TEXT: RUINS OF 
  AZLANT
   Player’s 
   Guide
  
  RUINS OF 
  AZLANT
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  Player’s Guide
  adventure Path
  Introduction	
  3
  Coming	Together	
  4
  Character	Tips	
  4
  Ruins	of	Azlant	Campaign	Traits	
  9
  Joining	You	on	the	Voyage	
  12
  Basic	Aquatic	Rules	
  13
  RefeRence
  This book refers to several other Pathfinder Roleplaying Game products using the following abbreviations, 
  yet these additional supplements are not required to make use of this book. Readers interested in 
  references to Pathfinder RPG hardcovers can find the complete rules of these books available online for 
  free at paizo.com/prd.
  Advanced Class Guide 
  ACG
  Advanced Player’s Guide 
  APG
  Ultimate Combat 
  UC
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  3
  introduction
  You have been selected for a very important expedition 
  to the lost continent of Azlant! After hearing of the 
  expedition, you applied for adventure, and those 
  responsible for organizing the expedition selected you 
  to join other colonists to stake claim to an island named 
  Ancorato in the Arcadian Ocean.
  The Ruins of Azlant Adventure Path begins with your 
  characters standing on the deck of a ship after a long 
  voyage to a newly founded colony called Talmandor’s 
  Bounty on an island in what is left of Azlant. The journey 
  from Almas in Andoran to the island of Ancorato has 
  taken 6 weeks aboard a ship called the Peregrine, and you 
  and the other PCs have had a chance to get to know some 
  of the other colonists. (See page 12 for more information 
  about these individuals.)
  While the destruction of Azlant was a defining 
  moment for the Inner Sea region, many people who live 
  there these days know little of the ancient Azlanti. Some 
  don’t believe the tales unearthed after millennia of burial 
  and regard them as myth. Those nonbelievers can’t 
  imagine a world so rich in magic that it was ubiquitous 
  in Azlanti society, with everyday citizens benefiting from 
  the culture’s deep interest in magic and science.
  Now is your chance to not only establish a foothold 
  in this fabled and broken land, but also to potentially 
  uncover valuable lost lore once held by one of history’s 
  most powerful and enigmatic cultures.
  ruins of azlant 
  Player’s Guide
  
  4
  cominG toGether
  Even though the Peregrine set sail from Almas, characters 
  in this Adventure Path can hail from anywhere in the 
  world, as long as they could make it to Almas to join up 
  with the expedition. 
  Two major sponsors back the expedition: the 
  government of Andoran and a finance company 
  called the Bountiful Venture Company. The group 
  already sent an initial ship to establish a colony 
  named Talmandor’s Bounty, and each character in 
  this campaign is part of the second wave of colonists. 
  Characters in this campaign had to apply for 
  membership in the expedition, and were put though 
  numerous interviews and screenings to select the best 
  individuals for this wave of settlement.
  Maybe you are a scholar who heard about the expedition 
  and wanted to join up to further your own research. 
  Perhaps for some reason you needed to get out of Andoran 
  (or another nation) fast. Maybe you’ve always wanted to 
  travel and see this as your chance. Maybe you’ve shown 
  promise in a previous endeavor and now the company has 
  recruited you for the colony. Maybe you’ve always loved the 
  sea and the idea of a long voyage to a place few have visited 
  sounds exciting. Whatever your motivation, you stood out 
  to the leadership of the Bountiful Venture Company and 
  won a spot on this expedition to establish a new colony in 
  the ruins of Azlant.
  During this campaign, you are going to be isolated 
  on an island hundreds of miles away from the closest 
  civilized port. Keep this in mind when planning out 
  your character. You won’t have great access to markets 
  or services outside of the colony of Talmandor’s Bounty. 
  There might be some other colonist that can provide 
  you with healing or magical or alchemical goods, but 
  their wares are as restricted as yours will be. Through 
  adventuring, you have the chance to come across new 
  and fantastic treasures that can help you as you progress 
  through this campaign.
  character tiPs
  You’re starting the Ruins of Azlant Adventure Path, but 
  what kind of character should you play?
  The following hints, tips, and suggestions are 
  designed to help you create characters perfectly 
  suited to conquering the threats and challenges the 
  Adventure Path has in store for you and your party. 
  The following suggestions are not exhaustive, and there 
  are thousands of viable character concepts that can 
  excel in this campaign. The suggestions listed in this 
  guide are provided to give you an idea of what kind of 
  environment and themes that show up in the Ruins of 
  Azlant Adventure Path without spoiling the experience. 
  They are not suggestions on how to create the most 
  powerful and optimized character for the Pathfinder 
  Roleplaying Game. For more discussions of character 
  concepts for the Ruins of Azlant Adventure Path, visit 
  the messageboards at paizo.com.
  Something else to consider is that you should leave 
  urban characters that are afraid to get dirty back home. 
  This isn’t the campaign for courtly intrigue, dainty 
  dandies, or back alley skullduggery. There’s no urban 
  center in which to increase your fame, and characters that 
  shine in the wilderness or excel at navigating caverns and 
  dungeons are going to feel right at home in the Ruins of 
  Azlant Adventure Path. This is not to say that you should 
  show up to the table with a lone wolf character. The 
  point of the expedition is to found a successful colony, 
  so working with others is important (as always). Since all 
  of the colonists are isolated far from civilization, getting 
  along with each other is crucial to the long-term success 
  of Talmandor’s Bounty.
  classes, aRchetypes and pRestige classes
  As a thriving colony needs a wide range of settlers, nearly 
  all character classes have something to contribute to 
  this campaign. Ideally, classes that don’t rely on urban 
  settings are encouraged. This doesn’t mean that they 
  AM I GOING TO GET WET?
  I’m not going to lie to you. Your characters are going to 
  get wet during the course of this Adventure Path.
  As much of Azlant now lies beneath the Arcadian 
  Ocean, knowing how to swim and how to deal with 
  the complications of underwater exploration is going to 
  be important in this Adventure Path. While many of the 
  character suggestions presented in this Player’s Guide 
  bring up aquatic adventuring, know that this isn’t the 
  primary focus of this Adventure Path and your character 
  isn’t going to be thrown into the deep end immediately. 
  The main focus of this Adventure Path is exploring terra 
  incognita, delving into ancient ruins, and uncovering 
  strange and archaic magic that the world hasn’t seen in 
  thousands of years. However, that said, it’s in your interest 
  to future-proof your character into being good at dealing 
  with some of the restrictions of fighting underwater.
  
  5
  Player’s Guide
  can’t survive this Adventure Path, but cosmopolitan 
  characters won’t have as many chances to shine as they 
  would in an urban campaign. Classes that are best suited 
  to exploration and dealing with natural hazards can find 
  great success in this campaign, and ones that can use 
  magic or guile to eliminate some of these hazards and 
  challenges can excel as well.
  Since all classes can find their place in the Ruins of 
  Azlant Adventure Path, archetypes for those classes can as 
  well. The following archetypes might work well for this 
  Adventure Path. Keep in mind that if you are selecting an 
  archetype to help overcome the dangers of adventuring 
  beneath the surface of the water, some of those helpful 
  options don’t kick in for a few class levels.
  The following archetypes fit the themes of 
  this campaign. 
  The child of Acavna and Amaznen fighter archetype 
  in Pathfinder Player Companion: Arcane Anthology draws 
  on Azlanti lore, something of which is prevalent in this 
  campaign. The eldritch scoundrel rogue archetype in 
  the same book is perfect for a character delving into 
  the ruins of ancient civilizations.
  Likewise, the relic raider rogue archetype in 
  Pathfinder Player Companion: Black Markets is useful 
  for similar tasks.
  Pathfinder RPG Ultimate Combat has the 
  archaeologist bard archetype, which is well 
  suited to exploring long-dead civilizations, and 
  the warden ranger archetype is good for exploring 
  uncharted islands.
  If you want to give your character a leg up on aquatic 
  adventuring, the following archetypes, listed by source, 
  all have ways to assist a character in that endeavor.
  Pathfinder Player Companion: Advanced Class Origins: 
  Pureblade (slayer).
  Pathfinder RPG Advanced Player’s Guide: Aquatic 
  druid (druid), shapeshifter (ranger; particularly the 
  form of the otter choice).
  Pathfinder RPG Advanced Race Guide: Undine adept 
  (druid), wave warden (ranger), watersinger (bard). These 
  archetypes are for undine characters.
  Pathfinder Campaign Setting: Aquatic Adventures: 
  Aquachymist (alchemist), aquakineticist (kineticist), 
  aquanaut (fighter), deep shaman (shaman), drowned 
  channeler (spiritualist), oceanrider (cavalier), pearl seeker 
  (paladin), pelagic hunter (hunter), tidal trickster (rogue).
  Pathfinder Player Companion: Dirty Tactics Toolbox: 
  Kraken caller (druid).
  Pathfinder Player Companion: Elemental Master’s 
  Handbook: Abendego diver (ranger).
  Pathfinder Player Companion: Legacy of the First World: 
  deepwater rager (barbarian).
  Pathfinder RPG Ultimate Combat: Sea reaver (barbarian).
  Pathfinder RPG Ultimate Magic: Oath against corruption 
  (paladin), sea witch (witch), shark shaman (druid).
  domains
  Choosing a god to worship typically comes before 
  selecting a domain, but your deity selection might 
  hinge on what you want to get out of your cleric. With 
  exploration as a major theme of this campaign, the Travel 
  domain and the Exploration subdomain are great choices 
  
  6
  for clerics. Something to keep in mind if you select the 
  Liberation domain is that the liberation special ability 
  automatically triggers when your character’s movement 
  would be restricted, so falling off the side of a boat into 
  the water would start eating up those precious rounds 
  of freedom of movement. Given the themes of building a 
  colony and discovering ancient lore, Community and 
  Knowledge would be suitable domains to choose for 
  this campaign. If your divine caster wants to commune 
  with the waves a bit more, selecting Water or any of its 
  subdomains would be a good choice.
  animal companions, familiaRs, and otheRs
  If you have an animal companion, eidolon, familiar, 
  phantom, spirit animal, or the like, you can make several 
  choices when designing your character to match your 
  companion to the campaign. You start off in the port city 
  of Almas, a wealthy Andoren city rich in trade, offering a 
  wide variety of familiars and animal companions.
  After your arrival in Talmandor’s Bounty, the selection 
  becomes a bit more restricted due to climate and 
  geography. Your characters will be on an island in the 
  middle of the ocean, and only creatures that are common 
  to a humid subtropical climate can be found on the 
  islands in the region. In addition to plenty of coastlines, 
  the islands have forests, hills, mountains, and small 
  plains flush with plenty of animals that are 
  suitable for these terrains.
  Pathfinder Player Companion: Familiar 
  Folio introduces the patron familiar, 
  which gains a special ability for itself. 
  One of the options is a water patron 
  familiar that might make it easier 
  for a witch to explore some of the 
  locations in this Adventure Path.
  As eidolons and phantoms are 
  far more varied and personal to the 
  summoner or spiritualist, there are 
  no must-have options for them, though 
  the aquatic eidolon base form in Ultimate 
  Magic is a good choice for an eidolon that 
  can survive and thrive in the depths.
  favoRed enemies and favoRed teRRains
  Solid favored enemy choices in Ruins of Azlant include 
  aberration and monstrous humanoid, and good 
  secondary choices are humanoid (aquatic) and construct. 
  These categories won’t cover all the monsters and 
  challenges your character will face in the campaign, but 
  they cover plenty of ground.
  This Adventure Path takes place on rocky, forested 
  islands far from the Inner Sea region, so forest and 
  underground make for good terrain choices. There are 
  a number of times in this campaign where your PCs’ 
  adventures will take them beneath the waves, which makes 
  choosing water as a favored terrain an excellent choice.
  feats and skills
  Feats that help a character explore wild lands, fight 
  against dangerous monsters, and be self-sufficient are 
  always good choices, and particularly in Ruins of Azlant 
  given the campaign’s focus on exploration.
  
  7
  Player’s Guide
  Pathfinder Player Companion: Melee Tactics Toolbox 
  has two feats that will prove useful in parts of this 
  campaign. Aquatic Spell allows a character to cast spells 
  underwater with little difficulty, and Aquatic Combatant 
  removes the penalties to fighting while underwater.
  In addition, Pathfinder Campaign Setting: Aquatic 
  Adventures adds a number of feats to help characters deal 
  with aquatic combat, including new style feats, and to 
  aid characters moving around in a foreign environment. 
  It also provides a couple of new metamagic feats that 
  help with casting certain types of spells, like fog-based 
  or fire spells, underwater.
  While it’s not absolutely imperative, at least one 
  character in the party should have a selection of 
  Knowledge skills with a focus on arcana, history, and 
  religion to help puzzle out Azlanti ruins. Other than 
  that, most characters should be able to hold their 
  own in dangerous environments when they have to 
  climb or swim, and since they are part of a growing 
  colony, being able to influence others will be of use 
  this campaign.
  languages
  As you are venturing to the shattered remains of 
  Azlant, having someone in the party that knows a bit 
  of ancient Azlanti could be helpful in case you come 
  across any ruins or artifacts from thousands of years 
  ago. Knowing that you will be living on a remote island 
  and studying the area might point to the usefulness of 
  learning Aquan in case you meet any aquatic natives 
  and want to open up diplomatic relations. Other than 
  these selections, the main importance is being able to 
  easily communicate with your companions and the 
  other members of the colony, and Common fulfills 
  that goal.
  Races
  The draw of exploring new land and establishing a 
  foothold in them appeals most to humans, and since 
  this expedition is into the heart of the ancient society 
  that predated humanity’s spread across the Inner 
  Sea, humans are the most likely race to clamor for a 
  place in the expedition. However, as the expedition 
  originates in the Andoren metropolis of Almas, a wide 
  variety of races can make sense. Essentially, any race 
  that could be found in Almas could find its way into 
  this campaign.
  Even though dwarves, gnomes, and half-orcs have little 
  racial connection to lost Azlant, many of them still have 
  an urge to explore untouched lands. It’s widely believed 
  that halflings lived among the Azlanti, so a member of 
  that race might feel inspired to investigate this ancient 
  claim. Elves familiar with their race’s history prior to 
  Earthfall might know that there was animosity between 
  the elves and the Azlanti (which is why the Mordant 
  Spire watches over ruined Azlant to this day, as they did 
  in the past), and elves in this campaign might want to 
  explore that millennia-old relationship.
  Some races might make more sense later in the 
  campaign rather than at the beginning. Since the 
  expedition to Talmandor’s Bounty begins in Almas, 
  it’s not as likely that exotic races would be a part of 
  the initial expedition (of course, exceptions to this are 
  always possible as PCs are exceptional among their 
  kind). For example, a half-elf from the Mordant Spire 
  could be a thematically appropriate race selection for 
  this campaign, but it’s unlikely that such a character 
  would be hanging out in Almas applying for the 
  expedition. An option for exploring a more exotic race 
  later in the campaign is to change characters, having 
  your original character fade into the background of the 
  colony while your new character (such as a merfolk or 
  Mordant Spire elf ) enters the scene and joins up with 
  the fledgling colonists or the rest of the party.
  A minor exception to this would be gillmen. Nearly 
  50 years ago, a delegation of gillmen came to Almas to 
  present to the nation of Andoran the keystone from the 
  Arch of Aroden as a gift. While many of those gillmen 
  who originally made this gesture would be old by now, 
  your character could be the child or grandchild of one 
  of these diplomats. (If you choose to play a gillman 
  in this Adventure Path, make sure to look up the lore 
  surrounding them; this race has some significant 
  weaknesses that, given the themes of this campaign, 
  might place them at a serious disadvantage compared 
  to other races.)
  Dwarves focused on fighting against aberrations 
  can select the deep warrior (Advanced Race Guide) or 
  the sense aberration (Pathfinder RPG Horror Adventures) 
  alternate racial traits, and those looking to dive into 
  the depths can select the saltbeard alternate racial trait 
  (Advanced Race Guide).
  Advanced Race Guide also has the spirit of the 
  waters alternate racial trait for elves, the heart of 
  the sea alternate racial trait for humans, and water 
  child alternate racial trait for half-elves as options 
  for characters in aquatic environments. In addition, 
  undines have a number of helpful options in Advanced 
  Race Guide, such as the amphibious, deepsight, and 
  terrain chameleon alternate racial traits. 
  
  8
  Half-elves with aquatic elf heritage can use the 
  shoreborn subrace found in Pathfinder Player Companion: 
  Bastards of Golarion, and shoreborn half-elves can choose 
  the child of the sea alternate racial trait.
  For a creepier take on humanity, humans can select 
  the aquatic ancestry alternate racial trait in Pathfinder 
  RPG Horror Adventures. Changlings spawned from sea 
  hags have the sea lungs special ability, but they can trade 
  that for the ocean’s daughter alternate racial trait if the 
  character is more interested in swimming than holding 
  her breath. These rules can be found in Pathfinder RPG 
  Advanced Race Guide.
  Religion
  While the venture that brings you to Talmandor’s Bounty 
  is a secular one, there isn’t any judgment against the 
  faithful. An exception to this would be the veneration of 
  any evil deities, as those don’t lend themselves to ideals 
  of cooperation and building community. It’s possible 
  you are aware of other members of your particular 
  expedition, and as such you might have learned that an 
  Abadaran priest and an Erastilian priest are traveling 
  with you.
  tRaits
  In addition to the campaign traits listed on pages 9–11 
  of this player’s guide, players might consider several 
  other traits suitable to this campaign. In addition to 
  traits that are a good fit for your particular character, 
  traits that aid in exploration, discovery of ancient relics, 
  and ways to expand your knowledge of the world fit well 
  in this campaign.
  Garundi characters might be interested in the relic 
  hunter race trait in Pathfinder Player Companion: People 
  of the Sands as it pertains to uncovering ancient magical 
  devices in long-lost ruins. Likewise, the pragmatic 
  activator magic trait in Pathfinder RPG Ultimate Campaign 
  can aid in this endeavor. Similarly, the scholar of ruins 
  human race trait, also from Ultimate Campaign, could be 
  useful in this campaign.
  Pathfinder Player Companion: People of the Stars offers the 
  born under the stranger combat trait that can help when 
  feinting against aberrations.
  If you are looking for ways to help your character 
  with swimming and dealing with the difficulties and 
  challenges of aquatic terrain, consider some of the 
  following traits. Pathfinder Player Companion: Blood 
  of the Elements has the aquatic survivor region trait. 
  Pathfinder Campaign Setting: Inner Sea Gods has the 
  strong swimmer religion trait for characters who 
  worship Gozreh. Pathfinder Player Companion: Inner 
  Sea Primer has a couple of region traits: Oagon diver 
  for characters from the Sodden Lands and Mordant 
  heritage for characters from the Steaming Sea. The 
  pearl diver race trait in Pathfinder Player Companion: 
  People of the Sands could be helpful for half-elves, and 
  if your GM allows undines, the slippery step race trait 
  in the same book might be a good trait choice. The 
  regional traits sea-souled and river rat from Ultimate 
  Campaign could represent characters who come from 
  places that might make them better at dealing with the 
  dangers of watery environments.
  WANT TO READ MORE?
  A number of other books can help compliment your 
  Ruins of Azlant Adventure Path experience. Listed below 
  are other sources that, while not necessary, can greatly 
  enhance the experience of playing through this campaign. 
  FOR GAME MASTERS
  The best resource for running this Adventure Path is 
  Pathfinder Campaign Setting: Aquatic Adventures. 
  Within you can find more information about the 
  Arcadian Ocean, the body of water in which the 
  campaign takes place, as well as rules for adjudicating 
  underwater combat. The book also includes a host of 
  new archetypes, class features, feats, and equipment 
  for GMs and players alike.
  Since Aquatic Adventures builds on rules for 
  adventuring in watery environments, brushing up on 
  these rules in the Pathfinder RPG Core Rulebook and 
  Pathfinder RPG GameMastery Guide isn’t a bad plan. 
  Many of these rules have been reprinted at the end of 
  this player’s guide to serve as a helpful reference for 
  both the GM and players.
  FOR PLAYERS
  As mentioned above, Aquatic Adventures can be a 
  great resource for players as well. Inside that book 
  you’ll find archetypes and other rules to help your 
  character excel beneath the waves. While tailored for 
  more exotic races, Pathfinder Player Companion: Blood 
  of the Sea has plenty of resources for land-based races 
  as well, and some of these options might mean the 
  difference between life or death among the waves.
  
  9
  Player’s Guide
  ruins of azlant  
  camPaiGn traits
  When the Bountiful Venture Company announced 
  this expedition to lost Azlant, many people were 
  excited and came to Almas from all around Avistan 
  and Garund in hopes of being selected for the colony. 
  Competition was fierce, especially for the founding 
  journey. Many who were in the running for that first 
  trip but weren’t selected were automatically slated 
  for the second outing. Others had to compete with 
  plentiful applicants to get a spot on the Peregrine. 
  For one reason or another, you either didn’t 
  apply weren’t selected for the first trip and now 
  you have to stand out among a large crowd of 
  qualified applicants.
  The following campaign traits represent 
  an element of your character or ability 
  that edged out other applicants and 
  led to the Bountiful Venture Company 
  choosing you as one of their colonists.
  Athletic: You have always had a 
  knack for physical activity. You 
  either grew up in a rural area and 
  had an active childhood where 
  you were always climbing trees, 
  swimming in lakes and rivers, and 
  clambering up rocky hillsides, or you 
  competed in and excelled at contests 
  or sports while growing up in a larger 
  settlement. Due to this background, 
  little can slow you down or inhibit 
  your movements. When the Bountiful 
  Venture 
  Company 
  interviewed 
  you, they noticed your stature and 
  physicality, and they chose you for 
  the colonial expedition knowing that 
  a strong back is always helpful in a 
  growing colony.
  You reduce your armor check penalty 
  by a number equal to one-third 
  your character level (minimum 1) for 
  purposes of Acrobatics, Climb, and Swim 
  checks, and you gain a +1 trait bonus to 
  one of these three skills, chosen when you 
  take this trait.
  Azlanti Scholar: You are 
  familiar with an aspect of 
  Azlanti 
  lore. 
  Maybe 
  you 
  first became enamored with this ancient culture after 
  stumbling across a copy of the first volume of the 
  Pathfinder Chronicles or after learning about Azlant in a 
  university or another type of formal education. Perhaps 
  your parents or guardians were scholars and you’ve 
  grown up hearing about and reading about the ancient 
  Azlanti. For years you dreamed about visiting the 
  continent’s ruins and returning with a discovery that 
  could propel your career. Due to this scholarly bent, the 
  Bountiful Venture Company selected you to join the 
  colony at Talmandor’s Bounty.
  You gain a +1 trait bonus on Knowledge (history), 
  Knowledge (local), and Use Magic Device checks, and 
  one of these skills is a class skill for you. In addition, 
  you gain Azlanti as a bonus language.
  Eagle Knight Recruit: Since Talmandor’s 
  Bounty is an Andoren colony and 
  is unlikely to see the threat of 
  slavery, the presence of the 
  Eagle Knights isn’t strongly 
  needed, and the Bountiful 
  Venture Company would prefer 
  to not have that organization 
  immediately 
  associated 
  with 
  the 
  colony 
  (despite 
  the colony’s name having 
  been derived from the Eagle 
  Knights’ patron, Talmandor). 
  However, the need for safety 
  can’t be overlooked. You were a 
  soldier in the Andoren army or 
  you were a civilian who showed 
  great promise in military matters. 
  The Eagle Knights recruited you and 
  offered unofficial Eagle Knight status if 
  you managed to make it into the ranks 
  of the colonists. There, you would see 
  to the safety of the colony and send back 
  reports with each supply ship regarding 
  the general state of the colony and 
  any threats you notice. The Bountiful 
  Venture 
  Company 
  admired 
  your 
  military prowess and selected you for 
  the second wave of colonists to arrive 
  at Talmandor’s Bounty.
  You begin play with a breastplate, a 
  longsword (or some other martial or 
  simple weapon), and an additional 100 
  gp of gear. In addition, you gain a +1 
  trait bonus on saving throws against 
  mind-affecting effects.
  
  10
  Employee: You have worked for the Bountiful Venture 
  Company or you are the child of one of its current 
  employees. This connection helped you get a leg up on 
  the competition to get involved in the establishment of 
  Talmandor’s Bounty. The company didn’t want nepotism 
  to show through too strongly, so you weren’t included in 
  the first wave of colonists and instead have been selected 
  to accompany the second wave of colonists to the island. 
  You don’t want people to know that you’re part of the 
  company, but your contacts in the Bountiful Venture 
  Company didn’t necessarily tell you that you needed to 
  keep it a secret. 
  You begin play with an additional 150 gp of 
  equipment and know (at least in some capacity) one of 
  the other company employees: Lyra Heatherly, Perrell 
  Beys, or Ramona Avandth. Due to your association with 
  the Bountiful Venture Company, your words and ideas 
  may carry additional weight with the other employees 
  of the company. (Your GM can grant a +1 circumstance 
  bonus on Diplomacy checks in regards to these people 
  in certain situations.) In addition, you gain a +1 trait 
  bonus on Bluff checks, and Bluff is always a class skill 
  for you.
  Expert Explorer: Adventurous scholars raised you, or 
  perhaps you were born during an expedition and haven’t 
  known any other life. You get fidgety and impatient when 
  you become too familiar with a certain place. You are 
  used to having excitement and the quest for knowledge 
  guides your path in life, and you picked up a number of 
  skills along the way that relate to this lifestyle. During 
  your interview with the Bountiful Venture Company, 
  they were impressed with the diverse locations you’ve 
  visited in your life and selected you because of your skills 
  in maneuvering uncharted territory.
  Choose one Knowledge skill when you gain this trait. 
  You gain a +1 trait bonus to check with that Knowledge 
  skill and Survival checks, and either that Knowledge skill 
  or Survival is a class skill for you. In addition, you treat 
  the machete as a simple weapon.
  Following in the Footsteps: One of your dear friends 
  or family members was part of the first wave of colonists 
  to be selected by the Bountiful Venture Company to 
  establish Talmandor’s Bounty. You applied for the 
  first wave as well, but weren’t selected. Now that you’ve 
  made your way into the second wave, you can’t wait to 
  be reunited with your family member. Your devotion to 
  your family or friends is important to you, and it shows 
  not only in how you feel about that friend or family 
  member you are soon to reunite with, but also in how 
  you treat other people with respect.
  Whenever you use the aid another action to aid an 
  adjacent ally, increase the bonus you grant your ally by 1. 
  In addition, due to your positive and helpful nature, you 
  gain a +1 trait bonus on Diplomacy checks.
  Healthy: You come from a long line of hale and 
  long-lived people. Growing up, you rarely got sick and 
  had enough energy to run all day if it suited you. You 
  don’t get as tired as other people and repeated physical 
  activities don’t seem to bother you much. You were 
  selected as part of the expedition because the Bountiful 
  Venture Company saw great importance and promise in 
  your robust health.
  You gain a +1 trait bonus on Fortitude saves, Swim 
  checks to prevent nonlethal damage from fatigue 
  after swimming for more than an hour at a time, and 
  Constitution checks to prevent fatigue. In addition, you 
  can hold your breath for a number of rounds equal to 3 
  times your Constitution score.
  Pathfinder Recruit: Explore, report, and cooperate. 
  This is the credo you’ve lived by since you’ve joined 
  the Pathfinder Society, and after hearing about the 
  expedition to found Talmandor’s Bounty you applied, 
  eager to see the remains of Azlant. However, you quickly 
  learned that the Bountiful Venture Company wasn’t 
  interested in involving the Pathfinder Society in the 
  formation of the colony. This struck you as strange, 
  because who else has as keen an understanding of some 
  of the elements of ancient Azlant as the Pathfinder 
  Society? Regardless, you went through the application 
  process, making sure to highlight all of your applicable 
  skills and experience while keeping your involvement 
  in the Society to yourself. You were elated to receive 
  notice that you were selected for the second wave of 
  colonists bound for the broken continent of Azlant. 
  You begin play with a standard wayfinder (see 
  sidebar on page 11) and you gain a +1 trait bonus on 
  initiative checks.
  Resourceful: You’ve always had a knack for building 
  and repairing things. As a kid, you always got into 
  your parents’ tools and tinkered with things around 
  the house. As you got older, you started making things 
  not only to entertain yourself but also to take in a 
  little extra money. People have noticed your skill and 
  have frequently come to you to make something for 
  them or to repair a pesky device or item. Every time 
  you’ve amazed them at how quickly you do your work 
  and how few resources you squander in the process. 
  Likewise, the Bountiful Venture Company noticed 
  your skill at not only creating wonderful wares, but 
  also how effortlessly and efficiently you work in your 
  
  11
  Player’s Guide
  trade. You always seem to make do with less, often in 
  unexpected ways. 
  Choose one Craft or Profession skill when you gain 
  this trait. You gain a +1 trait bonus on checks with that 
  skill. In addition, the time required for you to create a 
  magic item is decreased. You require only 8 hours for 
  every 1,500 gp in the item’s base price (instead of the 
  normal 8 hours per 1,000 gp). You can create potions 
  and scrolls whose base price is 375 gp in just 
  2 hours; potions and scrolls with a base 
  price more than 375 gp but less than 
  1,500 gp take 8 hours to create, just like 
  any other magic item.
  Seasoned Hunter: You grew up 
  hunting every season, any season. 
  Maybe you grew up in a rural area 
  and hunted to put food on the table, 
  or perhaps you come from a comfortable 
  lifestyle where hunting for sport is an excellent 
  excuse to camp in the wilderness and hone your 
  skills. After sharing stories of your most exciting hunts 
  and proving to them that you can hit a bull’s eye at 100 
  feet, the Bountiful Venture Company selected you for 
  the expedition assured that you can provide food and 
  security to the young colony.
  Pick one of the following creature types: aberration, 
  animal, magical beast, or vermin. You gain a +1 trait 
  bonus on attack rolls or damage rolls (choose one; 
  once chosen it can’t be changed) against creatures of 
  that type.
  Set Mind: Every time that you’ve said you’d do 
  something, you’ve made sure to follow through. You 
  can’t remember a time when you weren’t this way. 
  People have a hard time making you change your mind 
  once you’ve set yourself on a certain path. You might be 
  exceptionally stubborn or you may just have a particular 
  determination. Either way, you’re going to keep doing 
  what you set your mind to. The Bountiful Venture 
  Company recognized this useful trait of yours and 
  selected you for the second wave of colonists because of 
  your great resolve and unswerving dedication to what 
  you set your mind upon.
  Once per day when you fail a saving throw against 
  a charm or compulsion effect that would cause you 
  to act differently than you normally would, you can 
  immediately reroll that saving throw as a free action. You 
  must take the second result, even if it’s worse.
  Skillful: You’ve always been interested in a wide 
  array of things, and growing up you’ve spent time 
  honing some of these talents, which has helped you 
  in life. Some have attributed your successes to luck, 
  but others have recognized what you truly have—
  skill. This interest in and practice of a diverse array 
  of skills and abilities has served you well in a number 
  of different jobs, and following in your varied 
  interests you learned of the expedition to the ruins of 
  Azlant. After your application, the Bountiful Venture 
  Company selected you for the expedition because 
  your skillful approach to matters would be helpful 
  for a growing colony.
  Once per day when you fail an Acrobatics, Climb, 
  Spellcraft, Stealth, or Use Magic Device check, you can 
  immediately reroll that check as a free action. You must 
  take the second result, even if it’s worse.
  WAYFINDER
  This is a basic version of the wayfinder carried by 
  most Pathfinders as a badge of office. More elaborate 
  and powerful wayfinders are detailed in Pathfinder 
  Campaign Setting: Pathfinder Society Field Guide.
  WAYFINDER
  PRICE  
  500 GP
  SLOT none
  CL 5th
  WEIGHT 1 lb. 
  AURA faint evocation
  A small magical device patterned 
  on the design of ancient Azlanti 
  relics, a wayfinder is a compact 
  compass typically made from 
  silver and bearing gold accents. 
  While it serves as a badge 
  of office for agents of the 
  Pathfinder Society, a wayfinder 
  is as much a handy tool as a status 
  symbol. With a command word, you 
  can cause a wayfinder to shine (as the light spell). 
  A wayfinder also acts as a nonmagical (magnetic) 
  compass, granting you a +2 circumstance bonus on 
  Survival checks to avoid becoming lost. All wayfinders 
  feature a small indentation designed to hold a single 
  ioun stone. An ioun stone slotted in this manner grants 
  you its normal benefits as if it were orbiting your head; 
  some ioun stones can grant additional powers once 
  they are fitted into a wayfinder, at the GM’s discretion.
  CONSTRUCTION REQUIREMENTS
  COST 250 GP
  Craft Wondrous Item, light
  
  12
  JoininG you on the voyaGe
  After spending 6 weeks on the open water aboard a 
  sailing vessel named Peregrine, your character has 
  a chance to get to know the other PCs as well as the 
  other people on the ship. Captain Jacob Markosi (LN 
  male middle-aged human fighter 5/expert 2), a blue-
  eyed man in his 40s, leads the Peregrine’s crew. He’s 
  a fair man, and steadfastly loyal to his crew, even 
  above his loyalty to the Bountiful Venture Company. 
  Directly below him is First Mate Naerath (NG female 
  half-elf fighter 2/rogue 2), a half-elf from Andoran. 
  The Peregrine’s navigator is a woman with a powerful 
  presence named Tyra Swain (N female human oracleAPG 
  3), and a burly half-orc named Raerg (N male half-orc 
  brawlerACG 4) serves as the boatswain. The final officer 
  on board is Bean Counter Brady (LN female halfling 
  expert 2/ranger 2) who serves as quartermaster. The 
  Peregrine also has 16 sailors who work the rigging and 
  keep the ship tidy.
  The passengers on the Peregrine consist of all the 
  colonists, the PCs included, who are part of the second 
  wave of settlers to Talmandor’s Bounty. In addition to 6 
  colonial soldiers, the following people accompany the 
  PCs and 36 other colonists.
  Alba Divenvaar (LN female middle-aged 
  dwarf alchemistACG 4) has traveled the Inner Sea 
  extensively in her years, and longs to one day make it to 
  the shores of Arcadia to discover the alchemical secrets 
  of that land.
  Anya Sandstrider (CG female human ranger 3) is a 
  Shoanti exile from the Cinderlands. She comes across 
  gruff, but this is just a cover for her kind nature. The 
  skills she displayed as a hunter and naturalist led to her 
  inclusion on the expedition.
  Carver 
  Hastings 
  (NG 
  male 
  human 
  bard 
  [archaeologistUC] 4) is an aloof and serious explorer 
  who joined the expedition as a soldier despite his 
  academic yearnings. He is incredibly interested in the 
  history of the region.
  Eamon Caranth (LG male half-elf cleric of Erastil 3) 
  is a relaxed and friendly priest who can often be found 
  joking and playfully arguing with his longtime friend 
  Kurvis. He eagerly helps others out on the ship.
  Harcourt Carrolby (LN male human aristocrat 4) came 
  from a wealthy family of horse breeders and is a bit of a 
  snob. He joined the expedition to Talmandor’s Bounty to 
  establish a stable and ranch on the island.
  Kurvis Nurpico (LN male middle-aged human 
  cleric of Abadar) is the other priest among this 
  second wave of colonists. He outwardly appears to 
  be a curmudgeon, but at times his expression softens.
  Luetin Calewick (N male human commoner 1/
  expert 3) is a balding man with a bushy moustache who is 
  traveling to Talmandor’s Bounty to serve as an assistant to 
  the blacksmith who arrived in the first wave of colonists. 
  He’s harmless enough, but often rubs people the wrong 
  way, and is prone to sizing people up to determine their 
  
  13
  Player’s Guide
  attitudes and opinions, often adjusting his own in order 
  to fit in with those he associates with.
  Lyra Heatherly (CG female half-elf expert 3/ranger 
  [guideAPG] 1) is a surveyor with a penchant for danger and 
  is an employee of the Bountiful Venture Company.
  Perrell Beys (LN female human expert 3/rogue 1), an 
  employee of the Bountiful Venture Company, is a scholar 
  and historian who plans to document the growth of the 
  colony and provide advice on any ruins or ancient relics 
  the colonists come in contact with.
  Ramona Avandth (NG female human bard 5) is the 
  Bountiful Venture Company’s designated leader for the 
  colony, sent along in the second wave to relieve the leader 
  of the first wave of colonists.
  Your 
  GM 
  has 
  more 
  information 
  on 
  these 
  individuals should you roleplay part of the journey to 
  Talmandor’s Bounty.
  Basic aquatic rules
  Only a small portion of the Pathfinder RPG Core Rulebook 
  addresses underwater combat, and much of it assumes 
  that the PCs will be outside of the water while their 
  enemies are beneath the water’s surface. Pathfinder 
  RPG GameMastery Guide provides an expansion on 
  what appears in the Core Rulebook and clarifies that 
  the rules presented in the Core Rulebook are written 
  with the assumption that the character using the rules 
  there are not native to aquatic environments. Rules for 
  aquatic combat that appear in both of these sources has 
  been reprinted below for ease of use.
  For more rules on underwater combat, see Pathfinder 
  Campaign Setting: Aquatic Adventures.
  aquatic teRRain
  Aquatic terrain is the least hospitable to most PCs, 
  because they can’t breathe there. Aquatic terrain doesn’t 
  offer the variety that land terrain does. The ocean floor 
  holds many marvels, including undersea analogues of 
  any of the terrain elements described earlier in this 
  section, but if characters find themselves in the water 
  because they were bull rushed off the deck of a pirate 
  ship, the tall kelp beds hundreds of feet below them 
  don’t matter. Accordingly, these rules simply divide 
  aquatic terrain into two categories: flowing water (such 
  as streams and rivers) and non-flowing water (such as 
  lakes and oceans).
  Flowing Water: Large, placid rivers move at only 
  a few miles per hour, so they function as still water 
  for most purposes. But some rivers and streams are 
  swifter; anything floating in them moves downstream 
  at a speed of 10 to 40 feet per round. The fastest rapids 
  send swimmers bobbing downstream at 60 to 90 feet 
  per round. Fast rivers are always at least rough water 
  (Swim DC 15), and whitewater rapids are stormy water 
  (Swim DC 20). If a character is in moving water, move 
  her downstream the indicated distance at the end of 
  her turn. A character trying to maintain her position 
  relative to the riverbank can spend some or all of her 
  turn swimming upstream.
  Swept Away: Characters swept away by a river moving 
  60 feet per round or faster must make successful DC 
  20 Swim checks every round to avoid going under. 
  If a character gets a check result of 5 or more over the 
  minimum necessary, she arrests her motion by catching 
  a rock, tree limb, or bottom snag—she is no longer being 
  carried along by the flow of the water. Escaping the 
  rapids by reaching the bank requires three successful DC 
  20 Swim checks in a row. Characters arrested by a rock, 
  limb, or snag can’t escape under their own power unless 
  they strike out into the water and attempt to swim their 
  way clear. Other characters can rescue them as if they 
  were trapped in quicksand (described in Marsh Terrain 
  on page 427 of the Core Rulebook).
  Non-Flowing Water: Lakes and oceans simply 
  require a swim speed or successful Swim checks to 
  move through (DC 10 in calm water, DC 15 in rough 
  water, DC 20 in stormy water). Characters need a way 
  to breathe if they’re underwater; failing that, they risk 
  drowning. When underwater, characters can move in 
  any direction.
  Stealth and Detection Underwater: How far you can see 
  underwater depends on the water’s clarity. As a guideline, 
  creatures can see 4d8×10 feet if the water is clear, and 
  1d8×10 feet if it’s murky. Moving water is always murky, 
  unless it’s in a particularly large, slow-moving river.
  It’s hard to find cover or concealment to hide 
  underwater (except along the sea floor).
  Invisibility: An invisible creature displaces water 
  and leaves a visible, body-shaped “bubble” where the 
  water was displaced. The creature still has concealment 
  (20% miss chance), but not total concealment (50% 
  miss chance).
  undeRwateR combat
  Land-based creatures can have considerable difficulty 
  when fighting in water. Water affects a creature’s attack 
  rolls, damage, and movement. In some cases a creature’s 
  opponents might get a bonus on attacks. The effects are 
  summarized in the Combat Adjustments Underwater 
  table on page 14. They apply whenever a character is 
  
  14
  swimming, walking in chest-deep water, or walking 
  along the bottom of a body of water.
  Ranged Attacks Underwater: Thrown weapons are 
  ineffective underwater, even when launched from land. 
  Attacks with other ranged weapons take a –2 penalty on 
  attack rolls for every 5 feet of water they pass through, in 
  addition to the normal penalties for range.
  Attacks from Land: Characters swimming, floating, or 
  treading water on the surface, or wading in water at least 
  chest deep, have improved cover (+8 bonus to AC, +4 bonus 
  on Reflex saves) from opponents on land. Land-bound 
  opponents who have freedom of movement effects ignore 
  this cover when making melee attacks against targets in 
  the water. A completely submerged creature has total cover 
  against opponents on land unless those opponents have 
  freedom of movement effects. Magical effects are unaffected 
  except for those that require attack rolls (which are treated 
  like any other effects) and fire effects.
  Fire: Nonmagical fire (including alchemist’s fire) does 
  not burn underwater. Spells or spell-like effects with 
  the fire descriptor are ineffective underwater unless the 
  caster makes a caster level check (DC 20 + spell level). If 
  the check succeeds, the spell creates a bubble of steam 
  instead of its usual fiery effect, but otherwise the spell 
  works as described. A supernatural fire effect is ineffective 
  underwater unless its description states otherwise. The 
  surface of a body of water blocks line of effect for any fire 
  spell. If the caster has succeeded at the caster level check 
  to make the fire spell usable underwater, the surface still 
  blocks the spell’s line of effect.
  Spellcasting Underwater: Casting spells while 
  submerged can be difficult for those who cannot 
  breathe underwater. A creature that cannot breathe 
  water must succeed at a concentration check (DC 
  15 + spell level) to cast a spell underwater (this is in 
  addition to the caster level check to successfully cast 
  a fire spell underwater). Creatures that can breathe 
  water are unaffected and can cast spells normally. 
  Some spells might function differently underwater, 
  subject to GM discretion.
  adapting to aquatic enviRonments
  The rules presented in the Pathfinder RPG Core Rulebook 
  for underwater combat apply to creatures not native 
  to this dangerous environment, such as most PCs. For 
  extended aquatic adventures or for particularly deep 
  explorations, PCs will doubtless need to use magic to 
  continue their adventures. Water breathing is of obvious 
  use, while endure elements can help with temperature. 
  Pressure damage can be avoided entirely with effects such 
  as freedom of movement. Polymorph spells are perhaps the 
  most useful in water, though, if the form assumed is 
  aquatic in nature.
  Natural Adaptation: Any creature that has the aquatic 
  subtype can breathe water easily and is unaffected by 
  water temperature extremes that are found in that 
  creature’s typical environment. Aquatic creatures and 
  creatures with the hold breath ability are much more 
  resistant to pressure damage; they do not suffer damage 
  from pressure unless they are moved instantaneously 
  from one depth to another in the blink of an eye (in 
  which case they adapt to the pressure change after 
  successfully making five successive Fortitude saves 
  against the pressure effects).
  combat adjustments undeRwateR
   
  Attack/Damage
  Condition 
  Slashing or Bludgeoning 
  Piercing 
  Movement 
  Off Balance?1
  Freedom of movement 
  Normal/normal 
  Normal/normal 
  Normal 
  No
  Has a swim speed 
  –2/half 
  Normal 
  Normal 
  No
  Successful Swim check 
  –2/half2 
  Normal 
  Quarter or half3 
  No
  Firm footing4 
  –2/half2 
  Normal 
  Half 
  No
  None of the above 
  –2/half2 
  –2/half 
  Normal 
  Yes
  1 Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An 
  off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it.
  2 A creature without freedom of movement effects or a swim speed makes grapple checks underwater at a –2 penalty, but deals 
  damage normally when grappling.
  3 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.
  4 Creatures have firm footing when walking along the bottom, braced against a ship’s hull, or the like. A creature can only walk 
  along the bottom if it wears or carries enough gear to weigh itself down: at least 16 pounds for Medium creatures, twice that 
  for each size category larger than Medium, and half that for each size category smaller than Medium.
  
  15
  wateR dangeRs
  Any character can wade in relatively calm water that 
  isn’t over his head, no check required. Similarly, 
  swimming in calm water only requires Swim skill 
  checks with a DC of 10. Trained swimmers can just 
  take 10. Remember, however, that armor or heavy gear 
  makes any attempt at swimming much more difficult 
  (see the Swim skill description on page 108 of the 
  Core Rulebook).
  By contrast, fast-moving water is much more 
  dangerous. Characters must make a successful DC 15 
  Swim check or a DC 15 Strength check to avoid going 
  under. On a failed check, the character takes 1d3 points 
  of nonlethal damage per round (1d6 points of lethal 
  damage if flowing over rocks and cascades).
  Very deep water is not only generally pitch black, 
  posing a navigational hazard, but worse, deals water 
  pressure damage of 1d6 points per minute for every 
  100 feet the character is below the surface. A successful 
  Fortitude save (DC 15, +1 for each previous check) means 
  the diver takes no damage in that minute. Very cold water 
  deals 1d6 points of nonlethal damage from hypothermia 
  per minute of exposure.
  dRowning
  Any character can hold her breath for a number of rounds 
  equal to twice her Constitution score. If a character takes 
  a standard or full-round action, the remaining duration 
  that the character can hold her breath is reduced by 1 
  round. After this period of time, the character must 
  succeed at a DC 10 Constitution check every round in 
  order to continue holding her breath. Each round, the 
  DC increases by 1.
  When the character fails this Constitution check, 
  she begins to drown. In the first round, she falls 
  unconscious (0 hp). In the following round, she drops 
  to –1 hit points and is dying. In the third round, 
  she drowns. Unconscious characters must begin 
  attempting Constitution checks immediately upon 
  being submerged (or upon becoming unconscious if 
  the character was conscious when submerged). Once 
  she fails one of these checks, she immediately drops to –1 
  (or loses 1 additional hit point, if her total is below –1). 
  On the following round, she drowns.
  It is possible to drown in substances other than 
  water, such as sand, quicksand, fine dust, and silos full 
  of grain.
  
  16
  open game license Version	1.0a
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  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: 
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  Ruins of Azlant Player’s Guide © 2017, Paizo Inc.; Author: Adam Daigle.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Adventure Paths/PF121-126 - Ruins of Azlant/Ruins of Azlant - Players' Guide.pdf