TEXT: undeFEATable
  19: PAThFindEr ChroniClEr
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
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  Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  3.5 SYSTEM COMPATIBLE
  LPJ9555
  Written By Michael R. Kimmel
  NEW FEATS
  AgAiNST All OddS
  You can survive even against the direst of circum-
  stances.
  Prerequisites: Pathfinder chronicler level 3rd
  Benefit: Once per day per three levels of path-
  finder chronicler you possess, you can re-roll any 
  saving throw and take the new result. You must 
  choose to use this ability before learning whether 
  the initial save was successful, and you must take 
  the new result, even if it is worse. When you use 
  this ability, you take 1 ability score damage to 
  the key ability for the saving throw you re-rolled 
  (Constitution for Fortitude saves, Dexterity for 
  Reflex saves, or Wisdom for Will saves).
  BOTTOmlESS POckETS 
  Your pockets seem to have no end of useful objects 
  that you packed with you on your journey.
  Prerequisites: Deeper Pockets, pathfinder chroni-
  cler level 8th
  Benefit: You can carry up to 200 gp of unspecified 
  equipment per class level using your deep pockets 
  ability instead of the amount you could previously 
  carry. Additionally, retrieving an item you specify 
  at the time takes only a move action. You can also 
  choose to pack your gear in only 30 minutes and 
  still receive the +4 bonus to your Strength to deter-
  mine your light encumbrance, or you can choose 
  to take a full hour and receive a +8 bonus. Finally, 
  your bonus to Sleight of Hand checks made to 
  conceal small objects on your person increases 
  from +4 to +8.
  Normal: See the deep pockets ability and the 
  Deeper Pockets feat.
  cAll dOWN ThE hEAvENS 
  You can call on the powers of the heavens with 
  your orations, and the barbarians you call are remi-
  niscent of a heavenly host.
  Prerequisites: Any good alignment, 10 or more 
  ranks in Perform (oratory), pathfinder chronicler 
  level 7th
  Benefit: The barbarians you summon with your 
  call down the legends and lay of the exalted dead 
  class abilities gain the celestial creature template. 
  Additionally, their attacks are considered good-
  aligned for purposes of overcoming damage 
  reduction and they each possess 2 additional 
  hit points per level of pathfinder chronicler you 
  possess. Finally, the DC for evil creatures to resist 
  your bardic music effects made with the Perform 
  (oratory) skill increases by 2, or by 4 if the crea-
  tures are evil outsiders.
  chrONiclEr’S cOmPANiON 
  Your animal companion continues to become more 
  powerful and shares your resilience and determina-
  tion.
  Prerequisites: Nature bond or hunter’s bond 
  (animal companion) class feature, pathfinder 
  chronicler level 2nd
  Benefit: Every two levels of pathfinder chroni-
  cler you possess count as a level of a class which 
  improves the abilities of your animal companion. 
  For example, a druid 6/pathfinder chronicler 4 
  counts as having 8 levels of druid for purposes 
  of calculating the animal companion’s abilities. 
  Additionally, the animal companion gains a +2 
  bonus to Survival checks and can gain the benefit 
  of your live to tell the tale ability. Your animal 
  companion’s use of this ability counts against the 
  number of times you can use it per day.
  
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  chrONiclEr’S FAmiliAr 
  Your familiar continues to advance in power and learns to 
  speak new languages.
  Prerequisites: Arcane bond (familiar) class feature, path-
  finder chronicler level 2nd
  Benefit: Every two levels of pathfinder chronicler you 
  possess count as a level of a class which improves the 
  abilities of your familiar. For example, a wizard 6/path-
  finder chronicler 4 counts as having 8 levels of wizard 
  for purposes of calculating the familiar’s abilities. 
  Additionally, when you take this feat and at each even 
  level of pathfinder chronicler you attain, your familiar 
  learns to speak a new language, even if it could not speak 
  a language previously. If you wish, you can also choose 
  to teach your familiar the languages that you create with 
  the Secret Script and Secret Tongue feats by spending 
  the appropriate amount of time teaching your familiar the 
  languages.
  chrONiclEr’S ScrOll
  You are a master of scribing scrolls and can grant them 
  additional bonuses.
  Prerequisites: Scribe Scroll, 10 or more ranks in 
  Profession (scribe), pathfinder chronicler level 5th
  Benefit: Whenever you scribe a scroll using the Scribe 
  Scroll feat, you can modify the scroll with any one of the 
  following benefits: increase the DC to resist the spell on 
  the scroll by 1; or increase the duration of a spell measured 
  in rounds or rounds per caster level by 1 round per 2 
  levels of pathfinder chronicler you possess; or calculate 
  the numerical effects of the spell (other than duration) 
  which are dependent on caster level by adding one third of 
  your pathfinder chronicler level to your caster level. These 
  benefits only work if you use the scroll yourself, and the 
  monetary value of the scroll does not increase.
  dEEPEr POckETS 
  Your pockets and packs contain even more trinkets and 
  valuable objects that you can whip out at a moment’s 
  notice.
  Prerequisites: Pathfinder chronicler level 4th
  Benefit: You can carry up to 150 gp of unspecified equip-
  ment per class level using your deep pockets ability. 
  Additionally, retrieving an item you specify at the time 
  takes only a standard action. You can also choose to pack 
  your gear in only 30 minutes and still receive the +4 bonus 
  to your Strength to determine your light encumbrance, or 
  you can choose to take a full hour and receive a +6 bonus. 
  Finally, your bonus to Sleight of Hand checks made to 
  conceal small objects on your person increases from +4 to 
  +6. 
  Normal: See the deep pockets ability for its normal func-
  tions.
  EmulATE ThE lEgENdS 
  You gain the ability to emulate the legends of old, gaining 
  great prowess and bloodlust in battle.
  Prerequisites: Pathfinder chronicler level 7th
  Benefit: Once per day you are able to fly into a blood-
  lust reminiscent of the legends you have heard of. Your 
  Strength score increases to 18 (if it is lower than 18) and 
  your base attack bonus becomes equal to your Hit Dice. 
  Your Constitution score also temporarily increases by 4: 
  see the description of the barbarian’s rage class feature 
  for the behavior of this Constitution score increase. These 
  benefits last for a number of consecutive rounds equal to 
  your pathfinder chronicler level.
  EmulATE ThE ExAlTEd dEAd 
  When you emulate the legends of old, you gain abilities 
  reminiscent of the exalted dead.
  Prerequisites: Emulate the Legends, pathfinder chronicler 
  level 10th
  Benefit: When you use the ability granted by the Emulate 
  the Legends feat, you also gain the following benefits: 
  a 50% miss chance; an additional +2 bonus to your 
  Constitution score; the ability to fly with a speed of 30 feet 
  and good maneuverability, using either your Fly skill check 
  bonus or a bonus equal to your pathfinder chronicler level, 
  whichever is higher; and finally, you gain the appearance 
  of a spectral warrior, and any enemy that beholds you must 
  succeed at a Will save or become shaken until you regain 
  your normal appearance (DC 15 + your Charisma modi-
  fier).
  ENSPElliNg ScriPT
  You can cause those who don’t understand your secret 
  writing to suffer from various magical effects.
  Prerequisites: Int 15+, 7 or more ranks in Linguistics and 
  Spellcraft, pathfinder chronicler level 3rd
  Benefit: When you write something using your secret 
  language, you can spend an extra hour enchanting the 
  writing so that the first person to try to read it who does 
  not understand it suffers from a harmful magical effect. 
  You choose the effect from the following list at the time 
  of writing: the reader takes 1d6 damage per level of path-
  finder chronicler you possess; or the reader is stunned for 
  1 round per level; or the reader takes a -2 penalty to all 
  
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  mental ability scores for 1 minute per level; or the reader’s 
  attitude towards you improves by 1 step for 1 minute per 
  level. Each effect can be resisted by a successful Will save 
  with a DC equal to 10 + your pathfinder chronicler level 
  + your Intelligence modifier. Your caster level for these 
  effects is equal to your pathfinder chronicler level. The 
  magic fades after a single creature that does not understand 
  the script attempts to read it, whether or not their saving 
  throw is successful.
  grEATEr Aid 
  You offer great assistance to your allies, giving them a 
  chance to succeed even when they would otherwise fail.
  Prerequisites: Pathfinder chronicler level 5th
  Benefit: When you use the aid another action, you can 
  grant your ally the ability to re-roll the check and take the 
  newer result. They must choose to re-roll before learning 
  the results of their original roll, and they must take the 
  newer result, even if it is worse. You may use this ability 
  twice per day at 5th level of pathfinder chronicler and one 
  additional time per day at 7th level and 9th level.
  grEATEr ENSPElliNg ScriPT
  You can create even more powerful effects with your secret 
  writing.
  Prerequisites: Int 17+, 11 or more ranks in Linguistics and 
  Spellcraft, pathfinder chronicler level 6th
  Benefit: This feat functions as Enspelling Script, except 
  that if you spend an additional hour (for a total of two 
  extra hours) enchanting your writing, you may choose 
  from one of the following effects instead of the Enspelling 
  Script effects: the reader takes 168 damage per level of 
  pathfinder chronicler you possess; or the reader is knocked 
  unconscious; or the reader is affected as by a charm 
  monster spell that you cast on them for 1 minute per level; 
  or the reader believes a false, alternate message is written 
  rather than the actual text. This message can be no longer 
  than the true text written. 
  grEATEr SEcrET ScriPT
  Your invented written languages are much more difficult to 
  decipher by those who do not know the script.
  Prerequisites: Int 15+, 9 or more ranks in Linguistics, 
  pathfinder chronicler level 3rd
  Benefit: Any written languages that you have invented by 
  taking the Secret Script feat become much more difficult 
  for others to decipher. The DC of the Linguistics check to 
  decipher these languages is increased by 10 and the checks 
  take twice the amount of time as normal. Even those who 
  use magic (such as comprehend languages) to attempt to 
  decipher the script must make an Intelligence check with 
  DC equal to 10 + your pathfinder chronicler level in order 
  to understand the script, thanks to its deceptive nature.
  grEATEr WhiSPEriNg cAmPAigN 
  Your whispering campaigns are more believable and their 
  effects last longer.
  Prerequisites: Cha 15+, 10 or more ranks in Perform 
  (oratory), pathfinder chronicler level 5th
  Benefit: The DC to resist the effects caused by your whis-
  pering campaign ability increases by 2. Additionally, you 
  are considered to have 3 more levels of pathfinder chroni-
  cler than you actually do for purposes of determining your 
  caster level for these effects and their duration. Finally, 
  once per week, you can choose to shift attitudes two steps 
  instead of one step when you denounce or promote a 
  particular target to others.
  imPrOvEd PAThFiNdiNg
  Your ability to find paths in even the wildest of regions is 
  unmatched.
  Prerequisites: 5 or more ranks in Survival, pathfinder 
  chronicler level 4th
  Benefit: The bonus granted by your pathfinding ability 
  to Survival checks made to avoid getting lost and to 
  Intelligence checks made to escape a maze spell increases 
  by +1 per 2 levels of pathfinder chronicler you possess. In 
  addition, you can choose to use the “highway” overland 
  movement modifier instead of “road or trail” even when 
  in trackless terrain, whether on foot or mounted, at no 
  penalty. However, the DC of the Survival check to extend 
  this benefit to others is 20, and you can only extend it to 
  one companion per two class levels.
  iNSPirE mulTiPlE AcTiONS
  You can inspire actions in multiple allies at once.
  Prerequisites: Cha 15+, 10 or more ranks in Perform 
  (oratory), pathfinder chronicler level 6th
  Benefit: When you use your bardic music ability to inspire 
  another ally to take an extra move or standard action, you 
  can use up additional uses of bardic music (up to 1 addi-
  tional use per level of pathfinder chronicler you possess) 
  to inspire additional allies to take action. Each additional 
  action costs 1 more use of bardic music than the previous 
  action you inspire. For example, inspiring 3 actions at once 
  uses up 6 uses of bardic music: 1 use for the first, 2 for the 
  second, and 3 for the third. You cannot inspire the same 
  
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  ally to take more than 1 additional action: you must choose 
  different allies.
  lAy OF ThE uNdErWOrld 
  You can call on the powers of hell and the abyss with your 
  orations, and the barbarians you call are reminiscent of a 
  fiendish host.
  Prerequisites: Any evil alignment, 10 or more ranks in 
  Perform (oratory), pathfinder chronicler level 7th
  Benefit: The barbarians you summon with your call down 
  the legends and lay of the exalted dead class abilities gain 
  the fiendish creature template. Additionally, their attacks 
  are considered evil-aligned for purposes of overcoming 
  damage reduction and each attack they make deals 1 
  additional point of fire damage per level of pathfinder 
  chronicler you possess. Finally, the DC for good creatures 
  to resist your bardic music effects made with the Perform 
  (oratory) skill increases by 2, or by 4 if the creatures are 
  good outsiders. 
  lEgENdAry PAThFiNdiNg 
  Your ability to find your way through the wilderness is 
  legendary, even supernatural.
  Prerequisites: 10 or more ranks in Survival, pathfinder 
  chronicler level 5th
  Benefit: Once per week, you are able to gain the benefits 
  of the find the path spell to navigate your way through 
  an area of wilderness (but not a dungeon, urban area, or 
  a plane that is not your native plane). Your caster level 
  for this effect is equal to your pathfinder chronicler level. 
  When you attain 8 levels in the pathfinder chronicler pres-
  tige class, you are able to use this ability one additional 
  time per week. When you attain 10 levels in pathfinder 
  chronicler, you are able to use this ability without being 
  restricted to wilderness areas.
  lEgENdS BETWEEN ThE liNES
  When you read something, you can glean a great deal of 
  additional information about the subject of the writing, 
  making correct conclusions by reading between the lines.
  Prerequisites: Int 15+, 7 or more ranks in Linguistics, 
  pathfinder chronicler level 3rd
  Benefit: Whenever you read a written work about a 
  particular topic, if you make a Knowledge check about 
  the subject of the writing within 24 hours of having read 
  the work, you gain an additional bonus to the Knowledge 
  check equal to your pathfinder chronicler level (above and 
  beyond any bonus you may receive from having read the 
  work). The written work must be at least one page long 
  and must have been written by someone in possession of 
  knowledge that you do not possess. You can only benefit 
  from each source in this way once, and you cannot stack 
  bonuses from multiple sources. If the writing is composed 
  largely of false information, you must make a DC 15 Sense 
  Motive check in order to gain the bonus. Additionally, you 
  are able to create written works which grant Knowledge 
  skill check bonuses to others who read them. Anyone who 
  reads a written work at least 1 page long that you authored 
  gains a bonus equal to your pathfinder chronicler level to 
  the next Knowledge skill check they make within 24 hours 
  about the subject of the writing. Any given creature can 
  only benefit from reading a given work once.
  mASTErFul EPic TAlES 
  You are quicker to scribe epic tales, and they are more 
  effective, being easier to use and lasting longer.
  Prerequisites: 10 or more ranks in Profession (scribe), 
  pathfinder chronicler level 6th
  Benefit: The epic tales that you scribe with your epic tales 
  and greater epic tales class abilities retain their super-
  natural potency twice as long as normal (2 days per class 
  level) and require only 30 minutes to inscribe instead of an 
  hour. Additionally, they require only a standard action to 
  activate instead of a full-round action, and their duration is 
  increased to 1 minute per 3 levels of pathfinder chronicler 
  you possess.
  Normal: See the epic tales class feature.
  SEcrET ScriPT
  You create a secret written language which only you and 
  those you teach know how to read and write.
  Prerequisites: Int 13+, 5 or more ranks in Linguistics, 
  pathfinder chronicler level 1st
  Benefit: You invent a secret written language which 
  only you have the ability to understand. The language is 
  complete and able to get across any ideas that you could 
  with normal writing. You can teach the language to another 
  creature with an Intelligence score of 10 or more by 
  spending 8 hours per day instructing them for a number of 
  days equal to 10 minus your pathfinder chronicler level. A 
  creature with Intelligence less than 10 requires twice that 
  amount of time, and a creature with Intelligence less than 3 
  cannot learn the language. The language can be deciphered 
  normally by those with the Linguistics skill: otherwise it is 
  not possible to understand except through magic.
  Special: You may take this feat multiple times. Each time, 
  you invent a new written language.
  
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  SEcrET TONguE 
  You create a secret spoken language which only you and 
  those you teach know how to speak.
  Prerequisites: Int 15+, 7 or more ranks in Linguistics, 
  pathfinder chronicler level 2nd
  Benefit: You invent a secret spoken language which 
  only you have the ability to understand. The language is 
  complete and able to get across any ideas that you could 
  with normal speech. You can teach the language to another 
  creature with an Intelligence score of 10 or more by 
  spending 8 hours per day instructing them for a number of 
  days equal to 10 minus your pathfinder chronicler level. A 
  creature with Intelligence less than 10 requires twice that 
  amount of time, and a creature with Intelligence less than 3 
  cannot learn the language.
  Special: You may take this feat multiple times. Each time, 
  you invent a new spoken language.
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; 
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  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
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  Based on original content from TSR.
  Undefeated 19, Copyright 2010, Louis Porter Jr. Design, Inc.
  OPEN gAmE licENSE vErSiON 1.0A 
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