to character level.
  Silent Power [Metapsionic]
  Even the loudest power you manifest is no greater than a 
  whisper.
  Prerequisites: Able to manifest 2nd-level powers.
  Benefit: When you manifest a power, you can choose to 
  manifest it as a silent power. In doing so, you can choose to 
  manifest it without any auditory display, or with an auditory 
  display perceived only by the target or targets of the power. 
  Using this feat increases the power point cost of the power 
  by 2. The power’s total cost cannot exceed your manifester 
  level. Powers that do sonic damage and powers that have no 
  auditory display cannot be used with this feat.
  Normal: To manifest without auditory displays, you must 
  make an additional concentration check or contract sanity 
  psickness (page 72–73).
  Simultaneous Shot [Combat]
  While the recoil often makes you grit your teeth, you’ve mas-
  tered your sense of timing and can fire two shots simultane-
  ously, at exactly the same moment.
  Prerequisites: Proficiency with a firearm, Point-Blank Shot, 
  Two-Weapon Fighting
  Benefit: When taking a full-attack action using firearms and 
  firing with two weapons, only one Strength check is required 
  to avoid knockback, and neither of your first two attacks suf-
  fer the –3 penalty for recoil.
  Unattainable Item [General]
  A specific item has great value for you, and leaves its mark 
  on your very soul.
  Prerequisites: Possess an attunement value.
  Benefit: One item does not count against your attunement  
  value. This item 
  can be changed 
  by spending a 
  full day and 
  expending your 
  once per week 
  instant 
  attunement. 
  Should you 
  die, the item 
  becomes entirely 
  nonmagical (until 
  you are resurrected, 
  at which point it’s 
  power returns) 
  after 1d4 rounds 
  unless another 
  creature spends a 
  full-round action 
  touching the item 
  and succeeds an 
  opposed check 
  against you (d20 
  + hit die). 
  Normal: See 
  Attuning Items and 
  Attunement Values.
  Special: This feat 
  may be taken multiple 
  times. Each time it 
  applies to a different 
  item.
  Wild Magic 
  [Metamagic]
  Something about 
  wild magic calls 
  to you, and you 
  to it; your 
  understanding 
  of it is intuitive, 
  and you are able 
  to infuse wild magic 
  into the casting of spells whether a field of it is nearby or not. 
  Though your allies may bemoan it after the first time they are 
  dropped into a pit, the unpredictability you can infuse into 
  your spells can be a great asset when luck is on your side, 
  turning the tide of battle to your favor.
  Prerequisites Able to cast 1st-level spells
  Benefit You gain 1 wild magic point per caster level, as well 
  as an additional number of wild magic points equal to your 
  spellcasting attribute modifier. When you cast a spell, you 
  may expend a number of wild magic points equal to the 
  spell’s level to cast it as a wild spell, gaining the benefits of a 
  roll on the Wild Magic Outcomes table. You regain all wild 
  magic points when you prepare or ready your spells for the 
  day.
  
  179
   
   
   
   
  OTHER VERANTHEAN EQUIPMENT
  Compensating: A compensating weapon automatically suc-
  ceeds against checks for recoil.
  Faint transmutation; CL 5th; Craft Magic Arms and Armor, 
  bull’s strength; Price +1 bonus.
  CHAINSAW-SWORD
  Price 1,500 gp; Type two-handed exotic; Dmg (M) 1d8 
  blunt/pierce; Dmg (S) 1d6 blunt/pierce; Critical x2; Fuel 
  Tank 10; Usage 1 unit/round; Weight 15 lbs.; Special see 
  below
  When activated (a free action that requires the pushing of 
  a button in the weapon’s hilt) a chainsaw-sword consumes 
  2 gp of alchemical reagents and springs to life until the end 
  of the wielder’s next turn, causing serrations to jut out from 
  the weapon and spin rapidly around the perimeter of the 
  blade. An activated chainsaw-sword deals 3d6 slashing dam-
  age (3d8 for a Large-sized creature), though when inactive it 
  deals damage as though it were a flail (1d8 bludgeoning and 
  piercing). The size and bulky nature of a chainsaw-sword 
  requires it be wielded with two hands. A typical chainsaw-
  sword has a large enough fuel reserve to run for 10 rounds 
  at a time.
  CONSTRUCTION
  Craft DC 22; Cost 750 gp
  Craft Devices or Craft Technological Arms and ArmorTG and 
  a production labTG
  BRAXTHAR’S ADVANCED DETECTORIUM
  Aura none (device); CL 3rd
  Slot eyes; Price 3,850 gp; Weight 4 lbs.
  DESCRIPTION
  A cluster of lenses in a rotating frame and connected by 
  chain and wire to a fist-sized wooden box, dotted with 
  dials and buttons.
  The detectorium has two main lenses, which can be ro-
  tated between as a move action. Regardless of which lens 
  is active, any character wearing the detectorium gains a 
  +2 circumstance bonus on all Perception checks. If the 
  larger, first lens is active the character wearing the de-
  tectorium continually gains the benefits of detect snares 
  and pits. If the smaller, second lens is active, then the 
  character instead gains the benefits of 
  find traps, though this scanning 
  requires a great deal more power 
  and can only be active for 60 minutes 
  before needing to be recharged (which 
  requires replacing capacitors worth 
  1,800 gp). These minutes do not 
  need to be consecutive, but they must 
  be spent in one minute increments. 
  Even if the capacitors are burnt out, the 
  other abilities of the detectorium continue 
  to function.
  CONSTRUCTION
  Requirements Craft Device, find traps, detect snares 
  and pits; Cost 1,925 gp
  BRAXTHAR’S MARVELOUS REVELATOR
  Aura none (device); CL 5th
  Slot — ; Price 4,250 gp; Weight 2 lbs.
  DESCRIPTION
  This lantern frame holds a glass orb containing a bub-
  bling reddish-orange liquid. 
  The revelator in its inert state sheds light just like the 
  lantern it resembles—a side effect of its scanning the 
  area within 30 ft. After three rounds spent stationary, 
  a revelator highlights all secret doors as though using 
  detect secret doors. In addition, upon flicking a switch 
  on the side of the lantern, all invisible things in the lit 
  area are revealed as per the spell invisibility purge. This 
  ability can be used up to ten times before needing to be 
  recharged (which requires replacing capacitors worth 
  2,250 gp). Even if the capacitors are burnt out, the other 
  abilities of the revelator continue to function.
  CONSTRUCTION
  Requirements Craft Device, detect secret doors, see in-
  visibility; Cost 2,125 gp
  VOKRIX ELITE ROCKET BOOTZ© 
  Aura none; CL 10th
  Slot feet; Price 42,000 gp; Weight 10 lbs.
  DESCRIPTION
  These sturdy black dragonskin boots are wrapped with ada-
  mantine buckles and clasps, many of which hide small reser-
  voirs of alchemical fuel. Small jets extrude from the sole on 
  both sides of the heel and toe.
  The wearer can activate these boots (a free action unless stat-
  ed otherwise) for a number of different effects, each of which 
  depletes the fuel inside of them. At maximum capacity, a pair 
  of Vokrix Elite Rocket Bootz© holds 60 charges of fuel (each 
  costing 50 gp in reagents).
  Flight (1 charge per round): Vokrix Elite Rocket Bootz© 
  give their wearer a fly speed of 80 ft. (good).
  Flame Kick (3 charges): The wearer can combine the use 
  of this device with an unarmed attack; on a successful hit, 
  the target takes 1d4 bludgeoning damage (from the at-
  tack) and 5d8+10 fire damage.
  Flamenado (10 charges): All creatures within a 20 ft.-
  radius (aside from the wearer) take 5d8+10 fire damage  
   
   
  (Reflex DC 22 halves) as the wearer of the  
   
   
  Vokrix Elite Rocket Bootz© flips and spins  
   
   
       around wildly in the air, creating a  
   
   
           maelstrom of flame. This is a standard  
   
   
         action that does not provoke attacks of  
   
   
          opportunity.
  Hover (1 charge per minute): The 
  wearer of the Vokrix Elite Rocket 
  Bootz© hovers in the air, gaining a 
  fly speed of 20 ft. (perfect).
  CONSTRUCTION
  Requirements Craft Device, fireball,  
  flame breath, fly; Cost 21,000 gp
  
  180
   SNOW ORM  
  CR 1 — XP 400
  N Large animal
  Init +2; Senses low-light vision, scent; Perception +6
  DEFENSE
  AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
  hp 15 (2d8+6)
  Fort +6, Ref +5, Will +1
  OFFENSE
  Speed 15 ft., burrow 40 ft. (ice and snow only)
  Melee bite +4 (1d8+3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks jumping tail slap (+4 melee 1d8+3)
  STATISTICS
  Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
  Base Atk +1; CMB +5; CMD 17
  Feats Endurance, RunB
  Skills Perception +6
  SQ uphill moguls
  ECOLOGY
  Environment any cold
  Organization solitary, pair, or frenzy (3–30)
  Treasure none
  SPECIAL ABILITIES
  Jumping Tail Slap (Ex) When charging 
  over or through snow and ice, a snow orm 
  can make a second attack with its tail if it 
  succeeds on its bite attack.
  Uphill Moguls (Ex) In areas of snow 
  and ice, the snow orm moves uphill 
  with no movement penalty.
  Snow orms prowl the deep snowdrifts 
  of both the frozen tundra and the peaks 
  of great mountain ranges. Though they 
  spend most of their time burrowing 
  through ice and snow, they are more 
  than capable of traveling across frozen, 
  rocky terrain (in a manner not unlike a 
  snake), making them desirable mounts 
  to the natives of those regions. Their riders 
  don’t sit directly astride the snow orm, instead 
  standing in a special harness that allows them to stay above 
  the beast even as it powers through, or under, the tundra.
   
  Snow Orm Companions
  Starting Statistics: Size Large; Speed 15 ft., bur-
  row* 40 ft.; AC +4 natural armor; Attack bite (1d8); 
  Ability Scores Str 16, Dex 13, Con 15, Int 2, Wis 
  12, Cha 6; Special Qualities jumping tail slap, low-
  light vision, scent, uphill moguls. *Use the snow 
  orm’s burrow speed in areas of snow and ice.
  4th-Level Advancement: Ability Scores Str +2, 
  Con +2
   
  A maw with razor sharp teeth graces the front of this flat, wormlike creature. Horny icicle-like spikes shaped like plows run 
  down the first third of the body, which ends in a split tail that powers the animal as it undulates through ice and snow.
  MANTLE OF THE SNOW ORM
  Aura moderate transmutation; CL 7th
  Slot shoulders; Price 5,600 gp; Weight 1 lbs.
  DESCRIPTION
  Made from the tanned skin of the snow orm, this short cape 
  is activated as a move action and grants a burrow speed of 40 
  feet through ice and snow for up to 7 minutes per day. These 
  minutes need not be consecutive, but must be spent in one 
  minute increments.
  CONSTRUCTION
  Requirements Craft Wondrous Item, elemental body I; Cost 
  2,800 gp
  
  181
   
   
   
   
   
   SNOWBOUND COLLAR
  Aura moderate conjuration; CL 7th
  Slot neck; Price 5,600 gp; Weight 1 lbs.
  DESCRIPTION
  Designed to be worn by a snow orm, this thick leather col-
  lar provides a continuous stream of snow and ice under its 
  wearer, allowing it to travel as though moving through snow 
  3 feet deep. Squares occupied by the collar’s wearer, and all 
  squares adjacent to them, are considered difficult terrain—
  though a snow orm or similar creature can move through 
  them at its burrow speed. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, cone of cold; Cost 
  3,000 gp
   
  SKIS OF THE CAVALIER
  Aura faint conjuration; CL 4th (lesser), 8th (greater)
  Slot feet; Price 1,400 gp (lesser), 5,000 gp (greater); Weight 
  20 lbs.
  DESCRIPTION
  These skis are always usable as mundane skis. Once per day 
  lesser skis, for four hours of continuous use, allow the user to 
  travel and engage in combat in snowy terrain as if mounted, 
  permitting the use of all mounted combat feats and bonuses.
  Greater skis are enchanted to provide a continuous stream of 
  snow underfoot allowing them to be used for up to 8 hours 
  in terrain other than snow and ice. These hours need not be 
  consecutive, but must be spent in one hour increments.
  CONSTRUCTION
  Requirements Craft Wondrous Item, mount (lesser); mount, 
  cone of cold (greater) Cost 700 gp (lesser), 2,500 gp (greater)
  TEK AXE
  Aura moderate necromancy; CL 6th
  Price 11,600 gp; Weight 12 lbs.
  DESCRIPTION
  This immense axe is made of fused 
  bone and rattles eerily as it swings 
  through the air.
  This +1 greataxe emits clacking 
  and rattling when swung, 
  disconcerting creatures around it. 
  Creatures within 15 feet of the wielder 
  receive a –2 penalty to saves against fear 
  effects. A creature struck by a tek axe must succeed 
  a DC 13 Will save or become shaken until the end 
  of the wielder’s next turn. On a critical hit, the 
  creature struck must save or become frightened until 
  the end of the wielder’s next turn.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, cause 
  fear; Cost 5,800 gp
  TEK AXE, GREATER
  Aura strong necromancy; CL 12th
  Price 19,000 gp; Weight 12 lbs.
  DESCRIPTION
  The specially treated material of this enormous axe 
  appears to be thick, blood-stained bone. A horrible 
  clatter rings from within the weapon.
  This +2 greataxe emits clacking and rattling when swung, 
  instilling panic into the hearts of creatures. Creatures within 
  15 feet of the wielder receive a –2 penalty to saves against 
  fear effects. A creature struck by a greater tek axe must suc-
  ceed a DC 15 Will save or become frightened until the end of 
  the wielder’s next turn. On a critical hit, the creature struck 
  must save or become panicked for 1d4 rounds instead.
  CONSTRUCTION
  Requirements Craft Magic Arms and Armor, fear; Cost 
  9,500 gp
  TEK BRACERS
  Aura faint necromancy; CL 5th
  Slot wrist; Price 3,600 gp; Weight 2 lbs.
  DESCRIPTION
  These simple vambraces are made of dozens of small bones 
  bound together.
  These vambraces rattle constantly, even while the wearer 
  is still. The rattling resonates in such a way that makes the 
  wearer immune to the shaken condition (but not the fright-
  ened or panicked conditions). Additionally, if the wearer 
  confirms a critical hit with an unarmed strike, that struck 
  creature must succeed a DC 13 Will save or become shaken 
  for 1d4 rounds.
  The constant rattling of the vambraces is so loud that the 
  wielder receives a –4 penalty to auditory Perception checks 
  and to Stealth checks.
  CONSTRUCTION
  Requirements Craft Wondrous Item, cause fear, remove fear; 
  Cost 1,300 gp
  NEW MATERIAL: MAGNETITE 
  Magnetite is a unique substance found only in the Veil. It  
            is a silvery metal, light but hard like mithral, and is able  
   
     to conduct magical power along unique pathways  
   
        allowing a skilled artificer to create complex  
   
         circuits and logic gates. It was magnetite that  
   
          drew H’gal to this location on Veranthea; the  
   
            metal works more or less like magnetic ore,  
   
             except weapons made from it can channel  
   
           touch spells as though one had the spellstrike 
   
      special ability a number of times per day equal  
   
   to their intelligence modifier. Armors and shields  
          made of magnetite are able to hold a spell with a range 
  of touch for a number of hours equal to enhancement bonus 
  (activating this spell is a swift action). Due to its rarity and 
  difficulty of shaping, magnetite weapons are extremely un-
  common and very expensive, and all magnetite items are de-
  stroyed instantly in a reaction of dust and light if they come 
  within 30 feet of alcynobites (including any portion of the 
  Roaming Reefs). 
              Table 5-14: Magnetite
  Type of Magnetite Item
  Item Price Modifier
  Light armor
  +4,500 gp
  Medium armor
  +6,500 gp
  Heavy armor
  +10,500 gp
  Shield
  +4,500 gp
  Other items
  3,500 gp/lb.
  
  182
   
   
   
   
   DARKROPE
  Price 120 gp; Weight 3 lbs.
  This 50-foot length of rope is made out of some strangely supple but 
  tough material, lighter and stronger than silk. Rare to virtually non-
  existent on the surface of Veranthea, it is commonly used by nearly 
  all denizens of the Forever Dark. Darkrope has 10 hit points and can 
  be broken with a DC 28 Strength check, but after 1d4 rounds of direct 
  exposure to sunlight (including the effects of daylight) or any amount 
  of damage from a searing ray it disintegrates.
  FLASHLIGHT
  Price 200 gp; Weight 1 lb.
  Little more than a simple bulb and circuit, these ubiquitous devices are 
  treasured throughout the Forever Dark for their utility. Activating or 
  deactivating a flashlight is a free action. When activated, a flashlight 
  shines bright light in a 30-foot cone and dim light in a 60-foot cone. 
  A flashlight eats up one charge per minute of use (rounding up) and 
  typically possesses 100 charges; recharging a flashlight to full requires 
  exactly 1 point of electricity damage (anything more destroys the flash-
  light).
  FUNGNOIR
  Price 10 gp; Weight 1/2 lb.
  A black fungus often attributed to the Forever Darkness’s darkness, 
  a small clump of which is carried in a small fabric bag. Applying one 
  ounce of water to fungnoir activates it. Once activated, fungnoir glows 
  for 1 hour, shedding darklight in a 40-foot radius (magical darkness 
  becomes regular darkness). Fungnoir does not increase the light level 
  for creatures that do not have darkvision, nor does it give off any heat. 
  Covering up a handheld patch of fungnoir (to block its darklight) is an 
  immediate action.
  GLOWMOSS
  Price 1 gp; Weight 1/2 lb.
  An uncommon phosphorescent fungus that grows throughout the 
  Forever Dark, is typically carried in a small fabric bag. Applying one 
  ounce of water to glowmoss activates it. Once activated, glowmoss 
  glows for 1 hour, shedding normal light in a 20-foot radius and in-
  creasing the light level by one step for an additional 20 feet beyond 
  that area (darkness becomes dim light and dim light becomes normal 
  light). Glowmoss does not increase the light level in normal light or 
  bright light, nor does it give off any heat. Covering up a small patch of 
  glowmoss (to block its light) is an immediate action.
  LIGHT FORGE
  Price 650 gp; Weight 12 lbs.
  This compact steel device is composed of a complex array of framework 
  emulating an anvil but filled with small lenses that shoot superheated 
  lasers onto a specific point into a central plate. It functions as masterwork 
  tools for Craft checks related to metal. A light forge has a battery that lasts 
  for 8 hours of use, which can be recharged by dealing between 10 and 15 
  points of electricity damage to it (more than 15 electricity damage destroys 
  the light forge).
  Item
  Price
  Weight
  Animal glueUE
  1 gp
  1/2 lb.
  Barbed vestUE
  25 gp
  4 lbs.
  Bullseye lanternUE
  12 gp
  3 lbs.
  Camouflage nettingUE
  50 gp
  5 lbs.
  ChalkUE
  1 sp
  —
  Darkrope (50 ft.)
  120
  3 lbs.
  Everburning torchUE
  125 gp
  1 lb.
  Fake footprint shoesUE
  10 gp
  2 lbs.
  Flashlight
  200 gp
  1 lb.
  Fungnoir
  10 gp
  1/2 lb.
  Glowmoss
  1 gp
  1/2 lb.
  Grappling arrowUE
  2 gp
  1/2 lb.
  Grappling hook, commonUE
  2 gp
  4 lbs.
  Grappling hook, mithralUE
  1,001 gp
  2 lbs.
  Hooded lanternUE
  7 gp
  2 lbs.
  Light Forge
  650 gp
  12 lbs.
  Miner’s PickUE
  3 gp
  10 lbs.
  OilUE
  1 gp
  1 lb.
  Poisoning sheathUE
  55 gp
  1 lb.
  Portable bridgeUE
  200 gp
  60 lbs.
  Shovel, commonUE
  5 gp
  8 lbs.
  Shovel, foldingUE
  20 gp
  12 lbs.
  Silent whistleUE
  2 gp
  —
  SledgeUE
  5 gp
  10 lbs.
  Smoked gogglesUE
  10 gp
  —
  SunrodUE
  5 gp
  1 lb.
  Spelunking kitUE
  200 gp
  32 lbs.
  TindertwigUE
  2 gp
  —
  Weapon cordUE
  1 gp
  —
  WireUE
  10 gp
  1/2 lb.
  Wrist sheathUE
  2 gp
  1 lb.
  Equipment in the Forever Dark
  These items can often be found in the inventory of any subterranean merchantl. Many mundane items fetch different prices 
  in the Forever Dark however, as noted below. 
   
   
       Table 5-15: Common Forever Dark Equipment
  
  183
  Attunement Attuned: The Uchoyo Decree from centuries 
  past limits how many magic items most Verantheans are able 
  to wield and utilize at the same time but through ritual, ar-
  cane regimens, or exposure to wild magic, you’ve inherited 
  a capacity to use just a wee bit more enchanted gear than 
  everyone else. Increase your attunement value at every level 
  by +5%. If your game does not use the attunement rules, 
  once per month you receive a 5% discount when buying one 
  magic item.
  Destined for Adventure: Some folk in Veranthea are simply 
  touched with a natural affinity for survival, as if the world 
  itself willed them to live on. These luminaries often become 
  the chosen of the gods, but the subtlest touch of the divine 
  accompanies them from birth until death whether or not 
  they realize this full potential. Once per month when an at-
  tack would deal enough damage to kill you, you may force 
  the attacker to reroll their attack roll. At 10th level this in-
  creases to twice a month, and at 20th level it increases to 
  three times a month. Additionally, should your death be the 
  result of a spell or other damaging effect rather than weapon 
  attack, there is a 50% chance you inexplicably survive un-
  damaged by it but the Destined for Adventure trait becomes 
  inactive afterward for a duration of 60 days.
  Forever Dark Survivors: Where your family once hailed 
  from is far less important than how it is they traveled to 
  Grethadnis: through the mysterious vehoro and across the 
  winding passages of the Forever Dark. There’s a good chance 
  that a generation or more of your forefathers lived and 
  walked through the subterranean network, perhaps never 
  leaving its confines to see the light of the surface again. Even-
  tually your family rose from the depths, but the mark of the 
  Forever Dark remained upon them as it does you. You gain 
  a +1 trait bonus to Knowledge (dungeoneering), Knowledge 
  (geography), and Survival checks made underground. Ad-
  ditionally, you gain 1 bonus power point and the ability to 
  manifest detect psionics (at the cost of 1 pp; ML equal to hit 
  dice). 
  Luck of the Allgod: Verahnus is a sleeping deity and never 
  has a single chosen, but spreads his divine touch to all of 
  his children across Veranthea instead. Providence delivers to 
  them the occasional fateful strike, fortuitous leap, and un-
  likely success. Once per day you may reroll an attack roll, 
  combat maneuver check, skill check, saving throw, caster 
  check, or caster level check. You must decide to reroll before 
  the results are revealed. Alternatively, you may choose to re-
  roll a damage roll for a weapon attack or spell, but after doing 
  so the Luck of the Allgod trait becomes inactive afterward 
  for a duration of 2 weeks.
  Trectoyri Ancestry: While it is rare, there are the very few 
  that manage to survive the journey between Veranthea’s con-
  tinents. Your great grandmother or great grandfather came  
  VERANTHEAN TRAITS
  Many of the standard character traits are completely appropriate for use in Veranthea, but the following options are available 
  as well.
  from the monster-ruled lands of Trectoyri, and the fear and 
  paranoia from their childhood echoes still in the manner-
  isms of your family. You gain a +1 trait bonus to Bluff, Dis-
  guise, and Sense Motive checks opposed by monstrous hu-
  manoids, as well as creatures with the goblin or orc subtype. 
  At 10th level this bonus increases to +2, at 15th level the bo-
  nus increases to +3, at 20th level the bonus increases to +4.
  Urethiel Ancestry: Though you are not yourself from Ur-
  ethiel, one of your great grandfathers or great grandmothers 
  was and a little bit of their knowledge and magical power 
  passed onto you. You receive Koé as a bonus language, and 
  when making a Knowledge check related to Urethiel you 
  receive a +1 trait bonus. Additionally, you gain the use of 
  one 0th-level spell of your choice a number of times per day 
  equal to 1/2 your level (minimum 1). At 10th level you gain 
  the use of a 1st-level spell-like ability of your choice a num-
  ber of times per day equal to 1/3 your level. At 20th level you 
  gain the use of a 2nd-level spell-like ability of your choice a 
  number of times per day equal to 1/4 your level. Your caster 
  level for these spell-like abilities is equal to 1/2 your level and 
  you have no caster attribute for these spell-like abilities.
  Wild Luck: You are descended from a feytouched, a wild 
  magic sorcerer or wizard, or otherwise are especially well-
  adjusted to the chaotic element. For whatever the reason, 
  something about the entropy of Veranthea is inherent to 
  your being and you are naturally attuned to the wild magic 
  that roams across the planet (most especially in Grethad-
  nis). Once per day when rolling to determine the effects of a 
  magic item or artifact that has randomized effects (like the 
  polysabie, polydracte, rod of wonder, or bag of tricks), you may 
  roll twice and take the result you like best. You may decide 
  to use this trait ability after rolling. At 10th level you may do 
  so twice per day, and at 20th level you may do so three times 
  per day.
  RELIGIOUS TRAITS
  Worshipers with levels in a class that grant divine abilities 
  are able to ignore the alignment requirements for a religious 
  trait so long as it belongs to their god’s pantheon.
  Allgod Adherent (LN): Your staunch belief in Verahnus’ 
  vast power gives you the confidence to sleep soundly. By 
  spending ten minutes praying to the True God before sleep-
  ing, you gain a +10 trait bonus to Perception checks made 
  while asleep (this includes any checks made in a dream).
  Scion of Death (N): The Grim Reaper recognizes your 
  endearing faith and stays its hand when your mortal coil 
  threatens to shuffle away. When brought below 0 hit points 
  and rolling to stabilize, you may roll twice and take the best 
  result.
  
  184
  Primal Follower (CN): Devotion to one of the Primal Gods has earned you a blessing to be resistant to elemental forces. 
  You gain a +2 trait bonus on saving throws made to resist spells and effects that deal two types of energy damage (acid, cold, 
  electricity, or fire); alternatively, you may choose to have a +1 trait bonus on saving throws against all four types of energy.
  Shadow Worshiper (NE): The Shadows Gods speak to your very soul and you are able to perceive into the darkness when 
  you will your essence to do so. By spending an immediate action, you gain darkvision 60 feet until the end of your next turn; 
  if you already have darkvision, you can temporarily increase it by +60 feet. You may use this ability a number of times per 
  day equal to your hit dice (these rounds need not be consecutive).
  Peoples’ Disciple (NG): Truly a child of the light, you are devoted to one of the People’s Gods and your faith has been re-
  warded with a greater ability to see within illumination. You gain a +2 trait bonus to Perception checks made during daylight 
  or in the presence of sunlight (such as from a daylight spell or other spell of 3rd-level or higher with the light descriptor).
  Nightmare Devotee (CE): Insanity has gripped your soul and the Nightmare Gods are your fell patrons. You gain a +4 bonus 
  on saving throws to resist insanity but take a –4 penalty on saving throws made to recover from it.
  
  185
  DIVINE SPELLS & MAGIC ITEMS
  RELIGIOUS SPELLS
  ARCODIVINITY 
  School universal; Level cleric 7, druid 6, inquisitor 5, 
  magus 5, paladin 4, ranger 4, sorcerer/wizard 6
  Casting Time 1 round
  Components V, S, M (a pinch of salt and sawdust)
  Range varies
  Target varies
  Duration varies
  Saving Throw varies; Spell Resistance varies
  First cast by a powerful mage-priest of Arcanalus, this 
  potent spell mimics and mirrors the abilities of mag-
  ics normally prohibited from a spellcaster’s repertoire. 
  When cast as a cleric, druid, inquisitor, paladin, or ranger 
  spell arcodivinity emulates one arcane spell of 4th-level or 
  lower chosen from the sorcerer/wizard spell list. When 
  cast as a magus, sorcerer, or wizard spell arcodivinity em-
  ulates one divine spell of 4th-level or lower chosen from 
  the cleric/druid spell list. At the GM’s discretion, some 
  spells may be ineligible.
  Radical Prodigy [General]
  Though you may not be one of the true cho-
  sen servants of the Radical Pantheon, your soul 
  has been marked by one of the gods and they 
  watch you closely, sometimes even interven-
  ing if looks as though your mortal coil is about 
  to be cut earlier than you intended. This gift of 
  divine oversight is not given lightly however, 
  and your special nature draws danger towards 
  you like moths to the flame.
  Prerequisites: Worship one of the Radical Pan-
  theon or Nightmare Gods
  Benefit: You either gain a +1 luck bonus to AC 
  or +1 luck bonus to saving throws (once chosen 
  this cannot be changed and these bonuses do 
  not stack with other luck bonuses). In addition, 
  you gain the use of breath of life once per month 
  (caster level equal to hit dice). This spell-like 
  ability can only be triggered automatically, 
  only targets you, and only activates when you 
  have been reduced to 0 hit points or less. Once 
  this spell-like ability has been used, you lose 
  your luck bonus to AC or saving throws until a 
  week has passed.
  Special: This feat may only be selected at 1st 
  level and only by antipaladins, clerics, inquisi-
  tors, oracles, paladins, shamans, warpriests, 
  and other classes that grant divine abilities.
  
  186
  BLAZING INSIGHT
  School divination; Level bard 2, cleric 4, inquisitor 3, 
  magus 3, sorcerer/wizard 4, summoner 3
  Casting Time 1 immediate action
  Components V, M (one scroll and 1/2 oz. of ink)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  Falling back onto the divine machinations and end-
  less designs of Herastreas, you instill a brilliant flash 
  of inspiration that allows the target to reroll a failed 
  Intelligence- or Wisdom-based skill or attribute check 
  made in the last round, rolling twice and taking the 
  better result.
  CAPITAL CAPITALIST
  School enchantment (mind-affecting); Level bard 3, 
  cleric 5, inquisitor 3, magus 3, sorcerer/wizard 5
  Casting Time 1 minute
  Components V, S, M (10 platinum coins)
  Range personal
  Target you
  Duration 1 hour/level (D)
  Saving Throw Will negates (harmless); Spell Resis-
  tance no
  You borrow some of the Divine Wordsmith’s talent 
  for trade, using Matilondo’s blessing to circumvent 
  the logic of stodgy merchants or clever traders. While 
  under the effects of capital capitalist you roll twice 
  when making a Diplomacy check to find an item for 
  sale, taking the better result, and when haggling pric-
  es for an item you can drive its price down by 3d10 
  percent. However, for every 10% the price of an item 
  is lowered, after the spell ends the creature that sold  
  it has its attitude towards you brought down one lev-
  el for every 10% of price lowered because of capital 
  capitalist (which may trigger violent repercussions, at 
  the GM’s discretion).
  DIVINE TURBULENCE
  School evocation (force) [water]; Level cleric 5, druid 
  4, inquisitor 4, ranger 4
  Casting Time 1 standard action or 1 round (see text)
  Components V, S, M (10 oz. of fish oil)
  Range close (25 ft. + 5 ft./2 levels)
  Target one vehicle
  Duration instantaneous
  Saving Throw none; Spell Resistance no
  With a shouted incantation and powerful gesture, 
  you call on the rage of Wealbrens to capsize a ship or 
  overturn a land vehicle. As part of the casting of this 
  spell you make a combat maneuver check with 
  a CMB equal to your level plus your spellcast-
  ing attribute modifier against a target vehicle 
  in range; on a success you cause it to turn onto 
  its side (possibly bringing it to a complete stop,  
  taking damage the GM deems appropriate).  
  Alternatively you may choose to ram the target  
  vehicle, dealing its ram damage to it on a  
  successful combat maneuver check.
  DIVINELY INTOXICATED
  School abjuration (emotion) [curse]; Level 
  bard 1, cleric 2, magus 1, sorcerer/wizard 2,  
  summoner 1
  Casting Time 1 standard action
  Components V, S, M/DF (gambling dice)
  Range touch
  Target creature touched
  Duration until expended (see text)
  Saving Throw Will negates; Spell Resistance 
  yes
  When you cast this spell, you borrow some of 
  Dreksler’s unending boisterous and foolish con-
  fidence to inspire your target with unwieldy 
  (inebriated) divine luck; for the adventurous this 
  boon is quickly spent, but legends of commoners 
  cursed with this spell for nearly their entire lives 
  are frequently told in Grethadnis taverns. For a 
  number of times equal to double your spellcast-
  ing attribute modifier (minimum 3), when the 
  target rolls a twenty-sided die they roll twice 
  and follow this sequence: take the better result, 
  take the better result, take the worst result. 
  FATEFUL SHOUT
  School enchantment (sonic) [mind-affecting]; 
  Level bard 1, cleric 2, inquisitor 1, magus 1,  
  sorcerer/wizard 2, summoner 1
  Casting Time 1 immediate action
  Components V, S, M/DF (a musical instrument)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance no
  Calling on the blissful presence of Stephanilesia, 
  you work the Beatific Arbiter’s mastery of fate to 
  cause a creature’s follow through on a strike to 
  be at the whims of random chance. Targets that 
  fail their Will save must reroll the damage from 
  a weapon attack they just made; this result must 
  be used even if it is more than the original dam-
  age roll.
  
  187
  FICKLE WINDS
  School abjuration (air) [chaotic]; Level bard 3, cleric 
  5, inquisitor 3, magus 3, ranger 4, sorcerer/wizard 5, 
  summoner 3
  Casting Time 1 immediate action
  Components V, S, M (a vial of rare gas such as neon, 
  krypton, or xenon)
  Range long (400 ft. + 40 ft./level)
  Target all creatures in the initiative order
  Duration 1 round/level (D)
  Saving Throw none; Spell Resistance no
  Said to be a spell invented by Arenathi herself, this 
  powerful magic can dramatically change the way 
  a conflict plays out. Fickle winds can only be cast at 
  the beginning of the first creature’s turn in a given 
  round; upon the casting of this spell, all creatures 
  flip their initiative results so that the first creature 
  goes last, the last creature goes first, and so on. This 
  does not grant the caster any additional actions for 
  that turn. When fickle winds duration ends, the 
  FOUL COMMENTARY
  School enchantment (language-dependent) [mind-
  affecting]; Level bard 2, cleric 3, inquisitor 2, magus 
  2, paladin 2, sorcerer/wizard 3, summoner 2
  Casting Time 1 swift action
  Components V, S, M (a bit of feces)
  Range personal
  Area 30-ft.-radius burst
  Target creatures able to hear and understand you
  Duration concentration, up to 1 round/level (D)
  Saving Throw Fortitude negates; Spell Resistance 
  no
  Utilizing a despicable cunning drawn from Smas-
  trik’s foul divinity, you utter a series of cusses and 
  damnations that fills the minds of everyone around 
  you with disturbing, disgusting imagery. Creature 
  that fail their Fortitude save gain the sickened con-
  dition for the duration of the spell and may make 
  a saving throw at the end of each of their turns to 
  negate the effect; once a creature has successfully 
  saved against a casting of foul commentary, they are 
  immune to the effects of that casting. You may grant 
  a number of creatures equal to your spellcasting at-
  tribute modifier a +4 bonus to resist the effects of this 
  spell as you cast it.
  GIFT OF UNDEATH
  School necromancy (curse, death); Level bard 3, 
  cleric 4, magus 3, sorcerer/wizard 5, summoner 4
  Casting Time 1 minute
  Components V, S, M (finger bone of an intelligent  
  humanoid, vial of holy water, vial of unholy water)
  Target one living creature
  Duration 10 minutes/level (D)
  Saving Throw none; Spell Resistance yes
  Calling on your macabre patron, you perform a  
  ritual that empowers a saucer of holy water and 
  unholy water to benevolent but fatal effect. A crea-
  ture that drinks the blasphemously hallowed water 
  from gift of undeath heals their 
  wounds with remarkable 
  speed but at dire cost; at 
  the start of target creature’s 
  turn for the duration of the 
  spell it heals 2d8 + caster 
  level hit points 
  (max +10). 
  At the end of 
  gift of undeath’s 
  duration (either 
  through lapsed 
  concentration, a 
  dispel magic, or from 
  expenditure of 
  time), the target 
  creature is 
  irrevocably slain 
  and becomes a 
  skeleton or zombie; 
  this is a curse effect 
  that can only be 
  removed by limited 
  wish, miracle, 
  resurrection, true 
  resurrection, or 
  wish. Only 
  willing 
  creatures 
  can be the target 
  of this spell.
  
  188
  ILLUMINATED SHIELD
  School abjuration (good, force, light); Level bard 4, 
  cleric 5, inquisitor 4, magus 4, paladin 4, sorcerer/
  wizard 5
  Casting Time 1 minute
  Components V, S, M/DF (a shield)
  Range touch
  Target shield touched
  Duration 10 min./level (D)
  Saving Throw none; Spell Resistance none
  Drawing power from Aleana’s own shields, you im-
  bue potent holy energy into a shield to fight against 
  darkness. Upon finishing casting this spell, you 
  grant a shield the returning and throwing qualities 
  and it sheds light as the daylight spell. Additional-
  ly, when you score a critical hit with the enchanted 
  shield or a critical hit is scored against you, a 30-foot 
  beam of light erupts directly in front of you dealing 
  4d6 damage and blinding creatures (a successful Re-
  flex save halves this damage and negates blindness.) 
  Undead creatures caught within the beam take 8d6 
  damage. For every beam of light generated by an 
  illuminated shield, 10 minutes are removed from the 
  duration of the spell; at the end of its duration, an 
  shield targeted by this spell reverts back to normal.
  METASTMINERA 
  School transmutation (earth); Level bard 4, cleric 6, 
  druid 5, inquisitor 4, magus 4, ranger 4, sorcerer/
  wizard 6
  Casting Time 1 standard action
  Components V, S, M (1/2 lb. of adamantine)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature/level
  Duration 1 minute/level (D)
  Saving Throw Fortitude negates (harmless); 
  Spell Resistance yes
  Dwarven worshipers of Earkenta mastered this 
  spell long ago to better emulate their patron. While 
  under the effects of metastminera, a creature’s skin 
  becomes adamantine, granting DR 4/—, immunity 
  to critical hits and precision-based damage, and en-
  ergy resistance 8 to acid and fire damage. Addition-
  ally, all of a creature’s natural attacks and attacks 
  with manufactured weapons count as adamantine 
  (ignoring hardness less than 20) while metastminera 
  persists.
  ROD OF MEASURE
  School conjuration (force); Level bard 2, cleric 3, 
  inquisitor 2, magus 2, paladin 2, ranger 2, sorcerer/
  wizard 3, summoner 2
  Casting Time 1 standard action
  Components V, S, M/DF (3 distinctly different 
  types of coin)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature/four levels
  Duration 1 round/level (D)
  Saving Throw Will negates (harmless); Spell Resis-
  tance yes
  Upon the casting of this spell, the weapons of you 
  and your allies gain the unerring accuracy of the 
  Divine Elf’s blades, supernaturally striking beyond 
  the length of your armaments. The target creature 
  receives a +10 feet bonus to the reach of their melee 
  attacks. At 8th level and every 4 levels afterward, 
  this bonus increases by +10 feet. When you are able 
  to target more than one creature with this spell, you 
  may divide this bonus to reach among them as you 
  see fit (maximum +20 feet); changing these bonuses 
  requires a swift action.
  SHADOW STRENGTH
  School abjuration (evil, shadow); Level cleric 5,  
  inquisitor 4, paladin 4
  Casting Time 1 round
  Components V, S, M (1 oz. chunk of onyx)
  Range personal
  Target you
  Duration 1 minute/level (D)
  Saving Throw none; Spell Resistance yes
  Using your deep faith in Tristanaleus, you draw 
  forth some of the Shadowdweller’s divine essence to 
  embolden your person with a facsimile of his divine 
  strength. For the duration of the spell, your Strength 
  or Constitution attribute is equal to your spellcast-
  ing attribute; while the effect lasts, the attribute you 
  do not choose is equal to your lowest attribute.
  SLUMBER OF THE ALLGOD
  School enchantment (compulsion) [mind-affecting]; 
  Level bard 2, cleric 3, druid 3, inquisitor 2, magus 2, 
  ranger 2, sorcerer/wizard 3, summoner 2
  Casting Time 1 standard action
  Components V, S, M (handful of sand)
  Range close (25 ft. + 5 ft./2 levels)
  Area one or more living creatures within a 30-ft.-
  radius burst
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  The incredible power that compels Verahnus to 
  sleep is channeled through this clever spell, caus-
  ing all creatures it touches upon to briefly join the 
  Allgod’s rest. Creatures that fail their Will save fall 
  
  189
  You reach across the solar system when casting this 
  spell, creating a portal from which a small tendril of 
  the Impossible Nightmare emerges to swat at the tar-
  get of your choosing. A creature that fails its Reflex 
  saving throw takes 2d4 Charisma damage and until 
  this damage is healed, its Dexterity score is equal to 
  its Charisma score.
  TONGUE OF THE UNSPEAKABLE
  School conjuration (evil); Level bard 3, 
  cleric 5, inquisitor 3, magus 3, ranger 1, 
  sorcerer/wizard 5, summoner 3
  Casting Time 1 standard action
  Components V, S, M
  Range close (25 ft. + 5 ft./2 levels)
     Target one creature
        Duration instantaneous
        Saving Throw Fortitude negates; 
        Spell Resistance yes
   
  The chanting of blasphemous incantations  
   
  creates a hole in reality that the tongue of the 
  Unspeakable Nightmare ripples forth from to cor-
  rupt the mind and body of a creature within range. 
  A creature that fails its Fortitude saving throw takes 
  2d4 Wisdom damage and until this damage is healed, 
  its Constitution score is equal to its Wisdom score.
  TOUCH OF THE ALIEN
  School conjuration (evil); Level antipaladin 2, bard 
  3, cleric 5, inquisitor 3, magus 3, ranger 2, sorcerer/
  wizard 5, summoner 3
  Casting Time 1 standard action
  Components V, S, M
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Will negates; 
  Spell Resistance yes
  You exploit an anomaly in the tapestry of reality to 
  briefly connect with the Alien Nightmare, allowing it 
  to reach forth and sap the intellect and fervor of one 
  of your enemies. A creature that fails its Will save 
  takes 2d4 Intelligence damage and gains the stag-
  gered condition for 1 minute or until this damage is  
   
   
   
   
   
   
                             healed. 
  asleep, going prone and becoming helpless. Slap-
  ping or wounding a sleeping creature automatically 
  wakes them, and though normal noise does not, ap-
  proaching creatures might; any hostile creature that 
  approaches within 10 feet of a creature put to sleep 
  with slumber of the Allgod makes an opposed Stealth 
  check and on a failure, wakes the sleeping creature. 
  Awakening a creature is a standard action (an ap-
  plication of the aid another action). Any creature—
  including those that do not normally sleep or have 
  immunity to sleep effects—can be targeted by this 
  spell, but those that normally are immune to sleep 
  gain a +4 bonus on their saving throw to resist it.
  STRIKES OF SAVAGERY
  School enchantment (compulsion) [mind-affect-
  ing]; Level bard 4, cleric 6, druid 5, inquisitor 4, 
  magus 4, ranger 4, sorcerer/wizard 6, summoner 4 
  Casting Time 1 standard action
  Components V, S, M (1 oz. of blood from an intel-
  ligent humanoid)
  Range touch
  Target weapon touched
  Duration 1 round/level (D)
  Saving Throw Will negates; Spell Resistance yes
  By casting this spell you bathe a weapon in the sav-
  age power of Elaith, imbuing it with his divine rage. 
  Creatures hit by the enchanted weapon make a Will 
  save or become enraged (as a barbarian of a level 
  equal to their hit dice) and attack only the wielder of 
  the weapon for the duration of the spell, suffering a 
  -6 penalty to AC from attacks made by other crea-
  tures (this includes the AC penalty from raging).
  TENTACLE OF THE IMPOSSIBLE
  School conjuration (evil); Level bard 3, cleric 5, in-
  quisitor 3, magus 3, ranger 1, sorcerer/wizard 5, 
  summoner 3
  Casting Time 1 standard action
  Components V, S, M
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Reflex negates; 
  Spell Resistance yes
  MADDENING WANDS
  The insidious powers of the Nightmare Gods are woven into the very fabric of 
  their spells and when these magics are bound into wands, the dark patrons use 
  the opportunity to influence the minds of those wielding them. When a creature 
  that does not already worship one of the Nightmare Gods uses a wand of tentacle 
  of the impossible, wand of tongue of the unspeakable, or wand of touch of the alien, the 
  next time they sleep (or take a prolonged rest if they do not sleep) they make 
  a Will save against the wand’s DC or gain a randomly determined insanity as 
  the whispers of the fel deities pervade their dreams. For every additional use 
  beyond the first, the DC of this sleeping Will save increases by +1.
  
  190
  ALEANA’S LANTERN
  Aura faint evocation; CL 5th
  Slot none; Price 14,500 gp; Weight 1/2 lb.
  DESCRIPTION
  When wielded in one hand, this bronze lantern sheds 
  light in a 40-foot radius and increases the light level 
  by one step for an additional 40 feet beyond that 
  area (darkness becomes dim light and dim light be-
  comes normal light). Good-aligned creatures within 
  light shed from Aleana’s lantern gain a +2 deflection 
  bonus to AC and +2 resistance bonus on saves; up 
  to six creatures may gain these bonuses at any given 
  time, chosen by the wielder (switching which crea-
  tures benefit from the magic item is a swift action.) 
   
  When it is not being wielded, Aleana’s lantern 
  does not shed any light or grant any benefits.
  CONSTRUCTION
  Requirements Craft 
  Wondrous Item, daylight, 
  protection from evil, 
  shield of faith, creator 
  must be a member of 
  Andraletha’s clergy; 
  Cost 7,250 gp
  Aura moderate universal; 
  CL 10th
  Slot none; Price 36,400 gp; 
  Weight 8 lbs.
  DESCRIPTION
  The head of this +2 heavy
  mace is wrought from 
  crystals that reflect eight 
  different hues of color. 
  Once per day, the wielder 
  of Arcanalus’ mace may 
  spend a swift action to smite 
  another creature (gaining a 
  bonus to attack rolls equal to hit dice and a bonus to 
  damage equal to their best mental attribute modifier 
  but otherwise as a paladin’s smite evil ability). 
   
  If the wielder is able to cast arcane spells, 
  they can only smite divine spellcasters but may do 
  so twice per day and the target of their smite takes 
  a -4 penalty on saving throws to resist the wielder’s 
  spells and spell-like abilities. 
   
  If the wielder is able to cast divine spells, 
  they can only smite arcane spellcasters but may do  
  so twice per day and the target of their smite takes 
  a -4 penalty on saving throws to resist the wielder’s 
  spells and spell-like abilities. 
   
  A wielder able to cast both divine and ar-
  cane spells may use Arcanalus’ mace’s smite ability 
  four times per day and may target any creature with 
  it. Targets of the smite take a -4 penalty on saving  
  ARCANALUS’ MACE
  throws to resist the wielder’s spells and spell-like 
  abilities.
  CONSTRUCTION
  Requirements Craft Magic Arms & Armor, arcodi-
  vinity, creator must be a member of ARcanalus’ cler-
  gy; Cost 18,200 gp
  ARENATHI’S FLUTE        (Major Artifact)
  Aura overwhelming transmutation; CL 21st
  Slot none; Weight —
  DESCRIPTION
  This weightless +8 keen blowgun is able to generate 
  any of the following types of darts in the wielder’s 
  possession as a swift action, reducing the enhance-
  ment bonus of the weapon artifact by the amount 
  required for any chosen special weapon ability: an-
  archic, brilliant energy, distance, icy burst, ghost touch, 
  shocking burst, unholy, or wounding. These darts ap-
  pear 10 at a time and disappear 1 round after leaving 
  the wielder’s possession (only 10 conjured darts can 
  exist at a single time).
   
  While being used in conjunction with Per-
  form (wind), the wielder of Arenathi’s Flute rolls 
  twice when making Perform skill checks and takes 
  the best result, benefits from airwalk and a +30 ft. 
  enhancement bonus to speed, and may use irresist-
  ible dance against all creatures able to hear it that are 
  within 30 feet. Additionally, while Arenathi’s Flute is 
  in a creature’s possession, they may use dimension 
  door as a spell-like ability with an immediate action 
  five times per day (this use of dimension door does not 
  prevent the creature from taking actions after its use). 
  DESTRUCTION
  Arenathi’s Flute can only be destroyed by the willing 
  sacrifice of ten elder earth elemental’s souls in an air-
  borne ritual on their native plane.
  BLADE OF ELAITH
  Aura moderate enchantment; CL 9th
  Slot none; Price 18,400 gp; Weight —
  DESCRIPTION
  This silver-edged +2 keen kukri has a charcoal black 
  blade and spiked pommel resembling the actual 
  weapon wielded by the Divine Savage. Once per 
  round when dealing damage to a creature, the 
  wielder may choose to deal 2 bleed damage to both 
  themselves and the target of their attack. Four times 
  per day as an immediate action, the wielder may 
  grant themselves fast healing 4 for one round; this 
  healing does not stop the bleed damage caused by 
  blade of Elaith.
  CONSTRUCTION
  Requirements Craft Magic Arms & Armor, keen 
  edge, strikes of savagery, creator must be a member 
  of Elaith’s clergy; Cost 14,200 gp
  
  191
  DREKSLER’S UNENDING TAP
  Aura weak abjuration; CL 3rd
  Slot none; Price 7,500 gp; Weight —
  DESCRIPTION
  Upon induction to his priesthood, all of the Wild-
  est Card’s clergy receive a Dreksler’s unending tap to 
  spread the Drunken God’s message of joyful inebri-
  ation. When affixed to any kind of container, this 
  ingenious wondrous item converts any liquid that 
  passes through it into magical beer (and tasty beer 
  at that). Creatures that drink a flagon distributed by 
  Dreksler’s unending tap gain one of two benefits but 
  only once every 24 hours. Either the drinker gains 
  2d6+3 temporary hit points or benefits from an  
  altered version of divinely intoxicated; in the next  
  24 hours they may choose any d20 roll and roll 
  twice, taking the best result, but the GM chooses one 
  d20 roll where the drinker rolls twice and takes the 
  lower result (these effects cannot be used to cancel 
  each other out).
  CONSTRUCTION
  Requirements Craft Wondrous Item, divinely intoxi-
  cated, creator must be a member of Dreksler’s clergy; 
  Cost 3,750 gp 
  EARKENTA’S SOLE
  Aura moderate transmutation; CL 9th
  Slot feet; Price 8,600 gp; Weight 8 lbs.
  DESCRIPTION
  This single boot or shoe sole is made from a panoply 
  of precious gems that makes it quite heavy but fits 
  comfortably onto the bottom of any piece of non-
  magical footwear. A creature wearing Earkenta’s sole 
  never tires from extended travel, may hustle indefi-
  nitely, and always knows their location relative to a 
  spoken destination (such as bearing and distance) 
  in contiguous contact with the earth they stand on 
  (connected to the same planetary body; airborne or 
  other planar locations are prohibited). If the wearer 
  is not a dwarf, they gain dwarven stonecunning (if 
  the wearer is a dwarf, their bonuses from stonecun-
  ning double). An Earkenta’s sole uses up your entire 
  feet slot. You may not use another item (even  
  another Earkenta’s sole) that also uses the feet slot. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, ant haul, know 
  direction, metastminera, creator must be a member 
  of Earkenta’s clergy; Cost 4,300 gp
  EYE OF CASTRIIL
  Aura moderate divination; CL 9th
  Slot none; Price 28,000 gp; 
  Weight 1/2 lb.
  DESCRIPTION
  This unnatural black orb has a disturbing
  off-white pupil with ghostly green veins and when 
  left sitting idle it seems to blink unnervingly with 
  sheens of dark cyan energy. The user of an eye of 
  Castriil may activate it to gain the benefits of a true 
  seeing spell for up to 10 minutes per day in 1-minute 
  increments (these need not be consecutive). Upon 
  activation the user must succeed on a Will save (DC 
  5 + hit dice) or become confused for 1d6 rounds; 
  on a failure of –5 or greater, the user also takes 1d4 
  Strength damage and 1d4 Intelligence damage.
  CONSTRUCTION
  Requirements Craft Wondrous Item, touch of the 
  alien, true seeing, creator must be a member of  
  Castriil’s clergy; Cost 14,000 gp
  GRELTHANOK’S SUCKER
  Aura moderate conjuration; CL 7th
  Slot none; Price 42,000 gp; Weight 11 lbs.
  DESCRIPTION
  This +1 corrosive impact heavy flail resembles a suck-
  ered tentacle and its handle is covered in a motif of 
  gnashing teeth and unnatural eyes. When Greltha-
  nok’s sucker scores a critical hit, the target of its  
  attack makes a Reflex save (DC 10 + wielder’s base 
  attack bonus) or is dealt 1d8 Dexterity drain, grant-
  ing the same amount as an enhancement bonus 
  to the wielder while the drain remains. When its 
  wielder rolls a natural 1 on an attack roll, they make 
  a Will save (DC 5 + hit dice) or take 1d6 Charisma 
  damage. Additionally, Grelthanok’s sucker can be 
  used to initiate a grapple without provoking attacks 
  of opportunity (treating the wielder as having +5 ft. 
  greater reach than normal but only for grappling).
  CONSTRUCTION
  Requirements Craft Magic Arms & Armor, acid ar-
  row, bull’s strength, lead blades, righteous might, 
  tentacle of the alien, creator must be a member of 
  Grelthanok’s clergy; Cost 21,000 gp
  GRIM ROBE OF THE REAPER
  Aura moderate necromancy; CL 9th
  Slot body, head, and shoulders; Price 23,000 gp; 
  Weight 2 lbs.
  DESCRIPTION
  This torn and tattered hooded black robe is perpetu-
  ally dirty, giving its wearer a disheveled appear- 
      ance. The grim robe of the reaper grants a +3  
   
  resistance bonus on saving throws and  
   
  grants immunity to death effects as well as  
           both positive and negative energy (negating  
        cure and inflict spells). Additionally, three times  
       per day the wearer may conjure a spectral scythe 
  (as spiritual weapon). When worn by an undead, the  
  
  192
  undead increases its channel resistance by +6. 
  CONSTRUCTION
  Requirements Craft Wondrous Item, gift  
   
         of undeath, resistance, creator 
   
   
  must be a member of Death’s 
   
   
  clergy; Cost 11,500 gp
   
     Aura moderate transmutation; CL 6th
   
     Slot head; Price 36,400 gp; Weight 3 lbs.
   
       DESCRIPTION
   
      The wearer of this lustrous silver helmet 
   
        is able to speak with buildings and  
   
       streets inside of a settlement as though  
   
   
  using speak with plants. While in a 
   
      settlement and making a Diplomacy  
   
       check, the wearer rolls twice and takes  
   
  the better result. Additionally, the helm of 
  Andraletha grants its wearer a natural armor bo-
  nus to AC. The amount of natural armor bonus 
  increases or decreases depending on the size of 
  the settlement the wearer is in: +1—small town, 
  +2—large town, +3—small city, +4—large city, 
  +5—metropolis.
  CONSTRUCTION
  Requirements Craft Wondrous Item, barkskin, 
  comprehend languages, speak with plants, urban 
  grace, creator must be a member of Andraletha’s 
  clergy; Cost 18,200 gp
  HERASTREA’S ANY-TOOL
  Aura moderate conjuration; CL 7th
  Slot none; Price 26,500 gp; Weight 5 lbs.
  DESCRIPTION
  Unlike a typical traveler’s any-toolUM, this ingenious 
  device is made from bits of mithral, steel, and 
  even adamantine, all emblazoned with the Divine  
  Engineer’s iconography. In addition to duplicating 
  the effects of a traveler’s any-tool (taking the shape 
  of any tool with limited moving parts, counting as 
  a set of any type of masterwork tools), Herastreas’ 
  any-tool reduces the casting time of the mending 
  cantrip to 1 round and grants the user the use 
  of two spell-like abilities (make whole 3/day and  
  major creation 1/week). When using Herastreas’ 
  any-tool’s major creation, the user may conjure a sci-
  entific device that emulates a spell of 3rd-level or 
  lower (producing extraordinary effects rather than  
  supernatural) but the item is irrevocably destroyed 
  after being activated.
  CONSTRUCTION
  Requirements Craft Wondrous Item, blazing in-
  sight, major creation, make whole, creator must be 
  a member of Herastreas’ clergy;  Cost 13,250 gp
  MATILONDO’S COIN
  Aura strong transmutation; CL 20th
  Slot none; Price 84,000 gp; Weight —
  DESCRIPTION
  The Divine Wordsmith’s face is indelibly marked 
  with incredible detail on the face of this platinum 
  coin. The bearer of this +5 returning shock shuriken 
  may spend a minute of handling money to convert 
  types of coin from one precious metal to another so 
  long as the resulting coins are of the same approxi-
  mate value; for instance, the bearer might change 10 
  gold pieces into 1 platinum piece, 10 copper pieces 
  into 1 silver piece, 10 gold pieces into 100 silver piec-
  es, and so on. Coins converted this way cannot be 
  affected by Matilondo’s coin a second time and crea-
  tures bearing coins being converted receive no sav-
  ing throw to prevent this effect. Additionally while 
  Matilondo’s coin is in a creature’s possession it grants 
  a +10 competence bonus to Sleight of Hand checks 
  and once per day the bearer may summon Matilon-
  do’s Merchant (as summon monster; page 91).
  CONSTRUCTION
  Requirements Craft Magic Arms & Armor, capital 
  capitalist, lightning bolt, telekinesis, creator must be 
  a member of Matilondo’s clergy; Cost 42,000 gp
  SMASTRIKWHIP 
  Aura strong transmutation; CL 16th
  Slot none; Price 109,000 gp; Weight 4 lbs.
  DESCRIPTION
  Unlike other magic whips, this lustrous gold +4 
  keen whip deals lethal slashing damage, is only ever 
  Small-sized (and does not change size to match the 
  wielder), and its use while in melee combat does not 
  provoke attacks of opportunity. Creatures that take 
  a critical hit from a smastrikwhip make a Fortitude 
  save (DC 5 + wielder’s base attack bonus) or become 
  petrified. On a failed save roll 1d100 to determine 
  what type of petrification overwhelms the creature: 
  1-50—stone, 51-99—fool’s gold (pyrite), 100—gold.
  CONSTRUCTION
  Requirements Craft Magic Arms & Armor, flesh 
  to stone, keen edge, lead blades, creator must be a 
  member of Smastrik’s clergy; Cost 54,500 gp
  STEPHANILESIA’S STRING
  Aura strong enchantment; CL 18th
  Slot none; Price 166,000 gp; Weight —
  DESCRIPTION
  This gossamer string is incredibly resilient and 
  tough, and it catches the light of the room to  
  shimmer with a divine beauty. When placed into 
  a string instrument, Stephanilesia’s string allows a  
  performer to roll twice and take the better result 
  when making Perform (strings) checks. A bard using  
  HELM OF ANDRALETHA
  
  193
  VERAHNUS’ LIQUEUR
  Aura faint enchantment; CL 6th
  Slot none; Price 3,500 gp; Weight 1/2 lb.
  DESCRIPTION
  This powerful concoction is said to
  distill the very spirit of the Allgod’s 
  resting essence, making it 
  supernaturally potent. Any 
  creature that imbibes Verahnus’ 
  liqueur falls asleep for 10d6 
  minutes; creatures that do 
  not sleep or those that are 
  normally immune to sleep 
  effects may make a DC 25 
  Fortitude save (with a +4 
  circumstance bonus) to 
  remain awake.
  CONSTRUCTION
  Requirements Brew Potion,
  Craft Wondrous Item, 
  slumber of the Allgod, 
  creator must be a member 
  of Verahnus’ clergy; 
  Cost 1,750 gp
           Size 
  Weight (lbs.) Price (gp) 
  Cost (gp)
  10-ft.-by-15-ft.         25  
  30,000  
  15,000
  15-ft.-by-30-ft.         30  
  60,000  
  30,000
  15-ft.-by-40-ft.         45  
  90,000  
  45,000
  20-ft.-by-50-ft.         55  
  120,000 
  60,000
  an instrument with a Stephanilesia’s string can spend 
  bardic performance to use the following spell-like 
  abilities: 2 rounds—calm emotions, unnatural lust; 
  4 rounds—reckless infatuation, unadulterated loath-
  ing; 5 rounds—malicious spite, overwhelming grief, 
  terrible remorse; 6 rounds—joyful rapture, utter con-
  tempt, vengeful outrage. Creatures without bardic 
  performance can use it as though they were a bard 
  of their level -8 (minimum 1), gaining a number of 
  bardic performance rounds per day equal to dou-
  ble their hit dice.
  CONSTRUCTION
  Requirements Craft Wondrous Item, all of the 
  spells listed above, creator must be a member of 
  Stephanilesia’s clergy; Cost 88,000 gp
  TRISTANALEUS’ CHAINLINK
  Aura strong abjuration; CL 15th
  Slot none; Price 42,000 gp; Weight 1 lb.
  DESCRIPTION
  Shadows weep off of this dark gray steel chain 
  link to absorb and amplify the darkness around it. 
  When affixed to a weapon or armor, Tristanaleus’ 
  chainlink grants the ghost touch special ability. If af-
  fixed to a gate or door connected to a building the 
  size of a small castle or smaller (no greater than 
  1,000 square feet), the building becomes resistant 
  to incorporeal movement (incorporeal creatures 
  require a DC 25 Escape Artist check to bypass the 
  ward).
  CONSTRUCTION
  Requirements Craft Wondrous Item, anti-incorpo-
  real shell, etherealness, shadow strength, creator 
  must be a member of Tristanaleus’ clergy; Cost 
  21,000 gp
  VANESPRELT’S SALIVA
  Aura moderate conjuration; CL 9th
  Slot none; Price 27,400 gp; Weight 2 lbs.
  DESCRIPTION
  Once per day, this flask of metallic fluid can be 
  splashed on an adjacent target or used as a splash 
  weapon with a range increment of 10 feet (after-
  ward it reconstitutes and refills itself). Creatures 
  hit by Vanesprelt’s saliva make a Will save (DC 10 
  + level) or take 1d6 Constitution damage and Wis-
  dom damage. Targets that are directly hit roll twice 
  and take the lower result when making their sav-
  ing throw.
  CONSTRUCTION
  Requirements Brew Potion, Craft Wondrous Item, 
  tongue of the alien, creator must be a member of 
  Vanesprelt’s clergy; Cost 13,700 gp
  WEALBREN’S SAIL
  Aura moderate evocation; CL 7th
  Slot none; Price varies (see table); Weight varies
  DESCRIPTION
  When this dark-blue canvas is hoisted up a ship’s 
  mast and unfurled, sailors plow the seas confident 
  that their vessel can brave whatever dangers they 
  encounter. Regardless of the actual weather condi-
  tions surrounding a ship flying a Wealbren’s sail, so 
  long as the vehicle is within 200 miles of the shore it 
  functions as though conditions were perfect for sail-
  ing (with the air current always pointing the direc-
  tion the captain of the ship intends it to). This has 
  no effect on creatures on the ship—powerful waves, 
  hellish tempests, lightning storms, and torrential 
  downpour can damage passengers, throw them 
  overboard, or otherwise hinder them as the GM sees 
  fit.
  CONSTRUCTION
  Requirements Craft Wondrus Item, divine turbu-
  lence, creator must be part of Wealbren’s clergy; 
  Cost varies (see table)    
  Table 5–16: Wealbren’s Sail
  
  194
  OPEN GAME LICENSE Version 1.0a
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  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 Reference Document. © 2011, Paizo Publishing, LLC; 
  Author: Paizo Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolf-
  gang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, 
  Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Ma-
  son, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley 
  Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: 
  Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob Mc-
  Creary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Den-
  nis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, 
  Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, 
  Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and 
  Russ Taylor.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; 
  Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme 
  Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin 
  Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noon-
  an, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, 
  Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, 
  Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; 
  Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, 
  Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, 
  Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis 
  Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert 
  N. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen 
  Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, 
  Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Au-
  thors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, 
  Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Ja-
  son Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, 
  Russ Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: 
  Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark 
  Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, 
  and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Au-
  thors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, 
  Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, 
  Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Au-
  thors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan 
  Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan 
  H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, 
  and Russ Taylor.
  Pathfinder Campaign Setting: Technology Guide. © 2014, Paizo Inc.; Authors: James 
  Jacobs and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John 
  Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, 
  Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFar-
  land, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. 
  Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
  Veranthea Codex © 2015 Mike Myler, published under license by Rogue Genius Games; 
  Author Mike Myler, with Michael Allen, Luis Loza, Michael McCarthy, Brian Wiborg Møn-
  ster, Julian Neale, and Colin Stricklin.
  Veranthea Codex: Adventurer's Handbook © 2017 Mike Myler, published under license 
  by Rogue Genius Games.
  
  195
   
  for D&D 5th Edition
   
  for D&D 5th Edition
        Free PDFs await you at 
    www.mistsofakuma.com—go
     and see how long you live 
    before the corruption 
  of the ancient fog 
     transforms you!
  
  196
  Go to www.hypercorps.com 
   and download free PDFs 
  to see if you’ve got what it 
   takes to survive and
   thrive in the future
   of an Earth torn
  apart by magic, 
   greed, and the 
  hypercorporate 
    bottom line!
  
  197
  A truly STAGGERING amount of material for 
  the Pathfinder Roleplaying Game await you 
  in this tome, a book that transports any 
  who read it into the world’s most 
  radical campaign setting.
  • 9 Compelling New Races
  • A slew of original feats, campaign  
  traits, equipment, magic items, spells, 
  and vehicles to make your  
  adventurers truly Veranthean
  • More than two dozen classes and  
  archetypes unique to Veranthea
  Everything your 
  adventurer will need 
   to survive in Veranthea
             is inside this 
    
   
  book!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rogue Genius Games (RGG)/Veranthea Codex/Veranthea Codex - Adventurer's Handbook.pdf