TEXT: Obsidian apOcalypse:
  PLAYER’S GUIDE
  3.5 SYSTEM COMPATIBLE
  LPJ9378
  
  ExaltEd
  Reports from Collector Jahaziah Trader, as put to paper by Librarian Loria 
  Angelson, date unknown.
  In light of the rumors the Archivists’ League had of a new angel in the 
  West, I enjoined an acquaintance to travel to Infernus to investigate. What 
  I have heard back is both reason for excitement and concern.
  My associate sent a note, maddening in its vagueness, saying that he trav-
  eled with as much stealth as he could manage from Beacon Mount toward 
  Blood Market. He had made it safely past the sad town of Ombregarde 
  when he found himself set upon by a devil. Fearing that all was lost, he 
  readied to make a final stand when he was saved by an angel.
  She was a thing out of stories, he said, swooping in on wings of light 
  and attacking with an axe pulled from her very soul. The devil, caught 
  unprepared, put up only a token defense—its weapons seeming to leave 
  no mark on the angel’s skin—and was no match for her rage. Despite my 
  associate’s entreaties, however, the angel disappeared almost as soon as 
  it arrived. 
  Still fearing for his life, my associate says, he had set himself to turn back 
  when he encountered an exalted woman, calling herself Zehava. He thinks 
  quite highly of this woman, saying she is the best of the exalted, a warrior 
  and a leader. She had collected a small following of survivors, ones who 
  believe she can guide them through the darkness, and invited him to join 
  them for his own safety. 
  My associate managed to get another note to me, though again it frus-
  trates me for his writing’s lack of clarity. He says he has been traveling 
  with Zehava for seven days. He says they move with stealth but little 
  fear, considering their circumstances. Twice, he says, they have encoun-
  tered devils or their minions. Both times Zehava went forth to fight, and 
  both times the angel appeared to aid her. I cannot tell if she has found 
  some way to summon angels or even if it was the same being—perhaps 
  Zehava’s own parent?—who appeared both times, as my acquaintance 
  seems to not have clearly seen the fights. Zehava appears to jealously 
  guard her communication with the angel, but clearly there is some celes-
  tial power greater than the exalted at work here.
  It was nearly a month with no news, but my acquaintance’s latest commu-
  nication has finally explained why he is unable to report more clearly on 
  the angel, and may in fact indicate far more important news. I cannot 
  understand why or how he did not send word of this before, but his 
  writing carries an odd reticence to explain clearly the situation.
  As you well know, the Guardian Ritual has been of utmost importance 
  in the fight against the devils. Learning to keep the devils at bay by 
  harnessing the power of an outsider has saved many people, but the cost 
  and time involved are nearly prohibitive. However, Zehava’s consort, an 
  exalted named Abran, has apparently found a way to solve these prob-
  lems. My acquaintance writes that, whenever they are beset by devils, 
  Abran calls Zehava’s followers close to him and erects a Guardian Ritual, 
  guarding them from the nearby combatants.
  I do not know if this exalted, whom my acquaintance describes as some 
  sort of holy man who preaches of Zehava’s glory, can somehow tap into 
  the mystery angel’s power—or some other outsider’s, or even that of his 
  own heritage—but he seems to have the ability to create a small protec-
  tive circle at no cost and in no time. Once the fight is over, he breaks the 
  circle and the group moves on. 
  My acquaintance writes that this exalted also calls on powers that let him 
  heal and cast spells, abilities thought all but lost in these dark times in 
  which we live. I fear he exaggerates, his eyes blinded by the light cast by 
  Zehava and Abran and these mystery angels whose power they seem to 
  tap into.
  I have heard nothing else from my associate for some time. I do not know 
  if our messages were being diverted by the dangers of Infernus or if some-
  thing else caused the silence. He finally replied to my last missive, saying 
  that he did not expect to be returning to the Beacon Mount. He would 
  not tell any more of Zehava or Abran, though he urged me to tell others 
  of their feats. I fear he is lost—not to the devils, but to the growing army 
  of this avenging angel. 
  ExaltEd PlayEr OPtiOns
  Favored Class options
  The following options are available to all exalted who have 
  the listed favored class. Unless otherwise stated, the bonus 
  applies each time you select the favored class option.
  Cleric: Add +1/2 to the number of times per day you can use 
  one of your racial divine spells (bless water, cure light wounds, 
  hide from undead, protection from chaos, or remove fear). You 
  must have the divine spells racial trait to benefit from this 
  favored class option.
  Fighter: Add +1/2 hp damage and maximum damage to your 
  soulsword. You must have the soulsword racial trait to benefit 
  from this favored class option.
  Magus: Add +1/2 to your arcane pool. This can only be used 
  to enhance your soulsword. You must have the soulsword 
  racial trait to benefit from this favored class option.
  Monk: Gain a 5 ft. enhancement bonus to your speed when 
  using your angelic wings. This bonus cannot exceed your fast 
  movement bonus (e.g., a 4th-level monk could only add +10 
  ft. to his flight speed). You must have the angelic wings racial 
  trait to benefit from this favored class option.
  Paladin: Add 1/6 of a mercy. This option has no effect until 
  you select it 6 times, and no additional effect until you select 
  it in another increment of 6.You must qualify for the mercy to 
  select it, as normal.
  Sorcerer: Add +1/3 to your effective level to determine the 
  duration of your angelic wings. You must have the angelic 
  wings racial trait to benefit from this favored class option.
  Summoner: You can, as a swift action, grant your eidolon the 
  celestial template for 1 round per day.
  racial archEtyPEs
  The following racial archetypesare available to exalted.
  Obsidian aPOcalyPsE 
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  guardian angEl (clEric)
  These rare clerics are a direct product of the Guardian Ritual, 
  with protective power running through their veins. The child 
  was conceived while her celestial parent was powering a 
  Guardian Ritual, born in the confines of a summoning circle, 
  or both.
  Guardian Channel (Su) The guardian angel can no longer 
  channel energy to harm. Instead, she can create a minor 
  guardian ritual effect. She can still channel energy to heal.
  The protected area is a 30-foot radius, centered on her. It 
  prevents any creatures with an alignment subtype opposing 
  the alignment of the guardian angel from willingly entering. 
  For example, if the guardian angel is lawful good, creatures 
  with chaos or evil subtypes cannot enter the protected area. 
  As the guardian angel moves, the protected area remains 
  centered on her, but any creatures that would be blocked by 
  the area are not prevented from entering; these creatures are 
  not pushed aside by the protection.
  Creatures with alignments that oppose the guardian angels’, 
  regardless of whether they have an alignment subtype, feel 
  uneasy in the protected area. Every round such a creature is 
  in the protected area, it must make a Will save (DC 10 + 1/2 
  the cleric’s level + the cleric’s Charisma modifier). A creature 
  that fails the save becomes shaken; a shaken creature that 
  fails the save becomes frightened; a frightened creature 
  that fails the save becomes panicked. Succeeding on this 
  save twice in a row reverses that progression by one step. A 
  creature outside the protected area can continue making this 
  save each round until it suffers no effect.
  The guardian channel lasts for a number of rounds equal to 
  the guardian angel’s Charisma modifier times the number of 
  dice she channels (e.g., a 5th-level cleric’s protection would 
  last for a number of rounds equal to her Charisma modifier 
  times three). A guardian angel can exclude targets from the 
  effect of the guardian channel with Selective Channeling.
  This ability modifies channel energy.
  avEnging angEl (barbarian)
  For some exalted, the blood of their angelic parent runs 
  especially strong, all but taking over in times of stress. These 
  barbarians gain the power and appearance of their forebears 
  when they rage.
  Skills: An avenging angel adds Fly and Knowledge (planar) to 
  his list of skills and removes Handle Animal and Ride.
  Celestial Wings (Su) At 1st level, an avenging angel manifests 
  translucent, multicolored angelic wings when he rages. These 
  wings are treated as natural weapons, letting him make two 
  wing attacks during a full attack action using his base attack 
  bonus minus 5. Each of these attacks deals 1d4 damage (1d3 
  if the avenging angel is Small) plus 1/2 his Strength modifier. 
  At 5th level, these wings let him fly at a speed of 60 feet per 
  round, though he cannot use them as weapons while flying. 
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  PlayEr’s guidE
  
  These rounds do not count against the overall duration for 
  an avenging angel who also has the angelic wings racial trait. 
  This ability replaces fast movement. 
  Celestial Blade (Su) At 3rd level, when an avenging angel 
  rages, he can infuse his weapons with the power of his soul, 
  almost as if he were manifesting a soulsword. His currently 
  wielded weapons do +1 electricity damage, increasing by +1 
  every three barbarian levels thereafter. If the avenging angel 
  switches to another weapon, this effect does not apply until 
  he rages again. An avenging angel who rages while using the 
  soulsword racial trait adds the celestial blade’s damage to the 
  soulsword’s damage. This ability replaces trap sense. 
  Celestial Defenses (Su) At 7th level, an avenging angel gains 
  DR 1/evil and SR equal to his barbarian level +6. At 10th level 
  and every three barbarian levels thereafter, this damage 
  reduction and spell resistance increase each by 1. This ability 
  replaces damage reduction.
  gEnEsai
  Madame Preserver, 
  I have a supplicant who arrived this morning and wishes to join the 
  Archivist League. But there are a number of oddities that give me pause, 
  and I wish to get your opinion as to how to proceed.
  The man was found among the stacks in the genealogical collection this 
  morning. He was there when my staff arrived, before the doors were 
  open, but as far as we could tell he had disturbed nothing. 
  I had guards bring him to a private area where we could talk. They 
  were all clearly uneasy in his presence, like men around a rabid dog or 
  a serpent they fear will strike. As you know, before my injury I had seen 
  many disturbing sights during my tenure as a librarian. I say this so you 
  know that a simple genesai is nothing to me. But there was something 
  about this man... He made me uncomfortable, as if I were a lad just 
  leaving home again for the first time.
  As soon as I entered, he introduced himself as Reficul Haidabez. He 
  claimed to want to join the Archivists’ League as a collector, though he 
  would not say how he knew of our library or how he gained entrance.
  Knowing that the genesai traditionally take their names from reversing 
  those of their celestial and infernal parents, I immediately questioned him 
  on his claimed identity. Beyond the obvious difficulty of their producing 
  children, Lucifer and Zebadiah would try to kill each other if they were 
  to ever meet. Haidabez admitted he does not know his true parents, for 
  which he took his name as a reminder. He claimed he was abandoned as a 
  babe and was discovered and taken in by a huntsman and his wife, whose 
  only children had died of some contagion.
  He claims that while his “mother” loved him as if he were her own, his 
  adoptive “father” was less kind. He says the man blamed him for all his ill 
  fortune, especially at the hunt, since the boy had the typical genesai effect 
  on animals. Haidabez also claims his father told him other villagers would 
  Obsidian aPOcalyPsE 
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  stay away from them because of him, leading the three to live a solitary 
  existence. He says he ran away after a confrontation with his father—the 
  two came to blows during an unsuccessful hunt that the man blamed on 
  him. Haidabez said they were exchanging accusations when the man’s face 
  suddenly went white and he threw down his bow and fled. Haidabez took 
  up the weapon and decided he would not return to where he was not 
  wanted. He claims he has been on his own ever since.
  Never settling down, Haidabez traveled through the Blood and Screams 
  region for a time before returning to Abaddon, though he did not say 
  what he was doing there. 
  He was similarly unforthcoming when asked how he had learned of the 
  library. He said he had ventured into the Sangville ghetto when he was 
  confronted by a band of harrowed. He said they likely would have killed 
  him but for another genesai, a wandering performer. He said the stranger 
  hurled such insults and mockery at the group that they hesitated, giving 
  him time to escape. He said the man took him in and told him of the 
  League, but claims he never got the stranger’s name. Whether this is true 
  or whether he just refuses to share this man’s identity, I do not know.
  Thus, my dilemma. I feel the man could be an asset. He clearly has skills 
  and contacts that could be of value. That said, I fear he has some ulterior 
  motive, and I do not know if it is due to the infernal blood that runs 
  through his veins. If his lifeblood is not balanced by his celestial parent, 
  he could have fallen under the sway of the devils and could easily be an 
  agent for them. I have spent time in the genealogical collections to try to 
  find out what he was doing there when we first found him, but the clues 
  are as elusive as smoke in the wind.
  Librarian Amra Pagewright
  gEnEsai PlayEr OPtiOns
  Favored Class options
  Fighter: Your shattersoul blade becomes larger, though you 
  can still use it as an appropriately sized weapon. When you 
  have selected this option 2 times, the weapon’s damage die 
  increases to 1d6; for 4 times, it increases to 1d8; for 8 times, it 
  increases to 2d6; for 12 times, it increases to 2d8; for 20 times, 
  it increases to 4d6. Against lawful or chaotic creatures, its 
  damage die increases by one step to a maximum of 4d8 when 
  this option has been chosen 20 times. To take this option, you 
  must have the shattersoul blade alternate racial trait.
  Magus: Add +1/2 to your arcane pool. This can only be 
  used to enhance your shattersoul blade. To benefit from this 
  favored class option, you must have the shattersoul blade 
  racial trait.
  Cavalier: Add +1 to your mount’s saves versus fear. If you ever 
  replace your mount, the new mount gains this bonus to saves 
  versus fear.
  Sorcerer: Add +1/2 to the number of times per day you 
  can use one of your spell-like abilities (bless water, cure light 
  wounds, hide from undead, protection from chaos, or remove 
  fear). To benefit from this favored class option, you must have 
  the divine spells racial trait.
  Witch: Add +1/4 to the penalty and bonus you receive from 
  your unnatural aura. To benefit from this favored class option, 
  you must have the unnatural aura racial trait.
  racial archEtyPEs
  The following racial archetypes are available to genesai.
  abaddOn Pariah (rangEr) 
  While many rangers find harmony with nature, an Abaddon 
  pariah is truly a stranger in a strange land. His genesai “other-
  ness” leaves more than just animals ill at ease.
  Otherworldly Aura (Su) At 1st level, the Abaddon pariah 
  exudes an aura of “otherness” that unnerves his foes. He 
  selects a creature type from the ranger favored enemies table. 
  Enemy creatures of that type within 10 feet of the Abaddon 
  pariah suffer a –2 penalty on attack rolls, saving throws, skill 
  checks, and ability checks. 
  At 5th level and every five levels thereafter, the Abaddon 
  pariah can select an additional creature type. In addition, 
  at each such interval, the penalty against any one chosen 
  creature type (including the one just selected) increases by 2 
  and the range of the aura increases by 5 feet.
  This ability replaces favored enemy.
  Menacing Approach (Su) At 1st level, an Abaddon pariah’s 
  mere presence menaces others, making them want to deal 
  hastily with him. An Abaddon pariah can use Intimidate 
  in place of Diplomacy. Also, he can try to demoralize a foe 
  as a swift action instead of a standard action. Once he has 
  attempted to demoralize a foe as such, he cannot try to do so 
  again, except as a standard action.
  This ability replaces wild empathy.
  dark cOmic
  Trying to find relief from their misery and misfortune, these 
  genesai bards use cynical observations to shed light on their 
  people’s circumstances and place in the world, provoking 
  discomfort along with humorous relief.
  Bardic Performance: A dark comic gains the following bardic 
  performances.
  Skepticism (Su) At 1st level, a dark comic learns to turn his 
  biting wit on his enemies, disrupting their efforts in combat. 
  To be affected, an enemy must be able to perceive the dark 
  comic’s performance. An affected enemy suffers a –2 penalty 
  to attack rolls, AC, and concentration checks. At 5th level, and 
  every six bard levels thereafter, this penalty increases by 2, to 
  a maximum of –8 at 17th level. Skepticism is a mind-affecting 
  ability, and it can use audible or visual components. The bard 
  must choose which component to use when starting his 
  performance. This performance replaces inspire courage.
  Moment of Doubt (Su) At 3rd level, a dark comic can make 
  a quick, cutting comment to shake an enemy’s confidence 
  at a critical moment. As an immediate action, he can force 
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  PlayEr’s guidE
  
  an enemy to suffer a –2 penalty to any skill check. Every 
  four levels thereafter, this penalty increases by 1. Moment 
  of doubt takes 1 round of bardic performance and relies 
  on audible components. This performance replaces inspire 
  competence.
  Measure of Scorn (Su) At 12th level, a dark comic can heap 
  scorn on a target, leaving it shaken and sickened for as long 
  as the performance continues. In addition, any allies of the 
  targeted creature must succeed at a Will save (DC 10 + 1/2 the 
  dark comic’s level + his Cha modifier) to target the targeted 
  creature with any beneficial effects. This performance replaces 
  soothing performance.
  harrOwEd
  Reports from Collector Jahaziah Trader, as put to paper by Librarian Loria 
  Angelson, date unknown.
  I’m happy to report success at last in getting a copy of the Valtos Codex, 
  which you should soon have in your hands at Beacon Mount. It was not 
  easy, so I hope it will be worth it.
  After much research, I discovered a copy of the codex was in fact located 
  about a day’s ride from Sangville, in a graveyard, the ghetto where dozens 
  of harrowed reside. As you can imagine, it is a dark, unwelcoming place. 
  The buildings are packed close together, jutting more up than out, like 
  skeletal fingers reaching for the sun. A high palisade surrounds it, the 
  sharpened stakes of bleached wood seeming to weep with the rain.
  As I made my way past the guards at the graveyard gates, I drew stares—
  some hostile, some curious, but most just wary—from the harrowed 
  residents, but soon they led me to a ruling council, made up of men and 
  women of several ages. I know not how they were selected, but from what 
  I could tell it appears based more on merit than any sort of bloodline or 
  rank of their undead progenitors. The man who spoke most was in fact 
  the ghetto’s venerable cobbler. I was surprised to discover that, inside 
  their buildings, the harrowed had artwork of a type I’d not seen before. It 
  was ... haunting, for lack of a better word ... grays and dark colors merged 
  to look like the ... soul ... of the land around them, as if they were seeing 
  the land much as they see themselves. Much of it reflected the village 
  around them, which they seemed to have an affinity for, despite walling 
  themselves away. I’d not expected to find such stark beauty in such a 
  dismal place. 
  Unfortunately, what I did not find was the truth about the codex. The 
  council claimed no knowledge of what I spoke and said they had nothing 
  like the codex in their possession. They offered hints and suggestions that 
  such a thing might be found in Hannah’s Redoubt, but did little to hide 
  their desire to be rid of me before I could cause any problems.
  Not trusting the harrowed over my earlier sources, I felt I had no choice 
  but to arrange a distraction so I could investigate further. A few rumors 
  of a missing child, well placed in the village neighboring the graveyard, 
  provided the opportunity I needed; when the villagers stormed the 
  enclave, I slipped in and found our quarry. It was far from undefended, 
  though. When I tried to take the codex, I was gripped by some dark 
  magic. It struck me with ... images ... of a vampire draining the blood 
  from its victim. I felt as if I were its prey, and though I was able to shake 
  the visage off, when I clapped my hand to my neck, it came away covered 
  in my own blood.
  Escaping with the codex, I emerged from the cenotaph in a place hidden 
  to a scene of chaos. The villagers seemed far more enraged than I had 
  anticipated, but the harrowed were no meek prey. I saw a harrowed 
  woman, mad with bloodlust, seem to grow stronger as she bathed in the 
  gore of her foes. Perhaps it was a trick of the light, but I would swear her 
  wounds seemed to close the more she fought. Another ordered around 
  some sort of skeletal spider-creature, the likes of which I’d never seen 
  before. I saw villagers walk into an empty street, only to begin screaming 
  and running in fear, but from what I could not tell. All was in flames as 
  I departed, and I made sure not to stop until I’d put enough distance 
  between myself and that doomed graveyard that no survivors could 
  follow me.
  harrOwEd PlayEr OPtiOns
  Favored Class options
  Bard: Add +1 to your Disguise skill to pass as human.
  Cleric: Add +1/2 to your cleric level to determine the total Hit 
  Dice of undead you can control using Command Undead.
  Inquisitor: Add +1 to your Knowledge (religion) checks to 
  identify undead creatures.
  Paladin: Add +1 to your roll when you channel positive 
  energy against undead or haunts. 
  Wizard: Add +1/2 to the maximum Hit Dice of undead 
  creatures you can control using spells such as animate dead.
  racial archEtyPEs
  The following racial archetypes are available to harrowed.
  harrOwEd PrEdatOr (barbarian) 
  Some harrowed, scions of life-sucking progenitors, gain a 
  measure of their undead parent’s abilities, letting them reap 
  sustenance and renewed vigor from a foe’s blood and life 
  energy.
  Life Feed (Su) At 2nd level, a harrowed predator can regain 
  vitality from the blood and life energy of others. In any round 
  the predator succeeds on a melee attack against a living 
  enemy with a CR equal to or greater than half her Hit Dice, 
  she gains fast healing 1. Every two levels thereafter, the fast 
  healing increases by 1 and lasts for another round (to fast 
  healing 2 for two rounds at 4th level, fast healing 3 for three 
  rounds at 6th level, and so on). 
  This ability replaces uncanny dodge, improved uncanny 
  dodge, and damage reduction.
  Sanguine Sense (Ex) At 3rd level, a predator can sense life 
  around her. She gains the equivalent of blindsense versus 
  living creatures in a 5-foot radius. Every three levels thereafter, 
  this radius increases by 5 feet.
  This ability replaces trap sense.
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  gravE callEr (summOnEr)
  Unlike other summoners, a grave caller taps into the afterlife, 
  harnessing the forces of death and unlife to power his abilities.
  Eidolon: The grave caller must select the undead appearance 
  evolution at 1st level.
  Haunting Memories (Su) Starting at 1st level, the grave caller 
  can use his memories and experiences to create a haunt by 
  using a standard action, a number of times per day equal to 
  3 + his Charisma modifier. At 1st level, the grave caller turns 
  one experience into a haunt by picking a 1st-level spell, which 
  does not have to be on the summoner’s spell list. He can then 
  use this spell to create a haunt, determining any other factors 
  (notice DC, reset time, weaknesses, etc.) each time he creates 
  it. The total CR of the haunt can never exceed twice his grave 
  caller level. The haunt lasts up to 1 minute per level. The grave 
  caller and his eidolon can choose to not trigger the haunt.
  Every two levels thereafter, the grave caller can turn another 
  into a haunt, each time picking one higher-level spell 
  (2nd-level spell at 3rd level, 3rd-level spell at 5th level, and so 
  on).
  Only one of each haunt can exist at a time, though haunts 
  of different spell levels can co-exist. If a duplicate haunt is 
  created, the previous haunt is destroyed. Because creating the 
  haunt calls on the same power as the grave caller’s eidolon, 
  he cannot use this ability while his eidolon is summoned; 
  however, summoning the eidolon does not affect haunts he 
  has already created.
  This ability replaces summon monster I through summon 
  monster IX and gate. 
  infErnal
  Excerpted from “The Infernal Horde: My Year Among the Demon-Spawn 
  of Moab” by Anataly DaBelvesden
  So what awaits Abaddon if the infernals continue their rapid population 
  growth? Many have said they will bring about Armageddon as surely as 
  the devils or undead or plague-stricken or any of the other evils we’ve 
  dealt with since the Cataclysm. The truth, though unpopular, is more 
  complicated.
  Yes, there is no doubt that the infernals are tainted by their demonic 
  ancestry. They are wilder than humans, even the humans trying to make 
  their way in the remains of today’s world. But, in my experience, they are 
  no more intrinsically evil than any reader of this treatise. Moab, the city 
  they have created for themselves, is a lawless place, but I have seen kind-
  ness and goodness here.
  I have spent much of my time in the city under the protection of Qzaryis 
  al-Moab, whom I consider as dear a friend as anyone else on this world. 
  Rarely have I met a man as considerate, as good, as pure of heart as he. 
  He is, I hope, a model of what the infernal race will grow to be as it ages. 
  Should he manage to take power in Moab—a feat sadly not assured, as 
  his followers still struggle against the tide of chaos despite his leader-
  ship—the city could become a great beacon of light. He is a staunch 
  opponent of any evil I’ve come across in these lands, protecting me from 
  both undead and plague-stricken as we made our way to the city. But he 
  holds his greatest enmity for the fiends that spawned him. He will not 
  speak of his parents or how he came into this world, but I fear it cannot 
  have been through any positive means. His deepest ire is for demons. One 
  day, we were confronted on the street by a pair of the beasts, and he tore 
  into them with blade and spell, dispatching both to their final fates as they 
  cried out uselessly for aid from the Abyss itself.
  Sadly, not all infernals take after him. As I have noted, many still cling 
  to their chaotic natures, and Moab holds its share of evil. In fact, one 
  of Qzaryis’ rivals to lead the city claims to speak directly to the powers 
  of the lower realms—or rather (I suppose I should be specific here), he 
  claims the great demon lords speak through him. Monncknal al-Moab 
  stinks of brimstone, and a small demon rides on his shoulder, whispering 
  constantly to him. I know not what the creature tells him, but it can be 
  nothing good. He brings powerful magics to bear in pursuit of his goals, 
  and I fear if he were to take the city, he would be more than happy to 
  confirm all the fears of those who mistrust the infernals.
  infErnal PlayEr OPtiOns
  Favored Class options
  Bard: Add +1 to Diplomacy checks to change the initial 
  attitudes of NPCs.
  Barbarian: Add +1/2 to the damage done by your natural 
  weapons when you are raging. You must have claws, barbed 
  flesh, or a venomous bite to select this favored class option.
  Cavalier: Your mount gains resistance 1 against acid, cold, or 
  fire. If you select the same type again, increase that resistance 
  by 1 to a maximum of 5. If you ever replace your mount, the 
  new mount has these resistances.
  Gunslinger: Add +1/3 on rolls to confirm critical hits while 
  using a firearm, to a maximum bonus of +5. This bonus does 
  not stack with Critical Focus.
  Sorcerer: Add 1/5 of a special ability available from your 
  infernal taint racial trait. This option has no effect unless you 
  select this reward five times or another increment of five.
  Witch: Add +1/2 to your acid, cold, or fire resistance, to a 
  maximum of 5 for any one type.
  racial archEtyPEs
  The following racial archetypes are available to infernals.
  dEmOnsPawn dEfEndEr (Paladin) 
  Though many types of evil walk the earth, demonspawn 
  defenders focus on fighting the very outsiders that spawned 
  them, suppressing their own chaotic natures to impose order 
  where none is found.
  Agent of Law (Su) A demonspawn defender’s devout 
  faith is stronger than her own nature. She is considered a 
  native outsider with the lawful subtype, rather than the 
  chaotic subtype typical of infernals. She overcomes damage 
  PagE 7 
  PlayEr’s guidE
  
  reduction as if her natural weapons and any weapons she 
  wields were lawfully aligned. If she should lose her class 
  features by committing an evil deed or through some other 
  instance, she again becomes chaotically aligned, as other 
  infernals, regardless of her true alignment. 
  Aura of Mortality (Su) At 3rd level, the demonspawn 
  defender’s presence reduces the power of evil outsiders. The 
  aura reduces the elemental resistances of evil outsiders within 
  10 feet by 5, while their immunities to elemental damages 
  become resistance 30. 
  This ability replaces aura of courage.
  Dimensional Break (Su) At 9th level, the demonspawn 
  defender can stop an evil outsider from calling reinforcements 
  from its home plane. Whenever the demonspawn defender 
  successfully strikes an evil outsider, she can expend one use 
  of lay on hands to prevent it from using any summon spell-
  like abilities for 1 minute. Using dimensional break multiple 
  times against the same opponent adds to the duration; for 
  example, two hits would prevent it from using such abilities 
  for 2 minutes.
  This ability replaces the paladin’s mercy gained at 9th level.
  dEmOnic sErvitOr (OraclE) 
  The denizens of the Abyss take a special interest in certain 
  infernal oracles, using them to serve their will on Abaddon 
  instead of traveling there themselves and risking being trapped. 
  Alignment: Any non-good.
  Recommended Mysteries: ancestor, battle, bones, flame, 
  metal.
  Bonus Spells: wrath (2nd), vision of hell (6th), hellmouth lash 
  (Advanced Race Guide) (8th), hellfire ray (Pathfinder Chronicles: 
  Princes of Darkness, Book of the Damned Vol. I) (12th), frightful 
  aspect (16th). These bonus spells replace those given by 
  oracle’s mystery at the same levels.
  Oracle’s Curse: A demonic servitor must choose the following 
  curse at 1st level:
   •  Brimstone Stench: You smell constantly of brimstone, no 
  matter how you try to mask the odor. The overpowering 
  scent makes you easy to track and alienates any creature 
  that isn’t a fiend, abyssal, or infernal that can smell, giving 
  you –4 to Diplomacy checks against them. You gain a +4 
  circumstance bonus to saves versus scent-based effects, 
  such as stench. At 5th level, add scent trail and stinking 
  cloud to your list of spells known. At 10th level, you 
  become immune to scent-based effects. At 15th level, you 
  can amplify the scent as a standard action, giving yourself 
  a 30-foot radius of stench (DC 10 + 1/2 your oracle level + 
  your Con modifier). Ending the stench is a free action.
   •  Demonic Familiar: At 1st level, the demonic servitor 
  gains a familiar as a wizard equal to her oracle level. If she 
  already has a familiar, her oracle levels stack to determine 
  the familiar’s abilities. At 3rd level, her familiar gains the 
  fiendish template. At 7th level, the demonic servitor 
  exchanges her familiar for a quasit without needing to take 
  the Improved Familiar feat.
  This replaces her 1st-level revelation.
  khymEr
  Excerpted from “What Makes a Monster? A Treatise on Khymer Ethics” 
  by Anataly DaBelvesden
  ... Yet, most khymer would—angrily—reject any comparison with the 
  undead. Yes, they argue, both use the corpses of other creatures to sustain 
  themselves, but that is where the comparison ends.
  They note that they do not corrupt the corpses they inhabit, unlike the 
  undead, which either pervert the creature’s soul, twisting it into some evil 
  semblance of its former life, or kill and reawaken men as zombies or skel-
  etons for no real need. The khymer, it must be acknowledged, must use 
  others’ bodies or they would die out themselves. Many in fact still seek 
  some cure for their blood-like state, a way to end their gruesome reliance 
  on the deceased. These actions are a far cry from those of the undead.
  Some khymer set up agreements with their eventual hosts, trading 
  wealth or service in return for their bodies when they have passed. The 
  khymer philosopher Edra Delani has posited that such deals are good for 
  the families of these poor souls. They save the expense of a funeral and 
  even the fear that their loved ones could be brought back someday as 
  undead—they provide a far better fate, for once the khymer is done with 
  the body, it will be no more than dust.
  I have heard khymer argue that, if a man sees a sword lying unused in the 
  road, none would fault him for picking it up and using it. What difference 
  is it if they do the same with a body? Even if they were inclined to rob 
  graves, most would not be able to use a properly buried body; the khymer 
  require fresh hosts. Delani again asserts that these deals help keep the 
  surface of Abaddon clean of disease and should be seen as a service to 
  the greater good.
  That said, there are unsavory khymer who have less ethical views toward 
  obtaining host bodies. Rumors whisper of “body farms,” communities 
  where khymer overlords force humans and others to breed to generate a 
  constant new supply of hosts. The khymer I have spoken with insist this 
  is no more than base slander—even if the khymer were inclined to such 
  actions, the bodies would be consumed so fast as to make their efforts 
  futile—but still the rumors persist.
  And then there are the rare khymer who can take over living creatures. 
  Most see these body snatchers as at least unethical, if not evil. They say 
  their possession is akin to murder, as the body’s original inhabitant is slain 
  in the process. Still, some defend even body-snatching in the rare instance 
  of self-defense. After all, killing a man by possession is no different than 
  killing him with sword or spell. Is it any less evil to kill a man and leave 
  his body to rot—as a human, elf, or infernal would do—than it is to kill 
  him and take his body so you may live?
  Obsidian aPOcalyPsE 
  PagE 8
  
  khymEr PlayEr OPtiOns
  Favored Class options
  Alchemist: It takes you 10 minutes less to integrate into a 
  new host body.
  Druid: You can survive in your blood form for +1 hour.
  Fighter: Whenever you take bleed damage, reduce it by 1/3 
  points to a maximum of 5. This option has no effect unless 
  you select it three times or another increment of three.
  Monk: Add +1 to saves versus psionic effects.
  Ranger: If you use the body of a favored enemy as a host, 
  you can sustain the body for an extra two days.
  Sorcerer: Add +1/2 to the number of times per day you can 
  use your 1st-level bloodline power.
  racial archEtyPEs
  The following racial archetypes are available to infernals.
  hEmOthEurgical lEEch (sOrcErEr)
  Some khymer sorcerers wring the last drops of power from their 
  hosts, using the body’s blood to augment their own abilities.
  Borrow Bloodline (Ex) A hemotheurgical leech can call on 
  additional bloodline powers based on her host. 
  At 1st level, she can use her own bloodline power or a 
  1st-level bloodline power from her host. Her total daily uses 
  remains 3 + her Charisma modifier. Each time she uses a 
  host’s bloodline power, she reduces the length of time she 
  can sustain her host body by one day.
  Starting at 3rd level, the hemotheurgical leech can use 
  additional bloodline powers from her host. If the power has 
  limited uses per day (e.g., the arcane bloodline’s metamagic 
  adept), she cannot exceed that limit. If the power is constant 
  (e.g., the celestial bloodline’s celestial resistances), she can 
  activate it for 24 hours as a swift action. 
  Because the hemotheurgical leech focuses less on her own 
  bloodline, she does not gain the benefit of her bloodline 
  arcana. 
  The GM determines the bloodline provided by each host 
  body. Typical bloodlines available in Abaddonian creatures 
  include the following: accursed (Ultimate Magic), martyred 
  (Pathfinder Player Companion: Blood of Angels), pestilence 
  (Pathfinder 29: Mother of Flies), and shadow (Advanced Player’s 
  Guide). A host who was a wizard might give access to the 
  arcane bloodline, and a noble might give the imperious 
  bloodline (Advanced Race Guide).
  Other common bloodlines based on hosts include:
  Dwarves: deep earth (APG), elemental (earth) 
  Elves: starsoul (APG), verdant (APG)
  PagE 9 
  PlayEr’s guidE
  
  Gnomes: dreamspun (APG), fey
  Exalted: celestial, destined
  Genesai: abyssal, celestial, destined, infernal
  Harrowed: undead
  Infernal: abyssal, infernal
  Lykians: rakshasa (UM)
  Osirians: impossible (Paizo Player Companion: Champions of 
  Balance)
  bOdy snatchEr (rOguE)
  Certain khymer have focused on their ability to take a host, 
  adapting to take over larger and smaller humanoids—even 
  living hosts.
  Body Snatching (Ex) Whenever a body snatcher can 
  perform a sneak attack, it can instead make a touch attack 
  as a standard action to force some of its blood form into an 
  opponent and try to exert control over the body. The target 
  of body snatching must not be immune to precision-based 
  attacks and must have a body with blood as well as some 
  orifice—such as a mouth or nose—for the body snatcher to 
  force its blood form into.
  At 1st level, this ability functions like command, though the 
  body snatcher does not need to speak. If the target succeeds 
  at a Will save (DC 11 + 1/2 the body snatcher’s level + its Con 
  modifier), it is instead sickened. At 3rd level and every two 
  levels thereafter, the effect lasts for an additional round and 
  the DC increases by +1. At 9th level, this ability functions as 
  dominate monster, except it lasts only 5 rounds, increasing by 
  1 round every two levels thereafter.
  As a full-round action, the body snatcher can try to 
  completely transfer its form to the potential host, which must 
  be helpless. The target must succeed at a Will save (DC 11 
  + the body snatcher’s level + Con modifier) or die. This DC 
  increases by +1 at 3rd level and every two levels thereafter. 
  If the host fails at the Will save, the body snatcher takes 
  control of the host’s form, and its previous host immediately 
  crumbles to dust. If the creature succeeds at the Will save, 
  the body snatcher remains in its previous host. This transfer 
  provokes an attack of opportunity. Though the body snatcher 
  keeps its ability scores, it gains the appearance of its new 
  host, giving the body snatcher a +10 circumstance bonus to 
  impersonate the host.
  This ability replaces sneak attack. 
  Expanded Host (Ex) At 4th level, a body snatcher can also 
  use the body of a Large or Small humanoid creature as its 
  host. A Large host gives the body snatcher a +2 size bonus to 
  Strength, a –2 size penalty to Dexterity (to a minimum of 1), 
  and a –1 penalty on attack rolls and AC. It also has a space of 
  10 feet and a natural reach of 10 feet. A Small host gives the 
  body snatcher a +2 size bonus to Dexterity, a –2 size penalty 
  to Strength (minimum of 1), and a –1 penalty on attack rolls 
  and AC.
  This ability replaces uncanny dodge.
  Improved Expanded Host (Ex) At 8th level, a body snatcher 
  can also use the body of a Huge or Tiny humanoid creature as 
  its host. A Huge host gives the body snatcher a +4 size bonus 
  to Strength, a –4 size penalty to Dexterity (minimum of 1), 
  and a –2 penalty on attack rolls and AC. It also has a space of 
  20 feet and a natural reach of 20 feet. A Tiny host gives the 
  body snatcher a +4 size bonus to Dexterity, a –4 size penalty 
  to Strength (minimum of 1), and a –2 penalty on attack rolls 
  and AC.
  This ability replaces improved uncanny dodge.
  lykian
  Report from Collector Jahaziah Trader, as put to paper by Librarian Loria 
  Angelson, date unknown.
  As you requested, I have traveled far from Beacon Mount in search of 
  useful lore for the Archivists’ League. I made contact with the Strongjaw 
  clan of lykians, to see if they might have any knowledge of value. I 
  approached openly, with three slaves and a guide in tow. I will admit, 
  there were some tense moments until I could make them understand I 
  was bringing them food. Though we spoke a common tongue, the situ-
  ation was made more complex by their growling, nearly unintelligible 
  dialect.
  Once they came to understand we wished to learn of their people’s 
  history, I found the task more difficult than I had hoped, as lykians have 
  almost no written records. Though each tribe maintains an oral history, 
  their stories will need to be gathered by a dedicated collector, an even 
  more challenging process because the tribe will likely try to eat the 
  collector at some point.
  At any rate, I was able to learn some possibly useful details about the 
  Strongjaw clan. They are led by Strongjaw Blacktooth Bristle, their alpha 
  bitch—understand that I make no aspersions on her character here; it 
  is simply the term they use. She is a strong leader who prefers to avoid 
  conflict. This she accomplishes by keeping her people to the south of 
  Hannah’s Redoubt and away from the worst of the undead hordes that 
  plague that part of the world. However, from what I could tell, the tribe 
  seems divided.
  The druid Strongjaw Nighthowl Snapmaw appears to be the tribe’s spiri-
  tual leader. During our stay, he spoke out strongly against our presence, 
  saying it was against the natural way. Had it been up to him, I suspect we 
  would all have been killed and eaten immediately. Also, I suspect, were it 
  up to Snapmaw, the Strongjaws would walk a far more aggressive path, 
  tearing into human and undead alike wherever possible. He seemed to 
  feel that, even if some of the tribe did not survive such encounters, it 
  would merely root out the weak from the pack. He clearly had the ear of 
  some of the tribe’s younger warriors, though most still hewed to the more 
  cautious ways of Bristle. This division could be of use—for whatever lack 
  of civilization the lykians have, they are fierce warriors. Perhaps we can 
  use the split to focus their violence toward Infernus. 
  As I’d planned, before they’d gotten the chance to eat me, a seemingly 
  chance encounter with a patrol of undead led to fighting. I escaped in the 
  chaos, stopping nearby to watch the battle. To prepare for my escape, I 
  had done my best to separate the lykians from their weapons, but this 
  Obsidian aPOcalyPsE 
  PagE 10
  
  seemed not to slow them at all. Many were just as happy, if not more 
  so, to fight with claws and fang. Despite reports saying lykians cannot 
  transform into full wolves, both Bristle and Snapmaw did exactly that, 
  the former after drinking some concoction she had made from herbs and 
  mushrooms of uncertain origin. Most impressively, once Snapmaw trans-
  formed, weapons seemed to struggle to find purchase on him. Wounds 
  from several blows simply closed. I did not stay to further my observa-
  tions, as I suspected I had little time to escape from either party, but I am 
  certain that what I saw was no trick of the eye.
  We think of lykians as savage brutes, but they are cunning fighters, 
  enough so that I suspect they could give some devils a challenge. Few 
  have enough cunning to help us with our true goal, but harnessed to 
  our desires they could prove a valuable distraction at the right moment.
  lykian PlayEr OPtiOns
  Favored Class options
  The following options are available to all lykians who have 
  the listed favored class. Unless otherwise stated, the bonus 
  applies each time you select the favored class reward.
  Barbarian: Add +1/3 hp to the damage done by your claws 
  while raging (maximum damage +5).
  Druid: Gain 1/4 silver DR when using wild shape. This damage 
  reduction is applied after accounting for your vulnerability to 
  silver.
  Fighter: Add +1/4 to hit to your bite attack.
  Ranger: Add +1/2 on critical confirmation rolls made while 
  using your natural weapons (maximum bonus of +4). This 
  bonus does not stack with Critical Focus.
  Rogue: Add +1/3 hp to the damage done by your natural 
  attacks when using sneak attack (maximum damage +5).
  Witch: Add +1 to the DC or caster level of your transmutation 
  (polymorph) spells.
  racial archEtyPEs
  The following racial archetype is available to lykians.
  lykian thrOwback (alchEmist)
  Some lykian alchemists focus on mastering their own lycan-
  thropic qualities, using their discoveries to revert themselves 
  to a truer form of werewolf.
  Lycanthropic Mutagen: At 3rd level, a lykian throwback picks 
  the form of a specific, single human of the same sex. From 
  then on, he can use his mutagen to take that form. In human 
  form, a lykian throwback cannot use his claw or bite attacks, 
  but gains a +10 racial bonus on Disguise checks made to 
  appear human. This ability otherwise functions as alter self. 
  This ability replaces swift alchemy.
  Improved Lycanthropic Mutagen: At 6th level, a lykian 
  throwback picks the form of a specific, single wolf of the same 
  sex. From then on, he can use his mutagen to take that form. 
  The lykian always takes the same form when he uses the 
  mutagen. This ability otherwise functions as beast shape II. 
  This ability replaces swift poisoning.
  Greater Lycanthropic Mutagen: At 10th level, a lykian 
  throwback can transform at will into a human, hybrid, or 
  wolf form while using his mutagen. Switching forms takes a 
  standard action. This ability replaces poison immunity.
  Discoveries: Each of the following new options can be taken 
  as a discovery by a lykian throwback.
   •  Incubating bomb: A lykian throwback can create a 
  bomb designed to speed the progression of diseases. 
  The incubating bomb deals damage and, when it directly 
  hits a creature suffering from any diseases, reduces the 
  incubation period of those diseases by one day per 1d6 
  damage. For example, a 4d6 incubating bomb would 
  reduce the incubation period of any diseases by up to 4 
  days.
   •  Lycanthropic curse bomb: A lykian throwback can add 
  natural herbs and ingredients to create a curse bomb. 
  When this bomb strikes a creature, it fools the victim 
  into thinking it has been transformed into a wolf. The 
  lycanthropic curse bomb deals damage and, when it 
  directly hits a creature, the target will only attack using 
  natural weapons for 1 round per caster level of the lykian 
  throwback. Reduce the damage dealt by the normal bomb 
  by 2d6: for example, a bomb that would normally deal 
  6d6+4 damage would instead deal 4d6+4 damage as a 
  lycanthropic curse bomb. To select this discovery, a lykian 
  throwback must be at least 8th level.
   • Saliva bomb: A lykian throwback can use his diseased 
  saliva to make a saliva bomb. The saliva bomb deals 
  damage and, when it directly hits a creature, the target 
  must make a Fortitude save (DC 10 + 1/2 the lykian’s Hit 
  Dice + his Constitution modifier) or be affected by the 
  diseased saliva. Using this discovery counts as a use of the 
  lykian’s diseased spit.
  Osirian
  From Delad’r Lyttroth’s “Speech on the Spire”
  My friends, you have called and I have come. 
  Yes, I heard your cries: “Why have we suffered this darkness and so much 
  death?”; “Why have the makers turned on us?”; “What is left for us on 
  Abaddon?”; “Is there no one to lead us, to bring us out of this hell?”
  I heard your cries and I have come—but not to answer your questions, 
  not to lead you out. No, I have come to tell you that we are osirians and 
  we are better than this. We are not children mewling in a corner for 
  our mother. Yes, we have suffered. We were decimated when the black 
  rock fell from the sky. Our lands were ravaged. Those who survived the 
  devastation were shattered again, our bodies wracked by the dark ener-
  gies. Those who died came back and tried to take more into the Abyss 
  with them.
  PagE 11 
  PlayEr’s guidE
  
  But we are here, are we not? Look around you. Next to you stand 
  your brother and sister osirians! Look up! Yes, the sky is dark, the sun 
  hidden—but below that, the mighty spires of Prax still stand! 
  I hear you cry that it is hopeless, that we have been slain by the rock and 
  by the dead. I say we are osirians! Were we not the first created by the 
  gods? Did our craftsmen not bring centuries of wonders to Abaddon? 
  Though we still weep at what we must do, did we not find a way to keep 
  our own dead from coming back to kill more of us? Did we not find a 
  way to turn our arts to our survival, creating these tattoos that protect 
  us from the dark energy—and not only that, but in fact give us even 
  more power?
  Look around! Cast your eyes wide! I say to you that we have done all these 
  things, and it is self-evident that we have not been beaten. Yes, we have 
  suffered, but we have also triumphed. Did we not beat back the darkness? 
  Prax survives! Osirians survive! We shall not go meekly into death, into 
  the slave pens of the undead overlords, into hiding beneath the surface of 
  the earth. No, we shall stand here, tall like these beautiful spires. 
  Now the scales are balanced. Danger still lurks, but we are no longer 
  dying as we did in the dark days. It is time for us to move forward again. 
  Osirians were once known worldwide for our marvels, and it is time to 
  begin a new undertaking. Let us change this world again, as we did in the 
  past. My friends, we can be a beacon of light in this dark world. We must 
  work together again to create new wonders—to light the way!
  I heard your cries, now hear my cry! Turn away from your pity; cling fast 
  to your strength. Take it from your neighbors. Take it from these spires. 
  Osirians, hear my call. We were the first on this planet, and so too shall 
  we be the last. We have fallen, but we shall rise again, rise so high that 
  one day we will look down on these mighty spires of Prax and wonder 
  that they are so far below us.
  Osirian PlayEr OPtiOns
  Favored Class options
  Gunslinger: Add +1 to the range of your necromantic hellfire. 
  This option has no effect unless you have selected this 
  reward five times or another increment of five (e.g., a range 
  increment of 24 feet is considered a range increment of 20 
  feet).
  Paladin: Add +1 to your damage when channeling positive 
  energy to harm undead.
  Rogue: When you fail a Disable Device check, add +1 to your 
  roll when determining by how much you failed.
  Summoner: Add +1 to your eidolon’s saves versus spells and 
  effects that deal negative energy damage or inflict negative 
  levels.
  Witch: Add +1 to your attack rolls with your necromantic 
  hellfire.
  Wizard: Add +1 to your skill checks to create a magic item.
  Obsidian aPOcalyPsE 
  PagE 12
  
  racial archEtyPEs
  The following racial archetypes are available to osirians.
  hEllfirE harriEr (gunslingEr)
  These osirians have paired their mastery of technical wonders 
  with the necromantic energy infusing them.
  Arcane Pool (Su) At 2nd level, a hellfire harrier gains an 
  arcane pool equal to 1 + 1/2 her gunslinger level (minimum 
  1). Every four levels thereafter, she adds +1 to her arcane pool. 
  This ability is identical to a magus’ arcane pool, except it can 
  only be used on a firearm. 
  This ability replaces nimble.
  Hellfire Bullet (Sp) At 3rd level, a hellfire harrier with at 
  least 1 point in her arcane pool can imbue her gun with 
  her necromantic hellfire as a free action. When this gun 
  successfully hits a target, it suffers the effects of the hellfire 
  harrier’s necromantic hellfire in addition to any normal 
  damage.
  This ability replaces the utility shot deed.
  Magus Arcana: At 5th level, a hellfire harrier gains a magus 
  arcana. The hellfire harrier’s effective magus level equals her 
  gunslinger level. If she has levels in a class with access to 
  spells, she can apply the magus arcana to that class’ spells, 
  but does not gain any other spellcasting abilities.
  Every four levels thereafter, she gains another magus arcana 
  to a maximum of four at 17th level.
  This ability replaces gun training.
  arcanE tattOOist (wizard)
  These wizards have taken the osirian body tattoos to the next 
  step. Combining their expertise in the arcane arts with these 
  tattoos, they imbue their own flesh with even more power.
  Spellskin (Ex) An arcane tattooist inscribes his spells on his 
  own flesh, writing them in necromantic obsidian patterns. 
  He needs no spellbook and, as a free action, can cause any 
  learned spell to appear for his study. 
  He is not limited to one magical tattoo per magical slot; 
  instead, he can inscribe a number of tattoos equal to his 
  level in each slot. However, he can only have one tattoo per 
  slot active at once. Activating a tattoo in a slot with an active 
  tattoo immediately ends the effects of the first tattoo. As 
  a standard action, an arcane tattooist can move a magical 
  tattoo from one slot to another.
  This ability replaces arcane bond.
  Tattoo Artistry (Ex) At 1st level, an arcane tattooist gains 
  Skill Focus (Craft [tattoos]). He also gains Inscribe Magical 
  Tattoo (Inner Sea Magic); before 5th level, he can only use it to 
  inscribe magical tattoos on himself. At 5th level, he gains full 
  access to the feat.
  This ability replaces Scribe Scroll.
  PrOmEthEan, 
  clOckwOrk
  From the journal of explorer Turatas Boel:
  What fresh new hell is this?!
  My journey through osirian lands led me to what I thought was a small 
  village, but I was disabused of that notion shortly after I arrived. As 
  strange as the osirians are (those runes carved in their flesh?), this is 
  something altogether different. No normal man, woman, or child inhabits 
  this village, but rather some sort of mechanical monstrosities. They’re a 
  kind of clockwork creation, but the brain-filled canisters make it all too 
  clear that they’re no simple constructs. They look like some unholy amal-
  gamation of man and machine.
  Despite my own nervousness (I almost fled as soon as I saw what...lives?...
  here, but couldn’t bear to spend another night outdoors) they treated me 
  with...dignity. Humanity. Though they seemed as surprised to see me as 
  I them, I got a room for the evening. They offered no meal (maybe they 
  don’t eat?) but the bed is as comfortable as any I’ve slept on during this 
  most recent trip, even if I had to spend some time beating the dust out 
  of it. I think I shall explore in the morning, and see if I can find what 
  happened here.
  From the journal of explorer Turatas Boel, later entry:
  I found myself underground, in some strange laboratory. A worn path led 
  between this place and the cave mouth, and while the machines were for 
  the most part clean, a gruesome puddle of dried blood coated the floor 
  beneath the central metal table. A horrid stench filled the chamber, and 
  piles of discarded body parts rotted in a bin, making me want to gag. 
  Some of the machines worked on their own; their grasping claws on arm-
  like extensions moved with the detailed precision of a human chirurgeon. 
  Unable to look away, I watched in terror as they began cutting, the flesh 
  and sinew parting as if beneath a butcher’s axe. I felt the victim’s pain and 
  wanted to scream, but no sound escaped my unmoving lips.
  My body numb, it seemed an interminable time later when I could move 
  again, and I forced myself to action. I lashed out, destroying all the damned 
  machines in that cursed place. Never again could it inflict such horror on 
  unsuspecting victims. As I searched for clues as to what created this place 
  or collected its victims, I found instead notes on other such laboratories. I 
  will make it my mission to ensure such a fate—being turned into one of 
  these mechanized monsters—never happens to anyone else.
  From the journal of explorer Turatas Boel, later entry:
  Yet another lab discovered and destroyed, but I grow no closer to finding 
  out who or what is responsible. Still, I have discovered something new 
  here: plans. They seem to be for a different sort of creation, one that 
  doesn’t take lives to create. One such plan is for a mechanical mount, a 
  steed that can carry the weight of these clockwork men, where a normal 
  mount might suffer or balk at its rider’s strangeness. Even more inter-
  PagE 13 
  PlayEr’s guidE
  
  esting are notes of a more arcane sort, which indicate ways to add power 
  to the metal frame. They show how to make the body more perfect, how 
  to give it the ability to accomplish almost any physical skill; to make it 
  overcome fatigue, illness, or poison; and even to add additional limbs.
  I don’t know if these techniques will work, but I hope they will. If so, 
  maybe I can make use of them myself as I continue my crusade against 
  their—and my—creator.
  clOckwOrk PrOmEthEan PlayEr 
  OPtiOns
  racial archEtyPEs
  The following racial archetype is available to clockwork 
  prometheans.
  clOckwOrk cavaliEr (cavaliEr)
  These cavaliers ride not steeds of flesh and blood but instead 
  mechanical mounts of their own creation.
  Skills: A clockwork cavalier adds Disable Device and 
  Knowledge (engineering) to his list of class skills and removes 
  Handle Animal.
  Mechanical Mount (Ex) A clockwork cavalier begins play 
  with a mechanical mount and a special key he must use to 
  wind it. This functions as a cavalier’s mount and gains the 
  following construct and clockwork traits:
   •  No Constitution score. To calculate DCs or other statistics 
  that rely on Constitution, treat the construct as having a 
  score of 10 (no bonus or penalty).
   • Low-light vision.
   • Darkvision 60 feet.
   •  Immunity to all mind-affecting effects (charms, 
  compulsions, morale effects, patterns, and phantasms).
   •  Immunity to bleed, disease, death effects, necromancy 
  effects, paralysis, poison, sleep effects, and stunning.
   •  Cannot heal damage on its own, though it can be healed 
  through spells such as make whole. 
   •  Not subject to ability damage, ability drain, fatigue, 
  exhaustion, energy drain, or nonlethal damage.
   •  Immunity to any effect that requires a Fortitude save, 
  unless the effect is harmless or also works on objects.
   •  Not at risk of death from massive damage. Immediately 
  destroyed when reduced to 0 hit points or less.
   • Cannot be raised or resurrected.
   • Proficient with no armor.
   • Does not breathe, eat, or sleep.
   •  Must be wound with a special key in order to function; 
  when fully wound, it can remain active for 1 day per Hit 
  Die.
   • Vulnerable to electricity.
  Should the mechanical mount be destroyed, the clockwork 
  cavalier must create a new one. Doing so requires 40 hours 
  of work over at least one week and costs 300 gp per level 
  of clockwork cavalier. Should the mount’s key be lost, the 
  clockwork cavalier must create a new one using Disable 
  Device (DC 20 + the mount’s HD); doing so costs 300 gp 
  worth of material and takes 8 hours.
  This ability modifies a cavalier’s mount.
  Mount Mechanic (Ex) At 1st level, a clockwork cavalier must 
  fix any damage to his mount by hand. Each day he can repair 
  damage by rolling a number of d8 dice up to his level. For 
  each d8 he rolls, he must spend 1 hour on repairs, during 
  which the mount can take no other actions. At 4th level, the 
  clockwork cavalier can use a standard action to activate the 
  mount’s ability to self-heal. This ability immediately restores 
  the mount’s hit points in the same way as before, but each d8 
  rolled counts as two d8s against the clockwork cavalier’s daily 
  limit. This ability replaces expert trainer.
  Tactician (Ex) At 9th level, a clockwork cavalier receives the 
  tactician ability, gaining an additional use of the ability at 
  14th level and at 19th level. At 17th level, he gains greater 
  tactician.
  nEw grEatwOrk: mObius bOdy
  Clockwork promethean machinesmiths often find their own 
  body the perfect canvas for their greatwork, building a mobius 
  core into their torso and using it to power a number of special 
  abilities.
  The machinesmith can use some mobius body powers at 
  will, while others expend charges. A mobius body holds 
  a maximum number of charges per day equal to half the 
  machinesmith’s level (minimum 1) + his Intelligence modifier. 
  If no charges are used for 8 consecutive hours, the charges 
  refresh to their maximum amount. A machinesmith with 
  a mobius body follows all standard rules for performing 
  upgrades on their greatwork, as given on pages 3–4 of Classes 
  of NeoExodus: Machinesmith.
  Base Body The mobius body allows the machinesmith to 
  expend 1 charge as a swift action to add 1d4 to any Strength- 
  or Dexterity-based skill check. He must decide to use this 
  ability before he makes the skill check.
  Body Upgrade 1 At 5th level, a machinesmith can add this 
  upgrade to his mobius body greatwork. With this upgrade, 
  when he uses his base body ability, he adds 1d6 to his skill 
  checks instead of 1d4.
  In addition, the machinesmith can expend 1 charge to 
  remove the fatigued or sickened condition from himself. He 
  can expend 2 charges to remove the dazed or staggered 
  condition from himself.
  Body Upgrade 2 At 10th level, a machinesmith can add this 
  upgrade to his mobius body greatwork. With this upgrade, 
  when he uses his base body ability, he adds 1d8 to his skill 
  checks instead of 1d6.
  In addition, the machinesmith gains immunity to disease and 
  can expend 2 charges to remove the exhausted or nauseated 
  condition from himself.
  Obsidian aPOcalyPsE 
  PagE 14
  
  Body Upgrade 3 At 15th level, a machinesmith can add this 
  upgrade to his mobius body greatwork. With this upgrade, 
  when he uses his base body ability, he adds 1d12 to his skill 
  checks instead of 1d8.
  In addition, the machinesmith gains immunity to poison 
  and can expend 3 charges to remove the blinded, deafened, 
  paralyzed, or stunned condition from himself.
  Body Master Upgrade At 20th level, a machinesmith can 
  add this upgrade to his mobius body greatwork. With this 
  upgrade, when he uses his base body ability, he adds 1d20 to 
  his skill checks instead of 1d12.
  In addition, whenever he must make a Fortitude save, he can 
  expend 1 charge to take 20 on the roll. This is not treated as a 
  natural 20.
  augmEntatiOns (mObius bOdy)
  Body Booster (Sp) The machinesmith can expend one 
  charge to cast bear’s endurance, bull’s strength, or cat’s grace 
  on himself. 
  Extra Limb (Ex) The machinesmith can attach a rudimentary 
  extra appendage to his frame. He cannot wield weapons with 
  the extra limb, but as a swift action he can retrieve a small 
  stowed object carried on his person.
  Extra Limb, Improved (Ex) The machinesmith improves the 
  quality of his extra appendage. Now he can wield multiple 
  weapons, but he can only treat one hand as his primary hand; 
  all others are off hands. He can use the improved extra limb 
  for all other purposes that require free hands. To select this 
  augmentation, the machinesmith must have the extra limb 
  augmentation. At 10th level, he can select this augmentation 
  a second time.
  PrOmEthEan, 
  clOckwOrk
  What does it mean to be a monster? In these days, it seems monsters 
  are more common than man. The hordes of undead that run much of 
  the world—are they monsters? It would seem the obvious answer is yes, 
  but if they are all that there is, do they then become man? If they, most 
  of them, did not choose to become what they are, does that make them 
  monsters? If a man is forced to steal to feed his family, is he the same as 
  a man who steals just for his own avarice? If he kills to protect himself, 
  do we damn him?
  These are the questions we must think about when considering the 
  promethean. By one measure, they are clearly monsters beyond compare. 
  As if the normal undead weren’t bad enough, each of these beings 
  requires the deaths of multiple people—17 to create Promethus alone, if 
  the stories can be believed. In a world where it often seems impossible 
  for greater horrors to be unleashed upon its populace, the promethean 
  seems like some new atrocity, almost as if the universe itself were 
  conspiring to shock us, even when such a feat seems no longer possible.
  But is their monstrosity the sole measure? The promethean had no say 
  in his creation, after all. He did not ask to be stitched together from the 
  remains of others. And he suffers. I have spoken with many prometheans 
  and they tell me of their struggle to rise above their origins. Many say 
  they hear the voices of the souls torn asunder to create them; some even 
  see flashes from the lives of their component parts, memories from 
  before they were stitched into this new creature. I have heard stories 
  of those who spend the entirety of their new existence trying to stitch 
  together their mind, to find some sort of balance between the competing 
  voices they hear.
  Others seek to make themselves more natural, I have been told. Some are 
  so desperate to remove the stench of abomination they emit that they 
  stitch animal parts to themselves, seemingly unaware of the additional 
  horror they inflict in their efforts to become more normal.
  So are they man or monster? If only the answer were so simple, a pure 
  black or white. Sadly, like so much else in this world of darkness, it is a 
  shade of gray. Some prometheans never come to terms with their origins, 
  and instead spend their new lives seeking revenge or repeating the atroci-
  ties of their creation by making more of their own. Others seek to rise 
  above their beginnings, to live a normal life or even make the world a 
  better place—but so often their efforts seem destined for failure, tainted 
  by their very being despite their best intentions.
  flEsh PrOmEthEan PlayEr 
  OPtiOns
  raCial arChetypes
  The following racial archetypes are available to flesh 
  prometheans.
  wildman (druid)
  These flesh prometheans incorporate animal parts into their 
  body, letting them draw on the strength of those creatures. 
  Feral Focus (Su) At 1st level, a wildman gains a limited ability 
  to call on the power of the animals incorporated into her 
  body. This functions as the hunter’s animal focus class feature 
  (Paizo Advanced Class Guide), except that she always applies 
  the animal aspect to herself, and the ability has unlimited 
  duration. She can end this ability as a free action.
  While using this ability, the wildman’s body takes on 
  cosmetic aspects of an animal, such as furry skin, longer nails, 
  elongated teeth, and oddly colored eyes; these changes do 
  not grant her any abilities beyond those stated in the animal 
  focus, and they end when she takes on a different aspect or 
  ends the ability. This physical change is a polymorph effect, 
  though the effects of the animal focus are not.
  As she gains power, she can briefly call on aspects of more 
  animals. At 6th level and every four levels afterward, she 
  can add the aspect of an additional animal for a number of 
  minutes per day equal to her level. This duration does not 
  need to be consecutive, but it must be spent in 1-minute 
  increments.
  PagE 15 
  PlayEr’s guidE
  
  This ability replaces the druid’s nature bond and wild shape 
  abilities.
  shattErEd sOul sEEkEr (inquisitOr)
  Racked by memories from their many component bodies, the 
  shattered soul seeker works to find some way to pull the tattered 
  remnants of her personalities together into one cohesive whole.
  Mental Discipline (Ex) A shattered soul seeker is used 
  to filtering out the voices from her multiple personalities, 
  keeping her focus all the while. At 2nd level, she gains an 
  insight bonus to all saves against confusion and insanity 
  effects equal to half her inquisitor level. This bonus is 
  also added to any of her Sanity checks (See the Obsidian 
  Apocalypse campaign setting).
  This ability replaces stern gaze.
  Inflict Insanity (Su) At 5th level, the shattered soul seeker 
  can inflict temporary insanity on a foe within 30 feet. When 
  affected, the target must succeed at a Will save (DC 10 + 
  1/2 the shattered soul seeker’s level + her Wisdom modifier) 
  or gain a random insanity (Paizo GameMastery Guide). At 
  12th level, the shattered soul seeker may choose the type 
  of insanity she wishes to inflict. She can use this ability for 
  a number of rounds per day equal to her inquisitor level. 
  These rounds do not need to be consecutive. This is a mind-
  affecting effect.
  This ability replaces bane and greater bane.
  Multiple Domains: At 6th level, the shattered soul seeker 
  may select a second inquisition or domain from those 
  belonging to her deity. Each domain grants a number of 
  domain powers, but it does not give the bonus spells or 
  bonus spell slots. When determining the power and effect 
  of her domain powers, the shattered soul seeker uses her 
  level as her effective cleric level. If the shattered soul seeker 
  has cleric levels, one of her two domain selections must be 
  the same as the domain selected as an inquisitor. Levels 
  of cleric and shattered soul seeker stack for the purpose 
  of determining domain powers and abilities, but not for 
  determining bonus spells. At 12th level, she may gain a third 
  domain.
  This ability replaces discern lies, Stalwart, and the teamwork 
  feats gained at 6th and 12th levels.
  raijin
  From the Archivist League files, testimony from Trifz Barrowwright, the 
  gnomish “igor” of vanquished vampire Gen. Iaula Vosmas:
  “They don’t feel fear, you know. Oh, yes, they can, but they don’t. Why 
  should they? The masters have so little to fear in this world. There is no 
  sun to kill them and they rule all they survey. Yes, they war with each 
  other and vie for land, but that just brings more anger and hate, not fear. 
  “Trifz tells you this so you understand what it means when Trifz saw his 
  master cry. Tears of blood streaked the master’s face as the...creature...
  cut his way through the master’s ranks, and then invaded the master’s 
  fortress and slaughtered the master’s guard. These were not just any 
  guards. Not gnomish servants or even lesser undead. No, these were 
  the master’s children, spawned by the master from those the master felt 
  worthy. They were the best and darkest, and the master thought they 
  would stand forever and cement the master’s legacy. But they fell before 
  the swordsman.
  “Finally, he reached the master in the throne room, and Trifz hid while 
  they fought. The master tried to crush the swordsman’s will, but there 
  was too much hate there. The swordsman just roared, saying the master 
  had killed him and now he would kill the master. Trifz remembers, like it 
  was burned into Trifz’s mind, that the swordsman cried out ‘Vengeance 
  will be mine!’
  “The fight was dreadful and horrible. The master’s tears and the swords-
  man’s blood splattered the room as they traded blows. But the master’s 
  claws scored the final blow, which tore out the swordsman’s throat. It was 
  over, Trifz thought. But the swordsman didn’t fall. He was not undead, 
  but somehowhe clung to life—his mission was not yet finished. The 
  master stood over him, thinking the fight was over and the master was 
  victorious again. But then the swordsman struck one more time, slam-
  ming a wooden stake into the master’s chest. Staggering, the swordsman 
  stood as the master fell. He cut off the master’s head and poured a vial 
  of water on it. 
  “Only then, when the master was dead forever, did the swordsmanlook at 
  Trifz. Trifz swears he saw a spirit leave the man’s body as it collapsed on 
  the master’s remains. A few seconds later, Trifz heard it: A voice, saying at 
  long last it could finally rest now.”
  raijin PlayEr OPtiOns
  Favored Class options
  The following options are available to all raijin who have the 
  listed favored class. Unless otherwise stated, the bonus applies 
  each time you select the favored class option.
  Barbarian: Add +1 to your Will save when your actions 
  conflict with your raijin spirit. 
  Fighter: Add +1 to your Will save only for the purposes of 
  determining eligibility for raijin feats.
  Inquisitor: While you are being punished by your raijin spirit 
  for acting against its wishes, you can regain the refuse to 
  die, vengeful mind, ignore the pain, and from beyond racial 
  traits for 1 round per day. Reactivating these abilities is a free 
  action.
  Monk: Add +1 to the number of rounds you can use Share 
  Possession.
  Sorcerer: Add +1/2 to the DC of spells you cast from the 
  necromancy school.
  Witch: Add +1 to the additional Will save you must make 
  against positive or negative energy.
  Obsidian aPOcalyPsE 
  PagE 16
  
  racial archEtyPEs
  The following racial archetype is available to raijin.
  swOrd Of vEngEancE (fightEr)
  Some raijin warriors focus less on their martial training, as 
  their obsessive hatred and need for vengeance makeup for 
  what they lack in tactical skills.
  Hatred (Ex) At 3rd level, a sword of vengeance gains a 
  fluctuating hatred pool, which measurestheintensity ofhis 
  emotions at any given moment. At the start of each day, a 
  sword of vengeance has a number of hatred points equal 
  to his Charisma modifier (minimum 1). His hatred shifts 
  throughout the day, but these natural shifts cannot increase 
  his hatred beyond his Charisma modifier. However, feats, 
  magic items, and spells that grant grit or panache can 
  instead grant a sword of vengeance hatred points equal 
  to the number of grit or panache points they grant, and 
  these increases can increase his hatred beyond his Charisma 
  modifier. 
  A sword of vengeance spends hatred to accomplish deeds 
  (see below), and he regains hatred in the two following ways:
   •  Rolling a natural 20 on an Intimidate check: When 
  the sword of vengeance rolls a natural 20 when using 
  Intimidate to demoralize an enemy, he gains 1 hatred 
  point. Demoralizing a creature with fewer Hit Dice than 
  half the sword of vengeance’s level does not restore 
  hatred. 
   • Making a killing blow against undead: When the sword 
  of vengeance reduces an undead creature to 0 or fewer hit 
  points while in combat, he gains 1 hatred point. Reducing 
  a helpless or unaware creature, or a creature with fewer Hit 
  Dice than half the sword of vengeance’s level, to 0 or fewer 
  hit points does not restore hatred.
  Hatred is another path to the same heroic pool as the 
  gunslinger’s grit and the swashbuckler’s panache. Characters 
  with any combination of hatred, grit, and panache class 
  features combine the resources together into a larger 
  common pool of hatred, grit, and panache points. For 
  purposes of feat prerequisites, a character with the hatred 
  class feature satisfies the prerequisites as if he were a grit 
  or panache user, and vice versa. For feats, magic items, and 
  other effects, a hatred user can spend and gain hatred points 
  in place of grit or panache points, and vice versa.
  The hatred ability and the deeds below replace armor 
  training 1 and 3 as well as weapon training 1 and 3.
  Deeds Hatred points can be spent to accomplish deeds. Most 
  deeds grant momentary bonuses or effects, but some provide 
  longer-lasting effects. Some deeds stay in effect as long as 
  the sword of vengeance has at least 1 hatred point.
  PagE 17 
  PlayEr’s guidE
  
  Implacable Vengeance (Ex) For a sword of vengeance, his 
  dedication to revenge is nearly all-encompassing. At 3rd 
  level, when he is targeted with a mind-affecting effect, he can 
  spend 1 hatred point to add 1d6 to his Will save. If the result 
  of this d6 roll is a natural 6, he rolls another 1d6 and adds it 
  to the check. He can continue to do this as long as he rolls 
  natural 6s, up to a number of times equal to his Charisma 
  modifier (minimum 1). He must use this ability after he makes 
  the check but before the result is revealed.
  Untouchable (Ex) A sword of vengeance knows better than 
  anyone about avoiding the touch of the undead. At 3rd level, 
  when any melee touch attack is made against the sword of 
  vengeance, he can spend 1 hatred point to move 5 feet as an 
  immediate action and gain a +2 dodge bonus to AC against 
  the triggering attack. This movement is not a 5-foot step, and 
  it provokes attacks of opportunity from creatures other than 
  the one that triggered this deed. 
  Hateful Strike (Ex) A sword of vengeance feels hatred strong 
  enough to lend him power. At 5th level, he adds his current 
  hatred points to any damage he deals with melee weapons.
  Loathing Rage (Ex) At 5th level, a sword of vengeance can 
  spend 1 hatred point to rage, as a barbarian would, for a 
  number of consecutive rounds equal to half his level plus his 
  Charisma modifier. If the sword of vengeance has another 
  class ability that allows him to rage, these rounds do not 
  count against the rounds given by that ability. During his 
  loathing rage, he can use any rage powers he has access to. 
  Terrifying Blow (Ex) At 11th level, a sword of vengeance can 
  spend 1 hatred point to make a single hatred-infused attack 
  against a foe. If the attack hits, the sword of vengeance may 
  make an Intimidate check to demoralize the foe and a free 
  bull rush or trip attack that does not provoke an attack of 
  opportunity.
  Final Strike (Ex) A raijin’s need for vengeance outweighs the 
  demands of death, and this holds even truer for a sword of 
  vengeance. At 11th level, while he has at least 1 hatred point, 
  a sword of vengeance who is reduced to negative hit points 
  by a foe within reach can make a single attack against that foe 
  at his full attack bonus before falling unconscious. If a sword 
  of vengeance chooses to act while he has negative hit points 
  (using his refuse to die trait), he may use final strike against 
  any one foe within range before dying, as long as his negative 
  hit points are equal to or greater than his Constitution score.
  Unforgiving Rage (Ex) At 13th level, while using loathing 
  rage, a sword of vengeance can use barbarian rage powers he 
  does not possess. He can select any rage power for which he 
  meets the prerequisites, treating his effective barbarian level 
  as equal to his sword of vengeance level. Each power costs 1 
  hatred point. At the end of the rage, the sword of vengeance 
  loses access to all rage powers he gained access to by using 
  unforgiving rage.
  Overkill (Ex) At 13th level, as a full attack action, a sword of 
  vengeance can lash out at multiple attackers around him. 
  While making a full attack, he may spend 2 hatred points to 
  treat each attack as if affected by Great Cleave. If the sword of 
  vengeance already has Great Cleave, he only needs to spend 
  1 hatred point.
  uzamati
  “An Examination of the Nature of the Uzamati Pocket Plane,” by uzamati 
  scholar Hacama the Seventh
  The first step in returning the uzamati—and possibly the city of Izusa 
  itself—to Abaddon is to determine the nature of the pocket plane to 
  which we were sent. While the original intention of our leaders was to 
  send the city to the Ethereal Plane, something clearly went wrong in the 
  moment of its departure. We know that the city disappeared completely 
  from Abaddon—perhaps the last entity to do so before the planar barrier 
  was formed—but it never fully arrived at its destination. Whether it still 
  exists in some way in the pocket plane, or was destroyed completely, 
  remains unclear.
  We have two main bodies of knowledge that we can delve for clues.
  The first is the presence of negative energy. Some scholars have hypoth-
  esized that we in fact emerged on the Negative Energy Plane, but I have 
  trouble accepting that our fate was as simple as that. Our state of exis-
  tence as energy beings in the pocket plane does not reflect the known 
  aspects of that plane and the creatures living there, which alone should 
  be enough to put paid to that idea. That said, I do think it likely that the 
  uzamati pocket plane has strong negative energy aspects. The synthetic 
  bodies created by the uzamati scholars are formed of ambient negative 
  energy (thus we can rule out the Positive Energy Plane as a possibility) 
  and such energy serves to heal us.
  But perhaps the largest barrier to simply saying Izusa was transferred 
  to the Negative Energy Plane is the host of chronological changes we’ve 
  witnessed. First, for the sake of honesty, we must acknowledge that some 
  scholars have theorized that there are no chronological changes between 
  the pocket plane and Abaddon. They say our people simply spent decades 
  floating aimlessly in the void and only regained sentience when we were 
  able to coalesce our bodies again. I think this makes little sense with what 
  else we have perceived. 
  I believe that, while we may have spent some little time as semi-sentient 
  energy, it could not have been for more than moments. It simply defies 
  belief and science to think we could have survived in a state so scattered 
  and for so long, yet remain able to pull ourselves back together. Far more 
  logical is to believe that time flows at a far different rate in the pocket 
  plane. Where it seemed only a few weeks passed in Izusa, decades passed 
  on Abaddon. This hypothesis easily explains why it takes much of our 
  time to transfer more survivors back home; where one minute passes 
  there, nearly a day passes here. 
  We know that, of the major planes, Limbo and Purgatory have time that 
  runs abnormally. This truth should compel us to examine where those 
  planes might intersect with the Negative Energy Plane. Perhaps once 
  we find that location, we will then find Izusa’s true fate. That should be 
  enough to begin preparations to return the city, if it does still exist, and 
  all of its people to Abaddon. 
  Obsidian aPOcalyPsE 
  PagE 18
  
  uzamati PlayEr OPtiOns
  Favored Class options
  Bard: Add +1 to the DC for any outsiders attempting to resist 
  the effects of your bardic performance. 
  Cavalier: While in contact with your mount, you may extend 
  your Necromantic Phasing to it for +1 round per day.  
  Monk: While you are phased, your touch attacks and 
  unarmed strikes gain +1 point of negative energy damage.
  Paladin: Once per day, you may allow spells and effects 
  that use positive energy to treat you normally for +1 round. 
  Activating this ability is an immediate action. 
  Rogue: Add +1/2 to the number of rounds you can use 
  Necromantic Phasing.
  Wizard: Add +1 to any Knowledge check you make while 
  phased.
  racial archEtyPEs
  The following racial archetype is available to uzamati.
  rift mystic (mOnk)
  The rift mystic is focused on the uzamati pocket plane, trying to 
  find a way to traverse the barrier separating his people.
  Phased Fist (Ex) At 1st level, the rift mystic gains better 
  control of his ability to discorporate, learning to phase his 
  unarmed attacks momentarily so they pass through his 
  opponent’s armor. When making an unarmed strike, he can 
  ignore natural armor, armor, and shields; however, he cannot 
  ignore deflection bonuses and force effects (e.g., mage armor). 
  He can use this ability a number of times per day equal to his 
  monk level, plus one more time per day for every four levels 
  in classes other than monk.
  If a rift mystic later selects the Stunning Fist feat, he may 
  make a phased fist or stunning attack a combined number of 
  times per equal to his monk level, plus one more time per day 
  for every four levels in classes other than monk. While using 
  phased fist, he may not also make a stunning attack.
  This ability replaces Stunning Fist.
  Flashing Phase (Ex) At 9th level, a rift mystic learns to avoid 
  harm by phasing for a split-second. Whenever he is aware 
  of being targeted by an attack, he may use one round of 
  Necromantic Phasing attempt a Reflex save (DC equal to 
  the attack roll). If he succeeds, he negates the effects of the 
  attack. The rift mystic must declare his use of flashing phase 
  after the attack targeting him is announced, but before it is 
  rolled. This ability cannot be used against attacks that affect 
  incorporeal creatures, and it does not negate positive energy 
  damage caused by the attack.
  This ability replaces improved evasion. 
  Phase Foes (Su) At 15th level, a rift mystic becomes 
  sufficiently skilled at breaking through the barrier between 
  the Material Plane and the uzamati pocket plane, letting him 
  briefly use the breach on an opponent. As a standard action, 
  he can make a touch attack against a foe that, if successful, 
  sends the target across the dimensional barrier for a split-
  second whenever the foe attacks. Whenever the affected 
  creature attacks, it is treated as incorporeal and gains a 50% 
  miss chance. Similarly, any spell it casts has a 50% chance to 
  activate on the pocket plane, in which case it has no effect 
  if the target is anything but the caster or an item he holds. 
  The target is affected for a number of rounds equal to the rift 
  mystic’s Wisdom modifier.
  The rift mystic can use this ability a number of times per 
  day equal to his Wisdom modifier, but he can only have one 
  instance of it active at a time. If he targets a second foe with 
  this ability, the effect ends against the first target.
  uzamati hExEs
  The following hexes may be taken by uzamati witches.
  Hasten Spell (Su) If the witch touches a target, including 
  herself, and succeeds on a dispel check (1d20 + her witch 
  level, DC 11 + the spell’s caster level), this hex halves the 
  durations of any ongoing spell effects affecting the target 
  (minimum of 1 round). Once a spell has been subjected to 
  hasten spell, regardless of whether the hex was successful, it 
  cannot be affected by hasten spell again. 
  Quicken Disease (Su) This hex hastens the effects of a 
  disease on a target within 30 feet. Each use advances the 
  progress of a disease by one day. 
  Starvation (Su) Using this hex, the witch can cause a target 
  to starve. To resist this hex, the target must succeed on a Will 
  save. If it fails, it immediately begins to starve, taking 1d6 
  points of nonlethal damage and becoming fatigued. If the 
  target is already starting, treat the effect as if one day has 
  passed without eating, doing 1d6 nonlethal damage.
  Unnatural Aging (Su) This hex causes a target within 30 feet 
  to briefly but rapidly increase in age. The target ages to the 
  next age category (middle age/old/venerable) for a number 
  of rounds equal to the witch’s level. The target also takes the 
  age-related penalties to Strength, Dexterity, and Constitution, 
  but does not gain the corresponding bonus to Intelligence, 
  Wisdom, and Charisma. A target cannot be aged beyond 
  venerable or to its maximum age. This ability does not affect 
  dragons.
  PagE 19 
  PlayEr’s guidE
  
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners 
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  with the exact terms of this License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by 
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  Content using the name of any Contributor unless You have written permission 
  from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with any of the terms 
  of this License with respect to some or all of the Open Game Content due to statute, 
  judicial order, or governmental regulation then You may not Use any Open Game 
  Material so affected. 
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming aware 
  of the breach. All sublicenses shall survive the termination of this License. 
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: 
  Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip 
  Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
  reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based 
  on original content from TSR.
  Obsidian Twilight, Copyright 2010, Louis Porter Jr. Design, Inc.
  Obsidian Apocalypse Copyright 2013, Louis Porter Jr. Design, Inc.
  Races of Obsidian Apocalypse: Flesh and Iron Copyright 2014, Louis Porter Jr. 
  Design, Inc.
  Worlds of Obsidian Apocalypse: Life After Undeath Copyright 2014, Louis Porter 
  Jr. Design, Inc.
  Obsidian Apocalypse: Player’s Guide Copyright 2015, Louis Porter Jr. Design, Inc.
  OPEN GAME LICENSE VErSION 1.0A 
  Written By Jacob W. Michaels
  Editing: Joshua Yearsley
  Artwork by Shutterstock.com
  All gaming mechanics on all pages is Open Game Content as defined by the Open Gaming License.
  Obsidian aPOcalyPsE 
  PagE 20
  
  STR
  CHA
  WIS
  INT
  CON
  DEX
  +6
  +4
  +2
  +4
  +2
  none
  HP
  AC
  +
  +
  +
  +
  +
  +
  FORTITUDE
  REFLEX
  WILL
  TOUCH
  FLAT-FOOTED
  INITIATIVE
  +
  =
  +
  +
  +
  +
  =
  +
  +
  +
  +
  =
  +
  +
  +
  BASE ATTACK BONUS
  CMD
  =
  +
  +
  +
  SPELL  
  RESISTANCE
  +
  =
   MODIFIERS
  www.lpjdesign.com
  3.5 SYSTEM COMPATIBLE
  SPEED
  ATTACK
  ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION
  ATTACK
  ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION
  ATTACK
  ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION
  ATTACK
  ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION
  ATTACK
  ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION
  CMB
  =
  +
  +
  SKILLS
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  +
  = 10 +
  CHARACTER NAME
  CLASS & LEVEL
  SIZE / TYPE
  TEMPORARY 
  SCORE
  PLAYER
  RACE
  ALIGNMENT
  DEITY
  AGE
  GENDER
  HEIGHT
  WEIGHT
  EYES
  HAIR
  SKIN
  ABILITY NAME
  ABILITY  
  SCORE
  ABILITY  
  MODIFIER
  TEMPORARY
  MODIFIER
  TOTAL
  ARMOR 
  BONUS
  SHIELD 
  BONUS
  DEX 
  MODIFIER
  SIZE 
  MODIFIER
  NATURAL 
  ARMOR
  DEFLECTION 
  MODIFIER
  MISC 
  MODIFIER
  SKILL NAMES
  o ACROBATICS  
  _______ =  DEX
  o APPRAISE  
  _______ =  INT
  o BLUFF 
  _______ =  CHA
  o CLIMB 
  _______ =  STR
  o CRAFT ( _______________)  
  _______ =  INT
  o CRAFT ( _______________) 
  _______ =  INT
  o CRAFT ( _______________) 
  _______ =  INT
  o DIPLOMACY 
  _______ =  CHA
  o DISABLE DEVICE* 
  _______ =  DEX
  o DISGUISE 
  _______ =  CHA
  o ESCAPE ARTIST 
  _______ =  DEX*
  o FLY 
  _______ =  DEX
  o HANDLE ANIMAL* 
  _______ =  CHA
  o HEAL 
  _______ =  WIS
  o INTIMIDATE 
  _______ =  CHA
  o KNOWLEDGE (ARCANA)* 
  _______ =  INT
  o KNOWLEDGE (DUNGEONEERING)* 
  _______ =  INT
  o KNOWLEDGE (ENGINEERING)* 
  _______ =  INT
  o KNOWLEDGE (GEOGRAPHY)* 
  _______ =  INT
  o KNOWLEDGE (HISTORY)* 
  _______ =  INT
  o KNOWLEDGE (LOCAL)* 
  _______ =  INT
  o KNOWLEDGE (NATURE)* 
  _______ =  INT
  o KNOWLEDGE (NOBILITY)* 
  _______ =  INT
  o KNOWLEDGE (PLANES)* 
  _______ =  INT
  o KNOWLEDGE (RELIGION)* 
  _______ =  INT
  o LINGUISTICS* 
  _______ =  INT
  o PERCEPTION 
   _______ =  WIS
  o PERFORM (______________)           
   _______ =  CHA
  o PERFORM (______________)           
  _______ =  CHA
  o PROFESSION* (___________)          
  _______ =  WIS
  o PROFESSION* (___________)          
  _______ =  WIS
  o RIDE 
   _______ = DEX
  o SENSE MOTIVE 
  _______ =  WIS
  o SLEIGHT OF HAND* 
   _______ = DEX
  o SPELLCRAFT* 
  _______ =  INT
  o STEALTH  
  _______ =  WIS
  o SURVIVAL 
  _______ =  WIS
  o SWIM 
  _______ =  STR
  o USE MAGIC DEVICE 
  _______ =  CHA
  © 2013 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
  BASE 
  SCORE
  SAVING THROWS
  TOTAL
  ABILITY  
  MODIFIER
  MAGIC 
  MODIFIER
  MISC. 
  MODIFIER
  TEMPORARY 
  MODIFIER
  TOTAL
  MISC. 
  MODIFIER
  DEX. 
  MODIFIER
  TOTAL
  BASE ATTACK 
  BONUS
  SIZE 
  MODIFIER
  DEX 
  MODIFIER
  STRENGTH 
  MODIFIER
  TOTAL
  DR
  BASE SPEED
  WITH ARMOR
  TEMP MODIFIERS
  + 10
  TOTAL
  BASE ATTACK 
  BONUS
  SIZE 
  MODIFIER
  STRENGTH 
  MODIFIER
  MODIFIER
  MODIFIER
  NONLETHAL DAMAGE
  WOUNDS / CURRENT HP
  FLY
  MANEUVERABILITY
  SWIN
  CLIMB
  BURROW
  TOTAL
  BONUS
  ABILITY
  MOD.
  RANKS
  MISC.
  MOD.
  o CLASS SKILL  * TRAINED ONLY
  CONDITIONAL MODIFIER:
  __________________________________________________________________________
  __________________________________________________________________________
  __________________________________________________________________________
  LANGUAGES:
  __________________________________________________________________________
  __________________________________________________________________________
  __________________________________________________________________________
  
  CHARACTER NAME
  CLASS & LEVEL
  PLAYER
  RACE
  ALIGNMENT
  FEATS
  FEATS
  HEAVY
  LOAD
  MEDIUM
  LOAD
  LIGHT
  LOAD
  PUSH OR 
  DRAG
  LIFT OFF 
  GROUND
  LIFT OVER 
  HEAD
  MONEY
  CP—
  SP—
  GP—
  PP—
  GEAR
  TOTAL WEIGHT
  AC ITEMS
  BONUS
  TYPE
  CHECK PENALTY
  SPELL FAILURE
  WEIGHT
  PROPERTIES
  TOTAL 
  SPELLS
  EXPERIENCE POINTS
  NEXT LEVEL
  www.lpjdesign.com
  3.5 SYSTEM COMPATIBLE
  © 2013 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
  ITEM
  WT.
  SPELLS
  KNOWN
  SPELLS
  SAVE DC
  SPELLS
  PER DAY
  BONUS
  SPELLS
  LEVEL
  9TH
  8TH
  7TH
  6TH
  5TH
  4TH
  3RD
  2ND
  1ST
  0
  ___
  CONDITIONAL MODIFIERS
  DOMAINS/SPECIALTY SCHOOL
  0      ooooooooo
  1ST   ooooooooo
  2ND   ooooooooo
  3RD   ooooooooo
  4TH   ooooooooo
  5TH   ooooooooo
  6TH   ooooooooo
  8TH   ooooooooo
  9TH   ooooooooo
  7TH   ooooooooo
  
  © 2010 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
  STR
  DEX
  CON
  AC
  FLAT
  BAB
  NAME
  RACE / CLASS
  LVL
  MELEE
  RANGE
  HIT POINTS
  Languages
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  CHA
  WIS
  INT
  TOUCH
  SPEED
  CMB
  FORT
  INIT
  REF
  WILL
  CMD
  _______
  RANGE
  MELEE
  Bluff
  Diplom.
  Intim.
  Percep.
  Acrobat
  Sense
  Motive
  Stealth
  _________
  _________
  _________
  STR
  DEX
  CON
  AC
  FLAT
  BAB
  NAME
  RACE / CLASS
  LVL
  MELEE
  RANGE
  HIT POINTS
  Languages
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  CHA
  WIS
  INT
  TOUCH
  SPEED
  CMB
  FORT
  INIT
  REF
  WILL
  CMD
  _______
  RANGE
  MELEE
  Bluff
  Diplom.
  Intim.
  Percep.
  Acrobat
  Sense
  Motive
  Stealth
  _________
  _________
  _________
  STR
  DEX
  CON
  AC
  FLAT
  BAB
  NAME
  RACE / CLASS
  LVL
  MELEE
  RANGE
  HIT POINTS
  Languages
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  CHA
  WIS
  INT
  TOUCH
  SPEED
  CMB
  FORT
  INIT
  REF
  WILL
  CMD
  _______
  RANGE
  MELEE
  Bluff
  Diplom.
  Intim.
  Percep.
  Acrobat
  Sense
  Motive
  Stealth
  _________
  _________
  _________
  STR
  DEX
  CON
  AC
  FLAT
  BAB
  NAME
  RACE / CLASS
  LVL
  MELEE
  RANGE
  HIT POINTS
  Languages
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  CHA
  WIS
  INT
  TOUCH
  SPEED
  CMB
  FORT
  INIT
  REF
  WILL
  CMD
  _______
  RANGE
  MELEE
  Bluff
  Diplom.
  Intim.
  Percep.
  Acrobat
  Sense
  Motive
  Stealth
  _________
  _________
  _________
  
  A DARK STAR FELL 
  FROM THE SKY 
  BRINGING WITH IT THE 
  END OF ALL THINGS!
  The sanctity of the world known 
  as Abaddon was shattered when 
  a global apocalyptic event of a 
  meteor impacting the planet 
  causing a destructive ecological 
  and eldritch change. 
  Now there is no day or night, 
  just never ending Apocalypse. 
  An undead world ruled by fear 
  and horror. Undead nightmares 
  prowl the darkest forest with 
  malevolent ghouls, grim demonic 
  fiends and horrific vampires prey 
  on a fearful populace. The world 
  is dominated by the monstrously 
  powerful immortal evils that 
  reigns supreme over this world. 
  And with all this the mysterious 
  force known as Nightwall. Evil 
  dominates the world to be 
  challenged by noble heroes 
  fighting to take back a world  
  that should belong to them. 
  Are you willing to  
  take up the fight?
  Learn more about Obsidian 
  Apoaclypse at www.lpjdesign.com
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9378 - Obsidian Apocalypse Players Guide.pdf