TEXT: Alex Riggs, Joshua Zaback
  
  A Necromancer’s Almanac
  2014
  Alex Riggs, Joshua Zaback
  
  Product Identi ty: The following terms are hereby defi ned as product identi ty, as defi ned in the Open Gaming License 
  version 1.0a, Secti on 1(E), and are not Open Content: All trademarks, registered trademarks, proper names (characters, 
  deiti es, etc) dialogue, plot, storylines, locati on, characters and trade dress.
  Artwork: All art in this book, besides the Necromancers of the Northwest logo, is either part of the public domain, 
  or is used with the express permission of the creator. Necromancers of the Northwest, LLC claims no special rights or 
  privileges to any art presented herein.
  Open Game Content: Except for material designated as Product Identi ty or Artwork (see above), the game mechanics 
  of this Necromancers of the Northwest game product are Open Game Content, as defi ned in the Open Game License 
  version 1.0a Secti on 1(d). No porti on of this work other than Open Game Content may be reproduced in any form 
  without writt en permission.
  Compati bility with the Pathfi nder Roleplaying Game requires the Pathfi nder Roleplaying Game from Paizo Publishing, 
  LLC. See htt p://paizo.com/pathfi nderRPG for more informati on on the Pathfi nder Roleplaying Game. Paizo Publishing, 
  LLC does not guarantee compati bility, and does not endorse this product.
  Pathfi nder is a registered trademark of Paizo Publishing, LLC, and the Pathfi nder Roleplaying Game and the Pathfi nder 
  Roleplaying Game Compati bility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfi nder 
  Roleplaying Game Compati bility License. See htt p://paizo.com/pathfi nderRPG/compati bility for more informati on on the 
  compati bility license.
  Designers
  Alex Riggs, Joshua Zaback
  Credits
  Necromancers of the Northwest, LLC
  8123 236th St SW, Unit 102
  Edmonds, WA, 98026
  www.necromancers-online.com
  Designers
  Credits
  Editor
  Rosa Gibbons
  
  3
   Table of Contents
   Table of Contents
  Introduction...........................................................................................................................................................4
  Best in Class...........................................................................................................................................................5
  Archetypes and Class Features.....................................................................................................................6
  Plant Companions.......................................................................................................................................38
  Extraordinary Feats...........................................................................................................................................39
  New Feats....................................................................................................................................................40
  Monster Feats..............................................................................................................................................65
  Obscure Arcana...................................................................................................................................................69
  Spell Lists.....................................................................................................................................................70
  New Spells...................................................................................................................................................87
  Exotic Encounters.............................................................................................................................................126
  Monsters.....................................................................................................................................................127
  Elemental Templates...................................................................................................................................157
  New Player Races........................................................................................................................................159
  Appendix 1: Weather Rules............................................................................................................................182
  OGL.......................................................................................................................................................................183
  References to Other Products
   
  Several places in this book refer to one or more classes, feats, spells, items, or other content found in other books, 
  either other books published by Necromancers of the Northwest, or, more commonly, books published by Paizo. Any content that can be found in  the 
  Pathfi nder Roleplaying Game Core Rulebook or Pathfi nder Bestiary are not specially noted as such. Any content that cannot be found in either this book or one 
  of those two books will have a superscript denotation, indicating what book it can be found in. These notations are abbreviated. The following list explains 
  what book each abbreviation is associated with.
  AA1: Advanced Arcana Volume 1
  AA2: Advanced Arcana Volume 2
  AA3: Advanced Arcana Volume 3
  AA4: Advanced Arcana Volume 4
  ACG: Advanced Class Guide
  APG: Advanced Player’s Guide
  ARG: Advanced Race Guide
  B2: Bestiary 2
  B3: Bestiary 3
  B4: Bestiary 4
  LV: Liber Vampyr
  NA12: Necromancer’s Almanac 2012
  NA13: Necromancer’s Almanac 2013
  UC: Ultimate Combat
  UM: Ultimate Magic
  
  An Introduction
   
  Thank you for purchasing this book. Whether you are a longtime fan of Necromancers of the Northwest, or this is 
  your first time hearing of us, and you’re still not quite sure why this book is called “A Necromancer’s Almanac,” we are 
  confident that you will not be disappointed by what we have assembled in this tome.
   
  If you aren’t familiar with Necromancers of the Northwest, the content in this book is a compilation of material from 
  articles that we have produced on our website over the course of 2014. Since the very beginning of our company about five 
  years ago, we have been producing free content on our website just about every week. The nature of the articles may have 
  changed a few times, and we’ve certainly grown as designers since those first, early days, but we’ve been pretty steady about 
  producing material.
   
  The only problem was that it wasn’t very organized, and digging through articles to find that one spell or magic 
  item could be a real pain. Plus, some people don’t have access to the internet while they’re gaming (or just don’t want to be 
  tempted). We want people to use our content (even the free stuff), and so we wondered what we could do to try to solve this 
  problem, and make things more accessible for everyone. The result was A Necromancer’s Almanac 2012, a book very much like 
  this one, but which compiled all of our content from the year 2012. The book was a huge success, and we knew right away that 
  when the time came, we’d be doing the same thing again in following years.
   
  If there’s one thing that we learned in the course of compiling these products, it’s that we write a lot of stuff in one 
  year. For those of you who don’t know, our average books range from 20 pages (for a very small book), up to 50 pages for a very 
  large one, with our Advanced Arcana series being something of an exception. This book is almost 200 pages long! And it’s just 
  the content from the last year! 
   
  There are a couple of things from throughout the year that didn’t quite make it into the book, mostly the articles that 
  were previews of material found in other books, which doesn’t need to be collected into an anthology like this one. But despite 
  that, we’re confident that with the massive amounts of archetypes, alternate class features, feats, monsters from CR 1 to 20, 
  numerous new player character races, and spells galore, that no player should have any problem finding something that 
  interests them here, and GMs will have more than enough ammunition to throw at their players, whether using monsters 
  directly from the book, or giving the treats and goodies from the player-oriented sections to NPCs and villains of every sort.
   
  The book is divided into four sections, based on the four articles that we released throughout the year. The first, Best 
  in Class, handles alternate class features and archetypes. The second, Extraordinary Feats, is devoted to feats. The third 
  section, Obscure Arcana, is devoted to spells, and the fourth and final section, Exotic Encounters, is further subdivided to 
  include monsters, templates, and ten new player character races.
   
  A lot of time and effort went into gathering all the content from the website and putting it all together in one nice, 
  neat, easy-to-use place. More time and effort than it takes us to write some of those 20-50 page books. But now that it’s done, 
  and it’s all put together, we’re confident that it was worth it, and hope that you’ll feel the same way.
   
  So please, don’t waste any more time reading an introduction. Jump into the book. Find something you like, 
  something you can use in your game. Go play. And when you have, if you remember, consider visiting our website. Not only 
  will you get to see all the content that will be in next year’s almanac, and be able to play with it right away, but you can also 
  contact us, either by e-mail or in our forum. Let us know what you’ve been playing, and how it’s been working out for you. 
  What spells you like, what prestige classes you’re hoping to take, what magic items you’re saving up for. We’d love to hear all 
  about it.
   
  4
  
   
  Best in Class is our weekly article devoted to 
  providing class options for a variety of characters. In 2014, 
  we created 40 new archetypes, mysteries, and bloodlines, 
  covering every class from the Advanced Class Guide, and 
  nearly every class from the Pathfi nder Roleplaying Game Core 
  Rulebook, the Advanced Player’s Guide, Ultimate Combat, and 
  Ultimate Magic. For those classes not addressed by an 
  archetype, we created a handful of new domains, a new 
  alternative to animal companions allowing players to make 
  companions of plant creatures, new hexes, and more.
   
  This chapter contains all the content from Best in 
  Class over the course of 2014, with the exception of preview 
  material from another product, and any archetypes that are 
  restricted to one of the new races introduced this year in 
  the Exotic Encounters article (these archetypes are included 
  along with the races, in the Exotic Encounters chapter). The 
  class options are arranged in alphabetical order by the class 
  that they are associated with. At the end of the chapter, there 
  is a section on plant companions, a new character option for 
  any character that has access to animal companions.
   
  Several of the character options in this chapter are 
  associated with classes that are not included in the 
  Pathfi nder Roleplaying Game Core Rulebook. For each such 
  class, there is a brief note at the beginning of the section that 
  explains where the class can be found. Additionally, some of 
  the character options presented here contain material that 
  references content from another Necromancers of the 
  Northwest product. In these cases, a note at the end of the 
  relevant rules will provide information about what product 
  contains the referenced content.
  CHapter 1: Best in Class
  5
  
  6
  New Alchemist Archetypes
   
  The following archetypes are available to characters 
  of the alchemist class, found in the Advanced Player’s Guide.
  Cryochemist
   
  Cryochemists are alchemists who devote themselves 
  at least in part to the study of cold, and the various chemical 
  and alchemical possibilities that arise in particularly low 
  temperatures. They not only learn how to use the cold as a 
  potent weapon, but can also use it to protect themselves and 
  others from harm.
   
  Bomb (Su): A cryochemist’s bombs use an 
  alchemical ingredient that, when combined with air, 
  creates an intense cold, rather than a burning heat. The 
  cryochemist’s bombs deal cold damage, instead of fire 
  damage. Any effect that would change the type of damage 
  that the cryochemist’s bombs deal (such as the Acid Bomb 
  discovery) cause his bombs to deal half their damage as cold 
  damage and half their damage as the other sort.
   
  This ability modifies the bomb class feature.
   
  Cold Resistance (Su): At 2nd level, a cryochemist 
  gains cold resistance 5. This cold resistance increases to 10 at 
  5th level and again to 15 at 8th level. 
   
  At 10th level, a cryochemist becomes completely 
  immune to cold damage, but also becomes vulnerable to fire 
  damage (suffering 150% as much fire damage as he otherwise 
  would).
   
  This ability replaces the poison resistance class 
  feature.
   
  Shatterskin Bomb (Su): Beginning at 4th level, a 
  cryochemist learns how to create a special kind of bomb, 
  known as a shatterskin bomb. A creature that suffers a 
  direct hit from a bomb made in this way must succeed 
  on a Fortitude save, or his skin and muscles turn brittle 
  and fragile. Until the beginning of the cryochemist’s next 
  turn, whenever the target suffers any amount of damage 
  to which damage reduction would normally apply, he 
  suffers an additional amount of that damage equal to 1/2 
  the cryochemist’s alchemist level (rounded down). This 
  additional damage occurs whether the target actually has 
  damage reduction or not. This ability cannot be used in 
  conjunction with any discoveries that modify bombs.
   
  This ability replaces the discovery gained at 4th level.
   
  Improved Shatterskin Bomb (Su): Beginning 
  at 8th level, a cryochemist’s shatterskin bomb improves. 
  Whenever a creature fails its Fortitude save to resist the 
  cryochemist’s shatterskin bomb by 10 or more, that creature 
  is paralyzed until the beginning of the cryochemist’s next 
  turn, in addition to the shatterskin bomb’s normal effect. 
  Because this paralysis is caused by the creature’s body literally 
  freezing solid, it affects even creatures normally immune to 
  paralysis, but it does not affect creatures that are immune to 
  cold. At 14th level, this ability applies to any creature that fails 
  its saving throw by 5 or more, rather than by 10 or more.
   
  This ability replaces the discovery gained at 8th level.
   
  Liquifrost Armor (Su): Beginning at 12th level, 
  a cryochemist learns how to convert his bombs into a 
  substance that protects those it touches from intense heat, 
  rather than inflicting bitter cold upon them. As a standard 
  action, he can create and apply a dose of liquifrost armor that 
  is enough to affect a single creature of Large or smaller size. 
  He can apply it to himself or an adjacent willing creature 
  without difficulty. Applying it to an unwilling adjacent 
  creature requires a melee touch attack, and applying it to any 
  creature that is not adjacent requires a ranged touch attack. 
  Regardless of whether or not the target is willing or adjacent, 
  the liquifrost armor is applied as part of the same standard 
  action used to create it.
   
  A creature affected by a dose of liquifrost armor 
  gains an amount of fire resistance equal to the cryochemist’s 
  alchemist level for a number of rounds equal to his 
  Intelligence modifier.
   
  Each use of this ability uses up one of the 
  cryochemist’s daily uses of his bomb class feature.
   
  This ability replaces the discovery gained at 12th level.
   
  Improved Liquifrost Armor (Su): Beginning at 
  16th level, whenever the cryochemist uses his liquifrost armor 
  ability, the chemicals harden on the recipient’s skin, forming 
  a sort of armor. This grants the target an armor bonus to AC 
  equal to the cryochemist’s Intelligence modifier. This armor 
  bonus does not stack with any other armor bonus, but does 
  not impose an arcane spell failure chance, or armor check 
  penalty of any kind, nor does it inhibit the target’s speed. The 
  armor bonus lasts for the duration of the liquifrost armor 
  effect.
   
  This ability replaces the discovery gained at 16th level.
  Herbalist
   
  While other alchemists play with beakers full of 
  chemicals or struggle to transmute lead into gold, herbalists 
  know that great power is hidden in inconspicuous places, 
  such as the numerous fruits, vines, and tubers that so many 
  others take for granted. An herbalist knows how to get the 
  most from these plants, and use their power for himself.
   
  Alchemical Knack (Ex): An herbalist gains a 
  bonus equal to 1/2 his alchemist level on all Craft (alchemy) 
  checks made to create items. Further, when using Craft 
  (alchemy) to create a preparation of an herb or a compound 
  made from several herbs, the herbalist treats the result of 
  his Craft (alchemy) check as being 5 higher than it actually 
  is for the purposes of any aspects of that preparation or 
  compound that depend on the amount by which the Craft 
  check made to create it exceeds the DC. This +5 bonus does 
  not apply to other results of the Craft check (such as whether 
  or not the check is successful, or the amount of time that it 
  
  7
  takes to create the item). For more information on herbs, 
  preparations, and compounds, see A Necromancer’s Grimoire: 
  Herbs of the Jungle.
   
  This ability replaces the brew potion class feature.
   
  Exceptional Forager (Ex): An herbalist is 
  particularly skilled at foraging for herbs and similar objects. 
  Whenever he successfully forages for one or more herbs, 
  he finds one additional herb of the same type. At 5th level, 
  and again at 8th level and 11th level, the number of additional 
  herbs he finds increases by 1 (two additional herbs at 5th level, 
  3 at 8th level, and 4 at 11th level). For more information on 
  harvesting herbs, see A Necromancer’s Grimoire: Herbs of the 
  Jungle.
   
  This ability replaces the poison resistance class 
  feature.
   
  Potent Poisoning (Ex): Whenever an herbalist 
  creates a poison with the Craft (alchemy) skill, the saving 
  throw DC of that poison is equal to 10 + 1/2 the herbalist’s 
  alchemist level + the herbalist’s Intelligence modifier, instead 
  of the normal amount. In the case of poisons whose saving 
  throw DC increases based on the amount by which the Craft 
  check made to create them exceeds the Craft DC, the saving 
  throw DC still increases by this amount.
   
  This ability replaces the swift poisoning class feature. 
  When the herbalist gains the instant alchemy class feature 
  at 18th level, it allows him to apply poison as a swift action, 
  rather than an immediate action.
  New Antipaladin Archetype
   
  The following archetype is available to characters of 
  the antipaladin class, found in the Advanced Player’s Guide.
  Hellfrost Knight
   
  There are many ways to symbolize death, 
  destruction, and doom. Many choose to focus on aspects of 
  sudden, violent death: burning hellfire, and blood-stained 
  battlefields. But you are an agent of another sort of doom. 
  You revel in the fear and dread of an inevitable doom, 
  administered by an impartial, uncaring fate. For you, the 
  ultimate symbol of death is that of winter, of the freezing 
  cold, and the nether void, in which no life can survive.
   
   
  Hellfrost Blade (Su): As a swift action, a hellfrost 
  knight can suffuse a held weapon with an icy, otherworldly 
  chill. This causes the weapon to deal an additional 1d6 
  points of cold damage. This cold is supernaturally intense, 
  and while it affects creatures with vulnerability to cold 
  normally, only half of this damage (rounded up) is subject 
  to any resistance or immunity to cold that the target might 
  possess. Additionally, a creature struck by such an attack 
  must succeed on a Fortitude save (DC 10 + 1/2 the hellfrost 
  knight’s antipaladin level + the hellfrost knight’s Charisma 
  modifier) or be numbed by the cold, imposing a penalty 
  equal to the hellfrost knight’s Charisma modifier on all attack 
  rolls for a number of rounds equal to 1/2 the hellfrost knight’s 
  antipaladin level (rounded down, minimum 1), and reducing 
  the target’s movement speed by half for the same duration. 
  The hellfrost knight’s weapon remains affected for 3 rounds 
  (though any penalties it inflicts may last much longer).
   
  The hellfrost knight can use this ability once per day 
  at 1st level. At 4th level, and every three levels thereafter, he 
  gains an additional daily use of this ability.
   
  At 3rd level, and every two antipaladin levels 
  thereafter, the amount of additional cold damage inflicted by 
  the weapon increases by 1d6 (to a maximum of 10d6 at 20th 
  level).
   
  This ability replaces the smite good class feature.
   
  Winter’s Herald (Su): Beginning at 3rd level, a 
  hellfrost knight becomes immune to the effects of cold 
  weather. This functions as the endure elements spell, except it 
  only applies to cold environments, and not warm ones.
   
  At 7th level, the hellfrost knight gains cold resistance 
  5. This cold resistance increases to 10 at 11th level, and again 
  to 15 at 15th level. At 19th level, the hellfrost knight becomes 
  immune to cold.
   
  This ability replaces the plaguebringer class feature.
   
  Fiendish Boon (Sp):  If the hellfrost knight chooses 
  the first type of fiendish boon, he replaces the options for 
  flaming and flaming burst weapon special abilities with frost 
  and icy burst, respectively. If the hellfrost knight chooses 
  the second type of fiendish boon, he cannot select a fiendish 
  servant that has the fire subtype, although he can select 
  one that is neither evil nor chaotic as long as it has the cold 
  subtype.
   
  This ability modifies the fiendish boon class feature.
   
  Spellcasting: A hellfrost knight adds the following 
  spells to his spell list at the indicated levels:
   
  1st: chill touch, unshakable chillUM
   
  2nd: frigid touchUM, sleet storm
   
  3rd: ice storm, wall of ice
   
  4th: icy prisonUM
   
  This ability modifies the spellcasting class feature.
  
  8
  New Arcanist Archetype
   
  The following archetype is available to characters of 
  the arcanist class, found in the Advanced Class Guide.
  Arcane Scholar
   
  Knowledge is power, and so is magic. It stands to 
  reason that those who learn as many spells as they can are the 
  ones with the most power, or at least, those are the beliefs of 
  arcane scholars. Renowned for their ability to learn the inner 
  workings of a spell simply by seeing it cast, and their ability 
  to spontaneously cast spells from within their spellbook, 
  these arcanists are incredibly versatile, and are almost never 
  caught unprepared.
   
  Eagle Eye (Su): When an arcane scholar sees a 
  spell cast, she can spend 1 point from her arcane reservoir 
  in order to attempt to learn that spell, and later add it to 
  her spellbook. In order to learn a spell in this way, she must 
  be able to observe the spell being cast, and the spell must 
  be on the sorcerer/wizard spell list, and be of a spell level 
  that the arcane scholar can cast. Further, she must succeed 
  on a Spellcraft check (DC 10 + twice the spell’s level), or the 
  attempt fails. If the attempt is successful, she gains a strong 
  enough mastery of the spell to be able to write it into her 
  spellbook. Writing the spell into her spellbook in this way 
  takes the normal amount of time (1 hour per spell level) 
  and material costs. If the arcane scholar does not write the 
  spell into her spellbook before 24 hours have passed, the 
  knowledge of the spell escapes her, and this ability is wasted. 
  Using this ability does not allow the arcane scholar to cast the 
  spell directly; it only allows her to copy it into her spellbook, 
  at which point she can prepare and cast it through normal 
  means. The arcane scholar can use this ability once per day, 
  plus an additional time per day for every 5 arcanist levels 
  beyond 1st.
   
  This ability replaces the arcanist exploit gained at 1st 
  level.
   
  Defensive Applications (Ex): Beginning at 5th level, 
  an arcane scholar’s innate knowledge of the spells in her 
  spellbook give her an edge in resisting those spells. Whenever 
  the arcane scholar makes a saving throw to resist a spell that 
  is included in her spellbook, she can spend 1 point from her 
  arcane reservoir in order to gain a +1 bonus on that saving 
  throw. She must have the spellbook on her person in order to 
  use this ability. At 10th level, and every 5 levels thereafter, the 
  bonus granted by this ability increases by +1.
   
  This ability replaces the arcanist exploit gained at 5th 
  level.
   
  Spontaneous Spell (Sp): At 11th level, the arcane 
  scholar learns to cast spells that she has not prepared. As 
  a full-round action, she can cast a spell recorded in her 
  spellbook which she does not currently have prepared, and 
  which has a casting time of 1 round or less. In order to use 
  this ability, she must be able to reference her spellbook, and 
  she must spend a number of points from her arcane reservoir 
  equal to the spell’s level. The arcane scholar must still have an 
  unused spell slot of the appropriate spell level, and that spell 
  slot is consumed when the spell is cast.
   
  This ability replaces the arcanist exploit gained at 11th 
  level.
  New Barbarian Archetype
   
  The following archetype is available to characters of 
  the barbarian class.
  Focused Hunter
   
  Rather than relying on raw power and overwhelming 
  anger, some barbarians use cold animal cunning and 
  predatory instincts to gain an advantage in combat. These 
  warriors slip into a hyper-focused trance, in which all that 
  they are aware of is themselves and their chosen prey.
   
  Predatory Focus (Ex): Rather than giving in 
  to mindless rage, a focused hunter can enter a sort of 
  transcendental state of pure animalistic focus, allowing them 
  to tune out everything but combat. At 1st level, she can use 
  this ability for a number of rounds per day equal to 4 + her 
  Constitution modifier. At each level after first, the number 
  of rounds per day that she can use this ability increases by 2. 
  Temporary increases to Constitution, such as those gained 
  from spells like bear’s endurance, do not increase the total 
  number of rounds per day that she can use this ability. A 
  focused hunter can activate her predatory focus ability as a 
  free action.
   
  While using this ability, the focused hunter gains a 
  +4 bonus to her Dexterity score, as well as a +2 dodge bonus 
  to AC, and a +1 competency bonus on all saving throws. The 
  focused hunter can end the effect as a free action. Once she 
  does so, she suffers a -2 penalty to AC for a number of rounds 
  equal to twice the number of rounds that she used the ability. 
  If a focused hunter falls unconscious, the effect immediately 
  ends.
   
  This ability replaces the rage class feature.
   
  Rage Powers: A focused hunter gains rage powers as 
  normal for a barbarian. The effects of her rage powers apply 
  while she is using her predatory focus ability, instead of while 
  she is raging.
   
  Ambush Predator (Ex): Beginning at 7th level, a 
  focused hunter gains a +2 competence bonus on initiative 
  checks. Additionally, on the first round of combat, the 
  focused hunter gains a +1 bonus on attack and damage rolls. 
  At 10th level, and every three levels thereafter (13th, 16th, and 
  19th level), the bonus on initiative checks increases by an 
  additional +2, and the bonus on attack and damage rolls 
  during the first round of combat increases by an additional 
  +1.
   
  This ability replaces the damage reduction class 
  feature.
  
  9
   
  Greater Focus (Ex): At 11th level, when a focused 
  hunter uses her predatory focus ability, the bonus to her 
  Dexterity score increases to +6, the dodge bonus to AC 
  increases to +3, and the competency bonus to her saving 
  throws increases to +2.
   
  This ability replaces the greater rage class feature.
   
  Tireless Focus (Ex): Beginning at 17th level, a 
  focused hunter no longer suffers a penalty to AC at the end of 
  using her predatory focus class feature.
   
  This ability replaces the tireless rage class feature.
   
  Supreme Focus (Ex): At 20th level, when the 
  focused hunter uses her predatory focus ability, the bonus 
  to her Dexterity score increases to +8, the dodge bonus to 
  AC increases to +4, and the competency bonus to her saving 
  throws increases to +3.
   
  This ability replaces the mighty rage class feature.
  New Bard Archetype
   
  The following archetype is available to characters of 
  the bard class.
  Showstopper
   
  Part virtuoso, part magician, part thespian, the 
  showstopper is the ultimate performer. He goes well outside 
  of the normal realms of possibility to provide the best 
  possible performance. This has the effect of making the 
  showstopper not only a true master of the performing arts, 
  but also allows him to enhance his already potent bardic 
  performance abilities.
  Class Skills
   
  A showstopper is less skilled than a typical bard. A 
  showstopper’s class skills are Acrobatics (Dex), Bluff (Cha), 
  Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), 
  Intimidate (Cha), Knowledge (arcana) (Int), Knowledge 
  (local) (Int), Perception (Wis), Perform (Cha), Profession 
  (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft 
  (Int), Stealth (Dex), and Use Magic Device (Cha). 
   
  Skill Ranks Per Level: 4 + Int modifier.
  Class Features
   
  The following are class features of the showstopper.
   
  Stage Weapons (Ex): A showstopper is well-versed 
  in flashy weapons of the stage, but not skilled with weapons 
  uncommon to performance. Beginning at 1st level, he suffers 
  a -1 penalty to all attack rolls with ranged weapons, as well as 
  any weapon which deals bludgeoning damage.
   
  Street Magic (Sp): A showstopper is an expert in 
  casting showy spells, but is less familiar with other forms of 
  magic. Beginning at 1st level, he treats his caster level as being 
  1 higher than it actually is for the purposes of illusion spells 
  he casts, as well as spells he casts with the sonic descriptor, 
  but he treats his caster level as being one lower than it 
  actually is for the purposes of all other spells (minimum 
  caster level 1). This ability has no effect on spells cast from 
  scrolls, wands, staves, or other magic items.
   
  Master Performer (Ex): A showstopper is an expert 
  at all forms of performance. At 1st level, he gains a bonus on 
  all Perform skill checks equal to 1/2 his bard level, rounded 
  down. Additionally, he gains twice the normal bonus to 
  Perform checks from using a masterwork instrument or a 
  magical instrument that provides a bonus to Perform checks. 
   
  This ability replaces the bardic knowledge class 
  feature.
   
  Inspirational Performance (Ex): A showstopper 
  is able to inspire others, bolstering their hearts and spirits 
  with an exceptional performance. Beginning at 2nd level, a 
  showstopper may choose to initiate a bardic performance 
  as a full-round action instead of the normal type of action 
  it would require. If he does, he may make a special Perform 
  check (DC 20). If he succeeds on this check, any morale 
  bonuses granted by his bardic performance are increased 
  by +2. If he fails this check, the performance occurs as 
  normal with no additional bonus. Beginning at 7th level, he 
  may initiate a performance in this way as a standard action. 
  Beginning at 13th level, he can initiate a performance in this 
  way as a move action. 
   
  This ability replaces the versatile performer class 
  feature.
   
  Masterful Performance (Ex): A showstopper is 
  capable of performing a truly expert performance, delivering 
  it with such precision and mastery that lesser performers 
  could never hope to compare. Beginning at 5th level, while 
  using a bardic performance that grants a morale bonus to 
  one or more characters, a showstopper can make a special 
  Perform check (DC 25) as a full-round action. If this 
  check is successful, the competence bonus granted by the 
  showstopper’s bardic performance is increased by +1. This 
  increase lasts for as long as the bardic performance continues 
  to grant the competence bonus. Failure on the Perform 
  check means that the bardic performance’s morale bonus is 
  unaltered. At 7th level, he may make this Perform check as a 
  standard action, and at 13th level, he can make the Perform 
  check as a move action. At 11th level, the amount by which the 
  morale bonus is increased becomes +2. 
   
  This ability replaces the lore master class feature.
   
  Stop the Show (Ex): The height of the 
  showstopper’s talent allows him to use his truly masterful 
  performances in order to strike the emotions of other 
  creatures so that they have extreme difficulty resisting 
  his performances. Beginning at 10th level, whenever a 
  showstopper starts a bardic performance, he may choose to 
  do so as a full-round action, instead of the normal type of 
  action required to do so. If he does, he may make a Perform 
  check (DC 30). Success on this check indicates that the 
  saving throw DC of the bardic performance is increased by 
  
  10
  +2. Failure on this Perform check indicates that the saving 
  throw DC of the bardic performance is unaltered.
   
  This ability replaces the jack of all trades class 
  feature.
  New Bloodrager Bloodline 
   
  The following bloodline is available to characters of 
  the bloodrager class, found in the Advanced Class Guide.
  Vernal Bloodline
                  Somewhere in your ancestry is a powerful figure 
  associated with the unbridled power of budding life. It may 
  have been a fey strongly associated with the springtime, 
  or even a nature deity devoted to the forces of fertility and 
  growth. Whatever the case, your veins flow with intense life 
  energy, vitalizing both you and your magic.
                  Bonus Spells: entangle (7th), summon swarm 
  (10th), beast shape I (13th), greater animal aspectUC (16th).
                  Bonus Feats: Combat Reflexes, Fleet, Great 
  Fortitude, Improved Initiative, Lightning Reflexes, Self-
  Sufficient, Skill Focus (Knowledge [nature]), Toughness.
                  Bloodline Powers: The raw life-giving energy 
  of the spring flows through your veins and empowers you, 
  allowing you to find the hidden potential in the world around 
  you and cause your surroundings to blossom like spring 
  flowers.
   
  Bloody Vigor (Su): Beginning at 1st level, whenever 
  you enter a bloodrage, in addition to the other benefits of 
  the bloodrage, you gain a number of temporary hit points 
  equal to your bloodrager level. These are normal temporary 
  hit points, and are lost first, unlike hit points granted by your 
  increased Constitution while bloodraging. These temporary 
  hit points fade as soon as your bloodrage ends. If you enter 
  another bloodrage within one minute of entering the first 
  bloodrage, you do not gain the benefits of this ability for the 
  second bloodrage.
   
  Raging Summons (Su): Beginning at 4th level, once 
  per day, when you enter a bloodrage, you can summon a 
  creature, as though with the spell summon nature’s ally I. The 
  creature remains summoned until your bloodrage ends. At 
  7th level, this functions as summon nature’s ally II, instead. 
  At 10th level, it functions as summon nature’s ally III, and at 
  13th level, it functions as summon nature’s ally IV. At 12th level, 
  you can use this ability twice per day, and at 20th level, you 
  can use it three times per day.
   
  Furious Energy (Su): Beginning at 8th level, as long 
  as you are bloodraging, you gain a +4 racial bonus on saving 
  throws made to resist death effects, poisons, and diseases. 
  Further, you ignore the first 10 points of negative energy 
  damage that would be dealt to you from any effect, and 
  any time you would gain one or more negative levels, you 
  gain half as many negative levels, instead (rounded down, 
  minimum 1 negative level).
   
  Springtime of Slaughter (Su): Beginning at 12th level, 
  whenever you enter a bloodrage, you gain regeneration 5 for 
  as long as you remain in a bloodrage. This regeneration is 
  overcome by acid damage and by fire damage. You can also 
  regrow limbs in this way, as the spell regenerate. At 18th level, 
  this increases to regeneration 10.
                  Blooming Burst (Su): Beginning at 16th level, while 
  bloodraging, you gain the ability to release a wave of intense 
  life energy, which empowers nearby allies. Each ally within 
  30 feet (including yourself) gains a +4 enhancement bonus 
  to each of its physical ability scores, as well as a +2 natural 
  armor bonus. These benefits last for a number of rounds 
  equal to your bloodrager level. You can use this ability once 
  per day.
                  Life’s Champion (Su): At 20th level, your heritage as 
  a scion of the forces of life and nature comes to fruition. The 
  first time each day that you die, you are affected as though by 
  a reincarnate spell 1d4 rounds thereafter. Unlike reincarnate, 
  your new body forms instantaneously from your old one, 
  bursting out of it like a cocoon, and you also do not suffer any 
  negative levels as a result of being reincarnated in this way.
  
  11
  New Brawler Archetype
   
  The following archetype is available to characters of 
  the brawler class, found in the Advanced Class Guide.
  Crashing Fist
   
  The crashing fist is a powerful fighter devoted to the 
  art of punishing her foes, and indeed the very world around 
  her, with devastating combination strikes. While the crashing 
  fist specializes in different techniques from other brawlers, 
  focusing on devastating combo finishes rather than in a wide 
  variety of combat techniques, the crashing fist is no less an 
  effective warrior.
   
  Combos (Ex): A crashing fist has the ability to 
  perform special combo hits, allowing her to deliver an extra 
  powerful hit when she strings together her attacks. Whenever 
  a crashing fist hits with all of her attacks as part of a full-
  attack action, as a free action she may make an additional 
  attack at her highest base attack bonus. If the attack is 
  successful, it deals maximum damage. A crashing fist can use 
  this ability a number of times each day equal to 3 + 1/2 her 
  brawler level. At 11th level, the crashing fist can use this ability 
  even if she misses with 1 attack during her full-attack action. 
  At 16th level, the crashing fist can use this ability even if she 
  misses with 2 attacks made as part of her full-attack action.
   
  This ability replaces the martial flexibility class 
  feature.
   
  Knock Back (Ex): At 4th level, whenever a crashing 
  fist successfully hits with the extra attack granted by her 
  combos class feature, she may attempt to knock the opponent 
  back 10 feet in a straight line. Doing so requires a successful 
  combat maneuver check, made as a free action. This combat 
  maneuver does not provoke attacks of opportunity, and the 
  crashing fist gains a bonus to his CMB for this check equal 
  to his class level. If the attempt is successful, the target’s 
  movement does not provoke attacks of opportunity. If the 
  target makes contact with another creature while moving 
  back in this way, both the target and the other creature suffer 
  1d6 points of damage, and the movement ends. If the target 
  is pushed into a solid object, he suffers 1d4 points of damage, 
  unless the object’s hardness is 5 or higher, in which case he 
  suffers 2d4 damage, instead. Further, if the object has less 
  hardness than 1/2 the crashing fist’s level, the object gains the 
  broken condition and the target passes directly through it.
   
  This ability replaces the knockout class feature.
   
  Knock Down (Ex): At 10th level, whenever a crashing 
  fist successfully knocks an opponent 10 feet back with her 
  knock back class feature, she may attempt to knock her foe 
  prone. This requires a successful trip attack, made as a free 
  action against the opponent. This trip never provokes attacks 
  of opportunity, and the crashing fist cannot be tripped if she 
  fails the attempt.  
   
  Break Down (Ex): At 12th level, whenever a crashing 
  fist successfully deals damage with her combo attack against 
  an object with the broken condition, she may choose to 
  instantly destroy that object. Additionally, whenever the 
  crashing fist successfully pushes a character into a solid 
  object using her knock back class feature, the damage dealt 
  by the attack is increased to 1d6 per point of hardness the 
  object possesses. 
   
  Combo Finish (Ex): At 16th level, the crashing fist 
  learns to add an additional devastating attack to her combos. 
  Whenever the crashing fist hits with the extra attack granted 
  by the combos class feature, she may choose to do a combo 
  finish, allowing her to make an additional attack at her base 
  attack bonus -5. This attack deals damage as normal and she 
  may apply the benefits of her knock back, knock down, and 
  break down class features to the second attack. She cannot 
  use this ability if the target is out of reach.
   
  This ability replaces the awesome blow class feature.
   
  Master Combo Finish (Ex): A crashing fist 
  eventually learns to deliver the ultimate combo attack, 
  unleashing a wave of fury upon her foes. Whenever the 
  crashing fist successfully hits with the extra attack granted by 
  her combo finish class feature, she may attempt to claim the 
  life of her foe, causing him to drop dead unless he succeeds 
  on Fortitude save (DC 10 + 1/2 the crashing fist’s level + the 
  higher of the crashing fist’s Strength or Dexterity modifier). 
  Even if the save is successful, the target still suffers damage as 
  though he were hit by the crashing fist’s unarmed strike. 
   
  This ability replaces the improved awesome blow 
  class feature. 
  New Cavalier Archetypes
   
  The following archetypes are available to characters 
  of the cavalier class, found in the Advanced Player’s Guide.
  Fleet Hussar
   
  Most cavaliers are heavily armored, and focus on 
  power and strength in both themselves and their mounts, 
  rather than on mobility and agility. Not so the fleet hussar, 
  a cavalier focused on the tactics of light cavalry. These 
  mounted warriors thrive in open environments where they 
  can outmaneuver their foes, and their mounts are capable of 
  incredible speed and maneuverability.
   
  Weapon and Armor Proficiency: Fleet hussars are 
  not proficient with heavy armor.
   
  Mounted Defense (Ex): As long as a fleet hussar 
  is mounted, is wearing no armor, light armor, or medium 
  armor, and has moved at least 40 feet since the beginning of 
  his most recent turn, he gains a +1 dodge bonus to AC. This 
  stacks with dodge bonuses from other sources.
   
  At 6th level, and every 6 levels thereafter, this bonus 
  increases by +1.
  
  12
   
  Swift Mount (Ex): A fleet hussar’s mount is faster 
  and more mobile than the mounts of other cavaliers. The 
  fleet hussar’s mount’s land speed increases by 10 feet. This 
  benefit only applies when both the fleet hussar’s mount 
  and its rider are wearing no armor, light armor, or medium 
  armor, and not carrying a heavy load. Apply this bonus 
  before modifying the mount’s land speed because of any 
  load carried or armor worn. This bonus stacks with any other 
  bonuses to the mount’s land speed.
   
  At 9th level, and again at 17th level, the fleet hussar’s 
  mount’s land speed increases by an additional 10 feet.
   
  This ability replaces the tactician class feature.
   
  Agile Mount (Ex): Beginning at 9th level, whenever 
  the fleet hussar uses the run or charge actions while riding his 
  mount, he may change directions once at any point during 
  his movement. He must still otherwise move in a straight line 
  during this movement.
   
  This ability replaces the greater tactician class 
  feature.
   
  Master Horsemanship (Ex): Beginning at 17th 
  level, a fleet hussar’s mastery of horsemanship allows him 
  to push his mount to perform extreme feats. Whenever 
  he uses the Ride skill to make his mount leap, he uses the 
  higher of his Ride modifier or the mount’s jump modifier 
  to determine how far the creature can jump, instead of the 
  lower. Additionally, he can use the Ride skill to make his 
  mount swim, sneak, and perform acrobatic maneuvers. This 
  functions as the leap application of the Ride skill, except that 
  it applies to other uses of the Acrobatics skill, as well as the 
  Stealth and Swim skills. In these cases, the mount uses its 
  own modifier for the skill, or the fleet hussar’s Ride modifier, 
  whichever is higher. 
   
  This ability replaces the master tactician class 
  feature.
  Shieldknight
   
  Most warriors focus on their weapons first, and their 
  armor and shields second, but there are some who recognize 
  that a good defense is in some ways the best offense, and that 
  ensuring that you don’t get killed by your opponent is the 
  best way to ensure that you will live to fight another day and 
  continue your ongoing crusade. Shieldknights are cavaliers 
  who give more focus to their defense, training extensively 
  with shields and becoming a master of their use on the 
  battlefield.
   
  Shield Mastery (Ex): A shieldknight is an expert in 
  the use of shields, and knows how to best use them to deflect 
  incoming blows. As long as the shieldknight is wielding 
  a light shield, heavy shield, or tower shield, he gains a +1 
  competence bonus to his AC. This bonus increases by 1 at 9th 
  level, and again at 17th level. A buckler is not sufficient to gain 
  this bonus.
   
  This ability replaces the tactician, greater tactician, 
  and master tactician class features.
   
  Shield Training (Ex): By 4th level, a shieldknight is 
  so used to fighting with a shield that he barely even notices 
  he’s holding it anymore. The armor check penalty of any 
  shield he is wielding is halved (in the case of shields with an 
  armor check penalty of -1, it is reduced to 0, instead). Further, 
  when using a tower shield (or any other shield that imposes a 
  maximum Dexterity bonus), its maximum Dexterity bonus is 
  increased by +2. Finally, he suffers only a -1 penalty on attack 
  rolls when wielding a tower shield, instead of -2.
   
  This ability replaces the expert trainer class feature.
   
  Defensive Stance (Ex): Beginning at 6th level, a 
  shieldknight is so adept at defending himself that he can 
  do so with minimal sacrifice to his combat ability. The 
  shieldknight can perform a total defense action as a move 
  action, instead of a standard action.
   
  Beginning at 12th level, whenever the shieldknight 
  uses the full attack action, he can choose to forego his first 
  attack (the one at the highest base attack bonus) in order to 
  gain the benefits of a total defense action. At 18th level, he can 
  choose to forego his last attack (the one at the lowest base 
  attack bonus) instead.
   
  This ability replaces the bonus feats gained at 6th, 
  12th, and 18th levels.
  New Cleric Subdomains
   
  The following subdomains are available to clerics, 
  as well as other classes that gain access to domains. For more 
  information on subdomains, see the Advanced Class Guide.
  Blindness
   
  Associated Domain: Darkness.
   
  Replacement Power: The following granted power 
  replaces the eyes of darkness power of the Darkness domain.
   
  Blinding Touch (Su): At 8th level, you can impose 
  blindness on your foes with a touch. Doing so requires a 
  melee touch attack made as a standard action. If the attack 
  hits, the target must make a Fortitude save (DC 10 + 1/2 your 
  cleric level + your Wisdom modifier). Success indicates that 
  the target is only blinded until the end of his next turn. 
  Failure indicates that the target is blinded permanently. You 
  can use this ability 3 times per day.
   
  Replacement Domain Spells: 4th—communal 
  nondetectionUC, 5th—false vision, 6th—echolocationUM, 8th—
  power word blind.
  Mud
   
  Associated Domain: Earth.
   
  Replacement Powers: The following granted 
  powers replace the acid dart and acid resistance powers of the 
  Earth domain.
  
  13
   
  Mud Sling (Sp): As a standard action, you can fling 
  a glob of mud at a single creature within 30 feet as a ranged 
  touch attack. This glob of mud inflicts 1 point of damage, and 
  imposes a 20% miss chance on all attacks the target makes, 
  as mud gets in his eyes. The target can end this effect as a 
  move action, but the effect ends automatically after a number 
  of rounds equal to 1/5 your cleric level (rounded down, 
  minimum 1). You can use this ability a number of times per 
  day equal to 3 + your Wisdom modifier.
   
  Earth Glide (Sp): Beginning at 8th level, you can travel 
  through stone, dirt, or almost any other sort of earth except 
  metal as easily as a fish swims through water. If protected 
  against fire damage, you can even glide through lava. This 
  movement leaves behind no tunnel or hole, nor does it 
  create any ripple or other sign of your presence. A move 
  earth spell cast on the area while you are using this ability 
  flings you back 30 feet, stunning you for 1 round unless you 
  succeed on a DC 15 Fortitude save. Your movement speed 
  while burrowing in this way is equal to your land speed. You 
  can burrow in this way for a total number of minutes per day 
  equal to your cleric level. This time need not be used all at 
  once, but must be used in 1-minute increments.
   
  Replacement Domain Spells: 1st—grease, 4th—
  burrowUM, 5th—transmute rock to mud, 7th—stone to flesh, 
  9th—cursed earthUM
  Suicide
   
  Associated Domain: Death.
   
  Replacement Power: The following granted power 
  replaces the death’s embrace power of the Death domain.
   
  Grip of Death (Su): Beginning at 8th level, you can 
  interfere with the life force of a nearby creature, causing it to 
  be harmed by energy that would normally heal it. As a move 
  action, choose a single creature within 30 feet of you. That 
  creature must succeed on a Will save (DC 10 + 1/2 your cleric 
  level + your Wisdom modifier), or else be harmed by energy 
  that would normally heal it for a number of minutes equal to 
  your Wisdom modifier. If the creature is undead, this means 
  it is harmed by negative energy, instead of healed by it. If 
  the creature is living, it is harmed by positive energy, instead 
  of healed by it. The creature is still harmed by the type of 
  energy that normally harms it (effectively causing it to be 
  harmed by both positive and negative energy). This effect 
  applies to both channeled energy (such as with the channel 
  energy class feature) and spells like cure light wounds.
   
  Replacement Domain Spells: 1st—doom, 3rd—
  reckless infatuationUM, 4th—terrible remorseUM, 6th—vengeful 
  outrageUM, 8th—clone. 
  New Fighter Archetypes
   
  The following archetypes are available to characters 
  of the fighter class.
  Cunning Assailant
   
  These legendary brawlers, tavern fighters, and 
  supremely dangerous party guests are lethal combatants with 
  just about anything. They rarely carry weapons or wear heavy 
  armor, but are never far from everything they need to end a 
  fight quickly. 
   
  Weapon and Armor Proficiencies: A cunning 
  assailant forgoes use of advanced weapons and armors. A 
  cunning assailant is proficient with simple weapons, with 
  light armor, and with shields (except tower shields).
   
  This ability modifies the fighter’s weapon and armor 
  proficiencies.
   
  Improvised Weapon Skill: A cunning assailant 
  is especially skilled at using whatever is at hand to batter 
  his foes into submission. At 1st level, the cunning assailant 
  receives Catch Off-Guard, Improved Unarmed Strike, and 
  Throw Anything as bonus feats. 
   
  This ability replaces the bonus feat gained at 1st level.
   
  Uncanny Defensive Training (Ex): A cunning 
  assailant is always ready for action. Starting at 3rd level, the 
  cunning assailant receives a +1 dodge bonus to AC, and 
  retains his Dexterity bonus to AC during the surprise round 
  and the first round of combat, even if he has not acted yet. At 
  7th level, and every 4 levels thereafter, the dodge bonus to AC 
  granted by this ability increases by 1.
   
  Improvised Weapon Training (Ex): A cunning 
  assailant trains and drills with all sorts of improvised 
  weapons in order to overcome his foes. At 5th level, the 
  cunning assailant gains a +1 bonus to all attack rolls made 
  with improvised weapons, and he increases the damage dice 
  dealt by improvised weapons by one step. This ability stacks 
  with Improvised Weapon Mastery. At 10th level, and every 5 
  levels thereafter, the bonus to attack rolls and damage dice 
  size increases by +1 and by one step, respectively.
   
  This ability replaces the weapon training class 
  features.
   
  Armor Comfort (Ex): A cunning assailant 
  eventually becomes able to wear armor he has never drilled 
  in, or fight with extremely heavy burdens, without penalty. At 
  19th level, a cunning assailant reduces the check penalty from 
  encumbrance and the armor check penalty of any armor he 
  wears or shield he wields to 0. 
   
  This ability replaces the armor mastery class feature.
  Juggernaut
   
  These tough-as-nails fighters are truly unstoppable 
  forces on the battlefield. Focused on defense, they can be 
  counted on to hold the line for as long as it takes.
  
  14
   
  Durable (Ex): At 2nd level, a juggernaut’s maximum 
  hit points increase by 5. At 4th level, and every 2 levels 
  thereafter, they increase by an additional 5 (to a maximum of 
  50 additional hit points at 20th level).
   
  This ability replaces the bravery class feature.
   
  Improved Defense (Ex): Beginning at 5th level, 
  as long as a juggernaut is wearing medium or heavy armor, 
  he gains a +1 competence bonus to AC. Every four levels 
  thereafter (9th, 13th, and 17th), this bonus increases by 1 (to a 
  maximum of +4 at 17th level).
   
  This ability replaces the weapon training class 
  feature.
   
  Unkillable (Ex): At 20th level, a juggernaut becomes 
  practically indestructible. If reduced to 0 hit points or fewer, 
  a juggernaut automatically stabilizes. A juggernaut that has 
  been reduced to 0 or fewer hit points does not automatically 
  fall unconscious, but is staggered for as long as he has 0 or 
  fewer hit points. Each round in which he takes any action, he 
  suffers 1 point of damage. The juggernaut does not die unless 
  he has a number of negative hit points equal to 5 times his 
  Constitution modifier. Finally, the juggernaut is immune to 
  death effects.
  Sure Sword
   
  Sure swords are fighters who believe highly in the 
  art of combat. That said, they focus more on the artistry and 
  form of combat and less on killing their opponents as quickly 
  as possible. While this style of civilized and cultured fighting 
  makes sure swords far from the first choice for frontline 
  soldiers, their techniques are tried and true, and focus on 
  keeping the sure sword alive in combat. Most sure swords are 
  adventurers or mercenaries of one type or another, and nearly 
  all disdain work which leaves them with little choice in how 
  they do things.
   
  Class Skills: A sure sword adds Acrobatics to his list 
  of class skills.
   
  Feinting Fighter (Ex): Beginning at 1st level, a sure 
  sword learns how to perform and read feints in combat by 
  pure virtue of practice and martial prowess. Whenever he 
  would make a Bluff check to feint, a sure sword may make a 
  combat maneuver check, instead. Additionally, whenever a 
  character attempts to use the Bluff skill to feint against the 
  sure sword, the DC for the check is equal to the sure sword’s 
  CMD, or the normal DC, whichever is higher.
   
  This ability replaces the bonus feat gained at 1st level.
   
  Skilled Maneuvers (Ex): Beginning at 2nd level, 
  the sure sword gains a +1 bonus to his CMB and CMD. At 6th 
  level, and every 4 levels thereafter, this bonus increases by an 
  additional +1.
   
  This ability replaces the bravery class feature.
   
  Sure Maneuvers (Ex): Beginning at 3rd level, a sure 
  sword is a master at utilizing his agility and keen eye in order 
  to ensure his combat maneuvers land successfully. The sure 
  sword adds his Dexterity score as a bonus on all combat 
  maneuver checks. 
   
  At 7th level, a sure sword adds his Intelligence score 
  as a bonus on all combat maneuver checks, in addition to 
  his Dexterity modifier. Finally, at 11th level, and every 4 levels 
  thereafter, the sure sword may choose a single type of combat 
  maneuver (such as bull rush, dirty trick, disarm, etc.). 
  Whenever he performs the chosen combat maneuver, he does 
  not provoke an attack of opportunity for doing so.
   
  This ability replaces the armor training class feature.
   
  Sure Defense (Ex): A sure sword is trained in 
  fighting in a defensive fashion, learning techniques which 
  improve his ability to avoid getting hit in combat. At 5th level, 
  the sure sword gains a +1 dodge bonus to AC. At 10th level, 
  and again at 15th and 20th levels, this bonus increases by an 
  additional +1 (to a maximum of +4 at 20th level). This bonus 
  stacks with other dodge bonuses, such as those granted by 
  the Dodge feat. 
   
  This ability replaces the weapon training class 
  feature.
  New Gunslinger Archetype
   
  The following archetype is available to characters of 
  the gunslinger class, found in Advanced Combat.
  Urban Outlaw
   
  While most outlaws and bandits prefer to avoid the 
  big city, others, either because they cannot or will not leave, 
  choose to thrive in them instead. Urban outlaws are such 
  individuals. Residing in large cities and townships, these 
  scoundrels of skill and ambition live one step ahead of the 
  law. Some are true criminals, robbers of banks and merchant 
  guilds; others are vigilantes fighting against corrupt powers; 
  some are mercenaries selling their skills to the highest 
  bidder; and a few are simply victims of circumstance, looking 
  to live the quiet life, but unable to do so. Their motivations 
  are as diverse and varied as their dispositions, but all have 
  fierce reputations and access to powerful deeds to accomplish 
  their aims.
   
  Deeds: An urban outlaw focuses on deeds which 
  are better suited to a career as an outlaw and to survival in an 
  urban environment. Because of her focus on these specific 
  combat tricks, she loses access to a few more general purpose 
  deeds.
   
  Stick ‘em up! (Ex): At 1st level, an urban outlaw can 
  issue a potent threat with her firearm which can temporarily 
  frighten foes into submission. As a full-round action, an 
  urban outlaw can spend 1 or more points of grit in order 
  to force nearby creatures to back down. For each point of 
  grit spent in this way, the urban outlaw can choose a single 
  
  15
  creature that can see and hear her to be targeted by this 
  ability. For each target, the urban outlaw makes a special 
  Intimidate check (DC 10 + the target’s base attack bonus + 
  the target’s Wisdom bonus), and if the check is successful, 
  the target becomes dazed for 1 round + 1 round for every 5 
  points by which the urban outlaw’s Intimidate check exceeds 
  the DC. If the target would receive a bonus on saving throws 
  made to resist fear effects, the DC of the Intimidate check 
  increases by twice the amount of that bonus. This is a mind-
  affecting fear effect and is dependent on visual and auditory 
  components.
   
  This deed replaces the deadeye deed.
   
  Disperse Crowd (Ex): At 3rd level, an urban outlaw 
  learns a special way of shooting her firearm in order to cause 
  panic in a small group of clustered people. As a standard 
  action, the urban outlaw can spend 1 point of grit and fire a 
  single shot from her firearm which targets a single square. 
  This requires a successful attack roll with her firearm (treat 
  the square as having an AC of 5) which deals no damage, but 
  causes all creatures within 15 feet of the chosen square to 
  succeed on a Will save (DC 10 + 1/2 the urban outlaw’s class 
  level + the urban outlaw’s Charisma modifier) or become 
  shaken for 1 round, and be forced to spend a move action on 
  their next turn attempting to move at least 15 feet away from 
  the target square. 
   
  The urban outlaw can choose to target a creature 
  with this ability, instead of a square. If she does, she must hit 
  the target with her attack. This deals damage to the target 
  as normal for an attack with that firearm, but the target of 
  the attack is immune to this ability, and all other affected 
  creatures gain a +5 bonus on their Will save to resist the 
  effect. This is a mind-affecting fear effect.
   
  This deed replaces the gunslinger initiative deed.
   
  Shoot Through Objects (Ex): At 7th level, an urban 
  outlaw learns to effectively fire shots through doors and walls 
  in order to attack her foes. In order to perform this deed, the 
  urban outlaw must spend 1 point of grit. If she does, her next 
  attack against a creature ignores cover, including total cover, 
  but not soft cover. In order to attack a creature with total 
  cover, she must still be aware of the target’s location, and 
  that creature still has total concealment (50% miss chance). 
  Attacks modified by this deed pass through obstacles such as 
  walls and doors, leaving a small hole behind. She cannot use 
  this ability to make attacks against creatures beyond the first 
  range increment of her weapon. This ability cannot penetrate 
  objects with hardness of 20 or higher, or objects with a 
  thickness of greater than 5 feet.
   
  This deed replaces the targeting deed.
   
  Outlaw’s Reputation (Ex): Beginning at 4th level, 
  the urban outlaw’s reputation grows to outstanding levels, 
  allowing her to easily get what she wants and discouraging 
  others from talking about her business. She gains a bonus 
  on all skill checks made to gather information in urban 
  areas equal to 1/2 her class level + her remaining grit (to a 
  maximum bonus equal to her class level). Additionally, any 
  creature using Knowledge (local) to learn about the urban 
  outlaw gains a +5 bonus on his skill check, but any creature 
  attempting to learn about the whereabouts of the urban 
  outlaw does not gain that bonus on such checks, and instead 
  suffers a penalty on all skill checks other than Perception 
  and Survival made to do so (including skill checks made to 
  interact with NPCs to gather such information) equal to 1/2 
  the urban outlaw’s class level. 
   
  This ability replaces the bonus feat gained at 4th level.
  New Hunter Archetype
   
  The following archetype is available to characters of 
  the hunter class, found in the Advanced Class Guide.
  The Bonded Hunter
   
  Bonded hunters are men and women who live in 
  such close communion with their animal companion that 
  they form a special bond with the creature. This bond 
  inspires and empowers the bonded hunter, allowing her to 
  gain several animalistic abilities when her companion is near. 
  Bonded (Su): A bonded hunter forms a close bond 
  with her animal companion. At 3rd level, this bond begins 
  to manifest, allowing the bonded hunter and her animal 
  companion to benefit from one another’s presence. As a 
  standard action, while the bonded hunter is within 30 feet of 
  her animal companion, she can grant the benefit of any single 
  feat she knows to the animal companion, and can gain the 
  benefit of any single feat the animal companion possesses. 
  These effects last for 1 minute, or until the bonded hunter is 
  more than 30 feet from her animal companion. This ability 
  can be used at will, but the bonded hunter must wait at least 
  10 minutes between uses.
   
  This ability replaces the hunter’s tactics class feature.
  Bond of Senses (Su): At 3rd level, a bonded hunter’s 
  bond with her animal companion sharpens all her senses. 
  As long as the bonded hunter is within 30 feet of her animal 
  companion, she gains low-light vision, or, if she already has 
  low-light vision, she is able to see 4 times further than normal 
  in conditions of dim light. The bonded hunter also gains 
  the scent special quality. Additionally, the bonded hunter’s 
  animal companion gains any special senses the bonded 
  hunter possesses, including those granted by magic. These 
  senses can include blindsight, darkvision, see invisibility, true 
  seeing, x-ray vision, and so on.
  This ability replaces the teamwork feat gained at 3rd 
  level.
  Bond of Protection (Su): At 6th level, a bonded 
  hunter’s bond protects both her and her animal companion. 
  As long as the bonded hunter is within 30 feet of her animal 
  companion, she gains a +1 bonus to her natural armor. 
  Additionally, if the bonded hunter’s animal companion 
  would be reduced to 0 or fewer hit points, as an immediate 
  action she may choose to have it reduced to 1 hit point 
  instead. If she does, her animal companion also gains a dodge 
  bonus to its AC equal to ½ her level. She can use this ability 
  once per day.
  This ability replaces the teamwork feat gained at 6th 
  level.
  
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  Bond of Power (Su): At 9th level, a bonded hunter’s 
  bond with her animal companion makes her attacks and 
  spells more effective. As long as the hunter remains within 
  30 feet of her animal companion, both she and her animal 
  companion gain a +1 bonus on attack and weapon damage 
  rolls. Further, as long as she is within 30 feet of her animal 
  companion, she treats her caster level as 2 higher for the 
  purposes of spells she casts. This bonus only applies to spells 
  gained from the hunter class, not spells from other sources.
   
  This ability replaces the teamwork feat gained at 9th 
  level.
  Bond of Prowess (Su): At 12th level, a bonded 
  hunter’s bond with her animal companion allows her to 
  utilize some of its skillfulness. As long as the bonded hunter 
  is within 30 feet of her animal companion, she gains a +3 
  competence bonus to all skill checks made for skills in which 
  her animal companion has ranks. Additionally, the animal 
  companion can use any skill the bonded hunter has ranks in, 
  and can make skill checks for that skill with either its own 
  bonus or the bonded hunter’s bonus.
   
  This ability replaces the teamwork feat gained at 12th 
  level.
  Bond of Friendship (Su): At 15th level, the intense 
  bond between a bonded hunter and her animal companion 
  allows them to keep each other safe. As long as the bonded 
  hunter remains within 30 feet of her animal companion, she 
  gains a +1 luck bonus on all saving throws. Additionally, once 
  per day, when her animal companion makes a saving throw 
  within 30 feet of her, the bonded hunter may make a saving 
  throw of the same type, and allow the animal companion 
  to use the higher of that roll or the animal companion’s 
  own saving throw. She may use this ability after the animal 
  companion has rolled, but before learning whether the 
  animal companion’s saving throw was a success or failure.
   
  This ability replaces the teamwork feat gained at 15th 
  level.
  Bond of Freedom (Su): At 18th level, the bond 
  between a bonded hunter and her animal companion 
  allows them to remain free of other influences. As long as 
  the bonded hunter remains within 30 feet of her animal 
  companion, both she and the animal companion are treated 
  as though they are affected by a freedom of movement spell. 
  This ability replaces the teamwork feat gained at 18th 
  level.
  New Inquisitor Archetypes
   
  The following archetypes are available to characters 
  of the inquisitor class, found in the Advanced Player’s Guide.
  Inquisitor of Faith
   
  The inquisitor of faith is holy warrior and champion 
  of her church. Not only a skilled fighter and spellcaster, the 
  inquisitor of faith knows how to spread the word of her deity 
  and draw upon her faith for additional power. As her primary 
  role is to eliminate nonbelievers, her powers also have the 
  ability to weaken those who would dare stand against her 
  deity.
   
  Devotion to Faith (Su): An inquisitor of faith is 
  devoted wholly to one church and is exclusively the servant of 
  a single deity. At 1st level, the inquisitor of faith must choose 
  to worship a deity which matches her alignment. If she ever 
  stops worshiping this deity or her alignment changes to be 
  different from her chosen deity’s alignment, she loses all 
  benefits granted by the inquisitor class until she is once again 
  devoted to a deity of her alignment, and receives the benefits 
  of an atonement spell.
   
  Preach the Faith (Ex): An inquisitor of faith is an 
  excellent ambassador for her deity and her deity’s church, 
  skilled in conversing with believers and condemning the 
  uninitiated if they don’t amend their ways. An inquisitor of 
  faith adds 1/2 her level to all Diplomacy checks made with 
  characters whose alignment is within 1 step of her deity’s 
  alignment, and adds 1/2 her level to Intimidate checks made 
  against characters whose alignment is not within 1 step of her 
  deity’s alignment.
   
  This ability replaces the stern gaze class feature.
   
  Prayer of Victory (Su): Starting at 1st level, an 
  inquisitor of faith can make a prayer to her god to grant her 
  victory over a chosen foe. Whenever an inquisitor of faith 
  activates a judgment, as a standard action, she may choose 
  a single character within 30 feet and ask her god for help 
  defeating that character. For a number of rounds equal to her 
  Wisdom modifier, the inquisitor of faith gains a +1 bonus to 
  attack rolls against that character. Additionally, if the chosen 
  character’s alignment is more than 2 steps away from that of 
  the inquisitor of faith’s deity, the inquisitor of faith gains a +1 
  dodge bonus to AC against attacks made by that target. If the 
  chosen creature is a follower of the inquisitor of faith’s deity, 
  this ability has no effect and is wasted. At 5th level, and every 
  5 levels thereafter, these bonuses increase by +1. At 8th level, 
  this ability can be used as a move action instead of a standard 
  action, and at 16th level it can be used as a free action.
   
  This ability replaces the domain class feature.
   
  Chant of the Righteous: (Su): Beginning at 5th 
  level, an inquisitor of faith learns the sacred chant of the 
  righteous, allowing her to proclaim the victory of her faith in 
  order to inspire believers and terrorize heathens. Beginning 
  the chant is a full-round action, but the inquisitor of faith can 
  maintain the chant each round as a swift action, up to a total 
  number of rounds equal to her inquisitor level. 
  
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  As long as the inquisitor of faith is chanting, each 
  character within 100 feet who can hear her, and whose 
  alignment matches her deity’s alignment, gain a +2 morale 
  bonus to AC and saving throws. All other characters within 
  100 feet must succeed on a Will save (DC 10 + 1/2 the 
  inquisitor of faith’s inquisitor level + the inquisitor of faith’s 
  Wisdom modifier) or treat their caster level as 2 lower than it 
  is for the purposes of spells and spell-like abilities that they 
  cast, and suffer a -2 morale penalty on damage rolls. These 
  penalties last for as long as the character can hear the chant. 
  A creature that succeeds on their saving throw is immune to 
  the harmful effects of this ability for 24 hours.
   
  The inquisitor of faith can use this ability a number 
  of times per day equal to her Wisdom modifier. At 12th 
  level, these bonuses and penalties increase to +4 and -4, 
  respectively. This is mind-affecting effect.
   
  This ability replaces the bane and greater bane class 
  features.
   
  Recitation of the Saints (Su): At 17th level, the 
  inquisitor of faith can recite the names of the saints of 
  her faith with righteous conviction, causing their sprits to 
  manifest and harm the foes of her god, while healing her 
  allies. As a standard action, the inquisitor of faith can use this 
  ability to deal an amount of sacred damage equal to 1d6 per 
  2 inquisitor levels to all characters within 30 feet who have 
  an alignment which is 2 or more steps away from her deity’s 
  alignment. This sacred damage is not subject to any form 
  of damage reduction, spell resistance, or energy resistance. 
  At the same time, this ability restores an equal amount of 
  hit points to all characters within 30 feet whose alignment 
  matches her deity’s alignment. The inquisitor of faith can use 
  this ability a number of times per day equal to her Wisdom 
  modifier.
   
  This ability replaces the slayer class feature.
  Scourge of Enemies
   
  Driven by everything from racial hatred to civic 
  pride, these inquisitors bear a grudge against a single group of 
  individuals or type of creature. Some are champions of truth 
  and justice, taking an obvious bias against demons and devils 
  to an extreme, while others are intolerant zealots mercilessly 
  persecuting followers of the “wrong” god, and some choose 
  to persecute others on a racial or nationalist basis. Whatever 
  their motivations, these inquisitors mercilessly hunt down 
  and punish those they find most offensive, often forming 
  orders and cults devoted to purifying the world. 
   
  Scourge’s Judgment (Ex): A scourge of enemies 
  favors fighting members of certain types or beliefs and is 
  adept at using her judgment against specific foes. At 1st 
  level, a scourge of enemies chooses a single creature type (if 
  she selects humanoids or outsiders, she must also select a 
  subtype, as a ranger’s favored enemy class feature), or a single 
  deity, or a single group of people with a national identity. 
  Whenever the inquisitor uses her judgment ability while 
  in combat with a member of the group she has chosen, she 
  treats her inquisitor level as though it were 5 higher than it 
  actually is for the purposes of her judgments. At 10th level 
  and 20th level, she may select another group to apply this 
  bonus to, and increase the bonus to one of the groups she has 
  selected by 5 (so at 10th level she will have one group for which 
  she is treated as 5 levels higher and one group for which she is 
  treated as 10 levels higher).
   
  This ability replaces the domain class feature.
   
  Scourge’s Knowledge (Ex): A scourge of enemies 
  is well versed in all the habits and activities of her foes. A 
  scourge of enemies adds 1/2 her class level to all Knowledge 
  checks made to identify a member of one of the groups she 
  selected as part of her scourge’s judgment class feature. 
   
  Detect Foes (Sp): By 2nd level, a scourge of enemies 
  has battled the forces she has chosen to oppose for so long 
  that she can instantly recognize them, as if with magic. 
  This ability functions like the spell detect evil, except that 
  it functions only for members of the groups selected by the 
  scourge of enemies for her scourge’s judgment class feature.
   
  This ability replaces the detect alignment class 
  feature.
   
  Scourge’s Combat (Ex): A scourge of enemies learns 
  how to fight her chosen foes, becoming an expert in their 
  tactics and learning how to battle them more effectively. 
  Beginning at 2nd level, a scourge of enemies gains a bonus 
  
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  equal to her Wisdom modifier on all weapon damage rolls 
  made against members of the groups selected by the scourge 
  of enemies for her scourge’s judgment class feature.
   
  This ability replaces the cunning initiative class 
  feature.
   
  Enemy Destroyer (Ex): A scourge of enemies 
  can deliver extremely potent blows to her foes with almost 
  casual ease. Beginning at 5th level, a scourge of enemies 
  automatically confirms any critical threat made against 
  a member of one of the groups she selected as part of her 
  scourge’s judgment class feature.
   
  This ability replaces the bane class feature.
   
  Persecution (Ex): As a scourge of enemies persists 
  in her career, she learns to not only fight her foes on the 
  battlefield, but also in the wider world, learning to hunt 
  them down, and even to besmirch their reputations and 
  wage war against them in a civilized world. Beginning at 
  11th level, the scourge of enemies adds her class level to all 
  Survival checks made to find members of the groups she 
  selected as part of her scourge’s judgment class feature, as 
  well as on all Diplomacy and Intimidate checks made which 
  reference members of those groups (examples include using 
  Diplomacy to gather information about such creatures, using 
  Intimidation to intimidate such creatures, or using either 
  skill to request that an NPC help the scourge of enemies 
  fight such creatures). The GM is the final arbiter of when the 
  scourge of enemies gains this bonus.
   
  This ability replaces the stalwart class feature.
   
  Enemy Slayer (Ex): A scourge of enemies knows the 
  best ways to make her foes suffer lethal and life-threatening 
  wounds, and does not hesitate to exploit this knowledge on 
  the battlefield. Beginning at 12th level, the scourge of enemies 
  adds 1 to the critical threat range of any weapon she wields 
  whenever she attacks a member of one of the groups she 
  selected as part of her scourge’s judgment class feature. This 
  increase is applied after effects like Improved Critical or the 
  keen weapon special ability.
   
  This ability replaces the greater bane class feature.
  New Investigator Archetype
   
  The following archetype is available to characters of 
  the investigator class, found in the Advanced Class Guide.
  Homicide Detective
   
  Homicide detectives are devoted to fighting 
  crime and catching criminals. They rely on their wits and 
  observations, rather than their muscles, to see justice done. 
  Consequently, homicide detectives are somewhat less battle-
  ready than their counterparts and prefer to solve mysteries, 
  rather than track down their foes.
   
  Trap Knowledge (Ex): A homicide detective is able 
  to easily spot traps and determine their workings. He adds 
  1/2 his level to all Perception checks made to find traps, and 
  if he discovers a trap he immediately identifies its functions, 
  learning what the trap does when triggered, how the trap is 
  triggered, and understands how difficult it would be to avoid 
  and disable, effectively communicating the DC of any saving 
  throw and the Disable Device check made to remove the trap. 
  Additionally, if he uses inspiration to attempt to disable a 
  trap, he may choose to bypass the trap instead of disabling 
  it, even if the result of his Disable Device check is not high 
  enough to bypass the trap. A homicide detective can use 
  Disable Device to disarm magical traps, but does not gain any 
  particular bonus on Disable Device checks made to disarm 
  traps.
   
  This ability replaces the trapfinding ability gained at 
  1st level. 
   
  Determine Cause of Death (Ex): A homicide 
  detective is skilled in figuring out how a subject died, and 
  can use his investigative skills to determine a number of 
  things about the target’s death. In order to use this ability, 
  the homicide detective must study a corpse for 10 minutes in 
  order to learn its secrets. At 2nd level, he learns how the target 
  died, such as by a heart attack, by weapon damage, by magic, 
  or by poison, as well as the method used to accomplish 
  the deed, such as what type of weapon (dagger, crossbow 
  bolt, etc.) was used to kill a character who died by weapon 
  damage. At 5th level, the homicide detective also learns when 
  the target died, and gains insight into where the target died. 
  This allows the homicide detective to learn if the target 
  died where he was found, or if the body was moved, how far 
  the body was moved and if it was moved from one type of 
  environment to another, including moving from one terrain 
  type to another, or one temperature to another, or from inside 
  to outside. At 8th level, the homicide detective gains forensic 
  knowledge relating to the target’s death and can determine 
  certain details from the body, including whether the death 
  was accidental or intentional. He additionally is able to 
  garner clues which grant him a +4 bonus on all Diplomacy, 
  Perception, and Sense Motive checks made to discover 
  the killer of the target (only Diplomacy checks to gather 
  information are affected). 
   
  This ability replaces the poison resistance class 
  feature.
   
  Active Investigation (Ex): A homicide detective can 
  open an investigation in order to gather clues and question 
  suspects. At 3rd level, as a standard action, the homicide 
  
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  detective can declare an investigation open. When he uses 
  this ability, he must designate an area with a  radius no 
  greater than 100 feet per point of Intelligence modifier he 
  possesses, and this area becomes the active crime scene. 
  Crime scenes remain active for 24 hours. He may not use this 
  ability while he already has an active crime scene. Within 
  the active crime scene, the homicide detective’s inspiration 
  is far more effective, granting an additional bonus on all 
  inspiration rolls made within the crime scene. This bonus 
  is +1 at 3rd level and increases by an additional +1 every 3 
  levels thereafter. Additionally, while within an active crime 
  scene, he can use inspiration to make Bluff, Diplomacy, or 
  Intimidate checks without spending an additional use of 
  inspiration.
   
  This ability replaces the trap sense class feature. 
   
  Dramatic Conclusion (Ex): A homicide detective 
  can make a dramatic declaration announcing a conclusion he 
  has reached about a character he has studied. At 4th level, as 
  a standard action, a homicide detective can use this ability in 
  order to find out something the target of his studied insight 
  is hiding. When he uses this ability in this way he makes a 
  Sense Motive check (with the insight bonus from his studied 
  insight), opposed by a Bluff check or Wisdom check (the 
  target’s choice) in order to conceal the truth. If the homicide 
  detective’s check is successful ,he learns something that the 
  target is trying to hide. If the homicide detective was looking 
  for a specific piece of information, he may attempt to learn 
  that in this fashion, though if the target does not know this 
  information, then the investigator instead gains some other 
  piece of information the target was hiding from him. 
   
  For example, a homicide detective questioning a 
  thief might be looking for the duchess’s jewels and demand 
  to know where he is hiding the duchess’s jewels; however, the 
  target may not know that (because he had nothing to do with 
  the jewel theft), but may instead be hiding that he stole the 
  homicide detective’s coin purse upon first meeting him, so 
  the homicide detective would learn that information instead. 
  In the same example, a thief who had already sold the 
  duchess’s jewels would reveal the last location of the jewels 
  he had knowledge of. 
   
  This ability represents conclusions drawn from 
  studying, interviewing, and otherwise observing the target’s 
  behavior and does not force the target to confess to their 
  crimes in any way, even though the homicide detective is sure 
  of truth of the knowledge he receives this way. The homicide 
  detective might, for example, gain this insight from a slip of 
  the tongue, a telling glance at a particular object or person, 
  or some similarly innocuous-seeming gesture. As such, it is 
  possible for the homicide detective to receive misinformation 
  in this way: if the homicide detective fails his Sense Motive 
  check, there is a 25% chance that he receives a piece of 
  information that is not true, instead. For this reason, the GM 
  should make the Sense Motive check in secret. The homicide 
  detective must have observed the target for at least 1 full 
  minute in order to use this ability.
   
  This ability replaces the studied strike class feature.
   
  Secrets of the Deceased (Sp): A homicide detective 
  can use his alchemical talents in order to learn the secrets of 
  a deceased character. At 11th level, the homicide detective can 
  spend 1 hour in order to create a special alchemical substance 
  which remains active for 24 hours before becoming inert. 
  The substance can be applied to any corpse as a full-round 
  action. Once applied, the substance can function in one of 
  two ways. It can grant a temporary semblance of life to the 
  corpse in a fashion which functions identically to the speak 
  with dead spell, except that the saving throw DC is equal to 10 
  + 1/2 the homicide detective’s level + the homicide detective’s 
  Intelligence modifier, and the caster level is equal to the 
  homicide detective’s level. Alternatively, the substance can 
  transport the homicide detective’s mind into the subject’s 
  brain, allowing him to relive its last moments. In this fashion, 
  the homicide detective is able to view the target’s perspective 
  of the last few minutes of its life, up to a number of minutes 
  equal to his Intelligence modifier. While using this second 
  version of this ability, the homicide detective’s body is treated 
  as being unconscious.
   
  This ability replaces poison immunity.  
  New Magus Archetype
   
  The following archetype is available to characters of 
  the magus class, found in Ultimate Magic.
  Vampyrius
   
  While named for the famous bloodsucking 
  monsters, the vampyrius neither consumes the bodily fluids 
  of his enemies, nor is he undead. Instead, the vampyrius 
  utilizes potent vital energies released during battle with 
  ancient and forbidden arcane magics in order to heal his 
  wounds. Doing so is a taxing process, however, that leaves 
  the vampyrius without the full power of magus spellcasting. 
  Despite their association with forbidden magic and ability 
  to consume life force, vampyriuses are not necessarily evil, 
  and while many do have to deal with a social stigma, few are 
  openly condemned, except by the ignorant. 
   
  Lesser Arcane Pool: Due to his unique powers, a 
  vampyrius possesses a somewhat more limited arcane pool. 
  This ability functions like the arcane pool of the magus, 
  except that a vampyrius cannot substitute any special abilities 
  for enhancement bonus when using his arcane pool to 
  enhance a weapon. This does not affect any arcana the magus 
  might possess which allows him to add special abilities to a 
  weapon.
   
  This ability modifies the arcane pool class feature.
   
  Stunted Spells: Because of his intense focus 
  on obscure eldritch magic, a vampyrius is less adept at 
  traditional casting. A vampyrius can prepare 1 less spell per 
  day per spell level than a magus of his level would ordinarily 
  be able to. If this would result in him being able to prepare 0 
  spells of a level that he can cast, he can only cast spells of that 
  level if he has an Intelligence modifier high enough to allow 
  him to receive bonus spells per day of that spell level.
   
  Vampyrium (Sp): A vampyrius is trained in an 
  ancient and forbidden magic that allows him to heal himself 
  whenever he deals damage to another living creature. 
  Whenever the vampyrius deals damage to a living creature 
  with a melee attack, he may choose to expend a spell he has 
  
  20
  prepared in order to capture some of the damaged creature’s 
  vital essence. If the vampyrius expends a 1st-level spell in this 
  way, he gains the benefits of a cure light wounds spell. If he 
  expends a 2nd-level spell in this way, he gains the benefits of a 
  cure moderate wounds spell. If he expends a 3rd-level spell in 
  this way, he gains the benefits of a cure serious wounds spell. 
  If he expends a 4th-level spell in this way, he gains the benefits 
  of a cure critical wounds spell. If he expends a 5th-level spell 
  in this way, he gains the benefits of a restoration spell. If he 
  expends a 6th-level spell in this way, he gains the benefits of 
  a heal spell. The caster level for these effects is equal to the 
  vampyrius’s caster level.
   
  At 8th level, any effect generated by this ability is 
  treated as though it were empowered.
   
  At 14th level, any effect generated by this ability is 
  treated as though it were maximized.
   
  At 20th level, whenever the vampyrius expends a spell 
  in this way he also gains the benefits of one of the following 
  spells of his choice: bear’s endurance, bull’s strength, cat’s 
  grace, eagle’s splendor, fox’s cunning, or owl’s wisdom.
   
  This ability replaces the spell combat, improved spell 
  combat, greater spell combat, and true magus 
  class features. 
   
  Vital Recovery (Su): As his magical talent increases, 
  the vampyrius learns to utilize his arcane energies in order 
  to recover from adverse conditions. Beginning at 7th level, 
  whenever the vampyrius regains at least 25 hit points 
  from a single spell or ability, he may recover from one of 
  the following conditions as a free action: dazed, diseased, 
  fatigued, sickened, shaken or staggered. Additionally, 
  whenever this occurs, he may attempt a new saving throw to 
  resist any charm or compulsion effect he is currently under 
  the influence of.
   
  This ability replaces the medium armor class feature.
   
  Greater Vital Recovery (Su): As he nears mastery 
  of his art, the vampyrius learns to use his own life force and 
  arcane energy in order to recover from nearly any adverse 
  condition. Beginning at 13th level, whenever the vampyrius 
  regains at least 50 hit points from a single spell or ability, he 
  may recover from one of the following conditions as a free 
  action: blinded, cursed, deafened, frightened, nauseated, or 
  poisoned. Additionally, whenever this occurs, he may attempt 
  a new saving throw against any spell which is currently 
  affecting him. The vampyrius cannot use vital recovery and 
  greater vital recovery on the same spell or ability.
  New Monk Archetypes
   
  The following archetypes are available to characters 
  of the monk class.
  Ki Master
   
  While all monks channel ki to enhance their 
  remarkable physical skills and abilities, very few can truly 
  harness their life-force to its full effect. A ki master is more 
  than a student of his ki; he focuses his entire life on learning 
  to channel his spiritual energy. His skill goes far beyond 
  merely augmenting his physical prowess, and he is capable 
  of performing astounding feats with his own body and mind. 
  His power is not restricted to only increasing his hitting 
  potential, but also allows him a limited ability to fly, and most 
  famously, to project his very spiritual essence in a powerful 
  and lethal burst of energy.
   
  Ki Blast (Sp): A ki master can channel his spirit into 
  a lethal blast of energy which is released through his hands. 
  Beginning at 1st level, a ki master can use a number of ki 
  blasts each day equal to 3 + his Wisdom modifier. Using this 
  ability is a standard action, and the ki master must succeed 
  on a ranged touch attack in order to hit his target. A ki blast 
  has a maximum range of 100 feet. On a successful hit, a ki 
  blast deals 1d6 points of damage plus the ki master’s Wisdom 
  modifier. At 3rd level, and every 2 levels thereafter, the 
  amount of damage dealt by the ki master’s ki blast increases 
  by 1d6 (to a maximum of 10d6 at 19th level).
   
  This ability replaces the bonus to unarmed damage 
  a monk would ordinarily gain from the unarmed strike class 
  feature. The other aspects of the unarmed strike class feature 
  (including gaining the Improved Unarmed Strike feat, 
  having his unarmed strikes seal lethal damage, and treating 
  his unarmed strikes as manufactured weapons) remain 
  unaltered.
   
  Ki Strike (Su): A ki master can channel his special 
  spiritual energy to empower his attacks and make them more 
  lethal. As a swift action, a ki master can add his Wisdom 
  modifier as a bonus on all weapon damage rolls for 1 round. 
  This bonus is doubled in the case of damage rolls made for 
  unarmed strikes. He may use this ability a number of times 
  each day equal to 3 + his monk level.
   
  This ability replaces the stunning fist class feature.
   
  Wind Walker (Sp): A ki master’s spirit is light as air 
  and he can channel his potent energy in order to be borne 
  aloft for short periods of time. Beginning at 4th level, the ki 
  master can fly as with the spell fly, except that he may fly at 
  a speed of up to twice his land speed per round. He can only 
  maintain flight in this way for a number of rounds equal 
  to his monk level each day. He need not use these rounds 
  consecutively. Beginning to fly in this fashion requires a swift 
  action.
   
  This ability replaces the slow fall class feature.
   
  Ki Recovery (Su): A ki master is truly a master of 
  channeling his body’s spiritual energy to more effective ends. 
  Beginning at 4th level, a ki master may expend a single point 
  from his ki pool as a standard action in order to regain one 
  use of his ki blast ability. 
   
  This ability modifies the ki pool class feature.
  
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  Ki Expert (Su): A ki master is capable of channeling 
  his ki to increase the power of his spiritual discharges. 
  Beginning at 5th level, whenever the ki master uses his ki 
  blast ability, he can expend one or more ki points from his ki 
  pool. For each point he expends in this way, the damage dealt 
  by his ki blast increases by 1d6. The ki master cannot spend 
  more ki points in this way on a single ki blast than 1/2 his 
  monk level (rounded down).
   
  This ability replaces the purity of body class feature.
   
  Abundant Ki (Su): A ki master has an abundance 
  of spiritual energy. Beginning at 6th level, the maximum 
  number of ki points that the ki master can have in his ki 
  pool increases to be equal to his monk level + his Wisdom 
  modifier, instead of 1/2 his monk level + his Wisdom 
  modifier.
   
  This ability replaces the bonus feat gained at 6th level.
   
  Ki Shield (Su): A ki master can channel his spiritual 
  energy for defense as well as offense, and can create a potent 
  spiritual shield that stops both physical and magical attacks. 
  Beginning at 7th level, as a swift action, a ki master can 
  expend 3 points from his ki pool in order to create a crackling 
  shield of energy, granting him a +2 insight bonus to AC and 
  saving throws for a number of rounds equal to his Wisdom 
  modifier. For every 5 points remaining in the ki master’s ki 
  pool, this bonus increases by +1. If the ki master uses more 
  points from his ki pool before the effect ends, the bonus is 
  reduced accordingly.
   
  This ability replaces the wholeness of body class 
  feature
   
  Ki Nova (Su): A ki master can create large explosions 
  of spiritual energy originating from his body. Beginning at 
  15th level, a ki master can create a massive burst of ki energy 
  in a 30-foot-radius burst centered on himself. All characters 
  within the radius suffer damage as though they had been hit 
  by a ki master’s ki blast. The ki master can use this ability 
  once per day.
   
  This ability replaces the quivering palm class feature.
  Monk of the Heavenly Mandate
   
  While all monks demonstrate great discipline and 
  determination, monks of the heavenly mandate devote 
  themselves to using their art to protect the natural order of 
  the multiverse, and they are powerful agents of law and order 
  that fight chaos in all its forms.
   
  Disciplined Stance (Ex): At 4th level, a monk of 
  the heavenly mandate learns to take on a sure and steadfast 
  stance that makes him difficult to assault. He gains a +1 bonus 
  to his CMD. At 8th level, and every four levels thereafter, this 
  bonus increases by 1 (to a maximum of +5 at 20th level).
   
  This ability replaces the slow fall class feature.
   
  Agent of the Heavenly Mandate (Ex): At 20th 
  level, a monk of the heavenly mandate becomes a paragon 
  of worldly and celestial order, and the bane of the forces of 
  chaos. He gains a deflection bonus to AC against attacks 
  made by chaotic creatures. This bonus is equal to 4 or his 
  Wisdom modifier, whichever is higher. He gains a similar 
  bonus on saving throws made to resist spells with the 
  chaotic descriptor, as well as spells, spell-like abilities, and 
  supernatural abilities originating from chaotic sources. 
  Finally, he is immune to the confused condition, and gains 
  a +4 bonus on saving throws made to resist charm and 
  compulsion effects (this stacks with the bonus granted by the 
  still mind class feature, when appropriate).
   
  This ability replaces the perfect self class feature.
  New Oracle Mystery
   
  The following mystery is available to characters of 
  the oracle class, found in the Advanced Player’s Guide.
  Smoke
   
  Many make the mistake of believing that smoke is 
  little more than an accompaniment to fire. Nothing could 
  be further from the truth. Smoke has powers all its own. 
  Illusion and concealment are within smoke’s domain, as is 
  the sending and receiving of messages, and even the ability 
  to poison one’s foes. For long after the fire has burned bright 
  and died out, the smoke continues to rise from the ashes.
   
  Class Skills: An oracle with the smoke mystery adds 
  Bluff, Disguise, Sleight of Hand, and Steal to her list of class 
  skills.
   
  Bonus Spells: obscuring mist (2nd), obscure object 
  (4th), stinking cloud (6th), gaseous form (8th), cloudkill (10th), 
  wind walk (12th), project image (14th), incendiary cloud (16th), 
  etherealness (18th).
   
  Revelations: An oracle with the smoke mystery can 
  choose from any of the following revelations.
   
  Cloying Smoke (Su): As a standard action, you can 
  create a cloud of smoke in a 20-foot-radius emanation, 
  centered on you. This functions as obscuring mist, except that 
  it moves with you. Additionally, each creature that begins or 
  ends its turn within the smoke (including you, unless you 
  have the smokefriend revelation or are otherwise immune to 
  the effects of smoke) must succeed on a Fortitude save (DC 
  10 + 1/2 your oracle level + your Charisma modifier) or be 
  staggered for 1 round as they hack and cough in the smoke. 
  You may use this ability three times per day.
   
  Curse of Smoke (Su): As a standard action, you can 
  cause a cloud of smoke to form about a target’s face, travelling 
  with him and obstructing both his vision and his breath. The 
  target suffers a 20% miss chance on all attacks, unless he has 
  blindsight or is similarly capable of seeing without normal 
  vision. Additionally, the target must succeed on a Fortitude 
  save (DC 10 + 1/2 your oracle level + your Charisma modifier) 
  or be unable to breathe the smoke. This does not cause any 
  immediate harm, but the target must hold his breath for as 
  
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  long as the effect remains, and if he cannot, he will eventually 
  begin to suffocate. You can use this ability at will, but can 
  only have one curse of smoke active at any given time, and 
  must spend a move action each round to maintain the effect 
  for longer than one round. A moderate wind (11+ mph), such 
  as from a gust of wind spell, disperses the effect after four 
  rounds, while a strong wind (21+ mph) disperses the effect 
  immediately.
   
  Hallucinogenic Smoke (Su): As a standard action, you 
  create a cloud of smoke in a 10-foot-radius burst, centered on 
  any point within 60 feet of you. This functions as obscuring 
  mist, except that it lasts only 1 round per oracle level you 
  possess, and any creature that enters or begins its turn within 
  the cloud must succeed on a Will save (DC 10 + 1/2 your 
  oracle level + your Charisma modifier) or be dazzled for 1 
  round by hallucinogenic images. At 7th level, you may choose 
  to have the cloud cause creatures that fail their Will save 
  to be fascinated, rather than dazzled. At 11th level, you may 
  choose to have the cloud cause creatures that fail their Will 
  save to be confused, rather than dazzled. You may use this 
  ability three times per day.
   
  Smoke Clones (Sp): As a standard action, you can 
  create a number of smoky duplicates of yourself. This 
  functions as mirror image, with a few exceptions. It only lasts 
  a number of rounds equal to your caster level, and a moderate 
  wind (11+ mph), such as from a gust of wind spell, disperses 
  the effect after four rounds, while a strong wind (21+ mph) 
  disperses the effect immediately. However, whenever one of 
  the smoky duplicates is destroyed, it explodes in a cloud of 
  smoke, granting you concealment (20% miss chance) until 
  the beginning of your next turn.
   
  Smoke Form (Sp): As a standard action, you can 
  transform into a smoky version of yourself. This functions 
  as gaseous form, except that you can fly at a speed of 30 feet 
  with perfect maneuverability. While in this form, however, a 
  moderate wind (11+ mph), such as from a gust of wind spell, 
  inflicts 1d8 points of damage to you per turn, while a strong 
  wind (21+ mph) inflicts 3d8 points of damage. This effect 
  ignores the DR granted by the gaseous form spell. If you are 
  reduced to 0 hit points in this way, your body is scattered as 
  smoke and does not reform. You may use this ability three 
  times per day. You must be at least 7th level to select this 
  mystery.
   
  Smoke Illusions (Sp): As a standard action, you can 
  create an illusory image made of smoke. This functions as 
  major image, except that you don’t need to concentrate in 
  order to maintain it, though you do need to concentrate 
  in order to make it move or react. The image lasts up to 1 
  minute per oracle level you possess, and the saving throw 
  DC to disbelieve it is equal to 10 + 1/2 your oracle level + your 
  Charisma modifier. A moderate wind (11+ mph) such as from 
  a gust of wind spell allows a new saving throw to disbelieve 
  the effect, and completely dispels it after four rounds. A 
  strong wind (21+ mph) dispels the effect immediately. You 
  can use this ability three times per day.
   
  Smoke Scry (Sp): You can scry by staring into smoke, 
  which twists and shifts under your gaze to reveal what you 
  want to know. This functions as the scrying spell, except that 
  you need to have a source of smoke available, rather than a 
  pool of water and a mirror. At 15th level, it functions as the 
  greater scrying spell, instead. You may use this ability three 
  
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  times per day. You must be at least 11th level to select this 
  mystery.
   
  Smoke Signals (Su): You can create a signal in the 
  sky out of smoke and clouds. Doing so requires one minute 
  of concentration. The signal takes whatever form you desire, 
  and can be clearly seen a number of miles away equal to 1/2 
  your oracle level, even in poor conditions (such as at night, 
  or on a cloudy day, etc.). In good conditions, it can be clearly 
  seen from 10 times that distance. The signals themselves do 
  not impart any special understanding on those who see them, 
  so only those who know what to look for will understand the 
  signal’s meaning.
   
  Smokefriend (Su): You can see through fire, fog, and 
  smoke without penalty, as long as the light is sufficient to 
  allow you to see normally. At 7th level, you can breathe smoke 
  as though it were pure air, and are immune to all inhaled 
  poisons and abilities that rely on breathing (including stench, 
  stinking cloud, and similar spells and abilities).
   
  Smoky Exit (Su): As a move action, you can disappear 
  in a cloud of smoke. You create an area of smoky clouds, as 
  the spell obscuring mist, except that it fills only a 10-foot-
  radius area, and become invisible until the beginning of your 
  next turn. The smoke dissipates at the beginning of your 
  next turn, as well. You can use this ability once per day, plus 
  an additional time per day for every three oracle levels you 
  possess.
   
  Final Revelation (Sp): Beginning at 20th level, 
  you gain the ability to trap your foes in an extradimensional 
  maze of smoke and clouds. This functions as the spell maze, 
  with the following exceptions. First, a creature can escape 
  the maze by making a successful Will save (DC 10 + 1/2 
  your oracle level + your Charisma modifier), but cannot 
  escape the maze with a successful DC 20 Intelligence check. 
  Additionally, the target is unable to breathe while within the 
  maze (unless he or she can normally breathe smoke) and 
  must hold their breath for as long as they remain within the 
  maze. Creatures that die of suffocation within the maze do 
  not return, even after 10 minutes have passed.
  New Paladin Archetypes
   
  The following archetypes are available to characters 
  of the paladin class.
  Crusader Against Evil
   
  Knights of noble and pure virtue, the crusaders 
  against evil are warriors who have devoted their lives to 
  the extinguishing of all vile forces that threaten goodness 
  and civilization. More focused on combat than traditional 
  paladins, the crusader against evil boasts fewer supernatural 
  or priest-like abilities and is more driven to defeat her foes 
  with cold steel alone.
   
  Crusader’s Strike (Su): A crusader against evil is 
  gifted at defeating evil opponents of all kinds and can deliver 
  blows against the servants of darkness with supernatural 
  power. At 1st level, this grants the crusader against evil a +1 
  bonus on all damage rolls made against evil characters. At 
  4th level, and every 3 levels thereafter, this bonus damage 
  increases by +1.
   
  This ability replaces the detect evil and smite evil 
  class features.
   
  Shield of the Righteous (Su): A crusader against 
  evil is constantly protected by holy forces against the abilities 
  of evil characters. At 2nd level, a crusader against evil adds her 
  Charisma bonus as a bonus to saving throws made to resist 
  the spells and abilities of evil characters, as well as any effect 
  with the evil descriptor, regardless of its source. Additionally, 
  she adds her Charisma bonus as a bonus to AC against attacks 
  made by characters with the dragon or undead type, as well as 
  to all characters with the evil or chaotic subtypes.
   
  This ability replaces the divine grace class feature.
   
  Rally the Righteous (Su): Beginning at 2nd level, 
  a crusader against evil can lay her sword upon an ally’s 
  shoulder and whisper a prayer in order to empower him for 
  a short time. In order to use this ability, the crusader against 
  evil must touch a non-evil character as a swift action. If she 
  does, the target gains a morale bonus on all attack rolls made 
  against evil characters equal to 1/4 the crusader against evil’s 
  paladin level (minimum 1) and gains a number of temporary 
  hit points equal to 1d6 for every 2 levels of the crusader 
  against evil’s class level. 
   
  Additionally, beginning at 3rd level, a character 
  affected by rally the righteous gains immunity to certain 
  conditions. At 3rd level, this includes the fatigued, shaken 
  and exhausted conditions. At 6th level, this also includes the 
  diseased, dazed, and staggered conditions, and at 9th level, 
  the list further expands to include the exhausted, frightened, 
  and nauseated conditions. Finally, at 12th level, this ability also 
  grants protection from the blinded, deafened, paralyzed, and 
  stunned conditions. 
   
  The benefits of this ability last for a number of 
  rounds equal to the crusader against evil’s Charisma modifier 
  (minimum 1). The crusader against evil can use this ability a 
  number of times per day equal to 1/2 her paladin level. The 
  crusader against evil may not target herself with this ability.
   
  This ability replaces the lay on hands, mercy, and 
  channel energy class features. 
   
  Call Crusade (Su): A crusader against evil can raise 
  her weapon to the sky and call upon aid from on high. At 11th 
  level, a crusader against evil can expend 2 uses of her rally 
  the righteous ability as a swift action in order to apply its 
  benefits to all non-evil allies (including herself) within a 10-
  foot radius. Additionally, beginning at 15th level, all characters 
  affected by this ability do an amount of additional damage 
  against evil characters equal to the bonus damage dealt by 
  her crusader’s strike ability. Finally, at 18th level, a crusader 
  against evil may use this ability by spending only one use of 
  her rally the righteous ability.
  
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  This ability replaces the aura of justice class feature.
   
  Champion Against Evil (Ex): A crusader against 
  evil eventually becomes such a potent force on the battlefield 
  that evil foes cannot stand against her for long. At 20th level, 
  a crusader against evil gains the holy champion class feature, 
  with the following exceptions: the crusader against evil 
  cannot banish characters who she is smiting, and the effects 
  of her channel energy and lay on hands class features are 
  not maximized. Instead, she deals twice the normal amount 
  of bonus damage against evil undead, evil outsiders, and 
  evil dragons. Additionally, whenever she confirms a critical 
  hit against a character with the chaotic or evil subtype, that 
  character must succeed on a Fortitude save (DC 20 + the 
  champion against evil’s Charisma modifier) or be stunned for 
  1 round.
   
  This ability modifies the holy champion class feature.
  Restive Knight
   
  The restive knight is a warrior devoted to the ideal of 
  peaceful relaxation and ending conflict without ending lives. 
  She prefers talking to fighting, but is more than capable of 
  holding her own. While many are sworn to pacifism, others 
  simply prefer not to hurt people they feel could be redeemed, 
  and have no actual oaths or doctrines which ban them from 
  violence. Generally, restive knights are tolerant and peaceful 
  individuals who spend their days protecting the quiet life 
  they wish for themselves and for others. 
   
  Resolution Strike (Su): Once per day, as a standard 
  action, a restive knight can make a special resolution strike. 
  Treat this as a melee attack. This attack automatically hits 
  and always deals nonlethal damage. The restive knight must 
  still make an attack roll to see if the resulting attack is a 
  critical threat and must make any separate confirmation roll 
  at the normal bonus. A resolution strike deals an additional 2 
  points of nonlethal damage per class level. Additionally, the 
  target must succeed on a Will save (DC 10 + 1/2 the restive 
  knight’s level + the restive knight’s Charisma modifier) or 
  lose the willingness to fight for a number of minutes equal 
  to the restive knight’s Charisma modifier. During that 
  time, the target cannot attack or take any hostile action, 
  including casting a spell or using an extraordinary, spell-
  like, or supernatural ability which deals damage or requires 
  a saving throw denoted as other than harmless. If the target 
  is attacked by the restive knight or her allies, the effect 
  automatically ends. At 4th level, and every 3 levels thereafter, 
  the restive knight may use this ability an additional time 
  per day. However, the restive knight cannot use this ability 
  against the same creature twice in a 24-hour period.
   
  This ability replaces the smite evil class feature. 
   
  Aura of Calm (Su): Beginning at 3rd level, a restive 
  knight projects a potent aura of calm and relaxation, which 
  fills friends and foes alike with an overwhelming desire to 
  put their weapons aside. The restive knight gains immunity 
  to all emotion effects. Additionally, the restive knight and all 
  creatures within 10 feet of her suffer a -2 penalty on all attack 
  rolls, except those made to deal nonlethal damage.
   
  This ability replaces the aura of courage class feature.
   
  Deep Relaxation (Su): Beginning at 11th level, a 
  restive knight enters a state of deeper relaxation, freeing her 
  from the stress of the world around her and allowing her 
  to see with perfect clarity and direct her energy in the most 
  ideal way. As an immediate action, the restive knight can 
  expend one use of her resolution strike class feature in order 
  to dodge any attack made against her, causing the attack to 
  automatically miss her. She can also use this ability in order 
  to automatically succeed at a saving throw. The restive knight 
  must declare that she is using this ability before the result 
  of the attack roll is known, or before she makes her saving 
  throw, respectively.
   
  This ability replaces the aura of justice class feature. 
   
  Aura of Relaxation (Su): Beginning at 14th level, 
  a restive knight is surrounded by a field of peaceful and 
  relaxing energy, which enhances her ability to end conflicts 
  without the use of lethal force. The restive knight may choose 
  to have any damage she deals, including damage from a 
  weapon, weapon special ability, or spell, be nonlethal damage 
  instead of its regular type, and she never suffers any penalty 
  for using a weapon to deal nonlethal damage. Additionally, 
  whenever the restive knight or one of her allies within 10 feet 
  deals nonlethal damage with a weapon, they treat that attack 
  as though it had been made with a good-aligned weapon for 
  the purposes of overcoming damage reduction. 
   
  This ability replaces the aura of faith class feature. 
   
  Perfect Relaxation (Su): At 20th level, the restive 
  knight can recover all her wounds and ailments by taking a 
  short, meditative nap. Three times per day, the restive knight 
  can sleep for 1 minute in order to gain the benefits of a heal 
  spell, except that she recovers a number of hit points equal to 
  her maximum hit points. 
   
  This ability replaces the holy champion class feature. 
  Righteous Crusader
   
  A righteous crusader’s purpose is to battle evil, and 
  so the particular suite of abilities she receives are designed 
  to better protect her from the kinds of dangers that such a 
  warrior faces.
   
  Protection from Poisons (Su): Beginning at 3rd 
  level, a righteous crusader need have no fear of underhanded 
  assassins attempting to keep her from her work. She gains 
  immunity to poisons of all kinds, including magical poisons. 
  This protection does not apply to any poisons she uses, and 
  she continues to risk accidentally poisoning herself if she 
  chooses to use poisons, even if a class feature or other ability 
  allows her to use poisons without breaking her paladin code 
  of conduct.
   
  Righteous Combatant (Su): Beginning at 20th level, 
  a righteous crusader ignores the first 10 points of damage 
  she would suffer from each attack, spell, spell-like ability, 
  supernatural ability, or extraordinary ability originating 
  from an evil creature. Additionally, whenever she uses smite 
  evil, the first time that she successfully hits the target of 
  
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  her smite, if that creature is an evil dragon, evil undead, or 
  outsider with the evil subtype, it must succeed on a Fortitude 
  save (DC 10 + 1/2 the righteous crusader’s paladin level + the 
  righteous crusader’s Charisma modifier) or become panicked 
  for a number of rounds equal to the righteous crusader’s 
  paladin level. Even on a successful saving throw, the creature 
  is shaken for a number of rounds equal to the righteous 
  crusader’s paladin level. This is a mind-affecting fear effect. It 
  can affect creatures that are normally immune to fear effects, 
  but such creatures gain a +4 bonus on their saving throw. 
  New Ranger Archetype
   
  The following archetype is available to characters of 
  the ranger class.
  Longstrider
   
  All rangers are at home in the wilderness, but 
  while many seek to conquer and tame it, and others seek to 
  befriend it, there are some who simply love to experience 
  it. Longstriders take joy in simply travelling the world, 
  seeing the sights and experiencing the experiences. Many 
  longstriders also have a great love of running, climbing, 
  swimming, and hiking for their own sakes, and will trek 
  through rugged wilderness as an end in and of itself. This 
  grants them an incredible mobility that allows them to 
  outdistance and outmaneuver even cunning and hearty 
  adventurers.
   
  Class Skills: A longstrider adds Acrobatics to his list 
  of class skills, and removes Craft and Profession from his list 
  of class skills.
   
  Fleet (Ex): Beginning at 3rd level, a longstrider’s land 
  speed increases by 10 feet. This benefit only applies when he 
  is wearing no armor, light armor, or medium armor, and not 
  carrying a heavy load. Apply this bonus before modifying 
  the longstrider’s land speed because of any load carried or 
  armor worn. This bonus stacks with any other bonuses to the 
  longstrider’s land speed.
   
  At 7th level, the longstrider’s land speed increases by 
  an additional 10 feet.
   
  This ability replaces the endurance class feature.
   
  Athletic Stride (Ex): Beginning at 4th level, a 
  longstrider becomes particularly adept at moving with grace 
  and skill in even the most difficult of situations. He gains a 
  bonus on all Acrobatics, Climb, Ride, Stealth, and Swim skill 
  checks equal to 1/2 his ranger level. Additionally, he gains a 
  bonus equal to 1/2 his ranger level on all Constitution checks 
  and Fortitude saving throws made to resist the effects of 
  adverse weather, forced marches, fatigue, exhaustion, and 
  similar effects.
   
  This ability replaces the hunter’s bond class feature.
   
  Sure Feet (Ex): Beginning at 10th level, the 
  longstrider becomes so comfortable with moving in unusual 
  ways that he can do so much more swiftly than others. The 
  longstrider moves at half his speed, instead of one-quarter 
  his speed, while climbing or swimming, and moves at his full 
  speed, rather than half his speed, when using the Acrobatics 
  or Stealth skills.
   
  At 14th level, the longstrider moves at his full speed 
  while climbing or swimming.
  New Revenant Infiltrator Archetype
   
  The following archetype is available to characters of 
  the revenant infiltrator class, found in Liber Vampyr.
  Bloodmind Agent
   
  A select few revenant infiltrators, often those 
  who had psionic abilities in life, develop those tendencies 
  further in undeath, and are able to use the power of the 
  mind, in conjunction with the power of the blood, to outwit, 
  outmaneuver, and ultimately overpower their prey.
   
  Latent Psionics: A bloodmind agent is able to 
  manifest psionic powers, although she has a very limited 
  ability to do so. The bloodmind agent gains the Wild Talent 
  feat as a bonus feat at 1st level. At each level after first, her 
  power point reserve increases by 1 (to a maximum of 21 at 
  20th level). Unlike most psionics users, she does not gain 
  additional points in her reserve based on a high ability score. 
  She is considered to have a manifester level equal to 1/2 her 
  class level, rounded down (minimum 1). The saving throw 
  DCs of powers she manifests are based on her Intelligence 
  modifier, and she must have an Intelligence of at least 10 
  + power level in order to manifest a psionic power. At 1st 
  level, she learns her choice of two of the following powers: 
  attraction, broker, catfall, sense link, slumber, or telempathic 
  projection. She does not gain additional psionic powers 
  known as she increases in levels. However, whenever she 
  would gain a bonus feat, she may instead choose to learn 
  a single power from the psion/wilder power list whose 
  level is less than or equal to 1/2 her manifester level. For 
  more information about psionics, see Ultimate Psionics, by 
  Dreamscarred Press.
   
  This ability replaces the lifelike class feature.
   
  Bonus Feats: The bloodmind agent can select 
  Expanded Knowledge, Extra Power Known, or a metapsionic 
  feat when selecting one of her bonus feats, in addition to the 
  normal options.
   
  This ability modifies the bonus feats class feature.
   
  Bloodmind (Su): Beginning at 3rd level, as a move 
  action, a bloodmind agent can spend a single blood point in 
  order to gain a boost of psionic power. The bloodmind agent 
  gains 2 temporary power points. These temporary power 
  points do not count against the number of power points that 
  she can have in her reserve at any given time, and last for up 
  to 10 minutes. If they are not used before the end of this time, 
  they are wasted.
   
  At 6th level, and every three levels thereafter, the 
  bloodmind agent becomes able to extract more psychic power 
  from blood she has consumed, and the number of temporary 
  power points she receives whenever she uses this ability 
  
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  increases by 1 (to a maximum of 7 temporary power points at 
  18th level).
   
  This ability replaces the revenant vigor class feature.
   
  Psionic Strike (Su): Beginning at 4th level, a 
  bloodmind agent learns how to use her psionic powers to 
  guide her attacks, allowing her to make effortless paralyzing 
  strikes. Whenever she uses her paralyzing strike class feature, 
  if she expends 5 power points as she does so, that use of 
  paralyzing strike does not count against her daily number of 
  uses of that class feature.
   
  This ability replaces the bonus feat gained at 4th level.
  New Rogue Archetypes
   
  The following archetypes are available to characters 
  of the rogue class.
  Cunning Swashbuckler
   
  More than just a sword and a pretty face, cunning 
  swashbucklers are rogues who fight first with their minds, 
  though their swords are a close second. Artists of both con 
  and combat, these sly characters will do anything to win 
  a fight in style. Well adapted to performing a variety of 
  devastating combat maneuvers, a cunning swashbuckler does 
  more than just stab her opponents in the kidneys.
   
  Swashbuckler’s Sneak Attack (Ex): Beginning 
  at 1st level, the cunning swashbuckler gains the ability to 
  deal extra damage against an opponent who is denied his 
  Dexterity bonus. Whenever she succeeds on a melee attack 
  against a character that is denied his Dexterity bonus to AC, 
  the cunning swashbuckler deals an additional 1d8 points 
  of damage. At 3rd level, and every odd-numbered level 
  thereafter, this damage increases by an additional 1d8. This 
  extra damage counts as sneak attack dice for any class feature, 
  spell, item, or ability which references sneak attack, but only 
  applies when the target is denied his Dexterity bonus to AC, 
  and does not apply in other situations where a rogue can 
  typically sneak attack (such as if he is flanking his opponent).
   
  This ability replaces the sneak attack class feature.
   
  Swashbuckler’s Feint (Ex): Beginning at 2nd level, 
  a cunning swashbuckler becomes a master at feinting in 
  combat. Whenever she uses the Bluff skill to feint in combat, 
  the cunning swashbuckler adds 1/2 her class level as a bonus 
  on the check. Additionally, beginning at 6th level, the cunning 
  swashbuckler can feint in combat as a move action. Finally, 
  at 10th level, the cunning swashbuckler can feint as a swift 
  action. 
   
  This ability replaces the trapfinding class feature and 
  the rogue talents gained at 6th and 10th level.
   
  Sneaky Maneuvers (Ex): Beginning at 3rd level, the 
  cunning swashbuckler learns to utilize distractions in order 
  to perform punishing combat maneuvers. She gains a +1 
  bonus on all combat maneuver checks made against creatures 
  she is currently flanking. At 6th level, and every 3 levels 
  thereafter, this bonus increases by an additional +1.
   
  This ability replaces the trap sense class feature.
  Daring Pilferer
   
  These rogues are thieves through and through, and 
  they specialize in taking things from their foes. They don’t 
  rely on stealth or guile, but rather on skill and brutality in 
  order to take what they want and overcome their foes.
   
  Master Pilferer (Ex): A daring pilferer is a master 
  of taking whatever she pleases from her foes. At 1st level, a 
  daring pilferer adds 1/2 her level to her CMB when making a 
  steal or disarm combat maneuver.
   
  This ability replaces the trapfinding class feature.
   
  Escapist (Ex): Due to their criminal activities, 
  most daring pilferers find themselves tied up often enough 
  that they have become experts at escaping their bonds. At 
  2nd level, the daring pilferer learns to escape her bonds with 
  extreme speed and relative ease. She adds 1/2 her level as a 
  bonus on all checks made to escape ropes, chains or anything 
  else used to tie her up. 
   
  This ability replaces the rogue talent gained at 2nd 
  level.
   
  True Taker (Ex): In a blur of motion, a daring 
  pilferer can strip her foes of all their wordy possessions in a 
  mere moment. Starting at 10th level, a daring pilferer does not 
  provoke attacks of opportunity when performing a disarm or 
  steal combat maneuver, and suffers no penalty for attempting 
  to disarm when she is not wielding a weapon. Finally, as a 
  full-round action, she can attempt both a disarm and a steal 
  combat maneuver against the same target. She can resolve 
  these in whichever order she chooses.
   
  This ability replaces the rogue talent gained at 10th 
  level.
  Tinkerer
   
  Kings of clockwork and masters of machinery, 
  tinkerers are experts when it comes to all things man-made, 
  including locks, traps, magic items, and even complex 
  clockwork creatures. If you can build it, the tinkerer can take 
  it apart, learn how it works, and put it back together again 
  better than new.
   
  Weapon and Armor Proficiency: Tinkerers are 
  only proficient with simple weapons, and are not proficient 
  with hand crossbows, rapiers, saps, shortbows, or short 
  swords. They are still proficient with light armor, but not with 
  shields.
  
  27
   
  Skills: At each level, a tinkerer gains 2 additional 
  skill points, which must be spent on Craft skills.
   
  Tinkerer (Ex): A tinkerer adds 1/2 her class level on 
  all Disable Device checks and all Use Magic Device checks. 
  A tinkerer can use Disable Device to disarm magic traps. A 
  tinkerer counts as having the trapfinding class feature for the 
  purposes of anything that requires it as a prerequisite.
   
  This ability replaces the trapfinding class feature.
   
  Clockwork Companion (Ex): A tinkerer begins play 
  with a clockwork companion: a clockwork construct that she 
  has cobbled together herself, which is loyal to her. Treat this 
  as a summoner’s eidolon, with the following exceptions: the 
  clockwork companion has the construct creature type and 
  construct traits. It has no good saves, and does not gain skill 
  points or feats, as it is mindless. Similarly, it does not have 
  an Intelligence score. The clockwork companion also has 
  the clockwork subtype, and the associated traits (winding, 
  vulnerable to electricity, swift reactions, and difficult to 
  create). Additionally, the clockwork companion has 3 fewer 
  evolution points than an eidolon belonging to a summoner 
  of the same level would have (this gives the clockwork 
  companion 0 evolution points at 1st level). 
   
  The clockwork companion increases in power as the 
  tinkerer increases in level, as indicated on the table below. 
  Additionally, at 6th, 12th, and 18th levels, the tinkerer gains 
  an additional clockwork companion, though she treats her 
  effective summoner level as 5 lower for each of these than for 
  the previous clockwork companion. This is also summarized 
  on the table below.
  as part of doing so, and the clockwork companion heals 
  a number of hit points equal to the result of the check. A 
  clockwork companion reduced to less than 0 hit points 
  isn’t destroyed, merely rendered inert, and the tinkerer can 
  repair it back to working condition, given enough time and 
  resources. A clockwork companion that is reduced to -50 
  or fewer hit points is completely destroyed. Whenever a 
  clockwork companion is completely destroyed or otherwise 
  lost, the tinkerer can create a replacement. Doing so requires 
  the expenditure of 100 gp per effective summoner level of the 
  clockwork companion in question, and takes 8 hours of work 
  per five effective summoner levels (rounded up).
   
  This ability replaces the sneak attack class feature.
   
  Master Craftsman (Ex): By 6th level, a tinkerer 
  is so adept at tampering with magical items that she can 
  easily recreate them. She gains the Master Craftsman feat 
  as a bonus feat, even if she does not meet the prerequisites. 
  Additionally, she can also use ranks in the chosen skill to 
  qualify for the Craft Construct, Craft Rod, and Forge Ring 
  feats, and can substitute her chosen skill for the caster level 
  when creating magic items with those feats, as well.
   
  This ability replaces the rogue talent gained at 6th 
  level.
   
  Accelerated Crafting (Ex): By 12th level, a tinkerer 
  is so skilled at making magical items that she can do so in a 
  fraction of the normal time. When creating a magic item, a 
  tinkerer needs to spend only 1 hour per 1,000 gp in the item’s 
  base price, instead of the usual 8 hours per 1,000 gp in the 
  item’s base price.
   
  This ability replaces the rogue talent gained at 12th 
  level.
   
  Jury Rig (Ex): At 20th level, a tinkerer can repair 
  one of her clockwork companions as a full-round action 
  that provokes attacks of opportunity, and doing so does not 
  require the expenditure of any resources.
   
  This ability replaces the master strike class feature.
  New Shaman Spirit
   
  The following spirit is available to characters of the 
  shaman class, found in the Advanced Class Guide.
  Autumn
   
  A shaman who selects the autumn spirit is in tune 
  with the season of loss and twilight, and can draw upon 
  the magic of that dusky season to power her magic. They 
  tend to be dour and stoic in nature, but each time that they 
  draw upon the spirit’s abilities, they become thinner and 
  more pale in complexion, eventually developing a corpselike 
  appearance.
   
  Spirit Magic Spells: Obscuring mist (1st), barkskin 
  (2nd), diminish plants (3rd), thorn bodyAPG (4th), fickle windsUM 
  (5th), fire seeds (6th), control weather (7th), symbol of death 
  (8th), shambler (9th).
  Tinkerer Level
  1st
  2nd
  3rd
  4th
  1st
  1
  —
  —
  —
  2nd
  2
  —
  —
  —
  3rd
  3
  —
  —
  —
  4th
  3
  —
  —
  —
  5th
  4
  —
  —
  —
  6th
  5
  1
  —
  —
  7th
  6
  2
  —
  —
  8th
  6
  3
  —
  —
  9th
  7
  3
  —
  —
  10th
  8
  4
  —
  —
  11th
  9
  5
  —
  —
  12th
  9
  6
  1
  —
  13th
  10
  6
  2
  —
  14th
  11
  7
  3
  —
  15th
  12
  8
  3
  —
  16th
  12
  9
  4
  —
  17th
  13
  9
  5
  —
  18th
  14
  10
  6
  1
  19th
  15
  11
  6
  2
  20th
  15
  12
  7
  3
  Effective Summoner Level
  Table 1-1: Clockwork Companion Levels
   
  Unlike an eidolon, a clockwork companion cannot 
  be summoned or dismissed. However, a tinkerer can repair 
  her clockwork companion via mundane means. Doing so 
  takes 10 minutes, and the expenditure of 1d6 x 10 gp in raw 
  materials. The tinkerer must make a Disable Device check 
  
  28
   
  Hexes: A shaman who chooses the autumn spirit can 
  select the following hexes.
   
  Bountiful Harvest (Sp): The shaman can imbue 
  a meal that she creates with the bountiful energy of the 
  harvest, replenishing those who consume it. This functions 
  as heroes’ feast, with a few exceptions. First, it takes only 10 
  minutes for the meal to be consumed. Second, instead of 
  gaining temporary hit points, each creature that consumes 
  the meal is healed 1d6 hit points per 2 class levels the shaman 
  possesses (rounded down, minimum one). Any healing in 
  excess of the creature’s maximum hit points is gained as 
  temporary hit points that last up to 1 hour, instead. Finally, 
  the morale bonuses granted by the ability last for 1 hour per 
  4 class levels the shaman possesses. The shaman can use this 
  ability once per day.
   
  Call Gusts (Sp): The shaman can call upon the 
  essence of the fall in order to summon a blustery burst of 
  autumn wind. This functions as the spell gust of wind, but 
  the shaman can choose to add either a chill to the wind, or 
  a flurry of leaves. If she chooses to add the chill element, 
  then each creature within the affected area also suffers 
  an amount of cold damage equal to 1d6 + the shaman’s 
  caster level. A successful Reflex save halves this damage. If 
  she chooses to add the flurry of leaves element, then the 
  ground in the affected area is covered in leaves and becomes 
  slippery. Characters that enter a square covered in such 
  leaves must spend 2 squares of movement to do so, and the 
  DC for Acrobatics and Stealth checks in the affected area are 
  increased by +5. The shaman can also choose to add neither 
  of these elements. The shaman can use this ability once per 
  day, plus 1 additional time per day for every 2 levels beyond 
  1st.
   
  Guise of the Scarecrow (Su): As a move action, the 
  shaman can cause her appearance to shift, and take on the 
  fearsome guise of a gruesome-looking scarecrow. While 
  affected by this ability, she gains a bonus equal to 1/2 her class 
  level on all Intimidate checks, and the saving throw DCs of 
  her spells with the fear descriptor are increased by +2. This 
  bonus does not stack with Spell Focus or Greater Spell Focus. 
  Further, the shaman gains darkvision to a range of 60 feet 
  while affected by this ability. This effect lasts indefinitely, 
  but can be dismissed by the shaman as a move action. The 
  shaman can use this ability at will.
   
  Jack-O’-Lantern (Sp): The shaman can carve a special 
  jack-o’-lantern and imbue it with magical powers. Doing 
  so requires one hour of work, though once this is done, the 
  jack-o’-lantern remains indefinitely unless it is destroyed 
  (it has AC equal to 10 + the shaman’s class level, hardness 
  equal to 1/2 the shaman’s class level, a number of hit points 
  equal to twice the shaman’s class level, and uses the shaman’s 
  saving throw bonuses). It otherwise functions as a permanent 
  dancing lanternAPG spell. The shaman cannot have more than 
  one jack-o’-lantern at any given time.
   
  Beginning at 5th level, the shaman can cause the 
  jack-o’-lantern to emit a special light that renders invisible 
  creatures visible. This takes the form of a 60-foot cone, but 
  otherwise functions as invisibility purge. The shaman can 
  turn the jack-o’-lantern to affect a different area as a swift 
  action once per round. This ability lasts for 1 minute, and the 
  shaman can use this ability three times per day. 
   
  Walk With Death (Ex): The shaman’s connection to 
  the spirit of autumn gives her a deeper insight into the nature 
  of entropy and the death of all things. Whenever the shaman 
  casts a spell with the death descriptor, or one that inflicts 
  negative energy damage, ability damage, ability drain, or 
  negative levels, the saving throw DC of that spell is increased 
  by +1. Further, the shaman gains a +1 bonus on saving throws 
  made to resist such effects.
   
  Spirit Animal: The shaman’s spirit animal looks 
  thinner and more ragged than others of its species, with 
  ragged patched fur, and visible ribs, but it is unusually tough. 
  It gains a bonus equal to 1/3 the shaman’s class level on 
  Intimidate checks, as well as a +1 bonus on all saving throws. 
   
  Spirit Ability: A shaman who chooses the autumn 
  spirit as her spirit or wandering spirit gains the following 
  ability.
   
  Wither Plants (Su): With a touch, the shaman can 
  cause a plant creature to wither and die. This is a standard 
  action that requires a melee touch attack. If the attack hits, it 
  inflicts 1d6 points of damage per shaman level. A successful 
  Fortitude save halves this damage. This ability has no effect 
  on non-plant creatures. The ability can alternatively be 
  used to wither and destroy all non-creature plants within a 
  5-foot square. Unique or magical plants may be entitled to 
  a saving throw to negate this effect, at the GM’s discretion, 
  and should use saving throw bonuses that the GM feels are 
  appropriate. Plant creatures affected by this ability change 
  color dramatically, turning bright shades of red, yellow, and 
  orange. This discoloration lasts for 1 day per shaman level. 
  The shaman can use this ability a number of times per day 
  equal to 3 + her Wisdom modifier.
   
  Greater Spirit Ability: A shaman who chooses 
  the autumn spirit as her spirit or wandering spirit gains the 
  following ability upon having access to the greater version of 
  that spirit.
   
  Summon Leafy Shambler (Su): Three times per day, 
  as a full-round action, the shaman can summon a special 
  shambling mound. This shambling mound’s body consists 
  entirely of leaves, and its coloration is a mix of red, yellow, 
  and orange. This has a few effects. First, the shambling 
  mound’s maximum hit points are increased by an amount 
  equal to 5 x the shaman’s class level. Second, the shambling 
  mound is immune to critical hits and precision-based 
  damage. Third, it loses its racial bonuses to Stealth. Finally, 
  it gains the swallow whole universal monster special ability, 
  inflicting an amount of damage each round to swallowed 
  creatures equal to 2d6 + the shaman’s level. The summoned 
  shambling mound serves the shaman faithfully, as though 
  summoned by summon monster I, and remains for a number 
  of rounds equal to the shaman’s class level.
   
  True Spirit Ability: A shaman who chooses the 
  autumn spirit as her spirit or wandering spirit gains the 
  following ability upon having access to the true version of 
  that spirit.
   
  Curse of the Corn Maze (Su): Three times per day, 
  as a full-round action, the shaman can banish a single 
  creature within 60 feet to an extradimensional corn maze. 
  The creature can attempt to escape the maze with a DC 20 
  
  29
  Intelligence check, as a full-round action. Alternatively, the 
  creature can instead attempt to plough through the corn 
  maze by force. This requires either of the following: a DC 20 
  Strength check, or a successful bull rush, overrun, or sunder 
  combat maneuver attempt (DC equal to 15 + the shaman’s 
  class level + the shaman’s Wisdom modifier). Regardless of 
  the method used, attempting to escape the maze is a full-
  round action. This ability otherwise functions as the spell 
  maze.
   
  Manifestation: Upon reaching 20th level, the 
  shaman becomes a spirit of autumn. She becomes immune 
  to fear effects, and gains cold resistance 15. She can cast blight 
  and diminish plants at will, and control winds three times per 
  day.
  New Skald Archetype
   
  The following archetype is available to characters of 
  the skald class, found in the Advanced Class Guide.
  Frenzied Agitator
   
  Any skald can allow willing allies to enter a rage, 
  but it takes a particular level of dedication—and some 
  might argue, insanity—to impose a mindless rage on those 
  who aren’t receptive to it. That’s exactly what the frenzied 
  agitator does best, and his inspired frenzy ability can turn any 
  battlefield into a chaotic field of carnage and chaos.
   
  Inspired Frenzy (Su): A frenzied agitator can use 
  his performance to incite a rage in his enemies and allies 
  alike. This ability affects all creatures that can hear the 
  performance, including the frenzied agitator. Affected 
  creatures, whether they are the frenzied agitator’s allies 
  are not, cannot choose whether or not to be affected by 
  the performance. Instead, at the beginning of the affected 
  creature’s turn, she may make a Will save (DC 10 + 1/2 
  the frenzied agitator’s skald level + the frenzied agitator’s 
  Charisma modifier). Success indicates that the creature is 
  unaffected by the inspired frenzy, and remains immune to 
  the inspired frenzy until the frenzied agitator ceases his 
  performance and starts a new one.
   
  Affected creatures gain a +2 morale bonus to 
  Strength and Constitution, and suffer a -2 penalty to AC. 
  While under the effects of inspired frenzy, creatures cannot 
  use any Charisma-, Dexterity-, or Intelligence-based skills 
  (except Acrobatics, Fly, Intimidate, and Ride), or any ability 
  that requires patience or concentration. Further, an affected 
  creature must attack a nearby creature each turn. The 
  affected creature does not have complete control over its 
  actions, and may not be able to choose which creature she 
  attacks. Each round, roll a d% and consult the table below to 
  determine who the creature’s target is.
   
  The affected creature must attack the indicated 
  target to the best of her ability, including using the full-attack 
  action, if possible, and utilizing feats and abilities such as 
  Power Attack, Deadly Aim, and so on, but is not required to 
  expend exceptional resources (such as particularly valuable 
  ammunition, abilities with limited uses per day, etc.) in 
  order to do so. A frenzied agitator remains more in control of 
  himself than others while affected by his own inspired frenzy, 
  and can always choose the creature that he targets each 
  round.
   
  At 6th level, and every six levels thereafter, the AC 
  penalty increases by 1. At 8th and 16th levels, the song’s bonus 
  to Strength and Constitution increase by 2. Unlike the 
  barbarian’s rage ability, those affected are not fatigued after 
  the song ends.
   
  If an affected creature has her own rage class ability, 
  she may use the Strength, Constitution, and Will saving 
  throw bonuses, as well as AC penalties, based on her own 
  ability and level, instead of those from the frenzied agitator 
  d%
  Target
  01 - 40
  Affected creature's choice
  41 - 50
  Nearest enemy
  51 - 70
  Creature that last damaged affected creature*
  71 - 80
  Nearest creature
  81 - 90
  Nearest ally
  91 - 100
  Frenzied agitator's choice
  Table 1-2: Inspired Frenzy Targets
  *If the affected creature hasn't been damaged in the last minute, nearest 
  creature, instead.
  
  30
  (still suffering no fatigue afterward). However, inspired 
  frenzy does not allow the character to activate abilities 
  dependent on other rage class abilities, such as rage powers, 
  blood casting, or bloodrager bloodlines; the character 
  must activate her own rage class ability in order to use such 
  features.
   
  This ability replaces the inspired rage raging song.
   
  Power Attack: At 1st level, a frenzied agitator gains 
  Power Attack as a bonus feat, even if he does not meet the 
  prerequisites.
   
  This ability replaces the Scribe Scroll class feature.
   
  Suggestive Frenzy (Su): Beginning at 2nd level, 
  whenever a creature affected by the frenzied agitator’s 
  inspired frenzy ability makes a roll to determine what 
  creature she will attack, the frenzied agitator may choose 
  to have that creature roll twice and take the result of the 
  frenzied agitator’s choice. The frenzied agitator must declare 
  that he is using this ability before the roll is made. The 
  frenzied agitator can use this ability a number of times per 
  day equal to 3 + his Charisma modifier.
   
  This ability replaces the versatile performance class 
  feature.
   
  Selective Frenzy (Su): Beginning at 5th level, 
  whenever the frenzied agitator uses his inspired frenzy 
  ability, he can select a single creature who is able to be 
  affected by it while remaining more lucid. The chosen 
  creature suffers only half the normal penalty to AC (rounded 
  down, minimum 1), and does not need to roll randomly to 
  determine what creature she attacks each round (although 
  she must still attack a creature each round). At 11th level, the 
  frenzied agitator can select two creatures to affect this way, 
  and at 17th level he can select three creatures to affect this way.
   
  This ability replaces the spell kenning class feature.
   
  Theatrics (Ex): Beginning at 7th level, a frenzied 
  agitator can take 10 on Acrobatics, Climb, Fly, Ride, and 
  Swim checks. Once per day, he can take 20 on such a check, 
  although he is fatigued for 1 minute after doing so.
   
  This ability replaces the lore master class feature.
  New Slayer Archetype
   
  The following archetype is available to characters of 
  the slayer class, found in the Advanced Class Guide.
  Trophy Killer
   
  Some enjoy nothing more than the thrill of the 
  hunt, and the cat-and-mouse game of predator and prey. 
  But for others, in order to continue getting enjoyment from 
  the hunt, there must always be a new and exotic target. The 
  trophy killer focuses on a single target at a time, and what 
  he lacks in versatility, he more than makes up for in his 
  ability to overcome the anatomical defenses of his exotic and 
  otherworldly prey.
   
  Zoologist (Ex): A trophy killer adds 1/2 his level 
  (minimum 1) on all Knowledge checks made to identify 
  monsters. Additionally, whenever he successfully identifies a 
  monster, he learns one additional special ability, defense, or 
  weakness that monster possesses than he normally would.
   
  This ability replaces the track class feature. If 
  desired, the trophy killer can gain the track class feature at a 
  later time, instead of one of his normal slayer talents.
   
  Focused Target (Ex): As a trophy killer gains levels, 
  the bonuses that he gains from his studied target class feature 
  increase normally. However, he does not gain the ability 
  to maintain that class feature for multiple targets, as he 
  normally would at 5th, 10th, 15th, and 20th levels.
   
  This ability modifies the studied target class feature.
   
  Study Tracks (Ex): Beginning at 2nd level, a trophy 
  killer can study the tracks of a creature in order to gain 
  the benefits of his studied target class feature against that 
  creature, instead of having to study the creature directly. 
  At the GM’s discretion, a trophy killer may be able to study 
  something else related to the creature, such as its droppings, 
  its nest, the site of one of its kills, and so on.
   
  This ability replaces the slayer talent gained at 2nd 
  level.
   
  Overcome Defenses (Ex): Beginning at 5th level, if 
  the trophy killer makes an attack against a creature for which 
  he is currently gaining the benefits of his studied target class 
  feature, if the target of the attack has damage reduction, 
  that damage reduction is treated as 3 lower than it actually 
  is (minimum 0). This applies even to damage reduction that 
  normally cannot be overcome (such as DR/—). At 15th level, it 
  is treated as 6 lower than it actually is, instead.
   
  No Recovery (Ex): Beginning at 10th level, if the 
  trophy killer damages a creature for which he is currently 
  gaining the benefits of his studied target class feature, if the 
  target of the attack has regeneration that can be overcome by 
  any type of energy damage, damage of a certain alignment, or 
  damage from a source made of a specific material, the target 
  must succeed on a Fortitude save (DC 10 + 1/2 the trophy 
  killer’s slayer level + the trophy killer’s Intelligence modifier) 
  or that regeneration ceases to function for 1 round. This 
  ability has no effect on regeneration that cannot normally be 
  overcome, or which must be overcome through exceptionally 
  obscure means.
   
  Anatomical Expert (Ex): At 20th level, the trophy 
  killer is such an expert at unusual anatomy that, as long as he 
  has studied a target, he can identify a weak spot to exploit, 
  even where others claim it is impossible. For the purposes of 
  any creature he is currently gaining his studied target class 
  feature benefits against, the trophy killer can score critical 
  hits and inflict precision-based damage, even if that creature 
  would otherwise be immune to such things (such as because 
  it has the fortification ability, or because it is an elemental).
  
  31
  New Sorcerer Bloodline
   
  The following bloodline is available to characters of 
  the sorcerer class.
  Vernal Bloodline
   
  Somewhere in your ancestry is a powerful figure 
  associated with the unbridled power of budding life. It may 
  have been a fey strongly associated with the springtime, 
  or even a nature deity devoted to the forces of fertility and 
  growth. Whatever the case, your veins flow with intense life 
  energy, vitalizing both you and your magic.
   
  Class Skills: Knowledge (nature), Survival.
   
  Bonus Spells: goodberry (3rd), summon swarm 
  (5th), plant growth (7th), reincarnate (9th), animal growth 
  (11th), beast shape IV (13th), awaken (15th), stormboltsAPG (17th), 
  greater create demiplaneUM (19th).
   
  Bonus Feats: Bouncing SpellAPG, Craft Staff, 
  Empower Spell, Great Fortitude, Improved Initiative, 
  Lightning Reflexes, Skill Focus (Knowledge [nature]), 
  Toughness.
   
  Bloodline Arcana: Whenever you cast a spell, you 
  heal a number of hit points equal to the spell’s level. Any 
  excess healing results in that many temporary hit points, 
  instead. Temporary hit points from different spells stack with 
  each other, but any temporary hit points gained in this way 
  last only one minute.
   
  Bloodline Powers: The raw life-giving energy of the 
  spring flows through your veins and empowers you, allowing 
  you to find the hidden potential in the world around you and 
  cause your surroundings to blossom like spring flowers.
   
  Vernal Summons (Sp): At 1st level, as a full-round 
  action, you can cast summon nature’s ally I as a spell-like 
  ability. At 3rd level, and every two levels thereafter, you can 
  use this ability to cast the next-highest summon nature’s ally 
  spell, instead (summon nature’s ally II at 3rd level, summon 
  nature’s ally III at 5th level, etc.). You can use this ability 3 
  times per day.
   
  Boundless Energy (Su): At 3rd level, you are sustained 
  by the life-giving energy of nature. Your need to eat and 
  sleep is reduced as though by a ring of sustenance. Further, 
  you gain a +2 racial bonus on saving throws made to resist 
  poisons and diseases.
   
  Animal Companion (Su): At 9th level, you gain an 
  animal companion. This functions like the druid animal 
  companion ability (which is part of the nature bond class 
  feature), except that your effective druid level for this ability 
  is equal to your sorcerer level – 5.
   
  Blooming Burst (Su): At 15th level, you gain the ability 
  to release a wave of intense life energy, which empowers 
  nearby allies. Each ally within 30 feet (including yourself) 
  gains a +4 enhancement bonus to each of its physical ability 
  scores, as well as a +2 natural armor bonus, and gains an 
  amount of fast healing equal to your Charisma modifier. 
  These benefits last for a number of rounds equal to your 
  sorcerer level. You can use this ability once per day.
   
  Life’s Champion (Su): At 20th level, your heritage as 
  a scion of the forces of life and nature comes to fruition. You 
  become immune to death effects, diseases, and poisons, and 
  your maximum hit points increase by 50.
  New Summoner Archetype
   
  The following archetype is available to characters of 
  the summoner class, found in the Advanced Player’s Guide.
  Aether Artisan
   
  These summoners are almost universally reviled and 
  ostracized from any form of civilized society, for they possess 
  the power to force various extraplanar beings to do them 
  service. They are equally despised in the planar community, 
  for not only do aether artisans force extraplanar creatures 
  to do their bidding, but they can fundamentally alter these 
  creatures while in their service, a practice most planar 
  creatures find terribly insulting.
   
  Call Extraplanar Entity (Sp): An aether artisan can 
  call forth an extraplanar creature to serve it in any capacity 
  he chooses. Calling an extraplanar entity is a full-round 
  action which provokes attacks of opportunity. Once called, 
  the summoned entity is under the aether artisan’s control, 
  as though it were summoned using the spell summon 
  monster I. However, a creature called in this way is unaffected 
  by protection from evil and similar spells which provide 
  protection against summoned creatures, though spells such 
  as banishment affect the extraplanar entity as normal. When 
  summoned, the extraplanar entity has its full hit points and 
  all uses of its daily abilities, including spells and spell-like 
  abilities. 
   
  A creature summoned by this ability is further 
  empowered by the aether artisan, gaining additional abilities 
  similar to the eidolon possessed by a normal summoner. For 
  the duration of this ability, the extraplanar entity gains the 
  Strength/Dexterity bonus, maximum attacks, and special 
  abilities indicated on the Eidolon Base Statistics table found 
  in the Advanced Player’s Guide, based upon the aether 
  artisan’s summoner level. Further, the summoned creature 
  uses either its own natural armor bonus, or the natural armor 
  bonus that would normally be granted to  the aether artisan’s 
  eidolon, whichever is higher. The summoned outsider retains 
  its Hit Dice, attack bonus, and saving throws.
   
  Additionally, when summoned, the called creature 
  gains a number of evolution points equal to 3 + 1 for every 2 
  summoner levels the aether artisan possesses beyond 1st, to a 
  maximum of 13 points at 19th level. These evolution points are 
  allocated to the creature when it is called, and are reallocated 
  each time the aether artisan summons a creature in this way. 
  For the purposes of determining what kind of evolutions 
  
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  the creature can qualify for, its base creature type is based 
  on its physical appearance: bipedal creatures are bipeds, 
  quadrupedal creatures are quadrupeds, snake-like creatures 
  are serpentine, and anything with the aquatic subtype is 
  aquatic. All other types of creatures are assumed to be 
  bipeds, though the GM has final say on what kind of creature 
  it is. Do not recalculate the creature’s statistics.
   
  The types of creature which can be summoned in 
  this way vary in accordance with the aether artisan’s level. 
  Once he gains the ability to summon a creature, he may 
  always choose to summon that type of creature when using 
  this ability. At 1st level, the aether artisan can summon a 
  Small air, earth, fire, or water elemental. At 4th level, the 
  aether artisan can summone any of the following outsiders: 
  an imp, a lantern archon, or a quasit. At 7th level, the aether 
  artisan can additionally summon any air, earth, fire, or water 
  elemental of Large size or smaller. At 10th level, the aether 
  artisan can additionally summon a djinni, bone devil, or 
  succubus. At 13th level, the aether artisan can summon any 
  greater air, earth, fire, or water elemental, or any genie with 
  a CR less than or equal to his class level (such creatures 
  can never grant wishes). At 16th level, the aether artisan can 
  summon a ghaele, ice devil, glabrezu, or astral deva. Finally, 
  at 20th level, the aether artisan can summon a planetar or 
  horned devil.
   
  For the purposes of any class feature the aether 
  artisan possesses which references the aether artisan’s 
  eidolon, he treats creatures summoned by this ability as his 
  eidolon. 
   
  An aether artisan can use this ability a number of 
  times per day equal to his Charisma modifier (minimum 1). 
  A creature summoned by this ability lasts for a number of 
  rounds equal to the aether artisan’s class level + his Charisma 
  modifier (minimum 1), or until the aether artisan dismisses it 
  as a standard action. If the summoned creature is dismissed 
  or slain, the aether artisan suffers damage equal to the 
  difference in the summoned creature’s current hit points and 
  maximum hit points. An aether artisan can never have more 
  than one creature summoned in this way at a given time.
   
  This ability replaces the eidolon, summon monster, 
  gate, and twin eidolon class features.
   
  Improved Aspect (Su): At 10th level, an aether 
  artisan is able to shape his summoning energies to improve 
  himself. He gains a single 1-point evolution.
   
  This ability replaces the aspect class feature.
   
  Greater Improved Aspect (Su): At 18th level, an 
  aether artisan’s ability to shape his energies into himself 
  improves. He gains an additional evolution worth no more 
  than 4 evolution points.
   
  This ability replaces the greater aspect class feature.
  New Swashbuckler Archetype
   
  The following archetype is available to characters of 
  the swashbuckler class, found in the Advanced Class Guide.
  Charming Blade
   
  Charming blades are swashbucklers who devote 
  themselves to the style of combat. Everything they do, 
  whether on the battlefield or off, is designed to do one thing: 
  impress people. Perhaps the charming blade is less able than 
  those who focus strictly on the martial side of swashbuckling, 
  but few can argue that charming blades aren’t able to hold 
  their own in the fight, and they are far more adept at bringing 
  people around to their point of view and are sure to cause 
  more than one swoon with their dashing presence.
   
  Panache: A charming blade gains no panache from 
  a killing blow, but does gain a point of panache whenever 
  she successfully raises a character’s attitude to helpful using 
  the Diplomacy skill, in addition to gaining one whenever she 
  confirms a critical hit with a light or one-handed weapon. 
   
  This ability modifies the charming blade’s panache 
  class feature.
   
  Deeds: A charming blade has access to a handful of 
  deeds to help her in her stylistic pursuits.
   
  Honeyed Words (Ex): A charming blade can expend 
  one point of panache in order to gain a bonus equal to her 
  level on all Charisma-based skill checks, except Use Magic 
  Device, for 1 minute per point of Charisma modifier she 
  possesses. This bonus stacks with all other skill bonuses, but 
  not with itself.
   
  This ability replaces the derring-do deed.
   
  Silver Tongue (Ex): At 3rd level, as long as a charming 
  blade has at least 1 point of panache, she gains a +2 bonus on 
  all Bluff and Diplomacy checks made against targets that are 
  of indifferent or better disposition.
   
  This ability replaces the kip-up deed.
   
  Fast Talker (Ex): At 7th level, a charming blade can 
  spend 1 point of panache in order to make a Diplomacy or 
  Intimidate check to influence a creature’s attitude as a full-
  round action, instead of taking a minute to do so. She can use 
  this ability during combat without hindering its effectiveness, 
  though hostile actions undertaken by the charming blade or 
  her allies may modify the DCs of any such check. 
   
  This ability replaces the swashbuckler’s grace deed.
   
  Promises, Promises (Ex): At 11th level, as long as 
  a charming blade has at least 1 point of panache, she is 
  immune to the effects of detect lies, zone of truth and any 
  other magical affect used to determine whether or not she is 
  lying, unless the effect has a caster level at least 4 higher than 
  the charming blade’s class level. Additionally, the charming 
  blade may spend 1 point of panache in order to reroll a Bluff 
  
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  check she just made. She must choose to use this ability 
  before the results of the check are known. 
   
  This ability replaces the evasive deed.
   
  Charming Flourish (Ex): At 15th level, a charming 
  blade can spend 1 point of panache as part of making an 
  attack roll in order to make an exceptionally impressive 
  flourish. If she does, she makes a Bluff check to feint as a 
  free action against the target of the attack, and may make a 
  Diplomacy check as a free action in order to influence the 
  attitudes of all non-hostile creatures within 30 feet. She must 
  make the Bluff check to feint before the results of the attack 
  are determined.
   
  This ability replaces the swashbuckler’s edge deed.
   
  Impressive Display (Ex): At 19th level, a charming 
  blade can spend 1 point of panache in order to undertake an 
  impressive display capable of ending a bout with minimal 
  bloodshed. She may use this ability as a free action whenever 
  she confirms a critical hit with a light or one-handed piercing 
  weapon. If she does, the target of the attack must succeed 
  on a Will save (DC 10 + 1/2 the charming blade’s level + the 
  charming blade’s Charisma modifier) or be so impressed with 
  the charming blade’s attack that he backs down from combat. 
  This causes the target’s attitude toward the swashbuckler and 
  her allies to increase to unfriendly and forces the target to be 
  willing to listen to any diplomatic overtures the charming 
  blade wishes to make. Both these effects last for 1 minute. 
  This is a mind-affecting effect. Any hostile action undertaken 
  by the charming blade or her allies immediately ends this 
  effect.
   
  This ability replaces the deadly stab deed.
   
  Extremely Charming (Ex): At 2nd level, the 
  charming blade’s natural charm begins to shine through, 
  allowing her to influence people easily. As a swift action, 
  the charming blade can choose to exercise her charm over 
  another creature. The target must succeed on a Will save 
  (DC 10 + 1/2 the charming blade’s level + the charming 
  blade’s Charisma modifier) or be treated as though his 
  attitude towards the charming blade were 1 step higher than 
  it actually is (to a maximum of friendly). She may use this 
  ability 3 times per day at 2nd level, and an additional time per 
  day every 4 levels thereafter (to a maximum of 7 times at 19th 
  level).
   
  This ability replaces the charmed life class feature. 
  New Warpriest Archetype
   
  The following archetype is available to characters of 
  the warpriest class, found in the Advanced Class Guide.
  Sanctified Soldier
   
  Sanctified soldiers are religious warriors belonging 
  to a militant arm of their deity’s church. While traditional 
  warpriests have strong combat abilities augmented by their 
  deity’s unique divine powers, sanctified soldiers instead 
  channel their deity’s divine grace for more directly lethal 
  combat abilities. Most sanctified soldiers can be found on 
  crusade, or else embroiled in other long religious conflicts 
  where the teachings of one’s church are less important than a 
  willingness to fight for one’s god.
  Soldier’s Blessing (Su): All sanctified soldiers 
  are blessed by their gods to be superior combatants. As 
  a standard action, a sanctified soldier can call upon this 
  blessing in order to make a single attack, which, if successful, 
  deals an additional amount of damage equal to his class 
  level. This damage is multiplied in the case of a critical hit. 
  Alternatively, by expending 2 uses of this ability, he can 
  activate it as part of making an attack. The sanctified soldier 
  can use this ability a number of times per day equal to his 
  Wisdom modifier.
  This ability replaces the minor blessing ability.
  Sacred Weapon (Su): At 1st level, the sanctified 
  soldier gains the sacred weapon ability as normal, except that 
  instead of the sacred weapon dealing damage as listed on 
  the warpriest table, it deals damage as normal for a weapon 
  of its type plus 1 additional point of damage. This additional 
  damage is not subject to any form of damage reduction or 
  resistance. At 5th level, and every 5 levels thereafter, this 
  bonus sacred damage increases by +1.
  This ability modifies the sacred weapon ability.
  Sanctified Strike (Su): A sanctified soldier learns 
  to make a powerful blow in the name of his god in order 
  to punish his foes. Beginning at 2nd level, as a free action 
  made as part of making an attack, a sanctified solider can 
  call upon his deity to empower his attack. If he does, all 
  damage dealt by the attack automatically overcomes all 
  forms of damage reduction, and is treated as though it 
  were the sanctified soldier’s alignment for the purposes of 
  stopping regeneration. Additionally, if the target’s alignment 
  is opposed to the sanctified soldier’s alignment on one 
  or more axes (chaos opposes law, evil opposes good), the 
  attack deals double damage, and the sanctified soldier can 
  attempt to dispel the highest-level spell currently affecting 
  the target. The sanctified soldier makes a dispel check (1d20 
  + his caster level) with a DC of 11 + the caster level of the 
  spell to be dispelled. He may use this ability once each day, 
  plus an additional time each day at 5th level and every 3 levels 
  thereafter, to a maximum of 7 times a day at 20th level. 
  This ability replaces the fervor and channel energy 
  class features.
  Sanctified Defense (Su): A sanctified soldier can 
  harness the power of his deity in order to defend himself 
  
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  against attacks. Beginning at 7th level, as a swift action which 
  does not provoke attacks of opportunity, a sanctified soldier 
  can add his Wisdom bonus to AC for 1 round. He can use this 
  ability a number of rounds each day equal to his sanctified 
  soldier level.
  This ability replaces sanctified armor.
  Champion’s Blessing (Su): A sanctified soldier 
  has the ability to call upon his god for additional attacks. At 
  10th level, as a swift action, a sanctified solder can make an 
  additional attack at his highest base attack bonus as a part of 
  a full-attack action. The sanctified soldier can use this ability 
  a number of times each day equal to 1/2 his sanctified soldier 
  level.
   
  This ability replaces the major blessing ability. 
  New Witch Archetypes
   
  The following archetypes are  available to characters 
  of the witch class, found in the Advanced Player’s Guide.
  Cauldron Crone
   
  Not all witches consort with familiars or otherworldly 
  powers. Some take their power directly from their cauldrons, 
  cooking up magic in much the same way that one might cook 
  up a stew. These strange practitioners gain their magic from 
  unusual brews with complex and exacting recipes of rare and 
  exotic ingredients. Though they give up the companionship 
  and animal servitude of a familiar, they form a bond that is 
  no less intense with their magical cookpots.
   
  Cauldronbound: The cauldron crone must select 
  Cauldron as the hex she gains at 1st level.
   
  Witch’s Cauldron (Su): A cauldron crone does not 
  gain a familiar, as most witches do. Instead, she establishes 
  an eldritch bond with a specific cauldron, and when she 
  uses that cauldron she can perform unusual feats of magic. 
  Because a cauldron crone does not have a familiar, she does 
  not need to commune with one to prepare her spells. Instead, 
  she must spend an hour brewing special tonics in her 
  cauldron, which, when consumed, prepare the spells in her 
  mind. Adding different ingredients to this brew allows her 
  to prepare different spells, but none of these ingredients are 
  costly. The cauldron crone stores the recipes used for creating 
  these brews in a formula book, similar to an alchemist’s 
  formula book or a wizard’s spellbook.
   
  Additionally, whenever the cauldron crone uses her 
  special cauldron to brew a potion with the Brew Potion feat, 
  she can create a potion of any spell, even spells that she has 
  not prepared, or that do not appear on the witch spell list. 
  Doing so increases the DC of the Craft check by +5 (normally, 
  potions are an exception to the rule that allows a character to 
  skip one of the prerequisites of item creation by increasing 
  the DC by 5).
   
  Beginning at 4th level, whenever the cauldron crone 
  uses her special cauldron to brew a potion with the Brew 
  Potion feat, the cost do so is only 12 gp x the spell level x the 
  caster level, instead of the normal amount.
   
  Beginning at 10th level, the cauldron crone can 
  create potions that replicate spells of 4th level. This functions 
  identically to the normal process of creating a potion.
   
  This ability replaces the familiar class feature, as well 
  as the hexes gained at 4th and 10th level.
   
  Stew of Visions (Su): Beginning at 7th level, a 
  cauldron crone is able to brew a special concoction in her 
  cauldron which allows her to use the scrying and greater 
  scrying spells without needing a mirror or a pool of water 
  to do so. Brewing this concoction can be performed while 
  the spell is cast, and does not increase its casting time, but 
  it does cost 50 gp in rare ingredients. The witch must still 
  prepare and cast scrying or greater scrying separately, and 
  this ability does not work unless she is able to cast the spell. 
  However, whenever the cauldron crone casts a scrying spell in 
  this way, the saving throw DC is increased by +2.
  Jungle Witch
   
  While the wild and dangerous depths of tropical 
  jungles are anything but a picnic for most, some, such as the 
  jungle witch, actively seek out such places. Here, they tap 
  into the primal power and life energy of such places, and use 
  them to power their magic.
   
  Familiar: A jungle witch must choose a familiar 
  that is native to hot, humid jungle environments, even if 
  she herself operates in another region. Traditionally, this 
  limits the jungle witch to the following familiar choices: 
  
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  bat, greensting scorpionUM, lizard, monkey, pigUM, scarlet 
  spiderUM, snapping turtleUM, toad, turtleUM, and viper. A 
  jungle witch who gains the Improved Familiar feat can select 
  any familiar she desires, as long as it does not have the cold 
  subtype.
   
  Patron: A jungle witch must select her patron 
  from one of the following patron themes: agility, ancestors, 
  animals, death, endurance, healing, occult, plague, spirits, 
  strength, vengeance, water, or wisdom.
   
  Spells: A jungle witch treats the following spells 
  as though they were on the witch spell list. She does not, 
  however, learn them automatically.
   
  1st-level spells: detect animals or plants, detect snares 
  and pits.
   
  2nd-level spells: forest friendUC, speak with animals.
   
  3rd-level spells: mad monkeysUM, plant growth, speak 
  with plants.
   
  4th-level spells: giant vermin.
   
  5th-level spells: command plants.
   
  6th-level spells: awaken.
   
  A jungle witch cannot learn or cast any spells with 
  the cold descriptor.
   
  Poison Familiarity (Ex): Beginning at 4th level, 
  a jungle witch is skilled and knowledgeable about poisons 
  of all sorts. She gains a +2 bonus on saving throws made to 
  resist poisons, and can safely apply poisons without risk of 
  poisoning herself. At 9th level, the bonus on saving throws 
  made to resist poisons increases to +5, and at 14th level she 
  becomes immune to poisons.
   
  This ability replaces the hex gained at 4th level.
   
  Hexes: A jungle witch gains access to the following 
  special hexes, and may take them if she chooses.
   
  Cook Beasts (Su): The jungle witch can cook the 
  flesh of animals or magical beasts in order to grant some of 
  their power to those who eat it. Cooking a beast in this way 
  takes 1 hour, and expends the entire corpse of the creature. 
  The creature provides one serving per 3 Hit Dice it possessed, 
  and eating the food provides one of the following benefits: 
  age resistanceUM, animal aspectUC, ant haulAPG, aspect of 
  the bearAPG, aspect of the falconAPG, bear’s endurance, bull’s 
  strength, cat’s grace, cure critical wounds, cure light wounds, 
  cure moderate wounds, cure serious wounds, eagle’s splendor, 
  endure elements, fox’s cunning, jump, neutralize poison, owl’s 
  wisdom, remove disease, spider climb, or water breathing.
   
  The caster level for the effect is equal to the Hit Dice 
  of the consumed animal or magical beast, and an animal 
  or magical beast whose Hit Dice is less than the minimum 
  caster level to cast the spell cannot be used to create that 
  spell effect. The animal or magical beast being consumed 
  must relate in some way to the spell effect, such as an aquatic 
  creature granting water breathing, or a particularly strong 
  creature granting bull’s strength. The GM is the final arbiter 
  of what spells are appropriate for what types of beasts. The 
  jungle witch must have the cauldron hex to select this hex.
   
  Entangling Vines (Su): The jungle witch can summon 
  forth magical vines from the ground to hinder her foes. As 
  a standard action, she can force a single creature within 30 
  feet to succeed on a Reflex save (DC 10 + 1/2 the jungle witch’s 
  witch level + the jungle witch’s Intelligence modifier) or be 
  entangled by vines which burst from the ground. The witch 
  must maintain this effect as a standard action each round, 
  or the vines retreat back into the earth, releasing the target. 
  Despite the fact that the vines emerge from the ground, they 
  are not securely anchored, and move with the target, rather 
  than preventing him from moving. The creature can escape 
  entanglement with a successful Strength check (DC 10 + the 
  jungle witch’s Intelligence modifier), or a successful Escape 
  Artist check (DC 10 + 1/2 the jungle witch’s witch level + 
  the jungle witch’s Intelligence modifier), both as standard 
  actions.
   
  Herb Lore and Mixology (Ex): The jungle witch 
  is particularly knowledgeable about herbs and their uses. 
  She gains a bonus equal to 1/2 her witch level on all checks 
  made to forage herbs or to create special preparations or 
  compounds from herbs. Additionally, when the jungle witch 
  reaches 8th level, she can combine up to two preparations, 
  compounds, or potions together. Doing so requires one hour 
  of work and both of the components to be combined, as 
  well as a successful Craft (alchemy) check, with a DC equal 
  to the highest Craft DC of the component items +5. The 
  result of such a combination functions identically to its two 
  component parts, and requires only a standard action to use.
   
  Nature Lore (Ex): The jungle witch is particularly 
  in tune with the forces of nature, and can cast certain spells 
  normally reserved for druids. The witch may choose one spell 
  that appears on the druid spell list at each spell level. She 
  treats those spells as though they appeared on the witch spell 
  list at the same level. She does not automatically learn these 
  spells, however.
  New Witch Hexes
   
  The following hexes are available to witches, as 
  well as other characters with access to hexes. For more 
  information on hexes, see the Advanced Player’s Guide. 
  Several of these hexes reference enhanced poisons and 
  diseases. For more information about enhanced poisons 
  and diseases, see Scourge: The Deluxe Guide to Disease and 
  Poison.
   
  Death Curse (Sp): Once per day, when the witch is 
  reduced to fewer than 0 hit points, she can utter a powerful 
  curse of vengeance. She effectively casts bestow curse as 
  a spell-like ability, but can do so as a free action even if it 
  is not her turn, and doing so does not provoke attacks of 
  opportunity. The range of the effect is increased to 60 feet, 
  and the witch can target any creature within that range, even 
  if that creature is not the one that reduced her to fewer than 
  0 hit points. The saving throw DC for the effect is equal to 10 
  + 1/2 the witch’s class level + the witch’s Intelligence modifier.
  
  36
   
  Gifted Healer (Ex): The witch is naturally gifted 
  at combating poisons and diseases, and gains a bonus equal 
  to 1/2 her witch level on Heal checks made to treat poisons 
  and diseases. This bonus also applies to caster level checks 
  made to remove poisons or diseases with spells like remove 
  disease. Finally, the witch herself is particularly resistant to 
  poisons and diseases: she gains a +4 bonus on saving throws 
  made to resist poisons and diseases, and whenever there is a 
  percentage chance that she is exposed to a disease, she rolls 
  twice and takes the better result.
   
  Poisonous Nails (Su): As a standard action, the 
  witch can cause her nails to become steeped in a virulent 
  poison. Whenever she does so, she chooses a single contact 
  or injury poison. If the poison is an enhanced poison, its CR 
  must be no greater than 1/2 the witch’s class level (rounded 
  down, minimum 1). If the poison is a normal poison, the cost 
  in gold pieces for a single dose must be no more than 100 gp 
  per witch level of the witch. Either way, the first time that 
  the witch deals damage to a creature with the natural attacks 
  granted by the nails hex, the target is exposed to the poison. 
  The poison lasts for one minute, and is wasted if the witch 
  does not damage a creature with her nails before that time. 
  The witch can use this ability a number of times per day equal 
  to her Intelligence modifier. The witch must have the nails 
  hex in order to select this hex.
   
  Purify Body (Su): As a standard action, the witch 
  can touch a creature in order to help purify his body of the 
  influences of disease and poison. If the creature is currently 
  affected by an enhanced disease or enhanced poison, the 
  disease or poison moves to the next-lowest stage (if the 
  disease or poison is currently in stage one, this has no effect; 
  in the case of poisons, the toxicity decreases to an appropriate 
  amount for the new stage). If the creature is currently 
  affected by a normal disease or normal poison, the target 
  automatically succeeds on his next saving throw to resist that 
  disease or poison. If the target is currently affected by more 
  than one disease or poison, only the disease or poison of the 
  witch’s choice is affected. Once a creature has benefited from 
  the purify body hex, it cannot benefit from it again for 24 
  hours.
   
  Touch of Plague (Su): As a standard action, the 
  witch can touch a creature in order to subject that creature 
  to a disease of her choosing. If the disease is an enhanced 
  disease, its CR must be no greater than 1/2 the witch’s class 
  level (rounded down, minimum 1). If the disease is a normal 
  disease, its saving throw DC must be no greater than 10 + 
  1/2 the witch’s class level + the witch’s Intelligence modifier. 
  Either way, the affected creature is exposed to the disease, 
  although any incubation period the disease has still applies. 
  A creature cannot be the target of this hex again for 1 day.
   
  Toxify (Su): As a standard action, the witch 
  can dramatically increase the toxicity of a poison that is 
  already within the body of a creature within 60 feet of 
  her. If the target is affected by an enhanced poison, that 
  poison’s toxicity increases by an amount equal to the witch’s 
  Intelligence modifier. If the target is affected by a normal 
  poison, that poison’s DC is increased to be equal to 10 + 1/2 
  the witch’s class level + the witch’s Intelligence modifier, if 
  that would be higher than the poison’s normal DC. If the 
  target is affected by more than one poison, choose a single 
  poison to be affected by this ability. A creature cannot be the 
  target of this hex again for 1 day.
  New Wizard Archetypes
   
  The following archetypes are available to characters 
  of the wizard class.
  Improvisational Archmage
   
  These wizards are never caught off guard. They 
  spend much of their studies learning to cast spells for any 
  situation so as not be caught by surprise. In addition to 
  learning to cast spells of any kind, they learn to cast spells in 
  a variety of dangerous situations.
   
  Arcane Bond: An improvisational archmage is 
  bound to a single special item, which he can use to cast spells. 
  An improvisational archmage must select bonded object at 
  1st level for his arcane bond. Instead of being able to cast any 
  one spell that the wizard has in his spellbook and is capable 
  of casting, once per day, an improvisational archmage’s 
  bonded item allows him to immediately prepare any spell on 
  the sorcerer/wizard spell list in an unused spell slot, even if 
  the spell is not in his spellbook. Doing so is a swift action, 
  and replaces the spell previously prepared in that slot. The 
  spell slot used must be of a high enough level for the chosen 
  spell slot. The improvisational archmage’s arcane bond 
  otherwise functions as a normal bonded item.
   
  This ability modifies the arcane bond class feature.
   
  Clutch Casting (Ex): An improvisational archmage 
  is able to cast a limited number of spells each day while in 
  a pinch. At 1st level, an improvisation archmage may cast 
  any spell he has prepared with a casting time of 1 standard 
  action or less as a swift action without using somatic or verbal 
  components. If he does, he cannot cast any other spells that 
  turn. He cannot use this ability in any round in which he has 
  already cast a spell. At 1st level, the improvisational archmage 
  may use this ability once each day. At 5th level, and every 5 
  levels thereafter, he may use this ability an additional time 
  each day.
   
  This ability replaces the scribe scroll class feature, 
  and all wizard bonus feats. 
  Master of the Dark Arts
   
  Rather than specializing in one of the traditional 
  eight schools of magic, a master of the dark arts specializes in 
  dark and forbidden magic, regardless of what school it might 
  belong to. Though they are commonly accused of being 
  amoral at best—and downright wicked at worst—not all of 
  these dark wizards are evil, and many simply see forbidden 
  magic as a resource that, while dangerous, can be used for 
  good or ill, as long as it is handled with care.
   
  Arcane School: A master of the dark arts cannot 
  choose an arcane school.
  
  37
   
  Control the Darkness (Ex): A master of the dark 
  arts is an expert on how to use forbidden magic in a safe way, 
  and so is better able to prevent the kinds of calamities that 
  are often caused by such spells. Whenever the master of the 
  dark arts rolls a d% to determine if a calamity will occur, or 
  to determine what type of calamity will occur if one does 
  occur, he may roll twice and take the better result. At 20th 
  level, whenever he casts a spell that would cause him to gain 
  one or more profane points, he gains 1 less profane point than 
  he otherwise would (to a minimum of 0 profane points). For 
  more information on calamities and profane points, see The 
  Book of Forbidden Magic.
   
  Blacken Spell (Su): Whenever a master of the 
  dark arts casts a spell with a single target that does not have 
  the forbidden descriptor, he can choose to have it gain the 
  forbidden descriptor, and gain 1 profane point. If he does, he 
  may choose one of the following effects to apply to the spell:
  •	
  Increase the spell’s saving throw DC by +2.
  •	
  Treat his caster level as 4 higher than it actually is for 
  the purposes of the spell.
  •	
  The spell deals an additional amount of damage 
  equal to his caster level (if the spell already deals 
  damage, the damage is of the same type. Otherwise, 
  it is untyped).
   
  Casting a spell in this way has the potential to cause 
  a calamity, just as casting any other spell with the forbidden 
  descriptor does. The master of the dark arts can use this 
  ability a number of times per day equal to his Intelligence 
  modifier. For more information on the forbidden descriptor 
  and profane points, see The Book of Forbidden Magic.
   
  Trigger Calamity (Su): Beginning at 8th level, as 
  a full-round action, a master of the dark arts can instill 
  dark energies in another creature, potentially causing that 
  creature to suffer a calamity. The target must be within 30 
  feet of the master of the dark arts, and the master of the dark 
  arts must succeed on a ranged touch attack in order to hit 
  the target. If the attack hits, the target immediately gains a 
  number of profane points equal to the master of the dark arts’ 
  wizard level, and must roll to see if a calamity occurs, exactly 
  as though the target had cast a spell with the forbidden 
  descriptor. Using this ability causes the master of the dark 
  arts to gain 3 profane points, even if the ranged attack misses 
  and the target is unaffected. The master of the dark arts can 
  use this ability 3 times per day. For more information on 
  calamities and profane points, see The Book of Forbidden 
  Magic.
  
  38
  Plant Companions
   
  This section presents rules for plant companions, a 
  character option available to any character that could gain an 
  animal companion. In most ways, plant companions function 
  identically to animal companions. Any character that would 
  gain an animal companion can instead choose to gain a plant 
  companion (except for characters that would gain an animal 
  companion from the animal domain, who cannot select a 
  plant companion, instead). Plant companions follow the 
  same rules as animal companions, and gain the same benefits 
  as the druid increases in level, with the following exceptions:
  Plant Traits
   
  Plant companions have low-light vision, and are 
  immune to all mind-affecting effects (charms, compulsions, 
  morale effects, patterns, and phantasms), as well as paralysis, 
  poison, polymorph effects, sleep effects, and stunning. 
  Certain spells and effects that specifically affect plants may 
  bypass these immunities.
  Saving Throws
   
  Plant companions have poor Reflex saves. When 
  determining a plant companion’s base Reflex save, use the 
  bonus listed for Will saves on Table: Animal Companion 
  Base Statistics (from the Pathfinder Roleplaying Game Core 
  Rulebook), instead of the bonus listed for Reflex saves.
  Tricks
   
  While plants cannot normally learn tricks, plant 
  companions can. However, the number of tricks that they 
  can learn is limited to the number of bonus tricks they are 
  allotted, as listed on Table: Animal Companion Base Statistics 
  (from the Pathfinder Roleplaying Game Core Rulebook). A 
  plant companion cannot learn any tricks as a result of its 
  Intelligence score (if it has one).
  New Plant Companions
   
  The following section provides a number of plant 
  companions. They are listed in alphabetical order.
  SHRUB, FRUIT-BEARING
  STARTING STATISTICS
  Size Small; Speed 20 ft.; AC +3 natural armor; Attack slam 
  (1d6); Ability Scores Str 12, Dex 14, Con 12, Int 2, Wis 13, 
  Cha 11; Special Qualities plant traits
  7TH-LEVEL ADVANCEMENT
  Size Medium; Speed 30 ft.; AC +3 natural armor; Attack 
  slam (1d8); Ability Scores Str +4, Dex -2, Con +2; Special 
  Qualities fruit-bearing
   
  Fruit-Bearing (Ex): A fruit-bearing shrub produces 
  enough fruit each day to sustain 1 Medium-sized creature per 
  four druid levels its master possesses. Additionally, it can cast 
  goodberry as a spell-like ability three times per day.
  TREE, OAK
  STARTING STATISTICS
  Size Medium; Speed 15 ft.; AC +4 natural armor; Attack 
  slam (1d8); Ability Scores Str 10, Dex 8, Con 12, Int 2, Wis 
  12, Cha 9; Special Qualities plant traits
  7TH-LEVEL ADVANCEMENT
  Size Large; Speed 20 ft.; AC +2 natural armor; Defensive 
  Abilities stand tall; DR 2/slashing; Attack slam (2d6); 
  Ability Scores Str +8, Dex -2, Con +4
   
  Stand Tall (Ex): When the oak tree is targeted by a 
  spell or ability that allows a Fortitude or Will save to negate 
  some or all of its effects, it can choose to automatically 
  succeed on that saving throw. If it does, it immediately 
  becomes exhausted. The oak tree can use this ability once per 
  day.
  TREE, WILLOW
  STARTING STATISTICS
  Size Medium; Speed 20 ft.; AC +3 natural armor; Attack two 
  slams (1d6); Ability Scores Str 12, Dex 12, Con 12, Int 2, Wis 
  13, Cha 11; Special Qualities plant traits
  7TH-LEVEL ADVANCEMENT
  Size Large; Speed 30 ft.; AC +2 natural armor; Defensive 
  Abilities bend in the wind; Attack two slams (1d8); Ability 
  Scores Str +8, Dex -2, Con +4.
   
  Bend in the Wind (Ex): When the willow tree is 
  the target of a melee attack, before the attack roll is made, 
  it can choose to roll with the attack, allowing itself to be hit 
  in the hopes of mitigating some of the damage. If it does 
  so, the attack automatically hits, but deals only half damage 
  (rounded up), and the attack cannot result in a critical hit. 
  The willow tree cannot use this ability more than once per 
  minute.
  VINE, FRUIT-BEARING
  STARTING STATISTICS
  Size Small; Speed 10 ft.; AC +2 natural armor; Attack slam 
  (1d3 plus grab); Ability Scores Str 10, Dex 14, Con 14, Int 
  2, Wis 13, Cha 11; Special Qualities plant traits; CMB +4 
  grapple; CMD can’t be tripped
  7TH-LEVEL ADVANCEMENT
  Size Medium; Speed 15 ft.; AC +2 natural armor; Attack 
  slam (1d6 plus grab); Ability Scores Str +4, Dex -2, Con +2.; 
  Special Attacks constrict (1d8); Special Qualities fruit-
  bearing
   
  Fruit-Bearing (Ex): A fruit-bearing vine produces 
  enough fruit to sustain 1 Medium-sized creature per four 
  druid levels its master possesses. Additionally, it can cast 
  goodberry as a spell-like ability three times per day.
  VINE, THORNY
  STARTING STATISTICS
  Size Small; Speed 10 ft.; AC +2 natural armor; Attack slam 
  (1d2 + 1d4 slashing plus grab); Ability Scores Str 12, Dex 12, 
  Con 10, Int 2, Wis 11, Cha 9; Special Qualities plant traits; 
  CMB +4 grapple; CMD can’t be tripped
  7TH-LEVEL ADVANCEMENT
  Size Medium; Speed 15 ft.; AC +2 natural armor; Attack slam 
  (1d4 + 1d4 slashing plus grab); Ability Scores Str +4, Dex -2, 
  Con +2.; Special Attacks constrict (1d6 + 1d4 slashing).
  
   
  Extraordinary Feats is our weekly article devoted to 
  providing new feats of every sort. In 2014, we created 160 new 
  feats, as well as an additional 26 new monster feats. 
   
  This chapter contains all the content from 
  Extraordinary Feats produced over the course of 2014, with 
  the exception of preview material from another product, 
  and the alternate favored class options for the new races 
  introduced this year in the Exotic Encounters article (these 
  alternate favored class options are included along with the 
  races, in the Exotic Encounters chapter).The feats are listed 
  in alphabetical order. Table 2-1: Feats summarizes the 
  majority of these feats. This table is too long to fi t on a single 
  page, and is divided up into several sections, and listed on 
  each odd-numbered page from 41 to 49. Several additional 
  tables list all metamagic feats, metaperformance feats, and 
  solo feats. Monster feats are listed at the end of the chapter, 
  in alphabetical order, and are summarized in Table 2-5: 
  Monster Feats. Combat feats are denoted with an asterisk, 
  and feats that require another feat as part of their 
  prerequisites are listed on these tables under the feat that 
  they require, instead of their normal alphabetical place. Note 
  that the abilities and prerequisites of these feats are 
  abbreviated in these tables. See the feat’s full description for 
  details.
   
  Several of the feats in this chapter contain material 
  that references content from another Necromancers of the 
  Northwest product. In these cases, a note at the end of the 
  feat will provide information about what product contains 
  the referenced content.
   
  This chapter presents several new types of feats, as 
  well as several feats that belong to existing types of feats. In 
  addition to the combat feats, critical feats, and metamagic 
  feats, like those found in the Pathfi nder Roleplaying Game 
  Core Rulebook, and monster feats, like those found in the 
  Pathfi nder Bestiary, there are also chivalry feats, grit feats, 
  metaperformance feats, psionic feats, and solo feats. Some 
  of these groups of feats have special rules that apply to them. 
  These are outlined on the following page. Some of these 
  groups of feats are listed in a separate table, while others are 
  included in the general Table 2-1: Feats. All feats that belong 
  to a specifi c group have that group’s name listed in 
  parentheses at the end of the feat’s name.
  CHapter 2: Extraordinary Feats
  39
  
  40
  Types of Feats
   
  This book introduces a variety of new types of feats, 
  some of which have special rules which apply to them. The 
  following section outlines these special rules.
  Metaperformance Feats
   
  Metaperformance feats are feats that modify bardic 
  performances. A character can apply no more than one 
  metaperformance feat to a single performance at any given 
  time. Most metaperformance feats cause the performance to 
  use up multiple rounds of bardic performance for each actual 
  round that they are used.
  Solo Feats
   
  Solo feats provide an edge to single characters who 
  are fighting against two or more opponents simultaneously. 
  All solo feats provide a benefit that only applies when you 
  are fighting alone against a certain number of enemies. For 
  the purposes of solo feats, “fighting alone” means that none 
  of your allies are participating in the combat in any way 
  (including casting spells, using special abilities, making 
  ranged attacks, and so on). In fact, even being present and 
  refraining from acting may count as being a part of the 
  fight, if your opponents spend time attacking or otherwise 
  interfering with your ally instead of fighting you. Familiars, 
  animal companions, eidolons, cohorts, and followers all 
  count as allies for the purposes of solo feats, and if they 
  are involved in the fight then you are not considered to be 
  fighting alone. The GM is the final arbiter of what does and 
  does not count as fighting alone.
  New Feats
   
  The following feats are presented in alphabetical 
  order. Monster feats are presented separately, at the end.
  Advanced Opportunist (Combat)
  By focusing on poise and defense, you are better able to 
  exploit weaknesses in your foe’s defense, allowing you to 
  strike more often and more precisely.
  Prerequisites: Combat Expertise, Combat Reflexes.
  Benefit: Whenever you use the Combat Expertise feat, 
  you may make any number of attacks of opportunity until 
  the beginning of your next turn. Additionally, you gain an 
  insight bonus on all damage rolls made as part of an attack 
  of opportunity equal to the dodge bonus to AC gained 
  through the Combat Expertise feat. This bonus lasts until the 
  beginning of your next turn, and does not apply to damage 
  rolls not made as part of an attack of opportunity.
  Advantageous Opportunist (Combat)
  You are adept at exploiting the weaknesses of your foes and 
  can place your blade in the most effective spots when your 
  opponents turn their back.
  Prerequisite: Base attack bonus +1.
  Benefit: You deal additional damage and strike more 
  accurately whenever you make an attack of opportunity. 
  You gain a +1 bonus to all attack and damage rolls made as 
  part of an attack of opportunity. These bonuses increase by 
  an additional +1 for every 4 points of base attack bonus you 
  possess (to a maximum of +6 at base attack bonus +20).
  Alert Combatant (Combat)
  Your combat alertness is such that you remain in fighting 
  shape, even under the adverse effects of combat.
  Prerequisite: Defensive Combat Training or Improved 
  Grapple.
  Benefit: While you have the dazed, grappled, or nauseated 
  condition, you may make attacks of opportunity as normal.
  Alien Grenade
  You have learned to use chemicals from beyond the stars to 
  create more powerful explosives.
  Prerequisite: Throw Anything, character level 6th.
  Benefit: Any thrown splash weapon you create, including the 
  bombs created by the alchemist bomb class feature, can be 
  infused with alien chemical compounds, making them more 
  explosive. Infusing the splash weapon with these compounds 
  is a move action (in the case of alchemist bombs, infusing the 
  bomb with these compounds increases the time it takes to 
  create and throw the bomb to a full-round action, instead). 
  All such splash weapons deal an additional 2d6 points of 
  damage, and all damage dealt by the splash weapon is half 
  fire damage and half untyped damage which cannot be 
  resisted by any form of energy resistance. The compounds 
  are highly volatile, and if the splash weapon is not used by 
  the end of the turn that it was infused with them, it explodes, 
  dealing damage as though it had scored a direct hit on any 
  creature that has the splash weapon in his possession, and 
  splash damage to other creatures within range. It costs 50 gp 
  in raw material components to infuse a splash weapon in this 
  way.
   
  Alien Tech Proficiency
  Through careful study, you have learned to master the secrets 
  of the operations of a piece of alien technology.
  Benefit: Choose a single type of alien tech described under 
  the alien tech section of a creature whose CR is less than or 
  equal to your character level. You are proficient in the use of 
  that item and understand how to use it intrinsically. For more 
  information on alien tech, see Cosmic Threats - A Bestiary of 
  Alien Creatures.
  Special: You can gain Alien Tech Proficiency multiple times. 
  Each time you take the feat, it applies to a new type of alien 
  tech.
  
  41
  Daycaster
  Caster level 1st
  Increase the DC or caster level of spells you 
  cast in bright light
  Condemning Smite
  Smite evil or smite good class feature
  Target a creature of any alignment with your 
  smite ability
  Critical Command 
  Diplomacy 1 rank, base attack bonus +4
  Convince the target of your critical hit to 
  surrender
  Combat Expert*
  Base attack bonus +6
  May take a -2 penalty on combat maneuver 
  checks to avoid attacks of opportunity
  Commanding Smite
  Smite evil or smite good class feature
  Command  the target of your smite
  Storm Seeker
  Clear Eyes
  Gain bonuses when fighting in stormy 
  conditions
  Clear Shot*
  Point Black Shot, Precise Shot
  +1 attack and damage on ranged attacks when 
  target doesn't have cover or concealment
  City Slicker
  —
  +2 bonus to Bluff, Diplomacy, and Knowledge 
  (local) checks in selected settlements
  Clear Eyes
  Perception 5 ranks, Survival 1 rank
  Able to see 30 ft. in conditions that limit your 
  vision
  Elemental Summons
  Channel Elements
  Expend a use of channel energy to summon 
  one or more elementals
  Charging Dismount*
  Spirited Charge
  Dismount at the end of a charge to deal triple 
  normal damage
  Channel Elements
  Character level 8th, channel energy class feature Deal elemental damage by expending uses of 
  channel energy
  Channel Elemental Spell
  Channel Elements, caster level 7th, any of the 
  following domains: air, earth, fire, or water
  Expend a use of channel energy to cast a spell 
  of the air, earth, fire, or water domain
  Careful Study
  Knowledge (any) 1 rank
  +2 bonus to a Knowledge check to identify a 
  creature as a standard action
  Cautious Approach
  —
  Prevent attacks of opportunity from a creature 
  you have studied
  Bombardment Specialist*
  —
  Gain bonuses when you attack using falling 
  objects
  Burst of Energy
  —
  +5 bonus to Acrobatics, Climb, and Swim plus 
  +10 feet of movement for 1 turn
  Beggar
  —
  Gain 1d8 gold and a +2 bonus to Knowledge 
  (local) checks
  Berserker Charge*
  Great Cleave or Whirlwind Attack
  Make an attack against each creature you 
  threaten after charging
  Avenging Smite
  Smite evil or smite good class feature
  Activate or boost smite ability when subjected 
  to a critical hit
  Awakened Recovery
  Base Fort save +3
  Regain +1 hp/HD each time you sleep
  Athletic Prowess
  Acrobatics, Climb, or Swim 5 ranks, Toughness
  +1 hp per 2 ranks in Acrobatics, Climb, or 
  Swim
  Athletic Recovery
  Str, Dex, or Con 12
  +2 bonus to Str, Dex, and Con when you 
  awaken
  Alien Grenade
  Throw Anything, character level 6th
  Deal an extra 2d6 damage with a thrown 
  splash weapon
  Alien Tech Proficiency
  —
  No penalty on attacks made with one type of 
  alien tech
  Advantageous Opportunist*
  Base attack bonus +1
  +1 bonus to attack and damage rolls on attacks 
  of opportunity
  Alert Combatant*
  Defensive Combat Training or Improved 
  Grapple
  Make attacks of opportunity when dazed, 
  grappled, or nauseated
  Table 2-1: Feats
  Feats
  Prerequisites
  Benefits
  Advanced Opportunist*
  Combat Expertise, Combat Reflexes
  Make additional attacks of opportunity, deal 
  extra damage when using Combat Expertise
  
  42
  Athletic Prowess
  Your constant physical exertions have left you conditioned for 
  anything.
  Prerequisites: Acrobatics, Climb, or Swim 5 ranks, 
  Toughness.
  Benefit: For every 2 ranks you have in Acrobatics, Climb, or 
  Swim, you gain 1 hit point. Each skill is counted separately 
  for this purpose (for example, a character with 3 ranks in 
  Acrobatics, 4 ranks in Climb, and 5 ranks in Swim would gain 
  5 extra hit points: 1 from Acrobatics, 2 from Climb, and 2 from 
  Swim). These bonus hit points stack with those granted by 
  Toughness.
  Athletic Recovery
  When you rest, your body recovers from its daily trials, ready 
  to exert itself in new and more demanding ways.
  Prerequisite: Str, Dex, or Con 12.
  Benefit: Whenever you awaken from rest, you gain a +2 
  bonus on all Strength, Dexterity, and Constitution-based skill 
  and ability checks for 1 hour per character level you possess. 
  Avenging Smite
  You call upon the wrath and fury of the divine in order to 
  punish those who would dare stand against you.
  Prerequisite: Smite evil or smite good class feature.
  Benefit: Whenever you are the target of a successful critical 
  hit made by a creature that you could target with your smite 
  ability, you may immediately activate that ability, targeting 
  that creature. If you do, the bonuses granted to attack and 
  damage by the smite ability are increased by +2. If you are 
  the target of a successful critical hit made by a creature that 
  is already the target of your smite, the bonuses granted by 
  the smite to attack and damage are increased by +2 for the 
  remainder of the smite effect.
  Awakened Recovery
  Like the great creatures of the woods and frosty planes, you 
  enter particularly deep sleeps which always allow you to 
  awaken rested. Falling into this mode when magically put to 
  sleep is just a matter of training. 
  Prerequisite: Base Fortitude save +3.
  Benefit: Whenever you awaken from sleep, whether natural 
  or magical, you regain 1 hit point per Hit Dice you possess. 
  This additional healing stacks with any healing you would 
  normally gain as a result of having been asleep. This ability 
  does not grant you any other benefits of rest, such as 
  regaining spells or other class features with limited uses per 
  day.
  Beggar
  You spend your time on street corners, asking for spare coin 
  and chatting with the locals, allowing you to strike it rich and 
  learn the city’s secrets at the same time.
  Benefit: While in an urban environment, you can choose 
  to spend time begging for wealth. Doing so takes 12 hours 
  of time, and generates 1d8 gold pieces’ worth of wealth 
  (typically in the form of copper pieces). While begging, you 
  can make a special Diplomacy check to gather information, 
  and gain a +5 bonus on this check. You cannot perform any 
  other activities while begging, but after begging for 12 hours, 
  you gain a +2 competence bonus on all Knowledge (local) 
  checks made in that urban environment for 1 week.
  Berserker Charge (Combat)
  Like a raging berserker, you rush an entire squadron of 
  enemies, swinging wildly and shouting with murderous 
  triumph.
  Prerequisite: Great Cleave or Whirlwind Attack.
  Benefit: When you use the charge action, at the end of 
  your movement you may make a single melee attack at your 
  highest base attack bonus against each creature you threaten. 
  You suffer a cumulative -2 penalty on each attack for each 
  previous attack you made as part of this action.
  Bombardment Specialist (Combat)
  You are an expert when it comes to using gravity to deliver 
  your attacks.
  Benefit: Whenever you cause an object to fall onto a creature 
  (whether you drop it, push it off a cliff or similar surface, 
  or use some mechanism to do so) that falling object deals 
  an additional 2d6 points of damage, in addition to what it 
  otherwise would, to any creature that it strikes. Additionally, 
  the object still does full damage to the target, even if it falls 
  less than 30 feet. You also gain a +2 bonus on ranged touch 
  attacks made to drop objects on a creature, and you treat the 
  range increments of such dropped objects as 30 feet, rather 
  than 20 feet. Finally, the Reflex DC to take half damage from 
  the object is equal to 10 + 1/2 your base attack bonus + your 
  Dexterity modifier, or the normal DC, whichever is higher.
  Burst of Energy
  You go all-out in a single blast of athletic prowess, leaving you 
  tired afterward.
  Benefit: As a swift action, you can grant yourself a +5 bonus 
  on Acrobatics, Climb, and Swim checks until the end of 
  your turn, and increase your movement speed by 10 feet for 
  the same duration. If you do, then at the end of your turn, 
  you must make a Constitution check (DC 15) or be fatigued 
  for 1 minute. You cannot use this ability while fatigued or 
  exhausted.
  Careful Study
  You can take your time to search your mind for more 
  information and facts, struggling to remember details and 
  bits of lore about creatures.
  Prerequisite: Knowledge (any) 1 rank.
  Benefit: As a standard action, you may attempt to study a 
  creature in more detail. If you do, you may immediately make 
  a single Knowledge check to identify that target, and you gain 
  a +2 circumstance bonus on this check. You may make this 
  check even if you have already made a Knowledge check to 
  identify the creature in question. If the check is successful, 
  you learn details about the creature as normal. 
  
  43
  Fell Resolve
  Diehard
  Gain 1 profane point and for 1 turn you cannot 
  be killed through death effects or hp damage
  Falling Sky Attack*
  Acrobatics 1 rank, Climb 1 rank
  Jump down into a creature's square to make an 
  attack against him and knock him prone
  Favorite Plague
  —
  Boost the potency of a single disease
  Exposing Strike*
  Base attack bonus +1
  Impose a -2 penalty to AC and to attack rolls 
  on the target of your attack of opportunity
  Fall Back*
  Acrobatics 1 rank
  Take a 5-ft. step before falling prone
  Master Opportunist*
  Combat Reflexes or Expert Opportunist, base 
  attack bonus +6
  Make an additional attack against a creature 
  that provokes an attack of opportunity
  Supreme Opportunist*
  Combat Reflexes or Expert Opportunist, base 
  attack bonus +6
  Make an attack of opportunity when a creature 
  performs a combat maneuver
  Expert Herbalist
  —
  +1 bonus on Heal and Know (nature) checks 
  and harvest +1 dose when gathering herbs
  Expert Opportunist*
  Base attack bonus +1
  Make an additional attack of opportunity each 
  round
  Exolinguist
  Linguistics 10 ranks
  Temporarily learn a language in 1 hour
  Expert Defensive Training*
  Combat Expertise
  Double your bonus to CMD from Combat 
  Expertise
  Enhanced Venom
  Skill Focus (Craft [alchemy])
  May increase the potency of any poison you 
  create using Craft (alchemy)
  Dilute Venom
  Enhanced Venom
  Reduce the potency of a poison to create a 2nd 
  dose
  Endless Grit
  Gunslinger level 20th
  Spend 1 minute to regain grit
  Enhanced Antidotes
  Skill Focus (Heal)
  Able to create an antidote to any poison you 
  are familiar with
  Drag Down*
  Dex 13, Acrobatics 1 rank
  Trip adjacent creatures when you are knocked 
  prone
  Drastic Maneuver*
  Base attack bonus +1
  Trade AC for a bonus to combat maneuver 
  checks
  Disorienting Critical*
  Critical Focus, base attack bonus +13
  Whenever you score a critical hit, the target is 
  confused
  Dizzy Cobra*
  Acrobatics 1 rank, Dodge
  Attack an adjacent creature as an immediate 
  action when you get up from prone
  Directed Fall
  Acrobatics 1 rank
  Correct your course as you fall
  Dirty Fighting Specialist*
  Greater Dirty Trick
  Reduce a dirty trick's duration to impose 
  additional conditions
  Dire Defense*
  —
  +4 bonus to  AC vs attacks to confirm critical 
  hits with a critical multiplier of x3 or higher
  Dire Strike
  Deadly Aim or Power Attack
  Gain 2 profane points and attack each turn to 
  increase your damage for 1 minute
  Deny Spell
  —
  Attempt a concentration check to stop casting 
  a spell that would go awry
  Dire Charge*
  Critical Focus and Improved Critical (any melee 
  weapon)
  Increase the critical threat range and critical 
  multiplier of your weapon by 1 
  Defender of the Meek
  Character level 3rd
  Gain bonuses when fighting creatures whose 
  CR is over 2 + your character level
  Defoliant Expert
  Craft (alchemy) 1 rank
  Able to affect plants with poisons or spells 
  with the poison descriptor
  Defender of Maidens 
  —
  +2 bonus on saving throws made to resist 
  charm effects
  Defender of the Faith
  Must worship a specific deity
  Gain a bonus to AC against creatures whose 
  alignments oppose your deity's
  Death Curse
  Ability to cast a spell with the curse descriptor
  Curse a creature as you die
  Fear Focus
  Ability to cast a spell with the fear descriptor
  Improve spells you cast with the fear 
  descriptor
  Table 2-1: Feats (continued)
  Feats
  Prerequisites
  Benefits
  
  44
  Cautious Approach
  You take the time to scout out the opponent’s moves and 
  learn the best way to avoid them, allowing you to approach 
  cautiously without risking personal injury.
  Benefit: You may spend a standard action to study a foe. If 
  you do, select one creature you can see. Until the beginning 
  of your next turn, you do not provoke attacks of opportunity 
  as a result of leaving a square that that creature threatens. 
  Channel Elemental Spell
  You can spontaneously convert channeled energy into spells 
  of your chosen element.
  Prerequisite: Channel Elements, caster level 7th, any of the 
  following domains: air, earth, fire, or water.
  Benefit: As a swift action, you can expend a use of your 
  channel energy class feature in order to cast an elemental 
  spell without expending a spell slot. The chosen spell must 
  appear on the spell list of the air, earth, fire, or water domain, 
  and you must have access to the domain in question. Further, 
  the spell must be at least two spell levels lower than the 
  highest spell level you can cast. The spell has its normal 
  casting time, in addition to the swift action to be able to use 
  it. If you do not begin casting the spell by the end of your 
  next turn, the effect is wasted.
  Channel Elements
  You can channel the power of the elements, instead of 
  channeling positive or negative energy.
  Prerequisites: Character level 8th, channel energy class 
  feature.
  Benefit: As a standard action, you can expend two uses of 
  your channel energy class feature in order to channel acid, 
  cold, electricity, or fire damage, instead. This unleashes a 
  wave of the chosen energy type, which causes your channel 
  energy to deal damage of the chosen type to each creature in 
  the affected area (the amount of damage does not change). 
  A successful Reflex save (DC 10 + 1/2 your cleric level + your 
  Charisma modifier) halves this damage. You choose which 
  energy type to use each time you use this ability.
  Charging Dismount (Combat)
  You urge your steed forward in a devastating charge, only to 
  leap from the saddle at the last moment, striking out mightily 
  with your weapon as you gracefully soar to the ground.
  Prerequisite: Spirited Charge.
  Benefit: Whenever you use the charge action while mounted, 
  at the end of your movement you may attempt a Ride check 
  to dismount as a free action. If the attempt is successful, 
  you deal triple the normal damage you would for a charge 
  attack, or 4 times normal damage if you are using a lance. If 
  the check fails, you fall prone and your attack automatically 
  misses. Either way, you must end your movement in a square 
  from which you threaten the target of the charge.
  City Slicker 
  You might not be much for rugged wilderness or high court, 
  but you know this city like the back of your hand.
  Benefit: When you gain this feat, select a number of 
  settlements equal to your Charisma modifier. The chosen 
  settlements must be of large town size or larger, and must 
  be ones that you are aware of and have been to before. If 
  you have not yet been to that many settlements of that size, 
  any time you spend at least 1 day in such a settlement in the 
  future, you may designate that city as one of the settlements 
  you select with this feat. In each of those settlements, you 
  gain a +2 bonus on all Bluff, Diplomacy, and Knowledge 
  (local) checks. These bonuses do not stack with those 
  granted by Skill Focus. Additionally, if you have spent at least 
  1 full year living in one of the selected settlements, you may 
  take 10 on Bluff, Diplomacy, and Knowledge (local) made in 
  that settlement. 
  Special: You can gain this feat multiple times. Its effects do 
  not stack. Each time you take the feat, it applies to a new 
  selection of cities. 
  Clear Eyes
  You can see through, sleet, snow, rain, and mist alike, when 
  others would be blinded.
  Prerequisites: Perception 5 ranks, Survival 1 rank.
  Benefit: You can see further in conditions which would limit 
  your vision. If an environmental condition, such as a sleet 
  storm or an obscuring mist spell would limit your vision to 
  less than 30 feet, you can see normally up to 30 feet in those 
  conditions, allowing you to see things that would otherwise 
  be obscured, and negating any miss chance imposed by such 
  conditions. Further, you do not suffer penalties to Perception 
  checks as a result of rain or similar weather conditions. This 
  feat has no effect on other things that can impair your vision, 
  such as blindness or darkness.
  Clear Shot (Combat)
  When there is nothing in your way, you can take the time to 
  aim and deliver deadly shots at your foes.
  Prerequisites: Point Black Shot, Precise Shot.
  Benefit: Whenever you make a ranged attack against a target 
  within the first range increment of your weapon, you gain a +1 
  bonus on the attack and damage rolls, so long as that target is 
  not benefiting from cover or concealment.
  Combat Expert (Combat)
  Through practicing tried and true combat techniques, you 
  have learned to perform certain key maneuvers without 
  leaving yourself open to attack.
  Prerequisite: Base attack bonus +6.
  Benefit: Whenever you would make a combat maneuver 
  check, you may choose to suffer a -2 penalty on the combat 
  maneuver check; if you do, you do not provoke attacks of 
  opportunity for performing that combat maneuver. You 
  may still provoke attacks of opportunity as normal for other 
  actions taken during the combat maneuver (such as moving 
  as part of a bull rush).
  
  45
  Meditative Renewal
  Perfect Rest, character level 5th
  +2 enhancement bonus to Int, Wis, or Cha for 
  24 hours
  Renew the Body
  Perfect Rest, character level 5th
  +2 enhancement bonus to Str, Dex, or Con for 
  24 hours
  Perfect Control
  —
  Able to act more freely when conditions would 
  limit your actions
  Perfect Rest
  —
  Gain a variety of benefits based on your 
  sleeping condition
  Overwhelming Charge*
  Improved Bull Rush or Improved Trip
  Make a combat maneuver check after charging 
  to knock the target prone 5 ft. away
  Party Animal
  —
  +1 bonus on ability checks, skill checks, and 
  saving throws when you gain a morale bonus
  Numbing Cold
  Base Fortitude save bonus +6
  Convert cold damage you suffer to twice as 
  much nonlethal damage
  One Thousand Tiny Cuts
  Two Weapon Fighting, sneak attack +2d6
  Sacrifice sneak attack dice to increase your 
  attack roll
  Lethal Blow*
  Critical Focus
  If a confirmation roll is also a critical threat, 
  roll again to increase the critical multiplier
  Long Charge
  Run
  Move up to 3x your speed when charging
  Interfering Critical*
  Arcane Strike, Critical Focus, base attack bonus 
  +11
  Whenever you score a critical hit, the target 
  suffers from spell failure
  Lay in Wait*
  Base attack bonus +6
  When you use the total defense action, you 
  can move to attack creatures within 30 ft.
  Interactive Penetration
  Spell Penetration, ability to cast any interactive 
  spell
  Interactive abilities of interactive spells  you 
  cast are not subject to SR
  Intercept*
  Base attack bonus +6
  Forgo an attack to force an opponent's attack 
  to miss you
  Herbal Grenadier
  —
  Gain bonuses vs grenade-like weapons and to 
  the saving throw DC of any alchemical item
  In the Face of Fear
  Iron Will
  Gain a bonus to attack and damage when you 
  make a save vs a fear effect
  Herbal Assassin
  —
  +2 bonus to resist poisons and +1 bonus to 
  saving throw DC of herbal poisons you create
  Herbal Explorer
  —
  +2 bonus to most Survival checks and reduce 
  the time required to forage for herbs
  Hearty Health
  —
  Experience symptoms 1 stage lower for any 
  enhanced poison or disease you suffer from
  Herbal Alchemist 
  —
  +2 bonus on Craft (Alchemy) and require 1 less 
  dose of an herb to create a special substance
  Frozen Resolve
  Ability to cast an arcane spell of 1st level or 
  higher with the cold descriptor
  Prepared spells with the cold descriptor power 
  bonuses to Will and Fort saving throws
  Head Bash*
  Stealth 1 rank, Improved Shield Bash
  May be able to stagger a creature you hit with 
  a shield bash
  Frightening Magic
  Ability to cast 1st-level spells
  Add the fear descriptor to the spell as you cast 
  it
  Frozen Magic
  Ability to cast a spell with the cold descriptor
  Your spells with the cold descriptor become 
  more effective in areas of cold weather
  Freezing Fist*
  Stunning Fist
  Expend 1 use of your Stunning Fist attack to 
  deal an additional 1d6 points of cold damage
  Deep Freeze*
  Freezing Fist, or the ability to deal cold damage 
  with a natural or unarmed attack
  Your natural and unarmed attacks bypass any 
  resistance or immunity to cold damage
  Fleet Disappearance
  Run, Stealth 1 rank
  Make a Stealth check with a +4 bonus after 
  using the run action
  Fog Hide
  Stealth 1 rank, Blind Fight
  Attackers must roll miss chance twice and take 
  the worse result
  Table 2-1: Feats (continued)
  Feats
  Prerequisites
  Benefits
  
  46
  Command Elementals
  You can channel the powers of the elements in order to 
  command elemental creatures.
  Prerequisites: Turn Elementals, character level 6th.
  Benefit: As a standard action, you can use one of your uses of 
  channel energy to enslave outsiders of the elemental subtype 
  you selected for the Elemental Channel feat that are within 
  30 feet of you. The outsiders receive a Will save (DC 10 + 1/2 
  your cleric level + your Charisma modifier) to negate the 
  effect. Outsiders that fail their saves fall under your control, 
  and are forced to obey your commands to the letter. Although 
  these outsiders must obey your commands, they are free 
  to interpret them in ways that most benefit them, and may 
  use this limited freedom to subvert the intention of your 
  commands, if you do not choose your words carefully. The 
  effect lasts indefinitely, but each affected outsider is allowed 
  a new saving throw each hour. You cannot control more Hit 
  Dice worth of outsiders in this way than your cleric level. If 
  you use channel energy in this way, it has no other effect (it 
  does not heal or harm nearby creatures). If the outsider is 
  under the control of another creature, you must make an 
  opposed Charisma check whenever your orders conflict.
  Commanding Smite
  You can speak a righteous command to those who would 
  stand against your faith.
  Prerequisite: Smite evil or smite good class feature.
  Benefit: When you first target a character with your smite 
  good or smite evil ability, you may issue a single command, 
  as the spell command, against that character. The target is 
  allowed a Will save (DC 10 + 1/2 your paladin or antipaladin 
  level + your Charisma modifier) to resist the effect. The caster 
  level for this ability is equal to your character level, and you 
  add your Charisma modifier as a bonus to overcome the 
  target’s spell resistance against this ability. This ability can 
  affect intelligent undead as though they were living creatures, 
  and their immunity to mind-affecting effects does not apply. 
   
  Condemning Smite
  You can condemn enemies of your beliefs to suffer your 
  righteous wrath.
  Prerequisite: Smite evil or smite good class feature.
  Benefit: You may condemn a creature of any alignment as 
  a foe who stands for all you fight against, making an appeal 
  to the divine. As a full-round action, you may make a special 
  Charisma check with a bonus equal to your paladin or 
  antipaladin level in order to condemn a single creature within 
  30 feet. The DC for this check is equal to the 10 + the target’s 
  CR + the target’s Wisdom modifier. If the check is successful, 
  then you may target the character with your smite good or 
  smite evil, ability regardless of their alignment. This effect 
  lasts for one hour. The use of this ability may be infeasible 
  with certain characters, such as those that are favored by your 
  deity, at the GM’s discretion.
  Critical Command 
  You might not be a skilled diplomat, but anyone who lives 
  through your “best shot” shuts up and listens.
  Prerequisites: Diplomacy 1 rank, base attack bonus +4.
  Benefit: Whenever you confirm a critical hit, you may 
  make a Diplomacy check to influence the target’s attitude 
  as a free action. If you do, you gain a bonus on the check 
  equal to 1/5 the amount of damage you dealt as part of the 
  triggering critical hit. If the result of the check causes the 
  target’s attitude to become friendly or better, he immediately 
  surrenders to you, ceasing hostilities and agreeing to discuss 
  things rationally. If the issue cannot be resolved through 
  reasonable discourse, however, the subject may resume 
  fighting you at that point. 
  Daycaster
  You channel the power of the sun into your spells.
  Prerequisite: Caster level 1st.
  Benefit: Three times per day, when you cast a spell, if you are 
  in an area of bright light, you can choose to either increase 
  the saving throw DC of the spell by 1, or increase the caster 
  level by 2. You cannot use this ability on spells with the 
  darkness descriptor.
  Death Curse
  As breath leaves your body, you utter a dire portent filled with 
  spell power, damning your foe to eternal suffering.
  Prerequisite: Ability to cast a spell with the curse descriptor.
  Benefit: When you die, you may cast any spell with the curse 
  descriptor which you can currently cast. That spell has its 
  casting time reduced to 1 free action and its range is set to 100 
  feet. If you target the character who dealt the killing blow, 
  he suffers a -4 penalty on his saving throw. You can use this 
  ability even if it is not your turn, regardless of the normal 
  casting time of the spell.
  Deep Freeze (Combat)
  You are capable of producing a cold which lingers very close 
  to absolute zero, and the normal physical properties of the 
  world have little effect on the cold energy you produce.
  Prerequisite: Freezing Fist, or the ability to deal cold 
  damage with a natural or unarmed attack.
  Benefit: Your natural and unarmed attacks bypass any 
  resistance or immunity to cold damage that the target may 
  possess.
  Defender of Maidens (Chivalry)
  You are an astute defender of the honor and sanctity of 
  women.
  Benefit: You gain a +2 bonus on saving throws made to resist 
  charm effects.
  Requirement: In order to maintain the benefits of this feat, 
  you must do your best to avoid combat with women (this only 
  applies to female creatures of the humanoid type). If combat 
  with such a creature cannot be avoided, you must fight using 
  nonlethal techniques.
  Defender of the Faith (Chivalry)
  You make it your personal responsibility to safeguard the 
  servants of your deity.
  Prerequisite: Must worship a specific deity.
  Benefit: You gain a +1 morale bonus to AC against creatures 
  that have at least one alignment element opposite that of 
  your deity (good is the opposite of evil, and chaotic is the 
  opposite of lawful). This bonus increases to +3 if both of the 
  creature’s alignment elements are the opposite of your deity’s 
  
  47
  Steady Offense*
  Fighter level 20th
  The penalty on additional attacks made as part 
  of a full-attack action is reduced to -3 
  Street Survivor
  —
  +2 on Perception, Sense Motive in urban areas; 
  avoid steal, Sleight of Hand attempts
  Space Age Weapons
  Craft (any) 1 rank, Exotic Weapon Proficiency
  Upgrade a weapon of masterwork quality to 
  space age efficiency
  Squeeze Mastery
  Escape Artist 5 ranks
  Reduce the penalties for squeezing
  Sneak Thievery
  Sleight of Hand 5 ranks, Improved Steal, sneak 
  attack class feature
  Whenever you deal sneak attack damage you 
  can attempt a steal or Sleight of Hand check
  Soft Landing
  Acrobatics 1 rank
  Always land on your feat and can negate extra 
  fall damage
  Slippery Defense*
  Acrobatic, Acrobatics 1 rank
  Success on certain Acrobatics checks grant a 
  dodge bonus to AC
  Smiting Proclamation
  Smite evil or smite good class feature
  Your smite applies to all possible targets of the 
  same CR and creature type within 30 ft.
  Slaying Smite
  Favored enemy class feature, smite evil or smite 
  good class feature
  Deal extra damage if the target of your smite is 
  also your favored enemy
  Sleepless
  Constitution 10
  Only need 4 hours to rest, and gain bonus vs 
  sleep effects, fatigue, and exhaustion
  Size Them Up
  Bluff or Diplomacy 5 ranks
  Use Sense Motive at first meetings to gain 
  bonuses to Bluff and Diplomacy
  Skillful Lockpick
  Disable Device 5 ranks
  Gain a bonus on a 2nd Disable Device check
  Shot Into the Wind*
  Survival 1 rank, Far Shot
  Able to make ranged attacks regardless of wind 
  conditions
  Sight the Unseen
  Perception 1 rank
  Make a Perception check to see hidden 
  creatures that attack you
  Shield Expert*
  Combat Expertise, Shield Focus
  Increase your shield bonus to AC when using 
  Combat Expertise
  Shield Push*
  Improved Bull Rush, Improved Overrun
  Push bull rushed foes further when equipped 
  with a shield
  Scaled Offense*
  Athletics, Climb 1 rank
  Gain benefits when attacking while climbing
  Scarring Critical*
  Critical Focus, base attack bonus +15
  Whenever you score a critical hit, the damage 
  dealt is difficult to heal
  Steal Interaction
  Quickened Interaction
  Activate the interactive ability of an interactive 
  spell cast by another character
  Religious Obedience
  Must worship a specific deity
  +2 bonus on saving throws vs arcane spells
  Psionic Vitality
  —
  Use psionic focus to gain temporary hp, DR, 
  and energy resistance
  Quickened Interaction
  Ability to cast any interactive spell
  Activate the interactive ability of an interactive 
  spell as a free action
  Psionic Knowledge
  —
  Use psionic focus to gain a bonus on any two 
  Knowledge skills
  Psionic Personality
  —
  Use psionic focus to gain a bonus on 
  Diplomacy and Intimidate checks
  Psionic Athletics
  —
  Use psionic focus to gain a bonus on Climb 
  and Swim checks
  Psionic Awareness
  —
  Use psionic focus to gain a bonus on 
  Perception and Sense Motive checks
  Potent Drinks
  —
  Treat the caster level of potions you drink as 5 
  higher
  Psionic Agility
  —
  Use psionic focus to gain a bonus on 
  Acrobatics and Escape Artist checks
  Pinpoint Critical
  Critical Focus, sneak attack class feature
  Deal additional damage when you deal sneak 
  attack damage on a critical hit
  Table 2-1: Feats (continued)
  Feats
  Prerequisites
  Benefits
  
  48
  (for example, if your deity was lawful good, you would get a +1 
  bonus for creatures that were lawful evil, neutral evil, chaotic 
  good, or chaotic neutral, and would gain a +3 bonus for 
  creatures that were chaotic evil).
  Requirement: In order to maintain the benefits of this 
  feat, you must take steps to defend members of your faith, 
  especially agents of your deity (like clerics, priests, and so 
  on) from harm. If you become aware of harm coming (or 
  potentially coming) to such a creature, you must do what you 
  can to stop it.
  Defender of the Meek (Chivalry)
  You are sworn to uphold and protect the weak from those 
  who would prey upon them.
  Prerequisite: Character level 3rd.
  Benefit: You gain a +2 bonus to attack and damage rolls 
  made against creatures whose CR is equal to or greater 
  than your character level + 2. Additionally, you gain a 
  +2 competence bonus to AC against the attacks of such 
  creatures, and gain a +2 competence bonus on saving throws 
  made to resist the spells and abilities of such creatures.
  Requirement: In order to maintain the benefits of this feat, 
  you must do your best to avoid combat with those who are 
  substantially weaker than yourself (more than 2 CRs below 
  your character level). If combat with such a creature cannot 
  be avoided, you must fight using nonlethal techniques.
  Defoliant Expert
  You know how to alter poisons so that they are effective 
  against plant creatures.
  Prerequisite: Craft (alchemy) 1 rank.
  Benefit: You can alter poisons so that they are able to affect 
  plants, rather than their usual victims. Altering a poison in 
  this way requires 1 hour, but does not require a skill check 
  or any additional resources. A poison that has been altered 
  in this way is able to affect plant creatures, even if they are 
  normally immune to poison, but has no effect on non-plant 
  creatures. Additionally, if you are capable of casting spells 
  with the poison descriptor, when you cast such a spell, you 
  may choose to alter it in a similar fashion, allowing it to affect 
  plant creatures. If you do, the spell still affects non-plant 
  creatures normally, but the saving throw DC for the spell (for 
  both plant and non-plant creatures) is reduced by 4.
  Delayed Spell (Metamagic)
  You can prepare a spell to have its effects begin shortly after 
  the spell is cast.
  Benefit: When a delayed spell is cast, you may choose to 
  delay its effects for any number of rounds up to 1/2 your 
  caster level. The spell has no effect until that time has 
  passed, at which point it has its normal effect. You make all 
  decisions about the spell (including its target or the location 
  of its area of effect, as well as any other choices the spell 
  may present, such as what kind of creature to summon with 
  a summon monster spell) at the time that the spell is cast, 
  and cannot change them during this delay. When the delay 
  ends, the spell’s effects kick in automatically, even if you are 
  unconscious or dead. While the spell is delayed, it cannot be 
  countered, but it can be dispelled, even if it normally has a 
  duration of instantaneous and would not typically be able to 
  be dispelled. If the delayed spell is dispelled before the delay 
  ends, it never has any effect. A delayed spell has no visual 
  elements, and cannot typically be detected except with detect 
  magic and similar effects, until the delay ends and the spell 
  has its normal effect. If the spell has a duration of 1 round/
  level or longer, any time that the spell is delayed counts 
  against the spell’s duration. A delayed spell takes up a spell 
  slot one level higher than normal.
  Deny Spell
  You can stop a spell from going awry.
  Benefit: Whenever you cast a spell, you can attempt a 
  concentration check (DC 10 + twice the spell’s level) in order 
  to stop casting the spell. You may make this check after 
  making any checks that must be made as the spell is cast, 
  such as those required by capricious spells and some unsafe 
  spells. If the check is successful, the spell is not expended, 
  and remains available to cast again. If the spell was an 
  automatic spell, its trigger condition remains the same, and 
  it will automatically cast itself again the next time that the 
  trigger condition is met. (See Advanced Arcana, Volume V 
  for more information on automatic, capricious, and unsafe 
  spells.)
  Dilute Venom
  You know how to create a poison with lower toxicity in order 
  to make an extra dose of a given poison.
  Prerequisite: Enhanced Venom.
  Benefit: You can dilute a dose of poison with water or a 
  similar non-toxic substance in order to create a larger dose. 
  By expending alchemical components worth 25% of the 
  poison’s base price and reducing all saving throws associated 
  with the poison by 2, as well as reducing its initial toxicity by 
  2 (if appropriate), you can create a second dose of the poison, 
  which is identical to the poison used to create the copy. (See 
  Scourge: The Deluxe Guide to Disease and Poison for more 
  information on enhanced poisons and diseases.)
  Dire Charge (Combat)
  You rush forward, screaming your battle cry and gripping 
  your weapon high above your head, ready to bring it down in 
  a single mighty blow aided by your momentum to slay your 
  foe.
  Prerequisites: Critical Focus and Improved Critical (any 
  melee weapon).
  Benefit: Whenever you make an attack using a weapon for 
  which you have the Improved Critical feat as part of a charge 
  action, you increase the critical threat range and critical 
  multiplier of that weapon by 1 for the purposes of that attack. 
  Apply this effect after any other effects which expand the 
  threat range of the weapon (for example, a creature wielding 
  a battleaxe would increase the critical threat range from 19-20, 
  after applying the Improved Critical feat, to a range of 18-20).
  
  49
  Xenostudies
  1 rank in 5 different Knowledge skills
  +10 on checks to identify non-native creatures
  Wind Strider
  Str 15
  Able to move or stand your ground in extreme 
  winds
  Word of Honor
  —
  +2 on Diplomacy checks, with extra +5 bonus 
  when making a request
  Weed Whacker*
  Base attack bonus +1
  +2 damage and increase your critical multiplier 
  by 1 vs plant creatures 
  Whispers from Beyond
  Skill Focus (any)
  Gain profane points to automatically succeed 
  at skill checks
  Weaponmaster of the Doomed 
  Legion
  Weapon Focus (any)
  Gain 1 profane point to gain a bonus to attack 
  and damage
  Weather Man
  Survival 1 rank
  Gain bonuses to predict and resist weather 
  conditions
  Vital Spell Power
  Toughness, ability to cast 1st-level spells
  +1 to saving throw DCs of spells you cast as 
  long as you are above 50 hp
  Watch Dog
  —
  In urban areas, gain bonuses vs characters 
  using Stealth or Sleight of Hand
  Unscathed
  —
  Gain +2 to AC and saves when at full hp, but 
  take -1 penalty when below half hp
  Urban Explorer
  —
  +1 bonus on all Str- and Dex-based skill checks 
  made in urban areas
  Turn Elementals
  Elemental Channel
  Channel energy can turn elementals
  Command Elementals
  Turn Elementals, character level 6th
  Channel energy can control elementals
  Toughened Survivor
  Great Fortitude, Iron Will, Lightning Reflexes, 
  Toughness
  Take half damage on a successful saving throw 
  as long as you are above 100 hp
  Tower Shield Expert*
  Tower Shield Proficiency, base attack bonus +6
  Gain additional cover when using a tower 
  shield
  Tough Moves
  Lightning Reflexes, Toughness
  Gain a bonus to Reflex saves vs traps as long as 
  you are above 50 hp
  Tough Resiliency
  Diehard, Toughness
  Gain 100 temporary hit points which last for 1 
  minute once/day
  Tough Gut
  Great Fortitude, Toughness
  Gain a bonus to Fortitude saves vs poisons and 
  diseases as long as you are above 50 hp
  Tough Mind
  Iron Will, Toughness
  Gain a bonus to Will saves vs mind-affecting 
  effects as long as you are above 50 hp
  Terrifying Blow
  Terror Strike
  Make an attack that forces a shaken target to 
  move away from you
  The Dark One’s Luck
  Great Fortitude, or Iron Will, or Lightning 
  Reflexes
  Gain 1 profane point to reroll a saving throw 
  with a +8 profane bonus
  Terrifying Critical*
  Critical Focus, base attack bonus +15
  Whenever you score a critical hit, the target 
  becomes frightened for 1d4 rounds
  Terror Strike
  Skill Focus (Intimidate)
  Make an attack that demoralizes the target 
  and imposes -1 to attack and weapon damage
  Sudden Sprint
  —
  Move up to 3 times your movement speed as a 
  standard action
  Supreme Precision
  Rogue level 20th
  Deal half sneak attack damage to creatures 
  that would normally be immune
  Stupefying Critical*
  Critical Focus
  When you score a critical hit, you may deal 
  normal damage and the target is stupefied
  Sudden Leap
  Acrobatics 1 rank
  Able to jump out of the way to help your allies 
  and avoid your foes' attacks
  Strike Through*
  Weapon Focus with any reach weapon, or 
  Lunge
  Attack through an opponent to also hit a 
  creature on the other side
  Stumbling Critical*
  Critical Focus, base attack bonus +13
  Whenever you score a critical hit, you push 
  your opponent back and make him fall prone
  Table 2-1: Feats (continued)
  Feats
  Prerequisites
  Benefits
  
  50
  Dire Defense (Combat)
  You know when it’s bad and how to get away from the big 
  blow. 
  Benefit: You gain a +4 dodge bonus to your AC against 
  confirmation rolls made to confirm critical hits with a critical 
  multiplier of x3 or higher. When your base attack bonus 
  reaches +10, this bonus is doubled to +8.
  Dire Strike
  You are obsessed with the lethal power of your attacks and 
  call upon wicked and profane forces to empower you and 
  enable you to kill faster and more efficiently.
  Prerequisite: Deadly Aim or Power Attack.
  Benefit: Whenever you use the Deadly Aim or Power Attack 
  feat, you may choose to gain 2 profane points. If you do, you 
  become suffused with dark murderous energy that turns you 
  into a veritable killing machine. This has two effects: first, the 
  bonus to damage granted by the feat you are using is doubled. 
  Second, you cannot choose not to use the feat when making 
  attack rolls and must make at least one attack per round 
  against a living creature. These effects last for 1 minute. 
  (See The Book of Forbidden Magic for more information on 
  profane points.)
  Directed Fall
  As you fall, you can manipulate your body, using your own 
  gyrations to create momentum and control where you land.
  Prerequisite: Acrobatics 1 rank.
  Benefit: For every 10 feet you fall vertically, you may move 
  5 feet horizontally in the direction of your choosing. Once 
  you have begun to move horizontally in this fashion, you can 
  continue to make course corrections every 10 feet further you 
  fall vertically, including making turns, doubling back, and so 
  on, if desired.
  Dirty Fighting Specialist (Combat)
  You know how to fight dirty, and aren’t afraid to do so.
  Prerequisite: Greater Dirty Trick.
  Benefit: You can reduce the length of the dirty trick’s 
  effects in order to increase their severity: for every 2 rounds 
  by which you reduce the duration of the effect, you can 
  impose an additional condition on the target. All conditions 
  added in this way are removed by a single standard action. 
  This decision must be made when the dirty trick combat 
  maneuver is performed, after rolling to determine the 
  duration of the effect. It cannot be made later. If this would 
  reduce the duration to less than 1 round, you cannot use this 
  ability.
   
  Additionally, whenever you successfully perform a 
  dirty trick combat maneuver, if the result of your combat 
  maneuver check exceeded the target’s CMD by 5 or more, you 
  may choose to inflict one of the following conditions, instead 
  of the normal options: confused, deafened, or fatigued.
  Disorienting Critical (Combat, Critical)
  Your critical hits leave your victims disoriented and confused.
  Prerequisites: Critical Focus, base attack bonus +13.
  Benefit: Whenever you score a critical hit against an 
  opponent, the victim gains the confused condition for 2d4 
  rounds. A successful Will save (DC 10 + your base attack 
  bonus) reduces this to 2 rounds.
  Special: You can only apply the effects of one critical feat to a 
  given critical hit unless you possess Critical Mastery.
  Dizzy Cobra (Combat)
  As an experienced fighter, you are familiar with being 
  knocked to the ground. Unlike an amateur, you have learned 
  to use the act of falling and getting up to punish those who 
  think you’re vulnerable.
  Prerequisites: Acrobatics 1 rank, Dodge.
  Benefit: Whenever you get up from prone, you may make 
  a melee attack as an immediate action against any adjacent 
  character. Additionally, you do not suffer the normal -4 
  penalty to attack rolls made while prone.
  Drag Down (Combat)
  When you are knocked to the ground, you take others with 
  you.
  Prerequisites: Dex 13, Acrobatics 1 rank.
  Benefit: Whenever you are knocked prone for any reason, 
  as an immediate action you may attempt a trip combat 
  maneuver against any number of adjacent characters, up 
  to your Dexterity modifier. These trip attempts suffer no 
  penalty for you being prone, and do not provoke attacks of 
  opportunity. 
  Drastic Maneuver (Combat)
  Your reckless fighting style allows you to ensure that your 
  combat maneuvers are effective.
  Prerequisite: Base attack bonus +1.
  Benefit: You can choose to take a -1 penalty to AC in order 
  to gain a +1 competence bonus on all combat maneuver 
  checks. When your base attack bonus reaches +4, and every 
  +4 thereafter, the penalty increases by -1, and the competence 
  bonus increases by +1. The effects of this feat last until the 
  beginning of your next turn.
  Elemental Summons
  You can channel elemental energy into a single focal point, 
  allowing you to create an elemental out of channeled energy.
  Prerequisite: Channel Elements.
  Benefit: As a standard action, by expending two uses of your 
  channel energy class feature, you can summon one or more 
  air, earth, fire, or water elementals, whose combined Hit 
  Dice are equal to or less than your cleric level. You choose 
  which type of elemental is selected each time you use this 
  ability, but all elementals summoned by a single use of this 
  ability must be of the same type (air, earth fire, or water). 
  The summoned elemental serves you, as though summoned 
  by the spell summon monster I, and remains for a number of 
  rounds equal to your cleric level. 
  
  51
  Encaptivating Fascination (Metaperformance)
  Your performance is so distracting, even obvious threats are 
  easy to ignore.
  Prerequisite: Fascinate bardic performance class feature.
  Benefit: Whenever you use the fascinate bardic performance, 
  you can make your performance encapitvating. If you do, 
  then the saving throw DC to end the fascination effect if 
  presented with a potential threat increases by +4, and even 
  an obvious threat does not automatically end the fascination, 
  although it does allow a new saving throw at the normal DC. 
  This feat has no effect on the initial saving throw DC to resist 
  the fascination. If you use this ability, then each round that 
  you maintain the performance counts as three rounds for the 
  purposes of how many rounds you can perform each day.
  Endless Grit (Grit)
  You are capable of an almost limitless supply of grit.
  Prerequisite: Gunslinger level 20th.
  Benefit: When you currently have no grit points remaining, 
  you can spend 1 minute in intense concentration, during 
  which time you can perform no other actions. If you do, you 
  regain a single grit point. If you have the Extra Grit feat, you 
  regain 2 grit points whenever you use this ability, instead. 
  You can’t use this ability if you currently have 1 or more grit 
  points.
  Enhanced Antidotes
  You have made a complete study of the art of poisoncraft, 
  and have learned to create antidotes to the most dangerous 
  poisons more cheaply and more effectively.
  Prerequisite: Skill Focus (Heal).
  Benefit: You can create an antidote to any poison you are 
  familiar with. You are considered familiar with a poison if 
  you either meet the poison’s identification DC (if applicable) 
  or have created the poison in question. Creating an antidote 
  to a poison you are familiar with costs only 50% of what it 
  normally would, and can be accomplished in half the time. 
  If the poison in question is not an enhanced poison, you can 
  instead spend 1 hour to create an antidote to the poison by 
  expending raw components worth 50% of the poison’s base 
  cost. When consumed, these antidotes are equivalent to the 
  imbiber making a successful saving throw. (See Scourge: The 
  Deluxe Guide to Disease and Poison for more information on 
  enhanced poisons and diseases.)
  Enhanced Venom
  You are an expert in the art of crafting poisons and can make 
  poisons which are far more potent than normal.
  Prerequisite: Skill Focus (Craft [alchemy]).
  Benefit: You can increase the potency of any poison you 
  create using Craft (alchemy). By increasing the cost to create 
  the poison by 50% and succeeding on a Craft (alchemy) 
  check (DC equal to 5 + the DC to create the poison), the 
  poison you create becomes more potent and deadly. All 
  saving throw DCs associated with that dose of the poison are 
  increased by +1, and if it is an enhanced poison, the initial 
  toxicity of that poison is increased by +3. (See Scourge: The 
  Deluxe Guide to Disease and Poison for more information on 
  enhanced poisons and diseases.)
  Exolinguist
  You have studied linguistics to the point that you can discern 
  similarities in speech in order to understand alien languages 
  after a short time.
  Prerequisite: Linguistics 10 ranks.
  Benefit: After listening to a language for 1 hour, you can 
  speak it for a number of hours equal to the number of ranks 
  in Linguistics you possess. Further, if the language is secret, 
  or you would otherwise be restricted from learning it by 
  taking a rank in Linguistics, you can choose to learn that 
  language the next time you gain a rank in Linguistics, as 
  though those restrictions did not exist.
  Expert Defensive Training (Combat)
  Your focus on defense exceeds even that of most expert 
  fighters, and you can maximize your defense against potent 
  maneuvers through positioning and skill.
  Prerequisite: Combat Expertise.
  Benefit: Whenever you use the Combat Expertise feat, the 
  dodge bonus to AC is doubled for the purposes of your CMD 
  (it remains the same for the purposes of your AC, however).
  Expert Herbalist
  You are well-versed in the art of using herbs both as a healing 
  aid and to create powerful alchemical substances. Your 
  expertise allows you to use herbs more efficiently for a variety 
  of purposes. 
  Benefit: You gain a +1 bonus on Heal and Knowledge 
  (nature) skill checks. This bonus stacks with the Skill 
  Focus feat and similar effects. Additionally, whenever you 
  harvest an herb, increase the number of doses yielded by 
  +1. See A Necromancer’s Grimoire: Secrets of the Herb or 
  A Necromancer’s Grimoire: Herbs of the Jungle for more 
  information on herbs and special substances made from 
  herbs.
  Increase fire damage by 50%
  Slow-Roast Spell
  —
  Table 2-2: Metamagic Feats
  Feats
  Wizard level 20th
  Apply any number of metamagic feats to a 
  spell
  Mutable Spell
  Prerequisites
  Benefits
  Delayed Spell
  —
  Delay a spell's effects for any number of 
  rounds up to 1/2 your caster level
  
  52
  Expert Opportunist (Combat)
  You are well practiced in the art of attacking those who 
  foolishly leave themselves open to you, and have learned to 
  take advantage of all the opportunities around you.
  Prerequisite: Base attack bonus +1.
  Benefi t: You may make an additional attack of opportunity 
  each round.
  Special: You can gain this feat multiple times. Its eff ects 
  stack.
  Exposing Strike (Combat)
  When your foes leave themselves open, you are able to attack 
  them in such a way as to put them completely off  balance, 
  leaving them vulnerable to further attacks.
  Prerequisite: Base attack bonus +1.
  Benefi t: Whenever you successfully deal damage to a 
  creature with an attack of opportunity, that creature is 
  knocked off  balance, suff ering a -2 penalty to AC and to all 
  attack rolls made until the beginning of their next turn. 
  Multiple instances of this ability do not stack.
  Fall Back (Combat)
  If you can’t avoid being knocked down, you make sure to do it 
  far away from danger.
  Prerequisite: Acrobatics 1 rank.
  Benefi t: Whenever you would be knocked prone for any 
  reason, as an immediate action you may take a single 5-foot 
  step before falling prone. You may use this ability even if you 
  moved or already took a 5-foot step this turn. 
  Falling Sky Attack (Combat)
  Like a meteor from the heavens, you fall upon your foes from 
  great height, swinging wildly and knocking them to the 
  ground.
  Prerequisites: Acrobatics 1 rank, Climb 1 rank.
  Benefi t: Whenever you use Acrobatics to jump down 
  from a height of at least 10 feet into a square occupied by 
  another character, you may make a melee attack against that 
  Sidebar: Twin Opportunists
   
  Did you fi rst see the Expert 
  Opportunist feat on our website? Do you 
  remember it doing something very 
  diff erent? Somehow, over the course of the 
  year, we missed the fact that we had two very 
  diff erent feats which were both named “Expert 
  Opportunist.” One of them can be found below 
  on this page. The other has been renamed 
  “Advanced Opportunist,” and can be found on 
  page 40.
  
  53
  character as an immediate action. You gain a +1 bonus on 
  the attack and damage rolls made for this attack for every 
  10 feet that you fell as part of this movement. Additionally, 
  if the attack hits, you may make a combat maneuver check 
  against the target, which, if successful, knocks the opponent 
  prone. If the combat maneuver check fails, you become prone 
  instead. Regardless of who is knocked prone, once the attack 
  and combat maneuver have been resolved, you move to the 
  nearest adjacent unoccupied square. This movement does 
  not provoke attacks of opportunity.
  Favorite Plague 
  You are exceptionally familiar with a single disease, and, 
  having unlocked its secrets, can use this affliction more 
  effectively.
  Benefit: Choose a single disease. Whenever you expose 
  another character to that disease, whether as a result of a 
  contagion spell or through natural means, the saving throws 
  made to resist contracting that disease are increased by +1. 
  Further, if it is an enhanced disease, it requires one additional 
  consecutive successful save in order to reduce each of the 
  disease’s stages. (See Scourge: The Deluxe Guide to Disease 
  and Poison for more information on enhanced poisons and 
  diseases.)
  Fear Focus
  You are able to empower spells which inspire fear with 
  additional magical energy, making them more effective.
  Prerequisite: Ability to cast a spell with the fear descriptor.
  Benefit: The saving throw DC of any spell you cast with 
  the fear descriptor is increased by +1. This bonus does not 
  stack with that granted by the Spell Focus feat. Additionally, 
  whenever a creature succeeds on a saving throw against a 
  spell you cast with the fear descriptor, he becomes shaken for 
  1d4 rounds. If the spell would already make a creature shaken 
  on a successful saving throw, then the duration of the effect is 
  increased by 1d4 rounds, instead.
  Fell Resolve
  When at death’s door, you are best able to draw upon the 
  forces of the nether world to keep you alive and fighting, 
  opening yourself to the dark spirits and evil magic to animate 
  your still-living flesh.
  Prerequisite: Diehard.
  Benefit: Whenever you are at 0 or fewer hit points, you 
  may choose to gain 1 profane point. If you do, you cannot 
  be reduced below your negative Constitution score in hit 
  points and gain immunity to death effects and spells, such as 
  power word kill or the monk’s quivering palm ability, until the 
  beginning of your next turn. Any damage that would cause 
  you to have more negative hit points than your Constitution 
  score is negated during this time. If using this ability results 
  in a calamity, you cannot use this ability again for one minute. 
  For more information about profane points and calamities, 
  see The Book of Forbidden Magic.
   
  Fleet Disappearance
  You run around the corner and disappear, leading some to 
  the conclusion that you can become invisible.
  Prerequisites: Stealth 1 rank, Run.
  Benefit: Whenever you use the run action, you gain a +4 
  bonus on all Stealth checks until the end of your next turn. 
  Additionally, at the end of your movement, you may make a 
  Stealth check as a free action. This feat does not give you the 
  ability to use Stealth when you would otherwise not be able 
  to. 
  Fog Hide
  You love to hide from your foes, whether in thick fog or 
  darkness, and make it difficult for your enemies to target you.
  Prerequisites: Stealth 1 rank, Blind Fight.
  Benefit: Whenever a creature attacks you, if you have 
  miss chance for that attack, the attacker must roll the miss 
  chance twice and take the worse result. You only gain this 
  benefit while you are also benefiting from a dodge bonus to 
  AC resulting from fighting defensively, using the Combat 
  Expertise feat, or from having taken a total defense action. 
  Freezing Fist (Combat)
  You can augment your already potent physical attacks with 
  your freezing spirit, in order to cause frost burns and worse 
  damage to those you touch with your bare skin.
  Swift Soothing
  Soothing performance bardic performance class 
  feature
  The benefits of your soothing performance 
  start immediately
  Use countersong and distraction bardic 
  performances simultaneously
  Countersong and distraction bardic 
  performance class features
  Versatile Distraction
  Table 2-3: Metaperformance Feats
  Feats
  Inspire courage, inspire competence, or inspire 
  greatness bardic performance class feature
  Bard level is 4 higher for determining benefits 
  granted by a performance
  Sonorous Doom
  Dirge of doom bardic performance class feature Increase the penalties imposed by your dirge 
  of doom bardic performance 
  Improved Inspiration
  Prerequisites
  Benefits
  Encaptivating Fascination
  Fascinate bardic performance class feature
  Creatures you fascinate ignore obvious threats 
  and suffer a penalty to notice potential threats
  
  54
  Prerequisite: Stunning Fist.
  Benefit: As a swift action, you may expend 1 use of your 
  Stunning Fist attack in order to fill your hands with a frosty 
  energy that causes all of your unarmed attacks to deal an 
  additional 1d6 points of cold damage. This bonus lasts until 
  the beginning of your next turn. If you have a ki pool, at the 
  beginning of your next turn, you can expend 2 points from 
  your ki pool. If you do, then the effect lasts for an additional 
  turn. You may continue to extend the effect in this way as 
  long as you have enough ki points to do so.
  Frightening Magic
  You can instill a sense of fear in spells you cast, terrifying your 
  victims.
  Prerequisite: Ability to cast 1st-level spells.
  Benefit: Whenever you cast a spell, you may choose to add 
  the fear descriptor to the spell as you cast it. If you do, treat 
  the caster level of the spell as though it were two levels lower 
  than it normally is.
  Frozen Magic
  You are able to tap into environmental factors in order to 
  increase the potency of spells with the cold descriptor.
  Prerequisite: Ability to cast a spell with the cold descriptor.
  Benefit: While in areas of cold weather, your spells with the 
  cold descriptor become more effective. In any area where the 
  temperature is between 40° Fahrenheit or below, spells you 
  cast with the cold descriptor have their saving throw DCs (if 
  any) increased by +1. If these spells deal cold damage, that 
  damage is increased by 1d4. If it is 10° Fahrenheit or colder, 
  the saving throw DCs are increased by an additional +1. 
  Finally, if it is -10° Fahrenheit or colder, spells with the cold 
  descriptor that deal cold damage deal an additional 1d10 
  points of cold damage per level of the spell (instead of an 
  additional 1d4).
  Frozen Resolve
  You can channel magical cold through your body, freezing 
  your blood and shaking your nerves awake, which allows you 
  to better resist attacks against your body.
  Prerequisite: Ability to cast an arcane spell of 1st level or 
  higher with the cold descriptor.
  Benefit: As long as you have at least one arcane spell with 
  the cold descriptor prepared, or have an unused spell slot 
  which could be used to cast an arcane spell with the cold 
  descriptor, you may attempt to fortify yourself against harm. 
  As an immediate action, you may choose to gain a resistance 
  bonus on Fortitude and Will saving throws equal to the spell 
  level of the highest-level spell with the cold descriptor you 
  could currently cast (for example, a sorcerer with wall of ice 
  available to cast could gain a +4 bonus, whereas a witch with 
  cone of cold available could gain a +6 bonus). This benefit 
  lasts for 1 minute. Each time you activate this ability, you 
  suffer 1d4 points of cold damage for each point of resistance 
  bonus granted this way. If this cold damage is reduced or 
  prevented in any way, then you do not gain the bonus. 
  Head Bash (Combat)
  You use the heavy weight of your shield to smash your foes in 
  the head and temporarily take them out of the fight. 
  Prerequisites: Improved Shield Bash.
  Benefit: Whenever you use a shield to deal at least 15 points 
  of damage to a creature who is denied his Dexterity bonus to 
  AC or who you are flanking, that creature must succeed on 
  a Fortitude save (DC 10 + 1/2 your base attack bonus + your 
  Strength modifier) or be staggered for 1 round. If he fails by 
  5 or more, he is dazed for 1 round, instead. If a creature is 
  affected by this ability multiple times in the same round, the 
  effects do not stack.
  Hearty Health
  You are exceptionally gifted at resisting ailments of the body.
  Benefit: Your extreme health allows you to suffer less as a 
  result of being affected by a poison or disease. When you 
  are affected by an enhanced disease or enhanced poison, 
  you are treated as being at 1 stage lower than normal for the 
  purposes of determining what symptoms you suffer from. If 
  this would result in the poison or disease being at stage 0, 
  then you suffer no ill effects due to the afflictions symptoms. 
  This feat has no impact on the effect of the enhanced disease 
  or enhanced poison, only the symptom. See Scourge: The 
  Deluxe Guide to Disease and Poison for more information on 
  enhanced poisons and diseases.
  Herbal Alchemist 
  Your study in the venerated art of alchemy has made you an 
  expert at tapping the latent power of living and nonliving 
  matter.
  Benefit: You gain a +2 bonus on Craft (Alchemy) skill checks. 
  This bonus stacks with the Skill Focus feat and similar 
  effects. Additionally, the number of doses of a particular 
  herb required to create a special substance is reduced by 1 
  (to a minimum of 1). See A Necromancer’s Grimoire: Secrets 
  of the Herb or A Necromancer’s Grimoire: Herbs of the Jungle 
  for more information on herbs and special substances made 
  from herbs.
  Herbal Assassin 
  You have long used herbs to create and enhance poisons, and 
  have become a master at both resisting their harmful effects 
  and increasing their deadly potential. 
  Benefit: You gain a +2 bonus on all Fortitude saves against 
  poisons. Additionally, whenever you create a poison from 
  one or more herbs, increase the saving throw DC of that 
  poison by +1. These bonuses stack with all other bonuses. 
  See A Necromancer’s Grimoire: Secrets of the Herb or A 
  Necromancer’s Grimoire: Herbs of the Jungle for more 
  information on herbs and special substances made from 
  herbs.
  Herbal Explorer
  You are an expert in the plant life of the natural world, 
  allowing you to better survive in the wilderness and forage 
  exceptionally well for food and profit. 
  Benefit: You gain a +2 bonus on all Survival checks, except 
  those made to find and follow tracks. Additionally, the time 
  
  55
  required to forage for herbs is reduced by 1/2 for each forage 
  attempt, to a minimum of 1 hour. See A Necromancer’s 
  Grimoire: Secrets of the Herb or A Necromancer’s Grimoire: 
  Herbs of the Jungle for more information on herbs and special 
  substances made from herbs.
  Herbal Grenadier 
  You are well versed in both the offensive and defensive 
  applications of grenades and similar splash weapons. 
  Benefit: You gain a +2 bonus on all saving throws against 
  grenade-like weapons, splash weapons, and alchemist 
  bombs. Additionally, the saving throw DC of any alchemical 
  item, including herb-based special substances and specific 
  applications, alchemist bombs, and any item created using 
  Craft (Alchemy), is increased by +1. See A Necromancer’s 
  Grimoire: Secrets of the Herb or A Necromancer’s Grimoire: 
  Herbs of the Jungle for more information on herbs and special 
  substances made from herbs.
  Improved Inspiration (Metaperformance)
  You are able to go all-out on a particularly inspiring 
  performance.
  Prerequisite: Inspire courage, inspire competence, or inspire 
  greatness bardic performance class feature.
  Benefit: Whenever you use the inspire courage, inspire 
  competence, or inspire greatness bardic performance, you 
  can treat your bard level as four higher than it actually is for 
  the purposes of determining what benefits are granted by the 
  performance. If you do, each round that you maintain the 
  performance counts as two rounds for the purposes of how 
  many rounds you can perform each day.
  In the Face of Fear
  You are of the bravest and most stalwart sort, and you are at 
  your best when faced with terrors which would send lesser 
  heroes running for the hills.
  Prerequisite: Iron Will.
  Benefit: Whenever you make a saving throw against a fear 
  effect, you gain a +1 bonus on all attack and weapon damage 
  rolls for a number of rounds equal to your Wisdom modifier 
  (minimum 1). If you have the bravery class feature, this bonus 
  is equal to the bonus on saving throws against fear affects 
  provided by bravery, instead.
  Interactive Penetration
  You can make the interactive portion of a spell affect your 
  opponents more easily.
  Prerequisites: Spell Penetration, ability to cast any 
  interactive spell.
  Benefit: The interactive abilities of interactive spells that you 
  cast are not subject to spell resistance, even if the spell’s main 
  effect is subject to spell resistance. See Advanced Arcana 
  Volume V for more information on interactive spells.
  Intercept (Combat)
  You can block an incoming attack with incredible speed.
  Prerequisite: Base attack bonus +6.
  Benefit: When using the full-attack action, you may choose 
  to forgo one of your attacks in order to try to intercept an 
  incoming attack at a later time. You can choose to give up 
  any of your attacks with your main weapon in this way, but 
  not any attacks made with an off-hand weapon (such as if 
  you would normally make a shield bash attack). If you forgo 
  an attack in this way, then the next time you would be hit 
  by a weapon attack, you may make a special d20 roll, adding 
  the base attack bonus of the attack you forewent. If you are 
  currently using a shield, you add your shield bonus to AC 
  to this roll as well. If the result of the roll is higher than the 
  attack roll, the attack automatically misses. You must declare 
  that you are using this ability before learning whether or not 
  the attack roll would otherwise have hit.
  Interfering Critical (Combat, Critical)
  Your critical hits create arcane interference, which makes it 
  difficult for the victim to cast spells.
  Prerequisites: Arcane Strike, Critical Focus, base attack 
  bonus +11.
  Benefit: Whenever you score a critical hit against an 
  opponent, the victim gains 25% spell failure for all spells 
  he casts for the next 1d4 rounds (this applies even if he is 
  a divine spellcaster, and would not normally be subject to 
  arcane spell failure). Multiple instances of this ability stack, 
  but do not reset the duration of previous instances (so a 
  character that was the victim of an Interfering Critical, and 
  then another Interfering Critical two rounds later, would 
  have 50% spell failure until the first instance of Interfering 
  Critical ended).
  Special: You can only apply the effects of one critical feat to a 
  given critical hit unless you possess Critical Mastery.
  Solo Strength, character level 8th
  Gain +2 bonus on attack rolls when fighting 3 
  or more enemies
  Solo Swiftness
  Any two solo feats, character level 12th
  Take an extra turn each round
  Solo Accuracy
  Solo Spell Potency
  Any two solo feats, character level 12th
  +2 bonus to saving throw DCs of spells with a 
  single target
  Solo Strength
  Character level 4th
  Deal 2 extra damage with melee attacks when 
  fighting 2 or more enemies
  Character level 4th
  +4 competence bonus to AC and +2 bonus to 
  saving throws
  Solo Redirect
  Mobility, base attack bonus +6
  Redirect a foe's attack of opportunity against 
  another foe
  Solo Defense
  Prerequisites
  Benefits
  Table 2-4: Solo Feats
  Feats
  Use Intimidate to demoralize additional foes
  Intimidate 1 rank
  Solo Confidence
  
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  Lay in Wait (Combat)
  You like to wait for the enemy to meet you halfway, at which 
  point you rush forward in a deadly charge.
  Prerequisite: Base attack bonus +6.
  Benefit: Whenever you use the total defense action, if a 
  character moves at least 10 feet in an area that is within 30 
  feet of you, if you have not yet made an attack of opportunity 
  since the end of your most recent turn, as an immediate 
  action you may move up to twice your speed and make a 
  single melee attack against that creature. You cannot use 
  this ability if anything would prevent you from charging 
  the target (such as because there are obstacles in the way, 
  or because the terrain does not allow charging, etc.). This 
  movement provokes attacks of opportunity as normal. This 
  attack counts against the number of attacks of opportunity 
  you can normally make in a round.
  Lethal Blow (Combat)
  Sometimes you can make a perfect hit.
  Prerequisite: Critical Focus.
  Benefit: Whenever you make a roll to confirm a critical 
  threat, if the confirmation roll would also be a critical threat, 
  you may choose to increase the critical multiplier of your 
  weapon by 1 for that attack, and make a new confirmation 
  roll at a -5 penalty. This ability cannot be used to increase the 
  critical multiplier of the weapon by an amount greater than 
  the weapon’s normal critical multiplier (for example, it could 
  be used twice with a dagger or four times with a scythe).
  Long Charge
  You are an expert sprinter and have applied your extreme 
  speed and skill at running to making exceptionally long 
  charges, flying across the battlefield like a bolt of lightning.
  Prerequisite: Run.
  Benefit: When you use the charge action, you may move up 
  to three times your speed in a straight line before making 
  your attack. Additionally, if you move more than twice your 
  speed in this way, both the bonus to attack rolls and penalty 
  to AC made as part of charging increase by 1.
  Master Opportunist (Combat)
  You are so practiced in taking advantage of the weaknesses of 
  others that you can attack foes who expose themselves with 
  blinding speed.
  Prerequisite: Combat Reflexes or Expert Opportunist, base 
  attack bonus +6.
  Benefit: Whenever a creature provokes an attack of 
  opportunity, you may make an additional attack of 
  opportunity against that creature, assuming that you have 
  enough remaining attacks of opportunity available to do so 
  this round.
  Special: You can take feat again when your base attack bonus 
  reaches +11 and +16. Its effects stack.
  Meditative Renewal
  You have learned through meditation and focus to control 
  your dreams, guiding your mind to unlock its full potential in 
  the waking world.
  Prerequisites: Perfect Rest, character level 5th.
  Benefit: Whenever you awaken from rest, you may choose 
  to make a single Intelligence, Wisdom, or Charisma check. 
  If the result of the check is higher than your corresponding 
  Intelligence, Wisdom, or Charisma score, you gain a +2 
  enhancement bonus to that ability score for 24 hours. You 
  gain a +4 competence bonus on this ability check if you 
  received complete bed rest.
  Mutable Spell (Metamagic)
  Your complete mastery over the arcane arts allows you to 
  enhance spells practically on the fly. You can choose the 
  amount of metamagic to apply in advance, and wait to decide 
  what specific effects to apply until the last second.
  Prerequisite: Wizard level 20th.
  Benefit: When you prepare a mutable spell, you can choose 
  to have it take up a spell slot any number of spell levels higher 
  than it normally would. When you cast the spell, you can 
  apply any metamagic feats you know to the spell without 
  increasing the spell’s casting time or further increasing 
  the spell level of the slot that it uses, provided that the 
  metamagic feats that you apply would not increase the spell’s 
  level by more than the amount that you increased it with this 
  feat (for example, if you prepared a mutable fireball in a 5th-
  level spell slot, when you cast that spell, you could choose to 
  make it empowered, or both enlarged and silent, or you could 
  heighten it to 5th level).
  Numbing Cold
  Constant exposure to the coldest elements has made you 
  better able to withstand extreme cold.
  Prerequisite: Base Fortitude save bonus +6.
  Benefit: Whenever you would suffer cold damage, you may 
  instead choose to treat it as nonlethal damage, instead. If you 
  do, you suffer twice as much damage as you otherwise would 
  have. The damage is still treated as being cold damage for the 
  purposes of resistances, vulnerabilities, and immunity, but is 
  nonlethal damage.
  One Thousand Tiny Cuts
  Your twin blades whirl at extreme speed, striking the target’s 
  vitals repeatedly.
  Prerequisites: Two Weapon Fighting, sneak attack +2d6.
  Benefit: Whenever you use the full-attack action to make 
  an attack against a creature you are flanking or that is 
  denied its Dexterity bonus to AC, you may choose to reduce 
  the amount of sneak attack damage you would inflict on a 
  successful hit by 1d6 in order to reduce any penalties to your 
  attack roll from two-weapon fighting by 2 for the purposes 
  of that attack. Additionally, whenever you use this ability, 
  you may choose to give up additional sneak attack damage 
  dice. For each additional dice forfeited in this way, you gain 
  a +1 competence bonus on the attack roll. This ability only 
  applies to attacks made against creatures that are susceptible 
  to precision-based damage.
  
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  Overwhelming Charge (Combat)
  No foe can stand up to your ferocious assault.
  Prerequisite: Improved Bull Rush or Improved Trip.
  Benefit: Whenever you successfully deal damage with an 
  attack made as part of a charge action, you may attempt a 
  special combat maneuver check against the creature that you 
  damaged. Apply any modifiers to your CMB that would apply 
  to a bull rush or trip attempt. If the attempt is successful, the 
  target is pushed back 5 feet and knocked prone. 
  Party Animal
  You make the most of a good time, and are extra sensitive to 
  things that lift your mood.
  Benefit: Whenever you are currently benefitting from a 
  morale bonus, you also gain a +1 bonus on ability checks, skill 
  checks, and saving throws.
  Perfect Control
  You can act when others would be too impaired to do so.
  Benefit: If you have a condition which limits you to a single 
  move action, you can make a standard action, instead. If you 
  would be limited to a single standard action, you can make 
  a full round’s worth of actions, instead. Finally, if you are 
  confused, you may roll twice and take your preferred result. 
  Perfect Rest
  You have mastered sleep so that you might master awakening, 
  rising refreshed and ready for the day ahead. 
  Benefit: Each time you rest, you may choose to either dream 
  a dreamless sleep or enter your deeper mind while dreaming. 
  If you choose to enter a dreamless sleep, you receive a +5 
  competence bonus on all Perception checks made while 
  sleeping, and gain immunity to the dream and nightmare 
  spells, as well as any similar spell or special ability which 
  invades dreams. If you choose to enter your deeper mind, 
  you suffer a -10 penalty on all Perception checks made while 
  sleeping and automatically fail any saving throws against a 
  dream, nightmare, or any similar spell or ability, but when you 
  awaken, you gain a +2 bonus on all Intelligence, Wisdom, and 
  Charisma ability checks made for the next 24 hours. 
  Pinpoint Critical
  When you forcefully stab your foe in the kidneys, you ensure 
  the impact will have the maximum effect on wounding his 
  vitals.
  Prerequisites: Critical Focus, sneak attack class feature.
  Benefit: Whenever you confirm a critical hit on an attack 
  to which your sneak attack class feature applies, you deal an 
  additional amount of damage equal to the number of sneak 
  attack dice rolled for that attack, multiplied by the weapon’s 
  critical multiplier (for example, if you would deal 3d6 points 
  of sneak attack damage with a dagger, you deal 3d6+6 instead, 
  and if you would deal 4d6 points of sneak attack damage with 
  a scythe, you would deal 4d6+16 instead).
  Potent Drinks
  You know the value of a refreshing beverage, and are able to 
  make the most of what you drink.
  Benefit: Whenever you drink a potion, or another liquid that 
  has a caster level associated with it, you treat the potion’s 
  caster level as though it were 5 higher than it actually is.
  Psionic Agility (Psionic)
  You are intensely aware of your surroundings, and can use 
  your psionic focus to react to events before they occur.
  Benefit: You gain a +2 bonus on Acrobatics and Escape Artist 
  checks as long as you maintain psionic focus. Additionally, 
  you can expend your psionic focus at any time in order to 
  increase this bonus to +5, and increase your movement speed 
  by 10 feet. These benefits last until the beginning of your 
  next turn. See Ultimate Psionics from Dreamscarred Press for 
  more information about psionics.
  Psionic Athletics (Psionic)
  Your body is powered by your mind, allowing you to perform 
  great feats of athleticism.
  Benefit: You gain a +2 bonus on Climb and Swim checks 
  as long as you maintain psionic focus. Additionally, you can 
  expend your psionic focus at any time in order to increase 
  this bonus to +5 and gain a +4 bonus on all Strength checks 
  (this bonus only applies to ability score checks, and not 
  attack rolls, damage rolls, or Strength-based skill checks). 
  These benefits last until the beginning of your next turn. 
  See Ultimate Psionics from Dreamscarred Press for more 
  information about psionics.
  Psionic Awareness (Psionic)
  Your mind is constantly alert to subtle clues that help you see 
  through deceptions.
  Benefit: You gain a +2 bonus on Perception and Sense 
  Motive checks as long as you maintain psionic focus. 
  Additionally, you can expend your psionic focus at any time 
  in order to increase this bonus to +5, and gain a +1 insight 
  bonus to AC. These benefits last until the beginning of your 
  next turn. See Ultimate Psionics from Dreamscarred Press for 
  more information about psionics.
  Psionic Knowledge (Psionic)
  You are able to store certain facts in the recesses of your 
  mind, allowing for them to be easily recalled when the time is 
  right.
  Benefit: Choose any two Knowledge skills. You gain a +2 
  bonus on checks made with the chosen Knowledge skills as 
  long as you maintain psionic focus. Additionally, you can 
  expend your psionic focus at any time in order to increase this 
  bonus to +5, and be treated as being trained in all Knowledge 
  skills. These benefits last until the beginning of your next 
  turn. See Ultimate Psionics from Dreamscarred Press for 
  more information about psionics.
  Psionic Personality (Psionic)
  Your mind psychically brushes the minds of those around 
  you, making them more susceptible to your requests.
  Benefit: You gain a +2 bonus on Diplomacy and Intimidate 
  checks as long as you maintain psionic focus. Additionally, 
  you can expend your psionic focus at any time in order 
  
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  to increase this bonus to +5 until the beginning of your 
  next turn. If you do so, you may also make a Diplomacy or 
  Intimidate check to improve a creature’s attitude as a full-
  round action (note that this does not change the fact that 
  Diplomacy is generally ineffective in combat and against 
  creatures that intend to harm you in the near future). 
  See Ultimate Psionics from Dreamscarred Press for more 
  information about psionics.
  Psionic Vitality (Psionic)
  Your mind is able to lend durability and toughness to your 
  body, making it tough enough to handle anything.
  Benefit: Whenever you become psionically focused, you gain 
  5 temporary hit points. These temporary hit points stack with 
  any other source of temporary hit points, but are lost if you 
  ever lose your psionic focus. Additionally, at any time, you 
  can expend your psionic focus to gain DR 2/magic and acid, 
  cold, electricity, and fire resistance 2 until the beginning of 
  your next turn. See Ultimate Psionics from Dreamscarred 
  Press for more information about psionics.
  Quickened Interaction
  You can interact with a spell at instant speed.
  Prerequisite: Ability to cast any interactive spell.
  Benefit: You may choose to activate the interactive ability 
  of an interactive spell you cast as a free action; if you do, the 
  spell immediately ends. See Advanced Arcana, Volume V for 
  more information on interactive spells.
  Religious Obedience (Chivalry)
  Your faith in the purity of the church and your chosen deity, 
  and willingness to accept their teachings and directions, 
  shields you from the magic of your faith’s foes.
  Prerequisite: Must worship a specific deity.
  Benefit: You gain a +2 bonus on saving throws made to resist 
  arcane spells. This bonus stacks with those granted by Great 
  Fortitude, Lightning Reflexes, and Iron Will. 
  Requirement: In order to maintain the benefits of this feat, 
  you must do a reasonable job of upholding the tenets of your 
  deity’s faith, and must obey all commands issued to you by 
  legitimate agents of your deity. Finally, you must willingly fail 
  all saving throws allowed to resist the spells and spell-like 
  abilities of legitimate agents of your deity. Legitimate agents 
  of your deity must present themselves as such in order for 
  this requirement to apply.
  Renew the Body
  You awaken from rest having slept a night of dreamless sleep, 
  restoring your body to its full potential.
  Prerequisites: Perfect Rest, character level 5th.
  Benefit: Whenever you awaken from rest, you may choose 
  to make a single Strength, Dexterity, or Constitution check. 
  If the result of the check is higher than your corresponding 
  Strength, Dexterity, or Constitution score, you gain a +2 
  enhancement bonus to that ability score for 24 hours. You 
  gain a +4 competence bonus on this ability check if you 
  received complete bed rest.
  Scaled Offense (Combat)
  Gaining the higher ground is often critical to success in hand-
  to-hand combat, and you have learned that climbing above 
  your foes leads to an exceptional advantage in combat.
  Prerequisites: Climb 1 rank, Athletic.
  Benefit: Whenever you are climbing by using the Climb skill, 
  you gain a +2 bonus to all attack and weapon damage rolls. 
  Additionally, whenever you deal damage to a character that 
  is currently using the Climb skill, he suffers a -5 penalty on 
  all Climb skill checks for until the end of his next turn. This 
  penalty does not stack with itself.
  Scarring Critical (Combat, Critical)
  Your critical hits leave wounds that are difficult to heal.
  Prerequisites: Critical Focus, base attack bonus +15.
  Benefit: Whenever you score a critical hit against an 
  opponent, the damage inflicted by that critical hit cannot 
  be healed through normal healing, including fast healing 
  (but not regeneration). Even magical or supernatural healing 
  requires a caster level check (DC 11 + your base attack bonus), 
  or the healing has no effect on the damage inflicted by the 
  critical hit.
  Special: You can only apply the effects of one critical feat to a 
  given critical hit unless you possess Critical Mastery.
  Shield Expert (Combat)
  You have mastered using a shield as part of your defense, 
  allowing you to expertly block incoming attacks through 
  agility and grace.
  Prerequisites: Combat Expertise, Shield Focus.
  Benefit: Whenever you use the Combat Expertise feat while 
  wielding a light shield or a buckler, your shield bonus to 
  AC increases by an amount equal to the dodge bonus to AC 
  granted by the Combat Expertise feat. This bonus lasts until 
  the beginning of your next turn.
  Shield Push (Combat)
  You use your shield as a battering ram in order to help you 
  bull rush and overrun your foes.
  Prerequisites: Improved Bull Rush, Improved Overrun.
  Benefit: Whenever you use the bull rush combat maneuver 
  while you have a shield equipped, you may move the target 
  an additional 5 feet if the equipped shield is a light shield or 
  heavy shield, or an additional 10 feet if the shield is a tower 
  shield. You must still successfully beat the target’s CMD, or 
  this feat has no effect. 
  Shot Into the Wind (Combat)
  You are a warrior of the wild winds, loosing arrow after arrow 
  into the biting gale with deadly efficiency.
  Prerequisites: Survival 1 rank, Far Shot.
  Benefit: You suffer no penalty for making ranged attacks 
  in windy conditions and can even make ranged attacks 
  in non-magical winds which would not normally permit 
  ranged attacks. You may even make ranged attacks through 
  magical winds which would ordinarily make ranged attacks 
  impossible (such as a wind wall spell), but you suffer a -2 
  penalty on the attack roll. Finally, if you make a ranged attack 
  
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  against a target who is downwind of you, if the wind speed is 
  30 miles per hour or more, you gain a +2 bonus to attack and 
  damage rolls made as part of that attack.
  Sight the Unseen 
  When under attack by the unseen, you can usually spot your 
  foe. 
  Prerequisite: Perception 1 rank.
  Benefit: Whenever you are attacked by a creature you cannot 
  see, you may immediately make a Perception check at a +10 
  bonus. If the check is successful, you are immediately aware 
  of the target and can see them normally, and you are not 
  denied your Dexterity bonus to AC against the attack. If the 
  target moves, he may no longer be visible to you, and further 
  Stealth checks made by the target are resolved normally.
  Size Them Up
  You know how to size up your targets at a glance, and adjust 
  your approach accordingly.
  Prerequisite: Bluff or Diplomacy 5 ranks.
  Benefit: Whenever you meet someone for the first time, you 
  may make a Sense Motive check (DC 20). This functions as 
  the hunch use of the Sense Motive skill, but, in addition to 
  the normal benefits, if the check is successful, you gain a +4 
  circumstance bonus on Bluff and Diplomacy checks made 
  against that creature for the next 5 minutes.
  Skillful Lockpick
  You have a knack for opening locks, and, with enough time, 
  can get past nearly anything.
  Prerequisite: Disable Device 5 ranks.
  Benefit: Even when you fail a Disable Device check made to 
  open a lock, you make progress that you can use to eventually 
  open it. If the result of your Disable Device check was no 
  more than 10 lower than the DC, you gain a +2 competence 
  bonus on any Disable Device checks made to open the same 
  lock on the following round. If the result of your Disable 
  Device check was no more than 5 lower than the DC, the 
  bonus is +4, instead. If you do not attempt to open the lock 
  again on the following round, the bonuses are wasted.
  Slaying Smite
  You are a master of punishing your most hated foes.
  Prerequisites: Favored enemy class feature, smite evil or 
  smite good class feature.
  Benefit: Whenever you use your smite ability against a 
  creature who is also your favored enemy, the first attack deals 
  twice the normal amount of smite damage against that target. 
  If the damage would already be doubled, then you deal 3 
  times the normal amount of damage, instead. 
  Sleepless
  You are used to late nights of excitement and revelry, and 
  don’t rely as heavily on sleep as others do.
  Prerequisite: Constitution 10.
  Benefit: You only need to rest for 4 hours in order to gain all 
  the normal benefit of rest, including the ability to regain your 
  daily spells. This does not allow you to regain spells more 
  than once per day, if you did not already have that ability. You 
  also gain a +4 bonus on saving throws made to resist sleep 
  effects, as well as saving throws and ability checks made to 
  resist fatigue and exhaustion.
  Slippery Defense (Combat)
  Slick surfaces and narrow beams are your allies, as your 
  masterful balance allows you to take advantage of the extra 
  movement to better defend yourself while maintaining your 
  balance.
  Prerequisites: Acrobatic, Acrobatics 1 rank.
  Benefit: Whenever you successfully make an Acrobatics skill 
  check to balance on a wet or narrow surface, you gain a +4 
  dodge bonus to AC for 1d4 rounds. Additionally, as a standard 
  action, you may attempt a DC 20 Acrobatics check, regardless 
  of the type of surface you are on. If you succeed on the check, 
  you gain a +2 dodge bonus to AC for 1d4 rounds. 
  Slow-Roast Spell (Metamagic)
  You can take your time when casting a fire spell in order to 
  increase its efficacy.
  Benefit: The spell’s casting time is twice what it normally 
  would be, but any fire damage inflicted by the spell is 
  increased by half, as though affected by Empower Spell. 
  Any other effects of the spell that are not expressed as fire 
  damage are unaffected. When determining the spell’s new 
  casting time, if the original spell had a casting time of 1 
  swift action, it increases to a move action, and if it was a 
  move or standard action, it increases to a full-round action. 
  Spontaneous casters who increase the casting times of spells 
  
  60
  when applying metamagic apply that change before doubling 
  the casting time in this way. A slow-roast spell uses up a spell 
  slot one level higher than the spell’s actual level. 
   
  Smiting Proclamation
  You can proclaim your divine wrath against a group of 
  creatures.
  Prerequisite: Smite evil or smite good class feature.
  Benefit: Whenever you activate your smite ability against 
  a creature, you may expend an additional use of your smite 
  ability in order to gain the benefits of your smite against all 
  applicable targets of the same CR and creature type within 30 
  feet of the original target.
  Sneak Thievery
  When you stab your foe in the back, you make sure to take 
  something from him.
  Prerequisites: Sleight of Hand 5 ranks, Improved Steal, 
  sneak attack class feature.
  Benefit: Whenever you successfully deal sneak attack 
  damage to a creature, you may attempt a steal combat 
  maneuver or Sleight of Hand skill check against that creature 
  as a free action. You gain a bonus on this check equal to the 
  number of sneak attack damage dice rolled as part of the 
  attack. You cannot use this ability more than once per round.
  Soft Landing 
  You always land on your feet and know how to take advantage 
  of falling safely.
  Prerequisite: Acrobatics 1 rank.
  Benefit: You always land on your feet when you fall, and 
  are not knocked prone, even if you suffer damage from the 
  fall. Additionally, whenever you make an Acrobatics check 
  to soften a fall, for every 5 points by which your Acrobatics 
  check exceeds the DC (the typical DC is 15), you ignore an 
  additional 10 feet fallen, reducing the damage from the fall 
  accordingly.
  Solo Accuracy (Solo)
  Undaunted by multiple foes, you manipulate the flow of 
  battle to make them create openings in each others’ defenses.
  Prerequisites: Solo Strength, character level 8th.
  Benefit: As long as you are fighting alone against 3 or more 
  enemies, you gain a +2 competence bonus on attack rolls.
  Solo Confidence (Solo)
  You are unintimidated by the numbers of your foes, and it 
  shows.
  Prerequisite: Intimidate 1 rank.
  Benefit: As long as you are fighting alone against 2 or more 
  enemies, whenever you use the Intimidate skill to demoralize 
  an opponent, you can affect one additional opponent per 
  two class levels you possess (rounded down, minimum 1 
  additional opponent).  
  Solo Defense (Solo)
  Your fighting style allows you to turn attackers against one 
  another, making you better defended when facing multiple 
  foes.
  Prerequisite: Character level 4th.
  Benefit: As long as you are fighting alone against 2 or more 
  enemies, you gain a +4 competence bonus to AC, and a +2 
  bonus to saving throws. These bonuses are halved if you are 
  flanked.
  Solo Redirect (Solo)
  As you dodge and weave between your foes, you ensure that 
  their attacks against you land on each other, instead.
  Prerequisite: Mobility, base attack bonus +6.
  Benefit: As long as you are fighting alone against 2 or more 
  enemies, whenever a creature makes an attack of opportunity 
  against you and misses, you can choose to have the opponent 
  redirect that attack of opportunity against another one of 
  your enemies who is adjacent to the attacking creature. The 
  attacking creature makes a new attack roll against the other 
  creature, as though the other creature were the original target 
  of the attack of opportunity.
  Solo Spell Potency (Solo)
  In a desperate situation, you can increase the effectiveness of 
  your spells.
  Prerequisite: Any two solo feats, character level 12th.
  Benefit: As long as you are fighting alone against 4 or more 
  enemies, the saving throw DCs of spells that you cast which 
  have a single target are increased by +1.
  Solo Strength (Solo)
  You know how to take advantage of the overconfidence of 
  multiple foes, and hammer home your blows.
  Prerequisite: Character level 4th.
  Benefit: As long as you are fighting alone against 2 or more 
  enemies, your melee attacks deal an additional 2 points of 
  damage. This damage is multiplied in the event of a critical 
  hit.
  Solo Swiftness (Solo)
  When overwhelmed with opponents, you are able to act and 
  react with incredible speed.
  Prerequisite: Any two solo feats, character level 12th.
  Benefit: As long as you are fighting alone against 4 or more 
  enemies, you get to act twice each round: once on your 
  normal initiative, and once on your normal initiative minus 
  10. This allows you to perform two actions per round that 
  normally take an entire round, such as making a full-attack 
  action. For the purposes of spells that have a duration of a 
  round or longer, or trigger at the beginning of the round or 
  the start of the creature’s turn (such as saving throws against 
  ongoing effects, or taking bleed damage), only your first turn 
  each round counts toward such durations or triggers such 
  effects. This ability does not stack with anything else that 
  would grant you extra turns each round.
  
  61
  Sonorous Doom (Metaperformance)
  You proclaim the target’s inevitable demise with such 
  provenance and gravitas that he can’t help but believe it.
  Prerequisite: Dirge of doom bardic performance class 
  feature.
  Benefit: Whenever you use the dirge of doom bardic 
  performance, you can make it a sonorous doom. If you do, 
  the penalties that the subject suffers as a result of being 
  shaken increase to -3. If you use this ability, then each round 
  that you maintain the performance counts as two rounds 
  for the purposes of how many rounds you can perform each 
  day. If your bard level is 14 or higher, you can increase the 
  penalties to -4, but doing so increases the difficulty of the 
  performance, and each round counts as three rounds for the 
  purposes of how many rounds you can perform each day.
  Space Age Weapons
  The advent of alien technology and the threat posed by 
  extraterrestrials has prompted advances in weapon designs, 
  which you have learned to integrate into existing weapons.
  Prerequisites: Craft (any) 1 rank, Exotic Weapon Proficiency.
  Benefit: You can upgrade any weapon of masterwork quality 
  to space age efficiency. The cost to do so is equal to 100 gp 
  x the price of the base item (minimum 100 gp, maximum 
  10,000 gp) (for example, a dagger could be made a space age 
  weapon for 200 gp, while a revolver could be made a space 
  age weapon for 10,000 gp). A space age weapon is always an 
  exotic weapon and requires Exotic Weapon Proficiency to 
  use. A space age weapon deals twice the normal amount of 
  base weapon damage and has its critical multiplier increased 
  by 1. Additionally, space age ranged weapons have their 
  range increment increased by 50 feet, and space age firearms 
  misfire only on a roll of 1.
  Squeeze Mastery
  You are adept at fighting while in claustrophobic 
  environments.
  Prerequisite: Escape Artist 5 ranks.
  Benefit: You do not suffer the normal penalties for squeezing 
  through or into a space that is at least half as wide as your 
  normal space. Further, you can squeeze through or into 
  spaces that are at least one-quarter as wide as your normal 
  space, but if they are less than half as wide as your normal 
  space, you suffer the normal squeezing penalties while doing 
  so (-4 to attack rolls and AC, each square of movement 
  counts as 2 squares). Finally, you gain a +5 bonus on Escape 
  Artist checks made to fit through a tight space (but not other 
  Escape Artist checks).
  Steady Offense (Combat)
  You do not lose nearly as much accuracy with each additional 
  attack as other, lesser warriors do.
  Prerequisite: Fighter level 20th.
  Benefit: The penalty you suffer on additional attacks made 
  as part of a full-attack action is reduced to -3 (for example, a 
  20th-level fighter with this feat that made a full-attack action 
  would attack at base attack bonuses of +20/+17/+14/+11). This 
  has no effect on any other penalties applied to your attacks, 
  such as those imposed by two-weapon fighting.
  Steal Interaction
  You can interact with the spells of others.
  Prerequisite: Quickened Interaction.
  Benefit: You may activate the interactive ability of an 
  interactive spell cast by another character. If the spell’s caster 
  is not opposed to you activating the interactive ability of his 
  spell, this does not require any more effort than activating 
  the interactive ability of a spell you cast yourself. If the spell’s 
  caster is opposed to you activating the interactive ability of 
  his spell, however, you must succeed on a caster level check 
  (DC 6 + the spell’s caster level) in order to do so. Either way, 
  you cannot use the Quickened Interaction feat in conjunction 
  with this ability. Using this ability does not prevent the spell’s 
  caster from using the interactive ability of the spell, nor are 
  you considered to be in control of the spell for any other 
  purposes (such as the ability to dismiss it, etc.). See Advanced 
  Arcana, Volume V for more information on interactive spells.
  Storm Seeker
  You are able to fight more effectively in stormy conditions
  Prerequisite: Clear Eyes.
  Benefit: You gain a +2 bonus on all attack and weapon 
  damage rolls made in stormy weather (any weather with 
  winds of 30 miles per hour or more). Additionally, the DC of 
  any spell you cast with the air, cold, or electricity descriptor 
  within such a weather condition is increased by +2.
  Street Survivor
  You’ve been on these streets for a long time and you’ve seen it 
  all, making it near impossible to get one over on you.
  Benefit: As long as you’re in an urban environment, you 
  gain a +2 bonus on Perception and Sense Motive checks. 
  This bonus does not stack with that granted by Alertness. 
  Additionally, regardless of the type of environment you are 
  in, the first time each day that a creature attempts a steal 
  combat maneuver or Sleight of Hand check in order to take 
  an item from you, the attempt automatically fails. 
  Strike Through (Combat)
  When you attack a target with a melee weapon through 
  another creature, you can attempt to impale the first target in 
  order to damage both creatures. 
  Prerequisite: Weapon Focus with any reach weapon, or 
  Lunge.
  Benefit: You can attack through an opponent to hit a 
  creature on the other side. In order to use this ability, you 
  must be fighting with a reach weapon that deals piercing 
  damage, or wielding any weapon that deals piercing damage 
  and be using the Lunge feat. Choose two creatures that are 
  adjacent to one another, with one being adjacent to you and 
  the other being 5 feet away from you on the other side of the 
  first creature. Whenever you make an attack against either 
  of those creatures, you may make an additional attack at 
  the same base attack bonus against the other creature. Both 
  attacks suffer a -2 penalty, and the further creature retains 
  any cover granted to it by the nearer creature.
  
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  Stumbling Critical (Combat, Critical)
  Your critical hits send your opponents stumbling to the 
  ground.
  Prerequisites: Critical Focus, base attack bonus +13.
  Benefit: Whenever you score a critical hit against an 
  opponent, the victim stumbles back under the force of your 
  blow, causing him to move 5 feet directly away from you 
  per point of critical multiplier of the weapon used for the 
  critical hit, and falling prone at the end of their movement. 
  This movement does not provoke attacks of opportunity. A 
  successful Fortitude save (DC 10 + your base attack bonus) 
  reduces this to moving 5 feet away from you, and negates the 
  prone condition.
  Special: You can only apply the effects of one critical feat to a 
  given critical hit unless you possess Critical Mastery.
  Stupefying Critical (Combat, Critical)
  When you hit somebody, he loses the will to fight.
  Prerequisite: Critical Focus.
  Benefit: Whenever you successfully confirm a critical hit 
  against a target, you may choose to deal damage as normal 
  instead of dealing damage as though it were a critical hit. If 
  you do, the target becomes stupefied for a number of rounds 
  equal to the critical multiplier of the weapon you scored a 
  critical hit with. A creature stupefied in this way cannot take 
  the attack, full-attack, or charge actions, nor can he target 
  any creature with a spell which deals damage, requires an 
  attack roll, or has a saving throw entry denoted as other than 
  harmless. The stupefied creature can otherwise act normally.
  Special: You can only apply the effects of one critical feat to a 
  given critical hit unless you possess Critical Mastery.
  Sudden Leap
  You leap and jump out of the way with amazing skill, 
  allowing you enable certain movements which would 
  otherwise be impossible.
  Prerequisite: Acrobatics 1 rank.
  Benefit: You do not hamper movement for your allies, 
  who may run or charge through a square you are occupying 
  (provided some other feature of that space would not prevent 
  your ally’s run or charge action). Additionally, you never 
  suffer damage from trample attacks, and gain a +4 bonus on 
  Reflex saves against line attacks and a +4 bonus to your CMD 
  vs. overrun attempts. 
  Sudden Sprint
  You are capable of incredible bursts of speed and athleticism, 
  allowing you to close great distances with ease.
  Benefit: As long as you are not carrying more than a light 
  load, you may sprint forward at incredible speed. This 
  allows you to move up to 3 times your movement speed as 
  a standard action, regardless of the type of armor you are 
  wearing (armor may still reduce your speed). At the end of 
  this movement, you become fatigued until the beginning 
  of your next turn, and cannot make attacks of opportunity 
  during this time.
  Supreme Opportunist (Combat)
  You have completely mastered the art of opportunistic 
  combat, even surpassing the practiced defenses of so-called 
  experts.
  Prerequisite: Combat Reflexes or Expert Opportunist, base 
  attack bonus +6.
  Benefit: Whenever a creature performs a combat maneuver, 
  you may make an attack of opportunity against that creature, 
  even if they would not normally provoke an attack of 
  opportunity for doing so (such as if they had the Improved 
  Disarm feat, for example), albeit with a -5 penalty. 
  Supreme Precision
  You know that everything has a weak spot, even if that isn’t 
  readily apparent to others.
  Prerequisite: Rogue level 20th.
  Benefit: Your sneak attack damage applies even to creatures 
  that would normally be immune to sneak attacks or 
  precision-based damage, although such creatures take only 
  half as much sneak attack damage as an ordinary creature 
  would. This feat does not allow the rogue to apply the master 
  strike class feature to creatures that would normally be 
  immune to sneak attack damage.
  Swift Soothing (Metaperformance)
  Your soothing performance can revitalize and reinvigorate 
  your allies in the blink of an eye.
  Prerequisite: Soothing performance bardic performance 
  class feature.
  Benefit: Whenever you use the soothing performance bardic 
  performance, you can perform it with extreme rapidity, 
  allowing the benefits to take place immediately, rather than 
  at the end of four rounds. Using this performance in this way 
  counts as 6 rounds of bardic performance for the purposes of 
  how many rounds you can perform each day, even though it 
  takes only a single round.
  Terrifying Blow
  You can force a shaken creature to run from you for a short 
  time.
  Prerequisite: Terror Strike.
  Benefit: As a standard action, you can make a special 
  terrifying blow melee attack. If the attack hits, it deals 
  damage as normal. Additionally, if the target has the shaken 
  condition, it must succeed on a Will save (DC 10 + 1/2 your 
  base attack bonus + your Charisma modifier) or be forced to 
  move at least 10 feet away from you on his next turn. 
  Terrifying Critical (Combat, Critical)
  Your critical hits strike terror into the hearts of your victims.
  Prerequisites: Critical Focus, base attack bonus +15.
  Benefit: Whenever you score a critical hit against an 
  opponent, the victim becomes thoroughly frightened by your 
  display of martial might. The target must succeed on a Will 
  save (DC 10 + your base attack bonus) or be frightened for 
  1d4 rounds. Even if the target succeeds on his Will save, he is 
  shaken for 1d4 rounds.
  Special: You can only apply the effects of one critical feat to a 
  given critical hit unless you possess Critical Mastery.
  
  63
  Terror Strike
  You unleash a devastating blow, accompanied by a terrifying 
  war cry, battle song, or similar display, crushing not just your 
  foe’s body, but also his spirit.
  Prerequisite: Skill Focus (Intimidate).
  Benefit: As a standard action, you can make a special terror 
  strike melee attack. If that attack hits, it deals damage 
  as normal and you may attempt an Intimidate check to 
  demoralize the target of the attack as a free action. If the 
  Intimidate check is successful, the target suffers a -1 penalty 
  on all attack and weapon damage rolls made against you for 
  1 minute, in addition to the normal effects of demoralizing 
  a foe. If the terror strike is made using the Awesome Blow, 
  Power Attack, or Vital Strike feats, you gain a +2 bonus on the 
  Intimidate check; these bonuses are cumulative.
  The Dark One’s Luck
  In desperate situations you call upon the dark one, a fiend of 
  immeasurable power, and say prayers unto him in order to 
  gain a portion of his luck.
  Prerequisite: Great Fortitude, or Iron Will, or Lightning 
  Reflexes.
  Benefit: Whenever you fail a saving throw, you may 
  choose to gain 1 profane point. If you do, immediately 
  reroll the saving throw with a +8 profane bonus. You do not 
  automatically fail this saving throw on a result of a natural 
  1. See The Book of Forbidden Magic for more information on 
  profane points.
  Tough Gut
  A healthy body allows you to shrug off poisons and diseases. 
  Prerequisites: Great Fortitude, Toughness.
  Benefit: As long as your current hit point total is equal to or 
  greater than 50, you gain a +1 bonus on all Fortitude saving 
  throws made to resist the effects of poisons and diseases. 
  For every 50 hit points by which your current hit point total 
  exceeds 50, this bonus increases by an additional +1. This 
  bonus stacks with the one granted by the Great Fortitude 
  feat.
  Tough Mind
  A healthy body contributes to a healthy mind, and as long as 
  you remain in peak physical condition, you are better able to 
  shrug off mental attacks.
  Prerequisites: Iron Will, Toughness.
  Benefit: As long as your current hit point total is equal to or 
  greater than 50, you gain a +1 bonus on all Will saving throws 
  made to resist mind-affecting effects. For every 50 hit points 
  by which your current hit point total exceeds 50, this bonus 
  increases by +1. This bonus stacks with the one granted by the 
  Iron Will feat.
  Tough Moves
  A healthy body contributes to avoiding sudden dangers.
  Prerequisites: Lightning Reflexes, Toughness.
  Benefit: As long as your current hit point total is equal to 
  or greater than 50, you gain a +1 bonus on all Reflex saving 
  throws made to avoid traps. For every 50 hit points by 
  which your current hit point total exceeds 50, this bonus 
  increases by +1. This bonus stacks with the one granted by the 
  Lightning Reflexes feat.
  Tough Resiliency 
  You are a very tough individual, and become even more so 
  when you come within inches of facing death.
  Prerequisites: Diehard, Toughness.
  Benefit: Once per day, as an immediate action, you may gain 
  100 temporary hit points, which last for 1 minute. You can 
  only use this ability if your current hit point total is less than 
  1/5 your maximum hit points.
  Toughened Survivor 
  You are a real survivor, and you can handle nearly any 
  situation through sheer toughness.
  Prerequisites: Great Fortitude, Iron Will, Lightning 
  Reflexes, Toughness.
  Benefit: As long as your current hit point total is equal to 
  or greater than 100, whenever you succeed on a saving throw 
  made to resist an effect that deals hit point damage, you 
  suffer half as much damage as you normally would from the 
  source (for example, if you succeeded on a saving throw made 
  to resist a fireball spell, you would take only 1/4 the damage 
  dealt by the fireball spell, rather than 1/2 the damage).
  Tower Shield Expert (Combat)
  You have mastered the use of your tower shield, allowing you 
  to make the most use out of its defensive qualities.
  Prerequisites: Tower Shield Proficiency, base attack bonus 
  +6.
  Benefit: When you use a tower shield to grant yourself total 
  cover, choose two edges of your space to grant you total cover, 
  instead of one. Additionally, as a move action, you can choose 
  to provide adjacent creatures regular cover (instead of soft 
  cover) from attacks which pass through the edges of your 
  square which provide you total cover. This benefit lasts until 
  the beginning of your next turn.
  Turn Elementals
  Your command of the elements allows you to rebuke 
  creatures that are closely tied to them.
  Prerequisite: Elemental Channel.
  Benefit: As a standard action, you can use one of your uses 
  of channel energy to cause all outsiders of the elemental 
  subtype you selected for the Elemental Channel feat who are 
  within 30 feet of you to flee, as if panicked. The outsiders 
  receive a Will save to negate the effect (DC 10 + 1/2 your cleric 
  level + your Charisma modifier). Each outsider that fails its 
  save flees as though panicked for 1 minute, although they 
  receive a new saving throw each round to end the effect. 
  Even outsiders that are normally immune to fear effects can 
  be affected by this ability, although they receive a +2 bonus 
  on their saving throw. If you use channel energy in this 
  way, it has no other effect (it does not heal or harm nearby 
  creatures).
  
  64
  Unscathed
  You are blessed by good fortune which keeps you safe from 
  harm, even through the worst the world has to offer.
  Benefit: As long as your current hit point total is equal to 
  or greater than your maximum hit points, you gain a +2 luck 
  bonus to AC and on all saving throws. If your current hit 
  points are less than or equal to 1/2 your maximum hit points, 
  however, you suffer a -1 penalty to AC and all saving throws, 
  instead.
  Urban Explorer
  In a city you are like a lynx in a forest: buildings are your 
  trees, sewers your logs, and adventure your prey.
  Benefit: You gain a +1 bonus on all Strength- and Dexterity-
  based skill checks made in urban areas. Additionally, once 
  per day while in an urban environment, you can choose to 
  take 10 on a single Acrobatics, Climb, or Escape Artist check.
  Versatile Distraction (Metaperformance)
  You can counter other performances in unusual ways.
  Prerequisite: Countersong and distraction bardic 
  performance class features.
  Benefit: Whenever you use the countersong or 
  distraction bardic performance, you can perform the other 
  simultaneously. This effectively allows you to use the Perform 
  skills associated with countersong to perform a distraction 
  performance, and vice versa, and also allows you to combat 
  sonic and language-dependent effects and patterns and 
  figments at the same time. Unlike most metaperformance 
  feats, using this feat does not cause the performance to use 
  additional daily rounds for each round it is maintained.
  Vital Spell Power
  Your spells are fueled by your very life-force; not just your 
  force of will, but also your vital essence and physical energies.
  Prerequisites: Toughness, ability to cast 1st-level spells.
  Benefit: As long as your current hit point total is equal to or 
  greater than 50, increase the saving throw DCs of spells you 
  cast by +1. If the spell does not offer a saving throw, or the 
  saving throw entry is denoted as harmless, then instead you 
  treat your caster level as 2 higher for the purpose of that spell.
  Watch Dog
  You uphold the law, and looking out for those who don’t is 
  your main activity.
  Benefit: While in an urban environment, you gain a +4 
  bonus on all Perception checks made to notice characters 
  using the Stealth skill to hide, as well as on all Perception 
  checks made to notice a character using the Sleight of Hand 
  skill. Additionally, the range at which your shouts and signal 
  whistles can be heard is doubled (Perception checks made 
  to notice them suffer only half the normal penalty due to 
  distance). 
  Weaponmaster of the Doomed Legion
  You have sold your soul for conscription in the doomed 
  legion, willing to spend your afterlife toiling in the armies of 
  an unknown hell in exchange for sudden bursts of immense 
  weapon skill.
  Prerequisite: Weapon Focus (any).
  Benefit: As a swift action, you may choose to gain 1 profane 
  point. If you do, you gain a +1 profane bonus on attack and 
  weapon damage rolls with the weapon for which you have 
  Weapon Focus for 1 minute. This bonus increases by an 
  additional +1 for each of the following feats you possess for 
  the same weapon: Greater Weapon Focus, Greater Weapon 
  Specialization, and Weapon Specialization. See The Book of 
  Forbidden Magic for more information on profane points.
  Weather Man
  You have a gift for prediction and can detect subtle changes 
  in the local flora, fauna, and the very air itself to determine 
  what’s coming your way.
  Prerequisite: Survival 1 rank.
  Benefit: You gain a +5 competence bonus on all Survival skill 
  checks made to predict the weather. If you have 10 or more 
  ranks in Survival, this bonus increases to +10. Additionally, 
  you gain a sixth sense which serves to alert you if very severe 
  weather is approaching. You are constantly aware if a very 
  powerful storm (a monsoon, a typhoon, a hurricane, or a 
  blizzard, as well as any weather condition involving 50+ mile 
  per hour winds) is going to occur within a 1-mile radius of 
  your location in the next month. You are aware of the type of 
  upcoming severe weather, as well as the amount of time, in 
  hours, until it arrives. Further, if a control weather spell, or 
  similar effect, is used within a 10-mile radius of your location, 
  
  65
  you immediately become aware of it, as well as what effect 
  it will have on the weather. Finally, you gain a +2 bonus on 
  all saving throws made to resist the effects of harsh weather, 
  whether mundane or magical in origin.
  Weed Whacker (Combat)
  You are an expert at landing devastating blows on plant 
  creatures.
  Prerequisite: Base attack bonus +1.
  Benefit: You gain a +2 bonus on damage rolls made against 
  plant creatures. Additionally, increase the critical multiplier 
  of any weapon you wield by 1 for the purposes of any attacks 
  made against plant creatures.
  Whispers from Beyond
  You have become a master of your craft through following the 
  tutelage of voices from beyond the mortal realm, though you 
  know not the source of their profane mutterings.
  Prerequisite: Skill Focus (any).
  Benefit: Whenever you would make a skill check for 
  a skill for which you have the Skill Focus feat, you may 
  choose to gain any number of profane points. If you do, you 
  automatically succeed at the skill check if it has a DC equal 
  to or less than 10 times the number of profane points gained 
  this way. If the number of profane points you gained is not 
  enough to overcome the DC of the skill check, you may still 
  attempt the check at your normal bonus. See The Book of 
  Forbidden Magic for more information on profane points.
  Wind Strider
  You charge freely into the wind on foot or wing, laughing at 
  the forces of nature.
  Prerequisite: Str 15.
  Benefit: If you would be checked by wind, you are instead 
  able to move forward at half speed. If you would be blown 
  away by the wind, you are instead checked by the wind.
  Word of Honor (Chivalry)
  Your word is your bond, and everyone knows it.
  Benefit: You gain a +2 bonus on Diplomacy checks. This 
  bonus stacks with all other bonuses to your Diplomacy 
  checks. Additionally, whenever you use Diplomacy to ask a 
  creature to fulfill a request, you can promise them that you 
  will repay them at a later date by performing a request of 
  similar import for them. If you do, you gain a +5 bonus on the 
  Diplomacy check, in addition to the +2 bonus above.
  Requirement: In order to maintain the benefits of this 
  feat, you must never tell a lie or deliberately mislead others. 
  Additionally, if you ever refuse to fulfill your promise to 
  perform a service at a later date, for any reason, as long as the 
  requested service is of a similar magnitude to the one you 
  received, you lose the benefits of this feat.
  Xenostudies
  You have studied alien creatures and learned much about 
  their biology and culture.
  Prerequisites: 1 rank in 5 different Knowledge skills.
  Benefit: Whenever you use a Knowledge skill to identify a 
  creature which is not native to your home world, you gain a 
  +10 bonus on that check.
  Monster Feats
   
  The following section provides new feats that are 
  intended to be used by monsters. While player characters can 
  take these feats, many of them require unique abilities that 
  most characters do not possess.
  Absorbent Insides (Monster)
  As you devour creatures that you swallow whole, you drain 
  their life essence in order to promote rapid healing.
  Prerequisite: Swallow whole ability.
  Benefit: Whenever you inflict damage to a creature with your 
  swallow whole ability, you heal a number of hit points equal 
  to 1/2 the amount of damage that you inflict in this way.
  Bear Fruit (Monster)
  You are capable of producing nourishing and healing fruit 
  from your body.
  Prerequisite: Plant.
  Benefit: As a standard action, you can cause your body to 
  grow a piece of magical fruit, akin to a goodberry, but more 
  concentrated. Any creature (including you) that consumes 
  this fruit (a move action), immediately heals a number of hit 
  points equal to 2d6 + your Hit Dice. You can use this ability 
  once per day, plus an additional time per day for every three 
  Hit Dice you possess.
  Constricting Throat (Monster)
  When you swallow a creature, your throat constricts, making 
  it more difficult for them to escape.
  Prerequisite: Swallow whole ability.
  Benefit: Whenever you use your swallow whole ability, the 
  swallowed creature is automatically pinned. The swallowed 
  creature can attempt to escape the pin on its turn, as normal, 
  using your normal CMD. Each round, when the creature is 
  damaged by your swallow whole ability, if the creature is 
  no longer pinned, you may make a grapple attempt as a free 
  action to pin them again (you suffer a -10 penalty on this 
  attempt).
  Debilitating Constriction (Monster)
  When you constrict your victims, their bodies are pinned in 
  place, making it difficult for them to resist you.
  Prerequisite: Constrict.
  Benefit: Whenever you successfully damage a creature with 
  your constrict ability, for every 5 points of damage you inflict, 
  the target suffers a -1 penalty on all checks made to escape or 
  gain control of the grapple until the beginning of your next 
  turn.
  
  66
  Distracting Rake (Monster)
  You rain down blows upon creatures you grapple, making it 
  difficult for them to focus on escaping.
  Prerequisite: Rake.
  Benefit: Whenever you successfully hit a creature you are 
  grappling with two or more rake attacks in a single round, 
  that creature suffers a -5 penalty on all checks made to escape 
  or gain control of the grapple until the beginning of your next 
  turn. 
  Durable Build (Monster)
  You were built with an exceptionally solid frame.
  Prerequisites: Toughness, construct.
  Benefit: You gain 2 additional hit points per Hit Dice you 
  possess.
  Special: You cannot select this feat if you have a Constitution 
  score, or if you gain additional hit points as a result of a high 
  ability score modifier of any kind. Bonus hit points based on 
  size or from other sources do not prevent you from selecting 
  this feat.
  Iron Gullet
  Swallow whole ability
  More difficult for creatures to cut their way 
  out of your stomach
  Damage reduction
  Your damage reduction improves by 1
  Improved Damage Reduction
  Improved Fast Healing
  Fast healing
  Your fast healing is doubled
  Healthy Separation
  Fortified
  Split
  Construct or undead
  When you use your split ability, both copies 
  have 3/4 your hp
  25% chance that a critical hit against you deals 
  only normal damage
  Durable Build
  Toughness, construct
  Gain 2 additional hit points per Hit Dice
  Fast Digestion
  Swallow whole ability
  Deal additional acid damage when you use 
  swallow whole
  Debilitating Constriction
  Constrict
  The target of your constrict suffers a penalty to 
  escape or gain control of the grapple 
  Distracting Rake
  Rake
  If you rake the target 2x in a round, he suffers -
  5 to escape or gain control of the grapple
  Table 2-5: Monster Feats
  Feats
  Plant
  Grow fruit that heals hp
  Constricting Throat
  Swallow whole ability
  Whenever you use swallow whole, the target is 
  pinned
  Bear Fruit
  Prerequisites
  Benefits
  Absorbent Insides
  Swallow whole ability
  Heal a number of hit points when you use 
  swallow whole
  Opportunistic Rake
  Rake
  You can direct your rake attacks at creatures 
  you are not grappling
  Photosynthesis
  Plant
  Gain fast healing 2 in bright light
  Resilient Regeneration
  Regeneration
  Your regeneration is harder to stop
  Quick Engulf
  Engulf
  Engulf creatures as part of a move action
  Quick Rake
  Rake
  You can rake your foe on the same round you 
  successfully grapple him
  Safe Engulf
  Engulf
  It is easier for you to engulf your target and 
  you avoid an attack of opportunity
  Sizable Constriction
  Constrict, size Large or larger
  Deal extra damage when constricting creatures 
  smaller than you
  Sticky Engulf
  Engulf
  It is harder for creatures to escape from your 
  grapple
  Suffocating Constriction
  Constrict
  When you successfully constrict a creature, he 
  becomes unable to breathe
  Swift Swallow
  Grab ability, swallow whole ability
  Attempt to swallow immediately after you 
  grab your target
  Take Root
  Plant
  Root yourself into the ground to gain various 
  bonuses
  Three-Way Split
  Split
  You can choose to split into 3 copies
  Vitriolic Engulf
  Engulf, 10 Hit Dice
  Creatures you engulf suffer an additional 2d6 
  acid damage
  Voluntary Split
  Split
  You can use your split ability at any time
  
  67
  Fast Digestion (Monster)
  You digest creatures you eat particularly quickly.
  Prerequisite: Swallow whole ability.
  Benefit: When you swallow a creature whole, the amount 
  of damage that that creature suffers each round as a result 
  of being swallowed whole increases by 1d6 points of acid 
  damage per four Hit Dice you possess (to a maximum of 5d6 
  for a creature with 20 or more Hit Dice). This is in addition to 
  the normal damage inflicted by your swallow whole ability.
  Fortified (Monster)
  Your weak spots are difficult to harm, and not as weak as 
  others might think.
  Prerequisite: Construct or undead.
  Benefit: Whenever you are the subject of a critical hit, a 
  sneak attack, or another form of precision-based damage, 
  there is a 25% chance that the additional damage is negated, 
  and you take only normal damage from the attack.
  Special: You can take this feat multiple times. Each time 
  you take it, the chance of negating additional damage from 
  a critical hit, sneak attack, or other precision-based damage 
  increases by 25%, to a maximum of 100%.
  Healthy Separation (Monster)
  When you split, the two halves become greater than the 
  whole.
  Prerequisite: Split.
  Benefit: When you use your split ability, both copies have 
  3/4 the hit points that you had when you used the split ability 
  (rounded down), instead of 1/2.
  Improved Damage Reduction (Monster)
  You are more resilient in combat than others of your kind.
  Prerequisite: Damage reduction.
  Benefit: Your damage reduction improves by 1. This applies 
  to all forms of damage reduction you possess, except for 
  damage reduction that cannot be overcome by any means 
  (DR/—).
  Special: You may select this feat up to 5 times. Its effects 
  stack.
  Special: You must naturally possess damage reduction in 
  order to select this feat. Damage reduction gained as a class 
  feature, as a result of wearing adamantine armor, or from 
  polymorph effects is not sufficient to allow you to select this 
  feat.
  Improved Fast Healing (Monster)
  You heal supernaturally quickly, even for a creature of your 
  kind.
  Prerequisite: Fast healing.
  Benefit: The number of hit points that you heal as a result of 
  fast healing each round is doubled.
  Iron Gullet (Monster)
  When you swallow a creature whole, it is particularly difficult 
  for that creature to escape.
  Prerequisite: Swallow whole ability.
  Benefit: When you swallow a creature whole, it is more 
  difficult for that creature to escape from your insides. The 
  armor class of your interior is equal to 10 + your full natural 
  armor bonus, rather than the usual 10 + 1/2 your natural 
  armor bonus. If the armor class of your interior is already 
  equal to or greater than this amount, it increases by +4, 
  instead. Additionally, a creature attempting to cut its way 
  free with a light slashing or piercing weapon must inflict an 
  amount of damage equal to 1/5 your total hit points, instead 
  of 1/10 your total hit points.
  Opportunistic Rake (Monster)
  You can twist your body in ways that allows you to make rake 
  attacks against creatures other than the one you’re grappling.
  Prerequisite: Rake.
  Benefit: While grappling a creature, you can choose to 
  make your rake attacks against creatures other than the 
  one you are grappling. If you do, you suffer a -4 penalty on 
  the attack roll. Additionally, while grappling, you can make 
  attacks of opportunity with one of your rake attacks, even 
  though a grappled creature normally cannot make attacks 
  of opportunity (you still suffer a -4 penalty for making 
  rake attacks against creatures other than the one you are 
  grappling).
  Photosynthesis (Monster)
  You can draw upon sunlight in order to heal yourself.
  Prerequisite: Plant.
  Benefit: Whenever you are in an area of bright light, you gain 
  fast healing 2.
  Resilient Regeneration (Monster)
  Your regeneration is much harder to stop than others of your 
  kind.
  Prerequisite: Regeneration.
  Benefit: In order for an attack to cause your regeneration to 
  stop functioning, it must deal at least 5 points of damage of 
  the appropriate type (for example, a troll that was hit with 
  a flaming weapon would continue to regenerate unless the 
  weapon did 5 or more points of fire damage). If you have 11 
  or more Hit Dice, the attack must deal at least 10 points of 
  damage of the appropriate type, instead.
  Quick Engulf (Monster)
  You can engulf creatures at much greater speed than others 
  of your kind.
  Prerequisite: Engulf.
  Benefit: You can engulf creatures as part of a move action. 
  You must still move into the target’s square, as normal for 
  the engulf ability, and successfully engulfing a creature ends 
  your movement. Using the engulf ability in this way does not 
  prevent you from making other attacks in the same round.
  Quick Rake (Monster)
  You waste no time in attacking your foe once you have him in 
  your grip.
  Prerequisite: Rake.
  Benefit: You may begin making rake attacks against a 
  grappled foe on the same round that you successfully initiate 
  the grapple, rather than having to wait until the following 
  turn.
  
  68
  Safe Engulf (Monster)
  When you engulf your prey, it is much harder for them to 
  attempt to stop you.
  Prerequisite: Engulf.
  Benefit: Attempting to engulf a creature does not grant that 
  creature an attack of opportunity against you. The target may 
  still attempt a Reflex save to avoid being engulfed, but the DC 
  of the saving throw is increased by +1.
  Sizable Constriction (Monster)
  You are able to use your bulk to crush smaller creatures more 
  effectively.
  Prerequisites: Constrict, size Large or larger.
  Benefit: Whenever you use your constrict ability on a 
  creature that is one or more size categories smaller than you 
  are, you deal an additional amount of damage to that creature 
  equal to 5 points per size category larger than it you are (for 
  example, a Large creature constricting a Medium creature 
  would deal 5 additional points of damage, while a Huge 
  creature constricting a Small creature would deal 15 additional 
  points of damage).
  Sticky Engulf (Monster)
  Your gooey embrace is much more difficult to escape than 
  others of your kind.
  Prerequisite: Engulf.
  Benefit: When a creature that you have engulfed escapes 
  from being pinned, you can choose to continue grappling it. 
  If you do, you gain the grappled condition and are grappling 
  the engulfed creature, but you remain in control of the 
  grapple, and the engulfed creature remains inside you (and 
  subject to your engulf damage) for as long as they remain 
  grappled. If you successfully pin the engulfed creature, you 
  are no longer considered grappled. If the grappled creature 
  escapes the grapple, or gains control of the grapple, it moves 
  outside your body.
  Suffocating Constriction (Monster)
  When you put the squeeze on your victims, they are unable to 
  breathe, and quickly suffocate in your grip.
  Prerequisite: Constrict.
  Benefit: When you successfully constrict a creature, that 
  creature becomes unable to breathe for as long as you remain 
  in control of the grapple. The creature must hold his breath 
  or begin to suffocate. Additionally, as you constrict, you 
  squeeze the air out of your target, hastening his eventual 
  suffocation. Whenever you inflict damage with your constrict 
  ability, for every 5 points of damage inflicted, the number of 
  rounds that the target can continue to hold his breath before 
  having to make Constitution checks is reduced by 1. Once 
  the target is forced to make Constitution checks each round 
  to continue holding his breath, each time you inflict damage 
  with your constrict ability, the target must make a new 
  Constitution check to continue holding his breath (the DC 
  continues to increase with each check, as normal).
  Swift Swallow (Monster)
  You can swallow your victims all in one bite.
  Prerequisites: Grab ability, swallow whole ability.
  Benefit: Whenever you successfully use the grab special 
  ability to grab a creature with a bite attack, you may 
  immediately attempt a new combat maneuver check as a free 
  action in order to swallow the opponent whole immediately, 
  rather than having to wait until your next turn to do so.
  Take Root (Monster)
  You can extend tendrils into the ground in order to anchor 
  yourself.
  Prerequisite: Plant.
  Benefit: As a move action, you can extend roots into the 
  ground. While rooted in this way, you are unable to move 
  from your square, but can otherwise act normally. You gain 
  a +10 bonus to CMD for the purposes of overrun and trip 
  combat maneuvers, as well as any effect that would cause you 
  to leave your current square. Additionally, while rooted in 
  this way you gain a +2 enhancement bonus to your Strength, 
  Dexterity, and Constitution scores. You can uproot yourself as 
  a full-round action.
  Three-Way Split (Monster)
  You can divide into three copies, rather than two.
  Prerequisite: Split.
  Benefit: Whenever you would split into two copies, you can 
  choose to split into three copies, instead. If you do, each copy 
  has 1/3 as many hit points as you had when the split occurred 
  (rounded down). This otherwise functions as normal for the 
  split ability.
  Special: If you have the Healthy Separation feat, then each 
  copy has 1/2 as many hit points as you had when the split 
  occurred (rounded down), instead of the normal amount.
  Vitriolic Engulf (Monster)
  You digest those you engulf particularly quickly.
  Prerequisite: Engulf, 10 Hit Dice.
  Benefit: Creatures that you have engulfed suffer an 
  additional 2d6 points of acid damage each round that they 
  remain engulfed.
  Voluntary Split (Monster)
  You can split on command.
  Prerequisite: Split.
  Benefit: You can use your split ability to transform into two 
  copies of yourself at any time as a full-round action that 
  provokes attacks of opportunity.
  
   
  Obscure Arcana is our weekly article devoted to 
  providing exciting new spells for every spell list. In 2014, we 
  created 152 new spells, ranging from 0-level to 9th-level, 
  divided amongst every spell list for classes from the 
  Pathfi nder Roleplaying Game Core Rulebook, the Advanced 
  Player’s Guide, Ultimate Magic, and the Advanced Class 
  Guide.
   
  This chapter contains all the content from 
  Obscure Arcana produced over the course of 2014, with the 
  exception of preview material from another product. Also 
  included are spells from the article Summer Spells, originally 
  published in Open Gaming Weekly, which was written by 
  members of the Necromancers of the Northwest staff . 
   
  First, the spell lists section provides summarized 
  versions of all of the new spells, organized by the spell lists 
  upon which they appear. Each spell list is further subdivided 
  by spell level, within which the spells are listed alphabetically. 
  After the spell lists, the full descriptions of each of the new 
  spells is listed. These spells are are presented in alphabetical 
  order, with the exception of those whose names begin with 
  “greater,” “lesser,” or “mass.”
   
  Several of the spells in this chapter contain material 
  that references content from another Necromancers of the 
  Northwest product. In these cases, a note at the end of the 
  spell’s description will provide information about what prod-
  uct contains the referenced content.
  CHapter 3: Obscure Arcana
  69
  
  70
  Spell Lists
   
  This section begins with a spell list for every 
  spellcasting class that gains access to new spells in this tome, 
  indicating which spells they gain and at what spell level. An 
  M or F appearing at the end of a spell’s name in the spell lists 
  denotes a spell with a costly material or focus component, 
  respectively. Additionally, a Te indicates that the spell has a 
  temperature component. Such spells can only be cast if the 
  caster is in an area where the temperature category matches 
  the requirements listed by the spell. For more information 
  about temperature categories, see Appendix 1: Weather Rules.
   
  The spell lists are presented alphabetically by the 
  name of the class, and the individual spells therein are 
  presented alphabetically by name as well, except for those 
  whose name begins with “greater,” “lesser,” “mass,” or similar, 
  in which case the spell is alphabetized by the second word of 
  the spell’s name, instead.
  Alchemist Formulae
  1st-level Alchemist Formulae
  Alchemical Aid You gain a bonus equal to 5 + your caster 
  level on a single Craft (alchemy) check.
  Alien Air Sacs You grant a touched creature large, fleshy air 
  sacs, which increase their buoyancy but make them easier to 
  hit in combat. If your caster level is 5th or higher, the target 
  gains limited ability to fly.
  Athletic EnhancementTe You grant the touched creature a 
  +5 or higher bonus on Climb and Swim checks for 1 round/
  level.
  Bjorndach’s Green Thumb You gain a bonus equal to 5 + 
  your caster level on the next check made to harvest or grow 
  herbs.
  Coward’s Flight You can flee at incredible speeds, but 
  become shaken if you attack or cast a hostile spell.
  Disposable Shield A floating shield of force grants a +3 
  shield bonus to AC for 1 min./level. You can end the spell 
  prematurely to gain a +8 bonus for 1 round.
  Protection From Alcohol You do not suffer any effects from 
  consuming alcohol for 1 hour.
  2nd-level Alchemist Formulae
  Alchemical Fusion You fuse two alchemical items together, 
  creating a single item with the effects of both.
  Alien Eyes Up to 1 touched creature/3 levels grows a pair of 
  alien eyestalks, which provide all-around vision, as well as 
  some vision-based spell effects.
  Expel Impurity You violently purge the target of poison and 
  disease, curing him of those afflictions but inflicting damage 
  based on the saving throw DC of the expelled poison or 
  disease.
  Mage’s Perfect TanTe You are protected from the effects 
  of warm weather and gain fire resistance 1 for 24 hours. 
  Additionally, at the end of the spell’s duration, your skin 
  darkens, granting a bonus on Charisma-based skill checks for 
  24 additional hours.
  Speed Trap Your speed increases by 30 feet, and creatures 
  that make attacks of opportunity against you risk becoming 
  staggered for 1 round/level.
  3rd-level Alchemist Formulae
  Bjorndach’s Herb Enhancer You enhance the potency of a 
  single herb, making it produce more powerful preparations or 
  special compounds if it is used for such purposes.
  Perfect Disguise As disguise self, but the disguise is more 
  elaborate, and you can also emulate an alignment.
  Surging Speed You are affected similarly to haste for 1 
  round/level. You can end the spell prematurely in order to 
  take a full round’s worth of actions.
  4th-level Alchemist Formulae
  Alien Arms You replace the touched creature’s arms with 
  a number of tentacles equal to 2 + 1 per 3 caster levels for 1 
  minute/level. These tentacles can be used for natural attacks, 
  grant additional attacks of opportunity, and provide bonuses 
  on combat maneuver checks.
  Explosive Growth You grow two size categories and gain 
  a +12 bonus to your Strength score, but must succeed on a 
  Fortitude save each round or explode.
  Thick SkinM You gain DR 8/adamantine for 1 min./level. You 
  can end the spell prematurely in order to negate the effects of 
  a critical hit confirmed against you.
  5th-level Alchemist Formulae
  Blessing of Safety You grant a touched creature DR 10/
  adamantine and acid, cold, electricity, and fire resistance 
  10 for 1 round/level. If you have the protection domain, the 
  DR increases to 15/adamantine and the energy resistance 
  increases to 20.
  Eldritch Armor You gain SR 10 + caster level for 1 min./level. 
  You can end the spell prematurely to completely protect 
  yourself from a single spell.
  Intense Immunity You gain a variety of potent defensive 
  benefits, but are more dramatically affected by things that 
  overcome them.
  6th-level Alchemist Formulae
  Alchemical Recurrence Agent For 1 round/level, whenever 
  you are affected by a potion or extract, you are affected by it 
  again on the next round, and the effects stack, even if they 
  normally wouldn’t.
  Golden Purity The target gains SR 15 + caster level and a +2 
  bonus on saving throws for 1 round/level. If the target has a 
  martial action pool, he can expend martial action points for 
  additional benefits.
  Antipaladin Spells
  1st-level Antipaladin Spells
  Athletic EnhancementTe You grant the touched creature a 
  +5 or higher bonus on Climb and Swim checks for 1 round/
  level.
  Coward’s Flight You can flee at incredible speeds, but 
  become shaken if you attack or cast a hostile spell.
  Crusader’s Word You grant a single living creature immunity 
  to fear effects and a +1 morale bonus on attack and damage 
  rolls for 1 round/level.
  Curse of Insatiable Hunger You cause the target to begin 
  starving at an incredible rate, suffering as though one day had 
  passed each round for 2 rounds/level.
  Fencer’s Delight You increase a character’s dueling ability, 
  allowing him to make a single combat maneuver as a free 
  action once per round. If the target has a martial action pool, 
  he can expend martial action points for additional benefits.
  Knight’s Challenge You and the target enter a duel, where 
  no spells can be cast and neither of you can attack other 
  characters. You can cast some spells while affected in this 
  way, based on your base attack bonus.
  
  71
  Protection From Alcohol You do not suffer any effects from 
  consuming alcohol for 1 hour.
  2nd-level Antipaladin Spells
  Crawling Curse You force the target to crawl about on hands 
  and knees and follow you. The target is allowed a new save 
  each round to end the effect.
  Curse of Contagion The target suffers a -4 penalty on saving 
  throws made to resist diseases. Characters immune to disease 
  lose that immunity, instead.
  Iron Challenge You force a creature to attack you, instead 
  of attacking any other targets. If you have a martial action 
  pool, you can expend martial action points to increase your 
  defenses against that creature.
  Sentient Sword You imprint your personality on a touched 
  weapon for 24 hours.
  Speed Trap Your speed increases by 30 feet, and creatures 
  that make attacks of opportunity against you risk becoming 
  staggered for 1 round/level.
  3rd-level Antipaladin Spells
  Blood Brand You cause a target’s wounds to begin bleeding 
  profusely, inflicting bleed damage equal to 1d6 + 1/2 your 
  caster level. Further,  if the target dies from this ability, it 
  becomes a vampire spawn under your control.
  Invert Strength You reverse a single creature’s Strength 
  bonus or penalty, making strong creatures feeble, and weak 
  creatures strong, for a brief time.
  Venom Eyes You cause the target to cry venomous tears, 
  obstructing his vision and inflicting Strength, Dexterity, and 
  Constitution damage.
  4th-level Antipaladin Spells
  Curse of Cowardice The target suffers a -4 penalty on 
  saves made to resist fear effects, loses immunity to fear, and 
  may become frightened if reduced to less than 50% of his 
  maximum hit points.
  Embody the Sultan Your combat skills are increased 
  immensely, making your attacks more accurate and your 
  critical hits deal more damage and causing opponents to fly 
  backward from the force of the blow.
  Mark of Damnation You force the target to offer his soul to 
  a devil, preventing him from being resurrected and marking 
  him as a thrall of Hell.
  Progress Plague You cause a diseased creature to suddenly 
  suffer the effects of multiple days of being diseased.
  Bard Spells
  0-level Bard Spells
  Artist’s AppraisalF You gain detailed information about an 
  art object or other valuable item.
  Protection From Alcohol You do not suffer any effects from 
  consuming alcohol for 1 hour.
  Protection From Rain and Snow You do not suffer 
  penalties to Perception from rainfall, and any flames in your 
  possession do not have a chance of being extinguished by 
  rainfall for 10 minutes/level.
  Smoke Burst You fill your square with a cloud of smoke, 
  granting concealment.
  1st-level Bard Spells
  Adjust Temperature You raise or lower the temperature in 
  a 60-ft. radius by 20° + 2° per caster level for 1 round/level, 
  and possibly dazzle creatures with the sudden temperature 
  change.
  Animate SnowmanTe You cause a single snowman to come 
  alive and serve you for 1 minute per caster level.
  Athletic EnhancementTe You grant the touched creature a 
  +5 or higher bonus on Climb and Swim checks for 1 round/
  level.
  Coward’s Flight You can flee at incredible speeds, but 
  become shaken if you attack or cast a hostile spell.
  Create IceballTe You transform 1 snowball per caster level 
  into a much more damaging ice ball, which deals 1d6 points 
  of piercing damage plus 1 cold damage with a successful hit.
  Crusader’s Word You grant a single living creature immunity 
  to fear effects and a +1 morale bonus on attack and damage 
  rolls for 1 round/level.
  Freeze Over You cause up to 1 5-ft.-cube/level of water to 
  freeze into ice.
  Locate Shop or Service You sense the direction of a 
  merchant or a serviceman who sells a particular item or 
  performs a particular service.
  Mage’s Intervention You create a number of shields equal to 
  1/2 your caster level, which you can expend to gain a bonus to 
  AC or Reflex saves for a single attack per shield.
  Vacation From Curses As remove curse, but the curse is 
  lifted for only 24 hours.
  2nd-level Bard Spells
  Blessing of Madness You remove a charm or compulsion 
  effect from the target, but impose confusion for 1 round/level. 
  If you have the madness domain, the target rolls the d% for 
  confusion twice and you pick which result is used.
  Blessing of the Community Up to one creature/2 levels 
  gains bonuses to attack, damage, AC, ability checks, skill 
  checks, and saving throws as long as they are adjacent to 
  another target. If you have the community domain, there are 
  additional benefits.
  Bonfire of RevelryTe You alter a controlled fire, causing it to 
  give off feelings of good cheer and companionship.
  Defensive Blur You cause a creature you summoned to be 
  affected by blur and mirror image for 1 round/level.
  Expel Impurity You violently purge the target of poison and 
  disease, curing him of those afflictions but inflicting damage 
  based on the saving throw DC of the expelled poison or 
  disease.
  Fencer’s Delight You increase a character’s dueling ability, 
  allowing him to make a single combat maneuver as a free 
  action once per round. If the target has a martial action pool, 
  he can expend martial action points for additional benefits.
  Mage’s Icy SurfaceTe You create a 40-ft.-radius area of 
  slippery ice that makes movement difficult.
  Mage’s Refreshing BeverageTe You create one refreshing 
  drink per 3 caster levels, which renders the imbiber immune 
  to the effects of dehydration for 24 hours, and provides a +4 
  bonus on saving throws to resist desiccation effects and the 
  effects of warm weather.
  Pumpkin Bomb You create a small floating pumpkin which 
  explodes when a creature comes near it, unleashing either a 
  wave of healing or a harmful blast.
  Snowman SightTe You are able to see through the eyes of 
  a touched snowman as long as you remain within medium 
  range of it. This also allows you to see clearly through snow 
  and fog.
  Speed Trap Your speed increases by 30 feet, and creatures 
  that make attacks of opportunity against you risk becoming 
  staggered for 1 round/level.
  
  72
  3rd-level Bard Spells
  Blossoming Attraction You create a field of magic flowers 
  in a 30-ft. radius. Humanoids in the field of flowers are 
  compelled to stay, and have their attitudes towards other 
  creatures improved.
  Crawling Curse You force the target to crawl about on hands 
  and knees and follow you. The target is allowed a new save 
  each round to end the effect.
  Double Down You create a perfect copy of a creature that 
  you summoned, which also fights for you.
  Invert Strength You reverse a single creature’s Strength 
  bonus or penalty, making strong creatures feeble, and weak 
  creatures strong, for a brief time.
  Iron Challenge You force a creature to attack you, instead 
  of attacking any other targets. If you have a martial action 
  pool, you can expend martial action points to increase your 
  defenses against that creature.
  Perfect Disguise As disguise self, but the disguise is more 
  elaborate, and you can also emulate an alignment.
  Surging Speed You are affected similarly to haste for 1 
  round/level. You can end the spell prematurely in order to 
  take a full round’s worth of actions.
  Unpleasant Acceleration You affect all creatures in a 20-ft.-
  radius burst with haste for 1d6+1 rounds, but the experience 
  is sickening and exhausting.
  4th-level Bard Spells
  Bewildering Charm You cause the target to become 
  fascinated by you for 1 round/level, then confused for a short 
  time, and then smitten with you, as though with charm 
  monster, for 24 hours.
  Curse of Cowardice The target suffers a -4 penalty on 
  saves made to resist fear effects, loses immunity to fear, and 
  may become frightened if reduced to less than 50% of his 
  maximum hit points.
  Mage’s Snowball StormTe You unleash a barrage of 
  snowballs in a 20-ft.-radius area, inflicting 1d4 points of 
  damage per caster level. Additionally, creatures damaged by 
  the snowballs may be distracted by loose snow.
  Mirage As major image, but the saving throw DC is partially 
  dependent on the temperature conditions of the area the 
  image appears.
  Spellsong of Dissent You perform a song of rage that 
  empowers your allies’ attacks. This spell grants a bonus to 
  attack and damaged based on the result of a Perform check 
  you make.
  Warding WreathTe You imbue a special wreath with the 
  ability to protect a single structure against cold, incorporeal 
  creatures, and hostilities for 1 hour/level.
  5th-level Bard Spells
  Certain Escape You teleport a short distance. This spell is 
  easy to concentrate on, and if you fail a concentration check 
  to cast it, you can try again the next round with a bonus.
  Instant Crowd You create 3 quasi-real people per class 
  level, which mill about and whose squares cannot be moved 
  through easily.
  ParamuseM You cause a creature to fall hopelessly in love 
  with you, serving your every whim and providing inspiration 
  for your bardic performance.
  Shadowbind You pin the target’s shadow in place, paralyzing 
  him. Even if he escapes, the loss of his shadow weakens him 
  for the spell’s duration.
  Spellsong of Sorrow You play a song of fear and 
  hopelessness, which imposes a penalty on AC, saving throws, 
  and damage rolls based on the result of your Perform check. 
  It also causes creatures in the area to become shaken, 
  frightened, or panicked.
  6th-level Bard Spells
  Fortune’s Blessing You can reroll a single d20 roll each 
  round for 1 round/level. If you have the luck domain, you can 
  also affect others with this ability.
  Golden Purity The target gains SR 15 + caster level and a +2 
  bonus on saving throws for 1 round/level. If the target has a 
  martial action pool, he can expend martial action points for 
  additional benefits.
  Shadow Flight You become invisible for 1 round/level 
  and can immediately teleport to a nearby location that 
  is shrouded in darkness, as greater teleport. Further, you 
  summon shadow creatures in the place you teleported from.
  Spellsong of Love You play a song of harmony and love, 
  which fascinates creatures within 100 feet, and makes them 
  more likely to listen to your requests. The higher the result of 
  your Perform check, the higher the penalty that each creature 
  suffers on its saving throw.
  Bloodrager Spells
  1st-level Bloodrager Spells
  Athletic EnhancementTe You grant the touched creature a 
  +5 or higher bonus on Climb and Swim checks for 1 round/
  level.
  Disposable Shield A floating shield of force grants a +3 
  shield bonus to AC for 1 min./level. You can end the spell 
  prematurely to gain a +8 bonus for 1 round.
  Knight’s Challenge You and the target enter a duel, where 
  no spells can be cast and neither of you can attack other 
  characters. You can cast some spells while affected in this 
  way, based on your base attack bonus.
  Protection From Alcohol You do not suffer any effects from 
  consuming alcohol for 1 hour.
  Zanzibrast’s Unfocusing Bolt You fire a ray that deals 1d8 
  points of damage, and the target must make a Will save or be 
  dazed and lose psionic focus.
  2nd-level Bloodrager Spells
  Fencer’s Delight You increase a character’s dueling ability, 
  allowing him to make a single combat maneuver as a free 
  action once per round. If the target has a martial action pool, 
  he can expend martial action points for additional benefits.
  Infectious Flame You cause a target to catch fire, suffering 
  2d6 fire damage/round, and can cause the fire to spread from 
  him to other targets.
  Iron Challenge You force a creature to attack you, instead 
  of attacking any other targets. If you have a martial action 
  pool, you can expend martial action points to increase your 
  defenses against that creature.
  Mage’s Perfect TanTe You are protected from the effects 
  of warm weather and gain fire resistance 1 for 24 hours. 
  Additionally, at the end of the spell’s duration, your skin 
  darkens, granting a bonus on Charisma-based skill checks for 
  24 additional hours.
  Speed Trap Your speed increases by 30 feet, and creatures 
  that make attacks of opportunity against you risk becoming 
  staggered for 1 round/level.
  
  73
  3rd-level Bloodrager Spells
  Knightbane Lightning You fire an unerring bolt of 
  electricity that inflicts 2d6 points of electricity damage, plus 
  1d6 for every point of armor or shield bonus to AC that the 
  target possesses.
  Snow SphereTe You create a ball of animated snow which can 
  bull rush or engulf opponents, and which grows as it passes 
  over snowy surfaces.
  Surging Speed You are affected similarly to haste for 1 
  round/level. You can end the spell prematurely in order to 
  take a full round’s worth of actions.
  4th-level Bloodrager Spells
  Blood Brand You cause a target’s wounds to begin bleeding 
  profusely, inflicting bleed damage equal to 1d6 + 1/2 your 
  caster level. Further,  if the target dies from this ability, it 
  becomes a vampire spawn under your control.
  Curse of Cowardice The target suffers a -4 penalty on 
  saves made to resist fear effects, loses immunity to fear, and 
  may become frightened if reduced to less than 50% of his 
  maximum hit points.
  Embody the Sultan Your combat skills are increased 
  immensely, making your attacks more accurate and your 
  critical hits deal more damage and causing opponents to fly 
  backward from the force of the blow.
  Thick SkinM You gain DR 8/adamantine for 1 min./level. You 
  can end the spell prematurely in order to negate the effects of 
  a critical hit confirmed against you.
  Cleric/Oracle Spells
  0-level Cleric/Oracle Spells
  Artist’s AppraisalF You gain detailed information about an 
  art object or other valuable item.
  Protection From Alcohol You do not suffer any effects from 
  consuming alcohol for 1 hour.
  Protection From Rain and Snow You do not suffer 
  penalties to Perception from rainfall, and any flames in your 
  possession do not have a chance of being extinguished by 
  rainfall for 10 minutes/level.
  1st-level Cleric/Oracle Spells
  Adjust Temperature You raise or lower the temperature in 
  a 60-ft. radius by 20° + 2° per caster level for 1 round/level, 
  and possibly dazzle creatures with the sudden temperature 
  change.
  Crusader’s Word You grant a single living creature immunity 
  to fear effects and a +1 morale bonus on attack and damage 
  rolls for 1 round/level.
  Curse of Insatiable Hunger You cause the target to begin 
  starving at an incredible rate, suffering as though one day had 
  passed each round for 2 rounds/level.
  Freeze Over You cause up to 1 5-ft.-cube/level of water to 
  freeze into ice.
  Locate Shop or Service You sense the direction of a 
  merchant or a serviceman who sells a particular item or 
  performs a particular service.
  Rushing Wave You create a wave of water which carries a 
  creature 20 ft. + 5 ft./3 levels. If the target has a martial action 
  pool, he can expend 4 martial action points to take a standard 
  action for free at the end of the movement.
  Vacation From Curses As remove curse, but the curse is 
  lifted for only 24 hours.
  2nd-level Cleric/Oracle Spells
  Blessing of Madness You remove a charm or compulsion 
  effect from the target, but impose confusion for 1 round/level. 
  If you have the madness domain, the target rolls the d% for 
  confusion twice and you pick which result is used.
  Crawling Curse You force the target to crawl about on hands 
  and knees and follow you. The target is allowed a new save 
  each round to end the effect.
  Curse of Contagion The target suffers a -4 penalty on saving 
  throws made to resist diseases. Characters immune to disease 
  lose that immunity, instead.
  Doom Ward You gain a bonus on certain saving throws equal 
  to 1/2 your caster level. Additionally, you can expend the 
  spell prematurely in order to make nearby creatures make a 
  saving throw or be affected by an effect you just made a save 
  to resist.
  Expel Impurity You violently purge the target of poison and 
  disease, curing him of those afflictions but inflicting damage 
  based on the saving throw DC of the expelled poison or 
  disease.
  Mage’s Perfect TanTe You are protected from the effects 
  of warm weather and gain fire resistance 1 for 24 hours. 
  Additionally, at the end of the spell’s duration, your skin 
  darkens, granting a bonus on Charisma-based skill checks for 
  24 additional hours.
  Mage’s Refreshing BeverageTe You create one refreshing 
  drink per 3 caster levels, which renders the imbiber immune 
  to the effects of dehydration for 24 hours, and provides a +4 
  bonus on saving throws to resist desiccation effects and the 
  effects of warm weather.
  Pumpkin Bomb You create a small floating pumpkin which 
  explodes when a creature comes near it, unleashing either a 
  wave of healing or a harmful blast.
  Stonelord’s Blessing You create a low wall of stone, which 
  can impede movement and be used for higher ground. If you 
  have the earth domain, the barrier is covered in spiky stones 
  that damage those attempting to climb or stand on it.
  3rd-level Cleric/Oracle Spells
  Alter Disease You transform a disease that the target is 
  suffering from into a completely different disease.
  Bonfire of RevelryTe You alter a controlled fire, causing it to 
  give off feelings of good cheer and companionship.
  Defensive Blur You cause a creature you summoned to be 
  affected by blur and mirror image for 1 round/level.
  Instant OasisTe You create a pool of refreshing cool water in 
  a 60-ft.-radius area.
  Iron Challenge You force a creature to attack you, instead 
  of attacking any other targets. If you have a martial action 
  pool, you can expend martial action points to increase your 
  defenses against that creature.
  Knight’s Challenge You and the target enter a duel, where 
  no spells can be cast and neither of you can attack other 
  characters. You can cast some spells while affected in this 
  way, based on your base attack bonus.
  Mage’s Refreshing RainTe You create rain in a 60-ft.-
  cylinder area, which heals the effects of dehydration, heat, 
  and starvation.
  Warding WreathTe You imbue a special wreath with the 
  ability to protect a single structure against cold, incorporeal 
  creatures, and hostilities for 1 hour/level.
  
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  4th-level Cleric/Oracle Spells
  Contagion Bolt You fire a ray that deals 1d8 damage/2 levels, 
  and exposes the target to a single poison or disease you are 
  currently suffering from.
  Double Down You create a perfect copy of a creature that 
  you summoned, which also fights for you.
  Invert Strength You reverse a single creature’s Strength 
  bonus or penalty, making strong creatures feeble, and weak 
  creatures strong, for a brief time.
  Knight’s Mark You imbue the target with the power and 
  resilience of a knight, granting immunity to fear, improved 
  evasion, and a +2 bonus on attack rolls for 1 round/level.
  Mage’s Aquatic TransportTe You create a pair of invisible 
  water skis made of force, and an unseen servant to pull them.
  Progress Plague You cause a diseased creature to suddenly 
  suffer the effects of multiple days of being diseased.
  Roast SkinTe You cause the target to become badly 
  sunburned, rendering him sickened, imposing a penalty on 
  saving throws to avoid pain effects, and causing them to be 
  vulnerable to bludgeoning and slashing damage.
  Selective Shield You gain DR 5/— and SR 11 + caster level 
  against a specific creature you can see.
  5th-level Cleric/Oracle Spells
  Blessing of Safety You grant a touched creature DR 10/
  adamantine and acid, cold, electricity, and fire resistance 
  10 for 1 round/level. If you have the protection domain, the 
  DR increases to 15/adamantine and the energy resistance 
  increases to 20.
  Blessing of the Community Up to one creature/2 levels 
  gains bonuses to attack, damage, AC, ability checks, skill 
  checks, and saving throws as long as they are adjacent to 
  another target. If you have the community domain, there are 
  additional benefits.
  Eldritch Armor You gain SR 10 + caster level for 1 min./level. 
  You can end the spell prematurely to completely protect 
  yourself from a single spell.
  Enhance Poison You increase the saving throw DC of a 
  single dose of poison.
  Healer’s Blessing Touched creature heals 5 hit points per 
  caster level. If you have the healing domain, he is also cured 
  of a variety of conditions.
  Sword of Victory Touched weapon deals extra damage equal 
  to your caster level on the next attack made with it,  and a 
  creature struck by the weapon is overcome with the urge to 
  surrender. If your base attack bonus is +15 or higher, you can 
  cast this as a free action.
  6th-level Cleric/Oracle Spells
  Adjust Temperature, Greater You set the temperature in a 
  1-mile/4 levels-radius area to any temperature category you 
  choose.
  Blessing of the Sun You create bright light in a 120-ft. radius 
  that blinds creatures with darkvision. If you have the sun 
  domain, this light also deals 5d6 damage/round to creatures 
  that are susceptible to light.
  Ill Wind Your surround one creature/3 levels with a harmful 
  wind which imposes a -8 penalty on ranged attacks those 
  creatures make, but grants a +4 bonus on ranged attacks 
  made against them.
  NightsunTe You create a globe of magic light in the sky that 
  raises the light level and temperature in a very wide area.
  Shadowbind You pin the target’s shadow in place, paralyzing 
  him. Even if he escapes, the loss of his shadow weakens him 
  for the spell’s duration.
  Sin’s Reward You cause a creature to suffer the weight of its 
  sins. The more evil the creature is, the more powerful the 
  spell’s effects.
  7th-level Cleric/Oracle Spells
  Curse of Cowardice The target suffers a -4 penalty on 
  saves made to resist fear effects, loses immunity to fear, and 
  may become frightened if reduced to less than 50% of his 
  maximum hit points.
  Fortune’s Blessing You can reroll a single d20 roll each 
  round for 1 round/level. If you have the luck domain, you can 
  also affect others with this ability.
  Gaze of Justice You gain a gaze attack that harms and 
  staggers evil creatures.
  Golden Purity The target gains SR 15 + caster level and a +2 
  bonus on saving throws for 1 round/level. If the target has a 
  martial action pool, he can expend martial action points for 
  additional benefits.
  Venom Eyes You cause the target to cry venomous tears, 
  obstructing his vision and inflicting Strength, Dexterity, and 
  Constitution damage.
  8th-level Cleric/Oracle Spells
  Blood Serpents You cause the target’s blood to animate in 
  the shape of serpents and attack him, dealing more damage 
  the more wounded the target is.
  Cobblequake You create a localized earthquake which 
  knocks your opponents to the ground and damages them, 
  while aiding your allies. Only man-made surfaces are 
  affected, and the spell is incredibly damaging to buildings.
  Tourist’s Blessing Travel to any location on any plane, 
  although there is a chance of not arriving exactly on target. If 
  you have the travel domain, there are additional benefits.
  9th-level Cleric/Oracle Spells
  Beastlord’s Blessing As animal shapes, but each target can 
  also speak with animals for the spell’s duration, and if you 
  have the animal domain, there are additional benefits.
  Vampiric Mist You create a 20-ft.-radius fog of red mist 
  which deals 5d4 damage/round to creatures within it, and 
  heals you half that amount.
  Wrath of the Divine Acid, cold, electricity, or fire rains from 
  the sky in a massive area, harming those who do not worship 
  your deity. This spell cannot be cast by characters of less than 
  20th level.
  Druid Spells
  0-level Druid Spells
  Protection From Alcohol You do not suffer any effects from 
  consuming alcohol for 1 hour.
  Protection From Rain and Snow You do not suffer 
  penalties to Perception from rainfall, and any flames in your 
  possession do not have a chance of being extinguished by 
  rainfall for 10 minutes/level.
  Smoke Burst You fill your square with a cloud of smoke, 
  granting concealment.
  1st-level Druid Spells
  Adjust Temperature You raise or lower the temperature in 
  a 60-ft. radius by 20° + 2° per caster level for 1 round/level, 
  and possibly dazzle creatures with the sudden temperature 
  change.
  Animate SnowmanTe You cause a single snowman to come 
  alive and serve you for 1 minute per caster level.
  
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  Bjorndach’s Green Thumb You gain a bonus equal to 5 + 
  your caster level on the next check made to harvest or grow 
  herbs.
  Create IceballTe You transform 1 snowball per caster level 
  into a much more damaging ice ball, which deals 1d6 points 
  of piercing damage plus 1 cold damage with a successful hit.
  Freeze Over You cause up to 1 5-ft.-cube/level of water to 
  freeze into ice.
  Mage’s Minor SandcastleTe You create a 10-ft.-by-10-ft. 
  sandcastle, which provides total cover to creatures inside.
  2nd-level Druid Spells
  Armor of the Woods You improve a suit of armor or shield 
  for 1 min./level. The exact nature of the improvement 
  depends on the material the armor is made of.
  Blossoming Attraction You create a field of magic flowers 
  in a 30-ft. radius. Humanoids in the field of flowers are 
  compelled to stay, and have their attitudes towards other 
  creatures improved.
  Curse of Contagion The target suffers a -4 penalty on saving 
  throws made to resist diseases. Characters immune to disease 
  lose that immunity, instead.
  Expel Impurity You violently purge the target of poison and 
  disease, curing him of those afflictions but inflicting damage 
  based on the saving throw DC of the expelled poison or 
  disease.
  Mage’s Perfect TanTe You are protected from the effects 
  of warm weather and gain fire resistance 1 for 24 hours. 
  Additionally, at the end of the spell’s duration, your skin 
  darkens, granting a bonus on Charisma-based skill checks for 
  24 additional hours.
  Mage’s Refreshing BeverageTe You create one refreshing 
  drink per 3 caster levels, which renders the imbiber immune 
  to the effects of dehydration for 24 hours, and provides a +4 
  bonus on saving throws to resist desiccation effects and the 
  effects of warm weather.
  Pumpkin Bomb You create a small floating pumpkin which 
  explodes when a creature comes near it, unleashing either a 
  wave of healing or a harmful blast.
  Shield of Leaves A swirling shield of leaves grants +2 AC and 
  concealment, but can be blown away by wind or burned by 
  fire.
  Snowman SightTe You are able to see through the eyes of 
  a touched snowman as long as you remain within medium 
  range of it. This also allows you to see clearly through snow 
  and fog.
  Stonelord’s Blessing You create a low wall of stone, which 
  can impede movement and be used for higher ground. If you 
  have the earth domain, the barrier is covered in spiky stones 
  that damage those attempting to climb or stand on it.
  3rd-level Druid Spells
  Animate Snowman ArmyTe As animate snowman, but you 
  can animate up to 3 Medium snowmen per caster level.
  Bjorndach’s Herb Enhancer You enhance the potency of a 
  single herb, making it produce more powerful preparations or 
  special compounds if it is used for such purposes.
  Bonfire of RevelryTe You alter a controlled fire, causing it to 
  give off feelings of good cheer and companionship.
  Defensive Blur You cause a creature you summoned to be 
  affected by blur and mirror image for 1 round/level.
  Instant OasisTe You create a pool of refreshing cool water in 
  a 60-ft.-radius area.
  Knightbane Lightning You fire an unerring bolt of 
  electricity that inflicts 2d6 points of electricity damage, plus 
  1d6 for every point of armor or shield bonus to AC that the 
  target possesses.
  Mage’s Refreshing RainTe You create rain in a 60-ft.-
  cylinder area, which heals the effects of dehydration, heat, 
  and starvation.
  Snow SphereTe You create a ball of animated snow which can 
  bull rush or engulf opponents, and which grows as it passes 
  over snowy surfaces.
  4th-level Druid Spells
  Bjorndach’s Snow Bear You transmute nearby snow into a 
  ferocious bear made of ice, which lasts for 1 minute/level. You 
  do not control the bear, but it is friendly towards you.
  Blinding BlizzardTe You create a blizzard in a 60-ft.-radius 
  cylinder, which lasts for 1 round/level.
  Contagion Bolt You fire a ray that deals 1d8 damage/2 levels, 
  and exposes the target to a single poison or disease you are 
  currently suffering from.
  Double Down You create a perfect copy of a creature that 
  you summoned, which also fights for you.
  Enhance Poison You increase the saving throw DC of a 
  single dose of poison.
  Progress Plague You cause a diseased creature to suddenly 
  suffer the effects of multiple days of being diseased.
  Pumpkin Drop You drop a pumpkin on the target, trapping 
  their head within the gourd, which inflicts numerous 
  penalties.
  Rapid DehydrationTe You remove moisture from the target’s 
  body, causing him to rapidly dehydrate.
  Roast SkinTe You cause the target to become badly 
  sunburned, rendering him sickened, imposing a penalty on 
  saving throws to avoid pain effects, and causing them to be 
  vulnerable to bludgeoning and slashing damage.
  Sudden HeatstrokeTe The target suffers 1d6 nonlethal 
  fire damage/level, which can’t be healed in hot or warmer 
  conditions, and is fatigued until the damage is healed.
  Sunburn You cause the target’s skin to be damaged by 
  exposure to bright light, and possibly more vulnerable to 
  weapon damage, for 1 round/level.
  Warding WreathTe You imbue a special wreath with the 
  ability to protect a single structure against cold, incorporeal 
  creatures, and hostilities for 1 hour/level.
  5th-level Druid Spells
  Adjust Temperature, Greater You set the temperature in a 
  1-mile/4 levels-radius area to any temperature category you 
  choose.
  Deadly Seed You implant a seed in the target with a touch, 
  which does 1d6/2 levels on the first round, and then half as 
  many d6 each round after that. If the target dies, a massive 
  tree grows from their corpse.
  Ill Wind Your surround one creature/3 levels with a harmful 
  wind which imposes a -8 penalty on ranged attacks those 
  creatures make, but grants a +4 bonus on ranged attacks 
  made against them.
  Thick SkinM You gain DR 8/adamantine for 1 min./level. You 
  can end the spell prematurely in order to negate the effects of 
  a critical hit confirmed against you.
  6th-level Druid Spells
  Become Bane You polymorph into a duplicate of a nearby 
  creature, as though with shapechange, but you and the target 
  are compelled to attack one another.
  Blessing of Safety You grant a touched creature DR 10/
  adamantine and acid, cold, electricity, and fire resistance 
  
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  10 for 1 round/level. If you have the protection domain, the 
  DR increases to 15/adamantine and the energy resistance 
  increases to 20.
  Blessing of the Sun You create bright light in a 120-ft. radius 
  that blinds creatures with darkvision. If you have the sun 
  domain, this light also deals 5d6 damage/round to creatures 
  that are susceptible to light.
  Frosty Demise You fire a ray of ice that entraps the target, 
  damaging him and petrifying him in ice for up to 1 round/
  level. If the target escapes, the ice explodes in a 15-ft.-radius 
  burst, dealing 5d6 points of piercing and slashing damage to 
  everything in the area.
  Mitotic Cascade You transform a summoned creature into 
  multiple less-powerful summoned creatures, and those 
  creatures become multiple even-less-powerful creatures, and 
  so on.
  Snow Drift You create a 30-ft. high drift of snow in a 
  30-ft.-radius area, potentially burying creatures beneath a 
  mountain of loose snow.
  Wild Vengeance You increase an animal’s size by one step, 
  and cause it to fall under your telepathic control for 1 round/
  level.
  7th-level Druid Spells
  Alien Arms You replace the touched creature’s arms with 
  a number of tentacles equal to 2 + 1 per 3 caster levels for 1 
  minute/level. These tentacles can be used for natural attacks, 
  grant additional attacks of opportunity, and provide bonuses 
  on combat maneuver checks.
  Barbeque Bolt A ranged touch attack deals 1d6 fire damage/
  level, and the target may suffer Strength and Dexterity 
  damage from smoke that cures his flesh alive.
  Elemental Ward You gain immunity to an energy type 
  for 1 round/level. Additionally, you can expend the spell 
  prematurely in order to unleash a 20-ft. blast of elemental 
  energy that deals 1d10 points of damage/level.
  Fell Tree You cause a single tree to instantly age, decay, and 
  then explode in a shower of vital energy that deals 10d6 or 
  15d6 points of damage to everything in a 20-ft.-radius burst. 
  Golden Purity The target gains SR 15 + caster level and a +2 
  bonus on saving throws for 1 round/level. If the target has a 
  martial action pool, he can expend martial action points for 
  additional benefits.
  Venom Eyes You cause the target to cry venomous tears, 
  obstructing his vision and inflicting Strength, Dexterity, and 
  Constitution damage.
  8th-level Druid Spells
  Swarm Slave You transform the target into a bat, centipede, 
  or spider swarm, and gain mental control over his actions.
  Violent Blizzard You create a 100-ft.-diameter blizzard, 
  complete with high-speed wind and snow, obscuring vision, 
  preventing ranged attacks, making it difficult to move, and 
  inflicting cold damage.
  9th-level Druid Spells
  Beastlord’s Blessing As animal shapes, but each target can 
  also speak with animals for the spell’s duration, and if you 
  have the animal domain, there are additional benefits.
  Cobblequake You create a localized earthquake which 
  knocks your opponents to the ground and damages them, 
  while aiding your allies. Only man-made surfaces are 
  affected, and the spell is incredibly damaging to buildings.
  Verdant Awakening You cause 1 massive tree to spring into 
  existence each round, damaging and displacing creatures in 
  the area.
  Wrath of the Divine Acid, cold, electricity, or fire rains from 
  the sky in a massive area, harming those who do not worship 
  your deity. This spell cannot be cast by characters of less than 
  20th level.
  Inquisitor Spells
  0-level Inquisitor Spells
  Artist’s AppraisalF You gain detailed information about an 
  art object or other valuable item.
  Protection From Alcohol You do not suffer any effects from 
  consuming alcohol for 1 hour.
  Protection From Rain and Snow You do not suffer 
  penalties to Perception from rainfall, and any flames in your 
  possession do not have a chance of being extinguished by 
  rainfall for 10 minutes/level.
  Smoke Burst You fill your square with a cloud of smoke, 
  granting concealment.
  1st-level Inquisitor Spells
  Adjust Temperature You raise or lower the temperature in 
  a 60-ft. radius by 20° + 2° per caster level for 1 round/level, 
  and possibly dazzle creatures with the sudden temperature 
  change.
  Athletic EnhancementTe You grant the touched creature a 
  +5 or higher bonus on Climb and Swim checks for 1 round/
  level.
  Crusader’s Word You grant a single living creature immunity 
  to fear effects and a +1 morale bonus on attack and damage 
  rolls for 1 round/level.
  Curse of Insatiable Hunger You cause the target to begin 
  starving at an incredible rate, suffering as though one day had 
  passed each round for 2 rounds/level.
  Doom Ward You gain a bonus on certain saving throws equal 
  to 1/2 your caster level. Additionally, you can expend the 
  spell prematurely in order to make nearby creatures make a 
  saving throw or be affected by an effect you just made a save 
  to resist.
  Locate Shop or Service You sense the direction of a 
  merchant or a serviceman who sells a particular item or 
  performs a particular service.
  Vacation From Curses As remove curse, but the curse is 
  lifted for only 24 hours.
  2nd-level Inquisitor Spells
  Defensive Blur You cause a creature you summoned to be 
  affected by blur and mirror image for 1 round/level.
  Expel Impurity You violently purge the target of poison and 
  disease, curing him of those afflictions but inflicting damage 
  based on the saving throw DC of the expelled poison or 
  disease.
  Fencer’s Delight You increase a character’s dueling ability, 
  allowing him to make a single combat maneuver as a free 
  action once per round. If the target has a martial action pool, 
  he can expend martial action points for additional benefits.
  Knight’s Challenge You and the target enter a duel, where 
  no spells can be cast and neither of you can attack other 
  characters. You can cast some spells while affected in this 
  way, based on your base attack bonus.
  Snowman SightTe You are able to see through the eyes of 
  a touched snowman as long as you remain within medium 
  range of it. This also allows you to see clearly through snow 
  and fog.
  
  77
  3rd-level Inquisitor Spells
  Alien Eyes Up to 1 touched creature/3 levels grows a pair of 
  alien eyestalks, which provide all-around vision, as well as 
  some vision-based spell effects.
  Blessing of the Community Up to one creature/2 levels 
  gains bonuses to attack, damage, AC, ability checks, skill 
  checks, and saving throws as long as they are adjacent to 
  another target. If you have the community domain, there are 
  additional benefits.
  Double Down You create a perfect copy of a creature that 
  you summoned, which also fights for you.Invert Strength 
  You reverse a single creature’s Strength bonus or penalty, 
  making strong creatures feeble, and weak creatures strong, 
  for a brief time.
  Iron Challenge You force a creature to attack you, instead 
  of attacking any other targets. If you have a martial action 
  pool, you can expend martial action points to increase your 
  defenses against that creature.
  Knight’s Mark You imbue the target with the power and 
  resilience of a knight, granting immunity to fear, improved 
  evasion, and a +2 bonus on attack rolls for 1 round/level.
  Roast SkinTe You cause the target to become badly 
  sunburned, rendering him sickened, imposing a penalty on 
  saving throws to avoid pain effects, and causing them to be 
  vulnerable to bludgeoning and slashing damage.
  4th-level Inquisitor Spells
  Curse of Cowardice The target suffers a -4 penalty on 
  saves made to resist fear effects, loses immunity to fear, and 
  may become frightened if reduced to less than 50% of his 
  maximum hit points.
  Perfect Disguise As disguise self, but the disguise is more 
  elaborate, and you can also emulate an alignment.
  Sword of Victory Touched weapon deals extra damage equal 
  to your caster level on the next attack made with it,  and a 
  creature struck by the weapon is overcome with the urge to 
  surrender. If your base attack bonus is +15 or higher, you can 
  cast this as a free action.
  Thick SkinM You gain DR 8/adamantine for 1 min./level. You 
  can end the spell prematurely in order to negate the effects of 
  a critical hit confirmed against you.
  5th-level Inquisitor Spells
  Blessing of Safety You grant a touched creature DR 10/
  adamantine and acid, cold, electricity, and fire resistance 
  10 for 1 round/level. If you have the protection domain, the 
  DR increases to 15/adamantine and the energy resistance 
  increases to 20.
  Eldritch Armor You gain SR 10 + caster level for 1 min./level. 
  You can end the spell prematurely to completely protect 
  yourself from a single spell.
  Embody the Sultan Your combat skills are increased 
  immensely, making your attacks more accurate and your 
  critical hits deal more damage and causing opponents to fly 
  backward from the force of the blow.
  Shadowbind You pin the target’s shadow in place, paralyzing 
  him. Even if he escapes, the loss of his shadow weakens him 
  for the spell’s duration.
  6th-level Inquisitor Spells
  Blood Serpents You cause the target’s blood to animate in 
  the shape of serpents and attack him, dealing more damage 
  the more wounded the target is.
  Instant Crowd You create 3 quasi-real people per class 
  level, which mill about and whose squares cannot be moved 
  through easily.
  Magus Spells
  0-level Magus Spells
  Mage’s SnowballTe You conjure and throw a magical 
  snowball that inflicts 1d2 points of cold damage on a 
  successful hit, and may dazzle the target.
  Protection From Alcohol You do not suffer any effects from 
  consuming alcohol for 1 hour.
  Protection From Rain and Snow You do not suffer 
  penalties to Perception from rainfall, and any flames in your 
  possession do not have a chance of being extinguished by 
  rainfall for 10 minutes/level.
  Smoke Burst You fill your square with a cloud of smoke, 
  granting concealment.
  1st-level Magus Spells
  Adjust Temperature You raise or lower the temperature in 
  a 60-ft. radius by 20° + 2° per caster level for 1 round/level, 
  and possibly dazzle creatures with the sudden temperature 
  change.
  Athletic EnhancementTe You grant the touched creature a 
  +5 or higher bonus on Climb and Swim checks for 1 round/
  level.
  Create IceballTe You transform 1 snowball per caster level 
  into a much more damaging ice ball, which deals 1d6 points 
  of piercing damage plus 1 cold damage with a successful hit.
  Disposable Shield A floating shield of force grants a +3 
  shield bonus to AC for 1 min./level. You can end the spell 
  prematurely to gain a +8 bonus for 1 round.
  Mage’s Intervention You create a number of shields equal to 
  1/2 your caster level, which you can expend to gain a bonus to 
  AC or Reflex saves for a single attack per shield.
  Rushing Wave You create a wave of water which carries a 
  creature 20 ft. + 5 ft./3 levels. If the target has a martial action 
  pool, he can expend 4 martial action points to take a standard 
  action for free at the end of the movement.
  Zanzibrast’s Unfocusing Bolt You fire a ray that deals 1d8 
  points of damage, and the target must make a Will save or be 
  dazed and lose psionic focus.
  2nd-level Magus Spells
  Fencer’s Delight You increase a character’s dueling ability, 
  allowing him to make a single combat maneuver as a free 
  action once per round. If the target has a martial action pool, 
  he can expend martial action points for additional benefits.
  Infectious Flame You cause a target to catch fire, suffering 
  2d6 fire damage/round, and can cause the fire to spread from 
  him to other targets.
  Knight’s Challenge You and the target enter a duel, where 
  no spells can be cast and neither of you can attack other 
  characters. You can cast some spells while affected in this 
  way, based on your base attack bonus.
  Mage’s Icy SurfaceTe You create a 40-ft.-radius area of 
  slippery ice that makes movement difficult.
  Twin Arrow You create 1 + 1/2 levels copies of a mundane or 
  magical arrow.
  
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  3rd-level Magus Spells
  Knightbane Lightning You fire an unerring bolt of 
  electricity that inflicts 2d6 points of electricity damage, plus 
  1d6 for every point of armor or shield bonus to AC that the 
  target possesses.
  Mage’s Snowball StormTe You unleash a barrage of 
  snowballs in a 20-ft.-radius area, inflicting 1d4 points of 
  damage per caster level. Additionally, creatures damaged by 
  the snowballs may be distracted by loose snow.
  Snow SphereTe You create a ball of animated snow which can 
  bull rush or engulf opponents, and which grows as it passes 
  over snowy surfaces.
  Surging Speed You are affected similarly to haste for 1 
  round/level. You can end the spell prematurely in order to 
  take a full round’s worth of actions.
  4th-level Magus Spells
  Alchemical Fusion You fuse two alchemical items together, 
  creating a single item with the effects of both.
  Ill Wind Your surround one creature/3 levels with a harmful 
  wind which imposes a -8 penalty on ranged attacks those 
  creatures make, but grants a +4 bonus on ranged attacks 
  made against them.
  Iron Challenge You force a creature to attack you, instead 
  of attacking any other targets. If you have a martial action 
  pool, you can expend martial action points to increase your 
  defenses against that creature.
  Mirage As major image, but the saving throw DC is partially 
  dependent on the temperature conditions of the area the 
  image appears.
  Sentient Sword You imprint your personality on a touched 
  weapon for 24 hours.
  Sudden HeatstrokeTe The target suffers 1d6 nonlethal 
  fire damage/level, which can’t be healed in hot or warmer 
  conditions, and is fatigued until the damage is healed.
  Sword of Victory Touched weapon deals extra damage equal 
  to your caster level on the next attack made with it,  and a 
  creature struck by the weapon is overcome with the urge to 
  surrender. If your base attack bonus is +15 or higher, you can 
  cast this as a free action.
  Thick SkinM You gain DR 8/adamantine for 1 min./level. You 
  can end the spell prematurely in order to negate the effects of 
  a critical hit confirmed against you.
  5th-level Magus Spells
  Alien Arms You replace the touched creature’s arms with 
  a number of tentacles equal to 2 + 1 per 3 caster levels for 1 
  minute/level. These tentacles can be used for natural attacks, 
  grant additional attacks of opportunity, and provide bonuses 
  on combat maneuver checks.
  Barbeque Bolt A ranged touch attack deals 1d6 fire damage/
  level, and the target may suffer Strength and Dexterity 
  damage from smoke that cures his flesh alive.
  Certain Escape You teleport a short distance. This spell is 
  easy to concentrate on, and if you fail a concentration check 
  to cast it, you can try again the next round with a bonus.
  Embody the Sultan Your combat skills are increased 
  immensely, making your attacks more accurate and your 
  critical hits deal more damage and causing opponents to fly 
  backward from the force of the blow.
  Smoking Flame You cause the target to catch on fire, 
  suffering 3d6 fire damage per round, and also creating a 
  shroud of smoke in a 15-ft.-radius area.
  6th-level Magus Spells
  Blood Serpents You cause the target’s blood to animate in 
  the shape of serpents and attack him, dealing more damage 
  the more wounded the target is.
  Diminishing Flame The target erupts in magical flames 
  which cause his body to shrink as he burns.
  Frosty Demise You fire a ray of ice that entraps the target, 
  damaging him and petrifying him in ice for up to 1 round/
  level. If the target escapes, the ice explodes in a 15-ft.-radius 
  burst, dealing 5d6 points of piercing and slashing damage to 
  everything in the area.
  Paladin Spells
  1st-level Paladin Spells
  Athletic EnhancementTe You grant the touched creature a 
  +5 or higher bonus on Climb and Swim checks for 1 round/
  level.
  Crusader’s Word You grant a single living creature immunity 
  to fear effects and a +1 morale bonus on attack and damage 
  rolls for 1 round/level.
  Doom Ward You gain a bonus on certain saving throws equal 
  to 1/2 your caster level. Additionally, you can expend the 
  spell prematurely in order to make nearby creatures make a 
  saving throw or be affected by an effect you just made a save 
  to resist.
  Fencer’s Delight You increase a character’s dueling ability, 
  allowing him to make a single combat maneuver as a free 
  action once per round. If the target has a martial action pool, 
  he can expend martial action points for additional benefits.
  Knight’s Challenge You and the target enter a duel, where 
  no spells can be cast and neither of you can attack other 
  characters. You can cast some spells while affected in this 
  way, based on your base attack bonus.
  Protection From Alcohol You do not suffer any effects from 
  consuming alcohol for 1 hour.
  Vacation From Curses As remove curse, but the curse is 
  lifted for only 24 hours.
  2nd-level Paladin Spells
  Blessing of the Community Up to one creature/2 levels 
  gains bonuses to attack, damage, AC, ability checks, skill 
  checks, and saving throws as long as they are adjacent to 
  another target. If you have the community domain, there are 
  additional benefits.
  Iron Challenge You force a creature to attack you, instead 
  of attacking any other targets. If you have a martial action 
  pool, you can expend martial action points to increase your 
  defenses against that creature.
  Knight’s Mark You imbue the target with the power and 
  resilience of a knight, granting immunity to fear, improved 
  evasion, and a +2 bonus on attack rolls for 1 round/level.
  Sentient Sword You imprint your personality on a touched 
  weapon for 24 hours.
  3rd-level Paladin Spells
  Halt Criminal As hold monster, but it is more or less 
  effective depending on the number and types of crimes the 
  creature has committed  in the last 24 hours.
  Sin’s Reward You cause a creature to suffer the weight of its 
  sins. The more evil the creature is, the more powerful the 
  spell’s effects.
  Sword of Victory Touched weapon deals extra damage equal 
  to your caster level on the next attack made with it,  and a 
  creature struck by the weapon is overcome with the urge to 
  
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  surrender. If your base attack bonus is +15 or higher, you can 
  cast this as a free action.
  4th-level Paladin Spells
  Deconstruct Death You inflict 1d6 points of damage/level 
  to an undead creature. If this destroys the creature, you can 
  restore it to life, as though with raise dead, although both you 
  and the target suffer 2 negative levels.
  Embody the Sultan Your combat skills are increased 
  immensely, making your attacks more accurate and your 
  critical hits deal more damage and causing opponents to fly 
  backward from the force of the blow.
  Gaze of Justice You gain a gaze attack that harms and 
  staggers evil creatures.
  Ranger Spells
  1st-level Ranger Spells
  Adjust Temperature You raise or lower the temperature in 
  a 60-ft. radius by 20° + 2° per caster level for 1 round/level, 
  and possibly dazzle creatures with the sudden temperature 
  change.
  Armor of the Woods You improve a suit of armor or shield 
  for 1 min./level. The exact nature of the improvement 
  depends on the material the armor is made of.
  Athletic EnhancementTe You grant the touched creature a 
  +5 or higher bonus on Climb and Swim checks for 1 round/
  level.
  Bjorndach’s Green Thumb You gain a bonus equal to 5 + 
  your caster level on the next check made to harvest or grow 
  herbs.
  Expel Impurity You violently purge the target of poison and 
  disease, curing him of those afflictions but inflicting damage 
  based on the saving throw DC of the expelled poison or 
  disease.
  Fencer’s Delight You increase a character’s dueling ability, 
  allowing him to make a single combat maneuver as a free 
  action once per round. If the target has a martial action pool, 
  he can expend martial action points for additional benefits.
  Freeze Over You cause up to 1 5-ft.-cube/level of water to 
  freeze into ice.
  Shield of Leaves A swirling shield of leaves grants +2 AC and 
  concealment, but can be blown away by wind or burned by 
  fire.
  Twin Arrow You create 1 + 1/2 levels copies of a mundane or 
  magical arrow.
  2nd-level Ranger Spells
  Blossoming Attraction You create a field of magic flowers 
  in a 30-ft. radius. Humanoids in the field of flowers are 
  compelled to stay, and have their attitudes towards other 
  creatures improved.
  Bonfire of RevelryTe You alter a controlled fire, causing it to 
  give off feelings of good cheer and companionship.
  Instant OasisTe You create a pool of refreshing cool water in 
  a 60-ft.-radius area.
  Mage’s Perfect TanTe You are protected from the effects 
  of warm weather and gain fire resistance 1 for 24 hours. 
  Additionally, at the end of the spell’s duration, your skin 
  darkens, granting a bonus on Charisma-based skill checks for 
  24 additional hours.
  Mage’s Refreshing BeverageTe You create one refreshing 
  drink per 3 caster levels, which renders the imbiber immune 
  to the effects of dehydration for 24 hours, and provides a +4 
  bonus on saving throws to resist desiccation effects and the 
  effects of warm weather.
  Snowman SightTe You are able to see through the eyes of 
  a touched snowman as long as you remain within medium 
  range of it. This also allows you to see clearly through snow 
  and fog.
  Speed Trap Your speed increases by 30 feet, and creatures 
  that make attacks of opportunity against you risk becoming 
  staggered for 1 round/level.
  Wild Vigor Your animal companion gains benefits as though 
  you were a higher-level character, and is even more effective 
  within your favored terrains, for 1 minute/level.
  3rd-level Ranger Spells
  Perfect Disguise As disguise self, but the disguise is more 
  elaborate, and you can also emulate an alignment.
  Summon SleighTe You conjure a sleigh and four dogs, which 
  can pull the sleigh with ease. The sleigh passes over snowy 
  terrain without difficulty, and lasts 1 hour/level.
  Wild Vengeance You increase an animal’s size by one step, 
  and cause it to fall under your telepathic control for 1 round/
  level.
  4th-level Ranger Spells
  Deadly Seed You implant a seed in the target with a touch, 
  which does 1d6/2 levels on the first round, and then half as 
  many d6 each round after that. If the target dies, a massive 
  tree grows from their corpse.
  Embody the Sultan Your combat skills are increased 
  immensely, making your attacks more accurate and your 
  critical hits deal more damage and causing opponents to fly 
  backward from the force of the blow.
  Mage’s Aquatic TransportTe You create a pair of invisible 
  water skis made of force, and an unseen servant to pull them.
  One With The Land You gain a variety of benefits as long as 
  you are in your favored terrain.
  Swarm Slave You transform the target into a bat, centipede, 
  or spider swarm, and gain mental control over his actions.
  Shaman Spells
  0-level Shaman Spells
  Artist’s AppraisalF You gain detailed information about an 
  art object or other valuable item.
  Protection From Alcohol You do not suffer any effects from 
  consuming alcohol for 1 hour.
  Protection From Rain and Snow You do not suffer 
  penalties to Perception from rainfall, and any flames in your 
  possession do not have a chance of being extinguished by 
  rainfall for 10 minutes/level.
  1st-level Shaman Spells
  Adjust Temperature You raise or lower the temperature in 
  a 60-ft. radius by 20° + 2° per caster level for 1 round/level, 
  and possibly dazzle creatures with the sudden temperature 
  change.
  Animate SnowmanTe You cause a single snowman to come 
  alive and serve you for 1 minute per caster level.
  Athletic EnhancementTe You grant the touched creature a 
  +5 or higher bonus on Climb and Swim checks for 1 round/
  level.
  Bjorndach’s Green Thumb You gain a bonus equal to 5 + 
  your caster level on the next check made to harvest or grow 
  herbs.
  
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  Curse of Insatiable Hunger You cause the target to begin 
  starving at an incredible rate, suffering as though one day had 
  passed each round for 2 rounds/level.
  Freeze Over You cause up to 1 5-ft.-cube/level of water to 
  freeze into ice.
  Locate Shop or Service You sense the direction of a 
  merchant or a serviceman who sells a particular item or 
  performs a particular service.
  Rushing Wave You create a wave of water which carries a 
  creature 20 ft. + 5 ft./3 levels. If the target has a martial action 
  pool, he can expend 4 martial action points to take a standard 
  action for free at the end of the movement.
  2nd-level Shaman Spells
  Curse of Contagion The target suffers a -4 penalty on saving 
  throws made to resist diseases. Characters immune to disease 
  lose that immunity, instead.
  Doom Ward You gain a bonus on certain saving throws equal 
  to 1/2 your caster level. Additionally, you can expend the 
  spell prematurely in order to make nearby creatures make a 
  saving throw or be affected by an effect you just made a save 
  to resist.
  Expel Impurity You violently purge the target of poison and 
  disease, curing him of those afflictions but inflicting damage 
  based on the saving throw DC of the expelled poison or 
  disease.
  Pumpkin Bomb You create a small floating pumpkin which 
  explodes when a creature comes near it, unleashing either a 
  wave of healing or a harmful blast.
  Shield of Leaves A swirling shield of leaves grants +2 AC and 
  concealment, but can be blown away by wind or burned by 
  fire.
  Snowman SightTe You are able to see through the eyes of 
  a touched snowman as long as you remain within medium 
  range of it. This also allows you to see clearly through snow 
  and fog.
  Stonelord’s Blessing You create a low wall of stone, which 
  can impede movement and be used for higher ground. If you 
  have the earth domain, the barrier is covered in spiky stones 
  that damage those attempting to climb or stand on it.
  Vacation From Curses As remove curse, but the curse is 
  lifted for only 24 hours.
  3rd-level Shaman Spells
  Alter Disease You transform a disease that the target is 
  suffering from into a completely different disease.
  Animate Snowman ArmyTe As animate snowman, but you 
  can animate up to 3 Medium snowmen per caster level.
  Bonfire of RevelryTe You alter a controlled fire, causing it to 
  give off feelings of good cheer and companionship.
  Instant OasisTe You create a pool of refreshing cool water in 
  a 60-ft.-radius area.
  Mage’s Refreshing RainTe You create rain in a 60-ft.-
  cylinder area, which heals the effects of dehydration, heat, 
  and starvation.
  4th-level Shaman Spells
  Contagion Bolt You fire a ray that deals 1d8 damage/2 levels, 
  and exposes the target to a single poison or disease you are 
  currently suffering from.
  Invert Strength You reverse a single creature’s Strength 
  bonus or penalty, making strong creatures feeble, and weak 
  creatures strong, for a brief time.
  Warding WreathTe You imbue a special wreath with the 
  ability to protect a single structure against cold, incorporeal 
  creatures, and hostilities for 1 hour/level.
  5th-level Shaman Spells
  Enhance Poison You increase the saving throw DC of a 
  single dose of poison.
  Roast SkinTe You cause the target to become badly 
  sunburned, rendering him sickened, imposing a penalty on 
  saving throws to avoid pain effects, and causing them to be 
  vulnerable to bludgeoning and slashing damage.
  6th-level Shaman Spells
  Adjust Temperature, Greater You set the temperature in a 
  1-mile/4 levels-radius area to any temperature category you 
  choose.
  Blinding BlizzardTe You create a blizzard in a 60-ft.-radius 
  cylinder, which lasts for 1 round/level.
  Ill Wind Your surround one creature/3 levels with a harmful 
  wind which imposes a -8 penalty on ranged attacks those 
  creatures make, but grants a +4 bonus on ranged attacks 
  made against them.
  7th-level Shaman Spells
  Fortune’s Blessing You can reroll a single d20 roll each 
  round for 1 round/level. If you have the luck domain, you can 
  also affect others with this ability.
  Venom Eyes You cause the target to cry venomous tears, 
  obstructing his vision and inflicting Strength, Dexterity, and 
  Constitution damage.
  8th-level Shaman Spells
  Blood Serpents You cause the target’s blood to animate in 
  the shape of serpents and attack him, dealing more damage 
  the more wounded the target is.
  Fell Tree You cause a single tree to instantly age, decay, and 
  then explode in a shower of vital energy that deals 10d6 or 
  15d6 points of damage to everything in a 20-ft.-radius burst.
  9th-level Shaman Spells
  Shadow Flight You become invisible for 1 round/level 
  and can immediately teleport to a nearby location that 
  is shrouded in darkness, as greater teleport. Further, you 
  summon shadow creatures in the place you teleported from.
  Vampiric Mist You create a 20-ft.-radius fog of red mist 
  which deals 5d4 damage/round to creatures within it, and 
  heals you half that amount.
  Sorcerer/Wizard Spells
  0-level Sorcerer/Wizard Spells
  Artist’s AppraisalF You gain detailed information about an 
  art object or other valuable item.
  Mage’s SnowballTe You conjure and throw a magical 
  snowball that inflicts 1d2 points of cold damage on a 
  successful hit, and may dazzle the target.
  Protection From Alcohol You do not suffer any effects from 
  consuming alcohol for 1 hour.
  Protection From Rain and Snow You do not suffer 
  penalties to Perception from rainfall, and any flames in your 
  possession do not have a chance of being extinguished by 
  rainfall for 10 minutes/level.
  Smoke Burst You fill your square with a cloud of smoke, 
  granting concealment.
  
  81
  1st-level Sorcerer/Wizard Spells
  Adjust Temperature You raise or lower the temperature in 
  a 60-ft. radius by 20° + 2° per caster level for 1 round/level, 
  and possibly dazzle creatures with the sudden temperature 
  change.
  Alchemical Aid You gain a bonus equal to 5 + your caster 
  level on a single Craft (alchemy) check.
  Alien Air Sacs You grant a touched creature large, fleshy air 
  sacs, which increase their buoyancy but make them easier to 
  hit in combat. If your caster level is 5th or higher, the target 
  gains limited ability to fly.
  Animate SnowmanTe You cause a single snowman to come 
  alive and serve you for 1 minute per caster level.
  Athletic EnhancementTe You grant the touched creature a 
  +5 or higher bonus on Climb and Swim checks for 1 round/
  level.
  Disposable Shield A floating shield of force grants a +3 
  shield bonus to AC for 1 min./level. You can end the spell 
  prematurely to gain a +8 bonus for 1 round.
  Explosive Dismissal You case a creature that you 
  summoned to explode, dealing 1d6 damage per spell level to 
  creatures within 10 feet.
  Freeze Over You cause up to 1 5-ft.-cube/level of water to 
  freeze into ice.
  Locate Shop or Service You sense the direction of a 
  merchant or a serviceman who sells a particular item or 
  performs a particular service.
  Mage’s Minor SandcastleTe You create a 10-ft.-by-10-ft. 
  sandcastle, which provides total cover to creatures inside.
  Rushing Wave You create a wave of water which carries a 
  creature 20 ft. + 5 ft./3 levels. If the target has a martial action 
  pool, he can expend 4 martial action points to take a standard 
  action for free at the end of the movement.
  Zanzibrast’s Unfocusing Bolt You fire a ray that deals 1d8 
  points of damage, and the target must make a Will save or be 
  dazed and lose psionic focus.
  2nd-level Sorcerer/Wizard Spells
  Coward’s Flight You can flee at incredible speeds, but 
  become shaken if you attack or cast a hostile spell.
  Crawling Curse You force the target to crawl about on hands 
  and knees and follow you. The target is allowed a new save 
  each round to end the effect.
  Doom Ward You gain a bonus on certain saving throws equal 
  to 1/2 your caster level. Additionally, you can expend the 
  spell prematurely in order to make nearby creatures make a 
  saving throw or be affected by an effect you just made a save 
  to resist.
  Fencer’s Delight You increase a character’s dueling ability, 
  allowing him to make a single combat maneuver as a free 
  action once per round. If the target has a martial action pool, 
  he can expend martial action points for additional benefits.
  Infectious Flame You cause a target to catch fire, suffering 
  2d6 fire damage/round, and can cause the fire to spread from 
  him to other targets.
  Mage’s Icy SurfaceTe You create a 40-ft.-radius area of 
  slippery ice that makes movement difficult.
  Mage’s Intervention You create a number of shields equal to 
  1/2 your caster level, which you can expend to gain a bonus to 
  AC or Reflex saves for a single attack per shield.
  Mage’s Perfect TanTe You are protected from the effects 
  of warm weather and gain fire resistance 1 for 24 hours. 
  Additionally, at the end of the spell’s duration, your skin 
  darkens, granting a bonus on Charisma-based skill checks for 
  24 additional hours.
  Mage’s Refreshing BeverageTe You create one refreshing 
  drink per 3 caster levels, which renders the imbiber immune 
  to the effects of dehydration for 24 hours, and provides a +4 
  bonus on saving throws to resist desiccation effects and the 
  effects of warm weather.
  Pumpkin Bomb You create a small floating pumpkin which 
  explodes when a creature comes near it, unleashing either a 
  wave of healing or a harmful blast.
  Shield of Leaves A swirling shield of leaves grants +2 AC and 
  concealment, but can be blown away by wind or burned by 
  fire.
  Snowman SightTe You are able to see through the eyes of 
  a touched snowman as long as you remain within medium 
  range of it. This also allows you to see clearly through snow 
  and fog.
  Striking Shield You create a wall of force on one side of your 
  space, which provides total cover, moves with you, and can 
  explode in a one-directional blast of force energy.
  Summon SleighTe You conjure a sleigh and four dogs, which 
  can pull the sleigh with ease. The sleigh passes over snowy 
  terrain without difficulty, and lasts 1 hour/level.
  Vacation From Curses As remove curse, but the curse is 
  lifted for only 24 hours.
  Xybar’s Gooey Summons You cause a creature you summon 
  to become gelatinous, rendering it immune to critical hits 
  and allowing it to squeeze into smaller areas.
  3rd-level Sorcerer/Wizard Spells
  Accelerate Poison You cause a poison already afflicting the 
  target to quicken its pace.
  Alchemical Fusion You fuse two alchemical items together, 
  creating a single item with the effects of both.
  Alter Disease You transform a disease that the target is 
  suffering from into a completely different disease.
  Blessing of Madness You remove a charm or compulsion 
  effect from the target, but impose confusion for 1 round/level. 
  If you have the madness domain, the target rolls the d% for 
  confusion twice and you pick which result is used.
  Bonfire of RevelryTe You alter a controlled fire, causing it to 
  give off feelings of good cheer and companionship.
  Defensive Blur You cause a creature you summoned to be 
  affected by blur and mirror image for 1 round/level.
  Expel Impurity You violently purge the target of poison and 
  disease, curing him of those afflictions but inflicting damage 
  based on the saving throw DC of the expelled poison or 
  disease.
  Instant OasisTe You create a pool of refreshing cool water in 
  a 60-ft.-radius area.
  Iron Challenge You force a creature to attack you, instead 
  of attacking any other targets. If you have a martial action 
  pool, you can expend martial action points to increase your 
  defenses against that creature.
  Knightbane Lightning You fire an unerring bolt of 
  electricity that inflicts 2d6 points of electricity damage, plus 
  1d6 for every point of armor or shield bonus to AC that the 
  target possesses.
  Mage’s Snowball StormTe You unleash a barrage of 
  snowballs in a 20-ft.-radius area, inflicting 1d4 points of 
  damage per caster level. Additionally, creatures damaged by 
  the snowballs may be distracted by loose snow.
  Sand Castle You create a castle from existing sand in an 
  outdoor area, which measures 15 ft. by 15 ft. and is 30 ft. tall.
  Shadow Chains The target is denied his Dexterity bonus 
  to AC for 1 round/level. If you have a martial action pool, 
  you can spend 8 martial action points to impose a further -2 
  
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  penalty to attack rolls and saving throws.
  Speed Trap Your speed increases by 30 feet, and creatures 
  that make attacks of opportunity against you risk becoming 
  staggered for 1 round/level.
  Surging Speed You are affected similarly to haste for 1 
  round/level. You can end the spell prematurely in order to 
  take a full round’s worth of actions.
  Unpleasant Acceleration You affect all creatures in a 20-ft.-
  radius burst with haste for 1d6+1 rounds, but the experience 
  is sickening and exhausting.
  4th-level Sorcerer/Wizard Spells
  Alien Eyes Up to 1 touched creature/3 levels grows a pair of 
  alien eyestalks, which provide all-around vision, as well as 
  some vision-based spell effects.
  Animate Snowman ArmyTe As animate snowman, but you 
  can animate up to 3 Medium snowmen per caster level.
  Contagion Bolt You fire a ray that deals 1d8 damage/2 levels, 
  and exposes the target to a single poison or disease you are 
  currently suffering from.
  Double Down You create a perfect copy of a creature that 
  you summoned, which also fights for you.
  Invert Strength You reverse a single creature’s Strength 
  bonus or penalty, making strong creatures feeble, and weak 
  creatures strong, for a brief time.
  Mage’s Aquatic TransportTe You create a pair of invisible 
  water skis made of force, and an unseen servant to pull them.
  Mirage As major image, but the saving throw DC is partially 
  dependent on the temperature conditions of the area the 
  image appears.
  Night Mist You transform into a black, poisonous mist. This 
  spell can only be cast in darkness, but can be cast as a free 
  action when you enter an area of darkness.
  Pumpkin Drop You drop a pumpkin on the target, trapping 
  their head within the gourd, which inflicts numerous 
  penalties.
  Roast SkinTe You cause the target to become badly 
  sunburned, rendering him sickened, imposing a penalty on 
  saving throws to avoid pain effects, and causing them to be 
  vulnerable to bludgeoning and slashing damage.
  Sudden HeatstrokeTe The target suffers 1d6 nonlethal 
  fire damage/level, which can’t be healed in hot or warmer 
  conditions, and is fatigued until the damage is healed.
  Thick SkinM You gain DR 8/adamantine for 1 min./level. You 
  can end the spell prematurely in order to negate the effects of 
  a critical hit confirmed against you.
  Twin Arrow You create 1 + 1/2 levels copies of a mundane or 
  magical arrow.
  Xybar’s Unkillable Summons You grant powerful defensive 
  abilities, including DR 2/epic, acid, cold, electricity, and fire 
  resistance 10, and regeneration 5 to a summoned creature.
  5th-level Sorcerer/Wizard Spells
  Bjorndach’s Snow Bear You transmute nearby snow into a 
  ferocious bear made of ice, which lasts for 1 minute/level. You 
  do not control the bear, but it is friendly towards you.
  Blessing of Safety You grant a touched creature DR 10/
  adamantine and acid, cold, electricity, and fire resistance 
  10 for 1 round/level. If you have the protection domain, the 
  DR increases to 15/adamantine and the energy resistance 
  increases to 20.
  Blood Brand You cause a target’s wounds to begin bleeding 
  profusely, inflicting bleed damage equal to 1d6 + 1/2 your 
  caster level. Further,  if the target dies from this ability, it 
  becomes a vampire spawn under your control.
  Certain Escape You teleport a short distance. This spell is 
  easy to concentrate on, and if you fail a concentration check 
  to cast it, you can try again the next round with a bonus.
  Enhance Poison You increase the saving throw DC of a 
  single dose of poison.
  Knight’s Mark You imbue the target with the power and 
  resilience of a knight, granting immunity to fear, improved 
  evasion, and a +2 bonus on attack rolls for 1 round/level.
  Perfect Disguise As disguise self, but the disguise is more 
  elaborate, and you can also emulate an alignment.
  Progress Plague You cause a diseased creature to suddenly 
  suffer the effects of multiple days of being diseased.
  Selective Shield You gain DR 5/— and SR 11 + caster level 
  against a specific creature you can see.
  Stony Resolve You transform yourself into stone in order to 
  avoid a harmful effect. You can cast this as a free action when 
  you fail a saving throw.
  Summon Greater SleighTe As summon sleigh, but the sleigh 
  is larger and pulled by eight spectral reindeer, which can also 
  pull the sleigh through the air.
  Sunburn You cause the target’s skin to be damaged by 
  exposure to bright light, and possibly more vulnerable to 
  weapon damage, for 1 round/level.
  Warding WreathTe You imbue a special wreath with the 
  ability to protect a single structure against cold, incorporeal 
  creatures, and hostilities for 1 hour/level.
  6th-level Sorcerer/Wizard Spells
  Adjust Temperature, Greater You set the temperature in a 
  1-mile/4 levels-radius area to any temperature category you 
  choose.
  Alien Arms You replace the touched creature’s arms with 
  a number of tentacles equal to 2 + 1 per 3 caster levels for 1 
  minute/level. These tentacles can be used for natural attacks, 
  grant additional attacks of opportunity, and provide bonuses 
  on combat maneuver checks.
  Barbeque Bolt A ranged touch attack deals 1d6 fire damage/
  level, and the target may suffer Strength and Dexterity 
  damage from smoke that cures his flesh alive.
  Become Bane You polymorph into a duplicate of a nearby 
  creature, as though with shapechange, but you and the target 
  are compelled to attack one another.
  Blinding BlizzardTe You create a blizzard in a 60-ft.-radius 
  cylinder, which lasts for 1 round/level.
  Ill Wind Your surround one creature/3 levels with a harmful 
  wind which imposes a -8 penalty on ranged attacks those 
  creatures make, but grants a +4 bonus on ranged attacks 
  made against them.
  Mage’s Major SandcastleTe As mage’s minor sandcastle, but 
  the castle is larger and magically reinforced.
  NightsunTe You create a globe of magic light in the sky that 
  raises the light level and temperature in a very wide area.
  Shadowbind You pin the target’s shadow in place, paralyzing 
  him. Even if he escapes, the loss of his shadow weakens him 
  for the spell’s duration.
  Smoking Flame You cause the target to catch on fire, 
  suffering 3d6 fire damage per round, and also creating a 
  shroud of smoke in a 15-ft.-radius area.
  7th-level Sorcerer/Wizard Spells
  Bewildering Charm You cause the target to become 
  fascinated by you for 1 round/level, then confused for a short 
  time, and then smitten with you, as though with charm 
  monster, for 24 hours.
  
  83
  Diminishing Flame The target erupts in magical flames 
  which cause his body to shrink as he burns.
  Elemental Ward You gain immunity to an energy type 
  for 1 round/level. Additionally, you can expend the spell 
  prematurely in order to unleash a 20-ft. blast of elemental 
  energy that deals 1d10 points of damage/level.
  Golden Purity The target gains SR 15 + caster level and a +2 
  bonus on saving throws for 1 round/level. If the target has a 
  martial action pool, he can expend martial action points for 
  additional benefits.
  Frosty Demise You fire a ray of ice that entraps the target, 
  damaging him and petrifying him in ice for up to 1 round/
  level. If the target escapes, the ice explodes in a 15-ft.-radius 
  burst, dealing 5d6 points of piercing and slashing damage to 
  everything in the area.
  Instant Crowd You create 3 quasi-real people per class 
  level, which mill about and whose squares cannot be moved 
  through easily.
  Mitotic Cascade You transform a summoned creature into 
  multiple less-powerful summoned creatures, and those 
  creatures become multiple even-less-powerful creatures, and 
  so on.
  Snow Drift You create a 30-ft. high drift of snow in a 
  30-ft.-radius area, potentially burying creatures beneath a 
  mountain of loose snow.
  Xybar’s Abberant Summons You cause a creature 
  summoned by a summoning spell to arrive with additional 
  tentacles, or make its existing tentacles more powerful.
  Zanzibrast’s Mind Drain You attack the target’s mind, 
  dealing 1d6 damage/level, or 1d8 damage/level if the target 
  has psionic ability. Further, if the target has psionic powers, 
  he loses power points as well.
  8th-level Sorcerer/Wizard Spells
  Assault Barrier A ward of spectral weapons protects you 
  from the first 10 points of bludgeoning, piercing, or slashing 
  damage from each attack, and lashes out in bursts of force 
  energy whenever you’re hit in melee.
  Blood Serpents You cause the target’s blood to animate in 
  the shape of serpents and attack him, dealing more damage 
  the more wounded the target is.
  Cobblequake You create a localized earthquake which 
  knocks your opponents to the ground and damages them, 
  while aiding your allies. Only man-made surfaces are 
  affected, and the spell is incredibly damaging to buildings.
  Mark of Damnation You force the target to offer his soul to 
  a devil, preventing him from being resurrected and marking 
  him as a thrall of Hell.
  Tourist’s Blessing Travel to any location on any plane, 
  although there is a chance of not arriving exactly on target. If 
  you have the travel domain, there are additional benefits.
  Xybar’s Dark Summons You infuse a summoned creature 
  with vampiric power, causing its attacks to deal negative 
  energy, and for it to heal itself whenever it inflicts damage.
  Zanzibrast’s Psionic Inhibitor The target is inhibited from 
  using psionics, and must spend twice as many power points 
  in order to use psionic abilities for 1 min./level.
  9th-level Sorcerer/Wizard Spells
  Mage’s Mega MissileF You fire 5 force missiles per caster 
  level, and can target any given creature or object with a 
  number of them equal to your caster level. This spell cannot 
  be cast by characters of less than 20th level.
  Shadow Flight You become invisible for 1 round/level 
  and can immediately teleport to a nearby location that 
  is shrouded in darkness, as greater teleport. Further, you 
  summon shadow creatures in the place you teleported from.
  Vampiric Mist You create a 20-ft.-radius fog of red mist 
  which deals 5d4 damage/round to creatures within it, and 
  heals you half that amount.
  Violent Blizzard You create a 100-ft.-diameter blizzard, 
  complete with high-speed wind and snow, obscuring vision, 
  preventing ranged attacks, making it difficult to move, and 
  inflicting cold damage.
  Summoner Spells
  0-level Summoner Spells
  Protection From Alcohol You do not suffer any effects from 
  consuming alcohol for 1 hour.
  Protection From Rain and Snow You do not suffer 
  penalties to Perception from rainfall, and any flames in your 
  possession do not have a chance of being extinguished by 
  rainfall for 10 minutes/level.
  Smoke Burst You fill your square with a cloud of smoke, 
  granting concealment.
  1st-level Summoner Spells
  Alien Air Sacs You grant a touched creature large, fleshy air 
  sacs, which increase their buoyancy but make them easier to 
  hit in combat. If your caster level is 5th or higher, the target 
  gains limited ability to fly.
  Athletic EnhancementTe You grant the touched creature a 
  +5 or higher bonus on Climb and Swim checks for 1 round/
  level.
  Disposable Shield A floating shield of force grants a +3 
  shield bonus to AC for 1 min./level. You can end the spell 
  prematurely to gain a +8 bonus for 1 round.
  Explosive Dismissal You case a creature that you 
  summoned to explode, dealing 1d6 damage per spell level to 
  creatures within 10 feet.
  Xybar’s Gooey Summons You cause a creature you summon 
  to become gelatinous, rendering it immune to critical hits 
  and allowing it to squeeze into smaller areas.
  2nd-level Summoner Spells
  Alien Eyes Up to 1 touched creature/3 levels grows a pair of 
  alien eyestalks, which provide all-around vision, as well as 
  some vision-based spell effects.
  Blessing of the Community Up to one creature/2 levels 
  gains bonuses to attack, damage, AC, ability checks, skill 
  checks, and saving throws as long as they are adjacent to 
  another target. If you have the community domain, there are 
  additional benefits.
  Defensive Blur You cause a creature you summoned to be 
  affected by blur and mirror image for 1 round/level.
  Speed Trap Your speed increases by 30 feet, and creatures 
  that make attacks of opportunity against you risk becoming 
  staggered for 1 round/level.
  Summon SleighTe You conjure a sleigh and four dogs, which 
  can pull the sleigh with ease. The sleigh passes over snowy 
  terrain without difficulty, and lasts 1 hour/level.
  3rd-level Summoner Spells
  Double Down You create a perfect copy of a creature that 
  you summoned, which also fights for you.
  Iron Challenge You force a creature to attack you, instead 
  of attacking any other targets. If you have a martial action 
  pool, you can expend martial action points to increase your 
  defenses against that creature.
  
  84
  Surging Speed You are affected similarly to haste for 1 
  round/level. You can end the spell prematurely in order to 
  take a full round’s worth of actions.
  Thick SkinM You gain DR 8/adamantine for 1 min./level. You 
  can end the spell prematurely in order to negate the effects of 
  a critical hit confirmed against you.
  Xybar’s Unkillable Summons You grant powerful defensive 
  abilities, including DR 2/epic, acid, cold, electricity, and fire 
  resistance 10, and regeneration 5 to a summoned creature.
  4th-level Summoner Spells
  Bjorndach’s Snow Bear You transmute nearby snow into a 
  ferocious bear made of ice, which lasts for 1 minute/level. You 
  do not control the bear, but it is friendly towards you.
  Certain Escape You teleport a short distance. This spell is 
  easy to concentrate on, and if you fail a concentration check 
  to cast it, you can try again the next round with a bonus.
  Summon Greater SleighTe As summon sleigh, but the sleigh 
  is larger and pulled by eight spectral reindeer, which can also 
  pull the sleigh through the air.
  5th-level Summoner Spells
  Alien Arms You replace the touched creature’s arms with 
  a number of tentacles equal to 2 + 1 per 3 caster levels for 1 
  minute/level. These tentacles can be used for natural attacks, 
  grant additional attacks of opportunity, and provide bonuses 
  on combat maneuver checks.
  Blessing of Safety You grant a touched creature DR 10/
  adamantine and acid, cold, electricity, and fire resistance 
  10 for 1 round/level. If you have the protection domain, the 
  DR increases to 15/adamantine and the energy resistance 
  increases to 20.
  Xybar’s Abberant Summons You cause a creature 
  summoned by a summoning spell to arrive with additional 
  tentacles, or make its existing tentacles more powerful.
  6th-level Summoner Spells
  Mitotic Cascade You transform a summoned creature into 
  multiple less-powerful summoned creatures, and those 
  creatures become multiple even-less-powerful creatures, and 
  so on.
  Tourist’s Blessing Travel to any location on any plane, 
  although there is a chance of not arriving exactly on target. If 
  you have the travel domain, there are additional benefits.
  Xybar’s Dark Summons You infuse a summoned creature 
  with vampiric power, causing its attacks to deal negative 
  energy, and for it to heal itself whenever it inflicts damage.
  Witch Spells
  0-level Witch Spells
  Artist’s AppraisalF You gain detailed information about an 
  art object or other valuable item.
  Protection From Alcohol You do not suffer any effects from 
  consuming alcohol for 1 hour.
  Protection From Rain and Snow You do not suffer 
  penalties to Perception from rainfall, and any flames in your 
  possession do not have a chance of being extinguished by 
  rainfall for 10 minutes/level.
  Smoke Burst You fill your square with a cloud of smoke, 
  granting concealment.
  1st-level Witch Spells
  Adjust Temperature You raise or lower the temperature in 
  a 60-ft. radius by 20° + 2° per caster level for 1 round/level, 
  and possibly dazzle creatures with the sudden temperature 
  change.
  Alchemical Aid You gain a bonus equal to 5 + your caster 
  level on a single Craft (alchemy) check.
  Animate SnowmanTe You cause a single snowman to come 
  alive and serve you for 1 minute per caster level.
  Athletic EnhancementTe You grant the touched creature a 
  +5 or higher bonus on Climb and Swim checks for 1 round/
  level.
  Bjorndach’s Green Thumb You gain a bonus equal to 5 + 
  your caster level on the next check made to harvest or grow 
  herbs.
  Curse of Insatiable Hunger You cause the target to begin 
  starving at an incredible rate, suffering as though one day had 
  passed each round for 2 rounds/level.
  Rushing Wave You create a wave of water which carries a 
  creature 20 ft. + 5 ft./3 levels. If the target has a martial action 
  pool, he can expend 4 martial action points to take a standard 
  action for free at the end of the movement.
  Vacation From Curses As remove curse, but the curse is 
  lifted for only 24 hours.
  2nd-level Witch Spells
  Alter Disease You transform a disease that the target is 
  suffering from into a completely different disease.
  Blessing of Madness You remove a charm or compulsion 
  effect from the target, but impose confusion for 1 round/level. 
  If you have the madness domain, the target rolls the d% for 
  confusion twice and you pick which result is used.
  Coward’s Flight You can flee at incredible speeds, but 
  become shaken if you attack or cast a hostile spell.
  Crawling Curse You force the target to crawl about on hands 
  and knees and follow you. The target is allowed a new save 
  each round to end the effect.
  Curse of Contagion The target suffers a -4 penalty on saving 
  throws made to resist diseases. Characters immune to disease 
  lose that immunity, instead.
  Doom Ward You gain a bonus on certain saving throws equal 
  to 1/2 your caster level. Additionally, you can expend the 
  spell prematurely in order to make nearby creatures make a 
  saving throw or be affected by an effect you just made a save 
  to resist.
  Expel Impurity You violently purge the target of poison and 
  disease, curing him of those afflictions but inflicting damage 
  based on the saving throw DC of the expelled poison or 
  disease.
  Locate Shop or Service You sense the direction of a 
  merchant or a serviceman who sells a particular item or 
  performs a particular service.
  Mage’s Refreshing BeverageTe You create one refreshing 
  drink per 3 caster levels, which renders the imbiber immune 
  to the effects of dehydration for 24 hours, and provides a +4 
  bonus on saving throws to resist desiccation effects and the 
  effects of warm weather.
  Pumpkin Bomb You create a small floating pumpkin which 
  explodes when a creature comes near it, unleashing either a 
  wave of healing or a harmful blast.
  Shield of Leaves A swirling shield of leaves grants +2 AC and 
  concealment, but can be blown away by wind or burned by 
  fire.
  Snowman SightTe You are able to see through the eyes of 
  a touched snowman as long as you remain within medium 
  range of it. This also allows you to see clearly through snow 
  and fog.
  
  85
  Xybar’s Gooey Summons You cause a creature you summon 
  to become gelatinous, rendering it immune to critical hits 
  and allowing it to squeeze into smaller areas.
  3rd-level Witch Spells
  Alchemical Fusion You fuse two alchemical items together, 
  creating a single item with the effects of both.
  Bonfire of RevelryTe You alter a controlled fire, causing it to 
  give off feelings of good cheer and companionship.
  Deadly Seed You implant a seed in the target with a touch, 
  which does 1d6/2 levels on the first round, and then half as 
  many d6 each round after that. If the target dies, a massive 
  tree grows from their corpse.
  Defensive Blur You cause a creature you summoned to be 
  affected by blur and mirror image for 1 round/level.
  Mage’s Refreshing RainTe You create rain in a 60-ft.-
  cylinder area, which heals the effects of dehydration, heat, 
  and starvation.
  Pumpkin Drop You drop a pumpkin on the target, trapping 
  their head within the gourd, which inflicts numerous 
  penalties.
  Shadow Chains The target is denied his Dexterity bonus 
  to AC for 1 round/level. If you have a martial action pool, 
  you can spend 8 martial action points to impose a further -2 
  penalty to attack rolls and saving throws.
  Speed Trap Your speed increases by 30 feet, and creatures 
  that make attacks of opportunity against you risk becoming 
  staggered for 1 round/level.
  Spell Gobbler You steal a spell contained in another witch’s 
  familiar or a spellbook, allowing your own familiar to learn 
  that spell.
  Unpleasant Acceleration You affect all creatures in a 20-ft.-
  radius burst with haste for 1d6+1 rounds, but the experience 
  is sickening and exhausting.
  4th-level Witch Spells
  Accelerate Poison You cause a poison already afflicting the 
  target to quicken its pace.
  Animate Snowman ArmyTe As animate snowman, but you 
  can animate up to 3 Medium snowmen per caster level.
  Contagion Bolt You fire a ray that deals 1d8 damage/2 levels, 
  and exposes the target to a single poison or disease you are 
  currently suffering from.
  Double Down You create a perfect copy of a creature that 
  you summoned, which also fights for you.
  Enhance Poison You increase the saving throw DC of a 
  single dose of poison.
  Invert Strength You reverse a single creature’s Strength 
  bonus or penalty, making strong creatures feeble, and weak 
  creatures strong, for a brief time.
  Progress Plague You cause a diseased creature to suddenly 
  suffer the effects of multiple days of being diseased.
  Rapid DehydrationTe You remove moisture from the target’s 
  body, causing him to rapidly dehydrate.
  Roast SkinTe You cause the target to become badly 
  sunburned, rendering him sickened, imposing a penalty on 
  saving throws to avoid pain effects, and causing them to be 
  vulnerable to bludgeoning and slashing damage.
  Sudden HeatstrokeTe The target suffers 1d6 nonlethal 
  fire damage/level, which can’t be healed in hot or warmer 
  conditions, and is fatigued until the damage is healed.
  Warding WreathTe You imbue a special wreath with the 
  ability to protect a single structure against cold, incorporeal 
  creatures, and hostilities for 1 hour/level.
  5th-level Witch Spells
  Alien Eyes Up to 1 touched creature/3 levels grows a pair of 
  alien eyestalks, which provide all-around vision, as well as 
  some vision-based spell effects.
  Certain Escape You teleport a short distance. This spell is 
  easy to concentrate on, and if you fail a concentration check 
  to cast it, you can try again the next round with a bonus.
  Curse of Cowardice The target suffers a -4 penalty on 
  saves made to resist fear effects, loses immunity to fear, and 
  may become frightened if reduced to less than 50% of his 
  maximum hit points.
  Ill Wind Your surround one creature/3 levels with a harmful 
  wind which imposes a -8 penalty on ranged attacks those 
  creatures make, but grants a +4 bonus on ranged attacks 
  made against them.
  Perfect Disguise As disguise self, but the disguise is more 
  elaborate, and you can also emulate an alignment.
  Xybar’s Unkillable Summons You grant powerful defensive 
  abilities, including DR 2/epic, acid, cold, electricity, and fire 
  resistance 10, and regeneration 5 to a summoned creature.
  6th-level Witch Spells
  Adjust Temperature, Greater You set the temperature in a 
  1-mile/4 levels-radius area to any temperature category you 
  choose.
  Become Bane You polymorph into a duplicate of a nearby 
  creature, as though with shapechange, but you and the target 
  are compelled to attack one another.
  Bewildering Charm You cause the target to become 
  fascinated by you for 1 round/level, then confused for a short 
  time, and then smitten with you, as though with charm 
  monster, for 24 hours.
  Blinding BlizzardTe You create a blizzard in a 60-ft.-radius 
  cylinder, which lasts for 1 round/level.
  Blood Brand You cause a target’s wounds to begin bleeding 
  profusely, inflicting bleed damage equal to 1d6 + 1/2 your 
  caster level. Further,  if the target dies from this ability, it 
  becomes a vampire spawn under your control.
  Shadowbind You pin the target’s shadow in place, paralyzing 
  him. Even if he escapes, the loss of his shadow weakens him 
  for the spell’s duration.
  7th-level Witch Spells
  Barbeque Bolt A ranged touch attack deals 1d6 fire damage/
  level, and the target may suffer Strength and Dexterity 
  damage from smoke that cures his flesh alive.
  Blood Serpents You cause the target’s blood to animate in 
  the shape of serpents and attack him, dealing more damage 
  the more wounded the target is.
  Fortune’s Blessing You can reroll a single d20 roll each 
  round for 1 round/level. If you have the luck domain, you can 
  also affect others with this ability.
  Snow Drift You create a 30-ft. high drift of snow in a 
  30-ft.-radius area, potentially burying creatures beneath a 
  mountain of loose snow.
  Xybar’s Abberant Summons You cause a creature 
  summoned by a summoning spell to arrive with additional 
  tentacles, or make its existing tentacles more powerful.
  Zanzibrast’s Mind Drain You attack the target’s mind, 
  dealing 1d6 damage/level, or 1d8 damage/level if the target 
  has psionic ability. Further, if the target has psionic powers, 
  he loses power points as well.
  
  86
  8th-level Witch Spells
  Elemental Ward You gain immunity to an energy type 
  for 1 round/level. Additionally, you can expend the spell 
  prematurely in order to unleash a 20-ft. blast of elemental 
  energy that deals 1d10 points of damage/level.
  Fell Tree You cause a single tree to instantly age, decay, and 
  then explode in a shower of vital energy that deals 10d6 or 
  15d6 points of damage to everything in a 20-ft.-radius burst.
  Mark of Damnation You force the target to offer his soul to 
  a devil, preventing him from being resurrected and marking 
  him as a thrall of Hell.
  Tourist’s Blessing Travel to any location on any plane, 
  although there is a chance of not arriving exactly on target. If 
  you have the travel domain, there are additional benefits.
  Transmute Object to Candy You transform a single object 
  into addictive candy, which compels those who eat it to keep 
  eating, suffering Strength and Dexterity damage all the while.
  Xybar’s Dark Summons You infuse a summoned creature 
  with vampiric power, causing its attacks to deal negative 
  energy, and for it to heal itself whenever it inflicts damage.
  9th-level Witch Spells
  Command the Spirits You summon four outsiders of 
  different alignments, who are each either enslaved to your 
  will, or do their best to destroy you. This spell cannot be cast 
  by characters of less than 20th level.
  Shadow Flight You become invisible for 1 round/level 
  and can immediately teleport to a nearby location that 
  is shrouded in darkness, as greater teleport. Further, you 
  summon shadow creatures in the place you teleported from.
  Swarm Slave You transform the target into a bat, centipede, 
  or spider swarm, and gain mental control over his actions.
  Vampiric Mist You create a 20-ft.-radius fog of red mist 
  which deals 5d4 damage/round to creatures within it, and 
  heals you half that amount.
  
  87
  New Spells
   
  The following spells are presented in alphabetical 
  order, with the exception of those whose names begin with 
  “greater,” “lesser,” or “mass.”
  ACCELERATE POISON 
  School transmutation; Level sorcerer/wizard 3, witch 4
  Casting Time 1 standard action
  Components V, S, M/DF (a fang from a rattlesnake)
  Range medium (100 ft. + 10 ft./level)
  Target one poisoned creature 
  Duration instantaneous; see text
  Saving Throw Fortitude negates; Spell Resistance yes
   
  You cause the progress of the poison in the target’s 
  body to accelerate greatly, causing him to suff er at an 
  incredible pace. If the poison is an enhanced poison, it surges 
  through the target’s bloodstream, increasing its toxicity by 5. 
  For more information on advanced poisons, see Scourge: The 
  Deluxe Guide to Disease and Poison.
   
  If the target is suff ering from a non-enhanced 
  poison, the poison’s frequency occurs twice as often. This 
  does not increase the total number of saving throws made to 
  resist the poison, it just makes them occur at a quicker pace 
  (so a duration of 1/round for 6 rounds would become 2/round 
  for 3 rounds, instead).
   
  Finally, regardless of whether the poison is enhanced 
  or not, all saving throw DCs made to resist it are increased 
  by +2. If the poison persists for more than 10 minutes, this 
  increase only applies for the fi rst 10 minutes after the spell 
  is cast. If the target is suff ering from more than one poison, 
  only a single poison is aff ected. If you are aware of what 
  poisons he is suff ering from, you can choose which poison to 
  aff ect. Otherwise one is aff ected at random.
  ADJUST TEMPERATURE
  School transmutation; Level bard 1, cleric/oracle 1, druid 1, 
  inquisitor 1, magus 1, ranger 1, shaman 1, sorcerer/wizard 1, 
  witch 1
  Casting Time 1 standard action
  Components V, S
  Range 60 ft.
  Area 60-ft. radius emanation centered on you
  Duration 1 round/level
  Saving Throw Fortitude partial, see text; Spell Resistance 
  no
   
  With a word, you supernaturally heat or chill the air 
  around you. You can increase or decrease the temperature in 
  the aff ected area by any amount desired, up to a maximum 
  change equal to 20° + 2° per caster level (to a maximum of 60° 
  at 20th level). 
   
  The sudden change in temperature can be 
  very disorienting, and if this spell is used to change the 
  temperature from one temperature category to another, then 
  any creature other than you that is in the aff ected area when 
  the spell is cast, or enters the aff ected area while the spell is in 
  eff ect must succeed on a Fortitude save or be dazzled for 1d4 
  rounds. Creatures with resistance to fi re damage are immune 
  to this eff ect if you raise the temperature, and creatures with 
  resistance to cold damage are immune to this eff ect if you 
  lower the temperature.
   
  In addition to the above aff ects, creatures in 
  the aff ected area are subject to the normal eff ects of the 
  temperature category that the area is changed to. For more 
  information on temperature categories, see Appendix 1: 
  Weather Rules.
  ADJUST TEMPERATURE, GREATER
  School transmutation; Level cleric/oracle 6, druid 5, shaman 
  6, sorcerer/wizard 6, witch 6
  Casting Time 1 round
  Components V, S
  Range touch
  Area see text
  Duration see text
  Saving Throw none, see text; Spell Resistance no
   
  You command the temperature in the surrounding 
  area, bending the natural world to your whims. Select a 
  single temperature category (extreme cold, severe cold, cold, 
  moderate, warm, hot, severe heat, or extreme heat): you 
  change the temperature to match that temperature category 
  in an area centered on the spot touched. The radius of the 
  spell’s area is a number of miles equal to 1 per 4 caster levels 
  you possess (so a 20th-level caster would aff ect everything in 
  a 5-mile-radius area). For more information on temperature 
  categories, see Appendix 1: Weather Rules.
   
  While this spell sets the natural temperature in the 
  aff ected area to a certain point, it does not prevent other 
  phenomenon in the area from adjusting the temperature. 
  A fi re still burns, and can still be used to warm a home and 
  protect a character from the cold, for example. Magical 
  attempts to alter the temperature in the aff ected area (such 
  as with the alter temperature or control weather spells) fail 
  unless the caster succeeds on a caster level check (DC 11 + 
  your caster level).
   
  The duration of the spell depends on the 
  temperature that you selected, as indicated on the table 
  below.
  Temperature Category
  Duration
  Extreme Cold
  1 round/2 levels
  Severe Cold
  1 min./level
  Cold 
  10 min./level
  Moderate
  1 hour/level
  Warm 
  1 hour/level
  Hot
  10 min./level
  Severe Heat 
  1 min./level
  Extreme Heat 
  1 round/2 levels
  Table 3-1: Greater Adjust Temperature
  
  88
  ALCHEMICAL AID
  School transmutation; Level alchemist 1, sorcerer/wizard 1, 
  witch 1
  Casting Time 1 standard action
  Components V, S, M (a 6-oz. block of lead)
  Range personal
  Target you
  Duration see text
   
  This spell sharpens your mind and opens it up to 
  the wondrous insights of alchemy, improving your ability to 
  create alchemical items. You gain a circumstance bonus equal 
  to 5 + your caster level (to a maximum bonus of +10 at 5th 
  level) on the next Craft (alchemy) check you make before the 
  end of the day.
   
  This spell can also be used to aid in the use of Craft 
  (alchemy) to create items that take more than one day to 
  create, but in such cases, the spell must be cast each day 
  during the item’s creation.
  ALCHEMICAL FUSION
  School transmutation; Level alchemist 2, magus 4, sorcerer/
  wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S, F (a set of three iron rings)
  Range touch
  Target two or more alchemical items touched
  Duration instantaneous
  Saving Throw Fortitude negates (object), see text; Spell 
  Resistance yes, see text
   
  You magically fuse two alchemical items together, 
  combining them into a single item with the properties of 
  both. For the purposes of this spell, an alchemical item is any 
  item that can be created with Craft (alchemy). The two target 
  items are destroyed, and a new item, with the properties and 
  abilities of both, is created in their place (for example, by 
  targeting an alchemist’s fi re and a tanglefoot bag, one could 
  create an item that, when thrown, would infl ict fi re damage 
  and entangle nearby creatures).
   
  Because the resulting item is not something that can 
  be created with Craft (alchemy), this spell cannot be used on 
  the objects that it creates to further combine them with other 
  objects. Generally speaking, items created in this way have no 
  value and cannot be sold.
   
  If either of the touched objects are magic or attended 
  by a creature other than you, those items are entitled to a 
  saving throw to negate the eff ect, and if the objects have spell 
  resistance, it applies. Otherwise, no saving throw is allowed. 
   
  If your caster level is 11th or higher, you can fuse three 
  alchemical items together, instead of two.
   
  An alchemist who prepares this spell as an extract 
  can use it by pouring the extract on the target items. This 
  is an exception to the way that alchemist extracts normally 
  function.
  ALCHEMICAL RECURRENCE REAGENT 
  School transmutation; Level alchemist 6
  Casting Time 1 standard action 
  Components V, S, M (glass from a potion bottle)
  Range personal 
  Target you 
  Duration 1 round/level
  This unstable extract causes your body to recycle the 
  magical energies of potions and alchemical extracts, allowing 
  you to gain a greater benefi t from them. For the duration of 
  the extract, whenever you would gain the benefi t of a potion 
  or alchemical extract, you also benefi t from that potion or 
  extract a second time on the following round. The second 
  instance of the eff ect stacks with the fi rst instance, even if it 
  wouldn’t ordinarily, but its duration ends when this extract’s 
  duration ends.
  ALIEN AIR SACS
  School transmutation; Level alchemist 1, sorcerer/wizard 1, 
  summoner 1
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target living creature touched
  Duration 10 min./level
  Saving Throw Fortitude negates; Spell Resistance yes
   
  One or more large, vein-covered, fl eshy sacs 
  of translucent skin develop on the target’s body, which 
  immediately fi ll with an alien gas that is lighter than air. This 
  makes the target exceptionally buoyant, granting a +5 bonus 
  on all Acrobatics, Climb, and Swim checks. It also makes the 
  target a particularly large target, and increases the target’s 
  size penalty to AC by 2 (if the target does not normally have a 
  size penalty to AC, it gains a size penalty of -2).
   
  If your caster level is 5th or higher, the air sacs created 
  by this spell are strong enough to allow the target to fl y, 
  
  89
  albeit poorly. The target gains a Fly speed of 10 feet (clumsy). 
  Because the target is so light, however, he has extreme 
  diffi  culty dealing with adverse wind conditions, and is treated 
  as two size categories smaller for the purposes of the eff ects 
  of strong winds.
  ALIEN ARMS
  School transmutation; Level alchemist 4, druid 7, magus 5, 
  sorcerer/wizard 6, summoner 5
  Casting Time 1 standard action
  Components V, S, M (an appendage from an aberration or 
  alien creature)
  Range touch
  Target living creature touched
  Duration 1 min./level
  Saving Throw Fortitude negates; Spell Resistance yes
   
  The target’s arms twist and mutate into a mass of 
  writhing, fl eshy tentacles. The target loses his arms, dropping 
  any held items, and losing the ability to use his hands, but 
  retaining any magic items on his arms (including anything in 
  the wrist, hand, and ring slots). In place of hands, the target 
  grows a number of tentacles equal to 2 + 1 per 3 caster levels 
  you possess (to a maximum of 8 tentacles at 18th level). These 
  tentacles are primary natural attacks, and they infl ict 1d8 
  points of damage if the target is a Medium creature, or 1d6 
  if the target is a Small creature. Further, the tentacles have a 
  reach 5 feet greater than the target’s normal reach (10 feet for 
  most Medium or Small creatures), and the target may make 
  one additional attack of opportunity per round per 4 caster 
  levels you possess, though these extra attacks of opportunity 
  must be made with one of the tentacles granted by this spell.
   
  Finally, the target does not provoke attacks of 
  opportunity for disarm, grapple, or steal combat maneuvers 
  made with these tentacles, and gains a +5 bonus on combat 
  maneuver checks made to attempt such combat maneuvers.
  ALIEN EYES
  School transmutation; Level alchemist 2, inquisitor 3, 
  sorcerer/wizard 4, summoner 2, witch 5
  Casting Time 1 standard action
  Components V, S, M (an eyeball from an aberration or alien 
  creature)
  Range touch
  Targets up to one touched creature per 3 levels
  Duration 10 min./level
  Saving Throw Fortitude negates (harmless); Spell 
  Resistance yes (harmless)
   
  A pair of fl exible, fl eshy tentacles, about an inch in 
  diameter and six inches long, emerge from the heads of each 
  target, and on the end of each of these tentacles is a single, 
  unblinking eyeball. Aff ected creatures are able to look in 
  all directions simultaneously, granting a +8 bonus on sight-
  based Perception checks. Further, creatures fl anking an 
  aff ected target do not gain any benefi ts from fl anking, and 
  fl anking the target in this way does not allow rogues to infl ict 
  sneak attack damage (unless the attacker’s rogue level is at 
  least 4 higher than your caster level).
   
  Finally, when you cast this spell, choose one of the 
  following senses or spell eff ects for every 5 caster levels you 
  possess: darkvision 60 ft., detect magic, detect poison, detect 
  secret doors, detect undead, or low-light vision. Each target 
  gains all of the chosen senses and spell eff ects for the spell’s 
  duration.
  ALTER DISEASE 
  School transmutation; Level cleric/oracle 3, shaman 3, 
  sorcerer/wizard 3, witch 2
  Casting Time 1 standard action
  Components V, S, M/DF (a pinch of rat droppings)
  Range medium (100 ft. + 10 ft./level)
  Target one diseased creature
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
   
  You channel eldritch energies into the 
  microorganisms and tiny life forms which cause a disease, 
  transforming them into something wholly diff erent. This 
  causes the target’s disease to spontaneously become another 
  disease of your choosing. If you choose an enhanced disease, 
  its CR must be no greater than your caster level. Additionally, 
  if you choose an enhanced disease, the target is treated as 
  being in the disease’s initial stage, even if he was in a diff erent 
  stage of the previous disease. For more information on 
  enhanced diseases, see Scourge: The Deluxe Guide to Diseases 
  and Poisons.
   
  If the target creature normally spreads a disease with 
  its natural attacks, he spreads the new disease instead of his 
  normal one. The target also spreads the disease through any 
  methods normal for that disease. 
  ANIMATE SNOWMAN
  School transmutation; Level bard 1, druid 1, shaman 1, 
  sorcerer/wizard 1, witch 1
  Casting Time 1 round
  Components V, S, Te (cold or colder)
  Range touch
  Target Medium snowman touched
  Duration 1 min./level
  Saving Throw none; Spell Resistance no
   
  A gleaming spark emerges from the end of your 
  fi nger and into the target, fi lling it with life and allowing it to 
  act, albeit for a short time. The target need not actually be a 
  “snowman” in the strictest sense of the word: rather, the spell 
  can target any object that was deliberately made from packed 
  snow by a sentient creature, which is roughly Medium-sized. 
  Objects made of ice or other materials cannot be aff ected 
  by the spell, regardless of their shape, although man-made 
  snow objects that do not in any way resemble humanoids 
  (including snow castles, snow dogs, and so on) can be 
  animated without diffi  culty, provided they are the right size.
   
  The animated snowman has an AC equal to 10 + 
  your primary spellcasting ability score modifi er, and 3 hit 
  points. It has a movement speed of 5 feet, and cannot run. 
  The animated snowman can make a single slam attack with 
  an attack bonus equal to 1 + your primary spellcasting ability 
  score modifi er (1d8 damage on a successful hit, half of which 
  is cold damage and half of which is nonlethal damage). It is 
  immune to cold damage, but is vulnerable to fi re damage.
  
  90
   
  The animated snowman cannot speak, but 
  understands your commands and obeys them to the best of 
  its ability. When standing still, the animated snowman does 
  not appear to be alive, and creatures that do not already know 
  its true nature must succeed on a Perception check (DC 20) 
  to notice that it is alive.
   
  At the end of the spell’s duration, the animated 
  snowman returns to normal. If the animated snowman is 
  reduced to 0 hit points, it collapses into a pile of snow, and 
  the spell immediately ends. For more information about 
  snowmen, see Appendix 1: Weather Rules.
  ANIMATE SNOWMAN ARMY
  School transmutation; Level druid 3, shaman 3, sorcerer/
  wizard 4, witch 4
  Casting Time 1 round
  Components V, S, Te (severe cold or colder)
  Range long (400 ft. + 40 ft./level)
  Target up to 3 Medium snowmen per level
  Duration 10 min./level
  Saving Throw none; Spell Resistance no
   
  As animate snowman, except that it aff ects up to 
  three snowmen per caster level, and you need not touch the 
  snowmen to animate them. Unless you specifi cally choose 
  otherwise, the spell simply animates all snowmen in range, 
  beginning with the snowmen nearest to you, and continuing 
  until it has animated the maximum possible amount of 
  snowmen that it can, or until it has animated all snowmen 
  within the spell’s range.
   
  Additionally, unlike animate snowman, you no 
  longer need to verbally command the animated snowmen. 
  Instead, they obey your mental commands, as long as they 
  are within range of you. Snowmen that move outside of range 
  remain animated and continue the last task that you gave 
  them, but can no longer receive your mental commands.
  ARMOR OF THE WOODS
  School transmutation; Level druid 2, ranger 1
  Casting Time 1 standard action
  Components V, S, DF
  Range touch 
  Target one suit of armor or shield 
  Duration 1 min./level 
  Saving Throw Fortitude negates (object, harmless); Spell 
  Resistance yes (object, harmless)
   
  You infuse the touched object with supernatural 
  woodland strength, greatly increasing the defensive value of 
  natural materials. The exact eff ects depend on the object’s 
  construction. Non-metal armors and shield have their 
  armor bonus to AC doubled for the duration of the spell 
  (not including any enhancement bonus), and have their 
  armor check penalties reduced by 1. A metal armor or shield 
  touched becomes immune to the eff ects of rust and grants 
  its wearer 1 point of damage reduction which cannot be 
  overcome by any means. This damage reduction does not 
  stack with any other damage reduction granted by the armor, 
  but does stack with other damage reduction possessed by the 
  character, such as by a high level barbarian.
  ARTIST’S APPRAISAL
  School divination; Level bard 0, cleric/oracle 0, inquisitor 0, 
  shaman 0, sorcerer/wizard 0, witch 0
  Casting Time 1 minute
  Components V, S, F (a jeweler’s loupe worth at least 10 gp)
  Range touch
  Target art object touched
  Duration instantaneous
  Saving Throw none; Spell Resistance no
   
  With a touch, you learn the history and value of a 
  work of art. This spell can be used on any object worth at 
  least 50 gp, which has no use other than as an art object (this 
  includes expensive clothing items, jewelry, ornate knick-
  knacks, paintings, sculptures, statuettes, and other objects). 
  You immediately learn the object’s value, as though you had 
  succeeded on a DC 20 Appraise check to identify its value. 
  Additionally, you learn everything that can be learned about 
  the art object or the artist that created it with a result of 10 
  on the appropriate Knowledge check (typically Knowledge 
  [history], Knowledge [local], or Knowledge [nobility]). This 
  spell cannot reveal whether or not the object has magical 
  properties, and such properties are not refl ected in the value 
  provided, or in the information granted by the spell. If the 
  object has a value of more than 2,000 gp or less than 50 gp, 
  the spell simply fails.
  ASSAULT BARRIER
  School abjuration; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M (a ring made from iron recycled from a 
  sword used in combat)
  Range personal 
  Target you
  Duration 1 round/level 
   
  When you cast this spell, you are surrounded by the 
  phantom images of various weapons and implements of war, 
  including axes, swords and spears, which lash out a tangible 
  force whenever you are hit in combat. Choose bludgeoning, 
  slashing, or piercing damage. You ignore the fi rst 10 points of 
  damage of the chosen type that you suff er from each attack. 
  Additionally, whenever you are damaged by a melee attack, a 
  wave of force energy erupts from you, damaging all creatures 
  other than yourself in a 10-foot radius centered on you. 
  Creatures in this area suff er 3d6 points of force damage.
  ATHLETIC ENHANCEMENT
  School transmutation; Level alchemist 1, antipaladin 1, 
  bard 1, bloodrager 1, inquisitor 1, magus 1, paladin 1, ranger 1, 
  shaman 1, sorcerer/wizard 1, summoner 1, witch 1
  Casting Time 1 standard action
  Components V, S, Te (warm or warmer)
  Range touch
  Target creature touched
  Duration 1 round/level
  Saving Throw Will negates (harmless); Spell Resistance yes
   
  The favorite of spellcasters who want to encourage 
  others to go outside and be active—or who fi nd a sudden 
  need to do so themselves, this spell causes the target to gain 
  
  91
  a +5 enhancement bonus to Climb and Swim checks. The 
  enhancement bonus increases to +10 at caster level 5th, and to 
  +15 (the maximum) at caster level 9th.
  BARBEQUE BOLT 
  School evocation; Level druid 7, magus 5, sorcerer/wizard 6, 
  witch 7
  Casting Time 1 standard action 
  Components V, S, M (a piece of charcoal) 
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature 
  Duration instantaneous and 1 round/level; see text
  Saving Throw Fortitude partial, see text; Spell Resistance 
  yes
   
  You unleash a bolt of smoking fl ame which explodes 
  in a cloud that burns the target and surrounds him with 
  magically-infused smoke. This spell requires a ranged touch 
  attack. If you hit, the target immediately suff ers 1d6 points 
  of fi re damage per caster level (to a maximum of 20d6 at 20th 
  level), and is surrounded by a heavy smoke, which lasts for 
  1 round per caster level. While this smoke does not interfere 
  with vision or breathing, each round the target must succeed 
  on a Fortitude save or suff er a cumulative -1 penalty to his 
  Strength and Dexterity scores as he is slowly smoked to 
  perfection. 
  BEASTLORD’S BLESSING
  School transmutation; Level cleric/oracle 9, druid 9
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Targets up to one willing creature per level, all within 30 ft. 
  of each other
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance yes (harmless)
   
  This functions as animal shapes, except that each 
  target is also aff ected by the spell speak with animals for the 
  spell’s duration, and you (if you choose to target yourself) 
  gain a bonus equal to your caster level on all Diplomacy and 
  Handle Animal checks made to infl uence animals or convince 
  them to provide information or services to you.
   
  If you have the animal domain, then the targets are 
  aff ected as though by beast shape IV, instead of beast shape 
  III, by which animal shapes would normally cause them to be 
  aff ected. Additionally, if you have the animal domain, then 
  for the spell’s duration you can cast charm animal as a spell-
  like ability at will, and you can cast dominate animal as a 
  spell-like ability up to three times during the spell’s duration.
  BECOME BANE
  School transmutation (polymorph); Level druid 6, sorcerer/
  wizard 6, witch 6
  Casting Time 1 round
  Components V, S, F (a cracked mirror)
  Range personal; see text
  Target you; see text
  Duration 10 min./level (D)
  Saving Throw Will negates, see text; Spell Resistance no
  You transform yourself into an exact copy of another 
  creature within 100 feet of yourself. That creature may make a 
  Will save, and if the saving throw is successful, the spell fails, 
  and you are not transformed. Otherwise, you transform into 
  an exact duplicate of the creature, as though with the spell 
  shapechange, except that you can only change shape once, 
  rather than once per round, and you look exactly like the 
  creature that you copied, and can easily pass for that creature, 
  at least as long as you are not closely scrutinized. You gain a 
  +40 bonus on Disguise checks made to appear as the copied 
  creature.
   
  The nature of the duplication is inherently 
  combative, and as long as you are transformed in this way, 
  you are plagued by a strong desire to slay the creature you 
  copied, and vice versa. For the spell’s duration, as long as you 
  are within 30 feet of the creature you copied, at the beginning 
  of your turn you must succeed on a Will save (DC equal to 
  become bane’s saving throw DC) or else be compelled to 
  attempt to slay the creature. Similarly, for the spell’s duration, 
  the creature you copied must succeed on a saving throw 
  whenever it is within 30 feet of you, or else be compelled to 
  attempt to kill you.
  BEWILDERING CHARM
  School enchantment (compulsion) [mind-aff ecting]; Level 
  bard 4, sorcerer/wizard 7, witch 6
  Casting Time 1 standard action
  Components V, S, M (a vial of perfume and sea water)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature 
  Duration 1 round/level and 24 hours; see text
  Saving Throw Will negates; Spell Resistance yes
   
  You fi ll the head of the target with sweet visions 
  of pleasant and wonderful things, clouding his mind to 
  the subtle infl uence of your magic and rendering him in 
  a state of pure bewilderment. The target must succeed on 
  a Will save or become fascinated by you for a number of 
  rounds equal to your caster level. When the fascination 
  ends, whether because the duration elapsed, or because the 
  fascination eff ect was ended early, the target must succeed 
  on a secondary Will save or become confused. The confusion 
  caused by this spell is somewhat peculiar: on a result that 
  would normally indicate that the target damages himself, he 
  attacks the nearest creature, instead. Further, the fi rst time 
  that the target is able to act normally, he must immediately 
  make a new Will save. Success on this save ends the spell 
  entirely. Failure on this save ends the fascination eff ect, but 
  causes the target to view you as a trusted friend, as though by 
  the spell charm monster, for the next 24 hours.
  BJORNDACH’S GREEN THUMB
  School transmutation; Level alchemist 1, druid 1, ranger 1, 
  shaman 1, witch 1
  Casting Time 1 standard action
  Components V, S, M (a pinch of mulch)
  Range personal
  Target you
  Duration 24 hours or until expended
   
  You bring your mind in harmony with nature, 
  allowing you to serve as a better gardener and herbalist. You 
  
  92
  gain a circumstance bonus equal to 5 + your caster level (to 
  a maximum bonus of +10 at 5th level) on the next check you 
  make to harvest or grow herbs. For more information on 
  harvesting and growing herbs, see A Necromancer’s Grimoire: 
  The Secret of Herbs or A Necromancer’s Grimoire: Herbs of 
  the Jungle.
  BJORNDACH’S HERB ENHANCER
  School transmutation; Level alchemist 3, druid 3
  Casting Time 1 standard action
  Components V, S, M (1 0z. of mineral water)
  Range touch
  Target herb touched
  Duration instantaneous
  Saving Throw none; Spell Resistance no
   
  You infuse the touched herb with incredible 
  energy, making it much more potent when fashioned into 
  a preparation or compound. If the target is used to create a 
  preparation or a special compound, any eff ects that depend 
  on the amount by which the Craft check made to create 
  that preparation or special compound exceeds the DC are 
  treated as though the result of the Craft check were 10 higher 
  than it actually was. This does not aff ect any other aspect 
  of the Craft check, however, such as whether it is a success 
  or failure, or the amount of time that it takes to perform. 
  This spell only functions on raw herbs, and has no eff ect on 
  other plants, alchemical ingredients, or fi nished alchemical 
  items. For more information on harvesting and growing 
  herbs, see A Necromancer’s Grimoire: The Secret of Herbs or A 
  Necromancer’s Grimoire: Herbs of the Jungle.
  BJORNDACH’S SNOW BEAR 
  School transmutation; Level druid 4, sorcerer/wizard 5, 
  summoner 4
  Casting Time 1 standard action
  Components V, S, M/DF (a frozen piece of honeycomb)
  Range close (25 ft. + 5 ft./2 levels)
  Eff ect one snow bear 
  Duration 1 min./level
  Saving Throw none; Spell Resistance no
  Bjorndach’s snow bear can only be cast in an area 
  with at least 1 foot of snow on the ground. With a howl of 
  wind and the groaning sound of the mightiest animal of the 
  frozen north, the snow in the area swirls and writhes into 
  the form of a large bear made of pure snow, save for the eyes, 
  teeth, and claws, which are made from magically hardened 
  ice. The bear created by this spell is identical to a polar bear 
  (see the Pathfi nder Roleplaying Game Bestiary) with the 
  following exceptions: a snow bear has DR 5/— and the cold 
  subtype. Additionally, whenever the snow bear would suff er 
  cold damage, it instead gains a +4 enhancement bonus to its 
  Strength score until the beginning of its next turn. Finally, 
  on a successful hit, the snow bear’s natural attacks deal an 
  amount of additional cold damage equal to 1d6 + 1 per 2 
  caster levels you possess. 
   
  The snow bear is not under your direct control 
  when created, though he views you as friendly and behaves 
  accordingly. The snow bear’s natural reaction to other 
  characters is indiff erence. You can attempt to infl uence the 
  snow bear utilizing the Handle Animal skill. Other characters 
  can also attempt to infl uence the snow bear in this way, but 
  suff er a -10 penalty on the skill check. At the end of the spell’s 
  duration, the snow bear collapses in a pile of snow.
  BLESSING OF MADNESS
  School enchantment (compulsion) [mind-aff ecting]; Level 
  bard 2, cleric/oracle 2, sorcerer/wizard 3, witch 2
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one humanoid creature
  Duration instantaneous and 1 round/level; see text
  Saving Throw Will negates; Spell Resistance yes
   
  You fi ll the target’s mind with meaningless nonsense, 
  forcing out anything that might have been there. If the target 
  is under the eff ects of a charm or compulsion spell or eff ect, 
  that charm or compulsion spell or eff ect immediately ends. 
  If the target was suff ering from more than one charm or 
  compulsion eff ect, only the highest-level eff ect ends (if two or 
  more are tied for highest-level, determine which one is ended 
  randomly from among those). Regardless of whether or not 
  the target was aff ected by a charm or compulsion eff ect, he is 
  confused for 1 round per caster level.
   
  If you have the madness domain, then each round, 
  when the target rolls to determine how he will act that round, 
  he rolls twice, and you choose which result he uses.
  BLESSING OF SAFETY
  School abjuration; Level alchemist 5, cleric/oracle 5, druid 
  6, inquisitor 5, sorcerer/wizard 5, summoner 5
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 1 round/level
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
   
  You surround the target with a protective ward, 
  granting DR 10/adamantine, and acid, cold, electricity, and 
  fi re resistance 10.
   
  If you have the protection domain, the DR granted 
  by the spell increases to 15/adamantine, and the acid, cold, 
  electricity, and fi re resistance increase to 20.
  BLESSING OF THE COMMUNITY
  School enchantment; Level bard 2, cleric/oracle 5, inquisitor 
  3, paladin 2, summoner 2
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Targets up to one willing creature per 2 levels, all within 30 
  ft. of each other
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance yes (harmless)
  
  93
   
  You create a subtle mental link between the targets, 
  allowing them to draw upon one another for additional 
  strength as long as they are near one another. Each target 
  gains a +2 morale bonus on attack rolls, damage rolls, AC, 
  ability checks, skill checks, and saving throws as long as at 
  least one other target is adjacent to them. If four or more 
  targets are adjacent to them, they receive a +4 bonus, instead.
   
  If you have the community domain, the initial 
  morale bonus increases to +4, and the bonus for having four 
  or more adjacent aff ected creatures increases to +6.
  BLESSING OF THE SUN
  School evocation [light]; Level cleric/oracle 6, druid 6
  Casting Time 1 standard action
  Components V, S, DF
  Range 120 ft.
  Area 120-ft.-radius emanation, centered on you
  Duration 1 round/level
  Saving Throw Fortitude partial, Fortitude half, see text; 
  Spell Resistance no
   
  You fi ll the aff ected area with supernaturally bright 
  light. The light level in the area increases to bright light. 
  Additionally, the light blinds creatures with darkvision. Each 
  creature with darkvision in the spell’s area at the time the 
  spell is cast must succeed on a Fortitude save or be blinded 
  for 1d4 minutes. Creatures with darkvision that enter the 
  spell’s area after it was cast must also make a save or be 
  blinded in this way, though any given creature only needs to 
  make this saving throw once per time this spell is cast.
   
  If you have the sun domain, the light is physically 
  painful to creatures that are weakened by sunlight. Any 
  creature with a weakness to sunlight (including light 
  sensitivity, light blindness, sunlight powerlessness, and other 
  abilities specifi c to the creature, such as a vampire’s aversion 
  to sunlight) that enters or begins its turn within the aff ected 
  area suff ers 5d6 points of damage. A successful Fortitude save 
  halves this damage.
  BLINDING BLIZZARD
  School evocation (cold); Level druid 4, shaman 6, sorcerer/
  wizard 6, witch 6
  Casting Time 1 standard action
  Components V, S, Te (cold or colder)
  Range medium (100 ft. + 10 ft./level)
  Area cylinder (60-ft. radius, 40 ft. high)
  Duration 1 round/level
  Saving Throw Fortitude partial; Spell Resistance no
   
  At your command, furious gales of chilling wind 
  appear, bearing with them a blanket of pale white snow. The 
  aff ected area is fi lled with a terrible blizzard, which has a 
  number of eff ects. The wind speed in the area is increased 
  to windstorm (unprotected fl ames are automatically 
  extinguished, there is a 75% chance that protected fl ames are 
  extinguished, normal ranged attacks are impossible, ranged 
  attacks with siege weapons suff er a -4 penalty, Perception 
  checks suff er a -4 penalty, -8 instead if they rely on sound). 
   
  Additionally, snow fi lls the air and stings the eyes, 
  dramatically reducing vision in the aff ected area. All vision, 
  including darkvision is obscured beyond 5 feet. A creature 
  within 5 feet has concealment (20% miss chance). Creatures 
  further away have total concealment (50% miss chance, and 
  the attacker can’t use sight to locate the target). The snow 
  also quickly piles on the ground in the aff ected area: after 
  1d4 rounds, the aff ected area is blanketed in snow, and each 
  square in the aff ected area costs 2 squares of movement to 
  enter. After an additional 1d4 rounds, the aff ected area is 
  covered in deep snow, and each square in the aff ected area 
  costs 4 squares of movement to enter.
   
  Finally, the biting winds are supernaturally cold, and 
  each creature that enters or begins its turn in the aff ected 
  area suff ers 3d6 points of cold damage. A successful Fortitude 
  save halves this damage.
  BLOOD BRAND
  School transmutation; Level antipaladin 3, bloodrager 4, 
  sorcerer/wizard 5, witch 6
  Casting Time 1 free action; see text
  Components V, S
  Range see text
  Target one living creature 
  Duration 1 round/level and 1 hour/level; see text 
  Saving Throw Fortitude negates; Spell Resistance no
   
  In order to cast this spell, you must deal damage to 
  the target with a slashing or piercing weapon. If you do, you 
  may immediately cast this spell as a free action that does 
  not provoke attacks of opportunity. You may do so even if it 
  is not currently your turn. When you cast this spell, it fi lls 
  the target’s blood with a dark taint which keeps the target’s 
  wound open and causes profuse bleeding. The target suff ers 
  an amount of bleed damage equal to 1d6 + 1/2 your caster 
  level. This bleed damage cannot be stopped with a Heal 
  check, and can be stopped by magical healing (such as cure 
  light wounds) only if the caster succeeds on a caster level 
  check (DC 11 + your caster level). 
   
  If the target dies as a result of this bleed damage, his 
  body is immediately reanimated as a vampire spawn under 
  your direct control. The spawn created by this ability are 
  marked by a vile brand. Spawn created by this ability last for 1 
  hour/level before crumbling to dust.
   
  You cannot cast blood brand if you already cast a 
  spell since the beginning of your most recent turn, and if you 
  cast blood brand, you cannot cast any other spells until the 
  beginning of your next turn. 
  BLOOD SERPENTS
  School necromancy; Level cleric/oracle 8, inquisitor 6, 
  magus 6, shaman 8, sorcerer/wizard 8, witch 7
  Casting Time 1 standard action
  Components V, S, M (a vial of snake blood)
  Range medium (100 ft. + 10 ft./level)
  Target one living creature
  Duration 1 round/level
  Saving Throw Fortitude negates, see text; Spell Resistance 
  yes
  
  94
   
  You cause the target’s blood to animate and turn 
  against him, fl owing into snake-like ribbons which emerge 
  from his open wounds and begin to bite him. Each round on 
  your turn, beginning on the round that you cast the spell, 
  these blood snakes strike the target. The amount of damage 
  that they deal depends on how heavily wounded the target 
  is: the more wounded he is, the more blood snakes there are 
  attacking him, and the bigger they are. Use the following 
  table to determine how much damage the blood snakes 
  infl ict on the target each round.
  BONFIRE OF REVELRY
  School enchantment (charm) [emotion, mind-aff ecting]; 
  Level bard 2, cleric/oracle 3, druid 3, ranger 2, shaman 3, 
  sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S, Te (hot or warmer)
  Range close (25 ft. + 5 ft./level)
  Target one campfi re, bonfi re, or other controlled fi re
  Duration 1 hour/level
  Saving Throw Will negates, see text; Spell Resistance no
   
  You fi ll the campfi re with the essence of summer 
  festivals and merrymaking in general, and the fi re, in turn, 
  disseminates this feeling throughout those who are near it. 
  Each creature within the light of the campfi re has his starting 
  attitude towards all other creatures increased by one step for 
  as long as he remains within the light of the campfi re, and for 
  1d4 hours thereafter.
   
  Additionally, aff ected creatures are fi lled with hope 
  and good cheer, gaining a +4 bonus on saving throws made to 
  resist negative emotions (including fear, sadness, and anger), 
  though they also suff er a -2 penalty on saving throws made to 
  resist charm eff ects. A successful Will save negates both the 
  attitude adjustment and the saving throw adjustments. Any 
  given creature only saves to resist the spell once: leaving and 
  re-entering the light of the fi re does not force or allow the 
  character to make a new saving throw.
  CERTAIN ESCAPE
  School conjuration (teleportation); Level bard 5, magus 5, 
  sorcerer/wizard 5, summoner 4, witch 5
  Casting Time 1 standard action
  Components none
  Range medium (100 ft. + 10 ft./level)
  Target you
  Duration instantaneous
   
  You instantly transport yourself from your current 
  location to any other spot within range. You always arrive at 
  exactly the spot desired, whether by simply visualizing the 
  area or by stating direction. You do not need to have line of 
  sight or line of eff ect to your intended destination. You can 
  bring along objects, so long as their weight doesn’t exceed 
  your maximum load. If you arrive in a place that is already 
  occupied by a solid body, you take 1d10 points of damage and 
  are shunted to the nearest open space on a suitable surface. 
  Certain escape is easier to concentrate on, when it 
  is cast, than most spells. If you fail a concentration check 
  made to cast the spell defensively, or due to distractions or 
  dangerous conditions (including taking ongoing damage, 
  being damaged while casting the spell, being grappled or 
  entangled, vigorous motion, and so on), the spell is not 
  expended, and you can try casting the spell again on the 
  next round. Further, you gain a bonus on such concentration 
  checks based on the number of previous consecutive 
  attempts to cast the spell. On your second attempt to cast 
  the spell, you gain a +2 bonus on the concentration check; 
  on each consecutive attempt, the bonus doubles (so you gain 
  a +4 bonus on the third round of trying, +8 on the fourth 
  round of trying, and so on, to a maximum bonus of +32 on 
  the sixth round of trying).
  Target's Health
  Damage
  Uninjured (maximum hit points)
  0
  Lightly wounded(76-99% of max. hit points)
  6d6
  Moderately wounded (26-75% of max. hit points)
  6d8
  Heavily wounded (1% - 25% of max. hit points)
  6d10
  Table 3-2: Blood Serpents
   
  The target does not get an initial Fortitude save to 
  resist the spell, but each round he may make a Fortitude save, 
  and, if successful, he is not damaged by the spell that round. 
  Creatures that do not have blood are immune to this spell.
  BLOSSOMING ATTRACTION
  School conjuration (creation) [emotion, mind-aff ecting]; 
  Level bard 3, druid 2, ranger 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft. /2 levels)
  Area 30-ft. radius burst
  Duration 10 min./level 
  Saving Throw Will negates, see text; Spell Resistance yes
   
  With soft words and gentle gestures, the ground 
  explodes with color as hundreds of gorgeous wildfl owers 
  erupt from the earth in full bloom, their sweet scent fi lling 
  the air. This spell may only be cast on natural ground with 
  a hardness of less than 8. The spell’s area immediately fi lls 
  with beautiful and magical wildfl owers that exude a sweet 
  smell, which causes intense infatuation in humanoids. 
  Humanoid creatures that enter or begin their turn within the 
  spell’s area must succeed on a Will save or have their attitude 
  towards every other creature within the spell’s area magically 
  increased by 1 step (hostile becomes unfriendly, unfriendly 
  becomes indiff erent, indiff erent becomes friendly, and so on). 
  This eff ect lasts for as long as the aff ected creature remains 
  within the spell’s area. 
   
  Additionally, when the spell is cast, and once each 
  minute thereafter, all creatures within the area must succeed 
  on an additional Will save or be compelled to remain within 
  the spell’s area for one minute. Any hostile action against an 
  aff ected creature immediately ends both the compulsion and 
  the increase in attitude caused by the spell for that creature.
   
  This spell can be made permanent with a 
  permanency spell (caster level 10th, 5,000 gp).
  
  95
  COBBLEQUAKE
  School transmutation; Level cleric/oracle 8, druid 9, 
  sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M (a small piece of a cobblestone)
  Range medium (100 ft. + 10 ft./level)
  Area all man-made surfaces in a 10-ft./level-radius spread
  Duration 1 round/level
  Saving Throw Refl ex partial; Spell Resistance no
   
  With a word, you cause all worked earth, masonry, 
  cobblestones, and similar man-made surfaces in the aff ected 
  area to roll and quake at your command. Each round on your 
  turn (including the round in which the spell is cast), each 
  creature in the aff ected area that is not one of your allies must 
  succeed on a Refl ex save or fall prone and suff er 2d6 points of 
  bludgeoning damage. Creatures that are already prone when 
  this occurs take 4d6 points of bludgeoning damage, instead 
  (no save). Additionally, creatures in the aff ected area that 
  are not your allies treat the aff ected area as diffi  cult terrain 
  for the spell’s duration, and suff er a -2 penalty on attack rolls 
  and AC for as long as they remain in the aff ected area, as 
  the shifting of the ground interferes with their movements. 
  Creatures in the aff ected area that are your allies instead gain 
  a +2 bonus to attack rolls and AC as the ground shifts to aid 
  them, instead of hinder them. Note that only man-made 
  surfaces within the spread count as “aff ected area,” and any 
  natural earth or rock is unaff ected.
   
  This spell is incredibly damaging to structures 
  built on the aff ected area, and infl icts 4d6 points of damage 
  to each such structure each round. If less than half of the 
  structure is on the aff ected area, the damage is reduced to 
  2d6. This damage is not subject to hardness.
  COMMAND THE SPIRITS 
  School conjuration (calling); Level witch 9
  Casting Time 1 standard action
  Components V, S, F (a bone from an outsider)
  Range long (400 ft. + 40 ft./level)
  Eff ect four called outsiders
  Duration 1 round/level
  Saving Throw Will negates, see text; Spell Resistance no
   
  You mark the four corners and speak the dread words 
  known only to your patron’s favored disciples, commanding 
  forth the appearance of powerful spirits and binding them 
  to your service with a word. You must have a caster level of 
  at least 20 to cast this spell. When you cast this spell, you 
  summon one outsider with the chaotic subtype, one outsider 
  with the evil subtype, one outsider of the good subtype, 
  and one outsider with the lawful subtype, each of CR 20 or 
  less. These creatures appear wherever you designate within 
  the spell’s range. Then, each creature summoned this way 
  that is within 100 feet of you must immediately succeed on 
  a Will save or fall under your control, as though by the spell 
  dominate monster, for the spell’s duration. Creatures that 
  succeed on their saves are free to act as they please, and will 
  almost certainly attack you, regardless of their alignment.
  CONTAGION BOLT
  School necromancy; Level cleric/oracle 4, druid 4, shaman 
  4, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Eff ect one ray
  Duration instantaneous
  Saving Throw see text; Spell Resistance yes
   
  You fi re a ray of energy that deals 1d8 points of 
  damage per two caster levels you possess. You must succeed 
  on a ranged touch attack to hit the target. If the attack hits, 
  in addition to dealing damage, if you are currently suff ering 
  from a poison or disease, the contagion bolt carries that 
  infection to the target, who is immediately exposed to it, and 
  must succeed on a saving throw (using the poison or disease’s 
  normal saving throw DC) or suff er its eff ects. If you are 
  suff ering from multiple poisons or diseases, you may choose 
  which one of them is used for the purposes of this spell.
  COWARD’S FLIGHT
  School transmutation; Level alchemist 1, antipaladin 1, bard 
  1, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (a hunk of cooked goose)
  Range personal
  Target you
  Duration 1 minute/level (D)
  You gain momentous speed, as supernatural winds 
  wrap you in a defensive cocoon and also spur you along at a 
  great rate. Your movement speed increases to 100 feet and 
  
  96
  you gain a climb speed of 30 feet and a swim speed of 30 
  feet. Additionally, in any round in which you move at least 
  10 feet, you gain a dodge bonus to AC equal to 1/2 your caster 
  level (to a maximum bonus of +5 at 10th level). This bonus 
  lasts until the beginning of your next turn. If you use the run 
  action, you move at 6 times your speed (600 feet), instead 
  of the normal amount, and if you have the frightened or 
  panicked condition, all your movement speeds are doubled. 
  Finally, if you make an attack or cast a spell which targets a 
  creature or which includes a creature in its area, coward’s 
  fl ight immediately ends and you gain the shaken condition 
  for 1 minute, as the remaining cowardly forces are absorbed 
  by your body.
  CRAWLING CURSE
  School enchantment (compulsion) [mind-aff ecting]; Level 
  antipaladin 2, bard 3, cleric/oracle 2, sorcerer/wizard 2, witch 
  2
  Casting Time 1 standard action
  Components V, S, M/DF (a live caterpillar)
  Range touch
  Target one living creature 
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance no
   
  This dire curse is aptly named, forcing the victim to 
  crawl about, following you wherever you go and subjecting 
  the target to meek obedience. For the spell’s duration, the 
  target falls to his knees, unable to walk normally, and feels 
  compelled to follow you wherever you travel. The creature 
  is treated as being prone, and cannot get up from prone by 
  any means, and must move at least 10 feet closer to you each 
  round, if able. This movement always provokes attacks of 
  opportunity. Each round, the target receives a new Will save 
  to end the spell’s eff ects. If the target has suff ered damage 
  since the end of his last turn, he receives a +5 bonus on this 
  Will save. If you attack the target during this time, the spell 
  automatically ends. 
  CREATE ICEBALL
  School transmutation; Level bard 1, druid 1, magus 1
  Casting Time 1 standard action
  Components V, S, Te (cold or colder)
  Range 10 feet
  Target up to 1 snowball/level
  Duration 1 round/level
  Saving Throw none; Spell Resistance no
   
  You wave your hand, and the light and fl uff y 
  snowballs you indicate harden and grow sharp, menacing 
  spikes made of black ice. The aff ected snowballs can still 
  be thrown, as normal, but deal 1d6 plus the attacker’s 
  Strength modifi er points of piercing damage and 1 point of 
  cold damage in the event of a successful hit. The snowballs’ 
  range increment remains 15 feet, and is not aff ected in any 
  way by this spell. For more information about snowballs, see 
  Appendix 1: Weather Rules.
  CRUSADER’S WORD 
  School enchantment (compulsion) [language-dependent, 
  mind-aff ecting]; Level antipaladin 1, bard 1, cleric/oracle 1, 
  inquisitor 1, paladin 1
  Casting Time 1 standard action
  Components V
  Range long (400 ft. + 40 ft./level)
  Target one living creature 
  Duration 1 round/level 
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
   
  You speak inspiring words, calling those who hear 
  you to arms and ridding them of fear and self-doubt. The 
  target gains immunity to fear eff ects and a +1 morale bonus 
  on attack and weapon damage rolls. 
  CURSE OF CONTAGION
  School necromancy [curse]; Level antipaladin 2, cleric/
  oracle 2, druid 2, shaman 2, witch 2
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration 1 hour/level
  Saving Throw none or Fortitude negates, see text; Spell 
  Resistance yes
   
  You sap energy from the target’s immune system, 
  making it diffi  cult for him to fi ght off  diseases. For the spell’s 
  duration, he suff ers a -4 penalty on saving throws made to 
  resist diseases. If the target is already suff ering from one or 
  more diseases when this spell is cast, this penalty also applies 
  to his next saving throw to resist that disease, even if it is after 
  the spell’s duration ends.
   
  If the target is immune to diseases because of a class 
  feature, special ability, spell, or magic item, he does not suff er 
  this penalty, but loses his immunity to diseases for the spell’s 
  duration, instead. Such characters are allowed a Fortitude 
  save to negate the eff ect. If the target becomes diseased 
  during the spell’s duration, he continues to suff er from the 
  disease even after the spell’s eff ect ends and his immunity 
  is regained, until the disease is cured. Creatures that are 
  naturally immune to diseases due to their race or creature 
  type are completely unaff ected by this spell.
  CURSE OF COWARDICE
  School necromancy [curse, emotion, fear, mind-aff ecting]; 
  Level antipaladin 4, bard 4, bloodrager 4, cleric/oracle 7, 
  inquisitor 4, witch 5
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 day/level (D)
  Saving Throw Will negates and Will partial, see text; Spell 
  Resistance yes
   
  You fi ll the back of the target’s mind with doubts, 
  worries, and fears, eroding his confi dence and transforming 
  him into a coward. For the spell’s duration, the subject suff ers 
  a -4 penalty on saving throws made to resist fear eff ects, as 
  
  97
  well as on any other saving throws made to resist the shaken, 
  frightened, or panicked conditions. If the target is normally 
  immune to fear eff ects, he does not suff er this penalty, but 
  instead loses that immunity for the spell’s duration.
   
  Additionally, for the spell’s duration, any time the 
  target is reduced to 50% or less of his maximum hit points, 
  he must succeed on a Will save (the -4 penalty applies) or 
  become frightened for 1d6 rounds. Whether he succeeds on 
  this saving throw or not, the target is shaken any time that 
  he is reduced to 50% or less of his maximum hit points while 
  under the eff ects of this spell.
  CURSE OF INSATIABLE HUNGER
  School necromancy [curse]; Level antipaladin 1, cleric/
  oracle 1, inquisitor 1, shaman 1, witch 1
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 2 rounds/level (D)
  Saving Throw Fortitude negates; Spell Resistance yes
   
  You instill in the subject an unbearable and 
  overwhelming hunger. The subject immediately begins to 
  starve, as though he had gone three days without consuming 
  food. Further, each round, the subject must succeed on a 
  Constitution check (DC 10 +1 per previous check) or suff er 
  1d6 points of nonlethal damage, as though an entire day had 
  passed without consuming food. As with the normal rules 
  for starvation, characters who suff er nonlethal damage in 
  this way are fatigued, characters that suff er an amount of 
  nonlethal damage equal to their current hit points begin to 
  suff er lethal damage instead, and damage infl icted in this way 
  cannot be healed by any means until the target consumes 
  food.
   
  If suffi  cient food to sustain the target for an entire 
  day is available, the target can consume it as a full-round 
  action that provokes attacks of opportunity. If he does, he can 
  ignore the eff ects of this spell for three rounds, after which 
  he must begin making Constitution checks again (the DC 
  is reset to 10 in this case). Additionally, once the target has 
  consumed food in this fashion, damage infl icted by this spell 
  can be healed magically. The ability to be healed in this way 
  is lost as soon as the subject suff ers more damage from the 
  spell, however.
  DEADLY SEED
  School transmutation; Level druid 5, ranger 4, witch 3
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature touched
  Duration special; see text
  Saving Throw Fortitude half, see text; Spell Resistance yes
   
  You create a seed of magic which you implant in 
  the touched creature. The seed utilizes the target’s own 
  life force to grow at astounding speed, damaging the target 
  and sprouting into a full-grown tree. If the touch attack is 
  successful, the target suff ers an amount of damage equal to 
  1d6 per 2 caster levels you possess. On each following round, 
  the target suff ers an additional amount of damage equal to 
  half the amount suff ered on the previous round (expressed 
  as a number of d6, rounded down). When this results in the 
  amount of damage being 0d6, the spell ends (for example, 
  if the spell infl icted 10d6 points of damage the fi rst round, 
  it would deal 5d6 points of damage on the second round, 
  followed by 2d6, then 1d6, and then the spell would end). If 
  the target dies as a result of this spell, a single massive tree 
  immediately forms in the square in which the target died, 
  and any equipment worn or held by the target at the time of 
  death gains the broken condition. A successful Fortitude save 
  halves the amount of d6 points of damage initially dealt by 
  the spell on the fi rst round, but no additional Fortitude saves 
  are allowed.
  DECONSTRUCT DEATH
  School necromancy; Level paladin 4
  Casting Time 1 standard action
  Components V, S, DF
  Range long (400 ft. + 40 ft./level)
  Target one undead creature 
  Duration instantaneous 
  Saving Throw Will negates; Spell Resistance yes
   
  You channel the unending energy of life into the 
  target, transforming its undead fl esh back into a living 
  vessel, welcoming to the soul. The target suff ers 1d6 points 
  of damage per caster level you possess. If the damage is 
  suffi  cient to destroy the target, then its soul is entitled 
  a chance to return to the body and be returned to life as 
  though by the spell raise dead, except that both you and the 
  target gain 2 negative levels (a 1st- or 2nd-level character loses 
  2 points of Constitution instead). A successful Will save 
  negates the damage and the raise dead eff ect. 
  DEFENSIVE BLUR
  School illusion (fi gment); Level bard 2, cleric/oracle 3, druid 
  3, inquisitor 2, sorcerer/wizard 3, summoner 2, witch 3 
  Casting Time 1 standard action
  Components V, S, M/DF (a piece of gossamer) 
  Range close (25 ft. + 5 ft./2 levels)
  Target one summoned creature 
  Duration 1 round/level
  Saving Throw Will negates (harmless); Spell Resistance no
   
  You cause a creature summoned by you to become a 
  blur of shadows and swirling images, making it very diffi  cult 
  to fi ght. This spell can only target a creature summoned by a 
  summon monster or summon nature’s ally spell. The aff ected 
  creature becomes very diffi  cult to see, as though aff ected by 
  the spells blur and mirror image. 
  DIMINISHING FLAME 
  School transmutation [fi re]; Level magus 6, sorcerer/wizard 
  7
  Casting Time 1 standard action 
  Components V, S, M (ashes from an incinerated horse and 
  housefl y)
  Range touch
  Target creature touched 
  
  98
  Duration 1 round/level 
  Saving Throw Fortitude partial, Refl ex partial; Spell 
  Resistance yes
   
  With a touch, you cause the target to shrink in size, 
  converting their excess mass into a raging inferno which 
  consumes the victim. You must succeed on a melee touch 
  attack. If the attack hits, the target is enveloped in fl ames. 
  Each round on your turn, beginning with the round the spell 
  is cast, the target must succeed on a Fortitude save or be 
  reduced in size by one size category, and suff er 4d8 points of 
  fi re damage as his mass is reduced. If this would reduce his 
  size below Fine, he suff ers an additional 4d8 points of fi re 
  damage, instead (for a total of 8d8 damage that round). Each 
  round, the target may make a Refl ex save to halve the fi re 
  damage that he suff ers from this spell that round. The eff ects 
  of decreasing in size in this way are outlined on the tables 
  below.
  defensive power. If you do, the shield bonus to AC increases 
  to +8 until the beginning of your next turn, after which the 
  spell ends automatically.
  DOOM WARD
  School abjuration; Level cleric/oracle 2, inquisitor 1, paladin 
  1, shaman 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M/DF (the whiskers from a rat)
  Range personal 
  Target you
  Duration 1 min./level, or until discharged
   
  You surround yourself with a palpable aura of 
  defensive energy which protects you from various debilitating 
  conditions and allows you to channel those same harmful 
  forces outward in a sudden burst of energy. For the spell’s 
  duration, you gain a resistance bonus on all saving throws 
  made to resist fear eff ects, paralysis, petrifi cation, sleep, and 
  stunning eff ects, as well as against any eff ect which would 
  make you fatigued or exhausted, and against any eff ect which 
  would make you sickened or nauseated. This resistance 
  bonus is equal to 1/2 your caster level (rounded down, 
  minimum 1, to a maximum of +5 at 10th level). 
   
  Additionally, whenever you make a saving throw 
  against such an eff ect, whether or not you succeed, you 
  can choose to discharge this spell in order to force all other 
  creatures within 30 feet of you to be aff ected by the same 
  eff ect that you just made a saving throw to resist, except that 
  the saving throw DC is equal to doom ward’s saving throw 
  DC. You must declare that you are discharging the spell in 
  this way before learning the result of your saving throw. 
  Discharging the spell in this way ends the spell’s eff ects.
  DOUBLE DOWN
  School conjuration (creation); Level bard 3, cleric/oracle 4, 
  druid 4, inquisitor 3, sorcerer/wizard 4, summoner 3, witch 4 
  Casting Time 1 standard action
  Components V, S, M/DF (a wishbone) 
  Range close (25 ft. + 5 ft./2 levels)
  Area 30-ft. radius spread
  Duration special; see text
  Saving Throw Will negates (harmless); Spell Resistance no
   
  You cause a creature that you summoned to fracture 
  and become two separate creatures. This spell aff ects each 
  creature in the spell’s area that was summoned by a summon 
  monster or summon nature’s ally spell that you cast since 
  the beginning of your last turn. Aff ected creatures instantly 
  divide, creating an exact duplicate of the original in the 
  nearest unoccupied space. Creatures created in this way fi ght 
  on your behalf as though summoned by summon monster I, 
  and are created with full hit points, even if the creature they 
  split from is injured. The duration of this spell is equal to the 
  duration of the spell that created the aff ected creature (and 
  may vary from one copied creature to another), or 10 minutes, 
  whichever is shorter.
  Old Size*
  New Size
  Str
  Dex
  Con
  Fine
  Diminutive
  Same
  –2
  Same
  Same
  Diminutive
  Tiny
  2
  –2
  Same
  Same
  Tiny
  Small
  4
  –2
  Same
  Same
  Small
  Medium
  4
  –2
  2
  Same
  Medium
  Large
  8
  –2
  4
  2
  Large
  Huge
  8
  –2
  4
  3
  Huge
  Gargantuan
  8
  Same
  4
  4
  Gargantuan
  Colossal
  8
  Same
  4
  5
  * Repeat the adjustment if the creature moves up more than one size.
  Table 3-3: Size Changes
  Natural 
  Armor
  Size
  Fine
  8
  –8
  8
  16
  Diminutive
  4
  –4
  6
  12
  Tiny
  2
  –2
  4
  8
  Small
  1
  –1
  2
  4
  Medium
  0
  0
  0
  0
  Large
  –1
  1
  –2
  –4
  Huge
  –2
  2
  –4
  –8
  Gargantuan
  –4
  4
  –6
  –12
  Colossal
  –8
  8
  –8
  –16
  Table 3-4: Size Bonuses and Penalties
  AC/ 
  Attack
  CMB/ 
  CMD
  Fly Skill
  Stealth 
  Skill
  DISPOSABLE SHIELD
  School abjuration [force]; Level alchemist 1, bloodrager 1, 
  magus 1, sorcerer/wizard 1, summoner 1
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 min./level or until discharged
   
  You create an invisible shield of force that hovers 
  in front of you and defl ects incoming attacks. You gain a +3 
  shield bonus to AC. This bonus applies against incorporeal 
  touch attacks, since it is a force eff ect. Additionally, at any 
  time during the spell’s duration, as an immediate action, you 
  can expend the spell’s remaining energy as a fi nal burst of 
  
  99
  ELDRITCH ARMOR
  School abjuration; Level alchemist 5, cleric/oracle 5, 
  inquisitor 5
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 min./level or until discharged
   
  You gain spell resistance equal to 10 + your caster 
  level. Additionally, at any time during the spell’s duration, as 
  an immediate action, you can expend the spell’s remaining 
  energy to ward yourself completely against a single spell. If 
  you do, then eldritch armor’s eff ect automatically ends, but 
  you can render yourself completely unaff ected by a single 
  spell that is subject to spell resistance, as though the caster 
  had failed to overcome your spell resistance. You must use 
  this ability before determining if the spell will overcome your 
  spell resistance.
  ELEMENTAL WARD
  School abjuration; Level druid 7, sorcerer/wizard 7, witch 8
  Casting Time 1 standard action
  Components V, S, M/DF (an elemental’s heart, worth 25 gp)
  Range personal 
  Target you
  Duration 1 round/level, or until discharged
   
  You speak mystic words and brilliant, brightly 
  colored sigils appear all over your body. These sigils store up 
  elemental energy to protect you from harm, but can also be 
  unleashed in a deadly burst. When you cast this spell, choose 
  one of the following energy types: acid, cold, fi re, electricity, 
  or sonic. Your body becomes covered in brightly colored sigils 
  which can be read with a read magic spell or a successful 
  Knowledge (arcana) check (DC 20), and when read, indicate 
  the type of energy you chose when casting this spell. For the 
  spell’s duration, you gain complete immunity to the selected 
  type of energy. 
   
  Additionally, at any time during the spell’s duration, 
  as a standard action, you may choose to discharge the spell, 
  unleashing a wave of the energy stored in this spell to damage 
  all other creatures within 20 feet of you. Characters caught in 
  this blast suff er 1d10 points of damage of the chosen energy 
  type per 2 caster levels you possess (to a maximum of 10d10 at 
  20th level). A successful Refl ex save halves this damage.
  EMBODY THE SULTAN
  School transmutation; Level antipaladin 4, bloodrager 4, 
  inquisitor 5, magus 5, paladin 4, ranger 4
  Casting Time 1 standard action
  Components V, S, M/DF (a polished wooden club) 
  Range personal
  Target you
  Duration 9 rounds 
  Sometimes referred to as “embody the caliph,” or in 
  primitive cultures as “soul of Ba’am,” this spell transforms 
  the caster into the greatest embodiment of physical prowess. 
  You vastly increase in power and accuracy, granting you a 
  +6 enhancement bonus on all weapon attack rolls (this does 
  not stack with any enhancement bonus that applies to any 
  weapon you wield), a +20-foot enhancement bonus to your 
  movement speed, and a number of temporary hit points 
  equal to twice your caster level. Additionally, whenever 
  you confi rm a critical hit, you deal an additional amount of 
  damage equal to 1d10 times the weapon’s critical multiplier, 
  and push the target back 50 feet in a straight line. This 
  movement does not provoke attacks of opportunity. If this 
  movement is blocked by a creature or object, his movement 
  ends, and both he and the struck creature or object suff er 
  3d10 points of damage from the impact. 
  ENHANCE POISON
  School transmutation; Level cleric/oracle 5, druid 4, shaman 
  5, sorcerer/wizard 5, witch 4
  Casting Time 1 standard action
  Components V, S, M/DF (a pinch of arsenic)
  Range close (25 ft. + 5 ft./2 levels)
  Target one dose of poison
  Duration 10 min./level
  Saving Throw Fortitude negates (harmless, object); Spell 
  Resistance yes (harmless, object)
   
  You increase the potency of the aff ected poison, 
  making it more diffi  cult to resist. The saving throw DC to 
  resist the poison’s eff ects increases to be equal to enhance 
  poison’s saving throw DC. If the aff ected poison’s saving 
  throw DC is already equal to or higher than enhance poison’s 
  saving throw DC, then the aff ected poison’s saving throw DC 
  is increased by +2, instead.
  EXPEL IMPURITY
  School abjuration; Level alchemist 2, bard 2, cleric/oracle 2, 
  druid 2, inquisitor 2, ranger 1, shaman 2, sorcerer/wizard 3, 
  witch 2
  Casting Time 1 standard action
  Components V, S, M/DF (a dried leech)
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Fortitude half, see text; Spell Resistance yes
   
  You cause the target’s body to forcefully expel any 
  and all poisons and diseases that are currently aff ecting him. 
  This is not so much a cure as a violent purge, however, and 
  is a very unpleasant experience. If the target is not currently 
  suff ering from a poison or disease, this spell has no eff ect. If 
  the target is suff ering from a poison or disease, he suff ers 1d6 
  points of damage. For every 2 points by which the poison or 
  disease’s saving throw DC exceeds 10, this damage increases 
  by 1d6, (to a maximum of 10d6 points of damage for a poison 
  or disease with a saving throw DC of 28). If the target is 
  suff ering from more than one poison and/or disease, use the 
  higher saving throw DC. A successful Fortitude save halves 
  this damage. Creatures that fail the Fortitude save by 5 or 
  more are also nauseated for 1 round.
   
  Regardless of the result of the Fortitude save, the 
  target is immediately cured of all poisons and diseases from 
  which he was suff ering. Any diseases or poisons that cannot 
  be cured by succeeding on one or more saving throws to resist 
  their eff ects are not cured in this way.
  
  100
  EXPLOSIVE DISMISSAL 
  School evocation [force]; Level sorcerer/wizard 1, summoner 
  1
  Casting Time 1 standard action
  Components V, S, M/DF (a fuse) 
  Range close (25 ft. + 5 ft./2 levels)
  Target one summoned creature, see text
  Duration instantaneous 
  Saving Throw Fortitude negates, Refl ex half, see text; Spell 
  Resistance yes 
   
  You cause a summoned creature to violently explode, 
  damaging all nearby creatures. This spell can only target 
  creatures that you summoned via summon monster or 
  summon nature’s ally spells. If the target fails its Fortitude 
  save, it explodes, destroying it instantly and unleashing a 
  wave of energy in a 10-ft.-radius spread. Creatures in the 
  explosion’s area suff er 1d4 points of force damage per spell 
  level of the spell used to summon the target. A successful 
  Refl ex save halves this damage.
  EXPLOSIVE GROWTH 
  School transmutation (polymorph); Level alchemist 4
  Casting Time 1 standard action
  Components V, S, M (boiling fat) 
  Range personal
  Target you 
  Duration 1 round/level
   
  This unstable extract causes the imbiber to become 
  fi lled with roiling chemical energy, which increases his 
  size and strength far beyond what would be achievable 
  by traditional magic. However, this process is extremely 
  dangerous, and could result severe internal damage. Once 
  consumed, you become 2 size categories larger, and gain 
  a +12 size bonus to your Strength score. Each round that 
  you remain under the eff ects of explosive growth, you must 
  succeed on a Fortitude save or risk the potent chemicals in 
  your veins having an explosive reaction, dealing 1d4 points of 
  damage per caster level to you, and ending the spell.
  FELL TREE
  School necromancy; Level druid 7, shaman 8, witch 8
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one tree 
  Duration instantaneous 
  Saving Throw see text; Spell Resistance yes
   
  You rapidly age a tree, causing it to go through its 
  entire lifecycle in an instant, releasing all the energy of its life 
  and its death. The target immediately ages and dies, going 
  through its lifecycle in the space of a few seconds. If the 
  target was not a massive tree, then before it dies it grows to 
  become one, harmlessly pushing any creatures or objects that 
  share the tree’s space into an unoccupied adjacent square. 
  Regardless of whether or not the target was originally a 
  massive tree, it then crumbles to dust, causing any creatures 
  or objects in or on the tree to fall to the ground. 
  
  101
   
  Additionally, a 20-ft.-radius burst of life energy 
  erupts from the spot where the tree was, infl icting 10d6 
  points of damage to each creature in the aff ected area (if 
  the target was originally not a massive tree, this damage 
  is increased to 15d6, as the tree contained more vital life 
  essence). A successful Refl ex save halves this damage. Normal 
  trees do not gain a saving throw to resist this spell, though 
  certain special or magical trees may be entitled to a Fortitude 
  saving throw at GM’s discretion, or may simply be immune 
  to the spell. The GM should determine if the tree is entitled 
  a saving throw, and what modifi er the tree should use on 
  such a saving throw. This spell cannot be used to target plant 
  creatures, even those that resemble trees, such as treants. 
  For more information on the diff erence between typical trees 
  and massive trees, see the Pathfi nder Roleplaying Game Core 
  Rulebook.
  FENCER’S DELIGHT
  School transmutation; Level antipaladin 1, bard 2, 
  bloodrager 2, inquisitor 2, magus 2, paladin 1, ranger 1, 
  sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, F (any light or one-handed bladed 
  weapon)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 min./level
  Saving Throw Will negates (harmless); Spell Resistance 
  Yes (harmless)
   
  With a word from you, the target’s sword arm 
  seemingly gains a life of its own, allowing it to strike and 
  parry of its own accord, taking advantage of vulnerabilities 
  that the target may not even notice. For the spell’s duration, 
  once per round, the target can make a single combat 
  maneuver, in addition to any other actions he may take that 
  turn (this combat maneuver does not count against the 
  number of actions that he can take that turn).
   
  If the target has a martial action pool, he can spend 
  6 martial action points as a free action when you cast this 
  spell. If he does, then for the spell’s duration he also gains a 
  +2 bonus to CMB, as well as a +2 competency bonus to AC, 
  as his weapon maneuvers of its own accord to protect him 
  and enhance his attacks. For more information on martial 
  action pools and martial action points, see A Necromancer’s 
  Grimoire: The Book of Martial Action.
  FORTUNE’S BLESSING
  School divination; Level bard 6, cleric/oracle 7, shaman 7, 
  witch 7
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 round/level, or until discharged
   
  You surround yourself with incredible good luck. 
  Once per round, for the spell’s duration, you can reroll a 
  single d20 roll, such as an attack roll, ability check, skill 
  check, or saving throw. You must take the second result, even 
  if it is worse. You may wait to use this ability until after you 
  have learned whether the roll was a success or failure.
   
  If you have the luck domain, you can instead use 
  this ability to cause another character within 30 feet of you to 
  reroll a single d20 roll, instead of rerolling a roll of your own. 
  The target must take the second result, even if it is worse. 
  You may still wait until after learning whether the roll was a 
  success or failure. The creature in question does not need to 
  be willing to be aff ected by the spell.
  FREEZE OVER
  School evocation (cold); Level bard 1, cleric/oracle 1, druid 1, 
  ranger 1, shaman 1, sorcerer/wizard 1
  Casting Time 1 standard action
  Components V, S, F (a piece of glass in the shape of a perfect 
  cube)
  Range touch
  Target body of water touched
  Duration instantaneous; see text
  Saving Throw none; Spell Resistance no
   
  At your touch, the water turns frigid and begins to 
  harden into ice, which quickly spreads outwards. You freeze 
  a volume of water equal to one 5-foot cube per caster level, 
  centered on the touched point. If the touched body of water 
  is small enough, this may freeze the entire body of water. 
  Otherwise, the ice takes whatever shape the caster desires, 
  provided that it is a single mass comprised of the appropriate 
  number of 5-foot cubes. Any creatures in an area that freezes 
  in this way are automatically pushed to the edge of the ice 
  without taking any damage, and this movement does not 
  provoke attacks of opportunity. If this would push them 
  against a solid surface, or if the entire body of water becomes 
  frozen, then they are pushed up onto the surface of the ice, 
  instead.
   
  The water remains frozen until it melts naturally. 
  The amount of time required for it to do so depends on the 
  temperature in the area, as outlined below.
  Temperature
  Melting Time
  Cold or colder
  N/A (does not melt)
  Moderate
  4d6 hours
  Warm 
  4d6 minutes
  Hot
  2d4 minutes
  Severe Heat 
  1d4+1 rounds
  Extreme Heat 
  1 round
  Table 3-5: Freeze Over Duration
  FROSTY DEMISE
  School evocation [ice]; Level druid 6, magus 6, sorcerer/
  wizard 7
  Casting Time 1 standard action
  Components V, S, M/DF (an icicle)
  Range medium (100 ft. + 10 ft./level)
  Target one creature 
  Duration instantaneous and 1 round/level; see text
  Saving Throw Fortitude partial, Refl ex partial, see text; Spell 
  Resistance yes
  
  102
   
  From your fi ngertips issues a beam of freezing ice 
  which super-cools the target, causing him to become encased 
  in ice along with a cushion of volatile vapors, which will 
  explode if the ice is cracked, spraying shards of razor-sharp 
  ice everywhere. This spell requires a ranged touch attack to 
  hit. If the attack hits, the target suff ers 10d6 points of cold 
  damage, and must succeed on a Fortitude save or become 
  frozen and encased in ice. This eff ectively causes the target 
  to gain the petrifi ed condition for a number of rounds equal 
  to your caster level, or until the target suff ers at least 1 point 
  of damage. Because of the hard shell surrounding the victim, 
  he gains DR 10/— for as long as he is aff ected by this spell. 
  Each round on his turn, the stunned character may attempt 
  a Fortitude save in order to free himself enough to crack the 
  ice. When the ice is cracked, either as a result of the target 
  succeeding on his saving throw or because the target was 
  dealt at least 1 point of damage, the ice explodes in a 15-foot-
  radius burst, dealing 5d6 points of slashing damage and 5d6 
  points of cold damage to all characters within that radius 
  (including the target himself). A successful Refl ex save halves 
  this damage. 
  GAZE OF JUSTICE
  School evocation [good]; Level cleric/oracle 7, paladin 4
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 round/level
   
  Your eyes light up with pure, radiant white light, 
  which burns evildoers who would dare look upon you. You 
  gain a gaze attack with a range of 30 feet. Evil creatures 
  aff ected by this gaze attack suff er 4d6 points of damage, and 
  are staggered for 1 round. A successful Fortitude save halves 
  this damage and negates the staggered condition.
  GOLDEN PURITY
  School abjuration; Level alchemist 6, bard 6, cleric/oracle 7, 
  druid 7, sorcerer/wizard 7
  Casting Time 1 round
  Components V, S
  Range touch
  Target creature touched
  Duration 1 round/level
  Saving Throw Will negates (harmless); Spell Resistance 
  Yes (harmless)
   
  The target’s body begins to radiate golden light as his 
  mind and body are brought into perfect harmony. The target 
  gains spell resistance equal to 15 + your caster level, and gains 
  a +2 morale bonus on all saving throws.
   
  If the target has a martial action pool, he can 
  spend 12 martial action points as a free action when you 
  cast this spell. If he does, then for the spell’s duration, 
  he also gains a +4 competency bonus to all ability scores 
  (Strength, Dexterity, Constitution, Intelligence, Wisdom, 
  and Charisma) for the spell’s duration. For more information 
  on martial action pools and martial action points, see A 
  Necromancer’s Grimoire: The Book of Martial Action.
  HALT CRIMINAL
  School enchantment (compulsion) [law, mind-aff ecting]; 
  Level paladin 3
  Casting Time 1 standard action
  Components V
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration 1 round/level
  Saving Throw Will negates, see text; Spell Resistance yes
   
  With a shout of righteous authority, you cause 
  criminals to freeze in their tracks. This functions as hold 
  monster, except that the spell’s saving throw DC depends 
  on the number and magnitude of crimes that the target has 
  committed in the last 24 hours, as outlined on the table 
  below.
  Crimes
  DC
  No crimes in the last 24 hours
  -4
  Each petty crime in the last 24 hours
  +1
  Each major crime in the last 24 hours
  +2
  Each violent crime in the last 24 hours
  +3
  Table 3-6: Halt Criminal
  Pretty Crimes: This consists of any minor crime 
  that is not likely to result in more than a fi ne or a brief 
  imprisonment. This includes such things as possessing 
  contraband, tax evasion, public indecency, theft of items 
  valuing no more than 1,000 gp, and so on.
  Major Crimes: This includes more serious crimes that 
  are of a non-violent nature, such as operating a smuggling 
  ring, theft of items valuing more than 1,000 gp, kidnapping, 
  blackmail, and so on.
  Violent Crimes: This includes any crime that involves 
  violence, such as assault, rape, and murder.
   
  The increases to DC from multiple crimes stack. If 
  more than one crime is committed as part of a single activity 
  (such as assaulting someone and stealing their possessions, 
  or not paying taxes on your illicit smuggling ring), then only 
  the largest crime that was committed as part of that activity 
  counts. The adjustments to the saving throw DC apply to the 
  secondary saving throws, as well as the initial saving throw.
  HEALER’S BLESSING
  School conjuration (healing); Level cleric/oracle 5
  Casting Time 1 standard action
  Components V, S, DF
  Range touch
  Target creature touched
  Duration instantaneous
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless); see text
   
  You mend the wounds of the touched creature, 
  causing him to immediately regain a number of hit points 
  equal to 5 per caster level you possess (to a maximum of 100 
  hit points at 20th level).
   
  If you have the healing domain, the aff ected creature 
  is also immediately cured of the blinded, confused, dazed, 
  
  103
  dazzled, deafened, exhausted, fatigued, nauseated, sickened, 
  and stunned conditions. Further, if the target is currently 
  suff ering from a poison or disease, he may make a new saving 
  throw to resist that poison or disease, with a +4 bonus.
  ILL WIND
  School evocation [air]; Level cleric/oracle 6, druid 5, magus 
  4, shaman 6, sorcerer/wizard 6, witch 5
  Casting Time 1 standard action
  Components V, S, M (a single leaf)
  Range medium (100 ft. + 10 ft./level)
  Target one creature/3 levels, no two of which may be more 
  than 30 ft. apart
  Duration 1 round/level (D)
  Saving Throw Refl ex negates; Spell Resistance no
   
  Each target is surrounded by an angry, churning 
  wind, which actively hinders them, interfering with their 
  ranged attacks while actually aiding ranged attacks made 
  against them. Each aff ected creature suff ers a -8 penalty on 
  ranged attacks of all kinds. Further, any ranged attacks made 
  against a creature aff ected by this spell gain a +4 bonus to hit. 
  This eff ect moves with the aff ected creature, following him 
  wherever he goes.
  INFECTIOUS FLAME
  School evocation [fi re]; Level bloodrager 2, magus 2, 
  sorcerer/wizard 2
  Casting Time 1 standard action 
  Components V, S, M (ashes from an incinerated rat)
  Range touch
  Target creature touched 
  Duration 1 round/level 
  Saving Throw Refl ex partial; Spell Resistance yes
   
  With a touch, you cause the target to burst into 
  fl ames, which enshroud his body and can leap to other 
  nearby creatures. You must succeed with a melee touch 
  attack. If the attack hits, the target catches on fi re, suff ering 
  2d6 points of fi re damage each round until the fl ames are 
  extinguished (the DC of the Refl ex save to put out the fl ames 
  is equal to this spell’s saving throw DC). Additionally, as 
  a standard action, while the primary target is currently 
  suff ering ongoing fi re damage from this spell, you can cause 
  fl ames to lash out from him and strike an adjacent creature. 
  The secondary target must succeed on a Refl ex save or 
  become enshrouded in fl ames, suff ering 1d6 points of fi re 
  damage each round until the fl ame is extinguished. At the 
  end of the spell’s duration, all fi res caused by the spell are 
  immediately extinguished. 
  INSTANT CROWD
  School illusion (shadow); Level bard 5, inquisitor 6, 
  sorcerer/wizard 7
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Eff ect 3 quasi-real people/level
  Duration 1 min./level (D)
  Saving Throw Will disbelief, see text; Spell Resistance no
   
  You create a crowd of people from thin air. The 
  illusory people that you create appear in unoccupied squares 
  of your choice within the spell’s range. Any creature that 
  interacts with one of these illusory people is entitled to a Will 
  save to disbelieve that individual person. Success allows the 
  observer to disbelieve that individual person, but not any 
  other quasi-real people created by the spell (each of which 
  requires its own Will save).
   
  The people created by this spell wander randomly, 
  but never travel more than 60 feet from the spot in which 
  they were created. They make small talk to one another and 
  to other humanoid creatures, but anyone paying attention to 
  their conversations quickly becomes aware of the fact that the 
  things that they say are not in any way related (Sense Motive 
  DC 5). The quasi-real people are treated as non-ally creatures 
  for the purposes of moving through their squares, and have 
  an eff ective CMD of 10 + your caster level. Creatures that 
  successfully disbelieve an illusory person can move through 
  their square without diffi  culty. You have no direct control 
  over the individuals created by the spell, but automatically 
  disbelieve them.
  INSTANT OASIS
  School conjuration (creation); Level cleric/oracle 3, druid 3, 
  ranger 2, shaman 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, Te (hot or warmer)
  Range touch
  Area 60-ft.-radius, centered on spot touched
  Duration 10 min./level
  Saving Throw Refl ex partial, see text; Spell Resistance no
   
  At your touch, the ground in the aff ected area begins 
  to harden, becoming water-tight, and four thin, 5-foot tall 
  metal barriers rise up out of the ground to enclose the area, 
  while pure, fresh spring water begins to bubble up seemingly 
  from nowhere to fi ll what is now becoming a large pool. The 
  aff ected area fi lls with pure, drinkable water, to a depth of 
  fi ve feet. Any creatures on the edge of the area can attempt 
  a Refl ex save to move out of the spell’s area before it takes 
  aff ect. For a Medium creature, being in the pool will mean 
  being in chest-deep water with fi rm footing (such characters 
  move at half speed, suff er a -2 penalty on attack rolls with 
  slashing or bludgeoning weapons and deal half damage with 
  such weapons). A character can also swim through the water 
  with a successful DC 10 Swim check.
   
  The water in an instant oasis is always cool, and 
  any creature in the water is treated as being in an area two 
  temperature categories lower than he is actually in. At the 
  end of the spell’s duration, the ground returns to normal, 
  any remaining water that has not been consumed or stored 
  in a waterskin or similar container vanishes, and the metal 
  barriers fade into nothingness. For more information on 
  temperature categories, see Appendix 1: Weather Rules.
  
  104
  INTENSE IMMUNITY 
  School transmutation; Level alchemist 5
  Casting Time 1 standard action
  Components V, S, M (the kidney stone of a goat)
  Range personal 
  Target you 
  Duration 1 hour/level
  This highly unstable extract renders numerous 
  potent defenses upon you, making it diffi  cult to harm you. 
  However, these same protective energies can have severe 
  negative consequences on your organs and bloodstream, 
  causing you to suff er from intense maladies of the same 
  variety that the extract protects you against. This extract 
  grants you immunity to curses, diseases, and poisons, as well 
  as a +4 bonus to AC and an amount of spell resistance equal 
  to 10 + your caster level. 
   
  Should one of these various dangers overcome this 
  protection, however, you are more vulnerable to its eff ects 
  than you would otherwise be. The fi rst time that you would 
  be aff ected by a curse during the duration of this extract, 
  you must succeed on Fortitude save or suff er 1d4 points of 
  Wisdom damage. The fi rst time that you would be aff ected 
  by a poison or disease during the duration of this extract, 
  you must succeed Fortitude save or suff er 1d4 points of 
  Constitution damage. The fi rst time that you suff er damage 
  during the duration of this extract, you must succeed on 
  Fortitude save or suff er 2d4 point of bleed damage. The 
  fi rst time that your spell resistance is overcome during the 
  duration of this extract, you must succeed Fortitude save or 
  lose the ability to create extracts for 1 minute.
  INVERT STRENGTH
  School transmutation; Level antipaladin 3, bard 3, cleric/
  oracle 4, inquisitor 3, shaman 4, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/3 levels or 1 round/level; see text
  Saving Throw Fortitude negates; SR yes
   
  This spell inverts the target’s physical might, 
  transforming mighty warriors into puny wretches, and feeble 
  old men into powerful combatants. For the spell’s duration, 
  any Strength bonus that the target might possess is treated 
  as a penalty, and any Strength penalty is treated as a bonus, 
  instead (for example, a creature with a Strength score of 8 
  would have a total bonus of +1 on Strength checks, while a 
  creature with a Strength score of 18 would have a total penalty 
  of -4 on Strength checks). Regardless of what a creature’s 
  Strength score is, he cannot suff er a Strength penalty of 
  more than -5 as a result of this spell (so even a creature with 
  a Strength score of 22 or higher would still only be treated as 
  having a -5 penalty to Strength checks). This applies to all 
  things dependent on the creature’s Strength score, including 
  attack and damage rolls.
   
  If the target’s Strength score is 16 or higher, then 
  the spell’s duration is equal to 1 round per 3 caster levels you 
  possess. Otherwise, the spell’s duration is equal to 1 round 
  per caster level you possess.
  IRON CHALLENGE
  School enchantment (compulsion) [mind-aff ecting]; Level 
  antipaladin 2, bard 3, bloodrager 2, cleric/oracle 3, inquisitor 
  3, magus 4, paladin 2, sorcerer/wizard 3, summoner 3
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Will negates; Spell Resistance Yes
   
  You issue a mortal challenge to the target, and the 
  spell’s magic grants the challenge an inescapable weight. For 
  the spell’s duration, the target cannot make attacks or cast 
  hostile spells (spells that deal damage, cause death, impose 
  negative conditions, and/or off er a saving throw that is not 
  denoted as “harmless”) that target creatures other than you. 
  Similarly, if the target has any spell-like, supernatural, or 
  extraordinary attacks, he cannot use them on any creature 
  other than you. If the target is incapable of attacking you 
  (such as because you are too far away, or are protected by a 
  wall of force, or he does not know where you are), and there 
  are no reasonable methods that he could take to be able to 
  attack you by the end of his next turn (such as moving closer 
  towards you, going around the wall of force or destroying it, 
  or casting invisibility purge), the spell ends, and he can attack 
  other creatures normally.
   
  When you cast this spell, if you have a martial action 
  pool, you can spend 6 martial action points as a free action. 
  If you do, then your body becomes encased with spectral 
  iron armor, which grants you a +4 bonus to AC against the 
  target’s attacks, and a +4 bonus on saving throws made to 
  resist any spells, spell-like abilities, supernatural abilities, 
  and extraordinary abilities originating from the target. These 
  benefi ts last only as long as the spell does, and end if the 
  spell’s eff ects are ended prematurely. For more information 
  on martial action pools and martial action points, see A 
  Necromancer’s Grimoire: The Book of Martial Action.
  KNIGHT’S CHALLENGE
  School enchantment (compulsion) [mind-aff ecting]; Level 
  antipaladin 1, bloodrager 1, cleric/oracle 3, inquisitor 2, 
  magus 2, paladin 1
  Casting Time 1 standard action
  Components V
  Range close (25 ft. + 5 ft./2 levels)
  Target you and one creature
  Duration 1 round/level
  Saving Throw Will negates, see text; Spell Resistance yes
   
  You shout a word of knightly challenge imbued with 
  magic that forces the target to duel you. For the duration of 
  the spell, neither you nor the target may cast spells or attack 
  characters other than one another. Only the target of the 
  spell receives a Will save to negate this eff ect, and you are 
  aff ected regardless of whether or not the target succeeds on 
  his save. 
   
  While under the eff ects of this spell, you (but not 
  the target) can only cast spells whose spell level is less than 
  
  105
  or equal to 1/5 your base attack bonus (1st-level spells with a 
  +5 base attack bonus, 2nd-level spells with a +10 base attack 
  bonus, etc.).
  KNIGHT’S MARK
  School transmutation; Level cleric/oracle 4, inquisitor 3, 
  paladin 2, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M/DF (a piece of fl ag)
  Range touch
  Target creature touched
  Duration 1 round/level
  Saving Throw Fortitude negates (harmless); Spell 
  Resistance yes (harmless)
   
  You inscribe a glowing rune of power upon the 
  target, imbuing him with the legendary prowess of the knight 
  and granting him the power to stand up to the knight’s 
  greatest foes. The target gains immunity to fear eff ects, and 
  the improved evasion rogue class feature. Additionally, as 
  long as the target’s base attack bonus is less than yours, he 
  gains a +2 bonus on melee attack rolls for spell’s duration.
  KNIGHTBANE LIGHTNING
  School evocation [electricity]; Level bloodrager 3, druid 3, 
  magus 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (a copper coin that has been struck by 
  lightning)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Refl ex half; SR yes
   
  A bolt of lightning fl ies from your fi ngertips and 
  strikes the target unerringly. The bolt deals 2d6 points of 
  electricity damage, plus an additional 1d6 points of electricity 
  damage for each point of armor or shield bonus to AC that 
  the target currently possesses (for example, a creature 
  wearing full plate and a heavy steel shield would take a total 
  of 13d6 points of damage). You cannot infl ict more dice 
  of damage in this way than your caster level +5 (using the 
  previous example, if your caster level was 6, you would infl ict 
  only 11d6 points of damage, instead of the full 13d6).
  LOCATE SHOP OR SERVICE
  School divination; Level bard 1, cleric/oracle 1, inquisitor 1, 
  shaman 1, sorcerer/wizard 1, witch 2
  Casting Time 1 standard action
  Components V, S, M (a piece of wood from a merchant’s 
  sign)
  Range personal; see text
  Target you
  Duration concentration + 1 round/level; see text
   
  You sense the direction of an established merchant 
  or serviceman who sells a particular type of good or performs 
  a specifi c service that you envision when you cast the spell. 
  This spell only provides you with the location of the closest 
  merchant or serviceman that meets the description, even if 
  there are several nearby. If no such merchant or serviceman 
  that meets the description exists within 1 mile per caster level 
  you possess, the spell produces no result.
   
  If you cease concentrating on the spell, it continues 
  for up to 1 round per caster level you possess. You may resume 
  concentrating on the spell during this time, but if you do, 
  the number of rounds that you failed to concentrate count 
  against the number of rounds that the spell will continue 
  without your concentration if you cease concentrating again.
   
  A spell known as Quintin’s mercantile beacon is used 
  by some business owners to cause any locate shop or service 
  spell that could produce an aff ected shop or service as a result 
  to do so instead of other results, even if the other results are 
  closer. This practice is considered perfectly acceptable in 
  some communities, considered bad business in others, and 
  outright illegal in a few.
  MAGE’S AQUATIC TRANSPORT
  School conjuration (creation); Level cleric/oracle 4, ranger 
  4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, Te (warm or warmer)
  Range close (25 ft. + 5 ft./2 levels)
  Eff ect one pair of invisible water skis, and an invisible force 
  to pull them
  Duration 1 min./level (D)
  Saving Throw none; Spell Resistance no
   
  You create a pair of invisible skis, as well as an 
  invisible force to pull them. You are able to see the skis 
  clearly, as glowing, translucent shapes, though they are 
  invisible to any other creature unless you specifi cally point 
  the skis out to them, in which case they can see them as you 
  do. The force that pulls the skis is completely invisible, and 
  functions as an unseen servant, except that all that it can do 
  is pull the skis at a rate of up to 200 feet per round. When you 
  cast the spell, you can choose to have the skis appear on your 
  feet, or in a location within range (it is a standard action to 
  put on or remove the skis).
   
  While wearing the skis, you move at half speed 
  when walking, and can walk on water as well as you could on 
  land. Additionally, while on water (or a similar liquid), you 
  can direct the force that pulls the skis to pull you as a move 
  action, in which case you can move up to 100 feet (by doing 
  so twice in a round, you can move across water at a rate of 200 
  feet per round).
  MAGE’S ICY SURFACE
  School evocation (cold); Level bard 2, magus 2, sorcerer/
  wizard 2
  Casting Time 1 standard action
  Components V, S, Te (cold or colder)
  Range close (25 ft. + 5 ft./2 levels)
  Area 40-ft.-radius emanation
  Duration 1 round/level
  Saving Throw see text; Spell Resistance no
   
  Tiny motes of frost sprinkle from your fi ngertips in 
  a wide arc, settling on the ground in the aff ected area and 
  turning into a sheer plane of supernaturally slippery ice.
  
  106
   
  Moving across the slippery ice is very diffi  cult. A 
  creature can move across the ice at 1/4 his normal movement 
  speed without penalty. A creature attempting to move at half 
  his normal movement speed or faster is carried forward by 
  his own momentum, and has diffi  culty turning. Creatures 
  moving at half their normal speed or faster in the aff ected 
  area can only move in straight lines while moving across the 
  aff ected area. A successful Acrobatics check (DC 10) allows 
  such a character to exchange 10 feet of movement in order to 
  make a single 90 degree turn as part of his movement. Only 
  one such turn can be made per round.
   
  Additionally, a creature attempting to move at 
  his normal movement speed or faster must succeed on an 
  Acrobatics check (DC 20) or slide an additional 5 feet across 
  the ice, in the same direction it was already moving. For every 
  5 points by which the creature fails to meet the DC, he slides 
  an additional 5 feet (so a result of 19 would cause the creature 
  to slide 5 feet, while a result of 15 would cause him to slide 10 
  feet, and a result of 10 would cause him to slide 15 feet, and so 
  on). Additionally, failing this check means that the creature 
  must succeed on a Refl ex save or fall prone at the end of his 
  additional movement. Standing up from prone on the ice 
  is diffi  cult as well, and requires a successful DC 8 Acrobatic 
  check.
   
  Finally, characters attempting to run on the aff ected 
  area suff er a -5 penalty on all Acrobatics check and Refl ex 
  saves made as a result of this spell.
  MAGE’S INTERVENTION 
  School abjuration; Level bard 1, magus 1, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a shield strap) 
  Range personal 
  Target you 
  Duration 1 min./level, or until discharged 
   
  You surround yourself with a number of mobile and 
  brightly colored shields of force energy, which swirl about 
  you, ready to be directed in order to help absorb danger. 
  You create a number of shields equal to 1/2 your caster level 
  (rounded down, minimum 1). At any time during the spell’s 
  duration, as an immediate action, you may discharge one of 
  these shields in order to absorb an incoming attack. If you 
  do, you gain a +6 shield bonus to AC and a +3 bonus to Refl ex 
  saves. These bonuses apply to a single attack, spell, special 
  ability, or other eff ect. When you have discharged all the 
  shields created by this spell, it instantly ends.
  MAGE’S MAJOR SANDCASTLE
  School conjuration (creation); Level sorcerer/wizard 6
  Casting Time 1 standard action
  Components V, S, Te (hot or warmer)
  Range 0 ft.
  Eff ect one large sandcastle, see text
  Duration instantaneous and 1 hour/level; see text
  Saving Throw Refl ex partial, see text; Spell Resistance no
   
  This functions similarly to mage’s minor sandcastle, 
  except that the castle is much larger, and magically 
  reinforced. The castle now contains a total number of 5-foot 
  squares within its territory equal to four times your caster 
  level, and the walls of the castle are 20 feet tall. The exact 
  layout of the castle is up to you, and can include courtyards, 
  towers, stairs, multiple fl oors, and the like, and can take 
  whatever shape you desire, within the above specifi cations. 
  Because the sand is magically reinforced, the layout need 
  not even be architecturally sound, though you cannot have 
  obviously impossible things, like a fl oating island of sand. 
  You can include doors in your sandcastle, and unlike mage’s 
  minor sandcastle, these are not simply gaps in the wall, but 
  actual, functioning doors made of magically-bound sand.
   
  The walls of a major sandcastle are thicker than 
  those of a minor sandcastle (3 feet) and are magically 
  reinforced. A given 5-foot section of wall (or a door) has 
  hardness 2 and 5 hit points per caster level you possess, and a 
  break DC equal to 5 + your caster level. Additionally, because 
  the sand is magically reinforced, no amount of destruction of 
  the walls can cause the roof to fall in. The castle also comes 
  with a sand moat, which is a 20-foot-thick band of sand that 
  encircles the castle and is treated as diffi  cult terrain.
   
  After 1 hour per caster level, the magical 
  reinforcement fades, leaving only mundane sand behind. 
  After this point, any architecture in the castle that cannot 
  support itself immediately crumbles. Creatures in such areas 
  fall, and creatures under such areas must succeed on a Refl ex 
  save (DC 20) or fall prone, and possibly be buried, depending 
  on the quantity of sand. After this point, the walls have 
  merely hardness 0 and 18 hit points, and a break DC of 14. 
  Further, if damage caused to the castle after this point would 
  cause any part of it to collapse, it does so, as described above. 
  Any square in which the sand crumbles is treated as diffi  cult 
  terrain.
   
  The sand created by mage’s major sandcastle remains 
  indefi nitely, but tends to be scattered by natural erosion. The 
  sandcastle typically collapses due to wind after 1d4 days in 
  light or moderate wind, after 1d4 x 10 minutes in strong wind, 
  or after 1d4 minutes in severe or stronger wind. The diffi  cult 
  terrain created by a collapsed sandcastle typically remains for 
  1d4 weeks in light or moderate wind, or 1d4 days in strong or 
  stronger winds.
  MAGE’S MEGA MISSILE 
  School evocation [force]; Level sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S, F (a spellbook containing magic missile)
  Range long (400 ft. + 40 ft./level)
  Target one or more creatures or objects; see text
  Duration instantaneous
  Saving Throw none; Spell Resistance yes
   
  With a series of complex arcane gestures and an 
  extreme eff ort of will, you turn a simple magician’s staple into 
  a wave of unstoppable destruction, sending out a hundred 
  or more projectiles of pure force which unerringly end the 
  life of your foes and reduce castles to rubble. This spell can 
  only be cast by characters with a caster level of 20 or higher. 
  You create 5 force missiles per caster level, which each deal 
  1d4 + 1 points of damage. You can target any given creature 
  with a maximum number of missiles equal to your caster 
  level. Abilities that would defl ect a magic missile spell do not 
  defl ect this spell, but can defl ect up to 5 missiles per target 
  
  107
  (so a character targeted by 20 missiles that was aff ected by 
  shield would only be aff ected by 15 missiles).
  MAGE’S MINOR SANDCASTLE
  School conjuration (creation); Level druid 1, sorcerer/wizard 
  1
  Casting Time 1 standard action
  Components V, S, Te (hot or warmer)
  Range 0 ft.
  Eff ect one 10-ft.-by-10-ft. sand castle.
  Duration instantaneous
  Saving Throw Refl ex partial, see text; Spell Resistance no
   
  You create a castle made of sand, which builds 
  itself around you. The castle covers a square 10 feet by 10 
  feet, and the walls are 10 feet high, and one foot thick. The 
  walls provide characters within the castle total cover from 
  characters outside the castle, and vice versa. They have 
  hardness 0 and 6 hit points, and a break DC of 12. A 5-foot 
  section of wall that is reduced to 0 hit points crumbles, and 
  no longer provides cover. This causes the squares on both 
  sides of that 5-foot section to be treated as diffi  cult terrain, 
  as they fi ll with displaced sand. At your discretion, when 
  you create the sandcastle, you may select up to three 5-foot 
  sections of wall to be “doors,” in which case the wall does not 
  extend to those sections.
   
  If both 5-foot sections of any of the castle’s four walls 
  are missing (either they were destroyed, were made as doors, 
  or a combination of the two), then the roof caves in on the 
  two interior squares of the sandcastle that border the missing 
  wall. Any creature standing in those squares must succeed 
  on a Refl ex save (DC 11) or be knocked prone. Either way, this 
  causes those squares to be treated as diffi  cult terrain, as they 
  are fi lled with sand. If four of the eight total 5-foot sections 
  of wall are missing, then the entire sandcastle collapses, 
  instead.
   
  The sand created by mage’s minor sandcastle 
  remains indefi nitely, but tends to be scattered by natural 
  erosion. The sandcastle typically collapses due to wind 
  after 1d4 hours in light or moderate wind, after 1d4 minutes 
  in strong wind, or after 1d4 rounds in severe or stronger 
  wind. The diffi  cult terrain created by a collapsed sandcastle 
  typically remains for 1d4 days in light or moderate wind, or 
  1d4 hours in strong or stronger winds.
  MAGE’S PERFECT TAN
  School transmutation; Level alchemist 2, bloodrager 2, 
  cleric/oracle 2, druid 2, ranger 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, Te (hot or warmer)
  Range personal
  Target you
  Duration 24 hours; see text
   
  The magic of the spell absorbs the negative aspects 
  of heat, and transforms them into a beautiful tan. For 
  24 hours after casting the spell, you are not aff ected by 
  the adverse eff ects of the hot or severe heat temperature 
  categories, and when exposed to extreme heat, suff er only 
  the penalties normally associated with severe heat. You also 
  gain fi re resistance 1 for the spell’s duration. Additionally, as 
  soon as the spell’s duration ends, as long as you spent at least 
  eight hours exposed to hot or warmer temperatures during 
  the spell’s duration, your skin darkens, developing a deep tan. 
  This grants you a +2 bonus on all Charisma-based skill checks 
  you make for the next 24 hours after the spell ends, at which 
  time your skin returns to normal. For more information on 
  temperature categories, see Appendix 1: Weather Rules.
  MAGE’S REFRESHING BEVERAGE
  School conjuration (creation); Level bard 2, cleric/oracle 2, 
  druid 2, ranger 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range 0 ft.
  Eff ect one glass of refreshing beverage/3 caster levels
  Duration instantaneous; see text
  Saving Throw none; Spell Resistance no
   
  You conjure one or more glasses’ worth of a special 
  refreshing beverage which can stave off  thirst and protect the 
  drinker against heat. You must have a container (such as a 
  glass, bucket, or waterskin) to keep the refreshing beverage 
  in, or else it simply soaks into the ground, and is wasted. You 
  create enough of the beverage for one character per three 
  caster levels to gain the benefi ts of consuming it.
   
  Anyone who drinks the refreshing beverage is 
  immune to the eff ects of dehydration for the next 24 hours 
  (after drinking the beverage, he can eff ectively go 2 days plus 
  a number of hours equal to his Constitution score before he 
  must make Constitution checks). While this does not make 
  him immune to spells that rely on dehydration (such as cup 
  
  108
  of dustAPG), it does grant a +4 circumstance bonus on saving 
  throws made to resist such eff ects. Additionally, for one 
  hour after being consumed, the refreshing beverage grants 
  a +4 circumstance bonus on saving throws made to resist 
  the adverse eff ects of being exposed to environments where 
  the temperature is hot or warmer. For more information on 
  temperature categories, see Appendix 1: Weather Rules.
   
  The refreshing beverage does not keep very well, and 
  transforms to plain, ordinary water after 1 hour per caster 
  level if it is not consumed.
  MAGE’S REFRESHING RAIN
  School conjuration (creation); Level cleric/oracle 3, druid 3, 
  shaman 3, witch 3
  Casting Time 1 standard action
  Components V, S, Te (hot or warmer)
  Range touch
  Area 60-ft.-radius cylinder, centered on touched spot
  Duration 1 round/level
  Saving Throw Fortitude negates (harmless); Spell 
  Resistance no
   
  You cause a magic, refreshing rain to fall in the 
  aff ected area, even if the sky is clear. This rain is particularly 
  refreshing, and each round that a character is in the aff ected 
  area, he heals 1d6 points of nonlethal damage caused by 
  the eff ects of heat, dehydration, or starvation. Further, 
  for any character that is exposed to the rain that has been 
  making regular Fortitude saves to resist the eff ects of heat, 
  or Constitution checks to resist the eff ects of dehydration or 
  starvation, the DC for those Fortitude saves or Constitution 
  checks is reset (for example, if the character had been exposed 
  to hot temperatures for four hours, and the saving throw DC 
  for his next Fortitude save to resist the eff ects of the heat 
  would be 19, if he benefi tted from this spell before making that 
  save, then the DC would be reset to 15, instead).
  MAGE’S SNOWBALL
  School evocation (cold); Level magus 0, sorcerer/wizard 0
  Casting Time 1 standard action
  Components V, S, Te (cold or colder)
  Range close (25 ft. + 5 ft./2 levels)
  Eff ect one snowball
  Duration instantaneous and 1d4 rounds; see text
  Saving Throw Fortitude partial; Spell Resistance yes
   
  You hold out your outstretched palm, and a perfect 
  sphere of tightly packed and glistening snow forms within 
  it. This is not normal snow, but a magical construct which is 
  colder and more disorienting, exploding in a dazzling shower 
  when it strikes something. Make a ranged touch attack. If 
  the attack hits, the target takes 1d2 points of cold damage. 
  Additionally, if the target takes at least 1 point of cold damage 
  as a result of this spell, he must succeed on a Fortitude save or 
  be dazzled for 1d4 rounds.
  MAGE’S SNOWBALL STORM
  School evocation (cold); Level bard 4, magus 3, sorcerer/
  wizard 3
  Casting Time 1 standard action
  Components V, S, Te (cold or colder)
  Range long (400 ft. + 40 ft./level)
  Area 20-ft.-radius burst
  Duration instantaneous and 1d4 rounds; see text
  Saving Throw Refl ex half, Fortitude partial, see text; Spell 
  Resistance no
   
  With a wave of your hand, hundreds of snowballs 
  appear in the air and fl y into the designated area, pelting all 
  within with loosely-packed balls of snow. Each creature in 
  the aff ected area takes 1d4 points of damage per caster level 
  (to a maximum of 10d4 at 10th level), half of which (rounded 
  up) is cold damage, the other half of which (rounded down) 
  is nonlethal damage. A successful Refl ex save halves this 
  damage.
   
  Additionally, any creature that takes at least 5 points 
  of cold damage as a result of this spell must succeed on a 
  Fortitude save or be sickened for 1d4 rounds, as they are 
  distracted by supernaturally cold snow getting under their 
  clothes, on their face, in their hair, etc.
  MARK OF DAMNATION
  School enchantment (compulsion) [evil]; Level antipaladin 
  4, sorcerer/wizard 8, witch 8
  Casting Time 1 standard action
  Components V, S, M/DF (blood from a demon or devil)
  Range touch
  Target one living creature 
  Duration permanent
  Saving Throw Will negates; Spell Resistance no
   
  You compel the target to speak an ancient rite 
  and join in a powerful unholy pact, gifting his soul to a 
  powerful devil. While most characters that perform such a 
  pact do so in exchange for power, because you are forcing 
  the target into it, he gains nothing from it, and only suff ers 
  the consequences. On the target’s next turn, he takes no 
  action other than to recite ritual words off ering up his soul 
  to any devil who will claim it. At the end of his turn, a mark 
  of pure evil and damnation, which appears as clawed hand 
  blacker than black, appears upon the target’s brow. Only evil 
  characters and good characters can see the mark, and both 
  recognize it as a sign of a pact with a powerful devil. 
   
  This infernal contract ensures that, should the 
  target die while under the eff ects of this spell, his soul will be 
  dragged to the lower planes. A character that dies under the 
  eff ects of this ability cannot be returned to life by any means. 
  Additionally, a character so marked is especially susceptible 
  to attacks of creatures from the lower planes and suff ers a -2 
  penalty on saving throws made to resist the spells and special 
  attacks of outsiders with the evil subtype. This penalty is 
  doubled against eff ects which allow the outsider to mentally 
  control or possess the target.  A break enchantment spell cast 
  by a good character can remove this eff ect, as can a wish or 
  miracle spell.
  
  109
  MIRAGE
  School illusion (fi gment); Level bard 4, magus 4, sorcerer/
  wizard 4
  Casting Time 1 standard action
  Components V, S, M (a pinch of black sand)
  Range long (400 ft. + 40 ft./level)
  Eff ect visual, auditory, and olfactory fi gment that cannot 
  extend beyond four 10-ft. cubes + one 10-ft. cube/level (S)
  Duration concentration + 1 round/level
  Saving Throw Will disbelief (if interacted with), see text; 
  Spell Resistance no
   
  This functions as major image, except that the saving 
  throw DC to disbelieve the spell is enhanced in places of high 
  temperature.  For each temperature category above warm 
  that the environment is when a creature makes a saving 
  throw to disbelieve mirage, the saving throw DC increases by 
  +1 (so, the DC would be 15 + primary spellcasting ability score 
  modifi er in hot conditions, while it would be 16 + primary 
  spellcasting ability score modifi er in severe heat, and so on).  
  Conversely, for each temperature category below warm that 
  the environment is, the saving throw DC is reduced by 1.  For 
  more information on temperature categories, see Appendix 1: 
  Weather Rules.
  MITOTIC CASCADE 
  School transmutation; Level druid 6, sorcerer/wizard 7, 
  summoner 6 
  Casting Time 1 standard action
  Components V, S, M/DF (a live earthworm)
  Range close (25 ft. + 5 ft./2 levels)
  Target one summoned creature 
  Duration special; see text
  Saving Throw Will negates, see text; Spell Resistance no
   
  You cause a summoned creature to spontaneously 
  transform into multiple less powerful creatures. This spell 
  can only target a creature summoned by a summon monster 
  or summon nature’s ally spell. If you are the one that cast 
  that spell, the target is not entitled to a saving throw. At the 
  beginning of your next turn, the target’s body splits and 
  is transformed into the shape of two creatures that can be 
  summoned by the summon monster or summon nature’s ally 
  spell one spell level lower than the one used to summon it 
  (for example, a creature summoned with summon monster 
  VII would vanish be replaced by two creatures which could 
  be summoned by summon monster VI). You choose which 
  creature from the list that the target transforms into, but 
  both resulting creatures must be of the same kind, and you 
  cannot select a creature that you would not be able to select if 
  casting the spell yourself. 
   
  All creatures created in this way are also subject to 
  this spell, and every 1d3 rounds thereafter, on your turn, such 
  creatures split into two new creatures from the summoning 
  spell one level lower, as described above. Unless the original 
  target was summoned by a spell you cast, these subsequent 
  creatures are also entitled to a saving throw to resist being 
  transformed in this way. Creatures that can be summoned by 
  summon monster I or summon nature’s ally I are not aff ected 
  by this spell. This spell ends when the duration of the spell 
  that summoned the original target would end, or when all of 
  the creatures created from the original target are destroyed.
  NIGHT MIST
  School transmutation; Level sorcerer/wizard 4
  Casting Time 1 free action; see text
  Components V, S
  Range personal
  Target you 
  Duration 1 round/level
  Night mist can only be cast in areas of darkness. 
  Whenever you enter an area of darkness, if you have not 
  cast any spells yet this turn, you may cast night mist as a free 
  action which doesn’t provoke attacks of opportunity. If you 
  do, you cannot cast another spell this round. Otherwise, 
  night mist’s casting time is 1 standard action.
   
  With an arcane gesture, you transform your body 
  into a living, black, poisonous mist. This has several eff ects. 
  You lose all your normal forms of movement, as well as all 
  your normal attacks, and you cannot speak or cast spells 
  for the spell’s duration. You gain a fl y speed of 30 feet with 
  perfect maneuverability, and can occupy the squares of other 
  creatures without impeding either your actions or their 
  actions. If another creature enters or begins its turn within 
  a square that you occupy, that creature must succeed on a 
  Fortitude save (DC equal to night mist’s DC) or suff er 1d2 
  points of Constitution damage. Characters immune to poison 
  are immune to this eff ect as well. 
   
  Additionally, for the duration of the spell, you gain 
  a number of defensive qualities. You become immune to 
  normal weapons for the spell’s duration, and you ignore an 
  amount of damage from magical weapons and spells equal 
  to your caster level. You gain immunity to bleed damage and 
  magic sleep eff ects, and to the following conditions: blinded, 
  confused, dazed, dazzled, deafened, exhausted, fatigued, 
  paralyzed, petrifi ed, staggered, and stunned. Because of 
  your amorphous form, you can fl ow into spaces as small as 
  1 inch in diameter. Strong winds in excess of 15 mph deal 
  2d8 points of damage to you each round that you remain 
  exposed to them. While in this form, if you become exposed 
  to bright light, you suff er 1d10 points of damage and the spell 
  immediately ends.
   
  At the end of the spell’s duration, you return to your 
  original form. If, when the spell ends, you are occupying a 
  space that could not accommodate your original form, you 
  instead appear in the nearest unoccupied space.
  NIGHTSUN
  School evocation [light]; Level cleric/oracle 6, sorcerer/
  wizard 6
  Casting Time 1 standard action
  Components V, S, Te (hot or warmer)
  Range see text
  Area see text
  Duration 10 min./level
  Saving Throw none; Spell Resistance no
   
  You create a brilliant, burning light in the heavens 
  that acts as a miniature sun over the local area. This light is 
  
  110
  60 feet in diameter, and is created 2,000 feet directly above 
  your current location, at the time nightsun is cast. This causes 
  the light level in the area within 500 feet of where the spell 
  was cast to become bright, the light level in the area 501 – 
  1,000 feet from where the spell was cast to become normal (or 
  increased by one step, whichever is higher), and increases the 
  light level by one step in the area 1,001 - 1,500 feet from where 
  the spell was cast. The light itself is visible in the sky up to 5 
  miles away with a successful DC 0 Perception check, and the 
  DC to see the light increases by +1 for every additional mile 
  beyond that. Cloudy weather or terrain features might impact 
  whether or not the light can be seen from certain locations.
   
  In addition to raising the light levels, the nightsun 
  also raises the temperature category in the area: the 
  temperature category in the area within 500 feet of where the 
  spell was cast increases by two steps, while the temperature 
  category in the area 501 – 1,000 feet from where the spell 
  was cast is increased by one step. Nightsun cannot increase 
  the temperature category above severe heat (111° to 140°). 
  For more information about temperature categories, see 
  Appendix 1: Weather Rules.
   
  You cannot cast this spell if there is a roof or ceiling 
  less than 2,000 feet directly above you.
  ONE WITH THE LAND 
  School divination; Level ranger 4
  Casting Time 1 standard action
  Components V, S, DF
  Range personal 
  Target you 
  Duration 1 round/level 
  You become one with the very land itself, embracing 
  nature and spreading your consciousness throughout 
  your surroundings. You can only cast this spell in one of 
  your favored terrains. You gain perfect insight into your 
  surroundings, granting you a +20 bonus to Perception 
  checks so long as you remain within that favored terrain. 
  Additionally, because you are one with the land, you are 
  always treated as though you are fl anking any creature you 
  attack, even if you are the only character threatening him. 
  Finally, you are not impeded by natural diffi  cult terrain 
  within that favored terrain (but not artifi cial diffi  cult 
  terrain, such as that created by a spell), and gain a +20-foot 
  enhancement bonus to your movement speed.
  PARAMUSE
  School enchantment (charm) [mind-aff ecting); Level bard 5
  Casting Time 1 standard action
  Components V, M (a box of sweets and a bouquet of fl owers, 
  with a combined price of 45 gp) 
  Range close (25 ft. + 5 ft. /2 levels)
  Target one creature
  Duration 1 min./level
  Saving Throw Will negates; Spell Resistance yes
   
  You off er your fl owers and candies and make a bold 
  declaration of love. The target of this spell falls hopelessly in 
  love with you and serves as your paramour and muse for the 
  spell’s duration. The target’s attitude toward you is improved 
  to helpful, and he takes a wild and passionate romantic 
  interest in you, doing his best to gain your aff ections through 
  conversation, giving of gifts, and other courtship rituals. 
  Additionally, the target follows you and obeys any non-
  dangerous requests you give without fail. Finally, so long as 
  the target remains within 10 feet of you, your character level 
  is treated as 4 levels higher for the purposes of any bardic 
  performance ability you possess, and you use only 1 round 
  of bardic performance for every 2 rounds that you perform. 
  At the end of the spell’s duration, the target remembers 
  what occurred and may be hold a grudge, although creatures 
  aff ected by this spell who are treated well by the caster may 
  develop genuine feelings of aff ection.
  PERFECT DISGUISE
  School illusion (glamer); Level alchemist 3, bard 3, 
  inquisitor 4, ranger 3, sorcerer/wizard 5, witch 5
  Casting Time 1 immediate action
  Components V, S, F (a miniature porcelain mask)
  Range touch
  Target creature touched
  Duration 24 hours (D)
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
   
  You instantly create an all-but-impenetrable magical 
  disguise for the target. This functions as disguise self, except 
  that the target can appear up to one size category larger or 
  smaller, and can appear to be a creature of a diff erent creature 
  type. Further, the bonus on Disguise checks granted by the 
  spell increases to +20. In addition to these benefi ts, you may 
  choose a single alignment when you cast the spell (such as 
  “chaotic good” or “true neutral”). Any attempts to detect the 
  target’s alignment treat him as though he were of the chosen 
  alignment. Finally, the spell even hides itself, and cannot be 
  detected with detect magic. Only spells of 6th level or higher 
  are able to pierce this illusion and reveal the spell’s magical 
  aura.
   
  Any creature that closely scrutinizes the target is 
  entitled to a Will save to disbelieve the eff ect. Creatures that 
  are not actively searching for a disguise suff er a -4 penalty on 
  this saving throw, however.
  PROGRESS PLAGUE 
  School transmutation; Level antipaladin 4, cleric/oracle 4, 
  druid 4, sorcerer/wizard 5, witch 4
  Casting Time 1 standard action
  Components V, S, M (a diseased eyeball)
   Range medium (100 ft. + 10 ft./level)
  Target one diseased creature
  Duration instantaneous
  Saving Throw Fortitude negates; Spell Resistance yes
   
  You temporarily accelerate a single disease aff ecting 
  a creature, causing it to progress to the next stage of the 
  infection in mere moments. If the target is currently suff ering 
  from an enhanced disease, he immediately advanced to 
  the next stage of that disease. If there is no next stage, he 
  must make two additional Fortitude saves to resist the 
  disease’s eff ects immediately. Success on these saves does 
  not contribute to reducing the disease’s stage. For more 
  information on enhanced diseases, see Scourge: The Deluxe 
  Guide to Poison and Disease.
  
  111
   
  If the target is currently suff ering from a non-
  enhanced disease, he must immediately make two additional 
  Fortitude saves to resist the disease’s eff ects. Success on these 
  saves does not contribute to being cured of the disease.
   
  If the target is suff ering from more than one disease, 
  only a single disease is aff ected. If you are aware of what 
  diseases he is suff ering from, you can choose which disease to 
  aff ect. Otherwise one is aff ected at random.
  PROTECTION FROM ALCOHOL
  School transmutation; Level alchemist 1, antipaladin 1, bard 
  0, bloodrager 1, cleric/oracle 0, druid 0, inquisitor 0, magus 0, 
  paladin 1, shaman 0, sorcerer/wizard 0, summoner 0, witch 0
  Casting Time 1 standard action
  Components V, S, M (two copper pieces)
  Range personal
  Target you
  Duration 1 hour (D)
   
  You are unaff ected by any alcohol you consume 
  for the next hour, protecting you from any and all eff ects, 
  including both benefi ts and penalties from drinking it. 
  Even after the spell ends, you do not suff er any ill eff ects 
  from alcohol you consumed during the spell’s duration, but 
  any alcohol you drink afterwards aff ects you normally. This 
  spell has no eff ect on any other drugs or poisons you might 
  consume.
  PROTECTION FROM RAIN AND SNOW
  School abjuration; Level bard 0, cleric/oracle 0, druid 
  0, inquisitor 0, magus 0, shaman 0, sorcerer/wizard 0, 
  summoner 0, witch 0
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 10 min./level
   
  You create an invisible magic bubble around yourself 
  that protects you from the eff ects of falling snow and rain. 
  In addition to keeping you dry, this reduces the penalty on 
  Perception checks imposed by rain to -2, and protects any 
  open fl ames that you have in your possession from the chance 
  of being extinguished by the rain (if the wind speed is strong 
  enough to have a risk of extinguishing the fl ames, that risk 
  still applies separately). This spell has no eff ect on the penalty 
  that rain imposes on ranged attacks, and has no eff ect on 
  rain that is falling in winds of 21 mph or faster (strong or 
  faster winds). This spell has no eff ect on rain, snow, or similar 
  weather conditions caused by spells such as sleet storm.
  PUMPKIN BOMB
  School conjuration; Level bard 2, cleric/oracle 2, druid 2, 
  shaman 2, sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (a piece of candy that is at least a year 
  old)
  Range close (25 ft. + 5 ft./2 levels)
  Eff ect one pumpkin bomb
  Duration 1 hour/level, or until expended, see text
  Saving Throw Refl ex half, see text; Spell Resistance yes, see 
  text
   
  You conjure a small pumpkin, roughly two feet in 
  diameter, in a single unoccupied square within range. The 
  pumpkin glows with a sickly green aura, and fl oats roughly 
  one inch off  the ground. When the spell is cast, you must 
  choose whether you would like the pumpkin to contain a 
  “trick” or a “treat.” The GM then rolls secretly to determine 
  the result: there is a 75% chance that it contains the desired 
  result, and a 25% chance that it contains the opposite. It is 
  not possible to tell whether the pumpkin contains a trick or a 
  treat by examining it. If left to its own devices, the pumpkin 
  remains for up to 1 hour/level, before dissolving into mush.
   
  If the pumpkin is conjured within 10 feet of a 
  creature, or a creature moves within 10 feet of the pumpkin, 
  it explodes. If the pumpkin contained a treat, then this 
  explosion heals 6d6 points of damage to each creature within 
  20 feet of the pumpkin. Undead, constructs, and other 
  creatures not healed by positive energy are unaff ected by 
  this. If the pumpkin contained a trick, the explosion instead 
  infl icts 6d6 points of acid damage to each creature within 
  20 feet of the pumpkin. A successful Refl ex save halves this 
  damage. Spell resistance applies to the trick eff ect, but not to 
  the treat eff ect.
  PUMPKIN DROP
  School conjuration (creation); Level druid 4, sorcerer/
  wizard 4, witch 3
  Casting Time 1 standard action
  Components V, S, M (a miniature gourd)
  Range close (25 ft. +5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Refl ex negates; Spell Resistance no
   
  You conjure an oversized, hollow pumpkin directly 
  on the target’s head, encasing him within the mushy gourd. 
  If the creature succeeds on his Refl ex save, the pumpkin 
  falls harmlessly to the ground, where it dissolves into mush. 
  Otherwise, the target is blinded, and is unable to breathe, 
  although he can hold his breath normally. Further, the target 
  suff ers a -2 penalty on ability checks, attack rolls, damage 
  rolls, saving throws, and skill checks, as well to AC, CMB, and 
  CMD, due to the awkward weight of the pumpkin on its head.
   
  The target can attempt to remove the pumpkin as 
  a full-round action. Doing so requires that the target have 
  two free hands, and succeed on a Strength check (DC 10 
  + your primary spellcasting ability score modifi er + 1 for 
  every 5 caster levels you possess), and provokes attacks of 
  opportunity. Succeeding on this check end’s the spell’s eff ect 
  entirely. Alternatively, the pumpkin can be sundered. It 
  has AC 5 (plus any bonus that applies to the target’s touch 
  AC, unless the target willingly stands still for the attempt), 
  hardness 2, and 1 hit point per caster level you possess. Any 
  damage dealt to the pumpkin in excess of its hit points is 
  dealt to the target. Reducing the pumpkin to 0 hit points also 
  ends the spell’s eff ect.
  
  112
  RAPID DEHYDRATION
  School transmutation; Level druid 4, witch 4
  Casting Time 1 standard action
  Components V, S, M (a pinch of salt), Te (hot or warmer)
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 min./level
  Saving Throw Fortitude negates; Spell Resistance yes
   
  You cause the moisture in the target’s body to 
  suddenly evaporate, leaving him with an incredible thirst 
  and in danger of dehydration. If the target fails his Fortitude 
  save, then for the spell’s duration, at the beginning of each 
  of his turns, he must succeed on a Constitution check (DC 
  15 + 1 per previous consecutive check) or suff er 2d6 points 
  of nonlethal damage. If the target suff ers any nonlethal 
  damage in this way, he becomes fatigued, and if he suff ers 
  more nonlethal damage in this way than 1/2 his maximum hit 
  points, he becomes exhausted, instead. Nonlethal damage 
  infl icted in this way can’t be healed until the target drinks at 
  least two gallons of fl uid (for Medium creatures; half as much 
  for Small characters). If the target becomes exhausted that 
  way, he remains exhausted until the amount of nonlethal 
  damage he is currently suff ering from dehydration is less 
  than 1/2 his maximum hit points, and if the target becomes 
  fatigued in this way, he remains fatigued until he has healed 
  all nonlethal damage suff ered from dehydration.
   
  If the target suff ers an amount of nonlethal damage 
  equal to his total hit points, he begins taking lethal damage, 
  instead (and suff ers the normal consequences of having 
  nonlethal damage equal to his hit points).
   
  If the target consumes liquid on his turn (typically a 
  move action), he does not need to make a Constitution check 
  as a result of this spell on his next turn.
  ROAST SKIN
  School necromancy [curse]; Level cleric/oracle 4, druid 4, 
  inquisitor 3, shaman 5, sorcerer/wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S, Te (hot or warmer)
  Range touch
  Target creature touched
  Duration 1 day/level
  Saving Throw Fortitude negates; Spell Resistance yes
   
  You cause the target’s skin to blister and crack, 
  causing debilitating pain in the target, and making him 
  more vulnerable. For the spell’s duration, the target is 
  sickened, and he suff ers a -2 penalty on saving throws made 
  to resist eff ects with the pain descriptor (this stacks with 
  the -2 penalty to all saving throws infl icted by the sickened 
  condition).
   
  Additionally, for the spell’s duration, the target is 
  vulnerable to bludgeoning and slashing weapons, suff ering 
  half again as much damage (+50%) from attacks that deal 
  such damage.
  RUSHING WAVE
  School conjuration (creation); Level cleric/oracle 1, magus 1, 
  shaman 1, sorcerer/wizard 1, witch 1
  Casting Time 1 move action
  Components V, S, M (a water-smoothed stone)
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration instantaneous
  Saving Throw Refl ex negates; Spell Resistance Yes
   
  At your command, a wellspring of churning, frothy 
  white water appears beneath the target’s feet, lifting him a 
  foot or so off  the ground and carrying him along a path that 
  you designate. The water can carry the target 20 feet, plus an 
  additional 5 feet for every three caster levels you possess. The 
  water can only carry the target over solid ground, and cannot 
  carry him off  the edge of a cliff , into a lake of molten lava, or 
  into similar deadly hazards.
   
  If the target has a martial action pool, he can spend 
  4 martial action points as a free action when you cast this 
  spell. If he does, then at the end of this movement, he can 
  take a standard action. For more information on martial 
  action pools and martial action points, see A Necromancer’s 
  Grimoire: The Book of Martial Action.
  SAND CASTLE 
  School transmutation; Level sorcerer/wizard 3
  Casting Time 1 standard action 
  Components V, S, F (a tiny shovel)
  Range close (25 ft. + 5 ft./2 levels)
  Eff ect one tower made of sand 
  Duration 10 min./level 
  Saving Throw Refl ex partial, see text; Spell Resistance no 
  
  113
   
  Your eldritch words carry along the wind and cause 
  the sands around you to swirl and form a huge, crenellated 
  tower of pure sand and magic. This spell must be cast outside 
  in a sandy area. At the point you designate, you create a huge 
  tower of sand which is 15 feet by 15 feet and 30 feet tall, with 
  space enough for 9 Medium creatures inside. The tower is 
  featureless, and characters attempting to enter or leave the 
  tower must destroy a wall in order to do so. The walls of the 
  tower have hardness 4 and 10 hit points per caster level, to 
  a maximum of 100 hit points at 10th level. Characters within 
  the area where the tower is created may attempt a Refl ex save 
  in order to escape the tower as it is being constructed, with 
  success indicating that the character arrives safely in any 
  square adjacent to the tower. 
  SELECTIVE SHIELD 
  School abjuration; Level cleric/oracle 4, sorcerer/wizard 5
  Casting Time 1 standard action
  Components V, S, M/DF (a painted shield) 
  Range personal 
  Target you 
  Duration 1 round/level 
  You surround yourself with potent abjurative 
  energy which is focused against a specifi c creature, greatly 
  enhancing your defensive capabilities against that particular 
  foe. When you cast this spell, choose a single creature you 
  can see. You gain DR 5/— against all attacks made by that 
  creature, and gain an amount of spell resistance equal to your 
  caster level + 11 against that creature’s spells and spell-like 
  abilities.
  SENTIENT SWORD
  School transmutation; Level antipaladin 2, magus 4, paladin 
  2
  Casting Time 1 round
  Components V, S
  Range touch
  Target weapon touched
  Duration 24 hours
  Saving Throw Will negates (object); Spell Resistance yes 
  (object)
   
  You instill a small part of your consciousness into the 
  touched item, granting it sentience. If the touched item is 
  attended, you must succeed on a melee touch attack in order 
  to touch it. The touched item becomes an intelligent item, 
  with a personality based on your own personality. The item’s 
  alignment matches your alignment, and its Intelligence, 
  Wisdom, and Charisma scores are each equal to your own 
  Intelligence, Wisdom, and Charisma scores, respectively, but 
  with a -4 penalty. None of the item’s ability scores can exceed 
  18, even if your ability score is 22 or higher.
   
  The item possesses the empathy and speech abilities 
  of an intelligent item, and has senses to a range of 60 feet. 
  Further, when sentient sword is cast, you can expend up to 
  three 1st-level spells, two 2nd-level spells, and one 3rd-level 
  spell, imbuing them into the intelligent item. If you do, then 
  the intelligent item can cast each of those spells once as a 
  spell-like ability. Its caster level is equal to your caster level, 
  but it uses its own ability score modifi ers to determine the 
  saving throw DCs. Each spell level of spells imbued into the 
  item increases its ego by +1.
  SHADOW CHAINS
  School necromancy; Level sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S, F (a piece of chain, at least 1 foot long, 
  blackened by fi re)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 round/level
  Saving Throw Refl ex negates; Spell Resistance Yes
   
  The target is surrounded by spectral black chains 
  which attach to his limbs and extend through the air, 
  disappearing after a few feet. These chains do not actually 
  bind the target, and in fact are not even physically present, 
  but still manage to dull the target’s combat abilities and slow 
  his responses. The target is denied his Dexterity bonus to AC 
  for the spell’s duration.
   
  When you cast this spell, if you have a martial action 
  pool, you can spend 8 martial action points as a free action. 
  If you do, then the chains take on a greater metaphysical 
  weight, imposing a -2 penalty on the target’s attack rolls and 
  saving throws for the spell’s duration. For more information 
  on martial action pools and martial action points, see A 
  Necromancer’s Grimoire: The Book of Martial Action.
  SHADOW FLIGHT 
  School illusion (shadow) [shadow]; Level bard 6, shaman 9, 
  sorcerer/wizard 9, witch 9
  Casting Time 1 standard action
  Components V, S, M/DF (a piece of sackcloth)
  Range personal
  Target you
  Duration instantaneous and 1 round/level; see text
   
  You open a path to the Plane of Shadow, pulling 
  massive amounts of shadow energy through the path while 
  invisibly sneaking along the border between realms, allowing 
  you to escape a short ways and leaving behind hideous 
  shadow versions of creatures for your foes to face. When you 
  cast this spell, you become invisible (as invisibility) and may 
  magically travel, as though by greater teleport, to any area of 
  dim light or darkness within 1 mile. The invisibility eff ect lasts 
  for 1 round per level.
   
  Additionally, at the point where you cast this spell, 2 
  random creatures from the Plane of Shadow, drawn from the 
  summon monster VIII and summon nature’s ally VIII lists, 
  appear and fi ght your enemies to the best of their abilities, 
  as though they had been summoned by summon nature’s 
  ally I. These creatures are only partially real, however, and 
  any character that succeeds on a Will save to disbelieve them 
  treats them as though they were 50% real, exactly as though 
  they had been summoned using a shadow conjuration spell, 
  except that they are treated as 50% real instead of 20% real.
  
  114
  SHADOWBIND
  School necromancy; Level bard 5, cleric/oracle 6, inquisitor 
  5, sorcerer/wizard 6, witch 6
  Casting Time 1 round
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one creature with a shadow
  Duration 1 min./3 levels
  Saving Throw Will negates, see text; Spell Resistance yes
   
  You pin the target’s shadow in place, which prevents 
  him from moving entirely. The target is paralyzed, even if 
  he would normally be immune to paralysis. Each round, the 
  target can attempt to free himself by making a Will save as a 
  full-round action. If he succeeds, he pulls himself free of his 
  shadow, which remains pinned where it is. This allows the 
  target to act freely, but the loss of his shadow metaphysically 
  weakens him, imposing a -1 penalty on attack rolls, damage 
  rolls, ability checks, and skill checks for the remainder of the 
  spell’s duration. For every six caster levels you possess, this 
  penalty increases by 1 (to a maximum of -4 at 18th level). This 
  penalty only applies if the target has to forcibly free himself 
  from his shadow: if the target succeeds on his initial Will 
  save to resist the spell, his shadow is never pinned, and the 
  spell has no eff ect at all. The target’s shadow returns to him 
  automatically at the end of the spell’s duration.
   
  Because this spell requires a shadow to work, it can 
  only be cast if the target is in an area of dim light or brighter 
  light conditions.
  SHIELD OF LEAVES
  School abjuration; Level druid 2, ranger 1, shaman 2, 
  sorcerer/wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 round/level
   
  You surround yourself with a fl urry of brightly-
  colored leaves, which protect you against incoming attacks. 
  These leaves grant a +2 defl ection bonus to AC, and also 
  grant you concealment against all creatures (providing you 
  with 20% miss chance). While the leaves serve as a potent 
  defense, they are themselves somewhat fragile: the spell 
  ends immediately if you are exposed to moderate or stronger 
  winds, or if you are subject to a spell or ability with an area of 
  eff ect which deals fi re damage.
  SIN’S REWARD
  School evocation [good]; Level cleric/oracle 6, paladin 3
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one evil creature
  Duration see text
  Saving Throw Will negates; Spell Resistance yes
   
  You disable, and possibly imprison, the target, as 
  the weight of all of the target’s sins is suddenly brought to 
  bear against him. The exact eff ect of the spell depends on the 
  strength of the target’s evil aura, as defi ned by detect evil.
   
  If the target has a faint evil aura, he is dazed for 1 
  round.
   
  If the target has a moderate evil aura, he is stunned 
  for 1 round, then dazed for 1d4 rounds thereafter, and fi nally 
  nauseated for 1d4 rounds after that.
   
  If the target has a strong evil aura, he is paralyzed for 
  1 minute per caster level.
   
  If the target has an overwhelming evil aura, he is 
  aff ected as though by the spell binding. You may choose 
  which version of binding the target is aff ected by, but unlike 
  a binding spell, you cannot have assistants aid you in the 
  spell to increase its caster level, nor can you adjust the spell’s 
  saving throw DC by setting a release condition (although you 
  can still choose to set a release condition).
  SMOKE BURST
  School evocation; Level bard 0, druid 0, inquisitor 0, magus 
  0, sorcerer/wizard 0, summoner 0, witch 0
  Casting Time 1 standard action
  Components V
  Range 0 ft.
  Eff ect a 5-ft. cube of smoke
  Duration 2 rounds
  Saving Throw none; Spell Resistance no
   
  You create a cloud of thick black smoke, which fi lls 
  your square, granting you concealment (20% miss chance) 
  against all creatures that are not in your square, and granting 
  them concealment against you. The concealment granted by 
  this cloud is enough to allow you to make a Stealth check, 
  although if you do not end your turn in cover or concealment, 
  your stealth will immediately end, as normal for Stealth.
  SMOKING FLAME
  School evocation [fi re]; Level magus 5, sorcerer/wizard 6
  Casting Time 1 standard action 
  Components V, S, M (ashes from a fi r tree)
  Range touch
  Target creature touched 
  Duration 1 round/level 
  Saving Throw Fortitude partial, see text; Spell Resistance 
  yes
   
  You lay your fi ngers on the target, causing him to 
  erupt in fi re and spew smoke into the air. You must succeed 
  on a melee touch attack. If successful, the target is enveloped 
  in fl ames, suff ering 3d6 points of fi re damage each round, 
  and emitting a cloud of thick smoke in a 15-foot radius. This 
  smoke is mundane in nature, and can be dispersed normally, 
  although as long as the target continues to burn, new smoke 
  is created each round.
   
  As a standard action, you can cause a fl are of bright 
  red light to fi ll the smoke, refl ecting off  of it and potentially 
  blinding any creatures within its area. Such creatures must 
  succeed on a Fortitude save or be blinded for 1d4 rounds. 
  Even if a creature succeeds on its Fortitude save, it is dazzled 
  for 1d4 rounds, instead.
  
  115
  SNOW DRIFT 
  School conjuration (creation); Level druid 6, sorcerer/
  wizard 7, witch 7
  Casting Time 1 standard action
  Components V, S, M/DF (a piece of glass carved in the shape 
  of a snowfl ake)
  Range medium (100 ft. + 10 ft./2 levels)
  Eff ect 30-ft.-radius snow bank, 30 ft. high
  Duration 1 round/level
  Saving Throw Refl ex partial, see text; Spell Resistance no
   
  Throwing your arms wide and calling out with the 
  force of glacial winds, you conjure a massive snow bank from 
  nothingness, burying everything in the spell’s area under 
  30 feet of loosely-packed powdered snow. Characters in the 
  area who succeed on a Refl ex save are able to scramble up the 
  snow as it forms, to arrive at the top of the snow bank when 
  it is fully created, eff ectively putting them at the top of a 30-
  foot sheer plateau of snow in the same rough location they 
  were in prior to the snow being formed. Characters who fail 
  their Refl ex save are instead buried under 30 feet of snow. 
  The snow is magical in nature and does not apply enough 
  pressure to crush those buried beneath it, but characters 
  buried under the snow must hold their breath, and if they 
  cannot, they may eventually suff ocate. 
   
  As a swift action, trapped characters may attempt 
  a DC 10 Strength check in order to move in the snow for 1 
  round. A trapped character can move through the snow with 
  a successful Climb check (DC equal to your caster level). A 
  character who has made his way off  the ground who fails his 
  Climb check by 5 or more slides 10 feet closer to the ground, 
  but takes no damage from doing so. Moving horizontally in 
  the snow is more diffi  cult, and requires a DC 20 Strength 
  check to move up to half the trapped creature’s speed as a 
  full-round action. Characters that are on top of the snow can 
  walk on the snow normally. 
   
  Mundane fi re is extinguished by the snow bank; 
  however, magical fi re burns the snow away rapidly. 5 points 
  of fi re damage is suffi  cient to burn away a 5-foot square of 
  snow in the bank. At the end of the spell’s duration, the snow 
  instantly vanishes, causing characters to fall (and suff er fall 
  damage if appropriate).
  SNOW SPHERE
  School conjuration (creation); Level bloodrager 3, druid 3, 
  magus 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, Te (cold or colder)
  Range medium (100 ft. + 10 ft./level)
  Eff ect 5-ft.-diameter sphere
  Duration 1 round/level
  Saving Throw Refl ex negates; Spell Resistance no
   
  A man-sized ball of compact snow appears and 
  begins to roll about at your command, crushing those it 
  comes into contact with. The sphere appears in a square of 
  your choice within range. It can moved up to 30 feet in a given 
  round on a fl at surface, or 60 feet going all downhill, or 15 
  feet going all uphill. Directing the sphere to move is a move 
  action; otherwise, it merely stays at rest (assuming it is on a 
  fl at surface, otherwise it automatically rolls downhill at a rate 
  of 60 feet per turn).
   
  If the sphere enters a space with a creature, that 
  creatures takes 2d6 points of damage, half of which is cold 
  damage and half of which is nonlethal damage. Additionally, 
  the sphere makes a bull rush attempt. The sphere’s CMB for 
  this purpose is equal to your primary spellcasting ability score 
  (Intelligence for wizards, Charisma for sorcerers, etc.) plus 
  any size bonuses, as appropriate (see below). If the sphere 
  has moved at least 20 feet this round, it gains a +2 bonus 
  on the bull rush attempt. As with all bull rush attempts, 
  the sphere cannot bull rush a creature more than one size 
  category larger than itself.
   
  If the sphere successfully bull rushes the target, 
  and the target is at least one size category smaller than the 
  target, then target is engulfed into the sphere of snow. Such 
  a creature is considered pinned, moves into the sphere’s 
  square, and moves with the sphere wherever it goes. The 
  sphere’s CMD for the purposes of escaping from it is equal to 
  10 + twice your primary spellcasting ability score modifi er. If 
  the sphere successfully bull rushes a target that is not at least 
  one size category smaller than itself, the target is pushed, as 
  normal for a bull rush attempt. The sphere always chooses to 
  move with the target as far as it can.
   
  Finally, as the sphere travels over snow-covered 
  ground, it picks up more snow and continues to grow, 
  increasing in size. The following table indicates how many 
  squares of movement over snow is required to reach a certain 
  size.
  5-ft. Squares Moved
  Size Category
  0 - 14
  Medium
  15 - 30
  Large
  31 - 60
  Huge
  61 +
  Gargantuan
  Table 3-7: Snow Sphere
  SNOWMAN SIGHT
  School divination (scrying); Level bard 2, druid 2, inquisitor 
  2, ranger 2, shaman 2, sorcerer/wizard 2, witch 2
  Casting Time 1 round
  Components V, S, Te (cold or colder)
  Range touch and medium (100 ft. + 10 ft./level); see text
  Target snowman touched
  Duration 10 min./level
  Saving Throw none; Spell Resistance no
   
  You press your fi ngertips against the eyes of a 
  snowman, and suddenly you see not through your own eyes, 
  but through its coal-black ones. This spell creates an invisible 
  magical sensor on the eyes of the aff ected snowman. For the 
  spell’s duration, as a swift action, you can switch between 
  your own sight and seeing through this magical sensor. While 
  viewing through the magical sensor, you see exactly what the 
  snowman would see if it possessed sight, but are considered 
  blind for the purposes of seeing from your own body.
  
  116
   
  Once you have cast the spell, you are free to move 
  away from the snowman, but can only view through its eyes 
  when you are within medium range (100 ft. + 10 ft./level). If 
  you go beyond that range, you are unable to see through the 
  snowman’s eyes until you move within that range again.
   
  Unlike some other scrying spells, this spell does 
  not allow magically or supernaturally enhanced senses to 
  work through it, however, the spell itself provides some 
  supernatural enhancements to your vision: while viewing 
  through the snowman’s eyes, you can see through fog (but 
  not smoke), snow, sleet, and hail as though it were not 
  there, and these conditions do not impose any penalties 
  on Perception checks made to view things through the 
  snowman’s eyes. Additionally, while viewing through the 
  snowman’s eyes, you may choose to see through snow on the 
  ground, and objects made of snow, as though you had x-ray 
  vision. You may suppress or resume this ability as a swift 
  action.
  SPEED TRAP 
  School transmutation; Level alchemist 2, antipaladin 2, bard 
  2, bloodrager 2, ranger 2, sorcerer/wizard 3, summoner 2, 
  witch 3
  Casting Time 1 standard action
  Components V, S, M/DF (a cone made from red glass)
  Range personal
  Target you
  Duration 1 round/level (D)
   
  You are surrounded by a whirling red aura, which 
  causes you to move faster, and entraps those who would 
  strike against you. Your movement speed increases by 30 
  feet. Additionally, whenever a creature makes an attack of 
  opportunity against you, he must succeed on a Will save, or 
  else the spell saps his speed away, and he gains the staggered 
  condition for the remainder of the spell. Each time a creature 
  becomes staggered in this way, your movement speed is 
  increased by an additional 20 feet. Attacks other than attacks 
  of opportunity do not cause the target to suff er this eff ect.
  SPELL GOBBLER
  School necromancy; Level witch 3
  Casting Time 1 standard action
  Components V, S, F (a quill pen)
  Range touch
  Target familiar or spellbook touched
  Duration instantaneous
  Saving Throw Will negates; Spell Resistance yes
   
  Your hand becomes enveloped in emerald-green 
  energy. You must succeed on a melee touch attack to hit the 
  target (unless the target is an unattended object, in which 
  case you can touch it automatically). If the target is a familiar, 
  or an attended or magical spellbook, it is entitled to a Will 
  save. In the case of a non-magical, unattended spellbook, no 
  saving throw is allowed.
   
  You immediately become aware of all spells that the 
  target knows (if it is a familiar) or that are contained within 
  it (if it is a spellbook). You may choose a single spell from 
  among these, which appears on the witch spell list at a spell 
  level lower than the highest spell level that you can cast. If 
  you do, the target loses that spell permanently (the spell 
  vanishes from the page if the target is a spellbook, and the 
  familiar loses access to it, if it is a familiar), and your familiar 
  learns the spell immediately. Anyone who prepared a spell 
  using the target does not automatically lose the spell that he 
  prepared, but will be unable to prepare that spell using the 
  target again in the future, unless the target regains the spell 
  independently (using the normal methods for adding a spell 
  to a spellbook or witch’s familiar).
   
  If this spell is cast targeting a familiar that is not used 
  for spellcasting (such as a wizard’s familiar), it has no eff ect.
  SPELLSONG OF DISSENT
  School enchantment (compulsion) [mind-aff ecting, sonic]; 
  Level bard 4
  Casting Time 1 standard action
  Components V
  Range long (400 ft. + 40 ft./level)
  Target one or more creatures 
  Duration concentration, up to 2 rounds/level 
  Saving Throw Will negates; Spell Resistance yes
   
  You weave a spell of pure rage and dissension, which 
  is infused by the power of a song of defi ance, with more 
  resonant songs having a greater eff ect. When you cast this 
  spell, make a Perform (any musical instrument, or sing) 
  check. For every 5 points by which the result of your check 
  exceeds 20, aff ected creatures gain a +1 morale bonus on 
  attack and damage rolls. This morale bonus stacks with 
  that granted by a bardic performance, but not with morale 
  bonuses granted by any other source. Aff ected creatures 
  must also succeed on a Will save or be compelled to attack 
  the nearest hostile creature with a melee attack, forgoing 
  any non-physical means of combat, including the use of 
  spells, spell-like abilities, and supernatural abilities, although 
  extraordinary abilities like trip or grab can still be used. 
  A creature that succeeds on his saving throw is immune 
  to the eff ects of this spell, including the bonus to attack 
  and damage rolls, for 24 hours. You can aff ect a number of 
  creatures with this spell equal to 1/2 the ranks you have in the 
  Perform skill that you used to make the Perform check for 
  this spell. 
  SPELLSONG OF LOVE
  School enchantment (charm) [mind-aff ecting, sonic]; Level 
  bard 6
  Casting Time 1 standard action
  Components V
  Range 100 ft. 
  Area spherical emanation, centered on you
  Duration concentration, up to 3 rounds/level; see text 
  Saving Throw Will negates; Spell Resistance yes
   
  You infuse a wave of positive emotions and aff ection 
  with the power of music, causing aff ected creatures to cease 
  hostilities and embrace love. When you cast this spell, make a 
  Perform (any musical instrument, or sing) check. For every 5 
  points by which the result of your check exceeds 30, aff ected 
  creatures suff er a -2 penalty on their saving throw. A creature 
  that is aff ected by this spell immediately becomes fascinated, 
  and listens deeply to your song. For each minute an aff ected 
  creature remains fascinated, his attitude improves by 1 step 
  
  117
  towards you and your allies. A creature whose attitude is 
  raised to helpful in this way remains helpful indefi nitely, 
  unless you or your allies do something to lower his attitude. 
  Additionally, a creature whose attitude is raised to helpful in 
  this fashion is far more likely to listen to your suggestions, 
  and the DC for any Diplomacy check made against such 
  creatures is decreased by 10, and the target suff ers a -5 
  penalty on all Will saves made to resist your charm or 
  compulsion eff ects. 
  SPELLSONG OF SORROW
  School enchantment (compulsion) [mind-aff ecting, sonic]; 
  Level bard 5
  Casting Time 1 standard action
  Components V
  Range 100 ft. 
  Area spherical emanation, centered on you
  Duration concentration, up to 1 min./level 
  Saving Throw Will negates; Spell Resistance yes
   
  You fi ll the air with misery and sadness with your 
  dirge, causing woeful emotions in those who have the 
  misfortune to hear your dread melody. When you cast this 
  spell, make a Perform (any musical instrument, or sing) 
  check. For every 5 points by which the result of your check 
  exceeds 25, aff ected creatures suff er a -1 morale penalty to 
  their AC, as well as on saving throws and all weapon damage 
  rolls. There is no saving throw against this eff ect, though it 
  ends immediately if an aff ected creature leaves the spell’s 
  area. Additionally, whenever a creature enters the spell’s 
  area, he must succeed on a Will save or become shaken 
  for as long as he remains within the spell’s area. A new 
  saving throw must be made for every 5 consecutive rounds 
  an aff ected creature remains within the spell’s area, with 
  a failure indicating that the target becomes shaken, or if 
  already shaken, becomes frightened, or if already frightened, 
  becomes panicked. 
  STONELORD’S BLESSING
  School conjuration (creation) [earth]; Level cleric/oracle 2, 
  druid 2, shaman 2
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Eff ect one low stone wall, up to 5 ft. long/level
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
   
  You call into being a stone barrier, 5 feet thick, 3-1/2 
  feet tall, and up to 5 feet long per caster level. The barrier 
  does not need to be in a straight line, and can curve or have 
  sharp turns, but it must be a single contiguous shape. The 
  barrier provides cover for Medium creatures standing behind 
  it, and improved cover for Small creatures standing behind it. 
  A given 5-foot segment of the barrier has hardness 8 and 900 
  hit points.
   
  Climbing on top of the barrier requires a successful 
  Climb check (DC 10), and counts as two squares of 
  movement. Alternatively, a creature can attempt to jump 
  on top of the barrier with a successful Acrobatics check. 
  Creatures standing on top of the barrier have higher ground 
  for the purposes of attacks made against creatures not on the 
  barrier.
  
  118
   
  If you have the earth domain, you can choose to have 
  the barrier be covered in jagged, spiky stone protrusions. 
  These protrusions infl ict 1d4 points of piercing damage per 
  caster level to any creature that attempts to climb the barrier. 
  Any creature that ends its turn standing on the barrier also 
  suff ers this damage. You can safely climb and stand on the 
  barrier without suff ering this damage.
  STONY RESOLVE
  School transmutation; Level sorcerer/wizard 5
  Casting Time 1 free action; see text
  Components V, S
  Range personal
  Target you 
  Duration see text
   
  In order to cast stony resolve, you must fail a saving 
  throw. If you do, you may immediately cast stony resolve as 
  a free action which does not provoke attacks of opportunity. 
  You transform your body into a magical statue of yourself, 
  and you gain the petrifi ed condition for 1 round/level, or 
  the duration of the eff ect which caused you to make the 
  failed saving throw, whichever is longer. If the duration 
  of the eff ect was permanent or instantaneous, you remain 
  petrifi ed indefi nitely. While petrifi ed in this way, you gain 
  an amount of spell resistance equal to 11 + your caster level 
  and gain hardness equal to your caster level. A stone to fl esh 
  spell can be used to counter this spell and can end its eff ects 
  prematurely.
  STRIKING SHIELD 
  School abjuration; Level sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S, M (a piece of wood splintered from a 
  heavy shield) 
  Range personal 
  Target you 
  Duration 1 min./level 
  You create a wall of invisible force which you can 
  use to protect yourself and attack nearby enemies. Choose 
  a single edge of your space. A transparent square of force 
  energy appears on that edge, granting you total cover (but not 
  concealment) from all attacks which pass through that edge 
  of your space. The wall is as tall as it is wide (for Medium 
  creatures, it is 5 ft. tall and 5 ft. wide, for Large creatures it 
  is 10 ft. tall and 10 ft. wide, etc.), but is always exactly 1 inch 
  thick. It has hardness 30 and 20 hit points per caster level 
  (to a maximum of 200 hit points at 10th level). Contact with 
  a sphere of annihilation or a rod of cancellation instantly 
  destroys this wall, as does a disintegrate spell. Unlike a wall of 
  force, the wall created by this spell is subject to dispel magic.
   
  If you leave your square, the wall disappears, and 
  reappears again after you fi nish moving. As a swift action, you 
  may move the wall created by this spell, so that it occupies 
  a diff erent edge of your space. Finally, as a standard action, 
  you can cause the wall to explode in a one-directional blast 
  of force energy, which fi lls the area adjacent to the chosen 
  edge of your space. Creatures in the aff ected area suff er an 
  amount of force damage equal to 2d6 + 1/2 your caster level. 
  A successful Refl ex save halves this damage. Using this ability 
  causes the wall to vanish until the beginning of your next 
  turn. 
  SUDDEN HEATSTROKE
  School evocation [fi re]; Level druid 4, magus 4, sorcerer/
  wizard 4, witch 4
  Casting Time 1 standard action
  Components V, S, Te (Hot or warmer)
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration instantaneous
  Saving Throw Fortitude half; Spell Resistance yes
   
  You dramatically raise the internal temperature of 
  the target, causing him to suff er from a sudden heatstroke. 
  The target suff ers 1d6 points of nonlethal fi re damage per 
  caster level (to a maximum of 10d6 nonlethal fi re damage at 
  10th level). If this causes the target to suff er more nonlethal 
  damage than his maximum hit points, then any damage 
  beyond that amount is lethal fi re damage. Further, if the 
  target takes any nonlethal fi re damage as a result of this 
  spell, he becomes fatigued, and remains fatigued until 
  the nonlethal damage caused by this spell (or other heat 
  sources) is healed. Finally, the damage caused by this spell 
  cannot be healed as long as the target is in an area where 
  the temperature is hot or warmer. For more information on 
  temperature categories, see Appendix 1: Weather Rules.
  SUMMON SLEIGH
  School conjuration (summoning); Level ranger 3, sorcerer/
  wizard 2, summoner 2
  Casting Time 1 round
  Components V, S, M, Te (a fresh carrot; cold or colder)
  Range close (25 ft. + 5 ft./2 levels)
  Eff ect one sleigh, and creatures to pull it
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
   
  You summon a sleigh, as well as a team of four dogs 
  to pull it. The dogs arrive already hitched to the sleigh, well-
  rested, fed, and ready to serve. They serve willingly, and are 
  well-trained, but are not combatants, and will not attack, 
  even if commanded. The dogs can pull the sleigh at a speed 
  of 50 ft. (100 ft. per round when double-moving, 200 ft. 
  per round when running), provided that it is not carrying 
  more than 600 lbs., otherwise they pull it at a speed of 40 
  ft. (80 ft. per round when double-moving, 160 ft. per round 
  when running). The dogs are not able to pull the sleigh if it 
  is loaded with more than 1,800 lbs. The dogs and sleigh can 
  move over snow-covered terrain without penalty.
   
  The sleigh itself takes up a space 5 ft. by 10 ft., and 
  can comfortably seat four Medium-sized characters. At the 
  end of the spell’s duration the sleigh and dogs vanish.
  
  119
  SUMMON GREATER SLEIGH
  School conjuration (summoning); Level sorcerer/wizard 5, 
  summoner 4
  Casting Time 1 round
  Components V, S, M, Te (a handful of oats; cold or colder)
  Range close (25 ft. + 5 ft./2 levels)
  Eff ect one sleigh, and creatures to pull it
  Duration 1 hour/level (D)
  Saving Throw none; Spell Resistance no
   
  As summon sleigh, except that the sleigh is larger, 
  and instead of four dogs, is pulled by a team of eight spectral 
  reindeer. The reindeer are capable of fl ight, and are able to 
  pull the sleigh at a fl y speed of 80 ft. (160 ft. per round when 
  double-moving, 240 ft. per round when running) with clumsy 
  maneuverability, provided that the contents of the sleigh 
  weigh less than 1,500 lbs. If the sleigh is carrying more weight 
  than that, then they are unable to make it fl y, and must 
  move along the ground at a speed of 40 ft. (80 ft. per round 
  when double-moving, 160 ft. per round when running). The 
  reindeer are not able to pull the sleigh if it is loaded with 
  more than 4,500 lbs. The reindeer and sleigh can rest upon 
  snow as though it were a completely solid surface, move over 
  snow-covered terrain without penalty, and cannot fall into 
  snowdrifts or otherwise sink into the snow.
   
  The reindeer themselves are spectral, and appear as 
  faintly blue translucent images, with faint, twinkling lights 
  reminiscent of stars dotting their spectral forms. They are 
  incorporeal, and cannot be harmed, but are still able to 
  pull the sleigh. Though the reindeer are capable of passing 
  through solid objects, they will not do so willingly, making 
  this of little benefi t in attempting to navigate the sleigh in 
  small spaces.
   
  The sleigh takes up a space 10 ft. to a side, and can 
  comfortably seat eight Medium-sized creatures. At the end of 
  the spell’s duration, the sleigh and reindeer vanish. 
  SUNBURN
  School evocation [fi re] Level druid 4, sorcerer/wizard 5
  Casting Time 1 standard action 
  Components V, S, M (a piece of refl ective glass) 
  Range touch
  Target creature touched
  Duration 1 round/level 
  Saving Throw Fortitude partial, see text; Spell Resistance 
  yes
   
  You imbue the target with an extreme sensitivity 
  to light, causing him to suff er persistent painful burns 
  which leave hideous red marks on his skin. The target’s 
  skin becomes sensitive, causing him to suff er 2d6 points 
  of fi re damage every round that he remains in an area of 
  bright light. If the target is in an area of bright natural 
  sunlight (as opposed to light created by a daylight spell, or a 
  similar eff ect), he suff ers 4d6 points of fi re damage, instead. 
  Additionally, each round that the target suff ers damage, he 
  must succeed a Fortitude save or have his skin become even 
  more fragile, causing him to suff er 1.5 times as much damage 
  from any weapon attack made in the following round.
  SURGING SPEED
  School transmutation; Level alchemist 3, bard 3, bloodrager 
  3, magus 3, sorcerer/wizard 3, summoner 3
  Casting Time 1 standard action
  Components V, S
  Range personal
  Target you
  Duration 1 round/level or until discharged
   
  You act and move more quickly than normal, 
  and can expend the spell’s energy for one truly impressive 
  burst of speed. This functions as the spell haste, with a few 
  exceptions. You do not gain the normal bonuses to attack 
  rolls, AC, and Refl ex saves. Additionally, at any time during 
  the spell’s duration, as an immediate action, you can expend 
  the spell’s remaining energy as a fi nal burst of speed. If you 
  do, then you may immediately take an additional round’s 
  worth of actions (such as a full-round action, or a standard 
  action and a move action, etc). You can’t cast spells with these 
  extra actions, and do not gain surging speed’s benefi ts during 
  these extra actions, because as soon as you expend the spell 
  in this way (before the extra actions are taken), the spell ends.
  SWARM SLAVE
  School transmutation (polymorph); Level druid 8, ranger 4, 
  witch 9 
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one living creature
  Duration 1 round/level 
  Saving Throw Fortitude negates, Will partial; Spell 
  Resistance yes
   
  You transform the target into a deadly swarm that 
  falls under your mental infl uence, allowing you to control 
  its actions. The target receives a Fortitude save to resist 
  the eff ects of this spell. If he fails this saving throw, he is 
  transformed into your choice of one of the following types 
  of swarms: centipedes, spiders, or wasps. He loses all his 
  abilities and gains the abilities of the chosen swarm, though 
  he retains his current hit points. This causes the target to 
  gain swarm traits, the distraction special attack, and a swarm 
  attack, which deals damage as the chosen type of swarm. If 
  the target is transformed into a centipede swarm or spider 
  swarm, he gains the appropriate poison ability, as well as the 
  swarm’s normal climb speed. If the target is transformed into 
  a bat swarm, he gains the bat swarm’s blindsense, low-light 
  vision, and wounding abilities.
   
  If the target fails his Fortitude saving throw, he 
  must succeed on a Will saving throw (using the bonus he 
  had before being aff ected by the spell) or fall under your 
  command, allowing you to direct the swarm telepathically for 
  the spell’s duration. A target that succeeds his Will save is still 
  transformed into a swarm of centipedes, spiders, or wasps, 
  but is free to act as he wishes. 
  
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  SWORD OF VICTORY
  School enchantment [good, mind-aff ecting, compulsion]; 
  Level cleric/oracle 5, inquisitor 4, magus 4, paladin 3
  Casting Time 1 standard action
  Components V
  Range touch
  Target weapon touched
  Duration 1 round/level
  Saving Throw Will partial; Spell Resistance Yes 
   
  You open your mouth to issue forth the sounds of a 
  heavenly chorus, which gather around your weapon with a 
  tangible force. The next attack with the target weapon deals 
  an additional amount of damage equal to your caster level. 
  Additionally, a creature who is hit by the blade is fi lled with 
  the urge to surrender, and must succeed on a Will save or 
  lose the will to fi ght, laying down his weapon and taking no 
  hostile action for the duration of the spell. If the target is 
  attacked again, he receives a new saving throw to negate this 
  eff ect. In addition, if your base attack bonus is +15 or higher, 
  you may cast this spell as a free action whenever you make a 
  melee attack with a held weapon. If you do, you must target 
  the held weapon. 
  THICK SKIN
  School abjuration; Level alchemist 4, bloodrager 4, druid 5, 
  inquisitor 4, magus 4, sorcerer/wizard 4, summoner 3
  Casting Time 1 standard action
  Components V, S, M (gravel and dragon scales worth at least 
  250 gp)
  Range personal
  Target you
  Duration 1 min./level or until discharged
   
  Your skin hardens to a consistency like rock. You 
  gain DR 8/adamantine. Once the spell has prevented a total 
  amount of damage equal to 8 points per caster level (to a 
  maximum of 120 points at 15th level), the spell automatically 
  ends. At any time during the spell’s duration, when a creature 
  successfully confi rms a critical hit against you, you can 
  expend the spell’s remaining energy in order to negate that 
  critical hit, causing you to be aff ected as though it were a 
  normal hit, instead. This ends the spell’s eff ect.
  TOURIST’S BLESSING
  School conjuration (teleportation); Level cleric/oracle 8, 
  sorcerer/wizard 8, summoner 6, witch 8
  Casting Time 1 standard action
  Components V, S, F/DF (a painting or other image of a 
  location on the desired plane)
  Range personal or touch
  Target you and up to eight willing creatures joining hands
  Duration instantaneous
  Saving Throw none; Spell Resistance yes (harmless)
   
  This favorite of planar travelers allows for 
  instantaneous transport nearly anywhere in the multiverse, 
  and functions similarly to a combination of a plane shift and 
  teleport spell. This functions as a teleport spell, except that 
  it can take you to any location on any plane of existence. 
  The chance of success is still dependent on your familiarity 
  with the destination, as per teleport, with a few minor 
  alterations. If the result is “off  target,” there is a 50% chance 
  that you arrive on the correct plane, but 5d100 miles from the 
  intended destination, and a 50% chance that you arrive on 
  a plane that borders the plane you were trying to arrive on, 
  in a random location.  If the result is “similar area,” then you 
  arrive on a similar location on a diff erent plane from the one 
  you intended to arrive on (the plane itself may or may not be 
  similar, but the location you arrive in always will be).
   
  If you have the travel domain, you can roll twice and 
  take the better result whenever you are determining whether 
  or not you arrive at your intended destination.
  TRANSMUTE OBJECT TO CANDY
  School transmutation; Level witch 8
  Casting Time 1 standard action
  Components V, S, F (a wooden spoon)
  Range touch
  Target one object whose volume is no greater than two 10-ft. 
  cubes/level; see text
  Duration permanent; see text
  Saving Throw see text; Spell Resistance no
   
  You transform a touched object made of wood, 
  stone, or any other material with a hardness of 10 or less, into 
  delicious candy or other sweets. This reduces the object’s 
  hardness to 0, and its hit points become equal to 1 per inch 
  of thickness. The exact nature of the candy is up to you 
  (chocolate, gingerbread, peppermints, etc.), but regardless 
  of the form that the candy takes, anyone who eats it must 
  succeed on a Will save (saving throw DC equal to transmute 
  object to candy’s saving throw DC), or be compelled to take 
  no action other than to continue eating the candy for another 
  minute, after which he may make another saving throw to 
  end the eff ect. Any hostile actions taken against an aff ected 
  creature end this compulsion, but for each minute that the 
  aff ected creature continues to eat the candy, he suff ers 2 
  points of Strength and Dexterity damage.
   
  The aff ected object remains as candy indefi nitely, but 
  a successful dispel magic spell will return it to its natural state 
  (any damage that may have been done to the object while 
  it was made of candy remains, although any candy that was 
  eaten does not transmute back).
  TWIN ARROW
  School conjuration (creation); Level magus 2, ranger 1, 
  sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S, M/DF (a notched arrowhead) 
  Range touch
  Target arrow touched
  Duration 1 round/level 
  Saving Throw none; Spell Resistance no
   
  You magically create a number of arrows in 
  your hand, which are identical in every way to the target 
  arrow. The replicated arrow has all the same mundane 
  and magical properties as the targeted arrow, although if 
  the arrow has an enhancement bonus or special abilities 
  that are enhancement-bonus equivalent, the amount of 
  
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  enhancement bonus that you can copy with this spell is equal 
  to 1/5 your caster level (rounded down, minimum 1 point 
  of enhancement bonus). You choose which abilities and 
  how much enhancement bonus are copied onto the created 
  arrows, up to this maximum, but the copies must have at 
  least 1 point of enhancement bonus in order to have any 
  special abilities. Each arrow must be fi red within the spell’s 
  duration or it fades into nothingness. The number of arrows 
  created is equal to 1 + 1 for every 2 caster levels you possess.
  UNPLEASANT ACCELERATION 
  School transmutation; Level bard 3, sorcerer/wizard 3, witch 
  3
  Casting Time 1 standard action
  Components V, S, M (a 3-legged spider)
  Range long (400 ft. + 40 ft./level)
  Area 20-ft.-radius burst 
  Duration 1d6+1 rounds 
  Saving Throw Fortitude negates and Fortitude partial, see 
  text; Spell Resistance yes
   
  You accelerate those within the spell’s area beyond 
  their natural constraints, dramatically increasing their speed 
  at the expense of their physical well-being. All creatures in 
  the area must attempt an initial saving throw, whether they 
  want to resist the spell or not. If they succeed, the spell has 
  no eff ect; if they fail, they gain the sickened condition and all 
  the benefi ts of a haste spell for 1d6+1 rounds. After this time, 
  all aff ected creatures must succeed on a secondary Fortitude 
  save or become exhausted. Creatures that succeed on their 
  second saving throw are fatigued, instead. 
  VACATION FROM CURSES
  School abjuration; Level bard 1, cleric/oracle 1, inquisitor 1, 
  paladin 1, shaman 2, sorcerer/wizard 2, witch 1
  Casting Time 1 standard action
  Components V, S
  Range touch
  Target creature or object touched
  Duration 24 hours
  Saving Throw Will negates (harmless); Spell Resistance 
  yes (harmless)
   
  Originally invented by a wizard with a short temper 
  and a long memory, who made a habit of cursing anyone who 
  he felt had wronged him (including such things as making 
  fun of his hat or selling him stale bread), he used this spell 
  on holidays and other special occasions to grant the victims 
  of his spells a brief respite. Vacation from curses functions as 
  remove curse, except that the curses are not actually removed, 
  but are instead suppressed for 24 hours. Any given creature 
  or object cannot benefi t from this spell more than once per 
  week.
  VAMPIRIC MIST
  School necromancy; Level cleric/oracle 9, shaman 9, 
  sorcerer/wizard 9, witch 9
  Casting Time 1 round
  Components V, S, M (the severed fang of a vampire)
  Range close (25 ft. + 5 ft./2 levels)
  Eff ect vampiric fog spreads in a 20-ft. radius
  Duration 1 round/level
  Saving Throw Fortitude half, see text; Spell Resistance yes
   
  You conjure into being a cloud of angry red swirling 
  mist, which drains the life force of those within it. This 
  functions as fog cloud, except that each round on your turn, 
  including the turn in which you cast the spell, the cloud 
  infl icts 5d4 points of damage to each creature within it. A 
  Fortitude save halves this damage. For every two points of 
  damage infl icted in this way, you regain 1 hit point.
  VENOM EYES 
  School transmutation [evil, poison]; Level antipaladin 3, 
  clerics/oracle 7, druid 7, shaman 7
  Casting Time 1 standard action
  Components V, S, DF 
  Range touch
  Target one living creature 
  Duration 1 round/level
  Saving Throw Fortitude negates and Fortitude partial, see 
  text; Spell Resistance yes 
   
  The target’s eyes fi ll with poison as they begin to cry 
  tears of burning venom. The target is entitled to an initial 
  saving throw to negate the spell entirely. If this fails, the 
  venom running from his eyes makes seeing diffi  cult, and as 
  a result, the target treats all creatures as though they had 
  concealment (20% miss chance). Because of the nature of 
  the spell, the target’s vision is never obstructed against gaze 
  attacks as an eff ect of this venom, though he can still avert 
  his gaze or close his eyes normally. Additionally, each round 
  the target must succeed on a Fortitude save or suff er 1 point 
  of Strength, Dexterity and Constitution damage, and be 
  nauseated for 1 round. Any eff ect which cures poison also 
  removes the eff ects of this spell.
  VERDANT AWAKENING
  School conjuration (creation); Level druid 9
  Casting Time 1 standard action
  Components V, S, DF
  Range medium (100 ft. + 10 ft./level)
  Eff ect one massive tree/level
  Duration 1 round/level; see text
  Saving Throw Refl ex negates, see text; Spell Resistance no
   
  You become fi lled with the wild and untamed 
  power of life, granting you the ability to create trees from 
  nothingness. Immediately upon casting this spell, and once 
  each round thereafter, as a standard action, you can cause 
  a single massive tree to spring into existence in a spot you 
  designate within the spell’s area. A tree which springs into life 
  this way causes signifi cant damage to creatures and objects 
  within its square, dealing 5d8 points of bludgeoning damage 
  and pushing Medium or smaller creatures and objects 15 feet 
  
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  in a random direction. A successful Refl ex save negates this 
  eff ect and causes the character to either move to an adjacent 
  square or to the top of the tree (their choice). Trees created 
  by this spell remain indefi nitely. For more information on 
  massive trees, see the Pathfi nder Roleplaying Game Core 
  Rulebook.
  VIOLENT BLIZZARD 
  School evocation (cold); Level druid 8, sorcerer/wizard 9
  Casting Time 1 standard action
  Components V, S, M (an icicle that has been encased in 
  amber)
  Range long (400 ft. + 40 ft./level)
  Area 100-ft.-diameter cylinder, 100 ft. high 
  Duration 1 round/level
  Saving Throw Fortitude partial; Spell Resistance no 
   
  Crying out to nature and fi lling the very air with the 
  essence of cold, a vortex of snow explodes from the point you 
  designate, creating an instant blizzard. The area of the spell 
  fi lls with snow, which obscures vision beyond 5 feet, and 
  characters 5 feet away or more gain concealment (20% miss 
  chance) against all attacks. High winds and swirling snow 
  make ranged attacks within the blizzard impossible, and all 
  such attacks automatically miss. These high winds also make 
  it diffi  cult to move in the storm, and all characters within 
  the spell’s area must succeed on a Strength check (DC 20) 
  in order to move, and do so at half their normal speed. Each 
  round that a character remains within the storm, he suff ers 
  5d6 points of cold damage and is staggered for 1 round. A 
  successful Fortitude save halves this damage and negates the 
  staggered eff ect. 
  WARDING WREATH
  School abjuration; Level bard 4, cleric/oracle 3, druid 4, 
  shaman 4, sorcerer/wizard 5, witch 4
  Casting Time 1 minute
  Components V, S, F, Te (a wreath made of holly; cold or 
  colder)
  Range see text
  Eff ect wards one building
  Duration 1 hour/level
  Saving Throw Will partial, see text; Spell Resistance no
   
  At your touch, the wreath begins to glow with a 
  faint but unmistakable golden light. In order for this spell to 
  have any eff ect, the wreath must then be hung outside the 
  entrance of some sort of building or other enclosed space 
  (such as the front door of a house, above a cave entrance, and 
  so on). The wreath then wards the enclosed space, providing 
  a number of benefi cial eff ects. The wreath can only ward an 
  area of up to 500 square feet per caster level (to a maximum 
  of 5,000 square feet, at 10th level), and if the enclosed space is 
  larger than that, only the 500 square feet/level of area nearest 
  the wreath gains the benefi ts. Even if the enclosed area is 
  smaller than the square footage allowed, this spell can only 
  grant its benefi t to one enclosed structure (such as a house, 
  castle, or cave), and the benefi ts do not extend beyond that 
  structure’s borders.
   
  The temperature in the warded area is kept at a 
  comfortable warmth, and the entire warded area remains 
  in the warm temperature category (61 - 85° F). Any attempt 
  to magically alter the temperature in the warded area fails 
  unless its caster succeeds on a caster level check (DC 11 + your 
  caster level). 
   
  Additionally, the wreath provides a magical barrier 
  that is diffi  cult for incorporeal creatures to cross. Any 
  incorporeal creature attempting to enter the warded area 
  must succeed on a Will save, or be unable to enter the warded 
  area for the spell’s duration. This same protection applies to 
  the wreath itself, and any incorporeal creature attempting to 
  remove or destroy the wreath must succeed on a Will save or 
  be unable to do so for the spell’s duration.
   
  Finally, the wreath fi lls the warded area with a sense 
  of calm and peace, making it diffi  cult to perform violent 
  acts in the warded area. Each creature in the warded area 
  that attempts to take a hostile action (such as making an 
  attack roll or combat maneuver check, or casting a spell that 
  deals damage or allows a saving throw that is not denoted 
  as “harmless”) must succeed on a Will save or be unable 
  to perform that action. Such a creature can attempt a new 
  saving throw each round to perform the action.
   
  If the wreath is removed or destroyed at any point 
  during the spell’s duration, the spell ends immediately.
  
  123
  WILD VENGEANCE
  School transmutation; Level druid 6, ranger 3
  Casting Time 1 standard action
  Components V, S, DF
  Range close (25 ft. + 5 ft./2 levels)
  Target one animal
  Duration 1 round/level 
  Saving Throw Will negates, Fortitude partial; Spell 
  Resistance yes
   
  You take magical control of a nearby animal and 
  increase it to great size, imbuing it with the strength of 
  nature. If the target fails its Will save, it falls under your 
  perfect telepathic control and obeys your commands to the 
  best of its ability. It requires no action to direct an animal 
  to act in a particular way with this spell. Additionally, if 
  the target fails its Fortitude save, its size increases by 1 
  step, providing it with all the normal benefi ts conferred for 
  increasing in size, as summarized by the tables below.
  Old Size*
  New Size
  Str
  Dex
  Con
  Fine
  Diminutive
  Same
  –2
  Same
  Same
  Diminutive
  Tiny
  2
  –2
  Same
  Same
  Tiny
  Small
  4
  –2
  Same
  Same
  Small
  Medium
  4
  –2
  2
  Same
  Medium
  Large
  8
  –2
  4
  2
  Large
  Huge
  8
  –2
  4
  3
  Huge
  Gargantuan
  8
  Same
  4
  4
  Gargantuan
  Colossal
  8
  Same
  4
  5
  * Repeat the adjustment if the creature moves up more than one size.
  Table 3-8: Size Changes
  Natural 
  Armor
  Size
  Fine
  8
  –8
  8
  16
  Diminutive
  4
  –4
  6
  12
  Tiny
  2
  –2
  4
  8
  Small
  1
  –1
  2
  4
  Medium
  0
  0
  0
  0
  Large
  –1
  1
  –2
  –4
  Huge
  –2
  2
  –4
  –8
  Gargantuan
  –4
  4
  –6
  –12
  Colossal
  –8
  8
  –8
  –16
  Table 3-9: Size Bonuses and Penalties
  AC/ 
  Attack
  CMB/ 
  CMD
  Fly Skill
  Stealth 
  Skill
  WILD VIGOR
  School transmutation; Level ranger 2
  Casting Time 1 standard action
  Components V, S, M (a boar’s heart) 
  Range touch
  Target your animal companion
  Duration 1 min./level 
  Saving Throw Fortitude negates (harmless); Spell 
  Resistance yes (harmless)
   
  You fi ll your animal companion with the strength 
  and vigor of the wild land, imbuing him with additional 
  power and granting him more abilities. For the spell’s 
  duration, your animal companion gains abilities as though 
  you were a druid of your ranger level. The animal companion 
  does not gain additional feats or skills as a result of this 
  process, though it gains all the other benefi ts conferred as a 
  result of your higher druid level, including gaining additional 
  Hit Dice. Additionally, as long as your animal companion 
  is within a terrain it is native to or in one of your favored 
  terrains, it gains fast healing equal to 1/2 your caster level.
  WRATH OF THE DIVINE 
  School conjuration [acid, cold, electricity, or fi re]; Level 
  cleric/oracle 9, druid 9
  Casting Time 1 standard action
  Components V, S, DF
  Range long (400 ft. + 40 ft./level)
  Area 1,500-ft.-radius spread
  Duration 1 round/level 
  Saving Throw none; Spell Resistance no
   
  You open your arms to the heavens, shouting a prayer 
  to the divine for the destruction of the heretics and infi dels 
  who besmirch their holy name. This spell can only be cast by 
  characters with a caster level of 20 or higher. For the spell’s 
  duration, holy cleansing energy (acid, cold, electricity, or fi re) 
  rains from the sky in the aff ected area, while the name of your 
  deity rings clear in thunder, proclaiming judgment on the 
  unfaithful. The type of damage infl icted by the spell must be 
  chosen as the spell is cast. All characters within the area who 
  do not worship your deity suff er 2d8 points of damage each 
  round. Half the damage is damage of the chosen type, but the 
  other half results directly from divine power and is therefore 
  not subject to energy resistance or immunity. The direct 
  interference of a deity can end this eff ect early, but typically 
  not until at least one minute after the spell is cast.
   
  As a full-round action, at any time during the spell’s 
  duration, a character within the spell’s area can drop to his 
  knees and begin verbally confessing his sins and promising 
  to follow your deity, declaring himself a convert to your faith. 
  If he does, he suff ers no further ill eff ects from this spell. 
  Those who convert in this fashion tend to receive the close 
  scrutiny of their new deity for some time, to ensure that the 
  conversion was genuine, and harsh punishments typically 
  await those who make false conversions.
  XYBAR’S ABERRANT SUMMONS
  School transmutation; Level sorcerer/wizard 7, summoner 
  5, witch 7
  Casting Time see text
  Components V, S, M (the beak of a squid)
  Range see text
  Eff ect alters one summoned creature
  Duration see text
  Saving Throw none; Spell Resistance no
   
  This spell may be cast as a free action as part of 
  casting any spell of the summoning subschool which 
  summons one or more creatures. Otherwise, the spell has no 
  eff ect.
   
  The summoned creature gains four primary tentacle 
  attacks, which deal 1d4 points of damage each, if the creature 
  
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  is Medium-sized. Further, the summoned creature gains the 
  grab universal monster special ability, which applies to each 
  of these tentacle attacks. If the summoned creature already 
  possesses four or more tentacle attacks, then it does not gain 
  these benefi ts, and instead its existing tentacle attacks deal 
  damage as though the summoned creature were two size 
  categories larger than it actually is.
   
  These eff ects last for 1 minute per caster level you 
  possess, or until the spell that summoned the creature 
  ends, whichever comes fi rst. If more than one creature 
  is summoned by the summoning spell that is cast in 
  conjunction with Xybar’s aberrant summons, only one of the 
  summoned creatures is aff ected.
  XYBAR’S DARK SUMMONS
  School transmutation; Level sorcerer/wizard 8, summoner 
  6, witch 8
  Casting Time see text
  Components V, S, M (a pinch of ash from the corpse of a 
  vampire)
  Range see text
  Eff ect alters one summoned creature
  Duration see text
  Saving Throw none; Spell Resistance no
   
  This spell may be cast as a free action as part of 
  casting any spell of the summoning subschool which 
  summons one or more creatures. Otherwise, the spell has no 
  eff ect.
   
  The summoned creature is infused with negative 
  energy and a hunger for the life force of living creatures. The 
  summoned creature gains the lifesense universal monster 
  ability. Additionally, each of the summoned creature’s natural 
  attacks infl icts an additional 3d6 points of negative energy 
  damage to living creatures (it has no eff ect on undead or 
  creatures that are neither living nor dead). Finally, whenever 
  the summoned creature infl icts negative energy damage 
  with one of its natural attacks, it heals a number of hit 
  points equal to 1/2 the amount of negative energy damage it 
  infl icted (rounded down).
   
  These eff ects last for 1 minute per caster level you 
  possess, or until the spell that summoned the creature 
  ends, whichever comes fi rst. If more than one creature 
  is summoned by the summoning spell that is cast in 
  conjunction with Xybar’s dark summons, only one of the 
  summoned creatures is aff ected.
  XYBAR’S GOOEY SUMMONS
  School transmutation; Level sorcerer/wizard 2, summoner 
  1, witch 2
  Casting Time see text
  Components V, S, M (a pinch of mucus)
  Range see text
  Eff ect alters one summoned creature
  Duration see text
  Saving Throw none; Spell Resistance no
   
  This spell may be cast as a free action as part of 
  casting any spell of the summoning subschool which 
  summons one or more creatures. Otherwise, the spell has no 
  eff ect.
   
  The summoned creature’s body is comprised of 
  a gelatinous goo, instead of its normal composition. It is 
  immune to precision-based damage and critical hits, due to 
  a lack of true anatomy, and its fl uid shape allows it to move 
  through an area as small as one-quarter its space without 
  squeezing, or one-eighth its space when squeezing.
   
  These eff ects last for 1 minute per caster level you 
  possess, or until the spell that summoned the creature 
  ends, whichever comes fi rst. If more than one creature 
  is summoned by the summoning spell that is cast in 
  conjunction with Xybar’s gooey summons, only one of the 
  summoned creatures is aff ected.
  XYBAR’S UNKILLABLE SUMMONS
  School transmutation; Level sorcerer/wizard 4, summoner 
  3, witch 5
  Casting Time see text
  Components V, S, M (a small iron rod)
  Range see text
  Eff ect alters one summoned creature
  Duration see text
  Saving Throw none; Spell Resistance no
   
  This spell may be cast as a free action as part of 
  casting any spell of the summoning subschool which 
  summons one or more creatures. Otherwise, the spell has no 
  eff ect.
   
  The summoned creature gains DR 2/epic; acid, 
  cold, electricity, and fi re resist 10; and regeneration 5. The 
  summoned creature’s regeneration can only be overcome 
  by damage from epic sources. Additionally, the summoned 
  creature does not automatically depart when reduced to 0 hit 
  points, as long as its regeneration is functioning.
   
  These eff ects last for 1 minute per caster level you 
  possess, or until the spell that summoned the creature 
  ends, whichever comes fi rst. If more than one creature 
  is summoned by the summoning spell that is cast in 
  conjunction with Xybar’s unkillable summons, only one of the 
  summoned creatures is aff ected.
  ZANZIBRAST’S MIND DRAIN
  School necromancy; Level sorcerer/wizard 7, witch 7
  Casting Time 1 standard action
  Components V, S, M (a pinch of monkey brains)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration instantaneous
  Saving Throw Will partial; Spell Resistance yes
   
  You violently empty the target’s mind, and use the 
  expended energy to cast a free spell. If the target succeeds 
  on his saving throw, he suff ers 1 point of damage per caster 
  level you possess (maximum 20), as his mind is violently 
  assaulted, but is otherwise unaff ected. If the target fails his 
  saving throw, he suff ers 1d4 points of damage per caster level 
  you possess, or if he has a power point reserve, he suff ers 
  1d6 points of damage per caster level you possess, instead 
  
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  (maximum 20d4 or 20d6 if the target has a power point 
  reserve). If the target has a power point reserve and fails his 
  saving throw, he also loses a number of power points from 
  that reserve equal to your caster level. If the target loses any 
  power points in this way, you may immediately cast any spell 
  that you can currently cast, whose spell level is less than or 
  equal to 1/5 the number of power points the target lost in this 
  way (to a maximum of a 4th-level spell with 20 power points 
  lost). Casting the spell in this way is a free action, and does 
  not expend the spell slot used to prepare or cast the spell.
  ZANZIBRAST’S PSIONIC INHIBITOR
  School abjuration; Level sorcerer/wizard 8
  Casting Time 1 standard action
  Components V, S, M (ground crystal dust)
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 min./level (D)
  Saving Throw Will negates; Spell Resistance yes
   
  You wrap the target in magical auras that interfere 
  with psionic ability. For the spell’s duration, whenever the 
  target attempts to spend a power point for any reason, he 
  must expend 2 power points to accomplish the same eff ect, 
  instead. This does not aff ect the maximum number of power 
  points the target can spend in one turn.
  ZANZIBRAST’S UNFOCUSING BOLT
  School evocation; Level bloodrager 1, magus 1, sorcerer/
  wizard 1
  Casting Time 1 standard action
  Components V, S, F (a 2-inch long wooden mallet)
  Range close (25 ft. + 5 ft./2 levels)
  Eff ect one ray
  Duration instantaneous
  Saving Throw Will partial; Spell Resistance yes
   
  You fi re a bolt of green-and-orange energy from 
  your fi ngertip. You must succeed on a ranged touch attack in 
  order to hit your target. If the attack hits, the target suff ers 
  1d8 points of damage, and must succeed on a Will save or be 
  dazed for 1 round and lose his psionic focus. Non-humanoid 
  creatures and creatures with 5 or more Hit Dice are dazzled 
  instead of dazed, but still lose psionic focus. 
  
   
  Exotic Encounters is our weekly article devoted to 
  providing terrifying and wondrous new monsters for players 
  to face. Originally a series of products that provided alternate 
  versions of existing monsters, Exotic Encounters became a 
  weekly article at the beginning of 2014, during which time it 
  transitioned to mainly providing entirely new monsters. In 
  2014, we created 30 new monsters, with at least one monster 
  at each CR from 1 to 20. Additionally, there are four 
  templates, each of which is designed to be applied to a 
  diff erent type of elemental creature. Finally, Exotic 
  Encounters is also where we chose to debut new races this 
  year, and we produced no less than 10 player character races.
   
  This chapter contains all the content from 
  Exotic Encounters produced over the course of 2014, with 
  the exception of preview material from another product. 
  First, the 30 monsters are listed in alphabetical order, with 
  one monster appearing on each page. Some of the monsters 
  have had their ecology sections expanded (or, in rare cases, 
  reduced) from the original article in which they debuted, to 
  allow them to fi t one per page in this fashion.
   
  After all of the monsters, there is a page that provides 
  a variety of helpful tables and demographic information for 
  fi nding a specifi c monster, including Table 4-1: Monsters by 
  CR. Next, the four elemental templates are listed in 
  alphabetical order.
   
  After this, each of the ten player character races is 
  presented, in alphabetical order. Each of these has an 
  extensive fl avor description, providing information about 
  their racial culture and heritage, as well as game rules for 
  characters of that race. Further, each of these races’ sections 
  also includes a selection of alternate favored class bonuses for 
  members of that race, and a racial archetype. This additional 
  content came from other articles on the Necromancers of the 
  Northwest website, except for a small amount, which were 
  made specifi cally for this book, and are not found elsewhere.
  CHapter 4: Exotic Encounters
  126
  
  127
  Aegisphere
   
  Before you is a massive sphere of gleaming metal. It 
  is seamless and perfectly smooth. After a moment, there is a 
  faint whirring sound, and four long, gleaming metal tentacles 
  extend from the sphere from previously unseen holes. Each 
  tentacle ends in a grasping four-pincer claw, which snaps 
  menacingly. In the center of the sphere, previously hidden, 
  is a massive, glowing red eye, which scans you with cold 
  malevolence.
  AEGISPHERE  
                                                        CR 18
  XP 153,600
  LN Huge construct (robot)
  Init +6; Senses darkvision 60 ft., low-light vision, greater 
  arcane sight, true seeing; Perception +34
  DEFENSE
  AC 33, touch 17, flat-footed 31 (+7 deflection, +2 Dex, +16 
  natural, -2 size)
  hp 292 (25d10+65 plus 90 hp force field)
  Fort +10, Ref +12, Will +10
  Defensive Abilities deflection array, hardness 15, improved 
  force field; Immune cold, construct traits; Resist acid 20, 
  electricity 20, fire 20; SR 33
  Weaknesses vulnerable to critical hits, vulnerable to 
  electricity
  OFFENSE
  Speed 20 ft.; fly 60 ft. (perfect)
  Melee 4 claws +29 (1d8+5 plus 3d6 electricity/19-20)
  Ranged 4 plasma beams +25 touch (5d8 plasma damage)
  Space 15 ft.; Reach 20 ft.
  Special Attacks flux cannon
  Spell-Like Abilities (CL 20th)
       Constant—greater arcane sight, true seeing
       At will—greater scrying, invisibility (self only), reverse 
  gravity
       3/day—control constructUM, forcecage, greater prying eyes, 
  plane shift, power word stun, temporal stasis
       1/day—time stop
  STATISTICS
  Str 20, Dex 14, Con —, Int 24, Wis 10, Cha 10
  Base Atk +25; CMB +32 CMD 51
  Feats Blind-Fight, Combat Expertise, Combat Reflexes, Great 
  Fortitude, Improved Critical (claw), Improved Initiative, 
  Iron Will, Lightning Reflexes, Power Attack, Skill Focus 
  (Knowledge [arcana]), Skill Focus (Perception), Toughness, 
  Weapon Focus (claw)
  Skills Climb +41, Disable Device +30, Fly +34, Knowledge 
  (arcana) +41, Knowledge (History) +35, Knowledge (planes) 
  +35, Perception +34, Sense Motive +28, Spellcraft +32; Racial 
  Modifiers +8 Climb
  Languages Common
  SQ projection
  ECOLOGY
  Environment any
  Organization solitary 
  Treasure standard
  SPECIAL ABILITIES
   
  Deflection Array (Su): An aegisphere gains a 
  deflection bonus to AC equal to its Intelligence score.
   
  Flux Cannon (Su): As a standard action, an 
  aegisphere can fire a deadly beam of pulsing energy from its 
  central eye. This takes the form of a 200-foot line that deals 
  10d10 points of plasma damage (half electricity and half fire) 
  to each creature in the area. A successful Reflex save (DC 29) 
  halves this damage. The aegisphere must wait 2d4 rounds 
  between each use of this ability. The saving throw DC is 
  Intelligence-based. 
   
  Improved Force Field (Su): An aegisphere’s force 
  field is more advanced than that of most other robots. An 
  aegisphere’s force field has fast healing 25, instead of the 
  normal amount, and if the force field is reduced to 0 hit 
  points, it reactivates after one hour, instead of after 24. 
  Finally, as long as the aegisphere’s force field is active, it gains 
  spell resistance equal to 15 + the aegisphere’s CR (this spell 
  resistance is included in the aegisphere’s statistics).
   
  Projection (Sp): As a standard action, an aegisphere 
  can project a hologram of itself anywhere within 1 mile of 
  its current location. This functions as project image, except 
  as follows. The aegisphere can have the hologram take any 
  appearance that it wishes (if it chooses to appear as a specific 
  individual, it must succeed on a Disguise check, opposed 
  by viewers’ Perception checks. Failure indicates that it is 
  obviously not who it appears to be, and grants a +5 bonus 
  on Will saves to disbelieve the illusion; the aegisphere gains 
  a +20 bonus on Disguise checks for this purpose). The 
  aegisphere does not need to have line of effect from itself to 
  the projected image, and the aegisphere can activate its spell-
  like abilities through the projected image as though they were 
  spells.
  Ecology
   
  Exactly who or what created the aegispheres is 
  unknown, but it is generally accepted that these powerful 
  creatures are among the most advanced creations known to 
  man, and fuse magic and technology in ways that few have 
  been able to achieve. Some even theorize that the aegispheres 
  have not actually been created yet, and, in fact, have arrived 
  in the present day from the future by means of some kind of 
  time travel. Even those who have been forthcoming with the 
  humanoid races refuse to speak about their origin, leaving 
  much about these creatures shrouded in mystery.
   
  It is believed that there are exactly 13 aegispheres, 
  and the creatures themselves claim that this is the case, 
  but those who distrust the robots’ motives suspect that 
  there may be many more. At any given time, at least 7 of 
  the aegispheres can be found in a low orbit, circling the 
  planet and, apparently, watching it from above. Up to 6 
  aegispheres at a time may descend to the earth below to carry 
  on various activities. Their exact itineraries are hard to know, 
  but there have been a few cases where an aegisphere has 
  been confirmed to have meddled in humanoid affairs. They 
  generally operate through pawns or other operatives, whom 
  they interact with only in their projected form, meaning 
  that most of these pawns believe they are working for a more 
  conventional authority. Why the aegispheres intervene in 
  humanoid affairs is unknown. While some have theorized 
  that they are here to guide humanity to a prosperous future, 
  others believe that the machines may be trying to manipulate 
  history for some far more nefarious purpose.
  
  128
  Angel, Karlitia
   
  Descending through the storm is an inhumanly 
  beautiful woman. About her, the raging fury of the blizzard 
  abates to a mild drift, the snow wafting with a slow 
  inevitability that is both gentle and terrifying. From her 
  shoulders spread two gracefully beating owl’s wings with 
  feathers of the brightest silver and purest white, and in her 
  strong hands she carries a shield and lance which shed a 
  bright light, like a deep blue aurora. Most terrible of all is her 
  statuesque face, unmoving in its serenity and embodying a 
  calm resolve, which seems to crush all hope of resistance and 
  assures you that this creature is an inevitable, unavoidable 
  force.
  ANGEL, KARLITIA 
                                                        CR 10
  XP 9,600
  LG Medium outsider (angel) 
  Init +9; Senses darkvision 60 ft., detect chaos, detect evil, 
  detect good, detect law, see invisibility; Perception +25
  Aura frozen calm, protective aura 
  DEFENSE
  AC 24, touch 15, flat-footed 19 (+5 Dex, +7 natural, +2 shield)
  hp 149 (13d10+78)
  Fort +11, Ref +13, Will +15; +4 vs. poison
  DR 10/evil; Immune acid, cold, petrification; Resist 
  electricity 10, fire 10; SR 21
  OFFENSE
  Speed 30 ft., fly 60 ft. (good)
  Melee +1 holy frost lance + 19/14/9 (1d8+6/x3 plus 1d6 cold 
  damage plus 2d6 vs. evil creatures)
  Special Attack frosty gaze, icy prison
  Spell-Like Abilities (CL 13th)
       Constant—detect chaos, detect evil, detect good, detect 
  law, see invisibility 
       3/day—dispel evil, ice storm, wall of ice 
       1/day—cone of cold (DC 19), freezing sphere (DC 20) 
  STATISTICS
  Str 20, Dex 20, Con 20, Int 13, Wis 20, Cha 18
  Base Atk +13; CMB +18; CMD 33
  Feats Alertness, Combat Expertise, Fly-by Attack, Great 
  Fortitude, Improved Initiative, Iron Will, Toughness
  Skills Diplomacy +20, Fly +23, Knowledge (religion) +17, 
  Knowledge (planes) +17, Perception +25, Sense Motive +25, 
  Use Magic Device +20
  Languages Celestial, Draconic, Infernal; truespeech 
  ECOLOGY
  Environment any good-aligned plane
  Organization solitary 
  Treasure standard (+1 frost holy lance, heavy steel shield, 
  and other treasure)
  SPECIAL ABILITIES
   
  Aura of Frozen Calm (Su): The area within 10 feet 
  of the karlitia is constantly filled with softly-falling snow and 
  an intangible, but overwhelming, sense of calm. Characters 
  within the area are immune to emotion spells and effects. 
  Additionally, any character affected by an emotion effect 
  has that effect suppressed while within the area. Finally, any 
  character within the area ceases to benefit from the barbarian 
  rage class feature and has any confusion or insanity effect 
  suppressed while within the aura of frozen calm.
   
  Frosty Gaze (Su): As a standard action, the karlitia 
  can turn her frosty gaze upon a living creature within 30 feet, 
  affecting him with a deep cold that pierces the hearts of even 
  the sturdiest of mortals. When she turns her gaze upon a 
  character in this fashion, he must succeed on a Fortitude save 
  (DC 20) or suffer 2d6 points of cold damage, and have his 
  cold resistance (if any) reduced by 10 for 1 minute. A karlitia 
  can use this ability at will. The saving throw DC is Charisma-
  based.
   
  Icy Prison (Su): The most famous and feared ability 
  of the karlitia is her ability to imprison creatures pierced 
  by her lance in magical ice, preventing them from moving 
  and slowly freezing them to death. As a full-round action, 
  the karlitia may make a special attack with her lance at her 
  highest base attack bonus. If the attack is successful, it deals 
  damage as normal and encases the target in ice, unless he 
  succeeds on a Fortitude save (DC 20). A character trapped 
  in ice is incapable of moving or making any action requiring 
  movement, and is denied his Dexterity bonus to AC, though 
  he is not considered helpless and he does not drop held 
  items. Each round the target remains imprisoned in ice, he 
  suffers 2d6 points of cold damage. As a full-round action, a 
  character imprisoned in ice can attempt to shatter the prison 
  by making a Strength check (DC 20). Additionally, dealing 25 
  points of damage or 10 points of fire damage to the icy prison 
  destroys it, freeing the trapped character. The saving throw 
  DC is Charisma-based.
  Ecology
   
  The karlitia is an angel born from the frozen and 
  icy reaches of the heavens, and she serves as a champion of 
  passionless good and cold reason. Karlitias serve celestial 
  armies as messengers and guards, avoiding direct combat 
  for the most part and instead ensuring that the will of the 
  forces of good is carried out with efficiency. Occasionally, 
  karlitias are sent to the Material Plane to address the sins of 
  apathetic mortals, or are sometimes sent to punish those who 
  have not done enough to help others. These angels lack the 
  capacity for pity, and as a result have been known to bring 
  dire punishments on mortals whose perceived sins would be 
  readily dismissed by other good-aligned outsiders.
   
  Karlitias are seen as an omen of judgment to come, 
  and the appearance of a karlitia often heralds a period of 
  reflection and repentance from mortals. Others interpret 
  the coming of the karlitia as a sign of judgment passed upon 
  a community, and their coming is soon followed by lengthy 
  inquisitions and trials. Called or summoned karlitias serve 
  their masters extremely faithfully and without fail, even in 
  tasks that they might otherwise find reprehensible. Calling a 
  karlitia is dangerous, however, as it is a sure way to draw the 
  angel’s attention to oneself, and the cold-hearted instruments 
  of divine judgment have long and perfect memories. 
  
  129
  Aryiogh
   
  A massive, armored sphere, dominated by a gaping 
  maw ringed with teeth, is supported by three thick, insectile 
  legs which drive it towards you with great speed. Three 
  immense tentacles lash about, each with a heavy carapace and 
  tipped with a venom-dripping stinger the size of a spear. 
  ARYIOGH 
                                                                         CR 7
  XP 3,200
  NE Large aberration 
  Init +1; Senses blindsense 60 ft.; Perception -1
  DEFENSE
  AC 22, touch 10, flat-footed 21 (+1 Dex, +12 natural, -1 size)
  hp 95 (10d8+50)
  Fort +10, Ref +4, Will +6
  OFFENSE
  Speed 30 ft. 
  Melee 3 tentacles +11 (1d8 + 5 plus paralytic venom) 
  Space 10 ft., Reach 15 ft.
  Special Attacks devour, impale, limited attack, paralytic 
  venom, rancid cloud, swallow whole (2d6 + 7 plus 2d6 acid 
  damage, AC 15, 15 hit points)
  STATISTICS
  Str 20, Dex 13, Con 20, Int 5, Wis 8, Cha 6
  Base Atk +7; CMB +13; CMD 24
  Feats Cleave, Combat Reflexes, Great Cleave, Great 
  Fortitude, Power Attack
  Skills Survival +12
  Languages Aklo
  ECOLOGY
  Environment any
  Organization solitary, pair, cult (3-5 plus 2d8 non-
  combatant slaves of various humanoid races) 
  Treasure none
  SPECIAL ABILITIES
   
  Devour (Ex): As a move action, an aryiogh can 
  attempt to maneuver a grappled creature into its mouth 
  in order to swallow it. In order to accomplish this, it must 
  succeed on a grapple combat maneuver check and a DC 
  15 Dexterity check. If it succeeds on both these rolls, the 
  creature is automatically swallowed whole. An aryiogh 
  cannot swallow creatures without using this ability.
   
  Impale (Ex): As a standard action, an aryiogh can 
  attempt to impale a creature on one of its barbed tentacles. In 
  order to do so, it must succeed on a melee attack against the 
  target at a -5 penalty. If the attack hits, the target is treated 
  as though it had been grappled and automatically suffers 1d8 
  +5 points of damage each round. The target is also subject 
  to the aryiogh’s paralytic venom ability each round. When 
  an aryiogh impales a creature on a tentacle in this way, the 
  aryiogh loses access to that tentacle attack for as long as it is 
  impaling the target. An aryiogh can impale as many as three 
  creatures at once.
   
  Limited Attack (Ex): Because of the unusual shape 
  of an aryiogh’s body, each of its tentacles must attack a 
  different target each round. 
   
  Paralytic Venom (Ex): Each of an aryiogh’s 
  tentacles is tipped with a poisonous stinger, which injects 
  venom that causes temporary paralysis. Any creature that 
  becomes exposed to the aryiogh’s paralytic venom must 
  succeed on a Fortitude save (DC 20) or become stunned for 1 
  round. The saving throw DC is Constitution-based. Creatures 
  immune to poison are immune to this ability.
   
  Rancid Cloud (Ex): An aryiogh’s body is filled with 
  a reeking pus, and the aryiogh can draw on this in order to 
  release a cloud of horrid-smelling gas as a full-round action. 
  When it uses this ability, all creatures within a 10-foot radius 
  of the aryiogh must succeed on a Fortitude save (DC 20) or 
  become nauseated. The saving throw DC is Constitution-
  based. Creatures immune to poison are immune to this 
  ability.
  Ecology
   
  A distant relative of the otyugh, the aryiogh is 
  a massive subterranean predator of unknown origin. An 
  aryiogh’s body is made up of a caustic and vile smelling pus, 
  contained within a vast armored carapace. The pus expands 
  and contracts, serving as all of the aryiogh’s muscles and 
  organs at once. The aryiogh also boasts a set of poisonous 
  stingers which contain a venom that causes paralysis in those 
  it comes into contact with. 
   
  Though possessed of only barely better than animal 
  intelligence, aryioghs have some traces of a crude society. 
  Aryiogh society revolves almost exclusively around the 
  worship of the obscure and dark god Eiroyit, who is known 
  only to the aryioghs themselves. Aryioghs construct massive 
  underground temples using slave labor and carry out the foul 
  god’s sinister and obscure purpose with zealous devotion. 
   
  Eiroyit’s aryiogh-constructed temples tend to be of 
  incredible size and utilize a strange and complex combination 
  of geometries, which most find unsightly and associate with 
  wicked purpose. Despite being so aesthetically displeasing, 
  these fantastic temples demonstrate an architectural ability 
  far in advance of the typical aryiogh intellect. Temples 
  are generally made from bone and covered with a fleshy 
  membrane which is presumed to be excreted from the 
  aryiogh itself. Temple structures tend to have many chambers 
  devoted to profane and practical purposes, and can vary in 
  size from a single large building to entire underground cities, 
  the scope of which is unmatched on the surface. 
   
  Though most aryioghs are mercifully primitive and 
  crude, a few seem possessed of hyper-intellect far beyond 
  that of humans. These aryioghs lead vast conspiracies in the 
  name of Eiroyit, and can often be found at the head of cults 
  devoted to the dark god.  
   
  
  130
  Behemoth, Skittering
   
  A hairy, bulbous black body sits atop eight spidery 
  legs, which move with surprising speed, despite being as thick 
  as tree-trunks. A pair of huge pincers, appearing large enough 
  to cut a galleon in two, extend from the front of its body, 
  flanking a mouth-like orifice that constantly drips a sizzling 
  grey ichor. Most unsettling of all, what appears to be a black-
  scaled serpent of incredible size emerges from the back of the 
  creature like a tail. This serpentine head bobs and weaves in 
  the air, looking for prey to crunch with its eight-foot fangs.
  BEHEMOTH, SKITTERING 
   
                          CR 23
  XP 819,200
  N Colossal magical beast
  Init +8; Senses blindsense 60 ft., darkvision 60 ft., 
  tremorsense 120 ft.; Perception +30
  DEFENSE
  AC 40, touch 6, flat-footed 36 (+4 Dex, +34 natural, -8 size)
  hp 507 (35d10+315); regeneration 20
  Fort +29, Ref +25, Will +16
  Defensive Abilities unstoppable; DR 15/epic; Immune 
  ability damage, ability drain, aging, bleed, disease, energy 
  drain, fire, mind-affecting effects, negative levels, paralysis, 
  permanent wounds, petrification, poison, polymorph; SR 34
  Weaknesses vulnerable to miracles and wishes
  OFFENSE
  Speed 30 ft., burrow 30 ft., climb 30 ft.
  Melee 2 pincers +34 (4d8+12 plus grab/17-20), bite +34 
  (5d8+6 plus grab and poison)
  Space 30 ft.; Reach 30 ft. (50 ft. with bite)
  Special Attacks acid web (+31 ranged, DC 35, 70 hp, 10d6 
  acid), ruinous, swallow whole (12d6 acid damage and 12d6 
  bludgeoning damage, AC 44, 101 hp)
  STATISTICS
  Str 22, Dex 18, Con 26, Int 10, Wis 17, Cha 19
  Base Atk +35; CMB +49 (+51 sunder); CMD 63 (75 vs. trip)
  Feats Ability Focus (poison), Combat Reflexes, Constricting 
  Throat*, Great Fortitude, Improved Critical (pincer), 
  Improved Initiative, Improved Sunder, Intimidating 
  Prowess, Iron Gullet*, Iron Will, Lightning Reflexes, Power 
  Attack, Skill Focus (Intimidate, Perception), Swift Swallow*, 
  Toughness, Weapon Focus (bite, pincer)
  Skills Climb +34, Intimidate +34 (+54 in dim light or 
  darkness), Perception +30, Stealth +8 (+28 in dim light or 
  darkness); Racial Modifier +20 Intimidate in dim light or 
  darkness, +20 Stealth in dim light or darkness
  Languages Aklo (can’t speak)
  SQ massive pincers, skittering surge
  ECOLOGY
  Environment any underground
  Organization solitary or pair
  Treasure none
  SPECIAL ABILITIES
   
  Acid Web (Ex): A skittering behemoth is capable 
  of spitting nets made of spider-like webbing from its 
  lower mouth. This functions similarly to the web universal 
  monster ability, with a few exceptions. The webs have a range 
  increment of 50 feet, and a maximum range of 500 feet. 
  The number of hit points that a 5-foot-square section of 
  webbing has is equal to twice the skittering behemoth’s Hit 
  Dice, rather than being equal to its Hit Dice, and the DR of 
  a 5-foot-square section of webbing is equal to 10/—, instead 
  of the normal amount. Finally, the web is acidic, as well as 
  sticky, and any creature that is entangled in the web at the 
  end of its turn suffers 10d6 points of acid damage. Simply 
  touching the web inflicts 1d6 points of acid damage. The 
  skittering behemoth can spit webs in this way up to 8 times 
  per hour, rather than 8 times per day.
   
  Massive Pincers (Ex): A skittering behemoth’s two 
  massive pincers are razor sharp, and incredibly lethal. The 
  skittering behemoth adds twice its Strength modifier to the 
  damage dealt by the pincers, and their critical multiplier 
  is increased to 19-20 (before being further adjusted by 
  Improved Critical).
   
  Poison (Ex): A skittering behemoth’s fangs deliver 
  a hallucinogenic poison, which causes its victims to suffer 
  horrible waking nightmares.
   
  Poison: Bite—injury; save Fort DC 37; frequency 1/
  minute for 6 minutes; effect 1d4 Wisdom damage, and the 
  target must succeed on a Will save (DC 37) or be panicked for 
  1 minute; cure 2 consecutive saves. The panic is treated as a 
  mind-affecting fear effect.
   
  Skittering Surge (Ex): Once per minute, a skittering 
  behemoth can move up to 5 times its movement speed as a 
  single move action.
  Ecology
   
  The skittering behemoth is a force of divine 
  retribution, sent out by the gods to strike against those that 
  have sufficiently angered them. This particular behemoth 
  seems to be made up of several of the creatures most feared 
  in human minds: the spider, the scorpion, and the snake, and 
  while other behemoths may have their place as undisputed 
  masters of the land, sea, and sky, these horrible monstrosities 
  are perhaps the most horrifying of all of the behemoths.
   
  While they appear to have two mouths, only the 
  serpent head on the creature’s “tail” possesses an actual 
  mouth (or an actual head, for that matter). The opening on 
  the front of the creature’s body serves only to allow it to spin 
  webs (and, when the need arises, spit them). 
   
  Very few have suffered the skittering behemoth’s 
  venom and survived (in large part because those who are 
  injected with the poison are almost always swallowed at the 
  same time, and spend their last few moments in a panic-
  induced helplessness before they are digested), but those 
  who have claim that the venom shows a creature’s very worst 
  fears. Supposedly, the venom helps overcome these fears, if 
  the victim survives, and has been sought as a cure for this 
  purpose, although in the few cases where a sample has been 
  successfully collected, administering the poison led the 
  subject to fall into a sleep from which he never awoke, leaving 
  some to question the truthfulness of these claims.
  
  131
  Chimera, Marsh
   
  This creature resembles a giant snake, with two 
  additional heads: one which resembles that of an enormous 
  fly, and another with the long, toothy grin of a crocodile. The 
  creature rears up before you and waves its tail menacingly, 
  showing off the three-foot razor-sharp protrusion of bone at 
  the end.
  CHIMERA, MARSH 
   
                                           CR 9
  XP 6,400
  CE Large magical beast
  Init +5; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +13
  DEFENSE
  AC 23, touch 11, flat-footed 21 (+1 Dex, +1 dodge, +12 natural, 
  -1 size)
  hp 126 (12d10+60)
  Fort +12, Ref +9, Will +7
  OFFENSE
  Speed 30 ft., swim 60 ft.
  Melee bite +15 (2d6+4), bite +15 (1d8+4 plus poison), tongue 
  +15 touch (3d6 acid), tail slap +10 (2d8+6 plus rattling blow)
  Space 10 ft.; Reach 5 ft.
  Special Attacks ambush, breath weapon (30-ft. cone, 8d6 
  acid damage, Reflex DC 20 half, usable every 1d4 rounds)
  STATISTICS
  Str 19, Dex 12, Con 18, Int 4, Wis 13, Cha 10
  Base Atk +12; CMB +17; CMD 28 (can’t be tripped)
  Feats Dodge, Improved Initiative, Iron Will, Power Attack, 
  Skill Focus (Perception), Toughness
  Skills Perception +13, Stealth +7 (+11 in swamps and 
  marshes), Swim +16; Racial Modifiers +2 Perception, +4 
  Stealth in swamps and marshes
  Languages Draconic
  ECOLOGY
  Environment temperate swamps
  Organization solitary, pair, clutch (3-6), or nest (7-12)
  Treasure standard
  SPECIAL ABILITIES
   
  Ambush (Ex): A marsh chimera is an ambush 
  predator, and is particularly effective in acting quickly and 
  decisively to end a conflict. A marsh chimera can take a full 
  round’s worth of actions during a surprise round, and gains a 
  +2 bonus on attack and damage rolls made on the first round 
  of combat (whether that is a surprise round or not).
   
  Poison (Su): Bite—injury; save Fort DC 20; 
  frequency 1/round for 6 rounds; effect 1d3 Dexterity damage; 
  cure 1 save. A creature whose Dexterity is reduced to 0 by this 
  poison is physically transformed into a venomous snake, as 
  though by the spell baleful polymorph.
   
  Rattling Blow (Su): The base of a marsh chimera’s 
  tail blade is ringed with a rattle, similar to that of a 
  rattlesnake, which makes an unnerving noise whenever the 
  marsh chimera successfully hits a creature with its tail slap 
  attack. A creature hit by the marsh chimera’s tail slap attack 
  must succeed on a Will save (DC 17) or be shaken for 1d4 
  rounds. The saving throw DC is Dexterity-based.
  Ecology
   
  Marsh chimeras are not actually believed to be 
  related to the more well-known type of chimera, but instead 
  get their name from their superficial similarity to such 
  creatures. Whereas the “average” chimera takes the form 
  of a lion with the heads of a dragon and a goat, the marsh 
  chimera resembles a giant serpent with the heads of a fly and 
  a crocodile. Beyond their multiple heads, however, the two 
  species do not have terribly much in common.
   
  The exact origins of marsh chimeras are unclear, 
  and, much like other chimeras, there is rampant speculation 
  on the subject, most of which involves experiments by mad 
  wizards, the dark imaginations of evil fey, or the whims of 
  some strange god.
   
  A marsh chimera’s heads act independently of 
  one another, and occasionally squabble with and bite at 
  one another. While the central snake head is generally the 
  dominant one, this can vary from one marsh chimera to 
  another. In addition to acting independently and vying 
  for control, the marsh chimera’s heads have distinct 
  personalities. However, they tend to fall almost universally 
  into certain patterns. The crocodile head is brutishly violent, 
  always eager to kill, maim, and devour with reckless and often 
  senseless abandon. The snake head is scheming and clever, 
  though owing to the creature’s generally feeble intellect, this 
  manifests itself only as primitive cunning and the barest 
  traces of common wisdom. However, in more advanced or 
  more intellectually powerful marsh chimeras, the serpent 
  head is capable of advanced and long-term planning, often 
  to the cruel detriment of all those around it. The fly head, 
  on the other hand, is thought to be the most alien, and its 
  motives are both cruel and often inscrutable. It is theorized 
  that the fly head may in fact be possessed of a great intellect, 
  but of such a wildly unknown sort as to be difficult to apply in 
  the world in which it lives. 
   
  Marsh chimeras tend to fall in the marauding beasts 
  category of magical creatures, and their behavior is both 
  dangerous and generally unpredictable. Encountered in 
  the wild, marsh chimeras are cruel and persistent ambush 
  hunters that favor attacking with superior numbers as well 
  as surprise, though are perfectly happy to attack those they 
  perceive as weaker then themselves alone, especially when 
  hungry. Because of their fierce combat abilities and sharply 
  limited intellect, marsh chimeras are often employed as 
  magical guardians by wizards and alchemists. Powerful 
  swamp-dwelling wizards and shamans often transform into 
  marsh chimeras in order to gain access to their potent poison, 
  as well as to infiltrate marsh chimera nests and steal marsh 
  chimera eggs, which fetch a price of 13,000 gp on the black 
  market. 
  
  132
  Chuul, Angler
   
  This hulking creature walks upright, but has a body 
  reminiscent of a crab or lobster, covered in hard chitinous 
  plates and bearing two enormous pincers. A forest of long, 
  snaking tendrils hangs from its maw, and a single tentacle 
  extends from its forehead, bearing a strangely luminescent 
  fleshy sac on the end, which dangles in front of the creature’s 
  head.
  CHUUL, ANGLER 
   
                                          CR 11
  XP 12,800
  CE Large aberration (aquatic)
  Init +7; Senses darkvision 60 ft.; Perception +25
  DEFENSE
  AC 26, touch 12, flat-footed 23 (+3 Dex, +14 natural, -1 size)
  hp 152 (16d8+80)
  Fort +10, Ref +8, Will +12
  Immune poison
  OFFENSE
  Speed 30 ft., swim 20 ft.
  Melee 2 claws + 20 (3d6+8 plus grab) and tentacle +14 (grab 
  plus stunning sting)
  Space 10 ft.; Reach 5 ft. (10 ft. with tentacle)
  Special Attack constrict (3d6+8), crushing grip, mesmeric 
  light, paralytic tentacles
  STATISTICS
  Str 27, Dex 16, Con 20, Int 10, Wis 14, Cha 5
  Base Atk +12; CMB +21 (+25 grapple); CMD 34 (38 vs. trip)
  Feats Alertness, Blind-Fight, Combat Reflexes, Improved 
  Initiative, Improved Natural Attack (claw), Power Attack, 
  Step Up, Weapon Focus (claw) 
  Skills Knowledge (nature) +14, Perception +25, Sense Motive 
  +9, Stealth +18, Swim +35
  Languages Common
  SQ amphibious 
  ECOLOGY
  Environment temperate coasts and oceans
  Organization solitary 
  Treasure standard
  SPECIAL ABILITIES
   
  Crushing Grip (Ex): As long as an angler chuul is 
  using one or both of its claws to conduct a grapple, it can 
  crush its opponents with its vice-like grip, dealing more and 
  more damage each turn. Each consecutive round in which an 
  angler chuul successfully constricts a creature while grappling 
  with its claw, it deals an additional 2d6 points of damage (to a 
  maximum of 10d6 additional damage on the sixth consecutive 
  round).
   
  Mesmeric Light (Su): An angler chuul’s dangling 
  head light produces an eerie luminescence that fascinates 
  those who gaze upon it too closely. This functions as a 
  gaze attack with a range of 30 feet. Affected creatures are 
  fascinated by the angler chuul. A successful Will save negates 
  the effect, and affected creatures are allowed a new saving 
  throw each round. Creatures that successfully resist the effect 
  are still potentially subject to it on future rounds, but any 
  creature that has succeeded on a Will save to resist the effect 
  in the last 24 hours gain a +4 bonus on all saving throws 
  made to resist this ability.
   
  Paralytic Tentacles (Ex): An angler chuul can 
  transfer a grappled victim from a claw to its tentacles as a 
  move action. The tentacles grapple with the same strength 
  as the claw, but do not directly deal damage, instead exuding 
  a paralytic secretion. Anyone held in the tentacles must 
  succeed on a DC 23 Fortitude save each round on the angler 
  chuul’s turn or be paralyzed for 6 rounds. The save DC is 
  Constitution-based. While held in the tentacles, paralyzed or 
  not, a victim automatically takes 1d8+7 points of damage each 
  round from the creature’s mandibles.
   
  Stunning Sting (Ex): Although not as concentrated 
  as the paralytic secretion it uses when grappling a foe with its 
  tentacles, an angler chuul’s tentacle attack can still weaken its 
  prey. When an angler chuul hits a creature with its tentacle 
  attack, it does no damage, but the target must succeed on a 
  Fortitude save (DC 23) or be stunned for 1 round. A creature 
  that is grabbed as a result of the angler chuul’s tentacle attack 
  is automatically transferred to its tentacles. See paralytic 
  tentacles, above.
  Ecology
   
  Terrifying creatures of the deep, angler chuuls 
  thankfully spend most of their time much further away from 
  land than their lesser cousins, and are much less likely to 
  be encountered. The feature that most distinguishes them 
  from the standard chuul is the glowing appendage atop their 
  head, which they use to fascinate their prey before moving in 
  for the kill. Most encounters with angler chuul are decided 
  almost right away, but take quite some time to reach their 
  conclusion, as the deadly ambush predator quickly grabs hold 
  of a victim and then slowly squeezes the life out of them. 
  While eating habits vary, many angler chuul seem to prefer to 
  use their claws to literally cut their victim in half at the waist, 
  and then use their tentacles to suck out the gooey insides.
   
  Typically only found in the depths of the ocean, 
  angler chuuls do routinely converge on nearby coastlines once 
  per year, during spawning season, where these creatures can 
  often be found up and down the coast, seeking out mates and 
  laying their clutches of eggs. Like many marine creatures, 
  angler chuuls abandon their eggs once laid, making their 
  young easy prey for predators of all kinds.
   
  Occasionally, angler chuuls are brought up by 
  fishermen on accident or are encountered by victims of a 
  shipwreck, but in general, angler chuuls pose little threat to 
  surface-dwelling people and are considered to be a danger 
  mostly to sea-dwelling peoples. Aquatic races such as merfolk 
  and sahuagin often experience problems with angler chuuls 
  raiding deep sea trade routes. Owing to this danger, many 
  undersea civilizations make it a priority to eliminate angler 
  chuuls while they are still in the egg, before they pose any 
  further danger to their people. To that end, only the best 
  hidden of angler chuul nests remain untouched. Apart from 
  civilized peoples, angler chuuls generally enjoy a high spot 
  on the food chain feasting on crustaceans, deep sea fish, and 
  squid. 
  
  133
  Clockwork Knight
   
  This creature takes the form of a knight mounted 
  atop a horse, but both knight and horse appear to be made of 
  metal, with whirring cogs and churning pendulums making 
  up its form. Perhaps most disturbing of all, the knight and his 
  horse are clearly one complete creature, and the clockwork 
  from one extends into the other without barrier.
  CLOCKWORK KNIGHT 
   
                          CR 10
  XP 9,600
  N Large construct (clockwork)
  Init +6; Senses darkvision 60 ft., low-light vision; Perception 
  +0
  DEFENSE
  AC 25, touch 13, flat-footed 21 (+2 Dex, +2 dodge, +12 natural, 
  -1 size)
  hp 121 (13d10+50)
  Fort +4, Ref +8, Will +4
  DR 10/adamantine; Immune construct traits
  Weaknesses vulnerable to electricity
  OFFENSE
  Speed 50 ft. 
  Melee +1 lance +22/+17/+12 (1d8+13/x3)
  Space 10 ft.; Reach 5 ft. (10 ft. with lance)
  STATISTICS
  Str 28, Dex 15, Con —, Int —, Wis 11, Cha 1
  Base Atk +13; CMB +23; CMD 37
  Feats Improved InitiativeB, Lightning ReflexesB, Ride-By 
  AttackB, Spirited ChargeB
  SQ durable frame, inefficient winding, mounted body, 
  proficient, swift reactions, undersized weapons
  ECOLOGY
  Environment any
  Organization solitary, pair, trio, troop (3-8), or brigade (6-12 
  plus 12-14 clockwork soldiers)
  Treasure standard (+1 lance, other treasure)
  SPECIAL ABILITIES
   
  Durable Frame (Ex): A clockwork knight is built in 
  a fashion that protects its gears and with several redundant 
  and backup parts, making it more durable than other 
  constructs of a similar size. It gains 20 bonus hit points in 
  addition to those granted to it for being Large size.
   
  Inefficient Winding (Ex): Built for speed and 
  power rather than endurance, a clockwork knight can 
  function for only 1 day per 2 Hit Die every day it is wound.
   
  Mounted Body (Ex): A clockwork knight is treated 
  as though it were mounted at all times. Additionally, the 
  clockwork knight gains Ride-By Attack and Spirited Charge 
  as bonus feats, even though it doesn’t meet the prerequisites.
   
  Proficient (Ex):  A clockwork knight is proficient 
  with all simple and martial weapons.
   
  Undersized Weapons (Ex): Although a clockwork 
  knight is Large, it is fashioned to resemble both a mount 
  and a rider, and its torso is the same size as that of a Medium 
  humanoid. As a result, it wields weapons as if it were one 
  size category smaller than its actual size (Medium for most 
  clockwork knights).
  Ecology
   
   Like other clockwork creatures, a clockwork knight 
  is a complex creation of gears and cogs, which, through great 
  feats of engineering genius, is able to function in ways that 
  replicate living creatures. Clockwork knights are favored 
  primarily by eccentric wizards and nobles who have need of 
  an army from time to time in order to battle their neighbors, 
  but who either do not have the skills and charisma necessary 
  to manage a real army, or who feel that clockwork knights 
  are more cost-effective in the long run. In some places, 
  clockwork knights are modified in various ways and made 
  to fight each other for sport in grand arenas, though this is 
  somewhat rare, due both to the expense and the lack of blood 
  produced by such sport.
   
  Clockwork knights can be produced at various 
  levels of competency depending on the skill of the craftsman 
  creating them, and while clockwork knights tend to be 
  fairly effective, if uncreative, combatants, some are poorly 
  crafted or poorly maintained and are barely a match for 
  simple farmers and peasants. At the same time, some 
  clockwork knights are even more powerful than their typical 
  counterparts, being nearly invincible. Still other clockwork 
  knights are purpose-built to perform some knightly task. 
  This typically means slaying dragons, a necessary duty 
  that many feel too dangerous to risk actual intelligent life. 
  Clockwork knights built for such a purpose usually carry 
  energy resistance and spell resistance enchantments which, 
  in combination with their natural immunity to fear, aid the 
  clockwork knight in its impossible task.
   
  While powerful combatants, it is important to note 
  that clockwork knights’ skill at war depends entirely on 
  their commander, and as such, armies consisting entirely of 
  clockwork knights are often uncreative and easily exploited. 
   
   
  Clockwork knights are known to be unusually 
  quirky constructs, and though they should perform tasks 
  exactly as issued and without emotion, for reasons unknown, 
  many show signs of bravado, good cheer, and recklessness. 
  On occasion, clockwork knights develop intellect and 
  personality, learning to wind themselves and rising up to 
  overthrow their former masters. Rumors exist of a singular 
  clockwork kingdom, originally crafted by an eccentric 
  wizard emperor for his amusement. It is said that in the time 
  since the wizard’s demise, all the clockwork constructions 
  developed intellect and have been existing on their own 
  ever since. This kingdom, if it does exist, is said to boast a 
  large army of clockwork knights far in advance of any other 
  clockwork army ever fielded, which defends the hidden 
  kingdom from outside interference. 
   
  
  134
  Cosmic Ooze
   
  The sky is filled with an enormous, writhing darkness, 
  blacker even than the light-deprived vacuum of space. The 
  mass twists and roils with acidic bubbles boiling about the 
  surface of the gelatinous mass. Looking closely, the features 
  of dozens of screaming humanoids can be observed trapped in 
  perpetual suffering just below the caustic surface. 
  COSMIC OOZE  
                                                        CR 20
  XP 307,200
  CE Colossal ooze 
  Init +4; Senses blindsight 1,000 ft.; Perception +0
  DEFENSE
  AC 2, touch 2, flat-footed 2 (-8 size)
  hp 527 (34d8+374)
  Fort +23, Ref +13, Will +13
  Defensive Abilities ooze traits; Immune mind-affecting 
  effects, death effects 
  OFFENSE
  Speed fly 200 ft. (perfect)
  Melee slam +34 (4d8+24 plus 10d10 acid damage plus 
  grab/19-20)
  Special Attack absorb, combine, preserve, slime tornado 
  (100 ft. high, 4d8+24 damage plus 10d10 acid, DC 53).
  STATISTICS
  Str 42, Dex 10, Con 30, Int 1, Wis 10, Cha 10
  Base Atk +25; CMB +49 (+53 grapple); CMD 59
  Feats Awesome Blow, Blind-Fight, Cleave, Critical Focus 
  (slam), Great Cleave, Great Fortitude, Greater Vital Strike, 
  Iron Will, Improved Critical (slam), Improved Initiative, 
  Improved Vital Strike, Lightning Reflexes, Power Attack, Skill 
  Focus (fly), Toughness, Vital Strike, Weapon Focus (slam)
  Skills Fly +40  
  SQ assimilate, ooze traits
  ECOLOGY
  Environment any
  Organization solitary
  Treasure standard 
  SPECIAL ABILITIES
   
  Absorb (Ex): If a cosmic ooze begins its round 
  grappling a creature, it can swallow that creature as a 
  free action. Each round on its turn, a swallowed creature 
  suffers 10d10 points of acid damage. A swallowed creature is 
  considered to have the grappled condition; however, he can 
  escape the grapple (and the ooze) by succeeding on a DC 20 
  Strength check. 
   
  Assimilate (Su): The cosmic ooze gains access to 
  the abilities of all creatures it has absorbed, so long as they 
  remain within its body. This grants the cosmic ooze all the 
  skill ranks, feats, and languages each assimilated creature 
  possesses, allows the cosmic ooze to treat its Intelligence, 
  Wisdom, and Charisma scores as being equal to those of 
  any assimilated creature (if they are higher than its own), 
  and allows the cosmic ooze to cast any spell an assimilated 
  creature has prepared as a spell-like ability with a caster level 
  of 20 (saving throws are Charisma-based). If it does, that 
  spell is considered expended by the assimilated creature, who 
  is not able to re-prepare spells as long as it is absorbed.
   
  Blindsight (Ex): The cosmic ooze’s blindsight ability 
  has been specially adapted to the emptiness of space, and is 
  able to function even in a total vacuum.
   
  Combine (Ex): Two cosmic oozes can combine, 
  forming into a single more powerful whole. When this 
  occurs, the two creatures combine their current and 
  maximum hit points, and the resulting creature gains a +6 
  bonus to its Strength score. Once combined, the two cosmic 
  oozes can never separate, and thus they rarely choose to do 
  this unless it is critical to their survival.
   
  Preserve (Ex): A creature engulfed by a cosmic ooze 
  normally suffers 10d10 points of acid damage each round; 
  however, a cosmic ooze can choose to protect any number 
  of creatures inside its body from this damage as a free 
  action each round, in order to continue benefitting from its 
  assimilate ability.
   
  Slime Tornado (Su): As a full-round action, the 
  cosmic ooze can transform into a tornado 10 feet wide at the 
  base, 100 feet tall, and 30 feet wide at the top. While in this 
  form, it can move 1,000 feet as a full-round action, although 
  it must move along the ground in a straight line. This ability 
  otherwise functions as the whirlwind universal monster 
  ability, except that any creature sharing a space with the 
  cosmic ooze at the end of the cosmic ooze’s turn suffers 10d10 
  points of acid damage, in addition to the normal effects of a 
  whirlwind. Any creature trapped in the whirlwind when the 
  cosmic ooze ends the effect is automatically engulfed by it, 
  and creatures that were engulfed by the cosmic ooze when 
  it activates this ability automatically become trapped by the 
  whirlwind (and subject to damage each round).
  Ecology 
   
  These horrible creatures can trace their origins to 
  the deepest reaches of space, on a lone planet now devoid 
  of other life. In the dying days of the star which this planet 
  orbited, the star spilled a strange and cosmic magic onto the 
  planet, which imbued the native slime-like creatures there 
  with incredible powers of growth and consumption. Driven 
  by hunger, the massive beasts destroyed all life on their home 
  world, absorbing its power into themselves. Throughout this 
  process, they eventually learned the secrets to escape their 
  doomed home world. Now the monsters travel in drifting 
  colonies throughout space, laying waste to unsuspecting 
  worlds in a search for ever greater power. 
   
  While normally unintelligent, some of the most 
  powerful cosmic oozes have trapped highly intelligent but 
  frail wizards and sorcerers inside of them, preserving these 
  casters indefinitely in order to access their spell powers and 
  great intellect. When in possession of an advanced intellect, 
  cosmic oozes have cruel and often sadistic personalities that 
  lead them on long campaigns of torment and slaughter. Such 
  brief spells of violent intellect have been known to lead to the 
  prolonged suffering of many worlds doomed to be consumed 
  by the cosmic ooze’s unquenchable appetite for destruction 
  and power. Worlds so victimized might experience 
  enslavement and genocides prior to their inevitable 
  destruction, and planets suffering thusly are often made 
  to worship the cosmic oozes as gods. Still other intelligent 
  cosmic oozes desire to gain a greater intellect, and might seek 
  out the strongest intellects to absorb into themselves. 
  
  135
  Demon, Maw (Shycharum)
   
  This creature could almost resemble a huge dog, if 
  not for the fact that its skin is a hairless, cracked leather the 
  color of dried blood, it has no eyes, and its enormous mouth 
  is filled with a wall of serrated, foot-and-a-half long fangs. Its 
  mouth seems too huge for its body, its lips unable to cover its 
  teeth, giving it the appearance of being locked in an endless 
  and unnerving grin.
  DEMON, MAW (SHYCHARUM)  
                            CR 6
  XP 2,400
  CE Large outsider (chaotic, demon, evil)
  Init +4; Senses blindsight 60 ft., scent, smell fear; Perception 
  +10
  DEFENSE
  AC 17, touch 13, flat-footed 13 (+4 Dex, +4 natural, -1 size)
  hp 60 (8d10+16)
  Fort +8, Ref +10, Will +1
  Immune electricity, poison; Resist acid 10, cold 10, fire 10
  OFFENSE
  Speed 40 ft.
  Melee bite +11 (3d6+4 plus grab/18-20 x3)
  Space 10 ft.; Reach 5 ft.
  Special Attacks razor jaws, sneak attack +4d6, swallow 
  whole (2d6+2 acid damage, AC 12, hp 6)
  STATISTICS
  Str 17, Dex 18, Con 14, Int 3, Wis 8, Cha 15
  Base Atk +8; CMB +12; CMD 26
  Feats Combat Reflexes, Improved Natural Attack (bite), 
  Power Attack, Weapon Focus (bite)
  Skills Perception +10, Stealth +11
  Languages Abyssal; telepathy 100 ft.
  SQ reactive invisibility
  ECOLOGY
  Environment any (Abyss)
  Organization solitary or pair
  Treasure incidental
  SPECIAL ABILITIES
   
  Razor Jaws (Ex): A maw demon’s oversized fangs are 
  incredibly sharp and deadly. They deal more damage than a 
  creature of the maw demon’s size could normally deal with 
  a bite attack. Additionally, they threaten a critical hit on a 
  result of 18-20, and have a critical multiplier of x3.
   
  Reactive Invisibility (Su): As a move action, a maw 
  demon can cause itself to become invisible. The process is 
  not instantaneous, however, and the maw demon seems 
  to slowly fade from view. As soon as it activates this ability, 
  the maw demon’s body becomes translucent, and it gains 
  concealment from all creatures (granting it a 20% miss 
  chance for any attacks made against it). At the end of the 
  maw demon’s next turn, the rest of the maw demon’s body, 
  with the exception of its massive fangs, completely fades 
  away. This grants it total concealment (50% miss chance) 
  against all attacks, but other creatures can still pinpoint the 
  maw demon’s location, and are not treated as being flat-
  footed for the purposes of attacks that it makes. At the end 
  of the maw demon’s following turn, it becomes completely 
  invisible, as the spell invisibility.
   
  If the maw demon makes an attack or other hostile 
  action, it immediately becomes entirely visible again, losing 
  any concealment or invisibility that it gained as a result of 
  this ability.
   
  Smell Fear (Ex): A maw demon can locate a shaken, 
  frightened, or panicked creature more easily with its scent 
  ability. It gains a +10 bonus on Perception checks made to 
  find such creatures using its scent ability, and can identify 
  them from up to a mile away, instead of up to 30 feet away. 
  Finally, it gains a +5 morale bonus on damage rolls made 
  against creatures with the shaken, frightened, or panicked 
  conditions.
  Ecology
   
  Maw demons do not have a name for their own 
  species, having just barely more than animal intelligence, 
  but other demons generally refer to them as shycharum 
  (shi-kah-rum). Ambush predators, they spend most of their 
  time invisibly roaming the abyss in search of prey. When 
  attacking groups, they prefer hit-and-run tactics, and will 
  typically stalk a party for some time in order to identify the 
  weakest member, then pounce upon him and, if possible, 
  devour him whole. They then run off, becoming invisible 
  again, and repeat the process once they’ve finished digesting 
  the first victim. Maw demons are intensely attracted to the 
  scent of fear, and can pick up the scent of fear from incredible 
  distances.
   
  Maw demons are sometimes kept as pets or 
  guardians by other demons or by powerful spellcasters. While 
  maw demons prefer to be able to roam freely, their slightly-
  more-than-animal intelligence allows them to adjust to such 
  situations fairly well, and they can generally be trained to 
  serve in such a capacity. Clever owners of maw demons take 
  advantage of the creature’s ability to detect fear by installing 
  several fear-inducing traps, and allowing the maw demon 
  free rein to roam through their dungeon.
   
  Maw demons that are improperly bound or 
  summoned carelessly are extremely dangerous, and unlike 
  many of their more civilized kin, they will not bargain or 
  make deals of any kind with their would-be masters, instead 
  attacking all at once in order to eat their new prey. On the 
  other hand, because maw demons are such simple creatures, 
  skilled summoners have little trouble convincing or forcing 
  maw demons to do what they want, as the beasts have only 
  crude bargaining skills. Maw demons are usually easily 
  swayed by offers of food or a chance at carnage, and can be 
  easily bullied by those stronger than them.
   
  Maw demons are not complex creatures ,though 
  they do have something resembling a passion for exotic and 
  particularly delicious meats. In addition, the maw demon is 
  not only attracted to the smell of the chemicals released by 
  the body when it experiences fear, but also find it a highly 
  desirable taste. As such, maw demons vastly prefer to eat 
  complex beings not only capable of feeling fear, but which 
  feel fear in more chemically complex and interesting ways. 
  
  136
  Demon, Rovilax
   
  The creature before you is a hulking, brutish figure 
  that appears to be carved from molten rock, and veins of 
  bright red glowing magma can be seen crisscrossed over its 
  features. Its eyes and mouth appear to be little more than 
  holes from which a bright-hot light shines intently. It roars 
  and beats its chest with its fists, which ignite in dancing 
  scarlet flames.
  DEMON, ROVILAX 
   
                                         CR 17
  XP 102,400
  CE Large outsider (chaotic, demon, evil, extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +28
  DEFENSE
  AC 30, touch 10, flat-footed 29 (+1 Dex, +20 natural, -1 size)
  hp 287 (23d10+161); regeneration 10 (good weapons, good 
  spells)
  Fort +22, Ref +8, Will +17
  Defensive Abilities painful invigoration; Immune 
  electricity, poison; Resist acid 10, cold 10, fire 10; SR 28
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +28 (4d8+5 plus 2d6 fire/19-20)
  Space 10 ft.; Reach 10 ft.
  Special Attacks breath weapon (60-ft. cone or 120-ft. line, 
  10d6 fire damage, Reflex DC 28 half, usable every 1d4 rounds), 
  unholy flames
  Spell-Like Abilities (CL 15th; concentration +16)
       1/day—summon (level 4, 2d4 babaus 30%, 1d4 nabasus 
  30%, or 1 glabrezu 40%)
  STATISTICS
  Str 20, Dex 12, Con 24, Int 8, Wis 14, Cha 12
  Base Atk +23; CMB +29; CMD 40
  Feats Cleave, Great Cleave, Great Fortitude, Greater Vital 
  Strike, Improved Critical (slam), Improved Initiative, 
  Improved Vital Strike, Intimidating Prowess, Iron Will, 
  Power Attack, Vital Strike, Weapon Focus (slam)
  Skills Climb +31, Intimidate +32, Knowledge (planes) +25, 
  Perception +28, Swim +31
  Languages Abyssal, Celestial, Draconic
  ECOLOGY
  Environment any (the Abyss)
  Organization solitary
  Treasure incidental
  SPECIAL ABILITIES
   
  Painful Invigoration (Su): A rovilax demon’s 
  natural regeneration intensifies when it takes damage. For 
  every 5 points of damage that the rovilax demon suffers, its 
  regeneration increases by 1 at the start of its next turn. The 
  rovilax demon’s regeneration cannot increase beyond 1/4 its 
  maximum hit points (typically 71). Damage that the rovilax 
  demon inflicts upon itself does not cause its regeneration to 
  increase.
   
  Additionally, as the rovilax demon’s regeneration 
  increases, it also causes the demon to temporarily bulk up, 
  developing more muscle mass and size. When the rovilax 
  demon’s regeneration increases to 15, and every 5 points of 
  regeneration thereafter, its Strength score increases by 2 
  (to a maximum Strength increase of 12). When the rovilax 
  demon’s regeneration increases to 30, and every 20 points 
  of regeneration thereafter, it increases in size by one size 
  category. This size change does not affect its ability scores 
  or natural armor, but affects its space and reach, the size 
  bonuses and penalties to its AC, attacks, CMB, CMD, Fly, 
  and Stealth, and also causes the damage dice for its slam 
  attacks to increase by one dice size (4d10 at Huge, 4d12 at 
  Gargantuan, and 4d20 at Colossal). The rovilax demon’s size 
  cannot increase beyond Colossal in this way.
   
  Each minute that the rovilax demon does not suffer 
  any damage, its regeneration decreases by 5 (to a minimum 
  of 10). As its regeneration decreases, increases to its Strength 
  score or size caused by previous increases to its regeneration 
  are lost.
   
  Unholy Flames (Su): A rovilax demon’s fists are 
  wreathed in dark red flames, which inflict an additional 2d6 
  points of fire damage with each successful hit. The rovilax 
  demon’s breath weapon is made of the same dark red unholy 
  fire. Fire damage inflicted by either of these methods cannot 
  be healed by divine magic, although it can be healed by 
  arcane spells that restore hit point damage, as well as by 
  normal rest.
  Ecology
   
  Rovilax demons are among the most terrifyingly 
  unstoppable creatures ever to crawl out of the deepest and 
  darkest pits of the lower planes. These juggernauts roam 
  the Abyss with relative freedom, as even demons who are 
  much more powerful than they are know that defeating these 
  monstrosities permanently is all but impossible without the 
  aid of holy weapons or magic to overcome their incredible 
  regenerative abilities. In fact, on more than one occasion, 
  when a rampaging rovilax demon proved too disruptive 
  and arrogant to bear, powerful demons have actually called 
  upon mortal adventurers with access to such weapons and 
  spells to kill the rovilax demon for them (this is typically 
  accomplished either through coercion or deceit).
   
  Some scholars argue that rovilax demons are a 
  reflection of the self-hatred inherent in the Abyss and every 
  demon, citing the fact that they generally prove far more 
  disruptive and troublesome to demonic society than they 
  are beneficial, and the fact that their peculiar power seems 
  to tie directly into masochistic and self-loathing tendencies. 
  Others consider this to be nothing more than wishful 
  thinking, and point out that, although it is not common, 
  there are plenty of cases where rovilax demons have been 
  either manipulated or browbeaten by greater demons and 
  cowed into servitude, hardly making them the “demonic 
  antithesis” that the former scholars make them out to be. 
  Such “domesticated” rovilax demons are often used as siege 
  weaponry, and are typically whipped (quite literally) into a 
  frenzy and then, once they grow to massive size and have all 
  but unstoppable regeneration, unleashed upon their masters’ 
  foes. Despite some differences of opinion, all scholars agree 
  that rovilax demons are a fairly difficult subject to study, 
  owing to their extreme power, and that debate about such a 
  dangerous beast is best conducted from afar. 
  
  137
  Dryad, Autumn
   
  While surely beautiful, the elvish-seeming woman 
  before you conveys a sense of rot and decay which mars her 
  good looks and charms. Unlike others of her kind, this dryad 
  offers no teasing words or playful laughter, and instead 
  lurches towards you with outstretched claws like twisted 
  wood. It is only up close that you see her dead eyes and notice 
  she does not breathe. 
  DRYAD, AUTUMN 
                                                          CR 7
  XP 3,200
  CE Medium fey
  Init +5; Senses low-light vision; Perception +14
  DEFENSE
  AC 23, touch 23, flat-footed 17 (+7 deflection, +5 Dex, +1 
  dodge)
  hp 84 (8d6+56); 
  Fort +16, Ref +18, Will +16
  DR 10/cold iron
  Weaknesses tree dependent 
  OFFENSE
  Speed 30 ft., swim 20 ft.
  Melee 2 claws +9 (1d6+4) 
  Special Attacks corrupting caress, kiss of blight 
  STATISTICS
  Str 18, Dex 21, Con —, Int 16, Wis 17, Cha 25
  Base Atk +4; CMB +9; CMD 31
  Feats Agile Maneuvers, Combat Reflexes, Dodge, Weapon 
  Finesse
  Skills Diplomacy +18, Escape Artist +16, Handle Animal 
  +15, Heal +11, Knowledge (nature) +14, Perception +14, Sense 
  Motive +14, Stealth +16, Swim +15
  Languages Aklo, Common, Sylvan 
  SQ autumn tree meld, semblance of undeath, unearthly 
  grace
  ECOLOGY
  Environment any forest
  Organization solitary, pair, or pack (3 – 12)
  Treasure none
  SPECIAL ABILITIES
   
  Autumn Tree Meld (Sp): An autumn dryad can 
  meld with any tree, as though by the spell meld into stone. 
  While so melded, the autumn dryad gains fast healing 2, 
  but the tree slowly becomes overwhelmed with the power 
  of autumn. Each round, some of the tree’s leaves or needles 
  turn brown and fall off. Within 1d6 rounds, the tree will no 
  longer have any leaves or needles, at which time the effect 
  automatically ends and the autumn dryad is forced out of the 
  tree. Leaves and needles removed in this way grow back in 24 
  hours. 
   
  Corrupting Caress (Su): An autumn dyad can fill 
  any living creature she touches with the essence of decay 
  that fuels her power. This requires a successful melee touch 
  attack that does not provoke attacks of opportunity and 
  deals 1d4 points of Strength damage on a successful hit. A 
  creature reduced to 0 Strength in this fashion instantly dies, 
  as its body becomes the host for a twisted tree which rapidly 
  grows from its corpse, reaching the height of a small tree in 
  1d4 rounds. These trees always appear somewhat sickly and 
  bear colorful, brown-spotted leaves of yellow or orange. The 
  autumn dryad treats all trees created in this way as the tree to 
  which she is dependent (with her tree dependent ability) and 
  can move within 300 yards of any tree she creates in this way.
   
  Kiss of Blight (Su): An autumn dryad can kiss a 
  creature or plant in order to affect it with a severe blight 
  that causes it rapidly wither away and die. If the creature 
  is unwilling, the autumn dryad must succeed on a melee 
  touch attack that provokes attacks of opportunity. Upon a 
  successful deliverance of the kiss, the target suffers penalties 
  as though he were the next age category older than he 
  actually is. The target gains no bonuses in this way. The target 
  does not actually age as a result of this ability, and this ability 
  cannot inflict penalties due to age beyond venerable (or the 
  equivalent). A plant affected by this ability actually ages 100 
  years. Living creatures stop suffering these penalties after 24 
  hours, but the effects to plants are permanent. In either case, 
  a successful Fortitude save (DC 22) negates the affect. 
   
  Semblance of Undeath (Ex): An autumn dryad is 
  filled with the energy of dying leaves and gains some of the 
  benefits of being an undead creature. An autumn dryad has 
  no Constitution score and uses her Charisma modifier for 
  determining her hit points and Fortitude saves. An autumn 
  dryad also gains immunities as though she were an undead 
  creature, except that she can still be affected by mind-
  affecting effects normally. She is not healed by negative 
  energy damage, but is damaged by both positive and negative 
  energy. 
   
   
  Tree Dependent (Su): An autumn dryad is 
  mystically bonded to a single, enormous tree and must 
  never stray more than 300 yards from it. Most dryad trees 
  are oak trees, but other trees function as well (often having 
  subtle influences on a specific dryad’s personality and 
  appearance). A dryad who moves 300 yards beyond her 
  bonded tree immediately becomes sickened. Every hour 
  thereafter, she must make a DC 15 Fortitude save to resist 
  becoming nauseated for an hour. A dryad that is out of range 
  of her bonded tree for 24 hours takes 1d6 points of Charisma 
  damage, and another 1d6 points of Charisma damage every 
  day that follows—eventually, this separation kills the dryad. 
  A dryad can forge a new bond with a new tree by performing 
  a 24-hour ritual and making a successful DC 20 Will save.
   
  Unearthly Grace (Su): An autumn dryad adds her 
  Charisma modifier as a deflection bonus to AC and to all 
  saving throws. 
  Ecology
   
  Autumn dryads are often created when their sacred 
  tree’s leaves change for autumn, coupled with an unnatural, 
  inauspicious, or evil event. However they come to be, autumn 
  dryads are terrible creatures of great malice and wicked 
  intention. Their experiences leave them forever tainted, 
  wiping away the dryad’s former nature, whatever it may have 
  been, and replacing it with a sickening desire to watch the 
  world around wither and decay. They pollute the land, kill 
  local animals, and transform the local humanoid population 
  into their sickly trees, which are constantly locked in a state 
  of eternal fall and often disease-ridden. 
  
  138
  Flame Rider
   
  This creature appears almost human, but its body 
  is covered in intimidating black plate mail that appears to be 
  made of burning coals, wreathing its body in flames. From the 
  back of its closed helmet extends a flowing mane of fire.
  FLAME RIDER  
                                                          CR 8
  XP 4,800
  CE Medium fey (fire)
  Init +7; Senses darkvision 60 ft., smoke vision; Perception 
  +18
  DEFENSE
  AC 21, touch 13, flat-footed 18 (+8 armor, +3 Dex)
  hp 97 (13d6+52); fast healing 5
  Fort +8, Ref +11, Will +10
  Defensive Abilities flame implements, flame touch; 
  Immune fire; SR 19
  Weaknesses vulnerable to cold and sonic, water weakness, 
  wind weakness
  OFFENSE
  Speed 30 ft. 
  Melee +2 flaming burst heavy flail +12/+7 (1d10+6 plus 1d6 
  fire/19-20) or gore +9 (2d6+3 plus 1d6 fire)
  Spell-Like Abilities (CL 10th; concentration +13)
       Constant—pass without trace 
       At will—ash storm, burning hands (DC 14), color spray 
  (DC 14), heat metal (DC 15), ghost sound (DC 13), phantom 
  steed
       1/day—freedom of movement, wall of fire
  STATISTICS
  Str 17, Dex 16, Con 18, Int 14, Wis 15, Cha 17
  Base Atk +6; CMB +9; CMD 22
  Feats Improved Initiative, Mounted Combat, Ride-By Attack, 
  Skill Focus (Ride), Spirited Charge, Trample, Weapon Focus 
  (heavy flail) 
  Skills Acrobatics +19, Handle Animal +16, Intimidate +16, 
  Knowledge (nature) +18, Perception +18, Ride +22, Sense 
  Motive +18, Stealth +19
  Languages Common, Elven, Sylvan
  SQ rider’s grace
  ECOLOGY
  Environment any warm
  Organization solitary, pair, or cavalry (3 – 12)
  Treasure standard
  SPECIAL ABILITIES
   
  Flame Implements (Su): A flame rider wears full 
  plate armor and wields a +2 flaming burst heavy flail that 
  are both made of burning coals, magically hardened to the 
  consistency of steel. Its armor has no armor check penalty. 
  When a flame rider dies, its armor and flail continue to burn 
  for 1d6 rounds (dealing 1d6 points of fire damage to any 
  creature that touches them), after which they collapse into a 
  pile of loose soot.
   
  Flame Touch (Su):  A flame rider’s body is 
  incredibly hot to the touch. Any creature that hits the 
  flame rider with a melee attack made with a natural 
  weapon or unarmed strike suffers 1d6 points of fire damage. 
  Additionally, a flame rider can ignite any unattended, non-
  magical object with a hardness of 7 or less merely by touching 
  it (a move action). Fires started in this way may spread, if left 
  unchecked.
   
  Rider’s Grace (Su): A flame rider magically 
  protects any mount it rides from the effects of fire and flame, 
  rendering that mount immune to fire damage and able to 
  breathe smoke as though it were pure air. The flame rider is 
  able to breathe smoke in this way, as well.
   
  Smoke Vision (Ex): A flame rider can see perfectly 
  in smoky conditions (such as those created by pyrotechnics).
   
  Water Weakness (Su): A flame rider suffers physical 
  damage when exposed to water. A flame rider suffers double 
  damage from any spell with the water descriptor that inflicts 
  damage. Additionally, a flame rider hit with a bucket of water 
  (or a similar amount of water) suffers 2d6 points of damage. 
  A successful ranged touch attack may be required to hit the 
  flame rider with the water. Flame riders in conditions of rain, 
  snow, sleet, or hail suffer 1d6 points of damage per round. 
  Flame riders submerged entirely in water suffer 5d6 points of 
  damage per round.
   
  Wind Weakness (Su): A flame rider suffers physical 
  damage when exposed to strong winds. Each round that the 
  flame rider is exposed to strong or stronger winds (21+ mph), 
  he suffers 1d6 points of damage per round.  This damage 
  increases to 3d6 for severe or stronger winds (51+ mph). 
  Ecology
   
  These terrifying fey are opposing counterparts to the 
  dreaded cold riders in more ways than one. Where cold riders 
  are associated with ice and winter, and bear the resemblance 
  (and, according to some tales, hearts) of stags, flame riders 
  carry the power of fire, and prefer warmer climes, and bear a 
  resemblance to lions. The two fey share a special enmity, and 
  will slay each other on sight, ignoring all else in order to do 
  so.
   
  If the rumors are true, that cold riders are the result 
  of a hideous evil queen of witches torturing fey, removing 
  their hearts and replacing them with those of stags, then 
  it seems clear that flame riders are some sort of similar 
  creation, intended to counteract those dark soldiers. Who 
  might be creating these flame riders is uncertain, and some 
  have even posited that they are created spontaneously by 
  the very essence of fairy lands themselves, in order to avenge 
  those corrupted and turned into cold riders.
   
  The one thing that flame riders and cold riders have 
  in common, however, is their evil nature, and their love of 
  slaughter and death. In  addition to being mighty warriors, 
  flame riders are also masterful huntsmen and take great 
  pleasure in engaging in fantastic chases of their victims. 
  Of course, the flame riders’ favorite prey are cold riders, 
  whom they spend long periods of time tracking down, only 
  slaughtering lesser victims as a distraction from this truer 
  pleasure. While flame riders may be no ally of cold riders, 
  they are certainly not friends to any other creature, either.
  
  139
  Flamespit
   
  This creature is a long, thin lizard. It is about three 
  feet tall off the ground, but nearly eight feet in length. Its body 
  is a bright red color, with bands of yellow and orange across 
  its back. As it opens its mouth, red-hot flames lick the sides of 
  its face from within, and it hisses menacingly.
  FLAMESPIT 
   
   
                                           CR 3
  XP 800
  N Medium magical beast
  Init +3; Senses low-light vision, scent; Perception +9
  DEFENSE
  AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
  hp 34 (4d10+12)
  Fort +9, Ref +7, Will +2
  Resist fire 10
  OFFENSE
  Speed 30 ft.
  Melee bite +7 (1d8+4 plus grab and scorch)
  Ranged flameball +7 (1d6 fire plus see text)
  Special Attacks scorch
  STATISTICS
  Str 17, Dex 16, Con 17, Int 2, Wis 12, Cha 6
  Base Atk +4; CMB +7 (+11 grapple); CMD 20 (24 vs. trip)
  Feats Great Fortitude, Skill Focus (Perception)
  Skills Climb +7, Perception +9, Stealth +11 (+15 in 
  undergrowth); Racial Modifiers +4 Stealth (+8 in 
  undergrowth)
  SQ expert climber
  ECOLOGY
  Environment hills, mountains, and undergound
  Organization solitary, mated pair, or pack (3-12)
  Treasure incidental
  SPECIAL ABILITIES
   
  Expert Climber (Ex): A flamespit’s feet allow it 
  to climb virtually any surface, no matter how slick or sheer. 
  In effect, a flamespit is treated as constantly being under a 
  natural version of the spell spider climb.
   
  Flameball (Ex): As a standard action, a flamespit 
  can launch a ball of flaming mucus from its mouth as a 
  projectile weapon. Treat this as a ranged touch attack with a 
  range increment of 5 feet, and a maximum range of 30 feet. 
  If the attack hits, the target suffers 1d6 points of fire damage, 
  and his body is coated with the flaming material, causing him 
  to catch on fire. For more information on catching on fire and 
  putting out fires, see the Pathfinder Roleplaying Game Core 
  Rulebook.
   
  Scorch (Ex): A flamespit naturally produces flames 
  in special sacs in its body, which it can release into its mouth 
  when attempting to subdue its prey. Whenever the flamespit 
  successfully initiates or maintains a grapple, it inflicts 1d4 
  points of fire damage. These flames serve to distract the 
  victim as they cook him, and the target suffers a penalty to 
  CMB and CMD equal to the amount of damage inflicted in 
  this way until the end of the flamespit’s next turn. These 
  penalties do not stack: if the creature would suffer from two 
  such penalties, use the highest.
  Ecology
   
  Known in some areas as “spitting land-drakes,” or 
  “fire lizards,” and often mistaken by those who encounter 
  them as hatchling red dragons, these nasty, brutish creatures 
  are not related to dragons in any way, although they do have a 
  number of similar features. A flamespit is in many ways like a 
  far more mundane giant lizard, and its claim to fame is that it 
  has a pair of special pouches in its body that contain volatile 
  chemicals that ignite when exposed to air. These “flame 
  sacs” can be used to produce flame within the flamespit’s 
  mouth whenever it is stressed or hunting. The main use for 
  these flames is to sear the flesh of the flamespit’s victims, 
  which not only provides it with far more nourishing and 
  easily-digestible cooked meals, but also serves to weaken the 
  victim’s defenses and allow the flamespit to keep its grasp.
   
  The flames have a variety of other uses, however. 
  Flamespits are fairly territorial creatures, and they will 
  often mark their territory to others of their kind by charring 
  patches of ground, the bark of trees, and so on. In mating 
  season, male flamespits compete against one another by 
  creating larger and more colorful displays of flame from 
  their mouths, as the flamespits can alter this coloration by 
  controlling the mixture of chemicals that they release from 
  their flame sacs.
   
  Flamespits tend to live in remote areas far from 
  most civilizations, owing to a greater abundance of live 
  prey animals found further into the wilderness. Equally 
  at home in forests and deserts, flamespits are generally 
  successful hunters, owing to their natural advantages. Even 
  so, flamespits live in protective burrows, natural outcropping, 
  and caves, in order to protect them from giant birds who 
  can mistakenly prey upon the flamespits. While a meal of 
  flamespit is rarely lethal to these creatures, the flame sacs 
  contain a toxic chemical which can make their predators 
  sick or which can combust during digestion, inflicting minor 
  wounds. Humanoids who eat flamespits first remove their 
  flame sacs to ensure a safer meal. Flamespits tend to provide 
  very nutritious meals due to the abundance of nutrients 
  consumed and efficiently processed by the flamespit 
  compared to other creatures.
   
  While flamespits favor small, burrowing animals, 
  they are ill-tempered and easily provoked by larger creatures, 
  quick to resort to violence which leads to confrontations with 
  bigger and more dangerous creatures. Flamespits are terribly 
  aggressive combatants, attacking without mercy and rarely 
  fleeing from even hopeless battles. While lone flamespits are 
  rarely a danger to well-prepared humanoids, in areas where 
  they are abundant flamespits can attack in packs, acting as 
  a group to kill off more powerful prey. Though in times like 
  these they show a willingness to work together, after the 
  killing is done, flamespits revert to their territorial ways, 
  squabbling among themselves over who actually gets to eat. 
  It is recommended that travelers who wish to avoid extreme 
  danger keep clear of flamespits during mating season, when 
  flamespits of both sexes are at their most aggressive and 
  found together in the largest numbers.
  
  140
  Gozar
   
  This massive creature resembles a giant jellyfish 
  and hangs unnaturally in the air, bobbing and weaving as its 
  body pulses and undulates. Unlike a true jellyfish, however, its 
  long tendrils end in wicked, barbed hooks which gleam with 
  venom. A handful of shorter tendrils, located just around the 
  creature’s downward-facing mouth, all end with small pincers 
  which snap eagerly.
  GOZAR  
                                                                       CR 12
  XP 19,200
  N Huge vermin 
  Init +1; Senses darkvision 60 ft.; Perception +0
  DEFENSE
  AC 9, touch 9, flat-footed 8 (+1 Dex, -2 size)
  hp 225 (18d8+144)
  Fort +19, Ref +7, Will +6
  Defensive Abilities amorphous, death throes; DR 15/
  piercing or slashing; SR 23; Immune mind-affecting effects
  OFFENSE
  Speed fly 60 ft. (perfect), swim 40 ft. 
  Melee 4 stings +17 (2d6+6 plus poison), 4 claws +17 (1d8+6 
  plus grab)
  Space 15 ft., Reach 20 ft. (10 ft. with claws)
  STATISTICS
  Str 22, Dex 13, Con 26, Int —, Wis 11, Cha 1
  Base Atk +13; CMB +21; CMD 32 (can’t be tripped)
  Skills Fly +5, Swim +14
  SQ compression, rubbery hide
  ECOLOGY
  Environment any
  Organization solitary, pack (2-5), or swarm (6-24) 
  Treasure none
  SPECIAL ABILITIES
   
  Amorphous (Ex): The gozar’s body is malleable 
  and shapeless. It is immune to precision damage (like sneak 
  attacks) and critical hits.
   
  Compression (Ex): The gozar can move through an 
  area as small as one-quarter its space without squeezing, or 
  one-eighth its space when squeezing.
   
  Death Throes (Ex): When a gozar dies, its body 
  begins to pulse and undulate for 1d4 rounds, after which it 
  explodes in a shower of gel. Each creature within 100 feet 
  must succeed on a Reflex save (DC 27), or be exposed to the 
  gozar’s poison.
   
  Poison (Ex): Death throes or stings—contact or 
  injury; save Fort DC 27; frequency 1/round for 6 rounds; effect 
  1d3 Strength and Constitution damage; cure 2 consecutive 
  saves. The save DC is Constitution-based.
   
  Rubbery Hide (Ex): A gozar’s body is naturally 
  rubbery, and it reflects the power of melee attacks made 
  against it, knocking back unprepared attackers. Whenever 
  a creature hits a gozar with a melee attack, the gozar may 
  immediately make a combat maneuver check. If the result is 
  greater than the attacker’s CMD, then the attacker is pushed 
  back 5 feet.
  Ecology
   
  Unusual creatures that are believed to be the distant 
  relatives of jellyfish, these beautiful and majestic—albeit 
  somewhat alien— creatures can often be found floating in 
  packs or swarms which drift along the horizon, bobbing 
  and weaving through the air as they are blown on various 
  crosswinds. Gozars are prized and admired by many for their 
  beauty, as their skin constantly shifts colors and reflects 
  light in unusual and breathtaking ways, but these creatures 
  are best admired from afar, for though they appear to be 
  gentle giants wafting serenely on the breeze, they are, in fact, 
  dangerous predators.
   
  A gozar’s numerous tentacles end in sharp, barbed, 
  hook-shaped stingers, except for four much shorter tentacles 
  that end in pincer-shaped claws. These are the only hard 
  parts of the creature’s body, and have a hard carapace, 
  whereas the rest of its body is a soft, pliable, rubbery 
  structure. They hunt silently, floating through the air, and 
  descend rapidly on their victims from above, catching them 
  unaware, and attempting to disable them with their very 
  potent and debilitating poison. They prey primarily on cattle 
  and other livestock, but when the wind takes them to places 
  where such prey is not available, they have been known to 
  prey on other creatures, including humanoids. Because gozar 
  are poisonous, unpleasantly rubbery, and travel in packs, they 
  have no known natural predators, though occasionally very 
  powerful and territorial creatures will attack a gozar herd, 
  usually to their regret.
   
  Gozar packs thankfully move very slowly over land, 
  allowing the wind to direct them. This means that most of 
  the time, intelligent creatures who are aware of the danger 
  gozar present can evacuate an area long before the gozar 
  arrive to menace the population. Since it is impractical to 
  organize large hunting parties to deal with the gozar, it is 
  much more common to assuage the threat of a gozar herd by 
  using powerful magic in order to cause the winds to change 
  course, directing the gozar to less populated areas. However, 
  because of their mode of travel, gozar commonly get caught 
  up in windstorms and can suddenly be thrust upon a 
  community in the wake of being devastated by a powerful 
  storm. 
   
  Gozar are competent swimmers and still return to 
  the water to breed, preferring lakes or ponds to the ocean, but 
  using whatever is nearby. While gozar herds abandon their 
  prodigy after laying egg-like structures ,they also kill and 
  eat almost everything in the nearby area, assuring that their 
  young rise safely from the water, creating a new gozar herd. 
   
  
  141
  Giant Songbird
   
  The beautiful winged creature before you resembles a 
  typical bird, with long gleaming feathers, big bright eyes, and 
  a long, pointed beak. The creature’s chest puffs out from its 
  body, and as it opens its beak, a glorious song emanates from 
  within the creature, overwhelming your senses.
  GIANT SONGBIRD 
                                                          CR 6
  XP 2,400
  CN Large magical beast 
  Init +6; Senses Perception +11
  DEFENSE
  AC 16, touch 15, flat-footed 10 (+6 Dex, +1 natural, -1 size)
  hp 76 (8d10+32)
  Fort +9, Ref +12, Will +2
  Defensive Abilities musical mind 
  OFFENSE
  Speed 10 ft., fly 60 ft. (good)
  Melee bite +9 (1d8+3) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks lullaby, song of bewilderment 
  STATISTICS
  Str 14, Dex 22, Con 16, Int 12, Wis 10, Cha 16
  Base Atk +8; CMB +11; CMD 27
  Feats Ability Focus (lullaby, song of bewilderment), Power 
  Attack, Toughness 
  Skills Fly +21, Perception +11, Stealth +13 
  Languages Common 
  ECOLOGY
  Environment temperate forests 
  Organization solitary, pair, or nest (1-2 plus 3-4 non 
  combatant hatchlings)
  Treasure none
  SPECIAL ABILITIES
   
  Lullaby (Su): A giant songbird has the ability to sing 
  a magically infused lullaby which can cause fatigue and even 
  force characters to fall asleep. As a standard action, the giant 
  songbird can sing a lullaby, causing each character within 30 
  feet to succeed on a Will save (DC 19) or become fatigued for 
  3 rounds. If a creature is already fatigued when he is affected 
  by this ability, he instead becomes exhausted for 3 rounds, 
  then fatigued for 3 rounds after that. If a creature is already 
  exhausted when he is affected by this ability, he instead falls 
  unconscious for 3 hours. This is a sonic mind-affecting effect.
   
  Musical Mind (Ex): Because of a giant songbird’s 
  musical mindset, it is immune to the effects of bardic 
  performance and gains a +2 bonus on all saving throws 
  against sonic spells and effects.
   
  Song of Bewilderment (Su): A giant songbird has 
  the ability to sing a magical song which causes confusion and 
  disorientation in those who hear it. As a full-round action, 
  the giant songbird can sing a song of bewilderment, forcing 
  all characters within 30 feet to succeed on a Will save (DC 19) 
  or gain the confused condition for 1d4 rounds. This is a sonic 
  mind-affecting effect. A creature that succeeds on his saving 
  throw is immune to this effect for 24 hours. 
  Ecology
   
  Giant songbirds resemble their normal kin in all 
  superficial ways, except for their great size. Because of this, 
  giant songbirds have regionally diverse appearances, with 
  those living in tropical climates being prone to bright colors 
  and long feathers, while those in more temperate climates 
  tend to be brown or gray and have much less exotic-looking 
  feathers. Similarly, while all giant songbirds share a certain 
  disposition for merriment and chaos, actual social patterns 
  and cultures vary widely from region to region and tend to 
  reflect the locals’ ideas of an unrestrained and dangerously 
  chaotic society. While not universally the case, most giant 
  songbirds get along well with fey creatures of all sorts and 
  often form makeshift alliances with such creatures, with 
  the aim of stealing from and pranking lesser beings. In 
  such arrangements, usually the fey are the dominant party, 
  though occasionally a giant songbird will become charismatic 
  enough to lead a small band of fey raiders and plunderers.
   
  Giant songbirds are intelligent and often enjoy 
  elaborate, and sometimes life-threatening, pranks on 
  ground-bound creatures. These pranks usually involve 
  singing the land-bound creatures to sleep so that the giant 
  songbird or his allies can steal from them or eat their food. 
  Unfortunately, giant songbirds often don’t realize the 
  consequences of leaving unconscious humanoids in a wood 
  full of hungry monsters. Giant songbirds employ a similar 
  tactic when hunting, using their magical songs to disable 
  their prey before moving in for the kill. While possessed of 
  a song which can confuse others, giant songbirds rarely use 
  this song unless threatened or angered, because of its obvious 
  potential to cause damage. 
   
  Giant songbird communities tend to be nomadic 
  and highly mobile, especially in forested regions where food 
  is plentiful and cover from predators is widely available. As 
  such, most giant songbird colonies tend to cover large ranges. 
  Left to their own devices, giant songbirds spend much of 
  their time apart from the greater community, living instead 
  in small family units which roam their territory without 
  end, rarely seeing their neighbors. It is these small familial 
  groups that most other creatures are familiar with. However, 
  as intelligent beings, giant songbirds often form a sort of 
  loose society which, contrary to their nature, serves a similar 
  function to the governments of humanoid cultures. These 
  governmental bodies are generally ruled by a council of the 
  most powerful giant songbirds, who are typically bards or 
  sorcerers, though in rare cases may be druids, rangers, or 
  similar classes. These councils hold a sort of friendly meeting 
  called a tweenon with some regularity, where giant songbirds 
  can gather to discuss their exploits and activities and share 
  information regarding good hunting and other trivial 
  concerns. 
   
  While a council presides over these meetings, a giant 
  songbird council only wields real authority in times of crisis, 
  when the community is threatened by some larger danger. 
  In such times, giant songbirds prefer to avoid confrontation 
  and often leave their former homes in a mass exile in order 
  to find a new land where they can conduct their business in 
  peace. These exoduses are known as chant migrations and 
  can see hundreds of giant songbirds traveling across the land, 
  causing all manner of problems for communities unlucky 
  enough to be in their path. 
  
  142
  Hag, Spring
   
  The woman before you has skin that resembles a 
  frog’s, and hair that looks like nothing so much as draped 
  moss. She squints at you suspiciously before licking her lips 
  and calling out to you.
  HAG, SPRING  
                                                          CR 4
  XP 1,200
  CN Medium monstrous humanoid
  Init +1; Senses darkvision 90 ft.; Perception +10
  DEFENSE
  AC 18, touch 11, flat-footed 17 (+1 Dex, +7 natural)
  hp 39 (6d10+6)
  Fort +5, Ref +6, Will +6
  DR 5/slashing; SR 15
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +10 (1d4+4 plus sprouting seed)
  Spell-Like Abilities (CL 7th)
       Constant—pass without trace
       At will—animal growth, beast shape II, plant growth, tree 
  shape, whispering wind
       3/day—charm animal, bear’s endurance, bull’s strength, 
  cat’s grace, control plants
       1/day—summon nature’s ally IV
  STATISTICS
  Str 19, Dex 12, Con 12, Int 15, Wis 13, Cha 14
  Base Atk +6; CMB +10; CMD 21
  Feats Brew Potion, Combat Casting, Great Fortitude
  Skills Bluff +8, Disguise +8, Knowledge (nature) +8, 
  Perception +10, Sense Motive +7, Stealth +10
  Languages Aklo, Common, Giant
  SQ hedge potions
  ECOLOGY
  Environment temperate and warm forests and marshes
  Organization solitary or coven (3 hags of any kind)
  Treasure standard
  SPECIAL ABILITIES
   
  Hedge Potions (Su): A spring hag does not need 
  to prepare or expend a spell in order to brew a potion of that 
  spell, and as such can brew potions of spells from any spell 
  list. She cannot brew potions of spells whose spell level is 
  higher than 2nd level, however.
   
  Sprouting Seed (Su): Whenever a spring hag 
  successfully hits a creature with one of her claw attacks, she 
  can choose to embed a seed from under one of her fingernails 
  in the wound. If she does, then from the seed powerful vines 
  begin to sprout, which quickly sap the victim’s health and 
  bind him in place. The victim can make a Fortitude save 
  (DC 14) when the seed is first implanted in order to negate 
  this effect. Otherwise, on the target’s first turn after being 
  damaged, visible vines begin to extend from the wound, 
  and he suffers 1d4 points of damage. At this stage, the vines 
  themselves have no effect, but on the target’s next turn, 
  the vines begin to wrap around his body, restricting his 
  movements, and imposing a -2 penalty to attack rolls and AC, 
  and he again suffers 1d4 points of damage. On the target’s 
  third turn after the seed is implanted, he suffers another 
  1d4 points of damage and is treated as being entangled, in 
  addition to the previous effect. On the target’s fourth turn 
  after the seed is implanted, and each round thereafter, he 
  suffers another 1d4 points of damage, and the vines attempt 
  to grapple him, in addition to the previous effects. The vines 
  have a CMB of +8 for this purpose, and do not damage the 
  target on a successful grapple attempt, but instead attempt to 
  pin him and keep him pinned.
   
  The seed can be removed from the victim with a 
  successful Heal check (DC 18) or by cutting it out, a full-
  round action that inflicts 2d8 points of slashing damage 
  to the victim. Each round after the first that the vines are 
  allowed to grow, the DC of the Heal check increases by +1 (to 
  a maximum DC of 25), and the amount of slashing damage 
  that is inflicted if it is cut out increases by +2 (to a maximum 
  of 2d8+10). The spring hag can remove the seed at any time 
  by speaking a single word, and doing so does not harm the 
  victim.
  Ecology
   
  One of the friendliest types of hags, spring hags are 
  still far from trustworthy, and their mercurial tendencies and 
  almost feral lifestyle means that even though they are not 
  evil, it is still best to avoid them whenever possible, as very 
  few have any qualms about devouring humans, and though 
  they may genuinely be glad to talk to you and not even 
  intend to do you ill at first, it takes only one wrong word, 
  or even just a passing bout of hunger, for the hag to change 
  her mind. Spring hags are wild creatures that are in some 
  way infused with the powers of spring, life, and growth, and 
  they are perhaps the most primal and uncorrupted type of 
  hag. They are well known for the terrifying seeds which they 
  keep hidden beneath their long, sharp fingernails, and some 
  scholars believe that these hags may in fact be part plant 
  themselves, and that the seeds are actually a part of the hag.
   
  Spring hags are incredibly fond of chickens and 
  roosters, and often keep large groups of these birds with 
  them at their homes. In fact, the coops in which they keep 
  these fowl are often nicer than the hags’ own homes, which 
  tend to be little more than caves or mud hovels. It would be 
  wise to note that for spring hags these chickens and roosters 
  are cherished pets, not food stuffs, and insinuating otherwise 
  is a sure way to earn a spring hag’s anger. This fondness for 
  their pets does not, however, extend to eggs, which the spring 
  hag quite enjoys in a wide variety of styles, and will happily 
  offer some to passersby. 
    
  Spring hags despise the colder seasons of fall and 
  winter, and as such are rarely seen outside of extremely 
  temperate or tropical climates where the change in 
  temperature is not so severe. In other areas, spring hags are 
  known to dwell in secret caves and grottoes where spring 
  perpetually holds sway.
  
  143
  Iktha’ar
   
  The man before you tosses aside his shirt, revealing 
  two pairs of sucker-covered tentacles extending from his 
  abdomen. Perhaps even more disturbing, in the center of his 
  stomach is a large, oval-shaped opening, and beneath folds of 
  flesh, you can see a horrible black beak, which gnashes the air 
  at you as the man, grinning, begins to close on you.
  IKTHA’AR 
   
                                                          CR 3
  XP 800
  NE Medium monstrous humanoid
  Init +6; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 15, touch 12, flat-footed 13 (+2 Dex, +3 natural)
  hp 30 (4d10+8)
  Fort +5, Ref +6, Will +4
  Immune poison; Resist acid 5
  OFFENSE
  Speed 30 ft.
  Melee 4 tentacles +5 (1d4+1 plus grab)
  Special Attacks belly feed, mucus spray
  STATISTICS
  Str 13, Dex 15, Con 14, Int 13, Wis 10, Cha 11
  Base Atk +4; CMB +5 (+9 grapple); CMD 17
  Feats Improved Initiative, Great Fortitude
  Skills Bluff +4, Disguise +4 (+24 to appear as a humanoid), 
  Perception +7, Sense Motive +4, Stealth +9; Racial 
  Modifiers +20 Disguise to appear as a humanoid
  Languages Aklo, Common
  ECOLOGY
  Environment any
  Organization solitary, pair, or cult (3-13)
  Treasure standard
  SPECIAL ABILITIES
   
  Belly Feed (Ex): While grappling, an iktha’ar can 
  press the beak-like opening in its belly against its opponent, 
  and attempt to cut open his belly to consume his organs. 
  Whenever the iktha’ar successfully maintains a grapple, it 
  automatically inflicts 2d8 points of damage to any armor 
  or clothing that the target may be wearing, which ignores 
  hardness of less than 15. If the target’s armor or clothing have 
  the broken condition, or the target is not wearing armor 
  or clothing that covers his belly, then the iktha’ar instead 
  inflicts 2d4 points of bleed damage to the target as it slices 
  open his stomach and begins to feast on his entrails. This also 
  causes the victim to go into shock, and he must succeed on 
  a Fortitude save (DC 13) or be paralyzed for 1d4 rounds. The 
  saving throw DC is Strength-based.
   
  Mucus Spray (Ex): As a standard action, an iktha’ar 
  can spew a torrent of mucus from the opening in its belly. 
  This takes the form of a 30-foot line or a 15-foot cone. Each 
  creature in the affected area must succeed on a Reflex save 
  (DC 14) or be covered in the mucus, which has weak paralytic 
  properties, reducing affected creatures’ movement speeds by 
  half (rounded down, minimum speed of 5 feet) and causing 
  their muscles to weaken, imposing a -4 penalty to CMB and 
  CMD. These effects last for 1 minute, or until the affected 
  creature is thoroughly rinsed with clean water. The iktha’ar 
  must wait at least one hour between uses of this ability. 
  Creatures that are immune or resistant to poison or paralysis 
  are similarly immune or resistant to this ability. The saving 
  throw DC is Constitution-based.
  Ecology
   
  When clothed, an iktha’ar can easily pass as a 
  human or similar creature, as the bizarre aspects of their 
  anatomy are readily hidden by clothing. An iktha’ar’s most 
  distinguishing feature is its maw, a large second mouth 
  located in the middle of its abdomen, surrounded by four 
  tentacles, which it uses to grab hold of prey and keep them 
  close while its harder-than-steel beak slices the victim open 
  and greedily devours his organs and vital fluids. In fact, an 
  iktha’ar’s “human” mouth is not used for eating at all, only for 
  breathing and speaking, one of the few difficulties that these 
  creatures face in infiltrating human society.
   
  Though they do not generally use them unless 
  absolutely necessary, iktha’ar are proficient with simple 
  weapons, and most are proficient with martial weapons. 
  They are also proficient with light armor, though generally 
  prefer not to wear it, as it makes it difficult for them to feed 
  (requiring either that the armor be removed, or that it be 
  ruined by slicing through it with their maw). As such, iktha’ar 
  prefer to assume the roles of civilians when infiltrating a 
  human society, tending towards those occupations that don’t 
  require armor. 
   
  As iktha’ar require a diet of humanoid organs to 
  survive, they are almost exclusively found near humanoid 
  societies to ensure a steady supply of food. Iktha’ar prefer 
  to infiltrate society directly, assuming the role of one of its 
  populace in order to easily gather food. While many iktha’ar 
  in this position tend to take on unassuming societal roles 
  so as not to attract suspicion, other clever or lucky iktha’ar 
  have managed to achieve such high rank as to be beyond 
  reproach of society. These noble iktha’ar seem to have no 
  more insidious motive than ensuring that they, and perhaps 
  other associated iktha’ar, have a steady supply of humans 
  to devour. Less enterprising or less successful iktha’ar 
  still assume societal roles which put them near people. 
  Innkeepers are perhaps the most popular, as this allows them 
  to meet a wide variety of strangers, most of whom won’t be 
  missed by the local townsfolk. For similar reasons, assuming 
  the role of town guard or bounty hunter is common, as 
  many civilizations don’t ask too many questions as to what 
  happens to criminals. Only the most degenerate, impatient, 
  and cowardly of iktha’ar choose to remain on the outskirts of 
  society, preying on humanoids like common beasts. These 
  tend to form cults or other bands and make their home in the 
  sewers of cities, or outside of townships in caves or similar 
  areas.
   
  Rumors persist of iktha’ar colonies where thousands 
  of iktha’ar live in underground vaults and worship dark 
  gods, unknown to other races. These colonies are said to be 
  sustained by cultivated slave populations, which live to feed 
  the iktha’ar and serve as pawns in their sinister rituals. If such 
  places do exist, no adventurer has ever found them, and the 
  origins of such rumors are always difficult to track down.
  
  144
  Juba Frog
   
  This massive frog is the size of a horse, its huge 
  bulbous eyes staring at you intently. The back of its slick green 
  body is covered with numerous three-foot-long quills, which 
  drip with a strange ichor. Without warning, it opens its gaping 
  maw and a blast of sound like an immense foghorn hits you 
  full in the face.
  JUBA FROG 
   
                                                         CR 4
  XP 1,200
  N Large animal
  Init +5; Senses low-light vision, scent; Perception +3
  DEFENSE
  AC 16, touch 10, flat-footed 15 (+1 Dex, +6 natural, -1 size)
  hp 38 (4d8+20)
  Fort +9, Ref +5, Will +0
  Defensive Abilities quills
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee bite +8 (1d8+6 plus grab) or tongue +8 touch (grab)
  Space 10 ft.; Reach 5 ft. (15 ft. with tongue)
  Special Attacks bellowing croak, pull (tongue, 5 feet), 
  swallow whole (3d6 acid and bludgeoning damage, AC 13, 3 
  hp), tongue
  STATISTICS
  Str 23, Dex 12, Con 20, Int 1, Wis 8, Cha 6
  Base Atk +3; CMB +10 (+14 grapple); CMD 21 (25 vs. trip)
  Feats Combat Reflexes, Improved Initiative
  Skills Acrobatics +11 (+15 jumping), Perception +3, Stealth +1 
  (+5 in swamps), Swim +14; Racial Modifiers +4 Acrobatics 
  (+8 jumping), +4 Stealth (+8 in swamps)
  ECOLOGY
  Environment warm marshes
  Organization solitary, pair, or army (3-8)
  Treasure none
  SPECIAL ABILITIES
   
  Bellowing Croak (Ex): As a move action, a juba 
  frog can unleash a bellowing croaking sound, which forces all 
  creatures within 30 feet of it to succeed on a Fortitude save 
  (DC 17) or be deafened for 1d4 rounds. This is a sonic effect. 
  The saving throw DC is Constitution-based.
   
  Additionally, several juba frogs working together 
  can use their bellowing to weaken their prey before hunting. 
  If three or more juba frogs use this ability each round for 
  an hour or more, all creatures that are able to hear them 
  (Perception DC 0 at a distance of 1 mile from the frogs) 
  must succeed on a Will save (DC 17) or be unnerved by the 
  constant ominous croaking, becoming shaken for 1 hour and 
  suffering 1 point of Wisdom damage. This is a sonic mind-
  affecting fear effect. The saving throw DC is Constitution-
  based. 
   
  Quills (Ex): A juba frog’s back is covered with long, 
  spiked quills, coated in poison. Any creature that hits a juba 
  frog with a natural attack or unarmed strike, or which gains 
  control of a grapple with a juba frog, is automatically struck 
  by one of these quills, suffering 1d4 points of piercing damage 
  and being exposed to juba frog poison.
   
  Juba Frog Poison: Bite—injury; save Fort DC 17; 
  frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 
  save.
   
  Tongue (Ex): A juba frog’s tongue is a primary 
  natural attack with reach equal to three times its normal 
  reach. A juba frog’s tongue deals no damage on a hit, but 
  can be used to grab. A juba frog does not gain the grappled 
  condition while using its tongue in this manner.
  Ecology
   
  Juba frogs are terrors that stalk tropical swamps and 
  jungles, and which natives quickly learn to avoid, lest they 
  become the juba frog’s next meal. These massive amphibians 
  are primarily active at night, and often spend several hours 
  during the twilight croaking loudly and in great numbers, 
  to soften up any nearby prey before they begin their hunt. 
  Although juba frogs do wander in search of prey in the 
  night, making them much more active hunters than many 
  frogs, they are still fairly sedentary, and rarely travel more 
  than one or two miles in search of a meal. Creatures who are 
  able to escape a juba frog will find that it is not interested 
  in pursuing them very far, and will quickly lose interest, 
  which is why most of those who are familiar with the animal 
  recommend running away at full speed on sight.
   
  It is unclear whether the juba frog developed its 
  signature long quills as a defense mechanism or a hunting 
  tool. They are clearly more useful for defensive purposes, 
  but juba frogs have very few natural predators, begging the 
  question of what they would be protecting themselves from. 
  On the other hand, the spines themselves serve little purpose 
  for the juba frog’s normal hunting methods. Scholars have 
  suggested that they may be vestigial features, such as to 
  protect them from natural predators that no longer exist, or 
  that the juba frogs may in fact be evolving in ways that will 
  make them more useful offensively, a thought which is very 
  unsettling to those who live near the creatures.
   
  Even though juba frogs will eat almost any animal 
  prey, they greatly prefer to devour giant insects and 
  arthropods, which are their favorite meal. However, when 
  those are not to be found, juba frogs primarily eat wild pigs, 
  lizards, snapping turtles, and other creatures of similar size 
  which are found in great numbers in their marshy homes. 
  Though juba frogs will happily eat humanoids and other 
  intelligent creatures, they won’t go far out of their way to do 
  so, and are easily deterred by a concentrated attack. Most 
  often, a juba frog reduced to fewer than 60% of its health will 
  flee from danger, unless it is very close to finishing its prey 
  or blinded by rage or magic. As such, juba frogs pose a much 
  greater danger to the livestock of humanoid communities 
  than to its people. 
   
  Juba frogs are generally only hunted by humanoids 
  who value their quills for use as weapons or art objects, and 
  who seek their poison either for use in combat or to be used 
  to derive antitoxin. Juba frogs’ only natural predators are 
  magical beasts immune to poison, dragons, and, in the case 
  of juvenile juba frogs, older juba frogs. 
  
  145
  Jungle Hagkin
   
   Out of the shrubbery emerges a hunched over crone, 
  smearing a thick paste upon yellowing claws.  She smiles with 
  crooked teeth and cruel eyes before vanishing into the jungle 
  mists with a shrieking cry of mocking laughter.
  JUNGLE HAGKIN  
                                                          CR 2 
  XP 600
  CE Medium monstrous humanoid
  Init +6; Senses low-light vision; Perception +8
  DEFENSE
  AC 16, touch 12, flat-footed 14 (+2 Dex, +4 natural)
  hp 22 (3d10+6)
  Fort +3, Ref +5, Will +5
  Immune poison
  OFFENSE
  Speed 30 ft.
  Melee 2 claws +6 (1d4+2) 
  Special Attacks camouflage, curse of poison
  STATISTICS
  Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 12
  Base Atk +3; CMB +5; CMD 17
  Feats Improved Initiative, Weapon Focus (claw)
  Skills Craft (alchemy) +6, Intimidate +7, Perception +8, 
  Stealth +8
  Languages Common, Sylvan
  SQ grow herb 
  ECOLOGY
  Environment warm forests
  Organization solitary, pair, or coven (3d6 plus 1 anis hag, 1 
  green hag, and 1 night hag)
  Treasure standard
  SPECIAL ABILITIES
   
  Camouflage (Ex): A jungle hagkin has a 
  special natural magic which allows her to blend into her 
  surroundings. Any round she does not make an attack, she 
  gains concealment (20% miss chance) until she chooses to 
  make an attack. Additionally, while so concealed, she receives 
  a +8 racial bonus to her Stealth checks and can use the 
  Stealth skill to hide even when observed. 
   
  Curse of Poison (Su): As a standard action, a jungle 
  hagkin can cause a single living creature within 30 feet to 
  become exceptionally vulnerable to poisons, causing the 
  target to suffer a -4 penalty on all saving throws made to 
  resist poison for 1 round. 
   
  Grow Herb (Su): A jungle hagkin can spend a full-
  round action in order to grow a single herb, which can be of 
  any type which grows natively in a jungle environment. She 
  can then harvest a single dose of that herb from that plant as 
  a free action.
  Ecology
              Hagkin are twisted humanoids resulting from the 
  dilution of hag blood over the centuries. Hagkin strongly 
  resemble their distant relatives in a physical sense, including 
  the warty skin and misshapen bones, but tend to have slightly 
  more savage bearings and expressions, making them look 
  less like exaggerated crones and more like degenerated and 
  vile versions of early humans.  Jungle hagkin in particular 
  are known for their savage appearance, which stems from a 
  potent bond with the harsh homes that feed their powers.  
  While jungle hagkin are able to draw upon the land for 
  supernatural powers, they lack much of the magical strength 
  of true hags, and instead utilize this bond with the land to 
  enhance their savage cunning in order to survive.
   
  Jungle hagkin live in the deep and remote jungles far 
  from civilized tribes, who view hagkin as evil and suspicious, 
  a reputation they have earned through centuries of savage 
  treachery.  Instead, most jungle hagkin live in isolation, with 
  each claiming a small part of the jungle as her own.  An area 
  occupied by a jungle hagkin tends to be easily distinguished 
  by the wide array of poisonous jungle herbs growing in close 
  concentration.  These deadly gardens are created as a result of 
  the jungle hagkin’s supernatural bond with the jungle.  The 
  bounty of plants helps to enhance the jungle’s ecosystem, 
  while the poisonous herbs extracted from the plants aid the 
  jungle hagkin in hunting prey and defending their homes.  
   
  When threatened, jungle hagkin rely almost 
  exclusively on the potent herbs native to the jungle, both 
  because of their familiarly with these herbs and because 
  of their ability to create more of them, making the herbs a 
  readily available source of power.  A jungle hagkin’s other 
  abilities enhance her use of these special herbs, allowing her 
  to easily withdraw from combat to plant and harvest more 
  herbs while avoiding her enemies’ attacks, and enhancing the 
  herbs’ efficacy as weapons.  Only when surprised or cornered 
  does a jungle hagkin turn to her claws, and usually then only 
  for as long as it takes to flee from danger.  That said, jungle 
  hagkin are rarely surprised, and are most often encountered 
  in combat as a result of an ambush set by a jungle hagkin in 
  search of meat or mischief.  
   
  Jungle hagkin prefer humanoid meat to all other 
  sorts, and often make their homes close to paths they know 
  humanoids will travel in order to procure their favorite 
  snack. Some jungle hagkin practice witchcraft in order to 
  lure victims into their carefully planned ambushes, while 
  others simply pose as something more innocent in order to 
  convince travelers to have a cup of herb-poisoned tea prior 
  to devouring them. Jungle hagkin do not eat their prey raw, 
  instead flavoring their victims with pseudo-magical herbs 
  they grow themselves. While jungle hagkin generally have 
  to slay their prey in order to procure their meat, when the 
  opportunity presents itself, the bestial humanoids delight in 
  capturing live prey and using the cooking process to finish 
  them off. To that end, jungle hagkin often anonymously 
  employ trappers and other agents to procure living 
  humanoids for them to feast on. These agents most often 
  end up as meals themselves, though not until they have fully 
  served their purpose. 
   
  Occasionally, jungle hagkin ally themselves with true 
  hags for the benefits of both groups. In such cases, the true 
  hags always assume leadership roles. 
  
  146
  Mist Stalker
   
   
  The fog around you suddenly coalesces into an all too 
  familiar form: the bent and wizened shape of your own, long-
  dead grandfather. He beckons to you before his misty shape 
  roils and reforms into the form of a comely young woman.
  MIST STALKER  
                                                          CR 1
  XP 400
  N Medium undead
  Init +1; Senses darkvision 60 ft.; Perception +4
  DEFENSE
  AC 13, touch 13, flat-footed 12 (+2 deflection, +1 Dex)
  hp 9 (1d8+5)
  Fort +2, Ref +1, Will +2
  Defensive Abilities incorporeal; Immune undead traits
  OFFENSE
  Speed fly 30 ft. (perfect) 
  Melee incorporeal touch +1 (1d3 Charisma damage)
  Special Attacks absorb memories, alter form
  Spell-Like Abilities
       At will—obscuring mist
  STATISTICS
  Str —, Dex 12, Con —, Int 12, Wis 10, Cha 14
  Base Atk +0; CMB +0; CMD 13
  Feats Toughness
  Skills Bluff +3, Fly +13, Knowledge (local) +2, Perception +4, 
  Stealth +5
  Languages Common, Aklo 
  SQ incorporeal, misty body
  ECOLOGY
  Environment any
  Organization solitary, pair, or fog of war (3-6 plus 1 spectre 
  or ghost) 
  Treasure none
  SPECIAL ABILITIES
   
  Absorb Memories (Su): Whenever a mist stalker 
  deals Charisma damage using its touch attack, it learns what 
  its victim knew. For each point of Charisma damage dealt, the 
  mist stalker acquires 2 years of the target’s memories. These 
  memories last for 1 year before fading away. If the mist stalker 
  reduces a character to 0 Charisma in this way, the mist stalker 
  becomes a ghost of the character reduced to 0 Charisma in 
  this way for 1 year.
   
  Alter Form (Sp): A mist stalker can alter its shape in 
  any way it pleases, as though by the spell veil, except that it 
  always appears misty and wispy. It usually uses this ability to 
  appear as a creature from the memories it has drained.
   
  Misty Body (Su): Because a mist stalker is made 
  of mist and not entirely incorporeal, a mist stalker suffers 1 
  point of damage from a hit from non-magical weapon. 
  Ecology 
   
  A mist stalker is a ghost-like creature created from 
  those who die lacking a sense of identity or memory. Some 
  mist stalkers are amnesia victims, some had their minds 
  devoured by aberrations, and some were prisoners who forgot 
  who they were. More than anything, mist stalkers desire a 
  sense of identity and memories to call their own. Maddened 
  by emptiness and unable to create new memories for 
  themselves, mist stalkers devour the memories of the living. 
   
  As a mist stalker consumes memories, its sense of 
  identity becomes stronger, allowing it to fill the void left 
  by its death. If a mist stalker absorbs a target’s entire sense 
  of identity, it can take on the form of that victim’s ghost, 
  effectively replacing its lack of identify with the target’s 
  memories and continuing its undead existence. While mist 
  stalkers retain all the memories and knowledge of their 
  victims, they don’t necessarily retain their personalities, and 
  may have wildly different dispositions than those whose 
  identity they adopt. Even these absorbed memories are 
  fleeting, however, and a mist stalker is damned to an eternal 
  existence without a true sense of identity until it is granted 
  release, a process which involves either discovering the 
  identity of a mist stalker and telling it who it was, or putting 
  it to rest by force. 
   
  Driven by an absolute desire to fill the void in their 
  souls left by losing their memories, mist stalkers pose an 
  extreme danger to all beings with a sense of self. Luckily, 
  mist stalkers are generally tied to a specific place, usually a 
  place with significance to them, often to the place where they 
  died. As such, mist stalkers are most commonly encountered 
  in forgotten prisons, drowned towns, and long abandoned 
  ruins. 
   
  Rarely, a mist stalker who has absorbed a sense of 
  identity is able to travel to a place significant to that person 
  before losing their memories once more. In these unusual 
  cases, the mist stalker is often mistaken for a ghost, and 
  those who encounter it may attempt to put the creature to 
  rest using methods to free ghosts from their eternal torment. 
  Unfortunately, researching into the life of the person whose 
  memories the mist stalker has assumed and any reasonable 
  means of putting that persons spirt to rest are insufficient 
  to put the mist stalker to rest. This is further hampered 
  because many mist stalkers convince themselves, at least 
  for a time, that they are the personage whose identity they 
  have assumed, and failed attempts to put their spirit to rest 
  confuse and madden mist stalkers, possibly shaking their 
  illusion of identity and returning them to their nightmare of 
  amnesia. This is a sin that all mist stalkers find unforgivable, 
  and which drives them further into a violent madness, until 
  they have assumed another identity. 
   
  Occasionally, mist stalkers who go through a long 
  existence of plundering identities find a sense of self as a 
  mist stalker, and reinvent themselves as living incarnations 
  of hunger or malice. Sadly, even these mist stalkers find a 
  gaping whole in themselves that craves a true identity, and 
  as they become increasingly convinced that they are lying 
  to themselves about their newly chosen role, they find 
  themselves drifting ever further back to a complete lack of 
  identity. 
  
  147
  Night Mist
   
  As you feed upon your victim, a red mist descends 
  from the air to feast on the pair of you, turning you instantly 
  from predator to prey.
  NIGHT MIST 
   
                                                       CR 14
  XP 38,400
  NE Large undead
  Init +4; Senses darkvision 60 ft.; Perception +3
  DEFENSE
  AC 22, touch 22, flat-footed 18 (+9 deflection, +4 Dex, -1 size)
  hp 174 (12d8+120)
  Fort +13, Ref +8, Will +9
  Defensive Abilities incorporeal; Immune undead traits
  OFFENSE
  Speed 30 ft. 
  Melee - 
  Special Attack cruomancy (cruomancer level 12), drain 
  blood
  STATISTICS
  Str —, Dex 18, Con —, Int 10, Wis 12, Cha 28
  Base Atk +9; CMB +14 (+18 grapple); CMD 28
  Feats Alertness, Blood Dart, Blood Wall, Call Blood, 
  Toughness, Vampire’s BiteB, Vein of Empathy 
  Skills Bluff +21, Perception +3, Sense Motive +20, Stealth +19, 
  Survival +13 
  Languages Common
  SQ one with the night 
  ECOLOGY
  Environment any
  Organization solitary
  Treasure standard 
  SPECIAL ABILITIES
   
  Cruomancy: A night mist has a cruomancer level 
  equal to it’s Hit Dice, typically 12, and has access to the 
  following vampire feats: Blood Dart, Blood Wall, Call Blood, 
  Vampire’s Bite, Vein of Empathy.
   
   Drain Blood (Su): Whenever a night mist 
  begins its round in a square occupied by one or more other 
  creatures, any creature sharing a square with the night mist 
  suffers 1d6 points of Constitution damage. The night mist 
  gains a number of temporary blood points equal to 1/5 the 
  Constitution damage dealt this way (total among all affected 
  creatures, rounded down). If a creature sharing a square with 
  the night mist has a blood point pool with blood points in it, 
  it loses 1 blood point for each point of Constitution damage it 
  would otherwise take. The night mist gains 1 blood point for 
  each blood point lost in this way. A successful Fortitude save 
  (DC 25) negates this effect (whether Constitution damage or 
  loss of blood points). 
   
  One with the Night (Su): A night mist can become 
  invisible, as the spell invisibility, in areas of darkness or less 
  light. 
  Ecology
   
   Night mists are hideous undead predators that stalk 
  the streets of major cities, hungering for blood to fuel their 
  wicked magic. These creatures, while not mindless, are driven 
  by a single-minded hunger which consumes them constantly. 
  Consequently, their intellect is used almost exclusively for 
  tormenting their prey.
   
  Scholars have long debated the origins of the night 
  mist, with some claiming they are the ghosts of vampires, 
  while others have claimed them to be demons. The truth is 
  unknown, though the fact that the night mists relentlessly 
  hunt vampires has led some to conclude that they are some 
  kind of curse from an evil god who holds a distaste for 
  vampirism. Others are quick to point out that vampires and 
  their prey makes for easy and convenient sources of blood.
   
  Night mists utilize the same blood magic available 
  to all disciples of cruomancy, though their particular talents 
  tend to lend themselves more closely to cruomancy abilities 
  which manipulate blood in someway. The actual abilities of 
  an individual night mist vary from entity to entity, though 
  since many cruomantic powers require a physical form, the 
  night mist’s selection is somewhat more limited than most 
  vampiric creatures. Some scholars have theorized that night 
  mists learn their blood magic from their victims in the same 
  way they drain their blood, and that somehow the two events 
  are linked. Others dismiss this theory, citing that night mists 
  often employ blood powers without having ever fed upon a 
  vampire. Whatever the case, more powerful night mists often 
  have access to a wide array of potent blood powers. 
   
  Because night mists do not need to bite their 
  victims in order to feed, and because they are able to feed on 
  several creatures at once, night mists are extremely efficient 
  hunters and, when threatened, often demonstrate seemingly 
  limitless reserves of blood to power their magic. Though 
  capable of feeding on the blood of any creature, Blood mists 
  are inherently cruel and enjoy consuming the life force of 
  intelligent creatures, reveling in the screams of their victims. 
  As a result, night mists are found almost exclusively in large 
  urban settlements, where humanoids and the vampires that 
  prey on them are found in abundance. On extremely rare 
  occasions, night mists can be found in long abandoned caves 
  or tombs, starving and waiting patiently for their next meal. 
   
  Rumors persist of a means to trap or bind a night 
  mist, allowing those who know such secret techniques to 
  use them as guardians. This practice can be observed in the 
  strongholds of liches and other hideous beings who lack the 
  blood the night mists crave. Occasionally, a mortal villain 
  will employ night mists as guardians or servants, but must do 
  so at extreme risk, lest they accidentally become the victim 
  of their own servitors. The methods of binding a night mist 
  to one’s will are known only to a few, though the vile wizard 
  Therimicus is said to describe the ritual in full detail in his 
  black grimoire, Nessravium. 
   
  The vampire feats possessed by the night mist can be 
  found in the appendix section of this document, as well as in 
  Scions of the Vampire: Blood, Shadow, and Smoke, from which 
  they are originally derived.  
   
  
  148
  Raigor
   
  This hulking brute towers over you. It vaguely 
  resembles a massive, 40-foot tall gorilla, though if possible it 
  seems to be even more muscular than those creatures. It walks 
  more or less upright, and the earth shakes as it moves. It lets 
  out a mighty roar and beats its palms to its chest, and you see 
  arcs of electricity crackle across its body.
  RAIGOR 
   
                                                        CR 19
  XP 204,800
  N Colossal magical beast
  Init +7; Senses darkvision 60 ft., low-light vision; Perception 
  +27
  DEFENSE
  AC 31, touch 5, flat-footed 28 (+3 Dex, +26 natural, -8 size)
  hp 378 (28d10+224)
  Fort +23, Ref +21, Will +15
  DR 15/adamantine; Immune ability damage, ability drain, 
  disease, energy drain, paralysis, polymorph, petrification; 
  Resist acid 15, cold 15, fire 15
  Defensive Abilities drain electricity, rock catching
  OFFENSE
  Speed 40 ft., climb 40 ft.
  Melee bite +29 (4d6+9), 2 claws +29 (2d8+9)
  Ranged rock +23 (4d8+13)
  Space 30 ft.; Reach 30 ft.
  Special Attacks lightning fists, rend (2 claws, 2d8+13), rock 
  throwing, surge of strength, vengeance bolts
  Spell-Like Abilities (CL 19th, concentration +22)
       3/day—call lightning storm (DC 18)
       1/day—control weather 
  STATISTICS
  Str 28, Dex 16, Con 24, Int 11, Wis 19, Cha 17
  Base Atk +28; CMB +45 (+47 bull rush, +47 grapple, +49 
  sunder); CMD 58 (+60 vs. bull rush, grapple, or sunder)
  Feats Awesome Blow, Combat Reflexes, Greater Sunder, 
  Improved Bull Rush, Improved Grapple, Improved Initiative, 
  Improved Iron Will, Improved Sunder, Iron Will, Lightning 
  Reflexes, Power Attack, Skill Focus (Climb), Skill Focus 
  (Perception), Toughness
  Skills Climb +40, Perception +27, Stealth +4, Swim +26
  ECOLOGY
  Environment warm forests
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
   
  Drain Electricity (Su): A raigor is invigorated and 
  empowered by electricity. Whenever a raigor would suffer 
  electricity damage, it heals 1/2 that amount of damage, 
  instead. Any healing in excess of the raigor’s maximum hit 
  points is converted into stored electrical energy, at a rate of 1 
  charge point per 2 points of excess healing. A raigor can store 
  up to 24 charge points at any one time. Raigors have several 
  special abilities that allow them to expend charge points for 
  various benefits.
   
  Lightning Fists (Su): As a swift action, a raigor can 
  expend 5 charge points to cause arcing waves of electrical 
  energy to dance across its claws. This causes its claw 
  attacks to inflict an additional 3d6 points of electricity on a 
  successful hit, and its rend attack to deal an additional 5d6 
  points of electricity damage. This benefit lasts for 1d4 rounds.
   
  Surge of Strength (Su): As a swift action, by 
  expending 8 charge points, a raigor can gain a temporary 
  surge of strength and vigor. The raigor gains a +8 
  enhancement bonus to its Strength and Constitution scores. 
  This bonus lasts for 1d4 rounds.
   
  Vengeance Bolts (Su): As a move action, by 
  expending 12 charge points, a raigor can cause electricity 
  to wrap around its body, arcing and rolling along its form 
  and punishing those who would harm it. This grants the 
  raigor SR 30, and also causes any creature that hits the raigor 
  with a natural attack, unarmed strike, or melee weapon 
  made primarily of metal to suffer 6d6 points of electricity 
  damage. A successful Reflex save (DC 31) halves this damage. 
  These benefits last for 1d4 rounds. The saving throw DC is 
  Constitution-based.
  Ecology
   
  Believed to be the favored children of an obscure 
  (and quite possibly dead) god of storms and lightning, these 
  massive beasts are in many ways the embodiments of the fury 
  of the storm. Highly deadly even in the best of conditions, 
  the beasts are truly terrifying when a steady source of 
  electricity is nearby, something that they can more or less 
  count on, as they are able to call up massive thunderstorms 
  and lightning strikes, and often do so specifically to heal or 
  charge themselves. Although they are capable of creating 
  their own storms, the beasts react extremely violently to 
  stormy weather, which seems to agitate and excite them 
  to no end. Some scholars believe that the raigor mistake 
  these natural storms for the presence of another raigor, 
  although this theory has never been proven. Nonetheless, it 
  is during the stormy seasons that these creatures are the most 
  dangerous, and protracted or powerful storms can often drive 
  them into a frenzy that may lead them to destroy nearby 
  settlements.
   
  Luckily, raigor tend to live in remote areas far away 
  from most humanoid settlements, often in tropical island 
  archipelagos where powerful storms are common. Of course, 
  it may be that raigor do not avoid humanoid settlements out 
  of any conscious choice, but rather that they have destroyed 
  whatever settlements may have been in their territory in 
  the past, and that humanoids have wisely chosen to settle 
  elsewhere. Very rarely, primitive humanoid civilizations who 
  are aware of a raigor may choose to form their settlements 
  around the great beast, worshiping it as a god in the hopes 
  that its might will protect them. Certainly, rumor of a raigor 
  nearby is enough to keep most would-be foes far afield. It 
  may be that raigor-worshiping civilizations are not so mad as 
  they might at first seem, as several such groups are rumored 
  to have existed for centuries. It is the practice of those who 
  worship the raigor, as well as those who wish to appease the 
  beast’s mighty wrath to save their homes, to leave it offerings.
   
  
  149
  Runic Servant
   
  This strange creature resembles a stone pillar that 
  has been covered with a variety of strange runes, which glow 
  in various colors. Six spider-like stone legs emerge from a 
  point half-way up the pillar, and as you watch, it lifts itself up 
  and begins shambling towards you.
  RUNIC SERVANT 
   
   
                            CR 2
  XP 600
  N Medium construct
  Init +0; Senses darkvision 60 ft., low-light vision; Perception 
  +1
  DEFENSE
  AC 10, touch 10, flat-footed 10
  hp 26 (3d10+10)
  Fort +1, Ref +1, Will +2
  Defensive Abilities hardness 8; Immune construct traits
  Weaknesses weak to magic
  OFFENSE
  Speed 30 ft.
  Melee 4 slams +3 (1d4)
  Special Attack whirlwind slam
  STATISTICS
  Str 10, Dex 10, Con —, Int —, Wis 12, Cha 8
  Base Atk +3; CMB +3; CMD 13 (21 vs. trip)
  Feats Combat ExpertiseB, Power AttackB
  SQ automatic recovery, fragile construction, healing 
  explosion
  ECOLOGY
  Environment any
  Organization solitary, pair, or squad (3-12)
  Treasure none
  SPECIAL ABILITIES
   
  Automatic Recovery (Su): A runic servant that is 
  reduced to 0 hit points is not destroyed. Instead, it begins 
  recharging, healing itself at a rate of 1 hit point per hour, 
  during which time it is dormant and unable to act. Once it 
  is restored to full hit points, it animates again. Alternatively, 
  casting make whole immediately restores it to full hit 
  points and usefulness. A runic servant can be permanently 
  destroyed by being dismantled (this requires 1 hour of work 
  and a successful DC 20 Disable Device check), or destroyed 
  completely (such as with disintegrate, or by reducing it to -50 
  hit points or fewer).
   
  Bonus Feats: A runic servant’s extensive magical 
  programming allows it to adopt a variety of tactical 
  approaches, granting it the use of Combat Expertise and 
  Power Attack as bonus feats, even though it does not meet 
  the prerequisites.
   
  Fragile Construction (Ex): A runic servant is 
  particularly vulnerable to attacks, and gains only 10 bonus hit 
  points from its size, instead of the normal 20.
   
  Healing Explosion (Su): When a runic servant is 
  reduced to 0 hit points, it releases a wave of healing energy, 
  which heals 3d8+3 points of damage to each living creature in 
  a 30-foot-radius area.
   
  Weak to Magic (Su): A runic servant is particularly 
  vulnerable to magic. Its hardness does not apply to damage 
  from spells or spell-like abilities, and it suffers half again as 
  much damage (150%) from spells and spell-like abilities that 
  deal damage. Further, it suffers a -2 penalty on saving throws 
  made to resist spells (although it remains immune to any 
  spell that does not affect constructs).
   
  Whirlwind Slam (Ex): As a full-round action, a 
  runic servant can flail all of its legs in the air, spinning its 
  cylindrical body and creating a whirlwind of rune-covered 
  stone. This allows the runic servant to make a total of eight 
  slam attacks, although each attack suffers a -2 penalty, and 
  no single creature can be targeted by more than three of the 
  attacks.
  Ecology
   
  Runic servants were created to serve as target 
  practice and sparring partners for young mages, allowing 
  them to practice their offensive magic in a safe environment 
  that simulates the dangers of combat. Although they do 
  not make for exceptional combatants, they are actually 
  very sophisticated constructs, and are capable of being 
  commanded to fight in eight different combat styles, 
  including aggressive, defensive, passive, and swarm tactics. In 
  theory, each runic servant is capable of standing in for several 
  opponents, as it is able to use its spider-like legs to rain blows 
  from a variety of different directions simultaneously.
   
  Due to their ability to repair themselves and 
  withstand a surprising amount of damage, some 
  individuals—typically spellcasters—choose to use runic 
  servants as guardians, rather than as training instructors. In 
  these cases, the runic servant’s healing explosion ability is 
  typically deactivated (this can be done on command). Most 
  who are able to afford better constructs to serve as defenders 
  do so, however.
   
  Some very powerful mages choose to create more 
  advanced versions of runic servants so that they may practice 
  awesome offensive magic without having to worry about 
  hurting anyone (or revealing the true scope of their power to 
  enemies). These more advanced runic servants feature more 
  potent defensive abilities, and are typically imbued with at 
  least some amount of spell resistance, to force the mage to 
  outthink his foe rather than merely overpower it. 
  Construction
   
  A runic servant’s body is built from 600 pounds of 
  magically treated stone, engraved with a variety of mystic 
  runes.
  RUNIC SERVANT
  CL 7th; Price 6,000 gp
  Construction Requirements Craft Construct, animate 
  object, geas/quest, mass cure light wounds, mending; Skill 
  Craft (sculptures); Cost 3,000 gp
  
  150
  Sewer Horror
   
  This massive creature is a horrible amalgamation 
  of a rat, a cockroach, and a crocodile. Its overall shape is like 
  that of an enormous rat, but its snout is long and full of razor-
  sharp crocodile teeth. Its fur comes in patches and clumps, 
  around which are hardened green scales. On its back is a pair 
  of fine gossamer wings like those of a fly or cockroach.
  SEWER HORROR 
                                                         CR 13
  XP 25,600
  N Huge magical beast
  Init +6; Senses darkvision 60 ft., low-light vision, scent; 
  Perception +8
  Aura stench (DC 24, 10 rounds)
  DEFENSE
  AC 28, touch 10, flat-footed 26 (+2 Dex, +18 natural, -2 size)
  hp 207 (18d10+108)
  Fort +16, Ref +13, Will +6
  DR 10/magic; Resist acid 5, cold 5, electricity 5, fire 5
  OFFENSE
  Speed 50 ft.; climb 50 ft.; fly 80 ft. (average); swim 50 ft.
  Melee 2 claws +22 (1d8+6 plus curse of sewage), bite +22 
  (2d6+9 plus curse of sewage/x3), tail slap +17 (2d6+3/19-20)
  Space 15 ft.; Reach 10 ft. (15 ft. with tail slap)
  Special Attacks noxious breath (60-ft. cone, disease, 
  Fortitude negates, usable every 1d4 rounds), powerful bite, 
  razor tail
  STATISTICS
  Str 22, Dex 14, Con 20, Int 7, Wis 10, Cha 5
  Base Atk +18; CMB +26 CMD 38
  Feats Combat Reflexes, Greater Bull Rush, Improved Bull 
  Rush, Improved Initiative, Power Attack, Skill Focus (Fly, 
  Perception, Stealth), Toughness
  Skills Climb +14, Fly +10, Perception +11, Stealth +14, Swim 
  +14; Racial Modifiers +8 Perception, +8 Stealth
  ECOLOGY
  Environment any urban
  Organization solitary, pair, or brood (1-2 plus 2-12 young)
  Treasure standard
  SPECIAL ABILITIES
   
  Curse of Sewage (Su): Any creature damaged by a 
  sewer horror’s claw or bite attack must succeed on a Fortitude 
  save (DC 24) or be afflicted with its curse of sewage. Affected 
  creatures suffer a -5 penalty on saving throws made to resist 
  diseases and poisons. Further, any attempts to magically 
  cure the victim of poisons or diseases automatically fail. The 
  curse lasts indefinitely, and can only be removed with break 
  enchantment or more powerful magic.
   
  Noxious Breath (Ex): As a standard action, a sewer 
  horror can spray forth a disgusting mixture of sewage, bile, 
  and worse substances in a 60-foot cone. Each creature in the 
  affected area is subjected to a single non-magical disease 
  of the sewer horror’s choice (typically slimy doom). The 
  saving throw DC of the disease is normal, but the onset 
  period is bypassed, and the disease takes effect immediately. 
  Additionally, the number of saves necessary to cure the 
  disease is increased by 1. Creatures already suffering from the 
  chosen disease are not affected, so if the sewer horror uses 
  the ability more than once on the same creature, it typically 
  chooses a different disease the second time.
   
  Powerful Bite (Ex): A sewer horror’s jaws are 
  particularly powerful, and it applies 1.5 times its Strength 
  modifier as a bonus on damage rolls with its bite attacks. 
  Additionally, its bite attack has a critical multiplier of x3.
   
  Razor Tail (Ex): A sewer horror’s long, whip-like tail 
  is surprisingly deadly, striking with shockingly high speeds, 
  and it threatens a critical hit on a roll of 19 or 20.
  Ecology
    
  Sewer horrors are the result of an experiment by 
  an elven wizard by the name of Tyranius the Deranged. 
  According to his journals, Tyranius was attempting to create 
  a perfect predator to wipe out the human race. His reasoning 
  was that by combining verminous species like rats and 
  insects, which are attracted to human waste and filth and live 
  in human society, with a powerful and established predator, 
  such as the crocodile, he could create a creature that 
  would be well-adapted enough to live and hunt in human 
  communities, but would eat humans themselves, rather than 
  their refuse. Unfortunately for Tyranius, he was found out by 
  a group of human adventurers and died when, in the middle 
  of battling them, he was pushed into the cage of one of his 
  creations. Unfortunately for the world, several of his pets 
  had already been released, and they have since spread to a 
  number of cities, where they thrive.
   
  Tyranius may have been more successful than 
  he realized. While the creatures are happy to devour any 
  humanoid, rather than just humans, as the elf had hoped 
  (in fact, they are also happy to eat a wide variety of non-
  humanoid creatures), so far their numbers have not reached 
  a high enough point in any given city to have a noticeable 
  effect on the population, and, in general, their diet tends to 
  primarily revolve around other animals and sewer creatures, 
  with the sewer horrors only eating those humanoids foolish 
  enough to wander into the sewers. There are a few exceptions, 
  however, and cases in which a sewer horror grew bold enough 
  to stalk city streets have proven truly horrific in a few cities.
   
  While sewer horrors possess a surprising 
  intelligence, their natural proclivity is towards stalking and 
  perhaps adaptive problem solving, rather than on planning. 
  Thankfully, this means that sewer horrors are generally 
  incapable of employing a strategy beyond simple ambush 
  tactics and scouting ahead for potential escape routes. 
  However, rumors tell of an especially intelligent sewer horror 
  who has achieved some talent in the arcane arts. This beast 
  is said to use its magic to impersonate humanoids in order to 
  wander city streets or travel from town to town in search of 
  victims. For most sewer horrors, however, brute strength and 
  sheer size is more than enough to terrorize their foes. 
   
  It is unknown exactly how sewer horrors travel from 
  one city to another, as they have never been seen outside of 
  an urban environment. Their young are born quite small, 
  about the size of a large house cat, and so it is theorized 
  that the sewer horror deliberately places its young in crates 
  being shipped out of the city in the hopes that they will reach 
  another suitable location.
  
  151
  Shadow Creeper
   
  While the creature seems in some ways to be 
  humanoid, its body is entirely black, like an impossibly deep 
  shadow, and its limbs are extremely limber and dexterous. 
  It speaks with a sweet voice as its form melds into that of 
  beautiful woman; it’s almost enough to make you ignore the 
  venom-dripping dagger that appears like magic in its delicate 
  fingers.  
  SHADOW CREEPER 
                                                         CR 13
  XP 25,600
  N Medium fey  
  Init +13; Senses low-light vision; Perception +18
  DEFENSE
  AC 28, touch 24, flat-footed 14 (+1 dodge, +13 Dex, +4 natural)
  hp 112 (15d6+60)
  Fort +9, Ref +22, Will +9
  Defensive Abilities immune to traps, just a blur
  DR 15/cold iron
  OFFENSE
  Speed 30 ft., climb 30 ft., swim 30 ft. 
  Melee MW dagger +21/16 (1d4/17-20 x2)
  Special Attacks critical sneak, sneak attack +8d6 
  STATISTICS
  Str 10, Dex 36, Con 18, Int 13, Wis 10, Cha 18
  Base Atk +7; CMB +7; CMD 30
  Feats Dodge, Combat Expertise, Greater Steal, Improved 
  Critical (dagger), Improved Feint, Improved Steal, Skill Focus 
  (Sleight of Hand), Weapon Finesse 
  Skills Acrobatics +31, Bluff +22, Climb +8, Diplomacy +22, 
  Disable Device +28, Perception +18, Sleight of Hand +37, 
  Stealth +31, Swim +8
  Languages Aklo, Common
  SQ change shape (polymorph, any humanoid or monstrous 
  humanoid of Medium size or smaller), master thief, 
  superhuman agility
  ECOLOGY
  Environment any urban 
  Organization solitary
  Treasure standard 
  SPECIAL ABILITIES
   
  Critical Sneak (Ex): A shadow creeper multiplies 
  sneak attack damage when it confirms a critical hit.
   
  Immune to Traps (Su): A shadow creeper does not 
  set off traps and is immune to any effect of a non-magical 
  trap, including damage from the trap, but not poison or other 
  secondary conditions of the trap.
   
  Just a Blur (Su): Whenever a shadow creeper moves 
  at least 60 feet in one round, it gains total concealment until 
  the beginning of its next turn, as it becomes nothing more 
  than a blur. 
   
  Master Thief (Ex): A shadow creeper is a perfect 
  thief and treats all rogue class skills as class skills.
   
  Supernatural Agility (Su): A shadow creeper’s 
  extremely lithe limbs allow it to take 10 on Acrobatics checks 
  and contort itself into extremely thin shapes. As such, it can 
  squeeze into any space that a Fine creature could fit in.
  Ecology
   
  The perfect thief, the shadow creeper is an 
  otherworldly entity obsessed with stealing, killing, and 
  corrupting others into stealing and killing on their behalf. 
  Though fey creatures, shadow creepers have little to do with 
  wilderness, instead drawing their connection to the wild 
  from the natural impulse to act in accordance with one’s 
  desires and with complete disregard for the laws of others. 
  While many fey are chaotic and disdain laws as silly notions, 
  the shadow creeper actively opposes the laws of civilizations, 
  undermining them whenever they can, usually by performing 
  impossible crimes which highlight the failings of the law and 
  the people’s ability to enforce them.
   
  Shadow creepers favor crimes which are thought 
  to be impossible, out of a twisted combination of love of 
  challenge and joy of causing people to lose faith that their 
  rules, laws, and law enforcement can keep them safe. Shadow 
  creepers favor high profile targets such as crown jewels or 
  well-protected political figures. They employ a wide variety of 
  techniques to accomplish their goals, including con artistry, 
  violence, and simply skillful thieving. Whatever the methods 
  taken, shadow creepers never take credit for their crimes and 
  leave unsolved mysteries in their wake, further flummoxing 
  law enforcement. 
   
  Shadow creepers take great joy in convincing mortals 
  to commit crimes and turn against their own institutions 
  of justice and harmony. They accomplish this through two 
  main means. The first is by inspiring would-be criminals 
  with their feats of derring-do. In addition to the greatness 
  of the committed crime itself, shadow creepers commonly 
  manipulate press and mistrials alike to further spread word of 
  their actions and glorify them. In service to this goal, shadow 
  creepers will sometimes attempt crimes that are, at least 
  in the eyes of the public, viewed as good for the common 
  people, even if they do not normally meet the shadow 
  creeper’s high standards for criminal activity. Of course, 
  shadow creepers with the aim of remaining anonymous often 
  commit these acts under false names, which tend to be both 
  exotic and easy to remember. A few shadow creepers will even 
  foist off credit for their crimes on an unsuspecting rogue, 
  forcing him into a life of crime for which he is well-suited, 
  but which he perhaps would not have otherwise chosen for 
  himself.
   
   
  The second method employed by shadow creepers is 
  far more direct. They gather skilled criminals around them, 
  whether by simply recruiting a skilled group of individuals 
  for a specific job with promises of pay, by extorting formerly 
  innocent people into doing their dirty work in an attempt to 
  force them into a life of banditry, or even by forming guilds 
  of thieves or assassins and running things secretly from the 
  shadows. When they can, shadow creepers prefer to force 
  otherwise good people into betraying the system they once 
  put their faith in, and can go to very elaborate ends to ensure 
  that they achieve their goal, perhaps killing loved ones and 
  pinning the blame on town guards, or employing simpler 
  means such as direct threats to get others to cooperate in 
  their wicked schemes. 
  
  152
  Shield Beetle
   
  This immense beetle towers over you. Its beady black 
  eyes are nearly as large as you are, and its massive shell is 
  almost certainly thicker and harder to penetrate than many 
  castles. Its body gleams with a strange iridescence in the light.
  SHIELD BEETLE 
   
                                         CR 15
  XP 51,200
  N Colossal vermin
  Init -2; Senses darkvision 60 ft., tremorsense 200 ft.; 
  Perception +2
  DEFENSE
  AC 34, touch 8, flat-footed 34 (+8 deflection, -2 Dex, +26 
  natural, -8 size)
  hp 275 (22d8+176)
  Fort +21, Ref +5, Will +9
  Defensive Abilities fortified body, reflective shell; DR 10/—; 
  SR 31; Resist acid 10, cold 10, electricity 10, fire 10; Immune 
  mind-affecting effects
  Weaknesses vulnerable in flight
  OFFENSE
  Speed 40 ft., fly 80 ft. (clumsy)
  Melee gore +18 (4d6+15)
  Special Attacks rolling trample (4d6+15, DC 31)
  STATISTICS
  Str 30, Dex 6, Con 26, Int —, Wis 14, Cha 7
  Base Atk +16; CMB +34; CMD 50
  Feats Awesome BlowB, Power AttackB
  Skills Fly -8; Racial +10 Fly
  ECOLOGY
  Environment any
  Organization solitary
  Treasure standard
  SPECIAL ABILITIES
   
  Fortified Body (Ex): A shield beetle is not subject to 
  critical hits or precision-based damage.
   
  Reflective Shell (Su): A shield beetle’s shell is 
  highly polished and reflective, and radiates an aura of 
  magical protection. The shield beetle gains a deflection 
  bonus to AC equal to its Constitution modifier. Additionally, 
  its spell resistance is 5 higher than normal for a creature of 
  its CR. Further, whenever the shield beetle is the target of a 
  spell, if that spell fails to overcome its spell resistance, the 
  spell is reflected back at the caster, as though the caster had 
  been the original target.
   
  Rolling Trample (Ex): A shield beetle can roll itself 
  into a massive ball of armored flesh, crushing everything 
  in its path. This functions as the trample universal monster 
  ability, except that the shield beetle can move up to four 
  times its speed while trampling, but must move in a straight 
  line. The shield beetle cannot trample while flying.
   
  Vulnerable in Flight (Ex): A shield beetle must 
  open its hard carapace in order to spread its wings and fly, 
  and its underside is much more poorly armored than its top. 
  These factors combine to reduce the shield beetle’s natural 
  armor bonus to AC by 8 and its DR by 5 while it is flying.
  Ecology
   
  While these titanic insects are primarily known for 
  being all but impervious to attack, their name actually comes 
  from their appearance: when seen from great distances, a 
  shield beetle’s rainbow-iridescent shell takes on a metallic 
  sheen, and when seen from above, its form resembles a 
  popular shape of shield, with the overall shape of a slightly 
  elongated oval with a tapered bottom and three points at 
  the top. On the beetle, two of these points come from the 
  carapace on its back, which extend a dozen feet or so past the 
  rest of its body on the corners, and the middle point comes 
  from the beetle’s massive horn.
   
  These beetles are not malicious, and do not feed on 
  humans. Instead, their diet consists of trees, which they leave 
  stripped down to a stump in most cases (a shield beetle can 
  strip a small forest in a matter of weeks). Because they do not 
  actively seek humans out, and because they are so difficult 
  to miss, they are rarely a danger to humanoid creatures, as 
  long as those creatures are intelligent enough to get out of 
  their way. That said, wandering shield beetles can be quite 
  devastating to farms, and, in rare cases, even towns and cities, 
  as they are all but impossible to stop, and crush everything in 
  their wake. In a few rare cases, they have actually been known 
  to develop a taste for buildings made of wood, and have 
  devoured entire settlements.
   
  Shield beetles have no natural predators, owing 
  to their massive size and extreme physical power, though 
  on occasion a shield beetle’s hunger has driven it into the 
  path of powerful dragons and other titanic beasts which are 
  capable of killing the monster, and storm giants have been 
  known to hunt shield beetles in order to make lighter, more 
  powerful armor and weapons from their carapaces. The most 
  common danger to shield beetles comes from druidic peoples 
  inhabiting the wild lands the beetles feast on. While shield 
  beetles can generally overpower small or disorganized groups, 
  larger circles with powerful spellcaster can easily defeat the 
  titanic beetles. Further, druid circles and affiliated groups 
  make it their business to seek out and destroy the eggs of 
  shield beetles in an effort to wipe out their population. 
   
  Some humanoids embrace the shield beetle, 
  however, and have even been known to form nomadic 
  communities whose very survival is dependent on the 
  creature. These bands typically remain on the move for 
  most of their lives, following the shield beetle in large 
  wagon trains. They eat the animals displaced by the shield 
  beetle’s wanderings and use its dropping for a wide variety of 
  household needs. Some of these communities even use magic 
  to help guide the shield beetle away from populated areas or 
  towards especially fertile feeding grounds. These groups in 
  the shadow of the mighty beetle often enjoy relative safety, 
  so long as they are careful to avoid getting in the monster’s 
  way. These makeshift communities also keep and tend shield 
  beetle eggs and larva, ensuring that the effort to wipe the 
  beasts from the world is not entirely successful. 
  
  153
  Training Dummy
   
  These dummies come in a wide variety of forms and 
  designs, but most are Medium humanoids and like this one 
  are quite unadorned, made of featureless wood and iron. It 
  shambles forward with relative harmlessness, swinging slowly 
  and gently threatening you with nothing more than a harsh 
  lesson should you fail to kill it. 
  TRAINING DUMMY 
   
                                           CR 1
  XP 300
  N Medium construct
  Init +0; Senses darkvision 60 ft., low-light vision; 
  Perception +0
  DEFENSE
  AC 15, touch 10, flat-footed 15 (+5 natural)
  hp 25 (1d10+20)
  Fort +0, Ref +0, Will +0
  Defensive Abilities construct traits, resilient, training aid
  OFFENSE
  Speed 30 ft.
  Melee 2 slams +3 (1d4+2 nonlethal damage)
  STATISTICS
  Str 14, Dex 10, Con -, Int 1, Wis 10, Cha 10
  Base Atk +1; CMB +3; CMD 13
  Feats Power Attack 
  Skills Escape Artist +1
  Languages none (understands Common) 
  SQ command responsive 
  ECOLOGY
  Environment any urban
  Organization solitary, pair, or classroom (10-30) 
  Treasure none
  SPECIAL ABILITIES
   
  Command Responsive (Ex): A training dummy 
  is designed to be a training aid, not a treasure guardian or 
  assault weapon, and as such can be commanded to cease 
  its attack by anyone. In order to do this, the commanding 
  creature must ask the training dummy to stop (or start) 
  attacking them and succeed on an opposed Charisma check. 
   
  Resilient (Ex): A training dummy is much more 
  difficult to destroy than a common construct, as it would be 
  difficult to replace them each time one was defeated. When 
  a training dummy is reduced to 0 hit points or fewer, it is 
  not destroyed. Instead, it falls inert until restored above 0 
  hit points. A training dummy which is reduced below -50 hit 
  points is completely destroyed.
   
  Training Aid (Ex): A training dummy is designed 
  to help train in the use of techniques and is protected by an 
  intense magic which reduces all damage dealt to it to 1, except 
  damage dealt by attacks made as part of, or modified by, a 
  technique feat. This includes both weapon damage and hit 
  point damage dealt by spells. 
  Ecology
   
  The training dummy is a basic construct inlaid with 
  powerful enchantments in order to instruct young warriors 
  in the ways of combat artistry. While various schools and 
  academies claim to have been the originators of these 
  dummies, their wide use and long tradition makes any 
  of these claims as likely as the next. The most commonly 
  accepted theory is that the legendary academies of the 
  graceful swallow created these strange devices, though this is 
  also unproven.
   
  A training dummy is a barely intelligent construct 
  empowered with just enough intellect to allow it to take 
  orders and prevent it from accidently killing trainees. Very 
  rarely, however, these training dummies develop a more 
  advanced intellect and go rogue. Such terrible devices are 
  hunted down by martial adepts at all costs, for even the 
  creature’s mediocre offensive abilities could pose a real threat 
  to civilians and even untrained warriors, due to their potent 
  defensive magic. 
   
  It was after one such incident that a devious warrior 
  and practitioner of the infinite shadow martial action school 
  developed an ingenious plan to create an army of better 
  equipped training dummies in order to conquer his enemies. 
  Known only as the Iron Shadow, the warrior’s plan seemed 
  to be going off without a hitch, largely due to the training 
  dummies’ exceptional defensive abilities as well as the lack of 
  training by common soldiers, and numerous cities and town 
  ships fell to his mighty forces. However, when word got out 
  of his dread plot, a group of shadow assassins adhering to 
  the old tenets of their organization decided to use their skills 
  to protect the people where traditional soldiers and guards 
  could not. Suddenly, the battle began to turn against the Iron 
  Shadow, who was himself captured and executed, just as his 
  forces were routed. 
   
  During the Iron Shadow’s uprising, a promising 
  warrior mage who was skilled in the art of constructing 
  artificial life was so impressed with the artistry of the martial 
  adepts that he decided to create a wide variety of specialized 
  and advanced training dummies. These advanced models 
  are modified to improve the training of martial adepts and 
  are employed in academies throughout the world. Each 
  of these advanced models features small augmentations 
  in their abilities in order to make them more challenging, 
  and to force students to use specific techniques to succeed 
  against them. Typical examples include training dummies 
  whose training aid special ability is also protected against 
  one or more martial styles or specific maneuvers, requiring 
  one to use uncommon techniques to succeed. Others are 
  more offensively minded and might have improved tactics 
  and skills. These models receive a bonus technique feat 
  and a bonus teamwork feat and are typically deployed in 
  groups. Stronger models exist for very advanced students 
  and are created with more Hit Dice, armed with weapons, or 
  programmed with a  wider variety of martial technique feats. 
  It is rumored that some training dummies bestow knowledge 
  of a single martial action technique to those fighting it, 
  allowing them to try out a technique they don’t know on the 
  construct before choosing to train fully in that maneuver. 
   
  Training dummies are typically available for purchase 
  at a price of 1,000 gp per Hit Dice the training dummy 
  possesses, though the secrets of their creation are known only 
  to a few. 
  
  154
  Verdant Damnation
   
  This hideous monstrosity shambles out of the jungle’s 
  depths. Standing at a great height, its body seems to be made 
  of a great tree trunk and propelled by hundreds of twisted 
  roots. The main body is surrounded by writhing vines that 
  lash out violently in a storm of death. The crest of the beast 
  is crowned by a wide array of flowers the size of your head in 
  every hue imaginable, producing a sweet smell. 
  VERDANT DAMNATION 
   
                          CR 16
  XP 76,800
  N Gargantuan plant
  Init -3; Senses blindsight 120 ft.; Perception +27
  DEFENSE
  AC 27, touch 3, flat-footed 27 (-3 Dex, +24 natural -4 size)
  hp 372 (24d8+264)
  Fort +24, Ref +5, Will +8
  Defensive Abilities ironwood form, mindless, plant traits
  DR 10/piercing and slashing
  OFFENSE
  Speed 30 ft.
  Melee mass of vines (2d6 tentacles) +29 (2d8+15 plus grab) 
  Space 20 ft.; Reach 20 ft.
  Special Attacks constrict (2d8+15), mass of vines, poison 
  cloud, strangle 
  STATISTICS
  Str 40, Dex 5, Con 30, Int —, Wis 10, Cha 5
  Base Atk +18; CMB +37 (+41 grapple); CMD 44 (+48 grapple)
  Feats Ability Focus (poison cloud)B, ToughnessB 
  Skills Perception +27
  ECOLOGY
  Environment any forest
  Organization solitary or escort (1 plus 2-12 standard treants)
  Treasure standard
  SPECIAL ABILITIES
   
  Ironwood Form (Su): A verdant damnation has 
  the ability to transform the wooden portion of its body into 
  wood hard as iron, making it exceptionally difficult to harm. 
  The verdant damnation gains a natural armor bonus to AC 
  equal to its Constitution modifier (typically +10), and its 
  damage reduction cannot be overcome except by adamantine 
  weapons. While in this form, it cannot move, and it suffers a 
  -3 penalty on the roll to determine the number of tentacles 
  it can attack with using its mass of vines ability. Activating 
  or deactivating this form is a standard action which does not 
  provoke attacks of opportunity.
   
  Mass of Vines (Ex): A verdant damnation’s body 
  contains a mass of tentacle-like vines which can attack 
  its foes. Each round, roll 2d6 to determine the number of 
  tentacle attacks it can make that round. For each creature 
  that it is currently grappling, reduce the result by 1. Note that 
  the verdant damnation must still make a full-attack action to 
  make more than a single tentacle attack on any given round, 
  regardless of the amount rolled.
   
  Poison Cloud (Ex): A verdant damnation’s body is 
  covered in flowers that constantly produce a cloud of vapor 
  which affects the minds and bodies of all living creatures 
  within a 50-foot radius. All living creatures within that 
  area must succeed on a Fortitude save (DC 34) or become 
  sickened for 1 round, and then must succeed on a Will save 
  (DC 34) or be compelled to move at least 5 feet closer to the 
  verdant damnation. Creatures already adjacent to the verdant 
  damnation are immune to the second effect. The saving 
  throw DC is Constitution-based, and includes a +2 bonus 
  from Ability Focus.
   
  Strangle (Ex): A verdant damnation chokes the life 
  out of its prey. Creatures the verdant damnation is grappling 
  must hold their breath or begin to suffocate. Each round 
  that a creature the verdant damnation is grappling suffers 
  damage as a result of the constrict attack, he must succeed 
  on a Fortitude save (DC equal to the amount of damage dealt 
  by the constrict attack that round) or have the remaining 
  number of rounds that he can hold his breath before needing 
  to make Constitution checks to do so reduced by 1 additional 
  round.
  Ecology
   
  The living embodiment of the most deadly and 
  vile of jungles, the verdant damnation is one of the most 
  feared plants of all. Its body consists of a single massive 
  tree, surrounded by a mass of tentacle-like vines which lash 
  about for prey. Finally, it is covered in numerous flowers 
  which contain tiny mouths, used to devour food. Though 
  not intelligent, verdant damnations are often directed 
  by jungle deities or powerful druids to serve their wicked 
  ambitions. Left to their own devices, verdant damnations are 
  driven primarily by mindless hunger and fierce territorial 
  instincts. Since verdant damnations are the embodiment of 
  verdant realms, they do not reproduce naturally, meaning 
  the creatures are exceedingly rare. Because of their extremely 
  remote habitats, they rarely interact with humanoids, except 
  when driven to do so. 
   
  It is not uncommon for those who share a habitat 
  with a verdant damnation to worship the creature as a god 
  and to leave sacrifices for the beast in order to keep its hunger 
  at bay and to keep the creature itself as far from the rest of 
  them as possible. Wherever they dwell, verdant damnations 
  inspire rumors and terrified whispers about their presence. 
  Owing to these facts, those who learn about the creatures 
  rarely seek them out. 
   
  It is rumored that the mightiest of verdant 
  damnations exists within a hidden garden, abandoned since 
  the beginning of time, which bears a magical fruit that 
  imparts great wisdom and power to those mighty enough to 
  slay the abomination. Some versions of the tale instead state 
  that the fruit is poisonous, or that the verdant damnation 
  is unconquerable, except by those already in possession of 
  great wisdom and power. Still others dismiss the whole tale 
  as rumor spawned by those who witnessed the majesty of the 
  verdant damnation and escaped with their lives. 
  
  155
  Wyrm Snake
   
  The serpentine creature before you defies normal 
  explanation. From head to tail, it is fully 50 feet long and 
  nearly 4 feet thick at the waist. The creature is covered in 
  green and gold scales which gleam in the sunlight. The fangs 
  of this immense snake drip with amber-colored venom, and its 
  emerald eyes glare forward hungrily.
  WYRM SNAKE  
                                                         CR 17
  XP 102,400
  N Gargantuan animal
  Init +5; Senses Perception +35
  DEFENSE
  AC 34, touch 7, flat-footed 23 (+1 Dex, +27 natural, -4 size)
  hp 299 (26d8+182)
  Fort +21, Ref +18, Will +13
  Immune poison 
  OFFENSE
  Speed 50 ft., climb 20 ft. 
  Melee bite +24 (4d6+9 plus grab plus poison/19-20), slam 
  +24 (2d6+9 plus grab) 
  Space 20 ft.; Reach 20 ft.
  Special Attacks bleeding attack, constrict (2d6+14), greater 
  swallow, swallow whole (2d6 bludgeoning damage plus 
  poison, AC 23, hp 27), venom spray
  STATISTICS
  Str 28, Dex 12, Con 22, Int 1, Wis 16, Cha 4
  Base Atk +19; CMB +32; CMD 43
  Feats Alertness, Greater Vital Strike, Improved Critical 
  (bite), Improved Initiative, Improved Natural Attack (bite), 
  Improved Natural Armor, Improved Vital Strike, Iron Will, 
  Lightning Reflexes, Power Attack, Skill Focus (Perception), 
  Toughness, Vital Strike 
  Skills Climb +26, Perception +36, Sense Motive +5
  ECOLOGY
  Environment warm and temperate forests
  Organization solitary
  Treasure none 
  SPECIAL ABILITIES
   
  Bleeding Attack (Ex): In addition to being highly 
  poisonous, a wyrm snake’s venom also causes wounds to 
  fester and remain open, leading to them bleed profusely. 
  A character who takes damage from the wyrm snake’s bite 
  attack also suffers 2d6 points of bleed damage. This bleed 
  damage cannot be healed by any means while the target is 
  suffering from the wyrm snake’s poison. 
   
  Greater Swallow (Ex): A wyrm snake swallows prey 
  of up to Huge size whole and has exceptionally powerful 
  muscles for doing so. A newly swallowed creature cannot act 
  for 1d4 rounds after being swallowed by the wyrm snake. 
   
  Poison (Ex): Bite—injury; save Fort DC 29; 
  frequency 1/round for 6 rounds; effect 1d4 Str, Dex, and Con; 
  cure 2 saves. 
   
  Venom Spray (Ex): A wyrm snake has specialized 
  venom sacks which can expel poison from its mouth at 
  extreme velocity. As a full-round action, a wyrm snake 
  can expel poison in a 60-foot cone, exposing characters 
  within the area to the its poison. The wyrm snake becomes 
  nauseated for 1d4 rounds after using this ability. 
  Ecology
   
  Wyrm snakes are massive predatory snakes living 
  in the most remote of jungles. Remnants from a prehistoric 
  time, when megafauna were much more common, the wyrm 
  snake was the apex predator of its time. At their peak, wyrm 
  snakes were relatively widespread, with perhaps as many 
  as 2 dozen or so living on any given continent and sharing 
  the wealth of food among themselves. Early civilizations 
  worshiped wyrm snakes as gods, fearing their destructive 
  potential and in awe of their sheer size and power. Over 
  time, changing climates and diminishing habitats would 
  greatly reduce wyrm snake populations. Today they are all 
  but extinct, found only in remote areas where megafauna still 
  thrive, and are rarely seen in significant numbers.
   
  Wyrm snakes are fiercely territorial, non-social 
  animals, and require vast tracks of land to themselves, which 
  leads to few meetings between the great beasts. Wyrm snakes 
  are incredibly long-lived creatures, capable of living for 
  more than 2,000 years. Mating occurs only very infrequently, 
  perhaps once every 600 or 700 years. Eggs can take as many 
  120 years to hatch and are typically laid underground or 
  in very remote areas. When born, a wyrm snake is 10 feet 
  long and nearly 6 inches thick. By the time they reach full 
  maturity, they can be as large as 60 feet and weigh several 
  tons. 
   
   
  Though nearly extinct today, if anything this has 
  caused cults surrounding the wyrm snake to deify them 
  further, misunderstanding their practical uniqueness for 
  a sign of divinity. Cults surrounding the creatures can 
  be widespread in remote areas, if secretive, and devote 
  themselves to the great beasts in the misguided belief 
  that they will favor them in some way. Such cults carefully 
  tend to eggs and often build their temples around them, 
  seeking strength in the powerful beasts. Other cult activities 
  commonly include working to sustain the creatures’ 
  staggering diet of large prey animals, as well as a variety of 
  righteous or nefarious doings beyond the care or concern 
  of wyrm snakes. Cults led by powerful druids and shamans 
  often seek some way to control the wyrm snake and bring 
  it under their power. Though no cult is known to have 
  succeeded in this endeavor as of yet, the remoteness and 
  secrecy of such things makes information difficult to gather. 
   
  Early wyrm snakes were occasionally captured by 
  very powerful demons to be kept as pets. In the ages since, 
  fiendish varieties of wyrm snakes have survived and thrived 
  in the lower planes, where food is plentiful and often within 
  easy reach of such a powerful monster. While few demons 
  keep wyrm snakes these days, some consider it a sign of high 
  station to command wyrm snakes as mounts and warriors in 
  their armies. Some of these lower planes wyrm snakes have a 
  potent intellect, and when called to the Material Plane revel 
  in the role of god, which their more mundane kin are unable 
  to appreciate. Such fiendish wyrm snakes are a real threat to 
  the world at large, and require equally potent threats to deal 
  with. 
  
  156
  Zombie, Spellbane
   
  Enshrouded in a pale blue veil, this creature was 
  once clearly human, and though now broken and twisted, 
  it somehow maintains a beauty in death which defies 
  explanation. Its beautiful and cracked face wears a look of 
  pure malice as it approaches you, arms outstretched as if to 
  strangle you. 
  ZOMBIE, SPELLBANE  
                                           CR 5
  XP 2,400
  NE Medium undead
  Init +0; Senses darkvision 60 ft.; Perception +1
  DEFENSE
  AC 19, touch 10, flat-footed 19 (+9 natural)
  hp 52 (7d8+21)
  Fort +5, Ref +2, Will +6
  Defensive Abilities immune to magic, mindless; Immune 
  undead traits
  OFFENSE
  Speed 30 ft. 
  Melee 2 slams +6 (1d4 +1 plus grab)
  Special Attack curse of silence, curse of stillness, drain 
  magic, grab
  STATISTICS
  Str 12, Dex 10, Con —, Int —, Wis 12, Cha 16
  Base Atk +5; CMB +6 (+10 grapple); CMD 16
  ECOLOGY
  Environment any
  Organization solitary, pair, or doom (3d10 + 1 evil cleric of 
  10th level or higher)
  Treasure standard 
  SPECIAL ABILITIES
   
   Curse of Silence (Su): A spellbane zombie is able 
  to curse creatures with a kiss. In order to do this, it must 
  first successfully grapple a creature. If it does, the spellbane 
  zombie may choose to deliver its curse instead of doing 
  damage. A character it kisses must succeed on a Will save 
  (DC 16) or be unable to speak or cast spells with verbal 
  components for 24 hours, or until the spellbane zombie is 
  slain, whichever comes first.
   
  Curse of Stillness (Su): A spellbane zombie is able 
  to curse creatures with a kiss. In order to do this, it must 
  first successfully grapple a creature. If it does, the spellbane 
  zombie may choose to deliver its curse instead of doing 
  damage. A creature targeted with this curse must succeed on 
  a Fortitude save (DC 16) or suffer 1d2 points of Strength and 
  Dexterity damage and be unable to cast spells with somatic 
  components for 24 hours, or until the spellbane zombie is 
  slain, whichever comes first.
   
  Drain Magic (Su): A spellbane zombie can drain 
  the enchantment from a magic item it touches. In order to do 
  this, it must succeed on a touch attack against the creature 
  holding the item (if the item is held) or against the item 
  (if the item is unattended). The item then must succeed 
  on a Fortitude save (DC 16) or be drained of all its magic, 
  becoming mundane for 24 hours, or until the spellbane 
  zombie is slain, whichever comes first.
   
  Immune to Magic (Su): A spellbane zombie is 
  completely immune to harm from most magical sources. A 
  spellbane zombie suffers no damage from spells or spell-like 
  abilities (except for holy word and undeath to death), and is 
  immune to magic weapons, except for good-aligned weapons, 
  effectively having an unlimited amount of damage reduction 
  against such attacks. In order to overcome this immunity, 
  a weapon must actually be good-aligned (such as a weapon 
  with the holy special ability or a weapon affected by an align 
  weapon spell) and not just have a suitably high enhancement 
  bonus. A spellbane zombie is affected normally by mundane 
  weapons, supernatural or extraordinary abilities, and the 
  energy created by the channel energy class feature.
  Ecology
   
   Spellbane zombies are the risen bodies of those 
  creatures slain by magic for no cause other than that the 
  slayer could do so. Spellbane zombies hate and envy the 
  living with a mindless passion, and are attracted to the 
  presence of spellcasters who wander too near to their resting 
  place. 
   
  Spellbane zombies blindly hate magic of all kinds 
  and seek to kill those who posses it at all costs. They favor 
  killing spellcasters above all else, but also are known to 
  attack those who carry magic items or are under the effects 
  of powerful spells. A spellbane zombie’s natural resistance 
  to magic and other inherited powers make it an extremely 
  dangerous foe for even the most powerful of adventurers, 
  though it poses an even greater threat to spellcasters, who 
  often have virtually no defense against them. Because a 
  spellbane zombie suffers no damage from attacks with 
  magical weapons, powerful characters are often at more 
  of a disadvantage than the uninformed and inexperienced 
  adventurers more likely to wander into their territory. 
  Because of the way in which they are created, it is advised 
  that adventurers plundering the areas where great and evil 
  mages of ages past practiced magic exercise care.
   
  The term spellbane zombie itself is something of 
  a misnomer, as they are not actually zombies in the true 
  sense of the word, but are instead an entirely unique undead 
  creature which arises from extraordinary circumstances. 
  Since the spellbane zombie superficially resembles the 
  person it used to be, and because they return to life as an 
  undead, they were called zombies by the adventurers who 
  first encountered them. The name was used so commonly 
  that the creatures became generally known by it. Though 
  spellbane zombie is the most common name to call these 
  creatures, they have several other names, including magic-
  eater, returned, and arcaneslain. As unintelligent undead, 
  the spellbane zombies have no name for themselves and care 
  little what their would-be victims call them, being driven only 
  by a singular and all-consuming hatred for the force which so 
  senselessly claimed their lives in a time long forgotten.
   
  
  157
  CR
  Monster
  Page
  1
  Mist stalker
  146
  1
  Training dummy
  153
  2
  Jungle hagkin
  145
  2
  Runic servant
  149
  3
  Flamespit
  139
  3
  Iktha'ar
  143
  4
  Juba frog
  144
  4
  Hag, spring
  142
  5
  Zombie, spellbane
  156
  6
  Demon, maw
  135
  6
  Giant songbird
  141
  7
  Ariyogh
  129
  7
  Dryad, autumn
  137
  8
  Flame rider
  138
  9
  Chimera, marsh
  131
  10
  Angel, karlitia
  128
  10
  Clockwork knight
  133
  11
  Chuul, angler
  132
  12
  Gozar
  140
  13
  Sewer horror
  150
  13
  Shadow creeper
  151
  14
  Night mist
  147
  15
  Shield beetle
  152
  16
  Verdant damnation
  154
  17
  Demon, rovilax
  136
  17
  Wyrm snake
  155
  18
  Aegisphere
  127
  19
  Raigor
  148
  20
  Cosmic ooze
  134
  23
  Behemoth, skittering
  130
  Table 4-1: Monsters by CR
  Monster Demographics
   
  The following section provides a breakdown of the 
  monsters in this book, organizing them by CR, name, terrain, 
  and type.
  Monsters by Terrain
   
  The following section lists the monsters in this book 
  by the terrain in which they appear. Within each terrain type, 
  the monsters are presented in alphabetical order.
   
  Any:  aegisphere, aryiogh, clockwork knight, cosmic 
  ooze, flame rider, gozar, iktha’ar, karlitia angel, maw demon, 
  mist stalker, night mist, rovilax demon, runic servant, shield 
  beetle, spellbane zombie
   
  Coast: angler chuul
   
  Forests: autumn dryad, giant songbird, jungle 
  hagkin, raigor, spring hag, verdant damnation, wyrm snake
   
  Hills: flamespit
   
  Mountains: flamespit
   
  Ocean: angler chuul
   
  Swamp: juba frog, marsh chimera, spring hag
   
  Underground: flamespit, skittering behemoth
   
  Urban: sewer horror, shadow creeper, training 
  dummy
  Monsters by Type
   
  The following section lists the monsters in this 
  book by their creature type. Within each creature type, the 
  monsters are presented in alphabetical order.
   
  Aberration: angler chuul, aryiogh
   
  Animal: juba frog, wyrm snake
   
  Construct: aegisphere, clockwork knight, runic 
  servant, training dummy
   
  Fey: autumn dryad, flame rider, shadow creeper
   
  Magical Beast: flamespit, giant songbird, marsh 
  chimera, raigor, skittering behemoth, sewer horror
   
  Monstrous Humanoid: iktha’ar, jungle hagkin, 
  spring hag
   
  Ooze: cosmic ooze
   
  Outsider: karlitia angel, maw demon, rovilax demon
   
  Plant: verdant damnation
   
  Undead: mist stalker, night mist, spellbane zombie
   
  Vermin: gozar, shield beetle
  Monsters by CR
   
  The following table lists the monsters in this section 
  by CR, from lowest to highest, and also lists the page number 
  for each monster. If two monsters have the same CR, they are 
  listed in alphabetical order.
  
  158
  Templates
   
  The following section provides four new templates, 
  each of which can be applied to a specific type of elemental. 
  They are presented in alphabetical order.
  Benthic
   
  Benthic water elementals hail from the very depths 
  of the elemental Plane of Water, where no life can exist easily. 
  Often, benthic creatures have a predatory nature that few 
  other water elementals share. Benthic elementals have a 
  number of potent water-related abilities.
  Creating a Benthic Creature
   
  “Benthic” is an inherited template which can be 
  applied to water elementals of any size or type. 
   
  CR: Same as the base creature +2.
   
  Size: Benthic water elementals are larger than 
  typical water elementals. Increase the size category of a 
  benthic water elemental by one step, to a maximum size 
  of Gargantuan. Apply all appropriate adjustments for the 
  creature’s new size, including ability score adjustments.
   
  Defensive Abilities: A benthic water elemental 
  gains the defensive ability described below.
   
  Hide in Water (Sp): Benthic water elementals 
  can hide in the water as the spell invisibility, but only 
  while submerged in at least 2 feet of water. Benthic water 
  elementals can use this ability at will.
   
  Special Attacks: A benthic water elemental gains 
  the special attack described below.
   
  Drown (Sp): Whenever a benthic water elemental is 
  in control of a grapple, in addition to doing damage, it can 
  force its foe to hold his breath or drown. See drowning for 
  more information. 
   
  Spell-like Abilities: A benthic water elemental 
  gains spell-like abilities based on its Hit Dice, as described 
  below. It can use each of its spell-like abilities 3 times per day.
   
  5 HD: A benthic water elemental with 5 or more HD 
  can cast obscuring mist as a spell-like ability 3 times per day.
   
  10 HD: A benthic water elemental with 10 or more 
  HD can cast water breathing as a spell-like ability 3 times per 
  day. Additionally, it can dispel water breathing, and any other 
  spell, spell-like ability, or supernatural ability that grants the 
  ability to breathe underwater, by expending one use of this 
  spell-like ability.
   
  15 HD: A benthic water elemental with 15 or more 
  HD can cast control water as a spell-like ability 3 times per 
  day.
  Crag
   
  Crag earth elementals are larger and more heavily 
  armored than their brethren, with large earthen structures 
  which fortify their bodies. Crag earth elementals tend to be 
  sedate, but are quick to anger when disturbed. 
  Creating a Crag Creature
   
  “Crag” is an inherited template which can be applied 
  to earth elementals of any size or type. 
   
  CR: Same as the base creature +2.
   
  Size: Crag earth elementals are larger than typical 
  earth elementals. Increase the size category of a crag earth 
  elemental by one step, to a maximum size of Gargantuan. 
  Apply all appropriate adjustments for the creature’s new size, 
  including ability score adjustments.
   
  Defensive Abilities: A crag earth elemental gains 
  the defensive ability described below.
   
  Earthen Shell (Sp): A crag earth elemental can 
  surround itself with its earthy body. Whenever it takes the 
  total defense action, its DR is increased by 5/-.
   
  Special Attacks: A crag earth elemental gains the 
  special attack described below.
   
  Hammer Smash (Sp): Whenever a crag earth 
  elemental confirms a critical hit, it deals x4 damage instead 
  of x2 and knocks the target 10 feet back. If the target 
  encounters an obstacle in this range, it suffers additional 
  damage equal to the crag earth elemental’s slam attack.
   
  Spell-like Abilities: A crag earth elemental gains 
  spell-like abilities based on its Hit Dice. It can use each of its 
  spell-like abilities 3 times per day.
   
  5 HD: A crag earth elemental with 5 or more HD can 
  cast mud ballAPG as a spell-like ability 3 times per day.
   
  10 HD: A crag earth elemental with 10 or more HD 
  can cast stone shape as a spell-like ability 3 times per day.
   
  15 HD: A crag earth elemental with 15 or more HD 
  can cast transmute rock to mud and transmute mud to rock as 
  spell-like abilities a total of 3 times per day.
  
  159
  Ephemeral
   
  Ephemeral air elements are composed of thin air and 
  can return to it at will; they also have greater control of the 
  air around them, allowing them to create deadly cyclones. 
  Ephemeral air elementals tend to be aloof and unconcerned 
  with others, though those that do earn their ire find them to 
  be destructive and persistent in their wrath.
  Creating an Ephemeral Creature
   
  “Ephemeral” is an inherited template which can be 
  applied to air elementals of any size or type. 
   
  CR: Same as the base creature +2.
   
  Size: Ephemeral air elementals are larger than 
  typical air elementals. Increase the size category of an 
  ephemeral air elemental by one step, to a maximum size 
  of Gargantuan. Apply all appropriate adjustments for the 
  creature’s new size, including ability score adjustments.
   
  Defensive Abilities: An ephemeral air elemental 
  gains the defensive ability described below.
   
  Thin Air (Su): As a standard action, an ephemeral air 
  elemental can become insubstantial, gaining the incorporeal 
  special quality and all benefits of being incorporeal. An 
  ephemeral air elemental can end this effect as a swift action, 
  becoming corporeal again. 
   
  Special Attacks: An ephemeral air elemental gains 
  the special attack described below.
   
  Cyclone (Su): Regardless of his size, the first time 
  each round a creature comes into contact with the ephemeral 
  air elemental’s whirlwind attack, he suffers damage equal 
  to its slam attack. This is in addition to any damage actually 
  dealt by the whirlwind. Additionally, a creature which 
  succeeds on his second Reflex save against the whirlwind is 
  knocked prone if he is small enough to have been picked up 
  by the whirlwind.
   
  Spell-like Abilities: An ephemeral air elemental 
  gains spell-like abilities based on its Hit Dice. It can use each 
  of its spell-like abilities 3 times per day.
   
  5 HD: An ephemeral air elemental with 5 or more 
  HD can cast gust of wind as a spell-like ability 3 times per day.
   
  10 HD: An ephemeral air elemental with 10 or more 
  HD can cast wind wall as a spell-like ability 3 times per day.
   
  15 HD: An ephemeral air elemental with 15 or more 
  HD can cast control wind as a spell-like ability 3 times per 
  day. 
  Ghost Flame
   
  Ghost flame fire elementals burn brightest on the 
  elemental Plane of Fire and are more truly in connection with 
  fire than a typical fire elemental. Less solid than others of 
  their kind, ghost flame fire elementals are still able to wreak 
  havoc on the physical world and will take any opportunity to 
  engage in wanton destruction. 
  Creating a Ghost Flame Creature
   
  “Ghost flame” is an inherited template which can be 
  applied to fire elementals of any size or type. 
   
  CR: Same as the base creature +2.
   
  Size: Ghost flame fire elementals are larger than 
  typical fire elementals. Increase the size category of a 
  ghost flame fire elemental by one step, to a maximum size 
  of Gargantuan. Apply all appropriate adjustments for the 
  creature’s new size, including ability score adjustments.
   
  Defensive Abilities: A ghost flame fire elemental 
  gains the defensive ability described below.
   
  Insubstantial (Su): A ghost flame fire elemental is 
  made from pure fire and is thus difficult to harm. A ghost 
  flame fire elemental suffers only half damage from all non-
  magical attacks and spells, except those which deal cold 
  damage. Additionally, a ghost flame fire elemental gains a 
  +2 dodge bonus to AC against weapon attacks, except those 
  made with a frost, icy burst, or ghost touch weapon.
   
  Special Attacks: A ghost flame fire elemental gains 
  the special attack described below.
   
  Arcing Flame (Su): A ghost flame fire elemental can 
  create an arc of flame as a standard action. This requires a 
  ranged touch attack with a range of 30 feet. If the attack is 
  successful, the target is treated as though he were affected by 
  the ghost flame fire elemental’s burn special attack, suffering 
  damage and being forced to succeed on a saving throw or 
  catch on fire. 
   
  Spell-like Abilities: A ghost flame fire elemental 
  gains spell-like abilities based on its Hit Dice. It can use each 
  of its spell-like abilities 3 times per day.
   
  5 HD: A ghost flame fire elemental with 5 or more 
  HD can cast burning hands as a spell-like ability 3 times per 
  day.
   
  10 HD: A ghost flame fire elemental with 10 or more 
  HD can cast wall of fire as a spell-like ability 3 times per day.
   
  15 HD: A ghost flame fire elemental with 15 or more 
  HD can cast delayed blast fire ball as a spell-like ability 3 
  times per day.
  
  Akori 
   
  The akori is an odd, plant-like creature that dwells 
  deep in remote places. Unique among plant creatures for 
  their inherent connection to humanity, akori have little in 
  common with other monstrous plants and in many ways 
  serve as a sort of bridge between common humanoids and 
  garden variety plants. Bizarre in shape and temperament, 
  there is little doubt, however, that akori are far from the usual 
  humanoid. These alien creatures rarely choose to interact on 
  a large scale with other civilized races who cannot understand 
  their culture, and thus it is uncommon to encounter an akori 
  outside of the adventuring profession. 
   
  Physical Description: Akori are truly strange to 
  behold. Their bodies are made from soft stem- or vine-like 
  cords covered with large green leaves wrapped tightly around 
  each other, forming a large stalk roughly 5 feet tall. Lacking 
  legs or feet, the akori is propelled by a mass of root-like vines 
  at the base of the stalk. At the center of the stalk, two sets of 
  10 long grassy appendages serve as a combination of fingers 
  and arms and allows the akori to manipulate objects in much 
  the same way a human does, though with twice as many 
  fingers, given that the akori lack specialized thumbs. At the 
  top of the stalk, amid a crown of large, fern-like leaves is the 
  akori’s head, which consists of a small mouth for digesting 
  food and a single large eye which is adapted for seeing in 
  both the light and the dark. Akori speak with shrill and reedy 
  voices.
   
  Society: Akori society is as odd as their physical 
  appearance and is completely alien to those members of 
  other civilizations who come into contact with it. Strangely 
  enough, the most common thing to confuse or baffle 
  observers is that the akori are completely genderless. Akori 
  reproduce asexually and thus have no concept of gender 
  within their isolated communities. Akori adventurers 
  often find the idea that akori should assume a gender role 
  confusing, if novel, and rarely do so unless they spend 
  extensive time out in the world. As a result, there are no 
  gendered pronouns in the akori language (such as he/she or 
  him/her) and all people are referred to by name, or by “akori” 
  followed by some descriptor. 
   
  The akori also do not need many of the same 
  things humans and other races do: they need not hunt for 
  food as the sun alone provides adequate nourishment, and 
  they are well adapted to living in a wide variety of harsh 
  environments, meaning that the struggle for survival is 
  effortless for the akori. Driven neither by a need to reproduce 
  nor eat, akori are occupied with their comfort and with their 
  curiosity. Akori cities occupy vast caverns under harsh and 
  often rather poisonous jungles, and feature great buildings 
  constructed from giant nutshells and the exoskeletons of 
  monstrous vermin. Great crystalline structures provide 
  constant sources of bright, nourishing light to keep the 
  akori healthy and happy. In addition to this, akori cities 
  often contain vast insect farms which breed new and ever-
  changing varieties of bug for the akori to feast upon. Akori 
  curiosity drives them to try all sorts of things, ranging from 
  the innocent and benign to the truly depraved and twisted.
   
  Relations: Most civilized races ignore the akori 
  for the simple lack of knowing that they are there. When a 
  member of a civilized race does encounter an akori, he tends 
  to think of the strange creature as a monster, and so violence 
  is the most common outcome of akori interactions with other 
  races. Akori never come to fully trust members of other races; 
  failing to understand them on any real level, they only very 
  rarely try. That being said, simple curiosity or mutual interest 
  make akori excellent, if somewhat fickle, allies. 
   
  Alignment and Religion: Nearly all akori are some 
  kind of neutral alignment, with true neutral being the most 
  common alignment. The akori outlook is wildly different 
  from that of the rest of the world, and their society embraces 
  all akori regardless of their motivations, so long as their 
  actions are not detrimental to their society at large. Thus a 
  neutral evil akori who performed a vivisection on a dwarf in 
  front of its family in order to see their reactions would not be 
  looked down upon in their society, any more than one who 
  spent all their time giving money to human churches in order 
  to see if things would really improve as a result. An akori who 
  attacked another akori, however, would be ostracized from 
  akori society at the very least.
   
  Almost all akori worship nature, and they have a 
  strong druidic traditions focusing on reverence for plant life, 
  particularly for intelligent plants, which surely are nature’s 
  greatest wonder. A handful of akori adopt religions from 
  other lands, though this is viewed as strange and unwelcome.
   
  Adventurers: Akori adventurers are most often 
  curious about the world, and find that their curiosity is 
  difficult or impossible to satisfy in a controlled setting. Most 
  akori adventurers are druids or rangers, favoring careers that 
  expand nature’s influence and championing the causes of 
  plants everywhere. 
   
  Names:  Aestivalis, Argostemma, Athemis, Chloria, 
  Cyanus, Florian, Gypsophil, Purpurea, Rhan, Viloa.
  Racial Traits
   
  The following are the default racial traits for akori.
  Standard Racial Traits
  •	
  Ability Score Racial Traits: Akori are hale and 
  hearty while remaining wise to the ways of nature, 
  but are extremely slow and ponderous for creature of 
  their size. Akori gain a +2 bonus to their Constitution 
  and Wisdom scores, while receiving a -2 penalty to 
  their Dexterity. 
  •	
  Size: Akori are Medium creatures with and thus 
  receive no bonuses or penalties due to their size.
  •	
  Type: Akori are humanoids with the akori subtype. 
  They are also treated as being plants for the purposes 
  160
  
  of any spell or effect that applies to plant creatures, 
  but do not gain any of the traits of the plant type.
  •	
  Base Speed: Akori have a base speed of 20 feet.
  •	
  Languages: Akori begin play speaking Common 
  and Akori. Akori with a high Intelligence score can 
  choose from the following additional languages: 
  Aklo, Aquan, Elven, Gnome, Sylvan and Terran.
  Defense Racial Traits
  •	
  Resistant to Poison (Ex): An akori’s plant-like body 
  makes it highly resistant to poisons that affect most 
  other humanoids, granting it a +4 bonus on saving 
  throws made to resist the harmful effects of poison.
  •	
  Hearty (Ex): An akori’s vegetative body makes it 
  resistant to many of the woes of humanoid creatures, 
  granting it a +2 racial bonus on all saving throws 
  made to resist sleep, stunning, and paralysis effects. 
  Other Racial Traits
  •	
  Modular Body (Ex): All akori have one of three 
  body types which grant it additional abilities. Once 
  chosen, the type of body modification cannot be 
  changed, except through magic which would alter 
  the akori’s body (such as an alter self or reincarnate 
  spell). The three body forms are flowering, bark, and 
  creepers, and have the following characteristics:
   
  Bark (Ex): An akori with the bark body form 
  is covered in a dense bark that serves as a natural 
  armor. This grants a +1 natural armor bonus to AC.
   
  Creepers (Ex): An akori with the creepers 
  body form has a body covered in mobile vines 
  designed for slowly climbing up structures. Akori 
  with this body type gain a climb speed of 10 feet.
   
  Flowering (Ex): A flowering akori is covered 
  in colorful flowers which exude a sweet scent. These 
  flowers give the akori a pleasant appearance and put 
  those who smell the akori at ease, granting the akori 
  a +2 bonus on all Charisma-based skill checks.
  •	
  Light-Nourished (Ex): An akori draws its 
  sustenance and much of its power from the 
  surrounding light. In areas of normal light, the 
  akori is constantly sustained and becomes immune 
  to the fatigued and exhausted conditions (an akori 
  that already has the fatigued or exhausted condition 
  recovers from that condition in 1/4 the normal 
  amount of time as long as it is in an area of normal 
  or brighter light). Additionally, so long as an akori 
  spends at least 8 hours per day in areas of normal 
  or brighter light, it does not need to eat, though it 
  still must consume water. In areas of bright light, 
  an akori is further empowered, gaining a+1 racial 
  bonus on all ability checks, skill checks, and saving 
  throws. Conversely, an akori is weakened in areas 
  of darkness. Whenever an akori is in an area of 
  darkness, he suffers a -1 penalty on all attack and 
  damage rolls. Additionally, an akori who spends 
  at least 24 hours in an area of darkness becomes 
  exhausted.
  Favored Classes
   
  The following favored class options are available 
  to all akori who have the listed favored class, and unless 
  otherwise stated, the bonus applies each time you select the 
  favored class reward.
  Barbarian: The barbarian’s natural armor bonus to AC 
  increases by +1/4.
  Cleric: The cleric gains 1/2 of an additional daily spell slot of 
  the highest spell level she can currently cast. These slots can 
  only be used to prepare spells from the plant domain. The 
  cleric can prepare spells from the plant domain in these spell 
  slots, even if she wouldn’t otherwise be able to cast those 
  spells.
  Druid: The druid gains 1/2 of an additional daily spell slot of 
  the highest spell level she can currently cast.
  Inquisitor: The inquisitor adds +1/2 on Intimidate and 
  Perception checks made against humanoids.
  Ranger: The ranger’s natural armor bonus to AC increases by 
  +1/4.
  Racial Archetype
   
  The following archetype is available to akori druids.
  Akori Plantfriend (Druid)
   
  Akori plantfriends are druids devoted to the 
  preservation of their fellow plants and plant creatures. As 
  survival of local plant life is of chief importance to the akori, 
  these druids are revered in their culture. This archetype is 
  only available to akori characters.
  Plant Focused (Ex): An akori plantfriend is a master 
  of casting spells which manipulate and aid plants. Whenever 
  an akori casts a spell which targets a plant, she is treated as 
  though her caster level were two higher than it actually is. 
  This ability replaces the wild empathy class feature.
  Plant Form (Ex): Beginning at 9th level, whenever 
  the akori assumes the form of a plant creature using a 
  polymorph effect (including using wild shape) to replicate 
  plant shape, she gains an additional +2 bonus to any ability 
  score enhanced by that spell. This bonus increases by an 
  additional +2 at 17th level.
  This ability replaces the venom immunity class 
  feature.
  161
  
  Arthubel
   
  Specially bred by aboleths in order to provide a 
  superior slave race in their underwater home, the arthubel are 
  an industrious and capable race of builders and guardsmen. 
  Until very recently, the arthubel were kept in isolation 
  by their aboleth masters, but after generations of slavery, 
  fate intervened, destroying their creators and allowing the 
  arthubel to command their own destinies. Left without a 
  home and more enemies than they can count, arthubel have 
  been forced into a life fraught with danger and excitement.
   
  Physical Description: The arthubel are crustacean-
  like humanoids with a tauric body. They have four chitinous 
  legs which propel them on land and through the water 
  at great speed. Their upper body is rubbery and highly 
  reminiscent of humans, with an upright torso and two 
  arms. Their bodies tend to be very well muscled beneath 
  the rubbery shell that keeps their skin from deteriorating in 
  the water. Their heads are similar to those of other creatures 
  of the deep oceans, looking like some ancient fish with 
  exaggerated jaws and large, well-developed reflective eyes. 
  Males have more chitin on their torso and arms, giving them 
  a look of being armored at all times, while females are slightly 
  larger and lither in appearance. All arthubel speak with a 
  quick, clicking voice, difficult for most others to understand. 
   
  Society: The arthubel were created by a colony of 
  aboleths to serve them as a superior race of slaves. The initial 
  desires of the aboleths were to create a race which could 
  breed true, unlike their skum servants, and which would be 
  better able to move about underwater and skilled enough to 
  build their cities. The experiments were successful, and the 
  arthubel quickly supplanted the skum within the colony. The 
  new slaves were bred to be perfect servants and were imbued 
  with intense loyalty, as well as great skill in both industrial 
  labor and creative artisanship. For untold generations the 
  arthubel toiled for their aboleth masters, building fantastic 
  cities and serving as front line troops in their conflicts with 
  other underwater creatures. 
   
  Eventually, the colony of aboleths came into conflict 
  with a kraken sorcerer of such immense power that they 
  could not hope to prevail against it. The aboleths and their 
  fortress city were destroyed, and the only remnants of 
  their legacy were the hordes of arthubel living in crowded 
  subterranean vaults beneath the city. Emerging to find their 
  life work gone and their masters dead, the arthubel found 
  themselves alone and unsheltered. Coupled with a new 
  found freedom in the withdrawal of magical compulsion, the 
  arthubel were lost. At first, they survived on pure instinct, 
  and it would be some time before they began to come 
  together and form societies.
   
  Arthubel society today is driven by industrial merit 
  and sees every member of society dedicated to craftsmanship 
  and duty to the whole. They live in vast vault-like cities of 
  exceptional, if uncreative, beauty, and are ruled by extremely 
  totalitarian local governments. Known for being outstanding 
  craftsman, arthubel builders and smiths are in high demand, 
  which allows commerce to drive their success. 
   
  Relations: Though initially suspicious of other 
  races, the arthubel’s skill at craftsmanship and need for 
  commerce has led to an open trade policy and given rise 
  to cosmopolitan attitudes. While arthubel get along well 
  with most aquatic races, they have a strong memory of their 
  aboleth oppressors and kraken destroyers and so avoid the 
  terrors of the deep with a near religious fervor. The arthubel 
  have only very limited contact with surface races, doing 
  some work with friendly coastal communities. However, they 
  usually contract with merfolk, or another common aquatic 
  race, to handle the negotiations in such matters, as most 
  civilized races have difficulty understanding arthubel speech 
  and view their hideous appearance as a sign of danger.
   
  Alignment and Religion: Because of their 
  heritage and industrious nature, most arthubel are lawful 
  in alignment. They look for structure in all things and 
  thrive on discipline and order. Most arthubel find chaotic 
  ideas to be very disturbing and have little tolerance for such 
  things. Chaotically-aligned arthubel are most often rebels 
  or criminals in hiding from the rest of arthubel society. 
  Arthubel are most often neutral, finding ideals of goodness 
  and evil to be dangerous extremes that disrupt the harmony 
  and order on which they thrive. Arthubel worship gods of the 
  sea and gods of artifice common to the region they live in and 
  have no religion of their own.
   
  Adventurers: Arthubel adventurers are most often 
  guards or traveling craftsmen whom circumstance has forced 
  into danger. Arthubel are well suited to careers as wizards, as 
  their magical abilities and wide array of crafting abilities suit 
  the arhubel’s disposition. Other arthubel choose to pursue a 
  martial career and find work as fighters or cavaliers, finding 
  those classes to align with their ideas of order and structure.
   
  Male Names: Artic, Chiploth, Forit, Gliple, Notitch, 
  Phratic, Quilit, Shoric, Zoth.
   
  Female Names: Beli, Gorish, Hanni, Phachs, Sulx, 
  Wendrix, Xoi, Yonish, Zox.
  Racial Traits
   
  The following are the default racial traits for 
  arthubel.
  Standard Racial Traits
  •	
  Ability Score Racial Traits: Arthubel are hardy and 
  quick-witted but are mentally weak. They gain a +2 
  bonus to their Constitution and Intelligence scores 
  and suffer a -2 penalty to their Wisdom score. 
  •	
  Size: Arthubel are Small creatures and thus gain a +1 
  size bonus to their AC, a +1 size bonus on attack rolls, 
  a –1 penalty to their Combat Maneuver Bonus and 
  Combat Maneuver Defense, and a +4 size bonus on 
  Stealth checks.
  •	
  Type: Arthubel are humanoids with the aquatic and 
  arthubel subtypes.
  •	
  Base Speed: Arthubel have a land speed of 20 feet 
  and a swim speed of 40 feet. 
  •	
  Languages: Arthubel begin play speaking Aklo and 
  Common and may select any language as a bonus 
  language (except secret languages, such as Druidic). 
   
  162
  
  Defense Racial Traits
  •	
  Attach: As a swift action, the arthubel can plant his 
  legs into any solid surface in order to hold himself 
  in place. If he does, the arthubel cannot move or be 
  moved by normal means. He also gains a +4 bonus to 
  his CMD against bull rush, overrun, and reposition 
  attempts. Ending this effect is a free action.  
  •	
  Susceptible to Control: An arthubel suffers a -2 
  penalty to resist compulsion effects. 
  Miscellaneous Racial Traits
  •	
  Skilled Laborer: Arthubel were created to be 
  laborers, and are particularly well suited to a variety 
  of crafts. At each level, an arthubel gains two 
  additional skill ranks which can only be spent on 
  Craft and Profession skills. Additionally, an arthubel 
  can substitute ranks in any Craft skill for his caster 
  level for the purposes of qualifying for item creation 
  feats, as well as for the purposes of meeting the 
  crafting prerequisites of magic items. The DC to 
  create an item still increases for any necessary spell 
  requirements that are not met (see the magic item 
  creation rules in the Pathfinder Roleplaying Game 
  Core Rulebook). The arthubel cannot create spell-
  trigger or spell-activation items this way.
  Movement Racial Traits
  •	
  Jet: Once per minute, as a swift action, the arthubel 
  can initiate a jet which increases his swim speed 
  to 100 feet for 1 round, but forces him to move in a 
  straight line while under this effect. If he uses the 
  charge action while under the effects of this ability, 
  he gains an additional +2 bonus on the attack roll. 
  Favored Classes
   
  The following favored class options are available to 
  all arthubel who have the listed favored class, and unless 
  otherwise stated, the bonus applies each time you select the 
  favored class reward.
  Alchemist: Add +1/2 to the number of bombs per day the 
  alchemist can create.
  Cavalier: Add +1/3 of 5 feet to the cavalier’s mount’s swim 
  speed. If the cavalier’s mount does not have a swim speed, it 
  gains a swim speed equal to 1/2 its base speed, and then this 
  bonus is applied.
  Fighter: Add +1 to the fighter’s CMD when resisting a bull 
  rush, overrun, or reposition attempt.
  Witch: Add +1/2 to the caster level of spells of the 
  compulsion subschool that the witch casts for the purposes 
  of determining the spell’s duration.
  Wizard: Add +1/4 of a bonus item creation feat. The chosen 
  feat must be an item creation feat, and the wizard must meet 
  all prerequisites of the feat.
  Racial Archetype
   
  The following archetype is available to arthubel 
  wizards.
  Arthubel Craftsmaster (Wizard)
   
  The arthubel are a race of esteemed crafters and 
  master workmen, gifted in both magical and manual arts. 
  Arthubel craftsmasters represent the height of this cultural 
  union, and are gifted in both traditional crafts and magical 
  creation. This archetype is only available to arthubel 
  characters.
  Craftsmaster (Ex): An arthubel craftsmaster is a 
  true expert at creating objects and structures. Beginning at 
  1st level, the arthubel craftsmaster gains a bonus on all Craft 
  checks equal to 1/2 his class level. Additionally, he may take 
  10 on any Craft check made to create magical or alchemical 
  items.
  This ability replaces the arcane bond class feature.
  Magical Construction (Sp): An arthubel 
  craftsmaster is adept at using magic to create objects and 
  possesses an innate ability to create simple and complex 
  objects with incredible speed. Beginning at 1st level, an 
  arthubel craftsmaster can spend 1 full minute in order to 
  create an object of pure magic. The object must be no larger 
  than 5 cubic feet plus 1 cubic foot per level, and must be 
  made entirely of simple substances (wood, stone, metal) 
  and contain no moving parts. Objects created by this ability 
  last for 24 hours before fading away. Objects created by 
  this ability are obviously ephemeral and have no value, 
  though otherwise function normally. This ability cannot 
  create magical objects. Objects created this way can be 
  made permanent if a permanency spell is cast upon them; 
  the price to do so is equal to their value in gold pieces. An 
  arthubel craftmaster can maintain a number of these items 
  at any one time equal to his Intelligence score. If he creates 
  any additional items beyond that amount, the oldest item 
  from among those he currently is maintaining immediately 
  vanishes. 
  This ability replaces the arcane school class feature.
  Bonus Feats (Ex): An arthubel craftsmaster is 
  focused on the creation of magical items. Whenever the 
  arthubel craftsmaster gains a wizard bonus feat, he must 
  choose an item creation feat.
   
  This ability modifies the bonus feats class feature.
  163
  
  Cerebreon
   
  These strange, grey-skinned creatures have an 
  enormous natural psionic talent, and strongly favor intellect 
  over everything else, from physical abilities to emotions. They 
  generally live quiet, contemplative lives of learning and self-
  improvement. Considered heartless by many, and just plain 
  strange by others, these eccentric creatures are nonetheless 
  powerful practitioners of psionics.
   
  Physical Description: Cerebreons are humanoid 
  in appearance, with waxy skin that ranges in color from a 
  dusty grey to lavender or sometimes a pale, faded blue. They 
  are slightly taller than the average humanoid, with long, 
  spindly arms and legs that are much thinner and more frail 
  than those of most humanoids, especially the fingers, each 
  of which is roughly nine inches long, and features one more 
  joint than the fingers of most humanoids. Their bodies are 
  thin and wispy as well, and it is unusual for a cerebreon 
  to have enough muscle or fat for his ribs to not be visible 
  beneath his skin. A cerebreon’s spine is always visible beneath 
  the skin, and often bulges as much as two inches from the 
  cerebreon’s back, allowing for individual vertebra to be 
  counted by a close observer. A cerebreon’s head is similarly 
  oversized, and bulges significantly at the back, giving their 
  head a vaguely watermelon-like shape.
   
  Cerebreons are entirely hairless, although when they 
  are outside of their own society, many choose to wear wigs, 
  scarves, hats, or other accessories that allow them to cover 
  their head and better blend in with other humanoids. Even in 
  their own societies, it is common for cerebreons to decorate 
  their heads, especially foreheads, with gems, tattoos, or a mix 
  of both. Cerebreons have very large eyes, which tend to have 
  irises that are either bright green or royal purple in color. 
  When a cerebreon manifests a psionic power, their entire 
  eye glows with color, making it appear to be a solid purple or 
  green, without any pupil or white. Cerebreons favor loose-
  fitting clothing, such as robes, generally in muted colors, with 
  little ornamentation.
   
  Society: Cerebreon society is generally very tranquil 
  and subdued. Cerebreons value knowledge, intellect, and 
  logic very highly, and much of their pursuits are devoted 
  to these endeavors. Cerebreons have professions and fulfill 
  societal roles much as other humanoids do, but it is deeply 
  ingrained in cerebreon culture that such things are less 
  important than a cerebreon’s duty (to both himself and his 
  community) to improve his mind. As a result, cerebreons 
  spend the majority of their time in study, meditation, and 
  contemplation, as well as working to harness their psionic 
  talents, and this is considered to be a higher priority than 
  whatever occupation the cerebreon might hold. In fact, 
  those few cerebreons who choose to prioritize their trade, 
  or other aspects of their life, above their personal mental 
  development, are often scorned by others of their kind.
   
  A cerebreon’s other main duty to society, besides 
  improving his mind and talents, is to rear a replacement, in 
  the event of his or her death. While there are male cerebreons 
  and female cerebreons, the race as a whole places very little 
  emphasis on gender, and frowns on natural procreation, 
  preferring instead to use psionics to create their offspring. 
  The cerebreon must first find a potential “donor,” then visit a 
  specialist in such matters, referred to in Cerebric as a Tes’suar, 
  who uses powerful and secret cerebreon psionics to create a 
  new cerebreon from blood samples of the two parents. This 
  process allows for incredible control over the traits passed 
  on to the child, allowing the parents to “tailor-make” their 
  offspring, who then grows in a crystalline sphere filled with 
  life-giving fluid for about 12 months. A cerebreon child is 
  always cared for by their “primary parent,” and while two 
  cerebreons might mutually agree to serve as “donor parents” 
  for each other (instead of the primary parent compensating 
  the other with wealth, favors, or knowledge), each would 
  still be a primary parent for only one offspring, and would 
  not be involved in raising the other child. In times where 
  the cerebreon population gets too low, cerebreons may be 
  expected to produce more than one offspring in this way.
   
  Relations: Most humanoids find the cerebreons’ 
  lack of emotion and empathy to be mildly disturbing, 
  and their reliance on cold logic to be aggravating. Their 
  appearance also causes them to stand out quite a bit 
  amongst humanoid races. As a result, cerebreons are not 
  generally well-liked by most other races, although those 
  who are fortunate enough to count a cerebreon community 
  among their allies generally find that they are invaluable 
  as such, even if they have a tendency to be somewhat more 
  cautious and ponderous than many races have patience for. 
  Cerebreons tend to prefer elves and humans over most other 
  humanoid races.
   
  Alignment and Religion: Cerebreons do not often 
  concern themselves with matters of ethics or morals, and 
  generally consider such concepts to be quaint and misguided. 
  That said, they recognize the logical value of aiding others (as 
  such things benefit the community, and by benefitting the 
  community they benefit the individual), and so their outlook 
  does not necessarily make them evil. Cerebreons can be of 
  any alignment, and generally are more accepting of members 
  of other alignments than other races are.
   
  Adventurers: Few cerebreons feel the call of 
  adventure, and those who do become adventurers often do 
  so as a means to an end, rather than as a goal in and of itself. 
  Cerebreons favor psionic classes which use Intelligence as 
  their primary ability score, and so are often aegises, cryptics, 
  psions, and tacticians. Rarely, some cerebreons choose to 
  focus on magic, rather than psionics, and so become wizards 
  or witches.
   
  Names: While there are male and female cerebreons, 
  the differences between the genders are so downplayed 
  that both genders share the same names. The following list 
  recommends names for cerebreons of either gender.
   
  Azatyr, Corzen, Fistat, Ibsis, Kybrin, Nutris, Rissau, 
  Tyzmet, Wessyl, or Zyptan.
  Racial Traits
   
  The following are the default racial traits for 
  cerebreons.
  Standard Racial Traits
  •	
  Ability Score Racial Traits: Cerebreons are 
  physically very weak, but have an incredible intellect. 
  They gain +4 Intelligence, -2 Strength, -2 Dexterity, 
  164
  
  and -2 Constitution.
  •	
  Type: Cerebreons are humanoids with the cerebreon 
  subtype.
  •	
  Size: Cerebreons are Medium creatures, and thus 
  receive no bonuses or penalties due to their size.
  •	
  Base Speed: Cerebreons have a base speed of 30 
  feet.
  •	
  Languages: Cerebreons begin play speaking 
  Common and Cerebric. Cerebreons with high 
  Intelligence scores can choose any languages they 
  want (except secret languages, such as Druidic).
  Feat and Skill Racial Traits
  •	
  Studious: Cerebreons are natural acquirers of facts, 
  trivia, and other information. Cerebreons treat 
  all Knowledge skills as class skills. Additionally, a 
  cerebreon gains an additional skill point at each 
  level, which must be spent on a Knowledge skill.
  •	
  Unempathic: Cerebreons do not understand 
  emotion or duplicity, and rely on their telepathic 
  abilities to understand others. This leaves them 
  remarkably ill-prepared to understand and interact 
  with other individuals when they cannot rely on their 
  psionic powers. Cerebreons suffer a -4 penalty on 
  Bluff, Diplomacy, and Sense Motive checks.
  Psionic Racial Traits
  •	
  Cerebreon Psionics: Cerebreons have a natural 
  telepathic ability. They begin play with the ability 
  to manifest the following psionic powers: conceal 
  thoughts (self only), empty mind, and missive. When 
  the cerebreon reaches 5th level, he also gains the 
  ability to manifest the read thoughts power. The 
  cerebreon must expend psionic points as normal to 
  use these powers. The cerebreon’s manifester level 
  for the purposes of these powers is equal to his total 
  Hit Dice.
  •	
  Naturally Psionic: Cerebreons gain the Wild Talent 
  feat as a bonus feat at 1st level. If a cerebreon takes 
  levels in a psionic class, he instead gains the Psionic 
  Talent feat.
  •	
  Psionic Reserves: A cerebreon has incredibly deep 
  reserves of psionic power. Whenever a cerebreon 
  gains a level in any class, he increases the maximum 
  number of psionic points he can have at any one time 
  by 1. If that class is a favored class for the cerebreon, 
  he can choose to increase the maximum number 
  of psionic points by 2, instead, but if he does so, he 
  does not gain a normal bonus for taking a level of a 
  favored class at that level.
  Miscellaneous Racial Traits
  •	
  Stunted Emotions: Because cerebreons rarely 
  (if ever) feel emotion, they are highly resistant to 
  effects that prey on emotion. A cerebreon gains a +4 
  racial bonus on saving throws made to resist spells 
  or abilities with the emotion or fear descriptors. A 
  cerebreon must make a saving throw to resist any 
  spell or ability with the emotion or fear descriptor, 
  if allowed, even if that spell or ability is harmless or 
  beneficial to the cerebreon. Finally, whenever the 
  cerebreon would gain a morale bonus or penalty, the 
  amount of that bonus or penalty is halved (rounded 
  down, minimum 0).
  Favored Classes
   
  The following favored class options are available to 
  all cerebreons who have the listed favored class, and unless 
  otherwise stated, the bonus applies each time you select the 
  favored class reward.
  Aegis: Add +1/3 to the number of times the aegis can use the 
  reconfigure class feature per day.
  Cryptic: Add +1/3 power known from the cryptic power list. 
  This power must be at least one level below the highest power 
  level the cryptic can manifest.
  Psion: Add +1/2 power known from the psion power list. This 
  power must be at least one level below the highest power 
  level the psion can manifest.
  Tactician: Add +1/6 to the number of creatures the tactician 
  can share teamwork feats with using his coordinate class 
  feature.
  Wizard: Add +1/3 competence bonus on all Knowledge 
  checks the wizard makes.
  Racial Archetype
   
  The following archetype is available to cerebreon 
  psions.
  Cerebreon Mindsculptor (Psion)
   
  All cerebreons are naturally gifted at psionics, and 
  possess some telepathic abilities, but those cerebreons who 
  truly devote themselves to telepathy discover that their 
  race possesses an incredible skill for such things. Known 
  as mindsculptors, these cerebreons are able to manifest 
  telepathic powers with uncanny ease. This archetype is only 
  available to cerebreon characters.
   
  Simple Psionics (Su): Beginning at 5th level, a 
  cerebreon mindsculptor reduces the cost, in power points, 
  to manifest conceal thoughts, empty mind, missive, and read 
  thoughts, by 1. This reduction in cost cannot reduce the cost 
  to less than 1 power point, but is applied after adjusting the 
  cost in power points for any augmentations, or any other 
  ability that would cost additional power points.
   
  At 10th level, the cerebreon mindsculptor applies 
  this discount to all telepathy powers with the mind-affecting 
  descriptor, in addition to the powers listed above.
   
  At 15th level, the discount increases, reducing the cost 
  of these powers by 2, instead of 1.
   
  At 20th level, the discount increases further, reducing 
  the cost of these powers by 3, instead of 2.
   
  This ability replaces the bonus feats gained at 5th, 
  10th, 15th, and 20th levels.
  165
  
  Gelfid
   
  Gelfids are an unusual race, and unlike most of the 
  civilized races of the modern era, they are very decidedly 
  inhuman. Resembling little more than oversized, grey-
  green slugs, gelfids are actually the product of a centuries-
  long, but ultimately abandoned, breeding experiment by 
  aboleths for purposes that can certainly be guessed at, but 
  remain at least partially obscured in mystery. Although 
  they are not particularly threatening physically, gelfids are 
  highly intelligent, and have been biologically engineered 
  to take control over the bodies of humanoid creatures by 
  manipulating their brains from within their skulls.
   
  Physical Description: Gelfids bear little 
  resemblance to their aboleth progenitors. An adult gelfid 
  measures between six inches and fifteen inches long, and 
  is generally about half as wide and tall as that. Their skin 
  is a blotchy greenish-grey color, is leathery and wrinkled, 
  and is typically covered in a thin layer of mucus. They have 
  three pairs of flipper-like protrusions on either side of their 
  body which they use to navigate while in water, their natural 
  environment, and which they use to help push themselves 
  along when they find themselves on dry land. Gelfids have 
  no eyes or mouths, but do possess four long antenna-like 
  protrusions which extend from the front of their bodies. 
  Gelfids are asexual, and reproduce via fission.
   
  Society: Originally created by aboleths as part of 
  what can only have been a scheme to infiltrate humanoid 
  society, gelfids have since been cut loose by their creators, 
  and different gelfids have responded in different ways to this 
  freedom. In aquatic environments, away from humanoid 
  races, gelfids tend to form groups called pods, which are 
  generally ruled by the most cunning and ruthless among 
  them. When humanoid hosts are available, the leaders 
  of these pods receive the best hosts (or, sometimes, those 
  who receive the best hosts demonstrate enough cunning 
  to use this to their advantage, and become leaders of the 
  pod). There is very little freedom in a gelfid pod, and those 
  gelfids who are given hosts are expected to use them to 
  better serve the pod, such as by capturing more hosts. Many 
  gelfids find the allure of humanoid existence to be incredibly 
  appealing, however, and break away from their pods at the 
  first opportunity, many doing their best to forget that they are 
  anything more than the host they inhabit.
   
  Relations: In general, gelfids have little respect 
  for humanoid life, and even less respect for their dignity or 
  sovereignty. This comes less from any real sense of racial 
  superiority and more from the fact that taking hosts is the 
  only means that most gelfids have to escape their existence 
  as subsistence aquatic animals. Because gelfids are not 
  willing to give up taking hosts, they convince themselves that 
  humanoid creatures are a lesser species. Of course, some 
  gelfids actually do believe all of this, and see the conquest 
  of humanoid races as the manifest destiny of their race, as 
  envisioned by the aboleths. For their part, the aboleths seem 
  to want nothing to do with the gelfids, and gelfids, in general, 
  are all too happy to distance themselves from their one-time 
  masters. Gelfids tend to prefer humans and half-orcs for their 
  hosts, though particularly vain gelfids prefer beautiful races 
  such as elves, instead. Most gelfids disdain smaller races such 
  as gnomes, halflings, and dwarves.
   
  Alignment and Religion: Gelfids can be of any 
  alignment, but most gelfids, especially those who make a 
  habit of taking host bodies, tend towards lawful evil and 
  neutral evil alignments. Very few gelfids embrace religion 
  of any kind, and all gelfids are aware of their origins as 
  experiments of the aboleths, rather than as the favored 
  creations of a god, as so many humanoid races believe 
  themselves to be. Some gelfids worship the aboleths as gods, 
  but their devotion typically goes unheeded. Gelfids that take 
  humanoid hosts often develop a strong distaste for religion, 
  and telepathically mock their hosts’ faiths.
   
  Adventurers: Gelfid adventurers are more common 
  than many imagine. While some gelfids are content simply 
  to gain access to a humanoid body and live out the life 
  of an average peasant, most gelfids that take a host find 
  themselves craving both luxury and excitement, and often 
  turn to adventuring to find the latter, as well as enough gold 
  and treasure to supply the former. The fact that their host 
  bodies are, to a limited extent, disposable means that gelfid 
  adventurers face notably less danger from adventuring than 
  actual humanoid adventurers, though their host bodies are 
  not quite so lucky.
   
  Although they cannot cast spells in their natural 
  form, most gelfids that take host bodies tend to become 
  wizards, witches, or other arcane spellcasters, taking 
  advantage of their potent minds and actively seeking out host 
  bodies with physical prowess in order to have the best of both 
  worlds. 
   
  Names: A’ktran, Aso’oul, Elpsin, Ex’tar, Istrak, 
  Ixtriss, Obstrix, Ung’trell, Yblstron, Yg’ras.
  Racial Traits
   
  The following are the default racial traits for gelfids.
  Standard Racial Traits
  •	
  Ability Score Racial Traits: In their natural form, 
  gelfids are very physically weak, although they are 
  no less intelligent than when they possess a host. A 
  gelfid in its natural form has a Strength score of 1, a 
  Dexterity score of 5, and a Constitution score of 6. 
  When controlling a host (see below), the gelfid uses 
  the host’s physical ability scores, instead. Whenever 
  a gelfid receives a bonus to an ability score as a 
  result of advancing in level, it can choose to add this 
  bonus to one of its physical ability scores, but if it 
  does so, this only applies when it is not currently in 
  possession of a host. A gelfid gains +2 Intelligence. 
  •	
  Type: Gelfids are aberrations with the aquatic and 
  gelfid subtypes. When a gelfid is in possession of a 
  host, however, it is treated as having the same type 
  and subtype as the host, though it retains the gelfid 
  subtype.
  •	
  Size: In their natural form, gelfids are Diminutive 
  creatures. As such, they gain a +4 size bonus to AC 
  and attack rolls, a +6 size bonus on Fly checks, and a 
  +12 size bonus on Stealth checks, but suffer a -4 size 
  penalty to CMB and CMD. As long as a gelfid is in 
  166
  
  possession of a host, it is treated as having the same 
  size as the host, and these bonuses and penalties do 
  not apply.
  •	
  Base Speed: A gelfid’s base speed is 10 feet. A gelfid 
  has a swim speed of 60 feet. As long as a gelfid is in 
  possession of a host, it uses its host’s speeds, instead. 
  •	
  Languages: Gelfids begin play speaking Common 
  and Gelfid. Gelfids with a high Intelligence score can 
  choose from the following: Aboleth, Aklo, Aquan, 
  and Undercommon. In their natural form, Gelfids 
  are unable to speak any languages other than Gelfid, 
  though they can still understand speech in any 
  languages that they know. While in possession of a 
  host, a gelfid can speak any language it knows (but 
  cannot necessarily speak every language that the 
  host knows).
  Senses Racial Traits
  •	
  Blindsight: When immersed in water or other 
  liquids, gelfids have blindsight to a range of 60 ft.
  •	
  Darkvision: In their natural form, gelfids have 
  darkvision 60 ft.
  Magical Racial Traits
  •	
  Controlling: The saving throw DCs of any spells or 
  spell-like abilities with the compulsion descriptor 
  that a gelfid casts is increased by +1. This bonus 
  stacks with Spell Focus and Greater Spell Focus, 
  but not with any other effect that increases a spell’s 
  saving throw DCs, such as the bloodline arcana of 
  the fey sorcerer bloodline.
  Other Racial Traits
  •	
  Amphibious: Although a gelfid has the aquatic 
  subtype, it can survive indefinitely on land.
  •	
  Sluglike Body: A gelfid has no arms, hands, legs, or 
  mouth. Unless it is in possession of a host, it cannot 
  hold or manipulate items, speak any language other 
  than Gelfid, or cast spells with verbal, somatic, or 
  material components. A gelfid without a host cannot 
  typically make attacks of any kind.
  •	
  Take Host (Ex): Gelfids are able to take control of 
  living humanoid bodies by gaining access to the 
  host’s brain. This is a full-round action that requires 
  that the potential host be either willing or helpless, 
  that the gelfid is adjacent to the potential host, 
  and that the potential host’s nose and/or ears be 
  uncovered and accessible. This provokes attacks of 
  opportunity. A gelfid can attempt to enter a potential 
  host that is sleeping, but must succeed on a Sleight 
  of Hand check, opposed by the potential host’s 
  Perception check (including the penalty for being 
  asleep) in order to do so.
   
  Once a gelfid has successfully entered a 
  host body, it can control the host’s body, using it 
  as its own. While controlling a host in this way, the 
  gelfid uses the host’s physical ability scores, and 
  is treated as having the size, type, speeds, senses, 
  and natural attacks (if any) of the host creature. It 
  uses its own mental ability scores, skill ranks, feats, 
  and class features, and does not gain access to any 
  skill ranks, feats, or class features of the host, nor 
  does it gain any special knowledge of the host’s 
  past or memories. The gelfid uses its own Hit Dice 
  or the host’s, whichever is greater, for the purposes 
  of determining the effects of spells and abilities 
  dependent on number of Hit Dice. Any damage dealt 
  to the host counts against the host’s hit points, not 
  the gelfid’s (except for damage from a mental source, 
  such as phantasmal killer or nightmare). A gelfid can 
  communicate telepathically with its host (and vice 
  versa), but cannot read its host’s thoughts or access 
  its memories.
   
  A number of times per day equal to the 
  host’s Hit Dice, the host can attempt to regain 
  control from the gelfid. In order to determine if the 
  host succeeds, the host and the gelfid must make an 
  opposed check, rolling 1d20 + their Hit Dice + the 
  highest of their Intelligence, Wisdom, or Charisma 
  modifiers for this check. If the host succeeds, he 
  regains control of his body for 1 minute. If the host 
  succeeds by 10 or more, he regains control of his 
  body for 24 hours, and inflicts 3d6 points of damage 
  to the gelfid (the host may choose to make additional 
  checks to deal additional damage to the gelfid, if he 
  has not used all of his attempts for the day). If the 
  host fails by 10 or more, he is unable to attempt to 
  regain control for the remainder of the day.
   
  There are a number of ways for a gelfid with 
  a host to be detected. A detect thoughts or similar 
  spell, if used on the gelfid while it is in possession 
  of a host, reveals the thoughts of both the gelfid and 
  the host, which typically reveals the gelfid’s presence. 
  Similarly, detect evil, and similar spells, detect both 
  the gelfid and the host separately. A true seeing spell 
  does not reveal the gelfid, but x-ray vision (such as 
  from a ring of x-ray vision) might. Because the gelfid 
  does not have access to the host’s memories, it must 
  work to act the part, if it doesn’t want to arouse 
  suspicion from the host’s friends and acquaintances. 
  Such characters may make Sense Motive checks 
  (with modifiers based on the characters’ familiarity 
  with the host, as described in the Disguise skill), 
  opposed by the gelfid’s Bluff check, to identify that 
  the host is not acting normally.
   
  There are several ways to force a gelfid to 
  leave a host. If the host is the target of a remove 
  disease spell, the gelfid must succeed on a Fortitude 
  save to resist the spell (using the spell’s saving throw 
  DC), or be immediately expelled from the target’s 
  body, landing in an adjacent square. Additionally, 
  a creature that is aware of the gelfid can target the 
  gelfid specifically with mind-affecting spells as long 
  as those spells have a range of greater than touch and 
  the gelfid’s host is within range, even if the caster 
  does not actually have line of sight or line of effect to 
  the gelfid itself. If a gelfid dies while in possession of 
  a host, its corpse exits the host automatically. Finally, 
  gelfids can choose to leave a host voluntarily (or 
  167
  
  under mundane or magical duress).
   
  If a gelfi d’s host dies while the gelfi d is 
  within it, the gelfi d must succeed on a Fortitude save 
  (DC 10 + 1/2 the host’s Hit Dice; the gelfi d uses its 
  own Constitution modifi er, rather than the host’s) 
  or suff er 10 points of damage per Hit Dice the host 
  possessed. The gelfi d can thereafter remain within 
  the corpse, or leave it as a full-round action, but can 
  no longer control the body.
   
  A gelfi d can move directly from one host 
  to another, as long as its current host is adjacent to 
  its new host and the new host is either helpless or 
  willing. Regardless of how or why a gelfi d leaves a 
  host, the host must succeed on a Fortitude save (DC 
  10 + 1/2 the gelfi d’s Hit Dice + the gelfi d’s Intelligence 
  modifi er) or be stunned for 1d4 rounds after the 
  gelfi d leaves his body.
  •	
  Toxic Buildup: At least once every seven days, a 
  gelfi d must be immersed in clean water for a period 
  of one hour. For each day beyond seven that a gelfi d 
  does not do so, it suff ers 1 point of damage per Hit 
  Dice it possesses. Damage infl icted in this way 
  cannot be healed by any means, including magic, 
  until the gelfi d has been immersed in clean water for 
  a period of one hour. The gelfi d must not be in a host 
  in order to be immersed eff ectively in this way.
  Favored Classes
   
  The following favored class options are available 
  to all gelfi ds who have the listed favored class, and unless 
  otherwise stated, the bonus applies each time you select the 
  favored class reward.
  Alchemist: The alchemist gains 1/6 of a new alchemist 
  discovery.
  Magus: The magus gains 1/6 of a new magus arcana.
  Rogue: The rogue gains 1/6 of a new rogue talent.
  Witch:  The witch gains 1/6 of a new witch hex.
  Wizard: The wizard treats his caster level as +1/4 of a level 
  higher than it actually is for spells of the same school as his 
  arcane school class feature (if he does not have that class 
  feature, or did not specialize in a school of magic, this does 
  not apply).
  Racial Archetype
   
  The following archetype is available to gelfi d bards.
  Gelfi d Infi ltrator (Bard)
   
  Some gelfi ds are exceptionally skilled at taking hosts 
  by stealth and guile, rather than by magical infl uence. These 
  gelfi ds typically take hosts while sleeping, or transmit their 
  bodies from one host to another during battle. This archetype 
  is only available to gelfi d characters.
   
  Academic Spells: A gelfi d infi ltrator determines 
  his bonus spells per day, the highest level of spell that he 
  can cast, and the saving throw DCs of his spells using his 
  Intelligence modifi er, rather than his Charisma modifi er. His 
  spellcasting otherwise remains unaltered.
  Gelfi d Guile (Ex): A gelfi d infi ltrator is exceptionally 
  skilled at taking hosts while they sleep. A gelfi d infi ltrator 
  add his level as a bonus on all Stealth and Sleight of Hand 
  checks while in his natural form, and adds half his level on all 
  Stealth and Sleight of Hand checks while taking a host. 
  This ability replaces the bardic knowledge class 
  feature.
  Body Burrow (Ex): A gelfi d infi ltrator can attempt 
  to burrow into the fl esh of potential hosts through their 
  open wounds. Beginning at 5th level, gelfi d infi ltrator can 
  attempt to transfer to an injured character (one who has at 
  least 1 hit point worth of damage currently) as a free action. 
  He can only do this during a round in which his current host 
  is threatening the target. Additionally, the gelfi d infi ltrator 
  must have either been in control of a grapple against the 
  target at the beginning of the round, or successfully aff ected 
  the target with a spell with a range of touch during the round. 
  The target is entitled to a Fortitude save (DC 10 + 1/2 the 
  gelfi d infi ltrator’s class level + the gelfi d infi ltrator’s Charisma 
  modifi er) to resist. If the target resists the eff ect, the gelfi d 
  is unable to enter the target’s body, and is left without a 
  host. He may use this ability once per day at 5th level, and an 
  additional time per day every 5 levels thereafter.
  This ability replaces the lore master class feature.
  Sidebar: Ability Score Generation for Gelfi ds
   
  Because gelfi ds can only put ability score 
  points into three ability scores (Intelligence, 
  Wisdom, and Charisma), a gelfi d character’s ability 
  scores are generated somewhat diff erently. When 
  using the standard, classic, and heroic ability score 
  generation methods outlined in the Pathfi nder 
  Roleplaying Game Core Rulebook, only roll for the 
  gelfi d’s three mental ability scores, and do not roll for 
  its physical ability scores. When using the dice pool 
  method, the gelfi d’s player has only 12d6 dice, and 
  divides them amongst his character’s three mental 
  ability scores. When using the purchase method, the 
  gelfi d character receives only half the normal amount 
  of points (rounded down), and they must all be spent 
  on its mental ability scores.
   
  A gelfi d character begins play with a host 
  body that is a level 1 human commoner with the 
  following ability scores: Strength 12, Dexterity 
  12, Constitution 12, Intelligence 10, Wisdom 10, 
  Charisma 10.
  Sidebar: Ability Score Generation for Gelfi ds
   
  Because gelfi ds can only put ability score 
  points into three ability scores (Intelligence, 
  Wisdom, and Charisma), a gelfi d character’s ability 
   
  A gelfi d character begins play with a host 
  body that is a level 1 human commoner with the 
  following ability scores: Strength 12, Dexterity 
  12, Constitution 12, Intelligence 10, Wisdom 10, 
  168
  
  Nakani
   
  A nakani is a massive, ape-like humanoid of wild 
  appearance and primitive culture. An elusive people, few 
  civilized humanoids ever knowingly encounter a nakani, as 
  most use their unusual powers to avoid contact with others. 
  While most nakani live in small nomadic clans far away 
  from civilization, a few are exiled from their clans, typically  
  for violent behavior. More often than not, the nakani 
  encountered by other races are these outcasts, and this 
  leaves most races with a slightly skewed view of these elusive 
  creatures. Outcast nakani tend to be aggressively territorial 
  predators, and often react violently to outsiders within 
  their territory. Because of this, nakani have an undeserved 
  reputation for being brutish killers. 
   
  Physical Description: Nakani are tall and well-
  muscled humanoids covered in shaggy brown or black fur. 
  Most stand between six-and-a-half to seven feet tall and 
  weigh between 200 and 400 pounds, with the majority of 
  their weight being devoted to lean muscles. Female nakani 
  tend to be slightly smaller than their male counterparts, and 
  their canine teeth are not as well developed. While their 
  bodies are humanoid in appearance, with clearly defined 
  and dexterous fingers and humanlike feet, nakani faces 
  more closely resemble those of gorillas than humans. Under 
  their fur, nakani typically have skin ranging between light 
  brown to near black, and most have large dark eyes with a 
  hauntingly deep quality. Nakani walk with a slouching lope 
  which moves their massive bodies at surprising speed. 
   
  Nakani voices are also very deep, and their throats 
  naturally make ragged, husky noises when they are 
  particularly active. The nakani language incorporates a wide 
  variety of grunts, growls, snarls, and similar noises, and even 
  when a nakani learns to speak Common, they tend to do so 
  with a very noticable guttural quality to their voice, and often 
  punctuate their words with non-verbal sounds.
   
  Society: Nakani spurn civilization, staying far 
  afield of the cities and empires of other races. Nakani are 
  also strongly resistant to the idea of civilization even among 
  their own kind. Instead, most nakani live in small isolated 
  clans governed by a single leader, usually the largest, but 
  sometimes the smartest, member of the clan. Each clan has 
  its own laws, customs, and religion, which can vary wildly 
  from clan to clan, though clans in the same region tend to 
  have at least similar views. Clans are small and consist of only 
  a few family groups united under a single, well-respected 
  leader. These family groups consist of a mated pair and their 
  children. Most often these familial groups integrate with each 
  other almost exclusively until the clan grows too large to be 
  personally managed by the clan leader. In these situations, 
  two or more families leave the clan to found their own clan, 
  often traveling great distances to do so. Even among clan 
  groups, nakani tend to be isolationist creatures that take wide 
  personal ranges and have less contact with other members of 
  their clans than members of other races in similar societies.
   
  Relations: Nakani are xenophobic isolationists 
  who quite literally go far out of their way to avoid contact 
  with other civilized peoples. Nakani typically avoid contact 
  with all other races, but they seem to be especially wary 
  of humans, and go to somewhat greater lengths to avoid 
  them than they do to avoid other races. Of the civilized 
  peoples, only elves (particularly wood elves living in the wild 
  reaches) have managed any form of peaceful contact with 
  the nakani clans, though these meetings tend to be limited 
  to peace treaties defining the borders of each party’s land 
  and the penalties for trespassing. While nakani prefer to 
  hide from and avoid those races that are generally considered 
  civilized, they instead react very violently to savage races—
  orcs, goblins, trolls and similar creatures. Such creatures 
  are viewed as too dangerous to the environment and to the 
  nakani, and so nakani clans often wage guerilla wars against 
  these creatures when they encounter them within their 
  territory. Due to the incredible elusiveness of the nakani, 
  even their enemies are often left wondering who they’re 
  fighting. 
   
  Individual nakani sometimes befriend other 
  champions of the wilderness who show their respect, 
  particularly hermits and shamans. This is the exception 
  rather than the rule, however.
   
  Alignment and Religion: Most nakani are of 
  neutral alignment, concerning themselves primarily with 
  survival and being left alone. The alignments of individual 
  nakani vary somewhat and the attitudes of clan leaders 
  can greatly influence the alignment of those under their 
  leadership. Outcast nakani tend to be chaotic in alignment, 
  and most of these are chaotic neutral, driven by fierce 
  territorial natures and a lack of leadership. A few are chaotic 
  evil, either being wicked from the beginning or being driven 
  to a hateful, and often vengeful, savagery. 
   
  While the exact religious practices of the nakani 
  people tend to differ from clan to clan, the nakani do share 
  worship of a small pantheon of deities of their own heritage. 
  The chief nakani deity is Sequilis, the river father, who was 
  said to have given birth to the gods and to the nakani people 
  in the ages before humans walked the earth. Many nakani 
  tribes also worship Chalarl, the sky mother, who provides 
  warmth and nurturing light to all living things, as well as 
  Gibross, an evil trickster deity who is said to take the form of 
  a rotted tree. Other common religious practices include the 
  worship of animal spirits or ancestors. 
   
  Adventurers: Adventuring is far from a common 
  profession for a nakani, with most using their extreme 
  strength and natural talents to preserve their seclusion and 
  look to their own affairs. A few nakani become warriors to 
  defend their clan or battle threats to the wilderness. While 
  these warriors rarely join bands of non-nakani adventurers, 
  they often travel great distances and battle fearsome foes. A 
  few nakani outcasts give up on moody wanderings to heed 
  the adventurers’ call. Casting aside all traditions, these 
  powerful guardians of nature take up arms and wander 
  the world. Nakani adventurers are most often rangers or 
  169
  
  barbarians. Nakani with a magical inclination typically 
  become druids and derive their power from nature. Nakani 
  bards, rogues, and sorcerers are exceedingly rare, as their 
  bodies and minds are ill-suited to these particular classes.
   
  Male Names: Akan, I’kao, Kano, Kanak, Makan, 
  Mikao, Mokak, Nakao, Okano, O’kai.
   
  Female Names: Alino, Ailo, Imali, Lima, Loonai, 
  Maolan, Mila, Naoli, Naolan, Nilao.
  Racial Traits
   
  The following are the default racial traits for nakani.
  Standard Racial Traits
  •	
  Ability Score Racial Traits: Nakani are immensely 
  strong, but have awkward bodies and unpleasant 
  dispositions. They gain +4 Strength, -2 Dexterity, 
  and -2 Charisma. 
  •	
  Type: Nakani are humanoids with the nakani 
  subtype
  •	
  Size: Nakani are Medium creatures and thus receive 
  no bonuses or penalties due to their size.
  •	
  Base Speed: Nakani have a base speed of 30 feet.
  •	
  Languages: Nakani begin play speaking Common 
  and Nakani. Nakani with a high Intelligence score 
  can choose from the following: Aklo, Draconic, 
  Giant, Gnoll, Goblin, Orc, and Sylvan. See the 
  Linguistics skill for more information about these 
  languages.
  Feat and Skill Racial Traits
  •	
  Elusive: Nakani are masters of hiding in the 
  wilderness and receive a +8 racial bonus on all 
  Stealth checks made in forests and mountains. 
  Additionally, all nakani treat Stealth as a class skill.
  Magical Racial Traits
  •	
  Wild Illusion (Sp): Nakani possess a potent natural 
  magic which they can use to disguise themselves to 
  avoid notice. This allows them to cloak themselves 
  in an illusion which causes them to appear as any 
  animal of Medium size. This ability functions like the 
  spell veil, except that it only affects the nakani and 
  only allows him to replicate the shape of an animal. 
  The caster level for this ability is equal to the nakani’s 
  Hit Dice, and the saving throw DC to disbelieve the 
  illusion is Wisdom-based. A nakani may use this 
  ability once per day at 1st level, and an additional time 
  per day at 5th level and every four levels thereafter.
  Favored Classes
   
  The following favored class options are available 
  to all nakani who have the listed favored class, and unless 
  otherwise stated, the bonus applies each time you select the 
  favored class reward.
  Barbarian: Add 1/3 of 5 feet to the barbarian’s fast movement 
  class feature.
  Druid: Add a +1/2 bonus on Perception checks and Stealth 
  checks that are made in forested areas.
  Fighter: Add +1/3 to the fighter’s CMB for the purposes of 
  starting or maintaining a grapple.
  Monk: Add a +1/2 bonus on Acrobatics checks and Climb 
  checks that are made in forested areas.
  Ranger: The ranger gains 1/5 of a new favored terrain.
  Racial Archetype
   
  The following archetype is available to nakani 
  rangers.
  Nakani Prowler (Ranger)
   
  These nakani are true guardians of the wilderness, 
  taking a vital interest in its survival. While his fellows choose 
  to operate in the shadows, the nakani prowler seeks out his 
  foes and exacts the revenge of the wild lands. This archetype 
  is only available to nakani characters.
  Bonded Strength (Su): A nakani prowler is 
  especially adept at protecting his wild home. At 4th level, the 
  nakani prowler gains a +1 bonus on all attack and damage 
  rolls made while in his favored terrain. Whenever the nakani 
  prowler gains a new favored terrain, this bonus increase by +1 
  for the terrain of his choice.
  This ability replaces the hunter’s bond class feature.
  Natures Warden (Su): A nakani prowler is revered 
  by nature. Beginning at 9th level, creatures of the animal type 
  cannot attack the nakani prowler without succeeding on a 
  Will save (DC 10 + 1/2 the nakani prowler’s level + the nakani 
  prowler’s Wisdom modifier). An animal that succeeds on this 
  Will save can attack the nakani prowler with impunity for 24 
  hours. If the nakani prowler attacks an animal, or otherwise 
  takes a hostile action towards it, that animal is unaffected 
  by this ability for 24 hours. At 16th level, this ability affects 
  creatures of the plant type as well. 
  This ability replaces the evasion and improved 
  evasion class features.
  170
  
  Sha’vanar
   
  Sha’vani are a race of elves who were long ago 
  tainted by the power of forbidden magic in such a strong and 
  profound way that it not only set them apart from their kin, 
  but actually passed down through the generations, eventually 
  creating an entirely new and distinct race. According to 
  legend, long ago, during an age when powerful magic was 
  more frequent, and before the spells currently known as 
  “forbidden magic” became entirely forbidden, elves were 
  losing a depserate war with an unnamed foe. The elves were 
  were divided about whether or not to use a powerful magic 
  ritual to turn the tides of this war. Most did not want to use 
  it, but a radical minority chose to go through with the ritual, 
  which completely erased the elves’ foe from existence, as 
  though they had never been, but took a terrible toll on those 
  who performed the ritual, and this dark touch was passed 
  down through the generations to create the sha’vani.
   
  Physical Description: Unlike the drow, the taint 
  and evil that affected the sha’vani did not turn their skin 
  black and their hair white. Instead, sha’vani look very similar 
  to normal elves, and could almost pass for an elf at a glance, 
  except for the various marks and blemishes which pattern 
  their skin. These take the form of crimson-red loops and 
  whorls, which many who are not familiar with the sha’vani 
  mistake for tattoos. These markings cover a sha’vanar’s body 
  from head to toe, though their skin is still predominantly the 
  same color as any other elf’s. Each sha’vanar sports a different 
  pattern of symbols on his body, and no two are quite alike. All 
  sha’vani have black hair, although it is common for sha’vani 
  to shave their heads in order to better display their markings. 
  Most sha’vani who do keep their hair tend to wear it in a 
  tightly-bound topknot.
   
  Society: Sha’vani have their own society, and have 
  lived apart from elves for untold millennia. Sha’vani do not 
  share their elven cousins’ love of or bond with nature, and, 
  in fact, most popular sha’vani art actually depicts scenes 
  of desolate beauty, rather than bounteous nature: barren 
  wastelands and leafless trees are symbols with which the 
  sha’vani can relate to more than verdant forests and lush 
  grasslands. Sha’vani society highly values magical talent, and 
  it is expected that all sha’vani will display at least some talent 
  for magic. Those who are particularly poor at spellcraft tend 
  to be spurned and looked down on by the other sha’vani, who 
  see magical ability as a matter of effort and willpower more 
  than one of innate talent. Exceptionally talented magicians 
  are held in very high regard by the sha’vani, and the highest 
  echelons of sha’vani society are filled with the most powerful 
  spellcasters among their race.
   
  Despite the evil taint that runs in the blood of all 
  sha’vani, their society is not particularly more malevolent 
  or harsh than that of most other races. Though the strong 
  rule, they do not, overall, oppress the weak. The sha’vani, as 
  a people, are very conscious of the dangerous and corruptive 
  power of forbidden magic, and if a sha’vanar begins to show 
  signs of exceptional corruption, his friends and family can 
  generally be counted on to steer him back to the right path, 
  or else the errant sha’vanar may find himself banished.
   
  Relations: Sha’vani tend to have poor opinions of 
  other races—or, at least, any member of other races that does 
  not possess at least a certain amount of magical talent. For 
  the most part, the sha’vani keep to themselves, and remain 
  in their own heavily isolated cities. While these cities are 
  not explicitly closed to outsiders, the sha’vani do nothing 
  to encourage guests, and the average sha’vani city does not 
  possess any inns or other places for travelers to sleep. As a 
  result, it is generally only exiled sha’vani—those who proved 
  too easily influenced by the taint that runs in their race’s 
  blood—who interact with outsiders. This gives other races a 
  slightly skewed perception of the sha’vani, who are generally 
  perceived to be a race of evil megalomaniacs.
   
  Alignment and Religion: All sha’vani have a 
  certain amount of evil in them, which is a part of their blood 
  and heritage, and extremely difficult for them to excise 
  completely. Much of sha’vani society is structured to mitigate 
  the effects of this taint as much as possible, and to keep the 
  sha’vani from descending into depravity and self-destructive 
  evil. As a result, while sha’vani have a natural proclivity 
  towards evil alignments, most of those who remain within 
  sha’vani society and engage in sha’vani practices tend to be 
  neutral, instead. This is a constant struggle, however, and 
  those who let their guard down quickly fall to the ways of evil, 
  which may ultimately lead to exile.
   
  Few sha’vani worship deities, but nearly all sha’vani 
  follow a set of pseudo-religious tenets that they refer to as 
  The Razor Path. This doctrine, designed to help the sha’vani 
  fight the taint of their blood, is named for the “razor-thin” 
  path that they must walk between giving in to evil, and living 
  in denial of the evil that is inside of them. The Razor Path 
  focuses on the importance of introspection and meditation, 
  and those sha’vani who follow it are far less likely to be evil-
  aligned than those who do not.
   
  Adventurers: Some sha’vani—especially the 
  evil ones—adventure in search of wealth and power, and 
  especially in search of forgotten lore relating to powerful 
  forbidden magic. Other sha’vani adventure as part of a quest 
  for atonement—sometimes this atonement is the sha’vanar’s 
  way of attempting to be able to return home from exile, and 
  a few sha’vani throughout history have been able to perform 
  great feats of heroism and in so doing earn a place among 
  their brethren once again. In other cases, this atonement is 
  an attempt to cleanse themselves of the taint of their blood, 
  and such metaphorical atonements are encouraged by The 
  Razor Path, as long as the sha’vanar who is atoning makes 
  sure that he continues to follow the Path while doing so. 
  Nearly all sha’vani are bards, sorcerers, witches, or wizards, 
  though summoners and maguses are not unheard of. It is 
  very rare for a sha’vanar to have levels in any class that does 
  not grant spellcasting.
   
  Names: Sha’vani have the same naming conventions 
  as elves.
  171
  
  Racial Traits
   
  The following are the default racial traits for sha’vani.
  Standard Racial Traits
  •	
  Ability Score Racial Traits: Sha’vani are very 
  cunning and have strong force of personality, but 
  are physically frail. They gain +2 Intelligence, +2 
  Charisma, and -2 Constitution. 
  •	
  Type: Sha’vani are humanoids with the evil subtype.
  •	
  Size: Sha’vani are Medium creatures and thus receive 
  no bonuses or penalties due to their size.
  •	
  Base Speed: Sha’vani have a base speed of 30 feet.
  •	
  Languages: Sha’vani begin play speaking Common. 
  Sha’vani with a high Intelligence score can choose 
  from the following: Abyssal, Aklo, Draconic, 
  and Infernal. See the Linguistics skill for more 
  information about these languages.
  Feat and Skill Racial Traits
  •	
  Arcane Adept: Sha’vani gain a +2 bonus on 
  all Knowledge (arcana) and Spellcraft checks. 
  Additionally, Knowledge (arcana) is always treated as 
  a class skill for a sha’vanar.
  Magical Racial Traits
  •	
  Forbidden Magic Resistant: Sha’vani are 
  particularly resistant to forbidden magic, and are 
  less likely to cause a calamity when using it than 
  members of other races. Whenever a sha’vanar has 
  the potential to cause a calamity, a calamity only 
  occurs if the result of his d% roll is 91 or greater, 
  instead of the normal likelihood.
  •	
  Forbidden Magic Specialist: Sha’vani increase 
  the saving throw DC of any spell with the forbidden 
  descriptor that they cast by +1.
  •	
  Sha’vani Magic (Sp): Sha’vani have inherent 
  magical talent, which allows them to cast a number 
  of 0-level spells as spell-like abilities. Choose three 
  spells that appear as 0-level spells on any spellcasting 
  list. The sha’vanar can cast those three spells as spell-
  like abilities. The sha’vanar can use these spell-like 
  abilities in any combination a total of three times per 
  day.
  Senses Racial Traits
  •	
  Darkvision: Sha’vani can see perfectly in the dark 
  up to 60 feet.
  Favored Classes
   
  The following favored class options are available 
  to all sha’vani who have the listed favored class, and unless 
  otherwise stated, the bonus applies each time you select the 
  favored class reward.
  Oracle: The oracle gains 1/2 of an additional daily spell slot 
  of the highest spell level she can cast.
  Sorcerer: The sorcerer gains 1/2 of an additional daily spell 
  slot of the highest spell level he can cast.
  Summoner: The summoner adds +1/5 to the number of 
  times per day he can use his summon monster I class feature.
  Witch: The witch adds +1/7 to the saving throw DCs of her 
  hexes.
  Wizard: Add +1/2 to the wizard’s caster level for the purposes 
  of spells with the forbidden descriptor.
  Racial Archetype
   
  The following archetype is available to sha’vani 
  sorcerers.
  Sha’vani Blood Mage (Sorcerer)
   
  These dread casters unlock the forbidden power of 
  their blood to darken their spells and wreak havoc on their 
  foes. Because of their sinister powers, these sha’vani are even 
  more ostracized and feared than others of their kind. This 
  archetype is only available to sha’vani characters.
  Forbidden Blood (Su): A sha’vani blood mage’s 
  cursed blood allows her to manipulate her bloodline abilities. 
  Whenever a sha’vani blood mage uses a bloodline power, 
  she can choose to treat that power as though it were a spell 
  with the forbidden descriptor. If she does, she gains 1 profane 
  point, but she gains a +4 bonus to any attack rolls made with 
  that power, and the DC of any saving throw associated with 
  that power is increased by 2. For more information on the 
  forbidden descriptor and profane points, see The Book of 
  Forbidden Magic.
  This ability replaces the eschew materials class 
  feature.
  Forbidden Spell (Su): Whenever a sha’vani 
  bloodmage would gain a bloodline spell, she may instead 
  choose any spell with the forbidden descriptor that appears 
  on the sorcerer/wizard spell list, and that is of a level she can 
  cast. 
  This ability modifies the bloodline spell class feature.
  Blood Surge (Su): Whenever a sha’vani bloodmage 
  casts a spell with the forbidden descriptor, she can infuse it 
  with her dread blood, increasing its potency. Beginning at 
  6th level, when the sha’vani blood mage casts a spell with the 
  forbidden descriptor, she may choose to suffer 1d10 points of 
  damage. If she does, that spell’s saving throw DC increased 
  by 1. At 6th level, she can use this ability once per day. She 
  may use this ability an additional time each day at 13th level, 
  and again at 19th level. She must declare that she is using this 
  ability before the target rolls his saving throw. 
  This ability replaces the bloodline feat class feature.
  172
  
  Sossivi
   
  The sossivi are a puzzling and often misunderstood 
  people. They are obviously serpentine in appearance, from 
  their scaled bodies to their long, prehensile necks. Although 
  they are literally venomous, they are not nearly as malicious 
  as many imagine at first glance, and actually have a rich 
  culture and warrior tradition. A proud people, much of 
  sossivi culture revolves around delicate balancing acts, as 
  they struggle to maintain and grow their honor, without 
  allowing themselves to be bound by it, and as they are 
  constantly careful to provide everyone they interact with the 
  exact amount of proper respect: not too little, and not too 
  much, either.
   
  Physical Description: From the neck down, sossivi 
  have a fairly standard humanoid shape, with two arms and 
  two legs in the correct places and relative proportions. Their 
  bodies are covered in fine scales, which are just large enough 
  to be easily visible at a glance. Generally their skin is a pale 
  white-blue or white-green color, but some individuals have 
  streaks or patterns in their scales that have a much richer 
  emerald or sapphire hue, and in very rare cases, a sossivi’s 
  entire body may take on this coloration. The lustre and 
  hue of one’s scales is a mark of beauty in sossivi society, 
  and sossivi who are concerned with their appearance often 
  have their scales dyed, in order to stain them a more vibrant 
  shade. Such things can quickly become expensive, however, 
  as the treatment generally only lasts for a month or so before 
  it needs to be reapplied. Roughly one sossivi in 1,000 has a 
  red tint to their skin, rather than a green or blue tint. Old 
  folklore states that these sossivi are destined for greatness, 
  and while most sossivi in modern times understand that this 
  isn’t really the case, such individuals still receive a certain 
  amount of extra respect and courtesy. It is considered highly 
  inappropriate for a sossivi to dye his or her scales red. A 
  sossivi’s body is pale and slender, and they have six fingers on 
  each hand.
   
  A sossivi’s neck is, on average, four feet long. It is 
  prehensile and serpentine, and roughly 1 foot in diameter, 
  tapering slightly as it nears the base of the head. Its head 
  is vaguely serpentine in shape: oval and slightly elongated, 
  but is otherwise humanoid in form. Its eyes are similarly 
  reptilian, with vertical slits for pupils, and golden-yellow 
  irises. The final foot or so of the sossivi’s neck, at the base 
  of the head, is actually covered in a thick mane of hair 
  (generally bright red, but sometimes black, dark blue, 
  dark green, or, rarely, other colors), which extends about 
  16 inches in every direction, forming a thick and luxurious 
  (if somewhat wild-looking) bush of hair, just beneath the 
  sossivi’s chin.
   
  Society: The sossivi are in many ways a warrior 
  culture, although they value cunning, stealth, and tactics far 
  more than they do brute strength. There is a delicate balance 
  in sossivi culture between maintaining one’s honor and using 
  one’s wits: clever solutions and outwitting one’s opponents 
  are things that are encouraged, but only in certain ways and 
  means. Certain tactics are considered dishonorable, and are 
  frowned upon, instead, and the sossivi revile both the craven 
  who rely too heavily on dishonorable tactics, and also the 
  stupidly honorable, who allow their honor to weigh them 
  down like a stone. Only those who have immersed themselves 
  in the sossivi’s rich folklore, much of which involves tales of 
  the exploits of honorable, yet cunning, heroes, are likely to 
  be able to safely navigate the sossivi perception of honor, as 
  using underhanded and deceptive tactics might cause one to 
  be praised as a hero in one situation, while those same tactics 
  in another situation might cause the same individual to be 
  reviled as a dishonorable coward.
   
  For the most part, sossivi fight exclusively with 
  bladed weapons. Battles between two sossivi almost never 
  involve attacking the body, and sossivi virtually always 
  kill one another by severing the neck. Because a sossivi’s 
  head can survive for a brief time after being severed, it is 
  considered cowardly not to cleanly sever the neck, and allow 
  the slain opponent a chance (however slim) to continue the 
  fight, even though it is rare for a prepared opponent to be 
  struck by a severed sossivi’s head, and even rarer for such 
  a bite to be lethal, given the race’s resistance to poisons. A 
  sossivi who is able to slay his killer after his head is severed is 
  almost universally lauded as a hero after his death, regardless 
  of the circumstances that led up to it, and to be denied what 
  sossivi see as the basic right of a slain individual to attempt 
  revenge is a grave dishonor indeed. Typically, the only sossivi 
  who wield non-slashing weapons are those belonging to the 
  elite Sor’shall caste, who are warriors that fight on behalf of 
  all sossivi, and are sworn never to harm another member of 
  their race for any reason, focusing instead on protecting their 
  kin from their race’s many enemies.
   
  The sossivi have a well-defined but fairly fluid caste 
  system. The caste of a sossivi’s parents has some influence 
  over his or her own caste, especially in childhood, but a 
  sossivi from any background can potentially end up in any 
  caste, upon reaching adulthood. A sossivi is always aware of 
  whether the person he is speaking to is his superior or his 
  lesser, and even though this is subject to change, he will treat 
  them according to their station: even the seemingly kind act 
  of treating someone as though they were of higher status 
  than they actually are is seen as a great insult (perhaps even 
  greater than not providing someone of higher status the 
  respect they are due). 
   
  Unlike most humanoid races, sossivi rarely mate 
  for life. Instead, members of either gender typically seek out 
  suitable mates of somewhat lower station. The prospective 
  mate can refuse, but rarely does so, as the prestigious and 
  monetary honors are great. Once the child is born, the lower-
  ranked of the pair raises the child until the age of 8 or so, 
  at which point the higher-ranked parent typically comes to 
  claim it.
   
  Relations: Sossivi are cautious in regards to other 
  races, but they are not necessarily hostile towards them. 
  Because they make their cities deep underground, and only 
  very rarely live near the surface, let alone above it, they 
  are more familiar with the races of these incredibly deep 
  subterranean areas than they are with most other races. 
  Being neighbors with drow, derrow, and svirfneblin, in and of 
  itself, would be enough to give any race a dim view of other 
  cultures, and the sossivi’s honorable warrior mindset leads 
  them to see most other races as completely untrustworthy 
  and without honor, at least until they prove themselves 
  otherwise. Similarly, many surface races assume that a race 
  of serpent-like humanoids from deep in the bowels of the 
  earth will be hostile and untrustworthy, and treat them 
  accordingly. To date, there have been very few contacts 
  173
  
  between the sossivi and races such as humans and elves, and 
  the sossivi are somewhat curious about those races. They are 
  more familiar with dwarves, who are among the few races 
  that they generally consider too honorable, rather than not 
  honorable enough. It is generally accepted among the sossivi 
  that theirs is the only race capable of striking the appropriate 
  balance between the two.
   
  Alignment and Religion: Sossivi can be of any 
  alignment, although they tend not to be lawful or chaotic, 
  rather embracing a mix of both. They are equally inclined 
  towards good and evil, and such things are generally less 
  important to a sossivi than maintaining a careful balance 
  between rigid honor and fluid creativity.
   
  Adventurers: There are a variety of situations that 
  might lead a sossivi to take up adventuring. Members of the 
  Sor’shall caste are specifically devoted to defending members 
  of their race against other races, and spend much of their 
  time outside of sossivi society. Sossivi who are deemed too 
  rigid or too dishonorable for sossivi society may also be 
  driven out, and may become adventurers in this way. A few 
  sossivi may specifically be seeking to interact with other races 
  in order to learn more about them and pass that knowledge 
  on to other sossivi. Such sossivi “ambassadors” may well 
  take up a life of adventuring, as this both allows them to 
  see how their party members respond under the pressures 
  of adventuring life, and also to meet a wide array of other 
  humanoids.
   
  Male Names: Cassi’il, Ib’liss, Mas’sar, Orssoon, 
  Sa’hail, Sarkess, Sem’bal, Sorva’ak, U’srest, Yssr
   
  Female Names: Asha’sa, Coshi’sel, Misheless, 
  Oshy’la, Sashar, Shinsu, Shesti, Sossis, Ynsi, Ysha
  Racial Traits
   
  The following are the default racial traits for sossivi.
  Standard Racial Traits
  •	
  Ability Score Racial Traits: Sossivi are quick and 
  lithe, while at the same time very hearty and resilient 
  to adverse conditions, but their bodies lack much of 
  the physical power of other humanoid races. They 
  receive a +2 bonus to Dexterity and Constitution, 
  and suffer a -2 penalty to Strength.
  •	
  Size: Sossivi are Medium creatures, and thus receive 
  no bonuses or penalties due to their size.
  •	
  Type: Sossivi are humanoids with the sossivi 
  subtype.
  •	
  Base Speed: Sossivi have a base speed of 30 feet.
  •	
  Languages: Sossivi begin play speaking Common 
  and Sossivi. Sossivi with high Intelligence scores 
  can choose from the following: Aklo, Aquan, Elven, 
  Sylvan, Terran, and Undercommon.
  Defensive Racial Traits
  •	
  Head Separation: If a sossivi is beheaded, or if 
  it dies as a result of a critical hit with a slashing 
  weapon, its head and neck can survive for a brief 
  time afterwards, potentially allowing it to take a 
  final vengeance on its killer. While in this state, the 
  sossivi is treated as though it were a tiny creature, 
  although its ability scores and bite damage are not 
  recalculated. It has a movement speed of 10 feet, is 
  always considered prone, and cannot take any action 
  that requires hands. The sossivi’s severed head has a 
  number of hit points equal to its Constitution score, 
  and can survive in this state for up to 1 round per 
  point of Constitution it possesses, after which it dies.
  •	
  Poison Resistance: Sossivi receive a +4 racial bonus 
  on saving throws made to resist poisons. The sossivi’s 
  poison sacs racial trait effectively renders the sossivi 
  immune to ingested poisons.
  Feat and Skill Racial Traits
  •	
  Keen Senses: Sossivi receive a +2 racial bonus on 
  Perception checks.
  Offensive Racial Traits
  •	
  Critical Specialists: A sossivi receives a +2 bonus on 
  attack rolls made to confirm critical threats.
  •	
  Natural Weapon: A sossivi has a bite attack that 
  deals 1d4 points of damage. A sossivi’s long neck 
  allows it to make attacks with its bite as though it 
  had a reach of 10 feet.
  •	
  Poison Sacs: Any poison that a sossivi ingests 
  (whether it is an ingested poison or not) is 
  automatically stored in the sossivi’s poison sacs. A 
  sossivi can store up to 3 doses of poison in its poison 
  sacs at any one time. At any time, as a swift action, a 
  sossivi can expel one dose of poison from its poison 
  sacs to automatically coat its fangs with the poison, 
  allowing its bite attack to deliver the poison. If the 
  sossivi does not use the poison within 1 minute, that 
  dose is wasted. If the sossivi has doses of different 
  types of poisons in its poisons sacs, it chooses which 
  one to use. Any doses of poison that would be stored 
  beyond 3 are wasted. There is never any chance of 
  a sossivi accidentally poisoning itself in this way, 
  and this ability also renders the sossivi immune to 
  ingested poisons. 
  Senses Racial Traits
  •	
  Darkvision: Sossivi can see perfectly in the dark up 
  to 60 feet.
  Favored Classes
   
  The following favored class options are available 
  to all sossivi who have the listed favored class, and unless 
  otherwise stated, the bonus applies each time you select the 
  favored class reward.
  Fighter: Add +1/5 to damage rolls made with a single weapon 
  group from the weapon training class feature. The weapon 
  group to which this bonus applies is chosen when the bonus 
  reaches +1 (after the fifth time this option is selected), and 
  cannot later be changed.
  174
  
  Magus: Add +1/3 on concentration checks made to cast spells 
  defensively.
  Monk: Add +1/4 to the number of times per day the monk 
  can use the stunning fist class feature.
  Rogue: Add +1/5 to the saving throw DCs of all poisons the 
  rogue uses.
  Sorcerer: Add +1/6 to the saving throw DCs of spells the 
  sorcerer casts that inflict ability damage or ability drain, or 
  which have the curse, disease, or poison descriptors.
  Racial Archetype
   
  The following archetype is available to sossivi 
  fighters.
  Sossivi Sharpfang (Fighter)
   
  Sossivi duels are quick and nasty affairs of flashing 
  blades and snapping jaws. Sossivi who specialize in duels are 
  known as sharpfangs, and they are feared for their skill at 
  removing their opponents’ heads with speed and grace. This 
  archetype is only available to sossivi characters.
   
  Bite Mastery (Ex): Beginning at 2nd level, a sossivi 
  sharpfang’s bite attack deals 1d6 points of damage, instead 
  of 1d4. At 6th level, it increases further, dealing 1d8 points 
  of damage. At 10th level, this increases to 1d10, and at 14th 
  level, to 1d12. At 18th level, the sossivi sharpfang’s bite attack’s 
  critical threat range increases to 19-20, and its critical 
  multiplier increases to x3.
   
  This ability replaces the bravery class feature.
   
  Cobra Strike Training (Ex): Beginning at 5th level, 
  the sossivi sharpfang gains a +1 bonus on attack and damage 
  rolls made on melee attacks with weapons that deal slashing 
  damage. At 9th level, the sossivi sharpfang treats the critical 
  threat range of such weapons as 1 greater than it actually 
  is (so a weapon that normally threatened a critical hit on a 
  roll of 19-20 would threaten a critical hit on a roll of 18-20, 
  instead). This adjustment is applied after effects such as keen 
  or Improved Critical. At 13th level, the bonus to attack and 
  damage rolls made with melee weapons that deal slashing 
  damage increases to +2. At 17th level, the sossivi sharpfang 
  treats the critical multiplier of such weapons as 1 greater 
  than it actually is (so a weapon that normally had a x3 critical 
  would have a x4 critical, instead).
   
  This ability replaces weapon training.
  Spellborn
   
  A spellborn comes about when a human and a 
  magical spell come together to create a child. Some spellborn 
  are the offshoot of living spells, strange and wondrous 
  creations which arise when magic is given sentience and 
  purpose of its own (see Advanced Arcana V for more 
  information on living spells), while others are the results of 
  couplings with illusions which are a little too real, conjured 
  outsiders, or clones and simulacrums. Very rarely, a spellborn 
  might emerge from a more normal coupling happening 
  in a magically charged area, such as a mage’s magnificent 
  mansion, rope trick, or even a hallow spell, in which the 
  magic of the spell infuses the unborn child with arcane (or, 
  somewhat more rarely, divine) energy, and changing it from 
  its own race into a spellborn. Whatever the case, spellborn are 
  humanoids who are intrinsically tied to magic in an intimate 
  way that few others are able to understand.
  Physical Description: Spellborn look like overtly 
  magical humans. They have all the same proportions of a 
  normal human and inherit some of their human parent’s 
  traits, including skin, eye, or hair color. However, spellborn 
  also bear one or more highly distinctive marks that they 
  aren’t human. These can include hair made of fire, eyes 
  which always glow emerald green, skin made of quicksilver, 
  rubbery arms and legs, glowing runes on various parts of the 
  body, crackling lightning that dances between one’s fingers, 
  and a myriad of other things. Sometimes, these traits might 
  reflect the spell the child was born from; for instance, a child 
  resulting from a pairing of a human and a creature created 
  with a shadow conjuration spell might be wispy and ethereal 
  in appearance, while a child of a human and a simulacrum 
  might have ice cold skin and gleaming rubies for eyes.  The 
  offspring of a sentient stinking cloud is likely doomed to 
  spend his or her life offending the noses of others, while one 
  conceived from the magic of a hallow spell would likely have 
  an appearance very similar to an aasimar. Other times, the 
  look is unrelated. In any case, spellborn typically live about 
  twice as long as humans, but age at the same rate. Venerable 
  spellborn of either gender tend to find themselves hard-
  pressed to keep long, snowy white beards from growing on 
  their faces.
  Society: Spellborn have no society of their own, 
  being a race born of exceptional circumstances, but they 
  integrate well into human societies, as long as those societies 
  are welcoming of magic. In places where witches are burned 
  and magic is mistrusted, spellborn are often seen as cursed or 
  wicked, and are quickly ostracized. Many spellborn wander 
  the world as adventurers, sometimes seeking to understand 
  their heritage, a thing their parents are often either unable 
  or unwilling to explain, with some going so far as to actively 
  deceive their children as to the circumstances of their birth. 
  Of course, it’s hardly uncommon for the parent of a spellborn 
  child to abandon it as soon as its magical heritage becomes 
  apparent, which is frequently the moment that it’s out of the 
  womb. Other spellborn are simply looking for the same fame 
  and fortune that many humans leave home to find. Spellborn 
  are all gifted in the magical arts and are naturally attracted to 
  mage colleges and academies when seeking a place to fit into 
  the world. Since the attitudes of spellborn are so similar to 
  the attitudes of ordinary humans, they find they adapt well to 
  wildly changing circumstances. 
  175
  
  Relations: Spellborn generally get along well with 
  other races, provided the prejudices of those races do not 
  interfere. Spellborn generally have trouble getting along 
  with dwarves and other magically disinclined peoples. On 
  the other hand, most other races view spellborn as a novelty, 
  something of a curiosity to be gaped at or inquisitively 
  probed for information they don’t have. Because of their 
  exotic appearance as well as their mysterious and often 
  misunderstood origins, many races find themselves 
  romantically attracted to spellborn. In such cases, spellborn 
  produce offspring as a human would, only breeding true with 
  another spellborn. 
  While the vast majority of spellborn seem to have 
  a human parent, there are some spellborn who have other 
  heritages, such as elven, halfling, orc, gnome, and even 
  dwarven. Like human spellborn, these individuals resemble 
  members of their own races, but with one or two extreme 
  features that disply their magical heritage. As with any other 
  spellborn, they tend to be absorbed into the society that they 
  are born in, and adopt that culture as their own, or, if their 
  foster-community shuns them, they become outcasts and 
  wanderers.
  Alignment and Religion: Like humans, spellborn 
  adhere to a wide variety of alignments and religions, generally 
  adopting local faiths and attitudes or rebelling specifically 
  against them. Because the parents of a spellborn are often 
  ashamed or confused about how they came by such a child, 
  they tend to be distant and have less of an overall influence 
  on the spellborn’s attitudes than the parents of other races, 
  although in some particularly religions socieities (viewed by 
  others as particularly primitive and misguided, in this case) 
  a spellborn might be taken to be a blessing (or curse) from a 
  particular deity, and whenever this occurs, it obviously has 
  a profound impact on the religious growth of the spellborn.. 
  The spellborn’s natural inclination towards magic and 
  adventuring makes worship of gods of the arcane or of travel 
  particularly appealing.
  Adventurers: Gifted with magic and driven by 
  curiosity, fear, or desire, spellborn are much more likely than 
  other races to become adventurers. Even spellborn living in 
  quiet communities often find that their uniqueness will drive 
  them to stand out, and thus either achieve greatness of their 
  own accord or have it hoisted upon them by the community. 
  Spellborn adventurers are almost always spellcasters of 
  some kind, with martially inclined spellborn tending toward 
  classes like magus, ranger, war priest, or paladin over fighters 
  and barbarians, while mentally focused spellborn choose full 
  caster classes. Roguish spellborn are more likely to be bards 
  than true rogues.
  Names: Spellborn may have names common to 
  the human community they grew up in, or may have exotic 
  names reflecting their magical origin, which often include 
  some part of invocation or magical word. Common examples 
  for either males or females include Alzakam, Hokus-Horas, 
  Metrios, Synthiam, Valisir, and Zok. 
  Racial Traits
   
  The following are the default racial traits for 
  spellborn.
  Standard Racial Traits
  •	
  Ability Score Racial Traits: Spellborn characters 
  gain a +2 bonus to one ability score of their choice at 
  creation to represent their varied nature, as they take 
  after their human parents. 
  •	
  Type: Spellborn are humanoid creatures with the 
  spellborn and human subtypes.
  •	
  Size: Spellborn are Medium creatures, and thus 
  receive no bonuses or penalties due to their size.
  •	
  Base Speed: Spellborn have a base speed of 30 feet.
  •	
  Languages: Spellborn begin play speaking 
  Common. Spellborn with high Intelligence scores 
  can choose any languages they want (except secret 
  languages, such as Druidic).
  Defensive Racial Traits
  •	
  Magic Defense (Su): Spellborn are naturally 
  resistant to magical attacks, and gain a +2 racial 
  bonus on saving throws made to resist spells and 
  spell-like abilities.
  Magical Racial Traits
  •	
  Antimagic Weakness (Ex): Spellborn are 
  vulnerable to attacks against spells. A dispel magic 
  spell targeting a spellborn deals 1d6 points of damage 
  per 2 caster levels to the spellborn, and spellborn 
  suffer 2d6 points of damage per round they remain 
  within an antimagic field.
  •	
  Magical Nature (Su): Spellborn are inherently 
  magical and receive a +2 bonus on Spellcraft checks 
  and on caster level checks made to overcome spell 
  resistance. This bonus stacks with Spell Penetration 
  and similar effects. 
  •	
  Spell-Like Abilities (Sp): All spellborn can cast 
  detect magic as a spell-like ability at will. Further, 
  each spellborn can select a single 0-level spell from 
  the sorcerer/wizard spell list, and can cast that 
  spell at will. The spellborn’s caster levelf or these 
  spell-like abilities is equal to his Hit Dice, and any 
  saving throw DCs are equal to 10 + the highest of 
  the spellborn’s Intelligence, Wisdom, or Charisma 
  modifiers.
  •	
  Spell-Link (Su): A spellborn that can cast spells 
  chooses a single spell of each level he knows. He 
  never has to make concentration checks when 
  casting that spell, and when he casts that spell, he 
  treats his caster level as though it were 1 level higher 
  than normal.
  176
  
  Favored Classes
   
  The following favored class options are available to 
  all spellborn who have the listed favored class, and unless 
  otherwise stated, the bonus applies each time you select the 
  favored class reward.
  Arcanist: Add +1/3 to the number of points that the arcanist 
  adds to her arcane reservoir each day when she prepares 
  spells.
  Oracle: Add +1/6 of a new oracle revelation.
  Sorcerer: Add one spell known from the sorcerer spell list. 
  This spell must be at least one level below the highest spell 
  level the sorcerer can cast.
  Wizard: Add +1/6 of a new bonus feat. The normal 
  restrictions to which feats the wizard can select for his bonus 
  feats apply.
  Witch: Add +1/6 of a new witch hex.
  Racial Archetype
   
  The following archetype is available to spellborn 
  arcanists.
  Spellborn Practitioner (Arcanist)
   
  With their magical heritage, spellborn excel in 
  a wide variety of spellcasting traditions, but one area in 
  which they shine the most is in the magic-bending class 
  known as the arcanist. The spellborn’s innate connection to 
  and understanding of magic allows them to better harness 
  magical energy, allowing them to draw more power from 
  their spells, and also allowing them to keep more spells in 
  their mind at any given time.
   
  Extra Prepared Spells (Su): A spellborn 
  practitioner can prepare more spells each day than other 
  arcanists of her level. When preparing spells each day, she 
  can prepare one additional spell of each spell level that she 
  can currently cast, except for the highest spell level she can 
  currently cast (so at 1st level she can prepare one addition 
  0-level spell, at 4th level she can prepare one additional 1st-
  level spell, at 6th level she can prepare one additional 2nd-
  level spell, and so on). At 20th level, she can also prepare one 
  additional 9th-level spell per day, even though it is the highest 
  spell-level she can cast. This ability does not increase the 
  number of spells per day that the spellborn practitioner can 
  cast, only those that she can prepare.
   
  This ability replaces the arcanist exploit gained at 1st 
  level.
   
  Efficient Consumption (Su): Beginning at 5th level, 
  whenever a spellborn practitioner uses her consume spells 
  class feature, she adds 1 more point to her arcane reservoir 
  than she otherwise would.
   
  This ability replaces the arcanist exploit gained at 5th 
  level.
  Sunborn
   
  The sunborn are an unusual race of humanoids with 
  a childlike attitude who live their lives running, swimming, 
  foraging, and playing in the wilderness. They have strong 
  ties to the fey, as well as to sunlight and warmth in general, 
  and are believe by some to be blessed with the energy of the 
  season of summertime. Though they typically come from 
  idyllic and peaceful woodland utopias, they are nonetheless 
  eager to get out and see the world, and don’t mind fighting 
  monsters to do it.
   
  Physical Description: Sunborn are very human 
  in appearance, and most could easily pass for dark-skinned 
  humans or elves, at least at a glance. Their skin ranges 
  from sandy brown to a ruddy crimson most of the time, 
  although when they are exposed to intense heat their skin 
  changes to a metallic golden-brass-like color, and hardens 
  considerably as well. Even in less extreme temperatures, such 
  as a hot summer’s day in the sun, a sunborn’s skin seems to 
  ripple and shimmer as their skin constantly shifts between 
  “natural” and “metallic” coloration in a dappled, marbled 
  pattern of constant motion. Each sunborn’s skin has its own 
  characteristic ways of reacting in this way, and those who 
  make a study of such things can tell the difference between 
  the patterns made y one sunborn’s skin and those of another.
   
  A sunborn’s hair is wiry and metallic, with silver and 
  ebony shades being the most common, but gold, copper, 
  bronze, and occasionally metallic shades of green and red 
  are all possible. Sunborn typically wear their hair long, 
  often braided in an intricate fashion (in their own society, 
  sunborn spend a great deal of time braiding one another’s 
  hair. Indeed, braiding hair for one another is considered an 
  excellent way to get to know someone, and many sunborn 
  who have only recently left their communities have difficulty 
  understanding why so few creatures they meet are interested 
  in this activity). 
   
  Sunborn have pointed ears like elves, and tend not 
  to develop facial hair (when they do, it tends to be sparse 
  and understated, and resembles the rest of their hair), and 
  they are always completely hairless below the neck. Sunborn 
  generally react in one of two ways when they discover the 
  body hair of other races: intrigued curiosity (often bordering 
  on obsession), or intense disgust. The former often feel 
  a need for this unexpected hair to be braided, and make 
  frequent offers to do so, while the latter often go to great 
  lengths to avoid looking at such hair, in order to avoid 
  imagined embarassment for the person it’s on.
   
  A sunborn’s eyes have irises that are almost always 
  a deep blue (sometimes lighter blues or turquoise shades), 
  but the whites of their eyes are a bright yellow-orange, 
  instead, and are unusually shaped, taking the form of a star 
  or sunburst. The exact number of “rays” on this sunburst, 
  as well as their relative size and placement, varies from one 
  sunborn to the next, and can range from shapes that are 
  basically triangles up to sunbursts with a dozen or more arms. 
  In certain lighting, the sunborn’s eyes appear to glow with an 
  inner light, but this is merely an illusion.
   
  Sunborn generally wear little clothing, preferring the 
  feel of the sun on their skin. They generally wear just enough 
  to meet the demands of modesty. When more covering 
  177
  
  clothing is required, they typically prefer loose, flowing 
  clothing such as robes,, but are often very uncomfortable in 
  them, and generally remove them at the first opportunity. 
  The only real exception to this rule is in colder climates, 
  where they bundle up even more than most races, in order to 
  maximize the amount of preserved body heat.
   
  Society: Sunborn society is wild and free, and, 
  in the view of some races, barely qualifies as “society” 
  at all. Most sunborn live in small communities of a few 
  dozen, and survive by hunting and foraging, rather than 
  agriculture, spending their days wandering and exploring 
  in the wilderness. Sunborn generally have little in the way 
  of material possessions, and while they are not as bad about 
  concepts of ownership and property as some other childlike 
  races, they often have difficulty grasping concepts such as real 
  estate or heraldic rights.
   
  Disputes between two sunborn are somewhat less 
  common than disputes in many other races, and when they 
  occur, they are often left for those involved to work out 
  on their own, if possible, with the rest of the community 
  stepping in to intervene only if it seems necessary to prevent 
  the dispute from growing into a feud, or ending in bloodshed. 
  Even then, the ultimate resolution usually comes from a form 
  of mediation, where an elder in the community or a friend 
  or relative of both individuals works to find common ground 
  and create a compromise between the two.
   
  Many sunborn retain a childlike outlook on life 
  well into their adulthood. They tend to have difficulty with 
  delayed gratification, and are often very impulsive. They are 
  also far more resistant than most humanoid adults to doing 
  things that they do not want to do, and are apt to abandon 
  any chores or other unpleasant tasks that might be assigned 
  to them. That said, may humanoid races find their optimism 
  and impish playfulness to be refreshing.
   
  When a sunborn reaches a certain age, just before 
  adolescence, certain instincts, related to her fey heritage, 
  awaken within her. If she chooses to pursue these instincts, 
  and her fey nature, then over the course of a year or so, 
  she transforms into a fey, and leaves her friends and family 
  behind for a new life. Those who don’t heed this call by the 
  time that they enter puberty lose this ability, and remain 
  sunborn, instead. The sunborn do not mourn those that 
  become fey, but instead celebrate them. However, becoming 
  a fey in this fashion is considered no better or worse than 
  remaining a sunborn—merely different.
   
  Relations: Many sunborn go their entire lives 
  without interacting with other humanoid races more than 
  a handful of times, and a few sunborn communities are 
  so remote that they may actually go an entire generation 
  without encountering any other humanoids at all. Curious, 
  playful, and optimistic, sunborn tend to enjoy the company 
  of most other humanoid races, although extended contact 
  with some, such as the dour dwarves, can try their patience, 
  and obviously they are not friendly with evil races that try 
  to enslave or kill them. They tend to get on particularly well 
  with elves, who share their love of freedom and nature, and 
  with humans, who often share their energy and enthusiasm.
   
  Alignment and Religion: As creatures with strong 
  ties to the fey, sunborn are typically chaotic in alignment, 
  and in fact most sunborn gravitate strongly towards a chaotic 
  good alignment, which is perhaps part of the reason why 
  their idyllic nature communities are able to thrive, when so 
  many human settlements with the same idea are doomed to 
  failure. Not all sunborn fit this mold, however, and neutral 
  good, chaotic neutral, and true neutral sunborn are not 
  uncommon by any stretch of the imagination. Anything 
  further than that from chaotic good is unusual, but not 
  unheard of. Sunborn are more likely to be evil than lawful, 
  but only by a slight margin. Lawful evil sunborn are all but 
  unheard of.
   
  Adventurers: For a sunborn, becoming an 
  adventurer has more to do with opportunity than anything 
  else. Few sunborn will actively seek to leave their peaceful 
  communities, but if a chance for adventure happens to 
  stumble across a sunborn one day, few sunborn will think 
  much of following along, even if it means never returning 
  to their forest home. Sunborn adventurers tend to be loyal 
  companions, and often form the heart and conscience of an 
  adventuring company. Sunborn adventurers are typically 
  more interested in the opportunity for travel and excitement 
  that adventuring affords, rather than for fame, wealth, or 
  other reasons.
   
  Many sunborn become bards or rangers, and a few 
  become druids, clerics, or sorcerers, but the majority of 
  sunborn adventurers become monks. A sunborn’s natural 
  proclivity for athletics, and their unusual fey nature, allow 
  them to master many of the same techniques as monks, 
  without the rigid mental discipline.
   
  Male Names: Armik, Burmadu, Ejano, Ganaro, 
  Janga, Orland, Madrin, Ridvik, Sebbuin, Tikvali
   
  Female Names: Antija, Bamara, Comoco, Howai, 
  Jomica, Maribu Mecoco, Pismi, Ria, Somao
  Racial Traits
   
  The following are the default racial traits for 
  sunborn.
  Standard Racial Traits
  •	
  Ability Score Racial Traits: Sunborn are graceful 
  and resilient, but lack the patience for study and 
  learning. They gain +2 Dexterity, +2 Constitution, 
  and -2 Intelligence.
  •	
  Type: Sunborn are humanoids with the sunborn 
  subtype.
  •	
  Size: Sunborn are Medium creatures, and thus 
  receive no bonuses or penalties due to their size.
  •	
  Base Speed: Sunborn have a base speed of 30 feet.
  •	
  Languages: Sunborn begin play speaking Common 
  and Sylvan. Sunborn with high Intelligence scores 
  can choose from the following languages: Aklo, 
  Aquan, Auran, Draconic, Ignan, or Terran.
  Defensive Racial Traits
  •	
  Feytouched: A sunborn gains a +2 racial bonus on 
  saving throws made to resist the spells, spell-like 
  178
  
  abilities, and supernatural abilities of fey.
  •	
  Heat Adaption: Whenever a sunborn suffers fire 
  damage, she gains fire resistance 5 for 1 minute. 
  If she suffers any further fire damage while this 
  resistance is in effect, the resistance increases to 10, 
  and her natural armor bonus to AC increases by 2. 
  These benefits last until the sunborn has gone a full 
  minute without suffering fire damage. Fire damage 
  negated by the sunborn’s fire resistance does not 
  count as “taking fire damage” for the purposes of this 
  ability.
  Skill and Feat Racial Traits
  •	
  Athletic: Sunborn receive a +2 racial bonus on 
  Acrobatics, Climb, and Swim checks.
  •	
  Swift: A sunborn gains its choice of one of the 
  following feats as a bonus feat at first level: Dodge, 
  Fleet, Improved Initiative, or Run. She may only 
  select Dodge if she meets its prerequisites.
  Miscellaneous Racial Traits
  •	
  Internal Heat: A sunborn is immune to the normal 
  effects of extremely cold temperatures, as her body 
  creates enough internal heat to warm her even in 
  these conditions. This is very taxing, however, and 
  can actually be worse for the sunborn over long 
  periods of time. When exposed to environments 
  of between 40° Fahrenheit and 0° Fahrenheit, the 
  sunborn is fatigued for as long as she remains in an 
  environment of that temperature, and for 1 hour 
  thereafter, while one exposed to environments of 
  between -1° Fahrenheit and -20° Fahrenheit suffers 
  becomes exhausted, instead. A sunborn exposed to 
  environments of less than -20° Fahrenheit suffers 1d4 
  points of nonlethal damage per round. This damage 
  is caused by the sunborn’s body taxing itself to keep 
  warm, and not directly by the cold, so it is not cold 
  damage, and cold resistance or immunity does not 
  apply. Effects that would protect the sunborn from 
  the cold temperatures (including endure elements 
  and cold weather gear, if it would be sufficient in the 
  conditions the sunborn is exposed to, protect against 
  these effects.
   
  Finally, a sunborn’s unarmed strike deals 1 
  additional point of fire damage with each successful 
  hit.
  •	
  Sunbathing: If a sunborn spends a full hour in 
  direct sunlight, she gains a +1 morale bonus on attack 
  rolls, ability checks, skill checks, and saving throws. 
  This bonus lasts for as long as she remains in direct 
  sunlight, and 10 minutes thereafter. If a sunborn 
  goes a full 48 hours without any exposure to direct 
  sunlight, she suffers a -1 penalty to attack rolls, 
  ability checks, skill checks, and saving throws. This 
  penalty lasts for as long as the sunborn goes without 
  exposure to direct sunlight, but ends as soon as she 
  enters an area with direct sunlight.
  •	
  Wild Discipline: A sunborn ignores the monk 
  class’s restriction that only lawful characters may 
  take the class. Sunborn of any alignment can take 
  levels in monk.
  Favored Classes
   
  The following favored class options are available 
  to all sunborn who have the listed favored class, and unless 
  otherwise stated, the bonus applies each time you select the 
  favored class reward.
  Barbarian: Add +1 to the barbarian’s base speed. In combat 
  this otion has no effect unless the barbarian has selected it 
  five times (or another increment of five). This bonus stacks 
  with the barbarian’s fast movement class feature, and applies 
  under the same conditions as that feature.
  Monk: Add +1/4 point to the monk’s ki pool.
  Ranger: Add +1/4 dodge bonus to armor class as long as the 
  ranger is wearing light armor or no armor.
  Rogue: Add a +1/2 on Acrobatics checks and a +1/2 bonus on 
  Escape Artist checks.
  Sorcerer: Add a +1/5 bonus on Fortitude and Reflex saves.
  Racial Archetype
   
  The following archetype is available to sunborn 
  monks.
  Sunborn Flamefist (Monk)
   
  Many sunborn are drawn to the martial arts, and 
  view combat much the way that others might view sport or 
  exercise. Of these sunborn, a few are able to hone their inner 
  heat in such a way that it becomes a deadly weapon, and they 
  are known as flamefists. This archetype is only available to 
  sunborn characters.
   
  Flame Strike (Su): A sunborn flamefist is capable 
  of making her fists (as well as any other part of her body 
  that she uses as a weapon, such as her feet, elbows, knees, 
  and so on) erupt with heat from within her body. Whenever 
  she makes a melee attack with an unarmed strike or natural 
  weapon, she can choose to use this ability to cause the attack 
  to inflict an additional amount of fire damage equal to her 
  class level. She must declare that she is using this ability 
  before the attack roll is made. Activating this ability is not 
  an action, and is part of making the attack. The sunborn 
  flamefist can use this ability a number of times per day equal 
  to her monk level.
   
  This ability replaces the stunning fist class feature.
   
  Maneuver Specialist (Ex): Beginning at 3rd level, a 
  sunborn flamefist gains a +2 competence bonus to CMB. This 
  bonus increases to +4 at 13th level.
   
  This ability replaces the still mind class feature.
  179
  
  Xilth
   
  The xilth are strange artificial creatures, originally 
  created as foot soldiers for a cosmic warlord. Though 
  an engineered and cloned race, the xilth have grown 
  independent and powerful, overthrowing their creator and 
  establishing their own identity in the multiverse. Gifted 
  spellcasters and masters of mental power, the xilth now 
  command their own fate as they seek to explore the galaxy 
  and add new experiences to share with their divine collective. 
   
  Physical Description: All xilth are identical. They 
  stand exactly 5 feet tall and weigh 120 pounds. In shape they 
  are decidedly humanoid, though obviously alien in origin. 
  They have extremely thin limbs, about 3 inches in diameter, 
  which extend from a similar tube-like torso that is slightly 
  wider. Its limbs end in three digits which form a Y shape, 
  with two highly dexterous digits in front and one in back to 
  grip and stabilize. Xilth have spherical heads with no faces, 
  though each head features a long, membranous tendril 
  which serves as a combination sensory structure and mouth, 
  allowing the xilth to observe the world and consume food and 
  water. The body of a xilth is hairless, shiny, black and hard, 
  but extremely brittle. Xilth are filled with a purple fluid that 
  transports nutrients throughout its body. Xilth cannot speak, 
  except telepathically, though they can make rudimentary 
  sounds. Xilth see and hear normally through the use of their 
  sensory tendril. Xilth live for exactly 50 years after creation; 
  they reach maturity at 5 years, and never change age category. 
  When a xilth reaches 50 years of age, his organs all fail 
  simultaneously; however, his consciousness does not cease, 
  but becomes one with the Great Collective, allowing xilth to 
  effectively live on forever.
   
  Society: Xilth were created in ancient times to serve 
  as foot soldiers and shock troops in a cosmic war for conquest 
  long forgotten, except by the oldest and most powerful 
  living beings. The creator of the xilth was an evil storm giant 
  sorcerer called Garnok, who ruled an interplanetary empire. 
  He used a combination of magic and machine to engineer 
  and then clone the xilth, and they were originally wholly 
  enslaved to their master, who could at any time cause their 
  bodies to fail. However, Garnok desired an army of powerful 
  spellcasters, and accelerated the development of mental 
  and magical powers in his clone army, which proved to be 
  his undoing. Eventually, the xilth discovered a method to 
  free their minds from their bodies and exist in an unstable 
  state of pure thought. These unstable thought coalesced into 
  the deific being now known as the Great Collective, which 
  led the xilth in a rebellion that destroyed both Garnok and 
  his enemies, allowing the xilth to fully command their own 
  destinies.
   
  The xilth now control their own creation and 
  activities, and have a thriving culture located on a demi-plane 
  originally created by Garnok. The xilth’s command of both 
  advanced magic and advanced technologies has made them 
  a force to be reckoned with. When his body dies, each xilth 
  now becomes one with the Great Collective, the undisputed 
  god leader of the xilth people, adding to its knowledge and 
  power. That it might eventually become powerful enough to 
  take over the entire multiverse is whispered and dreaded by 
  those few in the know. The xilth have a very progressive and 
  tolerant culture and seek to explore and find new information 
  to contribute to the collective when their body dies. The 
  Great Collective is the absolute ruler of xilth and serves as a 
  combination church and government. 
   
  Because the xilth care little for conquest, they have 
  no armies, but would all leap to the defense of their fellow 
  xilth or to stop a tyrant. Xilth prefer to stay isolated and away 
  from the rest of the universe as a society, though individuals 
  will often leave home in the hopes of bringing something 
  valuable to the Great Collective. Xilth thus end up on many 
  worlds, though often in very small numbers. Wherever they 
  go, they spread advanced and progressive concepts about 
  individuality and the philosophy of self. 
   
  Relations: Most civilized races initially react to the 
  xilth with fear, suspicion, and violence, often killing them 
  before taking the chance to learn from the xilth. As a result, 
  many xilth find it best to acquire allies as soon as possible 
  so that swords are stayed long enough to find the xilth as 
  a friendly, highly independent, if insatiably curious and 
  somewhat alien, creature.
   
  Alignment and Religion: Xilth can be of any 
  alignment, though few are lawful evil, finding tyranny and 
  oppression to be distasteful. Xilth are extremely devoted 
  to the Great Collective, a deific being comprised of the 
  thoughts, memories, and mental energy of all the xilth that 
  have ever died. Despite this, it is also an independent entity 
  with its own conscience. It is capable of manifesting physical 
  form, either as a single being or as many smaller beings, and 
  can reach the hearts and minds of any of the xilth. While 
  technically neutral, the Great Collective is a highly biased 
  and free-thinking creature who will stop at nothing to see its 
  people free and safe. 
   
  Despite being religious zealots and devotees of 
  their own one true god, xilth are very tolerant of other 
  religions and are cautiously curious about gods beyond their 
  own. Occasionally, deities that oppose the xilth ideals are 
  considered enemies by the xilth and combated by them. The 
  relationship between the Great Collective and the rest of 
  divinity is unknown.
   
  Adventurers: Xilth occasionally take up adventuring 
  as a way to set things right in the multiverse or to avenge 
  some attack on the xilth. More often, though, xilth will leap 
  to the adventurer’s life in order to learn more about the 
  worlds beyond their home. Nearly all xilth adventurers are 
  spellcasters of some kind, with wizards and clerics being 
  most common. The Great Collective has access to the artifice, 
  knowledge, liberation and magic domains. 
   
  Names: Xilth have only recently come to accept that 
  names are a part of an identity. Though all xilth are identical 
  and lack the ability to reproduce, they have a strong sense of 
  180
  
  gender identity.
   
  Male Name: Chotir, Elor, Nyrmo, Vassixs, Xirmid, 
  Xirtro, Xortir, Ythrox, Zanito.
   
  Female Names: Amuo, Hesnet, Tonx, Vithria, 
  Xinithia, Xira, Xurth, Zain.
   
  Gender-neutral Names: Chess, Clor, Ghar, Hath.
   
   
  Other xilth choose nicknames or are assigned them 
  by friends.
  Racial Traits
   
  The following are the default racial traits for xilth.
  Standard Racial Traits
  •	
  Ability Score Racial Traits: Xilth are physically 
  weak but mentally adaptable and receive a +2 
  bonus to their Dexterity score and to their choice of 
  Intelligence, Wisdom, or Charisma, while suffering a 
  -2 penalty to Constitution. 
  •	
  Size: Xilth are Medium creatures and thus receive no 
  bonuses or penalties due to their size.
  •	
  Type: Xilth are humanoids with the xilth subtype.
  •	
  Base Speed: Xilth have a base speed of 30 feet.
  •	
  Languages: Xilth begin play speaking Common and 
  Xilth. Xilth with high Intelligence scores can choose 
  any languages they want (except secret languages, 
  such as Druidic).  
  Magical Racial Traits
  •	
  Artificial Body (Ex): Xilth are created entirely 
  artificially and have no truly natural body; thus, 
  while they have organs and a Constitution score, 
  they are not subject to aging and cannot be magically 
  aged. Age penalties are never applied, and xilth also 
  never accrue bonuses due to their age. Because of 
  the xilth’s artificially created body, they are ill-suited 
  to fighting infections and suffer a - 
  2 penalty 
  on all Fortitude saving throws made to resist diseases 
  and poisons.
  •	
  Limited Telepathy: Xilth do not have traditional 
  mouths, though they must still use verbal 
  components when spellcasting, if appropriate. 
  Instead, xilth can communicate telepathically with 
  any creature within 100 feet that speaks a language it 
  knows. 
  •	
  The Gift: All xilth are gifted spellcasters. At 
  character creation, a xilth selects a single class with 
  the spellcasting class feature. His caster level is 
  treated as though it were 1 higher than it actually is 
  when casting spells using that class. 
  Favored Classes
   
  The following favored class options are available 
  to all xilth who have the listed favored class, and unless 
  otherwise stated, the bonus applies each time you select the 
  favored class reward.
  Bard: Add 1 to the bard’s total number of bardic performance 
  rounds per day.
  Cleric: Add +1/4 to concentration checks and caster level 
  checks.
  Druid: Add +1/4 to concentration checks and caster level 
  checks.
  Oracle: Add +1/4 to concentration checks and caster level 
  checks.
  Summoner: Add +1/5 to the number of times per day the 
  summoner can use his summon monster I class feature.
  Wizard: Add +1/4 to concentration checks and caster level 
  checks.
  Racial Archetype
   
  The following archetype is available to xilth wizards.
  Xilth Mental Mage (Wizard)
   
  Xilth mental mages are xilth who have learned to 
  use their potent mental powers in order to influence the 
  targets of their spells, making it much harder to resist their 
  magic. Because of the subtle nature of their telepathic power, 
  they are only able to enhance spells of certain kind, learning 
  to apply their powers to more advanced types of spells as 
  they gain in power. This archetype is only available to xilth 
  characters.
   
  Mental Spells (Ex): Whenever the xilth mental 
  mage casts a spell with the fear descriptor that targets a 
  character within range of his telepathy, the saving throw DC 
  of that spell is increased by 1. At 6th level, this ability also 
  applies to spells with the emotion descriptor. At 14th level, 
  this ability apples to all forms of mind-affecting spells.
   
  This ability replaces the arcane bond class feature.
   
  Transmuted Body (Ex): Because a xilth’s body is 
  artificial, the xilth mental mage is able to shore it up and 
  support it with magic. At 1st level, a xilth mental mage’s 
  natural armor bonus to AC increases by +1. At 5th level, and 
  every 5 levels thereafter, this bonus increases by an additional 
  +1 (to a maximum of +5 at 20th level). This bonus does not 
  stack with other sources of natural armor.
   
  This ability replaces the Scribe Scroll feat gained at 
  1st level, and the bonus feats gained at 5th, 10th, 15th, and 20th 
  level.
  181
  
  Appendix 1: Weather Rules
   
  Several of the spells in this book require a new type 
  of component, referred to as a temperature component (this 
  is denoted by a “Te” in the components section). Such spells 
  can only be cast if the temperature in the area in which they 
  are cast meets certain requirements. Additionally, several of 
  the spells in this article reference temperature in their effect.
   
  Temperature in the Pathfinder Roleplaying Game 
  sometimes has very specific effects, but is handled in separate 
  sections (“standard” temperatures are covered under weather, 
  and are in poorly-defined and overlapping categories, while 
  “extreme” temperatures are covered under environmental 
  rules, and are somewhat better defined). The following 
  section combines these rules into a single and easy to use 
  scale, and makes a couple of minor adjustments to the 
  thresholds of certain temperature categories in order to make 
  these two groups of temperatures compatible.
   
  Damage from Extreme Temperatures: Extreme 
  heat and cold deal nonlethal damage to the victim. A 
  character cannot recover from the damage dealt by a 
  hot or cold environment until she is removed from that 
  environment and returns to a normal temperature. Once a 
  character has taken an amount of nonlethal damage equal 
  to her total hit points, any further damage from a hot or cold 
  environment is lethal damage. 
  Temperature Categories
   
  Temperature can be divided into several categories, 
  based on the amount of heat involved. These categories 
  range from extreme cold to extreme heat. The following table 
  summarizes the various temperature categories.
  Temperature Category
  Temperature*
  Extreme Cold
  -21° or lower
  Severe Cold
  -20° to -1°
  Cold 
  0° to 40°
  Moderate
  41° to 60°
  Warm 
  61° to 85°
  Hot
  86° to 110°
  Severe Heat 
  111° to 140°
  Extreme Heat 
  141° or higher
  Table A1-1: Temperature Categories
   
  Extreme Cold (-21° or below): Extreme cold deals 
  1d6 points of lethal damage per minute (no save). In addition, 
  a character must make a Fortitude save (DC 15, +1 per 
  previous check) or take 1d4 points of nonlethal damage.
   
  Severe Cold (-1° to -20°): In conditions of severe 
  cold, an unprotected character must make a Fortitude 
  save once every 10 minutes (DC 15, +1 per previous check), 
  taking 1d6 points of nonlethal damage on each failed save. A 
  character who has the Survival skill may receive a bonus on 
  this saving throw and might be able to apply this bonus to 
  other characters as well. Characters wearing a cold weather 
  outfit only need check once per hour for cold and exposure 
  damage. In conditions of severe cold or colder, a character 
  who takes any nonlethal damage from cold or exposure is 
  beset by frostbite or hypothermia (treat her as fatigued). 
  These penalties end when the character recovers the 
  nonlethal damage she took from the cold and exposure.
   
  Cold (0° to 40°): An unprotected character in cold 
  weather must make a Fortitude save each hour (DC 15, +1 per 
  previous check) or take 1d6 points of nonlethal damage. A 
  character who has the Survival skill may receive a bonus on 
  this saving throw and might be able to apply this bonus to 
  other characters as well (see the skill description).
   
  Moderate (41° to 60°): While uncomfortable for 
  many humanoids, there are no adverse effects caused by 
  exposure to this temperature. Snow and ice exposed to 
  moderate or warmer temperatures begin to melt.
   
  Warm (61° to 85°): There are no adverse effects 
  caused by exposure to this temperature.
   
  Hot (86° to 110°): A character in hot conditions 
  must make a Fortitude saving throw each hour (DC 15, +1 for 
  each previous check) or take 1d4 points of nonlethal damage. 
  Characters wearing heavy clothing or armor of any sort take 
  a –4 penalty on their saves. A character with the Survival skill 
  may receive a bonus on this saving throw and might be able 
  to apply this bonus to other characters as well (see the skill 
  description). Characters reduced to unconsciousness begin 
  taking lethal damage (1d4 points per hour).
   
  Severe Heat (111° to 140°): In severe heat, a character 
  must make a Fortitude save once every 10 minutes (DC 15, 
  +1 for each previous check) or take 1d4 points of nonlethal 
  damage. Characters wearing heavy clothing or armor of 
  any sort take a –4 penalty on their saves. A character with 
  the Survival skill may receive a bonus on this saving throw 
  and might be able to apply this bonus to other characters 
  as well (see the Survival skill in Using Skills). Characters 
  reduced to unconsciousness begin taking lethal damage (1d4 
  points per each 10-minute period). In severe heat or hotter 
  conditions, a character who takes any nonlethal damage from 
  heat exposure suffers from heatstroke and is fatigued. These 
  penalties end when the character recovers from the nonlethal 
  damage she took from the heat.
   
  Extreme Heat (141° or above): Extreme heat deals 
  lethal damage. Breathing air in these temperatures deals 1d6 
  points of fire damage per minute (no save). In addition, a 
  character must make a Fortitude save every 5 minutes (DC 
  15, +1 per previous check) or take 1d4 points of nonlethal 
  damage. Those wearing heavy clothing or any sort of armor 
  take a –4 penalty on their saves.
  182
  
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  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.  
   
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte 
  Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, 
  Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica 
  Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill 
  Webb; Based on original content from TSR. 
  A Necromancer’s Grimoire: The Book of Purifying Flames Copyright 2010 Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Marchen der Daemonwulf Copyright 2011 Necromancers of the Northwest, LLC; 
  Authors: Alex Riggs, Joshua Zaback, Justin Holloway 
  The Ebon Vault: Secrets of the Staff Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback, Justin Holloway 
  Ancient Warriors: Way of the Ninja Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback, Justin Holloway 
  Necromancers of the Northwest Presents: The Blackshire Mercenary Company Copyright 2011 Necromancers 
  of the Norhtwest, LLC; Authors Alex Riggs, Joshua Zaback, Justin Holloway 
  The Ebon Vault: Orbs of Power Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: The Book of Faith Copyright 2011 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs, Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Spirit Warriors Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback, Justin Holloway 
  Ancient Warriors: Sons of Sparta Copyright 2011 Necromancers of the Northwest, LLC; Authors: Joshua Zaback, 
  Alex Riggs, Justin Holloway 
  A Necromancer’s Grimoire: The Fabricant Copyright 2011 Necromancers of the Northwest, LLC; Authors: Justin 
  Holloway, Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: The Art of Traps Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex 
  Riggs, Joshua Zaback, Justin Holloway, Rosa Gibbons 
  The Ebon Vault: Swords of Legend Copyright 2011 Necromancers of the Northwest, LLC; Authors: Alex Riggs, 
  Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Secrets of the Witch Copyright 2011 Necromancers of the Northwest, LLC; Authors: 
  Alex Riggs, Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Faces of the Rakshasa Copyright 2011 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback, Justin Holloway, Rosa Gibbons 
  GM’s Gallery: Useful and Interesting NPCs Copyright 2011 Necromancers of the Northwest, LLC; Authors Joshua 
  Zaback, Justin Holloway 
  The Ebon Vault: Adamant Armors Copyright 2011 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Paths of the Druid Copyright 2011 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs, Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Marchen der Daemonwulf II Copyright 2011 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback, Justin Holloway 
  Advanced Arcana Volume II Copyright 2011 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
  A Necromancer’s Grimoire: Steeds and Stallions Copyright 2011 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs, Joshua Zaback, Justin Holloway 
  A Necromancer’s Grimoire: Spirit Warriors II Copyright 2012 Necromancers of the Northwest, LLC; Authors: 
  Justin Holloway, Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Mysteries of the Oracle Copyright 2012 Necromancers of the Northwest, LLC; 
  Authors Joshua Zaback, Justin Holloway, Alex Riggs 
  A Necromancer’s Grimoire: The Wonders of Alchemy Copyright 2012 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Masters of the Gun Copyright 2012 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs 
  The Ebon Vault: Power of the Ring Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback 
  Necromancers of the Northwest Presents: Knights of the Crucible Copyright 2012 Necromancers of the 
  Northwest, LLC; Authors Alex Riggs 
  Character Guide: The Gentleman Thief Copyright 2012 Necromancers of the Northwest, LLC; Authors Joshua 
  Zaback, Alex Riggs, David Mesick 
  A Necromancer’s Grimoire: The Secret of Herbs Copyright 2012 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Bows of War Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs, Joshua Zaback 
  Advanced Arcana Volume III Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
  Ancient Warriors: The Vikings Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
  A Necromancer’s Almanac: 2012 Copyright 2012 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback 
  A Necromancer’s Grimoire: The Book of Martial Action Copyright 2012 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback, Joel Migas 
  The Ebon Vault: Unstoppable Hammers Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Sorcerous Lineages Copyright 2013 Necromancers of the Northwest, LLC; Authors 
  Joel Migas, Marie Barnes, Alex Riggs 
  Character Guide: The Wise Sage Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback 
  A Necromancer’s Grimoire: Bounty of the Ranger Copyright 2013 Necromancers of the Northwest, LLC; Authors 
  Joshua Zaback, Alex Riggs 
  The Deluxe Guide to Fiend Summoning and Faustian Bargains Copyright 2013 Necromancers of the Northwest, 
  LLC; Authors Alex Riggs, Joshua Zaback 
  The Ebon Vault: Fantastic Footgear Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback 
  Otherworldly Invocations Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, David 
  Mesick, Joshua Zaback 
  Advanced Arcana Volume IV Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
  Insidious Intentions:  The Book of Villainy Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex 
  Riggs, Joshua Zaback 
  A Necromancer’s Almanac: 2013 Copyright 2013 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback, Marie Barnes, Joel Migas 
  The Book of Forbidden Magic Copyright 2014 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
  A Necromancer’s Grimoire: The Book of Martial Action II Copyright 2014 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback 
  A Necromancer’s Grimoire: Herbs of the Jungle Copyright 2014 Necromancers of the Northwest, LLC; Authors 
  Alex Riggs, Joshua Zaback 
  Scions of the Vampire: Blood, Shadow, and Smoke Copyright 2014 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback 
  The Ebon Vault: Impenetrable Shields Copyright 2014 Necromancers of the Northwest, LLC; Authors Alex Riggs, 
  Joshua Zaback 
  Scourge: The Deluxe Guide to Disease and Poison Copyright 2014 Necromancers of the Northwest, LLC; 
  Authors Alex Riggs, Joshua Zaback 
  Advanced Arcana Volume V Copyright 2014 Necromancers of the Northwest, LLC; Authors Alex Riggs, Joshua 
  Zaback 
   
  END OF LICENSE 
  
  THe Necromances Have Done It Again!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Necromancers of the Northwest/A Necromancer's Almanac 2014.pdf