TEXT: ◆ 2016 ◆
  
  1
  Authors: Anthony S. Altovilla, Forrest Heck, Jacob Karpel, Jade Ripley, Jeffrey Swank, Kevin Ryan
  Interior Design: Erik Nowak
  Interior Layout: Jeremy Smith
  April Augmented requires the use of Psionics Unleashed: Core Psionics System, © 2010 Dreamscarred Press.  
  See http://dreamscarredpress.com for more information on Psionics Unleashed.
  Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by 
  the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and 
  Peter Adkison. 
  Product Identity: The following items are hereby identified as Product Identity, as defined in the Open 
  Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, 
  proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade 
  dress. (Elements that have previously been designated as Open Game Content or are in the public domain 
  are not included in this declaration.)
  Open Content: Except for material designated as Product Identity (see above), the game mechanics of this 
  game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No 
  portion of this work other than the material designated as Open Game Content may be reproduced in any 
  form without written permission.
  Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo 
  Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying 
  Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.
  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and 
  the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are 
  used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/
  compatibility for more information on the compatibility license.
  April Augmented is published by Dreamscarred Press under the Open Game License version 1.0a Copyright 
  2000 Wizards of the Coast, Inc. 
  © 2016 Dreamscarred Press
  April Augmented
  
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  April Augmented
  Introduction
  Welcome to April Augmented! A compilation of 
  a variety of new player content for use in your 
  Pathfinder Roleplaying Game campaign!
  Included in this release you will find three new 
  archetypes, a new prestige class, a new playable race, 
  and a new monster class.
  New Archetypes
  Presented below are three new archetypes. The 
  ambu-lancer for the medic class, the edge lord for 
  the harbinger from Path of War Expanded, and the 
  madman for the monk.
  Ambu-Lancer (Medic)
  By: Anthony S. Altovilla
  A medic must be able to rapidly traverse dangerous 
  terrain to reach those in need of their aid. Some medics 
  specially train mounts to aid them in their quests to 
  provide healing to those in need.
  Class Skills: An ambu-lancer gains Ride as a class 
  skill.
  Mount (Ex): At 1st level, an ambu-lancer gains 
  the service of a loyal and trusty steed to carry her 
  into battle. This mount functions as a druid’s animal 
  companion, using the ambu-lancer’s level as her 
  effective druid level. The creature must be one that 
  she is capable of riding and is suitable as a mount. 
  A Medium-sized ambu-lancer can select a camel or a 
  horse. A Small-sized ambu-lancer can select a pony 
  or wolf, but can also select a boar or a dog if she is 
  at least 4th level. At the GM’s options, other animals 
  may be suitable mounts for an ambu-lancer to select.
  An ambu-lancer’s bond with her mount is strong, 
  with the pair learning to anticipate each other’s 
  moods and moves. An ambu-lancer does not take 
  an armor check penalty on Ride checks while riding 
  her mount. The mount is always considered combat 
  trained and begins play with Light Armor Proficiency 
  as a bonus feat.
  Should an ambu-lancer’s mount die, she may find 
  another mount to serve her after 1 week of mourning.
  Mounted Combat (Ex): At 1st level, an ambu-lancer 
  gains Mounted Combat as a bonus feat, even if she 
  does not meet the prerequisites. This ability replaces 
  one of the medic’s expertise gained at 1st level.
  Mounted Maneuver Expertise (Ex): Starting at 1st 
  level, an ambu-lancer and her trusty steed are so in 
  tune with each other that they can work as one when 
  performing maneuvers. Whenever an ambu-lancer 
  is mounted and uses a maneuver with a movement 
  component (such as making a charge attack, or 
  taking an extra move action), the ambu-lancer can 
  have her mount take the appropriate movement in 
  her place. If the maneuver allows the ambu-lancer to 
  make a charge attack, both she and hers mount are 
  considered to be charging. This ability replaces the 
  share spells ability that normal animal companions 
  gain.
  Mobile Triage Unit (Ex): Whenever the ambu-
  lancer uses her triage ability while mounted, she 
  may have her mount take the movement of the 
  triage ability in her place, riding on the mount to her 
  destination as normal. This ability alters the medic’s 
  triage ability.
  Siren (Su): At 4th level, the ambu-lancer gains a 
  glowing magical siren that announces her presence 
  whenever she rides her mount. The siren emits an ear 
  piercing wail and sheds light like a torch while active, 
  though the ambu-lancer may choose to suppress this 
  effect as a free action. While the siren is active, the 
  ambu-lancer takes a –30 penalty to her stealth checks 
  as the wailing siren gives away her position. When 
  she uses her triage ability with her siren active, her 
  mount gains the benefits of the Improved Overrun 
  feat and creatures she overruns must choose to 
  avoid the ambu-lancer and cannot make attacks 
  of opportunity against her for her movement, as 
  creatures dive out of the way to avoid an oncoming 
  abmu-lance. This ability replaces the additional use 
  of triage gained at 4th level.
  Patient Retrieval (Ex): At 5th level the ambu-
  lancer gains the following medic’s expertise:
  Patient Retrieval*: When the medic uses her triage 
  to heal an ally while mounted, she may pull that ally 
  up and onto her mount. So long as her ally remains 
  mounted on the ambu-lancer’s mount, the ambu-
  lancer may use her Mounted Combat feat to negate 
  attacks against her ally. The medic’s mount may only 
  take on one additional rider at a time, however the 
  addition of a second rider does not otherwise interfere 
  with the mount’s ability to move or be ridden, though 
  excessive weight may affect its base speed as normal 
  for a medium or heavy load. This ability replaces the 
  medic’s expertise gained at level 5.
  EdgE Lord (HarbingEr)
  By: Jade Ripley
  Edge lords are numbered amongst those harbingers 
  that cope with negative emotions by pretending to 
  be above them; without personal ties or investment, 
  how can they, or anyone else, be hurt by loss? This 
  icy, affected indifference gives them insight into the 
  use of curses, teleportation, and the supremely sharp 
  
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  katana.
  Weapon and Armor Proficiency: An edge lord is 
  proficient with all simple weapons, martial melee 
  weapons, and the katana, but not with any type of 
  armor or shield. This ability alters the harbinger’s 
  weapon and armor proficiency.
  Maneuvers: An edge lord loses access to the Riven 
  Hourglass and Scarlet Throne disciplines and adds 
  Unquiet Grave and Mithral Current to his list of 
  available disciplines. He otherwise learns, readies, 
  and initiates maneuvers as a standard Harbinger. 
  This ability alters maneuvers.
  Become So Numb (Su): At 1st level, an edge 
  lord dons a floor length black or red leather coat 
  formed from their own affected indifference, often 
  displaying clasps or buttons of bismuth crystal. This 
  coat provides a bonus to the edge lord’s AC equal to 
  the his Intelligence modifier. In addition, an edge 
  lord gains a +1 dodge bonus to his AC at 3rd level, 
  which increases by a further +1 at 8th level and every 
  five levels thereafter. The edge lord loses both of 
  these bonuses while wearing armor of any kind. This 
  ability replaces accursed will.
  Quick Draw (Ex): At 1st level, an edge lord gains 
  Quick Draw as a bonus feat, even if he does not meet 
  its prerequisites.
  One Step Closer (Su): Starting at 4th level, an edge 
  lord may teleport up to 25 feet plus 5 feet per 2 class 
  levels as part of initiating a strike. This teleportation 
  takes place either immediately before or immediately 
  after resolving the strike; if he teleports before 
  his strike, the edge lord may make any decisions 
  regarding the strike (such as targets or weapon 
  choice) after his teleport finishes. If the edge lord is 
  unable to initiate his strike after teleporting, he may 
  choose another strike with the same initiation action 
  to use. The edge lord can use this ability once per 
  encounter at 4th level, twice per encounter at 10th 
  level, and three times per encounter at 16th level. 
  This ability replaces massacre.
  Nothing Personal (Ex): Starting at 5th level, an 
  edge lord’s affected indifference shields them from 
  unwanted feelings. He becomes immune to emotion 
  effects. This ability replaces elusive shadow.
  X-Ecutioner Style (Ex): Starting at 7th level, 
  an edge lord’s mastery of his favored weapon 
  advances. He gains Mixed Combat and Weapon Focus 
  (Katana) as bonus feats, even if he does not meet 
  their prerequisites. This ability replaces sorcerous 
  deception.
  Papercut (Ex): At 8th level, an edge lord’s deadly 
  efficiency in combat allows him to increase the 
  critical threat range of any weapon he wields by +1. 
  This bonus is applied after effects such Improved 
  Critical or the keen weapon special ability, and cannot 
  be doubled. This ability replaces ill intentions.
  Hit the Floor (Su): At 11th level, an edge lord 
  solidifies his mastery of teleportation. Whenever 
  he confirms a critical hit against a creature, that 
  creature must succeed at a Will save (DC 10 + 1/2 
  the edge lord’s class level + the edge lord’s initiation 
  modifier) or be teleported to an unoccupied space 
  within 30 feet of the edge lord’s choosing. He need 
  not teleport the target to a location that can support 
  them; he can teleport them into the air, into difficult 
  terrain, or into dangerous situations as he sees fit. 
  This ability replaces black omen.
  Madman (Monk)
  By: Kevin Ryan
  “He’s mad, I tell you! M-A-D, mad!”
  Every monk strives to hone every inch of his 
  body and soul into a perfect fighting machine, but 
  a madman has taken it to an extreme some would 
  call unnatural. He has twisted his flesh, shattered his 
  mind, shredded his soul, and rebuilt himself to use 
  his abilities in ways most could never have imagined. 
  Some may call him deranged, and maybe his 
  dedication to making the most of himself is unhealthy, 
  but it does seem to be effective.
  Alignment: Any.
  Weapon and Armor Proficiency: Madmen are 
  proficient with unarmed strikes, but not with any 
  other weapon or any kind of armor. For madmen, 
  monk class features that work with any monk weapon 
  instead function only with unarmed strikes.
  Insanity Defense (Ex): At 1st level, a madman adds 
  his Strength and Constitution modifiers on Fortitude 
  saving throws, his Dexterity and Intelligence 
  modifiers on Reflex saving throws, and his Wisdom 
  and Charisma modifiers on Will saving throws. These 
  replace the usual ability score modifiers on his saving 
  throws, and no effect can change the ability modifiers 
  that a madman uses for his saving throws, though 
  effects that add new ability modifiers to saving throws 
  (such as a paladin’s divine grace) function normally.
  When 
  unarmored 
  and 
  unencumbered, 
  the 
  madman adds his Wisdom modifier to his AC and 
  CMD, even against touch attacks or when flat-footed, 
  and he also retains his Dexterity bonus to AC and 
  CMD even when flat-footed. He loses these benefits 
  when he is immobilized or helpless, when he wears 
  any armor, when he carries a shield, or when he 
  carries a medium or heavy load. His AC bonus does 
  not increase as he levels. No effect can change the 
  ability modifiers that a madman uses for AC and CMD, 
  though effects that add new ability modifiers to AC 
  
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  and/or CMD function normally.
  This ability alters AC bonus, but counts as that ability 
  for the purposes of prerequisites and requirements.
  Lunacy Fist (Ex): At 1st level, a madman adds both 
  his Strength and Intelligence modifiers on attack rolls 
  with unarmed strikes and to his combat maneuver 
  bonus instead of just his Strength modifier. He adds 
  both his Constitution and Charisma instead of his 
  Strength modifier to damage rolls with unarmed 
  strikes. No effect can change the ability modifiers 
  that a madman uses for attack and damage rolls with 
  unarmed strike or for his combat maneuver bonus, 
  though effects that add new ability modifiers to attack 
  rolls or damage rolls function normally.
  A madman’s unarmed strikes deal damage that is 
  bludgeoning, piercing, and slashing.
  For the purposes of prerequisites and requirements, 
  this ability counts as the Weapon Finesse feat. This 
  ability replaces stunning fist.
  Mad Skills (Ex): At 1st level, a madman’s abuse of his 
  body allows him to use his abilities in unconventional 
  ways. He adds a modifier to ability and skill checks 
  equal to an ability modifier other than the one that 
  ability or skill check is based on, as given in Table 1-2: 
  Mad Skills Modifiers.
  Table 1-1: Mad Skills Modifiers
  Add a modifier equal to...
  To ability and skill checks 
  based on...
  Strength modifier
  Dexterity
  Dexterity modifier
  Constitution
  Constitution modifier
  Intelligence
  Intelligence modifier
  Wisdom
  Wisdom modifier
  Charisma
  Charisma modifier
  Strength
  However, each of these modifiers cannot add more 
  to an ability or skill check than his class level. They 
  have no minimum, and may be negative.
  This ability replaces the bonus feat gained at 1st 
  level.
  Psychotic Flurry (Su): Starting at 1st level, a 
  madman can make a psychotic flurry as a full-attack 
  action.
  When doing so, he may make one additional attack, 
  taking a –2 penalty on all of his attack rolls, as if using 
  the Two-Weapon Fighting feat.
  For the purpose of these attacks, the madman’s 
  base attack bonus from his monk class levels is equal 
  to his madman level. For all other purposes, such as 
  qualifying for a feat or a prestige class, the madman 
  uses his normal base attack bonus.
  At 8th level, the monk can make two additional 
  attacks when he uses psychotic flurry, as if using 
  Improved Two-Weapon Fighting (even if the madman 
  does not meet the prerequisites for the feat).
  At 15th level, the monk can make three additional 
  attacks using psychotic flurry, as if using Greater 
  Two-Weapon Fighting (even if the madman does not 
  meet the prerequisites for the feat).
  A madman cannot use any weapon other than an 
  unarmed strike in a psychotic flurry. A madman 
  may substitute disarm, sunder, and trip combat 
  maneuvers for unarmed attacks as part of a psychotic 
  flurry.
  A madman also learns one psychosis at each 
  odd level, which he uses by substituting psychoses 
  for unarmed attacks as part of a psychotic flurry. 
  The saving throw DC for psychoses is 10 + half the 
  madman’s level + the madman’s lowest ability 
  modifier + the madman’s second-lowest ability 
  modifier.
  This ability alters flurry of blows, and replaces still 
  mind, purity of body, wholeness of body, improved 
  evasion, diamond body, diamond soul, quivering 
  palm, timeless body, and empty body. 
  This ability counts as flurry of blows for the 
  purposes of prerequisites.
  Freak Physiology: At 2nd level, 6th level, 14th 
  level, and 18th level, a madman increases his two 
  lowest ability scores by 1 each. In the case of a tie, the 
  madman may choose which ability score to improve. 
  At 10th level and 20th level, he increases all of his 
  ability scores by 1 each. This ability replaces the 
  bonus feats gained at 2nd, 6th, 10th, 14th, and 18th 
  levels.
  Psychotic Break: At 20th level, a madman learns 
  one of the psychotic breaks below. The chosen 
  psychotic break is automatically triggered when 
  every attack, combat maneuver, or psychosis in a 
  psychotic flurry is successful.
  Elemental Breakdown: The madman releases a 
  massive explosion of elemental energy. This has 
  three components:
  • An explosion of fire, dealing 5d6 fire damage in a 
  20-foot spread. A successful Reflex save halves 
  the damage.
  • Three bolts of lightning, each dealing 3d6 electricity 
  damage along a 60-foot line extending away 
  from the madman (the electricity damage does 
  not stack if bolts overlap). A successful Reflex 
  save halves the damage.
  • A barrage of icicles, dealing 1d6 cold damage 
  to up to twenty creatures within 120 feet. No 
  creature can be struck by more than one icicle. A 
  successful Reflex save negates the damage.
  Creatures subject to more than one effect make 
  
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  multiple saves. The madman himself is immune to 
  these effects.
  Repetition Expecting Change: The madman can 
  make another attack at his highest base attack bonus, 
  which is considered part of the same psychotic flurry. 
  If that attack is successful, this psychotic break triggers 
  again, allowing another attack, so once the madman 
  succeeds on all the attacks in his original psychotic 
  flurry, he may continue attacking until an attack is 
  unsuccessful. He still may not use any psychosis more 
  than once in the same psychotic flurry.
  True Schism: The madman creates a copy of himself 
  and all of his equipment. The copy acts completely 
  independently, but is still the madman. At the end 
  of the madman’s next turn, one of the madmen and 
  all of his equipment—even if that equipment has left 
  his possession—disappears. The madman that stays 
  need not be the “original.” Artifacts are not copied. 
  Anything in the possession of the madman that 
  disappears that was not copied (including artifacts, or 
  objects picked up during the round) falls to the floor.
  This ability replaces perfect self.
  Ex-Madmen
  There is no such thing as an ex-madman. Unlike 
  other monks, a madman is always eligible to continue 
  advancing his madman level.
  Psychoses
  Madmen learn one psychosis at each odd level. A 
  psychosis is used by substituting it for an unarmed 
  strike in a psychotic flurry.
  A madman cannot use the same psychosis twice in 
  one psychotic flurry.
  Successful prior attacks: Many psychoses have an 
  improved effect when used after a certain number of 
  “successful prior attacks.” This refers to the number of 
  successful attacks, combat maneuvers, or psychoses 
  that the madman has already used in this psychotic 
  flurry. A successful attack is one that hit and dealt 
  damage, a successful combat maneuver is defined 
  by the combat maneuver rules, and each psychosis 
  defines what counts as it succeeding.
  Blind Leap: The madman makes an Acrobatics 
  check against a DC of 15. If successful, the psychosis 
  succeeds and he jumps up to 15 feet (in any direction) 
  without provoking attacks of opportunity.
  1 successful prior attack: Any opponents he 
  threatened from the square he started in must make 
  a Fortitude save, or be blinded for 1 round.
  2 successful prior attacks: One target that the 
  madman threatens from his destination must make 
  a Fortitude save or be blinded for the rest of the 
  psychotic flurry.
  Implant Phobia: The madman forces a single 
  creature within his reach to make a Will save. If 
  the creature fails, this psychosis succeeds and the 
  creature is shaken for 1 round. If the creature makes 
  its saving throw, it is still considered shaken, but only 
  for the rest of the psychotic flurry, and this psychosis 
  is a failure. This is a mind-affecting fear effect.
  2 successful prior attacks: This effect functions 
  against targets that are immune to fear effects.
  3 successful prior attacks: Success allows the 
  madman to affect the target with aversion, as the 
  power. The target does not get a separate save against 
  this effect; it has already failed.
  5 successful prior attacks: This effect functions 
  against targets that are immune to mind-affecting 
  effects.
  Littlest Reality Rejection: This psychosis allows the 
  madman to perform one minor magical trick, as with 
  the prestidigitation spell. It always counts as a success.
  Touch in the Head: The madman makes a touch 
  attack, and the target makes a Will save. If the target 
  fails, the psychosis succeeds. When it succeeds, the 
  target takes damage equal to the madman’s lowest 
  ability modifier plus his second-lowest ability 
  modifier (minimum 1). This damage is mind-affecting. 
  Success also allows the madman to dispel any mind-
  affecting effects on himself he chooses.
  1 successful prior attack: Success grants the 
  madman a +4 bonus against mind-affecting effects 
  for 1 minute.
  4 successful prior attacks: Success grants the 
  madman immunity to mind-affecting effects for 1 
  minute.
  Zany 
  Port: 
  The 
  madman 
  teleports 
  to 
  his 
  current location, to all appearances disappearing 
  momentarily before appearing again. Any creatures 
  he threatens must make a Reflex save, or be flat-
  footed against the remaining attacks in his psychotic 
  flurry. This psychosis is successful if at least one 
  target fails its save.
  A madman must be at least 5th level before selecting 
  the following psychoses.
  Mens Insana in Corpore Sano: The madman makes 
  a Fortitude save against a DC of 13 + his highest ability 
  modifier – his lowest ability modifier; if he succeeds, 
  the psychosis succeeds and he may cure himself of 
  any and all diseases that he suffers from.
  1 successful prior attack: success grants the 
  madman immunity to disease for 1 hour.
  3 successful prior attacks: success allows the 
  madman to make a touch attack and force the target 
  to make a Fortitude save against a disease, as with the 
  
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  contagion spell.
  Overwhelming Vision of the Divine: The madman 
  makes an unarmed strike that ignores all damage 
  reduction that the target may have. If it hits and deals 
  damage, this psychosis succeeds, and the target loses 
  all damage reduction for the rest of the psychotic 
  flurry. This attack deals extra damage equal to the 
  madman’s lowest ability bonus (minimum 1) for each 
  successful prior attack.
  Pain Insensitivity: The madman makes a Will save 
  against a DC of 13 + his highest ability modifier – his 
  lowest ability modifier; if he succeeds, the psychosis 
  succeeds and he gains temporary hit points equal to 
  the sum of all his ability score modifiers for 1 round, 
  plus an additional round for each successful prior 
  attack.
  Psycho Crusher: The madman makes a Fly check 
  against a against DC of 15; he takes no penalty from 
  maneuverability or lack thereof, but if he has a fly 
  speed with good or better maneuverability, its bonus 
  applies. If he succeeds, the psychosis succeeds and he 
  flies in a straight line up to twice his movement speed. 
  This psychosis allows him to stay aloft long enough to 
  complete his psychotic flurry, but if he has no other 
  ability to fly, he may fall after the psychotic flurry 
  completes.
  2 successful prior attacks: if the madman could 
  see his target before moving, he may fly, in a straight 
  line, to a target and make an attack. Use the rules for 
  charging, but this does not count as a charge for the 
  purposes of other effects. If the madman misses on 
  the attack, this psychosis fails.
  A madman must be at least 9th level before selecting 
  the following psychoses.
  Bait Paranoia: The madman attacks a target he can 
  reach; if he hits, this psychosis succeeds. On a success, 
  the target must make a Will save. If he fails, he must 
  attempt a saving throw against all effects that allow 
  one, even harmless or beneficial ones, for a number 
  of rounds equal to half the number of successful prior 
  attacks.
  Hallucinated Hallucinogens: The madman makes a 
  Fortitude save against a DC of 13 + his highest ability 
  modifier – his lowest ability modifier; if he succeeds, 
  the psychosis succeeds and he may cure himself of 
  any and all poisons that he suffers from.
  1 successful prior attack: success grants the 
  madman immunity to poison for 1 hour.
  3 successful prior attacks: success allows the 
  madman to make a touch attack and force the target 
  to make a Fortitude save against poison, as with the 
  poison spell.
  Psycho Port: The madman teleports 5 feet for 
  each successful prior attack. This psychosis always 
  succeeds.
  Pyromaniac: The madman erupts in a ball of fire. 
  This functions as the fireball spell, except that the 
  fire damage is 1d6 per successful prior attack, and its 
  area must be centered on the madman himself. All 
  creatures in the area may make a Reflex save to halve 
  this damage; the madman’s Reflex save is against a 
  DC of 10 + his highest ability modifier – his lowest 
  ability modifier, while others save against his usual 
  DC. This psychosis succeeds if at least one creature 
  fails its Reflex save, and the madman does not.
  A madman must be at least 13th level before 
  selecting the following psychoses.
  Denialism: The madman dispels magic effects on 
  himself, as with a targeted greater dispel magic spell, 
  using the madman’s level as the caster level. The 
  madman may choose not to dispel any given effect 
  (moving on to the next one as if the dispel check had 
  failed), but this psychosis only succeeds if it dispels at 
  least one effect.
  2 successful prior attacks: Success grants the 
  madman spell resistance equal to 10 + the madman’s 
  class level + 2 per successful prior attack beyond 2 for 
  one minute.
  My Own World: The madman makes a Will save 
  against a DC of 15 + his highest ability modifier – his 
  lowest ability modifier; if he succeeds, the psychosis 
  succeeds. When this psychosis succeeds, he can use 
  mirage arcana, as the spell, but the effect lasts only 
  one round, plus one additional round per successful 
  prior attack. He does not need to concentrate on the 
  effect.
  Pull Back the Veil: The madman makes a Reflex save 
  against a DC of 15 + his highest ability modifier – his 
  lowest ability modifier; if he succeeds, the psychosis 
  succeeds. When this psychosis succeeds, the madman 
  gains true seeing, as the spell, but for only 1 round 
  and with a range of only 5 feet per successful prior 
  attack.
  Schizo Schism: The madman makes a Fortitude save 
  against a DC of 15 + his highest ability modifier – his 
  lowest ability modifier; if he succeeds, the psychosis 
  succeeds. When this psychosis succeeds, he can use 
  schism, as the power, but the effect lasts only one 
  round, plus one additional round per successful prior 
  attack. Unlike a usual schism, the madman’s version 
  also affects his body somewhat, allowing the second 
  personality limited physical actions: as a standard 
  action, it can use a single psychosis the madman 
  knows. This is not part of a psychotic flurry, so it has 
  
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  April Augmented
  no successful prior attacks, but the psychosis used 
  cannot also be used by the madman in a psychotic 
  flurry in the same turn.
  A madman must be at least 17th level before 
  selecting the following psychoses.
  Mumbling and Shaking: This psychosis has no effect, 
  and cannot succeed.
  5 successful prior attacks: The madman uses 
  quivering palm, as the monk class feature, except 
  that it uses the madman’s usual save DC for psychoses. 
  This psychosis succeeds so long as the initial attack 
  hits.
  Ranting and Raving: This psychosis has no effect, 
  and cannot succeed.
  5 successful prior attacks: The madman attacks 
  a target as with quivering palm, the monk class 
  feature, but instead of causing the victim’s death, he 
  instead inflicts an insanity effect (as the spell) unless 
  the target succeeds at a Will save with a DC equal 
  to the madman’s usual save DC for psychoses. This 
  psychosis succeeds so long as the initial attack hits.
  Sound and Fury: This psychosis has no effect, and 
  cannot succeed.
  5 successful prior attacks: The madman may use 
  subjective reality, as the spell. The madman cannot 
  affect more than one target with this effect: if he uses 
  it on a second target, its effect on the first ends. This 
  psychosis is always successful.
  Daring Hero 
  (Prestige Class)
  By: Forrest Heck
  There are some who adventure for wealth, for 
  glory, or at the order of a higher power. Some insane 
  men even delve into dangerous caves full of dragons’ 
  pointy bits entirely for the fun of it, for no other 
  reason than that it is there. Daring heroes are not 
  these men, but to many, they seem quite close. Though 
  their individual motivations may vary, a daring hero 
  is one called by adventure for a specific purpose that 
  only they fully understand. Whether a famed hero or 
  a cunning villain, daring heroes universally strive to 
  snatch the shroud of myth for themselves—to carve 
  themselves into legend, or die trying.
  Hit Die: d10.
  REQUIREMENTS
  To qualify to become a daring hero, a character 
  must fulfill all the following criteria.
  Skills: Bluff 5 ranks, Linguistics 1 rank, Knowledge 
  (history) 1 rank.
  Feats: Razor Wit.
  Initiating: Ability to initiate maneuvers, initiator 
  level 5th.
  Razor Wit (Combat)
  Sticks and stones may break their bones, but 
  words cut deeper than wounds.
  Prerequisites: Charisma 13.
  Benefit: As part of making a melee attack, you can 
  make a pun, quip, or insult. If your GM and fellow 
  players believe that it can be considered a “good” 
  or otherwise fitting use of wordplay, you add your 
  Charisma bonus (if any) as a circumstance bonus 
  on your damage roll if you hit. At the other players’ 
  option, an especially bad pun or joke allows you to 
  add 1/2 your Charisma bonus as a circumstance 
  bonus on your attack roll as well.
  Special: If the target of your attack also 
  possesses this feat, they can draw you into a verbal 
  duel. After your initial pun, quip, or insult, they 
  can respond with words of their own. If their 
  response is suitably witty, you must respond in 
  turn. Repeat this process until either you or your 
  opponent runs out of things to say. If they best you 
  in the verbal duel, you do not gain the bonuses you 
  normally would from this feat. This process takes 
  place during your attack, regardless of how long 
  the exchange actually took at the table.
  CLASS SKILLS
  The daring hero’s class skills are Acrobatics (Dex), 
  Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise 
  (Cha), Escape Artist (Dex), Intimidate (Cha), Linguistics 
  (Int), Knowledge (history) (Int), Knowledge (local) 
  (Int), Knowledge (nobility) (Int), Perception (Wis), 
  Perform (Cha), Sense Motive (Wis), Sleight of Hand 
  (Dex), Stealth (Dex), Swim (Str), and Use Magic Device 
  (Cha).
  Skill Ranks per Level: 6 + Int modifier.
  CLASS FEATURES
  All of the following are class features of the daring 
  hero.
  Weapon and Armor Proficiency: Daring heroes 
  gain no additional weapon or armor proficiencies.
  Maneuvers: At every even level, a daring hero gains 
  a new maneuver known. His available disciplines for 
  these maneuvers are Mithral Current, Scarlet Throne, 
  and two of his previously available disciplines, 
  chosen when he takes his first daring hero level. He 
  must meet a maneuver’s prerequisites to learn it, 
  as normal. He adds his full daring hero level to his 
  initiator level to determine his total initiator level 
  
  8
  April Augmented
  and his highest-level maneuvers known.
  At 3rd level and again at 6th level and 9th level, a 
  daring hero gains an additional maneuver readied.
  Stances: At 4th level and again at 6th level and 10th 
  level, a daring hero learns a new stance from any of 
  the disciplines available to him as a daring hero. He 
  must meet the stance’s prerequisites to learn it, as 
  normal.
  Cutting Words (Ex): Starting at 1st level, a daring 
  hero can use his Charisma instead of his other mental 
  ability scores as his initiation modifier with martial 
  maneuvers and for any class features granted by a 
  martial disciple class. In addition, once per encounter 
  when words fail him in his use the Razor Wit feat, you 
  can immediately make a second pun, quip, or insult 
  as a free action, treating his failure as if it had never 
  happened.
  In addition, a daring hero with levels in soulknife 
  adds his class level to his soulknife level to determine 
  the effectiveness of his enhanced mind blade and 
  blade skills class features, as well as for the purposes 
  of meeting blade skill prerequisites, and can use his 
  Charisma instead of other mental ability scores for 
  soulknife class features.
  Dramatic Entry (Ex): At 1st level, a daring hero 
  learns a few important tricks of his trade, including 
  how to appropriately drop through skylights and 
  swing from chandeliers. He becomes immune to 
  being damaged by glass (including magical glass, 
  such as that generated by the shattered glass smite 
  maneuver), and does not take falling damage when 
  entering a scene from above. In addition, he gains 
  a bonus on Acrobatics checks, Disguise checks, and 
  Strength checks to break through doors and windows 
  equal to his class level.
  Fame and Fortune (Ex): At 2nd level, a daring 
  hero’s reputation begins to spread. The initial attitude 
  of NPCs regarding the daring hero is one step better 
  (if his reputation is positive in the opinion of the 
  NPC in question) or one step worse (if his reputation 
  is negative). Exactly who has heard of the daring 
  hero and in what ways is up to the GM, but a daring 
  hero is able to influence his reputation positively or 
  negatively through his actions and deeds.
  Effortless Parry (Ex): At 3rd level, a daring hero 
  gains the ability to initiate a counter without using 
  an immediate action. This expends the counter as 
  normal. He can use this ability to initiate a counter 
  even if he has already used an immediate action this 
  round. The daring hero can use this ability once per 
  encounter at 3rd level, twice per encounter at 6th 
  level, and three times per encounter at 9th level.
  No One Could Survive That (Su): Starting at 4th 
  level, a daring hero’s fate has become intertwined 
  with his story. He automatically stabilizes when 
  at negative hit points, and no longer takes falling 
  damage, regardless of how far he fell.
  Plot Armor (Su): At 5th level, a daring hero’s 
  relevance enforces itself on the world. As a swift 
  action, he can abandon his current stance to assume 
  the plot armor stance. This ability is considered to be 
  a 5th-level stance of the Scarlet Throne and Sleeping 
  Table 1-2: The Daring Hero
  Maneuvers
  Level
  Base Attack 
  Bonus
  Fort 
  Save
  Reflex 
  Save
  Will 
  Save
  Special
  Readied
  Known
  Stances
  1
  +1
  +0
  +1
  +1
  Cutting words, dramatic entry
  0
  0
  0
  2
  +2
  +1
  +1
  +1
  Fame and fortune
  1
  0
  0
  3
  +3
  +1
  +2
  +2
  Effortless parry 1/encounter
  0
  1
  0
  4
  +4
  +1
  +2
  +2
  No one could survive that
  1
  0
  1
  5
  +5
  +2
  +3
  +3
  Plot armor
  0
  0
  0
  6
  +6
  +2
  +3
  +3
  Effortless parry 2/encounter
  1
  1
  1
  7
  +7
  +2
  +4
  +4
  In the nick of time
  0
  0
  0
  8
  +8
  +3
  +4
  +4
  Fan fiction
  1
  0
  0
  9
  +9
  +3
  +5
  +5
  Effortless parry 3/encounter
  0
  1
  0
  10
  +10
  +3
  +5
  +5
  A true hero never dies
  1
  0
  1
  
  9
  April Augmented
  Goddess disciplines. While the daring hero maintains 
  this stance, attacks and abilities targeting him 
  suffer a 25% miss chance. Against opponents who 
  are not especially important, such as bandits, wild 
  animals, and conscripted soldiers, this miss chance is 
  doubled to 50%. In addition, the daring hero gains a 
  circumstance bonus equal to his class level on damage 
  rolls against opponents that are a significant part of 
  his personal story, such as a major villain, a recurring 
  nemesis, or perhaps even upstart weaklings that must 
  be crushed to show his dominance over the world (in 
  the case of a villainous daring hero).
  In The Nick of Time (Su): At 7th level, a daring 
  hero’s very existence begins to warp his narrative. 
  When traveling outside of combat, a daring hero 
  always arrives at the point in time that is most 
  dramatically appropriate. This might mean, for 
  example, that his ship speeds him to arrive at a naval 
  battle as the tide turns, that his passage through the 
  dark lord’s castle is expedited enough that he bursts 
  into the throne room at the eve of the lord’s ascension, 
  or possibly even that he arrives too late—he may find 
  himself delayed, his allies scattered, or his ambush 
  failing entirely because the narrative demanded his 
  foes survive. The daring hero can make a Will save 
  (DC 10 + the daring hero’s class level + the daring 
  hero’s Charisma modifier) to suppress this ability’s 
  effect on a given situation. If this ability would work 
  in the daring hero’s favor, his most plot-relevant 
  opponent may also make a Will save with the same 
  DC to suppress its effects. The opponent does not 
  know whether or not they failed this saving throw, or 
  even that there was one at all (although they may get 
  a bad feeling or a chill down their spine).
  Fan Fiction: When a daring hero reaches 8th level, 
  a famed author takes up their pen and assembles 
  a series of novels or articles about his adventures. 
  Although some liberties may be taken with the story, 
  the daring hero is generally contacted for input and 
  information for these books. He is paid a number of 
  gold pieces (or an equivalent value of items) for the 
  rights to his story equal to 1,000 gp per point of his 
  Charisma bonus (minimum 1,000 gp).
  A True Hero Never Dies (Su): At 10th level, a 
  daring hero’s place in his narrative is thoroughly 
  cemented. He cannot be killed (or destroyed, if he is 
  a construct or undead creature) unless the deathblow 
  takes place during a suitably climactic moment, such 
  as a showdown between an army of demons and the 
  hero’s party, the alignment of planets above the dark 
  lord’s foul ritual, or a dramatic showdown between 
  the hero and his father above a bottomless pit. In 
  addition, he gains a circumstance bonus to his AC 
  equal to his Charisma modifier against opponents 
  who are not especially important, such as demonic 
  footsoldiers, fearsome beasts, and a great old one’s 
  brood. Should the daring hero survive past his 
  maximum age, he cannot die of old age until after 
  he has passed on his wisdom and teachings to a 
  successor, at which point he expires as normal.
  Drowmedary Race
  By: Jacob Karpel
  Deep in the caves beneath the desert sands, foul 
  goddesses sought to fuse the essence of a Drow with 
  that of the wandering gamla. The end goal was to find 
  a suitable punishment for those of their followers who 
  thought that the form of a spider monster would be a 
  nice change of pace from their normal backstabbing 
  ways. What they got instead was the drowmedary, 
  nomads of the caves below.
  Appearance: Much smaller than the gamla, 
  drowmedaries stand seven feet tall on average and 
  have pitch-dark skin. The sparse fur which covers 
  their bodies tends to be either deepest black or stark 
  white, leaving only the palms of their hands and the 
  surface of their faces exposed. They stand hunched, 
  with a hump on their back. They are otherwise elf-
  like, with long ears and finely chiseled features.
  Demeanor: 
  The 
  Drowmedary 
  are 
  naturally 
  distrustful of divine spellcasters and drow (much less 
  drow divine spellcasters or those who claim a drow 
  goddess as their patron), and are typically reclusive. 
  Other than this, they tend to be generally friendly 
  to those who help them or their families. As they 
  wander, they trade with those they find. Others often 
  find their lack of defined leadership puzzling, but this 
  rarely causes long-term issues except with the most 
  rigid of societies.
  Background: Drowmedary started off few in 
  number, but are incredibly long-lived. Although they 
  have no natural predators, the deep caverns contain 
  plenty of unnatural ones to keep their numbers down, 
  and so their population grows slowly. They travel 
  in bands organized roughly along family lines, but 
  these nomadic bands tend to split once they get past 
  15-20 members. They are highly communal in nature, 
  reacting almost as one to perceived threats down to 
  the smallest child and considering the opinions of each 
  member of the band in any major decision. Anyone 
  can become anything they feel the call to be, and 
  are encouraged to follow their natural inclinations 
  regardless of any other factor. Drowmedary bands 
  only rarely have designated overall leaders for this 
  reason, they instead follow the one whose natural 
  
  10
  April Augmented
  talents are best suited to the situation they currently 
  face. 
  Understandably, given their origins, drowmedaries 
  tend to shy away from true worship of deities, but 
  hold concepts of community, hospitality, and open 
  confrontation to be sacred. They tend to be strongly 
  lawful and usually good alignments, but every 
  individual is their own. Even the most evil among 
  them, though, tend to be more ruthless and greedy 
  than actively destructive.
  Adventures: Drowmedaries tend to adventure 
  for one of two reasons. The first and by far the most 
  common is for the good of their band, with the intent 
  to return after achieving something that needs to be 
  done. The second is among those who feel that the 
  society is too stifling, and run away in their own act 
  of rebellion.
  DROWMEDARY RACIAL TRAITS
  +2 Constitution, +2 Charisma, –2 Dexterity: 
  Drowmedary are tough and gregarious, but their 
  twisted forms sometimes limit their mobility.
  Medium: Drowmedaries are medium creatures 
  and thus have no bonuses or penalties for size.
  Humanoid (akashic, elf): Drowmedaries are 
  humanoids with the akashic and elf subtypes.
  Normal Speed: Drowmedaries have a base speed 
  of 30 feet.
  Bonus Essence: Drowmedaries have inherited the 
  strong natural connection to the powers of Akasha 
  from their gamla forebears, and start play with one 
  bonus essence point in their pool.
  Poison Spit: Once per minute, a drowmedary can 
  spit sedative poison at a creature within 10 feet as a 
  standard action. The target must succeed at a Fortitude 
  save (DC 10 + 1/2 the drowmedary’s character level + 
  the drowmedary’s Constitution modifier) or become 
  staggered for one round. If the target fails its save by 
  5 or more they instead fall asleep for one round. A 
  drowmedary can invest essence into this ability as 
  though it was a veil; for each point invested, its range 
  increases by 5 feet and the save DC increases by 1.
  Tribal 
  Teamwork: 
  A 
  drowmedary 
  gains 
  a 
  teamwork feat he qualifies for as a bonus feat. As a 
  move action, he may share this feat with all allied 
  drowmedary within 60 feet for a number of rounds 
  equal to his Charisma modifier (minimum 1).
  Languages: Dromedary begin play speaking 
  Common and Undercommon. Drowmedary with high 
  Intelligence scores can choose from the following 
  bonus languages: Dwarf, Elf, Giant, Gnome, and 
  Terran.
  Adulthood
  Intuitive1
  Self-Taught2
  Trained3
  120 years
  +5d6 years
  (125 - 150 
  years)
  +8d6 years
  (128 - 168 
  years)
  +12d6 years
  (132 - 192 
  years)
  Gender
  Base 
  Height
  Height 
  Modifier
  Base 
  Weight
  Weight 
  Modifier
  Male
  6 ft. 4 in.
  +3d6 in.
  (6 ft. 7 in. - 
  8 ft.)
  150 lbs.
  +(2d6×8 lbs.)
  (166 - 246 
  lbs.)
  Female
  6 ft. 4 in.
  +3d6 in.
  (6 ft. 7 in. - 
  8 ft.)
  130 lbs.
  +(2d6×8 lbs.)
  (146 - 226 
  lbs.)
  Alternate Racial Traits
  Web Spit: Some drowmedaries lack the poison 
  glands of their brethren, instead being infused with a 
  spider-like essence. Once per minute, a drowmedary 
  with this trait can spit web at a creature within 10 
  feet as a standard action. The target must succeed at 
  a Reflex save (DC 10 + 1/2 the drowmedary’s character 
  level + the drowmedary’s Constitution modifier) or be 
  entangled for one round. Regardless of the result of 
  this save, the target’s space becomes difficult terrain 
  for one round as well. A drowmedary can invest 
  essence into this ability as though it was a veil; for 
  each point invested, the range increases by 5 feet 
  and the save DC increases by 1. This ability replaces 
  poison spit.
  Spidery Legs: Some drowmedaries have thinner 
  limbs bristling with short hairs which grip like 
  a spider’s. They gain a climb speed of 20 feet. This 
  ability replaces tribal teamwork
  Favored Class Bonuses
  Drowmedary adventurers may use any alternate 
  favored class bonus available to drow or gamla.
  Gelatinous Cube 
  Monster Class
  By: Jeffrey Swank
  Bits of broken weapons, coins, and a partially 
  digested skeleton are visible inside this quivering cube 
  of slime.
  One of the dungeon’s most unusual and specialized 
  predators, gelatinous cubes spend their existence 
  roaming dungeon halls and dark caverns, swallowing 
  up organic material such as plants, refuse, carrion, 
  and even living creatures. Materials the cube cannot 
  digest, such as metal and stone, can eventually fill up 
  the creature’s mass with such detritus, and at times 
  the creature may excrete some of this material out of 
  
  11
  April Augmented
  its body. Often the treasure and possessions of past 
  victims remain inside the gelatinous cube, leaving a 
  ghostly impression of their material remains.
  Gelatinous cubes are generally start out as 5 feet 
  wide cubes that grow as they feed to 10 feet and weigh 
  upward of 15,000 pounds, though subterranean 
  explorers report larger specimens trawling the 
  deepest caves and corridors. In locations with 
  plentiful sources of food, gelatinous cubes can exist 
  for hundreds of years, if not thousands. However, if 
  denied organic material for more than 6 months, a 
  gelatinous cube begins shrinking. Eventually this 
  stresses its walls and the creature leaks rapidly 
  evaporating slimy liquid until its body collapses and 
  disappears completely.
  Alignment: Gelatinous cubes tend toward neutral 
  and are typically concerned with their own well-
  being and that of the group or organization which 
  aids them. They may behave in a good manner to 
  those that they consider friends and allies, but will 
  only act maliciously against those who have tried to 
  injure them in some way.
  Hit Die: d8.
  Starting Wealth: 3d6 × 10 gp (average 105 gp.) In 
  addition, each character begins play with an outfit 
  worth 10 gp or less (though a gelatinous cube likely 
  has little use for one).
  GELATINOUS CUBE RACIAL TRAITS
  –4 Dexterity, +4 Constitution: Gelatinous cubes are 
  hearty and strong, but neither quick nor nimble. 
  Medium: Gelatinous cubes are medium creatures 
  and thus have no bonuses or penalties for size.
  Ooze: Gelatinous cubes are oozes, gaining the follow-
  ing traits as a result:
  Gelatinous cubes are immune to poison, sleep effects, 
  paralysis, polymorph, and stunning.
  Gelatinous cubes are not subject to critical hits or 
  flanking, and do not take additional damage from 
  precision-based attacks (such as sneak attack).
  Gelatinous cubes eat and breath, but do not sleep.
  Very Slow Speed: Gelatinous cubes have a base speed 
  of 15 feet.
  Acid Immunity (Ex): Gelatinous cubes are immune 
  to acid.
  Awoken (Ex): A gelatinous cube using this monster 
  class has been granted sapience in a manner very simi-
  lar to the awaken spell. It is not mindless like normal 
  gelatinous cubes, and has the ability to speak by vibrat-
  ing its body.
  Blind (Ex): Gelatinous cubes are blind. This gives 
  them an immunity to gaze attacks, visual effects, illu-
  sions, and other attack forms that rely on sight. How-
  ever, they cannot see or read, but they do have the 
  blindsight special ability (see below).
  Blindsight (Ex): Gelatinous cubes have blindsight out 
  to a range of 60 feet.
  Cubism (Ex): Gelatinous cubes are, well, cubes. They 
  cannot be tripped. In addition, they do not have hands 
  or arms, and may have difficulty wielding objects as a 
  result.
  Languages: Gelatinous cubes begin play speaking 
  Common and Aklo. Gelatinous cubes with high Intel-
  ligence scores can choose from the following: Aquan, 
  Dwarven, Goblin, and Undercommon. 
  CLASS SKILLS
  The gelatinous cube’s class skills are Acrobatics 
  (Dex), Bluff (Cha), Craft (Int), Diplomacy (Cha), Escape 
  Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge 
  (dungeoneering) (Int), Perception (Wis), Sense Motive 
  (Wis), and Stealth (Dex).
  Skill Ranks per Level: 2 + Int modifier.
  CLASS FEATURES
  All the following are class features of the gelatinous 
  cube monster class.
  Weapon and Armor Proficiency: A gelatinous 
  cube is proficient with its natural weapons, but not 
  with any type of weapon, armor, or shield.
  Ability Score Increases: As a gelatinous cube gains 
  levels, her ability scores increase as noted on Table 
  1-2: Gelatinous Cube. These increases stack and are 
  gained as if through level advancement.
  Slam (Ex): At 1st level, a gelatinous cube gains a 
  slam attack. This is a primary attack that deals 1d4 
  points of damage plus the gelatinous cube’s 1-1/2 
  times the gelatinous cube’s Strength modifier. When 
  the cube grows to Large size at 4th level, the damage 
  die of this slam increases to 1d6. 
  Table 1-3: Gelatinous Cube
   
  Level
  Base 
  Attack 
  Bonus
  Fort 
  Save
  Reflex 
  save
  Will 
  Save
  Special
  1st
  +0
  +0
  +0
  +0
  Slam 1d4, transparent
  2nd
  +1
  +0
  +0
  +0
  +4 Con, –2 Dex, paralysis (1 round)
  3rd
  +2
  +1
  +1
  +1
  +4 Con, –2 Dex, acid, paralysis (1d6 rounds)
  4th
  +3
  +1
  +1
  +1
  +4 Con, –2 Dex, Large Size, slam 1d6, engulf, paralysis (2d6 rounds)
  
  12
  April Augmented
  Transparent (Ex): At 1st level a gelatinous cube 
  begins to lose its color. This ability makes the cube 
  difficult to spot, and grants it a +4 racial bonus on 
  Stealth checks. At 4th level, the gelatinous cube loses 
  all of it coloration and becomes fully transparent. Its 
  racial bonus on Stealth checks increases to +8. As 
  long the gelatinous cube stays motionless, it can make 
  Stealth checks even while observed. If a creature fails 
  to notice a 4th level or higher gelatinous cube and 
  walks into it, that creature is automatically engulfed.
  Paralysis (Ex): At 2nd level, a gelatinous cube 
  begins to secrete an anesthetizing slime. A creature 
  hit by the gelatinous cube’s slam attack or engulfed 
  by it must succeed at a Fortitude save (DC 10 + 1/2 
  the gelatinous cube’s character level + the gelatinous 
  cube’s Constitution modifier) or become paralyzed 
  for 1 round. At 3rd level, the duration of this paralysis 
  increases to 1d6 rounds, and at 4th level, it increases 
  to 2d6 rounds. hit by a cube’s melee or engulf attack 
  must succeed on a Fortitude save or be paralyzed for 
  1 round. A gelatinous cube with the engulf ability 
  can automatically engulf a paralyzed opponent. A 
  gelatinous cube need not secrete its slime at all times, 
  and may suppress or resume this ability at a free 
  action.
  Acid (Ex) At 3rd level, a gelatinous cube begins 
  to secrete a corrosive acid. A creature hit by the 
  gelatinous cube’s slam attack or engulfed by it takes 
  1d6 points of acid damage. A gelatinous cube can also 
  deal this damage to objects, but its acid does not harm 
  metal or stone. A gelatinous cube need not secrete its 
  acid at all times, and may suppress or resume this 
  ability at a free action.
  Large Size: At 4th level, a gelatinous cube grows to 
  Large size. Its ability scores do not change, although 
  it gains the normal benefits and penalties for being a 
  Large creature. The gelatinous cube’s space increases 
  to 10 feet (its reach remains at 5 feet) and it gains a –1 
  size modifier to attacks and armor class, a +1 special 
  size modifier to its CMB and CMD, a –2 penalty to Fly 
  checks, and a –4 penalty to Stealth checks, as normal. 
  Its slam attack now deals 1d6 points of damage.
  Engulf (Ex) At 4th level, a gelatinous cube gains the 
  ability to simply engulf creatures of its size or smaller 
  in its path as a standard action. It cannot make any 
  other attacks during a round in which it engulfs. In 
  order to engulf creatures, the gelatinous cube merely 
  has to move over them, affecting as many as it can 
  cover. This provokes attacks of opportunity from the 
  targets of the engulf, but a creature that attempts an 
  attack of opportunity does not receive a saving throw. 
  Those who do not attempt attacks of opportunity 
  can attempt a Reflex save (DC 10 + 1/2 the gelatinous 
  cube’s character level + the gelatinous cube’s Strength 
  modifier) to avoid being engulfed—on a success, 
  they are pushed back or aside (their choice) as the 
  gelatinous cube moves forward. Engulfed creatures 
  are subject to the gelatinous cube’s paralysis and 
  acid, gain the pinned condition, are in danger of 
  suffocating, and are trapped within the gelatinous 
  cube’s body until they are no longer pinned.
  Racial Feats
  Pseudopod
  You can control your ooze form well enough to grasp 
  objects.
  Prerequisites: Gelatinous cube level 1st.
  Benefit: You can use form your gelatin wall into a 
  pseudopod to be used as a “hand,” wielding weapons 
  and manipulating objects as well as a humanoid 
  creature might otherwise be able to with hands. You 
  gain the ability to use items and act as if you had a 
  single arm. You are not penalized for fighting with a 
  weapon in your pod, although you cannot use your 
  slam attack while doing so.
  You can use your pseudopod to make skill checks 
  that would normally require the use of hands, 
  although you do so at a -4 penalty to the checks.
  Form Figure (Heritage)
  You can control your ooze form well enough to 
  appear humanoid. 
  Prerequisites: Ooze type, nonhumanoid form.
  Benefit: You gain the ability to change shape as 
  a full-round action. When you use this ability, you 
  assume the appearance of a specific humanoid form 
  (selected at the time of choosing the feat). This form 
  is Medium-sized or your size, whichever is smaller, 
  and its flesh appears to be made of a transparent 
  gelatinous substance. You cannot use the natural 
  weapons of your normal form in this form, but if you 
  possess the engulf ability, it functions as normal. You 
  also gain the ability to wield or otherwise interact 
  with objects as normal for a humanoid creature (you 
  have two arms, two legs, one head, and so on). Your 
  ability scores do not change. You can return to your 
  natural form as a free action, and can remain in your 
  alternate form indefinitely. This is a supernatural 
  ability.
  
  13
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc and is Copyright 
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners 
  who have contributed Open Game Content; (b)”Derivative Material” means 
  copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, 
  upgrade, improvement, compilation, abridgment or other form in which an existing 
  work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, 
  license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes the methods, 
  procedures, processes and routines to the extent such content does not embody the 
  Product Identity and is an enhancement over the prior art and any additional content 
  clearly identified as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative works under copyright 
  law, but specifically excludes Product Identity. (e) “Product Identity” means product 
  and product line names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, 
  language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, 
  themes and graphic, photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, teams, personas, 
  likenesses and special abilities; places, locations, environments, creatures, equipment, 
  magical or supernatural abilities or effects, logos, symbols, or graphic designs; and 
  any other trademark or registered trademark clearly identified as Product identity by 
  the owner of the Product Identity, and which specifically excludes the Open Game 
  Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that 
  are used by a Contributor to identify itself or its products or the associated products 
  contributed to the Open Game License by the Contributor (g) “Use”, “Used” or 
  “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise 
  create Derivative Material of Open Game Content. (h) “You” or “Your” means the 
  licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a 
  notice indicating that the Open Game Content may only be Used under and in terms 
  of this License. You must affix such a notice to any Open Game Content that you 
  Use. No terms may be added to or subtracted from this License except as described by 
  the License itself. No other terms or conditions may be applied to any Open Game 
  Content distributed using this License.
  3. Offer and Acceptance: By Using the Open Game Content You indicate Your 
  acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the 
  Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license 
  with the exact terms of this License to Use, the Open Game Content.
  5. Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are Your 
  original creation and/or You have sufficient rights to grant the rights conveyed by 
  this License.
  6. Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT NOTICE of any 
  Open Game Content You are copying, modifying or distributing, and You must add 
  the title, the copyright date, and the copyright holder’s name to the COPYRIGHT 
  NOTICE of any original Open Game Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as 
  an indication as to compatibility, except as expressly licensed in another, independent 
  Agreement with the owner of each element of that Product Identity. You agree 
  not to indicate compatibility or co-adaptability with any Trademark or Registered 
  Trademark in conjunction with a work containing Open Game Content except 
  as expressly licensed in another, independent Agreement with the owner of such 
  Trademark or Registered Trademark. The use of any Product Identity in Open Game 
  Content does not constitute a challenge to the ownership of that Product Identity. 
  The owner of any Product Identity used in Open Game Content shall retain all rights, 
  title and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate 
  which portions of the work that you are distributing are Open Game Content. 9. 
  Updating the License: Wizards or its designated Agents may publish updated versions 
  of this License. You may use any authorized version of this License to copy, modify 
  and distribute any Open Game Content originally distributed under any version of 
  this License.
  10. Copy of this License: You MUST include a copy of this License with every 
  copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game 
  Content using the name of any Contributor unless You have written permission from 
  the Contributor to do so.
  12. Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content due to 
  statute, judicial order, or governmental regulation then You may not Use any Open 
  Game Material so affected.
  13. Termination: This License will terminate automatically if You fail to comply 
  with all terms herein and fail to cure such breach within 30 days of becoming aware 
  of the breach. All sublicenses shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be unenforceable, such 
  provision shall be reformed only to the extent necessary to make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0a, © 2000, Wizards of the Coast, Inc.
  System Reference Document. © 2000, Wizards of the Coast, Inc.; Authors 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax 
  and Dave Arneson.
  Pathfinder RPG Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. 
  Pathfinder RPG Bestiary, © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Advanced Player’s Guide, © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
  Pathfinder RPG GameMastery Guide, © 2010, Paizo Publishing, LLC; Author: 
  Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, 
  Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin 
  Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David 
  Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber 
  Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny 
  Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Ultimate Magic, © 2011, Paizo Publishing, LLC; 
  Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason 
  Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and 
  Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat, © 2011, Paizo Publishing, 
  LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian 
  J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason 
  Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor. 
  The Book of Experimental Might, © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors, © 2002, Necromancer Games, Inc.; Authors: Scott Greene, 
  with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance 
  Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR.
  Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Authors Andy Collins, 
  Jesse Decker, David Noonan, Rich Redman
  The Iconic Bestiary: Classics of Fantasy, © 2005, Lions Den Press; Author Ari 
  Marmell
  Hyperconscious: Explorations in Psionics, © 2004, Bruce R Cordell. All rights 
  reserved.
  If Thoughts Could Kill, © 2001–2004, Bruce R. Cordell. All rights reserved.
  Mindscapes, © 2003–2004, Bruce R. Cordell. All rights reserved.
  Unearthed Arcana, © 2004, Wizards of the Coast.
  Mutants & Masterminds © 2002, Green Ronin Publishing.
  Swords of Our Fathers, Copyright 2003, The Game Mechanics.
  Modern System Reference Document, © 2002, Wizards of the Coast, Inc.; 
  Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by 
  Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. 
  Cordell, John Tynes, Andy Collins, and JD Wiker
  Psionics Unleashed, © 2010, Dreamscarred Press.
  Psionics Augmented: Wilders, © 2015, Dreamscarred Press
  
  New Monsters of all CRs!
  Full-Color
  $24.99
  Now Available at
  dreamscarred.com
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Dreamscarred Press/April Augmented 2016.pdf