TEXT: — A —
  Prestige Archetypes
  Carl Cramér
  
  — 1 —
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game 
  from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the 
  Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does 
  not endorse this product.
  Prestige Archetypes is copyright 2015; Purple Duck Games.
  Prestige Archetypes
  Credits
  Author: Carl Cramér
  Additional Writing: Perry Fehr, 
  August Hahn, Justin Sluder, 
  Development: Perry Fehr, Mark 
  Gedak
  Editing: Carl Cramér, Perry Fehr, 
  Mark Gedak
  Artists: Gary Dupuis, Matt Mor-
  row, Ryan Rhodes
  Layout: Mark Gedak
  Publisher: Purple Duck Games
  Table of Contents
  Introduction
  2
  Arcane Archer
  3
  Arcane Trickster
  11
  Assassin
  20
  Blood Mystic
  26
  Chronicler
  32
  Dragon Disciple
  43
  Duelist
  50
  Eldritch Hunter
  55
  Eldritch Knight
  61
  Loremaster
  67
  Mystic Archer
  73
  Mystic Theurge
  80
  Shadow Monk
  86
  Shadow Ranger
  95
  Shadowdancer
  101
  Open Game License
  108
  
  — 2 —
  Introduction
  A prestige archetype is a prestige class turned into a normal 20-level class, similar 
  to an archetype or alternate class.
  The goal when making these prestige archetypes has been to capture the flavor of 
  the prestige class rather than to make an exact copy of how it would normally be. 
  Attack bonuses, hit dice, class skills, spells, and class features have been unified 
  and spread evenly over levels. This means that most prestige archetypes have their 
  prestige abilities spread over the entire 20 level spread.
  Unlike how prestige classes normally work, these archetypes have a few complete 
  class abilities rather than many abilities limited to a low level. In some cases, you 
  get the choice of one of several class abilities rather than stymied versions of all 
  the abilities.
  A prestige archetype generally has elements of one or more regular character class-
  es, to represent how prestige prerequisites were met and character development 
  after the prestige class has ended. Sometimes there is more than one class that 
  naturally leads itself to a particular prestige class, which can lead to several differ-
  ent prestige archetypes for different combinations. A few are not built on a regular 
  class, instead expanding the idea behind the prestige class to a full 20 levels. 
  Prestige vs. Archetype
  One thing about prestige classes is that you grow into them - they can represent 
  special training opportunities that the character did not know existed. Prestige ar-
  chetypes don’t do this; you play a prestige archetype from level one. In this case I’d 
  suggest using the retraining rules - the character retrains those abilities that differ 
  between his old class and the new prestige archetype. Or, if this feels cumbersome, 
  simply change the class abilities and say the sudden change is a result of special 
  training. This should generally work fine at lower levels, the more experienced the 
  character is and the more abilities it has, the greater the disconnect when those 
  abilities change. GMs wanting this kind of plot are advised to present such op-
  tions early on in a campaign.
  A Note About Open Game Content
  As roleplaying games are written and expand the number of rules options can become 
  staggering. Some people like to stick to the “Core” and some people like expanded op-
  tions. Purple Duck Games is definitely in the second camp. We have tried to tag many of 
  the OGC pieces with there typical markings APG, UC, UM, UE, and others that most 
  publishers use. But if there is something... a feat, item, spell, or detail missing for which 
  you don’t have access to please email me (gedakm@gmail.com) and I will point you in the 
  right direction or check out the d20pfsrd.com or porphyra.wikidot.com for the content.
  
  — 3 —
  Table 1.1 - Arcane Archer Class Table
  Spells per Day
  Class 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  0
  1
  2
  3
  4
  5
  6 
  1st 
  +0 
  +2 
  +2 
  +0 
  Archery pool, cantrips, spell archery 3 
  1 
  — — — — — 
  2nd 
  +1 
  +3 
  +3 
  +0 
  Archery style feat
  4 
  2 
  — — — — — 
  3rd 
  +2 
  +3 
  +3 
  +1 
  Ranged spellstrike
  4 
  3 
  — — — — — 
  4th 
  +3 
  +4 
  +4 
  +1 
  Spell recall 
  4 
  3 
  1 
  — — — — 
  5th 
  +3 
  +4 
  +4 
  +1 
  Archery pool (weapon properties) 
  4 
  4 
  2 
  — — — — 
  6th 
  +4 
  +5 
  +5 
  +2 
  Archery style feat 
  5 
  4 
  3 
  — — — — 
  7th 
  +5 
  +5 
  +5 
  +2 
  Arcane access
  5 
  4 
  3 
  1 
  — — — 
  8th 
  +6/+1 
  +6 
  +6 
  +2 
  Imbue arrow 
  5 
  4 
  4 
  2 
  — — — 
  9th 
  +6/+1 
  +6 
  +6 
  +3 
  Archer’s luck (1/day)
  5 
  5 
  4 
  3 
  — — — 
  10th 
  +7/+2 
  +7 
  +7 
  +3 
  Archery style feat
  5 
  5 
  4 
  3 
  1 
  — — 
  11th 
  +8/+3 
  +7 
  +7 
  +3 
  Seeker arrow 
  5 
  5 
  4 
  4 
  2 
  — — 
  12th 
  +9/+4 
  +8 
  +8 
  +4 
  Improved spell recall 
  5 
  5 
  5 
  4 
  3 
  — — 
  13th 
  +9/+4 
  +8 
  +8 
  +4 
  Phase arrow 
  5 
  5 
  5 
  4 
  3 
  1 
  — 
  14th 
  +10/+5 
  +9 
  +9 
  +4 
  Archer’s luck (2/day), archery style 
  feat 
  5 
  5 
  5 
  4 
  4 
  2 
  — 
  15th 
  +11/+6/+1 
  +9 
  +9 
  +5 
  Hail of arrows 
  5 
  5 
  5 
  5 
  4 
  3 
  — 
  16th 
  +12/+7/+2 
  +10 
  +10 
  +5 
  Countershot
  5 
  5 
  5 
  5 
  4 
  3 
  1 
  17th 
  +12/+7/+2 
  +10 
  +10 
  +5 
  Arrow of death
  5 
  5 
  5 
  5 
  4 
  4 
  2 
  18th 
  +13/+8/+3 
  +11 
  +11 
  +6 
  Archery style feat 
  5 
  5 
  5 
  5 
  5 
  4 
  3 
  19th 
  +14/+9/+4 
  +11 
  +11 
  +6 
  Archer’s luck (3/day)
  5 
  5 
  5 
  5 
  5 
  5 
  4 
  20th 
  +15/+10/+5 
  +12 
  +12 
  +6 
  True arcane archer
  5 
  5 
  5 
  5 
  5 
  5 
  5
  Arcane Archer
  Those who seek to perfectly combine bow and magic 
  pursue the path of the arcane archer. Arcane archers are 
  masters of ranged combat, as they possess the ability 
  to strike targets with unerring accuracy and can imbue 
  their arrows with powerful spells. Arrows fired by arcane 
  archers carry spells, fly at weird and uncanny angles to 
  strike foes around corners, and can pass through solid 
  objects to hit enemies. At the height of their power, 
  arcane archers can fell even the most powerful foes with 
  a single, deadly shot. 
  Prestige Class: Arcane Archer. 
  Build Classes: Magus, Ranger, Wizard. 
  Role: Arcane archers deal death from afar, winnowing 
  down opponents while their allies rush into hand-to-
  hand combat. With their capacity to unleash hails of ar-
  rows on the enemy, they represent the pinnacle of ranged 
  combat. 
  Alignment: Arcane archers can be of any alignment. Elf 
  or half-elf arcane archers tend to be free-spirited and are 
  rarely lawful. Similarly, it is uncommon for elven arcane 
  archers to be evil, and overall the path of the arcane ar-
  cher is more often pursued by good or neutral characters. 
  Hit Die: d8. 
  Starting Gold: 4d6 x 10 (140 gp average)
  Class Skills 
  The arcane archer’s class skills (and the key ability for 
  each skill) are Climb (Str), Craft (Int), Fly (Dex), Han-
  dle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowl-
  edge (arcana) (Int), Knowledge (dungeoneering) (Int), 
  Knowledge (geography) (Int), Knowledge (nature) (Int), 
  Knowledge (planes) (Int), Perception (Wis), Profession 
  (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Sur-
  vival (Wis), and Swim (Str). 
  Skill Ranks per Level: 4 + Int modifier. 
  
  — 4 —
  Class Features
  The following are class features of the arcane archers.
  Weapon and Armor Proficiency: An arcane archer 
  is proficient with all simple and martial weapons. An 
  arcane archer is also proficient with light armor. She 
  can cast arcane archer spells while wearing light armor 
  without incurring the normal arcane spell failure chance. 
  Like any other arcane spellcaster, an arcane archer wear-
  ing 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 arcane archer still 
  incurs the normal spell failure chance for arcane spells 
  received from other classes. 
  Spells: An arcane archer casts arcane spells drawn from 
  the sorcerer/wizard spell list. An arcane archer only ever 
  learns to cast spells up to level 6. Sorcerer/wizard spells 
  of level 7 or higher are not considered to be on the ar-
  cane archer’s spell list. An arcane archer must choose and 
  prepare her spells ahead of time. 
     To learn, prepare, or cast a spell, the arcane archer 
  must have an Intelligence score equal to at least 10 + the 
  spell level. The Difficulty Class for a saving throw against 
  an arcane archer’s spell is 10 + the spell level + the arcane 
  archer’s Intelligence modifier. 
     An arcane archer can cast only a certain number of 
  spells of each spell level per day. Her base daily spell al-
  lotment is given on Table 2.1 - Arcane Archer Class Table. 
  In addition, she receives bonus spells per day if she has a 
  high Intelligence score (see Table: Ability Modifiers and 
  Bonus Spells). 
     An arcane archer may know any number of spells. She 
  must choose and prepare her spells ahead of time by 
  getting 8 hours of sleep and spending 1 hour studying 
  her spellbook. While studying, the arcane archer decides 
  which spells to prepare. 
  Spellbook: An arcane archer begins play with a spell-
  book containing all 0-level spells on her spell list plus 
  three 1st-level spells of her choice. The arcane archer 
  also selects a number of additional 1st-level spells equal 
  to her Intelligence modifier to add to the spellbook. At 
  each new arcane archer level, she gains two new spells of 
  any spell level or levels that she can cast (based on her 
  new arcane archer level) for her spellbook. At any time, 
  an arcane archer can also add spells found in other spell-
  books to her own (see Magic). An arcane archer can only 
  add a spell to her spellbook if it is on the arcane archer 
  spell list. 
  Cantrips: Arcane archers can prepare a number of 
  cantrips, or 0-level spells, each day, as noted on Table: 
  Arcane Archer under “Spells per Day”. These spells are 
  cast like any other spell, but they are not expended when 
  cast and may be used again. 
  Archery Pool (Su): At 1st level the arcane archer gains 
  a reservoir of mystical arcane energy that she can draw 
  upon to fuel her powers and enhance her bow. This ar-
  chery pool has a number of points equal to ½ her arcane 
  archer level (minimum 1) + her Intelligence modifier. 
  The pool refreshes once per day when the arcane archer 
  prepares her spells. 
     At 1st level an arcane archer can expend 1 point from 
  her archery pool as a swift action to grant any bow she 
  is holding a +1 enhancement bonus for 1 minute. For 
  every four levels beyond 1st, the weapon gains another 
  +1 enhancement bonus, to a maximum of +5 at 17th 
  level. These bonuses can be added to the weapon, stack-
  ing with existing weapon enhancement to a maximum of 
  +5. Multiple uses of this ability do not stack with them-
  selves. 
     At 5th level, these bonuses can be used to add any of 
  the following weapon properties: anarchic (+2), axiom-
  atic (+2), distance (+1), flaming (+1), flaming burst (+2), 
  frost (+1), holy (+2), icy burst (+2), seekingUE (+1), shock 
  (+1), shocking burst (+2), and unholy (+2). The arcane 
  archer cannot choose an ability that is the opposite of 
  her alignment. For example a lawful good arcane archer 
  could not choose anarchic or unholy as her weapon 
  quality. 
     Adding these properties consumes an amount of 
  bonus equal to the property’s base price, which is listed 
  in parentheses after each ability above. If the bow is not 
  magical, at least a +1 enhancement bonus must be added 
  before any other properties can be added. These bonuses 
  and properties are decided when the archery pool point 
  is spent and cannot be changed until the next time the 
  arcane archer uses this ability. These bonuses do not 
  function if the bow is wielded by anyone other than the 
  arcane archer. 
     An arcane archer can only enhance one weapon in this 
  way at one time. If she uses this ability again the first use 
  immediately ends. 
  Archery Style Feats (Ex): At 2nd level, an arcane archer 
  gains expertise in archery. This manifests in the form of 
  bonus feats at 2nd, 6th, 10th, 14th, and 18th level. She 
  can choose feats from her style even if she does not have 
  the normal prerequisites. 
  
  — 5 —
     The benefits of the arcane archer’s chosen style feats ap-
  ply only when she wears light or no armor. She loses all 
  benefits of her combat style feats when wearing medium 
  or heavy armor.  
     An arcane archer can choose from the following list 
  whenever she gains a combat style feat - Deadly Aim, Far 
  Shot, Focused ShotAPG, Point Blank Shot, Precise Shot, 
  Weapon Focus (longbow or shortbow). 
     At 6th level, she adds Improved Precise Shot, Mounted 
  Archery, Parting ShotAPG, Point Blank MasterAPG, Ma-
  nyshot, and Weapon Specialization (longbow or short-
  bow) to the list. 
     At 10th level, she adds Greater Weapon Focus (long-
  bow or shortbow), Pinpoint Targeting, and Shot on the 
  Run to the list. 
  Spell Archery: At 1st level, an arcane archer learns to 
  cast spells and shoot her bow at the same time. This 
  functions much like the Rapid Shot feat, but the extra 
  attack is a spell that is being cast. To use this ability, the 
  arcane archer must be wielding a bow. As a full-round 
  action, she can make all of her attacks with her bow at 
  a –2 penalty and can also cast any spell from the arcane 
  archer spell list with a casting time of 1 standard action 
  (any attack roll made as part of this spell also takes this 
  penalty). If she casts this spell defensively and fails, the 
  spell is wasted, and any attacks in the round still take the 
  penalty. 
     An arcane archer can choose to cast the spell first or 
  make weapon attacks first, but if she has more than one 
  attack, she cannot cast the spell between weapon attacks. 
  Ranged Spellstrike (Su): At 3rd level, whenever an 
  arcane archer casts a spell that requires a ranged touch 
  attack from her class spell list, she can deliver the spell 
  through a bow she is wielding as part of a ranged at-
  tack. Instead of the free ranged touch attack normally 
  allowed to deliver the spell, an arcane archer can make 
  one free ranged attack with her bow (at her highest base 
  attack bonus) as part of casting this spell. If successful, 
  this ranged attack deals its normal damage as well as the 
  effects of the spell. 
     Only one ranged touch attack per round can be used 
  with ranged spellstrike. If the spell normally allows sever-
  al ranged touch attacks, they can be combined into one 
  attack with ranged spellstrike, with the combined dam-
  age of all the allowed ranged touch attacks. If the ranged 
  touch attacks from a particular spell can be spread over 
  several rounds, the arcane archer can use ranged spell-
  strike over several rounds, making one ranged spellstrike 
  attack each round. 
     If the arcane archer makes this attack in concert with 
  spell archery, this ranged attack takes all the penalties 
  accrued by spell archery. This attack uses the weapon’s 
  critical range modified by the keen weapon property or 
  similar effects, but the spell effect only deals ×2 damage 
  on a successful critical hit, while the weapon damage 
  uses its own critical multiplier. 
     This otherwise functions as a magus’ spellstrike ability, 
  see FAQ/Errata for that ability for more information. 
  Spell Recall (Su): At 4th level, the arcane archer learns 
  to use her archery pool to recall spells she has already 
  cast. With a swift action she can recall any single arcane 
  archer spell that she has already prepared and cast that 
  day by expending a number of points from her archer 
  pool equal to the spell’s level (minimum 1). The spell is 
  prepared again, just as if it had not been cast. 
  Arcane Access (Su): At 7th level, when an arcane archer 
  prepares her arcane archer spells, she can decide to 
  expend 1 or more points from her archery pool, up to 
  her Intelligence bonus. For each point she expends, she 
  can treat any one spell from the sorcerer/wizard spell list 
  as if it were in her spellbook and can prepare that spell 
  as normal that day. If she does not cast spells prepared 
  in this way before the next time she prepares spells, she 
  loses those spells. She can also cast spells added in this 
  way using her spell recall ability, but only until she pre-
  pares spells again. 
  Imbue Arrow (Su): At 8th level, an arcane archer gains 
  the ability to place an area spell upon an arrow. When 
  the arrow is fired, the spell’s area is centered where the 
  arrow lands. This ability allows the archer to use the 
  bow’s range rather than the spell’s range. A spell cast in 
  this way uses its standard casting time and the arcane 
  archer can fire the arrow as part of the casting. The arrow 
  must be fired during the round that the casting is com-
  pleted or the spell is wasted. If the arrow misses, the spell 
  is wasted. Imbue arrow cannot be combined with seeker 
  arrow or phase arrow, but does work with spell archery. 
  Archer’s Luck (Ex): Upon reaching 9th level, once per 
  day the arcane archer can either reroll one of his attack 
  rolls or force an enemy who just hit him with an attack 
  to reroll the attack roll. The arcane archer must take the 
  result of the second roll even if it is worse. An arcane 
  archer can use this ability once per day at 9th level, plus 
  one additional time per day at 14th and 19th levels. 
  
  — 6 —
  Seeker Arrow (Su): At 11th level, an arcane archer can 
  launch arrows at a target known to her and within range, 
  and the arrow travels to the target, even around corners. 
  Only an unavoidable obstacle or the limit of the arrow’s 
  range prevents the arrow’s flight. This ability negates 
  cover and concealment modifiers, but otherwise the at-
  tack is rolled normally. Activating this ability is a swift 
  action that costs one point from the archery pool, and it 
  lasts until the end of the arcane archer’s turn. 
  Improved Spell Recall (Su): At 12th level, the arcane 
  archer’s ability to recall spells using her archer pool 
  becomes more efficient. Whenever she recalls a spell with 
  spell recall, she expends a number of points from her 
  archer pool equal to ½ the spell’s level (minimum 1). 
  Furthermore, instead of recalling a used spell, as a swift 
  action the arcane archer can prepare a spell of the same 
  level that she has in her spellbook. She does so by ex-
  pending a number of points from her archer pool equal 
  to the spell’s level (minimum 1). The arcane archer does 
  not need to reference her spellbook to use this ability. 
  She cannot apply metamagic feats to spells prepared this 
  way. 
  Phase Arrow (Su): At 13th level, an arcane archer can 
  launch an arrow at a target known to her within range, 
  and the arrow travels to the target in a straight path, 
  passing through any barrier or wall in its way. This abil-
  ity negates cover, concealment, armor, and shield modi-
  fiers, but otherwise the attack is rolled 
  normally. It does full damage to incor-
  poreal or ethereal creatures. It is stopped 
  normally by ghost touch armor, force armor, 
  or barriers made of force effects, which makes it 
  similar to an incorporeal touch attack. 
     Using this ability costs one point from the archery 
  pool and is a standard action (shooting the arrow is part 
  of the action). 
  Hail of Arrows (Su): As a full-round action at a cost 
  of one point from her archery pool, an arcane archer of 
  15th level or higher can fire an arrow at each and every 
  target within range, to a maximum of one target for ev-
  ery arcane archer level she has earned. Each attack 
  uses the archer’s primary attack bonus, and 
  each enemy may only be targeted by a single 
  arrow. 
  Countershot (Ex): At 16th level, whenever an 
  enemy within 30 ft. of the arcane archer casts a spell and 
  does not cast defensively, the arcane archer can make a 
  ranged attack against that enemy as an immediate ac-
  tion.
  Arrow of Death (Su): At 17th level, an arcane archer 
  can create a special type of slaying arrow that forces 
  the target, if damaged by the arrow’s attack, to make a 
  Fortitude save or be slain immediately. The DC of this 
  save is equal to 10 + ½ the arcane archer’s level + the 
  arcane archer’s Intelligence modifier. It takes 1 day to 
  make a slaying arrow, and the arrow only functions for 
  the arcane archer who created it. The slaying arrow lasts 
  no longer than 1 year, and the archer can only have one 
  such arrow in existence at a time. 
  True Arcane Archer (Su); At 20th level, the arcane 
  archer becomes a master of spells and combat. Whenever 
  he uses his spell archery ability when he is threatened, 
  he does not need to make a concentration check to cast 
  the spell defensively. Whenever the arcane archer uses 
  spell archery and his spell targets the same creature as his 
  ranged attacks, he can choose to either increase the DC 
  to resist the spell by +2, grant himself a +2 circumstance 
  
  — 7 —
  bonus on any checks made to overcome spell resistance, 
  or grant himself a +2 circumstance bonus on all attack 
  rolls made against the target during his turn.
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever she gains a level in a class of arcane archer, the 
  following races have the option of choosing an alternate 
  bonus depending on their race.
     Dwarf: Add a +1 bonus on concentration checks made 
  due to taking damage while casting arcane archer spells.
     Elf: Choose a weapon from the following list: longbow 
  or shortbow, short sword, or any weapon with “elven” 
  in its name. 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.
     Gnome: Add one of the following weapon special 
  abilities to the list of weapon special abilities the arcane 
  archer may add to his weapon using his arcane pool: 
  adaptiveUE (counts as +1), allyingAPG (+1), bane [type 
  must be defined when this is selected] (+1), conductiveAPG 
  (+1), corrosiveAPG (+1), corrosive burstAPG (+1), cunningUE 
  (+1), dispellingUE (+1), huntsmanAPG (+1), merciful (+1), 
  or planarUE (+1). Once an ability has been selected with 
  this reward, it cannot be changed. 
     Half-Elf: Add +1/4 to the arcane archer’s archery pool.
     Half-Orc: Add +1/2 point of fire damage to spells that 
  deal fire damage cast by the arcane archer.
     Halfling: Add a +1/4 dodge bonus to Armor Class 
  against attacks of opportunity drawn from using a 
  ranged weapon or casting a spell.
     Human: Add one spell from the arcane archer’s spell 
  list to the arcane archer’s spellbook. This spell must be 
  at least one level below the highest spell level the arcane 
  archer can cast.
  Sample Arcane Archer Character
  Below is a sample arcane archer player character created 
  using these rules at levels 1, 5, 10, and 15. The player 
  character’s favored class bonus is spent on extra hit 
  points.
  Aaron Quick (CR ½; XP 200)
  Male human arcane archer 1
  LN Medium humanoid (human)
  Init +2; Senses Perception +4
  Defense
  AC 15, touch 12, flat-footed 13
  (+3 armor, +2 Dex)
  hp 10 (1d8+2)
  Fort +3, Ref +4, Will +0
  Offense
  Speed 30 ft.
  Melee flail +2 (1d8+3)
  Ranged longbow +2 (1d8/x3)
  Special Attacks archery pool (3 point), spell archery
  Spells Prepared (CL 1st; concentration +3)
     1st—gravity bow, true strike
     0th—detect magic, light, message  
  Statistics
  Str 14, Dex 15, Con 12, Int 15, Wis 10, Cha 8
  Base Atk +0; CMB +2; CMD 14
  Feats Point Blank Shot, Precise Shot
  Skills Craft (weapons) +6, Knowledge (arcana) +6, 
  Knowledge (geography) +6, Knowledge (nature) +6, 
  Perception +4, Spellcraft +6, Survival +6
  Languages Common, Elven, Goblin
  Combat Gear 20 arrows; Gear backpack, bedroll, belt 
  pouch, flail, longbow, studded leather armor, spell com-
  ponent pouch, wizard’s spellbook (25/100); Coins 8 gp, 
  5 sp
  Demographics
  Faith atheist
  Homeland Fenian Triarchy
  Aaron’s Spellbook (1st level)
  1st—abundant ammunitionUC, gravity bowAPG, magic 
  weapon, shield, true strike
  0th—all
  Aaron Quick (CR 4; XP 1,200)
  Male human arcane archer 5
  LN Medium humanoid (human)
  Init +3; Senses Perception +8
  Defense
  AC 18, touch 13, flat-footed 15
  
  — 8 —
  (+5 armor, +3 Dex)
  hp 41 (5d8+15)
  Fort +7, Ref +8, Will +2
  Offense
  Speed 30 ft.
  Melee mwk flail +6 (1d8+3)
  Ranged +1 composite longbow (+2 Str) +8 (1d8+3/x3)
  Special Attacks archery pool (4 point; weapon proper-
  ties), ranged spellstrike, spell archery
  Spells Prepared (CL 5th; concentration +7)
     2nd—arrow eruption, protection from arrows, ricochet 
  shot
     1st—hydraulic push, gravity bow (x2), shield, true strike 
     0th—acid splash, detect magic, light, message  
  Statistics
  Str 14, Dex 16, Con 14, Int 15, Wis 10, Cha 8
  Base Atk +3; CMB +5; CMD 18
  Feats Deadly Aim, Point Blank Shot, Precise Shot, 
  Weapon Focus (longbow)
  Skills Craft (weapons) +10, Knowledge (arcana) +10, 
  Knowledge (geography) +10, Knowledge (nature) +10, 
  Perception +8, Spellcraft +10, Survival +8
  Languages Common, Elven, Goblin
  SQ spell recall
  Combat Gear 20 arrows; Gear backpack, belt of incred-
  ible constitution +2, bedroll, belt pouch, +1 composite 
  longbow (+2 Str), cloak of resistance +1, mwk flail, +1 
  mithral shirt, spell component pouch, wizard’s spellbook 
  (33/100); Coins 385 gp
  Demographics
  Faith atheist
  Homeland Fenian Triarchy
  Aaron’s Spellbook (5th level)
  2nd—arrow eruptionAPG, glitterdust, protection from ar-
  rows, ricochet shotUC 
  1st—abundant ammunitionUC, chill touch, feather fall, 
  gravity bowAPG, hydraulic pushAPG, magic missile, magic 
  weapon, shield, true strike
  0th—all
  Aaron Quick (CR 9; XP 6,400)
  Male human arcane archer 10
  LN Medium humanoid (human)
  Init +3; Senses Perception +13
  Defense
  AC 24, touch 13, flat-footed 21
  (+9 armor, +3 Dex, +2 shield)
  hp 78 (10d8+30)
  Fort +10, Ref +11, Will +6
  Offense
  Speed 30 ft.
  Melee mwk flail +10/+5 (1d8+3)
  Ranged +3 composite longbow (+2 Str) +15/+10 (1d8+5/
  x3)
  Special Attacks archer’s luck (1/day), archery pool (10 
  point; weapon properties), imbue arrow, ranged spell-
  strike, spell archery
  Spells Prepared (CL 10th; concentration +13)
     4th—black tentacles
     3rd—fireball (R-DC 16), keen edge, stinking cloud (F-
  DC 16), versatile weapon
     2nd—arrow eruption, cat’s grace, glitterdust (W-DC 
  14), protection from arrows, ricochet shot 
     1st—hydraulic push, gravity bow (x2), shield, true strike 
  (x2)
     0th—acid splash, detect magic, light, message, resistance
  Statistics
  Str 14, Dex 16, Con 14, Int 16, Wis 10, Cha 8
  Base Atk +7; CMB +9; CMD 22
  Feats Deadly Aim, Extra Archery Pool, Iron Will, Part-
  ing Shot, Point Blank Master, Point Blank Shot, Precise 
  Shot, Weapon Focus (longbow)
  Skills Craft (weapons) +15, Knowledge (arcana) +15, 
  Knowledge (geography) +15, Knowledge (nature) +15, 
  Perception +13, Spellcraft +15, Survival +13, Swim +5; 
  ACP -2
  Languages Common, Elven, Goblin
  SQ arcane access, spell recall
  Combat Gear 20 arrows; Gear backpack, belt of incred-
  ible constitution +2, bedroll, belt pouch, brooch of shield-
  ing, celestial armor, cloak of resistance +1, +3 composite 
  longbow (+2 Str), mwk flail, gloves of arrow snaring, ring 
  of force shield, spell component pouch, wizard’s spellbook 
  (43/100); Coins 135 gp
  Demographics
  Faith atheist
  Homeland Fenian Triarchy
  Aaron’s Spellbook (10th level)
  4th—black tentacles, named bulletUC
  3rd—fireball, flame arrow, keen edge, stinking cloud, vam-
  piric touch, versatile weaponAPG
  2nd—arrow eruptionAPG, cat’s grace, elemental touchAPG, 
  glitterdust, protection from arrows, ricochet shotUC
  1st—abundant ammunitionUC, chill touch, feather fall, 
  gravity bowAPG, hydraulic pushAPG, magic missile, magic 
  weapon, shield, true strike
  0th—all
  
  — 9 —
  Aaron Quick (CR 14; XP 38,400)
  Male human arcane archer 15
  LN Medium humanoid (human)
  Init +3; Senses Perception +18
  Defense
  AC 26, touch 15, flat-footed 21
  (+9 armor, +5 Dex, +2 shield)
  hp 131 (15d8+60)
  Fort +17, Ref +19, Will +12
  Offense
  Speed 30 ft.
  Melee mwk flail +16/+11/+6 (1d8+5)
  Ranged +5 composite longbow (+4 Str) +23/+18/+13 
  (1d8+11/x3)
  Special Attacks archer’s luck (2/day), archery pool (14 
  point; weapon properties), imbue arrow, phase arrow, 
  ranged spellstrike, seeker arrow, spell archery
  Spells Prepared (CL 15th; concentration +19)
     5th—beast shape III, dismissal (W-DC 18), hold mon-
  ster (W-DC 18)
     4th—black tentacles (x2) contagion (F-DC 17) (x3)
     3rd—fireball (R-DC 16), keen edge, stinking cloud (F-
  DC 16), versatile weapon (x2)
     2nd—arrow eruption (x2), cat’s grace, glitterdust (W-
  DC 14), protection from arrows, ricochet shot
     1st—hydraulic push, gravity bow (x2), shield, true strike 
  (x2) 
     0th—acid splash, detect magic, light, message, resistance
  Statistics
  Str 18, Dex 21, Con 16, Int 18, Wis 10, Cha 8
  Base Atk +11; CMB +15; CMD 30
  Feats Deadly Aim, Deadly Calm, Extra Archery Pool 
  (x2), Iron Will, Parting Shot, Point Blank Master, Point 
  Blank Shot, Precise Shot, Rapid Shot, Weapon Focus 
  (longbow), Weapon Specialization (longbow)
  Skills Craft (weapons) +21, Knowledge (arcana) +21, 
  Knowledge (dungeoneering) +21, Knowledge (geog-
  raphy) +21, Knowledge (nature) +21, Perception +18, 
  Spellcraft +21, Survival +18, Swim +12; ACP -2
  Languages Common, Elven, Goblin
  SQ arcane access, improved spell recall
  Combat Gear 20 arrows; Gear backpack, belt of physical 
  perfection +4, bedroll, belt pouch, brooch of shielding, ce-
  lestial armor, cloak of resistance +5, +5 composite longbow 
  (+2 Str), mwk flail, gloves of arrow snaring, ring of force 
  shield, tome of clear thought +2 (used), spell component 
  pouch, wizard’s spellbook (53/100); Coins 2,800 gp
  Demographics
  Faith atheist
  Homeland Fenian Triarchy
  Aaron’s Spellbook (15th level)
  5th—beast shape III, break enchantment, dismissal, el-
  emental body II, hold monster, wall of force 
  4th—black tentacles, contagion, crushing despair, named 
  bulletUC, solid fog, stoneskin 
  3rd—fireball, flame arrow, keen edge, stinking cloud, vam-
  piric touch, versatile weaponAPG
  2nd—arrow eruptionAPG, cat’s grace, elemental touchAPG, 
  glitterdust, protection from arrows, ricochet shotUC
  1st—abundant ammunitionUC, chill touch, feather fall, 
  gravity bowAPG, hydraulic pushAPG, magic missile, magic 
  weapon, shield, true strike
  0th—all
  “Even a slender reed can become a mighty spear.  Here, let 
  me show you how.”
  Living amid the reeds of the marshlands in the Fenian 
  Triarchy is a humble existence, even for a village chief-
  tain’s son.  The Reedlands are part of that nation, but are 
  rarely at the forefront of Fenian politics, and are left to 
  their own devices, for good or ill, most of the time.  In 
  this environment, Aaron grew up calm and unassuming, 
  mastering the simple arts of his people while learning 
  basic and easy magic from his grandfather.  His people 
  were people of the bow, and their livelihood revolved 
  around developing skill with that weapon, to provide 
  food, defend against predators, and even for entertain-
  ment and the qualification of would-be suitors and 
  prospective leaders.
  Aaron remained completely ignorant of his talents until 
  the night the Skorath arrived.  These black-clad ma-
  rauders were a vicious tribe of landless nomads sworn 
  to the destructive methods of the mad god Fenris Kul 
  and known primarily for murder, raiding, and the raz-
  ing of entire villages to the ground in a single night, the 
  Skorath struck Aaron’s home like an unrelenting storm.  
  Their bamboo bows and wooden clubs were no match 
  for the blackened steel the insane attacker wielded, and 
  the tribe died bravely, if not effectively.
  Caught meditating in his elder grandfather’s hut at the 
  beginning of the attack, Aaron was powerless to join in 
  the terrible battle he could hear raging outside.  When 
  the sounds of murder finally ceased, the silence was very 
  short-lived. The doors to the elder’s hut shattered inward 
  and warriors began pouring inside.  It was then, stand-
  ing beside his family with his grandfather’s reed bow in 
  hand, that Aaron discovered his true gifts.  Subtly, over 
  
  — 10 —
  the years of his training, Aaron’s magic and archery skills 
  had blended to become one and the same thing- a fusion 
  of man, longbow, and magic.
  Firing so quickly that he was almost a blur, Aaron 
  showered the Skorath warriors with shafts. In the ini-
  tial rush, twenty raiders charged into the hut.  None of 
  them made it even halfway inside.  The second press was 
  twenty more and again, none of them reached the cease-
  less archer or his loved ones.  The bodies piled up, and 
  the moans of the dying filled the air.  For a few brief mo-
  ments, Aaron feel hope that somehow, he and his family 
  might survive the night.
  Then came the roar of orders outside.  Raiders stopped 
  rushing into the hut.  Instead, the Skorath pitched oil 
  and torches at the wood-and-thatch structure.  The 
  flames caught quickly, consuming the walls and supports 
  while Aaron and his kin could only huddle together in 
  desperate panic.  The end came quickly, with the hut’s 
  ceiling crashing down ablaze.  The Skorath left with their 
  prizes of paltry goods and a few slaves, and went on their 
  way.
  When Aaron awoke, the sole survivor of his family and 
  his tribe, there was nothing left of his home.  Though 
  burned and scarred from his ordeal, he had somehow 
  survived.  He dragged himself out of the ruins of his 
  home, his only possessions the bow of his ancestors.  
  With it, he hunted and survived the coming winter.  
  With it, he grew lean and strong as he searched for any 
  sign of the Skorath’s passage after they murdered his 
  people.  He has seen their works, and tried to under-
  stand their mad path through the world, their hiding 
  places, and seen the death they have wrought.  His bow 
  is his greatest friend, and he has little more than this 
  weapon…
  And someday, with that weapon, he will have his re-
  venge.
  New Feats
  The following feats compliment the arcane archer class.
  Counter Missile
  Knowledge that you are not the only one to be able to make 
  a shot can be helpful in defending oneself.
  Prerequisite: Dex 13, Combat Reflexes, Precise Shot, 
  base attack bonus +6
  Benefit: Once per round, when you would be hit with 
  an attack from a ranged weapon, you can forgo one of 
  your attacks in the next round to prevent that attack 
  with a missile response of your own, using up a piece 
  of ammunition in the process.  This literally shoots the 
  incoming missile out of the air.  You must be aware of 
  the attack and not flat-footed.  Attempting to counter 
  missile does not count as an action.  Unusually massive 
  ranged weapons and ranged attacks generated by natural 
  attacks and spell effects  can ‘t be prevented by counter 
  missile.
  Deadly Calm (Combat)
  Even in the midst of shots made with deadly precision, you 
  can find calmness and your deadly shots strike home.
  Prerequisites: Dex 13, Deadly Aim, base attack bonus 
  +1.
  Benefit: When you are wielding a composite bow, and 
  using the Deadly Aim feat, you do not suffer Deadly 
  Aim’s penalty on ranged attack rolls on the first attack 
  you make each turn. You still suffer the penalty on any 
  additional attacks, including attacks of opportunity.
  Extra Archery Pool
  You have learned how to draw more power from your ar-
  chery pool.
  Prerequisite: Archery pool class feature.
  Benefit: Your archery pool increases by 2.
  Special: You can gain this feat multiple times. Its effects 
  stack, granting you an increase to your archery pool each 
  time you take this feat.
  
  — 11 —
  Table 2.1 – Arcane Trickster 
  Class 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  0
  1
  2
  3
  4
  5
  6 
  1st 
  +0 
  +0 
  +2 
  +2 
  Cantrips, ranged legerdemain
  3 
  1 
  — — — — — 
  2nd 
  +1 
  +0 
  +3 
  +3 
  Scribe scroll, trapfinding 
  4 
  2 
  — — — — — 
  3rd 
  +2 
  +1 
  +3 
  +3 
  Evasion, sneak attack +1d6 
  4 
  3 
  — — — — — 
  4th 
  +3 
  +1 
  +4 
  +4 
  Rogue talent, trap sense +1
  4 
  3 
  1 
  — — — — 
  5th 
  +3 
  +1 
  +4 
  +4 
  Sneak attack +2d6 
  4 
  4 
  2 
  — — — — 
  6th 
  +4 
  +2 
  +5 
  +5 
  Arcane bond, tricky spells 1/day
  5 
  4 
  3 
  — — — — 
  7th 
  +5 
  +2 
  +5 
  +5 
  Sneak attack +3d6 
  5 
  4 
  3 
  1 
  — — — 
  8th 
  +6/+1 
  +2 
  +6 
  +6 
  Rogue talent, trap sense +2 
  5 
  4 
  4 
  2 
  — — — 
  9th 
  +6/+1 
  +3 
  +6 
  +6 
  Sneak attack +4d6, tricky spells 2/
  day 
  5 
  5 
  4 
  3 
  — — — 
  10th +7/+2 
  +3 
  +7 
  +7 
  Impromptu sneak attack 1/day
  5 
  5 
  4 
  3 
  1 
  — — 
  11th +8/+3 
  +3 
  +7 
  +7 
  Sneak attack +5d6 
  5 
  5 
  4 
  4 
  2 
  — — 
  12th +9/+4 
  +4 
  +8 
  +8 
  Rogue talent, tricky spells 3/day, 
  trap sense +3 
  5 
  5 
  5 
  4 
  3 
  — — 
  13th +9/+4 
  +4 
  +8 
  +8 
  Sneak attack +6d6 
  5 
  5 
  5 
  4 
  3 
  1 
  — 
  14th +10/+5 
  +4 
  +9 
  +9 
  Impromptu sneak attack 2/day, 
  surprise spells 
  5 
  5 
  5 
  4 
  4 
  2 
  — 
  15th +11/+6/+1 
  +5 
  +9 
  +9 
  Sneak attack +7d6, tricky spells 4/
  day 
  5 
  5 
  5 
  5 
  4 
  3 
  — 
  16th +12/+7/+2 
  +5 
  +10 
  +10 
  Advanced talents, rogue talent, 
  trap sense +4 
  5 
  5 
  5 
  5 
  4 
  3 
  1 
  17th +12/+7/+2 
  +5 
  +10 
  +10 
  Sneak attack +8d6 
  5 
  5 
  5 
  5 
  4 
  4 
  2 
  18th +13/+8/+3 
  +6 
  +11 
  +11 
  Invisible thief, tricky spells 5/day 
  5 
  5 
  5 
  5 
  5 
  4 
  3 
  19th +14/+9/+4 
  +6 
  +11 
  +11 
  Sneak attack +9d6 
  5 
  5 
  5 
  5 
  5 
  5 
  4 
  20th +15/+10/+5 +6 
  +12 
  +12 
  Rogue talent, trap sense +5 
  5 
  5 
  5 
  5 
  5 
  5 
  5
  Arcane Trickster 
  Few can match the guile and craftiness of arcane trick-
  sters. These prodigious thieves blend the subtlest aspects 
  of the arcane with the natural cunning of the bandit 
  and the scoundrel, using spells to enhance their natural 
  thieving abilities. Arcane tricksters can pick locks, disarm 
  traps, and lift purses from a safe distance using their 
  magical legerdemain, and as often as not seek humili-
  ation as a goal to triumph over their foes than more 
  violent solutions. 
  Prestige Class: Arcane Trickster. 
  Build Classes: Rogue, Wizard. 
  Role: With their mastery of magic, arcane tricksters can 
  make for even more subtle or confounding opponents 
  than standard rogues. Ranged legerdemain enhances 
  their skill as thieves, and their ability to make sneak 
  attacks without flanking or as part of a spell can make 
  arcane tricksters formidable damage-dealers. 
  Alignment: Any 
  Hit Die: d8 
  Starting Gold: 3d6 x 10 (105 gp average)
  Class Skills 
  The arcane trickster’s class skills (and the key ability for 
  each skill) are Acrobatics (Dex), Appraise (Int), Bluff 
  (Cha), Climb (Str), Craft (Int ), Diplomacy (Cha), 
  
  — 12 —
  Disable Device (Dex), Disguise (Cha), Escape Artist 
  (Dex), Fly (Dex), Intimidate (Cha), Knowledge (all) 
  (Int), Linguistics (Int), Perception (Wis), Perform (Cha), 
  Profession (Wis), Sense Motive (Wis), Sleight of Hand 
  (Dex), Spellcraft (Int), Stealth (Dex), Swim (Str), and 
  Use Magic Device (Cha). 
  Skill Ranks at Each Level: 4 + Int modifier. 
  Class Features 
  These are all the class features of the arcane trickster. 
  Weapon and Armor Proficiency: Arcane tricksters are 
  proficient with all simple weapons, plus the hand cross-
  bow, rapier, sap, shortbow, and short sword, but not 
  with any type of armor or shield. Armor interferes with 
  an arcane trickster’s movements, which can cause his 
  spells with somatic components to fail. 
  Spells: An arcane trickster casts arcane spells drawn from 
  the sorcerer/wizard spell list. An arcane trickster must 
  choose and prepare his spells ahead of time. An arcane 
  trickster only ever learns to cast spells up to level 6. 
  Sorcerer/wizard spells of level 7 or higher are not on the 
  arcane trickster’s spell list. 
      To learn, prepare, or cast a spell, the arcane trickster 
  must have an Intelligence score equal to at least 10 + the 
  spell level. The Difficulty Class for a saving throw against 
  an arcane trickster’s spell is 10 + the spell level + the 
  arcane trickster’s Intelligence modifier. 
     An arcane trickster can cast only a certain number 
  of spells of each spell level per day. His base daily spell 
  allotment is given on Table 5.1 – Arcane Trickster. In 
  addition, he receives bonus spells per day if he has a 
  high Intelligence score (see Table: Ability Modifiers and 
  Bonus Spells). 
     An arcane trickster may know any number of spells. 
  He must choose and prepare his spells ahead of time 
  by getting 8 hours of sleep and spending 1 hour study-
  ing his spellbook. While studying, the arcane trickster 
  decides which spells to prepare. 
  Starting Spells: An arcane trickster begins play with a 
  spellbook containing all 0-level sorcerer/wizard spells 
  plus three 1st-level spells of his choice. The arcane 
  trickster also selects a number of additional 1st-level 
  spells equal to his Intelligence modifier to add to the 
  spellbook. At each new arcane trickster level, he gains 
  two new spells of any spell level or levels that he can cast 
  (based on his new arcane trickster level) for his spell-
  book. At any time, an arcane trickster can also add spells 
  found in other arcane spellbooks to his own (see Magic 
  in the Pathfinder Roleplaying Game Core Rulebook). 
  Cantrips: Arcane tricksters can prepare a number of 
  cantrips, or 0-level spells, each day, as noted on Table 5.1 
  – Arcane Trickster under “Spells per Day.” These spells are 
  cast like any other spell, but they are not expended when 
  cast and may be used again. 
  Ranged Legerdemain (Su): An arcane trickster can use 
  Disable Device and Sleight of Hand at a range of 30 
  feet. Working at a distance increases the normal skill 
  check DC by 5, and an arcane trickster cannot take 10 
  on this check. Any object to be manipulated must weigh 
  5 pounds or less. He can only use this ability if he has 
  at least 1 rank in the skill being used and has mage hand 
  prepared as a cantrip.
  Scribe Scroll: At 2nd level, an arcane trickster gains 
  Scribe Scroll as a bonus feat. 
   
  Trapfinding (Ex): An arcane trickster of 2nd level or 
  higher adds ½ his level to Perception skill checks made 
  to locate traps and to Disable Device skill checks and use 
  Disable Device to disarm magic traps. 
  Evasion (Ex): At 3rd level and higher, an arcane trick-
  ster can avoid even magical and unusual attacks with 
  great agility. If he makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, he instead takes no damage. Evasion can 
  be used only if the arcane trickster is wearing light armor 
  or no armor. A helpless arcane trickster does not gain the 
  benefit of evasion. 
  Sneak Attack (Ex): At 3rd level, when an arcane trick-
  ster can catch an opponent when he is unable to defend 
  themselves effectively from his attack, he can strike a 
  vital spot for extra damage. 
     The arcane trickster’s attack deals extra damage any-
  time his target would be denied a Dexterity bonus to 
  AC (whether the target actually has a Dexterity bonus or 
  not), or when the arcane trickster flanks his target. This 
  extra damage is 1d6 at 3rd level, and increases by 1d6 
  every two arcane trickster levels thereafter. Should the 
  arcane trickster score a critical hit with a sneak attack, 
  this extra damage is not multiplied. Ranged attacks can 
  count as sneak attacks only if the target is within 30 feet. 
     With a weapon that deals nonlethal damage (like a sap, 
  
  — 13 —
  whip, unarmed strike, or frostbite), an arcane trickster 
  can make a sneak attack that deals nonlethal damage 
  instead of lethal damage. He cannot use an attack that 
  deals lethal damage to deal nonlethal damage in a sneak 
  attack, not even with the usual –4 penalty. 
     The arcane trickster must be able to see the target well 
  enough to pick out a vital spot and must be able to reach 
  such a spot. An arcane trickster cannot sneak attack 
  while striking a creature with concealment. Sneak attack 
  from several sources stacks. 
  Rogue Talents: At 4th level, an arcane trickster starts to 
  learn a number of rogue talents that aid her and con-
  found her foes. Starting at 4th level, an arcane trickster 
  gains one rogue talent. He gains an additional rogue tal-
  ent for every 4 levels of arcane trickster. An arcane trick-
  ster cannot select an individual talent more than once. 
     Talents marked with an asterisk add effects to an 
  arcane trickster’s sneak attack. Only one of these talents 
  can be applied to an individual attack and the decision 
  must be made before the attack roll is made. Below is a 
  list of rogue talents that are thematically appropriate for 
  an arcane trickster, additional rogue talents can be found 
  in both Pathfinder Roleplaying Game supplements and 
  in 3rd party products.
     Befuddling Strike* (Ex): When the arcane trickster deals 
  sneak attack damage against an opponent, that oppo-
  nent takes a –2 penalty on attack rolls against the arcane 
  trickster for 1d4 rounds.
     Canny Observer (Ex): When an arcane trickster with 
  this talent makes a Perception check to hear the details 
  of a conversation or to find concealed or secret objects 
  (including doors and traps), he gains a +4 bonus.
     Charmer (Ex): Once per day, the arcane trickster can 
  roll two dice while making a Diplomacy check, and 
  take the better result. He must choose to use this talent 
  before making the Diplomacy check. An arcane trickster 
  can use this ability one additional time per day for every 
  5 arcane trickster levels he possesses.
     Coax Information (Ex): An arcane trickster with this 
  talent can use Bluff or Diplomacy in place of Intimidate 
  to force an opponent to act friendly toward him.
     Combat Swipe: An arcane trickster who selects this tal-
  ent gains Improved Steal as a bonus feat.
     Convincing Lie (Ex): When an arcane trickster with 
  this talent lies, he creates fabrications so convincing that 
  others treat them as truth. When an arcane trickster with 
  this talent successfully uses the Bluff skill to convince 
  someone that what he is saying is true, if that individual 
  is questioned later about the statement or story, that 
  person uses the arcane trickster‘s Bluff skill modifier to 
  convince the questioner, rather than his own. If his Bluff 
  skill modifier is better than the arcane trickster ‘s, the 
  individual can use his own modifier and gain a +2 bonus 
  on any check to convince others of the lie. This effect 
  lasts for a number of days equal to 1/2 the arcane trick-
  ster ‘s level + the arcane trickster ‘s Charisma modifier.
     Cunning Trigger (Ex): An arcane trickster with this 
  talent can use a swift action to set off any trap within 30 
  feet that he constructed.
     Deft Palm (Ex): An arcane trickster with this talent can 
  make a Sleight of Hand check to conceal a weapon while 
  holding it in plain sight, even while he is being observed.
     Esoteric Scholar (Ex): Once a day, an arcane trickster 
  with this talent may attempt a Knowledge check, even 
  when he is not trained in that Knowledge skill.
     Fast Fingers (Ex): Once per day, an arcane trickster 
  with this talent can roll two dice while making a Sleight 
  of Hand check and take the better result. He must 
  choose to use this talent before making the Sleight of 
  Hand check. An arcane trickster can use this ability one 
  additional time per day for every 5 arcane trickster levels 
  he possesses.
     Fast Getaway (Ex): After successfully making a sneak 
  attack or Sleight of Hand check, an arcane trickster with 
  this talent can spend a move action to take the withdraw 
  action. He can move no more than his speed during this 
  movement.
     Fast Picks (Ex): An arcane trickster with this talent can 
  use the Disable Device skill to attempt to open a lock as 
  a standard action instead of a full-round action.
     Fast Stealth (Ex): This ability allows an arcane trick-
  ster to move at full speed using the Stealth skill without 
  penalty.
     Getaway Artist (Ex): An arcane trickster with this talent 
  adds Fly, Handle Animal, and Ride to his list of class 
  skills, and gains a +2 bonus on all driving checks.
     Honeyed Words (Ex): Once per day, the arcane trick-
  ster can roll two dice while making a Bluff check, and 
  take the better result. He must choose to use this talent 
  before making the Bluff check. An arcane trickster can 
  use this ability one additional time per day for every five 
  arcane trickster levels he possesses.
     Ledge Walker (Ex): This ability allows an arcane trick-
  ster to move along narrow surfaces at full speed using the 
  Acrobatics skill without penalty. In addition, an arcane 
  trickster with this talent is not flat-footed when using 
  Acrobatics to move along narrow surfaces.
     Quick Disable (Ex): It takes an arcane trickster with 
  this ability half the normal amount of time to disable a 
  
  — 14 —
  trap using the Disable Device skill (minimum 1 round).
     Quick Disguise (Ex): An arcane trickster with this talent 
  can use the items at hand and seemingly innocuous ma-
  terial hidden on his person to create startlingly effective 
  disguises, reducing the amount of time it takes to create 
  a disguise using the Disguise skill.
     The time needed for the arcane trickster to alter his 
  appearance in this manner is based on the complexity of 
  the disguise, as noted on the following table. The times 
  are cumulative, so if a female arcane trickster wants to 
  disguise herself as a male of a different race, that takes 2 
  minutes.
  Disguise
  Time
  Minor details only
  1 full-round action
  Disguise as a different gender
  1 minute
  Disguise as a different race
  1 minute
  Disguise as a different age category
  1 minute
  Disguise as a different size category 1 minute
     Quick Trapsmith (Ex): As a full-round action, an arcane 
  trickster with this talent can set a simple trap with a CR 
  no greater than 1/2 her rogue level. To do this, he must 
  purchase the components, spend the required time con-
  structing the trap in advance, and have its components 
  at hand. The type of trap that can be constructed in this 
  way is subject to GM discretion.
     Rogue Crawl (Ex): While prone, an arcane trickster 
  with this ability can move at half speed. This movement 
  provokes attacks of opportunity as normal. An arcane 
  trickster with this talent can take a 5-foot step while 
  crawling.
     Slow Reactions* (Ex): Opponents damaged by the 
  arcane trickster’s sneak attack can’t make attacks of op-
  portunity for 1 round.
     Stand Up (Ex): An arcane trickster with this ability can 
  stand up from a prone position as a free action. This still 
  provokes attacks of opportunity for standing up while 
  threatened by a foe.
     Trap Spotter (Ex): Whenever an arcane trickster with 
  this talent comes within 10 feet of a trap, he receives an 
  immediate Perception skill check to notice the trap. This 
  check should be made in secret by the GM.
     Underhanded* (Ex): An arcane trickster with this talent 
  gains a +4 circumstance bonus on all Sleight of Hand 
  checks made to conceal a weapon. Furthermore, if he 
  makes a sneak attack during the surprise round using a 
  concealed weapon that his opponent didn’t know about, 
  he does not have to roll sneak attack damage, and the 
  sneak attack deals maximum damage. An arcane trickster 
  can only use the underhanded talent a number of times 
  per day equal to his Charisma modifier (minimum 0).
     Wall Scramble (Ex): An arcane trickster with this talent 
  rolls twice when making Climb checks and takes the bet-
  ter of the two rolls. If he already rolls twice while making 
  a Climb check because of another ability or effect, he 
  gains a +2 insight bonus on both of those rolls instead. If 
  the arcane trickster is under the effect of a spell or ability 
  that forces her to roll two dice and take the worse result, 
  he only needs to roll 1d20 while making Climb checks.
  Trap Sense (Ex): At 4th level, an arcane trickster gains 
  an intuitive sense that alerts his to danger from traps, 
  giving him a +1 bonus on Reflex saves made to avoid 
  traps and a +1 dodge bonus to AC against attacks made 
  by traps. These bonuses increase by one for every for 
  arcane trickster levels. Trap sense bonuses gained from 
  multiple classes stack. 
  Arcane Bond (Ex or Sp): At 6th level, arcane tricksters 
  form a powerful bond with an object or a creature. This 
  bond can take one of two forms: a familiar or a bonded 
  object. A familiar is a magical pet that enhances the 
  arcane trickster’s skills and senses and can aid him in 
  magic, while a bonded object is an item an arcane trick-
  ster can use to cast additional spells or to serve as a magi-
  cal item. Once an arcane trickster makes this choice, it is 
  permanent and cannot be changed. 
     Rules for bonded items are given below, while rules for 
  familiars are located under Familiars in the Pathfinder 
  Roleplaying Game Core Rulebook. Arcane tricksters who 
  select a bonded object must possess or acquire a magic 
  item or masterwork item from the following categories: 
  amulet, ring, staff, wand, or weapon to act as the bonded 
  object. If the object is an amulet or ring, it must be worn 
  to have effect, while staves, wands, and weapons must be 
  held in one hand. If an arcane trickster attempts to cast 
  a spell without his bonded object worn or in hand, he 
  must make a concentration check or lose the spell. The 
  DC for this check is equal to 20 + the spell’s level. If the 
  object is a ring or amulet, it occupies the ring or neck 
  slot accordingly. 
     A bonded object can be used once per day to cast any 
  one spell that the arcane trickster has in his spellbook 
  and is capable of casting, even if the spell is not pre-
  pared. This spell is treated like any other spell cast by the 
  arcane trickster, including casting time, duration, and 
  other effects dependent on the arcane trickster’s level. 
  This spell cannot be modified by metamagic feats or 
  
  — 15 —
  other abilities. 
     An arcane trickster can add additional magic abili-
  ties to his bonded object as if he has the required Item  
  Creation Feats and if he meets the level prerequisites of 
  the feat. If the bonded object is a wand, it loses its wand 
  abilities when its last charge is consumed, but it is not 
  destroyed and it retains all of its bonded object proper-
  ties and can be used to craft a new wand. The magic 
  properties of a bonded object, including any magic 
  abilities added to the object, only function for the arcane 
  trickster who owns it. If a bonded object’s owner dies, or 
  the item is replaced, the object reverts to being an ordi-
  nary masterwork item of the appropriate type. 
     If a bonded object is damaged, it is restored to full 
  hit points the next time the arcane trickster prepares 
  his spells. If the object of an arcane bond is lost or 
  destroyed, it can be replaced after 1 week in a special 
  ritual that costs 200 gp per arcane trickster level plus the 
  cost of the masterwork item. This ritual takes 8 hours to 
  complete. Items replaced in this way do not possess any 
  of the additional enchantments of the previous bonded 
  item. An arcane trickster can designate an existing magic 
  item as his bonded item. This functions in the same way 
  as replacing a lost or destroyed item except that the new 
  magic item retains its abilities while gaining the benefits 
  and drawbacks of becoming a bonded item. 
  Tricky Spells (Su): Starting at 6th level, as a free ac-
  tion, an arcane trickster can cast his spells without their 
  somatic or verbal components, as if using the Still Spell 
  and Silent Spell feats. Spells cast using this ability do 
  not increase in spell level or casting time. He can use 
  this ability once per day at 6th level and one additional 
  time per every three levels thereafter, to a maximum of 5 
  times per day at 18th level. The arcane trickster decides 
  to use this ability at the time of casting. 
  Impromptu Sneak Attack (Ex): Beginning at 10th 
  level, once per day an arcane trickster can declare one 
  melee or ranged attack he makes to be a sneak attack 
  (under normal restrictions for range). The target of an 
  impromptu sneak attack loses any Dexterity bonus to 
  AC, but only against that attack. The power can be used 
  against any target, but creatures that are not subject to 
  precision damage take no extra damage (though they still 
  lose any Dexterity bonus to AC against the attack). At 
  14th level, an arcane trickster can use this ability twice 
  per day. 
  Surprise Spells: At 14th level, an arcane trickster can 
  add his sneak attack damage to any spell that deals dam-
  age, if the targets are flat-footed. This additional damage 
  only applies to spells that deal hit point damage, and the 
  additional damage is of the same type as the spell. If the 
  spell allows a saving throw to negate or halve the dam-
  age, it also negates or halves the sneak attack damage. 
  Advanced Talents: At 16th level, and every four levels 
  thereafter, an arcane trickster can choose an advanced 
  talent in place of a rogue talent. Below are some ad-
  vanced talents that are thematically appropriate for 
  arcane tricksters.
     Another Day (Ex): Once per day, when the arcane 
  trickster would be reduced to 0 or fewer hit points by a 
  melee attack, he can take a 5-foot step as an immediate 
  action. If the movement takes him out of the reach of 
  the attack, he takes no damage from the attack. The ar-
  cane trickster is staggered for 1 round on her next turn.
     Confounding Blades* (Ex): When an arcane trickster 
  with this talent hits a creature with a melee weapon 
  that deals sneak attack damage, her target cannot make 
  attacks of opportunity for 1d4+1 rounds. The arcane 
  trickster must have the slow reaction rogue talent before 
  he can choose this talent.
     Dispelling Attack* (Su): Opponents that are dealt sneak 
  attack damage by an arcane trickster with this ability are 
  affected by a targeted dispel magic, targeting the lowest-
  level spell effect active on the target. The caster level 
  for this ability is equal to the arcane trickster’s level. An 
  arcane trickster does not require a prerequisite for this 
  advanced talent.
     Entanglement of Blades* (Ex): When an arcane trick-
  ster with this talent hits a creature with a melee attack 
  that deals sneak attack damage, the target cannot take a 
  5-foot step until the beginning of the arcane trickster ‘s 
  next turn.
     Fast Tumble (Ex): When an arcane trickster with this 
  talent uses Acrobatics to move at full speed through a 
  threatened square without provoking an attack of oppor-
  tunity, the DC of the Acrobatics check does not increase 
  by 10.
     Frugal Trapsmith (Ex): When an arcane trickster with 
  this talent constructs a mechanical trap, he only pays 
  75% of the normal cost.
     Getaway Master (Ex): An arcane trickster with this 
  talent gains a +10 bonus on all drive checks. The arcane 
  trickster must have the getaway artist rogue talent before 
  choosing this talent.
     Hide in Plain Sight (Ex): An arcane trickster with this 
  
  — 16 —
  talent can select a single terrain from the ranger’s favored 
  terrain list. He is a master at hiding in that terrain, and 
  while within that terrain, he can use the Stealth skill 
  to hide, even while being observed. An arcane trickster 
  may take this advanced talent more than once, each time 
  selecting a different terrain from the favored terrain list.
     Improved Evasion (Ex): This works like evasion, except 
  that while the arcane trickster still takes no damage on a 
  successful Reflex saving throw against attacks, he hence-
  forth takes only half damage on a failed save. A helpless 
  arcane trickster does not gain the benefit of improved 
  evasion.
     Master of Disguise (Ex): Once per day, an arcane 
  trickster with this talent gains a +10 bonus on a single 
  Disguise check.
     Skill Mastery: The arcane trickster becomes so con-
  fident in the use of certain skills that he can use them 
  reliably even under adverse conditions.
     Upon gaining this ability, he selects a number of skills 
  equal to 3 + his Intelligence modifier. When making a 
  skill check with one of these skills, he may take 10 even 
  if stress and distractions would normally prevent her 
  from doing so. He may even use this with ranged leger-
  demain. An arcane trickster may gain this special ability 
  multiple times, selecting additional skills for skill mas-
  tery to apply to each time.
     Slippery Mind (Ex): This ability represents the arcane 
  trickster’s ability to wriggle free from magical effects that 
  would otherwise control or compel him. If an arcane 
  trickster with slippery mind is affected by an enchant-
  ment spell or effect and fails his saving throw, he can 
  attempt it again 1 round later at the same DC. He gets 
  only this one extra chance to succeed on her saving 
  throw.
     Weapon Snatcher (Ex): An arcane trickster with this 
  talent can make a Sleight of Hand check in place of a 
  combat maneuver check when attempting to disarm an 
  opponent.
  Invisible Thief (Su): At 18th level, an arcane trickster 
  can become invisible, as if under the effects of greater 
  invisibility, as a free action. He can remain invisible for 
  a number of rounds per day equal to his arcane trickster 
  level. His caster level for this effect is equal to his class 
  level. These rounds need not be consecutive. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point
  whenever he gains a level in a class of arcane trickster, 
  the following races have the option of choosing an alter-
  nate bonus depending on their race.
     Dwarf: Add a +1/2 bonus on Disable Device checks 
  regarding stone traps and a +1/2 bonus to trap sense 
  regarding stone traps.
     Elf: When casting arcane trickster’s illusion spells, add 
  +1/3 to the effective caster level of the spell, but only to 
  determine the spell’s duration.
     Gnome: The arcane trickster gains a +1/2 bonus on 
  Disable Device and Use Magic Device checks related to 
  glyphs, symbols, scrolls, and other magical writings.
     Half-Elf: When casting arcane trickster’s enchantment 
  spells, add +1/3 to the effective caster level of the spell, 
  but only to determine the spell’s duration.
     Half-Orc: Add a +1 bonus on concentration checks 
  made due to taking damage while casting arcane trickster 
  spells.
     Halfling: Add a +1/2 bonus on CMB checks to steal 
  items.
     Human: Add one spell from the arcane trickster’s spell 
  list to the arcane trickster’s spellbook. This spell must be 
  at least one level below the highest spell level the arcane 
  trickster can cast.
  
  — 17 —
  Sample Arcane Trickster Character
  Below is a sample arcane trickster player character cre-
  ated using these rules at levels 1, 5, 10, and 15. Favored 
  class bonus is used to provide additional hit points.
  This handsome catfolk male seems capable of any kind of 
  trickery possible- and probably some that are impossible.
  Zithemerr (CR 1/2; XP 200)
  Male catfolk arcane trickster 1
  CG Medium humanoid (catfolk)
  Init +3; Senses low-light vision; Perception +4
  Defense
  AC 13, touch 13, flat-footed 10
  (+3 Dex)
  hp 9 (1d8+1)
  Fort +0, Ref +5, Will +0
  Defensive Abilities cat’s luck 1/day
  Offense
  Speed 30 ft.; sprinter
  Melee shortsword +1 (1d6+1/19-20)
  Ranged shortbow +3 (1d6/x3)
  Spells Prepared (CL 1st; concentration +3)
     1st—disguise self, magic aura
     0th (at-will)—ghost sound (Wd-DC 12), light, mage 
  hand 
  Statistics
  Str 12, Dex 17, Con 10, Int 14, Wis 6, Cha 15
  Base Atk +0; CMB +1; CMD 14
  Feats Arcane Strike
  Skills Bluff +6, Disable Device +7, Perception +4, 
  Sleight of Hand +7, Spellcraft +6, Stealth +7, Survival 
  +0; Racial Modifiers +2 Perception, +2 Stealth, +2 
  Survival
  Languages Common, Catfolk, Elven, Halfling
  SQ ranged legerdemain
  Combat Gear 1 acid flask, 20 arrows, 10 cold iron ar-
  rows; Gear backpack, belt pouch, dagger, inkpen, ink 
  (1 vial), shortbow, shortsword, thieves tools, spellbook, 
  wineskin; Coins 11  gp
  Demographics
  Faith Yolana
  Homeland Paradigm, Azag-Ithiel
  Zithemerr’s Spellbook (1st Level)
  1st—charm person, disguise self, hold portal, mage armor, 
  magic aura
  0th—all
  Zithemerr (CR 4; XP 1,200)
  Male catfolk arcane trickster 5
  CG Medium humanoid (catfolk)
  Init +7; Senses low-light vision; Perception +8
  Defense
  AC 15, touch 15, flat-footed 12
  (+2 deflection, +3 Dex)
  hp 31 (5d8+5)
  Fort +2, Ref +8, Will +3
  Defensive Abilities cat’s luck 1/day, evasion, trapsense 
  +1
  Offense
  Speed 30 ft.; sprinter
  Melee mwk shortsword +5 (1d6+1/19-20)
  Ranged mwk shortbow +7 (1d6/x3)
  Special Attacks sneak attack +2d6
  Spells Prepared (CL 5th; concentration +7/+11)
     2nd—blur, invisibility, mirror image
     1st—charm person (W-DC 13), disguise self, mage 
  armor, magic aura, shield
     0th (at-will)—ghost sound (Wd-DC 12), light, mage 
  hand, resistance
  Statistics
  Str 12, Dex 17, Con 10, Int 15, Wis 6, Cha 15
  Base Atk +3; CMB +4 (+6 steal); CMD 19 (21 vs. steal)
  Feats Arcane Strike, Combat Casting, Improved Initia-
  tive, Improved Steal, Scribe Scroll
  Skills Bluff +10, Disable Device +11, Perception +8, 
  Sleight of Hand +11, Spellcraft +10, Stealth +11, Sur-
  vival +0; Racial Modifiers +2 Perception, +2 Stealth, +2 
  Survival
  Languages Common, Catfolk, Elven, Halfling
  SQ ranged legerdemain, rogue talent (combat swipe), 
  trapfinding +2
  Combat Gear 2 potions of invisibility, 3 acid flasks, 15 
  arrows, 8 cold iron arrows; Gear backpack, belt pouch, 
  cloak of resistance +1, dagger, inkpen, ink (1 vial), ring of 
  protection +2, mwk shortbow, mwk shortsword, thieves 
  tools, spellbook, wineskin; Coins 206  gp
  Demographics
  Faith Yolana
  Homeland Paradigm, Azag-Ithiel
  Zithemerr’s Spellbook (5st Level)
  2nd—blur, invisibility, mirror image, phantom trap
  1st—charm person, detect secret doors, disguise self, hold 
  portal, identify, mage armor, magic aura, shield, unseen 
  servant
  0th—all
  
  — 18 —
  Zithemerr (CR 9; XP 6,400)
  Male catfolk arcane trickster 10
  CG Medium humanoid (catfolk)
  Init +7; Senses low-light vision; Perception +13
  Defense
  AC 21, touch 15, flat-footed 18
  (+6 armor, +2 deflection, +3 Dex)
  hp 58 (10d8+10)
  Fort +4, Ref +11, Will +6
  Defensive Abilities cat’s luck 1/day, evasion, trapsense 
  +2
  Offense
  Speed 30 ft.; sprinter
  Melee +2 shortsword +11/+6 (1d6+3/19-20)
  Ranged +2 shortbow +13/+8 (1d6+2/x3)
  Special Attacks impromptu sneak attack 1/day, sneak 
  attack +4d6, tricky spells 2/day
  Spells Prepared (CL 10th; concentration +13/+17)
     4th—greater invisibility
     3rd—deep slumber (W-DC 16), displacement, hold 
  person (W-DC 16), invisibility sphere
     2nd—blur, hideous laughter (W-DC 15), invisibility, 
  mirror image, phantom trap
     1st—charm person (W-DC 14), disguise self, hold por-
  tal, mage armor, magic aura, shield
     0th (at-will)—ghost sound (Wd-DC 13), light, mage 
  hand, message, resistance
  Statistics
  Str 12, Dex 17, Con 10, Int 16, Wis 6, Cha 15
  Base Atk +7; CMB +8 (+10 steal); CMD 23 (25 vs. 
  steal)
  Feats Arcane Armor Training, Arcane Strike, Combat 
  Casting, Improved Initiative, Improved Steal, Light 
  Armor Proficiency, Scribe Scroll 
  Skills Bluff +15, Disable Device +18, Perception +13, 
  Sleight of Hand +16, Spellcraft +16, Stealth +26, Sur-
  vival +0; Racial Modifiers +2 Perception, +2 Stealth, +2 
  Survival
  Languages Common, Catfolk, Elven, Halfling
  SQ arcane bond (ring of protection +2), ranged legerde-
  main, rogue talent (combat swipe, deft palm), trapfind-
  ing +5
  Combat Gear 3 potions of invisibility, 2 acid flasks, 25 
  arrows, 12 alchemical silver arrows; Gear backpack, belt 
  pouch, cloak of resistance +1, mwk dagger, inkpen, ink (1 
  vial), +4 improved shadow leather armor, ring of protection 
  +2, ring of counterspells (fireball),+2 shortbow, +2 short-
  sword, mwk thieves tools, spellbook, wineskin; Coins 
  246  gp
  Demographics
  Faith Yolana
  Homeland Paradigm, Azag-Ithiel
  Zithemerr’s Spellbook (10th level)
  3rd—deep slumber, displacement, hold person, invisibility 
  sphere, major image, suggestion
  2nd—blur, hideous laughter, invisibility, mirror image, 
  misdirection, phantom trap
  1st—charm person, detect secret doors, disguise self, hold 
  portal, identify, mage armor, magic aura, shield, unseen 
  servant
  0th—all
  Zithemerr (CR 14; XP 38,400)
  Male catfolk arcane trickster 15
  CG Medium humanoid (catfolk)
  Init +11; Senses low-light vision; Perception +18
  Defense
  AC 28, touch 22, flat-footed 21
  (+6 armor, +5 deflection, +7 Dex)
  hp 101 (15d8+30)
  Fort +10, Ref +17, Will +12
  Defensive Abilities cat’s luck 1/day, evasion, trapsense 
  +3
  Offense
  Speed 30 ft.; sprinter
  Melee +2 shortsword +15/+10/+5 (1d6+3/19-20)
  Ranged +5 shortbow +24/+19/+14 (1d6+5/x3)
  Special Attacks impromptu sneak attack 2/day, sneak 
  attack +4d6, surprise spells, tricky spells 4/day
  Spells Prepared (CL 15th; concentration +18/+22)
     5th—dominate person (W-DC 19), mind fog (W-DC 
  19), persistent image (Wd-DC 19)
     4th—charm monster (W-DC 18), greater invisibility, 
  lesser geas (W-DC 18), rainbow pattern (W-DC 18)
     3rd—deep slumber (W-DC 17), displacement, hold per-
  son (W-DC 17), invisibility sphere, major image (Wd-DC 
  17), suggestion (W-DC 17)
     2nd—blur, hideous laughter (W-DC 16), invisibility, 
  mirror image, misdirection, phantom trap
     1st—charm person (W-DC 15), disguise self, hold por-
  tal, mage armor, magic aura, shield
     0th (at-will)—ghost sound (Wd-DC 14), light, mage 
  hand, message, resistance
  Statistics
  Str 12, Dex 24, Con 10, Int 16, Wis 6, Cha 15
  Base Atk +11; CMB +12 (+14 steal); CMD 34 (36 vs. 
  steal)
  Feats Arcane Armor Training, Arcane Strike, Combat 
  Casting, Improved Initiative, Improved Steal, Light 
  
  — 19 —
  Armor Proficiency, Scribe Scroll, Spell Focus (enchant-
  ment, illusion), Toughness
  Skills Bluff +20, Disable Device +27, Perception +18, 
  Sleight of Hand +25, Spellcraft +21, Stealth +35, Sur-
  vival +3; Racial Modifiers +2 Perception, +2 Stealth, +2 
  Survival
  Languages Common, Catfolk, Dwarven, Elven, Half-
  ling
  SQ arcane bond (ring of protection +5), ranged legerde-
  main, rogue talent (combat swipe, deft palm, trap spot-
  ter), trapfinding +7
  Combat Gear 5 potions of invisibility, 5 acid flasks, 10 
  durable arrows, 8 alchemical silver arrows; Gear amulet 
  of proof against detection and location, backpack, belt of 
  incredible dexterity +6, belt pouch, cloak of resistance +5, 
  mwk dagger, inkpen, ink (1 vial), +4 improved shadow 
  leather armor, ring of protection +5, ring of counterspells 
  (fireball),+5 shortbow, +2 shortsword, mwk thieves tools, 
  spellbook, wineskin; Coins 175  gp
  Demographics
  Faith Yolana
  Homeland Paradigm, Azag-Ithiel
  Zithemerr’s Spellbook (15th level) 
  5th—antidivine field*, dismissal, dominate person, mind 
  fog, persistent image, seeming
  4th—charm monster, greater invisibility, lesser geas, rain-
  bow pattern, tempest’s swiftness**, trueform
  3rd—deep slumber, displacement, hold person, invisibility 
  sphere, major image, suggestion
  2nd—blur, hideous laughter, invisibility, mirror image, 
  misdirection, phantom trap
  1st—charm person, detect secret doors, disguise self, hold 
  portal, identify, mage armor, magic aura, shield, unseen 
  servant
  0th—all
  * from Heroes of the Siwathi Desert 
  ** from Heroes of Azag-Ithiel
  “Dice roll, coins flip, and cards fall where they may. Luck’s 
  only constant, my friends, is that it changes.”
  Zithemerr has been defying the odds all his life.  Born 
  the runt of a litter of three to a vagabond catfolk clan of 
  entertainers, his first few years were a struggle just to sur-
  vive.  Sickly and weak, he managed to claw his way back 
  from the edge of an invalid life with the help of a loving 
  mother and the sheer force of his considerable person-
  ality.  He was educated by whatever books his rather 
  ‘acquisitive’ family could find for him during their forays 
  into Paradigm, thus making good use of all the years he 
  spent bedridden.
  Knowledge and its acquisition are Zithemerr’s goals in 
  life.  He is not a killer, and does not seek to slay any 
  great dragons or rout the Jheriak Steelhounds from yet 
  another suicidal raid.  He loves comforts as much as any 
  catfolk, but would live in a box (and frequently has) if 
  it would gain him another tidbit of information about 
  magic and its practical use.  The Newlanders whom he 
  lives among are very understanding of this, though the 
  Furnace Elves have taken him and his family to task for 
  their grifting ways.  Ever the entrepreneurs, they keep 
  on.
  In many ways, Zithemerr is a brilliant trickster. His 
  knowledge of magic is quite deep, though one would be 
  surprised to discover it, and his hand-eye coordination 
  and skills are par excellence. In other ways, he is hope-
  lessly naïve. His cunning is the sort that requires thought 
  and preparation, making him excellent at long cons, 
  heists, and infiltration.  Thinking on his feet, especially 
  when he might be at a loss because of his isolated youth, 
  is most assuredly not his forte.  He has had to run for his 
  life more than once, and gotten mixed up in the El-
  ementalist/Deist conflict even without trying…
  During times like these, Zithemerr draws upon the best 
  trick he has – his family.  His siblings and his mother 
  are all very protective of their genius waif of a charlatan.  
  Though his magic is potent and his light fingers among 
  the most adroit in Porphyra, his greatest escapades 
  involve his mother the witch, and the ever-changing 
  members of her coven, his swashbuckling brother (not 
  exactly a threat on the high seas), and his sister, the 
  would-be theurge, as greedy for magical power as she is 
  for attention from her parents.  Together, they spin ad-
  ventures and survive escapades that have become legends 
  throughout Azag-Ithiel
  
  — 20 —
  Table 3.1 - Assassin Class Table
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will Save
  Special 
  1st 
  +0 
  +0 
  +2 
  +0 
  Poison use, sneak attack +1d6 
  2nd 
  +1 
  +0 
  +3 
  +0 
  Evasion, menacing blade
  3rd 
  +2 
  +1 
  +3 
  +1 
  Sneak attack +2d6, poison save +1 
  4th 
  +3 
  +1 
  +4 
  +1 
  Death attack, uncanny dodge 
  5th 
  +3 
  +1 
  +4 
  +1 
  Sneak attack +3d6 
  6th 
  +4 
  +2 
  +5 
  +2 
  Hidden weapons, poison save +2 
  7th 
  +5 
  +2 
  +5 
  +2 
  Sneak attack +4d6 
  8th 
  +6/+1 
  +2 
  +6 
  +2 
  Improved uncanny dodge, true death 
  9th 
  +6/+1 
  +3 
  +6 
  +3 
  Sneak attack +5d6, poison save +3 
  10th 
  +7/+2 
  +3 
  +7 
  +3 
  Quiet death 
  11th 
  +8/+3 
  +3 
  +7 
  +3 
  Sneak attack +6d6 
  12th 
  +9/+4 
  +4 
  +8 
  +4 
  Poison save +4, resurection sense 
  13th 
  +9/+4 
  +4 
  +8 
  +4 
  Sneak attack +7d6 
  14th 
  +10/+5 
  +4 
  +9 
  +4 
  Angel of death
  15th 
  +11/+6/+1 
  +5 
  +9 
  +5 
  Sneak attack +8d6, poison save +5 
  16th 
  +12/+7/+2 
  +5 
  +10 +5 
  Hide in plain sight
  17th 
  +12/+7/+2 
  +5 
  +10 +5 
  Sneak attack +9d6 
  18th 
  +13/+8/+3 
  +6 
  +11 +6 
  Poison save +6, swift death 
  19th 
  +14/+9/+4 
  +6 
  +11 +6 
  Sneak attack +10d6 
  20th 
  +15/+10/+5 +6 
  +12 +6 
  Master strike, soul bind
  Assassin 
  A mercenary undertaking his task with cold, professional 
  detachment, the assassin is equally adept at espionage, 
  bounty hunting, and terrorism. At his core, an assassin is 
  an artisan, and his medium is death. Trained in a vari-
  ety of killing techniques, assassins are among the most 
  feared classes. 
  Prestige Class: Assassin. 
  Build Class: Rogue. 
  Role: Assassins tend to be loners by nature, seeing 
  companions as liabilities at best. Sometimes an assassin’s 
  missions put him in the company of adventurers for long 
  stretches at a time, but few people are comfortable trust-
  ing a professional assassin to watch their backs in a fight, 
  and are more likely to let the emotionless killer scout 
  ahead or help prepare ambushes. 
  Alignment: Any non-good. Due to its necessary self-
  ishness and callous indifference toward taking lives for 
  material gain, the assassin class attracts those with evil 
  alignments more than any others. Neutral characters 
  sometimes become assassins, frequently thinking of 
  themselves as simple professionals performing a job, yet 
  the nature of their duties inevitably pushes them toward 
  an evil alignment. There is no penalty for an assassin 
  trying to maintain a non-evil alignment; the act of assas-
  sination just naturally gravitates towards evil. 
  Hit Die: d8. 
  Starting Gold: 4d6 x 10 (140 gp average)
  Class Skills 
  The assassin’s class skills (and the key ability for each 
  skill) are Acrobatics (Dex), Bluff (Cha), Climb (Str), 
  Craft (Int), Diplomacy (Cha), Disable Device (Int), 
  Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), 
  Knowledge (local) (Int), Linguistics (Int), Perception 
  (Wis), Profession (Wis), Sense Motive (Wis), Sleight of 
  Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic 
  Device (Cha). 
  Skill Ranks per Level: 8 + Int modifier. 
  
  — 21 —
  Class Features 
  The following are class features of the assassins.
  Weapon and Armor Proficiency: Assassins are pro-
  ficient with the blowgun, crossbow (hand, light, or 
  heavy), dagger (any type), dart, rapier, sap, shortbow 
  (normal and composite), and short sword. Assassins are 
  proficient with light armor but not with shields.
  Poison Use: Assassins are trained in the use of poison 
  and cannot accidentally poison themselves when apply-
  ing poison to a blade (see Poison, Pathfinder Core Rule-
  book).
  Sneak Attack: If an assassin can catch an opponent 
  when he is unable to defend himself effectively from her 
  attack, she can strike a vital spot for extra damage.
     The assassin’s attack deals extra damage anytime her 
  target would be denied a Dexterity bonus to AC (wheth-
  er the target actually has a Dexterity bonus or not), or 
  when the assassin flanks her target. This extra damage is 
  1d6 at 1st level, and increases by 1d6 every two assassin 
  levels thereafter. Should the assassin score a critical hit 
  with a sneak attack, this extra damage is not multiplied. 
  Ranged attacks can count as sneak attacks only if the 
  target is within 30 feet.
     With a weapon that deals nonlethal damage (like a 
  sap, whip, or an unarmed strike), an assassin can make 
  a sneak attack that deals nonlethal damage instead of 
  lethal damage. She cannot use a weapon that deals lethal 
  damage to deal nonlethal damage in a sneak attack, not 
  even with the usual –4 penalty.
     The assassin must be able to see the target well enough 
  to pick out a vital spot and must be able to reach such 
  a spot. An assassin cannot sneak attack while striking a 
  creature with concealment.
  Evasion (Ex): At 2nd level and higher, an assassin can 
  avoid even magical and unusual attacks with great agility. 
  If she makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save, she instead takes no damage. Evasion can be used 
  only if the assassin is wearing light armor or no armor. A 
  helpless assassin does not gain the benefit of evasion.
  Menacing  Blade (Ex): When an assassin hits an oppo-
  nent and deals sneak attack damage, she can forgo 1d6 
  points of that damage and make a free Intimidate check 
  to demoralize a foe. For every additional 1d6 points of 
  sneak attack damage she forgoes, she receives a +5 cir-
  cumstance bonus on this check.
  Poison Save: At 3rd level, the assassin gains a +1 sav-
  ing throw bonus against poisons. This bonus increase by 
  +1 every three levels after level three. He also gains this 
  bonus on Craft (Alchemy) checks to brew poisons. 
  Death Attack (Ex): If an assassin of 4th level or higher 
  studies his victim for 3 rounds and then makes a sneak 
  attack with a melee weapon that successfully deals dam-
  age, the sneak attack has the additional effect of possibly 
  either paralyzing or killing the target (assassin’s choice). 
  Studying the victim is a standard action. The death at-
  tack fails if the target detects the assassin or recognizes 
  the assassin as an enemy (although the attack might still 
  be a sneak attack if the target is denied his Dexterity 
  bonus to his Armor Class or is flanked). If the victim of 
  such a death attack fails a Fortitude save (DC 10 + ½ the 
  assassin’s class level + the assassin’s Int modifier) against 
  the kill effect, he dies. If the saving throw fails against 
  the paralysis effect, the victim is rendered helpless and 
  unable to act for 1d6 rounds plus 1 round per level of 
  the assassin. If the victim’s saving throw succeeds, the 
  attack is just a normal sneak attack. Once the assassin 
  has completed the 3 rounds of study, he must make the 
  death attack within the next 3 rounds. 
     If a death attack is attempted and fails (the victim 
  makes his save) or if the assassin does not launch the 
  attack within 3 rounds of completing the study, 3 new 
  rounds of study are required before he can attempt an-
  other death attack. 
  Uncanny Dodge (Ex): Starting at 4th level, an assassin 
  can react to danger before her senses would normally 
  allow her to do so. She cannot be caught flat-footed, 
  nor does she lose her Dex bonus to AC if the attacker is 
  invisible. She still loses her Dexterity bonus to AC if im-
  mobilized. An assassin with this ability can still lose her 
  Dexterity bonus to AC if an opponent successfully uses 
  the feint action against her.
     If an assassin already has uncanny dodge from a dif-
  ferent class, she automatically gains improved uncanny 
  dodge (see below) instead.
  Hidden Weapons (Ex): At 6th level, an assassin be-
  comes a master at concealing his identity and hiding 
  weapons on his body. He adds half his assassin level to 
  all Disguise checks and to Sleight of Hand skill checks 
  made to prevent others from noticing hidden weapons 
  or to surreptitiously use poison.
  
  — 22 —
  Improved Uncanny Dodge (Ex): An assassin of 8th 
  level or higher can no longer be flanked.
     This defense denies another assassins the ability to 
  sneak attack the character by flanking her, unless the 
  attacker has at least four more assassin levels than the 
  target does.
     If a character already has uncanny dodge (see above) 
  from another class, the levels from the classes that grant 
  uncanny dodge stack to determine the minimum assas-
  sin level required to flank the character.
  True Death (Su): Starting at 8th level, anyone slain by 
  an assassin’s death attack becomes more difficult to bring 
  back from the dead. Spellcasters attempting to bring a 
  creature back from the dead using raise dead or similar 
  magic must make a caster level check with a DC equal to 
  15 + the assassin’s level or the spell fails and the material 
  component is wasted. Casting remove curse the round 
  before attempting to bring the creature back from the 
  dead negates this chance. The DC of the remove curse is 
  10 + the assassin’s level. 
  Quiet Death (Ex): At 10th level, whenever an assassin 
  kills a creature using his death attack during a surprise 
  round, he can also make a Stealth check, opposed by 
  Perception checks of those in the vicinity to prevent 
  them from identifying him as the assailant. If success-
  ful, those nearby might not even notice that the target is 
  dead for a few moments, allowing the assassin to avoid 
  detection. 
  Resurrection Sense (Su): At 12th level, a assassin senses 
  if a creature he has slain within the last year has been re-
  stored to life, as long as they are both on the same plane. 
  Angel of Death (Su): At 14th level, the assassin becomes 
  a master of death. Once per day, when the assassin 
  makes a successful death attack, he can cause the target’s 
  body to crumble to dust. This prevents raise dead and 
  resurrection (although true resurrection works as normal). 
  The assassin must declare the use of this ability before 
  the attack is made. If the attack misses or the target 
  successfully saves against the death attack, this ability is 
  wasted with no effect. 
     At 18th level, the assassin can use this ability with 
  every death attack. 
  Hide in Plain Sight (Su): At 16th level, an assassin can 
  use the Stealth skill even while being observed. As long 
  as he is within 10 feet of some sort of shadow, an assassin 
  can hide himself from view in the open without having 
  anything to actually hide behind. He cannot, however, 
  hide in his own shadow. 
  Swift Death (Ex): At 18th level, once per day, an assas-
  sin can make a death attack against a foe without study-
  ing the foe beforehand. He must still sneak attack his foe 
  using a melee weapon that deals damage. 
  Master Strike (Ex): Upon reaching 20th level, an assas-
  sin becomes incredibly deadly when dealing sneak attack 
  damage. Each time the rogue deals sneak attack dam-
  age, she can choose one of the following three effects: 
  the target can be put to sleep for 1d4 hours, paralyzed 
  for 2d6 rounds, or slain. Regardless of the effect chosen, 
  the target receives a Fortitude save to negate the addi-
  tional effect. The DC of this save is equal to 10 + 1/2 the 
  rogue’s level + the rogue’s Intelligence modifier. Once a 
  creature has been the target of a master strike, regardless 
  of whether or not the save is made, that creature is im-
  mune to that rogue’s master strike for 24 hours. Crea-
  
  — 23 —
  tures that are immune to sneak attack damage are also 
  immune to this ability.
  Soul Bind (Sp): At 20th level the assassin can use soul 
  bind once per day as a wizard of his assassin level. This is 
  a free action when used against a target the assassin has 
  just slain, and also has the effect of the angel of death 
  ability. 
  Purple Duck Note: One of the serious drawbacks in 
  choosing to adopt a prestige archetype is that the 20-level 
  progression often loses much of the flexibility of the original 
  base class. In consultation with your GM, if you wanted to 
  customize the assassin class somewhat you may exchange any 
  advancement in sneak attack damage for a rogue talent. At 
  levels 10 and above, you may substitute an advanced rogue 
  talent.
     The other trade off is that it makes leveling up your char-
  acter a quicker process particularly if you have one of “those” 
  players in your group that seem to take forever to level up.
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point
  whenever she gains a level in a class of assassin, the
  following races have the option of choosing an alternate
  bonus depending on their race.
     Dwarf: Add a +1/2 bonus on Intimidate check to 
  demoralize opponents.
     Elf: Gain +1/6 of a new rogue talent (see Rogue, Path-
  finder Core Rulebook)
     Gnome: Add a +1/2 bonus on Disable Device checks 
  to open locks.
     Half-Elf: Reduce the time it takes to create a disguise 
  with the Disguise skill by 1 minute to a minimum 1 
  minute.
     Half-Orc: Add +1/3 cricumstance bonus on critical hit 
  confirmation rolls made using sneak attack (maximum 
  bonus +5). 
     Halfling: Add +1 bonus on Diplimacy checks to 
  gather information about people. 
    Human: Choose a weapon from the following list: 
  blowgun, dagger, or hand crossbow. Add a +1/2 circum-
  stance bonus on critical hit confirmation rolls with the 
  weapon (maximum bonus +4).
  Sample Assassin Character
  Below is a sample assassin player character created using 
  these rules at levels 1, 5, 10, and 15. The player charac-
  ter’s favored class bonus is spent on extra rogue talents.
  Narvez Iaianar (CR 1/2; XP 200)
  Male elf assassin 1
  NE Medium humanoid (elf)
  Init +3; Senses low-light vision; Perception +6
  Defense
  AC 15, touch 13, flat-footed 12
  (+2 armor, +3 Dex)
  hp 8 (1d8)
  Fort +0, Ref +5, Will +1 ; +2 vs. enchantment
  Immune sleep
  Offense
  Speed 30 ft.
  Melee dagger +2 (1d4+2/19-20) or dagger +0 
  (1d4+2/19-20) and dagger +0 (1d4+1/19-20)
  Ranged dagger +3 (1d4+2/19-20)
  Special Attacks +1 vs. dwaves and orcs, sneak attack 
  +1d6
  Statistics
  Str 15, Dex 16, Con 10, Int 10, Wis 13, Cha 8
  Base Atk +0; CMB +2; CMD 15
  Feats Two-Weapon Fighting
  Skills Craft (alchemy) +4, Disguise +3, Escape Artist 
  +7, Intimidate +3, Knowledge (local) +4, Perception +6, 
  Sleight of Hand +7, Stealth +7; Racial Modifiers +2 
  Perception
  SQ poison use, weapon familiarity
  Languages Common, Elven
  Combat Gear 1 vial of small centipede poison; Gear 5 
  daggers, leather armor, thieves’ tools
  Demographics
  Faith Nise
  Homeland Haunted Sea
  Narvez Iaianar (CR 4; XP 1,200)
  Male elf assassin 5
  NE Medium humanoid (elf)
  Init +7; Senses low-light vision; Perception +10
  Defense
  AC 18, touch 13, flat-footed 18
  (+5 armor, +3 Dex)
  hp 26 (5d8)
  Fort +1, Ref +7, Will +2 ; +2 vs. enchantment, +1 vs. 
  poison
  Defensive Abilities evasion, uncanny dodge; Immune 
  sleep
  
  — 24 —
  Offense
  Speed 30 ft.
  Melee adamantine dagger +7 (1d4+3/19-20) or adaman-
  tine dagger +5 (1d4+3/19-20) and dagger +4 (1d4+3/19-
  20)
  Ranged dagger +6 (1d4+3/19-20)
  Special Attacks +1 vs. dwaves and orcs, death attack, 
  menacing blade, sneak attack +3d6
  Statistics
  Str 16, Dex 16, Con 10, Int 10, Wis 13, Cha 8
  Base Atk +3; CMB +6; CMD 19
  Feats Double Slice, Improved Initiative, Two-Weapon 
  Fighting
  Skills Craft (alchemy) +8, Disguise +7, Escape Artist 
  +11, Intimidate +7, Knowledge (local) +8, Perception 
  +10, Sleight of Hand +11, Stealth +16; Racial Modifiers 
  +2 Perception
  SQ poison use, weapon familiarity
  Languages Common, Elven
  Combat Gear 11 vials of black adder venom; Gear ada-
  mantine dagger, 5 daggers, +1 shadow mithril shirt, mwk 
  thieves’ tools; Coins 80 gp
  Demographics
  Faith Nise
  Homeland Haunted Sea
  Narvez Iaianar (CR 9; XP 6,400)
  Male elf assassin 10
  NE Medium humanoid (elf)
  Init +8; Senses low-light vision; Perception +15 
  Defense
  AC 22, touch 14, flat-footed 22
  (+5 armor, +4 Dex, +2 natural, +1 shield)
  hp 58 (10d8+10)
  Fort +10, Ref +14, Will +8; +2 vs. enchantment, +3 vs. 
  poison
  Defensive Abilities evasion, improved uncanny dodge; 
  Immune sleep
  Offense
  Speed 30 ft.
  Melee +2 adamantine dagger +14/+9 (1d4+6/19-20) or 
  +2 adamantine dagger +12/+7 (1d4+6/19-20) and +2 
  adamantine dagger +12 (1d4+6/19-20)
  Ranged dagger +11 (1d4+4/19-20)
  Special Attacks +1 vs. dwaves and orcs, death attack, 
  menacing blade, quiet death, sneak attack +5d6, true 
  death
  Statistics
  Str 19, Dex 18, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +7; CMB +11; CMD 25
  Feats Double Slice, Great Fortitude, Improved Initiative, 
  Two-Weapon Defense, Two-Weapon Fighting
  Skills Craft (alchemy) +13, Disable Device +15 (+20 
  traps), Disguise +12, Escape Artist +17, Knowledge (lo-
  cal) +13, Perception +15 (+20 traps), Sleight of Hand 
  +17 (+22 conceal weapons), Stealth +22; Racial Modi-
  fiers +2 Perception
  SQ hidden weapons +5, poison use, rogue talent (bleed-
  ing attack),weapon familiarity
  Languages Common, Elven
  Combat Gear 8 vials of black adder venom; Gear 2-+2 
  adamantine daggers, amulet of natural armor +2, cloak of 
  resistance +4, 4 daggers, +1 shadow mithril shirt, belt of 
  physical perfection +2, mwk thieves’ tools; Coins 208 gp
  Demographics
  Faith Nise
  Homeland Haunted Sea
  Narvez Iaianar (CR 14; XP 38,400)
  Male elf assassin 15
  NE Medium humanoid (elf)
  Init +8; Senses low-light vision, resurrection sense; Per-
  ception +20 
  Defense
  AC 29, touch 17, flat-footed 29
  (+9 armor, +3 deflection, +4 Dex, +2 natural, +1 shield)
  hp 86 (15d8+15)
  Fort +11, Ref +17, Will +10; +2 vs. enchantment, +5 vs. 
  poison
  Defensive Abilities evasion, improved uncanny dodge; 
  Immune sleep
  Offense
  Speed 30 ft.
  Melee +5 adamantine dagger +21/+16/+11 (1d4+10/19-
  20) or +5 adamantine dagger +19/+14/+9 (1d4+10/19-
  20) and +5 adamantine dagger +19/+14/+9 (1d4+7/19-
  20)
  Ranged dagger +15 (1d4+5/19-20)
  Special Attacks +1 vs. dwaves and orcs, angel of death, 
  death attack, menacing blade, quiet death, sneak attack 
  +8d6, true death
  Statistics
  Str 20, Dex 18, Con 12, Int 10, Wis 13, Cha 8
  Base Atk +11; CMB +16; CMD 30
  Feats Double Slice, Great Fortitude, Greater Two-Weap-
  on Fighting, Improved Initiative, Improved Two-Weap-
  on Fighting, Lunge, Two-Weapon Defense, Two-Weapon 
  Fighting
  Skills Craft (alchemy) +18, Disguise +17, Escape Artist 
  +22, Intimidate +17, Knowledge (local) +18, Percep-
  
  — 25 —
  tion +20, Sleight of Hand +22 (+29 conceal weapons), 
  Stealth +37; Racial Modifiers +2 Perception
  SQ hidden weapons +7, poison use, rogue talent (bleed-
  ing attack, surprise attack),weapon familiarity
  Languages Common, Elven
  Combat Gear 4 vials of black lotus extract; Gear 2-+5 
  adamantine daggers, amulet of natural armor +2, cloak of 
  resistance +4, 4 daggers, +5 greater shadow mithril shirt, 
  belt of physical perfection +2, ring of protection +3, mwk 
  thieves’ tools; Coins 4,000 gp in gems and jewelry
  Demographics
  Faith Nise
  Homeland Haunted Sea
  “Welcome, weary ones.  That must have been quite a voyage! 
  Sit, sit, and let’s toast your good fortune!”
  Narvez learned very early on that Porphyra can be a 
  cruel and unforgiving place.  While sailing into exile 
  from their verdant home, his family’s vessel struck and 
  was capsized on a bloodstone shoal in the middle of the 
  Haunted Sea.  Everything they owned, the entire Iaianar 
  fortune, was lost along with all aboard, save him and his 
  sister.  Together, fighting the rising waves, they managed 
  to find a life boat and break free of their doomed vessel 
  before it dragged them down as well, they soon wished 
  they had gone down with the ship…
  Drifting for days beneath the blighted sky, they could 
  only watch as the image of that blood-streaked shoal 
  grew smaller until it disappeared completely and they 
  were surrounded by angry, trackless seas.  With nothing 
  to eat or drink, time wore them down until both were 
  little more than skin and bones and whispering breath.  
  Madness encroached on their minds, the approaching, 
  laughing spectre of death.
  With the last of her strength, Narvez’ sister rolled 
  onto her side and brought her arm up to his lips.  Her 
  throat was long past the point of being able to speak 
  but he knew what she desired.  Though horrified by the 
  thought, he felt a fierce will to survive erupt deep inside 
  his fading mind.  He brought his teeth together, his 
  eyes locked on hers.  Though the pain should have been 
  agony, his sister only smiled as if to say, ‘Live.  Live for 
  us both.’
  By the time his life boat was found and Narvez was 
  rescued, he was a completely different person.  All that 
  burned behind his fiercely intelligent eyes was the need 
  to survive no matter what the cost.  He took on scullery 
  duties to buy his passage on the ship that found him.  
  He migrated to dock work as soon as they made port.  
  Naturally strong and willing to do any task, no matter 
  how demeaning or vile, he grew into manhood with a 
  resume dark enough to make a demon falter.  His more 
  combative pursuits drew the attention of a cabal of 
  criminals looking for someone to silence their competi-
  tors.  Though Narvez had fought hundreds of times and 
  some of those struggles had ended in death, this was 
  the first time he had ever been commissioned to hunt 
  someone with the intention of taking their life.  But the 
  old sensation of taking his sister’s life to save his own, to 
  keep himself alive washed over him, and he readily took 
  to the test of his abilities, a “free killing” of a low-level 
  thug on the streets that had broken some minor rule- a 
  shadow of himself a few years ago.
  His employers discovered that he was good at it.  He 
  discovered that he liked it.  He honed his skills at the 
  tutelage of hooded masters who always stood “a sword’s 
  pace” away, in the instructional tradition of professional 
  killers. His “first blood” as a paid bladed assassin was a 
  corrupt resident guard in the Blackstar prison-keep who 
  raised his prices one too many times- a tough assign-
  ment, to say the least.  Narvez put his dagger in the 
  guard’s ear while dangling by one foot from a rope, and 
  the task was done. After that spectacular job, the offers 
  came pouring in.  Now he charges his own fees, chooses 
  his own methods of killing, and kills for sport whenever 
  the desire strikes him.  
  One of his favorite games is to greet shipwreck survivors 
  freshly arrived at port, get to know them, and then hunt 
  them to death as soon as they feel safe.  The sick echoes 
  of his own situation are not lost on him, during the 
  commission of this pastime, for the assassin that does 
  not acknowledge his own fascinations and foibles with 
  death is not the professional he makes himself out to be.
  
  — 26 —
  Table 4.1 - Blood Mystic 
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Blood curse, blood 
  mystery, cantrips & 
  orisons, Eschew Mate-
  rials, mystic bloodline 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Mystery spell 
  4 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Bloodline Spell 
  5 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Mystery spell 
  6 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +2 
  +1 
  +1 
  +4 
  Bloodline Spell 
  6 
  4 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Mystery spell 
  6 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  +2 
  +2 
  +5 
  Bloodline Spell 
  6 
  6 
  4 
  — 
  — 
  — 
  — 
  — 
  — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Mystery spell 
  6 
  6 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  +3 
  +3 
  +6 
  Bloodline Spell 
  6 
  6 
  6 
  4 
  — 
  — 
  — 
  — 
  — 
  10th 
  +5 
  +3 
  +3 
  +7 
  Mystery spell 
  6 
  6 
  6 
  5 
  3 
  — 
  — 
  — 
  — 
  11th 
  +5 
  +3 
  +3 
  +7 
  Bloodline Spell 
  6 
  6 
  6 
  6 
  4 
  — 
  — 
  — 
  — 
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  Mystery spell 
  6 
  6 
  6 
  6 
  5 
  3 
  — 
  — 
  — 
  13th 
  +6/+1 
  +4 
  +4 
  +8 
  Bloodline Spell 
  6 
  6 
  6 
  6 
  6 
  4 
  — 
  — 
  — 
  14th 
  +7/+2 
  +4 
  +4 
  +9 
  Mystery spell 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  — 
  — 
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  Bloodline Spell 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  — 
  — 
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  Mystery spell 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  — 
  17th 
  +8/+3 
  +5 
  +5 
  +10 
  Bloodline Spell 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  — 
  18th 
  +9/+4 
  +6 
  +6 
  +11 
  Mystery spell 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  19th 
  ++9/+4 +6 
  +6 
  +11 
  Bloodline Spell 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  20th 
  +10/+5 +6 
  +6 
  +12 
  Spell synthesis 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6
  Blood Mystic
  Blood mystic are doubly gifted - their blood carries a 
  connection to both the arcane and divine. This allows 
  them to delve into a breadth of power unavailable to 
  almost anyone else. Blood mystics feel that the distinc-
  tion between arcane and divine is largely meaningless, 
  for tasks impossible to a mighty cleric or wizard comes 
  naturally to them. 
  Prestige Class: Mystic theurge. 
  Build Classes: Oracle, sorcerer. 
  Role: The blood mystic has a unique palette of powers, 
  and is able to both support her party and control the 
  battlefield. Skimming across such a wide array of abili-
  ties forces the blood mystic to make many hard choices, 
  both between what powers to seek in their blood and in 
  how to use those powers. 
  Alignment: Any. Blood mystics are created by chance, 
  and the diversity of their powers draws many of them to 
  chaotic alignments. 
  Hit Die: d6. 
  Starting Gold: 3d6 x 10 gp (105 gp).
  Class Skills 
  The blood mystic’s class skills are Bluff (Cha), Craft 
  (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), In-
  timidate (Cha), Knowledge (arcana) (Int), Knowledge 
  (planes) (Int), Knowledge (religion) (Int), Profession 
  (Wis), Spellcraft (Int) and Use Magic Device (Cha). 
  Skill Ranks per Level: 2 + Int modifier. 
  
  — 27 —
  Class Features 
  The following are the class features of the blood mystic.
  Weapon and Armor Proficiency: Blood mystics are pro-
  ficient with the club, dagger, heavy crossbow, light cross-
  bow, and quarterstaff, and with light armor. However, 
  armor interferes with a blood mystic’s movements, which 
  can cause his spells with somatic components to fail. 
  Spells: A blood mystic casts divine spells drawn from 
  the cleric/oracle spell list and arcane spells from the 
  sorcerer/wizard spell lists. She can use both arcane and 
  divine spell completions items. A blood mystic can 
  cast any spell she knows without preparing it ahead of 
  time. To learn or cast a spell, a blood mystic must have 
  a Charisma score equal to at least 10 + the spell level. 
  The Difficulty Class for a saving throw against a blood 
  mystic’s spell is 10 + the spell’s level + the blood mystic’s 
  Charisma modifier. 
     Like other spellcasters, a blood mystic can cast only a 
  certain number of spells per day of each spell level. Her 
  base daily spell allotment is given on Table 12.1 - Blood 
  Mystic. In addition, she receives bonus spells per day if 
  she has a high Charisma score (see Table: Ability Modi-
  fiers and Bonus Spells in the Pathfinder Roleplaying Game 
  Core Rulebook). She has a single pool of spells per day 
  shared by arcane and divine spells. 
     A blood mystic’s selection of spells is limited. A blood 
  mystic begins play knowing four 0-level spells and two 
  1st-level spells of her choice. At each new blood mys-
  tic level, she gains one or more new spells, as indicated 
  on Table 12.2 - Blood Mystic Spells Known. The blood 
  mystic picks these spells from either the cleric/oracle 
  and sorcerer/wizard spell lists. Unlike spells per day, the 
  number of spells a blood mystic knows is not affected by 
  her Charisma score; the numbers on Table 12.2 - Blood 
  Mystic Spells Known are fixed. 
     In addition to the spells gained by blood mystics as 
  they gain levels, each blood mystic also adds all of either 
  the cure spells or the inflict spells to her list of spells 
  known (cure spells include all spells with “cure” in the 
  name, inflict spells include all spells with “inflict” in the 
  name). These are divine spells and added as soon as the 
  blood mystic is capable of casting them. This choice is 
  made when the blood mystic gains her first level and 
  cannot be changed. 
     Upon reaching 4th level, and at every even-numbered 
  blood mystic level after that (6th, 8th, and so on), a 
  blood mystic can choose to learn a new spell in place 
  of one she already knows. In effect, the blood mystic 
  loses the old spell in exchange for the new one. The new 
  spell’s level must be the same as that of the spell being 
  exchanged. A blood mystic may swap only a single spell 
  at any given level, and must choose whether or not to 
  swap the spell at the same time that she gains new spells 
  known for the level. She cannot swap any cure or inflict 
  spells, nor can she swap any spells gained from her mys-
  tery or bloodline. 
     A blood mystic need not prepare her spells in advance. 
  She can cast any spell she knows at any time, assuming 
  she has not yet used up her spells per day for that spell 
  level. Blood mystics do not need to provide a divine 
  focus to cast spells that list divine focus (DF) as part of 
  the components. 
  Blood Mystery:  At 1st level, a blood mystic picks a 
  mystery from those available to oracles. She gains the 
  bonus spells and class skills from this mystery, but only a 
  single revelation. If the class skills granted by the blood 
  mystery are already class skills for the blood mystic, they 
  are lost. The blood oracle gains a single revelation.
     At 2nd level, and at every even level thereafter until 
  level 18, the blood mystic learns a spell from her mys-
  tery. This spell is added to her spell list and list of known 
  Table 4.2 - Blood Mystic Spells Known 
  Level Spells Known 
  0 
  1st 2nd 3rd 4th 5th 6th 7th 8th 9th 
  1st 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  5 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  6 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  6 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  7 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  7 
  5 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  8th 
  8 
  5 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  9th 
  8 
  5 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  10th 
  9 
  5 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  11th 
  9 
  5 
  5 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  12th 9 
  5 
  5 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  13th 
  9 
  5 
  5 
  4 
  4 
  3 
  2 
  — 
  — 
  — 
  14th 
  9 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  15th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  2 
  — 
  — 
  16th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  17th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  18th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  2 
  1 
  19th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  3 
  2 
  20th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  3 
  3
  
  — 28 —
  spells. Mystery spells are divine spells. 
  Blood Curse: Each blood mystic is cursed, but this 
  curse comes with a benefit as well as a hindrance. This 
  choice is made at 1st level, and once made, it cannot be 
  changed. The blood curse cannot be removed or dis-
  pelled without the aid of a deity. A blood mystic’s curse 
  is based on her blood mystic level plus one for every two 
  levels or Hit Dice other than blood mystic. Each blood 
  mystic must choose one of the curses available to oracles. 
  Cantrips and Orisons: Blood mystics learn a number of 
  cantrips and orisons, or 0-level spells, as noted on Table: 
  Blood mystic Spells Known under “Spells Known.” 
  These spells can be picked from either the cleric/oracle or 
  sorcerer/wizard spell list and are cast like any other spell, 
  but they do not consume any slots and may be used 
  again. 
  Eschew Materials: A blood mystic gains Eschew Materi-
  als as a bonus feat at 1st level. 
  Mystic Bloodline: At first level, the blood mystic selects 
  a bloodline among those available to sorcerers and this 
  choice cannot be changed. The mystic gains the class 
  skill, bloodline spells, and bloodline arcana of the chosen 
  bloodline, but only the 1st level bloodline power. If the 
  class skill granted by the mystic bloodline is already a 
  class skills for the blood mystic, the benefit of an addi-
  tional class skill is lost. 
     At 3rd level, and at every odd level thereafter, the 
  blood mystic learns a spell from her bloodline. This spell 
  is added to her spell list and list of known spells. Blood-
  line spells are arcane spells. 
  Spell Synthesis (Su): At 20th level, a blood mystic can 
  cast two spells using one action, one from the cleric/
  oracle list and one from the sorcerer/wizard spell list (in-
  cluding mystery and bloodline spells respectively). Both 
  of the spells must have the same casting time. The blood 
  mystic can make any decisions concerning the spells 
  independently. Any target affected by both of the spells 
  takes a –2 penalty on saves made against each spell. The 
  blood mystic receives a +2 bonus on caster level checks 
  made to overcome spell resistance with these two spells. 
  A blood mystic may use this ability once per day. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever he gains a level in a class of blood mystic, the 
  following races have the option of choosing an alternate 
  bonus depending on their race.
     Dwarf: Reduce the penalty for not being proficient 
  with one weapon by 1. When the nonproficiency pen-
  alty for a weapon becomes 0 because of this ability, the 
  blood mystic is treated as having the appropriate Martial 
  or Exotic Weapon Proficiency feat with that weapon.
     Elf: Add +1/2 to the caster level checks made to bypass 
  the spell resistance of dragons. 
     Gnome: Add +1/2 to the blood mystic’s level for the 
  purpose of determining the effects of the blood mystic’s 
  curse ability.
     Half-Elf: Add one spell known from the blood mystic  
  spell lists. This spell must be at least one level below the 
  highest spell level the blood mystic can cast.
     Half-Orc: Add +1/2 to all caster level checks used to 
  dispel the magic of others.
     Halfling: Add +1 round to the duration of any conju-
  ration spell measured in rounds.
     Human: Add +1/2 to Use Magic Device checks to 
  activate magic items. 
  
  — 29 —
  Sample Blood Mystic Character
  Below is a sample blood mystic player character created 
  using these rules at levels 1, 5, 10, and 15. Favored class 
  bonus is used to provide additional hit points. 
  Amber Stonewalk (CR 1/2; XP 200)
  Female dwarf blood mystic 1
  LE Medium humanoid (dwarf)
  Init -1; Senses darkvision 60 ft.; Perception +2 (+4 un-
  usual stonework)
  Defense
  AC 11, touch 9, flat-footed 11; +4 AC vs. giants
  (+2 armor, -1 Dex)
  hp 8 (1d6+2)
  Fort +1, Ref -1, Will +4;  +2 vs. poison, spells, spell-like 
  abilities, +4 vs. disease
  Offense
  Speed 20 ft.
  Melee quarterstaff +1 (1d6+1)
  Ranged sling -1 (1d4+1)
  Special Attacks hatred (+1 to hit orcs, goblinoids)
  Spell-Like Abilities (CL 1st; concentration +2; ASF 
  10%)
     4/day—elemental ray (1d6 acid)
  Spells Known (CL 1st; concentration +2; ASF 10%)
     1st (4/day)—cure light wounds, shield of faith, stone fist
     0th (at-will)—acid splash, detect magic, mending, stabi-
  lize
  Bloodline Elemental (earth); Mystery Stone
  Statistics
  Str 12, Dex 8, Con 13, Int 14, Wis 15, Cha 13
  Base Atk +0; CMB +1; CMD 10 (14 bull rush, trip)
  Feats Combat Casting, Eschew Materials
  Skills Intimidate +9, Knowledge (arcana) +6, Knowl-
  edge (religion) +6, Spellcraft +6; Racial Modifiers +2 to 
  Appraise metals or gemstones, +2 Perception for unusual 
  stonework, -4 to Charisma-based skill checks, +4 to 
  Intimidate
  SQ blood curse (wasting), bloodline arcana (energy 
  substitution [acid]), revelation (earth glide), weapon 
  familiarity
  Languages Common, Dwarven, Terran, Undercommon
  Combat Gear 4 acid flasks, potion of shield, 10 sling 
  bullets; Gear backpack, grappling hook, leather armor, 
  quarterstaff, rope (50 ft.), sling, waterskin; Coins 2 gp
  Demographics
  Faith Kamus
  Homeland Hinterlands of Kesh
  Amber Stonewalk (CR 4; XP 1,200)
  Female dwarf blood mystic 5
  LE Medium humanoid (dwarf)
  Init -1; Senses darkvision 60 ft.; Perception +2 (+4 un-
  usual stonework)
  Defense
  AC 14, touch 10, flat-footed 14; +4 AC vs. giants
  (+4 armor, +1 deflection, -1 Dex)
  hp 30 (5d6+10)
  Fort +2, Ref +0, Will +6;  +2 vs. poison, spells, spell-like 
  abilities, +4 vs. disease
  Offense
  Speed 20 ft.
  Melee quarterstaff +3 (1d6+1)
  Ranged sling +2 (1d6+2); magic stone
  Special Attacks hatred (+1 to hit orcs, goblinoids)
  Spell-Like Abilities (CL 5th; concentration +8; ASF 
  10%)
     6/day—elemental ray (1d6+2 acid)
  Spells Known (CL 5th; concentration +8; ASF 10%)
     2nd (4/day)—cure moderate wounds, scorching ray, 
  spider climb, spiritual weapon, stone call
     1st (7/day)—bless water, burning hands (R-DC 15), 
  cure light wounds, magic stone, shield of faith, shocking 
  grasp, stone fist
     0th (at-will)—acid splash, detect magic, guidance, mend-
  ing, ray of frost, stabilize
  Bloodline Elemental (earth); Mystery Stone
  Statistics
  Str 12, Dex 8, Con 13, Int 14, Wis 15, Cha 16
  Base Atk +2; CMB +3; CMD 12 (16 bull rush, trip)
  Feats Arcane Armor Training, Combat Casting, Elemen-
  tal Focus (acid), Eschew Materials 
  Skills Intimidate +14, Knowledge (arcana) +10, Knowl-
  edge (religion) +10, Spellcraft +10; Racial Modifiers 
  +2 to Appraise metals or gemstones, +2 Perception for 
  unusual stonework, -4 to Charisma-based skill checks, 
  +4 to Intimidate
  SQ blood curse (wasting), bloodline arcana (energy 
  substitution [acid]), revelation (earth glide), weapon 
  familiarity
  Languages Common, Dwarven, Terran, Undercommon
  Combat Gear 2 acid flasks, 2 potions of invisibility, 3 po-
  tion of shield, 10 sling bullets; Gear backpack, headband 
  of alluring charisma +2, +2 leather armor, quarterstaff, 
  ring of protection +1, sling, waterskin; Coins 26 gp
  Demographics
  Faith Kamus
  Homeland Hinterlands of Kesh
  
  — 30 —
  Amber Stonewalk (CR 9; XP 6,400)
  Female dwarf blood mystic 10
  LE Medium humanoid (dwarf)
  Init -1; Senses darkvision 60 ft.; Perception +2 (+4 un-
  usual stonework)
  Defense
  AC 16, touch 10, flat-footed 16; +4 AC vs. giants
  (+6 armor, +1 deflection, -1 Dex)
  hp 57 (10d6+20)
  Fort +4, Ref +2, Will +9;  +2 vs. poison, spells, spell-like 
  abilities, +4 vs. disease
  Immune sickened
  Offense
  Speed 20 ft.
  Melee quarterstaff +6 (1d6+1)
  Ranged sling +5 (1d6+2); magic stone
  Special Attacks hatred (+1 to hit orcs, goblinoids)
  Spell-Like Abilities (CL 10th; concentration +15; ASF 
  10%)
     8/day—elemental ray (1d6+5 acid)
  Spells Known (CL 10th; concentration +15; ASF 10%)
     5th (4/day)—cone of cold (R-DC 22), mass cure light 
  wounds, stoneskin
     4th (6/day)—cure critical wounds, divine power, el-
  emental body I, fire shield, wall of stone
     3rd (7/day)—bestow curse (W-DC 18), cure serious 
  wounds, fireball (R-DC 20), lighting bolt (R-DC 20), 
  meld into stone, protection from energy
     2nd (7/day)—cure moderate wounds, fire breath (R-DC 
  19), scorching ray, spider climb, spiritual weapon, stone 
  call, weapon of awe
     1st (8/day)—bless water, burning hands (R-DC 18), 
  cure light wounds, magic stone, shield of faith, shocking 
  grasp, stone fist, touch of the sea
     0th (at-will)—acid splash, create water, detect magic, 
  disrupt undead, guidance, mending, ray of frost, resistance, 
  stabilize
  Bloodline Elemental (earth); Mystery Stone
  Statistics
  Str 12, Dex 8, Con 13, Int 14, Wis 15, Cha 21
  Base Atk +5; CMB +6; CMD 15 (19 bull rush, trip)
  Feats Arcane Strike, Arcane Armor Training, Combat 
  Casting, Elemental Focus (acid), Eschew Materials, 
  Greater Elemental Focus (acid)
  SQ blood curse (wasting), bloodline arcana (energy 
  substitution [acid]), revelation (earth glide), weapon 
  familiarity
  Languages Common, Dwarven, Terran, Undercommon
  Combat Gear 5 acid flasks, potion of invisibility, 4 potion 
  of shield, 10 sling bullets; Gear backpack, boots of the 
  winterlands, headband of alluring charisma +6, +4 leather 
  armor, quarterstaff, pearl of power (1st, 2nd), ring of pro-
  tection +1, sling, waterskin; Coins 76 gp
  Demographics
  Faith Kamus
  Homeland Hinterlands of Kesh
  Amber Stonewalk (CR 14; XP 38,400)
  Female dwarf blood mystic 15
  LE Medium humanoid (dwarf)
  Init -1; Senses darkvision 60 ft.; Perception +2 (+4 un-
  usual stonework)
  Defense
  AC 16, touch 10, flat-footed 16; +4 AC vs. giants
  (+6 armor, +1 deflection, -1 Dex)
  hp 95 (15d6+40)
  Fort +6, Ref +4, Will +11;  +2 vs. poison, spells, spell-
  like abilities, +4 vs. disease
  DR 5/good; Immune sickened
  Offense
  Speed 20 ft.
  Melee +5 quarterstaff +13/+8 (1d6+6)
  Ranged sling +7/+2 (1d6+2); magic stone
  Special Attacks hatred (+1 to hit orcs, goblinoids)
  Spell-Like Abilities (CL 15th; concentration +21; ASF 
  10%)
     8/day—elemental ray (1d6+7 acid)
  Spells Known (CL 15th; concentration +21; ASF 10%)
     7th (4/day)—destruction (F-DC 22), elemental body V, 
  form of dragon II, mass cure serious wounds, statue
     6th (7/day)—chain lightning (R-DC 23), disrupting 
  weapon, elemental body III, freezing body (R-DC 23), 
  mass cure moderate wounds, stone tell
     5th (7/day)—cone of cold (R-DC 22), elemental body 
  II, mass cure light wounds, snake staff, stoneskin, suffoca-
  tion (F-DC 20), summon monster V
     4th (7/day)—acid pit (R-DC 21), ball lightning (R-DC 
  21)), cure critical wounds, divine power, elemental body I, 
  fire shield, wall of stone
     3rd (7/day)—bestow curse (W-DC 18), cure serious 
  wounds, fireball (R-DC 20), lighting bolt (R-DC 20), 
  meld into stone, protection from energy, versatile weapon
     2nd (8/day)—cure moderate wounds, fire breath (R-DC 
  19), grace, scorching ray, spider climb, spiritual weapon, 
  stone call, weapon of awe
     1st (8/day)—bless water, burning hands (R-DC 18), 
  cure light wounds, magic stone, shield of faith, shocking 
  grasp, stone fist, touch of the sea
     0th (at-will)—acid splash, create water, detect magic, 
  disrupt undead, guidance, mending, ray of frost, resistance, 
  
  — 31 —
  stabilize
  Bloodline Elemental (earth); Mystery Stone
  Statistics
  Str 12, Dex 8, Con 13, Int 14, Wis 15, Cha 22
  Base Atk +7; CMB +8; CMD 17 (21 bull rush, trip)
  Feats Arcane Blast, Arcane Shield, Arcane Strike, Arcane 
  Armor Training, Combat Casting, Elemental Focus 
  (acid), Eschew Materials, Greater Elemental Focus 
  (acid), Toughness
  Skills Intimidate +24, Knowledge (arcana) +20, Knowl-
  edge (religion) +20, Spellcraft +20; Racial Modifiers 
  +2 to Appraise metals or gemstones, +2 Perception for 
  unusual stonework, -4 to Charisma-based skill checks, 
  +4 to Intimidate
  SQ blood curse (wasting), bloodline arcana (energy 
  substitution [acid]), revelation (earth glide), weapon 
  familiarity
  Languages Common, Dwarven, Terran, Undercommon
  Combat Gear 5 acid flasks, potion of invisibility, 4 potion 
  of shield, 10 sling bullets; Gear backpack, boots of the 
  winterlands, headband of alluring charisma +6, +4 leather 
  armor, mantle of blasphemy (mantle of faith variant)quar-
  terstaff +5, pearl of power (1st, 2nd), ring of protection +1, 
  sling, staff of many rays, waterskin; Coins 76 gp
  Demographics
  Faith Kamus
  Homeland Hinterlands of Kesh
  “Run. It will do you no good and spare you no pain, but I 
  cannot abide a coward.  So run!”
  The life of dwarves is typically an ordered one, for lacka-
  daisical methods do not long survive in the crowded 
  underworld of the Prime Material plane.  Such was the 
  experience of Amber Stonewalk, destined to be a blood 
  mystic.  Born to a family with a claim on a dwarven 
  thane-hold deep underground, Amber and her entire 
  clan were driven out by a collective of families deter-
  mined to overthrow the Stonewalks and their tyranni-
  cal ways, as they had drifted into an intransigent evil of 
  oppression and lack of mercy.  Only an adolescent 20 
  years old when the exile began, Amber spent her child-
  hood on the slow march through Porphyra’s treacherous 
  caverns of the Underdeep   Every time her clan found 
  somewhere new to settle, they were soon forced to flee 
  by subterranean terrors even more evil than themselves.
  By Amber’s fortieth birthday, the exodus finally ended.  
  Only a handful of Amber’s kin had survived the trek; 
  hundreds of others had been lost along the way.  Her 
  blood was pure but there were older, stronger dwarves 
  with higher rank still alive in her family.  Knowing that 
  she would never ascend to lead the Stonewalks, she gath-
  ered what things she had and took the road open to her; 
  she advised those elders to lead the clan to the nearest 
  town and bully the humans there into allowing them to 
  take over the blacksmithing guild in the vicinity.
  But she did not tell them that it was a trap; she had 
  walked all night to make a deal with the military in that 
  town and sold all her remaining kin into slavery.  This 
  self-serving, vicious betrayal was so audacious that it 
  caught the attention of the local Chain Lord of Kamus.  
  Amber was invited into the priesthood and into the 
  clergy’s business of slave keeping.  Not only did her royal 
  dwarven blood prove to carry a strong gift for divine 
  magic, she also showed herself to be a skilled and enthu-
  siastic overseer, with the proper attitude of position.
  She now serves as one of the Grand Hounds, a cadre of 
  elite slavekeepers charged with the sacred task of hunting 
  down runaway slaves of great power and dangerous po-
  tential.  It is a duty she takes very seriously and, to date, 
  is one in which she has never failed.  The Grand Hounds 
  are aptly named for their tracking ability and haughty at-
  titude, and few authorities interfere with them, knowing 
  that they may be needed someday; such is the insidious-
  ness of Lawful Evil, for like Amber it is as useful and 
  efficient as it is deadly and oppressive.  
  
  — 32 —
  Table 5.1 – Chronicler Class Table
  Spells per Day 
  Class 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1
  2
  3
  4
  1st 
  +0 
  +0 
  +2 
  +2 
  Cantrips, chronicler knowledge, chronicler perfor-
  mance, countersong, distraction, fascinate, inspire 
  courage +1, master scribe 
  — 
  — — — 
  2nd 
  +1 
  +0 
  +3 
  +3 
  Grim tales, well-versed 
  — 
  — — — 
  3rd 
  +2 
  +1 
  +3 
  +3 
  Deep pockets, inspire competence +2 
  — 
  — — — 
  4th 
  +3 
  +1 
  +4 
  +4 
  Lampoon 
  0 
  — — — 
  5th 
  +3 
  +1 
  +4 
  +4 
  Inspire courage +2, lore master 1/day 
  1 
  — — — 
  6th 
  +4 
  +2 
  +5 
  +5 
  Pathfinding, versatile performance 
  1 
  — — — 
  7th 
  +5 
  +2 
  +5 
  +5 
  Inspire competence +3, live to tell the tale 
  1 
  0 
  — — 
  8th 
  +6/+1 
  +2 
  +6 
  +6 
  Call down legends, suggestion 
  1 
  1 
  — — 
  9th 
  +6/+1 
  +3 
  +6 
  +6 
  Epic tales, inspire greatness 
  2 
  1 
  — — 
  10th 
  +7/+2 
  +3 
  +7 
  +7 
  Dirge of doom, inspire action (move) 
  2 
  1 
  0 
  — 
  11th 
  +8/+3 
  +3 
  +7 
  +7 
  Inspire competence +4, inspire courage +3 
  2 
  1 
  1 
  — 
  12th 
  +9/+4 
  +4 
  +8 
  +8 
  Lore master 2/day, versatile performance 
  2 
  2 
  1 
  — 
  13th 
  +9/+4 
  +4 
  +8 
  +8 
  Greater epic tales 
  3 
  2 
  1 
  0 
  14th 
  +10/+5 
  +4 
  +9 
  +9 
  Soothing performance 
  3 
  2 
  1 
  1 
  15th 
  +11/+6/+1 
  +5 
  +9 
  +9 
  Inspire action (standard), Inspire competence +5, 
  inspire heroics 
  3 
  2 
  2 
  1 
  16th 
  +12/+7/+2 
  +5 
  +10 +10 
  Frightening tune, jack-of -trades, greater epic tales 
  3 
  3 
  2 
  1 
  17th 
  +12/+7/+2 
  +5 
  +10 +10 
  Inspire courage +4, lore master 3/day 
  4 
  3 
  2 
  1 
  18th 
  +13/+8/+3 
  +6 
  +11 +11 
  Versatile performance 
  4 
  3 
  2 
  2 
  19th 
  +14/+9/+4 
  +6 
  +11
  +11
  Inspire competence +6 
  4 
  3 
  3 
  2 
  20th 
  +15/+10/+5 +6 
  +12
  +12
  Inspire action (full), mass suggestion 
  4 
  4 
  3 
  3
  Chronicler
  Brave explorers and scavengers of lost or forgotten 
  knowledge, chroniclers are quintessential adventurers, 
  exploring the world for esoteric truths, magical and 
  mundane relics and artifacts, and new and mysteri-
  ous vistas, be they wonderful or terrible. For some, this 
  journey is purely about the wealth, for others the glory 
  of discovery, and still more are stirred by the irresistible 
  drive to uncover the bones of the ages and legends of 
  forgotten epochs in an effort to chronicle the deeds of 
  yesterday, today, and tomorrow. 
  Prestige Class: Chronicler 
  Build Classes: Bard 
  Role: The chronicler’s missions often thrust her into the 
  role of party leader, and adventures typically result from, 
  and revolve around, her endless quests. Other chroniclers 
  find themselves as sidekicks recording the adventures of 
  their own chosen hero and comrades. 
  Alignment: A chronicler’s alignment largely determines 
  her motivations. Good chroniclers tend to view their 
  missions as noble ventures, neutral characters seek to 
  preserve knowledge for knowledge’s sake, and evil char-
  acters are driven by an urge to accumulate wealth and 
  add to their own glory. 
  Hit Dice: d8 
  Starting Gold: 3d6 x 10 (105 gp average)
  Class Skills 
  The chronicler’s class skills (and the key ability for each 
  skill) are Acrobatics (Dex), Appraise (Int), Bluff (Cha), 
  Climb (Str), Craft (Int), Diplomacy (Cha), Disguise 
  (Cha), Intimidate (Cha), Handle Animal (Cha), Heal 
  
  — 33 —
  (Wis), Knowledge (all) (Int), Linguistics (Int), Percep-
  tion (Wis), Perform (Cha), Profession (Wis), Ride 
  (Dex), Sense Motive (Wis), Spellcraft (Int), Stealth 
  (Dex), Survival (Wis), Swim (Cha), Use Magic Device 
  (Cha). 
  Skill Ranks at Each Level: 8 + Int modifier. 
  Class Features 
  The following are class features of the chronicler.
  Weapon and Armor Proficiency: A chronicler is 
  proficient with all simple weapons, plus the handaxe, 
  longsword, sap, shortbow, shortsword, and throwing 
  axe. Chroniclers are also proficient with light armor 
  and shields (except tower shields). A chronicler can cast 
  spells gained as a chronicler while wearing light armor 
  and using a shield without incurring the normal arcane 
  spell failure chance. Like any other arcane spellcaster, 
  a chronicler wearing medium or heavy armor incurs a 
  chance of arcane spell failure if the spell in question has 
  a somatic component. A multiclass chronicler still incurs 
  the normal arcane spell failure chance for arcane spells 
  received from other classes. 
  Spells: A chronicler gains the ability to cast a small num-
  ber of arcane spells, which are drawn from the bard spell 
  list. A chronicler can only cast bard spells of level one to 
  four and has no access to bard spells of level 5 or higher - 
  these are not on her spell list. 
     A chronicler can cast bard spells gained from the 
  chronicler archetype while wearing light armor and 
  using a shield without incurring the normal arcane 
  spell failure chance. Like any other arcane spellcaster, 
  a chronicler wearing medium or heavy armor incurs a 
  chance of arcane spell failure if the spell in question has 
  a somatic component, but a chronicler can ignore the 
  normal arcane spell failure chance of bard spells when 
  wearing light or medium armor. A multiclass chronicler 
  still incurs the normal arcane spell failure chance for 
  arcane spells received from other classes. 
     To prepare or cast a spell, a chronicler must have a 
  Charisma score equal to at least 10 + the spell level. The 
  Difficulty Class for a saving throw against a chronicler’s 
  spell is 10 + the spell level + the chronicler’s Charisma 
  modifier. She can cast any spell she knows without pre-
  paring it ahead of time, assuming she has not yet used 
  up her allotment of spells per day for the spell’s level. 
     Like other spellcasters, a chronicler can cast only a cer-
  tain number of spells of each spell level per day. Her base 
  daily spell allotment is given on Table 3.2. In addition, 
  she receives bonus spells per day if she has a high Cha-
  risma score (see Table: Ability Modifiers and Bonus Spells). 
  When Table 3.1 indicates that the chronicler gets 0 spells 
  per day of a given spell level, she gains only the bonus 
  spells she would be entitled to based on her Charisma 
  score for that spell level. 
     A chronicler’s selection of spells is extremely limited. 
  A chronicler at level four knows two 1st level spells. As 
  the chronicler advances in level, the number of spells of 
  each level know is given on Table 3.2. Unlike spells per 
  day, the number of spells a chronicler knows is not af-
  fected by her Charisma score. The numbers on on Table: 
  Chronicler Spells Known are fixed. 
  Cantrips: A chronicler learns cantrips, or 0-level spells, 
  as noted on Table 3.2. These spells are cast like any other 
  spell, but they do not consume any slots and may be 
  used again. 
  Chronicler Knowledge (Ex): A chronicler adds half his 
  class level (minimum 1) on all Knowledge skill checks 
  and may make all Knowledge skill checks untrained.
  Table 5.2: Bard Spells Known 
  Level
  Spells Known 
  0th
  1st 
  2nd 
  3rd 
  4th 
  1st 
  3 
  — 
  — 
  — 
  — 
  2nd 
  4 
  — 
  — 
  — 
  — 
  3rd 
  5 
  — 
  — 
  — 
  — 
  4th 
  5 
  2 
  — 
  — 
  — 
  5th 
  5 
  3 
  — 
  — 
  — 
  6th 
  6 
  4 
  — 
  — 
  — 
  7th 
  6 
  4 
  2 
  — 
  — 
  8th 
  6 
  4 
  3 
  — 
  — 
  9th 
  6 
  5 
  4 
  — 
  — 
  10th 
  6 
  5 
  4 
  2 
  — 
  11th 
  6 
  5 
  4 
  3 
  — 
  12th 
  6 
  6 
  5 
  4 
  — 
  13th 
  6 
  6 
  5 
  4 
  2 
  14th 
  6 
  6 
  5 
  4 
  3 
  15th 
  6 
  6 
  6 
  5 
  4 
  16th 
  6 
  6 
  6 
  5 
  4 
  17th 
  6 
  6 
  6 
  5 
  4 
  18th 
  6 
  6 
  6 
  6 
  5 
  19th 
  6 
  6 
  6 
  6 
  5 
  20th 
  6 
  6 
  6 
  6 
  5
  
  — 34 —
  Chronicler Performance: A chronicler is trained to 
  use the Perform skill to create magical effects on those 
  around him, including himself if desired. He can use this 
  ability for a number of rounds per day equal to 4 + his 
  Charisma modifier. At each level after 1st a chronicler 
  can use chronicler performance for 2 additional rounds 
  per day. Each round, the chronicler can produce any 
  one of the types of chronicler performance that he has 
  mastered, as indicated by his level.
     Starting a chronicler performance is a standard action, 
  but it can be maintained each round as a free action. 
  Changing a chronicler performance from one effect 
  to another requires the chronicler to stop the previous 
  performance and start a new one as a standard action. 
  A chronicler performance cannot be disrupted, but it 
  ends immediately if the chronicler is killed, paralyzed, 
  stunned, knocked unconscious, or otherwise prevented 
  from taking a free action to maintain it each round. A 
  chronicler cannot have more than one chronicler perfor-
  mance in effect at one time.
     At 7th level, a chronicler can start a chronicler per-
  formance as a move action instead of a standard action. 
  At 13th level, a chronicler can start a chronicler perfor-
  mance as a swift action.
     Each chronicler performance has audible components, 
  visual components, or both.
     If a chronicler performance has audible components, 
  the targets must be able to hear the chronicler for the 
  performance to have any effect, and many such perfor-
  mances are language dependent (as noted in the descrip-
  tion). A deaf chronicler has a 20% chance to fail when 
  attempting to use a chronicler performance with an au-
  dible component. If he fails this check, the attempt still 
  counts against his daily limit. Deaf creatures are immune 
  to chronicler performances with audible components.
     If a chronicler performance has a visual component, 
  the targets must have line of sight to the chronicler for 
  the performance to have any effect. A blind chroni-
  cler has a 50% chance to fail when attempting to use 
  a chronicler performance with a visual component. If 
  he fails this check, the attempt still counts against his 
  daily limit. Blind creatures are immune to chronicler 
  performances with visual components. Feats that modify 
  bardic performance or have bardic performance as a pre-
  requisite also work with chronicler performance.
     Countersong (Su): At 1st level, a chronicler learns to 
  counter magic effects that depend on sound (but not 
  spells that have verbal components). Each round of the 
  countersong he makes a Perform (keyboard, percussion, 
  wind, string, or sing) skill check. Any creature within 30 
  feet of the chronicler (including the chronicler himself) 
  that is affected by a sonic or language-dependent magi-
  cal attack may use the chronicler’s Perform check result 
  in place of its saving throw if, after the saving throw is 
  rolled, the Perform check result proves to be higher. If a 
  creature within range of the countersong is already under 
  the effect of a noninstantaneous sonic or language-
  dependent magical attack, it gains another saving throw 
  against the effect each round it hears the countersong, 
  but it must use the chronicler’s Perform skill check result 
  for the save. Countersong does not work on effects that 
  don’t allow saves. Countersong relies on audible compo-
  nents.
     Distraction (Su): At 1st level, a chronicler can use his 
  performance to counter magic effects that depend on 
  sight. Each round of the distraction, he makes a Perform 
  (act, comedy, dance, or oratory) skill check. Any creature 
  within 30 feet of the chronicler (including the chroni-
  cler himself) that is affected by an illusion (pattern) or 
  illusion (figment) magical attack may use the chronicler’s 
  Perform check result in place of its saving throw if, after 
  the saving throw is rolled, the Perform skill check proves 
  to be higher. If a creature within range of the distraction 
  is already under the effect of a noninstantaneous illusion 
  (pattern) or illusion (figment) magical attack, it gains 
  another saving throw against the effect each round it sees 
  the distraction, but it must use the chronicler’s Perform 
  skill check result for the save. Distraction does not work 
  on effects that don’t allow saves. Distraction relies on 
  visual components.
     Fascinate (Su): At 1st level, a chronicler can use his per-
  formance to cause one or more creatures to become fas-
  cinated with him. Each creature to be fascinated must be 
  within 90 feet, able to see and hear the chronicler, and 
  capable of paying attention to him. The chronicler must 
  also be able to see the creatures affected. The distraction 
  of a nearby combat or other dangers prevents this ability 
  from working. For every three levels the chronicler has 
  attained beyond 1st, he can target one additional crea-
  ture with this ability.
     Each creature within range receives a Will save (DC 
  10 + 1/2 the chronicler’s level + the chronicler’s Cha 
  modifier) to negate the effect. If a creature’s saving throw 
  succeeds, the chronicler cannot attempt to fascinate that 
  creature again for 24 hours. If its saving throw fails, the 
  creature sits quietly and observes the performance for as 
  long as the chronicler continues to maintain it. While 
  fascinated, a target takes a –4 penalty on all skill checks 
  made as reactions, such as Perception checks. Any poten-
  tial threat to the target allows the target to make a new 
  
  — 35 —
  saving throw against the effect. Any obvious threat, such 
  as someone drawing a weapon, casting a spell, or aiming 
  a weapon at the target, automatically breaks the effect.
     Fascinate is an enchantment (compulsion), mind-
  affecting ability. Fascinate relies on audible and visual 
  components in order to function.
     Inspire Courage (Su): A 1st-level chronicler can use his 
  performance to inspire courage in his allies (including 
  himself), bolstering them against fear and improving 
  their combat abilities. To be affected, an ally must be 
  able to perceive the chronicler’s performance. An affected 
  ally receives a +1 morale bonus on saving throws against 
  charm and fear effects and a +1 competence bonus on 
  attack and weapon damage rolls. At 5th level, and every 
  six chronicler levels thereafter, this bonus increases by 
  +1, to a maximum of +4 at 17th level. Inspire courage is 
  a mind-affecting ability. Inspire courage can use audible 
  or visual components. The chronicler must choose which 
  component to use when starting his performance.
     Grim Tales (Sp): At 2nd level, as a use of chronicler 
  performance, the chronicler can create the effect of a 
  doom spell cast at the chronicler’s level by denouncing 
  one creature in person each round during the perfor-
  mance. The save DC is 10 + 1/2 the chronicler’s level + 
  the chronicler’s Cha modifier to resist this effect. A crea-
  ture that makes its save is immune to the effect for 24 
  hours. This is a language-dependent effect. The duration 
  of the effect is per the spell, independent of chronicler 
  performance.
     Inspire Competence (Su): A chronicler of 3rd level or 
  higher can use his performance to help an ally succeed 
  at a task. That ally must be within 30 feet and be able 
  to hear the chronicler. The ally gets a +2 competence 
  bonus on skill checks with a particular skill as long as 
  she continues to hear the chronicler’s performance. This 
  bonus increases by +1 for every four levels the chroni-
  cler has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 
  at 15th, and +6 at 19th). Certain uses of this ability are 
  infeasible, such as Stealth, and may be disallowed at the 
  GM’s discretion. A chronicler can’t inspire competence 
  in himself. Inspire competence relies on audible compo-
  nents.
     Lampoon (Sp): Chroniclers influence the world 
  through their control of information and ability to 
  shape public perception. At 4th level, as a use of chroni-
  cler performance, a chronicler can praise or lampoon a 
  particular target (an individual or a definable group of 
  creatures) to others. This form of chronicler performance 
  creates the effect of the enthrall spell. At the end of the 
  performance all creatures who failed to save shift their 
  attitude toward the target of the lampooning by one step 
  (in the direction of the chronicler’s choice) for 1 day per 
  class level.
     Call Down Legends (Su): At 8th level, as a chronicler 
  performance, a chronicler can summon barbarians of 
  any player character race allowed in the campaign, as if 
  by summon monster. These barbarians are extraplanar. 
  They arrive after one round of continuous performance 
  (as from a one round casting time spell) and stay for the 
  duration of the performance. They come with normal 
  equipment for NPC barbarians of their level and attack 
  anyone the chronicler designates.  As the chronicler ad-
  vances in level, the level and number of the summoned 
  barbarians increases (see table 3.3). 
     Suggestion (Sp): A chronicler of 8th level or higher 
  can use his performance to make a suggestion (as per the 
  spell) to a creature he has already fascinated (see above). 
  Using this ability does not disrupt the fascinate effect, 
  but it does require a standard action to activate (in addi-
  tion to the free action to continue the fascinate effect). A 
  chronicler can use this ability more than once against an 
  individual creature during an individual performance.
     Making a suggestion does not count against a chroni-
  cler’s daily use of chronicler performance. A Will saving 
  throw (DC 10 + 1/2 the chronicler’s level + the chroni-
  cler’s Cha modifier) negates the effect. This ability affects 
  only a single creature. Suggestion is an enchantment 
  (compulsion), mind affecting, language-dependent abil-
  ity and relies on audible components.
     Inspire Greatness (Su): A chronicler of 9th level or high-
  er can use his performance to inspire greatness in himself 
  or a single willing ally within 30 feet, granting extra 
  fighting capability. For every three levels the chronicler 
  attains beyond 9th, he can target an additional ally while 
  using this performance (up to a maximum of four targets 
  at 18th level). To inspire greatness, all of the targets must 
  be able to see and hear the chronicler. A creature inspired 
  with greatness gains 2 bonus Hit Dice (d10s), the com-
  mensurate number of temporary hit points (apply the 
  Table: 5.3 Chronicler Barbarians Summoned 
  Level
  Barbarians Summoned 
  8 
  1d4 level 3 barbarians 
  10 
  2d4 level 3 barbarians 
  12 
  1d4 level 7 barbarians 
  14 
  2d4 level 7 barbarians 
  16 
  4d4 level 7 barbarians 
  18 
  1d4 level 11 barbarians 
  20 
  2d4 level 11 barbarians 
  
  — 36 —
  target’s Constitution modifier, if any, to these bonus Hit 
  Dice), a +2 competence bonus on attack rolls, and a +1 
  competence bonus on Fortitude saves. The bonus Hit 
  Dice count as regular Hit Dice for determining the effect 
  of spells that are Hit Dice dependent. Inspire greatness 
  is a mind-affecting ability and it relies on audible and 
  visual components.
     Dirge of Doom (Su): A chronicler of 10th level or high-
  er can use his performance to foster a sense of growing 
  dread in his enemies, causing them to become shaken. 
  To be affected, an enemy must be within 30 feet and 
  able to see and hear the chronicler’s performance. The 
  effect persists for as long as the enemy is within 30 feet 
  and the chronicler continues his performance. This per-
  formance cannot cause a creature to become frightened 
  or panicked, even if the targets are already shaken from 
  another effect. Dirge of doom is a mind-affecting fear 
  effect, and it relies on audible and visual components.
    Inspire Action (Su): As a use of chronicler performance 
  with immediate duration, an 10th-level chronicler can 
  exhort any one ally within hearing (excluding herself) to 
  a sudden surge of action, allowing her ally to immediate-
  ly take an extra move action. This does not count against 
  the ally’s number of actions on her own turn. 
     At 15th level, she can enable an ally to immediately 
  take a standard action instead. At 20th level, she can 
  enable an ally to immediately take either a full-round 
  action or a standard and move action. 
     Note that using a new chronicler performance breaks 
  any other chronicler performance in progress. It is pos-
  sible to use this performance and then start another 
  chronicler performance in the same round, but this costs 
  two rounds of chronicler performance and two chroni-
  cler performance actions. It is not possible to use or be 
  affected by inspire action multiple times in the same 
  round. 
     Soothing Performance (Su): A chronicler of 14th level or 
  higher can use his performance to create an effect equiv-
  alent to a mass cure serious wounds, using the chronicler’s 
  level as the caster level. In addition, this performance 
  removes the fatigued, sickened, and shaken conditions 
  from all those affected. Using this ability requires 4 
  rounds of continuous performance, and the targets must 
  be able to see and hear the chronicler throughout the 
  performance. Soothing performance affects all targets 
  that remain within 30 feet throughout the performance. 
  Soothing performance relies on audible and visual com-
  ponents.
     Frightening Tune (Sp): A chronicler of 16th level or 
  higher can use his performance to cause fear in his 
  enemies. To be affected, an enemy must be able to hear 
  the chronicler perform and be within 30 feet. Each 
  enemy within range receives a Will save (DC 10 + 1/2 
  the chronicler’s level + the chronicler’s Cha modifier) 
  to negate the effect. If the save succeeds, the creature is 
  immune to this ability for 24 hours. If the save fails, the 
  target becomes frightened and flees for as long as the 
  target can hear the chronicler’s performance. Frightening 
  tune relies on audible components.
     Inspire Heroics (Su): A chronicler of 15th level or 
  higher can inspire tremendous heroism in himself or 
  a single ally within 30 feet. For every three chronicler 
  levels the character attains beyond 15th, he can inspire 
  heroics in an additional creature. To inspire heroics, all 
  of the targets must be able to see and hear the chroni-
  cler. Inspired creatures gain a +4 morale bonus on saving 
  throws and a +4 dodge bonus to AC. This effect lasts for 
  as long as the targets are able to witness the performance. 
  Inspire heroics is a mind-affecting ability that relies on 
  audible and visual components.
     Mass Suggestion (Sp): This ability functions just like 
  suggestion, but allows a chronicler of 20th level or high-
  er to make a suggestion simultaneously to any number 
  of creatures that he has already fascinated. Mass sugges-
  tion is an enchantment (compulsion), mind-affecting, 
  language-dependent ability that relies on audible compo-
  nents.
  Master Scribe (Ex): A chronicler adds half her class 
  level as a bonus on all Linguistics and Craft (calligraphy) 
  checks, as well as Use Magic Device checks involving 
  scrolls or other written magical items. A chronicler can 
  make Linguistics checks to decipher text as a full-round 
  action and can always take 10 on Linguistics and Profes-
  sion (scribe) checks, even if distracted or endangered. 
  Well-Versed (Ex): At 2nd level, the chronicler becomes 
  resistant to the bardic performance of others, and to 
  sonic effects in general. The chronicler gains a +4 bonus 
  on saving throws made against bardic or chronicler per-
  formance, sonic, and language-dependent effects.
  Deep Pockets (Ex): A chronicler collects items as well as 
  lore, picking up small amounts of this or that through-
  out her travels. At 3rd level, this becomes a practical 
  utility. The chronicler may carry unspecified equipment 
  worth up to 100 gp per class level. This can be any kind 
  of gear that can reasonably fit into a backpack, includ-
  ing potions and scrolls (but not any other sort of magic 
  item). As a full-round action, the chronicler may dig 
  
  — 37 —
  through her pockets to retrieve an item she specifies at 
  that time, deducting its value from the allocated amount 
  of cost. This item cannot weigh more than 10 pounds. 
  When the total remaining cost reaches 0, the chroni-
  cler can retrieve no more items until she refills her deep 
  pockets by spending a few hours at a marketplace and an 
  amount of gold to bring her total up to 100 gp per class 
  level. These objects cannot be ones specifically fitted to 
  the chronicler’s current situation—no keys fitting locks 
  just encountered, no lists of passwords, no books detail-
  ing the current dilemma. Generic textbooks or skeleton 
  keys are acceptable.
     In addition, if she takes 1 hour to pack her gear each 
  day, she gains a +4 bonus to Strength to determine her 
  light encumbrance. This does not affect her maximum 
  carrying capacity. The efficient distribution of weight 
  simply encumbers her less than the same amount of 
  weight normally should. Finally, the chronicler gains a 
  +4 bonus on Sleight of Hand checks made to conceal 
  small objects on her person.
  Lore Master (Ex): At 5th level, the chronicler becomes 
  a master of lore and can take 10 on any Knowledge 
  skill check that he has ranks in. A chronicler can choose 
  not to take 10 and can instead roll normally. In addi-
  tion, once per day, the chronicler can take 20 on any 
  Knowledge skill check as a standard action. He can use 
  this ability one additional time per day at 12th level and 
  again at 17th level.
  Pathfinding (Ex): Beginning at 6th level, a chronicler 
  develops an excellent sense of direction and skill at lead-
  ing others through difficult terrain. A chronicler gains a 
  +5 bonus on Survival checks made to avoid becoming 
  lost and to Intelligence checks to escape a maze spell. 
  In addition, she always uses the “road or trail” overland 
  movement modifier even when in trackless terrain, 
  whether on foot or mounted. With a DC 15 Survival 
  check, the chronicler can extend this benefit to one com-
  panion per class level. 
  Versatile Performance (Ex): At 6th level, a chronicler 
  can choose one type of Perform skill. He can use his 
  bonus in that skill in place of his bonus in associated 
  skills. When substituting in this way, the chronicler uses 
  his total Perform skill bonus, including class skill bonus, 
  in place of its associated skill’s bonus, whether or not he 
  has ranks in that skill or if it is a class skill. At 12th level, 
  and every 6 levels thereafter, the chronicler can select an 
  additional type of Perform to substitute. At 6th level the 
  chronicler must select Comedy, Oratory, or Sing.
     The types of Perform and their associated skills are: Act 
  (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance 
  (Acrobatics, Fly), Keyboard Instruments (Diplomacy, 
  Intimidate), Oratory (Diplomacy, Sense Motive), Per-
  cussion (Handle Animal, Intimidate), Sing (Bluff, Sense 
  Motive), String (Bluff, Diplomacy), and Wind (Diplo-
  macy, Handle Animal).
  Live to Tell the Tale (Ex): At 7th level, once per day 
  plus an additional time per three class levels after level 
  7, a chronicler can attempt a new saving throw against 
  any ongoing condition against which she failed a saving 
  throw in a previous round, even if the effect is normally 
  permanent. This ability has no effect on conditions that 
  do not allow saving throws or against instantaneous ef-
  fects. 
  Epic Tales (Su): A 9th-level chronicler can compose a 
  tale so evocative and so moving that it conveys the effects 
  of chronicler music through the written word. To create 
  an epic tale requires the chronicler to expend a number 
  of rounds of her chronicler performance ability equal 
  to twice the duration of the epic tale (maximum dura-
  tion of 10 rounds), and any relevant Perform skill check 
  
  — 38 —
  is made with Perform (Oratory). An epic tale affects 
  only the reader, but it grants all the benefits that would 
  normally apply for hearing a performance. A chronicler 
  may apply the effects of any feats that affect chronicler 
  music to her epic tales. An epic tale retains its supernatu-
  ral potency for 1 day per class level. It requires 1 hour 
  to inscribe, a full-round action to activate, and a dura-
  tion equal to 1/2 the number of chronicler performance 
  rounds expended during its creation. Once activated, an 
  epic tale’s magic is consumed. 
  Greater Epic Tales (Su): At 13th level, the chronicler’s 
  written word gains in power. This ability functions like 
  the chronicler’s epic tales ability, except that if read 
  aloud, the chronicler music takes effect as if the author 
  had used the ability, but the effects are targeted by the 
  reader and use the reader’s Charisma score where appli-
  cable. 
  Jack-of-Trades (Ex): At 16th level, the chronicler con-
  siders all skills to be class skills. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point
  whenever she gains a level in a class of chronicler, the
  following races have the option of choosing an alternate
  bonus depending on their race.
     Dwarf: Reduce arcane spell failure chance for casting 
  chronicler spells when wearing medium armor by +1%. 
  Once the total reaches 10%, the chronicler also receives 
  Medium Armor Proficiency, if he does not already pos-
  sess it.
     Elf: Add +1 to the chronicler’s CMD when resisting a 
  disarm or dirty trick attempt.
     Gnome: Add +1 to the chronicler’s total number of 
  bardic performance rounds per day.
     Half-Elf: Add +1/2 racial bonus to Diplomacy to 
  gather information and Linguistics checks to create 
  forgeries.
     Half-Orc: Add +1/2 racial bonus to Intimidate to 
  force opponents to act friendly and Knowledge (nature) 
  checks to identify strengths and weakness of fey and 
  plants.
     Halfling: Add +1/2 on Bluff checks to pass secret mes-
  sages, +1/2 on Diplomacy checks to gather information, 
  and +1/2 on Disguise checks to appear as an elven, half-
  elven, or human child.
     Human: Add one spell known from the bard spell list. 
  This spell must be at least one level below the highest 
  spell level the chronicler can cast (minimum 0th level).
  Sample Chronicler Character
  Below is a sample chronicler player character created 
  using these rules at levels 1, 5, 10, and 15. Favored class 
  bonus is used to provide skill ranks in Use Magic Device.
  Wetham Bullrunner (CR ½; XP 200)
  Male halfling chronicler 1
  NG Small humanoid (halfling)
  Init +2; Senses Perception +3
  Defense
  AC 15, touch 13, flat-footed 12
  (+2 armor, +2 Dex, +1 size)
  hp 10 (1d8+2)
  Fort +3, Ref +5, Will +4; +2 vs. fear
  Offense
  Speed 20 ft.
  Melee handaxe +0 (1d4-1)
  Ranged shortbow +3 (1d4/x3)
  Special Attacks chronicler performance 7/day (counter-
  song, distraction, fascinate [W-DC 13], inspire courage 
  +1)
  Spells Known (CL 1st; concentration +4)
     At-will—light, prestidigitation, unwitting ally (W-DC 
  13)
  Statistics
  Str 8, Dex 15, Con 14, Int 8, Wis 12, Cha 17
  Base Atk +0; CMB -2; CMD 10
  Feats Skill Focus (Knowledge [Nobility])
  Skills Acrobatics +4, Climb +1, Craft (calligraphy) +4, 
  Knowledge (local) +4, Knowledge (nobility) +7, Lin-
  guistics +4, Perception +3, Perform (sing) +7, Perform 
  (oratory) +7, Spellcraft +4, Use Magic Device +7 (+8 
  scrolls); Racial Modifiers +2 Acrobatics, +2 Climb, +2 
  Perception
  Languages Common, Elven, Halfling
  SQ chronicler knowledge +1, master scribe +1, weapon 
  familiarity
  Combat Gear 20 arrows; Gear area map, backpack, belt 
  pouch, handaxe, leather armor, scholar’s outfit, short-
  bow, spell component pouch
  Demographics
  Faith Shankil 
  Homeland Faldon Town, Halfling Nations
  Wetham Bullrunner (CR 4; XP 1,200)
  Male halfling chronicler 5
  NG Small humanoid (halfling)
  
  — 39 —
  Init +2; Senses Perception +3
  Defense
  AC 16, touch 13, flat-footed 13
  (+2 armor, +2 Dex, +1 natural, +1 size)
  hp 36 (5d8+10)
  Fort +5, Ref +8, Will +7; +2 vs. fear
  Offense
  Speed 20 ft.
  Melee mwk handaxe +4 (1d4-1)
  Ranged +1 shortbow +7 (1d4+1/x3)
  Special Attacks chronicler performance 17/day (coun-
  tersong, distraction, fascinate [W-DC 17], grim tales 
  [W-DC 17], inspire competence +2, inspire courage +2, 
  lampoon)
  Spells Known (CL 5th; concentration +10)
     1st (4/day)— compel hostility (W-DC 16), innocence, 
  moment of greatness 
     At-will—dancing lights, detect magic, light, prestidigita-
  tion, unwitting ally (W-DC 15)
  Statistics
  Str 8, Dex 15, Con 14, Int 8, Wis 12, Cha 20
  Base Atk +3; CMB +1; CMD 13
  Feats Lingering Performance, Skill Focus (Knowledge 
  [Local, Nobility]) 
  Skills Acrobatics +8, Climb +1, Craft (calligraphy) +9, 
  Knowledge (local) +12, Knowledge (nobility) +12, Lin-
  guistics +9, Perception +3, Perform (sing) +12, Perform 
  (oratory) +12, Spellcraft +8, Use Magic Device +12 (+14 
  scrolls); Racial Modifiers +2 Acrobatics, +2 Climb, +2 
  Perception
  SQ chronicler knowledge +2, deep pockets (500 gp), 
  lore master 1/day, master scribe +2, weapon familiarity
  Languages Aklo, Celestial, Common, Dwarven, Elven, 
  Halfling, Gnome
  Combat Gear 20 arrows, 2 sleep arrows, 2 scrolls of cure 
  light wounds, silversheen; Gear amulet of natural armor 
  +1, area map, backpack, belt pouch, cloak of resistance 
  +1, headband of alluring Charisma +2, mwk leather 
  armor, mwk  handaxe, scholar’s outfit, +1 shortbow, spell 
  component pouch; Coins 81 gp
  Demographics
  Faith Shankil 
  Homeland Faldon Town, Halfling Nations
  Wetham Bullrunner (CR 9; XP 6.400)
  Male halfling chronicler 10
  NG Small humanoid (halfling)
  Init +2; Senses Perception +3
  Defense
  AC 19, touch 13, flat-footed 16
  (+5 armor, +2 Dex, +1 natural, +1 size)
  hp 68 (10d8+20)
  Fort +7, Ref +11, Will +10; +2 vs. fear
  Defensive Abilities live to tell the tale
  Offense
  Speed 20 ft.
  Melee mwk handaxe +8/+3 (1d4-1)
  Ranged +3 shortbow +14/+9 (1d4+4/x3)
  Special Attacks chronicler performance 27/day (call 
  down legends, countersong, distraction, dirge of doom, 
  fascinate [W-DC 20], grim tales [W-DC 20], inspire ac-
  tion (move), inspire competence +3, inspire courage +2, 
  inspire greatness, lampoon, suggestion [W-DC 20])
  Spells Known (CL 10th; concentration +15)
     3rd (1/day)—dispel magic, displacement, lesser geas (W-
  DC 18), summon monster III
     2nd (2/day)—alter self, cat’s grace, delay poison, glitter-
  dust, mirror image
     1st (3/day)—compel hostility (W-DC 16), identify, in-
  nocence, magic aura, moment of greatness, summon monster 
  I
     At-will—dancing lights, detect magic, light, prestidigita-
  tion, read magic, unwitting ally (W-DC 15)
  Statistics
  Str 8, Dex 15, Con 14, Int 8, Wis 12, Cha 20
  Base Atk +7; CMB +5; CMD 17
  Feats Ensemble, Lingering Performance, Skill Focus 
  (Knowledge [Local, Nobility]), Spellsong
  Skills Acrobatics +13, Climb +1, Craft (calligraphy) 
  +17, Knowledge (local) +23, Knowledge (nobility) +23, 
  Linguistics +17, Perception +3, Perform (sing) +18, 
  Perform (oratory) +18, Spellcraft +12, Use Magic Device 
  +18 (+23 scrolls); Racial Modifiers +2 Acrobatics, +2 
  Climb, +2 Perception
  Languages Abyssal, Aklo, Celestial, Common, Dra-
  conic, Dwarven, Elven, Giant, Halfling, Gnome, Gnoll, 
  Goblin
  SQ chronicler knowledge +5, deep pockets (1,000 gp), 
  epic tales, lore master 1/day, master scribe +5, pathfind-
  ing, versatile performance (Oratory; Diplomacy, Sense 
  Motive), weapon familiarity
  Combat Gear 20 arrows, 7 sleep arrows, 2 scrolls of cure 
  moderate wounds, silversheen; Gear amulet of natural 
  armor +1, area map, backpack, belt pouch, cloak of resis-
  tance +1, greater bracers of archery, headband of alluring 
  Charisma +2, +3 leather armor, mwk  handaxe, scholar’s 
  outfit, +3 shortbow, spell component pouch; Coins 31 
  gp
  Demographics
  Faith Shankil 
  
  — 40 —
  Homeland Faldon Town, Halfling Nations
  Wetham Bullrunner (CR 14; XP 38,400)
  Male halfling chronicler 15
  NG Small humanoid (halfling)
  Init +6; Senses Perception +3
  Defense
  AC 21, touch 13, flat-footed 18
  (+7 armor, +2 Dex, +1 natural, +1 size)
  hp 116 (15d8+45)
  Fort +9, Ref +13, Will +12; +2 vs. fear
  Defensive Abilities live to tell the tale
  Offense
  Speed 20 ft.
  Melee mwk handaxe +12/+7/+2 (1d4-1)
  Ranged +5 dragonbane shortbow +20/+15/+10 (1d4+6/
  x3)
  Special Attacks chronicler performance 33/day (call 
  down legends, countersong, distraction, dirge of doom, 
  fascinate [W-DC 24], grim tales [W-DC 24], inspire ac-
  tion (standard), inspire competence +5, inspire courage 
  +3, inspire greatness, inspire heroics, lampoon, soothing 
  performance, suggestion [W-DC 24])
  Spells Known (CL 15th; concentration +22)
     4th (2/day)—break enchantment, cure critical wounds, 
  hold monster (W-DC 21), legend lore 
     3rd (3/day)—dispel magic, displacement, good hope, 
  lesser geas (W-DC 20), summon monster III
     2nd (3/day)—alter self, cat’s grace, delay poison, glitter-
  dust, heroism, mirror image
     1st (4/day)—compel hostility (W-DC 18), identify, in-
  nocence, magic aura, moment of greatness, summon monster 
  I 
     At-will—dancing lights, detect magic, light, prestidigita-
  tion, read magic, unwitting ally (W-DC 17)
  Statistics
  Str 8, Dex 15, Con 14, Int 8, Wis 12, Cha 24
  Base Atk +11; CMB +9; CMD 21
  Feats Ensemble, Extra Performance, Improved Initiative, 
  Lingering Performance, Skill Focus (Knowledge [Local, 
  Nobility]), Spellsong, Toughness
  Skills Acrobatics +18, Climb +1, Craft (calligraphy) 
  +22, Knowledge (local) +28, Knowledge (nobility) +28, 
  Linguistics +22, Perception +3, Perform (sing) +23, 
  Perform (oratory) +23, Spellcraft +17, Use Magic Device 
  +23 (+30 scrolls); Racial Modifiers +2 Acrobatics, +2 
  Climb, +2 Perception
  Languages Abyssal, Aklo, Aquan, Auran, Celestial, 
  Common, Draconic, Dwarven, Elven, Giant, Halfling, 
  Gnome, Gnoll, Goblin, Ignan, Infernal, Terran
  SQ chronicler knowledge +7, deep pockets (1,500 gp), 
  greater epic tales, lore master 2/day, master scribe +7, 
  pathfinding, versatile performance (Oratory, Sing; Bluff, 
  Diplomacy, Sense Motive), weapon familiarity
  Combat Gear 20 arrows, 12 sleep arrows, 2 scrolls of cure 
  critical wounds, silversheen; Gear amulet of natural armor 
  +1, area map, backpack, belt pouch, chime of interrup-
  tion, cloak of resistance +1, greater bracers of archery, head-
  band of alluring Charisma +6, +5 leather armor of fire 
  resistance, mwk  handaxe, ring of freedom of movement, 
  scholar’s outfit, +5 dragonbane shortbow, spell compo-
  nent pouch; Coins 1031 gp (in gems)
  Demographics
  Faith Shankil 
  Homeland Faldon Town, Halfling Nations
  “Porphyra is a marvelous land. Where else can you literally 
  squeeze stories from the stones themselves?”
  Wetham Bullrunner is a halfling dedicated to two things 
  in life – singing and collecting tales of the past.  He col-
  lects his interpretation of the latter in two books, one for 
  stories of Porphyra’s past and the other for legends that 
  predate the birth of this strange land.  For the most part, 
  he gets these by adventuring into forgotten places and 
  discovering the stories for himself.  He is not at all afraid 
  to break into ancient buildings for a chance at finding 
  ancient tomes and forgotten lore, or questioning strange, 
  forgotten races that he comes to meet.
  And Faldon Town is the place for finding the forgot-
  ten… “Faldon Town” is one of the Landed territories of 
  Porphyra, those regions abducted by the New Gods that 
  loved them and brought them to Porphyra during the 
  wonderful cataclysm of The Calling.  No one remembers 
  its real name, but the corruption of “Fall-Down Town” 
  that names it now is apt, a collection of vast and varied 
  ruins that may have been gathered from many moribund 
  dimensions.  Wetham was raised among a staunch clan 
  of halflings that reside there, defiant of the dominant 
  kobolds and goblins that infest the place.  
  Wetham Bullrunner’s other methods of gathering tales 
  are quite unique.  Some might go so far as to call his 
  process dangerous but he has not suffered any under risk 
  or harm yet.  He collects pieces of the mystical violet 
  gem, porphyrite, and spends long hours casting spells 
  like identify upon them.  While this technique has never 
  yielded anything for other sages, Wetham is convinced 
  the fragments of Porphyra’s signature stone whisper 
  
  — 41 —
  echoes of the past to him. One vision he claims to have 
  had is of a strange human child with long black hair and 
  a four-colored garment, who claims to be the “God of 
  Porphyra” and plans to unite the Elementalist and the 
  Deists and end the long conflict… distressing news to 
  both sides of that old battle.
  He has even gone so far as to track down unusual 
  formations of porphyrite in his quest to unlock the 
  ‘secret story of Porphyra’.  His ability to channel ancient 
  mysteries through his bardic magic could well be grant-
  ing him a special insight into the nature of this world.  
  He certainly believes this to be the case, scribbling down 
  everything he hears into a third notebook no one has 
  ever been allowed to read.
  Wetham is also known for his habit of “solidifying im-
  ages” with a newfangled alchemical device, an “image-
  keeper”.  This machinium carries out an alchemical 
  process by which a viewing of whatever is in front of the 
  device is captured, physically, on a flat piece of treated 
  metal.  This ingenious process is regarded with alarm by 
  many beings, who area accepting of magic, but feel that 
  a mundane machine is somehow living, and steals their 
  souls, as well as their images!
  Due to his many eccentric habits, some believe Wetham 
  Bullrunner is a genius and a potential prophet of Por-
  phyra.  To others, he is a raving madman.  He has a 
  habit of playing up this polarity when he comes to be in 
  company of reasonable sentients, perhaps to try and cap-
  ture a moment of conflict, or to awaken old memories 
  that will direct him to his next amazing find.  
  Sample Barbarian Legends
  Below are sample barbarians that can be summoned as 
  part of the Call Down the Legends ability. These are just 
  samples if a player wishes she should create her own 
  legends to be approved for use by her GM.
  Legend - Axe Warrior (CR 2; XP 600)
  Half-orc barbarian 3 
  CN Medium humanoid (human, orc)
  Init +1; Senses darkvision 60 ft.; Perception +6
  Defense
  AC 15, touch 9, flat-footed 14 
  (+6 armor, +1 Dex, –2 rage)
  hp 40 (3d12+15)
  Fort +7, Ref +2, Will +3
  Defensive Abilities orc ferocity, trap sense +1, uncanny 
  dodge
  Offense
  Speed 30 ft.
  Melee mwk greataxe +9 (1d12+7/×3)
  Ranged mwk sling +5 (1d4+5)
  Special Attacks rage (10 rounds/day), rage powers (in-
  timidating glare)
  Base Statistics 
  When not raging, the barbarian’s statistics are AC 17, 
  touch 11, flat-footed 16; hp 34; Fort +5, Will+1; Melee 
  mwk greataxe +7 (1d12+4/×3); Ranged mwk sling +5 
  (1d4+3); Str 17, Con 14; CMB +6; Skills Climb +5, 
  Intimidate +12, Swim +3.
  Statistics
  Str 21, Dex 13, Con 18, Int 8, Wis 10, Cha 12
  Base Atk +3; CMB +8; CMD 17
  Feats Intimidating Prowess, Power Attack
  Skills Climb +7, Intimidate +14, Perception +6, Survival 
  +4, Swim +5
  Languages Common, Orc
  SQ fast movement, orc blood, weapon familiarity
  Combat Gear potion of cure light wounds, potion of lesser 
  restoration, potion of protection from good; Other Gear 
  mwk chainmail, mwk greataxe, mwk sling with 10 bul-
  lets, climber’s kit, 250 gp
  Legend - Sundering Axe (CR 6; XP 2,400)
  Dwarf barbarian 7
  N Medium humanoid (dwarf)
  Init +1; Senses Perception +12
  DEFENSE
  AC 18, touch 9, flat-footed 17 
  (+9 armor, +1 Dex, –2 rage)
  hp 93 (7d12+42)
  Fort +11, Ref +4, Will +7; +2 vs. poison, spells, and 
  spell-like abilities
  Defensive Abilities defensive training (+4 dodge bonus 
  to AC vs. giants), improved uncanny dodge, trap sense 
  +2; DR 1/—
  Offense
  Speed 20 ft.
  Melee mwk adamantine greataxe +13/+8 (1d12+7/×3)
  Ranged light hammer +8 (1d4+5) or throwing axe +8 
  (1d6+5)
  Special Attacks +1 on attack rolls against goblinoid 
  and orc humanoids, rage (19 rounds/day), rage powers 
  (guarded stance +2, knockback, strength surge +7)
  Base Statistics 
  When not raging, the barbarian’s statistics are AC 20,
  
  — 42 —
  touch 11, flat-footed 19; hp 79; Fort +9, Will+5; Melee 
  mwk adamantine greataxe +11/+6 (1d12+4/×3); Ranged 
  light hammer +8 (1d4+3) or throwing axe +8 (1d6+3); 
  Str 16, Con 16; CMB +10 (+14 sunder); Skills Climb 
  +8.
  Statistics
  Str 20, Dex 13, Con 20, Int 10, Wis 14, Cha 6
  Base Atk +7; CMB +12 (+16 sunder); CMD 21 (25 vs.
  bull rush or trip, 23 vs. sunder)
  Feats Armor Proficiency (heavy), Greater Sunder, Im-
  proved Sunder, Power Attack
  Skills Acrobatics +5 (+1 when jumping), Climb +10, 
  Craft (weapons) +10, Knowledge (dungeoneering) +5,
  Perception +12 (+14 to notice unusual stonework)
  Languages Common, Dwarven
  SQ fast movement
  Combat Gear oil of magic weapon, potion of cure light 
  wounds, potion of shield of faith, acid (3); Other Gear 
  masterwork full plate, light hammer (2), masterwork 
  adamantine greataxe, throwing axe (2), cloak of resistance 
  +1, climber’s kit, masterwork artisan’s tools, 2 gp
  Legend - Double Axe Fury (CR 10; XP 9,600)
  Half-orc barbarian 11
  CN Medium humanoid (human, orc)
  Init +4; Senses darkvision 60 ft.; Perception +15
  DEFENSE
  AC 17, touch 12, flat-footed 13 
  (+5 armor, +4 Dex, –2 rage)
  hp 142 (11d12+65)
  Fort +14, Ref +9, Will +9; +4 vs. spells and spell-like or
  supernatural abilities
  Defensive Abilities improved uncanny dodge, orc feroc-
  ity, trap sense +3; DR 3/—
  Offense
  Speed 40 ft.
  Melee +1 orc double axe +19/+14/+9 (1d8+10/19–
  20/×3) or +1 orc double axe +17/+12/+7 (1d8+7/19–
  20/×3), +1 orc double axe +17/+12 (1d8+7/19–20/×3), 
  bite +12 (1d4+3)
  Ranged mwk composite longbow +16/+11/+6 
  (1d8+6/×3)
  Special Attacks greater rage (26 rounds/day), rage pow-
  ers (animal fury, increased damage reduction +1, no 
  escape, raging leaper +11, superstition +4)
  Base Statistics 
  When not raging, the barbarian’s statistics are AC 19, 
  touch 14, flat-footed 15; hp 109; Fort +11, Will +6; 
  no bonus vs. spells and spell-like or supernatural abili-
  ties; DR 2/—; Melee +1 orc double axe +16/+11/+6 
  (1d8+5/19–20/×3) or +1 orc double axe +14/+9/+4 
  (1d8+4/19–20/×3), +1 orc double axe +14/+9 
  (1d8+4/19–20/×3), bite +9 (1d4+1); Ranged mwk com-
  posite longbow +16/+11/+6 (1d8+3/×3); Str 16, Con 
  14; CMB +14; CMD 28; Skills Acrobatics +17 (+21 
  when jumping) Climb +8, Swim +8.
  STATISTICS
  Str 22, Dex 18, Con 20, Int 10, Wis 12, Cha 8
  Base Atk +11; CMB +17; CMD 29
  Feats Double Slice, Improved Critical (orc double axe), 
  Improved Two-Weapon Fighting, Two-Weapon Fighting, 
  Two-Weapon Rend, Weapon Focus (orc double axe)
  Skills Acrobatics +17 (+32 when jumping), Climb +11, 
  Intimidate +10, Perception +15, Ride +7, Stealth +14, 
  Survival +5, Swim +11
  SQ fast movement, orc blood, weapon familiarity
  Combat Gear potions of blur (2), potion of fly; Other 
  Gear +1 chain shirt, +1/+1 orc double axe, masterwork 
  composite longbow (+7 Str) with 20 arrows, belt of giant 
  strength +2, cloak of resistance +2, climber’s kit, 50 gp
  Alchemical Image-keeper
  Price 75 gp; Weight 10 lbs.
  This bulky contrivance, with tripod and attached shad-
  ow-box, uses alchemical processes to impress an image 
  before it onto a silver plate (15 gp each), the process 
  taking 2 rounds.  It is mostly used to circumvent magical 
  interference with the image, or for required accuracy.
  Purple Duck Note: If you use this for Wetham Bullrunner, 
  subtract 75 gp from his store of coins at 5th level, and add 
  “alchemical image-keeper” to his Gear.
  
  — 43 —
  Table 9.1 - Dragon Disciple  
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
   1 
  2 
  3 
  4 
  5 
  6 
  1st 
  +0 
  +2 
  +0 
  +2 
  Cantrips, claws, dragon arcana, draconic 
  nature, Eschew Materials 
  1 
  — — — — — 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Bite 
  2 
  — — — — — 
  3rd 
  +2 
  +3 
  +1 
  +3 
  Dragon spells, natural armor (+1), resis-
  tance (5) 
  3 
  — — — — — 
  4th 
  +3 
  +4 
  +1 
  +4 
  Breath weapon (1/day) 
  3 
  1 
  — — — — 
  5th 
  +3 
  +4 
  +1 
  +4 
  Ability boost (Str +2), bonus feat, claws 
  (magic) 
  4 
  2 
  — — — — 
  6th 
  +4 
  +5 
  +2 
  +5 
  Natural armor (+2), spellbite 
  4 
  3 
  — — — — 
  7th 
  +5 
  +5 
  +2 
  +5 
  Breath (2/day), claws (1d6) 
  4 
  3 
  1 
  — — — 
  8th 
  +6/+1 
  +6 
  +2 
  +6 
  Ability boost (Con +2) 
  4 
  4 
  2 
  — — — 
  9th 
  +6/+1 
  +6 
  +3 
  +6 
  Natural armor (+3), resistance (10) 
  5 
  4 
  3 
  — — — 
  10th 
  +7/+2 
  +7 
  +3 
  +7 
  Blindsense 30 ft., breath (3/day) 
  5 
  4 
  3 
  1 
  — — 
  11th 
  +8/+3 
  +7 
  +3 
  +7 
  Ability boost (Str +2), bonus feat, bite 
  (energy damage) 
  5 
  4 
  4 
  2 
  — — 
  12th 
  +9/+4 
  +8 
  +4 
  +8 
  Natural armor (+4) 
  5 
  5 
  4 
  3 
  — — 
  13th 
  +9/+4 
  +8 
  +4 
  +8 
  Breath (4/day), dragon form (1/day) 
  5 
  5 
  4 
  3 
  1 
  — 
  14th 
  +10/+5 
  +9 
  +4 
  +9 
  Ability boost (Int +2), claws (energy 
  damage) 
  5 
  5 
  4 
  4 
  2 
  — 
  15th 
  +11/+6/+1 
  +9 
  +5 
  +9 
  Natural armor (+5), resistance (15), 
  wings (60 ft.) 
  5 
  5 
  5 
  4 
  3 
  — 
  16th 
  +12/+7/+2 
  +10 
  +5 
  +10 
  Breath (5/day), dragon form (2/day) 
  5 
  5 
  5 
  4 
  3 
  1 
  17th 
  +12/+7/+2 
  +10 
  +5 
  +10 
  Ability boost (Str +2), blindsense (60 ft.), 
  bonus feat 
  5 
  5 
  5 
  4 
  4 
  2 
  18th 
  +13/+8/+3 
  +11 
  +6 
  +11 
  Natural armor (+6) 
  5 
  5 
  5 
  5 
  4 
  3 
  19th 
  +14/+9/+4 
  +11 
  +6 
  +11 
  Breath (6/day), dragon form (3/day) 
  5 
  5 
  5 
  5 
  5 
  4 
  20th 
  +15/+10/+5 +12 
  +6 
  +12 
  Ability boost (Cha +2), power of wyrms, 
  wings (90 ft.) 
  5 
  5 
  5 
  5 
  5 
  5
  Dragon Disciple
  As some of the most ancient, powerful, and capricious 
  creatures in existence, dragons occasionally enter into 
  trysts with unsuspecting mortals or sire offspring with 
  exceptional individuals. Likewise, the great power wield-
  ed by these creatures has long intrigued wizards and 
  alchemists who have sought various magical methods to 
  infuse their bodies with draconic power. As a result, the 
  blood of dragons runs through the veins of many races. 
  For some, this heritage manifests as a sorcerous blood-
  line; for others the power of their draconic ancestors 
  becomes an obsession and they focus all their magic on 
  expressing it, becoming something close to true dragons. 
  Prestige Class: Dragon disciple. 
  Build Classes: Magus, sorcerer. 
  Role: With the magic at their disposal, dragon disciples 
  can assume the typical role of a magic-user, hampering 
  the movement of the enemy and hurling damage-dealing 
  spells at their opponents. The dragon disciples’ draconic 
  abilities make these versatile spellcasters even more for-
  midable, as they use their breath, natural weapons, and 
  flight to destroy their foes directly. 
  Alignment: Dragon disciples can be of any alignment, 
  although they tend to be more chaotic than lawful. 
  Those dragon disciples that assume the traits of chro-
  
  — 44 —
  Table 6.2 - Dragon Disciple Spells Known 
  Level Spells Known 
  0th 
  1st 
  2nd 
  3rd 
  4th 
  5th 
  6th 
  1st 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  2nd 
  5 
  3 
  — 
  — 
  — 
  — 
  — 
  3rd 
  6 
  4 
  — 
  — 
  — 
  — 
  — 
  4th 
  6 
  4 
  2 
  — 
  — 
  — 
  — 
  5th 
  6 
  4 
  3 
  — 
  — 
  — 
  — 
  6th 
  6 
  4 
  4 
  — 
  — 
  — 
  — 
  7th 
  6 
  5 
  4 
  2 
  — 
  — 
  — 
  8th 
  6 
  5 
  4 
  3 
  — 
  — 
  — 
  9th 
  6 
  5 
  4 
  4 
  — 
  — 
  — 
  10th 
  6 
  5 
  5 
  4 
  2 
  — 
  — 
  11th 
  6 
  6 
  5 
  4 
  3 
  — 
  — 
  12th 
  6 
  6 
  5 
  4 
  4 
  — 
  — 
  13th 
  6 
  6 
  5 
  5 
  4 
  2 
  — 
  14th 
  6 
  6 
  6 
  5 
  4 
  3 
  — 
  15th 
  6 
  6 
  6 
  5 
  4 
  4 
  — 
  16th 
  6 
  6 
  6 
  5 
  5 
  4 
  2 
  17th 
  6 
  6 
  6 
  6 
  5 
  4 
  3 
  18th 
  6 
  6 
  6 
  6 
  5 
  4 
  4 
  19th 
  6 
  6 
  6 
  6 
  5 
  5 
  4 
  20th 
  6 
  6 
  6 
  6 
  6 
  5 
  5 
  Table 6.3 - Dragon Disciple Breath Weapon 
  Dragon Type 
  Energy Type 
  Breath Shape 
  Black 
  Acid 
  60-foot line 
  Blue 
  Electricity 
  60-foot line 
  Green 
  Acid 
  30-foot cone 
  Red 
  Fire 
  30-foot cone 
  White 
  Cold 
  30-foot cone 
  Brass 
  Fire 
  60-foot line 
  Bronze 
  Electricity 
  60-foot line 
  Copper 
  Acid 
  60-foot line 
  Gold 
  Fire 
  30-foot cone 
  Silver 
  Cold 
  30-foot cone 
  matic dragons, such as bestial white and fearsome red 
  dragons, have a proclivity for evil. Conversely, those that 
  take after the metallic dragons, such as stoic brass and 
  chivalric gold dragons, are often of good alignments. 
  Hit Die: d10 (Dragon Disciples have Hit Dice greater 
  than their Base Attack Bonus would dictate).
  Starting Gold: 4d6 x 10 (140 gp)
  Class Skills 
  The dragon disciple’s class skills (and the key ability 
  for each skill) are Climb (Str), Craft (Int), Diplomacy 
  (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), 
  Knowledge (all skills taken individually) (Int), Percep-
  tion (Wis), Profession (Wis), Spellcraft (Int), Swim (Str), 
  and Use Magic Device (Cha). 
  Skill Ranks at Each Level: 2 + Int modifier. 
  Class Features 
  These are all the class features of the dragon disciple. 
  Weapon and Armor Proficiency: Dragon disciples 
  are proficient with all simple and martial weapons and 
  with light armor. They are not proficient with shields. 
  Many dragon disciples prefer to rely entirely on natural 
  weapons. A dragon disciple can cast magus spells while 
  wearing light armor without incurring the normal arcane 
  spell failure chance. Like any other arcane spellcaster, a 
  dragon disciple 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 
  dragon disciple still incurs the normal arcane spell failure 
  chance for arcane spells received from other classes. 
  Spells: A dragon disciple casts arcane spells drawn from 
  the magus spell list. He can cast any spell he knows 
  without preparing it ahead of time, assuming he has not 
  yet used up his allotment of spells per day for the spell’s 
  level. 
     To learn or cast a spell, a dragon disciple must have a 
  Charisma score equal to at least 10 + the spell level. The 
  Difficulty Class for a saving throw against a dragon dis-
  ciple’s spell is 10 + the spell level + the dragon disciple’s 
  Charisma modifier. 
     A dragon disciple can cast only a certain number of 
  spells of each spell level each day. His base daily spell 
  allotment is given on Table 9.1 - Dragon Disciple. In ad-
  dition, he receives bonus spells per day if he has a high 
  Charisma score (see Table: Ability Modifiers and Bonus 
  Spells). 
     A dragon disciple’s selection of spells is extremely lim-
  ited. A dragon disciple begins play knowing four 0-level 
  spells and two 1st-level spells of the dragon disciple’s 
  choice. At each new dragon disciple level, he gains one 
  or more new spells as indicated on Table: Dragon Dis-
  ciple Spells Known. (Unlike spells per day, the number 
  of spells a dragon disciple knows is not affected by his 
  
  — 45 —
  Charisma score. The numbers on Table 9.2 - Dragon 
  Disciple Spells Known are fixed.) 
     Upon reaching 4th level, and at every third dragon 
  disciple level thereafter (7th, 10th, and so on), a dragon 
  disciple can choose to learn a new spell in place of one 
  he already knows. In effect, the dragon disciple “loses” 
  the old spell in exchange for the new one. The new 
  spell’s level must be the same as that of the spell being 
  exchanged, and it must be at least one level lower than 
  the highest-level dragon disciple spell he can cast. A 
  dragon disciple may swap out only a single spell at any 
  given level and must choose whether or not to swap the 
  spell at the same time that he gains new spells known for 
  the level. 
  Automatic Language: A dragon disciple learns Draconic 
  at first level. This is in addition to any other languages 
  known and does not count against the character’s bonus 
  languages. 
  Cantrips: Dragon disciples learn a number of cantrips, 
  or 0-level spells, as noted on Table 9.2 - Dragon Disciple 
  Spells Known. These spells are cast like any other spell, 
  but they do not consume any slots and may be used 
  again. 
  Claws (Su) At 1st level, the dragon disciple grows claws. 
  These claws are primary natural attacks, allowing him to 
  make two claw attacks using his full base attack bonus. 
  Each claw attack deals 1d4 points of damage plus his 
  Strength modifier (1d3 if Small). At 5th level, these 
  claws are considered magic weapons for the purpose 
  of overcoming DR. At 7th level, the damage increases 
  by one step to 1d6 points of damage (1d4 if Small). At 
  14th level, these claws deal an additional 1d6 points of 
  damage of energy damage of the same type as the dragon 
  disciple’s breath weapon. He can use this power at will, 
  and can use his claws as hands normally, but he cannot 
  make claw attacks when holding something in his claws. 
  Dragon Arcana: Whenever a dragon disciple casts a 
  spell with an energy descriptor that matches his dragon 
  disciple breath weapon energy type, that spell deals +1 
  point of damage per die rolled. You must choose this 
  energy type at 1st level even though you do not gain the 
  breath weapon until 4th level.
  Draconic Nature: The dragon disciple functions as both 
  a humanoid and as a dragon in regard to effects that 
  target certain creature types, such as charm person or a 
  ranger’s favored enemy. 
      As he advances in level, the dragon disciple grows 
  more and more draconic in form. Any Disguise checks 
  made to conceal his draconic nature takes a penalty of -1 
  per class level. 
  Eschew Materials: A dragon disciple gains Eschew Ma-
  terials as a bonus feat at 1st level. 
  Bite (Su): At 2nd level, the dragon disciple gains a bite 
  primary natural attack. This deals 1d6 points of damage 
  (1d4 if the dragon disciple is Small), plus 1½ times the 
  dragon disciple’s Strength modifier, and is considered a 
  magic attack for penetrating damage reduction. Upon 
  reaching 11th level, this bite also deals 1d6 points of 
  energy damage of the same type as the dragon disciple’s 
  breath weapon. 
     A dragon disciple can choose to cast a spell in lieu of 
  making a bite attack. On a full attack he makes two claw 
  attacks and can also cast any spell from the magus spell 
  list with a casting time of 1 standard action. If he casts 
  this spell defensively, he can decide to take an additional 
  penalty on his attack rolls, up to his Charisma bonus, 
  and add the same amount as a circumstance bonus on 
  his concentration check. If the check fails, the spell is 
  wasted, but he can still make his other attacks and the 
  attacks still take the penalty. 
     A dragon disciple can choose to cast the spell first or 
  make the attacks first, but he cannot cast the spell be-
  tween physical attacks. He can both attack and perform 
  somatic components with claws in the same round. If he 
  makes a weapon attack, all attack rolls this round suffer a 
  -2 penalty and also needs one hand free if the spell has a 
  somatic component. 
  Dragon Spells: At 3rd level, and every three levels there-
  after until level 18, a dragon disciple learns an additional 
  spell. These spells are added to the dragon disciple’s spell 
  list and also added to his list of known spells and are 
  in addition to the number of spells given on Table 9.2 
  - Dragon Disciple Spells Known. He can cast these spells 
  without the chance of spell failure for armor just as he 
  can with magus spells. These spells cannot be exchanged 
  for different spells at higher levels. 
     This is the list of spells and the level at which they are 
  learned: magic fang (3rd), resist energy (6th), greater magic 
  fang (9th), fear (12th), spell resistance (15th), true seeing 
  (18th). 
  
  — 46 —
  stead of the free melee touch attack normally allowed to 
  deliver the spell, a dragon disciple can make one free bite 
  attack as part of casting this spell. If successful, this me-
  lee attack deals its normal damage as well as the effects 
  of the spell. This bite attack uses its normal critical range 
  (20, modified by the keen weapon property or similar 
  effects) and both the bite and spell cause double damage 
  on a confirmed critical hit. 
  Blindsense (Ex) At 10th level, the dragon disciple gains 
  blindsense with a range of 30 feet. Using non-visual 
  senses the dragon disciple notices things he cannot see. 
  He usually does not need to make Perception checks 
  to notice and pinpoint the location of creatures within 
  range of his blindsense ability, provided that he has line 
  of effect to that creature. He still suffers from the normal 
  concealment miss chance. At 17th level, the range of this 
  ability increases to 60 feet. 
  Dragon Form (Sp) At 13th level, a dragon disciple can 
  assume the form of a dragon. This ability works like form 
  of the dragon I. At 16th level, this ability functions as 
  form of the dragon II and the dragon disciple can use this 
  ability twice per day. At 19th level, this ability functions 
  Natural Armor (Ex) As his skin thickens, a dragon dis-
  ciple takes on more and more of his progenitor’s physi-
  cal aspect. At 3rd level, and every three levels thereafter, 
  a dragon disciple gains a +1 increase to the character’s 
  existing natural armor.
  Resistance (Ex) At 3rd level, the dragon disciple gains 
  resist 5 against the energy type his breath weapon inflicts 
  (see below). At 9th level, his energy resistance increases 
  to 10. At 15th level, his energy resistance increases to 15. 
  Breath Weapon (Su) At 4th level, the dragon disciple 
  gains a breath weapon. This breath weapon deals 1d6 
  points of damage of his energy type per dragon disciple 
  level. Those caught in the area of the breath receive a Re-
  flex save for half damage. The DC of this save is equal to 
  10 + ½ his dragon disciple level + his Charisma modifier. 
  The shape of the breath weapon depends on his dragon 
  type (as indicated on Table 9.3 – Dragon Disciple Breath 
  Weapon). At 4th level, the dragon disciple can use this 
  ability once per day. For every three levels after level 4, 
  he can use this ability an additional time per day, to a 
  maximum of 6 times per day at 19th level. After use, he 
  cannot employ his breath again for 1d4 rounds. 
  Ability Boost (Ex) As a dragon disciple gains levels in 
  this class, his ability scores increase as noted on Table 9.1 
  - Dragon Disciple. These increases stack and are gained as 
  if through level advancement. 
  • 
  At 5th level and again at level 11 and 17, the dragon 
  disciple gains a +2 bonus to Strength. 
  • 
  At 8th level the dragon disciple gains a +2 bonus to 
  Constitution. 
  • 
  At 14th level the dragon disciple gains a +2 bonus to 
  Intelligence. 
  • 
  At 20th level the dragon disciple gains a +2 bonus to 
  Charisma. 
  Bonus Feat: At 5th level, and every six levels thereafter, 
  a dragon disciple gains a bonus feat in addition to those 
  gained from normal advancement. These bonus feats 
  must be selected from this list: Blind-Fight, Great Forti-
  tude, Improved Initiative, Power Attack, Quicken Spell, 
  Skill Focus (Fly), Skill Focus (Knowledge [arcana]), 
  Toughness. He must meet the prerequisites for these 
  feats as normal. 
  Spellbite (Su): At 6th level, whenever a dragon disciple 
  casts a spell with a range of “touch” from the magus spell 
  list, he can deliver the spell as part of a bite attack. In-
  
  — 47 —
  as form of the dragon III and the dragon disciple can use 
  this ability three times per day. His caster level for this 
  effect is equal to his class level. Whenever he uses this 
  ability, he must assume the form of a dragon of the same 
  type as his bloodline. 
  Wings (Su) At 15th level, leathery dragon wings grow 
  from his back, giving him a fly speed of 60 feet with 
  average maneuverability. These wings can fold up so they 
  are not in the way, but they are hard to conceal, which 
  is subsumed in draconic nature above. At 20th level, the 
  flight speed improves to 90 feet. 
  Power Of Wyrms (Su) At 20th level, his draconic heri-
  tage becomes manifest. He gains immunity to paralysis, 
  sleep, and damage of his energy type. Also, his blind-
  sense becomes blindsight. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever he gains a level in a class of dragon disciple, 
  the following races have the option of choosing an alter-
  nate bonus depending on their race.
     Dwarf: Add +1/6 to the number of times per day you 
  can use your breath weapon.
     Elf: Add a +1/2 bonus to overcome spell resistance.
     Gnome: Add +1 bonus on concentration checks for 
  dragon disciple spells.
     Half-Elf: Add +1 bonus to use Diplomacy with crea-
  tures of the dragon type.
     Half-Orc: Add +1/2 damage bonus to spells that deal 
  fire damage.
     Halfling: Add +1/2 damage bonus to natural attacks.
     Human: Add one spell known from the dragon dis-
  ciple spell list. This spell must be at least one level below 
  the highest spell level the dragon disciple can cast.
  Sample Dragon Disciple Character
  Below is a sample dragon disciple player character cre-
  ated using these rules at levels 1, 5, 10, and 15. Favored 
  class bonus is used to provide additional skill points. 
  Dexter Pendragon (CR 1/2; XP 200)
  Male human dragon disciple 1
  NG Medium humanoid (dragon, human)
  Init +1; Senses Perception +0
  Defense
  AC 15, touch 11, flat-footed 14
  (+4 armor, +1 Dex)
  hp 14 (1d10+4)
  Fort +3, Ref +1, Will +2
  Offense
  Speed 30 ft.
  Melee 2 claws +2 (1d4+2)
  Ranged shortbow +1 (1d6/x3)
  Special Attacks dragon arcana (acid)
  Spells Known (CL 1st; concentration +3)
     1st (2/day)—corrosive touch, magic missile 
     0th (at-will)—acid splash, dancing lights, detect magic, 
  disrupt undead
  Statistics
  Str 14, Dex 12, Con 13, Int 8, Wis 10, Cha 15
  Base Atk +0; CMB +2; CMD 13
  Feats Combat Casting, Eschew Materials, Toughness
  Skills Fly +5, Spellcraft +3, Use Magic Device +6; ACP 
  -2
  Languages Common, Draconic
  Gear 10 arrows, backpack, chain shirt, dagger, map case, 
  shortbow; Coins 6 gp
  Demogrpahics
  Faith Veiloaria
  Homeland Originally Mount Xoa, none claimed now.
  Dexter Pendragon (CR 4; XP 1,200)
  Male human dragon disciple 5
  NG Medium humanoid (dragon, human)
  Init +1; Senses Perception +0
  Defense
  AC 18, touch 11, flat-footed 17
  (+6 armor, +1 Dex, +1 natural)
  hp 42 (5d10+10)
  Fort +8, Ref +3, Will +5
  Resist acid 5
  Offense
  Speed 30 ft.
  Melee 2 claws +6 (1d4+3), bite +6 (1d6+4)
  Ranged +1 composite shortbow (+3 Str) +5 (1d6+3/x3)
  
  — 48 —
  Special Attacks breath weapon 1/day (60-ft. line, 5d6 
  acid; R-DC 15), dragon arcana (acid), magic attacks 
  (bite, claws)
  Spells Known (CL 5th; concentration +8)
     2nd (3/day)—acid arrow, invisibility, spider climb
     1st (5/day)—corrosive touch, hydraulic push, magic fang, 
  magic missile, shield
     0th (at-will)—acid splash, dancing lights, detect magic, 
  disrupt undead, ray of frost, read magic
  Statistics
  Str 16, Dex 12, Con 13, Int 8, Wis 10, Cha 16
  Base Atk +3; CMB +6; CMD 17
  Feats Burning Spell, Combat Casting, Eschew Materials, 
  Great Fortitude, Piercing Spell, Toughness
  Skills Fly +9, Spellcraft +7, Use Magic Device +11; ACP 
  -1
  Languages Common, Draconic
  Combat Gear potion of cure light wounds; Gear 10 ar-
  rows, backpack, cloak of resistance +1, chain shirt +2, 
  dagger, map case, necklace of fireballs (type II), +1 compos-
  ite shortbow (+3 Str); Coins 42 gp
  Demogrpahics
  Faith Veiloaria
  Homeland Originally Mount Xoa, none claimed now.
  Dexter Pendragon (CR 9; XP 6,400)
  Male human dragon disciple 10
  NG Medium humanoid (dragon, human)
  Init +1; Senses blindsense 30 ft.; Perception +0
  Defense
  AC 21, touch 11, flat-footed 20
  (+7 armor, +1 Dex, +3 natural)
  hp 99 (10d10+40)
  Fort +13, Ref +5, Will +8
  Resist acid 10
  Offense
  Speed 30 ft.
  Melee 2 claws +10 (1d6+3), bite +10 (1d6+4)
  Ranged +1 composite shortbow (+3 Str) +8/+3 (1d6+3/
  x3)
  Special Attacks breath weapon 3/day (60-ft. line, 10d6 
  acid; R-DC 18), dragon arcana (acid), magic attacks 
  (bite, claws), spellbite
  Spells Known (CL 10th; concentration +13)
     4th (1/day)—dragon’s breath (R-DC 17), greater invis-
  ibility 
     3rd (4/day)—aqueous orb (R-DC 16), elemental aura 
  (R-DC 16), fly, greater magic fang, water breathing
     2nd (10/day)—acid arrow, invisibility, elemental touch, 
  resist energy, spider climb, web 
     1st (6/day)—burning hands (R-DC 14), corrosive 
  touch, hydraulic push, magic fang, magic missile, shield 
     0th (at-will)—acid splash, dancing lights, detect magic, 
  disrupt undead, ray of frost, read magic 
  Statistics
  Str 16, Dex 12, Con 16, Int 8, Wis 10, Cha 16
  Base Atk +7; CMB +10; CMD 21
  Feats Burning Spell, Combat Casting, Disruptive Spell, 
  Elemental Spell (acid), Eschew Materials, Great Forti-
  tude, Piercing Spell, Toughness
  Skills Fly +14, Spellcraft +12, Use Magic Device +15; 
  ACP -1
  Languages Common, Draconic
  Combat Gear 2 potions of cure moderate wounds; Gear 
  10 arrows, backpack, cloak of resistance +1, chain shirt 
  +3, dagger, magnetist’s gloves, map case, necklace of 
  fireballs (type II), +1 composite shortbow (+3 Str), ring of 
  wizardry II; Coins 312 gp
  Demogrpahics
  Faith Veiloaria
  Homeland Originally Mount Xoa, none claimed now.
  Dexter Pendragon (CR 14; XP 38,400)
  Male human dragon disciple 15
  NG Medium humanoid (dragon, human)
  Init +5; Senses blindsense 30 ft.; Perception +0
  Defense
  AC 25, touch 11, flat-footed 24
  (+9 armor, +1 Dex, +5 natural)
  hp 147 (15d10+60)
  Fort +15, Ref +7, Will +10
  Resist acid 15
  Offense
  Speed 30 ft., fly 30 ft. (average)
  Melee 2 claws +15 (1d6+4 plus 1d6 acid), bite +15 
  (1d6+6 plus 1d6 acid)
  Ranged +5 giantbane composite shortbow (+4 Str) +12/+7 
  (1d6+4/x3)
  Special Attacks breath weapon 5/day (60-ft. line, 15d6 
  acid; R-DC 20), dragon arcana (acid), magic attacks 
  (bite, claws), spellbite
  Spell-Like Abilities (CL 15; concentration +18)
    1/day—form of dragon I (copper)
  Spells Known (CL 15th; concentration +18)
     5th (3/day)—acidic spray (R-DC 18), corrosive con-
  sumption, telekinesis, spell resistance, wall of stone
     4th (4/day)—black tentacles, dragon’s breath (R-DC 
  17), fear (W-DC 17), greater invisibility, vermin shape I 
     3rd (8/day)—aqueous orb (R-DC 16), arcane sight, 
  blink, elemental aura (R-DC 16), greater magic fang, 
  
  — 49 —
  water breathing
     2nd (10/day)—acid arrow, invisibility, elemental touch, 
  resist energy, scorching ray, spider climb, web 
     1st (6/day)—burning hands (R-DC 14), corrosive 
  touch, feather fall, hydraulic push, magic fang, magic mis-
  sile, shield 
     0th (at-will)—acid splash, dancing lights, detect magic, 
  disrupt undead, ray of frost, read magic 
  Statistics
  Str 18, Dex 12, Con 16, Int 10, Wis 10, Cha 17
  Base Atk +11; CMB +14; CMD 25
  Feats Burning Spell, Combat Casting, Disruptive Spell, 
  Elemental Spell (acid), Eschew Materials, Extend Spell, 
  Great Fortitude, Improved Initiative, Piercing Spell, 
  Spell Penetration, Toughness, Widen Spell
  Skills Fly +19, Knowledge (arcana) +18, Spellcraft +18, 
  Use Magic Device +21; ACP -1
  Languages Common, Draconic
  Combat Gear 4 potions of cure serious wounds, 2 potions 
  of haste; Gear 10 arrows, backpack, cloak of resistance +1, 
  light fortification chain shirt +5, dagger, magnetist’s gloves, 
  map case, medallion of thoughts, necklace of fireballs (type 
  II), +5 giantbane composite shortbow (+3 Str), ring of wiz-
  ardry II, ring of wizardry III; Coins 1,218 gp
  Demogrpahics
  Faith Veiloaria
  Homeland Originally Mount Xoa, none claimed now.
  “The only thing that makes life worthwhile is travel. Every 
  morning brings a new horizon.”
  Strange even from birth, Dexter always had an odd way 
  about him even though he was physically normal.  He 
  stared a little too hard at things, took a little too long to 
  think before acting, paused before speaking enough for 
  people to think was a little simple.  For the first few years 
  of his life, his peasant parents simply thought he was 
  slow and kept him inside for fear their neighbors would 
  think him ‘touched’ or cursed.
  Dexter was not slow; he was simply developing at the 
  rate of someone with draconic blood; those metareptiles 
  don’t consider a being sentient until it has passed its first 
  decade.  Sparked into activity by his magical talent, this 
  blood forced him into a sort of learning dolor until he 
  was nearly ten.  Then, one day, he woke up.  He started 
  talking with near perfect fluency, reading voraciously, 
  and helping around his family home with an almost 
  unnatural strength for his age.  Though his parents had 
  no explanation for this change in his behavior, they were 
  glad to see him doing better.  With the presence in their 
  bloodline so far back in the past, they would have no 
  way of knowing any different.  
  Then came the day he was badly injured in a rockslide 
  that claimed a dozen lives in his village despite Dex-
  ter’s best efforts to save them.  The only survivor of the 
  catastrophe, he healed quickly but his injuries were 
  marked with odd copper-tinged scars.  His left eye, 
  which everyone thought he would lose, came back black 
  and resembling that of a cold-blooded reptile.  There was 
  no hiding his strange gifts any longer.  Rather than reject 
  him for being different, his fellow villagers praised him 
  for his heroism during the avalanche and accepted him 
  for whatever he was.  Deep down, however, Dexter could 
  not shake his growing wanderlust.  This was not his 
  home, not any longer- his new life was calling to him.  
  His injuries had awakened more than just his flesh.  He 
  felt a strong need to discover the truth about his past, 
  one that finally drew him away from his family and 
  friends.  Gathering what little he owned, Dexter took 
  the name ‘Pendragon’ as a nod to his nature and set off 
  to find some answers.
  Dexter first got some of those answers he sought when 
  he came in contact with his first dragon- a startling event 
  for any young, inexperienced adventurer!  It was in New 
  Wathis, in a travelling recruitment show for the Order 
  of the Wyrm, a somewhat disreputable “brotherhood” 
  of lesser sons of lesser nobles of backward provinces that 
  regularly send expeditions into the Wyrm’s Quarter of 
  the northern reaches of Kesh.  Because the Order had 
  been so regularly ridiculed for not having anything to 
  show for their so-called expeditions, they were parading 
  around a captive dragon, actually a congenitally dwarfed 
  crystal dragon, quite weak, but still able to speak with 
  Dexter… but he has not spoken of what he learned 
  there.  He still bears a crystal scale, though.
  This quest has continued for many years now, with 
  Pendragon coming across all sorts of fellow travelers and 
  discovering many new lands.  Though he has learned 
  little about himself, he does not consider the long years 
  wasted.  So long as there are new places to go, Pendragon 
  the Wanderer is quite content.
  
  — 50 —
  Table 7-1 - Duelist Class Table
  Level Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special 
  1st 
  +1 
  +2 
  +2 
  +0 
  Canny defense, precise strike, Weapon Finesse 
  2nd 
  +2 
  +3 
  +3 
  +0 
  Dodge, bravery +1
  3rd 
  +3 
  +3 
  +3 
  +1 
  Improved reaction +2, parry 1/round 
  4th 
  +4 
  +4 
  +4 
  +1 
  Mobility 
  5th 
  +5 
  +4 
  +4 
  +1 
  Riposte 
  6th 
  +6/+1 
  +5 
  +5 
  +2 
  Bravery +2, grace 
  7th 
  +7/+2 
  +5 
  +5 
  +2 
  Cunning opportunist 
  8th 
  +8/+3 
  +6 
  +6 
  +2 
  Parry 2/round 
  9th 
  +9/+4 
  +6 
  +6 
  +3 
  Acrobatic charge 
  10th +10/+5 
  +7 
  +7 
  +3 
  Bonus feat , bravery +3
  11th +11/+6/+1 
  +7 
  +7 
  +3 
  Enhanced mobility 
  12th +12/+7/+2 
  +8 
  +8 
  +4 
  Elaborate defense 
  13th +13/+8/+3 
  +8 
  +8 
  +4 
  Improved reaction +4, parry 3/round 
  14th +14/+9/+4 
  +9 
  +9 
  +4 
  Bonus feat , bravery +4
  15th +15/+10/+5 
  +9 
  +9 
  +5 
  No retreat 
  16th +16/+11/+6/+1 
  +10 
  +10 
  +5 
  Aggressive defense
  17th +17/+12/+7/+2 
  +10 
  +10 
  +5 
  Deflect Arrows 
  18th +18/+13/+8/+3 
  +11 
  +11 
  +6 
  Bonus feat, bravery +5, parry 4/round 
  19th +19/+14/+9/+4 
  +11 
  +11 
  +6 
  Duel mastery 
  20th +20/+15/+10/+5 
  +12 
  +12 
  +6 
  Crippling critical
  Duelist 
  Duelists represent the pinnacle of elegant swordplay. 
  They move with a grace unmatched by most foes, par-
  rying blows and countering attacks with swift thrusts 
  of their blades. They eschew bulky armor as their grace 
  allows them to dodge their opponents with ease. While 
  others flounder on treacherous terrain, duelists charge 
  nimbly across the battlefield. They thrive in melee, where 
  their skill with the blade allows them to make sudden at-
  tacks against clumsy foes and to cripple opponents with 
  particularly well-placed thrusts of the blade.  
  Prestige Class: Duelist. 
  Build Classes: Fighter. 
  Role: Duelists fight in the forefront alongside fighters, 
  barbarians, and other melee combatants, deftly avoiding 
  the blades of their opponents while expertly targeting 
  their vulnerabilities. 
  Alignment: Any. 
  Hit Die: d10. 
  Starting Gold: 4d6 x 10 (140 gp average).
  Class Skills 
  The duelist’s class skills (and the key ability for each skill) 
  are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft 
  (Int), Diplomacy (Cha), Escape Artist (Dex), Intimidate 
  (Cha), Knowledge (local) (Int), Knowledge (nobility) 
  (Int), Profession (Wis), Ride (Dex), Swim (Str) 
  Skill Ranks at Each Level: 2 + Int modifier. 
  Class Features 
  These are all the class features of the duelist. 
  Weapon and Armor Proficiency: Duelists are profi-
  cient with all simple and martial weapons and with light 
  armor and shields (excluding tower shields). 
  Canny Defense (Ex): When wearing light or no armor 
  and not using a large or tower shield, a duelist adds a 
  dodge bonus to her armor class and CMD equal to her 
  Intelligence bonus, up to her duelist level, while wielding 
  a manufactured melee weapon. If a duelist is caught un-
  
  — 51 —
  armed or is flat-footed or otherwise denied her Dexterity 
  bonus, she also loses this bonus. 
  Precise Strike (Ex): A duelist gains the ability to strike 
  precisely with a light or one-handed piercing weapon, 
  adding her duelist level to her damage roll as precision 
  damage. 
     When making a precise strike, a duelist cannot at-
  tack with a weapon in her other hand or use a shield. A 
  duelist’s precise strike only works against living creatures 
  with discernible anatomies. Any creature that is immune 
  to critical hits is also immune to a precise strike, and any 
  item or ability that protects a creature from critical hits 
  also protects a creature from a precise strike.
  Weapon Finesse: A duelist gains Weapon Finesse as a 
  bonus feat at 1st level. If she already knows this feat, the 
  duelist can select any combat feat she fulfills the prereq-
  uisites for instead. 
  Dodge: A duelist gains Dodge as a bonus feat at 2nd 
  level. She need not fulfill the prerequisites. If she already 
  knows this feat, the duelist can select any combat feat 
  she fulfills the prerequisites for instead. 
  Bravery (Ex): Starting at 2nd level, a duelist gains a +1 
  bonus on Will saves against fear. This bonus increases by 
  +1 for every four levels beyond 2nd. 
  Improved Reaction (Ex): At 3rd level, a duelist gains a 
  +2 bonus on initiative checks. At 13th level this bonus 
  increases to +4; This bonus stacks with the benefit pro-
  vided by the Improved Initiative feat. 
  Parry (Ex): At 3rd level a duelist learns to parry the 
  melee attacks of other creatures. To parry an attack, the 
  duelist makes an attack roll at her best attack bonus. 
  If this roll is greater than the attack roll of the attack-
  ing creature, the parry succeeds and the original attack 
  misses. The duelist declares the use of this ability after 
  the attack is rolled. 
     At 3rd level, the duelist can parry one attack per 
  round. For every 5 levels past level 3, the duelist can 
  parry an additional attack each round, to a maximum of 
  four parries per round at level 18. 
     On her next turn after a duelist made one or more par-
  ries, she is staggered. This condition cannot be negated 
  or removed in any way.
  Mobility: A duelist gains Mobility as a bonus feat at 4th 
  level. If she already knows this feat, the duelist can select 
  any combat feat she fulfills the prerequisites for instead. 
  Riposte (Ex): At 5th level, when the duelist successfully 
  parries an attack, she can make an attack of opportunity 
  on the attacker if she is within reach. 
  Grace (Ex): At 6th level, a duelist gains a +2 competence 
  bonus on all Reflex saving throws. This ability functions 
  for a duelist only when she is wearing light or no armor 
  and not using a shield. 
  Cunning Opportunist (Ex): At 7th level, the duelist 
  may make a number of additional attacks of opportunity 
  per round equal to her Intelligence bonus. This stacks 
  with the benefits of Combat Reflexes. 
  Acrobatic Charge (Ex): At 9th level, a duelist gains the 
  ability to charge in situations where others cannot. She 
  may charge over difficult terrain that normally slows 
  movement. Depending on the circumstance, she may 
  still need to make appropriate checks to successfully 
  move over the terrain. 
  Bonus Feats: At level 10, and every 4 levels thereafter, 
  the duelists chooses a combat feat as a bonus feat. She 
  needs to fulfill the prerequisites of these feats as normal. 
  Enhanced Mobility (Ex): Starting at 11th level, when 
  wearing light or no armor and not using a shield, a duel-
  ist gains an additional +4 bonus to AC against attacks of 
  opportunity caused when she moves out of a threatened 
  square. 
  Elaborate Defense (Ex): At 12th level and higher, if a 
  duelist chooses to fight defensively or use total defense in 
  melee combat, she gains an additional +2 dodge bonus 
  to AC. This improves to a +3 bonus at level 18. 
  No Retreat (Ex): At 15th level, enemies adjacent to the 
  duelist that take a withdraw action provoke an attack of 
  opportunity from the duelist. 
  Aggressive Defense (Ex): At 16th level and higher, if a 
  duelist chooses to fight defensively or use total defense, 
  she can make an attack of opportunity against any op-
  ponent within reach who misses her with a melee attack. 
  
  — 52 —
  Deflect Arrows: At 17th level, a duelist gains the benefit 
  of the Deflect Arrows feat when using a light or one-
  handed piercing weapon. The duelist does not need a 
  free hand to use this feat. 
  Duel Mastery (Ex): At 19th level, as long as she wields a 
  melee weapon, the duelist gains a DR 5/-. 
  Crippling Critical (Ex): When a level 20 duelist con-
  firms a critical hit using light or one-handed piercing 
  weapon, she can apply one of the following penalties in 
  addition to the damage dealt: 
  • 
  Reduce all of the target’s speeds by 10 feet (mini-
  mum 5 feet) 
  • 
  1d4 points of Strength or Dexterity damage 
  • 
  –4 penalty on all saving throws 
  • 
  –4 penalty to Armor Class 
  • 
  2d6 points of bleed damage. 
  These penalties last for 1 minute, except for ability dam-
  age, which must be healed normally, and bleed damage, 
  which continues until the target receives magic healing 
  or a DC 15 Heal skill check. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever he gains a level in a class of duelist, the follow-
  ing races have the option of choosing an alternate bonus 
  depending on their race.
     Dwarf: Add 1 ft. to your base speed. In combat this 
  option has no effect unless you have selected it five times 
  (or another increment of five).
     Elf: Add +1/6 bonus to AC to avoid attacks of oppor-
  tunity when moving.  
     Gnome: Add +1/2 bonus to the damage dealt by a 
  light or finesse weapon. 
     Half-Elf: Add +1/3 bonus to CMB to attempt a repo-
  sition.
     Half-Orc: Choose a light weapon or any weapon 
  with “elven” or “orcish” in its name. Add +1/2 on criti-
  cal hit confirmation rolls made while using that weapon 
  (maximum bonus of +4). This bonus does not stack with 
  Critical Focus.
     Halfling: Add a +1/3 bonus to CMB to attempt a 
  dirty trick.
     Human: Add a +1/3 bonus to CMD to resist disarm 
  and sunder attempts. 
  Sample Duelist
  Below is a sample duelist player character created
  using these rules at levels 1, 5, 10, and 15. Favored class
  bonus is used to provide additional hit points.
  Strigon Sava (CR ½; XP 200)
  Male dhampir duelist 1
  LG Medium humanoid (dhampir)
  Init +3; Senses darkvision 60 ft., low-light vision; Per-
  ception +1
  Defense
  AC 17, touch 14, flat-footed 13
  (+3 armor, +3 Dex, +1 dodge)
  hp 11 (1d10+1)
  Fort +2, Ref +5, Will -1; +2 vs. disease, mind-affecting
  Defensive Abilities canny defense, resist level drain
  Weakness light sensitivity
  Offense
  Speed 30 ft.
  Melee rapier +4 (1d6+1/18-20)
  Ranged shortbow +4 (1d6/x3)
  Special Attacks precise strike
  Spell-Like Abilities (CL 1st; concentration +3)
     3/day—detect undead
  Statistics
  Str 10, Dex 17, Con 11, Int 14, Wis 8, Cha 14
  Base Atk +1; CMB +4; CMD 15
  Feats Agile Maneuvers, Weapon Finesse
  Skills Acrobatics +6, Bluff +8, Escape Artist +6, Knowl-
  edge (nobility) +6; Racial Modifiers +2 Bluff, +2 Per-
  ception; ACP -1
  SQ negative energy affinity
  Languages Common, Elven, Orc
  Combat Gear 20 arrows, 2 flasks of acid; Gear back-
  pack, belt pouch, rapier, shortbow, signal whistle, signet 
  ring, studded leather armor; Coins 7 gp
  Demographics
  Faith atheist
  Homeland The Kingdom of Iskander
  Strigon Sava (CR 4; XP 1,200)
  Male dhampir duelist 5
  LG Medium humanoid (dhampir)
  Init +6; Senses darkvision 60 ft., low-light vision; Per-
  ception +1
  Defense
  AC 20, touch 16, flat-footed 14
  (+4 armor, +4 Dex, +3 dodge)
  hp 37 (5d10+5)
  Fort +4, Ref +7, Will +0; +2 vs. disease, mind-affecting
  
  — 53 —
  Defensive Abilities bravery +1, canny defense, improved 
  reaction +2, parry 1/round, resist level drain
  Weakness light sensitivity
  Offense
  Speed 30 ft.
  Melee +1 thundering rapier +9 (1d6+6/18-20 plus 1d8 
  sonic)
  Ranged shortbow +8 (1d6/x3)
  Special Attacks precise strike, riposte
  Spell-Like Abilities (CL 5th; concentration +7)
     3/day—detect undead
  Statistics
  Str 10, Dex 18, Con 11, Int 14, Wis 8, Cha 14
  Base Atk +5; CMB +9 (+11 disarm); CMD 22 (24 vs. 
  disarm)
  Feats Agile Maneuvers, Combat Expertise, Dodge, Im-
  proved Disarm, Mobility, Weapon Finesse
  Skills Acrobatics +10, Bluff +12, Escape Artist +10, 
  Knowledge (nobility) +10; Racial Modifiers +2 Bluff, 
  +2 Perception
  SQ negative energy affinity
  Languages Common, Elven, Orc
  Combat Gear 20 arrows, 4 flasks of acid; Gear back-
  pack, belt pouch, hand of the mage, shortbow, signal 
  whistle, signet ring, +1 studded leather armor, +1 thun-
  dering rapier; Coins 85 gp
  Demographics
  Faith atheist
  Homeland The Kingdom of Iskander
  Strigon Sava (CR 9; XP 6,400)
  Male dhampir duelist 10
  LG Medium humanoid (dhampir)
  Init +6; Senses darkvision 60 ft., low-light vision; Per-
  ception +1
  Defense
  AC 25, touch 21, flat-footed 17
  (+4 armor, +3 deflection, +4 Dex, +4 dodge)
  hp 69 (10d10+10)
  Fort +7, Ref +12, Will +2; +2 vs. disease, mind-affecting
  Defensive Abilities bravery +3, canny defense, grace, 
  improved reaction +2, parry 2/round, resist level drain
  Weakness light sensitivity
  Offense
  Speed 30 ft.
  Melee +3 thundering rapier +16/+11 (1d6+13/18-20 
  plus 1d8 sonic)
  Ranged mwk shortbow +14/+9 (1d6/x3)
  Special Attacks acrobatic charge, cunning opportunist, 
  precise strike, riposte
  Spell-Like Abilities (CL 10st; concentration +12)
     3/day—detect undead
  Statistics
  Str 10, Dex 18, Con 11, Int 17, Wis 8, Cha 14
  Base Atk +10; CMB +14 (+18 disarm); CMD 28 (32 
  vs. disarm)
  Feats Agile Maneuvers, Combat Expertise, Critical Fo-
  cus, Dodge, Greater Disarm, Improved Disarm, Mobil-
  ity, Weapon Finesse, Wind Stance
  Skills Acrobatics +15, Bluff +17, Escape Artist +15, 
  Knowledge (nobility) +15; Racial Modifiers +2 Bluff, 
  +2 Perception
  SQ negative energy affinity
  Languages Common, Elven, Orc
  Combat Gear 20 arrows, elixir of fire breath, 3 flasks of 
  acid; Gear backpack, belt pouch, hand of the mage, ioun 
  stone (scarlet and blue), ring of protection +3, mwk short-
  bow, signal whistle, signet ring, +1 studded leather armor, 
  +3 thundering rapier; Coins 165 gp
  Demographics
  Faith atheist
  Homeland The Kingdom of Iskander
  Strigon Sava (CR 14; XP 38,400)
  Male dhampir duelist 15
  LG Medium humanoid (dhampir)
  Init +8; Senses darkvision 60 ft., low-light vision; Per-
  ception +1
  Defense
  AC 30, touch 22, flat-footed 22
  (+8 armor, +4 deflection, +4 Dex, +4 dodge)
  hp 102 (15d10+15)
  Fort +9, Ref +14, Will +3; +2 vs. disease, mind-affecting
  Defensive Abilities bravery +4, canny defense, elaborate 
  defence, enhanced mobility, grace, improved reaction 
  +4, parry 3/round, resist level drain
  Weakness light sensitivity
  Offense
  Speed 30 ft.
  Melee +5 thundering rapier +23/+18/+13 (1d6+20/18-
  20 plus 1d8 sonic)
  Ranged mwk shortbow +19/+14/+9 (1d6/x3)
  Special Attacks acrobatic charge, cunning opportunist, 
  no retreat, precise strike, riposte
  Spell-Like Abilities (CL 15st; concentration +17)
     3/day—detect undead
  Statistics
  Str 10, Dex 18, Con 11, Int 17, Wis 8, Cha 14
  Base Atk +15; CMB +19 (+23 disarm); CMD 29 (33 
  vs. disarm)
  
  — 54 —
  Feats Agile Maneuvers, Bleeding Critical, Combat 
  Expertise, Critical Focus, Dodge, Greater Disarm, 
  Improved Disarm, Mobility, Spring Attack, Vital Strike, 
  Weapon Finesse, Whirlwind Attack, Wind Stance
  Skills Acrobatics +20, Bluff +22, Escape Artist +20, 
  Knowledge (nobility) +20; Racial Modifiers +2 Bluff, 
  +2 Perception
  SQ negative energy affinity
  Languages Common, Elven, Orc
  Combat Gear 20 arrows, elixir of fire breath, 3 flasks of 
  acid; Gear backpack, belt pouch, hand of the mage, ioun 
  stone (scarlet and blue), ring of protection +4, ring of spell 
  turning, mwk shortbow, signal whistle, signet ring, +5 
  studded leather armor, +5 thundering rapier; Coins 1,165 
  gp
  Demographics
  Faith atheist
  Homeland The Kingdom of Iskander
  “You call this a fight? Tell me, in what land is bleeding and 
  falling down considered good technique?”
  Strigon is a prime example of all scions of good not be-
  ing the same.  Though he has all the compunctions and 
  morals of the grandest of paladins, he is possessed of a 
  wicked streak that only shows itself in his dark sense of 
  humor.  Prone to tease and mock, he is well aware of his 
  behavior being unseemly.  He just cannot help himself.
  Strigon’s ill-humor comes from his conflicted inner 
  nature.  Raised by the paladin who rescued him as an 
  infant from a necropolis in the Pyynian Coast, his half-
  vampiric nature has always been difficult for him to fully 
  keep in check.  His adopted mother has made many 
  allowances for what he is, including very rare meats at 
  dinner time and allowing him to keep a mostly noctur-
  nal schedule.  She only drew the line at him acting on 
  his dark impulses, a ban that became harder to keep the 
  older Strigon grew.
  “Say whatever you like, but never do.”
  For years now, she has deeply regretted not saying ‘think 
  whatever you like’.  Strigon channeled his violent side 
  into study of the blade.  By the age of fifteen, he was 
  already a match for any other student in his academy.  
  By sixteen, he was regularly besting his trainers.  At eigh-
  teen, he won an open duel against the school’s headmas-
  ter.  “Don’t feel too bad,” he told the man as he helped 
  him up off the ground. “At your age, just lifting a rapier 
  is a triumph.”
  That was the day he was forcibly ‘graduated’ from the 
  College of Battle.  His long-suffering mother, herself the 
  target of his biting wit more than once, understood and 
  started looking for employment for her adder-tongued 
  son.  It did not take long for her to find a new merce-
  nary company seeking skilled swordsmen for honest 
  work.  What made it better was the fact that the com-
  pany was run by an old adventuring companion of hers.
  What made it perfect was the fact that the company 
  would be travelling far, far away…
  
  — 55 —
  Table 8.1 - Eldritch Hunter 
  Class 
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1st 
  +0 
  +2 
  +0 
  +2 
  Bloodline power, cantrips, 
  Eschew Materials 
  1 
  — — — — — — — — 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Combat style feat 
  2 
  — — — — — — — — 
  3rd 
  +2 
  +3 
  +1 
  +3 
  Bloodline power 
  3 
  — — — — — — — — 
  4th 
  +3 
  +4 
  +1 
  +4 
  Bloodline spell (level 1) 
  4 
  — — — — — — — — 
  5th 
  +3 
  +4 
  +1 
  +4 
  Combat style feat 
  5 
  — — — — — — — — 
  6th 
  +4 
  +5 
  +2 
  +5 
  Bloodline spell (level 2) 
  6 
  3 
  — — — — — — — 
  7th 
  +5 
  +5 
  +2 
  +5 
  Combat style feat 
  6 
  4 
  — — — — — — — 
  8th 
  +6/+1 
  +6 
  +2 
  +6 
  Bloodline spell (level 3) 
  6 
  5 
  3 
  — — — — — — 
  9th 
  +6/+1 
  +6 
  +3 
  +6 
  Bloodline power  
  6 
  6 
  4 
  — — — — — — 
  10th 
  +7/+2 
  +7 
  +3 
  +7 
  Bloodline spell (level 4) 
  6 
  6 
  5 
  3 
  — — — — — 
  11th 
  +8/+3 
  +7 
  +3 
  +7 
  Combat style feat 
  6 
  6 
  6 
  4 
  — — — — — 
  12th 
  +9/+4 
  +8 
  +4 
  +8 
  Bloodline spell (level 5) 
  6 
  6 
  6 
  5 
  3 
  — — — — 
  13th 
  +9/+4 
  +8 
  +4 
  +8 
  Spell critical 
  6 
  6 
  6 
  6 
  4 
  — — — — 
  14th 
  +10/+5 
  +9 
  +4 
  +9 
  Bloodline spell (level 6) 
  6 
  6 
  6 
  6 
  5 
  3 
  — — — 
  15th 
  +11/+6/+1 
  +9 
  +5 
  +9 
  Bloodline power 
  6 
  6 
  6 
  6 
  6 
  4 
  — — — 
  16th 
  +12/+7/+2 
  +10 +5 
  +10 Bloodline spell (level 7) 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  — — 
  17th 
  +12/+7/+2 
  +10 +5 
  +10 Combat style feat 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  — — 
  18th 
  +13/+8/+3 
  +11 +6 
  +11 Bloodline spell (level 8) 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  — 
  19th 
  +14/+9/+4 
  +11 +6 
  +11 Ranger magic 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  — 
  20th 
  +15/+10/+5 +12 +6 
  +12 Bloodline power, bloodline 
  spell (level 9) 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3
  Eldritch Hunter
  Eldritch hunters combine the perseverance of the hunter 
  with the mystic senses of the arcanist, allowing them to 
  take down their prey with uncanny precision. 
  Prestige Class: Eldritch knight. 
  Build Classes: Ranger, sorcerer.
   
  Role: Eldritch hunters are masters of the wild, alpha 
  predators using both might and magic to establish their 
  dominance. 
  Alignment: Any. 
  Hit Die: d8. 
  Starting Gold: 4d6 x 10 gp (140 gp average).
  Class Skills 
  The eldritch hunter’s class skills are Bluff (Cha), Climb 
  (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), 
  Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), 
  Knowledge (nature) (Int), Profession (Wis), Ride (Dex), 
  Spellcraft (Int), Stealth (Dex), Survival (Wis), Swim 
  (Str), Use Magic Device (Cha). 
  Skill Ranks Per Level: 2 + Int modifier. 
  Class Features 
  These are all the class features of the eldritch hunter. 
  Weapon and Armor Proficiency: An eldritch hunter 
  is proficient with all simple and martial weapons and 
  with light armor, medium armor, and shields (except 
  tower shields). Armor interferes with an eldritch hunter’s 
  movements, which can cause his spells with somatic 
  
  — 56 —
  Table 8.2 - Eldritch Hunter Spells Known  
  Class 
  Level
  Spells Known
  0 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  1st 
  2 
  1 
  2nd 
  3 
  1 
  3rd 
  4 
  2 
  — — — — — — — — 
  4th 
  5 
  2 
  — — — — — — — — 
  5th 
  5 
  3 
  — — — — — — — — 
  6th 
  6 
  3 
  1 
  — — — — — — — 
  7th 
  6 
  4 
  2 
  — — — — — — — 
  8th 
  7 
  4 
  2 
  1 
  — — — — — — 
  9th 
  7 
  5 
  3 
  2 
  — — — — — — 
  10th 
  8 
  5 
  3 
  2 
  1 
  — — — — — 
  11th 
  8 
  5 
  4 
  3 
  2 
  — — — — — 
  12th 
  9 
  5 
  4 
  3 
  2 
  1 
  — — — — 
  13th 
  9 
  5 
  5 
  4 
  3 
  2 
  — — — — 
  14th 
  9 
  5 
  5 
  4 
  3 
  2 
  1 
  — — — 
  15th 
  9 
  5 
  5 
  4 
  4 
  3 
  2 
  — — — 
  16th 
  9 
  5 
  5 
  4 
  4 
  3 
  2 
  1 
  — — 
  17th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  2 
  — — 
  18th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  19th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  20th 
  9 
  5 
  5 
  4 
  4 
  4 
  3 
  3 
  2 
  1
  components to fail. 
  Spells: An eldritch hunter casts arcane spells drawn 
  primarily from the sorcerer/wizard spell list. He can cast 
  any spell she knows without preparing it ahead of time. 
  To learn or cast a spell, an eldritch hunter must have a 
  Charisma score equal to at least 10 + the spell level. The 
  Difficulty Class for a saving throw against an eldritch 
  hunter’s spell is 10 + the spell level + the eldritch hunter’s 
  Charisma modifier. 
     Like other spellcasters, an eldritch hunter can cast only 
  a certain number of spells of each spell level per day. His 
  base daily spell allotment is given on Table 14.1 - El-
  dritch Hunter. In addition, he receives bonus spells per 
  day if he has a high Charisma score (see Table: Ability 
  Modifiers and Bonus Spells). 
     An eldritch hunter’s selection of spells is extremely lim-
  ited. An eldritch hunter begins play knowing two 0-level 
  spells and one 1st-level spells of her choice. At each new 
  eldritch hunter level, he gains one or more new spells, as 
  indicated on Table 14.1 - Eldritch Hunter. (Unlike spells 
  per day, the number of spells an eldritch hunter knows 
  is not affected by his Charisma score; the numbers on 
  Table 14.2 - Eldritch Hunter Spells Known are fixed.) 
  These new spells can be common spells chosen from the 
  sorcerer/wizard spell list, or they can be unusual spells 
  that the eldritch hunter has gained some understanding 
  of through study. 
     Upon reaching 6th level, and at every even-numbered 
  eldritch hunter level after that (8th, 10th and so on), an 
  eldritch hunter can choose to learn a new spell in place 
  of one he already knows. In effect, the eldritch hunter 
  loses the old spell in exchange for the new one. The new 
  spell’s level must be the same as that of the spell being 
  exchanged. An eldritch hunter may swap only a single 
  spell at any given level, and must choose whether or not 
  to swap the spell at the same time that she gains new 
  spells known for the level. Unlike a wizard or a cleric an 
  eldritch hunter need not prepare her spells in advance. 
  He can cast any spell she knows at any time, assuming 
  she has not yet used up his spells per day for that spell 
  level. 
  Cantrips: Eldritch hunters learn a number of cantrips, 
  or 0-level spells, as noted on Table 14.2 - Eldritch Hunter 
  Spells Known. These spells are cast like any other spell, 
  but they do not consume any slots and may be used 
  again. 
  Eldritch Bloodline: A eldritch hunter has a bloodline 
  similar to that of a sorcerer. Each eldritch hunter has a 
  source of magic somewhere in his heritage that grants 
  him spells, an additional class skill, and other special 
  abilities. This source can represent a blood relation or an 
  extreme event somewhere in the family’s past. For ex-
  ample, a eldritch hunter might have a dragon as a distant 
  relative or his grandfather might have signed a terrible 
  contract with a devil. Regardless of the source, this 
  influence manifests in a number of ways as the eldritch 
  hunter gains levels. A eldritch hunter must pick one 
  bloodline upon taking his first level of eldritch hunter.  
  Once made, this choice cannot be changed. 
     A eldritch hunter gains class skills, arcana, and powers 
  from his bloodline as a sorcerer of his eldritch hunter 
  level. If a skill granted by the bloodline is already a class 
  skill, there is no benefit. 
     At 4th level an eldritch hunter learns an additional first 
  level spell spell, derived from his bloodline. Every two 
  levels after level 4, she learns another bloodline spell of 
  one level higher than the last one. These spells are added 
  to the eldritch hunter’s spell list and also added to his 
  list of known spells and are in addition to the number 
  
  — 57 —
  of spells given on Table 14.2 - Eldritch Hunter Spells 
  Known. These spells cannot be exchanged for different 
  spells at higher levels. Note that the rate of progression 
  is different from that given in the bloodline description 
  (which applies to sorcerers). 
     Unlike a sorcerer, an eldritch hunter does not gain 
  bloodline feats. 
  Eschew Materials: An eldritch hunter gains Eschew 
  Materials as a bonus feat at 1st level. 
  Combat Style Feat (Ex): At 2nd level, an eldritch 
  hunter must select one of seven combat styles to pursue: 
  archery, crossbow, mounted combat, natural weapons, 
  two-handed weapons, two-weapon combat, or weapon 
  and shield. The ranger’s expertise manifests in the form 
  of bonus feats at 2nd, 5th, 7th, 11th, and 17th level. He 
  can choose feats from his selected combat style, even if 
  he does not have the normal prerequisites.
     If the eldritch hunter selects archery, he can choose 
  from the following list whenever he gains a combat style 
  feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid 
  Shot. At 7th level, he adds Improved Precise Shot and 
  Manyshot to the list. At 11th level, he adds Pinpoint 
  Targeting and Shot on the Run to the list.
     If the eldritch hunter selects crossbow style, he can 
  choose from the following list whenever he gains a 
  combat style feat: Deadly Aim, Focused Shot, Precise 
  Shot, and Rapid Reload. At 7th level, he adds Crossbow 
  Mastery and Improved Precise Shot to the list. At 11th 
  level, he adds Pinpoint Targeting and Shot on the Run 
  to the list.
     If the eldritch hunter selects mounted combat, he 
  can choose from the following list whenever he gains a 
  combat style feat: Mounted Combat, Mounted Archery, 
  Ride-By Attack, and Trick Riding. At 7th level, he adds 
  Mounted Shield and Spirited Charge to the list. At 11th 
  level, he adds Mounted Skirmisher and Unseat to the 
  list.
     If the eldritch hunter selects natural weapon style, he 
  can choose from the following list whenever he gains a 
  combat style feat: Aspect of the Beast, Improved Natural 
  Weapon, Rending Claws, and Weapon Focus. At 7th 
  level, he adds Eldritch Fangs and Vital Strike to the list. 
  At 11th level, he adds Multiattack and Improved Vital 
  Strike to the list.
     If the eldritch selects two-handed weapon style, he 
  can choose from the following list whenever he gains a 
  combat style feat: Cleave, Power Attack, Pushing As-
  sault, and Shield of Swings. At 7th level, he adds Furious 
  Focus and Great Cleave to the list. At 11th level, he adds 
  Dreadful Carnage and Improved Sunder to the list.
     If the eldritch hunter selects two-weapon combat, he 
  can choose from the following list whenever he gains a 
  combat style feat: Double Slice, Improved Shield Bash, 
  Quick Draw, and Two-Weapon Fighting. At 7th level, he 
  adds Improved Two-Weapon Fighting and Two-Weapon 
  Defense to the list. At 11th level, he adds Greater Two-
  Weapon Fighting and Two-Weapon Rend to the list.
     If the eldritch hunter selects weapon and shield style, 
  he can choose from the following list whenever he gains 
  a combat style feat: Improved Shield Bash, Shield Focus, 
  Shield Slam, and Two-Weapon Fighting. At 7th level, he 
  adds Saving Shield and Shield Master to the list. At 11th 
  level, he adds Bashing Finish and Greater Shield Focus 
  to the list.
     The benefits of the eldritch hunter’s chosen style feats 
  apply only when he wears light, medium, or no armor. 
  He loses all benefits of his combat style feats when 
  wearing heavy armor. Once an eldritch hunter selects a 
  combat style, it cannot be changed.
     
  
  — 58 —
  Spell Critical (Su): At 13th level, whenever an eldritch 
  hunter successfully confirms a critical hit, he can cast a 
  spell with a casting time of a standard action as a swift 
  action. The spell must include the target of the attack as 
  one of its targets or in its area of effect. Casting this spell 
  does not provoke an attack of opportunity. The caster 
  must still meet all of the spell’s components and must 
  roll for arcane spell failure if necessary. 
  Ranger Magic: At 19th level, add all ranger spells to the 
  eldritch hunter’s spell list and known spells at twice their 
  ranger spell level. 1st level ranger spells become second 
  level eldritch hunter spells, 2nd level ranger ranger spells 
  become 4th level, and so on. These spells become arcane 
  spells. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever he gains a level in a class of eldritch hunter, the 
  following races have the option of choosing an alternate 
  bonus depending on their race.
     Dwarf: Add +1/2 to the damage of acid and earth 
  spells and spell-like abilities.
     Elf: Choose a weapon from the following list: long-
  bow, longsword, rapier, shortbow, short sword, or any 
  weapon with “elven” in its name. 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.
     Gnome: Select one bloodline power at 1st level that is 
  normally usable a number of times per day equal to 3 + 
  the sorcerer’s Charisma modifier. The sorcerer adds +1/2 
  to the number of uses per day of that bloodline power.
     Half-Elf: Add +1/2 to Stealth checks in urban settings.
     Half-Orc: Add +1/2 point of fire damage to spells that 
  deal fire damage.
     Halfling: Add a +1/6 dodge bonus to Armor Class.
     Human: Add one spell known from the sorcerer/wiz-
  ard spell list. This spell must be at least one level below 
  the highest spell level the eldritch hunter can cast.
  Sample Eldritch Hunter Character
  Below is a sample eldritch hunter player character cre-
  ated using these rules at levels 1, 5, 10, and 15. Favored 
  class bonus is used to provide additional skill points. 
  Finneas Hellborn (CR 1/2; XP 200)
  Male human eldritch hunter 1
  CG Medium humanoid (human)
  Init +0; Senses Perception -1
  Defenses
  AC 13, touch 10, flat-footed 13
  (+3 armor)
  hp 10 (1d8+2)
  Fort +4, Ref +0, Will +1
  Offense
  Speed 30 ft.
  Melee 2 claws +3 (1d4+3) or unarmed strike +3 (1d3+3)
  Ranged longbow +0 (1d8/x3)
  Special Attacks claws (4 rounds)
  Spells Known (CL 1st; concentration +2; ASP 15%)
     1st (2/day)—summon monster I
     0th (at-will)—detect magic, detect poison 
  Bloodline Abyssal
  Statistics
  Str 17, Dex 10, Con 14, Int 12, Wis 8, Cha 13
  Base Atk +0; CMB +3; CMD 13
  Feat Eschew Materials, Improved Unarmed Strike, 
  Power Attack
  Skills Acrobatics +0, Climb +6, Sense Motvie +0, Sur-
  vival +0, Use Magic Device +5; ACP -1
  Languages Abyssal, Common
  SQ bloodline arcana
  Combat Gear 20 arrows, bag of caltrops, smokestick; 
  Gear backpack, longbow, silk rope, studded leather 
  armor; Coins 6 gp
  Demographics
  Faith Saren
  Homeland Morah’Silvanath
  Finneas Hellborn (CR 4; XP 1,200)
  Male human eldritch hunter 5
  CG Medium humanoid (human)
  Init +0; Senses Perception -1
  Defenses
  AC 16, touch 11, flat-footed 16
  (+5 armor, +1 deflection)
  hp 36 (5d8+10)
  Fort +6, Ref +1, Will +3; +2 vs. poison
  Resist electricty 5
  Offense
  
  — 59 —
  Speed 30 ft.
  Melee 2 claws +8 (1d4+4) or unarmed strike +7 (1d3+4)
  Ranged longbow +3 (1d8/x3)
  Special Attacks magic claws (5 rounds)
  Spells Known (CL 5th; concentration +7; ASP 15%)
     1st (6/day)—cause fear (W-DC 13), jump, shocking 
  grasp, summon monster I 
     0th (at-will)—detect magic, detect poison, disrupt un-
  dead, light, prestidigitation
  Bloodline Abyssal
  Statistics
  Str 17, Dex 10, Con 14, Int 12, Wis 8, Cha 14
  Base Atk +3; CMB +6; CMD 16
  Feat Arcane Armor Training, Eschew Materials, Im-
  proved Unarmed Strike, Power Attack, Rending Claws, 
  Snake Style, Weapon Focus (claws)
  Skills Acrobatics +4, Climb +10, Sense Motvie +4, Sur-
  vival +4, Use Magic Device +10; ACP -1
  Languages Abyssal, Common
  SQ bloodline arcana
  Combat Gear antitoxin (2), 20 arrows, bag of caltrops, 
  potion of cure light wounds (4), smokestick; Gear amulet 
  of mighty fists +1, backpack, longbow, ring of protection 
  +1, silk rope, +2 studded leather armor; Coins 26 gp
  Demographics
  Faith Saren
  Homeland Morah’Silvanath
  Finneas Hellborn (CR 9; XP 6,400)
  Male human eldritch hunter 10
  CG Medium humanoid (human)
  Init +0; Senses Perception -1
  Defenses
  AC 16, touch 11, flat-footed 16
  (+5 armor, +1 deflection)
  hp 68 (10d8+20)
  Fort +9, Ref +3, Will +6; +4 vs. poison
  Resist electricty 10
  Offense
  Speed 30 ft.
  Melee 2 flaming claws +17 (1d6+9 plus 1d6 fire) or 
  unarmed strike +16/+11 (1d4+9)
  Ranged longbow +7/+2 (1d8/x3)
  Special Attacks magic claws (5 rounds)
  Spells Known (CL 10th; concentration +12; ASP 15%)
     4th (3/day)—stoneskin, summon monster IV
     3rd (5/day)—beast shape I, rage, summon monster III
     2nd (7/day)—bull’s strength, spider climb, summon 
  monster II, web (R-DC 14)
     1st (7/day)—cause fear (W-DC 13), enlarge person, 
  jump, shocking grasp, summon monster I 
     0th (at-will)—acid splash, detect magic, detect poison, 
  disrupt undead, light, prestidigitation, ray of frost, read 
  magic
  Bloodline Abyssal
  Statistics
  Str 25, Dex 10, Con 14, Int 12, Wis 8, Cha 15
  Base Atk +7; CMB +12; CMD 22
  Feat Arcane Armor Training, Eschew Materials, Im-
  proved Unarmed Strike, Power Attack, Rending Claws, 
  Snake Style, Weapon Focus (claws)
  Skills Acrobatics +9, Climb +19, Sense Motvie +9, Sur-
  vival +9, Use Magic Device +15; ACP -1
  Languages Abyssal, Common
  SQ bloodline arcana
  Combat Gear antitoxin (2), 20 arrows, bag of caltrops, 
  potion of cure serious wounds (3), smokestick; Gear 
  amulet of mighty fists +2, backpack, belt of strength +4, 
  longbow, robe of arcane heritage, ring of protection +1, silk 
  rope, +2 glamored studded leather armor; Coins 326 gp
  Demographics
  Faith Saren
  Homeland Morah’Silvanath
  Finneas Hellborn (CR 14; XP 38,400)
  Male human eldritch hunter 15
  CG Medium humanoid (human)
  Init +0; Senses Perception -1
  Defenses
  AC 24, touch 16, flat-footed 24
  (+8 armor, +5 deflection, +1 insight)
  hp 101 (15d8+30)
  Fort +11, Ref +5, Will +8; +4 vs. poison
  Resist electricty 10
  Offense
  Speed 30 ft.
  Melee 2 flaming claws +26 (1d6+14 plus 1d6 fire) or 
  unarmed strike +25/+20/+15 (1d4+14)
  Ranged longbow +11/+6/+1 (1d8/x3)
  Special Attacks magic claws (5 rounds), spell critical
  Spells Known (CL 15th; concentration +18; ASP 15%)
     6th (4/day)—beast shape IV, summon monster VI, trans-
  formation 1
     5th (6/day)—beast shape III, dismissal (W-DC 18), 
  mage’s faithful hound, summon monster V
     4th (7/day)—black tentacles, dimension door, fire shield, 
  stoneskin, summon monster IV
     3rd (7/day)—blink, displacement, haste, rage, summon 
  monster III
     2nd (7/day)—bear’s endurance, bull’s strength, cat’s 
  
  — 60 —
  grace, spider climb, summon monster II, web (R-DC 14) 
     1st (7/day)—cause fear (W-DC 13), chill touch (F/W-
  DC 14), enlarge person, jump, shocking grasp, summon 
  monster I  5
     0th (at-will)—acid splash, detect magic, detect poison, 
  disrupt undead, light, prestidigitation, ray of frost, read 
  magic, resistance
  Bloodline Abyssal
  Statistics
  Str 29, Dex 10, Con 14, Int 12, Wis 8, Cha 16
  Base Atk +11; CMB +20; CMD 30
  Feat Arcane Armor Training, Combat Reflexes, Eschew 
  Materials, Improved Unarmed Strike, Power Attack, 
  Rending Claws, Snake Fang, Snake Style, Snake Side-
  ways, Vital Strike, Weapon Focus (claws)
  Skills Acrobatics +14, Climb +26, Sense Motvie +14, 
  Survival +14, Use Magic Device +21; ACP -1
  Languages Abyssal, Common
  SQ bloodline arcana, bloodline power (added summon-
  ings)
  Combat Gear antitoxin (2), 20 arrows, bag of caltrops, 
  potion of cure serious wounds (3), smokestick; Gear 
  amulet of mighty fists +5, backpack, belt of strength +6, 
  dusty rose ioun stone, longbow, robe of arcane heritage, ring 
  of protection +5, silk rope, +5 glamored studded leather 
  armor; Coins 326 gp
  Demographics
  Faith Saren
  Homeland Morah’Silvanath
  “Run, hide. Change your face. Call your pack. Nothing will 
  keep me from finding you.”
  Tragedy breeds heroes and villains alike.  In the case of 
  Finneas Hellborn, his life as a hunter began the night his 
  life as a husband ended.  Awakened in the middle of the 
  night by the door to his simple woodland home shatter-
  ing. Finneas was helpless to stop a rampaging dire wolf 
  from savaging him and slaughtering his family.  Gutted 
  and dying, he remained conscious just long enough to 
  see the immense beast slowly changing back into some-
  thing human.  Then darkness claimed him.
  It did not, however, entirely keep him.  Finneas awoke 
  to a circle of elves from the World Tree standing around 
  him.  Their druidic chants healed his flesh but did noth-
  ing to dim the fires of hatred in his heart.  He could not 
  remember the fiend’s face, but every other moment of 
  that night was burned forever into his mind.  Even the 
  soothing words of the sylvan elders could do little to 
  bring him peace.  The minds of men are the minds of 
  pack hunters, and too remove members of one’s pack 
  requires that the ones who hurt them deserve and need 
  to die.
  Fortunately, one of the elves understood Finneas’ need 
  for revenge.  He took the woodcutter aside and, despite 
  Finneas being human, began to instruct him in the an-
  cient arts of the Beastwalker.  Finneas’ brush with lycan-
  thropy had not left him infected but it had left a sympa-
  thetic sense for skin changers.  Properly harnessed, this 
  sympathy could be channeled into extraordinary pow-
  ers.  As long as these gifts would let him hunt down the 
  monster that murdered his family, Finneas was willing 
  to do anything, go anywhere, and withstand the severest 
  deprivation, go to lands that would drain a man’s sanity.
  The training was slow going and painful but once he 
  mastered the ability to bring forth the wolf of vengeance 
  inside himself, there was no stopping him. He entered 
  the upper branches of the World Tree to encounter 
  the strange beings of the upper branches, to seek the 
  knowledge that only those creatures that would never 
  touch the earth below would possess.  The higher one 
  goes in the nation-sized plant, the more alien to the 
  “groundlands” the ecosystem becomes, and the queerer 
  the sentients that inhabit those elevated places.  He 
  spent time with the enigmatic kech, the monkey-like 
  climbers of the upper lower region, and learned from 
  their cheerful bloodthirstiness.  He visited and survived 
  the Weblands, the lower middle territory inhabited by 
  the aranea, the magic-loving spider-people that few 
  groundlings ever hear about.  Daring to enter the upper 
  level hunting grounds of forest drakes and twigjacks, he 
  danced with green-haired arbor satyrs and traded arrows 
  with quicklings.  And he came back from this journey as 
  grim as ever.  Just as his elven mentor knew he would, 
  Finneas left the World Tree’s shadow without finishing 
  his lessons.  Somewhere out there was the subject of the 
  human shapeshifter’s wrath, after all.
  The journey to vengeance would be his teacher now.
  
  — 61 —
  Table 9.1 - Eldritch Knight 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  0
  1st 2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th 
  1st 
  +0 
  +2 
  +0 
  +2 
  Cantrips, di-
  verse training, 
  eldritch ties. 
  1 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +3 
  +0 
  +3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +2 
  +3 
  +1 
  +3 
  Bonus feat 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +3 
  +4 
  +1 
  +4 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +3 
  +4 
  +1 
  +4 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +4 
  +5 
  +2 
  +5 
  Bonus feat 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +5 
  +5 
  +2 
  +5 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  8th 
  +6/+1 
  +6 
  +2 
  +6 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  9th 
  +6/+1 
  +6 
  +3 
  +6 
  Bonus feat 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  10th 
  +7/+2 
  +7 
  +3 
  +7 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  11th 
  +8/+3 
  +7 
  +3 
  +7 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  12th 
  +9/+4 
  +8 
  +4 
  +8 
  Bonus feat
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  13th 
  +9/+4 
  +8 
  +4 
  +8 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  14th 
  +10/+5 
  +9 
  +4 
  +9 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  15th 
  +11/+6/+1 
  +9 
  +5 
  +9 
  Bonus Feat, 
  Spell critical 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  16th 
  +12/+7/+2 
  +10 
  +5 
  +10 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  17th 
  +12/+7/+2 
  +10 
  +5 
  +10 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  18th 
  +13/+8/+3 
  +11 
  +6 
  +11 
  Bonus feat 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  19th 
  +14/+9/+4 
  +11 
  +6 
  +11 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  20th 
  +15/+10/+5 
  +12 
  +6 
  +12 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  Eldritch Knight  
  Fearsome warriors and spellcasters, eldritch knights are 
  rare among magic-users in their ability to wade into 
  battle alongside fighters, barbarians, and other martial 
  classes. Those who must face eldritch knights in combat 
  fear them greatly, for their versatility on the battlefield 
  is tremendous; against heavily armed and armored op-
  ponents they may level crippling spells, while opposing 
  spellcasters meet their ends on an eldritch knight’s blade. 
  The eldritch knight is superficially similar to the magus, 
  as both combine magic and arms. They differ in that the 
  the eldritch knight is both a competent magic user and 
  warrior, maintaining the separate strengths of each role, 
  while the magus blends magic and swordplay into a uni-
  fied fighting technique. 
  Prestige Class: Eldritch knight. 
  Build Classes: Fighter, wizard. 
  Role: Eldritch knights master the abilities of both fight-
  ing and magic, hurling magic at the enemy one moment 
  and hewing down their opponents with steel the next. 
  They are just as comfortable in the thick of combat as 
  they are casting spells at foes while remaining safely 
  behind their compatriots. Their versatility makes them 
  valuable allies. 
  Alignment: Any. 
  Hit Die: d8. 
  Starting Gold: 4d6 x 10 (140 gp)
  Class Skills 
  The eldritch knight’s class skills are Appraise (Int), Climb 
  (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), In-
  timidate (Cha), Knowledge (all) (Int), Linguistics (Int), 
  Profession (Wis), Ride (Dex), Spellcraft (Int), and Swim 
  
  — 62 —
  (Str). 
  Skill Ranks Per Level: 2 + Int modifier.
  Class Abilities 
  These are all the class features of the eldritch knight.
  Weapon and Armor Proficiency: An eldritch knight is 
  proficient with all simple and martial weapons and with 
  all armor (heavy, light, and medium) and shields (in-
  cluding tower shields). Armor interferes with an eldritch 
  knight’s movements, which can cause his spells with 
  somatic components to fail. 
  Spells: An eldritch knight casts arcane spells drawn from 
  the sorcerer/wizard spell list. An eldritch knight must 
  choose and prepare his spells ahead of time. 
     To learn, prepare, or cast a spell, the eldritch knight 
  must have an Intelligence score equal to at least 10 + the 
  spell level. The Difficulty Class for a saving throw against 
  an eldritch knight’s spell is 10 + the spell level + the 
  eldritch knight’s Intelligence modifier. 
     An eldritch knight can cast only a certain number 
  of spells of each spell level per day. His base daily spell 
  allotment is given on Table 7.1 - Eldritch Knight. In ad-
  dition, he receives bonus spells per day if he has a high 
  Intelligence score (see Table: Ability Modifiers and Bonus 
  Spells in the Pathfinder Roleplaying Game Core Rulebook). 
     An eldritch knight may know any number of spells. 
  He must choose and prepare his spells ahead of time 
  by getting 8 hours of sleep and spending 1 hour study-
  ing his spellbook. While studying, the eldritch knight 
  decides which spells to prepare. 
     Starting Spells: An eldritch knight begins play with 
  a spellbook containing all 0-level wizard spells (except 
  those from his opposed schools, if any; see Eldritch Ties) 
  plus three 1st-level spells of his choice. The eldritch 
  knight also selects a number of additional 1st-level spells 
  equal to his Intelligence modifier to add to the spell-
  book. At any time, an eldritch knight can also add spells 
  found in other spellbooks to his own (see Magic; Path-
  finder Roleplaying Game Core Rulebook). 
     Spells Gained at a New Level: Eldritch knights perform 
  a certain amount of spell research between adventures. 
  Each time a character attains a new eldritch knight level, 
  he gains two spells of his choice to add to his spellbook. 
  The two free spells must be of spell levels he can cast. If 
  he has chosen to specialize in a school of magic, one of 
  the two free spells must be from his specialty school. 
  Bonus Languages: An eldritch knight may select Dra-
  conic as one of the starting languages he learns because 
  of high Intelligence. 
  Cantrips: Eldritch knights can prepare a number of 
  cantrips, or 0-level spells, each day, as noted on Table 
  7-1 Eldritch Knight under “Spells per Day.” These spells 
  are cast like any other spell, but they are not expended 
  when cast and may be used again. An eldritch knight can 
  prepare a cantrip from an opposition school, but it uses 
  up two of his available slots. 
  Diverse Training (Ex): Eldritch knight levels counts as 
  both fighter and wizard levels for the purpose of meeting 
  feat prerequisites.
   
  Eldritch Ties: At 1st level, eldritch knights develop 
  a bond with magic similar to a wizard’s. The eldritch 
  knight chooses between an arcane bond and an arcane 
  school. Whichever option is chosen, it works just like 
  the corresponding wizard class ability, counting eldritch 
  knight levels as wizard levels. An eldritch knight that 
  chooses arcane bond also gains Scribe Scroll as a bonus 
  feat at 1st level.
  Bonus Feats: At 3rd level, and every three levels there-
  after, an eldritch knight gains a bonus feat in addition 
  to those normally gained. These bonus feats must be 
  selected from those listed as Combat feats.
   
  Spell Critical (Su): At 15th level, whenever an eldritch 
  knight successfully confirms a critical hit, he can cast a 
  spell with a casting time of a standard action as a swift 
  action. The spell must include the target of the attack as 
  one of its targets or in its area of effect. Casting this spell 
  does not provoke an attack of opportunity. The caster 
  must still meet all of the spell’s components and must 
  roll for arcane spell failure if necessary. 
  Overcoming Arcane Spell Failure 
  Eldritch knights and eldritch hunters (coming out soon 
  from Purple Duck Games) have a problem in that both 
  casts powerful arcane spells and wears armor. Some ways 
  around this problem are listed here. 
     Spells Without Somatic Components: There are a few of 
  these, and you could make it your specialty to dig them 
  out and use them. Unfortunately, the spell tables do not 
  mention components, so finding them is a hassle. Here 
  is a short list of candidates:
  
  — 63 —
  on, before you can afford special materials, but mage 
  armor is generally better. 
     Darkleaf Leather Armor: Using darkleaf cloth leather 
  armor, you have an armor bonus of +2 with only a 5% 
  arcane spell failure, and that is before enchantment bo-
  nuses to armor. 
     Mithral Chain Shirt: Using a mithral chain shirt, and 
  with Arcane Armor Training, you have an armor bonus 
  of +4 without arcane spell failure. 
     Mithral Breastplate: Using a mithral breastplate, and 
  with both Arcane Armor Training and Arcane Armor 
  Mastery, you have an armor bonus of +7 without arcane 
  spell failure. 
     Mithral Full Plate: If you are ready to accept 5% spell 
  failure, mithral full plate gives an armor bonus of +9. 
     Free Hand: Remember that you need a free hand for 
  somatic components. A light or heavy shield means you 
  have to drop or sheathe your weapon when casting a 
  spell. Your best option is to use a two-handed weapon or 
  a one-handed weapon with a buckler. It is a free action 
  to shift the grip on the weapon from one to two hands 
  and from hand to hand, staff-wielding spellcasters do 
  this all the time. A weapon cord lets you release and then 
  pick up your weapon, but spending move actions re-
  drawing the weapon cuts down on your full attacks. The 
  ultimate solution is the glove of storing, but it is expensive 
  and occupies a valuable item slot. 
     Metamagic: Still Spell is an option, but it reduces your 
  spellcasting ability and unlike a normal spellcaster you 
  do not want to hold a metamagic rod in your hand when 
  fighting. Note that Quicken Spell is no help at all against 
  arcane spell failure. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point
  whenever he gains a level in a class of eldritch knight,
  the following races have the option of choosing an
  alternate bonus depending on their race.
     Dwarf: Add +1 bonus to concentration checks when 
  casting wizard spells. 
     Elf: 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.
     Gnome: Add +1 to you CMD to resist grapples, and 
  repositions.
     Half-Elf: When casting wizard transmutation spells, 
  add +1/3 to the effective caster level of the spell, but only 
  • 
  Flare, Light 
  • 
  Feather fall, hold portal, true strike, ventriloquism 
  • 
  Blindness/deafness, blur, knock 
  • 
  Displacement, suggestion, tongues 
  • 
  Dimension door, geas (lesser), shout 
  • 
  Contact other plane, teleport 
  • 
  Geas/quest, suggestion (mass) 
  • 
  Phase door, power word blind, teleport (greater), tele-
  port object 
  • 
  Charm monster (mass), irresistible dance, power word 
  stun, shout (greater) 
  • 
  Mage’s disjunction, power word kill, prismatic sphere, 
  teleportation circle, time stop, wail of the banshee 
     Mithral Buckler: Using a mithral buckler gives an 
  armor bonus of +1, gives another spot to add enhance-
  ment bonuses to armor, and still has a free hand you 
  can shift your weapon to when you need a free hand to 
  cast spells. It has no chance of spell failure and no armor 
  check penalty, but prevents you from using two-handed 
  weapons. 
     Armored Kilt: An armored kilt offers one point of ar-
  mor with no penalties whatsoever. This is an option early 
  
  — 64 —
  to determine the spell’s duration.
     Half-Orc: Add a +2 bonus on rolls to stabilize when 
  dying.
     Halfling:  Add +1/2 to the wizard’s effective class level 
  for the purposes of determining his familiar’s natural 
  armor adjustment, Intelligence, and special abilities.
     Human: Add one spell from the wizard spell list to the 
  wizard’s spellbook. This spell must be at least one level 
  below the highest spell level the wizard can cast.
  Sample Eldritch Knight Character
  Below is a sample Eldritch Knight player character cre-
  ated using these rules at levels 1, 5, 10, and 15. Favored 
  class bonus is used to provide additional skill points. 
  Maximillian Mutalis (CR ½; XP 200)
  Male human eldritch knight 1
  CG Medium humanoid (human)
  Init +1; Senses Perception +0
  Defense
  AC 13, touch 11, flat-footed 12
  (+2 armor, +1 Dex) 
  hp 9 (1d8+1)
  Fort +3, Ref +1, Will +2
  Offense 
  Speed 30 ft.
  Melee longsword +4 (1d8+4/19-20) 
  Ranged shortbow +1 (1d6/x3)
  School Powers (CL 1st; concentration +3; ASF 10%)
     5/day—telekinetic fist (rta +1, 1d4+1)
  Spells Prepared (CL 1st; concentration +3; ASF 10%)
     1st—enlarge person (x2), jump
     0th—mage hand 
  School transmutation; Opposition enchantment, illu-
  sion
  Statistics
  Str 17, Dex 12, Con 13, Int 14, Wis 10, Cha 8
  Base Atk +0; CMB +3; CMD 14
  Feats Arcane Strike, Weapon Focus (longsword)
  Skills Craft (armor) +8, Fly +5, Knowledge (arcana) +6, 
  Knowledge (nature) +6, Knowledge (religion) +6, Spell-
  craft +6; ACP 0 
  Languages Common, Draconic, Orc
  SQ diverse training, eldritch ties
  Gear 20 arrows, backpack, belt pouch, leather armor, 
  longsword, shortbow, mwk artisan’s tools, spell compo-
  nent pouch, spellbook; Coins 6 gp
  Demographics
  Faith Tulis
  Homeland Berton, Iffud
  Maximillian Mutalis (CR 4; XP 1,200)
  Male human eldritch knight 5
  CG Medium humanoid (human)
  Init +1; Senses Perception +0
  Defense
  AC 16, touch 11, flat-footed 15
  (+5 armor, +1 Dex) 
  hp 31 (5d8+5)
  Fort +6, Ref +3, Will +5
  Offense 
  Speed 30 ft.
  Melee +1 longsword +9 (1d8+9/19-20) 
  Ranged shortbow +4 (1d6/x3)
  School Power (CL 5th; concentration +7; ASF 0%*)
     5/day—telekinetic fist (rta +4, 1d4+2)
  Spells Prepared (CL 5th; concentration +7; ASF 0%*)
     2nd—alter self, bear’s endurance, bull’s strength 
     1st—enlarge person, gravity bow, jump, magic weapon
     0th—detect magic, disrupt undead, mage hand, read 
  magic
  School transmutation; Opposition enchantment, illu-
  sion
  Statistics
  Str 18, Dex 12, Con 13, Int 15, Wis 10, Cha 8
  Base Atk +3; CMB +7; CMD 18
  Feats Arcane Armor Training*, Arcane Strike, Power At-
  tack, Weapon Focus (longsword), Weapon Specialization 
  (longsword)
  Skills Craft (armor) +12, Fly +9, Knowledge (arcana) 
  +10, Knowledge (nature) +10, Knowledge (religion) 
  +10, Spellcraft +10; ACP 0 
  Languages Common, Draconic, Orc
  SQ diverse training, eldritch ties
  Combat Gear wand of enlarge person; Gear 20 arrows, 
  backpack, belt pouch, cloak of resistance +1, +1 longsword 
  (weapon cord), +1 mithral chain shirt, shortbow, mwk 
  artisan’s tools, spell component pouch, spellbook; Coins 
  216 gp
  Demographics
  Faith Tulis
  Homeland Berton, Iffud
  Maximillian Mutalis (CR 9; XP 6,400)
  Male human eldritch knight 10
  CG Medium humanoid (human)
  Init +1; Senses Perception +0
  Defense
  AC 23, touch 12, flat-footed 22
  
  — 65 —
  (+11 armor, +1 deflection, +1 Dex) 
  hp 58 (10d8+10)
  Fort +9, Ref +5, Will +8
  Offense 
  Speed 30 ft.
  Melee +5 dragonbane longsword +18/+13 (1d8+13/19-
  20) 
  Ranged shortbow +8 (1d6/x3)
  School Power (CL 10th; concentration +13; ASF 0%*)
     6/day—telekinetic fist (rta +8, 1d4+5)
     10 round/day—change shape (as heast shape II or el-
  emental body I)
  Spells Prepared (CL 10th; concentration +13; ASF 
  0%*)
     4th—beast shape II, elemental body I, monstrous phy-
  sique II, vermin shape II
     3rd—beast shape I, flame arrow, fly, haste, monstrous 
  physique I 
     2nd—alter self, bear’s endurance (2), bull’s strength (2)
     1st—burning disarm (2), enlarge person, gravity bow, 
  jump, mirror strike
     0th—detect magic, disrupt undead, mage hand, read 
  magic
  School transmutation; Opposition enchantment, illu-
  sion
  Statistics
  Str 19, Dex 12, Con 13, Int 16, Wis 10, Cha 8
  Base Atk +7; CMB +11; CMD 22
  Feats Arcane Armor Training, Arcane Armor Mastery*, 
  Arcane Strike, Craft Magic Arms and Armor, Forge 
  Ring, Greater Weapon Focus (longsword), Power At-
  tack, Vital Strike, Weapon Focus (longsword), Weapon 
  Specialization (longsword)
  Skills Craft (armor) +18, Fly +12, Knowledge (arcana) 
  +16, Knowledge (local) +16, Knowledge (nature) +16, 
  Knowledge (religion) +16, Spellcraft +16; ACP -2 
  Languages Common, Draconic, Orc
  SQ diverse training, eldritch ties
  Combat Gear wand of alter self; Gear 20 arrows, back-
  pack, belt pouch, cloak of resistance +1, +5 dragonbane 
  longsword (weapon cord), +5 elven chain, shortbow, mwk 
  artisan’s tools, ring of protection +1, spell component 
  pouch, spellbook; Coins 641 gp
  Demographics
  Faith Tulis
  Homeland Berton, Iffud
  Maximillian Mutalis (CR 14; XP 38,400)
  Male human eldritch knight 15
  CG Medium humanoid (human)
  Init +1; Senses Perception +0
  Defense
  AC 27, touch 16, flat-footed 26
  (+11 armor, +5 deflection, +1 Dex) 
  hp 93 (15d8+15)
  Fort +14, Ref +10, Will +13
  SR 18
  Offense 
  Speed 30 ft.
  Melee +5 dragonbane wounding longsword +23/+18/+13 
  (1d8+16/17-20 plus bleed) 
  Ranged shortbow +12 (1d6/x3)
  Special Attacks spell critical
  School Power (CL 15th; concentration +18; ASF 0%*)
     6/day—telekinetic fist (rta +12, 1d4+7)
     15/day—change shape (as beast shape III or elemental 
  body II)
  Spells Prepared (CL 15th; concentration +18; ASF 
  0%*)
     7th—elemental body IV, form of dragon II, giant form I
     6th—beast shape IV, elemental body III, form of dragon 
  I, plant shape II
     5th—baleful polymorph (F/W-DC 18), beast shape III, 
  elemental body II, geniekind, plant shape I 
     4th—beast shape II, earth glide, elemental body I, mon-
  strous physique II (2), vermin shape II
     3rd—beast shape I, flame arrow, fly, haste (2), monstrous 
  physique I 
     2nd—alter self, bear’s endurance (2), bull’s strength (2)
     1st—burning disarm (2), enlarge person, gravity bow, 
  jump, mirror strike
     0th—detect magic, disrupt undead, mage hand, read 
  magic
  School transmutation; Opposition enchantment, illu-
  sion
  Statistics
  Str 20, Dex 12, Con 13, Int 17, Wis 10, Cha 8
  Base Atk +11; CMB +15; CMD 26
  Feats Arcane Armor Training, Arcane Armor Mastery, 
  Arcane Strike, Craft Magic Arms and Armor, Critical 
  Focus, Forge Ring, Greater Weapon Focus (longsword), 
  Greater Weapon Specialization (longsword), Improved 
  Critical (longsword), Penetrating Strike, Power Attack, 
  Vital Strike, Weapon Focus (longsword), Weapon Spe-
  cialization (longsword)
  Skills Craft (armor) +23, Fly +19, Knowledge (arcana) 
  +21, Knowledge (local) +21, Knowledge (nature) +21, 
  Knowledge (religion) +21, Spellcraft +21; ACP -2 
  Languages Common, Draconic, Orc
  SQ diverse training, eldritch ties
  
  — 66 —
  Combat Gear wand of bull’s strength; Gear 20 arrows, 
  backpack, belt pouch, +5 dragonbane wounding long-
  sword (weapon cord), +5 elven chain, shortbow, mwk 
  artisan’s tools, robe of the archmagi (white), ring of protec-
  tion +5, ring of spell turning, spell component pouch, 
  spellbook; Coins 1,341 gp
  Demographics
  Faith Tulis
  Homeland Berton, Iffud
  “Oh dear, I’ve lost my sword.  Whatever shall I do?  Oh, I 
  know!”  <hands ignite>
  With both his parents in high ranking positions in the 
  Chapterhouse in Berton and six High Choristers in his 
  bloodline, Maximillian’s entire life seemed written for 
  him as one long, beautiful aria from the moment he was 
  born.  Rich and lilting, his voice was like a gift from 
  the Gods.  It came as a terrible disappointment to both 
  him and his entire family when, starting on his twelveth 
  birthday in the midst of a concerto, his voice started 
  changing and his blessing became a croaking, tone-deaf 
  curse.
  Fortunately for Maximillian, his parents were under-
  standing and supportive.  If he could no longer sing, he 
  would still have the best education they could provide.  
  He studied for years with several instructors, showing 
  remarkable aptitude in many different fields.  In fact, 
  he seemed well suited for any career other than that of a 
  bard.  The irony was not lost on anyone.
  When he announced his intention to focus on swords-
  manship and spellcraft simultaneously, he was cautioned 
  that few people ever flourished while trying to do both.  
  These warnings fell on deaf ears. Maximillian poured 
  himself into the dual arms, proving himself an adept stu-
  dent in war and wizardry while having exactly the right 
  kind of mind for combining the arts into a single, deadly 
  whole.  His success is a rare one, but his parents never 
  doubted him for a moment.
  Strong and smart in roughly equal measure, the youngest 
  son of the Mutalis line has proven himself worthy of the 
  bardic family name.  In his case, he just lets his sword do 
  the singing for him.
  The Mutalis Musicblade
  In ages past, heroism was a required characteristic of 
  noble houses.  The House of Mutalis needed heroism, 
  badly, so they commissioned the Bertoni Choristers to 
  create an emblem to emphasize what little heroism they 
  did possess.  The Mutalis Musicblade was this, but the 
  Choristers ensured in its construction that the wielded 
  actually had to be a hero before the blade would sing 
  its heroic song.  It’s price was so high that the Mutalis 
  family has been indentured to the Choristers ever since, 
  happily to the benefit of both House and bardic Order.
  Requirements
  To unlock the full potential of Kentr’s Battle Visage, a
  character must fulfill the following requirements.
     Feats: Skill Focus (sing)
     Skills: Intimidate 5 ranks, Perform (sing) 5 ranks
  Character 
  Level
  Item 
  Level 
  Property
  1st
  1st
  mwk silver longsword
  5th
  2nd
  +1 longsword
  10th
  3rd
  Singing
  15th
  4th
  +2 longsword
  20th
  5th
  Improved Singing
  Masterwork Silver Longsword: The mutalis musicblade 
  when first inherited acts as a masterwork silver long-
  sword with no magical properties. It becomes a +1 silver 
  longsword at 2nd item level and a +2 silver longsword at 
  4th character level.
  Singing (Su): At 3rd item level, the mutalis musicblade 
  can commanded as a swift action to sing. While singing, 
  it can inspire courage or inspire competence as a bard of 
  the wielder’s level. It can sing for a number of rounds per 
  day equal to the two times the wielder’s character level.
  Improved Singing (Su): At 5th item level, the muta-
  lis musical blade can inpire greatness as a bard of the 
  wielder’s level inplace of inspiring couraging or inspiring 
  competence. Additionally the wielder gains a +5 compe-
  tence bonus to Intimidate and Perform skill checks when 
  wielding the blade.
  
  — 67 —
  Table 10.1 - Loremaster 
  Level Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  0 
  1st
  2nd 3rd
  4th
  5th
  6th
  7th
  8th
  9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Arcane ties, 
  cantrips, knowl-
  edge focus 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Lore 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Secret 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +2 
  +1 
  +1 
  +4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Bonus Language 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  +2 
  +2 
  +5 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Secret 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  +3 
  +3 
  +6 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  10th +5 
  +3 
  +3 
  +7 
  Bonus Language 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  11th +5 
  +3 
  +3 
  +7 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  12th +6/+1 
  +4 
  +4 
  +8 
  Secret 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  13th +6/+1 
  +4 
  +4 
  +8 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  14th +7/+2 
  +4 
  +4 
  +9 
  Greater Lore 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  15th +7/+2 
  +5 
  +5 
  +9 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  16th +8/+3 
  +5 
  +5 
  +10 Secret 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  17th +8/+3 
  +5 
  +5 
  +10 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18th +9/+4 
  +6 
  +6 
  +11 True Lore 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19th +9/+4 
  +6 
  +6 
  +11 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  20th +10/+5 +6 
  +6 
  +12 Secret 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4
  Loremaster
  The loremaster is a gatherer and keeper of secrets. He 
  is often obsessed by the written word, with cryptic and 
  arcane lore serving as his devoted mistress. Holding to 
  the adage that knowledge is power, the loremaster often 
  forsakes material wealth and personal glory for rare or 
  unusual information, an endless quest that brings him 
  ever closer to his unattainable goal: perfection through 
  edification. Often rejecting what he views as the point-
  less affectations and transitory pleasures of his short-
  sighted neighbors, the loremaster believes that the only 
  worthwhile goal in life is the acquisition of intellectual 
  might. After all, wealth is spent, passions fade, and the 
  power of the body is limited by age, while the mind’s 
  capacity to grow greater with time is infinite. 
  Prestige Class: Loremaster. 
  Build Classes: Wizard 
  Role: Loremasters’ lives are spent in study, research, and 
  fieldwork. While the first two lend themselves to the 
  loremaster’s reputation as a bookish recluse, the latter of-
  tentimes forces a loremaster to seek out the aid of adven-
  turers who, through a mutually beneficial arrangement, 
  might provide a degree of protection to the scholar while 
  he seeks whatever knowledge he is after. For his part, the 
  loremaster provides a wealth of information and arcane 
  firepower to a party. 
  Alignment: Most loremasters cannot be bothered with 
  distracting and pointless ethics, and so tend to be neu-
  tral, neutral good, or neutral evil. 
  Hit Die: d6. 
  Starting Gold: 2d6 x 10 gp (70 gp average)
  
  — 68 —
  Class Skills 
  The loremaster’s class skills (and the key ability for each 
  skill) are Appraise (Int), Craft (Int), Diplomacy (Cha), 
  Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowl-
  edge (all) (Int), Linguistics (Int), Perform (Cha), Pro-
  fession (Wis), Spellcraft (Int), and Use Magic Device 
  (Cha). 
  Skill Ranks at Each Level: 2 + Int modifier. 
  Class Features 
  These are all the class features of the loremaster. 
  Weapon and Armor Proficiency: Loremasters are profi-
  cient with the club, dagger, heavy crossbow, light cross-
  bow, and quarterstaff, but not with any type of armor or 
  shield. Armor interferes with a loremaster’s movements, 
  which can cause his spells with somatic components to 
  fail. 
  Spells: A loremaster casts arcane spells drawn from the 
  sorcerer/wizard spell list. A loremaster must choose and 
  prepare his spells ahead of time. 
     To learn, prepare, or cast a spell, the loremaster must 
  have an Intelligence score equal to at least 10 + the spell 
  level. The Difficulty Class for a saving throw against a 
  loremaster’s spell is 10 + the spell level + the loremaster’s 
  Intelligence modifier. 
     A loremaster can cast only a certain number of spells 
  of each spell level per day. His base daily spell allotment 
  is given on Table: Loremaster. In addition, he receives 
  bonus spells per day if he has a high Intelligence score 
  (see Table: Ability Modifiers and Bonus Spells). 
     A loremaster may know any number of spells. He must 
  choose and prepare his spells ahead of time by getting 8 
  hours of sleep and spending 1 hour studying his spell-
  book. While studying, the loremaster decides which 
  spells to prepare. 
  Spellbook: A loremaster begins play with a spellbook 
  containing all 0-level loremaster spells (except those 
  from his opposed schools, if any; see arcane tie) plus 
  three 1st-level spells of his choice. The loremaster also 
  selects a number of additional 1st-level spells equal to his 
  Intelligence modifier to add to the spellbook. Each time 
  a character attains a new loremaster level, he gains two 
  spells of his choice to add to his spellbook. At any time, 
  a loremaster can also add spells found in other spell-
  books to his own. 
  Arcane Ties: At 1st level, loremasters develop a bond 
  with magic similar to a wizard’s. The loremaster chooses 
  between an arcane bond and an arcane school at 1st 
  level. Whichever option is chosen, it works just like the 
  corresponding wizard class ability, counting loremaster 
  levels as wizard levels. Loremasters with arcane school 
  can only pick the divination school. 
  Bonus Languages: A loremaster may substitute any 
  language for each of the bonus languages available to the 
  character because of his race. 
  Cantrips: Loremasters can prepare a number of cantrips, 
  or 0-level spells, each day, as noted on Table: Loremas-
  ter under “Spells per Day.” These spells are cast like any 
  other spell, but they are not expended when cast and 
  may be used again. A loremaster can prepare a cantrip 
  from an opposition school (if he possesses an opposition 
  school), but it uses up two of his available slots. 
  Knowledge Focus: At first level, the loremaster gains 
  Skill Focus as a bonus feat and must apply it to a Knowl-
  edge skill, such as Knowledge (Arcana). 
  Lore: At 2nd level, a loremaster adds half his level to all 
  Knowledge skill checks and may make such checks un-
  trained. The bonuses gained from this ability stack with 
  those gained from bardic knowledge and similar abilities. 
  Secret: At 4th level and every four levels (8th, 12th, 
  16th, and 20th), the loremaster chooses one secret from 
  Table: Loremaster Secrets. His is level plus Intelligence 
  modifier determines which secrets he can choose. He 
  can’t choose the same secret twice. 
  Table 10.2 - Loremaster Secrets 
  Level + Int 
  Modifier
  Secret 
  Effect 
  2 
  Instant mastery 
  Gain an additional 
  class skill 
  4 
  Secret health 
  Toughness bonus feat 
  6 
  Secrets of inner 
  strength 
  +2 bonus on Will 
  saves 
  8
  The lore of true 
  stamina 
  +2 bonus on Forti-
  tude saves 
  10 
  Secret knowledge 
  of avoidance 
  +2 bonus on Reflex 
  saves 
  
  — 69 —
  12 
  Weapon trick 
  +1 bonus on attack 
  rolls 
  14 
  Dodge trick 
  +1 dodge bonus to 
  AC 
  16 
  Applicable 
  knowledge 
  Any one feat 
  19 
  Newfound 
  arcana 
  1 bonus 1st-level spell 
  per day1
  20 
  More newfound 
  arcana 
  1 bonus 2nd-level 
  spell per day1
  1 As if gained through having a high ability score. 
  Extra Languages: A loremaster learns a new language at 
  6th and 10th level. 
  Greater Lore (Ex): At 14th level, a loremaster gains the 
  ability to understand magic items. Whenever a loremas-
  ter examines a magic item to determine its properties, 
  he gains a +10 circumstance bonus on his Spellcraft skill 
  check. 
  True Lore (Ex): At 18th level, a loremaster’s knowledge 
  becomes vast indeed. Once per day a loremaster can use 
  his knowledge to gain the effect of a legend lore spell or 
  an analyze dweomer spell. If used to create a legend lore 
  effect, this ability has a casting time of 1 minute, regard-
  less of how much information is already known about 
  the subject in question. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever he gains a level in a class of loremaster, the 
  following races have the option of choosing an alternate 
  bonus depending on their race.
     Dwarf: Add a +1 bonus to Appraise the value of his-
  torical objects made of stone or metal.
     Elf: Add a +1/2 bonus to overcome spell resistance.
     Gnome: Add a +1 bonus to detect or create forgeries 
  with Linguisitcs.
     Half-Elf: Add a +1 bonus to gather information with 
  Diplomacy in communities with sizable elf or human 
  populations.
     Half-Orc: Add a +1/2 bonus to Knowledge (history) 
  checks.  
     Halfling: Add a +1/2 bonus to Use Magic Device to 
  decipher a written spell.
     Human: Add one spell known from the loremaster 
  spell list. This spell must be at least one level below the 
  highest spell level the loremaster can cast.
  Sample Loremaster Character
  Below is a sample loremaster player character created 
  using these rules at levels 1, 5, 10, and 15. Favored class 
  bonus is used to provide additional hit points. 
  Raquelle Mutaris (CR 1/2; XP 200)
  Female half-elf loremaster 1
  N Medium humanoid (elf, human)
  Init +2; Senses low-light vision; Perception +1
  Defense
  AC 11, touch 11, flat-footed 10
  (+1 Dex)
  hp 8 (1d6+2)
  Fort +1, Dex +1, Will +1; +2 vs. enchantment
  Immune sleep
  Offense
  Speed 30 ft. 
  Melee quarterstaff +0 (1d6)
  Ranged light crossbow +1 (1d8/19-10)
  Spell-Like Abilities (CL 1st; concentration +4)
  
  — 70 —
     6/day—diviner’s fortune +1
  Spells Prepared (CL 1st; concentration +4)
     1st—animate rope, identify, true strike
     0th (at-will)—detect magic, detect poison, read magic
  School divination; Opposition enchantment, illusion
  Statistics
  Str 10, Dex 13, Con 12, Int 17, Wis 8, Cha 14
  Base Atk +0; CMB +0; CMD 11
  Feats Scribe Scroll, Skill Focus (Knowledge [arcana], 
  Spellcraft)
  Skills Craft (calligraphy) +7, Knowledge (arcana) +10, 
  Knowledge (history) +7, Spellcraft +10, Use Magic De-
  vice +6; Racial Bonus +2 Perception
  SQ arcane ties (arcane school), forewarned +1, multital-
  ented (oracle/loremaster)
  Languages Common, Draconic, Giant, Elven, Orc
  Combat Gear 2 acid flasks, 10 bolts; Gear backpack, 
  ink (purple), ink pen, light crossbow, paper (5), scroll 
  case, spell component pouch, spellbook; Coins 2 gp
  Demographics
  Faith Neria
  Homeland City State of Iluriel
  Raquelle Mutaris (CR 4; XP 1,200)
  Female half-elf loremaster 5
  N Medium humanoid (elf, human)
  Init +3; Senses low-light vision; Perception +1
  Defense
  AC 13, touch 11, flat-footed 12
  (+2 armor, +1 Dex)
  hp 35 (5d6+15)
  Fort +2, Dex +2, Will +3; +2 vs. enchantment
  Immune sleep
  Offense
  Speed 30 ft. 
  Melee quarterstaff +2 (1d6)
  Ranged light crossbow +3 (1d8/19-20)
  Spell-Like Abilities (CL 5th; concentration +10)
     8/day—diviner’s fortune +2
  Spells Prepared (CL 5th; concentration +10)
     3rd—arcane sight, clairaudience/clairvoyance, tongues
     2nd—detect throughts (W-DC 17), locate object, protec-
  tion from arrows, see invisibility
     1st—animate rope, hold portal, identify, shield, true 
  strike, unseen servant
     0th (at-will)—detect magic, detect poison, read magic, 
  resistance
  School divination; Opposition enchantment, illusion
  Statistics
  Str 10, Dex 13, Con 12, Int 20, Wis 8, Cha 14
  Base Atk +2; CMB +2; CMD 13
  Feats Craft Wand, Extend Spell, Scribe Scroll, Skill Fo-
  cus (Knowledge [arcana], Spellcraft), Toughness
  Skills Craft (calligraphy) +12, Knowledge (arcana) +17, 
  Knowledge (geography) +14, Knowledge (history) +14, 
  Knowledge (religion) +14, Spellcraft +15, Use Magic 
  Device +10; Racial Bonus +2 Perception
  SQ arcane ties (arcane school), forewarned +2, lore +2, 
  multitalented (oracle/loremaster), secret (secret health)
  Languages Common, Draconic, Giant, Elven, Orc
  Combat Gear 1 acid flasks, 7 bolts; Gear backpack, bag 
  of holding (type I), bracers of armor +2,  headband of vast 
  intelligence +2, ink (purple), ink pen, light crossbow, pa-
  per (10), scroll case, spell component pouch, spellbook; 
  Coins 2 gp
  Demographics
  Faith Neria
  Homeland City State of Iluriel
  Raquelle Mutaris (CR 9; XP 6,400)
  Female half-elf loremaster 10
  N Medium humanoid (elf, human)
  Init +6; Senses low-light vision; Perception +1
  Defense
  AC 16, touch 12, flat-footed 14
  (+4 armor, +1 Dex, +1 dodge)
  hp 67 (10d6+30)
  Fort +4, Dex +4, Will +6; +2 vs. enchantment
  Immune sleep
  Offense
  Speed 30 ft. 
  Melee quarterstaff +5 (1d6)
  Ranged light crossbow +6 (1d8-1/19-20)
  Spell-Like Abilities (CL 10th; concentration +17)
     10/day—diviner’s fortune +5
  Spells Prepared (CL 10th; concentration +17)
     5th—contact other planes, lesser planar binding (W-DC 
  22), prying eyes, telepathic bond
     4th—arcane eye, detect scrying, dimensional anchor, 
  locate creature, scrying
     3rd—arcane sight, clairaudience/clairvoyance, dispel 
  magic, nondetection, tongues, water breathing
     2nd—arcane lock, bull’s strength, detect throughts (W-
  DC 19), locate object, obscure object, protection from ar-
  rows, see invisibility
     1st—alarm, animate rope, hold portal, identify, shield, 
  true strike, unseen servant
     0th (at-will)—detect magic, detect poison, read magic, 
  resistance 
  School divination; Opposition enchantment, illusion
  
  — 71 —
  Statistics
  Str 10, Dex 13, Con 12, Int 25, Wis 8, Cha 14
  Base Atk +5; CMB +5; CMD 17
  Feats Craft Wand, Extend Spell, Scribe Scroll, Skill 
  Focus (Knowledge [arcana, geography, history, religion], 
  Spellcraft), Toughness
  Skills Craft (calligraphy) +19, Knowledge (arcana) +30, 
  Knowledge (geography) +30, Knowledge (history) +30, 
  Knowledge (religion) +30, Spellcraft +25, Use Magic 
  Device +15; Racial Bonus +2 Perception
  SQ arcane ties (arcane school), forewarned +5, lore +5, 
  multitalented (oracle/loremaster), scrying adept, secret 
  (dodge trick, secret health)
  Languages Celestial, Common, Draconic, Giant, Elven, 
  Infernal, Orc
  Combat Gear 5 acid flasks, potion of cure serious wounds 
  (2), 15 silver bolts, wand of true strike, wand of shield; 
  Gear backpack, bag of holding (type I), bracers of armor 
  +4, circlet of persuasion, headband of vast intelligence +6, 
  ink (purple), ink pen, light crossbow, paper (10), scroll 
  case, spell component pouch, spellbook; Components 4 
  bags of gold dust (25 gp each), silver mirror (1,000 gp); 
  Coins 235 gp
  Demographics
  Faith Neria
  Homeland City State of Iluriel
  Raquelle Mutaris (CR 14; XP 38,400)
  Female half-elf loremaster 15
  N Medium humanoid (elf, human)
  Init +8; Senses low-light vision; Perception +1
  Defense
  AC 18, touch 12, flat-footed 16
  (+6 armor, +1 Dex, +1 dodge)
  hp 100 (15d6+45)
  Fort +6, Dex +6, Will +8; +2 vs. enchantment
  Immune sleep
  Offense
  Speed 30 ft. 
  Melee quarterstaff +7/+2 (1d6)
  Ranged light crossbow +8/+3 (1d8-1/19-20)
  Spell-Like Abilities (CL 15th; concentration +23)
     11/day—diviner’s fortune +7
  Spells Prepared (CL 10th; concentration +23)
     8th—discern location, moment of prescience, greater pry-
  ing eyes
     7th—banishement (W-DC 25), greater arcane sight, 
  greater scrying (W-DC 25), vision
     6th—analyze dweomer, antimagic field, greater dispel 
  magic, legend lore, true seeing
     5th—contact other plane, lesser planar binding (W-DC 
  24), mage’s private sanctum, prying eyes, telekinesis, tele-
  pathic bond
     4th—arcane eye, detect scrying, dimension door, dimen-
  sional anchor, locate creature, remove curse, scrying
     3rd—arcane sight, clairaudience/clairvoyance, dispel 
  magic, nondetection, protection from energy, tongues, water 
  breathing
     2nd—arcane lock, bull’s strength, detect throughts (W-
  DC 21), locate object, obscure object, protection from ar-
  rows, see invisibility
     1st—alarm, animate rope, hold portal, identify, shield, 
  true strike, unseen servant
     0th (at-will)—detect magic, detect poison, read magic, 
  resistance 
  School divination; Opposition enchantment, illusion
  Statistics
  Str 10, Dex 13, Con 12, Int 26, Wis 8, Cha 14
  Base Atk +7; CMB +7; CMD 19
  Feats Craft Rod, Craft Wand, Extend Spell, Scribe 
  Scroll, Skill Focus (Diplomacy, Knowledge [arcana, 
  geography, history, religion], Spellcraft, Use Magic De-
  vice), Toughness
  Skills Craft (calligraphy) +24, Diplomacy +29, Knowl-
  edge (arcana) +37, Knowledge (geography) +37, Knowl-
  edge (history) +37, Knowledge (religion) +37, Spellcraft 
  +30 (+40 to identify properties of magic items), Use 
  Magic Device +26; Racial Bonus +2 Perception
  SQ arcane ties (arcane school), forewarned +7, greater 
  lore, lore +7, multitalented (oracle/loremaster), scrying 
  adept, secret (applicable knowledge, dodge trick, secret 
  health)
  Languages Celestial, Common, Draconic, Giant, Elven, 
  Infernal, Orc
  Combat Gear 2 acid flasks, potion of cure serious wounds 
  (5), scroll of summon monster VII, 12 silver bolts, wand of 
  true strike, wand of shield; Gear backpack, bag of holding 
  (type I), bracers of armor +6, circlet of persuasion, crystal 
  ball with telepathy, crystal ball with true seeing, head-
  band of vast intelligence +6, ink (purple), ink pen, light 
  crossbow, paper (10), ring of conspiracy, scroll case, spell 
  component pouch, spellbook; Components 4 bags of 
  gold dust (25 gp each), eye ointment (250 gp), incense 
  (250 gp), pieces of ivory (4) (50 gp each), ruby and gold 
  lenses (1,500 gp), silver mirror (1,000 gp); Coins 721 gp
  Demographics
  Faith Neria
  Homeland City State of Iluriel
  
  — 72 —
  “No one person can learn all there is to know. That is not 
  going to stop me for trying!”
  Some people wander through their lives from one inter-
  est to another, never dedicating themselves to any cause 
  or creed.  Raquelle Mutaris is nothing like that.  From 
  the moment she could speak, she became obsessed with 
  learning.  Her first love was languages, mastering her 
  human father’s speech and then moving on to the Elven 
  tongue before she was twelve.   While many half-elves 
  struggle to speak Elven with anything more than pass-
  ing fluency, she knew the language and four of its major 
  dialects by her twentieth birthday.  The truth is, there is 
  often not a great deal to do in Iluriel, hidden homeland 
  of her birth.
  The City State of Iluriel, as it is proudly known by its 
  inhabitants, is virtually unknown outside of the state, 
  itself.  Those people who live nearby have constructed 
  taboos about demons, ghosts, and tainted land, and 
  avidly avoid the place (with a few notable, historical 
  exceptions).  An introspective, somewhat inbred soci-
  ety, whose patron is the goddess of dreams, Neria, She 
  who is the Dreamspeaker, the Oracle of Fate, the Singer 
  of Songs.  The amount of newcomers in Iluriel can be 
  counted on one hand in a year’s time, and one of those 
  was Raquelle’s human father, a crashed airship pilot who 
  died when Raquelle was young- but not before teaching 
  her much of the outside world.  
  As grew and learned Raquelle eventually became satisfied 
  that she could communicate well with both halves of her 
  heritage, and she took the next logical step and started 
  collecting the lore of both races.  She found peace and 
  contentment in the sagely wisdom of her Elven ances-
  tors while simultaneously thrilling to the vibrant action 
  and raw emotions in human history.  At twenty nine, 
  a young age for someone with elven blood, she realized 
  her homeland could no longer help her with her studies.  
  She already knew everything they could teach her.
  Again, she picked the only logical course of action – 
  travel.  Raquelle Mutaris spent another year studying 
  maps, safe routes, wilderness survival, and even basic 
  self-defense.  Ever the pragmatic, she learned everything 
  she could before setting off.  She learned a bit of combat, 
  though she was never quite proficient at it, and learned 
  much of the ways of the two implacable enemies of the 
  world; the Deists and the Elementalists, and their ulti-
  mate leaders, the Elemental Lords and the New Gods. 
  Unfortunately, however, there are only so many reposito-
  ries of knowledge and libraries in the Patchwork World.  
  After devouring everything a legitimate sage could dis-
  cover, she had to resort to keeping less savory company 
  and brave less civilized locales.  At first, these excursions 
  were carefully planned affairs and utilized reputable con-
  tacts in various scholarly guilds and adventuring compa-
  nies.  As her appetite for lore required more dangerous 
  trips into the wilds, inevitable losses caused Raquelle to 
  have to depend on groups with lower standards, higher 
  prices, and no questions asked.
  Now she travels the darkest corners of Porphyra, accom-
  panied by fellow seekers and rough mercenary hirelings, 
  looking for lore in all the wrong places…
  Ring of Conspiracy 
  Aura moderate divination; CL 7th
  Slot ring; Price 4,000 gp; Weight —
  Description
  No two of these magical rings look alike, and they have 
  the singular property of appearing to be a different ring 
  on the wearer’s finger, on a regular basis; not simply 
  replaced, but appearing to “break” and reveal another 
  ring beneath the old one, as if a hidden ring were there 
  all along.  
     In any incarnation, the ring appears symbolic, like a 
  ring of membership to some secret cabal that has been 
  hidden from the public view. Its wearer gains +1 on their 
  Bluff and Sense Motive skill checks, and an added ability 
  if they are able to cast the spells augury and/or legend 
  lore.  With augury, a successful casting adds the phrase 
  “because [blank]” where an appropriate, single word is 
  included.  The ring enables one to cast legend lore with-
  out the monetary offering that is required for the spell, 
  though the time must be taken normally.
  Construction
  Requirements Forge Ring, Spell Focus (divination); 
  divination; Cost 2,000 gp
  
  — 73 —
  Table 11.1 - Mystic Archer 
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th 
  1st 
  +0 
  +2 
  +0 
  +2 
  Nature bond, nature sense, 
  orisons, wild empathy 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +3 
  +0 
  +3 
  Archery style feat, woodland 
  stride 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +2 
  +3 
  +1 
  +3 
  Trackless step 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +3 
  +4 
  +1 
  +4 
  Resist nature's lure 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +3 
  +4 
  +1 
  +4 
  Mystic spellstrike 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +4 
  +5 
  +2 
  +5 
  Archery style feat 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +5 
  +5 
  +2 
  +5 
  —
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  8th 
  +6/+1 
  +6 
  +2 
  +6 
  Mystic archery 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  9th 
  +6/+1 
  +6 
  +3 
  +6 
  Venom immunity 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  10th 
  +7/+2 
  +7 
  +3 
  +7 
  Archery style feat 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  11th 
  +8/+3 
  +7 
  +3 
  +7 
  Seeker arrow 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  12th 
  +9/+4 
  +8 
  +4 
  +8 
  Summoning arrow
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  13th 
  +9/+4 
  +8 
  +4 
  +8 
  Imbue arrow 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  14th 
  +10/+5 
  +9 
  +4 
  +9 
  Archery style feat 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  15th 
  +11/+6/+1 
  +9 
  +5 
  +9 
  Phase Arrow
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  16th 
  +12/+7/+2 
  +10 
  +5 
  +10 
  A thousand faces
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  17th 
  +12/+7/+2 
  +10 
  +5 
  +10 
  Hail of arrows 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18th 
  +13/+8/+3 
  +11 
  +6 
  +11 
  Archery style feat 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19th 
  +14/+9/+4 
  +11 
  +6 
  +11 
  Timeless body
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  20th 
  +15/+10/+5 +12 
  +6 
  +12 
  Arrow of death 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  Mystic Archer 
  Some druids are hunters more than than animal friends, 
  predators and guardians of their chosen lands. Mystic 
  archers first appeared among elves, and remain popular 
  with them and with druids who see themselves as hunt-
  ers more than caretakers. This is a divine variant of the 
  arcane archer. 
  Prestige Class: Arcane archer. 
  Build Classes: Druid, ranger. 
  Role: Mystic archers are superlative support characters, 
  changing from archery to control or buffs and healing at 
  a moment’s notice. 
  Alignment: Any. Less passionate than most druids, mys-
  tic archers may well devote themselves to a cause, but 
  rarely make much of a fuss about it. 
  Hit Die: d8. 
  Starting Gold: 3d6 x 10 (105 gp average).
  Class Skills 
  The mystic archer’s class skills (and the key ability for 
  each skill) are Climb (Str), Craft (Int), Fly (Dex), Han-
  dle Animal (Cha), Heal (Wis), Knowledge (geography) 
  (Int), Knowledge (nature) (Int), Perception (Wis), Pro-
  fession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), 
  Survival (Wis), and Swim (Str). 
  Skill Ranks at Each Level: 4 + Int modifier.
  Class Abilities 
  All of the following are class features of the mystic ar-
  cher.
  Weapon and Armor Proficiencies: Mystic archers are 
  proficient with the following weapons: club, dagger, 
  longbow (and composite longbow), quarterstaff, scimi-
  tar, scythe, sickle, shortbow (and composite shortbow), 
  shortspear, and spear. Mystic archers are proficient with 
  
  — 74 —
  light and medium armor but are prohibited from wear-
  ing metal armor; thus, they may wear only padded, 
  leather, or hide armor. A mystic archer may also wear 
  wooden armor that has been altered by the ironwood 
  spell so that it functions as though it were steel. Mystic 
  archers are proficient with shields (except tower shields) 
  but must use only those crafted from wood.
     A mystic archer who wears prohibited armor or uses a 
  prohibited shield is unable to cast druid spells or use any 
  of her supernatural or spell-like class abilities while doing 
  so and for 24 hours thereafter.
  Spells: A mystic archer casts divine spells which are 
  drawn from the druid spell list presented in Spell Lists 
  (see Pathfinder Roleplaying Game). A mystic archer must 
  choose and prepare her spells in advance.
     To prepare or cast a spell, the mystic archer must have 
  a Wisdom score equal to at least 10 + the spell level. 
  The Difficulty Class for a saving throw against a mystic 
  archer’s spell is 10 + the spell level + the mystic archer’s 
  Wisdom modifier.
     Like other spellcasters, a mystic archer can cast only a 
  certain number of spells of each spell level per day. Her 
  base daily spell allotment is given on Table 13.1 - Mystic 
  Archer. In addition, she receives bonus spells per day if 
  she has a high Wisdom score (see Table: Ability Modifiers 
  and Bonus Spells in the Pathfinder Roleplaying Game).
     A mystic archer must spend 1 hour each day in a 
  trance-like meditation on the mysteries of nature to 
  regain her daily allotment of spells. A mystic archer may 
  prepare and cast any spell on the druid spell list, pro-
  vided that she can cast spells of that level, but she must 
  choose which spells to prepare during her daily medita-
  tion.
  Spontaneous Casting: A mystic archer can channel 
  stored spell energy into summoning spells that she hasn’t 
  prepared ahead of time. She can “lose” a prepared spell 
  in order to cast any summon nature’s ally spell of the same 
  level or lower.
  Chaotic, Evil, Good, and Lawful Spells: A mystic 
  archer can’t cast spells of an alignment opposed to her 
  own or her deity’s (if she has one). Spells associated with 
  particular alignments are indicated by the chaos, evil, 
  good, and law descriptors in their spell descriptions.
  Orisons: Mystic archer can prepare a number of orisons, 
  or 0-level spells, each day, as noted on Table 13.1 - Mys-
  tic Archer under “Spells per Day.” These spells are cast 
  like any other spell, but they are not expended when cast 
  and may be used again.
  Bonus Languages: A mystic archer’s bonus language 
  options include Sylvan, the language of woodland crea-
  tures. This choice is in addition to the bonus languages 
  available to the character because of her race. Mystic 
  archers are not taught Druidic, as they do not venerate 
  the natural world as strongly as their druid brethren.
  Nature Bond (Ex): At 1st level, a mystic archer forms a 
  bond with nature. This bond can take one of two forms. 
  The first is a close tie to the natural world, granting the 
  mystic archer one of the following cleric domains: Air, 
  Animal, Earth, Fire, Plant, Water, or Weather. When 
  determining the powers and bonus spells granted by this 
  domain, the mystic archer’s effective cleric level is equal 
  to her mystic archer level. A mystic archer that selects 
  this option also receives additional domain spell slots, 
  just like a cleric. She must prepare the spell from her 
  domain in this slot and this spell cannot be used to cast a 
  spell spontaneously.
     The second option is to form a close bond with an 
  animal companion. A mystic archer may begin play with 
  any of the animals listed in Animal Choices (see Path-
  finder Roleplaying Game) or the list deemed appropriate 
  by your GM. This animal is a loyal companion that ac-
  companies the mystic archer on her adventures.
     Unlike normal animals of its kind, an animal compan-
  ion’s Hit Dice, abilities, skills, and feats advance as the 
  druid advances in level. If a character receives an animal 
  companion from more than one source, her effective 
  mystic archer levels stack for the purposes of determin-
  ing the statistics and abilities of the companion. Most 
  animal companions increase in size when their mystic 
  archer reaches 4th or 7th level, depending on the com-
  panion. If a mystic archer releases her companion from 
  service, she may gain a new one by performing a cer-
  emony requiring 24 uninterrupted hours of prayer in the 
  environment where the new companion typically lives. 
  This ceremony can also replace an animal companion 
  that has perished.
  Nature Sense (Ex): A mystic archer gains a +2 bonus on 
  Knowledge (nature) and Survival checks.
  Wild Empathy (Ex): A mystic archer can improve the 
  attitude of an animal. This ability functions just like a 
  Diplomacy check made to improve the attitude of a per-
  son (see Using Skills). The mystic archer rolls 1d20 and 
  
  — 75 —
  adds her mystic archer level and her Wisdom modifier 
  to determine the wild empathy check result. The typical 
  domestic animal has a starting attitude of indifferent, 
  while wild animals are usually unfriendly.
     To use wild empathy, the mystic archer and the animal 
  must be within 30 feet of one another under normal 
  conditions. Generally, influencing an animal in this way 
  takes 1 minute but, as with influencing people, it might 
  take more or less time.
     A mystic archer can also use this ability to influence 
  a magical beast with an Intelligence score of 1 or 2, but 
  she takes a –4 penalty on the check.
  Archery Style Feats (Ex): At 2nd level, a mystic archer 
  gains expertise in archery. This manifests in the form of 
  bonus feats at 2nd, 6th, 10th, 14th, and 18th level. She 
  can choose feats from her selected combat style, even if 
  she does not have the normal prerequisites. 
     The benefits of the mystic archer’s chosen style feats 
  apply only when she wears light or no armor. She loses 
  all benefits of her combat style feats when wearing me-
  dium or heavy armor. 
     A mystic archer can choose from the following list 
  whenever she gains a combat style feat: Far Shot, Fo-
  cused Shot, Point Blank Shot, Precise Shot, Weapon 
  Focus (longbow or shortbow). 
     At 6th level, she adds Improved Precise Shot, Mounted 
  Archery, Parting Shot, Point Blank Master, Manyshot, 
  and Weapon Specialization (longbow or shortbow) to 
  the list. 
     At 10th level, she adds Greater Weapon Focus (long-
  bow or shortbow), Pinpoint Targeting, and Shot on the 
  Run to the list. 
  Woodland Stride (Ex): Starting at 2nd level, a mystic 
  archer may move through any sort of undergrowth (such 
  as natural thorns, briars, overgrown areas, and similar 
  terrain) at her normal speed and without taking damage 
  or suffering any other impairment. Thorns, briars, and 
  overgrown areas that have been magically manipulated 
  to impede motion, however, still affect her.
  Trackless Step (Ex): Starting at 3rd level, a mystic 
  archer leaves no trail in natural surroundings and cannot 
  be tracked. She may choose to leave a trail if so desired.
  Resist Nature’s Lure (Ex): Starting at 4th level, a mystic 
  archer gains a +4 bonus on saving throws against the 
  spell-like and supernatural abilities of fey. This bonus 
  also applies to spells and effects that utilize or target 
  plants, such as blight, entangle, spike growth, and warp 
  wood.
  Mystic Spellstrike (Su): At 5th level, whenever a mystic 
  archer casts a spell casts a spell with a range of “touch” 
  from the druid spell list, she can deliver the spell through 
  any bow she is wielding as part of a ranged attack. 
  Instead of the free melee touch attack normally allowed 
  to deliver the spell, a mystic archer can make one free 
  ranged attack with her weapon (at her highest base at-
  tack bonus) as part of casting this spell. If successful, the 
  mystic archer can choose to have the ranged attack deals 
  its normal damage as well as the effects of the spell, or to 
  use the ranged attack to deliver the spell without inflict-
  ing any damage. 
     This attack uses the weapon’s critical range, modified 
  by the keen weapon property or similar effects, but the 
  spell effect only deals ×2 damage on a successful criti-
  cal hit, while the weapon damage uses its own critical 
  modifier. Only damage is ever multiplied this way; other 
  spell effects remain unchanged on a critical hit. If the 
  mystic archer makes this attack in concert with mystic 
  archery, this ranged attack takes all the penalties accrued 
  by mystic archery. This otherwise functions as a magus’ 
  spellstrike ability, see official FAQ/Errata for that ability 
  for more information. 
  Mystic Archery: At 8th level, a mystic archer learns 
  to cast spells and shoot her bow at the same time. This 
  functions much like Rapid Shot, but the extra attack is 
  a spell that is being cast. To use this ability, the mystic ar-
  cher must be wielding a bow. As a full-round action, she 
  can make all of her attacks with her bow at a –2 penalty 
  and can also cast any spell from the mystic archer spell 
  list with a casting time of 1 standard action (any attack 
  roll made as part of this spell also takes this penalty). 
  If she casts this spell defensively and fails, the spell is 
  wasted, but the attacks still take the penalty. 
     A mystic archer can choose to cast the spell first or 
  make the weapon attacks first, but if she has more than 
  one attack, she cannot cast the spell between weapon 
  attacks. 
  Venom Immunity (Ex): At 9th level, a mystic archer 
  gains immunity to all poisons.
  Seeker Arrow (Su): At 11th level, a mystic archer can 
  launch an arrow at a target known to her within range, 
  and the arrow travels to the target, even around corners. 
  Only an unavoidable obstacle or the limit of the arrow’s 
  
  — 76 —
  range prevents the arrow’s flight. This ability negates cov-
  er and concealment modifiers, but otherwise the attack 
  is rolled normally. Using this ability is a standard action 
  (and shooting the arrow is part of the action). A mystic 
  archer can use this ability once per day at 11th level, and 
  one additional time per day for every two levels beyond 
  11th, to a maximum of five times per day at 19th level. 
  Summoning Arrow (Su): At 12th level, a mystic archer 
  gains the ability to place a summoning spell upon an ar-
  row. When the arrow is fired, the creature is summoned 
  where the arrow lands. This ability allows the archer to 
  use the bow’s range rather than the spell’s range. A spell 
  cast in this way uses its standard casting time and the 
  mystic archer can fire the arrow as part of the casting. 
  The arrow must be fired when the casting is completed 
  or the spell is wasted. If the arrow misses, the spell is 
  wasted. If the arrow hits a creature, the creatures(s) sum-
  moned will also attack that creature.
  Imbue Arrow (Su): At 13th level, a mystic archer gains 
  the ability to place an area spell upon an arrow. When 
  the arrow is fired, the spell’s area is centered where the 
  arrow lands, even if the spell could normally be centered 
  only on the caster. This ability allows the archer to use 
  the bow’s range rather than the spell’s range. A spell cast 
  in this way uses its standard casting time and the mystic 
  archer can fire the arrow as part of the casting. The arrow 
  must be fired during the round that the casting is com-
  pleted or the spell is wasted. If the arrow misses, the spell 
  is wasted. 
  Phase Arrow (Su): At 15th level, a mystic archer can 
  launch an arrow once per day at a target known to her 
  within range, and the arrow travels to the target in 
  a straight path, passing through any barrier 
  or wall in its way. This ability negates cover, 
  concealment, armor, and shield modifiers, 
  but otherwise the attack is rolled normally. 
  It does full damage to incorporeal or ethereal 
  creatures. It is stopped normally by ghost touch armor, 
  force armor, or barriers made of force effects, which 
  makes it similar to an incorporeal touch attack. 
     Using this ability is a standard action (and shooting 
  the arrow is part of the action). A mystic archer can 
  use this ability once per day at 15th level, and one 
  additional time per day for every two levels beyond 
  15th, to a maximum of three times per day at 19th level.
  A Thousand Faces (Su): At 16th level, a mystic archer 
  gains the ability to change her appearance at will, as if 
  using the alter self spell.
  Hail of Arrows (Su): Once per day as a full-round ac-
  tion, a mystic archer of 17th level or higher can fire an 
  arrow at each and every target within range, to a maxi-
  mum of one target for every mystic archer level she has 
  earned. Each attack uses the mystic archer’s primary 
  attack bonus, and each enemy may only be targeted by a 
  single arrow.
  Timeless Body (Ex): After attaining 19th level, a mystic 
  archer no longer takes ability score penalties for aging 
  and cannot be magically aged. Any penalties she may 
  have already incurred, however, remain in place. Bonuses 
  still accrue, and the druid still dies of old age when her 
  time is up.
  
  — 77 —
  Arrow of Death (Su): At 20th level, a mystic archer 
  can create a special type of slaying arrow that forces the 
  target, if damaged by the arrow’s attack, to make a For-
  titude save or be slain immediately. The DC of this save 
  is equal to 20 + the mystic archer’s Wisdom modifier. It 
  takes 1 day to make a slaying arrow, and the arrow only 
  functions for the mystic archer who created it. The slay-
  ing arrow lasts no longer than 1 year, and the archer can 
  only have one such arrow in existence at a time. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever he gains a level in a class of mystic archer, the 
  following races have the option of choosing an alternate 
  bonus depending on their race.
     Dwarf: Add a +1/2 bonus on wild empathy checks 
  to influence animals and magical beasts that live under-
  ground.
     Elf: Choose a weapon from the following list: long-
  bow, longsword, rapier, shortbow, short sword, or any 
  weapon with “elven” in its name. 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.
     Gnome: Add DR 1/magic to the mystic archer’s ani-
  mal companion. Each additional time the mystic archer 
  selects this benefit, the DR/magic increases by +1/2 
  (maximum DR 10/magic). If the mystic archer ever re-
  places his animal companion, the new companion gains 
  this DR.
     Half-Elf: Select one cleric domain power at 1st level 
  that is normally usable a number of times per day equal 
  to 3 + the mystic archer’s Wisdom modifier. The mystic 
  archer adds +1/2 to the number of uses per day of that 
  domain power. For mystic archers whose nature bond 
  gives them an animal companion, add +1 skill rank to 
  the animal companion. If the mystic archer ever replaces 
  her animal companion, the new companion gains these 
  bonus skill ranks.
     Half-Orc: Add +1 hit point to the mystic archer’s 
  animal companion. If the mystic archer ever replaces his 
  animal companion, the new animal companion gains 
  these bonus hit points.
     Halfling: Add a +1/4 luck bonus on the saving throws 
  of the mystic archer’s animal companion.
     Human: Add +1/2 rounds to the duration of sum-
  moned creatures when using spontaneous casting.
  Sample Mystic Archer Character
  Below is a sample mystic archer player character created 
  using these rules at levels 1, 5, 10, and 15. Favored class 
  bonus is used to provide additional hit points. 
  Silken Whisperwind (CR 1/2; XP 200)
  Female elf mystic archer 1
  NG Medium humanoid (elf)
  Init +3; Senses low-light vision; Perception +3
  Defense
  AC 15, touch 13, flat-footed 12
  (+2 armor, +3 Dex) 
  hp 9 (1d8+1)
  Fort +2, Ref +3, Will +3; +2 vs. enchantment
  Immune sleep
  Offense
  Speed 30 ft. 
  Melee sickle +2 (1d6+2)
  Ranged shortbow +3 (1d6/x3)
  Spell-Like Abilities (CL 1st; concentration +2)
     4/day—lightning arc (+3 rta; 1d6+1 electricity)
  Spells Prepared (CL 1st; concentration +2)
     1st—aspect of the falcon, frostbite, obscuring mistD
     0th (at-will)—create water, detect magic, stabilize
  D domain spell; Domain Air
  Statistics
  Str 15, Dex 16, Con 10, Int 10, Wis 13, Cha 10
  Base Atk +0; CMB +2; CMD 15
  Feats Point Blank Shot
  Skills Knowledge (nature) +6, Spellcraft +4 (+6 identify 
  magic items), Stealth +7, Survival +7; Racial Modifiers 
  +2 Perception, +2 to Spellcraft to identify the properties 
  of magic items
  SQ elven magic, nature bond (domain), nature sense, 
  weapon familiarity, wild empathy +2
  Languages Common, Elven
  Combat Gear 20 arrows, smokesticks (2); Gear back-
  pack, holly and mistletoe, leather armor, shortbow, 
  sickle, spell component pouch; Coins 13 gp
  Demographics 
  Faith Aleria
  Homeland Gardens of Meynon
  Silken Whisperwind (CR 4; XP 1,200)
  Female elf mystic archer 5
  NG Medium humanoid (elf)
  Init +3; Senses low-light vision; Perception +5
  Defense
  AC 16, touch 13, flat-footed 13
  (+3 armor, +3 Dex) 
  
  — 78 —
  hp 31 (5d8+5)
  Fort +4, Ref +4, Will +7; +2 vs. enchantment, +4 vs. fey 
  and plant-targeted effects
  Immune sleep
  Offense
  Speed 30 ft. 
  Melee sickle +5 (1d6+2)
  Ranged +1 shortbow +8 (1d6+1/x3)
  Special Attacks mystic spellstrike
  Spell-Like Abilities (CL 5th; concentration +8)
     6/day—lightning arc (+6 rta; 1d6+2 electricity)
  Spells Prepared (CL 5th; concentration +8)
     3rd—gaseous formD, poison (F-DC 16), spike growth
     2nd—cat’s grace, frigid touch, stone call, wind wallD
     1st—aspect of the falcon, cure light wounds, frostbite, 
  longstrider, obscuring mistD
     0th (at-will)—create water, detect magic, mending, 
  stabilize
  D domain spell; Domain Air
  Statistics
  Str 15, Dex 16, Con 10, Int 10, Wis 16, Cha 10
  Base Atk +3; CMB +5; CMD 18
  Feats Far Shot, Point Blank Shot, Precise Shot, Weapon 
  Focus (shortbow)
  Skills Knowledge (nature) +10, Spellcraft +8 (+10 
  identify magic items), Stealth +16, Survival +13; Racial 
  Modifiers +2 Perception, +2 to Spellcraft to identify the 
  properties of magic items
  SQ elven magic, nature bond (domain), nature sense, 
  trackless step, weapon familiarity, wild empathy +7, 
  woodland stride
  Languages Common, Elven
  Combat Gear 20 arrows, potion of cure moderate wounds, 
  potion of cure light wounds, smokesticks (4); Gear back-
  pack, cloak of elvenkind, headband of inspired wisdom 
  +2, holly and mistletoe, +1 leather armor, +1 shortbow, 
  sickle, spell component pouch; Coins 38 gp
  Demographics 
  Faith Aleria
  Homeland Gardens of Meynon
  Silken Whisperwind (CR 9; XP 6,400)
  Female elf mystic archer 10
  NG Medium humanoid (elf)
  Init +4; Senses low-light vision; Perception +7
  Defense
  AC 17, touch 14, flat-footed 13
  (+3 armor, +4 Dex) 
  hp 58 (10d8+10)
  Fort +7, Ref +7, Will +12; +2 vs. enchantment, +4 vs. 
  fey and plant-targeted effects
  Immune poison, sleep; Resist electricity 10
  Offense
  Speed 30 ft. 
  Melee sickle +10/+5 (1d6+3)
  Ranged +2 composite shortbow +15/+10 (1d6+7/x3)
  Special Attacks mystic archery, mystic spellstrike
  Spell-Like Abilities (CL 10th; concentration +13)
     6/day—lightning arc (+11 rta; 1d6+5 electricity)
  Spells Prepared (CL 10th; concentration +13)
     5th—control windsD, fire snake (R-DC 20), wall of 
  thorns (2)
     4th—air walkD, rusting grasp (3), touch of slime (F-DC 
  19)
     3rd—gaseous formD, poison (3) (F-DC 18), spike growth
     2nd—cat’s grace, frigid touch (2), stone call, wind wallD
     1st—aspect of the falcon, cure light wounds, frostbite (3), 
  longstrider, obscuring mistD
     0th (at-will)—create water, detect magic, mending, 
  stabilize
  D domain spell; Domain Air
  Statistics
  Str 17, Dex 18, Con 10, Int 10, Wis 21, Cha 10
  Base Atk +7; CMB +10; CMD 24
  Feats Clustered Shot, Far Shot, Point Blank Shot, Pre-
  cise Shot, Weapon Focus (shortbow), Improved Precise 
  Shot, Rapid Shot, Weapon Specialization (shortbow)
  Skills Knowledge (nature) +15, Spellcraft +13 (+15 
  identify magic items), Stealth +22, Survival +20; Racial 
  Modifiers +2 Perception, +2 to Spellcraft to identify the 
  properties of magic items
  SQ elven magic, nature bond (domain), nature sense, 
  trackless step, weapon familiarity, wild empathy +15, 
  woodland stride
  Languages Common, Elven
  Combat Gear 60 arrows, potion of cure moderate wounds 
  (2), smokesticks (4); Gear backpack, belt of physical 
  might (Str, Dex) +2, cloak of elvenkind, efficient quiver, 
  headband of inspired wisdom +6, holly and mistletoe, +1 
  leather armor, +2 composite shortbow, sickle, spell compo-
  nent pouch; Coins 73 gp
  Demographics 
  Faith Aleria
  Homeland Gardens of Meynon
  Silken Whisperwind (CR 14; XP 38,400)
  Female elf mystic archer 15
  NG Medium humanoid (elf)
  Init +6; Senses low-light vision; Perception +7
  Defense
  
  — 79 —
  AC 27, touch 16, flat-footed 21
  (+7 armor, +6 Dex, +4 natural) 
  hp 86 (15d8+15)
  Fort +9, Ref +11, Will +14; +2 vs. enchantment, +4 vs. 
  fey and plant-targeted effects
  Immune poison, sleep; Resist electricity 20
  Offense
  Speed 30 ft. 
  Melee sickle +17/+12/+7 (1d6+6)
  Ranged +5 composite shortbow +25/+20/+15 (1d6+13/
  x3)
  Special Attacks imbue arrow, mystic archery, mystic 
  spellstrike, phase arrow (1/day), seeker arrow (3/day), 
  summoning arrow
  Spell-Like Abilities (CL 15th; concentration +20)
     6/day—lightning arc (+15 rta; 1d6+7 electricity)
  Spells Prepared (CL 15th; concentration +20)
     7th—creeping doom (F-DC 22), elemental body (air 
  only)D
     6th—chain lightning (R-DC 21)D, dispel magic, wall of 
  stone
     5th—control windsD, fire snake (R-DC 20), insect 
  plague (2), wall of thorns (2) 
     4th—air walkD, flame strike (R-DC 19), rusting grasp 
  (3), touch of slime (F-DC 19) 
     3rd—gaseous formD, poison (3) (F-DC 16), protection 
  from energy, spike growth
     2nd—cat’s grace (2), frigid touch (2), stone call, wind 
  wallD
     1st—aspect of the falcon, cure light wounds, frostbite (3), 
  longstrider, obscuring mistD
     0th (at-will)—create water, detect magic, mending, 
  stabilize
  D domain spell; Domain Air
  Statistics
  Str 22, Dex 22, Con 10, Int 10, Wis 21, Cha 10
  Base Atk +11; CMB +17; CMD 33
  Feats Clustered Shot, Elven Accuracy, Far Shot, Greater 
  Weapon Focus (shortbow), Manyshot, Point Blank Shot, 
  Precise Shot, Stabbing Shot, Weapon Focus (shortbow), 
  Improved Precise Shot, Rapid Shot, Weapon Specializa-
  tion (shortbow)
  Skills Knowledge (nature) +20, Spellcraft +18 (+20 
  identify magic items), Stealth +29, Survival +25; Racial 
  Modifiers +2 Perception, +2 to Spellcraft to identify the 
  properties of magic items
  SQ elven magic, nature bond (domain), nature sense, 
  trackless step, weapon familiarity, wild empathy +20, 
  woodland stride
  Languages Common, Elven
  Combat Gear 60 arrows, potion of cure moderate wounds 
  (2), smokesticks (4); Gear amulet of natural armor +4, 
  backpack, belt of physical might (Str, Dex) +6, cloak of 
  elvenkind, efficient quiver, headband of inspired wisdom 
  +6, holly and mistletoe, +5 leather armor, +5 composite 
  shortbow, sickle, spell component pouch; Coins 27 gp
  Demographics 
  Faith Aleria
  Homeland Gardens of Meynon
  “I am the eye of the storm, the hand of the sky enraged. 
  Come then; face the Tempest.”
  Born as the youngest of three daughters to a druidic 
  priestess and her woodsman husband in the Gardens of 
  Meynon, Silken Whisperwind grew up attending to her 
  mother’s needs as the spiritual leader of the small sylvan 
  village where they lived.  Dedicated to the trees that both 
  provided their homes and kept them safe, Silken’s elven 
  people were a quiet, peaceful folk.  They lived in harmo-
  ny with the land, needing little and harming none.
  Her free time, of which there was little, was spent 
  following Irisia, her eldest sister, around through the 
  village.  Irisia, a member of the village’s small guard, was 
  an excellent shot with a bow and enjoyed teaching her 
  skills to Silken whenever she could.  One evening, just 
  as the sisters were packing up to return home, they were 
  ambushed by a hulking ogre and a feral dire wolf.  Irisia 
  screamed for Silken to run home, covering her escape 
  with arrows the best she could, but Silken refused to 
  leave her sister behind.  Together, they brought down the 
  lumbering ogre with a hail of arrows, but the dire wolf 
  proved to be too strong.  Impaled by several shafts, it 
  survived long enough to drag Irisia down, fangs ripping 
  through her throat before it died.  As it did, the great 
  beast collapsed onto Silken, bashing her unconscious 
  and pinning her.
  Hours later, Silken awakened and forced herself free 
  of the massive wolf’s carcass.  Her sister was beyond 
  help and the trees of her homeland were burning in the 
  distance.  The ogre had not come alone. Instead, a great 
  force of savage raiders had razed the whole forest valley 
  and moved on, sparing no one.  
  Her homeland was lost, but there were many others 
  in danger.  Orcs and goblins had sown the wind with 
  death.  They would now have to reap the whirlwind, all 
  of them, no matter where they might hide.
  
  — 80 —
  Table 12.1 - Mystic Theurge 
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Aura, cantrips & 
  orisons, mystic ties 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  +1 
  +1 
  +4 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +2 
  +1 
  +1 
  +4 
  Spell synthesis (1/
  day)
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  +2 
  +2 
  +5 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  +2 
  +2 
  +5 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  8th 
  +4 
  +2 
  +2 
  +6 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  +3 
  +3 
  +6 
  4 
  4 
  3 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  10th 
  +5 
  +3 
  +3 
  +7 
  Spell synthesis (2/
  day)
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  11th 
  +5 
  +3 
  +3 
  +7 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  13th 
  +6/+1 
  +4 
  +4 
  +8 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  14th 
  +7/+2 
  +4 
  +4 
  +9 
  4 
  4 
  4 
  4 
  3 
  3 
  1 
  — 
  — 
  — 
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  Spell synthesis (3/
  day)
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  17th 
  +8/+3 
  +5 
  +5 
  +10 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  18th 
  +9/+4 
  +6 
  +6 
  +11 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  19th 
  +9/+4 
  +6 
  +6 
  +11 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  20th 
  +10/+5 
  +6 
  +6 
  +12 
  Spell synthesis (4/
  day) 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1
  Mystic Theurge
  Mystic theurges place no boundaries on their magical 
  abilities and find no irreconcilable paradox in devotion 
  to the arcane as well as the divine. They seek magic in 
  all of its forms, finding no reason or logic in denying 
  themselves instruction by limiting their knowledge to 
  one stifling paradigm, though many are simply hungry 
  for limitless power. No matter what their motivations, 
  mystic theurges believe that perception is reality, and 
  through the divine forces and astral energies of the mul-
  tiverse, that perception can be used to manipulate and 
  control not only the nature of this reality, but destiny 
  itself. 
  Prestige Class: Mystic theurge. 
  Build Classes: Cleric, wizard. 
  Role: The mystic theurge is a powerful component for 
  any party, supplying magic for attack, defense, and heal-
  ing. Mystic theurges travel the world in search of arcane 
  and holy artifacts, magical lore, or divine revelations, and 
  most have no qualms about teaming up with groups of 
  adventurers so long as that group’s goals do not directly 
  conflict with their own. 
  Alignment: The motivations of a mystic theurge rarely 
  stem from a sense of altruism or philanthropy, so most 
  tend to be neutral, neutral good, or neutral evil. Lawful 
  mystic theurges, whether good, neutral, or evil, are rarer, 
  and often use their powers for either the benefit—or 
  control—of society. Chaotic mystic theurges are rarer 
  
  — 81 —
  still, as the calling generally requires great personal disci-
  pline. 
  Hit Die: d6. 
  Starting Gold: 3d6 x 10 (105 gp)
  Class Skills 
  The mystic theurge’s class skills (and the key ability for 
  each skill) are Craft (Int), Diplomacy (Cha), Fly (Dex), 
  Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Pro-
  fession (Wis), Sense Motive (Wis), and Spellcraft (Int). 
  Skill Ranks at Each Level: 2 + Int modifier. 
  Class Features 
  This is all the class features of the mystic theurge class. 
  Weapon and Armor Proficiency: Mystic theurges are 
  proficient with all simple weapons and with the favored 
  weapon of his patron (if he has one), but not with any 
  type of armor or shield. Armor interferes with a mystic 
  theurge’s movements, which can cause his arcane spells 
  with somatic components to fail. 
  Spells: A mystic theurge casts divine spells which are 
  drawn from the cleric/oracle spell list and arcane spells 
  drawn from the sorcerer/wizard spell list. The two have a 
  single pool of spells per day, both of which are prepared 
  in the same one-hour spell preparation period. 
     A mystic theurge is both an arcane and a divine spell-
  caster, and can use both arcane and divine spell comple-
  tion items as long as the spell appears on either the 
  cleric/oracle or sorcerer/wizard spell list. 
     “Spells per day” applies once to both arcane and divine 
  spells, the mystic theurge has a single list of spells per 
  day. However, this number is then separately modified 
  by Intelligence for arcane spells and Wisdom for divine 
  spells (see Table: Ability Modifiers and Bonus Spells in the 
  Pathfinder Roleplaying Game Core Rulebook). 
     For example, a fourth level mystic theurge with Intelli-
  gence 12 and Wisdom 14 is preparing second-level spells 
  for the day. Table 8.1 - Mystic Theurge shows that a 
  fourth level mystic theurge has one second level spell per 
  day. He could prepare an additional divine spell because 
  of his Wisdom score.
  Divine Spells: A mystic theurge casts divine spells which 
  are drawn from the cleric/oracle spell list. His alignment 
  may restrict him from casting certain spells opposed to 
  his moral or ethical beliefs; A mystic theurge can’t cast 
  cleric spells of an alignment opposed to his own or his 
  deity’s (if he has one). Spells associated with particular 
  alignments are indicated by the chaotic, evil, good, and 
  lawful descriptors in their spell descriptions. 
     To prepare or cast a divine spell, a mystic theurge must 
  have a Wisdom score equal to at least 10 + the spell 
  level. The Difficulty Class for a saving throw against a 
  mystic theurge’s spell is 10 + the spell level + the mystic 
  theurge’s Wisdom modifier. 
     Mystic theurges meditate or pray for divine spells from 
  the cleric spell list. Each mystic theurge must choose a 
  time at which he must spend 1 hour each day in quiet 
  contemplation or supplication to regain his daily allot-
  ment of divine spells. Time spent resting has no effect 
  on whether a mystic theurge can prepare spells. A mystic 
  theurge may prepare and cast any spell on the cleric spell 
  list, provided that he can cast spells of that level, but 
  he must choose which spells to prepare during his daily 
  meditation. 
  Arcane Spells: A mystic theurge casts arcane spells 
  drawn from the sorcerer/wizard spell list. A mystic 
  theurge must choose and prepare his spells ahead of 
  time. 
     To learn, prepare, or cast a spell, the mystic theurge 
  must have an Intelligence score equal to at least 10 + the 
  spell level. The Difficulty Class for a saving throw against 
  a mystic theurge’s wizard spell is 10 + the spell level + the 
  mystic theurge’s Intelligence modifier. 
     A mystic theurge can cast only a certain number of 
  spells of each spell level per day. His base daily spell al-
  lotment is given on Table: Mystic theurge. In addition, 
  he receives bonus spells per day if he has a high Intelli-
  gence score (see Table: Ability Modifiers and Bonus Spells, 
  in the Pathfinder Roleplaying Game Core Rulebook). 
     A mystic theurge may know any number of spells. He 
  must choose and prepare his spells ahead of time by get-
  ting 8 hours of sleep and spending 1 hour studying his 
  spellbook. While studying, the mystic theurge decides 
  which spells to prepare. 
  Spellbook: A mystic theurge begins play with a spell-
  book containing all 0-level wizard spells (except those 
  from his opposed schools, if any; see mystic ties below) 
  plus three 1st-level spells of his choice. The mystic 
  theurge also selects a number of additional 1st-level 
  spells equal to his Intelligence modifier to add to the 
  spellbook. At each new mystic theurge level, he gains 
  two new spells of any spell level or levels that he can cast 
  (based on his new mystic theurge level) for his spellbook. 
  
  — 82 —
  At any time, a mystic theurge can also add spells found 
  in other spellbooks to his own. 
  Aura (Ex): A mystic theurge of a chaotic, evil, good, or 
  lawful deity has a particularly powerful aura correspond-
  ing to the deity’s alignment (see detect evil for details). 
  Bonus Languages: A mystic theurge’s bonus language 
  options include Draconic, Celestial, Abyssal, and Infer-
  nal (the language of dragons and of good, chaotic evil, 
  and lawful evil outsiders, respectively). These choices 
  are in addition to the bonus languages available to the 
  character because of his race.
   
  Cantrips and Orisons: Mystic theurges prepare a num-
  ber of cantrips and orisons, or 0-level spells, as noted on 
  Table 8.1 - Mystic Theurge. This limit applies separately 
  to cantrips and orisons, giving the mystic theurge two 
  sets of level zero spells each day. These spells are picked 
  from the cleric/oracle or sorcerer/wizard spell lists respec-
  tively and are cast like any other spell, but they do not 
  consume any slots and may be used again. 
  Mystic Ties: At first level, a mystic theurge must choose 
  one mystic tie. Each choice confers certain class abilities 
  of the cleric or wizard class. Mystic theurges use these 
  abilities as if they were clerics and wizards of their mystic 
  theurge level. 
     Mystic Bond: The mystic theurge gains the arcane 
  bond class ability of the wizard (see Pathfinder Roleplay-
  ing Game Core Rulebook). If choosing a bonded object, 
  the object can be a holy symbol (in addition to the 
  normal options). In addition to the normal ben-
  efits, the mystic theurge’s bound object can be 
  used to cast any one spell from the cleric spell list 
  per day as long as that spell is of a level the mys-
  tic theurge can cast. If the mystic theurge picks a 
  familiar, he gains Improved Familiar as a bonus feat at 
  7th level. 
     Mystic Channel: The mystic theurge gains the chan-
  nel energy and spontaneous casting class abilities of 
  the cleric. Only divine spells can be substituted for a 
  cure/inflict spell. 
     Mystic Domain: The mystic theurge gains the domains 
  class ability of the cleric. He has one domain spell slot 
  per level of spells he can cast that are strictly for domain 
  spells. Domain spells are divine spells. 
     Mystic School: The mystic theurge gains the arcane 
  school ability of the wizard. 
  Spell Synthesis (Su): At 5th level, a mystic theurge 
  can cast two spells, one from each of his spellcasting 
  classes, using one action. Both of the spells must have 
  the same casting time. The mystic theurge can make any 
  decisions concerning the spells independently. Any target 
  affected by both of the spells takes a –2 penalty on saves 
  made against each spell. The mystic theurge receives a +2 
  bonus on caster level checks made to overcome spell re-
  sistance with these two spells. A mystic theurge may use 
  this ability once per day. This increases to 2/day at 10th 
  level, 3/day at 15th level, and 4/day at 20th level.
   
  Ex-Mystic Theurges: A mystic theurge who grossly 
  violates the code of conduct required by her god loses all 
  divine spells and clerical class features. Clerical class fea-
  tures are those shared with the cleric class, except skills 
  and proficiencies. He regains these abilities when he 
  atones for his deeds (see the atonement spell description). 
  Purple Duck Note: Many spells appear on both the cleric 
  spell list and the wizard spell list. In those cases the mystic 
  theurge may decide which form of the spell to use. 
  
  — 83 —
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever he gains a level in a class of mystic theurge, the 
  following races have the option of choosing an alternate 
  bonus depending on their race.
     Dwarf: Add +1 bonus to concentration checks when 
  casting mystic theurge spells defensively.
     Elf: Select one arcane school power at 1st level that is 
  normally usable a number of times per day equal to 3 
  + the mystic theurge’s Intelligence modifier. The mystic 
  theurge adds +1/2 to the number of uses per day of that 
  arcane school power.
     Gnome: Add +1/2 to the mystic theurge’s channeled 
  energy total when healing creatures of the animal, fey, 
  and plant types.
     Half-Elf: When casting arcane or divine transmutation 
  spells, add +1/3 to the effective caster level of the spell, 
  but only to determine the spell’s duration.
     Half-Orc: Add a +1 bonus on concentration checks 
  made due to taking damage while casting mystic theurge 
  spells.
     Halfling: Select one domain power granted at 1st level 
  that is normally usable a number of times per day equal 
  to 3 + the mystic theurge’s Wisdom modifier. The mystic 
  theurge adds +1/2 to the number of uses per day of that 
  domain power.
     Human: Add one spell from the wizard spell list to 
  the mystic theurge’s spellbook. This spell must be at least 
  one level below the highest spell level the mystic theurge 
  can cast.
  Sample Mystic Theurge Character
  Below is a sample mystic theurge player character created 
  using these rules at levels 1, 5, 10, and 15. Favored class 
  bonus is used to provide additional hit points. 
  Elowia Starseeker (CR ½; XP 200)
  Female elf mystic theurge of Myketa 1
  N Medium humanoid (elf)
  Init +0; Senses low-light vision; Perception +4
  Defense
  AC 10, touch 10, flat-footed 10
  hp 7 (1d6+1)
  Fort +0, Ref +0, Will +4; +2 vs. enchantment
  Immune sleep
  Offense
  Speed 30 ft.
  Melee longspear +0 (1d8/x3)
  Ranged longbow +0 (1d8/x3)
  Special Attacks summoner’s charm +1
  Spell-Like Abilities (CL 1st; concentration +4)
     6/day—acid dart (1d6+1 acid)
  Spells Prepared (CL 1st; concentration +4 arcane, +3 
  divine)
     1st—bless, cure light wounds, mage armor, summon 
  monster I
     Cantrips (at-will)—detect magic, ray of frost 
     Orisions (at-will)—guidance, stabilize 
  School conjuration; Opposition enchantment, illusion
  Statistics
  Str 10, Dex 10, Con 10, Int 17, Wis 14, Cha 13
  Base Atk +0; CMB +0; CMD 10
  Feats Combat Casting
  Skills Knowledge (arcana) +7, Knowledge (history) +7, 
  Knowledge (religion) +7, Spellcraft +7; Racial Modifiers 
  +2 Perception
  SQ elven magic, weapon familiarity
  Languages Common, Elven, Draconic, Orc
  Gear 20 arrows, backpack, longbow, longspear, spell 
  component pouch, spellbook, wooden holy symbol of 
  Myketa; Coins 2 gp
  Demographics
  Faith Zelasindrillis the Unplaced Harmony
  Homeland The Middle Kingdoms
  Elowia Starseeker (CR 4; XP 1,200)
  Female elf mystic theurge of Myketa 5
  N Medium humanoid (elf)
  Init +0; Senses low-light vision; Perception +4
  Defense
  AC 12, touch 10, flat-footed 12
  (+2 armor)
  hp 25 (5d6+5)
  Fort +1, Ref +1, Will +6; +2 vs. enchantment
  Immune sleep
  Offense
  Speed 30 ft.
  Melee mwk longspear +3 (1d8/x3)
  Ranged mwk longbow +3 (1d8/x3)
  Special Attack spell synthesis (1/day), summoner’s 
  charm +2
  Spell-Like Abilities (CL 5th; concentration +6)
     6/day—acid dart (1d6+2 acid)
  Spells Prepared (CL 5th; concentration +8 arcane, +7 
  divine)
     2nd—bull’s strength, cure moderate wounds, remove 
  paralysis, summon monster II, web (R-DC 15)
     1st—bless, cure light wounds, grease, mage armor, sum-
  mon monster I (x2)
  
  — 84 —
     Cantrips (at-will)—acid splash, detect magic, dancing 
  lights, ray of frost 
     Orisions (at-will)—detect poison, guidance, purify food 
  and drink, stabilize
  School conjuration; Opposition enchantment, illusion
  Statistics
  Str 10, Dex 10, Con 10, Int 17, Wis 15, Cha 13
  Base Atk +2; CMB +2; CMD 12
  Feats Combat Casting, Craft Wand, Craft Wondrous 
  Item
  Skills Knowledge (arcana) +11, Knowledge (history) 
  +11, Knowledge (religion) +11, Spellcraft +11; Racial 
  Modifiers +2 Perception
  SQ elven magic, weapon familiarity
  Languages Common, Elven, Draconic, Orc
  Combat Gear grey bag of tricks, potion of speak with 
  animals, wand of cure moderate wounds, wand of summon 
  monster II; Gear 20 arrows, backpack, bracers of armor 
  +2, mwk longbow, mwk longspear, spell component 
  pouch, spellbook, steel holy symbol of Myketa; 
  152 gp
  Demographics
  Faith Zelasindrillis the Unplaced Harmony
  Homeland The Middle Kingdoms
  Elowia Starseeker (CR 9; XP 6,400)
  Female elf mystic theurge of Myketa 10
  N Medium humanoid (elf)
  Init +0; Senses low-light vision; Perception +5
  Defense
  AC 18, touch 13, flat-footed 18
  (+5 armor, +3 deflection)
  hp 47 (10d6+10)
  Fort +3, Ref +3, Will +10; +2 vs. enchantment
  Immune sleep
  Offense
  Speed 30 ft.
  Melee mwk longspear +6 (1d8/x3)
  Ranged mwk longbow +6 (1d8/x3)
  Special Attack spell synthesis (2/day), summoner’s 
  charm +5
  Spell-Like Abilities (CL 10th; concentration +11)
     6/day—acid dart (1d6+5 acid)
     At-will—dimensional steps (300 ft.)
  Spells Prepared (CL 10th; concentration +13)
     4th—black tentacles, restoration, summon monster IV
     3rd—prayer, remove curse, sleet storm, summon monster 
  III
     2nd—bull’s strength, cure moderate wounds, remove pa-
  ralysis, spiritual weapon, summon monster II, web (R-DC 
  15)
     1st—bless, cure light wounds, grease, hydraulic push, 
  shield of faith, summon monster I (x2)
     Cantrips (at-will)—acid splash, detect magic, dancing 
  lights, ray of frost
     Orisions (at-will)—detect poison, guidance, purify food 
  and drink, stabilize
  School conjuration; Opposition enchantment, illusion
  Statistics
  Str 10, Dex 10, Con 10, Int 17, Wis 16, Cha 13
  Base Atk +5; CMB +5; CMD 17
  Feats Arcane Blast, Combat Casting, Craft Wand, Craft 
  Wondrous Item, Forge Ring
  Skills Knowledge (arcana) +16, Knowledge (history) 
  +16, Knowledge (religion) +16, Spellcraft +16; Racial 
  Modifiers +2 Perception
  SQ elven magic, weapon familiarity
  Languages Common, Elven, Draconic, Orc
  Combat Gear tan bag of tricks, potion of cure moder-
  ate wounds (5), wand of summon monster III; Gear 20 
  arrows, backpack, boots of levitation, bracers of armor 
  +5, cloak of minor displacement, mwk longbow, mwk 
  longspear, ring of mind shielding, ring of protection +3, 
  spell component pouch, spellbook, steel holy symbol of 
  Myketa; Coins 352 gp; Materials bag of diamond dust 
  (2,000 gp)
  Demographics
  Faith Zelasindrillis the Unplaced Harmony
  Homeland The Middle Kingdoms
  Elowia Starseeker (CR 14; XP 38,400)
  Female elf mystic theurge of Myketa 15
  N Medium humanoid (elf)
  Init +0; Senses low-light vision; Perception +7
  Defense
  AC 23, touch 15, flat-footed 23
  (+8 armor, +5 deflection)
  hp 79 (15d6+15)
  Fort +5, Ref +5, Will +14; +2 vs. enchantment
  Immune sleep
  Offense
  Speed 30 ft.
  Melee mwk longspear +8/+3 (1d8/x3)
  Ranged mwk longbow +8/+3 (1d8/x3)
  Special Attack spell synthesis (3/day), summoner’s 
  charm +7
  Spell-Like Abilities (CL 15th; concentration +16)
     6/day—acid dart (1d6+7 acid)
     At-will—dimensional steps (450 ft.)
  Spells Prepared (CL 15th; concentration +18)
  
  — 85 —
     6th—acid fog, mass bull’s strength, quest, summon mon-
  ster VI
     5th—breath of life, cloudkill (F-DC 18), lesser planar 
  binding, righteous might, summon monster V, wall of stone
     4th—black tentacles, cure critical wounds, restoration 
  (x2), spell immunity, summon monster IV
     3rd—dispel magic, fly, prayer, remove curse, searing light, 
  sleet storm, summon monster III
     2nd—acid arrow, bull’s strength (x2), cure moderate 
  wounds, remove paralysis, spiritual weapon, summon mon-
  ster II, web (R-DC 15) 
     1st—bless (x2), cure light wounds, grease, hydraulic push, 
  shield of faith, summon monster I (x2), unseen servant
     Cantrips (at-will)—acid splash, detect magic, dancing 
  lights, ray of frost
     Orisions (at-will)—detect poison, guidance, purify food 
  and drink, stabilize
  School conjuration; Opposition enchantment, illusion
  Statistics
  Str 10, Dex 10, Con 10, Int 22, Wis 20, Cha 13
  Base Atk +7; CMB +7; CMD 22
  Feats Arcane Blast, Combat Casting, Craft Staff, Craft 
  Wand, Craft Wondrous Item, Forge Ring, Greater Spell 
  Penetration, Spell Penetration
  Skills Fly +18, Knowledge (arcana) +24, Knowledge 
  (geography) +24, Knowledge (history) +24, Knowledge 
  (planes) +24,Knowledge (religion) +24, Spellcraft +24; 
  Racial Modifiers +2 Perception
  SQ elven magic, weapon familiarity
  Languages Common, Elven, Draconic, Orc
  Combat Gear tan bag of tricks, potion of cure serious 
  wounds (5), wand of summon monster IV; Gear amulet of 
  proof against detection and location, 20 arrows, backpack, 
  boots of levitation, bracers of armor +8, cloak of minor 
  displacement, dimensional shackles, eyes of doom, headband 
  of mental prowess (Int, Wis) +4, helm of telepathy, mwk 
  longbow, mwk longspear, ring of spell storing, ring of 
  protection +5, spell component pouch, spellbook, steel 
  holy symbol of Myketa, staff of conjuration; Coins 852 
  gp; Materials bag of diamond dust (3,000 gp)
  Demographics
  Faith Zelasindrillis the Unplaced Harmony
  Homeland The Middle Kingdoms
  “Enlightenment is a mute bard, a broken sword, a joyless 
  smile, and a clawed caress.”
  No one knows the exact moment that Elowia lost her 
  mind, but those few who knew her in her childhood 
  might well attest that she never really had it to begin 
  with.  Elowia Starseeker was born into one of the oldest 
  elven families in the city of Thame. Scholars and mages 
  of great note and grand tradition, infant Elowia wanted 
  for nothing from the moment she came into the world.
  This pampered lifestyle might well have contributed to 
  her downfall as she was never denied access to anything 
  growing up.  Thus, spoiled and self-entitled, it came as 
  a terrible shock to her when she attempted to enter the 
  Black Room of Thule’s Grand Library and was refused 
  admittance.  She protested, cajoled, threatened, and 
  begged but all to no avail.  The Black Room, a chamber 
  full of texts deemed too dangerous or vile to be perused, 
  remained off-limits.
  Elowia did not even know why she wanted into the 
  Black Room.  She had no reason to go there and she 
  surely had access to thousands of other tomes and scrolls 
  she could read.  None of that mattered.  The only thing 
  she cared about now the one place that had the temerity 
  to tell her no.  She complained to her parents, but they 
  were powerless to help.  No one she went to seemed to 
  understand what a terrible injustice she was suffering.
  Years passed and everyone forgot about the incident.  
  Everyone, that is, but Elowia, who brooded about it 
  constantly.  The Black Room was only open to the great-
  est scholars and sages of the Middle Kingdoms so it had 
  become her life’s ambition to become one.  She studied 
  every form of learning she could find, every magical 
  tradition taught in the city’s institutions, and even the 
  lore of divinity itself.  Finally, after decades of diligent 
  research, she became a recognized expert in dozens of 
  fields.
  Nothing could hold her back now.  She petitioned for 
  admission to the Black Room, secure in her brilliance, 
  and was granted access.  She was warned by the Lore-
  masters of Thame against staying too long among the 
  forbidden tomes, but their cautious advice went unheed-
  ed.  Elowia Starseeker stepped into the Black Room, dis-
  appearing into its labyrinthine shadows for many days.
  When she emerged again, Elowia was much changed.  
  There were symbols painted onto her skin in blood that 
  did not seem to be hers and her eyes had become com-
  pletely black, no color or whites to be seen.  She was no 
  longer arrogant.  She was no longer shrill.
  In truth, she no longer seemed human.  
  
  — 86 —
  Shadow Monk
  Shadow monks embrace that which other fear. By 
  overcoming their own fear of the unknown and unseen, 
  they gain power over it. The way of the shadow monk is 
  secretive and self-controlled, giving up flashy maneuvers 
  and speed for subtlety, in defense and attack. Shadow 
  magic makes shadow monks feared and whispered of in 
  dark corners.
  Prestige Class: Shadow dancer.
  Build Class: Monk.
  Role: Shadow monks are scouts extraordinaire but also 
  warriors and mystics, able to shift from one role to an-
  other in the blink of an eye.
  Alignment: Any lawful. Shadow monks seem mysteri-
  ous to outsiders and their rules hard to fathom, but the 
  monks themselves know better.
  Hit Die: d8.
  Starting Gold: 1d6 x 10 gp (35 gp average).
  Class Skills
  The shadow monk’s class skills are Acrobatics (Dex), 
  Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate 
  (Cha), Knowledge (planes) (Int), Knowledge (religion) 
  (Int), Perception (Wis), Perform (Cha), Profession 
  (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), 
  and Swim (Str).
  Skill Ranks per Level: 4 + Int modifier.
  Class Features
  These are all the class features of the shadow monk.
  Weapon and Armor Proficiency: Shadow monks are 
  proficient with the club, crossbow (light or heavy), dag-
  ger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, 
  shortspear, short sword, shuriken, siangham, sling, and 
  spear. Shadow monks are not proficient with any armor 
  or shields. When wearing armor, using a shield, or car-
  rying a medium or heavy load, a shadow monk loses her 
  AC bonus, as well as her flurry of blows abilities.
  AC Bonus (Ex): When unarmored and unencumbered, 
  the shadow monk adds her Wisdom bonus (if any) to 
  her AC and her CMD. In addition, a shadow monk 
  gains a +1 bonus to AC and CMD at 4th level. This 
  bonus increases by 1 for every four shadow monk levels 
  thereafter, up to a maximum of +5 at 20th level. These 
  bonuses to AC apply even against touch attacks or when 
  the shadow monk is flat-footed. She loses these bonuses 
  when she is immobilized or helpless, when she wears any 
  armor, when she carries a shield, or when she carries a 
  medium or heavy load.
  Flurry of Blows (Ex): Starting at 1st level, a shadow 
  monk can make a flurry of blows as a full-attack action.
  When doing so, she may make on additional attack, 
  taking a -2 penalty on all of her attack rolls, as if using 
  the Two-Weapon Fighting feat. These attacks can be 
  any combination of unarmed strikes and attacks with 
  a monk special weapon (she does not need to use two 
  weapons to use this ability).
     For the purpose of these attacks, the shadow monk’s 
  base attack bonus from her shadow monk class levels 
  is equal to her shadow monk level. For all other pur-
  poses, such as qualifying for a feat or a prestige class, the 
  shadow monk uses her normal base attack bonus.
     At 8th level, the shadow monk can make two addi-
  tional attacks when she uses flurry of blows, as if using 
  Improved Two-Weapon Fighting (even if the shadow 
  monk does not meet the prerequisites for the feat).
  At 15th level, the shadow monk can make three addi-
  tional attacks using flurry of blows, as if using Greater 
  Two-Weapon Fighting (even if the monk does not meet 
  the prerequisites for the feat).
  A shadow monk applies her full Strength bonus to her 
  damage rolls for all successful attacks made with flurry of 
  blows, whether the attacks are made with an off-hand or 
  with a weapon wielded in both hands. A shadow monk 
  may substitute disarm, sunder, and trip combat maneu-
  vers for unarmed attacks as part of a flurry of blows. A 
  shadow monk cannot use any weapon other than an 
  unarmed strike or a special monk weapon as part of a 
  flurry of blows. A shadow monk with natural weapons 
  cannot use such weapons as part of a flurry of blows, nor 
  can she make natural attacks in addition to her flurry of 
  blows attacks.
  Unarmed Strike: At 1st level, a shadow monk gains 
  Improved Unarmed Strike as a bonus feat. A shadow 
  monk’s attacks may be with fist, elbows, knees, and feet. 
  This means that a shadow monk may make unarmed 
  strikes with her hands full. There is no such thing as an 
  off-hand attack for a shadow monk striking unarmed. A 
  shadow monk may thus apply her full Strength bonus on 
  damage rolls for all her unarmed strikes.
  
  — 87 —
  Table 13.1: Shadow Monk
  Level Base At-
  tack Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Flurry of Blows Attack 
  Bonus
  Unarmed 
  Damage
  AC 
  Bonus 
  1st 
  +0 
  +2 
  +2 
  +2 
  Flurry of blows, stun-
  ning fist, unarmed 
  strike, safety in dark-
  ness 
  –1/–1 
  1d6 
  +0 
  2nd 
  +1 
  +3 
  +3 
  +3 
  Bonus feat, evasion 
  +0/+0 
  1d6 
  +0 
  3rd 
  +2 
  +3 
  +3 
  +3 
  Shadow discipline 
  +1/+1 
  1d6 
  +0 
  4th 
  +3 
  +4 
  +4 
  +4 
  Ki pool (magic) 
  +2/+2 
  1d8 
  +1 
  5th 
  +3 
  +4 
  +4 
  +4 
  Hide in plain sight, 
  shadow discipline 
  +3/+3 
  1d8 
  +1 
  6th 
  +4 
  +5 
  +5 
  +5 
  Bonus feat, shadow 
  ki (silent image) 
  +4/+4/–1 
  1d8 
  +1 
  7th 
  +5 
  +5 
  +5 
  +5 
  Ki pool (cold iron/
  silver), uncanny 
  dodge, shadow disci-
  pline 
  +5/+5/+0 
  1d8 
  +1 
  8th 
  +6/+1 
  +6 
  +6 
  +6 
  Shadow ki (shadow 
  conjuration, shadow 
  step) 
  +6/+6/+1/+1 
  1d10 
  +2 
  9th 
  +6/+1 
  +6 
  +6 
  +6 
  Improved evasion, 
  shadow discipline 
  +7/+7/+2/+2 
  1d10 
  +2 
  10th +7/+2 
  +7 
  +7 
  +7 
  Bonus feat, Ki pool 
  (lawful) 
  +8/+8/+3/+3 
  1d10 
  +2 
  11th +8/+3 
  +7 
  +7 
  +7 
  Shadow discipline 
  +9/+9/+4/+4/–1 
  1d10 
  +2 
  12th +9/+4 
  +8 
  +8 
  +8 
  Shadow ki (shadow 
  evocation, shadow 
  walk) 
  +10/+10/+5/+5/+0 
  2d6 
  +3 
  13th +9/+4 
  +8 
  +8 
  +8 
  Shadow discipline 
  +11/+11/+6/+6/+1 
  2d6 
  +3 
  14th +10/+5 
  +9 
  +9 
  +9 
  Bonus feat 
  +12/+12/+7/+7/+2 
  2d6 
  +3 
  15th +11/+6/+1 
  +9 
  +9 
  +9 
  Shadow ki (greater 
  shadow conjuration), 
  shadow discipline 
  +13/+13/+8/+8/+3/+3 
  2d6 
  +3 
  16th +12/+7/+2 
  +10 
  +10 
  +10 
  Ki pool (adaman-
  tine), slow fall 80 ft. 
  +14/+14/+9/+9/+4/+4/–1 
  2d8 
  +4 
  17th +12/+7/+2 
  +10 
  +10 
  +10 
  Shadow discipline 
  +15/+15/+10/+10/+5/+5/+0 2d8 
  +4 
  18th +13/+8/+3 
  +11 
  +11 
  +11 
  Bonus feat, Shadow 
  ki (greater shadow 
  evocation, shades) 
  +16/+16/+11/+11/+6/+6/+1 2d8 
  +4 
  19th +14/+9/+4 
  +11 
  +11 
  +11 
  Shadow discipline 
  +17/+17/+12/+12/+7/+7/+2 2d8 
  +4 
  20th +15/+10/+5 +12 
  +12 
  +12 
  Shadow master 
  +18/+18/+13/+13/+8/+8/+3 2d10 
  +5
  
  — 88 —
  Usually a shadow monk’s unarmed strikes deal lethal 
  damage, but she can choose to deal nonlethal damage 
  instead with no penalty on her attack roll. She has the 
  same choice to deal lethal or nonlethal damage while 
  grappling.
     A shadow monk’s unarmed strike is treated as both a 
  manufactured weapon and a natural weapon for the pur-
  pose of spells and effects that enhance or improve either 
  manufactured weapons or natural weapons.
     A shadow monk also deals more damage with her 
  unarmed strikes than a normal person would, as shown 
  above on Table: Shadow Monk. The unarmed damage 
  values listed on Table: Shadow Monk is for Medium 
  shadow monks. A Small shadow monk deals less damage 
  than the amount given there with her unarmed attacks, 
  while a Large shadow monk deals more damage; see 
  Small or Large Shadow Monk Unarmed Damage on the 
  table given below.
  Table 13.2: Shadow Monk Unarmed Damage by Size 
  Level 
  Damage (Small) Damage (Large) 
  1st-5rd
  1d4
  1d8 
  6th-10th
  1d6
  1d10 
  11th-15th
  1d8
  2d6 
  16th-20th
  1d10
  2d8
   
  Stunning Fist (Ex): At 1st level, the shadow monk 
  gains Stunning Fist as a bonus feat, even if she does not 
  meet the prerequisites. At 4th level, and every 4 levels 
  thereafter, the shadow monk gains the ability to apply 
  a new condition to the target of her Stunning Fist. This 
  condition replaces stunning the target for 1 round, and 
  a successful saving throw still negates the effect. At 4th 
  level, she can choose to make the target fatigued. At 8th 
  level, she can make the target sickened for 1 minute. At 
  12th level, she can make the target staggered for 1d6+1 
  rounds. At 16th level, she can permanently blind or 
  deafen the target. At 20th level, she can paralyze the 
  target for 1d6+1 rounds. The shadow monk must choose 
  which condition will apply before the attack roll is made. 
  These effects do not stack with themselves (a creature 
  sickened by Stunning Fist cannot become nauseated 
  if hit by Stunning Fist again), but additional hits do 
  increase the duration.
  Safety in Darkness (Su): The dark holds no terror for 
  shadow monks. At 3rd level the shadow monk gains 
  darkvision with a range of 60 ft. If the shadow monk 
  already has darkvision, the range of that darkvision is 
  instead increased by +30 ft. In addition, she is immune 
  to the side effect of any area of darkness that has a side 
  effect, such as the choking darkness shadowdancer trick 
  or the hungry darkness spell.
  Bonus Feats: At 2nd level, and every 4 levels thereafter, 
  a shadow monk may select a bonus feat. These feats must 
  be taken from the following list: Catch Off- Guard, 
  Combat Reflexes, Deflect Arrows, Dodge, Improved 
  Grapple, Scorpion Style, and Throw Anything. 
     At 6th level, the following feats are added to the list: 
  Gorgon’s Fist, Improved Bull Rush, Improved Disarm, 
  Improved Feint, Improved Trip, and Mobility. 
     At 10th level, the following feats are added to the list: 
  Improved Critical, Medusa’s Wrath, Snatch Arrows, and 
  Spring Attack. A shadow monk need not have any of the 
  prerequisites normally required for these feats to select 
  them.
  Evasion (Ex): At 2nd level or higher, a shadow monk 
  can avoid damage from many area-effect attacks. If a 
  monk makes a successful Reflex saving throw against an 
  attack that normally deals half damage on a successful 
  save, she instead takes no damage. Evasion can be used 
  only if a shadow monk is wearing light armor or no ar-
  mor. A helpless shadow monk does not gain the benefit 
  of evasion.
  Shadow Disciplines: At 3rd level, and every two lev-
  els thereafter, the shadow monk learns one shadow 
  discipline. Shadow disciplines are developments of the 
  What are Shadows?
  Shadowdancers and their ilk have sev-
  eral abilities that work in dim light. This 
  means just what it says; the ability works 
  neither in light nor in total darkness, but 
  only in shadows and dim light. GMs are 
  encouraged to allow these abilities to be 
  used in any area of contrasting light and 
  darkness; in the stark shadows cast by 
  bright light and in the mirk of darkness 
  broken by a tiny flame or elusive reflec-
  tion. As long as it makes sense for shad-
  ows to exist, these abilities work. But they 
  do not work in darkness.
  
  — 89 —
  shadow monk’s innate ki and include supernatural and 
  spell-like abilities. Unless otherwise noted, a shadow 
  monk can only learn each discipline once.
  Acrobatic Master (Su): As a swift action, a shadow 
  monk with this discipline can focus her ki to grant 
  her a +20 bonus on one Acrobatics check of her 
  choice made before the start of her next turn. Us-
  ing this ability expends 1 ki point from her ki pool. 
  The shadow monk must have a ki pool to select this 
  discipline.
  Blinding Darkness (Ex): Whenever the shadow 
  monk uses the darkness discipline, all living creatures 
  in the area must make a Fortitude save or be blinded 
  by the darkness for 1d4 rounds. The DC of this sav-
  ing throw is equal to 10 + 1/2 the shadow monk’s 
  class level + the shadow monk’s Wisdom modifier. 
  Blinding darkness costs one ki point to use, beyond 
  the cost of the darkness discipline. The shadow 
  monk must be at least 11th level, have a ki pool,  
  and know the darkness discipline before selecting 
  this one.
  Darkness (Sp): The shadow monk adds darkness to 
  the list of spell like abilities she can use with shadow 
  ki, at a cost of one ki point. This effect is heightened 
  (as the Heighten Spell feat) to a spell level equal to 
  half the shadow monk’s level (maximum of spell level 
  9 at 18th level). The shadow monk must have a ki 
  pool and be at least 7th level to learn this discipline.
  Fast Stealth (Ex): A shadow monk with this disci-
  pline can move at full speed using the Stealth skill 
  without penalty.
  Feather Fall (Su): As an immediate action, the 
  shadow monk can slow her descent as if using feather 
  fall. This ability uses her shadow monk level as the 
  caster level. Each use of this ability uses up 1 ki 
  point. The shadow monk must have a ki pool to 
  select this discipline.
  Ghost Step (Su): When using the incorporeal de-
  fense discipline, the shadow monk can pass through 
  walls as if she were a ghost. Until the end of her turn, 
  she can pass through a wall or other surface that is 
  up to 1 foot thick per level as if she were incorpo-
  real. She must exit the solid material by the end of 
  her turn. The shadow monk must be 11th level and 
  know the incorporeal defense discipline to select this 
  discipline.
  High Jumper (Ex): When a shadow monk with this 
  discipline makes a high jump, the DC for that jump 
  is half the normal DC. The shadow monk must have 
  the acrobatic master discipline before taking this 
  one.
  Incorporeal Attack (Su): By spending 2 ki points as 
  a swift action, the shadow monk gains the ability to 
  make her unarmed strikes as incorporeal touch at-
  tacks. Incorporeal touch attacks ignore armor, natu-
  ral armor, and shield bonuses to armor class, except 
  that force armor and armor with the ghost touch 
  property protect fully against them. In addition, the 
  shadow monk’s attacks cause full damage to ethereal 
  and incorporeal creatures. The effect lasts until the 
  end of the shadow monk’s turn. If the shadow monk 
  knows the incorporeal defense discipline, she can 
  activate both effects with a single swift action, but 
  must pay the ki cost separately for each. The shadow 
  monk must have ki pool and be at least level 11 to 
  learn this discipline.
  Incorporeal Defense (Su): By spending 1 ki point 
  as a swift action, the shadow monk gains immunity 
  to non-magical physical damage and takes half dam-
  age from magical physical attacks for 1 round. Force 
  effects, ghost touch weapons, incorporeal attacks, 
  and other effects that specifically do full damage to 
  incorporeal creatures are immune to this effect. She 
  is not otherwise considered incorporeal, and can-
  not make incorporreal touch attacks or pass through 
  solid objects. The shadow monk must have a ki pool 
  to select this discipline.
  Invisible Blade (Su): Whenever a shadow monk 
  uses the vanishing discipline, she is treated as if she 
  were under the effects of greater invisibility. The 
  shadow monk must know the vanishing discipline 
  and must be at least level 11 to learn this discipline.
  Nondetection (Sp): The shadow monk adds non-
  detection to the list of spell like abilities she can use 
  with shadow ki, at a cost of 1 ki point. The shadow 
  monk must have a ki pool and be  at least 6th level 
  to learn this discipline.
  
  — 90 —
  Release Shadow (Su): The shadow monk can release 
  her shadow as a swift action at the cost of 1 ki point. 
  This acts as summon monster spell and summons a 
  shadow, except that the creature is a construct (not 
  an undead), inflicts 1d6 points of hit point dam-
  age instead of Strength damage, and lacks the create 
  spawn ability. It must end each of its turns in sight 
  of the shadow monk or be destroyed. For every two 
  class levels the shadow monk gains beyond level 6, 
  the shadow gains +2 hit dice, +13 hit points, and a 
  +1 bonus to AC, attack, damage and all saves. The 
  added hit dice have no effect in themselves, they just 
  makes the creature stronger for the purpose of effects 
  related to hit dice. As long as her shadow is released, 
  the shadow monk casts no shadow, and she can only 
  have one summoned shadow at a time. The shadow 
  monk must have a ki pool and be at least level 6 to 
  learn this discipline.
  See the Unseen (Sp): A shadow monk with this 
  discipline learns how to see that which cannot be 
  seen. As a swift action, the shadow monk can cast see 
  invisibility with a duration of one round per level, 
  using her class level as the caster level. Each use of 
  this ability costs 1 ki point. The shadow monk must 
  have a ki pool to select this discipline.
  Shadow Clone (Su): The shadow monk can create 
  shadowy duplicates of herself that conceal her true 
  location. Add mirror image to the list of spell like 
  abilities she can use with shadow ki, at a cost of one 
  ki point. The shadow monk must have a ki pool and 
  be at least 6th level to learn this discipline.
  Shadow Split (Sp): This discipline allows the shad-
  ow monk to cast mislead. The saving throw to disbe-
  lieve the glamer part of this is 10 + 1/2 the shadow 
  monk’s level + the shadow monk’s Wisdom modi-
  fier. Each use of this ability uses up 1 ki point. The 
  shadow monk must have a ki pool and possess the 
  shadow clone and vanish disciplines before selecting 
  this one.
  Shadow Swarm (Sp): When she uses release shadow, 
  the shadow monk can pay one additional ki point 
  each to summon additional shadows, up to her 
  Wisdom bonus in number (minimum 2). She can-
  not use release shadow again until all the summoned 
  shadows are gone. She must have a ki pool and be 
  level 11 and know release shadow to learn this disci-
  pline.
  Subtle Shadow Step (Su): After using shadow step 
  from her ki pool, the shadow monk can make a 
  Stealth check to hide, and this Stealth check suffers 
  no penalties for the shadow monks actions earlier in 
  the round. The shadow monk must be at least 13th 
  level to learn this discipline.
  Slippery Mind (Ex): If a shadow monk with slip-
  pery mind is affected by an enchantment spell or 
  effect and fails her saving throw, she can attempt it 
  again 1 round later at the same DC. She gets only 
  this one extra chance to succeed on her saving throw.
  Slow Reactions (Ex): Opponents that are damaged 
  by the shadow monk’s unarmed strikes can’t make 
  attacks of opportunity for 1 round.
  Unbound Steps (Su): The shadow monk adds air 
  walk to the list of spell like abilities she can use with 
  shadow ki, at a cost of 2 ki points. This effect is 
  activated as a swift action and lasts one round per 
  level. The shadow monk must have a ki pool and be 
  at least 13th level to learn this discipline.
  Vanishing Discipline (Sp): As a swift action, the 
  shadow monk can cast vanish as a cleric of her class 
  level. Using this ability uses up 1 ki point. The 
  shadow monk must have a ki pool to select this 
  discipline.
  Wall Climber (Su): The shadow monk adds spider 
  climb to the list of spell like abilities she can use with 
  shadow ki, at a cost of one ki point. The shadow 
  monk must have a ki pool and be at least 6th level to 
  learn this discipline.
  Ki Pool (Su): At 4th level, a shadow monk gains a pool 
  of ki points, supernatural energy she can use to accom-
  plish amazing feats. The number of points in a shadow 
  monk’s ki pool is equal to her class level + her Wisdom 
  modifier.
     By spending 1 point from her ki pool, a shadow monk 
  can do one of the following:
  • 
  Make one additional attack at her highest attack 
  bonus when making a flurry of blows attack, or
  • 
  Increase her speed by 20 feet for 1 round, or
  • 
  Give herself a +4 dodge bonus to AC for 1 
  
  — 91 —
  round.
     Each of these powers is activated as a swift action.
      The ki pool is replenished each morning after 8 hours 
  of rest or meditation; these hours do not need to be 
  consecutive.
  Ki Strike (Su): At 4th level, as long as she has at least 
  1 point in her ki pool, a shadowmonk can make a ki 
  strike.
  • 
  At 4th level, ki strike allows her unarmed attacks 
  to be treated as magic weapons for the purpose 
  of overcoming damage reduction.
  • 
  At 7th level, her unarmed attacks are also treated 
  as cold iron and silver for the purpose of over-
  coming damage reduction.
  • 
  At 10th level, her unarmed attacks are also 
  treated as lawful weapons for the purpose of 
  overcoming damage reduction.
  • 
  At 16th level, her unarmed attacks are treated as 
  adamantine weapons for the purpose of over-
  coming damage reduction and bypassing hard-
  ness.
  Hide in Plain Sight (Su): A 5th level shadow monk can 
  use the Stealth skill even while being observed. As long 
  as she is adjacent to an area of dim light, a shadow monk 
  can hide herself from view in the open without anything 
  to actually hide behind. She cannot, however, hide in her 
  own shadow.
  Shadow Ki (Sp): At 6th level, a shadow monk can draw 
  upon her ki pool to use shadow magic as spell-like abili-
  ties at a caster level equal to her class level. At 6th level 
  she can use silent image as a spell-like ability, as long as 
  she has one or more points remaining in the ki pool. The 
  save DC for any shadow ki powers is Wisdom-based. 
     At level 8, the shadow monk can also use the following 
  spells at the cost of one point from the ki pool: shadow 
  conjuration, shadow step. 
     At level 12, the shadow monk can use the following 
  spells at the cost of 2 points: shadow evocation, shadow 
  walk. 
     At level 15, the shadow monk can use the following 
  spell at the cost of 3 points: greater shadow conjuration. 
     At level 18, the shadow monk can use the following 
  spell at the cost of 4 points: greater shadow evocation, 
  shades.
  Uncanny Dodge (Ex): At 7th level, a shadow monk 
  cannot be caught flat-footed, even if the attacker is invis-
  ible. She still loses her Dexterity bonus to AC if immobi-
  lized. A shadow monk with this ability can still lose her 
  Dexterity bonus to AC if an opponent successfully uses 
  the feint action against her. If a shadow monk already 
  has uncanny dodge from a different class, she automati-
  cally gains improved uncanny dodge instead.
  Improved Evasion (Ex): At 9th level, a shadow monk’s 
  evasion ability improves. She still takes no damage on 
  a successful Reflex saving throw against attacks, but 
  henceforth she takes only half damage on a failed save. 
  A helpless shadow monk does not gain the benefit of 
  improved evasion.
  Improved Uncanny Dodge (Ex): At 12th level and 
  higher, a shadow monk can no longer be flanked. This 
  
  — 92 —
  defense denies a rogue the ability to sneak attack the 
  shadow monk by flanking her, unless the attacker has at 
  least four more rogue levels than the target has shadow 
  monk levels. If a character 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.
  Shadow Master (Su): At 20th level, whenever a shadow 
  monk is in an area of dim light, she gains DR 10/— 
  and a +2 luck bonus on all saving throws. In addition, 
  whenever she successfully scores a critical hit against a 
  foe who is in an area of dim light, that foe is blinded for 
  1d6 rounds.
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever she gains a level in a class of shadow monk, the 
  following races have the option of choosing an alternate 
  bonus depending on their race.
     Dwarf: Reduce the Hardness of any object made of 
  clay, stone, or metal by 1 whenever the object is struck 
  by the shadow monk’s unarmed strike (minimum of 0).
     Elf: Add +1/2 to Knowledge checks to identify 
  strengths and weaknesses of enemies.
     Gnome: Add +1/2 to the shadow monk’s Acrobatics 
  check bonus to balance or jump.
     Half-Elf: Add +1/2 on Escape Artist checks and on 
  Acrobatics checks to cross narrow surfaces.
     Half-Orc: Add +1 to the shadow monk’s CMD when 
  resisting a grapple and +½ to the number of stunning 
  attack attempts per day.
     Halfling: Add +1 to the shadow monk’s CMD when 
  resisting a grapple and +1/2 to the number of stunning 
  attacks she can attempt per day.
     Human: Add +1/2 point to the shadow monk’s ki 
  pool.
  Sample Shadow Monk Character
  Below is a sample shadow monk player character created 
  using these rules at levels 1, 5, 10, and 15. Favored class 
  bonus is used to provide additional hit points. 
  Sister Black (CR 1/2; XP 200)
  Female half-orc shadow monk 1
  LN Medium humanoid (elf, orc)
  Init +2; Senses darkvision 60 ft.; Perception +5
  Defense
  AC 14, touch 14, flat-footed 11 
  (+2 Dex, +1 dodge, +1 Wis)
  hp 10 (1d8+2)
  Fort +3, Ref +4, Will +3; +2 vs. enchantment
  Defensive Abilities orc ferocity; Immune sleep
  Offense
  Speed 30 ft.
  Melee unarmed strike +3 (1d6+3) or flurry +1/+1 
  (1d6+3)
  Ranged durable shuriken +2 or flurry +0/+0 (1d2+3)
  Special Attacks stunning fist (1/day, F-DC 11)
  Statistics
  Str 16, Dex 14, Con 13, Int 10, Wis 12, Cha 10
  Base Atk +1; CMB +4 (+6 sunder); CMD 17
  Feats Dodge, Improved Unarmed Strike, Stunning Fist
  Skills Acrobatics +6, Bluff +1, Climb +7, Disguise +1, 
  Perception +5, Stealth +6; Racial Modifiers +1 Bluff, +1 
  Disguise, +1 Knowledge (local)
  Languages Common, Elven, Orc
  SQ weapon familiarity
  Gear durable shuriken (5), backpack, bedroll, belt 
  pouch, explorer’s outfit, flint and steel, hemp rope (50 
  ft.), sack, trail rations (5 days), waterskin, 6 gp, 2 sp, 10 
  cp
  Demographics
  Faith Ithreia
  Homeland Snowfallen, the Frozen North
  Sister Black (CR 4; XP 1,200)
  Female half-orc shadow monk 5
  LN Medium humanoid (elf, orc)
  Init +2; Senses darkvision 90 ft.; Perception +9
  Defense
  AC 16, touch 16, flat-footed 13 
  (+1 deflection, +2 Dex, +1 dodge, +1 monk, +1 Wis)
  hp 36 (5d8+10)
  Fort +5, Ref +6, Will +5; +2 vs. enchantment
  Defensive Abilities evasion, orc ferocity; Immune sleep
  Offense
  Speed 30 ft.
  Melee unarmed strike +7 (1d8+3) or flurry +7/+7 
  (1d8+3)
  Ranged shuriken +5 or flurry +5/+5 (1d2+3)
  Special Attacks stunning fist (5/day, F-DC 13)
  Statistics
  Str 16, Dex 14, Con 13, Int 10, Wis 13, Cha 10
  Base Atk +3; CMB +6 (+8 sunder); CMD 22
  Feats Dodge, Improved Unarmed Strike, Mobility, Skill 
  Focus (Stealth), Stunning Fist, Weapon Focus (unarmed 
  strike)
  Skills Acrobatics +8, Bluff +1, Climb +8, Disguise +4, 
  
  — 93 —
  Perception +9, Stealth +13; Racial Modifiers +1 Bluff, 
  +1 Disguise, +1 Knowledge (local)
  Languages Common, Elven, Orc
  SQ hide in plain sight, ki pool (3 points; magic), safety 
  in darkness, shadow discipline (fast stealth, feather fall)
  Combat Gear potion of bear’s endurance (2), potion of 
  cure moderate wounds (2), potion of mage armor (4); Other 
  Gear durable shuriken (5), backpack, bandolierUE, bed-
  roll, belt pouch, explorer’s outfit, flint and steel, hemp 
  rope (50 ft.), ring of protection +1, sack, trail rations (5 
  days), waterskin, 1 pp, 10 gp, 7 sp, 10 cp
  Demographics
  Faith Ithreia
  Homeland Snowfallen, the Frozen North
  Sister Black (CR 9; XP 6,400)
  Female half-orc shadow monk 10
  LN Medium humanoid (elf, orc)
  Init +2; Senses darkvision 90 ft.; Perception +16
  Defense
  AC 20, touch 18, flat-footed 20 (+2 armor, +1 deflec-
  tion, +2 Dex, +1 dodge, +2 monk, +2 Wis)
  hp 68 (10d8+20)
  Fort +8, Ref +9, Will +10; +2 vs. enchantment
  Defensive Abilities improved evasion, orc ferocity, un-
  canny dodge; Immune sleep
  Offense
  Speed 30 ft.
  Melee unarmed strike +11/+6 (1d10+3) or flurry 
  +12/+12/+7/+7 (1d10+3)
  Ranged mwk composite longbow +10/+5 (1d8+2/x3) or 
  shuriken +9/+4 or flurry +10/+10/+5/+5 (1d2+3)
  Special Attacks shadow ki (shadow conjuration, shadow 
  step, silent image), stunning fist (10/day, F-DC 18)
  Statistics
  Str 16, Dex 14, Con 13, Int 10, Wis 16, Cha 10
  Base Atk +7; CMB +10 (+12 bull rush, +14 sunder); 
  CMD 28 (30 vs. bull rush, sunder)
  Feats Dodge, Improved Bull Rush, Improved Sunder, 
  Improved Unarmed Strike, Mobility, Power Attack, Skill 
  Focus (Stealth), Spring Attack, Stunning Fist, Weapon 
  Focus (unarmed strike)
  Skills Acrobatics +10, Bluff +1, Climb +10, Disguise +8, 
  Perception +16, Stealth +21, Swim +10; Racial Modifi-
  ers +1 Bluff, +1 Disguise, +1 Knowledge (local)
  Languages Common, Elven, Orc
  SQ hide in plain sight, ki pool (8 points; cold iron, law-
  ful, magic, silver), safety in darkness, shadow discipline 
  (darkness, fast stealth, feather fall, nondetection)
  Combat Gear potion of bear’s endurance (2), potion of 
  cure serious wounds (2), potion of mage armor (4); Other 
  Gear masterwork composite (Str 14) longbow with 
  40 arrows, backpack, bandolierUE, bedroll, belt pouch, 
  explorer’s outfit, flint and steel, headband of inspired wis-
  dom +2, hemp rope (50 ft.), ring of protection +1, sack, 
  satchel of shurikens, trail rations (5 days), waterskin, 2 pp, 
  17 gp, 17 sp, 10 cp
  Demographics
  Faith Ithreia
  Homeland Snowfallen, the Frozen North
  Sister Black (CR 14; XP 38,400)
  Female half-orc shadow monk 15
  LN Medium humanoid (elf, orc)
  Init +6; Senses darkvision 90 ft.; Perception +22
  Defense
  AC 25, touch 21, flat-footed 25 (+4 armor, +1 deflec-
  tion, +2 Dex, +1 dodge, +3 monk, +4 Wis)
  hp 116 (15d8+45)
  Fort +12, Ref +12, Will +14; +2 vs. enchantment
  Defensive Abilities improved evasion, orc ferocity, un-
  canny dodge; Immune sleep
  Offense
  Speed 30 ft.
  Melee unarmed strike +16/+11/+6 (2d6+4/19-20) or 
  flurry +18/+18/+13/+13/+8/+8 (2d6+4/19-20)
  Ranged mwk composite longbow +14/+9/+4 
  (1d8+4/x3) or shuriken +13/+8/+3 or flurry 
  +15/+15/+10/+10/+5/+5 (1d2+4)
  Special Attacks shadow ki (greater shadow conjura-
  tion, shadow conjuration, shadow evocation, shadow step, 
  shadow walk, silent image), stunning fist (15/day, F-DC 
  21)
  Statistics
  Str 18, Dex 14, Con 14, Int 10, Wis 18, Cha 10
  Base Atk +11; CMB +15 (+17 bull rush, +19 sunder); 
  CMD 36 (38 vs. bull rush, sunder)
  Feats Critical Focus, Dodge, Improved Bull Rush, 
  Improved Critical (unarmed strike), Improved Initiative, 
  Improved Sunder, Improved Unarmed Strike, Mobility, 
  Power Attack, Sickening Critical, Skill Focus (Stealth), 
  Spring Attack, Stunning Fist, Weapon Focus (unarmed 
  strike)
  Skills Acrobatics +18, Bluff +1, Climb +11, Disguise 
  +20, Perception +22, Stealth +26, Swim +11; Racial 
  Modifiers +1 Bluff, +1 Disguise, +1 Knowledge (local)
  Languages Common, Elven, Orc
  SQ hide in plain sight, ki pool (11 points; cold iron, 
  lawful, magic, silver), safety in darkness, shadow disci-
  pline (darkness, fast stealth, feather fall, invisible blade, 
  
  — 94 —
  nondetection, vanishing discipline, wall climber)
  Combat Gear potion of bear’s endurance (2), potion of 
  cat’s grace (2), potion of cure serious wounds (3); Other 
  Gear masterwork composite (Str 18) longbow with 
  40 arrows, backpack, bandolierUE, bedroll, belt of giant 
  strength +2, belt pouch, bracers of armor +4, cloak of resis-
  tance +1, explorer’s outfit, flint and steel, hat of disguise, 
  headband of inspired wisdom +4, hemp rope (50 ft), ring 
  of protection +1, sack, satchel of shurikens, trail rations (5 
  days), waterskin, 8 pp, 17 gp, 17 sp, 10 cp
  Demographics
  Faith Ithreia
  Homeland Snowfallen, the Frozen North
  “You have shown this person disrespect. I shall be the instru-
  ment of his offense.”
  High in the mountains that cross the Frozen North, sur-
  rounded by huge, pointed columns of opal-white por-
  phyrite, lies a mysterious structure made entirely of pale 
  ivory and solid ice that cannot melt.  This grand hall is 
  called Snowfallen and it is virtually unreachable by any 
  means.  The white porphyrite deadens incoming magic, 
  the skies around Snowfallen are so turbulent that flying 
  creatures cannot approach and its sheer mountain cliffs 
  are all but impossible to climb.
  The only practical way to reach Snowfallen is a dan-
  gerous hidden trail that winds three times all the way 
  around the hall’s mountain foundation.  Walking this 
  path takes a supreme physical effort and is an act of 
  immense strong will, as most people are turned back 
  by the cold, sharp rocks, and howling wind.  Those few 
  travelers who reach Snowfallen are greeted by a group of 
  simple monks who treat them like honored guests.
  Sister Black has lived in Snowfallen all her life, having 
  been carried here as a baby.  Her orcish mother, fleeing 
  the relentless pursuit of a mysterious archer, braved the 
  path and made it all the way to the top before collapsing.  
  To honor the dead woman’s courage and tenacity, the 
  monks took Sister Black in and raised her as one of their 
  own.
  Initiated into their ways, Sister Black proved to be an 
  adept in the arts of Shadow, one half of the monastic’s 
  order of Balance.  She was accepted by the Master of 
  Darkness and given her name along with several years 
  of intense training in the Shadow Way.  When she was 
  ready, the Master of Darkness took her from class, gave 
  her the very same clothes and weapons he once used, 
  and walked her to the Spirit Gate at the edge of Snow-
  fallen.
  “Go now.  Seek your own path. When you are ready to 
  return, you will find your way back.”
  Sister Black stepped through the Gate and found her-
  self at the edge of the Frozen North, all of Porphyra 
  stretched out before her.  She has been wandering ever 
  since, choosing roads to walk and people to serve, never 
  staying in one place for very long.  
  She knows it is her destiny to return to Snowfallen some-
  day and spend the rest of her days there.  Until then, she 
  intends to do as she was told.  She will follow her own 
  path, wherever it might lead next.
  Purple Duck Note: With a flurry of shurikens a monk can 
  go through a lot of shurikens in a single round. It might be 
  useful for the game to include something like this item.
  Satchel of Shurikens
  Aura faint conjuration; CL 5th
  Slot none; Price 8,000 gp; Weight 1 lb.
  Description
  This brown leather satchel is worn at the waist. When 
  the wear reaches into the satchel as a free action he can 
  draw forth non-magical shurikens for his use in com-
  bat. The shurikens disappear after a single round if not 
  thrown at a target.  
  Construction
  Requirements Craft Wondrous Item, abundant ammu-
  nition; Cost 4,000 gp
  Durable Shuriken (4 gp; Weight 1/10th lbs.)
  These shuriken are alchemically treated. Durabel shurik-
  en don’t break with normal use, whether or not they hit 
  their target; unless a durable shuriken goes missing, a 
  thrower can retrieve and reuse it again and again. Du-
  rable shuriken can be can be broken in other ways (such 
  as deliberate snapping, and so on). A magical durable 
  shuriken with an enhancement bonus or magic weapon 
  special ability applies these magical effects only the first 
  time it is used—afterward, the durable shuriken becomes 
  nonmagical, and it can be reused or imbued with magic 
  again.
  
  — 95 —
  Shadow Ranger
  Most rangers set out to master the wilderness, but the 
  shadow ranger has a more specific goal - to master 
  shadow. Using the borderland between light and dark-
  ness to move unseen, they become peerless hunters in 
  their mobile range.
  Prestige Class: Shadowdancer.
  Build Classes: Ranger.
  Role: Shadow rangers make excellent scouts, as they are 
  not bound to any one terrain and can move from shad-
  ow to shadow with impunity. They also make versatile 
  skirmishers.
  Alignment: Any. Shadow rangers tend to be loners or 
  even recluses and are often chaotic. Observing from 
  the sidelines, they make their own decisions on who is 
  worthy or unworthy of their aid. Lawful shadow rangers 
  work for a cause, but many still operate alone.
  Hit Die: d10.
  Starting Wealth: 5d6 × 10 gp (average 175 gp.) In addi-
  tion, each character begins play with an outfit worth 10 
  gp or less.
  Class Skills
  The shadow ranger’s class skills (and the key ability for 
  each skill) are Acrobatics (Dex), Bluff (Cha), Climb 
  (Str), Craft (Int), Escape Artist (Dex), Handle Animal 
  (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dun-
  geoneering) (Int), Knowledge (geography) (Int), Knowl-
  edge (nature) (Int), Perception (Wis), Profession (Wis), 
  Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival 
  (Wis), and Swim (Str).
  Skill Ranks at Each Level: 6 + Int modifier.
  Class Abilities
  All of the following are class features of the shadow 
  ranger.
  Table 14.1: Shadow Ranger 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  1
  2
  3
  4 
  1st 
  +1 
  +2 
  +2 
  +0 
  1st favored enemy, safety in darkness, track 
  — — — — 
  2nd 
  +2 
  +3 
  +3 
  +0 
  Combat style feat 
  — — — — 
  3rd 
  +3 
  +3 
  +3 
  +1 
  Evasion, shadow home +2
  — — — — 
  4th 
  +4 
  +4 
  +4 
  +1 
  Additional spells 
  0 
  — — — 
  5th 
  +5 
  +4 
  +4 
  +1 
  2nd favored enemy 
  1 
  — — — 
  6th 
  +6/+1 
  +5 
  +5 
  +2 
  Combat style feat 
  1 
  — — — 
  7th 
  +7/+2 
  +5 
  +5 
  +2 
  Swift stealth 
  1 
  0 
  — — 
  8th 
  +8/+3 
  +6 
  +6 
  +2 
  Hide in plain sight, swift tracker 
  1 
  1 
  — — 
  9th 
  +9/+4 
  +6 
  +6 
  +3 
  See invisibility 
  2 
  1 
  — — 
  10th 
  +10/+5 
  +7 
  +7 
  +3 
  3rd favored enemy, combat style feat 
  2 
  1 
  0 
  — 
  11th 
  +11/+6/+1 
  +7 
  +7 
  +3 
  Quarry 
  2 
  1 
  1 
  — 
  12th 
  +12/+7/+2 
  +8 
  +8 
  +4 
  Subtle shadow step 
  2 
  2 
  1 
  — 
  13th 
  +13/+8/+3 
  +8 
  +8 
  +4 
  Shadow home +4
  3 
  2 
  1 
  0 
  14th 
  +14/+9/+4 
  +9 
  +9 
  +4 
  Combat style feat 
  3 
  2 
  1 
  1 
  15th 
  +15/+10/+5 
  +9 
  +9 
  +5 
  4th favored enemy 
  3 
  2 
  2 
  1 
  16th 
  +16/+11/+6/+1 
  +10 
  +10 
  +5 
  Improved evasion 
  3 
  3 
  2 
  1 
  17th 
  +17/+12/+7/+2 
  +10 
  +10 
  +5 
  Quick shadow step
  4 
  3 
  2 
  1 
  18th 
  +18/+13/+8/+3 
  +11 
  +11 
  +6 
  Combat style feat, greater invisibility
  4 
  3 
  2 
  2 
  19th 
  +19/+14/+9/+4 
  +11 
  +11 
  +6 
  Improved quarry 
  4 
  3 
  3 
  2 
  20th 
  +20/+15/+10/+5 +12 
  +12 
  +6 
  5th favored enemy, shadow master 
  4 
  4 
  3 
  3
  
  — 96 —
  Weapon and Armor Proficiency: A shadow ranger is 
  proficient with all simple and martial weapons and with 
  light armor, medium armor, and shields (except tower 
  shields).
  Favored Enemy (Ex): At 1st level, a shadow ranger 
  selects a creature type from the ranger favored enemies 
  table. He gains a +2 bonus on Bluff, Knowledge, Percep-
  tion, Sense Motive, and Survival checks against creatures 
  of his selected type. Likewise, he gets a +2 bonus on 
  weapon attack and damage rolls against them. A shadow 
  ranger may make Knowledge skill checks untrained 
  when attempting to identify these creatures.
     At 5th level and every five levels thereafter (10th, 15th, 
  and 20th level), the shadow ranger may select an addi-
  tional favored enemy. In addition, at each such interval, 
  the bonus against any one favored enemy (including the 
  one just selected, if so desired) increases by +2.
     If the shadow ranger chooses humanoids or outsiders 
  as a favored enemy, he must also choose an associated 
  subtype, as indicated on the table below. (Note that 
  there are other types of humanoid to choose from—
  those called out specifically on the table below are merely 
  the most common.) If a specific creature falls into more 
  than one category of favored enemy, the shadow ranger’s 
  bonuses do not stack; he simply uses whichever bonus is 
  higher.
  Table14.2: Shadow Ranger Favored Enemies
  Type (Subtype)
  Type (Subtype)
  Aberration
  Animal
  Construct
  Dragon
  Fey
  Humanoid (aquatic)
  Humanoid (dwarf)
  Humanoid (elf)
  Humanoid (giant)
  Humanoid (goblinoid)
  Humanoid (gnoll)
  Humanoid (gnome)
  Humanoid (halfling)
  Humanoid (human)
  Humanoid (orc)
  Humanoid (reptilian)
  Humanoid (other)
  Magical beast
  Monstrous humanoid
  Ooze
  Outsider (air)
  Outsider (chaotic)
  Outsider (earth)
  Outsider (evil)
  Outsider (fire)
  Outsider (good)
  Outsider (lawful)
  Outsider (native)
  Outsider (water)
  Plant
  Undead
  Vermin
  Safety in Darkness (Su): The dark holds no terror for 
  shadow rangers. The shadow ranger gains darkvision 
  with a range of 60 ft. If the shadow ranger already has 
  darkvision, the range of that darkvision is instead in-
  creased by +30 ft. In addition, he is immune to the side 
  effect of any area of darkness that has a side effect, such 
  as the choking darkness shadowdancer trick or the hun-
  gry darkness spell.
  Track (Ex): A shadow ranger adds half his level (mini-
  mum 1) to Survival skill checks made to follow tracks.
  Combat Style Feat (Ex): At 2nd level, a shadow ranger 
  must select one combat style to pursue.
     The shadow ranger’s expertise manifests in the form of 
  bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He 
  can choose feats from his selected combat style, even if 
  he does not have the normal prerequisites.
     The benefits of the ranger’s chosen style feats apply 
  only when he wears light, medium, or no armor. He 
  loses all benefits of his combat style feats when wearing 
  heavy armor. Once a shadow ranger selects a combat 
  style, it cannot be changed.
  Archery Style: If the shadow ranger selects archery 
  style, he can choose from the following list whenever 
  he gains a combat style feat: Far Shot, Focused Shot, 
  Point Blank Shot, Precise Shot, and Rapid Shot.
     At 6th level, he adds Crossbow Mastery, Improved 
  Precise Shot, Parting Shot, Point Blank Master and 
  Manyshot to the list.
     At 10th level, he adds Pinpoint Targeting and Shot 
  on the Run to the list.
  Crossbow Style: If the character selects crossbow 
  style, he can choose from the following list whenever 
  he gains a combat style feat: Deadly Aim, Focused 
  Shot, Precise Shot, and Rapid Reload.
     At 6th level, he adds Crossbow Mastery and Im-
  proved Precise Shot to the list.
     At 10th level, he adds Pinpoint Targeting and Shot 
  on the Run to the list.
  Mounted Combat Style: If the character selects 
  mounted combat style, he can choose from the fol-
  lowing list whenever he gains a combat style feat: 
  Mounted Combat, Mounted Archery, Ride-By At-
  tack, and Trick Riding.
     At 6th level, he adds Mounted Shield and Spirited 
  Charge to the list.
  
  — 97 —
     At 10th level, he adds Mounted Skirmisher and 
  Unseat to the list.
  Natural Weapon Style: If the character selects natu-
  ral weapon style, he can choose from the following 
  list whenever he gains a combat style feat: Aspect of 
  the Beast, Improved Natural Attack, Rending Claws, 
  and Weapon Focus.
     At 6th level, he adds Eldritch Claws and Vital 
  Strike to the list.
     At 10th level, he adds Multiattack and Improved 
  Vital Strike to the list.
  Thrown Weapon Style: If the character selects 
  thrown weapon style, he can choose from the fol-
  lowing list whenever he gains a combat style feat: 
  Distance Thrower, Precise Shot, Quick Draw, Two-
  Weapon Fighting.
     At 6th level, he adds Close-Quarters Thrower and 
  False Opening to the list.
     At 10th level, he adds Pinpoint Targeting and Shot 
  on the Run to the list.
  Two-Handed Weapon Style: If the character selects 
  two-handed weapon style, he can choose from the 
  following list whenever he gains a combat style feat: 
  Cleave, Power Attack, Pushing Assault, and Shield of 
  Swings.
     At 6th level, he adds Furious Focus and Great 
  Cleave to the list.
     At 10th level, he adds Dreadful Carnage and Im-
  proved Sunder to the list.
  Two-Weapon Combat Style: If the shadow ranger 
  selects two-weapon combat style, he can choose from 
  the following list whenever he gains a combat style 
  feat: Double Slice, Improved Shield Bash, Quick 
  Draw, and Two-Weapon Fighting.
     At 6th level, he adds Improved Two-Weapon 
  Fighting and Two-Weapon Defense to the list.
     At 10th level, he adds Greater Two-Weapon Fight-
  ing and Two-Weapon Rend to the list.
  Weapon and Shield Style: If the character selects 
  weapon and shield style, he can choose from the 
  following list whenever he gains a combat style feat: 
  Improved Shield Bash, Shield Focus, Shield Slam 
  and Two-Weapon Fighting.
     At 6th level, he adds Saving Shield and Shield 
  Master to the list.
     At 10th level, he adds Bashing Finish and Greater 
  Shield Focus to the list.
  Evasion (Ex): When he reaches 3rd level, a shadow 
  ranger can avoid even magical and unusual attacks with 
  great agility. If he makes a successful Reflex saving throw 
  against an attack that normally deals half damage on a 
  successful save, he instead takes no damage. Evasion can 
  be used only if the shadow ranger is wearing light armor, 
  medium armor, or no armor. A helpless shadow ranger 
  does not gain the benefit of evasion.
  Shadow Home (Ex): At 3rd level, a shadow ranger gains 
  a +2 bonus on initiative checks and Perception, Stealth, 
  and Survival skill checks when she is adjacent to an area 
  of dim light. She does not gain a bonus from her own 
  shadow. A shadow ranger traveling through shadow nor-
  mally leaves no trail and cannot be tracked (though she 
  may leave a trail if she so chooses).
     At 13th level the skill and initiative bonuses increases 
  to +4.
  Spells: Beginning at 4th level, a shadow ranger gains the 
  ability to cast a small number of divine spells, which are 
  drawn from the ranger spell list. In addition, add the 
  these spells to the shadow ranger’s spell list at the indi-
  cated spell levels.
  1. shadow weaponUM, silent image.
  2. darkness, gloomblind boltsARG.
  3. shadow conjuration, shadow stepUM.
  4. shadow walk.
     A shadow ranger must choose and prepare his spells in 
  advance.
     To prepare or cast a spell, a shadow ranger must have 
  a Wisdom score equal to at least 10 + the spell level. 
  The Difficulty Class for a saving throw against a shadow 
  ranger’s spell is 10 + the spell level + the shadow ranger’s 
  Wisdom modifier.
     Like other spellcasters, a shadow ranger can cast only 
  a certain number of spells of each spell level per day. 
  His base daily spell allotment is given on Table: Shadow 
  Ranger. In addition, he receives bonus spells per day if 
  he has a high Wisdom score (see Table: Ability Modi-
  fiers and Bonus Spells). When Table: Shadow Ranger 
  indicates that the shadow ranger gets 0 spells per day of a 
  given spell level, he gains only the bonus spells he would 
  be entitled to based on his Wisdom score for that spell 
  level.
  
  — 98 —
     A shadow ranger must spend 1 hour per day in quiet 
  meditation to regain his daily allotment of spells. A 
  shadow ranger may prepare and cast any spell on the 
  shadow ranger spell list, provided that he can cast spells 
  of that level, but he must choose which spells to prepare 
  during his daily meditation.
     Through 3rd level, a shadow ranger has no caster level. 
  At 4th level and higher, his caster level is equal to his 
  shadow ranger level – 3.
  Swift Stealth (Ex): Beginning at 7th level, a ranger can 
  move at his normal speed while using Stealth without 
  taking the normal –5 penalty. He takes only a –10 pen-
  alty (instead of the normal –20) when moving at up to 
  twice normal speed while tracking.
  Hide in Plain Sight (Su): At 8th level, a shadow ranger 
  can use the Stealth skill even while being observed. As 
  long as she is adjacent to an area of dim light, a shadow 
  ranger can hide herself from view in the open without 
  anything to actually hide behind. She cannot, however, 
  hide in her own shadow.
  Swift Tracker (Ex): Beginning at 8th level, a shadow 
  ranger can move at his normal speed while using Surviv-
  al to follow tracks without taking the normal –5 penalty. 
  He takes only a –10 penalty (instead of the normal –20) 
  when moving at up to twice normal speed while track-
  ing.
  See Invisibility (Sp): At 9th level, the shadow ranger 
  adds see invisiblility to the ranger spell list as a second 
  level spell.
  Quarry (Ex): At 11th level, a shadow ranger can, as a 
  standard action, denote one target within his line of 
  sight as his quarry. Whenever he is following the tracks 
  of his quarry, a shadow ranger can take 10 on his Sur-
  vival skill checks while moving at normal speed, with-
  out penalty. In addition, he receives a +2 insight bonus 
  on attack rolls made against his quarry, and all critical 
  threats are automatically confirmed. A shadow ranger 
  can have no more than one quarry at a time and the 
  creature’s type must correspond to one of his favored en-
  emy types. He can dismiss this effect at any time as a free 
  action, but he cannot select a new quarry for 24 hours. If 
  the shadow ranger sees proof that his quarry is dead, he 
  can select a new quarry after waiting 1 hour.
  Subtle Shadow Step (Ex): At 12th level, when casting 
  shadow step, the shadow ranger can make a Stealth check 
  to hide immediately afterwards, and this Stealth check 
  suffers no penalties for the shadow ranger’s actions earlier 
  in the round.
  Improved Evasion (Ex): At 16th level, a shadow ranger’s 
  evasion improves. This ability works like evasion, except 
  that while the shadow ranger still takes no damage on a 
  successful Reflex saving throw against attacks, he hence-
  forth takes only half damage on a failed save. A helpless 
  shadow ranger does not gain the benefit of improved 
  evasion.
  Quick Shadow Step (Ex): At 17th level, the shadow 
  ranger can cast shadow step as a swift action. This works 
  as the Quicken Spell feat, but with no increase in effec-
  tive spell level.
  Greater Invisibility: At 18th level, add greater invisibil-
  ity to the shadow ranger’s spell list as a 4th level spell.
  Improved Quarry (Ex): At 19th level, the shadow 
  ranger’s ability to hunt his quarry improves. He can now 
  select a quarry as a free action, and can now take 20 
  while using Survival to track his quarry, while moving 
  at normal speed without penalty. His insight bonus to 
  attack his quarry increases to +4. If his quarry is killed or 
  dismissed, he can select a new one after 10 minutes have 
  passed.
  Shadow Master (Su): At 20th level, whenever a shadow 
  ranger is in an area of dim light, she gains DR 10/— 
  and a +2 luck bonus on all saving throws. In addition, 
  whenever she successfully scores a critical hit against a 
  foe who is in an area of dim light, that foe is blinded for 
  1d6 rounds.
  Favored Class Bonuses
  Instead of receiving an additional hit point or skill rank 
  when gaining a level of shadow ranger, the following 
  races may select the following race specific alternate 
  bonus.
     Dwarf: Gain see in darkness out to 1 foot, as the 
  universal monster ability. In combat this option has no 
  effect unless the shadow ranger has selected it five times 
  (or another increment of five).
     Elf: Add +1 to the shadow ranger’s base speed. In com-
  bat this option has no effect unless the shadow ranger 
  
  — 99 —
  has selected it five times (or another increment of five).
     Gnome: Add 1/4 of an illusion spell from the sorcerer/
  wizard spell list, adding it the list of ranger spells you are 
  able to prepare.
     Half-Elf: Add a +1/2 bonus on Bluff checks and In-
  timidate checks against favored enemies.
     Half-Orc: Add +1/3 on critical hit confirmation rolls 
  made while attacking a favored enemy (maximum bonus 
  of +5). This bonus doesn’t stack with Critical Focus.
     Halfling: Add a +1/4 dodge bonus to Armor Class 
  against the shadow ranger’s favored enemies.
     Human: The shadow ranger gains 1/6 of a rogue talent 
  the shadow ranger may use.
  Sample Shadow Ranger Character
  Below is a sample shadow ranger player character created 
  using these rules at levels 1, 5, 10, and 15. Favored class 
  bonus is used to provide additional hit points. 
  Ridoc (CR 1/2; XP 200)
  Male halfling shadow ranger 1
  N Small humanoid (halfling)
  Init +3; Senses darkvision 60 ft., low-light vision; Per-
  ception +8
  Defense
  AC 16, touch 14, flat-footed 13
  (+2 armor, +3 Dex, +1 size)
  hp 12 (1d10+2)
  Fort +3, Ref +5, Will +2; +2 vs. fear
  Offense
  Speed 20 ft., climb 20 ft.
  Melee kukri +5 (1d3/18-20)
  Ranged shortbow +5 (1d4/x3)
  Special Attacks favored enemy (human +2), low blow
  Statistics
  Str 10, Dex 17, Con 13, Int 10, Wis 14, Cha 10
  Base Atk +1; CMB +0; CMD 13
  Feats Weapon Finesse
  Skills Acrobatics +9 (+5 jumping), Climb +12, Per-
  ception +8, Stealth +11, Survival +6, Swim +4; Racial 
  Modifiers +2 Acrobatics, +2 Perception
  Languages Common, Halfling
  SQ swift as shadows, track +1, weapon familiarity
  Combat Gear potion of cure light wounds; Other Gear 
  leather armor, kukri, shortbow with 20 arrows, bedroll, 
  belt pouch, explorer’s outfit, flint and steel, masterwork 
  backpackUE, sack, silk rope (50 ft.), torch (3), trail ra-
  tions (5 days), waterskin, whetstone, 10 gp, 2 sp, 5 cp
  Demographics
  Faith Myketa
  Homeland Madienheim, Iskandar
  Ridoc (CR 4; XP 1,200)
  Male halfling shadow ranger 5
  N Small humanoid (halfling)
  Init +4; Senses darkvision 60 ft., low-light vision; Per-
  ception +12
  Defense
  AC 18, touch 15, flat-footed 14
  (+3 armor, +4 Dex, +1 size)
  hp 42 (5d10+10)
  Fort +5, Ref +8, Will +3
  Defensive Abilities evasion
  Offense
  Speed 20 ft., climb 20 ft.
  Melee mwk kukri +12 (1d3/19-20) or mwk kukri +10 
  (1d3/18-20), mwk kukri +10 (1d3/18-20)
  Ranged mwk composite longbow +11 (1d6/x3)
  Special Attacks combat style (two-weapon combat), 
  favored enemy (human +4, orc +2), low blow
  Spells Prepared (CL 2nd; concentration +4)
     1st—longstrider, pass without trace
  Statistics
  Str 10, Dex 18, Con 13, Int 10, Wis 14, Cha 10
  Base Atk +5; CMB +4; CMD 18
  Feats Point-Blank Shot, Two-Weapon Fighting, Weapon 
  Finesse, Weapon Focus (kukri)
  Skills Acrobatics +12 (+8 jumping), Climb +12, Es-
  cape Artist +8, Knowledge (nature) +8, Perception +12, 
  Stealth +16, Survival +10, Swim +8; Racial Modifiers 
  +2 Acrobatics, +2 Perception
  Languages Common, Halfling
  SQ shadow home +2, swift as shadows, track +2, weap-
  on familiarity
  Combat Gear potion of cure light wounds (2), potion 
  of disguise self, potion of shield of faith (2); Other Gear 
  masterwork studded leather, masterwork kukri (2), 
  masterwork composite longbow with 40 arrows, ban-
  dolierUE, bedroll, belt pouch, explorer’s outfit, flint and 
  steel, handy haversack, sack, silk rope (50 ft.), torch (5), 
  trail rations (5 days), waterskin, whetstone, 1 pp, 5 gp, 7 
  sp, 3 cp
  Demographics
  Faith Myketa
  Homeland Madienheim, Iskandar
  Ridoc (CR 9; XP 6,400)
  Male halfling shadow ranger 10
  N Small humanoid (halfling)
  
  — 100 —
  Init +4; Senses darkvision 60 ft., low-light vision; Per-
  ception +17
  Defense
  AC 21, touch 16, flat-footed 17
  (+5 armor, +1 deflection, +4 Dex, +1 size)
  hp 79 (10d10+20)
  Fort +9, Ref +12, Will +6; +2 vs. fear
  Defensive Abilities evasion
  Offense
  Speed 20 ft., climb 20 ft.
  Melee mwk kukri +17/+12 (1d3/18-20) or mwk kukri 
  +15/+10 (1d3/18-20), mwk kukri +15/+10 (1d3/18-20)
  Ranged mwk composite longbow +16/+11 (1d6/x3)
  Special Attacks combat style (two-weapon combat), 
  favored enemy (goblin +2, human +4, orc +4), low blow
  Spells Prepared (CL 7th; concentration +9)
     2nd—barkskin, see invisibility
     1st—aspect of the falconAPG, longstrider, pass without 
  trace
  Statistics
  Str 13, Dex 18, Con 13, Int 10, Wis 14, Cha 10
  Base Atk +10; CMB +10; CMD 25
  Feats Deadly Aim, Improved Two-Weapon Fighting, 
  Point-Blank Shot, Power Attack, Two-Weapon Fighting, 
  Two-Weapon Rend, Weapon Finesse, Weapon Focus 
  (kukri)
  Skills Acrobatics +19 (+15 jumping), Climb +13, Escape 
  Artist +12, Knowledge (dungeoneering, geography) +7, 
  Knowledge (nature) +9, Perception +17, Stealth +21, 
  Survival +10, Swim +9; Racial Modifiers +2 Acrobatics, 
  +2 Perception
  Languages Common, Halfling
  SQ hide in plain sight, shadow home +2, swift as shad-
  ows, swift stealth, swift tracker, track +5, weapon famil-
  iarity
  Combat Gear potion of cure moderate wounds (2); Other 
  Gear +1 mithral shirt, masterwork kukri (2), masterwork 
  composite longbow with 40 arrows, bandolierUE, bedroll, 
  belt of giant strength +2, belt pouch, cloak of resistance 
  +1, explorer’s outfit, flint and steel, handy haversack, ring 
  of protection +1, sack, silk rope (50 ft.), torch (5), trail 
  rations (5 days), waterskin, whetstone, 2 pp, 13 gp, 8 sp, 
  11 cp
  Demographics
  Faith Myketa
  Homeland Madienheim, Iskandar
  Ridoc (CR 14; XP 38,400)
  Male halfling shadow ranger 15
  N Small humanoid (halfling)
  Init +5; Senses darkvision 60 ft., low-light vision; Per-
  ception +22
  Defense
  AC 23, touch 18, flat-footed 18
  (+5 armor, +2 deflection, +5 Dex, +1 size)
  hp 132 (15d10+45)
  Fort +13, Ref +16, Will +9; +2 vs. fear
  Defensive Abilities evasion
  Offense
  Speed 30 ft., climb 20 ft.
  Melee +1 kukri +23/+18/+13 (1d3+2/18-20) or 2 +1 
  kukri +21/+21/+16/+16/+11/+11 (1d3+2/18-20)
  Ranged +1 composite longbow +22/+17/+12 (1d6+2/x3)
  Special Attacks combat style (two-weapon combat), 
  favored enemy (giant +4, goblin +2, human +4, orc +4), 
  low blow, quarry
  Spells Prepared (CL 12th; concentration +14)
     4th—freedom of movement
     3rd—shadow stepUM, thorny entanglementACG (R-DC 
  15)
     2nd—barkskin, darkness, see invisibility
     1st—aspect of the falconAPG (2), longstrider, pass without 
  trace
  Statistics
  Str 13, Dex 20, Con 14, Int 10, Wis 14, Cha 10
  Base Atk +15; CMB +15; CMD 32
  Feats Clustered ShotsUC, Deadly Aim, Greater Two-
  Weapon Fighting, Hammer the GapUC, Improved 
  Two-Weapon Fighting, Point-Blank Shot, Power Attack, 
  Precise Shot, Two-Weapon Fighting, Two-Weapon Rend, 
  Weapon Finesse, Weapon Focus (kukri)
  Skills Acrobatics +25 (+30 jumping), Climb +17, Escape 
  Artist +18, Knowledge (dungeoneering, geography) +7, 
  Knowledge (nature) +9, Perception +22, Stealth +32, 
  Survival +11, Swim +14; Racial Modifiers +2 Acrobat-
  ics, +2 Perception
  Languages Common, Halfling
  SQ hide in plain sight, shadow home +4, subtle shadow 
  step, swift as shadows, swift stealth, swift tracker, track 
  +7, weapon familiarity
  Combat Gear potion of cure serious wounds (2), potion 
  of invisibility (3), potion of jump (2); Other Gear +1 
  shadow mithral shirt, +1 kukri (2), +1 composite (Str 12) 
  longbow with 40 arrows, bandolierUE, bedroll, belt of 
  physical prowess +2 (Str, Dex), belt pouch, boots of strid-
  ing and springing, cloak of resistance +2, explorer’s outfit, 
  flint and steel, handy haversack, ring of protection +2, 
  sack, silk rope (50 ft.), torch (5), trail rations (5 days), 
  waterskin, whetstone, 1 pp, 5 gp, 7 sp, 3 cp
  Demographics
  
  — 101 —
  Faith Myketa
  Homeland Madienheim, Iskandar
  “The most important thing in the world is family. The sec-
  ond most important thing is finding mine.”
  Ridoc is a halfling with a mission, one that began when 
  his whole life ended.  Once a farmer’s son, helping out 
  on his family’s mixed crop-and livestock farm in Ma-
  dienheim, he was captured in a deadly raid that left his 
  mother and father dead and his siblings taken as well.  
  The last he saw of his pastoral home was rising flames 
  and a field of halfling corpses, as his enslavers rode away 
  into the night.  The wild madness and fanaticism of his 
  attackers eventually revealed them to be the infamous 
  Skorath dervish-raiders, who kill, raid, enslave and steal 
  in a semireligious ecstasy. Unreasoning and immune to 
  negotiation, they travel and kill and recruit those who 
  cannot bear the weight of normal civilization.
  For days, they travelled by wagon until they reached a 
  tiny port on the western edge of Iskandar.  There, deliri-
  ous from hunger and thirst, Ridoc managed to slip out 
  of his cage but was unable to free any of his brothers and 
  sisters before they were loaded onto the slavers’ ship.  He 
  was too weak to stand, too weak to fight.  All he could 
  do was crawl into the shadows and hide as the raiders set 
  sail and disappeared across the surging waves.  
  Vowing to rescue his family, no matter what it took, 
  Ridoc forced himself to keep going.  Before he could 
  save anyone, he had to recover himself.  He grew stron-
  ger, relying on skills he had not used since he was a 
  child.  While tracking a particularly elusive deer, he came 
  across another hunter also on the trail.  Offering quietly 
  to share the kill, he worked with the hooded newcomer 
  and together they brought the stag down.  The stranger 
  was as good as her word, sharing the meat and hide with 
  Ridoc without trying to cheat him.  They were both 
  lost in this land, both just looking to survive.  Over the 
  course of a long, hard winter, they shared a fire and kept 
  each other going with conversation, camaraderie, and a 
  mutual hatred of slavery.
  Ridoc’s new friend, a displaced city thief of the dark 
  creeper race, by the name of Burke, was a long way 
  from home and far outside her element.  Ridoc showed 
  the strange woman how to survive in the forest and in 
  return, she taught him the secret lore of shadows.  To-
  gether, they endured the season and by the time the 
  spring thaw came, both were stronger than they had ever 
  been before.    
  Burke, unfortunately, had a mission of her own, one she 
  had to return to, but she left Ridoc with one final lesson 
  and a wickedly sharp kukri dagger to remember her by.  
  He bid her farewell and left in search of passage across 
  the sea.  Even if the journey takes years and he has to cut 
  their freedom from the throats of every Skorath raider 
  he finds, he will bring his family back together again, 
  though he has a monumental task.  
  Ridoc has found the trail of the Skorath, and their 
  winter camp just south of the Northlands penal colony 
  of Gulag Blue.  A dangerous crossroads of the north, 
  the region is frequented by dangers almost as dire as the 
  Skorath.  The powerful aquatic race called the orcam 
  regularly claim these paracoastal lands as their personal 
  hunting and raiding grounds, and Ridoc learned that 
  it was likely that the Skorath made some kind of deal 
  with the whale-men, supplying steel weapons to the 
  underwater dwellers in exchange for the right to camp 
  out of the eye of the prudent.  The Northlanders, as well, 
  would likely be only a source of combat for the Skorath, 
  but they would probably enjoy that… Ridoc has many 
  problems as he contemplates his moves in the cold lands 
  between the Lost Sea and Ithreia’s Mirror, the Sea of the 
  North. 
  
  — 102 —
  Shadowdancer
  Civilized folk have always feared the night, barring 
  themselves behind doors or comforting themselves with 
  bonfires when the shadows grow long, rightfully wary of 
  the creatures that prowl the darkness. Yet long ago, some 
  learned that the best way to conquer an enemy is to em-
  brace it. These were the first shadowdancers. Even today 
  shadowdancers exist in the boundary between light and 
  darkness, where they weave shadows to become half-seen 
  artists of deception.
  Prestige Class: Shadowdancer.
  Build Class: Ninja
  Role: Shadowdancers adventure for a wide variety of 
  reasons. Many adventuring parties find shadowdancers 
  valuable members of their teams due to their incredible 
  stealth and ability to surprise enemies with lightning-
  quick attacks where they’re least expected. For this rea-
  son, their services are often sought out by those groups 
  in need of scouts or spies.
  Alignment: Any. Because of their nature as visually 
  duplicitous tricksters, shadowdancers do not fit comfort-
  ably into the lawful category, as many use their talents 
  to avoid the eyes of legitimate authority. Yet though 
  they are allies of darkness, shadowdancers are neither 
  inherently evil nor predisposed to good. To them, the 
  darkness is simply the darkness, without any of the usual 
  moral connotations made by the unenlightened.
  Hit Die: d8.
  Class Skills
  The shadowdancer’s class skills (and the key ability for 
  each skill) are Acrobatics (Dex), Bluff (Cha), Climb 
  (Str), Craft (Int), Diplomacy (Cha), Disable Device 
  (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate 
  (Cha), Knowledge (dungeoneering) (Int), Knowledge 
  Table 15.1: Shadowdancer
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special 
  1st 
  +0 
  +0 
  +2 
  +0 
  Safety in darkness, sneak attack +1d6 
  2nd 
  +1 
  +0 
  +3 
  +0 
  Ki pool, shadowdancer trick 
  3rd 
  +2 
  +1 
  +3 
  +1 
  Evasion, sneak attack +2d6 
  4th 
  +3 
  +1 
  +4 
  +1 
  Shadowdancer trick, uncanny dodge 
  5th 
  +3 
  +1 
  +4 
  +1 
  Hide in plain sight, sneak attack +3d6 
  6th 
  +4 
  +2 
  +5 
  +2 
  Shadow steps, ki pool (silent image), shadowdancer trick 
  7th 
  +5 
  +2 
  +5 
  +2 
  Sneak attack +4d6 
  8th 
  +6/+1 
  +2 
  +6 
  +2 
  Improved uncanny dodge, shadowdancer trick 
  9th 
  +6/+1 
  +3 
  +6 
  +3 
  ki pool (shadow conjuration, shadow step), sneak attack +5d6 
  10th 
  +7/+2 
  +3 
  +7 
  +3 
  Master tricks, shadowdancer trick 
  11th 
  +8/+3 
  +3 
  +7 
  +3 
  Sneak attack +6d6 
  12th 
  +9/+4 
  +4 
  +8 
  +4 
  Ki pool (shadow evocation, shadow walk), shadowdancer trick, 
  shadow move 
  13th 
  +9/+4 
  +4 
  +8 
  +4 
  Sneak attack +7d6 
  14th 
  +10/+5 
  +4 
  +9 
  +4 
  Shadowdancer trick 
  15th 
  +11/+6/+1 
  +5 
  +9 
  +5 
  Ki pool (greater shadow evocation, move action shadow step), 
  sneak attack +8d6 
  16th 
  +12/+7/+2 
  +5 
  +10 
  +5 
  Shadowdancer trick 
  17th 
  +12/+7/+2 
  +5 
  +10 
  +5 
  Sneak attack +9d6 
  18th 
  +13/+8/+3 
  +6 
  +11 
  +6 
  Ki pool (shades, swift action shadow step), shadowdancer trick 
  19th 
  +14/+9/+4 
  +6 
  +11 
  +6 
  Sneak attack +10d6 
  20th 
  +15/+10/+5 +6 
  +12 
  +6 
  Shadowdancer trick, shadow master 
  
  — 103 —
  (local) (Int), Perception (Wis), Perform (Cha), Profes-
  sion (Wis), Sense Motive (Wis), Sleight of Hand (Dex), 
  Stealth (Dex), and Swim (Str).
  Skill Ranks at Each Level: 6 + Int modifier.
  Class Features
  This is all the class features of the shadowdancer.
  Weapon and Armor Proficiency: Shadowdancers 
  are proficient with the club, crossbow (hand, light, or 
  heavy), dagger, dart, mace, morningstar, quarterstaff, 
  rapier, sap, shortbow (normal and composite), and short 
  sword. Shadowdancers are proficient with light armor 
  but not with shields.
  Safety in Darkness (Su): The dark holds no terror for 
  shadowdancers. The shadowdancer gains darkvision with 
  a range of 60 ft. If the shadowdancer already has darkvi-
  sion, the range of that darkvision is instead increased 
  by +30 ft. In addition, he is immune to the side effect 
  of any area of darkness that has a side effect, such as the 
  choking darkness shadowdancer trick or the hungry dark-
  ness spell.
  Sneak Attack (Ex): If a shadowdancer can catch an op-
  ponent when he is unable to defend himself effectively 
  from his attack, he can strike a vital spot for extra dam-
  age.
     The shadowdancer’s attacks deal extra damage anytime 
  his target would be denied a Dexterity bonus to AC 
  (whether the target actually has a Dexterity bonus or 
  not), or when the shadowdancer flanks his target. This 
  extra damage is 1d6 at 1st level, and increases by 1d6 
  every two shadowdancer levels thereafter. Bonus dam-
  age from sneak attacks is precision damage. Should the 
  shadowdancer score a critical hit with a sneak attack, 
  this precision damage is not multiplied. Ranged attacks 
  count as sneak attacks only if the target is within 30 feet.
     With a weapon that deals nonlethal damage (such as a 
  sap, whip, or unarmed strike), a shadowdancer can make 
  a sneak attack that deals nonlethal damage instead of 
  lethal damage. He cannot use a weapon that deals lethal 
  damage to deal nonlethal damage in a sneak attack, even 
  with the usual –4 penalty.
     The shadowdancer must be able to see the target well 
  enough to pick out a vital spot, and must be able to 
  reach this spot. A shadowdancer cannot sneak attack 
  while striking a creature that has concealment.
  Ki Pool (Su): At 2nd level, a shadowdancer gains a pool 
  of ki points, supernatural energy he can use to accom-
  plish amazing feats. The number of points in the shad-
  owdancer’s ki pool is equal to 1/2 his shadowdancer level 
  + his Wisdom modifier.
     By spending 1 point from his ki pool, a shadowdancer 
  can make one additional attack at his highest attack bo-
  nus, but he can do so only when making a full attack. In 
  addition, he can spend 1 point to increase his speed by 
  20 feet for 1 round. Finally, a shadowdancer can spend 1 
  point from his ki pool to give himself a +4 insight bonus 
  on Stealth checks for 1 round. Each of these powers is 
  activated as a swift action. A shadowdancer can gain 
  additional powers that consume points from his ki pool 
  as he advances in level and by selecting certain shadow-
  dancer tricks.
     The ki pool is replenished each morning after 8 hours 
  of rest or meditation; these hours do not need to be con-
  secutive. If the shadowdancer possesses levels in another 
  class that grants points to a ki pool, shadowdancer levels 
  stack with the levels of that class to determine the total 
  number of ki points in the combined pool, but only one 
  ability score modifier is added to the total. The choice of 
  which score to use is made when the second class ability 
  is gained, and once made, the choice is set. The shadow-
  dancer can now use ki points from this pool to power 
  the abilities of every class he possesses that grants a ki 
  pool.
     As he advances in level, the shadowdancer learns to use 
  his ki pool for spell-like abilities. All spell-like abilities 
  from the ki pool ability work as if cast by a cleric of the 
  shadowdancer’s level, and count as spells of their sorcerer 
  spell level.
  • 
  At level 6, as long as the shadowdancer has at 
  least 1 point in his ki pool, he can use silent im-
  age as a spell-like ability.
  • 
  At level 9, the shadowdancer can cast shadow 
  conjuration and shadow step at the cost of one 
  point from his ki pool.
  • 
  At 12th level, he can cast shadow evocation and 
  shadow walk at the cost of 1 point of ki.
  • 
  At 15th level, he can cast greater shadow evoca-
  tion. He can also cast shadow walk as a move 
  action. Either use costs 2 points from his ki pool.
  • 
  At 18th level, he can cast ‘shades’. He can also 
  cast shadow walk as a swift action. Either use 
  costs 3 points from his ki pool.
  
  — 104 —
  Shadowdancer Tricks: As a shadowdancer continues 
  his training, he learns a number of tricks that allow him 
  to confuse his foes and grant him supernatural abilities. 
  Starting at 2nd level, a shadowdancer gains one shadow-
  dancer trick. He gains one additional shadowdancer trick 
  for every 2 levels attained after 2nd. Unless otherwise 
  noted, a shadowdancer cannot select an individual trick 
  more than once.
  Acrobatic Master (Su): As a swift action, a shadow-
  dancer with this trick can focus his ki to grant him 
  a +20 bonus on one Acrobatics check of his choice 
  made before the start of his next turn. Using this 
  ability expends 1 ki point from his ki pool.
  Choking Darkness (Ex): Whenever a shadowdancer 
  uses the darkness trick, all living creatures in the 
  darkness must make a Fortitude save each round or 
  become staggered for 1 round. The DC of this saving 
  throw is equal to 10 + 1/2 the shadowdancer’s level 
  + the shadowdancer’s Wisdom modifier. Choking 
  darkness costs one ki point to use, beyond the cost 
  of the darkness ability. The shadowdancer can still 
  decide to create an ordinary darkness. The shadow-
  dancer must have the darkness trick before selecting 
  this trick.
  Combat Trick: A shadowdancer who selects this 
  trick gains a bonus combat feat. This trick can be 
  selected several times.
  Darkness (Sp): The shadowdancer adds darkness 
  to the list of spell like abilities he can use, at a cost 
  of one ki point. This effect is heightened (as the 
  Heighten Spell feat) to a spell level equal to half the 
  shadowdancer’s level (to a maximum of spell level 9 
  at level 18). The shadowdancer must be at least 6th 
  level to learn this trick.
  Fast Stealth (Ex): A shadowdancer with this trick 
  can move at full speed using the Stealth skill without 
  penalty.
  Feather Fall (Su): As an immediate action, the shad-
  owdancer can slow his descent as if using feather fall. 
  This ability uses his shadowdancer level as the caster 
  level. Each use of this ability uses up 1 ki point.
  High Jumper (Ex): When a shadowdancer with this 
  trick makes a high jump, the DC for that jump is 
  half the normal DC. The shadowdancer must have 
  the acrobatic master trick before taking this talent.
  Incorporeal Defense (Su): By spending 1 ki point 
  as a swift action, the shadowdancer gains immunity 
  to non-magical physical damage and takes half dam-
  age from magical physical attacks for 1 round. Force 
  effects, ghost touch weapons, incorporeal attacks, 
  and other effects that specifically do full damage to 
  incorporeal creatures bypass this protection. He is 
  not otherwise considered incorporeal, and cannot 
  pass through solid objects.
  Nondetection (Sp): The shadowdancer adds nonde-
  tection to the list of spell like abilities he can use, at 
  a cost of one ki point. The shadowdancer must be at 
  least 6th level to learn this trick.
  Release Shadow (Su): The shadowdancer can release 
  his shadow as a swift action at the cost of 1 ki point. 
  This acts as summon monster spell and summons a 
  shadow, except that the creature is a construct (not 
  an undead), inflicts 1d6 points of hit point dam-
  age instead of Strength damage, and lacks the create 
  spawn ability. It must end each of its turns in sight 
  of the shadowdancer or be destroyed. For every two 
  class levels the shadowdancer gains beyond level 6, 
  the shadow gains +2 hit dice, +13 hit points, and a 
  +1 bonus to AC, attack, damage and all saves. The 
  added hit dice have no effect in themselves, they just 
  makes the creature stronger for the purpose of effects 
  related to hit dice. As long as his shadow is released, 
  the shadowdancer casts no shadow, and he can only 
  have one summoned shadow at a time. The shadow-
  dancer must be at least level 6 to learn this trick.
  See the Unseen (Sp): A shadowdancer with this 
  trick learns how to see that which cannot be seen. As 
  a swift action, the shadowdancer can cast see invis-
  ibility with a duration of one minute per level, using 
  his level as the caster level. Each use of this ability 
  uses up 1 ki point.
  Shadow Clone (Su): The shadowdancer can create 
  shadowy duplicates of himself that conceal his true 
  location. Add mirror image to the list of spell like 
  abilities he can use, at a cost of one ki point. The 
  shadowdancer must be at least 6th level to learn this 
  trick.
  
  — 105 —
  Slow Reactions (Ex): Opponents that are damaged 
  by the shadowdancer’s sneak attack can’t make at-
  tacks of opportunity for 1 round.
  Vanishing Trick (Sp): As a swift action, the shad-
  owdancer can cast vanish as a cleric of his class level. 
  Using this ability uses 1 ki point.
  Ventriloquism (Sp): The shadowdancer adds ven-
  triloquism to the list of spell like abilities he can use, 
  at a cost of one ki point.
  Wall Climber (Sp): The shadowdancer adds spider 
  climb to the list of spell like abilities he can use, at a 
  cost of one ki point.
  Evasion (Su): At 3rd level, a shadowdancer gains eva-
  sion. If exposed to any effect that normally allows him to 
  attempt a Reflex saving throw for half damage, he takes 
  no damage with a successful saving throw. The evasion 
  ability can only be used if the shadowdancer is wearing 
  light armor or no armor.
  Uncanny Dodge (Ex): Starting at 4th level, a shad-
  owdancer can react to danger before his senses would 
  normally allow him to do so. He cannot be caught flat-
  footed, nor does he lose his Dexterity bonus to AC if the 
  attacker is invisible. He still loses his Dexterity bonus to 
  AC if immobilized. A shadowdancer with this ability can 
  still lose his Dexterity bonus to AC if an opponent suc-
  cessfully uses the feint action against him.
     If a shadowdancer already possesses uncanny dodge 
  from a different class, he automatically gains improved 
  uncanny dodge (see below) instead.
  Hide in Plain Sight (Su): A shadowdancer of 5th level 
  can use the Stealth skill even while being observed. As 
  long as he is adjacent to an area of dim light, a shadow-
  dancer can hide himself from view in the open without 
  anything to actually hide behind. He cannot, however, 
  hide in his own shadow.
  Shadow Steps (Ex): At 6th level, a shadowdancer learns 
  to move while barely touching the surface underneath. 
  As a full-round action, he can move up to twice his 
  speed, ignoring difficult terrain. While moving in this 
  way, any surface will support him, no matter how much 
  he weighs. This allows him to move across water, lava, or 
  even the thinnest tree branches. He must end his move 
  on a surface that can support him normally, or risk a fall.  
  He cannot move across air in this way, nor can he walk 
  up walls or other vertical surfaces. When moving in this 
  way, he does not take damage from surfaces or hazards 
  that react to being touched, such as lava or caltrops, nor 
  does he need to make Acrobatics checks to avoid fall-
  ing on slippery or rough surfaces. Finally, when using 
  shadow steps, the shadowdancer ignores any mechanical 
  traps that use a location-based trigger.
  Improved Uncanny Dodge (Ex): At 8th level, a shad-
  owdancer can no longer be flanked. This defense denies 
  another creature the ability to sneak attack the shadow-
  dancer by flanking him, unless the attacker has at least 
  four more levels in classes that grants sneak attack than 
  the target has levels in classes that grant uncanny dodge.
  Master Tricks: At 10th level, and every two levels there-
  after, a shadowdancer can select one of the following 
  master tricks in place of a shadowdancer trick.
  Blinding Darkness (Ex): Whenever the shadow-
  dancer uses the darkness trick, all living creatures in 
  the area must make a Fortitude save or be blinded by 
  the darkness for 1d4 rounds. The DC of this saving 
  throw is equal to 10 + 1/2 the shadowdancer’s level 
  + the shadowdancer’s Wisdom modifier. Blinding 
  darkness costs one ki point to use, beyond the cost 
  of the darkness trick. This trick cannot be combined 
  with a choking darkness. The shadowdancer must 
  know the darkness trick before selecting this one.
  Feat: A shadowdancer may gain any feat that he 
  qualifies for in place of an advanced shadowdancer 
  trick.
  Ghost Step (Su): When using the incorporeal de-
  fense trick, the shadowdancer can pass through walls 
  like a ghost. Until the end of his turn, he can pass 
  through a wall or other surface that is up to 1 foot 
  thick per level as if he were incorporeal. He must exit 
  the solid material by the end of his turn. The shad-
  owdancer must know the incorporeal defense trick to 
  select this trick.
  Incorporeal Attack (Su): By spending 2 ki points as 
  a swift action, the shadowdancer gains the ability to 
  make his melee attacks as incorporeal touch attacks. 
  Incorporeal touch attacks ignore armor, natural 
  armor, and shield bonuses to armor class, except 
  that force armor and armor with the ghost touch 
  property protect fully against them. In addition, the 
  
  — 106 —
  shadowdancer’s attacks cause full damage to ethereal 
  and incorporeal creatures. The effect lasts until the 
  end of the shadowdancer’s turn. If the shadowdancer 
  knows the incorporeal defense trick, he can activate 
  both effects with a single swift action, but must pay 
  the ki cost separately for each.
  Invisible Blade (Su): Whenever a shadowdancer 
  uses the vanishing trick, he is treated as if he were 
  under the effects of greater invisibility. The shadow-
  dancer must know the vanishing trick before learn-
  ing this one.
  Shadow Split (Sp): This trick allows the shadow-
  dancer to cast mislead. The saving throw to disbelieve 
  the glamer part of this is 10 + 1/2 the shadow-
  dancer’s level + the shadowdancers Wisdom modi-
  fier. Each use of this ability uses up 1 ki point. The 
  shadowdancer must possess the shadow clone shad-
  owdancer trick before selecting this trick.
  Subtle Shadow Step (Su): After using shadow step 
  from his ki pool, the shadowdancer can make a 
  Stealth check to hide, and this Stealth check suffers 
  no penalties for the shadowdancers actions earlier in 
  the round.
  Shadow Swarm (Sp): When he uses release shadow, 
  the shadowdancer can pay one additional ki point 
  each to summon additional shadows, up to his 
  Wisdom bonus in number (minimum 2). He can-
  not use release shadow again until all the summoned 
  shadows are gone. He must know release shadow to 
  learn this trick.
  Unbound Steps (Su): This trick allows a shadow-
  dancer to use his ki to walk through the air. When-
  ever the shadowdancer uses the shadow steps class 
  feature, he can walk on air, rising or descending as 
  he desires. He must end his move on a solid surface 
  or risk falling. Each use of this ability uses up 1 ki 
  point.
  Shadow Master (Su): At 20th level, whenever a shad-
  owdancer is in an area of dim light, he gains DR 10/— 
  and a +2 luck bonus on all saving throws. In addition, 
  whenever he successfully scores a critical hit against a foe 
  who is in an area of dim light, that foe is blinded for 1d6 
  rounds.
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever he gains a level in a class of shadowdancer, the 
  following races have the option of choosing an alternate 
  bonus depending on their race.
     Dwarf: Add a +1/2 bonus on Disable Device checks 
  regarding stone traps and a +1/2 bonus to trap sense 
  regarding stone traps.
     Elf: Add +1 to the shadowdancer’s base speed. In com-
  bat this option has no effect unless the shadowdancer has 
  selected it five times (or another increment of five).
     Gnome: Add +1 bonus on Acrobatics checks to make 
  a running jump.
     Half-Elf: Add a +1 bonus on Sleight of Hand checks 
  to conceal objects.
     Half-Orc: Add +1/3 on critical hit confirmation rolls 
  made while using sneak attack (maximum bonus of +5). 
  This bonus does not stack with Critical Focus.
     Halfling: Add a +1 bonus to the shadowdancer’s 
  CMD to resist grapples and trips.
     Human: The shadowdancer gains +1/6 of a new shad-
  owdancer trick.
  
  — 107 —
  Sample Shadowdancer Character 
  Below is a sample shadow monk player character created 
  using these rules at levels 1, 5, 10, and 15. Favored class 
  bonus is used to provide additional hit points.
  Burke (CR 1/2; XP 200)
  Female dark creeper shadowdancer 1
  CN Small humanoid (dark folk)
  Init +3; Senses see in darkness; Perception +8
  Defense
  AC 16, touch 14, flat-footed 13
  (+2 armor, +3 Dex, +1 size)
  hp 10 (1d8+2)
  Fort +1, Ref +5, Will +2
  Weaknesses light blindness
  Offense
  Speed 30 ft.
  Melee rapier +4 (1d4/18-20) or dagger +4 (1d3/19-20)
  Ranged shortbow +4 (1d4/x3) or dagger +4 (1d3/19-20)
  Special Attacks death throes (F-DC 11), sneak attack 
  +1d6
  Statistics
  Str 10, Dex 17, Con 13, Int 10, Wis 14, Cha 10
  Base Atk +0; CMB -1; CMD 12
  Feats Weapon Finesse
  Skills Acrobatics +7, Climb +6, Perception +8, Sleight 
  of Hand +7, Stealth +13, Swim +4; Racial Modifiers +2 
  Climb, +2 Perception, +2 Stealth
  Languages Common, Dark Folk
  SQ safety in darkness
  Gear leather armor, rapier, dagger, shortbow with 20 
  arrows, bedroll, belt pouch, hemp rope (50 ft.), master-
  work backpack, sack, trail rations (5 days), waterskin, 
  whetstone, wrist sheath, 1 pp, 10 gp, 2 sp, 8 cp
  Demographics 
  Faith None
  Homeland Erkusaa
  Burke (CR 4; XP 1,200)
  Female dark creeper shadowdancer 5
  CN Small humanoid (dark folk)
  Init +4; Senses see in darkness; Perception +11
  Defense
  AC 19, touch 16, flat-footed 19
  (+3 armor, +4 Dex, +1 dodge, +1 size)
  hp 36 (5d8+10)
  Fort +2, Ref +8, Will +3
  Defensive Abilities evasion, uncanny dodge; Weak-
  nesses light blindness
  Offense
  Speed 30 ft.
  Melee mwk rapier +9 (1d4/18-20) or dagger +8 
  (1d3/19-20)
  Ranged mwk composite shortbow +9 (1d4/x3) or dag-
  ger +8 (1d3/19-20)
  Special Attacks death throes (F-DC 13), sneak attack 
  +3d6
  Statistics
  Str 10, Dex 18, Con 13, Int 10, Wis 14, Cha 10
  Base Atk +3; CMB +2; CMD 16
  Feats Combat Reflexes, Dodge, Weapon Finesse
  Skills Acrobatics +11, Climb +11, Disguise +8, Percep-
  tion +11, Sleight of Hand +11, Stealth +18, Swim +7; 
  Racial Modifiers +2 Climb, +2 Perception, +2 Stealth
  Languages Common, Dark Folk
  SQ hide in plain sight, ki pool (4 points), shadowdancer 
  trick (vanishing trick, wall climber)
  Combat Gear potion of cure moderate wounds (2), potion 
  of invisibility (2), potion of shield of faith (2); Other Gear 
  masterwork studded leather, masterwork rapier, dagger 
  (2), masterwork composite shortbow with 40 arrows, 
  backpack, bandolierUE, bedroll, belt pouch, climber’s 
  kit, muleback cordsUE, silk rope (100 ft.), trail rations (5 
  days), waterskin, whetstone, wrist sheathUE (2), 18 pp, 
  14 gp, 7 sp, 18 cp
  Demographics 
  Faith None
  Homeland Erkusaa
  Burke (CR 9; XP 6,400)
  Female dark creeper shadowdancer 10
  CN Small humanoid (dark folk)
  Init +4; Senses see in darkness; Perception +17
  Defense
  AC 20, touch 16, flat-footed 20
  (+4 armor, +4 Dex, +1 dodge, +1 size)
  hp 78 (10d8+30)
  Fort +6, Ref +12, Will +6
  Defensive Abilities evasion, improved uncanny dodge; 
  Weaknesses light blindness
  Offense
  Speed 30 ft.
  Melee +1 rapier +13/+8 (1d4+1/18-20) or mwk dagger 
  +13/+8 (1d3/19-20)
  Ranged mwk composite shortbow +13/+8 (1d4/x3) or 
  mwk dagger +13 (1d3/19-20)
  Special Attacks death throes (F-DC 16), sneak attack 
  +5d6
  Statistics
  Str 10, Dex 18, Con 14, Int 10, Wis 14, Cha 10
  
  — 108 —
  Base Atk +7; CMB +6; CMD 21
  Feats Combat Reflexes, Dodge, Mobility, Stand Still, 
  Weapon Finesse
  Skills Acrobatics +17, Climb +13, Disguise +23, Percep-
  tion +17, Sleight of Hand +15, Stealth +23, Swim +9; 
  Racial Modifiers +2 Climb, +2 Perception, +2 Stealth
  Languages Common, Dark Folk
  SQ hide in plain sight, ki pool (7 points; shadow conju-
  ration, shadow step, silent image), shadow steps, shadow-
  dancer trick (nondetection, release shadow, shadow clone, 
  vanishing trick, wall climber)
  Combat Gear potion of cure serious wounds (2), potion of 
  invisibility (4), potion of shield of faith (2); Other Gear 
  +1 studded leather, +1 rapier, masterwork dagger (2), 
  masterwork composite shortbow with 40 arrows, bando-
  lierUE, bedroll, belt pouch, climber’s kit, cloak of resis-
  tance +1, handy haversack, hat of disguise, silk rope (200 
  ft.), trail rations (5 days), waterskin, whetstone, wrist 
  sheathUE (2), 7 pp, 6 gp, 7 sp, 18 cp
  Demographics 
  Faith None
  Homeland Erkusaa
  Burke (CR 14; XP 38,400)
  Female dark creeper shadowdancer 15
  Init +4; Senses see in darkness; Perception +22
  Defense
  AC 22, touch 18, flat-footed 22
  (+4 armor, +2 deflection, +4 Dex, +1 dodge, +1 size)
  hp 116 (15d8+45)
  Fort +9, Ref +15, Will +9
  Defensive Abilities evasion, improved uncanny dodge; 
  Weaknesses light blindness
  Offense
  Speed 40 ft.
  Melee +1 rapier +17/+12/+7 (1d4+1/18-20) or mwk 
  dagger +17/+12/+7 (1d3/19-20)
  Ranged +1 composite shortbow +17/+12/+7 (1d4+1/
  x3) or mwk dagger +17 (1d3/19-20)
  Special Attacks death throes (F-DC 19), sneak attack 
  +8d6
  Spell-Like Abilities (CL 15th; concentration +15)
     1/day—darkness, detect magic
  Statistics
  Str 10, Dex 18, Con 14, Int 10, Wis 14, Cha 11
  Base Atk +11; CMB +10; CMD 27
  Feats Bleeding Critical, Combat Reflexes, Critical Focus, 
  Dodge, Mobility, Spring Attack, Stand Still, Weapon 
  Finesse
  Skills Acrobatics +22 (+31 jumping), Climb +15, Dis-
  guise +28, Perception +22, Sleight of Hand +19, Stealth 
  +38, Swim +13; Racial Modifiers +2 Climb, +2 Percep-
  tion, +2 Stealth
  Languages Common, Dark Folk
  SQ hide in plain sight, ki pool (9 points; greater shadow 
  evocation, shadow conjuration, shadow evocation, shadow 
  step [move action], shadow walk, silent image), shadow 
  move, shadow steps, shadowdancer trick (nondetection, 
  release shadow, shadow clone, shadow split, shadow 
  swarm, vanishing trick, wall climber)
  Combat Gear potion of cure serious wounds (4), potion of 
  invisibility (4); Other Gear +1 studded leather, +1 rapier, 
  +1 composite shortbow with 40 arrows, masterwork dag-
  ger (2), bandolierUE, bedroll, belt pouch, boots of strid-
  ing and springing, climber’s kit, cloak of resistance +2, 
  deathwatch eyesUE, handy haversack, shadowhip ring, ring 
  of protection +2, silk rope (200 ft.), trail rations (5 days), 
  waterskin, whetstone, wrist sheathUE (2), 2 pp, 6 gp, 7 
  sp, 18 cp
  Demographics 
  Faith None
  Homeland Erkusaa
  “Yes, I am small, but that simply puts me in easy reach of 
  things you can’t afford to lose…”
  Burke, her nickname short for Berakarhux, is a dark 
  creeper, a small humanoid race found only in a few plac-
  es on the surface of Porphyra.  Unfortunately for them, 
  one of those places is Erkusaa, the Mist-Shrouded Isle, a 
  large colony pledged as slaves to the power of Chaos for 
  a long-forgotten favor in the dimly remembered past, to 
  their mad and enigmatic leaders.  Their weakness and 
  agility both make them perfectly suited to be a servitor 
  race for the haughty, magically powerful erkunae that 
  dominate the island kingdom with a powerful, magic-
  driven fist of steel and elemental power.
  Slaves in the city-island of G’sho’laa’n’rr lead harrowing 
  lives, not simply because of their state of being owned, 
  which is, unfortunately, not unique on the Patchwork 
  Planet of Porphyra.  The island of Erkusaa is a nation 
  of concentrated chaos and unpredictable occurrences, 
  and G’sho’laa’n’rr the nexus of this maelstrom of chance 
  and mischance.  A slave can literally be a pampered 
  performer in a court, living a life of luxury unheard of in 
  civilized countries, and then selected the next day for a 
  sumptuous meal to be fed to living ghouls in an obscure 
  ritual to revere a ghost that once lived in a sewer… 
  
  — 109 —
  Growing up a slave did nothing to soften Burke’s strong 
  will, nor did the abuses she suffered almost daily in the 
  service of nyr-Duke Kyrhkatus, a petty erkunae with 
  more vicious imagination than common sense.  The 
  tortures he would inflict on his slaves were composed 
  of depraved eloquence but they were also his downfall.  
  When a rival house attacked the nyr-Duke’s stronghold, 
  his servants were too weak to defend him.  He died as 
  he lived, bound to one of his flensing chairs and left to 
  bleed out in sublime agony.
  Unfortunately, this turn of events did not better Burke’s 
  lot in life.  It was customary among erkunae nobility 
  to ‘cleanse’ the households of conquered rivals.  Burke 
  escaped this death sentence by being rescued, pulled 
  from the doomed demesne by a shadowy group of fellow 
  dark creepers and spirited away to a hidden network of 
  tunnels in the heart of the island empire.
  With these brave rebels, Burke found a home and a 
  purpose.  It did not take for her to become a valuable 
  new agent, quick to learn and willing to do anything 
  for the cause.  Her first few missions went well, rescuing 
  abused slaves and making sure their masters were in no 
  condition to come looking for them.  All was well until 
  an erkunae magus survived her poisoned blades long 
  enough to cast a powerful spell in retaliation.
  The magic sent her hurtling through space, teleporting 
  her far away from Erkusaa. She ended up wounded in a 
  cold, distant land, surrounded by trees and unforgiving 
  wilderness.  Though a trained killer, she was no hunter 
  and this isolation almost proved to be too great a chal-
  lenge.  Only the timely arrival of a native halfling, him-
  self lost and desperate, helped her bring down enough 
  prey to survive- two lost souls clinging to each other.
  Over the next few months, Burke and her new com-
  panion, Ridoc, shared their stories and their skills.  He 
  taught her how to live in the wilds and she taught him 
  all the shadow lore at her command.  When spring 
  came, her injuries had healed and it was time to move 
  on.  Ridoc had a mission to reunite his scattered family 
  and she had a task of her own that was much the same.
  Parting ways with her halfling friend, Burke set off in 
  search of civilization.  She needed some idea where she 
  was, some clue as to where Erkusaa was, and some way 
  to return there.  Her family in the shadows needed her 
  and she needed them, for even those raised in the heart 
  of chaos need a place that they can call their own, mad 
  though it may be.
  One way or another, no matter who has to bleed, Burke 
  will find her way home.  
  Shadowhip Ring
  Aura faint illusion; CL 7th
  Slot ring; Price 12,700 gp; Weight —
  Description
  This slim band of shifting tendrils of shadow seems to 
  squirm on the wearer’s hand.  As a full-round action, the 
  wearer can point to a location within his normal move-
  ment rate, and extend a tendril of shadow.  The whiplike 
  tendril will attach to a surface at that location that will 
  bear their weight and pull the wearer to that location, 
  like a fleeting shadow; they are not subject to attacks of 
  opportunity.  The location need not be horizontal- they 
  wearer will be rooted to the location for one round, be it 
  a vertical wall or a ceiling.
  Construction
  Requirements Forge Ring; blurred movement, shadow 
  anchor; Cost 6,350 gp
  
  — 110 —
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