TEXT: 1
  Cramér, Fehr, Sluder
  Caster Prestige 
  Archetypes
  
  2
  Caster Prestige Archetypes
  Authors
  Carl Cramér, Perry Fehr, 
  Justin P. Sluder
  Editing
  Carl Cramér, Perry Fehr, 
  Mark Gedak
  Art
  Brett Neufeld
  Porphyra Logo
  Rick Hershey
  Layout
  Mark Gedak
  Publisher
  Purple Duck Games
  Caster Prestige Archetypes is created using material from the 
  Pathfinder Reference Document and other open game content 
  sources. Caster Prestige Archetypes is compatible with the Por-
  phyra Roleplaying Game that housed and updated at porphyra.
  wikidot.com.
  All text of this product is considered open game content.
  The work of Purple Duck Games is patreon-supported.
  
  3
  From Rigid Destinies, manifesto of Rolterra, Goddess of 
  Time and Magic
  Canto I
  “Divine power grants Rolterra glimpses of the future. Her 
  eyes are voids of steaming light tracing time’s complex web. 
  Within each cosmic strand she witnesses a tangle of infinite 
  possibilities. Forever she searches until Her gaze rest upon 
  fibers that support her goals. She speaks to us, her devoted, 
  through visions, detailing events to make such futures real-
  ity.”
  Canto II 
  “Divine expression is in the form of magic, the molding of 
  time and space to the will of the holder, the favored of Rolt-
  erra. Magical power to impose the Will on others, to impose 
  the Will on nature, and on those outside of nature, of those 
  from Beyond.  Exercise the Will and the power will follow.”
  Canto III
  “Though She exists in all places and in all times, do not be 
  foolish and believe that all magical power comes from The 
  Boundless One. Many beings share time and space, and the 
  Universe has much power to be shared, one from another. 
  Power can be gotten through sacrifice, through ritual, 
  through death, through birth and bloodline, and from the 
  traditions of pact with strange creatures in the boundless-
  ness of Space and Time.”
  Canto IV
  “So as to the Elements, the four aspects of the physical 
  universe, as some would call them. She finds this a limited 
  concept, and thus always has fought against those who 
  would limit their perceptions to such low standards. Di-
  mensions are many, orthodoxy in study is short sighted, one 
  must consider all sources of power simultaneously in space 
  and time.”
  Canto V
  “Time is the most precious of all, the element, if you will 
  that most escapes the control of mortals, for the universe 
  has ordained it thus. For a mortal to seek to harness the 
  power and direction of time is the most audacious of all, 
  for they seek to contain the uncontainable, to stem the river 
  of reality itself, and though Rolterra admires audacity, it 
  is foolish to step into the river of time with mere mortal 
  power, though you may be wizard or cleric.”
  Canto VI 
  “Magic is the key to power. Magic is the key for mortals to 
  stand and face immortals.  Magic will bind a free the indi-
  vidual, create universes and end them. Beware magic and 
  seek it, always.”
  Introduction
  A prestige archetype is a prestige class turned into a nor-
  mal 20-level class, similar to an archetype or alternate 
  class. The goal when making these prestige archetypes 
  has been to capture the flavor of the prestige class rather 
  than to make an exact copy of how it would normally 
  work out. Prestige archetypes have their class features 
  spread over the entire 20 level spread. 
     The fourth in Purple Duck Game’s series of prestige 
  archetypes (earlier volumes are Prestige Archetypes, War-
  rior Prestige Archetypes, Nobles of Porphyra, and a handful 
  of Psionic Prestige Archetypes), this book focuses on full 
  casters. The most archetypal caster class is the wizard, 
  and the prestige archetypes in this book are all made 
  for wizards, but with minor changes they also work 
  with other classes, commonly the arcanist, cleric, oracle, 
  psychic, sacerdote, sorcerer, or witch. These changes are 
  noted in the alternate build classes section of each pres-
  tige archetype. Each casts and learns spells in the same 
  manner as the parent class. Beyond this, most build 
  classes give some other class features that replaces the 
  wizard features given under the build class ability. Any 
  class feature inherited from the build class is acquired 
  and used as if levels in the prestige archetype were levels 
  in the build class. 
     Only class features specifically mentioned are inher-
  ited. Prestige archetypes stand on their own merits and 
  usually inherit only one or two abilities from the build 
  class.
  Alternate Favored Class Bonuses
   Favored class bonuses are given for prestige caster 
  archetypes for a selection of races. All these choices are 
  available from level 1, even if they enhance an ability 
  you only gain at a much higher level. A favored class 
  bonus that helps you qualify for a certain class ability 
  means you get that particular class ability at an earlier 
  level. If no favored class bonus is given for a particular 
  race, the following default racial bonuses can be used 
  instead.
     Aasimar: Add +¼ to your caster level when casting 
  
  4
  spells with the good descriptor. 
     Anpur:  When casting spells that create traps, increase 
  the Perception, Disable Device, and save DC by +1/5. 
     Avoodim: Add + ½ point of cold damage to spells that 
  deal cold damage. 
     Catfolk: Add either 1/5 daily use to cat’s luck, or add 
  1/5 of a new type of saving throw the cat’s luck ability 
  can be applied to. 
     Dhampir: Add +½ hit point of negative energy dam-
  age to spells and class features that deal negative energy 
  hit point damage. 
     Dhosari: When casting spells with the compulsion de-
  scriptor, add +1/2 to the effective caster level of the spell, 
  but only with regards to duration. 
     Dragonblood: Select one energy type from the fol-
  lowing: acid, cold, electricity, fire. Add +1/2 to the spell 
  damage of spells that deal that type of damage. 
     Drow: Add one spell from your spell list to your spells 
  known, spellbook, or familiar, as appropriate. This spell 
  must have the curse, evil, or pain descriptor. 
    Erkunae: Add one spell from your spell list to your 
  spells known, spellbook, or familiar, as appropriate. This 
  spell must be of the conjuration or enchantment schools 
  or have the chaotic or evil subtype. 
     Eventual: Add 1/2 to your caster level, but only for the 
  calculating spell duration. 
     Fetchling: Add one spell from your spell list to your 
  spells known, spellbook, or familiar, as appropriate. The 
  spell must be of the illusion (shadow) subschool or have 
  the [darkness] descriptor. 
     Goblin: Add one spell from your spell list to your 
  spells known, spellbook, or familiar, as appropriate. This 
  spell must have the fire descriptor. 
     Ifrit: Add one spell from your spell list to your spells 
  known, spellbook, or familiar, as appropriate. This spell 
  must have the fire descriptor.
     Kitsune: Add +1/5 to the save DC of enchantment 
  spells. 
     Kobold: Choose acid, cold, electricity, or fire damage. 
  Add +½ point of the chosen energy damage to spells that  
  deal the chosen energy damage. 
     Oread: Add one spell from your spell list to your spells 
  known, spellbook, or familiar, as appropriate. This spell 
  must have the acid or earth descriptor. 
     Polkan: Add a +1 bonus on concentration checks 
  made due to taking damage while casting spells. 
     Qit’ar: Add +1/2 to either acid or cold resistance. 
     Samsaran: Reduce the spell slot required to apply a 
  metamagic feat by 1/10 (to a minimum of +0).  
     Sylph: Add one spell from your spell list to your spells 
  known, spellbook, or familiar, as appropriate. This spell 
  must have the air or electricity descriptor. 
     Tengu: Add +1/5 to your caster level when casting 
  spells with the language dependent descriptor, or those 
  creating magical glyphs, runes, or symbols. 
     Tiefling: Add one spell from your spell list to your 
  spells known, spellbook, or familiar, as appropriate. This 
  spell must have the darkness or compulsion descriptor. 
     Undine: Add one spell from your spell list to your 
  spells known, spellbook, or familiar, as appropriate. This 
  spell must have the cold or water descriptor. 
     Xesa: Add one spell from your spell list to your spells 
  known, spellbook, or familiar, as appropriate. This spell 
  must have the mind-affecting, polymorph, or poison 
  descriptor. 
     Zendiqi: Add one spell from your spell list to your 
  spells known, spellbook, or familiar, as appropriate. This 
  spell must have the acid, air, cold, electricity, fire, or 
  water descriptor. 
  A Note on Gender
  Archetypes traditionally use the gender used in their 
  build class. Since all of these prestige archetypes are writ-
  ten for the wizard, and the archetypal wizard is a man, 
  the male pronoun has been used throughout.
  Prestige vs. 
  Archetype 
  One thing about prestige classes is that you grow 
  into them - they can represent special training 
  opportunities that the character did not know 
  existed. Prestige archetypes don’t do that; you 
  play a prestige archetype from level one. If you 
  want this, I suggest using the retraining rules—
  the character retrains the abilities that differ 
  between his old class and the new prestige arche-
  type. Or simply change the class abilities after 
  some “special training”. This generally works 
  fine at lower levels but might feel disconcerting 
  at higher levels, GMs using this kind of plot are 
  advised to present such options early on in a 
  campaign. 
  
  5
  Bloodmage
  The kripar knew the tunnel as the Narrow Path of Blood. 
  All caverns had specific names, names like family. The deep 
  earth sorcerer-messenger Zs’sit moved through the Narrow 
  Path of Blood with only the faintest apprehension; kripar 
  never idly name an underground feature, and were not 
  given to metaphor.  The Narrow Path of Blood was, indeed, 
  narrow, even by kripar standards, and blood was often 
  found on the way to the larger chasms of the Eastern Un-
  derlands. There were drow there, in their “cities” living on 
  The Watchers knew what, and were best avoided. But Zs’sit 
  needed to move through the Narrow Path of Blood quickly, 
  for there was a camp of gnomes on the reaches of the Eastern 
  Underlands that needed a scroll from their up-top brethren 
  and he was hired to take it to them.
     The tunnel floor was damp. Zs’sit was not given to fear, 
  and scuttled up the wall to inspect it. Blood, as he feared. 
  Some kind of insect, by the smell.  He moved forward, spells 
  ready. But he could not move forward; he was stuck fast. 
  Zs’sit struggled, panic made worse by the throaty chuckling 
  that came from further down the passage… coming into the 
  bi-dimensional panorama that is darkvision was a gangly, 
  fetish-bedecked figure dressed in spikes and studs, impracti-
  cal wear for the depths, besmirched with dark liquid, flip-
  ping the pages of a stained book.  The figure, a male drow 
  elf from one of those horrid clans to the west, sauntered la-
  zily over and smiled a gory smile at Zs’sit.  “Blessed be Kar-
  zerothrine, and all her vicious brood. A sorcerer, I believe, 
  and the right kind, at last.  You are stuck fast, my friend, 
  for that is my magical, adhesive blood you stand upon. And 
  it is your blood I will consume, very soon.  I. Will. Con-
  sume. Your. Blood.” The gray-skinned elf said the words 
  while staring directly into Zs’it’s strange eyes, and drank in 
  the horror he saw there. “For my name is Chaszmyr Dyrr, 
  bloodmage of the Karza, and I wish to possess your eyes that 
  can see through stone, for a trifle that I wish to pursue. For 
  a trifle I will take your blood. Prepare for a painful end, I 
  am afraid…” The drow took a nasty, four-pointed weapon 
  out, and started to chant from his soiled book on the sticky 
  floor beneath them, his other hand holding a crystalline 
  beaker.  “Death is not the end, my kripar friend, for your 
  powers will live on in me!”  And the drow began to laugh, 
  a laugh that echoed throughout his home, the Narrow Paths 
  of Blood.
  
  6
  Bloodmage 
  Obsessed with the study of the effects of blood and 
  bloodlines on magic, bloodmages swell their bodies and 
  magnify spell power, attempting to  replicate the powers 
  of sorcerer bloodlines by mastering blood magic.
  Prestige Class: Bloatmage 
  Build Class Options: The bloodmage is built on the 
  wizard, but the following optional build classes are 
  described below: arcanist, druid, psychic, sacerdote, 
  sorcerer, or witch. 
  Role: Bloodmages are powerful and volatile spellcasters. 
  Alignment: Any. Bloodmages gain their powers through 
  careful study, but obtaining samples to study often forces 
  them to go outside codes of ethics and law. 
  Hit Die: d6. 
  Starting Gold: 2d6 x 10 (70 gp average).
  Class Skills
  The bloodmage’s class skills (and the key abilities for 
  each skill) are Craft (Int), Fly (Dex), Heal (Wis), In-
  timidate (Cha), Knowledge (all skills taken individually) 
  (Int), Profession (Wis), Spellcraft (Int), and Use Magic 
  Device (Cha). 
  Skill Ranks at Each Level: 2 + Int modifier. 
  Class Features
  These are all the class features of the bloodmage. 
  Weapon and Armor Proficiency: A bloodmage is 
  proficient with the blowgun, crossbow (hand, light, and 
  heavy), dagger, gauntlet (spiked), knife (butterfly and 
  switchblade), and quadrens. The bloodmage is not profi-
  cient with any armor or shields, and casting arcane spells 
  in armor risks arcane spell failure. 
  Spells: The bloodmage learns and casts spells exactly like 
  a wizard, including using arcane magic, the effect of In-
  telligence on spellcasting, spellbooks, spells automatically 
  added to the spellbook, and cantrips. 
  Absorb Bloodline (Su): A bloodmage can gain tem-
  porary access to sorcerer bloodlines by consuming the 
  blood of magical creatures. He can absorb a bloodline 
  once per day at first level and an additional time per day 
  at level seven and every four levels thereafter. Each use 
  lasts an hour. A bloodmage can only have one absorbed 
  bloodline at a time, absorbing a new bloodline negates 
  any earlier absorbed bloodlines.
     By drinking a pint of blood tapped from a sorcerer 
  the bloodmage gains limited access to that sorcerer’s 
  bloodline. In addition to sorcerers, Table: Creature Type 
  to Bloodline lists bloodlines that can be gained by drink-
  ing the blood of any creature of the listed type. When 
  a subtype or description is listed, only creatures that 
  fill the description can give the listed bloodline. There 
  may be creatures that give other bloodlines, at the GM’s 
  discretion.
     At 1st level, a bloodmage can temporarily access the 
  bloodline powers of an absorbed sorcerer bloodline as 
  if he were a sorcerer of his bloodmage level. She gains 
  bloodline powers at the same rate a sorcerer does, at level 
  1, 3, 9, 15, and 20, and can use these powers when she 
  has absorbed the appropriate bloodline. She uses these 
  powers as a sorcerer of his bloodmage level and uses 
  Intelligence in place of Charisma with these abilities. 
  Bloodline abilities that can only be used a limited num-
  ber of times per day count separately for each absorbed 
  bloodline, but if the same bloodline is repeatedly ab-
  sorbed previous uses carry over. Powers that grant a spe-
  cific type of familiar or companion do so immediately, 
  temporarily changing the tumor familiar into a creature 
  of the new type.
     At 6th level, the bloodmage can access any bloodline 
  spell of a level he can cast, casting the spell at the cost 
  of one blood point per spell level. The blood points are 
  expended as a part of the action to cast the spell. This 
  does not use any spell slots.
     At 14th level, a bloodmage can access an absorbed 
  bloodline’s bloodline arcana.
  Tapping Blood for Power
  Tapping a pint of blood requires a helpless, 
  willing, or recently dead creature. The process 
  inflicts 1d4 points of Constitution damage on 
  a living donor. The process of draining a corpse 
  must be begun no later than 1 minute after 
  death, and one corpse yields only a single pint of 
  blood. The bloodmage can drink a pint of blood 
  directly from a donor in one minute. By taking 
  10 minutes to tap the blood, she can preserve a 
  pint of blood indefinitely, to be consumed later 
  as a standard action.
  
  7
  Table: Bloodmage Class
  Level Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  0
  1st
  2nd 3rd 4th 5th 6th 7th 8th 9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Absorb bloodline 
  (powers), blood 
  pool, bloodsurge (1/
  day), tumor familiar 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Spell Focus 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Absorb bloodline 
  (power), hemophilia 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Bloodsurge (1d4, 2/
  day) 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +2 
  +1 
  +1 
  +4 
  Corpulence (+1 
  caster level, medium 
  encumbrance) 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Absorb bloodline 
  (spells) 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  +2 
  +2 
  +5 
  Absorb bloodline 
  (2/day) 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Bloodsurge (1d8, 3/
  day) 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  +3 
  +3 
  +6 
  Absorb bloodline 
  (power) 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  10th +5 
  +3 
  +3 
  +7 
  Corpulence (+1 AC) 4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  11th +5 
  +3 
  +3 
  +7 
  Absorb bloodline 
  (3/day) 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  12th +6/+1 
  +4 
  +4 
  +8 
  Bloodsurge (1d12, 
  4/day) 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  13th +6/+1 
  +4 
  +4 
  +8 
  — 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  14th +7/+2 
  +4 
  +4 
  +9 
  Absorb bloodline 
  (arcana) 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  15th +7/+2 
  +5 
  +5 
  +9 
  Absorb bloodline 
  (4/day, power) 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  16th +8/+3 
  +5 
  +5 
  +10 
  — 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  17th +8/+3 
  +5 
  +5 
  +10 
  Corpulence (+2 AC, 
  -10 speed) 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18th +9/+4 
  +6 
  +6 
  +11 
  — 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19th +9/+4 
  +6 
  +6 
  +11 
  Absorb bloodline 
  (5/day) 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  20th +10/+5 
  +6 
  +6 
  +12 
  Absorb bloodline 
  (power), bloodsurge 
  (1d12, 5/day) 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4
  
  8
     The creature must be corporeal and have blood 
  for this ability to work. Gentle repose can be used 
  to preserve a corpse for later tapping. The blood 
  of summoned creatures give no benefit.
  Table: Creature Type to Bloodline 
  Creature Type
  Bloodline 
  Aberration, otyugh*
  Otyugh 
  Aberration, flumph* 
  Flumph 
  Aberation, starspawn* 
  Starspawn 
  Aberration, other 
  Aberrant 
  Animal
  Animal 
  Dragon*
  Draconic 
  Fey, gremlin* 
  Pugwampi 
  Fey, other* 
  Fey 
  Humanoid, dwarf*
  Deep Earth 
  Humanoid, giant* 
  Giant 
  Humanoid, giant (cyclops)* 
  Cyclopean 
  Humanoid, gnome* 
  Fey 
  Humanoid, human* 
  Imperious 
  Humanoid, kobold* 
  Kobold 
  Humanoid, reptilian* 
  Serpentine 
  Humanoid, shadow folk*
  Shadow
  Humanoid, shapeshifter* 
  Shapeshifter 
  Humanoid, arcane caster* 
  Arcane 
  Humanoid, divine caster* 
  Divine 
  Humanoid, psychic caster* 
  Psychic 
  Humanoid, other* 
  Maestro 
  Magical beast, aranea* 
  Aranea 
  Magical beast, behemoth* 
  Behemoth 
  Magical beast, flail snail* 
  Flail Snail 
  Magical beast, phoenix* 
  Phoenix 
  Magical beast, sphinx* 
  Sphinx 
  Magical beast, stirge 
  Stirge 
  Magical beast, unicorn* 
  Unicorn 
  Magical beast, other
  Destined 
  Monstroud humanoid, lamia* 
  Lamia 
  Monstroud humanoid, medusa* 
  Medusan 
  Monstrous Humanoid, other* 
  Accursed 
  Ooze
  Decay 
  Outsider, asura* 
  Aranea 
  Outsider, elemental* 
  Elemental 
  Outsider, elohim* 
  Elohim 
  Outsider, kami* 
  Kami 
  Outsider, kyton* 
  Kyton 
  Outsider, oni* 
  Oni 
  Outsider, psychopomp* 
  Psychopomp 
  Outsider, rakshasa* 
  Rakshasa 
  Outsider, chaotic evil* 
  Abyssal 
  Outsider, chaotic neutral* 
  Protean 
  Outsider, good* 
  Celestial 
  Outsider, lawful evil* 
  Infernal 
  Outsider, lawful neutral* 
  Inevitable 
  Outsider, neutral evil* 
  Daemon 
  Outsider, neutral* 
  Impossible
  Plant, mi-go* 
  Mi-go 
  Plant, fungus
  Fungal 
  Plant, other 
  Verdant 
  Undead, nosferatu* 
  Nosferatu 
  Undead, other 
  Undead 
  Vermin 
  Insect 
  * Usually intelligent and an evil act to kill for power 
  gain. 
  Purple Duck Note: This list of bloodlines contains both 
  core bloodlines and bloodlines found in our Monstrous 
  Bloodlines for Sorcerers series. Please consult with your 
  GM to see what bloodline sources they accept in their home 
  games.
  Blood Frenzy (Su): The bloodmage may push himself 
  via his bloodsurge ability (see below) in order to gain 
  a number of extra blood points, but such exertion is a 
  dangerous gamble. If the bloodmage’s current number of 
  blood points is greater than his blood pool but less than 
  or equal to his class level, he gains the sickened condi-
  tion. If his exertions push his blood pool beyond his class 
  level, he immediately flies into a homicidal rage, striking 
  out with his most damaging attacks and abilities, begin-
  ning with enemies but insensitive to collateral damage 
  and moving on to friends when no enemies remain. A 
  blood frenzy lasts for 1d6 rounds or until his blood pool 
  or hit points are reduced to 0 (whichever comes first). At 
  the end of the frenzy, his blood points drop to 0 and he 
  takes damage equal to his remaining hit points.
  Blood Pool (Su): At 1st level, a bloodmage has a pool 
  of blood points, representing an overload of his system 
  with excess blood to extend his arcane abilities beyond 
  their normal level. Blood points can be spent at the time 
  of casting to cast a spell without expending the prepared 
  
  9
  spell. The spell (or spell slot for a spontaneous caster) is 
  retained as if it had not been cast. Retaining a spell (or 
  spell slot) in this manner costs a number of blood points 
  equal to the spell’s level, and these points must be spent 
  at the time of casting. A bloodmage’s normal pool of 
  blood points is equal to half his bloodmage level (mini-
  mum 1). 
     Each day, when the bloodmage rests to regain spells, 
  he regains blood points up his normal blood pool maxi-
  mum but not beyond. If he has more blood points than 
  his normal blood pool, there is no change. 
     Example: A level 10 bloodmage is normally restored to 
  5 blood points, but if the bloodmage has 6 or more blood 
  points when he prepares spells, he retains what he has.
  Bloodsurge (Ex): A bloodmage can exert himself as 
  a free action to instantly gain extra blood points, but 
  doing so puts himself at risk of a dangerous frenzy. At 
  1st level, the bloodmage can bloodsurge once per day to 
  gain 1 blood point. At 4th level he can bloodsurge 2/day 
  to gain 1d4 points. At 8th, he can surge 3/day per day, 
  and the roll becomes 1d8. At 12th, he can surge 4/day, 
  and the roll becomes 1d12. At 20th, he can bloodsurge 
  5/day, still for 1d12 blood points. 
     Some bloodmages conduct constant rituals involving 
  leeches or exsanguination in an attempt to regulate their 
  systems. These rituals, which must be undertaken daily 
  during spell preparation, give the bloodmage the option 
  of subtracting 1 point from any surging rolls after the 
  results are known, but at the price of a non-cumulative 
  -2 penalty to Constitution. This procedure is intended to 
  avoid the condition known as blood frenzy (see below). 
  This penalty cannot be removed, save by the bloodmage 
  abandoning the rituals for a day (also during spell prepa-
  ration), which removes it immediately. 
  Tumor Familiar (Ex): The bloodmage creates a Diminu-
  tive or Tiny tumor on his body, usually on his back 
  or stomach. As a standard action, the bloodmage can 
  have the tumor detach itself from his body as a separate 
  creature vaguely resembling a kind of animal suitable 
  for a familiar (bat, cat, and so on) and move about as if 
  it were an independent creature. The tumor can reat-
  tach itself to the bloodmage as a standard action. The 
  tumor has all the abilities of the animal it resembles (for 
  example, a batlike tumor can fly) and familiar abilities 
  based on the bloodmage’s caster level. The tumor acts as 
  the bloodmage’s familiar whether attached or separated 
  (providing a skill bonus, the Alertness feat, and so on). 
  When attached to the bloodmage, the tumor has fast 
  healing 5.  If a tumor familiar is lost or dies, it can be 
  replaced 1 week later through a specialized procedure 
  that costs 200 gp per bloodmage level. The ritual takes 8 
  hours to complete.
  Spell Focus: At 2nd level bloodmages gain Spell Focus 
  as a bonus feat. 
  Hemophilia (Ex): At 3rd level bloodmages become par-
  ticularly susceptible to bleed effects, and the DC of any 
  Heal check made to stop a bleed effect is 5 higher than 
  normal. In addition, anytime a bleeding wound is in-
  flicted on a bloodmage, he loses 1 blood point. This loss 
  of blood points is cumulative for multiple bleed attacks, 
  but not each time he takes damage from the same attack. 
  Corpulence: At 5th level a bloodmage swells up, his 
  body holding a copious amount of blood. This blood 
  empowers his spells, any spell from a school in which he 
  possesses the Spell Focus feat is cast at +1 caster level. As 
  a side effect he is constantly under the effects of a me-
  dium load; his maximum bonus to AC from Dexterity is 
  +3, he gains an armor check penalty of –3, and his speed 
  decreases as appropriate (generally from 30 feet to 20 
  feet for a Medium creature). 
     At 10th level, a bloodmage becomes so massive that 
  his rolls of fatty, blood-laden flesh grant him a +1 bonus 
  to natural armor. 
     At 17th level the bonus to natural armor increases to 
  +2 but reduces his speed by 10 feet. This penalty stacks 
  with the penalty from the level 10 ability. This reduction 
  in speed can never reduce the bloodmage’s speed below 
  5 feet, nor does it affect magical movement. A dwarf 
  bloodmage is immune to this speed reduction. 
  Alternate Build Classes
  The bloodmage can be built on these alternate classes: 
  arcanist, druid, psychic, sacerdote, sorcerer, or witch. 
  The bloodmage learns and casts spells exactly like the 
  build class, including the effect of ability scores on 
  spellcasting and cantrips, orisons, or knacks. The num-
  ber of spells per day, spell slots, and known spells all use 
  the table for the build class. He only suffers arcane spell 
  failure in armor if he casts arcane spells. 
     In addition, the bloodmage inherits the following class 
  features from the build class: 
     Arcanist: None. 
     Druid: The blood druid gains the druid’s armor and 
  weapon proficiencies (including strictures against metal 
  
  10
  armor), and all druid class features except wild shape. He 
  gains the druid’s Hit Dice, base attack, base saves, class 
  skills (in addition to those of the bloodmage), and two 
  additional skill points per level. He uses Wisdom instead 
  Intelligence for the absorb bloodline ability.
     Psychic: The blood psychic gains the psychic’s psychic  
  discipline class feature, including discipline spells and 
  discipline powers. The blood psychic has no phrenic 
  pool, instead he gains and spends points from his blood 
  pool, which can cause him to rage if handled carelessly. 
     Sacerdote: The sacerdote keeps the advanced spellcast-
  ing, bonus languages, calculated targeting, chaotic evil 
  good and lawful spells, divine focus, domains, divine 
  wrath, and manifestation class features. The sacerdote is 
  from Legendary Classes: Sacerdote also by Purple Duck 
  Games. 
     Sorcerer: The sorcerer bloodmage gains Eschew Ma-
  terials as a bonus feat at level 1. He chooses a bloodline 
  and gains the bloodline spells and the bloodline skill as 
  a class skill, but no other benefits. He uses Charisma 
  instead Intelligence for the absorb bloodline ability.
     Witch: A blood witch gains the patron spells class fea-
  ture. A blood witch does not gain hexes. He stores spells 
  in his tumor familiar. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever they gain a level in a favored class, some races 
  have the option of choosing from a number of other 
  bonuses, depending upon their favored classes. The fol-
  lowing options are available to the listed race who have 
  bloodmage as their favored class, and unless otherwise 
  stated, the bonus applies each time you select the listed 
  favored class reward. 
     Avodim: When you enter a blood frenzy, you gain 2 
  temporary hit points that disappear at the end of the 
  blood frenzy. 
     Dhamphir: As an immediate action you can spend 
  1/4 up to blood points to heal 1d6 hit points per blood 
  point spent. If you do this right after making a blood 
  surge, and reduce your blood pool below the blood 
  frenzy threshold and still have hit point damage remain-
  ing, you avoid entering blood frenzy. 
     Dragonblood: You can reduce the spell level increase 
  when using metamagic by 1/5. Doing this costs one 
  point of blood pool per level increase avoided.
     Dwarf: Count your level as 1/4 level higher to see how 
  many blood points you can hold without entering blood 
  frenzy. 
     Elf: Add 1/2 to your Spellcraft skill bonus.   
     Erkunae: When negotiating with a creature called by a 
  planar binding spell, you add 1/4 to your Charisma bo-
  nus by spending blood points equal to the bonus gained. 
     Gnome: Add one spell from your spell list to your 
  spells known, spellbook, or familiar, as appropriate. This 
  spell must be from the illusion school. 
     Half-Elf: When casting enchantment spells, add +1 to 
  the effective caster level of the spell, but only to deter-
  mine the spell’s duration. 
     Half-Orc: 1/5 times per day, when reduced to zero or 
  negative hit points but staying conscious, you gain an 
  additional daily use of blood surge. 
     Halfling: +1/2 dodge bonus to your AC, only against 
  attacks of opportunity triggered by casting spells. 
     Human: Add one spell from your spell list to your 
  spells known, spellbook, or familiar, as appropriate. This 
  spell must be at least one level below the highest spell 
  level you can cast. 
     Qit’ar: As a swift action you can add +1/2 to both acid 
  and cold resistance for one minute at the cost of one 
  point of blood pool. 
     Tengu: Add 5 ft. to the range of your carrion sense 
  alternate racial trait. If you do not have this racial trait, 
  you gain carrion sense with a range of 5 ft. 
     Zendiqi: When negotiating with an outsider with the 
  elemental subtype called by a planar binding spell, you 
  can add 1/3 to your Charisma bonus by spending blood 
  points equal to the bonus gained.
  Sample Character 
  Below is a sample bloodmage player character that uses 
  the wizard build class created using these rules at levels 
  1, 5, 10, and 15. Favored class bonus is used to provide 
  additional hit points.
  Chaszmyr Dyrr (CR 1/2; XP 200)
  Male karza drow bloodmage 1
  CE Medium humanoid (elf)
  Init -1; Senses darkvision 120 ft.; Perception +5
  Defense
  AC 9, touch 9, flat-footed 9
  (-1 Dex)
  hp 9 (1d6+3)
  Fort +2, Ref -1, Will +3; +2 vs. enchantment
  Immune sleep; SR 7
  Weakness blood frenzy, light blindness
  Offense
  Speed 30 ft.
  
  11
  Melee quadrens +1 (1d6+1/19-20)
  Ranged light crossbow -1 (1d8/19-20)
  Spell-Like Abilities (CL 1st; concentration +3)
     4/day—tremor (CMB +2)
     1/day—blend, ghost sound (Wd-DC 12), spider climb
  Spells Prepared (CL 1st; concentration +2)
     1st—mage armor, magic weapon
     0th (at will)—detect magic, disrupt undead, read magic
  Absorbed Bloodline deep earth
  Statistics
  Str 12, Dex 8, Con 14, Int 13, Wis 12, Cha 15
  Base Atk +0; CMB +1; CMD 10
  Feats Alertness, Scribe Scroll
  Skills Fly +2, Intimidate +6, Knowledge (arcana) +5, 
  Perception +5, Spellcraft +5; Racial Modifiers +2 Per-
  ception
  Languages Aklo, Elven, Undercommon
  SQ absorb bloodline (1/day), blood pool (1), blood 
  surge (1/day), poison use, tumor familiar
  Combat Gear alkali flask, potion of cure light wounds (2), 
  wand of enlarge person (5 charges), wand of magic missile 
  (9 charges); Other Gear quadrens, light crossbow with 
  20 bolts, backpack, belt pouch, spell component pouch, 
  Book of Blood (1st-level); Coins 12 gp
  Book of Blood
  (Spellbook Level 1 Bloodmage)
  This small brown tome is reinforced on the corners with 
  metal protectors. The face of the book has a simple summon-
  ing circle embossed on it.
  Value 205 gp
  Spells
  1st—enlarge person, mage armor, magic weapon, shield, 
  true strike
  0th—acid splash, arcane mark, bleed, breeze, dancing 
  lights, daze, detect magic, detect poison, detect radiation, 
  disrupt undead, drench, flare, ghost sound, haunted fey 
  aspect, jolt, light, mage hand, mending, message, open/close, 
  penumbra, prestidigitation, ray of frost, resistance, root, 
  scoop, spark, touch of fatigue
  Chaszmyr Dyrr 
  (CR 4; XP 1,200)
  Male karza drow bloodmage 5
  CE Medium humanoid (elf)
  Init -1; Senses darkvision 120 ft.; Perception +7
  Defense
  AC 9, touch 9, flat-footed 9
  (-1 Dex)
  hp 40 (5d6+20)
  Fort +3, Ref +0, Will +5; +2 vs. enchantment
  Immune sleep; SR 11
  Weakness blood frenzy, corpulence, hemophilia, light 
  blindness
  Offense
  Speed 20 ft.
  Melee +1 quadrens +4 (1d6+2/19-20)
  Ranged light crossbow +1 (1d8/19-20)
  Spell-Like Abilities (CL 5th; concentration +7)
     5/day—tremor (CMB +7)
     1/day—blend, ghost sound (Wd-DC 12), spider climb
  Spells Prepared (CL 5th; concentration +7)
     3rd—haste
     2nd—adhesive blood (R-DC 15), bull’s strength, sum-
  mon swarm
     1st—burning disarm (R-DC 14), enlarge person, mage 
  armor, shield
     0th (at will)—detect magic, disrupt undead, mage hand, 
  read magic
  Absorbed Bloodline deep earth
  Statistics
  Str 12, Dex 8, Con 14, Int 14, Wis 12, Cha 15
  Base Atk +2; CMB +3; CMD 12
  Feats Alertness, Scribe Scroll, Spell Focus (transmuta-
  tion), Tenacious Transmutation, Toughness
  Skills Fly +8, Intimidate +10, Knowledge (arcana) +10, 
  Perception +7, Spellcraft +10; Racial Modifier +2 Per-
  ception
  Languages Aklo, Elven, Terran, Undercommon
  SQ absorb bloodline (1/day), blood pool (2), blood 
  surge (1d4, 2/day), poison use, stonecunning, tumor 
  familiar (bat)
  Combat Gear alkali flask, potion of cure light wounds (3), 
  potion of lesser restoration (2), wand of enlarge person (22 
  charges), wand of magic missile (39 charges); Other Gear 
  +1 quadrens, light crossbow with 20 bolts, backpack, 
  belt pouch, spell component pouch, Book of Blood (5th-
  level); Coins 17 gp
  Book of Blood
  (Spellbook Level 5 Bloodmage)
  This small brown tome is reinforced on the corners with 
  metal protectors. The face of the book has a simple summon-
  ing circle embossed on it.
  Value 565 gp
  Spells
  3rd—haste, monstrous physique I
  2nd—adhesive blood, alter self, bull’s strength, summon 
  swarm
  1st—burning disarm, enlarge person, mage armor, magic 
  weapon, shield, true strike
  
  12
  0th—acid splash, arcane mark, bleed, breeze, dancing 
  lights, daze, detect magic, detect poison, detect radiation, 
  disrupt undead, drench, flare, ghost sound, haunted fey 
  aspect, jolt, light, mage hand, mending, message, open/close, 
  penumbra, prestidigitation, ray of frost, resistance, root, 
  scoop, spark, touch of fatigue
  Chaszmyr Dyrr 
  (CR 9; XP 6,400)
  Male karza drow bloodmage 10
  CE Medium humanoid (elf)
  Init -1; Senses darkvision 120 ft., tremorsense 30 ft.; 
  Perception +11
  Defense
  AC 10, touch 9, flat-footed 10
  (-1 Dex, +1 natural)
  hp 77 (10d6+40)
  Fort +5, Ref +2, Will +8; +2 vs. enchantment
  Immune sleep; SR 16
  Weakness blood frenzy, corpulence, hemophilia, light 
  blindness
  Offense
  Speed 20 ft.
  Melee +2 quadrens +8 (1d6+3/19-20)
  Ranged light crossbow +4 (1d8/19-20)
  Spell-Like Abilities (CL 10th; concentration +12)
     5/day—tremor (CMB +12)
     1/day—blend, crystal shard, ghost sound (Wd-DC 14), 
  spider climb
  Spells Prepared (CL 10th; concentration +12)
     5th—baleful polymorph (F/W-DC 18), hungry earth 
  (CMB +15)
     4th—bestow curse (W-DC 16), lesser globe of invulner-
  ability, monstrous physique II
     3rd—dispel magic, fly, haste
     2nd—adhesive blood (2, R-DC 15), bull’s strength, sum-
  mon swarm (2)
     1st—burning disarm (2, R-DC 14), mage armor, shield, 
  true strike
     0th (at will)—detect magic, disrupt undead, mage hand, 
  read magic
  Absorbed Bloodline deep earth
  Statistics
  Str 12, Dex 8, Con 14, Int 15, Wis 12, Cha 15
  Base Atk +5; CMB +6; CMD 15
  Feats Alertness, Combat Casting, Scribe Scroll, Skill Fo-
  cus (Intimidate), Spell Focus (transmutation), Tenacious 
  Transmutation, Toughness
  Skills Fly +12, Intimidate +21, Knowledge (arcana) +12, 
  Perception +11, Spellcraft +15; Racial Modifiers +2 
  Perception
  Languages Aklo, Elven, Terran, Undercommon
  SQ absorb bloodline (2/day), blood pool (5; 1—expedi-
  tious excavation, 2—darkvision, 3—shifting sands, 4—
  stoneskin), blood surge (1d8, 3/day), poison use, stone-
  cunning, tumor familiar (bat)
  Combat Gear alkali flask, potion of cure moderate wounds 
  (2), potion of lesser restoration (2), wand of enlarge person 
  (14 charges), wand of magic missile (18 charges); Other 
  Gear +2 quadrens, light crossbow with 20 bolts, back-
  pack, belt pouch, spell component pouch, Book of Blood 
  (10th-level); Coins 2 gp
  Book of Blood
  (Spellbook Level 10 Bloodmage)
  This small, blood-stained tome is reinforced on the corners 
  with metal protectors. The face of the book has a simple 
  summon circle embossed on it.
  Value 1,885 gp
  Spells
  5th—baleful polymorph, hungry earth
  4th—bestow curse, lesser globe of invulnerability, monstrous 
  physique II, obsidian flow
  3rd—dispel magic, fly, haste, monstrous physique I
  2nd—adhesive blood, alter self, bull’s strength, summon 
  swarm
  1st—burning disarm, enlarge person, mage armor, magic 
  missile, magic weapon, shield, true strike
  0th—acid splash, arcane mark, bleed, breeze, dancing 
  lights, daze, detect magic, detect poison, detect radiation, 
  disrupt undead, drench, flare, ghost sound, haunted fey 
  aspect, jolt, light, mage hand, mending, message, open/close, 
  penumbra, prestidigitation, ray of frost, resistance, root, 
  scoop, spark, touch of fatigue
  Chaszmyr Dyrr 
  (CR 14; XP 38,400)
  Male karza drow bloodmage 15
  CE Medium humanoid (elf)
  Init -1; Senses darkvision 120 ft., tremorsense 30 ft., 
  x-ray vision (15 rounds/day); Perception +22
  Defense
  AC 15, touch 10, flat-footed 15
  (+4 armor, +1 deflection, -1 Dex, +1 natural)
  hp 130 (15d6+75)
  Fort +9, Ref +5, Will +11; +2 vs. enchantment
  Immune sleep; SR 21
  Weakness blood frenzy, corpulence, hemophilia, light 
  blindness
  Offense
  Speed 20 ft., fly 30 ft. (good); earth glide (burrow 10 ft.; 
  15 minutes/day)
  
  13
  Melee +2 keen quadrens +10/+5 (1d6+4/19-20)
  Ranged light crossbow +6 (1d8/19-20)
  Spell-Like Abilities (CL 15th; concentration +17)
     7/day—tremor (CMB +19)
     1/day—blend, crystal shard, ghost sound (Wd-DC 14), 
  spider climb
  Spells Prepared (CL 15th; concentration +19)
     8th—frightful aspect
     7th—greater teleport, prismatic spray (F/R/W-DC 21)
     6th—disintegrate (F-DC 22), enemy hammer (F-DC 
  22), extended overland flight (already cast)
     5th—baleful polymorph (2, F/W-DC 21), echolocation, 
  hungry earth (CMB +19)
     4th—bestow curse (W-DC 18), extended haste, lesser 
  globe of invulnerability, monstrous physique II
     3rd—dispel magic, extended bull’s strength, fly, vampiric 
  touch (2)
     2nd—adhesive blood (2, R-DC 18), extended mage 
  armor (already cast), summon swarm (2)
     1st—burning disarm (2, R-DC 17), shield, true strike 
  (2)
     0th (at will)—detect magic, disrupt undead, mage hand, 
  read magic
  Absorbed Bloodline deep earth
  Statistics
  Str 12, Dex 8, Con 16, Int 18, Wis 12, Cha 15
  Base Atk +7; CMB +8; CMD 18
  Feats Alertness, Combat Casting, Extend Spell, Greater 
  Spell Focus (transmutation), Scribe Scroll, Skill Focus 
  (Intimidate), Spell Focus (transmutation), Tenacious 
  Transmutation, Toughness, Uncanny Concentration
  Skills Fly +32, Intimidate +26, Knowledge (arcana) +22, 
  Perception +22, Spellcraft +22, Use Magic Device +20; 
  Racial Modifiers +2 Perception
  Languages Aklo, Elven, Terran, Undercommon
  SQ absorb bloodline (4/day), blood pool (7; 1—expedi-
  tious excavation, 2—darkvision, 3—shifting sands, 4—
  stoneskin, 5—spike stones, 6—stone tell, 7—repel metal or 
  stone), blood surge (1d12, 4/day), poison use, stonecun-
  ning, tumor familiar (bat)
  Combat Gear alkali flask, potion of cure serious wounds 
  (2), potion of lesser restoration (2), wand of enlarge person 
  (CL 3rd; 24 charges), wand of magic missile (CL 5th; 19 
  charges); Other Gear +2 keen quadrens, light crossbow 
  with 20 bolts, backpack, belt of mighty constitution +2, 
  belt pouch, cloak of resistance +1, headband of aerial agil-
  ity +2 (Int; Spellcraft), ring of protection +1, spell compo-
  nent pouch, Book of Blood (15th-level); Coins 27 gp
  Book of Blood
  (Spellbook Level 15 Bloodmage)
  This small, blood-stained tome is reinforced on the corners 
  with metal protectors. The face of the book has a simple 
  summon circle embossed on it.
  Value 7,155 gp
  Spells
  8th—form of the dragon III, frightful aspect
  7th—delayed blast fireball, elemental body IV, greater 
  teleport, prismatic spray
  6th—chain lightning, disintegrate, enemy hammer, globe of 
  invulnerability
  5th—baleful polymorph, echolocation, hungry earth, over-
  land flight
  4th—bestow curse, lesser globe of invulnerability, monstrous 
  physique II, obsidian flow
  3rd—dispel magic, fly, haste, monstrous physique I, vam-
  piric touch
  2nd—adhesive blood, alter self, bull’s strength, summon 
  swarm
  1st—burning disarm, enlarge person, mage armor, magic 
  missile, magic weapon, shield, true strike
  0th—acid splash, arcane mark, bleed, breeze, dancing 
  lights, daze, detect magic, detect poison, detect radiation, 
  disrupt undead, drench, flare, ghost sound, haunted fey 
  aspect, jolt, light, mage hand, mending, message, open/close, 
  penumbra, prestidigitation, ray of frost, resistance, root, 
  scoop, spark, touch of fatigue
  A former resident of the Karza drow city of Eragnath, 
  Chaszmyr Dyrr was exiled from the House of Kindraun 
  for rebelliousness, as blood-magic is forbidden to them 
  for many reasons, the prime of which is that their an-
  cient enemy-house, the warlike Waerlochar, practice it 
  enthusiastically. Such occurrences are not uncommon, 
  and the traditional protocol would be for Dyrr to simply 
  abandon his Kindraun kin and move discreetly over to 
  House Waerlochar- which he did, for a time. He had 
  no intention on starting from the bottom as an almost-
  contemptible traitor proving his worth, and rather used 
  his newness in the house’s enrolment to steal items that 
  Kindraun spies had located, leave the squabbling mag-
  gots, and focusing on increasing his own personal power. 
  Chaszmyr Dyrr has an almost supernatural patience, rare 
  in a drow, beneath the ore-grubbing city of Argentum.  
  Ambush and sacrifice to his blood-needs are Chaszmyr’s 
  specialty, though he has toyed with the idea of taking 
  his blood-wares to the surface and see what ridiculous 
  wealth and homage he can drum up in the Lighted 
  Lands.
  
  14
  Cyphermage
  [Translated from Zif excretion-script, AC 1010-1013]
  4th Tide, Moon Full; One writes the words to let those
  after learn at birth. Will one’s words be heard? The  
  cyphers I seek are more than words, words beyond 
  words. Circularity demands it.  I have called the first
  being, the sagari, and wonder if the hidden magic is
  worth the strange smells my beachmates give me.
  3rd Tide, Waning Moon; My scroll collection grows, I 
  have solved the problem of the Gibbering One eating 
  them, and used the secretions accordingly. To keep 
  thoughtson ‘parchment’ instead of sand!  One will 
  have all manner of secrets stored here forever.
  Others are jealous. One hates them. 
  2nd Tide, Sliver-Moon; I called the Scaled 
  Woman again. The chaos infused in the 
  Thing’s thoughts disturbs one. The 
  power suggested by her spells in-
  trigues one. One has realized-I 
  have realized- that 
  the “written” 
  word conveys 
  immortal-
  ity, and
  not just in the conveyed consciousness to the zif young. Im-
  mortality of the word is real, imminent, rooting Me outside 
  the circularity of Zif. 
  Ebb Tide, No Moon; This zif will no longer remain here… 
  I have gone Beyond this reality, no further words will come 
  from Me, Amblap, master of the dimension that I chose,  
  another grain of sand on the Beach of Time, magic flows  
  quickly, I can hear the Calling, but not of the Gods; of the  
  Other Things, the Others who gibber and howl in these 
  paces-
  
  15
  Cyphermage 
  Cyphermages are students of ancient history, runic lore, 
  and abominable secrets man was not meant to know. 
  They are respected for their depth of knowledge about 
  history, yet some people find them dangerously stub-
  born in their pursuit of secrets best left lost, or their 
  borderline obsession with any scrap or fragment of 
  carven rubble. Cyphermages are dogged in their pursuit 
  of knowledge, often secretive not only with outsiders but 
  with one another, as each strives to uncover a forgotten 
  scrap of lore, or present a triumphant dissertation to his 
  peers or to academics half a world away. 
  Prestige Class: Cyphermage 
  Build Classes: The cyphermage is primarily built on the 
  wizard, but the following optional classes are described 
  in their own section, below: arcanist, sacerdote, psychic, 
  and witch. 
  Alignment: Any. Cyphermages have a heirarchy based 
  on secrets, selfishly keeping their lore to themselves. A 
  few good-aligned cyphermages are slowly overcoming 
  this and forming an open magical discourse. 
  Hit Die: d6. 
  Starting Gold: 2d6 x 10 gp (70 gp average)
  Class Skills
  The cyphermage’s class skills (and the key ability for each 
  skill) are Appraise (Int), Climb (Str), Craft (Int), Disable 
  Device (Dex), Fly (Dex), Knowledge (all) (Int), Linguis-
  tics (Int), Perception (Wis), Profession (Wis), Spellcraft 
  (Int). Survival (Wis), and Use Magic Device (Cha). 
  Skill Ranks at Each Level: 2 + Int modifier. 
  Class Features
  These are all the class features of the cyphermage. 
  Weapon and Armor Proficiency: A cyphermage is pro-
  ficient with all simple weapons, but not with any type 
  of armor or shield. Armor interferes with a cypermage’s 
  movements, which can cause his spells with somatic 
  components to fail. 
  Spells: The cyphermage learns and casts spells exactly 
  like a wizard, including using arcane magic, the effect 
  of Intelligence on spellcasting, spellbooks, automatically 
  learned spells, and cantrips. 
  Bonus Languages: A cypehermage can select Aklo, 
  Aquan, Auran, Giant, Ignan, Terran, and dead human 
  languages as bonus languages, in addition to those avail-
  able to their race.  
  Build Class: A cyphermage chooses between an arcane 
  bond and an arcane school. Cyphermages who choose 
  arcane school can only pick the divination school (or 
  one of its subschools). Cyphermages can choose a wizard 
  bonus feat instead of a cypher lore selection. 
  Cypher Magic: A cyphermage casts spells from scrolls at 
  +1 caster level higher than the scroll’s caster level. This 
  benefit extends to scrolls that the cyphermage has cre-
  ated himself. In addition, he gains a +1 bonus on caster 
  level checks made to activate a scroll with a higher caster 
  level than his own. 
  Cypher Pool (Ex): The cyphermage has a cypher pool 
  that is used to power his magic. This pool has a number 
  of cypher points equal to half the cyphermage’s class level 
  + the cyphermage’s Intelligence modifier. By spending 
  a a cypher point when casting a cyphermage spell, the 
  cyphermage can increase the caster level of the spell by 1 
  and the Spellcraft DC to recognize the spell by 10. 
  Cypher Lore (Ex/Su): A cyphermage masters writ-
  ten magic such as scrolls, glyphs, and symbols. He also 
  begins to discover ancient magics that further bolster his 
  power. These discoveries are known collectively as cypher 
  lore. At 1st level, 3rd level, and every 2 levels thereafter, 
  the cyphermage learns a new way to enhance his magic, 
  chosen from the list of cypher lore given below. 
     Analyze Scroll (Su): As a free action, a cyphermage can 
  automatically discern the contents of a magic scroll, as 
  if he were using read magic. He gains an insight bonus 
  equal to half his cyphermage level on Use Magic Device 
  checks made to cast spells from scrolls. 
     Bypass Symbol (Su): When a cyphermage makes a save 
  against a magical glyph, symbol, sigil, or similar written 
  trap, as an immediate action he may attempt a Spellcraft 
  check against the same DC to delay the trap’s effects for 
  1d6 rounds. Once the delay is over, the trap has its nor-
  mal effect. The cyphermage must have at least 2 ranks in 
  Linguistics to select this lore. 
     Cypher Summoning (Ex): The cyphermage has learned 
  how to summon strange creatures to his aid when he 
  
  16
  casts summon monster spells. He adds chon-chon and 
  sagari to the list of monsters he can conjure with sum-
  mon monster I, fleshdreg to the list of monsters he can 
  conjure with summon monster II, sinspawn to the list of 
  monsters he can conjure with summon monster III, flesh-
  dreg swarm and faceless stalker to the list of monsters he 
  can conjure with summon monster IV, lamia to the list of 
  monsters he can conjure with summon monster VI, chuul 
  and kuchrima to the list of monsters he can conjure 
  with summon monster VII, lamia matriarch to the list of 
  monsters he can conjure with summon monster VIII and 
  shining child to the list of monsters he can conjure with 
  summon monster IX. The cyphermage must have at least 
  2 ranks in Knowledge (dungeoneering) to select this 
  lore. 
     Defensive Scrollcaster (Ex): A cyphermage gains a +4 
  bonus on concentration checks to cast defensively when 
  casting spells from scrolls. 
     Enhance Scroll (Su): As a swift action, a cyphermage 
  can cause any scroll spell he reads to function using his 
  caster level rather than the scroll’s caster level. Each use 
  of this ability costs a point from the cypher pool. 
     Extended Scroll (Su): As a swift action, a cyphermage 
  can double the duration of any scroll spell he reads as if 
  the spell were modified by Extend Spell. Each use of this 
  ability costs a point from the cypher pool. 
     Focused Scroll (Su): As a swift action, a cyphermage can 
  add a bonus equal to twice his Intelligence modifier on 
  any caster level checks made with a scroll spell, including 
  checks to overcome SR. Each use of this ability costs a 
  point from the cypher pool. 
     Giant’s Master (Ex): The cyphermage has unraveled sev-
  eral methods of commanding and controlling giants. As 
  a swift action, whenever he uses a mind-affecting spell or 
  effect on a humanoid with the giant subtype, he increas-
  es his spell’s save DC by +2. The cyphermage must speak 
  Giant and have at least 2 ranks in Knowledge (history) 
  to select this lore. 
     Glyph Finder (Ex): A cyphermage can locate glyphs of 
  warding, symbols, and similar magical spell traps that 
  utilize writing as if he had the trapfinding ability of the 
  rogue. He can use Perception or Knowledge (arcana) to 
  notice such traps, and can use Disable Device or Spell-
  craft to disable these types of traps. He adds half his cy-
  Table: Cyphermage
  Class 
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Build class, cypher lore, cypher 
  magic, cypher pool 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Scribe Scroll 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Cypher lore 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  +1 
  +1 
  +4 
  — 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +2 
  +1 
  +1 
  +4 
  Cypher lore 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  +2 
  +2 
  +5 
  — 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  +2 
  +2 
  +5 
  Cypher lore 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  8th 
  +4 
  +2 
  +2 
  +6 
  — 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  +3 
  +3 
  +6 
  Cypher lore 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  10th 
  +5 
  +3 
  +3 
  +7 
  Cyphermaster 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  11th 
  +5 
  +3 
  +3 
  +7 
  Cypher lore 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  — 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  13th 
  +6/+1 
  +4 
  +4 
  +8 
  Cypher lore 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  14th 
  +7/+2 
  +4 
  +4 
  +9 
  Cyphermaster 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  Cypher lore 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  — 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  17th 
  +8/+3 
  +5 
  +5 
  +10 
  Cypher lore 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18th 
  +9/+4 
  +6 
  +6 
  +11 
  Cyphermaster 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19th 
  +9/+4 
  +6 
  +6 
  +11 
  Cypher lore 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  20th 
  +10/+5 
  +6 
  +6 
  +12 
  Cypherlord 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4
  
  17
  phermage level to skill checks to spot or disarm magical 
  written traps. 
     Insightful Scroll (Su): As a swift action, a cyphermage 
  can alter a spell he’s casting from a scroll to use his own 
  Intelligence and relevant feats to set the save DC for 
  the spell. Each use of this ability costs a point from the 
  cypher pool. 
     Inquisitive Item Use (Ex): The cyphermage can use 
  Intelligence in place of Charisma for Use Magic Device 
  checks. 
     Rune Trap (Ex): Whenever the cyphermage casts a spell 
  that creates a trap that uses magical writing (such as ex-
  plosive runes, illusory script, sepia snake sigil, or a symbol), 
  as a swift action he may include runes in the writing. 
  This adds +4 to the Perception DCs to notice it, Disable 
  Device DCs to disarm it, and caster level DCs to dispel 
  it. The cyphermage must have at least 2 ranks in Knowl-
  edge (arcana) to select this lore. 
     Swift Scrivener (Ex): The cyphermage may scribe up to 
  two scrolls per day, so long as the total market price of 
  all scrolls scribed that day does not exceed 1,000 gp. The 
  cyphermage reduces the casting time of all symbol spells 
  to 1 minute. 
     Swift Scroll (Ex): The cyphermage does not provoke 
  attacks of opportunity when retrieving a stored scroll. If 
  the cyphermage moves at least 10 feet, he may retrieve a 
  scroll as a free action as part of his move. 
  Scribe Scroll: The cyphermage gains Scribe Scroll as a 
  bonus feat at second level. 
  Cyphermaster (Su): At 10th level, a cyphermage selects 
  one of his cypher lore abilities that requires a swift action 
  to activate; thereafter, he may activate that ability as a 
  free action. He may choose another such cypher lore at 
  level 14 and 18. 
  Cypherlord (Su): At 20th level, a cyphermage gains a 
  +5 insight bonus on saving throws against the effects of 
  magical symbols, glyphs, sigils, and similar writing-based 
  spells and traps.  
  Alternate Build Classes
  The cyphermage can be built on these alternate classes: 
  arcanist, sacerdote, psychic, and witch. 
     The cyphermage learns and casts spells exactly like the 
  build class, including the effect of ability scores on spell-
  casting and cantrips, orisons, or knacks. The number of 
  spells per day, spell slots, and known spells all use the 
  class table for the build class. 
     In addition, the cyphermage inherits the following 
  class features from the build class. This replaces the build 
  class feature, above. 
     Arcanist: The cypher arcanist gains one arcanist exploit 
  at level 1, 6, and 12, and can choose additional arcanist 
  exploits instead of a cypher lore. At level 11, the arcanist 
  cyphermage gains the greater exploits ability. The cypher 
  arcanist has no arcane pool, instead he uses points of 
  cypher pool as if they were arcane reservoir points.
     Sacerdote: The cyphermage keeps the advanced spell-
  casting, bonus languages, calculated targeting, chaotic 
  evil good and lawful spells, divine focus, and divine 
  wrath class features. He can gain a manifestation instead 
  of a cypher lore. This class is from Legendary Classes: 
  Sacerdote, also by Purple Duck Games. 
     Psychic: The cypher psychic gains a psychic discipline 
  and one phrenic amplification at level 1, 6, and 12 and 
  can choose an additional phrenic amplification instead 
  of a cypher lore. At level 11, the psychic cyphermage 
  gains the major amplifications ability. The cypher psy-
  chic has no phrenic pool, instead he gains and spend 
  points of cypher pool as if they were phrenic pool. 
     Witch: A cypher witch inherits the witch’s familiar 
  class feature. The cypher witch gains one hex at level 1, 
  6, and 12 and can choose an additional hex instead of a 
  cypher lore. The cypher witch gains major hex at level 10 
  and grand hex at level 18. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever they gain a level in a favored class, some races 
  have the option of choosing from a number of other 
  bonuses, depending upon their favored classes. The fol-
  lowing options are available to the listed race who have 
  cyphermage as their favored class, and unless otherwise 
  stated, the bonus applies each time you select the listed 
  favored class reward. 
     Dwarf: Add 1/4 to your skill bonus in Knowledge 
  (arcana), Spellcraft, and Use Magic Device. 
     Elf: Add 1/4 to the bonuses given by the cyphermagic 
  class feature. 
     Catfolk: Add 1/3 points to your cypher pool. 
     Erkunae: +1/4 bonus on saving throws against the ef-
  fects of magical symbols, glyphs, sigils, and similar writing-
  based spells and traps. 
     Gnome: Add 1/4 additional cypher lore. 
     Half-Elf: When casting enchantment spells, add +1/3 
  to the effective caster level of the spell, but only to deter-
  
  18
  mine the spell’s duration. 
     Half-Orc: Add a +1 bonus on concentration checks 
  made due to taking damage while casting spells. 
     Halfling: Add +1/2 to your AC against attacks of op-
  portunity triggered by casting spells. 
     Human: Add one spell from your spell list to your 
  spells known, spellbook, or familiar, as appropriate. This 
  spell must be at least one level below the highest spell 
  level you can cast. 
     Kitsune: Add 1/2 to your Spellcraft skill bonus. 
  Sample Character 
  Below is a sample cyphermage player character that uses 
  the arcanist build class created using these rules at levels 
  1, 5, 10, and 15. Favored class bonus is used to provide 
  additional hit points.
  Amblap (CR 1/2; XP 200)
  Zif cyphermage 1
  LN Medium aberration
  Init +1; Senses darkvision 60 ft., detect magic; Percep-
  tion +0 (+1 vs. surprise)
  Defense
  AC 11, touch 11, flat-footed 10
  (+1 Dex)
  hp 8 (1d6+2)
  Fort +1, Ref +1, Will +2
  Defensive Abilities protective shell
  Offense
  Speed 20 ft.
  Melee dagger -1 (1d4-1/19-20)
  Ranged light crossbow +1 (1d8/19-20)
  Special Attacks cypher pool (3)
  Spell-Like Abilities (CL 1st; concentration +4)
     Constant—detect magic
     6/day—diviner’s fortune +1
  Spells Prepared (CL 1st; concentration +4)
     1st—comprehend languages, endure elements, identify
     0th (at will)—arcane mark, mage hand, read magic
  Opposition Schools evocation, necromancy
  Statistics
  Str 8, Dex 12, Con 13, Int 17, Wis 10, Cha 14
  Base Atk +0; CMB -1; CMD 10 (14 vs. bull rush, trip)
  Feats Cypher Script
  Skills Acrobatics +1 (-7 to jump), Climb +3, Knowledge 
  (arcana, history) +7, Linguistics +7, Profession (scribe) 
  +4, Spellcraft +7, Use Magic Device +6; Racial Modi-
  fiers -4 Acrobatics to jump, +4 Climb
  Languages Common, Draconic, Old Porphyran, 
  Ophiduan, Undercommon, Zif
  SQ build class (divination), cypher lore (swift scroll), 
  cypher magic, forewarned, inborn knowledge, odd 
  anatomy, shell-caste magic, sucker foot
  Combat Gear scroll of expeditious retreat (3), scroll of 
  magic missile (2), wand of mage armor (5 charges); Other 
  Gear dagger, light crossbow with 10 bolts, backpack, 
  bedroll, belt pouch, compass, flint and steel, journal, 
  paper (10), parchment (10), sack (2), scholar’s outfit, 
  scrivener’s kit, scroll case, smoked goggles, spell compo-
  nent pouch, trail rations (10 days), waterproofbag (2), 
  waterskin, Codex Encryptix (1st-level) with key; Coins 6 
  gp, 7 sp
  Codex Encryptix
  (Spellbook Level 1 Cyphermage)
  This spellbook is bound in seal-skin and closed with an 
  ornate-looking lock. The contents of the book is encod-
  ed with a polyalphabetic cipher.
  Protection Average lock (DC 25)
  Value 370 gp
  Spells
  1st—ant haul, burning hands, charm person, comprehend 
  languages, endure elements, expeditious retreat, identify, 
  mage armor, magic missile, peacebond, ray of enfeeblement, 
  shield, silent image, sleep, thunderstomp, touch of the sea, 
  vanish, ventriloquism, windy escape
  0th—all, except opposition spells
  Amblap (CR 4; XP 1,200)
  Zif cyphermage 5
  LN Medium aberration
  Init +1; Senses darkvision 60 ft., detect magic; Percep-
  tion +0 (+2 vs. surprise)
  Defense
  AC 11, touch 11, flat-footed 10
  (+1 Dex)
  hp 30 (5d6+50)
  Fort +2, Ref +2, Will +4
  Defensive Abilities protective shell
  Offense
  Speed 20 ft.
  Melee dagger +1 (1d4-1/19-20)
  Ranged mwk light crossbow +4 (1d8/19-20)
  Special Attacks cypher pool (6)
  Spell-Like Abilities (CL 5th; concentration +9)
     Constant—detect magic
     7/day—diviner’s fortune +2
  Spells Prepared (CL 5th; concentration +9)
     3rd—dispel magic, fly, seek thoughts (W-DC 17)
  
  19
     2nd—blur, investigative mind, invisibility, see invisibil-
  ity
     1st—endure elements, identify (2), sleep (W-DC 15), 
  windy escape
     0th (at will)—arcane mark, mage hand, message, read 
  magic
  Opposition Schools evocation, necromancy
  Statistics
  Str 8, Dex 12, Con 13, Int 18, Wis 10, Cha 14
  Base Atk +2; CMB +1; CMD 12
  Feats Cypher Magic, Cypher Script, Scribe Scroll, Skill 
  Focus (Linguistics)
  Skills Acrobatics +1 (-7 to jump), Climb +3, Fly +6, 
  Knowledge (arcana, history) +12, Knowledge (local, 
  nature, nobility, planes, religion) +8, Linguistics +13, 
  Profession (scribe) +4, Spellcraft +12, Use Magic Device 
  +10; Racial Modifiers -4 Acrobatics to jump, +4 Climb
  Languages Abyssal, Celestial, Common, Draconic, In-
  fernal, Old Porphyran, Ophiduan, Undercommon, Zif
  SQ build class (divination), cypher lore (inquisitive item 
  use, swift scrivener, swift scroll), cypher magic, fore-
  warned, inborn knowledge, odd anatomy, shell-caste 
  magic, sucker foot
  Combat Gear scroll of cure light wounds (2), scroll of 
  expeditious retreat (2), scroll of magic missile (2), scroll 
  of scorching ray (2), scroll of shield (2), scroll of slow (2, 
  W-DC 14), wand of mage armor (10 charges); Other 
  Gear dagger, masterwork light crossbow with 20 bolts, 
  bedroll, belt pouch, compass, flint and steel, handy 
  haversack, journal, paper (10), parchment (10), sack (2), 
  scholar’s outfit, scrivener’s kit, scroll case (2), smoked 
  goggles, spell component pouch, trail rations (10 days), 
  waterproof bag (2), waterskin, Codex Encryptix (5th-
  level) with key; Coins 1 gp, 7 sp
  Codex Encryptix
  (Spellbook Level 5 Cyphermage)
  This spellbook is bound in seal-skin and closed with an 
  ornate-looking lock. The contents of the book is encod-
  ed with a polyalphabetic cipher.
  Protection Good lock (DC 30)
  Value 1,755 gp
  Spells
  3rd—arcane sight, dispel magic, displacement, fireball, fly, 
  haste, seek thoughts, slow, tongues
  2nd—acid arrow, arcane lock, blur, detect thoughts, in-
  vestigative mind, invisibility, locate object, mirror image, 
  protection from arrows, resist energy, see invisibility, spider 
  climb
  1st—ant haul, burning hands, charm person, compre-
  hend languages, endure elements, erase, expeditious retreat, 
  feather fall, hold portal, identify, mage armor, magic mis-
  sile, peacebond, ray of enfeeblement, shield, shocking grasp, 
  silent image, sleep, thunderstomp, touch of the sea, vanish, 
  ventriloquism, windy escape
  0—all, except opposition spells
  Amblap (CR 9; XP 6,400)
  Zif cyphermage 10
  LN Medium aberration
  Init +1; Senses darkvision 60 ft., detect magic; Percep-
  tion +0 (+5 vs. surprise)
  Defense
  AC 12, touch 12, flat-footed 11
  (+1 deflection, +1 Dex)
  hp 57 (10d6+50)
  Fort +5, Ref +5, Will +8
  Defensive Abilities protective shell
  Offense
  Speed 20 ft.
  Melee mwk dagger +5 (1d4-1/19-20)
  Ranged mwk light crossbow +7 (1d8/19-20)
  Special Attacks cypher pool (10)
  Spell-Like Abilities (CL 10th; concentration +15)
     Constant—detect magic
     8/day—diviner’s fortune +5
  Spells Prepared (CL 10th; concentration +15)
     5th—contact other plane, dominate person (W-DC 20), 
  summon monster V, teleport
     4th—dimension door, greater invisibility, hypercognition, 
  scrying (2, W-DC 19)
     3rd—burrow, dispel magic, fly, seek thoughts (2, W-DC 
  18)
     2nd—acid arrow, blur, investigative mind (2), invisibil-
  ity, see invisibility
     1st—charm person (W-DC 16), endure elements, iden-
  tify (2), sleep (W-DC 16), windy escape (2)
     0th (at will)—arcane mark, mage hand, message, read 
  magic
  Opposition Schools evocation, necromancy
  Statistics
  Str 8, Dex 12, Con 13, Int 21, Wis 10, Cha 14
  Base Atk +5; CMB +4; CMD 16
  Feats Craft Wondrous Item, Cypher Magic, Cypher 
  Script, Orator, Scribe Scroll, Skill Focus (Linguistics)
  Skills Acrobatics +1 (-7 to jump), Climb +3, Fly +9, 
  Knowledge (arcana, dungeoneering, history) +18, 
  Knowledge (engineering, geography) +9, Knowledge 
  (local, nature, nobility, planes, religion) +10, Linguistics 
  +14, Profession (scribe) +4, Spellcraft +18, Use Magic 
  
  20
  Device +15; Racial Modifiers -4 Acrobatics to jump, +4 
  Climb
  Languages Abyssal, Celestial, Common, Draconic, In-
  fernal, Old Porphyran, Ophiduan, Undercommon, Zif
  SQ build class (divination), cypher lore (enhance scroll, 
  inquisitive item use, insightful scroll, swift scrivener, 
  swift scroll), cypher magic, cyphermaster (insightful 
  scroll), forewarned, inborn knowledge, odd anatomy, 
  scrying adept, shell-caste magic, sucker foot
  Combat Gear scroll of cure serious wounds (2), scroll of 
  expeditious retreat (3), scroll of magic missile (3), scroll 
  of shield (3), scroll of slow (2, W-DC 14), wand of mage 
  armor (14 charges); Other Gear masterwork dagger, 
  masterwork light crossbow with 20 bolts, bedroll, belt 
  pouch, cloak of resistance +1, compass, flint and steel, 
  handy haversack, headband of vast intellect +2 (Knowl-
  edge (dungeoneering)), journal, paper (10 sheets), 
  parchment (10 sheets), powdered amber (500 gp worth), 
  ring of protection +1, sack (2), scholar’s outfit, scrivener’s 
  kit, scroll box, scroll case (2), silver mirror (1,000 gp), 
  smoked goggles, spell component pouch, trail rations 
  (10 days), waterproof bag (2), waterskin, Codex Encryp-
  tix (10th-level) with key; Coins 8 pp, 14 gp, 2 sp
  Codex Encryptix
  (Spellbook Level 10 Cyphermage)
  This spellbook is bound in seal-skin and closed with an 
  ornate-looking lock. The contents of the book is encod-
  ed with a polyalphabetic cipher.
  Protection Superior lock (DC 40)
  Value 6,805 gp
  Spells
  5th—contact other plane, dismissal, dominate person, echo-
  location, feeblemind, hold monster, nightmare, prying eyes, 
  shadow evocation, summon monster V, telekinesis, teleport
  4th—detect scrying, dimension door, greater invisibility, 
  hypercognition, phantasmal killer, scrying, shocking image, 
  summon monster IV, telekinetic maneuver
  3rd—arcane sight, burrow, deep slumber, dispel magic, dis-
  placement, explosive runes, fireball, fly, haste, lightning bolt, 
  secret page, seek thoughts, sepia snake sigil, slow, tongues
  2nd—acid arrow, arcane lock, blur, detect thoughts, in-
  vestigative mind, invisibility, locate object, mirror image, 
  protection from arrows, resist energy, see invisibility, spider 
  climb
  1st—ant haul, burning hands, charm person, compre-
  hend languages, endure elements, erase, expeditious retreat, 
  feather fall, hold portal, identify, mage armor, magic mis-
  sile, peacebond, ray of enfeeblement, shield, shocking grasp, 
  silent image, sleep, thunderstomp, touch of the sea, vanish, 
  ventriloquism, windy escape
  0th—all, except opposition spells
  Amblap (CR 14; XP 38,400)
  Zif cyphermage 15
  LN Medium aberration
  Init +1; Senses darkvision 60 ft., detect magic; Percep-
  tion +0 (+7 vs. surprise)
  Defense
  AC 13, touch 13, flat-footed 12
  (+2 deflection, +1 Dex)
  hp 85 (15d6+30)
  Fort +9, Ref +9, Will +12
  Defensive Abilities protective shell
  Offense
  Speed 20 ft.
  Melee mwk dagger +7/+2 (1d4-1/19-20)
  Ranged mwk light crossbow +9 (1d8/19-20)
  Special Attacks cypher pool (14)
  Spell-Like Abilities (CL 15th; concentration +22)
     Constant—detect magic
     10/day—diviner’s fortune +7
  Spells Prepared (CL 15th; concentration +22)
     8th—discern location, mass charm monster (W-DC 25), 
  moment of prescience
     7th—deflection, greater scrying (W-DC 24), reverse 
  gravity (R-DC 24), walk through space
     6th—enemy hammer (F-DC 23), getaway, globe of 
  invulnerability, greater dispel magic, telepathy
     5th—contact other plane, dominate person (2, W-DC 
  20), summon monster V, teleport (2)
     4th—dimension door, greater invisibility (2), hypercogni-
  tion, scrying (2)
     3rd—burrow, dispel magic (2), fly, haste, seek thoughts 
  (2, W-DC 18)
     2nd—acid arrow (2), blur, investigative mind (2), invis-
  ibility, see invisibility
     1st—charm person (W-DC 16), endure elements, iden-
  tify (2), sleep (W-DC 16), windy escape (2)
     0th (at will)—arcane mark, mage hand, message, read 
  magic
  Opposition Schools evocation, necromancy
  Statistics
  Str 8, Dex 12, Con 13, Int 24, Wis 10, Cha 14
  Base Atk +7; CMB +6; CMD 19
  Feats Craft Wand, Craft Wondrous Item, Cypher Magic, 
  Cypher Script, Druidic Decoder, Orator, Scribe Scroll, 
  Skill Focus (Linguistics), Xenoglossy
  Skills Acrobatics +1 (-7 to jump), Climb +3, Fly +15, 
  Knowledge (arcana, dungeoneering, history) +25, 
  
  21
  Knowledge (engineering, geography) +12, Knowledge 
  (local, nature, nobility, planes, religion) +16, Linguistics 
  +31, Profession (scribe) +4, Spellcraft +25, Use Magic 
  Device +20; Racial Modifiers -4 Acrobatics to jump, +4 
  Climb
  Languages Aboleth, Abyssal, Aklo, Aquan, Auran, Ce-
  lestial, Common, Draconic, Druidic, Dwarven, Elven, 
  Giant, Goblin, Ignan, Infernal, Mâlite, Old Porphyran, 
  Ophiduan, Orc, Protean, Sylvan, Terran, Undercom-
  mon, Zif
  SQ build class (divination), cypher lore (analyze scroll, 
  cypher summoning, enhance scroll, extended scroll, in-
  quisitive item use, insightful scroll, swift scrivener, swift 
  scroll), cypher magic, cyphermaster (extended scroll, 
  insightful scroll), forewarned, inborn knowledge, odd 
  anatomy, scrying adept, shell-caste magic, sucker foot
  Combat Gear scroll of chain lightning (2, R-DC 19), 
  scroll of cure critical wounds (2), scroll of disintegrate (F-
  DC 19), scroll of expeditious retreat (3), scroll of fireball (2, 
  R-DC 14), scroll of greater teleport, scroll of magic missile 
  (4), scroll of polar ray, scroll of prismatic spray (F/R/W-
  DC 20), scroll of shield (3), scroll of slow (2, W-DC 14), 
  scroll of summon monster VIII (2), wand of mage armor 
  (12 charges), wand of shocking image (3 charges), wand 
  of telekinetic maneuver (+9, 9 charges); Other Gear 
  masterwork dagger, masterwork light crossbow with 20 
  bolts, bedroll, belt pouch, cloak of resistance +3, com-
  pass, flint and steel, handy haversack, headband of vast 
  intellect +4 (Knowledge (dungeoneering), Linguistics), 
  heavyload belt, journal (2), paper (10 sheets), parchment 
  (10 sheets), powdered amber (500 gp worth), ring of 
  protection +2, sack (2), scholar’s outfit, scrivener’s kit, 
  scroll case (2), smoked goggles, spell component pouch, 
  spring-loaded wrist sheath (2), trail rations (10 days), 
  waterproof bag (2), waterskin, Codex Encryptix (15th-
  level) with key; Coins 1 gp, 7 sp
  Codex Encryptix
  This spellbook is bound in seal-skin and closed with an 
  ornate-looking lock. The contents of the book is encod-
  ed with a polyalphabetic cipher.
  Protection Superior lock (DC 40)
  Value 21,225 gp
  Spells
  8th—clone, create demiplane, discern location, mass charm 
  monster, moment of prescience, polar ray, summon monster 
  VIII
  7th—deflection, greater scrying, greater teleport, mass hold 
  person, phase door, plane shift, prismatic spray, retrocogni-
  tion, reverse gravity, walk through space
  6th—analyze dweomer, chain lightning, disintegrate, 
  enemy hammer, flesh to stone, geas/quest, getaway, globe of 
  invulnerability, greater dispel magic, move earth, stone to 
  flesh, summon monster VI, telepathy, veil
  5th—contact other plane, dismissal, dominate person, echo-
  location, feeblemind, hold monster, nightmare, prying eyes, 
  shadow evocation, summon monster V, telekinesis, teleport
  4th—detect scrying, dimension door, greater invisibility, 
  hypercognition, phantasmal killer, scrying, shocking image, 
  summon monster IV, telekinetic maneuver
  3rd—arcane sight, burrow, deep slumber, dispel magic, dis-
  placement, explosive runes, fireball, fly, haste, lightning bolt, 
  secret page, seek thoughts, sepia snake sigil, slow, tongues
  2nd—acid arrow, arcane lock, blur, detect thoughts, in-
  vestigative mind, invisibility, locate object, mirror image, 
  protection from arrows, resist energy, see invisibility, spider 
  climb
  1st—ant haul, burning hands, charm person, compre-
  hend languages, endure elements, erase, expeditious retreat, 
  feather fall, hold portal, identify, mage armor, magic mis-
  sile, peacebond, ray of enfeeblement, shield, shocking grasp, 
  silent image, sleep, thunderstomp, touch of the sea, vanish, 
  ventriloquism, windy escape
  0th—all, except opposition spells
  The zif penchant for strange or eldritch magic, inherited 
  from the days of service to the Great Old Ones aeons 
  ago surfaces regularly. This interest absorbs those zif 
  snail-people who do not fit the mold, albeit that they are 
  essentially fissioned clones. Amblap, of the murble caste, 
  is one such zif, a throwback to an offshoot of the race 
  intended for leadership or research. Through the magical 
  discipline of cyphermagic, Amblap seeks experience and 
  knowledge that has been traditionally avoided by the zif, 
  especially that regarding living creatures that have been 
  cast out of civilization, those that are on the outskirts 
  or the underbelly of world affairs- and yet have gained 
  knowledge in spite of that. To seek knowledge before 
  acceptance fascinates Amblap, which is probably a zif 
  reaction that humanoids could not begin to attempt to 
  understand. The first innovation Amblap attempted to 
  use to increase its knowledge of things best forgotten was 
  the outright interrogation of monsters summoned with 
  simple and widely-used summoning spells.  An unusual 
  use of such magic, Amplap did gain some tidbits of lore 
  from these irritated travelers and as such set out on its 
  path to explore the outre discipline of cyphermage study, 
  using words and text as a medium of magical power. 
  
  22
  Darkfire Adept
  The small keep in what was known on the maps as “The 
  Scrublands” held a hundred or so souls, was adequately 
  defended, and its communal government tried not to ag-
  gravate the surrounding beasts and tribes and factions. One 
  morning, one of the sentries spotted a lone figure striding 
  over the scrubby landscape, up the carefully watched road. 
  The being was strange and somewhat dangerous 
  looking, with crimson skin, baroque leather cloth-
  ing, and a small laden pull-cart. “Hail the Fort!” 
  the being said. “ I am Velikus Salk, doctor of 
  the Depths of Purity under Duke Melektus, 
  out of Fort Inevitable, come to cure the ails 
  of your wayward citizens! Let me in!”
     The sentry considered, and, being suspi-
  cious by nature said. “I think not. Camp 
  there and any that are interested in your 
  quackery can come to you in the morn-
  ing. If you set any fires we will fill you 
  full of arrows, mind.” 
     The one named Velikus smiled a 
  fanged grin and made a small, 
  cold camp. In the morn-
  ing, a few of the more 
  addled citizens 
  of the nameless 
  keep shuffled 
  out of 
  the sally 
  port 
  and 
  were 
  warm-
  ly 
  greeted by 
  the tiefling, who 
  hung a sign up pro-
  claiming “Why wait for 
  the End of the World? Get 
  right with Doctor Salk!” 
  The “patients” did not 
  return, for Velikus Salk, 
  darkfire adept of the 
  Duke of Hell, Melek-
  tus, First Son of Lord 
  Sathax, sacrificed 
  them and their meager treasures to various planar allies of 
  hers, which proceeded to crawl over the wall of the rough 
  little keep. One was a barbed devil, and it was followed by 
  a pair of bearded devils, their matted beards of iron soaked 
  with the blood of clueless townsmen. The trio stayed long 
  enough after they had slaughtered all of the guards and half 
  of the keep’s population to make sure their caller was firmly 
  in charge.
     “Now!” said Lady Velikus, ruler of what was to be called 
  Fort Apocalypse, “where shall we start?”
  
  23
  Darkfire Adept 
  The darkfire adept works for the ultimate goal; the an-
  nihilation of reality and a return to primal nothingness. 
  Not popular even at the best of times, believers in the 
  end times are usually shunned or shut away as madmen. 
  But a few of these fanatics manage to reach out to the 
  power of darkfire, the cleansing flame they believe will 
  ultimately undo all creation. Darkfire adepts seek to fur-
  ther the end of all things. They do this by undermining 
  the very structure of the universe, breaking the bound-
  aries between the planes and setting planar fiends free 
  to wreak havoc. Some show their allegiance openly and 
  go preaching, others hide behind a veneer of civilized 
  behavior and seek to unravel society from within. 
  Prestige Class: Blackfire adept
   
  Build Class Options: The darkfire adept is built on the 
  wizard, but the following optional build classes are de-
  scribed below: arcanist, cleric, oracle, psychic, sacerdote, 
  sorcerer, summoner, and witch. 
  Role: The blackfire adept is a consummate summoner of 
  evil creatures. 
  Alignment: Any non-good. Not all darkfire adepts are 
  evil, but they are all surrounded by an aura of evil. They 
  seek patrons among the lords of evil, well knowing that 
  even such mighty lords will be undone in the end. They 
  need not do evil in their everyday life; their dedication to 
  ending the world marks their souls even if they live fairly 
  ordinary lives. No non-evil power will ever grant divine 
  spells to a darkfire adept. A darkfire adept that changes 
  to a good alignment immediately loses that alignment 
  when he uses any of the spells or supernatural abilities of 
  the class. 
  Hit Die: d6. 
  Starting Gold: 2d6 x 10 gp (70 gp average)
  Class Skills
  The darkfire adept’s class skills (and the key ability for 
  each skill) are Appraise (Int), Bluff (Cha), Craft (Int), 
  Diplomacy (Cha), Heal (Wis), Intimidate (Cha), 
  Knowledge (all) (Int), Linguistics (Int), Profession (Wis), 
  Sense Motive (Wis), and Spellcraft (Int). 
  Skill Ranks at Each Level: 2 + Int modifier. 
  Class Features
  These are all the class features of the darkfire adept. 
  Weapon and Armor Proficiency: Darkfire adepts are 
  proficient with all simple weapons, but not with any 
  type of armor or shield. Armor interferes with a darkfire 
  adept’s movements, which can cause arcane spells with 
  somatic components to fail. 
  Spells: The darkfire adept learns and casts spells exactly 
  like a wizard, including using arcane magic, the effect 
  of Intelligence on spellcasting, spellbooks, automatically 
  learned spells, and cantrips. 
  Aura: A darkfire adept has a particularly powerful evil 
  aura, as if he was a cleric of a neutral evil deity. See de-
  tect evil for details. He is affected by spells and effects as 
  if he was evil, regardless of his actual alignment.  
  Spontaneous Summoning (Ex): A darkfire adept can 
  channel stored spell energy into summoning spells that 
  he hasn’t prepared ahead of time. He can “lose” a pre-
  pared spell in order to cast any summon monster spell of 
  the same level or lower, even one he doesn’t know. 
  Sacred Summons (Ex): A darkfire adept gains Sacred 
  Summons as a bonus feat at 2nd level. 
  Darkfire Pact (Su): At 3rd level, a darkfire adept may 
  choose one evil outsider subtype from among the fol-
  lowing: asura, daemon, demodand, demon, devil, div, 
  kyton, manasaputra, oni, qlippoth, or rakshasa. Against 
  outsiders with that subtype, he gains a +1 profane bonus 
  on saving throws, caster level checks, Charisma checks, 
  and Charisma-based skill checks. When using the planar 
  ally or planar binding spells, he can call 2 additional Hit 
  Dice of outsiders with the chosen subtype, and those 
  creatures gain temporary hit points equal to his class 
  level, a +1 profane bonus on saving throws, and a +1 
  profane bonus to the caster level DC for effects that 
  would banish, dismiss, or dispel them. Each of these bo-
  nuses last until the creature leaves the plane it was called 
  into. 
     At 7th level and every 4 levels after level 7, the darkfire 
  adept may select an additional evil outsider subtype for 
  his darkfire pact. In addition, the increased Hit Dice 
  maximum and the profane bonus against any one of his 
  selected subtypes (including the one just selected, if so 
  desired) increases by +1. 
  
  24
  Augment Summoning (Ex): A darkfire adept gains Aug-
  ment Summoning as a bonus feat at 4th level. He counts 
  as having Spell Focus (conjuration), but only for the 
  purpose of feat requirements. 
  Darkfire Taint (Su): At 6th level, as a standard action, 
  a darkfire adept can corrupt the planar substrate into 
  strands of darkfire that create a destructive resonance 
  between himself and a target within 30 feet. He and any 
  called or creature summoned by him gains a +1 profane 
  bonus on attack rolls, save DCs and caster level checks 
  against the target. The taint lasts a number of rounds 
  equal to his class level, though a successful Will save 
  (DC 10 + ½ the darkfire adept’s class level + the darkfire 
  adept’s Charisma modifier) reduces this to 1 round. 
     The profane bonus and penalty become +2 and –2 at 
  12th level. They become +3 and –3 at 18th level. 
  Darkfire Summons (Ex): At 5th level, when using a 
  summon monster spell to summon creatures he has a 
  darkfire pact with, the darkfire adept may cast the spell 
  as a standard action instead of with a casting time of 1 
  round. 
  Darkfire Eruption (Sp): At 8th level, a darkfire adept 
  can sacrifice a prepared spell or spell slot of 4th level or 
  higher, calling forth a searing ebon vortex in the spell’s 
  stead. A darkfire eruption acts as unholy blight, but 
  its maximum damage is increased by 1d8 points (2d6 
  against good outsiders) per level of the sacrificed spell 
  above 4th. The saving throw DC is based on the level of 
  the sacrificed spell. A darkfire eruption ignores the hard-
  ness of objects, as it unravels their fundamental reality. A 
  creature slain or an object destroyed by a darkfire erup-
  tion is reduced to ash, as by the disintegrate spell. This 
  also has the effect of darkfire taint, using the same saving 
  throw as unholy blight.
  Breaching (Su): At 9th level, when a darkfire adept 
  attempts to call or summon a creature of one of his 
  darkfire pact subtypes into an area where summoning is 
  blocked by a magical effect (such as magic circle against 
  Table: Darkfire Adept
  Class 
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Aura, spontaneous sum-
  moning 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Sacred summons 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  1st darkfire pact 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Augment summoning 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +2 
  +1 
  +1 
  +4 
  Darkfire summons 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Darkfire taint 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  +2 
  +2 
  +5 
  2nd darkfire pact 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Darkfire eruption 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  +3 
  +3 
  +6 
  Breaching 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  10th 
  +5 
  +3 
  +3 
  +7 
  Profane summons 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  11th 
  +5 
  +3 
  +3 
  +7 
  3rd darkfire pact 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  Darkfire taint (+2) 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  13th 
  +6/+1 
  +4 
  +4 
  +8 
  Breaching legion 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  14th 
  +7/+2 
  +4 
  +4 
  +9 
  Accursed sympathy 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  4th darkfire pact 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  Breaching (greater) 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  17th 
  +8/+3 
  +5 
  +5 
  +10 
  Evil summons 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18th 
  +9/+4 
  +6 
  +6 
  +11 
  Darkfire taint (+3) 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19th 
  +9/+4 
  +6 
  +6 
  +11 
  5th darkfire pact 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  20th 
  +10/+5 
  +6 
  +6 
  +12 
  Riftward breaching 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  
  25
  evil, forbiddance, or dimensional lock), or when a creature 
  within 30 feet from his darkfire pact he has summoned 
  would have its attacks against a creature blocked by 
  such an effect, as an immediate action he can sacrifice a 
  prepared spell or spell slot of the same level as the ward-
  ing effect. If his caster level is higher than the caster level 
  of the warding effect, the warding effect is automatically 
  negated. If it is the same or lower, a caster level check 
  (DC 11 + the caster level of the warding) is required to 
  negate the warding effect. 
     At 16th level, a darkfire adept ‘s breaching can pen-
  etrate and destroy an antimagic field, a prismatic sphere, 
  or an extradimensional shelter like a mage’s magnificent 
  mansion, though a caster level check is always required 
  regardless of the darkfire adept ‘s caster level. He can 
  summon creatures into a naturally magic-dead area with 
  a successful DC 31 caster level check, but the magic-
  dead area is not negated. 
  Profane Summons (Ex):  At 10th level, when using 
  summon monster to summon creatures whose align-
  ment subtype includes evil, the adept may cast the spell 
  as a standard action instead of with a casting time of 1 
  round. Note that this applies to the creature’s subtype, 
  not merely its alignment. 
  Breaching Legion (Su): At 13th level, when a darkfire 
  adept summons a creature from one of his darkfire pact 
  subtypes, he can choose to allow that creature to use any 
  innate summoning abilities it possesses. The creatures 
  it summons are not under the darkfire adept ‘s control. 
  Once this decision is made, it cannot be reversed until 
  the summoned creature is sent back to whence it came. 
  Accursed Sympathy (Su): At 14th level, whenever a 
  darkfire adept or his called or summoned creature deals 
  hit point damage to a target affected by his darkfire taint, 
  as a swift action he can increase the damage dealt by the 
  attack by 1 hit point per class level. If the target dies, the 
  darkfire adept gains temporary hit points equal to the 
  target’s total number of Hit Dice. These temporary hit 
  points last 1 hour and do not stack. 
  Riftward Breaching (Su): At 20th level, whenever one 
  or more creatures appear within 30 ft. of the blackfire 
  adept because of a conjuration (calling, summoning, or 
  teleportation) effect, he can use an immediate action 
  and a prepared spell or spell slot to unleash a darkfire 
  eruption that targets all such creatures within 30 feet 
  (but does not affect other creatures). In addition to the 
  normal effects of the darkfire eruption, creatures that fail 
  their saving throws are immediately transported to a ran-
  dom location in an evil outer plane as though affected by 
  a plane shift spell. 
  Alternate Build Classes
  The darkfire adept can be built on these alternate classes: 
  arcanist, oracle, witch , cleric, psychic, sacerdote, sor-
  cerer, summoner, and witch. 
     A darkfire adept learns and casts spells exactly like the 
  build class, including type of magic (arcane, divine, or 
  psychic), the effect of ability scores on spellcasting and 
  cantrips, knacks or orisons. He only suffers arcane spell 
  failure in armor if he casts arcane spells. He has the same 
  armor and weapon proficiencies as the build class. 
     In addition, the darkfire adept inherits the following 
  class features from the build class. 
     Arcanist: None. 
     Cleric: A darkfire cleric has the same base attack 
  bonus, base saving throws, Hit Dice, and armor and 
  weapon proficiencies as a cleric. He keeps the chaotic 
  evil good and lawful spells and domains abilities. He 
  knows the Evil domain (this can be a subdomain if in 
  use) but no additional domain. 
     Oracle: A darkfire oracle has the same base attack bo-
  nus, base saving throws, hit dice, and armor and weapon 
  proficiencies as an oracle. He gains both a mystery (in-
  cluding mystery skills and spells), an oracle’s curse, and a 
  revelation at level 1 but no further revelations. 
     Psychic: The darkfire psychic gains the psychic disci-
  pline class feature, including discipline spells and disci-
  pline powers. Because he lacks a phrenic pool, certain 
  discipline powers do not work, notably those of the 
  Enlightenment discipline. He gains all summon monster 
  spells as known spells as soon as he can cast them.
     Sacerdote: The darkfire sacerdote keeps the advanced 
  spellcasting, bonus languages, calculated targeting, 
  chaotic evil good and lawful spells, divine focus, divine 
  wrath, domains, and manifestations.
     Sorcerer: A darkfire sorcerer gains Eschew Materials 
  as a bonus feat at 1st level. He gains all summon monster 
  spells as known spells as soon as he can cast them.
     Summoner: A darkfire summoner gains all the class 
  features of the summoner, including spellcasting, spell-
  like abilities, eidolon, and summon monster. He does 
  not gain the summoner’s weapon and armor proficiency, 
  Hit Dice, base attack, base saves, or skills. He gains all 
  summon monster spells on his spell list as known spells as 
  soon as he can cast them.
  
  26
     Witch: A darkfire witch keeps the witch’s familiar. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever they gain a level in a favored class, some races 
  have the option of choosing from a number of other 
  bonuses, depending upon their favored classes. The fol-
  lowing options are available to the listed race who have 
  darkfire adept as their favored class, and unless otherwise 
  stated, the bonus applies each time you select the listed 
  favored class reward. 
     Aasimar: Add 1/2 to your class level, but only for the 
  purpose of qualifying for and using the breaching ability. 
     Avoodim: Add 1/2 to your class level, but only for the 
  purpose of qualifying for and using the accursed sympa-
  thy ability. 
     Drow: Add 1/10 additional alignment subtype to the 
  profane summons ability. You cannot select the good 
  subtype. 
     Dwarf: Add +1/6 to the profane bonus and penalty of 
  darkfire taint. 
     Elf: Add 1/2 to your Spellcraft skill bonus. 
     Erkunae: Add 1/5 Darkfire pact. The maximum bonus 
  you can have against any subtype of outsider is +5. 
     Eventual: Add 1 to your class level, but only for the 
  purpose of qualifying for and using the breaching ability. 
     Gnome: Add one spell from your spell list to your 
  spells known, spellbook, or familiar, as appropriate. This 
  spell must be from the illusion school. 
     Half-Elf: When casting conjuration (calling, sum-
  moning, or teleportation) spells, add +1 to the effective 
  caster level of the spell, but only to determine the spell’s 
  duration. 
     Half-Orc: Add a +1 bonus on concentration checks 
  made due to taking damage while casting spells. 
     Halfling: +1/2 dodge bonus to your AC against at-
  tacks of opportunity triggered by casting spells. 
     Human: Gain a +1/2 bonus on caster level checks for 
  the breaching ability. 
     Tiefling: Add 1/2 to your class level, but only for the 
  purpose of qualifying for and using the breaching ability. 
     Zendiqi: Add 1/6 additional alignment subtype to 
  those that take additional damage from your darkfire 
  eruptions. 
  Sample Character 
  Below is a sample darkfire adept player character that 
  uses the cleric build class created using these rules at 
  levels 1, 5, 10, and 15. Favored class bonus is used to 
  provide additional hit points.
  Velikus Salk (CR 1/2; XP 200)
  Female hellspawn (devil-spawn tiefling) darkfire adept 
  (cleric) of Duke Melektus 1
  LE Medium outsider (native)
  Init -1; Senses darkvision 60 ft.; Perception +3
  Defense
  AC 17, touch 9, flat-footed 17
  (+6 armor, -1 Dex, +2 shield)
  hp 10 (1d8+2)
  Fort +3, Ref -1, Will +5
  Resist cold 5, electricity 5, fire 5
  Offense
  Speed 20 ft.
  Melee morningstar +2 (1d8+2), bite -3 (1d6+1) or 
  dagger +2 (1d4+2/19-20), bite -3 (1d6+1) or bite +2 
  (1d6+3)
  Ranged javelin -1 (1d6+2)
  Spell-Like Abilities (CL 1st; concentration +4)
     6/day—touch of evil (1 round)
  Spells Prepared (CL 1st; concentration +4)
     1st—bane (W-DC 14), divine favor, protection from 
  goodD
     0th (at will)—bleed (W-DC 13), detect magic, spark 
  (F-DC 13)
  D domain spell; Domain evil
  Statistics
  Str 14, Dex 8, Con 12, Int 12, Wis 17, Cha 11
  Base Atk +0; CMB +2; CMD 11
  Feats Cunning
  Skills Bluff +4, Diplomacy +6, Knowledge (religion) +5, 
  Sense Motive +9; Racial Modifiers +2 Diplomacy, +2 
  Sense Motive
  Languages Common, Elven, Infernal
  SQ maw or claw, spontaneous summoning
  Combat Gear potion of cure light wounds (2); Other 
  Gear breastplate, heavy steel shield, dagger, javelin (3), 
  morningstar, backpack, bedroll, belt pouch, cleric’s 
  vestments, flint and steel, sack, spell component pouch, 
  trail rations (5 days), waterskin, wooden holy symbol of 
  Duke Melektus; Coins 3 pp, 13 gp, 3 sp
  
  27
  Velikus Salk (CR 4; XP 1,200)
  Female hellspawn (devil-spawn tiefling) darkfire adept 
  (cleric) of Duke Melektus 5
  LE Medium outsider (native)
  Init -1; Senses darkvision 60 ft.; Perception +10
  Defense
  AC 18, touch 9, flat-footed 18
  (+7 armor, -1 Dex, +2 shield)
  hp 36 (5d8+50)
  Fort +5, Ref +0, Will +8
  Resist cold 5, electricity 5, fire 5
  Offense
  Speed 20 ft.
  Melee mwk morningstar +6 (1d8+2), bite +1 (1d6+1) or 
  dagger +5 (1d4+2/19-20), bite +1 (1d6+1) or  bite +5 
  (1d6+3)
  Ranged javelin +2 (1d6+2)
  Spell-Like Abilities (CL 5th; concentration +9)
     7/day—touch of evil (2 rounds)
  Spells Prepared (CL 5th; concentration +9)
     3rd—bestow curse (W-DC 17), dispel magic, magic 
  circle against goodD
     2nd—align weapon (evil)D, bull’s strength, hold person 
  (W-DC 16), resist energy
     1st—bane (W-DC 15), divine favor, protection from 
  goodD, sanctuary (2, W-DC 15)
     0th (at will)—bleed (W-DC 14), detect magic, guid-
  ance, read magic
  D domain spell; Domain evil
  Statistics
  Str 14, Dex 8, Con 12, Int 12, Wis 18, Cha 11
  Base Atk +3; CMB +5; CMD 14
  Feats Augment Summoning, Cosmopolitan (Perception, 
  Use Magic Device), Cunning, Sacred Summons, Versa-
  tile Summon Monster (aerial, aqueous)
  Skills Bluff +6, Diplomacy +8, Knowledge (religion) +7, 
  Perception +10, Sense Motive +12, Spellcraft +7, Use 
  Magic Device +5; Racial Modifiers +2 Diplomacy, +2 
  Sense Motive
  Languages Abyssal, Common, Draconic, Elven, Infernal
  SQ augment summoning, darkfire pact (devil +1), dark-
  fire summons, maw or claw, spontaneous summoning
  Combat Gear wand of cure moderate wounds (5 charg-
  es), wand of shield of faith (4 charges); Other Gear +1 
  breastplate, masterwork darkwood heavy wooden shield, 
  masterwork morningstar, dagger, javelin (3), backpack, 
  bedroll, belt pouch, cleric’s vestments, flint and steel, 
  iron holy symbol of Duke Melektus, muleback cords, 
  sack, spell component pouch, trail rations (5 days), wa-
  terskin; Coins 2 gp, 3 sp
  Velikus Salk (CR 9; XP 6,400)
  Female hellspawn (devil-spawn tiefling) darkfire adept 
  (cleric) of Duke Melektus 10)
  LE Medium outsider (native)
  Init -1; Senses darkvision 60 ft.; Perception +12
  Defense
  AC 19, touch 10, flat-footed 19
  (+7 armor, +1 deflection, -1 Dex, +2 shield)
  hp 68 (10d8+20)
  Fort +8, Ref +2, Will +11
  Resist cold 5, electricity 5, fire 5
  Offense
  Speed 20 ft.
  Melee +1 morningstar +10/+5 (1d8+3), bite +4 (1d6+1) 
  or dagger +9/+4 (1d4+2/19-20), bite +4 (1d6+1) or  
  bite +9 (1d6+2)
  Ranged javelin +6 (1d6+2)
  Special Attacks darkfire taint (30 ft., 10 rounds, +2/-2; 
  W-DC 16), scythe of evil (5 rounds, 1/day)
  Spell-Like Abilities (CL 10th; concentration +15)
     8/day—touch of evil (5 rounds)
  Spells Prepared (CL 10th; concentration +15)
     5th—dispel goodD (W-DC 20), plane shift (W-DC 20), 
  slay living (F-DC 20), spell resistance
     4th—divine power, lesser planar ally, spell immunity, 
  tongues, unholy blightD (W-DC 19)
     3rd—bestow curse (W-DC 18), deadly juggernaut, dispel 
  magic (2), magic circle against goodD
     2nd—align weapon (evil)D, bull’s strength, hold person 
  (2, W-DC 17), resist energy, shield of fortification
     1st—bane (W-DC 16), deathwatch, divine favor, doom 
  (W-DC 16), protection from goodD, sanctuary (2, W-DC 
  16)
     0th (at will)—bleed (W-DC 15), detect magic, guid-
  ance, read magic
  D domain spell; Domain evil
  Statistics
  Str 14, Dex 8, Con 12, Int 12, Wis 20, Cha 12
  Base Atk +7; CMB +9; CMD 19
  Feats Augment Summoning, Cosmopolitan, Cunning, 
  Sacred Summons, Summon Guardian Spirit (imp), Su-
  perior Summoning, Versatile Summon Monster
  Skills Bluff +10, Diplomacy +11, Knowledge (planes) 
  +7, Knowledge (religion) +10, Perception +13, Sense 
  Motive +15, Spellcraft +10, Use Magic Device +8; Ra-
  cial Modifiers +2 Diplomacy, +2 Sense Motive
  Languages Abyssal, Common, Draconic, Elven, Infernal
  SQ augment summoning, breaching, darkfire eruption, 
  darkfire pact (devil +2, kyton +1), darkfire summons, 
  maw or claw, profane summons, spontaneous summon-
  
  28
  ing
  Combat Gear wand of cure serious wounds (7 charges); 
  Other Gear +1 breastplate, masterwork darkwood heavy 
  wooden shield, +1 morningstar, dagger, javelin (3), back-
  pack, bedroll, belt pouch, cleric’s vestments, flint and 
  steel, headband of inspired wisdom +2, muleback cords, 
  ring of protection +1, sack, silver holy symbol of Duke 
  Melektus, spell component pouch, trail rations (5 days), 
  waterskin; Coins 22 pp, 16 gp, 12 sp, 10 cp
  Velikus Salk (CR 14; XP 38,400)
  Female hellspawn (devil-spawn tiefling) darkfire adept 
  (cleric) of Duke Melektus 15
  LE Medium outsider (native)
  Init -1; Senses darkvision 60 ft.; Perception +16
  Defense
  AC 24, touch 11, flat-footed 24
  (+10 armor, +2 deflection, -1 Dex, +3 shield)
  hp 101 (15d8+30)
  Fort +10, Ref +4, Will +15
  Resist cold 5, electricity 5, fire 5
  Offense
  Speed 20 ft.
  Melee +2 morningstar +15/+10/+5 (1d8+4), bite +8 
  (1d6+1) or dagger +13/+8/+3 (1d4+2/19-20), bite +8 
  (1d6+1) or bite +13 (1d6+2)
  Ranged javelin +10 (1d6+2)
  Special Attacks accursed sympathy +15, darkfire taint 
  (30 ft., 15 rounds, +2/-2, W-DC 18), scythe of evil (7 
  rounds, 2/day)
  Spell-Like Abilities (CL 15th; concentration +21)
     9/day—touch of evil (7 rounds)
  Spells Prepared (CL 15th; concentration +21)
     8th—greater planar ally, unholy auraD (F-DC 24)
     7th—blasphemyD (W-DC 23), destruction (F-DC 23), 
  repulsion (W-DC 23)
     6th—blade barrier (R-DC 22), create undeadD, harm 
  (2, W-DC 22), planar ally
     5th—dispel goodD (2, W-DC 21), plane shift (W-DC 
  21), slay living (2, F-DC 21), spell resistance
     4th—divine power, lesser planar ally, spell immunity, 
  tongues, unholy blightD (2, W-DC 20)
     3rd—bestow curse (2, W-DC 19), deadly juggernaut, 
  dispel magic (2), magic circle against goodD
     2nd—align weapon (evil)D, bull’s strength, hold person 
  (2, W-DC 18), resist energy (2), shield of fortification
     1st—bane (W-DC 17), deathwatch, divine favor, doom 
  (W-DC 17), protection from goodD, sanctuary (2, W-DC 
  17)
     0th (at will)—bleed (W-DC 16), detect magic, guid-
  ance, read magic
  D domain spell; Domain evil
  Statistics
  Str 14, Dex 8, Con 13, Int 12, Wis 22, Cha 12
  Base Atk +11; CMB +13; CMD 24
  Feats Augment Summoning, Cosmopolitan, Cunning, 
  Heavy Armor Proficiency, Sacred Summons, Summon 
  Evil Monster, Summon Guardian Spirit (imp), Supe-
  rior Summoning, Versatile Summon Monster (2; aerial, 
  aqueous, chthonic, primordial)
  Skills Bluff +13, Diplomacy +11, Knowledge (planes) 
  +14, Knowledge (religion) +14, Perception +16, Sense 
  Motive +16, Spellcraft +12, Use Magic Device +10; Ra-
  cial Modifiers +2 Diplomacy, +2 Sense Motive
  Languages Abyssal, Common, Draconic, Elven, Infernal
  SQ augment summoning, breaching, breaching legion, 
  darkfire eruption, darkfire pact (asura +2, devil +4, kyton 
  +3, rakshasa +1), darkfire summons, maw or claw, pro-
  fane summons, spontaneous summoning
  Combat Gear wand of cure critical wounds (11 charges); 
  Other Gear +1 mithral full plate, +1 darkwood heavy 
  wooden shield, +2 morningstar, dagger, javelin (3), back-
  pack, bedroll, belt pouch, cleric’s vestments, flint and 
  steel, headband of inspired wisdom +4, muleback cords, 
  platinum holy symbol of Duke Melektus, ring of protec-
  tion +2, sack, spell component pouch, trail rations (5 
  day), waterskin; Coins 1 pp, 13 gp, 7 sp 
  Velikus Salk was literally born to the darkfire adept tradi-
  tion, being the child of a lower-ranked unique devil in 
  the service of Duke Melektus and the high priestess of 
  one of his cults in the wild Scrublands region of Por-
  phyra. Worshippers of the Infernal powers take well to 
  the Scrublands, for, being far from the Elven Emperor 
  in Sil’Arden, the land is lawless, and is ripe for cruel 
  control. The arcane tradition of the Darkfire Adepts is 
  to impose the order of Hell so that the Material and 
  Outer planes would become more like each other, which 
  basically asks for the end of mortal existence, replaced 
  by that of outsiders. Velikus Salk sees no conflict in a 
  mortal seeking the end of mortality, for her faith is based 
  on the reward of afterlife, and she expects to be rewarded 
  handsomely for her efforts in the material world. This is 
  the nature of most infernal, and she is brazen, to boot. 
  Trusting mostly in her summoned helpers, she is slow 
  to trust and only trusts those she has cowed completely. 
  As the Scrublands have many who are on the run due to 
  their run-ins with the law, Velikus has an ample crop of 
  stooges and sacrifices to gain her means to her ends.
  
  29
  Davirat
   “No, Sparkwysp, we are not traveling to the City of Tombs, 
  you should remember that. We are in search of a particular 
  building, in a particular set of ruins. What is wrong with 
  your memory?” The sentient sphere of rolling and floating 
  fire known to the anpur davirat sorcerer Sadiq al-Barq 
  crackled with strange speech. This was Ignan, the speech of 
  the Plane of Fire, which, to Sadiq al-Barq, was an Outer 
  Plane greatly to be desired. His anpuri flesh, mortal and 
  normal as it was now, would be turned to ash there. But 
  that might change. Sadiq had learned of a powerful ring 
  that would give the wearer complete immunity to flame. 
  Further research pointed to the Tower of Sighs in the desert 
  thirty leagues south of the Dhuhi Oasis. Sadiq and his 
  elemental wysp companion Sparkwysp had just left that 
  morning. The pair climbed over a gravelly rise, and beheld 
  a crumbling stump of worked stone, destroyed by a cataclys-
  mic force and abandoned. “(i)The Tower of Sighs, Master!” 
  crackled the fire wysp. “Yes, my servant. Prepare the 
  circle.” The small servitor placed powdered metals and 
  jewels. Sadiq drew the magic circle, meditated, and 
  cast, chanting words in Ignan, waving his paws in 
  the air, and then, the final command! 
     “Appear, oh Efreeti of the Great City of Brass! 
  Heed my call, and we will exchange 
  services!”
  And appearing in the circle was a 
  crimson humanoid, clad in robes of molten 
  brass, fanged and clawed, but with an air of civilization. 
     “What am I offered? What is the task? This better be 
  good…” growled the fire-genie, though it seemed secretly 
  pleased to be groveled at. 
     “Remove the legendary guardian of the Tower of Sighs 
  yonder, oh great genie of fire, an easy task for one of your 
  power… and I will gift you the (i)voidfrost robe, a dan-
  gerous item in your lands, one to grant you power!” Sadiq 
  pulled out the blue, glittering garment, a frosty mist rising 
  from it. The naked greed rose in the genie’s eyes.
     “I will do this task, mortal… gnoll, is it?” Sadiq frowned.    
  “What ‘guardian’ can stand before an efreeti warrior?” 
  A crackle of energy disintegrated the circle, and the genie 
  moved to the tower-stump, and entered. 
     “And Sadiq al-Barq, davirat sorceror of fire, sat and 
  waited, stroking the fiery ball that was his wysp companion, 
  waiting to see who- or what would emerge from the ruins.
  
  30
  Davirat
  Many are the names of the genies, and so similar that 
  most cannot discern them. Yet the davirat knows a djinni 
  from a janni and the difference between a half-janni and 
  a suli-janni. The davirat has a tradition of treating with 
  the genie races. Good and neutral-aligned genies wel-
  come a davirat as a friend, and even hateful efreet know 
  they can rely on their davirat “friends”, sometimes to the 
  davirat’s detriment. 
  Prestige Class: Davirat 
  Build Classes: The davirat is built on the wizard, but 
  the following alternate build classes are described below: 
  arcanist, sorcerer, and witch. 
  Alignment: Non-evil. Davirat are respected by genies 
  for their willingness to treat them as equals rather than 
  potential slaves. Davirat that become evil can continue 
  to advance in the class, but lose the genie-tongue, spell-
  fetch and genie-friend abilities. 
  Hit Die: d6. 
  Starting Gold: 2d6 x 10 gp (70 gp average)
  Class Skills
  The davirat’s class skills (and the key ability for each 
  skill) are Appraise (Int), Bluff (Cha), Craft (Int), Di-
  plomacy (Cha), Fly (Dex), Knowledge (all) (Int), Lin-
  guistics (Int), Profession (Wis), Spellcraft (Int), and Use 
  Magic Device (Cha). 
  Skill Ranks at Each Level: 2 + Int modifier. 
  Class Features
  These are all the class features of the davirat. 
  Weapon and Armor Proficiency: A davirat is proficient 
  with the club, dagger, quarterstaff, and shortbow, but 
  not with any type of armor or shield. Armor interferes 
  with the davirat’s movements, which can cause arcane 
  spells with somatic components to fail. 
  Spells: The davirat learns and casts spells exactly like a 
  wizard, including using arcane magic, the effect of Intel-
  ligence on spellcasting, spellbooks, automatically learned 
  spells, and cantrips. 
  Build Class: A davirat inherits Scribe Scroll as a bonus 
  feat at 1st level from the wizard build class. He does not 
  gain this ability if he selects an alternate build class, see 
  below. 
  Bonus Languages: A davirat adds Aquan, Auran, Ignan, 
  and Terran (the languages of water, air, fire, and earth-
  outsiders, respectively) to the bonus languages he can 
  select for his race, and he must learn at least one of these 
  languages if he has any bonus languages from his Intel-
  ligence score. If he has no bonus languages, he must 
  spend a rank on Linguistics and learn one of them to use 
  many of his class features. 
  Elemental Focus (Su): At 2nd level, the davirat gains 
  Elemental Focus as a bonus feat. He must speak the 
  elemental language associated with the chosen element. 
  Genie-Tongue (Ex): At 4th level a davirat becomes well-
  versed in communicating with genies and genie-kin. A 
  davirat gains a +2 bonus on Charisma-based skill checks 
  to influence the attitudes (not including Charisma 
  checks, see genie’s friend below) of any genie or elemen-
  tal who’s language he knows, and a +4 bonus to Knowl-
  edge checks regarding genies. 
  Wysp Bond (Ex): At 6th level, the davirat gains a wysp 
  to serve as his familiar, replacing any familiar he already 
  possesses. This works as the familiar from the wizard’s 
  arcane bond class feature combined with the Improved 
  Familiar feat. This wysp has the same elemental affili-
  ation as the element chosen for the elemental focus 
  ability, above. Davirat never bond with aether wysps.  
  The davirat gains a +2 competence bonus on attack rolls 
  and damage rolls on spells with descriptors matching 
  the wysp’s type as long as it is within 5 ft. Air wysps aid 
  spells of the air and electricity descriptors. Earth wysps 
  aid spells of the acid and earth descriptors. Fire wysps aid 
  spells of the fire descriptor. Water wysps aid spells of the 
  cold and water descriptors. There is no gold piece cost to 
  summon a wysp familiar. 
  Spell-Fetch (Su): At 8th level, a davirat can send his 
  wysp to find an unusual spell for him. The davirat choos-
  es one spell of a level he can cast. Fetching a strange spell 
  is more difficult. If the fetched spell is not on the davi-
  rat’s spell list it is treated as 2 spell levels higher than the 
  spell’s highest spell level for any other class. 
     Sending the wysp to fetch a spell is a standard action. 
  The wysp disappears for the duration, then returns and 
  
  31
  presents the davirat with the desired spell. This takes the 
  wysp 1d6 rounds per spell level. The davirat can cast the 
  fetched spell once without using a spell slot or prepared 
  spell, and must do so before he prepares spells the next 
  time or the spell is lost. 
     A davirat can use this ability one per day at level 8. At 
  level 13 and 19, the davirat can use fetch spell an ad-
  ditional time per day, but he can only have a single spell 
  readied to be cast this way; fetching a new spell before 
  the previous one is cast means the previous spell is lost. 
  Genie’s Friend (Su): At 10th level, a davirat gains a +2 
  bonus to his caster level when conjuring genies and to 
  Charisma checks for planar binding spells when nego-
  tiating with any genie or elemental whose language he 
  knows. At 18th level, this bonus increases to +4. 
  Elemental Attunement (Ex): At 12th level, the davirat 
  gains energy resistance 10 against an energy type de-
  pending on the elemental focus chosen at level 2. Air 
  (electricity), earth (acid), fire (fire), water (cold). 
  Greater Elemental Focus (Su): At 14th level, the davirat 
  gains Greater Elemental Focus as a bonus feat. The cho-
  sen element must be the same that he chose for element 
  focus at level 2. If he already knows this feat, he gains 
  another feat he fulfills the prerequisites for instead. 
  Elemental Flexibility (Ex): At 16th level, during spell 
  preparation, the davirat can change what element his 
  elemental focus, elemental attunement, and greater 
  elemental focus applies to when he is preparing spells. 
  This also dismisses any wysp familiar he may have and 
  summons one of the new element. He must know the 
  language associated with the new chosen element. 
  Genie-kin (Ex): At 20th level, the davirat’s type changes 
  to outsider (elemental, native). He gains acid, cold, 
  electricity, and fire resistance 10, and damage reduction 
  5/—. 
  Table: Davirat
  Class 
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Build class, cantrips 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Elemental focus 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  — 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Genie-tongue 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +2 
  +1 
  +1 
  +4 
  — 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Wysp bond 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  +2 
  +2 
  +5 
  — 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Spell fetch 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  +3 
  +3 
  +6 
  — 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  10th 
  +5 
  +3 
  +3 
  +7 
  Genie’s friend (+2) 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  11th 
  +5 
  +3 
  +3 
  +7 
  — 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  Elemental attunement 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  13th 
  +6/+1 
  +4 
  +4 
  +8 
  Spell fetch (2/day) 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  14th 
  +7/+2 
  +4 
  +4 
  +9 
  Greater elemental focus 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  — 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  Elemental flexibility 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  17th 
  +8/+3 
  +5 
  +5 
  +10 
  — 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18th 
  +9/+4 
  +6 
  +6 
  +11 
  Genie’s friend (+4) 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19th 
  +9/+4 
  +6 
  +6 
  +11 
  Spell fetch (3/day) 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  20th 
  +10/+5 
  +6 
  +6 
  +12 
  Genie-kin 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  
  32
  Alternate Build Classes
  The davirat can be built on these alternate classes: arcan-
  ist, sorcerer, and witch. 
     A davirat learns and casts spells exactly like the build 
  class, including the effect of ability scores on spellcasting, 
  and cantrips. 
     In addition, the davirat inherits the following class 
  features from the build class: 
     Arcanist: Gain the acid jet, flame arc, ice missile, or 
  lightning lace arcane exploit, usable a number of times 
  per day equal to 3 + the arcanist davirat’s Charisma mod-
  ifier. The arcanist davirat must speak the corresponding 
  elemental language and select the same element for the 
  Elemental Focus feat gained at level 2. At level 16, when 
  using elemental flexibility, he also changes this arcane 
  exploit to fit his new elemental focus. 
     Sorcerer: The sorcerer daviat gains Eschew Materials as 
  a bonus feat at level 1 and selects a bloodline. He gains 
  bloodline spells and the bloodline skill, but no other 
  bloodline benefits. He must choose the djinni, efreet, 
  elemental, marid, or shaitan bloodline. He must choose 
  the same elemental focus at level 2. At level 16, when 
  using elemental flexibility, he also changes his bloodline 
  spells to a corresponding elemental or genie bloodline. 
     Witch: A daviat witch keeps the witch’s familiar and 
  patron spells class features. He replaces his familiar with 
  a wysp at level 6, any wysp summoned retains all the 
  spells his previous familiar had. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever they gain a level in a favored class, some races 
  have the option of choosing from a number of other 
  bonuses, depending upon their favored classes. The fol-
  lowing options are available to the listed race who have 
  davirat as their favored class, and unless otherwise stated, 
  the bonus applies each time you select the listed favored 
  class reward. 
     Anpur: Add +1/2 to caster level when casting divina-
  tion spells.
     Dragonblood: Add 1 hit point to your familiar. You 
  can take this option before you have a familiar, but only 
  gain the benefit when you do. 
     Dwarf: Select one item creation feat you know. 
  Whenever crafting an item using that feat, the amount 
  of progress made in an 8-hour period increases by 200 
  gp (50 gp if crafting while adventuring). This does not 
  reduce the cost of the item; it just increases the rate at 
  which the item is crafted. 
     Elf: Add +1 hit point to any familiar you possess. 
     Erkunae: If you are of evil alignment, you count as 
  having 1 level as a davirat for qualifying for and using 
  the genie-tongue, spell-fetch and genie-friend abilities 
  (these abilities are normally lost to evil davirat).
     Gnome: Add one spell from your spell list to your 
  spells known, spellbook, or familiar, as appropriate. This 
  spell must be from the illusion school. 
     Half-Elf: Add 1/5 additional daily use of the spell-
  fetch ability. This can grant the spell-fetch ability as early 
  as level 5.
     Half-Orc: Add a +1 bonus on concentration checks 
  made due to taking damage while casting spells. 
     Halfling: +1/2 dodge bonus to your AC against at-
  tacks of opportunity triggered by casting spells. 
     Human: Add one spell from your spell list to your 
  spells known, spellbook, or familiar, as appropriate. This 
  spell must be at least one level below the highest spell 
  level you can cast. 
     Ifrit: Gain a +1/4 bonus on Charisma checks and 
  Charisma-based skill checks against elementals of the fire 
  subtype. 
     Oread: Gain a +1/4 bonus on Charisma checks and 
  Charisma-based skill checks against elementals of the 
  earth subtype 
     Sylph: Gain a +1/4 bonus on Charisma checks and 
  Charisma-based skill checks against elementals of the air 
  subtype 
     Undine: Gain a +1/4 bonus on Charisma checks and 
  Charisma-based skill checks against elementals of the 
  water subtype 
     Zendiqi: If you are of evil alignment, you count as 
  having 1 level as a davirat when using the genie-tongue, 
  spell-fetch and genie-friend abilities (these abilities are 
  normally lost to evil davirat).
  Sample Character 
  Below is a sample davirat player character that uses the 
  sorcerer build class created using these rules at levels 1, 
  5, 10, and 15. Favored class bonus is used to provide ad-
  ditional hit points.
  Sadiq al-Barq (CR 1/2; XP 200)
  Male anpur davirat 1
  N Medium humanoid (gnoll)
  Init +6; Senses darkvision 60 ft.; Perception +1
  Defense
  AC 12, touch 12, flat-footed 10
  
  33
  (+2 Dex)
  hp 8 (1d6+2)
  Fort +1, Ref +2, Will +3; +2 vs. fear
  Defensive Abilities desert runner
  Offense
  Speed 30 ft.
  Melee light flail +0 (1d8) or dagger +0 (1d4/19-20)
  Ranged shortbow +2 (1d6/x3)
  Spells Known (CL 1st; concentration +3)
     1st (4/day)—burning hands (R-DC 13), magic missile
     0th (at will)—detect magic, prestidigitation, read magic, 
  spark (F-DC 12)
  Bloodline elemental (fire)
  Statistics
  Str 10, Dex 14, Con 12, Int 13, Wis 12, Cha 15
  Base Atk +0; CMB +0; CMD 12
  Feats Eschew Materials, Improved Initiative
  Skills Knowledge (geography, planes) +5, Spellcraft +5
  Languages Common, Gnoll, Ignan
  SQ ancestor worship, build class (sorcerer), weapon 
  familiarity
  Combat Gear potion of cure light wounds (2), wand of 
  mage armor (10 charges), wand of resist energy (fire; 1 
  charge); Other Gear dagger, shortbow with 20 arrows, 
  light flail, backpack, bedroll, belt pouch, flint and steel, 
  hot-weather outfit, sack, trail rations (5 days), waterskin; 
  Coins 1 gp, 3 sp
  Sadiq al-Barq (CR 4; XP 1,200)
  Male anpur davirat 5
  N Medium humanoid (gnoll)
  Init +6; Senses darkvision 60 ft.; Perception +1
  Defense
  AC 12, touch 12, flat-footed 10
  (+2 Dex)
  hp 30 (5d6+10)
  Fort +2, Ref +3, Will +5; +2 vs. fear
  Defensive Abilities desert runner
  Offense
  Speed 30 ft.
  Melee mwk light flail +3 (1d8) or dagger +2 (1d4/19-
  20)
  Ranged mwk shortbow +5 (1d6/x3) 
  Spells Known (CL 5th; concentration +8)
     2nd (5/day)—fire breath (R-DC 16), scorching ray, 
  whispering wind
     1st (7/day)—burning hands (R-DC 15), expeditious 
  retreat, magic missile, thunderstomp, windy escape
     0th (at will)—detect magic, flare (F-DC 13), mage 
  hand, prestidigitation, read magic, spark (F-DC 14)
  Bloodline elemental (fire)
  Statistics
  Str 10, Dex 14, Con 12, Int 13, Wis 12, Cha 16
  Base Atk +2; CMB +2; CMD 14
  Feats Combat Casting, Craft Wand, Elemental Focus 
  (fire), Eschew Materials, Improved Initiative
  Skills Bluff +10 (+20 to lie, +15 to feint, +5 to pass hid-
  den messages), Knowledge (geography) +5, Knowledge 
  (planes) +9, Spellcraft +9
  Languages Common, Gnoll, Ignan
  SQ ancestor worship, build class (sorcerer), genie-
  tongue, weapon familiarity
  Combat Gear potion of cure moderate wounds (2), potion 
  of shield of faith (2), wand of fireball (3 charges), wand of 
  mage armor (CL 4; 4 charges), wand of resist energy (fire, 
  CL 7; 3 charges); Other Gear masterwork light flail, 
  masterwork shortbow with 20 arrows, dagger, bedroll, 
  belt pouch, flint and steel, hot-weather outfit, mask of 
  stony demeanor, masterwork backpack, sack, trail rations 
  (5 days), waterskin; Coins 8 gp, 3 sp
  Sadiq al-Barq (CR 9; XP 6,400)
  Male anpur davirat 10
  N Medium humanoid (gnoll)
  Init +6; Senses darkvision 60 ft.; Perception +1
  Defense
  AC 14, touch 14, flat-footed 11
  (+1 deflection, +2 Dex, +1 dodge)
  hp 57 (10d6+20)
  Fort +5, Ref +6, Will +9; +2 vs. fear
  Defensive Abilities desert runner
  Offense
  Speed 30 ft.
  Melee mwk light flail +6 (1d8) or dagger +5 (1d4/19-
  20)
  Ranged mwk shortbow +8 (1d6/x3)
  Special Attacks spell fetch (1/day)
  Spells Known (CL 10th; concentration +14)
     5th (3/day)—lesser planar binding (W-DC 19 (20 fire))
     4th (6/day)—dimension door, dragon’s breath (R-DC 18 
  (19 fire), elemental body I
     3rd (7/day)—fireball (R-DC 18), fly, haste, protection 
  from energy
     2nd (7/day)—blur, invisibility, molten orb (R-DC 17), 
  scorching ray, whispering wind
     1st (7/day)—burning hands (R-DC 16), expeditious 
  retreat, magic missile, thunderstomp, touch of combustion 
  (R-DC 16), windy escape
     0th (at will)—acid splash, detect magic, flare (F-DC 
  14), light, mage hand, prestidigitation, read magic, spark 
  
  34
  (F-DC 15), touch of fatigue (F-DC 14)
  Bloodline elemental (fire)
  Statistics
  Str 10, Dex 14, Con 12, Int 14, Wis 12, Cha 18
  Base Atk +5; CMB +5; CMD 19
  Feats Combat Casting, Craft Wand, Dimensional Agil-
  ity, Dodge, Elemental Focus (fire), Eschew Materials, 
  Improved Initiative
  Skills Acrobatics +7, Bluff +15 (+25 to lie, +20 to feint, 
  +10 to pass hidden messages), Knowledge (geography) 
  +12, Knowledge (planes) +15, Spellcraft +15
  Languages Common, Gnoll, Ignan
  SQ ancestor worship, build class (sorcerer), genie-
  tongue, genie’s friend +2, weapon familiarity, wysp bond 
  (fire wysp)
  Combat Gear potion of cure serious wounds (2), wand of 
  fireball (CL 10; 6 charges), wand of mage armor (CL 10; 
  7 charges), wand of resist energy (fire, CL 7; 3 charges); 
  Other Gear masterwork light flail, masterwork shortbow 
  with 20 arrows, dagger bedroll, belt pouch, cloak of re-
  sistance +1, flint and steel, headband of alluring charisma 
  +2, mask of stony demeanor, masterwork backpack, ring 
  of protection +1, sack, trail rations (5 days), waterskin; 
  Coins 23 gp, 3 sp
  Sadiq al-Barq (CR 14; XP 38,400)
  Male anpur davirat 15
  N Medium humanoid (gnoll)
  Init +6; Senses darkvision 60 ft.; Perception +1
  Defense
  AC 15, touch 15, flat-footed 12
  (+2 deflection, +2 Dex, +1 dodge)
  hp 85 (15d6+30)
  Fort +8, Ref +9, Will +12; +2 vs. fear
  Defensive Abilities desert runner; Resist fire 10
  Offense
  Speed 30 ft.
  Melee +1 light flail +8 (1d8+1) or dagger +5 (1d4/19-
  20)
  Ranged +1 shortbow +10 (1d6+1/x3)
  Special Attacks spell fetch (2/day)
  Spells Known (CL 15th; concentration +20)
     7th (4/day)—delayed blast fireball (R-DC 24), elemen-
  tal body IV, walk through space
     6th (6/day)—chains of fire (R-DC 23), elemental body 
  III, globe of invulnerability, sirocco (F-DC 23)
     5th (7/day)—elemental body II, feeblemind (W-DC 
  20), lesser planar binding (W-DC 20 (22 fire)), overland 
  flight, teleport
     4th (7/day)—dimension door, dragon’s breath (R-DC 19 
  (21 fire)), elemental body I, fire shield, greater invisibility
     3rd (7/day)—fireball (R-DC 20), fly, haste, protection 
  from energy, slow (W-DC 18)
     2nd (7/day)—blur, elemental touch, invisibility, molten 
  orb (R-DC 19), scorching ray, whispering wind
     1st (8/day)—burning hands (R-DC 18), expeditious 
  retreat, magic missile, thunderstomp, touch of combustion 
  (R-DC 18), windy escape
     0th (at will)—acid splash, detect magic, flare (F-DC 
  15), light, mage hand, prestidigitation, read magic, spark 
  (F-DC 17), touch of fatigue (F-DC 15)
  Bloodline elemental (fire)
  Statistics
  Str 10, Dex 14, Con 12, Int 14, Wis 12, Cha 21
  Base Atk +7; CMB +7; CMD 22
  Feats Combat Casting, Craft Wand, Dimensional Agil-
  ity, Dimensional Assault, Dimensional Dervish, Dodge, 
  Elemental Focus (fire), Eschew Materials, Greater El-
  emental Focus (fire), Improved Initiative, Mobility
  Skills Acrobatics +17, Bluff +16 (+26 to lie, +21 to feint, 
  +11 to pass hidden messages), Knowledge (geography) 
  +12, Knowledge (planes) +20, Spellcraft +20
  Languages Common, Gnoll, Ignan
  SQ ancestor worship, build class (sorcerer), genie-
  tongue, genie’s friend +2, weapon familiarity, wysp bond 
  (fire wysp)
  Combat Gear potion of cure serious wounds (4), wand of 
  fireball (CL 10; 10 charges), wand of mage armor (CL 10; 
  11 charges), wand of resist energy (fire, CL 11; 4 charges); 
  Other Gear +1 light flail, +1 shortbow with 20 arrows, 
  dagger, bedroll, belt of tumbling, belt pouch, cloak of 
  resistance +2, feather step slippers, flint and steel, headband 
  of alluring charisma +4, mask of stone demeanor, master-
  work backpack, ring of protection +2, sack, trail rations (5 
  days), waterskin; Coins 75 pp, 33 gp, 3 sp
  The anpur enclave at the City of Tombs lines the ancient 
  Oliti River. Sadiq al-Barq was an anpur citizen of the 
  City of Tombs, until he chose a life of wandering the 
  wastes of the southern deserts, occasionally straying into 
  south-border cities for the occasional taste of civilization. 
  This charismatic and self-possessed anpur, a species of 
  advanced gnoll studied the genie-focused mysticism of 
  the davirat caste, benignly controlling the elemental folk 
  for the good of mortal beings- and the respected anpur 
  dead. Al-Barq has the singular obsession of attaining the 
  ability to travel to and survive the Elemental Plane of 
  Fire, and though he prefers the company of elementals 
  such as his fire-wysp familiar, he will work for and with 
  any that non-evil team that will advance his goal.
  
  35
  Demoniac
  The small procession of drow elves marched through the 
  wide corridor of the Great Tunnel, some miles beneath 
  the great southern deserts of the Ghadab- or possibly the 
  Simoon, at that rate. A creature that resembled a subter-
  ranean beetle and a spiky lizard observed them, secreted in 
  a crevice in the wall, but no more distinguishable from the 
  wall than the wall itself. This creature was Kr’zll, of the 
  Deepfire clan, and she wore armor that made her resemble 
  beetles and lizards, and had compressed herself into a shape 
  that made the resemblance moreso.  She watched them with 
  a complicated mixture of envy, hatred, jealousy and ava-
  rice, which were all emotions approved of by the patrons of 
  those who marched below, and of her own demonic patron, 
  She Who Weeps. She looked clinically at the black-skinned 
  “elves” below, but was incurious as to who that patron was- 
  it could be Karzerothrine, the spider-goddess that most drow 
  followed, but might not be. It might be Pasiphae, whom 
  some kripar (for that is what she was) revered as a mistress 
  of traps, but- it mattered not. She dropped to the ground in 
  front of the procession. She spoke in Aklo, which the elves 
  may or may not speak, “I too follow the Lords of Below. I 
  wish to serve you…”
  
  36
  Demoniac 
  Those who seek to gain power from a specific demon 
  lord are known as demoniacs. All demon worshipers un-
  derstand that sinful mortal souls become demons once 
  the Abyss digests them, but the demoniac begins the 
  transformation while he yet lives. The drow are particu-
  larly fond of this path, but typically refer to demoniacs 
  as demonic initiates. 
  Prestige Class: Demoniac 
  Build Classes: The demoniac is built on the wizard, but 
  the following alternate build classes are described below: 
  arcanist, cleric, oracle, psychic, sacerdote, sorcerer, or 
  witch. Other build classes have different build class abili-
  ties.
  Role: A demoniac is filled with abyssal energy, which 
  he uses to shape himself, his comrades, and the world 
  around him in the image of his demon lord. 
  Alignment: Chaotic Evil. Demoniacs must devote them-
  selves to one particular demon lord, a creature of godlike 
  power and stature. 
  Hit Die: d6. 
  Class Skills
  The demoniac’s class skills (and the key ability for each 
  skill) are Appraise (Int), Bluff (Cha), Craft (Int), Heal 
  (Wis), Intimidate (Cha), Knowledge (planes) (Int), 
  Knowledge (religion) (Int), Linguistics (Int), Profession 
  (Wis), Sense Motive (Wis), Spellcraft (Int), and Stealth 
  (Dex). 
  Skill Ranks at Each Level: 2 + Int modifier. 
  Class Features
  These are all the class features of the demoniac. 
  Weapon and Armor Proficiency: A demoniac is pro-
  ficient with all simple weapons and his patron’s favored 
  weapon. Demoniacs are not proficient with any armor or 
  shields, and wearing armor can cause arcane spells with 
  somatic components to fail. 
  Spells: The demoniac learns and casts spells exactly like a 
  wizard, including using arcane magic, the effect of Intel-
  ligence on spellcasting, spellbooks, automatically learned 
  spells, and cantrips. 
  Aura (Ex): The demoniac has an alignment aura as if 
  he was a cleric of a chaotic evil deity. See detect evil for 
  details. 
  Build Class (Ex): The demoniac gains a wizard bonus 
  feat at level one and can spend a demonic favor to gain a 
  wizard bonus feat. 
  Spontaneous Summoning (Ex): A demoniac can chan-
  nel stored spell energy into summoning spells that he 
  hasn’t prepared ahead of time. He can “lose” a prepared 
  spell in order to cast any summon monster spell of the 
  same level or lower.  
  Obedience (Ex) : At 2nd level, the demoniac is permit-
  ted to emulate his demon lord through obedience. 
  In order to maintain the abilities gained from this class 
  (including all spellcasting abilities), a demoniac must 
  indulge in a daily obedience to his chosen demon lord.   
  Each obedience takes an hour to perform, and also serves 
  as the demoniac’s spell preparation for the day. 
     Once the obedience has been performed, he gains the 
  benefit of a resistance to some element or attack associ-
  ated with his demon lord, as indicated in the “Obedi-
  ence” entry for the demon lord (see Demon Lords of 
  Porphyra). 
  Demonic Favor (Ex): At 3rd level, and again at level 7 
  and every 4 levels thereafter, the demoniac is granted a 
  favor by his demon lord. Choose one of the following:
   
  • 
  Gain a familiar (as the wizard’s arcane bond class 
  feature). This ability stacks with levels from any 
  other class that grants a familiar, but cannot give the 
  demoniac multiple familiars. 
  • 
  Gain a bonus feat from the following list: Any item 
  creation feat, any metamagic feat, Augment Sum-
  moning, Greater Spell Penetration, Improved Famil-
  iar, Sacred Summons, Spell Focus, or Spell Penetra-
  tion. The demoniac must fulfill the prerequisites of 
  these feats. 
  • 
  Gain energy resistance 5 against acid, cold, electric-
  ity, or fire. At level 11, this resistance increases to 10. 
  • 
  Gain a +4 profane bonus on saving throws against 
  one of the following, as chosen by the demoniac: 
  disease, paralysis, poison, polymorph, sleep effects, 
  or stun. This ability can be picked multiple times, 
  choosing a different bonus each time.
  
  37
  Demonic Mark (Ex): At 4th level, the demoniac is 
  branded with the sign of his chosen demon lord as a 
  tattoo-like mark somewhere on his body. A demonic 
  mark shown openly functions as a divine focus. Once 
  per day, a demoniac can call upon the profane power of 
  this mark to power a spell as he casts it. Doing so causes 
  the spell to gain the chaotic and evil descriptors, and 
  causes the spell (or spell slot) not be expended as it is 
  cast, allowing the demoniac to cast the spell again at a 
  later point in the day. 
  Damned (Ex): At 6th level, the demoniac definitively 
  sells his soul to his demon lord. When a demoniac is 
  killed, his soul is instantly claimed by the Abyss. In time, 
  the demoniac’s soul is transformed into a demon appro-
  priate to the sins the demoniac gloried in while he lived. 
  Any character attempting to resurrect a slain demoniac 
  must succeed at a caster level check equal to 10 + the 
  demoniac’s level or the spell fails. That character cannot 
  attempt to resurrect the demoniac again until the follow-
  ing day, though other characters can attempt to do so if 
  they please. 
  Demonic Boon: As a demoniac gains levels, he gains 
  Boons from his demonic patron as his body and soul 
  become increasingly infused with demonic energies. The 
  nature of the Boons granted varies, depending upon the 
  demoniac’s chosen demon lord. Each demon lord grants 
  three Boons, each more powerful than the last. 
     At 8th level, the demoniac gains the first boon. At 
  12th level, he gains the second boon, and at 16th level, 
  he gains the third and final boon. Consult the various 
  demon lord descriptions for details on demonic boons.  
  When a demonic boon grants a spell-like ability, his 
  caster level for the spell-like ability equals his Hit Dice. 
  This ability allows a demoniac to access these Boons 
  earlier than they are normally granted; it does not grant 
  additional uses of the Boons once the character reaches 
  the necessary Hit Dice to earn the Boons normally. 
  Energumen (Su): Once per day at 10th level, a de-
  moniac can open his soul to a demonic spirit as a free 
  action. This spirit possesses the demoniac for a number 
  of rounds equal to his demoniac level, granting a +2 pro-
  fane bonus to one ability score of the demoniac’s choice. 
     At 14th level, energumen grants a +4 profane bonus 
  Table: Demoniac
  Class 
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Aura, build class, spontaneous 
  summoning 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Demonic mark 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Demonic favor 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Obedience 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +2 
  +1 
  +1 
  +4 
  —
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Damned 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  +2 
  +2 
  +5 
  Demonic favor 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Demonic boon 1 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  +3 
  +3 
  +6 
  —
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  10th 
  +5 
  +3 
  +3 
  +7 
  Energumen +2 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  11th 
  +5 
  +3 
  +3 
  +7 
  Demonic favor 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  Demonic boon 2 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  13th 
  +6/+1 
  +4 
  +4 
  +8 
  —
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  14th 
  +7/+2 
  +4 
  +4 
  +9 
  Energumen +4 (resistances) 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  Demonic favor 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  Demonic boon 3 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  17th 
  +8/+3 
  +5 
  +5 
  +10 
  —
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18th 
  +9/+4 
  +6 
  +6 
  +11 
  Energumen +6 (immunities) 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19th 
  +9/+4 
  +6 
  +6 
  +11 
  Demonic favor 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  20th 
  +10/+5 
  +6 
  +6 
  +12 
  Demonic identity 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  
  38
  to one ability score, electricity resistance 10, and a +4 
  bonus on all saving throws against poison. 
     At 18th level, energumen grants a +6 profane bonus 
  to one ability score and also immunity to electricity and 
  poison. 
     When the energumen ends, the demoniac becomes 
  confused for a number of rounds equal to his demoniac 
  level as the demonic spirit has its way with his mind. At 
  the start of each round of confusion, the demoniac can 
  make a DC 25 Will save to end the confusion effect im-
  mediately. 
     Energumen is a possession effect, and is negated by 
  protection from evil or protection from chaos and other 
  effects that affect possession. The possessing demon uses 
  the demoniac’s Will save modifier to resist such effects. 
  A demoniac can prevent or end the confusion side effect 
  by having one of these spells cast upon him when (or 
  before) the energumen ends, but being affected by such a 
  spell before the energumen has run its course also causes 
  the benefits granted to end prematurely. 
  Demonic Form (Ex): When a demoniac reaches 20th 
  level, he undergoes a transformation into a unique 
  demon. His type changes to outsider with the chaotic, 
  demon, evil, and native subtypes. He gains damage re-
  duction 10/good and cold iron, immunity to electricity 
  and poison, resistance to acid 10, cold 10, and fire 10, 
  and telepathy to a range of 100 feet. When he gains this 
  ability, he chooses one additional physical transforma-
  tion from the following to gain when he transforms. For 
  each of poison, acid, cold, electricity, and fire he choose 
  to be resistant against as a demonic favor, he gains an 
  additional choice.: 
  • 
  Wings (fly speed of 40 feet with good maneuverabil-
  ity). 
  • 
  Gills (ability to breathe water and a swim speed of 
  30 feet). 
  • 
  A single primary natural attack (a bite, gore, slam, 
  or tail sting—damage inflicted as appropriate for the 
  demoniac’s size). 
  Once this additional physical transformation is chosen, 
  it can never be changed. The newly created demon’s 
  natural weapons, as well as any weapon it wields, are 
  treated as chaotic and evil for the purpose of resolving 
  damage reduction. 
  Ex-Demoniacs
  A demoniac whose alignment becomes anything other 
  than chaotic evil, or who goes against the will of his 
  demonic patron, loses all class features of this class. He 
  cannot thereafter gain levels as a demoniac until he 
  atones for his deeds (see atonement spell). This is the 
  only route a demoniac can take to switch to a different 
  demonic patron—the atonement must come from a 
  worshiper of the new demon lord. 
  Alternate Build Classes
  The demoniac can be built on these alternate classes: 
  arcanist, cleric, oracle, psychic, sorcerer, or witch. 
     A demoniac learns and casts spells exactly like the 
  build class, including type of magic (arcane, divine, or 
  psychic), the effect of ability scores on spellcasting and 
  cantrips, knacks or orisons. He only suffers from arcane 
  spell failure if he casts arcane spells. 
     In addition, the demoniac inherits the following class 
  features from the build class. This replaces the build class 
  ability of the demoniac wizard, above. 
     Arcanist: An arcanist demoniac gains an arcane res-
  ervoir with a number of points equal to his Charisma 
  modifier (minimum 1). He can spend a demonic favor 
  to learn an arcanist exploit, and gains an additional point 
  to his arcane reservoir each time he does so. He gains the 
  greater exploits class feature at level 11. 
     Cleric: A demoniac cleric has the same base attack 
  bonus, base saving throws, Hit Dice, and armor and 
  weapon proficiencies as a cleric. He keeps the chaotic, 
  evil, good, and lawful spells and domains abilities. A 
  demoniac cleric selects two domains from among those 
  offered by his patron. 
     Oracle: A demoniac oracle has the same base attack 
  bonus, base saving throws, hit dice, and armor and 
  weapon proficiencies as an oracle. At 1st level he gains an 
  appropriate mystery (including mystery skills and spells), 
  an oracle’s curse, and a revelation, but he gains no fur-
  ther revelations at higher levels. 
     Psychic: Replace all references to arcane magic with 
  psychic magic. The psychic demoniac gains the psychic 
  discipline class feature, including discipline spells and 
  discipline powers. Because he lacks a phrenic pool, cer-
  tain discipline powers do not work, notably those of the 
  Enlightenment discipline. 
     Sorcerer: A demoniac sorcerer gains Eschew Materials 
  as a bonus feat and a bloodline power at first level, but 
  gains only the bloodline skill and bloodline spells from 
  
  39
  that bloodline. 
     Witch: A demoniac witch keeps the witch’s familiar 
  and patron spells abilities. The familiar is always of cha-
  otic evil alignment. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever they gain a level in a favored class, some races 
  have the option of choosing from a number of other 
  bonuses, depending upon their favored classes. The fol-
  lowing options are available to the listed race who have 
  demoniac as their favored class, and unless otherwise 
  stated, the bonus applies each time you select the listed 
  favored class reward. 
     Avoodim: Reduce the time it takes you to perform 
  your demonic obedience by 3 minutes (minimum 1 
  minute). 
     Dwarf: Whenever crafting a magic item, the amount 
  of progress made in an 8-hour period increases by 200 
  gp (50 gp if crafting while adventuring). This does not 
  reduce the cost of the item; it just increases the rate at 
  which the item is crafted. 
     Drow: Gain 1/4 of a Weapon Proficency, Armor 
  Proficency, or Shield Proficency feat. You must fulfill 
  the prerequisites. For each proficiency gained this way, 
  reduce the chance of arcane spell failure by 5% when 
  wearing armor. 
     Elf: Gain 1/6 of an additional demonic favor. 
     Erkunae: Gain 1/4 of a Weapon Proficiency or Armor 
  Proficiency feat. You must fulfill the prerequisites. For 
  each proficiency gained this way, reduce the chance of 
  arcane spell failure by 5% when wearing armor. 
     Goblin: Increase all energy resistances gained from 
  demonic favors by 1/2. 
     Gnome: Add one spell from your spell list to your 
  spells known, spellbook, or familiar, as appropriate. This 
  spell must be from the illusion school. 
     Half-Elf: When casting enchantment spells, add +1 to 
  the effective caster level of the spell, but only to deter-
  mine the spell’s duration. 
     Half-Orc: +1 bonus on concentration checks made 
  due to taking damage while casting spells. 
     Halfling: +1/2 dodge bonus to your AC against at-
  tacks of opportunity triggered by casting spells. 
     Human: Subtract 1/2 from the strength of your align-
  ment aura (see detect evil) and from your class level for 
  the damned class feature. If this reduces your effective 
  class level to less than six, you avoid damnation. 
     Qit’ar: Add 1/6 to your size category, but only when 
  calculating the damage of your natural attacks. 
     Tengu: Gain 1/5 daily use of death knell (sp), with a 
  caster level equal to your class level. Multiply the benefits 
  of each use of the spell by your number of daily uses. 
     Tiefling: Add 1 to your level to calculate the strength 
  of your alignment aura. A powerful aura can stun those 
  who detect it, see detect evil. 
     Zendiqi: Gain 1/6 additional daily use of demonic 
  mark. 
  Sample Character 
  Below is a sample demoniacs player character that uses 
  the cleric build class created using these rules at levels 
  1, 5, 10, and 15. Favored class bonus is used to provide 
  additional hit points.
  Kr’zll Deepfire (CR 1/2; XP 200)
  Female kripar demoniac 1
  CE Medium monstrous humanoid
  Init +7; Senses darkvision 60 ft., scent; Perception +1
  Defense
  AC 17, touch 13, flat-footed 14
  (+2 armor, +3 Dex, +2 natural)
  hp 10 (1d8+2)
  Fort +1, Ref +3, Will +3
  Weaknesses light sensitivity
  Offense
  Speed 30 ft.
  Melee 2 claws +1 (1d4+1) or machete +1 (1d6+1/19-
  20), claw -4 (1d4)
  Ranged light crossbow +3 (1d8/19-20)
  Spell-Like Abilities (CL 1st; concentration +2)
     1/day—reduce person (self only)
  Spells Known (CL 1st; concentration +2)
     1st (4/day)—bane (W-DC 12), divine favor, inflict 
  light wounds (W-DC 12)
     0th (at will)—bleed (W-DC 11), detect magic, guid-
  ance, spark (F-DC 11)
  Mystery apocalypse
  Statistics
  Str 13, Dex 16, Con 12, Int 8, Wis 12, Cha 13
  Base Atk +0; CMB +1; CMD 14
  Feats Improved Initiative
  Skills Intimidate +5
  Languages Aklo, Kripar
  SQ aura (chaotic and evil), build class (oracle), oracle’s 
  curse (tongues; Aklo)
  Combat Gear wand of cure light wounds (12 charges), 
  wand of shield of faith (6 charges); Other Gear leather 
  
  40
  armor, dagger, light crossbow with 10 bolts, machete, 
  bedroll, belt pouch, explorer’s outfit, flint and steel, 
  masterwork backpack, sack, spell component pouch, 
  trail rations (5 days), waterskin, wooden holy symbol of 
  Naehemoth; Coins 3 sp
  Kr’zll Deepfire (CR 4; XP 1,200)
  Female kripar demoniac 5
  CE Medium monstrous humanoid
  Init +7; Senses darkvision 60 ft., scent; Perception +1
  Defense
  AC 18, touch 13, flat-footed 15
  (+3 armor, +3 Dex, +2 natural)
  hp 41 (5d8+15)
  Fort +3, Ref +5, Will +6
  Weakness light sensitivity
  Offense
  Speed 30 ft.
  Melee 2 claws +4 (1d4+1) or machete +4 (1d6+1/19-
  20), claw -1 (1d4)
  Ranged mwk light crossbow +7 (1d8/19-20)
  Spell-Like Abilities (CL 5th; concentration +7)
     1/day—reduce person (self only)
  Spells Known (CL 5th; concentration +7)
     2nd (5/day)—bull’s strength, dread bolt (W-DC 14), 
  inflict moderate wounds (W-DC 14), summon swarm
     1st (7/day)—bane (W-DC 13), deathwatch, divine 
  favor, doom (W-DC 13), inflict light wounds (W-DC 13), 
  magic weapon
     0th (at will)—bleed (W-DC 12), detect magic, guid-
  ance, read magic, spark (F-DC 12), virtue
  Mystery apocalypse
  Statistics
  Str 13, Dex 16, Con 12, Int 8, Wis 12, Cha 14
  Base Atk +3; CMB +4; CMD 17
  Feats Improved Initiative, Power Attack, Toughness
  Skills Intimidate +7, Knowledge (planes) +3, Spellcraft 
  +4
  Languages Abyssal, Aklo, Kripar
  SQ aura (chaotic and evil), build class (oracle), demonic 
  favor (familiar [bat]), demonic mark, obedience, oracle’s 
  curse (tongues; Abyssal, Aklo), revelation (spell blast)
  Combat Gear wand of cure moderate wounds (6 charges), 
  wand of shield of faith (CL 6; 3 charges); Other Gear 
  +1 leather, dagger, machete, masterwork light crossbow 
  with 10 bolts, bedroll, belt pouch, cloak of resistance +1, 
  explorer’s outfit, flint and steel, masterwork backpack, 
  sack, spell component pouch, trail rations (5 days), 
  waterskin, wooden holy symbol of Naehemoth; Coins 
  70 gp, 3 sp
  Kr’zll Deepfire (CR 9; XP 6,400)
  Female kripar demoniac 10
  CE Medium monstrous humanoid
  Init +7; Senses darkvision 60 ft., scent; Perception +1
  Defense
  AC 19, touch 13, flat-footed 16
  (+4 armor, +3 Dex, +2 natural)
  hp 78 (10d8+30)
  Fort +5, Ref +7, Will +9
  Weakness light sensitivity
  Offense
  Speed 30 ft.
  Melee 2 claws +9 (1d4+2) or mwk machete +10/+5 
  (1d6+2/19-20), claw +4 (1d4+1)
  Ranged mwk light crossbow +11 (1d8/19-20)
  Special Attacks energumen (1/day, 10 rounds)
  Spell-Like Abilities (CL 10th; concentration +13)
     1/day—reduce person (self only)
  Spells Known (CL 10th; concentration +13)
     5th (3/day)—insect plague, mass inflict light wounds 
  (W-DC 18), summon monster V
     4th (5/day)—aura of doom (W-DC 17), divine power, 
  ice storm, inflict critical wounds (W-DC 17)
     3rd (7/day)—bestow curse (W-DC 16), deadly jugger-
  naut, explosive runes (R-DC 16), inflict serious wounds 
  (W-DC 16), prayer
     2nd (7/day)—bull’s strength, dread bolt (W-DC 15), 
  inflict moderate wounds (W-DC 15), shield of fortification, 
  summon swarm, weapon of awe
     1st (7/day)—bane (W-DC 14), deathwatch, divine fa-
  vor, doom (W-DC 14), entropic shield, inflict light wounds 
  (W-DC 14), magic weapon
     0th (at will)—bleed (W-DC 13), create water, detect 
  magic, detect poison, guidance, read magic, spark (F-DC 
  13), stabilize, virtue
  Mystery apocalypse
  Statistics
  Str 14, Dex 16, Con 12, Int 8, Wis 12, Cha 16
  Base Atk +7; CMB +9; CMD 22
  Feats Improved Familiar, Improved Initiative, Power 
  Attack, Sacred Summons, Spell Focus (conjuration), 
  Toughness
  Skills Intimidate +12, Knowledge (planes) +3, Spellcraft 
  +4
  Languages Abyssal, Aklo, Kripar; tongues
  SQ aura (chaotic and evil), build class (oracle), damned, 
  demonic boon 1, demonic favor (familiar [quasit], 
  improved familiar), demonic mark, obedience, oracle’s 
  curse (tongues; Abyssal, Aklo), revelation (spell blast)
  Combat Gear wand of cure critical wounds (10 charges), 
  
  41
  wand of shield of faith (CL 12; 9 charges); Other Gear 
  +1 studded leather, dagger, masterwork light crossbow 
  with 10 bolts, masterwork machete, bedroll, belt pouch, 
  cloak of resistance +1, explorer’s outfit, flint and steel, 
  headband of alluring charisma +2, iron holy symbol of 
  Naehemoth, masterwork backpack, sack, spell compo-
  nent pouch, trail rations (5 days), waterskin; Coins 45 
  gp, 3 sp
  Kr’zll Deepfire (CR 14; XP 38,400)
  Female kripar demoniac 10
  CE Medium monstrous humanoid
  Init +7; Senses darkvision 60 ft., scent; Perception +1
  Defense
  AC 21, touch 13, flat-footed 18
  (+6 armor, +3 Dex, +2 natural)
  hp 131 (15d8+60)
  Fort +10, Ref +11, Will +13
  Resist acid 10
  Weakness light sensitivity
  Offense
  Speed 30 ft.
  Melee 2 claws +15 (1d4+4) or mwk machete +14/+9/+4 
  (1d6+2/19-20), claw +10 (1d4+3)
  Ranged mwk light crossbow +15 (1d8/19-20)
  Special Attacks energumen (1/day, 15 rounds)
  Spell-Like Abilities (CL 15th; concentration +18)
     1/day—reduce person (self only)
  Spells Known (CL 15th; concentration +18)
     7th (4/day)—destruction (F-DC 20), jolting portent (F-
  DC 20), mass inflict serious wounds (W-DC 20), summon 
  monster VII
     6th (6/day)—circle of death (F-DC 19), greater dispel 
  magic, heal, mass inflict moderate wounds (W-DC 19), 
  summon monster VI
     5th (6/day)—flame strike (R-DC 18), insect plague, 
  mass inflict light wounds (W-DC 18), plane shift, righteous 
  might, summon monster V
     4th (6/day)—aura of doom (W-DC 17), blessing of fer-
  vor, control summoned creature (W-DC 17), divine power, 
  ice storm, inflict critical wounds (W-DC 17)
     3rd (7/day)—animate dead, bestow curse (W-DC 16), 
  deadly juggernaut, explosive runes (R-DC 16), inflict seri-
  ous wounds (W-DC 16), prayer
     2nd (7/day)—bull’s strength, dread bolt (W-DC 15), 
  inflict moderate wounds (W-DC 15), protective penumbra, 
  shield of fortification, summon swarm, weapon of awe
     1st (7/day)—bane (W-DC 14), deathwatch, divine fa-
  vor, doom (W-DC 14), entropic shield, inflict light wounds 
  (W-DC 14), magic weapon
     0th (at will)—bleed (W-DC 13), create water, detect 
  magic, detect poison, guidance, read magic, spark (F-DC 
  13), stabilize, virtue
  Mystery apocalypse
  Statistics
  Str 14, Dex 16, Con 14, Int 8, Wis 12, Cha 17
  Base Atk +11; CMB +13; CMD 26
  Feats Augment Summoning, Extend Spell, Improved 
  Familiar, Improved Initiative, Power Attack, Quicken 
  Spell, Reach Spell, Sacred Summons, Spell Focus (conju-
  ration), Toughness
  Skills Intimidate +13, Knowledge (planes) +8, Spellcraft 
  +4
  Languages Abyssal, Aklo, Kripar; tongues
  SQ aura (chaotic and evil), build class (oracle), damned, 
  demonic boon 2, demonic favor (acid resistance, aug-
  ment summoning, familiar [quasit], improved familiar), 
  demonic mark, obedience, oracle’s curse (tongues; Abys-
  sal, Aklo), revelation (spell blast)
  Combat Gear wand of cure critical wounds (12 charges), 
  wand of shield of faith (CL 18; 4 charges); Other Gear 
  +2 mithral shirt, dagger, masterwork light crossbow with 
  10 bolts, masterwork machete, amulet of mighty fists +2, 
  bedroll, belt of mighty constitution +2, belt pouch, cloak 
  of resistance +3, explorer’s outfit, flint and steel, headband 
  of alluring charisma +2, masterwork backpack, plati-
  num holy symbol of Naehemoth, sack, spell component 
  pouch, trail rations (5 days), waterskin; Coins 70 gp, 3 
  sp
  Kripar are solitary and nomadic, but still have rever-
  ence for the powers of The Great Beyond, which they 
  feel live beneath even their subterranean homes, not far 
  above. Kr’zll, of the dangerous Deepfire Clan, is as typi-
  cal as any other kripar, nomadic, solitary, secretive, but 
  also desirous of power, the power offered by the Lords 
  Below, in this case, Thurin’Waethil, She Who Weeps, the 
  “Vampire in Iron” as some call her. It cannot be said who 
  tutored Kr’zll in her worship, or if the Bloody Marshal 
  whispered to her in the deep dark, but Kr’zll seeks sacri-
  fices to her dark Lady, and isn’t particularly choosy about 
  who or what she uses for sacrificial fuel. Kr’zll Deepfire 
  prefers to soften up potential targets with summoned 
  monsters of many varieties, both to weaken opponents 
  and to observe and size up the powers of those she has 
  targeted. She takes to physical melee as the final step, 
  after damaging spells and controls have been used, but 
  she is enthusiastic as any clawed kripar in getting her 
  nails dirty.
  
  42
  Diabolist
  “Something must be done!” rang the querulous voice of 
  Count Velunac, rising to his full height above the Table of 
  Waters in the Captain’s Council Chamber of Freeport. The 
  old man’s eyes were rheumy with age, but tonight they were 
  intent and alert, as though all of his past power and ambi-
  tion were focused on this one, last meeting. The other five, 
  old themselves, nodded thoughtfully, but only one could 
  frame a question. It was the serpentfolk merchanter Count 
  Sthistor, who could be 30 or 300, who knew, but the age of 
  wisdom was in her voice. “Eathy wordth to thay, my good 
  count. You speak of the inroadth of the Thervants of the 
  Theven, the diabolist followerth of the fortheth of Hell. Now 
  I have named them, do you with to continue?”
     “Yes, and specifically the fanatics of the depraved Duchess 
  Hadriel, the Infernal Accountant, and her depraved ways. 
  She is corrupting the entire court!  And not even council-ap-
  proved corruption!” But before more could be said, the over-
  powering tang of brimstone polluted the air of the chamber. 
  Striding out of the yellow-red cloud was a heavily made-up 
  elf in garish clothing, bold symbols in red painted upon her 
  face, immediately recognizable as the sigils of the cult of the 
  Hell-Duchess Hadriel. “You!” cried the elderly count, with 
  real fear in his eyes.
     “Yes, good count, it is I, Phausta, of the 3rd Tier. As a 
  registered representative of a major religious power (sanc-
  tioned in the GodLaws of the Freeport-Siwath codicil circa 
  200 AC) I am permitted to enter chambers when issues are 
  brought to table concerning said religious group-“
  “But how did you-“ started the aged count, but Phausta cut 
  him off.
     “You said her name, sweet count.” She smiled and let the 
  brimstone of her infernal transport waft around the room, 
  a simple effect, really, but an effective one. “You called upon 
  her, and here I am. Would you prefer the She had come 
  instead? No? Then, pray, continue.”
     The Captain’s Council gamely went on, attempting to 
  address issues of small and large import to the city-state, 
  but it was difficult with the imposing, smiling elf cultist 
  there, drinking everything in. The tense atmosphere was 
  made more so by the appearance of a bird that flew into the 
  chamber from somewhere, an imposing sea-hawk. Except 
  that it wasn’t. Each member of the council, in turn, had 
  a chance to see the hawk… change into something else. 
  Something nasty, unnatural, scaled and vaguely humanoid, 
  spiny, stingered, but with a knowing look that it had seen 
  them before. A look of… familiarity. Phausta spoke only 
  once, brightly and animatedly, asking if the city’s shuttering 
  service, paying a small tax for flying beings of one sort or 
  another to close windows and skylights were to be continued. 
     “Ath far ath we know, milady,” said Councillor Sthistor.   
     “Good, good. It will keep the damp out, and Freeport-
  ers like to stay warm. Very warm.” A spark came up on 
  the tips of the fingers of her left hand. “And it is good that 
  open windows and the like will be monitored, you wouldn’t 
  want… rain to get in, now would you?” And Phausta of the 
  3rd Tier took her leave, and her not-osprey with her. Count 
  Velunac passed away, in his sleep, but not peacefully, before 
  the next Captain’s Council meeting.
  
  43
  Diabolist 
  Some face damnation willingly, selling their souls for 
  power. Born without natural affinity for magic, they gain 
  this affinity by literally dealing with the devil. Seeking 
  to control the awesome might of the infernal legions 
  and twist the very powers of Hell to their whims, these 
  blasphemous spellcasters jeopardize their immortal souls 
  for mastery over devilkind. 
  Prestige Class: Diabolist 
  Build Classes: The diabolist is built on the wizard, but 
  the following alternate build classes are described below: 
  arcanist, cleric, oracle, psychic, sacerdote, sorcerer, or 
  witch. 
  Role: A diabolist draws directly upon the powers of hell 
  to aid his cause. 
  Alignment: Lawful evil, neutral, lawful neutral, or neu-
  tral evil only. Though some tread the path of the diabo-
  list to enslave the forces of Hell and turn them towards 
  goals other than corruption, only the most stalwart of 
  diabolists can resist the temptations of the Pit. A diabo-
  list that changes to a good or chaotic alignment immedi-
  ately loses that alignment if he uses the channel hellfire, 
  infernal charisma, or master conjurer class features. 
  Hit Die: d6. 
  Class Skills
  The diabolist’s class skills (and the key ability for each 
  skill) are Appraise (Int), Bluff (Cha), Craft (Int), Diplo-
  macy (Cha), Fly (Dex), Intimidate (Cha), Knowledge 
  (arcana) (Int), Knowledge (planes) (Int), Knowledge 
  (religion) (Int), Profession (Wis), Sense Motive (Wis), 
  and Spellcraft (Int). 
  Skill Ranks at Each Level: 2 + Int modifier. 
  Class Features
  These are all the class features of the diabolist. 
  Weapon and Armor Proficiency: A diabolist is profi-
  cient with all simple weapons and his patron’s favored 
  weapon. Diabolists are not proficient with any armor or 
  shields, and wearing armor can cause arcane spells with 
  somatic components to fail. 
  Spells: The diabolist learns and casts spells exactly like a 
  wizard, including using arcane magic, the effect of Intel-
  ligence on spellcasting, spellbooks, automatically learned 
  spells, and cantrips. 
  Aura (Ex): The diabolist has an alignment aura as if 
  he was a cleric of a lawful evil deity. See detect evil for 
  details. 
  Damned (Ex): When a diabolist is killed, his soul is 
  instantly sent to Hell. Any character attempting to resur-
  rect him must succeed at a caster level check equal to 
  10 + the diabolist’s level or the spell fails. That character 
  cannot attempt to resurrect the diabolist again until the 
  following day, though other characters can attempt as 
  they please. 
  Infernal Familiar (Ex): The diabolist gains a familiar 
  identical to that of a wizard’s arcane bond feature. A di-
  abolist may not bond with an object, and the familiar is 
  always lawful evil in alignment and black and/or crimson 
  in color. 
  Bonus Spells: A diabolist gains bonus spells as he ad-
  vances in level. At 3rd level, and every two levels there-
  after, a diabolist learns an additional spell from the list 
  below. These spells are added to the diabolists spell list 
  and to his familiar, known spells, or spellbook, as ap-
  propriate. These spells cannot be exchanged for different 
  spells at higher levels. 
  Burning hands (3rd), scorching ray (5th), suggestion 
  (7th), charm monster (9th), dominate person (11th), 
  planar binding (13th), limited wish (15th), power 
  word stun (17th), meteor swarm (19th). 
  Channel Hellfire (Su): At 2nd level, the diabolist can 
  alter spells that deal fire damage to instead deal hellfire 
  damage. He can do this as a free action a number of 
  times per day equal to his Intelligence, Wisdom, or Cha-
  risma modifier (whichever is higher, minimum 1). Spells 
  altered to use hellfire gain the lawful and evil descriptors. 
  Using this ability is a lawful and evil act. 
     Hellfire deals half fire damage and half damage from 
  unholy energy. Damage dealt by hellfire is known as hell-
  fire damage. Evil-aligned creatures and creatures with the 
  evil subtype take no damage from the unholy energy, but 
  good-aligned beings and those with the good subtype 
  take double the normal damage from it. Creatures under 
  
  44
  the effects of spells like protection from evil or protection 
  from law are unaffected by this unholy energy, though 
  they still take fire damage. 
  Infernal Charisma (Ex): At 4th level a diabolist gains a 
  +2 bonus on all Charisma checks and Charisma-based 
  skill checks made when interacting with devils and 
  creatures with the half-fiend and fiendish templates and 
  on checks made to research specific devils’ true names or 
  sigils. This bonus increases to +4 at 10th level and to +6 
  at 18th level. Using this ability is a lawful and evil act. 
  Imp Companion (Ex): At 6th level, the diabolist gains 
  the Improved Familiar feat but must choose an imp. At 
  will this imp can assume the shape of the animal familiar 
  the diabolist had before gaining this ability, as beast shape 
  II but with no change in ability scores. 
  Infernal Transport (Sp): At 8th level, a diabolist can 
  transport himself through Hell in a burst of brimstone. 
  He may use this ability once per day as dimension door or 
  plane shift (only to hell or to his native plane). He cannot 
  use this ability to enter or leave areas warded against tele-
  portation or evil creatures. Using this ability is a lawful 
  and evil act. He gains an additional use of this ability at 
  level 12 and every four levels thereafter, and can expend 
  two uses to teleport. At level 16 he can expend three uses 
  as greater teleport and at 20th level four uses as gate. Us-
  ing this ability is a lawful and evil act. 
     A diabolist with an infernal patron (see the generic 
  patrons included or check out Archdevils of Porphyra) 
  and the appropriate Obedience feat can trade daily uses 
  of this ability for the obedience boons offered by his 
  infernal patron. If he does this, he gains one daily use of 
  infernal transport at level 12, two at level 16, and four at 
  level 20. He gains the first infernal boon at level 8, the 
  second at level 12, and the third at level 16. This ability 
  allows a diabolist to access these Boons earlier than they 
  are normally granted; it does not grant additional uses of 
  the boons once the character reaches the necessary Hit 
  Dice to earn the Boons normally. 
  Hellish Soul (Ex): At 10th level, a diabolist has been 
  deemed useful enough to the cause of Hell to be allowed 
  Table: Diabolist
  Class 
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Aura, damned, infernal familiar 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Channel hellfire 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Bonus spell 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Infernal charisma +2 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +2 
  +1 
  +1 
  +4 
  Bonus spell 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Imp companion 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  +2 
  +2 
  +5 
  Bonus spell 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Infernal transport 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  +3 
  +3 
  +6 
  Bonus spell 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  10th 
  +5 
  +3 
  +3 
  +7 
  Hellish soul, infernal charisma +4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  11th 
  +5 
  +3 
  +3 
  +7 
  Bonus spell 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  infernal transport (2/day, teleport) 4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  13th 
  +6/+1 
  +4 
  +4 
  +8 
  Bonus spell 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  14th 
  +7/+2 
  +4 
  +4 
  +9 
  Master hellfire 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  Bonus spell 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  Infernal transport (3/day, greater 
  teleport) 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  17th 
  +8/+3 
  +5 
  +5 
  +10 
  Bonus spell 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18th 
  +9/+4 
  +6 
  +6 
  +11 
  Infernal charisma +6 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19th 
  +9/+4 
  +6 
  +6 
  +11 
  Bonus spell 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  20th 
  +10/+5 +6 
  +6 
  +12 
  Master conjurer, infernal trans-
  port (4/day, gate) 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4
  
  45
  a brief respite from damnation. If killed by any means 
  outside of the will of the archdevils or another influential 
  force in Hell, the diabolist can be resurrected as normal. 
  Master Hellfire (Su): At 14th level, the diabolist may 
  use channel hellfire with any spell that deals energy 
  damage. Spells altered to use hellfire lose any energy type 
  descriptors and gain the fire, lawful, and evil descriptors. 
  Master Conjurer (Su): At 20th level, when using a 
  planar binding spell to call a devil whose name he knows, 
  he may cast the calling spell as a standard action and 
  bargain with it as a move action. Using this ability is a 
  lawful and evil act.
   
  Alternate Build Classes
  The diabolist can be built on these alternate classes: 
  arcanist, cleric, oracle, psychic, sacerdote, sorcerer, or 
  witch. 
     A diabolist learns and casts spells exactly like the 
  build class, including type of magic (arcane, divine, or 
  psychic), the effect of ability scores on spellcasting and 
  cantrips, knacks or orisons. He only suffers arcane spell 
  failure in armor if he casts arcane spells. 
     In addition, the diabolist inherits the following class 
  features from the build class: 
     Arcanist: None. 
     Cleric: A diabolist cleric has the same base attack 
  bonus, base saving throws, Hit Dice, and armor and 
  weapon proficiencies as a cleric and inherits the chaotic 
  evil good and lawful spells and domains abilities. He 
  knows the Evil domain (this can be a subdomain if in 
  use) and one additional domain suited to his infernal 
  allegiance. At 2nd level he can choose to inflict hellfire 
  damage instead of negative energy damage when he 
  channels energy.  
     Oracle: The diabolist oracle has the same base attack 
  bonus, base saving throws, Hit Dice, and armor and 
  weapon proficiencies as an oracle. At 1st level he gains a 
  mystery (including mystery skills and spells), an oracle’s 
  curse, and a revelation, but he gains no further revela-
  tions. 
     Psychic: The diabolist psychic gains the psychic disci-
  pline class feature, including discipline spells and disci-
  pline powers. Because he lacks a phrenic pool, certain 
  discipline powers do not work, notably those of the 
  Enlightenment discipline. 
     Sacerdote: The diabolist sacerdote keeps the advanced 
  spellcasting, bonus languages, chaotic evil good and law-
  ful spells, divine focus, divine wrath, and manifestation 
  class features. He must always choose the evil and lawful 
  domains. This class is from Legendary Classes: Sacerdote, 
  also from Purple Duck Games. 
     Sorcerer: A diabolist sorcerer gains Eschew Materials 
  as a bonus feat at level 1. 
     Witch: A diabolist witch uses his infernal familiar to 
  store spells, and any spells his familiar knows are trans-
  ferred to his imp familiar at level 6. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever they gain a level in a favored class, some races 
  have the option of choosing from a number of other 
  bonuses, depending upon their favored classes. The fol-
  lowing options are available to the listed race who have 
  diabolist as their favored class, and unless otherwise 
  stated, the bonus applies each time you select the listed 
  favored class reward. 
     Anpur: Gain 1/4 of a Weapon Proficiency, Armor 
  Proficiency, or Shield Proficiency feat. You must fulfill 
  the prerequisites. For each proficiency gained this way, 
  reduce reduce the chance of arcane spell failure by 5% 
  when wearing armor. 
     Avoodim: Gain 1/8 additional daily use of infernal 
  transport. If you have the Infernal Obedience feat, 
  reduce the time it takes you to perform your infernal 
  obedience by 3 minutes (minimum 1 minute). 
     Dhosari: Gain 1/2 additional daily use of hellfire. 
     Dwarf: Add 1 point of fire damage when using chan-
  nel hellfire. 
     Elf: Add 1/2 to your Spellcraft skill bonus. 
     Erkunae: Gain 1/4 of a Weapon Proficiency or Armor 
  Proficiency feat. You must fulfill the prerequisites. For 
  each proficiency gained this way, reduce the chance of 
  arcane spell failure by 5% when wearing armor. 
     Gnome: Add one spell from your spell list to your 
  spells known, spellbook, or familiar, as appropriate. This 
  spell must be from the illusion school. 
     Half-Elf: Add +1/2 to Diplomacy skill checks.   Half-  
     Orc: +1 bonus on concentration checks made due to 
  taking damage while casting spells. 
     Halfling: +1/2 dodge bonus to your AC against at-
  tacks of opportunity triggered by casting spells. 
     Human: Subtract 1/2 level from the strength of your 
  alignment aura (see detect evil) and from your class level 
  for the damned class feature. Add 1/2 to your class level 
  for the purpose of qualifying for the hellish soul ability. 
     Kobold: Increase natural armor bonus by 1/5. 
     Tengu: Gain 1/5 daily use of death knell, with a caster 
  
  46
  level equal to your class level. The bonuses of multiple 
  uses of this ability stack. 
     Tiefling: Add 1 to your level to calculate the strength 
  of your lawful and evil aura. A powerful aura can stun 
  those who detect it, see detect evil. 
  Infernal Obedience
  Certain archdevils offer specific boons in exchange for 
  obedience. This feat is available to any devil worshiper, 
  but diabolists gain the advantages of the feat more rap-
  idly.
  Infernal Obedience (General)
  You made a contract of obedience with an archdevil, offer-
  ing a specific service in exchange for boons of infernal power.
  Prerequisites: Knowledge (religion) 3 ranks, must wor-
  ship an archdevil.
  Benefit: Each archdevil requires a different daily obedi-
  ence, but all obediences take no more than 1 hour per 
  day to perform. Once you’ve performed the obedience, 
  you gain the benefit of a special ability or resistance as 
  indicated in the “Obedience” entry for the archdevil to 
  whom you performed the obedience.
     If you have at least 12 Hit Dice, you also gain the first 
  boon granted by your archdevil upon undertaking your 
  obedience. If you have at least 16 Hit Dice, you also gain 
  the archdevil’s second boon. If you have 20 Hit Dice or 
  more, you also gain the archdevil’s third boon. Unless a 
  specific duration or number of uses per day is listed, a 
  boon’s effects are constant.
     If you ever fail to perform a daily obedience, you lose 
  all access to the benefits and boons granted by this feat 
  until you next perform the obedience.
  Special: A diabolist gains access to these boons at lower 
  levels as a benefit of their prestige archetype. He gains 
  the first infernal boon at class level 8, the second at class 
  level 12, and the third at class level 16. This ability al-
  lows a diabolist to access these Boons earlier than they 
  are normally granted; it does not grant additional uses of 
  the boons once the character reaches the necessary Hit 
  Dice to earn the Boons normally. See infernal transport.
  Sample Character 
  Below is a sample diabolist player character that uses the 
  cleric build class created using these rules at levels 1, 5, 
  10, and 15. Favored class bonus is used to provide ad-
  ditional hit points.
  Phausta of the 3rd Tier (CR 1/2; XP 200)
  Female elf diabolist of Duchess Hadriel 1
  LE Medium humanoid (elf)
  Init +2; Senses low-light vision; Perception +2
  Defense
  AC 12, touch 12, flat-footed 10
  (+2 Dex)
  hp 8 (1d6+2)
  Fort +1, Ref +2, Will +2
  Offense
  Speed 30 ft.
  Melee dagger -1 (1d4-1/19-20)
  Ranged light crossbow +2 (1d8/19-20)
  Spells Prepared (CL 1st; concentration +4)
     1st—charm person (W-DC 14), mage armor
     0th (at will)—detect magic, light, read magic
  Statistics
  Str 8, Dex 15, Con 12, Int 17, Wis 10, Cha 12
  Base Atk +0; CMB -1; CMD 11
  Feats Cosmopolitan (Linguistics, Use Magic Device)
  Skills Appraise +6, Knowledge (arcana) +9, Knowledge 
  (planes) +7, Linguistics +7, Spellcraft +7, Use Magic 
  Device +5; Racial Modifiers +2 Knowledge (arcana), +2 
  Perception
  Languages Common, Draconic, Elven, Giant, Goblin, 
  Infernal, Orc, Undercommon
  SQ arcane focus, aura (evil and lawful), damned, dream-
  speaker, elven magic, infernal familiar (raven), sociable
  Combat Gear potion of shield of faith, wand of cure light 
  wounds (5 charges), wand of invisibility (1 charge); Other 
  Gear dagger, light crossbow with 10 bolts, belt pouch, 
  courtier’s outfit, fine jewelry (100 gp worth), spell com-
  ponent pouch; Coins 1 gp
  Spells in Familiar: 1st—charm person, command, cure 
  light wounds, mage armor, mount, ray of enfeeblement; 
  0—all.
  Phausta of the 3rd Tier (CR 4; XP 1,200)
  Female elf diabolist of Duchess Hadriel 5
  LE Medium humanoid (elf)
  Init +2; Senses low-light vision; Perception +2
  Defense
  AC 13, touch 12, flat-footed 11
  (+1 armor, +2 Dex)
  hp 30 (5d6+10)
  Fort +3, Ref +4, Will +5
  Offense
  Speed 30 ft.
  
  47
  Melee mwk dagger +2 (1d4-1/19-20)
  Ranged mwk light crossbow +5 (1d8/19-20)
  Special Attacks channel hellfire (4/day)
  Spells Prepared (CL 5th; concentration +9)
     3rd—deep slumber (W-DC 17), ray of exhaustion (F-
  DC 17)
     2nd—detect thoughts (W-DC 16), scorching ray, web 
  (R-DC 16)
     1st—charm person (W-DC 15), mage armor, mount, 
  ray of enfeeblement (F-DC 15)
     0th (at will)—detect magic, light, read magic, touch of 
  fatigue (F-DC 14)
  Statistics
  Str 8, Dex 15, Con 12, Int 18, Wis 10, Cha 12
  Base Atk +2; CMB +1; CMD 13
  Feats Cosmopolitan (Linguistics, Use Magic Device), 
  Magical Aptitude, Skill Focus (Diplomacy)
  Skills Appraise +7, Bluff +7, Diplomacy +10, Knowl-
  edge (arcana) +12, Knowledge (planes, religion) +10, 
  Linguistics +8, Sense Motive +7, Spellcraft +14, Use 
  Magic Device +11; Racial Modifiers +2 Knowledge 
  (arcana), +2 Perception
  Languages Common, Draconic, Elven, Giant, Goblin, 
  Infernal, Orc, Undercommon
  SQ arcane focus, aura (evil and lawful), bonus spells, 
  damned, dreamspeaker, elven magic, infernal charisma 
  +2, infernal familiar (raven), sociable
  Combat Gear potion of shield of faith (2), wand of cure 
  moderate wounds (4), wand of invisibility (2); Other Gear 
  masterwork dagger, masterwork light crossbow with 10 
  bolts, belt pouch, bracers of armor +1, cloak of resistance 
  +1, courtier’s outfit, fine jewelry (100 gp worth), spell 
  component pouch; Coins 36 gp
  Spells in Familiar: 3rd—deep slumber, ray of exhaustion; 
  2nd—cure moderate wounds, detect thoughts, enthrall, 
  scorching ray, web; 1st—burning hands, charm person, 
  command, comprehend languages, cure light wounds, mage 
  armor, mount, obscuring mist, ray of enfeeblement; 0—all.
  Phausta of the 3rd Tier (CR 9; XP 6,400)
  Female elf diabolist of Duchess Hadriel 10
  LE Medium humanoid (elf)
  Init +2; Senses low-light vision; Perception +2
  Defense
  AC 15, touch 13, flat-footed 13
  (+2 armor, +1 deflection, +2 Dex)
  hp 57 (10d6+20)
  Fort +6, Ref +7, Will +9
  Offense
  Speed 30 ft.
  Melee mwk dagger +5 (1d4-1/19-20) or unarmed strike 
  +4 (1d3-1)
  Ranged mwk light crossbow +8 (1d8/19-20)
  Special Attacks channel hellfire (4/day)
  Spells Prepared (CL 10th; concentration +14)
     5th—dominate person (W-DC 19), waves of fatigue
     4th—charm monster (2, W-DC 18), enervation, poison 
  (F-DC 18)
     3rd—deep slumber (W-DC 17), ray of exhaustion (F-
  DC 17), suggestion (W-DC 17), vampiric touch
     2nd—detect thoughts (2, W-DC 16), enthrall (W-DC 
  16), scorching ray, web (R-DC 16)
     1st—charm person (2, W-DC 15), mage armor, mount, 
  ray of enfeeblement (F-DC 15)
     0th (at will)—detect magic, light, read magic,   
   
  (F-DC 14)
  Statistics
  Str 8, Dex 15, Con 12, Int 19, Wis 10, Cha 12
  Base Atk +5; CMB +4; CMD 17
  Feats Combat Expertise, Cosmopolitan (Linguistics, 
  Use Magic Device), Improved Unarmed Strike, Magical 
  Aptitude, Skill Focus (Diplomacy)
  Skills Bluff +10, Diplomacy +13, Knowledge (arcana, 
  planes, religion) +14, Linguistics +8, Perception +2, 
  Sense Motive +11, Spellcraft +21, Use Magic Device 
  +18; Racial Modifiers +2 Knowledge (arcana), +2 Per-
  ception
  Languages Common, Draconic, Elven, Giant, Goblin, 
  Infernal, Orc, Undercommon
  SQ arcane focus, aura (evil and lawful), bonus spells, 
  damned, dreamspeaker, elven magic, hellish soul, infer-
  nal charisma +4, infernal familiar (imp), infernal trans-
  port, sociable
  Combat Gear wand of cure serious wounds (6 charges), 
  wand of invisibility (5 charges); Other Gear masterwork 
  dagger, masterwork light crossbow with 10 bolts, belt 
  pouch, bracers of armor +2, cloak of resistance +2, fine 
  jewelry (200 gp worth), noble’s outfit, ring of protection 
  +1, signet ring, spell component pouch; Coins 26 gp
  Spells in Familiar: 5th—dominate person, feeblemind, 
  hold monster, waves of fatigue; 4th—charm monster, 
  enervation, hellmouth lash, poison; 3rd—deep slumber, 
  fly, ray of exhaustion, suggestion, vampiric touch; 2nd—
  cure moderate wounds, detect thoughts, enthrall, scorching 
  ray, web; 1st—burning hands, charm person, command, 
  comprehend languages, cure light wounds, long arm, mage 
  armor, mount, obscuring mist, ray of enfeeblement; 0—all.
  Phausta of the 3rd Tier (CR 14; XP 38,400)
  Female elf diabolist of Duchess Hadriel 15
  
  48
  LE Medium humanoid (elf)
  Init +2; Senses low-light vision; Perception +2
  Defense
  AC 18, touch 14, flat-footed 16
  (+4 armor, +2 deflection, +2 Dex)
  hp 85 (15d6+30)
  Fort +8, Ref +9, Will +13
  Offense
  Speed 30 ft.
  Melee +1 dagger +7/+2 (1d4/19-20) or unarmed strike 
  +6/+1 (1d3-1)
  Ranged +1 light crossbow +10 (1d8+1/19-20)
  Special Attacks channel hellfire (6/day), master hellfire
  Spells Prepared (CL 15th; concentration +21)
     8th—summon monster VIII
     7th—limited wish, waves of ecstasy (W-DC 23)
     6th—banshee blast (R/W-DC 22), cone of cold (R-DC 
  22), greater dispel magic, slay living (F-DC 22)
     5th—dominate person (2, W-DC 21), feeblemind (W-
  DC 21), hold monster (W-DC 21), waves of fatigue
     4th—charm monster (2, W-DC 20), enervation, hell-
  mouth lash, poison (F-DC 20)
     3rd—deep slumber (W-DC 19), fly, ray of exhaustion 
  (F-DC 19), suggestion (W-DC 19), vampiric touch
     2nd—detect thoughts (2, W-DC 18), enthrall (W-DC 
  18), scorching ray (2), web (R-DC 18)
     1st—charm person (2, W-DC 17), long arm, mount, ray 
  of enfeeblement (2, F-DC 17)
     0th (at will)—detect magic, light, read magic, touch of 
  fatigue (F-DC 16)
  Statistics
  Str 8, Dex 15, Con 12, Int 22, Wis 10, Cha 12
  Base Atk +7; CMB +6 (+10 disarm); CMD 20 (22 vs. 
  disarm)
  Feats Combat Expertise, Cosmopolitan (Linguistics, 
  Use Magic Device), Greater Disarm, Improved Disarm, 
  Improved Unarmed Strike, Iron Will, Magical Aptitude, 
  Skill Focus (Diplomacy)
  Skills Bluff +13, Diplomacy +23, Fly +20, Intimidate 
  +12, Knowledge (arcana) +21, Knowledge (planes, 
  religion) +22, Linguistics +10, Perception +2, Sense Mo-
  tive +18, Spellcraft +28, Use Magic Device +26; Racial 
  Modifiers +2 Knowledge (arcana), +2 Perception
  Languages Common, Draconic, Elven, Giant, Goblin, 
  Infernal, Orc, Undercommon
  SQ arcane focus, aura (evil and lawful), bonus spells, 
  damned, dreamspeaker, elven magic, hellish soul, infer-
  nal charisma +4, infernal familiar (imp), infernal trans-
  port (2/day), sociable
  Combat Gear wand of cure critical wounds (11 charges), 
  wand of greater invisibility (5 charges); Other Gear +1 
  dagger, +1 light crossbow with 10 bolts, belt pouch, brac-
  ers of armor +4, circlet of persuasion, cloak of resistance +2, 
  fine jewelry (500 gp worth), headband of aerial agility +2 
  (Int; Fly), noble’s outfit, ring of protection +2, signet ring, 
  spell component pouch; Coins 56 gp
  Spells in Familiar: 8th—clone, summon monster VIII; 
  7th—chain lightning, harm, limited wish, planar bind-
  ing, waves of ecstasy; 6th—banshee blast, cone of cold, 
  greater dispel magic, slay living, true seeing; 5th—domi-
  nate person, feeblemind, hold monster, teleport, waves of 
  fatigue; 4th—charm monster, enervation, hellmouth lash, 
  poison; 3rd—deep slumber, fly, ray of exhaustion, sugges-
  tion, vampiric touch; 2nd—cure moderate wounds, detect 
  thoughts, enthrall, scorching ray, web; 1st—burning hands, 
  charm person, command, comprehend languages, cure light 
  wounds, long arm, mage armor, mount, obscuring mist, ray 
  of enfeeblement; 0—all.
  Many consider the sobriquet “renegade” when they 
  speak of an elf that has adopted the ethics of legality and 
  the morals of evil, but most of the Silvanath of Porphyra 
  believe that a person will do what a person will do, that 
  freedom of choice is present even when it is a choice 
  to give up the option of free will. Philosophy aside, the 
  elven woman who has chosen the name Phausta is totally 
  and enthusiastically dedicated to pursuing her faith in 
  the Seven Circles, the residences of the infernal powers, 
  and is a leader of the Freeport chapter of The Septagon, 
  the quasi-cultic organization that revers the members of 
  Lord Sathax’s inner circle. She who is now Phausta was 
  recruited from her fairly normal elven studies in rustic 
  witchcraft by agents of Duchess Hadriel, the Ambitious 
  One. She took it into her head to depart from her home 
  in the Purple Mountain region to the seething hotbed 
  of intrigue that is Freeport. Competing there with the 
  connoisseurs of back-hall deception, the Supplicant and 
  Patrons seems to invigorate her more than ever.  She 
  balances awful demonstrations of gory force with subtle 
  bribery and coercion like no mage-bureaucrat has ever 
  seen, and few can say where she will be stopped.
  
  49
  Appendix: Obedience and 
  Generic Archdevils
  These are generic archdevils, with domains, obedience, 
  and boons.
  Pride, Slavery, Tyranny
  Alignment: LE
  Cleric Domains: Evil, Fire, Law, Trickery
  Subdomains: Ash, Corruption, Deception, Devil (Evil), 
  Devil (Law), Greed, Legislation (Law), Smoke
  Favored Weapon: Mace
  Obedience 
  Using a ruby-bladed knife, inscribe symmetrical cuts 
  into the flesh of another creature—preferably an unwill-
  ing sentient being you own or hold dominion over. The 
  blade may be solid ruby or forged of metal and edged 
  with serrated ruby fragments. Drain the victim’s blood 
  into a bowl of bone made from the skull of a sentient 
  humanoid. The amount of blood drained is up to you; 
  you don’t have to drain so much that you make the crea-
  ture weak or too useless to serve you. Use the bowl of 
  blood to draw a large pentagram on the ground. Kneel 
  within the pentagram and concentrate on the glory you 
  will bring to the Prince of Darkness’s name. Gain a +4 
  profane bonus on saving throws against fire effects.
  Boons
  1: Darkfire (Sp): burning hands 3/day, darkness 2/day, or 
  deeper darkness 1/day
  2: Embersight (Su) Your eyes take on the appearance 
  of red-hot, glowing embers, granting you the ability to 
  see in darkness much like devils. You gain darkvision to 
  a range of 60 feet. If you chose either darkness or deeper 
  darkness as the spell-like ability granted by your first 
  boon, you can also see perfectly through both darkness 
  and deeper darkness. If you already have darkvision to a 
  range of 60 feet or more, instead increase the range of 
  your darkvision by 10 feet. Your eyes make you ex-
  tremely distinctive, causing you to take a –4 penalty on 
  Disguise checks.
  3: Hellfire Blast (Sp): You can use delayed blast fireball 
  once per day as a spell-like ability to throw a sphere of 
  soulscouring hellfire. The hellfire is a distinctive mixture 
  of black and crimson flames in which screaming devilish 
  faces can be seen twisting and writhing. See the diabo-
  list’s channel hellfire ability for the effects of hellfire.
  Contracts, Lies, Secrets
  Alignment: LE
  Cleric Domains: Evil, Knowledge, Law, Rune
  Subdomains: Devil (Evil), Devil (Law), Language, 
  Memory, Thought
  Favored Weapon: Trident
  Obedience 
  Every day you must lie to someone for your own person-
  al gain (this cannot be the same person more than once 
  a week). Additionally, once per week, you must write 
  down a new secret that you have learned about someone 
  else and burn it as a sacrifice. Gain a +4 profane bonus 
  to Diplomacy checks.
  Boons
  1: Faith Taker (Sp): unseen servant 3/day, detect thoughts 
  2/day, or glibness 1/day
  2: False Priest (Su): You gain a +4 bonus on Disguise 
  checks to pass as a worshiper of another deity and can 
  cast spells using holy symbols other than your own. Ad-
  ditionally, for a number of hours per day equal to your 
  Charisma modifier (minimum 1), you can disguise your 
  alignment. By spending a standard action, you hide 
  your true alignment and instead gain an alignment aura 
  matching the alignment of the deity whose holy symbol 
  you are wearing.
  3: Revoke Healing (Su): A number of times per day 
  equal to your Charisma modifier (minimum 1), you 
  can deal damage to a creature in your line of sight that 
  you have magically healed within the past 24 hours. The 
  damage equals the amount restored by the highest-level 
  spell with the healing descriptor that you can cast. This 
  may result in you causing more damage than you healed. 
  The damage occurs in a single round. In the case of heal-
  ing spells that heal over multiple rounds, only healing 
  provided in the first round is counted when determining 
  damage.
  
  50
  storage facility, everything about the clandestine porphyrite 
  flake shipment that was to take place the next night.   Jonah 
  pursed his lips at the problem of dealing with probable 
  security muscle at the exchange, but he could worry about 
  that later.
     “Go on your way, Squi’chee, in the light of Toma Thule.  
  Leave your collection so The Lion who Rules and Eats the 
  Wicked will save you for last,” he intoned in a deep voice. It 
  was important to mix praise and hope with fear of pun-
  ishment at all times… Squi’chee tossed something in the 
  “snake’s” basket, and vanished through the tent-flap into the 
  street.   Jonah fished into the basket containing the pup-
  pet, and pulled out a set of glass disks connected by eelskin 
  straps… a pair of medusa-goggles?  The smoked-glass lenses 
  were hopelessly 
  cracked, but 
  Jonah just 
  turned them 
  over in his 
  hands and 
  murmured, 
  and they 
  were whole 
  again.  He 
  likely gained the 
  talent at the grubby 
  hedge-wizards he had 
  apprenticed at, fixing his 
  lousy bowls and retorts, 
  and made the connec-
  tion to the power of the 
  Thulites then, that they 
  could fix broken arrows 
  and shields at a touch- 
  wasn’t his method more 
  practical? And if it 
  fooled the masses 
  into believing 
  his lies- that is, 
  his doctrine, why 
  then, the “church” 
  of “Father Jonah” 
  could prosper, even 
  in this cesspool of 
  thievery.   
  False Priest 
  The tent was set up in what was likely the most “open” 
  street in Kormus, a small tent for two men, but roomy for 
  the bilgerat-folk that comprised most of the foot traffic that 
  morning.  A carefully lettered sign sat atop the tent-pole, 
  gilded paint and black reading “Father Jonah, Confessor of 
  Toma Thule”.  A hammered brass icon of a noble, catlike 
  being was pinned to the side of the tent, probably in the 
  hopes that some instinctive revulsion to felines, deific or not, 
  would keep the grasping paws of ratfolk from coming too 
  close.  Within the tent was a well-groomed man in white 
  raiment, wearing the holy symbol of the lion-god shown out-
  side, and a grubby little ratfolk of the bilgerat variety, who 
  made up the lion’s share (no pun intended) of the popula-
  tion of this scrofulous port on this ragged isle.  The human’s 
  name was Father Jonah, as advertised, the ratfolk was 
  Squi’chee, sometime guide and full-time informant between 
  squabbling factions in Kormus.  Squi’chee looked both 
  rapturous and reticent, the latter emotion likely permanent.  
  It clutched a tiny set of plates with simple Common-tongue 
  runes on them.  “So- I tells you all the bad things Squi’chee 
  done, and Tomatool says, be a good ratty, it is all better?”
     “By the benevolent roar of ‘Toma. Thule.’” Jonah pro-
  nounced carefully, “Yes, Squi’chee, my little paladin, all the 
  things will be better.  But you must tell me all the things, 
  so that I can tell Toma Thule, and he will make them all 
  better. Then you will not get the Dock Shakes in the winter, 
  lots of food, and your nest will welcome you back again.  
  You want those things, don’t you, Squi’chee?”  Jonah waved 
  a hand over the bilgerat, spoke the charming formula, 
  and smiled widely.  Squi’chee looked like it would fall on 
  the floor and expose its tummy, like a large dog.  “Oh, yes, 
  Fadder Jonah, oh yes… but, but I is afraid of the Pinchers, 
  they mean, and they swear they do mean things like take off 
  my toeses and fingerses if I say where the bags of the purple-
  crystals come in, they will! Tomatull won’t pull of my toeses, 
  will it?”
     “Tsk, tsk, little Squi’chee, of course not! “Jonah laughed, 
  “All Toma Thule will do is call up the Snake of Death to 
  swallow you whole if you disobey him, you will be in the 
  Holy Belly- like this!” Jonah pushed forward a basket, and 
  from it arose a “snake”, a carefully painted brass wire-coil 
  with features of cats, snakes, and terror all over it.  The 
  animation incantation was personally modified by Jonah to 
  make the toy rise and sway, and could not attack Squi’chee 
  if he wanted it to, but it seemed to do the trick.  
     “Oh, don’t let Tomatullsnake eat me, don’t, I be good, I 
  tell you all the things, and it be all better!” Squi’chee pro-
  ceeded to babble the points of contact, smugglers involved, 
  
  51
  False Priest 
  False priests have a knack for disguising their arcane or 
  psychic magic as god-given divine magic, and in the 
  use of divine scrolls, staves, and wands. They roam the 
  lands as false prophets, using their power to convince the 
  unfaithful of their misplaced loyalties in other gods and 
  governments and to defeat those who oppose them. 
  Prestige Class: False Priest
  Build Classes: The false priest is built on the wizard, but 
  the following alternate build classes are described below: 
  arcanist, psychic, sorcerer, or summoner. 
  Role: The false priest brings a message to the masses. 
  He can sway onlookers in his favor and discredit divine 
  authority. 
  Alignment: Any. 
  Hit Die: d6. 
  Starting Wealth: 2d6 × 10 gp (average 70 gp.) In addi-
  tion, each character begins play with an outfit worth 10 
  gp or less. 
  Class Skills
  The false priest’s class skills (and the key ability for each 
  skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), 
  Intimidate (Cha), Knowledge (arcana) (Int), Knowledge 
  (religion) (Int), Perform (Cha), Profession (Wis), Sense 
  Motive (Wis), Spellcraft (Int), and Use Magic Device 
  (Cha). 
  Skill Ranks at Each Level: 2 + Int modifier. 
  Class Features
  These are all the class features of the false priest. 
  Weapon and Armor Proficiency: A false priest is pro-
  ficient in simple weapons, but not with any armor or 
  shields. A false priest that casts arcane spells with somatic 
  components in armor risks arcane spell failure. 
  Spells: The false priest learns and casts spells exactly like 
  a wizard, including using arcane magic, the effect of 
  Intelligence on spellcasting, spellbooks, automatically 
  learned spells, and cantrips. 
  Build Class: The false priest inherits the arcane bond 
  class feature from the wizard. If he chooses the bonded 
  object option, he can choose a divine focus item as his 
  bonded item. 
  Domain: A false priest may select one cleric domain. He 
  may select an alignment domain only if he shares that 
  alignment. A false priest gains the granted powers of the 
  chosen domain, using his spellcaster level as his cleric 
  level. He adds any domain spells to his spell list as arcane 
  spells, these spells are learned and cast normally. 
  Illusory Healing (Ex): Whenever a false priest spell 
  would heal hit point damage, that spell is modified. The 
  spell becomes an illusion (shadow) spell with a duration 
  of 10 minutes/level. Any hit points healed are illusory 
  healing, temporary hit points that stack with other illu-
  sory healing but cannot exceed the damage the creature 
  has currently taken. Illusory healing does not stack with 
  normal temporary hit points. Illusory healing does not 
  apply to spells the false priest casts from magic items.
  False Casting (Ex): When a false priest uses a magic 
  item or a spell-like ability to create a magical effect, he 
  may add additional magic-seeming words and hand 
  gestures to trick onlookers into believing he cast the spell 
  himself as a divine spell. If using an item that is recog-
  nizable as a magical implement (such as a wand or ring), 
  he can trick viewers into thinking he is just using the 
  item as a focus component. 
     Onlookers who have no ranks in Spellcraft have no 
  knowledge of what is genuine spellcasting, and auto-
  matically believe the false priest is casting a divine spell. 
  If an onlooker attempts a Spellcraft check to identify the 
  “casting,” his check is opposed by the false priest’s Bluff 
  check. If he succeeds, he realizes the spell is not a divine 
  spell or that the false priest is using an item. Regardless 
  of the result of that opposed check, he uses the result 
  of the Spellcraft check to identify the spell cast, except 
  the DC is 20 + the spell’s level instead of 15 + the spell’s 
  level. 
     When using false casting to cast a spell on the cleric 
  spell list of a spell level he can cast, he receives a +10 cir-
  cumstance bonus on the Bluff check made when casting 
  the spell. 
  False Ritual (Su): A false priest adds a number of spells 
  what are normally divine spells as arcane spells to his 
  spell list and to his spell book, familiar, or list of known 
  spells, as appropriate. He gains each spell as soon as he 
  
  52
  can cast spells of that level. 
     0th—Bleed, stabilize
     1st—Bless, cure light wounds. 
     2nd—Aid, spiritual weapon. 
     3rd—Cure moderate wounds, remove disease. 
     4th—Cure serious wounds, prayer. 
     5th—Cure critical wounds, neutralize poison. 
     6th—Flame strike, mass cure light wounds. 
     7th—Heroes’ feast, mass cure moderate wounds. 
     8th—Heal, mass cure serious wounds. 
     9th—Mass cure critical wounds, miracle. 
  Master of Lies (Ex): At 2nd level a false priest adds half 
  his class level to Bluff checks. In addition, whenever he 
  is subject to a spell or special ability that can discern 
  whether or not he is telling the truth, he is automatically 
  aware of such magic. He is not immune to such spells 
  or abilities, but he can choose to remain silent or avoid 
  answering questions. 
  False Channel (Su): Starting at 3rd level, a false priest 
  can channel shadow energy to give illusory healing (see 
  above) to all living creatures within 30 ft., healing 1d6 
  points of damage. The amount healed increases to 2d6 at 
  level 7 and by another d6 for every four levels after level 
  seven. This looks and feels just like a cleric channeling 
  positive energy to heal. He can use this ability a number 
  of times per day equal to half his false priest level. 
  False Focus (Ex): At 5th level, using a divine focus as 
  part of casting arcane or psychic spells, the false priest 
  can cast any spell with a material component costing 
  the value of that divine focus (maximum 100 gp) or less 
  without needing that component. For example, if he 
  uses a silver holy symbol worth 25 gp, he does not have 
  to provide material components for an arcane spell if its 
  components are worth 25 gp or less. If the spell requires 
  a material component that costs more than the value of 
  the divine focus, the false priest must have the material 
  component on hand to cast the spell, as normal.
  False Piety (Ex): At 5th level a false priest adds half his 
  class level to Use Magic Device and Knowledge (reli-
  gion) checks. 
  Replacement Channel (Su): At 9th level, the false priest 
  can use his own magic to power spell completion and 
  Table: False Priest
  Class 
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Build class, domain, illusory 
  healing, false casting, false ritual 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Master of lies 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  False channel 1d6 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  +1 
  +1 
  +4 
  — 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +2 
  +1 
  +1 
  +4 
  False focus, false piety 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  +2 
  +2 
  +5 
  — 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  +2 
  +2 
  +5 
  False channel 2d6 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  8th 
  +4 
  +2 
  +2 
  +6 
  — 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  +3 
  +3 
  +6 
  Replacement channel 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  10th 
  +5 
  +3 
  +3 
  +7 
  — 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  11th 
  +5 
  +3 
  +3 
  +7 
  False channel 3d6 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  — 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  13th 
  +6/+1 
  +4 
  +4 
  +8 
  False spell list 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  14th 
  +7/+2 
  +4 
  +4 
  +9 
  — 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  False channel 4d6 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  — 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  17th 
  +8/+3 
  +5 
  +5 
  +10 
  Conversion 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18th 
  +9/+4 
  +6 
  +6 
  +11 
  — 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19th 
  +9/+4 
  +6 
  +6 
  +11 
  False channel 5d6 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  20th 
  +10/+5 
  +6 
  +6 
  +12 
  True pretender 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  
  53
  spell trigger items that use divine spells. He expends a 
  spell slot or prepared spell that is at least 1 level higher 
  than the level of the spell he’s trying to activate, then 
  makes a Use Magic Device check. If he succeeds, the 
  item’s spell occurs and the item or charge is not expend-
  ed. If he fails, the item fails to activate but the spell or 
  spell slot is still spent. 
  False Spell List (Su): At 13th level, when determining 
  what spell trigger and spell completion magic items he 
  can use, the false priest acts as though all cleric spells 
  were on his spell list. This makes it so that he does not 
  need to make a Use Magic Device skill check when us-
  ing such items, but he must still make Bluff skill checks 
  when using false casting with such spells. 
  Conversion (Su): At 17th level, whenever a false priest 
  heals himself, the effect heals damage instead of giving 
  illusory healing. Area healing effect still gives illusory 
  healing to others in the area. 
  True Pretender (Su): At 20th level, a false priest at-
  tains true power. Whenever he uses an effect that heals 
  hit point damage, he can spend one use of false channel 
  to avoid using the illusory healing ability and perform 
  actual healing. 
  Alternate Build Classes
  The false priest can be built on these alternate classes: 
  arcanist, psychic, sorcerer, or summoner. 
     A false priest learns and casts spells exactly like the 
  build class, including type of magic (arcane or psychic), 
  the effect of ability scores on spellcasting, and cantrips or 
  knacks. He only suffers arcane spell failure in armor if he 
  casts arcane spells. 
     In addition, the false priest inherits the following class 
  features from the build class. This replaces the build class 
  feature, above. 
     Arcanist: The arcanist false priest gains an arcanist 
  exploit at level 4, 8, and 12. He cannot choose greater 
  exploits. He can spend uses of false channel as if it was 
  arcane pool to power arcane exploits. 
     Psychic: Replace all references to arcane magic in the 
  class description with psychic magic (except for arcane 
  spell failure). The psychic false priest gains the psychic’s 
  psychic discipline class feature, including discipline spells 
  and discipline powers. He does not gain a phrenic pool. 
  Instead, when using his psychic discipline, he gains and 
  spends uses of false channel as if it was phrenic pool. 
     Sorcerer: The sorcerer false priest gains Eschew Mate-
  rials as a bonus feat at level 1 and adds the spells gained 
  from false ritual to his list of known spells in addition to 
  those from Table: Sorcerer Spells Known. Many sorcerer 
  false priests delude themselves into believing in their 
  creed, this belief can be responsible for awakening their 
  sorcerous powers. This makes them dangerous wild cards 
  for any hierarchy of false priests. 
     Summoner: A false priest summoner gains all the class 
  features of the summoner, including spellcasting, spell-
  like abilities, eidolon, and summon monster. He does 
  not gain the summoner’s weapon and armor proficiency, 
  Hit Dice, base attack, base saves, or class skills. He gains 
  two additional skill points per level. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever they gain a level in a favored class, some races 
  have the option of choosing from a number of other bo-
  nuses, depending upon their favored classes. The follow-
  ing options are available to the listed race who have false 
  priest as their favored class, and unless otherwise stated, 
  the bonus applies each time you select the listed favored 
  class reward. 
     Aasimar: Add 1/4 to your skill bonus in Bluff, Diplo-
  macy, and Intimidate. 
     Avoodim: Add 1/2 to your skill bonus in Intimidate. 
     Dhampir: When you use false channel and living 
  creatures besides you benefit, you heal one hit point of 
  damage. 
     Dwarf: Select one item creation feat you know. 
  Whenever crafting an item using that feat, the amount 
  of progress made in an 8-hour period increases by 200 
  gp (50 gp if crafting while adventuring). This does not 
  reduce the cost of the item; it just increases the rate at 
  which the item is crafted. 
     Elf: Add 1/2 to your Spellcraft skill bonus. 
     Goblin: Add 1/4 to your skill bonus in Use Magic 
  Device. 
     Gnome: Gain 1/10 additional domain. 
     Half-Elf: Add 1/4 to your skill bonus in Bluff and 
  Diplomacy. 
     Half-Orc: Add 1/4 to your skill bonus in Bluff and 
  Intimidate. 
     Halfling: Add 1/4 to your skill bonus in Bluff and 
  Sleight of Hand. 
     Human: Add 1/4 daily use of false channel. 
     Kitsune: Add 10 minutes to the duration of any il-
  lusory healing you use. 
  
  54
     Samsaran: When you use illusory healing, 1 hit point 
  of the illusory healing becomes real healing. 
     Tengu: Add 1/4 daily use of false channel. 
  Sample Character
  Below is a sample false priest player character that uses 
  the sorcerer build class created using these rules at levels 
  1, 5, 10, and 15. Favored class bonus is used to provide 
  additional hit points.
  Father Jonah (CR 1/2; XP 200)
  Male human false priest of Toma Thule 1
  LE Medium humanoid (human)
  Init +1; Senses Perception -1
  Defense
  AC 13, touch 11, flat-footed 12
  (+2 armor, +1 Dex) 
  hp 8 (1d6+2)
  Fort +1, Ref +1, Will +1
  Offense
  Speed 30 ft.
  Melee battle aspergillum +0 (1d6)
  Ranged sling +1 (1d4)
  Spell-Like Abilities (CL 1st; concentration +4)
     At will—mending
     2/day—artificer’s touch (1d6+1)
  Spells Known (CL 1st; concentration +4; ASF 5%)
     1st (4/day)—animate rope, bless, charm person (W-DC 
  14), cure light wounds, magic weapon
     0th (at will)—bleed (W-DC 13), detect magic, disrupt 
  undead, light, resistance, stabilize
  Domain Artifice
  Statistics
  Str 10, Dex 12, Con 13, Int 17, Wis 8, Cha 14
  Base Atk +0; CMB +0; CMD 11
  Feat Eschew Materials, Light Armor Proficiency, Skill 
  Focus (Knowledge [religion])
  Skills Bluff +6, Heal +0, Knowledge (religion) +10, Per-
  form (acting) + 6, Spellcraft +7, Use Magic Device +6
  Languages Aquan, Common, Maenad
  SQ false casting, illusory healing, multitalented, skilled, 
  urbanite
  Combat Gear 10 sling bullets, holy water; Gear battle 
  aspergillum, cleric’s kit, lamalar cuirass, sling; Coins 9 gp
  Father Jonah (CR 4; XP 1,200)
  Male human false priest of Toma Thule 5
  LE Medium humanoid (human)
  Init +1; Senses Perception -1
  Defense
  AC 13, touch 11, flat-footed 12
  (+2 armor, +1 Dex) 
  hp 35 (5d6+15)
  Fort +4, Ref +4, Will +5
  Offense
  Speed 30 ft.
  Melee +1 battle aspergillum +3 (1d6+1)
  Ranged sling +3 (1d4)
  Spell-Like Abilities (CL 5th; concentration +9)
     At will—mending
     2/day—artificer’s touch (1d6+2)
  Spells Known (CL 5th; concentration +9; ASF 5%)
     2nd (5/day)—aid, fog cloud, spiritual weapon, summon 
  monster II, wood shape
     1st (7/day)—animate rope, bless, charm person (W-DC 
  15), cure light wounds, disguise self, magic weapon, ray of 
  enfeeblement (F-DC 15)
     0th (at will)—bleed (W-DC 14), detect magic, detect 
  poison, disrupt undead, light, mage hand, resistance, stabi-
  lize
  Domain Artifice
  Statistics
  Str 10, Dex 12, Con 13, Int 18, Wis 8, Cha 14
  Base Atk +2; CMB +2; CMD 13
  Feat Arcane Armor Training, Eschew Materials, Light 
  Armor Proficiency, Skill Focus (Knowledge [religion]), 
  Toughness
  Skills Bluff +12, Craft (weapons) +12, Heal +4, Knowl-
  edge (religion) +17, Perform (acting) +10, Spellcraft 
  +12, Use Magic Device +12
  Languages Aquan, Common, Maenad
  SQ false casting, false channel 2/day (1d6), false piety, 
  illusory healing, master of lies +2, multitalented, skilled, 
  urbanite
  Combat Gear 10 sling bullets, holy water [2], potion of 
  cure light wounds [2], wand of cure light wounds [2]; Gear 
  +1 battle aspergillum, blood reservoir of physical prowess, 
  book of lesser extend summoning, cleric’s kit, cloak of resis-
  tance +2, lamalar cuirass, phylactery, sling; Coins 84 gp
  Father Jonah (CR 9; XP 6,400)
  Male human false priest of Toma Thule 10
  LE Medium humanoid (human)
  Init +1; Senses Perception -1
  Defense
  AC 20, touch 11, flat-footed 19
  (+9 armor, +1 Dex) 
  hp 87 (10d6+50)
  Fort +9, Ref +8, Will +10
  
  55
  Offense
  Speed 30 ft.
  Melee +3 battle aspergillum +8 (1d6+3)
  Ranged sling +6 (1d4)
  Special Attacks dancing weapons (1/day), replacement 
  channel
  Spell-Like Abilities (CL 10th; concentration +15)
     At will—mending
     2/day—artificer’s touch (1d6+5)
  Spells Known (CL 10th; concentration +15; ASF 15%)
     5th (4/day)—cure critical wounds, fabricate, mage’s 
  faithful hound, neutralize poison
     4th (6/day)—charm monster (W-DC 19), cure serious 
  wounds, minor creation, phantasmal killer (Wd/F-DC 
  19), prayer
     3rd (7/day)—cure moderate wounds, dispel magic, hero-
  ism, remove disease, stone shape, summon monster III
     2nd (7/day)—aid, fog cloud, obscure object, spiritual 
  weapon, see invisibility, summon monster II, wood shape
     1st (8/day)—animate rope, bless, charm person (W-DC 
  16), cure light wounds, disguise self, magic weapon, ray of 
  enfeeblement (F-DC 16), summon monster I
     0th (at will)—acid splash, bleed (W-DC 15), detect 
  magic, detect poison, disrupt undead, ghost sound (Wd-DC 
  15), light, mage hand, message, resistance, stabilize
  Domain Artifice
  Statistics
  Str 10, Dex 12, Con 16, Int 20, Wis 8, Cha 14
  Base Atk +5; CMB +5; CMD 16
  Feat Arcane Armor Mastery, Arcane Armor Training, 
  Eschew Materials, Light Armor Proficiency, Medium 
  Armor Proficiency, Skill Focus (Heal, Knowledge [reli-
  gion]), Toughness
  Skills Bluff +20, Craft (weapons) +18, Heal +15, 
  Knowledge (arcana) +18, Knowledge (religion) +29, Per-
  form (acting) +15, Spellcraft +18, Use Magic Device +22
  Languages Aquan, Common, Maenad
  SQ false casting, false channel 5/day (2d6), false piety, 
  illusory healing, master of lies +2, multitalented, skilled, 
  urbanite
  Combat Gear 10 sling bullets, holy water [2], potion of 
  cure light wounds [4], wand of cure light wounds [2]; Gear 
  +3 mithral agile breastplate, +3 battle aspergillum, belt of 
  mighty constitution +2, blood reservoir of physical prowess, 
  book of lesser extend summoning, cleric’s kit, hat of dis-
  guise, headband of vast intelligence +2, cloak of resistance 
  +4, phylactery, sling; Coins 134 gp
  Father Jonah (CR 14; XP 38,400)
  Male human false priest of Toma Thule 15
  LE Medium humanoid (human)
  Init +1; Senses Perception -1
  Defense
  AC 22, touch 11, flat-footed 21
  (+11 armor, +1 Dex) 
  hp 160 (15d6+105)
  Fort +13, Ref +10, Will +12
  DR 5/magic
  Offense
  Speed 30 ft.
  Melee +5 humanbane battle aspergillum +12/+7 (1d6+5) 
  or +7 humanbane battle aspergillum +14/+9 (1d6+7 plus 
  2d6) against humans
  Ranged sling +8 (1d4)
  Special Attacks dancing weapons (2/day), replacement 
  channel
  Spell-Like Abilities (CL 15th; concentration +20)
     At will—mending
     2/day—artificer’s touch (1d6+7)
  Spells Known (CL 15th; concentration +20; ASF 15%)
     7th (4/day)—control weather, heroes’ feast, mass cure 
  moderate wounds, prismatic spray (F/R/W-DC 22), wall 
  of iron
     6th (6/day)—eyebite (F-DC 21), fabricate, flame strike, 
  geas/quest, greater heroism, mass cure light wounds, 
     5th (7/day)—cure critical wounds, fabricate, geyser (R-
  DC 20), hungry pit (R-DC 20), life bubble, mage’s faith-
  ful hound, neutralize poison 
     4th (7/day)—charm monster (W-DC 19), cure serious 
  wounds, minor creation, moonstruck (W-DC 19), phantas-
  mal killer (Wd/F-DC 19), prayer, summon monster IV
     3rd (7/day)—cure moderate wounds, dispel magic, hero-
  ism, hydraulic torrent, remove disease, stone shape, summon 
  monster III
     2nd (7/day)—aid, burning gaze (F-DC 17), fog cloud, 
  obscure object, spiritual weapon, see invisibility, summon 
  monster II, wood shape
     1st (8/day)—animate rope, bless, charm person (W-DC 
  16), cure light wounds, disguise self, magic weapon, ray of 
  enfeeblement (F-DC 16), summon monster I
     0th (at will)—acid splash, bleed (W-DC 15), detect 
  magic, detect poison, disrupt undead, ghost sound (Wd-DC 
  15), light, mage hand, message, resistance, stabilize
  Domain Artifice
  Statistics
  Str 10, Dex 12, Con 20, Int 20, Wis 8, Cha 14
  Base Atk +7; CMB +7; CMD 18
  Feat Arcane Armor Mastery, Arcane Armor Training, 
  
  56
  Arcane Shield, Defiant Luck, Eschew Materials, Light 
  Armor Proficiency, Medium Armor Proficiency, Skill 
  Focus (Heal, Knowledge [religion]), Surge of Success, 
  Toughness
  Skills Bluff +27, Craft (weapons) +23, Heal +20, 
  Knowledge (arcana) +23, Knowledge (religion) +36, Per-
  form (acting) +20, Spellcraft +23, Use Magic Device +27
  Languages Aquan, Common, Maenad
  SQ false casting, false channel 7/day (4d6), false piety, 
  false spell list, illusory healing, master of lies +2, multi-
  talented, skilled, urbanite
  Combat Gear 10 sling bullets, holy water [2], potion of 
  cure moderate wounds [2], wand of cure serious wounds; 
  Gear +5 mithral agile breastplate of invulnerability, +5 
  humanbane battle aspergillum, belt of mighty constitution 
  +6, blood reservoir of physical prowess, book of lesser extend 
  summoning, cleric’s kit, cloak of resistance +4, hat of 
  disguise, headband of vast intelligence +2, longarm bracers, 
  phylactery, sling, vampiric gloves; Coins 17 gp
  Little is known of the culture that exists on the Haunted 
  Seas island of Sthenno, often called “The Viper’s Nest” 
  or “Mandeath Island” or worse epithets.  Many assume 
  that the entire population is medusae and half-medusas, 
  as though a monosexual race could just spring out of 
  the ground… femanx and satyrines notwithstanding!  
  There is a variety of races on Sthenno, though none but 
  the half-medusae caste gets to travel and make a name 
  for themselves off-island.  Jonah was born one of these 
  non-entities, as all non-medusae are a slave popula-
  tion, living only to serve the needs of the snake-haired 
  overlords, and existence at their pleasure and whims.  It 
  is a mercy to the slave population, most of which are 
  human, that the medusoid rulers don’t particularly care 
  what their slave population does, as long as they are 
  cared for and comfortable.  As long as you follow the 
  rules you shouldn’t fare too badly, but- a slave is a slave.  
  Soon after a childhood spent raking beaches for fertil-
  izing seaweed, Jonah was apprenticed to a hedge-wizard, 
  as he was an obviously clever boy, finding more efficient 
  ways to collect seaweed, noticed by his taskmasters.  
  Hedge-wizards are about as high a magical aspiration as 
  the slave-population could hope to achieve, but Jonah 
  begrudged even that, disliking the exercises in drudg-
  ery and the magic seeming purposed only for making 
  mundane tasks easier. It was here that he developed the 
  knack for fixing things, which increased his chagrin at 
  being even more useful to his masters.  Having neces-
  sarily been taught to read, he began to become curious 
  about the power of religion in addition to arcane magic, 
  as the slaves of his village were only given a few services 
  a year to worship and be administered by Kamus, god of 
  Slavery, a natural choice.  Jonah saw the clerics of Kamus 
  as twice-enslaved, once by the medusas and again by the 
  hierarchical nature of their credo- Jonah sought, as an 
  unscrupulous and intelligent young man would, a way 
  to benefit from ecclesiastical and magical power without 
  being a slave to either.  
     Thus, by learning extremely practical magic based on 
  the material world, mimicking the mummery of divisive 
  religion to his own benefit, and becoming an extremely 
  impressive liar, Jonah restored a wrecked ship’s cutter, 
  fled Sthenno forever, and started on a career of cheer-
  ful and careful deception of the gullible masses.  Father 
  Jonah always says what his audience wants to hear, pur-
  porting to be the acolyte of the Lion God of Crusades, 
  Toma Thule, but following exactly none of His precepts.  
  He cows evil clerics into staying out of his way, as they 
  are fearful of bringing the wrath of his “Order” upon 
  them, he quite gladly treats with thieves, smugglers and 
  cutthroats as a healer and spellcaster, and none know 
  quite what to make of him, his iconoclastic and irrever-
  ent behaviour keeping everyone off balance.  There are 
  very few clerics of righteous religions on the islands of 
  the Haunted Seas, so none know truly what a “Good” 
  cleric should be.  Father Jonah does “make up” his fake 
  religion’s tenets, but he is careful and intelligent enough 
  not to contradict himself, and if he does…. The harbor 
  will never notice one more corpse.
     As for future plans and endeavours, Father Jonah has 
  begun to feel that the islands of the Haunted Seas are 
  too limiting for him, that he would like to go to some 
  mainland where real clerics of Toma Thule might be, 
  and attempt to corrupt them utterly.  Converting such 
  to armed warriors in his false religion would please him 
  greatly, as would starting a church in some community 
  that could fall under his spell and his complete control.  
  Towns in the Seas cannot get any bigger or better, he 
  reasons, and he would like to wash the stink of brine and 
  fish out of his nose, and get used to silk sheets, incense, 
  and lots and lots of gold.  This endeavour might mean 
  recruiting some assistants, which has always been Jonah’s 
  weak spot, as he does not like to share money or the 
  spotlight, and has always liked being a loner and self-
  made man.  If his powers of  magical control were to 
  increase, this will definitely be the dark and self-serving 
  path he will follow.
  
  57
  Mage of the 
  Third Eye
  From her vantage point atop her stone tower, Sumephy, 
  called the Sheepreader by the farming humanfolk who 
  called upon her power years ago, could see much of the Hin-
  terlands. The large orb of her single eye- the single physical 
  eye, as she had not manifested the metaphysical eye- saw 
  that the land was quiet, and that was good. Prying eyes 
  upon her work were unwelcome, possibly dangerous.  And 
  her work must be completed, she had foreseen it many 
  years ago. She dropped her eye down to the crudely human-
  oid collection of stones forty paces from her home, marks 
  upon its surface. She reached out with her mind and the 
  marks glowed bluely, from a simple spell.  On a whim she 
  opened the third eye, and saw what approached, a group of 
  young adventurers.
     “Who dares disturb my great work, the work of Des-
  tiny?” shouted Sumephy, floating in air, her third eye 
  glowing with metaphysical might. A wisp-bearded young 
  human carrying what looked his father’s blacksmith ham-
  mer shouted back. “We are the- the Riders of Knotville! 
  We have come to destroy the cyclopean monstrosity you are 
  conducting out here, and to destroy you, if we must!  What 
  is your evil plan, you cannibal?”
     Always with the cannibalism. What is the consump-
  tion of the body compared to the powers of the mind? “My 
  great golem shall restore the vast… cannibal empire of the 
  cyclopes! You cannot stop it, puny humans!” Sumephy used 
  several simple effects to make the runes on the stone-man 
  pulse and tremble. The little group paused for a second, 
  and then the leader charged and smote the idol with his 
  hammer, chipping it. The others gathered their courage 
  and also charged in. After one pass, it fell into a pile of 
  random pieces and quit pulsing. Sumephy wailed and 
  spun, and lowered herself into the tower, crying “You have 
  defeated me…”
     She lay upon the deck of her tower, and heard the joyful 
  cry when they found the small pile of treasure under the 
  stones of the would-be “golem”. She also heard the fearful 
  discussion of whether they should breach the tower, and the 
  consensus of leaving it alone. When the hoof beats could no 
  longer be heard, she stood up. 
     “Shall I reassemble the decoy statue, mistress?” came the 
  rumbling voice of the preanimate tower-construct beneath 
  her. 
     “Yes, Castellan, reassemble it. It gives them something 
  to work toward. Tomorrow we get back to work. We must 
  finish, for Neria’s sake…”
     The tower rumbled and gathered its power.
  
  58
  Mage of the 
  Third Eye
  Mages of the third eye have focused their studies on the 
  mystical power of the third eye to increase their divina-
  tion abilities, and through this study have discovered 
  abilities that no other mystic can claim to possess. 
  Prestige Class:  Mage of the Third Eye
  Build Classes: The mage of the third eye is built on the 
  wizard, but the following alternate build classes are de-
  scribed below: arcanist, cleric, oracle, psychic, or witch. 
  Role: Mages of the third eye are insightful and astute 
  spellcasters. Able to use all kinds of magic, they also have 
  their own powers of perception. 
  Alignment: Any. 
  Hit Die: d6. 
  Class Skills
  The mage of the third eye’s class skills (and the key abil-
  ity for each skill) are Craft (Int), Diplomacy (Cha), Fly 
  (Dex), Knowledge (all) (Int), Linguistics (Int), Sense 
  Motive (Wis), Spellcraft (Int), and Use Magic Device 
  (Cha). 
  Skill Ranks at Each Level: 2 + Int modifier. 
  Class Features
  These are all the class features of the mage of the third 
  eye. 
  Weapon and Armor Proficiency: A mage of the third 
  eye is proficient with the club, dagger, dart, and quarter-
  staff, but not with any type of armor or shield. Armor 
  interferes with a mage of the third eye’s movements, 
  which can cause his arcane spells with somatic compo-
  nents to fail. 
  Spells: The mage of the third eye learns and casts spells 
  exactly like a wizard, including using arcane magic, the 
  effect of Intelligence on spellcasting, spellbooks, auto-
  matically learned spells, and cantrips. 
  Build Class: The mage of the third eye inherits a few 
  wizard class features. A wizard of the third eye gains 
  Scribe Scroll as a bonus feat at level 1. At 4th level, a 
  wizard of the third eye can access the wizard school pow-
  ers of any school of magic. He chooses a single arcane 
  school spell-like ability that has a number of uses per 
  day equal to 3 + his Intelligence modifier. Henceforth, 
  he may use that ability (as wizard of his class level) by 
  expending one point from his hand pool. 
     At 8th level and again at 12th level, a wizard of the 
  third eye can choose an additional arcane school spell-
  like ability that has a number of uses per day equal to 3 
  + his Intelligence modifier to use with this ability. 
  Hand Pool (Su): The mage of the third eye gains a hand 
  pool with a number of hand points equal to 3 + half his 
  class level + his Intelligence modifier. This pool refreshes 
  when the mage prepares spells.
     By expending one point from his hand pool as a 
  standard action, the mage of the third eye can cause 
  his melee weapon to fly from his grasp and strike a foe 
  before instantly returning. He can make a single attack 
  using a melee weapon at a range of 30 feet. This attack is 
  treated as a ranged attack with a thrown weapon, except 
  that he adds his Intelligence modifier on the attack roll 
  instead of his Dexterity modifier (damage still relies 
  on Strength). This ability cannot be used to perform a 
  combat maneuver. This is the same ability as the wizard 
  generalist school ability hand of the apprentice. 
  Mystic Pedagogue (Ex): At 2nd level, a mage of the 
  third eye adds a bonus equal to 1/2 his class level on 
  Spellcraft checks. 
  Bonus Feats: A mage of the third eye gains the following 
  bonus feats at the indicated levels: 3rd—Craft Wondrous 
  Item 5th—Craft Construct 
  Third Eye (Su): At 6th level the mage gains the epony-
  mous third eye. Deep understanding of esoteric teach-
  ings allows him to open an eldritch eye that grants 
  superior perception of the magical world. As a standard 
  action, the mage of the third eye can open an incandes-
  cent third eye upon his forehead. The eye can remain 
  open for 1 minute, during which time he gains the fol-
  lowing benefits: 
  • 
  Cast all divination spells at +1 caster level (as long as 
  you begin casting the spell before the eye closes). 
  • 
  Darkvision 60 feet 
  
  59
  • 
  Constant detect magic (sp). 
  • 
  A +8 bonus on Perception checks to notice invisible 
  creatures. 
  • 
  The mage of the third eye can use the aid another 
  action to grant an adjacent arcane caster a +1 bonus 
  to his caster level and a +2 circumstance bonus on 
  concentration checks for the next arcane spell he 
  casts before the beginning of the mage of the third 
  eye’s next turn. 
  Each use of this ability consumes one point from his 
  hand pool. When the duration is about to run out, the 
  mage can expend one point of hand pool as a free action 
  to add a minute to the duration. 
  Artificer’s Touch: At 7th level, a mage of the third 
  eye can prepare mending in addition to their normal 
  cantrip slots. In addition, he can spend one point from 
  his hand pool to cause or heal damage to objects and 
  construct creatures with a melee touch attack. Objects 
  and constructs take or heal 1d6 points of damage +1 for 
  every two class levels. Used as an attack, this bypasses an 
  amount of damage reduction and hardness equal to the 
  mage of the third eye’s level. 
  Arcane Architect (Ex): At 9th level, a mage of the third 
  eye can create constructs with the Craft Construct feat 
  in only half the time it would normally take. In ad-
  dition, he can apply the Extend Spell and/or Widen 
  Spell metamagic feats to conjuration (creation) spells he 
  prepares, even if he doesn’t possess those feats. If he does 
  possess them, the level increase for applying Extend Spell 
  to a conjuration (creation) spell is eliminated, and the 
  level increase for applying Widen Spell to a conjuration 
  (creation) spell is reduced to 2. 
  Improved Third Eye (Sp): At 10th level, a mage of the 
  third eye can activate third eye as a move action. As a 
  free action the mage of the third eye can expend one 
  points from his hand pool to add the effect of arcane 
  sight or see invisibility to the benefits of his third eye for 1 
  minute (or until the duration of the eye ends, whichever 
  is sooner). He can add both effects by expending two 
  uses of the hand pool. 
  Table: Mage of the Third Eye
  Class 
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Build class, cantrips/knacks, 
  hand pool 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Mystic pedagogue 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Craft Wondrous Item 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Build class 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +2 
  +1 
  +1 
  +4 
  Craft Construct 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Third eye 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  +2 
  +2 
  +5 
  Artificer’s touch 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Build class 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  +3 
  +3 
  +6 
  Arcane architect 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  10th 
  +5 
  +3 
  +3 
  +7 
  Improved third eye 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  11th 
  +5 
  +3 
  +3 
  +7 
  — 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  Build class 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  13th 
  +6/+1 
  +4 
  +4 
  +8 
  — 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  14th 
  +7/+2 
  +4 
  +4 
  +9 
  Extradimensional extension 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  — 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  Greater third eye 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  17th 
  +8/+3 
  +5 
  +5 
  +10 
  — 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18th 
  +9/+4 
  +6 
  +6 
  +11 
  Call for aid 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19th 
  +9/+4 
  +6 
  +6 
  +11 
  — 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  20th 
  +10/+5 
  +6 
  +6 
  +12 
  True third eye 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  
  60
  Extradimensional Extension (Su): At 14th level, the 
  duration and range of any spell cast by a mage of the 
  third eye that creates an extradimensional space (or 
  demiplane) or moves creatures or objects through the 
  Ethereal Plane is doubled as though affected by the 
  Enlarge Spell and Extend Spell feats, without altering 
  the level of the spell. Applications of Enlarge Spell and 
  Extend Spell do not stack with this ability. 
  Greater Third Eye (Sp): At 16th level, a mage of the 
  third eye can activate third eye as a swift action. As a free 
  action, the mage of the third eye can expend four points 
  from his hand pool to gain greater arcane sight or true see-
  ing for 1 minute (or until the duration of the eye ends, 
  whichever is sooner). He gains both effects if he expends 
  eight uses of the hand pool. 
  Call for Aid (Su): At 18th level, as a standard action, 
  a mage of the third eye can sacrifice a prepared spell 
  of 2nd level or higher to call a creature bound to him, 
  including an animal companion, eidolon, familiar, 
  personally controlled construct or undead creature, 
  creature telepathically linked to him (including by 
  telepathic bond, dominate person, or dominate monster), 
  or an outsider bound with a planar binding spell. The 
  named creature appears adjacent to the mage of the third 
  eye or in the nearest open space if all adjacent squares 
  are occupied. This ability functions like greater teleport, 
  except the range limit is determined by the level of the 
  sacrificed spell: short (1st), medium (2nd-3rd), long 
  (4th-5th), unlimited (same plane) (6th-7th), or unlim-
  ited (any plane) (8th-9th). 
  True Third Eye (Su):  The mage of the third eye can 
  now extend the duration of his third eye at no cost to his 
  hand pool. He can turn it off as a free action. The third 
  eye automatically closes when he sleeps or goes uncon-
  scious. He must still activate the third eye normally. 
  Alternate Build Classes
  The mage of the third eye can be built on these alternate 
  classes: arcanist, cleric, oracle, psychic, or witch. 
     A mage of the third eye learns and casts spells exactly 
  like the build class, including type of magic (arcane, di-
  vine, or psychic), the effect of ability scores on spellcast-
  ing and cantrips or knacks. He only suffers from arcane 
  spell failure if he casts arcane spells. 
     In addition, the mage of the third eye inherits the fol-
  lowing class features from the build class. This replaces 
  the build class abilities, above. 
     Arcanist: The arcanist of the third eye does not gain an 
  arcane reservoir but can use hand pool points as if they 
  were points of arcane reservoir, and learns an arcanist 
  exploit at level 4, 8, and 12. He cannot choose greater 
  exploits. 
     Cleric: A cleric of the third eye has the same base at-
  tack bonus, base saving throws, Hit Dice, and armor and 
  weapon proficiencies as a cleric and inherits the chaotic, 
  evil, good, and lawful spells and domains abilities. 
     Oracle: The oracle of the third eye has the same base 
  attack bonus, base saving throws, hit dice, and armor 
  and weapon proficiencies as an oracle. At level 1 he 
  gains a mystery (including mystery skills and spells), an 
  oracle’s curse, and a revelation, but he gains no further 
  revelations. 
     Psychic: The psychic of the third eye gains the psychic 
  discipline ability and a phrenic amplification at level 4, 
  8, and 12. He gains the major amplification ability at 
  level 10. He does not gain a phrenic pool, but can use 
  hand pool points as phrenic pool points. 
     Witch: A witch of the third eye keeps the patron spells 
  and witch’s familiar class features. The witch of the third 
  eye gains an hex at level 4, 8, and 12. He can never pick 
  major or grand hexes. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever they gain a level in a favored class, some races 
  have the option of choosing from a number of other 
  bonuses, depending upon their favored classes. The fol-
  lowing options are available to the listed race who have 
  mage of the third eye as their favored class, and unless 
  otherwise stated, the bonus applies each time you select 
  the listed favored class reward. 
     Dwarf: Add 1/5 to the bonuses you can grant another 
  caster with the aid other action when using third eye. 
     Elf: Gain 1/4 of a Weapon Proficiency, Armor Pro-
  ficiency, or Shield Proficiency feat. You must fulfill the 
  prerequisites. For each proficiency gained this way, 
  reduce the chance of arcane spell failure by 5% when 
  wearing armor. 
     Erkunae: Gain 1/4 of a Weapon Proficiency or Armor 
  Proficiency feat. You must fulfill the prerequisites. For 
  each proficiency gained this way, reduce the chance of 
  arcane spell failure by 5% when wearing armor. 
     Eventual: Add 1 to the % change of success when 
  casting divination spells that have a chance to fail, like 
  augury. You can exceed the spell’s maximum chance of 
  
  61
  success this way.
     Gnome: Add 1 to your level to qualify for and use arti-
  ficer’s touch. 
     Half-Cyclops: Add 1/2 to visual Perception checks.
     Half-Elf: When casting enchantment spells, add +1/3 
  to the effective caster level of the spell, but only to deter-
  mine the spell’s duration. 
     Half-Orc: Add a +1 bonus on concentration checks 
  made due to taking damage while casting spells. 
     Halfling: Add +1/2 dodge bonus to your AC against 
  attacks of opportunity triggered by casting spells. 
     Human: Add 1/4 to your hand pool. 
     Kitsune: Gain a +1/2 bonus on Bluff and Diplomacy 
  checks. 
     Tengu: Gain a +1 bonus on Linguistics checks and 
  learn an additional language. 
     Xesa: Gain 1/2 additional daily use of the racial phero-
  mones ability, and add 1/2 to the save DC of sanctuary 
  from pheromones. 
  Sample Character
  Below is a sample mage of the third eye player character 
  that uses the sorcerer build class created using these rules 
  at levels 1, 5, 10, and 15. Favored class bonus is used to 
  provide additional hit points.
  Sumephy Sheepreader (CR 1/2; XP 200)
  Female half-cyclops mage of the third eye 1
  N Medium humanoid (giant, human)
  Init +0; Senses low-light vision; Perception +3 (+5 
  visual)
  Defense
  AC 10, touch 10, flat-footed 10
  hp 8 (1d6+2)
  Fort +1, Ref +0, Will +5
  Offense
  Speed 30 ft.
  Melee dagger +0 (1d4/19-20) or spear +0 (1d8/x3)
  Ranged javelin +0 (1d6)
  Special Attacks hand pool (5/day)
  Spell-Like Abilities (CL 1st; concentration +1)
     1/day—augury
  Spells Known (CL 1st; concentration +3)
     1st (4/day)—comprehend languages, heightened aware-
  ness, mind thrust I (W-DC 13)
     0th (at will)—detect magic, light, prestidigitation, read 
  magic
  Statistics
  Str 10, Dex 10, Con 13, Int 15, Wis 16, Cha 10
  Base Atk +0; CMB +0; CMD 10
  Feats Psychic Sensitivity
  Skills Knowledge (arcana) +6, Linguistics +6, Perception 
  +3 (+5 visual), Sense Motive +7, Spellcraft +6; Racial 
  Modifiers +2 Perception (visual only)
  Languages Common, Cyclops, Draconic, Dwarven, 
  Giant
  SQ build class (psychic), illuminating answers, in-
  timidating, mnemonic cache, psychic discipline (lore), 
  weapon familiarity
  Combat Gear potion of cure light wounds (3), wand 
  of mage armor (5 charges), wand of shield (4 charges); 
  Other Gear dagger, javelin, spear, bedroll, belt pouch, 
  explorer’s outfit, flint and steel, masterwork backpack, 
  prismatic crystal, trail rations (5 days), waterskin; Coins 
  14 gp, 4 sp
  Sumephy Sheepreader (CR 4; XP 1,200)
  Female half-cyclops mage of the third eye 5
  N Medium humanoid (giant, human)
  Init +0; Senses low-light vision; Perception +5 (+7 
  visual)
  Defense
  AC 10, touch 10, flat-footed 10
  hp 30 (5d6+10)
  Fort +3, Ref +2, Will +8
  Defensive Abilities defensive prognostication
  Offense
  Speed 30 ft.
  Melee dagger +2 (1d4/19-20) or greataxe +2 (1d12/x3)
  Ranged javelin +2 (1d6)
  Special Attacks hand pool (8/day)
  Spell-Like Abilities (CL 5th; concentration +5)
     1/day—augury
  Spells Known (CL 5th; concentration +8)
     2nd (5/day)—hypercognition, investigative mind, mind 
  thrust II (W-DC 15)
     1st (7/day)—comprehend languages, detect thoughts (W-
  DC 14), feather step, heightened awareness, magic missile
     0th (at will)—detect magic, flare (F-DC 13), know 
  direction, light, prestidigitation, read magic
  Statistics
  Str 10, Dex 10, Con 13, Int 16, Wis 16, Cha 10
  Base Atk +2; CMB +2; CMD 12
  Feats Craft Construct, Craft Wondrous Item, Psychic 
  Sensitivity, Skill Focus (Sense Motive), Spirit Sense
  Skills Heal +4, Knowledge (arcana) +11, Knowledge 
  (history) +10, Linguistics +9, Perception +5 (+7 visual), 
  Sense Motive +14, Spellcraft +13; Racial Modifiers +2 
  Perception (visual only)
  
  62
  Languages Aklo, Common, Cyclops, Draconic, 
  Dwarven, Giant, Undercommon
  SQ build class (psychic), illuminating answers, intimi-
  dating, mnemonic cache, mystic pedagogue +2, psychic 
  discipline (lore), superior automatic writing, weapon 
  familiarity
  Combat Gear potion of cure moderate wounds (3), potion 
  of shield of faith (2), wand of blur (2 charges), wand 
  of mage armor (CL 4th; 10 charges), wand of shield (7 
  charges); Other Gear dagger, greataxe, javelin, bedroll, 
  belt pouch, cloak of resistance +1, explorer’s outfit, flint 
  and steel, handy haversack, prismatic crystal, trail rations 
  (5 days), waterskin; Coins 6 gp, 4 sp
  Sumephy Sheepreader (CR 9; XP 6,400)
  Female half-cyclops mage of the third eye 10
  N Medium humanoid (giant, human)
  Init +0; Senses low-light vision; Perception +13 (+15 
  visual)
  Defense
  AC 12, touch 11, flat-footed 12
  (+1 armor, +1 deflection)
  hp 57 (10d6+20)
  Fort +5, Ref +4, Will +11
  Defensive Abilities defensive prognostication
  Offense
  Speed 30 ft.
  Melee +1 greataxe +6 (1d12+1/x3) or dagger +5 
  (1d4/19-20)
  Ranged javelin +5 (1d6)
  Special Attacks artificer’s touch, hand pool (12/day)
  Spell-Like Abilities (CL 10th; concentration +14)
     1/day—augury
  Spells Known (CL 10th; concentration +14)
     5th (3/day)—retrocognition, summon monster V
     4th (6/day)—greater invisibility, mind probe (W-DC 
  18), mind thrust IV (W-DC 18)
     3rd (7/day)—dispel magic, fly, haste, resinous skin
     2nd (7/day)—darkvision, hypercognition, investigative 
  mind, resist energy, spider climb
     1st (7/day)—comprehend languages, detect thoughts (W-
  DC 15), feather step, heightened awareness, mage armor, 
  magic missile
     0th (at will)—detect magic, detect psychic significance, 
  flare (F-DC 14), know direction, light, mage hand, mend-
  ing, message, prestidigitation, read magic
  Statistics
  Str 10, Dex 10, Con 13, Int 19, Wis 16, Cha 10
  Base Atk +5; CMB +5; CMD 16
  Feats Alertness, Cosmopolitan (Heal, Perception), Craft 
  Construct, Craft Wondrous Item, Psychic Sensitivity, 
  Skill Focus (Sense Motive), Spirit Sense
  Skills Fly +7, Heal +10, Knowledge (arcana, history) 
  +14, Knowledge (planes) +17, Linguistics +10, Percep-
  tion +13 (+15 visual), Sense Motive +26, Spellcraft +22; 
  Racial Modifiers +2 Perception (visual only)
  Languages Aklo, Common, Cyclops, Draconic, 
  Dwarven, Giant, Old Porphyran, Sylvan, Undercom-
  mon
  SQ arcane architect, build class (psychic), conjured 
  armor +3, illuminating answers, improved third eye, 
  intimidating, mnemonic cache, mystic pedagogue +5, 
  psychic discipline (lore), superior automatic writing, 
  weapon familiarity
  Combat Gear potion of cure serious wounds (2), wand of 
  blur (CL 10th; 4 charges), wand of shield (10 charges); 
  Other Gear +1 greataxe, dagger, javelin (3), bedroll, belt 
  pouch, boots of the cat, bracers of armor +1, explorer’s 
  outfit, flint and steel, handy haversack, headband of vast 
  intellect +2 (Knowledge (planes)), heavyload belt, pris-
  matic crystal, ring of protection +1, trail rations (5 days), 
  waterskin; Coins 41 gp, 4 sp
  Sumephy Sheepreader (CR 90; XP 38,400)
  Female half-cyclops mage of the third eye 15
  N Medium humanoid (giant, human)
  Init +0; Senses low-light vision; Perception +20 (+22 
  visual)
  Defense
  AC 16, touch 12, flat-footed 16
  (+4 armor, +2 deflection)
  hp 85 (15d6+20)
  Fort +8, Ref +7, Will +16
  Defensive Abilities defensive prognostication
  Offense
  Speed 30 ft.
  Melee +2 greataxe +9/+4 (1d12+2/x3) or dagger +7/+2 
  (1d4/19-20)
  Ranged javelin +7 (1d6)
  Special Attacks artificer’s touch, hand pool (16/day), 
  undercast surge
  Spell-Like Abilities (CL 15th; concentration +21)
     1/day—augury
  Spells Known (CL 15th; concentration +21)
     7th (4/day)—greater arcane sight, greater scrying (W-
  DC 23), summon monster VII
     6th (7/day)—blade barrier (R-DC 22), disintegrate (F-
  DC 22), greater dispel magic, legend lore
     5th (7/day)—explode head (F/R-DC 21), greater com-
  mand (W-DC 21), hold monster (W-DC 21), retrocogni-
  
  63
  tion, mind thrust V (W-DC 21)
   
  4th (7/day)—break enchantment, charm monster 
  (W-DC 20), freedom of movement, greater invisibility, 
  mind probe (W-DC 20)
     3rd (7/day)—dispel magic, fly, haste, resinous skin, tele-
  kinetic maneuver
     2nd (8/day)—darkvision, hypercognition, investigative 
  mind, resist energy, shield of fortification, spider climb
     1st (8/day)—comprehend languages, detect thoughts (W-
  DC 17), feather step, heightened awareness, mage armor, 
  magic missile
     0th (at will)—detect magic, detect psychic significance, 
  flare (F-DC 16), know direction, light, mage hand, mend-
  ing, message, prestidigitation, read magic
  Statistics
  Str 10, Dex 10, Con 13, Int 22, Wis 16, Cha 10
  Base Atk +7; CMB +7; CMD 19
  Feats Alertness, Cosmopolitan (Heal, Perception), Craft 
  Construct, Craft Wondrous Item, Empath, Iron Will, 
  Psychic Maestro, Psychic Sensitivity, Skill Focus (Sense 
  Motive), Spirit Sense
  Skills Fly +13, Heal +11, Knowledge (arcana, history) 
  +21, Knowledge (planes) +26, Knowledge (religion) 
  +24, Linguistics +24, Perception +20 (+22 visual), Sense 
  Motive +31, Spellcraft +31; Racial Modifiers +2 Percep-
  tion (visual only)
  Languages Aklo, Common, Cyclops, Draconic, 
  Dwarven, Giant, Old Porphyran, Sylvan, Undercom-
  mon, plus 12 more
  SQ arcane architect, build class (psychic), conjured 
  armor +4, illuminating answers, extradimensional exten-
  sion, improved third eye, intimidating, memory palace 
  (Knowledge (arcana, history, planes), mnemonic cache, 
  mystic pedagogue +7, psychic discipline (lore), superior 
  automatic writing, weapon familiarity
  Combat Gear potion of cure serious wounds (2), wand 
  of blur (CL 10th; 10 charges), wand of force punch (12 
  charges), wand of shield (50 charges); Other Gear +2 
  greataxe, dagger, javelin (3), bedroll, belt pouch, boots of 
  the cat, bracers of armor +4, cloak of resistance +2, explor-
  er’s outfit, flint and steel, handy haversack, headband of 
  vast intellect +4 (Knowledge [planes, religion]), heavyload 
  belt, prismatic crystal, ring of protection +2, trail rations 
  (5 days), waterskin; Coins 17 pp, 19 gp, 4 sp
  Sumephy, called the Sheepreader, exemplifies the single-
  minded purpose of the caste of spellcasters that follow 
  the path of the Mystic Third Eye. A fairly common 
  profession among her people of the half-cyclops race, 
  what was uncommon about her was her fierce intel-
  ligence, surpassing most intellects of her race, and her 
  subsequent devotion to the mysterious world of psychic 
  magic. Sumephy journeyed far to the east to the land 
  of Ele’Porphyrene, the domain of the tower elves. There 
  a certain cabal of psychic mages dwells, and a subcaste 
  of these elves perfected, or perhaps even invented, the 
  discipline of psychic mages of the Third Eye. 
     Her journey to this far land brought her much knowl-
  edge and experience, and she has many tales to tell of 
  the Northland and its arrogant half-dragon king, the 
  primitive and mystical Sikoyan people, the intrepid 
  penal colonists of Gulag Blue, and the noble and self-
  important Iskandari. Though she saw much of the world 
  and made many connections and likely sparked many 
  relationships, her life’s goal now is a solitary one. Sume-
  phy the Sheepreader has chosen the path that is laid 
  before many Mages of the Third Eye in the construction 
  of magically-powered constructs, the designs of which 
  she found in her journeys to and back from the psychic 
  Third-Eye mages of the Purple Castles of Ele’Porphyrene. 
  Common gossip is that she seeks to restore the ancient 
  might of the Cyclops Warlords, some small remnants of 
  which can be seen in the defensive works of the Fortress 
  of the Eye in the northern Hinterlands. This is actually 
  true, in part, but Sumephy wants no empire as most see 
  it, for she is slow to trust and desires no subjects, only 
  partners and colleagues, and those would have to prove 
  themselves to her in the depths of time. 
     It is ironic that those who know her legend know 
  she is a powerful prognosticator, foreseeing storms and 
  attacks and the like, but fail to realize that even more 
  subtle and specific fates can be seen, such as the arrival of 
  individuals and the tests that must be put them in order 
  to see their fitness for the great and misty fate amongst 
  the reconstructed artifices that Sumephy seeks to build 
  on the breaks of the vast Hinterlands of Kesh. Sumephy 
  is at a vulnerable stage in her preparations, as her mag-
  ics are those of divination and movement, not of mass 
  attack and defense, though she does have some martial 
  skill. It behooves her to soon find some allies that can 
  provide defense, as her tricks will not long protect her 
  from glory and treasure seekers.
  
  64
  Mystic Savant
  - from an address before the 
  collected Elders of the Great Clans 
  of the Sandstone Collective 
  My hammer is laid before you, honored dwarven kin of 
  the Great Clans, and I greet you with hand open. May the 
  good will of all of the New Gods of this place be upon you, 
  and guide you safely in your seekings for gem and stone. I 
  am Urgrosh, son of Ut-Kosh, of the Stonebeard Clan, who 
  reside in the downtunnel cavelands of the Sandstone Col-
  lective. I was given by my hearth-family, my rock-mother 
  and sire to the Elderbeards who decide who shall follow the 
  gods, and in what manner. Something was seen in me by 
  the gemstone minds of the elders of the clans, and I followed 
  the study of all of the gods, the pantheon of them in entirety. 
  This discipline is called the profession of the ‘sacerdote’ in 
  the language of the surface-men, but it is seen by the secret 
  cabals of elders who can see in the stones the ways of how it 
  is going to be in the days to come as a discipline 
  that will lead our clans of people to hard 
  times, cataclysms, apocalypses, even, when 
  the powers of the gods clash with those of 
  the Elementalists. 
      I, Urgrosh Stonebeard, must examine 
  the confluence of magic and faith, and 
  I do so by contemplating all forms of 
  magic, an uncomfortable focus of study for 
  our people, as we see the dependable ways of 
  stone, the healing and destructive powers of 
  the gods and tend not to look to the left or 
  right. But I have been given a more frac-
  tured path, like how the purest stone of quartz 
  refracts the light of the magnesium flame to cut 
  the hard light into the brightest of spectrums, with 
  all of the potential that these colors bring. 
     In my youth I adventured in the surface-
  lands, as is common for those of our kind 
  to prove themselves before returning to 
  the Clans below the surface of this our 
  race’s adopted home. The surface world of 
  Porphyra is a strange one to us dwarves, 
  and the conditioning by the 
  Honored Mothers of Rock to 
  withstand the light of the 
  Burning Eye, what men call 
  the ‘sun’ does not completely 
  prepare an under-dweller for 
  its rays, except, perhaps, for the Sun-cults of Telchar, Blessed 
  be His Name. 
     I walked with man and elf, with gnome-cousin and 
  the not-gnomes called halflings. I have broken bread with 
  deformed beings with the souls of angels, called the dhosari, 
  and crossed hammers with beautiful beings with skin of ala-
  baster and souls of coal, called the erkunae, their enslavers. 
  I have spoken with dragons, and left their gold untouched, 
  and I have taken the lost riches of the foul beings of the land 
  above, the Ghadabi, who slaughtered their own race to gain 
  power with foul beings of the New Gods. And now I return, 
  to lead us into an age of new prosperity!
  
  65
  Mystic Savant
  Mystic savants roam in search of forgotten lore and 
  ancient magical devices. They are specialists in the theory 
  of magic, illuminating mysteries of the eldritch fabric 
  that permeates existence. The path of the savant brings 
  mastery of the lore of glyphs and sigils, knowledge of 
  exotic spells, and the power to unlock the full potential 
  of magical devices. 
  Prestige Class: Arcane savant
  Build Classes: The mystic savant is built on the wizard, 
  but the following optional build classes are described 
  below: arcanist, sacerdote, sorcerer, psychic, or witch. 
  Role: A mystic savant is a wizard with an usually wide 
  breadth of magic, but are even more capable than other 
  spellcasters when it comes to understanding any magic 
  encountered. 
  Alignment: Any 
  Hit Die: d6. 
  Class Skills
  The mystic savant’s class skills (and the key ability for 
  each) are Appraise (Int), Craft (Int), Fly (Dex), Knowl-
  edge (all) (Int), Linguistics (Int), Profession (Wis), Spell-
  craft (Int) Survival (Wis), Use Magic Device (Cha). 
  Skill Points at Each Level: 2 + Int modifier. 
  Class Features
  These are all the class features of the mystic savant. 
  Weapon and Armor Proficiency: Mystic savants are 
  proficient with the club, dagger, and quarterstaff, but not 
  with any type of armor or shield. Armor interferes with 
  a mystic savant’s movements, which can cause his arcane 
  spells with somatic components to fail.
  Spells: The mystic savant learns and casts spells exactly 
  like a wizard, including using arcane magic, the effect 
  of Intelligence on spellcasting, spellbooks, automatically 
  learned spells, and cantrips. 
  Bonus Languages: A mystic savant adds Aboleth, Aklo, 
  Auran, Aquan, Cyclops (Giant dialect), Draconic, Ignan, 
  Necril, Sphinx, and Terran to the list of bonus languages 
  available to the character because of his race. 
  Savant Activation (Ex): A mystic savant can always take 
  10 on Use Magic Device checks, except when activating 
  an item blindly. 
  Scribe Scroll (Feat):  At 1st level, a mystic savant gains 
  Scribe Scroll as a bonus feat. 
  Esoteric Magic (Ex): At 2nd level and every two class 
  level beyond 2nd, the mystic savant chooses a spell from 
  the cleirc, witch, or wizard class’s spell list and thereaf-
  ter treats it as if it were on his personal spell list; if it is 
  not normally on his class spell list, it is treated as 1 level 
  higher. A spell on one more than one of the listed spell 
  lists uses the lowest spell level. The spell’s final level must 
  be one the mystic savant can cast. This spell is automati-
  cally added to the mystic savant’s familiar, known spells, 
  or spellbook, as appropriate.
  Master Scholar (Ex): At 2nd level a mystic savant adds 
  1/2 his class level as a bonus on all Knowledge (arcana), 
  Spellcraft, and Use Magic Device checks. 
  Glyph-Finding (Ex): At 3rd level, a mystic savant can 
  use Spellcraft to find and disarm writing-based magical 
  traps (in cluding glyphs, runes, sigils, and symbols) in the 
  same way a rogue with trapfinding uses Perception and 
  Disable Device.
  Scroll Master (Su): A 5th-level mystic savant uses his 
  own caster level instead of the item’s caster level when 
  using a scroll or other spell completion item. 
  Quick Identification (Sp): Starting at 7th level, a 
  savant may identify the magic properties of an item as 
  a swift action. This has the effect of using Spellcraft to 
  determine properties of a magic item for 3 rounds on a 
  particular item. 
  Sigil Master (Su): A 9th level, a mystic savant receives a 
  +5 bonus on saving throws against writing-based magi-
  cal traps, and if the save is successful he does not trigger 
  the trap. If he leaves the trap’s area and then re-enters, he 
  must save again. A trap that has already been triggered 
  functions normally against a mystic savant, though he 
  still receives this saving throw bonus. 
  Silence Master (Su): A 11th-level mystic savant is able 
  to activate spell trigger, spell completion, and command 
  
  66
  word items silently, substituting a magical gesture for 
  the necessary words. He cannot use this ability in cir-
  cumstances where he could not cast a spell with somatic 
  components. He must know how to activate an item 
  normally for this ability to work. 
     Three times per day he may cast a spell of 3rd level or 
  lower as if he were using a silent metamagic rod. At level 
  15, he can use silence master six times per day. He can 
  cast spells up to 6th level silently. At level 19, he can cast 
  spells silently nine times per day. He can cast up to 9th 
  level silently.
  Analyze Dweomer (Sp): Starting at 12th level, a sa-
  vant may use analyze dweomer as a free action for up 
  to 1 round per level per day. He may use this ability in 
  1-round increments. 
  Dispelling Master (Su): Starting at 13th level, the 
  savant can spontaneously convert any prepared spell into 
  dispel magic by losing a spell slot of equal or higher level. 
  At level 17, he can spontaneously convert any spell into 
  a greater dispel magic as well. Every time he successfully 
  uses either of these spells to make a targeted dispel or 
  counterspell, he heals hit points equal to the caster level 
  of the effect dispelled or counterspelled. 
  Alternate Build Classes
  The mystic savant can be built on these alternate classes: 
  arcanist, psychic, sacerdote, sorcerer, or witch. 
     A mystic savant learns and casts spells exactly like the 
  build class, including type of magic (arcane or psychic), 
  the effect of ability scores on spellcasting and cantrips 
  or knacks. He only suffers from arcane spell failure if he 
  casts arcane spells. 
     In addition, the mystic savant inherits the weapon and 
  armor proficiencies of the build class, replacing those 
  given above. He also gains following class features from 
  the build class. 
     Arcanist: None. 
     Psychic: The psychic savant gains the psychic disci-
  pline class feature, including discipline spells and disci-
  pline powers. Because he lacks a phrenic pool, certain 
  discipline powers do not work, notably those of the 
  Enlightenment discipline. 
     Sacerdote: The sacerdote savant keeps the advanced 
  Table: Mystic Savant
  Class 
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Savant activation, Scribe Scroll 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Esoteric magic, master scholar 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Glyph finding 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Esoteric magic 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +2 
  +1 
  +1 
  +4 
  Scroll master 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Esoteric magic 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  +2 
  +2 
  +5 
  Quick identification 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Esoteric magic 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  +3 
  +3 
  +6 
  Sigil master 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  10th 
  +5 
  +3 
  +3 
  +7 
  Esoteric magic 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  11th 
  +5 
  +3 
  +3 
  +7 
  Silence master (3rd) 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  Esoteric magic 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  13th 
  +6/+1 
  +4 
  +4 
  +8 
  Dispelling master 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  14th 
  +7/+2 
  +4 
  +4 
  +9 
  Analyze dweomer, esoteric 
  magic 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  Silence master (6th) 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  Esoteric magic 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  17th 
  +8/+3 
  +5 
  +5 
  +10 
  Dispelling master (greater) 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18th 
  +9/+4 
  +6 
  +6 
  +11 
  Esoteric magic 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19th 
  +9/+4 
  +6 
  +6 
  +11 
  Silence master (9th) 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  20th 
  +10/+5 
  +6 
  +6 
  +12 
  Esoteric magic 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  
  67
  spellcasting, bonus languages, chaotic evil good and 
  lawful spells, divine focus, divine wrath, domains, and 
  manifestation class features. Spells gained from the eso-
  teric magic are added to the domain spell list.
     Sorcerer: The sorcerer savant gains Eschew Materials 
  as a bonus feat at level 1. He chooses a sorcerer blood-
  line, but only gains bloodline spells and the bloodline 
  skill from his bloodline. 
     Witch: A witch savant gains the witch’s familiar and 
  patron spells abilities. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever they gain a level in a favored class, some races 
  have the option of choosing from a number of other 
  bonuses, depending upon their favored classes. The fol-
  lowing options are available to the listed race who have 
  mystic savant as their favored class, and unless otherwise 
  stated, the bonus applies each time you select the listed 
  favored class reward. 
     Dwarf: Gain 1/4 of a Weapon Proficiency, Armor 
  Proficiency, or Shield Proficiency feat. You must fulfill 
  the prerequisites. For each proficiency gained this way, 
  reduce the chance of arcane spell failure by 5% when 
  wearing armor. 
     Elf: Add 1 to your class level, but only to qualify for 
  and use silence master. When your effective level with 
  silence master reaches 20, and each level thereafter, you 
  gain an additional daily use of silence master. 
     Erkunae: Gain 1/4 of a Weapon Proficiency or Armor 
  Proficiency feat. You must fulfill the prerequisites. For 
  each proficiency gained this way, reduce the chance of 
  arcane spell failure by 5% when wearing armor. 
     Eventual: Add 1/2 spell from your class spell list to 
  your familiar, known spells, or spellbook as appropriate. 
  You cannot learn more spells from this ability than you 
  have learned from your own class spell list using esoteric 
  magic. 
     Gnome: Reduce the time by 1/2, when learning a spell 
  with using esoteric magic that is of the illusion school 
  and not on your class spell list, you count the spell as 
  being of its original spell level (instead of increasing the 
  effective spell level by 1). 
     Half-Elf: When casting enchantment spells, add +1/3 
  to the effective caster level of the spell, but only to deter-
  mine the spell’s duration. 
     Half-Orc: Add a +1 bonus on concentration checks 
  made due to taking damage while casting spells. 
     Halfling: Add +1/2 dodge bonus to your AC against 
  attacks of opportunity triggered by casting spells. 
     Human: Add 1/2 spell to the number of spells learned 
  from the esoteric magic ability. 
     Ifrit: Reduce the time by 1/2, when learning a spell 
  with using esoteric magic that has the fire descriptor and 
  is not on your class spell list, you count the spell as being 
  of its original spell level.
     Kitsune: Reduce the time by 1/2, when learning a 
  spell with using esoteric magic that is of the enchant-
  ment school and is not on your class spell list, you count 
  the spell as being of its original spell level. 
     Oread: Reduce the time by 1/2, when learning a spell 
  with using esoteric magic that has the acid or earth de-
  scriptor and is not on your class spell list, you count the 
  spell as being of its original spell level. 
     Sylph: Reduce the time by 1/2, when learning a spell 
  with using esoteric magic that has the air or electricity 
  descriptor and is not on your class spell list, you count 
  the spell as being of its original spell level. 
     Undine: Reduce the time by 1/2, when learning a 
  spell with using esoteric magic that has the cold or water 
  descriptor and is not on your class spell list, you count 
  the spell as being of its original spell level. 
     Zendiqi: Reduce the time by 1/2, when learning a 
  spell with using esoteric magic that has the air, earth, 
  fire, or water descriptor and is not on your class spell list, 
  you count the spell as being of its original spell level. 
  Sample Character
  Below is a sample mystic savant player character that 
  uses the sacerdore build class created using these rules 
  at levels 1, 5, 10, and 15. Favored class bonus is used to 
  provide additional hit points.
  Urgrosh Stonebeard (CR 1/2; XP 200)
  Male dwarf mystic savant 1
  NG Medium humanoid (dwarf)
  Init +1; Senses darkvision 60 ft.; Perception +3
  Defense
  AC 11, touch 11, flat-footed 10
  (+1 Dex)
  hp 9 (1d6+3)
  Fort +2, Ref +1, Will +5
  SR 6
  Offense
  Speed 20 ft.
  Melee warhammer -1 (1d8-1/x3) or dagger -1 (1d4-
  1/19-20)
  Special Attacks divine wrath (W-DC 12 + spell level; 20 
  
  68
  ft. cone, 110 ft. ray), hatred
  Spells Prepared (CL 1st; concentration +4)
     1st—bless, cure light woundsD, shield of faith
     0th (at will)—detect magic, light, read magic
  D domain spell; Domains fire, good, healing, knowl-
  edge, rune
  Statistics
  Str 8, Dex 12, Con 15, Int 14, Wis 17, Cha 8
  Base Atk +0; CMB -1; CMD 10 (14 vs. bull rush, trip)
  Feats Scribe Scroll
  Skills Knowledge (arcana) +6, Linguistics +6, Spellcraft 
  +6, Use Magic Device +3
  Languages Common, Draconic, Dwarven, Giant, Un-
  dercommon
  SQ advanced spellcasting, build class (sacerdote), crafts-
  man, deep warrior, divine focus, savant activation, slow 
  and steady, stonecunning, weapon familiarity
  Combat Gear scroll of cure light wounds (2), scroll of 
  mage armor (2), scroll of sanctuary (2; W-DC 11), scroll 
  of shield of faith (2), wand of magic missile (4 charges); 
  Other Gear dagger, warhammer, bandolier, bedroll, belt 
  pouch, candles (50), explorer’s outfit, flint and steel, 
  helmet candle, journal (2), magnifying glass, masterwork 
  backpack, sack, scrivener’s kit, scroll box, scroll case, 
  silk rope (50 ft.), spell component pouch, trail rations 
  (5 days), waterskin, wooden holy symbols (5; Aleria, 
  Linium, Neria, Paletius, Yolana); Coins 10 gp, 3 sp
  Domain Spell List
  1st—burning hands, comprehend languages, cure light 
  wounds, erase, mage armor, protection from evil
  Urgrosh Stonebeard (CR 4; XP 1,200)
  Male dwarf mystic savant 5
  NG Medium humanoid (dwarf)
  Init +1; Senses darkvision 60 ft.; Perception +4
  Defense
  AC 11, touch 11, flat-footed 10
  (+1 Dex)
  hp 35 (5d6+15)
  Fort +3, Ref +2, Will +8
  SR 10
  Offense
  Speed 20 ft.
  Melee warhammer +1 (1d8-1/x3) or dagger +1 (1d4-
  1/19-20)
  Special Attacks divine wrath (+2d6; W-DC 12 + spell 
  level; 20 ft. cone; 150 ft. ray; 2 35 ft. rays), hatred
  Spells Prepared (CL 5th; concentration +9)
     3rd—fireballD (R-DC 17), magic vestment, prayer
     2nd—detect thoughtsD (W-DC 16), produce flameD, 
  share language (2), zone of truth (W-DC 16)
     1st—bless (2), deathwatch, endure elements, protection 
  from evilD (3)
     0th (at will)—create water, detect magic, detect poison, 
  light, read magic
  D domain spell; Domains fire, good, healing, knowl-
  edge, rune
  Statistics
  Str 8, Dex 12, Con 15, Int 14, Wis 18, Cha 8
  Base Atk +2; CMB +1; CMD 12 (16 vs. bull rush, trip)
  Feats Magical Aptitude, Restore the Living, Scribe Scroll
  Skills Knowledge (arcana) +12, Linguistics +10, Spell-
  craft +14, Use Magic Device +11
  Languages Celestial, Common, Draconic, Dwarven, 
  Elven, Giant, Old Porphyran, Undercommon, Zif
  SQ advanced spellcasting, build class (sacerdote), crafts-
  man, deep warrior, divine focus, esoteric magic (magic 
  missile, spark), glyph finding, manifestation (forked ray), 
  master scholar +2, savant activation, scroll master, slow 
  and steady, stonecunning, weapon familiarity
  Combat Gear scroll of bull’s strength, scroll of burning 
  hands (2), scroll of cure moderate wounds (4), scroll of 
  deadly juggernaut, scroll of mage armor (4), scroll of magic 
  missile (4), scroll of remove curse, scroll of resist energy (2), 
  scroll of resistance (2), scroll of sanctuary (2), scroll of shield 
  of faith (4), scroll of whispering lore (2); Other Gear dag-
  ger, warhammer, bandolier, bedroll, belt pouch, candles 
  (50), explorer’s outfit, flint and steel, handy haversack, 
  helmet candle, iron holy symbols (Aleria, Linium, Neria, 
  Paletius, Yolana), journal (2), magnifying glass, sack, 
  scrivener’s kit, scroll box, scroll case, silk rope (50 ft.), 
  spell component pouch, trail rations (5 days), waterskin; 
  Coins 1 gp, 8 sp
  Domain Spell List
  3rd—cure serious wounds, fireball, glyph of warding, magic 
  circle against evil, speak with dead
  2nd—align weapon (good only), cure moderate wounds, 
  detect thoughts, magic missile, produce flame, secret page
  1st—burning hands, comprehend languages, cure light 
  wounds, erase, know direction, mage armor, protection from 
  evil
  Urgrosh Stonebeard (CR 9; XP 6,400)
  Male dwarf mystic savant 10
  NG Medium humanoid (dwarf)
  Init +1; Senses darkvision 60 ft.; Perception +5
  Defense
  AC 11, touch 11, flat-footed 10
  
  69
  (+1 Dex)
  hp 67 (10d6+30)
  Fort +6, Ref +5, Will +13
  SR 15
  Offense
  Speed 20 ft.
  Melee +1 warhammer +5 (1d8/x3) or dagger +4 (1d4-
  1/19-20)
  Special Attacks divine wrath (+5d6; W-DC 12 + spell 
  level; 20 ft. cone, 200 ft. ray, 2 50 ft. rays, 50 ft. snake 
  shape), hatred
  Spells Prepared (CL 10th; concentration +15)
     5th—break enchantment, flame strike (2, R-DC 20), 
  lesser globe of invulnerabilityD, true seeingD
     4th—blessing of fervor (2), discern lies (W-DC 19), 
  divinationD (2), flyD, freedom of movement
     3rd—archon’s aura (W-DC 18), dispel magic, fireballD 
  (R-DC 18), magic vestment, prayer, speak with deadD (2, 
  W-DC 18)
     2nd—bear’s endurance, detect thoughtsD (2, W-DC 17), 
  produce flameD (2), share language (2), shield of foritifca-
  tion, zone of truth (W-DC 17)
     1st—bless (2), deathwatch, divine favor (2), endure ele-
  ments, protection from evilD (4)
     0th (at will)—create water, detect magic, detect poison, 
  light, read magic, spark
  D domain spell; Domains fire, good, healing, knowl-
  edge, rune
  Statistics
  Str 8, Dex 12, Con 15, Int 15, Wis 20, Cha 8
  Base Atk +5; CMB +4; CMD 15 (19 vs. bull rush, trip)
  Feats Combat Casting, Magical Aptitude, Restore the 
  Living, Scribe Scroll, Selective Divine Wrath
  Skills Fly +5, Knowledge (arcana) +19, Knowledge (his-
  tory, local, nature, planes, religion) +6, Linguistics +10, 
  Spellcraft +24, Use Magic Device +21
  Languages Celestial, Common, Draconic, Dwarven, 
  Elven, Giant, Old Porphyran, Undercommon, Zif
  SQ advanced spellcasting, build class (sacerdote), crafts-
  man, deep warrior, divine focus, esoteric magic (fly, 
  invisibility, lesser globe of invulnerability, magic missile, 
  spark), glyph finding, manifestation (forked ray, snake 
  shape), master scholar +5, quick identification, savant 
  activation, scroll master, sigil master, slow and steady, 
  stonecunning, weapon familiarity
  Combat Gear scroll of bull’s strength (2), scroll of burning 
  hands (2), scroll of cure critical wounds (4), scroll of deadly 
  juggernaut, scroll of divine power, scroll of fly, scroll of 
  invisibility, scroll of mage armor (2), scroll of magic missile 
  (4), scroll of remove curse, scroll of resist energy (2), scroll of 
  sanctuary (2), scroll of shield of faith (2), scroll of whisper-
  ing lore (2); Other Gear +1 warhammer, dagger, bando-
  lier, bedroll, belt pouch, candles (50), cloak of resistance 
  +1, explorer’s outfit, flint and steel, handy haversack, 
  headband of inspired wisdom +2, helmet candle, iron holy 
  symbol (Aleria, Linium, Neria, Paletius, Yolana), journal 
  (2), magnifying glass, sack, scrivener’s kit, scroll box, 
  scroll case, silk rope (50 ft.), spell component pouch, 
  trail rations (5 days), waterskin; Coins 1 gp, 8 sp
  Domain Spell List
  5th—breath of life, dispel evil, fire shield, lesser globe of 
  invulnerability, lesser planar binding, true seeing
  4th—cure critical wounds, divination, explosive runes, fly, 
  holy smite, wall of fire
  3rd—cure serious wounds, fireball, glyph of warding, invis-
  ibility, magic circle against evil, speak with dead
  2nd—align weapon (good only), cure moderate wounds, 
  detect thoughts, magic missile, produce flame, secret page
  1st—burning hands, comprehend languages, cure light 
  wounds, erase, know direction, mage armor, protection from 
  evil
  Urgrosh Stonebeard (CR 14; XP 38,400)
  Male dwarf mystic savant 15
  NG Medium humanoid (dwarf)
  Init +5; Senses darkvision 60 ft.; Perception +20
  Defense
  AC 11, touch 11, flat-footed 10
  (+1 Dex)
  hp 100 (15d6+45)
  Fort +9, Ref +8, Will +16
  SR 20
  Offense
  Speed 30 ft.
  Melee +1 warhammer +7 (1d8/x3) or dagger +6 (1d4-
  1/19-20)
  Special Attacks dispelling master, divine wrath (+7d6; 
  W-DC 14 + spell level; 20 ft. cone, 20 ft. radius cylinder 
  150 ft. tall with 250 ft. range, 250 ft. ray, 2 60 ft. rays, 
  75 ft. snake shape), hatred, silence master (6/day, 6th-
  level or lower)
  Spells Prepared (CL 15th; concentration +20)
     8th—discern locationD, holy aura (F-DC 23)
     7th—elemental body IIID, holy word (W-DC 22), jolt-
  ing portent (F-DC 22), regenerateD
     6th—cold ice strike (R-DC 21), fire seedsD (R-DC 21), 
  greater dispel magic (2), healD, teleportD
     5th—break enchantment, dispel evil (2, W-DC 20), 
  flame strike (2, R-DC 20), lesser globe of invulnerabilityD 
  
  70
  (2), true seeingD (2)
     4th—blessing of fervor (2), discern lies (2, W-DC 19), 
  divinationD (2), flyD (2), freedom of movement
     3rd—archon’s aura (2, W-DC 18), fireballD (3, R-DC 
  18), magic vestment, prayer (3), speak with deadD (2, 
  W-DC 18)
     2nd—bear’s endurance (2), detect thoughtsD (3, W-DC 
  17), produce flameD (2), share language (2), shield of forti-
  fication, zone of truth (W-DC 17)
     1st—bless (2), deathwatch, divine favor (3), endure ele-
  ments, protection from evilD (5, W-DC 16)
     0th (at will)—create water, detect magic, detect poison, 
  light, read magic, spark
  D domain spell; Domains fire, good, healing, knowl-
  edge, rune
  Statistics
  Str 8, Dex 12, Con 15, Int 18, Wis 20, Cha 8
  Base Atk +7; CMB +6; CMD 17 (21 vs. bull rush, trip)
  Feats Combat Casting, Cunning, Improved Initiative, 
  Magical Aptitude, Quickened Wrath, Restore the Living, 
  Scribe Scroll, Selective Divine Wrath
  Skills Acrobatics +1 (+6 to jump), Fly +14, Knowledge 
  (arcana) +29, Knowledge (dungeoneering, engineering, 
  geography, nature, nobility, planes) +10, Knowledge 
  (history, local, religion) +11, Linguistics +12, Perception 
  +20, Spellcraft +33, Use Magic Device +28
  Languages Celestial, Common, Draconic, Dwarven, 
  Elven, Giant, Old Porphyran, Undercommon, Zif
  SQ advanced spellcasting, analyze dweomer (15 rounds/
  day), build class (sacerdote), craftsman, deep warrior, 
  divine focus, esoteric magic (elemental body III, fly, invis-
  ibility, lesser globe of invulnerability, magic missile, spark, 
  teleport), glyph finding, manifestation (cylinder, forked 
  ray, snake shape), master scholar +5, quick identification, 
  savant activation, scroll master, sigil master, slow and 
  steady, stonecunning, weapon familiarity
  Combat Gear scroll of bull’s strength (4), scroll of burning 
  hands (4), scroll of cure critical wounds (8), scroll of deadly 
  juggernaut (2), scroll of divine power (2), scroll of fireball 
  (5), scroll of fly (2), scroll of greater planar ally (2), scroll 
  of invisibility (2), scroll of mage armor (4), scroll of magic 
  missile (12), scroll of remove curse (2), scroll of resist energy 
  (4), scroll of sanctuary (4), scroll of shield of faith (4), scroll 
  of whispering lore (4); Other Gear +1 warhammer, dag-
  ger, bandolier, bedroll, belt pouch, boots of striding and 
  springing, candles (50), cloak of resistance +2, explorer’s 
  outfit, flint and steel, handy haversack, headband of men-
  tal prowess +2 (Int, Wis; Perception), helmet candle, iron 
  holy symbol (Aleria, Linium, Neria, Paletius, Yolana), 
  journal (2), magnifying glass, sack, scrivener’s kit, scroll 
  box, scroll case, silk rope (50 ft.), spell component 
  pouch, trail rations (5 days), waterskin; Coins 1 gp, 8 sp
  Domain Spell List
  8th—discern location, holy aura, incendiary cloud, mass 
  cure critical wounds, symbol of death
  7th—elemental body III, elemental body VI (fire only), holy 
  word, instant summons, legend lore, regenerate
  6th—blade barrier, find the path, fire seeds, greater glyph of 
  warding, heal, teleport
  5th—breath of life, dispel evil, fire shield, lesser globe of 
  invulnerability, lesser planar binding, true seeing
  4th—cure critical wounds, divination, explosive runes, fly, 
  holy smite, wall of fire
  3rd—cure serious wounds, fireball, glyph of warding, invis-
  ibility, magic circle against evil, speak with dead
  2nd—align weapon (good only), cure moderate wounds, 
  detect thoughts, magic missile, produce flame, secret page
  1st—burning hands, comprehend languages, cure light 
  wounds, erase, know direction, mage armor, protection from 
  evil
  The relevance of prophecy is disregarded by some clans 
  of dwarven people, as they say that “the stone does not 
  change, not in the whole time of dwarf”, but other, 
  more mystical clans, disagree. Earthquakes rumble even 
  far beneath the surface, and mineral forms can change 
  after long period of time. The Sandstone Collective is a 
  group of clans that does believe in prophecy, and Urgro-
  sh Stonebeard, of the line of Ut-Kosh is, some factions 
  say, the fulfillment of that prophecy. Urgrosh has been 
  trained in the sacerdotal discipline, revering all of the 
  New Gods pantheon, with all of the responsibility and 
  power that entails. The hope is that his insight will lead 
  the dwarven communities of the Sandstone Collective to 
  a recognizable power in their region, maybe even legiti-
  mize a national government out of the dwarven strength 
  in that abandoned region. Urgrosh spend several years 
  adventuring on the surface, observing the lives of surface 
  cultures and noting what is required of a surface nation 
  to be part of the global community. Urgrosh generally 
  is not impressed with the state of affairs on the surface, 
  though some nations seem to be on the right path, in his 
  opinion- but he believes fervently in the dwarven people 
  and is implacable in his goal to create the nation of 
  Sandstone. His is a practical goal, requiring funds, mer-
  cenaries, embassies, and the monumental job of clearing 
  the surface nearby of foul beasts and races, allowing the 
  dwarves to emerge from their holdfasts underground and 
  become more like surface-dwellers.
  
  71
  Ren Monolith
  And Magnesia was one with the stone. It had taken train-
  ing to master the magic that enabled her to be one with 
  stone, and she had had to endure a period of wandering 
  the world outside the palaces of stone that the zendiqi had 
  put her in. Magnesia could remember not being one with 
  the stone, the years she spent in training and wandering, in 
  discovering and fighting for knowledge and her life, recog-
  nizing the glyph of language for the first time.  Her teacher 
  had been a shaitan, what the commoners would have called 
  a ‘genie’ and had been her many-times-over grandmother, 
  though they appeared the same age. Grandmother Stone 
  had placed the ka gem into her head, and that memory did 
  not need to be sought out in Magnesia’s memory, that event 
  seared its reality into Magnesia’s reality. Her true name 
  was set there, of which the name ‘Magnesia’ was but a pale 
  shadow. She learned from the slave-genies, in between forays 
  into the desert to test her magical and physical abilities, 
  the magical and geological knowledge that would serve her 
  in her long service to the Zendik Order, to the inscrutable 
  sheiks that roamed the desert determining the fates of the 
  rimal and the other element-kin, and, presumably, the fate 
  of the world. 
     But now she was one with the stone. When she had 
  progressed far enough in her training, the fierce, brown-
  skinned zendiqi overseers tested her, interrogated Grand-
  mother Stone and bade Magnesia come with them to a 
  distant, ancient mastaba and bade her use her powers of 
  attunement with the stone core of the building. Meld with 
  the stone, as you have been bade, they commanded. Emerge 
  when the sanctity of the mastaba of Haroun al-Rashid has 
  been violated, and destroy the interlopers with you magical 
  powers. If you live, then proceed to the Green Lands and kill 
  all those who bear the sign of the ‘Gods’. And- with little 
  warning- the seal on the mastaba was broken!  Magnesia’s 
  consciousness snapped to the fore, she perceived beings enter-
  ing the mastaba she was bade to guard. They came in as 
  she emerged, bearing torches and heavy weapons. Her spell 
  knowledge came to her, and she cast a spell that made them 
  weak as kittens, and another to call forth a ‘stone brother’, 
  an elemental of suitable size to hold them still. One dared 
  to open its eyes weakly, and stammer “W-what?” whereupon 
  Magnesia, now of sandy flesh instead of stone, said, “I will 
  ask the questions, interloper. Now, what, tell me, is a ‘god’?”
  
  72
  Ren Monolith
  The ancient lands of the desert are rife with aged ruins 
  guarded by stony sentinels from bygone days, whose 
  implacable gaze can still the heart of a miscreant or scare 
  off a would-be tomb robber. The ren monolith is a ren 
  monolith of the scribe caste, a wielder of mystic power. 
  The ancient race of sphinxes is said to have endowed the 
  first ren monoliths with their powers, raising statuettes 
  to a semblance of life, but today, most of these paragons 
  of justice are mortals who willingly take on the mantle of 
  immortal guardians through ritual and devotion, imbu-
  ing themselves with the patience and eternal strength of 
  stone. 
  Purple Duck Note: There is also a curse to create a living 
  monolith, as described in Warrior Prestige Archetypes.
  Prestige Class: Living monolith 
  Build Classes: The ren monolith is built on the wizard, 
  but the following optional build classes are described 
  below: arcanist, psychic, sacerdote, sorcerer, or witch. 
  Role: Ren monoliths are sacred guardians, using magi-
  cal powers to hinder and destroy tomb robbers. In a 
  party, their role is essentially the same, to anticipate and 
  destroy the enemies of the team. 
  Alignment: Any. Alignment is generally similar to that 
  of the noble whose tomb they guard. There are more 
  lawful and good monoliths than chaotic and evil ones, 
  because those taking up the task voluntarily are usually 
  lawful and evil nobles tend to prefer undead guardians. 
  Adventuring ren monoliths are usually chasing those 
  who plundered their tomb.
  Hit Die: d6. 
  Class Skills
  The ren monolith’s class skills (and the key ability for 
  each) are Appraise (Int), Craft (Int), Intimidate (Cha), 
  Knowledge (all) (Int), Linguistics (Int), Profession (Wis), 
  and Spellcraft (Int). 
  Skill Ranks Per Level: 2 + Int modifier. 
  Class Features
  These are all the class features of the ren monolith. 
  Weapon and Armor Proficiency: Ren monoliths are 
  proficient with the club, dagger, dart, mace (light), 
  sling, and quarterstaff, but not with any type of armor 
  or shield. Armor interferes with a ren monolith’s move-
  ments, which can cause his arcane spells with somatic 
  components to fail. 
  Bonus Language: Sphinx. A ren monolith can pick 
  sphinx as a bonus language, in addition to those allowed 
  by his race. 
  Spells: The ren monolith learns and casts spells exactly 
  like a wizard, including using arcane magic, the effect 
  of Intelligence on spellcasting, spellbooks, automatically 
  learned spells, and cantrips. 
  Build Class: The wizard monolith can meld his spell-
  book with his ren stone, causing it to disappear and 
  become inaccessible and indestructible. Many ren mono-
  liths scribe their spells on individual rolls of papyrus or 
  stone tablets, and only need to take out the tablets for 
  the spells they actually study. Melding or taking out the 
  spell book is a move action. If the ren monolith dies, the 
  spellbook immediately materializes. 
  Ren Stone (Su): During his induction into this class, a 
  ren monolith has a stone scarab embedded in his fore-
  head, often set with gems or inlaid with precious metals. 
  This stone is inscribed on its inner side with the mono-
  lith’s true name and his oaths to the gods and pharaohs. 
  It cannot be removed without his permission, cannot 
  be dispelled (though it does not function in areas where 
  magic does not work), and does not use a magic item 
  slot. 
     The soul stone grants the ren monolith a +2 bonus 
  on saving throws against death effects, mind-affecting 
  effects, effects that grant negative levels, and on saves to 
  overcome negative levels. 
     Additionally, a ren stone can be used once per day to 
  cast any one spell that the ren monolith has in his spell 
  list and of a level he is capable of casting. The ren mono-
  lith doesn’t need to know the spell. This spell is treated 
  like any other spell cast by the ren monolith, including 
  casting time, duration, and other effects dependent on 
  the ren monolith’s level. This spell cannot be modified by 
  metamagic feats or other abilities. 
  
  73
  Scribe Scroll (Feat): At 1st level, a ren monolith gains 
  Scribe Scroll as a bonus feat. 
  Armor Bonus (Ex): At 2nd level, a ren monolith re-
  ceives +4 armor bonus to AC as a result of their ongoing 
  petrification. This is an armor bonus (not natural armor) 
  and does not stack with armor worn or effects that give 
  an armor bonus, like mage armor.
  Fortified Flesh (Ex): At 3rd level, the flesh of a ren 
  monolith takes on some of the hardness of stone. A ren 
  monolith gains DR 1/— and 10% immunity to critical 
  hits and sneak attacks (as if wearing fortification armor). 
  At 7th level and every four levels thereafter, this DR 
  increases by 1 and the immunity to critical hits increases 
  by 10%. Neither effect stacks with similar effects from 
  other sources.
  Figurine (Sp): At 4th level a ren monolith can invoke 
  the power of his ren stone 3 times per day as a standard 
  action, enabling him to shrink to Tiny size as if using 
  reduce person (even if he is not a humanoid or larger than 
  Small in his natural form). This effect lasts until dispelled 
  or dismissed by the ren monolith. For each size category 
  larger than Small the ren monolith is in his natural form, 
  the size penalty to Strength increases by -2.
  Tombsight (Su): At 5th level, a ren monolith can per-
  ceive the balance of life and death, as if using deathwatch 
  and detect undead simultaneously. 
     This power can be used at will and lasts as long as the 
  ren monolith concentrates. 
  Stone Blood (Ex): At 6th level, the vital fluids and tis-
  sues of a ren monolith can selectively petrify in response 
  to injury. A ren monolith automatically stabilizes when 
  at negative hit points and is immune to continuous 
  damage from bleed attacks (including weapons with the 
  wounding special ability) and ability damage from blood 
  drain 
  Stability (Ex): At 8th level, a ren monolith becomes 
  exceptionally stable on his feet, gaining a +4 bonus to his 
  CMD when he resists a bull rush or trip attempt while 
  standing on the ground. This stacks with a dwarf’s stabil-
  ity trait and similar abilities. 
  Table: Ren Monolith
  Class 
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Build class, ren stone, Scribe 
  Scroll 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Armor bonus +4 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Fortified flesh 1 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Figurine 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +2 
  +1 
  +1 
  +4 
  Tombsight 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Stone blood 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  +2 
  +2 
  +5 
  Fortified flesh 2 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Stability 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  +3 
  +3 
  +6 
  Attunement to stone 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  10th 
  +5 
  +3 
  +3 
  +7 
  Immune to disease 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  11th 
  +5 
  +3 
  +3 
  +7 
  Fortified flesh 3 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  Summon sphinx 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  13th 
  +6/+1 
  +4 
  +4 
  +8 
  Assumption of stone 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  14th 
  +7/+2 
  +4 
  +4 
  +9 
  Communion with stone 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  Fortified flesh 4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  Summon sphinx (greater) 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  17th 
  +8/+3 
  +5 
  +5 
  +10 
  Judgment of the monolith 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18th 
  +9/+4 
  +6 
  +6 
  +11 
  Lore of stone 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19th 
  +9/+4 
  +6 
  +6 
  +11 
  Fortified flesh 5 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  20th 
  +10/+5 
  +6 
  +6 
  +12 
  Ageless stone 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4
  
  74
  Attunement to Stone (Sp): At 9th level, a ren mono-
  lith can use meld into stone at will. The duration of this 
  ability can be freely extended, and the ren monolith does 
  not age, eat, drink, breathe, or need to sleep while so 
  melded. 
  Immune to Disease (Ex): At 10th level, a ren monolith 
  becomes immune to all diseases, including supernatural 
  and magical diseases (such as mummy rot). He is also 
  immune to parasitic infestation and swarm attacks. 
  Summon Sphinx (Sp): At 12th level the ren monolith 
  gains a +4 bonus on Diplomacy checks to influence 
  sphinxes, and can call upon the aid of the sphinxes. 
  Once per day, the ren monolith can call a sphinx to his 
  presence and bargain for its services as if using planar ally 
  to call upon an outsider. At 16th level, this ability func-
  tions as greater planar ally. 
  Communion with Stone (Su): At 14th level, a ren 
  monolith achieves a unique communion with the earth, 
  gaining tremorsense to a range of 30 feet. Once per day, 
  the ren monolith can communicate with rock and stone 
  as if using stone tell. He gains Terran as a bonus language. 
  Assumption of Stone (Sp): At 16th level a ren mono-
  lith becomes immune to petrification. Also, he may 
  use statue (sp) with a range of personal at will. Add any 
  damage reduction the ren monolith has to its hardness 
  in statue form. The duration of this ability can be freely 
  extended, and the ren monolith does not age, eat, drink, 
  breathe, or sleep while using it. Time in statue form does 
  not count against the duration of any spell or spell-like 
  ability the ren monolith has cast on himself, and all such 
  spells are suspended for the duration. This allows the ren 
  monolith to leave statue form and instantly be buffed 
  and ready for combat. 
  Judgment of the Monolith (Sp): At 17th level, a ren 
  monolith gains the divine authority to demand truthful 
  answers. Once per day, a ren monolith can conduct a 
  ritual of inquisition. If performed on a dead body, this 
  functions as speak with dead. Upon a living creature, it 
  functions as a mark of justice that activates if the target 
  lies to the ren monolith. 
  Lore of Stone (Sp): At 18th level a ren monolith can 
  use this power to entreat the spirits of the living and the 
  dead to answer questions as if using contact other plane 
  (treat as contacting a lesser deity). 
  Ageless Stone (Ex): At 20th level, a ren monolith 
  becomes immortal. He ceases aging (though any aging 
  effects already accrued remain in place) and becomes im-
  mune to energy drain and death effects, though he can 
  still be killed by other means. 
  Alternate Build Classes
  The ren monolith can be built on these alternate classes: 
  arcanist, psychic, sacerdote, sorcerer, or witch. 
     A ren monolith learns and casts spells exactly like the 
  build class, including type of magic (arcane, divine, or 
  psychic), the effect of ability scores on spellcasting and 
  cantrips, knacks or orisons. He only suffers arcane spell 
  failure in armor if he casts arcane spells. 
     In addition, the ren monolith inherits the following 
  class features from the build class. This replaces the build 
  class feature, above. 
     Arcanist: Same as the build class ability of the wizard, 
  above. 
     Psychic: The psychic monolith gains the psychic 
  discipline class feature, including discipline spells and 
  discipline powers. Because he lacks a phrenic pool, cer-
  tain discipline powers do not work, notably those of the 
  Enlightenment discipline. 
     Sacerdote: The sacerdote monolith keeps the advanced 
  spellcasting, bonus languages, chaotic evil good and 
  law ful spells, divine focus, divine wrath, domains, and 
  manifestation class features.
     Sorcerer: The sorcerer monolith gains Eschew Materi-
  als as a bonus feat at level 1. He selects a bloodline, but 
  gains only bloodline spells, bloodline arcana , and the 
  bloodline skill from the bloodline; the rest of his power 
  is channeled into the ren stone. Most sorcerer monoliths 
  have bloodlines related to earth or the dead. 
     Witch: A witch monolith has no familiar and stores 
  his spells in his ren stone. He gains patron spells; most 
  witch monoliths have patrons related to earth or the 
  dead. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever they gain a level in a favored class, some races 
  have the option of choosing from a number of other 
  bonuses, depending upon their favored classes. The fol-
  lowing options are available to the listed race who have 
  ren monolith as their favored class, and unless otherwise 
  stated, the bonus applies each time you select the listed 
  favored class reward. 
  
  75
     Anpur: Add 1/2 to your Perception skill modifier 
  when inside a stone building (including underground). 
     Dhampir: Add 1 to your class level to qualify for 
  tombsight and add 1 ft. to the range. 
     Dwarf: Gain a +1/5 bonus on saving throws against 
  poison, spells, and spell-like abilities. 
     Eventual: Gain +1/4 to Will saves when inside a stone 
  building (including underground).
     Gnome: When casting illusion spells, add +1/2 round 
  to the duration of the spell. This does not apply to spells 
  with a duration of instantaneous or permanent. 
     Half-Elf: Add +1/5 to your racial saving throw bonus 
  against enchantment spells and effects.
     Half-Orc: Add 1 to your Constitution score, but only 
  when calculating how many negative hit points you can 
  suffer before you die. 
     Halfling : Add +1/2 dodge bonus to your AC against 
  attacks of opportunity triggered by casting spells. 
     Human: Increase the armor bonus by 1/5. 
     Oread: Increase the armor bonus by 1/5. 
     Xesa: Add 1/4 to concentration checks. 
     Zendiqi: Add a spell from your spell list to your famil-
  iar, known spells, or spellbook that has the air, earth, fire, 
  or water descriptor and is at least one level lower than 
  the highest level spell you can cast. 
  Sample Character
  Below is a sample ren monolith player character that uses 
  the witch build class created using these rules at levels 
  1, 5, 10, and 15. Favored class bonus is used to provide 
  additional hit points.
  Magnesia (CR 1/2; XP 200)
  Female oread ren monolith 1
  LN Medium outsider (native)
  Init +1; Senses darkvision 60 ft.; Perception +1
  Defense
  AC 11, touch 11, flat-footed 10
  (+1 Dex; +4 dodge vs. humans)
  hp 9 (1d6+3)
  Fort +4, Ref +1, Will +3
  Defensive Abilities stone in the blood; Resist acid 5
  Offense
  Speed 20 ft.
  Melee dagger +0 (1d4/19-20) or club +0 (1d6)
  Ranged dart +1 (1d4)
  Special Attacks treacherous earth (1/day)
  Spells Prepared (CL 1st; concentration +3)
     1st—charm person (W-DC 13), chill touch (F/W-DC 
  13)
     0th (at will)—detect magic, read magic, touch of fatigue 
  (F-DC 12)
  Patron plague
  Statistics
  Str 10, Dex 13, Con 14, Int 15, Wis 12, Cha 10
  Base Atk +0; CMB +0; CMD 11
  Feats Great Fortitude, Scribe Scroll
  Skills Knowledge (arcana, history, religion) +6, Spell-
  craft +6
  Languages Common, Old Porphyran, Terran, Under-
  common
  SQ build class (witch), earth affinity, ren stone
  Combat Gear scroll of comprehend languages (5), scroll of 
  mage armor (2), wand of cure light wounds (10 charges); 
  Other Gear club, dagger, dart (3), bedroll, belt pouch, 
  explorer’s outfit, flint and steel, ioun torch, masterwork 
  backpack, sack, spell component pouch, trial rations (5 
  days), waterskin; Coins 13 gp, 3 sp
  Spells Known
  1st—all prepared spells plus: comprehend languages, cure 
  light wounds, ray of enfeeblement
  0th—all.
  Magnesia (CR 4; XP 1,200)
  Female oread ren monolith 5
  LN Medium outsider (native)
  Init +1; Senses darkvision 60 ft., tombsight; Perception 
  +1
  Defense
  AC 16, touch 12, flat-footed 15
  (+4 armor, +1 deflection, +1 Dex; +4 dodge vs. humans)
  hp 35 (5d6+15)
  Fort +6, Ref +3, Will +6
  DR 1/—; Defensive Abilities fortification (10%), stone 
  in the blood; Resist acid 5
  Offense
  Speed 20 ft.
  Melee dagger +2 (1d4/19-20) or club +2 (1d6)
  Ranged dart +3 (1d4)
  Special Attacks treacherous earth (1/day)
  Spells Prepared (CL 5th; concentration +8)
     3rd—dispel magic, ray of exhaustion (F-DC 16)
     2nd—command undead (W-DC 15), false life, molten 
  orb (R-DC 15)
     1st—charm person (W-DC 14), chill touch (F/W-DC 
  14), long arm, ray of enfeeblement (F-DC 14)
     0th (at will)—detect magic, read magic, stabilize, touch 
  of fatigue (F-DC 13)
  
  76
  Patron plague
  Statistics
  Str 10, Dex 13, Con 14, Int 16, Wis 12, Cha 10
  Base Atk +2; CMB +2; CMD 17
  Feats Defensive Combat Training, Endurance, Great 
  Fortitude, Scribe Scroll
  Skills Knowledge (arcana, history, religion) +11, Knowl-
  edge (dungeoneering, geography, local, nobility, planes) 
  +7, Spellcraft +11
  Languages Common, Old Porphyran, Terran, Under-
  common
  SQ build class (witch), earth affinity, figurine (3/day), 
  ren stone
  Combat Gear scroll of comprehend languages (3), wand of 
  cure moderate wounds (3 charges); Other Gear club, dag-
  ger, dart (3), bedroll, belt pouch, cloak of resistance +1, 
  explorer’s outfit, flint and steel, ioun torch, masterwork 
  backpack, ring of protection +1, sack, spell component 
  pouch, trail rations (5 days), waterskin; Coins 3 gp, 3 sp
  Spells Known
  3rd—all prepared spells.
  2nd—all prepared spells plus: cure moderate wounds, see 
  invisibility
  1st—all prepared spells plus: burning hands, comprehend 
  languages, cure light wounds, detect undead
  0th—all.
  Magnesia (CR 9; XP 6,400)
  Female oread ren monolith 10
  LN Medium outsider (native)
  Init +1; Senses darkvision 60 ft., tombsight; Perception 
  +1
  Defense
  AC 16, touch 12, flat-footed 15
  (+4 armor, +1 deflection, +1 Dex; +4 dodge vs. humans)
  hp 67 (10d6+30)
  Fort +8, Ref +5, Will +9
  DR 2/—; Defensive Abilities fortification (20%), stone 
  blood, stone in the blood; Immune disease (all), para-
  sitic infestation, swarm attacks; Resist acid 5
  Offense
  Speed 20 ft.
  Melee mwk dagger +6 (1d4/19-20) or club +5 (1d6)
  Ranged dart +6 (1d4)
  Special Attacks treacherous earth (1/day)
  Spell-Like Abilities (CL 10th; concentration +14)
     At will—attunement to stone
  Spells Prepared (CL 10th; concentration +14)
     5th—summon monster V, waves of fatigue
     4th—charm monster (W-DC 18), enervation (2), ver-
  min shape II
     3rd—dispel magic, fly, ray of exhaustion (2, F-DC 18)
     2nd—command undead (W-DC 17), false life, molten 
  orb (R-DC 16)
     1st—charm person (W-DC 15), chill touch (F/W-DC 
  16), long arm, ray of enfeeblement (F-DC 16)
     0th (at will)—detect magic, read magic, stabilize, touch 
  of fatigue (F-DC 15)
  Patron plague
  Statistics
  Str 10, Dex 13, Con 14, Int 19, Wis 12, Cha 10
  Base Atk +5; CMB +5; CMD 22 (26 vs. bull rush, trip)
  Feats Defensive Combat Training, Endurance, Great 
  Fortitude, Scribe Scroll, Spell Focus (necromancy), Un-
  dead Master
  Skills Fly +11, Knowledge (arcana, religion) +15, 
  Knowledge (dungeoneering, engineering, geography, 
  local, nature, nobility, planes) +9, Knowledge (history) 
  +17, Spellcraft +17
  Languages Common, Old Porphyran, Terran, Under-
  common
  SQ build class (witch), earth affinity, figurine (3/day), 
  ren stone
  Combat Gear scroll of lightning bolt (4), wand of cure 
  moderate wounds (11 charges); Other Gear master-
  work dagger, club, dart (3), bedroll, belt pouch, cloak of 
  resistance +1, explorer’s outfit, flint and steel, headband 
  of aerial agility +2 (Int; Fly), ioun torch, masterwork 
  backpack, ring of protection +1, sack, spectacles of under-
  standing, spell component pouch, trail rations (5 days), 
  waterskin; Coins 68 gp, 8 sp
  Spells Known
  5th—all prepared spells plus: cure critical wounds, giant 
  vermin, inflict critical wounds
  4th—all prepared spells plus: animate dead, cure serious 
  wounds
  3rd—all prepared spells plus: contagion, lightning bolt
  2nd—all prepared spells plus: cure moderate wounds, see 
  invisibility
  1st—all prepared spells plus: burning hands, comprehend 
  languages, cure light wounds, detect undead
  0th—all.
  Magnesia (CR 14; XP 38,400)
  Female oread ren monolith 15
  LN Medium outsider (native)
  Init +1; Senses darkvision 60 ft., tombsight, tremorsense 
  30 ft.; Perception +1
  
  77
  Defense
  AC 17, touch 13, flat-footed 16
  (+4 armor, +2 deflection, +1 Dex; +4 dodge vs. humans)
  hp 100 (15d6+45)
  Fort +11, Ref +8, Will +12
  DR 4/—; Defensive Abilities fortification (40%), stone 
  blood, stone in the blood; Immune disease (all), para-
  sitic infestation, swarm attacks; Resist acid 5
  Offense
  Speed 20 ft.
  Melee mwk dagger +8/+3 (1d4/19-20) or club +7/+2 
  (1d6)
  Ranged dart +8 (1d4)
  Special Attacks treacherous earth (1/day)
  Spell-Like Abilities (CL 15th; concentration +20)
     At will—attunement to stone
  Spells Prepared (CL 15th; concentration +20)
     8th—summon monster VII
     7th—quickened fly, waves of exhaustion
     6th—greater dispel magic, mass suggestion (W-DC 21), 
  slay living (F-DC 23)
     5th—inflict critical wounds (W-DC 22), quickened ray 
  of enfeeblement (F-DC 22), summon monster V (2), waves 
  of fatigue
     4th—charm monster (2, W-DC 19), enervation (2), 
  vermin shape II
     3rd—contagion (F-DC 20), dispel magic, lightning bolt 
  (R-DC 18), ray of exhaustion (2, F-DC 20)
     2nd—command undead (W-DC 19), false life, molten 
  orb (2, R-DC 17), see invisibility
     1st—charm person (W-DC 16), chill touch (2, F/W-
  DC 18), long arm, ray of enfeeblement (2, F-DC 18)
     0th (at will)—detect magic, read magic, stabilize, touch 
  of fatigue (F-DC 17)
  Patron plague
  Statistics
  Str 10, Dex 13, Con 14, Int 20, Wis 12, Cha 10
  Base Atk +7; CMB +7; CMD 28 (32 vs. bull rush, trip)
  Feats Defensive Combat Training, Endurance, Great 
  Fortitude, Greater Spell Focus (necromancy), Quicken 
  Spell, Scribe Scroll, Skeleton Summoner, Spell Focus 
  (necromancy), Undead Master
  Skills Fly +16, Knowledge (arcana, history, religion) 
  +23, Knowledge (dungeoneering, engineering, geogra-
  phy, local, nature, nobility) +12, Knowledge (planes) 
  +14, Spellcraft +23
  Languages Common, Old Porphyran, Terran, Under-
  common
  SQ build class (witch), communion with stone (1/
  day), earth affinity, figurine (3/day), ren stone, summon 
  sphinx (1/day)
  Combat Gear scroll of chain lightning (2), scroll of greater 
  teleport (2), scroll of heal (2), wand of cure critical wounds 
  (10 charges); Other Gear masterwork dagger, club, darts 
  (3), bedroll, belt pouch, cloak of resistance +2, explorer’s 
  outfit, extend metamagic rod, flint and steel, headband of 
  aerial agility +2 (Int; Fly), heavyload belt, helm of compre-
  hend languages and read magic, ioun torch, masterwork 
  backpack, ring of protection +2, sack, spell component 
  pouch, trail rations (5 days), waterskin; Coins 85 gp, 8 
  sp
  Spells Known
  8th—all prepared spells plus: horrid wilting
  7th—all prepared spells plus: chain lightning, control 
  undead, greater teleport, heal
  6th—all prepared spells plus: create undead, raise dead
  5th—all prepared spells plus: cure critical wounds, giant 
  vermin
  4th—all prepared spells plus: animate dead, cure serious 
  wounds
  3rd—all prepared spells plus: fly
  2nd—all prepared spells plus: cure moderate wounds
  1st—all prepared spells plus: burning hands, comprehend 
  languages, cure light wounds, detect undead
  0th—all.
  The oread Magnesia is of the order of Ren Monoliths, 
  spellcasters at once one with the ways and understand-
  ings of stone and sand and possessing magical power of 
  the chosen discipline of their master. Born to duty, ren 
  monoliths are trained and groomed to become eternally 
  watchful guardians of stony tombs and hidden places, as 
  they can, after accumulating enough power, become one 
  with stone without ceasing for life’s needs, or become 
  a statuette in the grave goods of an honored ruler and 
  protect his eternal remains in that regard. It is seldom a 
  profession or fate one would willingly choose, but most 
  see it as a sacred duty to their overlords. Magnesia is of 
  a slightly different mindset, having trained outside the 
  fastness of zendiqi strongholds by facing myriad wild 
  dangers in the destroyed lands of the Brown Lands and 
  Ghadab. Her rapid progression to a guardian state has 
  not made her as compliant as others of her kind, and 
  Magnesia has some remnants of burning curiosity about 
  her, mostly about the opponents of her overlords, and 
  what the nature of them might be. She is also rather cain 
  about her magical power, and greatly likes to show it 
  off in flashy fashion, exerting control over others as her 
  masters have over her.
  
  78
  Riftwarden
  Inasmuch as felines could look nervous, the “honour 
  guard” contingent of catfolk elite guard were so, only in 
  Micayrel’s experience, a nervous cat was never seen, as a 
  nervous cat was wise enough to hide from the phenom-
  enon that made it so. These catfolk were intelligent and 
  dedicated, and so, supposedly, was he, and he wondered, 
  as he perused the pulsing screen of flashing colors and 
  sounds, whether it was the animal that was more intel-
  ligent, as no normal cat would come so near to this 
  fearful place- the so-called Wall of Sleep. In his order, the 
  Riftwardens, it was called The Bane, and took up much 
  of the order’s time and resources. Micayrel had been 
  assigned close-watch of The Bane, along with several 
  others somewhere else along the dimensional border, 
  and had brought along a personal guard that he trusted, 
  along with his otherself, his whale-like eidolon Leviath. 
  What was worse, furtive catfolk scouts had reported 
  to him that there were strange (stranger) phenomenon 
  not part of the Wall- portals far from the event horizon. 
  Micayrel was doubtful, but The Bane had surprised them 
  before…
     The choice to bring catfolk elite guard was a good 
  one, for they detected the sudden presence of the pair 
  of bearded devils, suffused with the stink of brimstone, 
  beyond the next rise. Micayrel knew that unsupervised 
  planar collection often left its passengers disoriented, so 
  he rallied the “troops”. As Micayrel and the lumbering 
  Leviath tried to keep up with the snarling felinoids, they 
  surprised the foul-tempered infernals, with Micayrel 
  ripping most of their vitality away with a heavy pulse of 
  planar-damaging energy, and the catfolk digging 
  in with tooth, claw and shurikens. 
  Micayrel disengaged early, scan-
  ning the area for rift-sign. 
  There was little, but he con-
  sulted with the wound-lick-
  ing catfolk and questioned 
  them carefully on what 
  they sensed during the 
  battle. Most could not 
  get over the sulphurous 
  and bloody stench of the 
  devils, but one odd-eyed 
  catman spoke of a “dusty” 
  smell on the battlefield, “like 
  crushed rock”. Micayrel 
  considered this, scanned the 
  area, and located the issue; quantities of crushed por-
  phyrite, which were an expendable retransmogrifyer to 
  The Bane’s effects! Someone has gone through a lot of 
  trouble- the Darkfire Adepts were at it again…
     By the end of day, the other dispatched Riftwardens 
  had followed Micayrel’s instructions, and had used 
  mercenaries to search out the porphyrite-dust deposits 
  and remove them. Many removals needed help from the 
  Riftwardens to combat last-minute manifestations, but, 
  luckily, a few were of beneficial nature, angels and the 
  like. In such cases, it is best to be polite to trespassing 
  good outsiders, and a firm word is all that is need to see 
  that they not trespass again.
  
  79
  Riftwarden
  A riftwarden studies the fabric of reality and learns to 
  close its loopholes. Most riftwardens work to maintain 
  the structure of reality as we know it. Riftwardens are he-
  reditary enemies of darkfire adepts and are often caught 
  up in their plots. 
  Prestige Class: Riftwarden
  Build Classes: The riftwarden is built on the wizard, but 
  the following alternate build classes are described below: 
  arcanist, cleric, oracle, psychic, sacerdote, summoner, or 
  witch. 
  Role: A riftwarden is a spellcaster that defends reality 
  itself.
   
  Alignment: Any. Most riftwardens are good and use 
  their power to guard the safety of the universe, but there 
  are no strictures in the class against being evil. 
  Hit Die: d6. 
  Class Skills
  The riftwarden’s class skills (and the key ability for each 
  skill) are Craft (Int), Fly (Dex), Handle Animal (Cha), 
  Intimidate (Cha), Knowledge (all) (Int), Linguistics 
  (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), and 
  Use Magic Device (Cha). 
  Skill Ranks at Each Level: 2 + Int modifier. 
  Class Features
  These are all the class features of the riftwarden. 
  Weapon and Armor Proficiency: Riftwardens are pro-
  ficient with all simple weapons. They are not proficient 
  with any type of armor or shield. Armor interferes with 
  a riftwarden’s gestures, which can cause arcane spells 
  with somatic components to fail (see Arcane Spells and 
  Armor). 
  Spells:  The riftwarden learns and casts spells exactly 
  like a wizard, including using arcane magic, the effect 
  of Intelligence on spellcasting, spellbooks, automatically 
  learned spells, and cantrips. 
  Build Class: The riftwarden wizard keeps the arcane 
  school class feature and must choose the abjuration or 
  conjuration schools. 
  Planar Channel (Su): A riftwarden can channel the 
  energy of his home plane in a way similar to the cleric’s 
  channel energy ability. This harms creatures with the 
  extraplanar subtype, regardless of alignment. It also 
  harms creatures that used a teleportation effect since the 
  riftwarden’s last turn. When using this ability outside 
  his home plane, the riftwarden still damages creatures 
  extraplanar to his home plane, even if they are native to 
  the plane the riftwarden is on. 
     Planar channel can only harm, not heal. It can be used 
  with feats, magic items, or other effects that modify 
  channel energy used to harm. 
     Channeling energy causes a burst that affects all 
  eligible creatures in a 30-foot radius centered on the 
  riftwarden. The amount of damage dealt is 1d6 points of 
  damage plus 1d6 points of damage for every two rift-
  warden levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so 
  on). Creatures that take damage from channeled energy 
  receive a Will save to halve the damage. The DC of this 
  save is equal to 10 + 1/2 the riftwarden’s level + the rift-
  warden’s Charisma modifier. 
     A riftwarden may use planar channel a number of 
  times per day equal to 3 + his Charisma modifier. This 
  is a standard action that does not provoke an attack of 
  opportunity. 
  Counter-Summons (Su): A 2nd level riftwarden can 
  ready an action to use a summon monster spell or spell-
  like ability as a counterspell, even though the casting 
  time for a summon monster spell is 1 full round. When 
  used to counterspell this way, summon monster automati-
  cally counters any conjuration (summoning) spell or 
  spell-like ability of its level or lower, including an out-
  sider’s summon ability. 
  Counterport (Su): At 4th level, a riftwarden can ready 
  an action to counterspell a teleportation effect that al-
  lows a creature to enter or exit an area within 100 feet of 
  him. He can use Spellcraft to identify a teleportation ef-
  fect immediately as creatures arrive and can counter the 
  teleportation effect with an identical spell or with any 
  conjuration spell or spell-like ability at least 1 spell level 
  higher, returning teleporting creatures to their point of 
  origin. He can use dispel magic to counter a teleportation 
  effect, but must roll a dispel check to succeed. 
  
  80
  Eradication (Su): At 6th level, a riftwarden gains a +1 
  sacred bonus on saving throws against the spells and 
  spell-like, supernatural, and extraordinary abilities of 
  outsiders. This bonus also applies to the save DC and 
  caster level of any spell or spell-like or supernatural 
  ability that he uses against legal targets of planar chan-
  nel, or that counters, dispels, or prevents planar travel or 
  teleportation. These bonuses increase by +1 for every six 
  levels after 6th. 
  Immediate Counter-Summons (Su): At 8th level, 
  counter-summons can be used as an immediate action, 
  without the need to ready an action beforehand. A rift-
  warden can use this ability even if surprised.
  Planar Scourge (Su): At 10th level, an extraplanar 
  creature that fails its save against the riftwarden’s planar 
  channel gains the panicked, sickened, or staggered con-
  dition, chosen by the riftwarden, for 1d4 rounds. 
  Immediate Counterport (Su): At 12th level, the rift-
  warden can use counterport to counter a teleportation 
  effect as an immediate action, without the need to ready 
  an action beforehand. A riftwarden can use this ability 
  even if surprised.
  Riftward (Su): At 14th level, a riftwarden can use his 
  counter-summons and counterport ability to forcibly re-
  direct a creature using a teleportation effect or a creature 
  being summoned or called within 100 feet to a new valid 
  destination within 100 feet of him. 
     The riftwarden must successfully counter the teleporta-
  tion effect using counterport, redirecting targets instead 
  of negating the teleportation. All creatures affected by a 
  particular summoning or teleportation effect are redi-
  rected. The wrenching redirection deals 1d6 points of 
  damage per riftwarden level and stuns the redirected 
  creature(s) for one round. A successful Reflex save (DC 
  10 + half the riftwarden’s character level + the riftwar-
  den’s Cha modifier) halves the damage and negates the 
  Table: Riftwarden
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Planar channel 1d6 
  3 
  1 
  — — — — — — — — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Counter-summons
  4 
  2 
  — — — — — — — — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Planar channel 2d6 
  4 
  2 
  1 
  — — — — — — — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Counterport 
  4 
  3 
  2 
  — — — — — — — 
  5th 
  +2 
  +1 
  +1 
  +4 
  Planar channel 3d6 
  4 
  3 
  2 
  1 
  — — — — — — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Eradication +1 
  4 
  3 
  3 
  2 
  — — — — — — 
  7th 
  +3 
  +2 
  +2 
  +5 
  Planar channel 4d6 
  4 
  4 
  3 
  2 
  1 
  — — — — — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Immediate counter-
  summons 
  4 
  4 
  3 
  3 
  2 
  — — — — — 
  9th 
  +4 
  +3 
  +3 
  +6 
  Planar channel 5d6 
  4 
  4 
  4 
  3 
  2 
  1 
  — — — — 
  10th +5 
  +3 
  +3 
  +7 
  Planar scourge 
  4 
  4 
  4 
  3 
  3 
  2 
  — — — — 
  11th +5 
  +3 
  +3 
  +7 
  Planar channel 6d6 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — — — 
  12th +6/+1 
  +4 
  +4 
  +8 
  Immediate counter-
  port, eradication +2 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — — — 
  13th +6/+1 
  +4 
  +4 
  +8 
  Planar channel 7d6 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — — 
  14th +7/+2 
  +4 
  +4 
  +9 
  Riftward 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — — 
  15th +7/+2 
  +5 
  +5 
  +9 
  Planar channel 8d6 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  16th +8/+3 
  +5 
  +5 
  +10 
  Planar purge 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  17th +8/+3 
  +5 
  +5 
  +10 
  Planar channel 9d6 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18th +9/+4 
  +6 
  +6 
  +11 
  Eradication +3 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19th +9/+4 
  +6 
  +6 
  +11 
  Planar channel 10d6 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  20th +10/+5 +6 
  +6 
  +12 
  Riftpulse 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  
  81
  stun, but targets are still redirected. 
  Planar Purge (Sp): At 16th level, a creature that is not 
  on its plane of origin that fails its save against a rift-
  warden’s planar channel is banished to its home plane. 
  Creatures with Hit Dice greater than the riftwarden’s 
  class level cannot be banished, but still take damage from 
  planar channel as normal. 
  Riftpulse (Su): At 20th level, as a standard action, the 
  riftwarden can expend two uses of his planar channel 
  ability to create a riftpulse, causing the substance of 
  reality itself to pull back escaping creatures. This works 
  as a normal planar channel except as noted. In addition 
  to targets in the area, it affects targets who teleported 
  out of the area covered by this planar channel since the 
  riftwarden’s last turn, and affects them regardless of their 
  current distance from the riftwarden, even if they are on 
  other planes. If target(s) fail their save against the pla-
  nar channel, the teleportation effect is reversed and the 
  target returns to the point from which it teleported (or 
  the nearest available space, if that space is now occupied) 
  and is stunned for one round. Any gate, teleportation 
  circle or similar lasting teleport or planar travel effect in 
  the area is closed and can’t be reopened for 1d6 minutes.
  Alternate Build Classes
  The riftwarden can be built on these alternate classes: 
  arcanist, cleric, oracle, psychic, sorcerer, summoner, or 
  witch. 
     A riftwarden learns and casts spells exactly like the 
  build class, including type of magic (arcane, divine, or 
  psychic), the effect of ability scores on spellcasting and 
  cantrips, knacks or orisons. He only suffers arcane spell 
  failure in armor if he casts arcane spells. 
     In addition, the riftwarden inherits the following class 
  features from the build class. This replaces the build class 
  feature, above. 
     Arcanist: The arcanist riftwarden gains an arcanist 
  exploit at level 4, 8, and 12. He cannot choose greater 
  exploits. He does not get an arcane pool, but can spend 
  uses of planar channel as if it was arcane pool. 
     Cleric: A riftwarden cleric has the same base attack 
  bonus, base saving throws, Hit Dice, and armor and 
  weapon proficiencies as a cleric. He gains the aura and 
  chaotic evil good and lawful spells cleric class features. 
  A cleric riftwarden inherits the ability to channel posi-
  tive or negative energy. He has a single pool of daily uses 
  shared between channel energy and planar channel. 
     Oracle: A riftwarden oracle has the same base at-
  tack bonus, base saving throws, hit dice, and armor 
  and weapon proficiencies as an oracle. At 1st level he 
  gains gains both a mystery (including mystery skills and 
  spells), an oracle’s curse, and a revelation, but no further 
  revelations. He also gains 2 additional skill points per 
  level. 
     Psychic: The psychic riftwarden gains the psychic’s 
  psychic discipline class feature, including discipline spells 
  and discipline powers. He has no phrenic pool but can 
  gain and spend uses of planar channel as if it was phrenic 
  pool points. 
     Sacerdote: The sacerdote riftwarden keeps the ad-
  vanced spellcasting, bonus languages, calculated target-
  ing, chaotic evil good and lawful spells, divine focus, 
  divine wrath, domains, and manifestation class features.     
     Sorcerer: The sorcerer riftwarden gains Eschew Mate-
  rials as a bonus feat at level 1. He selects a bloodline, but 
  gains only the bloodline skill and bloodline spells from 
  the bloodline. 
     Summoner: A riftwarden summoner gains all the class 
  features of the summoner, including spellcasting, spell-
  like abilities, eidolon, and summon monster. He does 
  not gain the summoner’s weapon and armor proficiency, 
  hit dice, base attack, base saves, or class skills. He gains 
  two additional skill points per level. 
     Witch: A witch riftwarden keeps the patron spells and 
  witch’s familiar class features. He gains a hex at level 1, 4, 
  and 8. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever they gain a level in a favored class, some races 
  have the option of choosing from a number of other 
  bonuses, depending upon their favored classes. The fol-
  lowing options are available to the listed race who have 
  riftwarden as their favored class, and unless otherwise 
  stated, the bonus applies each time you select the listed 
  favored class reward. 
     Anpur: You gain a scent ability with a range of 3 ft. 
  that can only sense extradimensional creatures. 
     Avoodim: Add +1/4 to the save DC of your planar 
  channel.
     Catfolk: You gain a scent ability with a range of 3 ft. 
  that can only sense extradimensional creatures.
     Dwarf: Add +1/4 to the save DC of your planar chan-
  nel. 
     Elf: Increase the range of your spell-like and super-
  natural class abilities by 1 ft. Round the increase down 
  
  82
  to the nearest multiple of 5 ft. 
     Gnome: You gain a +1/4 bonus on dispel checks. 
     Half-Elf: You gain a blindsense ability with a range of 
  3 ft. that can only sense extradimensional creatures. 
     Half-Orc: Add a +1 bonus on concentration checks 
  made due to taking damage while casting spells. 
     Halfling: Add +1/2 dodge bonus to your AC against 
  attacks of opportunity triggered by casting spells. 
     Human: Gain 1/3 daily uses of planar channel. 
     Kitsune: You gain a scent ability with a range of 3 ft. 
  that can only sense extradimensional creatures. 
     Qit’ar: You gain a scent ability with a range of 3 ft. 
  that can only sense extradimensional creatures. 
     Samsaran: Add 1/2 points of damage to your planar 
  channel. 
     Tengu: You gain a scent ability with a range of 3 ft. 
  that can only sense extradimensional creatures. 
     Xesa: You gain tremorsense with a range of 3 ft. that 
  can only sense extradimensional creatures. 
     Zendiqi: When you use planar channel, you can 
  choose 1 creature of an elemental subtype (air, earth, 
  elemental, fire, water) in the area. Selected targets are not 
  affected by your planar channel.
  Sample Character
  Below is a sample riftwarden player character that uses 
  the unchained summoner build class created using these 
  rules at levels 1, 5, 10, and 15. Favored class bonus is 
  used to provide additional hit points.
  Micayrel (CR 1/2; XP 200)
  Male aasimar riftwarden 1
  NG Medium outsider (native)
  Init +2; Senses darkvision 60 ft.; Perception +1
  Defense
  AC 12, touch 12, flat-footed 10
  (+2 Dex)
  hp 7 (1d6+1)
  Fort +0, Ref +2, Will +3
  Resist acid 5, cold 5, electricity 5
  Offense
  Speed 30 ft.
  Melee dagger -1 (1d4-/19-20) or morningstar -1 (1d8-1)
  Ranged light crossbow +2 (1d8/19-20)
  Special Attacks planar channel (6/day, 1d6, W-DC 13)
  Spell-Like Abilities (CL 1st; concentration +4)
     6/day—summon monster I
     1/day—daylight
  Spells Known (CL 1st; concentration +4)
     1st (2/day)—shield, unfetter
     0th (at will)—acid splash, detect magic, guidance, read 
  magic
  Statistics
  Str 8, Dex 14, Con 11, Int 12, Wis 12, Cha 17
  Base Atk +0; CMB -1; CMD 11
  Feats Selective Channeling
  Skills Diplomacy +5, Handle Animal +7, Knowledge 
  (arcana, planes) +5, Linguistics +5, Spellcraft +5; Racial 
  Modifiers +2 Diplomacy
  Languages Auran, Celestial, Common, Draconic
  SQ eidolon, life link
  Combat Gear potion of cure light wounds (2), potion 
  of mage armor (2), potion of shield of faith (2); Other 
  Gear dagger, light crossbow with 10 bolts, morningstar, 
  backpack, bedroll, belt pouch, explorer’s outfit, flint and 
  steel, sack, trail rations (5 days), waterskin; Coins 36 gp, 
  3 sp
  Leviath
  Female quadruped eidolon
  NG Medium outsider (agathion, extraplanar)
  Init +2; Senses darkvision 60 ft.; Perception +4
  Defense
  AC 15, touch 13, flat-footed 12
  (+2 Dex, +1 dodge, +2 natural)
  hp 7 (1d10+1)
  Fort +3, Ref +4, Will +0; +4 vs. petrification, poison
  Resist electricity 5
  Offense
  Speed 40 ft.
  Melee bite +3 (1d6+3)
  Statistics
  Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11
  Base Atk +1; CMB +3; CMD 16 (20 vs. trip)
  Feats Dodge
  Skills Acrobatics +6 (+10 to jump), Climb +6, Percep-
  tion +4, Stealth +6
  Languages Auran, Celestial, Common, Draconic
  SQ evolutions (bite, limbs [legs, 2], magic attacks, resis-
  tance [electricity]), link, share spells
  Micayrel (CR 4; XP 1,200)
  Male aasimar riftwarden 5
  NG Medium outsider (native)
  Init +2; Senses darkvision 60 ft.; Perception +1
  Defense
  AC 12, touch 12, flat-footed 10
  (+2 Dex)
  hp 25 (5d6+5)
  
  83
  Fort +1, Ref +3, Will +5
  Defensive Abilities shield ally; Resist acid 5, cold 5, 
  electricity 5
  Offense
  Speed 30 ft.
  Melee mwk morningstar +2 (1d8-1) or dagger +1 (1d4-
  1/19-20)
  Ranged mwk light crossbow +5 (1d8/19-20)
  Special Attacks counter-summons, counterport, planar 
  channel (7/day, 3d6, W-DC 16)
  Spell-Like Abilities (CL 5th; concentration +9)
     7/day—summon monster III
     1/day—daylight
  Spells Known (CL 5th; concentration +9)
     2nd (3/day)—blur, bull’s strength, invisibility
     1st (5/day)—expeditious retreat, lesser rejuvenate eido-
  lon, shield, unfetter
     0th (at will)—acid splash, detect magic, guidance, mage 
  hand, open/close, read magic
  Statistics
  Str 8, Dex 14, Con 11, Int 12, Wis 12, Cha 18
  Base Atk +2; CMB +1; CMD 13
  Feats Augment Summoning, Selective Channeling, Spell 
  Focus (conjuration)
  Skills Diplomacy +8, Handle Animal +10, Knowledge 
  (arcana, planes) +9, Knowledge (dungeoneering, local, 
  nature, religion) +5, Linguistics +7, Spellcraft +9; Racial 
  Modifiers +2 Diplomacy
  Languages Aquan, Auran, Celestial, Common, Dra-
  conic, Terran
  SQ bond senses (5 rounds/day), eidolon, life link
  Combat Gear potion of cure moderate wounds (2), potion 
  of shield of faith (2), wand of mage armor (6 charges); 
  Other gear masterwork light crossbow with 10 bolt, 
  masterwork morningstar, dagger, bedroll, belt pouch, ex-
  plorer’s outfit, flint and steel, handy haversack, sack, trail 
  rations (5 days), waterskin; Coins 8 gp, 3 sp
  Leviath
  Female quadruped eidolon
  NG Medium outsider (agathion, extraplanar)
  Init +3; Senses darkvision 60 ft.; Perception +7
  Defense
  AC 20, touch 14, flat-footed 16
  (+3 Dex, +1 dodge, +6 natural)
  hp 30 (4d10+8)
  Fort +6, Ref +7, Will +1; +4 vs. petrification, poison
  Defensive Abilities evasion; Resist cold 10, electricity 
  10, sonic 10
  Offense
  Speed 40 ft., climb 40 ft., swim 40 ft.
  Melee bite +7 (1d6+4)
  Statistics
  Str 16, Dex 16, Con 14, Int 7, Wis 10, Cha 11
  Base Atk +4; CMB +7; CMD 21 (25 vs. trip)
  Feats Dodge, Mobility
  Skills Acrobatics +18 (+22 to jump), Climb +16, Per-
  ception +7, Stealth +10, Swim +16
  Languages Aquan, Auran, Celestial, Common, Dra-
  conic, Terran
  SQ evolutions (bite, climb, limbs [legs, 2], magic at-
  tacks, resistance [electricity], skilled [Acrobatics], swim), 
  link, share spells
  Micayrel (CR 9; XP 6,400)
  Male aasimar riftwarden 10
  NG Medium outsider (native)
  Init +2; Senses darkvision 60 ft.; Perception +1
  Defense
  AC 14, touch 13, flat-footed 12
  (+1 armor, +1 deflection, +2 Dex)
  hp 47 (10d6+10)
  Fort +4, Ref +6, Will +9
  Defensive Abilities eradication +1, shield ally; Resist 
  acid 5, cold 5, electricity 5
  Offense
  Speed 30 ft.
  Melee mwk morningstar +5 (1d8-1) or dagger +4 (1d4-
  1/19-20)
  Ranged mwk light crossbow +8 (1d8/19-20)
  Special Attacks counterport, immediate counter-sum-
  mons, maker’s call 2/day, planar channel (8/day, 5d6, 
  W-DC 20), planar scourge, transposition
  Spell-Like Abilities (CL 10th; concentration +15)
     8/day—summon monster V
     1/day—daylight
  Spells Known (CL 10th; concentration +15)
     4th (2/day)—charm monster (W-DC 19), greater invis-
  ibility
     3rd (4/day)—dispel magic, fly, haste, rejuvenate eidolon
     2nd (5/day)—blur, bull’s strength, invisibility, resist 
  energy, spider climb
     1st (7/day)—expeditious retreat, lesser rejuvenate eido-
  lon, mage armor, shield, unfetter
     0th (at will)—acid splash, detect magic, guidance, mage 
  hand, open/close, read magic
  Statistics
  Str 8, Dex 14, Con 11, Int 12, Wis 12, Cha 21
  Base Atk +5; CMB +4; CMD 17
  Feats Augment Summoning, Selective Channeling, Spell 
  
  84
  Focus (conjuration), Superior Summoning, Versatile 
  Summon Monster (aerial, aqueous)
  Skills Diplomacy +9, Fly +8, Handle Animal +13, 
  Knowledge (arcana, planes) +11, Knowledge (dun-
  geoneering, local, nature, religion) +6, Knowledge (en-
  gineering, geography, history, nobility) +5, Linguistics 
  +10, Spellcraft +14 ; Racial Modifiers +2 Diplomacy
  Languages Abyssal, Aquan, Auran, Celestial, Common, 
  Draconic, Ignan, Infernal, Terran
  SQ aspect, bond senses (10 rounds/day), eidolon, life 
  link
  Combat Gear potion of cure serious wounds (2), wand of 
  evolution surge (3 charges); Other Gear masterwork light 
  crossbow with 10 bolts, masterwork morningstar, dagger, 
  bedroll, belt pouch, bracers of armor +1, cloak of resistance 
  +1, explorer’s outfit, flint and steel, handy haversack, 
  headband of alluring charisma +2, ring of protection +1, 
  sack, trial rations (5 day), waterskin; Coins 5 gp, 3 sp
  Leviath
  Female quadruped eidolon
  NG Medium outsider (agathion, extraplanar)
  Init +4; Senses darkvision 60 ft.; Perception +11
  Defense
  AC 25, touch 15, flat-footed 20
  (+4 Dex, +1 dodge, +10 natural)
  hp 60 (8d10+16)
  Fort +8, Ref +10, Will +2 (+6 vs. enchantment); +4 vs. 
  petrification, poison
  Defensive Abilities evasion; Resist cold 10, electricity 
  15, sonic 10
  Offense
  Speed 40 ft., climb 40 ft., fly 40 ft. (perfect), swim 40 ft.
  Melee bite +12/+7 (1d6+6)
  Statistics
  Str 18, Dex 18, Con 14, Int 8, Wis 10, Cha 11
  Base Atk +8; CMB +12; CMD 27 (31 vs. trip)
  Feats Dodge, Flyby Attack, Mobility, Multiattack, Vital 
  Strike
  Skills Acrobatics +23 (+27 to jump), Climb +18, Fly 
  +23, Perception +11, Stealth +15, Swim +18
  Languages Abyssal, Aquan, Auran, Celestial, Common, 
  Draconic, Ignan, Infernal, Terran
  SQ evolutions (bite, climb, flight [magic], limbs [legs, 
  2], magic attacks, resistance [electricity], skilled [Acro-
  batics], swim), link, share spells
  Micayrel (CR 14; XP 38,400)
  Male aasimar riftwarden 15
  NG Medium outsider (native)
  Init +7; Senses darkvision 60 ft.; Perception +1
  Defense
  AC 17, touch 15, flat-footed 14
  (+2 armor, +2 deflection, +3 Dex)
  hp 47 (15d6+15)
  Fort +7, Ref +10, Will +12
  Defensive Abilities eradication +2, greater shield ally; 
  Resist acid 5, cold 5, electricity 5
  Offense
  Speed 30 ft.
  Melee mwk morningstar +5 (1d8-1) or dagger +4 (1d4-
  1/19-20)
  Ranged mwk light crossbow +8 (1d8/19-20)
  Special Attacks immediate counter-summons, immedi-
  ate counterport, maker’s call 3/day, planar channel (10/
  day, 8d6, W-DC 24), planar scourge, riftward, transposi-
  tion
  Spell-Like Abilities (CL 15th; concentration +22)
     10/day—summon monster VIII
     1/day—daylight
  Spells Known (CL 15th; concentration +22)
     5th (4/day)—dismissal (W-DC 22), greater dispel 
  magic, greater rejuvenate eidolon, teleport
     4th (5/day)—charm monster (W-DC 21), dimension 
  door, greater invisibility, stoneskin
     3rd (7/day)—dispel magic, fly, haste, rejuvenate eidolon, 
  slow (W-DC 20)
     2nd (7/day)—blur, bull’s strength, invisibility, resist 
  energy, see invisibility, spider climb
     1st (7/day)—blurred movement, expeditious retreat, 
  lesser rejuvenate eidolon, mage armor, shield, unfetter
     0th (at will)—acid splash, detect magic, guidance, mage 
  hand, open/close, read magic
  Statistics
  Str 8, Dex 16, Con 11, Int 12, Wis 12, Cha 24
  Base Atk +7; CMB +6; CMD 21
  Feats Augment Summoning, Improved Initiative, Selec-
  tive Channeling, Spell Focus (conjuration), Superior 
  Summoning, Versatile Summon Monster (aerial, aque-
  ous, chthonic, dark, fiery, primordial)
  Skills Diplomacy +11, Fly +13, Handle Animal +15, 
  Knowledge (arcana, planes) +14, Knowledge (dun-
  goneering, local, nature, religion) +8, Knowledge (en-
  gineering, geography, history, nobility) +6, Linguistics 
  +12, Spellcraft +15; Racial Modifiers +2 Diplomacy
  Languages Abyssal, Aquan, Auran, Celestial, Common, 
  Draconic, Ignan, Infernal, Malite, Protean, Sylvan, Ter-
  ran
  SQ aspect, bond senses (15 rounds/day), eidolon, life 
  bond, life link
  
  85
  Combat Gear potion of cure serious wounds (3), wand of 
  greater evolution surge (9 charges); Other Gear master-
  work light crossbow with 10 bolts, masterwork morn-
  ingstar, dagger, bedroll, belt of incredible dexterity +2, belt 
  pouch, bracers of armor +2, cloak of resistance +2, ex-
  plorer’s outfit, flint and steel, handy haversack, headband 
  of alluring charisma +4, ring of protection +2, sack, trail 
  rations (5 days), waterskin; Coins 30 pp, 18 gp, 3 sp
  Leviath
  Female quadruped eidolon
  NG Medium outsider (agathion, extraplanar)
  Init +5; Senses darkvision 60 ft.; Perception +15
  Defense
  AC 25, touch 15, flat-footed 20
  (+4 Dex, +1 dodge, +10 natural)
  hp 90 (12d10+24)
  Fort +10, Ref +12, Will +4 (+8 vs. enchantment); +4 vs. 
  petrification, poison
  Defensive Abilities improved evasion; Resist cold 10, 
  electricity 15, sonic 10; SR 26
  Offense
  Speed 40 ft., climb 40 ft., fly 40 ft. (perfect), swim 40 ft.
  Melee bite +18/+13 (1d6+7)
  Statistics
  Str 20, Dex 20, Con 15, Int 8, Wis 10, Cha 11
  Base Atk +12; CMB +17; CMD 33 (37 vs. trip)
  Feats Dodge, Flyby Attack, Mobility, Multiattack, Power 
  Attack, Vital Strike, Weapon Focus (bite)
  Skills Acrobatics +28 (+32 to jump), Climb +24, Fly 
  +24, Perception +15, Stealth +20, Swim +24
  Languages Abyssal, Aquan, Auran, Celestial, Common, 
  Draconic, Ignan, Infernal, Malite, Protean, Sylvan, Ter-
  ran
  SQ evolutions (bite, climb, flight [magic], limbs [legs, 
  2], magic attacks, resistance [electricity], skilled [Acro-
  batics], spell resistance, swim), link, share spells
  The Order of Riftwardens, and those who have powers 
  associated with them, more informally called riftwar-
  dens, must be composed of stern stuff; they are charged 
  with nothing less than the protection of the inhabit-
  ants of the local reality from the depredations of other 
  realities, typically the Material from the Realms Beyond, 
  Between and Within. The Riftwardens are, ironically, 
  one of the few named organizations that are found on 
  multiple Myriad Material Planes, and there are examples 
  of Riftwardens in the Realms Beyond, always mortal, 
  that sere to protect those higher dimensions from the 
  depredations of out-planar menaces- such as marauding 
  adventurers from the Prime Material. Micayrel’s status 
  as an aasimar, scion of avoral warriors of Nirvana, makes 
  him both eminently qualified and somewhat suspect 
  among the spellcasters of the Riftwardens, and when one 
  adds to the equation his profession as a summoner of 
  extraplanar eidolons, it is a wonder he was ever allowed 
  to join their ranks at all.  A bit of a maverick within 
  their ranks, Micayrel does whatever needs to be done to 
  accomplish his goals, within the measures of doing no 
  harm- a monumental task considering the purview of 
  the Riftwardens. 
     Micayrel’s otherself, the whale-like eidolon Leviath, 
  seems as out of place and incongruous to Micayrel’s ap-
  pearance and disposition as Micayrel himself sometimes 
  does among the Riftwardens.  His order does recognize 
  that this otherworldly connection gives Micayrel valu-
  able insight into the extraplanar mind and circumstance, 
  and allows him advantages few other Riftwardens could 
  benefit from. This also makes him somewhat of a target 
  of the sworn enemies of the Riftwardens, the Darkfire 
  Adepts, and Micayrel and Leviath have had to fight off 
  assassination attempts on many occasions.  The seeming 
  paradox of an extraplanar creature sworn to one who 
  is dedicated to destroying extraplanar invasions might 
  seem unresolvable, but Leviath, a simple being, sums it 
  up succinctly: “Those of good, they are visitors. Those 
  of bad, or those of hunger, are not meant to come, but 
  stay at their home.” Few understand the tireless efforts of 
  those who watch for rifts in reality and the invasion of 
  those who would raver and destroy the helpless mortals 
  of the Prime Material. 
     Micayrel’s personal ambitions are mysterious, he keeps 
  his motives outside of the general edicts of his order to 
  himself. His communion with Leviath is his strongest 
  relationship, and he is not inclined to pursue other life 
  partners. He is quite willing to cooperate with good or 
  neutral aligned adventurers whose motives and goals co-
  incide with his, but will not join causes that do not con-
  tain at least the possibility of extraplanar threat. Micayrel 
  will not be ordered about or instructed in his behaviour 
  in his work, but seeks to work in a spirit of cooperation 
  when the need to cooperate is paramount. Micayrel does 
  have a serious dislike for tieflings, however, regardless 
  of their professed motivations, and will not work with 
  them, maintaining a constant suspicious attitude.
  
  86
  Souldrinker
  Conversation overheard whilst in the Border 
  Ethereal. Plane believed to be Abaddon, but 
  could easily be one of the northern slums of 
  Dravi Ankor
  “I don’t know why I ever talk to you. All you care about is 
  devouring souls. You have no insight into anything.”
     “What else there is? Souls tasty. Leperus like eat souls. 
  Falco Nix tell Leperus what else there is.”
     “I have hopes. I have dreams. I have ambitions. It should 
  be considered time that I have needs, wants, I should get 
  what I want and need sometimes, not just ‘souls, souls, souls 
  for the Horsemen’ from dusk until dawn. Why don’t I get a 
  rest, a respite?”
     “No rest for wicked, white-priest say.”’
     “Don’t try to be funny, Leperus, you’re too stupid to be 
  funny. Its you that has gotten me on the  endless treadmill 
  of servitude.  Its only through service and summoning foul 
  creatures that I can go on, you know. What would you be 
  without me?”
     “Leperus would be free. And full of your soul in my gul-
  let.”
     “You shut up, you! You need to tell me how to get these 
  daemons off my back!”
     “Leperus daemon. Leperus always got your back. Unless 
  something big and mean want to stick big knife in your 
  back. Then Leperus probably somewhere else.”
     “How like a craven daemon, to fully admit its treachery, 
  knowing I have no choice in the matter. I should stuff you 
  full of gunpowder and send you to the Horsemen as a lovely 
  little present. You know I can do it. I have the power, the 
  means, the will. Arcane magic can do things you can’t even 
  imagine, you little wad of misery!”
  
  87
  Souldrinker
  Souldrinkers learn the worst of daemonic magic while 
  gaining the ability to bind and devour souls. With every 
  soul they consume, these casters tithe a fraction to their 
  patrons. They are the proxies of death, serving the archi-
  tects of the apocalypse until eventually their own souls 
  are drawn into their masters’ waiting maws. 
  Prestige Class: Souldrinker 
  Build Classes: The souldrinker is built on the wizard, 
  but the following alternate build classes are described be-
  low: arcanist, cleric, oracle, psychic, sacerdote, sorcerer, 
  or witch. 
  Role: A souldrinker seeks to collect souls for personal 
  power, and as bribes to their daemonic masters. 
  Alignment: Neutral evil. A souldrinker must worship 
  one of the Four Horsemen. If other daemonic lords offer 
  oblivion abilities to mortals, a souldrinker can worship 
  one of these instead, but that is outside the scope of this 
  book. 
  Hit Dice: d6. 
  Class Skills
  The souldrinker’s class skills (and the key ability for each 
  skill) are Bluff (Cha), Diplomacy (Cha), Intimidate 
  (Cha), Knowledge (arcana) (Int), Knowledge (planes) 
  (Int), Knowledge (religion) (Int), Sense Motive (Wis), 
  and Spellcraft (Int). 
  Skills Points at Each Level: 2 + Int modifier. 
  Class Features
  These are all the class features of the souldrinker. 
  Weapon and Armor Proficiency: Souldrinkers are pro-
  ficient with all simple weapons, but not with any armor 
  or shields, and wearing armor can cause arcane spells 
  with somatic components to fail. In addition, they gain 
  proficiency with the favored weapon of their daemonic 
  patron.
  Spells: The souldrinker learns and casts spells exactly 
  like a wizard, including using arcane magic, the effect 
  of Intelligence on spellcasting, spellbooks, automatically 
  learned spells, and cantrips. 
  Aura: The souldrinker has an alignment aura as if he was 
  a cleric of a neutral evil deity. See detect evil for details. 
  Bonus Language: A souldrinker can pick Infernal and 
  Abyssal in addition to the languages available to the 
  character because of his race. 
  Build Class: The souleater wizard gains the wizard’s 
  bonus languages, in addition to the souleater ones. 
  Daemonic Patron (Ex): At 1st level, a souldrinker must 
  choose one of the Four Horsemen to serve as his patron. 
  Once made, this choice cannot be changed. 
  Damned (Ex): Starting at 1st level, when a souldrinker 
  dies, his patron instantly claims his soul. In time, the 
  soul is consumed for its power or transformed into a 
  daemon appropriate to the patron’s needs and interests. 
  Any character attempting to resurrect a slain souldrinker 
  must succeed at a caster level check equal to 10 + the 
  souldrinker’s level or the spell fails. That character can-
  not attempt to resurrect the souldrinker again until the 
  following day, though other characters can attempt to do 
  so if they please. 
  Soulbound Familiar: At 1st level, the souldrinker gains 
  a familiar identical to that of a wizard’s arcane bond 
  feature. A souldrinker may not bond with an object, 
  and the familiar is always neutral evil in alignment and 
  completely devoid of color, tinted only in greys.
  Energy Drain (Su): At 2nd level, a souldrinker gains the 
  energy drain ability. By touching a helpless opponent, he 
  can bestow one negative level on the target. The soul-
  drinker gains 5 temporary hit points for each negative 
  level he bestows on an opponent, but only if the target 
  has Hit Dice of at least half the souldrinker’s class level. 
  Temporary hit points do not stack. These temporary hit 
  points last for a maximum of 1 hour. The DC to remove 
  this negative level is 10 + 1/2 the souldrinker’s class level 
  + his spellcasting ability modifier. 
     At 7th level, the souldrinker can use energy drain as a 
  melee touch attack. By making a touch attack as a stan-
  dard action, he bestows one negative level on the target 
  (two levels on a critical hit). 
     At 10th level, he can use energy drain as a ranged 
  touch attack with a range of 30 ft. 
     At 18th level, soul drain bestows two negative levels as 
  
  88
  a melee touch attack (four on a critical hit). 
  Soul Pool (Su): At 2nd level, a souldrinker gains a pool 
  of soul points, stolen life energy he can use to accom-
  plish unnatural feats. The number of soul points in the 
  pool begins at 0 and only increases when the souldrinker 
  uses his energy drain ability on a suitable target. A soul-
  drinker gains 1 soul point for each negative level be-
  stowed by his energy drain, but only if the target has an 
  Intelligence of 1 or more and Hit Dice of at least half the 
  souldrinker’s class level. Exceptional creatures, such as 
  nobles and artists, might qualify even if they lack suffi-
  cient Hit Dice, at the GMs discretion. Summoned crea-
  tures never give any soul points. The maximum number 
  of soul points a souldrinker can have in his pool is equal 
  to 1/2 his class level plus his spellcasting ability modifier; 
  any points above this are wasted. Note that soul points 
  are fragments of souls and do not prevent a slain creature 
  from being raised. 
     A souldrinker can use soul points for the following: 
  Material Components: A souldrinker can use 
  soul points in the place of expensive material 
  components. Each counts as 100 gp toward this 
  purpose. 
  Recover Spell Slot: As a full-round action, a 
  souldrinker can expend soul points equal to the 
  spell level to regain a spell or slot as if it had not 
  been cast of a cast spell or used spell slot (similar 
  to using a pearl of power, except it also works for 
  spontaneous casters). 
  Summon Familiar: A souldrinker can replace 
  his slain familiar at any time by spending 1 hour 
  and 2 soul points in a ritual. This avoids the gold 
  piece cost of summoning a familiar. 
  Paid Summoning (Sp): At 3rd level, a souldrinker can 
  use points from his soul pool to cast summon monster 
  spells he knows and can cast. The cost is one point per 
  spell level, which must be paid when the spell is cast. 
  Creatures of good alignment cannot be summoned this 
  way, while creatures of the evil subtype that lacks either 
  Table: Souldrinker
  Class 
  Level
  Base 
  Attack  
  Bonus
  Fort  
  Save
  Ref  
  Save
  Will  
  Save
  Special
  Spells per Day 
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Build class, daemonic pa-
  tron, damned, souldbound 
  familiar 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Energy drain, soul pool 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Paid summoning 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Paid extension 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +2 
  +1 
  +1 
  +4 
  Summon Souleater 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Cacodaemon familiar 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  +2 
  +2 
  +5 
  Energy drain (touch) 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Lesser oblivion 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  +3 
  +3 
  +6 
  Improved soul pool 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  10th 
  +5 
  +3 
  +3 
  +7 
  Energy drain (100 ft.) 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  11th 
  +5 
  +3 
  +3 
  +7 
  — 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  Oblivion 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  13th 
  +6/+1 
  +4 
  +4 
  +8 
  — 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  14th 
  +7/+2 
  +4 
  +4 
  +9 
  Greater soul pool 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  — 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  Greater oblivion 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  17th 
  +8/+3 
  +5 
  +5 
  +10 
  — 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18th 
  +9/+4 
  +6 
  +6 
  +11 
  Energy drain (2 levels) 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19th 
  +9/+4 
  +6 
  +6 
  +11 
  — 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  20th 
  +10/+5 
  +6 
  +6 
  +12 
  Daemonic assumption 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4
   
  
  89
  the lawful or chaotic subtype only demand 1 soul point 
  per 2 spell levels (minimum 1 soul point). 
  Paid Extension (Sp): At 4th level, when using summon 
  monster to summon an evil creature, he can spend two 
  points from his soul pool to add 1 minute/level to the 
  spell’s remaining duration. These points can be spent as a 
  part of casting the spell, or as a standard action while the 
  spell is running. 
  Cacodaemon Familiar (Ex): At 6th level, the souldrink-
  er gains Improved Familiar as a bonus feat (ignoring 
  prerequisites) and must choose a cacodemon familiar.  If 
  the souldrinker already has a familiar, the cacodaemon 
  devours it (which does not penalize the souldrinker). The 
  souldrinker counts as an evil outsider for the purpose of 
  utilizing cacodaemon soul gems. 
  Lesser Oblivion (Su): At 8th level, a souldrinker’s pa-
  tron invests him with a specific ability, described under 
  daemon patrons, below. 
  Improved Soul Pool (Su): At 9th level, a souldrinker’s 
  gains new options when using soul points: 
  Item Creation: A souldrinker can use soul points 
  as part of crafting magic items. Each counts as 
  100 gp toward this purpose. 
  Recharge Staff: This works like recharging a staff 
  in the normal manner, but instead of spell slots, 
  the souldrinker expends soul points equal to 
  the spell level needed. The souldrinker need not 
  know a spell the staff provides.
  Oblivion (Sp): At 12th level, the souldrinker is granted 
  another, more powerful ability by his patron, gaining a 
  spell-like ability usable at will, but costing 1 soul point 
  for each use. 
  Greater Soul Pool (Su): At 14th level, a souldrinker’s 
  soul pool has a maximum capacity equal to his class level 
  + spellcasting ability modifier. He also gains the follow-
  ing new option when using soul points. 
  Soul Charge: The souldrinker can use soul 
  points instead of using up a scroll or consum-
  ing charges from a staff or wand. This costs one 
  point per spell level. 
  Greater Oblivion (Sp): At 16th level, the souldrinker 
  gains another power from his patron, even more power-
  ful than before. The spell-like ability is usable at will, but 
  cost 3 soul points for each use. 
  Daemonic Assumption (Su): When a souldrinker 
  reaches 20th level, he can transform into a unique dae-
  mon and back as a standard action. While in daemon 
  form, his type changes to outsider with the daemon, evil, 
  and native subtypes. He gains damage reduction 10/
  good and silver, immunity to acid, death effects, disease, 
  and poison and resistance to cold 10, electricity 10, and 
  fire 10. 
     This transformation must be paid for in souls. It costs 
  four soul points to gain these abilities for 1 minute/level. 
  While transformed, the souldrinker can spend a full-
  round action and an additional 4 soul points add one 
  hour to the remaining duration of the change.
  Ex-Souldrinkers
  A souldrinker whose alignment becomes anything other 
  than neutral evil or who blatantly goes against the will 
  of his daemonic patron loses access to all class features 
  except for Damned. He cannot thereafter gain levels as a 
  souldrinker until he atones for his deeds. 
  Daemon Patrons
  A souldrinker has made an unholy pact with one of the 
  four horsemen of the apocalypse. Each offers a differ-
  ent preferred weapon and different powers for the lesser 
  oblivion, oblivion, and greater oblivion abilities. 
  Horseman of Death
  Unholy Symbol: grinning skull, its eye sockets covered 
  by two gold coins. 
  Domains: Death, Evil, Knowledge, Water. 
  Favored Weapon: quarterstaff. 
  Lesser Oblivion (Su): Immunity to aging effects and ef-
  fects that give penalties to Strength and Constitution.
  Oblivion (Sp): vampiric touch.
  Greater Oblivion (Sp): Gain fast healing 10 for 10 
  rounds. This counts as a 6th-level spell.
  Horseman of Famine
  Unholy Symbol: black jackal’s skull devouring an 
  eclipsed sun. 
  Domains: Earth, Evil, Madness, Weather. 
  
  90
  Favored Weapon: spiked gauntlet. 
  Lesser Oblivion (Su): Immunity to ingested and in-
  haled poisons, and the subject no longer needs to eat or 
  drink.
  Oblivion (Sp): bestow curse (DC 10 + 1/2 the souleater’s 
  class level + his spellcasting ability score modifier).
  Greater Oblivion (Sp): horrid wilting (DC 10 + 1/2 the 
  souleater’s class level + his spellcasting ability score modi-
  fier). 
  Horseman of Pestilence
  Unholy Symbol: yellow scythe covered in polyps and 
  diseased, fleshy tendrils. 
  Domains: Air, Darkness, Destruction, Evil. 
  Favored Weapon: scythe. 
  Lesser Oblivion (Su) Immunity to diseases, including 
  supernatural and magical diseases.
  Oblivion (Sp) contagion (DC 10 + 1/2 the souleater’s 
  class level + his spellcasting ability score modifier).
  Greater Oblivion (Sp) creeping doom (DC 10 + 1/2 the 
  souleater’s class level + his spellcasting ability score modi-
  fier). 
  Horseman of War
  Unholy Symbol: pale hand holding a black sword. 
  Domains: Evil, Fire, Strength, War. 
  Favored Weapon: greatsword. 
  Lesser Oblivion (Su): Immunity to bleed effects and 
  effects that give penalties to Strength.
  Oblivion (Sp): rage.
  Greater Oblivion (Sp): Greater magic weapon (+4 en-
  hancement bonus). Like a paladin with a weapon divine 
  bond, the souleater can use the enhancement bonuses 
  to add any of the following weapon properties: mighty 
  cleaving, unholy, vicious, wounding. 
  Summon Souleater Monster (Feat)
  You are able to summon a host of daemonic creatures.
  Prerequisite: Ability to cast summon monster I, neutral 
  evil alignment. 
  Benefit: Add the following creatures to the list you can 
  summon with summon monster. 
     Summon monster III: cacodemon, vargouille (no kiss 
  ability)
     Summon monster IV: ceustodaemon, lacridaemon, 
  vulnadaemon, yeth hound (no bay ability) 
     Summon monster V: genthodaemon, nightmare, shad-
  ow mastiff, venedaemon 
     Summon monster VI: hydrodaemon, sangudaemon, 
  soul eater, suspiridaemon 
     Summon monster VII: leukodaemon, piscodaemon, 
  night hag 
     Summon monster VIII: cauchemar, meladaemon 
     Summon monster IX: derghodaemon, thanadaemon, 
  temerdaemon
  Alternate Build Classes
  The souldrinker can be built on these alternate classes: 
  arcanist, cleric, oracle, psychic, sacerdote, sorcerer, or 
  witch. 
     A souldrinker learns and casts spells exactly like the 
  build class, including type of magic (arcane, divine, or 
  psychic), the effect of ability scores on spellcasting, and 
  cantrips, knacks, or orisons. He only suffers arcane spell 
  failure in armor if he casts arcane spells. 
     In addition, the souldrinker inherits the following class 
  features from the build class. This replaces the build class 
  feature, above. 
     Arcanist: None. 
     Cleric: A souldrinker cleric has the same base attack 
  bonus, base saving throws, hit dice, and armor and 
  weapon proficiencies as a cleric. A souldrinker cleric 
  keeps the chaotic, evil, good, and lawful spells and do-
  mains abilities. A souldrinker selects two domains from 
  those offered by his patron. 
     Oracle: A souldrinker oracle has the same base at-
  tack bonus, base saving throws, hit dice, and armor and 
  weapon proficiencies as an oracle. At 1st level the soul-
  drinker oracle gains a mystery (including mystery skills 
  and spells), an oracle’s curse, and a revelation, but he 
  gains no further revelations at higher levels. 
     Psychic: The souldrinker psychic does not gain a 
  phrenic pool, but can spend points from his soul pool 
  as if it was phrenic pool class feature and gains a phrenic 
  amplification at level 3, 7, and 11. He cannot select 
  major amplifications. 
     Sacerdote: The souldrinker sacerdote keeps the ad-
  vanced spellcasting, bonus languages, chaotic evil good 
  and lawful spells, divine focus, divine wrath, domains, 
  and manifestation class features. He gains all the do-
  mains offered by his patron (maximum 5 domains), and 
  can fill out his selection with domains offered by other 
  daemonic patrons, up to the usual 5 domains. 
     Sorcerer: A souldrinker sorcerer has a bloodline, but 
  gains only the bloodline skill and bloodline spells from 
  that bloodline. 
  
  91
     Witch: A souldrinker witch stores spells in his soul-
  bound familiar, and later in his cacodemon familiar. The 
  cacodemon familiar absorbs all spells in the old familiar 
  when eating it. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever they gain a level in a favored class, some races 
  have the option of choosing from a number of other 
  bonuses, depending upon their favored classes. The fol-
  lowing options are available to the listed race who have 
  souldrinker as their favored class, and unless otherwise 
  stated, the bonus applies each time you select the listed 
  favored class reward. 
     Drow: Gain 1/4 of a Weapon Proficiency, Armor 
  Proficiency, or Shield Proficiency feat. You must fulfill 
  the prerequisites. For each proficiency gained this way, 
  reduce the chance of arcane spell failure by 5% when 
  wearing armor. 
     Dwarf: Increase the value of each point of your soul 
  pool by 25 gp when used to create magic items. 
     Elf: Add 1/2 to your Spellcraft skill bonus. 
     Erkunae: Gain 1/4 of a Weapon Proficiency or Armor 
  Proficiency feat. You must fulfill the prerequisites. For 
  each proficiency gained this way, reduce the chance of 
  arcane spell failure by 5% when wearing armor. 
     Gnome: Add one spell from your spell list to your 
  spells known, spellbook, or familiar, as appropriate. This 
  spell must be from the illusion school. 
     Half-Elf: When casting enchantment spells, add +1/3 
  to the effective caster level of the spell, but only to deter-
  mine the spell’s duration. 
     Half-Orc: Add a +1 bonus on concentration checks 
  made due to taking damage while casting spells. 
     Halfling: Increase your maximum soul pool by 1/4. 
     Human: Subtract 1 from the strength of your align-
  ment aura (see detect evil) and from your class level for 
  the damned class feature. 
     Qit’ar: Add 1/6 to your size category, but only when 
  calculating the damage of your natural attacks. 
     Samsaran: Gain 1/4 additional skill you can use with 
  shards of the past. 
     Tengu: Gain 1/5 daily use of death knell, with a caster 
  level equal to your class level. Multiply the benefits of 
  each use of the spell by your number of daily uses if 
  you use death knell on a creature with a challenge rating 
  equal or greater than your level. 
     Tiefling:  Add 1 to your level to calculate the strength 
  of your alignment aura. A powerful aura can stun those 
  who detect it, see detect evil. 
  Sample Character
  Below is a sample souldrinker player character that uses 
  the wizard build class created using these rules at levels 
  1, 5, 10, and 15. Favored class bonus is used to provide 
  additional hit points.
  Falco Nix (CR 1/2; XP 200)
  Female strix souldrinker 1
  NE Medium humanoid (strix)
  Init +3; Senses darkvision 60 ft., low-light vision; Per-
  ception +6
  Defense
  AC 13, touch 13, flat-footed 10
  (+3 Dex)
  hp 8 (1d6+2)
  Fort +1, Ref +4, Will +2; +2 vs. illusion
  Offense
  Speed 30 ft., fly 60 ft. (average)
  Melee dagger +1 (1d4+1/19-20) or morningstar +1 
  (1d8+1)
  Ranged light crossbow +3 (1d8/19-20)
  Special Attacks hatred
  Spells Prepared (CL 1st; concentration +3)
     1st—magic missile, strong wings
     0th (at will)—detect magic, ray of frost, read magic
  Statistics
  Str 12, Dex 16, Con 13, Int 15, Wis 10, Cha 6
  Base Atk +0; CMB +1; CMD 14
  Feats Eschew Materials
  Skills Fly +7, Intimidate +0, Knowledge (arcana) +7, 
  Perception +6, Spellcraft +6; Racial Modifiers +2 In-
  timidate, +2 Perception
  Languages Common, Infernal, Strix
  SQ build class (wizard), daemonic patrion (death), 
  damned, dayguard, soulbound familiar (bat)
  Combat Gear potion of cure light wounds (2), wand of 
  mage armor (5 charges), wand of shield (10 charges); 
  Other Gear dagger, light crossbow with 10 bolts, morn-
  ingstar, backpack, bedroll, belt pouch, explorer’s outfit, 
  flint and steel, sack, spellbook, trail rations (5 days), 
  waterskin; Coins 11 gp, 3 sp
  Spellbook
  1st—all prepared spells plus: blurred movement, mage 
  armor, shield
  0th—all.
  
  92
  Falco Nix (CR 4; XP 1,200)
  Female strix souldrinker 5
  NE Medium humanoid (strix)
  Init +3; Senses darkvision 60 ft., low-light vision; Per-
  ception +10
  Defense
  AC 13, touch 13, flat-footed 10
  (+3 Dex)
  hp 30 (5d6+10)
  Fort +2, Ref +5, Will +4; +2 vs. illusion
  Offense
  Speed 30 ft., fly 60 ft. (average)
  Melee dagger +3 (1d4+1/19-20) or morningstar +3 
  (1d8+1) or energy drain +3 (1 negative level)
  Ranged mwk light crossbow +6 (1d8/19-20)
  Special Attacks energy drain (F-DC 15), hatred
  Spells Prepared (CL 5th; concentration +8)
     3rd—firestream (R-DC 16), summon monster III
     2nd—acid arrow, blur, invisibility
     1st—blurred movement, burning hands (R-DC 14), 
  magic missile, strong wings
     0th (at will)—detect magic, prestidigitation, ray of frost, 
  read magic
  Statistics
  Str 12, Dex 16, Con 13, Int 16, Wis 10, Cha 6
  Base Atk +2; CMB +3; CMD 16
  Feats Eschew Materials, Point-Blank Shot, Summon 
  Souleater Monster
  Skills Fly +10, Intimidate +0, Knowledge (arcana) +11, 
  Knowledge (planes, religion) +9, Perception +10, Spell-
  craft +11; Racial Modifiers +2 Intimidate, +2 Percep-
  tion
  Languages Common, Infernal, Strix
  SQ build class (wizard), daemonic patrion (death), 
  damned, dayguard, paid extension, paid summoning, 
  soul pool (2 HD; max 5), soulbound familiar (bat)
  Combat Gear potion of cure moderate wounds (2), scroll 
  of fireball, wand of mage armor (CL 4th; 1 charge), wand 
  of shield (CL 2nd; 2 charges); Other Gear masterwork 
  light crossbow with 20 bolts, dagger, morningstar, bed-
  roll, belt pouch, explorer’s outfit, flint and steel, handy 
  haversack, sack, spellbook, trail rations (5 days), water-
  skin; Coins 2 gp, 3 sp
  Spellbook
  All prepared spells plus:  
  2nd—blood transcription
  1st—expeditious retreat, mage armor, shield
  0th—all
  Falco Nix (CR 9; XP 6,400)
  Female strix souldrinker 10
  NE Medium humanoid (strix)
  Init +3; Senses darkvision 60 ft., low-light vision; Per-
  ception +15
  Defense
  AC 14, touch 14, flat-footed 11
  (+1 deflection, +3 Dex)
  hp 57 (10d6+20)
  Fort +4, Ref +7, Will +7; +2 vs. illusion
  Defensive Abilities lesser oblivion
  Offense
  Speed 30 ft., fly 60 ft. (average)
  Melee dagger +6 (1d4+1/19-20) or morningstar +6 
  (1d8+1) or energy drain +6 touch (1 negative level)
  Ranged mwk light crossbow +9 (1d8/19-20) or energy 
  drain +8 touch (1 negative level)
  Special Attacks energy drain (F-DC 19; 30 ft. range), 
  hatred
  Spells Prepared (CL 10th; concentration +14)
     5th—dominate person (W-DC 19), summon monster V
     4th—bestow curse (W-DC 18), black tentacles, crushing 
  despair (W-DC 18), stoneskin
     3rd—firestream (R-DC 17), greater thunderstomp, haste 
  (2)
     2nd—acid arrow (2), blur, invisibility (2)
     1st—blurred movement, burning hands (R-DC 15), 
  magic missile (2), strong wings
     0th (at will)—detect magic, prestidigitation, ray of frost, 
  read magic
  Statistics
  Str 12, Dex 16, Con 13, Int 19, Wis 10, Cha 6
  Base Atk +5; CMB +6; CMD 20
  Feats Eschew Materials, Improved Familiar, Point-Blank 
  Shot, Precise Shot, Skill Focus (Fly), Summon Souleater 
  Monster
  Skills Fly +13, Intimidate +13, Knowledge (arcana) +16, 
  Knowledge (planes, religion) +14, Perception +15, Spell-
  craft +17; Racial Modifiers +2 Intimidate, +2 Percep-
  tion
  Languages Common, Infernal, Strix
  SQ build class (wizard), daemonic patrion (death), 
  damned, dayguard, improved soul pool (5 HD; max 9), 
  paid extension, paid summoning, soulbound familiar 
  (cacodaemon)
  Combat Gear potion of cure serious wounds (2), scroll of 
  fireball (2), scroll of lesser globe of invulnerability (2), wand 
  of mage armor (CL 8th; 4 charges), wand of shield (CL 
  2nd; 8 charges); Other Gear masterwork light crossbow 
  with 20 bolts, dagger, morningstar, bedroll, belt pouch, 
  
  93
  explorer’s outfit, flint and steel, handy haversack, head-
  band of vast intelligence +2 (Intimidate), ring of protection 
  +1, sack, spellbook, trail rations (5 days), waterskin; 
  Coins 27 gp, 3 sp
  Spellbook
  All prepare spells plus: 
  5th—teleport, thoughtsense
  3rd—summon monster III
  2nd—blood transcription
  1st—expeditious retreat, mage armor, shield
  0th—all.
  Falco Nix (CR 14; XP 38,400)
  Female strix souldrinker 15
  NE Medium humanoid (strix)
  Init +3; Senses darkvision 60 ft., low-light vision; Per-
  ception +20
  Defense
  AC 15, touch 15, flat-footed 11
  (+1 deflection, +3 Dex, +1 dodge)
  hp 85 (15d6+30)
  Fort +6, Ref +9, Will +9; +2 vs. illusion
  Defensive Abilities lesser oblivion
  Offense
  Speed 30 ft., fly 60 ft. (average)
  Melee dagger +8 (1d4+1/19-20) or morningstar +8 
  (1d8+1) or energy drain +8 touch (1 negative level)
  Ranged +1 light crossbow +11 (1d8+1/19-20) or energy 
  drain +10 touch (1 negative level)
  Special Attacks energy drain (F-DC 19; 30 ft. range), 
  hatred
  Spell-Like Abilities (CL 15th; concentration +13)
     1 soul point—vampiric touch
  Spells Prepared (CL 15th; concentration +21)
     8th—summon monster VIII
     7th—find of death (F-DC 23), prismatic spray (F/R/W-
  DC 23)
     6th—contagious flame, disintegrate (F-DC 22), enemy 
  hammer (F-DC 22), greater dispel magic
     5th—dominate person (2, W-DC 21), summon monster 
  V, teleport, thoughtsense
     4th—bestow curse (2, W-DC 20), black tentacles, crush-
  ing despair (W-DC 20), stoneskin
     3rd—firestream (R-DC 19), greater thunderstomp (2), 
  haste (2)
     2nd—acid arrow (3), blur, invisibility (2)
     1st—blurred movement, burning hands (R-DC 17), 
  magic missile (3), strong wings
     0th (at will)—detect magic, prestidigitation, ray of frost, 
  read magic
  Statistics
  Str 12, Dex 16, Con 13, Int 22, Wis 10, Cha 6
  Base Atk +7; CMB +8; CMD 23
  Feats Dodge, Eschew Materials, Improved Familiar, Mo-
  bility, Point-Blank Shot, Precise Shot, Skill Focus (Fly), 
  Shot on the Run, Summon Souleater Monster
  Skills Bluff +16, Disguise +8, Fly +19, Intimidate +18, 
  Knowledge (arcana) +24, Knowledge (planes, religion) 
  +19, Perception +20, Spellcraft +24, Stealth +28; Racial 
  Modifiers +2 Intimidate, +2 Perception
  Languages Common, Infernal, Strix
  SQ build class (wizard), daemonic patrion (death), 
  damned, dayguard, greater soul pool (7 HD; max 13), 
  paid extension, paid summoning, soulbound familiar 
  (cacodaemon)
  Combat Gear potion of bull’s strength (3), potion of cat’s 
  grace (3), potion of cure serious wounds (3), scroll of fireball 
  (2), scroll of lesser globe of invulnerability (2), scroll of un-
  dead anatomy IV, wand of mage armor (CL 8th; 4 charg-
  es), wand of shield (CL 2nd; 8 charges); Other Gear +1 
  light crossbow with 20 bolts, dagger, morningstar, bed-
  roll, belt pouch, explorer’s outfit, flint and steel, handy 
  haversack, headband of vast intelligence +4 (Intimidate, 
  Stealth), ring of chameleon power, ring of protection +1, 
  sack, spellbook, trail rations (5 days), waterskin; Coins 
  27 gp, 3 sp
  Spellbook
  All prepared spells plus: 
  8th—undead anatomy IV
  7th—form of the dragon II, limited wish
  3rd—summon monster III
  2nd—blood transcription
  1st—expeditious retreat, mage armor, shield
  0th—all.
  Falco Nix has spent some time riding the line between 
  obedience to her savage lord, the Horsemen of Death, 
  and rebellion, in an attempt to save her person from the 
  depredations of lurking daemons and saving her soul 
  from eternal damnation. Her likely rebellion would be of 
  the chaotic variety, though the subtle differences between 
  the selfish evil of the daemons and the destructive malice 
  of personal chaos are rather moot. Her personal cacadae-
  mon, Leperus, has begun to amuse itself by telling the 
  strix servant of the Lords of Death of what awaits her 
  after death, and it doubtful the evil spellcaster can take it 
  much longer. But fear has sharpened her mind, and there 
  is a glimmer of dark hope- undeath…
  
  94
  Tattooed Mystic
  The tattooing continued by the guttering light of the 
  bhorloth-dung fire, with Gliftar Sigilskin wielding the 
  scorpion-barb stylus on his bleeding flesh with expert preci-
  sion. Pouncing Beasts, the sign of the demon, the archon, 
  the devil and the elemental, summoned from Beyond to 
  serve his bidding. The spell of summoning, enabled by the 
  glyph of the tattoo- the pain powering the beauty of the 
  sigil. Gliftar used pain to power his art, and his magic, and 
  his magic was as beautiful as his art. Blistering 
  Bands, the defense against magic used against 
  oneself, there must always be a way to repel 
  those that would impose their will, 
  and upset the balance. The Rune 
  of Fangs, turning the canvas of 
  the flesh into the creation of the 
  beast, releasing the ancient presence of 
  the beasts that the orcs were, the animals 
  that humans were, reconnecting the two 
  realities, into a modern actuality. 
  Gliftar was half of each, from 
  a long line of half-orcs that 
  preserved their miscegena-
  tion for the advantages 
  of both races, the access 
  to gods of civiliza-
  tion and savagery, the 
  double universe of the 
  crossbreed. But as 
  Gliftar snickered for 
  his pet, his magic-
  mate Bleeder, 
  a star-footed 
  weasel, he 
  mused on 
  the magical 
  glyphs that 
  decorate his 
  flesh, and 
  re-
  viewed them intimately: calling the lightning, snake of fire, 
  summoning creatures from the fields of Nirvana, spells to 
  climb as the spider does… the potentials for magic were 
  endless, but the spaces on his skin for the sigils was not- 
  would he someday reach the limit for his tattoo magic? 
  Would his flesh betray him? Gliftar thought, and his orcish 
  blood warmed to that thought, that the end of his existence 
  would be the most glorious of his life, that he would pass in 
  battle, heroically, and the minions he had collected would 
  harvest and tan his skin, his canvas, so that others like him 
  could learn from it as one does a holy book.
  
  95
  Tattooed Mystic
  Tattooed mystics are renowned for both the artistry with 
  which they adorn their bodies and the powerful magic 
  they summon from these markings. Many learn the ways 
  of tattooing from their forebears, the craft having been 
  passed down through generations. 
  Prestige Class: Tattooed mystic
  Build Classes: The tattooed mystic is built on the 
  wizard, but the following alternate build classes are 
  described below: arcanist, druid, psychic, sacerdote, 
  sorcerer, or witch. 
  Role: Tattooed mystics develop a magic different from 
  other spellcasters, but to their team they fulfill much the 
  same role as any mage. 
  Alignment: Any. The personal nature of tattoo magic 
  means many tattoo mystics are chaotic. 
  Hit Die: d6. 
  Class Skills
  The tattooed mystic’s class skills (and the key ability 
  for each skill) are Appraise (Int), Craft (Int), Fly (Dex), 
  Knowledge (all) (Int), Linguistics (Int), Profession (Wis), 
  Spellcraft (Int), and Stealth (Dex). 
  Skill Ranks at Each Level: 2 + Int modifier. 
  Class Features
  These are all the class features of the tattooed mystic.
   
  Weapon and Armor Proficiency: A tattooed mystic 
  is proficient with all simple weapons, but not with any 
  armor or shields. A tattooed mystic wearing armor risks 
  arcane spell failure when casting arcane spells with so-
  matic components. In addition, armor or heavy clothes 
  hide tattoos, making them impossible to use.
  Spells: The tattooed mystic learns and casts spells exactly 
  like a wizard, including using arcane magic, the effect 
  of Intelligence on spellcasting, spellbooks, automatically 
  learned spells, and cantrips. 
  Build Class: The tattooed wizard records his spellbook 
  as tattoos, either on his own skin or on the skin of 
  another living creature (commonly a familiar). These 
  tattoos take the form of complex glyphs and can be 
  deciphered and copied like a normal spellbook. They do 
  not radiate magic or occupy any item slots or interfere 
  with magical tattoos. A tattooed mystic must be able to 
  study these glyphs like a wizard studies his spell book, 
  which requires the tattoo to be visible and in a spot he 
  can see—mirrors can be used. 
     Identifying the patch of skin that holds a particular 
  spell requires a Spellcraft check (DC 20) as a full-round 
  action when the tattoo is visible. The spellbook tattoo for 
  a particular spell can be cut away as a full-round action 
  that requires the target to be helpless and inflicts 1d6 hit 
  points of damage and requires a Heal or Craft (leather) 
  skill check (DC 20) or the tattoo is ruined. Such cut-
  away tattoos work just like a spellbook with a single spell 
  in it. 
  Familiar Tattoo (Su): A tattooed mystic gains a familiar 
  like that gained from an arcane bond, as a wizard equal 
  to his tattooed mystic level. His tattooed mystic levels 
  stack with levels in classes that grant a familiar—this 
  ability does not allow him to have multiple familiars or 
  both a familiar and a bonded item. 
     Unlike most familiars, a familiar tattoo can transform 
  itself into a tattoo that the tattooed mystic carries in 
  his flesh. Transforming into a tattoo or back to normal 
  familiar form is a move action for his familiar. In tattoo 
  form, the familiar looks like a stylized version of itself, 
  but does not count as a creature separate from the tat-
  tooed sorcerer. It continues to grant its special familiar 
  ability and can perceive the world around the tattooed 
  mystic, but otherwise has no abilities and can take no 
  actions except to transform from tattoo into creature. A 
  familiar tattoo cannot be erased or dispelled. 
  Mystic Tattoo (Su): A tattooed mystic inscribes ancient 
  symbols of power on his skin to enhance his spellcasting. 
     At 2nd level and every four levels thereafter, the mystic 
  inscribes a new tattoo on his body, chosen from the list 
  below. Mystic tattoos do not occupy magic item or tat-
  too slots. The mystic can select each tattoo up to three 
  times; the effects of multiple tattoos are noted in their 
  descriptions. 
  Binding Trine: This triangular design allows the mys-
  tic to transform a hostile spell affecting him into a 
  magical tattoo. When the mystic fails a saving throw 
  against a spell of 3rd level or lower that targets only 
  him, he gets a chance to identify it with a Spellcraft 
  
  96
  check (DC 15 + twice the spell level). If he succeeds 
  at this check, he can sacrifice a prepared spell (or 
  spell slot for a spontaneous caster) of equal or higher 
  level as an immediate action to bind the spell, sup-
  pressing its effects and suspending its duration for 
  a number of rounds equal to his caster level. Only 
  spells with a duration longer than instantaneous can 
  be bound this way, and only one spell can be held at 
  a time. While bound, the spell can be dispelled or 
  removed as normal. The maximum spell level this 
  tattoo can bind increases by 3 each time it’s selected, 
  to a maximum of 9th level spells. 
  Blistering Bands: These glowing, angular markings 
  encircle the mystic’s arms. Whenever the mystic casts 
  an evocation spell that deals energy damage, he can 
  spend a swift action to surround himself with an 
  aura of the same type of energy until the beginning 
  of his next turn. Creatures adjacent to the mystic 
  when he activates the ability or that end their turns 
  adjacent to him take 1d10 points of damage per 
  spell level. This damage has a maximum of 3d10 for 
  a spell of third level or higher. Selecting this tattoo 
  again increases the maximum damage to 6d10 (6th 
  level spell or higher) the second time and to 9d10 
  (9th level spell) the third time. A Reflex save for 
  half damage is allowed (DC 10 + 1/2 the tattooed 
  mystic’s level + the tattooed mystic’s Constitution 
  modifier). If the spell deals more than one type of 
  energy damage, the mystic must choose which of 
  those types of damage his aura deals when he creates 
  the aura. 
  Flickering Eye: The skin beneath this stylized eye 
  seems partially translucent and insubstantial. When 
  the mystic casts a spell of 1st level or higher from 
  the illusion school or spends a standard action to 
  concentrate on an ongoing illusion effect created by 
  one of his spells, he gains concealment (20% miss 
  chance) until the beginning of his next turn. This 
  counts as concealment for using the Stealth skill. 
  When this tattoo is chosen a second time and used 
  with an illusion spell of 4th level or higher, the miss 
  chance increases to 50%. This also allows the use 
  of the Stealth skill even while observed. When its 
  chosen a third time and used with an illusion spell 
  Table: Tattooed Mystic
  Class 
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Build class, familiar tattoo 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Mystic tattoo 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  — 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Inscribe tattoo 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +2 
  +1 
  +1 
  +4 
  — 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Mystic tattoo 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  +2 
  +2 
  +5 
  — 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Tattoo mastery 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  +3 
  +3 
  +6 
  — 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  10th 
  +5 
  +3 
  +3 
  +7 
  Mystic tattoo 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  11th 
  +5 
  +3 
  +3 
  +7 
  — 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  Skillful tattooist 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  13th 
  +6/+1 
  +4 
  +4 
  +8 
  — 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  14th 
  +7/+2 
  +4 
  +4 
  +9 
  Mystic tattoo 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  — 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  Potent tattoos 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  17th 
  +8/+3 
  +5 
  +5 
  +10 
  — 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18th 
  +9/+4 
  +6 
  +6 
  +11 
  Mystic tattoo 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19th 
  +9/+4 
  +6 
  +6 
  +11 
  — 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  20th 
  +10/+5 
  +6 
  +6 
  +12 
  Enduring Tattoos 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  
  97
  of 6th level or higher, the mystic gains invisibility, 
  as per the spell, until the beginning of his next turn. 
  Against a creature able to see invisibility, the tattooed 
  mystic still gains the advantage of the earlier conceal-
  ment effect. Effects such as glitterdust that negate 
  invisibility or concealment negate any concealment 
  granted by this ability. Concealment gained this way 
  never lasts more than a minute, even of the tattooed 
  mystic continues to concentrate on a spell beyond 
  that time. 
  Pouncing Beasts: These bestial pictographs seem 
  poised to leap off the mystic’s skin. The mystic can 
  cast summon monster and summon nature’s ally spells 
  of up to 3rd level as a standard action, rather than 
  a full-round action, provided all the creatures sum-
  moned enter play adjacent to him. The maximum 
  spell level the tattoo can affect increases by 3 each 
  time it’s selected, to a maximum of 9th level spells. 
  Rune of Fangs: These jagged runes cover the mystic’s 
  face, giving him a bestial expression. While poly-
  morphed or otherwise transformed into a form with 
  natural attacks, the mystic gains an enhancement 
  bonus on his attack and damage rolls equal to 1/4 
  his level (minimum +1) with one natural attack, 
  chosen when he assumes that form. Selecting this 
  tattoo twice allows him to apply the bonus to three 
  natural attacks. Selecting the tattoo three times (the 
  maximum allowed) applies the bonus to all natural 
  attacks. 
  Swallowing Glyph: This ornate, shadowy glyph feeds 
  on the souls of those the mystic defeats. Any time 
  the mystic casts necromancy spell, he can spend 
  a swift action to gain a number of temporary hit 
  points equal to the spell’s level. Temporary hit points 
  gained from this ability last for one round and do 
  not stack. The second time this tattoo is selected, the 
  number of temporary hit points increases to double 
  the spell’s level. The third time it’s selected (the maxi-
  mum allowed), the temporary hit points increases to 
  three times the spell’s level. 
  Twisting Script: The indistinct shapes that form this 
  spiral tattoo twist into legible text when scrutinized. 
  Creatures within 50 feet of the mystic that can see 
  him are affected by his language-dependent enchant-
  ment spells, even if they do not understand the 
  language he speaks. Creatures without a language are 
  immune to this effect. The range of the effect in-
  creases by 50 feet each time this tattoo is selected, to 
  a maximum of 150 feet. 
  Inscribe Tattoo: At 4th level, a tattooed mystic gains 
  Inscribe Magical Tattoo as a bonus feat, ignoring prereq-
  uisites. 
  Tattoo Mastery (Ex): At 8th level, a tattooed mystic can 
  use his own ability score modifier and relevant feats to 
  set the DC for spell tattoos he uses, and can use his own 
  caster level if it is higher than that of the spell tattoo he 
  is using (similar to a caster using a staff.) 
  Skillful Tattooist (Ex): At 12th level, when a tat tooed 
  mystic is using Inscribe Magical Tattoo to craft magical 
  tattoos, he can do so in half the time it would normally 
  take.
  Potent Tattoos (Ex): At 16th level, when a tattooed 
  mystic uses his caster level with a spell tattoo, he does so 
  at +1 caster level. 
  Enduring Tattoos (Ex): At 20th level, when a tattooed 
  mystic activates a spell tattoo on his own body, he can 
  expend a spell slot or prepared spell of the same level or 
  higher instead of consuming the spell tattoo. The spell 
  tattoo remains and can be used again.  If the spell has a 
  material component with a cost of 100 gp or more, he 
  must provide that component.
  Alternate Build Classes
  The tattooed mystic can be built on these alternate 
  classes: arcanist, druid, psychic, sacerdote, sorcerer, or 
  witch. 
  A tattooed mystic learns and casts spells exactly like the 
  build class, including type of magic (arcane, divine, or 
  psychic), the effect of ability scores on spellcasting and 
  cantrips, knacks or orisons. He only suffers from arcane 
  spell failure if he casts arcane spells. 
     In addition, the tattooed mystic inherits the following 
  class features from the build class. This replaces the build 
  class ability, above. 
     Arcanist: Same as the build class ability of the tattooed 
  wizard, see build class above. 
     Druid: The tattooed druid gains the druid’s Hit Dice, 
  base attack, base saves, armor proficiencies (including 
  limitations against metal armor), class skills, skill points 
  per level, woodland stride, and wild shape. 
  
  98
     Psychic: The tattooed psychic gains the psychic disci-
  pline class feature, including discipline spells and disci-
  pline powers. Because he lacks a pherenic pool, certain 
  discipline powers do not work, notably those of the 
  Enlightenment discipline. 
     Sacerdote: The tattooed sacerdote keeps the advanced 
  spellcasting, bonus languages, chaotic evil good and law-
  ful spells, divine focus, domains, and divine wrath class 
  features. He can pick a manifestation instead of a mystic 
  tattoo. His divine wrath counts as an evocation ability 
  for the purpose of the blistering bands tattoo. 
     Sorcerer: The sorcerer tatooed mystic gains Eschew 
  Materials as a bonus feat at level 1. He chooses a blood-
  line and gains the bloodline skill and bloodline spells, 
  but no other bloodline effects. 
     Witch: A witch tattooed mystic uses his familiar tattoo 
  to store spells. He gains the patron spells class feature. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever they gain a level in a favored class, some races 
  have the option of choosing from a number of other 
  bonuses, depending upon their favored classes. The fol-
  lowing options are available to the listed race who have 
  tattooed mystic as their favored class, and unless other-
  wise stated, the bonus applies each time you select the 
  listed favored class reward. 
     Catfolk: Add 1/4 to the bonus of your natural hunter 
  racial ability. Requires tattoos of your typical prey. 
     Dhamphir: Heal 1 hit point of damage when gaining 
  temporary hit points from a swallowing glyph tattoo. 
  This cannot be more than the number of temporary hit 
  points gained from swallowing glyph. 
     Dragonblood: Add 1/4 to the bonus of your gate-
  crasher racial ability. Requires tattoos of elemental ener-
  gies.
     Dwarf: A melee weapon you are wielding gains a 1/4 
  point of circumstance bonus to attack and damage. Re-
  quires a tattoo of a melee weapon. 
     Elf: +1/2 on Spellcraft checks. 
     Erkunae: Add 1/4 to the bonus gained from the court 
  intrigue class feature. Requires elaborate decorative tat-
  toos. 
     Gnome: Add 2% concealment miss chance when your 
  flickering eye tattoo is active. 
     Half-Elf: Add 1 ft. to the range of your twisting script 
  tattoo. Multiply this bonus by the number of times 
  you’ve selected the twisting script tattoo. When using 
  squares, round the final range bonus down to the nearest 
  multiple of 5 ft. You can exceed the maximum range of 
  150 ft. this way. 
     Half-Orc: Add +1 damage to your blistering bands 
  tattoo. 
     Halfling: When you summon a creature using your 
  pouncing beast’s tattoo, it can appear up to ½ 5 ft. 
  square away from you. 
     Human: Gain 1/4 additional magical tattoo. 
     Polkan: Add 1/2 to Strength score, but only for the 
  purpose of calculating encumbrance. Requires a tattoo of 
  things you typically carry. 
     Tiefling: Gain +1 temporary hit point when gaining 
  temporary hit points from a swallowing glyph tattoo. 
  This cannot do more than double the number of tempo-
  rary hit points gained. 
  Sample Character
  Below is a sample tattooed mystic player character that 
  uses the druid build class created using these rules at 
  levels 1, 5, 10, and 15. Favored class bonus is used to 
  provide additional hit points.
  Gliftar Sigilskin (CR 1/2; XP 200)
  Male half-orc tattooed mystic 1
  N Medium humanoid (elf, orc)
  Init +2; Senses darkvision 60 ft.; Perception +3
  Defense
  AC 16, touch 12, flat-footed 14
  (+4 armor, +2 Dex)
  hp 10 (1d8+2)
  Fort +3, Ref +4, Will +3; +2 vs. enchantment
  Defensive Abilities orc ferocity; Immune sleep
  Offense
  Speed 30 ft.
  Melee greataxe +3 (1d12+4/x3) or dagger +3 (1d4+3/19-
  20)
  Ranged composite longbow +2 (1d8+1/x3)
  Special Attacks gatecrasher
  Spells Prepared (CL 1st; concentration +2)
     1st—jump, longstrider
     0th (at will)—detect magic, flare (F-DC 11), read magic
  Statistics
  Str 16, Dex 14, Con 13, Int 10, Wis 13, Cha 8
  Base Atk +0; CMB +3; CMD 15
  Feats Alertness, Eschew Materials
  Skills Bluff +0, Craft (tattoo) +4, Disguise +0, Knowl-
  edge (nature) +4, Perception +3, Sense Motive +3, 
  Spellcraft +4, Survival +5; Racial Modifiers +1 Bluff, +1 
  Disguise, +1 Knowledge (local)
  
  99
  Languages Common, Elven, Orc
  SQ build class (druid), familiar tattoo (weasel), weapon 
  familiarity
  Combat Gear wand of cure light wounds (6 charges); 
  Other Gear leather lamellar, composite (Str 12) longbow 
  with 20 arrows, dagger, greataxe, bedroll, belt pouch, 
  common artisan’s tools (Craft (tattoos)), explorer’s outfit, 
  flint and steel, sack, trail rations (5 days), waterskin; 
  Coins 6 gp, 3 sp
  Gliftar Sigilskin (CR 4; XP 1,200)
  Male half-orc tattooed mystic 5
  N Medium humanoid (elf, orc)
  Init +2; Senses darkvision 60 ft.; Perception +8
  Defense
  AC 18, touch 13, flat-footed 15
  (+5 armor, +2 Dex, +1 dodge)
  hp 36 (5d8+10)
  Fort +6, Ref +6, Will +7; +2 vs. enchantment
  Defensive Abilities orc ferocity; Immune sleep
  Offense
  Speed 30 ft.
  Melee greataxe +6 (1d12+4/x3) or dagger +6 (1d4+3/19-
  20)
  Ranged composite longbow +5 (1d8+1/x3)
  Special Attacks blistering bands (R-DC 13), gatecrasher, 
  wild shape 1/day
  Spells Prepared (CL 5th; concentration +7)
     3rd—greater thunderstomp
     2nd—barkskin, bear’s endurance, spider climb
     1st—jump, keen senses, longstrider, windy escape
     0th (at will)—detect magic, flare (F-DC 12), guidance, 
  read magic
  Statistics
  Str 16, Dex 14, Con 13, Int 10, Wis 14, Cha 8
  Base Atk +3; CMB +6; CMD 19
  Feats Alertness, Dodge, Eschew Materials, Inscribe 
  Magical Tattoo, Natural Spell
  Skills Bluff +0, Craft (tattoos) +10, Disguise +0, Knowl-
  edge (nature) +8, Perception +10, Sense Motive +4, 
  Spellcraft +5, Survival +10; Racial Modifiers +1 Bluff, 
  +1 Disguise, +1 Knowledge (local)
  Languages Common, Elven, Orc
  SQ build class (druid), familiar tattoo (weasel), inscribe 
  tattoo, mystic tattoo, weapon familiarity, woodland 
  stride
  Combat Gear potion of bull’s strength, wand of cure 
  moderate wounds (6 charges); Other Gear +1 leather 
  lamellar, composite (Str 12) longbow with 20 arrows, 
  dagger, greataxe, bedroll, belt pouch, cloak of resistance 
  +1, explorer’s outfit, flint and steel, masterwork artisan’s 
  tools (tattoos), masterwork backpack, sack, trail rations 
  (5 days), waterskin; Coins 66 gp, 3 sp
  Gliftar Sigilskin (CR 9; XP 6,400)
  Male half-orc tattooed mystic 10
  N Medium humanoid (elf, orc)
  Init +2; Senses darkvision 60 ft.; Perception +13
  Defense
  AC 18, touch 13, flat-footed 15
  (+5 armor, +2 Dex, +1 dodge)
  hp 68 (10d8+20)
  Fort +9, Ref +8, Will +11; +2 vs. enchantment
  Defensive Abilities orc ferocity; Immune magic sleep
  Offense
  Speed 30 ft.
  Melee +1 greataxe +11/+6 (1d12+5/x3) or dagger 
  +10/+5 (1d4+3/19-20)
  Ranged mwk composite longbow +10/+5 (1d8+3/x3)
  Special Attacks blistering bands (R-DC 16), gatecrasher, 
  pouncing beasts (3rd), rune of fangs +2 (one attack), 
  wild shape 4/day
  Spells Prepared (CL 10th; concentration +13)
     5th—call lightning storm (R-DC 18), fire snake (R-DC 
  18)
     4th—echolocation, freedom of movement, thorn body
     3rd—greater thunderstomp, summon natures ally III (2), 
  thorny enthanglement (R-DC 16)
     2nd—barkskin, bear’s endurance, spider climb, wilder-
  ness soldiers (2)
     1st—jump, keen senses, longstrider, produce flame, windy 
  escape
     0th (at will)—detect magic, flare (F-DC 13), guidance, 
  read magic
  Statistics
  Str 16, Dex 14, Con 13, Int 10, Wis 17, Cha 8
  Base Atk +7; CMB +10; CMD 23
  Feats Alertness, Dodge, Eschew Materials, Inscribe 
  Magical Tattoo, Natural Spell, Power Attack, Quick 
  Wild Shape
  Skills Bluff +0, Climb +8, Craft (tattoos) +10, Disguise 
  +0, Handle Animal +4, Knowedge (nature) +11, Percep-
  tion +15, Sense Motive +5, Spellcraft +8, Survival +13, 
  Swim +8; Racial Modifiers +1 Bluff, +1 Disguise, +1 
  Knowledge (local)
  Languages Common, Elven, Orc
  SQ build class (druid), familiar tattoo (weasel), inscribe 
  tattoo, mystic tattoo, tattoo mastery, weapon familiarity, 
  woodland stride
  Combat Gear potion of bull’s strength (3), wand of cure 
  
  100
  serious wounds (11 charges); +1 leather lamellar, +1 
  greataxe, masterwork composite (Str 16) longbow with 
  40 arrows, dagger, bedroll, belt pouch, cloak of resistance 
  +1, explorer’s outfit, flint and steel, headband of inspired 
  wisdom +2, masterwork artisan’s tools (tattoos), master-
  work backpack, sack, trail rations (5 days), waterskin; 
  Coins 30 gp, 3 sp
  Gliftar Sigilskin (CR 14; XP 38,400)
  Male half-orc tattooed mystic 15
  N Medium humanoid (elf, orc)
  Init +2; Senses darkvision 60 ft.; Perception +22
  Defense
  AC 19, touch 14, flat-footed 16
  (+5 armor, +1 deflection, +2 Dex, +1 dodge)
  hp 101 (15d8+30)
  Fort +12, Ref +11, Will +16; +2 vs. enchantment
  Defensive Abilities orc ferocity; Immune sleep
  Offense
  Speed 30 ft.
  Melee +1 greataxe +15/+10/+5 (1d12+4/x3) or dagger 
  +14/+9/+4 (1d4+3/19-20
  Ranged mwk composite longbow +14/+9/+4 (1d8+3/
  x3)
  Special Attacks blistering bands (R-DC 18), gatecrasher, 
  pouncing beasts (6th), rune of fangs +3 (one attack), 
  wild shape 6/day
  Spells Prepared (CL 15th; concentration +20)
     8th—stormbolts (R-DC 23)
     7th—fire storm (R-DC 22), sunbeam (R-DC 22)
     6th—greater dispel magic, liveoak, summon nature’s all 
  VI
     5th—call lightning storm (R-DC 20), fire snake (2, 
  R-DC 20), summon nature’s ally V (2)
     4th—echolocation, freedom of movement, summon na-
  ture’s ally IV, thorn body
     3rd—greater thunderstomp (2), summon natures ally III 
  (2), thorny enthanglement (R-DC 18)
     2nd—barkskin, bear’s endurance, spider climb, wilder-
  ness soldiers (2)
     1st—jump, keen senses, longstrider, produce flame (2), 
  windy escape
     0th (at will)—detect magic, flare (F-DC 15), guidance, 
  read magic
  Statistics
  Str 16, Dex 14, Con 13, Int 10, Wis 20, Cha 8
  Base Atk +11; CMB +14; CMD 28
  Feats Alertness, Combat Reflexes, Dodge, Eschew 
  Materials, Inscribe Magical Tattoo, Natural Spell, Power 
  Attack, Quick Wild Shape, Vital Strike, Wild Speech
  Skills Bluff +0, Climb +10, Craft (tattoos) +12, Disguise 
  +0, Handle Animal +6, Knowledge (nature) +13, Percep-
  tion +22, Sense Motive +7, Spellcraft +12, Survival +18, 
  Swim +10; Racial Modifiers +1 Bluff, +1 Disguise, +1 
  Knowledge (local)
  Languages Common, Elven, Orc
  SQ build class (druid), familiar tattoo (weasel), inscribe 
  tattoo, mystic tattoo, skillful tattooist, tattoo mastery, 
  weapon familiarity, woodland stride
  Combat Gear potion of bull’s strength (2), wand of cure 
  critical wounds (7 charges); Other Gear +1 wild leather 
  lamellar, +1 greataxe, masterwork composite (Str 16) 
  longbow with 40 arrows, dagger, bedroll, belt pouch, 
  cloak of resistance +2, explorer’s outfit, flint and steel, 
  headband of inspired wisdom +4, masterwork artisan’s 
  tools (tattoos), masterwork backpack, ring of protection 
  +1, sack, trail rations (5 days), waterskin; Coins 10 pp, 
  15 gp, 3 sp
  The orcish race has their own harsh homeland (Azagor) 
  and have a place of honor in the history of the world, as 
  one of the races that brought about The Calling. Even 
  on other worlds the tradition of the half-orcish race 
  has a certain power, the combination of rationality and 
  bestiality, power and intelligence. Gliftar, called Sigil-
  skin for his enduring and thriving in the tradition of 
  the tattooed mystic, is from a long line of half-orcs, and 
  proudly celebrates his unique magical tradition, and has 
  set his eyes on reaching the pinnacle of magical power, 
  testing the limits of physical and metaphysical achieve-
  ment. Though contemplative and skilled, Gliftar possess 
  the orcish contempt for pain and death, and often takes 
  chances that most spellcasters do not, thrusting himself 
  in the heat of battle to see if he will emerge victorious or 
  not. 
     Among the half-orcs and occasional orcish allies that 
  Gliftar Sigilskin has to deal with, he is seen as something 
  of a dangerous anomaly, but a natural anomaly like a 
  drought, blizzard or flood. They do not deal with him 
  idly, but know that he can be useful if there is a need. 
  In no way do any of his kin wish to supplant his domi-
  nance, that would be like fighting the ocean. Gliftar has 
  no desire to rule or dominate, unless it is for the purpose 
  of furthering his personal magical journey. A non-magi-
  cal individual interests him little, except for clearing the 
  way to more knowledge for him. Gliftar is quite glad to 
  tattoo any being that asks it of him and explains their 
  motive- and of course pays the listed fee for the job. 
  
  101
  Veiled Illusionist
  Ellen walked the streets of the city, A pretty human 
  woman, her dress swinging, a smile on her face. A 
  basket was in her arms, holding bread of a nondescript 
  vintage, as though she might be selling it. As she was 
  not, she discarded basket and bread as soon as she passed 
  beyond the eyes of the grim guard at the City Man-
  sion. A flicker of magic, and her clothes changed into 
  velvets and silks, and she was at the side servants’ door 
  (the Door of Whores, called by some) smiling meekly in 
  the line of other, attractive men and women. Ellen kept 
  smiling, smiling, a few words, and the procurer at the 
  desk smiled too, and did not note when she turned left 
  instead of right. Then Ellen was no more… and Buckl-
  emore was, a chubby, mutton-chopped Halfling man 
  with the demeanor and dress of a major-domo of the 
  kitchen, a common job for the food-minded halflings. 
  Bucklemore strutted along the halls, muttering in 
  a singsong manner as though preoccupied.  The 
  functionaries and guards barely perceived the 
  little Halfling, and Bucklemore barely noted 
  them, too, intent on finding the area of 
  the Mansion that was required.
     The required region was found, “Ar-
  cane Research” and Bucklemore looked 
  furtively around- and then was no more. 
  Where he had been, Wizzlewittiwick was, 
  a stooped gnome with an enormous nose, 
  a wizard’s robe, and a jeweled pointed cap.  Wizzlewit-
  tiwick took a deep breath and knocked on the door, 
  simultaneously casting a dire spell… The gnome was 
  let in at the same moment as the spell went off, and the 
  gnome scrambled up the wall like a spider before the 
  blast of magical energy flared in the spot where he once 
  was. The feeble-seeming Wizzlewittick shouted and 
  waved a hand, disintegrating the inner door. A moderate 
  amount of psychic slaughter ensued shortly thereafter, 
  mostly fueled by nightmarish magic, and then the item 
  itself was secured. A tall, regal looking elf walked out of 
  the “Arcane Research” department that had the Sarenite 
  clerics so worried, with a small item that smelled faintly 
  of brimstone. The elf, whose name was Silmarathil, had 
  anyone asked, carried the item out of the Mansion to no 
  one’s surprise, and the alarm was not raised for a surpris-
  ing number of minutes afterward. When a dark-com-
  plected forlarren, a rare enough sight in the city, limped 
  along the street outside the Sarenite compound, no one 
  paid any mind but to wrinkle one’s nose and stare. And 
  Idagra preferred it that way.
  
  102
  Veiled Illusionist
  While skilled in all forms of illusion, veiled illusionists 
  primarily excel at casting glamers—spells that alter or 
  conceal the illusionist’s true form. Most veiled illusion-
  ists are uncomfortable with maintaining one disguise 
  for an extended period of time. Instead, they prefer to 
  change their appearance from day to day, or even from 
  hour to hour. This makes it difficult for veiled illusionists 
  to integrate into society, most end up as wanderers, tak-
  ing on a new face with each new town they visit. 
  Prestige Class: Veiled illusionist 
  Build Classes: The veiled illusionist is built on the 
  wizard, but the following alternate build classes are 
  described below: arcanist, psychic, sacerdote, sorcerer, or 
  witch. 
  Role: Veiled illusionists make excellent spies and infiltra-
  tors, and have a full magical arsenal to fall back on when 
  a situation turns dire. 
  Alignment: Any. Most veiled illusionists are chaotic, 
  changing their behavior as they change roles. 
  Hit Die: d6. 
  Class Skills
  The veiled illusionist’s class skills (and the key ability for 
  each skill) are Bluff (Cha), Craft (Int), Disguise (Cha), 
  Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), 
  Profession (Wis), Spellcraft (Int), Stealth (Dex), and Use 
  Magic Device. 
  Skill Ranks at Each Level: 2 + Int modifier. 
  Class Features
  These are all the class features of the veiled illusionist. 
  Weapon and Armor Proficiency: A veiled illusionist 
  gains the armor and weapon proficiencies of it’s build 
  class. 
  Spells: The veiled illusionist learns and casts spells exact-
  ly like a wizard, including using arcane magic, the effect 
  of Intelligence on spellcasting, spellbooks, automatically 
  learned spells, and cantrips. 
  Build Class: The veiled illusionist gains the wizard’s 
  arcane school class feature, and must choose the illusion 
  school. 
  Eschew Materials (Feat): A veiled illusionist gains Es-
  chew Materials as a bonus feat at 1st level. 
  Veil Pool (Sp): A veiled illusionist draws power from a 
  reserve of magical energy to strengthen his illusions. This 
  veil pool has a number of points equal to half his class 
  level + his highest mental ability modifier (Intelligence, 
  Wisdom, or Charisma). The pool refreshes once per day 
  when the veiled illusionist prepares spells. 
     As a standard action, the veiled illusionist can spend 
  1 point from his veil pool to alter his appearance as per 
  the spell disguise self. This is a glamer effect that lasts a 
  number of hours equal to the veiled illusionist’s class 
  level. The DC to disbelieve the effect is equal to 15 + the 
  number of points remaining in the veiled illusionist’s veil 
  pool. Assuming a different veil while still under the ef-
  fects of his disguise self spell-like ability does not expend 
  any additional points from his veil pool. 
     At 3rd level, the veiled illusionist can alter his per-
  ceived audible (sound) properties when he assumes his 
  disguise. At 10th level, the veiled illusionist can also alter 
  his perceived olfactory (scent) and tactile (touch) proper-
  ties, and can imitate any voice with which he is famil-
  iar. At 18th level, the veiled illusionist’s veil fools even 
  extraordinary senses, such as blindsight, tremorsense, or 
  true seeing. 
     At 6th level, the veiled illusionist can assume or change 
  appearance as a swift action. At level 14, he can do so as 
  an immediate action. 
  Illusionist’s Veils (Ex/Sp/Su): A veiled illusionist learns 
  to cloak himself in the forms favored by his class—hu-
  man, halfling, elf, gnome, cyclops, and naga. Once the 
  veiled illusionist learns a veil, he can use his veil pool 
  to disguise himself as a member of that veil’s type and 
  subtype, even if doing so would exceed the limitations 
  of disguise self. When disguising himself as a creature he 
  knows the veil for, he gains an additional bonus on his 
  Disguise check equal to half his class level. 
     Each veil also grants the illusionist an additional 
  power. These powers are always available, regardless of if 
  the illusionist is using an illusionist’s veil or not. 
  Human (Ex): At 1st level, the veiled illusionist 
  gains his build class abilities from his human veil. 
  This is just a flavorful explanation for the build 
  
  103
  class abilities. 
  Halfling (Su): At 2nd level, a veiled illusionist 
  can spend 1 point from his veil pool as a free ac-
  tion while casting an illusion spell to disguise his 
  spellcasting. Creatures attempting to identify the 
  spell as it’s being cast must succeed at a Will save 
  (DC 15 + the number of points remaining in the 
  illusionist’s veil pool) or misidentify the spell as 
  a spell of the illusionist’s choice or even no spell 
  at all. An illusory spell must be the same level as 
  the true spell, and must be on the veiled illusion-
  ist’s spell list. This does not conceal the effect of 
  the spell, it only conceals the veiled illusionist’s 
  actions. 
  Elf (Ex): At 4th level, a veiled illusionist can 
  spend 1 point from his veil pool as an immediate 
  action to reroll a caster level check made to bypass 
  spell resistance. He must accept the second roll, 
  even if it’s worse. 
  Gnome (Ex): At 8th level, a veiled illusionist can 
  spend 1 point from his veil pool to concentrate 
  on a glamer, figment, or phantasm as a swift ac-
  tion, rather than a standard action. This effect 
  lasts as long as he continues to concentrate each 
  round. 
  Cyclops (Sp): At 12th level, a veiled illusion-
  ist can spend 1 point from his veil pool as a free 
  action to gain the benefits of the spell true seeing 
  until the beginning of his next turn. 
  Naga (Sp): At 16th level, as a free action while 
  casting an illusion spell or using disguise self from 
  his veil pool, the veiled illusionist can spend 2 
  points from his veil pool to coil the illusion upon 
  itself. Any creature that disbelieves the illusion 
  sees a second illusion within the translucent 
  outline of the first, as if the illusionist had cast 
  the same spell a second time. Effectively, after a 
  creature disbelieves the first illusion, it sees a sec-
  ond illusion in its place, which it must attempt to 
  disbelieve separately. To the creature, it seems as if 
  the first illusion was a glamer hiding the true form 
  Table: Veiled Illusionist
  Class 
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Ref 
  Save
  Will 
  Save
  Special
  Spells per Day 
  0
  1st
  2nd
  3rd
  4th
  5th
  6th
  7th
  8th
  9th 
  1st 
  +0 
  +0 
  +0 
  +2 
  Build Class, Eschew Materials, veil 
  pool, illusionist’s veil (human) 
  3 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Illusionist’s veil (halfling) 
  4 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  3rd 
  +1 
  +1 
  +1 
  +3 
  Veil pool (sound) 
  4 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  4th 
  +2 
  +1 
  +1 
  +4 
  Illusionist’s veil (elf) 
  4 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  — 
  5th 
  +2 
  +1 
  +1 
  +4 
  — 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  — 
  6th 
  +3 
  +2 
  +2 
  +5 
  Veil pool (swift) 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  — 
  7th 
  +3 
  +2 
  +2 
  +5 
  — 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  — 
  8th 
  +4 
  +2 
  +2 
  +6 
  Illusionist’s veil (gnome) 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  — 
  9th 
  +4 
  +3 
  +3 
  +6 
  — 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  — 
  10th 
  +5 
  +3 
  +3 
  +7 
  Veil pool (scent, touch) 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  — 
  11th 
  +5 
  +3 
  +3 
  +7 
  — 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  — 
  12th 
  +6/+1 
  +4 
  +4 
  +8 
  Illusionist’s veil (cyclops) 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  — 
  13th 
  +6/+1 
  +4 
  +4 
  +8 
  — 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  — 
  14th 
  +7/+2 
  +4 
  +4 
  +9 
  Veil pool (immediate) 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  — 
  15th 
  +7/+2 
  +5 
  +5 
  +9 
  — 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  — 
  16th 
  +8/+3 
  +5 
  +5 
  +10 
  Illusionist’s veil (naga) 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  — 
  17th 
  +8/+3 
  +5 
  +5 
  +10 
  — 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  2 
  1 
  18th 
  +9/+4 
  +6 
  +6 
  +11 
  Veil pool (extraordinary) 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  2 
  19th 
  +9/+4 
  +6 
  +6 
  +11 
  — 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  3 
  3 
  20th 
  +10/+5 +6 
  +6 
  +12 
  True veil 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4 
  4
  
  104
  (the second illusion). The creature must specifical-
  ly spend a standard action disbelieving the second 
  illusion, mere interaction with the illusion is not 
  sufficient. Unrealistic effects or a warning from an 
  ally allows a disbelief saving throw without spend-
  ing an action. Spells like shadow conjuration that 
  always allow a save only do so for the first stage of 
  the illusion. The second illusion is hidden from 
  magical detection, not even true seeing can pen-
  etrate it. The veiled illusionist must determine the 
  features of the second illusion as he casts the first. 
  If the second illusion is especially similar to the 
  first one, it counts as an an unrealistic effect and 
  allows automatic disbelief saves.
  True Veil (Su): At 20th level, a veiled illusionist can 
  spend 1 point from his veil pool to imbue his disguise 
  with a measure of reality. The veiled illusionist’s disguise 
  self spell-like ability is treated as a polymorph effect, 
  though it retains the illusion school and gains the 
  shadow descriptor. Other creatures no longer get a Will 
  save to recognize the effect as an illusion, though they 
  can still make Perception checks to realize the veiled il-
  lusionist is using a disguise. 
     If disguised as a humanoid using his veil pool ability, 
  the veiled illusionist gains the benefit of alter self. If dis-
  guised as a cyclops or naga, he gains a +4 size bonus to 
  Strength, a –2 penalty to Dexterity, a +4 natural armor 
  bonus, and any of the following abilities possessed by the 
  creature whose form he has taken: burrow 30 feet, climb 
  90 feet, fly 90 feet (good maneuverability), swim 90 feet, 
  darkvision 60 feet, low-light vision, ferocity, guarded 
  thoughts, poison, and spit. The effect lasts for a number 
  of minutes equal to the veiled illusionist’s level if he is 
  disguised as a humanoid, or rounds per level if disguised 
  as a cyclops or naga. 
  Alternate Build Classes
  The veiled illusionist can be built on these alternate 
  classes: arcanist, psychic, sacerdote, sorcerer, or witch. 
  A veiled illusionist learns and casts spells exactly like the 
  build class, including type of magic (arcane, divine, or 
  psychic), the effect of ability scores on spellcasting and 
  cantrips, knacks or orisons. He only suffers from arcane 
  spell failure if he casts arcane spells. 
     In addition, the veiled illusionist inherits the following 
  class features from the build class. This replaces the build 
  class ability, above. 
     Arcanist: A veiled arcanist can prepare an additional 
  spell of each level of spells he can cast. This additional 
  spell must be from the illusion school. He can cast a 
  prepared illusion spell without expending a spell slot by 
  expending a number of uses of his veil pool equal to the 
  level of the spell. 
     Psychic: Add all sorcerer/wizard spells of the illusion 
  school to the veiled psychic’s spell list. At every level, the 
  veiled psychic adds one spell from his spell list with the 
  illusion school of a level he can cast to his list of known 
  spells. 
     Sacerdote: The veiled sacerdote keeps the advanced 
  spellcasting, bonus languages, calculated targeting, 
  chaotic evil good and lawful spells, divine focus, divine 
  wrath, and manifestations class features. The veiled 
  sacerdote’s domain spell list is all the wiz ard spells of the 
  illusion school (and no other spells).    
     Sorcerer: At every level, the veiled sorcerer adds one 
  spell from his spell list with the illusion school of a level 
  he can cast to his list of known spells. 
     Witch: A veiled witch illusionist has the witch’s famil-
  iar ability. Add all sorcerer/wizard spells of the illusion 
  school to the veiled witch’s spell list. A veiled witch can 
  prepare an additional spell of each level of spells he can 
  cast. This additional spell must be from the illusion 
  school. 
  Favored Class Bonuses
  Instead of receiving an additional skill rank or hit point 
  whenever they gain a level in a favored class, some races 
  have the option of choosing from a number of other 
  bonuses, depending upon their favored classes. The fol-
  lowing options are available to the listed race who have 
  veiled illusionist as their favored class, and unless other-
  wise stated, the bonus applies each time you select the 
  listed favored class reward. 
     Aasimar: When enemies suffer a concealment miss 
  chance against you, add 1% to that miss chance. 
     Avodim: When you are under an illusion that gives a 
  bonus on Disguise checks, increase that bonus by +1/2. 
     Catfolk: When you are affected by an illusion effect 
  that grants a miss chance, you also gain DR ½ / magic. 
     Dhamphir: When in dim light or less, enemies at-
  tacking you have 1% miss chance. This stacks with miss 
  chance from other sources.
     Dwarf: Gain 1/4 of a Weapon Proficiency, Armor 
  Proficiency, or Shield Proficiency feat. You must fulfill 
  the prerequisites. For each proficiency gained this way, 
  reduce the chance of arcane spell failure by 5% when 
  wearing armor.
  
  105
     Drow: When in dim light or less, you gain a +1/2 
  bonus on Stealth checks.  
     Elf: Add 1/5 to caster level checks to penetrate spell 
  resistance. 
     Gnome: A spell with a duration of concentration lasts 
  1/2 additional round after you cease concentrating on it. 
     Half-Elf: Gain 1/2 level of the elf’s, gnome’s, and half-
  ling’s favored class bonuses. 
     Half-Orc: When you cast an illusion spell targeting 
  yourself you gain 1/2 temporary hit point, but no more 
  temporary hit points than the spell’s level +1. Spell-like 
  abilities do not count as spells for this ability. These tem-
  porary hit points last 10 minutes.
     Halfling: The save DC to spot a spell concealed with 
  your halfling pool ability increases by 1/2. 
     Human: The save DC of disguise self cast using your 
  veil pool increases by 1/2. 
     Kitsune: When you are under an illusion that changes 
  your appearance and that you assumed specifically to 
  impress this target, as decided when the appearance is 
  assumed, you gain a +1/2 bonus on Diplomacy and 
  Intimidate checks. 
     Kobold: When you are under an glamer that makes 
  you look larger than the creature you are trying to Intim-
  idate, you gain a +1 bonus on Intimidate checks. 
     Samsaran: When you are under an illusion that gives 
  a bonus on Disguise checks and you are assuming a form 
  that goes with one of your shards of the past skills, you 
  gain a +1 bonus on Disguise checks to act out that role. 
     Sylph: When you cast an illusion spell with range, add 
  5 ft. to that range. 
     Tengu: Increase the save DC of any illusion you make 
  that incorporates corpses or cadavers by +1/5. 
     Tiefling: When you are under an illusion that alters 
  your appearance, you gain a +1/2 bonus on Intimidate 
  checks. 
     Undine: Increase the save DC of your Illusion (fig-
  ment) spells by +1/5. 
     Xesa: Increase the save DC of your Illusion (phan-
  tasm) spells by +1/5. 
  Sample Veiled Illusionist
  Below is a sample vieled illusionist player character that 
  uses the psychic build class created using these rules at 
  levels 1, 5, 10, and 15. Favored class bonus is used to 
  provide additional hit points.
  Igadra (CR 1/2; XP 200)
  Female forlarren veiled illusionist 1
  CG Medium fey
  Init +2; Senses low-light vision; Perception +0
  Defense
  AC 12, touch 12, flat-footed 10
  (+2 Dex)
  hp 7 (1d6+1)
  Fort +0, Ref +2, Will +2
  DR 1/cold iron; Weaknesses remorse (W-DC 12)
  Offense
  Speed 30 ft.
  Melee 2 claws +0 (1d4) or dagger +0 (1d4/19-20)
  Ranged light crossbow +2 (1d8/19-20)
  Spell-Like Abilities (CL 1st; concentration +3)
     1/day—faerie fire, heat metal (W-DC 14), light
  Spells Known (CL 1st; concentration +3)
     1st (4/day)—charm person (W-DC 13), expeditious 
  retreat, vanish
     0th (at will)—detect magic, flare (F-DC 12), prestidigi-
  tation, read magic
  Statistics
  Str 10, Dex 15, Con 10, Int 15, Wis 10, Cha 14
  Base Atk +0; CMB +0; CMD 12
  Feats Deceitful, Eschew Materials
  Skills Bluff +8, Disguise +8, Spellcraft +6, Stealth +6
  Languages Aklo, Common, Draconic, Sylvan
  SQ build class (psychic), craftsman, hellfires, illusionist’s 
  veil (human), veil pool (2)
  Combat Gear potion of cure light wounds (2), wand of 
  mage armor (5 charges), wand of shield (6 charges); Oth-
  er Gear dagger, light crossbow with 10 bolts, backpack, 
  bedroll, belt pouch, explorer’s outfit, flint and steel, ioun 
  torch, sack, trail rations (5 days), waterskin; Coins 4 gp, 
  3 sp
  Igadra (CR 4; XP 1,200)
  Female forlarren veiled illusionist 5
  CG Medium fey
  Init +2; Senses low-light vision; Perception +8
  Defense
  AC 12, touch 12, flat-footed 10
  (+2 Dex)
  hp 25 (5d6+5)
  Fort +1, Ref +3, Will +4
  DR 2/cold iron; Weaknesses remorse (W-DC 14)
  Offense
  Speed 30 ft.
  Melee 2 claws +4 (1d4) or dagger +4 (1d4/19-20)
  Ranged mwk light crossbow +5 (1d8/19-20)
  
  106
  Spell-Like Abilities (CL 5th; concentration +7)
     1/day—faerie fire, heat metal (W-DC 14), light
  Spells Known (CL 5th; concentration +8)
     2nd (4/day)—blur, cat’s grace, invisibility, see invisibility
     1st (7/day)—color spray (W-DC 14), charm person (W-
  DC 14), expeditious retreat, vanish, ventriloquism (W-DC 
  14)
     0th (at will)—detect magic, flare (F-DC 13), light, mage 
  hand, prestidigitation, read magic
  Statistics
  Str 10, Dex 15, Con 10, Int 16, Wis 10, Cha 14
  Base Atk +2; CMB +2; CMD 14
  Feats Cunning, Deceitful, Eschew Materials, Weapon 
  Finesse
  Skills Bluff +12, Disguise +12, Knowledge (arcana) +11, 
  Perception +8, Spellcraft +11, Stealth +10
  Languages Aklo, Common, Draconic, Sylvan
  SQ build class (psychic), craftsman, hellfires, illusionist’s 
  veil (elf, halfling, human), veil pool (5; sound)
  Combat Gear potion of cure moderate wounds (2), wand 
  of mage armor (10 charges), wand of shield (18 charges); 
  Other Gear masterwork light crossbow with 20 bolts, 
  dagger, bedroll, belt pouch, explorer’s outfit, flint and 
  steel, handy haversack, ioun torch, sack, trail rations (5 
  days), waterskin; Coins 10 gp, 3 sp
  Igadra (CR 9; XP 6,400)
  Female forlarren veiled illusionist 10
  CG Medium fey
  Init +2; Senses low-light vision; Perception +13
  Defense
  AC 13, touch 13, flat-footed 10
  (+2 Dex, +1 dodge)
  hp 47 (10d6+10)
  Fort +4, Ref +6, Will +8
  DR 5/cold iron; Weaknesses remorse (W-DC 17)
  Offense
  Speed 30 ft.
  Melee 2 claws +7 (1d4) or dagger +7 (1d4/19-20)
  Ranged mwk light crossbow +8 (1d8/19-20)
  Spell-Like Abilities (CL 10th; concentration +12)
     1/day—faerie fire, heat metal (W-DC 14), light
  Spells Known (CL 10th; concentration +14)
     5th (3/day)—shadow evocation (W-DC 19), teleport
     4th (6/day)—charm monster (W-DC 18), eyes of the 
  void, greater invisibility, phantasmal killer (W/F-DC 18)
     3rd (7/day)—displacement, fearsome duplicate (W-DC 
  17), fly, haste, telekinetic maneuver
     2nd (7/day)—blur, cat’s grace, invisibility, resist energy, 
  see invisibility, spider climb
     1st (7/day)—color spray (W-DC 15), charm person (W-
  DC 15), endure elements, expeditious retreat, feather step, 
  magic missile, vanish, ventriloquism (W-DC 15)
     0th (at will)—arcane mark, detect magic, flare (F-DC 
  14), light, mage hand, message, open/close, prestidigitation, 
  read magic
  Statistics
  Str 10, Dex 15, Con 10, Int 19, Wis 10, Cha 14
  Base Atk +5; CMB +5; CMD 23
  Feats Cunning, Deceitful, Defensive Combat Training, 
  Dodge, Eschew Materials, Weapon Finesse
  Skills Bluff +22, Diplomacy +5, Disguise +22, Fly +15, 
  Intimidate +5, Knowledge (arcana) +17, Perception +13, 
  Perform (any) +5, Spellcraft +17, Stealth +15
  Languages Aklo, Common, Draconic, Sylvan
  SQ build class (psychic), craftsman, hellfires, illusionist’s 
  veil (elf, gnome, halfling, human), veil pool (9; swift; 
  scent, sound, touch)
  Combat Gear potion of cure moderate wounds, wand of 
  mage armor (13 charges), wand of shield (22 charges); 
  Other Gear masterwork light crossbow with 20 bolts, 
  dagger, bedroll, belt pouch, circlet of persuasion, cloak of 
  resistance +1, explorer’s outfit, flint and steel, handy hav-
  ersack, headband of vast intelligence +2 (Fly), ioun torch, 
  sack, trail rations (5 days), waterskin; Coins 10 gp, 3 sp
  Igadra (CR 14; XP 38,400)
  Female forlarren veiled illusionist 15
  CG Medium fey
  Init +6; Senses low-light vision; Perception +18
  Defense
  AC 14, touch 14, flat-footed 11
  (+1 deflection, +2 Dex, +1 dodge)
  hp 70 (15d6+15)
  Fort +7, Ref +9, Will +11
  DR 7/cold iron; Weaknesses remorse (W-DC 19)
  Offense
  Speed 30 ft.
  Melee 2 claws +9 (1d4) or dagger +9/+4 (1d4/19-20)
  Ranged +1 light crossbow +11/+6 (1d8/19-20)
  Spell-Like Abilities (CL 15th; concentration +17)
     1/day—faerie fire, heat metal (W-DC 14), light
  Spells Known (CL 15th; concentration +21)
     7th (4/day)—dream council (W-DC 23), greater scrying 
  (W-DC 23), greater shadow conjuration (W-DC 23), 
  limited wish
     6th (7/day)—disintegrate (F-DC 22), greater dispel 
  magic, mind thrust VI (W-DC 22), mislead (W-DC 22), 
  shadow walk (W-DC 22)
     5th (7/day)—dominate person (W-DC 21), overland 
  
  107
  flight, shadow evocation (W-DC 21), spell resistance (W-
  DC 21), teleport, village veil (W-DC 21)
     4th (7/day)—aura of doom (W-DC 20), charm mon-
  ster (W-DC 20), eyes of the void, greater invisibility, lesser 
  globe of invulnerability, phantasmal killer (W/F-DC 20)
     3rd (7/day)—displacement, fearsome duplicate (W-DC 
  19), fly, haste, telekinetic maneuver, tongues
     2nd (8/day)—blur, cat’s grace, invisibility, resist energy, 
  see invisibility, spider climb, suggestion (W-DC 18)
     1st (8/day)—color spray (W-DC 17), charm person (W-
  DC 17), endure elements, expeditious retreat, feather step, 
  magic missile, vanish, ventriloquism (W-DC 17)
     0th (at will)—arcane mark, detect magic, flare (F-DC 
  16), light, mage hand, message, open/close, prestidigitation, 
  read magic
  Statistics
  Str 10, Dex 15, Con 10, Int 22, Wis 10, Cha 14
  Base Atk +7; CMB +7; CMD 29
  Feats Cunning, Deceitful, Defensive Combat Training, 
  Dodge, Eschew Materials, Improved Initiative, Rapid 
  Reload (light crossbow), Weapon Finesse, Weapon Focus 
  (light crossbow)
  Skills Acrobatics +17, Bluff +27, Diplomacy +5, Dis-
  guise +37, Fly +20, Intimidate +23, Knowledge (arcana) 
  +24, Perception +18, Perform (any) +5, Spellcraft +24, 
  Stealth +30
  Languages Aklo, Common, Draconic, Sylvan
  SQ build class (psychic), craftsman, hellfires, illusionist’s 
  veil (elf, gnome, halfling, human), veil pool (9; swift; 
  scent, sound, touch)
  Combat Gear potion of cure serious wounds, wand of 
  mage armor (13 charges), wand of shield (22 charges); 
  Other Gear +1 light crossbow with 20 bolts, dagger, 
  bedroll, belt pouch, circlet of persuasion, cloak of resistance 
  +2, explorer’s outfit, flint and steel, handy haversack, 
  headband of vast intelligence +4 (Fly, Intimidate), ioun 
  torch, ring of chameleon power, ring of protection +1, sack, 
  trail rations (5 days), waterskin; Coins 105 gp, 3 sp
  The skills and abilities, not to mention the implied 
  lifestyle inherent in the profession of the veiled illusion-
  ist, suit the tragic race of forlarren, of which the seldom-
  used identity of Igadra is a member. As forlarren are the 
  progeny of evil outsiders (typically demons) and other-
  worldly beautiful nymphs, they have a hard life, indeed, 
  and are quite rare. Igadra has known few others of her 
  kind, and thinks little on the subject, content to fulfill 
  her destiny without thought of the forlarren community. 
  She is kindly disposed toward fey creatures, however, 
  as they allowed her orphaned self to grow to maturity 
  safely, definitely not a guarantee for her misbegotten 
  race. As Igadra’s race matures quickly, she left the rough 
  care of the wood fairies and wandered far and wide, and 
  tried her hand at many things, settling on the practice of 
  magic, learning at the remote home of a fabulous being 
  called a norn, in the far cold mountains. The giant fey 
  had hoped to pass on understanding of Igadra’s parent-
  age to her, and ‘fix’ her fate, but Igadra only cared for the 
  power to use magic, and to change one’s shape at will, 
  become any humanoid she wished. She left the norn’s 
  home with such power, stifling at the being’s lawful al-
  legiance. The cult of Saren that she joined at the bottom 
  of the norn’s mountain home was far more accommodat-
  ing. They are tolerant of her fiend-driven rages, apprecia-
  tive of her power, and put her to use in thwarting the 
  plans of evil lawful beings in the various corrupt cities 
  that the Sarenites hate so much. On missions such as 
  these, Igadra subsumes herself into the identity that she 
  assumes with her veil power, and she has been known to 
  bypass even mind-readers, with a kind of self-hypnosis 
  of taking on the role she portrays. Whether this is part of 
  her illusionist skill or a mental power (or disability) none 
  can say.  Evil forces seldom expect such duplicity or sub-
  tlety from the forces of good, especially from Sarenites, 
  that Igadra’s missions are typically successful. She uses 
  her magic to supplement her shapechanging, and she has 
  the reputation for killing with magic in particularly ef-
  ficient and somewhat horrifyingly brutal ways. The ends 
  justify the means of justice, in the eyes of Igadra and her 
  fellow Sarenites. 
     But regardless of her apparent dedication to good, Iga-
  dra is still, in the heart of her being, a child of evil. She 
  has been able to channel her desire to do ill into harming 
  the forces of evil, and seeks to do so whenever the mis-
  sion calls for it and she can do so without blowing her 
  cover. She worries that someday her ‘Will’ will fail and 
  she will turn against her compatriots. For this reason, 
  she tends to keep to herself within the community, and 
  often does not take part in their wild Sarenite festivities.
  
  108
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  “Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/ or trademark owners who have contributed Open Game 
  content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including 
  into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, com-
  pilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” 
  means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open 
  Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent 
  such content does not embody the Product Identity and is an enhancement over the prior art and any additional 
  content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product 
  Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures 
  characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depic-
  tions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; 
  names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abili-
  ties; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, 
  or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner 
  of the Product Identity, and which specifically excludes the Open Game Content; (f ) “Trademark” means the logos, 
  names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, 
  Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) 
  “You” or “Your” means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game 
  Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Con-
  tent that you Use. No terms may be added to or subtracted from this License except as described by the license itself. 
  No other terms or conditions may be applied to any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the 
  exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, 
  and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of 
  any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, 
  except as expressly licensed in another, independent Agreement with the owner of each element of that Product 
  Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in 
  conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agree-
  ment with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game 
  Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity 
  used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you 
  are distributing are Open Game Content.
  9. Updating the License: 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 v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Wil-
  liams, based on material by E. Gary Gygax and Dave Arneson.
  Modern System Reference Document, © 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich 
  Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter 
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker
  1001 Spells Copyright 2011 Steven D. Russell; Author Steven D. Russell
  50 New Ways to Blow Things Up: Evocation copyright Silven Publishing and Matthew J. Hanson.
  50 New Ways to turn things into other things: Transmutation copyright Silven Publishing and Matthew J. Hanson.
  Adherer from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Authors Scott Greene and 
  Clark Peterson, based on original material by Guy Shearer.
  Advanced Bestiary. © 2004, Green Ronin Publishing, LLC; Author: Matthew Sernett.
  Advanced Options: Extra Evolutions. Copyright 2011, Super Genius Games. Author: Owen K.C. Stephens.
  Advanced Player’s Guide, Player’s Guide to Monks and Paladins, Relics & Rituals: Excalibur, Relics & Rituals: Olym-
  pus, and Strange Lands: Lost Tribes of the Scarred Lands all. Copyright2004 White Wolf Inc.
  Akashic Nodes: The Home of Memory, Copyright 2005 Justin D. Jacobson.
  Amphisbaena from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distrib-
  uted by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distrib-
  uted by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Anger of Angels. © 2003, Sean K Reynolds.
  Animal Lord from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Archer Bush from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Jean Well
  Ascomid from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Assassins of Porphyra. Copyright 2015, Purple Duck Games; Author Carl Cramér.
  Atomie from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Aurumvorax from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Axe Beak from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Barbarians of Porphyra, Copytight 2014, Purple Duck Games; Author Perry Fehr.
  Bards of Porphyra, Copytight 2014, Purple Duck Games; Author Perry Fehr.
  Basidirond from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Bat, Mobat from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene 
  and Clark Peterson, based on original material by Gary Gygax.
  Beetle, Slicer from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Gary Gygax.
  Blindheim from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author: Scott Greene, 
  based on original material by Roger Musson.
  Bluffside: City on the Edge Copyright 2002, Thunderhead Games, Inc., and Mystic Eye Games, LLC.
  Brownie from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by E. Gary Gygax.
  Bunyip from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author: Scott Greene, based 
  on original material by Dermot Jackson.
  Carbuncle from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Authors Scott Greene, 
  based on original material by Albie Fiore.
  Caryatid Column from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Jean Wells.
  Castlemourn Campaign Setting Copyright 2007, Margaret Weis Productions, Ltd.
  Cavaliers of Porphyra. Copyright 2014, Purple Duck Games; Author Perry Fehr
  Cave Fisher from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Lawrence Schick.
  Chi Warrior © 2015, Purple Duck Games; Author Brian Jolly (N. Jolly).
  Clerics of Porphyra. Copyright 2016, Purple Duck Games; Author Aaron Hollingsworth.
  Covenant Magic: Further Covenants. Copyright 2015, Purple Duck Games; Author: Julian Neale.
  Crime and Punishment, Copyright 2003, Trident Inc. d/b/a Atlas Games; author Keith Baker.
  Crypt Thing from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Roger Musson.
  Crystal Ooze from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Curses! Copyright. Copyright2002 Kosala Ubayasekara. All Rights Reserved. Author Eytan Bernstein
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, Revised. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by E. Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distrib-
  uted by Frog God Games; Author: Scott Greene, based on original material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, The Oinodaemon from the Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., pub-
  lished and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Dark Creeper from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Rik Shepard.
  Dark Stalker from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Simon Muth.
  Death Dog from the Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc.; published and distrib-
  uted by Frog God Games; Author: Scott Greene, based on original material by Underworld Oracle.
  Death Worm from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene 
  and Erica Balsley.
  Decapus from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Jean Wells.
  Demodand, Shaggy from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distrib-
  uted by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demodand, Slimy from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demodand, Tarry from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demon, Nabasu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demon, Shadow from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene, based on original material by Neville White.
  Demon Lord, Baphomet from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demon Lord, Jubilex from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distrib-
  uted by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demon Lord, Kostchtchie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demon Lord, Orcus from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distrib-
  uted by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demon Lord, Pazuzu from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distrib-
  uted by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Demon Lords of Porphyra. Copyright 2017, Purple Duck Games; Author: Perry Fehr
  Dire Corby from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Jeff Wyndham.
  Disenchanter from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Roger Musson.
  Dracolisk from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Dragon, Faerie from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Brian Jaeger and Gary Gygax.
  Dragon Horse from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Dread Codex II: The Necromancer’s Tome Copyright 2005, Adamant Entertainment. Author K. Axel Carlsson
  Drow of Porphyra - The Karza © 2015, Purple Duck Games. Author Patricia Willenborg
  Dust Digger from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Dynasties and Demagogues, Copyright 2003, Trident, Inc. d/b/a Atlas Games; Author Chris Aylott.
  Eldritch Secrets (c) 2010 HEADLESS HYDRA GAMES. All rights reserved.
  Eldritch Sorcery Copyright 2005, Necromancer Games, Inc.; Authors Patrick Lawinger, Scott Greene, and David 
  Mannes, with Erica Balsley, Chris Bernhardt, Casey W. Christofferson, Bill Collins, Jim Collura, Chad Coulter, Patrick 
  Goulah, Skeeter Green, Jeff Harkness, Lance Hawvermale, Travis Hawvermale, Richard Hughes, Robert Hunter, Al 
  Krombach, Rob Mason, Matt McGee, Clark Peterson, Michael Proteau, Greg Ragland, Gary Schotter, Joe Walmsley, 
  and Bill Webb.
  Elemental Lords of Porphyra © 2013, Purple Duck Games; Author: Perry Fehr.
  Egyptian Adventures: Hamunaptra Copyright 2004, Green Ronin Publishing; Author. C.A. Suleiman.
  E.N. Guild – Monster Hunters’ Guild, Copyright 2005, E.N. Publishing; Author Aeryn Rudel.
  Encyclopedia Arcane: Necromancy - Beyond the Grave Copyright 2001, Mongoose Publishing.
  Executioner’s Hood from the Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc.; published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Fading Suns: D20, Copyright 2001, Holistic Design, Inc; Authors Bill Bridges and Andy Harmon.
  Fehr’s Ethnology Complete, Copyright 2015, Purple Duck Games; Author Perry Fehr.
  Flail Snail from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Simon Tilbrook.
  Flind and Flindbar from the Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by J.D. Morris.
  Flumph from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Ian McDowell and Douglas Naismith.
  
  109
  Foo Creature from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Forlarren from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Ian Livingstone.
  Froghemoth from the Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Giant Slug from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on original 
  material by Gary Gygax.
  Gloomwing from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Grimstalker from Tome of Horrors II, Copyright 2004, Necromancer Games, Inc.
  Godmetals of Porphyra ©2013, Purple Duck Games; Author: Mark Gedak.
  Gods of Mor Aldenn: Ehlora. Copyright 2009, Headless Hydra Games; Author K. Axel Carlsson
  Golem, Ice from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Author: Scott Greene.
  Golem, Wood from the Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene and Patrick 
  Lawinger.
  Grippli from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Gryph from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Peter Brown.
  Hangman Tree from the Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Heroes of the Azag-Ithiel. Copyright 2015, Purple Duck Games; Author: Treyson Sanders.
  Heroes of the Birdman Mountains © 2015, Purple Duck Games; Author Mike Welham.
  Heroes of the Fenian Triarchy © 2013, Purple Duck Games; Author: Josh McCrowell.
  Heroes of the Middle Kingdoms, Copyright 2014, Purple Duck Games; Authors Perry Fehr, Mark Gedak.
  Heroes of the Siwathi Desert, Copyright 2014, Purple Duck Games. Authors Perry Fehr & Josh McCrowell.
  Hippocampus from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene 
  and Erica Balsley, based on original material by Gary Gygax.
  Huecuva from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Underworld Oracle.
  Hyperconscious: Explorations in Psionics, © 2004, Bruce R Cordell. All rights reserved.
  If Thoughts Could Kill, © 2001–2004, Bruce R. Cordell. All rights reserved.
  Interludes: Brief Expeditions to Bluffside Copyright 2001, Thunderhead Games, Inc., and Mystic Eye Games, LLC.
  Iron Cobra from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author: Scott Greene, based on original material by Philip Masters.
  Jackalwere from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Joe’s Book of Enchantment Copyright 2002, Joseph Mucchiello, Jr. Published by Throwing Dice Games.
  Kamadan from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Nick Louth.
  Kech from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Kelpie from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Lawrence Schick.
  Kobold Quarterly, Issue 7, Copyright 2008, Open Design LLC, www.koboldquarterly.com; Authors: John Baichtal, 
  Wolfgang Baur, Ross Byers, Matthew Cicci, John Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, 
  Richard Pett, and Stan!.
  Korred from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based 
  on original material by Gary Gygax.
  Lands of Porphyra © 2015, Purple Duck Games; Authors: Ken Austin, Thomas Baumbach, Carl Cramér, Daniel 
  Denehy, Perry Fehr, Mark Gedak, August Hahn, Noble Hays, John Hazen, Sam Hing, Sean Holland, N. Jolly, 
  Christopher Kaiser, James H. Lewis, Chris Longhurst, Liz Mackie, Josh McCrowell, Christopher Mennell, Scott 
  Messer, Angel “ARMR” Miranda, Julian Neale, Daniel M. Perez, David Pryzbyla, Marc Radle, David N. Ross, Treyson 
  Sanders, Justin Sluder, Todd Stewart, Stefen Styrsky, Mike Welham, Jeremy Whelan, Patricia Willenborg.
  Legacy of the Dragons, Copyright 2004 Monte J. Cook.
  Leprechaun from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Lurker Above from the Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc.; published and 
  distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Legendary VI: Legendary Armor © 2012, Purple Duck Games; Author: Marc Radle.
  Legendary Classes: Covenant Magic, © 2013, Purple Duck Games; Author: David Nicholas Ross.
  Legendary Classes: Illuminatus © 2014, Purple Duck Games; Author David Nicholas Ross.
  Legendary Classes: More Covenant Magic, © 2014, Purple Duck Games; Author: Julian Neale.
  Legendary Classes: Rune Magic, © 2013, Purple Duck Games; Author: Josh McCrowell.
  Legendary Classes: Sacredote. © 2015, Purple Duck Games; Author: Carl Cramér
  Legendary Classes: The Rook © 2011, Purple Duck Games; Author Thomas Baumbach.
  Legendary Races: Cyclops. © 2010, Published by Purple Duck Games; Author: Stefen Styrsky.
  Legendary Races: Harpy © 2012, Purple Duck Games; Authors: Josh McCrowell. Additional Writing: Perry Fehr, Sam 
  Hing.
  Legendary Races: Medusa. © 2011, Published by Purple Duck Games; Author: Stefen Styrsky
  Legendary Races: Rakshasa © 2011, Published by Purple Duck Games; Authors: Mark Gedak, Stefen Styrsky
  Legendary Races: Sphinx. Copyright 2015, Purple Duck Games; Authors Perry Fehr and Julian Neale.
  Love and War, Copyright 2004, Trident, Inc. d/b/a Atlas Games; Author David Chart.
  Magma Ooze from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene.
  Memorable Townsfolk. Copyright 2012 Purple Duck Games; Author David Nicholas Ross.
  Mihstu from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by E. Gary Gygax.
  Mindscapes, © 2003–2004, Bruce R. Cordell. All rights reserved.
  Minions: Fearsome Foes, Copyright 2001, Bastion Press
  Minions v3.5. Copyright 2003, Bastion Press, Inc.
  Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Ian Livingstone and Mark Barnes.
  Mongrelman from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Monsters of Illusion. Copyright 2005, Reality Deviant Publications; Author K. Axel Carlsson
  Monsters of Porphyra, Copyright 2014, Purple Duck Games. Author Mark Gedak.
  Monstrous Races, copyright 2011, Purple Duck Games; Authors: Mark Gedak, Stefen Styrsky
  Monstrous Races: Second Horde, copyright 2011, Purple Duck Games; Author: Thomas Baumbach.
  Monte Cook’s Arcana Evolved Copyright 2005 Monte J. Cook. All rights reserved.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Monte Cook’s Arcana Unearthed DM’s Screen and Player’s Guide, Copyright 2003 Monte J. Cook.
  Muckdweller from the Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distrib-
  uted by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Mutants & Masterminds © 2002, Green Ronin Publishing.
  Mystic Secrets: The Lore of Word and Rune, Copyright 2004 Monte J. Cook.
  Necrophidius from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Simon Tillbrook.
  Nereid from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog 
  God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Nobles of Porphyra © 2015, Purple Duck Games; Author Carl Cramér
  Oathbound: Arena, Copyright 2004, Bastion Press
  Oathbound: Domains of the Forge, Copyright 2002, Bastion Press
  Oathbound: Mysteries of Arena, Copyright 2004, Bastion Press
  Oathbound: Wrack & Ruin, Copyright 2003, Bastion Press
  Occult Lore, Copyright 2002, Trident, Inc. d/b/a Atlas Games; Authors Keith Baker, Adam Bank, Chris Jones, Scott 
  Reeves, and Elton Robb.
  Open game content from Classic Play - The Book of the Planes is copyright 2004, Mongoose Publishing Ltd.
  Oracles of Porphyra, Copyright 2013, Purple Duck Games. Author Perry Fehr
  Original Spell Name Compendium Copyright 2002 Clark Peterson; based on NPC named spells from the Player’s 
  Handbook that were renamed in the System Reference Document. The Compendium can be found on the legal page 
  of www.necromancergames.com.
  Paladins of Porphyra, Copytight 2014, Purple Duck Games; Author Perry Fehr.
  Pantheon and Pagan Faiths. Copyright2004 Mystic EyeGames.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike McArtor, W. Jason Peck, Jeff Quick, and 
  Sean K Reynolds.
  Paths of Power. Copyright 2009, 4 Winds Fantasy Gaming; Authors Sean O’Connor and Patricia Willenborg, with 
  Connie J. Thomson and Robert W. Thomson.
  Paths of Power II: Paths of Blood. Copyright 2013, Purple Duck Games; Authors Sean O’Connor, Ryan Costello Jr. & 
  Patricia Willenborg, with Robert Thomson, Perry Fehr & Mark Gedak.
  Pathfinder Adventure Path #32: Rivers Run Red. Copyright 2010, Paizo Publishing LLC. Author: Rob McCreary
  Pathfinder Adventure Path #33: The Varnhold Vanishing. Copyright 2010, Paizo Publishing, LLC; Author: Greg A. 
  Vaughan.
  Pathfinder Adventure Path #39: City of Seven Spears. Copyright 2010, Paizo Publishing, LLC; Authors: James Jacobs, 
  Kevin Kulp, Rob McCreary, and Owen K.C. Stephens.
  Pathfinder Adventure Path #43: Haunting of Harrowstone. Copyright 2011, Paizo Publishing, LLC, Author: Michael 
  Kortes
  Pathfinder Adventure Path #44: Trail of the Beast. Copyright 2011, Paizo Publishing, LLC, Author: Richard Pett
  Pathfinder Campaign Setting: Inner Sea Gods. Copyright 2014, Paizo Publishing, LLC; Authors: Sean K Reynolds, 
  with Amanda Hamon, James Jacobs, John Ling, Mark Moreland, David N. Ross, F. Wesley Schneider, Amber E. Scott, 
  Tork Shaw, James L. Sutter, Jerome Virnich.
  Pathfinder Campaign Setting: Inner Sea Magic. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Nelson, 
  Sean K Reynolds, Owen K.C. Stephens, Russ Taylor.
  Pathfinder Campaign Setting: Inner Sea Monster Codex. Copyright 2015, Paizo Inc.; Authors: John Compton, Paris 
  Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm.
  Pathfinder Campaign Setting: Isles of the Shackles. Copyright 2012, Paizo Publishing, LLC; Author: Mike Shel.
  Pathfinder Campaign Setting: Lands of the Linnorm Kings. Copyright 2011, Paizo Publishing, LLC; Authors: Mat-
  thew Goodall, Jonathan Keith, Colin McComb, and Rob McCreary.
  Pathfinder Campaign Setting: Occult Mysteries. Copyright 2014, Paizo Inc.; Authors: Jason Bulmahn, Crystal Frasier, 
  Jim Groves, Brandon Hodge, James Jacobs, Erik Mona, F. Wesley Schneider, and Jerome Virnich.
  Pathfinder Campaign Setting: Paths of Prestige © 2012, Paizo Publishing, LLC; Authors: Benjamin Bruck, Jason 
  Bulmahn, Matt Goodall, and Jason Nelson.
  Pathfinder Campaign Setting: The Inner Sea World Guide. © 2011, Paizo Publishing, LLC; Authors: Keith Baker, 
  Wolfgang Baur, Clinton J. Boomer, Jason Bulmahn, Joshua J. Frost, Ed Greenwood, Stephen S. Greer, Jeff Grubb, 
  James Jacobs, Michael Kortes, Tito Leati, Mike McArtor, Rob McCreary, Erik Mona, Jason Eric Nelson, Jeff Quick, 
  Sean K Reynolds, F. Wesley Schneider, Leandra Christine Schneider, David Schwartz, Amber E. Scott, Stan!, Owen 
  K.C. Stephens, Todd Stewart, James L. Sutter, Greg A. Vaughan, Jeremy Walker, and JD Wiker.
  Pathfinder Chronicles: Dragons Revisited. Copyright 2009, Paizo Publishing, LLC; Author: Mike McArtor.
  Pathfinder Chronicles: Seekers of Secrets. Copyright 2009, Paizo Publishing, LLC; Authors: Tim Hitchcock, Erik 
  Mona, Sean K Reynolds, James L. Sutter, and Russ Taylor.
  Pathfinder Companion: Orcs of Golarion. Copyright 2010, Paizo Publishing, LLC; Authors: Steve Kenson, Rob Mc-
  Creary, Richard Pett, Sean K Reynolds, and JD Wiker.
  Pathfinder Companion: Sargava, the Lost Colony. Copyright 2010, Paizo Publishing, LLC; Author: JD Wiker.
  Pathfinder Companion: Taldor, Echoes of Glory. Copyright 2009, Paizo Publishing, LLC; Author: Joshua J. Frost.
  Pathfinder Companion: Adventurer’s Armory, Copyright 2010, Paizo Publishing, LLC; Authors: Jonathan Keith, Hal 
  Maclean, Jeff Quick, Christopher Self, JD Wiker, and Keri Wiker.
  Pathfinder Player Companion: Blood of Angels. Copyright 2012, Paizo Publishing, LLC; Author: Amber E. Scott.
  Pathfinder Player Companion: Blood of Fiends. Copyright 2012, Paizo Publishing, LLC; Authors: Hal Maclean and 
  Colin McComb.
  Pathfinder Player Companion: Blood of the Moon. Copyright 2013, Paizo Publishing, LLC; Authors: Tim Akers, Neal 
  Litherland, David N. Ross, and Tork Shaw.
  Pathfinder Player Companion: Champions of Purity. Copyright 2013, Paizo Publishing, LLC; Authors: Jessica Blom-
  strom, Adam Daigle, Shaun Hocking, Daniel Marthaler, Tork Shaw, and Christina Stiles.
  Pathfinder Player Companion: Divine Anthology. Copyright 2016, Paizo Inc.; Authors: Alexander Augunas, Russ 
  Brown, John Compton, Alex Riggs, and David Ross.
  Pathfinder Player Companion: Dragonslayer’s Handbook. Copyright 2013, Paizo Publishing, LLC; Authors: Shaun 
  Hocking, Marie Small, and Jerome Virnich.
  Pathfinder Player Companion: Faiths & Philosophies, Copyright 2013, Paizo Publishing, LLC; Authors: Savannah 
  Broadway, Paris Crenshaw, Neall Raemonn Price, David Ross, Owen K.C. Stephens, and James L. Sutter.
  Pathfinder Player Companion: Faiths of Balance. Copyright 2011, Paizo Publishing, LLC; Author: Colin McComb.
  Pathfinder Player Companion: Goblins of Golarion. Copyright 2011, Paizo Publishing, LLC; Author: James Jacobs, 
  Hal Maclean, and Richard Pett.
  Pathfinder Player Companion: Kobolds of Golarion. Copyright 2013, Paizo Publishing, LLC; Authors: Tork Shaw, 
  Mat Smith, and Jerome Virnich.
  Pathfinder Player Companion: Inner Sea Primer. Copyright 2010, Paizo Publishing, LLC; Author: Colin McComb.
  Pathfinder Player Companion: Melee Tactics Toolbox. Copyright 2015, Paizo Inc.; Authors: Paris Crenshaw, Ron 
  Lundeen, and David Schwartz.
  Pathfinder Player Companion: Monster Summoner’s Handbook © 2015, Paizo Inc.; Authors: Alexander Augunas, 
  Tyler Beck, Anthony Li, Luis Loza, David N. Ross, Owen K.C. Stephens, and Linda Zayas-Palmer.
  Pathfinder Player Companion: Pathfinder Society Primer. Copyright 2013, Paizo Publishing, LLC; Authors: John 
  Compton and Mark Moreland.
  Pathfinder Player Companion: Pirates of the Inner Sea. Copyright 2012, Paizo Publishing, LLC; Author: Amber E. 
  Scott.
  Pathfinder Player Companion: People of the Sands © 2013, Paizo Publishing, LLC; Authors: Shaun Hocking, Rob 
  McCreary, and Jason Nelson.
  Pathfinder Player Companion: The Harrow Handbook. Copyright 2014, Paizo Inc.; Authors: Crystal Frasier, Will 
  McCardell, and David Schwartz.
  Pathfinder Roleplaying Game Advanced Class Guide © 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse 
  Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will 
  McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork 
  Shaw, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason 
  Bulmahn.
  Pathfinder Roleplaying Game Advanced Race Guide © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, 
  Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
  Pathfinder Roleplaying Game Adventurer’s Guide, Copyright 2017, Paizo, Inc; Authors: Benjamin Bruck, John 
  Compton, Crystal Frasier, Tim Hitchcock, Jenny Jarzabski, Isabelle Lee, Joe Pasini, Jessica Price, David Schwartz, and 
  Josh Vogt.
  Pathfinder Roleplaying Game Bestiary © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2 © 2010, Paizo Publishing, LLC; Authors: Wolfgang Baur, Jason Bulmahn, 
  Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve 
  Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, 
  F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams.
  
  110
  Pathfinder Roleplaying Game Bestiary 3 © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, 
  Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. 
  Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 4. Copyright 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob 
  McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork 
  Shaw, and Russ Taylor.
  Pathfinder Roleplaying Game Bestiary 5. Copyright 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Ben-
  nett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston 
  Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phil-
  lips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schenider, David Schwartz, Mark 
  Seifter, Mike Shel, James L. Sutter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Book of the Damned © 2017, Paizo Inc.; Authors: John Compton, Adam Daigle, 
  Amanda Hamon Kunz, James Jacobs, Isabelle Lee, F. Wesley Schneider, Todd Stewart, and Josh Vogt.
  Pathfinder Roleplaying Game Core Rulebook © 2011, Paizo Publishing, LLC; Author: Jason Bulmahn, based on 
  material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang 
  Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth 
  Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David 
  Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, 
  Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Horror Adventures, Copyright 2016, Paizo Inc.; Authors: John Bennett, Clinton J. 
  Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston Hillman, Eric 
  Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex 
  Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Monster Codex. Copyright 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, 
  Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy, 
  Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, 
  Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Mythic Adventures. Copyright 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, 
  Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, 
  Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork 
  Shaw, Russ Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game NPC Codex. Copyright 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bul-
  mahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, 
  Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert 
  Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, 
  Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. 
  Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
  Pathfinder Roleplaying Game Pathfinder Unchained © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross 
  Beyers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 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.
  Pathfinder Roleplaying Game Ultimate Equipment © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse 
  Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, 
  Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC 
  Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Intrigue. Copyright 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, 
  Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven 
  Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-
  MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Magic. © 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.
  Pathfinder Roleplaying Game Villain Codex © 2016, Paizo Inc.; Authors: Alexander Augunas, Logan Bonner, Paris 
  Crenshaw, Dan Dillon, Crystal Frasier, Amanda Hamon Kunz, Eric Hindley, Mikko Kallio, Dale C. McCoy, Jr., 
  Stephen Radney-MacFarland, Thomas M. Reid, Alistair Rigg, Alex Riggs, Mark Seifter, and Linda Zayas-Palmer.
  Pech from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Phycomid from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Plexus - Open Spells Collection Copyright 2002 Mark Alexander Clover.
  Plexus - Potent Portals Copyright 2002 Mark Alexander Clover.
  Poisoncraft: The Dark Art, Copyright 2004, Justin D. Jacobson.
  Poltergeist from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author: Scott Greene, based on original material by Lewis Pulsipher.
  Protean Lords of Porphyra. Copyright 2015, Purple Duck Games. Author Todd Stewart.
  Psionic Bestiary, © 2013, Dreamscarred Press.
  Psionics Augmented, © 2013, Dreamscarred Press
  Psionics Unleashed, © 2010, Dreamscarred Press.
  Puppets of Porphyra. Copyright 2014, Purple Duck Games. Author: Perry Fehr.
  Purple Duck Storeroom: Arbakampsi © Purple Duck Games; Author Perry Fehr.
  Purple Mountain: Temple of the Locust Lord © 2011, Mark Gedak; Published by Purple Duck Games.
  Purple Mountain II: Desolate Dwarven Delve. Copyright 2012, Purple Duck Games. Author: David Nicholas Ross.
  Purple Mountain III: The Feasting © 2012, Purple Duck Games; Author Perry Fehr.
  Purple Mountain IV: The Magmadome. Copyright 2013, Purple Duck Games; Authors: Ken Austin, David Pryzbyla.
  Purple Mountain V: The Descent © 2013, Purple Duck Games; Author Josh McCrowell.
  Purple Mountain VI: The Well of Stars © 2013, Purple Duck Games; Author Perry Fehr.
  Purple Mountain VII: Domain of the Hidden God. Copyright 2014, Purple Duck Games; Author Perry Fehr.
  Quickling from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Quickwood from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Gary Gygax.
  Random Encounters Remastered: Porphyra, Copyright 2015, Purple Duck Games. Author David N. Ross.
  Rangers of Porphyra. Copyright 2015, Purple Duck Games.; Author Perry Fehr.
  Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition. Copyright 2009, Alluria 
  Publishing; Author: J. Matthew Kubisz.
  Rogue Glory. Copyright 2013, Drop Dead Studios; Author Adam Meyers.
  Rot Grub from the Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Russet Mold from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Sandman from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Roger Musson.
  Scarecrow from the Tome of Horrors, Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by Roger Musson.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  Skulk from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Simon Muth.
  Slime Mold from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author: Scott Greene.
  Slithering Tracker from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Soul Eater from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by David Cook.
  Spells & Spellcraft Copyright 2002, Fantasy Flight, Inc.
  words of Our Fathers, Copyright 2003, The Game Mechanics.
  Spriggan from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene and 
  Erica Balsley, based on original material by Roger Moore and Gary Gygax.
  Tenebrous Worm from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott 
  Greene, based on original material by Gary Gygax.
  Tentamort from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, 
  based on original material by Mike Roberts.
  The Assassin’s Handbook Copyright 2002 Green Ronin Publishing. All rights reserved.
  The Book of Arcane Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. 
  Thomson
  The Book of Divine Magic. Copyright 2009, 4 Winds Fantasy Gaming; Authors Connie J. Thomson and Robert W. 
  Thomson, with Katheryn Bauer and Sean O’Connor.
  The Book of Erotic Fantasy. Copyright 2006, Arthaus, Inc.; Authors: Gwendolyn F.M. Kestrel and Duncan Scott
  The Book of Experimental Might © 2008, Monte J. Cook. All rights reserved.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik Mona, Chris Pramas, and Robert 
  J. Schwalb.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  The Compleat Librum of Gar’Udok’s Necromantic Artes Copyright 2002, Ambient Inc.; Authors M Jason Parent, 
  Denise Robinson, Chester Douglas II
  The Diamond Throne, Copyright 2003 Monte J. Cook.
  The Genius Guide to Domain Channeling. Copyright2014, Rogue Genius Games. Author: Andrew Marlowe
  The Genius Guide to Feats of Psionic Might. Copyright 2011, Super Genius Games. Author: Owen K.C. Stephens
  The Genius Guide to the Dragonrider. Copyright 2009, Super Genius Games. Author: Owen K.C. Stephens
  The Genius Guide to The Talented Monk. Copyright 2013, Rogue Genius Games. Author: Owen K.C. Stephens
  The Gods of Porphyra © 2012, Purple Duck Games; Authors: Christopher Kaiser, Perry Fehr, Mark Gedak, August 
  Hahn, John Hazen, Sean Holland, Sam Hing, James H. Lewis, Chris Longhurst, Scott Messer, Sean O’Connor, David 
  Nicholas Ross, and Jeremy Whalen
  The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2011 Purple Duck Games; Authors: Mark 
  Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike Whalen, Shane O’Connor, Mike Rickard, John 
  Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr, John Fraser, Jonathon Thompson, 
  Thomas Boxall.
  The Great City Player’s Guide. Copyright by Øone Roleplaying Games
  The Iconic Bestiary: Classics of Fantasy, © 2005, Lions Den Press; Author Ari Marmell
  The Kingpin. © 2015, Purple Duck Games; Author Angel “ARMR” Miranda
  Tick, Giant & Dragon from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Au-thor Scott 
  Greene, based on original material by Gary Gygax.
  Tome of Horrors © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin 
  Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on 
  original content from TSR.
  Tome of Horrors II. Copyright 2004, Necromancer Games, Inc.; Author: Scott Greene.
  Tome of Horrors III, copyright 2005 Necromancer Games, Inc.; Author: Scott Greene, with Casey Christofferson, 
  Erica Balsley, Kevin Baase, Lance Hawvermale, Travis Hawvermale, Ian S. Johnston, Patrick Lawringer, Nathan Paul, 
  Clark Peterson, Greg Ragland, Robert Schwalb and Bill Webb
  Trapper from the Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc.; published and distributed 
  by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Traps and Treachery, Copyright 2001, Fantasy Flight Inc.; Authors Greg Benage, Kurt Brown, Mark Chance, Brian 
  Ferrenz, Lizard, David Lyons, Brian Patterson, Scott Stoecker, Wil Upchurch.
  Troll, Ice from the Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distributed 
  by Frog God Games; Author: Scott Greene, based on original material by Russell Cole.
  Troll, Rock from the Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published and distrib-
  uted by Frog God Games; Author: Scott Greene.
  Ultimate Psionics, © 2013, Dreamscarred Press
  Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Authors Andy Collins, Jesse Decker, David Noonan, Rich 
  Redman
  Vegepygmy from the Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Gary Gygax.
  Wild Spellcraft Copyright, 2002 ENWorld.
  Wildwood, Copyright 2004, Bastion Press, Inc.
  Wizard’s Path, Chapter One. Copyright 2009, Headless Hydra Games; Author Sean Holland
  Wolf-In-Sheep’s-Clothing from the Tome of Horrors, Revised. Copyright 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax.
  Yellow Musk Creeper from the Tome of Horrors Complete. Copyright 2011, Necromancer Games, Inc., published 
  and distributed by Frog God Games; Author: Scott Greene, based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author Scott Greene, based on 
  original material by Albie Fiore.
  Yeti from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God 
  Games; Author: Scott Greene, based on original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by 
  Frog God Games; Author: Scott Greene, based on original material by Gary Gygax.
  Caster Prestige Archetypes © 2018, Purple Duck Games. Authors Carl Cramér, Perry Fehr, and Justin P. Sluder
  Open Game Content: All text.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Purple Duck Games/Porphyra Campaign Setting/Caster Prestige Archetypes.pdf