TEXT: Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents
  Rite Publishing Presents    
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  By 
  By 
  By 
  By Matt Banach and 
  Matt Banach and 
  Matt Banach and 
  Matt Banach and Justin Sluder
  Justin Sluder
  Justin Sluder
  Justin Sluder    
  
   
  Rite Publishing Presents: 
   
  Faces of the Tarnished Souk:  
  Xoti, the Usurper
  Xoti, the Usurper
  Xoti, the Usurper
  Xoti, the Usurper    
      
  Master Merchants
  Master Merchants
  Master Merchants
  Master Merchants (Designers): Matt Banach and Justin Sluder 
  Guild Masters
  Guild Masters
  Guild Masters
  Guild Masters (Editors): Matt Banach and Steven D. Russell 
  Master Ill
  Master Ill
  Master Ill
  Master Illuminator
  uminator
  uminator
  uminator (Cover Artist): Skortched Urf' Studios 
  Sketchbook: Fantasy Figures #1 
  Apprentice Illuminators
  Apprentice Illuminators
  Apprentice Illuminators
  Apprentice Illuminators (Interior Artwork):  
  Skortched Urf' Studios Sketchbook: Fantasy Figures #1  
  and Public Domain  
  Lowly Apprentice
  Lowly Apprentice
  Lowly Apprentice
  Lowly Apprentice (Development, Layout, and Publisher): 
  Steven D. Russell 
   
  Dedication: 
  To Clinton Boomer and Jonathan McAnulty 
  —For bringing us the Coliseum Morpheuon. 
   
   
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product. 
   
  Faces of the Tarnished Souk: Xoti, the Usurper © 2012 Steven D. Russell, Open Gaming License Copyright © 2007 Wizards of the 
  Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and 
  the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the Pathfinder 
  Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the 
  compatibility license.     
  
  1 
  Xoti, the Usurper
  Xoti, the Usurper
  Xoti, the Usurper
  Xoti, the Usurper    
   
  Xoti is a celebrated playboy of the Tarnished Souk, 
  famous for throwing his ample gold and personality 
  around the bazaar of the bizarre while he jubilantly 
  makes the most of his exile from a repressed and distant 
  homeland. Powerful and impressive, Xoti's thick brow 
  and hulking musculature show his primal physique 
  while his glowing eyes and the booming thunder of his 
  laughter give him a unmistakably deific aspect. The 
  gregarious godling is a being of many perfections - a 
  peak physical specimen, a masterful warrior, and an 
  insightful seer; these qualities, coupled with his multiple 
  mystical protections, lend creedence to the belief that he 
  is (or will soon become) a walking god. Xoti's lust for life 
  and his unquenchable thirst for novel experiences are 
  not mere gluttony; he burns with a desire to return from 
  exile bearing the wisdom and wonders of the wider 
  world and unseat the oppressive goddess who has kept 
  his people - the proud, primitive mahrog - languishing 
  in the past. Aggressively eager to share drinks, tales, and 
  entertainment with new companions, Xoti is legendary 
  for his high-powered carousing but notorious for the 
  dangerous extremes of indulgence and expense he 
  pushes on those mere mortals who find themselves in 
  his epic company. This apex social life regularly puts 
  Xoti shoulder to shoulder with the august benefactors of 
  the Coliseum Morpheuon, providing him with peerless 
  access to their private dealings as well a standing 
  invitation almost any gathering, event, or party. About 
  as subtle as an erupting volcano, Xoti constantly draws a 
  crowd of hangers-on made up of equal parts loyal 
  followers and opportunistic revelers basking in the glow 
  of his angelic wings. Few realize that Xoti is shrewdly 
  recruiting from the throng around him, steadily 
  assembling a devoted army which he will soon use to 
  usurp an angry goddess and liberate his people. 
   
  Dreamburning and Xoti
  Dreamburning and Xoti
  Dreamburning and Xoti
  Dreamburning and Xoti    
  Hope (degraded): Xoti yearns. He failed once to liberate 
  his people, and his defeat and exile left his dream of 
  glory deeply scarred. But deep down, he hopes to return 
  to his homeland with a fire that enlightens the minds of 
  his brethren like a rising sun.  
  Aspiration: Xoti is bored. To him, the “real” world seems 
  dull and grey, while his heart aspires to dwell in a reality 
  of vibrant possibility and limitless power.   
  Goal: Xoti is lonely. He dreams of the faces of his family 
  and village, wishing that those around him were his true 
  people and yet knowing they are not. 
   
  In the Tarnished Souk
  In the Tarnished Souk
  In the Tarnished Souk
  In the Tarnished Souk    
  Xoti rents out entire taverns for himself and his 
  entourage – wherever he dwells in the Tarnished Souk 
  becomes a raging revel of exuberance bordering on 
  madness and depravity. Recently in a reckless mood, he 
  has bought out (and is 'slumming it' in) the infamous 
  Rotgut Cauldron, much to the displeasure of its usual 
  fiendish patrons who resent the intrusion. 
   
  Lore
  Lore
  Lore
  Lore    
  Characters may learn the following information via 
  Diplomacy (Gather Information) or Knowledge (Local) 
  skill checks: 
  DC 15 – Xoti is a mahrog – a primitive humanoid race – 
  but his blood carries the power of the gods. 
  DC 20 – He is a mighty godling, both cunning and 
  fascinating. Other say, “He enters a room like a sudden 
  storm, at once terrifying and beautiful.”  
  DC 25 – He is strong, incredibly perceptive, and wields 
  powers of fire and earth. He resists divine spells and is 
  unmatched with a morning star.  
  DC 35 – He is prideful and aspires to greatness; shame 
  wounds him deeper than any arrow. He is also a terrible 
  gossip, and resents holding his tongue. 
  DC 45 – Xoti appears angelic, but is no angel. He 
  regularly purchases enslaved gladiators to serve in his 
  growing secret army, and his full wrath can be cruel. 
   
   
  How To Use Xoti, the Usurper
  How To Use Xoti, the Usurper
  How To Use Xoti, the Usurper
  How To Use Xoti, the Usurper    
  •
  Xoti makes a fine benefactor, capable of buying the 
  PCs from slavery or out from under a dire debt. He 
  is enthusiastic but demands greatness, and may 
  decide that the PCs must help him reclaim his 
  homeland before he releases them. 
  •
  Though Xoti is outwardly a beacon of mirth and 
  frivolity, none should forget he may one day 
  become a god of earth, fire, and war. Should anyone 
  stand in the way of his grand destiny, he exhibits 
  the fury of a dark and terrible god. 
  •
  Xoti meets the PCs at a party. The gregarious 
  godling 
  buys 
  strongs 
  drinks, 
  offers 
  bold 
  encouragement, and goads them into a boasting 
  contest. Soon he goes further, recklessly enflaming 
  the PCs' reputation by taunting their rivals and 
  making outrageous boasts of their abilities. Xoti 
  refuses to retract anything he says, leaving the PCs 
  to deal with the trouble. 
  •
  Xoti maintains his wealth by gambling in the 
  Coliseum; he enjoys the freakish good luck of the 
  gods. When he bets against the PCs – and loses – he 
  rages, accusing them of cheating and worse. 
  •
  If 
  playing 
  “The 
  Pasha's 
  Riches” 
  (Coliseum 
  Morpheuon, Chapter 10): The Pasha of Swirling 
  Ashes is throwing an exclusive party – a perfect 
  opportunity for the PCs to search for his treasure. 
  Xoti could bring them as guests, but only if they 
  prove themselves worthy of partying with him, 
  requiring truly superhuman feats of endurance. 
  •
  Xoti and his entourage have taken over the Rotgut 
  Cauldron, displacing its usual fiendish clientele. A 
  devil pleads with the PCs to coax Xoti to move on 
  through any means necessary. 
  •
  Morose and brooding, Xoti experiences a crisis of 
  faith: is his quest to bring the enlightenment of 
  civilization to his sheltered people really in their 
  best interest? Would he truly be a better god to 
  them than the one they have, or will his pride be the 
  doom of them all? Dare the PCs counsel him? 
   
  
  2 
  Xoti, The Usurper
  Xoti, The Usurper
  Xoti, The Usurper
  Xoti, The Usurper    CR 19
  CR 19
  CR 19
  CR 19    
  XP 204,800 
  Male cunning fascinating mahrog mighty godling 18 
  N Medium humanoid (human, mahrog) 
  Init +11; Senses darkvision 60 ft., blindsense 90 ft., 
  blindsight 30 ft., rockseer (18 rounds/day), see in 
  darkness 30 ft., tremorsense 30 ft., x-ray vision (18 
  rounds/day); Perception +24 
   
  Defense
  Defense
  Defense
  Defense    
  AC 37, touch 23, flat-footed 37 (+14 armor, +5 
  deflection, +3 Dex, +5 insight) 
  hp 194 (18d12+72) 
  Fort +23, Ref +23, Will +18 
  Defensive 
  Abilities 
  battle 
  lord 
  III, 
  earthly 
  perseverance (5/day), guarded, heavenly perseverance 
  (5 rounds), uncanny dodge 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 40 ft., burrow 30 ft., fly 30 ft. (good); earth glide 
  (18 min./day) 
  Melee morningstar of retribution +31/+26/+21/+16 
  (1d8+14/19-20) or divine weapon +25/+20/+15/+10 
  (4d6+10) 
  Ranged divine weapon +21/+16/+11/+6 (3d6+7) 
  Special Attack channel positive energy 4/day (9d6, DC 
  26), fascinating gaze (30 ft., DC 23), heavenly fire 
  10/day (1d4+9), might of the gods +18 (18 rounds/day), 
  retribution 10/day, tremor (10/day, 30 ft., trip +25) 
  Domain Spell-Like Abilities (CL 18th; concentration 
  +22) 
  7/day—inspiring word (9 rounds), strength surge +9 
  Spell-Like Ability (CL 18th; concentration +22) 
  1/day—foresight 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Xoti invigorates himself with a 
  strength surge and rallies his allies with inspiring word. 
  During Combat Xoti charges into combat, bellowing 
  challenges to the leader of his opponents. He will 
  attempt once to disarm his foe, then proceeding to make 
  full attacks with his morningstar of retribution, pausing 
  only to heal himself or his allies. Versus particularly vile 
  foes, or creatures he believes are tainted or beneath him, 
  he is content to stay back and rain down punishment 
  with his powerful longbow or heavenly fire. 
  Morale If reduced to 30 hit points or fewer, Xoti yields, 
  admitting he is bested and thanking his opponent for a 
  worthy contest. 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 24, Dex 16, Con 18, Int 20, Wis 14, Cha 22 
  Base Atk +18; CMB +25 (+27 disarm); CMD 48 (52 
  vs. sunder, 54 vs. disarm) 
  Feats Additional Traits*, Alertness, Combat Expertise, 
  Emergent 
  Divinity 
  (5), 
  Greater 
  Weapon 
  Focus 
  (morningstar)B, 
  Improved 
  Critical 
  (Morningstar)B, 
  Improved DisarmB Improved InitiativeB, Improved  
   
   
  Unarmed StrikeB
   
  , Improvised Weapon MasteryB
   
  , 
  LeadershipB
   
  , Persuasive, Weapon Focus (morningstar)B
    
  Skills Acrobatics +24 (+33 jumping), Climb +23, 
  Diplomacy +25, Disguise +34, Fly +27, Intimidate +29, 
  Knowledge (local) +26, Knowledge (nature, planes, 
  religion) +13, Perception +24, Sense Motive +24, Stealth 
  +31, Survival +15, Swim +23, Use Magic Device +28 
  Languages Abyssal, Celestial, Common, Dwarven, Elven, 
  Goblin, Infernal, Mahrog, Orc 
  SQ 
  force 
  of 
  brawn, 
  lineage domains 
  (nobility, 
  preservation, strength), paramortal IV, physical avatar, 
  preternatural 
  senses 
  IV, 
  scholar 
  II, 
  seer 
  II, 
  stonecunning, unbreakable grip 
  Combat Gear elixir of healing (4); Gear angel plate, 
  gauntlet 
  of 
  holy 
  smiting 
  (2), 
  morningstar 
  of 
  retribution, belt of physical perfection +4, boots of 
  striding and springing, headband of mental superiority 
  +4 (Disguise, Knowledge [local]), ring of chameleon 
  power, ring of protection +5, robe of action 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Battle Lord III Xoti has a +4 bonus to his CMD 
  against disarm and sunder combat maneuvers, is 
  proficient with all weapons, armor, and shields, 
  including those he has never seen or trained with. 
  Divine Portfolio Should Xoti ever become a full-
  fledged deity, he will certainly be a lord of earth, fire, 
  and war. He possesses the weapon mastery revelation 
  with morningstars from the battle oracle mystery, the 
  molten skin revelation of the flame oracle mystery, and 
  the earth glide revelation of the stone oracle mystery. 
  These revelations grant him fire immunity, the ability to 
  burrow at his land speed, and the following bonus feats: 
  Greater Weapon Focus (morningstar), Improved Critical 
  (morningstar), and Weapon Focus (morningstar) as 
  bonus feats.  
  
  3 
  Divine Weapon (Su) As a free action, Xoti can create 
  a weapon composed entirely of sonic energy. It appears 
  as any type of weapon he desires. When used, it deals 
  4d6 base damage as a two-handed weapon, 3d6 base 
  damage as a one-handed, or ranged weapons, and 2d6 
  base damage as a light weapon. This weapon is 
  dismissed as a swift action, or at the end of Xoti's turn if 
  he isn't holding it. 
  Force of Brawn (Su) Due to his deific heritage, Xoti 
  can accomplish many things through brute strength that 
  others find easier by other means. He uses his Strength 
  modifier instead of Constitution, Dexterity, or Wisdom 
  for saving throws, and Acrobatics, Intimidate, and 
  Stealth skills checks. 
  Guarded (Su) Xoti has SR 28 against spells from 
  divine spellcasting classes, spells and spell-like abilities 
  from creatures that cast as equivalent to a divine 
  spellcasting class, and spells and spell-like abilities from 
  any sort of outsider. 
  Lineage Domains A result of his divine bloodline, 
  Xoti 
  has 
  the 
  granted powers 
  of 
  the 
  Nobility, 
  Preservation, and Strength domains as a 12th-level 
  cleric. Domain powers are Constitution-based. 
  Mystic Inheritance Xoti actively draws strength from 
  the heavenly planes, and the deepest regions of the 
  earth, gaining the bloodline arcana, and the heavenly 
  fire ability of the celestial sorcerer bloodline, as well as 
  the bloodline arcana, and both the tremor and rockseer 
  abilities of the deep earth sorcerer bloodline. 
  Paramortal IV Xoti does not need to eat, drink, or 
  sleep, though he can. He suffers no penalties for lack of 
  food or water, and does not suffer starvation or thirst. 
  He is never blinded, confused, deafened, fatigued, or 
  exhausted. This ability also granted him darkvision with 
  the range of 60 ft. He does not age, and is immune to 
  magical aging. 
  Physical Avatar (Ex) Xoti possesses a +9 bonus to all 
  his Strength-based, Dexterity-based, and Constitution-
  based ability and skill checks. 
  Preternatural Senses IV Xoti possesses an inherent 
  awareness granting him perceptive capabilities beyond 
  those of others of his kind. This awareness grants him 
  blindsense to a range of 90 ft., blindsight 30 ft., his 
  darkvision gives him full-color vision, and he possesses 
  the see in darkness ability to a range of 30 ft. Whenever 
  he makes an attack against a foe within 30 ft., he 
  reduces the miss chance by 20%, and can reroll his miss 
  chance roll once when he misses a foe with concealment. 
  Retribution (Su) When hit by a melee attack, Xoti 
  may make a melee attack at his full attack bonus against 
  the attacker. This counts as his attack of opportunity for 
  the round, and he cannot use this if he's prevented from 
  making attacks of opportunity. 
  Scholar II Xoti has Linguistics and all Knowledge skills 
  as class skills, as well as Abyssal, Celestial, and Infernal 
  as bonus languages. Should he fail a Knowledge check, 
  he may try again after 24 hours. 
  Seer II As a standard action, Xoti can attempt to gather 
  information about a given topic. To do this, he makes a 
  special check with a +34 bonus. He can only make a 
  single check for a given topic, and cannot make a new 
  check until he's gained another level. Additionally, when 
  not distracted (under conditions calm enough he could 
  take 10 on skills), Xoti may examine a spoken statement 
  made by another creature. He makes a Sense Motive 
  check opposed by the speaker's Bluff check. If 
  successful, Xoti can determine if the speaker is 
  intentionally lying, concealing the truth, making a 
  partially true statement, or omitting important details 
  that change the context of the statement examined, 
  though he doesn't know which of these methods are 
  being used. He can use this ability 10 times per day. 
  Traits Xoti burns with the desire to return to his village 
  and show them there are better ways to live. He 
  possesses the Charming, Dangerously Curious, Dream-
  Scarred, and Past Failures traits. 
  Unbreakable Grip (Ex) As hard as stone, Xoti's 
  hands are unyielding. He gains +18 bonus to his CMD 
  against disarm attacks, and he does not suffer a -4 
  penalty to grapple checks as long as he has one hand 
  free (though he must have at least one hand free to 
  initiate or maintain a grapple). He also receive this 
  bonus to CMB checks made to establish or maintain a 
  grapple, as long as he does not deal damage, pin, or tie 
  up his foe. (While using this bonus on a grapple check, 
  Xoti can only grapple and move a foe.) 
   
  Variants 
  Variants 
  Variants 
  Variants     
  Listed below are the changes to Xoti if you use one of the 
  three following templates, two of which can be found 
  below and in 101 Not So Simple Templates from Rite 
  Publishing. 
  Resilient: CR 21; XP 409,600; hp 284 (18d12+162); 
  Fort +32, Ref +32, Will +27; DR 15/—; Resist acid 
  20, cold 20, electricity 20, fire 20, sonic 20; Con 28. 
   
  War: CR 21; XP 409,600; Init +13; AC 39, touch 25, 
  flat-footed 39 (+5 Dex); hp 230 (18d12+108); Fort +25, 
  Ref 
  +25; 
  Melee 
  morningstar 
  of 
  retribution 
  +33/+28/+23/+18 (1d8+ plus 4d6 acid) or divine 
  weapon +27/+22/+17/+12 (4d6+13 plus 4d6 acid); 
  Ranged divine weapon +23/+18/+13/+8 (3d6+9 plus 
  4d6 acid); Special Attacks channel positive energy 
  (5/day, DC 28); Domain Spell-Like Abilities (CL 
  18th; concentration +24): 9/day—inspiring word (9 
  rounds), strength surge +9; Str 28, Dex 20, Con 22; 
  CMB +27 (+29 disarm); CMD 54 (56 vs. sunder; 58 vs. 
  disarm); Skills Acrobatics +26 (+35 jumping), Climb 
  +25, Stealth +33, Swim +25. 
   
  Fortune-Blessed: CR 20; XP 307,200; NG Medium 
  humanoid 
  (chaotic, 
  human, 
  mahrog); 
  Senses 
  Perception +26; AC 39, touch 25, flat-footed 39 (+2 
  luck); Fort +25, Ref +25, Will +20; Defensive 
  Abilities favored, turn of fate; Melee morningstar of 
  retribution +32/+27/+22/+17 (19-20) or divine weapon 
  +26/+21/+16/+11 (19-20); Ranged divine weapon 
  +22/+17/+12/+7 (19-20); CMB +27 (+29 disarm); 
  CMD 50 (54 vs. sunder, 56 vs. disarm); Skills 
  Acrobatics +26 (+35 jumping), Climb +25, Diplomacy 
  +27, Disguise +36, Fly +29, Intimidate +31, Knowledge 
  (local) +28, Knowledge (nature, planes, religion) 15, 
  Perception +26, Sense Motive +26, Stealth +33, Survival 
  +17, Swim +25, Use Magic Device +30. 
   
  
  4 
  Xoti, The E
  Xoti, The E
  Xoti, The E
  Xoti, The Exile
  xile
  xile
  xile    
  CR 12
  CR 12
  CR 12
  CR 12    
  XP 19,200 
  Male cunning mahrog mighty godling 12 
  N Medium humanoid (human, mahrog) 
  Init +5; Senses darkvision 60 ft., blindsense 30 ft.; 
  Perception +19 
   
  Defense
  Defense
  Defense
  Defense    
  AC 23, touch 16, flat-footed 23 (+7 armor, +1 deflection, 
  +1 Dex, +4 insight) 
  hp 107 (12d12+24) 
  Fort +17, Ref +17, Will +13 
  Defensive Abilities battle lord III, guarded, uncanny 
  dodge 
   
  Offense
  Offense
  Offense
  Offense    
  Speed 30 ft. 
  Melee +2 cold iron morningstar +19/+14/+9 (1d8+9) 
  Ranged 
  mwk 
  composite 
  longbow 
  +14/+9/+4 
  (1d8+5/x3) 
  Special Attack channel positive energy 3/day (6d6, DC 
  21), might of the gods +12 (12 rounds/day) 
  Domain Spell-Like Abilities (CL 12th; concentration 
  +14) 
  5/day—inspiring word (6 rounds), strength surge +6 
  Spell-Like Ability (CL 12th; concentration +15) 
  1/day—telepathic bond 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Xoti invigorates himself with a 
  strength surge and rallies his allies with inspiring word. 
  During Combat Xoti charges into combat, bellowing 
  challenges to the leader of his opponents. He will 
  attempt once to disarm his foe, then proceeding to make 
  full attacks with his morningstar, pausing only to heal 
  himself or his allies. Versus particularly vile foes, or 
  creatures he believes are tainted or beneath him, he is 
  content to stay back and rain down arrows from his 
  powerful longbow. 
  Morale If reduced to 20 hit points or fewer, Xoti yields, 
  admitting he is bested and thanking his opponent for a 
  worthy contest. 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 21, Dex 12, Con 14, Int 18, Wis 10, Cha 16 
  Base Atk +12; CMB +17 (+19 disarm); CMD 33 (37 vs. 
  sunder, 39 vs. disarm) 
  Feats Additional Traits*, Alertness, Combat Expertise, 
  Emergent Divinity (2), Improved DisarmB, Improved 
  InitiativeB, Improved Unarmed StrikeB, Improvised 
  Weapon MasteryB, LeadershipB
   
  , Persuasive 
  Skills Acrobatics +19, Climb +17, Diplomacy +20, 
  Disguise +13, Intimidate +22, Knowledge (local) +19, 
  Knowledge (nature) +8, Knowledge (planes, religion) 
  +11, Perception +19, Sense Motive +19, Stealth +25, 
  Survival +10, Swim +16, Use Magic Device +19 
  Languages 
  Common, 
  Dwarven, 
  Giant, 
  Goblin, 
  Mahrog, Orc 
  SQ force of brawn, lineage domains (nobility, strength), 
  paramortal III, physical avatar, preternatural senses II 
  Combat Gear elixir of healing (2); Gear +1 weightless 
  mithral 
  breastplate, 
  +2 
  cold 
  iron 
  morningstar, 
  adamantine spiked gauntlet (2), mwk composite (+5 
  Str) longbow with 60 arrows, belt of giant strength +2, 
  efficient quiver, headband of mental prowess +2 (Int, 
  Cha; Knowledge [local]), ring of chameleon power, ring 
  of protection +1 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Battle Lord III Xoti has a +4 bonus to his CMD 
  against disarm and sunder combat maneuvers, is 
  proficient with all weapons, armor, and shields, 
  including those he has never seen or trained with. 
  Force of Brawn (Su) Due to his deific heritage, Xoti 
  can accomplish many things through brute strength that 
  others find easier by other means. He uses his Strength 
  modifier instead of Constitution, Dexterity, or Wisdom 
  for saving throws, and Acrobatics, Intimidate, and 
  Stealth skills checks. 
  Guarded (Su) Xoti has SR 22 against spells from 
  divine spellcasting classes, spells and spell-like abilities 
  from creatures that cast as equivalent to a divine 
  spellcasting class, and spells and spell-like abilities from 
  any sort of outsider. 
  Lineage Domains A result of his divine bloodline, 
  Xoti has the granted powers of the Nobility and Strength 
  domains as a 12th-level cleric. Domain powers are 
  Constitution-based. 
  Paramortal III Xoti does not need to eat, drink, or 
  sleep, though he can. He suffers no penalties for lack of 
  food or water, and does not suffer starvation or thirst. 
  He suffers no penalties from the fatigued condition, but 
  becomes exhausted should the fatigued condition be 
  inflicted upon him a second time. This ability also 
  granted him darkvision with the range of 60 ft. He only 
  ages 1 year for every 50 that pass. 
  Physical Avatar (Ex) Xoti possesses a +6 bonus to all 
  his Strength-based, Dexterity-based, and Constitution-
  based ability and skill checks. 
  Preternatural Senses II Xoti possesses an inherent 
  awareness granting him perceptive capabilities beyond 
  those of others of his kind. This awareness grants him 
  blindsense to a range of 30 ft., and his darkvision gives 
  him full-color vision. Whenever he makes an attack 
  against a foe within 30 ft., he reduces the miss chance by 
  20%, and can reroll his miss chance roll once when he 
  misses a foe with concealment. 
  Traits Xoti burns with the desire to return to his village 
  and show them there are better ways to live. He 
  possesses the Charming, Dangerously Curious, Dream-
  Scarred, and Past Failures traits. 
   
  Variants
  Variants
  Variants
  Variants    
  Listed below are the changes to Xoti if you’d like to use 
  him with one of the three following templates, two of 
  which can be found below and in 101 Not So Simple 
  Templates from Rite Publishing. 
   
  
  5 
  Resilient: CR 14; XP 38,400; hp 167 (12d12+84); 
  Fort +22, Ref +22, Will +18; DR 10/—; Resist acid 
  10, cold 10, electricity 10, fire 10, sonic 10; Con 24. 
   
  War: CR 14; XP 38,400; Init +7; AC 21, touch 11, 
  flat-footed 21 (+10 armor, +1 deflection, +3Dex, +4 
  insight); hp 131 (12d12+48); Fort +19, Ref +19; Melee 
  +2 cold iron morningstar +21/+16/+11 (1d8+12 plus 
  3d6 
  acid); 
  Ranged 
  mwk 
  composite 
  longbow 
  +16/+11/+6 (1d8+7 plus 3d6 acid/x3); Special Attacks 
  channel positive energy (4/day, DC 22); Domain 
  Spell-Like Abilities (CL 12th; concentration +16): 
  7/day—inspiring word (6 rounds), strength surge +6; 
  Str 25, Dex 16, Con 18; CMB +19; CMD 37 (41 vs. 
  sunder, 43 vs. disarm); Skills Acrobatics +20, Climb 
  +18, Stealth +26, Swim +17; Gear +1 weightless 
  mithral full-plate (replaces +1 weightless mithral 
  breastplate). 
   
  Fortune-Blessed: CR 13; XP 25,600; NG Medium 
  humanoid 
  (chaotic, 
  human, 
  mahrog); 
  Senses 
  Perception +21; AC 25, touch 18, flat-footed 25 (+2 
  luck); Fort +19, Ref +19, Will +15; Defensive 
  Abilities favored, turn of fate; Melee +2 cold iron 
  morningstar +21/+16/+11 (19-20); Ranged mwk 
  composite longbow +16/+11/+6 (19-20); CMB +19 (+21 
  disarm); CMD 35 (39 vs. sunder, 41 vs. disarm); Skills 
  Acrobatics +21, Climb +19, Diplomacy +22, Disguise 
  +15, Intimidate +24, Knowledge (local) +21, Knowledge 
  (nature ) +10, Knowledge (planes, religion) +13, 
  Perception +21, Sense Motive +21, Stealth +27, Survival 
  +12, Swim +18, Use Magic Device +21. 
   
   
  Xoti, The Fallen
  Xoti, The Fallen
  Xoti, The Fallen
  Xoti, The Fallen    
      
  CR 5
  CR 5
  CR 5
  CR 5    
  XP 1,600 
  Male mahrog mighty godling 6 
  N Medium humanoid (human, mahrog) 
  Init +5; Senses darkvision 60 ft., blindsense 30 ft.; 
  Perception +9 
   
  Defe
  Defe
  Defe
  Defense
  nse
  nse
  nse    
  AC 19, touch 11, flat-footed 19 (+4 armor, +1 Dex, +2 
  natural, +2 shield) 
  hp 56 (6d12+12) 
  Fort +9, Ref +9, Will +6 
  Defensive Abilities battle lord I, uncanny dodge 
  Offense 
  Speed 20 ft. 
  Melee mwk terbutje +11/+6 (1d8+4/19-20) 
  Ranged atlatl +5 (1d6+4) 
  Domain Spell-Like Abilities (CL 6th; concentration 
  +8) 
  5/day—strength surge +3 
   
  Tactics
  Tactics
  Tactics
  Tactics    
  Before Combat Xoti invigorates himself with a 
  strength surge and boasts loudly of his prowess and his 
  enemies' inevitable defeat. 
  During Combat Xoti fights exuberantly and without 
  subtlety, charging in and making full attacks with his 
  terbutje. 
  Morale If reduced to 10 hit points or fewer, Xoti yields, 
  admitting he is bested and thanking his opponent for a 
  worthy contest. 
   
  Statistics
  Statistics
  Statistics
  Statistics    
  Str 18, Dex 12, Con 14, Int 8, Wis 10, Cha 13 
  Base Atk +6; CMB +10; CMD 21 (25 vs. disarm and 
  sunder) 
  Feats Additional Traits*, Alertness, Emergent Divinity, 
  Improved InitiativeB , Improved Unarmed StrikeB , 
  Improvised Weapon MasteryB
   
  Skills Acrobatics* +5 (+1 jumping), Climb* +5, 
  Diplomacy +4, Intimidate +8, Knowledge (nature) -1, 
  Knowledge (religion) +0, Perception +9, Sense Motive 
  +8, Stealth* +5, Survival +5, Swim* +5, Use Magic 
  Device +6; *+1 without shield 
  Languages Common, Mahrog 
  SQ force of brawn, lineage domain (strength), 
  paramortal II, preternatural senses II 
  Combat Gear potion of bull's strength, potion of cure 
  serious wounds; Gear mwk hide armor, mwk heavy 
  wooden shield, mwk terbutje, atlatl with 3 atlatl darts 
   
  Special Abilities
  Special Abilities
  Special Abilities
  Special Abilities    
  Battle Lord I Xoti has a +4 bonus to his CMD against 
  disarm and sunder combat maneuvers. 
  Force of Brawn (Su) Due to his deific heritage, Xoti 
  can accomplish many things through brute strength that 
  others find easier by other means. He uses his Strength 
  modifier instead of Constitution, Dexterity, or Wisdom 
  for saving throws, as well as on Acrobatics, Intimidate, 
  and Stealth skills checks. 
  Lineage Domain A result of his divine bloodline, Xoti 
  has the granted powers of the Strength domain as a 6th-
  level cleric. Domain powers are Constitution-based. 
  Paramortal II Xoti does not need to eat or drink, 
  though he can. He suffers no penalties for lack of food or 
  water, and does not suffer starvation or thirst. He 
  suffers no penalties from the fatigued condition, but 
  becomes exhausted should the fatigued condition be 
  inflicted upon him a second time. This ability also 
  granted him darkvision with the range of 60 ft. He only 
  ages 1 year for every 10 that pass. 
  Preternatural Senses II Xoti possesses an inherent 
  awareness granting him perceptive capabilities beyond 
  those of others of his kind. This awareness grants him 
  blindsense to a range of 30 ft., and his darkvision gives 
  him full-color vision. Whenever he makes an attack 
  against a foe within 30 ft., he reduces the miss chance by 
  20%, and can reroll his miss chance roll once when he 
  misses a foe with concealment. 
  Traits Xoti burns with the desire to return to his village 
  and show them there are better ways to live. He 
  possesses the Charming, Dangerously Curious, Dream-
  Scarred, and Past Failures traits. 
   
   
   
  
  6 
  Variants
  Variants
  Variants
  Variants    
  Listed below are the changes to Xoti if you’d like to use 
  him with one of the three following templates, two of 
  which can be found below and in 101 Not So Simple 
  Templates from Rite Publishing. 
   
  Resilient: CR 7; XP 3,200; hp 86 (6d12+42); Fort 
  +14, Ref +14, Will +11; DR 5/—; Resist acid 5, cold 5, 
  electricity 5, fire 5, sonic 5; Con 24. 
   
  War: CR 7; XP 3,200; Init +7; AC 21, touch 11, flat-
  footed 21 (+8 armor, +1 Dex, +2 shield); hp 68 
  (6d12+24); Fort +11, Ref +11; Melee mwk terbutje 
  +13/+8 (1d8+6 plus 2d6 acid/19-20); Ranged atlatl +7 
  (1d6+6 plus 2d6 acid); Domain Spell-Like Abilities 
  (CL 6th; concentration +10): 7/day—strength surge +3; 
  Str 22, Dex 16, Con 18; CMB +12; CMD 25 (29 vs. 
  disarm and sunder); Skills Acrobatics +2 (-2 jumping), 
  Climb +2, Stealth +2, Swim +2; Gear mwk full-plate 
  (replaces mwk hide armor). 
   
  Fortune-Blessed: CR 6; XP 2,400; NG Medium 
  humanoid 
  (chaotic, 
  human, 
  mahrog); 
  Senses 
  Perception +11; AC 21, touch 13, flat-footed 21 (+2 luck); 
  Fort +11, Ref +11, Will +8; Defensive Abilities 
  favored, turn of fate; Melee mwk terbutje +12/+7 (17-
  20); Ranged atlatl +6 (19-20); CMB +12; CMD 23 (27 
  vs. disarm and sunder); Skills Acrobatics +7 (+3 
  jumping), Climb +7, Diplomacy +6, Intimidate +10, 
  Knowledge (nature) +2, Knowledge (religion) +2, 
  Perception +11, Sense Motive +10, Stealth +7, Survival 
  +7, Swim +7, Use Magic Device +8. 
   
   
  New Race
  New Race
  New Race
  New Race    
   
  Mahrog
  Mahrog
  Mahrog
  Mahrog    
  Most “normal” humans consider the mahrog to be a 
  degenerate offshoot of their race. In reality, they are the 
  chosen people of a mostly forgotten goddess who rejects 
  progress and has guided the mahrog to remain as they 
  are for millennia. 
   
  Mahrog Racial Traits
  Mahrog Racial Traits
  Mahrog Racial Traits
  Mahrog Racial Traits    
  +2 Strength, -2 Intelligence, and +2 to either 
  Wisdom or Constitution: All mahrogs are very 
  strong though often lack the intellectual capacity of 
  more civilized races. As a race on the cusp of human-like 
  variety, they tend to possess either exceptional stamina 
  or keen insight, but rarely both. 
  Medium: Mahrogs are Medium-sized creatures with no 
  bonuses or penalties due to size. 
  Normal Speed: Mahrogs have a base speed of 30 feet. 
  Almost Human: Mahrogs count as human for any 
  effect related to race. They are humanoids with the 
  human and mahrog subtypes. 
  Bonus Feats: Mahrogs gain Improved Unarmed Strike 
  and Improvised Weapon Mastery as bonus feats, even if 
  they do not meet the prerequisites. 
   
   
   
  Mahrog 
   
  Skilled: Mahrogs gain an additional skill rank at first 
  level which they must use in Acrobatics, Climb, Handle 
  Animal, Knowledge (nature), Perception, or Survival. 
  Every other level thereafter, they gain an additional skill 
  rank which has the same limitations. 
  Skin of the Beast: You gain a +2 natural armor bonus 
  to Armor Class when wearing leather or hide armor. You 
  do not gain this bonus if you are wearing, wielding, or 
  holding anything made out of metal. 
  Languages: Mahrog begin play speaking Common and 
  Mahrog. Mahrogs with high Intelligence scores can 
  choose any of the following: Dwarven, Elven, Gnome, 
  Goblin, Halfling, and Orc. 
   
   
  Preservation Domain
  Preservation Domain
  Preservation Domain
  Preservation Domain    
  Granted Powers: The will of the gods allows you to 
  shake off any effect that would alter your mind or form. 
  Earthly Perseverance (Su) When you fail a Fortitude or 
  Will save, you may make another saving throw against 
  the effect with a resistance bonus equal to your Wisdom 
  or Constitution modifier (whichever is higher). This 
  power is used as an immediate action after the first save 
  is attempted, but before the results are revealed by the 
  GM. You must take the second result, even if it is worse. 
  You can use this ability a number of times per day equal 
  to your Wisdom modifier. 
  Heavenly Perseverance (Sp) At 8th level, once per day 
  for a number of rounds equal to your Wisdom modifier, 
  you gain immunity to mind-affecting, petrification, and 
  polymorph spells. You can activate this ability as an 
  immediate action and the duration cannot be broken up. 
  
  7 
  Domain 
  Spells 
  1st—endure 
  elements 
  , 
  2nd—
  restoration, lesser, 3rd—dispel magic, 4th—restoration, 
  5th—break enchantment, 6th—heal, 7th—restoration, 
  greater, 8th—antimagic field, 9th—true resurrection 
   
   
  Simple Templates
  Simple Templates
  Simple Templates
  Simple Templates    
   
  Cunning Creature (CR +
  Cunning Creature (CR +
  Cunning Creature (CR +
  Cunning Creature (CR +1)1)1)1)    
  This being is exceedingly sly for one of its kind. The base 
  creature must possess an Intelligence score. 
  Quick Rules: +4 bonus to AC, CMD, saves, and 
  Intelligence-based skills; Spell-Like Ability 1/day any 
  one divination spell of any level that does not exceed 
  half the base creature's HD. 
  Rebuild Rules: Special Defenses insight bonus to 
  AC, CMD, and saves equal to Intelligence modifier; 
  Spell-Like Ability 1/day any one divination spell of 
  any level that does not exceed half the base creature's 
  HD, the DC for this ability are Intelligence-based; 
  Ability Scores +8 Int. 
   
  Fascinating Creature (CR +1)
  Fascinating Creature (CR +1)
  Fascinating Creature (CR +1)
  Fascinating Creature (CR +1)    
  This creature is so unique and unusual that other 
  creatures cannot help but stop and stare. Its quick rules 
  are the same as its rebuild rules. 
  Rebuild Rules: Special Attacks fascinating gaze; 
  Ability Scores +4 Cha. 
  Fascinating Gaze (Su) Fascinated for 2d4 rounds, 30 ft., 
  Will (DC 10 + 1/2 the fascinating creature's HD + its 
  Charisma modifier). 
   
  Resilient Creature (CR +2)
  Resilient Creature (CR +2)
  Resilient Creature (CR +2)
  Resilient Creature (CR +2)    
  This being can endure an extraordinary amount of 
  punishment. 
  Quick Rules: +5 bonus to all saves; +5 hp/HD; DR 
  5/—; Resist 5 all energy types. 
  Rebuild 
  Rules: 
  Special 
  Defenses 
  gain 
  a 
  circumstance bonus to all saving throws equal to 
  Constitution modifier; ignores all partial effects upon a 
  successful saving throw; DR 5/— (if the creature 
  possessed 10 or more HD this increases to 10/— or 15/— 
  if the creature possesses 15 or more HD); Resist 5 to all 
  energy types (if the creature possessed 10 or more HD it 
  increases to 10 or 20 if the creature possesses 15 or more 
  HD); Ability Scores +10 Con. 
   
  War Creature (CR +2)
  War Creature (CR +2)
  War Creature (CR +2)
  War Creature (CR +2)    
  This being has been created to exist for nothing but 
  combat and battle. 
  Quick Rules: +10 bonus to AC, +2 to attack and 
  damage rolls, +1d6 fire damage to all attacks, +2 
  hp/HD. 
  Rebuild Rules: Special Defenses Gain heavy armor 
  +8 total armor bonus (automatically proficient); 
  Special Attack melee and ranged attacks deal +1d6 of 
  a chosen energy type (add an additional +1d6 for every 5 
  HD the base creature possesses); Ability Scores +4 
  Str, +4 Dex, +4 Con. 
   
   
  Fortune
  Fortune
  Fortune
  Fortune----Blessed Creature
  Blessed Creature
  Blessed Creature
  Blessed Creature    
   
  Whether blessed by the gods or simply born lucky, some 
  creatures seem to live charmed lives. These are the 
  fortune-blessed creature—those that seem able to beat 
  the odds time and time again. 
  Fortune-blessed creatures look like normal specimens of 
  their kinds, but many exhibit an attitude that appears to 
  be foolish overconfidence. Fortune-blessed creatures 
  tend to be risk-takers, and they frequently act without 
  thinking. More often than not, however, their rash 
  natures get them out of whatever trouble they get into. 
   
  Creating a Fortune-Blessed Creature 
   
  “Fortune-blessed” is an acquired or inherited template 
  that can be added to any creature (referred to hereafter 
  as the base creature). 
  A fortune-blessed creature uses all the base creature's 
  statistics and special abilities except as noted here. 
   
  Challenge Rating Same as the base creature +1. 
  Size and Type Size and type are unchanged, but the 
  creature gains the chaotic subtype if the base creature 
  did not already have it. 
  Armor Class The fortune-blessed creature benefits 
  from a +2 luck bonus to AC. 
  Defensive Abilities Fortune-blessed creatures possess 
  the following abilities. 
  Favored (Ex) A fortune-blessed creature gains a +2 luck 
  bonus on all opposed checks, and saves, and enjoy a +1 
  luck bonus on all attack rolls. 
  Turn of Fate (Su) Once per day as a swift action, a 
  fortune-blessed creature can reroll any failed roll it has 
  just made. It must accept the results of the second roll. 
  Special Attacks Fortune-blessed creatures possess the 
  following abilities. 
  Augmented Criticals (Su) The critical threat range of 
  each of a fortune-blessed creature's attacks doubles. 
  This doubling follows the standard rules for doubling 
  critical ranges and does not stack with other doubling 
  effects, such as keen edge, or the Improved Critical feat. 
  Lucky Strike (Su) As a free action once per encounter, 
  the fortune-blessed creature can apply a true strike 
  effect to a single attack. 
  
  8 
  Skill Fortune-blessed creatures enjoy a +2 luck bonus 
  on all skill checks. This stacks with the favored ability 
  above. 
   
  Feats
  Feats
  Feats
  Feats    
   
  Emergent Divinity [Godling] 
  Your innate, godlike powers grow. 
  Prerequisite: Godling 
  Benefit: You gain 1 rank of godling divine traits. 
  Special: This feat may be taken more than once, but 
  not more often than once per 3 levels. Each time it is 
  selected, it gives you 1 additional divine trait rank. 
   
  Traits
  Traits
  Traits
  Traits    
   
  Diehard Dreamer: You hold fast to Dreams. When 
  you would degrade a Dream so that it would be 
  destroyed, you may make a Charisma check (DC 15). 
  Success means the Dream is not destroyed, but it cannot 
  be further degraded. You can still sacrifice the dream. 
   
  Dream-Scarred: You have endured true and powerful 
  horror. You have suffered a terrible trauma which 
  excised a Hope from you. This awful event does provide 
  some solace. You have the faintest memory of your lost 
  Hope with you always, and never suffer the penalties for 
  having no Dreams. Although your Dreams may be stolen 
  as usual, any attempts to steal a Dream from you result 
  in your opponent becoming dazed for one round, and 
  suffering a -3 penalty to Will saves for one hour. 
   
  Inspired Dreamer: Your Dreams may be degraded 
  three times before being destroyed or downgraded to the 
  next lower sort of Dream. Sacrificing a Dream nets you 
  four benefits as opposed to the normal three. You must 
  have the Diehard Dreamer Dream trait to have this 
  Dream trait. 
   
  Past Failures: That which haunts you also empowers 
  you. You have a Broken Dream in addition to your three 
  starting Dreams. This Dream begins as a degraded Hope 
  and always remains degraded, even when becoming an 
  Aspiration or a Goal. It cannot be healed by any means. 
  The Broken Dream also provides a constant bonus in the 
  Plane of Dreams when you engage in one skill associated 
  with that Broken Dream. Choose the skill at the same 
  time you choose this trait. The bonus scales depending 
  on the strength of the Broken Dream: a Hope provides a 
  +4 bonus, an Aspiration +2, and a Goal +1. Broken 
  Dreams may be sacrificed or stolen normally. A stolen 
  Broken Dream provides both the thief and the original 
  owner its bonus when engaging in the appropriate 
  activity. 
   
  Magic Items
  Magic Items
  Magic Items
  Magic Items    
  Grace: Armor with this quality becomes more flexible. 
  Grace armor adds +2 to the maximum Dexterity bonus 
  and lowers the armor check penalty by 3 to a minimum 
  of zero. 
  Moderate transmutation; CL 6th; Craft Magic Arms and 
  Armor, cat’s grace; Price: +1 bonus. 
   
  Weightless: Armor given this enchantment has no 
  weight at all. Weightless armor removes any adjustment 
  for speed from a given armor type and reduces the 
  arcane spell failure percentage chance by 10%. It also 
  decreases the Armor Check penalty by 2 and increases 
  the Max Dex adjustment by 2. 
  Moderate transmutation; CL 7th; Craft Magic Arms and 
  Armor, levitate; Price: +1 bonus (light or medium 
  armor), +2 bonus (heavy armor). 
   
  Angel Plate 
  Aura strong transmutation [good]; CL 15th 
  Slot armor; Price 218,300 gp; Weight 25 lbs. 
  Description 
  Rarer and more powerful than its demonic counterpart, 
  this +5 ghost touch grace weightless mithral full-plate 
  grants its wearer a fly speed of 30 ft. with good 
  maneuverability, and DR 5/— against melee attacks 
  from creatures with the evil subtype. While flying, the 
  armor sprouts wings which shed light as a torch. 
  As a swift action once per day, the wearer can cause the 
  armor to sprout six wings, increasing their fly speed to 
  60 ft. with perfect maneuverability for 1 minute. 
  Construction 
  Requirements Craft Magic Arms and Armor, Craft 
  Wondrous Item, fly, holy smite, overland flight, 
  righteous might; Cost 114,400 gp 
   
  Elixir of Healing 
  Aura strong conjuration (healing); CL 15th 
  Slot none; Price 11,250 gp; Weight l lb. 
  Description 
  This bottle contains a thick, bland tasting fluid which 
  affects the creature that drinks it with a heal spell, 
  healing 150 points of damage. Each bottle has enough 
  fluid to be drank from twice before being empty. 
  Construction 
  Requirements Craft Wondrous Item, heal; Cost 5,625 
  gp 
   
  Gauntlet of Holy Smiting 
  Aura moderate evocation [good]; CL 9th 
  Slot hands; Price 16,005 gp; Weight 1 lb. 
  Description 
  This 
  adamantine 
  spiked 
  gauntlet 
  gains 
  a 
  +1 
  enhancement as well as the holy weapon ability when 
  used against evil creatures. The gauntlet gains the bane 
  ability when used against evil outsiders. 
  Construction 
  Requirements Craft Magic Arms and Armor, holy 
  smite, summon monster I; Cost 9,505 gp 
   
  Morningstar of Retribution 
  Aura strong transmutation; CL 12th 
  Slot none; Price 95,008 gp; Weight 6 lbs. 
  Description 
  This +4 ghost touch cold iron morningstar has spikes of 
  both adamantine and mithral, allowing it to overcome 
  damage reduction as adamantine, cold iron, and silver. 
  
  9 
  As a free action on their turn, the wielder can select a 
  single opponent who has struck them in melee. Against 
  this opponent, the morningstar gains the speed weapon 
  ability, but the wielder suffers a -2 penalty to all attacks 
  made with the weapon until the combat is over, or the 
  selected opponent is defeated. 
  Construction 
  Requirements Craft Magic Arms and Armor, haste, 
  plane shift, summon monster I; Cost 50,508 gp 
   
  Robe of Action 
  Aura moderate transmutation; CL 10th 
  Slot body; Price 16,000 gp; Weight 1 lb. 
  Description 
  While worn, the wearer of this robe gains a +4 insight 
  bonus on initiative checks, and can perform a full-round 
  of actions on a surprise round instead of just a standard 
  action. 
  Construction 
  Requirements Craft Wondrous Item, Improved 
  Initiative, haste; Cost  gp 
   
   
   
   
  
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  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content. 
   
  All proper names and text on the first page are product 
  identity all other content including translated common 
  names on the first page are open gaming content. 
   
  Open Content is the designated as follows: All common 
  names the all information on stat blocks, templates, 
  classes, magic items, spells, and feats. 
   
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any authorized 
  version of this License to copy, modify and distribute any Open Game 
  Content originally distributed under any version of this License. 
  10 Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the 
  Open Game Content using the name of any Contributor unless You 
  have written permission from the Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply with any 
  of the terms of this License with respect to some or all of the Open 
  Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected. 
  13 Termination: This License will terminate automatically if You fail 
  to comply with all terms herein and fail to cure such breach within 30 
  days of becoming aware of the breach. All sublicenses shall survive 
  the termination of this License. 
   14 Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v1.0. Copyright 2000, Wizards of the Coast, 
  Inc. 
  System Reference Document. Copyright 2000, Wizards of the 
  Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson. 
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo 
  Publishing, LLC.; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder RPG Bestiary. 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. 
  Arms and Armor v3.5. Copyright 2004, Bastion Press, Inc. 
  Coliseum Morpheuon. Copyright 2010, Steven D. Russell; 
  Authors Clinton J. Boomer and Jonathan McAnulty. 
  Faces of the Tarnished Souk: The Dark Lady Ninyantë, 
  Mistress of Venom. Copyright 2011, Steven D. Russell; Authors 
  Matt Banach and Justin Sluder. 
  The Genius Guide To: The Godling. Copyright 2010, Super 
  Genius Games; Author: Owen K.C. Stephens. 
  The Genius Guide To: The Mystic Godlings. Copyright 2010, 
  Super Genius Games; Author: Owen K.C. Stephens. 
  Pathfinder Roleplaying Game Advanced Player's Guide. 
  Copyright 2010, Paizo Publishing, LLC.; Author: Jason Bulmahn. 
  Pathfinder Roleplaying Game Ultimate Combat. Copyright 
  2011, Paizo Publishing, LLC.; Authors Jason Bulmahn, Tim 
  Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen 
  Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and 
  Russ Taylor. 
  Remarkable Races: Compendium of Unusual PC Races, 
  Pathway to Adventure Edition. Copyright 2009, Alluria 
  Publishing; Author: J. Matthew Kubisz. 
   
  Faces of the Tarnished Souk: Xoti, the Usurper © 2012 
  Steven D. Russell; Authors: Matt Banach and Justin Sluder 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Rite Publishing/Faces of the Tarnished Souk/Faces of the Tarnished Souk - Xoti, the Usurper.pdf