TEXT: EQUIPMENT
  EQUIPMENT|27
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  Created By: Bill Webb
  Developer and Project Manager: Mark Greenberg
  Associate Developer: Greg Vaughan
  Pathfinder Rules Editing and Conversion: Michael “Mars” Russell
  Producer: Zach Glazar
  Editors: Mark Greenberg and Edwin Nagy
  Layout and Book Design: Charles A. Wright
  Cover Art: Colin Chan
  Interior Art: Andrew DeFelice, Brian LeBlanc, Artem Shukaev, Richard Taylor
  Special Thanks: To all of the authors, editors, artists, cartographers, 
  and playtesters over the years who contributed to the products set in 
  the Lost Lands and helped bring this world to life!
  Dedication: To our amazing fans and backers, who supported 
  our products and enabled us to ﬁ nally publish this massive and 
  long-awaited compendium of the Lost Lands! 
  Bill Webb, Matthew J. Finch, Zach Glazar, Charles A. Wright, 
  Edwin Nagy, Mike Badolato, John Barnhouse
  ©2020 Frog God Games. All rights 
  reserved. Reproduction without the written 
  permission of the publisher is expressly 
  forbidden. Frog God Games and the Frog 
  God Games logo is a trademark of Frog 
  God Games. All characters, names, places, 
  items, art and text herein are copyrighted 
  by Frog God Games, Inc. The mention of 
  or reference to any company or product 
  in these pages is not a challenge to the 
  trademark or copyright concerned.
  Product Identity: The following items 
  are hereby identiﬁ ed as Frog God Games 
  LLC’s Product Identity, as deﬁ ned in the 
  Open Game License version 1.0a, Section 
  1(e), and are not Open Game Content: 
  product and product line names, logos 
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  names and descriptions of characters, 
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  FROG GOD GAMES IS:
  FROG GOD GAMES IS:
  PATHFINDER ADDENDUM
  PATHFINDER ADDENDUM
  ISBN: 978-1-62283-998-8
  Frog God Games
  Adventures 
  Worth 
  Winning
  
  2|
  2|THE LOST LANDS
  THE LOST LANDS
  TABLE OF CONTENTS
  TABLE OF CONTENTS
  New Archetypes & Class ..........3
   Barbarian Archetypes..................................3
   Cleric Domains ..........................................4
   Paladin Archetypes .....................................4
   Sorcerer Bloodlines ................................... 5
   The Portalist ............................................... 5
  Races & Racial Subtypes ...........12
   Nagaji...........................................................12
   Giant-Blooded ...........................................12
   Grey Ape .....................................................13
   Half-Ogre ...................................................14
   Kalithi   .......................................................15
   Kuah-lij .......................................................15
   Neljis .......................................................... 16
   Troll Blooded .............................................17
   Dwarf, Ankhuran .......................................18
   Dwarf, Sand ................................................18
   Dwarf, Street ..............................................19
   Elf, Grey .....................................................19
   Elf, Nûklander ...........................................19
   Gnome, Ice ................................................20
   Ratfolk .......................................................20
  Feats............................................22
  Equipment .................................24
   Armor .. ......................................................24
   Adventuring Gear ......................................24
   Tools .............. ............................................24
   Mount and Vehicles .................................24
   Magic Items .............................................. 25
   New Magic Weapon Special Abilities .. 25
  Legal Appendix .........................26
  
  NEW ARCHETYPES & CLASS
  NEW ARCHETYPES & CLASS|3
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  NEW ARCHETYPES & CLASS
  NEW ARCHETYPES & CLASS
  These class options are drawn from the Lost Lands, but can be used 
  in any fantasy campaign. 
  NEW CLASS OPTIONS
  NEW CLASS OPTIONS
  Class
  Option
  Description
  Barbarian
  Bearsarker
  A barbarian pledged to a 
  holy vision of endless rage
  Barbarian
  Ulfhander
  Wearers of the sacred wolf 
  cloak
  Cleric
  Cold Domain
  Wields elemental cold to 
  freeze foes
  Cleric
  Creation 
  Domain
  The hand which creates 
  also destroys
  Paladin
  Spear Maiden
  Women dedicated to the 
  warrior gods Wotan and 
  Donar
  Sorcerer
  Cunning Woman 
  Bloodline
  Healers and fate 
  manipulators from the 
  Northlands
  BARBARIAN ARCHETYPES
  BARBARIAN ARCHETYPES
  BEARSARKER (BARBARIAN ARCHETYPE)
  BEARSARKER (BARBARIAN ARCHETYPE)
  While the gods do not normally interfere in the lives of mortals, 
  save for the most heroic, there are those who have been touched by the 
  gods and granted power through them. Some are not merely granted 
  powers, but are transformed by the contact with the gods. One of these 
  mortals so altered are the Bearsarkers, a cult dedicated to the worship 
  of Wotan and the glory of the spear-din.
  The Bearsarker Cult is a sacred order of men and women who have 
  dedicated their lives Wotan. There are many reasons they choose 
  to do so, but the most common is that they feel an intense desire to 
  enter a savage fury and commit rampant acts of slaughter. This urge 
  to rage is even greater during battle, and so in order to control this 
  drive and have a place in society, the Bearsarker Cult of Wotan has 
  formed. Through esoteric arts, ritual drunkenness, and great personal 
  sacriﬁ ce, the Bearsarker not only tames their inner ﬁ re, but also learns 
  to become a whirling spirit of death and destruction, when the time for 
  such action is called for. Most do not live long, especially when one 
  considers that their rituals are fairly violent and often result in severe 
  injury and maiming. It is not unusual to ﬁ nd a Bearsarker who has 
  plucked out one of their own eyes to gain wisdom, or who has spent 
  time mediating while hung on a tree of woe.
  Members of the cult undergo extensive training in order to learn 
  to control their rage, as well as training in religion and the esoteric 
  arts. Although inwardly highly meditative and thoughtful people, the 
  outward appearance of the Bearsarkers gives others pause, considering 
  the reputation of the cult for great savagery barely contained as well 
  as incredible feats of stamina and strength. As per their religious 
  dictates, Bearsarkers do not bathe except for rare ritual puriﬁ cation 
  purposes, clad themselves only in a loincloth and bear robe, and never 
  cut their hair or beards. This shaggy, unkempt and wild appearance is 
  the means by which the cult is known, and seeing a Bearsarker on the 
  other side of a battleﬁ eld has been known to turn the morale of even 
  the most hardy of warriors. Also, despite, or because of, their sacred 
  status, Bearsarkers are afforded a great deal of leeway in their actions 
  and behavior.
  Bearsarkers must be good or neutral aligned, must maintain the 
  unkempt appearance of their faith, worship Wotan above all other 
  gods, remain honorable, forsake marriage, children and wealth, and 
  live to serve the Northlander people as a whole. Some Bearsarkers 
  cults have formed around other aspects of the All Father and exist 
  in lands far removed from the Northlands, and serve those aspects 
  and people instead of Wotan. Members of this archetype automatically 
  suffer a -2 penalty to all Charisma-based skills, except Intimidate.
  Fury of the Gods (Ex): This works the same as a barbarian’s normal 
  rage class feature; however, the number of rounds per day a Bearsarker 
  can rage is equal to 4 + their Wisdom modiﬁ er rather than Constitution. 
  They gain additional rounds at the normal rate. Also, Bearsarkers gain 
  Knowledge (religion) as a class skill. This replaces rage.
  Berserk Fury (Ex): At 2nd level, a Bearsarker that enters their fury 
  of the gods inspires fear in enemies who witness it. Any enemy who 
  sees this display of savagery must make a Will save (DC 10 + 1/2 the 
  Bearsarker’s level + the Bearsarker’s Wisdom modiﬁ er) or become 
  shaken for the duration of the Bearsarker’s fury. Each additional 
  Bearsarker in a fury at the same time adds +1 to the Will save DC to 
  a maximum of +5, but one Bearsarker must be chosen who leads the 
  fury to determine its duration and whose Wisdom modiﬁ er is used to 
  determine the save DC. This ability replaces uncanny dodge.
  Naked Fury (Ex): At 3rd level a Bearsarker who is not wearing 
  armor and is lightly encumbered gains a +2 dodge bonus to AC. This 
  bonus increases by +2 every three barbarian levels thereafter. This 
  replaces trap sense.
  Unarmed Fury (Su): At 5th level, a Bearsarker’s hands actually 
  transform into bear claws while in a fury. The Bearsarker cannot 
  wield any weapons but gains 2 claw attacks that deal 1d6 points of 
  damage + both the Bearsarker’s Strength and Wisdom modiﬁ ers. The 
  Bearsarker can suppress this transformation if they choose to do so, 
  but each round they do so reduces the number of rounds they can use 
  their fury of the gods that day by 1 round. This replaces improved 
  uncanny dodge.
  Fanged Fury (Su): At 7th level, whenever a Bearsarker uses 
  their unarmed fury ability, they gains the beneﬁ ts of a greater magic 
  fang spell (cannot be dispelled) granting them a +1 enhancement 
  bonus to their claw attacks and any other natural attacks they may 
  have (through the animal fury rage power, for example). This bonus 
  increases by +1 every three barbarian levels thereafter. This replaces 
  damage reduction.
  Rage Powers: The following rage powers complement the 
  Bearsarker archetype: come and get me*, ﬂ esh wound*, good for 
  what ails you*, inspire ferocity*, knockback, liquid courage*, roaring 
  drunk*, smasher*, and terrifying howl.
  *See Pathﬁ nder Roleplaying Game Advanced Player’s Guide
  ULFHANDER (BARBARIAN ARCHETYPE)
  ULFHANDER (BARBARIAN ARCHETYPE)
  The feared Bearsarkers are not the only blood mad battle ragers 
  in the Northlands; there are several smaller cults dedicated to Wotan 
  that seek to harness their inner ﬁ res. Of these, the most well-known 
  are the Ulfhander, those who iron will not bite. Like their Bearsarker 
  cousins, the Ulfhander have dedicated themselves to Wotan, but not 
  just the leader of battles, but also as the master of beasts. In addition to 
  their amazing ﬁ ghting prowess, the Ulfhander also have the ability to 
  physically transform into wolves in order to carry their battle madness 
  into enemy shieldwalls.
  The key to the Ulfhander power, other than their faith and worship 
  of Wotan, is their divinely blessed cloaks. These cloaks, made from 
  the whole skins of wolves that a prospective Ulfhander has killed in 
  unarmed combat, grant them their powers. With their cloak on, the 
  Ulfhander can ignore injury, ﬁ ght with a ferocious rage, and even 
  assume the form of a wolf. Without it, they are just a normal man, 
  albeit one who has spent the better part of their life alternating between 
  contemplation of the divine and training for war.
  
  4|
  4|THE LOST LANDS
  THE LOST LANDS
  Much like their Bearsarker cousins, the Ulfhander practice esoteric 
  rituals and spend a great deal of time outside of combat in prayer 
  and meditation. Whereas the Bearsarkers tend towards meditation, 
  scariﬁ cation, and personal sacriﬁ ce as routes to the divine, the 
  Ulfhander take a more active approach and seek to understand the 
  boundaries between man and beasts, and men and gods, by regularly 
  blurring those boundaries. Vision quests, time spent living as a 
  wolf, and other odd behaviors are common. It is not unheard of for 
  an Ulfhander to become entranced by the beauty of the Allfather’s 
  creation and stand still, marveling at the mysteries in new fallen snow, 
  sunrises, or still ponds.
  Fury of the Gods (Ex): This works the same as a barbarian’s normal 
  rage class feature; however, the number of rounds per day an Ulfhander 
  can rage is equal to 4 + their Wisdom modiﬁ er rather than Constitution. 
  They gain additional rounds at the normal rate. Also, Bearsarkers gain 
  Knowledge (religion) as a class skill. This replaces rage.
  Sacred Wolfskin (Su): Each Ulfhander obtains a sacred wolfskin at 
  1st level that they have hunted barehanded. When worn, this wolfskin 
  grants the Ulfhander DR 1/—, which increases by +1 at 3rd level and 
  every three levels after that (at 6th, 9th, 12th, 15th, and 18th). If the 
  Ulfhander is not wearing their sacred wolfskin, they do not have access 
  to the fury of the gods, brother of the wolf, skin of the wolf, or rage 
  powers class features. Ulfhanders are not proﬁ cient in any armor and 
  may not wear armor and also wear their sacred wolfskin. This replaces 
  the normal barbarian armor proﬁ ciencies as well as damage reduction. 
  If the wolfskin is lost or destroyed, the Ulfhander must spend 3 months 
  in uninterrupted contemplation while hunting a new wolf to replace it.
  Brother of the Wolf (Ex): At 4th level, the Ulfhander may form a 
  bond with a wolf. This functions as a druid’s nature bond class feature, 
  save that the effective druid level of the character is their levels in 
  Ulfhander archetype –3. At 8th level and every four levels after that 
  (12th, 16th, and 20th), the Ulfhander may add an additional wolf 
  companion to their pack, up to a maximum of their Charisma modiﬁ er.
  Skin of the Wolf (Su): At 6th level, the Ulfhander may transform 
  into a wolf as a druid’s wild shape class feature, but the Ulfhander 
  becomes a speciﬁ c individual wolf. The effect lasts a number of hours 
  equal to the character’s levels in Ulfhander –3. The Ulfhander may 
  use this ability once per day at 6th level, and an additional number of 
  times per day every two levels after to a maximum of eight times a day 
  at 18th level. This replaces trap sense, uncanny dodge, and improved 
  uncanny dodge.
  Rage Powers: The following rage powers complement the 
  Ulfhander: animal fury, beast totem*, greater beast totem*, lesser 
  beast totem*, night vision, raging leaper, scent, and terrifying howl.
  *See Pathﬁ nder Roleplaying Game Advanced Player’s Guide
  CLERIC DOMAINS
  CLERIC DOMAINS
  COLD DOMAIN 
  COLD DOMAIN 
  Followers of deities dedicated to the chill of winter and the cold 
  between the stars don’t tend to be kind, generous people. Indeed, they 
  are generally regarded as cold hearted. The most notorious of cold 
  aligned deities is Althunak, the Demon God of Ice and Snow. While 
  not all cold domain followers are as cannibalistic and hateful as Their 
  frigid clerics, most are not much better.
  Granted Powers: You can call forth cold, command creatures of 
  ice, and your ﬂ esh does not freeze.
  Freezing Touch (Sp): As a melee touch attack, you can imbue the 
  chill of winter upon your target. If you hit the foe, your touch deals 
  1d6 points of cold damage + 1 point for every two cleric levels you 
  possess. You can use this ability a number of rounds per day equal to 
  3 + your Wisdom modiﬁ er.
  Cold Resistance (Ex): At 6th level, you gain resist cold 10. This 
  resistance increases to 20 at 12th level. At 20th level, you gain 
  immunity to cold.
  Domain Spells: 1st—obscuring mist, 2nd—chill metal, 3rd—
  sleet storm, 4th—ice storm, 5th—cone of cold, 6th—freezing sphere, 
  7th—elemental body IV (ice only), 8th—whirlwind, 9th—elemental 
  swarm (ice only)
  CREATION DOMAIN 
  CREATION DOMAIN 
  Masters of the arts and crafts, clerics of crafting deities focus on 
  making things. Their divine patrons are varied, but all share the need 
  to make, to build, and to repair. While the smith-god at her forge is 
  the most common example, there are gods whose purview includes 
  all the crafts, such as leather working, pottery, or weaving. For those 
  outside of a craft, the secrets of production can seem like magic, and 
  many guilds couch their most valuable lore in mystical terms. To the 
  forge priest, this is as it should be, for every hammer blow, every 
  sliding loom scuttle, every rotation of the potter’s wheel is a prayer, a 
  sacriﬁ ce, and a dedication.
  Granted Powers: You have a knack for creating objects from 
  scratch. You gain a +2 competence bonus to Craft checks and 
  Profession checks for professions skills related to construction or 
  creation. You gain Profession for any creation-related profession as 
  a class skill.
  Creator’s Touch (Sp): With your touch, you imbue an object with 
  +50% hit points. Alternately, if an object has the broken condition, you 
  can remove that condition with a touch. Objects that receive additional 
  hit points from your touch cannot receive more additional hit points 
  as long as the ﬁ rst ones bestowed still remain. An object that has 
  already received additional from your touch can receive the beneﬁ ts 
  of removing the broken condition with another touch. Additional hit 
  points to an object from this spell remain for 1 hour per cleric level you 
  possess or until removed through damage. The removal of the broken 
  condition from an object does not wear off, though the object can obtain 
  the broken condition again through additional damage. You can use this 
  ability a number of times per day equal to 3 + your wisdom modiﬁ er.
  Material Transformation (Su): At 6th level as a swift action you 
  can give any weapon or armor you touch the properties of being made 
  from a special material such as adamantine, cold iron, darkwood, 
  dragonhide, mithral, or silver. The transformation lasts for a number 
  of rounds per day equal to 1/2 your cleric level and can be ended by 
  you with a thought as a free action. You can use this ability as many 
  times per day on as many weapons and armor as you like as long as 
  the total time of these transformations does not exceed your maximum 
  allotted rounds per day. When this maximum is reached, all objects 
  previously transformed by you revert to their original material if they 
  have not already done so.
  Domain Spells: 1st—bless water or curse water; 2nd—make whole; 
  3rd—create food and water; 4th—minor creation; 5th—fabricate; 
  6th—major creation; 7th—permanency; 8th—greater polymorph; 
  9th—polymorph any object.
  PALADIN ARCHETYPES
  PALADIN ARCHETYPES
  SPEAR MAIDEN
  SPEAR MAIDEN
  Warrior women are not unknown in the Northlands, and certain 
  regions such as Gatland, Estenﬁ rd, and Vastavikland produce a large 
  number of them. Some of these warrior women spend only part of 
  their youth as fulltime warriors and many an outlander is surprised to 
  ﬁ nd that Halla, mother of ﬁ ve, is a demon with a sword. Then there 
  are the shield maidens, sworn by mighty oaths to Wotan and Donar 
  to stand between the many threats of the Northlands and the people 
  they serve. They are living weapons that spend their days and nights 
  honing themselves for battle, and woe be to any who face them across 
  a shieldwall. To follow the road of a spear maiden is a hard choice to 
  make, but once made, few ever go back on their oaths.
  
  NEW ARCHETYPES & CLASS
  NEW ARCHETYPES & CLASS|5
  |5
  Master of the Spear 1 (Ex): At 1st level, the spear maiden gains 
  the Weapon Focus (Spear) feat and treats a spear as a trip weapon.
  Master of the Spear 2 (Ex): At 2nd level, a spear maiden gains 
  a +1 bonus to CMB to make trip attacks made with a spear, and a 
  +1 to CMD to defend against attacks that would sunder, disarm, or 
  otherwise target her spear. Furthermore, this bonus applies to saving 
  throws to resist spells that target her spear. This bonus increases by 
  +1 every four levels. Also, a spear maiden may take the Weapon 
  Specialization feat when she reaches 4th level. This replaces heavy 
  armor proﬁ ciency and lay on hands.
  Battle Maiden (Ex): At 3rd level, and every three levels thereafter, 
  the spear maiden gains a combat feat. This replaces mercy.
  Master of the Shieldwall (Ex): At 4th level, the spear maiden 
  gains the Shield Wall** feat whether or not she has the prerequisites 
  for it. She can use it even if her ally does not have this feat. When she 
  uses this feat, she gains a +1 bonus to her attack and damage rolls. 
  This bonus increases by +1 every 3 levels. This replaces spells.
  Head of the Swine (Ex): At 5th level, the spear maiden gains the 
  Swine’s Head* feat whether she has the prerequisites for it or not. She 
  can use it even if her ally does not have this feat. Whenever she uses 
  the feat in combat, she gains a +2 bonus to attack rolls in addition to 
  any bonus from charging. Furthermore, the critical threat range of her 
  melee weapon is doubled. If she is wielding a spear, the threat range 
  is increased to 18–20. If charging, she does not take the –2 penalty to 
  AC. This replaces divine bond.
  Feats marked with an asterisk (*) are presented in the Feats chapter 
  of this book.
  **See Pathﬁ nder Roleplaying Game Advanced Player’s Guide
  SORCERER BLOODLINES
  SORCERER BLOODLINES
  CUNNING WOMAN
  CUNNING WOMAN
  Sorcerers are not well regarded in the Northlands, as indeed are all 
  practitioners of arcane magic. Sorcerers get singled out for special 
  persecution because their powers seem to erupt spontaneously and 
  can appear in any person, anywhere. Furthermore, as there is not an 
  established means of training young sorcerers, they often cause havoc 
  and death with their new found and barely controlled abilities.
  There is one type of sorcerer that is common and popular amongst 
  the Northlanders, and that is the cunning woman. This bloodline is 
  strong, and families that have one cunning woman in their midst often 
  have several, indeed it is not unheard of for every woman in a bloodline 
  to express sorcerous powers.  What makes cunning women so well 
  thought of is that their powers are generally not of the destructive 
  kind, but instead provide a source of healing magic that is very rare in 
  the Northlands. Young cunning women receive training and a place in 
  society that is honored and respected, something that other sorcerers 
  in the Northlands can only dream of.
  Cunning women, and they are always female, are skilled healers 
  with both mundane and magical skills. They often live on the edge 
  of a settlement, not because they have been banished but due to the 
  fact that their herbal remedies require extensive gardens and access to 
  uncultivated lands. Those in need of the services of a cunning woman 
  are welcome as long as they are polite, and payment is most often based 
  on the means of their patients as opposed to the cost of the medicine 
  or spells. There is a marked downside to being a cunning woman, and 
  that traditionally they do not marry, though to perpetuate their bloodline 
  they still must build some form of sexual relationship with men, often 
  long term partnering that outwardly has all the hallmarks of marriage. 
  Largely this is because folk wisdom says that cunning women are 
  poison to their mates and cause them to die early. Also, many godi have 
  a somewhat adversarial relationship with the local cunning woman. As 
  most godi are only part time priests, they do not always receive spells 
  from the gods, and thus may or may not be able to help when called 
  (assuming they aren’t busy doing something else as their fulltime job). 
  This means that most people go to the cunning women for their routine 
  medical needs, and especially in emergencies, thus cutting the godi 
  (who expect some form of donation or offering) out.
  Class Skill: Heal
  Bonus Spells: cure light wounds (3rd), cure moderate wounds 
  (5th), remove disease (7th), neutralize poison (9th), breath of life 
  (11th), heal (13th), greater restoration (15th), mass cure serious 
  wounds (17th), regenerate (19th)
  Bonus Feats: Animal Afﬁ nity, Brew Potion, Craft Wand, Magical 
  Aptitude, Reach Spell, Self-Sufﬁ cient, Shielded Caster, Skill Focus 
  (Heal)
  Bloodline Arcana: Whenever you cast a cure spell, you may apply 
  the Maximize spell metamagic feat to it for free a number of times per 
  day equal to your sorcerer level +3.
  Bloodline Powers:
  Evil Eye (Sp): At 1st level, you can lock someone within 30 feet 
  with a gaze that foretells their doom (ranged touch attack), causing 
  1d6 damage +1 per every two sorcerer levels you possess. You can use 
  this a number of times equal to your Charisma modiﬁ er +3.
  Natural Healer (Ex): At 3rd level, you may take 10 on Heal checks 
  without increasing the time taken to perform the skill. Also, as long 
  as you are in a natural environment, you do not need to make use of a 
  healer’s kit to perform the Heal skill.
  Creature of the Woodlands (Ex): You spend a great deal of time in 
  the wilds, either traveling to see patients or gathering herbs and other 
  ingredients for your cures. At 7th level, the wilds respond, gifting you 
  with woodland stride and trackless step as the druid class features.
  Blessed by Fate (Su): At 15th level, you may reroll one attack roll, 
  ability check, skill check, saving throw, or caster level check. You 
  must do so before the GM reveals the result of the roll, and must keep 
  the second result, even if it is lower than the ﬁ rst. You may use this 
  ability once per day.
  Fey Rebirth (Su): Upon reaching 20th level, you no longer age, 
  and become immune to poisons and diseases. When you die, you are 
  reincarnated as a fey creature or a blood relative in your own family if 
  one is due to be born soon. This is not as the reincarnate spell, but a total 
  rebirth from childhood on, though in this new life you do not have the 
  cunning woman sorcerer bloodline and are permitted to live a normal 
  life as a just reward for a lifetime of service to your community.
  NEW CLASS
  NEW CLASS
  This class is drawn from the Lost Lands, but can be used in any 
  fantasy campaign. 
  PORTALIST
  PORTALIST
  On a battleﬁ eld where positioning is key, the portalist is king. By 
  uncovering the secrets of leaping through hidden tears in the fabric 
  of reality the portalist changes the rules by which ordinary melee is 
  fought. Part warrior and part planar sage, the portalist keeps themselves 
  lightly armored and lightly armed, maximizing their ability to move 
  in ways previously thought impossible. A true rarity, some portalists 
  form a secret order dedicated to the mysteries of dimensional travel, 
  while others are loners who study the secrets of teleportation on 
  their own. Individual portalists are as different as the style of portals 
  they create. Many are ﬂ ashy, travelling through inter-dimensional 
  wormholes with a cacophony of thunder and lightning, while others 
  silently slip in and out of the world through tiny ﬁ ssures near-invisible 
  to the untrained eye.
  Role: The portalist ﬁ lls the niche of the most-mobile combatant. 
  Their forte is to open dimensional ﬁ ssures and leap through them to 
  attack foes. They’re a small-scale teleporter, perfect for setting a ﬂ ank 
  or being in the right place at the right time. At higher levels, they begin 
  to perform dimensional movement as an immediate action, making 
  them exceptionally difﬁ cult to pin down. Despite their intricate 
  
  6|THE LOST LANDS
  knowledge of planar lore and supernatural abilities, the portalist 
  is not themselves a wizard. They’re a lightly armored warrior who 
  excels at speed and perfect positioning.
  Alignment: Any. 
  Hit Die: d10 
  Starting Gold 4d6 x10 (average 140 gp)
  Class Skills: The Portalist’s class skills are Acrobatics (Dex), 
  Climb (Str), Craft (Int), Escape Artist (Dex), Knowledge (arcana) 
  (Int), Knowledge (planes) (Int), Perception (Wis), Profession 
  (Wis), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). 
  Skill ranks per level: 4 + Int modiﬁ er.
  CLASS FEATURES 
  All of the following are class features of the portalist.
  Weapon and Armor Proﬁ ciency: Portalists are proﬁ cient with 
  all simple and martial weapons. Portalists are proﬁ cient with light 
  armor but not shields.
  Create Portal (Su): At 1st level, the portalist gains the ability to 
  create portals. Portals are tears in the fabric of reality the portalist 
  is able to travel through instantaneously, creating a short-range 
  teleportation-like effect. Although a portalist learns more complex 
  portals as they advance in level, at ﬁ rst level the portalist can only 
  create standard portals. A portalist may produce a number of standard 
  portals per day equal to 3 + half their portalist level, as indicated in 
  Table: Portalist, plus their Intelligence bonus. See the sidebar “The 
  Standard Portal” for a description of the mechanics of the basic portal.
  Portalist Organization (Ex): At 1st level, a portalist joins a 
  portalist organization. Each organization includes a list which 
  contains two favored portal tricks and one favored arch-portal. 
  Once per day, a member can choose to perform one of their 
  organization’s listed favored maneuvers at a cost of one less 
  use of their create portal ability than normal. If the portal trick 
  (or arch-portal) normally expends only one portal, the maneuver 
  can instead be performed for free. The portalist must still actually 
  know how to perform the listed portal trick (or arch portal) in order 
  to gain this beneﬁ t.
  Level
  Base Attack Bonus
  Fort
  Ref
  Will
  Special
  # Portals per Day
  1
  +1
  +0
  +2
  +0
  Create portal, portalist organization, quick
  3
  2
  +2
  +0
  +3
  +0
  Portal trick
  4
  3
  +3
  +1
  +3
  +1
  Fast movement
  4
  4
  +4
  +1
  +4
  +1
  Portal trick
  5
  5
  +5
  +1
  +4
  +1
  Bonus feat, ingenious movement
  5
  6
  +6
  +2
  +5
  +2
  Portal trick
  6
  7
  +7
  +2
  +5
  +2
  Portal strike +1, stagnate/experiment
  6
  8
  +8
  +2
  +6
  +2
  Portal trick
  7
  9
  +9
  +3
  +6
  +3
  Bonus feat
  7
  10
  +10
  +3
  +7
  +3
  Arch-portal
  8
  11
  +11
  +3
  +7
  +3
  Portal strike +2, stagnate/experiment
  8
  12
  +12
  +4
  +8
  +4
  Arch-portal
  9
  13
  +13
  +4
  +8
  +4
  Bonus feat
  9
  14
  +14
  +4
  +9
  +4
  Arch-portal
  10
  15
  +15
  +5
  +9
  +5
  Portal strike +3, stagnate/experiment
  10
  16
  +16
  +5
  +10
  +5
  Arch-portal
  11
  17
  +17
  +5
  +10
  +5
  Bonus feat
  11
  18
  +18
  +6
  +11
  +6
  Arch-portal
  12
  19
  +19
  +6
  +11
  +6
  Portal strike +4, stagnate/experiment
  12
  20
  +20
  +6
  +12
  +6
  Portal storm
  13
  6|
  6|THE LOST LANDS
  THE LOST LANDS
  knowledge of planar lore and supernatural abilities, the portalist 
  is not themselves a wizard. They’re a lightly armored warrior who 
  excels at speed and perfect positioning.
  Alignment: 
  Hit Die: 
  Starting Gold 
  Class Skills: 
  Climb (Str), Craft (Int), Escape Artist (Dex), Knowledge (arcana) 
  (Int), Knowledge (planes) (Int), Perception (Wis), Profession 
  (Wis), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). 
  Skill ranks per level: 
  CLASS FEATURES 
  CLASS FEATURES 
  All of the following are class features of the portalist.
  Weapon and Armor Proﬁ ciency: 
  all simple and martial weapons. Portalists are proﬁ cient with light 
  armor but not shields.
  Create Portal (Su): 
  create portals. Portals are tears in the fabric of reality the portalist 
  is able to travel through instantaneously, creating a short-range 
  teleportation-like effect. Although a portalist learns more complex 
  portals as they advance in level, at ﬁ rst level the portalist can only 
  create standard portals. A portalist may produce a number of standard 
  portals per day equal to 3 + half their portalist level, as indicated in 
  Table: Portalist
  Standard Portal” for a description of the mechanics of the basic portal.
  Portalist Organization (Ex): 
  portalist organization. Each organization includes a list which 
  contains two favored portal tricks and one favored arch-portal. 
  Once per day, a member can choose to perform one of their 
  organization’s listed favored maneuvers at a cost of one less 
  use of their create portal ability than normal. If the portal trick 
  (or arch-portal) normally expends only one portal, the maneuver 
  can instead be performed for free. The portalist must still actually 
  know how to perform the listed portal trick (or arch portal) in order 
  to gain this beneﬁ t.
  19
  +19
  +6
  +11
  +6
  Portal strike +4, stagnate/experiment
  20
  +20
  +6
  +12
  +6
  Portal storm
  
  NEW ARCHETYPES & CLASS
  NEW ARCHETYPES & CLASS|7
  |7
  PORTALIST ORGANIZATIONS
  PORTALIST ORGANIZATIONS
  THE ELDRITCH CORSAIRS
  THE ELDRITCH CORSAIRS
  “ECLECTIC BROTHERHOOD OF EXCITEMENT JUNKIES”
  “ECLECTIC BROTHERHOOD OF EXCITEMENT JUNKIES”
  Predominant Alignment: CG
  Purpose: The Eldritch Corsairs are a strong-bonded fellowship 
  that acts as a surrogate family for outcast portalists, often 
  welcoming even the strangest of portal hoppers into its ranks. The 
  Corsairs share academic secrets amongst one another and work 
  to master their martial abilities in tandem, often forming smaller 
  bands of adventurers which go out into the world independently to 
  test their talents.
  Occasionally the Eldritch Corsairs cannot resist becoming involved 
  in the politics of the day, involving themselves in prison breaks, 
  the return of stolen items, and occasionally even participating in 
  insurrections or wars against tyrants. While the Corsairs are all planar 
  sages to one informal degree or another, they also place equal stress 
  on the physical side of their trade. They frequently push their brothers 
  and sisters to take their training in weaponry and acrobatics to the 
  next level.
  Remembering the dangers and isolation they faced when they 
  were on their own early on in their careers, many of the Corsairs 
  invest a signiﬁ cant amount of time and resources seeking out other 
  “Green Jumpers,” those who have only newly discovered the secret 
  of inter-dimensional travel. Sometimes the Corsairs undertake to 
  rescue such Green Jumpers, perhaps from being burned at the stake 
  by narrow-minded folk who might mistake their portalling for witch 
  craft. Other times, Green Jumpers need to be saved from themselves 
  before they open an ill-advised portal and cross through a realm 
  which is inherently unstable or inhospitable.
  Leader: (Informally) Ataria Xeal (CG female human portalist 
  10/ duelist 2)
  Mantra: “Good Friends, Good Travel, Good Deeds.”
  Favored Portal Tricks: double-portal hop and immediate 
  portal
  Favored Arch-Portal: double portal strike
  KNIGHTS OF THE BLACK PARADOX
  KNIGHTS OF THE BLACK PARADOX
  “SHADOWY MENTORSHIP OF SEERS”
  “SHADOWY MENTORSHIP OF SEERS”
  Predominant Alignment: LN
  Purpose: The Knights of the Black Paradox labor tirelessly to 
  uncover the deepest secrets of inter-dimensional travel for the exclusive 
  beneﬁ t of their inner circle, known only as “The Mentors.” One cannot 
  petition for membership in the Knights of the Black Paradox; rather, 
  this secretive guild vets its prospective members in private. When it 
  ﬁ nds someone it deems worthy it sends one of its masked mentors 
  to privately tutor the potential candidate, teaching them the secrets 
  of inter-dimensional travel. Once they have proven their skill, new 
  recruits becomes Knights, working tirelessly to further the inscrutable 
  goals of the Black Paradox, though their missions more often involve 
  pouring through musty tomes than exploring ancient tombs. 
  In the twilight of their years, Knights become Mentors themselves 
  and are each dispatched to train one single new recruit. Unbeknownst 
  to all but the Mentors themselves, the Mentors actually use a secretive 
  cult method of portallic travel which brieﬂ y sends them back through 
  time. While wearing a mask to hide their face and voice, the Mentors 
  then seek out the decades-younger version of themselves and introduce 
  their younger counterpart to the secrets of portallic travel, setting them 
  on the path to Knighthood. While all of this is a logistic impossibility, 
  somehow the Knights have made it work for centuries. Stranger 
  still, the Knights have somehow been able to slowly increase their 
  membership, a feat even the Mentors themselves do not understand.
  Leader: Grand Mentor Khaend (LN male human portalist 14)
  Mantra: “Service in the Knighthood is Service in Thine Self.”
  Favored Portal Tricks: efﬁ cient portal, shielding portal
  Favored Arch-Portal: karmic portal
  THE STEPLESS ORDER
  THE STEPLESS ORDER
  “GUILD OF TELEPORTING ASSASSINS”
  “GUILD OF TELEPORTING ASSASSINS”
  Predominant Alignment: NE
  The Stepless Order was once a minor gang of thieves struggling to 
  survive amongst the many factions of the city’s underground — that 
  was until its inner core accidentally uncovered the secret of creating 
  mystic portals. Rebranding itself “The Stepless Order” the gang 
  quickly evolved into a premier assassins’ guild, specializing in hard to 
  reach victims and the theft of high-security items. With the new-found 
  power of its portal magic, there were few places the Order could not 
  go and few people its knives could not reach.
  The Order now focusses on bringing its enemies to their knees and 
  ensuring it retains a continual stranglehold on power. As such the 
  THE STANDARD PORTAL 
  Portals are conjuration [teleportation] effects with a 
  caster level equal to the class level of the portalist. Below 
  are the essential mechanics of the standard portal.
  • Creating a standard portal is a swift action which may 
  take place at any point within the portalist’s move action.
  • When a portalist opens a standard portal they ﬁ rst 
  choose a start point, which must be in their current 
  square or a square adjacent to them. They then choose 
  an exit square.
  • To successfully travel through the portal, the 
  portalist must have enough movement left to enter the 
  square in which they created the portal. Travelling 
  through the two points of the portal itself, however, 
  costs no movement at all and the portalist may 
  continue the balance of their move immediately upon 
  exiting the portal.
  • The distance between the entry and exit square cannot 
  be more than 25 feet + 5 feet for every two class levels.
  • The portalist must have line of sight to the selected 
  exit point.
  • The portalist’s chosen exit square must be 
  unoccupied, though creatures Tiny or smaller do not 
  count as occupiers, posing no obstacle. If the portalist 
  attempts to exit into a solid or occupied square, the 
  standard portal fails and that use of the portalist’s create 
  portal ability is expended.
  • Creating a standard portal does not provoke an 
  attack of opportunity. The act of entering or exiting 
  a standard portal does not provoke an attack of 
  opportunity either, but the remainder of the portalist’s 
  movement may provoke as normal.
  • A standard portal is a temporary phenomenon and 
  it collapses as soon as the portalist passes through, 
  arriving at the exit point. If the portalist does not pass 
  through the portal for any reason, it instead collapses at 
  the end of the portalist’s turn.
  • Only the portalist who created the portal can pass 
  through it.
  • The portalist can only ever have one standard portal 
  in existence at a time.
  • Every portalist’s standard portal appears slightly 
  different, acting as a mystic signature. Nevertheless, they 
  all share certain commonalities: standard portals are 
  vibrant and loud. The based DC to detect the exit portal 
  only requires a successful Perception check of DC 0.
  THE STANDARD PORTAL 
  THE STANDARD PORTAL 
  Portals are conjuration [teleportation] effects with a 
  caster level equal to the class level of the portalist. Below 
  are the essential mechanics of the standard portal.
  • Creating a standard portal is a swift action which may 
  take place at any point within the portalist’s move action.
  • When a portalist opens a standard portal they ﬁ rst 
  choose a start point, which must be in their current 
  square or a square adjacent to them. They then choose 
  an exit square.
  • To successfully travel through the portal, the 
  portalist must have enough movement left to enter the 
  square in which they created the portal. Travelling 
  through the two points of the portal itself, however, 
  costs no movement at all and the portalist may 
  continue the balance of their move immediately upon 
  exiting the portal.
  • The distance between the entry and exit square cannot 
  be more than 25 feet + 5 feet for every two class levels.
  • The portalist must have line of sight to the selected 
  exit point.
  • The portalist’s chosen exit square must be 
  unoccupied, though creatures Tiny or smaller do not 
  count as occupiers, posing no obstacle. If the portalist 
  attempts to exit into a solid or occupied square, the 
  standard portal fails and that use of the portalist’s create 
  portal ability is expended.
  • Creating a standard portal does not provoke an 
  attack of opportunity. The act of entering or exiting 
  a standard portal does not provoke an attack of 
  opportunity either, but the remainder of the portalist’s 
  movement may provoke as normal.
  • A standard portal is a temporary phenomenon and 
  it collapses as soon as the portalist passes through, 
  arriving at the exit point. If the portalist does not pass 
  through the portal for any reason, it instead collapses at 
  the end of the portalist’s turn.
  • Only the portalist who created the portal can pass 
  through it.
  • The portalist can only ever have one standard portal 
  in existence at a time.
  • Every portalist’s standard portal appears slightly 
  different, acting as a mystic signature. Nevertheless, they 
  all share certain commonalities: standard portals are 
  vibrant and loud. The based DC to detect the exit portal 
  only requires a successful Perception check of DC 0.
  
  8|
  8|THE LOST LANDS
  THE LOST LANDS
  Order considers independent portalists acting anywhere within its 
  sphere of inﬂ uence to be one of its greatest threats, often going to 
  great lengths to eliminate such rogue operatives.
  Leader: Stepless Visicandra (NE female human portalist 6/
  rogue 3/assassin 3)
  Mantra: “Heel before the Order for our foes can be made to 
  disappear without a single stride.”
  Favored Portal Tricks: hidden portal and stealth portal
  Favored Arch-Portal: ghost portal
  THE IRIS GATE
  THE IRIS GATE
  “GREAT SAGES OF THE ELEMENTAL PLANES”
  “GREAT SAGES OF THE ELEMENTAL PLANES”
  Predominant Alignment: N
  Although the Iris Gate counts several portalists amongst its 
  membership, it also includes multiple druids and elementalist wizards 
  within its ranks. All subscribe to a quasi-religious philosophy which 
  stresses of the necessity of balance within the four natural elements 
  of earth, air, ﬁ re and water. When portalists of the Iris Gate use their 
  create portal ability, their spatial rifts typically appear as giant eyes, 
  either wreathed in roaring ﬂ ames or rushing water, or alternatively 
  bordered by a sheathe of solid rock or a shell of wind.
  The Iris Gate is known to entreat with elemental lords, sometimes 
  acting as diplomats or peacemakers in the eternal friction between the 
  elemental planes. It is said that without the service of the Iris Gate, 
  our natural world would be reduced to a wasteland as it becomes a 
  battleground between elemental armies.
  Leader: Hekhmet Kho (N male janni portalist 6)
  Mantra: “Four as One, in this We Are Composed.”
  Favored Portal Tricks: blast portal and summoning portal
  Favored Arch-Portal: persistent portal
  Quick (Ex): At 1st level, a portalist’s reaction time improves, 
  granting a +1 bonus to initiative rolls. This bonus stacks with all other 
  bonuses to initiative such as the Improved Initiative feat. This bonus 
  improves to +2 at 7th level and increases by +1 every four levels 
  thereafter until a maximum of +5 at 19th level. This beneﬁ t applies 
  only when the portalist is wearing no armor or light armor and not 
  carrying a heavy load.
  Portal Tricks: Starting at 2nd level and every two levels thereafter, 
  a portalist learns a new trick to exploit and enhance the standard portals 
  they generate. See below for a complete list of available portal tricks 
  and their description. Unless otherwise indicated in the description, 
  portals created with portal tricks use the same mechanics as standard 
  portals. Portal tricks cannot be combined, except through the use of 
  Combination Portal.
  Ally Portal (Su): A portalist may pull a single willing adjacent ally 
  of the same size or smaller through their portal so the two of them 
  travel together. The Portalist and their ally must exit the portal in 
  separate but adjacent squares. This requires no action from the ally. 
  Using an ally portal only expends a single portal.
  Boomerang Portal (Su): A portalist may enter a portal, exit the 
  portal in its exit square, make a single attack, and then re-enter the 
  portal, returning back to their original position. The entire exchange 
  takes place as a full-round action which does not provoke an attack 
  of opportunity. Using a boomerang portal expends two uses of the 
  portalist’s create portal ability.
  Charging Portal (Su): With this trick, a portalist may charge into 
  their portal’s entry point and then exit the portal’s exit point while still 
  maintaining the momentum of their charge in order to strike their foe. 
  The portalist must travel in a straight line of at least ten feet before 
  opening the portal, and must also travel in a straight line upon exiting, 
  but the two straight lines need not be in the same direction. Using a 
  charging portal only expends a single portal.
  Covering Portal (Su): By creating a portal in their square, and 
  entering it with half their body, a portalist can confound their attackers. 
  Although this use of a portal does not enable the portalist to travel, 
  and lasts only as long as the start of the portalist’s next turn, while 
  it is in effect the portalist gains cover in all directions (+4 to AC, +2 
  Reﬂ ex saves). Creating a covering portal expends a single portal. As 
  a second alternative option, rather than spending their turn stationary, 
  the portalist can instead travel with a standard portal and then gain the 
  beneﬁ t of cover. This aspect of the trick, however, expends two uses 
  of the portalist’s create portal ability.
  Double Portal Hop (Su): As a full-round action, which may at the 
  portalist’s election include a double-move, the portalist opens a portal, 
  exits through it, opens a second portal and exits though it as well. 
  Performing a double portal hop only expends a single portal.
  Efﬁ cient Portals (Su): The portalist develops the knack of opening 
  short range portals which are far less taxing. For the cost of a single 
  portal, the portalist can instead open three: one each round for the 
  next three rounds. Each portal, however, has substantially less range 
  than a normal portal (10 feet + 5 feet for every two levels of portalist 
  the character has instead of 25 + 5 for every two levels). Moreover, 
  efﬁ cient portals cannot be combined with any other portal tricks or 
  arch-portal effects. The portalist can stop using the efﬁ cient portals at 
  any time in order to instead perform a different portal trick (or arch-
  portal) at its normal cost.
  Elemental Blast Portal (Su): By passing their portal through an 
  elemental plane, the portalist causes a blast of elemental energy to 
  explode from the exit. When opening the portal, the portalist chooses 
  the type of energy: acid (earth), electricity (air), ﬁ re (ﬁ re), or cold 
  (water). The blast targets all creatures in the portal’s exit square as 
  well as any adjacent square. The blast does 1d6+1 points of damage 
  for every two class levels (for example, 3d6+3 points of damage at 6th 
  level). A successful Reﬂ ex save halves the damage. The DC is 10 +1/2 
  the portalist’s class level + their Intelligence modiﬁ er. After the blast, 
  the portalist may choose to leap from the exit (safely) or remain in their 
  original position. Using an elemental blast portal expends two uses of 
  the create portal ability whether the portalist travels through or not.
  Evasive Portal (Su): With this trick, whenever the portalist is affected 
  by a spell or other effect which permits a Reﬂ ex save for half damage, 
  the portalist can attempt to leap through a portal and whisk themselves 
  away to safety as an immediate action. If the portalist succeeds on their 
  saving throw they takes no damage and instantly travels through a 
  portal as an immediate action to their destination of choice (within the 
  normal range of their standard portal). This expends a single use of the 
  portalist’s create portal ability. If the save fails, the portalist does not 
  relocate and they take full damage as normal, but they do not expend 
  a use of their create portal ability. The evasive portal trick can only be 
  used if the portalist is wearing light armor or no armor. Evasive portals 
  cannot be combined with any other portal tricks or arch-portal effects.
  Hidden Portal (Su): Upon mastering this trick, the portalist no 
  longer needs to have line of sight to the exit point of their portal. If 
  the portalist has seen the exit location before, performing a hidden 
  portal expends two uses of the portalist’s create portal ability. If the 
  portalist has never seen the exit location before, creating a hidden 
  portal expends three uses of the portalist’s create portal ability. If the 
  portalist’s chosen exit point is a solid square, the portal fails to open 
  and a single portal is expended.
  Immediate Portal (Su): The portalist may open and exit through a 
  basic portal as an immediate action, even interrupting an opponent’s 
  action. A portalist may not use an immediate portal if they are ﬂ at-
  footed. Using an immediate portal expends three uses of the portalist’s 
  create portal ability. Immediate portals cannot be combined with any 
  other portal tricks or arch-portal effects. The portalist must be 4th 
  level before selecting this portal trick.
  Perching Portal (Su): By keeping a toehold inside a portal attached 
  to a demi-plane with a more forgiving level of gravity, the portalist can 
  temporarily hang upside down on ceilings or perch sideways on walls. 
  As long as it is within their usual range, the portalist can safely place 
  the exit point of their portal on any surface. Upon exiting the portal, as 
  long as the portalist remains in the ﬁ ve-foot square of their exit point, 
  the portalist can remain hanging in place as though they had the beneﬁ t 
  
  NEW ARCHETYPES & CLASS
  NEW ARCHETYPES & CLASS|9
  |9
  of spider climb. The effect lasts until the portalist leaves their square or 
  the end of their next turn — whichever comes ﬁ rst. If by the end of their 
  turn following the use of a perching portal the portalist has not managed 
  to grab a hold of something, or otherwise returned to the ground (such 
  as by travelling back down with another portal), they immediately fall. 
  Performing a perching portal only expends a single portal.
  Relentless Portal (Su): With this trick, the portalist opens a standard 
  portal, travels through it and attacks their opponent with a melee attack, 
  expending a single use of their portal ability as normal. However, if 
  the melee attack misses, the portalist may immediately open a second 
  portal exiting into a different square which also threatens that same 
  opponent. The portalist may then leap through that second portal and 
  attempt another melee attack against that same opponent, using their 
  highest attack bonus. Opening the second portal expends a second use 
  of the portalist’s create portal ability.
  Retaliatory Portal (Su): With this trick, whenever the portalist is 
  damaged by a melee attack, they may choose to suddenly exit a portal 
  adjacent to the foe that struck them and make a single melee attack 
  against that foe at their highest attack value as an immediate action. As 
  per normal, a portalist can only perform a single immediate action per 
  round. Retaliatory portals cannot be combined with any other portal 
  tricks or arch-portal effects. Performing a retaliatory portal expends 
  two uses of the portalist’s create portal ability.
  Rising Portal (Su): When a portalist falls prone, they may create 
  a portal underneath themselves in their square and angle their path 
  of travel so that when they exit their portal they land upright back 
  on their feet. Travelling through the portal itself still requires a move 
  action as normal, but using the portal in this way allows the portalist 
  to avoid an attack of opportunity for standing from prone. Performing 
  a rising portal expends a single portal.
  Shielding Portal (Su): As a readied action, the portalist opens a 
  portal which intercepts a single missile attack, or a spell or spell-like 
  ability that require a ranged touch attack. The portal opens, blocks the 
  attack and shunts it harmlessly into another plane. To work, the attack 
  must have been directed at the portalist or at a target in an adjacent 
  square. The portalist does not travel through a shielding portal. The 
  use of the shielding portal trick expends a single portal, but only if 
  the readied action triggers. Shielding portals cannot be combined with 
  any other portal tricks or arch-portal effects.
  Stretch Portal (Su): The portalist can double the maximum distance 
  of their standard portal. Performing a stretch portal expends two uses 
  of the portalist’s create portal ability.
  Stealth Portal (Su): Although a portal normally opens with great 
  fanfare with ﬂ ashes of lightning and noise, a portalist with this trick can 
  choose to open their portals silently with little more than a thin cracked 
  line in the air. When opening their portal, the portalist makes a Stealth 
  check opposed by their target’s Perception. The portalist receives a 
  +2 circumstance bonus to the check due to the sudden surprise of the 
  movement. If the portalist wins the opposed roll, their opponent does 
  not detect the portalist’s exit and if cover or concealment is available the 
  portalist can attempt to hide. Alternately, if in range, the portalist may 
  immediately attack their target. If the target failed to detect the portalist, 
  the target is denied its Dexterity bonus to armor class. Performing a 
  stealth portal only expends a single portal.
  Summoning Portal (Su): By opening a portal to one of the elemental 
  planes, the portalist may cause an elemental of their choice (earth, air, 
  ﬁ re or water) to exit a portal and follow their commands. The elemental 
  ﬁ rst exits at the point chosen by the portalist within their portal range. 
  It then lasts 1 round per class level, before lifelessly decomposing into 
  its elements. At 4th level the portalist can summon a Small elemental, 
  at 8th level the portalist can summon a Medium elemental, and at 
  12th level the portalist can summon a Large elemental. Performing 
  a summoning portal expends two uses of the portalist’s create portal 
  ability and the portalist does not themself travel through the portal. 
  The portalist must be 4th level before selecting this portal trick and 
  they may not have more than one summoned elemental at a time.
  Transposition Portal (Su): By placing their portal’s exit point in the 
  square of a willing ally within range the portalist can quickly swap 
  places with their ally. The act of the swap expends the portalist’s move 
  action, leaving them their standard action, if they did not previously use 
  it before opening the portal. The swap does not require any movement 
  from the ally. Alternatively, a portalist may instead attempt to swap 
  places with an unwilling opponent. This use is a full-round action 
  that draws an attack of opportunity from the target as the portalist’s 
  hands reach through the exit portal to grab the target. To succeed the 
  portalist must perform a Combat Maneuver roll, achieving a score 
  which exceeds their target’s Combat Maneuver Defense. Performing a 
  transposition portal expends a single use of the portalist’s create portal 
  ability, regardless of whether it’s used to swap places with an ally or 
  an opponent and regardless of whether the attempt succeeds.
  Fast Movement (Ex): At 3rd level, a portalist’s land speed becomes 
  faster than the norm for their race by +10 feet. This beneﬁ t applies 
  only when they are wearing no armor or light armor and not carrying 
  a heavy load. Apply this bonus before modifying the portalist’s speed 
  because of any load carried or armor worn. This bonus stacks with any 
  other bonuses to the portalist’s land speed.
  Bonus Feat: At 5th level and every 4 levels thereafter, a portalist 
  may select a bonus feat. These feats must be taken from the following 
  list: Dodge, Disorienting Maneuver†, Fleet, Improved Initiative, 
  Lightning Reﬂ exes, Mobility, Run, Skill Focus (Acrobatics), Skill 
  Focus (Knowledge [planes]), and Wind Stance. A portalist does not 
  need to meet any of the prerequisites normally required for these feats.
  At 13th level, the following feats are added to the list: Combat 
  Patrol**, Spring Attack, Teleport Tactician**, and Lightning Stance.
  **Pathﬁ nder Roleplaying Game Advanced Player’s Guide
  † Pathﬁ nder Roleplaying Game Ultimate Combat
  Ingenious Movement (Ex): At 5th level, through careful study of 
  their environment, or perhaps a sudden burst of inspired creativity, 
  the portalist can deftly traverse obstacles which would normally slow 
  others. The portalist can ignore difﬁ cult terrain, treating it as normal 
  terrain, for a number of rounds per day equal to their Intelligence 
  modiﬁ er. This ability does not negate any damage such terrain might 
  cause. The portalist may use this ability only when they are wearing 
  no armor or light armor and not carrying a heavy load.
  Portal Strike (Ex): At 7th level whenever a portalist exits a portal 
  and attacks a foe in the same round, they gain a +1 circumstance 
  bonus to hit and damage on their attack. This bonus increases by 1 
  point every four levels. The portalist gains the beneﬁ t of this ability 
  only when they are wearing no armor or light armor and not carrying 
  a heavy load.
  Stagnate and Experiment: At 7th level and every four levels 
  thereafter a portalist may choose to remove a portal trick they currently 
  know and substitute it with another. At level 11 and thereafter, a 
  portalist may instead choose to remove a previously selected arch-
  portal and gain a new arch-portal instead. A portalist cannot remove a 
  portal trick if it is a prerequisite for an arch-portal they possess.
  Arch Portals: Upon reaching 10th level, the portalist begins to 
  harness the power of their portals to even greater effect. Starting at 
  level 10 and every two levels thereafter, a portalist can chose to master 
  an arch-portal. See below for a complete list of available arch-portals 
  and their description. Unless otherwise indicated in the individual 
  descriptions, arch portals use the same mechanics as standard portals. 
  A portalist may, at their option, select a standard portal trick in place 
  of an arch-portal.
  Accelerated Portal (Su): By travelling through portals connected 
  to alternate planes where time travels faster than normal, the portalist 
  learns to get the drop on even the speediest of their opponents. 
  Although an accelerated portal otherwise functions like an ordinary 
  portal, it has an additional special property. If during combat, the 
  portalist exits an accelerated portal so that they arrives adjacent to 
  an opponent who has a higher position in the initiative order, on the 
  following round the portalist’s initiative score suddenly increases 
  such that they climbs over top of that opponent’s position in the order 
  of initiative (by a single point). This effectively enables the portalist 
  to act twice before their foe can retaliate and may cause them to act 
  before other opponents as well, depending on the initiative order. An 
  
  10|
  10|THE LOST LANDS
  THE LOST LANDS
  accelerated portal has no special effect when employed against an 
  opponent who is already behind the portalist in the current initiative 
  order. Using an accelerated portal expends two uses of the portalist’s 
  create portal ability.
  Aerial Portal (Su): The portalist positions a portal overtop their 
  foe and drops on them in a furious melee attack. If the portalist’s 
  melee attack succeeds they does additional damage on account of the 
  momentum of their fall (+1d8 points of damage plus an additional 
  1d8 points of damage for every three levels of portalist). Should the 
  portalist score a critical hit with an aerial portal, this extra damage 
  is not multiplied. If the portalist slays their target, they land in the 
  target’s square. If their target survives, they land in the nearest empty 
  square. Either way, the portalist must make a successful Acrobatics 
  check or fall prone. The DC of the check is equal to the amount of 
  extra damage dealt, whether the attack hit or missed. Regardless of 
  whether they fall or land on their feet, the portalist do not themselves 
  take damage from the fall, even if their attack is a miss. Using an aerial 
  portal only expends a single portal.
  Combination Portal (Su): The portalist may open a portal that 
  combines the features of any two different portal tricks (or arch-
  portals) that they know. The portalist must expend the cost associated 
  with each portal, plus one additional portal. For example, an ‘elemental 
  blast plus boomerang portal’ would expend ﬁ ve uses of the portalist’s 
  daily portals (2 for the elemental blast, 2 for the boomerang, and 1 
  because it is a combination portal).
  Contingent Portal (Su): When a speciﬁ c event chosen by the 
  portalist occurs, the portalist passes through a basic portal as an 
  immediate action. The portalist may choose from one of the following 
  triggering events: (a) the portalist gains the grappled condition; (b) 
  the portalist gains any of the nauseated, paralyzed, staggered or 
  stunned conditions; (c) the portalist begins to drown; (d) the portalist 
  falls more than 15 feet; or (e) the portalist suffers damage that causes 
  their hit point total to drop below a predetermined number. To set a 
  contingent portal, the portalist must choose the event in advance, at the 
  start of each day and cannot change it until the following day. Once 
  the portal triggers, the portal opens in the portalist’s current square. 
  The portalist chooses where it exits, anywhere within their portal’s 
  range. The portalist immediately moves through the portal and exits 
  as an immediate action whether they want to or not. If the portalist 
  cannot choose an exit square (because they are unconscious or dead) 
  then the exit square occurs in a random direction at the portalist’s 
  maximum range. Executing a contingent portal only requires a single 
  portal, which is expended the moment the triggering event occurs. 
  If the portalist does not have any portals left when the triggering 
  event occurs, the contingent portal fails. Contingent portals cannot be 
  combined with any other portal tricks or arch-portal effects.
  Ghost Portal (Su): With this technique, the portalist learns to harness 
  the properties of the Ethereal Plane, brieﬂ y taking on a wraith-like 
  form. Upon exiting this arch-portal, the portalist becomes incorporeal 
  (Ex), gaining all the beneﬁ ts and mechanics of an incorporeal creature. 
  The portalist’s incorporeal form lasts until the start of their next turn. 
  Performing a ghost portal expends three uses of the portalist’s create 
  portal ability.
  Healing Portal (Su): By passing their portal through the Positive 
  Energy Plane for the briefest of moments, the portalist can provide 
  themselves a limited form of healing as they leap through and travel. 
  A healing portal restores 1d6 points of damage for every three class 
  levels. Performing a healing portal expends two uses of create portal.
  Hovering Portal (Su): The portalist may safely exit their portal 
  and stand in thin air. When they do so, they ﬂ oat in place as though 
  they were levitating. The effect lasts until the portalist leaves their 
  exit square or the end of the portalist’s next turn, whichever comes 
  ﬁ rst. This affords the portalist an opportunity to use a second portal 
  (or other means) to safely return to the ground. If they do not, once 
  their turn expires, they fall to the ground, taking damage as normal. A 
  hovering portal expends a single portal.
  Karmic Portal (Su): By experimenting with portals leading to 
  alternate parallel realities the portalist learns to see the myriad of 
  possibilities ahead of them and begins to better shape their own 
  fortune. Upon opening a karmic portal, the portalist chooses two 
  different portal tricks (or arch-portals) that they already know. They 
  then perform and resolves each portal (as well as the rest of their own 
  turn), rolling to see each potential outcome. The portalist then chooses 
  between each of the two possible outcomes and selects one to be their 
  actual action and ﬁ nal outcome — the other being a hypothetical that 
  never comes to pass. Before making their choice, the portalist is able 
  to learn the results of all die rolls, including attack rolls, damage rolls 
  and saving throws. A karmic portal expends a number of uses of create 
  portal equal to the cost of the ﬁ nal portal actually performed, plus one.
  Matador Portal (Su): As a readied action, the portalist opens a 
  portal that intercepts an opponent in the course of a charge or move 
  action. They then cause the target to exit out a new square of their 
  choosing within the range of their standard portal. The target receives 
  a Reﬂ ex saving throw (DC 10 + 1/2 the portalist’s class level + their 
  Intelligence modiﬁ er) and if successful, the target evades the portal, 
  completing their movement as normal. The portalist cannot cause the 
  target to exit in a square that will immediately cause them harm, such 
  as falling damage or placing the target in a pool of lava, but they can 
  cause them to exit in a square which is threatened by the portalist or 
  their allies. Creating a matador portal expends a single portal.
  Perpetual Portals (Su): With this arch-portal ability, the portalist 
  never truly runs out of portals again. A portalist may only begin 
  performing perpetual portals once their number of portals per day has 
  been reduced to zero. At that point, with this arch-portal ability, the 
  portalist is able to perform a standard portal every other round or an 
  efﬁ cient portal every four rounds — the off-round acts as a cool-down 
  period in which the perpetual portal re-charges. Perpetual portals 
  cannot be combined with any other portal trick or arch-portal.
  Persistent Portal (Su): A portalist may open and stabilize a portal, 
  leaving the entrance and exit holes in place for a number of rounds 
  equal to their class level. A portalist may travel back and forth 
  between the portal as part of a move action, as normal, as many times 
  as they choose. Persons other than the portalist, both friend and foe, 
  may also move through the portal, but at the cost of a standard action. 
  A portalist may collapse the portal as a free action anytime during 
  their own turn. While a persistent portal is open, the portalist is free 
  to create and travel through other portals, and even create more than 
  one persistent portal. Persistent portals cannot be combined with any 
  other portal trick or arch-portal. Creating a persistent portal expends 
  two uses of the portalist’s create portal ability.
  Rapid Portal Strike (Su): A portalist may open and travel through 
  two portals as a full-round action, just as with the double portal hop 
  portal trick. In addition, each time the portalist exists one of the two 
  portals, the portalist may make a single melee attack against any single 
  target within reach. The portalist may make each of the two attacks at 
  their highest attack value, but with a –2 penalty. A portalist must have 
  learned the double portal hop portal trick before they can select this 
  arch-portal. Performing a rapid portal strike only expends a single use 
  of the portalist’s create portal ability.
  Reaching Portal (Su): The portalist may open a portal as a free action 
  and place the exit adjacent to a foe within range. Rather than leap through 
  it, the portalist may instead thrust his melee weapon through the portal 
  and make melee attacks as though they were themselves adjacent to the 
  foe, taking either a standard attack or a full-attack. The portalist is able to 
  add the bonus from his portal strike ability to these attacks. The foe cannot 
  strike back through the portal. A portalist with reach, such as the wielder 
  of a reach weapon, may choose to instead place his exit portal 10 feet 
  away from his foe, or at a distance equal to his reach. Using a reaching 
  portal expends two uses of the portalist’s create portal ability.
  Redirecting Portal (Su): As a readied action, the portalist opens a portal 
  that intercepts a single missile attack, or a spell or spell-like ability that 
  requires a ranged touch attack. The portal opens, blocks the attack and then 
  redirects the attack out of a second portal anywhere within the portalist’s 
  portal range, causing the effect to attack an opponent. To work, the attack 
  must have been directed at the portalist or at a target in an adjacent square. 
  In order for the redirected attack to hit its new target, the portalist must 
  
  NEW ARCHETYPES & CLASS|11
  succeed on whatever die roll was required for the original attack, using 
  their own modiﬁ ers. For example, a redirected arrow requires a ranged 
  attack roll, while redirecting a scorching ray requires a ranged touch 
  attack. A portalist must have learned the shielding portal trick before 
  they can select this arch-portal. Using a redirecting portal only expends 
  a single use of the portalist’s create portal ability and only if the readied 
  action is triggered. Redirecting portals cannot be combined with any other 
  portal tricks or arch-portal effects.
  Portal Storm (Su): At 20th level a portalist gains the ability to 
  produce many portals at once and can pass through them with 
  lightning speed, popping in and out of the battleﬁ eld. As a full-attack 
  action, the portalist can give up their regular attacks and instead open 
  a separate portal adjacent to each foe in range of their portal ability 
  from their starting location. They can then pass through each portal 
  in turn and make one melee attack at their highest base attack bonus 
  against each opponent. They may then choose to end their turn at any 
  of the portal locations, including their starting location. The number 
  of portals in a single round, and hence attacks, cannot be greater than 
  10 + the portalist’s Intelligence modiﬁ er. Nor can the portalist create 
  more portals (and take attacks) than there are opponents in range. A 
  portalist can perform a portal storm only once per day, but it does not 
  expend any uses of the portalist’s create portal ability. The portalist 
  may use this ability only when they are wearing no armor or light 
  armor and not carrying a heavy load.
  Dwarf: Increase the portalist’s portal distance by 
  2 feet. In combat this has no effect unless the portal 
  distance has been increase by an increment of 5 feet; an 
  increase of 8 feet is effectively the same as an increase 
  of 5 feet, for example.
  Elf: Add 1 to the elf’s base speed. In combat this has no 
  effect unless the elf has selected this reward 5 times (or 
  another increment of 5); a speed of 34 feet is effectively 
  the same as a speed of 30 feet, for example. This bonus 
  stacks with a class’s fast movement feature and applies 
  only under the same conditions as that ability.
  Gnome: The gnome gains 1/6th of a new portal trick.
  Half-elf: Add +1/4 bonus to Portalist’s initiative score.
  Half-orc: Add +1/2 damage when performing the 
  elemental blast portal trick.
  Halﬂ ing: Add +1 bonus on Stealth checks made when 
  performing the hidden portal trick.
  Human: The human gains 1/5th of an extra portal.
  Dwarf: Increase the portalist’s portal distance by 
  2 feet. In combat this has no effect unless the portal 
  distance has been increase by an increment of 5 feet; an 
  increase of 8 feet is effectively the same as an increase 
  of 5 feet, for example.
  Elf: Add 1 to the elf’s base speed. In combat this has no 
  effect unless the elf has selected this reward 5 times (or 
  another increment of 5); a speed of 34 feet is effectively 
  the same as a speed of 30 feet, for example. This bonus 
  stacks with a class’s fast movement feature and applies 
  only under the same conditions as that ability.
  Gnome: The gnome gains 1/6th of a new portal trick.
  Half-elf: Add +1/4 bonus to Portalist’s initiative score.
  Half-orc: Add +1/2 damage when performing the 
  elemental blast portal trick.
  Halﬂ ing: Add +1 bonus on Stealth checks made when 
  performing the hidden portal trick.
  Human: The human gains 1/5th of an extra portal.
  NEW ARCHETYPES & CLASS
  NEW ARCHETYPES & CLASS|11
  |11
  
  12|
  12|THE LOST LANDS
  THE LOST LANDS
  (Playtesters: Audrey Bedwell, Katie Lay, Logan Rose, Elizabeth 
  Sievers, David Windburn)
  The Lost Lands are home to many different peoples, elves, dwarves, 
  humans, and halﬂ ings are only some of the many races that can be 
  found there. There are odder races, such as the hirsute Neljis or the 
  leonine Kalithi. Even the commonly known races, such as elves or 
  gnomes, have many variants that have evolved both culturally and 
  physically to be distinct from their better-known brethren.
  NAGAJI
  NAGAJI
  Rarely seen even in Libynos outside of the Kingdom of Nyaslan, 
  the nagaji are a race of snake people created by the ancient naga to 
  serve as a slave race. Over the centuries handfuls of escaped salves 
  have managed to ﬂ ee Nyaslan, though only one large community of 
  free nagaji can be found in the Lost Lands. Those that escape make 
  their way to ports as far from Jaati as they can, and a small secret 
  community of ex-slaves has formed on Nevalla Island.
  OPHIDIAN FORMS
  OPHIDIAN FORMS
  Like their naga creators and masters, the nagaji have a distinctly 
  ophidian form. Their torsos are humanoid, though covered in scales, 
  but both their lower extremities and their heads are very snake like. 
  They have two arms that end in ﬁ ve ﬁ ngered hands, but instead of 
  legs they have a long, powerful serpent’s body. This gives them great 
  strength and the naga often use nagaji as beasts of burden as well as 
  servants and warriors.
  CREATED BY THE NAGA
  CREATED BY THE NAGA
  Eons ago a group of powerful naga fused human and snake to create 
  the ﬁ rst nagaji. For generations these progenitors of the nagaji race 
  were mere beasts, but in time careful manipulation of their lineages 
  produced an intelligent, if sometimes belligerent, race capable of 
  serving the naga of Nyaslan. The nagaji are capable of reproducing 
  themselves, and the naga continue to tinker with their slaves to breed 
  speciﬁ c lineages, most often for color or pattern of scales. So far none 
  of the naga slave breeders has managed to create a more docile nagaji.
  SLAVES OF NYASLAN
  SLAVES OF NYASLAN
  In the kingdom of Nyaslan nagaji performs all work. The naga 
  barely lift their heads, instead having their slaves to fetch and carry, 
  build and lift, pull carts and plows, work the ﬁ elds, make the wine, and 
  ﬁ ght the wars. Lacking arms themselves, the naga have come to rely 
  on the nagaji to perform nearly every task for them. Even the lowliest 
  of naga has slaves to turn the pages of books, dress them, carry them 
  around on palanquins or drawn carts, and stand vigil while they sleep.
  FREE NAGAJI MOVEMENT
  FREE NAGAJI MOVEMENT
  The naga use brutality, tradition, and their own mystical powers to 
  keep their slaves in bondage. Even so, every generation sees the threat 
  of a nagaji uprising. These are put down with much bloodshed, and 
  many naga believe that the best way to handle slaves is to regularly 
  kill and replace them. Despite this, and because of it, a free nagaji 
  movement has begun. It grows in ﬁ ts and starts as slaves escape and 
  meet each other in the wild, word gets passed from one nagaji to 
  another, and the wandering camps of free nagaji move in response to 
  slave hunters from Nyaslan.
  GIANT-BLOODED
  GIANT-BLOODED
  The Northlanders hate giants, especially in regions plagued by hordes 
  of these monsters, such as Estenﬁ rd or Vastavikland. Yet, sometimes 
  a union between a giant and a Northlander occurs (usually a giantess 
  and a human male) and the result is the giant-blooded. Occasionally 
  these abominations are born to two Northlanders, for it is said that 
  the taint of giant blood corrupts for a dozen generations. However 
  the unfortunate thing is conceived, it is usually killed at birth, for 
  most Northlanders will not accept the shame of such an abomination. 
  Still, some are allowed to live and ﬁ nd a place in Northlander society, 
  though always at the fringes and never with full acceptance.
   OUTCASTS BY SOME
   OUTCASTS BY SOME
  Despite all this, having a giant-blooded warrior in your household, 
  although seen as shameful, can be a great boon. These warriors are 
  inhumanly strong and hardy, capable of breaking a shield wall on their 
  own. Having someone about who can lift oxen is more than merely 
  useful; it can also serve to intimidate rivals. Some jarls keep giant-
  blooded in their household as a sort of freak show, brining them out 
  in order to impress guests, and allowing friends to insult or pester a 
  caged or bound giant.
  ACCEPTED BY THE COMPASSIONATE
  ACCEPTED BY THE COMPASSIONATE
  In more kind and merciful communities, great care is taken to 
  integrate the giant-blooded into society. This often takes the form of 
  assigning a person, usually a close relative, to look after the giant-
  blooded and keep it out of trouble. Riding herd on a rage-prone and 
  not terribly bright relative, especially one who can break most men 
  like dry wood, is a thankless job whose only real reward is helping 
  another to simply live. In these situations, it is not unusual for the 
  giant-blooded and his uncorrupted relatives to take to the whale road in 
  search of adventure and the possibility to make a name for themselves. 
   MASSIVE
   MASSIVE
  Giant-blooded are huge, often well over eight feet tall, hairy, brutish 
  in body and mind, and prone to tempers and passions beyond that of 
  other men. Their hair is coarse, as are their features, and birth defects 
  such as cleft lips, missing or extra digits, enlarged foreheads, and 
  other unsightly things are common. They are also not terribly bright as 
  the giant blood seems to dim the intelligence of the human, producing 
  individuals who have trouble with even the most mundane of tasks. 
  Furthermore, the giant-blooded are not patient, giving into impulses 
  and desires, often of a fell nature.
   OFTEN WANDERERS
   OFTEN WANDERERS
  Giant-blooded adventurers do so for a variety of reasons. It is in 
  their nature to wander and seek conﬂ ict, and the life of an aspiring 
  hero permits just that. Those who have been mistreated often seek the 
  means to escape, and taking to a wandering life with a band of like-
  minded fellows provides just that. The tempers and poor judgment that 
  RACES & RACIAL SUBTYPES
  RACES & RACIAL SUBTYPES
  
  RACES & RACIAL SUBTYPES
  RACES & RACIAL SUBTYPES|13
  |13
  marks giant-blooded psychology often lead to accidents, something 
  that forces even the most open-minded communities to point to the 
  road out of town. Finally, the bigotry that all giant-blooded experience 
  on a daily basis tends to keep them on the move, constantly in search 
  of a place they truly belong.
  RACE TRAITS
  RACE TRAITS
  Age: Giant-blooded grow fast, reaching adult size by their ﬁ fteenth 
  year. However, they also age rapidly, their massive bodies begin 
  giving out at around thirty years and few live past the age of ﬁ fty.
  Alignment: The giant-blooded tend strongly towards chaos and 
  evil, though like any creature with free will they can be of any 
  alignment. Even those who have learned to live in Northlander society 
  are still wild and reckless, and thus chaotic, in their nature. Few godi, 
  save for those dedicated to Loki, will include a giant-blooded in their 
  congregation unless so ordered by their deity or jarl, or driven by 
  feelings of kindness or pity.
  +4 Strength, +2 Constitution, –2 Dexterity, –2 Charisma: Giant-
  blooded are strong and hardy, but ugly and prone to violent mood 
  swings. 
  Type: Giant-blooded are humanoids with the giant subtype.
  Large: Giant-blooded are Large creatures and suffer a –1 size 
  penalty to AC and attack rolls and a –4 size penalty to Stealth checks 
  but gain a +1 size bonus to CMB and CMD. Large creatures occupy a 
  10-foot space and have a 5-foot reach.
  Long Legs: Due to the long strides giant-blooded can take, their 
  base speed is 40 feet.
  Low-Light Vision: Giant-blooded can see twice as far as humans in 
  conditions of dim light. 
  Tough Skin: Giant-blooded have skin more akin to the hide of 
  oxen, granting them a +1 natural armor bonus.
  Long Arms: Giant-blooded have a disproportionate arm-to-body 
  length, and it is not unusual for one to be able to touch its calves while 
  standing fully erect. Giant-blooded have a reach of 10 feet.
  Languages: Giant-blooded speak Common and Nørsk or Giant. 
  Should a giant-blooded have an exceptional Intelligence score, it 
  can choose any language it wants (except secret languages, such as 
  Druidic).
  GREY APE
  GREY APE
  The grey apes of Smoking Mountain are one of the lesser-known 
  races of the Lost Lands. They are only found on their tiny island, 
  though there have been reports of colonies as far away as Ynys 
  Cymragh and the lands boarding the Sangre Sea. Few grey apes leave 
  to go on adventures, and those that do are trapped in a different time 
  than all they know and love. Being a rare sight, grey apes tend to 
  attract a lot of attention wherever they go.
  BESTIAL BUT NOT SAVAGE
  BESTIAL BUT NOT SAVAGE
  Grey apes might look like simian savages given their hirsute bodies, 
  fanged faces, and generally snarling visages; however, they are an 
  intelligent and thoughtful people. Like any sapient race they can be 
  caring and kind to each other, and like so many other races, they can 
  be cruel and vindictive towards their foes. Even so, the ape is not far 
  from the surface, and when angry or threatened, grey apes are known 
  to howl, pound their chests, and throw heavy objects.
  PASSIONATE
  PASSIONATE
  The grey apes are known for their great passions, both positive and 
  negative. A grey ape loves fully knowing no limit to what they will do 
  for their beloved. Likewise, when driven by hate they hate with an all-
  consuming ﬁ re. This makes their warriors ferocious in battle and their 
  scholars’ single minded in purpose. To have a grey ape as a friend is 
  to know that they will stand by you no matter what the world throws 
  your way, but to have one as an enemy is a terrible thing for the grey 
  ape will stop at nothing to see you brought down.
  VARIED
  VARIED
  The culture of the grey apes has evolved over time, and as their 
  home island is trapped and split between eras, this makes any two 
  grey apes found elsewhere in the Lost Lands likely to be from very 
  different cultures. A warrior from the tribes of the Years of Monsters 
  is going to approach the world differently than a scholar who served 
  the High King’s court centuries later. This has made the reputation 
  of the grey apes to be one of confusion, for strangers speak of the 
  noble primitive and expect the erudite philosopher to be the same just 
  because they are of the same race.
   TRAPPED BETWEEN TIMES
   TRAPPED BETWEEN TIMES
  Smoking Island is split into four distinct periods, an island not just 
  in the sea but in time as well. Grey apes found away from their home 
  might be from any of these four, and thus any two grey apes may speak 
  very different forms of Althindu. Those that have left the Smoking 
  Island are often tragic ﬁ gures, they might never be able to go home 
  again, and even if they did, they know the fate awaiting their island.
  RACIAL TRAITS
  RACIAL TRAITS
  Age: Grey Apes tend to live roughly the same lifespans as humans, 
  reaching adulthood slightly at 20 years and expecting to live in to their 
  90s unless felled by injury or disease.
  Alignment: Grey Apes, at least until the last years of the high king’s 
  rule, tend to lead a fairly chaotic life. The constant struggle with the 
  jungle and each other, and during the Years of the Monsters various 
  would be overlords, has left the Grey Apes with a very pragmatic 
  approach to life that tends to look at outcomes rather than good or evil.
  +2 Strength, +2 Wisdom, –2 Charisma: Gray Apes are strong and 
  wise, but ugly and prone to violent mood swings. 
  Type: Grey Apes are monstrous humanoids.
  Large: Grey Apes are Large creatures and suffer a –1 size penalty 
  to AC and attack rolls and a –4 size penalty to Stealth checks but gain 
  a +1 size bonus to CMB and CMD. Large creatures occupy a 10-foot 
  space and have a 5-foot reach.
  Tough Skin: Gray Apes have skin more akin to the hide of oxen, 
  granting them a +2 natural armor bonus.
  Speed: Your base walking speed is 30 feet, and you have a climb 
  speed of 20 feet.
  Darkvision: Within 60 feet you see in darkness as if it were dim 
  light, and dim light as if it were bright light. You can’t discern colors, 
  only shades of grey.
  Natural Attacks (Bite): Gray Apes gain a natural bite attack 
  that deals damage based on the size of the creature (1d4 for Large 
  Creatures). The bite is a primary attack, or a secondary attack if the 
  creature is wielding manufactured weapons.
  Natural Attacks (Claws): Gray Apes receive two claw attacks. 
  These are primary natural attacks. The damage is based on the 
  creature’s size (1d6 for Large creatures.)
  Languages. You can speak Althindu, a language of hoots, howls, 
  and guttural utterances. From the Era of the Three Kings on you can 
  also read and write Althindu, but before that there is no written form 
  of the language. Those that have left their home island can speak, 
  read, and write Common.
  
  14|THE LOST LANDS
  HALF-OGRE
  HALF-OGRE
  Rare outside of the city of Braktu and the Vanigoth tribes, half-
  ogres are often confused for rather large half-orcs. They are often 
  prized by barbarian tribes, pit ﬁ ght managers, and laborer foremen for 
  their great endurance and strength, but often ﬁ nd it difﬁ cult to ﬁ t in 
  to other aspects of society. Half-ogres who do not ﬁ t the stereotype of 
  the large brute or who express talents in other directions often leave 
  their homelands and take to adventuring in order to ﬁ nd the type of life 
  they want. Even so, a half-ogre wizard or cleric can always fall back 
  on their races’ great physical prowess in a pinch.
  LARGE AND IN CHARGE
  LARGE AND IN CHARGE
  Half-ogres are large, they are often nearly eight feet tall and weighing 
  hundreds of pounds. Their physical prowess typically leads them to 
  becoming the leaders of their tribes. This is especially true when half-
  ogres lead human or orc barbarian tribes. It is rare that a half-ogre is 
  found among ogres as those brutes tend to drive out their weaker kin, 
  but when they do the combination of greater intelligence (compared 
  to ogres) and the mass of an ogre tribe creates an unstoppable force.
  As intelligent as any human or dwarf, half-ogres seem to take the best 
  of both their parent’s heritage. However, the ogre blood tends to make 
  half-ogres cruel, impulsive, and violent. This leads to a brutal cunning 
  that can surprise those who underestimate the mental abilities of these 
  brutish creatures. Many look at the hulking physique and crude features 
  of a half-ogre and miss the cunning and intelligent mind underneath.
  Humans and ogres do not normally mate for obvious reasons. Even 
  so, such parings do happen from time to time. Half-ogres produce more 
  half-ogres, and it is by this means that the race continues. Even so, due to 
  their rarity outside of a few small areas most half-ogres reproduce with 
  orcs, humans, and hobgoblins. Even so, half-ogres are fairly common in 
  the Vanigoth tribes and many tribal leaders are half-ogres.
  There are strong links between the slavers and necromancers of 
  the Brotherhood of Skulls, as well as the cult of Orcus, and half-
  ogres. Both these organizations operate in areas where half-ogres 
  are common and value the combination of strength, intelligence, and 
  violence that half-ogres bring. Because of this, as well as their ogre 
  heritage, half-ogres are often persecuted in the neighboring lands.
  Age: Half-ogres can take a long time to grow up, a factor that limits their 
  numbers in the rough and tumble of ogre tribes. They reach adulthood at 
  around twenty years of age, and can expect to live eighty years. Many do 
  not live so long, for their homelands are violent and dangerous.
  Alignment: Their impulsiveness and ogre heritage tend to make 
  half-ogres chaotic in nature. Those that are raised with care and love 
  can have any ethical stance, but many are selﬁ sh and cruel, tending 
  towards evil. 
  +6 Strength, +4 Constitution, –2 Intelligence, –2 Charisma: 
  Half-ogres are ﬁ erce warriors, but weak minded.
  Type: Half-ogres are humanoids with the giant subtype.
  Darkvision: Half-ogres can see in the dark up to 60 feet.
  Size: You stand at least seven feet tall (and might be a foot or more 
  taller), and weigh three hundred or more pounds. you are  Large-sized
  Large creatures and suffer a –1 size penalty to AC and attack rolls and 
  a –4 size penalty to Stealth checks but gain a +1 size bonus to CMB and 
  CMD. Large creatures occupy a 10-foot space and have a 5-foot reach.
  Speed: Your base speed is 30 feet.
  Thick Skin: +2 natural armor bonus.
  Ogre Blood (Ex): For all special abilities and effects, a half-ogre is 
  considered an ogre.
  Languages: Half-ogres begin play speaking Common and can also 
  speak Giant if they have an Intelligence of at least 10. Half-ogres with 
  14|
  14|THE LOST LANDS
  THE LOST LANDS
  they want. Even so, a half-ogre wizard or cleric can always fall back 
  on their races’ great physical prowess in a pinch.
  As intelligent as any human or dwarf, half-ogres seem to take the best 
  of both their parent’s heritage. However, the ogre blood tends to make 
  half-ogres cruel, impulsive, and violent. This leads to a brutal cunning 
  that can surprise those who underestimate the mental abilities of these 
  brutish creatures. Many look at the hulking physique and crude features 
  of a half-ogre and miss the cunning and intelligent mind underneath.
  Humans and ogres do not normally mate for obvious reasons. Even 
  so, such parings do happen from time to time. Half-ogres produce more 
  half-ogres, and it is by this means that the race continues. Even so, due to 
  their rarity outside of a few small areas most half-ogres reproduce with 
  orcs, humans, and hobgoblins. Even so, half-ogres are fairly common in 
  the Vanigoth tribes and many tribal leaders are half-ogres.
  There are strong links between the slavers and necromancers of 
  the Brotherhood of Skulls, as well as the cult of Orcus, and half-
  ogres. Both these organizations operate in areas where half-ogres 
  are common and value the combination of strength, intelligence, and 
  violence that half-ogres bring. Because of this, as well as their ogre 
  heritage, half-ogres are often persecuted in the neighboring lands.
  Age:
  numbers in the rough and tumble of ogre tribes. They reach adulthood at 
  around twenty years of age, and can expect to live eighty years. Many do 
  not live so long, for their homelands are violent and dangerous.
  Alignment:
  half-ogres chaotic in nature. Those that are raised with care and love 
  can have any ethical stance, but many are selﬁ sh and cruel, tending 
  towards evil. 
  +6 Strength, +4 Constitution, –2 Intelligence, –2 Charisma: 
  Half-ogres are ﬁ erce warriors, but weak minded.
  Type: 
  Darkvision:
  Size:
  taller), and weigh three hundred or more pounds. you are  Large-sized
  Large creatures and suffer a –1 size penalty to AC and attack rolls and 
  a –4 size penalty to Stealth checks but gain a +1 size bonus to CMB and 
  CMD. Large creatures occupy a 10-foot space and have a 5-foot reach.
  Speed:
  Thick Skin: 
  Ogre Blood (Ex): 
  considered an ogre.
  Languages: 
  speak Giant if they have an Intelligence of at least 10. Half-ogres with 
  
  RACES & RACIAL SUBTYPES
  RACES & RACIAL SUBTYPES|15
  |15
  high Intelligence scores can choose from the following languages: 
  Orc, Goblin, Troll
  KALITHI
  KALITHI
  Wandering over the lands of the Kalithid Peninsula are tribes of 
  lion centaurs that refer to themselves as the Kalithi (thus giving the 
  peninsula its name). The centaurs defeated the caliphate’s soldiers in 
  a series of battles early in the colonization of Irkaina, and eventually 
  a border between the two was agreed upon. The princes of Pelshtaria 
  have been careful to continue to honor the agreement, which lasts 
  to this day. On occasion, a lion centaur leaves its lands and searches 
  for adventure elsewhere in the world. One of the marshals of the 
  principality’s cavalry is a Kalithid warrior.
  LEONINE
  LEONINE
  The Kalithi are sometimes called lion centaurs, though this is not strictly 
  the case. Their torsos are humanoid, but their heads are distinctly feline 
  with short muzzles, rounded ears, and fanged mouths. Males have a long 
  mane of hair that forms a cloud around their head and trails down their 
  backs, while females have thicker hair similar to the pelt on their lower 
  bodies that extends from their scalps to cover their backs. Coarse hair 
  covers the humanoid torso. The torso ends at a pair of hip-like structures 
  where it meets the lower leonine body. This lower body is much like that 
  of a large leonine with four legs that end in clawed paws, and a short tail.
  WANDERERS
  WANDERERS
  The Kalithi have long been nomads, following game and their herds 
  of cattle great distances across what is now Peshtaria. After peace was 
  made with the Caliphate, they have largely stayed within the borders 
  of the Kalithid Peninsula. However, in recent years many youths 
  have left the peninsula to see the greater world. Some have taken to 
  adventuring, or serving in the armies of nobles throughout Irkaina.
  RACIAL TRAITS
  RACIAL TRAITS
  Age: Kalithi grow slowly, reaching adulthood at around twenty years 
  of age, and can expect to see ninety years before their bodies give out.
  Alignment: Kalithid society is highly structured and based around 
  close family ties between prides and clans. A great deal of ritual 
  has developed to balance interactions between relatives and non-
  relatives, as well as Kalithi and other races. They also place an 
  emphasis on the common good as opposed to personal power or 
  gain. These two factors combine to form a tendency towards both 
  lawful and good alignments.
  +2 Strength, +2 Dexterity, +2 Wisdom, -2 Charisma: Kalithi are 
  strong, nimble, and wise. However, the nature of their interactions 
  with non-relatives leaves something to be desired.
  Type: Kalithi are monstrous humanoids.
  Large: Kalithi are Large creatures and suffer a –1 size penalty to 
  AC and attack rolls and a –4 size penalty to Stealth checks but gain a 
  +1 size bonus to CMB and CMD. Large creatures occupy a 10-foot 
  space and have a 5-foot reach.
  Darkvision: Kalithi can see in the dark up to 60 feet.
  Cat Blood: Kalithi count as catfolk for any effect related to race.
  Speed: Your base speed is 40 feet.
  Quadruped: Kalithi have 4 legs. They gain a +4 racial bonus to 
  CMD against trip attempts and a +10 foot bonus to their base speed. In 
  addition, Kalithi use weapons and armor as if the weapons and armor 
  were Medium-sized (instead of Large).
  Herder: Your people herd cattle and hunt other wild game. You 
  receive a +1 racial bonus to Handle Animal and Survival.
  Keen Senses: You receive a +2 racial bonus to Perception.
  Cat’s Luck (Ex): Once per day when a Kalithi makes a Reﬂ ex 
  saving throw, he can roll the saving throw twice and take the better 
  result. He must decide to use this ability before the saving throw 
  is attempted.
  Languages: You can speak, read, and write Common and Catfolk. 
  Catfolk is a language of low growls, mews, and high-pitched vowels. 
  Its written form is relatively new and did not develop until after the 
  conﬂ icts with the Caliphate, and uses the same script as Caliphate.
  KUAH-LIJ
  KUAH-LIJ
  These white skinned and haired creatures look much like a gnome 
  that has been stretched out to human sized. Aliens to the Lost Lands, 
  the Kuah-lij have come in their planar craft ﬂ eeing disaster. Their once 
  great civilization was hit by a series of plagues and a rising ocean. Just 
  as the Kuah-lij were turning their advanced magic-science upon the 
  threat, aboleths rose form the deepest trenches of the sea and attacked. 
  Today a stalemate exists on their home world, and many Kuah-lij travel 
  the planes and planes of the universes in search of something that can 
  help turn the tide, or just a safe place to hide out the end of their race.
  ODDITIES
  ODDITIES
  The Kuah-lij are rare in the Lost Lands and their unusual appearance 
  is certain to go noted. While their features look like that of a gnome, they 
  are human sized. Their coloration is uniformly white or off-white; even 
  their short fur-like hair is paler than old straw. Their clothing is equally 
  likely to attract interest as they dress in styles and fashions unlike any 
  found in the Lost Lands. Being strangers from a world where they were 
  the only intelligent land dwellers, the Kuah-lij ﬁ nd the profusion of 
  races in the Lost Lands equally odd, and terribly fascinating.
  ONCE PEACEFUL EXPLORERS
  ONCE PEACEFUL EXPLORERS
  Before the sea rose and the aboleth invaded the land, the Kuah-lij 
  were explorers. Crossing the vastness between worlds in their magical 
  ships, they visited dozens of worlds. They came in peace and to trade, 
  as well as to delve into the histories and cultures of the people they 
  visited. All this came to an end when their own homes were threatened, 
  and while many Kuah-lij are still peacefully minded, they all suffer 
  under the strain of a losing war and the possible death of their race.
  ORDERED SOCIETY
  ORDERED SOCIETY
  Kuah-lij culture is highly regulated from birth to death, and this 
  regulation has only increased due to the danger they have found 
  themselves in. Childcare specialists raise children in a communal 
  crèche. At the age of 15 they are assigned a vocation based on a 
  complex series of assessments and tests. They then study intensively 
  until the age of 25 before they begin their adult lives. Before the 
  attacks from the aboleths, Kuah-lij only spent ten months of the year 
  working in their chosen vocation; the rest of the time they pursued the 
  arts, exploration, magic, and science. Today, there seems to be more 
  and more Kuah-lij who are chosen to be warriors, and the rest can no 
  longer afford to take months off from their critical jobs.
  DYING RACE
  DYING RACE
  Their numbers already dwindled by disease and further reduced by the 
  war with the aboleths, many Kuah-lij fear that their race’s time has come 
  to an end. For some this means that these are the last years to ﬁ ght the ﬁ nal 
  
  16|
  16|THE LOST LANDS
  THE LOST LANDS
  battle so that they can die with honor. Others have fanned out across the 
  cosmos in the hope of ﬁ nding something that will stop the invasion from 
  the sea. A few have simply given up, either dying at home as the ﬂ ood 
  waters rise, or ﬂ eeing for other worlds and forsaking their people.
  RACIAL TRAITS
  RACIAL TRAITS
  Age: Kuah-lij reach adulthood around 15 years of age, and at the 
  height of their civilization could expect to live three centuries or more.
  Alignment: Due to their ordered society most Kuah-lij are lawful. 
  They were once almost universally good, but the stresses of the past 
  few decades have cause some to go to any length to save their people, 
  and others to cast aside all ethical concerns for simple survival.
  +2 Intelligence, -4 Charisma: Kuah-lij are intelligent, but their 
  alien way of thinking unnerves most people.
  Type: Kuah-lij are humanoids with the Gnome subtype.
  Size: You are between ﬁ ve and six feet tall, and weigh around 145 
  pounds. You are medium sized.
  Speed: Your base speed is 30 feet.
  Low-light Vision: Kuah-lij can see twice as far as humans in 
  conditions of dim light.
  Gifted Craftsmen: Due to their skill at crafting items of all kinds, 
  kuah-lij gain Master Craftsman as a bonus feat even if they do not 
  have the normal prerequisites. In addition, kuah-lij only pay 10% less 
  when creating magic items if they have access to a kuah-lij production 
  facility.
  Obsessive: Kuah-lij receive a +2 racial bonus on a Craft or 
  Profession skill of their choice.
  Magic Item Use (Ex): Kuah-lij can use magic items as if they have 
  1 level of wizard. This innate ability does not increase with level.
  Languages: You can speak, read, and write Kuah-lij and Common. 
  Kuah-lij with high Intelligence scores can choose from the following 
  bonus languages: Aquan, Elven, and Gnome.
  NELJIS
  NELJIS
  Natives of the wilderness of Hawkmoon, the Neljis are a diminutive 
  race of hirsute forest dwellers. Their society is matriarchal and poorly 
  understood by outsiders. They are intrinsically linked to their forest 
  and draw strength form the tree themselves. Mostly, Neljis keep to 
  themselves, but a few youths leave every decade to seek adventure in 
  the outside world.
  FOREST FOLK
  FOREST FOLK
  The Neljis are not just forest dwellers; they draw physical and 
  spiritual strength from the trees themselves. Underneath the forest 
  canopy they can heal from grievous injuries, conjure up magics, and 
  call upon their forest allies. Few Neljis leave their forest homes, and 
  those that do feel a constant calling to go and run beneath the nearest 
  stand of trees.
  LED BY NURTURERS
  LED BY NURTURERS
  Neljis form small tries that are led by magic-using Nurturers. These 
  matriarchs guide their people for a period of thirty moons before 
  handing off the job to another, thus keeping the near total power of a 
  Nurturer in check. Most often Nurturers are spellcasters, usually druids, 
  but mighty warriors and cunning sorcerers can be found among their 
  number. The Nurturers of the tribes gather together to form the Council 
  of Abundance, which oversees the needs of the race as a whole.
  MASTER CRAFTSMEN
  MASTER CRAFTSMEN
  Despite living in primitive conditions, the Neljis are masters at 
  working wood and leather. They are known as the ﬁ nest carpenters in 
  Hawkmoon, though they only make items they would normally use 
  such as tools, sculptures, jewelry, and hunting weapons. Their scrolls 
  are said to be of the ﬁ nest quality and are much prized by wizards 
  throughout the Lost Lands, both for their use in crafting spell scrolls 
  and as pages for spellbooks.
  HUNTERS
  HUNTERS
  While it is the Nurturers who lead the tribes of the Neljis, it is the 
  hunters who hold the highest social positions. A hunter who is bold yet 
  humble, skilled yet wise enough not to overhunt prey, and brings in 
  the ﬁ nest game is afforded the greatest respect. Those few who have 
  faced extraordinary prey, giant animals and monsters, ﬁ nd their names 
  immortalized among their people. 
  
  RACES & RACIAL SUBTYPES
  RACES & RACIAL SUBTYPES|17
  |17
  RACIAL TRAITS
  RACIAL TRAITS
  Age: Neljis age much as humans do for the ﬁ rst ﬁ fty or so years of 
  life, reaching adulthood at around sixteen. After reaching ﬁ fty years of 
  life they age much slower, living to two centuries before their bodies 
  give out.
  Alignment: The Neljis have an ordered society that goes to great 
  lengths to tend to its peoples and lands needs, making them both 
  lawful and good.
  +2 Dexterity, +2 Wisdom, -2 Constitution: Neljis are smaller than 
  the average human, but more dexterous and wise.
  Type: Neljis are humanoids with the Nelji subtype.
  Size: You stand between four and a half and ﬁ ve feet tall, and weigh 
  around 115 pounds. You are medium sized.
  Speed: Your base speed is 30 feet.
  Low-light Vision: You can see in dim light as if it were bright light.
  Born to the Forest: Neljis gain a +2 dodge bonus to AC while in a 
  forest and are not slowed by natural difﬁ cult terrain in a forest.
  Covered by Trees: Neljis gain a +4 racial bonus to Stealth while 
  in a forest and reduce the penalty for using Stealth while moving in a 
  forest by 5. A Nelji can make a Stealth check while running in a forest 
  with a -20 penalty.
  Feral magic: Neljis have a mystic connection to forests. The 
  character selects three 0-level druid spells and one 1st-level druid 
  spell. If the character has a Wisdom score of 11 or higher, when in 
  a forest, they gains these spells as spell-like abilities that can be cast 
  once per day. The caster level for these effects is equal to the user’s 
  character level. The DC for the spell-like abilities is equal to 10 + the 
  spell’s level + the user’s Wisdom modiﬁ er. 
  Embrace of the Trees: Neljis heal faster in forest settings. When 
  a nelji is surrounded by trees and at least one mile from the nearest 
  settlement, he heals 2 points of damage overnight per hit die after 
  resting, rather than the 1 point per hit die normally healed by other races.
  Hunter: Neljis gain a +2 racial bonus to Survival.
  Natural Protection: The neljis’ light fur protect them in conditions 
  of both heat and cold. Neljis receive a +1 racial bonus to Fortitude 
  saves against heat and cold dangers.
  Natural Scribe: Neljis gain a +2 racial bonus to Craft (bookbinding) 
  and Profession (scribe).
  Languages: You can speak, read, and write Common and Neljium. 
  Neljium is a language of chirps, chitters, and growls, but has many 
  subtle complexities. Nelji with high Intelligence scores can choose 
  from the following bonus languages: Elven, Gnome, Sylvan.
  TROLL BLOODED
  TROLL BLOODED
  As rare as giant-blooded are, the troll-blooded are even more so. 
  Few interactions between humans and trolls are of any nature other 
  than killing and eating, and thus almost never produce troll-blooded 
  offspring. Still, it does happen, and like giant blood, troll blood 
  corrupts for generations, meaning that two humans can produce a 
  troll-blooded child. The fruits of these unions are even more cursed 
  than the giant-blooded, for if there is anything the Northlanders hate 
  more than giants, it’s trolls.
  SAVAGE SHAPE
  SAVAGE SHAPE
  Troll-blooded are feral, savage creatures, at least in appearance if 
  not in behavior. They are tall, but not much taller than most men, 
  and have a hunched posture. Their skin is greasy and tends towards 
  a greenish tint, their hair is straight and black, and their eyes range 
  from red to blue. Like their troll relatives, the troll-blooded have 
  long limbs and short torsos; in fact, their hands easily reach to their 
  knees when standing. These hands grow long talon-like nails that can 
  rend steel. The face is the most troll-like, having a long, narrow nose, 
  high cheekbones, and a mouth ﬁ lled with sharp teeth. Despite these 
  inhuman features, most troll-blooded retain some signs of their human 
  heritage, usually in their facial expressions or as a glint of intelligence 
  in their eyes.
  ALWAYS HUNGRY
  ALWAYS HUNGRY
  Most troll-blooded are killed at birth, sometimes out of raw 
  prejudice, though sometimes out of misguided thoughts of mercy. 
  Those that are allowed to survive must face not just the hatred of their 
  neighbors, but also an all-consuming drive to eat. Troll-blooded are 
  always hungry, and due to their denture and digestive systems, they 
  need to consume far more meat than anything else. This makes keeping 
  a troll-blooded fed throughout the long winters a daunting task, for 
  he will eat something, and a troll-blooded driven into the depths of 
  hunger will be hard pressed to eat meat that is socially acceptable. 
  True, they can consume carrion, but fresh meat is what a troll-blooded 
  desires the most. Settlements that host troll-blooded over the winter 
  often ﬁ nd that by spring they have a dearth of rats, cats, and dogs, 
  assuming that the livestock hasn’t already been pillaged.
  DISFAVOR OF THE GODS
  DISFAVOR OF THE GODS
  One of the greatest prejudices suffered by the troll-blooded is that 
  no godi will willingly take one into his congregation. Occasionally 
  a troll-blooded who has proven himself might receive the blessings 
  of the gods from a godi, but such a troll-blooded and such a godi are 
  extremely rare. Not even Loki looks with favor on a troll-blooded, 
  much less the more popular gods such as Thor and Odin.
  HERO OR OUTCAST
  HERO OR OUTCAST
  Troll-blooded becomes adventurers largely in order to ﬁ nd an outlet 
  for their drives to violence and eating. Heroes eat well, no matter 
  what race they are, and are afforded at least a modicum of respect 
  (in the case of troll-blooded that means they do not get attacked on 
  sight). Some troll-blooded are taken into the halls of jarls to serve 
  as disposable shield-wall breakers, and when they survive the fury 
  of the spear din are elevated to leaders of bands of desperate men 
  sent against enemy shield-walls, palisades, and ramparts. Often times, 
  troll-blooded ﬁ nd themselves driven out of their homes by prejudice 
  and take to the wilds, where they either live a lonely existence or fall 
  in with other outcasts, outlaws, or wanderers.
  RACE TRAITS
  RACE TRAITS
  Age: Troll-blooded can grow quickly if given enough food, and 
  that can be a lot of food. They can reach adulthood at 13 years, and 
  continue to grow for their short thirty-year lifespan. A very well-fed 
  troll blooded might even grow to over nine feet tall.
  Alignment: Most troll-blooded tend towards chaotic and evil, 
  though individuals may be of any alignment. Even those that are not 
  evil are rarely neutral, much less lawful in outlook. Troll-blooded 
  heroes in the legends of the Northlanders (and there are only two) 
  were chaotic good in alignment.
  +2 Strength, +4 Constitution, –4 Charisma: Troll-blooded are 
  strong and amazingly hardy, but their origin and their tendency to eat 
  nearly anything makes them unwelcome company (especially at dinner).
  Size: You stand 7 to 8 feet tall and weigh upwards of 300 pounds. 
  You are medium sized.
  Speed: Your speed is 30 feet.
  Darkvision: You can see in dim light within 60 feet as if it were 
  bright light, and darkness as if it were bright light. You can’t discern 
  color in darkness, only shades of grey. 
  
  18|
  18|THE LOST LANDS
  THE LOST LANDS
  Ferocity: When a troll-blooded’s hit points fall below 0 and it is not 
  yet dead, it can continue to ﬁ ght. If it does, it is staggered and loses 1 
  hit point per round until it is dead (troll-blooded still die when their 
  negative hit points equal their Constitution score).
  Claws: Troll-blooded have sharp claws on their hands that allow a 
  natural attack inﬂ icting 1d4 points of damage.
  Eat Anything: Troll-blooded can consume any organic substance 
  and are immune to ingested organic poisons.
  Fire Sensitivity: Troll-blooded, like their troll relatives, avoid ﬁ re. 
  Troll-blooded take an extra point of damage per die of ﬁ re damage 
  they suffer.
  Languages: Troll-blooded begin play speaking Common and
  Nørsk or Giant. Troll-blooded with exceptional Intelligence may learn 
  any language (except those that are secret, such as Druidic).
  DWARF, ANKHURAN
  DWARF, ANKHURAN
  According to some scholars the Ankhurans were the ﬁ rst 
  dwarves and all other subraces of dwarves have evolved to ﬁ t new 
  environments. If this is true the Ankhurans do not say for they are a 
  secretive people. Little is even known about their religion, though it is 
  said that they worship a single god, Masakhan. Despite this secretive 
  nature, they are far from isolationist, and are closely allied with the 
  Jaata of Gstang and the Xha’en Hegemony. They have sent warriors 
  and stone-scholars to both allies to aid them in their defense.
  ARCANE MASTERS
  ARCANE MASTERS
  The Ankhurans are one of the oldest races in the Lost Lands, though 
  they refuse to speak of their origins and answer any inquires with a 
  simple, “we have always been here”. In that time they have amassed 
  much lore, especially that of the mystical workings of the universe. 
  It is this mastery of the arcane, and the elder secrets that the stone-
  scholars keep hidden away, that helped to defeat the ogre mage Amnu-
  Paket and bind him away for, hopefully, eternity.
  SECRETIVE
  SECRETIVE
  There are few known entrances to the land of the Ankhurans, 
  and even those are carefully hidden and guarded. They do not like 
  strangers to come to their kingdom beneath the Tsendakar Mountains, 
  though they are not standofﬁ sh. The Ankhurans are happy to deal with 
  humans and other surface dwellers, provided that their allies respect 
  the Ankhurans’ privacy and meet them on the surface.
  RACIAL TRAITS
  RACIAL TRAITS
  +2 Constitution, +2 Intelligence, -2 Charisma: Ankhuran 
  Dwarves are both tough and intelligent, but also a bit gruff. This 
  ability replaces the standard dwarf ability score modiﬁ ers.
  Ancient lore: You gain a +2 racial bonus to Knowledge (Arcana) and 
  Knowledge (History). This ability replaces greed and stonecunning.
  Languages. You can read, speak, and write Ankhuran and 
  Common. Ankhuran is similar in both speech and script to Dwarven, 
  but has enough major differences to make the two languages mutually 
  unintelligible. Ankhuran Dwarves with high Intelligence scores can 
  choose from the following: Dwarf, Giant, Gnome, Goblin, Orc, 
  Terran, and Undercommon.
  DWARF, SAND
  DWARF, SAND
  The Qazami, also known as the sand dwarves of Libynos, are an 
  offshoot of the dwarven race that has spent millennia in their desert 
  homes. They have no kingdoms, preferring to live in small clans that 
  dig deep under the desert sands in a constant quest for water and 
  wealth. The two are intricately linked in Qazami culture, the most 
  common greeting is, “have you had water today?” and a true sign of 
  wealth is to have soft plush skin.
  WATER IS LIFE
  WATER IS LIFE
  Water is everything to the Qazami. Their bodies are thin by dwarven 
  standards, largely because water is the basis of their economy thus 
  many Qazami drink as little as they need. Each family in the clan has 
  its ancestral cistern that it guards as closely as other dwarves guard 
  their gold. Transactions are conducted through water stones; small 
  carven stones each worth one cup of water. This wealth of water is 
  often traded to outsiders, though never in a quantity that endangers 
  the clan.
  DESERT ADAPTED
  DESERT ADAPTED
  The sand dwarves have a desiccated, even dry appearance. Their 
  skin tends to hang in folds and their eyes are bloodshot. When they 
  have enough water they are as robust as their dwarven brethren 
  and can swell to three or even four times their normal size if given 
  free access to unlimited water supplies, but most Qazami prefer to 
  carefully ration their water. Their clan holds lie deep under the sands 
  in bedrock and often are situated near underground water supplies. 
  Where other dwarves tunnel with pick axe through stone, the Qazami 
  have evolved scoop like hands and feet that allow them to move loose 
  sand with ease.
  +2 Dexterity, +2 Wisdom, -2 Charisma: Sand Dwarves are both 
  agile and wise, but also a bit gruff. This ability replaces the standard 
  dwarf ability score modiﬁ ers.
  Burrowing: You can use your scoop like hands and training to 
  move through sand and loose soil with ease. You have a burrow speed 
  of 15 feet. This ability replaces slow and steady, defensive training, 
  and stability.
  Desert weapon training: The Qazami do not dig as deeply as their 
  brethren do and must often face down foes on the desert surface. You 
  are proﬁ cient with the light crossbow, heavy crossbow, handaxe, and 
  battleaxe, and treat any weapon with the word “dwarven” in its name 
  as a martial weapon. This ability replaces weapon training.
  Sandcunning: Your life has been spent beneath the desert sands. 
  While your clan dwells in the deep bedrock, you still have to pass 
  from there to the surface and negotiate the shifting terrain of the open 
  desert. Whenever you make a Survival check that relates to desert 
  conditions, stability of sand formations, or ﬁ nding water you gain a +2 
  racial bonus to the roll. This ability replaces stonecunning.
  
  RACES & RACIAL SUBTYPES
  RACES & RACIAL SUBTYPES|19
  |19
  DWARF, STREET
  DWARF, STREET
  Found in cities across the Lost Lands, but most notably in Bard’s 
  Gate, Castorhage, and Swordport. They differ from their kin in that 
  they have adapted to an urban life among other races. Street dwarves 
  moved to the cities generations ago following a Dwarven god of 
  travel. Since that time they have adapted and spread, and most urban 
  areas support at least a branch of one of the great street dwarf clans.
  URBAN EVOLVED
  URBAN EVOLVED
  Street dwarves are do not have as robust of a build as their mountain 
  and hill dwelling kind. In comparison, they are far more agile. They 
  still have a great deal of stamina and seem to be resistant to the many 
  diseases that plague city life. Their beards are kept short and often 
  highly decorated, and their dress ﬁ ts the greater local population but 
  with a certain dwarven ﬂ air. Street dwarves navigate the hazards and 
  take advantage of the opportunities of city life as if they were born to 
  it, which in a sense they were.
  SHREWD TRADERS AND CRAFTSMEN
  SHREWD TRADERS AND CRAFTSMEN
  For the most part street dwarves ﬁ ll the role of merchants and 
  craftsmen in the cities that they live. Their clans can span across cities 
  and nations, providing easy networks to move goods through. The 
  natural dwarven aptitude for craftwork is not lost to them, though they 
  do not tend to reach the heights of their mountain dwelling relatives.
  RACIAL TRAITS
  RACIAL TRAITS
  –2 Strength, +2 Constitution, +2 Intelligence: Street dwarves learn 
  in the school of hard knocks and pick up new skills quickly. They’re 
  not as strong as their mountain kin, but they’re still rugged and tough.
  Size: Street dwarves are Medium creatures and have no bonuses or 
  penalties due to their size. 
  Speed: Street dwarves have a base speed of 30 feet.
  Darkvision: Street dwarves can see in the dark up to 60 feet.
  Greed: Street dwarves receive a +2 racial bonus on Appraise skills 
  checks made to determine the price of nonmagical goods regardless of 
  what they’re made of.
  Grudge: Street dwarves pick one creature type (and subtype if a 
  humanoid or outsider), character class, or general profession (as 
  deﬁ ned by the GM) with whom they have interacted in the past and 
  been the recipient of an injustice or some other harmful treatment at 
  their hands. The street dwarf has formed a grudge and receives both 
  a +1 racial bonus on attack and damage rolls and a –2 penalty on 
  Charisma-based skill checks in encounters with them.
  Hardy: Street dwarves receive a +2 racial bonus on saving throws 
  against poison, spells, and spell-like abilities.
  Low-Light Vision: Street dwarves can see twice as humans in 
  conditions of dim light.
  Streetwise: Street dwarves receive a +2 bonus on Perception checks to 
  potentially notice hidden watchers, ambushes, or traps while on the streets 
  of a city. They receive a check to notice such features whenever they pass 
  within 10 feet of them, whether or not they are actively looking.
  Urbanite: Street dwarves receive a +2 racial bonus on Bluff, 
  Diplomacy, Knowledge (local), and Sense Motive checks when used 
  in urban surroundings.
  Weapon Familiarity: Street dwarves are proﬁ cient with short 
  swords and rapiers, and treat any weapon with the word “dwarven” in 
  its name as a martial weapon.
  Languages: Street dwarves begin play speaking Common and Dwarven. 
  Street dwarves with high Intelligence scores can choose any language they 
  want (except secret languages, such as Druidic or Thieves’ Cant).
  ELF, GREY
  ELF, GREY
  Grey elves are the eldest of the elven races, the ﬁ rst ones to come 
  to Boros from their home on a distant plane. Mostly they stay to their 
  kingdom in the Emerald Mountains or take long sojourns to the lands 
  of the Fey. Rarely, they will disguise themselves as a wild or high elf 
  and go out in to the world to see new sights or visit their distant kin.
  ELDEST OF ELVES
  ELDEST OF ELVES
  The grey elves are the eldest of the many races of elves, as evident 
  by their close afﬁ nity to the Fey, their longer lifespans, their slower 
  birth rate, and their appearance. Where a human may see a high elf 
  as a slender being of alien beauty, the high elves look upon their grey 
  kin and see the ethereal lightness of the Fey. Grey elves are tall and 
  slender to the point where they appear more as wisps than ﬂ esh and 
  bone, radiate a slight glow from their skin of silvered alabaster, and 
  their features are so ﬁ ne and straight edged that one fears to cut one’s 
  hand upon their cheeks.
  CLOSER TO THE FEY
  CLOSER TO THE FEY
  The relationship between the most elven subraces and the fey is 
  complex, but to the grey elves there is little difference. They see 
  themselves as part of the Fey and the Fey lands, but living in this 
  world only part time. Many grey elves spend large portions of their 
  lives among the Fey, and their mindset shows it. Grey elves that have 
  tarried too long in the lands of the Fey are capricious, curious, precise 
  in speech, and given to strange thoughts and notions.
  RACIAL TRAITS
  RACIAL TRAITS
  Gray elves are in all senses elves as described in the Pathﬁ nder 
  Roleplaying Game with the following changes:
  Gray elves replace the Elven Magic racial trait with the Fey-Sighted 
  racial trait, the Keen Senses racial trait with the Fey Magic racial trait, 
  and the Weapon Familiarity racial trait with the Fey Thoughts racial trait.
  ELF, NÛKLANDER
  ELF, NÛKLANDER
  Beginning at Neiuburg in Estenﬁ rd and reaching north to the 
  Endless Glacier that marks the edge of the world lays the land 
  of the Nûk, Nûkland. The Nuklanders are a different race than 
  the human Northlanders, a race that foreigners would describe as 
  elven. The average Nûklander is short, slender of build, and dark 
  of skin and hair. They have long faces with small, broad noses, 
  pointed ears, and eyes possessing slightly folded lids. Nûklanders 
  have a second eyelid that seems to serve to protect the eye from the 
  sun and cold, but also gives them the look of perpetually staring 
  (Nûklander rarely blink).
  USED TO THE COLD
  USED TO THE COLD
  Despite their slight build, Nûklander do not suffer from the great 
  cold of their icy homeland, indeed, they tend to not feel the cold at 
  all. This is because of the Heart Glow, an inherently magical feature 
  of the Nûklander, and a major part of their history as a people. The 
  Heart Glow acts to constantly warm Nûklander from the inside. Every 
  Nûklander is born with the Heart Glow and loses it when they die. 
  Normally the Heart Glow cannot be seen, but it can be felt through 
  the Nûklander’s skin as distinct warmth. When emotionally moved, 
  
  20|
  20|THE LOST LANDS
  THE LOST LANDS
  the Heart Glow can be seen through a Nûklander’s chest, the level of 
  radiance increasing with the strength of the emotion. Each Nûklander 
  emotional response, and thus the light of their Heart Glows, varies, but 
  is normally love, anger, appreciation of beauty, shame, sorrow, rage, 
  or in some rare cases, lust and greed (Nûklander PCs should list two or 
  more emotions that cause their Heart Glow to light up).
  PEOPLE OF THE REINDEER
  PEOPLE OF THE REINDEER
  The Nûklander are hunters and herders of reindeer, supplementing 
  their diet with wild gathered plants. They are nomadic, traveling as 
  far south as Three Rivers in the winter and heading to the edge of 
  the Endless Glacier in the summer. In addition to providing food and 
  hides, their reindeer are also used as mounts and beasts of burden. 
  Many of the tribes follow a migration route that takes them along the 
  coast, and there they prey on seals, walruses, and other sea life that 
  spends its summer on land.
  RACE TRAITS
  RACE TRAITS
  Nûklanders are in all senses elves as described in the Pathﬁ nder 
  Roleplaying Game with the following changes:
  Nûklanders replace the Elven Magic racial trait with the Silent 
  Hunter racial trait and the Elven Immunities racial trait with the 
  Elemental Resistance (cold) racial trait. Nûklanders speak Nûklander 
  and Nørsk. Nûklanders with high Intelligence scores can choose 
  from the following languages: Common, Celestial, Draconic, Gnoll, 
  Gnome, Goblin, Orc, and Sylvan.
  GNOME, ICE
  GNOME, ICE
  Known as the Barbegazi, the ice gnomes can be found in isolated 
  ice-bound locations throughout the Lost Lands, from the village of 
  Quawnot on Libynos to the Stoneheart Ice Plateau of Akados. Few 
  leave their glacial homes, but those that do exhibit the usual gnomish 
  traits of intense curiosity and naïve wanderlust. These glossy white-
  skinned gnomes sport impressive shocks of blue-white hair that 
  resemble icicles. They have adapted to their cold homes and hardly 
  notice that they live in buildings made of ice or that the chill wind cuts 
  through the clothes of other races.
  CHILLY
  CHILLY
  To say the Barbegazi are used to the cold is an understatement. Even 
  in a full-on blizzard they can be found in short sleeves. They move 
  across the ice as if it were solid ground, sit on ice carved furniture as 
  if it were a feather mattress, and seem impervious to even the bitterest 
  temperatures. In their isolated villages and towns they hunt seals, 
  walrus, and polar bears, cut holes in the ice to ﬁ sh, and enjoy many 
  games. One of these involves slinging round stones down the ice and 
  scoring points based on whose rock hits whose.
  TRICKSTERS
  TRICKSTERS
  Few who have spent time with the Barbegazi have avoided suffering 
  from their pranks. Often these are not dangerous, just embarrassing, 
  but the ice gnomes sometimes forget that others are not immune to 
  the cold. Buttocks frozen to a chair is embarrassing and painful, but 
  the laughing ice gnome just makes it worse. In defense of their homes 
  the Barbegazi turn this tendency towards pranks to lethal effect, 
  creating traps that bury intruders under tons of snow or toss them into 
  bottomless ravines.
  +2 Dexterity, +2 Constitution, –2 Charisma: This ability replaces 
  the standard gnome ability score modiﬁ ers.
  Ice Magic: Ice Gnomes add +1 to the DC of any saving throws 
  against cold spells that they cast. Ice Gnomes with Charisma scores of 
  11 or higher also gain the following spell-like abilities: 1/day—chill 
  metal and icicle blast (as burning hands, but deals cold damage) . The 
  caster level for these effects is equal to the gnome’s level. The DC for 
  these spells is equal to 10 + the spell’s level + the gnome’s Charisma 
  modiﬁ er. This ability replaces gnome magic.
  Cold as Ice: You are immune to cold damage. However, you 
  are vulnerable to ﬁ re damage. This ability replaces hatred, illusion 
  resistance, and keen senses.
  Snow Walk: Because of its oversized ﬂ at feet, a barbegazi can walk 
  on top of deep snow and suffers no penalties when moving through 
  snowy or icy terrain. This ability replaces defensive training.
  RATFOLK
  RATFOLK
  Although found across the Lost Lands in subterranean lairs 
  such as those beneath the Tsendakar Mountains or the Impossible 
  Peaks, ratfolk also make up sizeable populations of such grand 
  cities as Bard’s Gate and Castorhage and throughout Jaati. Those 
  coming from the ‘wilds’ beneath the surface tend to be a more feral 
  and savage bunch that bears little in common with their urbanite 
  king other than general form. Despite these differences, many are 
  prejudiced against the ratfolk and blame them for wererat attacks, 
  plagues, and crimes.
  INHUMAN FORM
  INHUMAN FORM
  Ratfolk have slightly hunched bodies that have a general humanoid 
  form but whose features are distinctly rodent like. Their heads have 
  long whiskered muzzles that sport a pair of sharp incisors, large round 
  ears, and small beady eyes. Most of their bodies are covered in short 
  fur that ranges from white to black, with browns and reddish-browns 
  being the most common. They have very human like hands, but their 
  feet are more paw like than foot like. Their tails are usually hairless 
  and very ﬂ exible. This appearance is close enough to the hybrid form 
  of wererats that many confuse ratfolk for the former.
  RAPID GROWTH
  RAPID GROWTH
  Ratfolk grow to adulthood quickly, breed wildly, and produce twins 
  and triplets with a far greater frequency than humans. Their populations 
  tend to grow as rapidly as their bodies, reaching unsustainable numbers 
  in a few decades. When the crowding and competition for resources 
  becomes too great, wild ratfolk tribes invade their neighbors. If they 
  win they have expanded their living space and resources, if they fail 
  their numbers are reduced. Urban ratfolk simply send their excess 
  youths to another part of town or a different city, and ratfolk enclaves 
  tend to sprout up along the trade routes passing through Bard’s gate 
  and Castorhage.
  WILD TRIBES
  WILD TRIBES
  The wild ratfolk tribes live in subterranean warrens beneath many 
  of the major mountain ranges of the Lost Lands. There they battle 
  with dwarves, gnomes, goblins, and other subterranean races, often 
  living in a state of perpetual warfare. Their numbers are so great and 
  replenish themselves so quickly that a wild tribe is difﬁ cult to destroy. 
  This is especially problematic for dwarves and gnomes for their own 
  populations grow so slowly.
  
  RACES & RACIAL SUBTYPES|21
  GUTTER DWELLERS
  GUTTER DWELLERS
  The urban ratfolk clans tend to be smaller than their wild brethren. 
  They do not war with their neighbors, even though they often suffer 
  whenever a plague or wererat incursion occurs. Often relegated to the 
  sewers and slums of their home cities, urban ratfolk eek out whatever 
  life they can. Often they work odd jobs or if particularly skilled, rise to 
  the ranks of low to mid level artisans. Many guilds will not admit them, 
  thus forcing ratfolk artisans to produce lower quality goods for their 
  impoverished neighbors. While they have a reputation for criminality, 
  not all ratfolk turn to a life of crime. In fact, many thieves’ guilds are 
  just as prejudiced as artisan guilds and will not accept ratfolk.
  CITY RATFOLK
  CITY RATFOLK
  City ratfolk live lives much like their neighbors. Often forced into 
  the slums and sewers of a city, these ratfolk are consummate survivors. 
  They make treasures out of the scraps that people throw away, make 
  themselves useful by being night soil collectors, or otherwise earn a 
  disreputable but honest living. Even so, most know a thing or two 
  about criminal activities, if not from hearsay and rumor, then ﬁ rsthand.
  Sneaky: Some ratfolk are practiced at hiding their actions and 
  intentions. They gain a +2 racial bonus on Bluff, Sleight of Hand, and 
  Stealth checks. This racial trait replaces tinker.
  Pearls from Sow’s Ears: You know how to make the most out of 
  nearly any material, from turning scraps of food into nutritious (at 
  least for ratfolk) food to making weapons and tools from junk found 
  lying around. Each day you may spend an hour searching for and 
  processing scraps. You can ﬁ nd enough food for one person for one 
  day, or a single tool, weapon, or piece of equipment worth 50 gp or 
  less. Any items you create this way are makeshift at best and fall apart 
  if you ever roll less than a 10 on the die when making a check or attack 
  roll with them. This ability replaces swarming.
  WILD TRIBE RATFOLK
  WILD TRIBE RATFOLK
  The wild ratfolk tribes are in constant struggle with other 
  subterranean races. This struggle deﬁ nes their cultures and their lives; 
  every ratfolk is born to ﬁ ll the ranks and replace those lost in the last 
  battle. Victory merely means that the next war might be delayed for 
  a while, but population pressures will one day drive the tribe to seek 
  more land and resources.
  Scrounger Below: Some ratfolk have grown accustomed to rotten 
  food and fetid water. They gain a +2 racial bonus on saving throws 
  against curses and diseases, including magical diseases. This ability 
  replaces tinker.
  RACES & RACIAL SUBTYPES
  RACES & RACIAL SUBTYPES|21
  |21
  about criminal activities, if not from hearsay and rumor, then ﬁ rsthand.
  Sneaky: Some ratfolk are practiced at hiding their actions and 
  food and fetid water. They gain a +2 racial bonus on saving throws 
  against curses and diseases, including magical diseases. This ability 
  replaces tinker.
  
  22|
  22|THE LOST LANDS
  THE LOST LANDS
  These feats are drawn from the Lost Lands, but can be used in any 
  fantasy campaign.
  AXE BOUNCER (COMBAT)
  AXE BOUNCER (COMBAT)
  You are particularly skilled with the use of the throwing axe. You 
  can throw an axe in such a manner that it bounces off the ground and 
  up at your target.
  Prerequisites: Base Attack Bonus +1, Weapon Focus 
  (throwing axe)
  Beneﬁ t: Make a ranged attack made with a –2 penalty, if 
  successful ignore the target’s shield bonus to AC, and ignore 
  any bonus to AC received from teamwork feats such as 
  Shieldwall or Swine’s Head.
  EVER-READY PORTALIST
  EVER-READY PORTALIST
  You can leap through portals to interrupt your foes.
  Prerequisite: create portal class feature.
  Beneﬁ t: When performing a triggered readied action, you 
  can open a portal, step through it, and then take your pre-
  speciﬁ ed standard action (or move or swift action).
  Normal: A character without this feat can only ready a single 
  standard, move or swift action.
  EXTRA PORTALS
  EXTRA PORTALS
  You can create more portals more often.
  Prerequisite: create portal class feature.
  Beneﬁ t: You can use your create portal ability two additional 
  times per day.
  Special: You can gain Extra Portals multiple times. Its effects 
  stack.
  EXTRA PORTAL TRICK
  EXTRA PORTAL TRICK
  Through constant practice, you can use your ability to travel through 
  portals in a new and creative way.
  Prerequisite: create portal class feature, base attack bonus +4.
  Beneﬁ t: You can learn a new portal trick.
  Special: You can gain the Extra Portal Trick multiple times. 
  Each time, you select a new portal trick you don’t yet know.
  FREE HAND DEFENSE (COMBAT)
  FREE HAND DEFENSE (COMBAT)
  By always keeping one hand free, you can better confound your 
  attackers. You keep your foes guessing with a dizzying array of thrusts 
  and parries as you switch your weapon from one hand to the next.
  Prerequisite: Dodge.
  Beneﬁ t: When you wield a light or one-handed weapon 
  and your other hand remains empty and free, you gain a 
  +1 dodge bonus to your Armor Class. This dodge bonus 
  increases to +2 when taking the total defense action. In 
  addition, you gain a +1 circumstance bonus to Bluff when 
  attempting to feint against an opponent.
  IMPROVED TRANSPOSITION (COMBAT)
  IMPROVED TRANSPOSITION (COMBAT)
  You have learned how to force your enemies through your portals.
  Prerequisites: Int 13, Combat Expertise, create portal class 
  feature, transposition portal trick.
  Beneﬁ t: You do not provoke an attack of opportunity when 
  performing a combat maneuver to swap places with a foe 
  using a transposition portal. In addition, you receive a +2 
  bonus on combat maneuver checks made to swap places with 
  a foe. You also receive a +2 bonus to your Combat Maneuver 
  Defense in the event another portalist tries to swap places 
  with you using a transposition portal.
  Normal: You provoke an attack of opportunity when 
  attempting to swap places with a foe using a transposition 
  portal.
  NORTHLANDER SPEAR FIGHTING (COMBAT)
  NORTHLANDER SPEAR FIGHTING (COMBAT)
  You have trained in the standard ﬁ ghting style of the Northlanders, 
  a heavy spear in one hand and a shield in the other. This allows you to 
  use a spear in one hand.
  Prerequisites: Weapon Focus (spear)
  Beneﬁ t: You may use a longspear one-handed, provided you 
  are also wielding a shield in the other hand. When you do so, 
  you gain a +1 bonus to your shield bonus to AC.
  PORTAL MASTERY
  PORTAL MASTERY
  Through repetition and advanced study of the mysteries of the 
  planes, you can perform your favorite portal with far less effort.
  Prerequisite: Extra Portal Trick, Skill Focus (Knowledge 
  [planes]), create portal class feature.
  Beneﬁ t: Select one portal trick or arch-portal that you know 
  which expends two or more uses of create portal when you 
  perform it. You can perform that portal trick or arch-portal 
  by expending one less portal than the normal cost.
  PORTALLIC AMBUSH (COMBAT)
  PORTALLIC AMBUSH (COMBAT)
  When you unleash surprise attacks upon your foes, you incorporate 
  portals to make them even more deadly.
  Prerequisite: create portal class feature, base attack bonus +2
  Beneﬁ t: Whenever you participate in a surprise round, in 
  addition to a standard (or move) action, you may also take an 
  extra move action as long as you create a portal as part of that 
  move action. You must still pay for the cost of the portal.
  Normal: You can only take a single standard (or move) action 
  when participating in a surprise round.
  PORTALLIC CRITICAL (CRITICAL)
  PORTALLIC CRITICAL (CRITICAL)
  Every time you execute a powerful blow, the adrenaline strengthens 
  your focus and enhances your ability to maneuver between dimensions.
  Prerequisite: Critical Focus, create portal class feature.
  Beneﬁ t: When you conﬁ rm a critical hit with a melee strike 
  after exiting a portal that same round, you gain one 
  additional portal for use that day.
  Special: You can only apply the effects of one critical feat to a 
  given critical hit unless you possess Critical Mastery.
  SHIELDWALL BREAKER (COMBAT)
  SHIELDWALL BREAKER (COMBAT)
  You are skilled at breaking the shieldwall formations of others.
  Prerequisites: Shield Wall*, Base Attack Bonus +5
  Beneﬁ t: Make a bull rush or charge action against one 
  member of a shieldwall. If you succeed in your attack, 
  that person and the shieldwall members to the immediate 
  left and right of him lose any bonus from the Shield Wall 
  feat until the end of your next turn. However, if part of a 
  shieldwall, you also lose your bonus from that feat until the 
  end of the next turn.
  SKILLED KENNINGER
  SKILLED KENNINGER
  You are a master of the art of kenning, of subtly creating oral 
  allusions to common objects.
  FEATS
  FEATS
  
  FEATS
  FEATS|23
  |23
  Prerequisites: Perform (oratory) 2 ranks, bardic performance 
  class feature
  Beneﬁ t: You may add half your ranks in Profession (oratory) 
  to the DC to resist your bardic music.
  STICK THE LANDING
  STICK THE LANDING
  You are a natural at ‘portalling’ on top of your foes.
  Prerequisite: create portal class feature.
  Beneﬁ t: You are treated as one size smaller for the purpose 
  of determining the DC of Acrobatics checks to exit a portal 
  and successfully land on an opponent (or whether you can 
  land on a particular foe at all). In addition, whenever you 
  exit a portal, land atop a foe and successfully attack, you 
  get to roll your weapon damage twice, taking the higher 
  result (precision damage such as sneak attack or die rolls for 
  energy weapons are only rolled once — only the portalist’s 
  weapon damage is rolled twice).
  Normal: Your ability to land atop foes is limited by the 
  difference between your size and your opponent — refer to 
  the new skill use “Porting On the Big Guy” in the sidebar for 
  a complete description.
  SWINE’S HEAD (TEAMWORK, COMBAT)
  SWINE’S HEAD (TEAMWORK, COMBAT)
  You are skilled in the rare but deadly Swine’s Head formation, a 
  ﬂ ying wedge of heavily armed Northlands warriors.
  Prerequisites: Shield Wall*, Shieldwall Breaker
  Beneﬁ t: You may run or charge and still enjoy the beneﬁ ts of 
  the Shield Wall feat.
  THROWING CHARGE (COMBAT)
  THROWING CHARGE (COMBAT)
  You are skilled at ﬂ inging a missile at your foes as you charge into 
  melee combat.
  Prerequisites: Base Attack Bonus +1, Combat Reﬂ exes
  Beneﬁ t: As part of a charge action, you may make an attack with 
  one thrown weapon at the target you are charging. This attack 
  is at –4, and may take place from any point in your charge.
  TUMBLING PORTALIST
  TUMBLING PORTALIST
  You leap through your portals with such crazy spins and ﬂ ips that it 
  is much harder for your opponents to strike you.
  Prerequisite: Acrobatics 3 Ranks, create portal class feature.
  Beneﬁ t: Whenever you exit a portal you gain a +2 dodge bonus 
  until the start of your next turn.  If you have 10 or more 
  ranks in Acrobatics, this bonus increases to +4.
  *See Pathﬁ nder Roleplaying Game Advanced Player’s Guide
  Few portalists can resist the opportunity to open a portal 
  on top of the back or shoulders of a giant-sized opponent. 
  Such a stunt can be done without the need of a special 
  feat or even a speciﬁ c portal trick. It does though require a 
  hefty Acrobatics check in order to avoid plummeting to the 
  ground and landing in an awkward position.
  • To succeed, the portalist’s target must be at least 
  two sizes larger than the portalist.
  • The DC of the Acrobatics check is determined as 
  follows: Base 20 + Target’s Size Modiﬁ er + Target’s 
  Speed Modiﬁ er + Target’s Body Type Modiﬁ er
  Target’s Size Modiﬁ er
  Target is:
  Acrobatics 
  DC Modiﬁ er
  0–1 size larger 
  than the portalist
  *Cannot be safely 
  landed on
  2 sizes larger
  0
  3 sizes larger
  –5
  4 sizes larger
  –10
  5 sizes larger
  –20
  Target’s Speed Modiﬁ er
  Target’s Speed is:
  Acrobatics 
  DC Modiﬁ er
  Less than 30
  0
  30
  +2
  40
  +4
  50
  +6
  60 or greater
  +8
  Target’s Body Type Modiﬁ er
  Target’s Body Type is:
  Acrobatics 
  DC Modiﬁ er
  Bipedal (target stands upright)
  +5
  Quadrapedal (4-legged)
  0
  Multipedal (more than 4 legs)
  –5
  Few portalists can resist the opportunity to open a portal 
  on top of the back or shoulders of a giant-sized opponent. 
  Such a stunt can be done without the need of a special 
  feat or even a speciﬁ c portal trick. It does though require a 
  hefty Acrobatics check in order to avoid plummeting to the 
  ground and landing in an awkward position.
  • To succeed, the portalist’s target must be at least 
  two sizes larger than the portalist.
  • The DC of the Acrobatics check is determined as 
  follows: Base 20 + Target’s Size Modiﬁ er + Target’s 
  Speed Modiﬁ er + Target’s Body Type Modiﬁ er
  Target’s Size Modiﬁ er
  Target is:
  Acrobatics 
  DC Modiﬁ er
  0–1 size larger 
  than the portalist
  *Cannot be safely 
  landed on
  2 sizes larger
  0
  3 sizes larger
  –5
  4 sizes larger
  –10
  5 sizes larger
  –20
  Target’s Speed Modiﬁ er
  Target’s Speed is:
  Acrobatics 
  DC Modiﬁ er
  Less than 30
  0
  30
  +2
  40
  +4
  50
  +6
  60 or greater
  +8
  Target’s Body Type Modiﬁ er
  Target’s Body Type is:
  Acrobatics 
  DC Modiﬁ er
  Bipedal (target stands upright)
  +5
  Quadrapedal (4-legged)
  0
  Multipedal (more than 4 legs)
  –5
  
  24|
  24|THE LOST LANDS
  THE LOST LANDS
  The following items of equipment can be found in the Lost Lands, 
  but they are by no means common throughout. Some are only 
  available in certain regions. Others originate on one continent but can 
  be found in any large port city or major marketplace. The listed prices 
  are for the item’s region or nation of origin, save of a few that are 
  commonly traded. It is up to the GM if any of the listed equipment 
  can be found where the characters are shopping, and what prices they 
  may be purchased for. 
  ARMOR
  ARMOR
  Gladiator armor. While the exact style varies from place to place, 
  all types of gladiator’s armor have one thing in common: they are 
  designed to look good and make the wearer look good. Protection is 
  secondary, as is any concept of being stealthy or going unobserved. 
  You are supposed to be seen in gladiator’s armor. Most have plates or 
  chain over vital areas, but the rest of the body is either on display or 
  covered in lighter materials such as leather or thick cloth, the better 
  to allow exciting movements and acrobatic displays. The armor check 
  penalty for Climb checks and Acrobatics checks made to jump is 
  only –1 (masterwork and mithral versions of this armor reduce this 
  penalty as well as the normal penalty). If you’re wearing a country’s 
  gladiator armor, you gain a +2 circumstance bonus on Diplomacy and 
  Intimidate checks to inﬂ uence a person from that country.
  ADVENTURING GEAR
  ADVENTURING GEAR
  Item
  Cost
  Weight
  Cabb’e, beans
  25 gp
  1 lb.
  Cabb’e service
  150 gp
  10 lb.
  Oil of Ambrosias
  1,000 gp
  -
  Pipe, clay
  5 cp
  -
  Pipe, wood
  5 sp
  -
  Poppy syrup, 1 oz
  50 gp
  -
  Stirge repellent
  100 gp
  -
  Tobacco, 1 oz.
  1 gp
  -
  Cabb’e beans. These roasted beans originate from the tropical lands 
  of southern Libynos. They are ground into a powder and added to 
  boiling water to create a hot, bitter beverage. The price given is the 
  common price for cabb’e found in trading ports around the Sinnar 
  Ocean. There are many different types of cabb’e, and some might be 
  of higher or lower value.
  Cabb’e service. Cabb’e culture has developed a means of elegantly 
  serving the bitter brew. A cabb’e service consists of a large pitcher-
  like pot made of silvered steel that is set over a gilt burner containing 
  a small oil lamp. This keeps the cabb’e hot. The remainder of the set is 
  made of six silver chased enameled cups, spoons, saucers, and a large 
  tray to carry the entire affair.
  Oil of Ambrosiais. This perfume, also known as the ‘scent of the 
  gods’, has a rich, ﬂ orid scent that is extremely pleasant to any creature 
  with a sense of smell. Anyone wearing oil of Ambrosiais gains a +2 
  alchemical bonus to Diplomacy. However, the perfume is persistent 
  and its strong odor is unmistakable. Anyone wearing oil of Ambrosiais 
  suffers a -2 penalty to Stealth checks where scent might play a part. 
  The perfume lasts for one month and can only be removed by a long 
  (3 hours a day for 1d4+1 days) series of vinegar baths. The bottle 
  contains 10 doses.
  Pipe. Tobacco and other inhalants are smoked in a pipe. Pipe styles 
  vary, as do their cost. Common people use simple clay pipes, with 
  more expensive wooden pipes showing middle class status. Pipes can 
  range up in price to incredible levels, depending on carvings, material, 
  and adornments. 
  Poppy syrup. Originating from southern Libynos, poppy syrup is 
  made by boiling the ﬂ owers and seed heads of poppies. The syrup 
  is most often used by healers to dull the pain of surgical procedures 
  or ailments. Anyone who imbibes poppy syrup has a +2 alchemical 
  bonus to saves against pain and a-2 penalty on any saves to resist 
  effects that cause sleep for 1d4 hours.
  Stirge repellent. This noxious paste keeps stirges away (any stirge 
  succeed at a DC 13 Fortitude save to approach a person wearing stirge 
  repellent). Stirge repellent lasts 1d4 hours.
  Tobacco. These dried leaves are smoked in a pipe to produce a 
  slight narcotic high. Tobacco is grown in Libynos and exported across 
  the Lost Lands. The price given is for common tobacco found in any 
  large marketplace. There are more expensive blends, and the price can 
  range to as much as 10 gp an ounce.
  TOOLS
  TOOLS
  Item
  Cost
  Weight
  Counting Device
  2 gp
  2 lb.
  Divination Tools
  5 gp
  1 lb.
  Counting device. There are a wide variety of these devices, ranging 
  from the abacus to sets of strings. They are used to quickly make and 
  record tallies, counts, and other numerical data. Counting devices are 
  rarely seen outside of merchant houses and imperial bureaucracies, 
  which is a shame, because someone is going to have to count all those 
  copper pieces you found in the tomb.
  Divination tools. These vary from culture to culture. They may be 
  stones, cards, charts, or even bones used to tell fortunes and predict 
  the future.
  MOUNT AND VEHICLES
  MOUNT AND VEHICLES
  Item
  Cost
  Ostrich cart
  25 gp
  Ostrich, riding
  80 gp
  Pony, Trotheim
  150 gp
  Reindeer, riding
  75 gp
  Ostrich cart. Common in the Southern Paramountcies of Libynos, 
  ostrich carts are small two wheeled carts drawn by a pair of trained 
  ostriches. They range from sleek racing models seen in the arenas to 
  gaudy carts ridden (rarely driven) by the wealthy of that land.
  EQUIPMENT
  EQUIPMENT
  Armor
  Cost
  Armor Bonus
  Max Dex Bonus
  Armor Check Penalty
  Speed
  Weight
  Medium armor
  Gladiator Armor
  500 gp
  +6
  +3
  -4
  20 ft.
  25 lbs.
  ARMOR TABLE
  ARMOR TABLE
  
  EQUIPMENT
  EQUIPMENT|25
  |25
  Ostrich, riding. A tame ostrich broken for riding, these are common 
  in the Southern Paramountcies.
  Pony, Trotheim. The Northlanders do not regularly employ horses; 
  even their draft animals tend towards oxen. However, the region 
  around the city of Trotheim breeds a small shaggy pony that is used as 
  a riding beast throughout the Northlands. No self-respecting warrior 
  would ride one to war.
  Trotheim Pony 
  CR 1/2
  XP 200 
  N Medium animal 
  Init +1; Senses low-light vision, scent; Perception +7 
  AC 15, touch 13, ﬂ at-footed 12 (+3 Dex, +2 natural) 
  hp 17 (2d8+8) 
  Fort +7 (+11 vs. cold); Ref +6; Will +2 
  Defensive Abilities cold adaptation 
  Speed 40 ft. 
  Melee 2 hooves –1 (1d3+1) 
  Str 17, Dex 17, Con 18, Int 2, Wis 15, Cha 8 
  Base Atk +1; CMB +4; CMD 17 (21 vs. trip) 
  Feats Endurance, Run
  Skills Acrobatics +3 (+5 balancing and jumping), Climb +3 
  (+5 rugged terrain), Perception +7; Racial Modiﬁ ers +2 
  Acrobatics for balancing and jumping in rugged terrain, +2 
  Climb in rugged terrain 
  SQ greater carrying capacity, docile 
  Greater Carrying Capacity (Ex) A Trondheim pony is able 
  to carry Medium riders. A light load for a Trondheim pony is 
  up to 228 pounds, a medium load is 229–459 pounds, and a 
  heavy load is 460–690 pounds. A Trondheim pony can drag 
  3,450 pounds.
  Reindeer, riding. The Nûklanders of 
  the lands north of the Northlands herd 
  reindeer, and have breed these 
  caribou to be ridden. While they 
  are mostly used to help drive 
  reindeer herds, the Nûklanders 
  ride their reindeer to war as 
  well. Reindeer use the same statistics 
  as elk.
  MAGIC ITEMS
  MAGIC ITEMS
  NEW MAGIC WEAPON 
  NEW MAGIC WEAPON 
  SPECIAL ABILITIES
  SPECIAL ABILITIES
  PORTALLIC
  PORTALLIC
  Price +2 bonus; Aura moderate conjuration; CL 11th
  This special ability can be added to any melee weapon. Adding the 
  portallic weapon special ability is the equivalent of a +2 and has the 
  same associated cost. 
  By passing through the correct plane, the wielder can charge a 
  portallic weapon with a carefully selected burst of energy. Whenever 
  a wielder of a portallic weapon exits a portal, the weapon gains one of 
  the following qualities (of the wielder’s choice),  until the beginning 
  of the wielder’s next turn. 
  AVAILABLE WEAPON SPECIAL ABILITIES
  AVAILABLE WEAPON SPECIAL ABILITIES
  Ability
  Planar Source
  Flaming
  Elemental Plane of Fire
  Frost
  Elemental Plane of Water
  Corrosive
  Elemental Plane of Earth
  Shock
  Elemental Plane of Air 
  Bane (undead)
  Positive Energy Plane
  Bane (outsider, evil)
  Good-aligned plane
  Bane (outsider, good)
  Evil-aligned plane
  Axiomatic
  Lawful-aligned plane
  Anarchic
  Chaotic-aligned plane
  Ghost Touch
  Ethereal Plane
  Requirements Craft Magic Arms and Armor; Spells
  dimension door or the Create Portal class ability; Cost +2 
  bonus
  NEW MAGIC ITEMS
  moderate conjuration and enchantment; CL 9th; 
  Slot none; Price 6,550 gp; Weight 5 lbs. 
  This shimmering metallic bar is forged of an alien alloy, 
  sourced from a dozen foreign planes of existence. Once per 
  day, when held aloft in a free hand, the wielder may perform 
  any single portal trick whether the wielder actually knows how to 
  perform the trick or not. The wielder must have at least one level of 
  portalist for the rod to function, and the wielder must still expend the 
  required number of portals. 
  Requirements Craft Rod, Extra Portal Trick; 
  Spells dimension door or the Create Portal class ability; 
  Cost 3,275 gpt
  the lands north of the Northlands herd 
  reindeer, and have breed these 
  caribou to be ridden. While they 
  are mostly used to help drive 
  reindeer herds, the Nûklanders 
  ride their reindeer to war as 
  well. Reindeer use the same statistics 
  as elk.
  Requirements 
  dimension door
  bonus
  NEW MAGIC ITEMS
  NEW MAGIC ITEMS
  sourced from a dozen foreign planes of existence. Once per 
  day, when held aloft in a free hand, the wielder may perform 
  any single portal trick whether the wielder actually knows how to 
  perform the trick or not. The wielder must have at least one level of 
  portalist for the rod to function, and the wielder must still expend the 
  required number of portals. 
  Requirements 
  Spells
  Cost 
  
  26|
  26|THE LOST LANDS
  THE LOST LANDS
  This product contains Open Game Content, which may only be used 
  under and in terms of the Open Game License Version 1.0a, distributed 
  by Wizards of the Coast, Inc. Open Game Content includes all new 
  monsters and all game mechanics (including the methods, procedures, 
  processes and routines to the extent of such content does not embody 
  Product Identity). 
  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. Deﬁ nitions: (a)”Contributors” means the copyright and/or trademark 
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  may be recast, transformed or adapted; (c) “Distribute” means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, 
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  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 identiﬁ ed as Open Game Content by the Contributor, 
  and means any work covered by this License, including translations 
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  and descriptions of characters, spells, enchantments, personalities, 
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  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 
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  4. Grant and Consideration: In consideration for agreeing to use this 
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  5.Representation of Authority to Contribute: If You are contributing 
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  14. Reformation: If any provision of this License is held to be 
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  necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document 5.0 Copyright 2016, Wizards of the 
  Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, 
  Rodney Thompson, Pe-ter Lee, James Wyatt, Robert J. Schwalb, 
  Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original 
  material by E. Gary Gygax and Dave Arneson. 
  Pathﬁ nder Roleplaying Game Reference Document. © 2011, Paizo 
  Publish-ing, LLC; Author: Paizo Publishing, LLC. 
  Pathﬁ nder Roleplaying Game Core Rulebook. © 2009, Paizo 
  Publishing, LLC; Author: Jason Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and Skip Williams. 
  Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; 
  Author: Jason Bulmahn.
  Pathﬁ nder 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.
  The Tome of Horrors Complete, Copyright 2011, Frog God Games, 
  LLC; Authors: Kevin Baase, Er-ica Balsley, Christopher Bishop, 
  Casey Christofferson, Jim Collura, Meghan Greene, Scott Greene, 
  Lance Hawvermale, Travis Hawvermale, Ian S. John-ston, Bill 
  Kenower, Patrick Lawinger, Rhiannon Louve, Ian McGarty, Edwin 
  Nagy, James Patterson, Nathan Paul, , Clark Peterson, Anthony Pryor, 
  Greg Ragland, Robert Schwalb, Greg A. Vaughan, and Bill Webb
  The Lost Lands World Setting: Pathﬁ nder Rules Addendum, ©2020, 
  Frog God Games..
  
  28|
  28|THE LOST LANDS
  THE LOST LANDS
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Frog God Games/Lost Lands/The World of The Lost Lands Rules Addendum.pdf