TEXT: Forest Kingdom 
  Archetypes
  Forest Kingdom 
  Archetypes
  ADVENTURE PATH PLUG-INS
  By Jason Nelson, Julian Neale, 
  Clinton J. Boomer, and N. Jolly
  
  SPECIAL ELECTRONIC FEATURES
  We’ve hyperlinked this product internally from the Table of Contents and externally with links to the 
  official Pathfinder Reference Document as well as d20PFSRD. If it is in the core rulebook, we generally 
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  you may not have memorized.
  ABOUT LEGENDARY GAMES
  Legendary Games is an all star team of authors and designers, founded by Clark Peterson of Necromancer 
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  CREDITS ���������������������������������������������������������������������������������������������������������������������������
  Authors: Jason Nelson, Julian Neale, Clinton J. Boomer, and N. Jolly
  Artists: Guillermo Cartay, Patrik Hell, William Hendershot, Michael Jaecks, Mike Lowe, Andrea Montano, 
  Morales Peyeyo, Julio Rocha, Tanyaporn Sangsnit
  Design and Layout: Dain Nielsen
  Legendary Games Team Members:
  All-Star Authors: Anthony Adam, Alex Augunas, Clinton J. Boomer, Jesse Benner, Robert Brookes, 
  Benjamin Bruck, Carl Cramer, Pedro Coelho, Liz Courts, Paris Crenshaw, Matthew Goodall, Jim Groves, 
  Amanda Hamon Kunz, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Rich Howard, Chris A. 
  Jackson, Victoria Jaczko, Jenny Jarzabski, N. Jolly, Jonathan H. Keith, Michael Kortes, Amanda Hamon 
  Kunz, Jeff Lee, Nicolas Logue, Will McCardell, Julian Neale, Jason Nelson, Jen Page, Richard Pett, Tom 
  Phillips, Sean K Reynolds, Alistair J. Rigg, Alex Riggs, David N. Ross, Amber Scott, Mark Seifter, Tork 
  Shaw, Mike Shel, Loren Sieg, Neil Spicer, Todd Stewart, Russ Taylor, Greg A. Vaughan, Rachel Ventura, 
  Mike D. Welham, Linda Zayas-Palmer, and Clark Peterson.
  Legendary Beginnings Creative Director: Paris Crenshaw
  Editing and Development: Jason Nelson
  Publisher: Jason Nelson
  Executive Partner: Neil Spicer
  Business Director: Rachel Ventura
  Special Thanks: Erik Mona, Lisa Stevens, James Jacobs, Jason Bulmahn and the Paizo staff for their 
  excellent Pathfinder Adventure Path Kingmaker! 
  Forest Kingdon Archetypes  © 
  2017, Legendary Games; Author 
  Jason Nelson, Julian Neale, Clinton 
  J. Boomer, and N. Jolly
  ISBN-13: 978-1546727705 
  ISBN-10: 1546727701
  First printing July 2017.
  Printed in USA. 
  Legendary Games
  3734 SW 99th St.
  Seattle, WA 98126-4026
  makeyourgamelegendary.com
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/pathfinderRPG 
  for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo 
  Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more information on the compat-
  ibility license. 
  
  1
  By Jason Nelson, Julian Neale, Clinton J. Boomer, and N. Jolly
  TABLE OF CONTENTS
  Introduction ����������������������������������������������������������������������������������������������������������������������������� 2
  Archetypes ���������������������������������������������������������������������������������������������������������������������������������� 3
  Explorer (Ranger Archetype) ����������������������������������������������������������������������������������� 5
  Fey Mesmerist (Mesmerist Archetype) ���������������������������������������������������������������� 7
  Greenweaver (Kineticist Archetype) ������������������������������������������������������������������� 8
  Hidden Guardian (Ranger Archetype) ���������������������������������������������������������������11
  Huntsman (Medium Archetype) �����������������������������������������������������������������������������11
  Jester (Bard Archetype) ����������������������������������������������������������������������������������������������11
  Knight-Surgeon (Cavalier Archetype) ��������������������������������������������������������������11
   Variant: Footman Knight (cavalier archetype) ��������������������������������������11
  Natural Channeler (Medium Archetype) ��������������������������������������������������������11
  Order of the Woodlands (Cavalier Order) �����������������������������������������������������11
  Feats �����������������������������������������������������������������������������������������������������������������������������������������������12
  Prestige Class: Unicorn Charger ��������������������������������������������������������������������������������24
  Appendix 1: Kineticist Infusions and Talents ������������������������������������������������������24
  Appendix 2: Legendary Spirits ����������������������������������������������������������������������������������������24
  Appendix 3: Spells ������������������������������������������������������������������������������������������������������������������24
  Forest Kingdom 
  Archetypes
  Forest Kingdom 
  Archetypes
  
  2
  What You Will Find Inside Forest Kingdom 
  Archetypes
  When your heroes strike out into the wooded wilderness, they’ll be prepared to face any 
  challenge with the amazing options you’ll find in Forest Kingdom Archetypes, whether they 
  are hacking their own fledgling domain out on the borderlands of civilization or taking their 
  first steps into the verdant realms of creatures that call the forest their home. You’ll find nearly 
  a dozen incredible archetypes like the explorer ranger, greenweaver kineticist, jester bard, and 
  order of the woodlands cavalier, as well as the gallant unicorn charger prestige class. You’ll 
  also find new class features like legendary spirits and kineticist wild talents, tons of spells, and a 
  brand-new category of fantastic faerie feats, gifted to those who have forged a special bond with 
  the fey, like Cloak of Coiling Thorns, Unforged Arrow of the Wild, Shapeless 
  and Primal Terror, and Frumious Quills of the Bandersnatch! 
  The Legendary Games tradition is to combine rich story and background, 
  innovative layout, beautiful aesthetics, and excellence in design that is second 
  to none, allowing you to enliven and enrich your campaign in amazing and 
  exciting ways. This product is the latest in that tradition, and we hope you enjoy 
  using it as much as we enjoyed making it. Game on! 
  - Jason Nelson
  WELCOME TO ADVENTURE PATH PLUG-INS!
  This product is a part of our line of support materials for extended Adventure Path-style campaign play 
  for use with Paizo’s Pathfinder Roleplaying Game. When you see the “Adventure Path Plug-In” logo at 
  the top of a Legendary Games product, you can expect it is designed to fit directly with the themes of a 
  particular Adventure Path campaign. The all-star team of designers here at Legendary Games is committed 
  to bringing you—the busy GM or player—the absolute best third party support for your Pathfinder 
  campaign. To deliver on that commitment, we’ve assembled the best of the best of current gaming authors, 
  designers and layout experts so that you can feel comfortable that Legendary Games products will be the 
  most creative, rules-legal and well-designed content you can find. Though Adventure Path Plug-Ins all 
  share a theme with a specific Adventure Path campaign, they are designed to be easily incorporated into 
  your home game regardless of what campaign you may be running. 
  HEY, WHAT’S WITH THE NAMES?
  You will see us use phrases such as “River Kings Adventure Path” instead of the title of a very popular 
  sandbox-style kingdom-building Adventure Path. Or, you may see us use names such as the “Lost Lands,” 
  the “Faerie Queen,” the “Horned God of Hunters,” the rival “Baron and Baroness of Hookmarsh” to the 
  west, or the “Broken Kingdom” to the north that grants PCs their charter to explore and rule instead of the 
  proper names of specific characters or places from those adventures or gods from the world setting. While 
  we can create compatible products under the Open Game License, we still have to be respectful of certain 
  content Paizo owns. Because we want to be very respectful of their content and work in partnership with 
  them, we use these “replacement phrases.” Plus, this helps the product have a more general appeal to those 
  who may be running a home campaign that fits the same themes. In any event, we are 100% confident 
  you know what we are talking about and will have no problem making the required connection. 
  
  3
  INTRODUCTION 
  Wilderness campaigns have been a stable of fantasy 
  gaming since the earliest days, though once upon 
  a time the wilderness was mostly just a dangerous 
  road you traveled to get to the dungeon and then 
  carry your loot back to town. The idea of the epic 
  journey, however, is as timeless as adventure stories 
  themselves, and in many campaigns the journey itself 
  is the adventure, not just something that happens 
  along the way. Entire campaigns can be built around 
  overland travel and exploration of the vast and empty 
  wild beyond the guarded borderlands of civilization. 
  Hacking a kingdom of your own out of the wilderness 
  is a glorious destiny for any hero, who inevitably 
  discovered that just because the wild has not been 
  settled does not mean it is uninhabited. Many and 
  dangerous creatures lurk in the hills and vales, in the 
  caves beneath and the cliffs above, and in the misty 
  miles of vast forests that have never known the bite 
  of the lumberjack’s axe or saw, nor the tilling of a 
  plow. Your heroes are blazing a trail into a fair green 
  country, and when they do they had best be prepared! 
  This book is designed for wilderness campaigns, 
  especially those that feature abundant forest terrain. 
  However, it does not stop at the borders of the natural 
  boreal landscape of leaf and tree but goes beyond into 
  the supernatural world where dwell the fair folk, the 
  Faerie Realm that overlays and suffuses the wilderness 
  with its immanent and untrammeled beauty. Whether 
  your heroes are personally touched by the fey or seek to 
  call upon their sparkling and winsome lords and ladies 
  in their courts beyond, or if you’d rather keep most of 
  the options in this book as the exclusive province of 
  NPCs and faerie creatures they encounter to maintain 
  an aura of strangeness and magical mystery, you’ll find 
  an abundance of options, including archetypes and 
  class options, feats, spells, and more. 
  ARCHETYPES
  The following class archetypes offer a ton of great new 
  options for characters wishing to focus on wilderness 
  adventures in and around the borderlands of the endless 
  woods and hollow hills, or set among the petty states and 
  fledgling kingdoms that the boldest of adventurers seek 
  to hack out of the unforgiving lands of the wild. In most 
  cases the abilities they gain also retain some utility in other 
  situations, but they will be most effective in campaigns 
  where a significant portion of the PCs’ time is spent in 
  natural settings and in particular in forest terrain. 
  For more information on using and selecting archetypes, 
  see Chapter 2 in Pathfinder Roleplaying Game Advanced 
  Class Guide.
  Explorer 
  (Ranger Archetype) 
  An explorer is a far-ranging traveller but he never 
  wanders. He strikes out purposefully into the great 
  unknown by land or sea, set to expand the boundaries 
  of the known and to bring back the secret routes that 
  lead the way to glory. 
  Favored Terrain (Ex): An explorer gains this ability 
  at 1st level, and he gains an additional favored terrain 
  at 5th level and every 5 levels thereafter. This ability 
  otherwise functions as normal for a ranger.  
  Mapmaker (Ex): An explorer learns how to make 
  maps of excellent quality and clarity. These function 
  similarly to masterwork artisan’s tools, granting a +2 
  circumstance bonus on Knowledge (geography) checks 
  and on Survival checks to avoid getting lost by creatures 
  using them. An explorer uses Knowledge (geography) 
  in place of the Craft skill to create maps, treating their 
  value as 55 sp rather than 55 gp when determining his 
  progress. Completed maps can be used or sold like any 
  crafted item, though at the GM’s discretion attempting 
  to sell multiple similar maps in the same area is likely to 
  depress the marketplace and their sale value. 
  A mapmaker can create useless and valueless maps 
  easily, but he also can intentionally make a cleverly 
  misleading map. Such maps cause creatures following 
  them to take a -2 penalty on Knowledge (geography) 
  checks and Survival checks to avoid getting lost, with 
  this penalty increasing by 2 at 5th level and every 5 levels 
  thereafter. Such a counterfeit map can be detected as a 
  forgery, with a creature examining the map making a 
  Knowledge (geography) or Linguistics check opposed 
  by the explorer’s Knowledge (geography) skill; this 
  check is made secretly, so the explorer is not sure how 
  good his fake map is. 
  This replaces wild empathy. 
  Navigator (Ex): An explorer gains a bonus equal to 
  one-half his ranger level (minimum +1) on Knowledge 
  (geography) checks and on Survival checks to avoid 
  getting lost. This replaces track. 
  Terrain Bond: At 2nd level, an explorer forms a 
  bond with the land itself, enabling him to direct others 
  in such terrain. When in one of his favored terrains, an 
  explorer grants all allies within line of sight and that 
  can hear him a bonus equal to one-half his favored 
  terrain bonus on initiative checks and Perception, 
  Stealth, and Survival skill checks, and the explorer and 
  his allies leave no trail and can’t be tracked unless they 
  wish to be. This bonus does not stack with any favored 
  terrain bonus an ally already possesses.
  This ability replaces the combat style feat normally 
  
  4
  gained at 2nd level.
  Favored Enemy (Ex): An explorer gains this ability 
  at 3rd level, and he gains an additional favored enemy 
  at 8th level and every 5 levels thereafter. This ability 
  otherwise functions as normal for a ranger.
  Unfettered Stride (Ex): At 6th level, an explorer moving 
  through difficult terrain does so at his normal speed and 
  without taking damage or suffering other impediments, 
  such as increased skill check DCs for slippery or sloping 
  surfaces, rubble, undergrowth, and the like. This does 
  not apply to magically manipulated terrain or prevent 
  damage from magma or similar inherently damaging 
  terrain, nor does it obviate the need for Acrobatics, Climb, 
  or Swim checks when required. This ability cannot be 
  used if the explorer is wearing heavy armor or carrying a 
  heavy load. The explorer’s animal companion gains this 
  ability if he is riding it. This replaces the combat style feat 
  normally gained at 6th level. 
  Polyglot (Ex): At 7th level, an explorer gains a 
  bonus language slot, which he uses to pick up passing 
  familiarity in local languages as he travels. He may 
  learn a new language immediately, and whenever he 
  gains a level he may choose to lose that language and 
  gain fluency in a new language in its place. In addition, 
  he adds the following spells to his spell list: 1st-
  comprehend languages; 2nd-codespeakUI, elemental 
  speechAPG, share languageAPG; 3rd-communal share 
  languageUC, tongues; 4th-communal tonguesUC.
  This replaces woodland stride. 
  Master Cartographer (Ex): At 8th level, an explorer 
  can create a number of maps simultaneously equal to 
  his Wisdom modifier (minimum 1). This reduces the 
  time required but does not reduce the raw materials 
  cost of the maps he creates. 
  In addition, by multiplying the cost of a map by 10 an 
  explorer can create a detailed master map of a specific 
  area up to 1 mile across per ranger level, which must 
  be within his favored terrain. A master map contains 
  detailed terrain features as well as the explorer’s 
  notations and observations of likely threats in the 
  area. A creature consulting a master map for 1 minute 
  and succeeding on a DC 10 Knowledge (geography) 
  check gains the benefits of the explorer’s terrain bond 
  for 10 minutes, plus a number of minutes equal to the 
  number by which he beat the DC. Only one creature 
  can benefit from a master map at a time. 
  This replaces swift tracker. 
  Trailblazer (Su): At 10th level, an explorer becomes a 
  
  5
  master at forcing a way through the harshest terrain. As 
  a full-round action, he can move up to his speed while 
  clearing a path for his allies, as long as they follow in 
  his footsteps. Any spaces the explorer moves through 
  until the end of his turn (including the space occupied 
  by his animal companion, if he is riding it) form a path 
  that his allies can follow, granting them the benefit of 
  the explorer’s unfettered stride as long as they are not 
  wearing heavy armor or carrying a heavy load. This 
  path remains open for a number of rounds equal to the 
  explorer’s Wisdom modifier (minimum 1 round). 
  In addition, an explorer can sacrifice a prepared 3rd 
  level spell in order to dispel (as if spontaneously casting 
  dispel magic) a spell that alters terrain, manipulates 
  plants, or creates a physical barrier, such as entangle, 
  plant growth, soften earth and stone, solid fog, wall of 
  fire, or web.
  This replaces the combat style feat normally gained 
  at 10th level.
  Blindsense (Ex): At 11th level, an explorer becomes 
  so attuned to his surroundings that he gains blindsense 
  with a range of 30 feet. This replaces quarry.
  Perfect Stride (Ex): At 14th level, an explorer becomes 
  immune to the entangled condition; effects that would 
  cause him to become entangled automatically fail. In 
  addition, his unfettered stride allows him to move 
  without impediment in water and through magically 
  manipulated terrain and similar impediments similar to 
  using freedom of movement, though he is not immune to 
  paralysis, slow, or being grappled. This ability cannot be 
  used if the explorer is wearing heavy armor or carrying 
  a heavy load. The explorer’s animal companion gains 
  this ability if he is riding it. This replaces the combat 
  style feat normally gained at 14th level. 
  Unlimited Horizons (Ex): At 18th level, an explorer’s 
  dauntless spirit of striving into the unknown grants him 
  such courage and luck that he no longer automatically 
  fails a saving throw on a natural 1, though he may still 
  fail if the result of the roll does not meet the save DC. 
  This replaces the combat style feat normally gained at 
  18th level.
  Blindsight (Ex): At 19th level, an explorer can 
  spot creatures easily no matter how they try to hide, 
  granting him blindsight with a range of 30 feet. This 
  replaces improved quarry. 
  Free Runner (Ex): At 20th level, an explorer (and 
  his animal companion, if he has one) gain the benefit 
  of continuous freedom of movement. His movement 
  does not provoke attacks of opportunity from creatures 
  that are entangled, slowed, staggered, or have their 
  movement slowed by difficult terrain. This replaces 
  master hunter. 
  Fey Mesmerist 
  (Mesmerist Archetype) 
  In many ways, mesmerist is the perfect class 
  for fey creatures; they are experts at charm and 
  deceit, and their psychic powers are primarily 
  those of enchantment and illusion. Whereas fey 
  trickstersUI are mortal mesmerists whom have had 
  contact with fey creatures, fey mesmerists are fey. 
  Every fey mesmerist develops expertise with a 
  particular type of magic.
  Creature Type: A fey mesmerist must have the 
  fey type. 
  Fey Magic: At 1st level, the fey mesmerist 
  chooses a specialism from these five options: 
  enchantment, illusion, light, nature, or shadow. 
  Once chosen, the specialism cannot be changed. 
  When she would normally gain a new mesmerist 
  trick, she can learn additional spells instead. Each 
  time she does so, she adds two spells of a level she 
  can currently cast from her specialism spell list to 
  her list of spells known. The specialism spell lists 
  follow this archetype’s description; spells marked 
  with a * are included in the appendix. This ability 
  alters mesmerist tricks.
  Damage Reduction (Ex): At 3rd level, the fey 
  mesmerist gains DR 1/cold iron. At 6th level, 
  and every 3 levels thereafter (9th, 12th, 15th, and 
  18th), this DR rises by 1 point. Damage reduction 
  can reduce damage to 0 but not below 0. This DR 
  stacks with the fey mesmerist’s existing DR/cold 
  iron if it already has the ability, and adds “cold 
  iron and” (as well as the increased value) if the 
  fey has some type of DR other than cold iron. This 
  ability replaces consummate liar, touch treatment, 
  glib lie, and the bold stare gained at 15th level.
  Fey Magic Specialist (Su): At 5th level, the save 
  DCs of the spells linked to the specialism the fey 
  mesmerist chose at 1st level increase by 1. At 13th 
  level, this increase rises again by 1, to +2. The 
  increase to save DCs does not stack with the bonus 
  provided by the Greater Spell Focus and Spell 
  Focus feats. This ability replaces mental potency.
  Fey Lord (Su): At 20th level, a fey mesmerist 
  transcends some of her limitations. Her DR 
  becomes DR/—, and she can treat herself as having 
  the fey or humanoid type against any effect that 
  targets her, whichever is more advantageous at 
  the time. For example, at this level a fey mesmerist 
  might treat herself as humanoid if she is attacked 
  by a fey-bane weapon. This ability replaces rule 
  minds. 
  
  6
  Fey MesMerist enchantMent specialisM spells
  An 
  enchantment 
  specialist 
  has 
  the 
  following 
  enchantment spells on her specialism spell list.
  0-level 
  Enchantment 
  Spells—daze, 
  lullaby, 
  unwitting allyAPG.
  1st-level Enchantment Spells—aphasiaUI, bane, 
  beguiling giftAPG, bungleUM, call animalAPG, charm 
  person, command, compel hostilityUC, compulsive 
  liarUI, confusion (lesser), coward’s cowl*, crime of 
  opportunityUI, déjà vuOA, delusional prideUM, demand 
  offeringOA, forbid actionUM, fumbletongueUM, hideous 
  laughter, hypnotism, ill omenAPG, lock gazeUC, memorize 
  pageACG, memory lapseAPG, murderous commandUM, 
  sleep, sow thoughtARG, telempathic projectionOA, 
  unnatural lustUM, unprepared combatantUM.
  2nd-level Enchantment Spells—
  animal messenger, animal trance, 
  anonymous interactionACG, 
  aversionOA, babbleOA, bestow 
  insightARG, calm emotions, 
  castigateAPG, cognitive blockOA, 
  compassionate allyUM, 
  confessUM, daze monster, 
  deflect blameUI, delay painUM, 
  emotive blockOA, enthrall, 
  false beliefUI, heroism, hidden 
  presenceUI, hold animal, 
  hold person, inflict painOA, 
  investigative mindACG, jealous 
  rage*, mantle of calmACG, 
  matchmakerUI, mindlocked 
  messengerACG, oppressive 
  boredomUM, psychic 
  leech*, qualmUC, rage, 
  reckless infatuationUM, 
  shamefully overdressedUI, 
  suggestion, touch of 
  idiocy, unadulterated 
  loathingUM, wartrain 
  mountUM.
  3rd-level 
  Enchantment 
  Spells—aura of the 
  unremarkableUI, 
  charm monster, 
  confusion, 
  control summoned 
  creatureUM, crushing 
  despair, curse of 
  disgustAPG, deep slumber, 
  demanding messageUI, dominate 
  animal, geas (lesser), good hope, 
  malicious spiteUM, nixie’s lureARG, out of 
  sight*, overwhelming griefUM, smug narcissismUM, 
  symbol of laughterACG, synaptic pulseOA, synaptic 
  scrambleOA, terrible remorseUM, they knowUI, 
  triggered suggestionACG. 
  4th-level 
  Enchantment 
  Spells—animal 
  ambassadorUI, charm person (mass)UI, command 
  (greater), curse of the outcastUI, daze (mass)
  UM, 
  denounceAPG, 
  dominate 
  person, 
  envious 
  urgeUM, 
  forbid 
  action 
  (greater)UM, 
  forgetful 
  slumberARG, hold monster, hollow heroismUI, 
  mad sultan’s melodyHA, mindwipeOA, modify 
  memory, pessimismHA, serenityUM, sleepwalkAPG, 
  sleepwalking 
  suggestionHA, 
   
  synaptic 
  pulse 
  (greater)OA, utter contemptUM.
  5th-level 
  Enchantment 
  Spells—castigate 
  (mass)APG, cloak of dreamsAPG, compelling rantHA, 
  crime waveUI, feeblemind, foe to 
  friendAPG, foster hatredOA, heroism 
  (greater), inflict pain (mass)OA, mind 
  fog, mind swapOA, phobiaHA, pox of 
  
  7
  rumorsUI, primal regressionOA, psychic surgeryOA, 
  repress memoryOA, suggestion (mass), symbol of 
  sleep, vengeful outrageUM.
  6th-level Enchantment Spells—charm monster 
  (mass), demand, euphoric tranquillityAPG, geas/
  quest, hold person (mass), hollow heroism (greater)
  UI, insanity, irresistible dance, life of crimeUI, mass 
  demanding messageUI, overwhelming presenceUM, 
  power word blind, symbol of persuasion, waves of 
  ecstasyUM.
  Fey MesMerist illusion specialisM spells
  An illusion specialist has the following nature 
  spells on her specialism spell list.
  0-level Illusion Spells—ghost sound, haunted 
  fey aspectUC.
  1st-level 
  Illusion 
  Spells—auditory 
  hallucinationUI, blendARG, blurred movementACG, 
  color spray, decrepit disguiseOA, disguise self, 
  disguise weaponACG, invigorateAPG, jitterbugsARG, 
  magic aura, magic mouth, open and shutUI, 
  paranoiaOA, 
  quintessenceOA, 
  silent 
  image, 
  thought echoOA, vanishAPG, ventriloquism.
  2nd-level Illusion Spells—absurdityHA, blur, 
  dark whispersUI, ghostly disguiseUM, haunting 
  mistsUM, hypnotic pattern, illusion of calmUC, 
  implant false readingOA, instigate psychic 
  duelOA, 
  invisibility, 
  mad 
  hallucinationUM, 
  minor image, mirror image, misdirection, 
  muffle soundACG, oneiric horrorOA, phantasmal 
  afflictionUI, phantom trap, placebo effectOA, 
  shadow anchorARG, shifted stepsUI, silence, 
  silent tableACG, symbol of mirroringUM, twilight 
  hazeACG.
  3rd-level 
  Illusion 
  Spells—adjustable 
  disguiseACG, agonizing rebukeARG, appearance 
  of lifeHA, audiovisual hallucinationUI, aura 
  alterationOA, 
  displacement, 
  dreadscapeHA, 
  dream dalliance*, false futureUI, fearsome 
  duplicateARG, illusion of treacheryUI, illusory 
  script, instant fakeUI, invigorate (mass)APG, 
  invisibility sphere, isolateMC, loathsome veilUM, 
  magic aura (greater)UI, major image, mindscape 
  doorOA, minor dreamARG, oneiric horror (greater)
  OA, synesthesiaOA, undetectable trapUI,  vision of 
  HellUM.
  4th-level Illusion Spells—complex hallucinationUI, 
  create mindscapeOA, deceitful veneerUI, dream, 
  hallucinatory terrain, horrific doublesHA, illusion 
  of treachery (greater)UI, illusory wall, impossible 
  anglesHA, invisibility (greater), minor phantom 
  objectARG, phantasmal asphyxiationHA, phantasmal 
  killer, quieting weaponsUI, shadow conjuration, 
  shocking imageUC, zone of silence.
  5th-level Illusion Spells—dream councilOA, 
  false vision, major phantom objectARG, mirage 
  arcana, mislead, nightmare, persistent image, 
  phantasmal webAPG, psychic asylumOA, seeming, 
  shadow endurance*, shadow evocation, shadow 
  walk, subjective reality*, synesthesia (mass)OA, 
  village veilARG. 
  6th-level Illusion Spells—charnel houseHA, 
  create mindscape (greater)OA, false vision 
  (greater)UI, invisibility (mass), mantle of doubt*, 
  night terrorsHA, permanent image, phantasmal 
  putrefactionHA, 
  phantasmal 
  revengeAPG, 
  programmed image, project image, scripted 
  hallucinationUI, triggered hallucinationUI, veil.
  Fey MesMerist light specialisM spells
  A light specialist has the following light spells 
  on her specialism spell list. She also adds two 
  spells per spell-level of the fey mesmerist’s 
  choice, in any combination of fire or illusion 
  spell, as long as those spells do not have the 
  shadow descriptor.
  0-level Light Spells—dancing lights, flare, 
  light.
  1st-level Light Spells—dancing lanternAPG, 
  faerie 
  fire, 
  flare 
  burstAPG, 
  snapdragon 
  fireworksUM, unwelcome halo*.
  2nd-level 
  Light 
  Spells—blinding 
  rayARG, 
  burst of radiance*, continual flame, corpse 
  lanterns*, discovery torchUC, flickering lightsHA, 
  light lanceAPG, light prison*.
  3rd-level Light Spells—campfire wallAPG, 
  dark-light*, daybreak arrowUC, daylight, light 
  of the goddess*, searing light, silverlight*, 
  wrathful mantleAPG. 
  4th-level Light Spells—burst with light*, 
  shield of the dawn*, unbearable brightnessACG, 
  wandering star motesAPG. 
  5th-level Light Spells—pillar of lifeAPG, wall 
  of light*.
  6th-level Light Spells—blazing rainbowACG, 
  shield of the dawn (greater)*, sunburst. 
  Fey MesMerist nature specialisM spells
  A nature specialist has the following nature 
  spells on her specialism spell list. She also adds 
  three other druid spells per spell-level of the 
  fey mesmerist’s choice. One 5th-level spell can 
  be a non-attack 6th-level druid spell, and two of 
  the 6th-level spells can be 7th or 8th-level druid 
  spells.
  
  8
  0-level Nature Spells—detect magic, detect 
  poison, flare, light, read magic. 
  1st-level 
  Nature 
  Spells—blendARG, 
  call 
  animalAPG, 
  faerie 
  fire, 
  obscure 
  poisonUI, 
  obscuring mist, share languageAPG, remove 
  sicknessUM. 
  2nd-level Nature Spells—animal messenger, 
  animal trance, aversionOA, commune with 
  birdsARG, delay diseaseARG, delay poison, detect 
  magic (greater)UI, hold animal, quick changeHA, 
  restoration 
  (lesser), 
  sense 
  fearHA, 
  share 
  language (communal)UC, wartrain mountUM.
  3rd-level Nature Spells—dominate animal, 
  dispel magic, nixie’s lureARG, scrying.
  4th-level 
  Nature 
  Spells—freedom 
  of 
  movement, old salt’s curseARG, restoration.
  5th-level Nature Spells—primal regressionOA.
  6th-level Nature Spells—scrying (greater), 
  true seeing.
  Fey MesMerist shadow specialisM spells
  A shadow specialist has the following shadow 
  spells on her specialism spell list. She also adds 
  two spells per spell-level of the fey mesmerist’s 
  choice, in any combination of illusion or 
  necromancy spell, as long as those spells do not 
  have the light descriptor.
  0-level Shadow Spells—none.
  1st-level Shadow Spells—shadow weaponUM.
  2nd-level Shadow Spells—darkness, dark 
  whispersUI, dust of twilightAPG, haunting mistsUM, 
  protective penumbraUM, twilight hazeACG, shadow 
  anchorARG, umbral weapon*.
  3rd-level Shadow Spells—deeper darkness, 
  gloomblind boltsARG, shadow enchantment*, 
  shifting shadows*, twine double*.
  4th-level Shadow Spells—ghost brandUI, 
  minor phantom objectARG, shadow barbs*, 
  shadow conjuration, shadow dragon aspect*, 
  shadow of doubt*, shadow stepUM, simulacrum 
  (lesser)UM.
  5th-level Shadow Spells—charnel houseHA, 
  major phantom objectARG, shadow evocation, 
  shadow endurance*, shadow walk, symbol of 
  strikingUC.
  6th-level 
  Shadow 
  Spells—dirge 
  of 
  the 
  victorious knights*, project image, shadow 
  conjuration (greater), shadow enchantment 
  (greater)*.
  Greenweaver 
  (Kineticist Archetype)
  Your communion with the green goes far deeper 
  than that of other kineticists who embrace the 
  living wood of phytokinesis. You truly become 
  one with the green, with your roots extending 
  into the supernal soil of the faerie realms. 
  Class Skills: A greenweaver adds Knowledge 
  (nature) and Handle Animal to her list of class 
  skills.
  Plant Focus (Ex): A green weaver must choose 
  wood as her primary element. She gains basic 
  phytokinesis as her basic manipulation and is 
  considered a phytokineticist for the purpose 
  of meeting feat prerequisites. She gains wood 
  blast as a simple blast wild talent and flesh of 
  wood as a defense wild talent. She can use all of 
  the infusions listed below with wood blast and 
  its composites. 
  1st—basic 
  phytokinesis, 
  kinetic 
  cover, 
  pushing 
  infusion, 
  roots; 
  2nd—entangling 
  infusion, merciful foliage, woodland step; 3rd—
  brachiation, impale, thorn flesh, warp wood; 
  4th—greensight, plant disguise, shape wood, 
  toxic infusion; 5th—plant puppet, wild growth, 
  woodland step (greater); 6th—deadly earth, 
  green tongue; 7th—toxic infusion (greater); 
  8th—forest siege, wood soldiers.
  You draw energy and elemental matter from 
  the First World, rather than from the Ethereal 
  Plane; you may never gain the Reverse Shift 
  utility wild talent, and this differentiation may 
  impose additional limitations and effects upon 
  your abilities at your GM’s discretion. 
  Verdant Flesh (Ex): A greenweaver treats 
  her Constitution score as 4 points higher 
  for purposes of all kineticist class abilities, 
  including the save DCs of her wild talents, the 
  damage dealt by her blasts and the amount of 
  burn that she may accept. 
  A greenweaver is always treated as a plant 
  creature and as a fey creature – in addition 
  to her normal type – for the purposes of a 
  ranger’s favored enemy, bane weapons, spells 
  such as antilife shell and horrid wilting, and 
  for all similar effects. She does not gain the 
  immunities, benefits, or traits of a true plant 
  or fey creature and does not gain vulnerability 
  to fire.
  This replaces the 1st-level infusion.
  Feybark (Ex): At 2nd level, a greenweaver 
  
  9
  gains DR 1/cold iron. This DR increases by 1 
  for every 2 kineticist levels you possess beyond 
  2nd. By accepting 1 point of burn – which 
  counts as accepting burn while activating an 
  ability granted by this feat (see below) – she 
  can increase this DR by 1 until the next time 
  her burn is removed, to a maximum damage 
  reduction equal to her kineticist level. This 
  replaces the 2nd-level utility wild talent.
  Sprouting Surge (Su): At 3rd level, whenever 
  a greenweaver accepts burn while using a Wood 
  wild talent, while activating an class feature of 
  this archetype, or negate a 
  point of burn via the gather 
  power 
  class 
  ability 
  while 
  using a Wood wild talent, 
  the 
  unstoppable 
  living 
  energy that flows through 
  her causes a dangerous surge 
  of riotous plant growth to 
  writhe, sprout, bloom, and 
  spread violently outwards in 
  a 5-ft. radius from her. This 
  effect deals damage equal 
  to her kineticist level to all 
  unattended worked or man-
  made objects and structures 
  in the area; the damage of 
  this effect ignores hardness 
  less than 10. After using this 
  effect, the affected area is 
  treated as a heavily wooded 
  area or forest environment 
  – complete with soft, bare 
  soil – until the end of your 
  next turn for purposes of 
  all kineticist class abilities; 
  in this way, she may freely 
  use the Brachiation or Roots 
  utility wild talents even in 
  other types of terrain. The 
  radius of this effect increases 
  by 5 feet for every 3 levels 
  beyond 3rd. 
  If the greenweaver is at least 
  9th level, she can also make 
  a combat maneuver check to 
  bull rush any enemies within 
  her sprouting surge, using 
  her 
  Constitution 
  modifier 
  in place of her Strength 
  modifier 
  and 
  adding 
  a 
  bonus equal to her current 
  burn total on this check. 
  She cannot push creatures more than 10 feet 
  with this check, but she can attempt a second 
  combat 
  maneuver 
  check 
  (with 
  the 
  same 
  modifiers described above) to trip all creatures 
  that she succeeded in pushing 10 feet with her 
  sprouting surge. Creatures knocked prone take 
  1/4th normal base damage of her Wood simple 
  blast. A greenweaver may not apply infusions – 
  neither a form nor a substance – to this special 
  type of blast.
  Plants and fey are immune to a greenweaver’s 
  sprouting surge. 
  
  10
  This replaces the elemental overflow normally 
  gained at 3rd, 9th, and 15th level. 
  Elemental Overflow (Ex): A greenweaver 
  gains this class feature at 6th level rather than 
  3rd level, and treats her kineticist level as one-
  half her actual level for the purpose of this 
  ability. 
  Feywood Spellsource (Sp): At 5th level, 
  whenever a greenweaver is in forest terrain 
  or a heavily wooded environment, she can use 
  alter self, charm person, entangle, and memory 
  lapseAPG at will as spell-like abilities, accepting 
  one point of burn each time she uses one of 
  these abilities. 
  At 10th level, she may additionally use 
  hallucinatory terrain, modify memory, mythic 
  memory lapseAPG, MAdv, tree stride, and wall of 
  thorns at will as spell-like abilities. She can 
  use modify memory as a standard action. The 
  greenweaver must accept two points of burn 
  each time she uses one of these abilities. 
  At 
  15th 
  level, 
  the 
  greenweaver 
  may 
  additionally use mass charm monster, summon 
  nature’s ally VII (summoning 1 nuckelaveeB3 
  or 1d4+1 shambling mounds only), transmute 
  metal to wood, and transport via plants at will 
  as spell-like abilities, accepting three points of 
  burn each time she uses one of these abilities. 
  The save DC for these spell-like abilities is 
  equal to 10 + ½ the greenweaver’s kineticist 
  class level + her Constitution modifier. She 
  uses 
  Constitution 
  modifier 
  when 
  making 
  concentration checks in conjunction with these 
  abilities. 
  This replaces the 5th-level infusion.
  Voidseer (Su): At 7th level, a greenweaver 
  must select Void as her expanded element. 
  In addition, she can use Knowledge (nature) 
  in place of Knowledge (planes) to identify 
  creatures native to the Fey Realms or Shadow 
  Plane, regardless of their creature type, or to 
  know information about either plane. She can 
  select any element she wishes as her expanded 
  element at 15th level. This alters expanded 
  element.  
  Infusion Specialization (Ex): A greenweaver 
  gains this class feature at 8th level rather than 
  5th level and treats her kineticist level as 3 
  lower than her actual level for the purpose of 
  this ability. 
  Hidden Guardian 
  (Ranger Archetype)
  Hidden guardians represent an old ranger 
  tradition. They tend to be secretive and only 
  train family members, but maintain contact 
  with others of their kind, forming a loose 
  organization. Hidden guardians seek to fight 
  evil as best they can, but know that discretion 
  is sometimes the better part of valor. More 
  powerful hidden guardians learn how to better 
  protect their minds. 
  Alignment: Any good. A hidden guardian 
  who becomes non-good loses this archetype, 
  and cannot regain it unless he returns to his 
  former alignment and atones for his deeds (see 
  the atonement spell description).
  Class 
  Skills: 
  A 
  hidden 
  guardian 
  adds 
  Diplomacy (Cha) to his list of class skills, 
  instead of Knowledge (dungeoneering). This 
  alters the ranger’s class skills.
  Studied Strike (Su): At 1st level, a hidden 
  guardian gains the studied strike class feature, 
  treating his hidden guardian level as his 
  slayerACG level for purpose of this ability. This 
  ability replaces favored enemy. 
  Lay on Hands (Su): At 4th level, a hidden 
  guardian gains the lay on hands class feature, 
  treating his hidden guardian level as his 
  paladin level for purpose of this ability. He uses 
  Wisdom, rather than Charisma, to determine 
  the number of times per day that this ability 
  can be used. This ability replaces spells. 
  Mercies (Su): At 4th level, a hidden guardian 
  gains the mercy class feature, treating his 
  hidden guardian level as his paladin level -1 
  for purpose of this ability. This ability replaces 
  hunter’s bond.
  Impregnable Mind (Su): At 9th level, a 
  hidden guardian’s secrecy, obscurity, and 
  mental conditioning reach superhuman levels. 
  He becomes immune to any divination spell, 
  spell-like ability, or effect that allows a saving 
  throw (though he can still allow a divination 
  effect to affect him if he wishes).
  At 11th level, a hidden guardian’s mind 
  becomes even more resistant to divination 
  spells. Those who wish to use divination spells 
  on him that do not allow a saving throw are 
  required to succeed at a caster level check (DC 
  = 15 + his hidden guardian level). This ability 
  replaces evasion, quarry and improved quarry.
  
  11
  Evasion (Ex): When he reaches 16th level, a hidden 
  guardian can avoid even magical and unusual 
  attacks with great agility. If he makes a successful 
  Reflex saving throw against an attack that normally 
  deals half damage on a successful save, he instead 
  takes no damage. Evasion can 
  b e 
  used only if the hidden 
  guardian is wearing light 
  armor, medium armor, or 
  no armor. A helpless 
  hidden guardian does 
  not gain the benefit of 
  evasion. This ability 
  replaces improved 
  evasion.
  No Mind 
  (Su): At 
  20th level, 
  a hidden 
  guardian 
  has developed 
  astounding 
  mental defences, 
  benefitting 
  from constant 
  mind blank. 
  This ability 
  replaces 
  master 
  hunter. 
  Huntsman 
  (Medium Archetype)
  In some ways, huntsman mediums hearken back to 
  earlier times, in that they are expert trackers and 
  hunters, and cannot channel more “sophisticated” 
  legendary spirits such as the archmage or 
  hierophant. Despite representing an older tradition, 
  there are plenty of huntsmen in the current day, and 
  many also gain the worldly medium archetype (see 
  Occult Archetypes from Legendary Games). They 
  have much in common with druids, huntersACG, and 
  rangers.
  Weapon Proficiencies: A huntsman is proficient 
  with all ranged martial weapons as well as with 
  simple weapons. This alters the medium’s weapon 
  proficiencies. 
  Huntsman 
  Spells: 
  A 
  huntsman cast spells as a 
  medium, but draws her spells 
  known from the hunterACG 
  spell list, instead of from the 
  medium spell list. Only druid 
  spells of 4th level and lower and 
  ranger spells are considered to be part 
  of the huntsman spell list. These spells are 
  psychic for the huntsman, not divine. This 
  ability alters medium spellcasting.
  Chaotic, Evil, Good, and Lawful Spells: A 
  huntsman can’t cast spells of an alignment opposed 
  to her own or her deity’s (if she has one). Spells 
  associated with particular alignments are indicated 
  by the chaos, evil, good, and law descriptors in their 
  spell descriptions.
  Spirit Legends (Su): A huntsman gains access 
  to the Animal Spirit legendary spirit instead of an 
  archmage spirit, and the Druid legendary spirit 
  instead of a hierophant spirit. These spirits are 
  described in the Appendices. This ability alters 
  the spirit ability.
  Track (Ex): At 2nd level, a huntsman gains 
  Survival as a class skill, and adds 1/2 her level to 
  Survival skill checks made to follow tracks. This 
  ability replaces shared séance.
  Swift Tracker (Ex): At 9th level, a hunter 
  can move at her normal speed while using 
  Survival to follow tracks without taking 
  the normal –5 penalty. She takes only a 
  –10 penalty (instead of the normal –20) 
  when moving at up to twice normal 
  speed while tracking. This ability 
  replaces propitiation.
  designer’s note: hidden guardians
  As 
  originally 
  written, 
  the 
  introductory 
  paragraph for this archetype could be too world 
  specific, so those elements were removed. GMs 
  should plan how the hidden guardians best fit 
  into their game world. The basic idea is that of 
  a ranger/paladin hybrid who tries to fight evil 
  while not showing their hand too much.
  
  12
  Jester 
  (Bard Archetype) 
  A jester is a humorist par excellence, a joking 
  prankster whose ribald tales bring laughter and whose 
  capering antics spread glee, but whose tongue is sharp 
  as a dagger and whose japes and insults put acid to 
  shame. A jester never takes herself or any situation too 
  seriously, but those who mistake her for a prancing 
  fool may find she always gets the last laugh. 
  Antagonize (Ex): A jester gains AntagonizeUM as 
  a bonus feat, and gains a bonus equal to one-half his 
  bard level (minimum +1) on Diplomacy, Intimidate, 
  or Sense Motive checks made as part of using this 
  feat. This replaces bardic knowledge. 
  Bardic Performance: A jester gains the following 
  types of bardic performance. 
  Satire (Su): A jester can use insults, taunts, and 
  ridicule to undermine the confidence of enemies 
  who hear him, causing them to take a –1 penalty 
  on attack and damage rolls (minimum 1) and a –1 
  penalty on saves against fear and charm effects as 
  long as the bard continues performing. This penalty 
  increases by –1 at 5th level and every six levels 
  thereafter. Satire is a language-dependent, mind-
  affecting ability that uses audible components. 
  This performance replaces inspire courage.
  Harmless Performer (Su): At 3rd level, a jester can 
  use performance to appear ridiculous, impotent, 
  and unworthy of being attacked. While using this 
  performance, whenever an enemy targets the jester, 
  the enemy must succeed at a Will save (DC 10 + 1/2 the 
  bard’s level + the bard’s Cha bonus) or be unable to 
  attack him this round, as per sanctuary. The enemy 
  loses the attack that targeted the jester, but may 
  target other creatures with any remaining attacks it 
  is allowed. If the opponent was targeting the jester 
  with a spell, it must succeed at a concentration 
  check at the same DC or lose the spell. If this check 
  succeeds, it may target another creature with the 
  spell instead. This mind-affecting ability requires 
  audible or visual components. 
  This performance replaces inspire competence.
  Cheer Up (Su): At 8th level, jester can calm the fears 
  of allies and help shake them out of the doldrums 
  of depression. He can target one ally within 30 
  feet, affecting that target as remove fear and also 
  granting that ally a +2 morale bonus on attack rolls 
  and saving throws against any creature that uses a 
  fear effect against them, including Intimidate checks 
  made to demoralize them. This performance affects 
  all emotion-based effects in the same way it affects 
  fear. He can affect one additional ally for every 4 
  levels after 8th.
  This performance replaces dirge of doom.
  Madcap Prank (Su): At 9th level, a jester can use 
  performance to discomfit a target within 30 feet, 
  causing its clothing to become tangled, its headgear 
  to fall down over its eyes, or even causing it to slip 
  and fall or otherwise be made to appear a fool. The 
  target must make a Reflex save (DC 10 + 1/2 the 
  bard’s level + the bard’s Cha modifier) each round 
  that it hears or sees the performance, or it takes one 
  of the following random effects each round:
  1—blinded, 
  2—dazzled, 
  3—deafened, 
  4—entangled, 
  5—fall prone, 
  6—nauseated.
  Each effect lasts 1 round, plus 1 round for every 5 
  points by which the target fails its save. 
  This performance replaces inspire greatness.
  Scandal (Su): A jester of 14th level or higher can 
  combine salacious gossip and biting calumny to 
  incite a riot. Each enemy within 30 feet is affected 
  as if by a song of discord for as long as it can hear 
  the performance. A successful Will save (DC 10 + 1/2 
  the bard’s level + the bard’s Cha modifier) negates 
  the effect, and that creature is immune to this ability 
  for 24 hours. Scandal is a language-dependent, mind-
  affecting ability that uses audible components. 
  This performance replaces frightening tune.
  The Joke’s On You (Su): A jester of 15th level can 
  turn an enemy’s advantage against them. When 
  using this performance, any competence or insight 
  bonus used by an enemy against the jester is treated 
  instead as a penalty, while the jester gains the bonus 
  instead on any rolls made against that creature. The 
  jester can always take attacks of opportunity against 
  a creature that performs an action that normally 
  provokes an attack of opportunity, even if the 
  creature has an ability or takes an action that would 
  prevent that attack of opportunity, such as casting 
  a spell defensively, using the grab special attack to 
  grapple a creature, or using Acrobatics when moving 
  through a threatened area. If the jester has already 
  used his allotment of attacks of opportunity, he can 
  expend 2 rounds of performance as a free action to 
  take an additional attack of opportunity.
  In addition, whenever an opponent confirms a 
  critical hit against a jester, he can expend 5 rounds 
  of bardic performance as an immediate action to 
  
  13
  gain a 50% chance to negate that critical it, treating 
  it as a normal hit. If the jester threatens his attacker 
  when he uses this ability, he can use his madcap 
  prank ability against the attacker as part of the 
  same immediate action. The madcap prank occurs 
  simultaneously with the attack; its effects begin 
  after the attack is resolved, but they occur even if 
  the jester is killed or incapacitated. 
  Ridiculous Weaponry (Ex): At 2nd level, a jester 
  gains either Catch Off-Guard or Throw Anything as a 
  bonus feat. When wielding an improvised weapon, a 
  jester gains a +2 circumstance bonus on Bluff checks 
  made to feint or attack rolls made as part of the aid 
  another action. A jester can juggle up to three Small 
  objects at a time and is considered to be holding or 
  wielding all three items at once, which may be used 
  as improvised melee or ranged weapons. This does 
  not grant him additional attacks, though he can 
  use different weapons as part of a full attack. If he 
  is juggling only one or two items, he is juggler is 
  considered to have a free hand. If the jester is affected 
  by any action or condition that would require a 
  concentration check while he is juggling, he must 
  attempt a Sleight of Hand check against the 
  DC of the concentration check, treating the 
  spell level as twice the number of objects 
  being juggled, to avoid dropping all juggled 
  objects but one, determined randomly.
  This replaces well-versed.
  Versatile 
  Performance 
  (Ex): 
  A 
  jester must select Perform (comedy) as 
  his versatile performance at 2nd level. 
  Jesters do not gain additional versatile 
  performances every 4 levels after 2nd. 
  This alters versatile performance.
  Trickster (Ex): At 5th level, a jester 
  gains Improved Dirty Trick as a bonus 
  feat and can use his Charisma score in 
  place of Intelligence as a prerequisite for 
  combat feats. This ability counts as having 
  the Combat Expertise feat for purposes of 
  meeting feat prerequisites. In addition, once 
  per day he can add his Charisma modifier as 
  a bonus on a dirty trick, disarm, reposition, 
  or trip combat maneuver check, and that 
  combat maneuver does not provoke 
  attacks of opportunity. He can use this 
  ability one additional time per day for 
  every six levels he possesses beyond 5th, 
  to a maximum of three times per day at 
  17th level. 
  At 10th level and every 5 levels thereafter, a 
  jester may select one of the following as a bonus 
  feat: Greater Dirty Trick, Greater Disarm, Greater 
  Feint, Greater Reposition, Greater Trip, Improved 
  Disarm, Improved Feint, Improved Reposition, 
  Improved Trip. 
  This replaces lore master and jack-of-all-trades.
  Broad Comedy (Ex): At 6th level, a jester learns 
  how to tailor his comedy to creatures of different 
  types. He may select one creature type other than 
  his own (and subtype, if he selects outsiders). He 
  gains a +2 circumstance bonus on Perform (comedy) 
  checks with creatures of that type, and creatures of 
  that type no longer gain a +4 bonus on their saving 
  throw against hideous laughter spells used by the 
  jester, whether cast by him or from a magic item. 
  In addition, he can use spells with the language-
  dependent descriptor against creatures with whom 
  he does not share a common language, though they 
  gain a +4 bonus on their saving throw (or a normal 
  saving throw, if no save is normally allowed). He 
  may select an additional creature type every 4 levels 
  after 6th. This replaces the versatile performances 
  normally gained at 6th level and thereafter. 
  
  14
  Knight-Surgeon 
  (Cavalier Archetype) 
  A knight-surgeon is a cavalier trained in the arts 
  of healing, whether on the battlefield or away 
  from it. This vital function is especially important 
  when divine spellcasters are not available, or in 
  low-magic settings. Knight-surgeons also receive 
  a small amount of psychic training, enabling them 
  to treat various conditions. These knights are not 
  trained in mounted combat, but are still skilled 
  warriors.
  Skills: A knight-surgeon adds Heal (Wis) to his 
  class skills. This alters the cavalier’s class skills. 
  Order: A knight-surgeon cannot select an order 
  that grants or improves an ability that depends 
  on using a mount, such as the order 
  of the sword. Virtually all knight-
  surgeons are members of the order of 
  the dragon or the order of the shield. 
  Expert Healer (Ex): At 1st level, 
  a knight-surgeon further develops 
  their healing skills. A knight-surgeon 
  receives a morale bonus on all Heal 
  checks equal to 1/2 his knight-surgeon 
  level (minimum +1). This bonus is 
  also applied on any Craft (alchemy) 
  checks used to make alchemical 
  items with a medical use. This ability 
  replaces mount. 
  Touch Treatment (Su): At 3rd level, 
  a knight-surgeon can channel psychic 
  energy through his hands to help 
  allies shake off harmful conditions. 
  A knight-surgeon gains the touch 
  treatment class feature, using his 
  cavalier level as his mesmeristOA 
  level for purposes of this ability, 
  including further improvements at 
  higher levels. A knight-surgeon uses 
  Wisdom, rather than Charisma, to 
  determine the number of uses per 
  day. This ability replaces cavalier’s 
  charge. 
  Weapon Training (Ex): At 5th 
  level, a knight-surgeon gains weapon 
  training 1, like a fighter. He gains 
  weapon training 2 at 11th level, and 
  weapon training 3 at 20th level. This 
  ability replaces expert trainer, mighty 
  charge, and supreme charge. 
  archetype Variant: FootMan Knight
  Footman knight is a variant of the knight-
  surgeon archetype. Footman knights are entirely 
  mundane in nature, and exist in many different 
  cultures. Although not skilled in mounted combat 
  as other cavaliers are, most still use horses or 
  other mounts to travel overland, and dismount 
  to engage in combat.
  A footman knight gains the stern gaze class 
  feature (treating his footman knight level as his 
  inquisitorAPG level) at 1st level, armor training 1 at 
  3rd level, and armor training 2 at 11th level; these 
  replace the expert healer and touch treatment 
  class features.
  
  15
  Natural Channeler
  (Medium Archetype) 
  Some mediums are more concerned with the 
  natural world than other mediums, and venerate 
  the power of nature. They have much in common 
  with druids, and learn how to shape change like 
  druids. Such training means that they are less 
  concerned with the spirit world in general.
  Class Skills: Replace Knowledge (planes, 
  religion) with Knowledge (geography, nature).
  Druidic Legend (Su): A natural channeler 
  gains access to the Druid legendary spirit 
  instead of a heirophant spirit. This ability alters 
  the spirit ability. 
  Woodland Stride (Ex): Starting at 2nd level, 
  a natural channeler gains the woodland stride 
  druid class feature. This ability replaces shared 
  séance. 
  Trackless Step (Ex): Starting at 3rd level, 
  a natural channeler gains the trackless step 
  druid class feature. This ability replaces haunt 
  channeler. 
  Resist Nature’s Lure (Ex): Starting at 4th level, 
  a natural channeler gains the resist nature’s lure 
  druid class feature. This ability replaces the 
  increase to spirit bonus gained at 4th level.
  Wild Shape (Su): At 4th level, a natural 
  channeler gains the wild shape class feature, as 
  if she were a druid of the medium’s level. This 
  ability replaces location channel, connection 
  channel, propitiation, ask the spirits, astral 
  beacon, astral journey, trance of three, and 
  spacious soul. 
  Spells: A natural channeler replaces the 
  summon monster spells on her spell list with 
  summon nature’s ally spells of the same level.
  Order Of The Woodlands 
  (Cavalier Order)
  A cavalier who belongs to the order of the woodlands 
  has pledged himself to protecting the wild country 
  and those that dwell under the forest boughs. They 
  may have pledged themselves to a forest king or 
  a fairy queen, or simply appointed themselves as 
  guardians of the green places of the world. 
  Edicts: The cavalier must never attack animals, 
  plants, or fey unless they are being overtly hostile. 
  He must do his best to protect natural areas from 
  exploitation and the ravages of invaders and 
  despoilers. 
  Challenge: Whenever an order of the woodlands 
  cavalier issues a challenge, he (and his mount, 
  if he is mounted) can move through any sort of 
  undergrowth at his full normal speed and without 
  taking damage or suffering any other impairment 
  as long as he is moving directly towards the target 
  of his challenge. This does not apply to enchanted 
  or magically manipulated undergrowth or terrain.
  If the target of the cavalier’s challenge has cover 
  (but not total cover) from his attacks, that cover 
  bonus to AC is halved against his attacks. If the 
  cavalier’s attacks against the target of his challenge 
  have a miss chance due to concealment, he reduces 
  that miss chance by 10% for every four cavalier 
  levels he possesses. 
  Skills: An order of the woodlands cavalier adds 
  Knowledge (nature) (Int) and Survival (Wis) to 
  his list of class skills, and he can make Knowledge 
  (nature) checks untrained. If he has ranks in the 
  skill, he receives a bonus on checks for both skills 
  equal to 1/2 his cavalier level (minimum +1) as long 
  as the check involves forests or creatures native to 
  them. 
  Order Abilities: A cavalier that belongs to the 
  order of the woodlands gains the following abilities 
  as he increases in level:
  Forest Fighter (Ex): At 2nd level, whenever the 
  Variant natural channelers
  As presented here, the natural channeler archetype 
  gains aspects of traditional forest-based druids. 
  However, the Pathfinder Roleplaying Game 
  Advanced 
  Player’s 
  Guide 
  introduced 
  druid 
  archetypes for druids from non-forest terrains and 
  animal totem druids. If the GM wishes, variant 
  natural channeler archetypes can be created which 
  draw from these archetypes.
  To create a different terrain-based natural 
  channeler variant, the variant gains the archetype 
  class features that are gained by replacing resist 
  nature’s lure, trackless step, and woodland stride 
  (such as marshwight, swamp strider, and pond 
  scum for the swamp druid archetype) and any 
  changes to wild shape. 
  To create an animal totem-based natural 
  channeler variant, the variant gains the totem 
  transfmoration archetype class features and any 
  changes to wild shape.
  
  16
  cavalier is in forest terrain he gains a +1 bonus on 
  initiative checks and Perception checks due to his 
  well-attuned senses, and this bonus increases by 
  1 at 6th level and every four levels thereafter. In 
  addition, whenever he is adjacent to at least one 
  tree (or similar structures, at the GM’s discretion), 
  he gains a +1 cover bonus to AC and he cannot be 
  flanked. 
  Woodland Rider (Su): At 8th level, the cavalier 
  (and his mount, if he is mounted) can always move 
  through undergrowth without impediment or 
  damage, and if moving directly towards the target 
  of his challenge he can even move freely through 
  magically manipulated undergrowth, terrain, or 
  weather effects, as if using freedom of movement. 
  This does not allow him to escape from being 
  grappled by animate creatures. 
  Greensight (Ex): At 15th level, the cavalier can 
  expend one use of his challenge to gain greensight 
  for a number of rounds equal to his cavalier 
  level. While using this ability, the cavalier can see 
  through thick plant matter within 60 feet as though 
  it were transparent. Leaves, vines, greenery, and 
  undergrowth offer no concealment, though solid 
  wood still blocks his line of sight.
  FEATS
  The following feats, inspired by fairy tales and 
  fanciful stories, are more complex and often more 
  powerful than typical feats. This is intentional, 
  as they are designed to represent creatures that 
  have been radically changed by an encounter 
  with the Faerie Realms. The strange and weirdling 
  touch of such a surreal yet supernally beautiful 
  and wonderfully wild place can change a person 
  forever, in ways greatly unexpected by ordinary 
  mortals who have ne’er behind the worlds beyond 
  where the fair folk dwell. This book introduces the 
  faerie feat type, indicating feats that should be 
  accessible only by those who have trucked with 
  the Faerie Realms. The particular nature of how 
  a character should qualify for such feats is up to 
  each individual GM to establish, and it may include 
  game-mechanical elements from particular races or 
  classes (such as sorcerers with a fey bloodline), or 
  it may include in-play actions on the part of the PCs 
  as they discover ancient and eldritch secrets of the 
  fey through stumbling upon hidden relics, passing 
  through the Faerie Realms through the mysterious 
  crossroads and backroads of the world, a personal 
  encounter, romance, or other 
  blessing with a member of the 
  fey, or any other qualification 
  the GM feels is appropriate to 
  represent the special touch of 
  the fey. Alternatively, you can 
  use a feat such as the following 
  as a “gateway” feat allowing 
  access to taking faerie feats in 
  the future. 
  Fairy Blessing
  Through your service to one of 
  the fey, whether in passionate 
  love or chaste friendship and 
  alliance, you have been granted a 
  token of faerie favor. 
  Prerequisite: You must speak 
  Aklo or Sylvan, and you must 
  forge an intimate and personal 
  relationship with a sentient fey 
  creature. 
  Benefit: Creatures with the fey 
  type regard you as equivalent in 
  social status to a fey yourself, and 
  you gain a +2 bonus on Diplomacy 
  and Knowledge checks made 
  with regard to fey creatures. 
  
  17
  You also gain a +1 bonus on saving throws on saving 
  throws against mind-affecting effects, increased to +2 
  if they are created by a fey.
  Special: This feat serves as a prerequisite for all 
  faerie feats.
  Even if you use a feat like the above, it is likely to 
  be more fun to have your PCs research individual 
  feats as they progress through their careers, or to 
  obtain knowledge of new faerie feats through their 
  interactions with the fey or with fairy tale creatures 
  of various sorts. At the GM’s option, faerie feats 
  may be freely available for all fey creatures to take 
  for themselves. 
  Blazing eyes & Mad howls oF the 
  JaBBerwocK (Faerie)
  The strange trauma which gifted you with occult 
  power is tied -- in some way you cannot yet fully 
  comprehend -- to the legendary magic of that 
  terrible dragon of wind, insanity & flame which 
  haunts the deepest of this world’s dark woods ... 
  and the far-off nightmares of all Fair Folk.
  Prerequisite: Pyrokineticist (Fire element); non-
  Lawful alignment; see Special, below
  Benefit: You draw energy and elemental matter 
  from the Realm of the Fey, rather than from the 
  Ethereal Plane; you may never gain the Reverse 
  Shift utility wild talent, and all of your kinetic blasts 
  and wild talents manifest either as blasts of energy 
  from your eyes or as maniacal screams from your 
  lungs. This may impose additional limitations and 
  effects upon your abilities at your GM’s discretion.
  While you are in the woods, you are considered to 
  possess the Air element for purposes of all infusions 
  and utility wild talents, and all of your blasts are 
  considered to possess the [air] descriptor; thus, you 
  could gain the Air Shroud or Air’s Leap utility wild 
  talents, the Enveloping Winds elemental defense or 
  the Cyclone Form infusion, all usable only while in 
  the forest. You do not gain the Basic Aerokinesis 
  utility wild talent.
  You may choose to accept a point of burn as a 
  full-round action to “burble”: this blast of strange 
  noises and shouted nonsense in all the languages 
  known to you – and several languages you do not 
  know – affects all creatures other than you within a 
  30-foot-radius spread. All creatures within the area 
  must make a Will save (DC 10 + ½ your kineticist 
  level + your Constitution modifier) or become 
  confused (as per the confusion spell) for 1d4 
  rounds. Alternatively, you can focus your burble 
  to create a 30-foot line of sonic energy that deals 
  1d6 points of sonic damage per 2 kineticist levels 
  you possess (DC as above, Reflex save for half) and 
  which ignores all object hardness. The confusion 
  effect is mind-affecting; both are sonic effects.
  You may also choose, as a free action, to generate a 
  significant amount of hot, biting wind surrounding 
  you; you may use this ability whenever you make a 
  full attack action, whenever you burble, whenever 
  you accept or obviate a point of Burn while using 
  an ability with the [air] or [fire] descriptor or when 
  you move further than your base movement speed 
  in a single round. These blistering, tremendous 
  gusts deal no fire damage, but are sufficient to melt 
  snow and to make dry leaves smoke and smolder; 
  the feverish zephyr surrounds you to a radius of 20 
  feet, and is treated as severe wind: normal ranged 
  attacks take a -4 penalty when targeting you, and 
  Medium creatures must make a DC 10 Strength 
  check to approach. Small or smaller creatures in 
  this area that fail a DC 15 Strength check are blown 
  away. These winds last until the beginning of your 
  next turn. In any round that you use this ability, 
  you gain vulnerability to cold until the beginning of 
  your next turn; if you normally possess immunity 
  or resistance to cold, that ability is suppressed 
  during this time.
  Your eyes grow huge, bright and strange -- like 
  those of the Jabberwock -- while your Elemental 
  Overflow is active, often looking in different 
  directions. Similarly, your teeth and nails lengthen, 
  becoming sharper and more ragged as your voice 
  takes on a raspy & sing-song quality; your limbs 
  become gangly and thin, with knobby and awkward 
  joints, as your gut distends into a pot-belly.
  After you have used any of the abilities granted by 
  this feat (above), you are treated as both a dragon 
  creature and as a fey creature with the [air] and [fire] 
  subtypes -- in addition to your normal type – for 
  the purposes of a ranger’s favored enemy, for bane 
  weapons and for all similar effects (although you do 
  not gain the normal immunities, benefits or traits of 
  a true dragon or fey) for a number of hours equal 
  to your character level. In addition, during this time 
  you become shaken for 1 round (no save) if touched-
  by or successfully struck with a vorpal weapon; 
  you may not willingly move within 10 feet of such a 
  weapon, if it is drawn and wielded, and you may not 
  look directly at any creature bearing such a weapon, 
  granting the wielder cover against you.
  Special: This ability may be selected as a 
  Dampened Versatility bonus feat by an Elemental 
  AnnihilatorOA.
  
  18
  cloaK oF coiling thorns (Faerie)
  Your weapons and your armor, unforged: the 
  jagged blades of the forest shall line your path, and 
  shall become the path in turn.
  Prerequisite: Phytokineticist; character level 
  10th, see Special, below
  Benefit: Whenever you use the withdraw or run 
  action, you may choose to leave a wall of thorns behind 
  in each of the squares you exit. These thorns persist 
  until the end of your next turn; however, each round 
  on your turn you may choose to take a move action 
  to extend the duration of this 
  effect, thereby preventing 
  the spell from ending for 
  one additional round. By 
  accepting one point of 
  burn as you use this 
  ability – requiring an 
  immediate action – 
  you may pour a bit 
  of your own life-
  force into these 
  thorns; your wall 
  persists for one 
  additional round 
  per 
  character 
  level you possess 
  without requiring 
  any 
  further 
  actions.
  You may 
  additionally accept 
  one point of Burn 
  as a standard action 
  to use dimension door 
  as a spell-like ability; 
  magical transportation 
  granted by use of this feat 
  must begin and end in a square 
  adjacent to thorns conjured via use 
  of this ability.
  You may always pay for use of abilities 
  granted by this feat by use of Gather Power or from 
  your Internal Buffer.
  Special: You may gain this ability in place of a 
  Dampened Versatility feat, in place of a Utility Wild 
  Talent or in place of any Limited Versatility feat of 
  any type.
  Designer’s Note: This feat is intended primarily for 
  use by occultists with the Elemental AnnihilatorOA 
  archetype – who frequently begin their journey 
  upon the path by learning the Unforged Arrow of 
  the Wild feat – or those with the Body of Power 
  Unbreakable archetype who seek to master the 
  power of Autumn, and often in conjunction with 
  the Accelerating Kinetics feat (this archetype and 
  feat are described in Occult Archetypes 2 from 
  Legendary Games).
  darK chains Between the trees (Faerie)
  You serve and tend the gardens of the lords of 
  midnight, and their awful darkling power is made 
  great in your every word.
  Prerequisites: Shade of the WoodlandsISWG; must 
  worship a deity that grants the Darkness 
  domain.
  Benefit: You may gain the ability 
  of Unforged Arrow of the Wild 
  as a Faith Trait rather than as 
  a feat.
  All of your kinetic blasts, 
  wild talents and spell-
  like abilities gain the 
  shadow 
  descriptor; 
  when readied, your 
  kinetic blast can be 
  used to counterspell 
  any spell of equal or 
  lower level which 
  possesses the light 
  descriptor. 
  All 
  abilities 
  granted 
  this 
  Trait 
  and 
  all 
  of 
  your 
  wild 
  talents 
  become 
  divine in origin 
  just as much as 
  they are psychic; 
  any 
  effect 
  or 
  special 
  ability 
  that resists either 
  form of magic — 
  such as History of 
  HeresyUCam — is applied 
  to all supernatural, spell or spell-like effects you 
  create. In addition, you cannot use any divine or 
  psychic abilities unless you are in direct possession 
  of a spiked chain or your Umbrae Token.
  FruMious Quills oF the Bandersnatch 
  (Faerie)
  The incandescent fury and wickedly-barbed quills 
  of a raging, fairy-tale monster churn deep inside 
  you ... and, with a roar, you can let them rip-forth in 
  
  19
  a tremendous cascade.
  Prerequisite: Blazing Eyes & Mad Howls of the 
  Jabberwock feat; Pyrokineticist (Fire element); 
  Chaotic alignment; see Special, below
  Benefit: Whenever you use a kinetic blast with 
  the [air] or [fire] descriptor, you may accept one 
  additional point of Burn to deal +25% damage 
  (rounded down) to a single target of the attack; 
  this additional damage is dealt as physical 
  piercing damage. Any creature who suffers 
  piercing damage from this attack must succeed 
  at a Reflex save (DC = 10 + 1/2 your kineticist 
  level + your Constitution modifier) or 1d4 quills 
  lodge deeply into its flesh, causing this target 
  creature to become sickened until all of the quills 
  are removed; once removed, a quill swiftly fades 
  back into ash & nothingness. Removing one quill 
  requires a Heal check (DC = 10 + 1/4 your kineticist 
  level + your Constitution modifier) made as a 
  full-round action. For every 5 points by which a 
  Heal check exceeds this DC, one additional quill 
  is automatically removed. On a failed check, a 
  single quill is still removed but the process deals 
  1d10 points of damage + 1 point of damage for 
  every 2 kineticist levels you possess.
  When using this ability, you deal triple damage 
  on a critical hit.
  If you have missed with an attack roll or fallen 
  below half hit points within the last round, you 
  may use this ability without accepting a point of 
  burn; this is treated as obviating a point of burn for 
  purposes of other feats and abilities.
  All of the spell-like abilities with the [air] or [fire] 
  descriptor that you gain from the Kineticist class 
  may be used while you are raging or bloodraging. 
  You may also activate these effects defensively and 
  make concentration checks for these effects while 
  you are raging or bloodraging. In addition, while 
  you are raging or bloodraging, you may expend 
  2 rounds of your rage as an immediate action to 
  obviate one point of Burn as you accept it; this is 
  otherwise treated as expending power from your 
  Internal Buffer.
  You may not suppress the effects of your 
  Elemental Overflow ability while you are in a rage 
  of any kind; whenever that ability is active, thick 
  patches of tawny fur and jagged black quills burst-
  forth from your skin as your saucer-like eyes glow 
  a luminous, midnight-blue full of stars.
  Special: This ability may be selected as a 
  Dampened Versatility bonus feat by an Elemental 
  AnnihilatorOA.
  gaze oF deep wilderness (Faerie)
  You exist much like a bear: eat whenever you want, 
  sleep whenever you want, kill people in the woods 
  whenever you want. You have eyes without number 
  or name; you know where your enemies and allies 
  sleep, and you may find things better left lost. All 
  that your potent sight requires is a little time … and 
  sacrifice.
  Prerequisite: Non-good alignment, druid level 
  1st.
  Benefit: The following spells are added to your 
  druid spell list at the indicated spell level:
  1st—detect charm, discern next of kinACG
  2nd—locate object
  3rd—arcane 
  sight 
  (see 
  Special, 
  below), 
  clairaudience/clairvoyance
  4th—locate creature
  5th—symbol of scryingUM, telepathic bond
  6th—legend lore
  7th—greater arcane sight (see Special, below), 
  vision
  8th—discern location
  You may always choose to sacrifice living creatures 
  in lieu of paying for costly material components or 
  foci when using these spells.
  For each Hit Die worth of animal sacrifice that 
  you make within 24 hours before casting, you 
  reduce the final cost of a single spell by 25 gp. Each 
  Hit Die worth of humanoid sacrifice that you make 
  reduces the final cost by 50 gp. The sacrifice of 
  more powerful creatures may provide additional 
  benefits, at your GM’s discretion.
  Any druid instantly knows when you are using a 
  spell granted by this feat to learn information about 
  them or an item they are wearing or wielding. In 
  addition, the targeted druid immediately learns 
  your name, your general appearance, and your 
  location at the time you cast the spell. Any druid 
  who examines an area, creature, an object your 
  divination spell has studied within a number 
  of days equal to her druid level also learns this 
  information.
  Imperial forest dragons, nymphs, phytokineticists 
  and other creatures who either cast spells as druids 
  or who gain druid spells as spell-like abilities also 
  may be able to sense your divinations, at the GM’s 
  discretion.
  Special: Your eyes do not not glow blue while 
  you are using arcane sight or greater arcane 
  sight, unlike other casters. However, you must 
  
  20
  look through the eye-holes of an ornate, handmade 
  headdress which covers your face while the spell 
  is in effect. If you remove the mask, the effect is 
  suppressed until you don the mask once more, 
  though the spell’s duration continues to elapse.
  horrid shrieKs oF the JuBJuB Bird 
  (Faerie)
  The sharp & hateful screams of something 
  enormous, vicious and far too stupid to die echo 
  incessantly in your head. With only a little bit of 
  effort -- or the right kind of pain -- you can slice 
  open your soul and let those razor-sharp cries tear 
  out into the aching world.
  Prerequisite: Blazing Eyes & Mad Howls of the 
  Jabberwock feat; Pyrokineticist (Fire element); 
  non-Lawful and non-Good alignment; see Special, 
  below
  Benefit: Whenever you accept or obviate (see 
  below) a point of Burn to burble, all creatures 
  other than you within a 60-foot-radius spread must 
  additionally succeed at a Fortitude save (as per your 
  normal burble effect) or be stunned for 1d4 rounds. 
  This is a mind-affecting sonic effect.
  After you have been successfully damaged by any 
  attack that causes energy damage, you thereafter 
  gain resistance equal to half-again your kineticist 
  level (rounded down) to that energy type until the 
  end of your next turn; thus, if you were a 7th level 
  kineticist and you were struck with an attack that 
  dealt acid damage, you would afterwards gain acid 
  resistance 10 until the end of your next turn. If an 
  attack against you causes more than one type of 
  energy damage, you gain resistance to all the types 
  of energy damage dealt. If you have been damaged 
  by any attack that deals energy damage within the 
  last round, you may burble without accepting a 
  point of Burn; this is treated as obviating a point of 
  Burn for purposes of all feats and abilities.
  If you also possess the Frumious Quills of the 
  Bandersnatch feat, the special attack granted by 
  that ability deals +50% damage (rounded down) 
  rather than +25%, and this additional damage 
  is dealt as both physical piercing and slashing 
  damage. Any successful critical hit with that attack 
  also decapitates and instantly slays a living victim 
  of your own size category or smaller; a Fortitude 
  save (DC equal to that of your burble) negates this 
  decapitation but does not negate the triple damage. 
  Creatures without a head -- such as aberrations 
  and oozes -- are immune to this decapitation effect, 
  as are amorphous or truly alien beings including 
  elementals and plant creatures.
  While your Elemental Overflow is active, you 
  sprout incandescent feathers of many shifting, 
  unsightly and otherworldly colors -- especially a 
  grotesque, livid purple -- upon your elongated neck, 
  back and arms. The rest of your limbs becomes 
  patchy and pale, gruesomely emaciated and scaly. 
  shapeless and priMal terror (Faerie)
  You walk, unseen and unmolested, through the 
  tangled, twisted forests and the clanging, stinking 
  cities where timid humans huddle and press against 
  one another in the delusion of warmth and safety. 
  These oily cesspools of sweat and glass, sawdust 
  and rust are not safe from your predations: instead, 
  you are living proof that the darkness at the heart 
  of the woods is forever lurking outside the door, 
  baying in the cold wind and scratching at the 
  windowpane.
  Prerequisite: Shade of the WoodlandsISWG
  Benefit: You add the following spells to your 
  druid spell list:
  2nd—detect thoughts
  3rd—major image, suggestion
  4th—modify memory, greater invisibility
  5th—false vision, mind fog
  6th—mass modify memory, mislead
  7th—project image
  In addition, you may spend a single use of your 
  daily wild shape ability to gain any one of the 
  following benefits for 1 hour per druid level.
  Mind-Killer (Su): You are truly terrifying to 
  look upon, for you are death unmasked. Creatures 
  within 30 feet that meet a your gaze must succeed 
  on a Will save (DC: 10 +½ your druid level + your 
  Wisdom modifier) or stand paralyzed in fear for 1 
  round; creatures already suffering from fear effects 
  who fail this save also take 1d4 Wisdom damage. 
  This is a mind-affecting fear and paralysis effect. A 
  creature that successfully saves cannot be affected 
  again by this gaze effect for 1 day.
  Predator’s Cry (Su): You may scream as a full-
  round action, briefly filling the hearts of all herd 
  animals, scavengers, vermin and two-legged prey 
  around you with abject, mortal horror. All creatures 
  within a 60-foot-radius spread that hear you must 
  succeed on a Will save (DC: 10 + ½ your druid level + 
  your Wisdom modifier) or become panicked for 2d4 
  rounds. This is a sonic, mind-affecting fear effect. 
  Whether or not the save is successful, creatures 
  within the effect are immune to the predator’s cry 
  for 24 hours thereafter.
  
  21
  Unseen Voice (Su): You may use telepathy (range 
  100 ft.), at will, as long as you are in an area of 
  dim light or darkness. You may communicate 
  telepathically in any language you know.
  Special: Your cold devotions to the Uskwood 
  enhance this power over the weak-willed and 
  those who must be culled. For every one of the 
  following feats you possess, you may use this 
  ability an additional time per day without spending 
  a daily use of wild shape: Bloody Shade, Frozen 
  Shade, Silent Shade, Iron Shade, Shifting Shade, 
  Unhallowed Shade, Subtle Shade, Thorn-Wreathed 
  Shade, Winter Shade. These feats are described in 
  Legendary Villains: Dark Druids from Legendary 
  Games.
  You gain any of these special benefits in any form 
  you take; thus, you may spend two uses of your 
  daily wild shape ability to change forms and also to 
  activate these abilities concurrently.
  Special: You may never use any type of 
  mechanical transportation or conveyance, nor 
  travel via any means that is not either your own 
  limbs or some type of magic, from this day forward. 
  This includes – but is not limited to – carts, ships 
  and horseback. In addition, your personal Umbrae-
  Token now radiates faint enchantment and illusion 
  magic as well as necromancy. 
  Special: A cityscape hierophant druid (as 
  described in Intrigue Archetypes from Legendary 
  Games) may select this feat at 9th level and 
  above even if she does not have the Shade of the 
  Woodlands feat. 
  the cursed cycle, unending (Faerie)
  Although you may possess countless legions of 
  mortal enemies arrayed about the shadows, knives 
  drawn and smiles hungry, you fear very little. One 
  of your killers is sure to bring you back, eventually. 
  They always do. After all: the only thing worse 
  than you being alive is you being dead. In fact, 
  it is perhaps only the complex web of horrors, 
  punishments & egregious reciprocal vendettas 
  binding all of you that allows your people to have 
  anything approaching a civil society.
  Prerequisite: 
  Chaotic 
  or 
  Evil 
  alignment; 
  connection to the First World (see Special, below); 
  Arise Once More, Unquiet feat
  Benefit: You may prepare a single bestow 
  curse effect which triggers at the moment of your 
  death; if you possess 13 or more hit dice, you may 
  instead choose to prepare major curseUM.
  This curse always targets the creature whom 
  you hold responsible for your demise: the final 
  name you utter with your dying breath. If you 
  cannot guess the individual responsible for your 
  death – or if the target is outside the bounds of 
  your magical influence (see below) – this effect 
  instead targets the opponent closest to you.
  There is no range limit to this effect, although 
  your target must be on the same plane of existence 
  as you, and you must be otherwise capable of 
  scrying on your target; the DC for any saving 
  throw against an effect created by this feat is 
  equal to 10 + ½ HD + your Constitution modifier 
  or your Charisma modifier (your choice).
  If the target of your major curse succeeds on 
  its initial saving throw, that creature suffers the 
  effect once more after 24 hours; each subsequent 
  save increases the DC by a cumulative +1. 
  Likewise, if the target’s spell resistance obviates 
  the effect, the curse returns after 24 hours with a 
  +1 cumulative bonus to caster level. This process 
  continues until the targeted creature fails a save 
  against your curse or until you are successfully 
  raised from the dead. 
  
  22
  If the initial target of your curse dies before you 
  are returned to life, your curse leaps to a total 
  number of additional targets equal to your hit 
  dice. One half of these targets (rounded down) 
  are selected by the initial target of your curse at 
  the moment of its own death, subject to the rules 
  above, and the other targets are those of its allies 
  closest to it. Your curse leaps again in the same way 
  if any one of these targets is slain.
  A curse applied in this way cannot be undone 
  magically, even with a break enchantment or 
  remove curse, though a miracle or wish can end it 
  or redirect the effects of the curse to a new target.
  Note that you may freely choose to specify 
  additional conditions for “passing the contagion” in 
  the language of your curse: for example, you might 
  allow a creature with higher hit dice – thus, one 
  more likely to succeed in raising you – to accept the 
  burden, via a kiss.
  Any creature targeted by your major curse 
  automatically 
  knows 
  the 
  specific 
  conditions 
  necessary for your revival. Once you have returned 
  from the dead, all effects of your curse are 
  automatically lifted.
  true child oF the Forest (Faerie)
  Some seek command over plants and beasts; 
  you are a much more subtle master, preferring 
  to seduce & guide rather than to assert some 
  rude, fumbling control. At one with the teeming 
  and wild green, you exude potent pheromones 
  from every pore, slowly becoming more spirit 
  than flesh with every sunrise. A beautiful and 
  inhuman creature capable of manipulating the 
  weak-willed with ease, you are most comfortable 
  when tending to the minds of the brutish, simple 
  animals around you as if they were a part of 
  your private garden: with care, perhaps, but little 
  sympathy.
  Prerequisite: Cleric, druid, or inquisitor with 
  the Plant domain (alternatively, the Growth or 
  Decay subdomain); Eldritch HeritageUM (Verdant 
  bloodline)
  Benefit: You are considered to have the Nature 
  Mystery and the Revelation class feature, and to be 
  an Oracle of your class level, for purposes of the 
  Extra RevelationAPG feat.
  In addition, the following spells are considered to 
  be on your class spell list and list of spells known 
  for all divine spellcasting classes you possess. 
  1st—charm person
  3rd—charm monster, suggestion, vampiric touch
  5th—dominate person
  8th—mass charm monster
  You are highly susceptible to thirst, even if you 
  become undead, and must drink 10 gallons of 
  water or one gallon of blood each day to avoid 
  dehydration; if you become fatigued due to thirst, 
  you lose all benefits of this feat until such time as 
  you drink again and receive 8 hours of rest.
  You are considered a living plant creature (in 
  addition to all other types) for purposes of favored 
  enemy, smite, bane weapons and spells such as 
  antilife shell and horrid wilting, although you gain 
  no benefits of the creature type. You also take a -2 
  penalty on saves against fire effects.
  true loVe’s Kiss (Faerie)
  True Love’s Kiss can break the darkest curse; as 
  the most powerful of magic lives in the hopeful 
  heart of every dreamer.
  Prerequisite: non-evil alignment 
  Benefit: Choose any one character – PC or 
  NPC, subject to GM approval – as your true love; 
  alternatively, the GM might select a specific 
  character, without your knowledge, as your true 
  love. The selected character does not necessarily 
  have to choose you as his or her true love in 
  the event that he or she also selects this feat: a 
  mother might have true love for her young son, 
  but the son might gain the benefits of this feat 
  for another at a later time.
  As a full-round action that provokes an attack 
  of opportunity, you may kiss your true love; this 
  functions as a mythic break enchantmentMA or 
  a mythic dispel magicMA – your choice – with 
  a caster level equal to your character level, 
  and treating your mythic tier as one-half your 
  character level (or using your actual mythic tier, 
  if this is greater).
  You may gain this feat by retraining another 
  feat at any time you gain a level. You may retrain 
  this feat to any other in the event that your true 
  love dies, if you become evil, or if you otherwise 
  change in such a way that you no longer meet 
  the prerequisites.
  unForged arrow oF the wild (Faerie)
  You are breathing artillery, the cannonade born: 
  your bolts are dark as thunder, swift as a ray of 
  sunlight, sharp as poisoned thorns. It neither to 
  you to preach nor to proselytize; you are not the 
  shadowy ranger nor some silent forest warden. 
  Instead, quite simply put … from your scarred 
  
  23
  hands, nature vents Her purest wrath.
  Prerequisite: Phytokineticist 
  Benefit: You gain a single Revelation from the 
  Nature mysteryAPG. You are considered to have 
  the Revelation class feature and to be an oracle of 
  your character level for purposes of this ability. 
  You may freely select any one of the following as 
  a bonus feat for the Dampened Versatility class 
  feature or in place of any Utility Wild Talent: 
  Eldritch HeritageUM (for purposes only of the 
  Verdant Bloodline), Extra RevelationAPG, Greater 
  Eldritch 
  HeritageUM 
  (as 
  above), 
  Improved 
  Eldritch HeritageUM (as above), Skill Focus 
  (Knowledge: Nature).
  You are always considered to have your hands 
  free for purposes of kinetic blast, gather power, 
  and all other kineticist class abilities as long as 
  you are only holding a longbow.
  You may choose to reduce the burn cost of 
  any ability you possess – as a free action – by 
  sacrificing some of your connection to humanity 
  and to civilization, becoming more like the 
  nameless & untamed wild things of the deeper 
  world. This is treated as negating a point of Burn 
  via the Gather Power class ability while using a 
  Wood wild talent for purposes of the Fair Spirit 
  of Bright Rebirth feat.
  For each point of Burn you choose to obviate 
  in this way, you suffer a cumulative -2 penalty 
  on Appraise, Bluff, Craft, Diplomacy, Knowledge 
  skills, Linguistics, Perform, Profession and 
  Sense Motive checks; in addition, you lose all 
  ability to read and lose one language (other 
  than your native tongue), chosen randomly. You 
  retain these penalties until your burn is removed 
  normally. You may not negate a point of Burn in 
  this way if you are suffering a total penalty on 
  skill checks – from use of this ability – greater 
  than your character level.
  For 24 hours after reducing burn costs in 
  this way, you gain both the sickened and 
  staggered condition while within an active 
  urban environment. While in an area that was 
  once urban – such as a ruin, a long-abandoned 
  sewer-system, a city-sized crypt, a forgotten 
  and ancient necropolis or other area, as subject 
  to GM interpretation – you may obviate one of 
  those two conditions (your choice).
  Special: You are prohibited from wearing 
  metal armor; thus, you may normally wear only 
  padded, leather, leaf, wooden or hide armor. 
  You may wear armor that has been altered by 
  the ironwood spell so that it functions as though 
  it were steel. If you wear prohibited armor, you 
  are unable to use any of your supernatural or 
  spell-like class abilities while doing so and for 24 
  hours thereafter.
  Special: If you are a worshiper of Cernunnos, 
  you may gain this ability as a Faith Trait rather 
  than as a feat. If you do so, all abilities granted 
  this Trait and all of your wild talents become 
  divine in origin just as much as they are psychic; 
  any effect or special ability that resists either 
  form of magic — such as History of HeresyUCam 
  — is applied to all supernatural, spell or spell-
  like effects you create. In addition, you cannot 
  use any divine or psychic abilities unless you 
  are in direct possession of a longbow or of a 
  holy symbol specific to The Horned Lord. 
  walKer Behind the thorns (Faerie)
  People confuse the term “natural” with “sane” 
  or “healthy” all the time; the most natural thing 
  in the world, after all, is to be eaten alive by a 
  bear. You’ve seen the secret prehuman paths 
  below the world and between the trees, where 
  nameless things grow fat and dark on the still-
  twitching bodies of bursted horrors and gods-
  most-foul. You can stride along those blood-
  warm, twisted & organic roads, plunging down 
  into places outside all mortal comprehension … 
  and back, again.
  The black woods howl within you.
  Prerequisite: 
  Cloak 
  of 
  Coiling 
  Thorns, 
  Phytokineticist, class ability to accept burn; 
  character level 10th, non-lawful alignment, see 
  Special, below
  Benefit: Whenever you accept 2 points of burn 
  to use dimension door as a special move action, 
  you are considered to have used the withdraw 
  action for purposes of the square you exit.
  Whenever you leave a wall of thorns behind 
  in the square you exit, you may choose to leave 
  behind an identical effect in any square directly 
  adjacent to the space you depart.
  Special: This is treated as negating a point 
  of Burn via the Gather Power class ability for 
  purposes of the Heir to Power Unstable Trait 
  and for abilities like the Accelerating Kinetics 
  feat (see Occult Archetypes 2).
  You may gain this ability in place of a Dampened 
  Versatility feat, in place of a Utility Wild Talent 
  or in place of any Limited Versatility feat of any 
  type.
  
  24
  PRESTIGE CLASS: 
  UNICORN CHARGER
  Introduction
  A unicorn charger is the living embodiment of purity 
  and attunement with nature. Most often female, 
  unicorn chargers form a chaste yet passionate 
  devotion to the horned guardians of the forest and 
  fey realms and their wild spirit of freedom and 
  purity. This immanent communion allows them to 
  confer the semblance and powers of a true unicorn 
  on another mount. The mount of a unicorn charger 
  is elevated in mind, heart, and spirit to a creature 
  of surpassing grace and loveliness, yet also courage 
  and ferocity when threatened by those with evil 
  in their hearts. A unicorn charger and her mount 
  form a potent alliance to drive back the forces of 
  darkness and to bring light and healing wherever 
  they tread. 
  Requirements
  To qualify to become a unicorn charger, a character 
  must fulfill all the following criteria.
  Base Attack Bonus: +6
  Feats: Mounted Combat
  Skills: Handle Animal 5 ranks, Knowledge 
  (nature) 5 ranks, Survival 5 ranks
  Languages: Sylvan
  Alignment: Any good
  Class Feature: Divine bond, hunter’s bond, 
  mount, nature’s bond, or similar class feature that 
  grants a horse or pony (or similar creature, at the 
  GM’s discretion) animal companion.
  Special: An aspiring unicorn charger must have 
  made peaceful contact with a unicorn, whether 
  called, summoned, or present under its own power.
  Class Skills
  Skills (2 + Int bonus per level): Craft (Int), Diplomacy 
  (Cha), Handle Animal (Cha), Knowledge (nature) 
  (Int), Knowledge (religion) (Int), Profession (Wis), 
  Ride (Dex), Sense Motive (Wis), Stealth (Dex), and 
  Survival (Wis)
  Class Features
  The following are class features of the unicorn 
  charger prestige class.  
  Weapon and Armor Proficiency:  Unicorn 
  chargers are proficient with lances and shields (but 
  not tower shields) but otherwise gain no armor or 
  weapon proficiencies. 
  Spells: At 2nd level, a unicorn charger gains the 
  ability to cast a small number of divine spells each 
  day, which are drawn from the paladin spell list. Like 
  a paladin, a unicorn charger uses her Charisma score 
  to determine what level of spells she can cast, the save 
  DC of spells she can cast, and bonus spells per day 
  of each level. Unlike a paladin, however, a unicorn 
  charger does not train in the deeper mysteries of 
  good faiths but instead are bound to the service of 
  benevolent nature spirits, including immortal unicorn 
  herdmasters and good-aligned fey lords, which grant 
  them a limited number of spells which they can cast 
  spontaneously without preparing them ahead of 
  time, assuming she has not yet used up her allotment 
  of spells per day for the spell’s level. 
  Table 1: Unicorn Charger Prestige Class 
  Hit Die: D10 
  Spells per Day
  Level
  Base 
  Attack 
  Bonus
  Fort
  Save
  Ref 
  Save
  Will 
  Save
  Special
  1st
  2nd
  3rd
  4th
  1st
  +1
  +1
  +0
  +0
  Aura of good, detect evil, unicorn mount, wild 
  empathy
  –
  –
  –
  –
  2nd
  +2
  +1
  +1
  +1
  Poison resistance +2, woodland stride
  0
  –
  –
  –
  3rd
  +3
  +2
  +1
  +1
  Horn of healing, smite evil 1/day
  1
  –
  –
  –
  4th
  +4
  +2
  +1
  +1
  Aura of courage, unicorn’s charge
  1
  0
  –
  –
  5th
  +5
  +3
  +2
  +2
  Forestmaster, poison resistance +4
  1
  1
  –
  –
  6th
  +6
  +3
  +2
  +2
  Horn of purity, smite evil 2/day
  1
  1
  0
  –
  7th
  +7
  +4
  +2
  +2
  Forest leap, pure heart
  1
  1
  1
  –
  8th
  +8
  +4
  +3
  +3
  Aura of resolve, poison resistance +6
  2
  1
  1
  0
  9th
  +9
  +5
  +3
  +3
  Horn of light, smite evil 3/day
  2
  1
  1
  1
  10th
  +10
  +5
  +3
  +3
  Forestmaster’s charge, poison immunity
  2
  2
  1
  1
  
  25
  A unicorn charger’s selection of spells is extremely 
  limited. A unicorn charger begins knowing only 
  two 1st-level spells of her choice at 2nd level. At 
  each new unicorn charger level, she gains one or 
  more new spells as indicated on the Paladin Spells 
  Known table. A unicorn charger also gains one 
  additional spell known of each level, which may 
  be selected from the ranger spell list (indicated by 
  “+r” in Table 2: Unicorn Charger Spells Known). 
  At each level thereafter, she may choose to “lose” 
  knowledge of one of these ranger spells and learn 
  a new spell of the same level in its place. She must 
  choose whether to exchange a spell in this fashion 
  when the new level is gained.
  Unlike spells per day, the number of spells a 
  unicorn charger knows is not affected by her 
  Charisma score. Upon reaching 4th level, and every 
  3 levels thereafter, a unicorn charger can choose to 
  learn a new spell in place of one she already knows 
  In effect, the unicorn charger “loses” the old spell 
  in exchange for the new one. The new spell’s level 
  must be the same as that of the spell being 
  exchanged, and it must be at least one 
  level lower than the highest-level spell 
  the unicorn charger can cast. A unicorn 
  charger must swap out only a single spell at 
  any given level and must choose whether 
  to swap the spell at the same time that she 
  gains new spells known for the level. 
  Aura of Good (Ex): The power of a unicorn 
  charger’s aura of good (see the detect good 
  spell) is equal to his character level, and 
  that of her mount is equal to its Hit 
  Dice. An antipaladin who uses 
  smite good against a unicorn 
  charger or her mount deals 
  2 points of damage per 
  antipaladin level on her 
  first successful attack.
  Detect Evil (Sp): This 
  functions as the paladin 
  class feature. 
  Unicorn Mount (Ex): 
  A unicorn charger’s class 
  levels stack with levels 
  in the class that grants 
  her animal companion, 
  divine bond, mount, or similar 
  special 
  mount. 
  This 
  mount 
  shares the unicorn charger’s 
  poison resistance and immunity 
  class features. Its Intelligence 
  score increases to 6 and it gains the 
  ability to speak and understand Sylvan. In addition, 
  a spiral horn sprouts from the brow of the unicorn 
  charger’s horse companion, granting it a gore attack 
  as a primary natural weapon. This horn is considered 
  a magical weapon for the purpose of overcoming 
  damage reduction. When mounted, the unicorn 
  charger can cause her mount’s horn to glow as a 
  light spell at will.  
  At 3rd level and every 3 levels 
  thereafter, 
  a 
  unicorn 
  charger’s mount gains 
  a +2 enhancement bonus 
  to its Intelligence, Wisdom, 
  or Charisma score, as chosen 
  by the unicorn charger. This 
  bonus is permanent and 
  stacks with itself but not with 
  other enhancement bonuses. 
  If a unicorn charger’s 
  mount is killed and she 
  acquires a new mount, it 
  gains the normal abilities of 
  an animal companion or special 
  mount immediately, but she must 
  bond with this mount for one week 
  before it gains the special abilities 
  granted by the unicorn charger 
  prestige class.
  Wild Empathy (Ex): This functions 
  as the druid class feature, but a unicorn 
  charger adds twice her class level (rather 
  than her class level) as a bonus on wild 
  empathy checks made with good-aligned 
  magical beasts. Her unicorn charger 
  class level stacks with her class level in 
  other classes that grant this ability. 
  Table 2: Unicorn Charger Spells Known
  Level
  1st
  2nd
  3rd
  4th
  1st
  –
  –
  –
  –
  2nd
  2+r
  –
  –
  –
  3rd
  3+r
  –
  –
  –
  4th
  4+r
  2+r
  –
  –
  5th
  4+r
  3+r
  –
  –
  6th
  4+r
  3+r
  2+r
  –
  7th
  5+r
  4+r
  3+r
  –
  8th
  5+r
  4+r
  3+r
  2+r
  9th
  5+r
  4+r
  4+r
  3+r
  10th
  5+r
  5+r
  4+r
  3+r
  
  26
  Poison Resistance (Ex): At 2nd level, a unicorn 
  charger and her mount each gain a +2 bonus on all 
  saving throws against poison. This bonus increases 
  to +4 at 5th level and to +6 at 8th level. At 10th level, a 
  unicorn charger and her mount become completely 
  immune to poison.
  Woodland Stride (Ex): At 2nd level, a unicorn 
  charger and her mount both gain this ability, as the 
  druid class feature.
  Smite Evil (Su): At 3rd level, a unicorn charger can 
  smite evil as the paladin class feature; however, her 
  first successful hit while smiting deals double her 
  normal damage bonus against evil fey, magical beasts, 
  monstrous humanoids, plants, or lycanthropes, 
  rather than against evil dragons, outsiders, or 
  undead as for a paladin. When the unicorn charger 
  activates this ability while mounted, it affects both 
  the unicorn charger and her mount. Her unicorn 
  charger class level stacks with her class level in other 
  classes that grant this ability.
  Unicorn’s Charge (Ex): At 4th level, a unicorn 
  charger and his mount both become more accurate 
  and agile when making charge attacks, gaining a +4 
  bonus on attack rolls (rather than +2) when making 
  a charge attack. In addition, she and her mount do 
  not take a penalty to AC during or after making a 
  charge attack while she is mounted.
  Horn of Healing (Su): At 3rd level, a unicorn 
  charger’s mount gains the ability to heal creatures 
  with a touch of its horn. This healing touch cures 
  1d6 points of damage per 2 class levels. The mount 
  can use its horn of healing as a swift action to heal 
  itself or its rider, or as a standard action to heal 
  another creature. The mount can use this ability 
  a number of times per day equal to 1 + either the 
  unicorn charger’s or her mount’s Charisma modifier 
  (whichever is higher). This ability is equivalent to 
  lay on hands for the purpose of feats, magic items, 
  and other effects that modify lay on hands. If the 
  unicorn charger already has the lay on hands class 
  feature from a different class, those class levels stack. 
  Aura of Courage (Su): At 4th level, a unicorn 
  charger is surrounded by an aura of courage, as the 
  paladin class feature.
  Forestmaster (Su): At 5th level, a unicorn 
  charger and her mount are surrounded by an 
  aura of beneficence and natural harmony as 
  anointed guardians of the woodland. They gain the 
  benefits of a continuous sanctuary spell against 
  non-evil animals, fey, magical beasts, monstrous 
  humanoids, plants, and lycanthropes. In addition, 
  the unicorn charger gains a bonus equal to one-half 
  his class level on Diplomacy checks made with such 
  creatures, and on Intimidate checks made with evil-
  aligned animals, fey, magical beasts, monstrous 
  humanoids, plants, and lycanthropes. 
  Horn of Purity (Su): At 6th level, the horn of 
  healing of a unicorn charger’s mount can purge 
  harmful effects from creatures it heals. Its healing 
  touch affects creatures as neutralize poison, using 
  the unicorn charger’s class level plus the mount’s 
  Hit Dice as its caster level. In addition, the mount 
  or rider can expend one additional use of horn of 
  healing to cure a disease (as remove disease, with a 
  caster level as for neutralize poison).
  Forest Leap (Sp): At 7th level, a unicorn charger’s 
  mount may dimension door once per day, treating 
  her class level plus the mount’s Hit Dice as the caster 
  level. This ability may only be used in forest terrain, 
  or when the animal is surrounded by trees, such as 
  in a wooded park within a city (GM’s discretion), 
  and both the point of origin and destination of 
  the dimension door must meet this criterion. This 
  ability may be used one additional time per day for 
  every level after 7th. The mount may use this ability 
  independently, but the unicorn charger can use this 
  ability only when astride her mount. 
  This ability can be used with Dimensional 
  AgilityUC and related feats, and both the unicorn 
  charger and her mount are considered to have the 
  ability to cast dimension door for the purpose of 
  meeting the prerequisites for those feats.
  Pure Heart (Su): At 7th level, the natural weapons 
  of a unicorn charger’s mount are considered good 
  weapons for the purpose of bypassing damage 
  reduction. In addition, when a unicorn charger is 
  riding her mount, she can use spontaneously cast 
  align weapon (good only), bless weapon, magic 
  circle against evil, or protection from evil even if 
  they are not among her spells known. Alternatively, 
  she can cast any of these spells as a standard action 
  without expending a spell slot by instead expending 
  a number of uses of her mount’s horn of healing 
  ability equal to the spell’s level; when cast in this 
  way, the spell must target the unicorn charger, her 
  mount, or an object they are wearing or wielding. 
  Aura of Resolve (Su): At 8th level, a unicorn 
  charger is surrounded by an aura of resolve, as the 
  paladin class feature. 
  Horn of Light (Su): At 9th level, a unicorn charger 
  treats its mount’s horn as if it were a good-aligned 
  weapon for the purpose of overcoming damage 
  reduction, and the mount can cause its horn to 
  radiate daylight once per day for up to one hour. In 
  addition, as long as the unicorn charger is mounted, 
  her mount’s horn functions as a limningUE weapon. 
  
  27
  Forestmaster’s Charge (Ex): At 10th level, a unicorn 
  charger and her mount can make devastating charge 
  attacks together. The critical threat range is doubled 
  for any weapons (including natural weapons) used 
  by the unicorn charger and her mount when making 
  a mounted charge. In addition, if her mount hits 
  with a charge attack she may choose for the mount’s 
  attack to deal double damage or to deal normal 
  damage and attempt a combat maneuver check as 
  a free action to bull rush, overrun, sunder, or trip 
  the target. This combat maneuver check does not 
  provoke attacks of opportunity and uses the rider’s 
  CMB, with a bonus of equal to the size modifier and 
  Strength modifier of the mount. 
  Unicorn chargers and 
  Paladins
  A paladin who becomes a unicorn charger may 
  choose to advance his spellcasting levels separately 
  in the two classes, as a spontaneous caster as a 
  unicorn charger and as a prepared caster as a 
  paladin, with two separate casting progressions 
  (even though both classes access the paladin spell 
  list). Alternatively, a paladin/unicorn charger 
  may choose to ignore the normal unicorn charger 
  spellcasting progression and instead treat his 
  unicorn charger levels as paladin levels for the 
  purpose of spellcasting. 
  Paladin and unicorn charger levels also stack for 
  the purpose of the damage bonus gained when 
  using smite evil. and for determining the strength 
  of a paladin/unicorn charger’s divine bond. 
  Ex-Unicorn Chargers
  A unicorn charger who ceases to be of good 
  alignment or who willfully commits an evil act 
  immediately loses all class features of this class, 
  including spellcasting ability. If her special mount 
  is granted by a divine bond, it immediately vanishes 
  and does not return. If it is an animal companion, 
  cavalier mount, or similar creature, the mount loses 
  all supernatural and spell-like abilities it gained from 
  the unicorn charger’s class features. The mount 
  becomes exhausted and shaken for 24 hours and its 
  horn immediately cracks, functioning as a weapon 
  with the broken condition if used to make attacks. 
  After 24 hours, the horn crumbles to dust and the 
  mount reverts to a normal animal companion of its 
  type, losing all extraordinary abilities granted by 
  this class. The unicorn charger may not gain further 
  levels in this prestige class, but she can regain her 
  class features and advancement potential if she 
  atones for her violations with an atonement spell.
  APPENDIX 1: 
  KINETICIST INFUSIONS 
  AND ABILITIES
  The following infusions are especially well suited 
  for greenweavers and other phytokineticists, 
  tapping into the vibrant and verdant power of the 
  woodland wild.
  New Infusions
  Persistent Infusion
  Element(s) earth, water, or wood; Type substance 
  infusion; Level 1; Burn 1
  Associated Blast autumn, blizzard, cold, earth, ice, 
  magma, metal, mud, sandstorm, spring, summer, 
  winter, wood
  Saving Throw none
  Your blasts leave behind chunks of whatever matter from 
  which they were composed along the path of a ranged 
  attack kinetic blast, the targeted square of a melee attack 
  kinetic blast, or all squares targeted by the kinetic blast. 
  This matter remains until the next time you recover burn 
  as unattended objects, each blast creating 1 lbs. of matter 
  per kineticist level you possess.  You cannot create more 
  than 5 lbs. of matter per kineticist level you possess, 
  and any excess matter you create disappears. You can 
  increase the burn cost of this infusion by 1 to subtly alter 
  the shape of these objects, treating the matter as caltrops.
  New Wild Talents
  Briarthorn Overgrowth
  Element(s) wood; Level 5; Type utility (Su); Burn --
  Prerequisite(s) verdant overgrowth
  Saving Throw Reflex negates; Spell Resistance no
  Creatures affected by your verdant overgrowth or 
  grasping overgrowth are also dealt damage equal to 
  ¼ the damage of your wood blast at the end each turn 
  during which they are entangled or grappled by it. 
  You can designate a number of creatures up to your 
  Constitution modifier to be immune to this effect, and 
  each such creature is treated as having greensight 30 ft., 
  as the universal monster ability.
  Continuous Regrowth
  Element(s) wood; Level 5; Type utility (Su); Burn --
  Prerequisite(s) flesh of woodOO
  While your flesh of woodOO is active, you have fast 
  healing 1. This increases by 1 for each point of burn 
  you possess. If you receive fire, cold, negative energy, 
  or slashing damage, this ability is negated for 1 minute. 
  This ability can only heal you up to ½ of your total hit 
  points.
  
  28
  Desolate
  Element(s) earth, void, or wood; Level 3; Type utility 
  (Sp); Burn 1
  You know how to destroy fertile soil, either by removing 
  the nutrients from it, salting it, or damning it with 
  negative energy. You can target up to 100 square ft. of 
  land to render infertile permanently.
  Grasping Overgrowth
  Element(s) wood; Level 6; Type utility (Sp); Burn 0
  Prerequisite(s) verdant overgrowth
  Saving Throw Reflex negates; Spell Resistance no
  Treat this as verdant overgrowth except that at the end 
  of each round a creature spends inside the area of your 
  verdant overgrowth, they must make a Reflex save or 
  be treated as grappled by the plant life as per black 
  tentacles. A creature can end this grapple by dealing 2 
  points of slashing or energy damage per kineticist level 
  you possess to the plant life in their square (AC 5).
  Horticultural Animation
  Element(s) wood; Level 7; Type utility (sp); Burn 0
  You can give sentience to plants for a short amount of 
  time, as per animate plants, although you cannot use 
  the entangle option with this ability. You can accept 1 
  point of burn to increase the duration of this ability to 
  1 minute per kineticist level you possess.  You can only 
  have one use of this ability in effect at a single time, 
  and using it again while the previous plants are still 
  animated causes all previously affected plants to revert 
  back to normal.
  Hostile Flora
  Element(s) wood; Level 3; Type utility (Sp); Burn 0
  Saving Throw Fortitude negates (see text); Spell 
  Resistance no
  You can target plant life within 30 ft. to be the source 
  of a wood kinetic blast. Doing so forces the plant to 
  make a Fortitude save using your blast’s DC; failing this 
  causes it to take damage equal to the minimum your 
  blast would deal, while passing it causes your blast to 
  fail, wasting your action. Plants created by you can 
  ignore this save. If you possess the merciful foliageOO 
  utility wild talent, you can choose for plants to not 
  make the save or take damage, instead automatically 
  becoming the source of your blast, and if you possess 
  the extended range or extreme range infusion wild 
  
  29
  talents, you can target plant life within 120 ft. and 480 
  ft. respectively.
  Hostile Woodwork
  Element(s) wood; Level 4; Type utility (Su); Burn --
  Prerequisite(s) hostile flora
  You can use wooden structures and objects, 
  including weapons, armor, or shields, as the source 
  of kinetic blasts through your hostile flora ability. 
  Magic equipment cannot be targeted for this purpose 
  unless you possess at least 3 times the object’s 
  enhancement bonus in kineticist levels, and you add 
  the object’s enhancement bonus as a circumstance 
  bonus to your blast’s damage rolls. Constructs made 
  of wood can attempt a save against this effect as per 
  hostile flora, using their Will save instead of their 
  Fortitude save.
  Rapid Regrowth
  Element(s) wood; Level 7; Type utility (Su); Burn --
  Prerequisite(s) continuous regrowth
  Your continuous regrowth wild talent instead grants 
  an equal amount of regeneration (cold, fire), as the 
  universal monster ability, and is not negated by 
  negative energy or slashing damage. This wild talent 
  cannot be taken by creatures without a Constitution 
  score and can only heal you up to ¾ of your total hit 
  points.
  Verdant Aura
  Element(s) wood; Level 2; Type utility (Su); Burn --
  Prerequisite(s) flesh of woodOO
  Grass and flowers instantly grow around you, even in 
  areas hostile toward them or where plant life couldn’t 
  possibly take root. This effect extends to a radius of 
  10 ft. plus an additional 5 ft. per 3 kineticist levels you 
  possess (up to 30 ft.), allowing all creatures (yourself 
  included) to benefit from woodland stepOO, greater 
  woodland stepOO, and any other effect which benefits 
  those in a forest or grasslands environment. This aura 
  follows and is centered on you, and plants grown with 
  this ability in an area where plants should not exist 
  will instantly wither into nothingness once outside 
  of your aura. This is only active while your flesh of 
  woodOO defense wild talent is active.
  Verdant Overgrowth
  Element(s) wood; Level 4; Type utility (Sp); Burn 0
  Prerequisite(s) verdant aura, entangling infusionOA
  You can cause the plants created by your verdant aura 
  to grow to great heights for 1 minute per kineticist 
  level you possess. The area of your aura is treated as 
  difficult terrain, as per the entangle spell. In addition, 
  all creatures within your aura gain concealment 
  against all creatures without the ability to see through 
  plant life, such as the greensight universal monster 
  ability. 
  APPENDIX 2: LEGENDARY 
  SPIRITS 
  The following legendary spirits can be selected by 
  characters with the mediumOA class as the spirits 
  whose power they channel through their ritual 
  séances and psychic power. 
  Animal Spirit (Medium 
  Legendary Spirit)
  An animal spirit represents the spirit form of 
  animals which the medium is familiar with. As 
  such, they can take many forms.
  Spirit Bonus: Your spirit bonus applies on 
  attack and damage rolls with natural weapons 
  and on skill checks relating to animals and plants. 
  Seance Boon: Your natural armor bonus to AC 
  increases by 1. 
  Favored Location: Native terrain of the animal 
  type being invoked. 
  Influence Penalty: You become wild and 
  savage, taking a penalty equal to your spirit 
  bonus on caster level checks, Charisma- and 
  Intelligence-based 
  ability 
  checks, 
  and 
  skill 
  checks. 
  Taboos: Choose one: you must not speak 
  (except with animals and plants); you must not 
  wield manufactured weapons; you must not eat 
  anything you did not kill or harvest yourself. 
  Totem Transformation (Lesser, Su): You gain 
  any of the following abilities possessed by the 
  animal you select as your animal spirit: bite 
  (1d6 for a Medium character), 2 claws (1d4 for 
  a Medium character), darkvision, improved land 
  movement speed (up to a +20-foot enhancement 
  bonus to the character’s base land movement 
  speed), low-light vision, scent, and swim (up to 
  30 feet). 
  Pack Leader (Intermediate, Su): When you 
  summon animals that match your animal spirit, 
  they gain a +2 bonus on attack rolls, damage rolls, 
  and saving throws. 
  Wildstrike (Greater, Su): You can allow 
  your animal spirit to gain 1 point of influence 
  over you as a swift action to allow an animal or 
  plant within 30 feet that can see or hear you to 
  immediately take an additional standard action. 
  Wild Heart (Supreme, Ex/Sp): You gain a 
  +4 bonus on saves against enchantment and 
  mind-affecting effects, and immunity to effects 
  
  30
  that affect only humanoids. Once per day, you 
  can cast summon nature’s ally IX as a standard 
  action.
  Druid (Medium Legendary 
  Spirit)
  A druid spirit is a being of true and pure faith in 
  the natural world.
  The Druid legendary spirit grants modified 
  spirit powers. In all other ways, it functions 
  identically to a standard hierophant spiritOA. 
  Natural Arcana (Lesser, Su): This power 
  functions as the archmage arcana spirit power, 
  except that you add spells from the druid list 
  instead of the sorcerer/ wizard list (these spells 
  count as divine), and you need a divine focus if 
  the spell requires one. 
  Nature’s Surge (Intermediate, Su): You can 
  allow the druid spirit to gain 1 point of influence 
  over you in order to cast one of your medium 
  spells known without expending a spell slot. 
  When you do so, the caster level and DC of the 
  spell increase by 1, and you can’t apply metamagic 
  to the spell. 
  Druidic Arcana (Greater, Su): You can allow 
  the druid spirit to gain 1 point of influence over 
  you in order to cast any druid spell of a level 
  you can cast. You must expend a spell slot of the 
  appropriate level, and you can’t apply metamagic 
  to the spell. 
  Legendary Druid (Supreme, Su): Once per 
  day, you can cast any spell on the druid spell list 
  as if using the druidic arcana ability, except the 
  druid doesn’t gain 1 point of influence over you, 
  the spell doesn’t require a spell slot, and you can 
  select a spell of any level.
  APPENDIX 3: SPELLS 
  The following spells have been previously 
  published in a variety of official Pathfinder 
  Roleplaying 
  Game 
  supplements 
  and 
  are 
  reprinted here for ease of reference. 
  Burst of Radiance
  School evocation [good, light]; Level 
  cleric 2, druid 2, sorcerer/wizard 2 
  Casting Time 1 standard action
  Components V, S, M/DF (a piece of flint 
  and a pinch of silver dust)
  Range long (400 ft. + 40 ft./level) 
  Area 10-ft.-radius burst
  Duration instantaneous
  Saving Throw Reflex partial; Spell 
  Resistance yes
  This spell fills the area with a brilliant flash 
  of shimmering light. Creatures in the area 
  are blinded for 1d4 rounds, or dazzled for 
  1d4 rounds if they succeed at a Reflex save. 
  Evil creatures in the area of the burst take 
  1d4 points of damage per caster level (max 
  5d4), whether they succeed at the Reflex 
  save or not. 
  Burst With Light
  School evocation [light]; Level cleric 4, 
  paladin 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels) 
  Target one creature
  Duration 1 round/4 levels
  Saving Throw see text; Spell 
  Resistance yes
  The target becomes filled with intense 
  magical light, taking 2d6 points of damage 
  
  31
  as the light bursts from its wounds and orifices (if 
  the target is an undead creature, it instead takes 2d8 
  points of damage). In addition, the creature radiates 
  bright light in a 30-foot radius and increases the 
  light-level by one step for an additional 30 feet 
  beyond that area—darkness becomes dim light, 
  dim light becomes normal light, and normal light 
  becomes bright light.
  Creatures that take penalties in bright light take 
  them while within the 30-foot radius of this magical 
  light. A successful Will save halves the damage and 
  negates the light effect.
  For every 4 character-levels you possess, the light 
  continues to fill the creature for another round (to 
  a maximum of 5 rounds at 20th-level), though the 
  target may make a Will save each round to halve the 
  damage and end the effect. Any creature adjacent to 
  the target that fails its save and takes damage takes 
  half as much damage and is blinded for 1 round. A 
  successful Reflex save halves this damage (to a total 
  of one-quarter the damage taken by the target) and 
  negates the blindness effect.
  Corpse Lanterns
  School necromancy [light]; Level sorcerer/
  wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S
  Range medium (100 ft. + 10 ft./level) 
  Effect up to 4 lights, all within a 10-ft.-radius 
  area
  Duration 1 minute/level (D)
  Saving Throw none; Spell Resistance no
  This spell functions as dancing lights, except it 
  summons up to four spheres of light, each of which 
  glows a sickly pale green. These corpse lanterns shed 
  dim light in a 20-foot radius, and do not increase the 
  light-level in areas of normal light or bright light. In 
  dim or normal light, the radiance of corpse lanterns 
  provides a strange contrast, giving all creatures in 
  the area a –5 penalty on Stealth checks. In addition, 
  the hue interferes with illusion (pattern) spells, 
  giving all creatures in the illuminated area a +2 
  bonus on any saving throws against such spells. 
  Unlike dancing lights, you may have more than 
  one corpse lanterns spell active at a time, but you 
  may only move one set in any given round. Moving 
  the corpse lanterns does not require concentration. 
  Corpse lanterns can be made permanent on an area 
  with a permanency spell by a caster of at least 11th-
  level for the cost of 7,500 gp.
  Coward’s Cowl
  School enchantment [mind-affecting]; Level 
  alchemist 1, arcanist 1, bard 1, cleric/oracle 1, 
  investigator 1, mesmerist 1, psychic 1, shaman 
  1, skald 1, sorcerer/wizard 1, warpriest 1, 
  witch 1
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature
  Duration 1 minute/level
  Saving Throw Will negates (harmless); Spell 
  Resistance no
  You imbue the target with a compulsion to avoid 
  threats, enhancing its defensive instincts. So long 
  as the affected creature does not move closer to 
  enemies during its turn, or moves at least 5 feet away 
  from adjacent enemies, it gains a +1 morale bonus 
  to its AC, and a +1 morale bonus on saves and on 
  attack rolls made as readied actions and attacks of 
  opportunity. Alternatively, if the affected creature 
  does not close with its enemies, it can increase the 
  DC of all spells it casts as part of a readied action by 
  1. If the subject of the spell willingly moves toward 
  a threatening creature, the spell immediately ends.
  While affected by coward’s cowl, a creature takes 
  a –2 penalty on all saving throws against fear 
  effects.
  Dark-Light
  School evocation [light]; Level cleric 3, druid 3, 
  sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M/DF (a pinch of earth)
  Range medium (100 ft. + 10 ft./level) 
  Target living creatures without light sensitivity
  Area 20-ft.-radius burst
  Duration instantaneous
  Saving Throw Fortitude partial; Spell 
  Resistance yes
  You evoke a powerful light that affects all sighted 
  creatures that do not possess light sensitivity. Those 
  that succeed on their saves are dazzled for 1 round 
  per-level; those who fail are blinded for the same 
  duration. 
  Dirge of the Victorious Knights
  School illusion [shadow]; Level bard 6
  Casting Time 1 full round
  Components V, S, F (a medal from a dead noble 
  martialist or a copy of an opera script, either 
  worth at least 100 gp)
  Range 120 ft. 
  Effect 120-ft. line, 10 ft. wide
  Duration instantaneous
  Saving Throw Reflex half; Spell Resistance yes
  By performing part of an opera, you call forth 
  spectral illusions of mounted knights to trample 
  your foes under the hooves of their glorious steeds. 
  The shadowy knights appear in your square and ride 
  forward in the direction you indicate, dealing 1d6 
  points of damage per caster level (maximum 20d6) 
  
  32
  to all creatures in their path. Half of this damage 
  is cold damage, while half results directly from 
  arcane power and is not subject to cold resistance 
  or immunity. The knights cannot pass through force 
  effects or barriers that block incorporeal creatures 
  or undead.
  Dream Dalliance
  School illusion (phantasm) [mind-affecting]; 
  Level arcanist 4, mesmerist 3, psychic 4, 
  sorcerer/wizard 4
  Casting Time 1 round
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one creature
  Duration instantaneous
  Saving Throw Will disbelief, then Will partial 
  (see text); Spell Resistance yes
  You create a comforting phantasm, which leeches 
  onto the psyche of a nearby target. The creature 
  can attempt a Will saving throw to prevent the 
  phantasm from entering its psyche, but otherwise 
  it takes up permanent residence in the creature’s 
  mind. The phantasm fills its target’s dreams with 
  happy visions, comforting manifestations of loved 
  ones, and incredible vistas, feeding the target a 
  perfect fantasy life it never wishes to leave. After the 
  target’s next night’s sleep, the target must succeed at 
  a Will saving throw to wake up; otherwise, it remains 
  asleep for the rest of the day and following night. 
  Each night it must succeed at a new saving throw or 
  remain asleep for days or weeks on end as it slowly 
  starves to death (presuming it normally needs to 
  eat to survive). Loud noises, jostling, and even pain 
  won’t rouse the slumbering target. Dealing 1 point of 
  damage per the target’s Hit Die awakens the target, 
  but it awakens fatigued and takes a –2 penalty on 
  all saving throws against spells and effects that may 
  put it back to sleep until the phantasm has been 
  banished.
  The phantasm remains in its host’s mind indefinitely, 
  requiring a new Will saving throw to wake up every 
  time the target rests, until it is removed via break 
  enchantment, greater restoration, or miracle. 
  Alternatively, the phantasm can be confronted in 
  its host’s mindscape (Pathfinder Roleplaying Game 
  Occult Adventures), where it manifests as a slothful 
  duplicate of its host with identical abilities, skills, 
  and attributes.
  Jealous Rage
  School enchantment (compulsion) [emotionUM, 
  mind-affecting]; Level antipaladin 2, bard 2, 
  bloodrager 2, mesmerist 2, psychic 3, shaman 
  3, spiritualist 2, witch 3 
  Casting Time 1 standard action 
  Components V, S 
  Range medium (100 ft. + 10 ft./level) 
  Target one living creature 
  Duration 1 minute/level (D) 
  Saving Throw Will negates; Spell Resistance 
  no 
  You fill the target with a sense of entitled self-
  importance, making the subject unable to bear the 
  indignity of another creature getting something 
  that it doesn’t have. Whenever an ally of the target 
  receives a harmless spell or spell-like ability, 
  beneficial supernatural effect, or assisting action 
  (including the aid another action, first aid using the 
  Heal skill, etc.) that doesn’t also include the target, 
  the target is driven into a murderous rage against 
  either the producer of that effect or the nearest 
  creature that benefited from that effect, whichever 
  is closer. The target must attack that creature on 
  its next turn. Any ability that deals lethal damage 
  is considered an attack for this purpose. Once 
  the target deals lethal damage to the object of his 
  jealous rage, the compulsion to attack that creature 
  ends.
  Light of the Goddess 
  School conjuration [good, light]; Level cleric 3, 
  inquisitor 3, paladin 2 
  Casting Time 1 minute 
  Components V, S, DF 
  Range medium (100 ft. + 10 ft./level)
  Targets all undead in a 10-foot-radius spread 
  Duration 1 minute/level 
  Saving Throw Will partial; Spell Resistance yes
  With this spell, you create shafts of blue light that 
  illuminate all undead creatures in the area. Affected 
  undead take a –20 penalty on all Stealth checks. 
  Invisible undead are not made visible by this effect, 
  but the light does make it easy to pinpoint the exact 
  squares in which such undead are located (they still 
  retain the 50% miss chance granted by invisibility). 
  The light of the goddess increases light-levels by one 
  step in a 5-foot radius around an affected undead 
  creature. Once an undead is affected, it remains 
  illuminated as long as remains within the spell’s 
  range, even if it leaves the spell’s original radius, 
  until the spell’s duration ends. 
  Affected undead must also make a Will save when 
  they are first illuminated by the light of the goddess. 
  Those who fail this save lose all benefits of channel 
  resistance and take a –2 penalty on all saving throws 
  made against positive energy effects. 
  Light Prison
  School evocation [light]; Level bard 2, cleric 2, 
  inquisitor 2, magus 2, sorcerer/wizard 2
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels) 
  Target one creature/2 levels
  
  33
  Duration 1 round/level (D)
  Saving Throw Reflex negates; Spell Resistance 
  yes
  Rays of light burst forth from your outstretched 
  hand, encircling each target’s space with a cage of 
  light. If a target fails its Reflex save, it becomes 
  enclosed in the light prison. A creature enclosed 
  in a light prison can attack, cast spells, and 
  otherwise act normally as long as it stays within 
  the light prison. However, if a creature passes 
  through the walls of a light prison enclosing it, 
  it takes 1d6 points of damage and is blinded for 
  1 round. Creatures do not receive saves to negate 
  these effects. Once a creature passes through the 
  walls of a light prison surrounding it, the effect 
  ends for that creature.
  Mantle of Doubt
  School illusion (phantasm) [emotionUM, fear, 
  mind-affecting]; Level mesmerist 6, psychic 8 
  Casting Time 1 standard action 
  Components V, S 
  Range personal 
  Target you 
  Duration 1 round/level (D) 
  You wrap your mind in phantasms of crippling doubt 
  that assail any who dare harm you. When a creature 
  within the mantle’s radius attacks you or attempts 
  to affect you with a harmful effect, it must succeed 
  at a Will save as these spectres of uncertainty force 
  themselves into its mind. Ongoing effects trigger 
  the mantle only if the creature consciously directs 
  them against you. A given creature need only roll a 
  saving throw against your mantle of doubt at most 
  once per round. If the creature’s attack or effect 
  against you was a psychic spell or spell-like ability, 
  that creature’s save takes a –4 penalty. A creatures 
  that fails its save against your mantle of doubt is 
  affected for 1d4+1 rounds, during which time it 
  is shaken, cannot flank, and no longer threatens 
  creatures within its reach. In addition, it takes a 
  –2 penalty on saves against mind-affecting effects, 
  which stacks with the penalties for being shaken. 
  If your mantle of doubt affects a creature that is 
  already shaken, that creature’s fear-level doesn’t 
  increase. Instead, mounting doubts stagger the 
  creature for 1 round and deal 1d4 points of Wisdom 
  and Charisma damage to it. 
  Spell resistance applies against assaults from 
  a mantle of doubt, and immunity to fear or mind-
  affecting effects negates the spell’s effects. If you 
  are immune to fear or mind-affecting effects, you 
  can still cast mantle of doubt on yourself.
  Out of Sight 
  School enchantment [mind-affecting]; Level 
  medium 3, mesmerist 3, psychic 4 
  Casting Time 1 standard action 
  Components V, S, M (a strip of black cloth) 
  Range personal 
  Target you 
  Duration 1 minute/level (D); see text 
  Saving Throw Will negates; see text; Spell 
  Resistance yes; see text 
  The spell inhibits the memories of creatures that 
  perceive you. While creatures can perceive you 
  normally, when a creature stops observing you, it 
  must attempt a Will save (spell resistance applies). 
  If it fails, it loses all memory of its awareness of you 
  and your actions while you were under the effects 
  of this spell. The spell’s duration listed above 
  measures how long the out of sight effect lasts on 
  you, but the memory alteration is instantaneous 
  and can be reversed only by magic such as modify 
  memory. 
  The creature is still aware of any other changes to 
  itself or its environment. For instance, a guard will 
  remember running, and may notice a newly unlocked 
  door, but will not emember that he was chasing after 
  you. immune to fear or mind-affecting effects, you 
  can still cast mantle of doubt on yourself.
  Psychic Leech 
  School enchantment (compulsion) [emotionUM, 
  mind-affecting]; Level bloodrager 3, magus 3, 
  medium 3, mesmerist 2, psychic 2, sorcerer/
  wizard 3, spiritualist 2, witch 2 
  Casting Time 1 standard action 
  Components S 
  Range close (25 ft. + 5 ft./2 levels) 
  Target one living creature 
  Duration 1 minute/level (D) 
  Saving Throw Will partial; Spell Resistance yes 
  The target experiences feelings of ennui and 
  lethargy, becoming fatigued for the spell’s duration. 
  While the target is fatigued and is within the spell’s 
  range, you gain a +2 enhancement bonus to Strength 
  and Dexterity. On a successful save, the target is 
  fatigued for only 1d4 rounds and you receive no 
  bonus. This spell has no effect if it targets a creature 
  that is already fatigued.
  Shadow Barbs
  School illusion (shadow) [darkness]; Level 
  cleric 4, inquisitor 4, sorcerer/wizard 4 
  Casting Time 1 standard action 
  Components V, S, M (a single link from a spiked 
  chain) 
  Range 0 ft. 
  Effect spiked chain-like shadowy weapon 
  Duration 1 round/level 
  Saving Throw Will negates (see text); Spell 
  Resistance no 
  When you cast this spell, you create a shadowy spiked 
  
  34
  chain that shimmers and pulses with darkness. The 
  chain exists as long as you carry it; if you ever drop 
  the chain, give it to another, or are disarmed, it 
  immediately vanishes and the spell’s duration ends. 
  The chain radiates darkness in a 10-foot-radius 
  spread around you, reducing the illumination-level 
  in this area by one step, but not below the-level of 
  dim light. 
  You can wield the shadow barbs as a spiked chain as 
  if you were fully proficient 
  with spiked chains. Any 
  additional abilities or 
  feats that you possess 
  that apply to spiked 
  chains 
  apply 
  to 
  the 
  shadow 
  barbs 
  as 
  well. The weapon 
  functions 
  as 
  a 
  +2 
  vicious 
  spiked chain. Its 
  enhancement bonus 
  increases to +3 at 
  caster level 11th, to 
  +4 at caster level 
  15th, 
  and 
  finally 
  to +5 at caster level 
  19th. When the spell 
  effect ends, you can 
  make 
  a 
  Will 
  save 
  against 
  the 
  spell—if 
  successful, all of the damage 
  caused to you by the shadow 
  barbs’ vicious weapon quality 
  vanishes, unless you are dead 
  or unconscious at the time the 
  spell ends, in which case you 
  automatically fail this Will save 
  and the vicious weapon damage 
  remains. 
  Shadow Dragon Aspect
  School illusion (shadow); Level bard 
  4, sorcerer/wizard 4
  Casting Time 1 standard action
  Components V, S
  Range personal 
  Duration 1 round/level
  Saving Throw Will disbelief (if interacted 
  with), see text; Spell Resistance yes, see text
  You wreathe yourself in the quasi-real form 
  of a dragon. You gain two claw attacks (1d6 
  plus caster level slashing damage) and a bite attack 
  (1d8 plus caster level piercing damage). These are 
  primary attacks. In addition, you gain shadowy wings, 
  granting you a fly speed equal to your base speed 
  (good maneuverability).
  Your shadowy natural weapons are only half as 
  strong as the real things, though creatures that 
  believe them to be real are affected at full strength. 
  A creature is permitted one Will save the first time 
  you strike it. If it succeeds, the creature takes half 
  damage from such attacks for the duration of the 
  spell. If you overcome a creature’s spell resistance 
  on 
  your 
  first 
  attack, 
  that 
  creature 
  remains 
  vulnerable for the spell’s duration; otherwise, it’s 
  immune.
  Shadow Enchantment
  School illusion (shadow); Level bard 3, 
  mesmerist 3, psychic 3, sorcerer/
  wizard 3 
  Casting Time 1 
  standard action 
  Components V, S
  Range see text 
  Effect see text
  Duration see text
  Saving Throw 
  Will disbelief; see 
  text; Spell Resistance 
  yes
  You use material from 
  the Shadow Plane to cast 
  a 
  quasi-real, 
  illusory 
  version 
  of 
  a 
  psychic, 
  sorcerer, 
  or 
  wizard 
  enchantment spell of 2nd-
  level or lower. Spells that 
  deal damage or have other 
  effects work as normal unless 
  the affected creature succeeds 
  at a Will save. If the disbelieved 
  enchantment spell has a damaging 
  effect, that effect is one-fifth as strong 
  (if applicable) or only 20% likely to occur.
  If recognized as a shadow enchantment, a 
  damaging spell deals only one-fifth (20%) the 
  normal amount of damage.
  If the disbelieved attack has a special effect 
  other than damage, that effect is one-fifth as 
  strong (if applicable) or only 20% likely to 
  occur. Regardless of the result of the save 
  to disbelieve, an affected creature is also 
  allowed any save (or spell resistance) that the 
  spell being simulated allows, but the save DC 
  is set according to shadow enchantment’s-level 
  (3rd) rather than the spell’s normal level. Objects, 
  mindless creatures, and creatures immune to 
  mind-affecting effects automatically succeed at 
  their Will saves against this spell. 
  Shadow Enchantment, Greater
  School illusion (shadow); Level bard 6, 
  mesmerist 6, psychic 6, sorcerer/wizard 6 
  Casting Time 1 standard action 
  Components V, S
  Range see text 
  
  35
  Effect see text
  Duration see text
  Saving Throw Will disbelief; see text; Spell 
  Resistance yes
  This spell functions like shadow enchantment, 
  except that it enables you to create partially real, 
  illusory versions of psychic, sorcerer, or wizard 
  enchantment spells of 5th level or lower. If the spell 
  is recognized as a greater shadow enchantment, it’s 
  only three-fifths (60%) as effective. 
  Shadow Endurance
  School illusion (shadow); Level bard 5, 
  mesmerist 5, shaman 5, sorcerer/wizard 5, 
  spiritualist 5 
  Casting Time 1 standard action 
  Components V, S, M (a fetchling’s tooth)
  Range personal
  Duration 1 hour/level until discharged, then 1 
  minute/level; see text
  Saving Throw Will disbelief (if interacted 
  with); varies; see text; Spell Resistance see 
  text
  You conjure protective wisps of darkness made 
  from shadow. If you are reduced below 0 hit points 
  or 
  rendered 
  unconscious, 
  shadow 
  endurance 
  immediately discharges, shunting your injured body 
  into a hidden alcove on the Shadow Plane.
  You immediately stabilize, but cannot awaken or 
  take any further actions until the second duration 
  expires.
  As you vanish, a quasi-real duplicate of you made 
  from shadow substance appears where you fell, as if 
  created by shadow conjuration.
  The duplicate acts on your initiative and is under 
  your control. Your duplicate is 1/4 as real as you and 
  appears with 25% of your full hit point total, and 
  any creature that fails a Will saving throw believes 
  it to be you. The duplicate has the same equipment-
  based bonuses as you, but deals only 1/4 of your 
  normal damage against enemies. It can cast any 
  spells you can, drawing on your reserve of magic, 
  but the duplicate’s caster level is 1/4 your actual-
  level. Regardless of your alignment, your shadow 
  duplicate is neutral evil, though it will not harm 
  your friends and allies.
  When the second duration of the spell expires, 
  your duplicate disappears and your body reappears 
  in the location from which you vanished. If the 
  image is destroyed, the spell immediately expires 
  and your body reappears.
  Shadow of Doubt
  School enchantment (compulstion) [darkness, 
  emotion, evil, mind-effecting]; Level 
  antipaladin 4, bard 4, mesmerist 4, psychic 6, 
  spiritualist 4
  Casting Time 1 standard action
  Components V, S
  Range close (25 ft. + 5 ft./2 levels)
  Target one creature/3 levels
  Duration 1 round/level
  Saving Throw Will partial (see text); Spell 
  Resistance yes
  You create a shadowy aura of doubt fueled by a foe’s 
  own inner flaws. Targets perceive all illumination 
  as if it were one light-level darker, to a minimum 
  light-level of darkness (not supernatural darkness), 
  even on a successful saving throw. Fleeting mental 
  shadows of regrets and anxieties distract the spell’s 
  targets; at the start of each of their turns, they must 
  each succeed at a Will save or be staggered for 1 
  round. A good-aligned target takes a –4 penalty on 
  saving throws against this effect; an evil-aligned 
  target gains a +4 bonus instead.
  Shield of Dawn
  School evocation [fire, good, light]; Level bard 
  4, cleric 4, magus 4, paladin 4, ranger 4
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 round/level
  Saving Throw see text; Spell Resistance no
  You create a disk of sunlight on one arm. Any 
  creature that strikes you with a melee attack deals 
  normal damage, but also takes 1d6 points of fire 
  damage + 1 point per caster level (maximum +15).
  Creatures with reach weapons are not subject to 
  this damage if they attack you. The shield provides 
  illumination as if it were a continual flame spell. 
  You can only have one instance of this spell in effect 
  at a time. It does not stack with similar damaging 
  aura spells such as fire shield. 
  Shield of Dawn, Greater
  School evocation [fire, good, light]; Level bard 
  6, cleric 6, magus 6
  Casting Time 1 standard action
  Components V, S, DF
  Range personal
  Target you
  Duration 1 round/level
  You create a disk of sunlight on one arm. Any 
  creature that strikes you with a melee attack deals 
  normal damage, but also takes 1d6 points of damage 
  + 1 point per caster level. Half of this damage is fire 
  damage and half is holy damage (as the spell flame 
  strike). An undead creature or a creature particularly 
  vulnerable to light that hits you instead takes 2d6 
  points of damage +1 point per caster level. Creatures 
  with reach weapons are not subject to this damage 
  
  36
  if they attack you. The shield provides illumination 
  equivalent to a daylight spell. You can have only 
  one instance of this spell in effect at a time. It does 
  not stack with similar damaging aura spells such as 
  fire shield or shield of dawn. 
  Shifting Shadows
  School evocation [darkness]; Level bard 3, 
  sorcerer/wizard 3, witch 3
  Casting Time 1 standard action
  Components V, S, M (a drop of ink)
  Range medium (100 ft. + 10 ft./level) 
  Area 20-ft.-radius emanation centered on a 
  point in space
  Duration 1 round/level (D)
  Saving Throw none, see text; Spell Resistance 
  no
  Waves of shifting shadows obscure the appearance 
  of all creatures caught within the emanation, making 
  it harder to tell friends from foes.
  This spell does not cause affected creatures to risk 
  accidentally attacking their allies, but it does require 
  them to concentrate harder to keep track of their 
  allies and foes. While this spell is in effect, every 
  creature in the area can treat any other creature in 
  the area as an allied threatening creature for the 
  purpose of flanking. Further, whenever a creature 
  in the area would provoke an attack of opportunity 
  from an enemy, that creatures’ allies in the area 
  must succeed at a Reflex save or lose one attack of 
  opportunity for that round as they suppress the 
  instinct to attack a vulnerable target that might be an 
  ally. The shifting shadows do not hinder precision-
  based attacks or create areas of dim light.
  Creatures under the effect of true seeing are not 
  affected by this spell. Creatures with scent or keen 
  scent, creatures that are blind, and creatures that 
  operate effectively without vision (such as creatures 
  with blindsight or blindsense) are also not affected 
  by this spell.
  Silverlight
  School evocation [light]; Level bard 3, cleric 3, 
  druid 3, paladin 3, sorcerer/wizard 3
  Casting Time 1 standard action
  Components V, S, M (1 sp)
  Range touch
  Target object touched
  Duration 1 minute/level
  Saving Throw Fortitude partial (see text); Spell 
  Resistance no
  As daylight, except the object touched sheds bright 
  silvery light in a 20-foot radius. In addition to 
  providing illumination, the area of bright light is 
  painful to creatures that are susceptible to alchemical 
  silver. A creature with DR/silver that begins its 
  turn within the light of this spell is automatically 
  dazzled and becomes sickened unless it succeeds on 
  a Fortitude save. These effects disappear 1 round 
  after the target leaves the silverlight. A creature 
  that leaves the area and then returns must make a 
  new saving throw. This spell provides dim light up 
  to 40 feet away, but only creatures within 20 feet are 
  subject to the above effects.
  Subjective Reality
  School illusion (phantasm) [mind-affecting]; 
  Level bard 6, medium 5, mesmerist 5, psychic 
  6, sorcerer/wizard 7 
  Casting Time 1 standard action 
  Components V 
  Range personal 
  Target you 
  Duration 1 round/level (D) 
  Saving Throw none; Spell Resistance none 
  Choose one object, creature, or force you can see 
  within long range (400 ft. + 40 ft./level). You alter 
  your perceptions to become convinced the target is 
  an illusion. For you, the target becomes transparent 
  and does not create sound or smell. Until the spell 
  ends, you can move through the target unimpeded 
  and the target can move through you. The target’s 
  nonmagical attacks cannot harm you, and the target’s 
  magical attacks deal half damage to you. The target’s 
  non-damaging magical abilities have a 50% chance 
  not to affect you, and you are immune to all its 
  sonic, language-dependent, and scent-based attacks. 
  However, your attacks deal no damage to the target, 
  and your magical abilities do not affect the target at 
  all. You or the target can affect each other normally 
  through intermediaries. For instance, while the 
  target would be immune to the direct effects of your 
  earthquake spell, if the spell caused a room’s ceiling 
  to collapse, the target would not be immune to the 
  effects of the collapse.
  Twine Double
  School illusion (shadow); Level sorcerer/wizard 
  3 
  Casting Time 10 minutes 
  Components V, S, M (cloth and twine)
  Range 0 ft.
  Effect one duplicate creature
  Duration 1 minute/level (D)
  Saving Throw none; Spell Resistance no
  As simulacrum, except you can only duplicate 
  yourself, and the duplicate is created from cloth and 
  twine rather than ice and snow. The double looks 
  exactly like you except its eyes are balls of twine (DC 
  10 Perception check to recognize double’s strange 
  eyes). It wears clothing and gear that appear exactly 
  like what you are wearing at the time of casting. 
  Its copies of your magic items are nonfunctional 
  but radiate magic and have the same auras as your 
  
  37
  items. Its aura is identical to yours. Attempts to scry 
  you while the double exists have a 50% chance of 
  targeting the double instead of you.
  The double cannot attack, has no special abilities, 
  and has a +0 bonus on all saves and checks. You may 
  verbally give the double orders as a free action, or 
  control it telepathically as a standard action. You 
  know what the double is experiencing, and when 
  controlling it telepathically you can see and hear 
  everything it sees and hears, though events at your 
  location may drown out the sensory inputs from the 
  double. The double has hit points equal to half your 
  hit points at the time of casting. If brought to 0 hit 
  points, it is destroyed, reverting to cloth and twine. 
  The double is an animated object.
  Umbral Weapon
  School illusion [cold, shadow]; Level 
  antipaladin 2, bard 2, magus 2, sorcerer/
  wizard 2, witch 2
  Casting Time 1 standard action
  Components V, S, M (a pair of miniature 
  swords)
  Range touch
  Target target weapon touched
  Duration 1 round/level
  Saving Throw none; Spell Resistance yes
  A shadowy afterimage trails behind the targeted 
  weapon, potentially damaging foes even when the 
  weapon misses.
  Once per round, when the weapon’s wielder misses 
  a creature with the target weapon, the wielder can 
  reroll the attack. If the reroll hits, the spell hits 
  the targeted creature and deals 1d8 points of cold 
  damage, plus 1 additional point per 2 caster levels 
  (maximum +10). If an attacked creature has spell 
  resistance, you must attempt a caster level check 
  (1d20 + caster level) against that spell resistance the 
  first time the spell damages the target.
  If the creature successfully resists umbral weapon, 
  the spell is dispelled. If not, the creature takes 
  damage as normal.
  Unwelcome Halo
  School evocation [light]; Level cleric 1, paladin 
  1, sorcerer/wizard 1
  Casting Time 1 standard action 
  Components V, S
  Range medium (100 ft. + 10 ft./level)
  Target one nongood creature
  Duration 1 minute/level 
  Saving Throw Will negates; Spell Resistance 
  yes
  This spell causes the target to glow as if surrounded 
  by a halo of light. This halo sheds normal light in a 
  20-foot radius from the creature, and increases the 
  light-level by one step for an additional 20 feet. This 
  halo makes it impossible for the creature to gain 
  concealment in non-magical darkness, and in dim or 
  darker conditions, the creature’s glow can be seen 
  even if it is not within direct line of sight.
  If unwelcome halo is brought into an area of 
  magical darkness (or vice versa), the effects of 
  both spells are temporarily negated, so that the 
  otherwise prevailing light conditions exist within 
  the overlapping fields of effect.
  Wall of Light
  School evocation [light]; Level druid 5, sorcerer/ 
  wizard 5 
  Casting Time 1 standard action 
  Components V, S, M/DF (a chip of mica) 
  Range medium (100 ft. + 10 ft./level) 
  Effect 10-ft.-high vertical sheet of light up to 5 
  ft. long/level 
  Duration 1 minute/level (D) 
  Saving Throw Fortitude partial, see text; Spell 
  Resistance yes 
  An immobile, blinding curtain of white light that 
  blocks line of sight springs into existence. The 
  wall sheds bright light to a range of 60 feet in all 
  directions. A creature adjacent to the wall is blinded 
  as long as it remains adjacent plus an additional 1d4 
  rounds thereafter—closing its eyes or succeeding at 
  a Fortitude save negates the effect for 1 round. A 
  creature that passes through the wall is automatically 
  blinded, even if its eyes are closed. A creature from 
  the Plane of Shadow gains 1d4 negative levels each 
  round it spends within 5 feet of the wall (Fortitude 
  negates). Passing through the wall imposes a –4 
  penalty on the save for that round. Twenty-four 
  hours after gaining these negative levels, the subject 
  must attempt a new Fortitude saving throw for each 
  negative level. If a save succeeds, 1 negative level 
  is removed. If it fails, the negative level becomes 
  permanent. Wall of light can be made permanent 
  with permanency (with a minimum caster level of 
  13th and cost of 11,000 gp).
   
  
  38
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  Forest Kingdom Archetypes © 2017, Legendary Games; Authors Jason 
  Nelson, Julian Neale, Clinton J. Boomer, and N. Jolly.  
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors 
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  Gygax and Dave Arneson.
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  39
  James Jacobs, Joe Homes, Mikko Kallio, Mike Kimmel, Ron Lundeen, Kate 
  Marshall, Kalervo Oikarinen, Stephen Radney-MacFarland, and F. Wesley 
  Schneider.
  Pathfinder Campaign Setting: Occult Realms © 2015, Paizo Inc.; Authors: 
  Robert Brookes, Thurston Hillman, Thomas M. Reed, and Mark Seifter. 
  Pathfinder Player Companion: Occult Origins © 2015, Paizo Inc.; Authors: 
  Robert Brookes, Ben McFarland, 
  Jason Nelson, and Mark Seifter..
  Pathfinder 
  Roleplaying 
  Game 
  Core Rulebook © 2009, Paizo 
  Publishing, LLC; Author: Jason 
  Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  Pathfinder 
  Roleplaying 
  Game 
  Advanced Class Guide © 2014, 
  Paizo 
  Inc.; 
  Authors: 
  Dennis 
  Baker, Ross Byers, Jesse Benner, 
  Savannah 
  Broadway, 
  Jason 
  Bulmahn, 
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  H. Keith, Will McCardell, Dale C. 
  McCoy, Jr., Tom Phillips, Stephen 
  Radney-MacFarland, 
  Thomas 
  M. Reid, Sean K Reynolds, Tork 
  Shaw, Owen K.C. Stephens, and 
  Russ Taylor.
  Pathfinder 
  Roleplaying 
  Game 
  Advanced 
  Player’s 
  Guide. 
  Copyright 2010, Paizo Publishing, 
  LLC; Author: Jason Bulmahn.
  Pathfinder 
  Roleplaying 
  Game Bestiary, © 2009, Paizo 
  Publishing, LLC; Author: Jason 
  Bulmahn, based on material by 
  Jonathan Tweet, Monte Cook, and 
  Skip Williams.
  Pathfinder 
  Roleplaying 
  Game 
  Bestiary 
  2. 
  © 
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  LLC; 
  Author: 
  Wolfgang Baur, Jason Bulmahn, 
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  K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ 
  Taylor, and Greg A. Vaughan. 
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; 
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  Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, 
  James L. Sutter, and Russ Taylor. 
  Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; 
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  Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston Hillman, Eric 
  Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. Wesley 
  Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, 
  LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K 
  Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, 
  Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. 
  Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
  Pathfinder Roleplaying Game Occult Adventures © 2015, Paizo Inc.; 
  Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross 
  Byers, John Compton, Adam Daigle, 
  Jim Groves, Thurston Hillman, 
  Eric Hindley, Brandon Hodge, 
  Ben McFarland, Erik Mona, Jason 
  Nelson, Tom Phillips, Stephen 
  Radney-MacFarland, Thomas M. 
  Reid, Alex Riggs, Robert Schwalb, 
  Mark Seifter, Russ Taylor, and 
  Steve Townshend.
  Pathfinder 
  Roleplaying 
  Game 
  Pathfinder Unchained © 2015, 
  Paizo 
  Inc.; 
  Authors: 
  Dennis 
  Baker, Jesse Benner, Ross Beyers, 
  Logan Bonner, Jason Bulmahn, 
  Robert Emerson, Tim Hitchcock, 
  Jason 
  Nelson, 
  Tom 
  Phillips, 
  Stephen 
  Radney-MacFarland, 
  Thomas M. Reid, Robert Schwalb, 
  Mark Seifter, and Russ Taylor.
  Pathfinder 
  Roleplaying 
  Game 
  Ultimate 
  Campaign 
  © 
  2013, 
  Paizo Publishing, LLC: Authors: 
  Jesse Benner, Benjamin Bruck, 
  Jason Bulmahn, Ryan Costello, 
  Adam Daigle, Matt Goetz, Tim 
  Hitchcock, James Jacobs, Ryan 
  Macklin, Colin McComb, Jason 
  Nelson, Richard Pett, Stephen 
  Radney-MacFarland, 
  Patrick 
  Renie, Sean K Reynolds, F. Wesley 
  Schneider, James L. Sutter, Russ 
  Taylor, and Stephen Townshend. 
  Pathfinder 
  Roleplaying 
  Game 
  Ultimate Combat. © 2011, Paizo 
  Publishing, 
  LLC; 
  Authors: 
  Jason Bulmahn, Tim Hitchcock, 
  Colin McComb, Rob McCreary, 
  Jason 
  Nelson, 
  Stephen 
  Radney-
  MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor. 
  Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: 
  Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, 
  Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven Helt, Thurston 
  Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom 
  Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, 
  David N. Ross, David Schwartz, Mark Seifter, Linda Zayas-Palmer.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, 
  Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. 
  Stephens, and Russ Taylor. 
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR.
  Aerial Servant from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc.; Published and distributed by Frog God Games; Authors: Clark 
  Greene and Clark Peterson, based on original material by Gary Gygax. 
  Angel, Monadic Deva from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Angel, Monadic Deva from the Tome of Horrors, Revised. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material 
  by E. Gary Gygax. 
  Angel, Movanic Deva from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  The following superscript notations are used to denote 
  official Pathfinder Roleplaying Game rulebooks:
  ACG = Pathfinder Roleplaying Game Advanced Class Guide
  APG = Pathfinder Roleplaying Game Advanced Player’s Guide
  ARG = Pathfinder Roleplaying Game Advanced Race Guide
  B1 = Pathfinder Roleplaying Game Bestiary
  B2 = Pathfinder Roleplaying Game Bestiary 2
  B3 = Pathfinder Roleplaying Game Bestiary 3
  B4 = Pathfinder Roleplaying Game Bestiary 4
  GMG = Pathfinder Roleplaying Game Gamemastery Guide
  HA = Pathfinder Roleplaying Game Horror Adventures
  OA = Pathfinder Roleplaying Game Occult Adventures
  OO = Softcover companion to the origins of occult characters. 
  OR = Softcover guide to occult classes and characters in the 
  official Pathfinder campaign setting.
  PU = Pathfinder Roleplaying Game Pathfinder Unchained
  UCam = Pathfinder Roleplaying Game Ultimate Campaign
  UC = Pathfinder Roleplaying Game Ultimate Combat
  UE = Pathfinder Roleplaying Game Ultimate Equipment
  UI = Pathfinder Roleplaying Game Ultimate Intrigue
  UM = Pathfinder Roleplaying Game Ultimate Magic
  
  40
  Angel, Movanic Deva from the Tome of Horrors, Revised. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material 
  by E. Gary Gygax.
  Brownie from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax. 
  Brownie from the Tome of Horrors, Revised. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. 
  Daemon, Ceustodaemon (Guardian Daemon) from the Tome of Horrors, 
  Revised. © 2002, Necromancer Games, Inc.; Author: Scott Greene, based on 
  original material by E. Gary Gygax. 
  Daemon, Derghodaemon from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Derghodaemon from the Tome of Horrors, Revised. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material 
  by E. Gary Gygax. 
  Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Ian McDowall.
  Daemon, Hydrodaemon from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Hydrodaemon from the Tome of Horrors, Revised. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material 
  by E. Gary Gygax. 
  Daemon, Piscodaemon from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Gary Gygax.
  Daemon, Piscodaemon from the Tome of Horrors, Revised. © 2002, 
  Necromancer Games, Inc.; Author: Scott Greene, based on original material 
  by E. Gary Gygax. 
  Dark Creeper from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Rik Shepard. 
  Dark Stalker from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Simon Muth. 
  Demon, Shadow from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Neville White. 
  Froghemoth from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by E. Gary Gygax. 
  Genie, Marid from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Ice Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene. 
  Iron Cobra from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Author: Scott Greene, based on original material by Philip Masters. 
  Jubilex from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax. 
  Marid from the Tome of Horrors III. © 2005, Necromancer Games, Inc.; 
  Author: Scott Greene. 
  Mihstu from the Tome of Horrors, Revised. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. 
  Mite from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Ian Livingstone and Mark Barnes. 
  Moon Dog from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Gary Gygax. 
  Muckdweller from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax. 
  Nabasu Demon from the Tome of Horrors. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by E. Gary Gygax. 
  Necrophidius from the Tome of Horrors, Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by Simon 
  Tillbrook. 
  Poltergeist from the Tome of Horrors Complete © 2011, Necromancer Games, 
  Inc., published and distributed by Frog God Games; Author: Scott Greene, 
  based on original material by Lewis Pulsipher. 
  Sandman from the Tome of Horrors, Revised. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Roger Musson. 
  Scarecrow from the Tome of Horrors, Revised. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Roger Musson. 
  Shadow Demon from the Tome of Horrors. © 2002, Necromancer Games, 
  Inc.; Author: Scott Greene, based on original material by Neville White. 
  Wood Golem from the Tome of Horrors. © 2002, Necromancer Games, Inc.; 
  Authors: Scott Greene and Patrick Lawinger. 
  Yellow Musk Creeper from the Tome of Horrors Complete © 2011, 
  Necromancer Games, Inc., published and distributed by Frog God Games; 
  Author: Scott Greene, based on original material by Albie Fiore. 
  Yellow Musk Creeper from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore.
  Yellow Musk Zombie from the Tome of Horrors, © 2002, Necromancer 
  Games, Inc.; Author Scott Greene, based on original material by Albie Fiore. 
  Yeti from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., 
  published and distributed by Frog God Games; Author: Scott Greene, based 
  on original material by Gary Gygax.
  Yeti from the Tome of Horrors, © 2002, Necromancer Games, Inc.; Author 
  Scott Greene, based on original material by Gary Gygax. 
  Zombie, Juju from the Tome of Horrors Complete © 2011, Necromancer 
  Games, Inc., published and distributed by Frog God Games; Author: Scott 
  Greene, based on original material by Gary Gygax.
  Zombie, Juju from the Tome of Horrors Revised. © 2002, Necromancer 
  Games, Inc.; Author: Scott Greene, based on original material by Gary Gygax.
  Advanced Bestiary. © 2004, Green Ronin Publishing, LLC; Author: Matthew 
  Sernett.
  Anger of Angels. © 2003, Sean K Reynolds.
  Book of Fiends. © 2003, Green Ronin Publishing; Authors: Aaron Loeb, Erik 
  Mona, Chris Pramas, Robert J. Schwalb. 
  Kobold Quarterly, Issue 7 © 2008, Open Design LLC, www.koboldquarterly.
  com; Authors: John Baichtal, Wolfgang Baur, Ross Byers, Matthew Cicci, 
  John Flemming, Jeremy Jones, Derek Kagemann, Phillip Larwood, Richard 
  Pett, and Stan!
  Legendary Planet Player’s Guide © 2015, Legendary Games; Authors Will 
  McCardell, Alex Augunas, and Neil Spicer.
  Monte Cook’s Arcana Unearthed. © 2003, Monte J. Cook.
  Pact Magic Unbound, Vol 1 © 2012 Radiance House; Authors: Alexander 
  Augunas, Dairo Nardi.
  Path of the Magi. © 2002 Citizen Games/Troll Lord Games; Authors: Mike 
  McArtor, W. Jason Peck, Jeff Quick, and Sean K Reynolds.
  Psionics Unleashed © 2010, Dreamscarred Press; Authors: Jeremy Smith and 
  Andreas Rönnqvist.
  Skreyn’s Register: The Bonds of Magic. © 2002, Sean K Reynolds.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights 
  reserved.
  The Book of Fiends © 2003, Green Ronin Publishing; Authors: Aaron Loeb, 
  Erik Mona, Chris Pramas, and Robert J. Schwalb.
  The Book of Hallowed Might. © 2002, Monte J. Cook.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott 
  Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, 
  Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; 
  Based on original content from TSR.
  The Genius Guide to: 110 Spell Variants. Copyright 2011, Super Genius 
  Games. Author: Owen K.C. Stephens.
  
  41
  LEGENDARY CLASSES
  Player-focused class supplements for Paizo’s Pathfinder Roleplaying Game. When you 
  see the word Legendary in front of the name of your favorite class, you can expect it to 
  bring you an amazing array of abilities that are perfect for enriching play with your 
  favorite class. You’ll find new class abilities and new uses for existing class abilities, as 
  well as archetypes, feats, and prestige classes specifically tailored to enrich your play 
  experience with that class in exciting and innovative ways. Fantasy games are replete 
  with magic, and you’ll find spells and magic items aplenty between these pages as well, 
  each designed to harmonize perfectl
  each designed to harmonize perfectly with your favorite classes.
  
  When your heroes strike out into the wooded wilderness, they’ll 
  be prepared to face any challenge with the amazing options 
  you’ll find in Forest Kingdom Archetypes, whether they are 
  hacking their own fledgling domain out on the borderlands of 
  civilization or taking their first steps into the verdant realms of 
  creatures that call the forest their home. You’ll find nearly a dozen 
  incredible archetypes like the explorer ranger, greenweaver 
  kineticist, jester bard, and order of the woodlands cavalier, 
  as well as the gallant unicorn charger prestige class. You’ll also 
  find new class features like legendary spirits and kineticist wild 
  talents, tons of spells, and a brand-new category of fantastic 
  faerie feats, gifted to those who have forged a special bond 
  with the fey, like Cloak of Coiling Thorns, Unforged Arrow of 
  the Wild, Shapeless and Primal Terror, and Frumious Quills 
  of the Bandersnatch! Conquer every challenge the forest has to 
  offer you with this 42-book and Make Your Game Legendary!
  makeyourgamelegendary.com
  LGP328KB09PF
  Rule the Forest!
  Rule the Forest!
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Legendary Games/Forest Kingdom/Forest Kingdom Archetypes.pdf