TEXT:  
   
   
   
   
   
   
   
   
   
  
   
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  This book contains a selection of playable fruit classes for Pathfinder 1e. 
  Yes, you read that right. 
  Yes, that means you can be a half-elven grapefruit. Technically, a half-elven citrimancer with the 
  grapefruit variety, but let’s not quibble over terminology. 
  You may be wondering why someone would write this book – an excellent question. The inciting 
  incident involved a player request for a homebrew banshee race, coupled with an excellent 
  misreading and, importantly, a habit of taking utterly ridiculous ideas as seriously as possible. 
  The concept of this book is, indeed, extremely silly. The contents, though, are designed and written 
  to fit into a Pathfinder campaign with the same straight-faced seriousness as enduring classics like 
  the fighter, the cleric, or the one who plays the guitar at monsters. Providing you accept the premise 
  of powers defined by fruit, rather than dragon bloodlines or patron deities, it’s just another set of 
  character concepts. Mostly. 
  Magical fruits appear widely in mythology, from the Golden Apples of the Trojan War to the Chinese 
  Peaches of Immortality, the fruits of the Goblin Market, Sleeping Beauty’s poisoned apple or 
  Persephone’s ill-fated pomegranate. They grant strange gifts or dreadful curses.  
  In a fantasy game, fruits offer another source of rare abilities and unusual fates. Their influence may 
  come through eating magical fruit, or a more metaphorical route where the fruit in question is the 
  symbol of a deity or has strong symbolic connotations. In a few cases, it may even be genetic, since 
  ancestral plants in the family tree (sorry) have already been established through sorcerer bloodlines. 
  These alternate classes are particularly thematic for druids and wood kineticists, as well as for plant 
  races such as the ghorans. 
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc. See 
  www.paizo.com/pathfinder for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and 
  does not endorse this product. 
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game 
  Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See 
  www.paizo.com/pathfinder/compatibility/first for more information on the compatibility license. 
  This product is published under the Open Game License version 1.0a Copyright 2000 Wizards of the Coast, Inc. The text of this licence can 
  be found at the end of this product. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 
  1(e), and are not Open Content: All proper names, dialogue, plots, locations, characters, descriptions of spells, and trade dress. (Elements 
  that have previously been designated as Open Game Content are not included in this declaration). 
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Librarians & Leviathans game 
  product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the 
  material designated as Open Game Content may be reproduced in any form without written permission
   
   
  
  Fruits of the Spirits 
  3
  PREFACE 
  My original intention, on embarking upon the 
  task of writing this volume, was simply to 
  publish an outline of and key to the various 
  pomological phenomena that can be attested in 
  extant annals of heroism and villainy. During the 
  course of my researches, however, it became 
  apparent that a simple schema would be of 
  minimal value to the typical reader. Due to the 
  scarcity of prior study in this field, little material 
  has been available – this being one of the prime 
  motivations for my own work – and I reasoned 
  that few would possess the familiarity necessary 
  to apply any key I might provide. 
  Through exhaustive discussions with my 
  colleagues and editors, this volume has arrived 
  at its final form. I must extend my considerable 
  thanks to several in particular. The wizard 
  Inglenook’s knowledge of heroic bloodlines 
  proved invaluable in deciphering the nature of 
  citrimancy and the spicerager.1 The passages 
  dealing with blightburn owe much to the kind 
  assistance of Ilchvoth Blightwhisper, whose 
  expertise,2 immeasurably aided my own 
  imperfect knowledge. For botanical matters, I 
  am grateful for the comments and suggestions 
  of Dr. Terraceous Hathe, as well as the 
  unidentified druid dwelling in the Netherketh in 
  the form of a bedraggled capybara. 
  In the descriptions that follow, I have given 
  priority to the most common and well-attested 
  forms of pomological influence. I hope that 
  future work will permit me to furnish the public 
  with the comprehensive, academic treatment 
  that this subject so richly deserves. 
  Professor Q. H. Sleeg
  Copyrighted Y.O.T. Ebullient Crocodile by Prof. Q. H. Sleeg 
  Professor of Pomology & Applied Heroism 
  Her Reverence High Priestess Tzanchilade Academy of Lore 
  City of Peridot 
   
   
   
  1 I encourage the interested reader to consult his 
  recent work, Bloodlines of Lesser Fame. 
  2 Garnered, no doubt, through countless unthinkable 
  experiments that would not have received ethical 
  approval within the confines of an increasingly 
  conservative and risk-averse academia. 
  
  Fruits of the Spirits 
  4
  Harvest Heroes 
  Scions of Goblin Fruit 
  It had been six days, and Dua-Von was coming to the last of his strength. He’d wandered the 
  outskirts of these woods for years, but the brigands they ran into had chased them wildly through 
  the trees for miles, and they’d lost all sense of direction. The Greencloak spread for hundreds of 
  miles, and their chances of stumbling on any kind of settlement were slim indeed. 
  Lei-Mok wrapped his brother’s arm more firmly over his own broad shoulders, and trudged wearily 
  onwards. Few plants grew in the shade of the towering firs, and they’d seen little that wasn’t 
  poisonous. A few meagre berries had been their only water; it was too warm and dry for even 
  morning dew. Throats burned and bodies felt like lead. Not even a hunter’s trail had broken the 
  endless expanse of forest. 
  When the grove drifted into view, Lei-Mok dismissed it as another hallucination. Their senses had 
  been wandering for some time, with shadows creeping around their vision and half-heard voices 
  chittering from nowhere. There was no reason, he calmly told himself, why pear trees would grow in 
  the depths of a conifer wood.  
  “Over… there.” Dua-Von paused for a moment and croaked out the words, feebly moving a hand to 
  gesture in the direction of the grove. It took several more steps before Lei-Mok realised they were 
  both seeing the same thing. Their hearts thrummed erratically as the starving brothers struggled 
  through the dry brush towards the clearing. A sweet fragrance drifted on the air, drawing them 
  onward until they broke through the ring of firs and into a wide swathe of grass, where several 
  dozen magnificent pear trees bent low under the weight of plump, succulent fruit. 
  Weary beyond imagining, driven by pure instinct and primal hunger, the brothers didn’t hesitate to 
  grasp at the closest fruits and sink their teeth in. The pears were tender, rich and succulent, wiping 
  the dust from cracked lips and soothing their parched throats. They ate and ate, until their aching 
  and exhausted bodies were full to the brim, and they fell into blissful unconsciousness amidst the 
  silken grass, lulled by the babbling of a clear stream. 
  It was many days later that the lost brothers strode back into town. Neighbours who’d given them 
  up for dead broke off their conversations in astonishment. Friends sprang forward to welcome them. 
  But soon the clamour of voices fell silent, as the townsfolk tasted the honey-sweet scent on the 
  breeze, saw the youthful vigour of the two middle-aged men, and the iron-hard wooden flesh they 
  now possessed. The brothers had feasted on the fruits of Faerie, and from that day they would be 
  more, and less, than entirely human.  
  Symbols of Fruitfulness 
  “Before I was born, my mother dreamed,” began the old dwarf, tapping the tight-rolled scroll 
  thoughtfully in her hand. “For eight nights, she dreamed of a path through the woods, marked by 
  blue flowers, and a clearing where the water flowed gently and a figure sang lullabies. So on the 
  ninth day, she took off to find the path – six months pregnant with me, an’ all – and see where it 
  might go. Foolishness, of course; except she did find it.” 
  “The way she tells it, it was like wandering back into her dream. She stood there for hours, listening 
  to the songs and watching the young fellow weaving sunlight into golden fish, which he’d toss into 
  the stream. After a while he remarked that she must be famished, and reached up to the tree, which 
  obligingly bent a bough to his hand. He plucked a fat durian, big as your head, and peeled it open 
  
  Fruits of the Spirits 
  5
  with the merest brush of a finger – just like a feather, she said – and gave it to her.” 
  “Well, she took it of course, as you do when a god offers you something. He thanked her for listening 
  to his songs for so long, and said the durian would bring a blessing: the child she bore would grow as 
  beloved, as regal and as formidable as the durian fruit.” 
  At that, Ethabran Lawgiver looked up, gazing steadily into the eyes of the chieftains who sat around 
  her. “Your selfish quarrels will end here, neighbours. If not for the duty you owe your kin, then as a 
  favour to me, whose good opinion you have so anxiously sought to end this strife. Take up your pens 
  and sign this accord, if you be my friends.” She paused, and a look of regretful steel came upon her. 
  “And if not, try whether I bear thorns as sharp as the King of Fruits. One way or another, we will 
  have peace in these lands.” 
  Marks of Divinity 
  Bhalsifa had always made a point of thanking the settakas for their generosity. Each sunset she 
  called out her thanks to them on the evening breeze before leaving the gardens, and every feast-day 
  she placed a heap of sweet pastries on a handkerchief beside the great chalk boulder that jutted in 
  the midst of the bushes. Years ago, half the villagers had chided her for farming at one of the spirits’ 
  chosen places, while the rest had rolled their eyes when she refused to have the stone broken up 
  and cleared to make way for more spice bushes. She was just a poor cousin in those days, taking the 
  land nobody else cared to farm. Nobody questioned her now, after so many years of abundant 
  harvests.  
  When her son was born, she realised the time had come to make good on a bargain. It was after 
  sunset, after her lover drifted to sleep and all was quiet, that she slipped out into the fields again 
  with the baby bundled in her arms. She hesitated beside the stone for a long time, wanting to trust 
  but still fearful, before honour and the memory of those fruitful years gave her the strength to lay 
  the child down on a handkerchief and offer her thanks once more. 
  Nobody could understand how they’d all come to overlook the birthmark. It was a faint pink that 
  would turn to brilliant scarlet over the coming months, and unmistakably like the chilis his mother 
  grew. People joked that years of harvesting had carried the spice through her skin and into the 
  womb. The jokes faded over the years, as they saw how the spice garden flourished under 
  Chandhalu’s fingers, and how he lay on the chalk singing along to voices they could not hear. 
  It was the thirteenth year when the pillagers came, howling and hewing, painted with the names of 
  grim and hateful beings that dwelled in the uppermost peaks. They torched the fields beyond the 
  village, and slew the pigs, and when they reached Bhalsifa’s farm they hefted cruel and jagged picks, 
  slavering with a mad zeal to tear apart the great chalk stone and all who dwelt on that farm.  
  That was the day of Chandhalu’s awakening, when the settakas cried out in the depth of night. They 
  say the boy was like a raging wind that tore through the horde; they say the pillagers choked in 
  agony at the mere heat of his breath. They found two score bodies amidst the bushes when the sun 
  finally rose, cloven and burned, and a spade was twisted and broken at the boy’s feet where he 
  slumbered against the rock. 
   
   
   
  
  Fruits of the Spirits 
  6
  A slight drizzle marred the afternoon, but Seasnala Breezeborne seemed unbothered as she leaned 
  on the rock, gnawing at a pork skewer. Even the flotsam assortment of bandits that stomped out of 
  the marsh didn’t disturb her peace. They headed straight for her, perhaps drawn by the vibrant 
  colours of her outfit. She waved the skewer cheerfully. 
  “Where’s the tribute?” growled one of the burlier humans. “Where’s the mayor?” 
  Seasnala shrugged. “Gone home, probably. I told them to get in out of the rain. You’d be the 
  Wrathful Red Reavers, I take it?” The elf bowed in a manner that was both offensively sarcastic and 
  graceful as a civet. 
  “Cocky lass, ain’t you. Some kind of sixpenny mercenary they bought in?” The man motioned slightly 
  with his mace; not a flourish, but the kind of efficient gesture that demonstrated he did actually 
  know how to use it, and wasn’t leaving himself open, to boot. Not bad. “You don’t want trouble with 
  us. Doubt they paid you enough to be worth it.” 
  “Who wants trouble?” She bit off the last chunk of pork and looked scornful. “I’m on my way to join 
  the troupe at the Whiteglade Academy. Why would I go hiring myself out to go toe-to-toe with, 
  what, a score of brigands who clearly know their way around a weapon, just for a handful of coins?” 
  The leader relaxed slightly and motioned for his followers to move in. “A dancer? Well, you can be 
  on your way. Just tell me where-“ 
  “I do it more as a public service,” finished Seasnala, and sprang forward like a gazelle. A foot-long 
  wooden spike, still smelling strongly of herb-roasted pork, embedded itself in a bandit’s throat as 
  she struck out. The others yelled, roared and rushed forward to cut her down. 
  Like quicksilver, the elf flowed effortlessly between the bandits in a blur of violence. She seized a 
  smallsword from her first victim and lashed out lethally, alternating serpentine strikes with skull-
  cracking kicks. It seemed to the bandits that her skin thickened and yellowed as she moved, and 
  their blades could not bite deeply on the rare occasions they found purchase at all. Bodies crumpled 
  and cursing humans tripped over them. 
  The leader swung his mace in figures-of-eight, deflecting the deadly blade and ducking a foot that 
  would have caved in his chest. The damned elf pirouetted straight into a low cut that almost cost 
  him a leg. He was no weakling, though. Not like the worthless dreck who called themselves reavers; 
  he’d been on the front lines against the dwarven hordes. So why was he getting so tired? So warm? 
  It was only then he noticed the faint green light that spilled from his opponent as she nimbly circled 
  around him. He’d been into the Black Depths; he knew the eerie hue of pitchblende. She was striking 
  too overtly, taunting him to parry, and all the while some abominable magic sapping his strength… 
  If he’d been quicker on the uptake, or chosen sunset rather than midday to claim his tribute, he 
  might have reached those conclusions early enough to take his chance and run. As it was, the mace 
  slipped from his numbing hand. A look of satisfaction crossed the elf’s face, and green fire spread 
  across her body as the blade finally took him. 
   
   
  
  Fruits of the Spirits 
  7
  Bananarchist 
  A reputation for cheery flamboyance belies the bananarchist’s speed and unrelenting passion. These 
  warriors learn to draw on rich chemical energy within their bodies, propelling them into the fray in a 
  blur of motion. Resilient, fast and excelling in close formation, bananarchists can serve readily as 
  frontline fighters or professional athletes. A strange kinship with the lethal taint of blightburn lets 
  them flourish in the wastes, and many caravan drivers refuse to set foot on the road without a trusty 
  bananarchist to guide them. 
  The bananarchist is an alternate class for the unchained barbarian. 
  Alignment: Any chaotic 
  Hit Die: d12 
  Starting Wealth: 3d6 × 10 gp (average 105gp). In addition, a bananarchist begins play with a set of 
  striped linen pyjamas worth 10 gp or less. 
  Class Skills: The bananarchist’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy 
  (Cha); Escape Artist (Dex), Knowledge (nature) (Int), Perception (Wis), Perform (Cha), Stealth (Dex), 
  Survival (Wis), and Swim (Str). 
  Skill Ranks Per Level: 4 + Int modifier. 
  Table: Bananarchist 
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
   
   
   
   
   
   
  1st 
  +1 
  +2 
  +0 
  +0 
  Potassium surge, tropical metabolism 
  2nd 
  +2 
  +3 
  +0 
  +0 
  Surge power, uncanny dodge 
  3rd 
  +3 
  +3 
  +1 
  +1 
  Bunch up +1 
  4th 
  +4 
  +4 
  +1 
  +1 
  Surge power 
  5th 
  +5 
  +4 
  +1 
  +1 
  Improved uncanny dodge 
  6th 
  +6/+1 
  +5 
  +2 
  +2 
  Radiation resistance +4, surge power 
  7th 
  +7/+2 
  +5 
  +2 
  +2 
  Damage reduction 1/- 
  8th 
  +8/+3 
  +6 
  +2 
  +2 
  Surge power 
  9th 
  +9/+4 
  +6 
  +3 
  +3 
  Bunch up +2 
  10th 
  +10/+5 
  +7 
  +3 
  +3 
  Damage reduction 2/-, surge power 
  11th 
  +11/+6/+1 
  +7 
  +3 
  +3 
  Greater surge 
  12th 
  +12/+7/+2 
  +8 
  +4 
  +4 
  Cleansing peel, surge power 
  13th 
  +13/+8/+3 
  +8 
  +4 
  +4 
  Damage reduction 3/- 
  14th 
  +14/+9/+4 
  +9 
  +4 
  +4 
  Absorb radiation, surge power 
  15th 
  +15/+10/+5 
  +9 
  +5 
  +5 
  Bunch up +3 
  16th 
  +16/+11/+6/+1 
  +10 
  +5 
  +5 
  Damage reduction 4/-, surge power 
  17th 
  +17/+12/+7/+2 
  +10 
  +5 
  +5 
  Tireless surge 
  18th 
  +18/+13/+8/+3 
  +11 
  +6 
  +6 
  Danger sense +6, surge power 
  19th 
  +19/+14/+9/+4 
  +11 
  +6 
  +6 
  Damage reduction 5/- 
  20th 
  +20/+15/+10/+5 
  +12 
  +6 
  +6 
  Mighty surge, surge power 
   
   
   
  
  Fruits of the Spirits 
  8
  Class Features 
  Weapon and Armour Proficiency 
  Bananarchists are proficient with all simple and 
  martial weapons. They are also proficient with 
  light and medium armour, and with shields 
  (except tower shields). 
  Potassium Surge (Ex) 
  A bananarchist can call upon particularly dense 
  stores of energy-rich nutrients, releasing them 
  for a sudden burst of speed and energy. 
  Starting at 1st level, a bananarchist can surge for 
  a number of rounds per day equal to 4 + her 
  Constitution modifier. For each level after 1st 
  she possesses, the bananarchist can surge for 2 
  additional rounds per day. Temporary increases 
  to Constitution, such as those gained from spells 
  like bear’s endurance, do not increase the total 
  number of rounds that a bananarchist can surge 
  per day. A bananarchist can enter surge as a free 
  action. The total number of rounds of surge per 
  day is renewed after resting for 8 hours, 
  although these hours do not need to be 
  consecutive. 
  While in a surge, a bananarchist gains a +2 
  alchemical bonus on melee attack rolls, melee 
  damage rolls, thrown weapon damage rolls, and 
  Reflex saving throws. Her movement speed 
  increases by 10 feet. She also gains 2 temporary 
  hit points per Hit Die. These temporary hit 
  points are lost first when a character takes 
  damage, disappear when the surge ends, and 
  are not replenished if the bananarchist enters a 
  surge again within 1 minute of her previous 
  surge. While in a surge, a bananarchist cannot 
  use any ability that requires patience or 
  concentration, including readying actions and 
  delaying. 
  A bananarchist can end her surge as a free 
  action, and is fatigued for 1 minute after a surge 
  ends. A bananarchist can’t enter a new surge 
  while fatigued or exhausted, but can otherwise 
  enter a surge multiple times per day. If a 
  bananarchist falls unconscious, her surge 
  immediately ends. 
  Surge is an alchemical effect rather than an 
  emotional one. It cannot be countered by 
  effects such as calm emotions, but effects that 
  suppress or neutralize poison also affect 
  potassium surge. Unless otherwise noted, surge 
  counts as the barbarian’s rage ability for the 
  purposes of rage powers. 
  Tropical Metabolism (Ex) 
  A bananarchist finds comfort in warmth, but is 
  susceptible to the cold. She gains a +4 bonus on 
  saving throws to resist hot environments, heat, 
  and fire effects. However, she suffers a -2 
  penalty on saving throws against cold effects.  
  Surge Powers (Ex) 
  As a bananarchist gains levels, she learns to 
  exploit her potassium surge in new ways. At 2nd 
  level and every 2 levels thereafter, the 
  bananarchist gains a surge power. A 
  bananarchist gains the benefits of surge powers 
  only while surging. Some of these powers are 
  always active during a surge, and others require 
  the bananarchist to take an action to use them. 
  Unless otherwise noted, a bananarchist cannot 
  select an individual power more than once. 
  Some of the following surge powers are stances. 
  Activating a stance surge power is a move 
  action. A bananarchist can’t have more than one 
  stance surge power active at a time. If she 
  activates a stance surge power while another 
  one is active, the current stance immediately 
  ends. The stance can be intentionally ended at 
  the beginning of the bananarchist’s turn as a 
  free action; otherwise, it lasts until the surge 
  ends. 
  Bananarchists can’t select cold-themed rage 
  powers, such as winter rage, nor can they select 
  blood powers or totem powers. 
  Bunch Up (Ex) 
  At 3rd level, a bananarchist is adept at fighting in 
  very close proximity to others. She gains a +1 
  bonus to CMD while adjacent to an ally. The 
  bonus increases to +2 at 9th level and +3 at 15th 
  level. 
  
  Fruits of the Spirits 
  9
  Radiation Resistance (Ex) 
  At 6th level, a bananarchist can absorb and 
  neutralize background radiation by absorbing it 
  through her skin. She gains a +4 bonus to saving 
  throws against radiation. 
  Damage Reduction (Ex) 
  At 7th level, a bananarchist gains damage 
  reduction. Each time the bananarchist takes 
  damage from a weapon or natural attack, 
  subtract 1 from the damage taken. At 10th level 
  and every 3 levels thereafter, this damage 
  reduction rises by 1 point (up to 5 points at 19th 
  level). Damage reduction can reduce damage to 
  0, but not below 0. 
  Greater Surge (Ex) 
  At 11th level, a bananarchist’s bonus on melee 
  attack rolls, melee damage rolls, thrown weapon 
  damage rolls, and Reflex saves while surging 
  increases to +3. In addition, the amount of 
  temporary hit points gained when entering a 
  surge increases to 3 per Hit Die. 
  Cleansing Peel (Ex) 
  At 12th level, substances secreted by the 
  bananarchist’s skin can soothe and purify.  
  She can use cleansing peel a number of times 
  per day equal to her Constitution modifier. 
  Using the ability is a standard action, and the 
  bananarchist must be able to touch her target. 
  This grants a +4 bonus on Heal checks affecting 
  the skin, such as contact poisons, caltrops, 
  splinters and insect bites. It also grants a +4 
  bonus on saving throws to overcome pain from 
  injury to the skin, and against contact effects 
  (such as contact poisons or diseases).  
  Absorb Radiation (Ex) 
  At 14th level, a bananarchist can harmlessly 
  drain radiation from her surroundings. Any 
  radiation damage she would take is halved. By 
  expending a use of cleansing peel, she can 
  duplicate the effects of remove radioactivity. 
  She uses her class level as her caster level and 
  her Constitution modifier as her casting ability 
  modifier when making caster level checks. 
  Tireless Surge (Ex) 
  At 17th level, a bananarchist is no longer 
  fatigued at the end of her surge. If she enters a 
  surge again within 1 minute of ending a surge, 
  she doesn’t gain any temporary hit points from 
  her surge. 
  Mighty Surge (Ex) 
  At 20th level, a bananarchist’s bonus on melee 
  attack rolls, melee damage rolls, thrown weapon 
  damage rolls, and Reflex saves while raging 
  increases to +4. In addition, the amount of 
  temporary hit points gained when entering a 
  surge increases to 4 per Hit Die. 
  Unique Surge Powers 
  Blightburn Glow (Ex) 
  While surging, the bananarchist is immune to 
  radiation and sheds green light as a candle. She 
  ignores the miss chance for concealment (but 
  not total concealment) when attacking enemies 
  within this light. 
  A bananarchist of at least 6th level with this 
  surge power can select the sapping curse rage 
  power without meeting the prerequisites. 
  Blightburn Fire (Ex) 
  While surging, the bananarchist is wreathed in 
  eerie green flame. A creature that hits the 
  bananarchist with a natural attack, unarmed 
  strike, or non-reach melee weapon attack 
  suffers 1d6 fire damage and is sickened for 1 
  round. The bananarchist must be at least 10th 
  level and have the blightburn glow and sapping 
  curse surge powers before selecting this surge 
  power.  
  Soporific Surge (Ex) 
  The bananarchist’s body floods with sleep-
  inducing chemicals when she surges. Creatures 
  adjacent to her suffer a -1 penalty on saving 
  throws. In addition, they are treated as having 1 
  fewer hit die when determining whether they 
  can be affected by a sleep effect. At 5th level 
  and every 5 levels thereafter, both these effects 
  increase by 1 (to a maximum of -5 penalty and 5 
  fewer effective hit dice at 20th level). 
  
  Fruits of the Spirits 
  10
  Citrimancer 
  Adventurers touched with the power of the enigmatic citrus are fonts of natural magic. Their bodies 
  crackle with lightning, and their blood runs sour and acrid. Drawing on these elemental powers, the 
  citrimancer can work magic as readily as a warrior swings a blade. Inheriting the startling diversity of 
  their plant patrons, citrimancer’ talents vary considerably from one to the next, each blessed with 
  gifts that reflect their own unique heritage. 
  The citrimancer is an alternate class for the sorcerer. 
  Alignment: Any 
  Hit Die: d6 
  Starting Wealth: 2d6 × 10 gp (average 70 gp). 
  Class Skills: The citrimancer’s class skills are Appraise (Int), Bluff (Cha), Craft (Int), Fly (Dex), Heal 
  (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature), Profession (Wis), Spellcraft 
  (Int), and Use Magic Device (Cha). 
  Skill Ranks Per Level: 4 + Int modifier. 
  Table: Citrimancer 
   
  Spells Per Day 
  Level Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 2nd 3rd 4th 5th 6th 7th 8th 9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Aftershock, cantrips, health 
  3 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Electricity resistance 5 
  4 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Variety power, variety spell 
  5 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  4th 
  +2 
  +1 
  +1 
  +4 
  — 
  6 
  3 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  5th 
  +2 
  +1 
  +1 
  +4 
  Variety spell 
  6 
  4 
  - 
  - 
  - 
  - 
  - 
  - 
  - 
  6th 
  +3 
  +2 
  +2 
  +5 
  — 
  6 
  5 
  3 
  - 
  - 
  - 
  - 
  - 
  - 
  7th 
  +3 
  +2 
  +2 
  +5 
  Variety power, variety spell 
  6 
  6 
  4 
  - 
  - 
  - 
  - 
  - 
  - 
  8th 
  +4 
  +2 
  +2 
  +6 
  Electricity resistance 10 
  6 
  6 
  5 
  3 
  - 
  - 
  - 
  - 
  - 
  9th 
  +4 
  +3 
  +3 
  +6 
  Variety power, variety spell 
  6 
  6 
  6 
  4 
  - 
  - 
  - 
  - 
  - 
  10th 
  +5 
  +3 
  +3 
  +7 
  Disease immunity 
  6 
  6 
  6 
  5 
  3 
  - 
  - 
  - 
  - 
  11th 
  +5 
  +3 
  +3 
  +7 
  Variety spell 
  6 
  6 
  6 
  6 
  4 
  - 
  - 
  - 
  - 
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  — 
  6 
  6 
  6 
  6 
  5 
  3 
  - 
  - 
  - 
  13th 
  +6/+1 
  +4 
  +4 
  +8 
  Lightning child, variety spell 
  6 
  6 
  6 
  6 
  6 
  4 
  - 
  - 
  - 
  14th 
  +7/+2 
  +4 
  +4 
  +9 
  Electricity resistance 20 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  - 
  - 
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  Variety power, variety spell 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  - 
  - 
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  — 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  - 
  17th 
  +8/+3 
  +5 
  +5 
  +10 
  Variety spell 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  - 
  18th 
  +9/+4 
  +6 
  +6 
  +11 
  Electrical immunity 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  5 
  3 
  19th 
  +9/+4 
  +6 
  +6 
  +11 
  Variety spell 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  4 
  20th +10/+5 
  +6 
  +6 
  +12 
  Variety power 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  6 
  
  Fruits of the Spirits 
  11
  Class Features 
  Weapon and Armour Proficiency 
  Citrus are proficient with all simple weapons. 
  They not proficient with armour or shields. 
  Aftershock (Ex) 
  As an immediate action when a citrimancer 
  takes melee damage from a metal weapon or 
  creature, he can induce an electric charge that 
  strikes back at the wielder. The creature can 
  attempt a Reflex saving throw (DC 10 + half his 
  citrimancer level + his Charisma modifier). If it 
  fails, it suffers 1d8 points of electrical damage + 
  1 point for every 2 citrimancer levels he 
  possesses. The citrimancer can use this ability a 
  number of times per day equal to 3 + half his 
  citrimancer level. 
  Health (Ex) 
  A citrimancer gains a +4 bonus on saving throws 
  against disease and immunity to scurvy. At 10th 
  level, the citrimancer is immune to all diseases, 
  mundane or magical. 
  Variety (Ex) 
  All citrimancer draw power from a particular 
  archetypal citrus lineage that defines their 
  magical gifts. This variety grants them spells, 
  bonus feats and other special abilities. A 
  citrimancer must pick one variety on taking his 
  first level in the class; once made, this choice 
  cannot be changed. 
  Where a variety power requires a saving throw, 
  the DC is equal to 10 + 1/2 the citrimancer’ class 
  level + his Charisma modifier. 
  Spellcasting 
  A citrimancer casts arcane spells drawn primarily 
  from the sorcerer/wizard spell list presented in 
  Spell Lists. He can cast any spell he knows 
  without preparing it ahead of time. To learn or 
  cast a spell, a citrimancer must have a Charisma 
  score equal to at least 10 + the spell level. The 
  Difficulty Class for a saving throw against a 
  citrimancer's spell is 10 + the spell level + the 
  citrimancer's Charisma modifier. 
  Like other spellcasters, a citrimancer can cast 
  only a certain number of spells of each spell 
  level per day. His base daily spell allotment is 
  given on Table: Citrus. In addition, he receives 
  bonus spells per day if he has a high Charisma 
  score (see Table: Ability Modifiers and Bonus 
  Spells). 
  A citrimancer's selection of spells is extremely 
  limited. A citrimancer begins play knowing four 
  0-level spells and two 1st-level spells of his 
  choice. At each new citrimancer level, he gains 
  one or more new spells, as indicated on Table: 
  Citrimancer Spells Known (Unlike spells per day, 
  the number of spells a citrimancer knows is not 
  affected by his Charisma score; the numbers on 
  Table: Citrimancer Spells Known are fixed). 
  These new spells can be common spells chosen 
  from the sorcerer/wizard spell list, or they can 
  be unusual spells that the citrimancer has gained 
  some understanding of through study. 
  Upon reaching 4th level, and at every even-
  numbered citrimancer level after that (6th, 8th, 
  and so on), a citrimancer can choose to learn a 
  new spell in place of one he already knows. In 
  effect, the citrimancer loses the old spell in 
  exchange for the new one. The new spell's level 
  must be the same as that of the spell being 
  exchanged. A citrimancer may swap only a single 
  spell at any given level, and must choose 
  whether or not to swap the spell at the same 
  time that he gains new spells known for the 
  level. 
  Unlike a wizard or a cleric, a citrimancer need 
  not prepare his spells in advance. He can cast 
  any spell he knows at any time, assuming he has 
  not yet used up his spells per day for that spell 
  level. 
  Electricity Resistance (Ex) 
  At 2nd level, a citrimancer gains electricity 
  resistance 5. This increases to resistance 10 at 
  8th level, and resistance 20 at 12th level. At 18th 
  level, he gains immunity to electricity. 
  Lightning Child (Su) 
  At 13th level, a citrimancer can sacrifice a spell 
  slot to cast any spell of equal or lower level with 
  
  Fruits of the Spirits 
  12
  the electricity descriptor, even if he doesn’t 
  know it. If the spell is not on the sorcerer/wizard 
  spell list, use the highest level it appears on any 
  spell list when determining what spell slot is 
  required. Using this ability increases the casting 
  time as though applying a metamagic feat. 
  Citrimancer Varieties 
  Lemon 
  You are spiritually bound to a symbol of purity, 
  cleansing and protection. The lemon within you 
  repels contamination of body and mind, bringing 
  sour blood and sweet dreams. Lightning that 
  roils within you offers more tangible protection. 
  Bonus Spells: remove sickness (3rd), trail of the 
  rose (lemon-scented) (5th), remove disease 
  (7th), repel vermin (9th), purify body (11th), 
  cloak of dreams (13th), chain lightning (15th), 
  heal (17th), ride the lightning (19th). 
  Variety Arcana: When you target vermin with a 
  harmful spell or use a spell from the healing 
  subschool, treat your caster level as 2 higher. 
  Fragrance (Ex) 
  At 3rd level, your body exudes volatile aromatic 
  compounds that deter insects and help stave off 
  disease. Mundane, non-monstrous insects don’t 
  bite or pester you, and vermin swarms deal half 
  damage to you. As a swift action, you can 
  intensify this aura to gain a sanctuary effect 
  against vermin, as well as a +4 bonus on saving 
  throws against disease and the sickened and 
  nauseated conditions. Ending the aura is a free 
  action. You can use this ability for a number of 
  minutes per day equal to your citrimancer level; 
  this need not be consecutive but must be used 
  in 1-minute intervals. 
  Bitter Blood (Sp) 
  At 7th level, your blood sours, revolting 
  creatures that bite you. Any creature that hits 
  you with a bite attack gains the sickened 
  condition for 1 round unless it succeeds at a 
  Fortitude save. Any creature that consumes your 
  blood gains the nauseated condition for 1 round 
  and the sickened condition for 1 minute, unless 
  it succeeds at a Fortitude save. 
  Dreamleaf (Sp) 
  At 9th level, you can cause a fragrant leaf to 
  sprout from your body as a full-round action. 
  You can place a leaf in a sleeping creature's 
  mouth or under their pillow to affect their 
  dreams in one of two ways.  
  If used to induce sweet dreams, the subject 
  gains a bonus equal to their Charisma modifier 
  on saving throws against effects that would 
  influence their sleep or dreams. The subject is 
  also affected by a restful sleep spell. 
  Alternatively, you can attempt to alter the 
  subject's memory as though using a modify 
  memory spell. You can only sweeten the target’s 
  memories: removing unpleasant memories, 
  adding pleasant ones or altering memories to be 
  more pleasant.  
  A successful Will save negates any of these 
  effects. The DC of this save is equal to 10 + 1/2 
  your citrimancer level + your Charisma modifier, 
  with further modifiers as the nightmare spell if 
  used to modify memories. You can use this 
  ability once per day at 9th level. At 17th level 
  you can use this ability twice per day, and at 
  20th, three times per day. 
  Soured Spirit (Ex) 
  At 15th level, the sourness of lemon pervades 
  your psyche. Any creature that targets you with 
  a thought-detecting, mind-control, or telepathic 
  effect must pass a Will saving throw or become 
  nauseated for 1 round. You can choose to 
  suppress or resume this ability as a free action at 
  any time. 
  Purified Soul (Su) 
  At 20th level, your lemonine essence fully 
  manifests. You no longer age, and any aging 
  penalties you have incurred are removed. You 
  gain immunity to inhaled infects and to the 
  sickened and nauseated conditions. At will, you 
  can touch any creature to remove the sickened 
  condition. 
  
  Fruits of the Spirits 
  13
  Grapefruit 
  Fate or magic has granted you the weird gifts of 
  the grapefruit, making you a catalyst for good or 
  ill. Your body alters the effects of drugs and 
  poisons, enhancing some and diffusing others. 
  The vibrant zest that suffuses you makes you an 
  inspiration to your allies, a herald of a new day. 
  Bonus Spells: invigorate (3rd), invigorating 
  poison (5th), reinvigorating wind (7th), confusion 
  (9th), greater neutralize poison (11th), 
  overwhelming poison (13th), unshakeable zeal 
  (15th), resurrection (17th), heroic invocation 
  (19th). 
  Variety Arcana: You gain a bonus equal to your 
  class level on skill checks to make and identify 
  drugs, potions and tinctures. You heal ability 
  damage from such substances at a rate of 1 per 
  hour. 
  Bioavailability (Ex) 
  At 3rd level, your altered metabolism intensifies 
  the effects of substances you consume. When 
  you consume a potion, drug or tincture, any 
  variable numeric effects, and any bonuses or 
  penalties granted, are increased by 1. 
  Galvanizing Influence (Su) 
  At 7th level, you and allies within 10 feet of you 
  gain a +1 bonus on initiative checks, Perception 
  checks, and ability checks or saving throw 
  against sleep, fatigue or exhaustion. The bonus 
  increases by 1 at 11th level and every 4 levels 
  thereafter. 
  Catalytic Touch (Su) 
  At 9th level, you can touch a creature (including 
  yourself) as a standard action to affect it as 
  though with mutagenic touch. Determine the 
  effects as though you were under the influence 
  of a random mutagen. The effects last for 1 
  hour. You can use this ability once per day for 
  every 4 class levels you have.  
  Wakefulness (Ex) 
  At 15th level, you are permanently fresh and 
  energetic. You no longer need to sleep (though 
  you must rest to heal and recover spell slots as 
  normal), and gain immunity to sleep effects; you 
  can choose to accept individual sleep effects if 
  you wish. You ignore the effects of the fatigued 
  condition, and treat the exhausted condition as 
  though you were fatigued instead. 
  New Dawn (Su) 
  At 20th level, you are an embodiment of 
  unpredictable, revitalizing change. You are 
  immune to fatigue and exhaustion. Whenever 
  you fail a saving throw against a transmutation 
  effect that targets you, you can choose to incur 
  the effects of your catalytic touch instead. 
  Whenever you make a skill check to persuade 
  others to accept a novel idea, you roll twice and 
  take the better result.  
  Yuzu 
  You were marked with the mysterious duality of 
  the yuzu: delectable fragrance that captivates 
  others, and a burning acidity. Your spells bring 
  bliss to friends in times of peace, soothing 
  mental anguish and calloused skin. To your foes, 
  you bring caustic agony.  
  Bonus Spells: acid orb and sleep (3rd), calm 
  emotions (5th), burst of nettles (7th), vitriolic 
  mist (9th), strip scales (11th), heroes’ feast, 
  (13th), caustic eruption (15th), euphoric 
  tranquility (17th), transmute blood to acid 
  (19th). 
  Variety Arcana: When you cast a spell with the 
  acid descriptor, increase the damage by 1 per 
  damage die or the duration by 25% (minimum 1 
  round). This duration bonus does not stack with 
  other effects that extend duration. 
  Yuzu Euphoria (Ex) 
  Your body secretes a natural pleasing fragrance. 
  From 3rd level, you gain a +4 alchemical bonus 
  to Diplomacy checks against creatures within 10 
  feet, or if the target has the scent ability, within 
  the range of their scent ability. 
  Once per day, you can exude the vapours as a 
  euphoric cloud centred on yourself. You are 
  immune to the cloud’s effects. At 9th level and 
  again at 15th level, you can use this ability one 
  additional time per day. 
  
  Fruits of the Spirits 
  14
  Cleansing Steam (Su) 
  At 7th level, you gain Steam Spell as a bonus 
  feat. You can use it to transform fire spells into 
  steam on land, as well as underwater; when you 
  do so, they gain the water descriptor. 
  Once per day, you can conjure a cloud of 
  purifying steam. This functions as obscuring 
  mist, but creatures within gain a +4 bonus on 
  saving throws against emotion effects, disease 
  and inhaled effects. They can immediately 
  attempt a new saving throw against any such 
  effect. If this save fails, there is no additional 
  effect, but a successful save counts toward 
  curing an affliction such as poison or disease. A 
  creature gains this additional saving throw only 
  once per use of this ability. 
  At 15th level, you can use this ability twice per 
  day. 
  Acidity (Ex) 
  At 9th level, your body’s natural acidity grants 
  you acid resistance 10. Any creature that 
  damages you with a bite attack suffers acid 
  damage equal to 1d6 + your Constitution 
  modifier. Creatures using blood drain take an 
  additional 1d6 damage for every point of 
  Constitution dealt. 
  At 15th level your acid resistance increases to 
  20. 
  Soften Skin (Su) 
  At 15th level, you can channel the soothing 
  essence of yuzu to heal and soften skin. You can 
  end a bleed effect by touching a creature as a 
  standard action. In addition, you can make a 
  touch attack to affect a creature as though using 
  erode defences. The DC is equal to 10 + 1/2 your 
  citrimancer level + your Charisma modifier, and 
  the maximum duration is 1 round per class level. 
  You can use this ability at will, but once a 
  creature succeeds at the saving throw, it’s 
  immune to this ability for 24 hours. 
  Twofold Gift (Su) 
  At 20th level, you fully embody the yuzu’s 
  dualistic nature. Your bonus on Diplomacy 
  checks increases to +8, and all creatures with a 
  sense of smell are treated as having the scent 
  ability when determining its effects. You gain 
  immunity to acid and to any scent-based or 
  inhaled effect, unless you choose to accept it. 
  Whenever you cast a spell with an elemental 
  descriptor (acid, cold, electricity or fire) you can 
  choose to convert half the damage to acid. 
   
  
  Fruits of the Spirits 
  15
  Vinebound 
  A vinebound is a living catalyst, possessing the gift of alchemy that turns sunlight into sweet sugars 
  and heady liquors. Just as the bunch of grapes symbolizes plenty, the vinebound brings abundance in 
  his wake. Like an alchemist, he studies the mysteries of transformation, but he relies on instinct and 
  inherent magic rather than laborious scholarship. Vinebounds are often peculiar, but they are 
  natural charmers and entertainers, rarely turning down an opportunity to join in revelry of any sort. 
  The vinebound is an alternate class for the alchemist. 
  Alignment: Any 
  Hit Die: d8 
  Starting Wealth: 3d6 × 10 gp (average 105gp). 
  Class Skills: The vinebound’s class skills are Appraise (Int), Craft (any) (Int), Diplomacy (Cha), Fly 
  (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (local) (Int), Knowledge 
  (nature) (Int), Perception (Wis), Perform (sing) (Cha), Profession (Wis), Spellcraft (Int), Survival (Wis). 
  Skill Ranks Per Level: 4 + Int modifier. 
  Table: Vinebound 
   
  Base 
  Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
   
  Extracts Per Day 
  Level 
  Special 
  1st 2nd 3rd 4th 5th 6th 
  1st 
  +0 
  +2 
  +2 
  +0 
  Abundance, alchemy, bonhomie, Brew 
  Potion, Drunken Sing-Along, drunken 
  spirit, lurch, wanton strength 1d4 
  1 
  - 
  - 
  - 
  - 
  - 
  2nd 
  +1 
  +3 
  +3 
  +0 
  Cloak of the vine, discovery, poison 
  resistance +2 
  2 
  - 
  - 
  - 
  - 
  - 
  3rd 
  +2 
  +3 
  +3 
  +1 
  Goodberry, staggering evasion 
  3 
  - 
  - 
  - 
  - 
  - 
  4th 
  +3 
  +4 
  +4 
  +1 
  Discovery, in vino veritas 
  3 
  1 
  - 
  - 
  - 
  - 
  5th 
  +3 
  +4 
  +4 
  +1 
  Inner warmth, poison resistance +4, 
  synthesis 
  4 
  2 
  - 
  - 
  - 
  - 
  6th 
  +4 
  +5 
  +5 
  +2 
  Discovery, number 2/- 
  4 
  3 
  - 
  - 
  - 
  - 
  7th 
  +5 
  +5 
  +5 
  +2 
  Healing fruits, wanton strength 1d6 
  4 
  3 
  1 
  - 
  - 
  - 
  8th 
  +6/+1 
  +6 
  +6 
  +2 
  Discovery, poison resistance +6 
  4 
  4 
  2 
  - 
  - 
  - 
  9th 
  +6/+1 
  +6 
  +6 
  +3 
  Good cheer 
  5 
  4 
  3 
  - 
  - 
  - 
  10th 
  +7/+2 
  +7 
  +7 
  +3 
  Discovery, numb 4/-, poison immunity 
  5 
  4 
  3 
  1 
  - 
  - 
  11th 
  +8/+3 
  +7 
  +7 
  +3 
  Bibulous haze, distilled courage 
  5 
  4 
  4 
  2 
  - 
  - 
  12th 
  +9/+4 
  +8 
  +8 
  +4 
  Discovery 
  5 
  5 
  4 
  3 
  - 
  - 
  13th 
  +9/+4 
  +8 
  +8 
  +4 
  Wanton strength 1d8 
  5 
  5 
  4 
  3 
  1 
  - 
  14th 
  +10/+5 
  +9 
  +9 
  +4 
  Discovery, numb 6/- 
  5 
  5 
  4 
  4 
  2 
  - 
  15th +11/+6/+1 
  +9 
  +9 
  +5 
  Fertile aura 
  5 
  5 
  5 
  4 
  3 
  - 
  16th +12/+7/+2 +10 
  +10 
  +5 
  Discovery 
  5 
  5 
  5 
  4 
  3 
  1 
  17th +12/+7/+2 +10 
  +10 
  +5 
  Revelry 
  5 
  5 
  5 
  4 
  4 
  2 
  18th +13/+8/+3 +11 
  +11 
  +6 
  Discovery, numb 8/- 
  5 
  5 
  5 
  5 
  4 
  3 
  19th +14/+9/+4 +11 
  +11 
  +6 
  Wanton strength 1d10 
  5 
  5 
  5 
  5 
  5 
  4 
  20th +15/+10/+5 +12 
  +12 
  +6 
  Alchemy of sun 
  5 
  5 
  5 
  5 
  5 
  5 
  
  Fruits of the Spirits 
  16
  Class Features 
  All of the following are class features of the 
  vinebound. 
  Weapon and Armour Proficiency 
  Vinebounds are proficient with all simple 
  weapons. They are also proficient with light 
  armour, but not with shields. 
  Alchemy (Su) 
  Vinebounds have an intuitive sense for 
  alchemical secrets, and learn to unlock those 
  mysteries. A vinebound gains the alchemy class 
  feature and the ability to mix extracts, as the 
  alchemist class feature. He uses Charisma, 
  rather than Intelligence, for all effects relating to 
  his extracts, such as bonus extracts per day, the 
  maximum level of extracts he can prepare, and 
  the DCs of his extracts. 
  Spiritous Formulae 
  Vinebounds add enhance water and pick your 
  poison to their extract list as 1st-level extracts, 
  and rotgut as a 2nd-level extract. 
  Brew Potion 
  At 1st level, a vinebound gains Brew Potion as a 
  bonus feat. A vinebound can brew potions of 
  any formulae he knows (up to 3rd level), using 
  his vinebound level as his caster level. The spell 
  must be one that can be made into a potion. The 
  vinebound does not need to meet the 
  prerequisites for this feat. 
  Drunken Sing-Along 
  At 1st level, a vinebound gains Drunken Sing-
  Along as a bonus feat. 
  Drunken Spirit (Ex) 
  At 1st level, a vinebound can drink a unit of wine 
  or other strong alcohol to gain 1 drunken spirit 
  point. The act of drinking is a standard action 
  that does not provoke attacks of opportunity. 
  The vinebound’s pool can hold drunken spirit 
  equal to 2 + half his class level. These drunken 
  spirit points last for 1 hour or until spent, 
  whichever comes first. Unless otherwise noted, 
  spending a drunken spirit point is a free action. 
  A vinebound is immune to alcohol addiction. 
  Bonhomie (Ex): At 1st level, the vinebound can 
  spend 1 point of drunken spirit to roll 1d6 and 
  add it to the result of a Bluff, Diplomacy or 
  Perform check. He can do this after he makes 
  the check but before the result is revealed. If the 
  result of the 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). 
  Lurch (Ex): At 1st level, when a melee attack 
  would normally miss the vinebound, he can 
  allow it to hit him and dramatically stagger a few 
  steps backward, moving up to 10 feet directly 
  away from the attacker. This movement 
  provokes attacks of opportunity as normal. The 
  attack deals the minimum amount of damage 
  (as though the attacker had rolled a natural 1 on 
  each damage die). 
  Wanton Strength (Ex): At 1st level, a vinebound 
  can spend 1 drunken spirit point to gain a surge 
  of stupefied strength for 1 minute. This allows 
  him to roll 1d4 and add it to the result of any 
  Strength check, Strength-based combat 
  manoeuvre check or Strength-based damage 
  roll. However, he suffers a -2 penalty to 
  Wisdom. At 7th level the bonus increases to 
  1d6, at 13th level it increases to 1d8, and at 19th 
  level it increases to 1d10. 
  Cloak of the Vine (Ex): At 2nd level, providing he 
  has at least 1 drunken spirit point in his pool, a 
  vinebound gains a +4 bonus on saving throws 
  against fear, pain and cold effects. 
  Inner Warmth (Ex): At 5th level, providing he has 
  at least 1 drunken spirit point, a vinebound is 
  protected against cold conditions as though 
  under a permanent endure elements spell. 
  Numb (Ex): At 6th level, providing he has at least 
  1 drunken spirit point in his pool, a vinebound 
  gains DR 2/- against nonlethal damage and 
  nonlethal cold resistance 2. This increases by 2 
  at 10th level and every 4 levels thereafter. 
  Bibulous Haze (Su): At 11th level, allies within 10 
  feet benefit from the vinebound’s cloak of the 
  
  Fruits of the Spirits 
  17
  vine bonus.  
  Distilled Courage (Ex):  At 11th level, providing 
  he has at least 1 drunken spirit point, a 
  vinebound is immune to fear effects and fear 
  conditions. 
  Good Cheer (Sp): At 9th level, the vinebound can 
  spend 1 drunken spirit point to use unbreakable 
  heart or 3 drunken spirit points to use good 
  hope as spell-like abilities. 
  Revelry (Sp): At 17th level, the vinebound can 
  spend 6 drunken spirit points to use joyful 
  rapture as a spell-like ability. 
  Discovery 
  At 2nd level, and every even-numbered level 
  thereafter, the vinebound makes an impressive 
  alchemical discovery or gains new insight into 
  his malleable metabolism.  
  Poison Resistance (Ex) 
  At 2nd level, a vinebound gains a +2 bonus on all 
  saving throws against poison. This bonus 
  increases to +4 at 5th level, and then again to +6 
  at 8th level. At 10th level, a vinebound becomes 
  completely immune to poison. 
  Staggering Evasion (Ex) 
  At 3rd level, as long as he has at least 1 drunken 
  spirit point, a vinebound gains evasion, as the 
  rogue class feature of the same name. 
  In Vino Veritas (Ex) 
  At 4th level, whenever his drunken spirit pool 
  contains at least 1 point, the vinebound is 
  compelled to speak the truth as though subject 
  to a zone of truth. He can attempt to overcome 
  this with a Will saving throw, but a new saving 
  throw is required each round.  
  Synthesis (Su) 
  At 5th level, a vinebound synthesises alcohol 
  naturally, as a consequence of his altered 
  metabolism. 
  His drunken spirit pool begins each day 
  containing a number of points equal to his 
  Constitution bonus (minimum 1). He can 
  augment this as normal by consuming alcohol, 
  and points gained through the drunken spirit 
  ability no longer disappear after 1 hour.  
  Abundance (Su) 
  A vinebound’s touch can bring forth nature’s 
  plenty. Vegetation heavy with fruit grows in one 
  10-foot square per class level, counting as light 
  undergrowth. The affected squares must form a 
  continuous area. This is considered naturally-
  occurring difficult terrain. The vinebound can 
  pass through affected areas as though he had 
  the wilderness stride class feature. If the ground 
  is not capable of supporting plant life, the plants 
  die after 1d6 hours. 
  He can use this ability a number of times per day 
  equal to his class level + his Intelligence 
  modifier. 
  At 3rd level, the vinebound can imbue the fruits 
  with healing power, as though casting a 
  goodberry spell.  
  At 7th level, the vinebound can expend unused 
  extract slots to create fruits that act as infusions 
  of any conjuration (healing) extract he knows of 
  the same level. A single use of abundance allows 
  him to create a number of infusions up to his 
  Charisma modifier. 
  Improved Staggering Evasion (Ex) 
  At 9th level, as long as he has at least 2 drunken 
  spirit points, a vinebound gains improved 
  evasion, as the rogue advanced talent of the 
  same name. 
  Fertile Aura (Su) 
  At 15th level, the vinebound projects an aura of 
  fruitfulness that bestows the enrichment effect 
  of plant growth centred on himself. He can 
  suspend or resume the aura as a free action. 
  Alchemy of Sun (Su) 
  At 20th level, a vinebound gains fast healing 2 
  while in natural sunlight, or increases any 
  existing fast healing or regeneration by 2. He 
  synthesizes 1 drunken spirit point per hour (up 
  to his maximum) while in bright light of any kind. 
  Twice per day, when he uses abundance, he can 
  cause the fruits to grant the benefits of a heroes’ 
  
  Fruits of the Spirits 
  18
  feast spell. 
  Vinebound Discoveries 
  A vinebound can select from the following 
  discoveries. 
  Alchemist Discovery 
  The vinebound gains a discovery from the 
  following list of alchemist discoveries, using his 
  vinebound level as his alchemist level: aromatic 
  extract, bitter pill, bottled ooze, chameleon, 
  combine extracts, concentrate poison, dilution, 
  elixir of life, enhance potion, extend potion, 
  eternal potion, glimmering infusion, healing 
  touch, infusion, intuitive understanding, lasting 
  tinctures, lingering spirit, material mastery, 
  pickled quasit, pheromones, promethean 
  disciple, ranged baptism, remedy extract, 
  sandstone solution, spell knowledge, 
  spontaneous healing, volumizer. 
  This discovery can be selected any number of 
  times, granting a different alchemist discovery 
  each time. 
  Ascending Abundance (Sp) 
  The vinebound can expend one use of 
  abundance to use climbing beanstalk as a spell-
  like ability. 
  Bounteous Abundance (Su) 
  When the vinebound uses abundance, he can 
  expend an additional use to have the fruits 
  provide the benefits of harvest season for 1 
  creature per class level. At 10th level, they 
  nourish creatures that eat them as a bountiful 
  banquet. 
  Drunkard’s Recovery (Ex) 
  The vinebound gains Drunkard’s Recovery as a 
  bonus feat. 
  Effortless Drinker (Ex) 
  The vinebound doesn’t provoke attacks of 
  opportunity when he consumes a drink, 
  including extracts and potions. 
  Energizing Light (Ex) 
  Whenever the vinebound succeeds at a saving 
  throw against a light spell or effect, he can 
  spend 1 drunken spirit point as an immediate 
  action to gain temporary hit points equal to 1d4 
  + the level of the spell. These temporary hit 
  points don’t stack with themselves, and last for 
  a maximum of 1 hour. When he rests in bright, 
  natural sunlight, he is healed of twice the 
  normal amount of hit point damage and ability 
  score damage. 
  Green Fingers (Su) 
  The vinebound can expend a use of abundance 
  to heal a plant creature with a touch. This either 
  heals damage equal to 1d8 + his class level, or 
  functions as a remove disease spell that only 
  works on plant creatures. 
  Hardy Liver (Ex) 
  The vinebound gains Hardy Liver as a bonus feat, 
  regardless of whether he meets the 
  prerequisites. 
  Harvest Steed (Sp) 
  The vinebound can expend two uses of 
  abundance to use wicker horse as a spell-like 
  ability. 
  Inebriated Inspiration (Ex) 
  The vinebound can use his drunken spirit to 
  augment Knowledge checks, as the inspiration 
  class feature. The vinebound can use inspiration 
  on any Knowledge checks without expending a 
  use of drunken spirit, provided he’s trained in 
  the skill and has at least one point in his drunken 
  spirit pool. Inebriated inspiration counts as the 
  inspiration class feature for the purpose of 
  prerequisites.  
  A vinebound with this discovery can select any 
  of the following investigator talents in place of 
  discoveries, using his vinebound level as his 
  investigator level: amazing inspiration, eidetic 
  recollection, inspired intelligence, tenacious 
  inspiration. 
  
  Fruits of the Spirits 
  19
  Irresistible Harvest (Su) 
  When the vinebound uses abundance, he can 
  expend an additional use to grow supernaturally 
  appetizing fruit. Creatures within the vegetation 
  or adjacent to it that can see or smell the fruit 
  become fascinated (Will negates), either 
  sampling the fruit (delicious and harmless) or 
  simply examining it. The distraction of a nearby 
  combat or other dangers prevents this ability 
  from working. 
  While fascinated, a target takes a –4 penalty on 
  all skill checks made as reactions, such as 
  Perception checks. Any potential threat to the 
  target allows the target to make a new saving 
  throw against the effect. Any obvious threat, 
  such as someone drawing a weapon, casting a 
  spell, or aiming a weapon at the target, 
  automatically breaks the effect. In addition, the 
  target can attempt a new Will saving throw once 
  per minute to break free of the fascination. The 
  fruit loses its potency after one minute per class 
  level, becoming mundane (but delicious) fruit. 
  Long-term companions (such as an adventuring 
  party) grow used to the effects of the fruit, and 
  are immune to its fascinating effects. 
  Luxuriant Growth (Sp) 
  The vinebound can expend one use of 
  abundance to use the enrichment effect of plant 
  growth as a spell-like ability, or two uses to 
  duplicate the overgrowth effect. If he has the 
  fertile aura class feature, he can spend a single 
  use of abundance to use either ability. He must 
  be at least 6th level to select this discovery. 
  Metabolic Efficiency (Ex) 
  The vinebound needs to eat and drink only 1/4 
  as often as normal, needs only 2 hours of sleep 
  each night (including to replenish his drunken 
  spirit pool and extract slots), and can hold his 
  breath for up to 1 hour per point of 
  Constitution. 
  Spirit Goggles (Ex) 
  Providing he has at least 1 drunken spirit point 
  in his pool, the vinebound gains a +4 bonus on 
  saving throws against the horrific appearance 
  universal monster ability. He can expend 1 point 
  of drunken spirit to reroll a failed saving throw 
  against such effects; if the reroll is successful, he 
  treats all creatures as having partial 
  concealment for 1 round as his vision blurs. 
  Succulent Sweetness (Ex) 
  The vinebound gains both the ghoran’s delicious 
  racial trait and the Delectable Feint feat, even if 
  he doesn’t meet the prerequisites. 
  Sunlight Suffusion (Su) 
  The vinebound can release some of the light 
  within his body, as an unbearable brightness 
  spell. He can use this once per day at 8th level, 
  and one additional time per day at 12th level 
  and every 4 levels thereafter. He must be at 
  least 8th level to select this discovery. 
  Sunlit Strike (Su) 
  The vinebound gains Sunlit Strike as a bonus 
  feat; he can activate its benefit as a swift action. 
  He must have the Sunlight Suffusion discovery to 
  select this discovery. 
  Wilderness Stride (Su) 
  The vinebound gains the wilderness stride class 
  feature. 
   
   
  
  Fruits of the Spirits 
  20
  Spicerager 
  Countless heroes seek the thrill of adventure, but for the spicerager, this yearning goes one step 
  further. When adventure calls, her veins fill with the fire of spices and the savour of herbs, turning 
  the rush of adrenaline into an irresistible and intoxicating surge. Without that excitement, life seems 
  dull and flavourless. A spicerager may be mild in times of peace, but inside burns a tireless zest for 
  battle and a hunger that can be sated only by constant risk. 
  Alignment: Any 
  Hit Die: d10 
  Starting Wealth: 3d6 × 10 gp (average 105gp). 
  Class Skills: The spicerager’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Fly (Dex), Handle 
  Animal (Cha), Intimidate (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), 
  Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str). 
  Skill Ranks Per Level: 4 + Int modifier. 
  Table: Spicerager 
   
  Spells per day 
  Level 
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
  Special 
  1st 2nd 3rd 4th 
  1st 
  +1 
  +2 
  +0 
  +0 
  Spicemark, spicemark power, spicerage, 
  preternatural scent 
   
   
   
   
  2nd 
  +2 
  +3 
  +0 
  +0 
  Woodland stride 
   
   
   
   
  3rd 
  +3 
  +3 
  +1 
  +1 
  Aromatic aura 
   
   
   
   
  4th 
  +4 
  +4 
  +1 
  +1 
  Eschew materials, spicemark power, 
  ragecasting 
   
   
   
   
  5th 
  +5 
  +4 
  +1 
  +1 
  Spicecasting 
   
   
   
   
  6th 
  +6/+1 
  +5 
  +2 
  +2 
  Spicemark feat 
   
   
   
   
  7th 
  +7/+2 
  +5 
  +2 
  +2 
  Spicemark spell, mystic talent 
   
   
   
   
  8th 
  +8/+3 
  +6 
  +2 
  +2 
  Spicemark power 
   
   
   
   
  9th 
  +9/+4 
  +6 
  +3 
  +3 
  Spicemark feat 
   
   
   
   
  10th 
  +10/+5 
  +7 
  +3 
  +3 
  Raging stride, spicemark spell 
   
   
   
   
  11th 
  +11/+6/+1 
  +7 
  +3 
  +3 
  Greater spicerage 
   
   
   
   
  12th 
  +12/+7/+2 
  +8 
  +4 
  +4 
  Spicemark feat, spicemark power 
   
   
   
   
  13th 
  +13/+8/+3 
  +8 
  +4 
  +4 
  Improved mystic talent, spicemark spell 
   
   
   
   
  14th 
  +14/+9/+4 
  +9 
  +4 
  +4 
  Spontaneous spicecasting 
   
   
   
   
  15th 
  +15/+10/+5 
  +9 
  +5 
  +5 
  Spicemark feat 
   
   
   
   
  16th +16/+11/+6/+1 +10 
  +5 
  +5 
  Spicemark power, spicemark spell, 
  the spice must flow 
   
   
   
   
  17th +17/+12/+7/+2 +10 
  +5 
  +5 
  Tireless spicerage 
   
   
   
   
  18th +18/+13/+8/+3 +11 
  +6 
  +6 
  Spicemark feat 
   
   
   
   
  19th +19/+14/+9/+4 +11 
  +6 
  +6 
  Greater mystic talent 
   
   
   
   
  20th +20/+15/+10/+5 +12 
  +6 
  +6 
  Mighty spicerage, spicemark power 
   
   
   
   
  
  Fruits of the Spirits 
  21
  Weapon and Armour Proficiency 
  Spiceragers are proficient with all simple and 
  martial weapons, light armour, medium armour, 
  and shields (except tower shields). 
  Spicemark 
  Each spicerager has a source of magic 
  somewhere in her heritage that empowers her 
  spicerages, bonus feats, and bonus spells. This 
  may reflect ancestral liaisons with a deity who 
  favours incense from a specific plant, the 
  influence of a place of natural power, or a blood 
  relationship to a spice fey or plant. Regardless of 
  the source, this influence manifests in a number 
  of ways. A spicerager must pick one spicemark 
  upon taking her first level of spicerager. Once 
  made, this choice cannot be changed. 
  The spicerager gains spicemark powers at 1st 
  level, 4th level, and every 4 levels thereafter. 
  The spicemark powers a spicerager gains are 
  described in her chosen spicemark. For all spell-
  like spicemark powers, treat the character’s 
  spicerager level as the caster level. 
  At 6th level and every 3 levels thereafter, a 
  spicerager receives one bonus feat chosen from 
  a list specific to each spicemark. The spicerager 
  must meet the prerequisites for these bonus 
  feats. At 7th, 10th, 13th, and 16th levels, a 
  spicerager learns an additional spell derived 
  from her spicemark. These spells are in addition 
  to the number of spells given on Table: 
  Spicerager. These spells cannot be exchanged 
  for different spells at higher levels. 
  If the spicerager takes levels in another class 
  that grants a spicemark, the spicemarks must be 
  the same type, even if that means that the 
  bloodline of one of the classes must change. 
  Subject to GM discretion, the spicerager can 
  change her former spicemark to make them 
  conform. 
  Spicerage (Su) 
  The spicerager’s supernatural infusion grants 
  her the ability to spicerage. At 1st level, a 
  spicerager can spicerage for a number of rounds 
  per day equal to 4 + her Constitution modifier. 
  At each level after 1st, she can spicerage for 2 
  additional rounds per day. Temporary increases 
  to Constitution (such as those gained from 
  spiceraging or spells like bear’s endurance) don’t 
  increase the total number of rounds that a 
  spicerager can spicerage per day. The total 
  number of rounds of spicerage per day is 
  renewed after resting for 8 hours, although 
  these hours need not be consecutive. 
  A spicerager can enter a spicerage as a free 
  action. While in a spicerage, a spicerager gains a 
  +2 bonus on melee attack rolls, melee damage 
  rolls, thrown weapon damage rolls, and Will 
  saving throws. In addition, she takes a –2 
  penalty to Armour Class. She also gains 2 
  temporary hit points per Hit Die. These 
  temporary hit points are lost first when a 
  character takes damage, disappear when the 
  spicerage ends, and are not replenished if the 
  spicerager enters a spicerage again within 1 
  minute of her previous spicerage. While in a 
  spicerage, a spicerager cannot use any 
  Charisma-, Dexterity-, or Intelligence-based skill 
  (except Acrobatics, Fly, Intimidate, and Ride) or 
  any ability that requires patience or 
  concentration (such as spellcasting). 
  A spicerager can end her spicerage as a free 
  action. When the spicerage ends, he’s fatigued 
  for a number of rounds equal to twice the 
  number of rounds spent in the spicerage. A 
  spicerager cannot enter a new spicerage while 
  fatigued or exhausted, but can otherwise enter 
  spicerage multiple times during a single 
  encounter or combat. If a spicerager falls 
  unconscious, her spicerage immediately ends, 
  placing her in peril of death. 
  Spicerage counts as the barbarian’s rage class 
  feature for the purpose of feat prerequisites, 
  feat abilities, magic item abilities, and spell 
  effects. 
  Preternatural Scent (Ex) 
  A spicerager’s herbal ancestry leaves her with an 
  uncanny ability to detect and distinguish 
  aromas. A spicerager gains the scent ability. If 
  she already has this, she gains a +4 bonus to any 
  checks made using the ability. 
  
  Fruits of the Spirits 
  22
  In addition, the spicerager gains a bonus equal 
  to half her class level on checks made to identify 
  plants and botanical substances by scent or 
  taste. She also gains this bonus on skill checks to 
  prepare food, such as Profession (chef). 
  Woodland Stride (Ex) 
  Starting at 2nd level, a spicerager may move 
  through any sort of undergrowth (such as 
  natural thorns, briars, overgrown areas, and 
  similar terrain) at her normal speed and without 
  taking damage or suffering any other 
  impairment. Thorns, briars, and overgrown 
  areas that have been magically manipulated to 
  impede motion, however, still affect her. 
  Aromatic Aura (Su) 
  At 3rd level, a spicerager is immune to the 
  sickened condition, and treats nauseated as 
  sickened. Each ally within 10 feet of her gains a 
  +4 morale bonus on saving throws against 
  sickening or nauseating effects. This ability 
  functions only while the spicerager is conscious, 
  not if she is unconscious or dead. 
  Ragecasting (Su) 
  At 4th level, the spicerager gains the ability to 
  cast spells even while spiceraging. she can also 
  cast these spells defensively and can make 
  concentration checks for these spells while 
  spiceraging. While spiceraging, she can cast and 
  concentrate on only her spicerager spells (see 
  below); spells from other classes cannot be cast 
  during this state. 
  Eschew Materials 
  At 4th level, the spicerager gains Eschew 
  Materials as a bonus feat. 
  Spell Casting 
  Beginning at 4th level, a spicerager gains the 
  ability to cast a small number of divine spells 
  drawn from the bloodrager spell list. To learn or 
  cast a spell, a spicerager must have a Wisdom 
  score equal to at least 10 + the spell level. she 
  can cast spells she knows without preparing 
  them ahead of time. The saving throw DC 
  against a spicerager’s spell is 10 + the spell level 
  + the spicerager’s Wisdom modifier. 
  Like other spellcasters, a spicerager can cast 
  only a certain number of spells of each level per 
  day. her base daily spell allotment is given on 
  Table: Spicerager. In addition, she receives 
  bonus spells per day if she has a high Wisdom 
  score. The spicerager does not need to prepare 
  these spells in advance; she can cast any spell 
  she knows at any time, assuming she hasn’t yet 
  used up her allotment of spells per day for the 
  spell’s level. 
  The spicerager’s selection of spells is limited. At 
  4th level, a spicerager knows two 1st-level spells 
  of her choice. A spicerager gains more spells as 
  she increases in level, as indicated on Table: 
  Spicerager Spells Known. Unlike spells per day, 
  the number of spells a spicerager knows is not 
  affected by her Wisdom score, but it is affected 
  by any bonus spells she gains from her 
  bloodline. At 8th level and every 3 levels 
  thereafter, a spicerager can choose to learn a 
  new spell in place of one she already knows. This 
  swap follows all the same rules as for a sorcerer. 
  Table: Spicerager Spells Known 
  Level Spells Known 
   
   
   
  1st 
  2nd 
  3rd 4th 
  4th 
  2 
  — 
  — 
  — 
  5th 
  3 
  — 
  — 
  — 
  6th 
  4 
  — 
  — 
  — 
  7th 
  4 
  2 
  — 
  — 
  8th 
  4 
  3 
  — 
  — 
  9th 
  5 
  4 
  — 
  — 
  10th 5 
  4 
  2 
  — 
  11th 5 
  4 
  3 
  — 
  12th 6 
  5 
  4 
  — 
  13th 6 
  5 
  4 
  2 
  14th 6 
  5 
  4 
  3 
  15th 6 
  6 
  5 
  4 
  16th 6 
  6 
  5 
  4 
  17th 6 
  6 
  5 
  4 
  18th 6 
  6 
  6 
  5 
  19th 6 
  6 
  6 
  5 
  20th 6 
  6 
  6 
  5 
   
  
  Fruits of the Spirits 
  23
  Spicecasting (Ex) 
  A spicerager’s blood is infused with rare and 
  exotic compounds. At 5th level, a spicerager can 
  tap into her blood to fuel her spells. She can 
  incur 1 point of Constitution damage while 
  casting a spell to replace up to 25gp per 
  spicerager level of costly material components. 
  This ability can be used twice per day initially, 
  and one additional time at 15th and 20th level.  
  A spicerager immune to Constitution damage 
  cannot benefit from this ability. Spicecasting 
  cannot replace costs incurred as an offering to 
  another creature (such as planar ally spells), nor 
  spell foci. 
  Mystic Talent 
  At 7th level, a spicerager gains a special mystic 
  ability from her spicemark. 
  She can gain a familiar as the wizard ability; the 
  familiar is fey rather than a magical beast. her 
  effective wizard level is equal to her spicerager 
  level -4. 
  Alternatively, she can gain a metamagic, spell 
  focus, item mastery or item creation feat for 
  which she qualifies, as a bonus feat. she must 
  meet the prerequisites of the feat. 
  Raging Stride (Su) 
  At 10th level, while raging, a spicerager can 
  move through even magically-enhanced 
  undergrowth without injury or penalty. In 
  addition, she gains a +4 bonus to resist any 
  effect that would impede her movement, such 
  as entangling, grappling or paralysis. 
  Greater Spicerage (Su) 
  At 11th level, a spicerager’s bonus on melee 
  attack rolls, melee damage rolls, thrown weapon 
  damage rolls, and Will saves while spiceraging 
  increases to +3. In addition, the amount of 
  temporary hit points gained when entering a 
  spicerage increases to 3 per Hit Die.  
  Upon entering a spicerage, the spicerager can 
  apply the effects of a spicerager spell she knows 
  of 2nd level or lower to herself. The spell must 
  have a range of touch or personal. If the spell’s 
  duration is greater than 1 round, it instead lasts 
  for the duration of the spicerage. This use 
  consumes a spicerager spell slot, as if she had 
  cast the spell; she must have the spell slot 
  available to take advantage of this effect. 
  Greater spicerage counts as the barbarian’s 
  greater rage ability for the purposes of feat 
  prerequisites, feat abilities, magic item abilities, 
  and spell effects. 
  Improved Mystic Talent 
  At 13th level, a spicerager gains a bonus feat for 
  which she meets the prerequisites. she can 
  select a metamagic, spell focus, item mastery or 
  item creation feat for which she qualifies. 
  If she has a familiar, she can select a feat that 
  requires a familiar as a prerequisite. 
  Alternatively, she can allow her familiar to gain a 
  feat for which being a familiar is a prerequisite. 
  Spontaneous Spicecasting 
  Starting at 14th level, a spicerager can sacrifice 
  rounds of spicerage to cast a spell she does not 
  know but which is on the list of spicerager spells. 
  she must expend the spell slot as normal, as well 
  as one round of spicerage per level of the spell 
  to be cast. 
  The Spice Must Flow (Su) 
  At 16th level, a spicerager gains the benefits of a 
  freedom of movement spell while spiceraging. In 
  addition, whenever the spicerager is suffering 
  from hit point bleed damage, she gains a +1 
  bonus to caster level checks from the flow of 
  raw spiceblood. 
  Tireless Spicerage (Su) 
  At 17th level, a spicerager no longer becomes 
  fatigued at the end of her spicerage. 
  Greater Mystic Talent 
  At 19th level, a spicerager gains a bonus feat for 
  which she qualifies, following the same rules as 
  improved mystic talent. 
  Mighty Spicerage (Su) 
  At 20th level, a spicerager’s bonus on melee 
  attack rolls, melee damage rolls, thrown weapon 
  
  Fruits of the Spirits 
  24
  damage rolls, and Will saves while spiceraging 
  increases to +4. In addition, the amount of 
  temporary hit points gained when entering a 
  spicerage increases to 4 per Hit Die.  
  Furthermore, the spell she can apply to herself 
  at the beginning of a spicerage due to the 
  greater spicerage class feature is not limited to 
  only spells of 2nd level or lower. 
  Spicerager Spicemarks 
  When a spicerager enters a spicerage, she often 
  takes on a physical transformation influenced by 
  her spicemark and powered by the magic that 
  roils within her. Unless otherwise specified, she 
  gains the effects of her spicemark powers only 
  while in a spicerage; once the spicerage ends, all 
  powers from her spicemark immediately cease, 
  and any physical changes the spicerager 
  underwent revert, restoring her to normal. 
  Chili 
  Bonus Feats: Antagonize, Burning Amplification, 
  Flame Blade Dervish, Focused Discipline, Great 
  Fortitude, Run, Sickening Spell, Steadfast 
  Personality 
  Bonus Spells: produce flame (7th), veil of ash 
  (10th), repugnant taste (13th), cleanse (16th). 
  Spicemark Powers: When you spicerage, chili 
  infuses your blood with terrifying effects. 
  Searing Breath (Su) 
  At 1st level, as a standard action that does not 
  provoke attacks of opportunity, you can breathe 
  a cloud of choking spice in a 10-foot cone that 
  leaves foes blinded and gasping. Creatures 
  affected can attempt a Fortitude saving throw 
  (DC 10 + half your class level + Charisma 
  modifier). If they fail, they are sickened and 
  treat all other creatures as having concealment 
  for 1d4 rounds. You can use this ability once per 
  day initially, and one additional time per day for 
  every 4 levels in the class. 
  Burning Resistance (Ex) 
  At 4th level, you gain fire resistance 5, as well as 
  a +2 bonus on saving throws against pain or 
  poison. At 8th level, your fire resistance 
  increases to 10, and the bonus on saving throws 
  against pain or poison increases to +4. 
  Neutralise Pain (Su) 
  At 8th level, you can touch another creature as a 
  move action to grant a +4 bonus on saving 
  throws against pain effects for one minute. If 
  the creature is currently suffering from a pain 
  effect, it can make another saving throw 
  immediately.  
  Invigorating Aura (Su) 
  At 12th level, during a spicerage your aromatic 
  aura is suffused with an invigorating fiery rush. 
  Your allies within the aura gain a +4 alchemical 
  bonus on saving throws against sleep, poison 
  and disease effects, and gain a +2 alchemical 
  bonus to damage rolls. 
  Fiery Charge (Su) 
  At 16th level, when you make a successful attack 
  at the end of a charge, your target suffers an 
  additional +1d6 fire damage and must make a 
  Constitution saving throw (DC 10 + half your 
  class level + Charisma modifier) or be blinded for 
  one round. 
  Red Hot Chili Pepper (Su) 
  At 20th level, you gain immunity to fire, pain, 
  and poison effects. Creatures that deal damage 
  to you with natural or touch attacks are 
  sickened for 1 round (Fortitude negates). 
  Rosemary 
  Bonus Feats: Channel Smite, Cleansing Burst, 
  Consecrate Spell*, Esoteric Advantage, Kirin 
  Style, Know Weakness, Soulwrecking Strike. 
  *the spicerager need not meet the racial 
  prerequisite for this feat. 
  Bonus Spells: unbreakable heart (7th), 
  communal protection from evil (10th), 
  hypercognition (13th), dispel evil (16th). 
  Spicemark Powers: Your spicerage is richly 
  fragrant and savoury, cleansing minds and air 
  alike. 
  
  Fruits of the Spirits 
  25
  Raging Recollection (Ex) 
  At 1st level, your memories are potent enough 
  to penetrate the fog of your spicerage.  You can 
  use Knowledge skills while spiceraging, provided 
  they are class skills and you are trained in them. 
  You may attempt all Knowledge skill checks 
  untrained. This counts as the bardic knowledge 
  class feature. 
  Aura of Purity (Su) 
  At 4th level, your presence purifies the air 
  around you. Diseases, inhaled poisons, and 
  noxious gaseous effects (such as stinking cloud) 
  are negated in a 10-foot aura around you. You 
  can activate or suspend this aura as a free 
  action. Effects caused by spells whose level is 
  more than half your class level are unaffected. 
  Forgetful Strike (Su) 
  At 8th level, you can cloud the memories of 
  others with your melee attacks. Each time you 
  confirm a critical hit, the target must succeed at 
  a Will saving throw or be affected as though by 
  mental block for 1 round. The DC of this save is 
  equal to 10 + 1/2 your spicerager level + your 
  Constitution modifier. This is a mind-affecting 
  compulsion effect. 
  Disperse Evil (Su) 
  At 12th level, you can channel energy as a cleric 
  of your class level, but only to harm evil 
  outsiders and undead. The DC of this save is 
  equal to 10 + 1/2 your spicerager level + your 
  Constitution modifier. You can channel energy a 
  number of times per day equal to 3 + your 
  Constitution modifier. This counts as Alignment 
  Channel for the purpose of prerequisites. 
  In addition, you can select Cleansing Burst 
  without meeting its prerequisites. Its penalties 
  apply to evil outsiders, as well as undead. 
  Unconquered Recollection (Su) 
  At 16th level, you gain immunity to memory-
  altering effects. You can always take 10 on 
  Knowledge checks in which you are trained, and 
  three times per day you can take 20 on a 
  Knowledge check. 
  Purifying Wrath (Su) 
  At 20th level, your aura of purity is always 
  active, even when you aren’t spiceraging, and 
  when you deal damage to a creature with a 
  melee attack, it loses access to disease and 
  poison abilities for 1 round. Your attacks gain 
  the bane weapon special ability against evil 
  extraplanar creatures and evil incorporeal 
  undead. 
  Saffron 
  Bonus Feats: Calm Disposition, Disruptive*, 
  Ostentatious Display, Persuasive, Persuasive 
  Bribery, Skill Focus (Appraise), Skill Focus 
  (Diplomacy). 
  *as a fighter of the same class level. 
  Bonus Spells: fool’s gold (7th), golden guise 
  (10th), euphoric cloud (13th), envious urge 
  (16th). 
  *The spell from Villain Codex, not Arcane 
  Anthology. 
  Spicemark Powers: Your spicerage leaves your 
  flesh gloriously golden and clouds others’ minds 
  with greed. 
  Dreams of Splendour (Su) 
  At 1st level, you can fill an enemy’s mind with 
  thoughts of limitless wealth. Each time you 
  confirm a critical hit, the target must succeed at 
  a Will saving throw or be fascinated for 1 round. 
  The DC of this save is equal to 10 + 1/2 your 
  spicerager level + your Constitution modifier. 
  This is a mind-affecting compulsion effect. 
  Incorruptible (Su) 
  At 4th level, your golden splendour leaves you 
  immune to disease, poison and abilities that 
  would damage your appearance.  
  Trail of Gold (Su) 
  At 8th level, you leave a wake of golden yellow 
  as you move. This fills any square you move 
  through, granting concealment for 1 round. 
  Whenever you make a full attack, your own 
  square also gains concealment. 
  
  Fruits of the Spirits 
  26
  Limitless Wealth (Su) 
  At 12th level, you don’t incur Constitution 
  damage when you use spicecasting while 
  spiceraging. You can use spicecasting to replace 
  material components in a spell cast by an 
  adjacent creature. 
  Immortal Splendour (Su) 
  At 16th level, you gain immunity to polymorph 
  effects, aging effects, Charisma damage and 
  Charisma drain. 
  Golden Glory (Su) 
  At 20th level, you are suffused with golden 
  splendour and the confidence of riches beyond 
  counting. You gain immunity to fear, doubt and 
  effects that undermine your confidence, and 
  you add your Charisma modifier as well as your 
  Wisdom modifier on Will saving throws. These 
  benefits apply even while not spiceraging. When 
  you spicerage, your dreams of splendour ability 
  also affects the target as a haze of dreams spell 
  (Will negates). 
   
   
  
  Fruits of the Spirits 
  27
  Endurian 
  For many, the mark of the durian is both a blessing and an affliction. Few warriors can match their 
  durability, for their skin grows tough and warded by formidable thorns. The powerful fragrance that 
  surrounds the endurian is sweet and gladdening to their friends, but a reeking blight to adversaries; 
  yet even friends may tire of its constant presence. An endurian has a perceptive gaze and speaks 
  with authority, making them natural leaders and judges. 
  The endurian is an alternate class for the paladin. 
  Alignment: Cannot be chaotic or evil 
  Hit Die: d10 
  Starting Wealth: 5d6 × 10 gp (average 175gp). 
  Class Skills: The endurian’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), 
  Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), 
  Perform (Oratory) (Cha), Profession (Wis), Sense Motive (Wis), and Survival (Wis). 
  Skill Ranks Per Level: 4 + Int modifier. 
  Table: Endurian 
   
  Base Attack 
  Bonus 
  Fort 
  Save 
  Ref 
  Save 
  Will 
  Save 
   
  Natural 
  Armour 
  Level 
  Special 
  1st 
  +1 
  +2 
  +0 
  +2 
  Challenge 1/day, wild empathy 
  +0 
  2nd 
  +2 
  +3 
  +0 
  +3 
  Lay on hands, thorns 
  +1 
  3rd 
  +3 
  +3 
  +1 
  +3 
  Mercy, pungent aroma 10 ft. 
  +1 
  4th 
  +4 
  +4 
  +1 
  +4 
  Challenge 2/day, challenging orator 
  +1 
  5th 
  +5 
  +4 
  +1 
  +4 
  Bond of devotion, tactical bond 
  +1 
  6th 
  +6/+1 
  +5 
  +2 
  +5 
  Mercy 
  +2 
  7th 
  +7/+2 
  +5 
  +2 
  +5 
  Challenge 3/day, stern gaze 
  +2 
  8th 
  +8/+3 
  +6 
  +2 
  +6 
  Potent aroma, thorns (magic) 
  +2 
  9th 
  +9/+4 
  +6 
  +3 
  +6 
  Mercy 
  +2 
  10th 
  +10/+5 
  +7 
  +3 
  +7 
  Challenge 4/day, demand truth 
  +3 
  11th 
  +11/+6/+1 
  +7 
  +3 
  +7 
  Pungent aroma 20 ft. 
  +3 
  12th 
  +12/+7/+2 
  +8 
  +4 
  +8 
  Guarding thorns (good and lawful), mercy 
  +3 
  13th 
  +13/+8/+3 
  +8 
  +4 
  +8 
  Challenge 5/day, inspiring presence 
  +3 
  14th 
  +14/+9/+4 
  +9 
  +4 
  +9 
  Majestic aroma 
  +4 
  15th 
  +15/+10/+5 
  +9 
  +5 
  +9 
  Mercy 
  +4 
  16th +16/+11/+6/+1 +10 
  +5 
  +10 
  Challenge 6/day, royal command 
  +4 
  17th +17/+12/+7/+2 +10 
  +5 
  +10 
  Pungent aroma 30 ft. 
  +4 
  18th +18/+13/+8/+3 +11 
  +6 
  +11 
  Mercy 
  +5 
  19th +19/+14/+9/+4 +11 
  +6 
  +11 
  Challenge 7/day, overwhelming presence 
  +5 
  20th +20/+15/+10/+5 +12 
  +6 
  +12 
  King of fruit 
  +5 
  
  Fruits of the Spirits 
  28
  Class Features 
  All of the following are class features of the 
  endurian. 
  Weapon and Armour Proficiency 
  Endurians are proficient with all simple and 
  martial weapons. They are also proficient with 
  light armour, medium armour and shields (but 
  not tower shields). 
  Challenge (Ex) 
  Once per day, an endurian can challenge a foe to 
  combat. As a swift action, the endurian chooses 
  one target within sight to challenge. The 
  endurian’s melee attacks against the target of 
  her challenge deal extra damage equal to her 
  class level. She receives damage reduction 1/— 
  against attacks made by the target of her 
  challenge. This DR increases by +1 for every four 
  levels the endurian possesses. 
  The endurian can use this ability once per day at 
  1st level, plus one additional time per day for 
  every three levels beyond 1st, to a maximum of 
  seven times per day at 19th level. 
  Challenging a foe requires much of the 
  endurian’s concentration. The endurian takes a 
  –2 penalty to her Armor Class, except against 
  attacks made by the target of her challenge. 
  The challenge remains in effect until the target 
  is dead or unconscious, or until the combat 
  ends. 
  Wild Empathy (Su) 
  An endurian can improve the attitude of an 
  animal. This ability functions just like a 
  Diplomacy check made to improve the attitude 
  of a person. The endurian rolls 1d20 and adds 
  her endurian level and her Charisma modifier to 
  determine the wild empathy check result. The 
  typical domestic animal has a starting attitude of 
  indifferent, while wild animals are usually 
  unfriendly. 
  To use wild empathy, the endurian and the 
  animal must be within 30 feet of one another 
  under normal conditions. Generally, influencing 
  an animal in this way takes 1 minute but, as with 
  influencing people, it might take more or less 
  time. 
  An endurian can also use this ability to influence 
  a magical beast with an Intelligence score of 1 or 
  2, but she takes a -4 penalty on the check. 
  Lay On Hands (Su) 
  Beginning at 2nd level, an endurian can heal 
  wounds (her own or those of others) by touch. 
  Each day she can use this ability a number of 
  times equal to 1/2 her endurian level plus her 
  Charisma modifier. With one use of this ability, 
  an endurian can heal 1d6 hit points of damage 
  for every two endurian levels she possesses. 
  Using this ability is a standard action, unless the 
  endurian targets herself, in which case it is a 
  swift action. Despite the name of this ability, an 
  endurian only needs one free hand to use this 
  ability. 
  Alternatively, an endurian can use this healing 
  power to deal damage to undead creatures, 
  dealing 1d6 points of damage for every two 
  levels the endurian possesses. Using lay on 
  hands in this way requires a successful melee 
  touch attack and doesn't provoke an attack of 
  opportunity. Undead do not receive a saving 
  throw against this damage. 
  Thorns (Su) 
  At 2nd level, the endurian’s skin sprouts 
  formidable thorns that grant a +1 natural 
  armour bonus to AC. Providing she wears light 
  or no armour, any creature that strikes the 
  endurian with an unarmed strike or natural 
  weapon or that grapples her takes 1d4 points of 
  piercing damage. Weapons that strike her also 
  take this damage, though the damage is unlikely 
  to penetrate the weapon’s hardness. 
  At 6th level, and every 4 levels thereafter, the 
  natural armour bonus and the damage dealt by 
  the thorns increases by +1. At 8th level the 
  thorns count as magic for the purpose of 
  overcoming damage reduction. At 12th level the 
  thorns count as both good and lawful for the 
  purpose of overcoming damage reduction.  
  
  Fruits of the Spirits 
  29
  Mercy (Su) 
  At 3rd level, and every three levels thereafter, 
  an endurian can select one mercy. Each mercy 
  adds an effect to the endurian's lay on hands 
  ability. Whenever the endurian uses lay on 
  hands to heal damage to one target, the target 
  also receives the additional effects from all of 
  the mercies possessed by the endurian. A mercy 
  can remove a condition caused by a curse, 
  disease, or poison without curing the affliction. 
  Such conditions return after 1 hour unless the 
  mercy actually removes the affliction that causes 
  the condition. 
  These abilities are cumulative. For example, a 
  12th-level endurian's lay on hands ability heals 
  6d6 points of damage and might also cure 
  fatigued and exhausted conditions as well as 
  removing diseases and neutralizing poisons. 
  Once a condition or spell effect is chosen, it 
  can't be changed. 
  Pungent Aroma (Ex) 
  At 3rd level, an endurian exudes a powerful 
  scent that is revolting to enemies and pleasant 
  to her allies. This grants her the stench ability 
  with a 10-foot radius, sickening enemies for a 
  number of rounds equal to half her class level.  
  A Fortitude saving throw (DC 10 + half her 
  endurian level + Con modifier) negates the 
  sickened effect. Creatures that successfully save 
  cannot be affected by the same endurian’s 
  stench for 24 hours. 
  Allied creatures are immune to the sickening 
  effect. While they remain within the pungent 
  aroma’s radius, they gain a +4 morale bonus on 
  saving throws against scent-based effects and 
  those that cause the sickened or nauseated 
  conditions. Creatures that are neither allies nor 
  enemies are unaffected.  
  At 11th level and 17th level, the radius of the 
  pungent aroma increases by 10 feet. 
  Pungent aroma is considered an overpowering 
  scent. Strong wind or currents suppress this 
  ability, and any effect that suppresses the 
  stench also negates the benefits. 
  Challenging Orator (Ex) 
  At 4th level, while in a verbal debate, such as a 
  court proceeding, negotiation, or verbal duel, 
  the endurian can target another creature 
  participating in the debate as a swift action and 
  expend a use of her challenge. 
  This grants her a bonus equal to half her class 
  level on Diplomacy checks, and to the DC of skill 
  checks to demoralize her. She also gains a 
  morale bonus equal to her Charisma modifier 
  (minimum +1) on Will saves against effects 
  originating from the target.  
  In a verbal duel, she increases her determination 
  by an amount equal to the DR granted by her 
  challenge. She gains a bonus equal to half her 
  class level on skill checks to counter baiting, 
  mockery, red herrings and wit. She can use this 
  ability only once per verbal duel. 
  These effects remain until she or the target is no 
  longer actively participating in the verbal 
  debate.  
  Bond of Devotion (Ex) 
  At 5th level, an endurian inspires devotion that 
  allows her to form a special bond. This bond can 
  take one of two forms. Once the form is chosen, 
  it cannot be changed.  
  The first is a bond to her companions. This bond 
  allows her to gain a teamwork feat as a bonus 
  feat. She must meet the prerequisites for this 
  feat. She gains an additional bonus feat at 8th 
  level and every four levels attained after 8th, to 
  a maximum of five bonus feats at 20th level.  
  The second option is to form a close bond with 
  an animal companion. An endurian who selects 
  an animal companion can choose from the list 
  available to the ranger. This ability functions like 
  the druid animal companion ability (which is 
  part of the Nature Bond class feature), except 
  that the endurian's effective druid level is equal 
  to her endurian level –4. 
  Tactical Bond (Su) 
  If the endurian chooses to bond with her 
  companions at 5th level, she also gains the tribal 
  cooperation spirit power of the shaman’s tribe 
  
  Fruits of the Spirits 
  30
  spirit. If she chooses an animal companion, she 
  instead gains the hunter’s senses domain power 
  of the druid’s panther domain. 
  Stern Gaze (Ex) 
  At 7th level, an endurian’s gaze is discerning and 
  imperious. The endurian gains a morale bonus 
  on all Intimidate and Sense Motive checks equal 
  to half her class level (minimum +1). 
  Potent Aroma (Ex) 
  At 8th level, the bonus granted to allies by 
  pungent aroma applies on saving throws against 
  fear effects.  
  When a creature subject to the endurian’s wild 
  empathy fails its saving throw against her 
  pungent aroma, she can immediately attempt a 
  wild empathy check to improve its attitude. 
  Resolve the effects of the pungent aroma based 
  on the creature’s new attitude. 
  Demand Truth (Su) 
  At 10th level, the endurian can expend a use of 
  her challenge to impose the effects of a zone of 
  truth on a number of creatures up to her 
  Charisma modifier within 30 ft. A Will save 
  negates this effect (DC 10 + half her endurian 
  level + Cha modifier). 
  Inspiring Presence (Sp) 
  At 13th level, the endurian can expend two uses 
  of lay on hands to use good hope as a spell-like 
  ability with a caster level equal to her class level. 
  Majestic Aroma (Su) 
  At 14th level, the morale bonus from the 
  endurian’s aroma applies against all emotion 
  effects. Immunity to poison no longer protects 
  living enemies from the stench, though it grants 
  a +4 bonus on the saving throw. 
  Royal Command (Sp) 
  At 16th level, the endurian can expend two uses 
  of lay on hands to use geas/quest or mark of 
  justice as a spell-like ability.  
  Beloved (Su) 
  At 19th level, the endurian can project an aura 
  of majesty in a 30-ft. radius for a number of 
  rounds per day equal to her class level; this 
  functions as overwhelming presence. This need 
  not be used consecutively but must be used in 
  one-round increments. 
  King of Fruit (Ex) 
  At 20th level, the endurian’s thorns are treated 
  as adamantine for the purpose of overcoming 
  the damage resistance and hardness of 
  creatures or weapons that strike her (but not for 
  other purposes). While she maintains a 
  challenge, she can attempt an Intimidate check 
  to demoralize the target of her challenge in 
  place of an attack; apply the usual penalties for 
  iterative attacks to the Intimidate check. 
  Animals that enter the area of her pungent 
  aroma are not sickened, but treat her as though 
  she were affected by a permanent alpha instinct 
  spell as long as they remain in the area and for 
  10 minutes thereafter. 
   
   
   
  
  Fruits of the Spirits 
  31
  Botanical Feats 
  Blood Price 
  You have learned to feed your spells on your 
  hunger for excitement, instead of your lifeforce. 
  Requirements: Spicecasting class feature, 
  spicerage class ceature 
  Benefit: You can expend 5 rounds of spicerage 
  to gain an additional daily use of spicecasting. 
  Drunken Connoisseur 
  Requirements: Spiritous formulae class feature, 
  drunken spirit class feature, Spiritous 
  Spontaneity 
  Benefit: Select a number of formulae you know 
  equal to your Intelligence modifier. Add these to 
  your spiritous formulae list, allowing you to 
  prepare them by expending drunken spirit 
  points. 
  Lethal Shock 
  Requirements: Aftershock class feature, 
  Lingering Shock, Sacrificial Shock, base Fortitude 
  saving throw +4 
  Benefit: Once per day, you can harm yourself to 
  unleash a devastating bolt of electricity. As a 
  standard action, you can deal yourself 2d6 
  piercing damage with a metallic weapon to 
  create a chain lightning effect, as though cast by 
  a sorcerer of your character level. The electricity 
  is non-magical. After you use this ability, you are 
  stunned for 1 round and exhausted for 1 minute. 
  Lingering Shock 
  Requirements: Aftershock class feature 
  Benefit: Your aftershock staggers creatures who 
  fail their saving throw for 1 round. In addition, 
  they take a further 1d8 electrical damage at the 
  end of their next turn. 
  Mouth-Watering Aroma 
  Your powerful scent is fragrant and captivating 
  to friend and foe alike. 
  Requirements: Pungent aroma class feature 
  Benefit: Instead of sickening enemies that fail 
  their saving throw, your aroma imposes a -4 
  penalty on all skill checks made as reactions 
  (such as Perception checks) and on 
  concentration checks, and a -2 penalty to AC, on 
  Will saving throws and weapon damage rolls. 
  Pitchblende Gift 
  You can manipulate the strange energy of 
  blightburn that glows within you. 
  Prerequisite: 6th-level bananarchist. 
  You gain the blightburn manipulation class 
  feature, as a kineticist blightburner. 
  Sacrificial Shock 
  Requirements: Aftershock class feature, 
  Lingering Shock 
  Benefit: You can catalyze your blood with 
  metallic weapons to unleash a potent electrical 
  charge. As a swift action when making a melee 
  attack, you can deal yourself 1d4 piercing 
  damage with a weapon in your off-hand to grant 
  the shock and shocking burst properties to your 
  main weapon for 1 round. Both weapons must 
  be metallic. This electricity damage is non-
  magical. Alternatively, you can do this when 
  casting a spell with the electricity descriptor to 
  grant a +1 alchemical bonus to the caster level. 
  Salad Chef 
  You are adept at turning plants into delicious 
  and useful products. 
  Benefit: You get a +2 bonus on Profession (chef) 
  and Craft (cooking) relating to plant products, 
  and Craft or Knowledge checks to harvest plants 
  and plant creatures. If you have 10 or more 
  ranks in one of these skills, the bonus increases 
  to +4 for that skill. 
  Special: You can use this feat in place of Harvest 
  Parts to qualify for the Grisly Ornament feat. 
  Slippery Customer 
  Requirements: 5th-level bananarchist 
  
  Fruits of the Spirits 
  32
  Benefit: You are particularly adept at escaping 
  bonds and making others fall. You gain a +2 
  bonus to Escape Artist checks. Whenever an 
  adjacent creature fails a bull rush, drag, overrun, 
  reposition or trip combat manoeuvre check 
  against you, you can make a trip combat 
  manoeuvre check against them as an immediate 
  action that doesn’t provoke attacks of 
  opportunity. 
  Spiritous Spontaneity 
  Requirements: Spiritous formulae class feature, 
  drunken spirit class feature 
  Benefit: You can create an extract of a formula 
  in your spiritous formulae list by expending a 
  number of drunken spirit points equal to the 
  formula’s level. 
  Stinging Spray 
  Requirements: Citrimancer, Blood Spurt 
  Benefit: When you take damage from a slashing 
  or piercing attack, you can release a cone-
  shaped burst of acidic blood within a 15-ft. 
  range. This spray deals 1d4 points of acid 
  damage + 1 for every 2 citrimancer levels you 
  possesses, and dazzles the target for 1 round. 
  You can use this ability a number of times per 
  day equal to 3 + your Constitution modifier 
  (minimum 1). 
  Wild Harvester 
  Your botanical knowledge and skill in preparing 
  vegetarian cuisine makes you a deadly opponent 
  for plant creatures. 
  Requirements: Salad Chef, Survival 4 ranks, 
  Knowledge (nature) 4 ranks 
  Benefit: You gain favoured enemy (plants) as the 
  ranger class feature, using your bonus from 
  Salad Chef as your favoured enemy bonus. The 
  attack and damage bonus applies only to melee 
  weapons. This feat counts as favoured enemy 
  (plants) for the purpose of meeting 
  prerequisites. 
  Thunderous Harvest 
  Requirements: Horse chestnut tree. 
  Benefit: Once per day as a full-round action 
  while fruiting, you can spin rapidly, showering 
  those nearby with spiked chestnuts. Creatures 
  within 30 feet incur 1d6 bludgeoning and 
  piercing damage per Hit Die you possess, and 
  are knocked prone. A successful Reflex saving 
  throw halves the damage and negates the prone 
  condition. Creatures within your space are 
  unaffected. 
  Zest for Life 
  Requirements: Aftershock class feature 
  Benefit: You can expend a use of aftershock as a 
  standard action to heal yourself half the amount 
  of damage it would normally deal, or to use 
  stabilize on another creature as a spell-like 
  ability.  
  If you are reduced to 0 or fewer hit points, you 
  can expend all remaining uses of aftershock as 
  an immediate action to heal yourself as above 
  and automatically stabilize.  
   
   
   
   
   
   
   
  
  Fruits of the Spirits 
  33
  Open Game License 
   
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  characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, 
  environments, 
  creatures, 
  equipment, 
  magical 
  or 
  supernatural abilities or effects, logos, symbols, or graphic 
  designs; and any other trademark or registered trademark 
  clearly identified as Product identity by the owner of the 
  Product Identity, and which specifically excludes the Open 
  Game Content; (f) "Trademark" means the logos, names, 
  mark, sign, motto, designs that are used by a Contributor 
  to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor 
  (g) "Use", "Used" or "Using" means to use, Distribute, copy, 
  edit, format, modify, translate and otherwise create 
  Derivative Material of Open Game Content. (h) "You" or 
  "Your" means the licensee in terms of this agreement. 
   
  2. The License: This License applies to any Open Game 
  Content that contains a notice indicating that the Open 
  Game Content may only be Used under and in terms of 
  this License. You must affix such a notice to any Open 
  Game Content that you Use. No terms may be added to or 
  subtracted from this License except as described by the 
  License itself. No other terms or conditions may be applied 
  to any Open Game Content distributed using this License. 
   
  3. Offer and Acceptance: By Using the Open Game Content 
  You indicate Your acceptance of the terms of this License. 
   
  4. Grant and Consideration: In consideration for agreeing 
  to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license 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 this License. 
   
  6. Notice of License Copyright: You must update the 
  COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game 
  Content You are copying, modifying or distributing, and 
  You must add the title, the copyright date, and the 
  copyright holder's name to the COPYRIGHT NOTICE of any 
  original Open Game Content you Distribute. 
   
  7. Use of Product Identity: You agree not to Use any 
  Product Identity, including as an indication as to 
  compatibility, except as expressly licensed in another, 
  independent Agreement with the owner of each element 
  of that Product Identity. You agree not to indicate 
  compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly 
  licensed in another, independent Agreement with the 
  owner of such Trademark or Registered Trademark. The 
  use of any Product Identity in Open Game Content does 
  not constitute a challenge to the ownership of that 
  Product Identity. The owner of any Product Identity used 
  in Open Game Content shall retain all rights, title and 
  interest in and to that Product Identity. 
   
  8. Identification: If you distribute Open Game Content You 
  must clearly indicate which portions of the work that you 
  are distributing are Open Game Content. 
   
  9. Updating the License: Wizards or its designated Agents 
  may publish updated versions of this License. You may use 
  any authorized version of this License to copy, modify and 
  distribute any Open Game Content originally distributed 
  under any version of this License. 
   
  10. Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You 
  distribute. 
   
  11. Use of Contributor Credits: You may not market or 
  
  Fruits of the Spirits 
  34
  advertise the Open Game 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. 
   
  14. Reformation: If any provision of this License is held to 
  be unenforceable, such provision shall be reformed only 
  to the extent necessary to make it enforceable. 
   
  15. COPYRIGHT NOTICE 
   
  Open Game License v 1.0a Copyright 2000, Wizards of the 
  Coast, Inc. 
   
  System Reference Document. Copyright 2000, Wizards of 
  the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, 
  Skip Williams, based on material by E. Gary Gygax and 
  Dave Arneson. 
   
  Pathfinder Roleplaying Game Reference Document. © 
  2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC. 
   
  Pathfinder Roleplaying Game Core Rulebook. © 2009, 
  Paizo Inc.; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. © 2008, Monte J. Cook. 
  All rights reserved. 
  Tome of Horrors. © 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. 
  Pathfinder Roleplaying Game: Horror Adventures © 2016, 
  Paizo Inc.  
  [Insert the name of the entry used — incorporated here 
  by this reference — in place of this bracketed text, with 
  each entry used requiring a separate entry in Section 15] 
  from Fruits of the Spirits, © 2021, Librarians & 
  Leviathans. 
  Credits 
  None this time. 
  Reusing the Contents of the Book 
  Following the good example of the Tome of 
  Horrors Complete, here are instructions on 
  how to reuse the ideas contained in this book 
  and comply with the Open Game License from 
  our perspective. 
  Simply take the final entry in our Section 15 
  notice, and replace the [bracketed text] with 
  the name of the class or feat you wish to use. 
  Example 
  Endurian from Fruits of the Spirits, © 2021, 
  Librarians & Leviathans 
  If you wish to cite multiple bloodlines, you can 
  list each of them within a single statement. If 
  you prefer, you can provide a separate 
  statement for each bloodline. 
   
  
   
   
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Librarians & Leviathans - Fruits of the Spirits.pdf